Hero Siege Guide

  суббота 21 марта
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Hero Siege Guide Average ratng: 9,4/10 1741 reviews

Apr 09, 2020  With more than a 5 million copies sold on STEAM: Hero Siege is a Hack 'n' Slash game with roguelike- & RPG elements. Annihilate hordes of enemies, grow your talent tree, grind better loot and explore up to 7 Acts enhanced with beautiful Pixel Art graphics! This game offers countless hours of gameplay and up to 4 player online multiplayer!

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Hero Siege is a bloody and snappy slashing game, developed by Panic Art Studios from a Finland independent games studio. It has the tower defense, pixel and Hack ‘N’ Slash styles at the same time.

At first glance of its name, you maybe thought it was a derived work of Siege Hero by Armor Games. But they are quite different in gameplay: Siege Hero needs more attention to physical and puzzle, yet violent and bloody coexist everywhere in Hero Siege, and that is very stimulating.

Hero Siege adopts randomly generated mechanism, that is to say, all levels are random, you will not see the same scene two times, just in order to ensure enough freshness. Moreover, this game has joined many puzzle elements, this makes players have to use their minds when fighting, and the only purpose is to survive.

// Key Features //

  • Online Multi-player with up to 4 players!
  • Randomly generated levels, items, dungeons, bosses, secrets and events. Every game session you play is different
  • Over 170 unique crafted items that are either passive, usable or orbiting
  • Over 80 different enemies with the possibility to spawn as rare or elite with extra hp/damage and abilities, but dropping better loot and giving more exp!
  • Over 150 Achievements to unlock!
  • Customize your character with 60+ different hats!
  • 5 Acts to play through! (Requires DLC for the 5th)
  • Random Dungeons and Crypts to explore and clear from loot and enemies!
  • 8 playable classes! (Samurai requires DLC)
  • 4 different difficulty levels to unlock!
  • Tons of random! Start discovering all the wonderful secrets and content!
  • Loot system with: normal, superior, rare and legendary loot!

// Included DLCs //

Downloadable Contents for this game:

  • Hero Siege – Samurai
  • Hero Siege – Cyberpunk Samurai
  • Hero Siege – Fallen Paladin
  • Hero Siege – Avenger Paladin
  • Hero Siege – Amazon
  • Hero Siege – Wrath of Mevius
  • Hero Siege – Doom Bringer
  • Hero Siege – Zombie Hunter
  • Hero Siege – Shaman
  • Hero Siege – Nethermancer
  • Hero Siege – Maniac Viking
  • Hero Siege – Maniac Gunner Pirate
  • Hero Siege – Dark Mage
  • Hero Siege – Death Lord Necromancer
  • Hero Siege – Marauder
  • Hero Siege – Eastfoundian Trooper
  • Hero Siege – Class – Plague Doctor
  • Hero Siege – Extra slots & stash space
  • Hero Siege – Shield Lancer
  • Hero Siege – Chaos Lancer
  • Hero Siege – Northern Shaman
  • Hero Siege – Gladiator Marauder
  • Hero Siege – Tribal Amazon
  • Hero Siege – Cowboy Redneck
  • Hero Siege – Companion Bundle
  • Hero Siege – Riftmancer
  • Hero Siege – Bounty Hunter
  • Hero Siege – Vampire Hunter
  • Hero Siege – Arch Angel
  • Hero Siege – Frostbite

// Official Video Trailer //

// System Requirements //

  • DirectX End-User Runtime Web Installer (DirectX Redist)
  • Microsoft Visual C++ 2010 Redistributable Packages

// Edition Statement //

AppNee provides the Hero Siege multilingual portable full registered versions along with all DLCs for Windows 32-bit & 64-bit.

// Download URLs //

VersionDownloadSize
v4.0.0.3391 MB

(Homepage Steam)

If some download link is missing, and you do need it, just please send an email (along with post link and missing link) to remind us to reupload the missing file for you. And, give us some time to respond.
If there is a password for an archive, it should be 'appnee.com'.
Most of the reserved downloads (including the 32-bit version) can be requested to reupload via email.

Introduced a dps measurement on the tooltips for weapons and spells. Since xp is given for damage dealt, there is no difference in xp gained between 1-handers and 2-handers with the same dps. However, 1-handers allow the use of a shield.Any character can carry a shield and gain the benefits of magical properties it conveys, but only melee fighters wielding 1-handers can make use of the highly desirable base properties of the shield, the ones written in white. Shields offer good inherent defense ratings and hard block rates against non-magic attacks.DoTAs mentioned earlier, weapons can carry enchantment loads that inflict damage-over-time effects. Goblin guns do this normally. Again, damage over time can be a great way to train if the character's experience is especially low or the enemy's is especially high. In the endgame, it is better to rely on instantaneous damage, which the vast majority of martial weapons do.Armor Piercing.

An armor-piercing hit ignores the target's armor and deals exactly the damage given on the weapon or spell's tooltip.Seeking out sources of armor-piercing is recommended. The harder the enemy, the stronger this mechanic gets.Sources of Armor PiercingThe only spells observed to ignore armor are Leech Life, Zorkon's Bonecrusher, and the Glpyh spells.There are blue and purple mods that add a%Chance to inflict piercing hits, and ones that add straight integer piercing damage to attacks. Each one is limited to either Melee or Ranged. Main article:Rune Series and Guiseppi's Wares are multiplayer-only sets that have high armor penetration, but the useful lifespans of their weapons are not very long.The best source of armor piercing, at 50 percent, is the easter egg reward for completing, the Mac Daddy Cap. This hat affects both Melee and Ranged. It increases a character's attack power enormously.Offensive SpellsNature mages need a Zap spell to begin training, and Combat mages need Fireshot. This section will cover various attack spells of interest as the character levels up.There are some important things to bear in mind about attack spells that go beyond the in-game descriptions on the scrolls.

The damage ratings written on the scrolls are for one projectile only. Some spells are like shotguns that send out lots of pellets at once, and even accounting for the randomized innacuracy of these pellets, their effective damage could be several times higher than the listed damage. Some spells appear to deal a ton of damage quickly, but can prove impractical in some way, like having a too-high cost, tiny range, or a slow or wierdly-shaped trajectory. Keep tried-and-true spells onhand when testing new ones.

Kalimba song. Spells with a mana cost dependent on the target are almost never any good. It is virtually always more efficient to simply buff allies and kill enemies.Best-of-breedFlashThese are 1) easy-to-use, 2) deal average-or-better damage, and 3) have reasonable casting costs.They go obsolete as the game progresses. In the level gaps between these spells, there is a dearth of satisfactory replacements that fulfill all three criteria.

Flash: Nature 3-21. Iceblast: Nature 24-52. Icefury: Nature 54-78. Explosive Powder: Combat 3-25.

Fireball: Combat 20-47. Bomb: Combat 60-90A mage should spend most of the campaigns with one of these spells loaded. After level 78 a Nature Mage has little recourse but to continue to use Icefury, which manages more damage than any other entry in the Nature repertoire. At level 96, Combat gets access to Cluster Bomb, which is inaccurate and expensive, but powerful. The Zorkon spells described later are also useful Combat attacks.Training spellsBoth of the magic schools have support spells that are useful to other classes. The DoT spells are good for cross-class training, because of the odd behavior of DoT when it comes to giving experience. Dancing Zap: Nature 6-26.

Shock: Nature 8-37. Acid Glyph: Combat 2-22. Acid Gas: Combat 1-20 (if no access to LoA)They have exceptional experience yields when the skill is very low level and the monster is very high level.Zorkonintroduced three Combat spells with unique offensive effects.

Zorkon's Bonecrusher: Combat 17-37. Zorkon's Disintegrator: Combat 25-65.

Zorkon's Exploder: Combat 75-150. Bonecrusher deals the damage given on its tooltip and is armor-piercing. But against and a limited number of skeleton-like foes in LoA, the damage is multiplied by 18. Contrary to the tooltip, it does not get more expensive based on the power of the target. At the level cap, it strikes skeletons for about 900 damage (50 otherwise) and costs 27 mana against any foe, making it bar-none one of the most efficient attacks in the game.Disintegrator kills the target.

Mana cost goes down (and efficiency up) linearly from 2× the target's life at Combat 25 to 1× the target's life at 65 or greater. This spell can be moderately efficient and extremely fast, if the caster can afford it.Exploder is not recommended.

It scales in the same fashion as Disintegrator, but is not fully-efficient until level 150. Its area-of-effect explosion is too trivial to be worth the higher cost.Three Combat spells produce a grenade-like object referred to in the data files as a 'pineapple.' These projectiles are fast, fun, and and can exceed their casting range by bouncing along the ground.

The grenade spells are candidates for being a Combat mage's primary attack during their effective lifespans. Their damage ratings start very high but do not scale well beyond a few levels, but their ease-of-use never goes away. Explosive Powder: Combat 3-25. Bomb: Combat 60-90. Cluster Bomb: Combat 96-120The casting range (white circle) and physical range of cluster bomb is pictured below. Explosive Powder and Bomb only fire one projectile, but it is more accurate.Poor-logistics spellsThe aforementioned grenades have utility.

As a counterpoint, here are examples of attack spells that are painful to enemies but can also be a pain to the player, for various reasons. Spark: Nature 4-24. Multi-Spark: Nature 30-66The homing projectile sparks move very slow and will collide harmlessly with walls, doorways, stalagmites, etc. At point blank range, the sparks move beyond the target to see if there are any obstructions to colide with first before heading back for the target. Firebomb: Combat 70-90 - This spell deals 10 percent more damage than Bomb. But the projectile is very slow and its high, strange firing arc becomes a nuisance. Fire Wall: Combat 32-77.

Pillar of Fire: Combat 72-88. Cyclone of Fire: Combat 90-120Firewall costs too much for practical use. But its more advanced applications, Pillar and Cyclone, conjure wandering columns of flame. They deal so much damage that the player may wish to adjust tactics to accomodate their use. Orbs are long-lasting enchantments introduced in LoA that throw projectiles passively. Orb of Fire: Combat 2-25, max. 144 dp10s.

Orb of Frost: Nature 4-21, max. 146 dp10s.

Orb of Acid: Combat 12-33, max. 199 dp10s. Orb of Lightning: Nature 13-33, max 221 dp10s. Orb of Healing: Nature 10-35, max. 167 hp10s. Orb of Energy: Combat 37-72, max. 510 dp10s.

Bubberjack's Orb of Poultry: Nature 0-155, max. 13,676 dp10sThese low-hassle spells can be substantive during their effective level ranges. The Healing Orb can be useful in the way it does not always target the topmost partymember-in-need on the roster (a character set to autopilot healing will do this).The easter egg spell Orb of Poultry, a gift from the.