FacebookTwitterDiggRedditdel.icio.usStumbleUponGoogle Bookmarks

Create Account

HomeBloodlinesThe GameMediaWorldBloodgateForumF.A.QStore
Harbinger

There lies a swamp far to the south, infested by a wicked presence: the Malevolent tribe. These malevolent beings use dark magic and ancient rituals to ensure their ancestors peace in the afterlife. Their zealous fury makes them formidable opponents, twisting their curses upon their enemies.

Combat Role
Harbingers heal themselves through dealing melee damage, complementing their potent debilitating magic.

[ Read more: Related Cultures ]

Harbinger Statistics

Content on this page requires a newer version of Adobe Flash Player.

Get Adobe Flash player

Abilities
Shadow Slash

Melee

Shadow Slash

Deals 15 /17 /19 damage on consecutive hits. Heals self for 45% of damage dealt if target is afftected by Hemorrhage.

Cooldown: 0.5 secCast time: 0.4 sec
Range: 24
Energy gain: 8%

Can move while using.

Blood Grip

Projectile

Blood Grip

Usable on both allies and enemies. Deals 10 damage, leeches 10 health, inflicts Silence and Hemorrhage on impact with enemy. Pulls target to Harbinger's location.

Silence
Unable to use abilities, lasts
1s.

Hemorrhage
Reduces movement speed by
30%, lasts 4s.

Cooldown: 7.0 secCast time: 0.4 sec
Range: 124
Energy gain: 12%

Shadow Shift

Throw

Shadow Shift

Travels to target location after impact, inflicts Hemorrhage on enemies near destination.

Hemorrhage
Reduces movement speed by
30%, lasts 4s.

Cooldown: 9.0 secCast time: 0.2 sec
Range: 120Area: 30

Drops Artifact on use.
Can move while using.

Affliction

Target Ground

Affliction

Deals 8 damage, leeches 8 health and inflicts Plague after a 1s delay. Enemies affected by Plague spread the effect to nearby unaffected enemies after a 1s delay.

Plague
Movement speed is reduced by
15% , deals 4 damage and heals the Harbinger for 4 health every 2s, lasts 6s duration.

Cooldown: 7.0 secCast time: 0.6 sec
Range: 120Area: 20
Energy gain: 5%

Shadow Bolt

Projectile

Shadow Bolt

Deals 38 damage, inflicts Amplify.

Amplify
Increases damage taken by
20%, lasts 8s.

Cooldown: 4.0 secCast time: 1.1 sec
Range: 154
Energy gain: 16%

Nether Shift

Target Player

Nether Shift

Target ally becomes invulnerable, immaterial and unable to use abilities, increases movement speed by 40%. Moving through an enemy target deals 8 damage, inflicts Hemorrhage and heals the wearer for 8 health, lasts for 1.8s.

Hemorrhage
Reduces movement speed by
30%, lasts 4.5s.

Cooldown: 11.0 secCast time: 0.0 sec

Ignores Global Cooldown.
Can move while using.

Dark Ward

Self Buff

Dark Ward

Empowers abilities, Reduces damage taken by 25%, reduces debuff durations by 50%, lasts 8s. This effect cannot be dispelled.

Shadow Slash
Increases damage by 30%, each strike leeches 75% health.

Shadow Bolt
Reduces cooldown to 0.5s, reduces casttime by 25%.

Plague
Increases damage by 75%, slows target by 75%.

Cooldown: 1.0 secCast time: 0.0 sec
Energy cost: 100%

Ignores Global Cooldown.
Can move while using.


Alchemist

Alchemist

With their strong support capabilities the Alchemist can turn the tide of any battle using their potent healing, deadly poison and incapacitating abilities.

Archetype: HealerSize: 6
Health: 140Run Speed: 140

Psychopomp

Psychopomp

The Psychopomps control the battlefield through healing and powerful debilitating effects. Using spiritual bounds she can enhance her own as well as her allies attacks.

Archetype: HealerSize: 6
Health: 155Run Speed: 130

Herald

Herald

Possessing strong support abilities the Heralds warp space and time, turning their enemies against themselves while keeping their allies protected.

Archetype: HealerSize: 6.5
Health: 150Run Speed: 130

Astronomer

Astronomer

Able to switch stances between sun and moon, the Astronomer is able to either do powerful ranged damage or potent healing, switching between the two on the fly.

Archetype: HealerSize: 6.5
Health: 160Run Speed: 145

Igniter

Igniter

Igniters are masters of ranged combat, using their fire magic to deal large amounts of damage both to single targets and crowds.

Archetype: RangedSize: 6
Health: 150Run Speed: 130

Gunner

Gunner

The Gunners can deal an immense amount of damage to a single target at a long range while ensuring their own survival through stealth and cunning tricks.

Archetype: RangedSize: 6.5
Health: 155Run Speed: 130

Nomad

Nomad

The Nomads are fast, flexible and deadly. Their boomerangs can easily overwhelm the enemy with the ability to hit several targets at once. This, coupled with great crowd control abilities, helps them control the flow of the battle.

Archetype: RangedSize: 6.5
Health: 150Run Speed: 150

Engineer

Engineer

Engineers bring a vast array of tricks and gadgets to the field of battle, ranging from shrink rays to flamethrowers and jetpacks.

Archetype: RangedSize: 7
Health: 165Run Speed: 140

Glutton

Glutton

Possessing both physical strength and earth magic, the Gluttons wreak havoc upon their enemies. Though mainly melee damage dealers, they have some ranged abilities as well as the ability to heal themselves.

Archetype: TankSize: 8
Health: 200Run Speed: 145

Vanguard

Vanguard

Vanguards thrive in close combat with their great survivability and their ability to incapacitate enemies. Though mainly limited to melee abilities they can deal a great amount of damage if left unchecked.

Archetype: TankSize: 8
Health: 200Run Speed: 140

Inhibitor

Inhibitor

Using their unique rune power to weaken their enemies as well as combining runes into powerful attacks the Inhibitors thrive in the midst of combat. With the ability to catch incoming projectiles and use them to displace themselves on the battlefield they can quickly turn the tides of battle.

Archetype: TankSize: 7.5
Health: 180Run Speed: 130

Thorn

Thorn

The Thorns have the ability to control nature itself, able to dig and burrow through the ground and snaring their enemies with roots and veins.

Archetype: TankSize: 8
Health: 190Run Speed: 145

Harbinger

Harbinger

Harbingers combines dark magic with deadly blade skill coupled with the ability to drain their enemies health, making them fearsome enemies on the battlefield.

Archetype: MeleeSize: 7
Health: 165Run Speed: 145

Spear_master

Spear Master

The Spear Masters are experts at dealing melee damage and avoiding enemy damage through improving their own capabilities and incapacitating their opponents.

Archetype: MeleeSize: 6.5
Health: 155Run Speed: 145

Ranid_assassin

Ranid Assassin

The Ranid Assassins are agile warriors, using stealth and acrobatics to give them an edge on the battlefield. Their blades can deal high damage over a short period of time while their poisons keep foes from getting away. Foregoing armor for mobility, they rely on deception to stay alive.

Archetype: MeleeSize: 6.5
Health: 155Run Speed: 145

Ravener

Ravener

Raveners bash enemies with their dual maces, aggressively moving across the battlefield in a fury of blows, she is also able to reflect projectiles back at their origin with her spin attack.

Archetype: MeleeSize: 7
Health: 165Run Speed: 145

Join us on:

Follow us on Twitter!Join us on Facebook!Watch our Youtube channel!

Stunlock Studios, all rights reserved. Copyright 2009-2010 (c). Report website errors to webadmin(at)bloodlinechampions.com, or use the forum.