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Talia is the first hero you will unlock at Stage 2. She has the highest base damage of all the heroes but at the cost of attack speed. She is the slowest.

Abilities

Furious Strikes
Hit your target furiously for 160% of your damage. Cost: 15 Rage.
Annihilation
Attack your target for 220% of your damage. The enemy hit by Annihilation will receive 60% more damage from all sources for 6 seconds. 12 seconds cooldown. Cost: 30 Rage.
Cripple
Strike your target for 300% of your damage. Enemy hit by Cripple has 50% slower attack speed for 10 seconds. 15 seconds cooldown. Cost: 45 Rage.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Ravager

The ravager

Not long ago a horde of Death Knights, ancient Knights who had fallen to the Darkness, terrorized the south-eastern borders of the Riverlands. They raided villages without mercy, killed unarmed farmers and burned anything they could. They never pillaged or stole - they only cared for chaos and disorder, to please their God, Yamanoth, Lord of Pandemonium. Many villages collected their valuables, food and animals in a desperate offering to please the Death Knights, only to be repaid in death. Many great champions of Irongard tried to free the land of this constant threat, but all were slain or ran away in defeat. Even more villagers fled to the south, leaving everything behind.

As the King was trying to find a solution, he called for a team of brave adventurers, anyone with quick thinking and unusual fighting styles. The team was to have a special approach, if they could not defeat the Death Knights in traditional combat, they would outsmart them. Talia was part of that team. Her father, a wandering Knight of Light that roamed the countryside helping villages in need, had trained her in the knightly art of combat since she could walk. As she grew older, he brought her on his missions, teaching her that to slay monsters, she would have to think like them.

Talia knew her skills would be tested when she heard the call to adventure. For weeks her team followed the trail of blood and destruction left by the Death Knights, until they learned of their location, a camp east of Calamindor. The adventurers fought in every way they could think of - fog from steam, explosive powder traps, and even a stealthy assassination raid in the middle of the night. In that raid, Talia saw with her own eyes her team leader torn to pieces by swords of Yamanoth's worshippers. In her anger, she lost control. She dropped her shield and began a rampage through the Death Knights' camp, burning their tents and killing their steeds. Blinded by anger and hungry for revenge, she forgot the value of her life and consequence - she only wanted the destruction of evil. Unknown to her, she fought in the only way that could match the Death Knights - unstoppable, unthinking destruction. Stunned by her fearlessness and afraid of a human that could match their thirst for devastation, they attempted to fight her in open battle. Trained in the art of the wandering Knights of Light and lost in her frenzy, none could fell her. Those left in the surrounding towns could hear Talia's roaring battle cries in the night, followed only by the screams of dying Death Knights.

Overcome by fear, the Death Knight captain ran for his life, hoping to lose the maddened Talia. The chase led through Silverwood Forest until, days later, they met in a clearing. The exhausted Death Knight Captain, knowing he could not escape, turned to fight her. Although Talia's body was weak, the thirst for justice at any cost kept her standing. With nothing to lose and everything to gain, her mind was dominated by the need to punish the wicked. With the Death Knight turned to face her and her torch blazing, she ran as fast as she could around the clearing, blocking any retreat, throwing oil and fire to the surrounding trees. Her enemy could only see a foe that surpassed him in savagery, that would stop at nothing to reach her goal in the name of good. He knelt as she charged toward him and leapt in the air with both swords drawn, knowing his God would be angered. In his blackened heart he knew that he was a disappointment to Yamanoth, falling to the raw power of destructive justice. His armor shattered with a single blow, and he met his shameful death.

The next day, the guards at the gates Irongard saw a woman approach, dragging a line of flaming Death Knight helmets behind her. The trail of fire, they reported, was lost in the distance. Quickly proclaimed by the militia as the fiercest woman in the kingdom, the enemies of humanity would come to know her by another name: The Ravager.

The Wild

The wild

This skin could only be obtained during the 6 Year Anniversary Event or during the Epic Games Special Offer from 9 May 2024 to 16 May 2024.

One time Talia made a raft and went to try it. As a result, she found herself on a nearby island. Stranded for four days, mostly because she didn't want to leave, she embraced this minor inconvenience with dramatic flair. She honed her survival skills (unnecessarily) and even crafted armor from twigs and leaves. When she was finally asked to leave by local fishermen, Talia proudly embraced her “transformation”, ready for battles with her newfound, albeit overstated, connection to nature.

The Cheerleader

The cheerleader

This skin could only be obtained during the September 2024 Decorated Heroes Event.

Aside from being a deadly warrior, Talia harbors a secret passion as an avid fan of a western sport of handegg from the distant Empire of Joint Realms, featuring knights clashing over an egg-shaped ball. She’s the biggest fan of the Talamer Jaguars and a sideline sensation, energetically rallying crowds with flips and cheers, proving that even instruments of death can have a peppy side!

Dialogue

Before unlocking:

  • Grace: I see another hero in trouble. Let's help her.

After unlocking:

  • Talia: Am I dreaming ? Are you a real Fairy?
  • Grace: Ha! I am very real and I need your help to save Solaine.
  • Talia: Let my swords serve you!

First use of cripple ability:

  • Orok: YOU SHALL NOT PASS!
  • Talia: We will see about that!

Panko is a mercenary you can unlock in the pirate ship.

Abilities

Stunning Blow
Attack your target with a massive blow, dealing 160% of your damage and stunning them for 2.5 seconds. Cost: 15 Rage.
One for All
Terrorize your enemies by crashing your target for 170% of your damage. All enemies are forced to attack you, while you gain 35% dodge for 10 seconds. Cost: 30 Rage.
Blood Money
Strike your enemies for 180% of your damage. All gold earnings will be increased by 150% for 15 seconds. 30 seconds cooldown. Cost: 45 Rage.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

Nestled amidst the tranquil forests of eastern Alandria once laid the humble village of Elmbrook, where the story of Panko started to unfold. Born in a family of peasants into a life of limited prospects and constrained dreams, Panko's ambitions quickly stretched beyond the village's narrow streets and milking cows. Like an untamed flame, he yearned for a life beyond Elmbrook's confines.

As a child, Panko displayed a natural aptitude for survival and cunning. The village's simplicity stifled his aspirations, and he determinedly carved his own path. One faithful evening Panko spied a local blacksmith forging something resembling a huge mace with a lot of metal spikes on it. Clunky strikes of the blacksmith's hammer weaved with the dark chants the craftsman spoke as he proceeded.

Panko was drawn to the mace as if it was calling to him. He waited till midnight before he broke the lock and entered the blacksmith. Dark room with just a few glowing embers in the corner. Panko caressed the heavy oaken handle when the door was thrown ajar and the smith entered with a torch in his hands: - Who goes there?! What is this? Who are you?

Without thinking, Panko rushed to the smith, who swang the torch. Panko blocked the swing with the upward motion and, grabbing the handle with both hands, brought the mace down with a sickening thud, when it met the blacksmith’s head. The body fell, and a stunned young man could swear as if the spikes turned into hungry mouths, sucking the blood and brain from a crushed head.

He fled into the night, never to return to his own home. Armed with a stolen mace adorned with menacing metal spikes, he swiftly gathered a rough band of misfits living in the forest camp and ascended to being a regional bandit lord. With his gang of outlaws, he terrorized travelers along trade routes, demanding "the money or your life." Those who chose the latter were quickly dealt with by Panko himself, who excelled in blocking and parrying every attack and finishing up his enemies with a swing of his notorious mace, which became somewhat of a dreaded moniker for him, a sinister legend across the region. He would care less for any men or cause - just for the money it would bring him, often switching allegiances and alliances, betraying his agents and counterparts left and right.

When the chilling winds of the Undead infestation swept again across Alandria, they first fell on Panko’s hunting grounds, his home region which would later become as notorious as Dreadland. No traders to prey upon, no peasants to oppress - just the ruins of what was once Elmbrook laid before stunned bandits once they exited the forest one memorial day. And then they met the Undead, and they would have been slain, but the lich leading the army cocked his skull, listening to the silent whispers of the mace’s spikes. And then a deal was struck: the promise of untold riches concealed within ancient crypts beckoned Panko towards the Undead's sinister embrace.

A merciless mercenary, he readily offered his services to the Undead invasion. His ruthlessness on the battlefield, often leading the charges and taking the blunt of the attack, superseded even his insatiable greed. His actions as a Undead mercenary were a testament to the depths of depravity one could descend into when driven solely by avarice.

As the Undead's grip on Alandria tightened, Panko's pursuit of profit remained unchanged - but the relentless marches left little time to pursue the treasures he was promised. The Undead offered riches beyond his wildest dreams, but he was not able not claim them! That sat uneasy with the one whose only passion was to the glint of gold that stayed just out of reach.

With a shrewd eye for profits, Panko saw a different opportunity on the horizon. The kings of the living, desperate to stem the tide of the Undead's advance, were willing to pay exorbitant sums for those with his particular set of skills. Without a second thought, he turned his back on the Undead and became a freelance fighter for the forces of good.

No moral transformation accompanied this. It was a cold, calculated business decision. Panko fought with the living against the very forces he had once aided, but his motives remained untouched by noble ideals. His mace, once wielded to terrorize and conquer, now clashes against the opponents ranks as a tool of profit. He stands tall in the chaos of battle, and his efficiency in combat earned him notoriety and, of course, a handsome purse.

Now the saga of a mercenary whose allegiances shift as swiftly as the winds of war continues. He is a testament to the pragmatism that could drive one to switch sides in a blink of an eye - as long as it benefits him.

Ledra is a dark god you can battle in the Chaos Rift. You can also recruit her in Forbidden Knowledge with 50 of her tomes of power when you have researched all ocean secrets to level 10.

Abilities

Muddy Waters
Emit healing spores which heal the most injured ally for 1200% of your damage and increase their dodge by 20% for 5 seconds. Cost: 45 Mana.
Siren's Song
Sing a siren's song, cursing all enemies and slowing their attack speed by 30%, while healing all allies for 300% of your damage each second for 10 seconds. Cost: 60 Mana.
Release the Kraken
Release the Kraken, whose tentacles erupt from the ground, stunning all enemies for 4 seconds, dealing 500% of your damage per second. The ally with least health is grabbed as well and healed by 11% of their total health per second. Cost: 90 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

In the ancient times, when the world was still young and the seas untamed, Ledra was born as a sea nymph, a being of extraordinary beauty and grace. She danced upon the waves and sang with the winds, her voice as melodious as the song of the sirens. Ledra's heart was as deep and fathomless as the ocean she inhabited, and her nature was as fluid as the waters she so dearly loved.

However, as centuries passed, the world around Ledra changed. The innocence of the early days gave way to the ambitions of emerging civilizations. Ships crossed her vast waters, not in humble awe but with the arrogance of conquest, their hulls cutting through her realm with disregard for the life below. As humanity's greed expanded, the ocean suffered from their relentless exploitation and pollution. The pain of her waters echoed in Ledras soul, transforming her once gentle demeanor into something darker.

Feeling abandoned by the other gods who turned their eyes away from her suffering seas, Ledra's sorrow turned to wrath. She delved into the forbidden depths of ancient magic, seeking the power to exact revenge on those who despoiled her domain. In her quest, she encountered a forgotten altar deep beneath the waves, dedicated to the primordial forces of chaos and destruction. It was here that Ledra performed a dark ritual, sacrificing her serene form and benevolent nature to become a deity of storm and vengeance.

Emerging from the abyss, Ledra was reborn as the Terror of the Deep. Her once delicate hands transformed into powerful pincers, capable of crushing the hulls of ships like twigs. Her lower body, now adorned with an exoskeleton of natural armor, which could survive the torrents of the immeasurable power, a testament to her newfound strength and indomitable will. The tail of a mermaid, a symbol of her connection to the deepest trenches of the ocean, completed her transformation into a goddess not just of the sea, but of its fury.

As Ledra embraced her new form and powers, she became a figure of awe and terror. She could summon storms at a whim, each one a masterpiece of her rage, capable of sinking fleets and drowning cities. Her symbol, a fearsome crest formed within storm clouds, became a portent of doom for sailors and a sign of her unassailable dominion over her realm.

Despite her wrathful nature, Ledra retained the respect of courage and strength. She watched from her dark throne as sailors rose and fell upon her stormy seas. It was during one such observation that she noticed a group of heroes who, despite overwhelming odds in their nautical forays and expeditions, displayed strength, valor and yet respect towards the might of the ocean.

Impressed by their bravery and perhaps reminded of her own origins as a guardian of nature, Ledra felt a stir of her ancient self. Intrigued and oddly moved, Ledra sent forth an avatar, a lesser manifestation of her being, to accompany the heroes in their quest. This act was unprecedented, although little did she care about our heroes’ relentless fight with the Undead – it was more introspective search, for it hinted at a possibility of a reconciliation with the parts of herself long lost to the abyss.

Now, as the world edges towards a cataclysm, Ledra's story continues to unfold. The Dark Tempest watches both the depths and the surface, her decisions balancing between wrath and mercy, isolation and involvement. Her ultimate role in the fate of Alandria remains as mysterious and unpredictable as the seas she commands.