Attack / Sec
| Time to fully charge stance: 3s
Decay / Restoration
RESTORATION (Light Stance) – Hel fires an orb of restoration that hits gods only. Hitting an enemy god deals damage. Hitting an allied god heals that god and heals Hel on a successful hit.
Dark Damage: 60 / 110 / 160 / 210 / 260 (+50% of your Magical Power)
Light Damage: 60 / 110 / 160 / 210 / 260 (+50% of your Magical Power)
Light Heal: 60 / 90 / 120 / 150 / 180 (+25% of your Magical Power)
Cost: 55 / 60 / 65 / 70 / 75
Hinder / Cleanse
CLEANSE (Light Stance) – Hel cleanses all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration.
Dark Protections Debuff: 5 / 10 / 15 / 20 / 25
Dark Slow: 20 / 25 / 30 / 35 / 40%
Light CC Immunity: 1.5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15 / 14 / 13 / 12s
Repulse / Inspire
INSPIRE (Light Stance) – Hel conjures a burst of light energy around her, healing herself instantly and applying a heal over time to nearby allies that ticks every 1s. Hel gains Increased Movement Speed, and allies gain a reduced amount (10%) for the duration.
Dark Damage: 80 / 130 / 180 / 230 / 280 (+70% of your Magical Power)
Light Self Heal: 60 / 90 / 120 / 150 / 180 (+30% of your Magical Power)
Light Heal Per Tick: 10 / 15 / 20 / 25 / 30 (+5% of your Magical Power)
Light Movement Speed: 25%
Cost: 60 / 65 / 70 / 75 / 80
Light Stance – Hel’s abilities heal and support her allies and she gains increased Protections.
Passive – Hel gains increased MP5 and half of all benefits gained from a stance are shared with allied gods within 30 units.
Dark Stance Magical Power (Self): 30 / 40 / 50 / 60 / 70
Dark Stance Magical Power (Aura): 15 / 20 / 25 / 30 / 35
Light Stance Protections (Self): 13 / 16 / 19 / 22 / 25
Light Stance Protections (Aura): 6.5 / 8 / 9.5 / 11 / 12.5
MP5: 15 / 20 / 25 / 30 / 35
As the daughter of Loki, the trickster God, Hel’s destiny, much like her brothers Fenrir and Jormungandr, was doomed to darkness from the start. Odin, the All-Father, uncovered prophecies that Hel and her siblings would be the source of great calamity resulting in Ragnarok, the battle that would end all things. In an effort to prevent this, he cast each of the three into different realms; not quite a prison, though far from freedom. For Hel, Odin gave her charge of the realm of the dead, specifically those that died of sickness and old age. For himself, Odin retained Valhalla for those that died in battle.
At birth, Hel’s face was cast in half shadow, half light; she was both living and dead, so took immediately and graciously to her new role, gifting Odin with the ravens Huginn and Muninn in appreciation. As the spirits of the kind-hearted, the sick, the elderly were brought to her, she cared for them, gave them comfort, yet those she deemed evil she mercilessly hurled into the frozen depths of Niflheim.
Yet, despite Odin’s efforts, destiny cannot be averted. Hel’s conflicting struggle between benevolence and malice will force her to one extreme or the other. A time will come when Hel will fulfill her prophecy, though it is yet unknown if she will be a shadow of darkness or a force of light.