The Guide to Lord Erebus
The Insatiable One

Change Log
Added Table of Contents.
Added Night Walker Build (Includes Build order explanation, Item Build, and Item Build order explanation).
Added Character Lore
Changed Ability Order to just Build
Changed Life Drain Erebus Build to Health Siphon Erebus Build
Table of Contents
1. Introduction
2. Lord Erebus Lore
3. Base Status
4. Abilities
5. Health Siphon Erebus Build
5a. Health Siphon Erebus Item Build
6. Night Walker Erebus Build
6a. Night Walker Erebus Item Build
7. Idol Information
8. Miscellaneous Information
1. Introduction
Welcome all, This guide is about Lord Erebus the vampire lord. This guide is subject to change as updates are released, and number crunching is done. In also plan to add images as and color to the guide to keep it from being just a wall of text guide.
2. Lord Erebus Lore
Among his fellow Night Walkers, Erebus was called "the Insatiable One." To his servants, he was known as "Erebus the Decadent." His victims called him "Monster," which, though accurate, seemed to him to lack a certain flair. To Lord Erebus, there was something unseemly about forgetting the delicious poetry in things, and he dealt with all matters -- eating, partying, torture (often, the three were the same) -- with an experimental, even artistic, joie de vivre.
The Night Walkers drank blood and moved only in darkness. Erebus was different from the start, and for this he was celebrated: he could move in daylight, he could move about without touching the ground, and he could kill from a distance. All these powers came at a price, however. He was from the beginning possessed by a deep and unappeasable hunger. His mother offered the infant Erebus her jugular, as was customary among Night Walkers, but he nursed beyond her capacity to give, killing her only minutes after his birth. For a time, he was held in a separate cave from the others and fed whole cattle. It was only after he had ranged beyond the buried labyrinth of the Night Walkers and seen the machines of humans that he devised a means of controlling, if not curbing, his appetites.
Lord Erebus built for himself a special suit, its interior lined with syringes, like an iron maiden. These fed his veins continuously, and the suit could be recharged with new blood through valves in its shoulders. Freed from his never-ending preoccupation with eating, the teen-aged Erebus looked on the savage, instinct-driven creature that he had been and was filled with embarrassment. After he had established himself as the uncontested Lord of the Night Walkers, he vowed to refine himself, to learn to appreciate subtleties, to become, as much as it was possible for a blood-drinking creature of the night to be, cultured.
3. Base Status
Health: 1650
Mana: 780
Armor: 220 (8.1%)
Weapon Damage: 152 - 168
Range: Melee
Movement Speed: 6.3
Attack Time: 1.49
4. Abilities
Bite
Lord Erebus bites a target, draining health. For 3 seconds after the bite, the target's armor is reduced and movement speed is decreased.
8 yard range, 0.0 second cast, 7 second cool down.
Mana - 300/420/500/595
Level 1 - 300 Damage/300 Heal, 250 armor reduce, 15% movement speed reduce.
Level 2 - 500 Damage/500 Heal, 400 armor reduce, 20% movement speed reduce.
Level 3 - 700 Damage/700 Heal, 600 armor reduce, 25% movement speed reduce.
Level 4 - 900 Damage/900 Heal, 800 armor reduce, 30% movement speed reduce.
Mist
Lord Erebus transforms into mist draining life per second from his foes while they are in the mist and transferring it into his allies. While the mist is active Lord Erebus loses mana per second and cannot move, capture flags, be healed, or use abilities. Entering mist removes all negative Effects.
Instant
Level 1 - 50 life per second, 125 mana per second.
Level 2 - 75 life per second, 125 mana per second.
Level 3 - 100 life per second, 125 mana per second.
Level 4 - 125 life per second, 125 mana per second.
Bloody Haze
Instant (Passive)
Lord Erebus becomes naturally more insubstantial. Evasion increased by 10%. While Lord Erebus is in mist form, he and his nearby allies receive +500 maximum health and an additional +30 health per second.
Mass Charm
Stuns enemies around Lord Erebus.
1.0 second cast, 20 second cool down
Mana - 450/600/750/900
Level 1 - Stuns enemies for 3 seconds. Demigods are stunned for 1 second.
Level 2 - Stuns enemies for 5 seconds. Demigods are stunned for 1.5 seconds.
Level 3 - Stuns enemies for 7 seconds. Demigods are stunned for 2 seconds.
Level 4 - Stuns enemies for 9 seconds. Demigods are stunned for 3 seconds.
Muddle
Instant (Passive)
Mass charm leaves lingering effects on Demigods. Any Demigod affected by Mass Charm has their cooldowns increased by 100% for 7 seconds.
Bat Swarm
Lord Erebus transforms into a swarm of bats, teleporting him to a new location and dealing damage to everything in his path.
0.1 second cast, 15 second cool down.
Mana - 750/925/1275
Level 1 - 300 damage, 20 yard range.
Level 2 - 450 damage, 30 yard range.
Level 3 - 600 damage, 30 yard range.
Poisoned Blood
Lord Erebus's vampiric blood gains the ability to heal and poison others. Health per second. On death, Lord Erebus drops a poisoned potion, dealing damage to whoever consumes it.
Instant
Level 1 - +15 health per second, 750 damage.
Level 2 - +20 health per second, 1500 damage.
Vampiric Aura
Lord Erebus gains a Life Steal Aura.
Improved Conversion Aura
Lord Erebus has a chance to convert infantry into Night Walkers when they die. His Night Walkers have extra health.
Instant
Level 1 - 50% chance to convert, +100 health.
Level 2 - 65% chance to convert, +250 health.
Level 3 - 80% chance to convert, +400 health.
Conven
Instant
Lord Erebus's control over his coven increases, allowing him to control more Night walkers. Increases their damage.
Level 1 - Increases amount up to 6, damage increased by 6.
Level 2 - Increases amount up to 8, damage increased by 12.
Level 3 - Increases amount up to 10, damage increased by 18.
Army of Night
Instant
Lord Erebus leads his Night Walkers as a blood thirsty pack. Their attack speed is increased by 5% and their attacks drain life.
Morale
Increases Lord Erebus's minions health, health per second, attack speed, armor and weapon damage.
Instant
Level 1 - 4
+50 minion health, +0.5 minion health per second, +2% minion attack speed, +50 minion armor, and +4 minion weapon damage.
Comment: Each level of morale increases all listed status by the same amount each level.
5. Health Siphon Erebus Build
Level 1 - Bite
Level 2 - Mass Charm
Level 3 - Coven
Level 4 - Bite
Level 5- Bat Swarm
Level 6 - Poisoned Blood
Level 7 - Bite
Level 8 - Mass Charm
Level 9 - Mass Charm
Level 10 - Bite (max)
Level 11 - Mass Charm
Level 12 - Bat Swarm
Level 13 - Poisoned Blood
Level 14 - Save
Level 15 - Bat Swarm and Muddle. (max for Bat Swarm and Mass Charm/Muddle row)
Level 16 - Vampiric Aura
Level 17 - Improved Conversion Aura
Level 18 - Improved Conversion Aura
Level 19 - Improved Conversion Aura
Level 20 - Army of Night
Build Explanation
You learn bite as your first ability because my opinion is that bite is a essential ability for Lord Erebus. It functions as your damaging and healing ability and can be the difference between finishing off a Demigod or being finished off by one. At max level it deals 900 damage to the target, while you recover 900 health and as a additional bonus it reduces the targets movement speed and armor. This is the reason why we upgrade it the moment we have the opportunity to each time. You learn Mass Charm at level two to provide a extra form of survivability early game since you allow yourself to remain in your lane for a longer period of time increasing the amount of experience and gold you gain. You'll also be able to stun abilities such as Rook's hammer that can result in a death of you, or a team mate, or force you to recover at base. None of those are a good choice. As the match progresses and you upgrade your Mass Charm further it will function as a form of defense as well as a form of offense since the stun increases by two seconds. When you obtain muddle Mass Charm becomes essential in my opinion since you can interrupt a Demigod's entire chain.
Bat Swarm serves as your entering ability for most engagements as well as a escape from them while scoring in some gold and experience points from 'creep' deaths. Poisoned Blood increases your survivability by providing a extra +20 health per second at it's second level. On the third upgrade you obtain Vampiric aura which will increase your survivability further as well as your team mate's survivability. We place only one point into coven to increase the number and damage of your Night Walkers since you're a general after all. Three points into Improved Conversion Aura to increase your Night Walkers health and chance of spawning them. These three points will open up Army of Night to increase your Night Walkers attack speed.
5a. Health Siphon Erebus Item Build
Starting Items
Scroll of Teleporting x 1
Combat Health Potion x 1
Scale Mail x 1
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Early to Middle Game Progression
Scaled Helm
Gladiator Gloves
Vlemish Faceguard
Heart of Life
End Game Progression
Doomspite Grips
Platemail of the Crusader
Parasite Egg
Mage Slayer
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Idol Selection
Minotaur Berserker
Minotaur Royal Guard
Cleric
Siege Gunner
Idol Explanation:
I lean for a Minotaur Berserker first since I use Lord Erebus and I feel that a melee Idol works well with a melee Demigod to be in range of possible auras and abilities. I skip the Minotaur Captain and purchase the Royal Guard next since it's only a few hundred gold more than the Captain. I purchase a Cleric next for additional heals and last a Gunner for extra damage and a harassing utility. As the match progress I upgrade based on how well I'm doing and how the match is progressing near endgame I buy the last upgrade of all three idols.
Item Build Explanation
The Scroll of Teleporting x1, Combat Health Potion x 1, and Scale Mail are my usual starting items. I find that the Scroll of Teleporting is rather important early game to reduce the amount of time you spend away from the engagement losing out on experience points and gold that will cause a problem as the game progresses. The Combat Health Potion is used for an emergency that your bite will fix. The scale mail is for added early game survivability since Lord Erebus isn't exactly a moving castle (Rook).
Scaled Helm is next on the list for early game mana increase and the start of your mana fixture since both assassins and generals have a issue with mana control early game. Gladiator Gloves are next to increase your minion damage to farm slightly quicker with them. The +5% attack speed will assist you with Vampiric aura one you learn it and will be useful until you can replace it with Doomspite Grips late game. Vlemish Faceguard is the second fixture to your mana pool and mana regen problem as a general and a small boost to your team mate in case your dual laning. Heart of Life is last and will basically fix most health and mana problems as long as you don't receive damage, but you can Mass Charm and Bat swarm out of the danger zone and move into the fog of war and use your Heart of Life to recover without having to travel to the health crystal. Late game is Doomspite Grips, Platemail of the Crusader, Hngarlings Crown, and a Parasite egg. You'll have some decent survivability with the plate, the crown and egg will keep your mana on constant regen. The Grips allow for a quicker attack speed to increase the use of the Vampiric aura. If desired you can possibly drop the crown or egg for another damage and attack speed item such as the mage slayer or drop both for a mage slayer and second armor or damage item to increase your survivability or damage further. I would suggest a second damage item since you have Platemail of the crusader increasing your damage or attack speed will increase the use of Vampiric even further. Mixed with Bite, Poisoned Blood, Heart of Life, you can survive for a while.
Remember though is my just the order that works well for my own Lord Erebus. If something else works well for you, use it.
6. Night Walker Erebus Build
Level 1 - Bite
Level 2 - Mist
Level 3 - Improved Conversion Aura
Level 4 - Coven
Level 5 - Bite
Level 6 - Improved Conversion Aura
Level 7 - Coven
Level 8 - Improved Conversion Aura
Level 9 - Coven
Level 10 - Mist
Level 11 - Mist
Level 12 - Morale
Level 13 - Poisoned Blood
Level 14 - Poisoned Blood
Level 15 - Vampiric Aura
Level 16 - Mist
Level 17 - Bloody Haze
Level 18 - Army of Night
Level 19 - Morale
Level 20 - Morale
Build Explanation
This build is focused on your minions doing the damage and finishing blows over Lord Erebus himself.
Bite is learned first as the Life Siphon Erebus build because as I mentioned because it's the basic ability for Lord Erebus. This will keep you away from the health crystals for a longer period of time saving yourself from missing out on experience and gold early game when it's crucial. Normally I tend to stay away from mist as shown in the Health Siphon Erebus build, but in this build it's focused around supporting your minions in order for them to deal the finishing blow rather than yourself. You could skip Mist at level two and aim for morale and learn Mist at level 10 to 12 in case your not doing well. Since a 125 mana per second drain will cause large problems if you can't farm efficiently to buy items to fix the mana problem early game. We learn Improved Conversion Aura and Coven early to increase the efficency of your Night Walkers early game by increasing the number of them that you can spawn, increasing their health, increasing their damage as well. This will open up Army of Night at level 15 as well to increase their attack speed.
Poisoned Blood are learned to open up Vampiric Aura to offer your minions health per hit, and with their damage and attack speed increased it will increase their survivability. Morale is learned to increase your minions even further I learn only three levels of it since leaving out the last upgrade won't cause major problems, but if you feel you want to learn all of them you can drop one level of bite and keep it at level 1 since you'll be using it for primarily the armor and speed reduction to aid your minions. Bloody haze is learned to increase your evasion while using mist for extra survivability in case they try to run past your minions and try to take out the leader (Though is this something that we want since you'll have bloody haze and focus on armor items if you take a glance at the Item build for this setup.) The +500 maximum health, and +50 health per second will aid greatly towards your allies.
6a. Night Walker Erebus Item Build
Starting Items
Scroll of Teleporting x 1
Combat Health Potion x 1
Scale Mail x 1
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Early to Middle Game Progression
Scaled Helm
Plate Visor
Gladiator Gloves
Hauberk of Life
Heart of Life
End Game Progression
Gloves of Fell-Darkur
Ironwalkers
Desperate Boots
Platemail of Crusader
Hungarling's crown
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Idol Selection
Same choice as the Life Siphon Lord Erebus Build.
Item Build Explanation
This build is focused on your minions more than Lord Erebus, but we do supply him with items that increase his health, armor, health per second, and some other things while increasing his minions. We start off with the same starting items as the Health Siphon Lord Erebus build. We buy Scaled Helm and Plate Visor next to increase our mana and mana per second which is something I'm fond of doing early game so I don't waste as much gold on mana restoring potions or running back and forth to the health crystal to recharge. As I say many times early game experience and gold is crucial and I try to stay in the front lines as much as possible during that time.
Next is Gladiator gloves to increase your damage as well as your minions. Next is Hauberk of Life to increase your health per second and armor as well as your minions health, and health per second. (See we aim for items that benefit both sides.) Before dipping into end game equipment we purchase a Heart of Life because I find it useful on just about all build that you can imagine with Lord Erebus. Once we reach end game we start purchasing the expensive items a mixture of items that benefit Lord Erebus and his minions. The first item is Gloves of Fell Darkur a nice minion boosting item, Ironwalkers, and Desperate boots aid Lord Erebus in surviving to aid his minions increasing his dodge and armor. Hunglarling's crown aids to counter the 125 mana per second drain from mist, and Platemail of Crusader aids both you and your minion in armor, health, and health per second. After these items it's your choice on the next item that should be purchase next based on how well you are currently doing in the match. Though I would suggest to aim for a artifact at this point that will increase your minions further or increase your survivability.
7. Idol Information
An Idol is a unique item that can be bought at the shop inside the base and they can only be used by generals. You can purchase up to three idols one melee, one range, and one magic. In order to purchase a different idol you must sell the previous one. Otherwise it will tell you that the slot is currently full.
Example: You bought the Minotaur Berserker idol. You want to purchase a Minotaur Captain. You must right click the Minotaur Berserker idol that's equipped to sell it before you can purchase a Minotaur Captain.
Melee Idols
Minotaur Berserker - 350 gold.
200 Mana, 30 second cool down.
Use: Summons 2 Minotaur Berserker
Minotaur Captain - 850 gold.
250 mana, 30 second cool down.
Use: Summons 2 Minotaur Captain
Minotaur Royal Guard - 1350 gold.
300 mana, 30 second cool down.
Use: Summons 2 Minotaur Royal Guard
Minotaur King - 1850 gold.
350 mana, 30 second cool down.
Use: Summons 2 Minotaur King
Range Idols
Siege Archer - 550 gold
200 mana, 30 second cool down.
Use: Summons 2 Siege Archers
Siege Gunner - 1050 gold
250 mana, 30 second cool down.
Use: Summons 2 Siege Gunners
Siege Cannoneer - 1550 gold
300 mana, 30 second cool down.
Use: Summons 2 Siege Cannoneer
Siege Demolisher - 2050 gold
350 mana, 30 second cool down.
Use: Summons 2 Siege Demolisher
Magic Idols
Monk - 900 gold
200 mana, 30 second cool down.
Use: Summons 2 Monks.
Cleric - 1500 gold
250 mana, 30 second cool down.
Use: Summons 2 Clerics.
High Priest - 2100 gold
300 mana, 30 second cool down.
Use: Summons 2 High Priests.
Bishop - 2700 gold
350 mana, 30 second cool down.
Use: Summons 2 Bishops.
8. Miscellaneous Information
Guide to the no so General Oak written by Jajusha
Location: http://forums.demigodthegame.com/346645