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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Fortress heroes and their stats
Thread: Fortress heroes and their stats This thread is 2 pages long: 1 2 · «PREV
dkuneo
dkuneo

Tavern Dweller
posted November 17, 2006 05:48 AM

Buildings cost will be added to main post within the next 10 minutes.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 17, 2006 08:33 AM

Well ... And I thought the Dwarven Units would be characterized by very low stats ... doesn't really look that way:

Defender        1   4   1-1    7    4    9     18       24  
Shieldguard     1   5   1-2    12   4    9     18       40  
Spearwielder    4   4   1-2    10   4    9     14       45  
Skirmisher      4   4   2-3    12   4    9     14       65  
Bear Rider      5   10  4-5    25   6    10    7       130  
Blackbear Rider 6   14  5-6    30   7    11    7       185  
Brawler         6   6   2-6    20   5    12    6       160  
Berserker       7   7   3-8    25   5    12    6       215  
Rune Priest     10  6   12-15  60   3    8     3       470  
Rune Patriarch  10  9   14-18  70   3    9     3       670  
Thane           15  25  8-12   100  8    11    2      1300  
Warlord         15  25  9-14   120  8    11    2      1700  
Fire Dragon     25  35  40-50  230  5    9     1  3500+1Cr  
Magma Dragon    30  40  40-50  280  5    9     1  4500+2Cr

They are, however, extremely slow, but guess the rune of Charge will help with that!

Also noted some very nice new abilities, and one extremely overpowered one (Mentor: Whenever Hero encounters friendly Hero, the other Hero get's his XP increased to 25 % of Mentor's XP - seems like a very powerfull ability in mid-late game, or is it just me?).
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted November 17, 2006 08:43 AM
Edited by yasmiel at 08:46, 17 Nov 2006.

Im glad that units have high stats to compensate for weak hero might stats...

As for Mentorship.... because levels requirements grow exponentialy.. 1 level 30 hero is unlimited source of level 24 heroes .... its way more than overpowered...

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bronzephenix
bronzephenix


Hired Hero
posted November 17, 2006 10:33 AM

All Abilities with prerequisites

RUNELORE
Allows magical runes to be placed on own creatures in combat that temporarily give them new battle abilities and characteristics. The level of this skill determines the level of the runes that can be used.

Basic Runelore
Allows magical runes of 1-2 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.

Advanced Runelore
Allows magical runes of 3-4 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.

Expert Runelore
Allows magical runes of 5 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.

Ultimate Runelore
Allows magical runes to be placed without wasting wood and ore.

Fine Rune
There is a 50% chance of not using up resources on rune activation.

Refresh Rune
Allows a previously placed rune (random if many) to be refreshed on selected creature prolonging its effect, wasting only 50% of current Initiative on this action.

Greater Rune
Allows the same rune to be activated for the second time for triple resource cost.


Absolute Protection
Normal attacks against hero's creatures are always unlucky. Lucky attacks are turned to normal. If enemy has Absolute Luck perk, effects of both perks are nullified.

Prereq.
-Triple Ballista
-Sunfire
-Swift Mind (LOGISTICS)
-Preparation (DEFENSE)


ATTACK

Offensive Formation
Attack of Dwarven creatures in hero's army increased when close to each other on the battlefield.

Prereq.
-Tactics

Retribution
Prereq.
-Offensive Formation (ATTACK)
-Exorcism
-Empathy (LEADERSHIP)


DARK MAGIC

Shrug Darkness
Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.

Prereq.
-Master of Curses


DEFENSE

Defensive Formation
Defense of Dwarven creatures in hero's army increased when close to each other on the battlefield.

Prereq.
-Protection


Preparation
All the creatures, while discharging the Defend command, will retaliate any enemy, which assaults them, first, even if the enemy has “No retaliation” ability.
Moreover, if the defending creature has “Unlimited Retaliation” ability, it will attack the enemy twice: Before and after it’s assault.

Prereq.
-Defensive Formation


DESTRUCTIVE MAGIC

Ignite
Fire spells casted by the hero in combat will ignite enemies, inflicting 100% of current spell damage to the target during next 3 rounds.

Prereq.
-Master of Fire

Sunfire
Prereq.
-Ignite





ENLIGHTENMENT

Tap Runes
Regains some mana (depending on Knowledge) each time any rune is used.

Prereq.
-Eagle Eye

Mentoring
When this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 25 percent of that of the mentor’s (this is only effective if that hero has less experience originally).

Prereq.
-Fine Runes
-Tap Runes

LEADERSHIP

Runic Attunement
Increases creature morale by +2 for one turn after rune casting.

Prereq.
-Diplomacy

Empathy
Each time when the Morale effect is triggered with any of the creatures in the hero’s army, the hero moves 10 percent forward along the ATB bar. (If the creature has a negative Morale effect, the hero is moved backwards).

Prereq.
-Runic Attunement
-Mentoring (ENLIGHTENMENT)


LIGHT MAGIC

Eternal Light
Hero's light spells are impossible to dispel.
Prereq.
-Master of Abjuration


LOGISTICS

Snatch
The hero spends no movement points to pick up resources, access buildings and other similar actions.

Prereq.
-Pathfinding

Swift Mind
Hero receives +25% bonus to Initiative at start of combat.

Prereq.
-Refresh Rune
-Snatch


LUCK

Dwarven Luck
Twice more chance to resist enemy spell

Prereq.
-Resistance


SORCERY

Distract
Enemy hero will receive 20% penalty to Initiative after casting any spell in combat.

Prereq.
-Arcane Training


SUMMONING MAGIC

Runic Armour
Hero receives Arcane Armour spell and +4 effective Spellpower when casting it.

Prereq.
-Master of Life

Exorcism
Prereq.
-Greater Rune
-Runic Armour

WAR MACHINES
Runic Machines
Increases initiative of all warmachines by +3

Prereq.
-Ballista

Triple Ballista
Prereq.
-Runic Machines
-Greater Rune


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 17, 2006 02:37 PM

Quote:
As for Mentorship.... because levels requirements grow exponentialy.. 1 level 30 hero is unlimited source of level 24 heroes .... its way more than overpowered...


Wow ... that's like insane.

And what happens to the Blackbear Rider (level 3) being a better unit than the Berzerker (level 4)?
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted November 17, 2006 02:51 PM

Only "downfall bug" so far is that enemies can puppet master dwarf unit and then use their runes like they were runemages themselves

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emilsn
emilsn


Legendary Hero
posted November 18, 2006 11:59 PM

They use a Lot of resources! most wood and ore! but what is with Clan halls and priest thing! 20 gems for clan halls, and then for priests! your ruined after that snow!

I had trouble getting all the buildings because of Clan halls! 20 gems for non upgrade and 10 more for upgrade! meanwhile i just used 10 gems on Priest, actully 15 , because of upgrade!

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