These Commanders are special units in the WoG add-on to Heroes III. Unlike normal units, commanders can level up, gain new skills and improve old ones, and provide special actions for their allies and heroes. Each faction has its own commander unit, and every hero starts out with a commander when playing with default settings.
The tables shown here represent a commander's statistics at Level 1.
WAKE OF GODS COMMANDERS |
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Castle |
Level 1 |
Level 1 |
Rampart |
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Stats |
Paladin |
Hierophant |
Stats |
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5 |
Attack Skill |
Attack Skill |
5 |
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5 |
Defence Skill |
Defence Skill |
5 |
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1 |
Magic Power |
Magic Power |
1 |
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6-12 |
Damage |
Damage |
6-12 |
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40 |
Health |
Health |
40 |
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4 |
Speed |
Speed |
4 |
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1,000 gold |
Cost |
Cost |
1,000 gold |
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Special Abilities |
Weekly Growth = n/a |
Special Abilities |
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Wise: Paladin gains 150% of hero experience - Can cast 'Cure' once per battle |
First Aid Master: Grants owner hero additional First Aid Tents on the battlefield; one First Aid Tent is gained per Hierophant level; Can cast 'Shield' once per battle; duration is equal to commander Magic Power |
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Tips |
Weekly Growth = n/a |
Tips |
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The Paladin is a spectacular commander. It levels up quicker than other commanders because it gains extra experience from its 'Wise' ability. This makes it generally stronger than other commanders, and also allows it to take on enemy creatures more effectively. The Paladin's 'Cure' spell is very useful early on in most maps, because the starting units in an army are usually low level and do not have much Health. |
The Heirophant is extremely helpful throughout any map because as it levels, its owner hero acquires additonal Healing Tents. Over time, this feat compounds the number of units saved from death and is economical as well as convienient while a hero is far from a town. They can cast 'Shield' on allies as well to further reduce the damage they take from melee attacks. |
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Conflux |
Level 1 |
Level 1 |
Tower |
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Stats
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Astral Spirit |
Temple Guardian |
Stats |
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5 |
Attack Skill |
Attack Skill |
5 |
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5 |
Defence Skill |
Defence Skill |
5 |
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1 |
Magic Power |
Magic Power |
1 |
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6-12 |
Damage |
Damage |
6-12 |
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40 |
Health |
Health |
40 |
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4 |
Speed |
Speed |
4 |
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1,000 |
Cost |
Cost |
1,000 gold |
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Special Abilities |
Weekly Growth = n/a |
Special Abilities |
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Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - Unaffected by morale - Pacifist: Scares away a percentage of enemy troops at the start of a battle; number of fleeing troops equals (5% + (Commander level - 1))/2; max number of creatures scared away is 20% - Can cast 'Counterstrike' once per battle; duration is equal to commander Magic Power |
Mana Magician: Restores lost hero spell points since last commander turn; amount of restored spell points = amount of lost mana(20% + (5% x Commander level)); no less than 1 point and no more than 90% of lost mana can be restored - Can cast 'Precision' once per battle; duration is equal to commander Magic Power |
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Tips |
Weekly Growth = n/a |
Tips |
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Astral Spirits have the ability to scare away enemy creatures by revealing to them the futility of war through future sight. Should enemies choose to fight anyway, Astral Spirits can cast 'Counterstrike' on friends to allow them to retaliate more than usual. |
Temple Guardians are the best friends of magic-users because they replenish lost spell points every turn for their owner hero. Their 'Precision' spell enhances their ranged allies attacks so range and obstacles do not pose a problem for their attacks on enemy units. |
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Dungeon |
Level 1 |
Level 1 |
Fortress |
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Stats |
Brute |
Shaman |
Stats |
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5 |
Attack Skill |
Attack Skill |
5 |
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5 |
Defence Skill |
Defence Skill |
5 |
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1 |
Magic Power |
Magic Power |
1 |
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6-12 |
Damage |
Damage |
6-12 |
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40 |
Health |
Health |
40 |
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4 |
Speed |
Speed |
4 |
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1,000 gold |
Cost |
Cost |
1,000 gold |
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Special Abilities |
Weekly Growth = n/a |
Special Abilities |
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Soul Reformer: Gives 50% of battle experience in gold to owner player - Can cast Bloodlust once per battle; duration is equal to Commander Magic Power |
Superior Combat Ability: Shaman maintains 150% of Hero's Attack and Defense - Can cast 'Haste' once per battle; duration is equal to Commander Magic Power |
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Tips |
Weekly Growth = n/a |
Tips |
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Brutes live up to their name in fabulous ways. They earn 50% of their gained experience after every battle in gold for their owner, and can cast 'Bloodlust' on fellow units to increase their melee ability and join them in the fray. |
Shamans start out a map stronger than any other commander because they have 150% of their owner hero's Primary Skills to use in addition to what they already start out with. This makes them deadly enemies to foes, and they can 'Haste' their allies to speed their travel across the battlefield. |
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Stronghold |
Level 1 |
Level 1 |
Inferno |
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Stats |
Ogre Leader |
Succubus |
Stats |
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5 |
Attack Skill |
Attack Skill |
5 |
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5 |
Defence Skill |
Defence Skill |
5 |
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1 |
Magic Power |
Magic Power |
1 |
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6-12 |
Damage |
Damage |
6-12 |
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40 |
Health |
Health |
40 |
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4 |
Speed |
Speed |
4 |
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1,000 gold |
Cost |
Cost |
1,000 gold |
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Special Abilities |
Weekly Growth = n/a |
Special Abilities |
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Ballista Master: Provides additional Ballistas for owner hero; number of ballistas = Commander Level/4+1 (ballistas are under hero control) - Can cast 'Stone Skin' once per battle; duration is equal to Commander Magic Power |
Charming: Steals a portion of neutral stacks to fight for the owner hero before combat begins; formula is 5%+(Commander Level-1)/2 but not more than 20% - Can cast 'Fire Shield' once per battle; duration is equal to Commander Magic Power |
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Tips |
Weekly Growth = n/a |
Tips |
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Ogre Leaders add a spark to any hero's forces with additional Ballistas at their owner hero's command! Ogre Leaders are dangerous at high levels, especially if their owner has Expert Artillery. Have your Ogre Leader use 'Stoneskin' on weaker allies to lessen the damage done to them in combat. |
The Succubus can use her fiendish charm to gain extra allies before a battle ensues. This is significant at any point in a game, but usually loses its touch towards the end of a map when armies are massive because of the limits of the skill. Succubi can enchant allies with a 'Fire Shield' to deal damage to any attackers that dare approach. |
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Necropolis |
Level 1 |
Level 1 |
Bastion |
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Stats |
Soul Eater |
(Bastion Commander) |
Stats |
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5 |
Attack Skill |
Attack Skill |
5 |
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5 |
Defence Skill |
Defence Skill |
5 |
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1 |
Magic Power |
Magic Power |
1 |
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6-12 |
Damage |
Damage |
6-12 |
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40 |
Health |
Health |
40 |
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4 |
Speed |
Speed |
4 |
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1,000 gold |
Cost |
Cost |
1,000 gold |
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Special Abilities |
Weekly Growth = n/a |
Special Abilities |
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Undead: Unaffected by all Mind Spells and immune to Poison, Resurrection, Fear, Aging, Disease, Death Stare, Life Drain, Death Cloud splash damage, and Raise Demon; -1 Morale for living allies - Unaffected by Morale - Can cast 'Animate Dead' once per battle on dead stacks levels 1-5 |
Coming Soon |
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Tips |
Weekly Growth = n/a |
Tips |
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Soul Eaters are versatile commanders. They can fight in whatever way they desire, and they are undead just like the units surrounding them in battle usually are. They can revive lower level allies who have fallen in battle - a very useful ability. This gives them a distinct advantage over others in any combat situation. |
Coming Soon |
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