HOF Creature Stats
- dark raider
- Pixie
- Posts: 140
- Joined: 03 Jan 2006
HOF Creature Stats
Hey I haven't got my game yet but I really am curious about the new dwarfes...can anyone please post the Creature Stats soon, I can't wait to se the hit points..damage etc.. from the different creatures in the new expansion... plus maybe some pics of the neutral creatures...
Thanks
the ultimate necromancer...
Thanks
the ultimate necromancer...
-
- Pixie
- Posts: 145
- Joined: 04 Sep 2006
Since i'm lazy i won't post everything but be in general
first level guy was about 7 hp low 1-1 attack looks like a lame lvl 1 , lvl 2 had about 9 hp if i'm not mistaken a not too high damage shooter, lvl 3 was the bear if i'm correct with 25 hp ,lvl 4 don't remmeber lvl 5 was the magic guy had only deflect arrow spell (all are non upgraded) not that high damage shooter. , lvl 6 was a nice one with 100 hp nice damage teleport and a wooping 8 speed so he can reach big monsters at first turn which is grand for a lvl 6 , lvl 7 had a wooping 220 hp and high damage but very slow with i think 5 speed and initiative of 9 very low for lvl 7.
LEVEL 1 / LEVEL 1 UPGRADED
ATT 1 / 1
DEF 4 / 5
DMG 1-1 / 1-2
HP 7 / 12
SPE 4 / 4
INI 9 / 9
Abilities: Enraged, Armoured, Large Shield
Upgraded unit adds: Shield Wall
LEVEL 2 / LEVEL 2 UPGRADED (Shooter)
ATT 4 / 4
DEF 4 / 4
DMG 1-2 (only 2shots) / 2-3 (4shots)
HP 10 / 12
SPE 4 / 4
INI 9 / 9
Abilities: Crippling Wound
Upgraded unit adds: No Melee penalty
LEVEL 3 / LEVEL 3 UPGRADED
ATT 5 / 6
DEF 10 / 14
DMG 4-5 / 5-6
HP 25 / 30
SPE 6 / 7
INI 10 / 11
Abilities: Enraged
Upgraded unit adds: Armoured, Paw Strike
LEVEL 4 / LEVEL 4 UPGRADED
ATT 6 / 7
DEF 6 / 7
DMG 2-6 / 3-8
HP 20 / 25
SPE 5 / 5
INI 12 / 12
Abilities: Immunity to Mind Control
Upgraded unit adds: Berserker Rage ability(user activated)
LEVEL 5 / LEVEL 5 UPGRADED (Shooter)
ATT 10 / 10
DEF 6 / 9
DMG 12-15 (5shots) / 14-18 (5shots)
HP 60 / 70
SPE 3 / 3
INI 8 / 9
Abilities: Caster (arrow deflection), Magic Protection, Mark of Fire
Upgraded unit adds: Crossfire, FireWall spell added to spellbook (3 hex wide)
LEVEL 6 / LEVEL 6 UPGRADED
ATT 15 / 15
DEF 25 / 25
DMG 8-12 / 9-14
HP 100 / 120
SPE 8 / 8
INI 11 / 11
Abilities: Teleport, StormStrike, Immunity to Lightning
Upgraded unit adds: StormBolt (user activated ranged StormStrike ability, once per battle)
LEVEL 7 / LEVEL 7 UPGRADED
ATT 25 / 30
DEF 35 / 40
DMG 40-50 / 40-50
HP 230 / 280
SPE 5 / 5
INI 9 / 9
Abilities: Fire Breath, Fire Shield, Elemental, Immunity to Fire
Upgraded unit adds: Magma shield instead of Fire Shield
Abilities explained:
Enraged: ATT stat raised when friendlies are killed.
Large Shield: -50% damage to non-magical ranged attacks
Armoured: Unit is immune to DEF decreasing spells or effects
Shield Wall: Enemy gets a "jousting" penalty. The farther away an enemy attacks, the less the damage will be.
Crippling Wound: Every attack has the chance of "cursing" the enemy with 50% less speed % 30% less initiative
Paw Strike: The further away you attack the enemy from, the bigger the chance your bear uses his paw to knock the enemy back 1 tile therby negating his retaliation.
Berserker Rage: Units attacks most nearest unit with ATT bonus(friendly or enemy)
StormStrike: When attacking the enemy always gets hit with lightning that jumps to all adjacent enemies in a row while doing full damage to all.
I think the other abilities are self-explanatory.
Costs in Gold & Resources + Growth (full castle with growth boosting buildings)
LVL1 24/40 +36growth
LVL2 45/65 +28growth
LVL3 130/185 +14growth
LVL4 160/215 +16growth
LVL5 470/670 +6growth
LVL6 1300/1700 +4growth
LVL7 3500 & 1crystal / 4500 & 2crystal +2growth
ATT 1 / 1
DEF 4 / 5
DMG 1-1 / 1-2
HP 7 / 12
SPE 4 / 4
INI 9 / 9
Abilities: Enraged, Armoured, Large Shield
Upgraded unit adds: Shield Wall
LEVEL 2 / LEVEL 2 UPGRADED (Shooter)
ATT 4 / 4
DEF 4 / 4
DMG 1-2 (only 2shots) / 2-3 (4shots)
HP 10 / 12
SPE 4 / 4
INI 9 / 9
Abilities: Crippling Wound
Upgraded unit adds: No Melee penalty
LEVEL 3 / LEVEL 3 UPGRADED
ATT 5 / 6
DEF 10 / 14
DMG 4-5 / 5-6
HP 25 / 30
SPE 6 / 7
INI 10 / 11
Abilities: Enraged
Upgraded unit adds: Armoured, Paw Strike
LEVEL 4 / LEVEL 4 UPGRADED
ATT 6 / 7
DEF 6 / 7
DMG 2-6 / 3-8
HP 20 / 25
SPE 5 / 5
INI 12 / 12
Abilities: Immunity to Mind Control
Upgraded unit adds: Berserker Rage ability(user activated)
LEVEL 5 / LEVEL 5 UPGRADED (Shooter)
ATT 10 / 10
DEF 6 / 9
DMG 12-15 (5shots) / 14-18 (5shots)
HP 60 / 70
SPE 3 / 3
INI 8 / 9
Abilities: Caster (arrow deflection), Magic Protection, Mark of Fire
Upgraded unit adds: Crossfire, FireWall spell added to spellbook (3 hex wide)
LEVEL 6 / LEVEL 6 UPGRADED
ATT 15 / 15
DEF 25 / 25
DMG 8-12 / 9-14
HP 100 / 120
SPE 8 / 8
INI 11 / 11
Abilities: Teleport, StormStrike, Immunity to Lightning
Upgraded unit adds: StormBolt (user activated ranged StormStrike ability, once per battle)
LEVEL 7 / LEVEL 7 UPGRADED
ATT 25 / 30
DEF 35 / 40
DMG 40-50 / 40-50
HP 230 / 280
SPE 5 / 5
INI 9 / 9
Abilities: Fire Breath, Fire Shield, Elemental, Immunity to Fire
Upgraded unit adds: Magma shield instead of Fire Shield
Abilities explained:
Enraged: ATT stat raised when friendlies are killed.
Large Shield: -50% damage to non-magical ranged attacks
Armoured: Unit is immune to DEF decreasing spells or effects
Shield Wall: Enemy gets a "jousting" penalty. The farther away an enemy attacks, the less the damage will be.
Crippling Wound: Every attack has the chance of "cursing" the enemy with 50% less speed % 30% less initiative
Paw Strike: The further away you attack the enemy from, the bigger the chance your bear uses his paw to knock the enemy back 1 tile therby negating his retaliation.
Berserker Rage: Units attacks most nearest unit with ATT bonus(friendly or enemy)
StormStrike: When attacking the enemy always gets hit with lightning that jumps to all adjacent enemies in a row while doing full damage to all.
I think the other abilities are self-explanatory.
Costs in Gold & Resources + Growth (full castle with growth boosting buildings)
LVL1 24/40 +36growth
LVL2 45/65 +28growth
LVL3 130/185 +14growth
LVL4 160/215 +16growth
LVL5 470/670 +6growth
LVL6 1300/1700 +4growth
LVL7 3500 & 1crystal / 4500 & 2crystal +2growth
Last edited by Wulf on 16 Nov 2006, 21:29, edited 5 times in total.
Creature characteristics.
Creature abilities.
Agility - For the next turn, this creature gains a +30% Defense bonus for every tile it walks.
Armoured - This creature is resistant to all spells and effects that decrease Defense.
Berserker Rage - When this ability is used, the creature's Defense drops temporarily to zero, Offense increases by the same amount, and it attacks the nearest enemy automatically without suffering the retaliation strike. However if there is no enemy in the movement range of this creature it will attack a nearest friendly unit instead of the enemy (activated ability)
Crippling Wound - In a successful attack, this creature has an additional chance of decreasing the target's Speed (-50%) and Initiative (-30%).
Crossfire - The creature attack area has the shape of a cross.
Hexing Attack - After a successful attack, the target creature also suffers the effect of one of the following damnations: Weakness, Slow, Suffering or Vulnerability. All the effects are equal to those of Expert-level spells.
Howl - Once per battle, this creature can summon a friendly stack of equal power.
Magma Shield - When this creature undergoes a melee attack, the attacker suffers Fire damage, the amount depending on the attack's force.
Mark Of Fire - When attacking, this creature has a chance of damning the target, resulting in all Fire damage suffered by it being doubled within a certain period of time.
Pack Hunter - When this creature attacks a target, the target is also attacked by all the other stacks of creatures of the same type who are able to do so.
Paw Strike - This creature has a chance of pushing the target one tile aside and cancelling all Initiative the target has accumulated.
Shield Wall - Damage suffered by this creature from enemy attack is reduced by 10% for every tile the attacker walked to hit.
Storm Bolt - Once per battle, this creature can attack any chosen target with Storm Strike (activated ability).
Storm Strike - Besides usual damage, this creature strikes the target with lightning (non-magical damage), which then hits another enemy creature if one is standing near the target, continuing on in this way until the chain is broken. The lighting's force is equal to that of the attack.
Spell-Caster creature spells.
Rune Priest (15 mana): Deflect Missile (Basic, 6 mana)
Rune Patriarch (25 mana): Deflect Missile (Advanced, 6 mana); Firewall (Advanced, 16 mana)
Zealot (15 Mana): Blindness (Advanced, 10 mana); Righteous Might (Expert, 6 mana)
Mummy (32 Mana): Confusion (Expert, 9 mana), Raise Dead (Expert, 9 mana).
Dwarven racial skills and abilities.
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 (Runelore)
There is a 50% chance of not using up resources on rune activation.
Greater Rune (Runelore)
Allows the same rune to be activated for the second time for triple resource cost.
Refresh Rune (Runelore)
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.
Absolute Protection (Runelore)
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.
Offensive Formation (Attack)
Attack of Dwarven creatures in hero's army increased when close to each other on the battlefield.
Shrug Darkness (Dark Magic)
Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.
Defensive Formation (Defense)
Defense of Dwarven creatures in hero's army increased when close to each other on the battlefield.
Preparation (Defense)
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
Ignite (Destructive Magic)
Fire spells casted by the hero or by creatures in his army in combat will ignite enemies, inflicting 100% of current spell damage to the target during next 3 rounds.
Mentoring (Enlightenment)
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).
Tap Runes (Enlightenment)
Regains some mana (depending on Knowledge) each time any rune is used.
Empathy (Leadership)
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).
Runic Attunement (Leadership)
Increases creature morale by +2 for one turn after rune casting.
Eternal Light (Light Magic)
Hero's light spells are impossible to dispel.
Snatch (Logistics)
The hero spends no movement points to pick up resources, access buildings and other similar actions.
Swift Mind (Logistics)
Hero receives +25% bonus to Initiative at start of combat.
Dwarven Luck (Luck)
Twice more chance to resist enemy spell
Distract (Sorcery)
Enemy hero will receive 20% penalty to Initiative after casting any spell in combat.
Runic Armour (Summoning Magic)
Hero receives Arcane Armour spell and +4 effective Spellpower when casting it.
Runic Machines (War Machines)
Increases initiative of all warmachines by +3
Rune magic.
Rune of Berserking(Level 1, 1 ore)
Creature will perform two Melee Attacks instead of one against the same target next attack (at least one friendly creature from this friendly stack must be killed before this rune can be placed on it).
Rune of Charge(Level 1, 1 wood)
Creature speed increases by 100% untill the end of the turn.
Rune of Exorcism (Level 2, 1 sulfur)
Dispels all the negative effects imposed on the creature (only those that can be dispelled basically).
Rune of Magic Control (Level 2, 1 gem)
Creature will have a chance to steal random positive effect imposed on the enemy target in attack once.
Rune of Elemental Immunity (Level 3, 1 mercury)
Creature gets immunity to two random magical elements until the end of combat.
Rune of Etherealness(Level 3, 1 crystal)
Creature gets incorporeality for one turn.
Rune of Resurrection (Level 4, 1 ore + 1 gem)
Ressurects 40% of killed creatures in the stack.
Rune of Thunderclap (Level 4, 1 wood + 1 mercury)
Selected creature will have a chance to inflict the Thunderclap effect to the enemy in attack once (the target will lose its Initiative).
Rune of Battle Rage (Level 5, 1 ore + 1 crystal)
Creature will have a chance to perform a Melee Attack against all nearby enemies once (no retaliation).
Rune of Dragonform (Level 5, 1 wood + 1 sulfur)
Creature gets +100% to its Defense, +100% to its attack and +50% to magic-proof for one turn (doesn't work for Dragons).
Dwarven hero specializations.
Border Guard (campaign hero)
Hero has a bonus to his Defense (+1 Defense for each 2 hero levels) if fights are one day away from owned city.
Golden Tongue (campaign hero)
Neutral creatures are more likely to join this hero. Moreover victories provide this hero with gold and resources.
King of the Stone Halls (campaign hero)
All creatures in hero's army have "Rune of Thunderclap" effect permanently active (refreshes at the start of creature turn).
Keeper of the Flame
Specialises in Priests. Rune Priests and Patriarchs in hero's army gain +1 to their Offense and Defense for every two levels of the hero, starting on first level.
Master of the Runes
With each level-up, the hero can spontaneously learn one more Runic Spell.
Protector
Specialises in Defenders. Defenders in hero's army gain +1 to their Offense and Defense for every two levels, and +1 to their Hit Points for every five levels of the hero.
Rider
Specialises in Riders. Bear Riders and Blackbear Riders in hero's army gain +1 to their Offense and Defense for every two levels of the hero, starting on first level.
Rune Artist
Chances of success with Fine Rune feat are increased by 20% from the start and by +1% for every level.
Sacred Hammer
Each time the hero casts a light magic spell on a friendly creature, there is a chance that the 'Bloodlust' spell will be cast freely upon the affected unit.
Sharp Blade
Specialises in Spearwielders and Skirmishers. Spearwielders and Skirmishers in hero's army gain +1 to their Offense and Defense for every two levels of the hero, starting on first level.
Stormcaller
Lightning-based spells of this hero are irresistible for the enemies (immunities and magic-proof still apply).
Other new hero specializations.
Dragonblessed (Isabel)
All creatures in hero's army get a Bless effect for the whole combat.
Master of Initiative(Raelag)
All creatures in hero's army get +1% to their Initiative and enemy creatures get -1% for their Initiative for every level of the hero.
Information source: http://forums.ag.ru/?board=heroes5&acti ... &start=475
Code: Select all
Att Def Dmg. HP Spd. Init. Growth Cost
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
Wolf 5 3 3-5 25 6 14 8 150
Yeti 8 6 6-12 40 5 11 5 350
Manticore 15 15 30-50 120 5 9 2 1800
Mummy 8 9 20-30 50 3 15 3 900
Code: Select all
Defender Enraged, Armoured, Large Shield.
Shieldguard Enraged, Armoured, Large Shield, Shield Wall.
Spearwielder Shooter(2 shots), Crippling Wound.
Skirmisher Shooter(4 shots), No Melee Penalty, Crippling Wound.
Bear Rider Enraged, Large Creature.
Blackbear Rider Enraged, Large Creature, Armoured, Paw Strike.
Brawler Immune to Mind Control.
Berserker Immune to Mind Control, Berserker Rage.
Rune Priest Shooter(5 shots), Caster(15 mana), Magic-proof 50%, Mark Of Fire.
Rune Patriarch Shooter(5 shots), Caster(25 mana), Magic-proof 50%, Mark Of Fire, Crossfire.
Thane Large Creature, Teleport, Immune to Lightning, Storm Strike.
Warlord Large Creature, Teleport, Immune to Lightning, Storm Strike, Storm Bolt.
Fire Dragon Fire Breath, Fire Shield, Elemental, Immune to Fire.
Magma Dragon Fire Breath, Magma Shield, Elemental, Immune to Fire.
Wolf Pack Hunter,Howl.
Yeti Unlimited Retaliation, Agility.
Manticore Large Creature, Flyer, Poisonous Attack.
Mummy Undead, Hexing Attack, Caster(32 mana).
Agility - For the next turn, this creature gains a +30% Defense bonus for every tile it walks.
Armoured - This creature is resistant to all spells and effects that decrease Defense.
Berserker Rage - When this ability is used, the creature's Defense drops temporarily to zero, Offense increases by the same amount, and it attacks the nearest enemy automatically without suffering the retaliation strike. However if there is no enemy in the movement range of this creature it will attack a nearest friendly unit instead of the enemy (activated ability)
Crippling Wound - In a successful attack, this creature has an additional chance of decreasing the target's Speed (-50%) and Initiative (-30%).
Crossfire - The creature attack area has the shape of a cross.
Hexing Attack - After a successful attack, the target creature also suffers the effect of one of the following damnations: Weakness, Slow, Suffering or Vulnerability. All the effects are equal to those of Expert-level spells.
Howl - Once per battle, this creature can summon a friendly stack of equal power.
Magma Shield - When this creature undergoes a melee attack, the attacker suffers Fire damage, the amount depending on the attack's force.
Mark Of Fire - When attacking, this creature has a chance of damning the target, resulting in all Fire damage suffered by it being doubled within a certain period of time.
Pack Hunter - When this creature attacks a target, the target is also attacked by all the other stacks of creatures of the same type who are able to do so.
Paw Strike - This creature has a chance of pushing the target one tile aside and cancelling all Initiative the target has accumulated.
Shield Wall - Damage suffered by this creature from enemy attack is reduced by 10% for every tile the attacker walked to hit.
Storm Bolt - Once per battle, this creature can attack any chosen target with Storm Strike (activated ability).
Storm Strike - Besides usual damage, this creature strikes the target with lightning (non-magical damage), which then hits another enemy creature if one is standing near the target, continuing on in this way until the chain is broken. The lighting's force is equal to that of the attack.
Spell-Caster creature spells.
Rune Priest (15 mana): Deflect Missile (Basic, 6 mana)
Rune Patriarch (25 mana): Deflect Missile (Advanced, 6 mana); Firewall (Advanced, 16 mana)
Zealot (15 Mana): Blindness (Advanced, 10 mana); Righteous Might (Expert, 6 mana)
Mummy (32 Mana): Confusion (Expert, 9 mana), Raise Dead (Expert, 9 mana).
Dwarven racial skills and abilities.
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 (Runelore)
There is a 50% chance of not using up resources on rune activation.
Greater Rune (Runelore)
Allows the same rune to be activated for the second time for triple resource cost.
Refresh Rune (Runelore)
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.
Absolute Protection (Runelore)
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.
Offensive Formation (Attack)
Attack of Dwarven creatures in hero's army increased when close to each other on the battlefield.
Shrug Darkness (Dark Magic)
Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.
Defensive Formation (Defense)
Defense of Dwarven creatures in hero's army increased when close to each other on the battlefield.
Preparation (Defense)
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
Ignite (Destructive Magic)
Fire spells casted by the hero or by creatures in his army in combat will ignite enemies, inflicting 100% of current spell damage to the target during next 3 rounds.
Mentoring (Enlightenment)
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).
Tap Runes (Enlightenment)
Regains some mana (depending on Knowledge) each time any rune is used.
Empathy (Leadership)
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).
Runic Attunement (Leadership)
Increases creature morale by +2 for one turn after rune casting.
Eternal Light (Light Magic)
Hero's light spells are impossible to dispel.
Snatch (Logistics)
The hero spends no movement points to pick up resources, access buildings and other similar actions.
Swift Mind (Logistics)
Hero receives +25% bonus to Initiative at start of combat.
Dwarven Luck (Luck)
Twice more chance to resist enemy spell
Distract (Sorcery)
Enemy hero will receive 20% penalty to Initiative after casting any spell in combat.
Runic Armour (Summoning Magic)
Hero receives Arcane Armour spell and +4 effective Spellpower when casting it.
Runic Machines (War Machines)
Increases initiative of all warmachines by +3
Rune magic.
Rune of Berserking(Level 1, 1 ore)
Creature will perform two Melee Attacks instead of one against the same target next attack (at least one friendly creature from this friendly stack must be killed before this rune can be placed on it).
Rune of Charge(Level 1, 1 wood)
Creature speed increases by 100% untill the end of the turn.
Rune of Exorcism (Level 2, 1 sulfur)
Dispels all the negative effects imposed on the creature (only those that can be dispelled basically).
Rune of Magic Control (Level 2, 1 gem)
Creature will have a chance to steal random positive effect imposed on the enemy target in attack once.
Rune of Elemental Immunity (Level 3, 1 mercury)
Creature gets immunity to two random magical elements until the end of combat.
Rune of Etherealness(Level 3, 1 crystal)
Creature gets incorporeality for one turn.
Rune of Resurrection (Level 4, 1 ore + 1 gem)
Ressurects 40% of killed creatures in the stack.
Rune of Thunderclap (Level 4, 1 wood + 1 mercury)
Selected creature will have a chance to inflict the Thunderclap effect to the enemy in attack once (the target will lose its Initiative).
Rune of Battle Rage (Level 5, 1 ore + 1 crystal)
Creature will have a chance to perform a Melee Attack against all nearby enemies once (no retaliation).
Rune of Dragonform (Level 5, 1 wood + 1 sulfur)
Creature gets +100% to its Defense, +100% to its attack and +50% to magic-proof for one turn (doesn't work for Dragons).
Dwarven hero specializations.
Border Guard (campaign hero)
Hero has a bonus to his Defense (+1 Defense for each 2 hero levels) if fights are one day away from owned city.
Golden Tongue (campaign hero)
Neutral creatures are more likely to join this hero. Moreover victories provide this hero with gold and resources.
King of the Stone Halls (campaign hero)
All creatures in hero's army have "Rune of Thunderclap" effect permanently active (refreshes at the start of creature turn).
Keeper of the Flame
Specialises in Priests. Rune Priests and Patriarchs in hero's army gain +1 to their Offense and Defense for every two levels of the hero, starting on first level.
Master of the Runes
With each level-up, the hero can spontaneously learn one more Runic Spell.
Protector
Specialises in Defenders. Defenders in hero's army gain +1 to their Offense and Defense for every two levels, and +1 to their Hit Points for every five levels of the hero.
Rider
Specialises in Riders. Bear Riders and Blackbear Riders in hero's army gain +1 to their Offense and Defense for every two levels of the hero, starting on first level.
Rune Artist
Chances of success with Fine Rune feat are increased by 20% from the start and by +1% for every level.
Sacred Hammer
Each time the hero casts a light magic spell on a friendly creature, there is a chance that the 'Bloodlust' spell will be cast freely upon the affected unit.
Sharp Blade
Specialises in Spearwielders and Skirmishers. Spearwielders and Skirmishers in hero's army gain +1 to their Offense and Defense for every two levels of the hero, starting on first level.
Stormcaller
Lightning-based spells of this hero are irresistible for the enemies (immunities and magic-proof still apply).
Other new hero specializations.
Dragonblessed (Isabel)
All creatures in hero's army get a Bless effect for the whole combat.
Master of Initiative(Raelag)
All creatures in hero's army get +1% to their Initiative and enemy creatures get -1% for their Initiative for every level of the hero.
Information source: http://forums.ag.ru/?board=heroes5&acti ... &start=475
- DaemianLucifer
- Round Table Hero
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After another round of play, it looks like this faction will be a struggle getting started but will eventually compensate by numbers and the good lvl 6-7 creatures.Mytical wrote:Wow seems very powerful, just hope not TOO powerful (ie unbalanced).
Before you criticize someone, first walk a mile in their shoes. If they get mad, you'll be a mile away. And you'll have their shoes.
- ThunderTitan
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So both Cat Reflexes and Dragon Strenght are back. Too bad they're limited to Dwarves only, but at least they're in there.
Disclaimer: May contain sarcasm!
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I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
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A rune of charge should be useful.Ah the good old haste from H1-3 is back.stefan.urlus wrote:well they seem to be another low init faction .... but some of the defense stats 40 defense for the level 7 with 280 HP??!! but it can only move 5!!
+speed,not initiative! That dragon should be quite powerful.
I, for one, am dying to find out what colour they paint Michael's toenails.
- Metathron
- Metathron
- DaemianLucifer
- Round Table Hero
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