HOF Creature Stats
Now the renegates:
LEVEL 1 Enforcer
ATT ---------2
DEF ---------1
DMG --------1-2
HP ----------6
SPE ---------4
INI ----------8
SHO --------0
LEVEL 2 Crossbowman
ATT ---------5
DEF ---------4
DMG --------2-8
HP ----------10
SPE ---------4
INI ----------8
SHO --------10
LEVEL 3 Vindicator
ATT ---------8
DEF ---------8
DMG --------2-5
HP ----------26
SPE ---------4
INI ----------8
SHO --------0
LEVEL 4 Battle Griffin
ATT ---------6
DEF ---------12
DMG --------5-15
HP ----------35
SPE ---------7
INI ----------15
SHO --------0
LEVEL 5 Zealot
ATT ---------20
DEF ---------14
DMG --------9-12
HP ----------80
SPE ---------5
INI ----------10
SHO --------5
LEVEL 6 Champion
ATT ---------24
DEF ---------20
DMG --------20-35
HP ----------100
SPE ---------8
INI ----------12
SHO --------0
LEVEL 7 Fallen Angel
ATT ---------35
DEF ---------25
DMG --------25-75
HP ----------220
SPE ---------8
INI ----------11
SHO --------0
LEVEL 1 Enforcer
ATT ---------2
DEF ---------1
DMG --------1-2
HP ----------6
SPE ---------4
INI ----------8
SHO --------0
LEVEL 2 Crossbowman
ATT ---------5
DEF ---------4
DMG --------2-8
HP ----------10
SPE ---------4
INI ----------8
SHO --------10
LEVEL 3 Vindicator
ATT ---------8
DEF ---------8
DMG --------2-5
HP ----------26
SPE ---------4
INI ----------8
SHO --------0
LEVEL 4 Battle Griffin
ATT ---------6
DEF ---------12
DMG --------5-15
HP ----------35
SPE ---------7
INI ----------15
SHO --------0
LEVEL 5 Zealot
ATT ---------20
DEF ---------14
DMG --------9-12
HP ----------80
SPE ---------5
INI ----------10
SHO --------5
LEVEL 6 Champion
ATT ---------24
DEF ---------20
DMG --------20-35
HP ----------100
SPE ---------8
INI ----------12
SHO --------0
LEVEL 7 Fallen Angel
ATT ---------35
DEF ---------25
DMG --------25-75
HP ----------220
SPE ---------8
INI ----------11
SHO --------0
Eternor wrote: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).
Fast leveling of all your heroes.
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- Round Table Knight
- Posts: 506
- Joined: 06 Jan 2006
- theGryphon
- Spectre
- Posts: 716
- Joined: 06 Jan 2006
Actually, with a level 30 hero you can create an army of level 24 heroes!BoardGuest808888 wrote:You can get as many level 10 heroes as you want with one level 30 hero even after there're no longer creeps around. Rather unbalanced in an XL map I think.
And it gets even worse with hero level:
level 31 --> 27
level 33 --> 30
level 35 --> 33
Freakish!
Last edited by theGryphon on 17 Nov 2006, 07:21, edited 1 time in total.
I believe in science and that science can explain everything.
Because God has made it all work in such a beautiful way...
Because God has made it all work in such a beautiful way...
Fortress is an almost balance town, tend to be defensive town due to low init & speed creatures w/ high HP.
Their spell caster and shooter are not for attacking purposes. Their cavalry units are not a very fast one (mediocre speed)- altough have an above average initiative - which is not suitable for charging. But their level 6 unit can be used as a cavalry, their speed quiet good with high init & HP, sending havoc to enemy rank! Level 7 obviously for defending their shooter/spell caster.
In whole game, they are not over or underpower. Remember that they use rune magic, in early game they need more resources than other factions. IMO they will have a slow progress of building their town. But if they can survive until they have level 6 or 7 creature. Their power may not be underestimated
How d u think?
Their spell caster and shooter are not for attacking purposes. Their cavalry units are not a very fast one (mediocre speed)- altough have an above average initiative - which is not suitable for charging. But their level 6 unit can be used as a cavalry, their speed quiet good with high init & HP, sending havoc to enemy rank! Level 7 obviously for defending their shooter/spell caster.
In whole game, they are not over or underpower. Remember that they use rune magic, in early game they need more resources than other factions. IMO they will have a slow progress of building their town. But if they can survive until they have level 6 or 7 creature. Their power may not be underestimated
How d u think?
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
while the kind folks of CH are putting together the new skill trees, I'm just now going through the data files to see what the requirements are for the perks listed earlier.
would you like me to post them here?
note the requirements listed are for the in game codes, not the "name" of the skill, to translate (if necessary), check out the cheats section here:
http://www.heroesofmightandmagic.com/he ... ills.shtml
which excludes the proper names for the dwarven perks, of course, but it shouldn't be too hard to figure out.
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.
Requirements:
TRIPLE BALLISTA
SUN FIRE
QUICKNESS OF MIND
PREPARATION
Offensive Formation (Attack)
Attack of Dwarven creatures in hero's army increased when close to each other on the battlefield.
requirement: Tactics
Shrug Darkness (Dark Magic)
Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.
requirement:MASTER OF CURSES
Defensive Formation (Defense)
Defense of Dwarven creatures in hero's army increased when close to each other on the battlefield.
requirement: PROTECTION
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.
requirement: DEFENSIVE FORMATION
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.
requirement: MASTER OF FIRE
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).
requirements:
FINE RUNE
TAP RUNES
Tap Runes (Enlightenment)
Regains some mana (depending on Knowledge) each time any rune is used.
requirement: EAGLE EYE (arcane intuition)
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).
requirements:
RUNIC ATTUNEMENT
MENTORING
Runic Attunement (Leadership)
Increases creature morale by +2 for one turn after rune casting.
requirement: DIPLOMACY
Eternal Light (Light Magic)
Hero's light spells are impossible to dispel
requirement: MASTER OF ABJURATION
Snatch (Logistics)
The hero spends no movement points to pick up resources, access buildings and other similar actions.
requirement: PATHFINDING
Swift Mind (Logistics)
Hero receives +25% bonus to Initiative at start of combat.
requirements:
SNATCH
REFRESH RUNE
Dwarven Luck (Luck)
Twice more chance to resist enemy spell
requirement: RESISTANCE
Distract (Sorcery)
Enemy hero will receive 20% penalty to Initiative after casting any spell in combat.
requirement: ARCANE TRAINING
Runic Armour (Summoning Magic)
Hero receives Arcane Armour spell and +4 effective Spellpower when casting it.
requirement: MASTER OF ANIMATION (Master of Life)
Runic Machines (War Machines)
Increases initiative of all warmachines by +3
requirement: BALLISTA
that's it.
would you like me to post them here?
note the requirements listed are for the in game codes, not the "name" of the skill, to translate (if necessary), check out the cheats section here:
http://www.heroesofmightandmagic.com/he ... ills.shtml
which excludes the proper names for the dwarven perks, of course, but it shouldn't be too hard to figure out.
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.
Requirements:
TRIPLE BALLISTA
SUN FIRE
QUICKNESS OF MIND
PREPARATION
Offensive Formation (Attack)
Attack of Dwarven creatures in hero's army increased when close to each other on the battlefield.
requirement: Tactics
Shrug Darkness (Dark Magic)
Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.
requirement:MASTER OF CURSES
Defensive Formation (Defense)
Defense of Dwarven creatures in hero's army increased when close to each other on the battlefield.
requirement: PROTECTION
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.
requirement: DEFENSIVE FORMATION
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.
requirement: MASTER OF FIRE
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).
requirements:
FINE RUNE
TAP RUNES
Tap Runes (Enlightenment)
Regains some mana (depending on Knowledge) each time any rune is used.
requirement: EAGLE EYE (arcane intuition)
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).
requirements:
RUNIC ATTUNEMENT
MENTORING
Runic Attunement (Leadership)
Increases creature morale by +2 for one turn after rune casting.
requirement: DIPLOMACY
Eternal Light (Light Magic)
Hero's light spells are impossible to dispel
requirement: MASTER OF ABJURATION
Snatch (Logistics)
The hero spends no movement points to pick up resources, access buildings and other similar actions.
requirement: PATHFINDING
Swift Mind (Logistics)
Hero receives +25% bonus to Initiative at start of combat.
requirements:
SNATCH
REFRESH RUNE
Dwarven Luck (Luck)
Twice more chance to resist enemy spell
requirement: RESISTANCE
Distract (Sorcery)
Enemy hero will receive 20% penalty to Initiative after casting any spell in combat.
requirement: ARCANE TRAINING
Runic Armour (Summoning Magic)
Hero receives Arcane Armour spell and +4 effective Spellpower when casting it.
requirement: MASTER OF ANIMATION (Master of Life)
Runic Machines (War Machines)
Increases initiative of all warmachines by +3
requirement: BALLISTA
that's it.
- ThunderTitan
- Perpetual Poster
- Posts: 23271
- Joined: 06 Jan 2006
- Location: Now/here
- Contact:
the ultimate IMO is even stronger than Sylvan's.... I mean... should a sylvan hero and a dwarf hero both having the ultimates fight... the sylvan hero could not get lucky attacks, while the dwark might...
Mentoring is sooooo bizare IMO... free experience... expecially with the non-linear growth of experience needed for levels... I mean... you don't have to worry because you can lose your level 27 hero, because you have a good backup... not to mention castle defenders are really efective... So I would say that this is not so fair.
Snatch also sounds strong...
Distract is a spell caster killer... also kind of strong...
What spell schools do dwarves have in their town? Is the dwarven hero a strong spellcaster(i.e. lots of spellpower?)
Mentoring is sooooo bizare IMO... free experience... expecially with the non-linear growth of experience needed for levels... I mean... you don't have to worry because you can lose your level 27 hero, because you have a good backup... not to mention castle defenders are really efective... So I would say that this is not so fair.
Snatch also sounds strong...
Distract is a spell caster killer... also kind of strong...
What spell schools do dwarves have in their town? Is the dwarven hero a strong spellcaster(i.e. lots of spellpower?)
Sounds like mentoring is a must for main hero, but secondary heroes can all meet up with the main so not really neccessary for the secondary . Yes this skill is a bit much. There are a lot of problems I see with that ultimate and Sylvans ultimate...if Sylvan always gets lucky strikes, but Dwarves force everybody to get unlucky strikes... this can not coincide. Maybe cause bugs or abnormalities?
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
If they nulify why would the elves not be able to get lucky strikes? Since Elven Luck and Deadmans luck are prerequisites for the elven ultimate, they should have the base +3 luck and give -2 luck to the dwarves...or am I missing something?
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
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