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H7: Would you prefer 2D or 3D townscreens?
2D
3D
I don't care.
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Heroes of Might and Magic V  → Fortress Hero

by

Untitled Document
Hero
Runemage
Attack
0
Defence
1
Spell Power
2
Knowledge
2
Unique Skill - Runelore

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.
Unique Abilities

Fine Rune

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

Greater Rune

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

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.

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.
Requirements: : Triple Ballista(War Machines), Mana Burst(Destructive Magic), Swift Mind(Logistics), Preparation(Defense)
Specializations

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.

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.

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

King of the Stone Halls

  • All creatures in hero's army have 'Rune of Thunderclap' effect permanently active (refreshes at the start of creature turn).

Sacred Hammer

  • Each time the hero casts a light magic spell on a friendly creature, there is a chance that the 'Righteous Might' spell will be cast freely upon the affected unit.

Golden Tongue

  • Neutral creatures are more likely to join this hero. Moreover victories provide this hero with gold and resources.

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.

Master of the Runes

  • With each level-up, the hero can spontaneously learn one more Runic Spell

Stormcaller

  • Lightning-based spells of this hero are irresistible for the enemies (immunities and magic-proof still apply).

Border Guard

  • Hero has a bonus to his Defense (+1 Defense for each 2 hero levels) if fights are one day away from owned city
Comments

Orfinn at 2007-04-28 16:50 wrote:
I guess they will, its pretty logical. 3 in Attack and 2 in defence. If not say goodbye to the logical minds at Ubival *sigh*

Campaigner at 2007-03-24 00:04 wrote:
I would have guessed them to have Attack and Defense. Hope the Orcs got that.

Ya5MieL at 2007-03-23 13:16 wrote:
Its 6 combinations only if it doesnt matter in which order we pick those 2 out of 4. In H5 it does matter to an extent.
(I realise i didnt said it very clearly in previous post, my bad)

In H5 one of those 2 picked skills is primary and second secondary se there is many more combinations (12 to be precise) since each pair can be done in 2 ways.

Dwarves and necro have same pair with same primary/secondary skills tho not explicitly.
Both Def and SP have same percentage for dwarves, but since they have 2 SP to start with, i consider it as slightly primary stat.

Qurqirish Dragon at 2007-01-19 15:21 wrote:
First of all, minimum values are 0,0,1,1..
<br>But the most natural choice for dwarves would be 0,2,2,1 .. considering they have defense and spellpower as their main abilities.... which are BTW SAME as necropolis, even tho there were planty of free combinations.

Actually, with 4 attributes, there are only 6 combinations of 2 (AD, AS, AP, DS, DP, SP), so with 7 factions, at least one combination had to be repeated.

Gaidal Cain at 2007-01-19 09:00 wrote:
Aren't Necros Spell Power and Defence? And with four skills to combine, there are only 6 pairs to make, just as for the magic skills.

Ya5MieL at 2007-01-18 22:47 wrote:
First of all, minimum values are 0,0,1,1..
But the most natural choice for dwarves would be 0,2,2,1 .. considering they have defense and spellpower as their main abilities.... which are BTW SAME as necropolis, even tho there were planty of free combinations.

Orfinn at 2006-12-16 20:21 wrote:
It should be Defense: 2, Spellpower: 1 and Knowledge: 2

But havent it been for their religious attitude and the dwarves have been might oriented I would have seen stats like Attack: 2, Defense: 2 and Knowledge: 1 a patch and a mod could do this for us.

soupnazii at 2006-11-26 00:13 wrote:
i would have thought knowledge and defense...

Jinno at 2006-11-25 16:48 wrote:
It's weird, why the "Protector" specialization specialises only in Defenders, and not in Shieldguards too?
Maybe it's a mistake?

SageShadowbane at 2006-11-21 10:30 wrote:
So what are the primary attributes? :O
Knowledge and spellpower?

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