Heroes of the Fortress faction

Fortress - Dwarves Views: 30 Last Edited
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Brand Heroes
Brand
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

Chances of success with Fine Rune feat are increased by 20% from the start and by +1% for every level.

Class
Faction
Specialty
Starting skill
Erling Heroes
Erling
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

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.

Class
Faction
Starting skill
Helmar Heroes
Helmar
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

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.

Class
Faction
Specialty
Starting skill
Starting spell
Ebba Heroes
Ebba
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

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.

Class
Faction
Specialty
Starting skill
Ingvar Heroes
Ingvar
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

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.

Class
Faction
Specialty
Starting skill
Karli Heroes
Karli
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

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.

Class
Faction
Specialty
Starting skill
King Tolghar Heroes
King Tolghar
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

All creatures in hero’s army have “Rune of Stunning” effect permanently active (refreshes at the start of creature turn).

Class
Faction
Starting skill
Rolf Heroes
Rolf
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

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

Class
Faction
Specialty
Starting skill
Svea Heroes
Svea
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

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

Class
Faction
Specialty
Starting spell
Inga Heroes
Inga
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

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

Class
Faction
Starting skill
Wulfstan Heroes
Wulfstan
Starting Attack
0
Starting Defense
1
Starting Spell Power
2
Starting Knowledge
2

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

Class
Faction
Specialty
Starting skill