The Resurrect Hero spell can bring a hero back to life.Įvery Hero has 50, 36, 9, 9, Melee Strike ( 12 10 10 10 10 10 ), Hero, Cavalry, Walking, Mounted, Charge, Cast Spell and Fast Healing by default. When heroes are killed in combat, they drop any equipment they have onto the ground. In the case of multiple heroes, the one with the most leadership abilities is assigned as the army leader. If the hero is leading the army, they will occupy the first position in the list of units in the army. Some of the abilities that heroes can have affect all units in the army when they are leading the army. However, since higher tiers of spells and casting points are added to their upgrades list every odd level, heroes can unlock advanced combat spells (through experience) much earlier than leaders typically will (through research).įor lists of abilities and when they are available, see each classes page. This limits their raw power since spending leveling points on casting takes the place of direct upgrades. Instead of using empire research to access their class abilities and to increase their casting points, heroes have these as options on their list of per-level upgrades ( experience requirements for each level). Heroes level up and use equipment as your leader does. Each player can cast only one spell per combat round no matter how many heroes they have. Unlike leaders they cannot retreat to the void to escape death, they must be present at a battle to cast spells, and they can only cast combat spells. Heroes function much like Leaders and can become similarly powerful. Maybe I'll give the Gray Guard thing another try it's weird flip-flopping in order to remain neutral, but it has its advantages.Your Leader is not alone in the quest to expand your empire, as you will also be approached every now and then by other people of skill and power. Aesthetically I like the water element, but I've been disappointed with the spell choices it brings, so I've moved away from that. I almost always choose Explorer or Expander, and I don't like settling for being an adept at anything if I can have mastery instead. Right now I'm playing as a creation master (which clashes with my Rogue class), just because I haven't tried it before. I'm all over the place when it comes to specializations. Odds are I'll eventually land on either Warlord or Sorcerer. I recently had a great game as a Theocrat, though, and I tend to automatically drift toward good anyway, so maybe that will end up being my favorite class after all (I don't like the fact that the Shrine of Smiting is a machine, though also, there's way too much Judeo-Christian imagery in the Theocrat class for my liking). Theocrat, Rogue, and Necromancer all seem to be kinda tricky to play and thematically they seem to each go with a particular alignment (Theocrat with good, Rogue and Necromancer with evil), which seems restrictive to me. I can probably rule out the Dreadnought and Archdruid, because I don't like machines or wild animals that much. I'd been teetering between Sorcerer and Warlord, but right now I'm trying a Rogue game again. I know flying units rule, but I only like dealing with small numbers of them, at least until later in the game. And I'd like to explore what can be done with a navy on an islands map (I get the impression navies are only marginally useful, but we'll see). Thematically it seems like kind of a boring choice, but I really like the cavalry orientation-the extra mobility and charge bonus. Lately I'm gravitating toward the humans. I've put about 800 hours into it, but I'm still trying things out and getting a feel for all that's in it. I've only been playing AoW3 since last September.
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