After
the balance of different forces on Antagarich was disturbed and after the
intervention of the gods many heroes realized that they might not be able to
fight on their own any more. They needed help. They needed intelligent
creatures to aid them not only on the battlefield but also in leading their
army. They needed personal commanders. That title soon was beginning to be the
property of heroes' best friends, relatives or the most talented and strongest
generals.
Basic Description:
Commanders
are somehow a combination of a hero and a creature. They fight on the
battlefield along with your hero, but they also gain the same experience - and
with that: new levels, primary skills, secondary skills and better statistics
overall. They can also use special artifacts, cast a spell and they have some
specialties of their own. They all have different names and biographies, but at
start they do have many similarities. Each hero can have only one commander. If
he currently has no commander, he may recruit one at any of your towns for the
price of 1000 gold.
You can
check your commander screen by clicking on the icon in your hero screen:
At start every commander has the
same statistics:
Attack: 5
Defense: 5
Speed: 5
Hit Points: 60
Damage: 7-15
Spell Power: 1
They will be modified by the choice and development of the commander's primary
skills, as well as by his own experience and gaining new levels.
If a
commander dies in battle, but the hero's army manages to win or flee, it will
be possible to later resurrect him at one of your towns. However this will most
likely cost you gold and sometimes you will even have to have a mage guild of a
certain level built.
A
commander screen on a battlefield shows also his special abilities and looks
like this:
The abbreviations are as follows: L: - Commander Level MP: - Magic Power MR: - Magic Resistance
Then you can also see a short list of the commander's secondary skills.
In this example they are: Maximum Damage, Unlimited Retaliations, Attacking
Twice and Fearsome.
Besides that we can see that our commander can cast Cure 2 times each battle.
Paladin (Castle)
As a divine defender of justice, this holy avenger's abilities grow stronger
with every battle won. The Paladin has also been blessed with healing magic to
keep the troops alive and fighting strong.
Description:
Paladin
Wise - Gains 150% of Hero's
experience
Cure - May cast Cure
Hierophant (Rampart)
These mystical Commanders are natural healers, always insisting on at least one
first aid tent for any army they command. In battle, they protect the lives of
their troops by conjuring a magical shield to ward off deadly blows.
Description:
Hierophant
First Aid Master - Additional First Aid Tents,
Number = Commander Level
Shield - May cast Shield [Duration =
Magic Power]
Temple Guardian
(Tower)
Strong willed and intelligent, the beautiful Temple Guardian is a distant
cousin to the titans. Her presence on the battlefield improves the ranged
accuracy of titans as well as the other troops she commands. This power is
almost as useful as her innate ability to draw forth and channel mana from an
emotionally-charged field of battle.
Description:
Temple Guardian
Mana Magician - Restores some spell points
for Hero if he/she has lost them since previous Commander turn (number =
Lost Mana *(20% + 5% * Commander Level)) but no less than 1 Point and no
more than 90% of Lost Points
Precision - May cast Precision [Duration
= Magic Power]
Succubus (Inferno)
Always sensual and charming, your ranks will soon swell with creatures
entranced under this demonic Commander's spell. The Succubus' affinity for fire
lets her protect her minions with an aura of flame.
Description:
Succubus
Charming - Steals a portion of neutral
stacks before combat. Formula is 5%+(Commander Level-1)/2 but not more than
20%
Fire Shield - May cast Fire Shield
[Duration = Magic Power]
Brute (Dungeon)
A fearless fighter in battle, this Commander inspires bloodlust in the troops
he or she commands. And when it's all over, the Brute directs the army to
gather up the corpses, for there is always a demand for fresh bodies in the
dark and smelly depths of the dungeon.
Description:
Brute
Soul Reformer - Gives 50% of battle
experience in gold
Bloodlust - May cast Bloodlust [Duration
= Magic Power]
Soul Eater (Necropolis)
These soulless Commanders absorb the spiritual essence of the creature they
kill to sustain them in their unnatural unlife. On the battlefield, the Soul
Eater uses her necromantic powers to reanimate her fallen undead comrades.
Description:
Soul Eater
Undead - Has the properties of an
undead creature
Animate Dead - May cast Animate Dead on
Level 1-5 Creatures [HP Number = (Magic Power/4)*50+60 ]
Ogre Leader
(Stronghold)
The resourceful Ogre Leaders have fallen in love with the deadly ballista and
always make sure there's at least one in any army they command. These cunning
Commanders have also mastered a spell that makes their troops' skin as hard as
stone.
Stone Skin - May cast Stone Skin [Duration = Magic Power]
Shaman (Fortress)
This adept Commander uses primal magic to become much stronger in battle,
drawing upon the spiritual totem of the hero who leads the army. The Shaman's
spells increase both the speed and reflexes of the Fortress beasts to which he
or she is attuned.
Description:
Shaman
Superior Combat
Ability - 150%
of Hero's Attack and Defense
Originating on the astral plane, this Commander's ability to reveal glimpses of
an empty and desolate world often make the once-loyal soldiers of sworn enemies
cast down their weapons, having seen the futility of war. The Astral Spirit
also possesses telepathy and can sometimes warn friendly troops of a surprise
attack from behind.
Description:
Astral Spirit
Pacifist - Elemental + 5%+(Commander
Level-1)/2 (maximum 20%) of Creatures in enemy Hero's army run away.
Counterstrike - May cast Counterstrike
[Duration = Magic Power]