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<small>Version 4.1</small>
== Leaders ==
== Leaders ==


In addition to the three generals for the different types of troops (swordsmen, spearmen, bowmen, horsemen), every army is lead by a commander-in-chief. This commander-in-chief can be a hero. Does the army not have a heroe the leader of the commander-in-chief is 10. The leadership value of a hero is half the hero level. (e.g. hero level 30 -> leader value 15). The leadership value of the hero is not dependent on the type of abilities of the hero.
*In addition to the three generals for the different types of troops (swordsmen, spearmen, bowmen, horsemen), every army is captained by a commander-in-chief. This commander-in-chief can be a hero. If the army does not have a hero, the level of the commander-in-chief will be 10. If the commander-in-chief is a hero, the level of the respective hero will be used for calculating the combat value - the individual abilities of the hero play no role here.
The leader of militia always has level 5 and therefore a leadership value of 2.5.
*The leader of militia always has level 5.
*The level of the commander-in-chief is used to calculate the [[Calculation_of_the_combat_value#Troop_size_factor|troop size factor]].


== Heroes ==
== Heroes ==


You need a [[Heroes' Shrine|heroes' shrine]] to gain loyalty of heroes. For each hero one shrine is needed. After completion or reconstruction of a shrine, a random (regarding the main ability) hero appears after an unpredictable amount of ticks. If you select a Hero's shrine, you can see the probability that a hero will join you next turn. This probability will increase each turn.
*You need a [[Heroes' Shrine|heroes' shrine]] to gain the loyalty of heroes. For each hero one shrine is needed. After completion or reconstruction of a shrine, a random (regarding the main ability) hero (1) appears after a random amount of ticks.  
*If you select a hero's shrine, you can see the probability (2) that a hero will join you next turn. This probability will increase each turn.
 
 
[[File:shrine1_eng.png|x300px]][[File:shrine2_eng.png|x300px]]
 
 
*As soon as the hero has pledged eternal loyalty to you he can be picked up by one of your armies and be instated as their commander-in-chief. You can use a single hoeseman to pick up the hero and deliver him quickly to another army. If you click on the picture of the hero at the hero's shrine (1), a popup window will open and you can assign the hero to an army (3) on the same field.
 
 
[[Image:hero_popup.1.png|600px]]
 
 
*As soon as the hero has been assigned to an army, he will be shown next to the army (4):
 


[[File:shrine1_eng.jpg]][[File:shrine2_eng.jpg]]
[[Image:army_with_hero_1.png|800px]]


As soon as the hero has pledged eternal loyalty to you he can be picked up by one of your armies and be instated as their commander-in-chief. You can use one single rider to pick up the hero to deliver the hero quickly to another army.


[[Image:army_with_hero_1.jpg|center]]
*A hero can be passed from one army to another army by placing two armies on the same field. The take-over army must not have a hero. In the hero popup the hero can be switched to another army by selecting the target army.  


If two armies get [[Merging armies|merged]] and both are leaded by a hero, the hero with the higher experience will be the new leader. The other heroe will be lost for ever.
*If two armies are [[Merging armies|merged]] and both are led by a hero, the hero with the higher experience will become the new leader. The other hero will be lost for ever.
. A hero can be passed to another army by placing two armies on the same field. The take-over army mustn´t have a hero. In the hero popup the hero can be switched to another army by selecting the target army. In addition you can park a hero at a hero shrine temporary. The assignment of the hero to his origin hero shrine will change. You can park three heroes parallel in one hero shrine.


New heroes start with level 11 and are better suited as commander-in-chief as regulars. Similar to a general heroes gain experience by fighting battles and will increase their level. The higher the heroe's shrine is upgraded, to which the hero is assigned to, the more experience a hero can gain from battles. Due to the leader value, the level of your hero directly influences the troop quality of the army he is leading in battle, but not other (allied) armies on the same field.
*In addition you can temporarily park a hero at a hero's shrine. The assignment of the hero to his original hero's shrine will not change. You can park up to three heroes at one hero's shrine.


Each hero has in addition to the leader value special abilities which also influence the leading army. How strong these abilities influence the army is dependent on the hero’s experience level. There are main abilities (attribute a hero has from the beginning) and extra abilities.
*New heroes start with level 11 and are therfore better suited as commander-in-chief as regulars. Similar to generals, heroes gain experience by fighting battles and will increase their level. The higher the upgrade level of the heroe's shrine, to which the hero is assigned to, the more experience a hero can gain from battles. The level of your hero directly influences the [[Calculation_of_the_combat_value#Troop_size_factor|troop size factor]] of the army he is leading in battle, but not other (allied) armies on the same field.
The level of a hero is dependent on the experience he has (= XP). This level is divided between main and extra abilities. New heroes start with level 11. The main ability starts by level 10 and you can add one level of your choice to a new extra ability or the already existing main ability. The main ability can only be upgraded until level 20, the extra abilities until level 5 (the ability Scout only until level 3).


The additional level upgrades for extra abilities are continuously activated. The first level of a extra ability is available at hero level 11 (at the very beginning), the second level at hero level 15, the third at hero level 20, the fourth at hero level 25 and the fifth at hero level 30. That means that you can add a new extra ability at level 1 or upgrade the main ability by 1 level if the hero reaches hero level 12. By reaching hero level 15 you can decide to either upgrade a extra ability to level 2, to add another new extra ability level 1 or to upgrade the main ability by one more level.
*Heroes are immortal. If the army of your hero is annihilated, your hero will be "broken" and return to his hero's shrine after some time. If there is no free shrine available at his time of return, the hero will have to wait until a new shrine is finished or becomes available. A broken hero will loose some of his XP, but none of his levels.


By reaching the next hero level you have to add the new level upgrade by yourself. That means that the level of the abilities don´t upgrade automatically, if the hero gains the next ero level while fighting several battles in a row, instead the combat values remain the same as before reaching the next hero's level.
*In addition to the effect on [[Calculation_of_the_combat_value#Troop_size_factor|troop size factor]] calcualtion, a hero has special abilities which also influence the leading army. How strong these abilities influence the army is dependent on the hero’s experience level. There are main abilities (attributed to a hero right from the beginning) and extra abilities.


In the hero popup an assortment of abilities appears by reaching a new hero level. A “+” indicates that you can choose a new extra ability, a “green arrow” that you can upgrade the main ability or one of the already existing extra abilities. You can also see the green arrow in the unit summary, if you can upgrade or add an ability.  
*The level of a hero is dependent on the experience he has (= XP). This level is distributed between main and extra abilities. New heroes start with level 11 (exception: late breaker get heroes with with a higher base level right from the beginning). The main ability starts at level 10 and you can add one level of your choice to a new extra ability or the already existing main ability. The main ability can only be upgraded until level 20, the extra abilities until level 5 (the ability "scout" only until level 3).


[[Image:army_with_hero_2.jpg|center]]
*The additional level upgrades for extra abilities are continuously activated. The first level of an extra ability is available at hero level 11 (at the very beginning), the second level at hero level 15, the third at hero level 20, the fourth at hero level 25 and the fifth at hero level 30. That means that you can add a new extra ability at level 1 or upgrade the main ability by 1 level if the hero reaches hero level 12. By reaching hero level 15 you can decide to either upgrade an extra ability to level 2, to add another new extra ability at level 1 or to upgrade the main ability by one more level.
 
*By reaching the next hero level you have to add the new level upgrade by yourself. That means that the level of the abilities don´t upgrade automatically, if the hero gains the next hero level while fighting several battles in a row, the combat values remain the same as before reaching the next hero's level.
 
*In the hero popup an assortment of abilities appears when reaching a new hero level. A “+” indicates that you can choose a new extra ability, a “green arrow” that you can upgrade the main ability or one of the already existing extra abilities. You can also see the green arrow in the unit summary, if you can upgrade or add an ability.


== The heroes and their main abilities ==
== The heroes and their main abilities ==


* '''Master Strategist''' -> Armorer
{| class="wikitable"
* '''Born Leader''' -> Leader
!Hero!!Ability
* '''Master Archer''' -> Bowyer
|-
* '''Swordmaster''' -> Swordmaster
|Master Strategist
* '''Outstanding Cavalier''' -> Crusader
|Armorer
* '''Mighty Warrior''' -> Might
|-
* '''Healer''' -> Healer
|Born Leader
* '''Tactician''' -> Regeneration
|Leader
* '''Castle Master''' -> Engineer
|-
* '''Resistance Fighter''' -> Ambush
|Master Archer
|Bowyer
|-
|Spearmaster
|Spearmaster
|-
|Swordmaster
|Swordmaster
|-
|Outstanding Cavalier
|Crusader
|-
|Mighty Warrior
|Might
|-
|Healer
|Healer
|-
|Castle Master
|Engineer
|-
|Resistance Fighter
|Ambush
|-
|Admiral
|Seafarer
|}
 
== The main and extra abilities ==
 
{| class="wikitable" style="width: 800px;"
!Ability!!Description!!Playing style
|-
|Armorer
|quicker gain of unit experience (+1.5% each level)
| style="width:80px;" |
|-
|Leader
|quicker gain of experience for the generals (+2% each level)
|
|-
|Bowyer
|increases the [[Calculation_of_the_combat_value#Moral_points|moral points]] of the army (2 &times; level of ability &times; contingent of archers). The limit for the [[Calculation_of_the_combat_value#Troop_bonus_factor|maximal usable fraction of archers]] increases by 1.5% per level
|settlers only
|-
|Spearmaster
|increases the [[Calculation_of_the_combat_value#Moral_points|moral points]] of the army (2 &times; level of ability &times; contingent of spearmen)
|settlers only
|-
|Swordmaster
|increases the [[Calculation_of_the_combat_value#Moral_points|moral points]] of the army (2 &times; level of ability &times; contingent of swordsmen)
|warriors only
|-
|Crusader
|increases the [[Calculation_of_the_combat_value#Moral_points|moral points]] of the army (2 &times; level of ability &times; contingent of horsemen)
|warriors only
|-
|Might
|increases the [[Calculation_of_the_combat_value#Moral_points|moral points]] of the army (1.5 &times; level of ability)
|warriors only
|-
|Healer
|reduces the casualties of the army by 1.5% per level and the exhaustion caused by the battle by 3% per level. This has no influence on the exhaustion caused by the passove resistance of the populace(= population/100)
|settlers only
|-
|Engineer
|increases the [[Calculation_of_the_combat_value#Moral_points|moral points]] of the army when attacking or defending castles (3 &times; level of ability)
|
|-
|Ambush
|increases the [[Calculation_of_the_combat_value#Moral_points|moral points]] of the army (2.5 &times; level of ability &times; contingent of archers) when fighting in woods or mountains
|
|-
|Negate
|increases the [[Calculation_of_the_combat_value#Terrain_factor|terrain factor]] of horsemen in woods, mountains, castles, harbors, and towns by 0.025 per level (max. 1) and therefore reduces the penalty for horsemen in difficult terrain
|
|-
|Builder
|Construction is faster and cheaper on the current field of the hero (per level 10% faster / cheaper). The hero must stand on the field at the time the order for construction is given (after the order he can leave the field)
|settlers only
|-
|Purser
|reduces the pay of his army (10% for each level)
|
|-
|Influence
|increases the [[Calculation_of_the_combat_value#Moral_points|moral points]] of the militia (3 &times; level of ability)
|
|-
|Scout
|the army's range of sight is increased (like [[Lighthouse]], max. 3 level = 3 fields)
|
|-
|Blessing
|increases the [[Calculation_of_the_combat_value#Moral_points|moral points]] of the army (3 &times; level of ability)
|settlers only
|-
|Blacksmith
|increase of the weapons quality (0.5 &times; level of ability)
|warriors only
|-
|Glory
|raises the probability that new recruits can be won from the population of a newly conquered field (1-5% of the militia / level). This does not apply for armies which consist solely of horsemen. These new recruits have 40 XP and are 1/5 swordsmen, 3/5 spearmen, and 1/5 archers (like militia).
|
|-
|Transport
|the number of units needed for the transport of siege towers and trebuchets is reduced (each level 10% less units)
|
|-
|Seafarer
|Increased the combat value of your fleet during the [[Battles_at_sea#Ramming_phase|ramming phase]] of sea battles
|
|}


== The main and extra abilites ==
== Differences between Settlers and Warriors ==


* '''Armorer''' -> quicker gain of unit experience (+1.5% each level)
The following abilities are only available to Settlers:
* '''Leader''' -> quicker gain of experience for the generals (+2% each level)
* '''Bowyer''' -> raises the fighting power of the archers. The limit for the at most usable archer's portion of an army rises by 1.5% per level. The effect of the light support fire is slightly increased.
* '''Swordmaster''' -> enhances the value of swordsmen
* '''Crusader''' -> increases the combat power of horsemen
* '''Might''' -> increases combat value +1 each level
* '''Healer''' -> reduces the casualties of the army by 1.5% each level
* '''Regeneration''' -> reduces the exhaustion caused by the battle by 3% for each level. This has no influence on the exhaustion caused by the population (= population/100)
* '''Engineer''' -> increases the combat value in castle battles (defence or attack; +1.33 each Level)
* '''Ambush''' -> increases the combat power in wood and mountains (+1.2 each level)
* '''Negate''' -> reduces malus of horsemen in wood, mountains, castles and towns (2 for each level)
* '''Builder''' -> Construction is faster and cheaper on the current field of the hero (per level 10% faster / cheaper). The hero must stand on the field at the time the order for construction is given (after the order he can leave the field)
* '''Purser''' -> reduces the pay of his army (10% for each level)
* '''Influence''' -> enhances militia, i.e. increases the value of militia by 5 for each level
* '''Scout''' -> the army's range of sight is increased (like lighthouse, max. 3 level = 3 fields)
* '''Blessing''' -> increases the moral (+1 each level)
* '''Blacksmith''' -> increase of the weapons quality (+1 each level)
* '''Glory''' -> raises the probability that new recruits can be won from the population of a newly conquered field (1-5% of the militia / level). This does not apply for armies which consist solely of horsemen. These new recruits have 40 XP and are 2/3 swordsmen and 1/3 archers (like militia).
* '''Transport''' -> the number of units needed for the transport of siege towers and trebuchets is reduced (each level 10% less units)


== Exceptions ==
*'''Bowyer'''
*'''Spearmaster'''
*'''Healer'''
*'''Builder'''
*'''Blessing'''


For the hero types Master Archer, Swordmaster, Outstanding Cavalier, Mighty Warrior, the following extra abilities are not available, because of the strength of their main abilities:
The following abilities are only available to Warriors:


* '''Swordmaster:''' Bowyer, Might, Crusader
*'''Swordmaster'''
* '''Mighty Warrior:''' Swordmaster, Bowyer, Crusader
*'''Crusader'''
* '''Master Archer:''' Swordmaster, Might, Crusader
*'''Might'''
* '''Outstanding Cavalier:''' Swordmaster, Bowyer, Might
*'''Blacksmith'''

Latest revision as of 09:09, 6 January 2016

Version 4.1

Leaders

  • In addition to the three generals for the different types of troops (swordsmen, spearmen, bowmen, horsemen), every army is captained by a commander-in-chief. This commander-in-chief can be a hero. If the army does not have a hero, the level of the commander-in-chief will be 10. If the commander-in-chief is a hero, the level of the respective hero will be used for calculating the combat value - the individual abilities of the hero play no role here.
  • The leader of militia always has level 5.
  • The level of the commander-in-chief is used to calculate the troop size factor.

Heroes

  • You need a heroes' shrine to gain the loyalty of heroes. For each hero one shrine is needed. After completion or reconstruction of a shrine, a random (regarding the main ability) hero (1) appears after a random amount of ticks.
  • If you select a hero's shrine, you can see the probability (2) that a hero will join you next turn. This probability will increase each turn.


Error creating thumbnail: File missing
Error creating thumbnail: File missing


  • As soon as the hero has pledged eternal loyalty to you he can be picked up by one of your armies and be instated as their commander-in-chief. You can use a single hoeseman to pick up the hero and deliver him quickly to another army. If you click on the picture of the hero at the hero's shrine (1), a popup window will open and you can assign the hero to an army (3) on the same field.


Error creating thumbnail: File missing


  • As soon as the hero has been assigned to an army, he will be shown next to the army (4):


Error creating thumbnail: File missing


  • A hero can be passed from one army to another army by placing two armies on the same field. The take-over army must not have a hero. In the hero popup the hero can be switched to another army by selecting the target army.
  • If two armies are merged and both are led by a hero, the hero with the higher experience will become the new leader. The other hero will be lost for ever.
  • In addition you can temporarily park a hero at a hero's shrine. The assignment of the hero to his original hero's shrine will not change. You can park up to three heroes at one hero's shrine.
  • New heroes start with level 11 and are therfore better suited as commander-in-chief as regulars. Similar to generals, heroes gain experience by fighting battles and will increase their level. The higher the upgrade level of the heroe's shrine, to which the hero is assigned to, the more experience a hero can gain from battles. The level of your hero directly influences the troop size factor of the army he is leading in battle, but not other (allied) armies on the same field.
  • Heroes are immortal. If the army of your hero is annihilated, your hero will be "broken" and return to his hero's shrine after some time. If there is no free shrine available at his time of return, the hero will have to wait until a new shrine is finished or becomes available. A broken hero will loose some of his XP, but none of his levels.
  • In addition to the effect on troop size factor calcualtion, a hero has special abilities which also influence the leading army. How strong these abilities influence the army is dependent on the hero’s experience level. There are main abilities (attributed to a hero right from the beginning) and extra abilities.
  • The level of a hero is dependent on the experience he has (= XP). This level is distributed between main and extra abilities. New heroes start with level 11 (exception: late breaker get heroes with with a higher base level right from the beginning). The main ability starts at level 10 and you can add one level of your choice to a new extra ability or the already existing main ability. The main ability can only be upgraded until level 20, the extra abilities until level 5 (the ability "scout" only until level 3).
  • The additional level upgrades for extra abilities are continuously activated. The first level of an extra ability is available at hero level 11 (at the very beginning), the second level at hero level 15, the third at hero level 20, the fourth at hero level 25 and the fifth at hero level 30. That means that you can add a new extra ability at level 1 or upgrade the main ability by 1 level if the hero reaches hero level 12. By reaching hero level 15 you can decide to either upgrade an extra ability to level 2, to add another new extra ability at level 1 or to upgrade the main ability by one more level.
  • By reaching the next hero level you have to add the new level upgrade by yourself. That means that the level of the abilities don´t upgrade automatically, if the hero gains the next hero level while fighting several battles in a row, the combat values remain the same as before reaching the next hero's level.
  • In the hero popup an assortment of abilities appears when reaching a new hero level. A “+” indicates that you can choose a new extra ability, a “green arrow” that you can upgrade the main ability or one of the already existing extra abilities. You can also see the green arrow in the unit summary, if you can upgrade or add an ability.

The heroes and their main abilities

Hero Ability
Master Strategist Armorer
Born Leader Leader
Master Archer Bowyer
Spearmaster Spearmaster
Swordmaster Swordmaster
Outstanding Cavalier Crusader
Mighty Warrior Might
Healer Healer
Castle Master Engineer
Resistance Fighter Ambush
Admiral Seafarer

The main and extra abilities

Ability Description Playing style
Armorer quicker gain of unit experience (+1.5% each level)
Leader quicker gain of experience for the generals (+2% each level)
Bowyer increases the moral points of the army (2 × level of ability × contingent of archers). The limit for the maximal usable fraction of archers increases by 1.5% per level settlers only
Spearmaster increases the moral points of the army (2 × level of ability × contingent of spearmen) settlers only
Swordmaster increases the moral points of the army (2 × level of ability × contingent of swordsmen) warriors only
Crusader increases the moral points of the army (2 × level of ability × contingent of horsemen) warriors only
Might increases the moral points of the army (1.5 × level of ability) warriors only
Healer reduces the casualties of the army by 1.5% per level and the exhaustion caused by the battle by 3% per level. This has no influence on the exhaustion caused by the passove resistance of the populace(= population/100) settlers only
Engineer increases the moral points of the army when attacking or defending castles (3 × level of ability)
Ambush increases the moral points of the army (2.5 × level of ability × contingent of archers) when fighting in woods or mountains
Negate increases the terrain factor of horsemen in woods, mountains, castles, harbors, and towns by 0.025 per level (max. 1) and therefore reduces the penalty for horsemen in difficult terrain
Builder Construction is faster and cheaper on the current field of the hero (per level 10% faster / cheaper). The hero must stand on the field at the time the order for construction is given (after the order he can leave the field) settlers only
Purser reduces the pay of his army (10% for each level)
Influence increases the moral points of the militia (3 × level of ability)
Scout the army's range of sight is increased (like Lighthouse, max. 3 level = 3 fields)
Blessing increases the moral points of the army (3 × level of ability) settlers only
Blacksmith increase of the weapons quality (0.5 × level of ability) warriors only
Glory raises the probability that new recruits can be won from the population of a newly conquered field (1-5% of the militia / level). This does not apply for armies which consist solely of horsemen. These new recruits have 40 XP and are 1/5 swordsmen, 3/5 spearmen, and 1/5 archers (like militia).
Transport the number of units needed for the transport of siege towers and trebuchets is reduced (each level 10% less units)
Seafarer Increased the combat value of your fleet during the ramming phase of sea battles

Differences between Settlers and Warriors

The following abilities are only available to Settlers:

  • Bowyer
  • Spearmaster
  • Healer
  • Builder
  • Blessing

The following abilities are only available to Warriors:

  • Swordmaster
  • Crusader
  • Might
  • Blacksmith