Create A Hero

Due to technical reasons Create a Hero had been removed but with the recent 4.0 update it has been reinstated and overhauled leading to a new system meant to fill the various strategical gap left by the heroes. This page displays all the different classes and links to other pages where the abilities of each class are shown.

## Attributes

Every hero starts with **3000 health points**, melee heroes start with 130 damage, ranged heroes with 90 and the olog-hai heroes with 120. All heroes have the armor set **EdainWarriorHeroArmor**

The team was unsatisfied with the attributes that didn't make sense as they explained in this new post. So, naturally, they decided to rework them bringing new and improved attributes that boost several factors of the heroes at once:

* **Rechargetime:** lowers the reload time of spells and abilities. Every point makes abilities recharge 2% faster.
* **Damage:** increases the damage dealt by normal attacks and by abilities. Every point makes your hero attack and abilities deal +4% damage from point 1 to point 10, +6% from point 11 to point 15, +8% from point 16 to point 20.
* **Health:** increases the life-points and the rate of regeneration. Every point increases your health regeneration by 0.1. Every point also increases your health by +100 hitpoints from point 1 to point 10, by +150 hitpoints from point 11 to point 15, by +200 hitpoints from point 16 to point 20.

* **Experience:** Enables gaining experience faster. Every point increases your experience gain by 4% from point 1 to point 10, by +6% from point 11 to point 15, by +8% from point 16 to point 20.

* **Range:** increases the range of sight and the range of bows. Every point increases your range by 2%. Every point also increases your vision by 4% from point 1 to point 10, by +6% from point 11 to point 15, by +8% from point 16 to point 20.

## Classes

The team felt that the classes were no longer appropriate since it allowed the player to summon Istari in almost every faction, therefore all the classes were reworked or deleted. The ability stats were also reworked.

### Hero of the Free people

The free people of the western lands have endured centuries of war and have always been led by men and women of indomitable spirit. The hero of the free people is a human which can be recruited normally by any good faction or with the technique described in Tips. Both classes share the same abilities which are as follows:

* Call Reinforcements: Summons X battalions of units (depends on the level number)
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Train Allies: Gives moderate/good/excellent experience to allied troops
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Spear Throw: Ranged attack that does moderate/good/excellent damage to a single target
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Self-Heal: Hero can perform moderate/good healing on themselves
	+ Costs are: +50(LV1), +100(LV2)
* Shield Crush: Her can crush enemies and is immune to arrows for 10/20 seconds
	+ Costs are: +50(LV1), +100(LV2)
* Horseman: Allows hero to mount and dismount a horse
	+ Costs are: +50(LV1)
* Nearby allies become healed by 25% and earn experience twice as fast for 30 seconds
	+ Costs are: +100(LV1)
* Elendil: Causes enemy units to flee in terror
	+ Cost are: +100(LV1)
* Blade Master: Hero temporarily gain +50% Damage and +25% Armor
	+ Cost are: +100(LV1)
* Counselor: The hero is appointed a royal counselor, Heroes have -15% cost, 2 counselors: heroes have -20% cost, 3 counselors: heroes have -25% cost
	+ Cost are: +100(LV1)
* Leadership: Allies near hero gain +20% damage and armor, does not stack
	+ Cost are: +100(LV1)
* Invulnerability: Hero becomes invulnerable to damage for 10/20/30 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Cripple Strike: Deal good/excellent damage to an enemy hero and roots them in place for 5/8 seconds
	+ Costs are: +50(LV1), +100(LV2)
* Glorious banner: For some time the hero rises a Banner that heals nearby allies and regenerates troops and (LV2) grants 10% damage and armor
	+ Costs are:+100(LV1), +150(LV2)
* Defensive position: The hero and nearby units gain +75% armor but are 25% slower for 30 seconds
	+ Cost are: +100(LV1)

#### Captain of Gondor

Valiant leader of men, equipped with a strong armor and a will to lead

Base Stats

* Rechargetime: 1/17
* Damage: 1/17
* Health: 1/17
* Experience: 5/20
* Range: 1/17

#### Shield Maiden

Honored among the Rohirrim as fearless and skilled with sword and shield

Base Stats

* Rechargetime: 1/17
* Damage: 1/17
* Health: 1/17
* Experience: 5/20
* Range: 1/17

#### Elven Lord

Glorious and experienced veterans of the battles of past ages.

Base Stats

* Rechargetime: 1/17
* Damage: 1/17
* Health: 1/17
* Experience: 5/20
* Range: 1/17

### Defender of the Woods

Elves are long lived creatures that spend countless ages mastering the arts of peace and war. The Defender of the woods is a elf/human which can be recruited normally by any good faction or with the technique described in Tips. All three classes share the same abilities which are as follows:

* Archer specialization: Hero gains 20/40/60/80% to their arrow damage, passive ability
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Cripple Shot: Deals good/excellent/good/excellent damage to an enemy Hero or monster and roots them in place for 5/6/8/10 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Thorn of Vengeance: The Hero shoots a magic arrow, dealing medium/good/great/excellent damage to an enemy and knocking him back with a low/medium/high/certain probability.
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Wind Runner:The hero gains +25/25/30% speed for 20/30/30 seconds and (LV3) is immune to arrows
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Summon a Familiar: Hero summons a flock of birds that have a moderate/good/excellent view distance and detect stealth
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Toggle Weapon: Allows the hero to switch between Bow and Melee and (LV2) increases the damage of his ranged attack
	+ Costs are: +50(LV1), +100(LV2)
* Stealth: Hero has the ability to stealth while moving, passive ability and (LV2) to become invisible while standing still
	+ Costs are: +50(LV1), +100(LV2)
* Elendil: causes enemy units to flee in terror
	+ Costs are: +100(LV1)
* Athelas: Heals nearby friendly heroes
	+ Costs are: +100(LV1)
* Dead eye: The hero gains +50% attack speed with his bow for 20 seconds
	+ Costs are: +100(LV1)
* Counselor: The hero is appointed a royal counselor, Heroes have -15% cost, 2 counselors: heroes have -20% cost, 3 counselors: heroes have -25% cost
	+ Costs are: +100(LV1)
* Truesight: Reveals stealthed units in a radius surrounding the hero
	+ Costs are: +50(LV1)
* Leadership: Allies near hero gain +20% damage and armor, does not stack
	+ Costs are: +100(LV1)
* Ambush: 10/12/18 rangers appear in the designated target-area, which attack enemies in the immediate vicinity and vanish after that
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Rain of arrows: Launches a barrage of arrows covering a medium/large/enormous area.
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)

#### Male Elven Archer

Elven archers guard the borders of the secretive elven people with grace and accuracy of mystical nature

Base Stats

* Rechargetime: 1/15
* Damage: 1/15
* Health: 1/15
* Experience: 1/15
* Range: 5/20

#### Female Elven Archer

Excellent archers and the most nimble creatures in all of Middle-Earth

Base Stats

* Rechargetime: 1/15
* Damage: 1/15
* Health: 1/15
* Experience: 1/15
* Range: 5/20

#### Ranger

The rangers and Dunedain of the North are experience in dealing with swords and bows

Base Stats

* Rechargetime: 1/15
* Damage: 1/15
* Health: 3/15
* Experience: 1/15
* Range: 4/20

### Guardians of the Mountain

The hardiest of all race, dwarves craft lasting weapons and armor from valuable mithril. Guardian of the Mountain are dwarves which can be recruited normally by any good faction or with the technique described in Tips. Both classes share the same abilities which are as follows:

* Battle Rage: Hero gains +20/30/40/50% damage and +20% armor for 20/30/40/50 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Train Allies: Gives moderate/good/excellent experience to allied troops
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Sapper: Melee attack that does moderate/good/excellent damage to structures
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Oil Spill/ Light Fire: Hero can spill oil on the ground for 10/20/30 seconds and then light a fire
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Axe Throw: Ranged attack that does a moderate/good/excellent damage to a single target
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Toughness: Hero gains a permanent boost to the health points, passive ability
	+ Cost are: +100(LV1)
* Counselor: The hero is appointed a royal counselor, Heroes have -15% cost, 2 counselors: heroes have -20% cost, 3 counselors: heroes have -25% cost
	+ Cost are: +100(LV1)
* Leadership: Allies near hero gain +20% damage and armor, does not stack
	+ Cost are: +100(LV1)
* Invulnerability: Hero becomes invulnerable to damage for 10/20/30 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Bombard: Calls in a catapults missile at the target position, knocking enemies over and dealing medium/great/excellent damage
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Leap: Hero jumps to a location causing medium/excellent area-effect damage
	+ Costs are:+100(LV2), +150(LV3)
* Oil Barrels: The hero launches flaming oil barrels that explode on the battlefield and deal medium damage and (LV2) ignite the ground.
	+ Costs are:+100(LV2), +150(LV3)
* Forged Dwarven Blades: The hero forges the weapon of the target hero thereby granting the wielder of the weapon +10% damage.
	+ Cost are: +100(LV1)

#### Veteran

Made fearless by ages of war, veterans are able to defy their enemies until death

Base Stats

* Rechargetime: 1/15
* Damage: 2/15
* Health: 5/20
* Experience: 1 /15
* Range: 1/15

#### Wanderers

Wise and battle-hardened dwarves, wanderers can destroy standing structures with ease.

Wanderers are as fast as normal heroes.

Base Stats

* Rechargetime: 1/15
* Damage: 1/15
* Health: 4/20
* Experience: 1/15
* Range: 1/15

### Servant of Darkness

Dark warriors who perform the will of Sauron with an iron will. Servant of Darkness are men which can be recruited normally by any evil faction or with the technique described in Tips. Both classes share the same abilities which are as follows:

* Call Reinforcements: Summons X battalions of units (depends on level number)
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Slayer: Hero gains +20/30/40/50% damage and +20% armor for 20/30/40/50 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Train Allies: Gives moderate/good/excellent experience to allied troops
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Morgul Blade: Attacks that deals moderate/moderate/great damage to an enemy, targeted enemy takes poison damage over 10 seconds and become a ghost of the wraith world upon death.
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Shield Crush: Her can crush enemies and is immune to arrows for 10/20 seconds
	+ Costs are: +50(LV1), +100(LV2)
* Dissent: Causes enemy units to become hostile toward each other in a medium for 30/45 seconds
	+ Costs are: +50(LV1), +100(LV2)
* Deathbringer: Death follows the step of the hero, reduces enemy damage and armor are reduced by 20%
	+ Costs are: +100(LV1)
* Leadership: Allies near hero fain +20% damage and armor, does not stack
	+ Costs are: +100(LV1)
* Curse Enemy: Adds a short/medium/resets time to a targeted enemy hero's ability timers
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Invulnerability: Hero becomes invulnerable to damage for 10/20/30 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Cripple Strike: Deal good/excellent damage to an enemy hero and roots them in place for 5/8 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Wells of Souls: The hero sucks the lifeforce from the target allies to heal himself
	+ Costs are: +100(LV1)
* Soul Anguish: The armor of ALL units in range will be reduces by 100% causing even a single strike being sufficient to kill a unit
	+ Costs are: +150LV1

#### Commander of Carn Dum

Commander of Carn Dum are merciless warriors who slay their enemies with skill and cold steel.

Base Stats

* Rechargetime: 2/20
* Damage: 4/15
* Health: 1/15
* Experience: 1/15
* Range: 1/15

#### Black Numenoreans

The Black Numenoreans are the highest servants of the Dark Lord and are skilled in darks arts, as well as sealing with sword and shield.

Base Stats

* Rechargetime: 4/20
* Damage: 2/15
* Health: 1/15
* Experience: 1/15
* Range: 1/15

### Servant of Sauron

Sauron calls all manner of warring creatures to serve his will and countless masses had that call. Servant of Sauron are orcs which can be recruited normally by any evil faction or with the technique described in Tips. Both classes share the same abilities which are as follows:

* Call Reinforcements: Summons X battalions of units (depends on level number)
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Berserker Rage: Hero gains +50/60/80/100% damage but -20/15/10/5% armor
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Poison Attack: Hero poisons enemies for a moderate/good/excellent/severe damage and short/medium/long/extended duration, passive ability
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Firebomb: Hero can throw small bombs for moderate/good/excellent/sever damage
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Train Allies: Gives moderate/good/excellent experience to allied troops
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Howl of Rage: Nearby allies gain +25/35/50% damage for 30/45/60 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Warg Ambush: The hero lets loose 8/10/12 wild wolves in a small/medium/wide target area, that launch at any nearby enemy. Enemy units and heroes will be slowed down by 25% while the ambush in in effect
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Leadership: Allies near hero gain +20% damage and armor, does not stack
	+ Costs are: +100(LV1)
* Steal Resource: Steal a small/medium/large amount of resource from an enemy's resource structure.
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Cripple Strike: Deal good/excellent damage to an enemy hero and roots them in place for 5/8 seconds
	+ Costs are: +50(LV1), +100(LV2)
* Inspire Fear: Hero causes enemy units to cower/flee in fear/terror, passive ability
	+ Costs are: +50(LV1), +100(LV2)
* Improved Orc Rush: The hero roders some black orcs to temporarily wrestle an enemy down to the ground. For 5/15 seconds the enemy hero will be immovable and will be attack by the orcs.
	+ Costs are: +100(LV1), +150(LV2)
* The hero summons new Orc-Warrior from the depth. For a short time all fallen members of nearby orcs will be replaced by new warrior in the chosen barrack or citadel.
	+ Costs are: +100(LV1)

#### Orc Raider

An old, twisted and violent race that is at home on the battlefield.

Orcs and Uruks can spend 1 more point than any other class.

Base Stats

* Rechargetime: 1/17
* Damage: 3/17
* Health: 1/17
* Experience: 1/17
* Range: 1/17

#### Uruk

Uruk and strong and hardy, but even more so when thrown into the thick of battle with heavy armor and broad shields.

Base Stats

* Rechargetime: 1/17
* Damage: 1/17
* Health: 3/17
* Experience: 1/17
* Range: 1/17

### Warrior of the East and South

The heart if men are easily corrupted, and many have fallen to the promise of wealth and power. Warriors of the East and South are men which can be recruited normally by any evil faction or with the technique described in Tips. Both classes share the same abilities which are as follows:

* Poison Attack: Hero poisons enemies for a moderate/good/excellent/severe damage and short/medium/long/extended duration, passive ability
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Assassin:Deals a moderate/good/excellent/severe amount of damage to an enemy hero
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Stealth: Hero has the ability to stealth while standing still/moving, passive ability and (LV3) become invisible while standing still
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Coerce: Hero can convert the allegiance of a single battalion or horde, (LV2) of all enemy units in a small/large radius
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Toggle Weapon: Allows the hero to switch between Bow and Melee and (LV2) increases the damage of his ranged attack
	+ Costs are: +50(LV1), +100(LV2)
* Attach a spy: Hero ca mark a unit and see what they see for 30 seconds / permanently
	+ Costs are: +50(LV1), +100(LV2)
* Plague of locusts: The hero calls two/four swarms of locusts from the southern lands, that launch at enemies in the target area and damage them.
	+ Costs are: +100(LV1), +150(LV2)
* Trained Assassin: The hero moves 10% faster and takes 10% less damage from enemy heroes
	+ Costs are: +100(LV1)
* Leadership: Allies near hero gain +20% damage and armor, does not stack
	+ Costs are: +100(LV1)
* Steal Resource: Steal a small/medium/large amount of resource from an enemy's resource structure.
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Prepare an Ambush: The hero orders a group/ large group of Hasharii to observe a certain area. The hasharii are cloaked and invisible to the radar
	+ Costs are:+100(LV1), +150(LV2)
* Disguise: Hero can disguise themselves to look like other units
	+ Costs are: +100(LV1)

#### Haradrim

The men of Harad, Umbar and Khand have mastered the art of subterfuge and battle through centuries of war with Gondor.

Base Stats

* Rechargetime: 1/15
* Damage: 5/20
* Health: 1/10
* Experience: 1/15
* Range: 1/15

#### Hasharii

The Hasharii from the eastern and southern land are skilled assassins that are masterly skilled in handling illusions and deceit.

Base Stats

* Rechargetime: 1/15
* Damage: 5/20
* Health: 1/10
* Experience: 1/15
* Range: 1/15

### Olog-Haï

Olog-hai are agile, fierce, cunning and harder than stone. Unlike ordinary trolls, they can endure the sun. Olog-Hai are trolls which can be recruited normally by any evil faction or with the technique described in Tips. All three classes share the same abilities which are as follows:

* Berserker Rage: Hero gains +50/60/80/100% damage but -20/15/10/5% armor
	+ Costs are: +50(LV1), +100(LV2), +150(LV3), +200(LV4)
* Howl of Rage: Nearby allies gain +25/35/50% damage for 30/45/60 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Charge: Hero can crush enemies for a short/medium/long duration and (LV3) is immune to arrows
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Untamed Allegiance: Permanently takes control of the target lair
	+ Costs are: +50(LV1)
* Invulnerability: Hero becomes invulnerable to damage for 10/20/30 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Earth Shaker: Hero slams the ground causing a small/medium/mighty earthquake that knocks enemies over but does not deal any damage but (LV3) deals moderate damage.
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Leap: Hero jumps to a location causing medium/excellent area-effect damage
	+ Costs are:+100(LV2), +150(LV3)
* Cripple Strike: Deal good/excellent damage to an enemy hero and roots them in place for 5/8 seconds
	+ Costs are: +50(LV1), +100(LV2), +150(LV3)
* Inspire Fear: Hero causes enemy units to cower/flee in fear/terror, passive ability
	+ Costs are: +50(LV1), +100(LV2)
* Dominate Troll: Take control of the target enemy troll
	+ Costs are: +50(LV1)

#### Mountain Troll

Mighty and reckless, the great trolls of Gorgoroth weas bits of armor over their hideous hide and wield crude weapons in the knotted hands.

Base Stats

* Rechargetime: 1/15
* Damage: 1/15
* Health: 6/20
* Experience: 1/15
* Range: 1/15

#### Snow Troll

Fur-clad snow trolls dwell in the frozen wastelands of the North. They are smaller and faster than their southern cousins and posses great cunning.

Snow trolls take less damage from pikes.

Base Stats

* Rechargetime: 1/15
* Damage: 1/15
* Health: 4/20
* Experience: 1/15
* Range: 1/15

#### Hill Troll

Hill trolls inhabit the frost covered hills and fens of the North.They are savage and headstrong people, craving battle and treasure.

Base Stats

* Rechargetime: 1/15
* Damage: 3/15
* Health: 4/20
* Experience: 1/15
* Range: 1/15

## Tips

* To pick any hero for any class first click on their greyed out names in the selection toolbar of the skirmish menu and then type the first letter of their name.
* If you wish to keep the hero price low just click the button left of the current empty slot to fill it up with no ability