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Topic Subject: CAH Attributes And How They Work
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posted 06-21-07 05:50 AM EDT (US)   
Attribute Points

Create-a-Hero Attributes and How They Work

When creating your own hero, you see a section where you need to spend attribute points to improve various attributes of your hero. The attributes are Armor, Power, Health, Heal Rate and Vision. Clearly, the greater the number of points to spend on an attribute, stronger will that attribute be for the hero.

Each hero has anywhere between 0 to 20 available points for each attribute. By default, each attribute has an initial number of points. You have 30 points to spend, which you can use to improve health, power, armor, heal rate and vision range.

Here we study each attribute, and how increasing points affects them. The tables give the percentages for each attribute point. A percentage of 150% for 10 points of power, for example, implies that if your hero's power has that many points, the amount of power is 150% the original. The original values of each attribute (such as health being 2000) are the same for each type of CAH. So heroes with same number of points for any attribute will have the same amount of that attribute. For example, both an elf and a human will have a health of 2800 if the health points are 5.


Armor is extremely important, and most useful to one-man armies. With high armor your hero can resist a LOT of arrow damage, which makes it useful for taking down archers and whole armies overall. Make this very high if your hero is a tank and or leadership hero.

You can increase the armor of your hero by allotting it more points. The percentages by which the armor increases with each point is given below. Note that they are not cumulative.

1 point 25%2 points 30%3 points 35%4 points 40%
5 points 42%6 points 44%7 points 46%8 points 48%
9 points 50%10 points 52%11 points 54%12 points 56%
13 points 58%14 points 60%15 points 62%16 points 64%
17 points 67%18 points 70%19 points 75%20 points 80%

This means, if your hero has, say, 10 points in armor, then it will suffer 52% less damage from any attack.

These values were confirmed with a simple test I performed. From a ranged attack, a Men of the West CAH of 5 point armor took 28 seconds to die, while 10 point armor increased it to 38 seconds and 15 point armor to 49 seconds. The ratio matches with that expected from the percentages.

Armor effectively reduces damage from all types of attack, such as sword attack, ranged attack, magic attack (includes powers of Gandalf and Saruman, like Fireball and Lightning), and fire attacks.


Power is basically the amount of damage your hero can do with his initial melee attack. I only recommend making this high for hero killers who need to bash out an extremely large amount of damage in a short time. Don't waste to many points to it otherwise.

Power points can be alloted as per your need. The table below shows by what amount is the power affected when you add a point to power. Note that these are not cumulative.

1 point 60%2 points 70%3 points 80%4 points 90%
5 points 100%6 points 110%7 points 120%8 points 130%
9 points 140%10 points 150%11 points 160%12 points 175%
13 points 200%14 points 225%15 points 250%16 points 275%
17 points 300%18 points 330%19 points 360%20 points 400%

This means that a unit with 10 points in power will do 150% the damage that a 5 point power CAH would.

My experiment results with a Men of the West CAH against a wall showed that a 5 point power hero took 22 seconds to demolish the wall, while a 10 point one took 14 seconds, and a 15 point one took 9 seconds. The same ratio was maintained with a duel against infantry. The same readings were obtained when the CAH used was a troll.

This shows that the power multipliers in the above table show the damage that any CAH would inflict, be it an Elf, a Troll or a Wizard, would be the same if they have the same number of points devoted to power. As all CAH types have a base power as the same, each CAH unit will do the same damage as expected from the above percentages.


Health determines the amount of health your hero has. This is needed especially for tanks, hero killers and leadership heroes. I think it is the second most useful stat, because a hero who is hard to kill always is a pain.

You can change the health of the hero by allotting more or less points for the health attribute. The table below shows the percentages by which the health amount will change. Again, these are not cumulative.

1 point 100%2 points 110%3 points 120%4 points 130%
5 points 140%6 points 150%7 points 160%8 points 170%
9 points 180%10 points 190%11 points 200%12 points 210%
13 points 220%14 points 230%15 points 240%16 points 250%
17 points 260%18 points 270%19 points 280%20 points 290%

I observed that a Men of the West CAH has 2800 health when the number of points alloted are 5. A hero with 10 points had 3800 health, and a hero with 15 points had 4800 health. This is consistent with the percentages shown above.

Here also, all types of heroes will have the same amount of health for the same number of points. A hero has an initial health of 2000. So, if you give 5 points to health, it's health will be 140% of 2000, which is 2800.

Heal rate

This is an extremely good stat to have high for any sort of hero, but mainly an archer and a hero killer. The archer needs to do hit and run attacks (which makes this extremely useful), and the hero killer needs to have his health back ASAP during fights.

Again, the table below shows how heal rates depend on each other and how much does an attribute point affect the rate.

1 point 10%2 points 25%3 points 50%4 points 75%
5 points 100%6 points 150%7 points 200%8 points 250%
9 points 300%10 points 350%11 points 400%12 points 450%
13 points 500%14 points 550%15 points 600%16 points 650%
17 points 700%18 points 800%19 points 900%20 points 1000%

Strangely, heal rate might not work as simply as the other attributes do. I performed a test with Men of the West CAH, giving them each a heal rate of 5 points, 10 points and 15 points. The time taken to heal half of the health was 28 seconds, 26 seconds and 24 seconds, respectively. It seems that the percentages rather affect the differences between the differences! A complicated notion, I know.

Concluding from the tests, it seems increasing attribute points for heal rates only minorly affects the rate. Thus, my advice is to not waste Many points in this attribute. Rather, use the more affective heal powers your hero can get (for example, Self-Heal or Athelas). You may also prefer purchasing palantir Heal powers. Add more points to this attribute only if your hero needs hit-and-run tactics.


This stat is only useful for the Archer and the Wizard, who need to have a good sight in order to perform their ranged attacks well. A spy could also have a good vision in order to, of course, spy the enemy.

The table below shows the percentages that affect the range of vision with each attribute point. These aren't cumulative.

1 point 0%2 points 20%3 points 40%4 points 60%
5 points 80%6 points 100%7 points 120%8 points 140%
9 points 160%10 points 180%11 points 200%12 points 220%
13 points 240%14 points 260%15 points 280%16 points 300%
17 points 320%18 points 340%19 points 370%20 points 400%

I observed that the range of fire of the hero also changed with the range of vision. That is, the farther an archer could see, the father the archer could shoot.

The above percentages say that, for example, a hero with 12 points in vision will have double the range of vision as a hero with 6 points spent in vision. Pretty straightforward.


Description about each attribute has been taken from Bendak's How to Create a Useful Hero guide.

The data in the tables has been obtained from attributemodifier.ini, extracted from INI.big using FinalBIG, and confirmed by control tests.

Special thanks to magic_motor_ola for bringing up this idea!

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 06-21-2007 @ 03:13 PM).]

posted 06-21-07 01:04 PM EDT (US)     1 / 29  
Great thread, Pulkit.

Aeneas l BFME2 Heaven l WiC Heaven
"The most important thing is to remember to have fun! After all, what else could be the point of nuking your friends?" - Cheesewiz
posted 06-21-07 01:09 PM EDT (US)     2 / 29  
That's good to know. I never used armor, I thought it was a pretty useless attribute.

"Apparently, arguing for the right to do something no-one wants to do is the lifeblood of HG." - TaylorFlame

"Whatever happened, BFME2H did it better. No Exceptions." - EnemyofJupitor
posted 06-21-07 02:16 PM EDT (US)     3 / 29  
Finally.. another thread here worthy of a sticky ...

_.,-=~+"^'`:Kyr Nlnar:`'^"+~=-,._
"n rans Helara" - "Live Well Friend"
"krnai Scar-lu" --- "krnai of Thirteen"
Remember Kids: "Kyr" rhymes with fire...
Sometimes your imagination inspires other people to use theirs.-Sir Hugh-
posted 06-21-07 03:37 PM EDT (US)     4 / 29  
quite helpful Pulkit; i will def use less power and more heal rate on my heros now!

Dalf32 the Ever-Willing

"A wizard is never late, nor is he early, he arrives precisely when he means to"
posted 06-21-07 04:04 PM EDT (US)     5 / 29  
Yeah, I'll have to go and alter my heroes' attributes to fit this guide. Overall, very helpful, Pulkit!

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posted 06-21-07 04:32 PM EDT (US)     6 / 29  
These tables can be really useful.

For example, consider this from the Armor table:
17 points - 67%
18 points - 70%
If you put 18 points on Armor, then since there isn't much difference, you'd rather want to go for 17 points and use the extra in something else.

These minor details really help you fine tune your hero to the best strength!
i will def use less power and more heal rate on my heros now!
I've noted that increasing heal rate points only minorly affects the heal rate. So, if you really want to have a good heal rate, you'll definitely need to spend a lot of points on it in order to make the improvement appreciable!

Tales of Middle-Earth | Don't miss it
posted 06-21-07 05:16 PM EDT (US)     7 / 29  
Pulkit, i love you.....

SilverJedi a.k.a Ricky
posted 06-22-07 12:15 PM EDT (US)     8 / 29  
Splendid, Pulkit.

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Battle For Middle-earth II Heaven Replay Reviewer and Ledgend

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posted 06-22-07 10:06 PM EDT (US)     9 / 29  
Very nice,now I can go make my best hero

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posted 06-23-07 05:44 AM EDT (US)     10 / 29  
Very nice pulkit

".`.rh, rmg hrg .`."
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posted 06-24-07 10:57 AM EDT (US)     11 / 29  
Beautiful! I have revamped all my CAH's according to your guide - really really good work!
posted 06-24-07 03:42 PM EDT (US)     12 / 29  
I thought Armour just resisted arrows, but this shows they help reduce damage to all!

SilverJedi a.k.a Ricky
posted 06-25-07 00:41 AM EDT (US)     13 / 29  
Thanks everyone!

Armor really reduces damage from all types of attack. However, the actual armor that appears for each attack varies. For example, if after consulting the table your armor is A, then armor against sword attack might be only 50% of A, while armor against arrow attack might be 150% of A for a hero. That is, there is further variation based on the type of attack and type of hero/faction/level/upgrade.

Still, increasing armor increases all of these!

Tales of Middle-Earth | Don't miss it
posted 06-25-07 10:13 PM EDT (US)     14 / 29  
Wow that was possibly the most usefull thing I have ever seen on any forum for any game ever. I definitely have some hero ajustments to do. Thanks Pulkit.
posted 01-17-08 04:32 PM EDT (US)     15 / 29  
Does Power affect archers? I use an archer hero with no melee so do I need to use any points on power?

Sorrow of Middle Earth

,;.,;.,;.Where is the horse and the rider?,;,;,;,

"If legends are eternal...then I am the father of eternity"

posted 01-17-08 04:36 PM EDT (US)     16 / 29  
If you can one hit kill units, no.
But if you can't, yes!

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posted 01-17-08 05:45 PM EDT (US)     17 / 29  
With my archer heroes I use power and LOS with everything else how I want it, usually HP and Armor.

"Apparently, arguing for the right to do something no-one wants to do is the lifeblood of HG." - TaylorFlame

"Whatever happened, BFME2H did it better. No Exceptions." - EnemyofJupitor
posted 07-19-08 09:38 AM EDT (US)     18 / 29  
this is a creat thread thanks dude.
posted 08-11-08 02:05 PM EDT (US)     19 / 29  
So does power increase damage done by ranged attacks if you're using an Elf?
posted 01-05-09 12:49 PM EDT (US)     20 / 29  
Ty ! Before that i almost always use just recommed in create a hero
posted 01-05-09 04:35 PM EDT (US)     21 / 29  
So does power increase damage done by ranged attacks if you're using an Elf?

"Apparently, arguing for the right to do something no-one wants to do is the lifeblood of HG." - TaylorFlame

"Whatever happened, BFME2H did it better. No Exceptions." - EnemyofJupitor
posted 01-05-09 09:19 PM EDT (US)     22 / 29  
That should be a given unless there is a separate stat for ranged attacks...

_.,-=~+"^'`:Kyr Nlnar:`'^"+~=-,._
"n rans Helara" - "Live Well Friend"
"krnai Scar-lu" --- "krnai of Thirteen"
Remember Kids: "Kyr" rhymes with fire...
Sometimes your imagination inspires other people to use theirs.-Sir Hugh-

[This message has been edited by Kyr Nelenar (edited 01-06-2009 @ 08:01 AM).]

posted 01-05-09 09:55 PM EDT (US)     23 / 29  
Sweet thanks! That's very helpful, I'll be sure to put more points in armor and less in heal. This also makes sense because heal abilities restore a set amount and disregard armor. That healed amount goes further with higher armor =D I'm gonna go change up my heros then
posted 01-06-09 07:21 AM EDT (US)     24 / 29  
Great thread

I never realised that armour was so effective.

Does my bum look big in this? Stop staring at my face.
posted 03-02-09 11:58 PM EDT (US)     25 / 29  
Phenomenal post. MOST helpful, except to my enemies.

I see Wizards are mentioned when talking about the attribute "Power". I've noticed a decided difference in his staff bashing ability. Does anyone know if it affects his spells (i.e. fireball) as well like archers' arrows, or just his melee attack?

[This message has been edited by Yhorn (edited 03-02-2009 @ 11:59 PM).]

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