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.
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.
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.
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.
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.
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.
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
The data in the tables has been obtained from attributemodifier.ini, extracted from INI.big using
Special thanks to magic_motor_ola for bringing up this idea!
[This message has been edited by Pulkit (edited 06-21-2007 @ 03:13 PM).]