Followers

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Followers are units that accompany heroes as combat support. Followers can be either hired, obtained through spells/enchantments or charmed (animals and undead; cultists and priests). Like heroes, followers gain exp in combat. Some followers can upgrade into another type after attaining sufficient experience. However, heroes who fight in combat with followers will have their own experience gain reduced since the experience gained from winning a fight is distributed among all members of the party. Thus it's more beneficial to hire several followers, rather than keeping just one.

EXAMPLE: A battle yields 1000 experience. With one follower the hero would gain 500 exp, with 2 followers - 333 exp. with 3 - 250 exp. with 4 - 200 exp. So the difference between 2 and 4 followers is a meager 133 experience. This value goes down more and more, the more followers one has.

Followers who have died, can be revived either at the Temple to Agrela or the Temple to Krypta. Dead followers do not "take up" gained xp from the hero, nor do they affect combat in any way. Barbarians are unable to revive followers since they have no access to either of the aforementioned temples.

Contents

[edit] List of human/dwarven followers

[edit] Fighter

Fighters are the staple of most armies: not completely trained, but getting there. They should be able to handle themselves.

Armor: 4, HPs: 25.
Other attributes: Strength: 18, Intelligence: 7, Speed: 1, H2H: 50, Ranged: 0, Dodge: 25, Parry: 35, MGR: 0, Damage: 6-16
Spells: none
Abilities: none
Attack Type: unknown
Hired: Valmorgen Warriors Guild (300 gold), Mayhew Mercenaries Guild (400 gold).
Upgraded to: Veteran Fighter.


[edit] Veteran Fighter

Hardened veterans in the art of combat, these fighters are an asset to any army.

Armor: 5, HPs: 40.
Other attributes: Strength: 20, Intelligence: 8, Speed: 1, H2H: 60, Ranged: 0, Dodge: 30, Parry: 45, MGR: 0, Damage: 8-20
Spells: none
Abilities: none
Attack Type: unknown
Hired: Mayhew Mercenaries Guild (700 gold).
Upgraded to: Elite Fighter.


[edit] Elite Fighter

Elite Fighters are highly sought after by armies to lead others into combat.

Armor: 6, HPs: 60.
Other attributes: Strength: 22, Intelligence: 10, Speed: 1, H2H: 75, Ranged: 0, Dodge: 35, Parry: 55, MGR: 0, Damage: 10-24
Spells: none
Abilities: none
Attack Type: unknown
Hired: Mayhew Mercenaries Guild (1000 gold).


[edit] Archer

Archers provide good ranged support to melee fighters.

Armor: 1, HPs: 20.
Other attributes: Strength: 14, Intelligence: 10, Speed: 1, H2H: 0, Ranged: 40, Dodge: 30, Parry: 20, MGR: 0, Damage: 2-10
Spells: none
Abilities: none
Attack Type: unknown
Hired: Valmorgen Rangers Guild (250 gold), Mayhew Mercenaries Guild (350 gold).
Upgraded to: Longbowman.


[edit] Longbowman

Longbowmen make more accurate shots with their bows.

Armor: 2, HPs: 30.
Other attributes: Strength: 15, Intelligence: 11, Speed: 2, H2H: 0, Ranged: 50, Dodge: 35, Parry: 25, MGR: 0, Damage: 6-14
Spells: none
Abilities: none
Attack Type: unknown
Hired: Mayhew Mercenaries Guild (600 gold).
Upgraded to: Marksman.


[edit] Marksman

Marksmen are highly accurate with their bows and can take down the most fearsome opponents from a distance.

Armor: 3, HPs: 40.
Other attributes: Strength: 16, Intelligence: 12, Speed: 3, H2H: 0, Ranged: 60, Dodge: 40, Parry: 30, MGR: 0, Damage: 8-18
Spells: none
Abilities: none
Attack Type: unknown
Hired: Mayhew Mercenaries Guild (850 gold).


[edit] Hooligan

Perpetually on the wrong side of the law, hooligans are a widely despised lot.

Armor: 2, HPs: 20.
Other attributes: Strength: 10, Intelligence: 7, Speed: 1, H2H: 10, Ranged: 0, Dodge: 12, Parry: 10, MGR: 0, Damage: 3-7
Spells: none
Abilities: Deserter (10).
Attack Type: unknown
Hired: Valmorgen Rogues Guild (100 gold), Mayhew Mercenaries Guild (150 gold).
Upgraded to: Thug.


[edit] Thug

Unlawful citizens of the kingdom, thugs are an unruly bunch who cannot be trusted.

Armor: 4, HPs: 30.
Other attributes: Strength: 12, Intelligence: 6, Speed: 1, H2H: 12, Ranged: 0, Dodge: 13, Parry: 12, MGR: 0, Damage: 5-10
Spells: none
Abilities: Deserter (20).
Attack Type: unknown
Hired: Mayhew Mercenaries Guild (300 gold).
Upgraded to: Ruffian.


[edit] Ruffian

Ruffians are natural trouble-makers and are always on the prowl for easy pickings.

Armor: 5, HPs: 40.
Other attributes: Strength: 15, Intelligence: 7, Speed: 1, H2H: 15, Ranged: 0, Dodge: 15, Parry: 15, MGR: 0, Damage: 5-15
Spells: none
Abilities: Deserter (30).
Attack Type: unknown
Hired: Mayhew Mercenaries Guild (550 gold).


[edit] Hedge Wizard

Some apprentices of the wizardly persuasion choose to leave their masters before their health is completely ruined, and make a living by hiring out their meager magical skills to the highest bidder.

Armor: 1, HPs: 10.
Other attributes: Strength: 3, Intelligence: 20, Speed: 1, H2H: 20, Ranged: 0, Dodge: 25, Parry: 15, MGR: 30, Damage: 3-6
Spells: Energy Blast.
Abilities: Deserter (15).
Attack Type: unknown
Hired: Mayhew Mercenaries Guild (750 gold).
Upgraded to: Shaman.


[edit] Shaman

Some apprentices of the wizardly persuasion choose to leave their masters before their health is completely ruined, and make a living by hiring out their meager magical skills to the highest bidder. Very few of them actually live through their first few missions, and these gain slightly more control over their powers.

Armor: 1, HPs: 16.
Other attributes: Strength: 4, Intelligence: 21, Speed: 1, H2H: 25, Ranged: 0, Dodge: 30, Parry: 20, MGR: 40, Damage: 4-8
Spells: Energy Blast.
Abilities: Deserter (20).
Attack Type: unknown
Hired: Mayhew Mercenaries Guild (1100 gold).


Available in Clan Amenities:

[edit] Bondsman

Bondsmen are fighters bonded to a specific clan. They are sworn to defend it, and its members, to the death. They have been trained to fight defensively ever since they gave their oath. This has reduced their attacking abilities a bit, though. Generally, they use halberds in combat, though some clans have been known to train them in the use of other weapons.

Armor: 7, HPs: 80.
Other attributes: Strength: 12, H2H: 45, Ranged: 0, Dodge: 45, Parry: 55, MGR: 20, Damage: 6-12
Attack Type: unknown
Hired: Clan


[edit] Oathman

Oathmen take their oath even further. They completely forsake any personal life they may once have had, all for the Clan. This frees up more time for training, which improves their already tough defensive capabilities.

Armor: 9, HPs: 100.
Other attributes: Strength: 12, H2H: 45, Ranged: 0, Dodge: 55, Parry: 65, MGR: 30, Damage: 6-12
Attack Type: unknown
Hired: Clan


One-time special:

[edit] Dwarven Cleric

These sturdy Dwarves have chosen the path of magic, learning spells that benefit them and their entire party. That doesn't mean that they've lost any of their combat prowess, though.

Armor: 15, HPs: 150.
Other attributes: Strength: 24, H2H: 85, Ranged: 0, Dodge: 50, Parry: 75, MGR: 75, Damage: 18-24
Spells: Purify, FlameShield, Heal
Abilities: Immunity to Poison, Resist Critical Hit (100)
Attack Type: unknown


[edit] Followers Comparison Table

Name HP Str H2H Ranged MGR Damage Dodge Parry Armor Attributes
Fighter 25 18 50 0 0 6-16 25 35 4
Veteran Fighter 40 20 60 0 0 8-20 30 45 5
Elite Fighter 60 22 75 0 0 10-24 35 55 6
Archer 20 14 0 40 0 2-10 30 20 1
Longbowman 30 15 0 50 0 6-14 35 25 2
Marksman 40 16 0 60 0 8-18 40 20 3
Hooligan 20 10 10 0 0 3-7 12 10 2 Deserter (10)
Thug 30 12 12 0 0 5-10 13 12 4 Deserter (20)
Ruffian 40 15 15 0 0 5-15 15 15 5 Deserter (30)
Hedge Wizard 10 3 20 0 30 3-6 25 15 1 Deserter (15) Spells: Energy Blast
Shaman 16 4 25 0 40 4-8 30 20 1 Deserter (20), Spells: Energy Blast
Bondsman 80 12 45 0 20 6-12 45 55 7
Oathman 100 12 45 0 30 6-12 55 65 9
Dwarven Cleric 150 24 85 0 75 18-24 50 75 15 Spells: Purify, FlameShield, Heal
Abilities: Immunity to Poison, Resist Critical Hit (100)

[edit] List of Creature Followers for all heroes

Skeleton (obtained by the Priest's Animate Skeleton spell or from the Temple to Krypta).

Varg (purchased for 100 gold from Howling Moon Varg Farm on Central Plains).

[edit] List of Charmables for Priestess

[edit] List of Charmables for Cultist

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