Armorer: Difference between revisions
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* {{H2|Edric|Knight}} | * {{H2|Edric|Knight}} | ||
* {{H2|Galthran|Death Knight}} (NOTE: Banned by default in {{hota}}{{-wh}}) | * {{H2|Galthran|Death Knight}} (NOTE: Banned by default in {{hota}}{{-wh}}) | ||
* {{H2|Marius|Demoniac}} (Advanced Armorer) | * {{H2|Marius|Demoniac|himage=(HotA)}} (Advanced Armorer) | ||
* {{H2|Roland|Knight}} {{withmaped}} | * {{H2|Roland|Knight}} {{withmaped}} | ||
* {{H2|Illor|Captain}}{{-wh}} | * {{H2|Illor|Captain}}{{-wh}} |
Revision as of 21:23, 17 December 2024
Armorer is a secondary skill, that reduces the physical damage done to hero's creatures. Physical damage means damage done by enemy creatures engaged in melee or ranged combat. Armorer secondary skill does not reduce damage from spells cast by enemy heroes or creatures.
Bug: the damage from arrow towers during siege combat is not reduced by armorer secondary skill, but actually increased the corresponding amount (fixed in Horn of the Abyss ).
- All Beastmasters start with Basic Armorer except Tazar, who starts with Advanced.
- Edric the Knight
- Galthran the Death Knight (NOTE: Banned by default in Horn of the Abyss )
- Marius the Demoniac (Advanced Armorer)
- Roland the Knight
- Illor the Captain
- Tark the Captain
- Floribert the Mercenary
Heroes with Armorer as a specialty and a starting skill:
- Mephala the Ranger (Basic Armorer)
- Neela the Alchemist (Basic Armorer)
- Tazar the Beastmaster (Advanced Armorer)
- Dury the Mercenary (Basic Armorer)
Heroes with Armorer specialty receive 5% bonus per level to their Armorer skill.
Chance to get
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 5 |
Castle | Cleric | 3 |
Rampart | Ranger | 8 |
Rampart | Druid | 3 |
Tower | Alchemist | 8 |
Tower | Wizard | 1 (lowest) |
Inferno | Demoniac | 7 |
Inferno | Heretic | 4 |
Necropolis | Death Knight | 5 |
Necropolis | Necromancer | 2 |
Dungeon | Overlord | 6 |
Dungeon | Warlock | 1 (lowest) |
Stronghold | Barbarian | 6 |
Stronghold | Battle Mage | 4 |
Fortress | Beastmaster | 10 (highest) |
Fortress | Witch | 4 |
Conflux | Planeswalker | 5 |
Conflux | Elementalist | 1 (lowest) |
Cove | Captain | 2 |
Cove | Navigator | 1 (lowest) |
Factory | Mercenary | 5 |
Factory | Artificer | 3 |
Comparison to Defense primary skill
This table shows how much extra Defense skill the hero of an attacked unit would need to have in order to reach the same effect in damage reduction as with the Armorer skill ( = how much is the Armorer skill worth in terms of defense), assuming no other damage modifiers. E.g.: to get the same protective effect as 10 positive defense/attack balance with advanced Armorer skill you will need 10 + 3 defense/attack balance without the skill. For the practical use all the decimals should be rounded.
Armorer level / Difference between Defense skill and Attack skill | -20 | -19 | -18 | -17 | -16 | -15 | -14 | -13 | -12 | -11 | -10 | -9 | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Basic | 2 | 1.9 | 1.9 | 1.8 | 1.8 | 1.8 | 1.7 | 1.6 | 1.6 | 1.5 | 1.5 | 1.4 | 1.4 | 1.3 | 1.3 | 1.2 | 1.2 | 1.1 | 1.1 | 1.1 | 2 | 1.9 | 1.9 | 1.8 | 1.8 | 1.8 | 1.7 | 1.6 | 1.6 | 1.5 | 1.5 | 1.4 | 1.4 | 1.3 | 1.3 | 1.2 | 1.2 | 1.1 | 1.1 | 1 | 1 |
Advanced | 4 | 3.9 | 3.8 | 3.7 | 3.6 | 3.5 | 3.4 | 3.3 | 3.2 | 3.1 | 3 | 2.9 | 2.8 | 2.7 | 2.6 | 2.5 | 2.4 | 2.3 | 2.4 | 3.2 | 4 | 3.9 | 3.8 | 3.7 | 3.6 | 3.5 | 3.4 | 3.3 | 3.2 | 3.1 | 3 | 2.9 | 2.8 | 2.7 | 2.6 | 2.5 | 2.4 | 2.3 | 2.2 | 2.1 | 2 |
Expert | 6 | 5.8 | 5.7 | 5.5 | 5.4 | 5.2 | 5.1 | 4.9 | 4.8 | 4.6 | 4.5 | 4.3 | 4.2 | 4 | 3.9 | 3.8 | 3.6 | 3.9 | 4.6 | 5.3 | 6 | 5.8 | 5.7 | 5.5 | 5.4 | 5.2 | 5.1 | 4.9 | 4.8 | 4.6 | 4.5 | 4.3 | 4.2 | 4 | 3.9 | 3.8 | 3.6 | 3.4 | 3.3 | 3.1 | 3 |
User commentary
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Armorer is a very useful secondary skill. As it reduces all physical damage at expert level by 15%, it effectively increases allied creatures' health by 18% (17.64% to be excact). Reduced damage leads to fewer casualties in battles, and more troops for the next battle. In extra large maps this may give the needed edge to vanquish the enemy. Predictably, two of three heroes with Armorer specialty appear in towns whose style is mostly defensive (both Rampart and Fortress have slow but very tough units with abilities which make them perfect for defending towns, namely Dwarves, Dendroids, and Gorgons), thus if you start in Rampart or Fortress, Mephala or Tazar would be a very good choice since they make your towns truly impregnable. |