Terek: Difference between revisions
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| {{Cn|Ancient Behemoth}} | | {{Cn|Ancient Behemoth}} |
Revision as of 07:10, 11 November 2020
Stronghold | |||||||||||
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Barbarians | |||||||||||
Yog | |||||||||||
Gurnisson | |||||||||||
Jabarkas | |||||||||||
Shiva | |||||||||||
Gretchin | |||||||||||
Krellion | |||||||||||
Crag Hack | |||||||||||
Tyraxor | |||||||||||
Boragus | |||||||||||
Kilgor | |||||||||||
Battle Mages | |||||||||||
Gird | |||||||||||
Vey Vey | |||||||||||
Dessa | |||||||||||
Terek | |||||||||||
Zubin | |||||||||||
Gundula | |||||||||||
Oris | |||||||||||
Saurug | |||||||||||
Towns | |||||||||||
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Terek the Battle Mage | |||||||||||
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Basic information: | |||||||||||
Class: | Battle Mage | ||||||||||
Gender: | Male | ||||||||||
Race: | Human | ||||||||||
Terek spent several years as a strong-man in the Circus of the Sun, challenging spectators to see who could throw large rocks the furthest. One day he lost, and was run out of the Circus, but the man who had beaten him recruited him for the Krewlod Army. | |||||||||||
Specialty: Haste | |||||||||||
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Starting primary skills: | |||||||||||
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Starting secondary skills: | |||||||||||
Basic Wisdom | |||||||||||
Basic Tactics | |||||||||||
Starting troops: | |||||||||||
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Starting troops : | |||||||||||
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Starting spell: | |||||||||||
Haste | |||||||||||
Starting movement points: | |||||||||||
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Terek the Battle Mage is a Stronghold hero. Terek starts with a spell book and the spell Haste.
Specialty
Terek's specialty gives in addition to normal Haste speed bonuses
+3 to creatures on level 1–2
+2 to creatures on level 3–4
+1 to creatures on level 5–6
No additional bonus for creatures on level 7.
Although the description of the specialty states, "based on hero level compared to the level of the target unit", the hero's level has no effect on the specialty.
Speed of Stronghold creatures with normal Haste and Terek's Haste:
Name | Level | Speed | Basic Haste | Adv./Expert Haste | Terek Basic Haste | Terek Adv./Expert Haste |
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Thunderbird | 5+ | 11 | 14 | 16 | 15 | 17 |
Ancient Behemoth | 7+ | 9 | 12 | 14 | 12 | 14 |
Wolf Raider | 2+ | 8 | 11 | 13 | 14 | 16 |
Cyclops King | 6+ | 8 | 11 | 13 | 12 | 14 |
Hobgoblin | 1+ | 7 | 10 | 12 | 13 | 15 |
Roc | 5 | 7 | 10 | 12 | 11 | 13 |
Wolf Rider | 2 | 6 | 9 | 11 | 12 | 14 |
Cyclops | 6 | 6 | 9 | 11 | 10 | 12 |
Behemoth | 7 | 6 | 9 | 11 | 9 | 11 |
Goblin | 1 | 5 | 8 | 10 | 11 | 13 |
Orc Chieftain | 3+ | 5 | 8 | 10 | 10 | 12 |
Ogre Mage | 4+ | 5 | 8 | 10 | 10 | 12 |
Orc | 3 | 4 | 7 | 9 | 9 | 11 |
Ogre | 4 | 4 | 7 | 9 | 9 | 11 |
Changed turn order for Terek:
- Now: Wolf Raiders will go right after the Thunderbirds, and then it is the Hobgoblins turn.
- Before: Ancient Behemoths go second followed by the Cyclops Kings (Need to place the Cyclops Kings above the Wolf Raiders for this to work).
This is somewhat less good if you need to strike immediately:
- Wolf Raiders are fragile (but deal a tremendous amount of damage), so they should never attack first if there will be retaliation.
- Hobgoblins can also deal out a lot of damage but are fragile as well.
- Only the Thunderbirds go before Wolf Raiders and Hobgoblins, so at least one of the two "fragile" stacks will get a retaliation if there is one.
- This may protect your Behemoths, but leads probably to more losses on your side.
- Without Terek, you can always strike first with your Ancient Behemoths to protect the Wolf Raiders and the Cyclops Kings can weaken a stack for the Hobgoblins.
If you wait with all your creatures in the first round, then this new order is a lot better:
- Wolf Raiders and Hobgoblins now go second and third-last.
- Without Terek they would go before your Behemoths.