Ahriman
Tyrant
Redesigned with promotion method (edits completed)
Aggregate promotions
Heroic resilience. When this unit is killed, it respawns in the capital city (as immortality) and the promotion is removed. Requires tech: nil. Heroes start with this promotion.
Champion: +2 strength. Requires tech: Feudalism.
Lord: +3 strength. Requires tech: Military tradition.
High Priest: +1 strength, +1 holy strength Requires tech: Tactics (priesthood is too early).
Archpriest: +2 strength, +1 holy strength. Requires tech: fanaticism
Footman. Gives +20% vs melee. Requires tech: nil, some heroes will start with this.
Mounted: +1 movement, shock cavalry class, +20% vs archer, REMOVES Footman. Requires tech: Stirrups.
Aerial mount. +2 movement, flying, +1 first strike. Beast class. REMOVES Mounted, Removes Footman. Requires tech: Monster bonding.
Champion of venom. +1 strength, +1 poison strength. Requires tech: feudalism
Venom lord. +2 strength, +3 poison strength. Requires tech: Military tradition.
Summoner. Summoned units start with the Strong promotion. Requires tech: nil, some heroes start with this.
Champion of chaos. +1 strength, +1 unholy strength. Requires tech: Feudalism.
Favored of chaos. +2 strength, +1 unholy strength. Becomes Demon race. Requires tech: Chaos incursion.
Inquisitor promotion. Can inquisition cities without sacrificing self. Requires tech: nil (some heroes start with this).
Defender of the forests promotion: acts as immortality, but revives the unit ONLY if it dies within friendly cultural borders. Requires tech: tracking.
Mage. +2 strength. Requires Education tech.
Archmage +2 strength. Requires Arcane lore tech.
Warlock +2 strength. Requires Arcane mastery tech.
Sorceror +2 strength. Requires Chaos incursion tech.
Elementalist +2 strength. Requires Elemental magic tech.
Elemental master. +2 strength. Requires elemental mastery tech.
Shaman +2 strength. Requires WAAAGH! tech.
Sigmar priest. Gives sigmar spells. Requires priesthood tech.
Liche priest. Gives khemri spells. Requires necromancy tech.
Ice mage. Can cast level 1 ice spells. Requires: nil.
Ice princess. +2 strength. Can cast level 2 ice spells. Requilres Education tech.
Ice Queen. +2 strength. Can cast level 3 ice spells. Requires military tradition tech.
Bearmaster promotion. Can cast the polar call, summons a permanent polar bear. (1 bear, permanent summon, tied to caster). Requires monster breeding tech.
Empire
Woodelves
Dark elves
Morathi the Hag Queen
Requires Dark Magic tech: On foot model, 1 movement, 3+1 unholy strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Dark magic 1 promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
Dark Elf racial promotion.
Starts with equipment: the Amber Amulet. Gives "can heal while moving" and heals +10% per turn.
Can learn:
Mounted. (Cold one)
Aerial mount. (Black pegasus)
Mage
Archmage.
Malekith the Witch King (Req Morathi as Leader)
Requires warfare tech: On foot model, 1 movement, 4 strength, can use metal weapons.
Class: melee
Case fear. Starts with Dark magic 1. (NO channeling). Hero promotion. Heroic resilience promotion. Dark Elf racial promotion. Footman promotion.
Starts with equipment: The Destroyer Blade. Heals 20% (like cannibalize promotion) every time the wielder wins a battle against a living unit.
Can learn:
Mounted. (cold one)
Champion.
Aerial mount. (Black dragon)
Lord.
With Monster bonding, gains:
Dragon promotion.
Collateral damage +10% vs 3 units.
Brettonnia
King Louen The Lionhearted
Requires horseback riding tech]: Mounted on horse, 2 movement, 4 strength, can use metal weapons. Shock cavalry class. +25% vs archery units. +25% vs undead. Starts with flanking 1 promotion, starts with medic 1 promotion. Hero promotion. Heroic resilience promotion. Mounted promotion.
Starts with equipment:
The Lion's shield. +30% magic resistance, +20% defense strength. Immune to fear.
Can learn:
Champion
Lord.
Aerial mount. (griffon)
With Lordship/Monarch tech, gains:
Flanking 2 promotion.
King Gilles Le Bretton
Requires horseback riding: Mounted on horse, 2 movement, 4 strength, can use metal weapons. Class: shock cavalry. Mounted promotion. Heroic resilience promotion. Hero promotion.
Can cast "Quell disorder". Ends civil disorder in the city (like implaccable order from FFH, but does NOT remove all unhappiness in the city).
Can cast "Quest for the grail". Adds permanent "questing knight" promotion to all shock cavalry units in the stack (like FFH flame weapons for archery units or enchanted blades for melee), questing knight gives +10% strength.
Starts with equipment: "Sword of the Lady". Gives +25% strength vs copper weapons promotion, +25% vs iron weapons promotion.
Can learn:
Champion.
Lord
Aerial Mount. (Griffon model)
Kislev
Tzarina Katarin
-Era 1 (warfare tech [Kislev can't research elemental magic]): On foot model, 1 movement, 2 strength +2 cold strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Ice mage promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
Kislev racial promotion (bonus in tundra and ice).
Starts with equipment: ‘Cloak of Winter’ Invisible on Ice and Tundra, damages adjacent enemies by 5% cold damage to a maximum of 10%, like Empryean high priests aura.
Can learn:
Mounted (polar bear)
Ice princess
Ice queen
Ice Magic 1:
------- Frost Bolt – 10% Cold damage to a max or 20%, adds "frozen" promotion, reduces movement rate by 1.
------- Chill land – Temporarily turns the 9 squares adjacent to the caster to tundra for 5 turns.
Ice magic 2:
------- Frozen Gifts – cast in city. Creates a frozen gifts building (removed if caster leaves the city) that gives +3 food.
------- Wall of Ice – summons a wall of ice, strength 0/10, immobile, lasts 1 turn.
Ice Magic 3:
------- Ice Castle – cast in city only. Builds ‘Ice Castle’ building which increases defence by 20%, all units garrisoned inside are immune to cold damage, has a chance to generate a ‘frost bolt’ when enemies are nearby.
------- Blizzard – 30% cold damage to all tiles within 2 squares of caster to a max of 40%, including friendly units. Reduces their movement by 1 temporarily.
Tzar Boris Bokha
-Era 1: On foot model. Requires warfare tech.
2 movement point. Strength 4, can use metal weapons. Melee class. Footman promotion. Kislev racial promotion. Hero promotion. Heroic resilience promotion.
Can cast: Call of the Bear. Summons a bear (1 bear, permanent summon, tied to caster.)
Starts with equipment item "The Paw of Ursun". Grants Blitz, +1 cold strength.
Can learn:
Mounted promotion. (polar bear)
Champion promotion.
Lord promotion.
Bearmaster.
Dwarves
High King Thorgrim Grudgebearer
On foot model. Requires bronze working tech.
1 movement point. Strength 4, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Dwarven racial promotion.
Starts with Iron weapons promotion.
Starts with equipment: Hammer of Laihtendrung. +1 Meteoric iron affinity.
Can learn:
Champion promotion.
Lord promotion.
With iron working tech, gains:
Gromril Armor promotion.
With advanced smithing tech, gains:
Mounted on Throne of Power model
Mobility 1 promotion.
Steel weapons promotion.
Promotion “Azamar, the Rune of Eternity". Has a one off Immortal effect. (Alternatively, just give him Heroic Resilience again if he doesn't already have it.)
Baragor
On foot model. Requires bronze working tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Dwarven racial promotion. Slayer promotion (able to choose from a large range of slayer promotions (regular slayers will also have this promotion)
Starts with equipment item "The Slayers Axe" +25% vs Beast units. Ignores terrain defensive modifiers.
Can learn:
Champion promotion.
Lord promotion.
Sylvania
Vlad von Carstein
On foot model. Requires Eternal Life tech.
1 movement point. Strength 4, can use metal weapons. Melee class. Footman promotion. Vampire Promotion. Hero promotion. Heroic resilience promotion.
Starts with equipment item "The Carstein Ring" Grants immortality like Losha Valas in FfH. Only immortal after they kill a unit.
Can learn:
Lord promotion.
Mage.
Mannfred von Carstein
On foot model. Requires Eternal life tech.
1 movement point. Strength 3 +1 death strength, can use metal weapons. Arcane class. Vampire Promotion. Summoner. Starts with Necromancy 1 promotion. Hero promotion. Heroic resilience promotion.
Starts with equipment item "Sword of Unholy Power" converts defeated enemies into skeletons under wielders control.
Can learn:
Mounted
Mage.
Warlock.
Aerial mount (zombie dragon)
Tilea
Marie Varusla, Pirate Princess of Sartosa
On foot model. Requires fishing tech.
1 movement point. Strength 4, can use metal weapons. Ranged class (gunpowder unit). +10% vs naval units. Buccaneer Promotion (can board and capture enemy ships, +1 gold from combat). Hero promotion. Heroic resilience promotion.
Can enter foreign territory without open borders.
Starts with equipment item "Broach of Sartosa”
Gives Water walking, double moves in coastal tiles.
Can learn:
Champion
Lord
Borgio the Besieger (req leader not Borgio)
On foot model with catapult. Requires bronze working tech.
1 movement point. Strength 3, can use metal weapons. Siege class. Hero promotion. Heroic resilience promotion. +25% city attack. +35% withdraw chance. Can bombard city walls 10%.
Starts with equipment item "Borgio's Hand Mortar” increases bombard range by 1. +20% bombard strength, +10% collateral damage. (can give to siege units to enhance thier power and can give to no siege units to give them minor siege benefits.)
Can learn:
Champion
Lord.
With invention tech, gains:
Accuracy 1 promotion (improved wall damage)
With Cannons tech, gains:
Accuracy 2 promotion.
Estalia
Tomás Ojeda, Inquisitor General of Estalia
-Era 1: Requires words of salvation tech
On foot, 1 movement, 4 strength + 1 holy strength, no metal weapons. Disciple class. +25% vs undead +25% vs demons. Hero promotion.
Inquisitor
Starts with equipment item "Magickus Rex”
How about +1 fire strength, +25% vs arcane units, +25% vs disciple units.
Can learn:
Mounted (warhorse)
High priest
Archpriest
With Tactics tech:
Flanking 1 promotion.
Dardelan, The Witch Hunter
Requires words of salvation tech
On foot, 1 movement, 3 strength + 1 holy strength, no metal weapons. Disciple class. +25% vs arcane +25% vs demons. Invisible. targets weakest enemy. Hero promotion. Marksmen promotion. Inquisitor.
Starts with equipment item "Torch of the Pure” Increases line of sight by one square, +1 fire strength, Immune to Unholy
Can learn:
High Priest
Archpriest.
Kurgan/Norsca/Hung
Share 4 heroes. Each may only have 1 of the 4 heroes, and there may only be one copy of each hero, and if they die the hero is gone. So if Kurgan builds the Khorne champion, then Norsca can build any of the other three.
Haargroth, the Blooded One
On foot model. Requires corruption of chaos tech.
2 movement point. 5 attack strength, 3 defense, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Heroic resilience promotion. Cause fear. Starts with Blitz.
Starts with equipment item "The Axe of Khorne" +20% heal after battle, ignores defensive terrain modifiers.
Can learn:
Champion of chaos
Favored of chaos
Feytor the Tainted
On foot model. Requires Corruption of Chaos tech.
1 movement point. 3 strength +2 poison. Melee class. +20% vs Melee units. Hero promotion. Heroic resilience promotion.
Immune to poison. Immune to disease.
Starts with equipment item "Censer of Nurgle" all adjacent enemy units have a chance to become diseased and a VERY small chance of becoming plagued.
Can learn:
Champion of venom.
Venom lord.
Styrkaar of the Sortsvinaer
-Era 1: On foot model. Requires Corruption of Chaos tech.
1 movement point. 3 attack strength, 5 defence, Cannot use metal weapons, can use wartattoos. ranged class. Hero promotion. Heroic resilience promotion.Can enter foreign territory without open borders.
Can cast "Cult of Slaanesh" spell. Creates "cult of slaanesh" building in the city that lasts as long as Strykaar is present (ie standard building create spell). The Cult building gives -50% influence -10% hammers and +1 unhappy.
Can bombard as longbowmen.
Starts with equipment item "Crown of Slaanesh" 20% chance to convert defeated enemies to the bearers team.
Can learn
Champion of chaos
Favorered of chaos.
Promotion 1 (with slaanesh's pleasures tech):
Champion of chaos
Promotion 2with Chaos incursion tech)
Mounted on Steed of Slaanesh model
Mobility 1
Favored of chaos
+20% vs melee.
Change to missile cavalry class.
Change to demon race
Melekh the Changer
On foot model. Requires corruption of chaos tech.
1 movement point. 3 strength, Cannot use metal weapons. arcane class. Hero promotion. Heroic resilience promotion.Channeling 1 promotion. Twincast promotion. Tzeentch magic 1 promotion.
Starts with equipment item "Familar of Tzeentch"
Allows caster to use FFH "Wonder" spell, suitably altered to cast Warhammer spells.
Can learn:
Aerial mount (disk of tzeentch)
Mage
Sorceror
Ork
Azhag the Slaughterer
On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defense, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Discipline promotion (quells animosity).
Starts with equipment item ???
Can learn:
Champion
Mounted (warboar)
Aerial mount
Lord.
With Monster monding tech, gains:
Cause terror.
Grimgor Ironhide
-Era 1: On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Quell animosity. +20% withdraw chance [much cleaner than the alternative implementation of bodyguards]
Starts with equipment item "Gitsnik the Foe Killer" . immune to first strikes, +1 first strike
Can learn:
Champion
Lord.
Goblin
Skarsnik, Warlord of the Eight Peaks
-Era 1: On foot model. Requires nature lore tech.
1 movement point. 4 strength, Cannot use metal weapons. Recon class. Hero promotion. Heroic resilience promotion. Goblin race. Discipline (Quell animosity).
Can enter foreign territory without open borders. Can use spy espionage abilities.
The trap sounds very complex to code, problematic for the AI and very spammable.
Starts with equipment item "Skarsnik's Prodder" +25% vs shock Cavalry, +25% vs Beast units, +1 poison strength.
Can learn:
Champion of venom
Venom lord.
Mounted (squig)
Shaman
Grom the Paunch
Mounted on Wolf. Requires horseback riding tech.
2 movement point. 4 strength, Can use metal weapons. Shock Cavalry class. Hero promotion. Heroic resilience promotion. Mounted promotion. Discipline (quells animosity). Goblin race. permanent regeneration.
Starts with equipment item "Elf-Biter" +25% vs high elf, wood elf, dark elf. Gives +10% collateral damage vs 2 units.
Can learn:
Champion
Lord.
Khemri
High Queen Khalida
-Era 1: On foot model. Requires Eternal Life tech.
1 movement point. 3 Strength +1 poison strength, cannot use metal weapons or tats. Melee class. +20% vs melee units. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion.
Immune to poison. Cause terror. Regeneration. Immune to first strike. +1 first strike.
Hero promotion.
can cast 'Blessing of the Asp' (gives Blessing of Asp permanent promotion to ranged units in the stack (like flaming arrows), grants -1 strength +1 poison, +10% strength).
Starts with equipment item "The Venom Staff" summons a 'Venom Bolt' causing 30-40% damage to a single enemy unit, and adds the 'held' promotion to the enemy.
Can learn:
Champion of venom
Venom lord.
Settra the Imperishable
On foot model. Requires Eternal life tech.
1 movement point. Strength 2+2 unholy, no metal weapons. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion. Disciple class. 'heirophant' Promotion (can cast all liche priest incantations, summons get 'strong' promotion). Cause terror. Hero promotion. Heroic resilience promotion.
Starts with equipment item "Armour of Golden Magnificence"
+2 defense strength, allows unit to cast the blinding spell from the Lore of Light magics (I forget the name)
Can learn:
Mounted (bone chariot)
Champion of chaos (yeah, its not chaos, but the effect we want is the same.)
Lord
Araby
Sultan Jaffar
-Era 1: Requires Elemental Magic tech
On foot, 1 movement, 4 strength, no metal weapons. Arcane class. Hero promotion. Starts with Channeling 1 promotion, Elemental Fire magic 1 promotion, Elemental Air magic 1 promotion, Hero promotion. Heroic resilience promotion.
[removed twincast, too strong with the lamp]
Starts with equipment item The Djinni Lamp
Allows summon permanent Dao
Allows summon permanent Djinn (with Elementalist promotion)
Allows summon permanent efreet (with Elemental master promotion)
See http://forums.civfanatics.com/showthread.php?t=290972 for stats.
Can learn:
Elementalist
Elemental master
Aerial mount (flying carpet)
Mulhaed al-Quyat
Requires Philosophy tech
On foot, 1 movement, 3 strength + 1 holy strength, cannot use metal weapons. Disciple class.
Can cause inquisition without sacrificing himself. Hero promotion. Heroic resilience promotion. Medic 1, Can cast Cure Disease.
Starts with equipment item "Flaming Scimitar of Ormzad” +1 fire strength, +20% desert strength
Can learn:
High Priest
Archpriest
High Elf.
Teclis, Loremaster of the White Tower
-Era 1 (requires High Magic tech): On foot model, 1 movement, 3 strength, no metal weapons or tattoos. Arcane class.
Starts with Channeling 1 promotion, High magic 1 promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
High Elf racial promotion [remember that this gives +1 movement]
Starts with equipment: "The Sword of Teclis". +1 lightning strength. Reduces miscast probability 100%.
Can learn:
Mage
Archmage.
Aerial mount (pegasus)
Tyrion, Champion of the Everqueen
[Requires Horseriding tech]: mounted on elven steed, 2 movement, 4 strength, can use metal weapons. Shock Cavalry class. Mounted promotion. Hero promotion. Heroic resilience promotion. High Elf racial promotion [remember that this gives +1 movement].
Starts with equipment: "Sunfang, Runesword of Tyrion". +1 Holy strength, +25% vs Deamons,
Can learn:
Champion
Lord
Aggregate promotions
Heroic resilience. When this unit is killed, it respawns in the capital city (as immortality) and the promotion is removed. Requires tech: nil. Heroes start with this promotion.
Champion: +2 strength. Requires tech: Feudalism.
Lord: +3 strength. Requires tech: Military tradition.
High Priest: +1 strength, +1 holy strength Requires tech: Tactics (priesthood is too early).
Archpriest: +2 strength, +1 holy strength. Requires tech: fanaticism
Footman. Gives +20% vs melee. Requires tech: nil, some heroes will start with this.
Mounted: +1 movement, shock cavalry class, +20% vs archer, REMOVES Footman. Requires tech: Stirrups.
Aerial mount. +2 movement, flying, +1 first strike. Beast class. REMOVES Mounted, Removes Footman. Requires tech: Monster bonding.
Champion of venom. +1 strength, +1 poison strength. Requires tech: feudalism
Venom lord. +2 strength, +3 poison strength. Requires tech: Military tradition.
Summoner. Summoned units start with the Strong promotion. Requires tech: nil, some heroes start with this.
Champion of chaos. +1 strength, +1 unholy strength. Requires tech: Feudalism.
Favored of chaos. +2 strength, +1 unholy strength. Becomes Demon race. Requires tech: Chaos incursion.
Inquisitor promotion. Can inquisition cities without sacrificing self. Requires tech: nil (some heroes start with this).
Defender of the forests promotion: acts as immortality, but revives the unit ONLY if it dies within friendly cultural borders. Requires tech: tracking.
Mage. +2 strength. Requires Education tech.
Archmage +2 strength. Requires Arcane lore tech.
Warlock +2 strength. Requires Arcane mastery tech.
Sorceror +2 strength. Requires Chaos incursion tech.
Elementalist +2 strength. Requires Elemental magic tech.
Elemental master. +2 strength. Requires elemental mastery tech.
Shaman +2 strength. Requires WAAAGH! tech.
Sigmar priest. Gives sigmar spells. Requires priesthood tech.
Liche priest. Gives khemri spells. Requires necromancy tech.
Ice mage. Can cast level 1 ice spells. Requires: nil.
Ice princess. +2 strength. Can cast level 2 ice spells. Requilres Education tech.
Ice Queen. +2 strength. Can cast level 3 ice spells. Requires military tradition tech.
Bearmaster promotion. Can cast the polar call, summons a permanent polar bear. (1 bear, permanent summon, tied to caster). Requires monster breeding tech.
Empire
Spoiler :
Karl Franz
On foot model. Requires Warfare tech.
1 movement point. Strength 4, can use metal weapons. Melee class. Footman. Hero promotion. Heroic resilience promotion.
Has a spell "Presence of the Emperor".
Functions like FFH Inspiration spell; creates an "Imperial Residence" building that gives +15% beakers, +25% GPP income. Building removed if he is not present at end of turn.
Starts with equipment item "the Silver Seal". Gives +25% magic resistance, +20% withdraw chance.
Gains for free:
Mounted. (Warhorse model)
Champion.
Lord.
Aerial mount. (Griffon model)
Magnus the Pious
Requires Words of Salvation tech]: On foot model, 1 movement, 3 strength + 1 holy strength, no metal weapons. Disciple class. Inquisitor promotion. Hero promotion. Heroic resilience promotion.
Starts with equipment: "Shroud of Magnus". Gives immune to disease, 100% death resistance, 100% unholy resistance, +25% vs undead. Disciple class.
Can learn:
High priest.
Archpriest.
Mounted. (warhorse model)
Priest of sigmar (warrior priest model)
On foot model. Requires Warfare tech.
1 movement point. Strength 4, can use metal weapons. Melee class. Footman. Hero promotion. Heroic resilience promotion.
Has a spell "Presence of the Emperor".
Functions like FFH Inspiration spell; creates an "Imperial Residence" building that gives +15% beakers, +25% GPP income. Building removed if he is not present at end of turn.
Starts with equipment item "the Silver Seal". Gives +25% magic resistance, +20% withdraw chance.
Gains for free:
Mounted. (Warhorse model)
Champion.
Lord.
Aerial mount. (Griffon model)
Magnus the Pious
Requires Words of Salvation tech]: On foot model, 1 movement, 3 strength + 1 holy strength, no metal weapons. Disciple class. Inquisitor promotion. Hero promotion. Heroic resilience promotion.
Starts with equipment: "Shroud of Magnus". Gives immune to disease, 100% death resistance, 100% unholy resistance, +25% vs undead. Disciple class.
Can learn:
High priest.
Archpriest.
Mounted. (warhorse model)
Priest of sigmar (warrior priest model)
Woodelves
Spoiler :
Orion.
Requires Nature Lore tech.
On foot model, 2 movement, 4 strength, no metal weapons,can use wartattoos. Class: recon.
20% withdraw chance. Hero promotion. Heroic resilience promotion. Wood elf racial promotion.
Cause terror promotion.
Starts with equipment: Spear of Kurnous. +1 strength, +25% vs beast class units, defeated animals (not beasts) are captured.
Can learn:
Defender of the forests. (On foot model, joined a pack of wolves
Champion promotion.
Mounted promotion. (On foot model, joins group of wild riders.)
Lord promotion
Ariel
Requires lore of athel loren: On foot model (with wings), 2 movement, 4 strength, no metal weapons.
Class: Arcane.
Starts with channeling 1, starts with lore of athel loren 1. Wood elf racial promotion.
Immune to first strikes. Immune to collateral damage. 30% withdraw chance. Hero promotion. Heroic resilience promotion.
Starts with Equipment: "Wand of the Wych Elm". Spells can't miscast. can cast the ‘Wand of the Wych Elm’ ability which is the same as ‘spellstaff’.
Can learn:
Champion.
Archmage.
Requires Nature Lore tech.
On foot model, 2 movement, 4 strength, no metal weapons,can use wartattoos. Class: recon.
20% withdraw chance. Hero promotion. Heroic resilience promotion. Wood elf racial promotion.
Cause terror promotion.
Starts with equipment: Spear of Kurnous. +1 strength, +25% vs beast class units, defeated animals (not beasts) are captured.
Can learn:
Defender of the forests. (On foot model, joined a pack of wolves
Champion promotion.
Mounted promotion. (On foot model, joins group of wild riders.)
Lord promotion
Ariel
Requires lore of athel loren: On foot model (with wings), 2 movement, 4 strength, no metal weapons.
Class: Arcane.
Starts with channeling 1, starts with lore of athel loren 1. Wood elf racial promotion.
Immune to first strikes. Immune to collateral damage. 30% withdraw chance. Hero promotion. Heroic resilience promotion.
Starts with Equipment: "Wand of the Wych Elm". Spells can't miscast. can cast the ‘Wand of the Wych Elm’ ability which is the same as ‘spellstaff’.
Can learn:
Champion.
Archmage.
Dark elves
Spoiler :
Morathi the Hag Queen
Requires Dark Magic tech: On foot model, 1 movement, 3+1 unholy strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Dark magic 1 promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
Dark Elf racial promotion.
Starts with equipment: the Amber Amulet. Gives "can heal while moving" and heals +10% per turn.
Can learn:
Mounted. (Cold one)
Aerial mount. (Black pegasus)
Mage
Archmage.
Malekith the Witch King (Req Morathi as Leader)
Requires warfare tech: On foot model, 1 movement, 4 strength, can use metal weapons.
Class: melee
Case fear. Starts with Dark magic 1. (NO channeling). Hero promotion. Heroic resilience promotion. Dark Elf racial promotion. Footman promotion.
Starts with equipment: The Destroyer Blade. Heals 20% (like cannibalize promotion) every time the wielder wins a battle against a living unit.
Can learn:
Mounted. (cold one)
Champion.
Aerial mount. (Black dragon)
Lord.
With Monster bonding, gains:
Dragon promotion.
Collateral damage +10% vs 3 units.
Brettonnia
Spoiler :
King Louen The Lionhearted
Requires horseback riding tech]: Mounted on horse, 2 movement, 4 strength, can use metal weapons. Shock cavalry class. +25% vs archery units. +25% vs undead. Starts with flanking 1 promotion, starts with medic 1 promotion. Hero promotion. Heroic resilience promotion. Mounted promotion.
Starts with equipment:
The Lion's shield. +30% magic resistance, +20% defense strength. Immune to fear.
Can learn:
Champion
Lord.
Aerial mount. (griffon)
With Lordship/Monarch tech, gains:
Flanking 2 promotion.
King Gilles Le Bretton
Requires horseback riding: Mounted on horse, 2 movement, 4 strength, can use metal weapons. Class: shock cavalry. Mounted promotion. Heroic resilience promotion. Hero promotion.
Can cast "Quell disorder". Ends civil disorder in the city (like implaccable order from FFH, but does NOT remove all unhappiness in the city).
Can cast "Quest for the grail". Adds permanent "questing knight" promotion to all shock cavalry units in the stack (like FFH flame weapons for archery units or enchanted blades for melee), questing knight gives +10% strength.
Starts with equipment: "Sword of the Lady". Gives +25% strength vs copper weapons promotion, +25% vs iron weapons promotion.
Can learn:
Champion.
Lord
Aerial Mount. (Griffon model)
Kislev
Spoiler :
Tzarina Katarin
-Era 1 (warfare tech [Kislev can't research elemental magic]): On foot model, 1 movement, 2 strength +2 cold strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Ice mage promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
Kislev racial promotion (bonus in tundra and ice).
Starts with equipment: ‘Cloak of Winter’ Invisible on Ice and Tundra, damages adjacent enemies by 5% cold damage to a maximum of 10%, like Empryean high priests aura.
Can learn:
Mounted (polar bear)
Ice princess
Ice queen
Ice Magic 1:
------- Frost Bolt – 10% Cold damage to a max or 20%, adds "frozen" promotion, reduces movement rate by 1.
------- Chill land – Temporarily turns the 9 squares adjacent to the caster to tundra for 5 turns.
Ice magic 2:
------- Frozen Gifts – cast in city. Creates a frozen gifts building (removed if caster leaves the city) that gives +3 food.
------- Wall of Ice – summons a wall of ice, strength 0/10, immobile, lasts 1 turn.
Ice Magic 3:
------- Ice Castle – cast in city only. Builds ‘Ice Castle’ building which increases defence by 20%, all units garrisoned inside are immune to cold damage, has a chance to generate a ‘frost bolt’ when enemies are nearby.
------- Blizzard – 30% cold damage to all tiles within 2 squares of caster to a max of 40%, including friendly units. Reduces their movement by 1 temporarily.
Tzar Boris Bokha
-Era 1: On foot model. Requires warfare tech.
2 movement point. Strength 4, can use metal weapons. Melee class. Footman promotion. Kislev racial promotion. Hero promotion. Heroic resilience promotion.
Can cast: Call of the Bear. Summons a bear (1 bear, permanent summon, tied to caster.)
Starts with equipment item "The Paw of Ursun". Grants Blitz, +1 cold strength.
Can learn:
Mounted promotion. (polar bear)
Champion promotion.
Lord promotion.
Bearmaster.
Dwarves
Spoiler :
High King Thorgrim Grudgebearer
On foot model. Requires bronze working tech.
1 movement point. Strength 4, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Dwarven racial promotion.
Starts with Iron weapons promotion.
Starts with equipment: Hammer of Laihtendrung. +1 Meteoric iron affinity.
Can learn:
Champion promotion.
Lord promotion.
With iron working tech, gains:
Gromril Armor promotion.
With advanced smithing tech, gains:
Mounted on Throne of Power model
Mobility 1 promotion.
Steel weapons promotion.
Promotion “Azamar, the Rune of Eternity". Has a one off Immortal effect. (Alternatively, just give him Heroic Resilience again if he doesn't already have it.)
Baragor
On foot model. Requires bronze working tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Dwarven racial promotion. Slayer promotion (able to choose from a large range of slayer promotions (regular slayers will also have this promotion)
Starts with equipment item "The Slayers Axe" +25% vs Beast units. Ignores terrain defensive modifiers.
Can learn:
Champion promotion.
Lord promotion.
Sylvania
Spoiler :
Vlad von Carstein
On foot model. Requires Eternal Life tech.
1 movement point. Strength 4, can use metal weapons. Melee class. Footman promotion. Vampire Promotion. Hero promotion. Heroic resilience promotion.
Starts with equipment item "The Carstein Ring" Grants immortality like Losha Valas in FfH. Only immortal after they kill a unit.
Can learn:
Lord promotion.
Mage.
Mannfred von Carstein
On foot model. Requires Eternal life tech.
1 movement point. Strength 3 +1 death strength, can use metal weapons. Arcane class. Vampire Promotion. Summoner. Starts with Necromancy 1 promotion. Hero promotion. Heroic resilience promotion.
Starts with equipment item "Sword of Unholy Power" converts defeated enemies into skeletons under wielders control.
Can learn:
Mounted
Mage.
Warlock.
Aerial mount (zombie dragon)
Tilea
Spoiler :
Marie Varusla, Pirate Princess of Sartosa
On foot model. Requires fishing tech.
1 movement point. Strength 4, can use metal weapons. Ranged class (gunpowder unit). +10% vs naval units. Buccaneer Promotion (can board and capture enemy ships, +1 gold from combat). Hero promotion. Heroic resilience promotion.
Can enter foreign territory without open borders.
Starts with equipment item "Broach of Sartosa”
Gives Water walking, double moves in coastal tiles.
Can learn:
Champion
Lord
Borgio the Besieger (req leader not Borgio)
On foot model with catapult. Requires bronze working tech.
1 movement point. Strength 3, can use metal weapons. Siege class. Hero promotion. Heroic resilience promotion. +25% city attack. +35% withdraw chance. Can bombard city walls 10%.
Starts with equipment item "Borgio's Hand Mortar” increases bombard range by 1. +20% bombard strength, +10% collateral damage. (can give to siege units to enhance thier power and can give to no siege units to give them minor siege benefits.)
Can learn:
Champion
Lord.
With invention tech, gains:
Accuracy 1 promotion (improved wall damage)
With Cannons tech, gains:
Accuracy 2 promotion.
Estalia
Spoiler :
Tomás Ojeda, Inquisitor General of Estalia
-Era 1: Requires words of salvation tech
On foot, 1 movement, 4 strength + 1 holy strength, no metal weapons. Disciple class. +25% vs undead +25% vs demons. Hero promotion.
Inquisitor
Starts with equipment item "Magickus Rex”
How about +1 fire strength, +25% vs arcane units, +25% vs disciple units.
Can learn:
Mounted (warhorse)
High priest
Archpriest
With Tactics tech:
Flanking 1 promotion.
Dardelan, The Witch Hunter
Requires words of salvation tech
On foot, 1 movement, 3 strength + 1 holy strength, no metal weapons. Disciple class. +25% vs arcane +25% vs demons. Invisible. targets weakest enemy. Hero promotion. Marksmen promotion. Inquisitor.
Starts with equipment item "Torch of the Pure” Increases line of sight by one square, +1 fire strength, Immune to Unholy
Can learn:
High Priest
Archpriest.
Kurgan/Norsca/Hung
Share 4 heroes. Each may only have 1 of the 4 heroes, and there may only be one copy of each hero, and if they die the hero is gone. So if Kurgan builds the Khorne champion, then Norsca can build any of the other three.
Spoiler :
Haargroth, the Blooded One
On foot model. Requires corruption of chaos tech.
2 movement point. 5 attack strength, 3 defense, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Heroic resilience promotion. Cause fear. Starts with Blitz.
Starts with equipment item "The Axe of Khorne" +20% heal after battle, ignores defensive terrain modifiers.
Can learn:
Champion of chaos
Favored of chaos
Feytor the Tainted
On foot model. Requires Corruption of Chaos tech.
1 movement point. 3 strength +2 poison. Melee class. +20% vs Melee units. Hero promotion. Heroic resilience promotion.
Immune to poison. Immune to disease.
Starts with equipment item "Censer of Nurgle" all adjacent enemy units have a chance to become diseased and a VERY small chance of becoming plagued.
Can learn:
Champion of venom.
Venom lord.
Styrkaar of the Sortsvinaer
-Era 1: On foot model. Requires Corruption of Chaos tech.
1 movement point. 3 attack strength, 5 defence, Cannot use metal weapons, can use wartattoos. ranged class. Hero promotion. Heroic resilience promotion.Can enter foreign territory without open borders.
Can cast "Cult of Slaanesh" spell. Creates "cult of slaanesh" building in the city that lasts as long as Strykaar is present (ie standard building create spell). The Cult building gives -50% influence -10% hammers and +1 unhappy.
Can bombard as longbowmen.
Starts with equipment item "Crown of Slaanesh" 20% chance to convert defeated enemies to the bearers team.
Can learn
Champion of chaos
Favorered of chaos.
Promotion 1 (with slaanesh's pleasures tech):
Champion of chaos
Promotion 2with Chaos incursion tech)
Mounted on Steed of Slaanesh model
Mobility 1
Favored of chaos
+20% vs melee.
Change to missile cavalry class.
Change to demon race
Melekh the Changer
On foot model. Requires corruption of chaos tech.
1 movement point. 3 strength, Cannot use metal weapons. arcane class. Hero promotion. Heroic resilience promotion.Channeling 1 promotion. Twincast promotion. Tzeentch magic 1 promotion.
Starts with equipment item "Familar of Tzeentch"
Allows caster to use FFH "Wonder" spell, suitably altered to cast Warhammer spells.
Can learn:
Aerial mount (disk of tzeentch)
Mage
Sorceror
Ork
Spoiler :
Azhag the Slaughterer
On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defense, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Discipline promotion (quells animosity).
Starts with equipment item ???
Can learn:
Champion
Mounted (warboar)
Aerial mount
Lord.
With Monster monding tech, gains:
Cause terror.
Grimgor Ironhide
-Era 1: On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Quell animosity. +20% withdraw chance [much cleaner than the alternative implementation of bodyguards]
Starts with equipment item "Gitsnik the Foe Killer" . immune to first strikes, +1 first strike
Can learn:
Champion
Lord.
Goblin
Spoiler :
Skarsnik, Warlord of the Eight Peaks
-Era 1: On foot model. Requires nature lore tech.
1 movement point. 4 strength, Cannot use metal weapons. Recon class. Hero promotion. Heroic resilience promotion. Goblin race. Discipline (Quell animosity).
Can enter foreign territory without open borders. Can use spy espionage abilities.
The trap sounds very complex to code, problematic for the AI and very spammable.
Starts with equipment item "Skarsnik's Prodder" +25% vs shock Cavalry, +25% vs Beast units, +1 poison strength.
Can learn:
Champion of venom
Venom lord.
Mounted (squig)
Shaman
Grom the Paunch
Mounted on Wolf. Requires horseback riding tech.
2 movement point. 4 strength, Can use metal weapons. Shock Cavalry class. Hero promotion. Heroic resilience promotion. Mounted promotion. Discipline (quells animosity). Goblin race. permanent regeneration.
Starts with equipment item "Elf-Biter" +25% vs high elf, wood elf, dark elf. Gives +10% collateral damage vs 2 units.
Can learn:
Champion
Lord.
Khemri
Spoiler :
High Queen Khalida
-Era 1: On foot model. Requires Eternal Life tech.
1 movement point. 3 Strength +1 poison strength, cannot use metal weapons or tats. Melee class. +20% vs melee units. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion.
Immune to poison. Cause terror. Regeneration. Immune to first strike. +1 first strike.
Hero promotion.
can cast 'Blessing of the Asp' (gives Blessing of Asp permanent promotion to ranged units in the stack (like flaming arrows), grants -1 strength +1 poison, +10% strength).
Starts with equipment item "The Venom Staff" summons a 'Venom Bolt' causing 30-40% damage to a single enemy unit, and adds the 'held' promotion to the enemy.
Can learn:
Champion of venom
Venom lord.
Settra the Imperishable
On foot model. Requires Eternal life tech.
1 movement point. Strength 2+2 unholy, no metal weapons. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion. Disciple class. 'heirophant' Promotion (can cast all liche priest incantations, summons get 'strong' promotion). Cause terror. Hero promotion. Heroic resilience promotion.
Starts with equipment item "Armour of Golden Magnificence"
+2 defense strength, allows unit to cast the blinding spell from the Lore of Light magics (I forget the name)
Can learn:
Mounted (bone chariot)
Champion of chaos (yeah, its not chaos, but the effect we want is the same.)
Lord
Araby
Spoiler :
Sultan Jaffar
-Era 1: Requires Elemental Magic tech
On foot, 1 movement, 4 strength, no metal weapons. Arcane class. Hero promotion. Starts with Channeling 1 promotion, Elemental Fire magic 1 promotion, Elemental Air magic 1 promotion, Hero promotion. Heroic resilience promotion.
[removed twincast, too strong with the lamp]
Starts with equipment item The Djinni Lamp
Allows summon permanent Dao
Allows summon permanent Djinn (with Elementalist promotion)
Allows summon permanent efreet (with Elemental master promotion)
See http://forums.civfanatics.com/showthread.php?t=290972 for stats.
Can learn:
Elementalist
Elemental master
Aerial mount (flying carpet)
Mulhaed al-Quyat
Requires Philosophy tech
On foot, 1 movement, 3 strength + 1 holy strength, cannot use metal weapons. Disciple class.
Can cause inquisition without sacrificing himself. Hero promotion. Heroic resilience promotion. Medic 1, Can cast Cure Disease.
Starts with equipment item "Flaming Scimitar of Ormzad” +1 fire strength, +20% desert strength
Can learn:
High Priest
Archpriest
High Elf.
Spoiler :
Teclis, Loremaster of the White Tower
-Era 1 (requires High Magic tech): On foot model, 1 movement, 3 strength, no metal weapons or tattoos. Arcane class.
Starts with Channeling 1 promotion, High magic 1 promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
High Elf racial promotion [remember that this gives +1 movement]
Starts with equipment: "The Sword of Teclis". +1 lightning strength. Reduces miscast probability 100%.
Can learn:
Mage
Archmage.
Aerial mount (pegasus)
Tyrion, Champion of the Everqueen
[Requires Horseriding tech]: mounted on elven steed, 2 movement, 4 strength, can use metal weapons. Shock Cavalry class. Mounted promotion. Hero promotion. Heroic resilience promotion. High Elf racial promotion [remember that this gives +1 movement].
Starts with equipment: "Sunfang, Runesword of Tyrion". +1 Holy strength, +25% vs Deamons,
Can learn:
Champion
Lord