|Karli (Level 15)|
|Karli spent many a year in the underworld smithies, studying ancient formulae and experimenting with various alloys and components in order to create the finest weapons possible. The warriors led by Karli have the best-balanced arms, giving them noticeable advantages in the battlefield.|
|» Specialty||» Attributes|
- Sharp Blade
- All Spearwielders, Skirmishers and Harpooners in hero's army gain +1 to their Attack and Defense for every two levels of the hero, starting on first level.
Allows the same rune to be activated for the second time for triple resource cost.
There is a 50% chance of not using up resources on rune activation.
Allows magical runes of 5 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.
Increases luck of all creatures in hero's army by 1.
Increases initiative of all warmachines by +3
Basic War Machines
Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1.
Basic War Machines
All the creatures, while discharging the Defend command, will retaliate any enemy, which assaults them, first, even if the enemy has "No retaliation" ability.
Moreover, if the defending creature has "Unlimited Retaliation" ability, it will attack the enemy twice: Before and after it's assault.
Defense of Dwarven creatures in hero's army increased when close to each other on the battlefield.
Increases hit points of all your creatures by 2 (Particularly effective for large armies)
Decreases damage dealt to your creatures in melee combat by 30%.
Ballista under hero's command negates enemy defense and deals additional elemental fire damage. Destroyed ballista will be restored in hero's army after combat.
Increases damage dealt by hero's creatures in ranged combat by 20%.
Increases damage dealt by your creatures in melee combat by 10%.
4 Magma Dragons
10 Thunder Thanes
25 Whitebear Riders
15 Rune Patriarches
Ring of Machine Affinity
Adds +1 to Hero's defense. Grants an additional shot for Ballista and Catapult. First Aid Tent heals twice as many hit points. Ammo Cart increases shooter's attack by +4.
Axe of the Mountain Lords
Adds +4 to hero's attack.
Dragon Eye Ring
Adds +1 to all hero's attributes and increases initiative of all shooters in hero's army by 10%
Necklace of the Bloody Claw
Adds +1 damage to all creatures in hero's army.
Cuirass of the Dwarven Kings
Adds +4 to hero's defense and renders all creatures in hero's army immune to Implosion spell.
Makes target enemy stack take fewer actions in combat.
Stone spikes 5
Deals earth damage to all creatures in target area (cross form)
Eldritch Arrow 4
Shoots magic missile to deal non-physical damage to the selected enemy creature.
Causes the selected friendly unit to act more frequently in combat.
Divine Strength 4
Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect.
Dispels positive magic effects from enemy creatures and negative magic effects from friendly creatures. Checks against caster level to dispel effects, so low level caster would be unlikely to dispel magic cast by high level mage.
Increases the selected friendly unit's defense strength. Spellpower determines the duration of effect.
The target creature gains health regeneration on its turn. Does not work on Undead, Mechanical and Elemental creatures.
Deflect Missile 6
Makes the selected friendly unit receive less damage from ranged attacks.
Fire Trap 8
Puts randomly several magical explosive mines in a selected area of the battlefield. Mines are invisible to the enemy.
Arcane Crystal 8
Creates a crystal on the selected place on the field, blocking the way until the end of combat or until the crystal is attacked and destroyed.
Wasp Swarm 5
Summons a swarm of insects to inflict magical damage on the selected enemy creature. (The spell does not work on undead, elemental and mechanical units.)
Rune of Charge 1
Creature speed increases by 100% until the end of the turn.
Rune of Berserking 1
Creature will perform two Melee Attacks instead of one against the same target next attack (at least one friendly creature from this friendly stack must be killed before this rune can be placed on it).
Rune of Exorcism 1
Dispels all the negative effects imposed on the creature (only those that can be dispelled basically).
Rune of Magic Control 1
Creature will have a chance to steal random positive effect imposed on the enemy target in attack once.
Rune of Etherealness 1
Creature gets incorporeality for one turn.
Rune of Elemental Immunity 1
Creature gets immunity to two random magical elements until the end of combat.
Rune of Resurrection 1 1
Ressurects 40% of killed creatures in the stack.
Rune of Thunderclap 1 1
Selected creature will have a chance to inflict the Thunderclap effect to the enemy in attack once (the target will lose its Initiative).
Rune of Dragonform 1 1
Creature gets +100% to its Defense, +100% to its attack and +50% to magic-proof for one turn (doesn't work for Dragons).
Rune of Battle Rage 1 1
Creature will have a chance to perform a Melee Attack against all nearby enemies once (no retaliation).
|» War Machines|
Karli starts with a Ballista and an Ammo Cart.
This information comes from the Heroes V release version (v3.0).
You can discuss Heroes V duel Runemages with the Heroes Community.
Thanks to sfidanza for the work on this page.
Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!