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==Heroes== Sadly, no Legendary Heroes for the Asur, guess Korhil and Caradryan didn't get an invite. Still, they have pretty good options. *'''Noble''': The minor nobility of Ulthuan and your melee heroes. Halberd wielding Anti Large fighters who generally act as bodyguards when you bring a squishier lord like Teclis. When on a horse, 2 of them plus your lord can serve as a good goon squad to help take out specific targets. They also act as decent mage killers and are overall pretty cheap by hero standard. Chariots are also handy for Dwarfs. Overall, not a bad pick if you need something to protect your mage lord on a horse, though the lack of Guardian means they aren't the best heroes in the game at that job. Donβt ever use them in battle in the campaign, because you need them spamming gather influence every single turn. Use a handmaiden instead. *'''Mage''': I mean... it's what you think it is. She's your generic caster hero and is about what you would expect. She has every generic lore plus High Magic, Arcane Conduit, and will get her ass clapped in melee. The chariot mount option does come in handy if you're fighting Dwarfs or any faction that struggles with Chariots in general. If you aren't picking a magic lord, you pretty much have to grab one. Note to Dragon Mage fans that Fire Mages get access to a Sun Dragon mount, because CA figured making making a whole different mage hero just to give it a Dragon would be redundant. As useful as you'd expect a mage on a dragon and Fire is a great lore, though she becomes expensive and a massive bullseye for missiles. Campaign dominance usually wants you camping as many mages as possible with economy boosting traits in your most profitable province. So optimally use archmage lords and camp the rest. - they removed this strategy in immortal empires, I guess use them in your armies now if you want. *'''Loremaster''': Sadly, these pointy eared Jedi got demoted from Lords to Heroes in the jump from Tabletop to Game, though they can whoop ass none the less. One of very few Hybrid Heroes, they have good casting along with good Melee stats. The variety of spells allow them to heal, do direct damage and buff troops, giving him some good variety. The combo of Spirit Leech plus Armor Piercing Anti Infantry damage can make them decent duelists when fighting foot lords. What screws them over is their lack of mounts and cost to recruit, so be wary of that when using them. Can be a good mage substitute if you use yours to boost your economy. they are good jack of all trade heroes. *'''Handmaiden (DLC)''': The bodyguards of Alarielle, and your sniping heroes. With flaming, magical armor piercing shots, they can lay a bit of damage on a target given they have the time to shoot. Of course, she's squishy and of the three melee heroes she is probably the worst fighting up close. She has anti large, thought a Noble can do that plus armor piercing. She also has some passive abilities and items that can buff archers, so in a fully dedicated range list she can do a bit of help. Overall though, you may as well go with a Noble, he'll do everything she does better. - the above is only true in multiplayer. In campaign where Nobles are better used to gain influence you should probably only use Handmaidens as your primary combat hero. Especially since they boost archers and Sisters of Avelorn doom stacks are objectively the cheapest, strongest armies High Elves can field. (Dragons stack may be stronger but cost 2-3 times as much, and come online much later and slower). In campaign they also have a skill to give a boost to public order factionwide (sure, it's just a +1 per Handmaiden that has the skill, but since you're going to want to recruit them anyway...)
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