"Those of us who have dedicated their lives to serving the goddess of the Sun deserve nothing but praise and admiration. I know perfectly well from my own experience how painful the flame's touch can be, and how torturous its bright light. A werewolf must possess truly inhuman courage and resolution to pass the goddess' test and become a Wolf of Helia. Wolves of Helia are creatures of a transcendental order. The price for losing all humanity seems negligible in comparison to their newly obtained powers."
(From "Howling at the Sun", an article by the noble werewolf Wolfus de Crunch.)
- Damage: 40.3
- Area of effect: Target and 2 adjacent hexes
- Cooldown: 2
- Strength: 125%
- Rejected damage bonuses:
- "Inflicts Elemental damage to three units in front of the caster."
- Power of the Sun: Damage: +50% Elemental Magic
- Basic Armor: Armored Resistance: +20 Melee, +40 Missile
- Regeneration: Regeneration: +8.
- Beast: Resistance: -25 Missile. Defense bonus in forests; Bonus when attacking targets in a forest; Passability: Dense
- The Gift of Sun: Immune: Elemental Magic
Wolves of Helia can be recruited after building a Temple to Helia in a Monster city.
Can be upgraded from Court Werewolves for ?XXX?.
- You can probably bless these while they are on a boat. Just make sure you don't give them flight or water walking until you're done. : )
- Works with the similar Archers of Helia.
- Totally immune to blessings. Try to apply all blessings to Usual Werevolves and than upgrade. It is very expensive though (195->600->?700?). Usual Werewolves are Creatures while Wolves of Helia are Melee Fighters. You can take some benefits from that too (experience and building perks). Remember, you will lose Spirit Claws perk and Acid Explosion ability, so such upgrades are questionable if not harmful.
- While undoubtedly an excellent unit, their advantages over Court Werewolves are somewhat marginal (5 more HP, 2 more base damage, slightly cheaper upkeep of 12 total vs 14, a different upgrade type, and admittedly much better resistances in exchange for 100 gold more initial cost, a notably worse AoE ability, and the much less useful Elemental damage vs Spirit) so if you have other options available you may want to consider those first.
Since Cleave rejects damage bonuses, they are added to the regular attack of the unit twice. Add damage bonuses to this unit to strengthen its regular attack a lot. See Damage Calculation Guide for details.