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The Fantasy Art of Heroes of Might and Magic V - Fortress / Dwarves - Units/Troops

Heroes of Might and Magic V is a turn-based strategy video game fully rendered in 3D and the game art features classic fantasy creatures in an epic world setting. The story arc is covered in the original Heroes of Might and Magic V game and two expansions, Hammers of Fate and Tribes of the East. A significant sidestory is explored in greater detail in the first-person fantasy role-playing video game Dark Messiah of Might and Magic. This page shows the in-game creature models of troops/units for the Fortress/dwarf faction in Heroes of Might and Magic V. The overall art direction is roughly Nordic with runes, which is quite typical for dwarves. However, there are some interesting fantasy choices here for the models, such as the dwarves being rather big, kilt-wearing berserkers, and giant-sized Thanes.

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Comprising the backbone of any Dwarven army, the Defenders are the Stone Halls' most numerous troops. Bolstered by their tough Dwarven armour, Defenders can hold their ground against the attacks of enemies much mightier than they are.

Shieldguards are battle-hardened warriors whose mission is to protect other Dwarven units. Using their mighty shields, the Shieldguards can build an unbreakable wall to decrease the damage inflicted by the attacking enemy. The greater the distance the enemy moves to attack, the weaker their blow will be.

Mountain Guard
Mountain Guards are able to withstand the attacks of their enemies with a rock-like durability. These fabled dwarf foot soldiers, armed with huge shields reminiscent of fortress walls, provide a formidable obstacle to any opponent. And while they stand their ground, nothing is capable of inflicting upon them any real harm.

Spearwielders are one of the Dwarven army's trump-cards. The shock of their attack and their skill with their heavy-bladed spears often breaks ranks and forces the enemy to regroup.

Spearwielders who master the difficult art of throwing their weapon are known as Skirmishers. They are thus doubly effective, having both a ranged attack while still dangerous in close combat.

In the hands of those who know how to use it, the harpoon is a dangerous weapon. Once struck by a harpoon, the enemy risks being dragged out of line and exposed to a savage blow from the dwarf's axe.

Bear Rider
No army can do without cavalry to quickly reach and engage the enemy units. The Dwarves have tamed fierce bears for this, whose toughness and endurance compensate for their relatively lower speed.

Blackbear Rider
Blackbear Riders are the Dwarves' elite mounted troops. Their mighty beasts wear heavy armour and are rigorously trained to have improved vitality. In addition, the black bears can go into a frenzy, striking the enemies with their paws and knocking them aside.

Whitebear Rider
These huge white bears were brought by the dwarves from the far north, and specially trained for battle. Their terrible teeth, powerful claws, and vile-smelling breath strike terror into all those who cross their path.

Brawlers are masters of hand-to-hand combat to the point where they disdain the use of weapons. They rely instead on ironclad gauntlets and the strength of their own limbs. So great is their dedication to their martial arts that they are immune to mind-affecting spells.

Berserkers are much like Brawlers, but armed with cruelly-bladed gauntlets. Berserkers may fall into a combat frenzy: When this happens, the Berserker attacks any nearby creature so ferociously that it cannot retaliate.

Dubbed 'monster slayers' by the dwarves, Battleragers have no fear of hydras, dragons or any other creature, however terrifying. When wounded they simply smile and continue to fight with even greater ferocity.

Rune Priest
The Rune Priests are a special caste among the Dwarves, recruited from children born with golden eyes -- the mark of their god, Arkath -- who are selected and brought up as battle-mages. They strike the enemy from a distance and have greater resistance to their foes' magical attacks. A Rune Priest can curse a target with the Mark of Fire, increasing the damage the target suffers from fire-related spells.

Rune Patriarch
Certain highly-skilled Rune Priests who undergo consecrating rites in the most secret halls of the Deepflame clan become Rune Patriarchs. Their searing attacks hit their enemies and start a blaze that affects neraby units.

Rune Keeper
Slaying a Rune Keeper is no easy task without fireproof armour. If a mortal blow is inflicted on this dwarf, his fiery vengeful spirit is released in an explosion that incinerates anyone in the vicinity.

Thanes are not only great warriors, but also possess magical abilities. A Thane can teleport himself into his enemies' ranks, slaughtering them by brute strength with his axe. In addition, his axe fires off lightning bolts, striking nearby enemies. Thanes are immune to the element of Lightning.

Flame Lord
Flame Lords are Thanes who have dedicated their lives to mastering the power of fire, and can strike a selected target and its neighbouring units with a powerful flame strike.

Thunder Thane
These terrifying warriors wield deadly axes. But more lethal still are the magical powers contained within their clenched fists, which can unleash bolts of lightning that strike down helpless opponents, leaving them no place to hide.

Fire Dragon
Fire Dragons are the children of Arkath, the Dragon of Fire and patron god of the Dwarves. Like their distant relatives the Black Dragons, these majestic creatures can attack their enemies with their fiery breath, and they respond to enemy attacks with splashes of Phoenix-like fire. The Fire Dragons themselves, of course, are immune to Fire.

Magma Dragon
Magma Dragons seem to have indeed been built from burning stone: Rock-like scales interlaced with fiery veins provide these ardent giants with nearly impervious armour.

Lava Dragon
Deep in the bowels of the earth, the incandescent heat of the bubbling lava lakes serve as the breeding ground for the Lava Dragon. These fire-breathing monsters will reduce their enemy to a pile of ash, and can also leave in their wake a wall of flames that will continue to burn long after they have moved on.

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