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Heroes VI · CREATURE PROFILE

Fate Weaver · humanoid form in Heroes VI: stats, cost and abilities

Fate Weaver · humanoid form in Heroes VI: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 300 base health.

Quick guide: where it fits

Melee core and holding approaches

Fate Weaver should take reachable melee exchanges or hold an approach to more valuable units.

Watch for: Base stats are not the final exchange result.

Exact dwelling, growth and items →
Fate Weaver · humanoid form — creature appearance in Heroes 6
Source · Game artwork

Necropolis · Champion

Fate Weaver · humanoid form

Shapeshifting form

How to use this creature in practice

Melee core and holding approaches

Fate Weaver should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Dance of Decay: Deals Prime damage to adjacent living targets based on 10% of initial health and advances their timed effects by one round. Damage from this effect cannot be healed normally.
  • Dual Forms: Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Might damage
53–59
Magic damage
—
Might protection
53 %
Magic protection
49 %
Health
300
Initiative
45
Combat movement
6
Ranged reach
—
Morale
—
Luck
6
Reference growth
2

Cost per creature: 2190 gold + 1 crystals

Two forms of the same creature. Humanoid and spider profiles differ in damage and abilities; switching performs Wait. This is not an extra separate species in town recruitment.

Abilities and limitations

  • Dance of Decay

    Deals Prime damage to adjacent living targets based on 10% of initial health and advances their timed effects by one round. Damage from this effect cannot be healed normally.

  • Dual Forms

    Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.

  • Baleful Gaze

    When the gaze triggers, the attacker takes Dark damage before its own hit. This form’s reference coefficient is 44 per creature before modifiers; do not rely on it triggering repeatedly for every hit in a round.

  • Spirit Form

    Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.

  • Undead

    Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.

  • Emotionless

    Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.

  • Light vulnerability

    Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.

Reference ↗

Where to obtain and develop this creature

This form uses the upgraded dwelling; construction cost is not the retraining price.

Growth and construction prerequisites (2)

Growth support is not another recruitment site. A prerequisite may unlock one of the recruitment forms.

Reading this profile correctly

Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.

The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.

Numerical reference source ↗

Original roster scope

111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.