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  Unique racial abilities

Faction
Required level
Required castle construction
Construction cost
Ability
Knight
3
Training chambers
3,500 105
Training
Necromancer
1
-
-
Necromancy
Wizard
3
Artifact foundry
1,000 5
Mini-artifacts
Elf
3
Avengers' guild
2,500 510
Favoured enemy
Barbarian
1
-
-
Magic proof
Dark elf
1
-
-
Piercing magic
Demon
1
-
-
Gating


Training
This ability allows the Knights to raise the strength of troops by extra-recruiting citizens. The lord can also upgrade lower rank troops up the tier. Thus, each Knight skill level allows the lords to recruit more bowmen, swordsmen, monks and cavalry at the cost of reducing the amount of lower level recruits.

Necromancy
This ability teaches Necromancers how to raise skeletons from dead bodies of the opponent's living creature. Raised warriors are fully controlled by the Necromancers, and populate their troops. Only the victorious party can raise skeletons from living creatures of the defeated party. Undead, elemental and mechanical creatures cannot be transformed into skeletons. If the winning party consists of several Necromancers, they divide the raised skeletons in proportion to their skill levels.
The probability of raising skeletons depends on the Necromancer skill level and is proportional to the original living creature's health points. The rate of raising creatures at successful hunts is 5 times lower.
The skeletons total amount in the castle reserve is limitless, however, only a certain part of them, depending on the Necromancer skill level, can be taken into combat.

Faction skill level
1
2
3
4
5
6
7
8
9
Recruitable reserve
12
18
25
40
65
95
130
170
210


Mini-artifacts
This ability allows Wizards to forge special equipment for their creatures. Mini-artifacts may only be equipped on troops and cannot be transferred or traded to another lord. There are certain peculiarities about mini-artifact creation and usage:
  • Any wizard stack can be equipped with mini-artifacts;
  • Mini-artifacts for different stacks should differ;
  • Mini-artifacts are created free of charge in the Artifact Foundry;
  • New artifact part types ande their effect depend on the wizard faction skill level of the character;
  • Maximal count of parts in one mini-artifact depends on character combat level;
  • Mini-artifacts have infinite durability.

    Mini-artifact effects are hidden from other players and are only revealed in combat.

    The Wizard characters also have an increase to the damage they deal with spells to neutral creatures at hunt and on Mercenaries' Guild errands:
  • in case of direct damaging spells, [final damage]=[normal damage]*(2+[faction skill level])/2;
  • in case of re of effect damaging spells, [final damage]=[normal damage]*([spell area]+[faction skill level])/[spell area].

    Favoured enemy
    Thanks to this ability, elves gain a chance to inflict critical (double) damage in combat to a stack of creatures of certain types. Favoured enemies are chosen in the castle, in the "Avengers' guild" building.

  • Favoured enemies can be changed anytime in the castle, their number is limited to 6, one from every faction except elves.
  • Elvish troops cannot be chosen as favoured enemies.
  • All monsters at hunt are regarded as favoured enemies, regardless of who is chosen as one, except elvish faction creatures.
  • Chance of dealing critical damage: 5%+4%*[Elf skill level].

    Magic proof
    It is known that Barbarians spend their lives in constant contact with natural elements. They respect nature a lot, and get bound to the surrounding, earning grace of their Gods, who grant them steadiness to magic spells. Thanks to the "Magic proof" ability, every stack of Barbarian troops led by a lord has a resistance rate to any hostile magic.
  • Resistance rate: 5%+7%*[Barbarian skill level].

    Piercing magic
    Dark elves hold an innate interest to the magical forces of nature connected with destruction. In addition to knowledge, accumulated for centuries, they have an inner intuition to magic that allows them to improvise on the battle field, making the effect of their spells unpredictable for the opponent. Dark elves have a unique ability to inflict extra damage with magic to creatures that have magic shield, and even pierce through magic proof and immunity. Damage dealt depends on lord's Dark elf skill level.
  • Rate of piercing through magic resistances and immunity: 5%+7%*[Dark elf skill level].

    Gating
    This is a unique Demonic ability which allows your troops to call for additional reinforcements right on the combat field. The amount of troops summoned directly depends on the numbers of the summoning stack. Any demonic creature led by a lord is able to gate a stack consisting of 20%+4%*[Demon skill level] creatures of the summoning stack. This ability is extremely useful against neutral creatures. You will be able to distract enemy troops with the summoned armies and destroy them with your main forces, use magic or simply run them over with everything you've got.
    Gated stacks disappear after combat. Note that if only gated creatures are left, the Demon loses the fight immediately, as if he or she didn't have them at all.
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