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in side the castle(s)


1|2

Authorin side the castle(s)
for knight

Constructions
level 1
Farmer huts
These wooden huts of poor peasants allow to recruit units, armed only with pitchforks and not wearing defensive ammunition, from 22 upward.

Archery tower
These greatly equipped archery training halls allow to coach disciplined ranged fighters. From 12 bowmen upward can be recruited.

level 2
Farms
Thanks to this main rations supply for the lower rank human armies, the farmers recruit count is increased by 5.

level 3
Barracks
Swordsmen, the indispensable force for attacking and holding the enemy pressure, are trained in these stone annexes. Allow to recruit from 10 units upward.

Training chambers
Training chambers allow knights to use their racial ability, Training. The hero is able to train lower tier troops into higher ones.

Marketplace
These market rows allow to post up to 3 lots on the common market.

level 4
Warehouse
Increases inventory capacity by 5 items.

level 5
Griffin bastion
Allows you to recruit from 5 griffins upward.

Magic Guild level 1
Holy and Darkness Magic schools: Rapid, Delay, Bless, Curse.

level 6
Blacksmith
The workshop for repairing and modifying artifacts.

level 7
Fort
Fort walls provide defense for your castle. Creature recruit count increases by 25%.

level 8
Monastery
Monastery allows to recruit from 3 monks upward.

Magic Guild level 2
Holy and Darkness Magic schools: Dispersion, Stoneskin, Disruption ray, Poison.

level 10
Magic Guild level 3
Holy and Darkness Magic schools: Evasion, Chastise, Confusion, Weakness.

level 11
Knighthood Arena
Knighthood arena allows you to recruit from 2 cavalry upward.

level 12
Citadel
Citadel walls grant additional defense to your castle. Creature recruit count increases by 50%.

Upgraded constructions

level 5 (diamond level 3)
Farmer cabins
The firm warm dwellings of prosperous farmers allow to join recruits. The recruits are easier to train, thus increasing the total numbers of your troops.

level 7 (diamond level 4)
Underground depot
These additional storing sites, situated under the warehouse, increase the inventory capacity by 10 more items.

level 8 (diamond level 6)
Crossbowmen tower
Allows to train bowmen into crossbowmen.

level 10 (diamond level 9)
Garrison
Upgraded barracks, the garrison allows to recruit guardians.

note:
i try to list out what inside the castle for all factions (for a review)
i have 2 other multi, with faction necromancer and wizard so i will post soon
if any kind people with other faction want to help, can post all detail of castle here too, thanks in advance :-)
if not, please don't spam and flood here, thanks :-)
any way my next post will be on necromancer.
for Necromancer

Constructions
level 1
Churchyard
These dark and somber burial halls allow to recruit from 20 skeletons upward.

Crypt
The crypt of zombies, insensitive to pain and fear, allows to recruit from 15 units upward.

level 2
Ravaged tombs
This damp and cheerless burial site increases the skeletons recruit count by 6.

level 3
Demolished tower
Unrested souls dwell this place. From 9 ghosts upward are available to recruit.

Marketplace
These market rows allow to post up to 3 lots on the common market.

level 4
Warehouse
Increases inventory capacity by 5 items.

level 5
Magic Guild level 1
Nature and Darkness Magic schools: Magic punch, Delay, Curse.

level 6
Blacksmith
The workshop for repairing and modifying artifacts.

level 7
Fort
Fort walls provide defense for your castle. Creature recruit count increases by 25%.

level 8
Burial-vault
Burial-vault allows you to recruit from 3 liches upward.

level 10
Magic Guild level 3
Nature and Darkness Magic schools: Summon phantom, Confusion, Weakness.

level 11
Abandoned castle
Abandoned castle allows to recruit from 2 death envoys upward.

level 12
Citadel
Citadel walls grant additional defense to your castle. Creature recruit count increases by 50%.

Upgraded constructions

level 5 (diamond 3)
Graveyard
Once buried in this graveyard of great warriors and leaders, resurrected with magic and taught the archery skill, the skeletal bowmen will considerably enhance your army.

level 7 (diamond 4)
Underground depot
These additional storing sites, situated under the warehouse, increase the inventory capacity by 10 more items.

level 8 (diamond 6)
Infected crypt
Allows to train zombies into infected zombies.

level 10 (diamond 9)
Apparition tower
Upgraded demolished tower, the apparition tower allows to recruit apparitions.

note:
next will be on wizard
for Wizard

Constructions
level 1
Gremlin workshop
This levitating island is the gremlin school. The building provides from 20 units upward to recruit.

Stone parapet
The statues of these flying creatures are reviven by magic. The construction provides from 14 units upward to recruit.

level 3
Golem foundry
Being a magical blacksmith for production of the wizards' infantry, this construction allows to recruit from 10 mechanical golems upward.

Marketplace
These market rows allow to post up to 3 lots on the common market.

Artifact foundry
Allows to forge individual equipment for creatures.

level 4
Warehouse
Increases inventory capacity by 5 items.

level 5
Magic Guild level 1
Nature and Chaos Magic schools: Magic arrow, Earthen spikes.

level 6
Blacksmith
The workshop for repairing and modifying artifacts.

level 7
Fort
Fort walls provide defense for your castle. Creature recruit count increases by 25%.

level 8
Altar of wishes
The altar allows to recruit from 3 genies upward.

Magic Guild level 2
Nature and Chaos Magic schools: Wasp swarm, Raise dead, Ice clod, Lightning.

level 9
Treasury
Allows to recruit extra 2 genies.

level 10
Magic Guild level 3
Nature and Chaos Magic shools: Summon phantom, Ice ring, Fireball.

Academy of Holy Magic

level 11
Silver pavillion
Silver pavillion allows to recruit from 2 sphynx guardians upward.

level 12
Citadel
Citadel walls grant additional defense to your castle. Creature recruit count increases by 50%.

Upgraded constructions

level 5 (diamond 3)
Gremlin manufacture
The upgraded workshop teaches only the most gifted gremlins. This manufacture allows to recruit gremlin engineers, that possess the skill of repairing in combat.

level 7 (diamond 4)
Underground depot
These additional storing sites, situated under the warehouse, increase the inventory capacity by 10 more items.

level 8 (diamond 6)
Enchanted parapet
Allows to train gargoyles into enchanted gargoyles.

level 10 (diamond 9)
Smelting foundry
Upgraded golem foundry, the smelting foundry allows to recruit modern golems.

note:
next elf
for elf

Constructions
level 1
Faerie trees
Faeries dwell the crowns and branches of giant trees that grow in this magical forest. Provides the recruitment from 10 creatures upward.

Terrace of Keepers
Sylvan warriors train their mastery of the famous battledance on this terrace. The construction allows to recruit from 9 forest keepers upward.

level 2
Blooming grove
This pintoresque groove, where wonderful flowers bloom and birds' singing doesn't stop all year long, increases the faeries recruit count by 4.

level 3
Treetop shack
These small cabins, situated high upon the ground amidst dense foliage, are dwelled by the most experienced sylvan bowmen. From 7 creatures upward can be recruited.

Avengers' guild
Supports the 'Favoured enemy' racial ability.

Marketplace
These market rows allow to post up to 3 lots on the common market.

level 4
Warehouse
Increases inventory capacity by 5 items.

level 5
Stonehenge
This magical energy concentration site is the place where elvish priests meditate and study magic. Allows to recruit from 4 druids upward.

Magic Guild level 1
Holy and Nature Magic Schools: Haste, Magic punch, Bless.

level 6
Blacksmith
The workshop for repairing and modifying artifacts.

level 7
Fort
Fort walls provide defense for your castle. Creature recruit count increases by 25%.

level 8
Unicorn glade
The glade allows to recruit from 3 unicorns upward.

Magic Guild level 2
Light and Nature Magic schools: Dispersion, Stoneskin, Wasp swarm, Raise dead.

level 10
Magic Guild level 3
Holy and Nature Magic schools: Evasion, Chastise, Summon Phantom.

level 11
Treeherd vault
Treeherd vault allows to recruit from 2 treefolk upward.

level 12
Citadel
Citadel walls grant additional defense to your castle. Creature recruit count increases by 50%.

Upgraded constructions

level 5 (diamond 3)
Charmed forest
The faeries become part of the forest after additional training and studies, gaining new abilities. This is how the sprites are born.

level 7 (diamond 4)
Underground depot
These additional storing sites, situated under the warehouse, increase the inventory capacity by 10 more items.

level 8 (diamond 6)
Arena of Keepers
Allows to train forest keepers into elite forest keepers.

level 10 (diamond 9)
Treetop lodge
Upgraded treetop shack, treetop lodge allows to recruit grandmaster bowmen.

note:
next Barbarian
for barbarian:

Constructions
level 1
Goblin barracks
These cramped cabins are mostly designed to make the eccentric goblins get used to military life. They give room to 25 creatures upward.

Wolf pen
Swift predators are kept and cultivated in such iron cages. The nursery provides from 10 wolf riders upward.

level 2
Dining hall
This dwelling supplies provisions for the lower tier of barbarian troops. Increases the goblin recruit count by 8.

level 3
Orc tower
Agile and malicious orcs master their skills of axe-throwing in this vast building. The tower provides from 10 units to recruit upward.

Marketplace
These market rows allow to post up to 3 lots on the common market.

level 4
Warehouse
Increases inventory capacity by 5 items.

level 5
Ogre fort
This dwelling, fenced by paling, is inhabited by ogres. Allows to recruit from 5 ogres upward.

Combat school level 1
Teaches the hero a new ability: stunning blow.

level 6
Blacksmith
The workshop for repairing and modifying artifacts.

level 7
Fort
Fort walls provide defense for your castle. Creature recruit count increases by 25%.

level 8
Cliff
Allows to recruit from 3 rocs upward.

level 10
Combat school level 2

level 11
Cyclop cavern
Allows to recruit from 2 cyclops upward.

level 12
Citadel
Citadel walls grant additional defense to your castle. Creature recruit count increases by 50%.

Upgraded constructions
level 5 (diamond 3)
Hob hall
Being an upgraded training site where grown up mature goblins are transferred to from the barracks, this hall allows to recruit hobgoblins.

level 7 (diamond 4)
Underground depot
These additional storing sites, situated under the warehouse, increase the inventory capacity by 10 more items.

level 8 (diamond 6)
Wolf enclosure
Allows to train wolf riders into wolf raiders.

level 10 (diamond 9)
Chief tower
Upgraded orc tower, the chief tower allows to recruit orc chiefs.

note:
next dark elf
for dark elf

Constructions
level 1
Military school
Military school allows you to recruit from 7 bandits upward.

Arena of blood
The arena allows you to recruit from 5 rogues upward.

level 3
Labyrinth
Labyrinth allows you to recruit from 6 tamed minotaurs upward.

Marketplace
These market rows allow to post up to 3 lots on the common market.

level 4
Warehouse
Increases inventory capacity by 5 items.

level 5
Dark pasture
This pasture allows you to recruit from 4 lizard cavalry upward.

Magic Guild level 1
Chaos and Darkness Magic schools: Magic arrow, Delay, Curse.

level 6
Blacksmith
The workshop for repairing and modifying artifacts.

level 7
Fort
Fort walls provide defense for your castle. Creature recruit count increases by 25%.

level 8
Hydra cave
The cave allows to recruit from 3 hydras upward.

Magic Guild level 2
Chaos and Darkness Magic schools: Ice clod, Lightning, Disruption ray, Poison.

level 10
Magic Guild level 3
Chaos and Darkness magic schools: Ice Ring, Fireball, Confusion, Weakness.

level 11
Twilight hall
Twilight hall allows to recruit from 2 dark witches upward.

level 12
Citadel
Citadel walls grant additional defense to your castle. Creature recruit count increases by 50%.

Upgraded constructions

level 5 (diamond level 3)
Military academy
Upgrades the military school to an academy, allowing to recruit poisoners.

level 7 (diamond level 4)
Underground depot
These additional storing sites, situated under the warehouse, increase the inventory capacity by 10 more items.

level 8 (diamond level 6)
Blood memorial
The upgraded arena, blood memorial allows you to recruit shrews.

level 10 (diamond level 9)
Maze
Upgraded labyrinth, maze allows to recruit minotaur soldiers.
for demon

Constructions
level 1
Imp cauldron
Imp cauldron allows you to recruit from 16 imps upward.

Diabolic tower
Hell tower allows you to recruit from 15 demons upward.

level 2
Breed of Chaos
Breed of Chaos increases the recruit count of demons by 2.

level 3
Infernal kennel
Infernal kennel allows you to recruit from 8 wolfhounds upward.

Marketplace
These market rows allow to post up to 3 lots on the common market.

level 4
Warehouse
Increases inventory capacity by 5 items.

level 5
Temptation chambers
Temptation chambers allow you to recruit from 5 succubi upward.

Magic Guild level 1
Chaos and Darkness Magic schools: Magic arrow, Earthen spikes, Delay, Curse.

level 6
Blacksmith
The workshop for repairing and modifying artifacts.

level 7
Fort
Fort walls provide defense for your castle. Creature recruit count increases by 25%.

level 8
Hell stables
Hell stables allow you to recruit from 3 hell horses upward.

Magic Guild level 2
Chaos and Darkness Magic Schools: Ice clod, Lightning, Disruption ray, Poison.

level 9
Halls of terror
Halls of terror increase the hell horses recruit count by 1.

level 10
Magic Guild level 3
Chaos and Darkness magic schools: Ice Ring, Fireball, Confusion, Weakness.

level 11
Blazing cleft
Blazing cleft allows you to recruit from 2 cave demons upward.

level 12
Citadel
Citadel walls grant additional defense to your castle. Creature recruit count increases by 50%.

Upgraded constructions

level 5 (diamond level 3)
Spawn cauldron
The upgraded construction of the imp cauldron allows to recruit spawns.

level 7 (diamond level 4)
Underground depot
These additional storing sites, situated under the warehouse, increase the inventory capacity by 10 more items.

level 8 (diamond level 6)
Diabolic bastion
The upgraded version of the diabolic tower allows to recruit incendiaries.

level 10 (diamond level 9)
Cerberi kennel
The upgraded infernal kennels give room to cerberi.
<<<knight>>>

escort(5) - hero gains an ability to escort one of own stacks. the hero then deals 150% of normal damage to any creature that would attack the escorted stack in melee. after establishing escort, your hero will moved back by only 0.5 on the ATB scale, however, each escorting strike moves him or her back by 0.25 scale. only one stack can be escorted by any one hero at any moment of a combat.

fortune(10)
resistance - basic fortune
soldier's luck - basic fortune

defense(7)
barrier - basic defense
vitality - basic defense
avoidance - basic defense
endurance - advanced defense, barrier
steadiness - advanced defense, vitality
stand your ground - advanced defense, vitality
last breath - expert defense, stand your ground, escort
concentration - expert defense, stand your ground, tactics

offense(9)
tactics - basic offense
cold blade - basic offense
battle fury - basic offense
archery - basic offense
retribution - advanced offense, battle fury, escort
striving speed - advanced offense, battle fury

holy magic(7)
dominion of renunciation - basic holy magic
dominion of bless - basic holy magic
dominion of wrath - basic holy magic
twilight - basic holy magic, fallen knight
fireproof - advanced holy magic, dominion of renunciation
light affinity - advanced holy magic, dominion of bless

darkness magic(8)
fallen knight - basic darkness magic, escort
dominion of mind - basic darkness magic
dominion of curse - basic darkness magic
dominion of pain - basic darkness magic
enfeeble - advanced darkness magic, fallen knight

leadership(7)
rally - basic leadership
fervor - advanced leadership, rally, escort
empathy - expert leadership, fervor






<<<necromancer>>>

spirit link(5) - hero gains an ability to establish spirit link with one of own stacks. for every 75 damage dealt to that stack in anyway, you hero recovers 1 mana. establishing spirit link moves you hero back by only 0.50 on the ATB scale. only one creature can be established spirit link with any one hero at any moment of a combat.

erudition(9)
intellect - basic erudition
arcane keeper - advanced erudition, intellect
dark revelation - advanced erudition, intellect
graduate - advanced erudition, intellect
undead liegeman - expert erudition, arcane keeper

defense(11)
barrier - basic defense
vitality - basic defense
avoidance - basic defense
endurance - advanced defense, barrier
steadiness - advanced defense, vitality
stand your ground - advanced defense, vitality
concentration - expert defense, stand your ground

sorcery(8)
concealed knowledge - basic sorcery
wisdom - basic sorcery
mana recovery - basic sorcery
fickle mana - advanced sorcery, mana recovery
spiritual excellence - advanced sorcery, concealed knowledge
withstand - advanced sorcery, concealed knowledge
arcane revelation - advanced sorcery, wisdom

nature magic(8)
dominion of life - basic nature magic

darkness magic(7)
dominion of mind - basic darkness magic
dominion of curse - basic darkness magic
dominion of pain - basic darkness magic






<<<wizard>>>

magical mirror(7) - any spell cast by an enemy on one of your creatures has a 20% probability to be reflected onto another random stack on the battlefield. the spell is only reflected from a targeted stack, thus, mass and area spells cannot be reflected.

holy magic(10)
dominion of renunciation - basic holy magic
dominion of bless - basic holy magic
dominion of wrath - basic holy magic
fireproof - advanced holy magic, dominion of renunciation
light affinity - advanced holy magic, dominion of bless

erudition(8)
intellect - basic erudition
arcane keeper - advanced erudition, intellect
graduate - advanced erudition, intellect

sorcery(8)
concealed knowledge - basic sorcery
wisdom - basic sorcery
mana recovery - basic sorcery
fickle mana - advanced sorcery, concealed knowledge
spiritual
:p too long can't show all in 1 post...

<<<wizard>>>

magical mirror(7) - any spell cast by an enemy on one of your creatures has a 20% probability to be reflected onto another random stack on the battlefield. the spell is only reflected from a targeted stack, thus, mass and area spells cannot be reflected.

holy magic(10)
dominion of renunciation - basic holy magic
dominion of bless - basic holy magic
dominion of wrath - basic holy magic
fireproof - advanced holy magic, dominion of renunciation
light affinity - advanced holy magic, dominion of bless

erudition(8)
intellect - basic erudition
arcane keeper - advanced erudition, intellect
graduate - advanced erudition, intellect

sorcery(8)
concealed knowledge - basic sorcery
wisdom - basic sorcery
mana recovery - basic sorcery
fickle mana - advanced sorcery, concealed knowledge
spiritual excellence - advanced sorcery, concealed knowledge
arcane revelation - advanced sorcery, wisdom, magical mirror

chaos magic(12)
dominion of fire - basic chaos magic
dominion of frost - basic chaos magic
dominion of tempest - basic chaos magic
magical emaciation - basic chaos magic, magical mirror
mysteries of chaos - advanced chaos magic, dominion of fire
seething anger - expert chaos magic, mysteries of chaos

nature magic(8)
dominion of life - basic nature magic
<<<elf>>>

rain of arrows(7) - hero gains an ability to attack all stacks of favored enemies on battlefield. the damage dealt this way is increased by 30%.

fortune(7)
resistance - basic fortune
soldier's luck - basic fortune
elven luck - expert fortune, soldier's luck, rain of arrows

defense(9)
barrier - basic defense
vitality - basic defense
avoidance - basic defense
endurance - advanced defense, barrier
steadiness - advanced defense, vitality
last breath - advanced defense, avoidance
stand your ground - advanced defense, vitality
concentration - expert defense, stand your ground, tactics

offense(10)
tactics - basic offense
cold blade - basic offense
battle fury - basic offense
archery - basic offense
verdant wrath - advanced offense, battle fury
retribution - advanced offense, battle fury, rain of arrows, brethren commander
striving speed - advanced offense, battle fury

nature magic(9)
dominion of life - basic nature magic

holy magic(7)
dominion of renunciation - basic holy magic
dominion of bless - basic holy magic
dominion of wrath - basic holy magic
fireproof - advanced holy magic, dominion of renunciation
light affinity - expert holy magic, dominion of wrath, rain of arrows

erudition(10)
intellect - basic erudition
arcane keeper - advanced erudition, intellect
graduate - advanced erudition, intellect
insidious forest - advanced erudition, intellect

leadership(10)
rally - basic leadership
brethren commander - advanced leadership, rally
innate swiftness - advanced leadership, rally
fervor - expert leadership, brethren commander
<<<barbarian>>>

thrusting might(7) - hero double damage with direct attacks

defense(8)
barrier - basic defense
vitality - basic defense
avoidance - basic defense
endurance - advanced defense, barrier
last breath - advanced defense, vitality
stand your ground - advanced defense, vitality, tactics
concentration - advanced defense, vitality

offense(7)
tactics - basic offense
retribution - basic offense, battle fury
battle fury - basic offense
weighty weapons - basic offense
archery - basic offense
cold blade - advanced offense, battle fury

leadership(10)
rally - basic leadership
innate swiftness - advanced leadership
empathy - expert leadership, innate swiftness

fortune(9)
resistance - basic fortune
soldier's luck - basic fortune






<<<dark elf>>>

elemental call(7) - hero gains an option to enhance elemental damage spells, making them deal 150% damage at the cost of 200% mana.

leadership(10)
rally - basic leadership

fortune(9)
resistance - basic fortune
soldier's luck - basic fortune
sorcerer's luck - expert fortune, soldier's luck, resistance, elemental call

offense(7)
tactics - basic offense
cold blade - basic offense
battle fury - basic offense
archery - basic offense
retribution - advanced offense, battle fury, elemental call
striving speed - advanced offense, battle fury

sorcery(8)
concealed knowledge - basic sorcery
fickle mana - basic sorcery, elemental call
wisdom - basic sorcery
mana recovery - basic sorcery
spiritual excellence - advanced sorcery, concealed knowledge, fickle mana
arcane revelation - advanced sorcery, wisdom

chaos magic(9)
dominion of fire - basic chaos magic
dominion of frost - basic chaos magic
dominion of tempest - basic chaos magic
mysteries of chaos - advanced chaos magic, dominion of fire
seething anger - expert chaos magic, mysteries of chaos

darkness magic(8)
dominion of mind - basic darkness magic
dominion of curse - basic darkness magic
dominion of pain - basic darkness magic

erudition(10)
intellect - basic erudition
arcane keeper - advanced erudition, intellect
dark revelation - advanced erudition, intellect
wizard's prize - advanced erudition, intellect
<<<demon>>>

hellfire(6) - hero's stacks gain 30% chance to deal extra 7 + 7 * (hero's spell power) fire elemental damage. each trigger of hellfire costs 5 mana. if your hero doesn't have at least 5 mana, the talent won't trigger.

fortune(10)
resistance - basic fortune
soldier's luck - basic fortune
extensive gating - advanced fortune, resistance

defense(10)
barrier - basic defense
vitality - basic defense
avoidance - basic defense
endurance - advanced defense, barrier
steadiness - advanced defense, vitality
last breath - advanced defense, avoidance
stand your ground - advanced defense, vitality
concentration - expert defense, stand your ground, tactics

offense(7)
tactics - basic offense
cold blade - basic offense
battle fury - basic offense
weighty weapons - basic offense, hellfire
archery - basic offense
retribution - advanced offense, battle fury
striving speed - advanced offense, battle fury

sorcery(8)
concealed knowledge - basic sorcery
wisdom - basic sorcery
mana recovery - basic sorcery
fickle mana - advanced sorcery, concealed knowledge
spiritual excellence - advanced sorcery, concealed knowledge
arcane revelation - advanced sorcery, wisdom

chaos magic(12)
dominion of fire - basic chaos magic
dominion of frost - basic chaos magic
dominion of tempest - basic chaos magic
mysteries of chaos - advanced chaos magic, dominion of fire
magical emaciation - advanced chaos magic, dominion of tempest
searing flame - advanced chaos magic, hellfire
seething anger - expert chaos magic, mysteries of chaos

darkness magic(8)
dominion of mind - basic darkness magic
dominion of curse - basic darkness magic
dominion of pain - basic darkness magic
enfeeble - basic darkness magic, hellfire
basic leadership - hero gains +1 morale.
advanced leadership - hero gains +2 morale. (re:basic leadership)
expert leadership - hero gains +3 morale. (re:advanced leadership)

rally - creatures' basic recruit count is increased by +3 for tier 1, +2 for tier 2 and + 1 for tier 3.
brethren commander - hero gains +2 attack. forest keepers' recruit count is increased by 2.
innate swiftness - the speed of all troops is increased by 1.
fervor - hero gains an ability to move an allied stack forward by 0.33 ATB-scale.
empathy - hero moves forward on ATB-scale by 0.1 anytime his stack is befallen by positive morale, and back by 0.1 scale, anytime his stack is befallen by negative morale.



basic fortune - hero gains +1 luck.
advanced fortune - hero gains +2 luck. (re: basic fortune)
expert fortune - hero gains +3 luck. (re: advanced fortune)

resistance - hero's troops gain 20% magic shield.
soldier's luck - increases the probability of triggering special abilities of creatures (stun, fear attack etc)
extensive gating - the number of gated creatures is increased by 10% + 5% * (hero's luck parameter)
elven luck - troops deal 225% damage with strikes befallen by luck (instead 0f 200%)
sorcerer's luck - luck befalls hero's damaging spells. in case of trigger, they will deal 200% damage.
basic offense - melee damage dealt is increased by 10%.
advanced offense - melee damage dealt is increased by 20%. (re:basic offense)
expert offense - melee damage dealt is increased by 30%. (re:advanced offense)

tactics - the area accessible for pre-combat settlement is increased by 1 row.
cold blade - troops deal extra 15% water elemental damage.
battle fury - minimal and maximal damage of all troops is increased by 1.
weighty weapons - hero deals 150% damage with direct attacks.
archery - ranged damage dealt is increased by 20%.
verdant wrath - maximal damage of all troops is increased by 1.
retribution - troops deal 5% extra physical damage per current morale parameter.
striving speed - hero gains "mass rapid" spell on advanced holy magic level.



basic defense - hero's troops take 10% less melee damage.
advanced defense - hero's troops take 20% less melee damage. (re: basic defense)
expert defense - hero's troops take 30% less melee damage. (re: advanced defense)

barrier - hero's troops gain 20% magic shield.
vitality - hit points of all your troops are increased by 2.
avoidance - hero's troops take 20% less ranged damage.
endurance - hero gains +4 defense.
steadiness - hero gains "mass stoneskin" spell on advanced holy magic level.
last breath - if a stack dealt enough damage to be destroyed, 1 creature will survive with 1 HP left. this talent has no effect if there was only 1 creature in that stack before the attack on it.
stand your ground - defending troops get 60% bonus to defense (instead of 30%)
concentration - hero's defending stacks always retaliate the attackers (even if those have "no retaliation" ability), anticipating that attack. if the defending stack has "unlimited retaliation", it will retaliate twice: before and after the attack on itself.
basic sorcery - after casting a spell (except mass spells), hero gains his or her turn 10% faster.
advanced sorcery - after casting a spell (except mass spells), hero gains his or her turn 20% faster. (re:basic sorcery)
expert sorcery - after casting a spell (except mass spells), hero gains his or her turn 30% faster. (re:advanced sorcery)

concealed knowledge - mana cost of all spells is decreased by 20%.
wisdom - hero can learn level 3 spells without the required magic school talents.
mana recovery - hero restores 1 mana per combat turn.
fickle mana - mana cost of all spells is decreased by 20%.
spiritual excellence - hero gains +2 spell power.
withstand - chaos magic damage taken by your troops is reduced by 20%.
arcane revelation - hero gains +2 spell power.



basic holy magic - hero can learn level 3 holy magic school spells. all holy spells efficiency is increased.
advanced holy magic - hero can learn level 4 holy magic school spells. all holy spells efficiency is increased. (re:basic holy magic)
expert holy magic - hero can learn level 5 holy magic school spells. all holy spells efficiency is increased. (re:advanced holy magic)

dominion of renunciation - "stoneskin" and "evasion" spells get enhanced: they gain an option of mass effect. a mass spell can be applied to all allied creatures within 4X4 area. it costs twice more mana and moves the hero who casts it by only 0.5 back on the ATB-scale.
dominion of bless - "bless" and "dispersion" spells get enhanced: they gain an option of mass effect. a mass spell can be applied to all allied creatures within 4X4 area. it costs twice more mana and moves the hero who casts it by only 0.5 back on the ATB-scale.
dominion of wrath - "rapid" and "chastise" spells get enhanced: they gain an option of mass effect. a mass spell can be applied to all allied creatures within 4X4 area. it costs twice more mana and moves the hero who casts it by only 0.5 back on the ATB-scale.
twilight - holy and darkness magic spells get enhanced (spell power for those spells is increased by 3).
fireproof - hero's stacks take 50% less fire elemental damage, besides, they become immune to dark elves' "dominion of fire" talent effect.
light affinity - spell cost for all caster creatures in hero's army is reduced by 50%.



basic darkness magic - hero can learn level 3 darkness magic school spells. all darkness spells efficiency is increased.
advanced darkness magic - hero can learn level 4 darkness magic school spells. all darkness spells efficiency is increased. (re:basic darkness magic)
expert darkness magic - hero can learn level 5 darkness magic school spells. all darkness spells efficiency is increased. (re:advanced darkness magic)

fallen knight - darkness magic school spells get enhanced (spell power for those spells is increased by 5); all hero's troops get -1 to morale.
dominion of mind - "delay" and "confusion" spells get enhanced: they gain an option of mass effect. a mass spell can be applied to all enemy creatures within a 4X4 area. it costs twice more mana and moves the hero who casts it by only 0.5 back on the ATB-scale.
dominion of curse - "curse" and "weakness" spells get enhanced: they gain an option of mass effect. a mass spell can be applied to all enemy creatures within a 4X4 area. it costs twice more mana and moves the hero who casts it by only 0.5 back on the ATB-scale.
dominion of pain - "poison" and "disruption ray" spells get enhanced: they gain an option of mass effect. "mass poison" can be applied to all enemy creatures within a 3X3 area, "disruption ray" - within 4X4 area. a mass spell costs twice more mana and moves the hero who casts it by only 0.5 back on the ATB-scale.
enfeeble - hero applies "weakness" spell to each of his or her direct attacks. it doesn't consume mana.
basic nature magic - hero can learn level 3 nature magic school spells. all nature spells efficiency is increased.
advanced nature magic - hero can learn level 4 nature magic school spells. all nature spells efficiency is increased.(re:basic nature magic)
expert nature magic - hero can learn level 5 nature magic school spells. all nature spells efficiency is increased.(re:advanced nature magic)

dominion of life - "raise dead" and "magic punch" spells get enhanced, hero's spell power for those spell is increased by 3.



basic chaos magic - hero can learn level 3 chaos magic school spells. all chaos spells efficiency is increased.
advanced chaos magic - hero can learn level 4 chaos magic school spells. all chaos spells efficiency is increased. (re:basic chaos magic)
expert chaos magic - hero can learn level 5 chaos magic school spells. all chaos spells efficiency is increased. (re:advanced chaos magic)

dominion of fire - fire elemental spells damage enemy creatures' armor, reducing their defense by 50% for 1 combat turn.
dominion of frost - water elemental spells freeze the troops for 0.3 combat turns (initiative becomes equal to zero). the freezing effect of "ice ring" is divided evenly between all affected stacks.
dominion of tempest - air elemental spells knock the target back on the ATB bar by 30% of accumulated initiative.
mysteries of chaos - hero gains +2 knowledge.
magical emaciation - hero's troops gain 20% magic shield.
searing flame - damage dealt by hellfire talent is increased by 50%.
seething anger - hero's troops deal extra 15% fire elemental damage.



basic erudition - hero gains a primary parameter of your choice for every 4th combat level.
advanced erudition - hero gains a primary parameter of your choice for every 3rd combat level. (re:basic erudition)
expert erudition - hero gains a primary parameter of your choice for every 2nd combat level. (re:advanced erudition)

intellect - hero's maximal mana reserve is increased by 50%.
arcane keeper - hero gains +2 spell power.
dark revelation - hero gains +2 knowledge.
graduate - hero gains +2 spell power.
wizard's prize - hero gains +1 spell power.
insidious forest - the probability of dealing critical damage to favored enemy is increased by 10%.
undead liegeman - hero gains +1 knowledge, necromancy skill is increased by 5%.
so far i try all my best to record down all the inform of talent and castle for all faction

everyone, please correct is found any incorrect inform (especially your faction)

thanks, and hope that it may be useful for some one (at least this is useful for me)

if need any inform about all faction let me know too, i try to get them
now i try to list out creatures for all faction, if anyone already have the list, please post here, thanks :-)
noreadable..need adaptaion or normal hosting dot
You've put a lot of work in this I guess, but there are already plenty of resourses where you can get faction info.

Warriors' Guild faction references on our forum, for example =b
for Shebali:
he made copy->paste without prices and in unreadable format)work or just flood?
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