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AuthorUnique Faction racial skill abilities
Knights Ability = 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.



Necros ability = Necromancy

Faction skill level Recruitable Reserve

1 12

2 18

3 25

4 40

5 65

6 95

7 130

8 170

9 210

Wizards ability = mini artifact

This ability allows the Wizards to forge special equipment for their creatures. New artifacts can only be put on troops and cannot be transferred or traded to another lord. The mini-artifact creation process requires natural resources and has several peculiarities:
# Any wizard stack can be equipped with mini-artifacts;
# Mini-artifacts for different stacks should differ;
# In order to equip N creatures of a stack, N up to 30 mini-artifacts of the same type should be forged. Lesser amount cannot be equipped;
# Mini-artifacts are dismantled with a 10% commission;
# New artifact part types, their effect and the maximal count of parts in one mini-artifact depend on the wizard faction skill level of the character;
# Mini-artifacts have infinite durability.

Mini-artifact effects are hidden from other players and are only revealed in combat.
Note that wearing mini-artifacts is a luxury.

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].

Elves ability = 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].

Barbarians ability = 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].

Dark elves ability = magic piercing

# 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: 10%+8%*[Dark elf skill level].

Demons ability = 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.

this is the other half ;)
Copy-past from 'About the Game' won't earn you a sticky.
closed by Shebali (2009-02-07 14:06:28)
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