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Authorskill point
i am a dark elf and every time that i finis a battle i see that i get skill point i want to know what this skill point do?
Those are your faction skill points.

Please refer to this page:L https://www.lordswm.com/help.php?section=38
for details

And here: https://www.lordswm.com/help.php?section=10
under Racial Skill Points for the other benefits and rank table
you can pliz said me because i dont spik englis so good
They are skill points which increase your faction's skill. the more you get, the more benefits you will get for your troops of that faction and the better your faction's skill will be.

Each faction has a different ability
ok you can pliz send me what the dark elp factions do or what evrey factions do pliz and thanks
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].
This is all of them


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.

Mini-artifacts
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].

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 ev
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