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It's That Time of the Year Again~


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AuthorIt's That Time of the Year Again~
Hold control or ctrl :) and scroll your mouse back so you can't see what our typing, lol i can't see one word i'm tryoing but i'll stil manage :P take the risk
Everyone is so small :P i'm huge compared to use guys hah!! i'm gona mad about myself XD
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LoL
LoL
Knights
A very discrepant and one of the most short-living factions populating the Empire lands. While possessing rather weak magic, knights rely upon their physical strength and tactical planning. They use all kinds of cold steel skillfully, and their creatures' characteristics are relatively balanced and useful both in attack and defense. This universality often grants them victory in a majority of fights; however it requires a strategic mind. If you are a tactician by nature and prefer shrewdness and acute mind to brute force, then become a knight.

Namely people have brought the idea of betrayal, greediness and pettiness into the world of Lords of W&M. However, though other factions show unconcealed dislike for knights, the fact remains that they are a force to be taken into account.

Necromancers
An ancient and mighty faction, the undead forces make even the most experienced warriors' blood run cold. Their strong side is melee fight where an accent is made on attack. Being lords of death and masters of dark arts, necromancers possess such unique abilities as raising the dead and vampirism. The morale doesn’t apply to dead beings: it is impossible to encourage them by the prospective of victory nor to scare them with death. For beginners and those who hesitate about their choice, necromancers are a perfect faction.

The number and influence of servants of darkness are constantly growing. Turning their enemies to dust and ashes, necromancers inexorably pursue their main goal – to become the most powerful force of this world.

Wizards
Wizards are proud knowledge hunters, intending to seize in control the orders of the universe. Their society devoted itself to wisdom and knowledge. Wizards spend their lives studying and describing occult sciences. They rule over creatures who serve them and whom they either have summoned or brought to life with the help of magic. Their warriors are particularly strong in defense, and the magical spells of this faction are nearly the strongest. However, the combat strength of the wizards directly depends on the quantity of mana; lacking it can sometimes greatly restrain their actions. Wizard faction is perfect for patient players who like to play in defense, preferring to eliminate enemy’s troops on approach.

Wizards consider themselves to be a dominating race on the Empire lands. They don’t believe in the existence of supreme beings and think that, if enough energy in conducting researches and experiments is spent, one can achieve capabilities of Gods by oneself.

Elves
The representatives of this faction, often called first-born, are by rights considered to be the oldest and the wisest inhabitants of the Lords of W&M world. They spend the major part of their lives in forests where there is no need in force; the main thing is a good bow and keen eye. Nature endowed them one of the biggest values of initiative in the game, and their racial skill - favored enemy, that increases the chance of dealing critical damage, makes them very dangerous rivals at range. Elvish faction is mostly chosen by calm and steady players who enjoy creative and defensive style of the game.

Elves are beautiful and patient and live in close harmony with the Earth. They always follow their oldest traditions and are often thought of as unsociable, proud and absorbed by their problems.

Barbarians
Barbarians kept the foundations of their culture from ancient times to this day nearly unchanged. Might and swiftness are the basis of their nation. Perfect health and continuous perfection of their combat skills have always been the keystone to success. Besides, barbarians are the only faction able to resist magical spells. While possessing excellent attacking potential, they are liable to disorder and for that reason often lose when staying in defense. This faction fits mostly for implacable and aggressively disposed players.

Nowadays, barbarians have to put up with living in the neighborhood
with other races, however, the traditions of these warriors emphasize their indisputable superiority, so they will always struggle for domination.

Dark Elves
Their origin and history are mostly still a mystery; it is only well known that the separation of dark elves from the main elvish race stem occurred a long time ago. After joining the Darkness, dark elves settled down in the subterranean world, huge system of caves, grottos, passages and tunnels of both natural and artificial origin, stretched under all of the Empire's lands. Their fighters' favorite tactics is hit-and-run attack by small but strong groups with the support of the most skillful magicians. The model of dark elves’ society can be described as “war of everyone against everyone”, so such qualities as self-confidence and love for intrigues are inherent in players of this faction.

Arrogant, naturally sly and unprincipled, dark elves are gradually capturing the subterranean world, however, more and more power gained, their looks often turn to the surface in search of dominion…

Demons
Monsters of the underworld that fight for chaos, bloodshed and suffering during all their lives. The demon faction is hostile towards everything that lives. Their warriors are known for mindless cruelty on the battlefield, and their unique magic abilities allow them to call reinforcements from Inferno itself and bring down the fury of fire right upon their enemies. In battles, demon players are supposed to combine attacks with the assist of magic.

Demons are willing to burn the universe to ashes and plunge tormented world into everlasting darkness and destruction. Once this faction has already managed to occupy large territories of the Empire, but later the Inferno forces have been thrown back. Whether they can repeat, or even exceed this success – depends on you!
Besides the combat level, every character in game possesses four primary parameters: attack, defense, spell power and knowledge; and three additional parameters: luck, morale and initiative. Innate parameters of different factions are as follows:

Knights: defense +1
Necromancers: knowledge +1
Wizards: knowledge +1
Elves: initiative +3%
Barbarians: attack +1
Dark Elves: knowledge +1
Demons: attack +1

After gaining a new combat level you may increase any one of the primary parameters by 1.

Parameters and their description:

• Attack
Influences the damage of your character and all your armies.

• Defense
Determines the steadiness of your troops to physical attacks of the opponent's troops. Does not extend over magical spells.

• Spell Power
Influences the efficiency of spells you use. Increasing the spell power makes magical damage greater, spell effect duration longer, number of resurrected creatures larger etc.

• Knowledge
Determines the maximal reserve of character's mana.

• Luck
The greater this parameter is, the more probable it is to deal double damage to the opponent with physical attacks. Luck shouldn't be negative, or else the damage might become twice lower. Luck can befall any creature in combat.

• Morale
Determines the chance of the troops to get their turns faster, than their initiative allows, or, on the contrary, to miss turns. Morale only affects living creatures.

• Initiative
Influences the sequence of the troops' turns in combat.
for survive:
for survive:
for survive:
for coolahed:
for coolahed:
for filowarrior:
for filowarrior:
for filowarrior:

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Unique racial abilities

Faction

Required level

Required castle construction

Construction cost

Ability
Knight

3

Training chambers

[Gold] 3,500 [Wood] 10 [Ore] 5

Training
Necromancer

1

-

-

Necromancy
Wizard

3

Artifact foundry

[Gold] 1,000 [Crystals] 5

Mini-artifacts
Elf

3

Avengers' guild

[Gold] 2,500 [Wood] 5 [Crystals] 10

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 Barbari
# an 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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ournament agenda:

1) Tournaments are held 24 hours a day for several days, the info about upcoming or current tournaments can be viewed at the Tournaments page of the Battles menu.
2) Enlisting for challenges takes place in Periods, every half an hour at *:00 and *:30 minutes and lasts for 10 minutes.
3) The system arranges an opponent of the same level among other participants. If there is no opponent to be found, the lord is rejected from the current challenge automatically.
4) During any one tournament, two players can battle each other only once.
4.1) Multiple characters of one player are allowed to participate in one tournament, however, the player has to make sure they do not face each other in one combat. Thus, multiple characters of one level may not enlist in arena challenges during the same Period.
5) All tournament battles have rates for higher experience and skill points.
6) The system will not let a participant get transferred to the next combat level after reaching the necessary amount of experience. This feature allows the player to finish the tournament of his or her current combat level. The experience will still accumulate. However, if the player takes part in any combat aside the arena, that combat will level the lord up regardless of the combat results.
7) Players are allowed to participate in several tournaments (for different levels) within one tournament cycle. Obviously, the lord would need to reach the next combat level after finalizing his or her participation at the current one.
8) Winners of each tournament are determined by points gained; there are 3 awarding places in total. If there are several participants with equal amount of points that took awarding places, they will split up the reward.

Each tournament has its own limitations on allowed ammunition, total number of battles and defeats. Thus, if the player does not fit the ammunition requirements - he or she cannot enlist for tournament challenges. If the number of carried out or lost combats has reached the limit, the player cannot participate in the tournament at this particular combat level anymore.

Tournaments are divided into three classes by admitted ammunition:
1) "Unarmed". Lords can only enlist for challenges with no artifact equipped at all.
2) "Standard". Lords aren't admitted to the arena unless they have a minimum set of equipment which is determined by the sum of AP (ammunition points) of worn artifacts. Only shop artifacts are allowed. Enchanted artifacts (Enchanters' guild) are allowed, but the enchantments have no effect on this arena.
3) "Free-for-all". Lords can enlist regardless of the items they currently wear. Enchantments do have effect in these types of tournaments.
Types of tournaments

# Minor tournament
Duel type of battle is used for Minor tournament challenges. During the tournament, two characters can meet each other in the Arena only once. Each victory grants 1 point. Defeats or draws do not yield points.

# Blindfold tournament
Blindfold tournament uses blindfold battles as a template: 6 players, "every one for oneself" battle types, no chat, no character names or info.
Since 6 characters need to enlist in order to start a tournament combat, up to five last enlisted characters may be rejected. Those who enlisted earlier have better chances to get into battle.
Any given group of six participants can encounter in one combat only once. The first to leave the battlefield gets 0 points, the second - 1 point, and so forth with the winner being awarded 5 points.
Each character gains a new parameter for the duration of the tournament, which gives evidence of the player's tournament participation efficiency. This parameter is visible to every participant of any tournament combat. The formula for this parameter is
[efficiency] = [tournament points gained] / [number of tournament combats] / 5 * 100%.
If a player does not take offensive actions continuously, the troops begin to act independently. In order to reduce the probability of troops' waywardness or to regain control over independent ones, it is necessary to undertake military actions regarding an enemy.

# Survival tournament
This tournament is PVE-oriented. Players compete fighting off hordes of neutral creatures that attack them non-stop. The battles begin with characters in the middle of the Arena, like a thief ambush event. Swarm creatures come from all 4 sides in waves of 1-4 stacks. After a wave is destroyed, a next one, harder than the previous one appears. The number of waves is unlimited, thus, it is impossible to win the tournament combat; players compete in how long they survive and how much damage they deal to the swarm.
Each player has only seven attempts in total. The amount and order of ambushing neutrals is the same for all heroes of a given level. Therefore, for the duration of a Survival tournament it is impossible to view other players' combats or replays. Each player is rewarded according to his or her results not only at his or her combat level, but faction as well. Thus a perfect strategist would be able to win the tournament up to 7 times at any given level, if he or she gets the highest score with every faction attempted.
Results are not cumulative, only the highest score will be counted per faction.

# Throne Battle
This type of tournament allows players to practice controlling creatures recently introduced into the game. The combats occur without artifacts, talents, skills and Guild bonuses. Each character of one faction will have an exact same appearance including army sets, regardless of the combat level, their parameters also being absolutely same. Characters of combat level 5 and above can take part in such tournament.
Due to such combats being unbalanced, there are no prizes set nor winners registered. The purpose of this tournament is solely trying the new creatures in play and having fun.

After the tournament is over, the results are processed, winners defined and rewards distributed.
I. Minor Tournament
1) Empire sets the basic prize for every tournament.
2) The basic prize can consist of gold, artifacts and diamonds.
3) Half of all admission fees are added to the basic prize.
4) The other half of admission fees make up the incentive prize.
5) Lords with maximum amount of victories split up the basic prize evenly.
6) Lords with n-1 and n-2 victories get the 60% and 40% of the incentive prize respectively, where "n" is the maximum amount of victories achieved by any one player in the tournament of a certain level.

II. Blindfold Tournament
1) Empire sets a basic prize and an incentive prize for every tournament.
2) The basic prize can consist of gol
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Hello x-hunter
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