Faction |
Required level |
Required castle construction |
Construction cost |
Ability |
||
Knights Holy knight |
3 5 |
Training chambers - |
- |
Training True light |
||
Necromancers Unholy necromancer |
1 5 |
- |
- |
Necromancy Master animator |
||
Wizards Battlewise wizard |
3 5 |
Artifact foundry - |
- |
Mini-artifacts Dominion of magic |
||
Elves Charmer Elf |
3 5 |
Avengers' guild - |
- |
Favoured enemy Forest energy |
||
Barbarian Shadow Barbarian Fury Barbarian |
1 5 5 |
- |
- |
Combat readiness Tribal spirit |
||
Dark elves Tamer Dark Elves |
1 5 |
- |
- |
Dark barrier Summon dungeon creatures |
||
Demons Darkness demon |
1 5 |
- |
- |
Gating Pervasive darkness |
||
Tribals
| 1
| -
| -
| Tribal spirit |
||
Dwarves Fire dwarf |
3 5 |
School of Rune magic - |
- |
Rune magic Sorcery |
||
Pharaohs |
1 |
- |
- |
Shining of Moon and Sun |
Faction skill level |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
Recruitable reserve |
7 |
12 |
18 |
25 |
40 |
65 |
95 |
130 |
170 |
210 |
250 |
290 |
330 |
370 |
410 |
Wizard's FSL |
||||||
0 |
1 |
1 |
- |
- |
- |
1 |
1 |
1 |
2 |
- |
1 |
- |
2 |
2 |
2 |
3 |
- |
1 |
- |
3 |
3 |
2 |
3 |
- |
2 |
1 |
4 |
4 |
3 |
4 |
1 |
2 |
1 |
5 |
5 |
4 |
4 |
1 |
3 |
1 |
6 |
6 |
5 |
5 |
1 |
3 |
1 |
7 |
7 |
6 |
6 |
1 |
4 |
2 |
8 |
8 |
6 |
6 |
2 |
4 |
2 |
9 |
9 |
7 |
7 |
2 |
5 |
2 |
10 |
10 |
8 |
8 |
2 |
5 |
2 |
11 |
11 |
9 |
9 |
2 |
6 |
2 |
12 |
12 |
10 |
10 |
2 |
6 |
2 |
13 |
13 |
11 |
11 |
2 |
6 |
2 |
14 |
14 |
12 |
12 |
2 |
6 |
2 |
15 |
one bonus | ||
two bonuses (requires combat level 5) | ||
three bonuses (requires combat level 9) | ||
four bonuses (not available) |
Event on the battlefield | Spirit points |
General events | |
Enemy stack perishes, all stacks gain | +20 |
Allied stack perishes, all stacks gain | +30 |
Allied stack perishes, tribal creature has 'Rage' ability | +60 |
Shadow barbarian lord casts a Darkness spell all stacks gain | +40 |
Tribal lord performs a ritual (depends on level: 1-3) all stacks gain | +20/+30/+40 |
Creature actions | |
Melee attack | +100 |
Ranged attack | +50 |
Cast a spell on an enemy | +40 |
Perform 'Sacrifice goblin'/'Devour goblin' | +60 |
Defend | –60 |
Wait | –100 |
Skip a turn due to low morale | –80 |
Flee through 'Cowardice' | –100 |
Creature under the effect of 'Berserker' | all TS gained x2 |
Actions towards a creature | |
Become target of 'Delay', 'Curse' 'Decay', 'Weakness' 'Disruption ray' | +10 |
Become target of 'Confusion' | –8 |
'Confusion' of Dark sybils and Genies | –6 |
Blinded | 0 |
Feared | –100 |
Hypnotized, controlled | –50 |
Stunned, knocked | –20 |
Triumph of death | –40 |
Life drained, infecting strike suffered | –90 |
Tribal lord performs 'Tribute to Spirits' | +10*CL |
Creature | Tribal spirit lvl 1 200 spirit points |
Tribal spirit lvl 2 500 spirit points |
Tribal spirit lvl 3 1000 spirit points |
Tribal goblins | +1 | +3 No 'Treachery' | 'No retaliation' |
Goblin trappers | +2 | +3 'Mayhem' |
|
Goblin shamans | +1 +3 |
+1 'Purge' |
'No retaliation' 'Hexing attack' |
Centaurs | +3 | +2 | 'Precision' |
Tempered centaurs | +7 |
||
Centaur outriders | +7 +4 |
||
Invaders | +1 +5 | +3 | 'Stun' |
Enforcers | +2 +5 | ||
Protectors | +1 +6 | ||
Shamans | +2 | +7 | +15 |
Sky shamans | +8 x2 | x4 | |
Earth shamans | +3 | +3 | +7 |
Commanders | +1 +2 | +10 | 'Double strike' |
Warlords | +1 +3 | ||
Chieftains | +1 +2 | +7 | |
Tamed wyverns | No 'Tribal spirit'. | ||
Venomous wyverns | |||
Tribal cyclops | +5 | 'Intimidation aura' | 'Fear attack' |
Unfettered cyclops | |||
Tribal beholders |
Creatures | Tribal spirit lvl 1 200 spirit points |
Tribal spirit lvl 2 500 spirit points |
Tribal spirit lvl 3 1000 spirit points |
Goblins | +1 | +2 | 'No retaliation' |
Goblin warlocks | +3 | +2 | |
Goblin archers | +2 +1 |
'Precision' | |
Wolf Riders | +3 | +1 | +1 |
Boar riders | 'Stun' | ||
Hyena riders | +2 | +2 | +2 |
Orcs | +2 +2 | +1 | +3 |
Orc shamans | +2 +3 | +5 | |
Orc tyrants | +3 +2 | +1 +1 | |
Ogres | +10 +4 | +1 | +2 +1 |
Ogre trophy-hunters | +15 +5 |
+5 | +3 +2 |
Ogre shamans | +5 +5 | +1 +2 | +2 +5 |
Rocs | +2 | +7 | +15 +1 |
Dark rocs | +7 'Immune to mind control' | ||
Firebirds | +3 | +10 | +20 +1 |
Cyclops | +5 +5 | +8 | +3 |
Cyclop generals | +7 +7 | +10 | +4 |
Cyclops shamans |
+8 +8 x2 |
+12 +1 x4 | |
Behemoths | +7 |
+20 | +15 +10 |
Infuriated behemoths | +30 'Fear attack' | ||
Cursed behemoths | +40 | +8 'Fear attack' | +15 +12 |
Magic Guild |
Summon creatures |
1 |
|
2 |
|
3 |
|
4 |
Rune of Crusade. Requires faction skill level 1 Upon reaching FSL 11 you’ll get an additional rune of this type to use in one combat. Upon its next attack, the stack which has this rune applied will hit its target twice. This rune can only be used after at least one creature from the stack has perished. More specifically, the current amount of creatures in stack should be lower than the initial amount of creatures in the very same stack at the beginning of combat). The effect of this rune is removed right after the first melee/ranged attack of the creature. Retaliation does not remove the effect of this rune. If the creature kills its target with its first hit, the effect is also not removed. | |
Rune of Agility. Requires faction skill level 2 Upon reaching FSL 12 you’ll get an additional rune of this type to use in one combat. Speed of the stack affected by this rune becomes doubled. The effect of the rune is removed right after the affected creature finishes its turn (even if that stack skips its turn by either waiting or defending). | |
Rune of Exorcism. Requires faction skill level 3 Upon reaching FSL 13 you’ll get an additional rune of this type to use in one combat. Activation of this rune removes all Darkness magic spells that can be removed by the “Dispersion” spell from the stack affected. | |
Rune of Magical Attraction. Requires faction skill level 4 Upon reaching FSL 14 you’ll get an additional rune of this type to use in one combat. When a creature affected by this rune attacks the targeted enemy stack it “steals” a random Holy magic spell from it if available. The spell is removed from the target and is applied to the attacker for the same duration as it was on the target. The effect of the rune is removed right after the creature completes its attack. Retaliation does not remove the effect of this rune. If the target doesn’t have any Holy magic spell effects on it, the use of this rune is wasted. | |
Rune of Elemental Immunity. Requires faction skill level 5 The stack affected by this rune becomes immune to damage of 2 random elements out of: Fire, Water, Air, Earth. The creature that activates this rune is under its effect until end of combat. If the lord has “Spare rune” talent learned, this rune can be used again on a different stack, the effect not necessarily granting immunity from the same element. | |
Rune of Intangibility. Requires faction skill level 6 For one full turn (duration between two consecutive turns of a creature with initiative 10) the creature that activates this rune becomes incorporeal. The effect is removed upon/before the creature’s next turn. In other words, the effect will be removed upon their next turn for creatures with initiative more or equal to 10; the effect will be removed before their next turn for creatures with initiative less than 10. | |
Rune of Resurrection. Requires faction skill level 7 The stack that activates this rune will recover 40% of its perished creatures. In other words, the number of resurrected creatures equals 0.4 * (initial number of the creatures in stack minus current number of the creatures in stack). The result is rounded down. For example, there were 100 creatures in the stack at the beginning of combat. By the time the rune is activated their numbers were reduced to 10. With this rune's activation, (100-10)*0.4=36 creatures will be resurrected. After applying the rune, the stack will count 10+36=46 creatures. Keep in mind that this rune recovers 40% of the number of creatures, not 40% of their total HP. So for example, the stack that initially had 10 creatures and had 2 of them perished, cannot have any resurrected with activation of this rune (40% of 2 is 0.8 which is rounded down to 0), regardless of the amount of the last creature’s HP left in that stack. | |
Rune of Stunning Might. Requires faction skill level 8 Whenever the stack under effect of this rune attacks or retaliates, there's a chance that the target loses all accumulated initiative, i.e. is thrown back to the end of the initiative bar. The probability of this triggering depends on the total relative HP of the target and the stack that has this rune activated. The effect of this rune is removed only in case of its successful trigger (when the target eventually is thrown back to the end of the initiative bar). | |
Rune of Retribution. Requires faction skill level 9 When the stack with this rune's effect attacks, it will hit all creatures adjacent to the tile its original target stands on. This attack is not retaliated. This effect is removed right after the attack (or a number of attacks if the creature that has this rune activated attacks multiple targets). Ranged attacks by stacks with this rune's effect will have it wasted. If the creature under this rune's effect retaliates, the effect does not trigger and is not removed. | |
Rune of Dwarven Divinity. Requires faction skill level 10 For one full turn (duration between two consecutive turns of a creature with initiative 10) the creature that activates this rune gains +100% to its basic Attack and Defense parameters and takes 50% less elemental damage. This effect is removed upon/before the next turn of that creature. The +100% Attack and Defense bonus is calculated from the creature’s original stats, so hero's stats and faction skill level bonus is not taken to account. For example, a lord with 20 Attack and 20 Defense and faction skill 10 has a stack of berserkers for which original Attack and Defense are 7. Those berserkers will have 35 Attack and 35 Defense in combat. When this stack activates the Rune of Dwarven Divinity its Attack and Defense parameters are increased by +7 each, so after activating this rune, its final parameters will be 42 Attack and 42 Defense. The bonus of -50% elemental damage taken stacks with all other similar effects in the usual (commutative) manner. This rune cannot be applied to Lava and Magma dragons. |