Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem




In order to keep the law progression in check, Faction Laws are separated into tiers. Each Tier requires spending a sufficient amount of Seals to become available and offers more powerful bonuses compared to the previous Tier.
By default Law points are earned at the same rate as experience. There are subskills and laws that can further increase the amount of points you earn. Additionally, capturing external dwellings on the map will also reward you with Law points, allowing your secondary heroes to provide you with a steady supply of Seals in regular bursts. Your town halls generate a set amount of Law points every turn as well based on their upgrade level.
The aim of these faction laws and law points is to enhance each faction’s gameplay by allowing you to tap into various strengths a faction can have access to without making it overpowered from the very beginning. Factions Laws will require you to fight a lot of guards and explore the map quite a bit before they’re available to you. You’re also given the freedom of choice as there are multiple laws to choose from within each tier that you’ve already gained access to.
The Druids of Murmurwoods can expand their Focus Charge limit even further or make all of their units’ abilities require fewer Focus Charges. Another law makes it impossible for enemy heroes to flee or surrender in battle.
Others, such as Necropolis, may make their armies ignore morale penalties for mixing units from different factions or you can choose to make Necropolis heroes always fight on native terrain.
In the case of Dungeon - they become masters of trade and diplomacy by greatly improving their towns’ growth and getting perfect market rates. If you want a more offensive path you can also pick a law that increases the levels of your Dungeon heroes’ spells by 1.
Hive, has their laws tailored for aggressive expansion and can hire upgraded units from dwellings or gain huge bonuses in areas they do not control. They also have a unique law that allows your Hive heroes to see a lot more information about enemy heroes or cities!
Lastly, Schism’s laws focus largely on taking tools away from their enemies by draining their mana or to provide more utility in battles by summoning additional creatures in combat with spells or friendly creature abilities.

Loading
