Descriptions of racial specials
*warning: information on this page is not official, but researched by running various test in game*
Dungeon Elements
The opposing elements are water-fire and air-earth.
How do elements behave?
- All creatures have only one element.
- All creatures of the same type have the same element.
- This element of a creature is a subject of change during battles and in the begin of each week.
- On day 1 each week the element may change seemingly randomly, but same type creature stacks always have identical element. For many creatures there seems to be preferred elements, that appear more frequently than other, but this is not confirmed.
An example how the elements of dungeon creatures change during six weeks
scout WWEWEW
assassin WAAWAW
blood maiden AWAWAA
blood fury AFWWAW
minotaur FFEFAF
minotaur guard AAAFAF
dark raider WFFEFE
grim raider WFEFEW
hydra WAEWWE
deep hydra EWWWAW
matron FEEEFE
matriarch EEWEFE
shadow dragon FFEFAA
black dragon FEFAEE - In battle, the opposite elements deal additional damage to each other. After it has occurred, both units (or only the target unit in case of elemental spell vs a creature case) get new elements assigned to them. Once again, its rules are either very complicated or, more likely, (semi)-random. For example (attacking unit listed before defending one, outcome is on the right side of the equation):
E+A = E+F
F+W = A+F
W+F = A+A
A+E = A+E
A+E = F+W
Creatures with double strike (like minotaur guards) have the elements changed after first hit.
When battle is over, original elements are restored, no matter how many times they were changed during the battle.
- On day 1 each week the element may change seemingly randomly, but same type creature stacks always have identical element. For many creatures there seems to be preferred elements, that appear more frequently than other, but this is not confirmed.
Damage bonus depends on the level of irresistible magic skill and presence of primal altar buildings in you towns.
Basic IM 5% bonus damage (no matter if done by creature or spell)
Advanced IM 10 %
Expert IM 15 %
Each altar of primal elements adds 10 % cumulatively.
Bonus damage = base damage * (0,05 * IM skill level + 0,1 * number of altars)
Result is truncated to integer (decimals are ignored and 15.99 means 15 damage)
Note: for spells I occasionally get 1 point less bonus damage than the equation gives. Thus, there may be something missing here.
Elemental damage is not affected by resistances and immunities. But the base damage is. For example when hitting golems and gremlins with circle of winter, golems take less elemental damage, due to resisting the original spell.
In combat log the bonus damage is listed first and then the total (base+bonus) is given.
Example
Good luck shines to black dragons and they deal 14429 damage. The hero is expert in irresistible magic and there are 3 towns with the primal altar built.
Bonus elemental damage = 14429 * (0.05 * 3 + 0.1 * 3 ) = 6493
Sylvan avenger
To get a creature into your avenger list you have to “kill two populations of it first”. This means that you must kill two basic weekly growth of it. For example: basic growth for all level 7 monsters is 1 and for level 6 monsters 2. To kills two “populations” you need to kill 2 level 7 and 4 level 6 monsters respectively. The creatures you let flee, do not count as killed.
Strange part starts when you deal with upgraded/basic creatures. It does not matter whether you kill 2 populations of the basic units, 2 populations of upgraded units or a mixture of them. In any case units come available for the avenger list. However, if you pick one of them as you favorite enemy, you do not deal additional damage to the other. For example by killing 2 angels and no archangels you can chose archangel as you favorite enemy, but by doing so, you will not have any bonus against angels.
Avenger skill gives 40% chance (avenger brotherhood building increases it by 10%) to deal double damage to you favorable enemies. The number of enemies a hero can have equals to the avenger skill level.
Haven Training
It does not matter whether you train a basic or upgraded troop, the cost is the same. You even do not need to upgrade the dwellings in order to train basic troops to higher tier. Trained troop always appears as non-upgraded unit.
Table of training cost. The cost is gold per each unit. For a stack, multiply the gold value with the stack size. Hall of heroes gives 40 % discount, trainer ability 10 % and together they give 46 %
base cost | hall of heroes | trainer ability | Hall of heroes + trainer ability | |
lvl 1 to archer | 150 | 90 | 135 | 81 |
lvl 2 to footman | 270 | 162 | 243 | 145 |
lvl 3 to cleric | 1950 | 1170 | 1755 | 1053 |
lvl 5 to cavalier | 3750 | 2250 | 3375 | 2025 |