Faction laws

Resource Riches I
1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Laws of the Hive
Requirements for unlocking higher‑level Laws are reduced by 2.

Mana Devour
Your heroes’ spells cost –1 mana.

Focus Reserves
4
Start each battle with +1 Focus Charge(s).

Hive Integration
Friendly creatures gain 1 Attack.

Hive Reception
Friendly creatures gain 1 Defense.

Hive Offsprings I
3
Summoned Fire Larvae deal +100% Damage on death.

Tax Collectors
Produces 250 Gold daily.

Mining: Crystals
Produces 1 Crystal(s) daily.

Hidden Desires
3
Your Hive heroes see exact information about neutral squads within … squares.

Elite Parasites
Parasite growth in your cities increases by 4. They gain 1 HP.

Elite Locusts
Locust growth in your cities increases by 4. They gain 1 Speed.

Elite Hornets
Hornet growth in your cities increases by 2. They gain 1 Initiative.

Resource Riches II
2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Natural Selection
4
External dwellings in an area that you control produce upgraded creatures.

Ancient Power
3
Primal spells of your heroes gain 1 level(s).

Elite Scorpions
Scorpion growth in your cities increases by 2. They gain 1 Morale and Luck.

Elite Reavers
Reaver growth in your cities increases by 1. They gain 1 Morale and 1 Luck.

Elite Waurmos
Waurms growth in your cities increases by 1. They gain 1 Morale and 1 Luck.

Hive Offsprings II
4
Summoned Fire Larvae attack twice.

Prosper and Flourish
External dwellings increase respective creature growth in the cities by 50%.

Beelzebub’s Gaze
3
Your Hive heroes see exact information about enemy heroes and cities within … squares.

Elite Hive Queens
Hive Queen growth in your cities increases by 1. They deal +5 Damage and gain 25 HP.

Great Conquest
When battling in the area you <b>do not</b> control, friendly creatures gain 2 Attack and Defense.

Evolve, Adapt, Overcome
Upgrading your Hive creatures costs –-10% Gold. Recruiting upgraded creatures is discounted by the same amount.

Resource Riches III
3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Hive Magic
Your heroes deal +10% Magic Damage.

No Compassion
The chance of Morale or Luck triggering for friendly creatures increases by 1% for each point of their Morale or Luck, respectively.

Infernal Rage
Friendly creatures deal +1 Damage.

Hive Offsprings III
5
Summoned Fire Larvae provoke adjacent enemies to attack them over other units.

Resource Riches I
1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Arcane Knowledge
6
Produces 500 Astrology points daily.

Leaders of the Nation
Your heroes generate +10% Law points.

Elite Troglodytes
Your Troglodytes deal 1.5 times more Damage when using their Fighting Style. Their min. Damage increases by 1.

Dungeon Masters I
3
Tier‑1 creature growth in your cities increases by 4.

Dragon Scales
Friendly creatures take –-5% Magic Damage.

Tax Collectors
Produces 250 Gold daily.

Mining: Gems
Produces 1 Gem(s) daily.

Alchemists Code I
4
Provides a one‑time allotment of 75 Alchemical Dust when enacted.

Elite Infiltrators
Your Infiltrators deal 1.5 times more Damage when using their Fighting Style. They gain 2 HP.

Elite Dancers
Your Onyx Dancers deal 1.5 times more Damage when using their Fighting Style. They gain 2 Attack and Defense.

Dungeon Masters II
3
Tier‑2 creature growth in your cities increases by 4.

Dungeon Masters III
3
Tier‑3 creature growth in your cities increases by 2.

Resource Riches II
2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Or No Ore?
Your buildings cost –-20% Ore to construct.

Jadame Maps
Your heroes gain 10 Movement points.

Spy Network
All external buildings and structures under your control gain +2 sight radius.

Elite Minotaurs
Your Minotaurs deal 1.5 times more Damage when using their Fighting Style. They gain 1 Speed and Initiative and deal +2 Damage.

Elite Medusae
Your Medusae deal 1.5 times more Damage when using their Fighting Style. They gain 1 Initiative and 4 Attack and Defense.

Tactical Advantage
5
All enemy creatures lose 1 Initiative.

Dungeon Masters IV
3
Tier‑4 creature growth in your cities increases by 2.

Merchants Guild
6
Eliminates all price markups in the Marketplace.

Triumvirate’s Agents
Your Dungeon heroes gain 1 to all attributes.

Alchemists Code II
4
Provides a one‑time allotment of 150 Alchemical Dust when enacted.

Peoples of Jadame
Your heroes’ Persuasion Power in Diplomacy increases by 10%.

Elite Hydras
Your Hydras deal 1.5 times more Damage when using their Fighting Style. They gain 1 Speed and 25 HP.

Dungeon Masters V
3
Tier‑5 creature growth in your cities increases by 1.

Dungeon Masters VI
3
Tier‑6 creature growth in your cities increases by 1.

Resource Riches III
3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Magical Education
5
Spells of your heroes gain 1 level(s).

Saturation
4
Your Focus Charge limit increases by 1.

Elite Cave Dragons
Your Cave Dragons deal 1.5 times more Damage, when using their Fighting Style. They gain 4 Attack and Defense and 1 Speed and Initiative.

Dungeon Masters VII
3
Tier‑7 creature growth in your cities increases by 1.

Resource Riches I
1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Training: Scouting
Your heroes gain 1 Sight radius.

Faith in Magic
2
Produces 250 Astrology points daily.

Elite Swordsmen
Swordsman growth in your cities increases by 4. They gain 2 Defense.

Elite Crossbowmen
Crossbowman growth in your cities increases by 4. They gain 2 Attack.

Inquisition Crusade
1
Friendly creatures deal +25% Damage to summoned enemy creatures.

Tax Collectors
Produces 500 Gold daily.

Mining: Gems
Produces 1 Gem(s) daily.

Heroes of Tales
Your heroes gain 1 Morale.

Elite Griffins
Griffin growth in your cities increases by 2. They gain 5 HP.

Elite Lightweavers
Lightweaver growth in your cities increases by 2. They deal +2 Damage.

Execute Excellence
All positive effects on friendly creatures last 1 additional round(s).

Swift Reflexes
5
Friendly creatures gain 1 Initiative.

Resource Riches II
2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Coinage Reform
Your sources of Gold produce +10% Gold.

Sun’s Grace
3
Daylight spells of your heroes gain 1 level(s).

Architect’s Mastery
6
You can construct +1 building(s) daily.

Elite Cavalry
Cavalry growth in your cities increases by 1. Their attacks ignore 5% of the target’s Defense and they gain 1 Speed.

Training: Melee Combat
Friendly creatures deal +5% and take –5% Melee Damage. This effect is doubled for non‑Temple friendly creatures.

Training: Range Combat
Friendly creatures deal +5% and take –5% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.

Training: Attack
Your heroes gain 2 Attack.

Training: Defense
Your heroes gain 2 Defense.

Training: Spell Power
Your heroes gain 2 Spell Power.

Training: Knowledge
Your heroes gain 2 Knowledge.

Elite Inquisitors
Inquisitor growth in your cities increases by 1. They ignore 5% of the enemy’s Attack and they gain 1 Speed.

Encouragement
The chance of Morale triggering for friendly creatures increases by 1% for each point of their Morale.

Vengeful Strike
Friendly creatures’ counterattacks deal +50% Damage.

Resource Riches III
3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Power of Faith
4
All your Temple heroes can learn any spells of any tier.

Elite Angels
Angel growth in your cities increases by 1. They gain 25% of their hero’s Attack and Defense as Attack and Defense.

Hero’s Blessing
6
Friendly creatures gain 25% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.

Sacred Lands
3
Friendly creatures are immune to negative effects when fighting on their Native Terrain.

Resource Riches I
1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Tax Collectors
3
Produces 500 Gold daily.

Knowledge is Power
Your heroes gain 1 Knowledge.

Elite Fauns
Faun growth in your cities increases by 2. They deal +50% Melee Damage.

Elite Hoplets
Hoplet growth in your cities increases by 2. They always deal maximum Damage.

Mining: Crystals
Produces 1 Crystal(s) daily.

Clear Sky
1
Produces 250 Astrology Points daily.

Folk Heroes
4
Your heroes cost –-40% Gold.

Elite Iriyads
Vine Iriyad growth in your cities increases by 2. They gain 5 HP.

Nature’s Wildness
Friendly creatures deal 25% more Damage with Lucky Strikes.

Veiled by the Trees
When battling in the area you control, friendly creatures gain 2 Attack and Defense.

Resource Riches II
2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Save the Forests
Your buildings cost –-20% Wood to construct.

Forest Magic
Each time you improve a Mage Guild in your Grove cities, +1 spell(s) is unlocked in the Observatory.

Woodland Resistance
4
Enemies can’t see detailed information about your armies. (When viewed, it shows random numbers of random Grove units.)

Elite Naiads
Naiad growth in your cities increases by 2. They gain 1 Speed and Initiative.

Nature’s Resolve
3
All negative effects on friendly creatures last 1 fewer round(s).

Fertile Ground
Creature growth of your external dwellings increases by +50%.

The Power of the Written Word
All temporary spells (scrolls, artifacts etc.) available to your heroes gain 1 level(s).

Natural Serenity
4
The cooldowns of all the battle spells of your heroes are reduced by 1 round(s).

Live roots
6
Enemy heroes can’t flee or surrender.

Elite Mancers
Herbomancer growth in your cities increases by 1. Their abilities cost –1 Focus Charge(s).

Elite Qilins
Qilin growth in your cities increases by 1. They deal +2 Damage.

Luck of the Fittest
Friendly creatures now have +1% Lucky Strike chance for each point of Luck.

Resource Riches III
3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Force of Nature
6
Your Heroic Strikes deal +10 basic Damage.

Children of the Wild
Your Grove heroes gain 1 sight radius and 10 Movement points.

Focus
3
Each round of battle, you generate 1 Focus Charge(s).

Elite Phoenixes
Phoenix growth in your cities increases by 1. Their maximum Damage increases by 10.

Fairy Tale
5
Your Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.

Sanctuary
5
The abilities of your Vine Iriyads, Naiads, Qilins and Phoenixes cost –1 Focus Charge(s).

Resource Riches I
1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Tax Collectors
Produces 250 Gold daily.

Animate Dead I
3
Your heroes gain 2% Necromancy Power.

Gifts of the Afterlife
Your heroes gain 1 Luck.

Elite Skeletons
Skeleton growth in your cities increases by 4. They gain 2 Attack and Defense.

Elite Wights
Wight growth in your cities increases by 4. Their minimum Damage increases by 1.

Black Death
Enemy creatures take +50% from Damage-over-time effects.

Mining: Mercury
Produces 1 Mercury daily.

Stand to the Death!
Your heroes gain 1 Defense.

Animate Dead II
3
Your heroes gain +250 maximum Necromantic Energy.

Laws of the Immortals
Your cities generate +20% Law points.

Elite Undead Pets
Undead Pet growth in your cities increases by 2. They gain 2 Initiative.

Elite Graverobbers
Graverobber growth in your cities increases by 2. They summon +50% units.

Death Equalizes All
4
Friendly creatures from different factions don’t decrease each other’s Morale.

Resource Riches II
2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Moon’s Grace
3
Nightshade spells of your heroes gain 1 level(s).

Animate Dead III
4
Your heroes gain 3% Necromancy Power.

Forbidden Alchemy
Your spell upgrades cost –-20% Alchemical Dust.

Elite Liches
Lich growth in your cities increases by 1. Their healing abilities restore 50% more HP.

Elite Dread Knights
Dread Knight growth in your cities increases by 1. Their maximum Damage increases by 6.

Bloodthirst
Vampirism of friendly creatures increases by 50%.

Free Death
Your Necropolis creatures cost –-10% Gold.

Terra Mortis
5
Your Necropolis heroes always battle on their Native Terrain.

Animate Dead IV
3
Your heroes gain +250 maximum Necromantic Energy.

Elite Vampires
Vampire growth in your cities increases by 1. They gain 25 HP.

Return to the Soil
Friendly creatures battling on their Native terrain gain 1 Speed.

Terror and Dread
The chance of Morale or Luck triggering for enemy creatures decreases by -1% for each point of their Morale or Luck, respectively.

Resource Riches III
3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Magic Absorption
6
The enemy loses 1 level(s) on all Magic School spells.

Animate Dead V
5
Your heroes gain 4% Necromancy Power.

Morituri te Salutant
4
Friendly creatures can make +1 counterattacks per round.

Death’s Presence
Enemy non‑Necropolis creatures deal –5% and take +5% Damage. Your non‑Necropolis creatures gain the opposite effect.

Resource Riches I
1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Inevitable Destruction
When destroying artifacts, you gain +10% Alchemical Dust.

Depths of Mind
Your Schism heroes restore +10% mana each morning.

Elite Ra’Shoth
Ra’Shoth growth in your cities increases by 4. They gain 1 Initiative.

Unfrozen Strength I
Tier‑1 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Frozen Homeland
Friendly creatures gain 1 Attack and Defense when they battle on their Native Terrain.

Tax Collectors
Produces 250 Gold daily.

Mining: Mercury
Produces 1 Mercury daily.

Generational Wisdom
Your heroes gain +10% XP.

Ice Power
Your heroes gain +1 Spell Power.

Elite Cultists
3
Cultist growth in your cities increases by 4. They deal +1 Damage.

Elite Aga’Shoth Riders
3
Aga’Shoth Rider growth in your cities increases by 2. They gain 5 HP.

Unfrozen Strength II
Tier‑2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Unfrozen Strength III
Tier‑3 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Resource Riches II
2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Otherworldly Magic
3
Arcane spells of your heroes gain 1 level.

Call of the Deep
Your Schism heroes’ spells and friendly creatures’ abilities summon +10% units.

Elite Grand Shoth
Grand Shoth growth in your cities increases by 2. They gain 1 Speed.

Unfrozen Strength IV
Tier‑4 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Cold Touch
All effects applied by your heroes and friendly creatures last 1 additional round(s).

Survival Conditions
Your cities produce +1 Wood and Ore.

Planar Explorers
Produces 250 Astrology points daily.

Absolute Zero
3
The cooldowns of all the battle spells of enemy heroes are increased by 1 round(s).

Cold Shoulder
6
You can use Involuntary Summons in your Schism cities twice per week.

Elite Concubi
3
Concubus growth in your cities increases by 1. They gain 4 Attack and Defense.

Elite Arbitrators
3
Arbitrator growth in your cities increases by 1. They deal +4 Damage.

Unfrozen Strength V
Tier‑5 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Unfrozen Strength VI
Tier‑6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Resource Riches III
3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Mind Freeze
4
Each round of battle, the enemy loses 1 Focus Charge(s).

The Abyss Stares Back
5
Your Schism heroes start each day with maximum Communion level.

The World is Ours
3
Friendly creatures treat all Terrains as Native.

Elite Abyssal Envoys
Abyssal Envoy growth in your cities increases by 1. They gain 3 Speed and Initiative.

Unfrozen strength VII
Tier‑7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Ice Storms
4
All enemy creatures lose 1 Speed and Initiative.