Faction Laws
An interactive law tree for the factions of Heroes of Might and Magic: Olden Era. Plan your upgrade order in advance: open laws tier by tier, count law points and see how many weeks it takes to reach the law you want. Every law of all six factions.
Clicking a law adds its next level. Remove a step from the list on the right.
- I 1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
- I 3
Your heroes gain 1 Sight radius.
- II 3
Your heroes gain 2 Sight radius.
- I 2
Produces 250 Astrology points daily.
- I 3
Swordsman growth in your cities increases by 4. They gain 2 Defense.
- II 2
Swordsman growth in your cities increases by 4. They gain 4 Defense.
- I 3
Crossbowman growth in your cities increases by 4. They gain 2 Attack.
- II 2
Crossbowman growth in your cities increases by 4. They gain 4 Attack.
- I 1
Friendly creatures deal +25% Damage to summoned enemy creatures.
- I 3
Produces 500 Gold daily.
- II 3
Produces 1000 Gold daily.
- I 2
Produces 1 Gem(s) daily.
- II 2
Produces 2 Gem(s) daily.
- I 2
Your heroes gain 1 Morale.
- II 2
Your heroes gain 2 Morale.
- I 3
Griffin growth in your cities increases by 2. They gain 5 HP.
- II 2
Griffin growth in your cities increases by 2. They gain 10 HP.
- I 3
Lightweaver growth in your cities increases by 2. They deal +2 Damage.
- II 2
Lightweaver growth in your cities increases by 2. They deal +4 Damage.
- I 3
All positive effects on friendly creatures last 1 additional round(s).
- II 3
All positive effects on friendly creatures last 2 additional round(s).
- I 5
Friendly creatures gain 1 Initiative.
- I 2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
- I 4
Your sources of Gold produce +10% Gold.
- II 4
Your sources of Gold produce +20% Gold.
- I 3
Daylight spells of your heroes gain 1 level(s).
- I 6
You can construct +1 building(s) daily.
- I 3
Cavalry growth in your cities increases by 1. Their attacks ignore 5% of the target’s Defense and they gain 1 Speed.
- II 2
Cavalry growth in your cities increases by 1. Their attacks ignore 10% of the target’s Defense and they gain 1 Speed.
- I 3
Friendly creatures deal +5% and take –5% Melee Damage. This effect is doubled for non‑Temple friendly creatures.
- II 3
Friendly creatures deal +10% and take –10% Melee Damage. This effect is doubled for non‑Temple friendly creatures.
- I 3
Friendly creatures deal +5% and take –5% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
- II 3
Friendly creatures deal +10% and take –10% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
- I 3
Your heroes gain 2 Attack.
- II 3
Your heroes gain 4 Attack.
- I 3
Your heroes gain 2 Defense.
- II 3
Your heroes gain 4 Defense.
- I 3
Your heroes gain 2 Spell Power.
- II 3
Your heroes gain 4 Spell Power.
- I 3
Your heroes gain 2 Knowledge.
- II 3
Your heroes gain 4 Knowledge.
- I 3
Inquisitor growth in your cities increases by 1. They ignore 5% of the enemy’s Attack and they gain 1 Speed.
- II 2
Inquisitor growth in your cities increases by 1. They ignore 10% of the enemy’s Attack and they gain 1 Speed.
- I 1
The chance of Morale triggering for friendly creatures increases by 1% for each point of their Morale.
- II 1
The chance of Morale triggering for friendly creatures increases by 2% for each point of their Morale.
- III 1
The chance of Morale triggering for friendly creatures increases by 3% for each point of their Morale.
- I 3
Friendly creatures’ counterattacks deal +50% Damage.
- II 3
Friendly creatures’ counterattacks deal +100% Damage.
- I 3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
- I 4
All your Temple heroes can learn any spells of any tier.
- I 3
Angel growth in your cities increases by 1. They gain 25% of their hero’s Attack and Defense as Attack and Defense.
- II 2
Angel growth in your cities increases by 1. They gain 50% of their hero’s Attack and Defense as Attack and Defense.
- I 6
Friendly creatures gain 25% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.
- I 3
Friendly creatures are immune to negative effects when fighting on their Native Terrain.
- I 1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
- I 6
Produces 500 Astrology points daily.
- I 2
Your heroes generate +10% Law points.
- II 2
Your heroes generate +10% Law points.
- I 3
Your Troglodytes deal 1.5 times more Damage when using their Fighting Style. Their min. Damage increases by 1.
- II 2
Your Troglodytes deal 1.5 times more Damage when using their Fighting Style. Their min. Damage increases by 2.
- I 3
Tier‑1 creature growth in your cities increases by 4.
- I 2
Friendly creatures take –5% Magic Damage.
- II 2
Friendly creatures take –10% Magic Damage.
- III 2
Friendly creatures take –15% Magic Damage.
- I 2
Produces 250 Gold daily.
- II 2
Produces 500 Gold daily.
- I 2
Produces 1 Gem(s) daily.
- II 2
Produces 2 Gem(s) daily.
- I 4
Provides a one‑time allotment of 75 Alchemical Dust when enacted.
- I 3
Your Infiltrators deal 1.5 times more Damage when using their Fighting Style. They gain 2 HP.
- II 2
Your Infiltrators deal 1.5 times more Damage when using their Fighting Style. They gain 4 HP.
- I 3
Your Onyx Dancers deal 1.5 times more Damage when using their Fighting Style. They gain 2 Attack and Defense.
- II 2
Your Onyx Dancers deal 1.5 times more Damage when using their Fighting Style. They gain 4 Attack and Defense.
- I 3
Tier‑2 creature growth in your cities increases by 4.
- I 3
Tier‑3 creature growth in your cities increases by 2.
- I 2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
- I 3
Your buildings cost –20% Ore to construct.
- II 3
Your buildings cost –40% Ore to construct.
- I 5
Your heroes gain 10 Movement points.
- II 5
Your heroes gain 20 Movement points.
- I 2
All external buildings and structures under your control gain +2 sight radius.
- II 2
All external buildings and structures under your control gain +4 sight radius.
- III 2
All external buildings and structures under your control gain +6 sight radius.
- I 3
Your Minotaurs deal 1.5 times more Damage when using their Fighting Style. They gain 1 Speed and Initiative and deal +2 Damage.
- II 2
Your Minotaurs deal 1.5 times more Damage when using their Fighting Style. They gain 1 Speed and Initiative and deal +4 Damage.
- I 3
Your Medusae deal 1.5 times more Damage when using their Fighting Style. They gain 1 Initiative and 4 Attack and Defense.
- II 2
Your Medusae deal 1.5 times more Damage when using their Fighting Style. They gain 2 Initiative and 4 Attack and Defense.
- I 5
All enemy creatures lose 1 Initiative.
- I 3
Tier‑4 creature growth in your cities increases by 2.
- I 6
Eliminates all price markups in the Marketplace.
- I 4
Your Dungeon heroes gain 1 to all attributes.
- II 4
Your Dungeon heroes gain 2 to all attributes.
- I 4
Provides a one‑time allotment of 150 Alchemical Dust when enacted.
- I 3
Your heroes’ Persuasion Power in Diplomacy increases by 10%.
- II 3
Your heroes’ Persuasion Power in Diplomacy increases by 20%.
- I 3
Your Hydras deal 1.5 times more Damage when using their Fighting Style. They gain 1 Speed and 25 HP.
- II 2
Your Hydras deal 1.5 times more Damage when using their Fighting Style. They gain 2 Speed and 25 HP.
- I 3
Tier‑5 creature growth in your cities increases by 1.
- I 3
Tier‑6 creature growth in your cities increases by 1.
- I 3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
- I 5
Spells of your heroes gain 1 level(s).
- I 4
Your Focus Charge limit increases by 1.
- I 3
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.
- II 2
Your Cave Dragons deal 1.5 times more Damage, when using their Fighting Style. They gain 8 Attack and Defense and 2 Speed and Initiative.
- I 3
Tier‑7 creature growth in your cities increases by 1.
- I 1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
- I 1
Requirements for unlocking higher‑level Laws are reduced by 2.
- II 1
Requirements for unlocking higher‑level Laws are reduced by 4.
- I 2
Your heroes’ spells cost –1 mana.
- II 2
Your heroes’ spells cost –2 mana.
- III 2
Your heroes’ spells cost –3 mana.
- I 2
Friendly creatures gain 1 Attack.
- II 2
Friendly creatures gain 2 Attack.
- III 2
Friendly creatures gain 3 Attack.
- I 2
Friendly creatures gain 1 Defense.
- II 2
Friendly creatures gain 2 Defense.
- III 2
Friendly creatures gain 3 Defense.
- I 3
Summoned Fire Larvae deal +100% Damage on death.
- I 2
Produces 250 Gold daily.
- II 2
Produces 500 Gold daily.
- III 2
Produces 750 Gold daily.
- I 2
Produces 1 Crystal(s) daily.
- II 2
Produces 2 Crystal(s) daily.
- I 4
Start each battle with +1 Focus Charge(s).
- I 3
Parasite growth in your cities increases by 4. They gain 1 HP.
- II 2
Parasite growth in your cities increases by 4. They gain 2 HP.
- I 3
Locust growth in your cities increases by 4. They gain 1 Speed.
- II 2
Locust growth in your cities increases by 4. They gain 2 Speed.
- I 3
Hornet growth in your cities increases by 2. They gain 1 Initiative.
- II 2
Hornet growth in your cities increases by 2. They gain 2 Initiative.
- I 2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
- I 3
Primal spells of your heroes gain 1 level(s).
- I 3
Scorpion growth in your cities increases by 2. They gain 1 Morale and Luck.
- II 2
Scorpion growth in your cities increases by 2. They gain 3 Morale and Luck.
- I 3
Reaver growth in your cities increases by 1. They gain 1 Morale and 1 Luck.
- II 2
Reaver growth in your cities increases by 1. They gain 5 Morale and 1 Luck.
- I 3
Waurms growth in your cities increases by 1. They gain 1 Morale and 1 Luck.
- II 2
Waurms growth in your cities increases by 1. They gain 5 Morale and 1 Luck.
- I 4
Summoned Fire Larvae attack twice.
- I 5
Upgrading your Hive creatures costs –10% Gold. Recruiting upgraded creatures is discounted by the same amount.
- II 5
Upgrading your Hive creatures costs –20% Gold. Recruiting upgraded creatures is discounted by the same amount.
- I 4
External dwellings in an area that you control produce upgraded creatures.
- I 3
Your Hive heroes see exact information about enemy heroes and cities within [ 3 × hero’s sight ] squares.
- I 3
Hive Queen growth in your cities increases by 1. They deal +5 Damage and gain 25 HP.
- II 2
Hive Queen growth in your cities increases by 1. They deal +10 Damage and gain 50 HP.
- I 2
When battling in the area you do not control, friendly creatures gain 2 Attack and Defense.
- II 2
When battling in the area you do not control, friendly creatures gain 4 Attack and Defense.
- III 2
When battling in the area you do not control, friendly creatures gain 6 Attack and Defense.
- I 3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
- I 4
External dwellings increase respective creature growth in the cities by 50%.
- II 4
External dwellings increase respective creature growth in the cities by 100%.
- I 3
Your heroes deal +10% Magic Damage.
- II 3
Your heroes deal +20% Magic Damage.
- III 3
Your heroes deal +30% Magic Damage.
- I 4
Friendly creatures deal +1 Damage.
- II 4
Friendly creatures deal +2 Damage.
- I 3
The chance of Morale or Luck triggering for friendly creatures increases by 1% for each point of their Morale or Luck, respectively.
- II 3
The chance of Morale or Luck triggering for friendly creatures increases by 2% for each point of their Morale or Luck, respectively.
- III 3
The chance of Morale or Luck triggering for friendly creatures increases by 3% for each point of their Morale or Luck, respectively.
- I 5
Summoned Fire Larvae provoke adjacent enemies to attack them over other units.
- I 1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
- I 3
Produces 500 Gold daily.
- I 2
Your heroes gain 1 Knowledge.
- II 2
Your heroes gain 2 Knowledge.
- III 2
Your heroes gain 3 Knowledge.
- I 3
Faun growth in your cities increases by 2. They deal +50% Melee Damage.
- II 2
Faun growth in your cities increases by 4. They deal +50% Melee Damage.
- III 1
Faun growth in your cities increases by 6. They deal +50% Melee Damage.
- I 3
Hoplet growth in your cities increases by 2. They always deal maximum Damage.
- II 2
Hoplet growth in your cities increases by 4. They always deal maximum Damage.
- III 1
Hoplet growth in your cities increases by 6. They always deal maximum Damage.
- I 2
Produces 1 Crystal(s) daily.
- II 2
Produces 2 Crystal(s) daily.
- I 1
Produces 250 Astrology Points daily.
- I 4
Your heroes cost –40% Gold.
- I 3
Vine Iriyad growth in your cities increases by 2. They gain 5 HP.
- II 2
Vine Iriyad growth in your cities increases by 2. They gain 10 HP.
- III 1
Vine Iriyad growth in your cities increases by 2. They gain 15 HP.
- I 2
Friendly creatures deal 25% more Damage with Lucky Strikes.
- II 2
Friendly creatures deal 50% more Damage with Lucky Strikes.
- I 2
When battling in the area you control, friendly creatures gain 2 Attack and Defense.
- II 2
When battling in the area you control, friendly creatures gain 4 Attack and Defense.
- III 2
When battling in the area you control, friendly creatures gain 6 Attack and Defense.
- I 2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
- I 2
Your buildings cost –20% Wood to construct.
- II 2
Your buildings cost –40% Wood to construct.
- I 4
Each time your improve a Mage Guild in your Grove cities, +1 spell(s) is unlocked in the Observatory.
- II 4
Each time your improve a Mage Guild in your Grove cities, +2 spell(s) is unlocked in the Observatory.
- I 4
Enemies can’t see detailed information about your armies. (When viewed, it shows random numbers of random Grove units.)
- I 3
Naiad growth in your cities increases by 2. They gain 1 Speed and Initiative.
- II 2
Naiad growth in your cities increases by 2. They gain 2 Speed and Initiative.
- III 1
Naiad growth in your cities increases by 2. They gain 3 Speed and Initiative.
- I 3
All negative effects on friendly creatures last 1 fewer round(s).
- I 4
Creature growth of your external dwellings increases by +50%.
- II 4
Creature growth of your external dwellings increases by +100%.
- I 4
All temporary spells (scrolls, artifacts etc.) available to your heroes gain 1 level(s).
- II 4
All temporary spells (scrolls, artifacts etc.) available to your heroes gain 2 level(s).
- III 4
All temporary spells (scrolls, artifacts etc.) available to your heroes gain 3 level(s).
- I 4
The cooldowns of all the battle spells of your heroes are reduced by 1 round(s).
- I 6
Enemy heroes can’t flee or surrender.
- I 3
Herbomancer growth in your cities increases by 1. Their abilities cost –1 Focus Charge(s).
- II 2
Herbomancer growth in your cities increases by 2. Their abilities cost –1 Focus Charge(s).
- III 1
Herbomancer growth in your cities increases by 3. Their abilities cost –1 Focus Charge(s).
- I 3
Qilin growth in your cities increases by 1. They deal +2 Damage.
- II 2
Qilin growth in your cities increases by 1. They deal +4 Damage.
- III 1
Qilin growth in your cities increases by 1. They deal +6 Damage.
- I 2
Friendly creatures now have +1% Lucky Strike chance for each point of Luck.
- II 2
Friendly creatures now have +2% Lucky Strike chance for each point of Luck.
- III 2
Friendly creatures now have +3% Lucky Strike chance for each point of Luck.
- I 3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
- I 6
Your Heroic Strikes deal +10 basic Damage.
- I 2
Your Grove heroes gain 1 sight radius and 10 Movement points.
- II 2
Your Grove heroes gain 2 sight radius and 20 Movement points.
- I 3
Each round of battle, you generate 1 Focus Charge(s).
- I 3
Phoenix growth in your cities increases by 1. Their maximum Damage increases by 10.
- II 2
Phoenix growth in your cities increases by 1. Their maximum Damage increases by 15.
- III 1
Phoenix growth in your cities increases by 1. Their maximum Damage increases by 20.
- I 5
Your Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.
- I 5
The abilities of your Vine Iriyads, Naiads, Qilins and Phoenixes cost –1 Focus Charge(s).
- I 1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
- I 2
Produces 250 Gold daily.
- II 2
Produces 500 Gold daily.
- I 3
Your heroes gain 2% Necromancy Power.
- I 2
Your heroes gain 1 Luck.
- II 2
Your heroes gain 2 Luck.
- III 2
Your heroes gain 3 Luck.
- I 3
Skeleton growth in your cities increases by 4. They gain 2 Attack and Defense.
- II 2
Skeleton growth in your cities increases by 8. They gain 2 Attack and Defense.
- I 3
Wight growth in your cities increases by 4. Their minimum Damage increases by 1.
- II 2
Wight growth in your cities increases by 8. Their minimum Damage increases by 1.
- I 2
Enemy creatures take +50% from Damage-over-time effects.
- II 2
Enemy creatures take +100% from Damage-over-time effects.
- I 2
Produces 1 Mercury daily.
- II 2
Produces 2 Mercury daily.
- I 2
Your heroes gain 1 Defense.
- II 2
Your heroes gain 2 Defense.
- III 2
Your heroes gain 3 Defense.
- I 3
Your heroes gain +250 maximum Necromantic Energy.
- I 2
Your cities generate +20% Law points.
- II 2
Your cities generate +40% Law points.
- III 2
Your cities generate +60% Law points.
- I 3
Undead Pet growth in your cities increases by 2. They gain 2 Initiative.
- II 2
Undead Pet growth in your cities increases by 4. They gain 2 Initiative.
- I 3
Graverobber growth in your cities increases by 2. They summon +50% units.
- II 2
Graverobber growth in your cities increases by 4. They summon +50% units.
- I 4
Friendly creatures from different factions don’t decrease each other’s Morale.
- I 2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
- I 3
Nightshade spells of your heroes gain 1 level(s).
- I 4
Your heroes gain 3% Necromancy Power.
- I 2
Your spell upgrades cost –20% Alchemical Dust.
- II 1
Your spell upgrades cost –30% Alchemical Dust.
- III 1
Your spell upgrades cost –40% Alchemical Dust.
- I 3
Lich growth in your cities increases by 1. Their healing abilities restore 100% more HP.
- II 2
Lich growth in your cities increases by 2. Their healing abilities restore 100% more HP.
- I 3
Dread Knight growth in your cities increases by 1. Their maximum Damage increases by 6.
- II 2
Dread Knight growth in your cities increases by 2. Their maximum Damage increases by 6.
- I 3
Vampirism of friendly creatures increases by 50%.
- II 3
Vampirism of friendly creatures increases by 100%.
- I 3
Your Necropolis creatures cost –10% Gold.
- II 2
Your Necropolis creatures cost –15% Gold.
- III 2
Your Necropolis creatures cost –20% Gold.
- I 5
Your Necropolis heroes always battle on their Native Terrain.
- I 3
Your heroes gain +250 maximum Necromantic Energy.
- I 3
Vampire growth in your cities increases by 1. They gain 25 HP.
- II 2
Vampire growth in your cities increases by 2. They gain 25 HP.
- I 4
Friendly creatures battling on their Native terrain gain 1 Speed.
- II 4
Friendly creatures battling on their Native terrain gain 2 Speed.
- I 3
The chance of Morale or Luck triggering for enemy creatures decreases by 1% for each point of their Morale or Luck, respectively.
- II 3
The chance of Morale or Luck triggering for enemy creatures decreases by 2% for each point of their Morale or Luck, respectively.
- I 3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
- I 6
The enemy loses 1 level(s) on all Magic School spells.
- I 5
Your heroes gain 4% Necromancy Power.
- I 4
Friendly creatures can make +1 counterattacks per round.
- I 4
Enemy non‑Necropolis creatures deal –5% and take +5% Damage. Your non‑Necropolis creatures gain the opposite effect.
- II 4
Enemy non‑Necropolis creatures deal –10% and take +10% Damage. Your non‑Necropolis creatures gain the opposite effect.
- I 1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
- I 2
When destroying artifacts, you gain +10% Alchemical Dust.
- II 2
When destroying artifacts, you gain +20% Alchemical Dust.
- III 2
When destroying artifacts, you gain +30% Alchemical Dust.
- I 1
Your Schism heroes restore +10% mana each morning.
- II 1
Your Schism heroes restore +20% mana each morning.
- I 3
Ra’Shoth growth in your cities increases by 4. They gain 1 Initiative.
- II 2
Ra’Shoth growth in your cities increases by 8. They gain 1 Initiative.
- I 2
Tier‑1 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
- II 2
Tier‑1 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
- I 3
Friendly creatures gain 1 Attack and Defense when they battle on their Native Terrain.
- II 3
Friendly creatures gain 2 Attack and Defense when they battle on their Native Terrain.
- III 3
Friendly creatures gain 3 Attack and Defense when they battle on their Native Terrain.
- I 2
Produces 250 Gold daily.
- II 2
Produces 500 Gold daily.
- I 2
Produces 1 Mercury daily.
- II 2
Produces 2 Mercury daily.
- I 4
Your heroes gain +10% XP.
- II 4
Your heroes gain +20% XP.
- I 2
Your heroes gain +1 Spell Power.
- II 2
Your heroes gain +2 Spell Power.
- III 2
Your heroes gain +3 Spell Power.
- I 3
Cultist growth in your cities increases by 4. They deal +1 Damage.
- I 3
Aga’Shoth Rider growth in your cities increases by 2. They gain 5 HP.
- I 2
Tier‑2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
- II 2
Tier‑2 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
- I 2
Tier‑3 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
- II 2
Tier‑3 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
- I 2
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
- I 3
Arcane spells of your heroes gain 1 level.
- I 2
Your Schism heroes’ spells and friendly creatures’ abilities summon +10% units.
- II 2
Your Schism heroes’ spells and friendly creatures’ abilities summon +20% units.
- I 3
Grand Shoth growth in your cities increases by 2. They gain 1 Speed.
- II 2
Grand Shoth growth in your cities increases by 4. They gain 1 Speed.
- I 2
Tier‑4 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
- II 2
Tier‑4 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
- I 3
All effects applied by your heroes and friendly creatures last 1 additional round(s).
- II 3
All effects applied by your heroes and friendly creatures last 2 additional round(s).
- I 3
Your cities produce +1 Wood and Ore.
- II 3
Your cities produce +2 Wood and Ore.
- I 2
Produces 250 Astrology points daily.
- II 2
Produces 500 Astrology points daily.
- III 2
Produces 750 Astrology points daily.
- I 3
The cooldowns of all the battle spells of enemy heroes are increased by 1 round(s).
- I 6
You can use Involuntary Summons in your Schism cities twice per week.
- I 3
Concubus growth in your cities increases by 1. They gain 4 Attack and Defense.
- I 3
Arbitrator growth in your cities increases by 1. They deal +4 Damage.
- I 2
Tier‑5 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
- II 2
Tier‑5 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
- I 2
Tier‑6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
- II 2
Tier‑6 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
- I 3
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
- I 4
Each round of battle, the enemy loses 1 Focus Charge(s).
- I 5
Your Schism heroes start each day with maximum Communion level.
- I 3
Friendly creatures treat all Terrains as Native.
- I 3
Abyssal Envoy growth in your cities increases by 1. They gain 3 Speed and Initiative.
- II 2
Abyssal Envoy growth in your cities increases by 2. They gain 3 Speed and Initiative.
- I 2
Tier‑7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
- II 2
Tier‑7 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
- I 4
All enemy creatures lose 1 Speed and Initiative.