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In order to recover the Grail, a hero must dig it out of the ground. A hero without empty slots in a backpack cannot dig. Digging demands the whole amount of a hero's movement points so it is impossible to dig at the same day when a hero crossed even just one tile on the map without tinkering with fast/slow units in the hero's army. Only one Grail may be hidden in the adventure map. However, it is also possible for a mapmaker to set any number of heroes and towns to carry the Grail in their backpack or have their Grail structure built, respectively. When the Grail is buried into the ground, clues to its location can be found at [[obelisk]]s. Every visited obelisk reveals a part of the [[puzzle map]], which shows the location of the Grail marked with X. Typically the X becomes visible when the entire [[puzzle map]] is revealed, but occasionally it will be shown before the last obelisk is visited. However, it is often possible to guess roughly the area where the Grail might lie, and systematically start digging it. In fact, the AI at hard difficulty levels starts digging the Grail even if only a third of the puzzle map is completed. | In order to recover the Grail, a hero must dig it out of the ground. A hero without empty slots in a backpack cannot dig. Digging demands the whole amount of a hero's movement points so it is impossible to dig at the same day when a hero crossed even just one tile on the map without tinkering with fast/slow units in the hero's army. Only one Grail may be hidden in the adventure map. However, it is also possible for a mapmaker to set any number of heroes and towns to carry the Grail in their backpack or have their Grail structure built, respectively. When the Grail is buried into the ground, clues to its location can be found at [[obelisk]]s. Every visited obelisk reveals a part of the [[puzzle map]], which shows the location of the Grail marked with X. Typically the X becomes visible when the entire [[puzzle map]] is revealed, but occasionally it will be shown before the last obelisk is visited. However, it is often possible to guess roughly the area where the Grail might lie, and systematically start digging it. In fact, the AI at hard difficulty levels starts digging the Grail even if only a third of the puzzle map is completed. | ||
If the hero carrying the Grail [[retreat]]s, [[surrender]]s or is defeated in battle, the Grail is lost forever. But when he is | If the hero carrying the Grail [[retreat]]s, [[surrender]]s or is defeated in battle, the Grail is lost forever. But when he is fired it is possible to find him in a [[tavern]] with a Grail in his backpack. | ||
The Grail can be sold to [[artifact merchants]] for 1 of any [[resource]]. | The Grail can be sold to [[artifact merchants]] for 1 of any [[resource]]. | ||
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If the map has no obelisks, it is completely impossible to find the grail (even if every single block on the map is dug on). Also, using "nwcoracle", a cheat that reveals the [[puzzle map]], will have no effect and the puzzle will not show anything. | If the map has no obelisks, it is completely impossible to find the grail (even if every single block on the map is dug on). Also, using "nwcoracle", a cheat that reveals the [[puzzle map]], will have no effect and the puzzle will not show anything. | ||
== Grail Buildings | == Grail Buildings == | ||
{{buildings}} | {{buildings}} | ||
When the Grail is taken to a town and the visiting hero with the Grail "visits" the Town Hall ([[Town Hall|Village Hall/Town Hall/City Hall/Capitol]]), a town-specific Grail Building will be built. It can be the second town building per turn, but nothing can be built on the same day after it. Also, Grail can be built in an allied town, which can be helpful if you don't have your own [[Tower]] or [[Conflux]]. All unique Grail building features will be effective for allies (except [[Castle]], [[Rampart]] and [[Necropolis]] buildings). | When the Grail is taken to a town and the visiting hero with the Grail "visits" the Town Hall ([[Town Hall|Village Hall/Town Hall/City Hall/Capitol]]), a town-specific Grail Building will be built. It can be the second town building per turn, but nothing can be built on the same day after it. Also, Grail can be built in an allied town, which can be helpful if you don't have your own [[Tower]] or [[Conflux]]. All unique Grail building features will be effective for allies (except [[Castle]], [[Rampart]] and [[Necropolis]] buildings). | ||
{| | === Colossus ([[Castle]]) === | ||
| | {| style="margin: 0 1em 0 0; float:left;" | ||
| [[File:Grail Castle Colossus.gif|border]] | |||
|} | |||
Colossus is a huge golden statue of a soldier holding a sword and a shield. It increases the [[morale]] of all of the owner's heroes by +2. Although the documentation states that it increases all allied heroes morale, this appears to be wrong. | |||
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=== Spirit Guardian ([[Rampart]]) === | |||
{| style="margin: 0 1em 0 0; float:left;" | |||
| [[File:Grail Rampart Spirit Guardian.gif|border]] | |||
|} | |||
Spirit Guardian is a totem pole with a pegasus on top. It increases all owners heroes' [[luck]] by +2. | |||
<div style="clear:left;"></div> | |||
=== Skyship ([[Tower]]) === | |||
{| style="margin: 0 1em 0 0; float:left;" | |||
| [[File:Grail Tower Skyship.gif|border]] | |||
|} | |||
Tower's Skyship looks like a "gnome-made zeppelin". It reveals the entire map for the player who owns it, and gives extra 150 [[spell points]] bonus to the hero defending against a siege, replenishing immediately after the battle. The revealed map is a permanent effect and is not canceled if the player loses the town with the Skyship. Unlike the [[Lookout Tower]], the Skyship cannot be used to disperse the darkness generated by a [[Cover of Darkness]]. | |||
=== Deity of Fire ([[Inferno]]) === | |||
| style=" | {| style="margin: 0 1em 0 0; float:left;" | ||
| [[File:Grail | | [[File:Grail Inferno Deity of Fire.gif|border]] | ||
| | |} | ||
Deity of Fire is an enormous glowing devil that stands on the horizon. It causes every week to be The Week of Imp, which means that the population of Imps and/or Familiars are increased by +15 in addition to normal growth. External dwellings are not affected by this special week. | |||
=== Soul Prison ([[Necropolis]]) === | |||
{| style="margin: 0 1em 0 0; float:left;" | |||
| [[File:Grail Necropolis Soul Prison.gif|border]] | |||
|} | |||
Soul Prison resembles an [[obelisk]] with an upside-down pyramid halo on the tip. It increases the [[Necromancy]] skill of all the owners' heroes by 20%. Although the documentation states that it increases all allied heroes Necromancy skill, this appears to be wrong. | |||
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=== Guardian of Earth ([[Dungeon]]) === | |||
{| style="margin: 0 1em 0 0; float:left;" | |||
| style=" | | [[File:Grail Dungeon Guardian of Earth.gif|border]] | ||
|} | |||
Guardian of Earth resembles giant skeletal humanoid embedded into the rock watching over the whole city. It increases [[spell power]] skill of the hero defending against a siege by +12. | |||
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=== Warlords' Monument ([[Stronghold]]) === | |||
{| style="margin: 0 1em 0 0; float:left;" | |||
| [[File:Grail Stronghold Warlords' Monument.gif|border]] | |||
|} | |||
| [[File:Grail | Increases the [[Attack]] of a garrison hero by 20 when defending against a siege. | ||
| | <div style="clear:left;"></div> | ||
=== Carnivorous Plant ([[Fortress]]) === | |||
{| style="margin: 0 1em 0 0; float:left;" | |||
| [[File:Grail Fortress Carnivorous Plant.gif|border]] | |||
|} | |||
Increases the [[Attack]] and [[Defense]] of a garrison hero by 10 each when defending against a siege. | |||
<div style="clear:left;"></div> | |||
=== Aurora Borealis ([[Conflux]]) {{withab}} === | |||
{| style="margin: 0 1em 0 0; float:left;" | |||
| [[File:Grail Conflux Aurora Borealis.gif|border]] | |||
|} | |||
Fills the town's [[Mage Guild]] (*regardless* of mage guild's level) with all spells, no matter if they are banned on the global map or restricted for [[Conflux]] towns (unless they're not banned in a certain [[Conflux]] town with the Grail). The level of spells that can be learned depends on a hero's [[Wisdom]] level.<br />In earlier versions, any hero that enters the town learns all spells that are in the game, including [[Titan's Lightning Bolt]][[Talk: Titan's Lightning Bolt#Titan's Lightning Bolt from Aurora Borealis|<sup>*]], and not considering the [[Wisdom]] level. All of this was fixed in the [[4.0|complete edition]] and the following patches: [[2.2]] for {{ab}} and [[3.2]] for {{sod}}. | |||
| [[File:Grail Dungeon Guardian of Earth.gif|border | |||
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| [[File:Grail Stronghold Warlords' Monument.gif|border | |||
| | |||
| style=" | |||
| [[File:Grail | |||
| ''' | |||
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In {{hota}}{{-wh}} Aurora Borealis allows learning spells up to the level of the currently built [[Mage Guild]] only and doesn't allow learning spells that are never available in Conflux. | |||
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=== Lodestar ([[Cove]]) {{withhota}} === | |||
{| style="margin: 0 1em 0 0; float:left;" | |||
| [[File:Grail Cove Lodestar.gif|border]] | |||
| style=" | |||
| [[File:Grail | |||
|} | |} | ||
Makes any terrain [[Native terrain|native]] to all the [[Cove]] units (movement without penalty, +1 to attack, defense and speed, ability to see and ignore [[land mine]]s and see [[quicksand]]). | |||
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{{fanopinion| | {{fanopinion| | ||
*Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot. | *Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot. | ||
*Rampart: Similar to the Castle grail, but even less impactful. | *Rampart: Similar to the Castle grail, but even less impactful. It is generically useful and should be picked over any defensive or faction-restricted grail buildings available to you if you're looking to end the game. | ||
*Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings. | *Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings. | ||
*Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019 --> | *Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019 --> | ||
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*Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful. | *Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful. | ||
*Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are. | *Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are. | ||
}}<!-- end of fan opinion --> | }}<!-- end of fan opinion --> | ||
[[Category: Adventure Map]] | [[Category: Adventure Map]] | ||
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