Grail: Difference between revisions
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| '''Lightning Rod''' | | '''Lightning Rod''' | ||
| Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count). | | Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count). | ||
| Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to | | Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[Chain Lightning]].<br>Deals reduced damage to creatures with [[Spell damage reduction]].<br>Damage is increased by [[Sorcery]] and [[Orb of the Firmament]], but not by [[Air Magic]] nor [[Magic Clouds]]. Ignores [[Anti-magic]], [[Cursed Ground]], [[Interference]] and anti-magical artifacts (e.g. [[Orb of Inhibition]]). | ||
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Revision as of 18:32, 10 January 2024
File:Grail.gif |
The Grail is an item similar to an artifact in the sense that heroes can carry it and exchange it between them in the same way as artifacts. Also it can be sold for 1 unit of any resource. In fact, the Grail is sometimes unofficially referred to as the ultimate artifact. The Grail is typically hidden somewhere in the ground of adventure map, and finding it requires digging it with a hero. Recovering the Grail artifact and taking it to any town enables the player to build town specific Grail Building.
The primary bonuses of Grail Building for all towns are extra 5000 generation per day and 50% additional creature growth per week (rounded down). The growth bonus applies after all the modifiers: external dwellings and Statue of Legion or its components. Additionally, every town has its own unique bonuses.
Finding the Grail
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 obelisks. 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 retreats, surrenders or is defeated in battle, the Grail is lost forever. But when he is dismissed, 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.
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 and their special bonuses
Buildings | |||||||||||
Halls | |||||||||||
Village Hall | |||||||||||
Town Hall | |||||||||||
City Hall | |||||||||||
Capitol | |||||||||||
Fortifications | |||||||||||
Fort | |||||||||||
Citadel | |||||||||||
Castle | |||||||||||
Common | |||||||||||
Blacksmith | |||||||||||
Mage Guild | |||||||||||
Marketplace | |||||||||||
Resource Silo | |||||||||||
Tavern | |||||||||||
Specific | |||||||||||
Artifact Merchants | |||||||||||
Shipyard | |||||||||||
Horde buildings | |||||||||||
Grail buildings | |||||||||||
Towns | |||||||||||
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When the Grail is taken to a town and the visiting hero with the Grail "visits" the 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).
Town | Picture | Name | Effect | Notes |
Colossus | 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. | ||
Spirit Guardian |
Increases all owners heroes' luck by 2. | |||
Skyship | Reveals the entire map for the player who owns it Increases the spell points of the defending hero by 150, replenishing immediately after the battle. |
Does not cancel out Cover of Darkness. | ||
Deity of Fire |
Causes every week to be The Week of Imp (+15 Imp / Familiar growth). | External dwellings are not affected by this special week. | ||
Soul Prison |
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. | ||
Guardian of Earth |
Increases spell power skill of the defending hero by 12. | |||
Warlords' Monument |
Increases the Attack of the defending hero by 20. | |||
Carnivorous Plant |
Increases the Attack and Defense of the defending hero by 10. | |||
Aurora Borealis |
Fills the town's Mage Guild with all spells 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. |
In earlier versions, any hero that enters the town learns all spells that are in the game, including Titan's Lightning Bolt*, and not considering the Wisdom level. Fixed in the complete edition, Armageddon's Blade patch 2.2 and Shadow of Death patch 3.2. | ||
Lodestar | Makes any terrain native to all Cove units (No movement penalty, +1 to attack/defense/speed, ability to see and ignore land mines and see quicksand). |
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Lightning Rod | Strikes all enemies with lightning at the first round of every battle. (Damage is based on town building count). |
Effect happens on the first round of the controller's turn, not the first round of combat. Does not affect creatures immune to Chain Lightning. Deals reduced damage to creatures with Spell damage reduction. Damage is increased by Sorcery and Orb of the Firmament, but not by Air Magic nor Magic Clouds. Ignores Anti-magic, Cursed Ground, Interference and anti-magical artifacts (e.g. Orb of Inhibition). |
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