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Laws

Schism
1
Resource Riches IResource Riches IProvides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
2
Inevitable DestructionInevitable DestructionWhen destroying artifacts, you gain +10% Alchemical Dust.
1
Depths of MindDepths of MindYour Schism heroes restore +10% mana each morning.
2
Tax CollectorsTax CollectorsProduces 250 Gold daily.
2
Mining: MercuryMining: MercuryProduces 1 Mercury daily.
4
Generational WisdomGenerational WisdomYour heroes gain +10% XP.
2
Ice PowerIce PowerYour heroes gain +1 Spell Power.
2
Resource Riches IIResource Riches IIProvides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
3
Otherworldly MagicOtherworldly MagicArcane spells of your heroes gain 1 level.
2
Call of the DeepCall of the DeepYour Schism heroes’ spells and friendly creatures’ abilities summon +10% units.
3
Survival ConditionsSurvival ConditionsYour cities produce +1 Wood and Ore.
2
Planar ExplorersPlanar ExplorersProduces 250 Astrology points daily.
3
Absolute ZeroAbsolute ZeroThe cooldowns of all the battle spells of enemy heroes are increased by 1 round(s).
6
Cold ShoulderCold ShoulderYou can use Involuntary Summons in your Schism cities twice per week.
3
Resource Riches IIIResource Riches IIIProvides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
4
Mind FreezeMind FreezeEach round of battle, the enemy loses 1 Focus Charge(s).
5
The Abyss Stares BackThe Abyss Stares BackYour Schism heroes start each day with maximum Communion level.
3
The World is OursThe World is OursFriendly creatures treat all Terrains as Native.
1
0
2
5
3
15
4
30
5
50
3
Elite Ra’ShothElite Ra’ShothRa’Shoth growth in your cities increases by 4. They gain 1 Initiative.
2
Unfrozen Strength IUnfrozen Strength ITier‑1 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
3
Frozen HomelandFrozen HomelandFriendly creatures gain 1 Attack and Defense when they battle on their Native Terrain.
3
Elite CultistsElite CultistsCultist growth in your cities increases by 4. They deal +1 Damage.
3
Elite Aga’Shoth RidersElite Aga’Shoth RidersAga’Shoth Rider growth in your cities increases by 2. They gain 5 HP.
2
Unfrozen Strength IIUnfrozen Strength IITier‑2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
2
Unfrozen Strength IIIUnfrozen Strength IIITier‑3 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
3
Elite Grand ShothElite Grand ShothGrand Shoth growth in your cities increases by 2. They gain 1 Speed.
2
Unfrozen Strength IVUnfrozen Strength IVTier‑4 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
3
Cold TouchCold TouchAll effects applied by your heroes and friendly creatures last 1 additional round(s).
3
Elite ConcubiElite ConcubiConcubus growth in your cities increases by 1. They gain 4 Attack and Defense.
3
Elite ArbitratorsElite ArbitratorsArbitrator growth in your cities increases by 1. They deal +4 Damage.
2
Unfrozen Strength VUnfrozen Strength VTier‑5 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
2
Unfrozen Strength VIUnfrozen Strength VITier‑6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
3
Elite Abyssal EnvoysElite Abyssal EnvoysAbyssal Envoy growth in your cities increases by 1. They gain 3 Speed and Initiative.
2
Unfrozen strength VIIUnfrozen strength VIITier‑7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
4
Ice StormsIce StormsAll enemy creatures lose 1 Speed and Initiative.

Faction Laws are a completely new mechanic for the Heroes of Might and Magic series. They introduce a separate resource — Law Points, which are spent on powerful passive upgrades to economy, heroes, or army.All laws are divided into two types:

  • Factional — global improvements affecting the entire faction
  • Army — combat bonuses directly affecting the army in battles

Law Tiers and Unlock Costs

There are 5 law tiers in the game. The higher the tier, the stronger the effect, but the more expensive it is to unlock.

Initially, only the 1st tier is available. To unlock the next tier, spend a certain amount of Law Points on any already available laws. Exact cost scheme:

  • 2nd tier — 5 Law Points
  • 3rd tier — 15 Law Points
  • Tier 4 — 30 points
  • Tier 5 — 50 points

In total, unlocking all tiers requires 100 points — this is the maximum you can realistically gather in one game.

Where Law Points come from

Main sources in the game:

  • Palace building in cities
    • Palace I — +1000 points per day (built by default in every city)
    • Palace II — +2000 per day
    • Palace III — +3000 per day
  • Victory in battles Gives approximately as many Law Points as base experience from the fight (without any experience bonuses). Example: 270 base EXP → ~270 Law Points.
  • Capturing map objects
    • / — +600 points
    • Other mines — +400 points
    • External creature dwellings — depends on unit tier:
      Tier 1 → 400
      Tier 2 → 600
      Tier 3 → 800
      Tier 4 → 1000
      Tier 5 → 1200
      Tier 6 → 1400
      Tier 7 → 1600
    • — +5000 points

Important: you can gather a maximum of 100 Law Points for the entire game. This is not enough to unlock and upgrade all faction laws — you have to make tough priority choices.

How to Get Law Points Faster

Ways to significantly speed up accumulation:

  • Faction law boosters: 2Leaders of the NationLeaders of the NationYour heroes generate +10% Law points. — increases the amount of points gained from capturing mines and winning battles (applies to all heroes of the faction) Necropolis — 2Laws of the ImmortalsLaws of the ImmortalsYour cities generate +20% Law points. towns generate more points daily
  • Skill Advanced Insight Advanced Insight → sub-skill Civic InnovationCivic Innovation:Civic InnovationThe hero gains +100% Law points. This bonus is doubled if the hero knows “Leadership.” When synergized with Basic Leadership Basic Leadership , the hero gains +200% Law Points from all battle victories and object captures.
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