For the first time after the end of the rune wars, which had lead to the final elimination of the Circle, an order started to develop in the old empires. Whereas in Nortander the five dynasties still contend for influence, the southern human empire of the Highmark has a new king. Despite the harsh conditions after the Convocation, the empire blossoms, but at the same time has to defend its wealth against the Iron Storm Clans and the Dark Elves from Lar. But even with its proud castles and well-armed knights, the Highmark has to remember the old realm of the Light People, if it wants to stand against these enemies.
The Elves of the white tree of Finon Mir have, since the Convocation, cut off all relationships with other people. But their banned sisters, the fighting Morhir, who live in the ruins of the lost Elves' keep, Dun Mora, still acknowledge the old realm. Invigorated by the everlasting fight against the marsh and its demons, the Morhir fight wild and resolutely for the light.
The dwarves of the Middle Mountains, far away from their brothers in Windholme and constantly threatened by Mountain Orcs and demons from depth, contribute more to the realm than just their craftsmanship. From the mines of Underhall and the Fireforge come not only the heavily armored axe warriors and famous forgers, but also the siege machines of the realm.
Now following up is all informations regarding the combat units and buildings of the Realm.
The Realm army is made up from different kinds of units which will be listed below.
|Builds the Realm buildings and collects resources.|
|No special effects|
|No special effects|
Very fast movement, full direct damage on attacks bypasses resistances
|Very fast movement; 75% black resistance, Ghost Soldier creation|
|Flying unit, attacks with Shock spell|
Citadel of Wisdom
|Doubled damage versus flying units|
|Heals nearby units with healing spells|
|Elven Fortress||Shrine of Elen|
|Slow movement; double damage from fire, immune to ice,
melee attacks hit all nearby units, can see and uncloak Shadow units
|Elven Fortress||Elder Grove|
|Forces enemies into attacking the Defender|
|75% resistance against fire, every few seconds the next attack deals bonus damage|
|Warrior Guild||Dwarven Forge|
|Can only attack ground units, slow unit, deals 30 additional area damage per level, doubled damage when attacking buildings|
|Warrior Guild||Master Armory|
|Melee attacks hit all nearby units, primary attack target is hit three times,|
casts Divine Bolt on up to five different targets simultaneously
|Headquarters||All three headquarter upgrades|
The Realm bases are made up from different kinds of buildings which will be listed below.
Main building of the Realm.
Creates craftsmen and Lightbringers.
Researches the Human, Elves and Dwarves expansion.
Serves as a drop location for Lenya.
Increases the Lenya gathering efficiency of your craftsmen.
Serves as a drop location for Silver.
Increases the Silver gathering efficiency of your craftsmen.
Serves as a drop location for Stone.
Increases the Stone gathering efficiency of your craftsmen.
|Farm / Cattle Farm|
Farm: Increases the army population limit by 5 slots.
Cattle Farm: Increases the army population limit by 10 slots.
|Blacksmith / Workshop
Blacksmith: Unlocks the Soldier for training.
Creates Soldiers, Crossbowmen, Mounted Crossbowmen, Paladins and Mages.
|Order Stronghold / Citadel of Wisdom|
Order Stronghold: Unlocks the Paladin for training.
Citadel of Wisdom: Unlocks the Paladin and the Mage for training.
Creates Rangers, Druids and Treants.
|Shrine of Elen / Elder Grove|
Shrine of Elen: Unlocks the Druid for training.
Elder Grove: Unlocks the Druid and the Treant for training.
Creates Defenders, Elites and Dwarven Catapults.
|Dwarven Forge / Master Armory|
Dwarven Forge: Unlocks the Elite for training.
Master Armory: Unlocks the Elite and the Dwarven Catapults for training.
|Altar of Life|
Allows the revival of your avatar, your heroes and companions.
Now following a few pictures showing content of the Realm.