Fortifications and siege spells¶
Fortifications are raised in the Muster Hall like units but never leave their stronghold. They fight in every battle at home, alongside the units stationed there.
- After a battle, about 70% of the fortifications destroyed are rebuilt for free: each one has a 70% chance when 100 or fewer were lost, and 60% to 80% of them come back when more were lost. With the Master Mason, half of the remaining losses are restored too.
- Fortifications that are not rebuilt leave spoils only if the world's charter says so (0% by default).
- The Ward Domes are limited to one of each per stronghold.
- Fortifications use the defender's war disciplines and kindred bonuses, like units.
Overview¶
| Fortification | Iron | Runestone | Aether | Might | Ward | Fortitude | Limit |
|---|---|---|---|---|---|---|---|
| 2,000 | — | — | 80 | 20 | 200 | — | |
| 1,500 | 500 | — | 100 | 25 | 200 | — | |
| 6,000 | 2,000 | — | 250 | 100 | 800 | — | |
| 20,000 | 15,000 | 2,000 | 1,100 | 200 | 3,500 | — | |
| 5,000 | 3,000 | — | 150 | 500 | 800 | — | |
| 50,000 | 50,000 | 30,000 | 3,000 | 300 | 10,000 | — | |
| 10,000 | 10,000 | — | 1 | 2,000 | 2,000 | 1 per stronghold | |
| 50,000 | 50,000 | — | 1 | 10,000 | 10,000 | 1 per stronghold | |
| 8,000 | — | 2,000 | 1 | 1 | 800 | 1 Spell Battery slot | |
| 12,500 | 2,500 | 10,000 | 12,000 | 1 | 1,500 | 2 Spell Battery slots |
Siege spells¶
The Counterspell and the Meteor Spell are crystals stored in the Spell Battery, which holds 10 slots per level. A Counterspell takes one slot and a Meteor Spell two. Spells never fight in battles, cannot be stored on a Skyhold, and are raised in the Muster Hall like fortifications.
Casting Meteor Spells¶
From the map, open a rival stronghold and cast Meteor Spells at it:
- The target must be on the same continent and within your range: 5 × Beastmastery − 1 provinces.
- They fly for 30 seconds + 60 seconds per province between the two strongholds.
- Each Meteor Spell carries 12,000 might, raised 10% per Weaponsmithing level of the caster at launch.
- They destroy fortifications only. You may pick a primary target; the meteors smash as many of it as they can (each needs its full fortitude, with the defender's Armoursmithing), then move on to the other fortifications in order.
- Each Counterspell in the target's Spell Battery unravels one incoming Meteor Spell and is used up.
- Casting counts as an attack, so protections apply: no casting on a realm in Sanctuary or on a protected fledgling, and while you are a fledgling yourself you cannot cast on a lord with more than five times your renown.
Both sides receive a report of the strike.
| Beastmastery | Meteor range (provinces) | Flight time at full range |
|---|---|---|
| 1 | 4 | 4 min 30 s |
| 2 | 9 | 9 min 30 s |
| 3 | 14 | 14 min |
| 4 | 19 | 19 min |
| 5 | 24 | 24 min |
| 6 | 29 | 29 min |
| 7 | 34 | 34 min |
| 8 | 39 | 39 min |
| 9 | 44 | 44 min |
| 10 | 49 | 49 min |
| 11 | 54 | 54 min |
| 12 | 59 | 59 min |
Towers and domes¶
Archer Tower¶
Cheap towers of longbowmen.
Requires: Muster Hall 1
Cost: 2,000 iron
Might 80 · Ward 20 · Fortitude 200
Muster time: 24 min each in a level 1 Muster Hall (1× world)
Flurried by: War Colossus (200, 99.5%), Siege Train (20, 95%), Lancers (10, 90%)
Firebolt Tower¶
A tower that hurls bolts of conjured fire.
Requires: Muster Hall 2, Mana Theory 1, Pyromancy 3
Cost: 1,500 iron · 500 runestone
Might 100 · Ward 25 · Fortitude 200
Muster time: 16 min each in a level 2 Muster Hall (1× world)
Flurried by: War Colossus (200, 99.5%), Siege Train (20, 95%), Battlemages (10, 90%)
Flame Spire¶
A tall spire that rains flame on attackers.
Requires: Muster Hall 4, Mana Theory 3, Pyromancy 6
Cost: 6,000 iron · 2,000 runestone
Might 250 · Ward 100 · Fortitude 800
Muster time: 38 min each in a level 4 Muster Hall (1× world)
Flurried by: War Colossus (100, 99%), Siege Train (10, 90%)
Catapult Tower¶
A tower whose rune-wound catapult crushes heavy units.
Requires: Muster Hall 6, Mana Theory 6, Weaponsmithing 3, Warding 1
Cost: 20,000 iron · 15,000 runestone · 2,000 aether
Might 1,100 · Ward 200 · Fortitude 3,500
Muster time: 2 h each in a level 6 Muster Hall (1× world)
Flurried by: War Colossus (50, 98%), Siege Train (5, 80%)
Storm Pylon¶
A stone tower crowned with a lightning rod that soaks blows with a thick ward.
Requires: Muster Hall 4, Stormcalling 4
Cost: 5,000 iron · 3,000 runestone
Might 150 · Ward 500 · Fortitude 800
Muster time: 38 min each in a level 4 Muster Hall (1× world)
Flurried by: War Colossus (100, 99%), Siege Train (10, 90%)
Sunfire Bastion¶
The mightiest fortification: a bastion whose cannon fires captive sunlight.
Requires: Muster Hall 8, Sunfire Alchemy 7
Cost: 50,000 iron · 50,000 runestone · 30,000 aether
Might 3,000 · Ward 300 · Fortitude 10,000
Muster time: 4 h 26 min each in a level 8 Muster Hall (1× world)
Flurried by: Siege Train (5, 80%)
Lesser Ward Dome¶
A shimmering dome that absorbs blows. One per stronghold.
Requires: Muster Hall 1, Warding 2
Cost: 10,000 iron · 10,000 runestone
Might 1 · Ward 2,000 · Fortitude 2,000
Muster time: 4 h each in a level 1 Muster Hall (1× world)
Limit: 1 per stronghold
Greater Ward Dome¶
A great dome of warding. One per stronghold.
Requires: Muster Hall 6, Warding 6
Cost: 50,000 iron · 50,000 runestone
Might 1 · Ward 10,000 · Fortitude 10,000
Muster time: 5 h 42 min each in a level 6 Muster Hall (1× world)
Limit: 1 per stronghold
Siege spells¶
Counterspell¶
A ward crystal that unravels one incoming Meteor Spell. Stored in the Spell Battery.
Requires: Spell Battery 2
Cost: 8,000 iron · 2,000 aether
Might 1 · Ward 1 · Fortitude 800
Muster time: 3 h 12 min each with no Muster Hall (1× world)
Limit: 1 Spell Battery slot
In battle: never fights; it is a spell stored in the Spell Battery
Meteor Spell¶
A fire crystal that calls down a meteor on rival fortifications on the same continent.
Requires: Spell Battery 4, Beastmastery 1
Cost: 12,500 iron · 2,500 runestone · 10,000 aether
Might 12,000 · Ward 1 · Fortitude 1,500
Muster time: 6 h each with no Muster Hall (1× world)
Limit: 2 Spell Battery slots
In battle: never fights; it is a spell stored in the Spell Battery