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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
Archer Tower 2,000 — — 80 20 200 —
Firebolt Tower 1,500 500 — 100 25 200 —
Flame Spire 6,000 2,000 — 250 100 800 —
Catapult Tower 20,000 15,000 2,000 1,100 200 3,500 —
Storm Pylon 5,000 3,000 — 150 500 800 —
Sunfire Bastion 50,000 50,000 30,000 3,000 300 10,000 —
Lesser Ward Dome 10,000 10,000 — 1 2,000 2,000 1 per stronghold
Greater Ward Dome 50,000 50,000 — 1 10,000 10,000 1 per stronghold
Counterspell 8,000 — 2,000 1 1 800 1 Spell Battery slot
Meteor Spell 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