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Factions in the game.
The world of Heroes of W&M is inhabited by many peoples and creatures. Heroes of each faction possess their own unique properties and controllable creatures. Therefore, it is very important at the start of the game to determine the people most suitable for the player. Note that during the game, a character's faction can always be changed on your castle page.
Knight
A very contradictory and one of the shortest-lived factions inhabiting the lands of the Empire. Possessing relatively weak magic, knights rely on physical strength and tactical planning in battle. They skillfully use all types of melee weapons, and the characteristics of their creatures are relatively balanced and useful in both attack and defense. This versatility often helps them emerge victorious from most skirmishes, but it requires strategic thinking. If you are a tactician by nature and prefer subtle calculation over brute force, become a knight.
It was humans who brought the concepts of betrayal, greed, and pettiness into the world of Heroes of W&M. However, despite the dislike other factions have for them, the fact remains—they are a force that must be reckoned with.
Necromancer
An ancient and powerful faction, as otherworldly forces strike fear even into the most experienced warriors. Their strong suit is melee combat with an emphasis on offense. Lords of death and masters of black magic, necromancers possess unique abilities such as raising the dead and vampirism. The laws of morality do not apply to undead creatures: they cannot be inspired by the prospect of victory, but they do not fear death either. For beginners and those who cannot decide on a choice, necromancers are an ideal faction.
The number and influence of the servants of darkness are constantly growing. Turning their enemies to dust, necromancers relentlessly pursue their main goal—to become the most powerful force in this world.
Mages
Mages are proud hunters of knowledge, striving to subdue the order of the universe. Their society has dedicated itself to wisdom and knowledge—mages spend their lives studying and describing occult sciences. Wizards rule over the creatures that serve them, which they have either summoned or animated using magic. Their warriors are particularly strong in defense, and the magic spells of this faction are among the most powerful. However, the combat power of mages depends directly on the amount of mana, the lack of which sometimes severely limits their actions. The mage faction is perfectly suited for patient players and lovers of defensive gameplay who prefer to destroy enemy troops on their approach.
In the lands of the Empire, mages consider themselves the dominant people. They do not believe in the existence of higher beings and believe that if enough effort is spent on research and experiments, they themselves can achieve capabilities equal to the gods.
Elves
Representatives of this people, often called the Firstborn, are rightfully considered the oldest and wisest inhabitants of the Heroes of W&M world. They spend most of their lives in forests, where strength is unnecessary; the main thing is a good bow and a keen eye. Nature has endowed elves with one of the highest initiative values in the game, and the sworn enemy skill, which increases the chance of dealing critical damage, makes them very dangerous opponents at long distances. The elf faction is most often chosen by calm and balanced players who love a creative and defensive style of play.
Elves are beautiful and patient souls who live in close harmony with the Earth. They always adhere to their ancient traditions, and other peoples of Heroes of W&M often consider them unsociable, overly proud, and closed off with their own problems.
Barbarian
Barbarians have preserved the foundations of their culture from ancient times to the present day almost without change. Power and swiftness lie at the core of their ethnicity. The guarantee of success has always been excellent health and the constant improvement of combat skills. Furthermore, barbarians are the only faction possessing the ability to dodge magic spells. Despite having excellent attacking characteristics, they are nonetheless prone to disorder and therefore often lose when playing defensively. This faction is best suited for uncompromising and aggressively minded players.
Currently, barbarians are forced to tolerate the neighborhood of other peoples; however, the traditions of these warriors are rooted in unquestionable superiority, and therefore they will always fight for dominance.
Dark Elves
Their origin and history remain largely a mystery; it is only known for certain that the separation of the DE branch from the main trunk of the elven race happened a very long time ago. Having taken the side of evil, the dark elves settled in the dungeon—a huge system of caves, grottos, passages, and tunnels of both natural and artificial origin, stretching under the entire Empire. The favorite tactic of their fighters is a lightning attack by small but strong detachments supported by the most skilled mages. The social model of the dark elves can be described as "a war of all against all," therefore players of this faction are characterized by overconfidence and a love for intrigue.
Haughty, naturally cunning, and unscrupulous, the dark elves are gradually seizing the underworld. However, gaining ever more power, in their search for dominion, their gaze turns more and more often toward the surface...