Bastion is a completely fictitious faction, imagined by Talek Do'Lorn (TDL), as an ICTC entry. It is not playable in-game. You are welcome to discuss Bastion with its author.

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Skills & Abilities

Basic Aerial Control

Hero summons a powerful windstorm into the battlefield during the Tactics phase. The wind takes some time to gain strength. Time before the wind is at full strength is calculated using the formula: initiative status - 10, starting with an ATB value of 0.1. All flying units gain +1 speed bonus when moving downwind, -1 decrease when moving upwind.

Advanced Aerial Control

Hero summons a powerful windstorm into the battlefield during the Tactics phase. The wind takes some time to gain strength. Time before the wind is at full strength is calculated using the formula: initiative status - 12, starting with an ATB value of 0.2. All flying units gain +1 speed bonus when moving downwind, -1 decrease when moving upwind. Furthermore, all ranged units gain +1 tile increase in range when shooting downwind, -1 tile when shooting upwind.

Expert Aerial Control

Hero summons a powerful windstorm into the battlefield during the Tactics phase. The wind takes some time to gain strength. Time before the wind is at full strength is calculated using the formula: initiative status - 14, starting with an ATB value of 0.3. All units (flyers, walkers etc.) gain +1 speed bonus when moving downwind, -1 decrease when moving upwind. Furthermore, all ranged units gain +2 tile increase in range when shooting downwind, -2 tile when shooting upwind.

Ultimate Aerial Control

Hero summons a powerful windstorm into the battlefield during the Tactics phase. The wind takes some time to gain strength. The wind is at full strength is instantly. All units (flyers, walkers etc.) gain +2 speed bonus when moving downwind, -2 when moving upwind. Furthermore, all ranged units gain +3 tile increase in range when shooting downwind, -3 tile when shooting upwind.

Aerial Control

Aerial Insight

Friendly units do not have any penalties from windstorm. Attributes and abilities not affected when taking actions upwind.

Contributes to:


  • Mentoring


  • Empathy


  • Wind Warriors


  • Meditation


  • Warding Formation


  • Rally


  • Stormcharge


  • Sylath's Wrath


  • Windborne Rage


  • Elemental Balance

Enforced Windstrike

Called upon the greatest winds to repel the foes, the windstorm of the hero makes all opposing troops lose the accumulated initative, resetting their ATB value to 0.

Contributes to:


  • Lightning Strike


  • Storm Call


  • Sylath's Wrath


  • Meditation

Speed of Wind

Creatures within the hero's gain a temporary +1 boost to initiative after having moved or shot downwind. Once a hero gets Windborne Rage, the effect applies to any troops that make an action.

Contributes to:


  • Storm Call


  • Sylath's Wrath


  • Meditation

Sylath's Wrath

Hero summons the force of Sylath himself to crush the enemy. Windstorm turns into a raging thunderstorm, irrevokably setting the course of the wind (one can only counter the force with Sylath's Wrath as well). Withal, all effects of Aerial Control are increased by 50%, effect of Windborne Rage and Storm Call perks doubled. Time before the wind is at full strength is calculated using the formula: initiative status - 16, starting with an ATB value of 0.4.

Requires:


  • Storm Call


  • Windborne Rage


  • Rally


  • Lightning Strike


  • Speed of Wind


  • Master of Storms


  • Enforced Windstrike


  • Zealous Rush


  • Stormcharge


  • Battle Frenzy


  • Wayfaring


  • Empathy


  • Pathfinding


  • Diplomacy


  • Aerial Insight

Basic Attack

Increases damage dealt by your creatures in melee combat by 5%.

Advanced Attack

Increases damage dealt by your creatures in melee combat by 10%.

Expert Attack

Increases damage dealt by your creatures in melee combat by 20%.

Attack

Archery

Increases damage dealt by hero's creatures in ranged combat by 20%.

Battle Frenzy

Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.

Contributes to:


  • Zealous Rush


  • Windborne Rage


  • Sylath's Wrath

Tactics

Increases the area in which the hero can rearrange creatures before combat.

Zealous Rush

Troops in hero's army get +0.15 boost to ATB value for the first round of every combat.

Requires:


  • Battle Frenzy
Contributes to:


  • Windborne Rage


  • Sylath's Wrath

Windborne Rage

All effects of Aerial Control apply to the creature damage and attack ratings as well. Creatures subject to effects of the windstorm deal increased damage, depending on the effectiveness of the windforce.

Requires:


  • Zealous Rush


  • Stormcharge


  • Battle Frenzy


  • Wayfaring


  • Empathy


  • Pathfinding


  • Diplomacy


  • Aerial Insight
Contributes to:


  • Sylath's Wrath

Basic Dark Magic

Allows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall.

Advanced Dark Magic

Allows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective.

Expert Dark Magic

Allows hero to learn Dark Magic spells of the fifth circle and gives maximum power to Dark Magic.

Dark Magic

Master of Curses

Grants mass effects to Weakness and Suffering spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.

Master of Mind

Grants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.

Master of Pain

Grants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Unholy Word spell.

Darkness Barrier

Increases Dark Magic resistance of all creatures in hero's army by 30%. Creatures are more likely to avoid enemy Dark Magic spells and have Dark curse duration largely decreased.

Requires:


  • Distract


  • Arcane Training
Contributes to:


  • Seal of Darkness

Seal of Darkness

Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat.

Requires:


  • Darkness Barrier


  • Distract


  • Arcane Training

Basic Defense

Decreases damage dealt to your creatures in melee combat by 10%.

Advanced Defense

Decreases damage dealt to your creatures in melee combat by 20%.

Expert Defense

Decreases damage dealt to your creatures in melee combat by 30%.

Defense

Evasion

Decreases damage dealt to your creatures by ranged attacks by 20%.

Protection

Decreases damage dealt to your creatures by magic attacks by 15%.

Vitality

Increases hit points of all your creatures by 2 (Particularly effective for large armies)

Contributes to:


  • Stand Your Ground


  • Warding Formation

Stand Your Ground

Troops under hero's control get +60% bonus to their defense carrying out the Defend command.

Requires:


  • Vitality
Contributes to:


  • Warding Formation

Warding Formation

Troops carrying out the Defend command receive 50% less damage from non-magical shooting attacks. Troops behind Defending allies receive 50% from all shooting attacks, if the Defending ally is on the course of the shot.

Requires:


  • Stand Your Ground


  • Empathy


  • Vitality


  • Diplomacy


  • Aerial Insight

Basic Destructive Magic

Allows hero to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall.

Advanced Destructive Magic

Allows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective.

Expert Destructive Magic

Allows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic.

Destructive Magic

Master of Fire

Grants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty.

Master of Ice

Grants freezing effect to Ice Bolt and Circle of Winter spells.

Master of Storms

Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.

Contributes to:


  • Lightning Strike


  • Storm Call


  • Sylath's Wrath


  • Meditation

Lightning Strike

Hero may imbue his/her attacks with Lightning Bolt spell. Each hero's attack casts a Lightning Bolt on the enemy target. Lightning strike drains mana of the hero.

Requires:


  • Master of Storms


  • Enforced Windstrike
Contributes to:


  • Storm Call


  • Sylath's Wrath


  • Meditation

Storm Call

Hero may summon a thunderstorm that emits charges of electricity that randomly strike spots on the battlefield, damaging any units hit. Friendly units are immune to the Storm Call effect.

Requires:


  • Lightning Strike


  • Speed of Wind


  • Master of Storms


  • Enforced Windstrike
Contributes to:


  • Sylath's Wrath


  • Meditation

Basic Enlightenment

Hero receives +1 to one of his primary stats for every four levels including the levels already got and + 5% bonus to the experience gained.

Advanced Enlightenment

Hero receives +1 to one of his primary stats for every three levels including the levels already got and + 10% bonus to the experience gained.

Expert Enlightenment

Hero receives +1 to one of his primary stats for every two levels including the levels already got and + 15% bonus to the experience gained.

Enlightenment

Arcane Intuition

Allows hero to learn an unknown spell used by an enemy hero or by any creature in combat (hero must be able to learn the spell with regards to his level in this school of magic).

Intelligence

Increases normal maximum mana by 50%.

Scholar

Allows the Hero to teach various spells to other heroes, effectively trading spells between spell books.

Contributes to:


  • Mentoring


  • Meditation

Mentoring

When this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 25 percent of that of the mentor’s (this is only effective if that hero has less experience originally).

Requires:


  • Scholar


  • Aerial Insight
Contributes to:


  • Meditation

Meditation

Hero may spend a turn on the Adventure Map to gain an amount of experience, depending on the Enlightenment mastery. Bonus is one-time only. In addition to it, hero gets +2 increase to knowledge and +1 to power.

Requires:


  • Mentoring


  • Storm Call


  • Scholar


  • Aerial Insight


  • Lightning Strike


  • Speed of Wind


  • Master of Storms


  • Enforced Windstrike

Basic Leadership

Increases moral of all creatures in hero's army by 1.

Advanced Leadership

Increases moral of all creatures in hero's army by 2.

Expert Leadership

Increases moral of all creatures in hero's army by 3.

Leadership

Diplomacy

Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.

Contributes to:


  • Empathy


  • Warding Formation


  • Rally


  • Stormcharge


  • Sylath's Wrath


  • Windborne Rage

Estates

Hero contributes 250 gold pieces per day to your cause.

Recruitment

Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place.

Empathy

Each time when the Morale effect is triggered with any of the creatures in the hero’s army, the hero moves 10 percent forward along the ATB bar. (If the creature has a negative Morale effect, the hero is moved backwards).

Requires:


  • Diplomacy


  • Aerial Insight
Contributes to:


  • Warding Formation


  • Rally


  • Stormcharge


  • Sylath's Wrath


  • Windborne Rage

Rally

Hero has an increased chance to convince neutral Bastion units join the hero's army for free. Recruitment costs of other units that wish to join the army are as well decreased and chances increased.

Requires:


  • Empathy


  • Pathfinding


  • Diplomacy


  • Aerial Insight
Contributes to:


  • Sylath's Wrath

Basic Light Magic

Allows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall.

Advanced Light Magic

Allows hero to learn Light Magic spells of the fourth circle and makes Light Magic even more effective.

Expert Light Magic

Allows hero to learn Light Magic spells of the fifth circle and gives maximum power to Light Magic.

Light Magic

Master of Abjuration

Grants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.

Master of Blessings

Grants mass effects to Divine Strength and area effect to Cleansing spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.

Master of Wrath

Grants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spell.

Contributes to:


  • Divine Winds


  • Refined Mana

Divine Winds

Delving into the divine lore of light, hero is granted Haste spell, improved with heavenly enchantments. Effect of Haste is improved by 50% and also adds +1 speed.

Requires:


  • Master of Wrath
Contributes to:


  • Refined Mana

Refined Mana

Casters in hero army will spend only half the required mana cost to cast spells.

Requires:


  • Divine Winds


  • Master of Wrath

Basic Logistics

Increases hero's movement speed over land by 10%.

Advanced Logistics

Increases hero's movement speed over land by 20%.

Expert Logistics

Increases hero's movement speed over land by 30%.

Logistics

Navigation

Increases hero's movement speed at sea by 50%.

Pathfinding

Reduces penalty for moving through rough terrain by 50%.

Contributes to:


  • Rally


  • Wayfaring


  • Sylath's Wrath


  • Stormcharge


  • Wayfarer's Fortune


  • Windborne Rage

Scouting

Hero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view.

Wayfaring

Hero ignores all terrain penalties, suffering no movement point losses when travelling over foreign terrains.

Requires:


  • Pathfinding
Contributes to:


  • Stormcharge


  • Wayfarer's Fortune


  • Windborne Rage


  • Sylath's Wrath

Stormcharge

When sieging towns, effects of moving upwind and downwind get a +2 boost and -2 increase respectively. All cavalry-based units receive the Jousting Bonus ability.

Requires:


  • Wayfaring


  • Empathy


  • Pathfinding


  • Diplomacy


  • Aerial Insight
Contributes to:


  • Windborne Rage


  • Sylath's Wrath

Basic Luck

Increases luck of all creatures in hero's army by 1.

Advanced Luck

Increases luck of all creatures in hero's army by 2.

Expert Luck

Increases luck of all creatures in hero's army by 3.

Luck

Magic Resistance

Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.

Resourcefulness

In the course of adventures the hero tends to find more gold and resources and be more lucky overall.

Contributes to:


  • Spoils of War


  • Wayfarer's Fortune

Soldier's Luck

Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.

Spoils of War

From each victorious battle, the hero will salvage some gold and resources as spoils of war.

Requires:


  • Resourcefulness
Contributes to:


  • Wayfarer's Fortune

Wayfarer's Fortune

Hero has a slight chance to gain a 25% movement point boost for the turn. Additionally, there is a chance that the hero may receive artifacts from battles, in addition to Spoils of War. Effects of Resourcefulness and Spoils of War are increased by 25%.

Requires:


  • Spoils of War


  • Wayfaring


  • Resourcefulness


  • Pathfinding

Basic Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.

Advanced Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%.

Expert Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.

Sorcery

Arcane Training

Reduces casting costs of all spells by 20%.

Contributes to:


  • Distract


  • Darkness Barrier


  • Seal of Darkness

Magic Insight

Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.

Mana Regeneration

Doubles mana regeneration

Distract

Enemy hero will receive 20% 15% penalty to Initiative after casting any spell in combat.

Requires:


  • Arcane Training
Contributes to:


  • Darkness Barrier


  • Seal of Darkness

Basic Summoning Magic

Allows hero to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall.

Advanced Summoning Magic

Allows hero to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective.

Expert Summoning Magic

Allows hero to learn Summoning Magic spells of the fifth circle and gives maximum power to Summoning Magic.

Summoning Magic

Master of Conjuration

Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Contributes to:


  • Wind Warriors


  • Elemental Balance

Master of Earthblood

Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Master of Life

Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).

Wind Warriors

Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Air Elementals from now on. The number of Elementals summoned is 40% greater than normal.

Requires:


  • Master of Conjuration


  • Aerial Insight
Contributes to:


  • Elemental Balance

Elemental Balance

Superb knowledge of summoning magic allows the hero to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses the Summon Elementals spell, a small group of elementals of opposite aligment is automatically summoned to fight for the hero's cause.

Requires:


  • Wind Warriors


  • Master of Conjuration


  • Aerial Insight

Basic War Machines

Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1.

Advanced War Machines

Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 40% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 2.

Expert War Machines

Makes war machines more effective overall. Increases Attack, Defense and Damage of Ballista. Increases Catapult's Damage and grants it a 50% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by +3.

War Machines

Ballista

Allows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed

Catapult

Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed

Contributes to:


  • Greek Fire


  • Brimstone Rain

First Aid

Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed

Greek Fire

Catapults shots surround the walls with fire, harming all creatures adjacent to the targeted wall.

Requires:


  • Catapult
Contributes to:


  • Brimstone Rain

Brimstone Rain

Catapult gains another extra shot (up to 3 consecutive shots in turn if hero is proficient with catapults).

Requires:


  • Greek Fire


  • Catapult

© All rights reserved to Talek Do'Lorn (TDL) and HeroesofMightandMagic.com

Dearest and special thanks go to: Alcibiades for consulting and eager discussions on abilities, GenieLord for some help and support, and Daystar for creating the visuals for the Bastion. Other pictures are taken from various sites (hero portraits are screenshots from copyrighted Gothic 3 game by Piranha Bytes) - deepest appreciation and respect.