User:76561198048502585/sandbox/laws

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LawFactionTierCategoryDescriptionCost
Resource Riches ITempleIfaction FactionProvides a one-time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.1
Training: ScoutingTempleIfaction FactionYour heroes gain 1 Sight radius.2
Faith in MagicTempleIfaction FactionProduces 250 Astrology points daily.2
Elite SwordsmenTempleIarmy ArmySwordsman growth in your cities increases by 4. They gain 2/4/6 Defense.3/2/2
Elite CrossbowmenTempleIarmy ArmyCrossbowman growth in your cities increases by 4. They gain 2/4/6 Attack.3/2/2
Inquisition CrusadeTempleIarmy ArmyFriendly creatures deal +25% Damage to summoned enemy creatures.1
Tax CollectorsTempleIIfaction FactionProduces 500/1000 Gold daily.2/2
Mining: GemsTempleIIfaction FactionProduces 1/2 Gem(s) daily.2/2
Heroes of TalesTempleIIfaction FactionYour heroes gain 1 Morale.3
Elite GriffinsTempleIIarmy ArmyGriffin growth in your cities increases by 2. They gain 5/10/15 HP.3/2/2
Elite LightweaversTempleIIarmy ArmyLightweaver growth in your cities increases by 2. They deal +2/4/6 Damage.3/2/2
Execute ExcellenceTempleIIarmy ArmyAll positive effects on friendly creatures last 1/2 additional round(s).2/2
Swift ReflexesTempleIIarmy ArmyFriendly creatures gain 1 Initiative.6
Resource Riches IITempleIIIfaction FactionProvides a one-time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.2
Coinage ReformTempleIIIfaction FactionYour sources of Gold produce +10%/20% Gold.4/4
Sun's GraceTempleIIIfaction FactionDaylight spells of your heroes gain 1 level(s).3
Architect's MasteryTempleIIIfaction FactionYou can construct +1 building(s) daily.2
Elite CavalryTempleIIIarmy ArmyCavalry growth in your cities increases by 1. Their attacks ignore 5%/10%/15% of the target’s Defense and they gain 1 Speed.3/2/2
Training: Melee CombatTempleIIIarmy ArmyFriendly creatures deal +5%/10% and take –5%/10% Melee Damage. This effect is doubled for non-Temple friendly creatures.3/3
Training: Range CombatTempleIIIarmy ArmyFriendly creatures deal +5%/10% and take –5%/10% Long Reach and Ranged Damage. This effect is doubled for non-Temple friendly creatures.3/3
Training: AttackTempleIVfaction FactionYour heroes gain 2/4 Attack.3/3
Training: DefenseTempleIVfaction FactionYour heroes gain 2/4 Defense.3/3
Training: Spell PowerTempleIVfaction FactionYour heroes gain 2/4 Spell Power.3/3
Training: KnowledgeTempleIVfaction FactionYour heroes gain 2/4 Knowledge.3/3
Elite InquisitorsTempleIVarmy ArmyInquisitor growth in your cities increases by 1. They ignore 5%/10%/15% of the enemy’s Attack and they gain 1 Speed.3/2/2
EncouragementTempleIVarmy ArmyThe chance of Morale triggering for friendly creatures increases by 1%/2% for each point of their Morale.2/2
Vengeful StrikeTempleIVarmy ArmyFriendly creatures’ counterattacks deal +50%/100% Damage.3/3
Resource Riches IIITempleVfaction FactionProvides a one-time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.3
Power of FaithTempleVfaction FactionAll your Temple heroes can learn any spells of any tier.3
Elite AngelsTempleVarmy ArmyAngel growth in your cities increases by 1. They gain 20%/40%/60% of their hero’s Attack and Defense as Attack and Defense.3/2/2
Hero's BlessingTempleVarmy ArmyFriendly creatures gain 20% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.4
Sacred LandsTempleVarmy ArmyFriendly creatures are immune to negative effects when fighting on their Native Terrain.4
Necropolis
Resource Riches INecropolisIfaction FactionProvides a one-time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.1
Tax CollectorsNecropolisIfaction FactionProduces 250/500 Gold daily.2/2
Animate Dead INecropolisIfaction FactionYour heroes gain +500 maximum Necromantic Energy.3
Gifts of the AfterlifeNecropolisIfaction FactionYour heroes gain 1/2 Luck.3/3
Elite SkeletonsNecropolisIarmy ArmySkeleton growth in your cities increases by 4/8. They gain 2 Attack and Defense.3/2
Elite WightsNecropolisIarmy ArmyWight growth in your cities increases by 4/8. Their minimum Damage increases by 1.3/2
Black DeathNecropolisIarmy ArmyEnemy creatures take +25%/50% from Damage-over-time effects.2/2
Mining: MercuryNecropolisIIfaction FactionProduces 1/2 Mercury daily.2/2
Stand to the Death!NecropolisIIfaction FactionYour heroes gain 1/2/3 Defense.2/2/2
Animate Dead IINecropolisIIfaction FactionYour heroes gain 2.5% Necromancy Power.3
Laws of the ImmortalsNecropolisIIfaction FactionYour cities generate +10%/20%/30% Law points.2/2/2
Elite Undead PetsNecropolisIIarmy ArmyUndead Pet growth in your cities increases by 2/4. They gain 2 Initiative.3/2
Elite GraverobbersNecropolisIIarmy ArmyGraverobber growth in your cities increases by 2/4. They summon +50% units.3/2
Death Equalizes AllNecropolisIIarmy ArmyFriendly creatures from different factions don’t decrease each other’s Morale.4
Resource Riches IINecropolisIIIfaction FactionProvides a one-time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.2
Moon's GraceNecropolisIIIfaction FactionNightshade spells of your heroes gain 1 level(s).3
Animate Dead IIINecropolisIIIfaction FactionYour heroes gain +500 maximum Necromantic Energy.4
Forbidden AlchemyNecropolisIIIfaction FactionYour spell upgrades cost –20%/30%/40% Alchemical Dust.2/1/1
Elite LichesNecropolisIIIarmy ArmyLich growth in your cities increases by 1/2. Their healing abilities restore 50% more HP.3/2
Elite Dread KnightsNecropolisIIIarmy ArmyDread Knight growth in your cities increases by 1/2. Their maximum Damage increases by 6.3/2
BloodthirstNecropolisIIIarmy ArmyVampirism of friendly creatures increases by 60%.6
Free DeathNecropolisIVfaction FactionYour Necropolis creatures cost –10%/15%/20% Gold.3/2/2
Terra MortisNecropolisIVfaction FactionYour Necropolis heroes always battle on their Native Terrain.5
Animate Dead IVNecropolisIVfaction FactionYour heroes gain 2.5% Necromancy Power.3
Elite VampiresNecropolisIVarmy ArmyVampire growth in your cities increases by 1/2. They gain 25 HP.3/2
Return to the SoilNecropolisIVarmy ArmyFriendly creatures battling on their Native terrain gain 1/2 Speed.4/4
Resource Riches IIINecropolisVfaction FactionProvides a one-time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.3
Magic AbsorptionNecropolisVfaction FactionThe enemy loses 1 level(s) on all Magic School spells.6
Animate Dead VNecropolisVfaction FactionYour heroes gain +500 maximum Necromantic Energy.5
Morituri te SalutantNecropolisVarmy ArmyFriendly creatures can make +1 counterattacks per round.4
Death's PresenceNecropolisVarmy ArmyEnemy non-Necropolis creatures deal –5%/10% and take +5%/10% Damage. Your non-Necropolis creatures gain the opposite effect.4/4
Terror and DreadNecropolisVarmy ArmyThe chance of Morale or Luck triggering for enemy creatures decreases by 1%/2% for each point of their Morale or Luck, respectively.3/3
Grove
Resource Riches IGroveIfaction FactionProvides a one-time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.1
Tax CollectorsGroveIfaction FactionProduces 500 Gold daily.3
Knowledge is PowerGroveIfaction FactionYour heroes gain 1/2/3 Knowledge.2/2/2
Elite FaunsGroveIarmy ArmyFaun growth in your cities increases by 2/4/6. They deal +50% Melee Damage.3/2/1
Elite HopletsGroveIarmy ArmyHoplet growth in your cities increases by 2/4/6. They always deal maximum Damage.3/2/1
Mining: CrystalsGroveIIfaction FactionProduces 1/2 Crystal(s) daily.2/2
Clear SkyGroveIIfaction FactionProduces 250 Astrology Points daily.1
Folk HeroesGroveIIfaction FactionYour heroes cost –40% Gold.4
Elite IriyadsGroveIIarmy ArmyVine Iriyad growth in your cities increases by 2. They gain 5/10/15 HP.3/2/1
Nature's WildnessGroveIIarmy ArmyFriendly creatures deal 25%/50% more Damage with Lucky Strikes.2/2
Veiled by the TreesGroveIIarmy ArmyWhen battling in the area you control, friendly creatures gain 2/4/6 Attack and Defense.2/2/2
Resource Riches IIGroveIIIfaction FactionProvides a one-time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.2
Save the ForestsGroveIIIfaction FactionYour buildings cost –20%/40% Wood to construct.2/2
Forest MagicGroveIIIfaction FactionEach time you improve a Mage Guild in your Grove cities, +1/2 spell(s) is unlocked in the Observatory.4/4
Woodland ResistanceGroveIIIfaction FactionEnemies can’t see detailed information about your armies. (When viewed, it shows random numbers of random Grove units.)4
Elite NaiadsGroveIIIarmy ArmyNaiad growth in your cities increases by 2. They gain 1/2/3 Speed and Initiative.3/2/1
Nature's ResolveGroveIIIarmy ArmyAll negative effects on friendly creatures last 1 fewer round(s).3
Fertile GroundGroveIVfaction FactionCreature growth of your external dwellings increases by +100%/200%.4/4
The Power of the Written WordGroveIVfaction FactionAll temporary spells (scrolls, artifacts etc.) available to your heroes gain 1/2/3 level(s).4/4/4
Natural SerenityGroveIVfaction FactionThe cooldowns of all the battle spells of your heroes are reduced by 1 round(s).4
Live rootsGroveIVfaction FactionEnemy heroes can’t flee or surrender.6
Elite MancersGroveIVarmy ArmyHerbomancer growth in your cities increases by 1/2/3. Their abilities cost –1 Focus Charge(s).3/2/1
Elite QilinsGroveIVarmy ArmyQilin growth in your cities increases by 1. They deal +3/6/9 Damage.3/2/1
Luck of the FittestGroveIVarmy ArmyFriendly creatures now have +1%/2%/3% Lucky Strike chance for each point of Luck.2/2/2
Resource Riches IIIGroveVfaction FactionProvides a one-time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.3
Force of NatureGroveVfaction FactionYour Heroic Strikes deal +20 base Damage.6
Children of the WildGroveVfaction FactionYour Grove heroes gain 2/4 sight radius and 15/30 Movement points.2/2
FocusGroveVfaction FactionEach round of battle, you generate 1 Focus Charge(s).3
Elite PhoenixesGroveVarmy ArmyPhoenix growth in your cities increases by 1. Their maximum Damage increases by 10/15/20.3/2/1
Fairy TaleGroveVarmy ArmyYour Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.5
SanctuaryGroveVarmy ArmyThe abilities of your Vine Iriyads, Naiads, Qilins and Phoenixes cost –1 Focus Charge(s).5
Hive
Resource Riches IHiveIfaction FactionProvides a one-time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.1
Laws of the HiveHiveIfaction FactionRequirements for unlocking higher-level Laws are reduced by 2/4.1/1
Mana DevourHiveIfaction FactionYour Hive heroes’ spells cost –1/2/3 mana.2/2/2
Focus ReservesHiveIfaction FactionStart each battle with +1 Focus Charge(s).4
Hive IntegrationHiveIarmy ArmyFriendly creatures gain 1/2/3 Attack.2/2/2
Hive ReceptionHiveIarmy ArmyFriendly creatures gain 1/2/3 Defense.2/2/2
Hive Offsprings IHiveIarmy ArmySummoned Fire Larvae deal +50% Damage on death.3
Tax CollectorsHiveIIfaction FactionProduces 250/500/750 Gold daily.2/2/2
Mining: CrystalsHiveIIfaction FactionProduces 1/2 Crystal(s) daily.2/2
Hidden DesiresHiveIIfaction FactionYour Hive heroes see exact information about neutral squads within [ 3 × hero’s sight ] squares.3
Elite ParasitesHiveIIarmy ArmyParasite growth in your cities increases by 4. They gain 1/2 HP.3/2
Elite LocustsHiveIIarmy ArmyLocust growth in your cities increases by 4. They gain 1/2 Speed.3/2
Elite HornetsHiveIIarmy ArmyHornet growth in your cities increases by 2. They gain 1/2 Initiative.3/2
Resource Riches IIHiveIIIfaction FactionProvides a one-time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.2
Natural SelectionHiveIIIfaction FactionExternal dwellings in an area that you control produce upgraded creatures.4
Ancient PowerHiveIIIfaction FactionPrimal spells of your heroes gain 1 level(s).3
Elite ScorpionsHiveIIIarmy ArmyScorpion growth in your cities increases by 2. They gain 1/3 Morale and Luck.3/2
Elite ReaversHiveIIIarmy ArmyReaver growth in your cities increases by 1. They gain 1/5 Morale and 1 Luck.3/2
Elite WaurmosHiveIIIarmy ArmyWaurms growth in your cities increases by 1. They gain 1/5 Morale and 1 Luck.3/2
Hive Offsprings IIHiveIIIarmy ArmySummoned Fire Larvae provoke adjacent enemies to attack them over other units.4
Prosper and FlourishHiveIVfaction FactionExternal dwellings increase respective creature growth in the cities by 50%/100%.4/4
Beelzebub's GazeHiveIVfaction FactionYour Hive heroes see exact information about enemy heroes and cities within [ 3 × hero’s sight ] squares.3
Elite Hive QueensHiveIVarmy ArmyHive Queen growth in your cities increases by 1. They deal +5/10 Damage and gain 25/50 HP.3/2
Great ConquestHiveIVarmy ArmyWhen battling in the area you do not control, friendly Hive creatures gain 2/4/6 Attack and Defense.2/2/2
Resource Riches IIIHiveVfaction FactionProvides a one-time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.3
Evolve, Adapt, OvercomeHiveVfaction FactionUpgrading your Hive creatures costs –10%/20% Gold. Recruiting upgraded creatures is discounted by the same amount.5/5
Hive MagicHiveVfaction FactionYour Hive heroes deal +10%/20%/30% Magic Damage.3/3/3
No CompassionHiveVarmy ArmyThe chance of Morale or Luck triggering for friendly creatures increases by 1%/2%/3% for each point of their Morale or Luck, respectively.3/3/3
Infernal RageHiveVarmy ArmyFriendly creatures deal +1/2 Damage.4/4
Hive Offsprings IIIHiveVarmy ArmySummoned Fire Larvae attack twice.5
Schism
Resource Riches ISchismIfaction FactionProvides a one-time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.1
Inevitable DestructionSchismIfaction FactionWhen destroying artifacts, you gain +10%/20%/30% Alchemical Dust.2/2/2
Depths of MindSchismIfaction FactionYour Schism heroes restore +5%/10%/15% mana each morning.2/2/2
Elite Ra'ShothSchismIarmy ArmyRa’Shoth growth in your cities increases by 4/8. They gain 1 Initiative.3/2
Unfrozen Strength ISchismIarmy ArmyTier-1 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.2
Frozen HomelandSchismIarmy ArmyFriendly creatures gain 1/2/3 Attack and Defense when they battle on their Native Terrain.3/3/3
Tax CollectorsSchismIIfaction FactionProduces 250/500 Gold daily.2/2
Mining: MercurySchismIIfaction FactionProduces 1/2 Mercury daily.2/2
Generational WisdomSchismIIfaction FactionYour heroes gain +10%/20% XP.4/4
Ice PowerSchismIIfaction FactionYour heroes gain +1/2/3 Spell Power.2/2/2
Elite CultistsSchismIIarmy ArmyCultist growth in your cities increases by 4. They deal +1 Damage.3
Elite Aga'Shoth RidersSchismIIarmy ArmyAga’Shoth Rider growth in your cities increases by 2. They gain 5 HP.3
Unfrozen Strength IISchismIIarmy ArmyTier-2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.2
Unfrozen Strength IIISchismIIarmy ArmyTier-3 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.2
Resource Riches IISchismIIIfaction FactionProvides a one-time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.2
Survival ConditionsSchismIIIfaction FactionYour cities produce +1/2 Wood and Ore.3/3
Otherworldly MagicSchismIIIfaction FactionArcane spells of your heroes gain 1 level.3
Call of the DeepSchismIIIfaction FactionYour Schism heroes’ spells and friendly creatures’ abilities summon +10%/20%/30% units.2/2/2
Elite Grand ShothSchismIIIarmy ArmyGrand Shoth growth in your cities increases by 2/4. They gain 1 Speed.3/2
Unfrozen Strength IVSchismIIIarmy ArmyTier-4 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.2
Cold TouchSchismIIIarmy ArmyAll effects applied by your heroes and friendly creatures last 1/2 additional round(s).4/4
Planar ExplorersSchismIVfaction FactionProduces 500/1000/1500 Astrology points daily.3/3/3
Absolute ZeroSchismIVfaction FactionThe cooldowns of all the battle spells of enemy heroes are increased by 1 round(s).3
Cold ShoulderSchismIVfaction FactionYou can use Involuntary Summons in your Schism cities twice per week.6
The Abyss Stares BackSchismIVfaction FactionYour Schism heroes start each day with maximum Communion level.4
Elite ConcubiSchismIVarmy ArmyConcubus growth in your cities increases by 1. They gain 4 Attack and Defense.3
Elite ArbitratorsSchismIVarmy ArmyArbitrator growth in your cities increases by 1. They deal +4 Damage.3
Unfrozen Strength VSchismIVarmy ArmyTier-5 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.2
Unfrozen Strength VISchismIVarmy ArmyTier-6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.2
Resource Riches IIISchismVfaction FactionProvides a one-time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.3
Mind FreezeSchismVfaction FactionEach round of battle, the enemy loses 1 Focus Charge(s).4
The World is OursSchismVfaction FactionFriendly creatures treat all Terrains as Native.6
Elite Abyssal EnvoysSchismVarmy ArmyAbyssal Envoy growth in your cities increases by 1/2. They gain 2 Speed and Initiative.3/2
Unfrozen Strength VIISchismVarmy ArmyTier-7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.2
Ice StormsSchismVarmy ArmyAll enemy creatures lose 1 Speed and Initiative.5
Dungeon
Resource Riches IDungeonIfaction FactionProvides a one-time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.1
Celestial MapsDungeonIfaction FactionProduces 500 Astrology points daily.6
Leaders of the NationDungeonIfaction FactionYour heroes generate +10%/20% Law points.3/3
Elite TroglodytesDungeonIarmy ArmyYour Troglodytes deal 1.5 times more Damage when using their Fighting Style. Their min. Damage increases by 1/2.3/2
Dungeon Masters IDungeonIarmy ArmyTier-1 creature growth in your cities increases by 4.2
Dragon ScalesDungeonIarmy ArmyFriendly creatures take –5%/10%/15% Magic Damage.2/2/2
Tax CollectorsDungeonIIfaction FactionProduces 250/500 Gold daily.2/2
Mining: GemsDungeonIIfaction FactionProduces 1/2 Gem(s) daily.2/2
Alchemists Code IDungeonIIfaction FactionProvides a one-time allotment of 75 Alchemical Dust when enacted.4
File:Fraction law dungeon 34 icon.png Arcane KnowledgeDungeonIIfaction FactionYour heroes gain +15 maximum mana.2
Elite InfiltratorsDungeonIIarmy ArmyYour Infiltrators deal 1.5 times more Damage when using their Fighting Style. They gain 2/4 HP.3/2
Elite DancersDungeonIIarmy ArmyYour Onyx Dancers deal 1.5 times more Damage when using their Fighting Style. They gain 2/4 Attack and Defense.3/2
Dungeon Masters IIDungeonIIarmy ArmyTier-2 creature growth in your cities increases by 4.2
Dungeon Masters IIIDungeonIIarmy ArmyTier-3 creature growth in your cities increases by 2.2
Resource Riches IIDungeonIIIfaction FactionProvides a one-time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.2
Or No Ore?DungeonIIIfaction FactionYour buildings cost –20%/40% Ore to construct.3/3
Jadame MapsDungeonIIIfaction FactionYour heroes gain 10/20 Movement points.5/5
Spy NetworkDungeonIIIfaction FactionAll external buildings and structures under your control gain +2/4/6 sight radius.2/2/2
Elite MinotaursDungeonIIIarmy ArmyYour Minotaurs deal 1.5 times more Damage when using their Fighting Style. They gain 1 Speed and Initiative and deal +2/4 Damage.3/2
Elite MedusaeDungeonIIIarmy ArmyYour Medusae deal 1.5 times more Damage when using their Fighting Style. They gain 1/2 Initiative and 4 Attack and Defense.3/2
Tactical AdvantageDungeonIIIarmy ArmyAll enemy creatures lose 1 Initiative.6
Dungeon Masters IVDungeonIIIarmy ArmyTier-4 creature growth in your cities increases by 2.2
Merchants GuildDungeonIVfaction FactionEliminates all price markups in the Marketplace.6
Triumvirate's AgentsDungeonIVfaction FactionYour heroes gain 1/2 to Attack, Defense and Spell Power.4/4
Alchemists Code IIDungeonIVfaction FactionProvides a one-time allotment of 150 Alchemical Dust when enacted.4
Peoples of JadameDungeonIVfaction FactionYour heroes’ Persuasion Power in Diplomacy increases by 10%/20%.3/3
Elite HydrasDungeonIVarmy ArmyYour Hydras deal 1.5 times more Damage when using their Fighting Style. They gain 1/2 Speed and 25 HP.3/2
Dungeon Masters VDungeonIVarmy ArmyTier-5 creature growth in your cities increases by 1.2
Dungeon Masters VIDungeonIVarmy ArmyTier-6 creature growth in your cities increases by 1.2
Resource Riches IIIDungeonVfaction FactionProvides a one-time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.3
Magical EducationDungeonVfaction FactionSpells of your heroes gain 1/2 level(s).4/4
SaturationDungeonVfaction FactionYour Focus Charge limit increases by 1.3
Elite Cave DragonsDungeonVarmy ArmyYour Cave Dragons deal 1.5 times more Damage, when using their Fighting Style. They gain 4/8 Attack and Defense and 1/2 Speed and Initiative.3/2
Dungeon Masters VIIDungeonVarmy ArmyTier-7 creature growth in your cities increases by 1.2