-25% Attack Travel Time
+50% Birth Rate
Convert Specialists into Elites
Can't use Stables or War Horses
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Griffins | (5, 0) | |||
Harpies | (0, 5) | |||
Drakes | (7, 3) | 1,450gc | 8.0 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Greater Protection, Bloodlust and Fanaticism
+10% Combat Instant Spell Damage
+30% Wizards Per Acre
-50% Offensive Spell Rune Cost
+1% Extra Mana Per Tick
Convert Specialists into Elites
+20% Military Wages
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Night Rangers | (5, 0) | |||
Druids | (0, 5) | |||
Drows | (4, 5) | 1,350gc | 7.5 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Mage's Fury, Chastity and Blizzard
+30% Building Efficiency
-100% Building Construction Cost
-50% Building Construction Time
Convert Specialists into Elites
+200% Food Consumption
Can't Accelerate Construction
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Warriors | (5, 0) | |||
Axemen | (0, 5) | |||
Berserkers | (5, 5) | 1,500gc | 8.5 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Gluttony, Amnesia and Mystic Aura
+50% Self-Spell Duration
Convert Specialists into Elites
-5% Max Population
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Magicians | (5, 0) | |||
Druids | (0, 5) | |||
Beastmasters | (2, 6) | 1,975gc | 6.5 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Tree of Gold, Mystic Aura, Bloodlust, Gluttony, Chastity, Town Watch, Mage's Fury, Magic Ward, Quick Feet, Ghost Workers, Greater Protection, Nightmare, Invisibility, Heros Inspiration, Animate Dead, Amnesia, Blizzard, Fanaticism, Fools Gold and Chastity
+10% Max Population
+10% Sabotage Damage
+30% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
Convert Specialists into Elites
-10% Birth Rate
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Strongarms | (5, 0) | |||
Slingers | (0, 5) | |||
Brutes | (4, 4) | 900gc | 5.5 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Town Watch, Invisibility and Magic Ward
+10% Science Book Production
Income Penalty Protection
Accurate Espionage
Convert Specialists into Elites
+20% Military Training Time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Swordsmen | (5, 0) | |||
Archers | (0, 5) | |||
Knights | (6, 4) | 1,850gc | 7.0 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Quick Feet, Tree of Gold and Fools Gold
+20% Battle Gains
-100% Draft Cost
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
Convert Specialists into Elites
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (2, 2) | |||
Goblins | (5, 0) | |||
Trolls | (0, 5) | |||
Ogres | (8, 2) | 1,400gc | 7.5 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Heros Inspiration
-100% Food Consumption
-50% Own casualities when attacking
-50% Own casualities when defending
Prisoners convert into Elites over time
Convert Specialists into Elites
Always Carries and is Immune to the Plague
-10% Battle Gains
Can't Train Elites
Can't use Hospitals
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Skeletons | (5, 0) | |||
Zombies | (0, 5) | |||
Ghouls | (7, 5) | 5,000gc | 8.0 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Ghost Workers, Animate Dead and Nightmare
Random factor for Offense and Defense +/- 5%
Elite gets +2 offensive strength
10% Chance own attacks may have 5-25% increased gains
+/- 20% Own Damage for Instant Spells and Operations
Elite gets +2 defensive strength
10% Chance own attacks may fail
+500 Starting Thieves
+500 Starting Wizards
Nightmare, Animate Dead and Magic Ward
PROPAGANDA
-15% Attack Travel Time
+50% Guard Station Effectiveness
+25% Watch Tower Effectiveness
+1 Army generals
-50% Military Training Time
Elite gets +1 defensive strength
Elite gets +3 offensive strength
+2000 Starting Soldiers
+2000 Starting Specialist training credits
Illuminate Shadows, Wrathful Smite and Fountain of Knowledge
+10% Income
+50% Forts Effectiveness
+50% Hospital Effectiveness
+25% Science Book Production
Can cast Support spells on Kingdom mates
Elite gets +2 defensive strength
Elite gets +2 offensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Scientific Insight, Divine Shield and Mist
+25% Barracks Effectiveness
+15% Arcane Arts Science Books Produced
+15% Economy Science Books Produced
+20% Sabotage Damage
-25% Thief cost
+50% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
Prisoners convert into Thieves over time
Elite gets +1 defensive strength
Elite gets +3 offensive strength
+1500 Starting Thieves
Invisibility, Mist and Quick Feet
STEAL_WAR_HORSES
+100% Guild Effectiveness
+20% Arcane Arts Science Books Produced
+50% Thieves' Den Effectiveness
+1% Extra Mana Per Tick
+1% Extra Stealth Per Tick
Access all Thievery Operations
Elite gets +4 defensive strength
+2000 Starting Thieves
+2000 Starting Wizards
Pitfalls, Meteor Showers and Sloth
+50% Guild Effectiveness
+20% Combat Instant Spell Damage
+25% Training Grounds Effectiveness
+15% Arcane Arts Science Books Produced
+15% Military Science Books Produced
+1% Extra Mana Per Tick
Elite gets +3 offensive strength
Elite gets +1 defensive strength
+1500 Starting Wizards
Mage's Fury, Bloodlust and Reflect Magic
+20% Enemy casualities when attacking
+20% Enemy casualities when defending
+50% Barracks Effectiveness
+50% Training Grounds Effectiveness
-75% Mercenary Cost
+10% Offensive Military Efficiency
+20% Military Science Books Produced
Prisoners fight at double strength
Elite gets +4 offensive strength
+1000 Starting Elites
War Spoils, Fanaticism and Aggression