-30% Attack Travel Time
+50% Birth Rate
+50% Specialist Training Credits
+15% Own casualities when attacking
+15% Own casualities when defending
Can't use Barracks
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Griffins | (10, 0) | |||
Harpies | (0, 10) | |||
Drakes | (15, 4) | 2,525gc | 7.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 1,000gc |
Bloodlust and Town Watch
+90% Runes Refunded on Spell Success
+3% Extra Mana Per Tick
+3% Extra Mana Per Tick (in war)
Runes do not decay
-10% Building Efficiency
-50% Combat Instant Spell Damage
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Night Rangers | (10, 0) | |||
Druids | (0, 12) | |||
Drows | (13, 7) | 2,350gc | 7.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 1,000gc |
Mage's Fury, Mind Focus, Nightmare and Blizzard
+8 War Horse Capacity Per Acre
+10 Food Bushels Created Every 2 Acres
+6 GC Created Every 2 Acres
+6 Runes Created Every 2 Acres
+1 War Horses generated every 10 acres
+100% Battle casualties convert to soldiers
Accurate Espionage (in war)
Drought Immunity
Immune to Steal War Horses
Storms Immunity
+10% Attack Travel Time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Huldras | (10, 0) | |||
Nymphs | (0, 10) | |||
Will O The Wisps | (16, 4) | 2,625gc | 7.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 1,000gc |
Wrath, Divine Shield and Animate Dead
+35% Building Efficiency
-100% Building Construction Cost
-75% Building Construction Time
+100% Food Consumption
Can't Accelerate Construction
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Warriors | (10, 0) | |||
Axemen | (0, 10) | |||
Berserkers | (15, 5) | 2,700gc | 7.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 1,000gc |
Miner's Mystique, Mystic Aura and Greater Protection
+100% Combat Instant Spell Damage
+50% Wizards Per Acre (WPA)
-50% Self Spell Rune Cost
+1% Extra Mana Per Tick
Self Spell Mana Cost Reduced by 1
+25% Explore Cost (Gold)
+25% Explore Cost (Men)
+25% Military Wages
+50% Rune Cost (excluding Ritual)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Rangers | (10, 0) | |||
Archers | (0, 10) | |||
Elf Lords | (6, 12) | 2,500gc | 7.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 1,000gc |
Pitfalls, Chastity and Meteor Showers
+20% Max Population
+100% Sabotage Damage
+50% Thievery Per Acre (TPA)
-10% Income
Can't use Hospitals
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Strongarms | (10, 0) | |||
Slingers | (0, 10) | |||
Brutes | (9, 10) | 1,800gc | 7.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 1,000gc |
Invisibility
+25% Flat Rate Capacity and Building Production
+25% Science Effectiveness
+5 Starting Scientists
Income Penalty Protection
+25% Draft Cost
+25% Military Training Time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Swordsmen | (10, 0) | |||
Archers | (0, 10) | |||
Knights | (11, 11) | 3,000gc | 9.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (4, 0) | |||
Thieves | 1,000gc |
Fountain of Knowledge and Salvation
+25% Battle Gains
-100% Draft Cost
+10% Military Efficiency
-30% Wizards Per Acre (WPA)
-30% Thievery Per Acre (TPA)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Goblins | (10, 0) | |||
Trolls | (0, 10) | |||
Ogres | (18, 2) | 2,200gc | 7.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 1,000gc |
Heroes Inspiration and Reflect Magic
+100% Science Effectiveness - Cunning
+100% Science Effectiveness - Sorcery
+100% Increased Wizard Production
Convert Specialists into Elites on Attack
No wizards killed from failed spells
No thieves lost on failed ops
+800 Starting Thieves
+800 Starting Wizards
Nightmare, Fools Gold, Pitfalls, Gluttony, Vermin and Guile
GREATER_ARSON and PROPAGANDA
+25% Offensive Spell Duration
+200% Land Effect - Guilds
+25% Combat Instant Spell Damage
+8 Runes Produced each acre of Guilds
+25% Self-Spell Duration
+50% Science Effectiveness - Channeling
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
+400 Starting Thieves
+1200 Starting Wizards
Meteor Showers, Mind Focus, Mage's Fury, Amnesia, Soul Blight and Revelation
+50% Hospital Effectiveness
+25% Science Effectiveness - Shielding
Can cast Support spells on Kingdom mates
Convert Specialists into Elites on Attack
Defensive specialist gets +1 strength
Divine Shield, Fanaticism, Ghost Workers, Greater Protection, Heroes Inspiration, Illuminate Shadows, Scientific Insight and Wrath
+50% Science Effectiveness - Crime
-50% Thief cost
+100% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
+50% Increased Wizard Production
Access all Thievery Operations
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
+1200 Starting Thieves
+400 Starting Wizards
Invisibility, Pitfalls, Guile and Revelation
-40% Losses on Learn Attacks
+50% Science Book Production
Elite gets +1 defensive strength
Elite gets +1 offensive strength
Train Elites with Credits
Land Effect - Homes also count as Libraries
Convert Specialists into Elites on Attack
Mystic Aura and Greater Protection
-15% Attack Travel Time
+50% Barracks Effectiveness
+50% Training Grounds Effectiveness
Convert Specialists into Elites on Attack
Access Conquest regardless of Net Worth
Illuminate Shadows and Clear Sight
-50% Battle Losses - Ambush
+100% Honor Bonus
-50% Reduce Honor Losses in Combat
+50% Science Effectiveness - Valor
Offensive specialist gets +2 strength
Convert Specialists into Elites on Attack
Heroes Inspiration and Salvation
+20% Enemy casualities when attacking
+20% Enemy casualities when defending
+10% Military Efficiency in war
+1 Army generals
+25% Science Effectiveness - Tactics
Convert Specialists into Elites on Attack
Prisoners and Mercenaries fight at double strength
Wrath and Fanaticism
Here is the effects of all possible rituals.
Barrier | -20% Instant Spell damage and Thief Sabotage damage from enemies and +20% Defensive WPA/TPA |
---|---|
Expedient | -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & 20% faster wizard training |
Haste | -10% Attack Time, -25% Training Time, -25% Construction Time |
Havoc | Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15% & Instant Spell damage and Sabotage Damage by 15% |
Onslaught | Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15% |
Stalwart | +10% Defensive Military Efficiency (DME) & -20% Own Military Casualties |
Here are the effects of each Stance
Normal | None |
---|---|
Aggressive | +10% Battle (Resource) Gains, +30% Credits gained in Combat, +15% Self Offensive Military Casualties, +10% Instant Spell damage and Sabotage Operation damage, +20% Military Wages |
Peaceful | +15% Income, +20% Food & Rune Production, +20% Birth Rate, -15% Offensive Military Efficiency, -20% Instant Spell Damage, -20% Sabotage Operation Damage |
Here are the effects of all possible dragons.
Emerald | +20% military losses in combat, -15% combat gains, -50% Building and Specialist Credits gained in combat |
---|---|
Ruby | Reduces military effectiveness by 10%, Increase military wages by 25% and lose 25% of new draftees |
Sapphire | -25% lower magic (WPA) and thievery (TPA) effectiveness, +10% Instant Spell and Sabotage Damage taken and -10% Instant and Sabotage Damage dealt |
Topaz | -25% Building Efficiency, -20% Income, destroys 3% of buildings instantly and every 6 ticks thereafter |
Onyx | 1% less mana & stealth regeneration, -25% honor gained |
Amethyst | -15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 ticks |