-15% Attack Travel Time
+30% Building Credits
+30% Specialist Training Credits
Fog Immunity
+10% Own casualities when attacking
+10% Own casualities when defending
Can't use Stables or War Horses
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Griffins | (6, 0) | |||
Harpies | (0, 6) | |||
Drakes | (7, 3) | 2,000gc | 3.75 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Bloodlust, Fanaticism and Greater Protection
+20% Wizards Per Acre (WPA)
-50% Rune Cost (excluding Ritual)
+2% Extra Mana Per Tick
+25% Military Wages
-10% Thievery Per Acre (TPA)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Night Rangers | (6, 0) | |||
Druids | (0, 6) | |||
Drows | (4, 6) | 2,200gc | 4.25 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Nightmare, Illuminate Shadows, Chastity and Mage's Fury
+15% Building Efficiency
-100% Building Construction Cost
-50% Building Construction Time
+100% Food Consumption
Can't Accelerate Construction
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Warriors | (6, 0) | |||
Axemen | (0, 6) | |||
Berserkers | (6, 4) | 2,000gc | 4.0 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Vermin, Mystic Aura, Amnesia, Fog and Fools Gold
+10% Wizards Per Acre (WPA)
+50% Self-Spell Duration
+10% Thievery Per Acre (TPA)
+1% Extra Mana Per Tick
+1% Extra Stealth Per Tick
Runes do not decay
-5% Max Population
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Magicians | (6, 0) | |||
Druids | (0, 6) | |||
Beastmasters | (2, 7) | 1,800gc | 3.75 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Greater Protection, Fanaticism, Righteous Aggressor and Pitfalls
+10% Max Population
+15% Sabotage Damage
+20% Thievery Per Acre (TPA)
+2% Extra Stealth Per Tick
-10% Birth Rate
-10% Wizards Per Acre (WPA)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Strongarms | (6, 0) | |||
Slingers | (0, 6) | |||
Brutes | (5, 5) | 1,600gc | 4.0 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Invisibility, Town Watch and Blizzard
+10% Income
+15% Science Effectiveness
Income Penalty Protection
+25% Military Training Time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Swordsmen | (6, 0) | |||
Archers | (0, 6) | |||
Knights | (6, 4) | 2,100gc | 4.0 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Salvation
+20% Battle Gains
-50% Draft Cost
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
+5% Offensive Military Efficiency (in war)
Can't Use Watchtowers
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (2, 2) | |||
Goblins | (6, 0) | |||
Trolls | (0, 6) | |||
Ogres | (8, 2) | 2,100gc | 3.75 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Aggression, Heroes Inspiration and Reflect Magic
-100% Food Consumption
-30% Own casualities when attacking
-30% Own casualities when defending
Always Carries and is Immune to the Plague
Convert Specialists into Elites on Attack
-10% Science Effectiveness
Can't Train Elites
Can't use Hospitals
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Skeletons | (6, 0) | |||
Zombies | (0, 6) | |||
Ghouls | (9, 3) | 10,000gc | 4.5 | |
Mercenaries | (2, 0) | |||
Prisoners | (2, 0) | |||
War Horses | (1, 0) | |||
Thieves | 500gc |
Ghost Workers, Animate Dead and Nightmare
-15% Attack Travel Time
+100% Honor Bonus
Elite gets +1 defensive strength
Elite gets +3 offensive strength
Convert Specialists into Elites on Attack
+1000 Starting Elites
Heroes Inspiration and Wrath
+15% Combat Instant Spell Damage
+25% Science Effectiveness - Production
+50% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
+150% Increased Wizard Production
Convert Specialists into Elites on Attack
Elite gets +4 defensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
+2000 Starting Wizards
Meteor Showers, Soul Blight, Nightmare, Greater Protection and Chastity
+10% Defensive Military Efficiency
-25% Own casualities when attacking
-25% Own casualities when defending
Elite gets +2 offensive strength
Can cast Support spells on Kingdom mates
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
+2000 Starting Soldiers
+2000 Starting Specialist training credits
+500 Starting Wizards
Heroes Inspiration, Illuminate Shadows, Scientific Insight, Fools Gold and Fountain of Knowledge
+20% Combat Instant Spell Damage
+20% Sabotage Damage
-75% Thief Losses
+50% Increased Wizard Production
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +3 offensive strength
+1000 Starting Thieves
+1000 Starting Wizards
Pitfalls, Mist, Amnesia, Gluttony and Quick Feet
Greater Arson
Steal War Horses
+50% Science Effectiveness - Crime
+15% Sabotage Damage
+100% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
Access all Thievery Operations
Convert Specialists into Elites on Attack
Elite gets +4 defensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
+2000 Starting Thieves
Invisibility, Guile, Greater Protection and Ghost Workers
+50% Thieves' Den Effectiveness
+2% Extra Mana Per Tick
+2% Extra Stealth Per Tick
+100% Increased Wizard Production
Elite gets +1 offensive strength
Convert Specialists into Elites on Attack
Elite gets +3 defensive strength
+1500 Starting Thieves
+1500 Starting Wizards
Chastity, Invisibility, Meteor Showers and Sloth
Propaganda
+5% Max Population
-50% Self Spell Rune Cost
+50% Increased Wizard Production
Elite gets +3 defensive strength
Elite gets +1 offensive strength
Offensive specialist gets +1 strength
Plague Immunity
Convert Specialists into Elites on Attack
+1500 Starting Soldiers
+1500 Starting Specialist training credits
+1000 Starting Wizards
Greater Protection, Nightmare and Clear Sight
-50% Battle Losses - Ambush
+25% Draft Rate
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
+10% Offensive Military Efficiency
Convert Specialists into Elites on Attack
Elite gets +4 offensive strength
+2000 Starting Soldiers
+2000 Starting Specialist training credits
Aggression and Bloodlust
Here is the effects of all possible rituals.
Affluent | Income +10%, Draft Cost -20% and +20% Draft Speed |
---|---|
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, -10% Offensive Military Casualties |
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% |
Benediction | +10% Building Efficiency, +25% Population Growth, +10% Flat Rate Building Production |
Stalwart | +10% Defensive Military Efficiency (DME) & -10% Defensive Military Casualties |
Expropriation | +15% Combat Gains, +15% Honor Gains, +20% Building Credits, +20% Training Credits |
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 | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
---|---|
Ruby | Reduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees |
Sapphire | -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt |
Topaz | -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 ticks thereafter |