-20% Attack Travel Time
+35% Building Credits
+35% Specialist Training Credits
Dungeons hold +20 prisoners
+15% Own casualities when attacking
+15% Own casualities when defending
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (2, 2) | |||
Griffins | (10, 0) | |||
Harpies | (0, 10) | |||
Drakes | (14, 8) | 650gc | 0.0 | |
Mercenaries | (12, 0) | |||
Prisoners | (12, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Greater Protection and Clear Sight
-50% Building Construction Time
-25% Combat Instant Spell Damage Received
-25% Sabotage Damage Received
Plague Immunity
+20% Building Construction Cost
Can't use Dungeons
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (2, 2) | |||
Marauders | (13, 0) | |||
Imps | (0, 10) | |||
Tricksters | (8, 14) | 750gc | 0.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Chastity, Blizzard, Mist and Fools Gold
+50% Offensive Spell Duration
+25% Wizards Per Acre (WPA)
+50% Self-Spell Duration
+25% Thievery Per Acre (TPA)
Homes hold 20 population
-20% Income
Can't use Stables or War Horses
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (2, 2) | |||
Magicians | (10, 0) | |||
Druids | (0, 10) | |||
Beastmasters | (4, 17) | 850gc | 0.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Chastity, Blizzard, Greater Protection, Invisibility, Quick Feet, Town Watch, Fountain of Knowledge, Tree of Gold, Bloodlust, Ghost Workers, Mage's Fury, Pitfalls, Animate Dead, Gluttony, Heroes Inspiration, Magic Ward, Mystic Aura and Nightmare
-10% Attack Travel Time
+20% Birth Rate
+20% Max Population
-30% Honor Bonus
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Quickblades | (12, 0) | |||
Pikemen | (0, 8) | |||
Golems | (8, 11) | 550gc | 0.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Town Watch, Bloodlust and Divine Shield
+8 War Horse Capacity Per Acre
+20% Battle Gains - Resources
+15% Enemy casualities when attacking
+15% Damage Inflicted on Massacre Attacks
Ambush Immunity
+50% Food Consumption
-5% Science Effectiveness
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (2, 2) | |||
Goblins | (10, 0) | |||
Trolls | (0, 10) | |||
Ogres | (15, 6) | 700gc | 0.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (5, 0) | |||
Thieves | 500gc |
Vermin, Wrath and Bloodlust
-100% Food Consumption
-50% Own casualities when attacking
Always Carries and is Immune to the Plague
+10% Battle Losses
-10% Building Efficiency
Can't use Hospitals
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (2, 2) | |||
Skeletons | (10, 0) | |||
Zombies | (0, 10) | |||
Ghouls | (18, 3) | 800gc | 0.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Ghost Workers, Nightmare and Animate Dead
+20% Building Efficiency
-25% Building Construction Time
+20% Flat Rate Capacity and Building Production
+5% Offensive Military Efficiency
+10% Economy Science Books Produced
+800 Starting Thieves
+800 Starting Wizards
Fountain of Knowledge and Town Watch
+200% Land Effect - Guilds
+50% Science Effectiveness - Channeling
+15% Arcane Arts Science Books Produced
+2% Extra Mana Per Tick
+100% Land Effect - Towers
Can cast Support spells on Kingdom mates
+800 Starting Thieves
+3200 Starting Wizards
Illuminate Shadows, Greater Protection, Scientific Insight, Meteor Showers and Amnesia
-25% Own casualities when attacking
-25% Own casualities when defending
+50% Science Effectiveness - Finesse
+20% Sabotage Damage
-25% Thief cost
+25% Thieves Per Acre (Offensive Only)
+1% Extra Stealth Per Tick
+3600 Starting Thieves
Quick Feet, Pitfalls, Guile and Vermin
STEAL_WAR_HORSES, GREATER_ARSON and ASSASSINATE_WIZARDS
+75% Land Effect - Guilds
+50% Science Effectiveness - Crime
+15% Arcane Arts Science Books Produced
+50% Thieves' Den Effectiveness
+2% Extra Stealth Per Tick
Access all Thievery Operations
+3200 Starting Thieves
+800 Starting Wizards
Magic Ward, Sloth and Chastity
+50% Land Effect - Guilds
+5% Max Population
-50% Rune Cost (excluding Ritual)
Offensive specialist gets +1 strength
Self Spell Mana Cost Reduced by 1
+800 Starting Thieves
+2400 Starting Wizards
Reflect Magic, Mind Focus, Mage's Fury and Meteor Showers
-10% Attack Travel Time
-30% Reduce Honor Losses in Combat
+50% Science Effectiveness - Heroism
+10% Military Science Books Produced
Convert Specialists into Elites
+3200 Starting Elites
+800 Starting Thieves
Heroes Inspiration and Salvation
Here is the effects of all possible rituals.
Barrier | -20% Instant Spell damage and Thief Sabotage damage from enemies, -10% Battle Losses - Resources |
---|---|
Expedient | +20% Draft Rate, +10% Building Efficiency |
Havoc | +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage |
Onslaught | Increases Offensive Military Efficiency (OME) by 10% and Enemy Military Casualties when Attacking by 15% |
Stalwart | +5% Defensive Military Efficiency, -20% Military Casualties |
Here are the effects of each Stance
Normal | None |
---|---|
Aggressive | +10% Battle (Resource) Gains, +30% Credits gained in Combat, +10% Self Offensive Military Casualties, +20% Military Wages |
Peaceful | +15% Income, +20% Food & Rune Production, +20% Birth Rate, -10% Military Efficiency, -20% Offensive Wizards per Acre (WPA) & Thieves per Acre (TPA) |
Noble | +50% effects from Honor, -25% honor losses on attacks |
Resplendent | +20% Science Effectiveness, +25% Train time, +25% Train Cost |