-15% Attack Travel Time
+20% Birth Rate
-10% Battle Gains - Resources
Can't use Stables or War Horses
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Griffins | (10, 0) | |||
Harpies | (0, 10) | |||
Drakes | (15, 4) | 1,000gc | 7.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Greater Protection
-50% Rune Cost (excluding Ritual)
Train Thieves with Credits
-20% Birth Rate
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Night Rangers | (12, 0) | |||
Druids | (0, 10) | |||
Drows | (6, 12) | 950gc | 7.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Blizzard, Chastity, Guile, Invisibility and Mage's Fury
-50% Building Raze Cost
+30% Building Efficiency
-50% Building Construction Cost
+50% Food Consumption
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Warriors | (10, 0) | |||
Axemen | (0, 10) | |||
Berserkers | (13, 6) | 1,000gc | 7.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Miner's Mystique
+25% Wizards Per Acre (WPA)
-20% Military Wages
+20% Explore Cost (Gold)
+20% Explore Cost (Men)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Rangers | (10, 0) | |||
Archers | (0, 12) | |||
Elf Lords | (12, 5) | 900gc | 6.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Salvation, Pitfalls, Mist and Wrath
+20% Offensive Spell Duration
+20% Self-Spell Duration
+25% Land Effect - Towers
-10% Max Population
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Magicians | (10, 0) | |||
Druids | (0, 10) | |||
Beastmasters | (4, 13) | 900gc | 7.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Mist, Wrath, Chastity, Salvation, Miner's Mystique, Blizzard, Greater Protection, Guile, Invisibility, Quick Feet, Aggression, Town Watch, Vermin, Fountain of Knowledge, Tree of Gold, Bloodlust, Ghost Workers, Mage's Fury and Pitfalls
+10% Max Population
-15% Military Training Cost
+25% Thievery Per Acre (TPA)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Strongarms | (10, 0) | |||
Slingers | (0, 10) | |||
Brutes | (11, 5) | 850gc | 6.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Vermin, Town Watch and Quick Feet
+15% Enemy casualities when attacking
+15% Enemy casualities when defending
+10% Science Effectiveness
+30% Military Wages
+20% Rune Cost (excluding Ritual)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Swordsmen | (10, 0) | |||
Archers | (0, 10) | |||
Knights | (13, 5) | 950gc | 7.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Fountain of Knowledge and Tree of Gold
+20% Battle Gains - Resources
+20% Damage Inflicted on Massacre Attacks
-10% Wizards Per Acre (WPA)
-10% Thievery Per Acre (TPA)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Goblins | (10, 0) | |||
Trolls | (0, 10) | |||
Ogres | (14, 4) | 950gc | 6.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Bloodlust and Aggression
-100% Food Consumption
+50% Battle casualties convert to soldiers
Always Carries and is Immune to the Plague
Can't use Hospitals
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Skeletons | (11, 0) | |||
Zombies | (0, 11) | |||
Ghouls | (13, 4) | 900gc | 6.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Ghost Workers
+50% Building Credits
+50% Flat Rate Capacity and Building Production
-20% Buildings Destroyed by Arson/Tornado/Raze
+25% Science Effectiveness - Artisan
+200 Starting Build credits
+600 Starting Soldiers
+600 Starting Specialist training credits
-30% Own casualities when attacking
-30% Own casualities when defending
+25% Science Effectiveness - Resilience
Plague Immunity
+800 Starting Soldiers
+800 Starting Specialist training credits
Divine Shield and Illuminate Shadows
+20% Combat Instant Spell Damage
+25% Science Effectiveness - Sorcery
+20% Sabotage Damage
-50% Thief Losses
+50% Increased Wizard Production
+400 Starting Thieves
+400 Starting Wizards
Nightmare and Fools Gold
+30% Income
+25% Science Effectiveness - Alchemy
Income Penalty Protection
+800 Starting Soldiers
+800 Starting Specialist training credits
Clear Sight
+50% Land Effect - Guilds
+25% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
+800 Starting Wizards
Meteor Showers and Magic Ward
+25% Science Effectiveness - Crime
+50% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
Access all Thievery Operations
+800 Starting Thieves
-15% Battle Losses
-15% Combat Instant Spell Damage Received
+25% Science Effectiveness - Shielding
-15% Sabotage Damage Received
Drought Immunity
Storms Immunity
+800 Starting Soldiers
+800 Starting Specialist training credits
Reflect Magic
-50% Battle Losses - Ambush
-15% Attack Travel Time
+25% Building Credits
+25% Science Effectiveness - Siege
+25% Specialist Training Credits
Access Conquest regardless of Net Worth
+800 Starting Soldiers
+800 Starting Specialist training credits
+50% Honor Bonus
-20% Reduce Honor Losses in Combat
+25% Science Effectiveness - Strategy
Convert Specialists into Elites
+800 Starting Soldiers
+800 Starting Specialist training credits
Heroes Inspiration
-75% Mercenary Cost
+15% Offensive Military Efficiency
+25% Science Effectiveness - Tactics
+2 Prisoner and Mercenary Offensive Strength
+800 Starting Soldiers
+800 Starting Specialist training credits
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 |
Haste | -10% Attack Time, -25% Training Time, -25% Construction Time |
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) |