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AOW4/docs/Data/Province Improvement Data.md
2026-05-27 10:47:30 -04:00

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type
type
Data

A Province Improvement can be one of several types. They all have a base effect.

Each Province Improvement decreases stability by -5.


Schema

String

  • Name (required): The name of the province improvement. Taken from the Land/Water/Lava improvement column; we use only the single name (ignoring Water/Lava flavour variants).
  • Category: The base type/category of the improvement (Conduit, Farm, Forester, Mine, Quarry, Research Post, Teleporter, Monument, etc.).
  • Effects: A text description of the main effects. This can include resource bonuses (+X Mana, +X Gold, etc.), adjacent bonuses, terrain effects, and other special mechanics.
  • Requirements: A text description of any build requirements (terrain, resource nodes, Town Hall tier, etc.).
  • Source: The source/culture/tome that grants this improvement (General, Barbarian, Feudal, High, etc.).

Int

  • CostProduction: Production cost to build (from Cost column).
  • CostGold: Gold cost to build (from Cost column).

Notes

  • Base stability penalty: all improvements have -5 Stability
  • See Raw Data sections below for all the improvements by category

Raw Data - Basic Province Improvements

Name Category Effects Requirements Cost (Prod/Gold)
Conduit Conduit +5 Mana Mana node, pearl reef, or magic material 0/0
Farm Farm +5 Food Grassland or coast terrain, fungus fields (underground) 0/0
Forester Forester +2 Food, +3 Production Forest or mangrove forest terrain, mushroom forest (underground) 0/0
Hut Hut +2 Food Ashlands, sand or snow terrain 0/0
Mine Mine +5 Gold Gold vein, iron deposit, or pearl reef resource node 0/0
Quarry Quarry +5 Production Cliff, rocky, or sunken ruins terrain; or iron deposit resource node 0/0
Research Post Research Post +5 Knowledge Mana node, magic material or sunken ruins terrain 0/0

Raw Data for General province improvements

Name Category Effects Requirements Cost (Prod/Gold) Source
Spell Jammer Conduit Enemies cannot target World Map Spells in this Domain. Enemy Spells cost +100% Combat Casting Points in Combat in Domain. -10 Mana. Must be built on an acquired province. Requires Town Hall III 250/100 General
Teleporter Teleporter Enables an Army to teleport from one teleporter to another. -10 Mana. None 250/100 General empire skill

Raw Data for Cultural province improvements

Name Category Effects Requirements Cost Boost Source
Building forester forest of stakes.png Forest of Stakes Province improvement forester.png +7 Resource food.png Food income.
+7 Resource structure production.png Production income.
+7 Resource unit production.png Draft per adjacent Province improvement forester.png Forester.
Enemy Units in this Domain get Demoralized.
Must be built on an acquired province.
Requires Town Hall II: Communal Tent
130 Resource structure production.png 60 Resource gold.png Barbarian culture Barbarian
Building research post masoleum.png Masoleum Province improvement research post.png +10 Resource knowledge.png Knowledge income.
+3 Resource knowledge.png Production per adjacent Province improvement conduit.png Conduit.
Must be built on an acquired province.
Requires Town Hall II: Dread Spire
130 Resource structure production.png
1 Embalmed Sacrifice
Culture:Dark - Cult of Death Dark - Cult of Death
Building mine dark forge.png Dark Forge Province improvement mine.png +10 Resource gold.png Gold income.
+5 Resource structure production.png Production per adjacent Province improvement quarry.png Quarry, Province improvement mine.png Mine, or Province improvement forester.png Forester.
Must be built on an acquired province.
Requires Town Hall II: Dread Spire
130 Resource structure production.png 60 Resource gold.png Culture:Dark - Cult of Tyranny Dark - Cult of Tyranny
Building farm levy camp.png Farmstead Province improvement farm.png +15 Resource food.png Food income.
+5 Resource food.png Food per adjacent Province improvement farm.png Farm.
Must be built on an acquired province.
Requires Town Hall II: Castle
130 Resource structure production.png 60 Resource gold.png Feudal culture Feudal
Building researchpost sunshrine.png Sunshrine Province improvement research post.png +10 Resource knowledge.png Knowledge income.
+3 Resource knowledge.png Knowledge per adjacent Province improvement research post.png Research Post.
Friendly Units in this Domain are Encouraged.
Must be built on an acquired province.
Requires Town Hall II: Atrium of Light
130 Resource structure production.png 60 Resource gold.png High culture High
Building quarry builders quarters.png Builder's Quarters Province improvement quarry.png +15 Resource structure production.png Production income.
+5 Resource structure production.png Production per adjacent Province improvement quarry.png Quarry.
Must be built on an acquired province.
Requires Town Hall II: Bulwark
130 Resource structure production.png 60 Resource gold.png Industrious culture Industrious
Building conduit mystic abbey.png Mystic Abbey Province improvement conduit.png +10 Resource mana.png Mana income.
+3 Resource knowledge.png Knowledge per adjacent Province improvement conduit.png Conduit or Province improvement research post.png Research Post.
Must be built on an acquired province.
Requires Town Hall II: Mage's Plaza
130 Resource structure production.png 60 Resource gold.png Culture: Mystic - School of Attunement Mystic - School of Attunement
Building researchpost spell arcanist library.png Spell Arcanist Library Province improvement research post.png +10 Resource knowledge.png Knowledge income.
+3 Resource knowledge.png Knowledge per adjacent Province improvement conduit.png Conduit or Province improvement research post.png Research Post.
Must be built on an acquired Province.
Requires City Tier 2.
Requires Town Hall II: Mage's Plaza
130 Resource structure production.png 60 Resource gold.png Culture: Mystic - School of Potential Mystic - School of Potential
Building conduit astral manalith.png Astral Manalith Province improvement conduit.png +10 Resource mana.png Mana income.
+5 Resource mana.png Mana per adjacent Province improvement conduit.png Conduit or Province improvement research post.png Research Post.
Must be built on an acquired Province.
Requires City Tier 2.
Requires Town Hall II: Mage's Plaza
130 Resource structure production.png 60 Resource gold.png Culture: Mystic - School of Summoning Mystic - School of Summoning
Building mine reaver manufactorum.png Reaver Manufactorum Province improvement mine.png +10 Resource gold.png Gold.
+5 Resource unit production.png Draft per adjacent Province improvement quarry.png Quarry, Province improvement forester.png Forester, or Province improvement mine.png Mine.
Must be built on an acquired province.
Requires Town Hall II: Steel Hall
130 Resource structure production.png 60 Resource gold.png Reaver culture Reaver
Building conduit ash megalith.png Ash Megalith Province improvement conduit.png +6 Resource gold.png Gold per adjacent Ashland Province. Must be built on an acquired province.
Requires Town Hall II: Clan Lodge
250 Resource structure production.png 100 Resource gold.png Culture: Primal - Ash Sabertooth Primal - Ash Sabertooth
Building conduit dune megalith.png Dune Megalith Province improvement conduit.png +4 Resource gold.png Gold per adjacent Sand Province. Must be built on an acquired province.
Requires Town Hall II: Clan Lodge
250 Resource structure production.png 100 Resource gold.png Culture: Primal - Dune Serpent Primal - Dune Serpent
Building conduit glacial megalith.png Glacial Megalith Province improvement conduit.png +6 Resource structure production.png Production per adjacent Snow Province. Must be built on an acquired province.
Requires Town Hall II: Clan Lodge
250 Resource structure production.png 100 Resource gold.png Culture: Primal - Glacial Mammoth Primal - Glacial Mammoth
Building conduit mire megalith.png Mire Megalith Province improvement conduit.png +6 Resource food.png Food per adjacent Swamp Province. Must be built on an acquired province.
Requires Town Hall II: Clan Lodge
250 Resource structure production.png 100 Resource gold.png Culture: Primal - Mire Crocodile Primal - Mire Crocodile
Building conduit storm megalith.png Storm Megalith Province improvement conduit.png +4 Resource mana.png Mana per adjacent Grassland Province. Must be built on an acquired province.
Requires Town Hall II: Clan Lodge
250 Resource structure production.png 100 Resource gold.png Culture: Primal - Storm Crow Primal - Storm Crow
Building conduit sylvan megalith.png Sylvan Megalith Province improvement conduit.png +6 Resource unit production.png Draft per adjacent Forest Province Must be built on an acquired province.
Requires Town Hall II: Clan Lodge
250 Resource structure production.png 100 Resource gold.png Culture: Primal - Sylvan Wolf Primal - Sylvan Wolf
Building conduit tunneling megalith.png Tunneling Megalith Province improvement conduit.png +4 Resource knowledge.png Knowledge per adjacent Mushroom Forest Province. Must be built on an acquired province.
Requires Town Hall II: Clan Lodge
250 Resource structure production.png 100 Resource gold.png Culture: Primal - Tunneling Spider Primal - Tunneling Spider
Building conduit school of contemplation.png School of Contemplation Province improvement conduit.png +7 Resource mana.png Mana
+7 Resource knowledge.png Knowledge
+3 Resource knowledge.png Knowledge per adjacent Province improvement conduit.png Conduit or Province improvement research post.png Research Post
Must be built on an acquired Province.
Requires Town Hall II: Oath Square
250 Resource structure production.png 100 Resource gold.png Culture: Oathsworn - Oath of Harmony Oathsworn - Oath of Harmony
Building conduit school of discipline.png School of Discipline Province improvement conduit.png +7 Resource mana.png Mana
+7 Resource unit production.png Draft
+5 Resource unit production.png Draft per adjacent Province improvement quarry.png Quarry
Must be built on an acquired Province.
Requires Town Hall II: Oath Square
250 Resource structure production.png 100 Resource gold.png Culture: Oathsworn - Oath of Righteousness Oathsworn - Oath of Righteousness
Building conduit school of mastery.png School of Mastery Province improvement conduit.png +7 Resource mana.png Mana
+7 Resource unit production.png Draft
Units produced in this city start with +1 Starting rank Starting Rank
Must be built on an acquired Province.
Requires Town Hall II: Oath Square
250 Resource structure production.png 100 Resource gold.png Culture: Oathsworn - Oath of Strife Oathsworn - Oath of Strife
Building conduit monument t1.png Monument Province improvement conduit.png Effects depend on Monument Tier. Must be built on an acquired Province.
Requires Town Hall II: Great Ziggurat
Cost depends on Monument Tier. Culture: Architect Architect
File:Building forester warcamp.png Warcamp Province improvement forester.png +15 Resource unit production.png Draft
Pillaging adjacent provinces takes -1 turn Turn.
Friendly units in this and adjacent provinces gain +15 Hit points Hit Point regeneration per World Map Turn.
Must be built on an annexed Province.
Requires Town Hall II: Council Deck
130 Resource structure production.png 60 Resource gold.png Nomad - Conquerors
File:Building mine scavenging camp.png Scavenging Camp Province improvement mine.png +10 Resource gold.png Gold
+10 Resource gold.png Gold for this and each adjacent province containing a Resource Node
Must be built on an annexed Province.
Requires Town Hall II: Council Deck
130 Resource structure production.png 60 Resource gold.png Nomad - Scavengers

Raw Data for Tomes

Name Category Effects Requirements Cost Boost Source
Building conduit altar of marching gloom.png Altar of Marching Gloom Province improvement conduit.png +10 Resource mana.png Mana income.
Start altering terrain to Gloom at 1 Province per turn Turn:
  • This extends to a radius equal to the city tier.
  • Terrain will gradually revert if the Altar is destroyed.
Must be built on an acquired Province. 130 Resource structure production.png 60 Resource gold.png Culture tome eldritch pact.png Eldritch Pact
Building conduit channeling tower.png Channeling Tower Province improvement conduit.png +10 Resource mana.png Mana.
+3 Resource mana.png Mana per adjacent Province improvement conduit.png Conduit.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Evocation Evocation
Building teleporter chrono gate.png Chrono Gate Province improvement teleporter.png Per adjacent Province improvement conduit.png Conduit or Province improvement research post.png Research Post:
  • +3 Resource mana.png Mana
  • +3 Resource knowledge.png Knowledge
Grants Evasion to visiting Armies until their next combat.
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of Teleportation Teleportation
Building conduit resonance fields.png Resonance Fields Province improvement conduit.png +5 Resource mana.png Mana.
+5 Casting points world map.png World Map Casting Points.
+5 Casting points combat.png Combat Casting Points.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Amplification Amplification
Building conduit summoning well.png Summoning Well Province improvement conduit.png +10 Resource mana.png Mana.
Casting points combat.png Combat Summon Spells in the domain cost -50% less mana.
Per adjacent Province improvement conduit.png Conduit or Province improvement research post.png Research Post:
  • +2 Resource mana.png Mana
  • +2 Resource knowledge.png Knowledge
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Summoning Summoning
Building farm carnival of flesh.png Carnival of Flesh Province improvement farm.png +7 Resource food.png Food.
+7 Resource unit production.png Draft.
Per adjacent Province improvement farm.png Farm:
  • +3 Resource food.png Food.
  • +3 Resource unit production.png Draft.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Revelry Revelry
Building quarry clay forge.png Clay Forge Province improvement quarry.png +5 Resource structure production.png Production per adjacent Dungeon Province.
+5 Resource unit production.png Draft per adjacent Dungeon Province.
Allows the drafting of the Clay Arbalest, Clay Charger, and Clay Defender units.
Must be built on an acquired Underground province. 250 Resource structure production.png 100 Resource gold.png Tome of the Dungeon Depths Dungeon Depths
Building teleporter demon gate.png Demon Gate Province improvement teleporter.png Unit deployment location.
Unlocks the production of various Infernal Fiend Units:
  • Chaos Eater
    Chaos Eater
    Battle Mage Battle Mage | Tier 4 | Tome: Demon Gate

    Hit points
    110
    Defense
    4
    Resistance
    4
    Movement points
    32
    Status resistances 7 Fire resistance 2 Frost weakness 4 Spirit weakness 4

    Trait battle mage unit.png
    Trait battle mage unit.png Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
    Trait desolate walk.png
    Trait desolate walk.png Desolate Walk
    Moving through Ashlands costs 5 Move Points instead of 6.
    Moving through Chasms costs 8 Move Points instead of 12.
    Trait infernal fiend.png
    Trait infernal fiend.png Infernal Fiend
    A Fiend unit with:
    • +2 Fire resistance Fire Resistance
    • -4 Frost resistance Frost Resistance
    • -4 Spirit resistance Spirit Resistance
    • +15% Critical Hit chance
    • Desolate Walk
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait chaotic rebuke.png
    Trait chaotic rebuke.png Chaotic Rebuke
    Attackers within 3 hexes have a base 60% chance of gaining a random status effect.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait melee mage.png
    Trait melee mage.png Melee Mage
    Can now use Magic and Support abilities while Engaged in Melee.
    • Ability magic bolts fire.png Chaos Bolts
      Ability magic bolts fire.png
      8 Fire damage
      Repeating action
      Chaos Bolts
      90% Accuracy 3 Range
      Unleashes a magical bolt at target enemy.
      • Chaos Bolts: Deals either 8 Lightning damage Lightning Damage, 8 Blight damage Blight Damage, 8 Spirit damage Spirit Damage, or 8 Frost damage Frost Damage at random.
      • Havoc Magic: 60% chance of inflicting a random negative status effect.

      Affected by Line of Sight rules.
      Cannot be used when within an enemy Zone of Control.
    • Ability type default.png
      Ability consume chaos.png
      Consume Chaos
      Ability type default.png
      Ability consume chaos.png
      Consume Chaos
      Always Hits Accuracy 0 Range
      Targets all adjacent enemies:
      • Removes all negative status effects.
      • Deals 12 random elemental damage for each status effect removed.

      • Life Steal: Attacks heal 10 Temporary hit points Temporary Hit Points.

      Cooldown: 1 Turn
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Close-range Battle Mage unit that excels at exploiting negative status effects.
    Cost: 300 Draft 200 Mana
    Upkeep: 30 Gold 3 Imperium
  • Gremlin
    Gremlin
    Skirmisher Skirmisher | Tier 2 | Tome: Demon Gate

    Hit points
    60
    Defense
    2
    Resistance
    2
    Movement points
    40
    Fire resistance 2 Frost weakness 4 Spirit weakness 4

    Trait desolate walk.png
    Trait desolate walk.png Desolate Walk
    Moving through Ashlands costs 5 Move Points instead of 6.
    Moving through Chasms costs 8 Move Points instead of 12.
    Trait infernal fiend.png
    Trait infernal fiend.png Infernal Fiend
    A Fiend unit with:
    • +2 Fire resistance Fire Resistance
    • -4 Frost resistance Frost Resistance
    • -4 Spirit resistance Spirit Resistance
    • +15% Critical Hit chance
    • Desolate Walk
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait skirmisher unit.png
    Trait skirmisher unit.png Skirmisher Unit
    Cheap and swift units that are useful at Flank Flanking and targeting lone enemies.
    Skirmisher units gain:
    • Swift.
    • Slippery.
    Trait tiny.png
    Trait tiny.png Tiny
    Unit is very small, making it 20% harder to hit by Physical Ranged and Magic attacks.
    Trait displacement.png
    Trait displacement.png Displacement
    Upon sustaining damage, this unit teleports to a random location within 2 hexes.
    Works once per turn.
    Trait slippery.png
    Trait slippery.png Slippery
    This unit does not trigger Opportunity Attack.
    Trait status effect immunity.png
    Trait status effect immunity.png Status Effect Immunity: Burning
    Unit is immune to Burning.
    Trait swift.png
    Trait swift.png Swift
    This unit ignores the effects of Slowing terrain in combat.
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      10 Physical damage 4 Fire damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
    • Ability type physical.png
      Ability behind you!.png
      Behind You!
      Ability type physical.png
      Ability behind you!.png
      10 Physical damage 10 Fire damage
      Single use action
      Behind You!
      90% Accuracy 4 Range
      Target unit:
      • Sustains damage.
      • Turns 180 degrees.
      • Has their Defense Mode canceled and removes Retaliation Attacks, unless the target has Charge Resistance.

      Affected by Line of Sight rules.
      Cannot be used when within an enemy Zone of Control.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 140 Draft 100 Mana
    Upkeep: 12 Gold
  • Inferno Hound
    Inferno Hound
    Fighter Fighter | Tier 3 | Tome: Demon Gate

    Hit points
    90
    Defense
    3
    Resistance
    3
    Movement points
    48
    Status resistances 3 Fire resistance 2 Frost weakness 4 Spirit weakness 4

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait desolate walk.png
    Trait desolate walk.png Desolate Walk
    Moving through Ashlands costs 5 Move Points instead of 6.
    Moving through Chasms costs 8 Move Points instead of 12.
    Trait fighter unit.png
    Trait fighter unit.png Fighter Unit
    An outright melee unit with no obvious specialization or counters.
    Trait infernal fiend.png
    Trait infernal fiend.png Infernal Fiend
    A Fiend unit with:
    • +2 Fire resistance Fire Resistance
    • -4 Frost resistance Frost Resistance
    • -4 Spirit resistance Spirit Resistance
    • +15% Critical Hit chance
    • Desolate Walk
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    Trait pack hunter.png
    Trait pack hunter.png Pack Hunter
    Attacks deal +10% damage per friendly unit adjacent to the target.
    Trait status effect immunity.png
    Trait status effect immunity.png Status Effect Immunity: Burning
    Unit is immune to Burning.
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      10 Physical damage 6 Fire damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
      • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 140 Draft 100 Mana
    Upkeep: 20 Gold
  • Inferno Puppy
    Inferno Puppy
    Fighter Fighter | Tier 1 | Tome: Demon Gate

    Hit points
    60
    Defense
    1
    Resistance
    1
    Movement points
    48
    Fire resistance 2 Frost weakness 4 Spirit weakness 4

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait desolate walk.png
    Trait desolate walk.png Desolate Walk
    Moving through Ashlands costs 5 Move Points instead of 6.
    Moving through Chasms costs 8 Move Points instead of 12.
    Trait evolve.png
    Trait evolve.png Evolve
    This unit will transform into a more powerful unit when it reaches Legendary rank. Evolving units can not be recruited at Legendary rank.
    Trait fighter unit.png
    Trait fighter unit.png Fighter Unit
    An outright melee unit with no obvious specialization or counters.
    Trait infernal fiend.png
    Trait infernal fiend.png Infernal Fiend
    A Fiend unit with:
    • +2 Fire resistance Fire Resistance
    • -4 Frost resistance Frost Resistance
    • -4 Spirit resistance Spirit Resistance
    • +15% Critical Hit chance
    • Desolate Walk
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    Trait pack hunter.png
    Trait pack hunter.png Pack Hunter
    Attacks deal +10% damage per friendly unit adjacent to the target.
    Trait status effect immunity.png
    Trait status effect immunity.png Status Effect Immunity: Burning
    Unit is immune to Burning.
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      8 Physical damage 4 Fire damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Champion rank Evolves into: Inferno Hound
    Cost: 80 Draft 60 Mana
    Upkeep: 8 Gold
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of the Demon Gate Demon Gate
Building researchpost dungeoneering conclave.png Dungeoneering Conclave Province improvement research post.png +5 Resource knowledge.png Knowledge
Gain +2 Resource structure production.png Production per adjacent Dungeon Province.
Every turn Turn, a Province in the Domain of a City:
  • Gains Dungeon.
Must be built on an acquired Underground Province. 250 Resource structure production.png 100 Resource gold.png Tome of the Dungeon Depths Dungeon Depths
Building forester mob camp.png Mob Camp Province improvement forester.png +7 Resource food.png Food.
+7 Resource unit production.png Draft.
Unit deployment location.
Tier 1 Units are cheaper by 20%.
Must be built on an acquired province. 130 Resource structure production.png 60 Resource gold.png Tome of the Horde Horde
Building forester ritual pyre.png Ritual Pyre Province improvement forester.png +10 Resource mana.png Mana income.
+3 Resource mana.png Mana per adjacent Province improvement forester.png Forester.
Must be built on an acquired province. 130 Resource structure production.png 60 Resource gold.png Tome of Pyromancy Pyromancy
Building mine bazaar of wonders.png Bazaar of Wonders Province improvement mine.png +10 Resource gold.png Gold.
+5 Resource gold.png Gold per unique adjacent Province Improvement.
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of the Golden Realm Golden Realm
Building quarry central quarry.png Central Quarry Province improvement quarry.png +15 Resource structure production.png Production.
+5 Resource structure production.png Production per adjacent Province improvement quarry.png Quarry.
Must be built on an acquired province. 130 Resource structure production.png 60 Resource gold.png Tome of Rock Rock
Building conduit excavated ley line.png Excavated Ley Line Province improvement conduit.png +5 Resource structure production.png Production.
+5 Casting points world map.png World Map Casting Points.
+5 Resource mana.png Mana.
+4 Resource mana.png Mana per adjacent Province improvement quarry.png Quarry.
Must be built on an acquired Province. 250 Resource structure production.png 100 Resource gold.png Tome of Terramancy Terramancy
Building mine golem mine.png Golem Mine Province improvement mine.png +10 Resource gold.png Gold.
+5 Resource structure production.png Production per adjacent Province improvement quarry.png Quarry.
Spawns an Iron Golem on the owner's side for Combat in this Domain.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Artificing Artificing
Building mine great foundry.png Great Foundry Province improvement mine.png +10 Resource gold.png Gold.
Allows for the drafting of
Magma Spirit
Magma Spirit
Battle Mage Battle Mage | Tier 3 | Tome: Pyromancy

Hit points
85
Defense
2
Resistance
2
Movement points
32
Status resistances 3 Blight resistance 4 Fire resistance 6 Frost weakness 6

Trait battle mage unit.png
Trait battle mage unit.png Battle Mage Unit
Magic users who specialize in ranged offense and weakening enemies.
  • Their Accuracy is affected by Line of Sight.
  • Cannot use their main Magic attacks when Engaged in Melee.
Trait elemental.png
Trait elemental.png Elemental
An Elemental unit with immunity to:
  • Bleeding
  • Poisoned
  • Diseased
Trait floating.png
Trait floating.png Floating
This unit is Floating:
  • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
  • Requires Seafaring to traverse the water.
Trait large target.png
Trait large target.png Large Target
A large unit that:
  • Is 20% easier to hit with Physical Ranged and Magic attacks.
  • Is immune to most displacement effects.
  • Has Demolisher.
Trait magic origin.png
Trait magic origin.png Magic Origin
This unit was summoned or comes from another dimension and requires mana upkeep.
Trait demolisher.png
Trait demolisher.png Demolisher
This unit's attacks damage Fortified obstacles.
Trait fiery wake.png
Trait fiery wake.png Fiery Wake
This unit ignites Flammable obstacles it moves over On Fire.
In addition, this unit is immune to Burning.
Trait status effect immunity.png
Trait status effect immunity.png Status Effect Immunity: Burning
Unit is immune to Burning.
Trait vengeful flames.png
Trait vengeful flames.png Vengeful Flames
When a Melee attack hits, the attacker:
  • Sustains 2 Fire damage Fire Damage.
  • Has a base 30% chance of being inflicted with Burning.
  • Ability magic bolts fire.png Fire Bolts
    Ability magic bolts fire.png
    12 Fire damage
    Repeating action
    Fire Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Ability type fire.png
    Ability incinerate.png
    Incinerate
    Ability type fire.png
    Ability incinerate.png
    20 Fire damage
    Single use action
    Incinerate
    Always Hits Accuracy 4 Range
    Deals damage in a 1-hex radius.
    • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Ability type fire.png
    Ability drenching phase.png
    Explosive Phase
    Ability type fire.png
    Ability drenching phase.png
    5 Fire damage
    Leave one action
    Explosive Phase
    Always Hits Accuracy 4 Range
    Deals damage and leaves fiery terrain in a 1-hex radius around the unit. The unit then teleports to target hex.
    • Burning: Base 30% chance of inflicting Burning for 3 Turn Turns.

    Cooldown: 2 Turn
    Starts on cooldown: 1Turn
  • Ability type default.png
    Ability defense mode.png
    Defense Mode
    Ability type default.png
    Ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.

Cost: 220 Draft 140 Gold
Upkeep: 20 Gold
.
Per adjacent Province improvement mine.png Mine:
  • +5 Resource unit production.png Draft.
  • +3 Resource gold.png Gold.
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of the Crucible Crucible
Building quarry silent barracks.png Silent Barracks Province improvement quarry.png +1 City stats Defense.png Fortification Health per adjacent Dungeon Province.
+3 Morale.png City Stability per adjacent Dungeon Province.
A Clay Arbalest, Clay Charger, or a Clay Defender joins combat on your side when fighting in this city's domain (does not function in water or lava).
Must be built on an acquired Underground province. 250 Resource structure production.png 100 Resource gold.png Tome of the Dungeon Depths Dungeon Depths
Building quarry runecarvers camp.png Runecarver's Camp Province improvement quarry.png +15 Resource unit production.png Draft.
+3 Resource mana.png Mana per adjacent Province improvement quarry.png Quarry.
Unit deployment location.
Must be built on an acquired province. 130 Resource structure production.png 60 Resource gold.png Tome of Enchantment Enchantment
Building mine transmutation circle.png Transmutation Circle Province improvement mine.png Once built, can replicate the effects and income of a Magic Material. Must be built on an acquired province.
Requires City Tier 2.
250 Resource structure production.png 100 Resource gold.png Tome of Transmutation Transmutation
Building farm bountiful fields.png Bountiful Fields Province improvement farm.png +10 Resource food.png Food income.
Per adjacent Province with Grasslands or Fungal Fields:
  • +3 Resource food.png Food.
  • +3 Resource mana.png Mana.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Fertility Fertility
Building farm garden of bliss.png Garden of Bliss Province improvement farm.png +15 Morale.png City Stability.
+7 Resource food.png Food per adjacent Grasslands Province.
Convert 10% of Resource food.png Food income into Resource mana.png Mana.
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of Paradise Paradise
Building conduit herbalist.png Herbalist Province improvement conduit.png Grants Herbalist in Domain to every Owned Unit inside this Domain.
+5 Resource food.png Food.
+5 Resource mana.png Mana.
Friendly Armies in this City's Domain regenerate an additional +5 Hit points Hit Points per turn Turn.
Per adjacent Province with Forest or Swamp:
  • +2 Resource food.png Food.
  • +2 Resource mana.png Mana.
130 Resource structure production.png 60 Resource gold.png Tome of Roots Roots
Building farm sacred meadow.png Sacred Meadow Province improvement farm.png +10 Resource food.png Food.
+5 Morale.png City Stability per adjacent Province improvement conduit.png Conduit.
Grants Encouraged at start of next Combat to friendly Units on this hex, 5 turn Turn cooldown.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Glades Glades
Building forester wildlife sanctuary.png Wildlife Sanctuary Province improvement forester.png +10 Resource food.png Food.
+5 Resource unit production.png Draft per adjacent Province with Forest.
Unlocks the production of various Animal Units:
  • Goretusk Piglet
    Goretusk Piglet
    Shock Shock | Tier 1 | Tome: Beasts

    Hit points
    50
    Defense
    0
    Resistance
    0
    Movement points
    32

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait evolve.png
    Trait evolve.png Evolve
    This unit will transform into a more powerful unit when it reaches Legendary rank. Evolving units can not be recruited at Legendary rank.
    Trait forest walk.png
    Trait forest walk.png Forest Walk
    Moving through Forests costs 6 Move Points instead of 8.
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait shock unit.png
    Trait shock unit.png Shock Unit
    An offensive unit specialized in disrupting the enemy line. A Shock Unit has a Charge attack, which counters Shield Units, but can be countered by Polearm Units.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    • Ability charge strike physical.png Charge Strike
      Ability charge strike physical.png
      18 Physical damage
      Single use action
      Charge Strike
      100% Accuracy 1 Range
      A Charge attack:
      • Gains 20% damage per hex traveled, up to 3 hexes.
      • Cancels Defense Mode.
      • Removes Retaliation Attack.

      • Bleeding: Base 30% chance of inflicting Bleeding for 3 Turn Turns.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Champion rank Evolves into: Goretusk Matriarch
    Cost: 80 Draft 60 Gold
    Upkeep: 8 Gold
  • Hunter Spider
    Hunter Spider
    Fighter Fighter | Tier 2 | Tome: Beasts

    Hit points
    70
    Defense
    3
    Resistance
    2
    Movement points
    32
    Blight resistance 4

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait cave walk.png
    Trait cave walk.png Cave Walk
    Moving through Cavern Floors costs 5 Move Points instead of 6.
    Moving through Fungus Fields costs 5 Move Points instead of 6.
    Moving through Mushroom Forests costs 6 Move Points instead of 8.
    Trait evolve.png
    Trait evolve.png Evolve
    This unit will transform into a more powerful unit when it reaches Legendary rank. Evolving units can not be recruited at Legendary rank.
    Trait fighter unit.png
    Trait fighter unit.png Fighter Unit
    An outright melee unit with no obvious specialization or counters.
    Trait forest camouflage.png
    Trait forest camouflage.png Forest Camouflage
    This unit cannot be detected when standing on Forest hexes.
    Trait forest walk.png
    Trait forest walk.png Forest Walk
    Moving through Forests costs 6 Move Points instead of 8.
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait spider.png
    Trait spider.png Spider
    A spider unit.
    Trait underground camouflage.png
    Trait underground camouflage.png Underground Camouflage
    This unit cannot be detected when standing on Underground Cave hexes.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    Trait swift.png
    Trait swift.png Swift
    This unit ignores the effects of Slowing terrain in combat.
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      10 Physical damage 4 Blight damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
      • Immobilized: Base 30% chance of inflicting Immobilized for 1 Turn Turn.
    • Ability type default.png
      Ability jump.png
      Jump
      Ability type default.png
      Ability jump.png
      Jump
      Always Hits Accuracy 3 Range
      Jumps to target location.
      Cooldown: 2 Turn
    • Ability web physical.png Web
      Ability web physical.png
      16 Physical damage
      Single use action
      Web
      100% Accuracy 1 Range
      Units in a 2-hex cone:
      • Sustain damage.
      • Become Slowed for 1 Turn Turn

      • Immobilized: Base 60% chance of inflicting Immobilized for 1 Turn Turn.

      Cooldown: 3 Turn
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Champion rank Evolves into: Hunter Spider Matriarch
    Cost: 110 Draft 90 Gold
    Upkeep: 12 Gold
  • Razorback
    Razorback
    Ranged Ranged | Tier 2 | Tome: Beasts

    Hit points
    70
    Defense
    2
    Resistance
    2
    Movement points
    32

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait forest walk.png
    Trait forest walk.png Forest Walk
    Moving through Forests costs 6 Move Points instead of 8.
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait ranged unit.png
    Trait ranged unit.png Ranged Unit
    An attack unit that takes out targets from afar. It is somewhat vulnerable.
    • Its Accuracy is affected by Line of Sight.
    • Cannot fire its main ranged attack when Engaged in Melee.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    Trait quill hide.png
    Trait quill hide.png Quill Hide
    Melee attackers sustain 3 Physical damage Physical Damage per attack.
    • Ability type physical.png
      Ability quillshot.png
      Quillshot
      Ability type physical.png
      Ability quillshot.png
      20 Physical damage
      Single use action
      Quillshot
      90% Accuracy 4 Range
      Shoots razor-sharp quills at the target.
      • Bleeding: Base 90% chance of inflicting Bleeding for 3 Turn Turns.

      Affected by Line of Sight rules.
      Cannot be used when within an enemy Zone of Control.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 110 Draft 90 Gold
    Upkeep: 12 Gold
  • Warg
    Warg
    Fighter Fighter | Tier 2 | Tome: Beasts

    Hit points
    70
    Defense
    2
    Resistance
    2
    Movement points
    48

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait fighter unit.png
    Trait fighter unit.png Fighter Unit
    An outright melee unit with no obvious specialization or counters.
    Trait forest walk.png
    Trait forest walk.png Forest Walk
    Moving through Forests costs 6 Move Points instead of 8.
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    Trait pack hunter.png
    Trait pack hunter.png Pack Hunter
    Attacks deal +10% damage per friendly unit adjacent to the target.
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      14 Physical damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 110 Draft 90 Gold
    Upkeep: 12 Gold
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Beasts Beasts
Building researchpost abbey.png Abbey Province improvement research post.png +10 Resource knowledge.png Knowledge
+3 Resource knowledge.png Knowledge per adjacent Province improvement farm.png Farm.
Grants Status Protection at the start of the next Combat to all friendly Units on this hex. 3 turn Turn cooldown.
Must be built on an acquired province. 130 Resource structure production.png 60 Resource gold.png Tome of Faith Faith
Building quarry circle of zealotry.png Circle of Zealotry Province improvement quarry.png +10 Resource unit production.png Draft per positive or negative level of alignment.
+2 Morale.png City Stability per adjacent Province Improvement.
Unit deployment location.
Must be built on an acquired province. 130 Resource structure production.png 60 Resource gold.png Tome of Zeal Zeal
Building conduit rulers statue.png Ruler's Statue Province improvement conduit.png +6 Resource imperium.png Imperium income
Can only be built once in your Throne City.
Allied Empires and Free city.png Free Cities with a Supreme vassalage Supreme Vassalage grant 3 Resource imperium.png Imperium.
Ruler respawns 1 turn Turn faster.
Spells can be cast even if the Ruler is in the void.
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of Exaltation Exaltation
Building conduit sanctuary.png Sanctuary Province improvement conduit.png +15 Resource mana.png Mana.
Pillaging Province Improvements in this domain takes +2 turn and yields -30% resources.
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of Sanctuary Sanctuary
Building mine tithe collector.png Tithe Collector Province improvement mine.png +10 Resource gold.png Gold.
+2 Resource gold.png Gold per adjacent Province improvement farm.png Farm or Province improvement forester.png Forester.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of the Inquisition Inquisition
Building conduit doomdepth trench.png Doomdepth Trench Province improvement conduit.png -5 Morale.png City Stability.
+10 Resource mana.png Mana.
+10 Resource knowledge.png Knowledge.
+3 Resource mana.png Mana and Resource knowledge.png Knowledge for each Alignment level below Neutral.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of the Doomherald Doomherald
Building mine underground vault.png Underground Vault Province improvement mine.png +10 Resource gold.png Gold
+3 Resource gold.png Gold per adjacent Dungeon Province.
+1 Resource binding essence.png Binding Essence per adjacent Dungeon Province
Must be built on an acquired Underground province. 250 Resource structure production.png 100 Resource gold.png Tome of the Dungeon Depths Dungeon Depths
Building researchpost frostspire.png Frostspire Province improvement research post.png +10 Resource knowledge.png Knowledge.
+3 Resource knowledge.png Knowledge per adjacent Snow or Ice Province.
Visiting units gain Icetouch until the end of the next battle, giving their physical attacks a base 30% chance of inflicting Frozen.
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of the Cold Dark Cold Dark
Building researchpost school of cryomancy.png School of Cryomancy Province improvement research post.png +10 Resource knowledge.png Knowledge.
+3 Resource mana.png Mana per adjacent Snow or Ice Province.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Cryomancy Cryomancy
Building researchpost soulwell.png Soulwell Province improvement research post.png +5 Resource souls.png Souls.
+3 Resource mana.png Mana per adjacent Province improvement research post.png Research Post or Province improvement conduit.png Conduit.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Necromancy Necromancy
Building researchpost alchemists lab.png Alchemist's Lab Province improvement research post.png +10 Resource knowledge.png Knowledge.
+3 Resource knowledge.png Knowledge per adjacent unique Province Improvement.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Alchemy Alchemy
Building quarry war foundry.png War Foundry Province improvement quarry.png +20 Resource unit production.png Draft.
+5 Resource unit production.png Draft per adjacent Province improvement quarry.png Quarry or Province improvement mine.png Mine Province.
Construct Units produced in the owner city gain +2 Starting rank Ranks.
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of the Dreadnought Dreadnought
Building quarry worker construct nexus.png Worker Construct Nexus Province improvement quarry.png +10 Resource structure production.png Production.
+3 Resource food.png Food per adjacent Province improvement farm.png Farm.
+3 Resource structure production.png Production per adjacent Province improvement quarry.png Quarry or Province improvement forester.png Forester.
+3 Resource mana.png Mana per adjacent Province improvement conduit.png Conduit.
+3 Resource knowledge.png Knowledge per adjacent Province improvement research post.png Research Post.
+3 Resource gold.png Gold per adjacent Province improvement mine.png Mine.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of the Construct Construct
Building researchpost wyvern eyrie.png Wyvern Eyrie Province improvement research post.png +10 Resource knowledge.png Knowledge.
+5 Resource unit production.png Draft per adjacent Province improvement farm.png Farm Province.
Unlocks the production of various Wyvern Units (Alignment influences which Wyverns can be drafted):
  • Fire Wyvern
    Fire Wyvern
    Fighter Fighter | Tier 3 | Tome: Dragons

    Hit points
    90
    Defense
    3
    Resistance
    3
    Movement points
    40
    Status resistances 3 Fire resistance 4 Frost weakness 2

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait dragon.png
    Trait dragon.png Dragon
    Dragon unit with:
    • Draconic Rage
    Trait fighter unit.png
    Trait fighter unit.png Fighter Unit
    An outright melee unit with no obvious specialization or counters.
    Trait flying.png
    Trait flying.png Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait draconic rage.png
    Trait draconic rage.png Draconic Rage
    When this unit's total Hit points Hit Points reach 60% or lower, it deals +30% damage.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      9 Physical damage 6 Fire damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
      • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 220 Draft 140 Gold
    Upkeep: 20 Gold
  • Frost Wyvern
    Frost Wyvern
    Skirmisher Skirmisher | Tier 3 | Tome: Dragons

    Hit points
    90
    Defense
    3
    Resistance
    3
    Movement points
    40
    Status resistances 3 Fire weakness 2 Frost resistance 4

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait dragon.png
    Trait dragon.png Dragon
    Dragon unit with:
    • Draconic Rage
    Trait flying.png
    Trait flying.png Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait skirmisher unit.png
    Trait skirmisher unit.png Skirmisher Unit
    Cheap and swift units that are useful at Flank Flanking and targeting lone enemies.
    Skirmisher units gain:
    • Swift.
    • Slippery.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait draconic rage.png
    Trait draconic rage.png Draconic Rage
    When this unit's total Hit points Hit Points reach 60% or lower, it deals +30% damage.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    Trait slippery.png
    Trait slippery.png Slippery
    This unit does not trigger Opportunity Attack.
    Trait swift.png
    Trait swift.png Swift
    This unit ignores the effects of Slowing terrain in combat.
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      9 Physical damage 6 Frost damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
      • Slowed: Base 60% chance of inflicting Slowed for 2 Turn Turns.
    • Ability type physical.png
      Ability freezing burst.png
      Freezing Burst
      Ability type physical.png
      Ability freezing burst.png
      8 Physical damage 8 Frost damage
      Single use action
      Freezing Burst
      90% Accuracy 4 Range
      Deals damage to target unit.
      • Frozen: Base 90% chance of inflicting Frozen for 1 Turn Turn. If unsuccessful inflicts Slowed.

      Affected by Line of Sight rules.
      Cannot be used when within an enemy Zone of Control.
      Cooldown: 2 Turn
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 220 Draft 140 Gold
    Upkeep: 20 Gold
  • Gold Wyvern
    Gold Wyvern
    Fighter Fighter | Tier 3 | Tome: Dragons

    Hit points
    90
    Defense
    3
    Resistance
    3
    Movement points
    40
    Status resistances 3 Blight weakness 2 Spirit resistance 4

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait dragon.png
    Trait dragon.png Dragon
    Dragon unit with:
    • Draconic Rage
    Trait fighter unit.png
    Trait fighter unit.png Fighter Unit
    An outright melee unit with no obvious specialization or counters.
    Trait flying.png
    Trait flying.png Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait draconic rage.png
    Trait draconic rage.png Draconic Rage
    When this unit's total Hit points Hit Points reach 60% or lower, it deals +30% damage.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      9 Physical damage 6 Spirit damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
      • Distracted: Base 30% chance of inflicting Distracted for 1 Turn Turn.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 220 Draft 140 Gold
    Upkeep: 20 Gold
  • Obsidian Wyvern
    Obsidian Wyvern
    Fighter Fighter | Tier 3 | Tome: Dragons

    Hit points
    90
    Defense
    3
    Resistance
    3
    Movement points
    40
    Status resistances 3 Lightning resistance 4 Spirit weakness 2

    Trait animal.png
    Trait animal.png Animal
    An Animal unit.
    Trait dragon.png
    Trait dragon.png Dragon
    Dragon unit with:
    • Draconic Rage
    Trait fighter unit.png
    Trait fighter unit.png Fighter Unit
    An outright melee unit with no obvious specialization or counters.
    Trait flying.png
    Trait flying.png Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait draconic rage.png
    Trait draconic rage.png Draconic Rage
    When this unit's total Hit points Hit Points reach 60% or lower, it deals +30% damage.
    Trait low maintenance.png
    Trait low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      9 Physical damage 6 Lightning damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
      • Electrified: Base 60% chance of inflicting Electrified for 3 Turn Turns.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 220 Draft 140 Gold
    Upkeep: 20 Gold
Must be built on an acquired province. 450 Resource structure production.png 170 Resource gold.png Tome of Dragons Dragons
Building conduit feywater pond.png Feywater Pond Province improvement conduit.png Grants Misty to every Unit inside this Domain
+3 Resource mana.png Mana per adjacent Province improvement forester.png Forester.
Provinces in this city's domain become Misty.
Must be built on an acquired province. 250 Resource structure production.png 100 Resource gold.png Tome of Fey Mists Fey Mists
Building forester pyreshrine.png Pyreshrine Province improvement forester.png +15 Resource gold.png Gold.
+5 Resource unit production.png Draft per adjacent Province improvement forester.png Forester.
Units produced in this city gain
Faithful
Trait faithful.png Faithful
Unit Upkeep is reduced by 10%.
.
Must be built on an acquired Province. 250 Resource structure production.png 100 Resource gold.png Tome of the Cleansing Flame Cleansing Flame
Building conduit accursed shrine.png Accursed Shrine Province improvement conduit.png When placed, alter terrain into Desolate.
Per adjacent Ruin province gain:
  • +3 Resource unit production.png Draft
  • +3 Resource food.png Food
  • +3 Resource gold.png Gold
  • +3 Resource knowledge.png Knowledge
  • +3 Resource mana.png Mana
  • +3 Resource structure production.png Production

Allows the drafting of:
  • Accursed Blade
    Accursed Blade
    Polearm Polearm | Tier 3 | Tome: Demon Gate

    Hit points
    105
    Defense
    5
    Resistance
    3
    Movement points
    32
    Status resistances 3 Fire resistance 2 Frost resistance 2 Lightning weakness 4

    Trait accursed fiend.png
    Trait accursed fiend.png Accursed Fiend
    A Fiend unit with:
    • +2 Fire resistance Fire Resistance
    • +2 Frost resistance Frost Resistance
    • -4 Lightning resistance Lightning Resistance
    • Accursed Body
    • Immunity to Burning
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait polearm unit.png
    Trait polearm unit.png Polearm Unit
    Specialists in taking out large threats and cavalry and can counter shock unit charges.
    Polearm Units have:
    • First Strike
    • Charge Resistance
    • +40% damage against Cavalry and Large Target units.
    Trait accursed body.png
    Trait accursed body.png Accursed Body
    When a Melee attack hits, the attacker has a 30% chance of being inflicted with Ghostfire for 3 Turn Turns.
    Trait charge resistance.png
    Trait charge resistance.png Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait first strike.png
    Trait first strike.png First Strike
    When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
    Trait status effect immunity.png
    Trait status effect immunity.png Status Effect Immunity: Burning
    Unit is immune to Burning.
    • Ability melee strike physical.png Cursed Strike
      Ability melee strike physical.png
      8 Physical damage 4 Fire damage 4 Frost damage
      Repeating action
      Cursed Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
      • Ghostfire: Base 90% chance of inflicting Ghostfire for 3 Turn Turns.
      • Polearm: +40% damage to Cavalry and Large Target units.
    • Ability type fire.png
      Ability frozen flames.png
      Frozen Flames
      Ability type fire.png
      Ability frozen flames.png
      10 Fire damage 10 Frost damage
      Single use action
      Frozen Flames
      Always Hits Accuracy 0 Range
      Adjacent enemy units sustain damage.
      • Frozen: Base 60% chance of inflicting Frozen for 1 Turn Turn. If unsuccessful inflicts Slowed.
      • Ghostfire: Inflicts Ghostfire for 3 Turn Turns.

      Cooldown: 2 Turn
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 220 Draft 140 Gold
    Upkeep: 20 Gold
  • Accursed Ogre
    Accursed Ogre
    Shock Shock | Tier 2 | Building: Accursed Prosperity

    Hit points
    80
    Defense
    2
    Resistance
    2
    Movement points
    40
    Fire resistance 2 Frost resistance 2 Lightning weakness 4

    Trait accursed fiend.png
    Trait accursed fiend.png Accursed Fiend
    A Fiend unit with:
    • +2 Fire resistance Fire Resistance
    • +2 Frost resistance Frost Resistance
    • -4 Lightning resistance Lightning Resistance
    • Accursed Body
    • Immunity to Burning
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait shock unit.png
    Trait shock unit.png Shock Unit
    An offensive unit specialized in disrupting the enemy line. A Shock Unit has a Charge attack, which counters Shield Units, but can be countered by Polearm Units.
    Trait accursed body.png
    Trait accursed body.png Accursed Body
    When a Melee attack hits, the attacker has a 30% chance of being inflicted with Ghostfire for 3 Turn Turns.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait status effect immunity.png
    Trait status effect immunity.png Status Effect Immunity: Burning
    Unit is immune to Burning.
    • Ability charge strike physical.png Cursed Charge
      Ability charge strike physical.png
      10 Physical damage 6 Fire damage 6 Frost damage
      Single use action
      Cursed Charge
      100% Accuracy 1 Range
      A Charge attack:
      • Gains 20% damage per hex traveled, up to 3 hexes.
      • Cancels Defense Mode.
      • Removes Retaliation Attack.

      • Displace and Replace: Displaces the attacked target and moves onto its hex.
      • Ghostfire: Inflicts Ghostfire for 3 Turn Turns.
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 140 Draft 100 Gold
    Upkeep: 12 Gold
  • Accursed Trickster
    Accursed Trickster
    Battle Mage Battle Mage | Tier 4 | Tome: Demon Gate

    Hit points
    95
    Defense
    4
    Resistance
    4
    Movement points
    32
    Status resistances 7 Fire resistance 2 Frost resistance 2 Lightning weakness 4

    Trait accursed fiend.png
    Trait accursed fiend.png Accursed Fiend
    A Fiend unit with:
    • +2 Fire resistance Fire Resistance
    • +2 Frost resistance Frost Resistance
    • -4 Lightning resistance Lightning Resistance
    • Accursed Body
    • Immunity to Burning
    Trait battle mage unit.png
    Trait battle mage unit.png Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait accursed body.png
    Trait accursed body.png Accursed Body
    When a Melee attack hits, the attacker has a 30% chance of being inflicted with Ghostfire for 3 Turn Turns.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait duplicity.png
    Trait duplicity.png Duplicity
    When this unit's total Hit points Hit Points drop to 50% or lower, it creates a clone on a nearby hex. This clone does 30% less damage and has Astral Reflection.
    Trait status effect immunity.png
    Trait status effect immunity.png Status Effect Immunity: Burning
    Unit is immune to Burning.
    • Ability magic bolts fire.png Ghostfire Bolts
      Ability magic bolts fire.png
      8 Fire damage 8 Frost damage
      Repeating action
      Ghostfire Bolts
      90% Accuracy 4 Range
      Unleashes a magical bolt at target enemy.
      • Ghostfire: Base 90% chance of inflicting Ghostfire for 3 Turn Turns.

      Affected by Line of Sight rules.
      Cannot be used when within an enemy Zone of Control.
    • Ability type fire.png
      Ability maddening phantasm.png
      Maddening Phantasm
      Ability type fire.png
      Ability maddening phantasm.png
      20 Fire damage 20 Frost damage
      Full action
      Maddening Phantasm
      Always Hits Accuracy 6 Range
      Deals damage to target unit.
      • Insanity: Base 120% chance of inflicting Insanity for 1 Turn Turn.

      Cooldown: 3 Turn
    • Ability type default.png
      Ability tricky escape.png
      Tricky Escape
      Ability type default.png
      Ability tricky escape.png
      Tricky Escape
      Always Hits Accuracy 2 Range
      • Inflict 3 Ghostfire for 3 Turn Turns to target unit.
      • Teleport back 4 hexes.

      Cooldown: 2 Turn
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 330 Draft 250 Gold
    Upkeep: 30 Gold 3 Imperium
Must be built on an acquired Province. 750 Resource structure production.png 280 Resource gold.png Tome of Calamity Calamity
Building conduit monastery.png Monastery Province improvement conduit.png +10 Morale.png City Stability.
+10 Resource unit production.png Draft
Per adjacent Province improvement farm.png Farm:
  • +2 Morale.png City Stability
  • +3 Resource unit production.png Draft
Must be built on an acquired Province. 130 Resource structure production.png 60 Resource gold.png Tome of Discipline Discipline
Building conduit shrine of prosperity.png Shrine of Prosperity Province improvement conduit.png 10% of Resource food.png Food income in the city is converted to Resource gold.png Gold.
Per adjacent Province improvement farm.png Farm or Province improvement forester.png Forester:
  • +3 Morale.png City Stability
  • +7 Resource food.png Food

Allows the drafting of:
  • Blessed Dragon
    Blessed Dragon
    Support Support | Tier 2 | Building: Shrine of Prosperity

    Hit points
    70
    Defense
    1
    Resistance
    3
    Movement points
    40
    Status resistances 2 Blight weakness 4 Frost weakness 4 Spirit resistance 2

    Trait celestial.png
    Trait celestial.png Celestial
    Celestial unit with:
    • +2 Spirit resistance Spirit Resistance
    • -4 Blight resistance Blight Resistance.
    • -4 Frost resistance Frost Resistance
    • Inspiring Killer
    • Control Loss Immunity
    Trait dragon.png
    Trait dragon.png Dragon
    Dragon unit with:
    • Draconic Rage
    Trait flying.png
    Trait flying.png Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait support unit.png
    Trait support unit.png Support Unit
    A defensive specialist that supports friendly units from afar and protects them from magical attacks.
    A Support unit has Defense Mode: Warding.
    Trait control loss immunity.png
    Trait control loss immunity.png Control Loss Immunity
    Immune to effects that make you lose control of a unit, such as Berserk and Dominated.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait draconic rage.png
    Trait draconic rage.png Draconic Rage
    When this unit's total Hit points Hit Points reach 60% or lower, it deals +30% damage.
    Trait inner grace.png
    Trait inner grace.png Inner Grace
    At the start of its turn, the unit gains Grace if it doesn't already have it.
    Trait inspiring killer.png
    Trait inspiring killer.png Inspiring Killer
    This unit grants double the morale bonus to itself and its allies when killing an enemy.
    • Ability magic blast spirit.png Spirit Blast
      Ability magic blast spirit.png
      16 Spirit damage
      Single use action
      Spirit Blast
      90% Accuracy 4 Range
      Single magical attack at target unit.
      Affected by Line of Sight rules.
      Cannot be used when within an enemy Zone of Control.
    • Ability type default.png
      Ability graceful rain.png
      Graceful Rain
      Ability type default.png
      Ability graceful rain.png
      Graceful Rain
      Always Hits Accuracy 4 Range
      Friendly units in a 1-hex radius:
      • Heal 15 Temporary hit points Temporary Hit Points.
      • Gain 1 Grace.

      Cannot be used when within an enemy Zone of Control.
      Cooldown: 2 Turn
    • Ability type default.png
      Ability defense mode warding.png
      Defense Mode: Warding
      Ability type default.png
      Ability defense mode warding.png
      Defense Mode: Warding
      Ends its turn and goes into a defensive mode:
      • Extends its Zone of Control to all adjacent hexes.
      • +2 Defense Defense.
      • +2 Resistance Resistance.
      • Immune to Flank Flanking.
      • All adjacent friendly units gain +3 Resistance Resistance and +3 Status resistance Status Resistance

    Cost: 140 Draft 100 Gold
    Upkeep: 12 Gold
  • Radiant Guardian
    Radiant Guardian
    Shield Shield | Tier 3 | Building: Shrine of Prosperity

    Hit points
    95
    Defense
    7
    Resistance
    2
    Movement points
    32
    Status resistances 3 Blight weakness 4 Frost weakness 4 Spirit resistance 2

    Trait celestial.png
    Trait celestial.png Celestial
    Celestial unit with:
    • +2 Spirit resistance Spirit Resistance
    • -4 Blight resistance Blight Resistance.
    • -4 Frost resistance Frost Resistance
    • Inspiring Killer
    • Control Loss Immunity
    Trait dragon.png
    Trait dragon.png Dragon
    Dragon unit with:
    • Draconic Rage
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait shield unit.png
    Trait shield unit.png Shield Unit
    Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
    • Shield Defense.
    • Defense Mode: Shield Wall.
    Trait control loss immunity.png
    Trait control loss immunity.png Control Loss Immunity
    Immune to effects that make you lose control of a unit, such as Berserk and Dominated.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait draconic rage.png
    Trait draconic rage.png Draconic Rage
    When this unit's total Hit points Hit Points reach 60% or lower, it deals +30% damage.
    Trait inner grace.png
    Trait inner grace.png Inner Grace
    At the start of its turn, the unit gains Grace if it doesn't already have it.
    Trait inspiring killer.png
    Trait inspiring killer.png Inspiring Killer
    This unit grants double the morale bonus to itself and its allies when killing an enemy.
    Trait tough.png
    Trait tough.png Shield Defense
    This unit has +3 Defense Defense against non- Flank Flanking attacks.
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      10 Physical damage 4 Spirit damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
    • Ability type spirit.png
      Ability radiant transposition.png
      Radiant Transposition
      Ability type spirit.png
      Ability radiant transposition.png
      8 Spirit damage
      Single use action
      Radiant Transposition
      Always Hits Accuracy 4 Range
      Swap position with a friendly unit and enter Defense Mode. Enemies adjacent to the unit:
      • Sustain damage.
      • Have a base 60% chance of becoming Pacified for 1 Turn Turn.

      Cooldown: 2 Turn
    • Ability type default.png
      Ability defense mode shield wall.png
      Defense Mode: Shield Wall
      Ability type default.png
      Ability defense mode shield wall.png
      Defense Mode: Shield Wall
      This unit ends its turn and goes into a defensive mode:
      • Extends its Zone of Control to all adjacent hexes.
      • +2 Defense Defense.
      • +2 Resistance Resistance.
      • Immune to Flank Flanking.
      • All adjacent friendly units gain +3 Defense Defense.

    Cost: 220 Draft 140 Gold
    Upkeep: 20 Gold
  • Righteous Judge
    Righteous Judge
    Mythic Mythic | Tier 4 | Building: Shrine of Prosperity

    Hit points
    140
    Defense
    5
    Resistance
    6
    Movement points
    48
    Status resistances 7 Blight weakness 4 Frost weakness 4 Spirit resistance 2

    Trait celestial.png
    Trait celestial.png Celestial
    Celestial unit with:
    • +2 Spirit resistance Spirit Resistance
    • -4 Blight resistance Blight Resistance.
    • -4 Frost resistance Frost Resistance
    • Inspiring Killer
    • Control Loss Immunity
    Trait dragon.png
    Trait dragon.png Dragon
    Dragon unit with:
    • Draconic Rage
    Trait land movement.png
    Trait land movement.png Land Movement
    This unit can move over land hexes.
    Trait large target.png
    Trait large target.png Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Is immune to most displacement effects.
    • Has Demolisher.
    Trait magic origin.png
    Trait magic origin.png Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
    Trait mythic unit.png
    Trait mythic unit.png Mythic Unit
    A powerful unit that doesn't conform to a particular fighting style.
    All mythic units have Control Loss Immunity.
    Trait control loss immunity.png
    Trait control loss immunity.png Control Loss Immunity
    Immune to effects that make you lose control of a unit, such as Berserk and Dominated.
    Trait control loss immunity.png
    Trait control loss immunity.png Control Loss Immunity
    Immune to effects that make you lose control of a unit, such as Berserk and Dominated.
    Trait demolisher.png
    Trait demolisher.png Demolisher
    This unit's attacks damage Fortified obstacles.
    Trait draconic rage.png
    Trait draconic rage.png Draconic Rage
    When this unit's total Hit points Hit Points reach 60% or lower, it deals +30% damage.
    Trait honorable.png
    Trait honorable.png Honorable
    This unit cannot make Flank Flanking attacks.
    Trait inner grace.png
    Trait inner grace.png Inner Grace
    At the start of its turn, the unit gains Grace if it doesn't already have it.
    Trait inspiring killer.png
    Trait inspiring killer.png Inspiring Killer
    This unit grants double the morale bonus to itself and its allies when killing an enemy.
    Trait zeal.png
    Trait zeal.png Zeal
    • Base attacks gain +2 Spirit damage Spirit Damage.
    • This damage is doubled against Condemned units.
    Effects are increased for non-repeating attacks.
    • Ability melee strike physical.png Melee Strike
      Ability melee strike physical.png
      14 Physical damage 9 Spirit damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
      • Sundered Defense: Base 90% chance of inflicting Sundered Defense for 3 Turn Turns.
      • Sundered Resistance: Base 90% chance of inflicting Sundered Resistance for 3 Turn Turns.
    • Ability type spirit.png
      Ability righteous judgment.png
      Righteous Judgment
      Ability type spirit.png
      Ability righteous judgment.png
      28 Spirit damage
      Free action
      Righteous Judgment
      Always Hits Accuracy 3 Range
      Deal damage to the target unit. If the target is Condemned, then damage is doubled, otherwise the target becomes Condemned.
      Cooldown: 1 Turn
    • Ability type default.png
      Ability defense mode.png
      Defense Mode
      Ability type default.png
      Ability defense mode.png
      Defense Mode
      This unit ends its turn and goes into a defensive mode. The unit:
      • Extends its Zone of Control to all adjacent hexes.
      • Gains +2 Defense Defense.
      • Gains +2 Resistance Resistance.
      • Becomes immune to Flank Flanking.

    Cost: 330 Draft 250 Gold
    Upkeep: 30 Gold 3 Imperium
Must be built on an acquired Province. 750 Resource structure production.png 280 Resource gold.png Tome of Prosperity Prosperity
Building conduit temple of the prophet.png Temple of the Prophet Province improvement conduit.png +15 Resource mana.png Mana
+5 Resource knowledge.png Knowledge per adjacent Province improvement conduit.png Conduit
Must be built on an acquired Province. 750 Resource structure production.png 280 Resource gold.png Tome of Prophecies Prophecies
Building teleporter archon gate.png Archon Gate Province improvement teleporter.png +20 Morale.png City Stability
Unit deployment location.
Allows the drafting of Titans.
Must be built on an acquired Province. 750 Resource structure production.png 280 Resource gold.png Tome of the Archon Archon
Building researchpost necropolis.png Necropolis Province improvement research post.png +8 Resource souls.png Souls
+2 Resource souls.png Souls per adjacent Province improvement research post.png Research Post
Allows the drafting of Skeletons, Corrupt Souls, and Undead Titans.
Must be built on an acquired Province. 750 Resource structure production.png 280 Resource gold.png Tome of the Revenant Revenant
Building conduit blood altar.png Blood Altar Province improvement conduit.png +15 Resource unit production.png Draft income
+5 Resource unit production.png Draft per adjacent Province improvement farm.png Farm
When victorious in battle gain 10 Resource mana.png Mana.
Must be built on an annexed Province. 130 Resource structure production.png 60 Resource gold.png Tome of the Blood Rite Blood Rite
Building conduit basilica of lamentation.png Basilica of Lamentation Province improvement conduit.png +10 Resource mana.png Mana income
+10 Resource knowledge.png Knowledge income
+10 Morale.png City Stability
+3 Resource mana.png Mana per adjacent Province improvement farm.png Farm.
+2 Resource knowledge.png Knowledge per adjacent Province improvement forester.png Forester.
Must be built on an annexed Province. 250 Resource structure production.png 100 Resource gold.png Tome of Torment Torment
File:Building mine grand bazaar.png Grand Bazaar Province improvement mine.png +7 Resource gold.png Gold income
Per adjacent Province with Sand:
  • +3 Resource gold.png Gold.
  • +4 Resource food.png Food.
Must be built on an annexed Province. 250 Resource structure production.png 100 Resource gold.png Tome of the Sand Stalkers Sand Stalkers
File:Building mine war forge.png War Forge Province improvement mine.png +20 Resource unit production.png Draft income.
Per available Ore type Magic Material available to your empire gain:
  • +5 Resource gold.png Gold
  • +10 Resource unit production.png Draft
Must be built on an annexed Province. 250 Resource structure production.png 100 Resource gold.png Tome of the Warlord Warlord