Afflicted

Skill level: Advanced | Attacking: | Converting: | Exploring:

For any invasion where the Afflicted are at least half as strong as the defender, a Pestilence will linger with the defender causing their peasants to die and quickly decompose into Abominations which start the long walk back to their Afflicted masters.

If the invasion is successful, a malady known only as Great Fever will also befall the defender.

Anyone invading the Afflicted will bring back with them a terrible disease called Festering Wounds.


  • Pestilence: (1% * [Land Ratio]) of target's peasants die and return to the Afflicted as Abominations (takes 12 ticks).
  • Great Fever: no population growth, -10% gold production, -20% food production.
  • Festering Wounds: +25% casualties, +25% food consumption.

Each spell lasts 12 ticks.

Units

Unit OP / DP Special Abilities Attributes Cost
Abomination 2 / 0
  • OP: 2.00 / DP: 0.00 / T: 9
  • Eats 0.125 halms of food extra.
  • Fuses 2x of killed enemy raw OP or DP into Abominations.
  • 0.5% attrition rate per tick.
  • Does not count towards population. No housing required.
  • Living
  • Mindless
  • 0 gold, 100 food
    Pest Rat 0 / 3
    • OP: 0.00 / DP: 3.00 / T: 9
    • Takes up 0.75 housing (instead of 1).
  • Living
  • Sentient
  • 300 gold
    Wretch 0 / 6
    • OP: 0.00 / DP: 6.00 / T: 12
  • Living
  • Sentient
  • 800 gold
    Reaper 10 / -1
    • OP: 10.00 / DP: -1.00 / T: 12
    • Immortal in combat. Only dies against Tiranthael's Blessing or Qur Zealots.
    • Fuses 4x of killed enemy raw OP or DP into Abominations.
    • Counts as 0.5 of a spy on offense.
    • Counts as 0.25 of a spy on defense.
    • Immortal spy (cannot be killed when performing espionage).
  • Intelligent
  • Living
  • Sentient
  • 600 gold, 40 mana, 5% morale

    Perks

    Max population +20%
    Population growth rate +30%
    Converts assassinated draftees Yes
    Converts captured spies Yes

    Lands

    Home land type: Hill
    Construction Materials
    Primary: Gold
    Secondary: Lumber

    Buildings

    Building Land Type Perks
    Aqueduct Water
    • Food production increased by 8% for every 1% (max +40%).
    Barracks Hill
    • Houses 36 military units.
    • Provides 0 jobs.
    Dock Water
    • Produces 40 food per tick.
    • XP generation increased by 5% for every 1% (max +25%).
    • Resource exchange rates improved by 4% for every 1% (max +20%).
    Dwelling Hill
    • Houses 30 people.
    • Provides 0 jobs.
    Factory Hill
    • Construction costs decreased by 4% for every 1% (max 80% reduction).
    • Rezoning costs decreased by 2% for every 1% (max 40% reduction).
    Farm Plain
    • Produces 80 food per tick.
    Forest Haven Forest
    • Spy losses decreased by 3% for every 1% (max 30% reduction).
    • Damage from fireballs reduced by 8% for every 1%.
    • Gold stolen from you reduced by 8% for every 1%.
    • Houses 40 spies and units that count as spies.
    • Houses 0 people.
    Gem Mine Mountain
    • Produces 15 gems per tick.
    Gold Mine Plain
    • Produces 50 gold per tick.
    Guard Tower Hill
    • Defensive power increased by 1.8% for every 1% (max +36% DP).
    Lumberyard Forest
    • Produces 50 lumber per tick.
    Masonry Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    Ore Mine Mountain
    • Produces 60 ore per tick.
    Shrine Forest
    • Defensive casualties decreased by 5% for every 1% (max 50% reduction).
    • Offensive casualties decreased by 5% for every 1% (max 50% reduction).
    Smithy Plain
    • Unit gold costs 2% for every 1% (max 40% reduction).
    • Unit ore costs 2% for every 1% (max 40% reduction).
    Temple Swamp
    • Reduces target's defensive modifiers by by 1.8% for every 1% (max 36% reduction or 0% defensive modifiers).
    • Population growth rate increased by 6% for every 1%.
    Tower Swamp
    • Produces 25 mana per tick.
    Watermill Water
    • Gem production increased by 4% for every 1% (max +20%).
    • Ore production increased by 4% for every 1% (max +20%).
    Wizard Guild Swamp
    • Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
    • Spell mana costs decreased by 2% for every 1% (max 40% reduction).
    • Houses 40 wizards and units that count as wizards.
    • Houses 0 people.