Afflicted

Difficulty: Advanced

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.

Units

Unit OP / DP Special Abilities Attributes Cost
Abomination 2 / 1
  • OP: 2 / DP: 1 / T: 9
  • 0.25% attrition rate per tick.
  • No draftee returned if released.
  • Releases into 10 Food.
Fused, Living, and Mindless 100 food
Pest Rat 0 / 3
  • OP: 0 / DP: 3 / T: 9
  • Takes up 0.75 housing.
  • Generates 0.04 miasma/tick.
Living and Sentient 300 gold
Wretch 0 / 7
  • OP: 0 / DP: 7 / T: 12
Living and Sentient 1,000 gold
Reaper 10 / -1
  • OP: 10 / DP: -1 / T: 12
  • Increases enemy casualties on offense (defender suffers more casualties).
  • Fuses 1x of killed enemy raw OP or DP into Abominations.
Intelligent, Living, and Sentient 600 gold,
8 miasma

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Peasant production: 2.70 Gold
Converts assassinated draftees Yes
Converts captured spies Yes
Max population +20%
Population growth rate +30%
Round modes
 Standard (land target)
 Standard (fixed duration)
 Deathmatch (land target)
 Deathmatch (fixed duration)

Resources

Resource Construction Buy Sell Improvement Points
Gold Yes 1.00 0.50 1.00
Food N/A N/A N/A
Lumber Yes N/A N/A 2.00
Mana N/A N/A N/A
Miasma N/A N/A 32.00

Buildings

Building Land Type Perks
Farm Plain
  • Produces 50 food per tick.
  • Provides 0 jobs.
  • Houses 0 people.
Wall Hill
  • Defensive power increased by 1% for every 1% (max +100% DP).
  • Provides 6 raw defensive power.
  • Provides 0 jobs.
  • Houses 0 people.

Improvements

Building Perks

Spells

Friendly Passive Spells

Spell Deity Cost Duration Cooldown Effect

Hostile Passive Spells

Spell Deity Cost Duration Cooldown Effect

Passive Self Spells

Spell Deity Cost Duration Cooldown Effect

Friendly Active Spells

Spell Deity Cost Cooldown Effect

Hostile Active Spells

Spell Deity Cost Cooldown Effect

Active Self Spells

Spell Deity Cost Cooldown Effect

Invasion Spells

Spell Deity Effect

Sabotage

Operation Effect