Beastfolk

Difficulty: Challenging

Units

Unit OP / DP Special Abilities Attributes Cost
Goat Witch 0 / 8
  • OP: 0 / DP: 8 / T: 12
  • Counts as 0.25 of a wizard on defense.
  • Counts as 0.5 of a wizard on offense.
Intelligent, Living, and Sentient 1,150 gold,
10 lumber
Boar Man 8 / 5
  • OP: 8 / DP: 5 / T: 12
  • Eats 0.25 extra food.
  • Kills enemy units into 0.1 Blood per 1 raw OP or DP.
  • Kills enemy units into 6 Food per 1 raw OP or DP.
  • Offense increased by +2 if total units sent are outnumbered by the target's entire military at home (including draftees and units with no defensive power).
Intelligent, Living, and Sentient 1,250 gold,
100 ore
Blood Horn 8 / 5
  • OP: 8 / DP: 5 / T: 12
  • Eats 0.25 extra food.
  • Kills enemy units into 0.3 Blood per 1 raw OP or DP.
  • Offense increased by 2 if target was invaded (in the last six hours, includes non-overwhelmed failed invasions).
Intelligent, Living, and Sentient 1,250 gold,
100 ore
Minotaur 8 / 5
  • OP: 8 / DP: 5 / T: 12
  • Eats 0.25 extra food.
  • Kills enemy units into 0.2 Blood per 1 raw OP or DP.
  • Kills enemy units into 4 Food per 1 raw OP or DP.
Intelligent, Living, and Sentient 1,250 gold,
100 ore

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Psionic base strength: 1.000000
Peasant production: 2.70 Gold
Exchange rates -35%
Population from barren forest +25

Resources

Resource Construction Buy Sell Improvement Points
Gold Yes 1.00 0.50 N/A
Food 0.50 0.10 N/A
Lumber Yes 1.00 0.50 N/A
Ore 1.00 0.50 N/A
Mana N/A N/A N/A
Blood N/A N/A 750.00

Buildings

Building Land Type Perks
Aqueduct Water
  • Food production increased by 8% for every 1% (max +40%).
  • 18% population growth rate for every 1%.
Automated Mine Mountain
  • Produces 120 ore per tick.
  • Produces 30 gems per tick.
  • Provides 0 jobs.
  • Houses 0 people.
  • Requires Automated Mining research to build.
Barracks Hill
  • Houses 36 military units.
  • Provides 0 jobs.
  • Houses 0 people.
Bloodstone Mountain
  • Blood improvement points worth increased by 5% for every 1% (max +100%)
Camp Forest
  • Houses 8 military units.
  • Unit gold costs -2% for every 1% (max 50% reduction).
  • Unit ore costs -2% for every 1% (max 50% reduction).
Constabulary Hill
  • Spy strength on defense increased by 20% for every 1%.
  • Houses 40 spies and units that count as spies.
  • Houses 0 people.
Dock Water
  • Resource exchange rates improved by 4% for every 1% (max +20%).
  • Produces 40 food per tick.
  • XP generation increased by 5% for every 1% (max +25%).
Factory Hill
  • Construction costs decreased by 5% for every 1% (max 50% reduction).
  • Rezoning costs decreased by 5% for every 1% (max 50% reduction).
  • Construction time decreased by -2.5% for every 1% (max 25% reduction).
Farm Plain
  • Produces 80 food per tick.
Gold Mine Plain
  • Produces 50 gold per tick.
Granary Forest
  • Protects 25000 food from theft.
  • Protects 12500 lumber from theft.
Grove Forest
  • Houses 30 people.
  • Provides 0 jobs.
Guard Tower Hill
  • Defensive power increased by 1.8% for every 1% (max +36% DP).
Lumberyard Forest
  • Produces 50 lumber per tick.
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
  • Prestige gains increased by 2.5% for every 1% (max +25%)
  • Defensive casualties decreased by -5% for every 1% (max 50% reduction).
  • Offensive casualties decreased by -5% for every 1% (max 50% reduction).
Tower Swamp
  • Produces 25 mana per tick.
Vault Mountain
  • Protects 25000 gold from theft.
  • Protects 2500 gems from theft.
  • Protects 10000 ore from theft.
Watch Tower Swamp
  • -1.8% target defensive modifiers for every 1% (max -36% or 0% defensive modifiers).
Watermill Water
  • Ore production increased by 4% for every 1% (max +20%).
  • Gem production increased by 4% for every 1% (max +20%).
Wizard Academy Forest
  • Wizard strength on defense increased by 20% for every 1%.
  • Houses 40 wizards and units that count as wizards.
  • Houses 0 people.
Wizard Guild Swamp
  • Wizard strength recovery increased by 0.1% for every 1% (max +2%).
  • 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.

Land Perks

Land Type Perks
 Plain
  • +0% offensive power for every 1% of this land type.
 Mountain
  • +0% gold production for every 1% of this land type.
 Swamp
  • +2% XP generation for every 1% of this land type.
 Forest
  • +0% population for every 1% of this land type.
 Hill
  • +0% defensive power for every 1% of this land type.
 Water
  • +5% food production for every 1% of this land type.

Improvements

Building Perks
Brutality
Perk Max Coefficient
Offensive Power +50% 15,000
Own Casualties +50% 10,000
Enemy Casualties +50% 10,000
Compassion
Perk Max Coefficient
Defensive Power +50% 15,000
Own Casualties -50% 10,000
Enemy Casualties -50% 10,000

Spells

Friendly Passive Spells

Spell Deity Cost Duration Cooldown Effect

Hostile Passive Spells

Spell Deity Cost Duration Cooldown Effect
Blight Any 1x 1 ticks None
  • -10% food production
Earthquake Any 1x 1 ticks None
  • -5% ore production
  • -5% gem collection
Plague Any 1x 1 ticks None
  • -25% population growth rate

Passive Self Spells

Spell Deity Cost Duration Cooldown Effect
Ambush Any 2x 1 ticks 24 ticks
  • Targets raw defensive power lowered by 1% for every 5% of your own Forest, max 10% reduction.
Bregon's Muster Bregon 12x 12 ticks 96 ticks
  • -15% military unit gold costs
  • -15% military unit ore costs
  • -5% military unit lumber costs
  • -6 ticks training time for military units (does not include Spies, Wizards, or Archmages)
Druva's Blessing Druva 4x 48 ticks None
  • +30% food production
  • +10% lumber production
Druva's Granaries Druva 5x 36 ticks 72 ticks
  • -100% lumber lost to theft.
  • -100% food lost to theft.
Enhanced Yields Any 2x 48 ticks None
  • +10% food production
Harmony Any 2x 48 ticks None
  • +50% population growth rate
  • -5% offensive power
Magical Disguise Any 2x 36 ticks 72 ticks
  • -100% gold lost to theft.
Mirnon's Fortitude Mirnon 4x 48 ticks None
  • +20% ore production
  • +10% gem collection
Mirnon's Greed Mirnon 4x 48 ticks None
  • +10% Gold Mine production
  • +10% Gold Quarry production
  • +20% food consumption
Mirnon's Secrets Mirnon 5x 36 ticks 72 ticks
  • -100% ore lost to theft.
  • -100% gems lost to theft.
Sazal's Fog Any 0.5x 12 ticks 96 ticks
  • Hidden from Insight
Sazal's Perception Any 4x 24 ticks None
  • Reveals the dominion casting spells or spying on you
Sazal's Shield Any 3x 24 ticks None
  • -20% damage from spells
Sazal's Ward Sazal 12x 36 ticks 72 ticks
  • -50% sorcery damage suffered
  • -75% sorcery damage dealt
Sazal's Wrath Sazal 6x 12 ticks 96 ticks
  • +50% sorcery damage suffered
  • +25% sorcery damage dealt

Friendly Active Spells

Spell Deity Cost Cooldown Effect

Hostile Active Spells

Spell Deity Cost Cooldown Effect
Fireball Any 1x None
  • Kills 0.25% of the target's peasants.
  • Destroys 0.25% of the target's Food.
Lightning Bolt Any 1x None
  • Destroys +0.05% of the target's improvements.

Active Self Spells

Spell Deity Cost Cooldown Effect
Sazal's Charge Any 1x 480 ticks
  • Resets spell cooldowns.

Invasion Spells

Spell Deity Effect

Sabotage

Operation Effect
Assassinate Draftees
  • Assassinate draftees (base damage 0.1).
Assassinate Peasants
  • Assassinate peasants (base damage 0.1).
Magic Snare
  • Reduce wizard strength (base damage +0%).