Demon

Difficulty: Advanced

Demon starts with 1 Archdemon.

Units

Unit OP / DP Special Abilities Attributes Cost
Hellhound 2 / 0
  • OP: 2 / DP: 0 / T: 6
  • Cannot be released
  • Captures enemy displaced enemy peasants.
  • Returns 6 ticks faster from battle.
  • Takes up 0.25 housing.
  • Kills enemy units into 1 Soul each.
  • Kills enemy units into 4 Blood per 1 raw OP or DP.
  • Kills enemy units into 8 Food per 1 raw OP or DP.
Living and Sentient 50 gold,
6 blood
Congregant 0 / 4
  • OP: 0 / DP: 4 / T: 9
  • Gathers 0.7 blood/tick.
  • Gathers 0.70 blood/tick if paired with Archdemon at home.
  • Cannot be released
  • Upon death, returns as 1 Soul.
  • Kills enemy units into 1 Soul each.
  • Kills enemy units into 4 Blood per 1 raw OP or DP.
  • Kills enemy units into 8 Food per 1 raw OP or DP.
Intelligent, Living, and Sentient 600 gold,
8 blood,
1 soul
Adjudicator 0 / 8
  • OP: 0 / DP: 8 / T: 12
  • Cannot be released
  • Defense increased by 4.00 when paired with 0.0000001 Archdemons at home.
  • Upon death, returns as 1 Soul.
  • Kills own displaced peasants.
  • Kills enemy units into 1 Soul each.
  • Kills enemy units into 4 Blood per 1 raw OP or DP.
  • Kills enemy units into 8 Food per 1 raw OP or DP.
Intelligent, Living, and Sentient 2,000 gold,
24 blood,
1 soul
Archdemon 1 / 0
  • OP: 1 / DP: 0 / T: 24
  • You can at most have 1 of this unit.
  • Cannot be released
  • Immortal in combat.
  • Kills enemy units into 1 Soul each.
  • Kills enemy units into 4 Blood per 1 raw OP or DP.
  • Kills enemy units into 8 Food per 1 raw OP or DP.
  • Offense increased by 1 for every 2 Soul (no max).
Intelligent, Living, Massive, Sentient, and Wise 60,000 blood,
60,000 mana,
60,000 souls

Traits

Workers: Sinner
Draftees: Minion (DP: 1)
Psionic base strength: 1.000000
Sinner production: 2.70 Gold, 0.10 Blood
Cannot renounce deity Yes
Cost of exploration +100%
Souls increase improvements Yes
Starts devoted to Azk'Hurum Yes

Resources

Resource Construction Buy Sell Improvement Points
Gold Yes 1.00 0.50 1.00
Food 0.50 0.10 N/A
Lumber Yes 1.00 0.50 N/A
Mana N/A N/A N/A
Blood N/A N/A 8.00
Souls N/A N/A N/A

Buildings

Building Land Type Perks
Altar Mountain
  • Blood production increased by 5% for every 1% (max +100%).
  • Protects 1000 blood from theft.
  • Food production increased by 8% for every 1% (max +40%).
Barracks Hill
  • Houses 36 military units.
  • Provides 0 jobs.
  • Houses 0 people.
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%).
Dungeon Mountain
  • Houses 30 people.
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.
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)
Obelisk Hill
  • Increases deity perks 10% for every 1% (max +100%)
School Plain
  • Improvements increased by 2.75% for every 1%.
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).
Smithy Plain
  • Unit gold costs -2% for every 1% (max 40% reduction).
  • Unit ore costs -2% for every 1% (max 40% 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).
Wizard Academy Hill
  • 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.

Improvements

Building Perks
Cartography
Perk Max Coefficient
Exploration Gold Costs -35% 4,000
Land Discovered +35% 4,000
Combat
Perk Max Coefficient
Own Defensive Casualties -20% 5,000
Own Offensive Casualties -20% 6,000
Commerce
Perk Max Coefficient
Gold Production +25% 4,000
Construction
Perk Max Coefficient
Construction Costs -25% 4,000
Rezoning Costs -25% 4,000
Defense
Perk Max Coefficient
Defensive Power +25% 7,500
Espionage
Perk Max Coefficient
Spy Strength +45% 5,000
Spy Losses -45% 5,000
Spy Units Housing +45% 5,000
Farming
Perk Max Coefficient
Food Production +45% 5,000
Housing
Perk Max Coefficient
Population +20% 4,000
Logging
Perk Max Coefficient
Lumber Production +25% 4,000
Mobilisation
Perk Max Coefficient
Unit Gold Costs -25% 4,000
Unit Ore Costs -25% 4,000
Offense
Perk Max Coefficient
Offensive Power +25% 7,500
Research
Perk Max Coefficient
XP Generation +25% 5,000
XP Gained +25% 5,000
Stonecutting
Perk Max Coefficient
Ore Production +25% 4,000
Wizardry
Perk Max Coefficient
Wizard Strength +45% 5,000
Spell Damage -45% 5,000
Mana Production +45% 5,000
Wizard Units Housing +45% 5,000

Spells

Friendly Auras

Spell Cost Duration Cooldown Effect
Blessing of Azk'Hurum 7x 48 ticks None
  • +2.5% offensive power if target recently invaded your realm

Hostile Auras

Spell Cost Duration Cooldown Effect
Blight 1x 1 ticks None
  • -10% food production
Earthquake 1x 1 ticks None
  • -5% ore production
  • -5% gem production
Mark of Azk'Hurum 2x 0.25 ticks 24 ticks
  • -5% defensive power
Plague 1x 1 ticks None
  • -25% population growth rate

Self Auras

Spell Cost Duration Cooldown Effect
Feast of Azk'Hurum 9x 48 ticks None
  • +100% population growth rate
  • +20% food consumption
Infernal Fury 7x 12 ticks 96 ticks
  • +25% enemy casualties when invading
  • +25% enemy casualties when defending
  • +20% food consumption
Mirnon's Vault 5x 36 ticks 72 ticks
  • -100% gold lost to theft.
  • -100% gems lost to theft.
  • -100% ore lost to theft.
Sazal's Fog 0.5x 12 ticks 96 ticks
  • Hidden from Insight
Sazal's Perception 4x 24 ticks None
  • Reveals the dominion casting spells or spying on you
Sazal's Shield 3x 24 ticks None
  • -20% damage from spells

Friendly Impact Spells

Spell Cost Cooldown Effect

Hostile Impact Spells

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

Self Impact Spells

Spell Cost Cooldown Effect
Sacrifice to Azk'Hurum 9x None
  • Sacrifice 50% of your sinners for 1 Soul And 6 Blood each.
Sazal's Charge 8x 480 ticks
  • Resets spell cooldowns.

Invasion Spells

Spell 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%).