Kerranad

Difficulty: Challenging

The City-state of Kerranad starts with buildings:

  • Plains: 50 farms, 200 smithies
  • Forest: 50 lumberyards
  • Mountain: 100 ore mines, 300 gem mines
  • Hill: 100 residences, 25 constabularies
  • Swamp: 50 towers, 50 temples, 25 wizard guilds
  • Water: 50 docks

It also starts with 400,000 gems.

Units

Unit OP / DP Special Abilities Attributes Cost
Assassin 4 / 0
  • OP: 4 / DP: 0 / T: 6
  • Counts as 0.5 spy.
  • Immortal on invasion if victorious.
  • No draftee required to train.
  • Offense increased by 0.2 * Spy Ratio (offensive), (max +1).
Intelligent, Living, and Sentient 100 gold,
10 ore,
1 Spy
Immortal Guard 0 / 4
  • OP: 0 / DP: 4 / T: 6
  • +1% base morale for every 1% of population.
Intelligent, Living, and Sentient 400 gold,
100 ore,
10 gems
Battlemage 6 / 7
  • OP: 6 / DP: 7 / T: 6
  • Counts as 0.25 of a wizard on defense.
  • Counts as 0.1 of a wizard on offense.
  • Immortal wizard (cannot be killed when casting spells).
  • No draftee required to train.
Intelligent, Legendary, Living, Sentient, and Wise 800 gold,
50 ore,
1 Wizard
Immortal Knight 9 / 5
  • OP: 9 / DP: 5 / T: 9
  • +2% base morale for every 1% of population.
  • +0.5% prestige gains for every 1% of units sent.
  • No draftee required to train.
Intelligent, Legendary, Living, and Sentient 700 gold,
50 ore,
20 gems,
1 Immortal Guard

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Max per round: 1
Minimum rounds played: 10
Peasant production: 2.70 Gold
Cannot rezone Yes
Cannot train Archmages Yes
Extra research slot +1
Gold production +10%
Max population +10%
Ore production +25%
Salvages ore, lumber, and gems of unit costs from lost units 95%
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
Ore N/A N/A 2.00
Gems N/A 2.00 12.00
Mana N/A N/A N/A

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