Legion

Difficulty: Challenging

The Legion annexes any Barbarian it successfully invades. Annexation last for 48 ticks. There is no limit to how many Barbarians the Legion can annex.

When a Barbarian is annexed by the Legion, the Barbarian will come to the Legion's aid in case the Legion invades another dominion or in case the Legion is invaded.

The Legion gains raw OP and raw DP equal to the raw OP of the annexed Barbarians. The raw OP from annexed dominions is increased by the Legion’s OP mods on offense and by the Legion’s DP mods on defense. This number is shown publicly in the world view and on the Insight pages.

To make it absolutely clear: it is the raw OP that is added to the Legion’s raw OP and DP. Barbarian OP becomes Legion DP.

  • Legion OP: ([Legion's own raw OP] + [Annexed Barbarians' raw OP]) * [Legion's OP mods]

  • Legion DP: ([Legion's own raw DP] + [Annexed Barbarians' raw OP]) * [Legion's DP mods]

  • Barbarian OP mods (from prestige and Ib-Tham) have no effect when aiding the Legion.

When a Barbarian aids the Legion in an invasion, all Barbarian offensive units are sent out and take 12 ticks to return.

When a Barbarian aids the Legion on defense, all Barbarian offensive units come to assistance of the Legion and take 12 ticks to return. — This only triggers if the attacker’s OP is within 85% of the Legion’s DP (including DP from Barbarian OP).

Barbarian troops participating in combat suffer base 10% casualties.

For the purpose of gold production, Legion’s peasantry is increased by the number of annexed Barbarian peasants.

Annexed Barbarians cannot be called upon to invade other Barbarians.

Annexed Barbarians cannot be invaded by Imperial dominions.

Annexed Barbarians do not invade independently.

Annexation is broken when the spell expires or when another dominion hits the Barbarian and liberates them (must send at least 120% of the Barbarian's DP). Freeing a Barbarian from annexation yields 3x prestige gains.

Units

Unit OP / DP Special Abilities Attributes Cost
Infantry 8 / 4
  • OP: 8 / DP: 4 / T: 6
  • You can at most have 12,000.00 of this unit per Legate. Training is limited to number of Legate at home.
  • Upon successully fending off invasion, 2.5% of these units become Elite Guards.
  • Upon successul invasion, 5% of these units return as Elite Guards.
Living and Sentient 700 gold,
200 ore
Protector 4 / 8
  • OP: 4 / DP: 8 / T: 6
  • You can at most have 12,000.00 of this unit per Legate. Training is limited to number of Legate at home.
  • Upon successully fending off invasion, 5% of these units become Elite Guards.
  • Upon successul invasion, 2.5% of these units return as Elite Guards.
Living and Sentient 800 gold,
200 ore
Elite Guard 10 / 10
  • OP: 10 / DP: 10
  • Cannot be trained.
  • -50% casualties.
  • +0.5% prestige gains for every 1% of units sent.
Living, Sentient, and Wise
Legate 0 / 0
  • OP: 0 / DP: 0 / T: 12
  • +5 base morale.
  • You can at most have 1 of this unit per 1 net victory.
Living, Sentient, and Wise 500,000 gold

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Max per round: 1
Minimum rounds played: 10
Peasant production: 2.70 Gold
Cannot release units Yes
Salvages ore, lumber, and gems of unit costs from lost units 80%
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