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
Psionic base strength: 1.000000
Peasant production: 2.70 Gold
Cannot release units Yes
Salvages ore, lumber, and gems of unit costs from lost units 80%

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 2.00
Ore 1.00 0.50 2.00
Gems N/A 2.00 12.00
Mana N/A N/A N/A

Buildings

Building Land Type Perks
Aqueduct Water
  • Food production increased by 8% for every 1% (max +40%).
  • 18% population growth rate for every 1%.
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.
Garrison Plain
  • Houses 0 people.
  • Houses 60 military units.
  • Provides 0 jobs.
Gem Mine Mountain
  • Produces 15 gems 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)
Ore Mine Mountain
  • Produces 60 ore per tick.
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).
Watermill Water
  • Ore production increased by 4% for every 1% (max +20%).
  • Gem production increased by 4% for every 1% (max +20%).
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

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
Plague 1x 1 ticks None
  • -25% population growth rate

Self Auras

Spell Cost Duration Cooldown Effect
Druva's Chant 2.5x 48 ticks None
  • +50% population growth rate
Druva's Granaries 5x 36 ticks 72 ticks
  • -100% lumber lost to theft.
  • -100% food lost to theft.
Druva's Watch 2x 48 ticks None
  • +10% food production
Mirnon's Strength 2x 48 ticks None
  • +10% ore production
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
Sazal's Charge 8x 480 ticks
  • Resets spell cooldowns.
Transmogrify 10x 24 ticks
  • Converts 25% of your Ore to Gems at a rate of 4:1.

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%).