Lux

Units | Buildings | Improvements | Spells | Spy Ops Skill level: Advanced | Attacking: | Converting: | Exploring:

Units

Unit OP / DP Special Abilities Attributes Cost
Essence 0 / 0
  • OP: 0.00 / DP: 0.00 / T: 1
  • Ethereal
  • Intelligent
  • Living
  • Sentient
  • 0 gold, 10 mana, 10 gem
    Hex 0 / 5
    • OP: 0.00 / DP: 5.00 / T: 6
    • No draftee required to train.
    • Counts as 0.1 of a wizard on offense.
    • Counts as 0.06 of a wizard on defense.
    • 50% fewer casualties.
  • Ethereal
  • Intelligent
  • Living
  • Sentient
  • 0 gold, 20 mana, 10 gem, 1 Essence
    Vex 4 / 0
    • OP: 4.00 / DP: 0.00 / T: 6
    • No draftee required to train.
    • Counts as 0.1 of a spy on offense.
    • Counts as 0.06 of a spy on defense.
    • 50% fewer casualties.
  • Ethereal
  • Intelligent
  • Living
  • Sentient
  • 0 gold, 20 mana, 10 gem, 1 Essence
    Pax 10 / 10
    • OP: 10.00 / DP: 10.00 / T: 7
    • No draftee required to train.
    • Immortal in combat.
    • Counts as 0.24 of a wizard on offense.
    • Counts as 0.16 of a wizard on defense.
    • Counts as 0.24 of a spy on offense.
    • Counts as 0.16 of a spy on defense.
    • Plunders up to 1 Mana on attack.
    • Plunders up to 0.2 Gems on attack.
    • Immortal wizard (cannot be killed when casting spells).
    • Immortal spy (cannot be killed when performing espionage).
  • Ethereal
  • Intelligent
  • Living
  • Sentient
  • Wise
  • 0 gold, 50 mana, 50 gem, 1 Hex, 1 Vex

    Perks

    Gold production -15%
    Does not eat food Yes
    Does not kill units. Yes
    Immortal spies Yes
    Immortal wizards Yes

    Lands

    Home land type: Water
    Construction Materials
    Primary: Gold
    Secondary: Lumber

    Buildings

    Building Land Type Perks
    Aqueduct Water
    • Food production increased by 8% for every 1% (max +40%).
    Barracks Hill
    • Houses 36 military units.
    • Provides 0 jobs.
    Beacon Water
    • Houses 30 people.
    • Provides 0 jobs.
    Dock Water
    • Produces 40 food per tick.
    • XP generation increased by 5% for every 1% (max +25%).
    • Resource exchange rates improved by 4% for every 1% (max +20%).
    Factory Hill
    • Construction costs decreased by 4% for every 1% (max 80% reduction).
    • Rezoning costs decreased by 2% for every 1% (max 40% reduction).
    Farm Plain
    • Produces 80 food per tick.
    Forest Haven Forest
    • Spy losses decreased by 3% for every 1% (max 30% reduction).
    • Damage from fireballs reduced by 8% for every 1%.
    • Gold stolen from you reduced by 8% for every 1%.
    • Houses 40 spies and units that count as spies.
    • Houses 0 people.
    Gem Mine Mountain
    • Produces 15 gems per tick.
    Gold Mine Plain
    • Produces 50 gold per tick.
    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)
    School Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    Shrine Forest
    • 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).
    Temple Swamp
    • Reduces target's defensive modifiers by by 1.8% for every 1% (max 36% reduction or 0% defensive modifiers).
    • Population growth rate increased by 6% for every 1%.
    Tower Swamp
    • Produces 25 mana per tick.
    Watermill Water
    • Gem production increased by 4% for every 1% (max +20%).
    • Ore production increased by 4% for every 1% (max +20%).
    Wizard Guild Swamp
    • 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
    • Exploration gold costs:
      • Max: -35%
      • Coefficient: 4,000
    • Land discovered:
      • Max: 35%
      • Coefficient: 4,000
    Commerce
    • Gold production:
      • Max: 25%
      • Coefficient: 4,000
    Construction
    • Construction costs:
      • Max: -25%
      • Coefficient: 4,000
    • Rezoning costs:
      • Max: -25%
      • Coefficient: 4,000
    Defense
    • Defensive power:
      • Max: 25%
      • Coefficient: 7,500
    Espionage
    • Spy strength:
      • Max: 45%
      • Coefficient: 5,000
    • Reduced spy losses:
      • Max: -45%
      • Coefficient: 5,000
    • Forest Haven housing:
      • Max: 45%
      • Coefficient: 5,000
    Farming
    • Food production:
      • Max: 45%
      • Coefficient: 5,000
    Housing
    • Population:
      • Max: 20%
      • Coefficient: 4,000
    Logging
    • Lumber production:
      • Max: 25%
      • Coefficient: 4,000
    Medicine
    • Defensive casualties:
      • Max: -25%
      • Coefficient: 4,000
    • Offensive casualties:
      • Max: -25%
      • Coefficient: 4,000
    Mobilisation
    • Unit gold costs:
      • Max: -25%
      • Coefficient: 4,000
    • Unit ore costs:
      • Max: -25%
      • Coefficient: 4,000
    Offense
    • Offensive power:
      • Max: 25%
      • Coefficient: 7,500
    Research
    • XP generation:
      • Max: 25%
      • Coefficient: 5,000
    • XP gained:
      • Max: 25%
      • Coefficient: 5,000
    Stonecutting
    • Ore production:
      • Max: 25%
      • Coefficient: 4,000
    Wizardry
    • Wizard strength:
      • Max: 45%
      • Coefficient: 5,000
    • Mana production:
      • Max: 45%
      • Coefficient: 5,000
    • Spell damage:
      • Max: -45%
      • Coefficient: 5,000
    • Wizard Guild housing:
      • Max: 45%
      • Coefficient: 5,000

    Spells

    See Spells.

    Spy Ops

    See Spy Ops.