Reptilians

Difficulty: Comfortable

Units

Unit OP / DP Special Abilities Attributes Cost
Horned One 4 / 2
  • OP: 4 / DP: 2 / T: 9
  • Counts as 0.5 spy.
Intelligent, Living, and Sentient 980 gold,
1 drafted one
Scaled One 5 / 3
  • OP: 5 / DP: 3 / T: 12
  • Reduces casualties.
Intelligent, Living, Sentient, and Wise 1,200 gold,
1 drafted one
Blessed One 0 / 7
  • OP: 0 / DP: 7 / T: 12
  • Counts as 0.25 wizard.
Intelligent, Living, Sentient, and Wise 1,400 gold,
1 drafted one
Ancient One 100 / 140
  • OP: 100 / DP: 140 / T: 12
  • 2.5% attrition per tick if capacity limit exceeded.
  • You can at most have 1 of this unit per Obelisk.
  • -90% casualties.
Living, Massive, and Sentient 32,000 gold,
2,000 mana
Eternal One 0 / 2,000
  • OP: 0 / DP: 2,000 / T: 12
  • Cost increased by 2.75% each.
  • Immortal in combat.
  • +0.1% offensive power for each unit trained.
Living, Massive, and Sentient 30,000 prayers

Traits

Workers: Working One
Draftees: Drafted One (DP: 1)
Home terrain: Swamps
Working One production: 3 Gold
Cannot renounce deity: Yes
All population produces: 0.1 prayers per tick
Starts devoted to Elskas: Yes

Resources

Resource Construction Buy Sell Improvement Points
Gold Yes 1.00 0.50 1.00
Food 0.50 0.10
Lumber Yes 1.00 0.50 2.00
Mana
Gems 2.00 18.00
Prayer

Buildings

Building Perks
Aqueduct
  • Food production increased by 8% for every 1% (max +40%).
  • 8% population growth rate for every 1% (max 40%).
Battery
  • Drains 2 mana per tick per artefact in the realm.
  • Only effective on up to 5% of land.
  • +10 artefact shield restoration per tick
Bazaar
  • Must be devoted to Barathu Bint to build or use this building.
  • Gold production increased by 2% for every 1% (max +10%).
  • Resource exchange rates improved by 4% for every 1% (max +20%).
Bog
  • Produces 50 food per tick.
Constabulary
  • Spy strength on defense increased by 10% for every 1%.
  • Houses 40 spies and units that count as spies.
  • Houses 0 people.
Factory
  • -2% construction costs for every 1% (max 30% reduction).
  • -1.3% construction time for every 1% (max 20% reduction).
  • -1.5% cost of machine units for every 1% (max 15% reduction).
Gold Mine
  • Produces 40 gold per tick.
Granary
  • Protects 25000 food from theft.
  • Protects 12500 lumber from theft.
Guard Tower
  • Defensive power increased by 1.5% for every 1% (max +30% DP).
Infirmary
  • -2.5% defensive casualties for every 1% (max 50% reduction).
  • -2.5% ofensive casualties for every 1% (max 50% reduction).
  • 1.25% population growth rate for every 1%.
Lapidary
  • Must be devoted to Mirnon to build or use this building.
  • +3% improvement points from gems for every 1% (max +30%)
  • +3% improvement points from ore for every 1% (max +30%)
Lumberyard
  • Produces 35 lumber per tick.
Military Academy
  • Prestige gains increased by 5% for every 1% (max +50%)
Mire
  • Houses 30 people.
  • Provides 0 jobs.
Obelisk
  • Must be devoted to Elskas to build or use this building.
  • Increases deity perks 10% for every 1% (max +100%)
Redoubt
  • Must be devoted to Bregon to build or use this building.
  • Houses 36 military units.
  • Houses 0 people.
  • Defensive power increased by 0.3% for every 1% (max +15% DP).
  • Houses 15 draftees.
  • Provides 10 jobs.
School
  • Improvements increased by 1.75% for every 1%.
Siftery
  • Produces 6 gems per tick.
  • Gem production increased by 0.50% for every 1% (max +50%).
Spire
  • Must be devoted to Sazal to build or use this building.
  • Produces 20 mana per tick.
  • +2% spell duration for every 1% (max +50%).
Syndicate Quarters
  • +2% resources stolen for every 1% (max +40%).
  • -2% cost of spies for every 1% (max 40% reduction).
  • Houses 40 spies and units that count as spies.
  • Houses 0 people.
Tower
  • Produces 20 mana per tick.
Training Grounds
  • Offensive power increased by 1.5% for every 1% (max +30% OP)
Trench
  • Defensive power increased by 1% for every 1% (max +100% DP).
  • -0.5% defensive casualties for every 1% (max 50% reduction).
University
  • Must be devoted to Ix to build or use this building.
  • Generates 100 XP per tick.
  • You can at most have one per 100 Schools, Chrysalis, Orchards, and Institutes. Unpaired buildings are not effective.
Vault
  • Protects 25000 gold from theft.
  • Protects 2500 gems from theft.
Watch Tower
  • -1.5% defensive modifiers for enemy dominions for every 1% (max -30% or 0% defensive modifiers).
Wizard Guild
  • Wizard strength recovery increased by 0.15% for every 1% (max +3%).
  • 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
Agriculture
Perk Max Coefficient
Food Production +40% 5,600
Conduits
Perk Max Coefficient
Mana Production +30% 5,600
Construction
Perk Max Coefficient
Construction Costs -20% 4,800
Rezoning Costs -20% 4,800
Defenses
Perk Max Coefficient
Defensive Power +30% 6,800
Education
Perk Max Coefficient
Improvement Points Value From Investments +20% 3,000
Espionage
Perk Max Coefficient
Spy Strength +40% 6,000
Spy Units Housing +30% 4,500
Housing
Perk Max Coefficient
Population +20% 4,800
Leadership
Perk Max Coefficient
Ruler Title Bonus +40% 1,000
Logging
Perk Max Coefficient
Lumber Production +30% 5,600
Markets
Perk Max Coefficient
Gold Production +20% 4,800
Exchange Rate +20% 6,400
Reliquary
Perk Max Coefficient
Unit Limit Pairing +40% 6,000
Sabotage
Perk Max Coefficient
Spy Losses -40% 6,400
Sabotage Damage Dealt +25% 4,000
Science
Perk Max Coefficient
Advancements Costs -30% 6,000
Sorcery
Perk Max Coefficient
Sorcery Damage Dealt +40% 5,500
Sorcery Damage Suffered +20% 5,500
Tactics
Perk Max Coefficient
Offensive Power +30% 6,800
Warding
Perk Max Coefficient
Sorcery Damage Suffered -40% 5,500
Warfare
Perk Max Coefficient
Prestige Gains +25% 3,000
Wizardry
Perk Max Coefficient
Wizard Strength +40% 6,000
Wizard Units Housing +30% 4,500

Spells

Friendly Passive Spells

Spell Deity Cost Duration Cooldown Effect

Hostile Passive Spells

Spell Deity Cost Duration Cooldown Effect
Blight Any 1.5x 1 ticks None
  • -5% food production
  • -5% lumber production
Earthquake Any 1.5x 1 ticks None
  • -5% ore production
  • -5% gem collection
Elskas' Blur Elskas 0.5x 0.5 ticks 36 ticks
  • Spies blind to Reptilian spies on theft.
  • Spies blind to Reptilian spies on sabotage.
Entangle Any 1x 1 ticks None
  • -2% food production
  • -2% lumber production
Plague Any 1x 1 ticks None
  • -25% population growth rate
Seismic Shift Any 1.5x 0.75 ticks None
  • -10% ore production
  • -10% gem collection
Tremors Any 1x 1 ticks None
  • -2% ore production
  • -2% gem collection
Withering Any 3x 0.8 ticks None
  • -10% food production
  • -10% lumber production

Passive Self Spells

Spell Deity Cost Duration Cooldown Effect
Arboreal Abundance Any 8x 24 ticks 92 ticks
  • +10% lumber production
Aura Any 10x 24 ticks None
  • -20% sorcery damage suffered
Bountiful Blossom Any 10x 24 ticks 92 ticks
  • +10% food production
Bregon's Muster Bregon 12x 12 ticks 92 ticks
  • -10% military unit gold costs
  • -10% military unit ore costs
  • -10% military unit lumber costs
  • -6 ticks training time for military units (does not include Spies, Wizards, or Archmages)
Druva's Blessing Druva 6x 12 ticks 92 ticks
  • +15% food production
  • +15% lumber production
Ecstasy Any 8x 24 ticks None
  • +25% population growth rate
Elskas' Anointment Elskas 10x 24 ticks 72 ticks
  • -25% casualties
Elskas' Vision Elskas 4x 24 ticks 92 ticks
  • +3% spy strength recovery per tick
Enchanted Banners Any 10x 24 ticks 92 ticks
  • +20% prestige gains
  • +40% prestige losses
Enhanced Yields Any 0x 12 ticks 92 ticks
  • +10% food production
Fog Any 0x 12 ticks 92 ticks
  • Hidden from Insight
Harmony Any 0x 24 ticks 92 ticks
  • +25% population growth rate
  • -5% offensive power
Magical Disguise Any 0x 36 ticks 72 ticks
  • -100% resources lost to theft
Magical Shield Any 0x 36 ticks 144 ticks
  • -50% sorcery damage suffered
Miner's Fortune Any 12x 24 ticks 92 ticks
  • +10% gem collection
Mining Strength Any 8x 24 ticks 92 ticks
  • +10% ore production
Mirnon's Fortitude Mirnon 6x 12 ticks 92 ticks
  • +15% ore production
  • +15% gem collection
Mirnon's Greed Mirnon 6x 12 ticks 192 ticks
  • +20% Gold Mine production
  • +20% Gold Quarry production
  • +25% food consumption
Panopticon Any 10x 36 ticks 92 ticks
  • -25% sabotage damage suffered
Ward of Life Any 10x 12 ticks 192 ticks
  • -20% casualties
Ward of Protection Any 10x 48 ticks 368 ticks
  • -20% sorcery damage suffered
  • -20% sabotage damage suffered

Friendly Active Spells

Spell Deity Cost Cooldown Effect

Hostile Active Spells

Spell Deity Cost Cooldown Effect
Chain Lightning Any 4x None
  • Destroys +0.08% of the target's improvements.
Fireball Any 1.5x None
  • Kills 0.25% of the target's peasants.
  • Destroys 0.25% of the target's Food.
Firebolt Any 1x None
  • Kills 0.1% of the target's peasants.
  • Destroys 0.10% of the target's Food.
Firestorm Any 3x None
  • Kills 0.5% of the target's peasants.
Lightning Bolt Any 1.5x None
  • Destroys +0.05% of the target's improvements.
Thunderclap Any 1x None
  • Destroys +0.02% of the target's improvements.

Active Self Spells

Spell Deity Cost Cooldown Effect

Invasion Spells

Spell Deity Effect

Sabotage

Operation Effect
Destroy Food
  • Sabotage Food (base damage 15%)
Destroy Lumber
  • Sabotage Lumber (base damage 15%)
Intimidation
  • Assassinate peasants (base damage 6%)
  • Assassinate draftees (base damage 6%)
  • Reduce morale (base damage 10%)
Magic Snare
  • Reduce wizard strength (base damage 30%)
Sabotage Construction
  • Sabotage buildings under construction (base damage 5%)
Sabotage Defensive Buildings
  • Sabotage Bulwark (base damage 1%)
  • Sabotage Battlement (base damage 2%)
  • Sabotage Guard Tower (base damage 4%)
  • Sabotage Stone Wall (base damage 2%)
  • Sabotage Turret (base damage 2%)
  • Sabotage Pillar (base damage 4%)
  • Sabotage Ringfort (base damage 1%)
  • Sabotage Wall (base damage 2%)
Sabotage Defensive Improvements
  • Sabotage Defenses (base damage 2%)
  • Sabotage Defense (base damage 2%)
  • Sabotage Bashing (base damage 4%)
  • Sabotage Halo (base damage 0.5%)
  • Sabotage Tranquillity (base damage 2%)
  • Sabotage City Guard (base damage 2%)
  • Sabotage Camouflage (base damage 3%)
Sabotage Food Improvements
  • Sabotage Agriculture (base damage 4%)
  • Sabotage Farming (base damage 4%)
  • Sabotage Hunting (base damage 4%)
  • Sabotage Bloom (base damage 6%)
  • Sabotage Farming (base damage 4%)
  • Sabotage Foraging (base damage 6%)
Sabotage Mines
  • Sabotage Automated Mine (base damage 15%)
  • Sabotage Dwargen Mine (base damage 15%)
  • Sabotage Deep Mine (base damage 15%)
  • Sabotage Gem Mine (base damage 15%)
  • Sabotage Gold Mine (base damage 7.5%)
  • Sabotage Ore Mine (base damage 15%)
  • Sabotage Slave Mine (base damage 15%)
  • Sabotage Strip Mine (base damage 15%)
Sabotage Offensive Improvements
  • Sabotage Tactics (base damage 2%)
  • Sabotage Offense (base damage 2%)
  • Sabotage Smashing (base damage 2%)
  • Sabotage Coils (base damage 0.5%)
  • Sabotage Rage (base damage 2%)
  • Sabotage Warfare (base damage 2%)
  • Sabotage Fencing (base damage 3%)
  • Sabotage Brutality (base damage 1%)
  • Sabotage Aggression (base damage 2%)
  • Sabotage Striking (base damage 1.6%)

Terrains

Terrain Perks
Plains -0.08% casualties on defense for every 1% of this terrain.
Forest +0.12% lumber production for every 1% of this terrain.
Mountains -0.08% casualties on defense for every 1% of this terrain.
Hills -0.08% casualties on defense for every 1% of this terrain.
Swamps +0.12% population for every 1% of this terrain.
+0.08% mana production for every 1% of this terrain.
Water +0.05% offensive power for every 1% of this terrain.
Jungle +0.12% lumber production for every 1% of this terrain.
Desert -0.18% food production for every 1% of this terrain.
Badlands -0.18% population for every 1% of this terrain.
Glacier -0.18% population for every 1% of this terrain.
Volcanic -0.1% food production for every 1% of this terrain.
+0.25% population growth rate for every 1% of this terrain.
Wetlands +0.04% defensive power for every 1% of this terrain.