Vampires

Difficulty: Challenging

Units

Unit OP / DP Special Abilities Attributes Cost
Servant 0 / 4
  • OP: 0 / DP: 4
  • Cannot be trained.
  • +20% casualties.
  • Converts enemy casualties with 4 or less raw OP or DP into Servants and stronger enemies into Gnarls.
Living and Mindless
Gnarl 9 / 9
  • OP: 9 / DP: 9
  • Cannot be trained.
  • -50% casualties.
  • Converts displaced enemy peasants into Servants.
  • Offense increased by 4 between 18:00 and 06:00.
  • Upon successul invasion, 3% of these units return as Ravagers.
  • Converts enemy casualties with 4 or less raw OP or DP into Servants and stronger enemies into Gnarls.
Living and Sentient
Ravager 22 / 12
  • OP: 22 / DP: 12
  • Cannot be trained.
  • -75% casualties.
  • Converts displaced enemy peasants into Servants.
  • Eats 0.5 extra food.
  • Offense increased by 6 between 18:00 and 06:00.
  • Converts enemy casualties with 4 or less raw OP or DP into Servants and stronger enemies into Gnarls.
Intelligent, Living, Massive, and Sentient
Noble 8 / 8
  • OP: 8 / DP: 8 / T: 12
  • Counts as 0.1 spy.
  • Counts as 0.10 of a spy on defense between 06:00 and 18:00.
  • Counts as 0.10 of a spy on offense between 18:00 and 06:00.
  • Defense increased by 1 between 06:00 and 18:00.
  • Converts displaced enemy peasants into Servants.
  • Returns 4 ticks faster from battle if sent out between 18:00 and 06:00.
  • Offense increased by 2 between 18:00 and 06:00.
  • Converts enemy casualties with 4 or less raw OP or DP into Servants and stronger enemies into Gnarls.
  • -33% max theft carry.
Intelligent, Living, and Sentient 1,600 gold

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Peasant production: 2.70 Gold
Food consumption -80%
Max population +20%
Ruler Title bonus +100%
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
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