Vampires

Skill level: Intermediate | Attacking: | Converting: | Exploring:

Vampiric Conversion

Vampires have a unique method for converting. Units are converted to different unit types depending on the raw military power of the unit slain.

  • Weak units (up to and including 3 OP/DP) become Servants.
  • Average units (4 to 7 OP/DP) become Gnarls.
  • Strong units (greater than 7 OP/DP) become Ravagers.

Units

Unit OP / DP Special Abilities Attributes Cost
Servant 0 / 4
  • OP: 0.00 / DP: 4.00 / T: 0
  • Does not count towards population. No housing required.
  • Cannot be trained.
  • Spreads vampirism.
  • Living
  • Mindless
  • 0 gold
    Gnarl 6 / 6
    • OP: 6.00 / DP: 6.00 / T: 0
    • Cannot be trained.
    • 50% fewer casualties.
    • Defense increased by 1 between 06:00 and 18:00.
    • Offense increased by 1 between 18:00 and 06:00.
    • Spreads vampirism.
  • Living
  • Sentient
  • 0 gold
    Ravager 14 / 8
    • OP: 14.00 / DP: 8.00 / T: 0
    • Cannot be trained.
    • 75% fewer casualties.
    • Offense increased by 2 between 18:00 and 06:00.
    • Spreads vampirism.
  • Intelligent
  • Living
  • Massive
  • Sentient
  • 0 gold
    Noble 4 / 4
    • OP: 4.00 / DP: 4.00 / T: 12
    • Defense increased by 1 between 06:00 and 18:00.
    • Offense increased by 2 between 18:00 and 06:00.
    • Spreads vampirism.
    • Returns 4 ticks faster from battle.
    • 50% fewer casualties.
    • Counts as 0.125 of a spy on defense.
  • Intelligent
  • Living
  • Sentient
  • 900 gold

    Perks

    Max population +40%
    Food consumption -80%
    Ruler Title bonus +100%

    Lands

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

    Buildings

    Building Land Type Perks
    Aqueduct Water
    • Food production increased by 8% for every 1% (max +40%).
    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.
    Mansion Forest
    • Houses 30 people.
    • Provides 10 jobs.
    Masonry Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    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).
    Tavern Plain
    • Base morale increased by 4% for every 1% (max +30%)
    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.