Rites and Hexes

Every rite this age. How adepts, aether, chance and ward work is on Rites.

RiteDoesCostsLastsChanceResilience
On yourself
Bountiful Fields
bountiful_fields
+15% food grown on land each tick (food_production)15012 ticksalways—
Masons' Blessing
masons_blessing
-20% gold cost of construction (construction_cost); -20% time to build (construction_time)20012 ticksalways—
War Hymns
war_hymns
+5% offense of troops sent on attacks (offense)25012 ticksalways—
Circle of Stones
circle_of_stones
+5% defense of troops at home (defense)25012 ticksalways—
Swift Roads
swift_roads
-10% how long armies take to come home (return_time)20012 ticksalways—
Scholar's Lamp
scholars_lamp
+10% books scientists write each tick (book_production)15012 ticksalways—
Veil
veil
Your attacks show only "a veiled army" in the target's news3006 ticksalways—
Mirror Ward
mirror_ward
20% of hexes against you turn back on their caster30012 ticksalways—
Divinations
Scrying Pool
scrying_pool
Reveals land, peasants, gold, food and troops at home50at once×1.2—
Read the Omens
read_the_omens
Reveals the rites and hexes in force on a house60at once×1.1—
Watch the Roads
watch_the_roads
Reveals a house's armies on the road, when they return, and whose land they carry80at once×1—
Hexes
Rot
rot
20% of their food spoils (30% at war)200 + 5 resinat once×0.815%
Storm
storm
Wrecks 1.5% of every building (2.5% at war)350 + 10 resinat once×0.730%
Blight
blight
30% of their share of the realm material is lost (40% at war)250 + 8 resin12 ticks×0.7520%
Unravel
unravel
Ends one of their rites (the one lasting longest)150 + 3 resinat once×0.810%
Drain
drain
17% of their aether drains away (24% at war)150 + 4 resinat once×0.7515%
Tarnish
tarnish
10% of their gold is lost (15% at war)250 + 6 resinat once×0.725%
Wildfire
wildfire
5% of their peasants die (8% at war)250 + 6 resinat once×0.7520%
Curses
Pestilence
pestilence
-10% how many people the land can hold (population)250 + 6 resin12 ticks×0.7520%
Dreamfog
dreamfog
-25% books scientists write each tick (book_production)200 + 5 resin12 ticks×0.815%
Hunger
hunger
+25% food eaten each tick (food_consumption)200 + 5 resin12 ticks×0.815%
Pitfalls
pitfalls
+15% your troops killed in battle when you defend (casualties_defending)250 + 6 resin12 ticks×0.7520%
Frost
frost
-10% building efficiency (can pass 100%) (building_efficiency)300 + 8 resin6 ticks×0.725%
Dread
dread
-5% offense of troops sent on attacks (offense); -5% defense of troops at home (defense)300 + 8 resin8 ticks×0.725%
Strong hexes
Siphon
siphon
needs unfriendly or war
Captures 1% of their land (1.25% at war) as barren land; smaller targets yield less, and one cast takes at most 2% of your own land750 + 15 resin
+2 resin per 1,000 acres beyond 400
1,125 aether while only unfriendly
at once×0.630%
Hellfire
hellfire
needs hostile or war
0.5% of their peasants and troops at home die every tick (0.75% at war)600 + 15 resin8 ticks×0.630%

Costs are for a house of 400 acres; bigger houses pay more (see Rites). Lasts is the full length, with shrines on 15% of your land; fewer shrines shorten it. Chance scales the usual rite chance. Resilience is the Spell Resilience a landed hex gives its target. Needs: a strong hex works only once your state feels that way toward theirs, or at war (see Rites). Casting a rite again renews it rather than stacking. Curses are hexes that weaken the target while they last.

State vigils

A state's leader opens a vigil; members give aether and resin. Once both are met, every house in the state has it. One at a time; opening another while one is still being funded loses what was given.

VigilEvery member getsNeedsLasts
Vigil of Walls
walls
+8% defense of troops at home3,000 aether + 60 resin24 ticks
Vigil of Plenty
plenty
+15% food grown on land each tick; +5% gold earned from peasants each tick3,000 aether + 60 resin24 ticks
Vigil of Blades
blades
+8% offense of troops sent on attacks3,000 aether + 60 resin24 ticks

Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.