Every rite this age. How adepts, aether, chance and ward work is on Rites.
| Rite | Does | Costs | Lasts | Chance | Resilience |
|---|---|---|---|---|---|
| On yourself | |||||
Bountiful Fieldsbountiful_fields | +15% food grown on land each tick (food_production) | 150 | 12 ticks | always | — |
Masons' Blessingmasons_blessing | -20% gold cost of construction (construction_cost); -20% time to build (construction_time) | 200 | 12 ticks | always | — |
War Hymnswar_hymns | +5% offense of troops sent on attacks (offense) | 250 | 12 ticks | always | — |
Circle of Stonescircle_of_stones | +5% defense of troops at home (defense) | 250 | 12 ticks | always | — |
Swift Roadsswift_roads | -10% how long armies take to come home (return_time) | 200 | 12 ticks | always | — |
Scholar's Lampscholars_lamp | +10% books scientists write each tick (book_production) | 150 | 12 ticks | always | — |
Veilveil | Your attacks show only "a veiled army" in the target's news | 300 | 6 ticks | always | — |
Mirror Wardmirror_ward | 20% of hexes against you turn back on their caster | 300 | 12 ticks | always | — |
| Divinations | |||||
Scrying Poolscrying_pool | Reveals land, peasants, gold, food and troops at home | 50 | at once | ×1.2 | — |
Read the Omensread_the_omens | Reveals the rites and hexes in force on a house | 60 | at once | ×1.1 | — |
Watch the Roadswatch_the_roads | Reveals a house's armies on the road, when they return, and whose land they carry | 80 | at once | ×1 | — |
| Hexes | |||||
Rotrot | 20% of their food spoils (30% at war) | 200 + 5 resin | at once | ×0.8 | 15% |
Stormstorm | Wrecks 1.5% of every building (2.5% at war) | 350 + 10 resin | at once | ×0.7 | 30% |
Blightblight | 30% of their share of the realm material is lost (40% at war) | 250 + 8 resin | 12 ticks | ×0.75 | 20% |
Unravelunravel | Ends one of their rites (the one lasting longest) | 150 + 3 resin | at once | ×0.8 | 10% |
Draindrain | 17% of their aether drains away (24% at war) | 150 + 4 resin | at once | ×0.75 | 15% |
Tarnishtarnish | 10% of their gold is lost (15% at war) | 250 + 6 resin | at once | ×0.7 | 25% |
Wildfirewildfire | 5% of their peasants die (8% at war) | 250 + 6 resin | at once | ×0.75 | 20% |
| Curses | |||||
Pestilencepestilence | -10% how many people the land can hold (population) | 250 + 6 resin | 12 ticks | ×0.75 | 20% |
Dreamfogdreamfog | -25% books scientists write each tick (book_production) | 200 + 5 resin | 12 ticks | ×0.8 | 15% |
Hungerhunger | +25% food eaten each tick (food_consumption) | 200 + 5 resin | 12 ticks | ×0.8 | 15% |
Pitfallspitfalls | +15% your troops killed in battle when you defend (casualties_defending) | 250 + 6 resin | 12 ticks | ×0.75 | 20% |
Frostfrost | -10% building efficiency (can pass 100%) (building_efficiency) | 300 + 8 resin | 6 ticks | ×0.7 | 25% |
Dreaddread | -5% offense of troops sent on attacks (offense); -5% defense of troops at home (defense) | 300 + 8 resin | 8 ticks | ×0.7 | 25% |
| Strong hexes | |||||
Siphonsiphonneeds 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 land | 750 + 15 resin +2 resin per 1,000 acres beyond 400 1,125 aether while only unfriendly | at once | ×0.6 | 30% |
Hellfirehellfireneeds hostile or war | 0.5% of their peasants and troops at home die every tick (0.75% at war) | 600 + 15 resin | 8 ticks | ×0.6 | 30% |
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.
| Vigil | Every member gets | Needs | Lasts |
|---|---|---|---|
Vigil of Wallswalls | +8% defense of troops at home | 3,000 aether + 60 resin | 24 ticks |
Vigil of Plentyplenty | +15% food grown on land each tick; +5% gold earned from peasants each tick | 3,000 aether + 60 resin | 24 ticks |
Vigil of Bladesblades | +8% offense of troops sent on attacks | 3,000 aether + 60 resin | 24 ticks |
Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.