Building |
Perks |
Abyss |
- Houses 26 people.
- Provides 0 jobs.
|
Algae Bloom |
- Produces 50 food per tick.
|
Battery |
- Drains 2 mana per tick per artefact in the realm.
- Only effective on up to 5% of land.
- +10 artefact aegis 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%).
|
Bulwark |
- Defensive power increased by 1.5% for every 1% (max +30% DP).
- Increases enemy casualties on defense by 1% for every 1% (max 20%).
- Houses 0 people.
|
Coral Reef |
- Improvements increased by (2% + [Building Ratio]) for every 1% (no max).
|
Edifice |
- Must be devoted to Glimj to build or use this building.
- Increases deity perks 20% for every 1% (max +100%)
|
Giant Shell |
- Protects 50000 gold from theft.
- Protects 20000 food from theft.
- Protects 5000 pearls from theft.
|
Kelp Forest |
|
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%)
|
Mana Spring |
- Produces 16 mana per tick.
|
Nacre Farm |
- Produces 7 pearls per tick.
|
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.
|
Sanctuary |
- Must be devoted to Druva to build or use this building.
- Food production increased by 4% for every 1% (max +40%).
- Lumber production increased by 4% for every 1% (max +40%).
- 4% population growth rate for every 1% (max 40%).
- -4% defensive casualties for every 1% (max 40% reduction).
|
Spire |
- Must be devoted to Sazal to build or use this building.
- Produces 24 mana per tick.
- +5% spell duration for every 1% (max +100%).
|
Sunken Shrine |
- Prestige gains increased by 2.5% for every 1% (max +25%)
- -3% defensive casualties for every 1% (max 60% reduction).
- -3% offensive casualties for every 1% (max 60% 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.
|
Water Temple |
- 6% population growth rate for every 1%.
- -1.5% defensive modifiers for enemy dominions for every 1% (max -30% or 0% defensive modifiers).
|
Wharf |
- XP generation increased by 7% for every 1% (max +35%).
- Resource exchange rates improved by 6% for every 1% (max +30%).
|