Kingdom Rituals (KR) are a kingdom-wide bonus mechanic. The Monarch or Steward can initiate a ritual. Only one KR can be active at a time, though a new one can be started before the current one expires (it will replace the active one on completion).
Last updated: Age 114
The kingdom must cast the ritual spell 100 times within 48 hours of starting. The ritual spell has a high rune cost and difficulty similar to the hardest self spell. A successful ritual lasts 120 hours (5 months).
| Ritual | Effects |
|---|---|
| Ascendancy | +50% Wizard Production · -50% Wizard Losses on Failed Spells · -25% Science Book Production |
| Barrier | +20% Birth Rates · -25% Damage from Enemy Instant Magic and Thievery Operations · -20% Massacre Damage · -10% Battle (Resource) Losses |
| Expedient | +20% Building Efficiency · -25% Construction Cost · -25% Construction Time · -25% Military Wages |
| Haste | -10% Attack Time · -25% Training Time · -25% Construction Time |
| Havoc | +20% Offensive WPA · +20% Offensive TPA · +20% Spell Damage · +20% Sabotage Damage |
| Onslaught | +10% Offensive Military Efficiency · +15% Enemy Military Casualties on Attacks |
| Stalwart | +5% Defensive Military Efficiency · -20% Military Casualties |