There are a number of new features included that introduce religion to the game:

  • New resource "Faith" used to train special units and cast religious spells
  • New damage types "Divine" and "Infernal"
  • Special Disciple units that can use spell like abilities in combat (such as healing)
  • A new Priest path that can use Faith to cast divine (or infernal) spells
  • Several new faction traits that provide unique religions

Faith

Faith is a new global resource that reflects the factions dedication to it's religion. Faith accumulates over time like mana. There are a number of ways to produce Faith:

  • Improvements such as the Cleric, Shrine and Temple
  • Proselytization city spell
  • Sacred Shrine improvement built on Sacred Site resource
  • Some abilities in the Priest path

Divine and Infernal Damage

There are two new damage types "Divine" and "Infernal". These damage types are typically associated with Priest spells (Divine for Kingdom and Infernal for Empire), some weapons and monsters. Divine and Infernal damage types ignore armor in the same way as Fire and other special damage types.

Some monsters or other units may have a vulnerability, resistance or even immunity to Divine and/or Infernal damage. For example most Demons are vulnerable to Divine damage but immune to Infernal damage (they also generally cause some Infernal damage when attacking).

Disciple Units

A new unit design trait "Disciple" allows for the creation of special religious units. The Disciple trait allows the unit to use some spell like effects in battle (such as healing). Faith is required both to train these units and to use the abilities. A unit with the Disciple trait cannot be given armor proficiency traits. Disciples are unlocked via the Rituals tech.

Some spells or abilities only affect Disciple units, or have an additional effect on Disciple units. For this purpose a champion with the Priest path also counts as a Disciple unit.

Disciples from factions without a specific religion will have access to the following spells depending on allegiance:

Kingdom

Spell Faith Description
Divine Aid 10 Heals target unit by 4 multiplied by the amount of units casting.
Bless 14 Target unit gains +5 Accuracy and Dodge, and +1 divine damage.
Spirit Lance 18 A divine bolt blasts through 3 units in a line causing 4 Divine damage multiplied by the amount of units casting, half if resisted.

Empire

Spell Faith Description
Life Leech 10 Transfers 3 hit points (multiplied by the amount of units casting) from enemy unit to the casting unit. Can be resisted.
Torment 14 Target unit suffers -10 Accuracy and Dodge and loses their next attack, unless they resist.
Infernal Lash 18 Hellish energy slices nearby units causing 4 Infernal damage multiplied by the amount of units casting, half if resisted.

Priest Path

The Priest is a new path choice available for champions. It is available on the path selection screen upon reaching level 2 like any other path. Note that the default level up screen only shows 5 paths, so to access the Priest path you have to scroll down with the mouse wheel. If you don't want to scroll on the path selection screen, I highly recommend the TraitPathChoiceWnd mod by Primal Savage which will widen the screen so that it fits up to 10 paths.

The Priest has a number of abilities (most notably the Prayers abilities) that unlock divine/infernal spells. These spells use Faith to cast rather than mana. There is also a line of Angel summoning abilities that require Faith to cast. The Priest also has abilities to increase Faith production, reduce unrest as well as a number of abilities that improve combat capability.

Faction Religion Spells

There are several new religion spells unlocked via the Rituals and Arcane Mastery techs. These spells cost Faith to cost. Generally they have faction wide effects for a fixed duration, and have a significant cooldown period. Factions without a specific faction religion will have access to the following spells depending on allegiance:

Kingdom

Spell Faith Description
Holy War 100 All Disciple units receive +2 Divine Attack and +50% Divine Spell Damage when in tactical combat. All faction units cause +2 Damage vs Disciple units in tactical battle.
Luminous Perception 150 All faction units receive +100% Sight range and +50% Dodge.
Sanguine Wish 200 Provides +1 faction Life Power, and -20% Unrest in all your cities.

Empire

Spell Faith Description
Holy War 100 All Disciple units receive +2 Infernal Attack and +50% Infernal Spell Damage when in tactical combat. All faction units cause +2 Damage vs Disciple units in tactical battle
Baleful Surge 150 All Bloodline units cause +3 Infernal Damage vs Damaged Opponents in tactical battle. All Bloodline units are fully healed at the start of tactical battle.
Malevolent Endeavor 200 Provides +1 faction Death Power, and +4 Production per Material in all your cities in all your cities.

Religion Faction Traits

There are a number of faction traits that grant a unique religion to faction. Typically these faction traits provide a replacement for the Disciple traits, modify the behavior of the Cleric line of improvements and/or provide different faction religion spells.