The Shrine
The shrine turns a church's slow lumen trickle into brief, sharp advantages. Wake a god on one island, spend that island's lumen, and time the rite for the hour when it actually matters.
LumenHow shrine power works
Lumen belongs to the island that makes it
The church produces 0.2 lumen per level per hour before world speed and stores up to 300 plus 100 lumen per level. Lumen can be taken when a shrine is overrun, but it is not traded. A tall church is a bigger battery, not a realm treasury.
Two brakes: your lumen bank and divine strain
The first brake is lumen itself: it trickles in slowly and the bank is capped, so a rite is only ever as affordable as the church can fund.
The second is divine strain — a per-governor meter that paces how fast you can spend, shared across every island you hold. It holds up to 1,200 and recovers about 300 an hour; every rite draws it down. A major rite that costs more than the meter holds can still be cast from a full meter, but it overdraws the strain and locks out further casting until it recovers. So even a deep lumen bank — or a stack of lumen crystals — cannot be poured into an endless stream of rites; strain decides the tempo.
A god must be found before it can be woken
Gods do not appear in the shrine by default. Most start unknown, a blank niche with only a vague clue. There are a few ways to bring a god's name home. Some are found by expedition: charter routes from your Settlement's Harbour, and the right one returns with the discovery. Thalor and Veyra are reachable this way today. Others leave their traces scattered across the world. Nyssa is one of these. Her relic fragments wash ashore on islands that hold a church; gather them, assemble the wayward compass at your workshop, and the finished compass points the way to her. And some answer only to deeds: Korvath, the war god, reveals himself the first time you break a rival governor's island — take it and burn it down, liberate it from a fallen owner, or wrest it back from the Black Tide, and his banner comes home with the news. However a god is first found, a dispatch announces the discovery. Once discovered, a god stays known, and only then waits on a tall enough church.
Awakening opens one god on one island
A god needs a church level and a one-time troop sacrifice. Only human infantry are eligible for the altar; ships, siege, and hounds stay out of it. Awakening is permanent on that island, and later awakenings cost more troops because each awakened god raises the price of those still asleep.
Rites are moment tools
Blessings land on your own island by default. Any blessing can also be sent to a friendly shore: another of your islands, an alliance member, or a friend. You always pay the lumen from the casting island; the blessing simply lands where you send it. Curses are hostile and land on an enemy island or, for Market Silence, across one enemy governor's holdings. Recasting a blessing extends its timer until the stack cap, but each stack held makes the next cast more expensive, and whoever recasts last is the one credited on the island.
The gods in play
Thalor guards walls, wards off the Black Tide, and steadies a battered island's spirits back to health. Veyra does not help your island directly; she makes an enemy's logistics worse. Nyssa blesses coin and harvest — a 2-hour window for an economic push. Korvath is the war god: he sharpens a decisive strike, quickens your forges and drill-yards, and lets a fleet sail unmarked.
Blessings
Blessings require the patron god to be awake on the casting island, and the lumen is always paid there. Any blessing can be cast on a friendly island instead of your own — another of your islands, an alliance member, or a friend. The stack cap applies per island, so allies stacking the same blessing on one shore deepen the timer, not the strength.
| Blessing | God | Cost | Duration | Max stack | Effect | |
|---|---|---|---|---|---|---|
![]() | Bone-Set Walls | Thalor | 350 | 2h | 8h | +30% wall defence |
![]() | Steady the Watch | Thalor | 500 | 2h | 8h | +20 happiness — recovery from famine, food crisis, or neglect |
![]() | Rotsalt | Thalor | 1,500 | 12h | 24h | Blocks all Black Tide attacks |
![]() | Warlord's Edge | Korvath | 500 | 1h | 4h | +25% attack power |
![]() | Forge Heart | Korvath | 900 | 2h | 8h | +25% build speed |
![]() | The War-Forge | Korvath | 900 | 2h | 8h | +25% training speed |
![]() | Unsigned Sails | Korvath | 800 | 1h | 4h | Your attacks sail unmarked — no attacker named in any warning, report, feed, or war record. The trade-off: an unsigned strike earns you no ranking score (warlord, plunder, conquests) |
![]() | Plenty's Bounty | Nyssa | 600 | 2h | 8h | +40% lumber, +20% gold |
![]() | Coin of Plenty | Nyssa | 1,800 | 2h | 8h | +50% coin income |
![]() | Wayward Wind | Nyssa | 1,200 | 2h | 8h | +50% fleet speed |
When the bonus is counted
Blessings that travel with a fleet — Warlord's Edge's attack power and Wayward Wind's fleet speed — are read off the source island at the moment the fleet lands, not at the moment you send it. A rite cast after launch still applies if it is live at landfall, and a rite that expired in transit does not, even though the dispatch screen showed the bonus when you sent. Defensive rites stay on the island that holds them.
Curses
Curses cannot stack on the same target and cannot be cleansed early. Famine targets one enemy island. Market Silence targets one enemy governor and blocks trade across every island they hold.
| Curse | God | Cost | Duration | Target | Effect | |
|---|---|---|---|---|---|---|
![]() | Famine | Veyra | 1,700 | 4h | Enemy island | Food to 0, no food production, minus 10 happiness |
![]() | Becalm | Veyra | 1,400 | 2h | Enemy island | Halves the target's outgoing fleet speed |
![]() | Blight | Veyra | 2,000 | 4h | Enemy island | Halves all production on the target island |
![]() | Market Silence | Veyra | 1,000 | 1h | Enemy player, Church L19 | Bazaar and marketplace blocked across every island |
Common questions
Why did the same blessing cost more the second time?
The shrine charges for stacking. Each full stack still on the timer adds 25% of the base cost to the next cast.
Can I cleanse a curse early?
No. Famine and Market Silence cannot be removed by a counter-rite. Once the cast lands, the timer runs out normally.
Why does Market Silence pick a governor?
It is owner-scoped. The server anchors the curse to one of the target governor's islands, then blocks bazaar and marketplace activity across every island they hold in that world.
Reference
Which gods exist, and what does it cost to wake them?4 gods, church 2 to 14
The sacrifice shown is the first awakening amount from the catalog. The altar takes the selected eligible infantry, or the cheapest eligible infantry first when no selection is provided.
| God | Domain | Church Lv | First sacrifice | Status | |
|---|---|---|---|---|---|
![]() | Thalor | Defence, endurance, recovery | 2 | 300 | Live |
![]() | Korvath | Attack, conquest, plunder | 6 | 300 | Live |
![]() | Veyra | Stealth, deception, misdirect | 14 | 300 | Live |
![]() | Nyssa | Luck, wealth, risk | 14 | 300 | Live |
How is the shrine math computed?production, stacking, expiry
Restack cost. When you cast a blessing that is already active on the same island:
cost = baseCost * (1 + 0.25 * stacksHeld) stacksHeld = floor(remainingSeconds / durationSeconds)
Stack cap. A blessing cannot carry more than four times its base duration. Buying past the cap is refused.
Two throttles. A rite is bounded by the lumen on hand (storage cap + the church / awakening gates) AND by the per-governor divine-strain meter — 1,200 burst, recovering 300 an hour, shared across all your islands. Strain paces spend velocity so a big bank cannot become endless casting.
Expiry. Every rite runs to its scheduled end. A recast cancels the old expiry event and registers a new one. Server startup sweeps any rite whose timer already passed.
Not active yet. Per-god cooldowns, counter-cleansing, relics that spend lumen, alliance shrine pooling, and non-player shrine casts are not shipped.

















