What an asset is
A Legendary Asset is a Hero, a Treasure or a Landmark. Each is unique on its Continent: only one kingdom can hold it at a time. Every asset has:
- Fame: how much renown it brings its alliance.
- Alignment: good (+) or evil (−). An alliance's alignment is the sum of the assets its members hold.
- Effects: passive bonuses to the kingdom that holds it, and sometimes a spell it grants.
- Sometimes a set it shares with other assets.
Where an asset can be
- Held by a player kingdom
- The kingdom gets its effects and the kingdom's alliance gets its fame and alignment. Assets held by your alliance are listed on the alliance's Members & Assets page.
- On a barbarian kingdom
- Barbarians (NPKs) can carry assets, and those kingdoms glow in the attack list so players can hunt them. A barbarian is not an alliance, so its assets give nobody fame.
- In The Unknown
- Nobody holds it. It can be found by exploring the Unknown.
The Legendary Assets item under the Continent menu lists every asset held by any alliance, with its kingdom, and counts how many are in The Unknown or on barbarians and un-allied kingdoms.
How assets change hands
There is no trading, gifting, mailing or thieving of assets between players outside the ways below.
- Winning an attack
- When you win an attack on a kingdom that holds assets, you have a chance to seize one random asset. You must be in an alliance to bank it. The chance depends on the kingdoms' scores: if the defender's score is the same as yours or higher, it is 25%; it falls in a straight line to 0% when the defender's score is half yours or lower. Each extra asset the defender holds beyond the first adds +1% whatever the score ratio. It works against players and barbarians alike, and it is announced in the news.
- Conquering a barbarian
- When a barbarian kingdom becomes your alliance's vassal, its assets stay with that kingdom but their fame and alignment now count for your alliance.
- Exploring the Unknown
- Exploring the Unknown can turn up an asset, which goes to the kingdom that found it. Kingdoms that are just starting out, or burned out, do not find them.
- Losing a kingdom
- If a kingdom is released, culled or deleted, its assets go back to The Unknown. Assets never leave the round once they are in play; only their holder changes.
- Vacation Mode
- A kingdom that enters Vacation Mode loses all its assets to The Unknown, with no compensation. The game warns you first.
- Changing alliance
- If a kingdom joins, leaves or switches alliance, the fame and alignment of the assets it holds move with it. The change shows as soon as anyone opens the alliance page, and is also swept up every hour.
The Investiture Court
The Investiture Court is an alliance improvement (see Alliance Improvements for its cost). As its level rises it gives the alliance's leaders (the six top-ranked members) more control over assets. The leader's actions on the Members page cost no turn.
| Court level | Unlocks |
|---|---|
| 3 | Send to The Unknown. Send any asset held by the alliance back to The Unknown. The kingdom that held it is paid 1,000,000 gold and notified. |
| 8 | Appropriate. Move one asset held by one of the alliance's vassal barbarian kingdoms to any full member of the alliance, including the leader doing it. That member is told. |
| 11 | Forced Transfer. Move any asset the alliance holds to any alliance member, vassals included. The 1,000,000 gold paid to the holder comes from the alliance Treasury, which must have enough. |
| 15 | Capture on attack. A successful command can also take an asset from its target, with a flat 50% chance, taking one random asset of the right type: Loot can also steal a Treasure, a fully successful Assassination (not an interrupted mission) can also kidnap a Hero, and Raid can also capture a Landmark. It is announced in the news. |
Fame
Every hour, each alliance adds the fame of the assets it holds to a running fame total. The total only grows, so the longer you hold famous assets, the higher it climbs. Freehold Lands (the alliance for the un-allied) never earns fame. On Continents where the Fame victory is switched on, the alliance with the highest fame total that has reached the Continent's fame target is the contender for the win; see the Victory page in the game for the target and the current leader.
Alignment and signature spells
An alliance's alignment is the total of its assets' alignments. At certain thresholds, every member of the alliance unlocks a signature spell, on top of the spells they can already cast. Good alliances (positive alignment) and evil alliances (negative) unlock different ones:
| Alliance alignment | Signature spell unlocked for every member |
|---|---|
| -21 or less (evil) | Lich King |
| -14 or less (evil) | Death Barrier |
| -7 or less (evil) | Final Death |
| +7 or more (good) | Just Cause |
| +14 or more (good) | Resurrection |
| +21 or more (good) | Dark Resurrection |
Alignment is a running total that changes whenever an asset is won or lost, so a spell is available only while the alliance keeps its alignment at or past the threshold. Details of each spell are on the Spells page.
Effects, granted spells and sets
- Passive effects. While a kingdom holds an asset it gets the asset's modifiers (for example more food, a stronger spell, faster building). They are always on and cannot be dispelled. When two assets affect the same thing the effects multiply together. The Legendary Assets page lists each asset's effects.
- Granted spells. Some assets let their holder cast a particular spell, even if their race or studies would not allow it. The spell stays available only while the asset is held. The Spells page shows which spells can be granted, and by which asset.
- Sets. Assets in a set tend to share an effect, so holding more of the set makes it stronger. The Battlehand treasures, for example, all boost Warp Strike, and holding several multiplies the effect.