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!Name
 
!Name
 
!Type
 
!Type
  +
!Rare
 
!Effect
 
!Effect
 
|-
 
|-
 
|Access the reserves
 
|Access the reserves
 
|Merchant
 
|Merchant
  +
|
 
|Immediately obtain 2 '''Food''', 2 '''Gold''', 2 '''Iron''', 2 '''Ale''', 2 '''Herbs'''.
 
|Immediately obtain 2 '''Food''', 2 '''Gold''', 2 '''Iron''', 2 '''Ale''', 2 '''Herbs'''.
 
|-
 
|-
 
|Appropriations
 
|Appropriations
 
|Merchant
 
|Merchant
  +
|
 
|At the start of every season obtain 2 random resource for every [[Merchant District]].
 
|At the start of every season obtain 2 random resource for every [[Merchant District]].
 
|-
 
|-
 
|Bigger Companies
 
|Bigger Companies
 
|Merchant
 
|Merchant
  +
|
 
|[[Mercenary Guild]] provides an extra [[Mercenary Die]].
 
|[[Mercenary Guild]] provides an extra [[Mercenary Die]].
 
|-
 
|-
 
|Commissioners
 
|Commissioners
 
|Citizen
 
|Citizen
  +
|
 
|Increases the range of the Tax Office by 1.
 
|Increases the range of the Tax Office by 1.
 
|-
 
|-
 
|Divine inspiration
 
|Divine inspiration
 
|Monk
 
|Monk
  +
|
 
|Dice used inside a Temple have 20% chance of getting Blessed.
 
|Dice used inside a Temple have 20% chance of getting Blessed.
 
|-
 
|-
 
|Domestic trading
 
|Domestic trading
 
|Merchant
 
|Merchant
  +
|
 
|At the start of every season obtain 1 Gold for every Merchant District.
 
|At the start of every season obtain 1 Gold for every Merchant District.
 
|-
 
|-
 
|Double exposure
 
|Double exposure
 
|Citizen
 
|Citizen
  +
|y
 
|'''Enhancement Chamber''' empowers an additional random face.
 
|'''Enhancement Chamber''' empowers an additional random face.
 
|-
 
|-
 
|Early Training
 
|Early Training
 
|Soldier
 
|Soldier
  +
|
 
|All newly obtained Dice have 1 extra power to {Attack}.
 
|All newly obtained Dice have 1 extra power to {Attack}.
 
|-
 
|-
 
|Elite companies
 
|Elite companies
 
|Merchant
 
|Merchant
  +
|
 
|Newly obtained Mercenary Dice now start with 3 {Attack}, 3 {Attack}, 2 {Attack}, 2 {Attack}, {Raid}, {Raid}.
 
|Newly obtained Mercenary Dice now start with 3 {Attack}, 3 {Attack}, 2 {Attack}, 2 {Attack}, {Raid}, {Raid}.
  +
|-
  +
|Expert Workers
  +
|Peasant
  +
|y
  +
|Increase the resource gathered in all Locations inside Peasant Disctricts by 1.
 
|-
 
|-
 
|Firewatch
 
|Firewatch
 
|Peasant
 
|Peasant
  +
|
 
|'''[[Buildings]]''' inside [[Peasant Districts]] are immune to fire.
 
|'''[[Buildings]]''' inside [[Peasant Districts]] are immune to fire.
 
|-
 
|-
 
|Forced Enlisting
 
|Forced Enlisting
 
|Soldier
 
|Soldier
  +
|
 
|Immediately obtain 4 Soldier Dice.
 
|Immediately obtain 4 Soldier Dice.
 
|-
 
|-
 
|Free Market
 
|Free Market
 
|Merchant
 
|Merchant
  +
|y
 
|Doubles the Gold produced in all Buildings inside Merchant Districts.
 
|Doubles the Gold produced in all Buildings inside Merchant Districts.
 
|-
 
|-
 
|Free rations
 
|Free rations
 
|Merchant
 
|Merchant
  +
|
 
|Fully restores the Durability of Mercenary Dice when used in Merchant Districts.
 
|Fully restores the Durability of Mercenary Dice when used in Merchant Districts.
 
|-
 
|-
 
|Fur Coats
 
|Fur Coats
 
|Peasant
 
|Peasant
  +
|
 
|'''[[Dice]]''' are immune to [[Freeze]] while used in [[Peasant Districts]].
 
|'''[[Dice]]''' are immune to [[Freeze]] while used in [[Peasant Districts]].
 
|-
 
|-
 
|Fur padding
 
|Fur padding
 
|Soldier
 
|Soldier
  +
|
 
|'''Soldier Dice''' are always immune to '''Freezing'''.
 
|'''Soldier Dice''' are always immune to '''Freezing'''.
 
|-
 
|-
 
|Greenhouses
 
|Greenhouses
 
|Peasant
 
|Peasant
  +
|
 
|Wheat Farms inside Peasant Disctricts work also in Winter.
 
|Wheat Farms inside Peasant Disctricts work also in Winter.
 
|-
 
|-
 
|Healers
 
|Healers
 
|Monk
 
|Monk
  +
|
 
|Wounded Dice used in Monk districts are healed.
 
|Wounded Dice used in Monk districts are healed.
 
|-
 
|-
 
|Healing chemicals
 
|Healing chemicals
 
|Citizen
 
|Citizen
  +
|
 
|Enhancement Chamber also heals Wounded and Sickness.
 
|Enhancement Chamber also heals Wounded and Sickness.
 
|-
 
|-
 
|Higher education
 
|Higher education
 
|Citizen
 
|Citizen
  +
|
 
|Newly obtained Citizen Dice now start with 2 {Work}, {Work}, 2 {Build}, {Build}, 2 {Study}, {Study}.
 
|Newly obtained Citizen Dice now start with 2 {Work}, {Work}, 2 {Build}, {Build}, 2 {Study}, {Study}.
 
|-
 
|-
 
|Inheritance
 
|Inheritance
 
|Merchant
 
|Merchant
  +
|
 
|Newly obtained Merchant Dice now start with 2 {Gather}, 2 {Gather}, 2 {Explore}, {Explore}, 2 {Trade}, {Trade}
 
|Newly obtained Merchant Dice now start with 2 {Gather}, 2 {Gather}, 2 {Explore}, {Explore}, 2 {Trade}, {Trade}
 
|-
 
|-
 
|Looting
 
|Looting
 
|Soldier
 
|Soldier
  +
|
 
|Defeated attackers have 15% chance to provide some Food.
 
|Defeated attackers have 15% chance to provide some Food.
 
|-
 
|-
 
|Mandatory cutting
 
|Mandatory cutting
 
|Peasant
 
|Peasant
  +
|
 
|At the start of every season obtain 2 Wood for every Forest inside Peasant Districts.
 
|At the start of every season obtain 2 Wood for every Forest inside Peasant Districts.
 
|-
 
|-
 
|Mandatory harvesting
 
|Mandatory harvesting
 
|Peasant
 
|Peasant
  +
|
 
|At the start of every season obtain 2 Wheat for every Wheat Farm inside Peasant Districts.
 
|At the start of every season obtain 2 Wheat for every Wheat Farm inside Peasant Districts.
 
|-
 
|-
 
|Mandatory mining
 
|Mandatory mining
 
|Peasant
 
|Peasant
  +
|
 
|At the start of every season obtain 2 Stone or 2 Iron for every Mine inside Peasant Districts.
 
|At the start of every season obtain 2 Stone or 2 Iron for every Mine inside Peasant Districts.
 
|-
 
|-
 
|Mandatory training
 
|Mandatory training
 
|Soldier
 
|Soldier
  +
|
 
|[[Soldier Dice]] have a 15% chance of being empowered when used in [[Soldier Districts]].
 
|[[Soldier Dice]] have a 15% chance of being empowered when used in [[Soldier Districts]].
 
|-
 
|-
 
|Nature studies
 
|Nature studies
 
|Citizen
 
|Citizen
  +
|
 
|At the start of every season obtain 1 Knowledge per different Location type inside Citizen Districts.
 
|At the start of every season obtain 1 Knowledge per different Location type inside Citizen Districts.
  +
|-
  +
|Mandatory excercise
  +
|Peasant
  +
|
  +
|A Peasant Die generated from the house starts with full Durability.
 
|-
 
|-
 
|Mobilisation
 
|Mobilisation
 
|Soldier
 
|Soldier
  +
|
 
|Military Academy requires an extra Die and provides an extra Soldier Die.
 
|Military Academy requires an extra Die and provides an extra Soldier Die.
 
|-
 
|-
 
|Monastic brewing
 
|Monastic brewing
 
|Monk
 
|Monk
  +
|
 
|Doubles the Ale produced in all Buildings inside Monk Districts.
 
|Doubles the Ale produced in all Buildings inside Monk Districts.
 
|-
 
|-
 
|Monetary incentives
 
|Monetary incentives
 
|Merchant
 
|Merchant
  +
|
 
|Mercenary Dice won't leave when Wounded.
 
|Mercenary Dice won't leave when Wounded.
 
|-
 
|-
 
|Pioneers
 
|Pioneers
 
|Merchant
 
|Merchant
  +
|y
 
|All newly obtained Dice have 1 extra power to {Explore}.
 
|All newly obtained Dice have 1 extra power to {Explore}.
 
|-
 
|-
 
|Precision tools
 
|Precision tools
 
|Citizen
 
|Citizen
  +
|
 
|Workshop requires 1 less {Knowledge}.
 
|Workshop requires 1 less {Knowledge}.
  +
|-
  +
|Preachers
  +
|Monk
  +
|y
  +
|Restores 4 Durability to Dice when used in Monk Districts.
 
|-
 
|-
 
|Preparations
 
|Preparations
 
|Monk
 
|Monk
  +
|
 
|At the start of every season obtain 1 Herbs for every [[Location]] inside [[Monk Districts]].
 
|At the start of every season obtain 1 Herbs for every [[Location]] inside [[Monk Districts]].
 
|-
 
|-
 
|Production reviews
 
|Production reviews
 
|Citizen
 
|Citizen
  +
|
 
|Citizen Dice have 15% chance to provide 1 Knowledge when used in Citizen Districts.
 
|Citizen Dice have 15% chance to provide 1 Knowledge when used in Citizen Districts.
  +
|-
  +
|Protective medecine
  +
|Monk
  +
|y
  +
|Raise the Maximum Durability of all Dice to 24.
 
|-
 
|-
 
|Representatives
 
|Representatives
 
|Merchant
 
|Merchant
  +
|y
 
|District Hall requires no Gold to be upgraded into Class District Hall.
 
|District Hall requires no Gold to be upgraded into Class District Hall.
 
|-
 
|-
 
|Sacred ceremony
 
|Sacred ceremony
 
|Monk
 
|Monk
  +
|
 
|Immediately heal all effects from Dice and completely restore their Durability.
 
|Immediately heal all effects from Dice and completely restore their Durability.
 
|-
 
|-
 
|Salting
 
|Salting
 
|Peasant
 
|Peasant
  +
|y
 
|Doubles the Food produced in all Buildings inside Peasant Districts.
 
|Doubles the Food produced in all Buildings inside Peasant Districts.
 
|-
 
|-
 
|Seminaries
 
|Seminaries
 
|Monk
 
|Monk
  +
|
 
|Newly obtained Monk Dice now start with 2 {Work}, 2 {Work}, {Gather}, {Explore}, 2 {Pray}, {Pray}.
 
|Newly obtained Monk Dice now start with 2 {Work}, 2 {Work}, {Gather}, {Explore}, 2 {Pray}, {Pray}.
 
|-
 
|-
 
|Sharing Experience
 
|Sharing Experience
 
|Peasant
 
|Peasant
  +
|y
 
|All newly obtained '''[[Dice]]''' have 1 extra power to {Gather}.
 
|All newly obtained '''[[Dice]]''' have 1 extra power to {Gather}.
  +
|-
  +
|Sharing wisdom
  +
|Monk
  +
|y
  +
|All newly obtained Dice have 1 extra power to {Work}
 
|-
 
|-
 
|Supervisors
 
|Supervisors
 
|Citizen
 
|Citizen
  +
|y
 
|Increase the resources production in all Buildings inside Citizen Districts by 1.
 
|Increase the resources production in all Buildings inside Citizen Districts by 1.
 
|-
 
|-
 
|Training standards
 
|Training standards
 
|Soldier
 
|Soldier
  +
|
 
|Newly obtained Soldier Dice now start with 2 {Attack}, 2 {Attack}, {Attack}, 1 {Build}, 2 {Raid}, {Raid}.
 
|Newly obtained Soldier Dice now start with 2 {Attack}, 2 {Attack}, {Attack}, 1 {Build}, 2 {Raid}, {Raid}.
  +
|-
  +
|Solstice celebration
  +
|Peasant
  +
|
  +
|Immediatelly obtain 2 Peasant Dice.
  +
|-
  +
|Prosperity
  +
|Peasant
  +
|
  +
|House can be used by Any Dice.
  +
|-
  +
|Mandatory Schooling
  +
|Citizen
  +
|
  +
|At the start of every season obtain 1 Knowledge for every Citizen District.
  +
|-
  +
|Breakthrough
  +
|Citizen
  +
|
  +
|Immediately obtain 4 Knowledge
  +
|-
  +
|Architects
  +
|Citizen
  +
|y
  +
|All newly obtained Dice have 1 extra power to {Build}.
  +
|-
  +
|Education Standards
  +
|Citizen
  +
|
  +
|Every Building that allows a Die to be converted into a different Class requires 1 less resource to operate.
  +
|-
  +
|Elite training
  +
|Soldier
  +
|
  +
|Military Academy empower 2 random face of the new Soldier Dice
  +
|-
  +
|Scavenging
  +
|Soldier
  +
|
  +
|Defeated attackers have 15% chance to provide some Iron.
  +
|-
  +
|Sentinels
  +
|Soldier
  +
|y
  +
|Towers inside Soldier Districts provide double {Attack}
  +
|-
  +
|Civil Service
  +
|Soldier
  +
|
  +
|Replaces {Gather} with {Attack} in all Locations inside Soldier Districts.
  +
|-
  +
|Military dictatorship
  +
|Soldier
  +
|y
  +
|Pleased Soldiers also prevent all negative effects of any Angry Classes.
  +
|-
  +
|Roaming companies
  +
|Merchant
  +
|
  +
|At the start of every season obtain 1 Mercenary Die for every Merchant District.
  +
|-
  +
|Liturgies
  +
|Monk
  +
|
  +
|Monument fully restores Durability of all Dice in Pool
  +
|-
  +
|Restoration
  +
|Monk
  +
|
  +
|Temple also fully restores Durability
  +
|-
  +
|Mandatory offerings
  +
|Monk
  +
|
  +
|At the start of every season obtain 1 Gold for every non Monk District.
 
|}
 
|}

Latest revision as of 01:34, 16 September 2021

Name Type Rare Effect
Access the reserves Merchant Immediately obtain 2 Food, 2 Gold, 2 Iron, 2 Ale, 2 Herbs.
Appropriations Merchant At the start of every season obtain 2 random resource for every Merchant District.
Bigger Companies Merchant Mercenary Guild provides an extra Mercenary Die.
Commissioners Citizen Increases the range of the Tax Office by 1.
Divine inspiration Monk Dice used inside a Temple have 20% chance of getting Blessed.
Domestic trading Merchant At the start of every season obtain 1 Gold for every Merchant District.
Double exposure Citizen y Enhancement Chamber empowers an additional random face.
Early Training Soldier All newly obtained Dice have 1 extra power to {Attack}.
Elite companies Merchant Newly obtained Mercenary Dice now start with 3 {Attack}, 3 {Attack}, 2 {Attack}, 2 {Attack}, {Raid}, {Raid}.
Expert Workers Peasant y Increase the resource gathered in all Locations inside Peasant Disctricts by 1.
Firewatch Peasant Buildings inside Peasant Districts are immune to fire.
Forced Enlisting Soldier Immediately obtain 4 Soldier Dice.
Free Market Merchant y Doubles the Gold produced in all Buildings inside Merchant Districts.
Free rations Merchant Fully restores the Durability of Mercenary Dice when used in Merchant Districts.
Fur Coats Peasant Dice are immune to Freeze while used in Peasant Districts.
Fur padding Soldier Soldier Dice are always immune to Freezing.
Greenhouses Peasant Wheat Farms inside Peasant Disctricts work also in Winter.
Healers Monk Wounded Dice used in Monk districts are healed.
Healing chemicals Citizen Enhancement Chamber also heals Wounded and Sickness.
Higher education Citizen Newly obtained Citizen Dice now start with 2 {Work}, {Work}, 2 {Build}, {Build}, 2 {Study}, {Study}.
Inheritance Merchant Newly obtained Merchant Dice now start with 2 {Gather}, 2 {Gather}, 2 {Explore}, {Explore}, 2 {Trade}, {Trade}
Looting Soldier Defeated attackers have 15% chance to provide some Food.
Mandatory cutting Peasant At the start of every season obtain 2 Wood for every Forest inside Peasant Districts.
Mandatory harvesting Peasant At the start of every season obtain 2 Wheat for every Wheat Farm inside Peasant Districts.
Mandatory mining Peasant At the start of every season obtain 2 Stone or 2 Iron for every Mine inside Peasant Districts.
Mandatory training Soldier Soldier Dice have a 15% chance of being empowered when used in Soldier Districts.
Nature studies Citizen At the start of every season obtain 1 Knowledge per different Location type inside Citizen Districts.
Mandatory excercise Peasant A Peasant Die generated from the house starts with full Durability.
Mobilisation Soldier Military Academy requires an extra Die and provides an extra Soldier Die.
Monastic brewing Monk Doubles the Ale produced in all Buildings inside Monk Districts.
Monetary incentives Merchant Mercenary Dice won't leave when Wounded.
Pioneers Merchant y All newly obtained Dice have 1 extra power to {Explore}.
Precision tools Citizen Workshop requires 1 less {Knowledge}.
Preachers Monk y Restores 4 Durability to Dice when used in Monk Districts.
Preparations Monk At the start of every season obtain 1 Herbs for every Location inside Monk Districts.
Production reviews Citizen Citizen Dice have 15% chance to provide 1 Knowledge when used in Citizen Districts.
Protective medecine Monk y Raise the Maximum Durability of all Dice to 24.
Representatives Merchant y District Hall requires no Gold to be upgraded into Class District Hall.
Sacred ceremony Monk Immediately heal all effects from Dice and completely restore their Durability.
Salting Peasant y Doubles the Food produced in all Buildings inside Peasant Districts.
Seminaries Monk Newly obtained Monk Dice now start with 2 {Work}, 2 {Work}, {Gather}, {Explore}, 2 {Pray}, {Pray}.
Sharing Experience Peasant y All newly obtained Dice have 1 extra power to {Gather}.
Sharing wisdom Monk y All newly obtained Dice have 1 extra power to {Work}
Supervisors Citizen y Increase the resources production in all Buildings inside Citizen Districts by 1.
Training standards Soldier Newly obtained Soldier Dice now start with 2 {Attack}, 2 {Attack}, {Attack}, 1 {Build}, 2 {Raid}, {Raid}.
Solstice celebration Peasant Immediatelly obtain 2 Peasant Dice.
Prosperity Peasant House can be used by Any Dice.
Mandatory Schooling Citizen At the start of every season obtain 1 Knowledge for every Citizen District.
Breakthrough Citizen Immediately obtain 4 Knowledge
Architects Citizen y All newly obtained Dice have 1 extra power to {Build}.
Education Standards Citizen Every Building that allows a Die to be converted into a different Class requires 1 less resource to operate.
Elite training Soldier Military Academy empower 2 random face of the new Soldier Dice
Scavenging Soldier Defeated attackers have 15% chance to provide some Iron.
Sentinels Soldier y Towers inside Soldier Districts provide double {Attack}
Civil Service Soldier Replaces {Gather} with {Attack} in all Locations inside Soldier Districts.
Military dictatorship Soldier y Pleased Soldiers also prevent all negative effects of any Angry Classes.
Roaming companies Merchant At the start of every season obtain 1 Mercenary Die for every Merchant District.
Liturgies Monk Monument fully restores Durability of all Dice in Pool
Restoration Monk Temple also fully restores Durability
Mandatory offerings Monk At the start of every season obtain 1 Gold for every non Monk District.