When you first establish your religion, you choose one of the Commandments to form its basic foundations. The commandment tells your disciples what is right or what is wrong and determines:
- Which classes fit best with the religion and
- Which disciple stats are most acceptable and, thus, which rituals are available to develop those stats.
- At the start of each playthrough, Each commandment will grant 1 of 2 Relics chosen by the player. These relics open free classes and provide a global effect to the religion.
War[ | ]
"Might makes right! Your followers will prove their faith in you through blood and victory!"
War emphasizes physical attacks and is considered one of the easier types of religions.
Rituals | Good fit Classes |
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Relic | Global Effect | Class #1 | Class #2 |
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Eternal Shield | Abilities gain +1 Physical Armor scaling | Guardian | Rage Prophet |
Voice Tresher | Might abilities give the opponent a chance to stumble on their words and lose converts | Beast Walker | Chieftainn |
Peace[ | ]
"We must strive for mutual understanding. Your holy site becomes a beacon of reason and debate."
Peace emphasizes morale persuasion and is considered one of the easier types of religions.
Rituals | Good fit Classes |
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|
Relic | Global Effect | Class #1 | Class #2 |
---|---|---|---|
Halo | +1XP from Sacraments per 20 points of Morale Armor | Druid | Zealot |
The First Word | Add 50% Charisma to Disciple's Initiative | Weaver | Songsmith |
Pleasure[ | ]
"Indulge in worldly pleasures! Cries of passion, love and gratification will fill your temple site."
Pleasure emphasizes morale based, risky combat and is considered hard.
Rituals | Good fit Classes |
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|
Relic | Global Effect | Class #1 | Class #2 |
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Anklet of Joy | Abilities gain +1 Evasion scaling | Beast Walker | Songsmith |
Holy Rose | Charisma abilities and 33% chance to Infatuate (Lowers defenses and gives a chance to skip a turn) the target for 2 rounds. | Weaver | Chieftain |
Purity[ | ]
"Purity starts with a clean body and mind. Your worshipers purge their sins through cleansing and abstinence."
Purity emphasizes both physical and morale based, very defensive combat.
Rituals | Good fit Classes |
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Relic | Global Effect | Class #1 | Class #2 |
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Holy Water | In the third round, One of your disciples uses a Morale ability that scales with the Devotion of all the disciples in your team, and targets all opponents. | Druid | Zealot |
Cleansing Apple | Add 50% Health to Disciple's Defy | Guardian | Harbinger |
Greed[ | ]
"Materials make the world go round! Your disciples are profit-driven and results-oriented."
Greed emphasizes physical combat with an eye to critical hits and is considered hard.
Rituals | Good fit Classes |
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Relic | Global Effect | Class #1 | Class #2 |
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Golden Mask | Cunning Abilities and +20 Accuracy and deal +100% damage on crits. | Beast Walker | Guardian |
Idol of Greed | +1 Ability Points when Knowledge goes Rank Up. | Weaver | Druid |
Generosity[ | ]
"Love your neighbor as yourself, and help them in times of hardship."
Generosity emphasizes morale, well-rounded combat.
Rituals | Good fit Classes |
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|
Harbinger, although not listed as a good fit, is unlocked when you choose generosity.
Relic | Global Effect | Class #1 | Class #2 |
---|---|---|---|
Fire Heart | Adds 50% Charisma to Disciple's Physical Armor | Zealot | Songsmith |
Godly Recipe | Add 100% Knowledge to Disciple's Faith (Stacks up to 100) | Druid | Harbinger |
Madness[ | ]
"The maddening insights provided by You are the only truth."
Madness emphasizes both physical and morale, very offensive combat and is considered hard.
Rituals | Good fit Classes |
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Relic | Global Effect | Class #1 | Class #2 |
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Sacred Infant | Add 50% Might to Disciple's Crit Chances. | Chieftain | Beast Walker |
Secret Pyramid | Knowledge Abilities make enemies Mad for 2 rounds, increasing their chance to Intercept badly and 1 Clouded Thought. | Weaver | Druid |