Aberrant Monolith
Dark Ritual: +1
Spoils can be transferred from Pillaging forces here to the faction
Control: +2
Income generated: 75
Spoils: +6 per turn- When
technology "Prophetic Seer-Craft" researched:
Spell intensity: +10%
(all armies in adjacent provinces)- When at Tier 1 Arcane Power:
Dark Ritual Augmentations:
Sayl steals +5% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +2
Winds of Magic power reserve capacity: +5
(all armies in local and adjacent regions)
Research rate: +2- When at Tier 2 Arcane Power:
Dark Ritual Augmentations – Stage I:
Sayl steals +7% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +3
Winds of Magic power reserve capacity: +10
(all armies in local and adjacent regions)
Research rate: +3- When at Tier 3 Arcane Power:
Hero recruit rank: +3 for Shaman-Sorcerers
(local province)
Dark Ritual Augmentations – Stage II:
Sayl steals +9% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +4
Winds of Magic power reserve capacity: +15
(all armies in local and adjacent regions)
Research rate: +4- When at Tier 4 Arcane Power:
Hero recruit rank: +4 for Shaman-Sorcerers
(local province)
Dark Ritual Augmentations – Stage III:
Sayl steals +11% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +5
Winds of Magic power reserve capacity: +20
(all armies in local and adjacent regions)
Research rate: +5- When at Tier 5 Arcane Power:
Hero recruit rank: +5 for Shaman-Sorcerers
(local province)
Dark Ritual Augmentations – Stage IV:
Sayl steals +13% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +6
Winds of Magic power reserve capacity: +25
(all armies in local and adjacent regions)
Income generated: 75
Research rate: +6- Dark Ritual battle completed: The Night of Revelation
Winds of Magic power reserve capacity: +1
(factionwide)
- 3
Marauders (Great Weapons) - 2
Marauders - 2
Norscan Warhounds (Poison) - 1
Marauder Horsemen