Religions

## General Information

The commitment and tolerance of countries to different religions, cults and sects is an important aspect of the RU gameplay, which largely determines both the internal policy of the country and relations with it's neighbors. There are seven major religious groups: Ascended, Cults, Nature, Northern, Mageborn, The Isles and Void Group. Religions in RU have the unique take of giving the nation one positive and one negative modifier.

## List of Religions

### **Ascended Group**

#### *Solari/Lunari*

* +5% Stability Cost Modifier
* +0.1 Monthly Piety increase

The Solari/Lunari faith uses the piety mechanic.

Allignments for Piety
* -10% Fire Damage Reveived
* +15% Global Trade Power
 Lunari Allignment
* +3% Missionary Strength
* +15% Spy Network Construction
* -10% Church Loyalty Modifier

#### *Solari*

* +5% Stability Cost Modifier
* -15% Fire Damage Reveived

Changing to the Solari faith as a Solari/Lunari Nation gets rid of the piety mechanic and gives you a permanent modifier of the combined modifiers the Solari Allignment gave.

#### *Lunari*

* +5% Stability Cost Modifier
* +15% Land Fire Damage

Changing to the Lunari faith as a Solari/Lunari Nation gets rid of the piety mechanic and gives you a permanent modifier of the combined modifiers the Lunari Allignment gave.

#### *Eternals*

* +10% Development Cost Modifier
* +10% Trade Efficiency

The Eternals faith uses the Patriarch mechanic. In contrast to the vanilla version though, the different "Star Signs" (Patriachs) have a special condition to be picked.

#### *Demacian Pantheon*

The Demacian Pantheon faith will be implemented in the Demacian Region in a later update.

### **Cults Group**

#### *Cult of the Spider*

The Cult of the Spider faith will be implemented in the Regions of Demacia, Noxus and the Isles in a later update.

#### *Cult of the black Rose*

The Cult of the black Rose faith will be implemented in the Noxus Region in a later update.

#### *The glorious Evolved*

The glorious Evolved faith will be implemented in the Cliff Region in a later update.

### **Nature Group**

#### *Mother Serpent*

* +1 National Unrest
* -10% Ship Cost

The Mother Serpent faith currently doesn't use any mechanic, but one will be implemented in a later update.

#### *Great Weaver*

The Great Weaver faith will be implemented in the Shurima Region in a later update.

#### *Lamb and Wolf*

The Lamb and Wolf faith will be implemented all over the map in a later update.

### **Northern Group**

#### *Freljordian Pantheon*

* -5% Production Efficiency
* +25% Improve Relations

The Freljordian Pantheon faith uses the personal deity mechanic.

Personal Deities
 Ornn
 Volibear
+5% Discipline

#### *Frostguards*

* -2 Tolerance of Heretics
* +2 Tolerance of the True Faith

The Frostguards faith uses the anglican church power mechanic.

Church Power Interactions
 Government
* +10 Devotion
* +10 Horde Power
* +10 Meritocracy
 Stability

### **Mageborn Group**

Every Religion in the Mageborn Group additionally uses the religious schools mechanic to their own mechanic.

Magic Schools
 Magma
 Water
 Metal
 Shadow
 Light

#### *Axiomata*

* -2 Tolerance of Heretics
* +2 Tolerance of the True Faith

The Axiomata faith uses the fervour mechanic. Currently with the same interactions as vanilla, these being *Trade*, *War* and *Stability*.

#### *Spirit Blossom*

The Spirit Blossom faith will be implemented in the Ionia Region in a later update.

### The Isles Group

#### *The White Mist*

* -15% Improve Relations
* +15% Institution Spread

Nations following the White Mist faith have to reform their religion, as the religion uses the inca religious reform mechanic. These are the five unique reform modifiers a nation can unlock:

* +1 Infantry Shock
* +10% Governing Capacity Modifier
* -25% Naval Attrition / +1 Fleet Movement Speed
* -2.5% All Power Costs
* -20% Liberty Desire in Subjects

#### *The Black Mist*

The Black Mist faith will be implemented in the Isles Region in a later update.

#### *The Hallowed Mist*

* -0.01 Monthly Mist Strength
* -10% Shock Damage Received

### The Void Group

#### *The Watchers*

* -10% Cavalry Cost
* +100% Cavalry to Infantry Ratio

The Watchers faith uses the papacy mechanic. Currently with vanilly interactions.