Konoro Kingdom - Leaders

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Each settlement can have an active leader which will give certain bonuses depending on their skills.

Leader Types

Barbarians have 16 different leader types

Unskilled – Unskilled leaders do not start with any skills

Factotum

A Factotum has no particular speciality.

Skills: None

Training Cost:

1,000 1,000 1,000 1,000

Building Requirements:



Skilled – leaders that start with 1 skill rank

Farmer

Farmers are popular leaders as your population is well fed when led by a farmer.

Skills: Farming

Training Cost:

2,000 2,000 2,000 2,000

Building Requirements:


Merchant

Merchant leaders make for prosperous settlements with good trading.

Skills: Trading

Training Cost:

2,000 2,000 2,000 2,000

Building Requirements:


Industrialist

An Industrialist led settlement is very efficient at producing goods.

Skills: Resource Income

Training Cost:

2,000 2,000 2,000 2,000

Building Requirements:


Scholar

Scholars are very adept at research.

Skills: Research

Training Cost:

2,000 2,000 2,000 2,000

Building Requirements:



Experts – leaders that start with 2 skill ranks

Commander

Commanders good at defending but have other skills too.

Skills: Defending

Training Cost:

2,500 2,500 2,500 2,500

Building Requirements:


Warrior

Warriors are good at attacking and raiding but have other skills too.

Skills: Attacking

Training Cost:

2,500 2,500 2,500 2,500

Building Requirements:


Fisher

A Fisher not only knows fishing but also how to get the best prices for fish.

Skills: Farming

Training Cost:

2,500 2,500 2,500 2,500

Building Requirements:


Architect

Architects are adept at getting buildings done quickly and for minimum cost.

Skills: Building

Training Cost:

3,000 3,000 3,000 3,000

Building Requirements:


Alchemist

An Alchemist likes to find practical ways to apply his research.

Skills: Item Making

Training Cost:

3,000 3,000 3,000 3,000

Building Requirements:


Beast Master

Beast Masters are experts at controlling native swamp beasts in battle.

Skills: Native Control

Training Cost:

3,000 3,000 3,000 3,000

Building Requirements:



Specialists – leaders that start with 3 skill ranks

Politician

Politicians are good at keeping their settlement loyal and at helping to convert others.

Skills: Fealty

Training Cost:

3,500 3,500 3,500 3,500

Building Requirements:


Paladin

Paladins are adept at defending a settlement.

Skills: Defending

Training Cost:

3,500 3,500 3,500 3,500

Building Requirements:


Warlord

Warlords are adept at attacking and raiding.

Skills: Attacking

Training Cost:

3,500 3,500 3,500 3,500

Building Requirements:


Spymaster

Spymasters make better use of spies.

Skills: Spying

Training Cost:

3,500 3,500 3,500 3,500

Building Requirements:


Spiritualist

Spiritualists keep the population in line with magical threats.

Skills: Popularity

Training Cost:

4,000 4,000 4,000 4,000

Building Requirements:



XP

Your leaders gain XP all the time, unless retired. The more things you do and the bigger the settlement they are in charge of then the faster they gain XP.

LevelXP required
11,000
22,000
34,000
47,000
511,000
616,000
722,000
829,000
937,000
1046,000
LevelXP required
1156,000
1267,000
1379,000
1492,000
15106,000
16121,000
17137,000
18154,000
19172,000
20191,000
LevelXP required
21211,000
22232,000
23254,000
24277,000
25301,000
26326,000
27352,000
28379,000
29407,000
30436,000


Leaders can not progress beyond level 30.

HP

Leaders start with 10 Hit Point and gain an extra 10 automatically every time they level up. When you level up you may also get an option to increase your leader’s Hit Points instead of gaining a skill rank.

If your leader ever reaches 0 HP they will be retired and will need to be revived before they can be re-appointed.

Revive costs are 1,000 food per level of the leader.

Skills

Each skill has 1 or 2 bonuses associated with it. If a second bonus is given it’s only half that for the first bonus.

There are 15 different skills

Attacking

Increases chance of success in a battle if the leader is sent with the army.

Primary Bonus: Increases total attack bonus when raiding or attacking by 0.3%

Secondary Bonus: Damage from siege units to walls increased by 1%


Defending

Increases chance of success if the leader is present when settlement is attacked.

Primary Bonus: Increases total defence bonus when defending by 0.3%

Secondary Bonus: When being conquered fealty is lowered by 0.200 less points


Farming

Increases food production for the settlement.

Primary Bonus: Food production increased by 0.3%

Secondary Bonus: Food production increased by 0.3%


Research

Reduces research times and improves item making.

Primary Bonus: Research costs reduced by 1.5%

Secondary Bonus: Maximum item grade this leader can make is 0.500


Resource Income

Increases production of wood and crystal and metal.

Primary Bonus: Wood and crystal and metal income all increased by 0.2%


Popularity

Lowers the amount of fealty you lose and slowly increases it back to maximum.

Primary Bonus: Fealty regenerates by an extra 0.200 per hour

Secondary Bonus: When being conquered fealty is lowered by 0.200 less points


Trading

Increases the number of merchants in the settlement and they return quicker.

Primary Bonus: Settlement's maximum number of merchants increased by 0.500

Secondary Bonus: Time for next merchant to arrive decreased by 1%


Building

Lowers the construction time and resource costs of buildings.

Primary Bonus: Building times reduced by 0.5%

Secondary Bonus: Building costs reduced by 0.3%


Siege Bonus

If the leader is in an attack then siege units do more damage to walls and buildings.

Primary Bonus: Damage from siege units to walls increased by 1%

Secondary Bonus: Damage from siege units to buildings increased by 1%


Hit Points

Makes it less likely that your leader will die.

Primary Bonus: Leader has an extra 5.000 hit points

Secondary Bonus: Attack and defence scores increased by 40.000


Fealty

Helps in lowering fealty of others and reducing how much of your own gets lowered.

Primary Bonus: When conquering fealty is lowered by an extra 0.200 points

Secondary Bonus: When being conquered fealty is lowered by 0.200 less points


Item Making

Allows your leader to make better items and to make lesser ones faster.

Primary Bonus: Maximum item grade this leader can make is 0.500

Secondary Bonus: Maximum item grade this leader can make is 0.500


Native Control

Give the leader better control of swamp units.

Primary Bonus: Increases attack and defence value of swamp units by 0.5%

Secondary Bonus: Increases total attack bonus when raiding or attacking by 0.3%


Spying

The leader can make better use of spies.

Primary Bonus: Chance for a successful spy mission increased by 0.5%

Secondary Bonus: Chance to detect a spy increased by 0.5%


Fighting

Gives the leader a personal attack and defence value.

Primary Bonus: Attack and defence scores increased by 40.000

Secondary Bonus: Attack and defence scores increased by 40.000