Resource Chains

Resources are produced through a tiered chain system. Basic resources feed into processing buildings that create increasingly valuable goods. Higher-tier buildings require catalyst resources that can only be obtained from special locations and high-level outposts.

Basic Resources

Produced by the foundational buildings on your estate. These feed everything else in the chain.

BuildingProduces
FarmWheat
QuarryStone
LumbermillLumber
MineIron Ore
Shepherd's HutWool
Fishing HutFish

Refined Resources (Estate & Outposts)

Refined resources are the connective tissue of the economy: almost every Tier 1+ processing building requires them. You can produce them two ways.

On your estate (the steady floor): your Lumbermill, Quarry and Mine begin refining automatically once they reach level 5, producing a small amount of the matching refined good each tick on top of their raw output. This costs no extra building slot and consumes no raw resources. Output grows with building level, so levelling these buildings is the simplest path to refined materials.

At outposts (the high-throughput ceiling): refining structures (level 3+ structures) consume 4 base resource per tick and produce 2 refined per tick (2:1 conversion), at much higher volume than the estate floor. Outposts are the way to scale refined production once you want serious throughput.

Refined GoodEstate Source (L5+)Outpost StructureInput
PlanksLumbermillSaw MillLumber
SlabsQuarryStone Cutter's HutStone
Iron IngotsMineSmelteryIron Ore
FlourOutpost onlyMillWheat

Tier 1 — Processed Goods

BuildingInputOutput
Lime KilnStone, LumberLimestone
Tar KilnLumberTar, Wood Ash
BrickworksStone, LumberBricks
Linen Weaving HutWool, WaterLinen
SmokehouseFish, LumberDried Fish
BloomeryIron Ingots, LumberWrought Iron

Tier 2 — Advanced Goods

BuildingInputOutputCatalyst
GlassworksLimestone, Wood AshGlassAncient Resin
Amber Workshop Coastal onlyTar, LinenAmberAncient Resin
ForgeWrought Iron, LimestoneSteelBog Iron
BreweryWheat, WaterBeerEastern Spices
Weaving WorkshopWool, LinenWool Cloth
SaltworksDried Fish, StoneSalted Fish, SaltpeterSea Salt

Tier 3 — Luxury Goods

BuildingInputOutputCatalyst
Stained Glass WorkshopGlass, AmberStained GlassAncient Resin
Master BreweryBeer, HoneyAleEastern Spices
Luxury Weaving WorkshopLinen, AmberFine LinenEastern Spices
Butcher's GuildSalted Fish, WheatCured MeatsSea Salt
Alchemy LabSaltpeter, LimestoneGunpowderBog Iron, Sea Salt

Catalyst Sources

Four catalyst resources are produced exclusively by special locations and level 6+ outposts. Every Tier 2 and Tier 3 chain (except Weaving Workshop) requires at least one catalyst as an input, so securing the right special locations is a strategic priority for any estate aiming at advanced production.

CatalystSpecial LocationOutpost (Lv6+)
Bog IronIron MineIron Ore Outpost
Ancient ResinAncient GroveLumber Outpost
Sea SaltFishing VillageFish Outpost
Eastern SpicesTrade PostWheat Outpost
Trade scarcity: Three independent systems combine to force inter-estate trade rather than self-sufficiency:
  • Parish yield cutoff — if a parish's yield for a resource is below 0.3, you cannot build that resource's producer there (farms, quarries and lumbermills are exempt).
  • Catalyst sources — the four catalysts above only come from special locations or level 6+ outposts.
  • Building slot cap by tier20 / 35 / 55 total slots at Village / Hub / City. You can't fit every building type, even at City tier.

Estate Development

Growing your estate from Village → Hub → City raises your building-slot cap (20 / 35 / 55) and is run as a staged construction project from the Buildings → Development tab — not a single click-and-wait.

Each upgrade is divided into four phases. Opening the construction site is free; you then fund each phase individually with its own resource bundle. A funded phase builds on its own timer, and when it finishes you claim an interim reward into your reward chest and unlock the next phase. The four phase timers add up to the full upgrade time (12 hours for Hub, 48 hours for City).

Take your time: there is no penalty for pausing between phases — a half-built upgrade simply waits until you fund the next phase. Resources you have already invested are never lost.

On the estate canvas, a construction scaffold rises through the phases so your progress is visible. Claiming the final phase upgrades the tier, grants a Battle Pass XP burst, and raises a permanent landmark on your estate (a Hub charter post or a City Ringmür watchtower) that other players see when they visit and admire your estate.

Combat Overview

Combat in Imperia Borealis revolves around two core stats: Offensive Power and Defensive Power. When armies clash, each side's total power determines how many casualties the other side suffers.

There are several combat contexts in the game: estate raids (PvP), bandit camps, special location garrisons, and outpost garrisons. Most modifiers apply across all types, with some being context-specific.

How casualties are calculated: Each unit deals its Offensive value (times the number of units) as damage during its combat phase. The combined damage is scaled by 15%, then spread across the enemy army weighted by armor: units with low Defensive soak a larger share, heavily armored units soak less.
Phase damage = Σ(Offensive × unit count) × 0.15 × modifiers Damage sent to each enemy stack ∝ 1 / (Defensive + 1) Units lost = damage to that stack / the unit's Defensive value

Casualties are damage-conserving: the kills a stack suffers are proportional to the damage it actually takes. A unit needs damage equal to its Defensive value to fall. Whole kills always land, and any leftover damage becomes a chance at one more kill, but only when that leftover is at least 10% of a unit's health.

Token attacks do not work: sending a tiny force, for example a handful of militia, can no longer reliably pick off expensive, armored units. Their damage against a well-armored knight or templar falls below the threshold and inflicts no casualties at all. To grind a defender down you must commit enough force to deal real damage.

A wide range of modifiers affect these calculations. Every modifier stacks multiplicatively, so they compound rather than simply adding together.

Combat resolves through a 6-phase system (Enter Battle → Positioning → First Attack → Charge → Main Attack → Withdraw), where units with specific keywords act in different phases. For the full breakdown of phases and all 16 combat keywords, see the Combat Guide.

Unit Base Stats

Each unit type has base offensive and defensive values. These are the raw numbers before any modifiers are applied.

Unit Offensive Defensive Notes
Militia54Cheap, basic infantry
Spearman812Strong on defense; charges with spear wall
Archer156High damage, fragile; first-strike phase
Cavalry2010Mobile strikers; charge & pursuit
Knight4035Elite all-rounders; charge, haste, intimidate
Catapult505Devastating siege but fragile
Sapper34Detonates in Enter Battle; sapping bypasses fortifications
Monk (Christianity)1030+3 off / +9 def per religious site level; divine protection
Shaman (Aesir)3010+9 off / +3 def per religious site level; frenzy
Viking (Aesir)2520Shield wall + haste
Templar (Christianity)2025Shield wall + vigilance
Religious units scale with your religious site building level, making them increasingly powerful as your faith infrastructure grows.

Building Bonuses

Barracks

Each level of barracks provides a +5% bonus to both offensive and defensive power for all your units, up to a maximum of +50% at level 10.

Combat multiplier = 1 + (barracks level × 0.05)

Pillaging

After a successful attack on an estate, the attacker steals a percentage of the defender's resources.

SourceEffect
Base pillage rate10% of defender's resources
Active war (diplomacy)×1.25 (total: 12.5%)
Pillager perk (Berserker T1)+5% (total: 15%)
Raider's Instinct ritual×2 pillage percentage
These modifiers compound. A Berserker with the Pillager perk during an active war using Raider's Instinct would steal 37.5% of the defender's resources (15% × 1.25 × 2).

Gear & Equipment

Equipment is assigned to individual units. If you have 50 militia and 30 iron swords, only 30 of those militia benefit from the sword bonus. The bonus scales proportionally to the fraction of equipped units.

Effective bonus = gear bonus × min(1, gear count / unit count)

Weapons

Tier progression: Iron → Reinforced → Steel. Each tier replaces the previous one on the unit.

GearTierBonus
Iron SwordIron+10% Offensive
Reinforced SwordReinforced+20% Offensive
Steel SwordSteel+30% Offensive
Leather HarnessIron+10% Offensive (cavalry & knights only)
War BannerReinforced+10% Offensive & +10% Defensive
Long BowKnowledge+25% Offensive + grants double strike (archers only)
CrossbowKnowledge+20% Offensive + grants first strike (militia, spearmen, archers)
HalberdKnowledge+25% Offensive + grants anti-cavalry (militia, spearmen, vikings)

Armor

GearTierBonus
Iron ShieldIron+10% Defensive
Iron HelmetIron+5% Defensive
Leather ArmorIron+15% Defensive
Reinforced ShieldReinforced+20% Defensive
Reinforced HelmetReinforced+10% Defensive
Padded GambesonReinforced+20% Defensive
Steel ShieldSteel+30% Defensive
Steel HelmetSteel+15% Defensive
Master Artisan perk: All gear bonuses are increased by an additional 10%.

Keyword-Granting Weapons

Advanced weapons unlocked through the knowledge tree grant combat keywords to equipped units, changing how they fight in the phase-based combat system. When only some units of a type are equipped (e.g. 30 of 50 militia have crossbows), the army splits: equipped units fight with the keyword, the rest fight normally.

Long Bow

Double Strike

Archers attack twice in their damage phase, doubling their effective offensive output.

Crossbow

First Strike

Equipped units attack in the first attack phase, before the main battle, dealing damage early.

Halberd

Anti-Cavalry

Deals +50% damage against mounted units (cavalry, knights), similar to spear wall.

Monk & Shaman Auras

Religious units provide passive aura bonuses to your entire army, not just their own combat power.

Monk Aura

Defensive

First monk: +3% defensive to all units.

Each additional monk: +1%, capped at 10%.

With Resilient Monks perk: cap raised to 15%.

Shaman Aura

Offensive

First shaman: +3% offensive to all units.

Each additional shaman: +1%, capped at 10%.

Rituals

Rituals are temporary, powerful effects activated by spending faith. Some are available to all followers of a religion; others require specific specialization perks.

Base Rituals (Available to All)

RitualReligionEffectDuration
War Cry of the NorthAesir+25% offensive1 hour
Ancestral WardAesir+25% defensive1 hour
Crusader's ZealChristianity+25% offensive1 hour
Divine ProtectionChristianity+25% defensive1 hour

Perk-Unlocked Rituals

RitualPathEffectDuration
Ulfhednar FrenzyBerserker+30% offensive, -15% defensive30 min
Raider's InstinctBerserker2× pillage percentage1 hour
War MarchBerserker+40% army travel speed1 hour
Ragnarök's EchoBerserker+50% offensive30 min
Blood EagleBerserkerSteal 25% of target's faith on attackInstant (8h CD)
Einherjar's CallBerserkerResurrect 20% of last battle casualtiesInstant (6h CD)
Shield of FaithPaladin+30% defensive for garrison1.5 hours
Martyr's BlessingPaladin-25% casualties for all armies2 hours
Consecrated GroundPaladin+40% garrison defense at locations3 hours
Holy CounterattackPaladinAuto-counterattack at 50% garrison power2 hours
Blessed WallsPaladin+50% defensive, cannot attack2 hours
Sacred ArmamentMonk+25% monk offensive & defensive2 hours
SanctuaryPaladinRaid immunity (blocks pillaging, not combat)4 hours (12h CD)
Conflict rule: Ulfhednar Frenzy and Ragnarök's Echo cannot be active at the same time. You can only pick one perk per tier.

Specialization Perks

As you progress along a religious specialization path, you unlock passive bonuses and powerful rituals. You may only choose one perk per tier. Below are all perks that directly affect combat.

Berserker Path (Aesir — Offense & Raiding)

TierPerkTypeEffect
1BloodlustPassive+10% offensive power
1PillagerPassive+5% pillage rate
1Fearsome ReputationPassive-10% bandit garrison strength
3Battle HardenedPassive-10% own casualties taken
3IntimidationPassive-5% enemy defensive power
3WarlordPassive-20% militia & spearman training time

Paladin Path (Christianity — Defense & Garrisons)

TierPerkTypeEffect
1Holy ShieldPassive+10% defensive power
1GuardianPassive-5% own casualties taken
1Stalwart GarrisonPassive+10% special location garrison defense
3Fortress of FaithPassive+15% defensive (stacks with Holy Shield)
3RetributionPassiveReflect 10% of defensive power as bonus damage to attacker
3Resilient MonksPassiveMonk aura cap raised from 10% to 15%

Other Paths with Combat Effects

Seer (Aesir)

Garrison

T1 Garrison Commander: +15% special location garrison defense.

T3 Fortified Outpost: +25% outpost garrison defense.

Monk Path (Christianity)

Monks

T3 Warrior Monks: +5 flat offensive to all monks.

Inquisitor (Christianity)

Speed

T3 Economic Warfare: +25% army travel speed for attacks.

Tool Buffs

Consumable tools crafted at the workshop can provide temporary combat effects.

Battle Brew

Offense Defense

+15% offensive power

-10% defensive power

Duration: 30 minutes. Cost: 2 ale + 1 beer.

Bounty Board

The Bounty Board is a daily PvE campaign system, gated behind the Bounty Hall building. It gives players a structured combat path that does not require attacking other estates.

  • The board rotates once per UTC day and is identical for every player, so leaderboards and conversation align around the same set of contracts.
  • Each day offers 6 bounties: 3 easy, 2 medium, 1 hard. Difficulty determines step count, payout, and recommended army size.
  • Bounties are multi-step campaigns — a mix of combat raids, timed siege phases, caravan dispatches, and expert assignments.
  • Only one active bounty at a time. Abandoning starts a cooldown before the next can be accepted.
  • Rewards arrive as claimable chests: resources, gear blueprints, battle-pass XP, and cosmetics. A completion bonus is granted once every step is claimed.
Bounties are designed to keep daily engagement loops moving for players who don't want to PvP. They never grant silver — silver is paid/admin-only currency.

Territory & Alliance Modifiers

Defenders benefit from geographic and alliance advantages. These bonuses apply only to the defending side.

Border Defense

When defending in a border parish, defenders receive a +15% bonus to defensive power.

Alliance Buildings

BuildingLevel 1Level 2Level 3
WatchtowerReveals total troop countReveals unit typesReveals exact composition
Fortification+10% defense+20% defense+30% defense

Parish Quest Effects

Active parish quests on a defender's estate can grant variable defensive bonuses.

Foreign Trader at Visby

A visiting Hanseatic merchant docks at Visby with a rotating daily stock of finished luxury goods — and, on some days, a rare gear blueprint. The stock refreshes at midnight UTC and is the same for every player that day. It exists to give landlocked and non-coastal estates a guaranteed path to luxuries they cannot produce at home (the catalyst chains behind amber, stained glass, and similar goods are coastal-only), even when no other player happens to be selling them.

Prices are deliberately steep and paid in base resources (wheat, stone, lumber, iron ore), so it is an expensive fallback rather than a cheap shortcut. You buy by sending a caravan to Visby to collect the goods, exactly like accepting any market listing, so you need a trading post and an idle caravan. Each offer stays available to everyone until the next rotation.

The Bryte's Report

When you return after 2+ hours away, your estate steward — the bryte (Old Norse bryti, the overseer who ran a lord's estate in his absence) — reports what passed: the most notable event front and centre (battles, returned ships, milestones), a tally of what your estate produced and endured, and what stands ready for your orders. At most one report every 6 hours.

Night-market salvage: if your storage overflowed while you were away, the bryte sells part of the surplus and converts it to Battle Pass XP — 1 XP per 40 value-weighted units (higher-tier goods weigh more), capped at 150 XP per day. Upgrading warehouses is always better than letting goods spill, but lost production is never a total loss.

Kontör & Hanseatic Ports

Established estates can convert surplus production into gear, blueprints, experts, and cosmetics by dispatching merchant ships to four foreign Hanseatic ports out of the Kontorhuset building. Each port has its own preferred cargo, reward category, and risk profile:

Lübeck

The everyday port — balanced cargo, balanced rewards. Run it daily for steady XP and battle-pass progress.

Bergen

Northern route with pirate encounters. Higher cargo loss on rough seas, but unlocks combat-themed rewards.

Novgorod

Long, slow voyage that rewards catalysts and luxury cargo with rare blueprints and expert recruits.

Visby (Domestic)

Short port-to-port transfer used to move goods between your own Kontör branches.

Each port has its own talent branch that resets at season end, so investing in a port is a season-scoped commitment. For ports, holds, jackpot odds, risk modifiers, and the talent tree in full, see the Kontör Guide.

Modifier Stacking Order

All combat modifiers stack multiplicatively and are applied in the following order:

  1. Base unit stats (offensive & defensive values)
  2. Barracks bonus (+5% per level)
  3. Gear bonuses (per unit type, scaled by equipped fraction)
  4. Monk / Shaman auras (capped army-wide bonus)
  5. Specialization perk multipliers (passive offensive / defensive)
  6. Ritual multipliers (temporary faith-powered effects)
  7. Enemy weakening (e.g. Intimidation reducing enemy defense)
  8. Territory & alliance bonuses (defender only)
  9. Tool combat buffs (e.g. Battle Brew)
Casualty reduction is applied as a separate step after total power is calculated:
Final casualties = base casualties × (1 - total casualty reduction)

Casualty reduction sources (Guardian, Battle Hardened, Martyr's Blessing) stack additively with each other, then reduce the final damage taken.

Season Surfaces

Each season runs in its own realm with a fixed end date. While core mechanics carry over, several systems are season-scoped and reset when the season closes — giving every league a clean finish line and a fresh status race.

Season Leaderboards

Top Merchants

Kontör

Ranks the top 50 estates by Kontör activity: voyages completed, jackpots landed, and goods delivered to foreign ports.

Top Privateers

Combat

Ranks the top 50 estates by bandits and pirates defeated. The daily Pirate Raid of Sandön is the easiest way to climb.

Most Admired

Cosmetic

Lifetime admires received drives this board. Beautify your estate — other players visit and tap admire once per day.

Personal Wrap & Season Titles

The Season tab shows your personal rank on both Merchant and Privateer boards plus headline stats (tier, battle pass tier, admires received, titles earned). At season close, the top 1 Most Admired estate earns a unique season-tagged title, with ranks 2–5 receiving the season's runner-up title. Reaching 100 lifetime admires grants the "The Admired" title at any time.

Cosmetic flywheel: The Visit Other Estates feature lets any player tour another player's estate read-only. Cosmetic investments (banners, building skins, titles, badges) are visible there, and the Admire button is the social signal that drives the lifetime counter and weekly parish-feed widget. Season rewards are designed to be distinctively thematic — if a cosmetic could be swapped in for last season's equivalent without anyone noticing, it has failed.

Further Reading

The mechanics on this page are summaries. Each system below has its own dedicated guide:

  • Combat Guide — the six combat phases, all 16 keywords, and per-unit damage timing.
  • Knowledge Guide — the four knowledge paths (Warfare, Production, Commerce, Parish), node costs, and expert study.
  • Specialization Guide — the six religious paths and how perks and rituals chain together.
  • Outpost Guide — building, upgrading, and defending parish outposts (plus level 6+ catalyst output).
  • Kontör Guide — the Hanseatic merchant trade, holds, jackpots, risk, and seasonal talents.