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==Dragons==
==Dragons==
<div class="mw-collapsible" style=float:right>
Age 115
*Amethyst Dragon
**−30% Spell Success Chance
**−30% Thievery Success Chance on sabotage operations
**All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 2% wizard & thieves
<br>
<br>
*Emerald Dragon
**+25% Military Casualties
**-25% Combat Gains
**Destroys 1.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40%
<br>
*Ruby Dragon
**-12.5% Military Effectiveness
**+20% Military Wages
**Destroys 2.5% of offensive specialists instantly upon arrival, and every 6 ticks 2.5% of offensive specialists at home desert
<br>
*Topaz Dragon
**-30% Building Efficiency
**-25% Income
**Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold
<br>
*Sapphire Dragons
**-35% WPA and TPA
**-1 Mana Recovery
**-1 Stealth Recovery
**+12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
**Destroys 25% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies.
<br><br>
*Celestite Dragon removed.
*Dragon HP reduced by 2% across all dragons.
</div>
<br>
*Amethyst Dragon  
*Amethyst Dragon  
** −40% Spell Success Chance  
** −40% Spell Success Chance  
Line 95: Line 130:
** +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt  
** +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt  
** Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.
** Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.
 
<br>
* Dragons started outside of War cost 15% more Gold and Food  
* Dragons started outside of War cost 15% more Gold and Food


=Races=  
=Races=  
==Avian==  
==Avian==  
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**-20% Attack Time
**-25% Training Time
**-25% Military Wage Cost
*War Doctrine (In War): Provides up to -10% Attack Time and +12.5% Birth Rates to you and all your kingdom.
*Unique Passive: Dive Bomb
**Your offensive specialists gain +2 offense point (War Only) (Does not affect NW)
*Spells:
**Town Watch, Illuminate Shadows
*Penalties:
**No Access to Stables and War Horses
**-5% BE
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 12/0, 5.0nw
**Defensive Specialist: 0/10, 5nw
**Elite Unit: 16/3, 750gc, 7nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: n/a
</div>
<br>
*Bonuses:
*Bonuses:
** -25% Attack Time  
** -25% Attack Time  
Line 119: Line 184:
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: n/a  
** War Horse: n/a
 
==Dark Elf==  
==Dark Elf==  
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**+35% Instant Spell Damage
**-35% Rune Cost (Not Including Rituals)
**Can train Thieves using Specialist Credits
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and −12.5% Rune Costs to you and all your kingdom.
*Unique Passive: Mystic Enthusiasts
**Successful Offensive instant spells refund 40% Rune Cost.
*Spells:
**Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Mind Focus
*Penalties:
**-15% Birth Rates
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 15/0, 6.0nw
**Defensive Specialist: 0/11, 5.5nw
**Elite Unit: 4/12, 750gc, 7nw
**Mercenary: 8/0, 0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
</div>
<br>
*Bonuses:  
*Bonuses:  
** +30% Offensive WPA   
** +30% Offensive WPA   
Line 141: Line 237:
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: 2/0, 0.6nw
** War Horse: 2/0, 0.6nw
==Dryad==  
==Dryad==  
<div class="mw-collapsible" style=float:right>
Age 115<br>
Not Available
</div>
<br>
*Bonuses:  
*Bonuses:  
** +20% Birth Rate   
** +20% Birth Rate   
** +12.5% DME   
** +12.5% DME   
** -40% Defensive Military Losses  
** -40% Defensive Military Losses
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom.  
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom.  
*Unique Passive - Thick Bark   
*Unique Passive - Thick Bark   
Line 162: Line 264:
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: 2/0, 0.6nw  
** War Horse: 2/0, 0.6nw
 
==Dwarf==  
==Dwarf==  
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**+30% Building Efficiency
**-50% Construction Time
*War Doctrine (In War):  Provides up to -12.5% Construction Costs and +12.5% Income for you and all your kingdom.
*Unique Passive: Architect's Revenge
**Incoming Raze damage reduced by 15% and Raze damage increased by 20%
*Spells:
**Miner’s Mystique, Town Watch, Reflect Magic,
*Penalties:
**Cannot Accelerate Construction
**+10% Attack Time
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 10/0, 4.0nw
**Defensive Specialist: 0/10 5.0nw
**Elite Unit: 15/5, 800gc, 7nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse:2/0, 0.6nw
</div>
<br>
*Bonuses:  
*Bonuses:  
** +30% Building Efficiency
** +30% Building Efficiency
Line 183: Line 315:
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: 2/0, 0.9nw  
** War Horse: 2/0, 0.9nw
==Elf==  
 
==Elf==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**+40% Magic Effectiveness (WPA)
**+1 Mana Per Tick in War
**+40% Rune Production
 
*War Doctrine (In War):  Provides up to +12.5% Offensive WPA and +12.5% Spell Duration to you and all your kingdom.
 
*Unique Passive: Arcane Surge
**Whenever your province’s mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 40%.
 
*Spells:
**Pitfalls, Wrath, Vermin, Sloth
 
*Penalties:
**-20% TPA
 
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 10/0, 4.0nw
**Defensive Specialist: 0/13 , 6.5nw
**Elite Unit: 15/4 750gc, 6.0nw
**Mercenary:8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse:2/0, 0.6nw
 
</div>
<br>
*Bonuses:  
*Bonuses:  
** +40% Magic Effectiveness (WPA)  
** +40% Magic Effectiveness (WPA)  
Line 203: Line 365:
** Mercenary:8/0, 0.0nw  
** Mercenary:8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse:2/0, 0.6nw  
** War Horse:2/0, 0.6nw
 
==Faery==  
==Faery==  
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**+25% Spell Duration
**+20% WPA
**+1 Mana Recovery per Tick
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
*Unique Passive - Leyline Interference
**Enemy spells cast against Faery provinces have a 20% chance to fail.
*Spells:
**All Racial Spells
*Penalties:
**-5% Population
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 10/0, 4.0nw
**Defensive Specialist: 0/10, 5.0nw
**Elite Unit: 4/16, 1000gc, 8.5nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
</div>
<br>
*Bonuses:  
*Bonuses:  
** +30% Self Spell Duration   
** +30% Self Spell Duration   
Line 224: Line 417:
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: 2/0, 0.6nw  
** War Horse: 2/0, 0.6nw
==Halfling==  
 
==Halfling==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**+10% Population
**+1 Stealth Regeneration Per Tick
**+20% Thievery Effectiveness (TPA)
 
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
 
*Unique Passive: Silent Assault
**Sabotage operations suffer 50% fewer thievery losses
 
*Spells:
**Tree of Gold, Greater Protection
 
*Penalties:
**+10% Military Casualties
 
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 10/0, 4.0nw
**Defensive Specialist: 0/10, 5.0nw
**Elite Unit: 6/12, 700gc, 7.5nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
 
</div>
<br>
*Bonuses:  
*Bonuses:  
** +12.5% Population   
** +12.5% Population   
Line 244: Line 467:
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: 2/0, 0.6nw
** War Horse: 2/0, 0.6nw
==Human==
==Human==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**All Lands hold Prisoners - 2 Per Acre
**+1 Stealth Regeneration Per Tick
**-30% Damage from Learn Attacks
**+10% Science Efficiency
*War Doctrine (In War):  Provides up to +12.5% Book Generation and +12.5% Science Effectiveness to you and all your kingdom.
*Unique Passive - Civil Administration:
**Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 40%
*Spells:
**Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses
*Penalties:
**Military wage increases take twice as long to fully apply. Wage reductions apply normally.
**+40% Rune Cost (Does not Include Rituals)
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 12/0, 4.8nw
**Defensive Specialist: 0/10, 5.0nw
**Elite Unit: 16/3 750gc, 6.5nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
</div>
<br>
*Bonuses:  
*Bonuses:  
** +30% Income   
** +30% Income   
Line 265: Line 520:
** War Horse: 3/0, 0.6nw
** War Horse: 3/0, 0.6nw


==Orc==  
==Orc==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**+5% Gains OOW & +15% Gains During War
**-50% Draft Cost
 
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
 
*Unique Passive - Carnage :
**Every time an Orc makes a successful attack, there is a random bonus effect applied to that attack — the spirit of war is unpredictable and wild.
***Destroy 25% of enemy resources (gold, runes, food)
***Increases Military Wages by 25% for 4-6 ticks.
***-30% Military Losses
 
*Spells:
**Bloodlust, Wrath
 
*Penalties:
**-15% DME
 
*Units
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 13/0, 5.2 nw
**Defensive Specialist: 0/10, 5nw
**Elite Unit: 18/2, 800gc, 7nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
 
</div>
<br>
*Bonuses:  
*Bonuses:  
** +10% Gains OOW & +15% Gains During War   
** +10% Gains OOW & +15% Gains During War   
Line 287: Line 573:


==Undead==  
==Undead==  
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**-45% Military Losses
**Plague Immunity
**Always carries Plague and chance to spread
**No Food Requirement
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
*Unique Passive: Death March
**Converts 45% of offensive losses into Soldiers instantly.
*Spells:
**Animate Dead, Aggression
*Penalties:
**-10% Science Efficiency
*Units
**Soldier 3/0, 0.75nw
**Offensive Specialist: 11/0, 4.4nw
**Defensive Specialist: 0/10 5.0nw
**Elite Unit: 17/4, 800gc, 7nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
</div>
<br>
*Bonuses:  
*Bonuses:  
** -45% Military Losses  
** -45% Military Losses  
Line 306: Line 622:
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: 2/0, 0.6nw  
** War Horse: 2/0, 0.6nw
 
=Personalities=
=Personalities=
==The Artisan ==
==The Artisan ==
<div class="mw-collapsible" style=float:right>
Age 115
*+40% Building Capacity (Homes, Stables, Dungeons)
*+40% Building Production (Banks, Farms, Stables, Towers, Homes)
*Immune to Plunder, Greed and Incite Riots
*+15% Economy Science Efficiency
*Access to Ghost Workers, Greater Protection
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
*Unique Passive – Construction Delays
**For 3 ticks after a successful attack, enemy’s/target’s building efficiency is reduced by 10% (Does not stack)
</div>
<br>
*+25% Building Capacity (Homes, Stables, Dungeons)   
*+25% Building Capacity (Homes, Stables, Dungeons)   
*+25% Building Production (Banks, Farms, Stables, Towers, Homes)
*+25% Building Production (Banks, Farms, Stables, Towers, Homes)
Line 319: Line 652:
**When razing buildings, recover 25% of buildings razed as Building Credits.
**When razing buildings, recover 25% of buildings razed as Building Credits.


==The Cleric==   
==The Cleric==  
<div class="mw-collapsible" style=float:right>
Age 115
Not Available
</div>
<br>  
*+1 Elite Defensive Value (Affects NW)
*+1 Elite Defensive Value (Affects NW)
*+1 Defensive Specialist Strength (Affects NW)
*+1 Defensive Specialist Strength (Affects NW)
Line 327: Line 665:
*Starts with +800 Soldiers and +800 Specialist Credits  
*Starts with +800 Soldiers and +800 Specialist Credits  
*Unique Passive: Divine Favour:  
*Unique Passive: Divine Favour:  
**Self-spells cast by Clerics have their duration increased by 4 ticks.  
**Self-spells cast by Clerics have their duration increased by 4 ticks.
==The General==   
 
==The General==  
<div class="mw-collapsible" style=float:right>
Age 115
*+1 General
*-20% Training Cost & Speed
*Can Train one Elite for every two Specialist Credits
 
*+15% Military Science Efficiency
 
*Access to Mist, Wrath
*Starts with +800 Soldiers and +800 Specialist Credits
 
*Unique Passive - General’s Authority
**Attacks inflict +15% Enemy Military casualties when two or more generals are sent.
 
</div>
<br>  
*+1 General
*+1 General
*+2 Offensive Elite Strength  
*+2 Offensive Elite Strength  
Line 339: Line 694:
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect.
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect.


==The Heretic==  
==The Heretic==
<div class="mw-collapsible" style=float:right>
Age 115
*+15% TPA
*+15% WPA
*-50% Thief Losses
*+20% Sabotage Damage
*+20% Spell Damage
*+75% Guild Effectiveness
 
*+15 Arcane Science Efficiency
 
*Access to Nightmares, Fools Gold, Mages Fury, Vermin
*Starts with +400 Wizards and +400 Thieves
 
*Unique Passive : Blasphemous Might
**After a failed offensive spell cast, the heretic recovers 1% Stealth.
 
</div>
<br> 
*+35% Offensive TPA   
*+35% Offensive TPA   
*+35% Offensive WPA  
*+35% Offensive WPA  
Line 346: Line 720:
*Immune to Expose Thieves   
*Immune to Expose Thieves   
*+25% Arcane Science Efficiency  
*+25% Arcane Science Efficiency  
*Access to Nightmares, Fools Gold, Vermin, Magic Ward, Lightning Strike
*Access to Nightmares, Fools Gold, Vermin, Magic Ward
*Starts with +400 Wizards and +400 Thieves  
*Starts with +400 Wizards and +400 Thieves  
*Unique Passive : Arcane Frenzy
*Unique Passive : Arcane Frenzy
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack  
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack
 
==The Mystic==  
==The Mystic==  
<div class="mw-collapsible" style=float:right>
Age 115
*+125% Guilds Effectiveness
*+1 Mana Recovery per Tick
*+25% Offensive Spell Duration
*+25% Channeling Science Efficiency
*Access to Pitfalls, Meteor Showers, Chastity
*Starts with +800 Wizards
*Unique Passive- Focused Channelling
**While above 40% mana, spells gain +20% WPA
</div>
<br>
*+100% Guilds Effectiveness  
*+100% Guilds Effectiveness  
*+1 Mana Recovery per Tick  
*+1 Mana Recovery per Tick  
Line 358: Line 749:
*Starts with +800 Wizards  
*Starts with +800 Wizards  
*Unique Passive- Focused Channeling
*Unique Passive- Focused Channeling
**While above 60% mana, spells gain +20% WPA  
**While above 60% mana, spells gain +20% WPA
==The Necromancer==  
 
==The Necromancer==
<div class="mw-collapsible" style=float:right>
Age 115
*+35 % WPA
*+5% OME
*-50% Rune Cost (Not Ritual)
*+25% Channeling Science Efficiency
*Access to Animate Dead, Mind Focus, Soul Blight, Guile, Nightmare
*Starts with +400 Wizards +400 Specialist Credits
 
*Unique Passive – Dark Pact -
**After each successful attack, The Necromancer converts:
***10% of the enemy's killed units into Wizards.
***20% of the enemy's killed units into Soldiers.
***10% of the enemy's killed units into Peasants
 
</div>
<br>
*+25% WPA  
*+25% WPA  
*+7.5% ME  
*+7.5% ME  
Line 370: Line 779:
***7.5% of the enemy's killed units into Wizards.  
***7.5% of the enemy's killed units into Wizards.  
***17.5% of the enemy's killed units into Soldiers.  
***17.5% of the enemy's killed units into Soldiers.  
***10% of the enemy's killed units into Peasants.  
***10% of the enemy's killed units into Peasants.
==The Rogue==  
 
==The Rogue==
<div class="mw-collapsible" style=float:right>
Age 115
*+100% Thieves' Dens Effectiveness
*+20% TPA
*+1 Stealth Recovery per Tick
*Access to All Thievery Operations
*+25% Crime Science Efficiency
 
*Starts with +800 Thieves
 
*Unique Passive - Shadow Persistence
**Rogue provinces may perform thievery operations while overpopulated.
 
</div>
<br> 
*+100% Thieves' Dens Effectiveness  
*+100% Thieves' Dens Effectiveness  
*+25% TPA  
*+25% TPA  
Line 380: Line 805:
*Unique Passive - Shadow Persistence  
*Unique Passive - Shadow Persistence  
**Rogue provinces may perform thievery operations while overpopulated.
**Rogue provinces may perform thievery operations while overpopulated.
==The Sage==
==The Sage==
<div class="mw-collapsible" style=float:right>
Age 115
Not Available
</div>
<br>
*+20% Book Generation  
*+20% Book Generation  
*+20% Scientist Generation  
*+20% Scientist Generation  
Line 389: Line 820:
*Starts with +800 Soldiers and +800 Specialist Credits  
*Starts with +800 Soldiers and +800 Specialist Credits  
*Unique Passive - Focused Resolve  
*Unique Passive - Focused Resolve  
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.  
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.
==The Tactician==  
 
==The Tactician==
<div class="mw-collapsible" style=float:right>
Age 115
*-15% Attack Time
*+40% Specialist Credits Gains
*+25% Draft Speed
*-50% Ambush Losses
*No Thieves lost on Intel
*+25% Siege Science Efficiency
 
*Access to Clearsight
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Ability: Unique Passive
**Interdiction - Successful Attacks in War destroy resources as follows:
***10% of gold
***25% of runes
***20% of food
 
</div>
<br> 
*-20% Attack Time  
*-20% Attack Time  
*+40% Specialist Credits Gains  
*+40% Specialist Credits Gains  
Line 402: Line 854:
*** 15% of gold  
*** 15% of gold  
*** 15% of runes  
*** 15% of runes  
*** 15% of food  
*** 15% of food
==The Warrior==  
 
==The Warrior==
<div class="mw-collapsible" style=float:right>
Age 115
*+15% Offensive Military Efficiency
*+5 Mercenary & Prisoner Strength
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
*-50% Mercenary Cost
*+25% Tactics Science Efficiency
 
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Passive: Battle Cry
**Upon successful attack, the attack will destroy 1% of the entire population.
 
</div>
<br> 
*+15% Offensive Military Efficiency  
*+15% Offensive Military Efficiency  
*+5 Mercenary & Prisoner Strength  
*+5 Mercenary & Prisoner Strength  
Line 410: Line 877:
*Starts with +800 Soldiers and +800 Specialist Credits  
*Starts with +800 Soldiers and +800 Specialist Credits  
*Unique Passive: Battle Cry
*Unique Passive: Battle Cry
**Upon successful attack, the attack will destroy 1.5% of the entire population.  
**Upon successful attack, the attack will destroy 1.5% of the entire population.
==The War Hero==  
 
==The War Hero==
<div class="mw-collapsible" style=float:right>
Age 115
*+15% Honor Gains
*+70% Honor Effects
*Offensive specialist gets +2 strength (Affects NW)
 
*+25% Siege Science Efficiency
 
*Access to Quick Feet, Righteous Aggressor, Heroic Inspiration
 
*Starts with +800 Soldiers and +800 Specialist Credits
 
*Unique Passive - Heroes Culling
**Successful Massacres kill +7% additional peons and kill an additional 2.5% thieves and wizards
 
</div>
<br> 
*+10% Battle Gains (War Only)
*+10% Battle Gains (War Only)
*-25% Honor Loss  
*-25% Honor Loss  

Latest revision as of 04:18, 18 July 2026

Core Mechanics & Modifications

War Doctrine Updates

  • 1st Province: +2.0%
  • Each additional Province: +1%
  • Maximum: 12.5%
  • Elf, Faery, and Halfling War Doctrines gain +2% strength from each

additional province after the first, instead of +1%.

Fog of War

  • Removed from OOP

Buildings

  • Watch Towers
    • Catch chance increased from 2.0% to 2.2%

Science

  • Shielding multiplier increased from 0.0314 to 0.0350
  • Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana
  • Valor multiplier increased from 0.0582 to 0.0620

Spells

  • Fireball peasant damage increased from 4–7% to 5–7%.
  • Storms Peasant losses per tick increased from 1.5% to 1.75%.
  • Droughts Food reduction increased from 25% to 30%.
  • Droughts Draft Rate reduction increased from 15% to 20%.
  • Chastity base duration average reduced from 6 to 4 days
  • Sloth base duration average reduced from 6 to 4 days
  • Magic Ward base duration average reduced from 6 to 4 days
  • Lightning Strike no longer global

OPs

  • Incite Riots income reduction increased from 15% to 20%
  • Bribe Thieves TPA reduction increased from 10% to 12.5%
  • Free Prisoners damage increased from 17% to 25%
  • Rob the Vaults War Cap lifted to 16%
  • Kidnap War Cap lifted to 5%
  • Destabilise Guilds spell duration reduction increased from 20% to 25%
  • Arson damage increased by 5%.

Relations

Hostility Meter

  • Changes to meter decay will revert back to before age 111.
  • Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.
  • Hostile Meter no longer resets for Ceasefi res or Entering Wars.

Force Ceasefire Changes

FCF becomes available when all of the following are met:

  • The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter
  • FCF will incur a penalty if within War Range of the aggressor (15% NW or Land)
    • Penalty will be a loss of 2% Honor and 2% Science.
    • There is no penalty incurred for FCF if out of War Range of the aggressor
  • FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom

Out of War & Out of Range Attack Penalty Updatesaka anti-bottomfeeding mechanics

  • Battle Gains reduced by 15% instead of 10%

Spells and Ops

  • Following spells/ops will be available to defending kingdoms in Unfriendly relations:
    • Fireball
    • Lightning Strike
    • Fools Gold
    • Meteor Showers
    • Nightstrike
    • Greater Arson

War

  • Attacking and Defending
    • In War, successful Learn and Plunder attacks also capture land equal to 20% of the acres a Traditional March would have gained
    • Massacre Peasant Damage in War: +5%.
      • Thief and Wizard damage unchanged.

Dragons

Age 115

  • Amethyst Dragon
    • −30% Spell Success Chance
    • −30% Thievery Success Chance on sabotage operations
    • All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 2% wizard & thieves



  • Emerald Dragon
    • +25% Military Casualties
    • -25% Combat Gains
    • Destroys 1.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40%


  • Ruby Dragon
    • -12.5% Military Effectiveness
    • +20% Military Wages
    • Destroys 2.5% of offensive specialists instantly upon arrival, and every 6 ticks 2.5% of offensive specialists at home desert


  • Topaz Dragon
    • -30% Building Efficiency
    • -25% Income
    • Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold


  • Sapphire Dragons
    • -35% WPA and TPA
    • -1 Mana Recovery
    • -1 Stealth Recovery
    • +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
    • Destroys 25% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies.



  • Celestite Dragon removed.
  • Dragon HP reduced by 2% across all dragons.


  • Amethyst Dragon
    • −40% Spell Success Chance
    • −40% Thievery Success Chance on sabotage operations
    • Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations
    • All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard & thieves
  • Emerald Dragon
    • +25% Military Casualties
    • -25% Combat Gains
    • Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40%
  • Ruby Dragon
    • -12.5% Military Effectiveness
    • +20% Military Wages
    • Destroys 3.5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert
  • Topaz Dragon
    • -25% Building Efficiency
    • -25% Income
    • Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold
  • Sapphire Dragons
    • -35% WPA and TPA
    • -1 Mana Recovery
    • -1 Stealth Recovery
    • +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
    • Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.


  • Dragons started outside of War cost 15% more Gold and Food

Races

Avian

Age 115

  • Bonuses:
    • -20% Attack Time
    • -25% Training Time
    • -25% Military Wage Cost
  • War Doctrine (In War): Provides up to -10% Attack Time and +12.5% Birth Rates to you and all your kingdom.
  • Unique Passive: Dive Bomb
    • Your offensive specialists gain +2 offense point (War Only) (Does not affect NW)
  • Spells:
    • Town Watch, Illuminate Shadows
  • Penalties:
    • No Access to Stables and War Horses
    • -5% BE
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 5.0nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 16/3, 750gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: n/a


  • Bonuses:
    • -25% Attack Time
    • -25% Training Time
    • -25% Military Wage Cost
  • War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom
  • Unique Passive: Aerial Supremacy
    • Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners.
  • Spells:
    • Town Watch, Illuminate Shadows
  • Penalties:
    • No Access to Stables and War Horses
    • +30% Rune Cost
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 4.8nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 16/2, 750gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: n/a

Dark Elf

Age 115

  • Bonuses:
    • +35% Instant Spell Damage
    • -35% Rune Cost (Not Including Rituals)
    • Can train Thieves using Specialist Credits
  • War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and −12.5% Rune Costs to you and all your kingdom.
  • Unique Passive: Mystic Enthusiasts
    • Successful Offensive instant spells refund 40% Rune Cost.
  • Spells:
    • Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Mind Focus
  • Penalties:
    • -15% Birth Rates
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 15/0, 6.0nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 4/12, 750gc, 7nw
    • Mercenary: 8/0, 0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw



  • Bonuses:
    • +30% Offensive WPA
    • +30% Instant Spell Damage
    • Can train Thieves using Specialist Credits
  • War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom.
  • Unique Passive: Dark Ritual
    • After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres.
  • Spells:
    • Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold
  • Penalties:
    • -15% Birth Rates
    • +30% Damage taken from sabotage operations
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 14/0, 5.6nw
    • Defensive Specialist: 0/12, 6.0nw
    • Elite Unit: 16/2, 700gc, 6.5nw
    • Mercenary: 8/0, 0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dryad

Age 115
Not Available


  • Bonuses:
    • +20% Birth Rate
    • +12.5% DME
    • -40% Defensive Military Losses
  • War Doctrine (In War): Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom.
  • Unique Passive - Thick Bark
    • After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes.
  • Spells:
    • Aggression, Greater Protection, Clearsight
  • Penalties:
    • +10% Attack Time
    • +1 Mana Cost for Offensive Spells
    • Cannot use Forts
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 16/3 800gc, 7.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dwarf

Age 115

  • Bonuses:
    • +30% Building Efficiency
    • -50% Construction Time
  • War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Income for you and all your kingdom.
  • Unique Passive: Architect's Revenge
    • Incoming Raze damage reduced by 15% and Raze damage increased by 20%
  • Spells:
    • Miner’s Mystique, Town Watch, Reflect Magic,
  • Penalties:
    • Cannot Accelerate Construction
    • +10% Attack Time
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 15/5, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw


  • Bonuses:
    • +30% Building Efficiency
    • -50% Construction Time
    • -50% Construction Costs
  • War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom.
  • Unique Passive: Mountain Hold
    • After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks.
  • Spells:
    • Miner’s Mystique, Town Watch, Reflect Magic
  • Penalties:
    • Cannot Accelerate Construction
    • +90% Food Consumption
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 15/7, 900gc, 8nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.9nw

Elf

Age 115

  • Bonuses:
    • +40% Magic Effectiveness (WPA)
    • +1 Mana Per Tick in War
    • +40% Rune Production
  • War Doctrine (In War): Provides up to +12.5% Offensive WPA and +12.5% Spell Duration to you and all your kingdom.
  • Unique Passive: Arcane Surge
    • Whenever your province’s mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 40%.
  • Spells:
    • Pitfalls, Wrath, Vermin, Sloth
  • Penalties:
    • -20% TPA
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/13 , 6.5nw
    • Elite Unit: 15/4 750gc, 6.0nw
    • Mercenary:8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw


  • Bonuses:
    • +40% Magic Effectiveness (WPA)
    • +1 Mana Per Tick in War
    • +30% Offensive Spell Duration
  • War Doctrine (In War): Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom.
  • Unique Passive: Arcane Mastery
    • Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.
  • Spells:
    • Pitfalls, Vermin, Sloth, Reflect Magic, Chastity
  • Penalties:
    • +30% Draft Costs
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/13 , 6.5nw
    • Elite Unit: 14/4 700gc, 7.0nw
    • Mercenary:8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw

Faery

Age 115

  • Bonuses:
    • +25% Spell Duration
    • +20% WPA
    • +1 Mana Recovery per Tick
  • War Doctrine (In War): Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
  • Unique Passive - Leyline Interference
    • Enemy spells cast against Faery provinces have a 20% chance to fail.
  • Spells:
    • All Racial Spells
  • Penalties:
    • -5% Population
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 4/16, 1000gc, 8.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw



  • Bonuses:
    • +30% Self Spell Duration
    • +20% WPA/TPA
    • +1 Mana Recovery per Tick
  • War Doctrine (In War): Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
  • Unique Passive - Leyline Interference
    • Enemy spells cast against Faery provinces have a 15% chance to fail.
  • Spells:
    • Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge
  • Penalties:
    • -5% Population
    • +15% Military Casualties
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 4/16, 1100gc, 8.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Halfling

Age 115

  • Bonuses:
    • +10% Population
    • +1 Stealth Regeneration Per Tick
    • +20% Thievery Effectiveness (TPA)
  • War Doctrine (In War): Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
  • Unique Passive: Silent Assault
    • Sabotage operations suffer 50% fewer thievery losses
  • Spells:
    • Tree of Gold, Greater Protection
  • Penalties:
    • +10% Military Casualties
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 6/12, 700gc, 7.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw


  • Bonuses:
    • +12.5% Population
    • +1 Stealth Regeneration Per Tick
    • +30% Thievery Effectiveness (TPA)
  • War Doctrine (In War): Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
  • Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.
  • Spells:
    • Tree of Gold, Greater Protection, Invisibility
  • Penalties:
    • -25% Draft Speed
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 10/13, 900gc, 7.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Human

Age 115

  • Bonuses:
    • All Lands hold Prisoners - 2 Per Acre
    • +1 Stealth Regeneration Per Tick
    • -30% Damage from Learn Attacks
    • +10% Science Efficiency
  • War Doctrine (In War): Provides up to +12.5% Book Generation and +12.5% Science Effectiveness to you and all your kingdom.
  • Unique Passive - Civil Administration:
    • Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 40%
  • Spells:
    • Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses
  • Penalties:
    • Military wage increases take twice as long to fully apply. Wage reductions apply normally.
    • +40% Rune Cost (Does not Include Rituals)
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 4.8nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 16/3 750gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw


  • Bonuses:
    • +30% Income
    • -30% Training Costs
    • +20% Draft Speed
  • War Doctrine (In War): Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom.
  • Unique Passive - Muster the Realm
    • After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.
  • Spells:
    • Fountain of Knowledge, Invisibility, Guile, Steal War Horses
  • Penalties:
    • +25% Wages
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 15/0, 6.0nw
    • Defensive Specialist: 0/12, 6.0nw
    • Elite Unit: 15/5 800gc, 7.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 3/0, 0.6nw

Orc

Age 115

  • Bonuses:
    • +5% Gains OOW & +15% Gains During War
    • -50% Draft Cost
  • War Doctrine (In War): Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
  • Unique Passive - Carnage :
    • Every time an Orc makes a successful attack, there is a random bonus effect applied to that attack — the spirit of war is unpredictable and wild.
      • Destroy 25% of enemy resources (gold, runes, food)
      • Increases Military Wages by 25% for 4-6 ticks.
      • -30% Military Losses
  • Spells:
    • Bloodlust, Wrath
  • Penalties:
    • -15% DME
  • Units
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 13/0, 5.2 nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 18/2, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw


  • Bonuses:
    • +10% Gains OOW & +15% Gains During War
    • -40% Draft Cost
    • +15% Enemy Military Casualties
  • War Doctrine (In War): Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
  • Unique Passive - Blood Spoils
    • Successful attacks convert 25% of enemy military casualties into Specialist Credits
  • Spells:
    • Bloodlust, Wrath, Aggression
  • Penalties:
    • +20% Instant Damage from Sabotage and Sorcery
  • Units
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 13/0, 5.2 nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 18/3, 850gc, 7.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Undead

Age 115

  • Bonuses:
    • -45% Military Losses
    • Plague Immunity
    • Always carries Plague and chance to spread
    • No Food Requirement
  • War Doctrine (In War): Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
  • Unique Passive: Death March
    • Converts 45% of offensive losses into Soldiers instantly.
  • Spells:
    • Animate Dead, Aggression
  • Penalties:
    • -10% Science Efficiency
  • Units
    • Soldier 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 17/4, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw


  • Bonuses:
    • -45% Military Losses
    • Plague Immunity
    • Always carries Plague and chance to spread
    • No Food Requirement
  • War Doctrine (In War): Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
  • Unique Passive: Death March
    • Converts 25% of offensive losses into Soldiers instantly.
  • Spells:
    • Animate Dead, Ghost Workers, Vermin
  • Penalties:
    • Cannot build Hospitals
  • Units
    • Soldier 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 16/4, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Personalities

The Artisan

Age 115

  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers, Homes)
  • Immune to Plunder, Greed and Incite Riots
  • +15% Economy Science Efficiency
  • Access to Ghost Workers, Greater Protection
  • Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
  • Unique Passive – Construction Delays
    • For 3 ticks after a successful attack, enemy’s/target’s building efficiency is reduced by 10% (Does not stack)



  • +25% Building Capacity (Homes, Stables, Dungeons)
  • +25% Building Production (Banks, Farms, Stables, Towers, Homes)
  • -25% Construction Costs (includes raze)
  • Immune to Greed and Incite Riots
  • +25% Economy Science Efficiency
  • Access to Ghost Workers, Greater Protection, Fool's Gold
  • Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
  • Unique Passive – Master Craftsmanship
    • When razing buildings, recover 25% of buildings razed as Building Credits.

The Cleric

Age 115 Not Available


  • +1 Elite Defensive Value (Affects NW)
  • +1 Defensive Specialist Strength (Affects NW)
  • -40% Damage from Instant Spells
  • +25% Military Science Efficiency
  • Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero's Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Divine Favour:
    • Self-spells cast by Clerics have their duration increased by 4 ticks.

The General

Age 115

  • +1 General
  • -20% Training Cost & Speed
  • Can Train one Elite for every two Specialist Credits
  • +15% Military Science Efficiency
  • Access to Mist, Wrath
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - General’s Authority
    • Attacks inflict +15% Enemy Military casualties when two or more generals are sent.


  • +1 General
  • +2 Offensive Elite Strength
  • -25% Training Cost & Speed
  • Can Train one Elite for every two Specialist Credits
  • +25% Military Science Efficiency
  • Access to Mist, Wrath
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Relentless Assault
    • Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect.

The Heretic

Age 115

  • +15% TPA
  • +15% WPA
  • -50% Thief Losses
  • +20% Sabotage Damage
  • +20% Spell Damage
  • +75% Guild Effectiveness
  • +15 Arcane Science Efficiency
  • Access to Nightmares, Fools Gold, Mages Fury, Vermin
  • Starts with +400 Wizards and +400 Thieves
  • Unique Passive : Blasphemous Might
    • After a failed offensive spell cast, the heretic recovers 1% Stealth.


  • +35% Offensive TPA
  • +35% Offensive WPA
  • -50% Thief Losses
  • +50% Guild Effectiveness
  • Immune to Expose Thieves
  • +25% Arcane Science Efficiency
  • Access to Nightmares, Fools Gold, Vermin, Magic Ward
  • Starts with +400 Wizards and +400 Thieves
  • Unique Passive : Arcane Frenzy
    • After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack

The Mystic

Age 115

  • +125% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% Offensive Spell Duration
  • +25% Channeling Science Efficiency
  • Access to Pitfalls, Meteor Showers, Chastity
  • Starts with +800 Wizards
  • Unique Passive- Focused Channelling
    • While above 40% mana, spells gain +20% WPA


  • +100% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% WPA
  • +40% Channeling Science Efficiency
  • Access to Pitfalls, Meteor Showers, Chastity, Fool's Gold
  • Starts with +800 Wizards
  • Unique Passive- Focused Channeling
    • While above 60% mana, spells gain +20% WPA

The Necromancer

Age 115

  • +35 % WPA
  • +5% OME
  • -50% Rune Cost (Not Ritual)
  • +25% Channeling Science Efficiency
  • Access to Animate Dead, Mind Focus, Soul Blight, Guile, Nightmare
  • Starts with +400 Wizards +400 Specialist Credits
  • Unique Passive – Dark Pact -
    • After each successful attack, The Necromancer converts:
      • 10% of the enemy's killed units into Wizards.
      • 20% of the enemy's killed units into Soldiers.
      • 10% of the enemy's killed units into Peasants


  • +25% WPA
  • +7.5% ME
  • -40% Rune Cost (Not Ritual)
  • +40% Channeling Science Efficiency
  • Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike
  • Starts with +400 Wizards +400 Specialist Credits
  • Unique Passive – Dark Pact
    • After each successful attack, The Necromancer converts:
      • 7.5% of the enemy's killed units into Wizards.
      • 17.5% of the enemy's killed units into Soldiers.
      • 10% of the enemy's killed units into Peasants.

The Rogue

Age 115

  • +100% Thieves' Dens Effectiveness
  • +20% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +25% Crime Science Efficiency
  • Starts with +800 Thieves
  • Unique Passive - Shadow Persistence
    • Rogue provinces may perform thievery operations while overpopulated.


  • +100% Thieves' Dens Effectiveness
  • +25% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +40% Crime Science Efficiency
  • Starts with +800 Thieves
  • Unique Passive - Shadow Persistence
    • Rogue provinces may perform thievery operations while overpopulated.

The Sage

Age 115 Not Available


  • +20% Book Generation
  • +20% Scientist Generation
  • +50% Learn Protection
  • +15% Science Efficiency
  • Access to Revelation, Fountain of Knowledge
  • Starts with +2 Scientist
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Focused Resolve
    • While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.

The Tactician

Age 115

  • -15% Attack Time
  • +40% Specialist Credits Gains
  • +25% Draft Speed
  • -50% Ambush Losses
  • No Thieves lost on Intel
  • +25% Siege Science Efficiency
  • Access to Clearsight
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Ability: Unique Passive
    • Interdiction - Successful Attacks in War destroy resources as follows:
      • 10% of gold
      • 25% of runes
      • 20% of food


  • -20% Attack Time
  • +40% Specialist Credits Gains
  • +40% Draft Speed
  • No Thieves lost on Intel
  • +40% Siege Science Efficiency
  • Access to Clearsight
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Interdiction -
    • Successful Attacks in War destroy resources as follows:
      • 15% of gold
      • 15% of runes
      • 15% of food

The Warrior

Age 115

  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
  • -50% Mercenary Cost
  • +25% Tactics Science Efficiency
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Battle Cry
    • Upon successful attack, the attack will destroy 1% of the entire population.


  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
  • +35% Tactics Science Efficiency
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Battle Cry
    • Upon successful attack, the attack will destroy 1.5% of the entire population.

The War Hero

Age 115

  • +15% Honor Gains
  • +70% Honor Effects
  • Offensive specialist gets +2 strength (Affects NW)
  • +25% Siege Science Efficiency
  • Access to Quick Feet, Righteous Aggressor, Heroic Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Heroes Culling
    • Successful Massacres kill +7% additional peons and kill an additional 2.5% thieves and wizards


  • +10% Battle Gains (War Only)
  • -25% Honor Loss
  • +100% Honor Effects
  • Offensive specialist gets +2 strength (Affects NW)
  • +40% Valor Science Efficiency
  • Access to Quick Feet, Righteous Aggressor, Hero's Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Rising Renown
    • Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks