Age 116: Difference between revisions
Appearance
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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 | ||
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** +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= | ||
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** 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 | ||
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** 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 | ||
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** 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 | ||
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==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 | ||
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** 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) | ||
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**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) | ||
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*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 | ||
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**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 | ||
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==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 | ||
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*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 530: | 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 540: | 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 | ||
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*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 | ||
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*** 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 570: | 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
- 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.
- 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
- After each successful attack, The Necromancer converts:
- +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.
- After each successful attack, The Necromancer converts:
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
- Interdiction - Successful Attacks in War destroy resources as follows:
- -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
- Successful Attacks in War destroy resources as follows:
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