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Age 116 Proposed: Difference between revisions

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Created page with "<big><big><big><big><big>'''Age 116 Proposed Changes'''</big></big></big></big></big> =Core Mechanics & Modifications= ==War Doctrine Updates== If a kingdom has 16 or more provinces of the same race, that race is considered the kingdom’s Dominant Race. <br> A Dominant Race doctrine has its maximum doctrine strength increased from 12.5% to 15%. ==Rituals== *Havoc ** +25% WPA ** +25% TPA ** +20% Spell Damage ** +20% Sabotage Damage *Stalwart ** +5% Defensive..."
 
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** War Horse: 2/0, 0.6nw  
** War Horse: 2/0, 0.6nw  
==Personalities==
==Personalities==
*The Artisan  
===The Artisan ===
**+40% Building Capacity (Homes, Stables, Dungeons)   
*+40% Building Capacity (Homes, Stables, Dungeons)   
**+40% Building Production (Banks, Farms, Stables, Towers, Homes)  
*+40% Building Production (Banks, Farms, Stables, Towers, Homes)  
**Immune to Plunder, Greed and Incite Riots  
*Immune to Plunder, Greed and Incite Riots  
**+20% Economy Science Efficiency  
*+20% Economy Science Efficiency  
**Access to Ghost Workers, Greater Protection   
*Access to Ghost Workers, Greater Protection   
**Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits  
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits  
**Unique Passive – Construction Delays
*Unique Passive – Construction Delays
***For 3 ticks after a successful attack, enemy’s/target’s building efficiency is reduced by 10% (Does not stack)  
**For 3 ticks after a successful attack, enemy’s/target’s building efficiency is reduced by 10% (Does not stack)
*The General   
===The Cleric=== 
**+1 General  
*+1 Elite Defensive Value
**-25% Training Cost & Speed   
*+1 Defensive Specialist Strength
**Can Train one Elite for every two Specialist Credits  
*-1 Self Spell Mana Cost
**+20% Military Science Efficiency  
*-20% Damage from Instant Spells
**Access to Mist, Wrath  
*Immune to Chastity
**Starts with +800 Soldiers and +800 Specialist Credits  
*+40% Shielding Science Efficiency
**Unique Passive - General’s Authority
*Access to Salvation, Revelation, Divine Shield, Illuminate Shadows
***Attacks inflict +15% Enemy Military casualties when two or more generals are sent.  
*Starts with +800 Soldiers and +800 Specialist Credits
*The Heretic  
*Unique Passive: Divine Favour:
**+35% Offensive TPA   
**When casting self-spells, Clerics have a 50% chance to double the spell duration
**+35% Offensive WPA  
*Starts with +800 Soldiers and +800 Specialist Credits
**-50% Thief Losses  
===The General===  
**+50% Guild Effectiveness   
*+1 General  
**+20% Arcane Science Efficiency  
*-25% Training Cost & Speed   
**Access to Nightmares, Fools Gold, Vermin, Magic Ward  
*Can Train one Elite for every two Specialist Credits  
**Starts with +400 Wizards and +400 Thieves  
*+20% Military Science Efficiency  
**Unique Passive : Arcane Frenzy
*Access to Mist, Wrath  
***After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack  
*Starts with +800 Soldiers and +800 Specialist Credits  
*The Mystic  
*Unique Passive - General’s Authority
**+100% Guilds Effectiveness  
**Attacks inflict +15% Enemy Military casualties when two or more generals are sent.  
**+1 Mana Recovery per Tick  
===The Heretic===
**+25% WPA  
*+35% Offensive TPA   
**+40% Channeling Science Efficiency  
*+35% Offensive WPA  
**Access to Pitfalls, Meteor Showers, Chastity  
*-50% Thief Losses  
**Starts with +800 Wizards  
*+50% Guild Effectiveness   
**Unique Passive- Focused Channelling
*+20% Arcane Science Efficiency  
***While above 60% mana, spells gain +20% WPA  
*Access to Nightmares, Fools Gold, Vermin, Magic Ward  
*The Necromancer  
*Starts with +400 Wizards and +400 Thieves  
**+25 % WPA  
*Unique Passive : Arcane Frenzy
**+5% OME -40% Rune Cost (Not Ritual)   
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack  
**+40% Channeling Science Efficiency  
===The Mystic===
**Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile  
*+100% Guilds Effectiveness  
**Starts with +400 Wizards +400 Specialist Credits   
*+1 Mana Recovery per Tick  
**Unique Passive – Dark Pact -   
*+25% WPA  
***After each successful attack, The Necromancer converts:  
*+40% Channeling Science Efficiency  
****7.5% of the enemy's killed units into Wizards.  
*Access to Pitfalls, Meteor Showers, Chastity  
****20% of the enemy's killed units into Soldiers.  
*Starts with +800 Wizards  
****10% of the enemy's killed units into Peasants.  
*Unique Passive- Focused Channelling
*The Cleric 
**While above 60% mana, spells gain +20% WPA  
**+1 Elite Defensive Value
===The Necromancer===
**+1 Defensive Specialist Strength
*+25 % WPA  
**-1 Self Spell Mana Cost
*+5% OME -40% Rune Cost (Not Ritual)   
**-20% Damage from Instant Spells
*+40% Channeling Science Efficiency  
**Immune to Chastity
*Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile  
**+40% Shielding Science Efficiency
*Starts with +400 Wizards +400 Specialist Credits   
**Access to Salvation, Revelation, Divine Shield, Illuminate Shadows
*Unique Passive – Dark Pact -   
**Unique Passive: Divine Favour:
**After each successful attack, The Necromancer converts:  
***When casting self-spells, Clerics have a 50% chance to double the spell duration
***7.5% of the enemy's killed units into Wizards.  
**Starts with +800 Soldiers and +800 Specialist Credits
***20% of the enemy's killed units into Soldiers.  
*The Rogue  
***10% of the enemy's killed units into Peasants.  
**+75% Thieves' Dens Effectiveness  
===The Rogue===
**+25% TPA  
*+75% Thieves' Dens Effectiveness  
**+1 Stealth Recovery per Tick  
*+25% TPA  
**Access to All Thievery Operations  
*+1 Stealth Recovery per Tick  
**+40% Crime Science Efficiency   
*Access to All Thievery Operations  
**Starts with +800 Thieves  
*+40% Crime Science Efficiency   
**Unique Passive - Shadow Persistence  
*Starts with +800 Thieves  
***Rogue provinces may perform thievery operations while overpopulated.  
*Unique Passive - Shadow Persistence  
*The Tactician  
**Rogue provinces may perform thievery operations while overpopulated.
**-20% Attack Time  
===The Sage===
**+40% Specialist Credits Gains  
*+20% Book Generation
**+40% Draft Speed  
*+20% Scientist Generation
**No Thieves lost on Intel  
*+40% Learn Protection
**+40% Siege Science Efficiency  
*+15% Science Efficiency 
**Access to Clearsight  
*Access to Revelation, Fountain of Knowledge
**Starts with +800 Soldiers and +800 Specialist Credits  
*Starts with +2 Scientist
**Unique Passive: Interdiction -  
*Starts with +800 Soldiers and +800 Specialist Credits
***Successful Attacks in War destroy resources as follows:  
*Unique Passive - Focused Resolve
**** 25% of gold  
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.
**** 25% of runes  
===The Tactician===
**** 25% of food  
*-20% Attack Time  
*The Warrior  
*+40% Specialist Credits Gains  
**+15% Offensive Military Efficiency  
*+40% Draft Speed  
**+5 Mercenary & Prisoner Strength  
*No Thieves lost on Intel  
**Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent  
*+40% Siege Science Efficiency  
**+10% Enemy Defensive Casualties   
*Access to Clearsight  
**+40% Tactics Science Efficiency  
*Starts with +800 Soldiers and +800 Specialist Credits  
**Starts with +800 Soldiers and +800 Specialist Credits  
*Unique Passive: Interdiction -  
**Unique Passive: Battle Cry
**Successful Attacks in War destroy resources as follows:  
***Upon successful attack, the attack will destroy 1.5% of the entire population.  
*** 25% of gold  
*The War Hero  
*** 25% of runes  
**+10% Battle Gains (War Only)
*** 25% of food  
**-25% Honor Loss  
===The Warrior===
**+50% Honor Effects -25% Military Casualties   
*+15% Offensive Military Efficiency  
**Offensive specialist gets +2 strength (Affects NW)   
*+5 Mercenary & Prisoner Strength  
**+50% Valor Science Efficiency   
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent  
**Access to Quick Feet, Righteous Aggressor, Heroic Inspiration  
*+10% Enemy Defensive Casualties   
**Starts with +800 Soldiers and +800 Specialist Credits  
*+40% Tactics Science Efficiency  
**Unique Passive - Heroes Culling
*Starts with +800 Soldiers and +800 Specialist Credits  
***Successful Massacres kill an additional +5% peons and kill an additional 2% thieves and wizards.
*Unique Passive: Battle Cry
*The Sage
**Upon successful attack, the attack will destroy 1.5% of the entire population.  
**+20% Book Generation
===The War Hero===
**+20% Scientist Generation
*+10% Battle Gains (War Only)
**+40% Learn Protection
*-25% Honor Loss  
**+15% Science Efficiency 
*+50% Honor Effects -25% Military Casualties   
**Access to Revelation, Fountain of Knowledge
*Offensive specialist gets +2 strength (Affects NW)   
**Starts with +2 Scientist
*+50% Valor Science Efficiency   
**Starts with +800 Soldiers and +800 Specialist Credits
*Access to Quick Feet, Righteous Aggressor, Heroic Inspiration  
**Unique Passive - Focused Resolve
*Starts with +800 Soldiers and +800 Specialist Credits  
***While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.
*Unique Passive - Heroes Culling
**Successful Massacres kill an additional +5% peons and kill an additional 2% thieves and wizards.

Revision as of 03:56, 3 July 2026

Age 116 Proposed Changes

Core Mechanics & Modifications

War Doctrine Updates

If a kingdom has 16 or more provinces of the same race, that race is considered the kingdom’s Dominant Race.
A Dominant Race doctrine has its maximum doctrine strength increased from 12.5% to 15%.

Rituals

  • Havoc
    • +25% WPA
    • +25% TPA
    • +20% Spell Damage
    • +20% Sabotage Damage
  • Stalwart
    • +5% Defensive Military Efficiency
    • -20% Raze Damage
    • -25% Military Casualties
  • Benediction
    • +20% Building Efficiency
    • -20% Draft Costs
    • -20% Build Costs -20% Wages

Fog of War

  • Removed from OOP

Buildings

  • Watch Towers
    • Catch chance increased from 2.0% to 2.3%
  • Thieves’ Dens
    • Thief loss reduction reduced from 3.6% to 3.3%
  • Castles
    • Castles now also decrease books lost from Learn Attacks.
    • Book Protection from Learn Attacks:
      • Base Effect: 1.5%
      • Maximum Effect: 37.5%

Science

  • Shielding multiplier increased from 0.0314 to 0.0350
  • Valor multiplier increased from 0.0582 to 0.0620

Spells

  • Mystic Vortex
    • The chance to remove each active duration spell increased from 50% to 60%.

Relations

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 Attack Penalty Updates

If a kingdom targets another kingdom that is less than 85% of both its Land and Networth, and the aggressor escalates relations against that kingdom to Unfriendly or Hostile, additional penalties apply to further attacks made by the larger kingdom against that smaller kingdom.

  • At Unfriendly:
    • Traditional March: additional -10% Battle Gains
    • Learn Attack: -25% Books Taken
    • All Attack Types: additional +5% Military Casualties
  • At Hostile:
    • Traditional March: additional -20% Battle Gains
    • Learn Attack: -40% Books Taken
    • All Attack Types: additional +10% Military Casualties
    • Attack Time: additional +10%

These penalties only apply out of war and only to attacks made by the larger kingdom against the specific smaller kingdom that triggered them.

  • Following spells will be available to defending kingdoms in Unfriendly relations
    • Fireball
    • Lightning Strike
    • Fools Gold
    • Meteor Showers

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 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 6 ticks thereafter destroys 25% current rune supplies.

Races

Avian

  • Bonuses:
    • -20% 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 15% of the target’s current War Horses and 10% of the target’s current Prisoners.
  • Spells:
    • Town Watch, Illuminate Shadows
  • Penalties:
    • No Access to Stables and War Horses
    • +20% Rune Cost
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 4.8nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 17/2, 750gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: n/a

Dark Elf

  • Bonuses:
    • +25% Offensive WPA
    • +25% Instant Spell Damage
    • -40% 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% 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 40 acres.
    • This generation is capped at 75 Wizards per successful attack
  • Spells:
    • Blizzard, Mage’s Fury, Illuminate Shadows, Mind Focus, Fool’s Gold
  • Penalties:
    • -15% Birth Rates
    • +15% Damage taken from sabotage operations
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 13/0, 5.2nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 16/2, 700gc, 6.5nw
    • Mercenary: 8/0, 0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dwarf

  • Bonuses:
    • +20% Building Efficiency
    • -70% Construction Time
  • War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom.
  • Unique Passive: Architect's Revenge
    • Incoming Raze damage reduced by 20% and Raze damage deals an additional 20% damage
  • Spells:
    • Miner’s Mystique, Town Watch, Reflect Magic
  • Penalties:
    • Cannot Accelerate Construction
    • +150% Food Consumption
  • 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: 3/0, 0.9nw

Elf

  • Bonuses:
    • +40% Magic Effectiveness (WPA)
    • +1 Mana Per Tick in War
    • +25% Offensive Spell Duration
    • +30% Rune Production
  • 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:
    • Chastity reduces population growth to zero.
  • 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: 14/5 750gc, 7.0nw
    • Mercenary:8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw

Faery

  • Bonuses:
    • +20% Self 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:
    • Greater Protection, Reflect Magic, Salvation, Illuminate Shadows, Tree of Gold, Revelation, Chastity, Fountain of Knowledge
  • Penalties:
    • -5% Population
    • +10% Training Time
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 9/0, 3.6nw
    • 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

  • Bonuses:
    • +10% Population
    • Immunity to Meteor Showers
    • +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. Additionally, Successful attacks generate 1 Thief per 30 acres, up to a maximum of 100 Thieves per successful attack.
  • Spells:
    • Tree of Gold, Greater Protection, Invisibility
  • Penalties:
    • -15% WPA
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 10/12, 900gc, 6.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Gnome

  • Bonuses:
    • +25% Income
    • +30% Specialist Credit Gained
    • -30% Training Costs
  • War Doctrine (In War): Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom.
  • Unique Passive - Inventive Logistics
    • Whenever a Gnome completes a successful attack, they gain Building Credits equal to 20% of acres gained and Specialist Credits equal to 10% of the acres gained.
  • Spells:
    • Fountain of Knowledge, Invisibility, Guile, Steal War Horses
  • Penalties:
    • None
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/11, 5.0nw
    • Elite Unit: 15/5 800gc, 7.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dryad

  • Bonuses:
    • +25% Homes Capacity and Production
    • +10% DME
    • -30% Defensive Military Losses
    • Prisoners provide +1 defence point when defending
  • War Doctrine (In War): Provides up to +12.5% Defensive Military Efficiency and -12.5% 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, Reflect Magic
  • Penalties:
    • +15% Attack Time
    • +1 Cost to Stealth and Magic
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/12, 6.0nw
    • Elite Unit: 14/7 850gc, 7.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Orc

  • Bonuses:
    • +10% Gains OOW & +15% Gains During War
    • -50% Draft Cost
    • +10% 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
  • 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: 19/1, 850gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Undead

  • Bonuses:
    • -40% 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 30% of offensive losses into Soldiers instantly.
  • Spells:
    • Animate Dead, Aggression 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: 17/4, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Personalities

The Artisan

  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers, Homes)
  • Immune to Plunder, Greed and Incite Riots
  • +20% 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)

The Cleric

  • +1 Elite Defensive Value
  • +1 Defensive Specialist Strength
  • -1 Self Spell Mana Cost
  • -20% Damage from Instant Spells
  • Immune to Chastity
  • +40% Shielding Science Efficiency
  • Access to Salvation, Revelation, Divine Shield, Illuminate Shadows
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Divine Favour:
    • When casting self-spells, Clerics have a 50% chance to double the spell duration
  • Starts with +800 Soldiers and +800 Specialist Credits

The General

  • +1 General
  • -25% Training Cost & Speed
  • Can Train one Elite for every two Specialist Credits
  • +20% 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.

The Heretic

  • +35% Offensive TPA
  • +35% Offensive WPA
  • -50% Thief Losses
  • +50% Guild Effectiveness
  • +20% 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

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

The Necromancer

  • +25 % WPA
  • +5% OME -40% Rune Cost (Not Ritual)
  • +40% Channeling Science Efficiency
  • Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile
  • 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.
      • 20% of the enemy's killed units into Soldiers.
      • 10% of the enemy's killed units into Peasants.

The Rogue

  • +75% 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

  • +20% Book Generation
  • +20% Scientist Generation
  • +40% 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

  • -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:
      • 25% of gold
      • 25% of runes
      • 25% of food

The Warrior

  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
  • +10% Enemy Defensive Casualties
  • +40% 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

  • +10% Battle Gains (War Only)
  • -25% Honor Loss
  • +50% Honor Effects -25% Military Casualties
  • Offensive specialist gets +2 strength (Affects NW)
  • +50% Valor 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 an additional +5% peons and kill an additional 2% thieves and wizards.