Age 117: Difference between revisions
Appearance
personalities hidden until can finish |
No edit summary |
||
| Line 293: | Line 293: | ||
<!--> | <!--> | ||
=Personalities= | =Personalities= | ||
==The | ==The Cleric== | ||
*+15% Defensive Military Efficiency | |||
*-15% Battle (Resource) Losses | |||
* | *-15% Sabotage Damage Received | ||
* | *-15% Spell Damage Received | ||
* | *-15% Damage Taken From Massacre Attacks | ||
* | *Immune to the Plague | ||
*Access to | *Access to Salvation | ||
*Starts with + | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Unique Passive: Architect’s Revenge - Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings. | |||
*Unique Passive: | |||
==The General== | ==The General== | ||
*+1 Army generals | |||
*Offensive specialist gets +1 strength | |||
*+1 | *Elite gets +1 offensive strength | ||
* | |||
* | |||
*Access to Righteous Aggressor | |||
*Access to | |||
*Starts with +800 Soldiers and +800 Specialist Credits | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Unique Passive - | *Unique Passive - Undermining Assault: Your next successful attack applies Coordinated Strike to the target for 4 ticks, reducing their Watch Tower thievery defense effectiveness by 15%. | ||
==The Heretic== | ==The Heretic== | ||
*+50% Land Effect - Guilds | |||
*+10% Combat Instant Spell Damage | |||
*+ | *+10% Sabotage Damage | ||
*No Thieves lost on Failed Espionage Operations | |||
*+ | |||
*+ | |||
* | |||
*Access to Nightmares, Fools Gold, | *Access to Nightmares, Fools Gold, Mage’s Fury | ||
*Starts with +400 Wizards and +400 Thieves | *Starts with +400 Wizards and +400 Thieves | ||
*Unique Passive : | *Unique Passive - Silent Assault: 50% fewer thievery losses when performing sabotage operations. | ||
==The Mystic== | ==The Mystic== | ||
*+100% Land Effect - Guilds | |||
*+25% Offensive Wizards Per Acre (WPA) | |||
*+ | *+1% Extra Mana Per tick | ||
*+25% Offensive | |||
*+ | |||
*Access to Pitfalls, Meteor Showers, Chastity | *Access to Pitfalls, Meteor Showers, Chastity | ||
*Starts with +800 Wizards | *Starts with +800 Wizards | ||
*Unique | *Unique - Black Magic: Successful offensive instant spells also kill 1% of the target's peasant population. | ||
==The Rogue== | ==The Rogue== | ||
*+25% Offensive Thievery Per Acre (TPA) | |||
*+75% Thieves' Den Effectiveness | |||
*+ | *+1% Extra Stealth Per tick | ||
*+ | *Access all Thievery Operations | ||
*Access | |||
*Access to Mystic Aura | |||
*Starts with +800 Thieves | *Starts with +800 Thieves | ||
*Unique | *Unique - Shadow Persistence: Rogue provinces may perform thievery operations while overpopulated. | ||
==The Sage== | |||
*-50% Losses on Learn Attacks | |||
* | *+10 Starting Scientists | ||
*+ | |||
*Access to Scientific Insight, Fountain of Knowledge | |||
*Access to | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Starts with +800 | |||
*Unique - Holy Inquisition: Successful attacks in War or Hostile temporarily suppress 15% of the target's Science Effectiveness and reduce Book Generation by 20% for 6-8 ticks. | |||
==The Tactician== | ==The Tactician== | ||
*-15% Attack Travel Time | |||
*+25% Specialist Training Credits | |||
*-15% Attack Time | *100% successful espionage operations at 2x stealth | ||
*+ | |||
* | |||
*Access to | *Access to Illuminate Shadows | ||
*Starts with +800 Soldiers and +800 Specialist Credits | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Unique | *Unique: Dragon’s Wrath: When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon. | ||
==The Warrior== | ==The Warrior== | ||
*+15% Offensive Military Efficiency | *+15% Offensive Military Efficiency | ||
*+ | *+15% Damage Dealt with Massacre Attacks | ||
*Access to Hero’s Inspiration | |||
*Starts with +800 Soldiers and +800 Specialist Credits | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Unique Passive - Indomitable Spirit: Once activated Warriors gain 5% Offensive Military Efficiency for 6 ticks. | |||
*Unique Passive - | |||
Revision as of 19:59, 10 October 2026
Core Mechanics & Modifications
War Doctrine Updates
- All Doctrines give a double bonus for the first province, then scale by the listed amount per province up to the max
Science
- Bookkeeping, Artisan, Resilience, Shielding, Finesse sciences are capped at -75%
Spells
- Fanaticism is now a racial spell only (Dryad)
Dragons
- Emerald Dragon
- +25% Military Casualties
- -25% Combat Gains
- Destroys 1% of troops at home instantly upon arrival
- Ruby Dragon
- -10% Military Effectiveness
- +20% Military Wages
- Destroys 2% of offensive specialists instantly upon arrival
- Topaz Dragon
- -20% Building Efficiency
- -25% Income
- Destroys 10% of buildings instantly upon arrival
- Sapphire Dragon
- -20% WPA and TPA
- +15% Instant Spell and Sabotage Damage taken
- Destroys 3% of thieves and wizards upon arrival
- Reoccurring effects removed
- Dragon HP reduced by 10% across all dragons.
Rituals
- Barrier
- -20% Damage from Enemy Instant Magic & Thievery Operations
- -20% Battle (Resource) Losses
- -20% Massacre Damage
- Benediction
- +15% Building Efficiency
- +15% Birth Rate
- -20% Draft Costs
- -20% Build Costs
- +20% Draft Rate
- Haste
- -10% Attack Time
- -25% Training Time
- -25% Construction Time
- Havoc
- +25% Offensive WPA
- +25% Offensive TPA
- +15% Spell Damage
- +15% Sabotage Damage
- Onslaught
- +10% Offensive Military Efficiency
- +15% Enemy Military Casualties on Attacks
- Stalwart
- +5% Defensive Military Efficiency
- -25% Military Casualties
Races
Avian
- Bonuses:
- -20% Attack Time
- +25% Birth Rate
- War Doctrine (In War): Provides up to -7.5% Attack Time, -0.75% ea
- Unique Passive: Opportunistic Raider
- Plunder and learn attacks take 1 tick less time
- Spells:
- Town Watch
- Penalties:
- No Access to Stables and War Horses
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 4.8nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 14/3, 900gc, 6.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: n/a
Dark Elf
- Bonuses:
- +20% Instant Spell Damage
- -25% Spell Rune Costs (excluding ritual)
- Immune to Sabotage Wizards
- War Doctrine (In War): Provides up to +10% Instant Spell Damage (1% each)
- Unique Passive: Mystic Enthusiasts
- Successful offensive instant spells refund 30% of the rune cost
- Spells:
- Blizzard
- Penalties:
- -20% Sabotage Damage
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.8nw
- Defensive Specialist: 0/11, 5.5nw
- Elite Unit: 13/4, 900gc, 6.25nw
- Mercenary: 8/0, 0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dryad
- Bonuses:
- +10% Offensive Military Efficiency
- +25% Increased Dragon Slaying Strength
- War Doctrine (In War): Provides up to +7.5% OME (0.75% each)
- Unique Passive - Interdiction
- Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food:
- Fanaticism
- Penalties:
- -10% Building Efficiency
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/9, 5.5nw
- Elite Unit: 15/3 925gc, 6.75nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dwarf
- Bonuses:
- +20% Building Efficiency
- -50% Construction Cost
- +25% Building Credits Gained from Combat
- -20% Damage Taken from Raze Attacks
- War Doctrine (In War): Provides up to +10% Building Efficiency (1% each)
- Unique Passive: Construction Delays
- For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).
- Spells:
- Miner’s Mystique
- Penalties:
- +50% Food Consumption
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 13/5, 950gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.9nw
Elf
- Bonuses:
- +25% Magic Effectiveness (WPA)
- +50% Rune Production
- +1 Mana Per tick
- War Doctrine (In War): Provides up to +25% Defensive WPA (2.5% each).
- Unique Passive: Arcane Respite
- Once activated, for the next 6 ticks, regenerate +2 mana per tick.
- Spells:
- Pitfalls, Greater Protection
- Penalties:
- -20% Offensive TPA
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 9/0, 3.6nw
- Defensive Specialist: 0/11 , 5.5nw
- Elite Unit: 5/12 1000gc, 7.0nw
- Mercenary:8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse:2/0, 0.6nw
Faery
- Bonuses:
- +25% Self Spell Duration
- +1 Mana per tick (in war)
- -1% Mana on Self Spells
- War Doctrine (In War): Provides up to +7.5% DME (.075% each)
- Unique Passive - Arcane Overflow
- (In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%.
- Spells:
- Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique
- Penalties:
- -5% Population
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 9/0, 3.6nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 4/13, 1000gc, 7.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Gnome
- Bonuses
- +10% Sabotage Damage
- Can Train Thieves with Specialist Credits
- Immune to Expose Thieves
- -25% Thief Losses
- War Doctrine - (In War): Provides up to +25% Birth Rate (2.5% each)
Unique Passive - Cunning Assault
- Each successful attack will provide one of the following thievery boosts, which last for 6 ticks: +25% offensive thievery effectiveness, -25% thief losses, or +10% sabotage damage. All of these can be active at the same time.
- Spells
- Quick Feet
- Penalties
- +20% Combat Instant Spell Damage Received
- Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4nw
- Defensive Specialist: 0/11, 5.5nw
- Elite Unit: 13/3 850gc, 6.0nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Halfling
- Bonuses:
- +10% Population
- +1 Stealth Per tick in War
- +25% Offensive Thievery Effectiveness (TPA)
- War Doctrine (In War): Provides up to +5% Population (.05% each)
- Unique Active: Overgrowth
- Once activated, your maximum population increases by +25% for 5 ticks.
- Spells:
- Invisibility
- Penalties:
- −20% Offensive WPA
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 9/0, 3.6nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 6/11, 1000gc, 6.75nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Human
- Bonuses:
- +25% Income
- -20% Military Training Cost
- -20% Military Wages
- Incite Riot Immunity
- War Doctrine (In War): Provides up to +15% Income (1.5% each)
- Unique Passive - Civil Administration
- Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.
- Spells:
- Tree of Gold
- Penalties:
- +1 mana self spell cost
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 13/4 900gc, 6.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Orc
- Bonuses:
- +20% Battle Resource Gains
- -50% Draft Cost
- War Doctrine (In War): Provides up to +15% Enemy casualties when attacking (1.5% each).
- Unique Passive - General’s Authority
- When attacking with 2 or more generals, enemy military casualties are increased by +15%.
- Spells:
- Bloodlust
- Penalties:
- -5% Defensive Military Efficiency
- Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4 nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 14/3, 900gc, 6.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Undead
- Bonuses:
- -40% Military Losses
- Plague Immunity
- No Food Requirement
- War Doctrine (In War): Provides up to -20% Own casualties when attacking (-2.0% each)
- Unique Passive: Plaguebearers
- All successful attacks have a 33% chance to spread plague to the target province.
- Spells:
- Ghost Workers
- Penalties:
- -15% Birth Rate
- Units
- Soldier 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 13/4, 900gc, 6.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw