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=Personalities=
=Personalities=
==The Artisan ==
==The Cleric==
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*+15% Defensive Military Efficiency
Age 115
*-15% Battle (Resource) Losses
*+40% Building Capacity (Homes, Stables, Dungeons)  
*-15% Sabotage Damage Received
*+40% Building Production (Banks, Farms, Stables, Towers, Homes)
*-15% Spell Damage Received
*Immune to Plunder, Greed and Incite Riots
*-15% Damage Taken From Massacre Attacks
*+15% Economy Science Efficiency
*Immune to the Plague


*Access to Ghost Workers, Greater Protection
*Access to Salvation
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
*Starts with +800 Soldiers and +800 Specialist 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 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==
*Unique Passive: Architect’s Revenge - Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.
<div class="mw-collapsible" style=float:right>
Age 115
Not Available
</div>
<br> 
*+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==  
==The General==  
<div class="mw-collapsible" style=float:right>
*+1 Army generals
Age 115
*Offensive specialist gets +1 strength
*+1 General
*Elite gets +1 offensive strength
*-20% Training Cost & Speed
*Can Train one Elite for every two Specialist Credits


*+15% Military Science Efficiency
*Access to Righteous Aggressor
 
*Access to Mist, Wrath
*Starts with +800 Soldiers and +800 Specialist Credits
*Starts with +800 Soldiers and +800 Specialist Credits


*Unique Passive - General’s Authority
*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%.
**Attacks inflict +15% Enemy Military casualties when two or more generals are sent.
 
</div>
<br> 
*+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==
==The Heretic==
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*+50% Land Effect - Guilds
Age 115
*+10% Combat Instant Spell Damage
*+15% TPA
*+10% Sabotage Damage
*+15% WPA
*No Thieves lost on Failed Espionage Operations
*-50% Thief Losses
*+20% Sabotage Damage  
*+20% Spell Damage
*+75% Guild Effectiveness
 
*+15 Arcane Science Efficiency


*Access to Nightmares, Fools Gold, Mages Fury, Vermin
*Access to Nightmares, Fools Gold, Mage’s Fury
*Starts with +400 Wizards and +400 Thieves
*Starts with +400 Wizards and +400 Thieves


*Unique Passive : Blasphemous Might
*Unique Passive - Silent Assault: 50% fewer thievery losses when performing sabotage operations.
**After a failed offensive spell cast, the heretic recovers 1% Stealth.
 
</div>
<br> 
*+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==  
==The Mystic==  
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*+100% Land Effect - Guilds
Age 115
*+25% Offensive Wizards Per Acre (WPA)
*+125% Guilds Effectiveness
*+1% Extra Mana Per tick
*+1 Mana Recovery per Tick
*+25% Offensive Spell Duration
 
*+25% Channeling Science Efficiency


*Access to Pitfalls, Meteor Showers, Chastity
*Access to Pitfalls, Meteor Showers, Chastity
*Starts with +800 Wizards
*Starts with +800 Wizards


*Unique Passive- Focused Channelling
*Unique - Black Magic: Successful offensive instant spells also kill 1% of the target's peasant population.
**While above 40% mana, spells gain +20% WPA
 
</div>
<br>
*+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==
<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
*+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==
==The Rogue==
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*+25% Offensive Thievery Per Acre (TPA)
Age 115
*+75% Thieves' Den Effectiveness
*+100% Thieves' Dens Effectiveness
*+1% Extra Stealth Per tick
*+20% TPA
*Access all Thievery Operations
*+1 Stealth Recovery per Tick
*Access to All Thievery Operations
*+25% Crime Science Efficiency


*Access to Mystic Aura
*Starts with +800 Thieves
*Starts with +800 Thieves


*Unique Passive - Shadow Persistence
*Unique - Shadow Persistence: Rogue provinces may perform thievery operations while overpopulated.
**Rogue provinces may perform thievery operations while overpopulated.


</div>
==The Sage==
<br> 
*-50% Losses on Learn Attacks
*+100% Thieves' Dens Effectiveness
*+10 Starting Scientists 
*+25% TPA
 
*+1 Stealth Recovery per Tick
*Access to Scientific Insight, Fountain of Knowledge
*Access to All Thievery Operations
*Starts with +800 Soldiers and +800 Specialist Credits
*+40% Crime Science Efficiency 
*Starts with +800 Thieves
*Unique Passive - Shadow Persistence
**Rogue provinces may perform thievery operations while overpopulated.


==The Sage==
*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.
<div class="mw-collapsible" style=float:right>
Age 115
Not Available
</div>
<br>
*+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==
==The Tactician==
<div class="mw-collapsible" style=float:right>
*-15% Attack Travel Time
Age 115
*+25% Specialist Training Credits
*-15% Attack Time
*100% successful espionage operations at 2x stealth
*+40% Specialist Credits Gains
*+25% Draft Speed
*-50% Ambush Losses
*No Thieves lost on Intel
*+25% Siege Science Efficiency


*Access to Clearsight
*Access to Illuminate Shadows
*Starts with +800 Soldiers and +800 Specialist Credits
*Starts with +800 Soldiers and +800 Specialist Credits
   
   
*Unique Ability: Unique Passive
*Unique: Dragon’s Wrath: When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon.
**Interdiction - Successful Attacks in War destroy resources as follows:
***10% of gold
***25% of runes
***20% of food
 
</div>
<br> 
*-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==
==The Warrior==
<div class="mw-collapsible" style=float:right>
Age 115
*+15% Offensive Military Efficiency
*+15% Offensive Military Efficiency
*+5 Mercenary & Prisoner Strength
*+15% Damage Dealt with Massacre Attacks
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
*-50% Mercenary Cost
*+25% Tactics Science Efficiency


*Access to Hero’s Inspiration
*Starts with +800 Soldiers and +800 Specialist Credits
*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
*+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==
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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>
*Unique Passive - Indomitable Spirit: Once activated Warriors gain 5% Offensive Military Efficiency for 6 ticks.
<br> 
*+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
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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