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Age 117

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Revision as of 20:58, 10 October 2026 by Revival (talk | contribs) (→Dark Elf)
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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, Mind Focus
  • 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

Personalities

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 Salvation
  • 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.

The General

  • +1 Army generals
  • Offensive specialist gets +1 strength
  • Elite gets +1 offensive strength
  • Access to Righteous Aggressor
  • Starts with +800 Soldiers and +800 Specialist Credits
  • 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

  • +50% Land Effect - Guilds
  • +10% Combat Instant Spell Damage
  • +10% Sabotage Damage
  • No Thieves lost on Failed Espionage Operations
  • Access to Nightmares, Fools Gold, Mage’s Fury
  • Starts with +400 Wizards and +400 Thieves
  • Unique Passive - Silent Assault: 50% fewer thievery losses when performing sabotage operations.

The Mystic

  • +100% Land Effect - Guilds
  • +25% Offensive Wizards Per Acre (WPA)
  • +1% Extra Mana Per tick
  • Access to Pitfalls, Meteor Showers, Chastity
  • Starts with +800 Wizards
  • Unique - Black Magic: Successful offensive instant spells also kill 1% of the target's peasant population.

The Rogue

  • +25% Offensive Thievery Per Acre (TPA)
  • +75% Thieves' Den Effectiveness
  • +1% Extra Stealth Per tick
  • Access all Thievery Operations
  • Access to Mystic Aura
  • Starts with +800 Thieves
  • 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
  • Starts with +800 Soldiers and +800 Specialist Credits
  • 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

  • -15% Attack Travel Time
  • +25% Specialist Training Credits
  • 100% successful espionage operations at 2x stealth
  • Access to Illuminate Shadows
  • Starts with +800 Soldiers and +800 Specialist Credits
  • 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

  • +15% Offensive Military Efficiency
  • +15% Damage Dealt with Massacre Attacks
  • Access to Hero’s Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Indomitable Spirit: Once activated Warriors gain 5% Offensive Military Efficiency for 6 ticks.