Age 117
Appearance
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
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