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
- 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
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