Bonuses
-30% Offensive Military Casualties
All Military Casualties are Revived as Soldiers
Prisoners Covert to Elites over time
Spreads and is Immune to the Plague
No Food Needed
Penalties
No Access to Hospitals
No Access to Homes
+50% Building Capacity and Production (Homes, Farms, Stables, Towers, Dungeons)
-25% Build Time
-25% Building and Raze Cost
-25% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
+25% Economy Science Book Production
Elite unit gains +2 Offensive Strength and +1 Defensive Strength
Starts with +600 soldiers and +600 specialist credits and +200 building credits
Age 88
+15% Building Efficiency
-25% Build Time
-25% Building and Raze Cost
-25% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
+25% Economy Science Book Production
Elite unit gains +2 Offensive Strength and +1 Defensive Strength
Starts with +600 soldiers and +600 specialist credits and +200 building credits
The Cleric
-30% Military Casualties
Immune to the Plague
Can Cast Support Spells on Kingdom Members
Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows and Wrathful Smite
+25% Economy Science Book Production
Elite unit gains +2 Offensive Strength and +1 Defensive Strength
Starts with +800 Soldiers and +800 Specialist Credits
Age 88
-30% Military Casualties
Immune to the Plague
Can Cast Support Spells on Kingdom Members
Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows and Wrathful Smite
+25% Economy Science Book Production
Starts with +800 Soldiers and +800 Specialist Credits
The Heretic
+100% Wizard Production
+10% Instant Spell Damage
+10% Sabotage Operation Damage
-75% Thieves Lost on Thievery Operations
Access to Amnesia, Fool's Gold, Nightmare and Revelation
+25% Arcane Arts Science Book Production
Elite unit gains +3 Defensive Strength
Starts with +400 Thieves and +400 Wizards
Age 88
+100% Wizard Production
+15% Instant Spell Damage
+15% Sabotage Operation Damage
-75% Thieves Lost on Thievery Operations
Access to Amnesia, Fool's Gold, Nightmare and Revelation
+25% Arcane Arts Science Book Production
Starts with +400 Thieves and +400 Wizards
The Mystic
+100% Guilds Effectiveness
+1 Mana Recovery per Tick
+50% Self Spell Duration
Access to Blizzard, Meteor Showers and Revelation
+25% Arcane Arts Science Book Production
Elite unit gains +3 Defensive Strength
Starts with +800 Wizards
Age 88
+150% Guilds Effectiveness
+1 Mana Recovery per Tick
+50% Self Spell Duration
Access to Blizzard, Mage's Fury, Meteor Showers and Revelation
+25% Arcane Arts Science Book Production
Starts with +800 Wizards
The Raider
+15% Combat Gains
Each Acre can house 6 War Horses and 2 Prisoners
Can use Specialist Credits to Train Thieves
Access to Steal War Horses
+25% Economy Science Book Production
Elite unit gains +2 Offensive Strength and +1 Defensive Strength
Starts with +400 soldiers, +400 specialist credits and +400 thieves
Age 88
Each Acre can house 5 War Horses and 2 Prisoners
Prisoners Covert to Offensive Specialists over time
Can use Specialist Credits to Train Thieves
Access to Steal War Horses
+25% Economy Science Book Production
Starts with +400 soldiers, +400 specialist credits and +400 thieves
The Rogue
+100% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
-30% Thief Cost
Access to Assassinate Wizards, Greater Arson, Invisibility, Propaganda and Revelation
+25% Arcane Arts Science Book Production
Elite unit gains +3 Defensive Strength
Starts with +800 thieves
Age 88
+100% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
-30% Thief Cost
Access to Assassinate Wizards, Greater Arson, Invisibility, Propaganda and Revelation
+25% Arcane Arts Science Book Production
Starts with +800 thieves
The Tactician
-15% Attack Time
+50% Ambush Protection
Accurate Espionage
Access to Mist and War Spoils
+25% Military Science Book Production
Elite unit gains +3 Offensive Strength
Starts with +800 soldiers and +800 specialist credits
Age 88
-15% Attack Time
+50% Ambush Protection
Accurate Espionage
Access to Mist and War Spoils
+25% Military Science Book Production
Starts with +800 soldiers and +800 specialist credits
The War Hero
+5% Military Efficiency in War
+50% Elite Conversions in Combat
-50% Honor Loss in Combat
Access to Hero's Inspiration
+25% Military Science Book Production
Elite unit gains +3 Offensive Strength
Starts with +800 Soldiers and +800 Specialist Credits
Age 88
+10% Combat Gains
+50% Elite Conversions in Combat
-50% Honor Loss in Combat
Access to Hero's Inspiration
+25% Military Science Book Production
Starts with +800 Soldiers and +800 Specialist Credits
The Warrior
+15% Offensive Military Efficiency
+2 Prisoner and Mercenary Strength
-75% Mercenary Cost
+25% Military Science Book Production
Elite unit gains +3 Offensive Strength
Starts with +800 soldiers and +800 specialist credits
Age 88
+15% Offensive Military Efficiency
+2 Prisoner and Mercenary Strength
-75% Mercenary Cost
+25% Military Science Book Production
Starts with +800 soldiers and +800 specialist credits
Spell Categories
Currently there are:
Fading (duration)
Instant (one time effect)
Support Category will include only the spells that are castable onto Kingdom Mates
Support Spells will include (only available if your race/personality has access to them, i.e. having the ability to cast Support spells on Kingdom mates will not grant access to all of these spells)
Minor Protection
Greater Protection
Fertile Lands
Magic Shield
Nature's Blessing
Love and Peace
Builder's Boon
Inspire Army
Patriotism
Illuminate Shadows
Wrathful Smite
Fanaticism
Divine Shield
Ritual Types (Stats listed here are considered 'base effectiveness')