Bonuses: All Guilds are twice as effective; +1 mana per tick in
War; +50% Magic Science Effectiveness
Spell Book: Meteor Showers, Chastity, Nightmares
Starting Bonuses: +200 Wizards
Warrior
Bonuses: +1 General; +10% OME
Special Access: Enhanced Conquest range
Spell Book: Bloodlust
Starting Bonuses: +800 soldiers and +800 specialist credits
Tactician
Bonuses: -15% Attack Time
Special Access: Accurate Espionage
Spell Book: Clear Sight
Starting Bonuses: +800 soldiers and +800 specialist credits
Cleric
Bonuses: -40% Your Military Casualties (on attack or defense);
Immune to The Plague
Spell Book: Pitfalls
Starting Bonuses: +800 soldiers and +800 specialist credits
War Hero
Bonuses: +100% Honor Effects; Converts some Specialists into
Elites on successful land attacks; Immune to all Dragon effects
Spell Book: War Spoils
Starting Bonuses: 400 elites
Stances
Normal: No effects
Aggressive
+10% Combat Gains
-10% Attack Time
+30% Military Wages
+10% Military losses
Fortified
-50% gains hitting in and on magic/thievery ops in (slides in
over 24 hours)
-40% Military training time and cost
+40% draft speed
-50% Construction time and cost
+200% Birth Rate
72 hours maximum duration
-50% gains hitting out and on magic/thievery ops out
+500% Explore costs
No Paradise spell available
Science limited to Active
Relations
Ceasefire
Prohibits attacks, spells, and thievery operations
Annuls the Hostile Meter
End Of War Ceasefire lasts 12-96 Utopian days
+500% birth rate
-30% troop training costs
-50% draft cost
Combined with War relations
War and Ceasefire relations can be cancelled separately
All land currently out returns home immediately at war end
Instant population growth of 20% of max population if below 50%
Normal: No effects
Unfriendly: Unlocks Unfriendly/Hostile/War spells and thievery
operations against the other kingdom
Hostile
+10% Combat Gains
Increases Conquest networth range
Offensive spells cost 2% mana
Offensive ops cost 2% stealth
War Immediate Effects
Annuls the Hostile Meter with everyone
-10% Attack Time
Enhanced Massacre destroys buildings
+10% Combat Gains
Offensive spells cost 2% mana
Offensive ops cost 2% stealth
War Penalties
+500% Exploration Costs
No Paradise spell available
Science limited to Active
War After 12 Hours: -20% Attack Time
War After 24 Hours: -25% Military Losses; -25% Military Training
Time; no distance penalties for attacks; -75% gains and
effectiveness for operations to and from other kingdoms
Dragons
Emerald
+20% Military losses in combat
-15% Attack gains
Sapphire: -25% Thievery & Magic Effectiveness
Gold: -25% Building Efficiency
Ruby: -8% Military Efficiency
All dragons result in 10% lower income and the loss of 20% of new
draftees.