Pioneer (The Explorer) |
25% greater
farm effectiveness
|
Expeditions
are 50% faster
|
Expedition
cost are 75% of normal
(includes both money & soldier
costs)
|
|
Archmage (The Sorcerer) |
Mage effectiveness
functions at 150% of normal
|
75% greater
mage conversion rates
|
Additional
1 Spell Domain
(excludes barbarians and werewolve
races)
|
|
|
|
Sage (The Wise) |
25% faster
serf training
|
50% faster
approval rating recovery
|
Raw approval
rating never falls below 90%
(does not includes penalties)
|
|
Assassin (The Cunning) |
Blackguard
effectiveness functions at 150% of normal
|
75% greater
blackguard conversion rates
|
No concealment
reduction for failed operation attempts
|
|
|
|
Merchant (The Properous) |
Untrained serfs
produce as much revenue as trained serfs
|
Money cannot
be stolen/destroyed due to combat, operations
or spells.
|
|
Warlord (The Ruthless) |
25% greater
trebuchet capacity
|
Raw morale
rating never falls below 90%
(does not includes penalties)
|
|
|
|
Scholar (The Studious) |
Research maximums
are increased by 15%
|
Research costs
are 75% of normal
|
50% faster
research learning
|
|
General (The Leader) |
One additional
military contingent
|
Double transport
capacity
|
50% faster
morale rating recovery
|
|
|
|
Prophet (The Annointed) |
20% reduction
in valor losses from combat, spells and operations
|
Valor gains
for all offensive combat, operations or spells
are increased by 20%
|
|
Tactician (The Strategist) |
50% greater
chance combat events, spells and operations
will not be identified
|
100% chance
to identify hostile spells and operations
|
|