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Professions Guide
There are many professions for you to employ your people in, but you must frequently build a building or cast a spell before they become available. Each profession has a skill value, which measures as an average skill for the profession. Workers with an average skill of 5 will produce half as much as workers will a skill of 10. Keep this in mind when you are hiring teachers.

To assign workers to a profession just put the number of people you want to hire into the form field next to that profession and then hit the hire workers button.

To fire workers just put a negative number in.

Alternatively, if you have gained workers that turn, you may chose to automatically re-allocate workers into those professions that have declined over the last turn. To do this press the Reallocate workers button.

Produces food to feed your population. If you do not produce enough food, your people will starve.

Builders produce contstruction, working their way through one building at a time.

Woodmen produce wood by cutting down trees in your forests. Due to their expertise in sustainable forestry techniques you will never run out of trees.

Merchants go from place to place buying and selling goods creating money for you.

Your seers create Views, which they can then use to spy magically on your enemies and neighbours. You need one view for each acre of land owned by your target. Seers can spy on workers, buildings, military, siege defense, magic effects and thieves.

Teachers go around teaching people how to do their jobs more efficiently. In the long run teachers are very effective. The more professions you have employed at less than skill 10, the harder your teachers have to work and the less overall effect they will have on your realm. If you have professions at skill 10 the teachers don't have to teach those peasants, so all the other profession get more attention and rise in skill quicker.

Building required: School

Weaponsmiths produce weapons for your armies. To do this they need a constant supply of unrefined ore.

Building required: Armory,(Dwarves can also gain from the Forge and Orcs from Black Stone Spire.)

Armourers produce armor to keep your people alive in combat. To make armor they need a constant flow of unrefined ore.

Building required: Blacksmith

Miners dig in mines and produce unrefined ore.

Building required: Mine

Working in a quarry is gruelling terrible work but the stones produced are needed for many buildings, and walls.

Building required: Quarry

Alchemists turn ordinary ore into gold. This can be an effective alternative income if your merchants are not producing enough for your needs.

Building required: Alchemist's tower

Working in various fields of entertainment, entertainers try to make people happy. They don't always succeed, and the more of them you have the less the effect of each one. But they can make life a bit easier on your peasants.

Building required: Jester School

Runists convert the naturally found mana energy into runes, which can be used for spell casting. Be careful, the upkeep on most magical units must be paid in mana and/or runes, if you don't have enough of either then those creatures will start to disappear.

Building required: Runery

Wizards are the people who actually cast magic spells. The greater the ratios of wizards to land you have the stronger your spells. The number of wizards determines spell power, but the ratio determines if you can get through your enemies defenses. Remember that some spells are easier to cast than others and some are more powerful or longer lasting than others. When a spell is cast successfully its rune cost increases dramatically and then slowly returns to base cost as you play turns.

Building required: Mage Tower

Shamen create mana, which is then used to upkeep your magical units.

Building required: Mana Batteries

Weavers produce cloth. This is a much-needed resource for both military units and buildings.

Building required: Textile Mill

Engineers play a very important role in your empire. They produce walls, which increase your peasant's morale, and they can also produce both offensive and defensive siege weapons.

Building required: Engineering School

Thieves can be a great help on your quest for the throne. You can steal resources from other empires. They also have a few other uses. They are able to Drug Soldiers, send propaganda, and spite your enemies. They also try to keep an eye out for enemy thieves in your lands!

Building required: Thieves Guild

Guards patrol your empire and protect you from enemy thieves.

Building required: Merchants Guild

Produce elemental forces from mana. Once they have conjured 100 of these they convert them into an Elemental Military Unit. Elementals are magical military units that work with your existing army or navy. Employing these military units is automatic and does not affect your military readiness.

Building required: Elementalists Tower

Provides research. Scholars can initially research Housing, which allows you to fit more peasants in to your land before they become unhappy with the over crowding. Later buildings enable you to research more topics, such as War Tactics, Magic (spells runes base cost lowered), Merriment (increases Morale for Elves), Alchemy (alchemists require less ore to make gold), Architecture (your builders become more efficient), and Dwarven Metallurgy.

Building required: University

More guides
Basic Guide | Quick Start | Buildings | Diplomacy | Engineering | Knowledge | Materials
First 100 turns | Professions | Races | Spells | Theft | War | Long Guide
Storyline Part 1 | Storyline Part 2 | Storyline Part 3 | The Rules | Rules of War