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	<title>OpenDominion - User contributions [en]</title>
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	<updated>2026-06-02T19:05:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Round_49_Chu_Ko_Nu&amp;diff=2571</id>
		<title>Round 49 Chu Ko Nu</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Round_49_Chu_Ko_Nu&amp;diff=2571"/>
		<updated>2026-05-12T16:53:29Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.youtube.com/watch?v=n-kohfPAzj8&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Magic&amp;diff=2530</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Magic&amp;diff=2530"/>
		<updated>2026-04-17T18:18:35Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: fixed lb %s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Magic&#039;&#039;&#039; will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.&lt;br /&gt;
&lt;br /&gt;
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].&lt;br /&gt;
== Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Self-spells last for 12 hours and can&#039;t be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ares&#039; Call || 2.5x || +10% defensive power || &lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Watch || 2x|| +10% food production || &lt;br /&gt;
|-&lt;br /&gt;
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]&lt;br /&gt;
|-&lt;br /&gt;
| Midas Touch || 2.5x || +10% platinum production || Should be always active&lt;br /&gt;
|-&lt;br /&gt;
| Mining Strength || 2x || +10% ore production ||&lt;br /&gt;
|-&lt;br /&gt;
| Fools Gold || 1x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||&lt;br /&gt;
|-&lt;br /&gt;
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||&lt;br /&gt;
|-&lt;br /&gt;
| Energy Mirror || 4x || Decreases damage dealt by enemy black ops by 15 %, decreases duration of enemy non-war black ops and Nox Miasma by 2 hours || The 15 % decreased damage is multiplicative with sources of damage reduction from e.g. WPA. &lt;br /&gt;
|-&lt;br /&gt;
| Amplify Magic || 0.5x || Increases the mana cost of your next non-cooldown self spell by 200% and increases its duration by 150% (18 hours). || Lasts 6 hours, removed when a qualifying spell is cast, and cannot be used during protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Surreal Perception === &lt;br /&gt;
&lt;br /&gt;
Each Op comes with its own notification in the Recent News. For information ops, these notifications are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Op !! Text&lt;br /&gt;
|-&lt;br /&gt;
| Clear Sight || A magical presence was detected within our advisor&#039;s quarters.  Our wizards have determined that DOMINION (#X) was responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Disclosure || A magical presence was detected within our hero&#039;s quarters. Our wizards have determined that DOMINION (#X) was responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Revelation || A magical presence was detected within our towers. Our wizards have determined that DOMINION (#X) was responsible! &lt;br /&gt;
|- &lt;br /&gt;
| Vision || A magical presence was detected within our schools. Our wizards have determined that DOMINION (#X) was responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Barracks Spy || A hostile presence was detected within our barracks. Our wizards have determined that spies from DOMINION (#X) were responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Castle Spy || A hostile presence was detected within our castle. Our wizards have determined that spies from DOMINION (#X) were responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Land Spy || A hostile presence was detected amongst our lands. Our wizards have determined that spies from DOMINION (#X) were responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Survey Dominion || A hostile presence was detected amongst our buildings. Our wizards have determined that spies from DOMINION (#X) were responsible! &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Friendly Spells ==&lt;br /&gt;
&lt;br /&gt;
All friendly spells cost 3 % Wizard Strength to cast, and can only be cast by [[Monarchy#Court|Court Mages or Grand Magisters]], as well as between [[Guard|Shadow League]] members in the same realm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Ward || 1.5x ||  +5% chance of causing hostile spells to fail,  || Lasts 6 hours, has a 3 hour cooldown. &lt;br /&gt;
|-&lt;br /&gt;
| Illumination || 1.5x ||  +5% chance of causing hostile spy operations to fail,  || Lasts 6 hours, has a 3 hour cooldown. &lt;br /&gt;
|-&lt;br /&gt;
| Spell Reflect || 2x || Reflects the next War or Black Op spell || Lasts 3 hours, has a 3 hour cooldown. If activated, target will know who tried to Black/War Op them, even without Surreal Perception active.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive Info Spells ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin&#039;s]] RAW wizards per acre.&lt;br /&gt;
|-&lt;br /&gt;
| Revelation || 1x || Shows spells currently affecting the target dominion. || &lt;br /&gt;
|-&lt;br /&gt;
| Clairvoyance || 1.2x || Reveals the target&#039;s realm&#039;s Town Crier.  || Currently not enabled due to [[Global town crier|Town Crier]].&lt;br /&gt;
|-&lt;br /&gt;
| Vision || 0.5x || Reveals the target dominion&#039;s techs, if any. ||&lt;br /&gt;
|-&lt;br /&gt;
| Disclosure || 0.5x || Reveals the target&#039;s hero. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive Duration Spells ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|-&lt;br /&gt;
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|-&lt;br /&gt;
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|-&lt;br /&gt;
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|-&lt;br /&gt;
| Miasma || 3x || Increases mana drain by 50 % and decreases WPA by 5 % || This is a Nox-only war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive Damage Spells==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Fireball || 3x || Kills 5% of unprotected peasants and destroys food. || This is a war-only black op. || See Vulnerability below. &lt;br /&gt;
|-&lt;br /&gt;
| Lightning Bolt || 3.25x || Damages [[castle]] by destroying 0.2% science, 0.2% keep, 0.2% forges, 0.2% walls. || This is a war-only black op. || See Vulnerability below. &lt;br /&gt;
|-&lt;br /&gt;
| Disband Spies || 3.5x || Turns 2% of the target&#039;s spies into draftees. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
|  Cyclone || 2x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation). &lt;br /&gt;
Cyclone now awards wizard mastery when rebuilding a wonder at the same rate as [[Wonder#Wonder_Prestige|wonder prestige]], 25-75 based on damage dealt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vulnerability and Damage Scaling ===&lt;br /&gt;
&lt;br /&gt;
As of Round 40, Fireball and Lightning Bolt now utilize the following effects:&lt;br /&gt;
* Burning: status effect (spell). Increases Fireball damage by 100 %, applies Rejuvenation upon expiration. Grants immunity to Lightning Storm. Lasts for 20 hours, plus 1 hour for every four days from day 4 onwards. Extended by 18 hours in mutual war and when declaring war.&lt;br /&gt;
* Lightning Storm: status effect (spell). Increases Lightning Bolt damage by 50 %, applies Rejuvenation upon expiration. Grants immunity to Burning. Lasts for 20 hours, plus 1 hour for every four days from day 4 onwards. Extended by 18 hours in mutual war and when declaring war.&lt;br /&gt;
* Rejuvenation: status effect (spell) with 48 hour duration, increases population growth by 200%, reduces spell damage by 75%, immune to Burning and Lightning Storm, cancelled if target&#039;s realm declares war.&lt;br /&gt;
&lt;br /&gt;
Burning or Lightning Storm will trigger once 20 Fireballs or Lightning Bolts respectively are cast on a target within a single tick, or up to 30 of the same spell within 24 ticks, while War is active. The time within the tick does not matter: a spell at 10:01 server is counted the same as a spell at 10:57 server.&lt;br /&gt;
&lt;br /&gt;
Additionally, only a certain percentage of peasants, as well as Castle investments, are vulnerable to being attacked by Fireball and Lightning Bolt. &lt;br /&gt;
* 50 % of a Dominion&#039;s Peasants are vulnerable to Fireball. Every Wizard - or 0.5 Archmage - protects 5 peasants from being burnt through Fireball. This increases to 20 peasants per Wizard per Wizard Guild, at a maximum of 6 Wizards per Wizard Guild.&lt;br /&gt;
* 20 % of total Castle investments in Science, Keep, Forges, and Walls are vulnerable to Lightning Bolt. This amount (in numbers) is reduced by 10 % per 1 % Wizard Guilds, to a maximum of -50 %.&lt;br /&gt;
&lt;br /&gt;
This is then further adjusted by the victim&#039;s Spires, multiplicative. For example: at 20000 peasants, 500 Wizards, no Wizard Guilds, and 10 % Spires, the amount of vulnerable peasants comes out to: &amp;lt;code&amp;gt; (20000 * 0.5 - (500 * 6)) * 0.9 = 6300&amp;lt;/code&amp;gt; vulnerable peasants. Similarly, a castle with 10 million investment points in Science, Keep, and Walls, and 1 % Wizard Guilds and 5 % Spires, would have &amp;lt;code&amp;gt; 10000000 * 0.2 * 0.9 * 0.95 = 1710000&amp;lt;/code&amp;gt; investment points vulnerable, down from 2 million baseline. &lt;br /&gt;
&lt;br /&gt;
Both vulnerabilities can be reduced down by 80 % in total, meaning a maximally protected Dominion will have 10 % of their peasants still vulnerable (20 % of 50 % is 10 %) and 4 % of their relevant Castle investments (20 % of 20 %). &lt;br /&gt;
&lt;br /&gt;
Energy Mirror does not reduce vulnerability, but does reduce damage. This effectively means it takes more spells for the casters to drop someone to their minimum amount of peasants or investments. Rejuvenation, the Wizard Academy Wonder, and the Weather Manipulation tech (Lightning Bolt only) also only reduce damage. This effect can stack up to 80 % reduced damage.&lt;br /&gt;
&lt;br /&gt;
Disband Spies does not use the vulnerability mechanics and always does the same base amount (2 % of target&#039;s spies) of damage, adjusted by damage reduction. (I.e. Energy Mirror, Rejuvenation, etc.)&lt;br /&gt;
&lt;br /&gt;
== Racial Spells ==&lt;br /&gt;
&lt;br /&gt;
Each race has access to one racial self spell. All racial spells have a 5x cost multiplier, as well as a duration of 12 hours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Race !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s Flame || [[Firewalker]] ||  Increases alchemy production by 15 platinum ||&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s Frost || [[Icekin]] || +15% platinum production || Not cumulative with Midas Touch &lt;br /&gt;
|-&lt;br /&gt;
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||&lt;br /&gt;
|-&lt;br /&gt;
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +10% offensive power||&lt;br /&gt;
|- &lt;br /&gt;
| Cull the Weak || [[Undead]] || Sacrifice Skeletons and Ghouls to summon Necromancers and Death Knights (2 plus 1 per 750 acres, hourly), Cancels and cancelled by Midas Touch ||&lt;br /&gt;
|-&lt;br /&gt;
| Delve Into Shadow || [[Dark Elf]] || Exploring platinum cost reduced by 1% per 100 Wizard Mastery, Failed spells refund 50% of their mana cost || &lt;br /&gt;
|-&lt;br /&gt;
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||&lt;br /&gt;
|-&lt;br /&gt;
| Favorable Terrain || [[Nomad]] || +1% offensive power for every 1% barren land (max +10%)||&lt;br /&gt;
|-&lt;br /&gt;
| Feral Hunger || [[Lycanthrope]] || Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack) ||&lt;br /&gt;
|-&lt;br /&gt;
| Frenzy || [[Halfling]] || +20 % Spy Power, -10 % Spy losses on failed operations ||&lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia&#039;s Watch &lt;br /&gt;
|-&lt;br /&gt;
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares&#039; Call&lt;br /&gt;
|-&lt;br /&gt;
| Killing Rage || [[Goblin]] || +10% offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Miner&#039;s Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength&lt;br /&gt;
|-&lt;br /&gt;
| Nightfall || [[Nox]] || +5 % offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Parasitic Hunger || [[Spirit (Legacy)]] || +50 % conversion rate || Used to be on Undead as well, before a rework.&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Ghost || [[Spirit]] and [[Dark Elf (Legacy)]] || Enemy draftees do not participate in battle ||&lt;br /&gt;
|-&lt;br /&gt;
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WPA ==&lt;br /&gt;
The wizard ratio or Wizards Per Acre (WPA) is an important factor in the success of offensive spells. If your WPA is higher than that of your target, you are more likely to successfully cast spells on them. Each archmage counts as 2 wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.&lt;br /&gt;
&lt;br /&gt;
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.&lt;br /&gt;
&lt;br /&gt;
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.&lt;br /&gt;
&lt;br /&gt;
== Wizard Strength ==&lt;br /&gt;
&lt;br /&gt;
Wizard strength starts at 100% and decreases with every spell cast (including self-spells). Information ops decrease your wizard strength by 2% while self spells and offensive spells decrease your strength by 5%.&lt;br /&gt;
Wizard strength refreshes by 4% every hour but this can be increased with [[Buildings|Guilds]], [[Resilience|spy resilience]], and [[Teching|techs]]. No spells may be cast if your wizard strength is below 30%.&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
&lt;br /&gt;
The chance of success is determined through one of two formulas. See [[Ops#Formula|Formula]] page for details.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Ops#Formula|Ops Formula]]&lt;br /&gt;
* [[Espionage]]&lt;br /&gt;
* [[Op Center]]&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2519</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2519"/>
		<updated>2026-03-16T18:47:43Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: Undo revision 2421 by Extravadanza (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Morale&#039;&#039;&#039; is an aspect of your dominion which affects your [[OP]] and [[DP]]. In some cases it can affect your [[Prestige]] gains from attacking.  It is reduced by [[exploration]] and [[invading]].&lt;br /&gt;
&lt;br /&gt;
== Drop ==&lt;br /&gt;
&lt;br /&gt;
Invading causes an immediate drop of 5% for attacks 75% and greater of your land size. For hits below 75%, the following formula is used as well:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Range - 0.40) * 100 / 7) - 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You cannot invade if your morale is below 80%.&lt;br /&gt;
&lt;br /&gt;
Exploring is not limited by morale.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
Morale is a multiplicative bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Bonus * Morale Penalty&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Morale Penalty is calculated as &amp;lt;code&amp;gt;0.9 + (Morale / 1000)&amp;lt;/code&amp;gt; where morale is represented as a whole number such as 95 for 95% morale&lt;br /&gt;
&lt;br /&gt;
Morale affects [[Prestige]] gains differently than above, which can be found in the [[Prestige]] page.&lt;br /&gt;
&lt;br /&gt;
== Refresh ==&lt;br /&gt;
&lt;br /&gt;
Morale refreshes by 6% per hour when under 80% and by 3% when 80% or higher.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Invading]]&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Heroes&amp;diff=2476</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Heroes&amp;diff=2476"/>
		<updated>2026-01-16T16:38:02Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: updated table values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Heroes&#039;&#039;&#039; are a feature introduced in [[Round 32]], giving a small but scaling passive bonus to a Dominion. No resources are required to generate one, though a small investment is required to start gaining a benefit.&lt;br /&gt;
&lt;br /&gt;
== Creating a Hero ==&lt;br /&gt;
&lt;br /&gt;
Creating a hero can be done at any time in the life of a Dominion, simply by going to the Heroes page, located under the &#039;Dominion&#039; heading in the left-hand side menu. Select the type from the dropdown, press the Randomize button or name the Hero yourself, and that&#039;s all that&#039;s needed to create one. Names cannot be edited, however, so choose the name wisely. &lt;br /&gt;
&lt;br /&gt;
== Types, Scaling, and Experience ==&lt;br /&gt;
&lt;br /&gt;
There are eight types of basic Heroes in the game. Each type grants a different bonus, aimed at improving different aspects of a Dominion. They gain experience through taking [[Ops#Info_Ops|Info Ops]] or [[Ops#Theft_.26_Black_Ops|Black Ops]], but not Theft Ops, as well as through exploring and invading other Dominions. Experience is lost when being invaded, though Heroes can never lose a level in this way. Every hero starts at level 0, where no bonus is granted, and can reach level 12 at most. &lt;br /&gt;
&lt;br /&gt;
=== Types and Scaling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Type of Hero&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Bonus Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Scaling per level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&lt;br /&gt;
| Platinum Production &lt;br /&gt;
| +0.30 %&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Architect&lt;br /&gt;
| Construction Cost&lt;br /&gt;
| -1.25 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| Military Unit Cost&lt;br /&gt;
| -0.20 %&lt;br /&gt;
| Gnome Ore Costs not affected.&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| Investment&lt;br /&gt;
| +0.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Farmer&lt;br /&gt;
| Food Produced&lt;br /&gt;
| +1.5 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Healer&lt;br /&gt;
| Casualty Reduction&lt;br /&gt;
| +1.00 %&lt;br /&gt;
| Non-unit [[Casualties#List_of_Casualty_Reducing_Bonuses|casualty]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| Infiltrator&lt;br /&gt;
| Spy Power&lt;br /&gt;
| +2.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer&lt;br /&gt;
| Wizard Power&lt;br /&gt;
| +2.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Advanced&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Scholar (heavy tech)&lt;br /&gt;
| Maximum Population&lt;br /&gt;
| +0.15 %&lt;br /&gt;
| Requires 7500 RP&lt;br /&gt;
|-&lt;br /&gt;
| Scion (deconverter)&lt;br /&gt;
| Explore Cost&lt;br /&gt;
| -0.25 %&lt;br /&gt;
| Requires 500 Prestige&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bonus scales per level, and is found by multiplying the level with the scaling per level. E.g. a level 4 Blacksmith will give 0.25 % x 4 = 1.00 % military cost reduction. Additionally, [[Shrines]] and the [[Wonders|Altar of Heroes]] increase the effectiveness of heroes. A level 10 Alchemist with the Altar of Heroes wonder would give 4.00 % extra platinum because the wonder increases hero bonuses by 100 %. Note that a level 0 hero will not give any benefits whatsoever, no matter the amount of other bonuses: multiplying by a hero level of 0 is always 0.&lt;br /&gt;
&lt;br /&gt;
As of round 46, it&#039;s possible to change between classes. This has a 96 hour cooldown can be done between any class you have unlocked or would unlock. Any previous class you had will give half bonuses to what you had previously: if you had a level 4 Farmer before changing the class to something else, you would have a 3 % food produced bonus on top of your other hero&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
Experience or XP for heroes is gained in four distinct ways. The simplest, and the one most people will encounter, is by doing Info Ops on other &#039;&#039;human&#039;&#039; players. Every successful Info Op grants XP to a hero. As of round 46, doing Spy Ops, e.g. Barracks Spy or Survey Dominion, grants 2 XP, while Magic Ops, e.g. Clear Sight or Vision, grant 3 XP. Thus, a typical check to see what someone&#039;s DP is will usually grant 7 to 11 XP: 3 for a Clear Sight, 2 each for a Survey Dominion, and a Castle Spy, plus 2 each more for the potentially required Barracks Spy and Land Spy. However, opping bots does not grant any experience.&lt;br /&gt;
&lt;br /&gt;
Bounties can also grant additional XP, but only for the first few you take per day. Those grant 8 XP regardless of type of op. &lt;br /&gt;
&lt;br /&gt;
The second method of gaining experience is to use Black or War Ops on someone else. There is a distinction between the Black Ops that are always available and the War Ops that are unlocked through being at war or recently invaded: Black Ops like Assassinate Draftees or Insect Swarm grant 4 XP per success, while War Ops like Assassinate Wizards or Fireball grant 6 XP per success. Magic that is reflected back via the Energy Mirror spell does NOT count as a success here.&lt;br /&gt;
&lt;br /&gt;
The third method of gaining experience is exploring. For each acre explored _after protection_, your hero will gain 0.25 XP.&lt;br /&gt;
&lt;br /&gt;
The final method of gaining experience is invasion. For every acre gained during an invasion, including generation, your hero gets 1 XP. This experience is applied immediately upon successful invasion; failing an attack will not grant any experience. &lt;br /&gt;
&lt;br /&gt;
For all of these methods, Shrines and the Altar of Heroes wonder offer increases in experience: 25 % per 1 % Shrines to a maximum of 200 %, or 20 % for the Altar. These stack with each other. These bonuses will very likely cause experience to be fractional, causing the message at the top of the screen to say &amp;quot;You gain 2.04 XP&amp;quot; or similar. Though the Heroes page itself will only show integers, the fraction is tracked, and will tick over, e.g. doing 5 regular spy ops while having 5 % Shrines - a 125 % XP bonus - would grant 22.5 XP instead of the regular 10.&lt;br /&gt;
&lt;br /&gt;
Experience can also be lost in two different ways. The most conventional way to lose experience on a hero is to be invaded: for every acre lost, a hero loses 1 XP, to a floor of whatever experience they need to retain their level. Heroes will never lose levels through invasion. Additionally, selecting a new type of hero, e.g. switching out an Alchemist for a Blacksmith, removes all experience gained within that level. For example: switching your hero while you have a total of 1100 XP would put experience for the new class at 1000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Experience&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;required&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| 1000&lt;br /&gt;
| 1500&lt;br /&gt;
| 2250&lt;br /&gt;
| 3000&lt;br /&gt;
| 3750&lt;br /&gt;
| 4700&lt;br /&gt;
| 6000&lt;br /&gt;
| 7750&lt;br /&gt;
| 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hero Upgrades == &lt;br /&gt;
&lt;br /&gt;
At levels 2, 4, and 6, your hero can unlock a new perk from among the choices at that level. You must choose wisely: all choices are permanent. The advanced hero classes each have one upgrade that is automatically unlocked when selecting them, meaning you cannot opt out. For Scholar, this reduces your future improvements and for Scion, your offense is reduced so that you cannot attack again. (Though hitting wonders or raids are still okay.) Scion can also select between two choices at level 0: these two are one time use only, even if you take Scion, reclass out of Scion, and then class back into Scion at a later date.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Name of Upgrade&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Classes&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pursuit of Knowledge&lt;br /&gt;
| N/A&lt;br /&gt;
| Scholar&lt;br /&gt;
| +30% research point production, -20% castle investment bonus&lt;br /&gt;
|-&lt;br /&gt;
| Disarmament&lt;br /&gt;
| N/A&lt;br /&gt;
| Scion&lt;br /&gt;
| -100% offensive power, Destroying military buildings (Gryphon Nests, Guard Towers, and Temples) awards discounted land&lt;br /&gt;
|-&lt;br /&gt;
| Martyrdom&lt;br /&gt;
| 0&lt;br /&gt;
| Scion&lt;br /&gt;
| Reduces the cost of spy and wizard training by 1% per 15 prestige (max 50%) for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| Revised Strategy&lt;br /&gt;
| 0&lt;br /&gt;
| Scion&lt;br /&gt;
| Reset all techs, then gain RP to unlock up to 5 techs lost plus 50% of the remaining techs lost&lt;br /&gt;
|-&lt;br /&gt;
| Enchantment&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| -1% wizard strength cost of self spells&lt;br /&gt;
|-&lt;br /&gt;
| Illusion&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Failed spy ops no longer reveal your identity&lt;br /&gt;
|-&lt;br /&gt;
| King&#039;s Banner&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| -2% morale loss from invasion&lt;br /&gt;
|-&lt;br /&gt;
| Scribe&#039;s Journal&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| +10% research point gains from invasion&lt;br /&gt;
|-&lt;br /&gt;
| Spyglass&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Survey Dominion and Land Spy now cost 1% spy strength&lt;br /&gt;
|-&lt;br /&gt;
| Divination&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| -10% cost of info spells&lt;br /&gt;
|-&lt;br /&gt;
| Hammer of Retribution&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| +5 prestige gains from invasion if the target realm has attacked your realm (doubled if in the last 24 hours)&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Detection&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| +20% enemy spy losses on failed operations&lt;br /&gt;
|-&lt;br /&gt;
| Transmutation&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Mana can be converted into other resources&lt;br /&gt;
|-&lt;br /&gt;
| Abjuration&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| -10% enemy lightning bolt damage&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Magic Sigils&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| -2 hours enemy spell duration&lt;br /&gt;
|-&lt;br /&gt;
| Blade of Sundering&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +20 % attack damage against wonders&lt;br /&gt;
|-&lt;br /&gt;
| Evocation&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +10% fireball damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff of the Stormcaller&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +20 % Cyclone damage&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy and Tips == &lt;br /&gt;
&lt;br /&gt;
Though Heroes are only a small part of your Dominion, and will not make or break a strategy, there are some strategic decisions to be made. As all bonuses are additive with other bonuses of the same name, certain Heroes and certain races do not necessarily work together well. For example, a typical [[Spirit]] build features heavy use of the Spectral Warrior with Almost Never Dies if not bottomfeeding. A Healer would therefore not do much: that Hero would only reduce casualties on Phantom Knights, Banshees, or when the High Cleric Tower [[Wonder]] is involved, reducing the use-case. [[Icekin]] only cares about the raw WPA for the Ice Elemental OP, and if they do have maximum or near-maximum raw WPA, it is not very likely that there will be any issues with most magic [[Ops]] they want to cast on others. The Sorcerer would likely be overkill and not add much. Lastly, a [[Gnome]] Explorer will get very limited use out of the Blacksmith: Ore costs cannot be reduced, and the Rockapult is already quite cheap on platinum. Combined with not always needing to actually train DP, the actual benefits would be rather limited.&lt;br /&gt;
&lt;br /&gt;
On the other hand, using an Infiltrator or Sorcerer Hero as the Dominion who helps the realm get ops on other people can be a useful boost and space-saver. The Infiltrator is likely more useful in this role, as it is possible to increase WPA via the Spires [[Improvements|Improvement]], but if the race is [[Halfling]] or [[Lizardfolk]] with a lot of Elite DP, the Sorcerer can see good use: the high native SPA means the ops needed are likely doable to get without any additional bonus. &lt;br /&gt;
&lt;br /&gt;
Rerolling a Hero is also an option that shouldn&#039;t be dismissed out of hand: requirements change as the round goes on. A converter might decide to run an Alchemist, Engineer, or Infiltrator for the first half of the round, but when the convert starts, they might switch to a Blacksmith to help with faster unit training; or they might decide to reroll into a Healer just before the first hit to have some extra casualty reduction. &lt;br /&gt;
&lt;br /&gt;
Lastly, the Healer, Infiltrator, and Sorcerer Heroes have bonuses that are directly tied to a method of experience gathering. For these Heroes, the level that they were as the button was pressed applies. For example: Dominion A has a level 1 Healer at 280 experience. They invade, hitting for 330 acres after generation, levelling the Healer to level 3 with 610 experience. However, casualties are still calculated with the level 1 Healer bonus. Any hits they take, however, would be calculated with the level 3 Healer.&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Buildings&amp;diff=2444</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Buildings&amp;diff=2444"/>
		<updated>2025-11-12T19:57:50Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: update to description of factory and shrine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
&lt;br /&gt;
Buildings are the backbone of your [[dominion]] and provide you with [[production]] and various bonuses.&lt;br /&gt;
&lt;br /&gt;
All constructed buildings except for Homes and Barracks provide 20 jobs and which are automatically filled by unemployed peasants. During construction all buildings provide 15 population. All constructed buildings except for Homes and Barracks provide 15 raw population.  See [[population]] for explanation on the difference between raw and modified population.&lt;br /&gt;
&lt;br /&gt;
Buildings can only be [[#Construction|constructed]] on acres of [[Land#Barren|barren]] [[Land|land]]. Buildings cost [[Production#Platinum|platinum]] and [[Production#Lumber|lumber]], and require 1 acre of barren land. The [[#Construction|cost]] in platinum and lumber increases depending on your total land size.&lt;br /&gt;
&lt;br /&gt;
Each building can only be built on a specific [[Land#Types|land type]]. The land type for each building is always the same, except for &#039;&#039;&#039;Homes&#039;&#039;&#039;, which depends on your [[race|race]].&lt;br /&gt;
&lt;br /&gt;
All buildings take 12 hours to build. You can instantly [[#Destroy_Buildings|destroy buildings]].&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building&lt;br /&gt;
! Land Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Home&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;[[Races|Race]] Specific&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Houses 30 people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Diamond Mine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Cavern&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 15 [[gems]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | School&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Cavern&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces (1 - (Schools / Total Land)) research points per hour (minimum of 0.5). Production is capped if Schools exceed 50% of Total Land.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Lumberyard&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Forest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 50 [[lumber]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Barracks&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Houses 36 trained or training [[military|military units]]. Does not increase capacity as other buildings do for [[population]] bonuses. Can be increased with the Bunk Beds [[teching|technology]] and School of War [[wonder]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Factory&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces building [[construction|construction costs]] and [[rezone|rezoning costs]] by 5% per 1% owned, up to a maximum of 50% bonus at 10% owned. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Guard Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[Defensive Power]] by 1.6 * (Guard Towers / Total Land)% to a maximum of 32% bonus at 20% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Shrine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[hero]] experience gain by 40% per 1% owned, up to a maximum of 200% at 5% owned.&lt;br /&gt;
Increases [[hero]] bonus by 40% per 1% owned, up to a maximum of 200% at 5% owned. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Gryphon Nest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[Offensive Power]] by 1.6 * (Gryphon Nests / Total Land)% to a maximum of 32% bonus at 20% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ore Mine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 60 [[ore]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Alchemy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 45 [[platinum]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Farms&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 80 bushels of [[food]] per hour.&lt;br /&gt;
&lt;br /&gt;
Each peasant, draftee, and military unit eats 0.25 bushels of food every hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Masonry&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases ALL [[Castle|Castle Bonuses]] by 2.6 * (Masonries / Total Land)%, no maximum&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Smithy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces [[Military]] Unit costs (except Wizards, ArchMages, and Spies) by 2 * (Smithies / Total Land)% to a maximum of 36% bonus at 18% owned.&lt;br /&gt;
&lt;br /&gt;
Ore costs are affected for all races but the Gnomes. Platinum costs affected for all races.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Temple&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[population]] growth rate by 6 * (Temples / Total Land)%&lt;br /&gt;
&lt;br /&gt;
Reduces defensive bonuses of a target dominion during invasion by 1.35 * (Temples / Total Land)% to a minimum of 0% defensive bonus (maximum reduction 27% at 20% owned)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 25 [[mana]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Guild&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 5 mana per hour.&lt;br /&gt;
&lt;br /&gt;
Each Wizard Guild increases the number of peasants protected from Fireball to 20 (from 5) for up to 6 wizards (max 120 per Guild).&lt;br /&gt;
&lt;br /&gt;
Reduces damage from Lightning Bolt by 10% per 1% owned, up to a maximum of 50% at 5% owned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dock&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Water&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 1 boat every 20 hours on average, produces 40 bushels of food per hour and each dock prevents 2.25 + [0.05 x daysInRound] of your boats from being sunk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Constructing buildings costs [[platinum]] and [[lumber]]. The formulas are below. &lt;br /&gt;
&lt;br /&gt;
Acres gained by [[Invading]] someone 75% or larger will be discounted. The discount starts at 50%. After Day 25, the discount grows by 0.75% each day until a maximum of 65% reduction is reached on Day 45.&lt;br /&gt;
In addition, if you are invaded, lost buildings will give you the same discount. As of Round 18, these discounts do not stack.&lt;br /&gt;
&lt;br /&gt;
=== Platinum cost ===&lt;br /&gt;
&amp;lt;code&amp;gt;(ExploredAcres - 250)*1.25 + 850 + ConqueredAcres&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lumber cost ===&lt;br /&gt;
&amp;lt;code&amp;gt;(ExploreAcres-250)*0.285 + 87.5  + ConqueredAcres/4.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonuses from factories, techs, wonders, etc, are added together, to a maximum of -75%, before multiplying these cost formulas.&lt;br /&gt;
&lt;br /&gt;
== Destroy Building ==&lt;br /&gt;
&lt;br /&gt;
You can destroy buildings by going to the [https://beta.opendominion.net/dominion/destroy Destroy Buildings] page.&lt;br /&gt;
&lt;br /&gt;
Destroying a building is immediate and frees up one acre of the corresponding land type.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Rezone]]&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Heroes&amp;diff=2443</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Heroes&amp;diff=2443"/>
		<updated>2025-11-12T19:48:38Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: edit arch hero note for accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Heroes&#039;&#039;&#039; are a feature introduced in [[Round 32]], giving a small but scaling passive bonus to a Dominion. No resources are required to generate one, though a small investment is required to start gaining a benefit.&lt;br /&gt;
&lt;br /&gt;
== Creating a Hero ==&lt;br /&gt;
&lt;br /&gt;
Creating a hero can be done at any time in the life of a Dominion, simply by going to the Heroes page, located under the &#039;Dominion&#039; heading in the left-hand side menu. Select the type from the dropdown, press the Randomize button or name the Hero yourself, and that&#039;s all that&#039;s needed to create one. Names cannot be edited, however, so choose the name wisely. &lt;br /&gt;
&lt;br /&gt;
== Types, Scaling, and Experience ==&lt;br /&gt;
&lt;br /&gt;
There are eight types of basic Heroes in the game. Each type grants a different bonus, aimed at improving different aspects of a Dominion. They gain experience through taking [[Ops#Info_Ops|Info Ops]] or [[Ops#Theft_.26_Black_Ops|Black Ops]], but not Theft Ops, as well as through exploring and invading other Dominions. Experience is lost when being invaded, though Heroes can never lose a level in this way. Every hero starts at level 0, where no bonus is granted, and can reach level 12 at most. &lt;br /&gt;
&lt;br /&gt;
=== Types and Scaling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Type of Hero&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Bonus Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Scaling per level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&lt;br /&gt;
| Platinum Production &lt;br /&gt;
| +0.20 %&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Architect&lt;br /&gt;
| Construction Cost&lt;br /&gt;
| -1.20 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| Military Unit Cost&lt;br /&gt;
| -0.25 %&lt;br /&gt;
| Gnome Ore Costs not affected.&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| Investment&lt;br /&gt;
| +0.75 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Farmer&lt;br /&gt;
| Food Produced&lt;br /&gt;
| +1.5 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Healer&lt;br /&gt;
| Casualty Reduction&lt;br /&gt;
| +1.00 %&lt;br /&gt;
| Non-unit [[Casualties#List_of_Casualty_Reducing_Bonuses|casualty]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| Infiltrator&lt;br /&gt;
| Spy Power&lt;br /&gt;
| +2.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer&lt;br /&gt;
| Wizard Power&lt;br /&gt;
| +2.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Advanced&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Scholar (heavy tech)&lt;br /&gt;
| Maximum Population&lt;br /&gt;
| +0.20 %&lt;br /&gt;
| Requires 7500 RP&lt;br /&gt;
|-&lt;br /&gt;
| Scion (deconverter)&lt;br /&gt;
| Explore Cost&lt;br /&gt;
| -0.25 %&lt;br /&gt;
| Requires 500 Prestige&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bonus scales per level, and is found by multiplying the level with the scaling per level. E.g. a level 4 Blacksmith will give 0.25 % x 4 = 1.00 % military cost reduction. Additionally, [[Shrines]] and the [[Wonders|Altar of Heroes]] increase the effectiveness of heroes. A level 10 Alchemist with the Altar of Heroes wonder would give 4.00 % extra platinum because the wonder increases hero bonuses by 100 %. Note that a level 0 hero will not give any benefits whatsoever, no matter the amount of other bonuses: multiplying by a hero level of 0 is always 0.&lt;br /&gt;
&lt;br /&gt;
As of round 46, it&#039;s possible to change between classes. This has a 96 hour cooldown can be done between any class you have unlocked or would unlock. Any previous class you had will give half bonuses to what you had previously: if you had a level 4 Farmer before changing the class to something else, you would have a 3 % food produced bonus on top of your other hero&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
Experience or XP for heroes is gained in four distinct ways. The simplest, and the one most people will encounter, is by doing Info Ops on other &#039;&#039;human&#039;&#039; players. Every successful Info Op grants XP to a hero. As of round 46, doing Spy Ops, e.g. Barracks Spy or Survey Dominion, grants 2 XP, while Magic Ops, e.g. Clear Sight or Vision, grant 3 XP. Thus, a typical check to see what someone&#039;s DP is will usually grant 7 to 11 XP: 3 for a Clear Sight, 2 each for a Survey Dominion, and a Castle Spy, plus 2 each more for the potentially required Barracks Spy and Land Spy. However, opping bots does not grant any experience.&lt;br /&gt;
&lt;br /&gt;
Bounties can also grant additional XP, but only for the first few you take per day. Those grant 8 XP regardless of type of op. &lt;br /&gt;
&lt;br /&gt;
The second method of gaining experience is to use Black or War Ops on someone else. There is a distinction between the Black Ops that are always available and the War Ops that are unlocked through being at war or recently invaded: Black Ops like Assassinate Draftees or Insect Swarm grant 4 XP per success, while War Ops like Assassinate Wizards or Fireball grant 6 XP per success. Magic that is reflected back via the Energy Mirror spell does NOT count as a success here.&lt;br /&gt;
&lt;br /&gt;
The third method of gaining experience is exploring. For each acre explored _after protection_, your hero will gain 0.25 XP.&lt;br /&gt;
&lt;br /&gt;
The final method of gaining experience is invasion. For every acre gained during an invasion, including generation, your hero gets 1 XP. This experience is applied immediately upon successful invasion; failing an attack will not grant any experience. &lt;br /&gt;
&lt;br /&gt;
For all of these methods, Shrines and the Altar of Heroes wonder offer increases in experience: 25 % per 1 % Shrines to a maximum of 200 %, or 20 % for the Altar. These stack with each other. These bonuses will very likely cause experience to be fractional, causing the message at the top of the screen to say &amp;quot;You gain 2.04 XP&amp;quot; or similar. Though the Heroes page itself will only show integers, the fraction is tracked, and will tick over, e.g. doing 5 regular spy ops while having 5 % Shrines - a 125 % XP bonus - would grant 22.5 XP instead of the regular 10.&lt;br /&gt;
&lt;br /&gt;
Experience can also be lost in two different ways. The most conventional way to lose experience on a hero is to be invaded: for every acre lost, a hero loses 1 XP, to a floor of whatever experience they need to retain their level. Heroes will never lose levels through invasion. Additionally, selecting a new type of hero, e.g. switching out an Alchemist for a Blacksmith, removes all experience gained within that level. For example: switching your hero while you have a total of 1100 XP would put experience for the new class at 1000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Experience&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;required&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| 1000&lt;br /&gt;
| 1500&lt;br /&gt;
| 2250&lt;br /&gt;
| 3000&lt;br /&gt;
| 3750&lt;br /&gt;
| 4700&lt;br /&gt;
| 6000&lt;br /&gt;
| 7750&lt;br /&gt;
| 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hero Upgrades == &lt;br /&gt;
&lt;br /&gt;
At levels 2, 4, and 6, your hero can unlock a new perk from among the choices at that level. You must choose wisely: all choices are permanent. The advanced hero classes each have one upgrade that is automatically unlocked when selecting them, meaning you cannot opt out. For Scholar, this reduces your future improvements and for Scion, your offense is reduced so that you cannot attack again. (Though hitting wonders or raids are still okay.) Scion can also select between two choices at level 0: these two are one time use only, even if you take Scion, reclass out of Scion, and then class back into Scion at a later date.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Name of Upgrade&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Classes&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pursuit of Knowledge&lt;br /&gt;
| N/A&lt;br /&gt;
| Scholar&lt;br /&gt;
| +30% research point production, -20% castle investment bonus&lt;br /&gt;
|-&lt;br /&gt;
| Disarmament&lt;br /&gt;
| N/A&lt;br /&gt;
| Scion&lt;br /&gt;
| -100% offensive power, Destroying military buildings (Gryphon Nests, Guard Towers, and Temples) awards discounted land&lt;br /&gt;
|-&lt;br /&gt;
| Martyrdom&lt;br /&gt;
| 0&lt;br /&gt;
| Scion&lt;br /&gt;
| Reduces the cost of spy and wizard training by 1% per 15 prestige (max 50%) for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| Revised Strategy&lt;br /&gt;
| 0&lt;br /&gt;
| Scion&lt;br /&gt;
| Reset all techs, then gain RP to unlock up to 5 techs lost plus 50% of the remaining techs lost&lt;br /&gt;
|-&lt;br /&gt;
| Enchantment&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| -1% wizard strength cost of self spells&lt;br /&gt;
|-&lt;br /&gt;
| Illusion&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Failed spy ops no longer reveal your identity&lt;br /&gt;
|-&lt;br /&gt;
| King&#039;s Banner&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| -2% morale loss from invasion&lt;br /&gt;
|-&lt;br /&gt;
| Scribe&#039;s Journal&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| +10% research point gains from invasion&lt;br /&gt;
|-&lt;br /&gt;
| Spyglass&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Survey Dominion and Land Spy now cost 1% spy strength&lt;br /&gt;
|-&lt;br /&gt;
| Divination&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| -10% cost of info spells&lt;br /&gt;
|-&lt;br /&gt;
| Hammer of Retribution&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| +5 prestige gains from invasion if the target realm has attacked your realm (doubled if in the last 24 hours)&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Detection&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| +20% enemy spy losses on failed operations&lt;br /&gt;
|-&lt;br /&gt;
| Transmutation&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Mana can be converted into other resources&lt;br /&gt;
|-&lt;br /&gt;
| Abjuration&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| -10% enemy lightning bolt damage&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Magic Sigils&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| -2 hours enemy spell duration&lt;br /&gt;
|-&lt;br /&gt;
| Blade of Sundering&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +20 % attack damage against wonders&lt;br /&gt;
|-&lt;br /&gt;
| Evocation&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +10% fireball damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff of the Stormcaller&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +20 % Cyclone damage&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy and Tips == &lt;br /&gt;
&lt;br /&gt;
Though Heroes are only a small part of your Dominion, and will not make or break a strategy, there are some strategic decisions to be made. As all bonuses are additive with other bonuses of the same name, certain Heroes and certain races do not necessarily work together well. For example, a typical [[Spirit]] build features heavy use of the Spectral Warrior with Almost Never Dies if not bottomfeeding. A Healer would therefore not do much: that Hero would only reduce casualties on Phantom Knights, Banshees, or when the High Cleric Tower [[Wonder]] is involved, reducing the use-case. [[Icekin]] only cares about the raw WPA for the Ice Elemental OP, and if they do have maximum or near-maximum raw WPA, it is not very likely that there will be any issues with most magic [[Ops]] they want to cast on others. The Sorcerer would likely be overkill and not add much. Lastly, a [[Gnome]] Explorer will get very limited use out of the Blacksmith: Ore costs cannot be reduced, and the Rockapult is already quite cheap on platinum. Combined with not always needing to actually train DP, the actual benefits would be rather limited.&lt;br /&gt;
&lt;br /&gt;
On the other hand, using an Infiltrator or Sorcerer Hero as the Dominion who helps the realm get ops on other people can be a useful boost and space-saver. The Infiltrator is likely more useful in this role, as it is possible to increase WPA via the Spires [[Improvements|Improvement]], but if the race is [[Halfling]] or [[Lizardfolk]] with a lot of Elite DP, the Sorcerer can see good use: the high native SPA means the ops needed are likely doable to get without any additional bonus. &lt;br /&gt;
&lt;br /&gt;
Rerolling a Hero is also an option that shouldn&#039;t be dismissed out of hand: requirements change as the round goes on. A converter might decide to run an Alchemist, Engineer, or Infiltrator for the first half of the round, but when the convert starts, they might switch to a Blacksmith to help with faster unit training; or they might decide to reroll into a Healer just before the first hit to have some extra casualty reduction. &lt;br /&gt;
&lt;br /&gt;
Lastly, the Healer, Infiltrator, and Sorcerer Heroes have bonuses that are directly tied to a method of experience gathering. For these Heroes, the level that they were as the button was pressed applies. For example: Dominion A has a level 1 Healer at 280 experience. They invade, hitting for 330 acres after generation, levelling the Healer to level 3 with 610 experience. However, casualties are still calculated with the level 1 Healer bonus. Any hits they take, however, would be calculated with the level 3 Healer.&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2423</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2423"/>
		<updated>2025-10-31T15:57:26Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Morale&#039;&#039;&#039; is an aspect of your dominion which affects your [[OP]] and [[DP]]. In some cases it can affect your [[Prestige]] gains from attacking.  It is reduced by [[exploration]] and [[invading]].&lt;br /&gt;
&lt;br /&gt;
== Drop ==&lt;br /&gt;
&lt;br /&gt;
Invading causes an immediate drop of 5% for attacks 75% and greater of your land size. For hits below 75%, the following formula is used as well:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Range - 0.40) * 100 / 7) - 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You cannot invade if your morale is below 70%.&lt;br /&gt;
&lt;br /&gt;
Exploring is not limited by morale.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
Morale is a multiplicative bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Bonus * Morale Penalty&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Morale Penalty is calculated as &amp;lt;code&amp;gt;0.9 + (Morale / 1000)&amp;lt;/code&amp;gt; where morale is represented as a whole number such as 95 for 95% morale&lt;br /&gt;
&lt;br /&gt;
Morale affects [[Prestige]] gains differently than above, which can be found in the [[Prestige]] page.&lt;br /&gt;
&lt;br /&gt;
== Refresh ==&lt;br /&gt;
&lt;br /&gt;
Morale refreshes by 6% per hour when under 80% and by 3% when 80% or higher.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Invading]]&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2422</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2422"/>
		<updated>2025-10-31T15:55:34Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Morale&#039;&#039;&#039; is an aspect of your dominion which affects your [[OP]] and [[DP]]. In some cases it can affect your [[Prestige]] gains from attacking.  It is reduced by [[exploration]] and [[invading]].&lt;br /&gt;
&lt;br /&gt;
== Drop ==&lt;br /&gt;
&lt;br /&gt;
Invading causes an immediate drop of 5% for attacks 75% and greater of your land size. For hits below 75%, the following formula is used as well:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Range - 0.40) * 100 / 7) - 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You cannot invade if your morale is below 70%.&lt;br /&gt;
&lt;br /&gt;
Exploring is not limited by morale.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
Morale is a multiplicative bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Bonus * Morale Penalty&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Morale Penalty is calculated as &amp;lt;code&amp;gt;0.9 + (Morale / 1000)&amp;lt;/code&amp;gt; where morale is between 70 and 100 inclusive&lt;br /&gt;
&lt;br /&gt;
Morale affects [[Prestige]] gains differently than above, which can be found in the [[Prestige]] page.&lt;br /&gt;
&lt;br /&gt;
== Refresh ==&lt;br /&gt;
&lt;br /&gt;
Morale refreshes by 6% per hour when under 80% and by 3% when 80% or higher.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Invading]]&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2421</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2421"/>
		<updated>2025-10-31T15:53:01Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: update to morale invasion limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Morale&#039;&#039;&#039; is an aspect of your dominion which affects your [[OP]] and [[DP]]. In some cases it can affect your [[Prestige]] gains from attacking.  It is reduced by [[exploration]] and [[invading]].&lt;br /&gt;
&lt;br /&gt;
== Drop ==&lt;br /&gt;
&lt;br /&gt;
Invading causes an immediate drop of 5% for attacks 75% and greater of your land size. For hits below 75%, the following formula is used as well:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Range - 0.40) * 100 / 7) - 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You cannot invade if your morale is below 70%.&lt;br /&gt;
&lt;br /&gt;
Exploring is not limited by morale.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
Morale is a multiplicative bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Bonus * Morale Penalty&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Morale Penalty is calculated as &amp;lt;code&amp;gt;0.9 + (Morale / 1000)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Morale affects [[Prestige]] gains differently than above, which can be found in the [[Prestige]] page.&lt;br /&gt;
&lt;br /&gt;
== Refresh ==&lt;br /&gt;
&lt;br /&gt;
Morale refreshes by 6% per hour when under 80% and by 3% when 80% or higher.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Invading]]&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2420</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2420"/>
		<updated>2025-10-31T15:45:25Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: references to prestige&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Morale&#039;&#039;&#039; is an aspect of your dominion which affects your [[OP]] and [[DP]]. In some cases it can affect your [[Prestige]] gains from attacking.  It is reduced by [[exploration]] and [[invading]].&lt;br /&gt;
&lt;br /&gt;
== Drop ==&lt;br /&gt;
&lt;br /&gt;
Invading causes an immediate drop of 5% for attacks 75% and greater of your land size. For hits below 75%, the following formula is used as well:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Range - 0.40) * 100 / 7) - 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You cannot invade if your morale is below 80%.&lt;br /&gt;
&lt;br /&gt;
Exploring is not limited by morale.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
Morale is a multiplicative bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Bonus * Morale Penalty&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Morale Penalty is calculated as &amp;lt;code&amp;gt;0.9 + (Morale / 1000)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Morale affects [[Prestige]] gains differently than above, which can be found in the [[Prestige]] page.&lt;br /&gt;
&lt;br /&gt;
== Refresh ==&lt;br /&gt;
&lt;br /&gt;
Morale refreshes by 6% per hour when under 80% and by 3% when 80% or higher.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Invading]]&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2419</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2419"/>
		<updated>2025-10-31T15:43:57Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Morale&#039;&#039;&#039; is an aspect of your dominion which affects your [[OP]] and [[DP]]. In some cases it can affect your [[Prestige]] gains from attacking.  It is reduced by [[exploration]] and [[invading]].&lt;br /&gt;
&lt;br /&gt;
== Drop ==&lt;br /&gt;
&lt;br /&gt;
Invading causes an immediate drop of 5% for attacks 75% and greater of your land size. For hits below 75%, the following formula is used as well:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Range - 0.40) * 100 / 7) - 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You cannot invade if your morale is below 80%.&lt;br /&gt;
&lt;br /&gt;
Exploring is not limited by morale.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
Morale is a multiplicative bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Bonus * Morale Penalty&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Morale Penalty is calculated as &amp;lt;code&amp;gt;0.9 + (Morale / 1000)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Refresh ==&lt;br /&gt;
&lt;br /&gt;
Morale refreshes by 6% per hour when under 80% and by 3% when 80% or higher.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Invading]]&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Prestige&amp;diff=2418</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Prestige&amp;diff=2418"/>
		<updated>2025-10-31T15:41:05Z</updated>

		<summary type="html">&lt;p&gt;Extravadanza: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Prestige&#039;&#039;&#039; is an incentive for [[attackers]].&lt;br /&gt;
&lt;br /&gt;
All dominions start with 250 prestige.&lt;br /&gt;
&lt;br /&gt;
== Prestige Bonus ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Multiplicative&lt;br /&gt;
! Additive&lt;br /&gt;
|-&lt;br /&gt;
| Offensive power&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Food production&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Prestige/100=x% bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplicative ====&lt;br /&gt;
&lt;br /&gt;
If you have 0% population modifiers you will still get the prestige bonus. &lt;br /&gt;
&lt;br /&gt;
For example, if you have 250 prestige and no other population bonuses you would get +2.5% max population:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1.00x(1+250/10000)=1.025&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gaining Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige is primarily gained by [[invading]] other dominions which are at least 75% your land size. &lt;br /&gt;
&lt;br /&gt;
Attacking a [[Wonder|wonder]] may also grant prestige if the wonder is taken from another realm.  See [[Wonder#Wonder Prestige|Wonder Prestige]].&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The standard formula for prestige gain is:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;[Min (200 * LandRatio - 115, 70) + MAX(TargetLand-750,0)/100] * Morale%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You can hit the same non-bot dominion twice without penalty. Starting with the 3rd hit, your prestige gain will dip by 10% each successive hit. This penalty is limited to 50%.&lt;br /&gt;
* You can hit a [[NPDs|bot]] 4 times before the penalty kicks in.  The penalty is 5% for each successive hit and is limited to 50%. This penalty treats all bots the same; hitting 4 different bots is equivalent to hitting the same bot 4 times.  &lt;br /&gt;
* The excessive hitting penalty is multiplicative with prestige bonuses (e.g. [[Teching|Techs]] or the Golden Throne [[Wonder]]). &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Hitting a 1500 acre target 75% of your size, while having 100% morale, yields &lt;br /&gt;
:&amp;lt;code&amp;gt;[200 * 75% - 115 + (1500-750)/100] * 1 = 43 prestige &amp;lt;/code&amp;gt; &lt;br /&gt;
* Hitting a 5000 acre target 110% of your size, while having 100% Morale, yields&lt;br /&gt;
:&amp;lt;code&amp;gt;[Min (200 * 110% - 115, 70) + (5000-750)/100] * 1= 60 + 4250/100 = 103 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Your sixth time hitting a bot at 2550 acres from 3000 acres (85%), while having 100% morale, yields &lt;br /&gt;
:&amp;lt;code&amp;gt; [200 * 85% - 115 + (2550-750)/100] * 1 * (1 - 2 * 0.05) = 66 prestige &amp;lt;/code&amp;gt;&lt;br /&gt;
* Your fourth time hitting the same human player at 80% of your size (5000 hitting 4000 acres), while your realm has the Golden Throne (+25 % attacking prestige), while having 100% morale, yields &lt;br /&gt;
:&amp;lt;code&amp;gt;  (200 * 80% - 115 + (4000-750)/100) * 1 * 1.25 * (1 - 2 * 0.1) = 78 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Your third time hitting a 400 land bot 75% of your size in the same tick, thus having 90% morale from the previous 2 hits, would yield &lt;br /&gt;
:&amp;lt;code&amp;gt; [200 * 75% - 115 + (0)/100] * .9 = 32 prestige (rounded from 31.5)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Hitting a target 60%-75% yields no prestige change&lt;br /&gt;
* Hitting a target below 60% of your size yields a 5% prestige loss for the attacker.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vs 600a Target&lt;br /&gt;
|-&lt;br /&gt;
! Land Ratio !! Prestige Gain&lt;br /&gt;
|-&lt;br /&gt;
| 0.75 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 0.80 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 0.85 || 55&lt;br /&gt;
|-&lt;br /&gt;
| 0.90 || 65&lt;br /&gt;
|-&lt;br /&gt;
| 0.95 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 1.00 || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prestige gains are added to your prestige when the last units return. If you only send units which return in 9 hours, your prestige will be added after 9 hours. But if you also send units with a longer return time, prestige will be added when those units return. Prestige cannot exceed your land size when prestige is added.&lt;br /&gt;
&lt;br /&gt;
== Losing Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige can be lost in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Being successfully invaded within EG range (5% prestige loss, increased by 1% for each additional invasion in the past week).&lt;br /&gt;
* Being [[Invading#Bounce|overwhelmed]] while invading (5% prestige loss).&lt;br /&gt;
* [[Invading#Bottom_feeding|Hitting]] someone below 60% your size (5% prestige loss OR &amp;lt;code&amp;gt;16/LandRatio^2&amp;lt;/code&amp;gt; whichever is HIGHER).&lt;br /&gt;
&lt;br /&gt;
Prestige losses are instant.&lt;/div&gt;</summary>
		<author><name>Extravadanza</name></author>
	</entry>
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