Resilience: Difference between revisions
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Update resilience mechanics from Round 50 source |
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'''Resilience''' is a defensive stat | '''Resilience''' is a defensive stat gained by victims of the [[Espionage#Black-Ops|Magic Snare]] operation when it deals damage during qualifying war or Chaos League operations. | ||
Magic Snare grants 10 resilience, capped at 2,000. Resilience decays by 20 each hour. | |||
While wizard strength is below 30%, each 100 resilience adds +1% wizard strength recovery. Resilience does not affect peasant growth, and there are no separate spy and wizard resilience stats in the current mechanics. | |||
== See Also == | == See Also == | ||
* [[ | * [[Mastery]] | ||
* [[Magic]] | * [[Magic]] | ||
* [[Espionage]] | * [[Espionage]] | ||
Latest revision as of 21:50, 1 July 2026
Resilience is a defensive stat gained by victims of the Magic Snare operation when it deals damage during qualifying war or Chaos League operations.
Magic Snare grants 10 resilience, capped at 2,000. Resilience decays by 20 each hour.
While wizard strength is below 30%, each 100 resilience adds +1% wizard strength recovery. Resilience does not affect peasant growth, and there are no separate spy and wizard resilience stats in the current mechanics.