Nobles

"Rule with the strongest Noble Family!"

### Uses

Nobles are used in performing many gameplay functions such as Combat, Exploring, Trading or Mining.

# Meet Your Noble Family

Every town and its people are ruled by a Noble family that lives in the town’s Keep. The nobles only leave the keep to trade, explore dungeons, assist other Noble families, and to lead armies into battle. When at home they can be assigned to rooms to boost everything from food production to the morale of your troops that stand guard on your walls. Most of the actions you take will involve a member of your family, making the size of your family and an individual’s development key to your success.

## Quality

**Main Article: Noble Quality**

There are six qualities of Noble: Runt, Normal, Impressive, Exceptional, Legendary, and Mythical. Each quality of noble is higher than the last and brings with it different quantities and levels of traits, access to stronger roles, and a longer lifespan before becoming old and frail. To a large extent the quality of a Noble is based on the quality of their parents, with some chance to surpass them. However, there is still a chance of a Noble to be a lower quality than their parents, though no lower than Normal unless the parents are siblings, then the child will always be a Runt.

## Roles

When a Noble child is ready to be matured (leave the nursery and enter the wider world), you must assign them a role in life. Their role can not be changed and will dictate their potential traits as well as their abilities to perform different tasks. You can browse roles for each child to see the role’s description and key stats before you lock it in.

There are various roles to choose from, they range from combat roles to more passive roles.

## Combat

Combat roles excel in attacking and defending against various foes threatening your Kingdom.

### Enforcer

Combat roles specializing as Enforcers serve a balanced role in attacking or defending any target. Enforcers specialize in using Medium Tanks and Arrow Units in their armies; these are Swordsmen and Archers. Enforcers have an increased success in Warrant Capture of a target Noble.

**Enforcer**
**Captain**
**Marshal**

### Guardian

Combat roles specializing as Guardians serve a defensive role in attacking or defending any target. Enforcers specialize in using Heavy Tanks and Bolt Units in their armies; these are Cavalry and Crossbowmen. Guardians have an increased effect of rapport between neighboring families in combat and defensive interactions against enemy Nobles.

**Guardian**
**Knight**
**Paladin**

### Harbinger

Combat roles specializing as Harbingers serve an offensive role in attacking or defending any target. Harbingers specialize in using Light Tanks and Boulder Units in their armies; these are Axemen and Catapults. Harbingers have the ability to condemn a prisoner to death.

**Harbinger**
**Subjugator**
**Conqueror**

## Trade

Trade roles specializing in Barter are skilled in accessing numerous trading options, especially at accessing special options at Wander Merchant trading posts. As Agrarians, they will have biome based bonuses for trading as well as excelling in Charm-based interactions.

**Barter**
**Merchant**

## Exploration

Exploration roles specializing in the ability to Delve into Dungeons and Forgotten Battlegrounds are proficient in exploration activities. As Terrestrial explorers, Delve specialized Nobles will have biome based bonuses depending on what dungeon they delve into, as well as having the ability to contribute to a Kingdom's Keep using Home Econ talents which makes them excel in Keep room boosting and room helping.

**Delve**
**Explorer**

## Industry

Industry roles specializing in Mined Resource collection and Automation are proficient in leading Armies to gather ores from a Mining node on the County Map. Skilled in Basic Biology and Advanced Biology, Industry role Nobles will have biome based bonuses depending on where they mine on the map. Colliers as Tier 1 Automation roles have the ability to mine ore from Mysterious Mines, and Prospectors at Tier 2 Automation roles will be able to gather ore from Glittering Mines and will auto-recall from any mine when at full capacity when a certain key Talent is unlocked.

**Automation**
**Collier**

## Traits

When a noble is born, and once a role has been assigned, you will see the traits the child was gifted. Some are inherited from their parents and can not be altered. Others are less ingrained and can be swapped out while they are still an infant in the nursery. Traits can be both positive and negative and can modify everything from how charming they are to how susceptible they are to bribes. The traits a noble can potentially have are defined by the role you assigned them.

After they leave the nursery their traits are locked in for life, however new **temporary traits** can come and go as they live their lives. Traits such as “**wounded**” limit their ability to leave the keep or perform tasks. If their spouse passes away they will become “**heartbroken**” for a while, preventing them from marrying another. As nobles age they risk becoming “**frail”**, a trait that prevents them from doing certain activities. The higher a noble’s quality the older they can be before frailty sets in.

## Bastards & Inbreeding

If a noble is born out of wedlock they are given the “**bastard**” trait. If they are born to two non-married nobles from the same family they will have the “**inbred**” trait. The effects of these traits vary and we leave it to you to explore the side effects.

## Leveling a noble up

As a noble performs actions they earn XP which can be spent to improve their utility in their role, as well as unlocking new abilities. Nobles with higher qualities have a higher capacity to learn with Mythical Nobles capable of reaching the maximum level.

## Making babies (Boinking)

The first way to grow your family is to make babies. Simply select a noble, choose who you want them to interact with, and boink away. If they are married the option to boink will be one of the first options you see. If they are not married you must first charm and kiss them to gain access to boinking. Remember, boinking non-married family members risks creating a child that is inbred… results can be… unexpected, especially if you persist. Boinking other families' nobles will spawn a bastard which you will take home to your nursery to raise as one of your own.

## Breeding Nobles

When breeding noble there are two key things that effect the stats of the child born. Quality of nobles used, and the traits that each noble have. Two legendary nobles have a higher chance of conceiving a legendary child. Two impressive nobles can conceive a legendary child but the chances are not as good. The breeding system is based on percentages and some luck to get a good noble child. Mythical nobles are the rarest of the nobles. Traits can be passed down to the child noble from the parents so strong traits in the parents is key. A example being, if you want a strong combat noble you need to use two combat parents to make the child. a knight and a captain perhaps. The **inherited traits** will be highlighted on the child noble when you mature them from the nursery. There is a way to look at the traits a child will inherit before choosing the role for the noble born.

When on the choose a role screen highlight the role you want to view. Next hit the (i) button next to traits near the top right of the screen. This will show a list of all traits that the role you have selected can have. The inherited traits the child has received will be highlighted with a border box. Almost any trait can be inherited even negative status straits such as (frail). A five trait couple will produce better children compared to a three trait couple. The higher the number of traits a noble has the better the chance of inherited traits being passed on to the child. A inherited trait can not be rolled for a new trait it is permanent much like the inbred and bastard trait.

Family layout is important. You can not have a couple consisting of two knights and produce a knight from the couple. You must have an open role slot for the noble you want to produce. A way around this problem is to marry different roles together. Knight-Captain, Rogue-Marshal, Marshal-Paladin. The same system works for all noble classes. Agent-merchant, Explorer-Ranger. This will allow you to make nobles with inherited traits from their class and still have room to make the role you desire at a stronger quality.

## Proposals

The second way to grow  your family is through marriage. Talk to other families and find those who have Nobles they no longer need. By selecting your noble and then greeting theirs you can send a proposal. If the other family accepts your proposal their noble will leave their family and join yours as your Noble’s spouse. Any noble that moves to live with a new family cuts all ties with their old family, they no longer control their actions or fate.

## Sacrificing

Now you know the two ways to grow your family, here’s a quick way to shrink it! If you need to get rid of your unwanted (lower quality) nobles to make room for the next generation, send them to the volcano located on the west coast of the realm. Any noble sent there will drop all the items they carry and march to the shrine atop the volcano and throw themselves in.

I do hope they don’t feel any resentment towards your decision… it’d be a shame if they one day returned as commanders of undead armies… nah, it’s probably fine.

## Actions

Besides boinking and proposing there are a whole range of other actions you can perform, some are unique to certain roles, others to certain levels.

### Assault

After greeting a noble you can choose to threaten then assault them. If successful this applies a wounded trait to the target, preventing them from performing certain actions like leading an army. Assaulting another family's commanders is one way to reduce their ability to attack and defend themselves. Using different weapons can modify both the power and duration of the wound, some weapons apply additional traits when used.

### Bribe & Blackmail

Offer another family's noble silver, and if accepted you can then choose to have them open the city gates or give you intel.

### Open Gates

Once bribed or blackmailed a Noble can be persuaded to leave their city gates unlocked. Whichever family attacks their city next will find their path to their keep unobstructed! Gates remain open until the next battle inside that city. It does not matter if the person who performed the action is involved in the battle or not, the gates are open for all who come. Once the battle ends the gates are closed.

### Get Intel

Once bribed or blackmailed a Noble can be asked to give you a report on the location of all of their allies as well as their own troops and banners. Giving you an edge on any future attack. This intel can be shared with allies in your Alliance chat, but act on it quickly, it is merely a snapshot and will become less accurate over time.

### The Mask Of Many Faces

There exists a magical mask that, when held in the hand, can capture the likeness of anyone you interact with. Once equipped to the head you appear to be that Noble. Using the mask you can take the likeness of an enemy's family member, or one of their allies, and gain access to their keep to perform any number of actions. Any action you successfully take will be reported to be done by the person whose identity you stole. A very devious way to start a war between friends… or maybe the perfect alibi when you are caught with your hand in their treasury!

## Prisoners

With any battle between warning families there is a chance for the victorious attacker to capture one or more members of the defeated defender’s Noble family. These prisoners are escorted back to the dungeon of the victor. Note, it is not possible for a defender to capture Noble commanders of an attacking force, only defeated defenders risk capture.

### Release

Feeling generous? Simply select the prisoner in your dungeon and choose to release them, they’ll get dressed and return home with their tail between their legs. How merciful you are!

### Ransom

Feeling less generous? You can send a ransom request to the family of any prisoner you hold. This starts up a chat with that family for you to discuss terms. If they accept your ransom the prisoner is released and  you are paid whatever you asked for (minus a small transaction fee by the carrier pigeon union). If rejected, the prisoner remains yours.

### Execute

Assuming you have a Noble in the Executioner role, and the skill unlocked, you can choose to execute any Noble you hold in your dungeon. This starts a countdown and warns the other family of their kins fate. If the timer runs out the prisoner is executed. If you cancel the execution or they are rescued, they are released.

### Rescue using brute force

If a city is successfully attacked by anyone, all prisoners held in that city's dungeon are automatically released. This is the least complicated way of freeing prisoners held for ransom or awaiting execution. The family who’s noble is held prisoner does not need to lead or even be involved in the battle. If negotiations break down, send in the troops! If the family holding your Noble is too strong for you to defeat in battle, enlist the help of your allies.

### Jailbreaking

If you can get someone with the jailbreak skill into the enemy keep, they can attempt to use the jailbreak action on one or more of the prisoners. This will require cooperation as, in general, if someone is holding your noble prisoner you do not have access to their keep as you are enemies… Another use for that magical Mask of Many Faces perhaps?!