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systems:classes [2026/10/06 08:07] – Improve artwork placement and separate explanatory captions ck3wiki-maintenancesystems:classes [2026/10/17 22:40] (current) – Record 0.0.3 Realms & Strongholds released 18 October 2026; retain 0.0.4 plans ck3wiki-maintenance
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-====== Class lifestyles ====== +====== Choose your class ====== 
-Warrior, Divine, Merchant and Arcane classes provide four custom lifestyles, twelve focuses and twelve perk trees.+Your class is your character's lifelong training. **Warrior** develops military leadership and fighting, **Divine** develops priestly power, **Merchant** develops wealth and influence, and **Arcane** develops magical learning.
  
-===== Status ===== +An adult player character without a class can choose one in **Decisions**. This choice is permanent in normal play, so decide what you want your ruler to do before accepting. Full elves cannot keep the Divine class.
-**IMPLEMENTED FRAMEWORK; MAGIC PARTIAL / DISABLED** · Source verified 2026-10-06. CK3 runtime behavior has not been verified by this documentation pass.+
  
-===== Available to ===== +===== Pick a path that suits your campaign ===== 
-Players controlling an eligible character+Each class has three focuses and three perk paths. You can change focus within your class; you do not have to choose a new class to study another of its paths. Each path has nine perks. Open a guide below for every perk, its bonuses and the actions it unlocks.
  
-===== How it works ===== +  * [[:paths:warrior_commander|Commander]] — Win wars through better leadership, faster manoeuvres and stronger armies. This is a good starting point if you plan to lead your own troops. 
-An adult player without a class can choose one through Decisions. A matching class trait enables its lifestyle. Each of the twelve trees has nine perks. Passive benefits are perk-based; decisions and interactions expose activated abilities. Normal class selection is permanent. Current choice decisions themselves check adulthood/player/no-class state; they do not consistently enforce every ancestry or true-magic helper.+  * [[:paths:warrior_champion|Champion]] — Become a formidable personal fighter and get more from your knights. Choose this when you want your ruler to excel in combat. 
 +  * [[:paths:warrior_conqueror|Conqueror]] — Build the authority and military strength to take land and keep it. Choose this for an expanding realm. 
 +  * [[:paths:divine_priesthood|Priesthood]] — Strengthen your religious leadership and your standing with the faithful. Choose this for a ruler who relies on piety and support from the clergy. 
 +  * [[:paths:divine_battle_magic|Divine Battle Magic]] — Support warfare with sacred protection and battle blessings. Choose this to combine priestly authority with an army. 
 +  * [[:paths:divine_realm_magic|Divine Realm Magic]] — Use religious power to help your realm. Realm spells require a blooded, landed Divine ruler with a church holding in the realm. 
 +  * [[:paths:merchant_trader|Trader]] — Earn more from trade and turn commercial connections into money. Choose this when your priority is a healthy treasury. 
 +  * [[:paths:merchant_guildmaster|Guildmaster]] — Invest in counties, markets and administration. Choose this when you want to develop the land you already hold. 
 +  * [[:paths:merchant_broker|Broker]] — Use wealth and influence to build relationships and outmanoeuvre rivals. Choose this for diplomatic play. 
 +  * [[:paths:arcane_magecraft|Magecraft]] — Develop your magical education and personal arcane abilities. Choose this for a scholar and magician. 
 +  * [[:paths:arcane_battle_magic|Arcane Battle Magic]] — Bring magical support to war. Choose this if you want arcane training to strengthen your military options. 
 +  * [[:paths:arcane_realm_magic|Arcane Realm Magic]] — Study magic intended to affect whole domains. **Realm spells cannot currently be cast:** Source and Ley Line access is not available yet. Passive perk bonuses still matter.
  
-===== User interface ===== +===== Experience, abilities and mastery ===== 
-Choose Class decisions, the lifestyle window, character interactions and class-specific decision groups. +You gain 25 class experience each month before other bonuses. A perk costs 1,000 experience: at that basic rate it takes about 40 months to earn one. Passive bonuses apply automatically. An unlocked action still needs its own gold, Regency Points, target and cooldown requirements.
-{{:features:arcane_class.png?160|Arcane class emblem}}+
  
-//Existing Arcane class emblem identifies the class. It does not show the lifestyle UI or certify all spell mechanics.//+Completing a path gives you a mastery trait. It is a badge of your training; the perk already supplies its benefits. Eight final perks increase your domain limit. Four unlock special troops instead: Commander, Divine Battle Magic, Merchant Broker and Arcane Battle Magic.
  
-===== Rules ===== +===== Magic you can rely on ===== 
-The four lifestyles define 1,000 XP per perk. Branches include Commander/Champion/Conqueror, Priesthood/Battle Magic/Realm Magic, Trader/Guildmaster/Broker, and Magecraft/Battle Magic/Realm Magic. Full Sidhelien lose Divine class through ancestry reconciliation; the current Divine choice can therefore appear before reconciliation removes it. Arcane class selection alone does not establish Source access.+Battle magic is available during peace, raids, raid defence and declared wars. This includes self-cast, targeted and major battle spells. Costs, cooldowns, perk requirements and target rules still apply. Realm spells also have no declared-war requirement, but retain their separate realm-casting prerequisites below.
  
-===== Costs ===== +In [[:paths:arcane_battle_magic|Arcane Battle Magic]], Battle Armor requires **both Mass Enchantment and Battle Illusion**, and Master of Battle Magic requires **both Destructive Magic and Battle Mobility**. These junctions no longer allow one branch to be skipped.
-Activated abilities use individual RP/gold costs and cooldowns. Perk unlocks and completion traits do not substitute for an ability’s requirements.+
  
-===== Success, failure and limitations ===== +Arcane Realm Magic spells cannot currently be cast because Source and Ley Line access is unavailable. Passive benefits such as the extra domain from Arcane Sanctum or Warding still apply. Divine realm casting requires a blooded, landed Divine ruler with a church holding in the realm.
-Arcane Source and Ley Line ownership triggers both return false, disabling arcane realm casting and the related sanctum gate. Divine realm casting uses a realm church-holding check rather than a separate authoritative Temple-holding ownership system. Several spells are CK3 approximations; there is no general spell resolver. Ancestry/class-choice consistency is a known issue.+
  
-===== Example ===== +[[:systems:regency|Understand Regency Points]] · [[:systems:military|Paying for special troops]]
-A Merchant chooses Trader focus and unlocks Hard Bargainer before Commercial Windfall becomes available. An Arcane character can have a realm-magic perk while realm casting remains locked.+
  
-===== Dependencies ===== +===== Updated class icons and decision headings ===== 
-See [[:systems|related systems]] and [[:development:code-documentation-map|source map]].+The **Divine** class trait now uses a gold chalice with sacred light. The **Arcane** class trait uses an amethyst crystal in a gold cradle with a blue magical wisp. These replace the class trait icons; class mechanics are unchanged.
  
-===== Technical notes ===== +The four magic decision categories now have readable headings: **Divine Battle Magic**, **Divine Realm Magic**, **Arcane Battle Magic** and **Arcane Realm Magic**, instead of raw localization keys. Restart CK3 to load the changed assets and text. Existing saves can be used. 
-Verified from active definitions and their callers, not only previous implementation reports. Source paths are relative to the mod folder. + 
-  * ''common/lifestyles/br_class_lifestyles.txt'' +===== Enchant your equipment ===== 
-  * ''common/focuses/br_class_focuses.txt'' +**Released in version 0.0.3 on 18 October 2026.** Rulers of any class can [[:systems:enchanting|enchant an item]] using an available courtier, council advisor, or vassal and that assistant's Learning. Arcane and Divine rulers can instead use their own Learning. Either magical class gives the chosen practitioner +10 percentage points to success; a Court Wizard appointment is optional. Choose Might, Wisdom, or Fortune and a careful, standard, or risky ritual. Each attempt consumes materials and starts a five-year cooldown. The item guide explains exact bonuses, Learning-based chances, costs, and payment choices.
-  * ''common/lifestyle_perks/br_class_perks.txt'' +
-  * ''common/traits/br_class_lifestyle_traits.txt'' +
-  * ''common/decisions/br_class_decisions.txt'' +
-  * ''common/character_interactions/br_class_interactions.txt'' +
-  * ''common/scripted_triggers/br_class_casting_triggers.txt'' +
-  * ''common/scripted_effects/br_class_effects.txt'' +
-  * ''common/scripted_effects/br_sidhelien_effects.txt'' +
-  * ''gui/window_character_lifestyle.gui'' +
-  * ''CLASS_LIFESTYLES_IMPLEMENTATION.md''+
  
systems/classes.1791274027.txt.gz · Last modified: by ck3wiki-maintenance

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