systems:classes
Differences
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| systems:classes [2026/10/06 08:43] – Rewrite and expand all player traits, paths, cultures and faiths in plain language ck3wiki-maintenance | systems: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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| ===== Magic you can rely on ===== | ===== Magic you can rely on ===== | ||
| + | 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, | ||
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| + | In [[: | ||
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| 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 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. | ||
| [[: | [[: | ||
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| + | ===== Updated class icons and decision headings ===== | ||
| + | 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. | ||
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| + | 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. | ||
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| + | ===== Enchant your equipment ===== | ||
| + | **Released in version 0.0.3 on 18 October 2026.** Rulers of any class can [[: | ||
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