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		<title>Equipments</title>
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		<updated>2026-04-26T14:13:53Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Merge factory &amp;amp; scrapper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
[[File: Build set.JPG | right]]&lt;br /&gt;
&lt;br /&gt;
Another factor that will dictate your player&#039;s magnitude in Eclesiar is the &#039;&#039;&#039;equipments&#039;&#039;&#039;. As well as the [[Military Ranks | military rank]], your equipments will be one of the things you&#039;ll want to grind as much as you can. Considered like end-game content, each piece, depending on its &#039;&#039;&#039;tier&#039;&#039;&#039;, will grant huge boosts, eg. bonus damage. Your equipment is shown in your equipment inventory that can be found in &#039;&#039;&#039;My Places &amp;gt; Training Center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can drag them into their correct slot or you can just double-click the equipment you desire to equip. By putting the mouse over each equipment, a window will pop up showing both the buffs and debuffs, if it&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
In order to equip equipment, scroll to the bottom of the Training Center page, a table &amp;quot;My Equipments&amp;quot; will show. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Myequips.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 3 equipment types: fighting EQ, building EQ and mining EQ.&lt;br /&gt;
&lt;br /&gt;
= Getting equipment =&lt;br /&gt;
&lt;br /&gt;
There are few ways to get your equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battle drop&#039;&#039;&#039; is one the most common source of equipment. There is a &#039;&#039;&#039;0.4 % base item drop chance&#039;&#039;&#039; for each attack made in a war to get a tier 1 equipment piece. The item drop chance can be increased by equipments effect. After each dropped equipment, a notification will appear.&lt;br /&gt;
* &#039;&#039;&#039;Construction drop :&#039;&#039;&#039; while building, you can earn equipment with building-specific modifiers (&#039;&#039;&#039;basic drop chance is 0,04%&#039;&#039;&#039;, which can be increase by combat and builder EQ)&lt;br /&gt;
* &#039;&#039;&#039;Mining drop :&#039;&#039;&#039; at the end of your shift, there is a &#039;&#039;&#039;1% base item drop chance&#039;&#039;&#039;.&lt;br /&gt;
* Buy it in [[Auctions | auction]].&lt;br /&gt;
* Referral system provides the inviter with random equipment of different tiers. See [[Referrals]].&lt;br /&gt;
* Equipment can be also made by merging. See [Merge Factory].&lt;br /&gt;
* Special events.&lt;br /&gt;
&lt;br /&gt;
= Equipment types and tiers =&lt;br /&gt;
 &lt;br /&gt;
[[File:Equipment.jpg | right | frame]]&lt;br /&gt;
 &lt;br /&gt;
You&#039;ll have six types for your equipments based on the used slot (by this order, vertically):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Helmet&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Vest&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Elbow Pads&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Gloves&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Pants&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Boots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
In Eclesiar, equipments can have different tiers, &amp;lt;u&amp;gt; as shown by the picture on the right side.&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* Tier 1 / Q1: &#039;&#039;&#039;Common&#039;&#039;&#039; (gray);&lt;br /&gt;
* Tier 2 / Q2: &#039;&#039;&#039;Uncommon&#039;&#039;&#039; (green);&lt;br /&gt;
* Tier 3 / Q3: &#039;&#039;&#039;Rare&#039;&#039;&#039; (blue);&lt;br /&gt;
* Tier 4 / Q4: &#039;&#039;&#039;Epic&#039;&#039;&#039; (purple);&lt;br /&gt;
* Tier 5 / Q5: &#039;&#039;&#039;Legendary&#039;&#039;&#039; (yellow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; &amp;quot;Q&amp;quot; stands for quality and is also uses for items like bread and weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Equipment effects =&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;COMBAT&#039;&#039;&#039; equipment provides players various bonuses or negative effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; : Chance of making a successful hit.&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; : Bonus Damage that is added to your Base Damage. Equipments can provide static values or in percentage.&lt;br /&gt;
* &#039;&#039;&#039;Critical chance&#039;&#039;&#039; : Chance of landing a non-miss critical hit.&lt;br /&gt;
* &#039;&#039;&#039;Critical hit&#039;&#039;&#039; : Base critical hit is set to 200 %, which means your critical hit is double the basic hit. The bonus critical hit value is added to your base Critical Hit in percentage, increasing your damage made by critical hits.&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance&#039;&#039;&#039; : Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;BUILDER&#039;&#039;&#039; equipment provides players various bonuses effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus when Building :&#039;&#039;&#039; bonuses apply when building all buildings&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Military Base :&#039;&#039;&#039; bonuses apply only when building Military Base&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Hospital :&#039;&#039;&#039; bonuses apply only when building Hospital&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Industiral Zone :&#039;&#039;&#039; bonuses apply only when building Industrial Zone&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Production Fields :&#039;&#039;&#039; bonuses apply only when building Production Fields&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building through item Donation :&#039;&#039;&#039; bonuses apply when donating items to construction of each bulding&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance :&#039;&#039;&#039; Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;MINING&#039;&#039;&#039; equipment provides players one bonus effect linked to one minor malus:&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus gold&#039;&#039;&#039; from mining activity&lt;br /&gt;
 &lt;br /&gt;
More in-depth details on equipment effects affecting your damage can be found on [[Ways to Increase Damage]]. The equivalent for the construction gameplay can be found on this [[Region Buildings | page]].&lt;br /&gt;
&lt;br /&gt;
= Merge factory &amp;amp; scrapper =&lt;br /&gt;
&#039;&#039;Note: examples can be find below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merge factory.JPG]]&lt;br /&gt;
&lt;br /&gt;
Below the previous table where you can see your equipments, you&#039;ll find another one with a &amp;quot;Merge&amp;quot; title. In here, you&#039;ll be able to merge your equipments to create a higher Tier. You&#039;ll have to select &#039;&#039;&#039;five&#039;&#039;&#039; pieces of gear, always &#039;&#039;&#039;from the same tier&#039;&#039;&#039;, in order to create &#039;&#039;&#039;one&#039;&#039;&#039; of a higher tier. As soon as you&#039;ve selected &#039;&#039;&#039;five&#039;&#039;&#039; pieces, click on the arrow and it will generate a higher equipment piece. A menu will pops up, showing you the % of chance to get a new piece (total probability is equal to 1).&lt;br /&gt;
&lt;br /&gt;
When merging &#039;&#039;&#039;COMBAT&#039;&#039;&#039; and &#039;&#039;&#039;BUILDER&#039;&#039;&#039; eq, chance to get specific set(combat or builder) depends how many piece from each set used.&lt;br /&gt;
&#039;&#039;ex. : if you merge 3 COMBAT and 2 BUILDER EQ, chance to get combat EQ is 60%, while to get builder EQ is 40% chance.&#039;&#039;&lt;br /&gt;
Note: if you merge 5 piece of COMBAT EQ you will get COMBAT EQ.(same with BUILDER EQ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The same principle applies when merging different types of combat set (like desert and mountain sets).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a small button on the menu &amp;quot;My equipment&amp;quot; called &#039;&#039;&#039;scrapper&#039;&#039;&#039;. If you have an undesired equipment in your inventory, you can scrap it and get two lower-tier equipments so you can continue your grind.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
To summary with examples:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You can merge equipement from the same tier&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Example merge military.JPG]]&lt;br /&gt;
&lt;br /&gt;
Here, I can merge 5 Q1 (= tier 1) combat pieces to get a Q2 military piece. &#039;&#039;&#039;You can merge different combat set.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merge pourcentage 1.JPG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this example, the odds of getting a Q2 mountain combat piece are low because only one of the 5 pieces (the one on the left) is from the mountain set.If, instead, I use 2 pieces from the mountains set, I will get 2 times more chance to merge my stuff into a mountain stuff (proportionality).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can do the same but for building set. Of course, in this example, I can only get a builder equipement.&lt;br /&gt;
[[File:Example merge building.JPG]]&lt;br /&gt;
&lt;br /&gt;
* If you love gambling (or just out of curiosity), &#039;&#039;&#039;you can merge combat and builder equipement together!&#039;&#039;&#039; In this example, I have 60% of chance to get a builder stuff and 40% for a combat stuff. &#039;&#039;In my case, it&#039;s not that smart when you know that combat set are way more expensive than builder set!&#039;&#039;&lt;br /&gt;
[[File:Example merge mixte.JPG]]&lt;br /&gt;
&lt;br /&gt;
* Here, I tried to merge Q1 with a Q2 builder pants. The game didn&#039;t allow me to do that!. &#039;&#039;&#039;You can&#039;t merge EQ from different tiers!&#039;&#039;&#039;&lt;br /&gt;
[[File:Example merge impossible.JPG]]&lt;br /&gt;
&lt;br /&gt;
= Equipment stat combinations =&lt;br /&gt;
&lt;br /&gt;
In Eclesiar, equipment pieces come with unique stat combinations that provide both bonuses and potential drawbacks. &#039;&#039;&#039;Each piece of equipment can only have specific combinations of stats&#039;&#039;&#039;, meaning that not all stats are available on every piece. These combinations are predefined, so when obtaining or upgrading equipment, you can expect the following possible pairings. Understanding these combinations is essential for optimizing your build, as certain stats like damage, critical hit, or accuracy are only available in particular slots. Below are the possible stat combinations for each type of equipment, at the lowest tier (T1).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;To find values for a higher tier, multiply given values by the quality of the tier.&#039;&#039;&#039;&amp;lt;/u&amp;gt; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ex : [q3 stats] = [q1 stats] * 3&lt;br /&gt;
&lt;br /&gt;
== Combat equipments ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combat eq.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 5 kind of combat set: &#039;&#039;&#039;normal, desert, forest, mountain and plain&#039;&#039;&#039;. Each set has pros and cons, depending on your [[Terrain Types | strategy]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Note 1: TD = Total Damage ; CC = Critical Chance ; CH = Critical Hit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Note 2: T1 = Tier 1 = grey stuff. For a given set, the best equipment is in the first table. The worst is in the last one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Normal set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3% Critical hit || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +40 Total Damage || +3% Critical hit&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +50 Total Damage || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +7% Critical chance || -20 Total Damage&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +40 Total Damage || +2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Accuracy || +2% Damage %&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +6% CH || /&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +80 TD || -3% CH&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +3% CH || +2% Dmg&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +4% CC || -2% CH&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || -30 TD || +8% CH&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +2% CC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,04% Drop Chance || +1% Acc&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% Damage % || /&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,06% Drop Chance || -20 TD&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +40 TD || +0,04% Drop Chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +5% Dmg % || -2% CC&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Acc || -0.02% Drop Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +10 TD || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CC || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +15 TD || +2% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +1% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +20 TD || +1% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +25 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +1% Dmg % || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +3% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +20 TD || +5% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD|| +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Dmg % || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Acc || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +20 TD || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +1% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CH || +0.5% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +10 TD || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +20 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +25 TD || +1% CC || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +2% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +1% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plains set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc|| +10 TD || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CC || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +5 TD || +1% Acc || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,5 Acc|| +1% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +35 TD || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +25 TD || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +5 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +3% Dmg % || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +1% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Dmg % || +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +30 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +2% CH || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +15 TD || +1% Acc || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +2% Acc || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +25 TD || +2% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +3% Dmg % || +10 TD || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Dmg % || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +6% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +3% CH || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +3% CH || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +15 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3 TD || +1% Acc || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% CH || +1% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CH || +40 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +20 TD || +3% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +2% Dmg % || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction equipments ==&lt;br /&gt;
&lt;br /&gt;
Here, you can find tier 1 stats. To know tier X stats, multiply the following stats by X.&lt;br /&gt;
&lt;br /&gt;
=== Set 1 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,6% Bonus when building || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +0,03% Drop chance || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Bonus when building through item donation || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building hospital || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Bonus when building through item donation || 1,2% Bonus when building military base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 2 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,03% Drop chance || +1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1,2% Bonus when building hospital || +2% Bonus when building through item donation&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1,2% Bonus when building military base || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || +0,03% drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building production field || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +0,6% Bonus when building || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 3 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1,2% Bonus when building  production field|| 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Bonus when building through item donation || +0,03% Drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,03% Drop chance || 1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +0,03% Drop chance || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building military base || 1,2% Bonus when building&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mining equipments ==&lt;br /&gt;
&lt;br /&gt;
Get more information on mining [[Mining | here]]! To find values of a higher tier, multiply given values of T1 by the quality of the tier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Tier 1 set&lt;br /&gt;
|-&lt;br /&gt;
! Equipement piece !! stat 1 !! stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,9% Bonus gold from mining activity	 || -1 damage&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% &amp;quot;-&amp;quot; || -1% dmg&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0.9% &amp;quot;-&amp;quot; || -1 dmg&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +0.8% &amp;quot;-&amp;quot; || -1% accuracy&lt;br /&gt;
|-&lt;br /&gt;
| Eldow pads || +0.9% &amp;quot;-&amp;quot; || -1 dmg&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +0.8% &amp;quot;-&amp;quot; || -1% acc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Merge_pourcentage_1.JPG&amp;diff=494</id>
		<title>File:Merge pourcentage 1.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Merge_pourcentage_1.JPG&amp;diff=494"/>
		<updated>2026-04-26T13:55:57Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Example_merge_impossible.JPG&amp;diff=493</id>
		<title>File:Example merge impossible.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Example_merge_impossible.JPG&amp;diff=493"/>
		<updated>2026-04-26T13:43:32Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Example_merge_mixte.JPG&amp;diff=492</id>
		<title>File:Example merge mixte.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Example_merge_mixte.JPG&amp;diff=492"/>
		<updated>2026-04-26T13:41:08Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Example_merge_building.JPG&amp;diff=491</id>
		<title>File:Example merge building.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Example_merge_building.JPG&amp;diff=491"/>
		<updated>2026-04-26T13:36:34Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Example_merge_military.JPG&amp;diff=490</id>
		<title>File:Example merge military.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Example_merge_military.JPG&amp;diff=490"/>
		<updated>2026-04-26T13:34:46Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Equipments&amp;diff=489</id>
		<title>Equipments</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Equipments&amp;diff=489"/>
		<updated>2026-04-26T13:27:36Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Equipment types and tiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
[[File: Build set.JPG | right]]&lt;br /&gt;
&lt;br /&gt;
Another factor that will dictate your player&#039;s magnitude in Eclesiar is the &#039;&#039;&#039;equipments&#039;&#039;&#039;. As well as the [[Military Ranks | military rank]], your equipments will be one of the things you&#039;ll want to grind as much as you can. Considered like end-game content, each piece, depending on its &#039;&#039;&#039;tier&#039;&#039;&#039;, will grant huge boosts, eg. bonus damage. Your equipment is shown in your equipment inventory that can be found in &#039;&#039;&#039;My Places &amp;gt; Training Center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can drag them into their correct slot or you can just double-click the equipment you desire to equip. By putting the mouse over each equipment, a window will pop up showing both the buffs and debuffs, if it&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
In order to equip equipment, scroll to the bottom of the Training Center page, a table &amp;quot;My Equipments&amp;quot; will show. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Myequips.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 3 equipment types: fighting EQ, building EQ and mining EQ.&lt;br /&gt;
&lt;br /&gt;
= Getting equipment =&lt;br /&gt;
&lt;br /&gt;
There are few ways to get your equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battle drop&#039;&#039;&#039; is one the most common source of equipment. There is a &#039;&#039;&#039;0.4 % base item drop chance&#039;&#039;&#039; for each attack made in a war to get a tier 1 equipment piece. The item drop chance can be increased by equipments effect. After each dropped equipment, a notification will appear.&lt;br /&gt;
* &#039;&#039;&#039;Construction drop :&#039;&#039;&#039; while building, you can earn equipment with building-specific modifiers (&#039;&#039;&#039;basic drop chance is 0,04%&#039;&#039;&#039;, which can be increase by combat and builder EQ)&lt;br /&gt;
* &#039;&#039;&#039;Mining drop :&#039;&#039;&#039; at the end of your shift, there is a &#039;&#039;&#039;1% base item drop chance&#039;&#039;&#039;.&lt;br /&gt;
* Buy it in [[Auctions | auction]].&lt;br /&gt;
* Referral system provides the inviter with random equipment of different tiers. See [[Referrals]].&lt;br /&gt;
* Equipment can be also made by merging. See [Merge Factory].&lt;br /&gt;
* Special events.&lt;br /&gt;
&lt;br /&gt;
= Equipment types and tiers =&lt;br /&gt;
 &lt;br /&gt;
[[File:Equipment.jpg | right | frame]]&lt;br /&gt;
 &lt;br /&gt;
You&#039;ll have six types for your equipments based on the used slot (by this order, vertically):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Helmet&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Vest&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Elbow Pads&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Gloves&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Pants&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Boots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
In Eclesiar, equipments can have different tiers, &amp;lt;u&amp;gt; as shown by the picture on the right side.&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* Tier 1 / Q1: &#039;&#039;&#039;Common&#039;&#039;&#039; (gray);&lt;br /&gt;
* Tier 2 / Q2: &#039;&#039;&#039;Uncommon&#039;&#039;&#039; (green);&lt;br /&gt;
* Tier 3 / Q3: &#039;&#039;&#039;Rare&#039;&#039;&#039; (blue);&lt;br /&gt;
* Tier 4 / Q4: &#039;&#039;&#039;Epic&#039;&#039;&#039; (purple);&lt;br /&gt;
* Tier 5 / Q5: &#039;&#039;&#039;Legendary&#039;&#039;&#039; (yellow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; &amp;quot;Q&amp;quot; stands for quality and is also uses for items like bread and weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Equipment effects =&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;COMBAT&#039;&#039;&#039; equipment provides players various bonuses or negative effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; : Chance of making a successful hit.&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; : Bonus Damage that is added to your Base Damage. Equipments can provide static values or in percentage.&lt;br /&gt;
* &#039;&#039;&#039;Critical chance&#039;&#039;&#039; : Chance of landing a non-miss critical hit.&lt;br /&gt;
* &#039;&#039;&#039;Critical hit&#039;&#039;&#039; : Base critical hit is set to 200 %, which means your critical hit is double the basic hit. The bonus critical hit value is added to your base Critical Hit in percentage, increasing your damage made by critical hits.&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance&#039;&#039;&#039; : Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;BUILDER&#039;&#039;&#039; equipment provides players various bonuses effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus when Building :&#039;&#039;&#039; bonuses apply when building all buildings&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Military Base :&#039;&#039;&#039; bonuses apply only when building Military Base&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Hospital :&#039;&#039;&#039; bonuses apply only when building Hospital&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Industiral Zone :&#039;&#039;&#039; bonuses apply only when building Industrial Zone&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Production Fields :&#039;&#039;&#039; bonuses apply only when building Production Fields&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building through item Donation :&#039;&#039;&#039; bonuses apply when donating items to construction of each bulding&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance :&#039;&#039;&#039; Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;MINING&#039;&#039;&#039; equipment provides players one bonus effect linked to one minor malus:&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus gold&#039;&#039;&#039; from mining activity&lt;br /&gt;
 &lt;br /&gt;
More in-depth details on equipment effects affecting your damage can be found on [[Ways to Increase Damage]]. The equivalent for the construction gameplay can be found on this [[Region Buildings | page]].&lt;br /&gt;
&lt;br /&gt;
= Merge factory &amp;amp; scrapper =&lt;br /&gt;
&lt;br /&gt;
[[File:Merge factory.JPG]]&lt;br /&gt;
&lt;br /&gt;
Below the previous table where you can see your equipments, you&#039;ll find another one with a &amp;quot;Merge&amp;quot; title. In here, you&#039;ll be able to merge your equipments to create a higher Tier. You&#039;ll have to select &#039;&#039;&#039;five&#039;&#039;&#039; pieces of gear, always &#039;&#039;&#039;from the same tier&#039;&#039;&#039;, in order to create &#039;&#039;&#039;one&#039;&#039;&#039; of a higher tier. As soon as you&#039;ve selected &#039;&#039;&#039;five&#039;&#039;&#039; pieces, click on the arrow and it will generate a higher equipment piece. A menu will pops up, showing you the % of chance to get a new piece (total probability is equal to 1).&lt;br /&gt;
&lt;br /&gt;
When merging &#039;&#039;&#039;COMBAT&#039;&#039;&#039; and &#039;&#039;&#039;BUILDER&#039;&#039;&#039; eq, chance to get specific set(combat or builder) depends how many piece from each set used.&lt;br /&gt;
&#039;&#039;ex. : if you merge 3 COMBAT and 2 BUILDER EQ, chance to get combat EQ is 60%, while to get builder EQ is 40% chance.&#039;&#039;&lt;br /&gt;
Note: if you merge 5 piece of COMBAT EQ you will get COMBAT EQ.(same with BUILDER EQ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The same principle applies when merging different types of combat set (like desert and mountain sets).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a small button on the menu &amp;quot;My equipment&amp;quot; called &#039;&#039;&#039;scrapper&#039;&#039;&#039;. If you have an undesired equipment in your inventory, you can scrap it and get two lower-tier equipments so you can continue your grind.&lt;br /&gt;
&lt;br /&gt;
= Equipment stat combinations =&lt;br /&gt;
&lt;br /&gt;
In Eclesiar, equipment pieces come with unique stat combinations that provide both bonuses and potential drawbacks. &#039;&#039;&#039;Each piece of equipment can only have specific combinations of stats&#039;&#039;&#039;, meaning that not all stats are available on every piece. These combinations are predefined, so when obtaining or upgrading equipment, you can expect the following possible pairings. Understanding these combinations is essential for optimizing your build, as certain stats like damage, critical hit, or accuracy are only available in particular slots. Below are the possible stat combinations for each type of equipment, at the lowest tier (T1).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;To find values for a higher tier, multiply given values by the quality of the tier.&#039;&#039;&#039;&amp;lt;/u&amp;gt; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ex : [q3 stats] = [q1 stats] * 3&lt;br /&gt;
&lt;br /&gt;
== Combat equipments ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combat eq.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 5 kind of combat set: &#039;&#039;&#039;normal, desert, forest, mountain and plain&#039;&#039;&#039;. Each set has pros and cons, depending on your [[Terrain Types | strategy]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Note 1: TD = Total Damage ; CC = Critical Chance ; CH = Critical Hit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Note 2: T1 = Tier 1 = grey stuff. For a given set, the best equipment is in the first table. The worst is in the last one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Normal set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3% Critical hit || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +40 Total Damage || +3% Critical hit&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +50 Total Damage || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +7% Critical chance || -20 Total Damage&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +40 Total Damage || +2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Accuracy || +2% Damage %&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +6% CH || /&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +80 TD || -3% CH&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +3% CH || +2% Dmg&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +4% CC || -2% CH&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || -30 TD || +8% CH&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +2% CC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,04% Drop Chance || +1% Acc&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% Damage % || /&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,06% Drop Chance || -20 TD&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +40 TD || +0,04% Drop Chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +5% Dmg % || -2% CC&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Acc || -0.02% Drop Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +10 TD || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CC || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +15 TD || +2% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +1% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +20 TD || +1% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +25 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +1% Dmg % || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +3% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +20 TD || +5% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD|| +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Dmg % || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Acc || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +20 TD || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +1% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CH || +0.5% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +10 TD || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +20 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +25 TD || +1% CC || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +2% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +1% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plains set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc|| +10 TD || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CC || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +5 TD || +1% Acc || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,5 Acc|| +1% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +35 TD || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +25 TD || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +5 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +3% Dmg % || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +1% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Dmg % || +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +30 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +2% CH || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +15 TD || +1% Acc || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +2% Acc || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +25 TD || +2% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +3% Dmg % || +10 TD || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Dmg % || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +6% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +3% CH || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +3% CH || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +15 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3 TD || +1% Acc || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% CH || +1% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CH || +40 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +20 TD || +3% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +2% Dmg % || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction equipments ==&lt;br /&gt;
&lt;br /&gt;
Here, you can find tier 1 stats. To know tier X stats, multiply the following stats by X.&lt;br /&gt;
&lt;br /&gt;
=== Set 1 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,6% Bonus when building || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +0,03% Drop chance || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Bonus when building through item donation || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building hospital || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Bonus when building through item donation || 1,2% Bonus when building military base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 2 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,03% Drop chance || +1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1,2% Bonus when building hospital || +2% Bonus when building through item donation&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1,2% Bonus when building military base || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || +0,03% drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building production field || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +0,6% Bonus when building || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 3 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1,2% Bonus when building  production field|| 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Bonus when building through item donation || +0,03% Drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,03% Drop chance || 1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +0,03% Drop chance || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building military base || 1,2% Bonus when building&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mining equipments ==&lt;br /&gt;
&lt;br /&gt;
Get more information on mining [[Mining | here]]! To find values of a higher tier, multiply given values of T1 by the quality of the tier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Tier 1 set&lt;br /&gt;
|-&lt;br /&gt;
! Equipement piece !! stat 1 !! stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,9% Bonus gold from mining activity	 || -1 damage&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% &amp;quot;-&amp;quot; || -1% dmg&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0.9% &amp;quot;-&amp;quot; || -1 dmg&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +0.8% &amp;quot;-&amp;quot; || -1% accuracy&lt;br /&gt;
|-&lt;br /&gt;
| Eldow pads || +0.9% &amp;quot;-&amp;quot; || -1 dmg&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +0.8% &amp;quot;-&amp;quot; || -1% acc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Equipment.jpg&amp;diff=488</id>
		<title>File:Equipment.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Equipment.jpg&amp;diff=488"/>
		<updated>2026-04-26T13:11:24Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Pollution&amp;diff=487</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Pollution&amp;diff=487"/>
		<updated>2026-04-25T17:39:00Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What is pollution ? =&lt;br /&gt;
&lt;br /&gt;
Pollution is a negative factor that impacts the production efficiency of companies within a region. When pollution is present, it reduces the amount of production a company can achieve.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[production] = [production](1 - 0.9 * [POLLUTION_VALUE]);&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example Calculation with 100 production and 10% pollution :&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[production] = 100* (1 - 0.9 * 0.1) = 91&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= How is the production cap calculated ? =&lt;br /&gt;
&lt;br /&gt;
The maximum production limit for each region is determined by the number of active players and NPCs.&lt;br /&gt;
&lt;br /&gt;
== Active Player Contribution ==&lt;br /&gt;
&lt;br /&gt;
An active player is defined as any player who has worked at least two times in the past week. Each active player contributes 9044 points to the server&#039;s total production cap. &#039;&#039;For instance, if there are 5 active players, the total server production cap is 5 × 9044 = 45220 points. If the server has 10 regions, each region’s production cap would be 45220 ÷ 10 = 4,522 points per week.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Player Contribution Estimation ==&lt;br /&gt;
&lt;br /&gt;
Daily consumption for each player is based on assumption that daily player needs 20 q5 food , 50 q5 air weps, 120 q5 weps, 25 q5 tickets and 120 of each raw material.&lt;br /&gt;
&lt;br /&gt;
* Raw Materials:&lt;br /&gt;
&amp;lt;code&amp;gt; - 480 units × 1 point/unit = 480 points &amp;lt;/code&amp;gt;&lt;br /&gt;
* Q5 Food:&lt;br /&gt;
&amp;lt;code&amp;gt; - 20 units × 6.4 points/unit = 128 points &amp;lt;/code&amp;gt;&lt;br /&gt;
* Q5 Air Weapons:&lt;br /&gt;
&amp;lt;code&amp;gt; - 50 units × 4.272 points/unit = 213.6 points &amp;lt;/code&amp;gt;&lt;br /&gt;
* Q5 Weapons:&lt;br /&gt;
&amp;lt;code&amp;gt; - 120 units × 1.92 points/unit = 230.4 points &amp;lt;/code&amp;gt;&lt;br /&gt;
* Q5 Tickets:&lt;br /&gt;
&amp;lt;code&amp;gt; - 25 units × 9.6 points/unit = 240 points &amp;lt;/code&amp;gt;&lt;br /&gt;
* Total Pollution Points:&lt;br /&gt;
&amp;lt;code&amp;gt; 480 (Raw Materials) + 128 (Q5 Food) + 213.6 (Q5 Air Weapons) + 230.4 (Q5 Weapons) + 240 (Q5 Tickets) =   1292 points&amp;lt;/code&amp;gt;&lt;br /&gt;
* Multiply by 7 (week has 7 days)&lt;br /&gt;
&amp;lt;code&amp;gt;1292 × 7 = 9044&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NPC Contribution ==&lt;br /&gt;
&lt;br /&gt;
When NPCs buy items from market they can decrease pollution, so basically they stay &amp;quot;neutral&amp;quot; in that regard, example:&lt;br /&gt;
&lt;br /&gt;
Pollution is 5000/10000, NPC buys 100 q1 weapons (120 production points in pollution), pollution becomes: 4880/10000.&lt;br /&gt;
&lt;br /&gt;
= Pollution generation =&lt;br /&gt;
&lt;br /&gt;
Pollution is generated by production activities within a region, and the pollution points are calculated based on the type and quantity of products produced.&lt;br /&gt;
&lt;br /&gt;
Pollution is calculated from the sum of production of last 7 days.&lt;br /&gt;
&lt;br /&gt;
== Production multipliers for pollution points ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! Product Type !! Q1 !! Q2 !! Q3 !! Q4 !! Q5&lt;br /&gt;
|-&lt;br /&gt;
| Raw Materials || colspan=&amp;quot;5&amp;quot;|Grain,Iron,Diamond,Titanium: 1 point/unit&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || 1.2 point/unit || 1.848 point/unit || 2.928 point/unit || 4.44 point/unit || 6.384 point/unit&lt;br /&gt;
|-&lt;br /&gt;
| Food || 4 point/unit || 6.16 point/unit || 9.76 point/unit || 14.8 point/unit || 21.28 point/unit&lt;br /&gt;
|-&lt;br /&gt;
| Air Weapons || 2.67 point/unit || 4.1118 point/unit || 6.5148 point/unit || 9.879 point/unit || 14.2044 point/unit&lt;br /&gt;
|-&lt;br /&gt;
| Tickets || 6 point/unit || 9.24 point/unit || 14.64 point/unit || 22.2 point/unit || 31.92 point/unit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example calculation ==&lt;br /&gt;
&lt;br /&gt;
If a player produces 100 Q5 Weapons: 100 × 6.384 =638.4 pollution points are added to the daily region pot. Weekly that sums up as 638.4 * 7 = 4468.8 points. In a region with 11976 points cap, this player will have generated 2553.6/11976 = 37.31% pollution&lt;br /&gt;
&lt;br /&gt;
= Pollution mitigation =&lt;br /&gt;
&lt;br /&gt;
== Pollution-Reducing buildings ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buildings can mitigate pollution&#039;&#039;&#039;, effectively increasing the region&#039;s maximum production points. Buildings have 5 levels (from Level 1 to Level 5). Each building level increases the max production by 10%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: In a region with a base production cap of 4522 points per week :&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! Building Level !! Calculation !! Points per Week&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 4522 x 1.10 || 4974.2&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 4522 x 1.20 || 5426.4&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 4522 x 1.30 || 5878.6&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 4522 x 1.40 || 6330.8&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 4522 x 1.50 || 6783&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spreading compagnies across multiple regions ==&lt;br /&gt;
&lt;br /&gt;
Players can reduce pollution by distributing their companies across multiple regions instead of concentrating them in one area.&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pollution Impact:&#039;&#039;&#039; Pollution reduces production efficiency. &#039;&#039;For example, with 30% pollution, a company producing 100 Q1 weapons would only produce 70.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pollution Generation:&#039;&#039;&#039; Raw Materials: 1 point per unit Weapons: 1.2 to 1.92 points per unit (Q1 to Q5) Food: 4 to 6.4 points per unit (Q1 to Q5) Air Weapons: 2.67 to 4.272 points per unit (Q1 to Q5) Tickets: 6 to 9.6 points per unit (Q1 to Q5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pollution Mitigation:&#039;&#039;&#039; Pollution-Reducing Buildings: Each level (1 to 5) increases production capacity by 10%. Spreading Production: Distributing companies across multiple regions can help reduce pollution.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=NPCs&amp;diff=486</id>
		<title>NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=NPCs&amp;diff=486"/>
		<updated>2026-04-25T11:29:35Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NPC System Overview =&lt;br /&gt;
&lt;br /&gt;
[[File:NpcProfile.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
In Eclesiar, Non-Player Characters (NPCs) are simulated entities that perform various activities, mimicking the behavior of real players. NPCs work for companies, purchase goods from the market, buy and sell gold and currencies, and can even become entrepreneurs.&lt;br /&gt;
&lt;br /&gt;
===Working===&lt;br /&gt;
&lt;br /&gt;
NPCs will seek out jobs based on specific conditions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Search Conditions:&#039;&#039;&#039;&lt;br /&gt;
 * A NPC may leave their job if there is a better-paid job available on the job market.&lt;br /&gt;
 * The wage cannot be 0.&lt;br /&gt;
 * NPCs search for jobs only within the country that governs the region they live in.&lt;br /&gt;
 * The company owner must have enough money to pay the wage.&lt;br /&gt;
 * The company owner must have enough resources for the NPC to work.&lt;br /&gt;
 * NPCs will not accept jobs that pay less than 80% of the average wage of real players in the country.&lt;br /&gt;
&#039;&#039;&#039;Work Conditions:&#039;&#039;&#039;&lt;br /&gt;
 * Each NPC works once a day.&lt;br /&gt;
 * NPCs have their own &amp;quot;play time&amp;quot; and work at random times, which changes daily.&lt;br /&gt;
 * NPCs produce goods similarly to real players.&lt;br /&gt;
 * NPC work does not count as company activity for pollution.&lt;br /&gt;
&lt;br /&gt;
===Consumption===&lt;br /&gt;
&lt;br /&gt;
NPCs also simulate consumption by buying items from the market, similar to how real players would. They use the money earned from working to purchase items daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consumption Behavior:&#039;&#039;&#039;&lt;br /&gt;
 * Purchases can happen at any time.&lt;br /&gt;
 * NPCs aim to spend all their money each day.&lt;br /&gt;
 * They prioritize buying cheaper items.&lt;br /&gt;
 * NPCs buy up to 36 units of food daily, then allocate 80% of their remaining funds to weapons and 20% to tickets.&lt;br /&gt;
 * They use the market of the country they reside in.&lt;br /&gt;
 * Any unspent money is carried over to the next day.&lt;br /&gt;
&lt;br /&gt;
===NPC System Goals===&lt;br /&gt;
&lt;br /&gt;
The NPC system is designed to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Maintain continuous production and consumption in the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Increase the importance of taxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Support production growth.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Simplify the selling process for players.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Encourage competition for NPC labor, increasing the use of Country Currency (CC).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Entrepreneur NPCs===&lt;br /&gt;
&lt;br /&gt;
Some NPCs are entrepreneurs who can start and manage their own companies. They have unique behaviors:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entrepreneur Traits:&#039;&#039;&#039;&lt;br /&gt;
 * Start with a random company and 7.5 CC.&lt;br /&gt;
 * Employ both NPCs and real players.&lt;br /&gt;
 * Spend only 20% of their money daily (compared to 100% for regular NPCs).&lt;br /&gt;
 * Offer competitive wages based on the job market.&lt;br /&gt;
 * Sell produced goods at the lowest prices.&lt;br /&gt;
 * Produce only 33% of the original production for food, weapons, and tickets to simulate resource management.&lt;br /&gt;
 * Create and update job offers randomly during their &amp;quot;play time.&amp;quot;&lt;br /&gt;
 * There is a 10% chance of spawning an entrepreneur when a new NPC is created.&lt;br /&gt;
 * Every nation starts with at least 1 entrepreneur NPC.&lt;br /&gt;
&lt;br /&gt;
===Birth and Death of NPCs===&lt;br /&gt;
&lt;br /&gt;
NPCs are dynamically generated and removed based on the economic activity within a country.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generation Conditions:&#039;&#039;&#039;&lt;br /&gt;
 * For every 440g value of companies, 1 NPC can be generated.&lt;br /&gt;
 * Companies owned by active entities (logged in within the last week) contribute to NPC generation.&lt;br /&gt;
 * NPCs appear in the core region of their nation, even if it is occupied.&lt;br /&gt;
&#039;&#039;&#039;Deactivation:&#039;&#039;&#039;&lt;br /&gt;
 * NPCs with higher economic skills are the first to disappear if conditions change (e.g., inactivity, company destruction).&lt;br /&gt;
 * Every country maintains a minimum of 1 NPC.&lt;br /&gt;
&lt;br /&gt;
===Entities Limitations===&lt;br /&gt;
&lt;br /&gt;
There are limitations to prevent NPC over-reliance:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Company:&#039;&#039;&#039;&lt;br /&gt;
 * Cannot have more than 2 NPCs working simultaneously.&lt;br /&gt;
&lt;br /&gt;
[[File:NpcSkills.png]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Elections&amp;diff=485</id>
		<title>Elections</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Elections&amp;diff=485"/>
		<updated>2026-04-25T11:15:38Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Election day.JPG | center]]&lt;br /&gt;
&lt;br /&gt;
= Election System Overview =&lt;br /&gt;
&lt;br /&gt;
Elections are a crucial part of the game&#039;s political system, determining the leadership and legislative representation of parties. Here is a breakdown of the different types of elections and the recent updates to the election system:&lt;br /&gt;
&lt;br /&gt;
== Presidential Elections ==&lt;br /&gt;
&lt;br /&gt;
Elections for the national President occur &#039;&#039;&#039;each month&#039;&#039;&#039;, usually the 1st. Election day may differ from a country to another. In fact, the congress has the power to impeach the president and starts new presidential election (law proposals are explained [[Congress | here]]). Political &#039;&#039;&#039;Party Leaders&#039;&#039;&#039; can now nominate any party member to run for Presidential Elections (it&#039;s no longer restricted to the Party Leader).&lt;br /&gt;
&lt;br /&gt;
== Party President Elections ==&lt;br /&gt;
&lt;br /&gt;
Party President elections are a feature that allows members to elect their Party President directly. Players must apply &#039;&#039;&#039;actively&#039;&#039;&#039; to run for the position of Party President. Elections for Party President determine who will lead the party and have the authority to make key decisions, such as setting the priority list for Congress elections. Party President elections happen on the &#039;&#039;&#039;10th of each month&#039;&#039;&#039; (the rule may have been changed).&lt;br /&gt;
&lt;br /&gt;
== Congress Elections ==&lt;br /&gt;
&lt;br /&gt;
[[File:Election page.JPG | 300px]]&lt;br /&gt;
&lt;br /&gt;
Congress elections take place on the &#039;&#039;&#039;25th of each month&#039;&#039;&#039;. The Party President has the authority to select a &#039;&#039;&#039;priority list&#039;&#039;&#039; of candidates who will get into Congress from their party.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt; Applying for Congress: &amp;lt;/u&amp;gt; Players need to &#039;&#039;&#039;actively&#039;&#039;&#039; apply to run for Congress. However, the priority system set by the Party President remains in place, meaning candidates will still need to be on the priority list to have a higher chance of getting elected.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt; Election Process: &amp;lt;/u&amp;gt; The Party President’s priority list determines which candidates from their party are prioritized for Congress seats based on the number of votes the party receives.&lt;br /&gt;
&lt;br /&gt;
== Key Points to Remember ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Party President elections&#039;&#039;&#039; are held regularly, and any player can apply to run.&lt;br /&gt;
* &#039;&#039;&#039;Active participation&#039;&#039;&#039; is required for both Party President and Congress elections.&lt;br /&gt;
* The &#039;&#039;&#039;priority system&#039;&#039;&#039; managed by the Party President is still in place for Congress elections, influencing who gets elected.&lt;br /&gt;
* You can decide to nominate or not a presidential candidate. It can be used to make coalition during elections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to participate and shape the political landscape of the game !&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Election_page.JPG&amp;diff=484</id>
		<title>File:Election page.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Election_page.JPG&amp;diff=484"/>
		<updated>2026-04-25T11:13:33Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Election_day.JPG&amp;diff=483</id>
		<title>File:Election day.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Election_day.JPG&amp;diff=483"/>
		<updated>2026-04-25T11:09:12Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Auctions&amp;diff=482</id>
		<title>Auctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Auctions&amp;diff=482"/>
		<updated>2026-04-24T21:43:49Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* How Auctions Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What Are Auctions? =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auctions&#039;&#039;&#039; are a system where players can buy and sell valuable items such as equipment and special items to the highest bidder. Auctions can be found in the dropdown menu by navigating to &#039;&#039;&#039;Market -&amp;gt; Auctions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Auctions Example.webp | 500 px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Accounts below Level 7 cannot access Auctions. You can read more about [[Level Restrictions | link]] here.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= How Auctions Work =&lt;br /&gt;
&lt;br /&gt;
Players can sell equipment and special items through auctions by listing them for a fee. There is always a &#039;&#039;&#039;listing fee&#039;&#039;&#039; for placing an item up for auction, the more time the auction lasts, the listing fee will increase. Additionally, when the auction ends, a &#039;&#039;&#039;tax of 5% on the final value&#039;&#039;&#039; is deducted from the seller&#039;s total earnings.&lt;br /&gt;
&lt;br /&gt;
[[File:Auction Listing.webp | 500 px | right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Auction Duration and Fees&lt;br /&gt;
|-&lt;br /&gt;
! Auction Duration !! Listing Fee (Gold)&lt;br /&gt;
|-&lt;br /&gt;
| 1h || 0.10 gold&lt;br /&gt;
|-&lt;br /&gt;
| 3h || 0.28 gold&lt;br /&gt;
|-&lt;br /&gt;
| 5h || 0.37 gold&lt;br /&gt;
|-&lt;br /&gt;
| 12h || 0.55 gold&lt;br /&gt;
|-&lt;br /&gt;
| 24h || 0.71 gold&lt;br /&gt;
|-&lt;br /&gt;
| 48h || 0.89 gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All auctions are conducted in gold, meaning that players can only use gold to place bids on items. Bidders can increase their offers as long as the auction is active, and the player with the highest bid at the end of the auction wins the item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Keep in mind that every bid, after the countdown is under 30 seconds, increases the auction duration by &#039;&#039;&#039;30 seconds&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Job_Market&amp;diff=481</id>
		<title>Job Market</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Job_Market&amp;diff=481"/>
		<updated>2026-04-24T21:42:31Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Job Market is the place where you can find a job. You can access to the Job Market via &#039;&#039;&#039;Market &amp;gt; Job Market&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If a Company doesn&#039;t have enough money for the salaries, his Job Offer will not show up on the Job Market&lt;br /&gt;
* If a Company is a factory and doesn&#039;t have enough raw material to can produce at least one time, his Job Offer will not show up on the Job Market&lt;br /&gt;
* If workers skill is lower than the Job Offer skill, the Job Offer will not show up on the Job Market&lt;br /&gt;
* To can see all Job Offers, you can click on the &#039;&#039;&#039;All Offers&#039;&#039;&#039; button, but you can apply just for jobs posted for skills equal or lower than you skill.&lt;br /&gt;
* A job market has always job offers made by NPCS so new players are sure to find a job. However, the job is not well paid at all!&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Companies&amp;diff=480</id>
		<title>Companies</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Companies&amp;diff=480"/>
		<updated>2026-04-24T18:00:28Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Company creation =&lt;br /&gt;
&lt;br /&gt;
In Eclesiar, you&#039;ll be able to create your own company and gather some profits. At first, you&#039;ll need to go to &#039;&#039;&#039;My Places &amp;gt; Business&#039;&#039;&#039;. There will be a button called &#039;&#039;&#039;Create New Company&#039;&#039;&#039; below your job section. There&#039;s different types of companies. Some produce raw materials and some produce the final product.&lt;br /&gt;
&lt;br /&gt;
By clicking on that, this menu will pop up:&lt;br /&gt;
&lt;br /&gt;
[[File:Company menu.webp | right | 500px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food Raw Material&#039;&#039;&#039; (used for Food);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Raw Material&#039;&#039;&#039; ( used for Ground Weapons);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aircraft Raw Material&#039;&#039;&#039; (used for Aircraft Weapons);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airplane Ticket Raw Material&#039;&#039;&#039; ( used for Airplane Tickets).&lt;br /&gt;
&lt;br /&gt;
ach company has a tier, rated in stars. Higher tier companies cost more gold to create:&lt;br /&gt;
&lt;br /&gt;
* Tier 1 companies: &#039;&#039;&#039;10 gold&#039;&#039;&#039;;&lt;br /&gt;
* Tier 2 companies: &#039;&#039;&#039;20 gold&#039;&#039;&#039;;&lt;br /&gt;
* Tier 3 companies: &#039;&#039;&#039;60 gold&#039;&#039;&#039;;&lt;br /&gt;
* Tier 4 companies: &#039;&#039;&#039;170 gold&#039;&#039;&#039;;&lt;br /&gt;
* Tier 5 companies: &#039;&#039;&#039;370 gold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The finished products companies, or &#039;&#039;&#039;Factories&#039;&#039;&#039;, produce:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Food&#039;&#039;&#039; (Requires &amp;lt;u&amp;gt;Grain&amp;lt;/u&amp;gt;);&lt;br /&gt;
* &#039;&#039;&#039;Ground Weapons&#039;&#039;&#039; (Requires &amp;lt;u&amp;gt;Iron&amp;lt;/u&amp;gt;);&lt;br /&gt;
* &#039;&#039;&#039;Aircraft Weapons&#039;&#039;&#039; (Requires &amp;lt;u&amp;gt;Titanium&amp;lt;/u&amp;gt;);&lt;br /&gt;
* &#039;&#039;&#039;Airplane Tickets&#039;&#039;&#039; (Requires &amp;lt;u&amp;gt;Oil&amp;lt;/u&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Keep in mind that the Raw Materials factories won&#039;t require any item to generate its materials. On the other hand, the final product factories (Food, Ground Weapons, Aircraft Weapons and Airplane Tickets) will require a specific raw material, to allow its production.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Upgrading companies =&lt;br /&gt;
&lt;br /&gt;
For company owners, Presidents or even Ministers of Labor, there&#039;s a possibility to ugrade your already owned companies. This will allow you to produce more materials towards a final product or even improve the final product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
In order to upgrade your company, you just need to access your company&#039;s homepage, through &amp;quot;My Places &amp;gt; Business&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As you scroll down, it will pop up the companies&#039; list and it should be something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Company Upgrade.webp| 600px]]&lt;br /&gt;
&lt;br /&gt;
As you can see, this looks quite simple. If you want to upgrade your company, just make sure you have que required gold ammount and click the &#039;&#039;&#039;&amp;quot;Upgrade&amp;quot;&#039;&#039;&#039; button.&lt;br /&gt;
After that, you&#039;ll see that your company gained one star, and the working shift result will be improved.&lt;br /&gt;
&lt;br /&gt;
= Company management =&lt;br /&gt;
&lt;br /&gt;
As a company owner, or if you&#039;re country&#039;s Minister of Labor, you&#039;ll be able to manage your staff&#039;s salary, check their work activity and even fire them.&lt;br /&gt;
&lt;br /&gt;
[[File:Company manage staff1.webp | 600px]]&lt;br /&gt;
&lt;br /&gt;
To check a specific employee information, &#039;&#039;&#039;click on their avatar&#039;&#039;&#039;. It will pop a new window where you&#039;ll be able to see all information. This Employee window is very simple: you&#039;ll see their work log (how many days your employee showed up, and which ones, from the current week). The current salary will also be displayed and you&#039;re able to change it. Also, depending on the scenario, you can even change the currency of the job payment.&lt;br /&gt;
&lt;br /&gt;
[[File:Company manage staff2.webp| 600px]]&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a critical information that might affect your employee&#039;s salary which is your country&#039;s minimum wage. If you country sets the minimum wage to, let&#039;s say 100, you&#039;ll need to adapt and set the employee&#039;s salary at least to 100.&lt;br /&gt;
&lt;br /&gt;
On the bottom left corner of the window there will be a &amp;quot;Fire&amp;quot; button, which will fire this employee.&lt;br /&gt;
&lt;br /&gt;
= Working as manager (WaM) =&lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;Work as Manager&#039;&#039;&#039; feature will allow you to work in all of the companies you have, or you can select a specific one. Keep in mind that this feature won&#039;t have the same requirements that the regular work shift. Let&#039;s show a quick example:&lt;br /&gt;
&lt;br /&gt;
[[File:Work as manager2.webp| 600px]]&lt;br /&gt;
&lt;br /&gt;
In this case, the citizen has two companies: One Iron Company and one Ground Weapons Factory. &#039;&#039;&#039;Daily you have 1 free Work as a Manager only costing 10 energy&#039;&#039;&#039;, second work as a manager will cost &#039;&#039;&#039;1g&#039;&#039;&#039; (+ country&#039;s taxes if there are such), each next one will cost x2 (2g,4g,8g etc). Every time you work as a manager will require 10 energy (no matter how many companies you have selected).&lt;br /&gt;
&lt;br /&gt;
Explaining in other way: In this image, to Work as Manager you&#039;ll need:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Work Tax :&#039;&#039;&#039; 2.40 gold; (2 gold base for 2 companies+ 20% from country tax)&lt;br /&gt;
* &#039;&#039;&#039;Energy :&#039;&#039;&#039; 10;&lt;br /&gt;
* &#039;&#039;&#039;Requirements :&#039;&#039;&#039; 37 Iron&lt;br /&gt;
&lt;br /&gt;
If you meet this requirements, it will provide you the &amp;quot;Production&amp;quot; collumn items. In this example, you&#039;ll get &#039;&#039;&#039;19 iron&#039;&#039;&#039; (from the Iron Factory) and &#039;&#039;&#039;188 Ground Weapons&#039;&#039;&#039; (from the Ground Weapons Factory, being needed the 37 Iron).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 1: The work tax, in gold, will duplicate if you try to Work as Manager, in the same day. By this, the depending on the number of companies (and remember that it takes 1 gold per company), if you spam this feature, you&#039;ll end up spending a lot of gold and creating a lot of [[Pollution | pollution]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: Factories, like in the previous example, don&#039;t give you raw material anymore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Work =&lt;br /&gt;
&lt;br /&gt;
Getting your job is another fundamental aspect in Eclesiar. By doing this, you&#039;ll be able to get your money and start your ascension.&lt;br /&gt;
&lt;br /&gt;
[[File:Jobs no job.webp | right]]&lt;br /&gt;
&lt;br /&gt;
When you join a country, you&#039;ll start with no job. You&#039;ll have to go on the &#039;&#039;&#039;job market&#039;&#039;&#039;, to look for one. You can access on the menu: &#039;&#039;&#039;My Places &amp;gt; Business&#039;&#039;&#039; OR &#039;&#039;&#039; Market &amp;gt; Job Market&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As it&#039;s shown on the picture, you won&#039;t have any job, so you&#039;ll have to click on the button &#039;&#039;&#039;Looking for a job&#039;&#039;&#039;. After charging the page, it will pop up every job offer in your country.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have the name of the company, the gross salary and your net salary.&lt;br /&gt;
&lt;br /&gt;
[[File: Job offers.webp | right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this example, the company &amp;quot;Guns&amp;quot;, offers you a job which pays 25 IEP of Gross Salary. This is the entire value of the offer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will also show the Net Salary, which represent the actual ammount of money you will receive. This ammount has already deducted your country&#039;s [[Taxes &amp;amp; Laws | work tax]]. &#039;&#039;In this example, your Net Salary will be 20 IEP.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these offers can be influenced by your country&#039;s minimum salary, work tax, which will be all set by your [[Congress]] members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;You can work once per day&amp;lt;/u&amp;gt;. The working timer resets at midnight, server time. By working, &#039;&#039;you also increase your economic skill&#039;&#039; and it grows based on that formula :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; NEW_ECONOMIC_SKILL = CURRENT_ECONOMIC_SKILL + (1 / log(CURRENT_ECONOMIC_SKILL + 2)) / (&lt;br /&gt;
    30 if CURRENT_ECONOMIC_SKILL &amp;gt; 60 else &lt;br /&gt;
    20 if CURRENT_ECONOMIC_SKILL &amp;gt; 56 else &lt;br /&gt;
    15 if CURRENT_ECONOMIC_SKILL &amp;gt; 50 else &lt;br /&gt;
    10 if CURRENT_ECONOMIC_SKILL &amp;gt; 40 else &lt;br /&gt;
    8  if CURRENT_ECONOMIC_SKILL &amp;gt; 30 else &lt;br /&gt;
    5&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Company Relocation =&lt;br /&gt;
&lt;br /&gt;
For company owners, Presidents or even Ministers of Labor, there&#039;s a possibility to relocate your companies. This will allow you to relocate your company to a region of your choice.&lt;br /&gt;
&lt;br /&gt;
[[File:Company Relocation.webp| right | 400px]]&lt;br /&gt;
&lt;br /&gt;
In order to relocate your company, you need &#039;&#039;&#039;an &amp;lt;u&amp;gt;appropriate&amp;lt;/u&amp;gt; Relocation Permit&#039;&#039;&#039; (Q3,Q4 or Q5). You can buy a Relocation Permit in the [[Special items shop]] or at [[Auctions | auctions]] . After you have bought a Relocation Permit, go to &#039;&#039;&#039;&amp;quot;My Places &amp;gt; Storage&amp;quot;&#039;&#039;&#039; and click on the Relocation Permit, a popup menu will appear asking you what company you want to relocate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please, pay attention to the side effects of relocating companies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Factors affecting production =&lt;br /&gt;
&lt;br /&gt;
Factors are applied after the base value of company, in the order they are being written.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. NPC Company Owner and type of company&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If company is product and is owned by NPC then the production is divided by 3, if company is raw then the base value stays the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Level 3+ military base (only for weapons and air-weapons)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the region has level 3+ military base, it provides 5% bonus production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Consecutive workers debuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; [production] = [production] * (1.3 - ( [AMOUNT OF WORKERS THAT WORKED TODAY IN YOUR COMPANY] / 10 )); &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g : Q5 iron company has base value of 97, if 10 people have worked today in your company, the maths will be : 97*(1.3-(10/10))=97*(1.3-1)=97*0.3=29.1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Eco skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[production] =  rounddown-&amp;gt;([production] *(1+EcoSkill/50)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g : Q5 iron company has base value of 97, if you are eco 5 and work there, maths will be : 97*(1+(5/50))=97*(1+0.1)=97*1.1=106,7, but with the &amp;quot;round down&amp;quot; it becomes 106&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Region and country bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[production] = [production] + ([production] * (([REGION_BONUS] + [COUNTRY_BONUS]) / 100));&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region bonus&#039;&#039;&#039; is based on the region type your company is located on. Each high region provides 30% region bonus, each medium region provides 15% region bonus and each low region provides 5% region bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g: You make company in region A, which is high iron, then region bonus is 30%.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Country bonus&#039;&#039;&#039; is based on the amount of overall bonus regions of country , with high regions contributing with 6%, medium regions with 3% and low regions with 1%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COUNTRY BONUS&#039;&#039;&#039; affect only citizens and NPCs of &#039;&#039;&#039;RULER&#039;&#039;&#039; country.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g: Country A owns 2 High Iron regions, 2 High Grain regions, 1 Medium Iron region, resulting in iron bonus of 2*6+1*3=15% and grain bonus 2*6=12%&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g:Q5 iron company in region A(high iron) owned by country A : 97 + (97*((30+6)/100))=97+(97*0.36)=97+34.92=131,92&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Pollution debuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[production] = [production] - (([production] - ([production]*0.1)) * [POLLUTION_VALUE]);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different regions have different amount of pollution.&lt;br /&gt;
&lt;br /&gt;
[[Pollution | You can read more about Pollution here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g: Q5 iron company in region X with 20% pollution 97-((97-(97*0.1))*0.2)=97-((97-9.7)*0.2)=97-(87.3*0.2)=97-17.46=79.54&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7. Production fields and industrial zones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Production field affects raw companies and industrial zone affects product companies. Each level of production field/industrial zone in the region increases production by 5%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g: Q5 Iron company in region A that has level 1 production field: 97*105% = 101.85&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g: Q5 Iron company in region B that has level 3 production field: 97*115% = 111.55&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Region Buildings | You can read more about Buildings here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8. Company state (on sale or not)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[production] = [production] / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;/!\&#039;&#039;&#039; Keep in mind that all those bonuses in the game are applied together &amp;lt;u&amp;gt;in the order they are written&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
= Tips &amp;amp; Notes =&lt;br /&gt;
&lt;br /&gt;
# It&#039;s better to have 4 workers split in 2 q1 companies, than having them work in same one (consecutive worker debuff becomes too big after 3rd worker)&lt;br /&gt;
# You can use this [[https://docs.google.com/spreadsheets/d/1fOO4CEGWbILYAIAInRsamGpBxldABqy7V7np4VVtyBQ/edit?usp=sharing | Work Calculator]] to estimate your production and plan how to split workers in companies.&lt;br /&gt;
# If you deeply understand economy of game you can use this [[https://docs.google.com/spreadsheets/d/1D4C_c4pDOUqABrUP3XF5iQ7gIyQOnNVQMgqCqPanr64/edit?usp=sharing | Advanced Work Calculator!]]&lt;br /&gt;
# Sometimes it might be profitable to use gold WAM and sell the production of it.&lt;br /&gt;
# If you are planning to relocate a company, you can wait to buy a Relocation Permit on discount.&lt;br /&gt;
&lt;br /&gt;
* 1a. Company bought on Business Market, can I list it on Business Market? - No: Your company is locked for trade 7 days.&lt;br /&gt;
* 1b. Company bought on Business Market, can I reallocate it to another Region? - No: Company was traded recently. It can only be reallocated in 30 days.&lt;br /&gt;
* 1c. Company bought on Business Market, can I send it with Contract? - No: Your company is locked for trade 7 days.&lt;br /&gt;
* 2a. Company has been reallocated, can I list it on Business Market? - Yes&lt;br /&gt;
* 2b. Company has been reallocated, can I reallocate it to another Region? - You moved a company recently. You can move another one in 30 days.&lt;br /&gt;
* 2c. Company has been reallocated, can I send it with Contract? - Yes&lt;br /&gt;
* 3a. Company has been moved with Contract, can I list it on Business Market? - Yes&lt;br /&gt;
* 3b. Company has been moved with Contract, can I reallocate it to another Region? - Company was traded recently. It can only be reallocated in 30 days.&lt;br /&gt;
* 3c. Company has been moved with Contract, can I send it with Contract? - Yes&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=479</id>
		<title>War Declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=479"/>
		<updated>2026-04-24T17:49:06Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you looking for actions? Do you want to expand your country? Something else? You are on the right page. Here, you&#039;ll know how to declare war on another country.&lt;br /&gt;
&lt;br /&gt;
[[File:Declaration of war.JPG]]&lt;br /&gt;
&lt;br /&gt;
You must be part of the [[Congress | congress]] to enact a war declaration. The proposal is simply called &amp;quot;Start War&amp;quot; and will cost golds to your country. This law requires 24 hours to pass even with 100% votes and &#039;&#039;&#039;your ennemy will be aware of your political move&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The following day, your government can open a battle. Choose wisely the battlefront; plains are harder to defend than mountains for the defender sides. If you are too slow, your ennemy will attack first and you will have to defend your territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declaring war is a risky move.&#039;&#039;&#039; Even the stronger can fall. Good luck and have fun!&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Declaration_of_war.JPG&amp;diff=478</id>
		<title>File:Declaration of war.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Declaration_of_war.JPG&amp;diff=478"/>
		<updated>2026-04-24T17:48:04Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Terrain_Types&amp;diff=477</id>
		<title>Terrain Types</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Terrain_Types&amp;diff=477"/>
		<updated>2026-04-24T17:19:31Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Map_terrain.JPG | right | border]]&lt;br /&gt;
There are four terrain types to be found in Eclesiar. Each terrain provides a different effect to the damage dealt in wars.&lt;br /&gt;
&lt;br /&gt;
== Terrain types and their effects : ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plains :&#039;&#039;&#039; Attackers have + 20 % bonus damage.&lt;br /&gt;
* &#039;&#039;&#039;Forest :&#039;&#039;&#039; Both sides have decreased accuracy by 10 %.&lt;br /&gt;
* &#039;&#039;&#039;Mountains :&#039;&#039;&#039; Defenders have + 20 % bonus damage.&lt;br /&gt;
* &#039;&#039;&#039;Desert :&#039;&#039;&#039; Hits consume two times more energy(each hit consumes 20 energy, as usually it consumes 10 energy).&lt;br /&gt;
&lt;br /&gt;
The terrain effect can be found in every war round page, under the additional information icon (the &amp;quot;i&amp;quot; button). The information about each region&#039;s terrain can be found in the World map.&lt;br /&gt;
&lt;br /&gt;
== Natural events ==&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the terrain type of a region may evolves. Each day, a random region experiences one of the following Natural Disasters:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Transforms the terrain into Desert.&lt;br /&gt;
* &#039;&#039;&#039;Hurricane :&#039;&#039;&#039; Changes terrain to Plains.&lt;br /&gt;
* &#039;&#039;&#039;Tsunami :&#039;&#039;&#039; Converts to Forest.&lt;br /&gt;
* &#039;&#039;&#039;Volcano Eruption :&#039;&#039;&#039;Turns into Mountain.&lt;br /&gt;
* &#039;&#039;&#039;Sunny Day :&#039;&#039;&#039; Nothing happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Note :&amp;lt;/u&amp;gt; A region can’t be affected again until all others have had their turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Map_terrain.JPG&amp;diff=476</id>
		<title>File:Map terrain.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Map_terrain.JPG&amp;diff=476"/>
		<updated>2026-04-24T16:55:41Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Equipments&amp;diff=475</id>
		<title>Equipments</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Equipments&amp;diff=475"/>
		<updated>2026-04-24T16:47:38Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Mining equipments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
[[File: Build set.JPG | right]]&lt;br /&gt;
&lt;br /&gt;
Another factor that will dictate your player&#039;s magnitude in Eclesiar is the &#039;&#039;&#039;equipments&#039;&#039;&#039;. As well as the [[Military Ranks | military rank]], your equipments will be one of the things you&#039;ll want to grind as much as you can. Considered like end-game content, each piece, depending on its &#039;&#039;&#039;tier&#039;&#039;&#039;, will grant huge boosts, eg. bonus damage. Your equipment is shown in your equipment inventory that can be found in &#039;&#039;&#039;My Places &amp;gt; Training Center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can drag them into their correct slot or you can just double-click the equipment you desire to equip. By putting the mouse over each equipment, a window will pop up showing both the buffs and debuffs, if it&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
In order to equip equipment, scroll to the bottom of the Training Center page, a table &amp;quot;My Equipments&amp;quot; will show. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Myequips.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 3 equipment types: fighting EQ, building EQ and mining EQ.&lt;br /&gt;
&lt;br /&gt;
= Getting equipment =&lt;br /&gt;
&lt;br /&gt;
There are few ways to get your equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battle drop&#039;&#039;&#039; is one the most common source of equipment. There is a &#039;&#039;&#039;0.4 % base item drop chance&#039;&#039;&#039; for each attack made in a war to get a tier 1 equipment piece. The item drop chance can be increased by equipments effect. After each dropped equipment, a notification will appear.&lt;br /&gt;
* &#039;&#039;&#039;Construction drop :&#039;&#039;&#039; while building, you can earn equipment with building-specific modifiers (&#039;&#039;&#039;basic drop chance is 0,04%&#039;&#039;&#039;, which can be increase by combat and builder EQ)&lt;br /&gt;
* &#039;&#039;&#039;Mining drop :&#039;&#039;&#039; at the end of your shift, there is a &#039;&#039;&#039;1% base item drop chance&#039;&#039;&#039;.&lt;br /&gt;
* Buy it in [[Auctions | auction]].&lt;br /&gt;
* Referral system provides the inviter with random equipment of different tiers. See [[Referrals]].&lt;br /&gt;
* Equipment can be also made by merging. See [Merge Factory].&lt;br /&gt;
* Special events.&lt;br /&gt;
&lt;br /&gt;
= Equipment types and tiers =&lt;br /&gt;
 &lt;br /&gt;
[[File:Equipment.webp | right]]&lt;br /&gt;
 &lt;br /&gt;
You&#039;ll have six types for your equipments based on the used slot (by this order, vertically):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Helmet&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Vest&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Elbow Pads&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Gloves&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Pants&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Boots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
In Eclesiar, equipments can have different tiers, as well as other items in-game.&lt;br /&gt;
 &lt;br /&gt;
* Tier 1: &#039;&#039;&#039;Common&#039;&#039;&#039; (gray);&lt;br /&gt;
* Tier 2: &#039;&#039;&#039;Uncommon&#039;&#039;&#039; (green);&lt;br /&gt;
* Tier 3: &#039;&#039;&#039;Rare&#039;&#039;&#039; (blue);&lt;br /&gt;
* Tier 4: &#039;&#039;&#039;Epic&#039;&#039;&#039; (purple);&lt;br /&gt;
* Tier 5: &#039;&#039;&#039;Legendary&#039;&#039;&#039; (yellow).&lt;br /&gt;
 &lt;br /&gt;
= Equipment effects =&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;COMBAT&#039;&#039;&#039; equipment provides players various bonuses or negative effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; : Chance of making a successful hit.&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; : Bonus Damage that is added to your Base Damage. Equipments can provide static values or in percentage.&lt;br /&gt;
* &#039;&#039;&#039;Critical chance&#039;&#039;&#039; : Chance of landing a non-miss critical hit.&lt;br /&gt;
* &#039;&#039;&#039;Critical hit&#039;&#039;&#039; : Base critical hit is set to 200 %, which means your critical hit is double the basic hit. The bonus critical hit value is added to your base Critical Hit in percentage, increasing your damage made by critical hits.&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance&#039;&#039;&#039; : Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;BUILDER&#039;&#039;&#039; equipment provides players various bonuses effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus when Building :&#039;&#039;&#039; bonuses apply when building all buildings&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Military Base :&#039;&#039;&#039; bonuses apply only when building Military Base&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Hospital :&#039;&#039;&#039; bonuses apply only when building Hospital&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Industiral Zone :&#039;&#039;&#039; bonuses apply only when building Industrial Zone&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Production Fields :&#039;&#039;&#039; bonuses apply only when building Production Fields&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building through item Donation :&#039;&#039;&#039; bonuses apply when donating items to construction of each bulding&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance :&#039;&#039;&#039; Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;MINING&#039;&#039;&#039; equipment provides players one bonus effect linked to one minor malus:&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus gold&#039;&#039;&#039; from mining activity&lt;br /&gt;
 &lt;br /&gt;
More in-depth details on equipment effects affecting your damage can be found on [[Ways to Increase Damage]]. The equivalent for the construction gameplay can be found on this [[Region Buildings | page]].&lt;br /&gt;
&lt;br /&gt;
= Merge factory &amp;amp; scrapper =&lt;br /&gt;
&lt;br /&gt;
[[File:Merge factory.JPG]]&lt;br /&gt;
&lt;br /&gt;
Below the previous table where you can see your equipments, you&#039;ll find another one with a &amp;quot;Merge&amp;quot; title. In here, you&#039;ll be able to merge your equipments to create a higher Tier. You&#039;ll have to select &#039;&#039;&#039;five&#039;&#039;&#039; pieces of gear, always &#039;&#039;&#039;from the same tier&#039;&#039;&#039;, in order to create &#039;&#039;&#039;one&#039;&#039;&#039; of a higher tier. As soon as you&#039;ve selected &#039;&#039;&#039;five&#039;&#039;&#039; pieces, click on the arrow and it will generate a higher equipment piece. A menu will pops up, showing you the % of chance to get a new piece (total probability is equal to 1).&lt;br /&gt;
&lt;br /&gt;
When merging &#039;&#039;&#039;COMBAT&#039;&#039;&#039; and &#039;&#039;&#039;BUILDER&#039;&#039;&#039; eq, chance to get specific set(combat or builder) depends how many piece from each set used.&lt;br /&gt;
&#039;&#039;ex. : if you merge 3 COMBAT and 2 BUILDER EQ, chance to get combat EQ is 60%, while to get builder EQ is 40% chance.&#039;&#039;&lt;br /&gt;
Note: if you merge 5 piece of COMBAT EQ you will get COMBAT EQ.(same with BUILDER EQ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The same principle applies when merging different types of combat set (like desert and mountain sets).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a small button on the menu &amp;quot;My equipment&amp;quot; called &#039;&#039;&#039;scrapper&#039;&#039;&#039;. If you have an undesired equipment in your inventory, you can scrap it and get two lower-tier equipments so you can continue your grind.&lt;br /&gt;
&lt;br /&gt;
= Equipment stat combinations =&lt;br /&gt;
&lt;br /&gt;
In Eclesiar, equipment pieces come with unique stat combinations that provide both bonuses and potential drawbacks. &#039;&#039;&#039;Each piece of equipment can only have specific combinations of stats&#039;&#039;&#039;, meaning that not all stats are available on every piece. These combinations are predefined, so when obtaining or upgrading equipment, you can expect the following possible pairings. Understanding these combinations is essential for optimizing your build, as certain stats like damage, critical hit, or accuracy are only available in particular slots. Below are the possible stat combinations for each type of equipment, at the lowest tier (T1).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;To find values for a higher tier, multiply given values by the quality of the tier.&#039;&#039;&#039;&amp;lt;/u&amp;gt; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ex : [q3 stats] = [q1 stats] * 3&lt;br /&gt;
&lt;br /&gt;
== Combat equipments ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combat eq.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 5 kind of combat set: &#039;&#039;&#039;normal, desert, forest, mountain and plain&#039;&#039;&#039;. Each set has pros and cons, depending on your [[Terrain Types | strategy]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Note 1: TD = Total Damage ; CC = Critical Chance ; CH = Critical Hit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Note 2: T1 = Tier 1 = grey stuff. For a given set, the best equipment is in the first table. The worst is in the last one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Normal set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3% Critical hit || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +40 Total Damage || +3% Critical hit&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +50 Total Damage || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +7% Critical chance || -20 Total Damage&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +40 Total Damage || +2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Accuracy || +2% Damage %&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +6% CH || /&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +80 TD || -3% CH&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +3% CH || +2% Dmg&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +4% CC || -2% CH&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || -30 TD || +8% CH&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +2% CC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,04% Drop Chance || +1% Acc&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% Damage % || /&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,06% Drop Chance || -20 TD&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +40 TD || +0,04% Drop Chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +5% Dmg % || -2% CC&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Acc || -0.02% Drop Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +10 TD || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CC || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +15 TD || +2% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +1% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +20 TD || +1% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +25 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +1% Dmg % || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +3% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +20 TD || +5% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD|| +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Dmg % || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Acc || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +20 TD || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +1% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CH || +0.5% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +10 TD || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +20 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +25 TD || +1% CC || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +2% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +1% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plains set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc|| +10 TD || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CC || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +5 TD || +1% Acc || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,5 Acc|| +1% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +35 TD || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +25 TD || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +5 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +3% Dmg % || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +1% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Dmg % || +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +30 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +2% CH || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +15 TD || +1% Acc || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +2% Acc || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +25 TD || +2% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +3% Dmg % || +10 TD || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Dmg % || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +6% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +3% CH || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +3% CH || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +15 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3 TD || +1% Acc || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% CH || +1% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CH || +40 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +20 TD || +3% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +2% Dmg % || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction equipments ==&lt;br /&gt;
&lt;br /&gt;
Here, you can find tier 1 stats. To know tier X stats, multiply the following stats by X.&lt;br /&gt;
&lt;br /&gt;
=== Set 1 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,6% Bonus when building || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +0,03% Drop chance || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Bonus when building through item donation || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building hospital || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Bonus when building through item donation || 1,2% Bonus when building military base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 2 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,03% Drop chance || +1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1,2% Bonus when building hospital || +2% Bonus when building through item donation&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1,2% Bonus when building military base || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || +0,03% drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building production field || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +0,6% Bonus when building || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 3 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1,2% Bonus when building  production field|| 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Bonus when building through item donation || +0,03% Drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,03% Drop chance || 1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +0,03% Drop chance || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building military base || 1,2% Bonus when building&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mining equipments ==&lt;br /&gt;
&lt;br /&gt;
Get more information on mining [[Mining | here]]! To find values of a higher tier, multiply given values of T1 by the quality of the tier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Tier 1 set&lt;br /&gt;
|-&lt;br /&gt;
! Equipement piece !! stat 1 !! stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,9% Bonus gold from mining activity	 || -1 damage&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% &amp;quot;-&amp;quot; || -1% dmg&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0.9% &amp;quot;-&amp;quot; || -1 dmg&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +0.8% &amp;quot;-&amp;quot; || -1% accuracy&lt;br /&gt;
|-&lt;br /&gt;
| Eldow pads || +0.9% &amp;quot;-&amp;quot; || -1 dmg&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +0.8% &amp;quot;-&amp;quot; || -1% acc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=University&amp;diff=474</id>
		<title>University</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=University&amp;diff=474"/>
		<updated>2026-04-19T18:29:50Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:University.JPG | thumb | right | University page example]]&lt;br /&gt;
&lt;br /&gt;
Another exciting addition to Eclesiar is the University — a feature designed to add depth and progression to your gameplay.&lt;br /&gt;
&lt;br /&gt;
💡 Here, players can learn new skills — divided into Economic and Military branches (for now).&lt;br /&gt;
&lt;br /&gt;
Both active and passive skills will be available to enhance your capabilities.&lt;br /&gt;
&lt;br /&gt;
===How do skills work?===&lt;br /&gt;
&lt;br /&gt;
* Skills have a progression system. You’ll contribute items or energy to unlock them.&lt;br /&gt;
* Reach &#039;&#039;&#039;75% progression&#039;&#039;&#039; to unlock a skill.&lt;br /&gt;
* There’s no limit to the number of skills you can master — but be warned, there’s a cost.&lt;br /&gt;
&lt;br /&gt;
To keep things dynamic and engaging, &#039;&#039;&#039;skill progression slowly decay daily, by 4 points per hour&#039;&#039;&#039;, encouraging ongoing investment and commitment.&lt;br /&gt;
&lt;br /&gt;
==Economic Skills==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC Rise.&#039;&#039;&#039; Increase NPC production by &#039;&#039;&#039;15%&#039;&#039;&#039; (passive). &#039;&#039;Item donation: Grain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hustler.&#039;&#039;&#039; Increase Player production by &#039;&#039;&#039;15%&#039;&#039;&#039;. &#039;&#039;Item donation: Q3 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lighter Infrastructure.&#039;&#039;&#039; Companies cost &#039;&#039;&#039;10%&#039;&#039;&#039; less gold to upgrade (passive). Also apply on holding companies (must be CEO). &#039;&#039;Item donation: Q2 Airplane ticket&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bigger Income.&#039;&#039;&#039; Daily missions provide &#039;&#039;&#039;+25%&#039;&#039;&#039; gold (passive). &#039;&#039;Item donation: Fuel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafty Worker.&#039;&#039;&#039; Increases an extra &#039;&#039;&#039;100%&#039;&#039;&#039; of your economic skill (passive). &#039;&#039;Item donation:  Q2 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacksmith.&#039;&#039;&#039; Gain &#039;&#039;&#039;10%&#039;&#039;&#039; extra progression using “Hammer” (passive). &#039;&#039;Item donation: Iron&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Shift.&#039;&#039;&#039; Increases Building Drop Rate by &#039;&#039;&#039;100%&#039;&#039;&#039; for 2 hours (active). &#039;&#039;48 hours cooldown. Item donation: Q3 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Touch.&#039;&#039;&#039; Reduces Stamina donation cost by &#039;&#039;&#039;50%&#039;&#039;&#039; for 15 seconds (active). &#039;&#039;48 hours cooldown. Item donation: Q4 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Shift.&#039;&#039;&#039; Your next Gold Mine shift will grant you &#039;&#039;&#039;+100%&#039;&#039;&#039; rewards (active). &#039;&#039;24 hours cooldown. Item donation: Q5 Aircraft&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Skills==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berserk&#039;&#039;&#039;. Your next hit will count as a combination of 5 hits (active). &#039;&#039;1 hour cooldown. Item donation: Q4 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforcements&#039;&#039;&#039;. Increases Tank and Bomber effects by &#039;&#039;&#039;15%&#039;&#039;&#039; (passive). &#039;&#039;Item donation: Q3 Airplane ticket&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All in&#039;&#039;&#039;. Grants &#039;&#039;&#039;50%&#039;&#039;&#039; additional damage in a battle for 10 seconds (active). &#039;&#039;3 hours cooldown. Item donation: Q2 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry specialization&#039;&#039;&#039;. Increases ground weapon damage by &#039;&#039;&#039;5%&#039;&#039;&#039; (passive). &#039;&#039;Item donation: Q1 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Force Specialization&#039;&#039;&#039;. Increases aerial weapon damage by &#039;&#039;&#039;5%&#039;&#039;&#039; (passive). &#039;&#039;Item donation: Q1 Aircraft&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gym Rat&#039;&#039;&#039;. Training grants you &#039;&#039;&#039;100%&#039;&#039;&#039; more strength (passive). &#039;&#039;Item donation: Q1 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Provisions&#039;&#039;&#039;. Refills your Food Regeneration (active). &#039;&#039;24 hours cooldown. Item donation: Q5 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Uplink&#039;&#039;&#039;. Grants &#039;&#039;&#039;25%&#039;&#039;&#039; extra damage to everyone from your squad for 25 seconds(active). &#039;&#039;5 hours cooldown. Item donation: Q5 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Packing Light&#039;&#039;&#039;. Reduces traveling stamina costs for &#039;&#039;&#039;25%&#039;&#039;&#039; (passive). &#039;&#039;Item donation: Q1 Airplane ticket&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Loot&#039;&#039;&#039;. Increases Military Drop Rate by &#039;&#039;&#039;100%&#039;&#039;&#039; for 2 hours (active). &#039;&#039;48 hours cooldown. Item donation: Q4 Aircraft&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:UniversityDonations.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=University&amp;diff=473</id>
		<title>University</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=University&amp;diff=473"/>
		<updated>2026-04-19T18:26:49Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:University.JPG | thumb | right | University page example]]&lt;br /&gt;
&lt;br /&gt;
Another exciting addition to Eclesiar is the University — a feature designed to add depth and progression to your gameplay.&lt;br /&gt;
&lt;br /&gt;
💡 Here, players can learn new skills — divided into Economic and Military branches (for now).&lt;br /&gt;
&lt;br /&gt;
Both active and passive skills will be available to enhance your capabilities.&lt;br /&gt;
&lt;br /&gt;
===How do skills work?===&lt;br /&gt;
&lt;br /&gt;
* Skills have a progression system. You’ll contribute items or energy to unlock them.&lt;br /&gt;
* Reach &#039;&#039;&#039;75% progression&#039;&#039;&#039; to unlock a skill.&lt;br /&gt;
* There’s no limit to the number of skills you can master — but be warned, there’s a cost.&lt;br /&gt;
* The amount of item donation is directly connected to your Work as Manager production efficiency, the amounts are related to Q5 companies.&lt;br /&gt;
&lt;br /&gt;
To keep things dynamic and engaging, &#039;&#039;&#039;skill progression slowly decay daily, by 4 points per hour&#039;&#039;&#039;, encouraging ongoing investment and commitment.&lt;br /&gt;
&lt;br /&gt;
==Economic Skills==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC Rise.&#039;&#039;&#039; Increase NPC production by &#039;&#039;&#039;15%&#039;&#039;&#039; (passive). &#039;&#039;Item donation: Grain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hustler.&#039;&#039;&#039; Increase Player production by &#039;&#039;&#039;15%&#039;&#039;&#039;. &#039;&#039;Item donation: Q3 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lighter Infrastructure.&#039;&#039;&#039; Companies cost &#039;&#039;&#039;10%&#039;&#039;&#039; less gold to upgrade (passive). Also apply on holding companies (must be CEO). &#039;&#039;Item donation: Q2 Airplane ticket&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bigger Income.&#039;&#039;&#039; Daily missions provide &#039;&#039;&#039;+25%&#039;&#039;&#039; gold (passive). &#039;&#039;Item donation: Fuel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafty Worker.&#039;&#039;&#039; Increases an extra 15% of your economic skill (passive). &#039;&#039;Item donation:  Q2 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacksmith.&#039;&#039;&#039; Gain 10% extra progression using “Hammer” (passive). &#039;&#039;Item donation: Iron&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Shift.&#039;&#039;&#039; Increases Building Drop Rate by 100% for 2 hours (active). &#039;&#039;48 hours cooldown. Item donation: Q3 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Touch.&#039;&#039;&#039; Reduces Stamina donation cost by 50% for 15 seconds (active). &#039;&#039;48 hours cooldown. Item donation: Q4 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Shift.&#039;&#039;&#039; Your next Gold Mine shift will grant you +100% rewards (active). &#039;&#039;24 hours cooldown. Item donation: Q5 Aircraft&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Skills==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berserk&#039;&#039;&#039;. Your next hit will count as a combination of 5 hits (active). &#039;&#039;1 hour cooldown. Item donation: Q4 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforcements&#039;&#039;&#039;. Increases Tank and Bomber effects by 15% (passive). &#039;&#039;Item donation: Q3 Airplane ticket&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All in&#039;&#039;&#039;. Grants 50% additional damage in a battle for 10 seconds (active). &#039;&#039;3 hours cooldown. Item donation: Q2 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry specialization&#039;&#039;&#039;. Increases ground weapon damage by 5% (passive). &#039;&#039;Item donation: Q1 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Force Specialization&#039;&#039;&#039;. Increases aerial weapon damage by 5% (passive). &#039;&#039;Item donation: Q1 Aircraft&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gym Rat&#039;&#039;&#039;. Training grants you 100% more strength (passive). &#039;&#039;Item donation: Q1 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Provisions&#039;&#039;&#039;. Refills your Food Regeneration (active). &#039;&#039;24 hours cooldown. Item donation: Q5 Food&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Uplink&#039;&#039;&#039;. Grants 25% extra damage to everyone from your squad for 25 seconds(active). &#039;&#039;5 hours cooldown. Item donation: Q5 Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Packing Light&#039;&#039;&#039;. Reduces traveling stamina costs for 25% (passive). &#039;&#039;Item donation: Q1 Airplane ticket&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Loot&#039;&#039;&#039;. Increases Military Drop Rate by 100% for 2 hours (active). &#039;&#039;48 hours cooldown. Item donation: Q4 Aircraft&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:UniversityDonations.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:University.JPG&amp;diff=472</id>
		<title>File:University.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:University.JPG&amp;diff=472"/>
		<updated>2026-04-19T17:48:05Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Political_Positions&amp;diff=471</id>
		<title>Political Positions</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Political_Positions&amp;diff=471"/>
		<updated>2026-04-19T17:34:40Z</updated>

		<summary type="html">&lt;p&gt;Luc: updated file + modified the last section. The party leader is not always the party candidat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Political positions example 2.JPG | 250 px |right | frame | An example of government in eFrance]]&lt;br /&gt;
[[File:Political positions example.PNG | 250 px |right | frame | Old version of the page]]&lt;br /&gt;
&lt;br /&gt;
At the political peak of each country, you&#039;ll find some people who will be chosen by you and your compatriots. They are the direct influence on every decision your country makes. Those people are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Minister of Development : &#039;&#039;&#039; This minister takes care of development of the nation by starting build orders of buildings in regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Minister of Defense : &#039;&#039;&#039; Whoever is selected as Minister of Defense will be able to take some measures, on a military level. As soon as your Congress declares war towards another country, the Minister of Defense will be the first in charge to lead the attack. This means that the Minister of Defense can select which region to invade and when to do it. Minister of Defense can also produce and send nukes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Minister of Economy : &#039;&#039;&#039; Whoever is selected as Minister of Economy can control countries holdings and currency market offers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Minister of Labor : &#039;&#039;&#039; The Minister of Labor, on the other hand, will be responsible to manage the Public Coffers and your country&#039;s storage. In other words, the citizen who has this position, will be able to use the General Market and the Currency Market, using the currencies and products from your Country.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Minister of Public Relations : &#039;&#039;&#039; This minister is the latest added position in-game. The Minister of Public Relations&#039; objectives are to inform citizens and to promote the country.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; President : &#039;&#039;&#039; This position explains it by itself. The President is the number one representative of your Country and will have the powers of all Minister Functions. Also, the president get a seat at the congress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vice President : &#039;&#039;&#039; The Vice president is the second in line after the president and have the powers of most Minister Functions.&lt;br /&gt;
&lt;br /&gt;
= How are these selected ? =&lt;br /&gt;
&lt;br /&gt;
As in every country, your President is always selected by voting. Only one member per party is eligible to run for the Presidential Elections, but, you&#039;ll need to match some requirements:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt; Either your party is among the Top 5 Political Parties, in terms of number of members &amp;lt;/u&amp;gt; (this might happen when it&#039;s a small country, with fewer citizens).&lt;br /&gt;
* &amp;lt;u&amp;gt; Or you must have, at least, 10 members in your party. &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you win the Presidential Elections, as a President, you&#039;ll be able to choose your governement.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Political_positions_example_2.JPG&amp;diff=470</id>
		<title>File:Political positions example 2.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Political_positions_example_2.JPG&amp;diff=470"/>
		<updated>2026-04-19T17:22:07Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Taxes_%26_Laws&amp;diff=469</id>
		<title>Taxes &amp; Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Taxes_%26_Laws&amp;diff=469"/>
		<updated>2026-04-19T17:07:26Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taxes and Laws will determinate your country&#039;s status and profit incomes, in Eclesiar. In order to have a country with prosper public coffers, your government will need to be aware and also be able to manage these factors.&lt;br /&gt;
&lt;br /&gt;
You&#039;re able to see all of your country&#039;s Taxes and Laws by going to the menu &#039;&#039;&#039;Community &amp;gt; Country&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File: Taxes and Laws.PNG]]&lt;br /&gt;
&lt;br /&gt;
As you can see by the picture, there&#039;s a small list of taxes and laws your government will need to adjust, according to your community status. Theses taxes can be affected by [[Political Ideologies | the ideologies of your congress]].&lt;br /&gt;
&lt;br /&gt;
= Definitions =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Work Tax : &#039;&#039;&#039; &amp;lt;u&amp;gt; This value will always be shown in percentage (%)&amp;lt;/u&amp;gt;. It will represent the percentage of your salary that is provided towards your Country&#039;s public coffers. This will occur if the job offers are from public or private sectors. The Work Tax max value is 25%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ex :&amp;lt;/u&amp;gt; If you are working on a Cereal Production Factory, and you have a salary with Gross Salary of 150 CC (Country Currency), it means that &#039;&#039;&#039;X&#039;&#039;&#039;% of that salary will go towards your Country. X being the tax value. If X = 30, your Net Salary will be 120 CC and the other 30 CC will go to the government.&lt;br /&gt;
&lt;br /&gt;
[[Work | You can learn a bit more about Work in here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; VAT : &#039;&#039;&#039; Value Added Tax. This is a tax that is implemented in any article or product that goes into the market. &amp;lt;u&amp;gt; This value will also always be shown in percentage (%).&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; Ex :&amp;lt;/u&amp;gt; VAT Tax is at 10% and you want to sell a single piece of food for 10 CC, it will mean that 1 CC will also go to your country&#039;s public coffers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Import Taxes : &#039;&#039;&#039; This tax will only be applied to people from other country, who want to sell products in your country.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; Ex :&amp;lt;/u&amp;gt; Assuming that I&#039;m from country USA and I want to move to China to sell my food. China has a 10% VAT tax and an Import Tax of 10%. If put a single piece of food on sale for 100 CC, I&#039;ll only get 80 CC, as 10% goes to the government, dued to the VAT Tax and other 10% goes as well, dued to the Import Tax.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; This value will also always be shown in percentage (%).&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Minimum Wage : &#039;&#039;&#039; The minimum wage value will stipulate the minimum wage that every job offer will be, in your Country.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; Ex :&amp;lt;/u&amp;gt; If your country&#039;s minimum wage law is 100 CC, it means that every job offer will have to be 100 CC or higher. Thus, no employer will be able to set the Gross Salary for less that 100 CC.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; &#039;&#039;&#039;In order to modify or apply another values in these Taxes &amp;amp; Laws, you&#039;ll need to make a Law Proposal, in the Congress and vote it, so it can get approved.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Congress | Learn more about the Congress over here.]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=General_Market&amp;diff=468</id>
		<title>General Market</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=General_Market&amp;diff=468"/>
		<updated>2026-04-19T08:40:57Z</updated>

		<summary type="html">&lt;p&gt;Luc: The page was outdated since the interface has been altered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The General Market is the place where you can buy/sell your consumables which are &#039;&#039;&#039;food, weapons, plane tickets and raw materials&#039;&#039;&#039;. On other words, every item a company produces. To learn more about company types, click [[Companies|here]]. If you want to sell or buy special/event items, follow this [[Auctions | link]]. First, you&#039;ll access to the General Market via &#039;&#039;&#039;Market &amp;gt; General Market&#039;&#039;&#039;. Then, a menu will pop up with all the different types of items you&#039;re able to buy.&lt;br /&gt;
&lt;br /&gt;
= Buying in the general market : =&lt;br /&gt;
&lt;br /&gt;
[[File:Marketpage.JPG| 500 px]]&lt;br /&gt;
&lt;br /&gt;
Both the raw material and the correspondent final product are next to each other on the list, so this should make your interpretation easier. &amp;lt;u&amp;gt;The menu on top has the option &#039;&#039;&#039;&amp;quot;General Market&amp;quot;&#039;&#039;&#039;, meaning that you are buying items.&amp;lt;/u&amp;gt; &#039;&#039;&#039;Remember that final products have different qualities, while raw materials don&#039;t.&#039;&#039;&#039; So, if you intend to buy food, you&#039;ll need to select the quality you wish to purchase.&lt;br /&gt;
&lt;br /&gt;
[[File:Market buy.JPG | 500 px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this example, I searched for iron (Raw material doesn&#039;t have quality tiers) and all the offers available in my country showed up.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Here&#039;s another thing very important to be aware, in the general market: &#039;&#039;&#039;While attempting to use the general market, only offers from the selected country will be shown.&#039;&#039;&#039; It is not required to be in a country to see its offers. However, you can&#039;t buy the product which means that you&#039;ll have to [[basic information | travel]] to this country or sign a [[My Places | contract]] with one of its sellers.&lt;br /&gt;
&lt;br /&gt;
If you are the Minister of Labor for your country, you&#039;ll see a &#039;&#039;&#039;&amp;quot;Public Buy&amp;quot;&#039;&#039;&#039; button. In this case, you can buy for/sell from the country&#039;s storage and coffers. This will require a focused and honest player, otherwise you might call bankruptcy. Learn more about Political positions and their weight, in Eclesiar, right [[Political Positions | here]].&lt;br /&gt;
&lt;br /&gt;
= Selling in the general market =&lt;br /&gt;
&lt;br /&gt;
If you have products to sell, don&#039;t forget to change the top menu to the &#039;&#039;&#039;&amp;quot;My Inventory&amp;quot;&#039;&#039;&#039; option. It will load a new page, like in the following example:&lt;br /&gt;
&lt;br /&gt;
[[File: Market my inventory.JPG | 500px]]&lt;br /&gt;
&lt;br /&gt;
You can select the inventory (i.e. the seller): you, an holding, military unit or your country (if you are allowed to do that) and the type of product you are looking to sell.&lt;br /&gt;
&lt;br /&gt;
[[File:Market sell example.JPG | 500 px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here, I try to sell 400 grain for 0.17 FRF each (FRF being the local currency), and as soon as I sell all of it, I&#039;ll make 68 FRF. This value is not taking into account the &#039;&#039;&#039;Value Added Tax&#039;&#039;&#039; (or VAT)! The VAT in the country is equal to 8% so I&#039;ll make 62.56 FRF. If you have employees, don&#039;t forget it or you may lose money.&lt;br /&gt;
&lt;br /&gt;
The interface is very clean and easy to work with, so here are the steps you need to make sure to follow:&lt;br /&gt;
&lt;br /&gt;
* Select the &amp;quot;My inventory&amp;quot; mode on top of the page;&lt;br /&gt;
* Select the inventory, i.e. who is going to sell a product: yourself, an holding, etc?&lt;br /&gt;
* Select the product you want to sell;&lt;br /&gt;
* Insert the ammount of that item you&#039;re willing to sell and the price for each piece;&lt;br /&gt;
* If necessary, click on the &amp;quot;i&amp;quot; button to know your real profit (after taxes);&lt;br /&gt;
* Select &amp;quot;List&amp;quot; to create an offer.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Market_sell_example.JPG&amp;diff=467</id>
		<title>File:Market sell example.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Market_sell_example.JPG&amp;diff=467"/>
		<updated>2026-04-19T08:24:03Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Market_my_inventory.JPG&amp;diff=466</id>
		<title>File:Market my inventory.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Market_my_inventory.JPG&amp;diff=466"/>
		<updated>2026-04-19T08:16:58Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Marketpage.JPG&amp;diff=465</id>
		<title>File:Marketpage.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Marketpage.JPG&amp;diff=465"/>
		<updated>2026-04-19T08:13:45Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Market_buy.JPG&amp;diff=464</id>
		<title>File:Market buy.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Market_buy.JPG&amp;diff=464"/>
		<updated>2026-04-19T08:06:34Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Political_Parties&amp;diff=463</id>
		<title>Political Parties</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Political_Parties&amp;diff=463"/>
		<updated>2026-04-19T07:58:26Z</updated>

		<summary type="html">&lt;p&gt;Luc: updated files and took into account new featues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the first political aspect, in Eclesiar.&lt;br /&gt;
&lt;br /&gt;
As the game simulates the real life, Political Parties are the go-to move, if you aspire to Congress and even a Political Position, in your country. Summed up: You&#039;ll need to create a political party or join one, in order to get to Congress. There is level restriction to vote: lvl 6 on first month, lvl 10 after.&lt;br /&gt;
&lt;br /&gt;
= Creating a Political Party =&lt;br /&gt;
&lt;br /&gt;
Go to the menu &#039;&#039;&#039;Community &amp;gt; Political Party&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From here, a list of all of your country&#039;s parties will show (from the oldest to the newest). On the top right of the menu, you can click &#039;&#039;&#039;&amp;quot;Create New Party&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By clicking on that button, it will ask you to Insert the name of the party and logo. &amp;lt;u&amp;gt;&#039;&#039;&#039;Creating a Political Party will cost you an amount of 10 gold.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Analysing the data =&lt;br /&gt;
&lt;br /&gt;
As soon as your Political Party is created, you&#039;ll be able to see its members, the number of members, active deputies in the Congress and the current Congress share. The political view of your party will also be indicated.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that, the bigger the party, better the chances to have more deputies on Congress, and by so, having a better control of voting in every Congress proposal. To learn more about Congress and its proposals, click [[Congress | here]].&lt;br /&gt;
&lt;br /&gt;
[[File:Party page 2026.JPG | 500px]]&lt;br /&gt;
&lt;br /&gt;
Legend: P = Party president, C = Congressperson, &amp;quot;Temple&amp;quot; = Nominate for presidential candidat, &amp;quot;Fist&amp;quot; = Signup for party leader, &amp;quot;File&amp;quot; = Signup for congress&lt;br /&gt;
&lt;br /&gt;
= Acting as party leader =&lt;br /&gt;
&lt;br /&gt;
As a Party Leader, you&#039;re able to manage the party&#039;s members as you can also see the applications towards it.&lt;br /&gt;
&lt;br /&gt;
But maybe the most crucial feature is to select the order that your militans get access to the Congress. Because, and depending on the Congress election results, only the top guys in the list will make. It will &#039;&#039;&#039;ALWAYS&#039;&#039;&#039; depend on your vote share in the elections. So, make sure you have your country behind you and supporting you.&lt;br /&gt;
&lt;br /&gt;
[[File:Political positions 2026.JPG | 500 px]]&lt;br /&gt;
&lt;br /&gt;
You&#039;ll also have the power to promote any of your members to be the president of the party and to nominate a candidat for the next presidential election of the country. Last but not least, the party leader can change the political view of the party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that Eclesiar is a social game, so you&#039;ll have more success, if you play in community.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
We highly recommend you to read the page about [[Political Ideologies]] as they will shape the futur of your country.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Political_positions_2026.JPG&amp;diff=462</id>
		<title>File:Political positions 2026.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Political_positions_2026.JPG&amp;diff=462"/>
		<updated>2026-04-19T07:36:57Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Party_page_2026.JPG&amp;diff=461</id>
		<title>File:Party page 2026.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Party_page_2026.JPG&amp;diff=461"/>
		<updated>2026-04-19T07:35:23Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Elections&amp;diff=460</id>
		<title>Elections</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Elections&amp;diff=460"/>
		<updated>2026-04-16T20:55:40Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Key Points to Remember */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Election System Overview =&lt;br /&gt;
&lt;br /&gt;
Elections are a crucial part of the game&#039;s political system, determining the leadership and legislative representation of parties. Here is a breakdown of the different types of elections and the recent updates to the election system:&lt;br /&gt;
&lt;br /&gt;
== Presidential Elections ==&lt;br /&gt;
&lt;br /&gt;
Elections for the national President occur &#039;&#039;&#039;each month&#039;&#039;&#039;, usually the 1st. Election day may differ from a country to another. In fact, the congress has the power to impeach the president and starts new presidential election (law proposals are explained [[Congress | here]]). Political &#039;&#039;&#039;Party Leaders&#039;&#039;&#039; can now nominate any party member to run for Presidential Elections (it&#039;s no longer restricted to the Party Leader).&lt;br /&gt;
&lt;br /&gt;
== Party President Elections ==&lt;br /&gt;
&lt;br /&gt;
Party President elections are a feature that allows members to elect their Party President directly. Players must apply &#039;&#039;&#039;actively&#039;&#039;&#039; to run for the position of Party President. Elections for Party President determine who will lead the party and have the authority to make key decisions, such as setting the priority list for Congress elections. Party President elections happen on the &#039;&#039;&#039;10th of each month&#039;&#039;&#039; (the rule may have been changed).&lt;br /&gt;
&lt;br /&gt;
== Congress Elections ==&lt;br /&gt;
&lt;br /&gt;
Congress elections take place on the &#039;&#039;&#039;25th of each month&#039;&#039;&#039;. The Party President has the authority to select a &#039;&#039;&#039;priority list&#039;&#039;&#039; of candidates who will get into Congress from their party.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt; Applying for Congress: &amp;lt;/u&amp;gt; Players need to &#039;&#039;&#039;actively&#039;&#039;&#039; apply to run for Congress. However, the priority system set by the Party President remains in place, meaning candidates will still need to be on the priority list to have a higher chance of getting elected.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt; Election Process: &amp;lt;/u&amp;gt; The Party President’s priority list determines which candidates from their party are prioritized for Congress seats based on the number of votes the party receives.&lt;br /&gt;
&lt;br /&gt;
== Key Points to Remember ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Party President elections&#039;&#039;&#039; are held regularly, and any player can apply to run.&lt;br /&gt;
* &#039;&#039;&#039;Active participation&#039;&#039;&#039; is required for both Party President and Congress elections.&lt;br /&gt;
* The &#039;&#039;&#039;priority system&#039;&#039;&#039; managed by the Party President is still in place for Congress elections, influencing who gets elected.&lt;br /&gt;
* You can decide to nominate or not a presidential candidate. It can be used to make coalition during elections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to participate and shape the political landscape of the game !&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Tournaments&amp;diff=459</id>
		<title>Tournaments</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Tournaments&amp;diff=459"/>
		<updated>2026-04-16T20:53:10Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weekly Tournaments =&lt;br /&gt;
&lt;br /&gt;
Every Sunday at &#039;&#039;&#039;15:00 server time&#039;&#039;&#039;, there are exciting tournaments in the game where you can compete for valuable prizes! &#039;&#039;&#039;Registrations open 24 hours before the start of the tournament&#039;&#039;&#039;, giving players ample time to prepare and strategize.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of weekly tournaments:&lt;br /&gt;
&lt;br /&gt;
== Solo Random Tournament ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Solo Random&#039;&#039;&#039; tournament, you register as an individual player and are placed in a random team &#039;&#039;&#039;30 minutes&#039;&#039;&#039; before the tournament begins. This format ensures an unpredictable and exciting experience where teamwork is key to success, despite not knowing your teammates beforehand. The &#039;&#039;&#039;Solo Random tournaments&#039;&#039;&#039; are held every &#039;&#039;&#039;Wednesday&#039;&#039;&#039;. For better and more fair matchmaking, each player have a &amp;quot;ELO&amp;quot; score, based on the average of the grade of their equipments (main factor) + a small adjustment based on their strenght (minimal factor).&lt;br /&gt;
&lt;br /&gt;
== Squads Tournament ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Squads&#039;&#039;&#039; tournament is team-based. To participate, you must be part of a [[Military Unit|military unit]] (squad). Registration can be done by any player, and those players who are in the same squad as you will be your teammates for the tournament. This format encourages coordination and strategy within established teams. The &#039;&#039;&#039;Squads tournaments&#039;&#039;&#039; are held every &#039;&#039;&#039;Friday&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== 1v1 Tournaments ==&lt;br /&gt;
&lt;br /&gt;
In addition to the team-based tournaments, there are also &#039;&#039;&#039;1v1 tournaments/King of The Hill (KoTH)&#039;&#039;&#039; held regularly, allowing players to compete directly against each other. These tournaments are a great way to test your individual skills and win exclusive prizes! The &#039;&#039;&#039;1v1 tournaments&#039;&#039;&#039; are held every &#039;&#039;&#039;Sunday&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL LIMITED TOURNAMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tournament take place under &#039;&#039;&#039;random condition&#039;&#039;&#039; such as:&lt;br /&gt;
&lt;br /&gt;
* Playing format(1v1, 2v2, etc.),&lt;br /&gt;
* Entry fee(in gold),&lt;br /&gt;
* Limited spot(max 20 players, etc.)&lt;br /&gt;
* Different starting time(its made to players around world can participate),&lt;br /&gt;
* Different reward(based on how many player enter tournament),&lt;br /&gt;
* Tournament will be anonymous,&lt;br /&gt;
* Navigate to our [https://discord.com/invite/6u6mnEuQwY discord] (in order to get real-time updates, and join exclusive events)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Players &#039;&#039;&#039;below level 10&#039;&#039;&#039; cannot sign up for Tournaments.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Custom Tournament =&lt;br /&gt;
&lt;br /&gt;
On the tournaments list page, you can find a button entitled &amp;quot;Create Tournament&amp;quot;. Then, you will be able to create a customized tournament by setting for example, the maximum level to participate or the type of terrain.&lt;br /&gt;
&lt;br /&gt;
= Prizes and Medals =&lt;br /&gt;
&lt;br /&gt;
[[File:Tournamentprize.png|right|Rewards and rules for the tournaments | 450px]]&lt;br /&gt;
Prizes for the tournaments are displayed in the image to the right. All teams that lose in the semifinals get the &#039;&#039;&#039;3rd place award&#039;&#039;&#039;, quarterfinalists receive the &#039;&#039;&#039;4th place award&#039;&#039;&#039;, and so on. Finalists receive prizes based on their performance in the final match.&lt;br /&gt;
&lt;br /&gt;
In addition, &#039;&#039;&#039;medals for the highest damage in tournaments award 0.1 gold.&#039;&#039;&#039; This encourages players to perform their best in every match, not just for their team’s placement but for individual recognition as well.&lt;br /&gt;
&lt;br /&gt;
Tournaments may also have a registration fee, which is then given to the top teams.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Tournaments do not regenerate health, so players must manage their resources and health/energy carefully.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Determining Rankings in Case of a Tie =&lt;br /&gt;
&lt;br /&gt;
When multiple teams lose in the same round, the game uses &#039;&#039;&#039;damage differential&#039;&#039;&#039; to determine their ranking. For example, if there are 6 teams left in the tournament and teams &#039;&#039;&#039;A&#039;&#039;&#039;, &#039;&#039;&#039;B&#039;&#039;&#039;, and &#039;&#039;&#039;C&#039;&#039;&#039; lose their battles in the same round, their final ranks (4th to 6th place) will be determined by the amount of damage they dealt. The team with the highest damage among them will be placed higher, the second-highest will be next, and the team with the lowest damage will rank lowest.&lt;br /&gt;
&lt;br /&gt;
= Tournament Brackets =&lt;br /&gt;
&lt;br /&gt;
The image below shows the structure of the tournament. There are no losers&#039; brackets — only wins count. Teams that win in the qualifiers get their limits restored, but limits are not reset in later rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Tournamentbracket.png||Tournament structure and progression | 500px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Tournaments&amp;diff=458</id>
		<title>Tournaments</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Tournaments&amp;diff=458"/>
		<updated>2026-04-16T20:35:36Z</updated>

		<summary type="html">&lt;p&gt;Luc: added custom tournament section. The section is quite small. It could be improve&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weekly Tournaments =&lt;br /&gt;
&lt;br /&gt;
Every Sunday at &#039;&#039;&#039;15:00 server time&#039;&#039;&#039;, there are exciting tournaments in the game where you can compete for valuable prizes! &#039;&#039;&#039;Registrations open 24 hours before the start of the tournament&#039;&#039;&#039;, giving players ample time to prepare and strategize.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of weekly tournaments:&lt;br /&gt;
&lt;br /&gt;
== Solo Random Tournament ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Solo Random&#039;&#039;&#039; tournament, you register as an individual player and are placed in a random team &#039;&#039;&#039;30 minutes&#039;&#039;&#039; before the tournament begins. This format ensures an unpredictable and exciting experience where teamwork is key to success, despite not knowing your teammates beforehand. The &#039;&#039;&#039;Solo Random tournaments&#039;&#039;&#039; are held every &#039;&#039;&#039;Wednesday&#039;&#039;&#039;. For better and more fair matchmaking, each player have a &amp;quot;ELO&amp;quot; score, based on the average of the grade of their equipments (main factor) + a small adjustment based on their strenght (minimal factor).&lt;br /&gt;
&lt;br /&gt;
== Squads Tournament ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Squads&#039;&#039;&#039; tournament is team-based. To participate, you must be part of a [[Military Unit|military unit]] (squad). Registration can be done by any player, and those players who are in the same squad as you will be your teammates for the tournament. This format encourages coordination and strategy within established teams. The &#039;&#039;&#039;Squads tournaments&#039;&#039;&#039; are held every &#039;&#039;&#039;Friday&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== 1v1 Tournaments ==&lt;br /&gt;
&lt;br /&gt;
In addition to the team-based tournaments, there are also &#039;&#039;&#039;1v1 tournaments/King of The Hill (KoTH)&#039;&#039;&#039; held regularly, allowing players to compete directly against each other. These tournaments are a great way to test your individual skills and win exclusive prizes! The &#039;&#039;&#039;1v1 tournaments&#039;&#039;&#039; are held every &#039;&#039;&#039;Sunday&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Custom Tournament =&lt;br /&gt;
&lt;br /&gt;
On the tournaments list page, you can find a button entitled &amp;quot;Create Tournament&amp;quot;. Then, you will be able to create a customized tournament by setting for example, the maximum level to participate or the type of terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL LIMITED TOURNAMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tournament take place under &#039;&#039;&#039;random condition&#039;&#039;&#039; such as:&lt;br /&gt;
&lt;br /&gt;
* Playing format(1v1, 2v2, etc.),&lt;br /&gt;
* Entry fee(in gold),&lt;br /&gt;
* Limited spot(max 20 players, etc.)&lt;br /&gt;
* Different starting time(its made to players around world can participate),&lt;br /&gt;
* Different reward(based on how many player enter tournament),&lt;br /&gt;
* Tournament will be anonymous,&lt;br /&gt;
* Navigate to our [https://discord.com/invite/6u6mnEuQwY discord] (in order to get real-time updates, and join exclusive events)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Players &#039;&#039;&#039;below level 10&#039;&#039;&#039; cannot sign up for Tournaments.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Prizes and Medals =&lt;br /&gt;
&lt;br /&gt;
[[File:Tournamentprize.png|right|Rewards and rules for the tournaments | 450px]]&lt;br /&gt;
Prizes for the tournaments are displayed in the image to the right. All teams that lose in the semifinals get the &#039;&#039;&#039;3rd place award&#039;&#039;&#039;, quarterfinalists receive the &#039;&#039;&#039;4th place award&#039;&#039;&#039;, and so on. Finalists receive prizes based on their performance in the final match.&lt;br /&gt;
&lt;br /&gt;
In addition, &#039;&#039;&#039;medals for the highest damage in tournaments award 0.1 gold.&#039;&#039;&#039; This encourages players to perform their best in every match, not just for their team’s placement but for individual recognition as well.&lt;br /&gt;
&lt;br /&gt;
Tournaments may also have a registration fee, which is then given to the top teams.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Tournaments do not regenerate health, so players must manage their resources and health/energy carefully.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Determining Rankings in Case of a Tie =&lt;br /&gt;
&lt;br /&gt;
When multiple teams lose in the same round, the game uses &#039;&#039;&#039;damage differential&#039;&#039;&#039; to determine their ranking. For example, if there are 6 teams left in the tournament and teams &#039;&#039;&#039;A&#039;&#039;&#039;, &#039;&#039;&#039;B&#039;&#039;&#039;, and &#039;&#039;&#039;C&#039;&#039;&#039; lose their battles in the same round, their final ranks (4th to 6th place) will be determined by the amount of damage they dealt. The team with the highest damage among them will be placed higher, the second-highest will be next, and the team with the lowest damage will rank lowest.&lt;br /&gt;
&lt;br /&gt;
= Tournament Brackets =&lt;br /&gt;
&lt;br /&gt;
The image below shows the structure of the tournament. There are no losers&#039; brackets — only wins count. Teams that win in the qualifiers get their limits restored, but limits are not reset in later rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Tournamentbracket.png||Tournament structure and progression | 500px]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Updates&amp;diff=457</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Updates&amp;diff=457"/>
		<updated>2026-04-16T20:27:22Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Patch 1.3.2 - Further Journal System improvements (20-08-2025)===&lt;br /&gt;
&lt;br /&gt;
🪖 Journals can now be owned by Military Units, Holdings, and Countries&amp;lt;br&amp;gt;&lt;br /&gt;
🤝 Contracts now support Journal Ownership trades&amp;lt;br&amp;gt;&lt;br /&gt;
🗑️ You can now delete your Journal&amp;lt;br&amp;gt;&lt;br /&gt;
💬 Commentary replies are now counted and displayed in highlights + dashboard&amp;lt;br&amp;gt;&lt;br /&gt;
🔙 Added a “Return” button in Journal Statistics&amp;lt;br&amp;gt;&lt;br /&gt;
📝 Fixed text editor formatting (bold, underline, headers, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
📊 Article polls are now visible when editing your post&amp;lt;br&amp;gt;&lt;br /&gt;
🐞 Fixed a bug where commentary voting, article voting, and subscriptions were duplicated&amp;lt;br&amp;gt;&lt;br /&gt;
⚠️ Gold Mine now warns that you must be level 10 to use it&amp;lt;br&amp;gt;&lt;br /&gt;
▶️ Articles now support embedded YouTube videos&amp;lt;br&amp;gt;&lt;br /&gt;
✍️ Fixed a bug with Holding name changes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Patch 1.4 - Journal system improvements (08-2025)===&lt;br /&gt;
&lt;br /&gt;
* Newspapers can now be owned by all entity types (Accounts, Countries, Military units, Holdings) 🌐&lt;br /&gt;
* You can now delete a newspaper 🔥&lt;br /&gt;
* Contracts now support transaction of Newspaper ownership 📜&lt;br /&gt;
* You can now create polls in a article ❓ &lt;br /&gt;
* Single choice&lt;br /&gt;
* Multiple choice&lt;br /&gt;
* Capability to change your vote or not&lt;br /&gt;
* You can now see who bought the premium content per article&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Update: Political Ideologies and University (01-10-2025)===&lt;br /&gt;
&lt;br /&gt;
6 ideologies are available:&lt;br /&gt;
* Capitalism: Maximize production and lower taxes. The market thrives!&lt;br /&gt;
* Nationalism: Focus on strengthening your homeland and core regions.&lt;br /&gt;
* Centralism: Build progress and powerful nuclear weapons for the future.&lt;br /&gt;
* Socialism: Embrace a close-knit community with full state control.&lt;br /&gt;
* Imperialism: Expand through conquest—no land is off-limits.&lt;br /&gt;
* Communism: Control your market tightly, expelling outsiders.&lt;br /&gt;
&lt;br /&gt;
🆓 FREE Initial Ideology Selection: Choose your first ideology for free, but after that, each change will cost 95 gems.&lt;br /&gt;
&lt;br /&gt;
⚠️ Important Update: If you leave or delete a political party, you will automatically lose your seat in Congress to prevent ideology hopping.&lt;br /&gt;
&lt;br /&gt;
🎓 The University 🎓&lt;br /&gt;
&lt;br /&gt;
* 19 differents skills split into two branches: Economy/Military&lt;br /&gt;
* Each branch has active and passive skills, with a progress bar that goes up to 10,000 points. A skill becomes active once it reaches 7,500 progress.&lt;br /&gt;
* Donate Energy: You can donate energy to boost progress. You’re limited to three donations per day.&lt;br /&gt;
* Donate Items: Each skill requires a specific item donation to gain progress. The number of items you donate will relate to the skill’s relevance.&lt;br /&gt;
* Skills progression decrease by 4 points per hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Patch 1.5 - Map Updates &amp;amp; Custom Tournaments System (03-04-2026)===&lt;br /&gt;
&lt;br /&gt;
🗺️ 1º — Map Updates&amp;lt;br&amp;gt;&lt;br /&gt;
✨ Added relational borders&amp;lt;br&amp;gt;&lt;br /&gt;
⚔️ You can now see directly on the map if a country is at war&amp;lt;br&amp;gt;&lt;br /&gt;
🧭 Improved region delineation — now much smoother than country borders&amp;lt;br&amp;gt;&lt;br /&gt;
📊 Added region type analysis map mode&amp;lt;br&amp;gt;&lt;br /&gt;
🎨 New border line style with colors:&amp;lt;br&amp;gt;&lt;br /&gt;
  🔵 Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
  🔴 Enemy&amp;lt;br&amp;gt;&lt;br /&gt;
  🟢 Ally / Yourself&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
🔗 Added &amp;quot;Connections Mode&amp;quot; (returning feature!) — view all connections at once&amp;lt;br&amp;gt;&lt;br /&gt;
✈️ Improved airplane animation display&amp;lt;br&amp;gt;&lt;br /&gt;
🚗 Updated car animation visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
⚔️ Enhanced war visualization on the map:&amp;lt;br&amp;gt;&lt;br /&gt;
  • No more full-region invasion fill&amp;lt;br&amp;gt;&lt;br /&gt;
  • Now scales dynamically with progress&amp;lt;br&amp;gt;&lt;br /&gt;
  • Example:&amp;lt;br&amp;gt;&lt;br /&gt;
    👉 4–0 = nearly fully conquered&amp;lt;br&amp;gt;&lt;br /&gt;
    👉 1–0 = small invasion area&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
⚡ A LOT of performance improvements&amp;lt;br&amp;gt;&lt;br /&gt;
📏 Major improvements to region border rendering&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
🏆 2º — Custom Tournaments System&amp;lt;br&amp;gt;&lt;br /&gt;
🎮 Players can now create their own tournaments!&amp;lt;br&amp;gt;&lt;br /&gt;
⚙️ Multiple custom configurations available&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Updates&amp;diff=456</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Updates&amp;diff=456"/>
		<updated>2026-04-16T20:26:03Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Patch 1.3.2 - Further Journal System improvements (20-08-2025)===&lt;br /&gt;
&lt;br /&gt;
🪖 Journals can now be owned by Military Units, Holdings, and Countries&amp;lt;br&amp;gt;&lt;br /&gt;
🤝 Contracts now support Journal Ownership trades&amp;lt;br&amp;gt;&lt;br /&gt;
🗑️ You can now delete your Journal&amp;lt;br&amp;gt;&lt;br /&gt;
💬 Commentary replies are now counted and displayed in highlights + dashboard&amp;lt;br&amp;gt;&lt;br /&gt;
🔙 Added a “Return” button in Journal Statistics&amp;lt;br&amp;gt;&lt;br /&gt;
📝 Fixed text editor formatting (bold, underline, headers, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
📊 Article polls are now visible when editing your post&amp;lt;br&amp;gt;&lt;br /&gt;
🐞 Fixed a bug where commentary voting, article voting, and subscriptions were duplicated&amp;lt;br&amp;gt;&lt;br /&gt;
⚠️ Gold Mine now warns that you must be level 10 to use it&amp;lt;br&amp;gt;&lt;br /&gt;
▶️ Articles now support embedded YouTube videos&amp;lt;br&amp;gt;&lt;br /&gt;
✍️ Fixed a bug with Holding name changes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Patch 1.4 - Journal system improvements (08-2025)===&lt;br /&gt;
&lt;br /&gt;
* Newspapers can now be owned by all entity types (Accounts, Countries, Military units, Holdings) 🌐&lt;br /&gt;
* You can now delete a newspaper 🔥&lt;br /&gt;
* Contracts now support transaction of Newspaper ownership 📜&lt;br /&gt;
* You can now create polls in a article ❓ &lt;br /&gt;
* Single choice&lt;br /&gt;
* Multiple choice&lt;br /&gt;
* Capability to change your vote or not&lt;br /&gt;
* You can now see who bought the premium content per article&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Update: Political Ideologies and University (01-10-2025)===&lt;br /&gt;
&lt;br /&gt;
6 ideologies are available:&lt;br /&gt;
* Capitalism: Maximize production and lower taxes. The market thrives!&lt;br /&gt;
* Nationalism: Focus on strengthening your homeland and core regions.&lt;br /&gt;
* Centralism: Build progress and powerful nuclear weapons for the future.&lt;br /&gt;
* Socialism: Embrace a close-knit community with full state control.&lt;br /&gt;
* Imperialism: Expand through conquest—no land is off-limits.&lt;br /&gt;
* Communism: Control your market tightly, expelling outsiders.&lt;br /&gt;
&lt;br /&gt;
🆓 FREE Initial Ideology Selection: Choose your first ideology for free, but after that, each change will cost 95 gems.&lt;br /&gt;
&lt;br /&gt;
⚠️ Important Update: If you leave or delete a political party, you will automatically lose your seat in Congress to prevent ideology hopping.&lt;br /&gt;
&lt;br /&gt;
🎓 The University 🎓&lt;br /&gt;
&lt;br /&gt;
* 19 differents skills split into two branches: Economy/Military&lt;br /&gt;
* Each branch has active and passive skills, with a progress bar that goes up to 10,000 points. A skill becomes active once it reaches 7,500 progress.&lt;br /&gt;
* Donate Energy: You can donate energy to boost progress. You’re limited to three donations per day.&lt;br /&gt;
* Donate Items: Each skill requires a specific item donation to gain progress. The number of items you donate will relate to the skill’s relevance.&lt;br /&gt;
* Skills progression decrease by 4 points per hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Patch 1.5 - Map Updates &amp;amp; Custom Tournaments System (03-04-2026)===&lt;br /&gt;
&lt;br /&gt;
🗺️ 1º — Map Updates&lt;br /&gt;
✨ Added relational borders&lt;br /&gt;
⚔️ You can now see directly on the map if a country is at war&lt;br /&gt;
🧭 Improved region delineation — now much smoother than country borders&lt;br /&gt;
📊 Added region type analysis map mode&lt;br /&gt;
🎨 New border line style with colors:&lt;br /&gt;
  🔵 Neutral&lt;br /&gt;
  🔴 Enemy&lt;br /&gt;
  🟢 Ally / Yourself&lt;br /&gt;
&lt;br /&gt;
🔗 Added &amp;quot;Connections Mode&amp;quot; (returning feature!) — view all connections at once&lt;br /&gt;
✈️ Improved airplane animation display&lt;br /&gt;
🚗 Updated car animation visuals&lt;br /&gt;
&lt;br /&gt;
⚔️ Enhanced war visualization on the map:&lt;br /&gt;
  • No more full-region invasion fill&lt;br /&gt;
  • Now scales dynamically with progress&lt;br /&gt;
  • Example:&lt;br /&gt;
    👉 4–0 = nearly fully conquered&lt;br /&gt;
    👉 1–0 = small invasion area&lt;br /&gt;
&lt;br /&gt;
⚡ A LOT of performance improvements&lt;br /&gt;
📏 Major improvements to region border rendering&lt;br /&gt;
&lt;br /&gt;
🏆 2º — Custom Tournaments System&lt;br /&gt;
🎮 Players can now create their own tournaments!&lt;br /&gt;
⚙️ Multiple custom configurations available&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Equipments&amp;diff=428</id>
		<title>Equipments</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Equipments&amp;diff=428"/>
		<updated>2026-01-06T10:29:51Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Combat equipments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
[[File: Build set.JPG | right]]&lt;br /&gt;
&lt;br /&gt;
Another factor that will dictate your player&#039;s magnitude in Eclesiar is the &#039;&#039;&#039;equipments&#039;&#039;&#039;. As well as the [[Military Ranks | military rank]], your equipments will be one of the things you&#039;ll want to grind as much as you can. Considered like end-game content, each piece, depending on its &#039;&#039;&#039;tier&#039;&#039;&#039;, will grant huge boosts, eg. bonus damage. Your equipment is shown in your equipment inventory that can be found in &#039;&#039;&#039;My Places &amp;gt; Training Center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can drag them into their correct slot or you can just double-click the equipment you desire to equip. By putting the mouse over each equipment, a window will pop up showing both the buffs and debuffs, if it&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
In order to equip equipment, scroll to the bottom of the Training Center page, a table &amp;quot;My Equipments&amp;quot; will show. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Myequips.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 3 equipment types: fighting EQ, building EQ and mining EQ.&lt;br /&gt;
&lt;br /&gt;
= Getting equipment =&lt;br /&gt;
&lt;br /&gt;
There are few ways to get your equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battle drop&#039;&#039;&#039; is one the most common source of equipment. There is a &#039;&#039;&#039;0.4 % base item drop chance&#039;&#039;&#039; for each attack made in a war to get a tier 1 equipment piece. The item drop chance can be increased by equipments effect. After each dropped equipment, a notification will appear.&lt;br /&gt;
* &#039;&#039;&#039;Construction drop :&#039;&#039;&#039; while building, you can earn equipment with building-specific modifiers (&#039;&#039;&#039;basic drop chance is 0,04%&#039;&#039;&#039;, which can be increase by combat and builder EQ)&lt;br /&gt;
* &#039;&#039;&#039;Mining drop :&#039;&#039;&#039; at the end of your shift, there is a &#039;&#039;&#039;1% base item drop chance&#039;&#039;&#039;.&lt;br /&gt;
* Buy it in [[Auctions | auction]].&lt;br /&gt;
* Referral system provides the inviter with random equipment of different tiers. See [[Referrals]].&lt;br /&gt;
* Equipment can be also made by merging. See [Merge Factory].&lt;br /&gt;
* Special events.&lt;br /&gt;
&lt;br /&gt;
= Equipment types and tiers =&lt;br /&gt;
 &lt;br /&gt;
[[File:Equipment.webp | right]]&lt;br /&gt;
 &lt;br /&gt;
You&#039;ll have six types for your equipments based on the used slot (by this order, vertically):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Helmet&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Vest&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Elbow Pads&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Gloves&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Pants&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Boots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
In Eclesiar, equipments can have different tiers, as well as other items in-game.&lt;br /&gt;
 &lt;br /&gt;
* Tier 1: &#039;&#039;&#039;Common&#039;&#039;&#039; (gray);&lt;br /&gt;
* Tier 2: &#039;&#039;&#039;Uncommon&#039;&#039;&#039; (green);&lt;br /&gt;
* Tier 3: &#039;&#039;&#039;Rare&#039;&#039;&#039; (blue);&lt;br /&gt;
* Tier 4: &#039;&#039;&#039;Epic&#039;&#039;&#039; (purple);&lt;br /&gt;
* Tier 5: &#039;&#039;&#039;Legendary&#039;&#039;&#039; (yellow).&lt;br /&gt;
 &lt;br /&gt;
= Equipment effects =&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;COMBAT&#039;&#039;&#039; equipment provides players various bonuses or negative effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; : Chance of making a successful hit.&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; : Bonus Damage that is added to your Base Damage. Equipments can provide static values or in percentage.&lt;br /&gt;
* &#039;&#039;&#039;Critical chance&#039;&#039;&#039; : Chance of landing a non-miss critical hit.&lt;br /&gt;
* &#039;&#039;&#039;Critical hit&#039;&#039;&#039; : Base critical hit is set to 200 %, which means your critical hit is double the basic hit. The bonus critical hit value is added to your base Critical Hit in percentage, increasing your damage made by critical hits.&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance&#039;&#039;&#039; : Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;BUILDER&#039;&#039;&#039; equipment provides players various bonuses effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus when Building :&#039;&#039;&#039; bonuses apply when building all buildings&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Military Base :&#039;&#039;&#039; bonuses apply only when building Military Base&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Hospital :&#039;&#039;&#039; bonuses apply only when building Hospital&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Industiral Zone :&#039;&#039;&#039; bonuses apply only when building Industrial Zone&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Production Fields :&#039;&#039;&#039; bonuses apply only when building Production Fields&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building through item Donation :&#039;&#039;&#039; bonuses apply when donating items to construction of each bulding&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance :&#039;&#039;&#039; Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;MINING&#039;&#039;&#039; equipment provides players one bonus effect linked to one minor malus:&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus gold&#039;&#039;&#039; from mining activity&lt;br /&gt;
 &lt;br /&gt;
More in-depth details on equipment effects affecting your damage can be found on [[Ways to Increase Damage]]. The equivalent for the construction gameplay can be found on this [[Region Buildings | page]].&lt;br /&gt;
&lt;br /&gt;
= Merge factory &amp;amp; scrapper =&lt;br /&gt;
&lt;br /&gt;
[[File:Merge factory.JPG]]&lt;br /&gt;
&lt;br /&gt;
Below the previous table where you can see your equipments, you&#039;ll find another one with a &amp;quot;Merge&amp;quot; title. In here, you&#039;ll be able to merge your equipments to create a higher Tier. You&#039;ll have to select &#039;&#039;&#039;five&#039;&#039;&#039; pieces of gear, always &#039;&#039;&#039;from the same tier&#039;&#039;&#039;, in order to create &#039;&#039;&#039;one&#039;&#039;&#039; of a higher tier. As soon as you&#039;ve selected &#039;&#039;&#039;five&#039;&#039;&#039; pieces, click on the arrow and it will generate a higher equipment piece. A menu will pops up, showing you the % of chance to get a new piece (total probability is equal to 1).&lt;br /&gt;
&lt;br /&gt;
When merging &#039;&#039;&#039;COMBAT&#039;&#039;&#039; and &#039;&#039;&#039;BUILDER&#039;&#039;&#039; eq, chance to get specific set(combat or builder) depends how many piece from each set used.&lt;br /&gt;
&#039;&#039;ex. : if you merge 3 COMBAT and 2 BUILDER EQ, chance to get combat EQ is 60%, while to get builder EQ is 40% chance.&#039;&#039;&lt;br /&gt;
Note: if you merge 5 piece of COMBAT EQ you will get COMBAT EQ.(same with BUILDER EQ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The same principle applies when merging different types of combat set (like desert and mountain sets).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a small button on the menu &amp;quot;My equipment&amp;quot; called &#039;&#039;&#039;scrapper&#039;&#039;&#039;. If you have an undesired equipment in your inventory, you can scrap it and get two lower-tier equipments so you can continue your grind.&lt;br /&gt;
&lt;br /&gt;
= Equipment stat combinations =&lt;br /&gt;
&lt;br /&gt;
In Eclesiar, equipment pieces come with unique stat combinations that provide both bonuses and potential drawbacks. &#039;&#039;&#039;Each piece of equipment can only have specific combinations of stats&#039;&#039;&#039;, meaning that not all stats are available on every piece. These combinations are predefined, so when obtaining or upgrading equipment, you can expect the following possible pairings. Understanding these combinations is essential for optimizing your build, as certain stats like damage, critical hit, or accuracy are only available in particular slots. Below are the possible stat combinations for each type of equipment, at the lowest tier (T1).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;To find values for a higher tier, multiply given values by the quality of the tier.&#039;&#039;&#039;&amp;lt;/u&amp;gt; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ex : [q3 stats] = [q1 stats] * 3&lt;br /&gt;
&lt;br /&gt;
== Combat equipments ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combat eq.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 5 kind of combat set: &#039;&#039;&#039;normal, desert, forest, mountain and plain&#039;&#039;&#039;. Each set has pros and cons, depending on your [[Terrain Types | strategy]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Note 1: TD = Total Damage ; CC = Critical Chance ; CH = Critical Hit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Note 2: T1 = Tier 1 = grey stuff. For a given set, the best equipment is in the first table. The worst is in the last one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Normal set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3% Critical hit || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +40 Total Damage || +3% Critical hit&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +50 Total Damage || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +7% Critical chance || -20 Total Damage&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +40 Total Damage || +2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Accuracy || +2% Damage %&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +6% CH || /&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +80 TD || -3% CH&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +3% CH || +2% Dmg&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +4% CC || -2% CH&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || -30 TD || +8% CH&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +2% CC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,04% Drop Chance || +1% Acc&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% Damage % || /&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,06% Drop Chance || -20 TD&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +40 TD || +0,04% Drop Chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +5% Dmg % || -2% CC&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Acc || -0.02% Drop Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +10 TD || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CC || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +15 TD || +2% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +1% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +20 TD || +1% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +25 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +1% Dmg % || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +3% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +20 TD || +5% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD|| +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Dmg % || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Acc || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +20 TD || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +1% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CH || +0.5% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +10 TD || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +20 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +25 TD || +1% CC || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +2% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +1% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plains set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc|| +10 TD || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CC || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +5 TD || +1% Acc || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,5 Acc|| +1% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +35 TD || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +25 TD || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +5 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +3% Dmg % || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +1% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Dmg % || +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +30 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +2% CH || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +15 TD || +1% Acc || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +2% Acc || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +25 TD || +2% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +3% Dmg % || +10 TD || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Dmg % || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +6% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +3% CH || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +3% CH || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +15 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3 TD || +1% Acc || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% CH || +1% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CH || +40 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +20 TD || +3% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +2% Dmg % || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction equipments ==&lt;br /&gt;
&lt;br /&gt;
Here, you can find tier 1 stats. To know tier X stats, multiply the following stats by X.&lt;br /&gt;
&lt;br /&gt;
=== Set 1 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,6% Bonus when building || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +0,03% Drop chance || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Bonus when building through item donation || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building hospital || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Bonus when building through item donation || 1,2% Bonus when building military base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 2 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,03% Drop chance || +1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1,2% Bonus when building hospital || +2% Bonus when building through item donation&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1,2% Bonus when building military base || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || +0,03% drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building production field || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +0,6% Bonus when building || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 3 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1,2% Bonus when building  production field|| 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Bonus when building through item donation || +0,03% Drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,03% Drop chance || 1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +0,03% Drop chance || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building military base || 1,2% Bonus when building&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mining equipments ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Work in progress.&#039;&#039; [[Mining | Find a table here]]!&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Equipments&amp;diff=427</id>
		<title>Equipments</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Equipments&amp;diff=427"/>
		<updated>2026-01-06T10:26:20Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Equipment stat combinations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
[[File: Build set.JPG | right]]&lt;br /&gt;
&lt;br /&gt;
Another factor that will dictate your player&#039;s magnitude in Eclesiar is the &#039;&#039;&#039;equipments&#039;&#039;&#039;. As well as the [[Military Ranks | military rank]], your equipments will be one of the things you&#039;ll want to grind as much as you can. Considered like end-game content, each piece, depending on its &#039;&#039;&#039;tier&#039;&#039;&#039;, will grant huge boosts, eg. bonus damage. Your equipment is shown in your equipment inventory that can be found in &#039;&#039;&#039;My Places &amp;gt; Training Center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can drag them into their correct slot or you can just double-click the equipment you desire to equip. By putting the mouse over each equipment, a window will pop up showing both the buffs and debuffs, if it&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
In order to equip equipment, scroll to the bottom of the Training Center page, a table &amp;quot;My Equipments&amp;quot; will show. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Myequips.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 3 equipment types: fighting EQ, building EQ and mining EQ.&lt;br /&gt;
&lt;br /&gt;
= Getting equipment =&lt;br /&gt;
&lt;br /&gt;
There are few ways to get your equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battle drop&#039;&#039;&#039; is one the most common source of equipment. There is a &#039;&#039;&#039;0.4 % base item drop chance&#039;&#039;&#039; for each attack made in a war to get a tier 1 equipment piece. The item drop chance can be increased by equipments effect. After each dropped equipment, a notification will appear.&lt;br /&gt;
* &#039;&#039;&#039;Construction drop :&#039;&#039;&#039; while building, you can earn equipment with building-specific modifiers (&#039;&#039;&#039;basic drop chance is 0,04%&#039;&#039;&#039;, which can be increase by combat and builder EQ)&lt;br /&gt;
* &#039;&#039;&#039;Mining drop :&#039;&#039;&#039; at the end of your shift, there is a &#039;&#039;&#039;1% base item drop chance&#039;&#039;&#039;.&lt;br /&gt;
* Buy it in [[Auctions | auction]].&lt;br /&gt;
* Referral system provides the inviter with random equipment of different tiers. See [[Referrals]].&lt;br /&gt;
* Equipment can be also made by merging. See [Merge Factory].&lt;br /&gt;
* Special events.&lt;br /&gt;
&lt;br /&gt;
= Equipment types and tiers =&lt;br /&gt;
 &lt;br /&gt;
[[File:Equipment.webp | right]]&lt;br /&gt;
 &lt;br /&gt;
You&#039;ll have six types for your equipments based on the used slot (by this order, vertically):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Helmet&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Vest&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Elbow Pads&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Gloves&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Pants&#039;&#039;&#039;;&lt;br /&gt;
* &#039;&#039;&#039;Boots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
In Eclesiar, equipments can have different tiers, as well as other items in-game.&lt;br /&gt;
 &lt;br /&gt;
* Tier 1: &#039;&#039;&#039;Common&#039;&#039;&#039; (gray);&lt;br /&gt;
* Tier 2: &#039;&#039;&#039;Uncommon&#039;&#039;&#039; (green);&lt;br /&gt;
* Tier 3: &#039;&#039;&#039;Rare&#039;&#039;&#039; (blue);&lt;br /&gt;
* Tier 4: &#039;&#039;&#039;Epic&#039;&#039;&#039; (purple);&lt;br /&gt;
* Tier 5: &#039;&#039;&#039;Legendary&#039;&#039;&#039; (yellow).&lt;br /&gt;
 &lt;br /&gt;
= Equipment effects =&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;COMBAT&#039;&#039;&#039; equipment provides players various bonuses or negative effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; : Chance of making a successful hit.&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; : Bonus Damage that is added to your Base Damage. Equipments can provide static values or in percentage.&lt;br /&gt;
* &#039;&#039;&#039;Critical chance&#039;&#039;&#039; : Chance of landing a non-miss critical hit.&lt;br /&gt;
* &#039;&#039;&#039;Critical hit&#039;&#039;&#039; : Base critical hit is set to 200 %, which means your critical hit is double the basic hit. The bonus critical hit value is added to your base Critical Hit in percentage, increasing your damage made by critical hits.&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance&#039;&#039;&#039; : Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;BUILDER&#039;&#039;&#039; equipment provides players various bonuses effects(check bellow stats):&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus when Building :&#039;&#039;&#039; bonuses apply when building all buildings&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Military Base :&#039;&#039;&#039; bonuses apply only when building Military Base&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Hospital :&#039;&#039;&#039; bonuses apply only when building Hospital&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Industiral Zone :&#039;&#039;&#039; bonuses apply only when building Industrial Zone&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building Production Fields :&#039;&#039;&#039; bonuses apply only when building Production Fields&lt;br /&gt;
* &#039;&#039;&#039;Bonus when building through item Donation :&#039;&#039;&#039; bonuses apply when donating items to construction of each bulding&lt;br /&gt;
* &#039;&#039;&#039;Item drop chance :&#039;&#039;&#039; Increases your item drop chance.&lt;br /&gt;
 &lt;br /&gt;
Wearing &#039;&#039;&#039;MINING&#039;&#039;&#039; equipment provides players one bonus effect linked to one minor malus:&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Bonus gold&#039;&#039;&#039; from mining activity&lt;br /&gt;
 &lt;br /&gt;
More in-depth details on equipment effects affecting your damage can be found on [[Ways to Increase Damage]]. The equivalent for the construction gameplay can be found on this [[Region Buildings | page]].&lt;br /&gt;
&lt;br /&gt;
= Merge factory &amp;amp; scrapper =&lt;br /&gt;
&lt;br /&gt;
[[File:Merge factory.JPG]]&lt;br /&gt;
&lt;br /&gt;
Below the previous table where you can see your equipments, you&#039;ll find another one with a &amp;quot;Merge&amp;quot; title. In here, you&#039;ll be able to merge your equipments to create a higher Tier. You&#039;ll have to select &#039;&#039;&#039;five&#039;&#039;&#039; pieces of gear, always &#039;&#039;&#039;from the same tier&#039;&#039;&#039;, in order to create &#039;&#039;&#039;one&#039;&#039;&#039; of a higher tier. As soon as you&#039;ve selected &#039;&#039;&#039;five&#039;&#039;&#039; pieces, click on the arrow and it will generate a higher equipment piece. A menu will pops up, showing you the % of chance to get a new piece (total probability is equal to 1).&lt;br /&gt;
&lt;br /&gt;
When merging &#039;&#039;&#039;COMBAT&#039;&#039;&#039; and &#039;&#039;&#039;BUILDER&#039;&#039;&#039; eq, chance to get specific set(combat or builder) depends how many piece from each set used.&lt;br /&gt;
&#039;&#039;ex. : if you merge 3 COMBAT and 2 BUILDER EQ, chance to get combat EQ is 60%, while to get builder EQ is 40% chance.&#039;&#039;&lt;br /&gt;
Note: if you merge 5 piece of COMBAT EQ you will get COMBAT EQ.(same with BUILDER EQ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The same principle applies when merging different types of combat set (like desert and mountain sets).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a small button on the menu &amp;quot;My equipment&amp;quot; called &#039;&#039;&#039;scrapper&#039;&#039;&#039;. If you have an undesired equipment in your inventory, you can scrap it and get two lower-tier equipments so you can continue your grind.&lt;br /&gt;
&lt;br /&gt;
= Equipment stat combinations =&lt;br /&gt;
&lt;br /&gt;
In Eclesiar, equipment pieces come with unique stat combinations that provide both bonuses and potential drawbacks. &#039;&#039;&#039;Each piece of equipment can only have specific combinations of stats&#039;&#039;&#039;, meaning that not all stats are available on every piece. These combinations are predefined, so when obtaining or upgrading equipment, you can expect the following possible pairings. Understanding these combinations is essential for optimizing your build, as certain stats like damage, critical hit, or accuracy are only available in particular slots. Below are the possible stat combinations for each type of equipment, at the lowest tier (T1).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;To find values for a higher tier, multiply given values by the quality of the tier.&#039;&#039;&#039;&amp;lt;/u&amp;gt; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ex : [q3 stats] = [q1 stats] * 3&lt;br /&gt;
&lt;br /&gt;
== Combat equipments ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combat eq.webp]]&lt;br /&gt;
&lt;br /&gt;
There are 5 kind of combat set: &#039;&#039;&#039;normal, desert, forest, mountain and plain&#039;&#039;&#039;. Each set has pros and cons, depending on your [[Terrain types | strategy]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Note: TD = Total Damage ; CC = Critical Chance ; CH = Critical Hit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Normal set : ===&lt;br /&gt;
&#039;&#039; T1 = Tier 1 = grey stuff. For a given set, the best equipment is in the first table. The worst is the last one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3% Critical hit || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +40 Total Damage || +3% Critical hit&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +50 TD || +2% Damage&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +7% Critical chance || -20 TD&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +40 TD || +2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Accuracy || +2% Damage %&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +6% CH || /&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +80 TD || -3% CH&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +3% CH || +2% Dmg&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +4% CC || -2% CH&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || -30 TD || +8% CH&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +2% CC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,04% Drop Chance || +1% Acc&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% Damage % || /&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,06% Drop Chance || -20 TD&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +40 TD || +0,04% Drop Chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +5% Dmg % || -2% CC&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Acc || -0.02% Drop Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +10 TD || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CC || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +15 TD || +2% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +1% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +20 TD || +1% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +25 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +1% Dmg % || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +3% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +20 TD || +5% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD|| +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Dmg % || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% CC || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Acc || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Acc || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +20 TD || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +1% Dmg % || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CH || +0.5% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +10 TD || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +20 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +1% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +10 TD || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +25 TD || +1% CC || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +2% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc || +1% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +1% Acc || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Dmg % || +1% Acc || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +1% Acc || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plains set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Acc|| +10 TD || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Dmg % || +2% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +2% Dmg % || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CC || +2% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +5 TD || +1% Acc || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,5 Acc|| +1% CH || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% CH || +2% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +35 TD || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +25 TD || +1% Dmg % || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +5 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CH || +3% Dmg % || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% Dmg % || +1% CH || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Dmg % || +3% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +3% CH || +30 TD || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +2% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% CC || +2% CH || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain set : ===&lt;br /&gt;
&lt;br /&gt;
==== Set 1 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +5 TD || +2% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +15 TD || +1% Acc || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1% Acc || +2% Dmg % || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% Dmg % || +2% Acc || 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +25 TD || +2% CC || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +3% Dmg % || +10 TD || 3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 2 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1% CC || +5 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1% Dmg % || +1% Acc || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +6% CH || +2% Dmg % || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +2% CC || +3% CH || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +3% CH || +1% CC || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% Acc || +15 TD || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Set 3 - T1 Stats ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2 !! Terrain Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +3 TD || +1% Acc || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +3% CH || +1% CC || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% CH || +40 TD || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +20 TD || +3% CH || 4%&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1% Acc || +2% CH || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1% CC || +2% Dmg % || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction equipments ==&lt;br /&gt;
&lt;br /&gt;
Here, you can find tier 1 stats. To know tier X stats, multiply the following stats by X.&lt;br /&gt;
&lt;br /&gt;
=== Set 1 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,6% Bonus when building || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +0,03% Drop chance || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +2% Bonus when building through item donation || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building hospital || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +2% Bonus when building through item donation || 1,2% Bonus when building military base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 2 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +0,03% Drop chance || +1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +1,2% Bonus when building hospital || +2% Bonus when building through item donation&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +1,2% Bonus when building military base || 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +1,2% Bonus when building industrial zone || +0,03% drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building production field || 1,2% Bonus when building industrial zone&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +0,6% Bonus when building || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Set 3 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment Piece !! Stat 1 !! Stat 2&lt;br /&gt;
|-&lt;br /&gt;
| Helmet || +1,2% Bonus when building  production field|| 1,2% Bonus when building hospital&lt;br /&gt;
|-&lt;br /&gt;
| Vest || +2% Bonus when building through item donation || +0,03% Drop chance&lt;br /&gt;
|-&lt;br /&gt;
| Pants || +0,03% Drop chance || 1,2% Bonus when building military base&lt;br /&gt;
|-&lt;br /&gt;
| Boots || +0,03% Drop chance || 1,2% Bonus when building production field&lt;br /&gt;
|-&lt;br /&gt;
| Elbow pads || +1,2% Bonus when building military base || 1,2% Bonus when building&lt;br /&gt;
|-&lt;br /&gt;
| Gloves || +1,2% Bonus when building industrial zone || 1,2% Bonus when building production field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mining equipments ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Work in progress.&#039;&#039; [[Mining | Find a table here]]!&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Region_Buildings&amp;diff=426</id>
		<title>Region Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Region_Buildings&amp;diff=426"/>
		<updated>2026-01-06T10:21:56Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Builder ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- WORK IN PROGRESS --&amp;gt;&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Eclesiar has a unique feature called Buildings, it involves gathering of products/raw material from all citizen of the nation. Everyone can donate anything they have extra. No limit, but higher level products more points toward progression than lower. Starting the construction of a building costs 10g. Max level of a building is 5.&lt;br /&gt;
&lt;br /&gt;
The construction order is on the &#039;&#039;&#039;main page&#039;&#039;&#039;, below the articles section. Like in the following example,  you can see the construction progress (called donations progress), the location of the new building and the targeted level.&lt;br /&gt;
&lt;br /&gt;
[[File:Construction order.JPG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here, players must reach together 75 000 &amp;lt;u&amp;gt;construction&amp;lt;/u&amp;gt; points to upgrade an hospital from level 4 to level 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= How to build/donate? =&lt;br /&gt;
&lt;br /&gt;
If your country has a construction order, you&#039;ll find a &#039;&#039;&#039;&amp;quot;Donate now&amp;quot;&#039;&#039;&#039; button. A new menu will pop up similar to this screenshot :&lt;br /&gt;
&lt;br /&gt;
[[File:Construction donation menu.JPG |400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Everything you need to know will be explained step by step.&#039;&#039;&#039; Let&#039;s start with &#039;&#039;&#039;item donation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Item donation &amp;amp; weight of all products==&lt;br /&gt;
&lt;br /&gt;
To donate an item, double click on it, select the amount and then click on &#039;&#039;&#039;Donate items&#039;&#039;&#039;. &#039;&#039;Here, I want to donate 5 q1 ground weapons.&#039;&#039; Products have &#039;&#039;&#039;different weight&#039;&#039;&#039;, which means that item may give a different amount of points. You can find a summary in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Quality !! Weight&lt;br /&gt;
|-&lt;br /&gt;
| Cereal || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Food || 1 - 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Iron || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Ground weapons || 1 - 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Air weapons || 1 - 5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Oil || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Tickets || 1 - 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To convert weight to point, use the following formula: &#039;&#039; Number of points earned = Weight * Quality &#039;&#039;. Raw material gives 0.5 pts. Remember that this is a base value which can be increased with a building equipment and your builder rank.&lt;br /&gt;
&lt;br /&gt;
== Labor donation ==&lt;br /&gt;
&lt;br /&gt;
The other way to contribute to a construction is via &#039;&#039;&#039;labor donation&#039;&#039;&#039;. It costs &#039;&#039;&#039;10 energy&#039;&#039;&#039; and is equal to &#039;&#039;&#039;20 construction points&#039;&#039;&#039; (base value). &#039;&#039; In the previous screenshot, I can work 11 times and contribute &amp;lt;u&amp;gt;at least&amp;lt;/u&amp;gt; 220 pts to the construction progression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Increasing your donation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Build set.JPG | right | frame]]&lt;br /&gt;
Increasing your donation is easier and cheaper than increasing your battle damage. There are three ways to do it:&lt;br /&gt;
&lt;br /&gt;
* Using a &#039;&#039;&#039;hammer&#039;&#039;&#039;. This &#039;&#039;&#039;special item&#039;&#039;&#039; gives a consistent +30% progression on building during 24h. You can find hammers in the [[Auctions | auctions house]], in the [[special items shop]] and the battlepass. To use a hammer, go in &#039;&#039;&#039;My Places &amp;gt; Storage&#039;&#039;&#039;.&lt;br /&gt;
* Wearing a &#039;&#039;&#039;construction equipment&#039;&#039;&#039; like in the screenshot. See also: [[Equipments]].&lt;br /&gt;
* Your builder rank multiplies your earned points (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While building, you can drop equipment pieces with building-specific modifiers (basic drop chance is 0,04%, which can be increased by builder AND combat EQ).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Only Labor donation can drop equipment, Item donation will not drop equipment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Points required per building level =&lt;br /&gt;
&lt;br /&gt;
Buildings requires different amount of construction points, depending on the &#039;&#039;&#039;building targeted level&#039;&#039;&#039; and the &#039;&#039;&#039;number of active players&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== For a country with less than 30 ACTIVE players : ===&lt;br /&gt;
&lt;br /&gt;
* Level 1 Buildings : 6000&lt;br /&gt;
* Level 2 Buildings : 15000&lt;br /&gt;
* Level 3 Buildings : 27000&lt;br /&gt;
* Level 4 Buildings : 53000&lt;br /&gt;
* Level 5 Buildings : 75000&lt;br /&gt;
&lt;br /&gt;
=== For a country with at least 30 ACTIVE players : ===&lt;br /&gt;
&lt;br /&gt;
* Level 1 Buildings : +200 pt/player&lt;br /&gt;
* Level 2 Buildings : +500 pt/player&lt;br /&gt;
* Level 3 Buildings : +900 pt/player&lt;br /&gt;
* Level 4 Buildings : +1800 pt/player&lt;br /&gt;
* Level 5 Buildings : +2500 pt/player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;exp : To build a lvl 2 building, a country with 50 active players requests 500(points per player) x 50(active players) = 25000 points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The max cap of a country bonus for regions is the sum of bonus of total of 50 levels of buildings.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: the max cap of maximum energy is the same as 10 hospitals Q5 = 500 energy. (10 hospital * 5 levels = 50 levels of buildings)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Note :&amp;lt;/u&amp;gt; A building is upgraded level by level (You can&#039;t skip a level...).&lt;br /&gt;
&amp;lt;u&amp;gt;Example :&amp;lt;/u&amp;gt; A country with 15 players wants to build a level 5 military base in a region without a base (level 0). Players must donate (6 000 + 15 000 + 27 000 + 53 000 + 75 000 =) 176 000 construction points to achieve their goal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; &amp;lt;u&amp;gt;Note :&amp;lt;/u&amp;gt; Buildings affect not only the ruler of the current region, but also the rightfull owner of the region. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Builder ranks =&lt;br /&gt;
&lt;br /&gt;
You increase your builder rank by donating (item or labor). Your rank increases donation. You can see your rank on the left side of the main page (click on the small purple arrow near the Military rank) or on your user page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Builder ranks&lt;br /&gt;
|-&lt;br /&gt;
!  !! Rank !! Required points !! Rank multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Worker || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mason || 9 000 || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Ironworker || 25 000 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Equipement Operator || 55 000 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Surveyor || 110 000 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Engineer || 250 000 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Safety Manager || 500 000 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Superintendent || 900 000 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Construction Manager || 1 300 000 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Inspector || 2 000 000 || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Architect || 3 000 000 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; example : If you are an architect and you donate 10 energies, you will earn 20 * 2 = 40 points. An engineer would have won 30 points. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Bob the builder&amp;quot; prize =&lt;br /&gt;
&lt;br /&gt;
When a construction is completed, the top donator gets a medal and gold. The amount depends on the building level. Think carefully if you want to get the prize. Building can take several days, so be prepared for a possible marathon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building Lvl !! Gold earned !! Gold into piggy bank&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 12 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 24 || 9&lt;br /&gt;
|}&lt;br /&gt;
= Building types =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hospital :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hospital.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +x max energy per building level (5 - 10 - 20 - 35 - 50)&lt;br /&gt;
* +1% increased chance to receive medic bag when leveling up account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Industrial zone : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Induzone.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +5% factory production per building level.&lt;br /&gt;
* –10% of current pollution per building level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : The pollution reduction doesn&#039;t work by reducing flat amount of the current pollution. You can read out how it works at [[Pollution]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Production fields : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fields.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +5% raw production per building level.&lt;br /&gt;
* -1% gold needed for NPC to spawn (each level decreases the gold needed by 1%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Military base : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:MilBase.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* At level 1:&lt;br /&gt;
** +3% damage bonus to defense of the region&lt;br /&gt;
** +3% attack bonus for attacking bordering regions&lt;br /&gt;
* At level 2:&lt;br /&gt;
** +5 % accuracy bonus while defending the region&lt;br /&gt;
** +3 % accuracy bonus while attacking bordering regions&lt;br /&gt;
* At level 3:&lt;br /&gt;
** +5% weapon production in companies located in the region&lt;br /&gt;
* At level 4:&lt;br /&gt;
** Removes surrounding penalty of -10% in case of no connection to the capital.&lt;br /&gt;
** +3 % attack bonus for attacking bordering regions (adds up to bonus from level 1)&lt;br /&gt;
* At level 5:&lt;br /&gt;
** Enables atomic bomb launch (Decreases 1 level of 2 random buildings in targeted region)&lt;br /&gt;
** Atomic bomb costs: 30 g + 800 oil + 300 titanium + 200 iron + 48h between creation of nuke to &amp;quot;its ready&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Starting a building order =&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;minister of development&#039;&#039;&#039;, the &#039;&#039;&#039;president&#039;&#039;&#039; and the &#039;&#039;&#039;vice-president&#039;&#039;&#039; have the power to start building orders and to finish it. After checking your country page to easily compare your regions, go on the &#039;&#039;&#039;map&#039;&#039;&#039; page and select the region where you want to build. At the bottom of this page, you can see the building types and start a new building order. &#039;&#039;&#039;You can only start one building order at a time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Academy and ideology =&lt;br /&gt;
&lt;br /&gt;
* Your building progression can also be hastened thanks to the &#039;&#039;&#039; blacksmith skill &#039;&#039;&#039; (Gain +10% extra progression using “Hammer” (passive)) and the &#039;&#039;&#039; special touch skill &#039;&#039;&#039; (Reduces Stamina donation cost by +50% for 15 seconds (active) 48h cooldown).&lt;br /&gt;
* The &#039;&#039;&#039;extra shift skill&#039;&#039;&#039; increases Building Drop Rate by +100% for 2 hours (active) 48h cooldown.&lt;br /&gt;
&lt;br /&gt;
Political ideologies of your parlement may modify your building progression and/or the number of points needed to upgrade a building. For instance, the capitalism ideology increases by +0.25% the building max progression per % of the parlement. If 60% of the parlement has this ideology, it will increase the max progression by 0.25 * 60 = 15%. See also the dedicated page on [[Political Ideologies]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Region_Buildings&amp;diff=425</id>
		<title>Region Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Region_Buildings&amp;diff=425"/>
		<updated>2026-01-06T10:21:35Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- WORK IN PROGRESS --&amp;gt;&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Eclesiar has a unique feature called Buildings, it involves gathering of products/raw material from all citizen of the nation. Everyone can donate anything they have extra. No limit, but higher level products more points toward progression than lower. Starting the construction of a building costs 10g. Max level of a building is 5.&lt;br /&gt;
&lt;br /&gt;
The construction order is on the &#039;&#039;&#039;main page&#039;&#039;&#039;, below the articles section. Like in the following example,  you can see the construction progress (called donations progress), the location of the new building and the targeted level.&lt;br /&gt;
&lt;br /&gt;
[[File:Construction order.JPG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here, players must reach together 75 000 &amp;lt;u&amp;gt;construction&amp;lt;/u&amp;gt; points to upgrade an hospital from level 4 to level 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= How to build/donate? =&lt;br /&gt;
&lt;br /&gt;
If your country has a construction order, you&#039;ll find a &#039;&#039;&#039;&amp;quot;Donate now&amp;quot;&#039;&#039;&#039; button. A new menu will pop up similar to this screenshot :&lt;br /&gt;
&lt;br /&gt;
[[File:Construction donation menu.JPG |400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Everything you need to know will be explained step by step.&#039;&#039;&#039; Let&#039;s start with &#039;&#039;&#039;item donation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Item donation &amp;amp; weight of all products==&lt;br /&gt;
&lt;br /&gt;
To donate an item, double click on it, select the amount and then click on &#039;&#039;&#039;Donate items&#039;&#039;&#039;. &#039;&#039;Here, I want to donate 5 q1 ground weapons.&#039;&#039; Products have &#039;&#039;&#039;different weight&#039;&#039;&#039;, which means that item may give a different amount of points. You can find a summary in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Quality !! Weight&lt;br /&gt;
|-&lt;br /&gt;
| Cereal || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Food || 1 - 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Iron || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Ground weapons || 1 - 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Air weapons || 1 - 5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Oil || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Tickets || 1 - 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To convert weight to point, use the following formula: &#039;&#039; Number of points earned = Weight * Quality &#039;&#039;. Raw material gives 0.5 pts. Remember that this is a base value which can be increased with a building equipment and your builder rank.&lt;br /&gt;
&lt;br /&gt;
== Labor donation ==&lt;br /&gt;
&lt;br /&gt;
The other way to contribute to a construction is via &#039;&#039;&#039;labor donation&#039;&#039;&#039;. It costs &#039;&#039;&#039;10 energy&#039;&#039;&#039; and is equal to &#039;&#039;&#039;20 construction points&#039;&#039;&#039; (base value). &#039;&#039; In the previous screenshot, I can work 11 times and contribute &amp;lt;u&amp;gt;at least&amp;lt;/u&amp;gt; 220 pts to the construction progression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Increasing your donation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Build set.JPG | right | frame]]&lt;br /&gt;
Increasing your donation is easier and cheaper than increasing your battle damage. There are three ways to do it:&lt;br /&gt;
&lt;br /&gt;
* Using a &#039;&#039;&#039;hammer&#039;&#039;&#039;. This &#039;&#039;&#039;special item&#039;&#039;&#039; gives a consistent +30% progression on building during 24h. You can find hammers in the [[Auctions | auctions house]], in the [[special items shop]] and the battlepass. To use a hammer, go in &#039;&#039;&#039;My Places &amp;gt; Storage&#039;&#039;&#039;.&lt;br /&gt;
* Wearing a &#039;&#039;&#039;construction equipment&#039;&#039;&#039; like in the screenshot. See also: [[Equipments]].&lt;br /&gt;
* Your builder rank multiplies your earned points (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While building, you can drop equipment pieces with building-specific modifiers (basic drop chance is 0,04%, which can be increased by builder AND combat EQ).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Only Labor donation can drop equipment, Item donation will not drop equipment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Points required per building level =&lt;br /&gt;
&lt;br /&gt;
Buildings requires different amount of construction points, depending on the &#039;&#039;&#039;building targeted level&#039;&#039;&#039; and the &#039;&#039;&#039;number of active players&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== For a country with less than 30 ACTIVE players : ===&lt;br /&gt;
&lt;br /&gt;
* Level 1 Buildings : 6000&lt;br /&gt;
* Level 2 Buildings : 15000&lt;br /&gt;
* Level 3 Buildings : 27000&lt;br /&gt;
* Level 4 Buildings : 53000&lt;br /&gt;
* Level 5 Buildings : 75000&lt;br /&gt;
&lt;br /&gt;
=== For a country with at least 30 ACTIVE players : ===&lt;br /&gt;
&lt;br /&gt;
* Level 1 Buildings : +200 pt/player&lt;br /&gt;
* Level 2 Buildings : +500 pt/player&lt;br /&gt;
* Level 3 Buildings : +900 pt/player&lt;br /&gt;
* Level 4 Buildings : +1800 pt/player&lt;br /&gt;
* Level 5 Buildings : +2500 pt/player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;exp : To build a lvl 2 building, a country with 50 active players requests 500(points per player) x 50(active players) = 25000 points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The max cap of a country bonus for regions is the sum of bonus of total of 50 levels of buildings.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: the max cap of maximum energy is the same as 10 hospitals Q5 = 500 energy. (10 hospital * 5 levels = 50 levels of buildings)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Note :&amp;lt;/u&amp;gt; A building is upgraded level by level (You can&#039;t skip a level...).&lt;br /&gt;
&amp;lt;u&amp;gt;Example :&amp;lt;/u&amp;gt; A country with 15 players wants to build a level 5 military base in a region without a base (level 0). Players must donate (6 000 + 15 000 + 27 000 + 53 000 + 75 000 =) 176 000 construction points to achieve their goal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; &amp;lt;u&amp;gt;Note :&amp;lt;/u&amp;gt; Buildings affect not only the ruler of the current region, but also the rightfull owner of the region. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Builder ranks =&lt;br /&gt;
&lt;br /&gt;
You increase your builder rank by donating (item or labor). Your rank increases donation. You can see your rank on the left side of the main page (click on the small purple arrow near the Military rank) or on your user page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Builder ranks&lt;br /&gt;
|-&lt;br /&gt;
!  !! Rank !! Required points !! Rank multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Worker || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mason || 9 000 || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Ironworker || 25 000 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Equipement Operator || 55 000 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Surveyor || 110 000 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Engineer || 250 000 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Safety Manager || 500 000 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Superintendent || 900 000 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Construction Manager || 1 300 000 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Inspector || 2 000 000 || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Architect || 3 000 000 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; example : If you are an architect and you donate 10 energies, you will earn 20 * 2 = 40 points. An engineer would have won 30 points.&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Bob the builder&amp;quot; prize =&lt;br /&gt;
&lt;br /&gt;
When a construction is completed, the top donator gets a medal and gold. The amount depends on the building level. Think carefully if you want to get the prize. Building can take several days, so be prepared for a possible marathon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building Lvl !! Gold earned !! Gold into piggy bank&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 12 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 24 || 9&lt;br /&gt;
|}&lt;br /&gt;
= Building types =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hospital :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hospital.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +x max energy per building level (5 - 10 - 20 - 35 - 50)&lt;br /&gt;
* +1% increased chance to receive medic bag when leveling up account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Industrial zone : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Induzone.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +5% factory production per building level.&lt;br /&gt;
* –10% of current pollution per building level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : The pollution reduction doesn&#039;t work by reducing flat amount of the current pollution. You can read out how it works at [[Pollution]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Production fields : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fields.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +5% raw production per building level.&lt;br /&gt;
* -1% gold needed for NPC to spawn (each level decreases the gold needed by 1%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Military base : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:MilBase.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* At level 1:&lt;br /&gt;
** +3% damage bonus to defense of the region&lt;br /&gt;
** +3% attack bonus for attacking bordering regions&lt;br /&gt;
* At level 2:&lt;br /&gt;
** +5 % accuracy bonus while defending the region&lt;br /&gt;
** +3 % accuracy bonus while attacking bordering regions&lt;br /&gt;
* At level 3:&lt;br /&gt;
** +5% weapon production in companies located in the region&lt;br /&gt;
* At level 4:&lt;br /&gt;
** Removes surrounding penalty of -10% in case of no connection to the capital.&lt;br /&gt;
** +3 % attack bonus for attacking bordering regions (adds up to bonus from level 1)&lt;br /&gt;
* At level 5:&lt;br /&gt;
** Enables atomic bomb launch (Decreases 1 level of 2 random buildings in targeted region)&lt;br /&gt;
** Atomic bomb costs: 30 g + 800 oil + 300 titanium + 200 iron + 48h between creation of nuke to &amp;quot;its ready&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Starting a building order =&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;minister of development&#039;&#039;&#039;, the &#039;&#039;&#039;president&#039;&#039;&#039; and the &#039;&#039;&#039;vice-president&#039;&#039;&#039; have the power to start building orders and to finish it. After checking your country page to easily compare your regions, go on the &#039;&#039;&#039;map&#039;&#039;&#039; page and select the region where you want to build. At the bottom of this page, you can see the building types and start a new building order. &#039;&#039;&#039;You can only start one building order at a time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Academy and ideology =&lt;br /&gt;
&lt;br /&gt;
* Your building progression can also be hastened thanks to the &#039;&#039;&#039; blacksmith skill &#039;&#039;&#039; (Gain +10% extra progression using “Hammer” (passive)) and the &#039;&#039;&#039; special touch skill &#039;&#039;&#039; (Reduces Stamina donation cost by +50% for 15 seconds (active) 48h cooldown).&lt;br /&gt;
* The &#039;&#039;&#039;extra shift skill&#039;&#039;&#039; increases Building Drop Rate by +100% for 2 hours (active) 48h cooldown.&lt;br /&gt;
&lt;br /&gt;
Political ideologies of your parlement may modify your building progression and/or the number of points needed to upgrade a building. For instance, the capitalism ideology increases by +0.25% the building max progression per % of the parlement. If 60% of the parlement has this ideology, it will increase the max progression by 0.25 * 60 = 15%. See also the dedicated page on [[Political Ideologies]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Region_Buildings&amp;diff=424</id>
		<title>Region Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Region_Buildings&amp;diff=424"/>
		<updated>2026-01-06T09:42:48Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Points required per building level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- WORK IN PROGRESS --&amp;gt;&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Eclesiar has a unique feature called Buildings, it involves gathering of products/raw material from all citizen of the nation. Everyone can donate anything they have extra. No limit, but higher level products more points toward progression than lower. Starting the construction of a building costs 10g. Max level of a building is 5.&lt;br /&gt;
&lt;br /&gt;
The construction order is on the &#039;&#039;&#039;main page&#039;&#039;&#039;, below the articles section. Like in the following example,  you can see the construction progress (called donations progress), the location of the new building and the targeted level.&lt;br /&gt;
&lt;br /&gt;
[[File:Construction order.JPG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here, players must reach together 75 000 &amp;lt;u&amp;gt;construction&amp;lt;/u&amp;gt; points to upgrade an hospital from level 4 to level 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= How to build/donate? =&lt;br /&gt;
&lt;br /&gt;
If your country has a construction order, you&#039;ll find a &#039;&#039;&#039;&amp;quot;Donate now&amp;quot;&#039;&#039;&#039; button. A new menu will pop up similar to this screenshot :&lt;br /&gt;
&lt;br /&gt;
[[File:Construction donation menu.JPG |400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Everything you need to know will be explained step by step.&#039;&#039;&#039; Let&#039;s start with &#039;&#039;&#039;item donation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Item donation &amp;amp; weight of all products==&lt;br /&gt;
&lt;br /&gt;
To donate an item, double click on it, select the amount and then click on &#039;&#039;&#039;Donate items&#039;&#039;&#039;. &#039;&#039;Here, I want to donate 5 q1 ground weapons.&#039;&#039; Products have &#039;&#039;&#039;different weight&#039;&#039;&#039;, which means that item may give a different amount of points. You can find a summary in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Quality !! Weight&lt;br /&gt;
|-&lt;br /&gt;
| Cereal || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Food || 1 - 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Iron || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Ground weapons || 1 - 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Air weapons || 1 - 5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Oil || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Tickets || 1 - 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Labor donation ==&lt;br /&gt;
&lt;br /&gt;
The other way to contribute to a construction is via &#039;&#039;&#039;labor donation&#039;&#039;&#039;. It costs &#039;&#039;&#039;10 energy&#039;&#039;&#039; and is equal to &#039;&#039;&#039;20 construction points&#039;&#039;&#039; (base value). &#039;&#039; In the previous screenshot, I can work 11 times and contribute &amp;lt;u&amp;gt;at least&amp;lt;/u&amp;gt; 220 pts to the construction progression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Increasing your donation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Build set.JPG | right | frame]]&lt;br /&gt;
Increasing your donation is easier and cheaper than increasing your battle damage. There are three ways to do it:&lt;br /&gt;
&lt;br /&gt;
* Using a &#039;&#039;&#039;hammer&#039;&#039;&#039;. This &#039;&#039;&#039;special item&#039;&#039;&#039; gives a consistent +30% progression on building during 24h. You can find hammers in the [[Auctions | auctions house]], in the [[special items shop]] and the [[Battlepass]]. To use a hammer, go in &#039;&#039;&#039;My Places &amp;gt; Storage&#039;&#039;&#039;.&lt;br /&gt;
* Wearing a &#039;&#039;&#039;construction equipment&#039;&#039;&#039; like in the screenshot. See also: [[Equipements]].&lt;br /&gt;
* Your builder rank multiplies your earned points (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While building, you can drop equipment pieces with building-specific modifiers (basic drop chance is 0,04%, which can be increased by builder AND combat EQ).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Only Labor donation can drop equipment, Item donation will not drop equipment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Points required per building level =&lt;br /&gt;
&lt;br /&gt;
Buildings requires different amount of construction points, depending on the &#039;&#039;&#039;building targeted level&#039;&#039;&#039; and the &#039;&#039;&#039;number of active players&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== For a country with less than 30 ACTIVE players : ===&lt;br /&gt;
&lt;br /&gt;
* Level 1 Buildings : 6000&lt;br /&gt;
* Level 2 Buildings : 15000&lt;br /&gt;
* Level 3 Buildings : 27000&lt;br /&gt;
* Level 4 Buildings : 53000&lt;br /&gt;
* Level 5 Buildings : 75000&lt;br /&gt;
&lt;br /&gt;
=== For a country with at least 30 ACTIVE players : ===&lt;br /&gt;
&lt;br /&gt;
* Level 1 Buildings : +200 pt/player&lt;br /&gt;
* Level 2 Buildings : +500 pt/player&lt;br /&gt;
* Level 3 Buildings : +900 pt/player&lt;br /&gt;
* Level 4 Buildings : +1800 pt/player&lt;br /&gt;
* Level 5 Buildings : +2500 pt/player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;exp : To build a lvl 2 building, a country with 50 active players requests 500(points per player) x 50(active players) = 25000 points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The max cap of a country bonus for regions is the sum of bonus of total of 50 levels of buildings.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: the max cap of maximum energy is the same as 10 hospitals Q5 = 500 energy. (10 hospital * 5 levels = 50 levels of buildings)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Note :&amp;lt;/u&amp;gt; A building is upgraded level by level (You can&#039;t skip a level...).&lt;br /&gt;
&amp;lt;u&amp;gt;Example :&amp;lt;/u&amp;gt; A country with 15 players wants to build a level 5 military base in a region without a base (level 0). Players must donate (6 000 + 15 000 + 27 000 + 53 000 + 75 000 =) 176 000 construction points to achieve their goal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; &amp;lt;u&amp;gt;Note :&amp;lt;/u&amp;gt; Buildings affect not only the ruler of the current region, but also the rightfull owner of the region. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Builder ranks =&lt;br /&gt;
&lt;br /&gt;
You increase your builder rank by donating (item or labor). Your rank increases donation. You can see your rank on the left side of the main page (click on the small purple arrow near the Military rank) or on your user page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Builder ranks&lt;br /&gt;
|-&lt;br /&gt;
!  !! Rank !! Required points !! Rank multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Worker || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mason || 9 000 || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Ironworker || 25 000 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Equipement Operator || 55 000 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Surveyor || 110 000 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Engineer || 250 000 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Safety Manager || 500 000 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Superintendent || 900 000 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Construction Manager || 1 300 000 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Inspector || 2 000 000 || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Architect || 3 000 000 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Bob the builder&amp;quot; prize =&lt;br /&gt;
&lt;br /&gt;
When a construction is completed, the top donator gets a medal and gold. The amount depends on the building level. Think carefully if you want to get the prize. Building can take several days, so be prepared for a possible marathon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building Lvl !! Gold earned !! Gold into piggy bank&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 12 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 24 || 9&lt;br /&gt;
|}&lt;br /&gt;
= Building types =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hospital :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hospital.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +x max energy per building level (5 - 10 - 20 - 35 - 50)&lt;br /&gt;
* +1% increased chance to receive medic bag when leveling up account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Industrial zone : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Induzone.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +5% factory production per building level.&lt;br /&gt;
* –10% of current pollution per building level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : The pollution reduction doesn&#039;t work by reducing flat amount of the current pollution. You can read out how it works at [[Pollution]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Production fields : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fields.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +5% raw production per building level.&lt;br /&gt;
* -1% gold needed for NPC to spawn (each level decreases the gold needed by 1%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Military base : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:MilBase.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* At level 1:&lt;br /&gt;
** +3% damage bonus to defense of the region&lt;br /&gt;
** +3% attack bonus for attacking bordering regions&lt;br /&gt;
* At level 2:&lt;br /&gt;
** +5 % accuracy bonus while defending the region&lt;br /&gt;
** +3 % accuracy bonus while attacking bordering regions&lt;br /&gt;
* At level 3:&lt;br /&gt;
** +5% weapon production in companies located in the region&lt;br /&gt;
* At level 4:&lt;br /&gt;
** Removes surrounding penalty of -10% in case of no connection to the capital.&lt;br /&gt;
** +3 % attack bonus for attacking bordering regions (adds up to bonus from level 1)&lt;br /&gt;
* At level 5:&lt;br /&gt;
** Enables atomic bomb launch (Decreases 1 level of 2 random buildings in targeted region)&lt;br /&gt;
** Atomic bomb costs: 30 g + 800 oil + 300 titanium + 200 iron + 48h between creation of nuke to &amp;quot;its ready&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Starting a building order =&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;minister of development&#039;&#039;&#039;, the &#039;&#039;&#039;president&#039;&#039;&#039; and the &#039;&#039;&#039;vice-president&#039;&#039;&#039; have the power to start building orders and to finish it. After checking your country page to easily compare your regions, go on the &#039;&#039;&#039;map&#039;&#039;&#039; page and select the region where you want to build. At the bottom of this page, you can see the building types and start a new building order. &#039;&#039;&#039;You can only start one building order at a time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Region_Buildings&amp;diff=423</id>
		<title>Region Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Region_Buildings&amp;diff=423"/>
		<updated>2026-01-06T09:37:36Z</updated>

		<summary type="html">&lt;p&gt;Luc: /* Labor donation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- WORK IN PROGRESS --&amp;gt;&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Eclesiar has a unique feature called Buildings, it involves gathering of products/raw material from all citizen of the nation. Everyone can donate anything they have extra. No limit, but higher level products more points toward progression than lower. Starting the construction of a building costs 10g. Max level of a building is 5.&lt;br /&gt;
&lt;br /&gt;
The construction order is on the &#039;&#039;&#039;main page&#039;&#039;&#039;, below the articles section. Like in the following example,  you can see the construction progress (called donations progress), the location of the new building and the targeted level.&lt;br /&gt;
&lt;br /&gt;
[[File:Construction order.JPG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here, players must reach together 75 000 &amp;lt;u&amp;gt;construction&amp;lt;/u&amp;gt; points to upgrade an hospital from level 4 to level 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= How to build/donate? =&lt;br /&gt;
&lt;br /&gt;
If your country has a construction order, you&#039;ll find a &#039;&#039;&#039;&amp;quot;Donate now&amp;quot;&#039;&#039;&#039; button. A new menu will pop up similar to this screenshot :&lt;br /&gt;
&lt;br /&gt;
[[File:Construction donation menu.JPG |400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Everything you need to know will be explained step by step.&#039;&#039;&#039; Let&#039;s start with &#039;&#039;&#039;item donation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Item donation &amp;amp; weight of all products==&lt;br /&gt;
&lt;br /&gt;
To donate an item, double click on it, select the amount and then click on &#039;&#039;&#039;Donate items&#039;&#039;&#039;. &#039;&#039;Here, I want to donate 5 q1 ground weapons.&#039;&#039; Products have &#039;&#039;&#039;different weight&#039;&#039;&#039;, which means that item may give a different amount of points. You can find a summary in the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Quality !! Weight&lt;br /&gt;
|-&lt;br /&gt;
| Cereal || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Food || 1 - 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Iron || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Ground weapons || 1 - 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Air weapons || 1 - 5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Oil || None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Tickets || 1 - 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Labor donation ==&lt;br /&gt;
&lt;br /&gt;
The other way to contribute to a construction is via &#039;&#039;&#039;labor donation&#039;&#039;&#039;. It costs &#039;&#039;&#039;10 energy&#039;&#039;&#039; and is equal to &#039;&#039;&#039;20 construction points&#039;&#039;&#039; (base value). &#039;&#039; In the previous screenshot, I can work 11 times and contribute &amp;lt;u&amp;gt;at least&amp;lt;/u&amp;gt; 220 pts to the construction progression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Increasing your donation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Build set.JPG | right | frame]]&lt;br /&gt;
Increasing your donation is easier and cheaper than increasing your battle damage. There are three ways to do it:&lt;br /&gt;
&lt;br /&gt;
* Using a &#039;&#039;&#039;hammer&#039;&#039;&#039;. This &#039;&#039;&#039;special item&#039;&#039;&#039; gives a consistent +30% progression on building during 24h. You can find hammers in the [[Auctions | auctions house]], in the [[special items shop]] and the [[Battlepass]]. To use a hammer, go in &#039;&#039;&#039;My Places &amp;gt; Storage&#039;&#039;&#039;.&lt;br /&gt;
* Wearing a &#039;&#039;&#039;construction equipment&#039;&#039;&#039; like in the screenshot. See also: [[Equipements]].&lt;br /&gt;
* Your builder rank multiplies your earned points (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While building, you can drop equipment pieces with building-specific modifiers (basic drop chance is 0,04%, which can be increased by builder AND combat EQ).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Only Labor donation can drop equipment, Item donation will not drop equipment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Points required per building level =&lt;br /&gt;
&lt;br /&gt;
Buildings requires different amount of construction points, depending on the &#039;&#039;&#039;building targeted level&#039;&#039;&#039; and the &#039;&#039;&#039;number of active players&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== For a country with less than 30 ACTIVE players : ===&lt;br /&gt;
&lt;br /&gt;
* Level 1 Buildings : 6000&lt;br /&gt;
* Level 2 Buildings : 15000&lt;br /&gt;
* Level 3 Buildings : 27000&lt;br /&gt;
* Level 4 Buildings : 53000&lt;br /&gt;
* Level 5 Buildings : 75000&lt;br /&gt;
&lt;br /&gt;
=== For a country with at least 30 ACTIVE players : ===&lt;br /&gt;
&lt;br /&gt;
* Level 1 Buildings : +200 pt/player&lt;br /&gt;
* Level 2 Buildings : +500 pt/player&lt;br /&gt;
* Level 3 Buildings : +900 pt/player&lt;br /&gt;
* Level 4 Buildings : +1800 pt/player&lt;br /&gt;
* Level 5 Buildings : +2500 pt/player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;exp : To build a lvl 2 building, a country with 50 active players request 500(points per player) x 50(active players) = 25000 points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The max cap of country bonus for regions is the sum of bonus of total of 50 levels of buildings.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: the max cap of max energy is the same as 10 hospitals Q5 = 500 energy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Note :&amp;lt;/u&amp;gt; A building is upgraded level by level. For instance, you can&#039;t upgrade a building from level 1 to level 3 without upgrading it to level 2 and THEN level 3.&lt;br /&gt;
&amp;lt;u&amp;gt;Example :&amp;lt;/u&amp;gt; A country with 15 players wants to build a level 5 military base in a region without a base (level 0). Players must donate (6 000 + 15 000 + 27 000 + 53 000 + 75 000 =) 176 000 construction points to achieve their goal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; &amp;lt;u&amp;gt;Note :&amp;lt;/u&amp;gt; Buildings affect not only the ruler of the current region, but also the rightfull owner of the region. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Builder ranks =&lt;br /&gt;
&lt;br /&gt;
You increase your builder rank by donating (item or labor). Your rank increases donation. You can see your rank on the left side of the main page (click on the small purple arrow near the Military rank) or on your user page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Builder ranks&lt;br /&gt;
|-&lt;br /&gt;
!  !! Rank !! Required points !! Rank multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Worker || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mason || 9 000 || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Ironworker || 25 000 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Equipement Operator || 55 000 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Surveyor || 110 000 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Engineer || 250 000 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Safety Manager || 500 000 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Superintendent || 900 000 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Construction Manager || 1 300 000 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Inspector || 2 000 000 || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Architect || 3 000 000 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Bob the builder&amp;quot; prize =&lt;br /&gt;
&lt;br /&gt;
When a construction is completed, the top donator gets a medal and gold. The amount depends on the building level. Think carefully if you want to get the prize. Building can take several days, so be prepared for a possible marathon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building Lvl !! Gold earned !! Gold into piggy bank&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 12 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 24 || 9&lt;br /&gt;
|}&lt;br /&gt;
= Building types =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hospital :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hospital.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +x max energy per building level (5 - 10 - 20 - 35 - 50)&lt;br /&gt;
* +1% increased chance to receive medic bag when leveling up account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Industrial zone : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Induzone.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +5% factory production per building level.&lt;br /&gt;
* –10% of current pollution per building level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : The pollution reduction doesn&#039;t work by reducing flat amount of the current pollution. You can read out how it works at [[Pollution]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Production fields : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fields.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* +5% raw production per building level.&lt;br /&gt;
* -1% gold needed for NPC to spawn (each level decreases the gold needed by 1%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Military base : &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:MilBase.webp | right | 300px]]&lt;br /&gt;
Modifiers :&lt;br /&gt;
&lt;br /&gt;
* At level 1:&lt;br /&gt;
** +3% damage bonus to defense of the region&lt;br /&gt;
** +3% attack bonus for attacking bordering regions&lt;br /&gt;
* At level 2:&lt;br /&gt;
** +5 % accuracy bonus while defending the region&lt;br /&gt;
** +3 % accuracy bonus while attacking bordering regions&lt;br /&gt;
* At level 3:&lt;br /&gt;
** +5% weapon production in companies located in the region&lt;br /&gt;
* At level 4:&lt;br /&gt;
** Removes surrounding penalty of -10% in case of no connection to the capital.&lt;br /&gt;
** +3 % attack bonus for attacking bordering regions (adds up to bonus from level 1)&lt;br /&gt;
* At level 5:&lt;br /&gt;
** Enables atomic bomb launch (Decreases 1 level of 2 random buildings in targeted region)&lt;br /&gt;
** Atomic bomb costs: 30 g + 800 oil + 300 titanium + 200 iron + 48h between creation of nuke to &amp;quot;its ready&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Starting a building order =&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;minister of development&#039;&#039;&#039;, the &#039;&#039;&#039;president&#039;&#039;&#039; and the &#039;&#039;&#039;vice-president&#039;&#039;&#039; have the power to start building orders and to finish it. After checking your country page to easily compare your regions, go on the &#039;&#039;&#039;map&#039;&#039;&#039; page and select the region where you want to build. At the bottom of this page, you can see the building types and start a new building order. &#039;&#039;&#039;You can only start one building order at a time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Main_Page&amp;diff=419</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Main_Page&amp;diff=419"/>
		<updated>2025-12-01T22:02:39Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;&amp;lt;div style=&amp;quot;margin:auto 0;text-align: center;&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;🌟 Welcome to the &amp;lt;span style=&amp;quot;color: #478ccb;&amp;quot;&amp;gt;Official Eclesiar Wiki&amp;lt;/span&amp;gt;! 🌟&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:auto 0;text-align: center;&amp;quot;&amp;gt;Your trusted guide to surviving, thriving, and conquering in the world of Eclesiar.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:auto 0;text-align: center;&amp;quot;&amp;gt;[[File:Image001 web.png|link=https://eclesiar.com/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:30%;min-width:300px;max-width:1600px;margin:20px 20px;background-color:#9fd8f7;box-shadow:0 2px 4px rgba(0, 0, 0, 0.1);border-radius:8px;overflow:hidden;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;&amp;lt;span style=&amp;quot;color: #1254a1;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;🔍 New Player Essentials&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display: flex;flex-wrap: wrap;box-sizing: border-box;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;flex: 1;padding: 10px;box-sizing: border-box;background-color:white;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[File:Img001 400x100.png]]&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color: #478ccb;&amp;quot;&amp;gt;Learn the game in under 10 minutes.&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[What is Eclesiar?]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Creating an Account]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Choosing a Country]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[First Day Objectives]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[First 7 Days in Eclesiar]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Top50 Beginner Tips]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Beginner&#039;s guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:30%;min-width:300px;max-width:1600px;margin:20px 0px;background-color:#9fd8f7;box-shadow:0 2px 4px rgba(0, 0, 0, 0.1);border-radius:8px;overflow:hidden;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;&amp;lt;span style=&amp;quot;color: #1254a1;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;🏰 Personal Development&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display: flex;flex-wrap: wrap;box-sizing: border-box;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;flex: 1;padding: 10px;box-sizing: border-box;background-color:white;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[File:Img002 400x100.png]]&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color: #478ccb;&amp;quot;&amp;gt;Your first steps into a dangerous and beautiful world.&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Training|Train]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[University]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Work]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[War|Fight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Referrals]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Special items shop]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;li&amp;gt;[[Battle Pass]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Piggy Bank]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Roulette Rewards]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Special Events]]&amp;lt;/li&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:30%;min-width:300px;max-width:1600px;margin:20px 20px;background-color:#9fd8f7;box-shadow:0 2px 4px rgba(0, 0, 0, 0.1);border-radius:8px;overflow:hidden;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;&amp;lt;span style=&amp;quot;color: #1254a1;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;📜 Game Menu Structure&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display: flex;flex-wrap: wrap;box-sizing: border-box;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;flex: 1;padding: 10px;box-sizing: border-box;background-color:white;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[File:Img003 400x100.png]]&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color: #478ccb;&amp;quot;&amp;gt;Everything you need to understand Eclesiar&#039;s menu.&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[My Places]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Wars]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Community]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Rules]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Updates]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;li&amp;gt;[[API]]&amp;lt;/li&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Social Media]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:30%;min-width:300px;max-width:1600px;margin:20px 20px;background-color:#9fd8f7;box-shadow:0 2px 4px rgba(0, 0, 0, 0.1);border-radius:8px;overflow:hidden;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;&amp;lt;span style=&amp;quot;color: #1254a1;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;⚒️ Economical Module&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display: flex;flex-wrap: wrap;box-sizing: border-box;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;flex: 1;padding: 10px;box-sizing: border-box;background-color:white;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[File:Img005 400x100.png]]&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color: #478ccb;&amp;quot;&amp;gt;Save gold for strategic upgrades, not impulse purchases.&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Companies]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[General Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Currency Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Job Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Auctions]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Region Buildings]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[NPCs]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Pollution]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Holding]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Storage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Mining|Gold Mining]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:30%;min-width:300px;max-width:1600px;margin:20px 0px;background-color:#9fd8f7;box-shadow:0 2px 4px rgba(0, 0, 0, 0.1);border-radius:8px;overflow:hidden;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;&amp;lt;span style=&amp;quot;color: #1254a1;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;⚔️ War Module&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display: flex;flex-wrap: wrap;box-sizing: border-box;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;flex: 1;padding: 10px;box-sizing: border-box;background-color:white;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[File:Img006 400x100.png]]&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color: #478ccb;&amp;quot;&amp;gt;Equip basic weapons instead of fighting barehanded.&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Tournaments]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Military Ranks]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Weapons]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Types]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Equipments]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Military Unit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;[[War Declarations]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;li&amp;gt;[[War Management]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ways to Increase Damage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:30%;min-width:300px;max-width:1600px;margin:20px 20px;background-color:#9fd8f7;box-shadow:0 2px 4px rgba(0, 0, 0, 0.1);border-radius:8px;overflow:hidden;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;&amp;lt;span style=&amp;quot;color: #1254a1;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;🧙 Political Module&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display: flex;flex-wrap: wrap;box-sizing: border-box;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;flex: 1;padding: 10px;box-sizing: border-box;background-color:white;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[File:Img007 400x100.png]]&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color: #478ccb;&amp;quot;&amp;gt;Read the in-game newspapers to understand political dynamics.&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Political Parties]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Political Ideologies]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Taxes &amp;amp; Laws]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Congress]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Political Positions]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Elections]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Newspaper]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Military_Unit&amp;diff=418</id>
		<title>Military Unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Military_Unit&amp;diff=418"/>
		<updated>2025-12-01T22:00:12Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Military units are a major progression system for military purposes in Eclesiar. They offer unity in combat through daily orders, increased damage, specialization in combat, and the ability to participate in squad tournaments with friends.&lt;br /&gt;
&lt;br /&gt;
== Creation and Structure ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creation Cost:&#039;&#039;&#039; 50 gold (g) to create a Military unit, which includes 1 General Squad.&lt;br /&gt;
* &#039;&#039;&#039;Squad Size:&#039;&#039;&#039; Each squad can have a maximum of 5 people.&lt;br /&gt;
* &#039;&#039;&#039;Total Capacity:&#039;&#039;&#039; A Military unit can have up to 10 squads, meaning a maximum of 50 people per Military unit.&lt;br /&gt;
* &#039;&#039;&#039;Squad Naming:&#039;&#039;&#039; Each squad within the unit can be given its own name.&lt;br /&gt;
&lt;br /&gt;
== Squad types ==&lt;br /&gt;
&lt;br /&gt;
There are several types of squads, each offering different bonuses:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air Squad:&#039;&#039;&#039; Provides bonuses when fighting with Air weapons.&lt;br /&gt;
* &#039;&#039;&#039;Ground Squad:&#039;&#039;&#039; Provides bonuses when fighting with Ground weapons.&lt;br /&gt;
* &#039;&#039;&#039;General Squad:&#039;&#039;&#039; Offers bonuses for both Air and Ground weapons but provides a smaller bonus compared to specialized squads.&lt;br /&gt;
* &#039;&#039;&#039;Desert Force Squad:&#039;&#039;&#039; Reduce energy comsuption in desert terrains.&lt;br /&gt;
* &#039;&#039;&#039;Forest Force Squad:&#039;&#039;&#039; Provides accuracy in forest terrains.&lt;br /&gt;
* &#039;&#039;&#039;Mountains Force Squad:&#039;&#039;&#039; Provide bonus damage for attackers in mountain terrains.&lt;br /&gt;
* &#039;&#039;&#039;Flat Land Force Squad:&#039;&#039;&#039; Provide bonus damage for defenders in flat land terrains(plain terrain)&lt;br /&gt;
Changing between squad types costs 25 gold, and if you have upgraded to level 2, the &amp;lt;u&amp;gt;&#039;&#039;&#039;level will be reset to level 1 upon changing&#039;&#039;&#039;&amp;lt;/u&amp;gt;, with no refund for previous upgrades.&lt;br /&gt;
&lt;br /&gt;
== Bonus Progression ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +3%&lt;br /&gt;
 * Level 2: +7%&lt;br /&gt;
 * Level 3: +11%&lt;br /&gt;
 * Level 4: +15%&lt;br /&gt;
 * Level 5: +18%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air and Ground Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +5%&lt;br /&gt;
 * Level 2: +10%&lt;br /&gt;
 * Level 3: +15%&lt;br /&gt;
 * Level 4: +20%&lt;br /&gt;
 * Level 5: +25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Force Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: -10% energy consumption on desert terrains&lt;br /&gt;
 * Level 2: -20% energy consumption on desert terrains&lt;br /&gt;
 * Level 3: -35% energy consumption on desert terrains&lt;br /&gt;
 * Level 4: -45% energy consumption on desert terrains&lt;br /&gt;
 * Level 5: -60% energy consumption on desert terrains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Force Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +3% accuracy in forest terrains&lt;br /&gt;
 * Level 2: +6% accuracy in forest terrains&lt;br /&gt;
 * Level 3: +9% accuracy in forest terrains&lt;br /&gt;
 * Level 4: +12% accuracy in forest terrains&lt;br /&gt;
 * Level 5: +15% accuracy in forest terrains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountains Force Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +5% offensive damage in mountain terrains&lt;br /&gt;
 * Level 2: +10% offensive damage in mountain terrains&lt;br /&gt;
 * Level 3: +15% offensive damage in mountain terrains&lt;br /&gt;
 * Level 4: +25% offensive damage in mountain terrains&lt;br /&gt;
 * Level 5: +35% offensive damage in mountain terrains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat Land Force Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +5% defensive damage in flat land terrains&lt;br /&gt;
 * Level 2: +10% defensive damage in flat land terrains&lt;br /&gt;
 * Level 3: +15% defensive damage in flat land terrains&lt;br /&gt;
 * Level 4: +25% defensive damage in flat land terrains&lt;br /&gt;
 * Level 5: +35% defensive damage in flat land terrains&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Costs ==&lt;br /&gt;
&lt;br /&gt;
Each squad follows its own progression path with the following upgrade costs:&lt;br /&gt;
&lt;br /&gt;
Level 1: Default upon creation (5% bonus); Squad creation costs 50 gold.&lt;br /&gt;
Level 2: 100 gold&lt;br /&gt;
Level 3: 200 gold&lt;br /&gt;
Level 4: 300 gold&lt;br /&gt;
Level 5: 400 gold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that these costs apply per squad. Deleting a squad does not refund any gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gold used must be stored in the military unit bank. You can use the &amp;quot;donate&amp;quot; button for that purpose.&lt;br /&gt;
&lt;br /&gt;
== Squad Management ==&lt;br /&gt;
&lt;br /&gt;
To utilize the bonuses provided by your Military unit, you need to set a daily order and participate in battles for the side you have set the order on. Additionally, you can manage your squad by assigning the following roles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accountant:&#039;&#039;&#039; Can buy supplies from markets and provide them to squad members.&lt;br /&gt;
* &#039;&#039;&#039;Commander:&#039;&#039;&#039; Can set orders for the squad.&lt;br /&gt;
* &#039;&#039;&#039;Manager:&#039;&#039;&#039; Can manage any holding/stock company that the unit owns (if applicable).&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Initial Storage Capacity:&#039;&#039;&#039; 3750 units.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade Costs:&#039;&#039;&#039;&lt;br /&gt;
** Pre-Checkpoint Upgrades: 20 gold per upgrade, adding 1500 units per upgrade.&lt;br /&gt;
** Post-Checkpoint Upgrades: After reaching 7500 units, the cost is 40 gold per upgrade, still adding 1500 units per upgrade.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
* To join a MU from country A, you must be in country A official/cultural cores (i.e irl territory).&lt;br /&gt;
* &amp;quot;Lighter Infrastructure&amp;quot; [[University | university]] skill: This skill applies on holding companies. If its CEO is a Military Unit, it will check if the MU&#039;s Leader has the skill.&lt;br /&gt;
* &amp;quot;NPC rise&amp;quot; and several other skills apply for holdings owned by MU (the leader must have the skill).&lt;br /&gt;
* Journals can be owned by MU.&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Wars&amp;diff=417</id>
		<title>Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Wars&amp;diff=417"/>
		<updated>2025-12-01T21:59:46Z</updated>

		<summary type="html">&lt;p&gt;Luc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File : Tab wars.png|right|frame]]&lt;br /&gt;
My Places pages can be find on the top of your screen.&lt;br /&gt;
You can access to 4 pages:&lt;br /&gt;
&lt;br /&gt;
* Military Unit&lt;br /&gt;
* Active battles&lt;br /&gt;
* Finished battles&lt;br /&gt;
* Tournaments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Military Unit &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There, you can manage your military unit (MU) if you are its leader. Otherwise, you can see whose part of your squads or join a MU if you are fighting alone. MU is an important feature of the games so we recommend you to join one as soon as you can. See also: [[Military Unit]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Active battles &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More informations [[War| here]]!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Finished battles &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There, you can see past battle results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Tournaments &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different type of tournaments are held wednesday, friday and sunday. You can register to one, 24 hours prior its beginning. More informations [[Tournaments|here]]!&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Military_Unit&amp;diff=416</id>
		<title>Military Unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Military_Unit&amp;diff=416"/>
		<updated>2025-12-01T21:55:41Z</updated>

		<summary type="html">&lt;p&gt;Luc: Created page with &amp;quot;Military units are a major progression system for military purposes in Eclesiar. They offer unity in combat through daily orders, increased damage, specialization in combat, and the ability to participate in squad tournaments with friends.  == Creation and Structure ==  * &amp;#039;&amp;#039;&amp;#039;Creation Cost:&amp;#039;&amp;#039;&amp;#039; 50 gold (g) to create a Military unit, which includes 1 General Squad. * &amp;#039;&amp;#039;&amp;#039;Squad Size:&amp;#039;&amp;#039;&amp;#039; Each squad can have a maximum of 5 people. * &amp;#039;&amp;#039;&amp;#039;Total Capacity:&amp;#039;&amp;#039;&amp;#039; A Military unit can hav...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Military units are a major progression system for military purposes in Eclesiar. They offer unity in combat through daily orders, increased damage, specialization in combat, and the ability to participate in squad tournaments with friends.&lt;br /&gt;
&lt;br /&gt;
== Creation and Structure ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creation Cost:&#039;&#039;&#039; 50 gold (g) to create a Military unit, which includes 1 General Squad.&lt;br /&gt;
* &#039;&#039;&#039;Squad Size:&#039;&#039;&#039; Each squad can have a maximum of 5 people.&lt;br /&gt;
* &#039;&#039;&#039;Total Capacity:&#039;&#039;&#039; A Military unit can have up to 10 squads, meaning a maximum of 50 people per Military unit.&lt;br /&gt;
* &#039;&#039;&#039;Squad Naming:&#039;&#039;&#039; Each squad within the unit can be given its own name.&lt;br /&gt;
&lt;br /&gt;
== Squad types ==&lt;br /&gt;
&lt;br /&gt;
There are several types of squads, each offering different bonuses:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air Squad:&#039;&#039;&#039; Provides bonuses when fighting with Air weapons.&lt;br /&gt;
* &#039;&#039;&#039;Ground Squad:&#039;&#039;&#039; Provides bonuses when fighting with Ground weapons.&lt;br /&gt;
* &#039;&#039;&#039;General Squad:&#039;&#039;&#039; Offers bonuses for both Air and Ground weapons but provides a smaller bonus compared to specialized squads.&lt;br /&gt;
* &#039;&#039;&#039;Desert Force Squad:&#039;&#039;&#039; Reduce energy comsuption in desert terrains.&lt;br /&gt;
* &#039;&#039;&#039;Forest Force Squad:&#039;&#039;&#039; Provides accuracy in forest terrains.&lt;br /&gt;
* &#039;&#039;&#039;Mountains Force Squad:&#039;&#039;&#039; Provide bonus damage for attackers in mountain terrains.&lt;br /&gt;
* &#039;&#039;&#039;Flat Land Force Squad:&#039;&#039;&#039; Provide bonus damage for defenders in flat land terrains(plain terrain)&lt;br /&gt;
Changing between squad types costs 25 gold, and if you have upgraded to level 2, the &amp;lt;u&amp;gt;&#039;&#039;&#039;level will be reset to level 1 upon changing&#039;&#039;&#039;&amp;lt;/u&amp;gt;, with no refund for previous upgrades.&lt;br /&gt;
&lt;br /&gt;
== Bonus Progression ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +3%&lt;br /&gt;
 * Level 2: +7%&lt;br /&gt;
 * Level 3: +11%&lt;br /&gt;
 * Level 4: +15%&lt;br /&gt;
 * Level 5: +18%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air and Ground Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +5%&lt;br /&gt;
 * Level 2: +10%&lt;br /&gt;
 * Level 3: +15%&lt;br /&gt;
 * Level 4: +20%&lt;br /&gt;
 * Level 5: +25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Force Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: -10% energy consumption on desert terrains&lt;br /&gt;
 * Level 2: -20% energy consumption on desert terrains&lt;br /&gt;
 * Level 3: -35% energy consumption on desert terrains&lt;br /&gt;
 * Level 4: -45% energy consumption on desert terrains&lt;br /&gt;
 * Level 5: -60% energy consumption on desert terrains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Force Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +3% accuracy in forest terrains&lt;br /&gt;
 * Level 2: +6% accuracy in forest terrains&lt;br /&gt;
 * Level 3: +9% accuracy in forest terrains&lt;br /&gt;
 * Level 4: +12% accuracy in forest terrains&lt;br /&gt;
 * Level 5: +15% accuracy in forest terrains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountains Force Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +5% offensive damage in mountain terrains&lt;br /&gt;
 * Level 2: +10% offensive damage in mountain terrains&lt;br /&gt;
 * Level 3: +15% offensive damage in mountain terrains&lt;br /&gt;
 * Level 4: +25% offensive damage in mountain terrains&lt;br /&gt;
 * Level 5: +35% offensive damage in mountain terrains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat Land Force Squad Bonuses:&#039;&#039;&#039;&lt;br /&gt;
 * Level 1: +5% defensive damage in flat land terrains&lt;br /&gt;
 * Level 2: +10% defensive damage in flat land terrains&lt;br /&gt;
 * Level 3: +15% defensive damage in flat land terrains&lt;br /&gt;
 * Level 4: +25% defensive damage in flat land terrains&lt;br /&gt;
 * Level 5: +35% defensive damage in flat land terrains&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Costs ==&lt;br /&gt;
&lt;br /&gt;
Each squad follows its own progression path with the following upgrade costs:&lt;br /&gt;
&lt;br /&gt;
Level 1: Default upon creation (5% bonus); Squad creation costs 50 gold.&lt;br /&gt;
Level 2: 100 gold&lt;br /&gt;
Level 3: 200 gold&lt;br /&gt;
Level 4: 300 gold&lt;br /&gt;
Level 5: 400 gold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that these costs apply per squad. Deleting a squad does not refund any gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gold used must be stored in the military unit bank. You can use the &amp;quot;donate&amp;quot; button for that purpose.&lt;br /&gt;
&lt;br /&gt;
== Squad Management ==&lt;br /&gt;
&lt;br /&gt;
To utilize the bonuses provided by your Military unit, you need to set a daily order and participate in battles for the side you have set the order on. Additionally, you can manage your squad by assigning the following roles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accountant:&#039;&#039;&#039; Can buy supplies from markets and provide them to squad members.&lt;br /&gt;
* &#039;&#039;&#039;Commander:&#039;&#039;&#039; Can set orders for the squad.&lt;br /&gt;
* &#039;&#039;&#039;Manager:&#039;&#039;&#039; Can manage any holding/stock company that the unit owns (if applicable).&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Initial Storage Capacity:&#039;&#039;&#039; 3750 units.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade Costs:&#039;&#039;&#039;&lt;br /&gt;
** Pre-Checkpoint Upgrades: 20 gold per upgrade, adding 1500 units per upgrade.&lt;br /&gt;
** Post-Checkpoint Upgrades: After reaching 7500 units, the cost is 40 gold per upgrade, still adding 1500 units per upgrade.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
* To join a MU from country A, you must be in country A official/cultural cores (i.e irl territory).&lt;br /&gt;
* &amp;quot;Lighter Infrastructure&amp;quot; [University | university] skill: This skill applies on holding companies. If its CEO is a Military Unit, it will check if the MU&#039;s Leader has the skill.&lt;br /&gt;
* &amp;quot;NPC rise&amp;quot; and several other skills apply for holdings owned by MU (the leader must have the skill).&lt;br /&gt;
* Journals can be owned by MU.&lt;/div&gt;</summary>
		<author><name>Luc</name></author>
	</entry>
</feed>