Another ambitious and talented child from a family with a long history of producing them, Irjsko rose easily through the ranks of the Mezari security forces. Though the Mezari had only recently fallen to Auriga, she felt at home in the caverns of their subterranean holding where her natural curiosity made her a valuable explorer and forager. In teams or alone she was famous for extending the mapped space of the Mezari nation and vastly improving their understanding of the underworld realm to which they were still adapting. It was during a solo scouting expedition - the sort of thing she did regularly to keep from getting bored - that Irjsko discovered a new and evidently well-maintained hatch that led out to the unknown and reputedly lethal surface of Auriga. Curious and suspicious, she staked it out and soon discovered a horrifying secret: A band of renegade scientists and ideologues called the Eugenicists were testing survival technology on living subjects. Sneaking from that door to deep down in their labs and living spaces, Irjsko spent several rage-filled days detailing everything about the operation. It was during one of the surface expeditions that she met a kindred soul, Bayari Kulaa, a test subject with a will of iron and a taste for revenge. While those days have never formally been recorded, and Irjsko's records of the operation, though precise, were sparse, the passion with which she spoke of the Eugenicists and their subjects indicates that her relationship with Kulaa was more than just sisters in arms.
Soon after, Irjsko left the lab area to make her report and return with the troops. However, in the time she was gone the lab and everyone in or near it disappeared after a series of murderous - and carefully-planned - fires. Irjsko made many subsequent trips to the surface, relentlessly tracking Kulaa and her companions. Her attitude changed drastically, and any stragglers they found were dealt with ruthlessly. Nevertheless Irjsko's career continued to rise, and she held many top posts in the Mezari society. But she was never the same after the Eugenicists incident, forever a colder and grimmer warrior.
Level 1: +2 on city center. +2 on district. Level 2: +2 on city center. +2 on district. Level 3 +2 on city center. +2 on district.
City
2
Escape Artist
Level 1: Allows the hero to leave besieged cities.
Any
2
Thick Skinned
Level 1: +15 Defense on hero. Level 2:+20 Defense on hero. Level 3: +20 Defense on hero.
Army
3
Subterranean Networker
Level 1: +4 fortification recovery per turn on city. Level 2: +8 fortification recovery per turn on city. Level 3 +8 fortification recovery per turn on city.
City
4
Tunnel Rat
Level 1: No blockade penalty on FIDS
City
5
Mechanical Exhibitionist
Level 1: +1 per trade route. +50% on city trade routes. Level 2: +1 per trade route. +50% on city trade routes. Level 3: +2 per trade route. +100% on city trade routes.
Level 1: Reduces by 10% the odds to loot nothing after a search on ruins. Increases by 5% the odds to get loot or an event. Level 2: Reduces by 10% the odds to loot nothing after a search on ruins. Increases by 5% the odds to get loot or an event.
Army
2
No Idle Hands
Level 1: +1 XP per turn on units. Level 2: +1 XP per turn on units. Level 3: +1 XP per turn on units.
Army
2
Fast Healer
Level 1: x2 recovery speed from the "Disabled" state on hero, -20% cost of the instant heal on hero. Level 2: x2 recovery speed from the "Disabled" state on hero, -40% cost of the instant heal on hero.
Any
3
Siege Mentality
Level 1: +15% Attack on units when being involved in a siege. Level 2: +15% Attack on units when being involved in a siege.
Army
3
Lord of the Trance
Level 1: +5 on infiltrated Hero. Level 2: +5 on infiltrated Hero.
Spy
3
Defender
Level 1: +50 Fortification on city. Level 2: +50 Fortification on city. Level 3: +100 Fortification on city.
City
4
Thrifty
Level 1: -20% on military upkeep. Level 2: -20% on military upkeep.
Army
4
Face Reader
Level 1: +15 security on city. Level 2: +15 security on city.
City
4
Inspirational Leader
Level 1: +5% on city, +5% on city, +5% on city, +5% on city. Level 2: +5% on city, +5% on city, +5% on city, +5% on city. Level 3: +10% on city, +10% on city, +10% on city, +10% on city.
Attack range of 4 tiles. -1 morale per adjacent enemey.
Technolover
+35% to the bonus provided by equipment made with the same resource as the holy resource (except for effects provided by capacities).
Last Stand
Comes back to life if any unit of its army is alive at the end of battle.
Army Vision Range Boost 1
+1 Vision Range to the army.
Science Efficiency 3
+4 Science per on city. +1% Science per hero's level on city.
Spying 2
Can infiltrate visible cities of other empires. +6 Infiltration Point per turn . +4 XP per turn when infiltrated. -50% on Hero Upkeep when infiltrated.