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The lifestyle represents a character's choice of which skill the character will devote his or her time honing. There are 5 lifestyles to choose from, each containing 3 focuses and 3 perk trees.
Once a lifestyle is chosen a character can receive random events related to its focuses. While most events are related to the currently selected focus, events from other focuses within the same lifestyle can take place as well.
Each lifestyle contains 3 focuses, each one granting various bonuses to the character. All focuses grant +25 monthly experience towards the character's lifestyle, which can further be improved by the character's education and other factors. A character's focus can be changed once every 5 years. A chosen lifestyle can also rarely offer a character a selection of 3 nicknames if it doesn't have one already.
Characters must be landed or heirs to gain lifestyle experience and can buy perks even if unlanded.
Lifestyle
Focus
Effects
Description
Nicknames ( Ambitious / Arrogant)
Nicknames ( Content / Humble / Shy)
Diplomacy
Family
+2 Diplomacy
+20% Fertility
Even if we do not choose them, those closest to us are the most important.
the Magnanimous
the Magnificent
the Peacemaker
the Affable
the Diplomat
the Kind
Foreign Affairs
+3 Diplomacy
One can never have too many friends, near or far.
Majesty
+1 Diplomacy
+1 Monthly Prestige
Regality flows from ritual, tradition and glory.
Martial
Authority
+1 Martial
+20% Dread Gain
+0.3 Monthly Control
To rule is to make all the aspects of a realm move in unison and work together.
the Conqueror
the Hard Ruler
the Noble
the Guardian
the Tactician
the Valiant
Chivalry
+3 Prowess
+10 Attraction Opinion
+5 Advantage
Victory comes not through blood or gold, but honor.
Strategy
+3 Martial
Luck can win a duel. A fool can win a battle. It takes more to win a war.
Stewardship
Domain
+3 Stewardship
My land and the people under my care are my strength.
the Architect
the Just
the Lawgiver
the Benevolent
the Elegant
the Generous
Duty
+1 Stewardship
+20 Courtier and Guest Opinion
-5 Enemy Agent Acceptance
The bonds of loyalty that bind us do not constrict; they show the way.
Wealth
+10% Monthly Income
War, honor, and loyalty are all means to an end: gold!
Intrigue
Intimidation
+2 Intrigue
+30 Natural Dread
Threats, both overt and subtle, guide the path to true power.
the Crow
the Impaler
the Shadow
the Sly
the Spider
the Whisperer
Skulduggery
+3 Intrigue
+10 Agent Acceptance
Schemes, subversion, and secrets.
Temptation
+20% Fertility
+10 Attraction Opinion
+20% Seduction Scheme Power
Seduction, desire, and the gentle art of twisting people around your little finger.
Learning
Medicine
+1 Learning
Small Health Boost
An understanding of life, beyond the vagaries of the world upon the body.
the Chronicler
the Enlightened
the Truthseeker
the Historian
the Sage
the Scholar
Scholarship
+3 Learning
+15% Development Growth
The knowledge of those who have come before, the knowledge of those still living, and the knowledge of perpetual truths.
Theology
+1 Learning
+1 Monthly Piety
Faith and knowledge. Understanding the divine means understanding the world.
Education focuses are available to characters between the age of 6 and 9 and grant the character +1 in the matching skill. When the character becomes an adult they will gain an education trait. The level of the education trait depends on both how well the character's childhood trait matched with the education focus, and the quality of their guardian, if they were assigned one. The education focus can only be changed once.
Focus
Helpful traits
Struggling trait
Description
Diplomacy
Charming
Curious
Bossy
The study of etiquette, communication and the practices of courtly life.
Martial
Bossy
Rowdy
Curious
The study of warfare and combat and the commanding of armies.
Stewardship
Bossy
Pensive
Charming
The study of administration, management and the flow of gold.
Intrigue
Charming
Rowdy
Pensive
The study of secrecy, shadows and careful planning.
Learning
Pensive
Curious
Rowdy
The study of scholarship, theology and the pursuit of knowledge.
Each lifestyle has 3 perk trees, each one containing 9 perks. Each perk costs 1000 experience to unlock and the final perk in each tree always gives a powerful trait. Both perks and 6 unique traits can be obtained through lifestyle events. A perk can only be unlocked if all perks above have been unlocked.
On average a new perk is unlocked every few years. A character can reset all lifestyle perks once per lifetime at the cost of one stress level. Resetting the perks will also remove any final trait.
As a witch, it is also possible to gain a random perk during a Witch Coven's Grand Rite.