Unique Abilities

Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).

  • Passive: Always active, provide a consistent positive effect.
  • Active (Duration): Activated, Duration is a set amount of days, this works same as Self Spells.
  • Active (Consumable): Activated, works until EITHER used or the next day. Be careful using close to a days end!
  • Cooldown: Starts when activated and are exact.

War Doctrines

Each Race provides a unique War Doctrine bonus when your kingdom is at war. The strength of the bonus depends on how many provinces of that race are in your kingdom.

  • Base Effect: The starting bonus provided by having at least one province of this race.
  • Per Province: Additional bonus gained for each province of this race in your kingdom.
  • Maximum: The cap on the total bonus, regardless of how many provinces you have.

Example: If your kingdom has 5 Avian provinces and Avian's War Doctrine is "Attack Time" (Base: 1.5%, Per Province: 1.0%, Max: 5.0%), your kingdom would receive a 5.0% reduction in attack time during war (capped at maximum).

Races

Avian

Bonuses:

-20% Attack Travel Time

-40% Military Training Time

Penalties:

Can't use Stables or War Horses

Cannot Ambush

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (13, 0)
Harpies (0, 9)
Drakes (16, 6) 900gc 8.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (0, 0)
Thieves 500gc

Spell Book:

Town Watch, Illuminate Shadows, Divine Shield and Salvation

War Doctrine - Attack Time

Provides -1.5% Attack Time, decreasing by 1.0% per province of this race in your kingdom, up to -5.0%.

Unique - Opportunistic Raiders

Avians are masters of lightning-fast raids and resource acquisition. Their natural agility and aerial advantage allow them to swoop in, steal science books or plunder gold, and escape before the enemy can mount a proper defense.


Passive Effect

Learn and Plunder attacks return armies 1 tick faster (after modifiers).

Dark Elf

Bonuses:

+25% Combat Instant Spell Damage

-50% Rune Cost (excluding Ritual)

Train Thieves with Credits

Penalties:

-25% Birth Rate

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (15, 0)
Druids (0, 8)
Drows (4, 12) 750gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls and Quick Feet

War Doctrine - Instant Spell Damage

Provides 1.5% Instant Spell Damage, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.

Unique - Mystic Enthusiasts

Dark Elves possess an innate understanding of the arcane arts, allowing them to channel magical energy with remarkable efficiency. Their mastery over offensive magic enables them to recover a portion of the runes expended, turning successful spellcasting into a sustainable art of war.


Passive Effect

Successful offensive instant spells refund 20% of the rune cost.

Dwarf

Bonuses:

+20% Building Credits

+25% Building Efficiency

-50% Building Construction Time

Penalties:

+10% Attack Travel Time

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (3, 0)
Warriors (10, 0)
Axemen (0, 11)
Berserkers (15, 9) 900gc 8.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique, Town Watch, Reflect Magic and Mist

War Doctrine - Specialist Credits

Provides 1.5% Specialist Credits, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.

Unique - Architect's Revenge

Dwarven architects take deep offense when their craftsmanship is questioned or threatened. Every attack on their stonework fuels their determination to demonstrate superiority, both in the impenetrable fortresses they raise and the devastating siege weapons they turn upon those foolish enough to challenge their mastery of stone and steel.


Passive Effect

Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.

Elf

Bonuses:

+30% Wizards Per Acre (WPA)

+1% Extra Mana Per Tick (in war)

Penalties:

-20% Thievery Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 13)
Elf Lords (14, 6) 800gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Pitfalls, Wrath, Fountain of Knowledge and Revelation

War Doctrine - Military Casualties Taken

Provides -1.5% Military Casualties Taken, decreasing by 1.0% per province of this race in your kingdom, up to -7.5%.

Unique - Mana Surge

As reserves dwindle, raw magic flares with volatile strength. In moments of desperation, every incantation lashes out with amplified force, channeled from the dregs of your waning power.


Passive Effect

While mana is below 40%, your offensive spells deal +25% spell damage.

Faery

Bonuses:

+25% Offensive Spell Duration

+25% Wizards Per Acre (WPA)

+25% Self-Spell Duration

+1% Extra Mana Per Tick

Penalties:

-10% Building Efficiency

+15% Military Wages

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (8, 15) 900gc 9.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique, Pitfalls, Blizzard, Greater Protection, Quick Feet, Town Watch, Fountain of Knowledge, Mage's Fury, Tree of Gold, Revelation and Animate Dead

War Doctrine - Thievery and Magic Damage

Provides -1.5% Thievery and Magic Damage, decreasing by 1.0% per province of this race in your kingdom, up to -7.5%.

Unique - Leyline Interference

Faeries dwell within natural wellsprings of magical energy, their homes nestled among ancient leylines. These mystical currents create unpredictable interference patterns that disrupt hostile spellcasting, causing enemy magic to unravel before it can take hold.


Passive Effect

Enemy spells cast against your province have a 15% chance to fail completely.

Halfling

Bonuses:

+10% Max Population

+20% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Penalties:

+15% Own casualities when attacking

+15% Own casualities when defending

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 11)
Brutes (10, 13) 900gc 8.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Town Watch and Greater Protection

War Doctrine - Sabotage Damage

Provides 1.5% Sabotage Damage, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.

Unique - Sneak Attack

Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.


Active Effect

All thievery operations incur zero thievery losses.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Human

Bonuses:

+2 Prisoner Capacity Per Acre

+15% Science Effectiveness

+1% Extra Stealth Per Tick

Penalties:

-50% Land Effect - Library Effectiveness

+50% Rune Cost (excluding Ritual)

Wages affect positive military efficiency growth at half the normal rate

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (12, 0)
Archers (0, 10)
Knights (14, 9) 1,000gc 8.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge, Revelation, Invisibility and Guile

War Doctrine - Book Generation

Provides 1.5% Book Generation, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.

Unique - Civil Administration

Humans excel at organization and bureaucracy, running efficient prisoner work programs and maintaining well-regulated mercenary contracts. Their administrative prowess transforms captives into productive assets and ensures mercenary forces can be hired at favorable rates.


Passive Effect

Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 25%.

Orc

Bonuses:

+15% Battle Gains

-50% Draft Cost

Penalties:

-15% Defensive Military Efficiency

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (13, 0)
Trolls (0, 10)
Ogres (20, 1) 850gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Bloodlust and Aggression

War Doctrine - Enemy Military Casualties

Provides 1.5% Enemy Military Casualties, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.

Unique - Pillage and Burn

Orcs wage war with brutal efficiency, their Traditional Marches designed to capture vast numbers of prisoners for enslavement, while their Massacre attacks target enemy spellcasters with particular savagery. Terror and plunder define the Orcish way of war.


Passive Effect

Traditional Marches capture +30% additional Prisoners. Massacre attacks are +15% more effective at killing Wizards.

Undead

Bonuses:

-100% Food Consumption

-40% Own casualities when attacking

-40% Own casualities when defending

Plague Immunity

Penalties:

-5% Offensive Military Efficiency

Military:

Off/Def Cost NW
Soldiers (3, 0)
Skeletons (11, 0)
Zombies (0, 10)
Ghouls (16, 7) 900gc 8.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Animate Dead

War Doctrine - Enemy Battle Gains

Provides -1.5% Enemy Battle Gains, decreasing by 1.0% per province of this race in your kingdom, up to -7.5%.

Unique - Plaguebearers

The Undead carry pestilence in their very essence, spreading disease wherever their armies march. Each victorious assault leaves behind a trail of sickness, as plague spores cling to the living and corrupt all they touch.


Passive Effect

All successful attacks have a 33% chance to spread plague to the target province.

Personalities

Artisan

Bonuses:

+30% Flat Rate Capacity

+30% Flat Rate Building Production

+15% Science Effectiveness - Alchemy

+15% Science Effectiveness - Artisan

+15% Science Effectiveness - Bookkeeping

+15% Science Effectiveness - Production

+15% Science Effectiveness - Housing

+15% Science Effectiveness - Tools

Espionage is always successful with double stealth

Starting Bonuses:

+200 Starting Build credits

+600 Starting Soldiers

+600 Starting Specialist training credits

Spell Book:

Ghost Workers and Greater Protection

Unique - Construction Delays

The Artisan understands the intricate workings of infrastructure and knows precisely where to strike to cause maximum disruption. A successful attack doesn't just destroy buildings—it sabotages supply lines, damages tools, and demoralizes craftsmen, leaving the enemy's economy crippled long after the battle ends.


Passive Effect

For 6 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).

General

Bonuses:

-25% Military Training Cost

+1 Army generals

+15% Science Effectiveness - Bookkeeping

+20% Specialist Training Credits

Train Elites with Credits (War Only)

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Wrath

Unique - Generals Authority

When multiple experienced generals coordinate their efforts on the battlefield, their combined tactical brilliance transforms a victory into a massacre. The enemy military is outmaneuvered at every turn, suffering catastrophic casualties from the relentless, perfectly executed assault.


Passive Effect

When attacking with 2 or more generals, enemy military casualties are increased by +15%.

Heretic

Bonuses:

+50% Land Effect - Guilds

+15% Science Effectiveness - Cunning

+15% Science Effectiveness - Finesse

+15% Science Effectiveness - Channeling

+15% Science Effectiveness - Shielding

+15% Science Effectiveness - Sorcery

+15% Science Effectiveness - Crime

+20% Sabotage Damage

+25% Thievery Per Acre (TPA)

-40% Thief cost

Starting Bonuses:

+400 Starting Thieves

+400 Starting Wizards

Spell Book:

Nightmare, Fools Gold, Invisibility and Vermin

Allowed Thief Operations:

Steal War Horses

Unique - Chaotic Affliction

Magic and mischief spiral out of control, unleashing unpredictable destruction upon our enemies. No one can predict the extent of the chaos, only that devastation is certain.


Active Effect

For 2 ticks when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Mystic

Bonuses:

+125% Land Effect - Guilds

+15% Science Effectiveness - Channeling

+1% Extra Mana Per Tick

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Meteor Showers, Chastity, Pitfalls and Vermin

Unique - Focused Channeling

When a Mystic's mana reserves remain abundant, they can focus their magical energies with laser precision. This disciplined approach to spellcasting enhances the potency of every incantation, channeling raw power into devastating magical assaults.


Passive Effect

While your mana is above 40%, all spells gain +20% Wizard Effectiveness (WPA).

Necromancer

Bonuses:

+30% Wizards Per Acre (WPA)

+25% Battle casualties convert to soldiers

+30% Enemy battle casualties convert to soldiers

+15% Science Effectiveness - Channeling

Starting Bonuses:

+400 Starting Soldiers

+400 Starting Specialist training credits

+400 Starting Wizards

Spell Book:

Mystic Aura, Animate Dead, Vermin, Pitfalls and Mind Focus

Unique - Black Magic

The Necromancer's offensive spells carry a virulent curse that extends far beyond their primary target. Dark energy seeps into the enemy province, causing necrotic fallout that withers the living. Peasants fall ill and perish as the shadow of death lingers over the land.


Passive Effect

Successful offensive instant spells also kill 1% of the target's peasant population.

Paladin

Bonuses:

+15% Enemy casualities when attacking

+50% Stable Capacity and Production

+5% Max Population

+15% Science Effectiveness - Valor

Plague Immunity

Penalties:

+10% Own casualities when attacking

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Unique - Divine Blessing

The gods smile upon the righteous Paladin, showering them with divine favor at the dawn of each new month. This celestial blessing magnifies all the gifts and bonuses that mark the passage of time, rewarding steadfast devotion with twice the usual bounty.


Passive Effect

All daily bonuses granted on the 1st of each month are doubled.

Rogue

Bonuses:

+15% Science Effectiveness - Crime

+15% Thievery Per Acre (TPA)

+100% Thieves' Den Effectiveness

+1% Extra Stealth Per Tick

Access all Thievery Operations

Starting Bonuses:

+800 Starting Thieves

Unique - Shadow Persistence

Rogues thrive in chaos and overcrowding, using the press of bodies and confusion of overpopulated streets to their advantage. Where others see disorder, the Rogue sees opportunity—operating freely even when the province strains under the weight of too many souls.


Passive Effect

You may perform thievery operations even while overpopulated.

Tactician

Bonuses:

-15% Attack Travel Time

+15% Science Effectiveness - Siege

+40% Specialist Training Credits

Access Conquest regardless of Net Worth

No thief losses on espionage operations

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Clear Sight

Unique - Dragon's Wrath

Tacticians turn adversity into opportunity, using precise strategies to retaliate against enemy dragons sent to weaken their province. With a Dragon’s Wrath, their forces deal damage to the dragon during attacks, ensuring that even under siege, their resilience remains unmatched.


Passive Effect

When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon.

War hero

Bonuses:

+50% Honor Bonus

-30% Honor Losses

Convert Specialists into Elites on Attack

Offensive specialist gets +2 strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Unique - Honor and Glory

The War Hero's legendary status precedes them, and every victory further cements their place in history. Tales of their exploits spread far and wide, and even routine triumphs are celebrated as grand achievements, earning greater recognition and honor from their peers.


Passive Effect

All successful attacks generate +2.5% additional Honor Gains.

Warrior

Bonuses:

-50% Mercenary Cost

+10% Offensive Military Efficiency

+4 Prisoner and Mercenary Offensive Strength

+15% Science Effectiveness - Tactics

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Bloodlust

Unique - Battle Cry

Every strike is measured, every collapse calculated. With ruthless precision, structures fall faster and cleaner, leaving nothing but rubble in their wake. Destruction is no accident — it is a perfected craft.


Passive Effect

Upon successful attack, the attack will destroy 1% of the target's total population.


Here is the effects of all possible rituals.

Ascendency+50% Wizard Production, -50% Wizard Losses on Failed Spells, -25% Science Book Production
Barrier-25% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses, +20% Birth Rate, -20% Massacre Damage
Expedient+20% Building Efficiency, -25% Military Wages, -25% Construction Cost & Time
Haste-10% Attack Time, -25% Training Time, -25% Construction Time
Havoc+20% Offensive WPA, +20% Offensive TPA, +20% Spell Damage, +20% Sabotage Damage
Onslaught+10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
Stalwart+5% Defensive Military Efficiency, -20% Military Casualties

Here are the effects of all possible dragons.

Amethyst-40% spell success chance, -40% thievery success chance, +25% losses on failed thievery and spell attempts
Celestite-60% birth rates, -40% hospital effectiveness, +50% build cost and build time
Emerald+25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
RubyReduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees
Sapphire-30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
Topaz-30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter

Report Content

You are about to report that the content below is in breach of the Code of Conduct. This is a serious allegation, which may result in disciplinary action against the player that uploaded it.

WARNING: Falsely reporting content is also considered an offense, and may result in your account being suspended, or worse.