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).
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.
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).
-20% Attack Travel Time
-40% Military Training Time
Can't use Stables or War Horses
Cannot Ambush
| 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 |
Town Watch, Illuminate Shadows, Divine Shield and Salvation
Provides -1.5% Attack Time, decreasing by 1.0% per province of this race in your kingdom, up to -5.0%.
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.
Learn and Plunder attacks return armies 1 tick faster (after modifiers).
+25% Combat Instant Spell Damage
-50% Rune Cost (excluding Ritual)
Train Thieves with Credits
-25% Birth Rate
| 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 |
Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls and Quick Feet
Provides 1.5% Instant Spell Damage, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.
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.
Successful offensive instant spells refund 20% of the rune cost.
+20% Building Credits
+25% Building Efficiency
-50% Building Construction Time
+10% Attack Travel Time
Can't Accelerate Construction
| 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 |
Miner's Mystique, Town Watch, Reflect Magic and Mist
Provides 1.5% Specialist Credits, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.
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.
Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.
+30% Wizards Per Acre (WPA)
+1% Extra Mana Per Tick (in war)
-20% Thievery Per Acre (TPA)
| 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 |
Pitfalls, Wrath, Fountain of Knowledge and Revelation
Provides -1.5% Military Casualties Taken, decreasing by 1.0% per province of this race in your kingdom, up to -7.5%.
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.
While mana is below 40%, your offensive spells deal +25% spell damage.
+25% Offensive Spell Duration
+25% Wizards Per Acre (WPA)
+25% Self-Spell Duration
+1% Extra Mana Per Tick
-10% Building Efficiency
+15% Military Wages
| 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 |
Miner's Mystique, Pitfalls, Blizzard, Greater Protection, Quick Feet, Town Watch, Fountain of Knowledge, Mage's Fury, Tree of Gold, Revelation and Animate Dead
Provides -1.5% Thievery and Magic Damage, decreasing by 1.0% per province of this race in your kingdom, up to -7.5%.
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.
Enemy spells cast against your province have a 15% chance to fail completely.
+10% Max Population
+20% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
+15% Own casualities when attacking
+15% Own casualities when defending
| 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 |
Town Watch and Greater Protection
Provides 1.5% Sabotage Damage, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.
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.
All thievery operations incur zero thievery losses.
23 Utopian Days
2 Utopian Days
+2 Prisoner Capacity Per Acre
+15% Science Effectiveness
+1% Extra Stealth Per Tick
-50% Land Effect - Library Effectiveness
+50% Rune Cost (excluding Ritual)
Wages affect positive military efficiency growth at half the normal rate
| 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 |
Fountain of Knowledge, Revelation, Invisibility and Guile
Provides 1.5% Book Generation, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.
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.
Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 25%.
+15% Battle Gains
-50% Draft Cost
-15% Defensive Military Efficiency
| 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 |
Bloodlust and Aggression
Provides 1.5% Enemy Military Casualties, increasing by 1.0% per province of this race in your kingdom, up to 7.5%.
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.
Traditional Marches capture +30% additional Prisoners. Massacre attacks are +15% more effective at killing Wizards.
-100% Food Consumption
-40% Own casualities when attacking
-40% Own casualities when defending
Plague Immunity
-5% Offensive Military Efficiency
| 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 |
Animate Dead
Provides -1.5% Enemy Battle Gains, decreasing by 1.0% per province of this race in your kingdom, up to -7.5%.
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.
All successful attacks have a 33% chance to spread plague to the target province.
+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
+200 Starting Build credits
+600 Starting Soldiers
+600 Starting Specialist training credits
Ghost Workers and Greater Protection
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.
For 6 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).
-25% Military Training Cost
+1 Army generals
+15% Science Effectiveness - Bookkeeping
+20% Specialist Training Credits
Train Elites with Credits (War Only)
+800 Starting Soldiers
+800 Starting Specialist training credits
Wrath
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.
When attacking with 2 or more generals, enemy military casualties are increased by +15%.
+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
+400 Starting Thieves
+400 Starting Wizards
Nightmare, Fools Gold, Invisibility and Vermin
Steal War Horses
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.
For 2 ticks when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.
23 Utopian Days
2 Utopian Days
+125% Land Effect - Guilds
+15% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
+800 Starting Wizards
Meteor Showers, Chastity, Pitfalls and Vermin
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.
While your mana is above 40%, all spells gain +20% Wizard Effectiveness (WPA).
+30% Wizards Per Acre (WPA)
+25% Battle casualties convert to soldiers
+30% Enemy battle casualties convert to soldiers
+15% Science Effectiveness - Channeling
+400 Starting Soldiers
+400 Starting Specialist training credits
+400 Starting Wizards
Mystic Aura, Animate Dead, Vermin, Pitfalls and Mind Focus
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.
Successful offensive instant spells also kill 1% of the target's peasant population.
+15% Enemy casualities when attacking
+50% Stable Capacity and Production
+5% Max Population
+15% Science Effectiveness - Valor
Plague Immunity
+10% Own casualities when attacking
+800 Starting Soldiers
+800 Starting Specialist training credits
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.
All daily bonuses granted on the 1st of each month are doubled.
+15% Science Effectiveness - Crime
+15% Thievery Per Acre (TPA)
+100% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
Access all Thievery Operations
+800 Starting Thieves
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.
You may perform thievery operations even while overpopulated.
-15% Attack Travel Time
+15% Science Effectiveness - Siege
+40% Specialist Training Credits
Access Conquest regardless of Net Worth
No thief losses on espionage operations
+800 Starting Soldiers
+800 Starting Specialist training credits
Clear Sight
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.
When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon.
+50% Honor Bonus
-30% Honor Losses
Convert Specialists into Elites on Attack
Offensive specialist gets +2 strength
+800 Starting Soldiers
+800 Starting Specialist training credits
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.
All successful attacks generate +2.5% additional Honor Gains.
-50% Mercenary Cost
+10% Offensive Military Efficiency
+4 Prisoner and Mercenary Offensive Strength
+15% Science Effectiveness - Tactics
+800 Starting Soldiers
+800 Starting Specialist training credits
Bloodlust
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.
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 |
| Ruby | Reduces 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 |