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: 2.0%, Per Province: 1.5%, Max: 12.5%), your kingdom would receive an 8.0% reduction in attack time during war.
-25% Attack Travel Time
-25% Military Wages
-25% Military Training Time
+30% Rune Cost (excluding Ritual)
Can't use Stables or War Horses
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Griffins | (12, 0) | |||
| Harpies | (0, 10) | |||
| Drakes | (16, 2) | 750gc | 6.5 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (0, 0) | |||
| Thieves | 500gc |
Town Watch, Illuminate Shadows and Weaken Ritual
-2% Attack time, scaling by -1% per province of this race in your kingdom (max -10%).
-2% Military Wages, scaling by -1% per province of this race in your kingdom (max -12.5%).
Avian warriors excel at aerial superiority, leveraging their wings to execute devastating diving attacks from above. In times of war, their mastery of the skies grants them a tactical advantage, allowing their offensive specialists to strike with unprecedented force and precision.
Offensive Specialists gain +2 Offensive Points during War (does not affect Net Worth).
+30% Combat Instant Spell Damage
+30% Wizards Per Acre (Offensive Only)
Train Thieves with Credits
-15% Birth Rate
+30% Sabotage Damage Received
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Night Rangers | (14, 0) | |||
| Druids | (0, 12) | |||
| Drows | (16, 2) | 700gc | 6.5 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Blizzard, Mage's Fury, Weaken Ritual, Mind Focus and Fools Gold
+2% Instant spell damage, scaling by +2% per province of this race in your kingdom (max +12.5%).
-2% Rune costs, scaling by -1% per province of this race in your kingdom (max -12.5%).
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 30% of the rune cost.
+20% Birth Rate
+12.5% Defensive Military Efficiency
-40% Own casualities when defending
+10% Attack Travel Time
Can't use Forts
Combat Spell Mana Cost Increased by 1
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Huldras | (10, 0) | |||
| Nymphs | (0, 11) | |||
| Will O The Wisps | (16, 3) | 800gc | 7.5 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Greater Protection, Aggression and Clear Sight
+2% Defensive Military Efficiency, scaling by +1% per province of this race in your kingdom (max +10%).
-2% Defensive Military Casualties, scaling by -1% per province of this race in your kingdom (max -12.5%).
Life surges beyond its bounds, spilling over in wild abundance. Homes overflow with people and every corner of the land bursts with growth untamed. The province thrives in a verdant tide of vitality.
Once activated, your maximum population increases by +25% for 3 days.
23 Utopian Days
3 Utopian Days
+30% Building Efficiency
-50% Building Construction Cost
-50% Building Construction Time
+90% Food Consumption
Can't Accelerate Construction
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Warriors | (10, 0) | |||
| Axemen | (0, 10) | |||
| Berserkers | (15, 7) | 900gc | 7.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Miner's Mystique, Town Watch, Reflect Magic and Weaken Ritual
-2% Construction costs, scaling by -1% per province of this race in your kingdom (max -12.5%).
+2% Building Efficiency, scaling by +1% per province of this race in your kingdom (max +12.5%).
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% Offensive Spell Duration
+40% Wizards Per Acre (WPA)
+1% Extra Mana Per Tick (in war)
+35% Draft Cost
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Rangers | (10, 0) | |||
| Archers | (0, 13) | |||
| Elf Lords | (14, 4) | 700gc | 7.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Pitfalls, Weaken Ritual, Vermin, Sloth, Reflect Magic and Chastity
-2% Instant Spell Damage Received, scaling by -2% per province of this race in your kingdom (max -12.5%).
+2% Spell duration, scaling by +2% per province of this race in your kingdom (max +12.5%).
Through relentless study and unshakable will, you bend the fabric of magic with refined precision. Select spells sharpen under your control, becoming devastating tools of suppression and protection alike.
Your deep command over magic increases offensive spell durations by 2 days and significantly enhances the effects of Chastity - Reduces natural peasant growth by 70% (duration halved)
+20% Wizards Per Acre (WPA)
+30% Self-Spell Duration
+20% Thievery Per Acre (TPA)
+1% Extra Mana Per Tick
-5% Max Population
+15% Own casualities when attacking
+15% Own casualities when defending
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Magicians | (10, 0) | |||
| Druids | (0, 10) | |||
| Beastmasters | (4, 16) | 1,150gc | 8.5 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Fountain of Knowledge, Tree of Gold, Revelation, Weaken Ritual, Illuminate Shadows, Reflect Magic and Greater Protection
+2% Defensive wizard effectiveness, scaling by +2% per province of this race in your kingdom (max +12.5%).
-2% Enemy thievery damage, scaling by -2% per province of this race in your kingdom (max -12.5%).
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.
+12.5% Max Population
+30% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
-25% Draft Rate
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Strongarms | (11, 0) | |||
| Slingers | (0, 10) | |||
| Brutes | (10, 13) | 900gc | 7.5 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Greater Protection, Weaken Ritual, Tree of Gold and Invisibility
+2% Sabotage damage, scaling by +2% per province of this race in your kingdom (max +12.5%).
-2% Thief Losses, scaling by -2% per province of this race in your kingdom (max -12.5%).
When sabotage operations go wrong, expert infiltrators don't panic—they vanish. Through superior stealth and escape training, operatives slip away with minimal casualties, turning potential disasters into mere setbacks.
50% fewer thievery losses when performing sabotage operations.
+20% Draft Rate
+30% Income
-30% Military Training Cost
+25% Military Wages
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Swordsmen | (15, 0) | |||
| Archers | (0, 12) | |||
| Knights | (15, 5) | 800gc | 7.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (3, 0) | |||
| Thieves | 500gc |
Fountain of Knowledge, Invisibility, Guile and Weaken Ritual
+2% Specialist Credits Gained, scaling by +1% per province of this race in your kingdom (max +12.5%).
-2% Training Costs, scaling by -1% per province of this race in your kingdom (max -12.5%).
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 40%.
+10% Battle Gains
+5% Battle Gains (War Only)
-40% Draft Cost
+15% Enemy casualities when attacking
+15% Enemy casualities when defending
+20% Combat Instant Spell Damage Received
+20% Sabotage Damage Received
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Goblins | (13, 0) | |||
| Trolls | (0, 10) | |||
| Ogres | (18, 3) | 850gc | 7.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Bloodlust, Weaken Ritual, Wrath and Aggression
+2% Offensive military efficiency, scaling by +1% per province of this race in your kingdom (max +10%).
+2% Raze damage, scaling by +1% per province of this race in your kingdom (max +12.5%).
When unleashed, Carnage fuels your armies with chaotic fury. Each victorious assault triggers one of several unpredictable surges of power, making every battle a gamble of destruction and glory.
Every successful attack will apply one of the following random bonuses to that attack: Destroy 25% of enemy resources (gold, runes, food), Increase enemy's military wages by 25% for 4-6 ticks, or -30% military casualties.
-100% Food Consumption
-45% Own casualities when attacking
-45% Own casualities when defending
Always Carries and is Immune to the Plague
Can't use Hospitals
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Skeletons | (11, 0) | |||
| Zombies | (0, 10) | |||
| Ghouls | (16, 4) | 800gc | 7.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Animate Dead, Weaken Ritual, Vermin and Ghost Workers
-2% Enemy battle gains, scaling by -1% per province of this race in your kingdom (max -12.5%).
+2% Plague spread chance, scaling by +1% per province of this race in your kingdom (max +12.5%).
The undead know no rest. For every fallen warrior, another corpse rises to continue the march, relentless and unstoppable in their advance.
25% of Military Casualties return as Soldiers on attack.
-25% Building Construction Cost
+25% Flat Rate Capacity
+25% Flat Rate Building Production
+25% Science Effectiveness - Alchemy
+25% Science Effectiveness - Artisan
+25% Science Effectiveness - Bookkeeping
+25% Science Effectiveness - Production
+25% Science Effectiveness - Housing
+25% Science Effectiveness - Tools
Greed Immunity
Incite Riot Immunity
+200 Starting Build credits
+600 Starting Soldiers
+600 Starting Specialist training credits
Ghost Workers, Greater Protection and Fools Gold
Artisans possess an unparalleled mastery of construction, blending innovation with efficiency. Their expertise allows them to recover materials during the building process, reducing waste and maximizing resources. With every structure they create, Artisans demonstrate their unique ability to turn precision and ingenuity into prosperity, ensuring no effort is ever lost.
25% chance to receive 50% of a building's cost back as building credits upon construction.
-40% Combat Instant Spell Damage Received
+25% Science Effectiveness - Heroism
+25% Science Effectiveness - Resilience
+25% Science Effectiveness - Siege
+25% Science Effectiveness - Strategy
+25% Science Effectiveness - Tactics
+25% Science Effectiveness - Valor
Defensive specialist gets +1 strength
Elite gets +1 defensive strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Salvation, Revelation, Divine Shield, Illuminate Shadows and Heroes Inspiration
Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.
When casting self-spells, Clerics have a 50% chance to double the spell duration.
-25% Military Training Cost
+1 Army generals
+25% Science Effectiveness - Heroism
+25% Science Effectiveness - Resilience
+25% Science Effectiveness - Siege
+25% Science Effectiveness - Strategy
+25% Science Effectiveness - Tactics
+25% Science Effectiveness - Valor
-25% Military Training Time
Elite gets +2 offensive strength
Train Elites with Specialist Credits (double cost)
+800 Starting Soldiers
+800 Starting Specialist training credits
Wrath and Mist
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
+35% Wizards Per Acre (Offensive Only)
+25% Science Effectiveness - Cunning
+25% Science Effectiveness - Finesse
+25% Science Effectiveness - Channeling
+25% Science Effectiveness - Shielding
+25% Science Effectiveness - Sorcery
+25% Science Effectiveness - Crime
-50% Thief Losses
+35% Thieves Per Acre (Offensive Only)
Immune to Expose Thieves
+400 Starting Thieves
+400 Starting Wizards
Nightmare, Fools Gold, Vermin and Magic Ward
Every strike fuels the Heretic’s madness, igniting a surge of forbidden power. As battle rages, their mind fractures into focus — spellcraft and subterfuge heighten in perfect, volatile harmony.
After each successful attack, gain +1 Mana and +1 Stealth for the next 5 days. This effect does not stack.
+100% Land Effect - Guilds
+25% Wizards Per Acre (WPA)
+40% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
+800 Starting Wizards
Meteor Showers, Chastity, Pitfalls and Fools Gold
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).
+25% Wizards Per Acre (WPA)
+7.5% Military Efficiency
-40% Rune Cost (excluding Ritual)
+40% Science Effectiveness - Channeling
+400 Starting Specialist training credits
+400 Starting Wizards
Animate Dead, Mind Focus, Soul Blight, Guile, Nightmare and Lightning Strike
Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.
After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
20% of the enemy's killed units into Soldiers.
10% of the enemy's killed units into Peasants.
+40% Science Effectiveness - Crime
+25% 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.
-50% Losses on Learn Attacks
+20% Science Book Production
+15% Science Effectiveness
+20% Scientist Spawn Rate
+800 Starting Soldiers
+2 Starting Scientists
+800 Starting Specialist training credits
Revelation and Fountain of Knowledge
In the crucible of war, clarity sharpens. With every passing day, determination hardens into insight — an unyielding focus that fuels the march of discovery.
While in war, gain +1% Science Efficiency per day, up to a maximum of +15%. This bonus resets when war ends.
-20% Attack Travel Time
+40% Draft Rate
+40% Science Effectiveness - Siege
+40% Specialist Training Credits
No thief losses on espionage operations
+800 Starting Soldiers
+800 Starting Specialist training credits
Clear Sight
Tacticians excel at disrupting enemy logistics and resource chains. Every successful attack in war systematically destroys enemy supplies, cutting off their ability to sustain prolonged conflict.
Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food.
+10% Battle Gains (War Only)
+100% Honor Bonus
-25% Honor Losses
+40% Science Effectiveness - Valor
Offensive specialist gets +2 strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Quick Feet, Righteous Aggressor and Heroes Inspiration
War Heroes are renowned for their ruthless efficiency on the battlefield, leaving nothing but devastation in their wake. During massacres, their forces systematically eliminate not only peasants but also enemy operatives—cutting down thieves and wizards caught in the chaos with brutal precision.
Massacres kill an additional 7% of peasants and 2.5% of thieves and wizards.
+15% Offensive Military Efficiency
+5 Prisoner and Mercenary Offensive Strength
+35% Science Effectiveness - Tactics
Can send 1 Mercenary or Prisoner for every 4 regular troops
+800 Starting Soldiers
+800 Starting Specialist training credits
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 1.5% 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 |
| Benediction | +20% Building Efficiency, -20% Draft Costs, -20% Build Costs, -20% Wages |
| Haste | -10% Attack Time, -25% Training Time, -25% Construction Time |
| Havoc | +25% WPA, +25% TPA, +20% Spell Damage, +20% Sabotage Damage |
| Onslaught | +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks |
| Stalwart | +5% Defensive Military Efficiency, -20% Raze Damage, -25% Military Casualties |
Here are the effects of all possible dragons.
| Amethyst | -40% Spell Success Chance, -40% Sabotage Success Chance, removes all active self-spells on arrival, every 6 ticks: 5% wizard losses and 5% thief losses |
|---|---|
| Emerald | +25% Military Casualties, -25% Combat Gains, destroys 3.5% of troops at home on arrival, every 6 ticks: 1.5% troops at home lost and current Building and Specialist Credits reduced by 40% |
| Ruby | -12.5% Military Efficiency, +20% Military Wages, destroys 3.5% of offensive specialists on arrival, every 6 ticks: 2.5% offensive specialists desert |
| Sapphire | -35% WPA and TPA, -1 Mana Recovery, -1 Stealth Recovery, +12.5% Instant Spell and Sabotage Damage taken, -12.5% Instant Spell and Sabotage Damage dealt, destroys 30% of runes on arrival, every 6 ticks: 25% of current runes destroyed |
| Topaz | -25% Building Efficiency, -25% Income, destroys 10% of buildings on arrival, every 6 ticks: destroys 10% of buildings and 20% of current gold |