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: 2.0%, Per Province: 1.5%, Max: 12.5%), your kingdom would receive an 8.0% reduction in attack time during war.

Races

Avian

Bonuses:

-25% Attack Travel Time

-25% Military Wages

-25% Military Training Time

Penalties:

+30% Rune Cost (excluding Ritual)

Can't use Stables or War Horses

Military:

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

Spell Book:

Town Watch, Illuminate Shadows and Weaken Ritual

War Doctrines

-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%).

Unique - Dive Bomb

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.


Passive Effect

Offensive Specialists gain +2 Offensive Points during War (does not affect Net Worth).

Dark Elf

Bonuses:

+30% Combat Instant Spell Damage

+30% Wizards Per Acre (Offensive Only)

Train Thieves with Credits

Penalties:

-15% Birth Rate

+30% Sabotage Damage Received

Military:

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

Spell Book:

Blizzard, Mage's Fury, Weaken Ritual, Mind Focus and Fools Gold

War Doctrines

+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%).

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 30% of the rune cost.

Dryad

Bonuses:

+20% Birth Rate

+12.5% Defensive Military Efficiency

-40% Own casualities when defending

Penalties:

+10% Attack Travel Time

Can't use Forts

Combat Spell Mana Cost Increased by 1

Military:

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

Spell Book:

Greater Protection, Aggression and Clear Sight

War Doctrines

+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%).

Unique - Overgrowth

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.


Active Effect

Once activated, your maximum population increases by +25% for 3 days.


Cooldown

23 Utopian Days

Duration

3 Utopian Days

Dwarf

Bonuses:

+30% Building Efficiency

-50% Building Construction Cost

-50% Building Construction Time

Penalties:

+90% Food Consumption

Can't Accelerate Construction

Military:

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

Spell Book:

Miner's Mystique, Town Watch, Reflect Magic and Weaken Ritual

War Doctrines

-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%).

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% Offensive Spell Duration

+40% Wizards Per Acre (WPA)

+1% Extra Mana Per Tick (in war)

Penalties:

+35% Draft Cost

Military:

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

Spell Book:

Pitfalls, Weaken Ritual, Vermin, Sloth, Reflect Magic and Chastity

War Doctrines

-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%).

Unique - Arcane Mastery

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.


Passive Effect

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)

Faery

Bonuses:

+20% Wizards Per Acre (WPA)

+30% Self-Spell Duration

+20% Thievery Per Acre (TPA)

+1% Extra Mana Per Tick

Penalties:

-5% Max Population

+15% Own casualities when attacking

+15% Own casualities when defending

Military:

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

Spell Book:

Fountain of Knowledge, Tree of Gold, Revelation, Weaken Ritual, Illuminate Shadows, Reflect Magic and Greater Protection

War Doctrines

+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%).

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:

+12.5% Max Population

+30% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Penalties:

-25% Draft Rate

Military:

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

Spell Book:

Greater Protection, Weaken Ritual, Tree of Gold and Invisibility

War Doctrines

+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%).

Unique - Silent Assault

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.


Passive Effect

50% fewer thievery losses when performing sabotage operations.

Human

Bonuses:

+20% Draft Rate

+30% Income

-30% Military Training Cost

Penalties:

+25% Military Wages

Military:

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

Spell Book:

Fountain of Knowledge, Invisibility, Guile and Weaken Ritual

War Doctrines

+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%).

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 40%.

Orc

Bonuses:

+10% Battle Gains

+5% Battle Gains (War Only)

-40% Draft Cost

+15% Enemy casualities when attacking

+15% Enemy casualities when defending

Penalties:

+20% Combat Instant Spell Damage Received

+20% Sabotage Damage Received

Military:

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

Spell Book:

Bloodlust, Weaken Ritual, Wrath and Aggression

War Doctrines

+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%).

Unique - Carnage

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.


Passive Effect

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.

Undead

Bonuses:

-100% Food Consumption

-45% Own casualities when attacking

-45% Own casualities when defending

Always Carries and is Immune to the Plague

Penalties:

Can't use Hospitals

Military:

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

Spell Book:

Animate Dead, Weaken Ritual, Vermin and Ghost Workers

War Doctrines

-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%).

Unique - Death March

The undead know no rest. For every fallen warrior, another corpse rises to continue the march, relentless and unstoppable in their advance.


Passive Effect

25% of Military Casualties return as Soldiers on attack.

Personalities

Artisan

Bonuses:

-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

Starting Bonuses:

+200 Starting Build credits

+600 Starting Soldiers

+600 Starting Specialist training credits

Spell Book:

Ghost Workers, Greater Protection and Fools Gold

Unique - Masterful Craftsmanship

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.


Passive Effect

25% chance to receive 50% of a building's cost back as building credits upon construction.

Cleric

Bonuses:

-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

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Salvation, Revelation, Divine Shield, Illuminate Shadows and Heroes Inspiration

Unique - Divine Favour

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.


Passive Effect

When casting self-spells, Clerics have a 50% chance to double the spell duration.

General

Bonuses:

-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)

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Wrath and Mist

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

+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

Starting Bonuses:

+400 Starting Thieves

+400 Starting Wizards

Spell Book:

Nightmare, Fools Gold, Vermin and Magic Ward

Unique - Arcane Frenzy

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.


Passive Effect

After each successful attack, gain +1 Mana and +1 Stealth for the next 5 days. This effect does not stack.

Mystic

Bonuses:

+100% Land Effect - Guilds

+25% Wizards Per Acre (WPA)

+40% Science Effectiveness - Channeling

+1% Extra Mana Per Tick

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Meteor Showers, Chastity, Pitfalls and Fools Gold

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:

+25% Wizards Per Acre (WPA)

+7.5% Military Efficiency

-40% Rune Cost (excluding Ritual)

+40% Science Effectiveness - Channeling

Starting Bonuses:

+400 Starting Specialist training credits

+400 Starting Wizards

Spell Book:

Animate Dead, Mind Focus, Soul Blight, Guile, Nightmare and Lightning Strike

Unique - Dark Pact

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.


Passive Effect

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.

Rogue

Bonuses:

+40% Science Effectiveness - Crime

+25% 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.

Sage

Bonuses:

-50% Losses on Learn Attacks

+20% Science Book Production

+15% Science Effectiveness

+20% Scientist Spawn Rate

Starting Bonuses:

+800 Starting Soldiers

+2 Starting Scientists

+800 Starting Specialist training credits

Spell Book:

Revelation and Fountain of Knowledge

Unique - Focused Resolve

In the crucible of war, clarity sharpens. With every passing day, determination hardens into insight — an unyielding focus that fuels the march of discovery.


Passive Effect

While in war, gain +1% Science Efficiency per day, up to a maximum of +15%. This bonus resets when war ends.

Tactician

Bonuses:

-20% Attack Travel Time

+40% Draft Rate

+40% Science Effectiveness - Siege

+40% Specialist Training Credits

No thief losses on espionage operations

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Clear Sight

Unique - Interdiction

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.


Passive Effect

Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food.

War hero

Bonuses:

+10% Battle Gains (War Only)

+100% Honor Bonus

-25% Honor Losses

+40% Science Effectiveness - Valor

Offensive specialist gets +2 strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Quick Feet, Righteous Aggressor and Heroes Inspiration

Unique - Hero's Culling

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.


Passive Effect

Massacres kill an additional 7% of peasants and 2.5% of thieves and wizards.

Warrior

Bonuses:

+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

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

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 1.5% 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

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