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.

Races

Avian

Bonuses:

-10% Attack Travel Time

Train Elites with Credits

Penalties:

-20% Birth Rate

-50% Specialist Training Credits

Can't Build Stables

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (10, 0)
Harpies (0, 10)
Drakes (12, 6) 1,500gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Bloodlust

Bocan

Bonuses:

+100% Honor Bonus

Train Thieves with Credits

Penalties:

+25% Military Training Cost

+25% Military Wages

Military:

Off/Def Cost NW
Soldiers (1, 1)
Marauders (12, 0)
Imps (0, 12)
Tricksters (9, 9) 1,500gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Dwarf

Bonuses:

+20% Building Efficiency

-100% Building Construction Cost

-50% Building Construction Time

Penalties:

+100% Food Consumption

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (3, 0)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (11, 7) 1,500gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique

Elf

Bonuses:

-25% Military Wages

Self Spell Mana Cost Reduced by 1

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 10)
Elf Lords (8, 10) 1,500gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Wrath, Ghost Workers and Greater Protection

Human

Bonuses:

+20% Income

Accurate Espionage (in war)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (10, 0)
Archers (0, 10)
Knights (10, 8) 1,500gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Salvation

Orc

Bonuses:

+10% Battle Gains

-100% Draft Cost

+100% Specialist Training Credits

Penalties:

-10% Income

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (10, 0)
Trolls (0, 10)
Ogres (14, 4) 1,500gc 6.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Heroes Inspiration

Personalities

General

Bonuses:

+100% Honor Bonus

+1 Army generals

+20% Military Science Books Produced

Elite gets +4 offensive strength

Starting Bonuses:

+1000 Starting Soldiers

Spell Book:

Wrath

Merchant

Bonuses:

+20% Income

-10% Military Wages

+20% Economy Science Books Produced

Elite gets +2 defensive strength

Elite gets +2 offensive strength

Income Penalty Protection

Offensive specialist gets +1 strength

Starting Bonuses:

+2000 Starting Peasants

Spell Book:

Tree of Gold

Mystic

Bonuses:

+100% Land Effect - Guilds

+50% Wizards Per Acre (WPA)

+50% Science Effectiveness - Channeling

+20% Arcane Arts Science Books Produced

+2% Extra Mana Per Tick

Elite gets +4 defensive strength

Starting Bonuses:

+1500 Starting Wizards

Spell Book:

Clear Sight, Mage's Fury, Nightmare, Nightfall, Soul Blight and Meteor Showers

Rogue

Bonuses:

+50% Science Effectiveness - Crime

+20% Arcane Arts Science Books Produced

+50% Thievery Per Acre (TPA)

+50% Thieves' Den Effectiveness

+2% Extra Stealth Per Tick

Elite gets +1 offensive strength (Does not increase networth)

Access all Thievery Operations

Elite gets +3 defensive strength

Starting Bonuses:

+1000 Starting Thieves

Spell Book:

Invisibility and Town Watch

Saboteur

Bonuses:

+50% Science Effectiveness - Cunning

+50% Science Effectiveness - Finesse

+50% Science Effectiveness - Sorcery

+20% Arcane Arts Science Books Produced

+20% Thieves' Den Effectiveness

+50% Increased Wizard Production

Elite gets +3 defensive strength

Starting Bonuses:

+500 Starting Thieves

+750 Starting Wizards

Spell Book:

Guile, Pitfalls, Magic Ward, Chastity and Sloth

Allowed Thief Operations:

Greater Arson

Subdue Wizards

Sage

Bonuses:

-50% Reduced Damage from Amnesia

-30% Losses on Learn Attacks

+10% Science Effectiveness

+10% Scientist Spawn Rate

Defensive specialist gets +1 strength (Does not increase Networth)

Elite gets +1 defensive strength

Elite gets +3 offensive strength

Starting Bonuses:

+5 Starting Scientists

Spell Book:

Fountain of Knowledge

Warrior

Bonuses:

+3 Prisoner Capacity Per Acre

+50% Enemy casualities during ambush

+20% Enemy casualities when attacking

+20% Enemy casualities when defending

+50% Enemy battle casualties convert to soldiers

+50% Science Effectiveness - Valor

-50% Military Training Time

Dragon Immunity

Access Conquest regardless of Net Worth


Here is the effects of all possible rituals.

AffluentIncome +10%, -20% Draft Cost and Draft Speed +20%
Ascendency+100% Wizard Production, -50% Wizard Losses on Failed Spells, -40% Science Book Production
Benediction+15% BE, +50% pop growth, +10% Flat Rate Building Production
Barrier-25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production
Expropriation+15% combat gains, +15% Honor gains, +20% Specialist and Build credits
Fleetfoot-10% Attack time, -10% Offensive Military Casualties
HavocIncreases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15% & Instant Spell damage and Sabotage Damage by 15%
OnslaughtIncreases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%
Stalwart+5% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties

Here are the effects of each Stance

NormalNone
Defensive+10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME
Noble+50 effects from honor, +20% honor gained, +20% Build Construction Cost and Time, +25% Wages
Aggressive+10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties
Peaceful+15% Income, +20% Food & Rune Production, +20% Birth Rate, -15% Offensive Military Efficiency, -20% Instant Spell Damage, -20% Sabotage Operation Damage


Here are the effects of all possible dragons.

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
Amethyst-15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 days

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