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:

-35% Attack Travel Time

+50% Birth Rate

+35% Building Credits

-25% Building Construction Time

+30% Draft Rate

+35% Specialist Training Credits

Homes hold 15 population

Penalties:

-15% Honor Gains

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (3, 3)
Griffins (10, 0)
Harpies (0, 10)
Drakes (14, 5) 1,450gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (0, 0)
Thieves 500gc

Spell Book:

Fanaticism, Illuminate Shadows, Greater Protection and Bloodlust

War Doctrines

-2% Training Costs, scaling by -1% per province of this race in your kingdom (max -12.5%).

-2% Defensive Military Casualties, scaling by -1% per province of this race in your kingdom (max -12.5%).

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.

Faery

Bonuses:

+6 Runes Produced each acre of Guilds

+35% Wizards Per Acre (WPA)

+50% Self-Spell Duration

+25% Runes Refunded on Spell Success

+35% Increased Wizard Production

Penalties:

-5% Max Population

Can't use Castles

Military:

Off/Def Cost NW
Soldiers (3, 3)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (5, 16) 1,900gc 9.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge, Tree of Gold, Fanaticism, Revelation, Illuminate Shadows and Greater Protection

War Doctrines

+2% Offensive wizard effectiveness, scaling by +1% 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 - Mana Well

You possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within the forests of your Province. When called upon, these reserves replenish your magical strength, allowing you to harness your arcane abilities with renewed vigor.


Active Effect

Restore mana by 15%.


Cooldown

23 Utopian Days

Duration

Instant

Halfling

Bonuses:

+15% Max Population

+25% Sabotage Damage

+35% Thievery Per Acre (TPA)

-50% Thief cost

+2% Extra Stealth Per Tick

Penalties:

Can't Use Watchtowers

Military:

Off/Def Cost NW
Soldiers (3, 3)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (7, 13) 1,550gc 8.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Invisibility and Town Watch

War Doctrines

-2% Enemy thievery damage, scaling by -2% per province of this race in your kingdom (max -12.5%).

+2% Sabotage damage, scaling by +2% per province of this race in your kingdom (max +12.5%).

Unique - Undermining Assault

A calculated offensive aimed at more than just land — it fractures coordination and exposes gaps in the enemy's defenses. As confusion spreads, their ability to resist subterfuge crumbles.


Active Effect

Your next successful attack applies Coordinated Strike to the target for 4 days, reducing their Watch Tower thievery defense effectiveness by 15%. This effect cannot be used if Skybound Strike is active on your province.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Human

Bonuses:

-30% Building Raze Cost

+15% Building Efficiency

-30% Building Construction Cost

-30% Building Construction Time

+6 Food Bushels Created Every 2 Acres

+3 GC Created Every 2 Acres

+4 Runes Created Every 2 Acres

+2 War Horses generated every 10 acres

+25% Honor Bonus

+25% Science Effectiveness

Espionage is always successful with double stealth

Income Penalty Protection

Penalties:

+25% Explore Cost (Gold)

+25% Explore Cost (Men)

Can't use Libraries

Military:

Off/Def Cost NW
Soldiers (3, 3)
Swordsmen (12, 0)
Archers (0, 12)
Knights (14, 10) 1,600gc 9.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Revelation and Quick Feet

War Doctrines

+2% Income, 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 - First Aid

A moment of reprieve amidst the turmoil. With bandages bound, poisons purged, and curses lifted, the province finds new strength. What was broken is mended, what was tainted is cleansed.


Active Effect

Upon activation, removes all negative status in your province. This means Bribed Generals, Bribe Thieves, Cures Plague and removes duration Spells, Operations and Attack Effects.


Cooldown

23 Utopian Days

Duration

Instant

Orc

Bonuses:

+3 Prisoner Capacity Per Acre

+5 War Horse Capacity Per Acre

+25% Battle Gains

-100% Draft Cost

+25% Dragon slaying strength

+25% Honor Gains

-65% Mercenary Cost

+1 Army generals

Train Elites with Specialist Credits (double cost)

Successful Traditional March inflicts Unborn Veil, reducing targets birth rate by 15% for 5 days

Penalties:

-20% Wizards Per Acre (WPA)

-20% Thievery Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (3, 3)
Goblins (10, 0)
Trolls (0, 9)
Ogres (20, 4) 1,400gc 9.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Aggression and Heroes Inspiration

War Doctrines

-2% Enemy battle gains, scaling by -1% per province of this race in your kingdom (max -12.5%).

-2% Military Wages, scaling by -1% per province of this race in your kingdom (max -12.5%).

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%.

Personalities

Freak

Bonuses:

+35% Land Effect - Guilds

+50% Honor Bonus

+10% Barracks Effectiveness

+10% Castle Effectiveness

+10% Hospital Effectiveness

+10% Training Grounds Effectiveness

+5% Max Population

+20% Science Book Production

Can send 1 Mercenary or Prisoner for every 4 regular troops

Can cast Support spells on Kingdom mates

Dungeons hold +20 prisoners

Convert Specialists into Elites on Attack

Own Sabotage and Insant spell damage will range from -10% to +30%

Elite gets +3 defensive strength

Own attacks gains have a 1 in 5 chance to increase +15-35%

Elite gets +3 offensive strength

Penalties:

1 in 15 chance an attack will automatically fail

Spell Book:

Heroes Inspiration, Ghost Workers, Soul Blight and Miner's Mystique

Allowed Thief Operations:

Propaganda

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.

Protector

Bonuses:

-10% Battle Losses

+10% Building Efficiency

+25% Income

-10% Combat Instant Spell Damage Received

+50% Forts Effectiveness

+50% Hospital Effectiveness

+25% Science Book Production

-10% Sabotage Damage Received

Generate Food from All Land

Convert Specialists into Elites on Attack

Income Penalty Protection

Defensive specialist gets +1 strength

Plague Immunity

Elite gets +5 defensive strength

Penalties:

Elite gets -1 offensive strength

Spell Book:

Greater Protection, Salvation, Divine Shield, Scientific Insight and Mist

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.

Saboteur

Bonuses:

+50% Science Effectiveness - Cunning

+50% Science Effectiveness - Crime

+25% Sabotage Damage

+40% Thievery Per Acre (TPA)

+100% Thieves' Den Effectiveness

+3% Extra Stealth Per Tick

Access all Thievery Operations

Convert Specialists into Elites on Attack

Starting Bonuses:

+2000 Starting Thieves

Spell Book:

Mage's Fury

Unique - Cunning Assault

Your forces strike with calculated precision. Each successful attack may inspire a surge of cunning that enhances your thievery prowess for several days.


Passive Effect

Each successful attack will provide one of the following thievery boosts, which last for 6 days: +20% thievery effectiveness, -30% thief losses, or +25% sabotage damage. All of these can be active at the same time.

Spellsword

Bonuses:

+150% Land Effect - Guilds

+25% Combat Instant Spell Damage

+40% Wizards Per Acre (WPA)

-35% Rune Cost (excluding Ritual)

+40% Science Effectiveness - Channeling

+40% Science Effectiveness - Sorcery

+25% Arcane Arts Science Books Produced

+3% Extra Mana Per Tick

Convert Specialists into Elites on Attack

Runes do not decay

Starting Bonuses:

+2000 Starting Wizards

Spell Book:

Meteor Showers and Guile

Allowed Thief Operations:

Subdue Wizards

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)

Warlord

Bonuses:

+30% Dragon slaying strength

+20% Enemy casualities when attacking

+20% Enemy casualities when defending

+50% Barracks Effectiveness

+50% Training Grounds Effectiveness

+10% Offensive Military Efficiency

-15% Own casualities when attacking

-15% Own casualities when defending

+8 Prisoner and Mercenary Offensive Strength

+40% Science Effectiveness - Siege

+40% Science Effectiveness - Tactics

+40% Science Effectiveness - Valor

+25% Military Science Books Produced

Elite gets +7 offensive strength

Convert Specialists into Elites on Attack

Penalties:

Elite gets -3 defensive strength

Starting Bonuses:

+2000 Starting Elites

Spell Book:

Fanaticism, Aggression, Righteous Defender, Righteous Aggressor, Bloodlust, Animate Dead and Reflect Magic

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.

AffluentIncome +15%, -20% Draft Cost and Draft Speed +20%
Barrier-25% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses, +20% Birth Rate, -20% Massacre Damage
Benediction+20% BE, +50% pop growth, +10% Flat Rate Building Production
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & 20% faster wizard training
Expropriation+15% combat gains, +15% Honor gains, +20% Specialist and Build credits
Fleetfoot-10% Attack time, -15% Offensive Military Casualties
Havoc+20% Offensive WPA, +20% Offensive TPA, +20% Spell Damage, +20% Sabotage Damage
OnslaughtIncreases Offensive Military Efficiency (OME) by 15%, Enemy Military Casualties when Attacking by 15%
Stalwart+15% Defensive Military Efficiency (DME) & -20% Defensive Military Casualties

Here are the effects of each Stance

NormalNone
Aggressive+10% Battle (Resource) Gains, -10% Attack Time, -50% Hostility Meter Generation from Attacks, +15% Military Wages, +10% Training Costs
Defensive+10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME


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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