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:

-20% Attack Travel Time

+25% Specialist Training Credits

Penalties:

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (12, 0)
Harpies (0, 9)
Drakes (15, 3) 900gc 6.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (0, 0)
Thieves 500gc

Spell Book:

Town Watch

War Doctrines

-1.5% Attack time, scaling by -0.75% per province of this race in your kingdom (max -7.5%).

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:

+20% Combat Instant Spell Damage

-25% Rune Cost (excluding Ritual)

Penalties:

Can't use Thieves Dens

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (11, 0)
Druids (0, 10)
Drows (13, 4) 900gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Mage's Fury

War Doctrines

+2% Instant spell damage, scaling by +1% per province of this race in your kingdom (max +10%).

Unique - Grave Harvest

From every battlefield, the fallen rise to serve again. Their lingering essence feeds your magic, binding death itself to your will. Each victory reaps new power from the graves of the defeated.


Passive Effect

A successful attack increases your instant spell damage by 20% for 2 days (in War, does not stack).

Faery

Bonuses:

+2 Runes Created Every 2 Acres

+15% Max Population

Penalties:

Can't Use Training Grounds

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (2, 17) 950gc 8.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique, Guile, Greater Protection, Ghost Workers, Illuminate Shadows, Divine Shield, Blizzard, Animate Dead, Wrath, Chastity, Aggression, Bloodlust and Righteous Defender

War Doctrines

+1.5% Defensive Military Efficiency, scaling by +0.75% per province of this race in your kingdom (max +7.5%).

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.

Halfling

Bonuses:

+20% Sabotage Damage

Train Thieves with Credits

Penalties:

+20% Rune Cost (excluding Ritual)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 11)
Brutes (13, 3) 900gc 6.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Invisibility

War Doctrines

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

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.

Human

Bonuses:

+20% Building Efficiency

+20% Income

Penalties:

Combat Spell Mana Cost Increased by 1

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (10, 0)
Archers (0, 10)
Knights (13, 6) 1,050gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Heroes Inspiration

War Doctrines

+3% Income, scaling by +1.5% per province of this race in your kingdom (max +15%).

Unique - Molten Anvil

The fires of industry burn hotter under your command. Your forges and workshops operate at peak performance, driving unparalleled productivity across your lands.


Active Effect

While active, increases Building Efficiency by 15%, increases income by 15% and increases drafting speed by 15%


Cooldown

23 Utopian Days

Duration

6 Utopian Days

Orc

Bonuses:

+15% Battle Gains

+25% Birth Rate

Penalties:

-10% Building Efficiency

Military:

Off/Def Cost NW
Soldiers (3, 3)
Goblins (12, 0)
Trolls (0, 9)
Ogres (17, 2) 950gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Fanaticism

War Doctrines

+3% Enemy Casualties on defense, scaling by +1.5% per province of this race in your kingdom (max +15%).

Unique - Pillage and Burn

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.


Passive Effect

Traditional Marches capture +30% additional Prisoners. Massacre attacks are +15% more effective at killing Wizards.

Personalities

Cleric

Bonuses:

-10% Battle Losses

+10% Defensive Military Efficiency

-10% Combat Instant Spell Damage Received

-10% Sabotage Damage Received

Elite gets +4 defensive strength

Elite gets +2 offensive strength

Convert Specialists into Elites on Attack

Starting Bonuses:

+3000 Starting Soldiers

+3000 Starting Specialist training credits

Spell Book:

Salvation

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.

Freak

Bonuses:

Elite gets +3 defensive strength

Elite gets +3 offensive strength

Land Effect - Training Grounds also count as Armouries

Convert Specialists into Elites on Attack

Dragon Immunity

Starting Bonuses:

+500 Starting Elites

+1500 Starting Soldiers

+5 Starting Scientists

+1500 Starting Specialist training credits

+200 Starting Thieves

+200 Starting Wizards

Spell Book:

Tree of Gold

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.

Saboteur

Bonuses:

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

Elite gets +5 defensive strength

Elite gets +1 offensive strength

Access all Thievery Operations

Land Effect - Guilds also count as Libraries

Specialists convert into Elites over time

Starting Bonuses:

+10 Starting Scientists

+1000 Starting Thieves

+1000 Starting Wizards

Spell Book:

Meteor Showers and Nightmare

Unique - Black Magic

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.


Passive Effect

Successful offensive instant spells also kill 1% of the target's peasant population.

Tactician

Bonuses:

-20% Attack Travel Time

+50% Specialist Training Credits

Elite gets +4 offensive strength

Espionage is always successful with double stealth

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Starting Bonuses:

+3000 Starting Soldiers

+3000 Starting Specialist training credits

Spell Book:

Reflect Magic

Unique - Indomitable Spirit

Warriors embody unshakable resolve and unmatched discipline, drawing upon their indomitable spirit to rally their forces. When invoked, this ability inspires their armies to fight with heightened efficiency, turning the tide of battle in their favor.


Active Effect

Once activated Warriors gain 5% Military Efficiency for 6 days.


Cooldown

23 Utopian Days

Duration

6 Utopian Days

Warrior

Bonuses:

+20% Battle Gains (War Only)

Convert Specialists into Elites on Attack

Elite gets +7 offensive strength

Starting Bonuses:

+3000 Starting Soldiers

+3000 Starting Specialist training credits

Spell Book:

Clear Sight

Unique - Earthshaker

Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies.


Active Effect

When activated, the next successful attack will raze all Forts and 5% of all other buildings on the target province.


Cooldown

23 Utopian Days

Duration

2 Utopian Days


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.

Emerald+25% Military Casualties, -25% Combat Gains, destroys 1.0% of troops on arrival
Ruby-10% Military Efficiency, +20% Military Wages, destroys 2.0% of military at home on arrival
Sapphire-20% WPA and TPA, +15% Instant Spell and Sabotage Damage taken, kills 3% thieves and wizards on arrival
Topaz-20% Building Efficiency, -25% Income, +20% Military Wages, destroys 10% of buildings on arrival

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