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.
-20% Attack Travel Time
+25% Specialist Training Credits
Can't use Stables or War Horses
| 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 |
Town Watch
-1.5% Attack time, scaling by -0.75% per province of this race in your kingdom (max -7.5%).
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).
+20% Combat Instant Spell Damage
-25% Rune Cost (excluding Ritual)
Can't use Thieves Dens
| 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 |
Mage's Fury
+2% Instant spell damage, scaling by +1% per province of this race in your kingdom (max +10%).
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.
A successful attack increases your instant spell damage by 20% for 2 days (in War, does not stack).
+2 Runes Created Every 2 Acres
+15% Max Population
Can't Use Training Grounds
| 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 |
Miner's Mystique, Guile, Greater Protection, Ghost Workers, Illuminate Shadows, Divine Shield, Blizzard, Animate Dead, Wrath, Chastity, Aggression, Bloodlust and Righteous Defender
+1.5% Defensive Military Efficiency, scaling by +0.75% per province of this race in your kingdom (max +7.5%).
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% Sabotage Damage
Train Thieves with Credits
+20% Rune Cost (excluding Ritual)
| 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 |
Invisibility
+2% Sabotage damage, scaling by +2% per province of this race in your kingdom (max +12.5%).
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.
+20% Building Efficiency
+20% Income
Combat Spell Mana Cost Increased by 1
| 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 |
Heroes Inspiration
+3% Income, scaling by +1.5% per province of this race in your kingdom (max +15%).
The fires of industry burn hotter under your command. Your forges and workshops operate at peak performance, driving unparalleled productivity across your lands.
While active, increases Building Efficiency by 15%, increases income by 15% and increases drafting speed by 15%
23 Utopian Days
6 Utopian Days
+15% Battle Gains
+25% Birth Rate
-10% Building Efficiency
| 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 |
Fanaticism
+3% Enemy Casualties on defense, scaling by +1.5% per province of this race in your kingdom (max +15%).
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.
Traditional Marches capture +30% additional Prisoners. Massacre attacks are +15% more effective at killing Wizards.
-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
+3000 Starting Soldiers
+3000 Starting Specialist training credits
Salvation
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.
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
+500 Starting Elites
+1500 Starting Soldiers
+5 Starting Scientists
+1500 Starting Specialist training credits
+200 Starting Thieves
+200 Starting Wizards
Tree of Gold
Propaganda
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.
+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
+10 Starting Scientists
+1000 Starting Thieves
+1000 Starting Wizards
Meteor Showers and Nightmare
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.
Successful offensive instant spells also kill 1% of the target's peasant population.
-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
+3000 Starting Soldiers
+3000 Starting Specialist training credits
Reflect Magic
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.
Once activated Warriors gain 5% Military Efficiency for 6 days.
23 Utopian Days
6 Utopian Days
+20% Battle Gains (War Only)
Convert Specialists into Elites on Attack
Elite gets +7 offensive strength
+3000 Starting Soldiers
+3000 Starting Specialist training credits
Clear Sight
Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies.
When activated, the next successful attack will raze all Forts and 5% of all other buildings on the target province.
23 Utopian Days
2 Utopian Days
Here is the effects of all possible rituals.
| Affluent | Income +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 |
| Onslaught | Increases 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
| Normal | None |
|---|---|
| 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 |