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).
-15% Attack Travel Time
+25% Birth Rate
+15% Building Credits
+15% Specialist Training Credits
Fog Immunity
+15% Own casualities when attacking
+15% Own casualities when defending
Can't use Stables or War Horses
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Griffins | (10, 0) | |||
Harpies | (0, 10) | |||
Drakes | (8, 5) | 1,600gc | 5.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Illuminate Shadows and Town Watch
Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.
(Only triggers in War and Hostile Relations) Once activated, the next attack (that meets all requirements BEFORE the next day) will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target.
12 Utopian Days
Until use or next day.
+30% Wizards Per Acre (WPA)
-25% Offensive Spell Rune Cost
+50% Science Effectiveness - Sorcery
Runes do not decay
-5% Battle Gains - Resources
+15% Military Wages
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Night Rangers | (10, 0) | |||
Druids | (0, 10) | |||
Drows | (7, 7) | 2,000gc | 5.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Blizzard, Mage's Fury and Guile
Dark Elves draw on dark forces to channel a powerful burst of energy, allowing them a chance to unleash a secondary, high-impact effect.
When activated, there is a 20% chance to cast successful offensive spells again at no mana cost for the next 8 Days.
12 Utopian Days
4 Utopian Days
+5 War Horse Capacity Per Acre
+6 Food Bushels Created Every 2 Acres
+2 GC Created Every 2 Acres
+2 Runes Created Every 2 Acres
+1 War Horses generated every 10 acres
-10% Own casualities when attacking
-10% Own casualities when defending
+10% Battle Losses
-25% Castle Effectiveness
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Huldras | (10, 0) | |||
Nymphs | (0, 11) | |||
Will O The Wisps | (9, 5) | 1,900gc | 5.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Tree of Gold and Greater Protection
Dryads wield the ancient power of the forest, extending their enchanted roots deep into enemy lands. With each successful attack, these roots sap the vitality of their foes, leaving devastation in their wake as they drain the very life essence of entire populations.
On successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1.5% of their entire population.
+15% Wizards Per Acre (WPA)
+50% Self-Spell Duration
+15% Thievery Per Acre (TPA)
Train Thieves with Credits
-10% Max Population
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Magicians | (12, 0) | |||
Druids | (0, 10) | |||
Beastmasters | (4, 9) | 2,400gc | 5.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Guile, Blizzard, Greater Protection, Mage's Fury, Fools Gold, Ghost Workers, Wrath, Nightfall, Soul Blight, Revelation and Righteous Aggressor
Faeries possess an unparalleled connection to the ethereal plane allowing them to enhance Mystic Vortex with devastating precision. While others struggle to dispel enchantments, Faeries effortlessly strip all spells from their targets, leaving them vulnerable.
Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.
12 Utopian Days
Until use or next day.
+10% Max Population
+50% Science Effectiveness - Cunning
+30% Thievery Per Acre (TPA)
-15% Birth Rate
-5% Building Efficiency
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Strongarms | (10, 0) | |||
Slingers | (0, 10) | |||
Brutes | (7, 6) | 1,700gc | 5.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Invisibility and Quick Feet
Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.
Upon activation, all Thievery losses on operations are zero until next day.
12 Utopian Days
Until use or next day.
+15% Science Effectiveness
Dungeons hold +20 prisoners
-20% Wizards Per Acre (Defensive Only)
-20% Defensive Thieves Per Acre Only (TPA)
+25% Military Training Time
Can't use Libraries
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Swordsmen | (10, 0) | |||
Archers | (0, 10) | |||
Knights | (7, 6) | 1,800gc | 5.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Scientific Insight and Reflect Magic
Humans excel in diplomacy, allowing them to negotiate favorable outcomes.
Upon activation, an additional extreme activity bonus is provided.
12 Utopian Days
Instant
+15% Battle Gains
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
-10% Wizards Per Acre (WPA)
+25% Rune Cost (excluding Ritual)
-10% Thievery Per Acre (TPA)
Self Spell Mana Cost Increased by 1
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Goblins | (10, 0) | |||
Trolls | (0, 10) | |||
Ogres | (9, 4) | 1,800gc | 5.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Aggression, Wrath and Bloodlust
Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.
Successful attacks plunder additional resources (gold, runes, food) equivalent to 15% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).
+10 Prisoner Capacity Per Acre
-100% Food Consumption
Prisoners convert into Elites over time
Prisoners convert into Specialists over time (2% each)
Always Carries and is Immune to the Plague
+20% Combat Instant Spell Damage Received
-25% Watch Tower Effectiveness
+20% Sabotage Damage Received
Can't use Dungeons
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Skeletons | (10, 0) | |||
Zombies | (0, 10) | |||
Ghouls | (8, 3) | 2,000gc | 4.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Animate Dead and Ghost Workers
A vile affliction taints our forces, turning every successful assault into a harbinger of disease. Once unleashed, there is no stopping its spread.
For the entire day Cursed Plague is active, all successful attacks will spread Plague.
12 Utopian Days
Until use or next day.
+50% Land Effect - Guilds
+50% Hospital Effectiveness
+25% Science Effectiveness - Resilience
+25% Science Effectiveness - Shielding
Self Spell Mana Cost Reduced by 1
Can cast Support spells on Kingdom mates
Convert Specialists into Elites on Attack
Elite gets +3 defensive strength
Elite gets +5 offensive strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Salvation, Divine Shield, Illuminate Shadows, Mystic Aura, Ghost Workers and Heroes Inspiration
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.
When casting self-spells, Clerics have a 50% chance to double the spells duration.
+10% Barracks Effectiveness
+10% Training Grounds Effectiveness
+4 Prisoner and Mercenary Offensive Strength
+10% Thieves' Den Effectiveness
Own Sabotage and Insant spell damage will range from -10% to +30%
Own attacks gains will range from 90-130%
Convert Specialists into Elites on Attack
Elite gets +4 defensive strength
Elite gets +4 offensive strength
+800 Starting Elites
Bloodlust, Fanaticism, Reflect Magic and Soul Blight
Greater Arson
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.
After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.
+25% Building Credits
+25% Castle Effectiveness
+5% Military Efficiency
+25% Science Effectiveness - Strategy
+25% Specialist Training Credits
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +6 offensive strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Salvation, Mist and Mystic Aura
Greater Arson
The siege is relentless, the devastation absolute. The enemy's lands will bear the scars of war leaving broken bones and desolate lands in its path.
For the next 6 days, any successful Massacre attack will also destroy 15% of enemy Farms, Towers and Homes.
12 Utopian Days
3 Utopian Days
+50% Science Effectiveness - Crime
+25% Science Effectiveness - Tools
+10% Sabotage Damage
-25% Thief cost
+50% Thieves' Den Effectiveness
+2% Extra Stealth Per Tick
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +5 offensive strength
+800 Starting Thieves
Quick Feet, Wrath, Fog and Guile
Greater Arson
Steal War Horses
Subdue Wizards
Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.
+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.
+100% Land Effect - Guilds
+50% Science Effectiveness - Finesse
+50% Science Effectiveness - Production
+50% Science Effectiveness - Channeling
+50% Science Effectiveness - Crime
+50% Thieves' Den Effectiveness
+2% Extra Mana Per Tick
+2% Extra Stealth Per Tick
Access all Thievery Operations
Convert Specialists into Elites on Attack
Elite gets +5 defensive strength
Elite gets -1 offensive strength
+600 Starting Thieves
+600 Starting Wizards
Pitfalls, Meteor Showers, Nightmare, Chastity and Guile
Elves possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within their forests. When called upon, these reserves replenish their magical strength, allowing them to harness their arcane abilities with renewed vigor.
Restore mana by 50%.
12 Utopian Days
-10% Attack Travel Time
+25% Battle Gains - Learn
+25% Barracks Effectiveness
+25% Science Effectiveness - Tactics
+10% Military Science Books Produced
Elite gets +6 offensive strength
Immune to Scholar's Wrath
Espionage is always successful with double stealth
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
+600 Starting Soldiers
+1 Starting Scientists
+600 Starting Specialist training credits
Scientific Insight
Knowledge is power, and we wield it with purpose. In times of war, our scholars strike with precision, unraveling enemy research and forcing them to retrain what was once learned. In peace, their wisdom flourishes, advancing our studies at an accelerated pace.
In War, All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 days). Out of War, Book Generation is increased by 10%.
+100% Land Effect - Guilds
+10% Combat Instant Spell Damage
-25% Rune Cost (excluding Ritual)
+50% Science Effectiveness - Channeling
+2% Extra Mana Per Tick
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +5 offensive strength
+800 Starting Wizards
Bloodlust, Soul Blight, Nightmare, Pitfalls and Magic Ward
Subdue Wizards
Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.
(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
+25% Training Grounds Effectiveness
+25% Damage Inflicted on Massacre Attacks
+10% Offensive Military Efficiency
+25% Science Effectiveness - Siege
Convert Specialists into Elites on Attack
Elite gets +7 offensive strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Wrath, Heroes Inspiration and Bloodlust
Steal War Horses
For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.
35% of Military Casualties return as Soldiers on attack.
Here is the effects of all possible rituals.
Affluent | Income +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 |
Havoc | Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15% & Instant Spell damage and Sabotage Damage by 15% |
Onslaught | Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15% |
Stalwart | +10% Defensive Military Efficiency (DME) & -10% Defensive Military Casualties |
Here are the effects of each Stance
Normal | None |
---|---|
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, +30% Credits gained in Combat, +15% Self Offensive Military Casualties, +10% Instant Spell damage and Sabotage Operation damage, +20% Military Wages |
Here are the effects of all possible dragons.
Amethyst | -15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 days |
---|---|
Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
Ruby | Reduces 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 |