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:

-15% Attack Travel Time

Fog Immunity

Penalties:

+10% Own casualities when attacking

+10% Own casualities when defending

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (2, 2)
Griffins (10, 0)
Harpies (0, 11)
Drakes (15, 6) 1,800gc 8.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (0, 0)
Thieves 500gc

Spell Book:

Bloodlust

War Doctrines

+3% Birth rates, scaling by +3% per province of this race in your kingdom (max +9%).

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

Dark Elf

Bonuses:

+30% Wizards Per Acre (WPA)

+2% Extra Mana Per Tick

Land Effect - Guilds also counts as Towers

Penalties:

Can't Use Watchtowers

Can't Use Towers

Military:

Off/Def Cost NW
Soldiers (2, 2)
Night Rangers (10, 0)
Druids (0, 10)
Drows (8, 12) 2,000gc 8.25
Mercenaries (8, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Chastity, Clear Sight, Meteor Showers, Nightmare and Righteous Defender

War Doctrines

+3% Offensive wizard effectiveness, scaling by +3% per province of this race in your kingdom (max +9%).

Unique - Arcane Overflow

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.


Passive Effect

(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.

Dwarf

Bonuses:

-50% Building Raze Cost

+25% Building Efficiency

-50% Building Construction Time

Penalties:

+150% Food Consumption

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (2, 2)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (13, 7) 2,000gc 7.75
Mercenaries (8, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Fog, Mystic Aura and Vermin

War Doctrines

-5% Construction costs, scaling by -5% per province of this race in your kingdom (max -15%).

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

Faery

Bonuses:

+15% Wizards Per Acre (WPA)

+15% Thieves Per Acre (Offensive Only)

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

Military:

Off/Def Cost NW
Soldiers (2, 2)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (7, 12) 2,000gc 8.0
Mercenaries (8, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Greater Protection, Illuminate Shadows, Heroes Inspiration, Righteous Aggressor and Righteous Defender

War Doctrines

+3% Offensive thief effectiveness, scaling by +3% per province of this race in your kingdom (max +9%).

Unique - Chaotic Affliction

Magic and mischief spiral out of control, unleashing unpredictable destruction upon our enemies. No one can predict the extent of the chaos, only that devastation is certain.


Active Effect

For 2 ticks when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Halfling

Bonuses:

+10% Max Population

+30% Thievery Per Acre (TPA)

+2% Extra Stealth Per Tick

Penalties:

-10% Birth Rate

Military:

Off/Def Cost NW
Soldiers (2, 2)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (10, 10) 1,800gc 8.0
Mercenaries (8, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Greater Protection and Invisibility

War Doctrines

+2.5% Sabotage damage, scaling by +2.5% per province of this race in your kingdom (max +7.5%).

Unique - Sneak Attack

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.


Active Effect

All thievery operations incur zero thievery losses.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Human

Bonuses:

+25% Flat Rate Building Production

+10% Science Book Production

Military:

Off/Def Cost NW
Soldiers (2, 2)
Swordsmen (10, 0)
Archers (0, 10)
Knights (13, 7) 2,000gc 7.75
Mercenaries (8, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge

War Doctrines

+2.5% Book generation, scaling by +2.5% per province of this race in your kingdom (max +7.5%).

Unique - Strategic Reserve

Centuries of foresight and preparation pay off in war, as each victorious campaign yields not only territory, but knowledge. Battle-tested strategies are swiftly recorded, studied, and refined for future advantage.


Passive Effect

(In War) Each successful Traditional March against a province within 90–110% of your networth grants science equal to 3 days of passive gain. Max 40 days of science per war.

Orc

Bonuses:

+15% Battle Gains

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

Penalties:

+30% Own casualities during ambush

Military:

Off/Def Cost NW
Soldiers (3, 3)
Goblins (10, 0)
Trolls (0, 10)
Ogres (16, 3) 2,000gc 7.0
Mercenaries (8, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Bloodlust and Aggression

War Doctrines

+3% Raze damage, scaling by +3% per province of this race in your kingdom (max +9%).

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.

Undead

Bonuses:

-100% Food Consumption

-15% Own casualities when attacking

-15% Own casualities when defending

Convert Specialists into Elites on Attack

Always Carries and is Immune to the Plague

Penalties:

Can't use Hospitals

Can't Train Elites

Military:

Off/Def Cost NW
Soldiers (2, 2)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (17, 4) 9,999gc 8.0
Mercenaries (8, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Ghost Workers

War Doctrines

+2% Plague spread chance, scaling by +2% per province of this race in your kingdom (max +6%).

Unique - Death March

The undead know no rest. For every fallen warrior, another corpse rises to continue the march, relentless and unstoppable in their advance.


Passive Effect

45% of Military Casualties return as Soldiers on attack.

Personalities

Cleric

Bonuses:

-30% Own casualities when attacking

-30% Own casualities when defending

+20% Science Effectiveness - Bookkeeping

Elite gets +3 offensive strength

Always Carries and is Immune to the Plague

Can cast Support spells on Kingdom mates

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Salvation, 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 20% chance to fail completely.

General

Bonuses:

-10% Attack Travel Time

+1 Army generals

+20% Science Effectiveness - Military

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Elite gets +4 offensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Heroes Inspiration and Wrath

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%.

Merchant

Bonuses:

+15% Flat Rate Capacity

+15% Flat Rate Building Production

+20% Science Effectiveness - Bookkeeping

Elite gets +3 offensive strength

Homes hold 15 population

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Peasants

+1000 Starting Specialist training credits

Spell Book:

Tree of Gold

Unique - Civil Administration

Humans excel at organization and bureaucracy, running efficient prisoner work programs and maintaining well-regulated mercenary contracts. Their administrative prowess transforms captives into productive assets and ensures mercenary forces can be hired at favorable rates.


Passive Effect

Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.

Mystic

Bonuses:

+100% Land Effect - Guilds

+20% Wizards Per Acre (WPA)

+25% Science Effectiveness - Channeling

+2% Extra Mana Per Tick

Convert Specialists into Elites on Attack

Elite gets +5 defensive strength

Starting Bonuses:

+1000 Starting Wizards

Spell Book:

Meteor Showers, Chastity, Pitfalls, Blizzard, Fools Gold and Vermin

Unique - Ethereal Mirage

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.


Active Effect

Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Raider

Bonuses:

+10% Science Book Production

-50% Thief Losses

+1% Extra Stealth Per Tick

War Horse gets +1 strength

Prisoners convert into Thieves over time

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Elite gets +3 offensive strength

Starting Bonuses:

+500 Starting Soldiers

+500 Starting Specialist training credits

+500 Starting Thieves

Spell Book:

Quick Feet and Miner's Mystique

Allowed Thief Operations:

Greater Arson

Subdue Wizards

Unique - Generals Command

Under the unwavering will of your generals, every strike becomes a lesson in dominance. Discipline and pride move as one, and each victory echoes louder across the halls of honor.


Active Effect

While active, all attacks have +60% Honor Gains.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Rogue

Bonuses:

+20% Science Effectiveness - Tools

+20% Thievery Per Acre (TPA)

+100% Thieves' Den Effectiveness

+2% Extra Stealth Per Tick

Convert Specialists into Elites on Attack

Elite gets +4 defensive strength

Elite gets +2 offensive strength

Access all Thievery Operations

Starting Bonuses:

+1000 Starting Thieves

Spell Book:

Invisibility, Ghost Workers and Guile

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.

Spellsword

Bonuses:

+1 Runes Created Every 2 Acres

+25% Combat Instant Spell Damage

+1% Extra Mana Per Tick

+50% Increased Wizard Production

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Elite gets +3 offensive strength

Offensive specialist gets +2 strength

Starting Bonuses:

+500 Starting Soldiers

+500 Starting Specialist training credits

+500 Starting Wizards

Spell Book:

Mage's Fury, Sloth and Soul Blight

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

Warlord

Bonuses:

+25% Draft Rate

+15% Enemy casualities when attacking

+15% Enemy casualities when defending

+10% Offensive Military Efficiency (in war)

+15% Science Effectiveness - Military

Convert Specialists into Elites on Attack

Elite gets +5 offensive strength

Penalties:

Elite gets -1 defensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Fanaticism and Bloodlust

Unique - Roots of Ruin

War cuts beneath the surface. Tendrils of ruin—be they steel, stratagem, or sorcery—drive deep into enemy lands, leeching strength at its source. With each successful strike, the foundations of life falter and whole settlements wither.


Passive Effect

On successful attacks, destroys 0.5% of the target’s total population.


Here is the effects of all possible rituals.

Affluent+15% income, -20% draft cost, +20% draft speed
Barrier-25% Instant Spell damage from enemies, -25% Thief Sabotage damage from enemies, +25% Defensive WPA, +25% Defensive TPA
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, +20% Honor gains, +20% credits
Fleetfoot-10% Attack time, -15% Offensive Military Casualties
Havoc+20% Offensive WPA, +20% Offensive TPA, +20% Spell Damage, +20% Sabotage Damage
Onslaught+10% Offensive Military Efficiency (OME), +15% Enemy Military Casualties when Attacking
Stalwart+10% Defensive Military Efficiency (DME), -15% 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-30% Spell Success Chance, -30% Sabotage Success Chance, removes all active self-spells on arrival, every 6 ticks: 2% wizard losses and 2% thief losses
Emerald+25% Military Casualties, -25% Combat Gains, destroys 1.5% 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 2.5% 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 25% of runes on arrival, every 6 ticks: 25% of current runes destroyed
Topaz-30% Building Efficiency, -25% Income, destroys 10% of buildings on arrival, every 6 ticks: destroys 10% of buildings and 20% of current gold

Report Content

You are about to report that the content below is in breach of the Code of Conduct. This is a serious allegation, which may result in disciplinary action against the player that uploaded it.

WARNING: Falsely reporting content is also considered an offense, and may result in your account being suspended, or worse.