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.
-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
-15% Honor Gains
Can't use Stables or War Horses
| 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 |
Fanaticism, Illuminate Shadows, Greater Protection and Bloodlust
-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%).
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.
When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon.
+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
-5% Max Population
Can't use Castles
| 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 |
Fountain of Knowledge, Tree of Gold, Fanaticism, Revelation, Illuminate Shadows and Greater Protection
+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%).
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.
Restore mana by 15%.
23 Utopian Days
Instant
+15% Max Population
+25% Sabotage Damage
+35% Thievery Per Acre (TPA)
-50% Thief cost
+2% Extra Stealth Per Tick
Can't Use Watchtowers
| 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 |
Invisibility and Town Watch
-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%).
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.
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.
23 Utopian Days
2 Utopian Days
-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
+25% Explore Cost (Gold)
+25% Explore Cost (Men)
Can't use Libraries
| 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 |
Revelation and Quick Feet
+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%).
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.
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.
23 Utopian Days
Instant
+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
-20% Wizards Per Acre (WPA)
-20% Thievery Per Acre (TPA)
| 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 |
Aggression and Heroes Inspiration
-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%).
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.
When attacking with 2 or more generals, enemy military casualties are increased by +15%.
+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
1 in 15 chance an attack will automatically fail
Heroes Inspiration, Ghost Workers, Soul Blight and Miner's Mystique
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.
-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
Elite gets -1 offensive strength
Greater Protection, Salvation, Divine Shield, Scientific Insight and Mist
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.
Enemy spells cast against your province have a 15% chance to fail completely.
+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
+2000 Starting Thieves
Mage's Fury
Your forces strike with calculated precision. Each successful attack may inspire a surge of cunning that enhances your thievery prowess for several days.
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.
+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
+2000 Starting Wizards
Meteor Showers and Guile
Subdue Wizards
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.
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)
+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
Elite gets -3 defensive strength
+2000 Starting Elites
Fanaticism, Aggression, Righteous Defender, Righteous Aggressor, Bloodlust, Animate Dead and Reflect Magic
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.
Upon successful attack, the attack will destroy 1.5% of the target's total population.
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.
| 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 |