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).
-10% Attack Travel Time
Train Elites with Credits
-20% Birth Rate
-50% Specialist Training Credits
Can't Build Stables
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Griffins | (10, 0) | |||
Harpies | (0, 10) | |||
Drakes | (12, 6) | 1,500gc | 7.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Bloodlust
+100% Honor Bonus
Train Thieves with Credits
+25% Military Training Cost
+25% Military Wages
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (1, 1) | |||
Marauders | (12, 0) | |||
Imps | (0, 12) | |||
Tricksters | (9, 9) | 1,500gc | 7.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
+20% Building Efficiency
-100% Building Construction Cost
-50% Building Construction Time
+100% Food Consumption
Can't Accelerate Construction
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Warriors | (10, 0) | |||
Axemen | (0, 10) | |||
Berserkers | (11, 7) | 1,500gc | 7.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Miner's Mystique
-25% Military Wages
Self Spell Mana Cost Reduced by 1
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Rangers | (10, 0) | |||
Archers | (0, 10) | |||
Elf Lords | (8, 10) | 1,500gc | 7.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Wrath, Ghost Workers and Greater Protection
+20% Income
Accurate Espionage (in war)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Swordsmen | (10, 0) | |||
Archers | (0, 10) | |||
Knights | (10, 8) | 1,500gc | 7.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Salvation
+10% Battle Gains
-100% Draft Cost
+100% Specialist Training Credits
-10% Income
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Goblins | (10, 0) | |||
Trolls | (0, 10) | |||
Ogres | (14, 4) | 1,500gc | 6.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Heroes Inspiration
+100% Honor Bonus
+1 Army generals
+20% Military Science Books Produced
Elite gets +4 offensive strength
+1000 Starting Soldiers
Wrath
+20% Income
-10% Military Wages
+20% Economy Science Books Produced
Elite gets +2 defensive strength
Elite gets +2 offensive strength
Income Penalty Protection
Offensive specialist gets +1 strength
+2000 Starting Peasants
Tree of Gold
+100% Land Effect - Guilds
+50% Wizards Per Acre (WPA)
+50% Science Effectiveness - Channeling
+20% Arcane Arts Science Books Produced
+2% Extra Mana Per Tick
Elite gets +4 defensive strength
+1500 Starting Wizards
Clear Sight, Mage's Fury, Nightmare, Nightfall, Soul Blight and Meteor Showers
+50% Science Effectiveness - Crime
+20% Arcane Arts Science Books Produced
+50% Thievery Per Acre (TPA)
+50% Thieves' Den Effectiveness
+2% Extra Stealth Per Tick
Elite gets +1 offensive strength (Does not increase networth)
Access all Thievery Operations
Elite gets +3 defensive strength
+1000 Starting Thieves
Invisibility and Town Watch
+50% Science Effectiveness - Cunning
+50% Science Effectiveness - Finesse
+50% Science Effectiveness - Sorcery
+20% Arcane Arts Science Books Produced
+20% Thieves' Den Effectiveness
+50% Increased Wizard Production
Elite gets +3 defensive strength
+500 Starting Thieves
+750 Starting Wizards
Guile, Pitfalls, Magic Ward, Chastity and Sloth
Greater Arson
Subdue Wizards
-50% Reduced Damage from Amnesia
-30% Losses on Learn Attacks
+10% Science Effectiveness
+10% Scientist Spawn Rate
Defensive specialist gets +1 strength (Does not increase Networth)
Elite gets +1 defensive strength
Elite gets +3 offensive strength
+5 Starting Scientists
Fountain of Knowledge
+3 Prisoner Capacity Per Acre
+50% Enemy casualities during ambush
+20% Enemy casualities when attacking
+20% Enemy casualities when defending
+50% Enemy battle casualties convert to soldiers
+50% Science Effectiveness - Valor
-50% Military Training Time
Dragon Immunity
Access Conquest regardless of Net Worth
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 | +5% Defensive Military Efficiency (DME) & -15% 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, +50% Bravery Gains, +15% Military Casualties |
Peaceful | +15% Income, +20% Food & Rune Production, +20% Birth Rate, -15% Offensive Military Efficiency, -20% Instant Spell Damage, -20% Sabotage Operation Damage |
Here are the effects of all possible dragons.
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 |
Amethyst | -15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 days |