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:

-20% Attack Travel Time

-25% Military Wages

-25% Military Training Time

Penalties:

-5% Building Efficiency

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (12, 0)
Harpies (0, 10)
Drakes (16, 3) 750gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (0, 0)
Thieves 500gc

Spell Book:

Town Watch and Illuminate Shadows

War Doctrine - Attack Time

Provides -1.6% Attack Time and +2.0% Birth Rates, decreasing and increasing by 3.6% and 4.5% respectively per province of this race in your kingdom, up to -10.0% Attack Time and +12.5% Birth Rates.

Unique - Dive Bomb

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.


Passive Effect

Offensive Specialists gain +2 Offensive Points during War (does not affect Net Worth).

Dark Elf

Bonuses:

+35% Combat Instant Spell Damage

-35% Rune Cost (excluding Ritual)

Train Thieves with Credits

Penalties:

-15% Birth Rate

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (15, 0)
Druids (0, 11)
Drows (4, 12) 750gc 6.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls and Mind Focus

War Doctrine - Instant Spell Damage

Provides 2.0% Instant Spell Damage, increasing by 4.5% per province of this race in your kingdom, up to 12.5%.

Unique - Mystic Enthusiasts

Dark Elves possess an innate understanding of the arcane arts, allowing them to channel magical energy with remarkable efficiency. Their mastery over offensive magic enables them to recover a portion of the runes expended, turning successful spellcasting into a sustainable art of war.


Passive Effect

Successful offensive instant spells refund 40% of the rune cost.

Dwarf

Bonuses:

+30% Building Efficiency

-50% Building Construction Time

Penalties:

+10% Attack Travel Time

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (3, 0)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (15, 5) 800gc 7.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique, Town Watch and Reflect Magic

War Doctrine - Specialist Credits

Provides 2.0% Specialist Credits, increasing by 4.5% per province of this race in your kingdom, up to 12.5%.

Unique - Architect's Revenge

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.


Passive Effect

Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.

Elf

Bonuses:

+40% Wizards Per Acre (WPA)

+1% Extra Mana Per Tick (in war)

+40% Land Effect - Towers

Penalties:

-20% Thievery Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 13)
Elf Lords (15, 4) 750gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Pitfalls, Wrath, Vermin and Sloth

War Doctrine - Military Casualties Taken

Provides -2.0% Military Casualties Taken, decreasing by 4.5% per province of this race in your kingdom, up to -12.5%.

Unique - Mana Surge

As reserves dwindle, raw magic flares with volatile strength. In moments of desperation, every incantation lashes out with amplified force, channeled from the dregs of your waning power.


Passive Effect

While mana is below 40%, your offensive spells deal +25% spell damage.

Faery

Bonuses:

+25% Offensive Spell Duration

+20% Wizards Per Acre (WPA)

+25% Self-Spell Duration

+1% Extra Mana Per Tick

Penalties:

-5% Max Population

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (4, 16) 1,000gc 8.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique, Pitfalls, Blizzard, Greater Protection, Town Watch, Fountain of Knowledge, Mage's Fury, Tree of Gold, Revelation, Animate Dead, Illuminate Shadows, Mind Focus, Reflect Magic, Vermin, Sloth, Wrath, Guile, Invisibility, Bloodlust and Aggression

War Doctrine - Thievery and Magic Damage

Provides -2.0% Thievery and Magic Damage, decreasing by 4.5% per province of this race in your kingdom, up to -12.5%.

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.

Halfling

Bonuses:

+10% Max Population

+20% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Penalties:

+10% Own casualities when attacking

+10% Own casualities when defending

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (6, 12) 700gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Greater Protection and Tree of Gold

War Doctrine - Sabotage Damage

Provides 2.0% Sabotage Damage, increasing by 4.5% per province of this race in your kingdom, up to 12.5%.

Unique - Silent Assault

When sabotage operations go wrong, expert infiltrators don't panic—they vanish. Through superior stealth and escape training, operatives slip away with minimal casualties, turning potential disasters into mere setbacks.


Passive Effect

50% fewer thievery losses when performing sabotage operations.

Human

Bonuses:

+2 Prisoner Capacity Per Acre

-30% Losses on Learn Attacks

+10% Science Effectiveness

+1% Extra Stealth Per Tick

Penalties:

+40% Rune Cost (excluding Ritual)

Wages affect positive military efficiency growth at half the normal rate

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (12, 0)
Archers (0, 10)
Knights (16, 3) 750gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge, Revelation, Invisibility and Guile

War Doctrine - Book Generation

Provides 2.0% Book Generation, increasing by 4.5% per province of this race in your kingdom, up to 12.5%.

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%.

Orc

Bonuses:

+5% Battle Gains

+15% Battle Gains (War Only)

-50% Draft Cost

Penalties:

-15% Defensive Military Efficiency

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (13, 0)
Trolls (0, 10)
Ogres (18, 2) 800gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Bloodlust and Wrath

War Doctrine - Enemy Military Casualties

Provides 2.0% Enemy Military Casualties, increasing by 4.5% per province of this race in your kingdom, up to 12.5%.

Unique - Carnage

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.


Passive Effect

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.

Undead

Bonuses:

-100% Food Consumption

-45% Own casualities when attacking

-45% Own casualities when defending

Always Carries and is Immune to the Plague

Penalties:

-10% Science Effectiveness

Military:

Off/Def Cost NW
Soldiers (3, 0)
Skeletons (11, 0)
Zombies (0, 10)
Ghouls (17, 4) 800gc 8.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Animate Dead and Aggression

War Doctrine - Enemy Battle Gains

Provides -2.0% Enemy Battle Gains, decreasing by 4.5% per province of this race in your kingdom, up to -12.5%.

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

Artisan

Bonuses:

+40% Flat Rate Capacity

+40% Flat Rate Building Production

+15% Science Effectiveness - Alchemy

+15% Science Effectiveness - Artisan

+15% Science Effectiveness - Bookkeeping

+15% Science Effectiveness - Production

+15% Science Effectiveness - Housing

+15% Science Effectiveness - Tools

Plunder Immunity

Greed Immunity

Incite Riot Immunity

Starting Bonuses:

+200 Starting Build credits

+600 Starting Soldiers

+600 Starting Specialist training credits

Spell Book:

Ghost Workers and Greater Protection

Unique - Construction Delays

The Artisan understands the intricate workings of infrastructure and knows precisely where to strike to cause maximum disruption. A successful attack doesn't just destroy buildings—it sabotages supply lines, damages tools, and demoralizes craftsmen, leaving the enemy's economy crippled long after the battle ends.


Passive Effect

For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).

General

Bonuses:

-20% Military Training Cost

+1 Army generals

+15% Science Effectiveness - Heroism

+15% Science Effectiveness - Resilience

+15% Science Effectiveness - Siege

+15% Science Effectiveness - Strategy

+15% Science Effectiveness - Tactics

+15% Science Effectiveness - Valor

-20% Military Training Time

+20% Specialist Training Credits

Train Elites with Specialist Credits (double cost)

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Wrath and Mist

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%.

Heretic

Bonuses:

+75% Land Effect - Guilds

+20% Combat Instant Spell Damage

+15% Wizards Per Acre (WPA)

+15% Science Effectiveness - Cunning

+15% Science Effectiveness - Finesse

+15% Science Effectiveness - Channeling

+15% Science Effectiveness - Shielding

+15% Science Effectiveness - Sorcery

+15% Science Effectiveness - Crime

+20% Sabotage Damage

+15% Thievery Per Acre (TPA)

-50% Thief Losses

Starting Bonuses:

+400 Starting Thieves

+400 Starting Wizards

Spell Book:

Nightmare, Fools Gold, Vermin and Mage's Fury

Unique - Blasphemous Might

Heretics defy conventional magic and blend forbidden arts to fuel their power. When their spells fail, their cunning nature allows them to siphon stealth from the shadows, turning failure into opportunity and ensuring their enemies never see them coming.


Passive Effect

After a failed offensive spell cast, the heretic recovers 1% Stealth.

Mystic

Bonuses:

+25% Offensive Spell Duration

+125% Land Effect - Guilds

+25% Science Effectiveness - Channeling

+1% Extra Mana Per Tick

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Meteor Showers, Chastity and Pitfalls

Unique - Focused Channeling

When a Mystic's mana reserves remain abundant, they can focus their magical energies with laser precision. This disciplined approach to spellcasting enhances the potency of every incantation, channeling raw power into devastating magical assaults.


Passive Effect

While your mana is above 40%, all spells gain +20% Wizard Effectiveness (WPA).

Necromancer

Bonuses:

+35% Wizards Per Acre (WPA)

+5% Offensive Military Efficiency

-50% Rune Cost (excluding Ritual)

+25% Science Effectiveness - Channeling

Starting Bonuses:

+400 Starting Soldiers

+400 Starting Specialist training credits

+400 Starting Wizards

Spell Book:

Animate Dead, Mind Focus, Soul Blight, Guile and Nightmare

Unique - Dark Pact

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.


Passive Effect

After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
20% of the enemy's killed units into Soldiers.
10% of the enemy's killed units into Peasants.

Paladin

Bonuses:

+8 War Horse Capacity Per Acre

+10 War Horses generated every 10 acres

+7% Defensive Military Efficiency

+25% Science Effectiveness - Strategy

Plague Immunity

War Horse gets +2 strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Salvation, Divine Shield, Heroes Inspiration, Illuminate Shadows and Wrath

Unique - Holy Inquisition

Paladins are zealous enforcers of divine order, wielding sacred authority to disrupt enemy intellectual progress. Each successful attack during War or Hostile relations applies divine judgment, temporarily suppressing enemy research capabilities and reducing their ability to generate new knowledge.


Passive Effect

Successful attacks in War or Hostile temporarily suppress 15% of the target's Science Effectiveness and reduce Book Generation by 20% for 6-8 ticks.

Rogue

Bonuses:

+25% Science Effectiveness - Crime

+20% Thievery Per Acre (TPA)

+100% Thieves' Den Effectiveness

+1% Extra Stealth Per Tick

Access all Thievery Operations

Starting Bonuses:

+800 Starting Thieves

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.

Tactician

Bonuses:

-15% Attack Travel Time

+25% Science Effectiveness - Siege

+40% Specialist Training Credits

Access Conquest regardless of Net Worth

No thief losses on espionage operations

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Clear Sight

Unique - Interdiction

Tacticians excel at disrupting enemy logistics and resource chains. Every successful attack in war systematically destroys enemy supplies, cutting off their ability to sustain prolonged conflict.


Passive Effect

Successful Attacks in War destroy 10% of enemy gold, 25% of enemy runes, and 20% of enemy food.

War hero

Bonuses:

+70% Honor Bonus

+15% Honor Gains

+25% Science Effectiveness - Siege

Offensive specialist gets +2 strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Quick Feet, Righteous Aggressor and Heroes Inspiration

Unique - Hero's Culling

War Heroes are renowned for their ruthless efficiency on the battlefield, leaving nothing but devastation in their wake. During massacres, their forces systematically eliminate not only peasants but also enemy operatives—cutting down thieves and wizards caught in the chaos with brutal precision.


Passive Effect

Massacres kill an additional 7% of peasants and 2.5% of thieves and wizards.

Warrior

Bonuses:

-50% Mercenary Cost

+15% Offensive Military Efficiency

+5 Prisoner and Mercenary Offensive Strength

+25% Science Effectiveness - Tactics

Can send 1 Mercenary or Prisoner for every 4 regular troops

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Unique - Battle Cry

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.


Passive Effect

Upon successful attack, the attack will destroy 1% of the target's total population.


Here is the effects of all possible rituals.

AffluentIncome +15% and Draft Rate +20%
Barrier-25% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses, +20% Birth Rate, -20% Massacre Damage
Benediction+10% Building Efficiency, -20% Military Wages and increases Birth Rate by 40%;
Expropriation+20% Honor Gains & +20% Credits gained in Combat & +20% Enemy Casualties on Offensive Attacks
Havoc+20% Offensive WPA, +20% Offensive TPA, +20% Spell Damage, +20% Sabotage Damage
Onslaught+10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
Stalwart+5% Defensive Military Efficiency, -20% 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-40% spell success chance, -40% thievery success chance, +25% losses on failed thievery and spell attempts
Emerald+25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
RubyReduces 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

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.