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.
-15% Attack Travel Time
Fog Immunity
+10% Own casualities when attacking
+10% Own casualities when defending
Can't use Stables or War Horses
| 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 |
Bloodlust
+3% Birth rates, scaling by +3% per province of this race in your kingdom (max +9%).
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.
Once activated Warriors gain 5% Military Efficiency for 6 days.
23 Utopian Days
6 Utopian Days
+30% Wizards Per Acre (WPA)
+2% Extra Mana Per Tick
Land Effect - Guilds also counts as Towers
Can't Use Watchtowers
Can't Use Towers
| 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 |
Chastity, Clear Sight, Meteor Showers, Nightmare and Righteous Defender
+3% Offensive wizard effectiveness, scaling by +3% per province of this race in your kingdom (max +9%).
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%.
-50% Building Raze Cost
+25% Building Efficiency
-50% Building Construction Time
+150% Food Consumption
Can't Accelerate Construction
| 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 |
Fog, Mystic Aura and Vermin
-5% Construction costs, scaling by -5% per province of this race in your kingdom (max -15%).
Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies.
When activated, the next successful attack will raze all Forts and 5% of all other buildings on the target province.
23 Utopian Days
2 Utopian Days
+15% Wizards Per Acre (WPA)
+15% Thieves Per Acre (Offensive Only)
+1% Extra Mana Per Tick
+1% Extra Stealth Per Tick
| 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 |
Greater Protection, Illuminate Shadows, Heroes Inspiration, Righteous Aggressor and Righteous Defender
+3% Offensive thief effectiveness, scaling by +3% per province of this race in your kingdom (max +9%).
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.
For 2 ticks when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.
23 Utopian Days
2 Utopian Days
+10% Max Population
+30% Thievery Per Acre (TPA)
+2% Extra Stealth Per Tick
-10% Birth Rate
| 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 |
Greater Protection and Invisibility
+2.5% Sabotage damage, scaling by +2.5% per province of this race in your kingdom (max +7.5%).
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.
All thievery operations incur zero thievery losses.
23 Utopian Days
2 Utopian Days
+25% Flat Rate Building Production
+10% Science Book Production
| 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 |
Fountain of Knowledge
+2.5% Book generation, scaling by +2.5% per province of this race in your kingdom (max +7.5%).
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.
(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.
+15% Battle Gains
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
+30% Own casualities during ambush
| 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 |
Bloodlust and Aggression
+3% Raze damage, scaling by +3% per province of this race in your kingdom (max +9%).
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.
Traditional Marches capture +30% additional Prisoners. Massacre attacks are +15% more effective at killing Wizards.
-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
Can't use Hospitals
Can't Train Elites
| 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 |
Ghost Workers
+2% Plague spread chance, scaling by +2% per province of this race in your kingdom (max +6%).
The undead know no rest. For every fallen warrior, another corpse rises to continue the march, relentless and unstoppable in their advance.
45% of Military Casualties return as Soldiers on attack.
-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
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Salvation, 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 20% chance to fail completely.
-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
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Heroes Inspiration and Wrath
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%.
+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
+1000 Starting Soldiers
+1000 Starting Peasants
+1000 Starting Specialist training credits
Tree of Gold
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.
Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.
+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
+1000 Starting Wizards
Meteor Showers, Chastity, Pitfalls, Blizzard, Fools Gold and Vermin
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.
23 Utopian Days
2 Utopian Days
+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
+500 Starting Soldiers
+500 Starting Specialist training credits
+500 Starting Thieves
Quick Feet and Miner's Mystique
Greater Arson
Subdue Wizards
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.
While active, all attacks have +60% Honor Gains.
23 Utopian Days
2 Utopian Days
+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
+1000 Starting Thieves
Invisibility, Ghost Workers and Guile
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.
You may perform thievery operations even while overpopulated.
+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
+500 Starting Soldiers
+500 Starting Specialist training credits
+500 Starting Wizards
Mage's Fury, Sloth and Soul Blight
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
+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
Elite gets -1 defensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Fanaticism and Bloodlust
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.
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
| 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 | -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 |