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).
-15% Attack Travel Time
-70% Reduced Damage from Nightmare
Ambush Immunity
+15% Own casualities when attacking
+15% Own casualities when defending
Can't use Barracks
Can't use Stables or War Horses
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Griffins | (10, 0) | |||
Harpies | (0, 10) | |||
Drakes | (14, 3) | 850gc | 6.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Greater Protection, Quick Feet and Town Watch
Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.
(Only triggers in War and Hostile Relations) Once activated, the next attack (that meets all requirements BEFORE the next day) will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target.
24 Utopian Days
Until use or next day.
+20% Wizards Per Acre (WPA)
+10% Offensive Military Efficiency
-50% Rune Cost (excluding Ritual)
Train Thieves with Credits
+20% Explore Cost (Gold)
+20% Explore Cost (Men)
+35% Thief cost
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Night Rangers | (10, 0) | |||
Druids | (0, 10) | |||
Drows | (12, 6) | 900gc | 6.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Blizzard, Guile, Invisibility and Mage's Fury
Delving into forbidden channels, spellcasters draw upon the void between realms — a place where essence costs nothing, but always at a price. For a fleeting time, their sorcery flows unimpeded by material cost.
When activated, all offensive spells (excluding Rituals) cost no runes for the next 3 Utopian Days. Can be reactivated after 24 Utopian Days.
24 Utopian Days
3 Utopian Days
+30% Draft Rate
-30% Military Training Time
+15% Attack Travel Time
-10% Enemy casualities when attacking
-10% Enemy casualities when defending
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Huldras | (11, 0) | |||
Nymphs | (0, 10) | |||
Will O The Wisps | (17, 3) | 900gc | 7.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Ghost Workers and Clear Sight
Ancient groves awaken at your call, growing in harmony with your armies. These sentient forests ensure a constant bond with your steeds, shielding them from theft and decay.
Your stables always operate at maximum capacity. Immune to Steal War Horses.
+30% Building Efficiency
-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 | (13, 5) | 1,000gc | 7.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Miner's Mystique and Heroes Inspiration
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.
24 Utopian Days
Until use or next day.
+40% Wizards Per Acre (WPA)
+1% Extra Mana Per Tick
+25% Land Effect - Towers
-35% Thieves' Den Effectiveness
Can't use Dungeons
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Rangers | (10, 0) | |||
Archers | (0, 10) | |||
Elf Lords | (13, 4) | 950gc | 6.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Wrath, Mist, Pitfalls, Wrath and Greater Protection
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.
When mana is below 30%, your offensive spells deal +25% spell damage. This bonus ends once mana rises above 30%.
+25% Offensive Spell Duration
+25% Self-Spell Duration
+1% Extra Mana Per Tick (in war)
-10% Max Population
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Magicians | (10, 0) | |||
Druids | (0, 10) | |||
Beastmasters | (4, 12) | 950gc | 6.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Guile, Miner's Mystique, Mist, Pitfalls, Chastity, Blizzard, Greater Protection, Quick Feet, Town Watch, Fountain of Knowledge, Mage's Fury, Tree of Gold, Vermin and Wrath
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.
24 Utopian Days
Until use or next day.
+15% Max Population
+25% Thievery Per Acre (TPA)
-25% Birth Rate
+25% Building Construction Cost
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Strongarms | (10, 0) | |||
Slingers | (0, 10) | |||
Brutes | (11, 5) | 850gc | 6.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Vermin, Town Watch and Quick Feet
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.
Upon activation, all Thievery losses on operations are zero until next day.
24 Utopian Days
Until use or next day.
+20% Income
+15% Barracks Effectiveness
+15% Castle Effectiveness
+15% Hospital Effectiveness
+15% Training Grounds Effectiveness
-40% Farms Effectiveness
-25% Wizards Per Acre (WPA)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Swordsmen | (12, 0) | |||
Archers | (0, 10) | |||
Knights | (7, 12) | 1,050gc | 6.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Fountain of Knowledge and Revelation
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.
+25% Battle Gains
-50% Draft Cost
Train Elites with Credits
-20% Building Credits
-10% Building Efficiency
-20% Specialist Training Credits
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Goblins | (10, 0) | |||
Trolls | (0, 10) | |||
Ogres | (15, 4) | 1,000gc | 7.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Bloodlust and Aggression
Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.
Successful attacks plunder additional resources (gold, runes, food) equivalent to 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).
-100% Food Consumption
-75% Own casualities when attacking
+75% Enemy battle casualties convert to soldiers
Always Carries and is Immune to the Plague
Convert Specialists into Elites on Attack
+20% Rune Cost (excluding Ritual)
-20% Science Effectiveness
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Skeletons | (10, 0) | |||
Zombies | (0, 8) | |||
Ghouls | (14, 3) | 950gc | 6.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Animate Dead and Aggression
A festering sickness clings to the wounded, seeping into soil and storehouse alike. It rots structure and spirit, draining the strength of those who endure it.
Enemy provinces successfully attacked by this one suffer -15% Building Efficiency and +30% Food Consumption. This plague can be cured with Nature's Blessing or by building Hospitals.
+50% Building Credits
+50% Flat Rate Capacity and Building Production
+20% Science Effectiveness - Artisan
Espionage is always successful with double stealth
+200 Starting Build credits
+600 Starting Soldiers
+600 Starting Specialist training credits
Artisans possess an unparalleled mastery of construction, blending innovation with efficiency. Their expertise allows them to recover materials during the building process, reducing waste and maximizing resources. With every structure they create, Artisans demonstrate their unique ability to turn precision and ingenuity into prosperity, ensuring no effort is ever lost.
25% chance to receive 75% of a building's cost back as building credits upon construction.
+25% Hospital Effectiveness
Self Spell Mana Cost Reduced by 1
Defensive specialist gets +1 strength
Elite gets +1 defensive strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Salvation, Revelation, Divine Shield and Illuminate Shadows
Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.
When casting self-spells, Clerics have a 50% chance to double the spell duration and gain 10% of runes refunded.
+20% Combat Instant Spell Damage
+20% Sabotage Damage
-40% Thief Losses
+40% Increased Wizard Production
+400 Starting Thieves
+400 Starting Wizards
Nightmare and Fools Gold
Every strike fuels the Heretic’s madness, igniting a surge of forbidden power. As battle rages, their mind fractures into focus — spellcraft and subterfuge heighten in perfect, volatile harmony.
After each successful attack, gain +1 Mana and +1 Stealth for the next 5 ticks. This effect does not stack.
24 Utopian Days
5 Utopian Days
+85% Land Effect - Guilds
+25% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
+800 Starting Wizards
Meteor Showers, Magic Ward, Mind Focus and Chastity
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 significantly enhances specific spells, Chastity - Fully halts natural peasant growth (duration halved), Magic Ward: Duration doubled
+10% Offensive Military Efficiency
+25% Science Effectiveness - Tools
-50% Thieves lost on failed ops in war
+25% Thievery Per Acre (TPA)
-30% Thief cost
+500 Starting Specialist training credits
+500 Starting Thieves
Steal War Horses
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 Traditional March 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.
24 Utopian Days
Until use or next day.
+25% Science Effectiveness - Crime
+25% Damage when performing Assassinate Wizards
+25% Damage when performing Kidnap
+80% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
Access all Thievery Operations
+800 Starting Thieves
Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.
+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.
-30% Losses on Learn Attacks
+15% Science Book Production
+15% Scientist Spawn Rate
+800 Starting Soldiers
+1 Starting Scientists
+800 Starting Specialist training credits
Revelation
In the crucible of war, clarity sharpens. With every passing day, determination hardens into insight — an unyielding focus that fuels the march of discovery.
While in war, gain +1% Science Efficiency per tick, up to a maximum of +15%. This bonus resets when war ends.
-15% Attack Travel Time
+25% Science Effectiveness - Valor
No thief losses on espionage operations
+800 Starting Soldiers
+800 Starting Specialist training credits
Reflect Magic
The siege is relentless, the devastation absolute. The enemy's lands will bear the scars of war leaving broken bones and desolate lands in its path.
For the next 6 days, any successful Massacre attack will also destroy 15% of enemy Farms, Towers and Homes.
24 Utopian Days
6 Utopian Days
-50% Mercenary Cost
+15% Offensive Military Efficiency
+5 Prisoner and Mercenary Offensive Strength
+25% Science Effectiveness - Tactics
+800 Starting Soldiers
+800 Starting Specialist training credits
Righteous Aggressor
War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.
Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain
Here is the effects of all possible rituals.
Ascendency | +100% Wizard Production, -50% Wizard Losses on Failed Spells, -40% Science Book Production |
---|---|
Barrier | -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses |
Expedient | +10% Building Efficiency, -20% Military Wages, -20% Construction Cost |
Haste | -10% Attack Time, -25% Training Time, -25% Construction Time |
Havoc | +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% 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
Normal | None |
---|---|
Aggressive | +10% Battle (Resource) Gains, -10% Attack Time, -50% Hostility Meter Generation from Attacks, +15% Military Wages, +10% Training Costs |
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 |