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.
-20% Attack Travel Time
-25% Military Wages
-25% Military Training Time
-5% Building Efficiency
Can't use Stables or War Horses
| 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 |
Town Watch and Illuminate Shadows
-2% Attack time, scaling by -1.5% per province of this race in your kingdom (max -10%).
+2% Birth rates, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
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.
Offensive Specialists gain +2 Offensive Points during War (does not affect Net Worth).
+35% Combat Instant Spell Damage
-35% Rune Cost (excluding Ritual)
Train Thieves with Credits
-15% Birth Rate
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Night Rangers | (15, 0) | |||
| Druids | (0, 11) | |||
| Drows | (4, 12) | 750gc | 7.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls and Mind Focus
+2% Instant spell damage, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
-2% Rune costs, scaling by -1.5% per province of this race in your kingdom (max -12.5%).
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.
Successful offensive instant spells refund 40% of the rune cost.
+30% Building Efficiency
-50% Building Construction Time
+10% Attack Travel Time
Can't Accelerate Construction
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Warriors | (10, 0) | |||
| Axemen | (0, 10) | |||
| Berserkers | (15, 5) | 800gc | 7.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Miner's Mystique, Town Watch and Reflect Magic
-2% Construction costs, scaling by -1.5% per province of this race in your kingdom (max -12.5%).
+2% Income, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
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.
Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.
+40% Wizards Per Acre (WPA)
+1% Extra Mana Per Tick (in war)
+40% Land Effect - Towers
-20% Thievery Per Acre (TPA)
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Rangers | (10, 0) | |||
| Archers | (0, 13) | |||
| Elf Lords | (15, 4) | 750gc | 6.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Pitfalls, Wrath, Vermin and Sloth
+2% Offensive wizard effectiveness, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
+2% Spell duration, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
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.
While mana is below 40%, your offensive spells deal +25% spell damage.
+25% Offensive Spell Duration
+20% Wizards Per Acre (WPA)
+25% Self-Spell Duration
+1% Extra Mana Per Tick
-5% Max Population
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Magicians | (10, 0) | |||
| Druids | (0, 10) | |||
| Beastmasters | (4, 16) | 1,000gc | 8.5 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
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
+2% Defensive wizard effectiveness, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
-2% Enemy thievery damage, scaling by -1.5% per province of this race in your kingdom (max -12.5%).
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% Max Population
+20% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
+10% Own casualities when attacking
+10% Own casualities when defending
| 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 |
Greater Protection and Tree of Gold
+2% Sabotage damage, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
+2% Offensive thief effectiveness, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
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.
50% fewer thievery losses when performing sabotage operations.
+2 Prisoner Capacity Per Acre
-30% Losses on Learn Attacks
+10% Science Effectiveness
+1% Extra Stealth Per Tick
+40% Rune Cost (excluding Ritual)
Wages affect positive military efficiency growth at half the normal rate
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Swordsmen | (12, 0) | |||
| Archers | (0, 10) | |||
| Knights | (16, 3) | 750gc | 6.5 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Fountain of Knowledge, Revelation, Invisibility and Guile
+2% Book generation, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
+2% Science effectiveness, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
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%.
+5% Battle Gains
+15% Battle Gains (War Only)
-50% Draft Cost
-15% Defensive Military Efficiency
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Goblins | (13, 0) | |||
| Trolls | (0, 10) | |||
| Ogres | (18, 2) | 800gc | 7.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Bloodlust and Wrath
+2% Offensive military efficiency, scaling by +1.5% per province of this race in your kingdom (max +10%).
+2% Raze damage, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
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.
-100% Food Consumption
-45% Own casualities when attacking
-45% Own casualities when defending
Always Carries and is Immune to the Plague
-10% Science Effectiveness
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Skeletons | (11, 0) | |||
| Zombies | (0, 10) | |||
| Ghouls | (17, 4) | 800gc | 7.0 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Animate Dead and Aggression
-2% Enemy battle gains, scaling by -1.5% per province of this race in your kingdom (max -12.5%).
+2% Plague spread chance, scaling by +1.5% per province of this race in your kingdom (max +12.5%).
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.
+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
Greed Immunity
Incite Riot Immunity
Plunder Immunity
+200 Starting Build credits
+600 Starting Soldiers
+600 Starting Specialist training credits
Ghost Workers and Greater Protection
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.
For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).
-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
Train Elites with Specialist Credits (double cost)
+800 Starting Soldiers
+800 Starting Specialist training credits
Wrath and Mist
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%.
+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
+400 Starting Thieves
+400 Starting Wizards
Nightmare, Fools Gold, Vermin and Mage's Fury
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.
After a failed offensive spell cast, the heretic recovers 1% Stealth.
+25% Offensive Spell Duration
+125% Land Effect - Guilds
+25% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
+800 Starting Wizards
Meteor Showers, Chastity and Pitfalls
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.
While your mana is above 40%, all spells gain +20% Wizard Effectiveness (WPA).
+35% Wizards Per Acre (WPA)
+5% Offensive Military Efficiency
-50% Rune Cost (excluding Ritual)
+25% Science Effectiveness - Channeling
+400 Starting Specialist training credits
+400 Starting Wizards
Animate Dead, Mind Focus, Soul Blight, Guile and Nightmare
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.
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.
+8 War Horse Capacity Per Acre
+80 War Horses generated every 10 acres
+7% Defensive Military Efficiency
+25% Science Effectiveness - Strategy
Plague Immunity
War Horse gets +2 strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Salvation, Divine Shield, Heroes Inspiration, Illuminate Shadows and Wrath
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.
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.
+25% Science Effectiveness - Crime
+20% Thievery Per Acre (TPA)
+100% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
Access all Thievery Operations
+800 Starting Thieves
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.
-50% Battle Losses - Ambush
-15% Attack Travel Time
+25% Draft Rate
+25% Science Effectiveness - Siege
+40% Specialist Training Credits
No thief losses on espionage operations
+800 Starting Soldiers
+800 Starting Specialist training credits
Clear Sight
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.
Successful Attacks in War destroy 10% of enemy gold, 25% of enemy runes, and 20% of enemy food.
+70% Honor Bonus
+15% Honor Gains
+25% Science Effectiveness - Siege
Offensive specialist gets +2 strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Quick Feet, Righteous Aggressor and Heroes Inspiration
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.
Massacres kill an additional 7% of peasants and 2.5% of thieves and wizards.
-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
+800 Starting Soldiers
+800 Starting Specialist training credits
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% of the target's total population.
Here is the effects of all possible rituals.
| Ascendency | +50% Wizard Production, -50% Wizard Losses on Failed Spells, -25% Science Book Production |
|---|---|
| Barrier | -25% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses, +20% Birth Rate, -20% Massacre Damage |
| Benediction | +20% Building Efficiency, -20% Draft Costs, -20% Build Costs, -20% Wages |
| Haste | -10% Attack Time, -25% Training Time, -25% Construction Time |
| Havoc | +25% WPA, +25% TPA, +20% Spell Damage, +20% Sabotage Damage |
| Onslaught | +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks |
| Stalwart | +5% Defensive Military Efficiency, -20% Raze Damage, -25% Military Casualties |
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 |