Everything you look up often, on one page: what each race is good at, all the units, the seasons, the councilors, TPA and WPA, and the computer provinces. The numbers come from the game itself, so they are always right.
Every race is better at some things and worse at others. The numbers are percent, against a province with no bonus. Green helps you, red holds you back.
| Human | Elf | Orc | Dwarf | Undead | Giant | |
|---|---|---|---|---|---|---|
| Attack strength | +9% | +15% | ||||
| Defence strength | +6% | +5% | +15% | |||
| Time for the army to come home | −15% | +20% | −20% | |||
| Morale | +15% | |||||
| Gold income | +5% | |||||
| Metal income | +10% | |||||
| Food produced | +10% | +50% | −20% | |||
| Birth rate of peasants | −10% | −20% | ||||
| Peasants per home | +5% | +20% | −14% | |||
| Building time | −20% | −20% | −20% | |||
| Research time | −30% | +10% | +30% | |||
| Explore gold cost | +5% | |||||
| Resources lost to bandits when sending aid | −20% | −20% | ||||
| Chance to cast a spell | +20% | +20% | ||||
| Protection from enemy spells | +20% | +70% | ||||
| Wizards needed for a spell | −10% | −10% | ||||
| Mana used for a spell | −20% | −20% | ||||
| Thievery success (your TPA) | +25% | |||||
| Defence from thieves (their TPA against you) | +45% | +80% | ||||
| Thieves lost when an operation fails | −25% | |||||
| Most influence (for thievery) | +10% |
The units of each race are in the next table. The races' stories are on the Races page.
Attack and defence are per unit, before the bonuses. Training is in days (ticks). Click a column to sort.
| Unit | Race | Type | Attack | Defence | Gold | Metal | Food | Days | Knowledge |
|---|---|---|---|---|---|---|---|---|---|
| Recruits | Human | Recruits | 1 | 1 | 200 | 0 | 0 | 12 | none |
| Legions | Human | Attack | 3 | 1 | 450 | 0 | 0 | 18 | Basic Attacking |
| Pikemen | Human | Defence | 1 | 3 | 500 | 0 | 50 | 18 | none |
| Paladins | Human | Elite | 5 | 5 | 1,500 | 500 | 300 | 24 | Military Training |
| Thieves | Human | Thieves | 1 | 2 | 800 | 0 | 80 | 24 | Basic Attacking |
| Wizards | Human | Magicians | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Goblins | Orc | Recruits | 1 | 2 | 300 | 0 | 0 | 12 | none |
| Wolf Riders | Orc | Attack | 3 | 1 | 500 | 0 | 0 | 18 | Basic Attacking |
| Black Orcs | Orc | Defence | 1 | 3 | 500 | 0 | 50 | 18 | none |
| Trolls | Orc | Elite | 6 | 4 | 1,500 | 500 | 300 | 24 | Military Training |
| Bandits | Orc | Thieves | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Shamans | Orc | Magicians | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Recruits | Elf | Recruits | 1 | 1 | 250 | 0 | 0 | 12 | none |
| Rangers | Elf | Attack | 4 | 1 | 650 | 0 | 0 | 18 | Basic Attacking |
| Archers | Elf | Defence | 1 | 3 | 500 | 0 | 50 | 18 | none |
| Pegasus Riders | Elf | Elite | 2 | 6 | 1,300 | 450 | 250 | 24 | Military Training |
| Thieves | Elf | Thieves | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Magicians | Elf | Magicians | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Warriors | Dwarf | Recruits | 1 | 2 | 300 | 0 | 0 | 12 | none |
| Axe Men | Dwarf | Attack | 3 | 2 | 500 | 0 | 0 | 18 | Basic Attacking |
| Dwarven Defender | Dwarf | Defence | 1 | 4 | 700 | 0 | 50 | 18 | none |
| Iron Breakers | Dwarf | Elite | 5 | 3 | 1,200 | 400 | 200 | 24 | Military Training |
| Bandits | Dwarf | Thieves | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Magicians | Dwarf | Magicians | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Slaves | Undead | Recruits | 1 | 1 | 250 | 0 | 0 | 12 | none |
| Skeletons | Undead | Attack | 4 | 1 | 650 | 0 | 0 | 18 | Basic Attacking |
| Zombies | Undead | Defence | 1 | 3 | 500 | 0 | 50 | 18 | none |
| Vampires | Undead | Elite | 4 | 5 | 1,400 | 500 | 300 | 24 | Military Training |
| Ghosts | Undead | Thieves | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Liches | Undead | Magicians | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Recruits | Giant | Recruits | 2 | 2 | 500 | 0 | 0 | 15 | none |
| Fire Giants | Giant | Attack | 4 | 2 | 700 | 0 | 0 | 20 | Basic Attacking |
| Frost Giants | Giant | Defence | 2 | 4 | 650 | 0 | 100 | 18 | none |
| Earth Giants | Giant | Elite | 6 | 6 | 1,800 | 600 | 350 | 24 | Military Training |
| Thieves | Giant | Thieves | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
| Wizards | Giant | Magicians | 1 | 1 | 1,000 | 0 | 100 | 24 | Basic Attacking |
What each unit is for: the Military page. On your own Military page, hover over (or tap) a unit's name for all of this and what you have.
The year has four seasons of 96 days (ticks) each. Every season changes a few things for everybody.
You can hire one councilor on the Council page. Each one helps in a different way, and only some races can hire them.
| Councilor | Gives | Cost to hire | Races |
|---|---|---|---|
| Lady Brienne | Advice only: the reports of your province | free | Dwarf, Human, Elf, Orc, Undead, Giant |
| Ungrim Ironfist | Morale +10% | 1,500,000 gold | Dwarf, Human, Elf |
| Arrk Maneater | Attack strength +8% | 1,500,000 gold | Orc, Undead, Giant |
| Lady Alustriel | Chance to cast a spell +10% Protection from enemy spells +10% | 1,500,000 gold | Elf, Human, Dwarf |
| Raistlin Jamere | Defence strength +5% Chance to cast a spell +10% | 1,500,000 gold | Orc, Undead, Giant |
| Melangult the Shadow | Thievery success (your TPA) +25% Thieves lost when an operation fails −30% | 1,500,000 gold | Dwarf, Human, Elf |
| Goliath | Morale +5% Defence from thieves (their TPA against you) +10% | 1,500,000 gold | Orc, Undead, Giant |
Your thieves divided by your acres. When you try a thievery operation, your TPA (with your bonuses for thievery) is put against the target's TPA (with their bonuses for defence against thieves). With the same TPA you succeed about half the time; with twice their TPA about two times in three; harder operations lower the chance. A small province needs fewer thieves for the same TPA.
Your wizards divided by your acres. It counts when you cast a spell on another province: your WPA (with your bonuses to cast) is put against theirs (with their protection from spells), and the caster's WPA counts three times: with a third of the target's WPA you win about half of these rolls, with the same WPA most of them. A spell also needs mana, enough wizards sent (the recommended number), and it fails more often the more days you ask for. Spells on yourself and your kingdom mates do not look at WPA.
Log in to see your own TPA and WPA here.
Computer provinces in this age: 0.
The old guide: all the pages about the game, with its menu.