Quick Reference

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.

Races

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.

HumanElfOrcDwarfUndeadGiant
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%

Human

  • Peasants per home +5%
  • Building time −20%
  • Research time −30%
  • Explore gold cost +5%
  • Resources lost to bandits when sending aid −20%
  • Thievery success (your TPA) +25%
  • Defence from thieves (their TPA against you) +45%
  • Thieves lost when an operation fails −25%
  • Most influence (for thievery) +10%

Elf

  • Food produced +10%
  • Birth rate of peasants −10%
  • Building time −20%
  • Chance to cast a spell +20%
  • Protection from enemy spells +20%
  • Wizards needed for a spell −10%
  • Mana used for a spell −20%

Orc

  • Attack strength +9%
  • Defence strength +6%
  • Time for the army to come home −15%
  • Morale +15%
  • Research time +10%

Dwarf

  • Defence strength +5%
  • Time for the army to come home +20%
  • Gold income +5%
  • Metal income +10%
  • Peasants per home +20%
  • Protection from enemy spells +70%

Undead

  • Food produced +50%
  • Building time −20%
  • Research time +30%
  • Resources lost to bandits when sending aid −20%
  • Chance to cast a spell +20%
  • Wizards needed for a spell −10%
  • Mana used for a spell −20%

Giant

  • Attack strength +15%
  • Defence strength +15%
  • Time for the army to come home −20%
  • Food produced −20%
  • Birth rate of peasants −20%
  • Peasants per home −14%
  • Defence from thieves (their TPA against you) +80%

The units of each race are in the next table. The races' stories are on the Races page.

Units

Attack and defence are per unit, before the bonuses. Training is in days (ticks). Click a column to sort.

UnitRaceTypeAttackDefenceGoldMetalFoodDaysKnowledge
RecruitsHumanRecruits112000012none
LegionsHumanAttack314500018Basic Attacking
PikemenHumanDefence1350005018none
PaladinsHumanElite551,50050030024Military Training
ThievesHumanThieves1280008024Basic Attacking
WizardsHumanMagicians111,000010024Basic Attacking
GoblinsOrcRecruits123000012none
Wolf RidersOrcAttack315000018Basic Attacking
Black OrcsOrcDefence1350005018none
TrollsOrcElite641,50050030024Military Training
BanditsOrcThieves111,000010024Basic Attacking
ShamansOrcMagicians111,000010024Basic Attacking
RecruitsElfRecruits112500012none
RangersElfAttack416500018Basic Attacking
ArchersElfDefence1350005018none
Pegasus RidersElfElite261,30045025024Military Training
ThievesElfThieves111,000010024Basic Attacking
MagiciansElfMagicians111,000010024Basic Attacking
WarriorsDwarfRecruits123000012none
Axe MenDwarfAttack325000018Basic Attacking
Dwarven DefenderDwarfDefence1470005018none
Iron BreakersDwarfElite531,20040020024Military Training
BanditsDwarfThieves111,000010024Basic Attacking
MagiciansDwarfMagicians111,000010024Basic Attacking
SlavesUndeadRecruits112500012none
SkeletonsUndeadAttack416500018Basic Attacking
ZombiesUndeadDefence1350005018none
VampiresUndeadElite451,40050030024Military Training
GhostsUndeadThieves111,000010024Basic Attacking
LichesUndeadMagicians111,000010024Basic Attacking
RecruitsGiantRecruits225000015none
Fire GiantsGiantAttack427000020Basic Attacking
Frost GiantsGiantDefence24650010018none
Earth GiantsGiantElite661,80060035024Military Training
ThievesGiantThieves111,000010024Basic Attacking
WizardsGiantMagicians111,000010024Basic 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.

Seasons

The year has four seasons of 96 days (ticks) each. Every season changes a few things for everybody.

☀ Summer

Now: 0 days left
  • Birth rate of peasants +10%
  • Building time −10%

🍂 Autumn

  • Military gold cost −10%
  • Military metal cost −10%
  • Military food cost −10%
  • Metal income +10%

❄ Winter

  • Defence strength +5%
  • Time for the army to come home +20%

🌱 Spring

  • Morale +10%

Councilors

You can hire one councilor on the Council page. Each one helps in a different way, and only some races can hire them.

CouncilorGivesCost to hireRaces
Lady BrienneAdvice only: the reports of your provincefreeDwarf, Human, Elf, Orc, Undead, Giant
Ungrim IronfistMorale +10%1,500,000 goldDwarf, Human, Elf
Arrk ManeaterAttack strength +8%1,500,000 goldOrc, Undead, Giant
Lady AlustrielChance to cast a spell +10%
Protection from enemy spells +10%
1,500,000 goldElf, Human, Dwarf
Raistlin JamereDefence strength +5%
Chance to cast a spell +10%
1,500,000 goldOrc, Undead, Giant
Melangult the ShadowThievery success (your TPA) +25%
Thieves lost when an operation fails −30%
1,500,000 goldDwarf, Human, Elf
GoliathMorale +5%
Defence from thieves (their TPA against you) +10%
1,500,000 goldOrc, Undead, Giant

TPA / WPA

TPA: thieves per acre

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.

WPA: wizards per acre

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

Computer provinces in this age: 0.

Now

  • Explore new land
  • Build
  • Research
  • Train an army and a defence
  • Vote for a king in their kingdom
  • Cast spells on themselves and their kingdom mates (Enchanted Land, shields, Alarm)
  • Spy on a province before they attack it: its army from what their thieves saw, its bonuses (knowledge, spells, walls, morale) as the game counts them; they misjudge a little, so they win some attacks and lose some
  • Keep an army at home when they attack: they send only what they think they need, never all their attackers, and the defenders stay home
  • Attack other provinces now and then, computer provinces and players (a player only once the protection is over and a day more, and not again by the computer for a day)
  • Get ready for an attack together: their kingdom mates cast war spells on the attacker (Enrage, Battle Frenzy, Haste)
  • Pay back an attack on their kingdom for two days: attacks, spells and thievery on the kingdom that attacked, at most two attacks back for each one. When you pay back theirs, they may answer again or not; and they stop attacking when their thieves fail or see an army too strong for them

More about the computer provinces