Special

Special screen shows the troops one has in the Regeneration Buffer, as well lists any racial abilities the kingdom has. If the special abilities are not passive, they are being used from this screen as well. Non-passive specials need a turn to be used and somewhat lower the morale of your kingdom.

Following is a list of each race's special.

Race Special Ability Description Status
Centaurs Bombardment Doubles the damage done by your War Machines and Archers. Passive
Dark Elves Dark Power Like the spell Mana sap, this drains your victim of their mana and gives it to you. Very powerful. It also drains the mana out of any spells that your target has on them... worried about Death Barrier? No more... Be careful on its use as it fills one spell abuse slot. On your allies it has the effect of mana drain and doesn't give you any mana back for using it. Use
Dwarves Create Artifacts At huge (I mean HUGE) expense, you can create and artifact. This can be imbued with magical properties by a High Elf (such as storing the spell Death Barrier in it). Use
Dwarves Mine Tap the reserves of gold underground... The higher the Construction skill study and the amount of population, the more gold this special will produce. It also causes a drop of Morale. Use
Gnolls Troop exchange Gnolls can convert certain troops to other troop types. They can turn Fighters, Rangers and Archers from one type to another, as they choose. Each change takes one turn. Use
Gnomes Holy power Like the Life spell Purgatory, killing troops and Buildings. Especially nice if you run into Vampires or Werewolves Use
Goblins Fear People fear to smell goblins. They are too stinky. That's why moral get reduced in every contact (attacking and defending as well) Passive
Halflings Mutiny free loot Means that your Halfling can loot everyone visible to them without risk of Mutiny. Passive
High Elves Create Scrolls Other races, when creating scrolls, pay 50% of their mana they spend in the process, just to create the scroll. Not so High Elves. Your friends will love you or there is money to be made selling Resurrect scrolls on the Open Market to deal with all those Vampires running around. Use
High Elves Mana focus More mana but very draining to your Population, lowering their Morale. Use
Humans Arson Like the spell Fire, destroying Buildings. A couple of these and a couple of Poison Water and they'll no longer be laughing at you for playing a Human. Cast Bless first then use Arson to get an undispellable Purgatory. Cast Drought first then Arson to get an Inferno (duration is an instant so don't use this combo). Use
Humans Master Economy Humans produce 50% more gold from their Population than any other race (Coliseums and Market Places are not counted for this bonus). Passive
Humans Poison water Like the spell Poison Water, killing troops and people by poisoning their water supply. Use this when your enemy doesn't have any Scholars. Use
Leprechauns Create Gold Using their incredible lust for gold, Leprechauns can make gold out of worthless metals. Magic skill and Population determine the amount of gold created when using Alchemy. Use of this ability lowers the Morale of your kingdom. Use
Leprechauns Teleport Perhaps the most powerful of all special abilities. Vanish with a **bampf** leaving your enemies mystified. All kingdoms except your allies lose your loc. Very useful - allows you to attack and get away with it. In the high ranks, don't be complacent though. You will be found... Use
Minotaurs Maze Attackers get lost in your maze, sometimes failing to reach you at all and other times having an experience not unlike Death Barrier (10%). Very nice! Strength of the maze is determined by Population and Construction Skills. Attacking kingdoms search modifier and Rangers determine if they get lost in the maze. Passive
Ogres Bloodlust Doubles the damage done in Military Attack (effectively doubles the size of your army for their damage part) and the cost of some of your population who are killed in the frenzy. Ogre Bloodlust increases your Morale as well which is very useful when using your first 200 turns or contending with Fear Barriers. Useful when you want to defend as well (watch out for Dark Elves that can sap the Bloodlust dry in one go!). Use
Orcs Bloodlust Doubles the damage done in Military Attack (effectively doubles the size of your army for their damage part) and the cost of some of your Population, who are killed in the frenzy, and the loss of some morale. Orc population eat their brothers and sisters that die during the holy rites (population doesn't need food). Useful when you want to defend as well... (but watch out for Rabid Rodents and other such depressing spells, as well as for Dark Elves that can sap the Bloodlust dry in one go!). Use
Orcs Necromancy Like the spell Animate Dead, raises the bodies of troops that have died recently, near your enemy kingdom, and turns them into Zombies which attack them. But try it on Vampires and they'll love you! Use
Sprites Scrying Always gives Sprites an accurate spy report. Even through barriers. Use
Sprites Shatter A furious lashing of sheer mental energy (seen Dune?) which lowers some of your target's troops %.A medium form of assassinate commander. Mages defend against this attack. Use
Trolls Regeneration A very powerful special ability. Troops that have died return to life 10 turns later, if they died in military attack, raid or spells others than Animate Dead (AD kills Troll troops permenantely and also some of those that lie in the Regeneration Buffer). Passive
Vampires Regeneration A very powerful special ability. Troops that have died return to life 10 turns later. If they died in anything but a raid, as long as you won the battle, you get your troops back and that of your enemy (minus a small percentage). The troops return at the experience level they died at. If your troops died because of a spell, they will return (unless the spell is Resurrection, Heal or Holy Fire). Passive
Vampires Weapons and Armor Immunity The effectiveness of your enemies' weapons and armor is reduced depending on your studied % in Weapons and Armor respectively, and the number of wins your kingdom has in military conflicts. The spell Bless temporarily negates the wins part of the Immunity of Vampires. Passive
Werewolves Hunt for Food Werewolves find 200 food per land when exploring for food. Given that they hire rangers at 500% combined with the highest search mod, ranger farming is a must for Werewolves Passive
Werewolves Regeneration A very powerful special ability. Troops that have died return to life 10 turns later. If they died in anything but raid, as long as you won the battle, you get your troops back and that of your enemy (minus a small percentage). The troops return at the experience level they died at. If your troops died because of a spell, they will return (unless the spell is Animate Dead or Holy Fire for Werewolves). Animate Dead kills Werewolves' troops permanently and also some of those that are in the Regeneration Buffer. Passive
Werewolves Weapons and Armor Immunity The effectiveness of your enemies' Weapons and Armor is reduced depending on your studied % in weapons and armor respectively, and the number of wins your kingdom has in military conflicts. Passive
Wood Elves Treemaze People trying to attack your kingdom may perhaps become lost in the forests on your borders. It wont hold them off for ever but may give the occasional Vampire a bad enough experience to think twice about visiting you. Strength of the maze is determined by Population and Magic Skill. Attacking kingdoms search modifier and Rangers determine if they get lost in the maze. Passive


  • The main mass of the info on the above table comes from the SM Compendium.



Back to Warfare

Back to Races