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 |