Kingdom Wars

Kingdom Wars

31 ratings
A Basic Guide to Factions & Traits
By Burden of Brine
Note added 5th of November, 2014: I had stopped playing this game several months before it went Free-to-Play, and as I have no plans to start playing it actively as of late I cannot promise any accuracy in this guide's content compared to the current state of the game. At best, consider it food for thought while finding a more up-to-date source of information. I apologize for not making this clear sooner.

This guide will provide some basic information about the various races, their factions, and their traits, and my opinions of them!
   
Award
Favorite
Favorited
Unfavorite
Table 1: The Intro
Disclaimer: This Guide of mine involves a lot of my own personal thoughts and opinions, at least now to start with, so take it all with a grain of salt and merely use this as a steppingstone for making up your own mind, everyone play however they want to, I just try to provide information.

This Guide will go over information about each race's Factions & Traits, it will not go into general gameplay of each faction, but I will provide information, and my opinion, on each Faction & Traits based on what they have to offer.

Every Race have a few 'Factions' to choose among during creation, offering various Pros and Cons and different layouts for their homecity which can play a key role during sieges. Every Race also have a few 'Traits' to choose among, of which they can pick two of during creation, which provide only bonuses and no penalties, allowing one to further tailor ones playstyle.

Currently there are three races to play as, Humans, Elves, Orcs. There have also been mentions of Dwarves, Dragons and Undead to be added as playable races in the future, but only time will tell.
Table 2: The Humans
=Humans of Southmont=
Terrain: Alpine

-Pros-
+10% Damage for Crossbowmen
+25% Stone Mining Rate
+25% Sheep Gold Income Rate
-30% Costs for researching Blacksmith Technologies

-Cons-
+10% Resource Costs for training Swordsmen & Footknights
+25% Resource Costs for training Cavaliers & Mounted Knights
-40% Fattening Rate for Cows, Sheeps & Pigs

My Verdict: The Southmonts have very little in terms of flavor. Their Pros are decent, with the damage bonuses to Crossbowmen and Sheep being the more notable ones, and their Cons are a non-issue once you get your economy going.

If anything, it is their homecity layout that is the most special, as the core of it is located on a tall mountain surrounded by ravines, with only a four small bridges leading into it, offering great potential for defensive siege play.

=Humans of Rollingplain=
Terrain: Plains

-Pros-
+20% Movement Speed for Cavaliers
-30% Costs for training Swordsmen, Macemen & Cavaliers

+30% Gold Mining Rate
+100% Hay Growing Rate
+50% Farm Gathering Rate
-30% Wood Cost for constructing Buildings

-Cons-
+20% Resource Costs for training Archers & Crossbowmen
-30% Wood Gathering Rate
-50% Fattening Rate for Cows, Sheeps & Pigs
+30% Costs for researching Storehouse & Barn Technologies

My Verdict: The Rollingplains offers decent Pros focused on Food and Gold economy, with a small bonus to your basic Cavalry units, and Cons that are fairly minor in the long run. All in all, fairly average.

The layout of their homecity is open and spacious, with the townhall being set up against a crescent-shaped mountain with a passage over it, offering the enemy a potential to attack from the backdoor. Fortunately, once you build walls, the backdoor becomes a heavily walled chokepoint. The front side is more open to being attacked from multiple points however.

=Humans of The Wold=
Terrain: Forest

-Pros-
+20% Damage for Archers & Crossbowmen
+40% Accuracy for Archers & Crossbowmen
-20% Costs for training Archers, Crossbowmen, Halberdiers & All Siege Weapons
+30% Wood Gathering Rate
+50% Fattening Rate for Cows, Sheeps & Pigs
-40% Costs for researching Storehouse & Barn Technology

-Cons-
+30% Costs for training Swordsmen, Macemen & Cavaliers
-30% Gold & Stone Gathering Rate
+20% Blacksmith Technology Costs
+20% Wood Cost for constructing Buildings

My Verdict: The Wolds offer a very good bonus for Ranged Units, with a fairly minor bonus to ones economy. The Cons aren't that big of a deal, mostly it slows down setting things up, but after that it is nothing to worry over once your economy is up and running.

As far as the homecity layout goes, the Townhall is located on a small circular plateu that is 3/4th impassable, natural, rock walls and 1/4th passable slope, offering a good core area to defend, but outside that the terrain is open and fairly easy to navigate by your enemies.

=The Traits of Humans=

-Siege Mastery-
The Follow Units Benefit from this trait: Trebuchets, Ladder, Belfry, Battering Rams
+20% Range & Accuracy of Ranged Siege Weapons
+50% Hit Points for All Siege Weapons
+20% Movement Speed for All Siege Weapons
-40% Costs for training All Offensive Siege Weapons

My Verdict: An excellent choice if you favor Offensive Siege Battles, but far from a mandatory pick, so no worries if you don't take it.

-Defense Mastery-
+20% Range for Tower Trebuchets
+50% Damage for Tower Trebuchets
+30% Hit Points for Walls, Towers & Gates
-20% Costs for constructing Walls & Wall Components
-50% Costs for building, researching & repairing Defensive Siege Units and their Upgrades
-50% Set-Up Costs for World Map Camps

My Verdict: This Trait only matters if you explicitly desire to engage in Defensive Siege Battles, as there are many ways to minimize the odds of such ever happening. An Excellent Trait for Southmont Humans desiring Defensive play though.

-Farmers & Traders-
+20% Gathering Rate for Gold, Stone, Wood and Farming
-30% Costs for training Peasants & Livestock
-30% Costs for researching Barn & Storehouse Technologies
-50% Costs for constructing Mills, Barn & Storehouse
+20% Market Building Sell/Buy Rates
+15% Better Buy/Sell Rates at NPC Cities

My Verdict: An excellent Trait to keep your economy excellent, strong enough to weigh up most Faction Cons too, but should only really be taken if you aim to avoid Defensive Siege Battles, which isn't too hard of a thing to do; just don't build any walls whatsoever and never keep army units stationed, this means that the town will rarely be strong enough for ordinary players to be able to attack it due to army ratings, and those that do manage to attack it will be cheap to pay off.

-Builders and Scholars-
-20% Cost and Build-Time for constructing All Buildings
-50% Cost & -70% Build-Time for constructing Houses
+100% Hit Points for All Non-Wall Buildings
-30% Cost for All Technologies
First Town Upgrade Costs 50% Less, Second Town Upgrade Costs 30% Less

My Verdict: I honestly find this trait to be all in all useless; even if it takes a bit of time to get your economy running and for things to get built up, things build even when you are offline and once built they are there to stay, not to mention that Technologies are a one-time payments that research instantly. Any other trait is better than this one in my opinion, but perhaps someone out there can find a use for it.

-Military Mastery-
+20% Damage & Hit Points for All Military Units
+50 Stamina for All Military Units
+30% Cavalry Speed
-20% Cost for All Military Units
-50% Training Time for All Military Units

My Verdict: These bonuses are Additive, not Multiplicative, something I should've confirmed before I called it the most important trait ever. It is still a very good trait, especially when you're starting out, even more so if you intend to use Cavalry a lot, but once your units have gained a few levels under their belts and you start researching military upgrades, the benefit from this Trait stay the same throughout, it doesn't amplify everything else like I had first thought. If you want quality soldiers, there is of course nothing better than this trait, but you can switch it out if you want other things.
Table 3: The Elves
=Elves of Taltos=
Terrain: Alpine

-Pros-
+25% Damage for Enchanters
-20% Cost to train Bladestorms, Enchanters and Grandmasters(Footmen)
-20% Cost to train Treants & Bolt-Throwers
+30% Income from Alchemy Labs
-20% Cost to research Technologies
-20% Cost to construct Stone Walls, Towers and Alchemy Labs

-Cons-
+20% Cost to train Wardens(Both) and Rangers
-30% Food Income from Deers
-30% Berry Gathering Rate

My Verdict: The Taltos Elves offer fairly mediocre Pros, with the most notable one being the bonus to Enchanters, while having a severe penalty to all Elven Food Incomes. Alpine Elves would also benefit well with the Archmages Trait, if they want to turn their Enchanters into decent fighters, able to deal good damage ontop of their healing.

As far as the homecity layout goes, much like the Southmont Humans, the core of the map is surrounded by ravines, with two bridges in separate directions, and one small path and smaller fallen tree forming a backdoor location of sorts. I am personally not aware of how walls are set up on this map, unfortunately, but I imagine it can make for fun Defensive Siege Battles, meaning Forest Protectors would be an ideal Trait. Unfortunately, Forest Protectors competes with both Archmages and Forest Warriors.

=Elves of Erthee L'Bala=
Terrain: Swamp

-Pros-
+50% Hit Points for Wardens(Both)
+25% Damage for Wardens(Both)
-30% Costs to train Wardens(Both), Rangers & Sentries (Presumably, Not Confirmed)
-15% Costs to train Rangers & Mounted Rangers
+20% Wood Income from Trees & Wood Spirits
+20% Food Income from Deers
+10% Income from Alchemy Labs
-25% Cost to construct All Tree Buildings other than Alchemy Labs

-Cons-
+20% Cost to train Bladestorms, Enchanters & Grandmasters (Presumably, Not Confirmed)
-30% Gathering Rates for Stone, Gold & Berry Bushes
+20% Cost to construct Alchemy Labs
+30% Cost to construct Symbiosis Plots
+20% Cost to research Technologies

My Verdict: The Erthee L'Bala Elves have good Pros, offering a lot of Food and Wood Income boosts, and a large combat boost to your Female Wardens; and they can certainly need it as they are okay, but not good, normally. The Cons are sizeable but not crippling, as Female Wardens loot a large amount of gold from corpses. Stone supply will be problematic, but there is always trading with NPC Towns/Cities for that. Unfortunately it might make Symbiosis Plots a little too expensive for the amount of resource they offer in return.

As far as the layout goes, I have no personal experience on the matter, but some players have hailed it as the best one for Defensive Siege Battle, at least as far as the Elven race is concerned.

=Elves of Bol Fores'l=

+20% Damage for Sentry, Grandmaster & Mounted Grandmaster
-20% Cost to train Sentry, Grandmaster & Mounted Grandmaster
+40% Food Income from Deer
+20% Income from Residences
-30% Cost to build Symbiosis Plots

+20% Cost to train Enchanter, Bladestorm, Ranger & Mounted Ranger
-20% Income from Alchemy Labs

My Verdict: The Bol Fores'l Elves offer all around good Pros for extremely little Cons; A sizeable boost to most of your Melee Units, if regrettably not the 'Damage Dealer'(Bladestorm) one, a huge boost to the food Deer generate, and a small boost to the unfortunately pitiful income your Residences provide. The price reduction to Symbiosis plots makes those very cost effective however. The Cons are non-issue, unless you intend to build very, very many Alchemy Labs.

As far as the Layout go however, it is a very open map, offering the enemy many sides to attack from, but I can't say for certain as I have little experience in their wall/gate positions.

=The Traits of Elves=

-Alchemists and Growers-
-25% Cost to construct Alchemy Labs & Symbiosis Building
-20% Cost to construct Symbiosis Plots
+25% Income from Alchemy Labs
+20% Default Wood Income
-20% Cost to train Deer & Wood Spirits
+20% Income from Deer & Wood Spirits

My Verdict: Provides a moderate boost to ones economy, as it doesn't increase Gathering Rates from Stone, Gold or Berry Bushes, and the Alchemy/Symbiosis bonuses are fairly minor. The biggest bonus is to the Deer, which isn't necessary to have. And Elves gain wood very slowly regardless of these bonuses. I suggest skipping this Trait, and instead hiring Human Peasants and purchasing Human Livestock, if one wants additional trickles of resources.

-Archmages-
+50% Damage for Enchanter
+20 Armor for Enchanter
+100 Stamina for All Units
-50% Cost & -25% Build-Time to construct Alchemy Labs
-50% Cost to summon Treant, Bolt-Thrower & Garviola
All Units can use Hide even in Stone Formation

My Verdict: Frankly, this is an amazing Trait, as almost all Elven Units have some form of Ability that costs Stamina to use, and all of them have the Hide Ability that normally isn't useable with the Stone Formation(which is the default). It also makes Enchanters into decent combatants aswell, and not just Healers. The Bonus to Alchemy Labs and Summons are icing on the cake. I strongly advice getting this Trait, even more so if you play as Taltos(Alpine) Elves as they already have a bonus to Enchanters.

-Siege Mastery-
+75% Hit Points for Treant & Bolt-Thrower
+20 Armor for Treant & Bolt-Thrower
+20% Range for Bolt-Thrower
-40% Cost to Summon Treant & Bolt-Thrower
+20% Movement Speed for Treant & Bolt-Thrower (Presumably, Not Confirmed)

My Verdict: This Trait is for players with a focus on Offensive Siege Battles, and would make ones Treants incredibly durable and your Bolt-Throwers less fragile, not to mention move around faster than snails.

-Forest Protectors-
+30% Hit Points for Walls, Towers and Gates
+50% Damage & +20% Range for Mounted Bolt-Throwers
-20% Cost for constructing Walls & Wall Components
-50% Cost for constructing Mounted Bolt-Throwers, Sun Stones and Hoardings
-50% Cost for setting up World Map Camps

My Verdict: This Trait is for players with a focus on Defensive Siege Battles, but is far from a requirement as one can fairly easily minimize the risks of having ones homecity attacked to begin with, as I detailed some in the Human's "Defense Mastery" trait.

-Forest Warriors-
+25% Damage & Hit Points for All Military Units
+30% Movement Speed for Cavalry
+50 Stamina for All Military Units
-20% Cost & -50% Training Time for All Military Units

My Verdict: Much like the Human's Military Mastery trait, this one gives your Soldiers a nice boost in their effectiveness, even more so for Elves because they are hungry for Stamina bonuses unlike Humans; it is well worth taking if you want the most out of your elven warriors, and I still consider it a very important trait, just not as mandatory as I had first assumed.
Table 4: The Orcs
=Orcs of Thikken Dal=
Terrain: Forest

-Pros-
+30% Damage & Accuracy for Marauders
-30% Training Time for Marauders
+30% Damage for Impalers
-20% Cost for Catapults, Siege Towers & Rams
+30% Wood Gathering Rate for Laborers
-20% Cost for All Buildings

-Cons-
+30% Cost for Ogres & Slayers
-50% Fattening & Income Rates for Wargs
-20% Gold Mining Rate for Laborers

My Verdict: Large bonuses for the Orcs primary, if not only worthwhile, Archer unit. Impalers get a decent boost too, and it is cheap to set up your city with the reduced cost to buildings. I am not sure how hefty the penalty to Wargs is but all in all I'd say the Pros heavily outweigh the Cons of this particular faction.

=Orcs of Brakental=
Terrain: Desert

-Pros-
+30% 'Faster' Slayers, Ogres, Goblin Raiders & Impalers
-30% Cost to Train Slayers, Mounted Slayers & Ogres
-20% Cost to Build All Buildings & Walls
-20% Cost to Research All Technologies
+30% Gold Gathering Rate for Laborers
+20% Stone Gathering Rate for Laborers

-Cons-
+30% Time to Train Marauders, Goblins & Wargs
-25% Wood Gathering Rate for Laborers
+25% Food Hunting Rate for Marauders

My Verdict: All in all very average Pros and Cons. The biggest benefit of Brakental Orcs is that they are cheap to set up, given the reduced costs for both buildings and research.

=Orcs of Flattan Rol=
Terrain: Swamp

-Pros-
+30% Damage & Hit Points for Laborers, Goblin Raiders & Goblin Prowlers
-30% Time to Train Goblins, Laborers, Marauders & Wargs
+50% Warg Fattening Rate
+30% Food Gathering Rate for Marauders
-40% Cost to Research 'Draft Technologies'

-Cons-
+20% Cost to Train Slayers & Impalers
+20% Cost to Research All Technologies
-30% Gold & Stone Gathering Rates

My Verdict: Again very average Pros and Cons, unless you like Goblins which get a decent boost.

=The Traits of Orcs=

-Gatherers-
-30% Time to Train Marauders & Laborers
+20% Stone, Gold & Hunting Rates
+200% More Food on Deer in Homeland
+30% Carrying Capacity on World Map

My Verdict: A very nice trait if you want a good economy, but far from necessary as Orcs should primarily earn their keep with the following trait.

-Looters-
+100% Loot when Looting
+50% World Map Movespeed

My Verdict: Twice the loot and greatly increased movement speed on the world map is hard to say no to. A very good trait given the options available.

-Horde-
-50% Time to Train All Orc Units except Laborer & Marauder
-30% Cost to Train Slayers, Impalers, Ogres & Berserkers

My Verdict: I can't imagine this trait being useful all that much, as neither resources nor training time rarely matters.

-Entrenched-
+20% Range & +50% Damage for Wall-Mounted Catapults
-50% Cost to Build Rock-Nets, Spike Traps, Hoardings & Mounted Catapults
+30% Hit Points for Walls, Towers, Gates & Palisade Gates
-20% Cost to Build Palisade Walls & Large Wooden Walls
-50% Cost to Set-up price of Camps on World Map

My Verdict: The best pick if you want to engage in Defensive Siege Battles, which I imagine ain't the Orcs cup of tea most of the time.

-Siege Mastery-
Effects Catapults, Siege Ladders, Siege Rams, Siege Towers
+20% Damage & Accuracy for All Ranged Siege Weapons
+30% Hit Points & +30% Pierce Armor for All Siege Weapons
-40% Cost to Train Offensive Siege Weapons
+20% Movespeed for All Siege Weapons

My Verdict: The best pick if you desire Offensive Siege Battles, be it PvP or sacking NPC Cities for fun and profit.
12 Comments
Sordros 26 Apr, 2020 @ 11:59am 
how about the drow like elves? dragonmen? necromancy? eldritch powers? dragons?
Abel 17 Nov, 2016 @ 10:37am 
Be cool if we could buy a [one-time] trait change. I picked a bad trait at strt spent hundred in an account thats basically throw away now.
☤☼69ᚨᛗAkaMᚨᛪ69☼☤ 20 Jan, 2015 @ 6:02am 
I wont the FACTION of DWARFS :Burn:
The Coal Man 26 Nov, 2014 @ 4:53pm 
orcs section way to bareboned, but otherwise nice. Caught be up after a took a year+ break from this.
Mistah Jah 5 Nov, 2014 @ 7:50am 
good job mate:D
Desolate_Owl 26 Oct, 2014 @ 5:14pm 
i looked up how to trade and this is what i got? boooo!
Dwarfurious 25 Oct, 2014 @ 3:54pm 
I noice the loot boost is now 50% instead of 100%, still worth it ?
EiEiO 20 Dec, 2013 @ 12:33pm 
theres nothing in the orcs section :(
Lord 2 Sep, 2013 @ 4:48am 
good job
Pouks 7 Jul, 2013 @ 8:26am 
good