Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).
-25% Attack Travel Time
+40% Birth Rate
Ambush Immunity
+15% Own casualities when attacking
+15% Own casualities when defending
Can't use Stables or War Horses
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Griffins | (11, 0) | |||
Harpies | (0, 10) | |||
Drakes | (13, 3) | 900gc | 6.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Greater Protection and Clear Sight
Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.
(Only triggers in War and Hostile Relations) Once activated, the next attack (that meets all requirements BEFORE the next day) will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target.
24 Utopian Days
Until use or next day.
+15% Wizards Per Acre (WPA)
+10% Offensive Military Efficiency
-100% Rune Cost (excluding Ritual)
Train Thieves with Credits
-10% Building Efficiency
+20% Explore Cost (Gold)
+20% Explore Cost (Men)
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Night Rangers | (10, 0) | |||
Druids | (0, 10) | |||
Drows | (12, 6) | 1,050gc | 7.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Blizzard, Guile, Invisibility, Mage's Fury and Magic Ward
Dark Elves draw on dark forces to channel a powerful burst of energy, allowing them a chance to unleash a secondary, high-impact effect.
When activated, there is a 20% chance to cast successful offensive spells again at no mana cost for the next 8 Days.
24 Utopian Days
8 Utopian Days
+20% Dragon slaying strength
+10% Military Efficiency
Military wages are fully covered.
-15% Income
+10% Own casualities when defending
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Huldras | (10, 0) | |||
Nymphs | (0, 10) | |||
Will O The Wisps | (13, 5) | 950gc | 7.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Dryads wield the ancient power of the forest, extending their enchanted roots deep into enemy lands. With each successful attack, these roots sap the vitality of their foes, leaving devastation in their wake as they drain the very life essence of entire populations.
On successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1.5% of their entire population.
+30% Building Efficiency
-60% Building Construction Time
+100% Food Consumption
Can't Accelerate Construction
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Warriors | (10, 0) | |||
Axemen | (0, 10) | |||
Berserkers | (13, 6) | 1,000gc | 7.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Miner's Mystique
Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies.
When activated, the next successful attack will raze all Forts and 5% of all other buildings on the target province.
24 Utopian Days
Until use or next day.
+30% Wizards Per Acre (WPA)
-50% Damage when performing Nightstrike
Can't use Dungeons
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Rangers | (10, 0) | |||
Archers | (0, 10) | |||
Elf Lords | (12, 4) | 900gc | 6.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Wrath, Mist, Pitfalls, Wrath and Salvation
Elves possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within their forests. When called upon, these reserves replenish their magical strength, allowing them to harness their arcane abilities with renewed vigor.
Restore mana by 50%.
24 Utopian Days
Instant
+25% Offensive Spell Duration
+25% Self-Spell Duration
+1% Extra Mana Per Tick (in war)
-10% Max Population
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Magicians | (10, 0) | |||
Druids | (0, 10) | |||
Beastmasters | (4, 12) | 850gc | 6.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Guile, Miner's Mystique, Mist, Pitfalls, Chastity, Blizzard, Greater Protection, Quick Feet, Town Watch, Fountain of Knowledge, Mage's Fury, Tree of Gold, Vermin and Wrath
Faeries possess an unparalleled connection to the ethereal plane allowing them to enhance Mystic Vortex with devastating precision. While others struggle to dispel enchantments, Faeries effortlessly strip all spells from their targets, leaving them vulnerable.
Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.
24 Utopian Days
Until use or next day.
+15% Max Population
+25% Thievery Per Acre (TPA)
-10% Military Training Time
-25% Birth Rate
+10% Military Wages
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Strongarms | (10, 0) | |||
Slingers | (0, 9) | |||
Brutes | (11, 5) | 850gc | 6.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Vermin, Town Watch and Quick Feet
Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.
Upon activation, all Thievery losses on operations are zero until next day.
24 Utopian Days
Until use or next day.
+25% Science Effectiveness
Immune to Scholar's Wrath
-50% Wizards Per Acre (WPA)
-10% Thievery Per Acre (TPA)
Can't use Libraries
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Swordsmen | (10, 0) | |||
Archers | (0, 10) | |||
Knights | (12, 5) | 1,050gc | 6.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Fountain of Knowledge, Greater Protection and Reflect Magic
Knowledge is power, and we wield it with purpose. In times of war, our scholars strike with precision, unraveling enemy research and forcing them to retrain what was once learned. In peace, their wisdom flourishes, advancing our studies at an accelerated pace.
In War, All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 days). Out of War, Book Generation is increased by 10%.
+30% Battle Gains
-75% Draft Cost
Train Elites with Credits
-30% Building Credits
-30% Specialist Training Credits
Self Spell Mana Cost Increased by 1
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Goblins | (11, 0) | |||
Trolls | (0, 10) | |||
Ogres | (15, 4) | 950gc | 7.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Bloodlust and Aggression
Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.
Successful attacks plunder additional resources (gold, runes, food) equivalent to 15% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).
-100% Food Consumption
-30% Own casualities when attacking
-30% Own casualities when defending
Plague Immunity
Successful Traditional March inflicts Unborn Veil, reducing targets birth rate by 15% for 5 days
Convert Specialists into Elites on Attack
Elites decay 0.4% per tick
Thieves decay 0.4% per tick
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Skeletons | (12, 0) | |||
Zombies | (0, 10) | |||
Ghouls | (14, 3) | 1,000gc | 6.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Animate Dead and Nightfall
A vile affliction taints our forces, turning every successful assault into a harbinger of disease. Once unleashed, there is no stopping its spread.
For the entire day Cursed Plague is active, all successful attacks will spread Plague.
24 Utopian Days
Until use or next day.
+50% Building Credits
+50% Flat Rate Capacity and Building Production
-20% Buildings Destroyed by Arson/Tornado/Raze
+20% Science Effectiveness - Artisan
Espionage is always successful with double stealth
+200 Starting Build credits
+600 Starting Soldiers
+600 Starting Specialist training credits
Artisans possess an unparalleled mastery of construction, blending innovation with efficiency. Their expertise allows them to recover materials during the building process, reducing waste and maximizing resources. With every structure they create, Artisans demonstrate their unique ability to turn precision and ingenuity into prosperity, ensuring no effort is ever lost.
25% chance to receive 75% of a building's cost back as building credits upon construction.
-25% Combat Instant Spell Damage Received
Self Spell Mana Cost Reduced by 1
Defensive specialist gets +1 strength
Elite gets +1 defensive strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Salvation, Revelation, Divine Shield and Illuminate Shadows
Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.
When casting self-spells, Clerics have a 50% chance to double the spells duration.
+1 Army generals
+15% Military Science Books Produced
-30% Military Training Time
Convert Specialists into Elites on Attack
+800 Starting Soldiers
+800 Starting Specialist training credits
Wrath
Steal War Horses
For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.
35% of Military Casualties return as Soldiers on attack.
+15% Wizards Per Acre (WPA)
+25% Science Effectiveness - Finesse
+25% Damage when stealing resources (GC, Food, Runes)
-30% Thief Losses
+40% Increased Wizard Production
+400 Starting Thieves
+400 Starting Wizards
Nightmare and Fools Gold
Magic and mischief spiral out of control, unleashing unpredictable destruction upon our enemies. No one can predict the extent of the chaos, only that devastation is certain.
For the duration of the day when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.
24 Utopian Days
Until use or next day.
+75% Land Effect - Guilds
+25% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
+800 Starting Wizards
Meteor Showers, Magic Ward, Mind Focus, Chastity and Mage's Fury
Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.
(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
+25% Science Effectiveness - Crime
+25% Damage when performing Assassinate Wizards
+25% Damage when performing Kidnap
+80% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
Access all Thievery Operations
+800 Starting Thieves
Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.
+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.
-15% Attack Travel Time
+25% Building Credits
+20% Science Effectiveness - Valor
+25% Specialist Training Credits
No thief losses on espionage operations
+800 Starting Soldiers
+800 Starting Specialist training credits
The siege is relentless, the devastation absolute. The enemy's lands will bear the scars of war leaving broken bones and desolate lands in its path.
For the next 6 days, any successful Massacre attack will also destroy 15% of enemy Farms, Towers and Homes.
24 Utopian Days
6 Utopian Days
-50% Mercenary Cost
+15% Offensive Military Efficiency
+4 Prisoner and Mercenary Offensive Strength
+25% Science Effectiveness - Tactics
+800 Starting Soldiers
+800 Starting Specialist training credits
The war effort spares no one. Those who once served in fields and forges now stand shoulder to shoulder, ready to fight.
For the next 6 days, Specialist credits may be used to train Peasants directly without the need for Soldiers. 3 Specialist credits and 1 Peasant are needed to train each unit. Be warned though, we cannot train peasants if we do not have enough to sustain our lands!
24 Utopian Days
6 Utopian Days
Here is the effects of all possible rituals.
Ascendency | +100% Wizard Production, -50% Wizard Losses on Failed Spells, -40% Science Book Production |
---|---|
Barrier | -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses |
Expedient | +10% Building Efficiency, -20% Military Wages, -20% Construction Cost |
Haste | -10% Attack Time, -25% Training Time, -25% Construction Time |
Havoc | +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage |
Onslaught | +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks |
Stalwart | +5% Defensive Military Efficiency, -20% Military Casualties |
Here are the effects of each Stance
Normal | None |
---|---|
Aggressive | +10% Battle (Resource) Gains, +30% Credits gained in Combat, +15% Self Offensive Military Casualties, +10% Instant Spell damage and Sabotage Operation damage, +20% Military Wages |
Peaceful | +15% Income, +20% Food & Rune Production, +20% Birth Rate, -15% Offensive Military Efficiency, -20% Instant Spell Damage, -20% Sabotage Operation Damage |
Here are the effects of all possible dragons.
Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
---|---|
Ruby | Reduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees |
Sapphire | -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt |
Topaz | -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter |