Unique Abilities

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).

  • Passive: Always active, provide a consistent positive effect.
  • Active (Duration): Activated, Duration is a set amount of days, this works same as Self Spells.
  • Active (Consumable): Activated, works until EITHER used or the next day. Be careful using close to a days end!
  • Cooldown: Starts when activated and are exact.

Races

Avian

Bonuses:

-25% Attack Travel Time

+40% Birth Rate

Ambush Immunity

Penalties:

+15% Own casualities when attacking

+15% Own casualities when defending

Can't use Stables or War Horses

Military:

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

Spell Book:

Greater Protection and Clear Sight

Unique - Skybound Strike

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.


Active Effect

(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.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Dark Elf

Bonuses:

+15% Wizards Per Acre (WPA)

+10% Offensive Military Efficiency

-100% Rune Cost (excluding Ritual)

Train Thieves with Credits

Penalties:

-10% Building Efficiency

+20% Explore Cost (Gold)

+20% Explore Cost (Men)

Military:

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

Spell Book:

Blizzard, Guile, Invisibility, Mage's Fury and Magic Ward

Unique - Shadow Surge

Dark Elves draw on dark forces to channel a powerful burst of energy, allowing them a chance to unleash a secondary, high-impact effect.


Active Effect

When activated, there is a 20% chance to cast successful offensive spells again at no mana cost for the next 8 Days.


Cooldown

24 Utopian Days

Duration

8 Utopian Days

Dryad

Bonuses:

+20% Dragon slaying strength

+10% Military Efficiency

Military wages are fully covered.

Penalties:

-15% Income

+10% Own casualities when defending

Military:

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

Unique - Roots of Ruin

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.


Passive Effect

On successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1.5% of their entire population.

Dwarf

Bonuses:

+30% Building Efficiency

-60% Building Construction Time

Penalties:

+100% Food Consumption

Can't Accelerate Construction

Military:

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

Spell Book:

Miner's Mystique

Unique - Earthshaker

Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies.


Active Effect

When activated, the next successful attack will raze all Forts and 5% of all other buildings on the target province.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Elf

Bonuses:

+30% Wizards Per Acre (WPA)

Penalties:

-50% Damage when performing Nightstrike

Can't use Dungeons

Military:

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

Spell Book:

Wrath, Mist, Pitfalls, Wrath and Salvation

Unique - Mana Well

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.


Active Effect

Restore mana by 50%.


Cooldown

24 Utopian Days

Duration

Instant

Faery

Bonuses:

+25% Offensive Spell Duration

+25% Self-Spell Duration

+1% Extra Mana Per Tick (in war)

Penalties:

-10% Max Population

Military:

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

Spell Book:

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

Unique - Ethereal Mirage

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.


Active Effect

Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Halfling

Bonuses:

+15% Max Population

+25% Thievery Per Acre (TPA)

-10% Military Training Time

Penalties:

-25% Birth Rate

+10% Military Wages

Military:

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

Spell Book:

Vermin, Town Watch and Quick Feet

Unique - Sneak Attack

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.


Active Effect

Upon activation, all Thievery losses on operations are zero until next day.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Human

Bonuses:

+25% Science Effectiveness

Immune to Scholar's Wrath

Penalties:

-50% Wizards Per Acre (WPA)

-10% Thievery Per Acre (TPA)

Can't use Libraries

Military:

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

Spell Book:

Fountain of Knowledge, Greater Protection and Reflect Magic

Unique - Scholar's Wrath

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.


Passive Effect

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%.

Orc

Bonuses:

+30% Battle Gains

-75% Draft Cost

Train Elites with Credits

Penalties:

-30% Building Credits

-30% Specialist Training Credits

Self Spell Mana Cost Increased by 1

Military:

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

Spell Book:

Bloodlust and Aggression

Unique - Warlord's Fury

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.


Passive Effect

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).

Undead

Bonuses:

-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

Penalties:

Elites decay 0.4% per tick

Thieves decay 0.4% per tick

Military:

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

Spell Book:

Animate Dead and Nightfall

Unique - Cursed Plague

A vile affliction taints our forces, turning every successful assault into a harbinger of disease. Once unleashed, there is no stopping its spread.


Active Effect

For the entire day Cursed Plague is active, all successful attacks will spread Plague.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Personalities

Artisan

Bonuses:

+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

Starting Bonuses:

+200 Starting Build credits

+600 Starting Soldiers

+600 Starting Specialist training credits

Unique - Masterful Craftsmanship

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.


Passive Effect

25% chance to receive 75% of a building's cost back as building credits upon construction.

Cleric

Bonuses:

-25% Combat Instant Spell Damage Received

Self Spell Mana Cost Reduced by 1

Defensive specialist gets +1 strength

Elite gets +1 defensive strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Salvation, Revelation, Divine Shield and Illuminate Shadows

Unique - Divine Favour

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.


Passive Effect

When casting self-spells, Clerics have a 50% chance to double the spells duration.

General

Bonuses:

+1 Army generals

+15% Military Science Books Produced

-30% Military Training Time

Convert Specialists into Elites on Attack

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Wrath

Allowed Thief Operations:

Steal War Horses

Unique - Blood and Glory

For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.


Passive Effect

35% of Military Casualties return as Soldiers on attack.

Heretic

Bonuses:

+15% Wizards Per Acre (WPA)

+25% Science Effectiveness - Finesse

+25% Damage when stealing resources (GC, Food, Runes)

-30% Thief Losses

+40% Increased Wizard Production

Starting Bonuses:

+400 Starting Thieves

+400 Starting Wizards

Spell Book:

Nightmare and Fools Gold

Unique - Chaotic Affliction

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.


Active Effect

For the duration of the day when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Mystic

Bonuses:

+75% Land Effect - Guilds

+25% Science Effectiveness - Channeling

+1% Extra Mana Per Tick

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Meteor Showers, Magic Ward, Mind Focus, Chastity and Mage's Fury

Unique - Arcane Overflow

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.


Passive Effect

(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.

Rogue

Bonuses:

+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

Starting Bonuses:

+800 Starting Thieves

Unique - Shadows in the Night

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.


Passive Effect

+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.

Tactician

Bonuses:

-15% Attack Travel Time

+25% Building Credits

+20% Science Effectiveness - Valor

+25% Specialist Training Credits

No thief losses on espionage operations

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Unique - Siege Warfare

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.


Active Effect

For the next 6 days, any successful Massacre attack will also destroy 15% of enemy Farms, Towers and Homes.


Cooldown

24 Utopian Days

Duration

6 Utopian Days

Warrior

Bonuses:

-50% Mercenary Cost

+15% Offensive Military Efficiency

+4 Prisoner and Mercenary Offensive Strength

+25% Science Effectiveness - Tactics

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Unique - Direct Conscription

The war effort spares no one. Those who once served in fields and forges now stand shoulder to shoulder, ready to fight.


Active Effect

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!


Cooldown

24 Utopian Days

Duration

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

NormalNone
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
RubyReduces 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

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