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:

-15% Attack Travel Time

+25% Birth Rate

+15% Building Credits

+15% Specialist Training Credits

Fog 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, 3)
Griffins (10, 0)
Harpies (0, 10)
Drakes (8, 5) 1,600gc 5.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Illuminate Shadows and Town Watch

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

12 Utopian Days

Duration

Until use or next day.

Dark Elf

Bonuses:

+30% Wizards Per Acre (WPA)

-25% Offensive Spell Rune Cost

+50% Science Effectiveness - Sorcery

Runes do not decay

Penalties:

-5% Battle Gains - Resources

+15% Military Wages

Military:

Off/Def Cost NW
Soldiers (3, 3)
Night Rangers (10, 0)
Druids (0, 10)
Drows (7, 7) 2,000gc 5.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Blizzard, Mage's Fury and Guile

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

12 Utopian Days

Duration

4 Utopian Days

Dryad

Bonuses:

+5 War Horse Capacity Per Acre

+6 Food Bushels Created Every 2 Acres

+2 GC Created Every 2 Acres

+2 Runes Created Every 2 Acres

+1 War Horses generated every 10 acres

-10% Own casualities when attacking

-10% Own casualities when defending

Penalties:

+10% Battle Losses

-25% Castle Effectiveness

Military:

Off/Def Cost NW
Soldiers (3, 3)
Huldras (10, 0)
Nymphs (0, 11)
Will O The Wisps (9, 5) 1,900gc 5.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Tree of Gold and Greater Protection

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.

Faery

Bonuses:

+15% Wizards Per Acre (WPA)

+50% Self-Spell Duration

+15% Thievery Per Acre (TPA)

Train Thieves with Credits

Penalties:

-10% Max Population

Military:

Off/Def Cost NW
Soldiers (3, 3)
Magicians (12, 0)
Druids (0, 10)
Beastmasters (4, 9) 2,400gc 5.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Guile, Blizzard, Greater Protection, Mage's Fury, Fools Gold, Ghost Workers, Wrath, Nightfall, Soul Blight, Revelation and Righteous Aggressor

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

12 Utopian Days

Duration

Until use or next day.

Halfling

Bonuses:

+10% Max Population

+50% Science Effectiveness - Cunning

+30% Thievery Per Acre (TPA)

Penalties:

-15% Birth Rate

-5% Building Efficiency

Military:

Off/Def Cost NW
Soldiers (3, 3)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (7, 6) 1,700gc 5.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Invisibility 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

12 Utopian Days

Duration

Until use or next day.

Human

Bonuses:

+15% Science Effectiveness

Dungeons hold +20 prisoners

Penalties:

-20% Wizards Per Acre (Defensive Only)

-20% Defensive Thieves Per Acre Only (TPA)

+25% Military Training Time

Can't use Libraries

Military:

Off/Def Cost NW
Soldiers (3, 3)
Swordsmen (10, 0)
Archers (0, 10)
Knights (7, 6) 1,800gc 5.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Scientific Insight and Reflect Magic

Unique - Interest

Humans excel in diplomacy, allowing them to negotiate favorable outcomes.


Active Effect

Upon activation, an additional extreme activity bonus is provided.


Cooldown

12 Utopian Days

Duration

Instant

Orc

Bonuses:

+15% Battle Gains

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

Penalties:

-10% Wizards Per Acre (WPA)

+25% Rune Cost (excluding Ritual)

-10% Thievery Per Acre (TPA)

Self Spell Mana Cost Increased by 1

Military:

Off/Def Cost NW
Soldiers (3, 3)
Goblins (10, 0)
Trolls (0, 10)
Ogres (9, 4) 1,800gc 5.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Aggression, Wrath and Bloodlust

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:

+10 Prisoner Capacity Per Acre

-100% Food Consumption

Prisoners convert into Elites over time

Prisoners convert into Specialists over time (2% each)

Always Carries and is Immune to the Plague

Penalties:

+20% Combat Instant Spell Damage Received

-25% Watch Tower Effectiveness

+20% Sabotage Damage Received

Can't use Dungeons

Military:

Off/Def Cost NW
Soldiers (3, 3)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (8, 3) 2,000gc 4.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Animate Dead and Ghost Workers

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

12 Utopian Days

Duration

Until use or next day.

Personalities

Cleric

Bonuses:

+50% Land Effect - Guilds

+50% Hospital Effectiveness

+25% Science Effectiveness - Resilience

+25% Science Effectiveness - Shielding

Self Spell Mana Cost Reduced by 1

Can cast Support spells on Kingdom mates

Convert Specialists into Elites on Attack

Elite gets +3 defensive strength

Elite gets +5 offensive strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Salvation, Divine Shield, Illuminate Shadows, Mystic Aura, Ghost Workers and Heroes Inspiration

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.

Freak

Bonuses:

+10% Barracks Effectiveness

+10% Training Grounds Effectiveness

+4 Prisoner and Mercenary Offensive Strength

+10% Thieves' Den Effectiveness

Own Sabotage and Insant spell damage will range from -10% to +30%

Own attacks gains will range from 90-130%

Convert Specialists into Elites on Attack

Elite gets +4 defensive strength

Elite gets +4 offensive strength

Starting Bonuses:

+800 Starting Elites

Spell Book:

Bloodlust, Fanaticism, Reflect Magic and Soul Blight

Allowed Thief Operations:

Greater Arson

Unique - Dark Pact

Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.


Passive Effect

After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.

General

Bonuses:

+25% Building Credits

+25% Castle Effectiveness

+5% Military Efficiency

+25% Science Effectiveness - Strategy

+25% Specialist Training Credits

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Elite gets +6 offensive strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Salvation, Mist and Mystic Aura

Allowed Thief Operations:

Greater Arson

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

12 Utopian Days

Duration

3 Utopian Days

Raider

Bonuses:

+50% Science Effectiveness - Crime

+25% Science Effectiveness - Tools

+10% Sabotage Damage

-25% Thief cost

+50% Thieves' Den Effectiveness

+2% Extra Stealth Per Tick

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Elite gets +5 offensive strength

Starting Bonuses:

+800 Starting Thieves

Spell Book:

Quick Feet, Wrath, Fog and Guile

Allowed Thief Operations:

Greater Arson

Steal War Horses

Subdue Wizards

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.

Saboteur

Bonuses:

+100% Land Effect - Guilds

+50% Science Effectiveness - Finesse

+50% Science Effectiveness - Production

+50% Science Effectiveness - Channeling

+50% Science Effectiveness - Crime

+50% Thieves' Den Effectiveness

+2% Extra Mana Per Tick

+2% Extra Stealth Per Tick

Access all Thievery Operations

Convert Specialists into Elites on Attack

Elite gets +5 defensive strength

Penalties:

Elite gets -1 offensive strength

Starting Bonuses:

+600 Starting Thieves

+600 Starting Wizards

Spell Book:

Pitfalls, Meteor Showers, Nightmare, Chastity and Guile

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

12 Utopian Days

Sage

Bonuses:

-10% Attack Travel Time

+25% Battle Gains - Learn

+25% Barracks Effectiveness

+25% Science Effectiveness - Tactics

+10% Military Science Books Produced

Elite gets +6 offensive strength

Immune to Scholar's Wrath

Espionage is always successful with double stealth

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Starting Bonuses:

+600 Starting Soldiers

+1 Starting Scientists

+600 Starting Specialist training credits

Spell Book:

Scientific Insight

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%.

Spellsword

Bonuses:

+100% Land Effect - Guilds

+10% Combat Instant Spell Damage

-25% Rune Cost (excluding Ritual)

+50% Science Effectiveness - Channeling

+2% Extra Mana Per Tick

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Elite gets +5 offensive strength

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Bloodlust, Soul Blight, Nightmare, Pitfalls and Magic Ward

Allowed Thief Operations:

Subdue Wizards

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%.

Warlord

Bonuses:

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

+25% Training Grounds Effectiveness

+25% Damage Inflicted on Massacre Attacks

+10% Offensive Military Efficiency

+25% Science Effectiveness - Siege

Convert Specialists into Elites on Attack

Elite gets +7 offensive strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Wrath, Heroes Inspiration and Bloodlust

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.


Here is the effects of all possible rituals.

AffluentIncome +10%, -20% Draft Cost and Draft Speed +20%
Ascendency+100% Wizard Production, -50% Wizard Losses on Failed Spells, -40% Science Book Production
Benediction+15% BE, +50% pop growth, +10% Flat Rate Building Production
Barrier-25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production
Expropriation+15% combat gains, +15% Honor gains, +20% Specialist and Build credits
Fleetfoot-10% Attack time, -10% Offensive Military Casualties
HavocIncreases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15% & Instant Spell damage and Sabotage Damage by 15%
OnslaughtIncreases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%
Stalwart+10% Defensive Military Efficiency (DME) & -10% Defensive Military Casualties

Here are the effects of each Stance

NormalNone
Defensive+10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME
Noble+50 effects from honor, +20% honor gained, +20% Build Construction Cost and Time, +25% Wages
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


Here are the effects of all possible dragons.

Amethyst-15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 days
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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