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:

-20% Attack Travel Time

+40% Birth Rate

Penalties:

+10% Own casualities when attacking

+10% Own casualities when defending

Can't use Barracks

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (13, 0)
Harpies (0, 10)
Drakes (15, 3) 900gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Town Watch and Reflect Magic

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:

+25% Wizards Per Acre (WPA)

+10% Offensive Military Efficiency

Train Thieves with Credits

Penalties:

+20% Explore Cost (Gold)

+20% Explore Cost (Men)

+20% Thief cost

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (10, 0)
Druids (0, 11)
Drows (12, 6) 900gc 6.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Blizzard, Guile, Invisibility and Mage's Fury

Unique - Void Tap

Delving into forbidden channels, spellcasters draw upon the void between realms — a place where essence costs nothing, but always at a price. For a fleeting time, their sorcery flows unimpeded by material cost.


Active Effect

When activated, all offensive spells (excluding Rituals) cost no runes for the next 3 Utopian Days. Can be reactivated after 24 Utopian Days.


Cooldown

24 Utopian Days

Duration

3 Utopian Days

Dryad

Bonuses:

+40% Draft Rate

+15% Enemy casualities when attacking

+15% Enemy casualities when defending

Penalties:

+15% Attack Travel Time

+30% Building Construction Cost

Military:

Off/Def Cost NW
Soldiers (3, 0)
Huldras (10, 0)
Nymphs (0, 10)
Will O The Wisps (18, 4) 1,200gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Greater Protection

Unique - Overgrowth

Life surges beyond its bounds, spilling over in wild abundance. Homes overflow with people and every corner of the land bursts with growth untamed. The province thrives in a verdant tide of vitality.


Active Effect

Once activated, your maximum population increases by +25% for 3 days.


Cooldown

24 Utopian Days

Duration

3 Utopian Days

Dwarf

Bonuses:

+30% Building Efficiency

-25% Combat Instant Spell Damage Received

-25% Sabotage Damage Received

Penalties:

+100% Food Consumption

-15% Thievery Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (14, 4) 1,000gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique and Wrath

Unique - Blazing Forge

The forges roar to life, flames rising higher than the mountains and smoke billowing into the heavens. Every strike of the hammer quickens the pace of progress, every spark ignites new creation. In this blazing surge of industry, construction accelerates and productivity soars, as if the world itself bends to the rhythm of the forge.


Active Effect

When activated, for the next 4 Utopian Days all production buildings produce +30% more and all land is 50% cheaper to build (Does not include raze cost).


Cooldown

24 Utopian Days

Duration

4 Utopian Days

Elf

Bonuses:

+40% Wizards Per Acre (WPA)

+1% Extra Mana Per Tick

+25% Land Effect - Towers

Penalties:

-40% Thieves' Den Effectiveness

Can't use Dungeons

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 12)
Elf Lords (13, 5) 1,000gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Wrath, Mist, Pitfalls, Wrath and Greater Protection

Unique - Mana Surge

As reserves dwindle, raw magic flares with volatile strength. In moments of desperation, every incantation lashes out with amplified force, channeled from the dregs of your waning power.


Passive Effect

When mana is below 30%, your offensive spells deal +25% spell damage. This bonus ends once mana rises above 30%.

Faery

Bonuses:

+25% Offensive Spell Duration

+25% Wizards Per Acre (WPA)

+1% Extra Mana Per Tick (in war)

Penalties:

-5% Building Efficiency

+35% Rune Cost (excluding Ritual)

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (1, 13) 1,200gc 6.5
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, Wrath, Revelation, Animate Dead and Invisibility

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

+40% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Penalties:

-25% Birth Rate

+25% Building Construction Cost

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (12, 7) 850gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Vermin, Town Watch, Quick Feet and Invisibility

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 reduced by 75% until next day.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Human

Bonuses:

-15% Honor Losses

+15% Barracks Effectiveness

+15% Castle Effectiveness

+15% Hospital Effectiveness

+15% Training Grounds Effectiveness

+15% Science Effectiveness

Penalties:

-20% Wizards Per Acre (WPA)

+20% Military Wages

Cannot Ambush

Self Spell Mana Cost Increased by 1

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (12, 0)
Archers (0, 10)
Knights (7, 12) 1,050gc 6.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge, Revelation and Righteous Aggressor

Unique - First Aid

A moment of reprieve amidst the turmoil. With bandages bound, poisons purged, and curses lifted, the province finds new strength. What was broken is mended, what was tainted is cleansed.


Active Effect

Upon activation, removes all negative status in your province. This means Bribed Generals, Bribe Thieves, Cures Plague and removes duration Spells, Operations and Attack Effects.


Cooldown

24 Utopian Days

Duration

Instant

Orc

Bonuses:

+20% Battle Gains

-50% Draft Cost

Train Elites with Credits

Penalties:

+50% Battle Losses - Ambush

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (10, 0)
Trolls (0, 9)
Ogres (16, 2) 1,200gc 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 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).

Undead

Bonuses:

-100% Food Consumption

-40% Own casualities when attacking

-40% Own casualities when defending

Convert Specialists into Elites on Attack

Plague Immunity

Penalties:

+25% Combat Instant Spell Damage Received

+20% Military Training Cost

+25% Sabotage Damage Received

Military:

Off/Def Cost NW
Soldiers (3, 3)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (15, 4) 900gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Aggression and Heroes Inspiration

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:

+40% Building Credits

+40% Flat Rate Capacity

+30% Flat Rate Building Production

+10% Science Effectiveness - Alchemy

+10% Science Effectiveness - Artisan

+10% Science Effectiveness - Bookkeeping

+10% Science Effectiveness - Production

+10% Science Effectiveness - Housing

+10% Science Effectiveness - Tools

Espionage is always successful with double stealth

Starting Bonuses:

+200 Starting Build credits

+600 Starting Soldiers

+600 Starting Specialist training credits

Spell Book:

Quick Feet

Unique - Demolition Mastery

Every strike is measured, every collapse calculated. With ruthless precision, structures fall faster and cleaner, leaving nothing but rubble in their wake. Destruction is no accident — it is a perfected craft.


Passive Effect

In War, Raze attacks destroy 40% of target buildings instead of the base 30%.

Cleric

Bonuses:

+35% Hospital Effectiveness

Defensive specialist gets +1 strength

Elite gets +1 defensive strength

Self Spell Mana Cost Reduced by 1

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 spell duration and gain 10% of runes refunded.

Heretic

Bonuses:

+20% Combat Instant Spell Damage

+10% Science Effectiveness - Cunning

+10% Science Effectiveness - Finesse

+10% Science Effectiveness - Channeling

+10% Science Effectiveness - Shielding

+10% Science Effectiveness - Sorcery

+10% Science Effectiveness - Crime

+20% Sabotage Damage

-50% Thief Losses

+50% 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:

+85% Land Effect - Guilds

+25% Science Effectiveness - Channeling

+1% Extra Mana Per Tick

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Meteor Showers, Mind Focus, Chastity and Pitfalls

Unique - Arcane Respite

The din of battle softens to a measured hush. Wards settle, focus returns, and the aether gathers in steady pulses. What was spent flows back, day by day, restoring the will to shape the fight ahead.


Active Effect

Once activated, for the next 6 days, regenerate +1 mana per day.


Cooldown

24 Utopian Days

Duration

6 Utopian Days

Raider

Bonuses:

+10% Offensive Military Efficiency

+25% Science Effectiveness - Tools

-50% Thieves lost on failed ops in war

+25% Thievery Per Acre (TPA)

-50% Thief cost

Starting Bonuses:

+500 Starting Specialist training credits

+500 Starting Thieves

Allowed Thief Operations:

Steal War Horses

Unique - Undermining Assault

A calculated offensive aimed at more than just land — it fractures coordination and exposes gaps in the enemy's defenses. As confusion spreads, their ability to resist subterfuge crumbles.


Active Effect

Your next successful attack applies Coordinated Strike to the target for 4 days, reducing their Watch Tower thievery defense effectiveness by 15%. This effect cannot be used if Skybound Strike is active on your province.


Cooldown

24 Utopian Days

Duration

Until use or next day.

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.

Sage

Bonuses:

-60% Losses on Learn Attacks

+15% Science Book Production

+15% Scientist Spawn Rate

Starting Bonuses:

+800 Starting Soldiers

+3 Starting Scientists

+800 Starting Specialist training credits

Spell Book:

Revelation and 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%.

Tactician

Bonuses:

-15% Attack Travel Time

+25% Science Effectiveness - Siege

No thief losses on espionage operations

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Unique - Dragon's Wrath

Tacticians turn adversity into opportunity, using precise strategies to retaliate against enemy dragons sent to weaken their province. With a Dragon’s Wrath, their forces deal damage to the dragon during attacks, ensuring that even under siege, their resilience remains unmatched.


Passive Effect

When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon.

Warrior

Bonuses:

-50% Mercenary Cost

+15% Offensive Military Efficiency

+5 Prisoner and Mercenary Offensive Strength

+25% Science Effectiveness - Tactics

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Righteous Aggressor

Unique - Roots of Ruin

War cuts beneath the surface. Tendrils of ruin—be they steel, stratagem, or sorcery—drive deep into enemy lands, leeching strength at its source. With each successful strike, the foundations of life falter and whole settlements wither.


Passive Effect

On successful attacks, destroys 0.5% of the target’s total population.


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, -10% Attack Time, -50% Hostility Meter Generation from Attacks, +15% Military Wages, +10% Training Costs
Peaceful+10% Income, +10% Food & Rune Production, +100% Birth Rate, -10% Military Efficiency, -10% Wizard Production


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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