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

-70% Reduced Damage from Nightmare

Ambush Immunity

Penalties:

+15% Own casualities when attacking

+15% Own casualities when defending

Can't use Barracks

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (10, 0)
Harpies (0, 10)
Drakes (14, 3) 850gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Greater Protection, Quick Feet 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

24 Utopian Days

Duration

Until use or next day.

Dark Elf

Bonuses:

+20% Wizards Per Acre (WPA)

+10% Offensive Military Efficiency

-50% Rune Cost (excluding Ritual)

Train Thieves with Credits

Penalties:

+20% Explore Cost (Gold)

+20% Explore Cost (Men)

+35% Thief cost

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (10, 0)
Druids (0, 10)
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:

+30% Draft Rate

-30% Military Training Time

Penalties:

+15% Attack Travel Time

-10% Enemy casualities when attacking

-10% Enemy casualities when defending

Military:

Off/Def Cost NW
Soldiers (3, 0)
Huldras (11, 0)
Nymphs (0, 10)
Will O The Wisps (17, 3) 900gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Ghost Workers and Clear Sight

Unique - Living Forests

Ancient groves awaken at your call, growing in harmony with your armies. These sentient forests ensure a constant bond with your steeds, shielding them from theft and decay.


Passive Effect

Your stables always operate at maximum capacity. Immune to Steal War Horses.

Dwarf

Bonuses:

+30% Building Efficiency

-50% 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, 5) 1,000gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique and Heroes Inspiration

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:

+40% Wizards Per Acre (WPA)

+1% Extra Mana Per Tick

+25% Land Effect - Towers

Penalties:

-35% Thieves' Den Effectiveness

Can't use Dungeons

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 10)
Elf Lords (13, 4) 950gc 6.5
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% 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) 950gc 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)

Penalties:

-25% Birth Rate

+25% Building Construction Cost

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 10)
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:

+20% Income

+15% Barracks Effectiveness

+15% Castle Effectiveness

+15% Hospital Effectiveness

+15% Training Grounds Effectiveness

Penalties:

-40% Farms Effectiveness

-25% Wizards Per Acre (WPA)

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 and Revelation

Unique - Strategic Reserve

Centuries of foresight and preparation pay off in war, as each victorious campaign yields not only territory, but knowledge. Battle-tested strategies are swiftly recorded, studied, and refined for future advantage.


Passive Effect

(In War) Each successful Traditional March against a province within 90–110% of your networth grants science equal to 3 days of passive gain. Max 40 days of science per war.

Orc

Bonuses:

+25% Battle Gains

-50% Draft Cost

Train Elites with Credits

Penalties:

-20% Building Credits

-10% Building Efficiency

-20% Specialist Training Credits

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (10, 0)
Trolls (0, 10)
Ogres (15, 4) 1,000gc 7.25
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

-75% Own casualities when attacking

+75% Enemy battle casualties convert to soldiers

Always Carries and is Immune to the Plague

Convert Specialists into Elites on Attack

Penalties:

+20% Rune Cost (excluding Ritual)

-20% Science Effectiveness

Military:

Off/Def Cost NW
Soldiers (3, 3)
Skeletons (10, 0)
Zombies (0, 8)
Ghouls (14, 3) 950gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Animate Dead and Aggression

Unique - Rotting Plague

A festering sickness clings to the wounded, seeping into soil and storehouse alike. It rots structure and spirit, draining the strength of those who endure it.


Passive Effect

Enemy provinces successfully attacked by this one suffer -15% Building Efficiency and +30% Food Consumption. This plague can be cured with Nature's Blessing or by building Hospitals.

Personalities

Artisan

Bonuses:

+50% Building Credits

+50% Flat Rate Capacity and Building Production

+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% Hospital Effectiveness

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 spell duration and gain 10% of runes refunded.

Heretic

Bonuses:

+20% Combat Instant Spell Damage

+20% Sabotage Damage

-40% Thief Losses

+40% Increased Wizard Production

Starting Bonuses:

+400 Starting Thieves

+400 Starting Wizards

Spell Book:

Nightmare and Fools Gold

Unique - Arcane Frenzy

Every strike fuels the Heretic’s madness, igniting a surge of forbidden power. As battle rages, their mind fractures into focus — spellcraft and subterfuge heighten in perfect, volatile harmony.


Active Effect

After each successful attack, gain +1 Mana and +1 Stealth for the next 5 ticks. This effect does not stack.


Cooldown

24 Utopian Days

Duration

5 Utopian Days

Mystic

Bonuses:

+85% 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 and Chastity

Unique - Arcane Mastery

Through relentless study and unshakable will, you bend the fabric of magic with refined precision. Select spells sharpen under your control, becoming devastating tools of suppression and protection alike.


Passive Effect

Your deep command over magic significantly enhances specific spells, Chastity - Fully halts natural peasant growth (duration halved), Magic Ward: Duration doubled

Raider

Bonuses:

+10% Offensive Military Efficiency

+25% Science Effectiveness - Tools

-50% Thieves lost on failed ops in war

+25% Thievery Per Acre (TPA)

-30% 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 Traditional March 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:

-30% Losses on Learn Attacks

+15% Science Book Production

+15% Scientist Spawn Rate

Starting Bonuses:

+800 Starting Soldiers

+1 Starting Scientists

+800 Starting Specialist training credits

Spell Book:

Revelation

Unique - Focussed Resolve

In the crucible of war, clarity sharpens. With every passing day, determination hardens into insight — an unyielding focus that fuels the march of discovery.


Passive Effect

While in war, gain +1% Science Efficiency per tick, up to a maximum of +15%. This bonus resets when war ends.

Tactician

Bonuses:

-15% Attack Travel Time

+25% Science Effectiveness - Valor

No thief losses on espionage operations

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Reflect Magic

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

+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 - Blood Price

War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.


Passive Effect

Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain


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+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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