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).
-20% Attack Travel Time
+40% Birth Rate
+10% Own casualities when attacking
+10% Own casualities when defending
Can't use Barracks
Can't use Stables or War Horses
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 |
Town Watch and Reflect Magic
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.
+25% Wizards Per Acre (WPA)
+10% Offensive Military Efficiency
Train Thieves with Credits
+20% Explore Cost (Gold)
+20% Explore Cost (Men)
+20% Thief cost
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 |
Blizzard, Guile, Invisibility and Mage's Fury
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.
When activated, all offensive spells (excluding Rituals) cost no runes for the next 3 Utopian Days. Can be reactivated after 24 Utopian Days.
24 Utopian Days
3 Utopian Days
+40% Draft Rate
+15% Enemy casualities when attacking
+15% Enemy casualities when defending
+15% Attack Travel Time
+30% Building Construction Cost
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 |
Greater Protection
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.
Once activated, your maximum population increases by +25% for 3 days.
24 Utopian Days
3 Utopian Days
+30% Building Efficiency
-25% Combat Instant Spell Damage Received
-25% Sabotage Damage Received
+100% Food Consumption
-15% Thievery Per Acre (TPA)
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 |
Miner's Mystique and Wrath
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.
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).
24 Utopian Days
4 Utopian Days
+40% Wizards Per Acre (WPA)
+1% Extra Mana Per Tick
+25% Land Effect - Towers
-40% Thieves' Den Effectiveness
Can't use Dungeons
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 |
Wrath, Mist, Pitfalls, Wrath and Greater Protection
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.
When mana is below 30%, your offensive spells deal +25% spell damage. This bonus ends once mana rises above 30%.
+25% Offensive Spell Duration
+25% Wizards Per Acre (WPA)
+1% Extra Mana Per Tick (in war)
-5% Building Efficiency
+35% Rune Cost (excluding Ritual)
Can't use Stables or War Horses
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 |
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
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
+40% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
-25% Birth Rate
+25% Building Construction Cost
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 |
Vermin, Town Watch, Quick Feet and Invisibility
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 reduced by 75% until next day.
24 Utopian Days
Until use or next day.
-15% Honor Losses
+15% Barracks Effectiveness
+15% Castle Effectiveness
+15% Hospital Effectiveness
+15% Training Grounds Effectiveness
+15% Science Effectiveness
-20% Wizards Per Acre (WPA)
+20% Military Wages
Cannot Ambush
Self Spell Mana Cost Increased by 1
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 |
Fountain of Knowledge, Revelation and Righteous Aggressor
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.
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.
24 Utopian Days
Instant
+20% Battle Gains
-50% Draft Cost
Train Elites with Credits
+50% Battle Losses - Ambush
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 |
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 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).
-100% Food Consumption
-40% Own casualities when attacking
-40% Own casualities when defending
Convert Specialists into Elites on Attack
Plague Immunity
+25% Combat Instant Spell Damage Received
+20% Military Training Cost
+25% Sabotage Damage Received
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 |
Aggression and Heroes Inspiration
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.
+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
+200 Starting Build credits
+600 Starting Soldiers
+600 Starting Specialist training credits
Quick Feet
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.
In War, Raze attacks destroy 40% of target buildings instead of the base 30%.
+35% Hospital Effectiveness
Defensive specialist gets +1 strength
Elite gets +1 defensive strength
Self Spell Mana Cost Reduced by 1
+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 spell duration and gain 10% of runes refunded.
+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
+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.
+85% Land Effect - Guilds
+25% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
+800 Starting Wizards
Meteor Showers, Mind Focus, Chastity and Pitfalls
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.
Once activated, for the next 6 days, regenerate +1 mana per day.
24 Utopian Days
6 Utopian Days
+10% Offensive Military Efficiency
+25% Science Effectiveness - Tools
-50% Thieves lost on failed ops in war
+25% Thievery Per Acre (TPA)
-50% Thief cost
+500 Starting Specialist training credits
+500 Starting Thieves
Steal War Horses
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.
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.
24 Utopian Days
Until use or next day.
+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.
-60% Losses on Learn Attacks
+15% Science Book Production
+15% Scientist Spawn Rate
+800 Starting Soldiers
+3 Starting Scientists
+800 Starting Specialist training credits
Revelation and Scientific Insight
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%.
-15% Attack Travel Time
+25% Science Effectiveness - Siege
No thief losses on espionage operations
+800 Starting Soldiers
+800 Starting Specialist training credits
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.
When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon.
-50% Mercenary Cost
+15% Offensive Military Efficiency
+5 Prisoner and Mercenary Offensive Strength
+25% Science Effectiveness - Tactics
+800 Starting Soldiers
+800 Starting Specialist training credits
Righteous Aggressor
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.
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
Normal | None |
---|---|
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 |
---|---|
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 |