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

+20% Birth Rate

Penalties:

+15% Own casualities when attacking

+15% Own casualities when defending

Can't use Stables or War Horses

Can't use Barracks

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (12, 0)
Harpies (0, 10)
Drakes (15, 3) 900gc 6.75
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

(War/Hostile) — The next attack automatically succeeds with –50% losses; gains scale by offense vs defence; 0 Honour gains.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Dark Elf

Bonuses:

+20% Wizards Per Acre (WPA)

+10% Offensive Military Efficiency

Train Thieves with Credits

Penalties:

+20% Military Wages

+20% Thief cost

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (10, 0)
Druids (0, 11)
Drows (13, 6) 900gc 7.5
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 60% less runes for the next 2 days.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Dwarf

Bonuses:

+25% Building Efficiency

-25% Building Construction Time

-25% Military Training Time

+25% Specialist Training Credits

Penalties:

+20% Explore Cost (Gold)

+20% Explore Cost (Men)

+50% Food Consumption

-10% Wizards Per Acre (WPA)

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 - Molten Anvil

The fires of industry burn hotter under your command. Your forges and workshops operate at peak performance, driving unparalleled productivity across your lands.


Active Effect

While active, increases Building Efficiency by 15%, increases income by 15% and increases drafting speed by 15%


Cooldown

23 Utopian Days

Duration

6 Utopian Days

Elf

Bonuses:

+25% Wizards Per Acre (WPA)

+1% Extra Mana Per Tick

+20% Land Effect - Towers

Penalties:

Can't use Dungeons

Can't Use Training Grounds

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 12)
Elf Lords (12, 7) 1,000gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Wrath, Mist, Pitfalls and Wrath

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

+30% Rune Cost (excluding Ritual)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (4, 13) 1,200gc 7.25
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, Invisibility and Fools Gold

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

23 Utopian Days

Duration

2 Utopian Days

Gnome

Bonuses:

-10% Attack Travel Time (War Only)

+15% Enemy casualities when attacking

+15% Enemy casualities when defending

+15% Thievery Per Acre (TPA)

Penalties:

-15% Wizards Per Acre (WPA)

+25% Rune Cost (excluding Ritual)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Quickblades (11, 0)
Pikemen (0, 10)
Golems (14, 4) 900gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Quick Feet and Aggression

Unique - Cunning Assault

Your forces strike with calculated precision. Each successful attack may inspire a surge of cunning that enhances your thievery prowess for several days.


Passive Effect

Each successful attack will provide one of the following thievery boosts, which last for 6 days: +20% thievery effectiveness, -30% thief losses, or +25% sabotage damage. All of these can be active at the same time.

Halfling

Bonuses:

+15% Max Population

+30% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Penalties:

-25% Birth Rate

+25% Building Construction Cost

Expose Thieves reduces 1% additional stealth

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (12, 7) 950gc 7.5
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

23 Utopian Days

Duration

2 Utopian Days

Human

Bonuses:

+30% Income

-50% Mercenary Cost

-25% Military Training Cost

Greed Immunity

Incite Riot Immunity

Penalties:

+25% Military Training Time

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (13, 0)
Archers (0, 10)
Knights (7, 12) 1,050gc 8.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge and Revelation

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

23 Utopian Days

Duration

Instant

Orc

Bonuses:

+5% Battle Gains

+10% Battle Gains (War Only)

-50% Draft Cost

Penalties:

-20% Science Book Production

-20% Thievery Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (10, 0)
Trolls (0, 10)
Ogres (15, 2) 1,000gc 6.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Bloodlust and Aggression

Unique - Carnage

When unleashed, Carnage fuels your armies with chaotic fury. Each victorious assault triggers one of several unpredictable surges of power, making every battle a gamble of destruction and glory.


Passive Effect

Every successful attack will apply one of the following random bonuses to that attack: +20% enemy casualties, +10% attack gains, or -25% military casualties.

Undead

Bonuses:

-100% Food Consumption

-40% Own casualities when attacking

-40% Own casualities when defending

Convert Specialists into Elites on Attack

Plague Immunity

Penalties:

Espionage Thief Operations Only

Military:

Off/Def Cost NW
Soldiers (3, 3)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (15, 4) 900gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Aggression, Heroes Inspiration and Animate Dead

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

23 Utopian Days

Duration

2 Utopian Days

Personalities

Artisan

Bonuses:

+40% Building Credits

+40% Flat Rate Capacity

+40% 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:

Ghost Workers

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

Plague Immunity

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.

General

Bonuses:

+1 Army generals

-20% Military Training Time

+20% Specialist Training Credits

Train Elites with Credits (War Only)

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Unique - Generals Command

Under the unwavering will of your generals, every strike becomes a lesson in dominance. Discipline and pride move as one, and each victory echoes louder across the halls of honor.


Active Effect

While active, all attacks have +60% Honor Gains.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Heretic

Bonuses:

+20% Combat Instant Spell Damage

+15% Science Effectiveness - Cunning

+15% Science Effectiveness - Finesse

+15% Science Effectiveness - Channeling

+15% Science Effectiveness - Shielding

+15% Science Effectiveness - Sorcery

+15% 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

23 Utopian Days

Duration

2 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, Mind Focus, Chastity and Pitfalls

Unique - Mana Well

You possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within the forests of your Province. When called upon, these reserves replenish your magical strength, allowing you to harness your arcane abilities with renewed vigor.


Active Effect

Restore mana by 15%.


Cooldown

23 Utopian Days

Necromancer

Bonuses:

+25% Wizards Per Acre (WPA)

+25% Battle casualties convert to soldiers

+30% Enemy battle casualties convert to soldiers

+25% Science Effectiveness - Resilience

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Nightmare, Mystic Aura and Animate Dead

Unique - Grave Harvest

From every battlefield, the fallen rise to serve again. Their lingering essence feeds your magic, binding death itself to your will. Each victory reaps new power from the graves of the defeated.


Passive Effect

A successful attack increases your instant spell damage by 20% for 2 days (in War, does not stack).

Paladin

Bonuses:

+20% Enemy casualities when defending

+25% Science Effectiveness - Valor

War Horse gets +1 strength

Dragon Immunity

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Heroes Inspiration, Salvation and Righteous Aggressor

Unique - Smite

When wrath takes form, mercy flees. Smite calls down sacred devastation upon the unworthy — sanctified fire that razes structures of deceit and sears the souls within. Whether temples crumble or the masses burn, divine judgment leaves no doubt: the gods stand with you.


Active Effect

Once activated, for two ticks (War/Hostile only, 23 Hour Cooldown), your next successful Traditional March will either - 1. Destroy 25% of the target’s Guilds, Towers, and Thieves’ Dens or 2. If the target has fewer than 10% of land in those buildings combined, trigger a Holy Massacre - Kills 15% of the target’s peasants and increases specialist military casualties by 15%.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Rogue

Bonuses:

+25% Science Effectiveness - Crime

+25% Damage when performing Assassinate Wizards

+25% Damage when performing Kidnap

+70% 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% Science Effectiveness - Siege

Immune to Steal War Horses

Access Conquest regardless of Net Worth

No thief losses on espionage operations

Immune to Greater Arson

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:

-40% 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

Spell Book:

Righteous Aggressor

Unique - Battle Cry

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

Each successful attack will destroy 0.5% of the target's peasant 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 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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