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).
-25% Attack Travel Time
+20% Birth Rate
+15% Own casualities when attacking
+15% Own casualities when defending
Can't use Stables or War Horses
Can't use Barracks
| 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 |
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.
(War/Hostile) — The next attack automatically succeeds with –50% losses; gains scale by offense vs defence; 0 Honour gains.
23 Utopian Days
2 Utopian Days
+20% Wizards Per Acre (WPA)
+10% Offensive Military Efficiency
Train Thieves with Credits
+20% Military Wages
+20% Thief cost
| 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 |
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 60% less runes for the next 2 days.
23 Utopian Days
2 Utopian Days
+25% Building Efficiency
-25% Building Construction Time
-25% Military Training Time
+25% Specialist Training Credits
+20% Explore Cost (Gold)
+20% Explore Cost (Men)
+50% Food Consumption
-10% Wizards Per Acre (WPA)
| 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 |
Miner's Mystique
The fires of industry burn hotter under your command. Your forges and workshops operate at peak performance, driving unparalleled productivity across your lands.
While active, increases Building Efficiency by 15%, increases income by 15% and increases drafting speed by 15%
23 Utopian Days
6 Utopian Days
+25% Wizards Per Acre (WPA)
+1% Extra Mana Per Tick
+20% Land Effect - Towers
Can't use Dungeons
Can't Use Training Grounds
| 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 |
Wrath, Mist, Pitfalls and Wrath
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
+30% Rune Cost (excluding Ritual)
| 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 |
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
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.
23 Utopian Days
2 Utopian Days
-10% Attack Travel Time (War Only)
+15% Enemy casualities when attacking
+15% Enemy casualities when defending
+15% Thievery Per Acre (TPA)
-15% Wizards Per Acre (WPA)
+25% Rune Cost (excluding Ritual)
| 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 |
Quick Feet and Aggression
Your forces strike with calculated precision. Each successful attack may inspire a surge of cunning that enhances your thievery prowess for several days.
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.
+15% Max Population
+30% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
-25% Birth Rate
+25% Building Construction Cost
Expose Thieves reduces 1% additional stealth
| 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 |
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.
23 Utopian Days
2 Utopian Days
+30% Income
-50% Mercenary Cost
-25% Military Training Cost
Greed Immunity
Incite Riot Immunity
+25% Military Training Time
| 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 |
Fountain of Knowledge and Revelation
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.
23 Utopian Days
Instant
+5% Battle Gains
+10% Battle Gains (War Only)
-50% Draft Cost
-20% Science Book Production
-20% Thievery Per Acre (TPA)
| 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 |
Bloodlust and Aggression
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.
Every successful attack will apply one of the following random bonuses to that attack: +20% enemy casualties, +10% attack gains, or -25% military casualties.
-100% Food Consumption
-40% Own casualities when attacking
-40% Own casualities when defending
Convert Specialists into Elites on Attack
Plague Immunity
Espionage Thief Operations Only
| 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 |
Aggression, Heroes Inspiration and Animate Dead
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.
23 Utopian Days
2 Utopian Days
+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
+200 Starting Build credits
+600 Starting Soldiers
+600 Starting Specialist training credits
Ghost Workers
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
Plague Immunity
Self Spell Mana Cost Reduced by 1
Defensive specialist gets +1 strength
Elite gets +1 defensive strength
+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.
+1 Army generals
-20% Military Training Time
+20% Specialist Training Credits
Train Elites with Credits (War Only)
+800 Starting Soldiers
+800 Starting Specialist training credits
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.
While active, all attacks have +60% Honor Gains.
23 Utopian Days
2 Utopian Days
+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
+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%.
23 Utopian Days
2 Utopian Days
+85% Land Effect - Guilds
+25% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
+800 Starting Wizards
Meteor Showers, Mind Focus, Chastity and Pitfalls
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.
Restore mana by 15%.
23 Utopian Days
+25% Wizards Per Acre (WPA)
+25% Battle casualties convert to soldiers
+30% Enemy battle casualties convert to soldiers
+25% Science Effectiveness - Resilience
+800 Starting Soldiers
+800 Starting Specialist training credits
Nightmare, Mystic Aura and Animate Dead
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.
A successful attack increases your instant spell damage by 20% for 2 days (in War, does not stack).
+20% Enemy casualities when defending
+25% Science Effectiveness - Valor
War Horse gets +1 strength
Dragon Immunity
+800 Starting Soldiers
+800 Starting Specialist training credits
Heroes Inspiration, Salvation and Righteous Aggressor
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.
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%.
23 Utopian Days
2 Utopian Days
+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
+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.
-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
+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.
-40% Mercenary Cost
+15% Offensive Military Efficiency
+4 Prisoner and Mercenary Offensive Strength
+25% Science Effectiveness - Tactics
+800 Starting Soldiers
+800 Starting Specialist training credits
Righteous Aggressor
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.
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 |
|---|---|
| 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 |