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Reference for races, paths, specialties, Circles, war, Skill Tree, marshals, and combat. Founding choices (beginner focus packs vs veteran mix) live on Create Account.

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About Netherheim

Netherheim is a live Season of provinces. You found a hold on the mist-edge, swore Dawn or Dusk, chose a people and a path, Warmonger, Oracle, or Covert, then committed a specialty on the Skill Tree. From there you raise land, hosts, rogues, and rites. Everyone else is on the same clock.

A game day is one real hour. The Season runs whether you are at the desk or not. When it ends, the board is wiped and only the story of this Season remains.

Provinces gather into Circles under a Crown. Dawn rooms with Dawn; Dusk with Dusk. That is who shares your table, not who you are allowed to bleed. Same-bloc Circle war is the campaign. Solo raids and peacetime knives still happen.

The Crown is a job. If your Circle trusts you with the war chest and the call to arms, you lead. If they don't, you don't.

Inspiration

Netherheim draws from classic season-based browser wars for seasonal resets, Circle teamwork, army / covert / magic as three lanes, and a shared ticking world. It also borrows from MMOs and RPGs: path fantasy, faction identity, and the feel of fighting for a guild under a live calendar. It is not a remake of any of them. Circles, Dawn/Dusk, races, specialties, and the Season clock are Netherheim's own kit, with modern UX instead of a 2000s portal.

Glossary

The words the desks use, in one place.

Land and Open Land
Every acre you hold is land. Open Land is the part with nothing built on it yet. Build on it, barren acres house only 15 people.
Might and the Might band
Might sums your land, army, and buildings into one number. The Targets desk favors provinces between 85% and 115% of your Might, a fair fight.
Root Survey
Covert op that reveals a target's exact defense and army. Root before every War march, it is shared with your Circle for 12 days.
Citadel Survey
Cheaper covert op: land, stores, citizens, buildings, and a fogged army.
Deep Survey
Expedition that wins open land by force. The host it demands grows with your Might, and it burns Ash, so keep Ash Kilns running.
Marshal
Leads marches and expeditions. You start with two seats, one always garrisoned at home. More seats open at Skill Tree level 5 and 10 (max 4).
Field seat
A marshal seat that can leave home. Until level 5 you have one, so alternate a hit with a Deep Survey.
Skill point and level
Skill Tree XP raises your level, each level grants a skill point. Spend points on nodes in your specialty's trunks.
Path and Specialty
Path (Warmonger, Oracle, Covert) is picked at founding. Specialty is committed with your first skill point and decides which trunks you can spend in.
Draft rate and floor
Off Civil, the draft turns citizens into soldiers each day. It pauses below 7 citizens per acre, so you never draft your workforce dry.
Army Upkeep
Your army costs gold in wages and food to feed. Troops in training eat too, except Nestkin recruits, who eat once they muster.
Housing %
People over beds. Barren acre 15, any building 25, Hearth 85. Above 100% citizens leave, above 115% troops desert.
Ash and Ash Kilns
Ash pays for spells and Deep Surveys. Fresh provinces start with none, each Ash Kiln makes 8 a day.
Founding shield
24 game days of protection from province creation or reset, even if you join late in the Season. Practice on the Target Dummy while it holds.
Game day vs real time
One game day is one real hour. Labels read Day N, counted from the start of the Season.
Traditional, Plunder, Massacre
Traditional takes land, delivered when the army returns. Plunder steals gold, food, and Ash on the spot. Massacre slaughters citizens, rogues, and sorcerers and needs a Hostile target.
Ravage
An economic strike that needs an Unfriendly target. No land is taken and nothing comes home: it burns gold, food, and Ash, and cuts down citizens. It can land from 60% of their defense at 20% odds, rising to a sure strike once your offense beats their defense. Damage scales with those odds, so a 20% strike burns a fifth of a full one. Your losses run about 40% lighter than a Traditional March, and their army bleeds half as much.
Circle
Same-faction team under a Crown, Dawn with Dawn and Dusk with Dusk. The beginner checklist points you there at Skill Tree level 3.
Building efficiency
Percent buildings (Barracks, Forges, Watch Posts and more) need citizens as workers. Understaffed, they run below full output. Workshops raise efficiency.
Theft Alert
Stacks on a province after recent thefts. Each stack cuts that haul by 30% (floor 15%) and decays one stack every 3 days. Rotate targets.

Races

Race sets your people, unit line, and racial traits. Class is chosen separately.

Human , Frontier settlers

Humans push the mist-edge with fields and drill yards. Grain keeps any focus fed, steel is average, appetites are not. Swift Muster shortens the training queue.

Economy remass, pay hosts from rich fields, drill hosts 15% faster with Swift Muster, pivot class freely.

Dawn (order)

Unique passive

Swift Muster −15%

Military unit training completes 15% faster.

Triggers: Whenever you queue military training.

Human racial traits

  • +10%Food production
  • +8%Gold from taxes & trade
  • +5%Citizen birth rate
  • 4/0 and 0/4Swordsmen / Spearmen500
  • 6/2Knights (Elite)1,400
  • −10%Military effectiveness
  • +10%Food consumption

Swordsmen · 4/0 · Spearmen · 0/4

Knights · 6/2

Human, Frontier settlers

Human

Dwarf , Mountain folk

Dwarves dig in: faster builds, Focus Assignment, and Deep Quake. Holds are slow to march and costly to keep under arms, but the mountain outlasts.

Builder-defenders, specialize %-buildings (even overstaff), rattle foes with Deep Quake; pay in march time and army gold.

Dawn (order)

Unique passive

Deep Quake 20%

On land or massacre fights (attack or defend), 20% chance to blight the enemy for 7 days: −15% gold, food, and Ash output. Timer-only, Paladin Absolution may cleanse (25%/blight, up to 80% with magic offense).

Triggers: After a traditional or massacre battle resolves.

Dwarf racial traits

  • +25%Building construction speed
  • +10%Army defense
  • Rush buildpassive2× gold for half construction time
  • Focus Assignmentpassivemanual %-building staffing (~3d settle); overstaff to 110% for +10% effect
  • 4/0 and 0/5Axemen / Shieldbearers500
  • 4/4Hammerlords (Elite)1,400
  • −5%Army offense
  • +10%Military attack / march time
  • +20%Army draft cost & upkeep

Axemen · 4/0 · Shieldbearers · 0/5

Hammerlords · 4/4

Dwarf, Mountain folk

Dwarf

Wood Elf , Forest folk

Wood Elves lean on sharp offense and fertile woods. Leafveil lets hosts melt into mist mid-fight, natural home for attacker spines with a sorcerer class.

Elusive attackers, trade when Leafveil blinks, march fast, remass from fertile woods; Paladin if you want the sorcerer seat.

Dawn (order)

Unique passive

Leafveil 20%

20% chance that a fight deals you zero military casualties (attack or defend).

Triggers: When combat casualties are rolled.

Wood Elf racial traits

  • +10%Citizen birth rate
  • +5%Army offense
  • −10%Military attack / march time
  • 5/0 and 0/4Archers / Wardens500
  • 7/2Blade Dancers (Elite)1,400
  • −5%Army defense
  • −5%Forge output

Archers · 5/0 · Wardens · 0/4

Blade Dancers · 7/2

Wood Elf, Forest folk

Wood Elf

Aetherborn , Crystal-ridged sky-born

Aetherborn are not kin to Wood Elves, stone-and-crystal folk of the cliff-spires: crystal forges, wind temples, and blood that drinks starlight. Dawn's strong-magic flagship; Starlit Reserve rewards a deep Ash hoard. Hosts cast harder than they march. Dusk's Ashbound holds the parallel seat, different tools, not a clone.

Spell economy, stack Ash Kilns and Spell Halls, lean on racial magic and a Starlit Reserve of Ash. Hosts never march on other provinces; land comes from Expeditions.

Dawn (order)

Unique passive

Starlit Reserve 50k

While you hold 50,000 Ash or more, self-spells cost 10% less, and once every 24 days a landed self-spell runs +1 day longer. Ley Siphon and Steal Ash can drain you under the line.

Triggers: Whenever you cast a self-spell.

Aetherborn racial traits

  • +20%Ash production
  • +15%Magic effectiveness
  • 4/0 and 0/5Skycutters / Spireguards500
  • 2/7Aether Wardens (Elite)1,400
  • −12%Max population (housing)
  • Expeditions onlyCannot attack
  • −10%Magic resistance

Skycutters · 4/0 · Spireguards · 0/5

Aether Wardens · 2/7

Aetherborn, Crystal-ridged sky-born

Aetherborn

Hearthkin , Short hearth-folk

Hearthkin are not small Humans, short hearth-folk of low inns, packed Hearths, and quiet alleys. Quiet Alleys keep failed ops from bleeding rogue pools dry. Where Aetherborn drink Ash, Hearthkin work the Covert Halls.

Housing + Covert Halls, stack Hearths and halls, lean on racial covert and Quiet Alleys; don't expect Ashbound SPL races or Nestkin remass.

Dawn (order)

Unique passive

Quiet Alleys −35%

Failed covert ops lose 35% fewer rogues. Stacks with Veilcraft / Skill Tree loss relief (combined relief cannot exceed 100%).

Triggers: When an intel op, raid, survey, or ambush fails and rogues are lost.

Hearthkin racial traits

  • +20%Max population (housing)
  • +15%Covert effectiveness
  • +20%Intel / covert duration
  • Citizen Watchpassivecitizens defend the hold at +0.5 defense each, max 50% of troops
  • 3/0 and 0/4Reapers / Homeguard500
  • 5/3Hearthblades (Elite)1,400
  • −20%Army offense
  • −10%Army defense

Reapers · 3/0 · Homeguard · 0/4

Hearthblades · 5/3

Hearthkin, Short hearth-folk

Hearthkin

Nestkin , Ratfolk of the undercroft

Nestkin swarm the mist-tunnels beneath Netherheim: endless litters and tunnels that drink blood. Built for numbers and remass, Covert Halls are Hearthkin's lane; Nestkin flood the field. Grain in the burrows does not spoil.

Swarm remass, free muster, Ratswarm, fast marches; trade bodies and food for pressure. Shadow class if you want the Circle Veil seat.

Dusk (ruin)

Unique passive

Free Muster 1%/day

Toggle free citizen→soldier drafting at 1% of citizens per day, no barracks gate. Paid draft gold is capped at Muster rates. Emergency muster is 9% of citizens/day (others 3%). Nestkin cannot send soldiers as Circle aid. Food stockpiles never rot (no daily decay). Every mouth eats 1.5×: citizens, army, Rogues, Sorcerers, and troops in training.

Triggers: Draft stance / free muster toggle on Military. Spec train discount on Training. Circle soldier aid blocked. Food decay skipped on tick.

Nestkin racial traits

  • noneFood stockpile decay
  • +35%Max population (housing)
  • +50%Citizen birth rate
  • −15%Military attack / march time
  • Rush buildpassive2× gold for half construction time
  • Ratswarmspell+20% free muster and +1/+1 soldiers for 3 days
  • 3/0 · 0/3Tunnelblades / Burrowguards375
  • 4/1Mistwardens (Elite)600
  • −5%Modified offense / defense
  • +60%Army casualties (attack & defend)
  • +50%Food consumption

Tunnelblades · 3/0 · Burrowguards · 0/3

Mistwardens · 4/1

Nestkin, Ratfolk of the undercroft

Nestkin

Vampire , Nightborn bloodlords

Vampires of Netherheim rule from misted courts. Hosts refuse to die cleanly; Crimson Wither rides every land fight, gold from the living comes thinner.

Endure and blight, −cas shell, Wither on trades, sorcerers first; don't expect tax riches.

Dusk (ruin)

Unique passive

Crimson Wither 18%

On land or massacre fights (attack or defend), 18% chance to blight the foe for 8 days: −10% gold, −5% military effectiveness, and a daily citizen drain. Timer-only, Paladin Absolution may cleanse (25%/blight, up to 80% with magic offense).

Triggers: After a traditional or massacre battle resolves.

Vampire racial traits

  • −25%Military casualties
  • −50%Food consumption
  • +5%Army defense
  • 4/0 and 0/5Blood Knights / Nightguards500
  • 5/3Crimson Wardens (Elite)1,400
  • −8%Gold from taxes & trade
  • −10%Army offense

Blood Knights · 4/0 · Nightguards · 0/5

Crimson Wardens · 5/3

Vampire, Nightborn bloodlords

Vampire

Kraken , Deep-sea dusk folk

Kraken rise from the abyssal shelves beneath Netherheim: crushing pressure, slow birth, and hungry waters. Tide hosts trade hard, Abyssal Grip pulls more enemy dead into the deep; Riptide drowns whoever storms their shores.

Pressure attackers, tough trades and Abyssal Grip on enemy casualties; pay in birth rate and housing room.

Dusk (ruin)

Unique passive

Abyssal Grip +10%

Your hosts deal +10% military casualties in combat (attack and defend), stacking with Riptide when defending.

Triggers: Whenever combat casualties are calculated.

Kraken racial traits

  • −10%Military casualties
  • +7.5%Military effectiveness
  • Riptidespell+10% casualties dealt to attackers while defending
  • 5/0 · 0/5Reefblades / Shellguards500
  • 6/3Abyssal Knights (Elite)1,400
  • −25%Citizen birth rate
  • −15%Max population (housing)

Reefblades · 5/0 · Shellguards · 0/5

Abyssal Knights · 6/3

Kraken, Deep-sea dusk folk

Kraken

Ashbound , Cinder-blood slag-spire folk

Ashbound are not Aetherborn in ash paint, cinder-blood folk of the slag-spires beneath Netherheim. Ember Tithe cheapens every cast (even fizzles). Hosts cast hotter than Dawn's crystal kin, pay in gold and litters, and hold with Slag Wardens, not glass hammers.

Spell economy, stack Ash Kilns and Spell Halls, lean on racial magic, Ember Tithe discounts, and Ash; don't expect Nestkin remass or a Warlord smash.

Dusk (ruin)

Unique passive

Ember Tithe −20%

Your self and hostile spells cost 20% less Ash, even on fizzles.

Triggers: Whenever you pay Ash to cast.

Ashbound racial traits

  • +15%Ash production
  • +20%Magic effectiveness
  • Citizen Watchpassivecitizens defend the hold at +0.5 defense each, max 50% of troops
  • 3/0 and 0/4Emberblades / Ashguards500
  • 2/5Slag Wardens (Elite)1,000
  • −12%Gold from taxes & trade
  • −15%Citizen birth rate
  • −5%Army defense
  • −10%Magic resistance

Emberblades · 3/0 · Ashguards · 0/4

Slag Wardens · 2/5

Ashbound, Cinder-blood slag-spire folk

Ashbound

Mycelid , Toadstool spore-kin

Mycelids are fungus given limbs, cap-heads and stalk bodies of the wet dark, not forest elves in spores. Gill-lanterns light mycelium roads through the Covert Halls. Where Hearthkin soften failed ops in Quiet Alleys, Mycelid runs its halls harder and seeds Rot Bloom, spores that blunt Covert Defense and make every trade bleed.

Dusk Covert, stack halls, lean on racial covert and Spore Roads hall gain; Rot Bloom on march wins and sabotage; 5/3 elites give you a striker that takes land; don't expect Quiet Alleys housing shell or Nestkin remass.

Dusk (ruin)

Unique passive

Rot Bloom 20%

On a winning land/massacre march, a successful sabotage op, or a Land Ambush, 20% chance to blight the target for 4 days: −15% Covert Defense effectiveness (not against steals) and +10% military casualties. Steals and surveys never seed it. Timer-only, Paladin Absolution may cleanse (25%/blight, up to 80% with magic offense).

Triggers: After a winning traditional/massacre march, or a successful offensive covert op.

Mycelid racial traits

  • +20%Covert effectiveness
  • +10%Food production
  • Spore Roadspassive+50%Covert Halls train extra rogues
  • 4/0 and 0/4Gillblades / Capguards500
  • 5/3Bloom Knights (Elite)1,400
  • −10%Gold from taxes & trade
  • −10%Army offense

Gillblades · 4/0 · Capguards · 0/4

Bloom Knights · 5/3

Mycelid, Toadstool spore-kin

Mycelid

Paths & specialties

Found with race → path → specialty. Paths: Warmonger, Oracle, Covert (three specialties each). Savant is one specialty with two doors (Oracle and Covert), same Scholar's Pace. On Skill Tree, commit a specialty (free, keeps your starter skill point; hard lock, 1 respec per Season). Specialty traits scale with Skill level (~55% at Level 1 → 100% by ~Level 31; stronger every 2 levels, e.g. next bump at Level 3).

Attack Specialist

Warmonger

Attack Specialist

Specialties

  • Warlord, The mist parts for a host, not a prayer. You take ground. The deep roads can wait.
  • Warden, Let them spend themselves on the wall. You will still be standing when the drums stop.
  • Battlemage, Steel first, starlight on the edge. You bless the column, then you break the gate.
Sorcery Specialist

Oracle

Sorcery Specialist

Specialties

  • Paladin, You keep the Circle breathing. The burning of other holds is someone else's sin.
  • Savant · Oracle, The tree remembers you. Hosts are a means. Knowledge is the campaign.
  • Blight, No ward for the Circle. Only fire, and the bill that follows.
Rogue Specialist

Covert

Rogue Specialist

Specialties

  • Shadow, Alleys, wagons, empty chairs. You are home before the report is dry.
  • Savant · Covert, Same scholar's hunger, darker halls. You climb the tree while other knives work.
  • Hexblade, A rite to open the latch. A blade to walk through it. One motion.

Warlord

The mist parts for a host, not a prayer.

You take ground. The deep roads can wait.

Specialty signature

Momentum · War Cry up to +9%

Momentum: each winning march within 3 days of your last win adds +3% offense, up to +9%. One failed or bounced march resets it. War Cry and Bloodward are your unique self-spells (+15% offense, −20% combat casualties).

Triggers: Momentum on every march; spells cast from Spells (Warlord only).

Specialty traits (full kit)

  • +10%Army offense
  • +10%Elite offense
  • −10%Military attack / march time
  • −10%Magic resistance
  • −18%Expedition haul

Warden

Let them spend themselves on the wall.

You will still be standing when the drums stop.

Specialty signature

Bastion · Citizen Watch spells

Unique self-spells. Bastion: +15% defense and −12% combat casualties while active. Citizen Watch: every citizen guards the walls at +0.5 defense while active (citizen defense caps at 50% of troop defense). Bounce, wall, time.

Triggers: Cast from Spells (Warden only).

Specialty traits (full kit)

  • +12%Army defense
  • +1 defenseDefensive specialists (Wardens / Burrowguards / …)
  • +20%Magic resistance
  • Citizen Watchspell+0.5 citizen defense while active
  • −8%Army offensive power
  • +10%Military attack / march time

Battlemage

Steel first, starlight on the edge.

You bless the column, then you break the gate.

Specialty signature

Spellblade · Battle Focus up to +8%

Spellblade: each different hostile spell you land on a target in the 12 days before you march on them adds +4% offense to that march, up to +8%. Each cast powers one march. Battle Focus is your unique self-spell (+12% offense, +8% attack threshold).

Triggers: Spellblade when you march; Battle Focus cast from Spells (Battlemage only).

Specialty traits (full kit)

  • +5%Army offense
  • +20%Magic effectiveness
  • +10%Enemy combat casualties
  • −15%Covert defense effectiveness
  • −5%Army defense

Paladin

You keep the Circle breathing.

The burning of other holds is someone else's sin.

Specialty signature

Consecrate · Circle Kit −10% hexes

Consecrate: Circle mates you buff take −10% duration from hostile hexes while your buff lasts. You keep the Circle breathing with Circle Aegis, Titheguard, Absolution, Emberwell, and Innervate. +35% magic effectiveness, +15% spell duration. Soft magic resist (−15%). No hostile hex kit.

Triggers: Spells from Magic (Paladin only).

Specialty traits (full kit)

  • +5%Army defense
  • +35%Magic effectiveness
  • −15%Magic resistance
  • −10%Citizen birth rate

Savant · Oracle / Covert

The tree remembers you.

Hosts are a means. Knowledge is the campaign.

Savant · Covert: Same scholar's hunger, darker halls. You climb the tree while other knives work.

Specialty signature

Respec Scholar · Scholar's Pace +1/maxed node

Respec Scholar: on a specialty respec, every maxed talent refunds +1 bonus Skill Point, up to +3. Scholar's Pace: +15% Skill Tree XP from play, +5% skill-point effectiveness, faster builds, and 1.5 passive XP/day (baseline 0.125). Oracle drinks from Spell Halls; Covert from Covert Halls.

Triggers: Skill Tree XP/bonuses; Innervate from Magic while at war (Oracle door).

Specialty traits (full kit)

  • +15%Skill Tree XP gain
  • +5%Skill-point effectiveness
  • +10%Construction speed
  • −10%Army offensive power
  • −10%Magic resistance

Blight

No ward for the Circle.

Only fire, and the bill that follows.

Specialty signature

Lingering Fire · Blightfire 1-day echo

Lingering Fire: your timed hexes that run out naturally leave a 1-day echo of their effects at 5% (Absolution can cleanse it). Glass and hostile rites, no Circle wards, +45% magic effectiveness from the Spell Halls. Shares Oracle Innervate (war, +100% Ash, 3–6h, 24h CD).

Triggers: Always-on class traits; cast hostile magic + Innervate from Magic.

Specialty traits (full kit)

  • +45%Magic effectiveness
  • +10%Spell duration
  • +12%Expedition haul
  • −10%Magic resistance
  • −10%Army offensive power

Shadow

Alleys, wagons, empty chairs.

You are home before the report is dry.

Specialty signature

Shadowstep spell + op + returns

Halls, returns, Ambush. Unique self-spell Shadowstep (+25% covert), Ambush the Wagons, cheap rogues, −20% rogue return timers (home ~25% faster), and +25% Nerve regen.

Triggers: Spell on Magic; Ambush under Covert; returns and Nerve every tick (Shadow only).

Specialty traits (full kit)

  • +35%Covert effectiveness
  • +30%Covert duration
  • +1Elite unit defense
  • −10%Income
  • −5%Army offensive power

Hexblade

A rite to open the latch.

A blade to walk through it. One motion.

Specialty signature

Ley Latch self-spell

Signature: land a timed hostile hex, then cast Ley Latch (900 Ash, Diff 5) within 12 game days. Your next covert send to that target costs −25% rogues and −1 difficulty; the latch is spent on send whether you succeed or not. Black Circlet (op→hex) banked for a later talent.

Triggers: Hexblade only · Spells → Covert.

Specialty traits (full kit)

  • +20%Covert effectiveness
  • +20%Magic effectiveness
  • +10%Covert duration
  • −5%Army offensive power
  • −10%Magic resistance

Resources

  • Gold, build, train, scout. Income from citizens + forges.
  • Food, citizens and army eat each day (soldiers/specs 0.5, elites 1.5, Marshals 2, same tiers as wages; rogues and sorcerers 0.5, no wages). Trainees eat from the day they queue. Fields produce food. Race multipliers apply to every mouth (Nestkin 1.5×; Vampire ½; Human +10%). After eat, most races lose 1% of remaining food stockpile to rot; Nestkin stockpiles do not decay.
  • Ash, cast spells. Ash Kilns generate Ash each day.
  • Day, one real hour. Building, training, and income resolve each day.

Construction

Every building costs 900 Gold and takes 14 days. Rush (Nestkin and Dwarves only): pay double for half the time. Dwarves also build 25% faster.

Percentage buildings (Barracks, Bulwarks, Forges, Covert Halls, Watch Posts, Waystations, Infirmaries, Arsenals, Workshops) softcap: bonus = base × BE × x × (1−x) × focus with x = min(50%, land share). Staffing: 25 citizens / land for full effect (unassigned floors at 40%). Hearths give housing + birth softcap from land share only, no BE / Focus staffing. Focus Assignment is a Dwarf racial, manual staffing targets that settle over ~3 days; overstaff to 110% of need for up to +10% building effect.

Construction Plan: set Target % of total land (default). Veterans can click the column header to switch to Add # and type exact counts (e.g. 2 fields). Beginner assist stays on Target % only. Open land + gold still cap what actually queues.

  • Workshop, building efficiency (softcap, max +25%). Also scales Fields / Ash Kilns flat output.
  • Infirmary, softcap casualty reduction.
  • Arsenal, cheaper draft / wages / training gold (softcap).

Population

Housing climbs with land state, finishing a build never lowers your cap. Open Land = 15 per Land; under construction = 20 per Land; finished buildings = 25 per Land; Hearths add +60 on top of built (85 total each) plus +3 citizens/day and a softcapped birth bonus from Hearths land share (no BE).

After chain attacks shrink land, rebuild Hearths (often 40%+ of built land). Razing Hearths while overpop makes it worse.

Circles

Provinces start circleless. Join a faction-locked multi-race circle (cap 20) or found your own, mix any Dawn races together, or any Dusk races, never both. Class stays free inside. Same-circle aggression is forbidden except during an active Arena duel (intel and survey still allowed). Crowns toggle open recruit (default on) vs invite-only; 24h hop lock after join/leave; cannot join a Circle that is in Call to Arms or war. Up to 3 Officers with per-Officer permission checkboxes (default none). Circle treasury (gold/food/Ash) , members contribute, Crown/Officers grant. Circle Market (Crown opens) converts province stock ↔ treasury at posted rates with a spread, not peer aid; fills are all-or-nothing against treasury liquidity; daily Ash-eq pay cap per province. Intelligence (Magic → Circle-Spells, or enemy dossier) spends Ash for Root + Citadel on every member of another Circle, cost scales with their seats and your Circle Might; 24d Circle cooldown; shared in the intel book. Soldiers move peer-to-peer only (same Circle; receiver wage softcap ≤70% of daily gold). Crown/Officers with Edicts perm spend treasury on Circle Edicts (Muster Call +15% draft, Wage Relief −12% wages; 12 days; ally Circles do not inherit).

Circle Hall, member board on the Circles page. Anyone in the parent circle can post (20/day, 1000 chars). Crown or Crown-message officers can pin/delete. Parley, Crown and officers with the Diplomacy permission open threads with other circles (10 posts/day). Recipients get a news line; unread counts show on the Circles nav and Situation rail. From a Parley the Crown can propose an arranged war (same handshake as War tools) after talking terms.

Allied Circles

A parent circle (up to 20 same-faction seats) may open one linked allied circle (10 seats). Only the parent Crown can open it. Founding race is for the name, allied seats also accept any race in the same faction. Dawn and Dusk never mix. Allies cannot open further allies. You cannot declare Circle War on your own linked pair.

Opening an allied seat unlocks a second province slot for the Crown (maxProvinces = 2). Active players may hold a main + alt and swap which province they play. Larger Alliance/Realm coalitions are still deferred. War Doctrine (stack N of one race for max war buff) is rejected, use class seats instead (see Circle War).

Join mode (Crown)

  • Mixed, parent alts and new players both welcome.
  • Parent alts only, seats reserved for players who already have a province in the parent circle.
  • New players only, open mains; parent alts are blocked.

Join mode is set when the ally is opened and can be changed later by either Crown (parent or allied), it syncs on both.

Crimson Wither, Vampire racial. Seeds blight on winning Traditional/Massacre, and when hit by those attacks can infect the attacker. While active: −10% gold, −5% military effectiveness, daily citizen drain. Timer-only (no Infirmary purge), Paladin Absolution may cleanse (25%/blight, up to 80% with magic offense).

Deep Quake, Dwarf racial. Same land/massacre apply rules. While active: −15% gold, food, and Ash output. Timer-only (no Workshop clear),Paladin Absolution may cleanse (25%/blight, up to 80% with magic offense).

Rot Bloom, Mycelid racial. Seeds blight on a winning Traditional/Massacre march, or a successful offensive covert op (20%). While active (4d): −15% Covert Defense effectiveness and +10% military casualties. Timer-only (no Infirmary purge), Paladin Absolution may cleanse (25%/blight, up to 80% with magic offense).

Circle War (PvP)

Crown-declared war between Circles, player vs player. Lasts 72 days. Attacks and ops score for your side. Only a primary Circle Crown can surrender (allies cannot end the war). Use Target finder (sidebar) to list provinces near your might sweet spot.

Province hostility (countries), directed meters between two provinces (0–24). Each hit freezes that meter for 24 days, then it decays −1/day. News fires when a meter toward you rises or cools a tier. Theirs → you unlocks your mid kit; yours → them grants pressure perks. Tiers: Calm, Unfriendly (≥8), Hostile (≥16). Bumps: any winning march +8, raid +5, heavy raid +6 (Torch, Silence, Night Blade, Greater Torch, Sabotage Aether, Blockade, Whisper Campaign), hex +4. Intel ops (probes and surveys) never raise hostility. Dummy / same-Circle / active Circle war skip the province bump (war already opens everything).

Unlocks (theirs → you), Unfriendly: Night Blade, Greater Torch, Assassinate Adepts, Ley Overdraw, Shattering Winds, Aether Burn, Veilpiercer, Oracle's Dread, Hex of Weakness, Silence Rites, Mana Fray, Curse of Clumsy Fingers, Snarl Hex, Sabotage Aether, Blockade. Hostile: Torch the Works, Silence the Choir, Ley Siphon, Citadel Rupture, Meteor Cascade, Whisper Campaign. Calm (anytime): Steal Gold/Food/Ash/Citizens, Kindling, Street Riot. A Traditional march (+8) makes you Unfriendly toward the defender; they unlock mid ops against you when their meter toward you reaches Unfriendly+. A second hit (+8 → 16) reaches Hostile and opens the full kit.

Mid / heavy kit (detail), Aether Burn (Unfriendly hex): instant ~3–5% citizens and ~2–4% home military. Veilpiercer (Unfriendly hex): +18% rogue fail losses, +2% send required, −10% covert power, 5–7d. Greater Torch (Unfriendly covert): ~1.2–2% raze in a chosen building cluster (Economy / Military / Magic-Covert / Utility). Oracle's Dread (Unfriendly hex): −8% offense & defense, 5–7d. Hex of Weakness (Unfriendly hex): −12% offense & defense, 2–4d. Silence Rites (Unfriendly hex): blocks self-spell casting, 2–4d. Assassinate Adepts(Unfriendly covert): ~3–5% sorcerer kill.Whisper Campaign (Hostile covert): −12% birth & −10% draft, 5–7d. Mana Fray (Unfriendly hex): −12% spell success, +10% Ash cast cost, 5–7d. Sabotage Aether (Unfriendly covert): −20% Ash income, −8% spell success, 5–7d; heavy raid bump (+6). Blockade (Unfriendly covert): seizes 15–30% of all Circle aid sent to or from them (soldiers, treasury, care land). Optimal send holds 6d, fewer rogues 2d minimum, up to 1.5× optimal for 9d; heavy raid bump (+6).Meteor Cascade (Hostile hex): daily ~1–1.5% citizens and ~0.5–0.8% home military, 4–6d. Calm soft ops: Snatch Crowd (~2–4% citizens), Kindling (~0.4–0.7% raze), Street Riot (−10% gold & citizen work, 3–5d).

Pressure perks (yours → them), Unfriendly: hostile hex Ash −5%, covert send −5% rogues, march −5% time, attack haul +5%. Hostile: hex Ash −15%, covert send −10%, march −10%, attack haul +5%.

Circle hostility (alliances / NATO), peacetime Circle pair score (0–100) does not rise on every solo hit. It only moves when multi-hit rules fire: one circled province hitting ≥3 distinct members of another Circle (72d window), or ≥2 distinct attackers from Circle A hitting Circle B. Higher tiers loosen declare might bands and shorten Call to Arms; 90+ forces auto-CtA. Crown can scrub (≥25) with treasury/gold to clear the score and start a might-scaled pair truce. Arranged war is the mutual path (scheduled start day).

Class seats (wartime auras)

While a war is active, your side (Circle + mutually joined ally) gains tiny auras from which classes are present, not how many, and not which races. One Shadow fills Veil for everyone on your side; five Shadows still just Veil. Missing a seat means missing that perk, no extra penalty.

  • Steel (Warlord), +3% offense
  • Ward (Warden), +3% defense
  • Veil (Shadow), −10% rogue losses on failed covert ops
  • Star (Paladin), +5% spell success
  • Purse (Battlemage), +5% gold income
  • Voice (Herald, legacy), +2% O/D, +5% intel duration
  • Tome (Savant), +10% Skill Tree XP from war actions

Covert Halls are buildings that power your personal covert offense, they are not a Circle seat. Draft talk: “we need a Veil seat” means recruit a Shadow class, any race.

Allied reinforcement (joining the parent war)

  • Parent war starts between two parent Circles only. Linked parent↔ally pairs cannot war each other.
  • During an active parent war, each parent Crown may invite their allied 10-seat Circle, but only if the enemy also has an allied Circle. Allies cannot invite the parent the other way.
  • The allied Crown Accepts or Declines. Accept alone is not enough: both sides' allies must accept before either 10-man engages. Until mutual lock, allies stay out of scoring / wartime fights for that war.
  • Once both accept, allies fight and score with their parent side. Decline = that ally stays out for the rest of the war.
  • Allied Circles may still declare / fight their own wars as primaries, they just cannot pull the parent in as reinforcement.

After war: 96-day ceasefire (boosted births). Care-package land pools go to each participating Circle (wins add more), Crown grants Open Land. Early exit after 48 days forfeits unspent pool.

Beast Hunt (PvE)

Circle vs a beast, not PvP. The Crown starts hunts from Crown → PvE; members get a Circles alert and must Approve to join (or Decline and sit out of spoils). Approved members commit home-army strength (30–60% of circle needed). Committed troops leave home until resolve.

  • Window 24 days · cooldown 120 days after resolve.
  • Win, most land land to the Crown care pool; provinces that committed split a participant share (20%). Troops return home intact.
  • Fail, 35% of committed strength dies; survivors return home. Sit-outs take no losses and get no spoils.

Arena (PvP duels)

Province-level fights. Same-circle attack is only legal while an active duel is running.

  • Cross duel, 85–115% might band, both Crowns approve, 72 days. Challenger can cancel; either Crown can decline while pending.
  • Crown's Spar, intra-circle, no might range, both mates accept; open-ended until surrender, blowout, or Crown ends.

Skill Tree

  • You only spend in four trunks: two from your specialty + Frontier + Prosperity. Hybrids open their extra pair (Battlemage: Warpath + Veilcraft; Hexblade: Shadows + Veilcraft).
  • 1 rank in a trunk opens both mid nodes. Rank 3 in the path mid opens the cap node.
  • 5/5 on a single node unlocks that named marshal. You do not finish the column. See Marshals.

XP from play plus a small daily passive (0.125 XP/day; Savant 1.5/day, fractional accrues into whole XP). Cap level 50. Every 5 levels: +5% pop, +5% gold/food/Ash, and +2% offense / defense / covert / magic. Specialty respec once per Season (refunds tree ranks; re-pick specialty, commit is free). Curve: early fast / late grind, XP to next ≈ round(40 × Level^1.176) (Level 1→2 ≈ 40 ≈ 1 traditional win or 1× expedition; Level 10→11 ≈ 600 ≈ 15 wins). Login bonus every 24 game days (when you load in) grants gold ≈ 1× Might (floor 200). No streak or Skill XP multiplier, just the periodic gold payout.

XP gain

  • Passive, 0.125 XP/day (Savant 1.5/day). Fractional accrual; no activity or class % on this drip.
  • Expeditions, success/partial. Base ~42 / 52 / 48 (prospect / survey / salvage) × reward scale × crew factor. Shown on send preview.
  • Attack wins, traditional/overrun/raze ~40, plunder/massacre ~22 (× break quality). Losses grant 0. Activity mult (cap ×1.35).
  • Covert, intel / survey +1, offensive raids +3 on success.
  • Spells, self +1, hostile +3 on success. Fail/resist = 0.
  • Arena, win 40 / loss 10. Circle war, declare 10, win share of 120, loss consolation 15.

XP loss

No competitive XP steal attack. Province reset wipes XP. No idle decay.

Prosperity
Mintwork
Gold income from citizens and forges.
Max: Mint Charter, unlock self-spell Gold Blessing · unlocks the Mintlord marshal
Artisan
Building efficiency for %-buildings and production.
Max: Scaffold Rights, −15% construction time · unlocks the Artificer marshal
Homestead
Population capacity.
Max: Open Gates, +10% population cap · unlocks the Steward marshal
Mastery
Effectiveness of your other Prosperity nodes.
Max: Polymath's Seal, Mintwork, Homestead, and Artisan carry the full +15%
Nestkin: Larder (+food) mid and Artisan cap instead of Mastery skill-eff. Max Larder unlocks Grainlord.
Warpath
Vanguard
Offensive military efficiency.
Max: Blooded Vanguard, unlock self-spell First Blood · unlocks the Assault marshal
Breach
Marches ignore part of the target's Bulwark and Redoubt bonus.
Max: Siege Engineers, Greater Torch −1 difficulty · unlocks the Breaker marshal
Overrun
Bigger yield from every break you land.
Max: Reaver's Road, armies return 10% faster after a winning break · unlocks the Reaver marshal
Drill
Faster military training.
Max: Drill Yards, −5% military training gold · unlocks the Drillmaster marshal
Ironhide
Grounding
Instant hostile spells (Aether Burn, Shattering Winds, Citadel Rupture, Ley Siphon) hit you softer.
Max: Null Lattice, +10% Grounding · unlocks the Nullwarden marshal
Tripwires
Your watch catches more enemy rogues.
Max: Long Memory, Alert stacks from thefts last 1 day longer · unlocks the Nightlatch marshal
Holdfast
Fewer casualties defending your own soil.
Max: Calm Bulwark, a break while you have no break protection takes 10% less land · unlocks the Bulwark marshal
Boundary Stakes
Lose less land when broken on traditional marches.
Max: Boundary Oath, no single break takes more than 6% of your land · unlocks the Landwarden marshal
Veilcraft
Channeling
Self-spell potency.
Max: Clean Casting, fizzled spells refund 30% of their Ash · unlocks the Ember marshal
Wards
Magic defensive effectiveness.
Max: Aegis Lattice, −15% Ash cost on self & Circle spells · unlocks the Lattice marshal
Ritual
Ash production and sustained casting.
Max: Blood Circle, unlock self-spell Ley Surge · unlocks the Ashwright marshal
Resonance
Your hostile hexes linger longer.
Max: Harmonic Edge, −1 difficulty on hostile hexes · unlocks the Riteblade marshal
Sanctum
Phalanx
Army defense effectiveness.
Max: Shield Wall, +5% defense · unlocks the Shieldbearer marshal
Warded Halls
Fewer sorcerers lost to Silence the Choir, Assassinate Adepts, and fizzles.
Max: Choir Vigil, −10% more sorcerers lost · unlocks the Medic marshal
Vault Bolts
Less gold, food, and Ash lost when a march plunders you.
Max: Deep Vaults, −8% resources lost when plundered · unlocks the Vaultkeeper marshal
Rite Shear
Hostile hexes on you expire sooner.
Max: Hex Unraveling, hostile hexes on you last 1 day less (min 1) · unlocks the Hexbreaker marshal
Shadows
Covert
Covert power, plus failed-op loss relief at max.
Max: Shadow Syndicate, −15% rogue losses on failed ops · +10% rogue return rate · unlocks the Shade marshal
Infiltration
Tighter fog on Citadel Surveys.
Max: Deep Cover, Citadel Surveys reveal troops in training · unlocks the Whisper marshal
Tradecraft
Surveys are easier to land.
Max: Old Hands, failed surveys lose half as many rogues
Steady Nerve
Raise your Nerve cap, more covert ops between refills.
Max: Iron Nerve, +5 more Nerve cap
Intrigue
Sabotage
Disruptive covert pressure on sabotage ops.
Max: Black Ledger, +5% sabotage pressure · unlocks the Blackhand marshal
Counter-Intelligence
Covert defense against enemy rogues.
Max: Mole Hunt, +3% catch chance on enemy rogues · unlocks the Lookout marshal
Black Market
Fence stolen Gold, Food, or Ash into the resource you need.
Max: Fence Network, fence stolen goods at 80% value
Frontier
Wayfinding
Bigger expedition haul (solo PvE).
Max: Pathcutter, −5% expedition supply cost · unlocks the Pathcutter marshal
Pace
Shorter expedition duration (solo PvE).
Max: Relay Posts, −5% expedition duration · unlocks the Outrider marshal
Spoils
Expedition loot yields (solo PvE only).
Max: Cartographer's Cut, +15% solo expedition rewards (not Circle PvE) · unlocks the Quartermaster marshal

Marshals

Named officers on the Marshals desk. Each Marshal at home opens a march slot (max 5), and at least one leads every march or expedition. Pathcutter is a named marshal with a Lead / Garrison kit.

Seats. Start with 2 levy officers. Extra seats at Skill L5, then L10. Cap 4 living marshals (levy pair counts until you replace them). Named archetypes unlock when the matching Skill Tree node is 5/5. Filling a levy seat costs 8,000 gold, the L5 seat 25,000 gold and 10,000 food, the L10 seat 100,000 gold and 50,000 food.

Kits. Each named archetype has a Lead kit (marches / expeditions they command) and a Garrison kit (one station at home). Never both at once. Up to 2 named leads per march. Empty garrison is legal but costs −5% defense. Levy officers have no kit.

Veteran. Named only (not levy). Earn XP by leading a winning Traditional / Massacre or a completed expedition. 3 XP per rank, ranks 0–5. Each rank adds +1% to every number on both kits, then a soft province scale (+2% relative per 5 Skill levels).

Wound. A named marshal who leads a losing Traditional or Massacre is Wounded: cannot Lead, cannot Garrison, seat stays filled. Timer is 24 game days (24 real hours at current day pace). Rush only: pay 2× base tend gold to cut the remaining timer toward 12 game days. No instant clear. Levy officers never Wound.

Off-path specialty trunks stay Unavailable on the recruit list until you change specialty.

Training

Citizens add no strength (0/0). Citizen Watch arms them at +0.5 defense each: racial on Hearthkin and Ashbound, a Warden unique spell for everyone else. These stack, but all citizen defense together is capped at 50% of your troop defense, since citizens cost no army housing. Soldiers march. Train soldiers from citizens instantly (emergency muster), then upgrade to attackers / defenders / elites. Instant soldier trains cap at 3% of citizens per game day (Nestkin 9%); resets each tick. Nestkin still cannot send soldiers as Circle aid. Specialist upgrades spread over several days (~4/day delivery cadence in testing). Exact O/D per unit is race-specific, see Races above. Vanguard 5/5 on the Skill Tree teaches First Blood (+5% enemy military casualties on your next attack), and Drill 5/5 trims training time.

Army wages are always paid at 100% (no wage slider). Base gold/day before Arsenals / race / spells: soldiers & specs 0.5, elites 1.5, Marshals 2. Morale stays at 100 while the bill is covered each tick. If gold runs short, morale drops 2%/day (floor 50%). When you can pay again, decay stops and morale climbs +1%/day toward 100%. Spells / Arsenals / Circle Wage Relief cut the gold cost, not the pay stance. Paladin Titheguard (−25% wages, +7.5% defense) is the specialty lever. Marshals at home are billed in that army line, not a separate wage line; see Marshals.

Draft stance (Training tab) converts a % of citizens into soldiers each day for gold and food (provisions, × race appetite). Arsenals cut draft gold; Nestkin Free Muster adds +1%/day free (no gold or food, toggle) and caps paid draft gold at Muster rates. War Footing is locked while founding shield is active.

  • Civil, 0% · no paid draft
  • Ready, 0.5%/day · 12g + 2 food per drafted
  • Muster, 1%/day · 18g + 4 food per drafted
  • Mobilize, 1.5%/day · 30g + 6 food per drafted
  • War Footing, 2.5%/day · 60g + 10 food per drafted
  • Soldiers, draft citizens
  • Attackers, upgrade from Soldiers.
  • Defenders, upgrade from Soldiers.
  • Elite Attacker, upgrade from Attackers.
  • Elite Defender, upgrade from Defenders.
  • Marshal, Named leaders recruited on the Marshals desk, not trained here. Each Marshal at home opens a march attack slot (max 5), and at least one must lead every march.

Magic & Covert

Spells spend Ash; ops spend rogues. Success leans on Spell Halls / Covert Halls, SPL / RPL, and class bonuses. Failed casts still cost Ash. Class-locked tools ( Starlit Aegis, Shadowstep, Bloodward, War Cry, Ledger Seal, Bastion, Citizen Watch, Rallying Banner, Ley Latch, Absolution, Titheguard, Ambush the Wagons) only show for the matching class. Ley Surge unlocks from Veilcraft → Ritual max; Gold Blessing from Prosperity → Mintwork max. Covert raids and land ambush live on the Covert page. Shadow returns rogues ~25% faster (−20% return timers). Crime ranks add return rate; max also cuts failed-op losses. Spells are gated by specialty trees (shared / ward / circle ward / offensive / covert / martial unique), e.g. Warlord cannot cast Battle Surge; Battlemage and Blight can push hostiles; Paladin alone casts Circle Aegis, Absolution, Titheguard, and Emberwell. Magic resist softens incoming hostiles for tough army kits (Warlord/Warden) and softens Paladin/Blight.

Self spells

Cast on yourself. Difficulty 1–10; success rides sorcerers per land (SPL) and defensive corps power. Spell Halls only nudge duration toward the difficulty ceiling. Paladin: +35% magic effectiveness, +15% spell duration. Oracle path: +10% hostile Magic Power; Innervate (war only, +100% Ash for 3–6h, once / 24h; Paladin Circle-wide at 2–4h); Ember Muster (instant, difficulty 9, forges 0.1%–1% of your citizens into army; mix is random and can be a single unit type). Skill Tree Magic ranks also scale self-spell potency.

Mana pacing. Two independent lanes: defense (any self / Circle cast) and offense (any hex). Streak is lane-wide, five Hex Weaves means your next Fireball is also at streak 5. Listed Ash climb +4% per cast on that lane. Self / Circle (defense) also pay +8% every 5 streak. The other lane never touches it. Each game day decays streaks by 1 (Paladin: defense −2; Blight / Battlemage / Hexblade: offense −2). The Magic bar follows your selected spell.

  • Barkskin Ward (500 Ash · Difficulty 1/10)
    Living bark sheathes your halls, −10% buildings lost to Kindling, Torch the Works, and Greater Torch while active.
  • Battle Surge (1200 Ash · Difficulty 6/10)
    +20% offense while active.
  • Harvest Blessing (750 Ash · Difficulty 2/10)
    +30% food production while active.
  • Gold Blessing (1500 Ash · Difficulty 4/10)
    +25% gold income while active (3–7h). Unlocked by Prosperity → Mintwork max (Mint Charter).
  • Ley Surge (1000 Ash · Difficulty 5/10)
    The ley lines hold steady, your Ash stockpile does not decay and every spell costs −10% Ash while active. Unlocked by Veilcraft → Ritual max (Blood Circle).
  • First Blood (1200 Ash · Difficulty 5/10)
    Blood the vanguard before the charge: your next attack inflicts +5% enemy military casualties. One charge, held up to 12 days. Unlocked by Warpath → Vanguard max (Blooded Vanguard).
  • Starlit Aegis (1100 Ash · Difficulty 6/10)
    +5% defense while active.
  • Circle Aegis (1400 Ash · Difficulty 9/10)
    Paladin circle ward, +8% defense for you and your parent Circle (allied Circles excluded). Hard cast, washing a whole Circle takes real power.
  • Absolution (1200 Ash · Difficulty 6/10 · paladin)
    Instant on yourself or one Circle mate. On a successful cast, each racial blight, Disease, and Curse has a 25% chance to clear, rising with your magic offense up to 80%. Magic hexes are untouched. Buildings never clear these afflictions, wait the timer or cast Absolution.
  • Titheguard (1300 Ash · Difficulty 6/10 · paladin)
    Single Circle target. −25% military wages and +7.5% defense while active. Lighten their purse, hold their wall.
  • Emberwell (1500 Ash · Difficulty 6/10 · paladin)
    Single Circle mate, instant, once / 12h. Pours 6 hours of their own Ash Kiln output straight into their stores. Cuts the wait after a war burn; cannot be cast on yourself.
  • Labor Benediction (1200 Ash · Difficulty 6/10 · paladin)
    You or one Circle mate. +25% citizen productivity (one citizen covers 1.25 %-building jobs, lifting staffing). Difficulty 6; up to 10h with full Spell Halls. Mates get half duration.
  • Shadowstep (800 Ash · Difficulty 6/10)
    +25% covert effectiveness while active.
  • Mason's Haste (800 Ash · Difficulty 3/10)
    −20% building time while active.
  • Conscription Hymn (600 Ash · Difficulty 5/10)
    +1.5% draft rate while active.
  • Quartermaster's Edict (1000 Ash · Difficulty 3/10)
    −5% military wages, −5% training gold cost, −10% training time.
  • Ratswarm (900 Ash · Difficulty 6/10 · nestkin)
    The burrows boil over, +20% free muster rate and Nestlings fight at +1 offense and +1 defense for 3 days.
  • Riptide (1000 Ash · Difficulty 5/10 · kraken)
    The tide drags attackers under, +10% casualties dealt to any army that marches on you while active.
  • Ash Font (900 Ash · Difficulty 3/10)
    +25% Ash production from Ash Kilns while active.
  • Innervate (1600 Ash · Difficulty 6/10)
    War only · once / 24h. +100% Ash production for 3–6 hours. Paladin: also Circle-wide at 2–4 hours (harder cast).
  • Ember Muster (2400 Ash · Difficulty 9/10)
    Instant. Difficulty 9. Forges 0.1%–1% of your citizens into Rogues or Sorcerers, mix is random and can be a single type. Ash cost is high and scales with land.
  • Mist Fertility (1100 Ash · Difficulty 5/10)
    +25% citizens birth rate while active.
  • Iron Rations (700 Ash · Difficulty 3/10)
    −15% food consumption while active.
  • Bloodward (1400 Ash · Difficulty 7/10 · warlord)
    −20% combat casualties while active.
  • War Cry (1200 Ash · Difficulty 6/10 · warlord)
    The host roars as one before the march, +15% offense while active.
  • Night Eyes (900 Ash · Difficulty 4/10)
    +20% covert defense while active.
  • Ledger Seal (1200 Ash · Difficulty 5/10)
    The ledgers balance in your favor, −15% army wages while active.
  • Bastion (1300 Ash · Difficulty 6/10 · warden)
    +15% defense and −12% combat casualties while active.
  • Citizen Watch (1000 Ash · Difficulty 5/10 · warden)
    Every citizen takes up a post on the walls, +0.5 defense per citizen while active. Citizen defense is capped at 50% of troop defense.
  • Rallying Banner (1100 Ash · Difficulty 5/10 · herald)
    +8% offense, +8% defense, and +10% covert effectiveness while active.
  • Battle Focus (1200 Ash · Difficulty 6/10 · battlemage)
    +12% offense and +8% magic-facing grit (attack threshold) while active.
  • Ley Latch (900 Ash · Difficulty 5/10 · hexblade)
    After a hostile hex lands, cut a door in their veil. Your next covert send to that target within 12 game days costs −25% rogues and ignores +1 difficulty. Fades if unused.
  • Kilnfire Haste (1300 Ash · Difficulty 6/10 · Suits warlord / wood-elf)
    Stoke the column's kilns: your next march returns 20% faster. One charge, held up to 12 days.
  • Stonebind (1200 Ash · Difficulty 5/10 · Suits warden / dwarf)
    Root the host into the walls: +10% defense, but you cannot march or launch expeditions while it holds.
  • Veil of Ash (1000 Ash · Difficulty 6/10 · Suits ashbound)
    Drift ash over the citadel: Citadel and Root Surveys of you read up to 30% off. Rite Survey sees the veil, and Rite Scouring can strip it.
  • Mirror Ward (1500 Ash · Difficulty 8/10 · Suits paladin / aetherborn)
    The first timed hex to land on you is caught in the glass, with a 25% chance it rebounds onto the caster. The ward breaks either way.
  • Hexbreak (900 Ash · Difficulty 5/10 · paladin)
    Instant on yourself or one Circle mate: each Curse has a 25% chance to break, rising with your magic offense up to 80%. Does not touch Disease or Magic hexes.

Offensive spells

Cast on enemies. Your magic offense vs their magic defense. Paladin duration bonus applies to hostiles you land as well.

Dispel tags. Every timed hex carries a tag that decides what can lift it. Instant spells leave nothing to lift. Absolution clears any Lingering Fire echo; Hexbreak only breaks echoes of Curses.

TagAnswer
CursePaladin: Hexbreak (25% per Curse, up to 80% with magic offense) or Absolution (same curve), on themselves or a Circle mate
DiseaseAbsolution (25% per Disease, up to 80% with magic offense, racial blights included)
MagicNo cleanse. Grounding ranks shorten Magic hexes as they land; Mirror Ward may hurl the first one back.
SabotageRogue sabotage (Street Riot, Blockade, Forge Ledgers and the like). No cleanse, wait it out.
  • Hex Weave (Magic)
    Hostile or Circle war. −15% covert power for 6–9 days. Duration ignores Spell Halls.
  • Curse of Clumsy Fingers (Curse)
    Hostile or Circle war. Failed covert ops increase rogue losses by 15% for 6–9 days. Duration ignores Spell Halls.
  • Snarl Hex (Curse)
    Hostile or Circle war. +1% rogues required for covert ops and raids for 1–3 days. Duration ignores Spell Halls.
  • Shattering Winds
    Hostile or Circle war. Blast ~0.8–1.2% of built land in their largest building cluster (economy, military, magic/covert, or utility).
  • Ley Siphon
    Hostile or Circle war. Instant mana tax, steal ~8% of the target's Ash (min 200).
  • Land Siphon
    Hostile or Circle war. Tear ~1.5% of the target's acres away as your own open land. No Might range, the haul scales with how much land they hold. Counts as 3 casts on your hex streak.
  • Citadel Rupture
    Hostile or Circle war. Torch ~1% of built land to open land. Fizzle slays 25% of your sorcerers.
  • Meteor Cascade (Magic)
    Hostile or Circle war. Burning skies, each day ~1–1.5% citizens and ~0.5–0.8% home military perish (4–6 days).
  • Starfall (Magic)
    Hostile or Circle war. Burning meteors fall each day, 2.5% citizens slain and 1.5% of buildings shattered to open land (4–10 days).
  • Mana Fray (Magic)
    Hostile or Circle war. Fray their rites, −12% spell success and +10% Ash cost on casts for 5–7 days.
  • Aether Burn
    Hostile or Circle war. Instant conflagration, scorch ~3–5% of their citizens and ~2–4% of troops at home.
  • Veilpiercer (Magic)
    Hostile or Circle war. Pierce the veil, +18% rogue losses on failed covert ops, +2% rogues required, and −10% covert power for 5–7 days.
  • Oracle's Dread (Curse)
    Hostile or Circle war. Dread saps the host, −8% military offense and defense for 5–7 days.
  • Hex of Weakness (Curse)
    Hostile or Circle war. Cripple their lines, −12% military offense and defense for 2–4 days.
  • Silence Rites (Magic)
    Hostile or Circle war. Seal their self-rites, they cannot cast self-spells for 2–4 days.
  • Rite Scouring
    Hostile or Circle war. Instant, each active self-rite on the target has an 80% chance to dispel (wards, surges, blessings). Does not touch racial blights.
  • Street Riot (Sabotage)
    Economic sabotage from the alleys, −10% gold income and −10% citizen productivity for 3–5 days.
  • Sabotaged Aether (Sabotage)
    Ley lines cut, −20% Ash income and −8% spell success for 5–7 days.
  • Whisper Campaign (Sabotage)
    Propaganda from the alleys, −12% birth rate and −10% draft for 5–7 days.
  • Blockade (Sabotage)
    Rogues choke the roads, seizing 15–30% of all Circle aid sent to or from this province. More rogues sent, longer it holds.
  • Bribed Marshal (Curse)
    A marshal took coin from enemy rogues. Your next march takes +15% casualties, unless your garrison marshal roots out the traitor first.
  • Forged Ledgers (Sabotage)
    Rogues cooked your books. Other provinces see your Might 15% high or low until the forgery is found out. Covert Probe shows the truth.
  • Choked Kilns (Curse)
    Rogues choked the flues, −25% Ash Kiln output for 3 days. A Curse: Absolution or Hexbreak can lift it.
  • Mole in the Deep Survey (Sabotage)
    A planted guide waits among your surveyors. Your next Deep Survey claims 30% less land.
  • Lured Watch (Sabotage)
    Rogues drew your watch off its posts, −30% Watch Post effect for 2 days.
  • Brittle Bones (Curse)
    Curse. Hostile or Circle war. Their defenders take +12% casualties for 3 days.
  • Famine Whisper (Disease)
    Disease. A hunger that will not settle: +20% food eaten for 4 days. Harvest blessings offset it, Absolution cleanses it.
  • Sundered Banner (Magic)
    Magic. Tear the wall-rites: Bastion and Citizen Watch work 15% weaker for 3 days.
  • Slow Tides (Curse)
    Curse. Drag at their wagons: their marches return 15% slower for 4 days. Kilnfire Haste pulls against it.

Covert operations

Relative covert offense / defense (RPL-driven) plus Covert Halls and Watch Posts. Halls train rogues at 0.03/day each (banked like Spell Halls). Covert path: +25% covert effectiveness. Shadow: +35% covert effectiveness, +30% intel / op duration, and −20% rogue return timers. Hearthkin: +15% covert effectiveness, +20% intel duration, Quiet Alleys. Mycelid (Dusk): +20% covert effectiveness, Spore Roads (+50% hall rogue gain), Rot Bloom (march win or a successful sabotage op → −Covert Def / +cas blight; never from steals, and it doesn't soften steals). Steals carry at most 60 Gold, 120 Food or 12 Ash per rogue you own, and each successful steal puts the target on Alert (lighter hauls, sharper watch, decays over a few days). Surveys share with your circle when noted.

Nerve. Every op and survey also spends Nerve, a covert budget capped by path: Warmonger 25, Oracle 50, Covert 75. Shadow and Hexblade raise the cap with Steady Nerve on the Shadows branch (+1 per rank, +5 more at max, up to 85). It refills 6 per game day (Shadow ×1.25, Covert path +1). You need at least 5 Nerve (or the op's cost, whichever is higher) to act. Probes cost 1, Root and Citadel Surveys 2, steals 3, heavy sabotage and kills 6 to 8. Nerve caps spam without touching your rogues: a full tank funds a sharp opening, then you pace.

Smuggle Out. Hide 10% of your Gold in a cache for 4 days (5% fee, one cache at a time, 3 Nerve). It comes home on its own, but raiders who break your walls loot the cache along with your vault.

  • Root Survey (Difficulty 3/10 · 2 Nerve)
    ★ Exact modified defense + military roster for War Room clean strikes. Commits 5% of your rogues. Shared with your Circle for 12 days.
  • Citadel Survey (Difficulty 2/10 · 2 Nerve)
    Land, stores, citizens, buildings, and fogged army / rogues / sorcerers. Root for exact military. Shared with your Circle for 12 days.
  • Covert Probe (Difficulty 3/10 · 1 Nerve)
    Target RPL and modified covert offense / defense. Exact Covert totals on their intel profile.
  • Arcane Probe (Difficulty 3/10 · 1 Nerve)
    Target SPL, magic offense, and magic defense. Exact Magic totals on their intel profile.
  • Structure Survey (Difficulty 4/10 · 1 Nerve)
    Exact building counts, full Build-tab view on their intel profile.
  • Skill Tree Probe (Difficulty 3/10 · 1 Nerve)
    Exact Skill Tree level / XP / talent ranks. Shared with your Circle for 12 days.
  • Rite Survey (Difficulty 4/10 · 1 Nerve)
    Covert path only. Exact active rites, hostile hexes, and racial blights with days left. Shared with your Circle for 12 days.
  • Ambush the Wagons (Difficulty 4/10 · 6 Nerve · shadow)
    Shadow only, while an army that stole your land is still away, peel land from their wagon train. Optimal send reclaim up to 8% of remaining haul; under-sending softens yield and chance.
  • Steal Gold (Difficulty 5/10 · 3 Nerve)
    Available anytime. Optimal send is 5–7% of your roster (3–5% Shadow, 4–6% Hexblade), higher success needs fewer. Full send lifts ~6–10% of their treasury (× Might match), capped at 60 Gold per Rogue you own. Under-sending softens yield and chance. Big stockpiles yield a smaller share. Recent thefts by anyone put their stores on Alert: lighter hauls and sharper Covert Defense until it fades (~3 days per stack).
  • Steal Food (Difficulty 4/10 · 3 Nerve)
    Available anytime. Optimal send is 5–7% of your roster (3–5% Shadow, 4–6% Hexblade), higher success needs fewer. Full send lifts ~8–12% of their stores (× Might match), capped at 120 Food per Rogue you own. Under-sending softens yield and chance. Big stockpiles yield a smaller share. Recent thefts by anyone put their stores on Alert: lighter hauls and sharper Covert Defense until it fades (~3 days per stack).
  • Steal Ash (Difficulty 5/10 · 3 Nerve)
    Available anytime. Optimal send is 5–7% of your roster (3–5% Shadow, 4–6% Hexblade), higher success needs fewer. Full send lifts ~6–10% of their Ash (× Might match), capped at 12 Ash per Rogue you own. Under-sending softens yield and chance. Big stockpiles yield a smaller share. Recent thefts by anyone put their stores on Alert: lighter hauls and sharper Covert Defense until it fades (~3 days per stack).
  • Snatch Crowd (Difficulty 5/10 · 3 Nerve)
    Available anytime. Optimal send lifts ~2–4% of their citizens (× Might match). Under-sending softens yield and chance.
  • Kindling (Difficulty 5/10 · 4 Nerve)
    Available anytime, light arson. Optimal send kindles ~0.4–0.7% of built land to open land (lighter than Torch). Under-sending softens yield and chance.
  • Street Riot (Difficulty 5/10 · 4 Nerve)
    Available anytime, economic sabotage. Success imposes −10% gold income and −10% citizen productivity for 3–5 days. Optimal send matches Steal Gold (roster %).
  • Torch the Works (Difficulty 7/10 · 7 Nerve)
    Hostile or Circle war, sabotage buildings into open land (no land stolen). Optimal send razes ~1.5–2.5% of built land; under-sending softens yield and chance.
  • Silence the Choir (Difficulty 6/10 · 5 Nerve)
    Hostile or Circle war, cut down sorcerers in their Spell Halls. Optimal send kills ~5–7% of their sorcerers; under-sending softens yield and chance.
  • Ley Overdraw (Difficulty 6/10 · 5 Nerve)
    Unfriendly or Circle war, sabotage their rites. Success +1 defensive and +1 offensive mana-pace streak (next self and hostile casts cost more Ash). Optimal send matches Steal Gold (roster %).
  • Night Blade (Difficulty 7/10 · 7 Nerve)
    Unfriendly or Circle war, cut down standing army at home and on the march. Optimal send slays ~5–7% of their military; under-sending softens yield and chance.
  • Greater Torch (Difficulty 7/10 · 7 Nerve)
    Unfriendly or Circle war, torch ~1.2–2% of a chosen building cluster (Economy, Military, Magic/Covert, or Utility). Pick the target role when launching.
  • Sabotage Aether (Difficulty 7/10 · 7 Nerve)
    Unfriendly or Circle war, cut ley income and fray their rites. Success imposes −20% Ash income and −8% spell success for 5–7 days. No resource steal. Optimal send matches Steal Gold (roster %).
  • Assassinate Adepts (Difficulty 6.5/10 · 6 Nerve)
    Unfriendly or Circle war, cut down sorcerers in their Spell Halls. Optimal send kills ~3–5% (lighter than Silence the Choir).
  • Whisper Campaign (Difficulty 7/10 · 7 Nerve)
    Hostile or Circle war, propaganda saps morale. Success imposes −12% birth rate and −10% daily draft for 5–7 days. No resource steal.
  • Blockade (Difficulty 6.5/10 · 6 Nerve)
    Unfriendly or Circle war, choke their roads. Success seizes 15–30% of all Circle aid sent to or from them (soldiers, treasury, care land). Optimal send holds 6 days; send fewer for a shorter Blockade, up to 1.5× optimal for 9 days. No resource steal.
  • Bribe the Marshal (Difficulty 6/10 · 6 Nerve)
    Unfriendly or Circle war. Gold in the right pocket: their next march within 6 days takes +15% casualties. Root Survey shows the marshal as compromised, and their garrison marshal may root out the traitor first.
  • Forge Ledgers (Difficulty 5/10 · 4 Nerve)
    Available anytime. Cooked books make their Might read 15% high or low to everyone else for 4 days. Covert Probe reveals the true value.
  • Spoil the Granaries (Difficulty 5/10 · 4 Nerve)
    Available anytime. Rot their stores instead of carrying them off: destroys ~4–6% of their food (×1.5 against Nestkin and Human). Nothing comes home with your rogues. Feeds their food Alert like a theft.
  • Cut the Kiln Draft (Difficulty 6/10 · 5 Nerve)
    Available anytime. Choke the flues: −25% Ash Kiln output for 3 days. A Curse, so Absolution or Hexbreak can lift it.
  • Turn Coats (Difficulty 8/10 · 8 Nerve)
    Circle war only. Whisper to their wall: ~1–2% of their defensive specialists desert and join your soldiers. Night Eyes and Watch Posts are the counter.
  • Mole in the Deep Survey (Difficulty 6/10 · 5 Nerve)
    Available anytime. A planted guide leads their next Deep Survey astray within 6 days, claiming 30% less land.
  • Lure the Watch (Difficulty 4/10 · 3 Nerve)
    Available anytime. Draw the watch off their posts: −30% Watch Post effect for 2 days, and your next op on them within 2 days is 1 difficulty easier.

Compare

The Compare desk puts two provinces or two Circles side by side with a delta column and drill-down tabs (Overview, Military, Economy, Buildings, Magic & Covert, Skill Tree, Trends). Open it from rankings, a target's action bar, or a circle dossier (“Compare with my Circle”).

Your own Circle. Members share live numbers, army, buildings, stores, Skill Tree. You cannot survey your own mates, so the desk reads the database directly for anyone in your parent circle. Allied circles stay on the intel path.

Everyone else. Data comes from your circle's intel book. Surveys are already shared with mates; Compare merges the best layer from every scout so three people holding different probes on the same target still fill one dossier. Circle 1 and Circle 3 each keep their own picture of Circle 2, intel never crosses circle lines.

Missing layers show as amber fill hints that deep-link to Covert. The Circle view also lists “what we still need” before a war call. Freshness colors match the intel book (fresh / aging / stale). Trends use end-of-day snapshots (land, Might, army, etc.) written each tick, empty until history accumulates.

Expeditions

Crews never fail, and only Deep Survey costs lives, otherwise the price is time and having units away from home. Each run does one job. Prospecting spends Food to bring back Gold (multiples of a day's income) plus Ash worth roughly 1.5–2.5 self-casts at your land. Deep Survey pays only in Open Land (~20–30 land at ×1 on a mid-size province, scaling up with crew ×) and takes that ground by force: 8–11% of the fighting army perish, though Marshals always ride home. The host it demands scales with your Might, not your acres: a heavily armed province must send a proportionally larger army. Ash supplies run ~10× heavier than the old lean rate. Salvage brings back no resources at all, it upgrades the crew: soldiers return as specialists or elites, Citizens as Rogues or Sorcerers, so the more you send the more come back better. Bigger crews multiply the payoff and the days abroad.

Race, specialty, Waystations, and Frontier skill tree (Wayfinding / Spoils / Pace) now add bonus haul instead of survival odds; Pace still cuts duration. Every expedition needs one Marshal as Lead, crew × is paid in troops and supplies, not extra roster seats. Supplies are spent, not returned, they feed and equip the crew, and every return grants Skill Tree XP (shown on send).