Master every aspect of Nexian - from tribe selection to endgame strategies
Game Manual
i
Overview
Rewarding but demanding. Strong all-round troops and a field and a building at the same time, but the slowest, most expensive training: best once you know the game.
Special Features
Balanced elite troops - strong in both attack & defense
Build a building and a resource field at the same time
Training times assume x1 server speed and a level 1 training building (Barracks, Stable, Workshop, Residence, Palace or Command Center). Higher speeds and higher building levels are faster.
Overview
The easiest tribe to start with. Double-size crannies, a cheap defender, the cheapest settlers and the fastest merchants make them hard to hurt while you learn, and their riders can raid too.
Training times assume x1 server speed and a level 1 training building (Barracks, Stable, Workshop, Residence, Palace or Command Center). Higher speeds and higher building levels are faster.
Overview
Aggressive and relentless. Cheap troops allow massive armies and farming campaigns. Recommended for experienced players who want to dominate through raids.
Special Features
Raid bonus: enemy crannies hide only 80% of resources, and 72% when your hero joins the attack
Troops are cheap & fast to train - ideal for farming
Brewery boosts attack power account-wide (capital only)
Teutons Troops
Unit
Train
Spd
Clubswinger
40
20
5
95
75
40
40
15m
7
Spearman
10
35
60
145
70
85
40
23m 20s
7
Axeman
60
30
30
130
120
170
70
25m
6
Scout
0
10
5
160
100
50
50
23m 20s
9
Paladin
55
100
40
370
270
290
75
50m
10
Teutonic Knight
150
50
75
450
515
480
80
1h 1m
9
Ram
65
30
80
1,000
300
350
70
1h 10m
4
Catapult
50
60
10
900
1,200
600
60
2h 30m
3
Chief
40
60
40
35,500
26,600
25,000
27,200
19h 35m
4
Settler
10
80
80
7,200
5,500
5,800
6,500
8h 36m
5
Training times assume x1 server speed and a level 1 training building (Barracks, Stable, Workshop, Residence, Palace or Command Center). Higher speeds and higher building levels are faster.
Overview
An easy tribe to start with, on worlds that have them. The cheapest, fastest-trained defenders in the game and a Waterworks that can double the yield of every oasis they annex. Weak on offense: settle near rich oases and win the long game.
Special Features
Waterworks: up to double the bonus from every annexed oasis
Cheapest, fastest-trained defensive unit in the game
Stone Wall: Palisade-grade defense, nearly as tough as the Earth Wall
The hero produces a third more resources than any other tribe's hero
Egyptians Troops
Unit
Train
Spd
Slave Militia
10
30
20
45
60
30
15
11m
7
Ash Warden
30
55
40
115
100
145
60
28m 50s
6
Khopesh Warrior
65
50
20
170
180
220
80
30m
7
Sopdu Explorer
0
20
10
170
150
20
40
28m 20s
16
Anhur Guard
50
110
50
360
330
280
120
53m 20s
15
Resheph Chariot
110
120
150
450
560
610
180
1h 7m
10
Ram
55
30
95
995
575
340
80
1h 20m
4
Stone Catapult
65
55
10
980
1,510
660
100
2h 30m
3
Nomarch
40
50
50
34,000
50,000
34,000
42,000
25h 11m
4
Settler
0
80
80
6,300
8,150
6,050
5,800
6h 53m
5
Training times assume x1 server speed and a level 1 training building (Barracks, Stable, Workshop, Residence, Palace or Command Center). Higher speeds and higher building levels are faster.
Overview
Born horsemen. A cavalry-heavy army built for fast, devastating raids, the quickest scout in the game, and a Command Center that lets them expand without ever building a Residence or Palace. Defense is their weakness.
Special Features
Three attacking cavalry units and the fastest scout in the game
Command Center: expansion slots without a Residence or Palace
A mounted hero leading an all-cavalry army gives the WHOLE army +3 fields per hour
Logades: the widest loyalty swing of any administrator, 15-30% per strike
Training times assume x1 server speed and a level 1 training building (Barracks, Stable, Workshop, Residence, Palace or Command Center). Higher speeds and higher building levels are faster.
Building 1 of 20
Main Building
Prerequisites: None
Description
The master builders live in the Main Building. The higher the level of the Main Building, the faster your other buildings will be constructed.
Tribe Advantages
Romans: You can construct a building and a resource field simultaneously.
Cost · Lvl 1
70406020
Building 2 of 20
Warehouse
Prerequisites: Main Building level 1
Description
The resources wood, clay, and iron are stored in the Warehouse. The higher the level, the larger the storage capacity.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
1301609040
Building 3 of 20
Granary
Prerequisites: Main Building level 1
Description
The crop produced by your farms is stored in the Granary. The higher the level, the larger the storage capacity for crop.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
801007020
Building 4 of 20
Cranny
Prerequisites: None
Description
In the event of an attack on your village, the Cranny hides a portion of your resources. These resources cannot be stolen by the attacker. At level 1, the Cranny hides 100 units of each resource.
Tribe Advantages
Gauls: The Cranny hides 2x as many resources.
Teutons: Enemy Crannies hide only 80% of their normal amount, and 72% when the attacking hero rides along.
Cost · Lvl 1
40503010
Building 5 of 20
Embassy
Prerequisites: Main Building level 1
Description
To join an alliance you need an Embassy. Starting from level 3, you can create your own alliance. Every level increases the maximum size of the alliance by 3 members.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
18013015080
Building 6 of 20
Rally Point
Prerequisites: None
Description
At the Rally Point you can give orders to your troops and see incoming attacks or reinforcements. The Rally Point can only be built on the curved area just to the right of your Main Building. The higher the level, the more targets become available for your catapults.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
1101609070
Building 7 of 20
Marketplace
Prerequisites: Main Building level 3, Warehouse level 1, Granary level 1
Description
At the Marketplace you can trade resources with other players. The higher the level, the more merchants you have available.
Tribe Advantages
Romans: Merchants can carry 500 resources (Speed: 16 fields/hour)
Teutons: Merchants can carry 1000 resources (Speed: 12 fields/hour)
Gauls: Merchants can carry 750 resources (Speed: 24 fields/hour)
Egyptians: Merchants can carry 750 resources (Speed: 16 fields/hour)
Huns: Merchants can carry 500 resources (Speed: 20 fields/hour)
Cost · Lvl 1
807012070
Building 8 of 20
Barracks
Prerequisites: Rally Point level 1, Main Building level 3
Description
In the Barracks, infantry troops are trained. The higher the level of the Barracks, the faster the troops are trained.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
210140260120
Building 9 of 20
Stable
Prerequisites: Smithy level 3, Academy level 5
Description
In the Stable, cavalry troops are trained. The higher the level of the Stable, the faster the troops are trained.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
260140220100
Building 10 of 20
Workshop
Prerequisites: Academy level 10, Main Building level 5
Description
In the Workshop, siege engines like rams and catapults are built. The higher the level, the faster the production speed.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
460510600320
Building 11 of 20
Academy
Prerequisites: Barracks level 3, Main Building level 3
Description
In the Academy, you can research new troop types. The higher the level, the more advanced troops you can research.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
2201609040
Building 12 of 20
Smithy
Prerequisites: Main Building level 3, Academy level 3
Description
In the Smithy, the weapons and armor of your warriors are enhanced. By increasing the level of the Smithy, you can order the fabrication of better weapons and armor. Each upgrade increases both attack and defense power.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
340400760260
Building 13 of 20
Town Hall
Prerequisites: Main Building level 10, Academy level 10
Description
Celebrations held in the Town Hall increase your culture points. The higher the level, the shorter the time needed to organize a celebration and the more culture points you receive.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
1,2501,1101,260600
Building 14 of 20
Residence
Prerequisites: Main Building level 5, no Palace or Command Center in the village
Description
The Residence is a small palace where the King or Queen lives when they visit. The Residence protects the village from being conquered by enemies. At levels 10 and 20, you can train three Settlers or a Chief/Senator.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
580460350180
Building 15 of 20
Palace
Prerequisites: Embassy level 1, Main Building level 5, no Residence or Command Center in the village
Description
The King or Queen lives in the Palace. You can only have one Palace in your entire realm. The village with the Palace can be declared the Capital. At levels 10, 15, and 20, you can train three Settlers or a Chief/Senator. The Capital is the only village where a Stonemason can be built, and resource fields can be upgraded beyond level 10.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
550800750250
Building 16 of 20
Command Center
Prerequisites: Main Building level 5, no Residence or Palace in the village
Description
The Command Center defends the village against conquest and opens expansion slots at levels 10, 15 and 20. Settlers and chiefs are trained here, so a Hun can expand without ever building a Residence or a Palace.
Tribe Advantages
Huns only. It cannot share a village with a Residence or a Palace, and unlike a Palace it cannot make a village your capital.
In the Trade Office, the merchants' carts are improved with powerful horses. The higher the level, the more your merchants can carry. Each level increases capacity by 10%. At level 20, your merchants can carry 3x the normal amount.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
1,4001,3301,200400
Building 18 of 20
Hero's Mansion
Prerequisites: Main Building level 3, Rally Point level 1
Description
The Hero's Mansion lets you occupy oases. At level 10 you can occupy 1 oasis, at level 15 you can occupy 2 oases, and at level 20 you can occupy 3 oases.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
700670700240
Building 19 of 20
Waterworks
Prerequisites: Hero's Mansion level 10
Description
The Waterworks raises the bonus of every oasis annexed to this village by 5% per level, reaching double their normal effect at level 20.
Tribe Advantages
Egyptians only.
Cost · Lvl 1
650670650240
Building 20 of 20
Tournament Square
Prerequisites: Rally Point level 15
Description
At the Tournament Square, your troops train to improve their stamina. The speed bonus only applies to travel beyond 30 fields - the first 30 fields are always traveled at normal speed. Each level increases speed by 10% for the distance beyond 30 fields.
Tribe Advantages
All tribes build this the same way.
Cost · Lvl 1
1,7502,2501,530240
About Nexian6
Nexian is a free strategy world: five tribes, a hero with attributes, adventures and items, our own unit balance, oases that grow through server phases, and in-game tools for every world. It is run by long-time players, and there is no pay-to-win.
Units follow our own balance tables. The hero has attributes and adventures, and hero equipment comes in one strength only, so gear never snowballs. Oases grow through three phases during the round, and the endgame runs on our own artefact and World Wonder schedules. The Manual, the guides and the in-game tools are written for every world's own settings.
No. Gold is abundant and free here: you earn it for voting, through other in-game routes, and for inviting friends - a friend who stays and founds their second village pays you a large amount of gold. And gold is a logistics tool: NPC trading, finishing a build instantly, re-rolling the hero merchant. It does not buy troops, and it does not buy combat power. Rounds are decided by how well you play and how well your alliance coordinates.
Every realm runs the same game at a different tempo: the speed multiplies production, training and travel, so a faster world compresses the same round into less real time. The realms currently open, their speeds and their full round settings are listed on the Server Details page - pick the pace you can actually play at, not the fastest number.
No. Nexian runs in the browser on desktop, tablet and phone, with nothing to download and no client to keep updated. One account, one login, and the same village whichever device you open it on.
In the Manual and the in-game tools: they show this world's own unit stats, costs and timings.
Getting Started3
After registering, you begin with a small village. Focus on upgrading your resource fields (lumber, clay, iron, crop) first to build a strong economy before training troops.
Start with the Gauls, or the Egyptians on worlds that have them. Both forgive early mistakes: the Gauls have double-size crannies, a cheap defender, the cheapest settlers and the fastest merchants, and the Egyptians train the cheapest, fastest defender in the game. The Romans are rewarding but demanding: their troops are the slowest and most expensive to train, and building a field and a building at once only pays off if you plan every step.
Build an Embassy in your village. To join an alliance you need an invitation from it, which you accept in your Embassy. To found your own alliance you need Embassy level 3.
Village & Economy5
Culture points determine how many villages you can settle. You earn them by building up your capital, hosting celebrations, and holding certain buildings at high levels.
Build a Marketplace, then use the Trade tab to send resources. The higher the Marketplace level, the more merchants you have available to carry goods.
Because Nexian's economy rewards concentrating production into crop: percentage bonuses multiply across all 15 fields, and a strong crop capital feeds huge armies. Convert surplus crop into other resources with the NPC merchant. See the “Your Second Village & Capital” guide.
Gold is abundant here (voting and more). Its main uses are NPC trading (turning surplus crop into wood, clay or iron), instantly finishing buildings, and re-rolling your hero merchant for better items.
No. A capital can never be taken with chiefs or senators - it can only be destroyed with catapults. If it is destroyed, your village with the highest population automatically becomes your new capital (on a tie, the older village). See the Second Village & Capital guide.
War & Defense4
The Cranny hides a portion of your resources from enemy raiders. Gauls get double the hiding capacity per Cranny level compared to the other tribes.
Attackers can raid your resources (up to what is not hidden in Crannies) or attempt to conquer your village. Keep troops at home and use the Cranny to minimize losses.
Turn on troop evasion in your capital's Rally Point: your home troops automatically dodge an incoming attack and return three minutes later. It works only in the capital, and reinforcements stay to fight. See the Troop Evasion guide.
All troops belonging to that village die, wherever they happen to be - at home, reinforcing or marching. Only the hero survives, and he returns to your capital.
Hero & Oases4
Build a Hero's Mansion and level it up (level 10 for one oasis, 15 for two, 20 for three). Then send your hero with troops to capture unoccupied or enemy oases.
Revive him in the Hero Panel (it costs resources and time), or instantly with a Bucket of Water from the merchant or an adventure. Note that heroes are NOT immune to starvation - if a village runs out of crop, the hero is the last unit to die. See the Hero and Starvation guides.
Nexian oases are dynamic: production, storage and animal caps grow through three server phases, and after any attack a hidden cooldown pauses animal respawns until it expires. See the Oases and Animal Spawns guides.
No. A dead hero can be rebuilt as a different unit type and keeps his level, experience and attribute points. The price and time match a revival of the chosen unit at that level. See the Hero System guide.
Endgame3
With a World Wonder. Late in the round the Natars release the construction plans, alliances race to raise a World Wonder toward level 100, and the first to finish one wins the round for their alliance. Everything before that - artefacts, settling, the whole war - is positioning for it. See the World Wonder guide.
Only your hero can. Win a normal attack against the village holding it, completely destroy its treasury, and make sure your hero survives the battle. See the Artefacts guide.
Yes. In the endgame the Natars raise their own Wonder, The First Wonder, level by level. If it reaches 100 before any player Wonder, the Natars win the round. See the World Wonder guide.
Getting Started
Core Systems
Endgame & Natars
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Start#1 of 16
Quests & Rewards
All 41, in order
Sections: 7
Tips: 3
1
What the taskmaster will ask of you
The quests are a reliable build order for a new account: follow them and you will not waste much. This is the whole run, in order, so you can see what is coming and plan for it. The taskmaster shows one quest at a time in-game.
Resource rewards:
Shown as wood / clay / iron / crop at base value. On a speed world they are multiplied by the server speed, so what you actually receive is larger.
Quest 18 is a fork:
You choose Weapons or Dough. Quests 19 and 20 then differ depending on which side you took, but the rewards are the same either way.
No time limit:
Quests never expire. You can claim a reward whenever you like, so it is worth holding one back until your warehouse has room for it.
2
Getting started
#
Quest
Reward
1
Woodcutter
First woodcutter finished for you
2
Crop
1 day of Plus
3
Your Village's Name
27 / 54 / 27 / 18
4
Other Players
36 / 27 / 18 / 27
5
Two Building Orders
45 / 54 / 27 / 27
6
Messages
54 / 27 / 36 / 81 + 20 gold
7
General Tab
45 / 45 / 45 / 45
8
Huge Army
Reinforcement
9
Everything to 1!
68 / 72 / 27 / 45
10
Activate Plus Productions
2 days of Plus + 20 gold
3
Building up
#
Quest
Reward
11
Reports
68 / 126 / 36 / 207
12
To Two!
54 / 45 / 36 / 27
13
Dove of Peace
108 / 180 / 126 / 90
14
Cranny
135 / 162 / 27 / 117
15
Instruction
45 / 27 / 54 / 18
16
Main Building L5
81 / 81 / 45 / 45
17
Advanced!
90 / 81 / 90 / 54
4
Your path and your hero
#
Quest
Reward
18
Weapons or Dough
72 / 81 / 54 / 36
19
Warehouse / Barracks
63 / 90 / 81 / 90
20
Marketplace / Train!
270 / 288 / 324 / 513
21
Hero's Mansion
225 / 225 / 203 / 135
22
Train Your Hero
250 silver
23
First Adventure
15 gold + 10 ointments
24
Merchant
100 silver
5
Growing out
#
Quest
Reward
25
Everything to 2!
135 / 135 / 135 / 135
26
Embassy
90 / 54 / 81 / 36
27
Alliance
216 / 252 / 162 / 90
28
Barracks L3
225 / 180 / 162 / 90
29
Granary L5
698 / 563 / 518 / 338
30
Warehouse L5
900 / 945 / 833 / 518
31
All to Five!
1,080 / 1,170 / 1,260 / 630
32
Academy L10
405 / 360 / 315 / 135
33
Town Hall
270 / 270 / 270 / 270
34
Celebrate
450 / 450 / 450 / 450
6
Toward your second village
#
Quest
Reward
35
Nexian Club
Nexian Club
36
Cosmetics
68 / 68 / 68 / 68
37
Distance Calculator
68 / 68 / 68 / 68
38
Mark a Tile
68 / 68 / 68 / 68 + 25 gold
39
Palace or Residence
1,800 / 1,350 / 1,800 / 1,170
40
Train Settlers
855 / 630 / 720 / 585
41
New Village
1,260 / 1,575 / 1,350 / 1,080
7
After the last quest
Finishing quest 41 means you have founded your second village, which is the real start of the game. The taskmaster then steps aside and the quest icon disappears.
Start#2 of 16
Tools & Smart Play
Calculators & quick wins
Sections: 2
Tips: 5
1
This world's own numbers
The Manual and the in-game tools show this world's own numbers: unit data, costs, population and travel times are exactly what the game uses.
The Nexian Manual:
The single source of truth for unit stats, costs and population.
In-game tools:
The Distance Calculator, Combat Simulator and Production Overview use this world's numbers.
Farm Finder:
Free for every player: finds the oases near your village, with or without animals, and adds the ones you pick straight to your farm lists. You open it under the map.
2
Quick wins
Instant finish:
Use the clock above a construction to finish it instantly for 2 gold. Also available in the Academy and Smithy.
Fast upgrade:
Use the construction cone to keep upgrading a building without opening it each time.
The instant-finish clock above the construction queue (2 gold).Enable upgrade mode to keep building without re-entering each field.
Start#3 of 16
Your Second Village & Capital
The 15-cropper rush
Sections: 4
Tips: 11
1
Race for your second village
Your first village is just a battery - a tool to generate the resources and culture points to settle your real capital. Do not overbuild it.
Day-one priority:
Train three settlers, gather culture points, and claim a 15-cropper.
Find your spot:
Use the Cropper Finder, pick the 15-crop option, then sort by oasis bonus. 150% / 125% crop oases produce the most but are rare and taken fast.
Follow the quests:
The in-game quests are a reliable build order for beginners.
The Cropper Finder - filter for 15-croppers and the oasis-crop bonus.
2
Why a 15-cropper capital
A 15-cropper concentrates almost everything into crop, where the big percentage bonuses multiply across all 15 fields.
Free-flowing economy:
Gold is abundant on Nexian, so the NPC merchant lets you convert surplus crop into wood, clay or iron whenever you want - focus only on total output.
Bonuses stack wide:
Grain Mill (+25%), Bakery (+25%) and high-percentage crop oases all apply across the 15 fields. 50% oases exist only for crop.
Feed huge armies:
Tens of thousands of troops eat crop every hour - only a strong crop capital sustains them without starvation.
3
Building your capital
Push crop fields:
In your capital, crop fields upgrade past level 10 - this is where your wealth comes from.
Ignore the rest:
Do not waste resources on the wood/clay/iron fields here; raise them only lightly, late, if at all.
4
If your capital falls
Your capital enjoys one hard rule: it can never be conquered. Chiefs and senators cannot touch it - the only way to remove a capital is to destroy it with catapults.
A village dies with its army:
When any village is destroyed, every troop belonging to it dies, wherever it happens to be. Only the hero survives, and he returns to your capital.
Succession:
If your capital is destroyed, your village with the highest population automatically becomes your new capital. On a tie, the older village is chosen.
Hero rescue:
If your hero comes home to a village that was conquered while he was away, he is rescued to your capital. His escort is lost.
Your last remaining village can never be wiped off the map - it survives as a razed shell - and a village holding an artefact never disappears either.
Hero#4 of 16
Your First 10 Adventures
Fixed rewards, in order
Sections: 1
Tips: 0
1
The guaranteed rewards
Your first 10 adventures always give these exact rewards, in this exact order - the same for every player. They are always normal difficulty; harder adventures only begin after the 10th.
1Spurshero boots: +3 fields per hour to hero speed1
2Resourcesone random resource type600× speed
3Troopsyour tribe's 1st unit (Legionnaire, Clubswinger, Phalanx, Slave Militia or Mercenary)1.5-4× speed
4Silverspend it at the hero merchant250
5Ointmentsheal your hero 1% each5× speed
6Experiencehero XP15× speed
7Resources (all four)wood, clay, iron and crop - each240× speed
8Troopsyour tribe's 2nd unit (Praetorian, Spearman, Swordsman, Ash Warden or Bowman)1.1-1.8× speed
9Cagescapture oasis animals for free defense3× speed
10Book of Wisdomreset your hero attributes1
Amounts marked “× speed” scale with the server speed (e.g. 500 × speed). Items go to your Hero Inventory; resources and troops arrive in the hero's current village.
Hero#5 of 16
The Hero System
Attributes, bonuses & production
Sections: 6
Tips: 22
1
The hero's role
Your hero is trained from a unit of your choice: a fast offensive unit is usually best.
Adventures:
Adventures yield resources, troops and items - your main source of special items.
Equipment:
Every piece of hero equipment comes in one strength only. Gear helps, but it never snowballs.
Artefacts:
Only the hero can capture artefacts: win as the attacker in a normal attack, fully destroy the treasury, and the hero must survive.
2
Tribe bonus
Romans:
Every point of Fighting Strength is worth 25% more, in attack and in defense.
Teutons:
On any attack the hero joins, the defender's Cranny hides a further 10% less, on top of the 20% every Teuton attack already strips. The two multiply rather than add, so a Teuton attacking with his hero faces a Cranny worth 72% of its normal size.
Gauls:
The hero travels 2 fields per hour faster. It scales with the world's troop speed and stacks with Spurs. The bonus is for the hero alone: traveling with troops, the hero still moves at the army's pace.
Egyptians:
The hero produces a third more resources than any other tribe's hero. The exact figures are under Hero resource production below.
Huns:
A hero mounted on a cavalry unit, leading an army of nothing but cavalry, gives the WHOLE GROUP 3 extra fields per hour - not the hero alone. Like the Gaulish bonus it scales with the world's troop speed and stacks with Spurs. Both halves of the condition matter: the hero's own unit has to be cavalry, and a single infantry unit anywhere in the army removes the bonus.
3
Attribute points
Your hero starts with 5 attribute points and earns 5 more at every level. Spend them across five attributes - each one is capped at 100 points.
Fighting Strength:
One single pool that powers the hero BOTH when attacking and when defending.
Off bonus:
Increases the attack of all troops marching WITH the hero - 0.2% per point, so +20% at the 100-point cap.
Def bonus:
Increases the defense of the troops defending the village the hero is in, plus reinforcements in that same battle - also 0.2% per point, +20% at the cap.
Resource production:
Your hero produces raw resources every hour - see the section below.
The hero screen - attributes, hit points, experience, equipment and items.
Off and Def bonuses only help the army the hero personally fights with - there is no passive bonus on villages the hero isn't in. Fighting Strength is different: because it is one shared pool, a hero built for war contributes fully whether he marches out or stays home to defend.
4
Hero resource production
Points spent on production make your hero generate resources every hour, on top of everything your fields produce. You choose what he makes, and you can change that choice for free at any time.
All resources:
Every point produces 6 of EACH resource per hour at x1 - so 100 points gives 600 wood, 600 clay, 600 iron and 600 crop per hour.
A single resource:
Every point produces 20 of ONE chosen resource per hour at x1 - so 100 points gives 2,000 per hour of just that one.
Egyptians produce more:
An Egyptian hero produces a third more than anyone else: 8 of each resource per point, or roughly 27 of a single resource per point. At the 100-point cap that is 800 of each per hour, or 2,667 per hour of one.
Scales with server speed:
These are the x1 values. On a faster world they are multiplied by the speed, exactly like your fields.
Points spent
All resources (each/h, x1)
One resource (per h, x1)
10
60
200
25
150
500
50
300
1,000
100
600
2,000
Production is credited to your hero's HOME village only, and it is a flat addition - it is never multiplied by your Grain Mill, Bakery, oasis or Plus bonuses. It keeps running while the hero is away on an adventure, marching or reinforcing; only the hero's DEATH stops it. Conquering moves the home village to your capital.
5
Production also boosts adventure loot
Bigger hauls:
Each production point adds 0.5% to the quantities you bring back from adventures, up to +50% at 100 points.
What it affects:
Resources, silver, troop counts, healing and stackable consumables. It does not duplicate equipment pieces or increase experience.
Not the starter rewards:
The 10 guaranteed first adventures are fixed and are never scaled by this bonus.
Resetting your points with a Book of Wisdom has a cooldown of 24 hours at x1 (divided by server speed), so plan a build rather than switching back and forth.
6
Retrain: switch unit, keep the level
No level loss:
If your hero is dead, you can rebuild him as a different unit type. He keeps his level, experience and attribute points.
Fair pricing:
The price and time match reviving a hero of the chosen unit at your hero's level. Choosing your current unit costs exactly a normal revive.
Bucket of Water:
The Bucket always revives the hero as the unit he was when he died. It never offers a unit choice.
Hero#6 of 16
How Adventures Spawn
Timers, caps & expiry
Sections: 4
Tips: 11
1
Where your adventures come from
Adventures are not endless. Your account has a personal pool: new ones appear on a timer, the pool has a cap, and unclaimed adventures eventually expire. Everything below is the base (x1) rule - the exact numbers your world uses are listed on the Server Details page.
A starting batch:
A brand-new hero receives his whole starting allowance at once, so you can begin immediately.
Then a steady timer:
After that, a set number of new adventures appear every day.
A cap:
Once you hold the maximum number of open adventures, the timer stops producing anything. Adventures only resume after you spend some.
The spawn timer and the expiry timer are real-world clock times - they are NOT multiplied by server speed. On a fast world everything else accelerates, but adventures still arrive on the same wall-clock schedule. Plan around that: on a high-speed world adventures are a much scarcer resource relative to everything else.
2
The catch-up rule
You do not need to sit online waiting for the timer. Spawns are calculated from the time that has passed since your last one, so an offline player still accumulates adventures.
Still capped overall:
Catch-up can never push you past the maximum pool size.
3
Where they appear on the map
Near a Hero's Mansion:
Each adventure is anchored to one of your eligible villages: your capital, or any village with a Hero's Mansion.
Your hero's village is favored:
If your hero is currently sitting in an eligible village, that village is more likely to be chosen as the anchor.
Random distance:
The tile is picked at a random angle and distance from that village - usually close by, occasionally much further out. If the map around you is crowded, the search widens until it finds a free tile.
Travel time uses your hero's own unit speed, so a hero trained from a fast unit clears adventures far quicker. Spurs add flat speed, a Tournament Square helps beyond 30 fields, and the Boots artefact divides the trip time.
4
Expiry and difficulty
Adventures expire:
An unclaimed adventure disappears once its expiry time passes (several days, NOT speed-scaled). Send your hero out regularly rather than hoarding.
Hard adventures come later:
Every adventure is normal difficulty until you have collected all 10 guaranteed starter rewards. After that, each newly spawned adventure has a chance to be hard.
Difficulty is fixed at spawn:
Whether an adventure is normal or hard is decided the moment it appears, not when you send your hero - what you see in the list is what you get.
If your hero dies:
The adventure he died on is returned to your list with a fresh expiry, so you can retry it once your hero is revived.
Adventure damage keeps climbing with the total number of adventures you have completed - it does not stop after the first 10. Deep into a round, adventures hit hard: keep ointments handy and watch your hero's health before sending him out again.
Economy#7 of 16
Merchant & Silver Economy
Shop, re-rolls & silver
Sections: 2
Tips: 5
1
Your personal merchant
Every player has a personal merchant with three stalls, paid in Silver. The stall timers run in real time, at every world speed.
Guaranteed ointment:
The Ointments stall always sells Ointments and is open from the start. It restocks every 8 hours.
Two rotating stalls:
Supplies (a consumable, new every 8 hours) and the Special Offer (new every 24 hours, 1 in 5 is equipment). Both open after 10 successful adventures.
Refresh Wares:
Pay 60 gold to refresh all three stalls at once, a few times per day; the count resets at server midnight. It opens together with the other two stalls.
Your personal merchant - a guaranteed ointment plus two rotating slots, paid in silver.
Pity: if the Special Offer rolls a consumable five times in a row, the next one is guaranteed to be equipment.
2
The silver economy
Sell:
Sell unwanted hero items for Silver.
Spend:
Use Silver on merchant items, or exchange it: 25 Silver = 1 Gold, and 1 Gold = 10 Silver. On the fastest worlds, Silver to Gold has a daily limit.
Economy#8 of 16
The Gold Bank
Your gold survives the round
Sections: 3
Tips: 9
1
Donated gold is never lost
When a round ends, every account is wiped and rebuilt - but donated gold you never got around to spending is not thrown away. It is banked for you automatically and waits for the next round.
Automatic:
Nothing to claim or request. When the round closes we take a snapshot and your leftover gold is banked against your email address.
Withdraw next round:
Open the Plus / Gold page in the new round and use the Bank tab. Withdraw any amount, whenever you like - there is no minimum and no deadline.
It keeps rolling:
Gold you withdraw but do not spend is banked again at the end of THAT round, so it never expires as long as you keep leaving it unspent.
2
What counts as bankable
Only donated gold is banked - free gold from votes, rewards and promotions is spent first and is not carried over.
Counts:
Gold from your donations.
Does not count:
Free gold: vote rewards, referral rewards, event and compensation gold.
Spend order:
Free gold is always used up before donated gold, so your donated balance is what remains at the end.
Your bank is tied to your registered email address, not to a character name. Register for the new round with the SAME email you used before, or your banked gold will not appear.
3
Good to know
One balance across worlds:
The bank is shared between our permanent worlds. The same gold can only be withdrawn once in total, on whichever world you choose.
Account sitters:
Sitters can never withdraw from the bank - only the account owner can.
Verify your email:
Because the bank is keyed to your email, keep your address confirmed and up to date.
Hero#9 of 16
Hero Items & Equipment
The full catalog
Sections: 3
Tips: 11
1
Consumables
Ointment:
Heals 1% of the hero's health each.
Cages:
Capture wild animals from an oasis to defend at zero crop cost (see below).
Bucket of Water:
Revives a dead hero.
Book of Wisdom:
Resets the hero's attribute points.
Tablet of Law:
+1% village loyalty each, up to a maximum of 125%.
Scroll:
Grants 10 × server speed hero XP each.
2
Equipment
Equipment only works when equipped AND the hero is present in the village or fight.
Helmets:
Bonus hero XP, faster troop training, or daily regeneration.
Boots:
Daily regeneration, faster hero speed, or marching boots that speed up all troops traveling with the hero.
Weapons:
Give an attack or defense bonus to all troops of the weapon's unit type - but only in a fight the hero joins.
3
Cages & capturing animals
Equip cages and send the hero alone to raid an unoccupied oasis.
Even distribution:
Captures are spread round-robin across animal types (e.g. 13 cages vs 5 types → 3, 3, 3, 2, 2).
Instant:
No combat and no hero XP; cages are consumed on success.
Hero#10 of 16
Hero Status Icons
Quick reference
Sections: 1
Tips: 4
1
Status at a glance
Once your hero is trained, his status icon shows where he is.
Home:
Hero is in the village. The number shows available adventures.
Boot:
Hero is on the move.
Shield:
Hero is reinforcing another village.
Skull:
Hero is dead - revive him in the Hero Panel or with a Bucket of Water.
Oasis#11 of 16
Dynamic Oases & Phases
Tiers & phased output
Sections: 3
Tips: 6
1
Three server phases
Nexian oases scale with the server's age across three phases.
Phase 1 - Early:
Lower animal caps, production and storage, to prevent early snowballing.
Phase 2 - Mid:
Animal caps and spawns, production and storage all increase.
Phase 3 - Late:
Oases reach full potential. Each world sets its own phase start days, shown on its Server Details page. Phases follow the age of the server, not artefacts.
2
Three oasis tiers
Tier 1:
A single 25% bonus. Lowest animal counts.
Tier 2:
Dual 25% - its resource plus crop. More animals.
Tier 3:
50% crop. Heaviest animals and highest potential.
3
Hourly production (× server speed)
Bonus resources use the primary rate, the rest the secondary rate. Tier 2 has two bonus resources (its resource + crop), so it outproduces Tier 1 overall.
Tier
Phase
Primary
Others
Storage
Tier 1 & 2
Early
45
20
500
Tier 1 & 2
Mid
60
25
650
Tier 1 & 2
Late
70
35
800
Tier 3 (50% crop)
Early
65
25
500
Tier 3 (50% crop)
Mid
85
35
650
Tier 3 (50% crop)
Late
110
45
800
Example: on a 4× server, a Tier 2 oasis in Phase 1 yields 80 / 180 / 80 / 180 (lumber/clay/iron/crop) - two bonus resources at 45×4 and two others at 20×4.
Oasis#12 of 16
Animal Spawns & Repopulation
Spawn & cooldown logic
Sections: 2
Tips: 4
1
How animals come back
Spawn rate:
Each tick adds a random number of animals. Every phase raises the amount, and it follows the world's speed.
Caps scale:
An oasis's animal cap depends on its tier and grows with each server phase. It also follows the world's speed.
2
After beginner protection
During the server's beginner protection, animal respawns are off so players can expand safely. Once it ends:
Attack cooldown:
Attacking an unoccupied oasis starts a hidden cooldown, refreshed by each new attack. No animals spawn until it expires. Scouting does not affect it.
Inverse repopulation:
Once the cooldown ends, the fewer animals remain, the faster they respawn. Regrowth slows as the oasis fills, so it levels off below its maximum.
Combat#13 of 16
Starvation
Troop loss order
Sections: 2
Tips: 6
1
The order of loss
When a village's crop goes negative and the granary is empty, troops are removed in this order:
1 · Foreign reinforcements:
Troops belonging to other players go first.
2 · Your reinforcements:
Troops you sent from your own other villages.
3 · Home troops:
Troops based in the starving village.
4 · Troops on the move:
Your troops in transit - raids, attacks, returns, evasions and trapped troops.
A capital running a crop deficit - "Your troops are starving!"
Your hero is NOT immune - he is killed last, only after every other troop has starved. If the deficit continues, the hero dies and must be revived. Caged animals ARE immune.
2
Within a group
Largest first:
The biggest stack starves first, regardless of unit type or upkeep.
Ties:
Equal stacks lose one unit each, alternately, per tick.
Both the reinforcer and the village owner receive a report listing any troops lost.
Combat#14 of 16
Troop Evasion
Dodge incoming attacks
Sections: 1
Tips: 3
1
Automatic dodging
Evasion moves your troops out of the way the moment an attack lands, then brings them home. Enable it in the Rally Point.
Capital only:
Evasion works only in your capital village.
Home troops only:
Only the capital's own troops evade; reinforcements - yours or allies' - stay and fight.
Return after 180 seconds:
Dodged troops return exactly 180 seconds (3 minutes) after the attack hits.
Evasion settings in the Rally Point - activate it for your capital.
The 10-second lock: evasion fails if troops came back to your village within the 10 seconds just BEFORE the attack lands. (Troops coming back from the evasion itself do not count.)
Endgame#15 of 16
Artefacts
Ranks, spawning & effects
Sections: 4
Tips: 6
1
Artefact ranks
Artefacts come in three ranks. Defensive difficulty scales with rank, and Uniques are guarded most heavily by the Natars.
Small:
Affects only its village, with a strong effect. Requires Treasury level 10.
Large:
Affects your whole account, with a weaker effect. Requires Treasury level 20.
Unique:
Affects your whole account, with a strong effect. Requires Treasury level 20.
2
Activation & limits
Activation:
Not instant - it takes 24 hours ÷ server speed after capture.
Three active:
At most 3 active artefacts at once.
One big:
Only one of those three may be a Large or Unique.
A captured 4th artefact will not activate; your three oldest artefacts stay active. Capture itself is only blocked when the attacking village already holds an artefact - so you can still capture a 4th into a different empty village; it just stays inactive.
3
Effects
Values shown as Small / Large / Unique.
Artefact
Effect
Small
Large
Unique
Architect
Building & wall durability
×4
×3
×5
Boots
Troop movement speed
×2
×1.5
×2.5
Spies
Scouting & counter-scout
×5
×3
×10
Diet
Crop consumption
50%
75%
50%
Trainer
Training time
50%
75%
50%
Cranny
Cranny size + catapult aim, and pierces enemy crannies
×3 · 20%
×2 · 10%
×6 · 20%
Storage
Unlocks Great Warehouse / Granary
✓
✓
-
Fool
Cycles 6 effects every 12h
✓
-
✓
The Cranny artefact is a single artefact that works both ways. The multiplier (×3 / ×2 / ×6) is how much bigger YOUR own crannies become; the pierce percentage is how much of the resources hidden in an ENEMY cranny your attacks can still plunder. The pierce stacks relatively with the Teuton tribe bonus, never additively - a Teuton holding the Unique pierces 36%, not 40%. Storage artefacts are required for EVERY level of the Great Warehouse / Great Granary, not just the first one.
4
Artefact of the Fool
The Fool re-rolls through six of the other effects on a fixed timer of 12 hours (it does not scale with server speed). Small Fools can roll negative debuffs; the Unique Fool is always positive, but each re-roll lands on either Unique-tier or Large-tier strength - so its effect is sometimes weaker.
Endgame#16 of 16
Construction Plans & World Wonder
The race to 100
Sections: 6
Tips: 21
1
Construction Plans
Requirement:
Treated as a Small artefact - Treasury level 10 - and does NOT use an artefact slot.
Activation:
Like artefacts, plans need an activation time (scaled by server speed) before they can upgrade a Wonder.
If you lose one:
You cannot start new Wonder levels, but levels already queued finish. Recapture and reactivate to resume.
2
World Wonder core mechanics
Naming:
Editable through level 10; locked from level 11 and shown in the global statistics.
Logistics:
Crop consumption and build times are both reduced by 50% in a WW village.
Gold:
Gold use (NPC, instant-finish, etc.) is disabled in WW villages.
Morale:
The morale factor does not apply when defending a WW village.
Every artefact DOES apply to a World Wonder village - Architect strengthens its wall and other buildings, Spies reveal incoming attackers, Diet cuts upkeep. The ONLY exception is that no artefact ever strengthens the World Wonder building itself. Diet does stack with the WW's own 50% crop reduction.
3
Natar attacks
Frequency:
Every 5th level up to 95, then at every level from 96 to 99. Level 100 is the victory level - no attack lands on it.
Timing:
After a key level completes, the two-wave attack arrives in exactly 12 ÷ server speed hours.
4
Building requirements
Levels 0-50:
The builder needs 1 Construction Plan.
Levels 51-100:
The builder's plan plus a second plan held by a different alliance member (one player holding two plans does not count).
5
The First Wonder - the Natars' own
In the rankings:
The Natars hold their own Wonder, The First Wonder, shown in the WW rankings.
Their own race:
In the endgame the Natars start raising their Wonder level by level on a steady clock. If they reach level 100 before any player, the Natars win the round.
Counterplay:
Their capital can never be conquered, but it can be attacked. Attacking their Wonder sets them back by the time it takes to rebuild those levels, so slowing them down is a server-wide effort.
The Main Building:
Destroying their Main Building is the strongest brake you can put on their Wonder. The Natars repair it over time, so keeping them slow is not a one-time strike; it takes repeated effort.
A defended capital:
Their capital is defended, and that defense is sized against the strongest armies on the server. It is re-measured as the round goes on, so it keeps pace with how strong the server really is.
The Wonder Breaker:
The first player to bring their Wonder down from level 25 or higher all the way to zero earns a new milestone.
6
How Natar strength works
It grows with the world:
Natar attack waves on player Wonders grow through the round and adjust automatically to the real military strength on the server, so the endgame is challenging at every speed.
First place pays:
Being in the lead draws extra attention - the further your Wonder is ahead of the next best, the harder the Natars hit you.
Siege always bites:
Natar catapults deal damage even when their attack wave is beaten. Strong defense reduces the damage but never fully prevents it.
A one-sided world breeds stronger Natars:
The more dominant a single alliance or confederation becomes, the stronger the Natars grow. On a world where one side clearly rules and would win unopposed, expect the Natars themselves to be the real endgame rival.