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Wonders provide bonuses to all dominions in the controlling realm and are acquired by destroying and rebuilding them.

The first wave of wonders will appear at the start of the round. An additional wonder will appear every 48 hours starting on Day 6. Once rebuilt, wonder power depends on the damage your realm did to it and time into the round.

When attacking wonders, your offense is unmodded (except by morale) and always suffers 3.5% casualties (including immortal units). Each dominion that participates in destroying a wonder that is controlled by another realm is awarded prestige.

More information can be found on the wiki.

Wonders of the World

Name Starting Power Description
Tier 1
Ancient Library 250,000 +10% castle investment bonus
Factory of Legends 250,000 -20% construction platinum cost
Fountain of Youth 250,000 +2.5% maximum population
Gnomish Mining Machine 250,000 +15% ore production
Golden Throne 250,000 +15% attacking prestige gains
Halls of Knowledge 250,000 +15% research point production
Horn of Plenty 250,000 +2% platinum production, +2% food production, +2% gem production, +2% lumber production, +2% mana production, +2% ore production
Ruby Monolith 250,000 +7.5% fewer casualties on offense, +7.5% fewer casualties on defense
School of War 250,000 +5 barracks housing
Tier 2
Great Market 150,000 +10% employment, +20% bank exchange rates
Great Oracle 150,000 -15% cost of spells, +30% wizard power
Guild of Shadows 150,000 +25% spy power, -15% spy losses on failed operations
Hanging Gardens 150,000 +20% food production
High Cleric's Tower 150,000 Can kill all immortal units
Imperial Armada 150,000 Boats cannot be sabotaged, -1% platinum tax from Royal Guard
Ivory Tower 150,000 +50% chance of causing hostile spells to fail
Onyx Mausoleum 150,000 +25% offensive casualties against this realm
Spire of Illusion 150,000 Clear sights against this realm are only +85% accurate
Underground Society 150,000 +50% chance of causing hostile spy operations to fail
Wizard Academy 150,000 -50% hostile spell damage