Resources
Gold, energy, and runes — how your economy scales through the game

Every commander’s campaign runs on three core resources. Understanding how they interact is the foundation of efficient progression.
Gold
Gold funds equipment purchases, gear upgrades, and most building construction. It’s produced passively by farms and mines within your territory and can be supplemented through quests, raids, and trade.
- Production scales with territory: more controlled tiles means more gold per hour.
- League of Order territories grant a flat +10% production bonus (see Faction Deep Dives).
- Spend gold early on gear upgrades rather than hoarding — idle gold doesn’t compound.
Energy
Energy powers hero abilities and skills in combat. It regenerates over time and can be restored instantly with potions.
- Energy costs scale with ability tier — ultimates cost significantly more than basic skills.
- Talents like Elara’s Iceborn Resilience and mana-regeneration runes reduce how often you’ll run dry mid-fight.
Runes
Runes are equippable modifiers that enhance hero stats and abilities — critical chance, cooldown reduction, lifesteal, and more.
- Runes are tiered (Level 1–3) and slot into a hero’s build alongside weapon, armor, and talents.
- See individual hero guides for recommended rune priority per hero.
Quick Reference
| Resource | Primary Use | Primary Source |
|---|---|---|
| Gold | Gear, buildings, upgrades | Farms, mines, quests |
| Energy | Ability/skill activation | Passive regen, potions |
| Runes | Stat modifiers | Crafting, raids, events |