Sun against moon over the world of Sol Ultimus

How to Play Sol Ultimus: The Eclipse War

Controls, gold, buildings, army, hero and the turning sky, in the order you need them.

You play Sol Ultimus: The Eclipse War in a browser tab at solultimus.com: you pick a mode, select units with the left mouse button, give orders with the right, put workers on gold mines, upgrade your fort, recruit an army and bring down the enemy citadel. It is a real-time strategy game between the humans of the Sun Order and the Moon Elves. It is free, it needs no download and no account, and it starts the moment the page loads. A skirmish hands you a hero, a fort and an empty field. Everything after that you pay for out of the gold your workers dig. The 21-chapter campaign teaches the parts one at a time, the skirmish against the computer and the online 1v1 put all of them on the table at once, and the Arena Duel skips the economy and drops three fighters of your choosing into an orc pit.

The four ways to playAll four sit on the main menu. Story Mode, Play vs Computer and Play Online take you to the hero screen first, where you type your name and pick your hero; Arena Duel goes straight to its own fighter picker.

The two peoples differ in faces, buildings and which half of the day favours them, not in numbers. Both sides field the same values behind their own models.

Single player

Story Mode

The campaign, 21 chapters, from carrying a dragon egg out of a mire to the orc arena. Each chapter has its own objective, its own map and often its own clock. Your progress is saved in your browser as you win.

Single player

Play vs Computer

A 1v1 skirmish against the AI, in easy, normal or hard, on the Standard Battlefield or the wider Great Plains. The standard map holds two keeps, four gold mines, three dragon roosts and three guarded treasure chests on the diagonal between you.

Multiplayer

Play Online (1v1)

The same skirmish against a person. The game opens a room and puts the invite link in the address bar. Share the link and your opponent drops straight into your match.

Duel

Arena Duel

No base and no economy. You pick three fighters out of the heroes, the champions and the troops. They start on the altar in the orc pit, and a gate grinds open ten seconds later, or the moment one of them steps off the stone. Choose a single three-against-three duel, or the gauntlet of four duels that get harder each round. The altar heals whoever stands in its light.

The controlsLeft mouse selects, right mouse orders. Everything else is a shortcut for those two.

Selecting is done with the left button. One click takes the unit you clicked, two clicks take every unit of that type on screen, three clicks take your whole army. Drag a box to grab a group. Hold Shift and click to add one more, or to drop one you already had.

Ordering is done with the right button. Right-click the ground to move there, an enemy to attack it, a gold mine to work it, a dragon roost to tame it. Right-click one of your own wall sections with archers selected and they climb onto the walkway. Right-click with nothing armed and nothing selected does nothing, so you can never misfire.

On a phone or tablet the same game runs on touch. Tap to select, tap again to order, drag one finger to move the camera, pinch with two to zoom. On-screen buttons jump to your hero, arm box-select, grab your whole army and recall four colour-coded troop groups.

InputWhat it does
Left-clickSelect. Once for that unit, twice for all of that type on screen, three times for your whole army
Left-dragDraw a selection box
Shift + left-clickAdd one unit to the selection, or remove it
Right-clickMove, attack, capture a mine, tame a roost, climb a wall
Ctrl + click (or Cmd)Your selection follows that soldier
Middle-mouse drag, arrow keys, screen edgesPan the camera
Mouse wheelZoom in and out
F1Select your hero and jump the camera to him
F2Select your whole army, workers stay behind
SpaceJump the camera to the last thing that happened
AAttack-move, then click the ground
MMove, then click the ground
SStop
HHold ground
BBuild, with a worker selected
Q, W, E, RYour hero's four abilities
XThe rank 9 ultimate
1 to 5Recall a control group, tap twice to jump the camera to it
Ctrl + 1 to 5Save the current selection as that group, the numpad works the same
Tab (hold)Scoreboard
TChat
EscCancel an armed order, or open the menu

Gold, workers and supplyGold is paid out once a second. There is no wood and no food. Gold and supply are the only two budgets.

A skirmish starts you with 300 gold, your hero, three men-at-arms and three workers already standing at the nearest gold mine. Nothing pays out until a mine is yours.

To take a mine, stand any unit within about four paces of it with no enemy that close, and after five seconds it flies your colours. Then click the mine with workers selected to put them to work. Each mine holds 6000 gold; when it is empty it goes back to belonging to nobody, so plan the next one before the first runs out.

Supply is the second budget. Every soldier costs supply points and the cap is 21 per commander. Your hero and your dragon cost none. Campaign chapters can set their own cap. Your fort holds at most five recruits in the queue, and cancelling one refunds the gold in full.

SourceWhat it pays
Holding at least one mine that still has gold+2 gold per second
Each gold mine you own+3 gold per second
Each worker digging at that mine, five at most+1 gold per second each
Loot from wolves, bandits, drakes, dragons and fallen heroesWalk any unit over it to pick it up

Your buildings and how the fort upgradesThe fort is the whole tech tree. Every unit above the basic three waits behind a tier.

Your fort has three tiers: a timber fort, a stone fort, then the great citadel. You upgrade by selecting the fort and paying. The stone step also raises a ring wall around it with a gate and four corner towers that shoot.

Workers build watchtowers, but only inside the circle around your citadel or your shrine, never in water and never on top of something else. A worker standing beside a damaged building repairs it. A tower being upgraded stops shooting until the work is finished, so upgrade before the wave arrives, not during it.

The forge at your fort sells two one-off improvements: Better Armor, in two steps, and Alchemist's Fire for your catapults.

Building or upgradeCostWhat you get
Timber fortyou start with itWorkers, men-at-arms, archers
Stone fort400 gold, 60 secondsKnights, clerics, catapults and ballistas, plus a ring wall with a gate and four corner towers
Great citadel300 gold, 90 secondsThe war rhino or dire boar, the battle cat, and the right to build a shrine
Watchtower100 gold300 health, 12 damage, range 10. Seven at most: two at the start and five of your own
Tower upgrade150 gold, then 190 goldStone, then reinforced. 24 and 36 seconds, and it does not shoot while the work runs
Shrine320 gold900 health. This is where a fallen hero returns, for 250 gold and 30 seconds. One per commander
Better Armor I and II150 gold, then 300 goldEverything you own takes 9 percent, then 18 percent, less damage
Alchemist's Fire250 goldEvery catapult gains a burning boulder

Recruiting an army and the counter triangleMen-at-arms beat knights, knights beat archers, archers beat men-at-arms. Archers also beat anything with a thick hide.

Select your fort and click a portrait to recruit. What you can build depends on the tier your fort has reached, so the shape of your army is really a question of how fast you upgraded.

The triangle holds for both peoples. The Moth Warden of the Moon Elves counts as a man-at-arms, her archer as an archer, her Moth Master as a knight. Nobody gets a bonus the other side does not.

The fourth axis matters most. Archers are the only real answer to a war rhino, a dire boar, a battle cat, a bear, a cave troll, a cyclops or a dragon. An army with no archers in it has nothing to say to a war beast.

2.0x

Man-at-Arms beats Knight

Pikes stop riders. Four men-at-arms cost 400 gold and take a 300-gold knight off the field quickly.

1.75x

Knight beats Archer

A knight is not there to grind against a shield wall. He is there to get around it and reach the bows behind it.

1.75x

Archer beats Man-at-Arms

Arrows find the gaps in a shield wall. Archers behind your own front line answer theirs.

1.8x

Archer beats thick hide

War beasts, battle cats, bears, cave trolls, cyclopes and every dragon. The catapult carries the same bonus against them.

UnitGoldSupplyNeedsRole
Worker501Timber fortDigs gold, builds towers and shrines, repairs buildings
Man-at-Arms1001Timber fortThe front line. 2.0x damage against knights
Archer1201Timber fortRange 8. 1.75x against men-at-arms, 1.8x against thick hides
Cleric1801Stone fortHeals wounded allies nearby. No attack
Knight3002Stone fortHeavy hitter. 1.75x against archers
Catapult3003Stone fortRange 14, further than any tower. 2.5x against buildings, 1.8x against thick hides. Needs a crewman on board
Ballista3003Stone fortRange 16, one bolt, no splash. 1.9x against infantry, archers and knights. Needs a crewman on board
War Rhino or Dire Boar5504Great citadel1400 and 1300 health. Crushes buildings and troops, and carries two soldiers on its back
Battle Cat or Panther7504Great citadelThe fastest thing on four legs. One per commander, and your hero can ride it

Your hero and his four abilitiesQ, W, E and R are the hero's. The same keys serve the seer, a grown dragon and a riderless battle cat when one of those is selected instead.

You lead one hero. For the humans that is the Paladin of the Sun Order with his mace; the Moon Elves field their own champion with the spear. He starts at 350 health and 30 damage and gains a rank by fighting, and he carries the items he finds from one chapter into the next.

In the campaign he learns his workings one at a time: Smite from the treasure chest in chapter 1, Healing Light from the cleric in chapter 6, Aegis of Light from the seer at the bridge in chapter 10, and Ascendant from the seer in your fort in chapter 16.

His death is not free. In a campaign chapter, losing your hero or your companion dragon ends the chapter there, unless a shrine of yours is standing. With a shrine standing you call him back for 250 gold and 30 seconds.

KeyHumansMoon ElvesWhat it doesCooldown
QSmiteShadow RendStrikes the nearest enemy within 4.5 for 2.5x his weapon damage9 s
WHealing LightLife DrainHumans heal every ally within 12 for 90, plus a short afterglow. Moon Elves tear 70 from the nearest enemy and hand 70 to every ally within 1224 s
EAegis of LightVeil of ShadowsFive seconds in which nothing gets through. He can raise it even while knocked senseless75 s
RAscendantAvatar of NightTwenty seconds as a giant: double damage, far harder to wound, health restored in full. Needs rank 6140 s

Day and night, and what it does to each peopleThe sky is a clock, and it is not decoration.

Outside the campaign the sky turns every six minutes: six minutes of day, then six minutes of night, over and over. The orb in the top bar shows which hour it is and counts down to the turn.

Under the sun the humans deal 5 percent more damage and see 10 percent further. Under the moon the Moon Elves get exactly the same. The bonus counts against walls and towers as well as against troops, so the hour you choose to attack a fort is a real decision.

Campaign chapters pin the sky instead of turning it, and in most of them the mirror holds: a chapter that is night for the humans is day for the Moon Elves. A handful hang the same sky over both peoples, chapters 2, 3, 4 and 5 being night for everyone and the orc arena of chapter 21 broad day for everyone. Chapter 15 breaks it outright. Night falls and does not lift, your soldiers away from the torch ring around your own keep see a little over half as far, and the other side hits 25 percent harder. Play the Moon Elves and it is a sun that never sets instead.

Your first five minutesA working opening for a skirmish or an online match.

Put your three workers on the nearest gold mine and leave them there. Each one is a gold a second and they are the only reason anything else happens.

Send a man-at-arms to stand on a second mine. It takes five seconds of standing there, and every mine you hold is another three gold a second before a single worker digs in it.

Recruit men-at-arms and archers from the fort while the gold comes in. Men-at-arms in front, archers behind. One cleric later turns a straight trade of blows into one you win.

Upgrade the fort to stone as soon as you can carry 400 gold. That is the step that opens knights, clerics, catapults and ballistas, and it walls your fort in.

Take your hero out to clear a wolf or bandit camp. He levels on the kills, the camp drops gold and runes, and Ascendant only unlocks at rank 6.

Keep upgrading to the great citadel: that is what opens the war beast and the battle cat. A shrine already stands beside your keep in a skirmish, and that is where a fallen hero comes back, for 250 gold and 30 seconds.

Fight at home when you can. Three wardstones stand around every keep, each one giving your army 5 percent more damage, and standing within 11 paces of one heals 2.2 health a second. Defending really is stronger here than attacking.

Questions and answers

Do I need to download anything to play Sol Ultimus?

No, Sol Ultimus: The Eclipse War runs entirely in your browser with no download, no installer and no plug-in. You open solultimus.com, type a nickname and play. The whole game is a web page built with three.js, so anything that can draw 3D in a browser can run it.

Does Sol Ultimus work on a phone?

Yes, Sol Ultimus: The Eclipse War plays on a phone or tablet with a full set of touch controls. Tap to select, tap again to give the order, drag one finger to move the camera, pinch with two to zoom. On-screen buttons jump to your hero, arm box-select, grab your whole army and recall four troop groups. The game also installs to a home screen through your browser's add-to-home-screen option and opens full screen in landscape.

Can I play Sol Ultimus offline?

No, Sol Ultimus: The Eclipse War needs an internet connection for every mode, including the single-player campaign. The rules run on the game server at ten ticks a second and your browser is the screen and the controls, so there is nothing to simulate locally. Your campaign progress, on the other hand, is stored in your own browser, so it is there when you come back.

How long does a match take?

A campaign chapter of Sol Ultimus: The Eclipse War runs from a few minutes to a quarter of an hour, and nine of the twenty-one chapters are built around a clock. Chapter 2 asks for three minutes at the nest, chapter 4 for five at the fort, chapter 15 for fifteen under a broken sky; the rest end when their objective is done. A skirmish against the computer and an online 1v1 have no clock at all: they end when a citadel falls.

Do I need an account to play?

No, Sol Ultimus: The Eclipse War asks for nothing but a nickname, and there is no sign-up, no login and no payment anywhere in it. Your chapter progress, your name, your chosen hero and the items he carries live in your own browser. Clearing your browser data clears them with it.

Can I play as the Moon Elves instead of the humans?

Not from the menu as the game stands: the people picker sits in the page but is not shown, so a match starts you as the humans of the Sun Order and puts the Moon Elves on the other side. The mirror campaign is fully built behind it all the same, the same 21 chapters with the sides swapped, the same values behind different models, and a flipped sky in every chapter that mirrors, so a chapter that is night for the humans is broad day for the Moon Elves.

Play Sol Ultimus free

Sol Ultimus: The Eclipse War — a free browser strategy game. No download, no account. Play · Campaign · Arena Duel · Compendium · Q & A