Races

Avian

Bonuses:

-25% Attack Travel Time

+50% Birth Rate

Penalties:

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (1, 1)
Griffins (3, 0)
Harpies (0, 3)
Drakes (6, 3) 2,400gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Fanaticism, Bloodlust and Greater Protection

Dark Elf

Bonuses:

+20% Combat Instant Spell Damage

+30% Wizards Per Acre

+75% Runes Refunded on Spell Success

+2% Extra Mana Per Tick

No wizards killed from failed spells

Penalties:

-5% Building Efficiency

Military:

Off/Def Cost NW
Soldiers (1, 1)
Night Rangers (3, 0)
Druids (0, 3)
Drows (4, 5) 2,400gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Chastity, Blizzard and Mage's Fury

Dwarf

Bonuses:

+30% Building Efficiency

-100% Building Construction Cost

-50% Building Construction Time

Penalties:

+50% Building Raze Cost

+100% Food Consumption

Military:

Off/Def Cost NW
Soldiers (1, 1)
Warriors (3, 0)
Axemen (0, 3)
Berserkers (5, 5) 2,400gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Gluttony, Fools Gold and Amnesia

Faery

Bonuses:

+75% Self-Spell Duration

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

Penalties:

-10% Income

Military:

Off/Def Cost NW
Soldiers (1, 1)
Magicians (3, 0)
Druids (0, 3)
Beastmasters (3, 6) 2,400gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Tree of Gold, Mystic Aura, Bloodlust, Reflect Magic, Town Watch, Gluttony, Fountain of Knowledge, Greater Protection, Pitfalls, Magic Ward, Expose Thieves, Revelation, Quick Feet, Invisibility, Fools Gold, Amnesia, Fanaticism, Ghost Workers, Nightmare, Animate Dead, Chastity, Blizzard, Mage's Fury, Heros Inspiration and Wrathful Smite

Halfling

Bonuses:

+10% Max Population

-20% Military Training Cost

+20% Sabotage Damage

+30% Thievery Operation Success (TPA)

+2% Extra Stealth Per Tick

Train Thieves with Credits

Penalties:

-10% Birth Rate

Military:

Off/Def Cost NW
Soldiers (1, 1)
Strongarms (3, 0)
Slingers (0, 3)
Brutes (4, 4) 600gc 5.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Town Watch, Invisibility and Magic Ward

Human

Bonuses:

+10% Science Book Production

Accurate Espionage

Income Penalty Protection

Penalties:

+20% Military Training Time

Military:

Off/Def Cost NW
Soldiers (1, 1)
Swordsmen (3, 0)
Archers (0, 3)
Knights (6, 4) 2,400gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge, Revelation and Quick Feet

Orc

Bonuses:

+20% Battle Gains

-100% Draft Cost

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

Penalties:

-10% Wizards Per Acre

-10% Thievery Operation Success (TPA)

Military:

Off/Def Cost NW
Soldiers (1, 1)
Goblins (3, 0)
Trolls (0, 3)
Ogres (8, 2) 2,400gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Heros Inspiration and Wrathful Smite

Undead

Bonuses:

-100% Food Consumption

-50% Own casualities when attacking

-50% Own casualities when defending

Always Carries and is Immune to the Plague

Convert Specialists into Elites

Penalties:

-10% Battle Gains

Can't Train Elites

Can't use Hospitals

Military:

Off/Def Cost NW
Soldiers (1, 1)
Skeletons (3, 0)
Zombies (0, 3)
Ghouls (6, 6) 5,000gc 8.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Animate Dead, Ghost Workers and Nightmare

Personalities

Protector

Bonuses:

+10% Defensive Military Efficiency

+50% Forts Effectiveness

+50% Hospital Effectiveness

+10% Science Book Production

Can cast Support spells on Kingdom mates

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

+600 Starting Wizards

Spell Book:

Scientific Insight, Divine Shield and Mist

Saboteur

Bonuses:

+100% Guild Effectiveness

+20% Arcane Arts Science Books Produced

+50% Thieves' Den Effectiveness

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

Access all Thievery Operations

Starting Bonuses:

+1800 Starting Thieves

+1800 Starting Wizards

Spell Book:

Meteor Showers, Pitfalls, Sloth and Expose Thieves

War Lord

Bonuses:

+20% Enemy casualities when attacking

+20% Enemy casualities when defending

+50% Barracks Effectiveness

+50% Training Grounds Effectiveness

-75% Mercenary Cost

+10% Offensive Military Efficiency

+20% Military Science Books Produced

Prisoners fight at double strength

Starting Bonuses:

+800 Starting Elites

Spell Book:

War Spoils, Fanaticism and Aggression

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