Races

Avian

Bonuses:

-30% Attack Travel Time

+50% Birth Rate

+50% Specialist Training Credits

Penalties:

+15% Own casualities when attacking

+15% Own casualities when defending

Can't use Barracks

Military:

Off/Def Cost NW
Soldiers (3, 3)
Griffins (10, 0)
Harpies (0, 10)
Drakes (15, 4) 2,525gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 1,000gc

Spell Book:

Bloodlust and Town Watch

Dark Elf

Bonuses:

+90% Runes Refunded on Spell Success

+3% Extra Mana Per Tick

+3% Extra Mana Per Tick (in war)

Runes do not decay

Penalties:

-10% Building Efficiency

-50% Combat Instant Spell Damage

Military:

Off/Def Cost NW
Soldiers (3, 3)
Night Rangers (10, 0)
Druids (0, 12)
Drows (13, 7) 2,350gc 7.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 1,000gc

Spell Book:

Mage's Fury, Mind Focus, Nightmare and Blizzard

Dryad

Bonuses:

+8 War Horse Capacity Per Acre

+10 Food Bushels Created Every 2 Acres

+6 GC Created Every 2 Acres

+6 Runes Created Every 2 Acres

+1 War Horses generated every 10 acres

+100% Battle casualties convert to soldiers

Accurate Espionage (in war)

Drought Immunity

Immune to Steal War Horses

Storms Immunity

Penalties:

+10% Attack Travel Time

Military:

Off/Def Cost NW
Soldiers (3, 3)
Huldras (10, 0)
Nymphs (0, 10)
Will O The Wisps (16, 4) 2,625gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 1,000gc

Spell Book:

Wrath, Divine Shield and Animate Dead

Dwarf

Bonuses:

+35% Building Efficiency

-100% Building Construction Cost

-75% Building Construction Time

Penalties:

+100% Food Consumption

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (3, 3)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (15, 5) 2,700gc 7.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 1,000gc

Spell Book:

Miner's Mystique, Mystic Aura and Greater Protection

Elf

Bonuses:

+100% Combat Instant Spell Damage

+50% Wizards Per Acre (WPA)

-50% Self Spell Rune Cost

+1% Extra Mana Per Tick

Self Spell Mana Cost Reduced by 1

Penalties:

+25% Explore Cost (Gold)

+25% Explore Cost (Men)

+25% Military Wages

+50% Rune Cost (excluding Ritual)

Military:

Off/Def Cost NW
Soldiers (3, 3)
Rangers (10, 0)
Archers (0, 10)
Elf Lords (6, 12) 2,500gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 1,000gc

Spell Book:

Pitfalls, Chastity and Meteor Showers

Halfling

Bonuses:

+20% Max Population

+100% Sabotage Damage

+50% Thievery Per Acre (TPA)

Penalties:

-10% Income

Can't use Hospitals

Military:

Off/Def Cost NW
Soldiers (3, 3)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (9, 10) 1,800gc 7.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 1,000gc

Spell Book:

Invisibility

Human

Bonuses:

+25% Flat Rate Capacity and Building Production

+25% Science Effectiveness

+5 Starting Scientists

Income Penalty Protection

Penalties:

+25% Draft Cost

+25% Military Training Time

Military:

Off/Def Cost NW
Soldiers (3, 3)
Swordsmen (10, 0)
Archers (0, 10)
Knights (11, 11) 3,000gc 9.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (4, 0)
Thieves 1,000gc

Spell Book:

Fountain of Knowledge and Salvation

Orc

Bonuses:

+25% Battle Gains

-100% Draft Cost

+10% Military Efficiency

Penalties:

-30% Wizards Per Acre (WPA)

-30% Thievery Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (3, 3)
Goblins (10, 0)
Trolls (0, 10)
Ogres (18, 2) 2,200gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 1,000gc

Spell Book:

Heroes Inspiration and Reflect Magic

Personalities

Heretic

Bonuses:

+100% Science Effectiveness - Cunning

+100% Science Effectiveness - Sorcery

+100% Increased Wizard Production

Convert Specialists into Elites on Attack

No wizards killed from failed spells

No thieves lost on failed ops

Starting Bonuses:

+800 Starting Thieves

+800 Starting Wizards

Spell Book:

Nightmare, Fools Gold, Pitfalls, Gluttony, Vermin and Guile

Allowed Thief Operations:

GREATER_ARSON and PROPAGANDA

Mystic

Bonuses:

+25% Offensive Spell Duration

+200% Land Effect - Guilds

+25% Combat Instant Spell Damage

+8 Runes Produced each acre of Guilds

+25% Self-Spell Duration

+50% Science Effectiveness - Channeling

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Starting Bonuses:

+400 Starting Thieves

+1200 Starting Wizards

Spell Book:

Meteor Showers, Mind Focus, Mage's Fury, Amnesia, Soul Blight and Revelation

Protector

Bonuses:

+50% Hospital Effectiveness

+25% Science Effectiveness - Shielding

Can cast Support spells on Kingdom mates

Convert Specialists into Elites on Attack

Defensive specialist gets +1 strength

Spell Book:

Divine Shield, Fanaticism, Ghost Workers, Greater Protection, Heroes Inspiration, Illuminate Shadows, Scientific Insight and Wrath

Rogue

Bonuses:

+50% Science Effectiveness - Crime

-50% Thief cost

+100% Thieves' Den Effectiveness

+1% Extra Stealth Per Tick

+50% Increased Wizard Production

Access all Thievery Operations

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Starting Bonuses:

+1200 Starting Thieves

+400 Starting Wizards

Spell Book:

Invisibility, Pitfalls, Guile and Revelation

Sage

Bonuses:

-40% Losses on Learn Attacks

+50% Science Book Production

Elite gets +1 defensive strength

Elite gets +1 offensive strength

Train Elites with Credits

Land Effect - Homes also count as Libraries

Convert Specialists into Elites on Attack

Spell Book:

Mystic Aura and Greater Protection

Tactician

Bonuses:

-15% Attack Travel Time

+50% Barracks Effectiveness

+50% Training Grounds Effectiveness

Convert Specialists into Elites on Attack

Access Conquest regardless of Net Worth

Spell Book:

Illuminate Shadows and Clear Sight

War hero

Bonuses:

-50% Battle Losses - Ambush

+100% Honor Bonus

-50% Reduce Honor Losses in Combat

+50% Science Effectiveness - Valor

Offensive specialist gets +2 strength

Convert Specialists into Elites on Attack

Spell Book:

Heroes Inspiration and Salvation

Warrior

Bonuses:

+20% Enemy casualities when attacking

+20% Enemy casualities when defending

+10% Military Efficiency in war

+1 Army generals

+25% Science Effectiveness - Tactics

Convert Specialists into Elites on Attack

Prisoners and Mercenaries fight at double strength

Spell Book:

Wrath and Fanaticism


Here is the effects of all possible rituals.

Barrier-20% Instant Spell damage and Thief Sabotage damage from enemies and +20% Defensive WPA/TPA
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & 20% faster wizard training
Haste-10% Attack Time, -25% Training Time, -25% Construction Time
HavocIncreases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15% & Instant Spell damage and Sabotage Damage by 15%
OnslaughtIncreases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%
Stalwart+10% Defensive Military Efficiency (DME) & -20% Own Military Casualties

Here are the effects of each Stance

NormalNone
Aggressive+10% Battle (Resource) Gains, +30% Credits gained in Combat, +15% Self Offensive Military Casualties, +10% Instant Spell damage and Sabotage Operation damage, +20% Military Wages
Peaceful+15% Income, +20% Food & Rune Production, +20% Birth Rate, -15% Offensive Military Efficiency, -20% Instant Spell Damage, -20% Sabotage Operation Damage


Here are the effects of all possible dragons.

Emerald+20% military losses in combat, -15% combat gains, -50% Building and Specialist Credits gained in combat
RubyReduces military effectiveness by 10%, Increase military wages by 25% and lose 25% of new draftees
Sapphire-25% lower magic (WPA) and thievery (TPA) effectiveness, +10% Instant Spell and Sabotage Damage taken and -10% Instant and Sabotage Damage dealt
Topaz-25% Building Efficiency, -20% Income, destroys 3% of buildings instantly and every 6 ticks thereafter
Onyx1% less mana & stealth regeneration, -25% honor gained
Amethyst-15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 ticks

Report Content

You are about to report that the content below is in breach of the Code of Conduct. This is a serious allegation, which may result in disciplinary action against the player that uploaded it.

WARNING: Falsely reporting content is also considered an offense, and may result in your account being suspended, or worse.