Races

Dark Elf

Bonuses:

+20% Offensive Spell Duration

+15% Combat Instant Spell Damage

+50% Runes Refunded on Spell Success

Penalties:

+20% Military Wages

Military:

Off/Def Cost NW
Soldiers (3, 3)
Night Rangers (10, 0)
Druids (0, 10)
Drows (12, 8) 2,000gc 0.0
Mercenaries (5, 0)
Prisoners (5, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Fools Gold, Gluttony, Pitfalls and Blizzard

Dryad

Bonuses:

No wizards killed from failed spells

Penalties:

+10% Attack Travel Time

Military:

Off/Def Cost NW
Soldiers (3, 3)
Huldras (12, 0)
Nymphs (0, 9)
Will O The Wisps (15, 5) 2,000gc 0.0
Mercenaries (5, 0)
Prisoners (5, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Chastity, Clear Sight and Mystic Aura

Dwarf

Bonuses:

-100% Building Construction Cost

-25% 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 (13, 7) 2,000gc 0.0
Mercenaries (5, 0)
Prisoners (5, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Mist and Ghost Workers

Faery

Bonuses:

+50% Self-Spell Duration

Penalties:

-5% Max Population

Military:

Off/Def Cost NW
Soldiers (3, 3)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (5, 15) 2,000gc 0.0
Mercenaries (5, 0)
Prisoners (5, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Guile, Mage's Fury and Invisibility

Gnome

Bonuses:

+15% Max Population

+20% Thievery Per Acre (TPA)

Penalties:

-20% Increased Wizard Production

Military:

Off/Def Cost NW
Soldiers (3, 3)
Quickblades (9, 0)
Pikemen (0, 10)
Golems (10, 8) 2,000gc 0.0
Mercenaries (5, 0)
Prisoners (5, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Town Watch and Quick Feet

Human

Bonuses:

+25% Dragon slaying strength

Can cast Support spells on Kingdom mates

Military:

Off/Def Cost NW
Soldiers (3, 3)
Swordsmen (10, 0)
Archers (0, 10)
Knights (10, 10) 2,000gc 0.0
Mercenaries (5, 0)
Prisoners (5, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Divine Shield, Scientific Insight and Fountain of Knowledge

Personalities

General

Bonuses:

-10% Attack Travel Time

+25% Guard Station Effectiveness

+1 Army generals

+50% Science Effectiveness - Siege

Convert Specialists into Elites

Elite gets +4 offensive strength

Starting Bonuses:

+2000 Starting Soldiers

+2000 Starting Specialist training credits

Spell Book:

Illuminate Shadows, Wrathful Smite and Pitfalls

Mystic

Bonuses:

+100% Guild Effectiveness

+50% Science Effectiveness - Channeling

+50% Science Effectiveness - Production

+3% Extra Mana Per Tick

+50% Land Effect - Towers

Convert Specialists into Elites

Elite gets +4 defensive strength

Starting Bonuses:

+3500 Starting Wizards

Spell Book:

Meteor Showers, Pitfalls, Sloth and Mind Focus

Rogue

Bonuses:

+25% Science Effectiveness - Crime

+25% Science Effectiveness - Tools

+50% Thieves' Den Effectiveness

+2% Extra Stealth Per Tick

Access all Thievery Operations

Convert Specialists into Elites

Elite gets +4 defensive strength

Elite gets +1 offensive strength

Train Thieves with Credits

Starting Bonuses:

+1500 Starting Thieves

Spell Book:

Invisibility

Spellsword

Bonuses:

+50% Guild Effectiveness

+25% Hospital Effectiveness

+20% Wizards Per Acre

+50% Science Effectiveness - Cunning

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

Convert Specialists into Elites

Elite gets +1 defensive strength

Elite gets +3 offensive strength

Starting Bonuses:

+1000 Starting Wizards

Spell Book:

Nightmare, Magic Ward, Vermin and Mage's Fury

War hero

Bonuses:

+100% Honor Bonus

+50% Training Grounds Effectiveness

+25% Science Effectiveness - Resilience

+50% Science Effectiveness - Valor

Convert Specialists into Elites

Elite gets +1 defensive strength

Elite gets +3 offensive strength

Starting Bonuses:

+2000 Starting Soldiers

+2000 Starting Specialist training credits

Spell Book:

Heros Inspiration, War Spoils, Greater Protection and Animate Dead

Warlord

Bonuses:

+10% Battle Gains

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

+25% Barracks Effectiveness

+25% Science Effectiveness - Tactics

Convert Specialists into Elites

Elite gets +5 offensive strength

Penalties:

Elite gets -1 defensive strength

Starting Bonuses:

+1000 Starting Elites

Spell Book:

Bloodlust, Fanaticism and Aggression

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