Races

Dwarf

Bonuses:

+30% Building Efficiency

-100% Building Construction Cost

-50% Building Construction Time

Offensive specialist gets +1 strength

Penalties:

+100% Food Consumption

Can't Accelerate Construction

Can't Train Elites

Military:

Off/Def Cost NW
Soldiers (1, 1)
Warriors (5, 0)
Axemen (0, 5)
Berserkers (4, 3) 10,000gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Gluttony, Tree of Gold and Mist

Elf

Bonuses:

+30% Combat Instant Spell Damage

+30% Wizards Per Acre

+2% Extra Mana Per Tick

Runes do not decay

Penalties:

-10% Thievery Per Acre (TPA)

Can't Train Elites

Military:

Off/Def Cost NW
Soldiers (1, 1)
Rangers (5, 0)
Archers (0, 5)
Elf Lords (3, 4) 10,000gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Meteor Showers and Fools Gold

Faery

Bonuses:

+15% Wizards Per Acre

+15% Thievery Per Acre (TPA)

Can cast Support spells on Kingdom mates

Penalties:

Can't Train Elites

Military:

Off/Def Cost NW
Soldiers (1, 1)
Magicians (5, 0)
Druids (0, 5)
Beastmasters (2, 5) 10,000gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Mystic Aura, Fanaticism, Revelation and Scientific Insight

Halfling

Bonuses:

+30% Sabotage Damage

+30% Thievery Per Acre (TPA)

+2% Extra Stealth Per Tick

Train Thieves with Credits

Penalties:

-10% Wizards Per Acre

Can't Train Elites

Military:

Off/Def Cost NW
Soldiers (1, 1)
Strongarms (5, 0)
Slingers (0, 5)
Brutes (3, 4) 10,000gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Town Watch, Invisibility and Nightmare

Human

Bonuses:

+15% Science Effectiveness

Penalties:

Can't Train Elites

Military:

Off/Def Cost NW
Soldiers (1, 1)
Swordsmen (5, 0)
Archers (0, 5)
Knights (4, 3) 10,000gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Quick Feet, Fountain of Knowledge and Pitfalls

Orc

Bonuses:

+20% Battle Gains

-50% Draft Cost

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

Penalties:

Can't Train Elites

Military:

Off/Def Cost NW
Soldiers (2, 2)
Goblins (5, 0)
Trolls (0, 4)
Ogres (6, 1) 10,000gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Aggression and Bloodlust

Undead

Bonuses:

-100% Food Consumption

-75% Own casualities when attacking

Always Carries and is Immune to the Plague

Convert Specialists into Elites

Penalties:

+10% Battle Losses

-15% Science Effectiveness

Can't Train Elites

Can't use Hospitals

Military:

Off/Def Cost NW
Soldiers (1, 1)
Skeletons (5, 0)
Zombies (0, 5)
Ghouls (6, 1) 10,000gc 0.0
Mercenaries (5, 0)
Prisoners (5, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Ghost Workers and Reflect Magic

Personalities

Freak

Bonuses:

20% Chance own attacks may have 15-35% increased gains

Convert Specialists into Elites

90-135% Own Damage for Instant Spells and Operations

Elite gets +2 defensive strength

Random factor for Offense and Defense +/- 5%

Elite gets +2 offensive strength

Penalties:

1 in 15 Chance own attacks may fail

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

+1000 Starting Thieves

+1000 Starting Wizards

Spell Book:

Nightmare, War Spoils and Town Watch

Allowed Thief Operations:

PROPAGANDA and STEAL_WAR_HORSES

General

Bonuses:

-20% Attack Travel Time

+100% Honor Bonus

Dragon Immunity

Elite gets +3 offensive strength

Convert Specialists into Elites

Starting Bonuses:

+1000 Starting Elites

Spell Book:

Wrathful Smite and Heros Inspiration

Protector

Bonuses:

+10% Defensive Military Efficiency

-50% Own casualities when attacking

-50% Own casualities when defending

Plague Immunity

Convert Specialists into Elites

Elite gets +1 defensive strength

Elite gets +2 offensive strength

Starting Bonuses:

+2000 Starting Soldiers

+2000 Starting Specialist training credits

Spell Book:

Tree of Gold, Fountain of Knowledge, Animate Dead, Greater Protection and Divine Shield

Raider

Bonuses:

+20% Combat Instant Spell Damage

+20% Sabotage Damage

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

+50% Increased Wizard Production

Convert Specialists into Elites

Elite gets +1 defensive strength

Elite gets +2 offensive strength

Starting Bonuses:

+1000 Starting Thieves

+1000 Starting Wizards

Spell Book:

Mist, Pitfalls, Amnesia and Vermin

Allowed Thief Operations:

ASSASSINATE_WIZARDS and GREATER_ARSON

Saboteur

Bonuses:

+50% Thieves' Den Effectiveness

+2% Extra Stealth Per Tick

+50% Increased Wizard Production

Access all Thievery Operations

Convert Specialists into Elites

Elite gets +3 defensive strength

Starting Bonuses:

+2000 Starting Thieves

+1000 Starting Wizards

Spell Book:

Invisibility

Spellsword

Bonuses:

+2% Extra Mana Per Tick

+50% Land Effect - Towers

+150% Increased Wizard Production

Convert Specialists into Elites

Elite gets +3 defensive strength

Starting Bonuses:

+1000 Starting Thieves

+2000 Starting Wizards

Spell Book:

Meteor Showers, Chastity, Blizzard and Mage's Fury

Warlord

Bonuses:

-50% Land Losses on Ambush Attacks

+25% Draft Rate

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

+10% Offensive Military Efficiency

Convert Specialists into Elites

Elite gets +3 offensive strength

Starting Bonuses:

+2000 Starting Soldiers

+2000 Starting Specialist training credits

Spell Book:

Clear Sight, Mist and Fanaticism

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