Races

Avian

Bonuses:

-25% Attack Travel Time

+50% Birth Rate

Train Elites with Credits

Penalties:

-50% Specialist Training Credits

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (1, 1)
Griffins (4, 0)
Harpies (0, 4)
Drakes (5, 2) 1,450gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Fanaticism, Greater Protection and Bloodlust

Dark Elf

Bonuses:

+20% Combat Instant Spell Damage

+30% Wizards Per Acre

+75% Runes Refunded on Spell Success

+2% Extra Mana Per Tick

Penalties:

-5% Building Efficiency

Military:

Off/Def Cost NW
Soldiers (1, 1)
Night Rangers (4, 0)
Druids (0, 4)
Drows (3, 4) 1,450gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Mage's Fury, Chastity and Blizzard

Dwarf

Bonuses:

+30% Building Efficiency

-100% Building Construction Cost

Penalties:

+50% Building Raze Cost

+200% Food Consumption

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (1, 1)
Warriors (4, 0)
Axemen (0, 4)
Berserkers (4, 4) 1,500gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Gluttony, Mystic Aura 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 (4, 0)
Druids (0, 4)
Beastmasters (2, 5) 2,000gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

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

Halfling

Bonuses:

+20% Max Population

+20% Sabotage Damage

+30% Thievery Per Acre (TPA)

+2% Extra Stealth Per Tick

Train Thieves with Credits

Military:

Off/Def Cost NW
Soldiers (1, 1)
Strongarms (4, 0)
Slingers (0, 4)
Brutes (3, 3) 900gc 4.0
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 (4, 0)
Archers (0, 4)
Knights (5, 3) 1,700gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Quick Feet, Tree of Gold and Fools Gold

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 Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (1, 1)
Goblins (4, 0)
Trolls (0, 4)
Ogres (6, 1) 1,600gc 6.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Heros Inspiration and Reflect Magic

Undead

Bonuses:

-100% Food Consumption

-50% Own casualities when attacking

-50% Own casualities when defending

Convert Specialists into Elites

Always Carries and is Immune to the Plague

Penalties:

-10% Battle Gains

Can't Train Elites

Can't use Hospitals

Military:

Off/Def Cost NW
Soldiers (1, 1)
Skeletons (4, 0)
Zombies (0, 4)
Ghouls (6, 3) 5,000gc 8.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Ghost Workers, Nightmare and Animate Dead

Personalities

General

Bonuses:

-15% Attack Travel Time

+50% Guard Station Effectiveness

+50% Watch Tower Effectiveness

+1 Army generals

-25% Military Training Time

Elite gets +1 defensive strength

Elite gets +2 offensive strength

Starting Bonuses:

+2000 Starting Soldiers

+2000 Starting Specialist training credits

Spell Book:

Illuminate Shadows, Wrathful Smite and Fountain of Knowledge

Allowed Thief Operations:

GREATER_ARSON

Protector

Bonuses:

+10% Defensive Military Efficiency

+50% Forts Effectiveness

+50% Hospital Effectiveness

+10% Science Book Production

Elite gets +1 offensive strength

Can cast Support spells on Kingdom mates

Elite gets +2 defensive strength

Starting Bonuses:

+1500 Starting Soldiers

+1500 Starting Specialist training credits

+1000 Starting Wizards

Spell Book:

Scientific Insight, Divine Shield and Mist

Allowed Thief Operations:

ASSASSINATE_WIZARDS

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

Elite gets +3 defensive strength

Starting Bonuses:

+500 Starting Soldiers

+500 Starting Specialist training credits

+2000 Starting Thieves

+2000 Starting Wizards

Spell Book:

Expose Thieves, Pitfalls, Sloth and Meteor Showers

Allowed Thief Operations:

PROPAGANDA

Warlord

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

Elite gets +3 offensive strength

+2 Prisoner and Mercenary Offensive Strength

Starting Bonuses:

+1000 Starting Elites

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

War Spoils, Fanaticism and Aggression

Allowed Thief Operations:

STEAL_WAR_HORSES

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