Races

Avian

Bonuses:

-20% Attack Travel Time

-25% Building Construction Time

Accurate Espionage

Penalties:

Can't use Barracks

Military:

Off/Def Cost NW
Soldiers (1, 1)
Griffins (5, 0)
Harpies (0, 5)
Drakes (7, 3) 1,200gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Greater Protection, Fanaticism and War Spoils

Dark Elf

Bonuses:

+5 Prisoner Capacity Per Acre

+25% Combat Instant Spell Damage

-35% Rune Cost (excluding Ritual)

+1% Extra Mana Per Tick

Prisoners convert into Elites over time

Military:

Off/Def Cost NW
Soldiers (1, 1)
Night Rangers (5, 0)
Druids (0, 5)
Drows (6, 3) 1,400gc 0.0
Mercenaries (4, 0)
Prisoners (4, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Blizzard, Mind Focus, Pitfalls, Nightmare and Mage's Fury

Dryad

Bonuses:

Dragon Immunity

Drought Immunity

Blizzard Immunity

Storms Immunity

Penalties:

+150% Food Consumption

Espionage Thief Operations Only

Military:

Off/Def Cost NW
Soldiers (1, 1)
Huldras (6, 0)
Nymphs (0, 6)
Will O The Wisps (6, 5) 1,500gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Vermin, Reflect Magic and Meteor Showers

Elf

Bonuses:

-100% Building Construction Cost

+15% Wizards Per Acre

+15% Thievery Per Acre (TPA)

Penalties:

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (1, 1)
Rangers (5, 0)
Archers (0, 6)
Elf Lords (6, 4) 1,300gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Chastity, Mist, Illuminate Shadows and Clear Sight

Gnome

Bonuses:

+20% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Self Spell Mana Cost Reduced by 1

Train Thieves with Credits

Military:

Off/Def Cost NW
Soldiers (1, 1)
Quickblades (5, 0)
Pikemen (0, 5)
Golems (5, 4) 1,100gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Scientific Insight, Amnesia, Revelation and Quick Feet

Orc

Bonuses:

+20% Battle Gains

+8 Food Bushels Created Every 2 Acres

-100% Draft Cost

+2 Prisoner and Mercenary Offensive Strength

Penalties:

+15% Own casualities when attacking

+15% Own casualities when defending

Military:

Off/Def Cost NW
Soldiers (2, 2)
Goblins (5, 0)
Trolls (0, 5)
Ogres (7, 3) 1,300gc 0.0
Mercenaries (4, 0)
Prisoners (4, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Aggression, Bloodlust and Heros Inspiration

Undead

Bonuses:

+100% Offensive Casualties Return as Soldiers

-100% Food Consumption

+10% Max Population

Always Carries and is Immune to the Plague

Penalties:

-15% Wizards Per Acre

-15% Thievery Per Acre (TPA)

Can't use Hospitals

Military:

Off/Def Cost NW
Soldiers (2, 2)
Skeletons (6, 0)
Zombies (0, 4)
Ghouls (5, 5) 1,100gc 0.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Animate Dead, Ghost Workers, Mist and Town Watch

Personalities

Paladin

Bonuses:

+10% Defensive Military Efficiency

+50% Honor Bonus

-25% Own casualities when attacking

-25% Own casualities when defending

+10% Science Book Production

Convert Specialists into Elites

Elite gets +2 defensive strength

Elite gets +2 offensive strength

Plague Immunity

Can cast Support spells on Kingdom mates

Starting Bonuses:

+15000 Starting Soldiers

+15000 Starting Specialist training credits

+5000 Starting Wizards

Spell Book:

Divine Shield, Chastity, Magic Ward and Wrathful Smite

Raider

Bonuses:

+50% Elites home count as thieves

+25% Sabotage Damage

-75% Thief Losses

War Horse gets +1 strength

Convert Specialists into Elites

Elite gets +1 defensive strength

Elite gets +2 offensive strength

Ambush Immunity

Penalties:

Can't use Thieves Den

Starting Bonuses:

+10000 Starting Soldiers

+10000 Starting Specialist training credits

+10000 Starting Thieves

Spell Book:

Invisibility, Vermin and Fountain of Knowledge

Allowed Thief Operations:

STEAL_WAR_HORSES, GREATER_ARSON and ASSASSINATE_WIZARDS

Saboteur

Bonuses:

+50% Science Effectiveness - Cunning

+25% Science Effectiveness - Crime

+35% Arcane Arts Science Books Produced

+50% Thieves' Den Effectiveness

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

Access all Thievery Operations

Convert Specialists into Elites

Elite gets +4 defensive strength

Penalties:

Elite gets -2 offensive strength

Starting Bonuses:

+10000 Starting Thieves

+10000 Starting Wizards

Spell Book:

Guile, Sloth, Pitfalls and Gluttony

Spellsword

Bonuses:

+50% Land Effect - Guilds

+50% Runes Refunded on Spell Success

+1% Extra Mana Per Tick

Elite gets +2 offensive strength

No wizards killed from failed spells

Offensive specialist gets +1 strength

Convert Specialists into Elites

Elite gets +2 defensive strength

Starting Bonuses:

+10000 Starting Soldiers

+10000 Starting Specialist training credits

+10000 Starting Wizards

Spell Book:

Mage's Fury, Clear Sight, Quick Feet and Mind Focus

Warlord

Bonuses:

+20% Enemy casualities when attacking

+20% Enemy casualities when defending

+5% Military Efficiency in war

+1 Army generals

+35% Military Science Books Produced

Convert Specialists into Elites

Elite gets +4 offensive strength

Penalties:

Elite gets -1 defensive strength

Starting Bonuses:

+10000 Starting Elites

+10000 Starting Soldiers

+10000 Starting Specialist training credits

Spell Book:

War Spoils, Fanaticism and Aggression

Zulu

Bonuses:

+25% Wizards Per Acre

+50% Science Effectiveness - Production

+2% Extra Mana Per Tick

+100% Increased Wizard Production

Convert Specialists into Elites

Elite gets +3 defensive strength

Elite gets +1 offensive strength

Always Carries and is Immune to the Plague

Starting Bonuses:

+10000 Starting Soldiers

+10000 Starting Specialist training credits

+10000 Starting Wizards

Spell Book:

Nightmare, Mind Focus, Meteor Showers, Gluttony and Fools Gold


Here is the effects of all possible rituals.

Barrier-20% Instant Spell damage and Thief Sabotage damage from enemies and +15% Defensive WPA/TPA
Expedient-25% Training Time (including Thieves) and -25% Construction Time & +20% Draft Speed
Godspeed-10% Attack Time & +10% Battle Gains
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% and Enemy Military Casualties when Attacking by 15%
Benediction+15% Building Efficiency and +25% Birth Rate
Stalwart+8% Defensive Military Efficiency and Reduced Defensive Military Casualties by 20%

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