Races

Avian

Bonuses:

-25% Attack Travel Time

+50% Birth Rate

Convert Specialists into Elites

Penalties:

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (1, 1)
Griffins (5, 0)
Harpies (0, 5)
Drakes (7, 3) 1,450gc 8.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Greater Protection, Bloodlust and Fanaticism

Dark Elf

Bonuses:

+10% Combat Instant Spell Damage

+30% Wizards Per Acre

-50% Offensive Spell Rune Cost

+1% Extra Mana Per Tick

Convert Specialists into Elites

Penalties:

+20% Military Wages

Military:

Off/Def Cost NW
Soldiers (1, 1)
Night Rangers (5, 0)
Druids (0, 5)
Drows (4, 5) 1,350gc 7.5
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

-50% Building Construction Time

Convert Specialists into Elites

Penalties:

+200% Food Consumption

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (1, 1)
Warriors (5, 0)
Axemen (0, 5)
Berserkers (5, 5) 1,500gc 8.5
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Gluttony, Amnesia and Mystic Aura

Faery

Bonuses:

+50% Self-Spell Duration

Convert Specialists into Elites

Penalties:

-5% Max Population

Military:

Off/Def Cost NW
Soldiers (1, 1)
Magicians (5, 0)
Druids (0, 5)
Beastmasters (2, 6) 1,975gc 6.5
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

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

Halfling

Bonuses:

+10% Max Population

+10% Sabotage Damage

+30% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Convert Specialists into Elites

Penalties:

-10% Birth Rate

Military:

Off/Def Cost NW
Soldiers (1, 1)
Strongarms (5, 0)
Slingers (0, 5)
Brutes (4, 4) 900gc 5.5
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

Income Penalty Protection

Accurate Espionage

Convert Specialists into Elites

Penalties:

+20% Military Training Time

Military:

Off/Def Cost NW
Soldiers (1, 1)
Swordsmen (5, 0)
Archers (0, 5)
Knights (6, 4) 1,850gc 7.0
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

Convert Specialists into Elites

Military:

Off/Def Cost NW
Soldiers (2, 2)
Goblins (5, 0)
Trolls (0, 5)
Ogres (8, 2) 1,400gc 7.5
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Heros Inspiration

Undead

Bonuses:

-100% Food Consumption

-50% Own casualities when attacking

-50% Own casualities when defending

Prisoners convert into Elites over time

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 (5, 0)
Zombies (0, 5)
Ghouls (7, 5) 5,000gc 8.0
Mercenaries (2, 0)
Prisoners (2, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Ghost Workers, Animate Dead and Nightmare

Personalities

Freak

Bonuses:

Random factor for Offense and Defense +/- 5%

Elite gets +2 offensive strength

10% Chance own attacks may have 5-25% increased gains

+/- 20% Own Damage for Instant Spells and Operations

Elite gets +2 defensive strength

Penalties:

10% Chance own attacks may fail

Starting Bonuses:

+500 Starting Thieves

+500 Starting Wizards

Spell Book:

Nightmare, Animate Dead and Magic Ward

Allowed Thief Operations:

PROPAGANDA

General

Bonuses:

-15% Attack Travel Time

+50% Guard Station Effectiveness

+25% Watch Tower Effectiveness

+1 Army generals

-50% Military Training Time

Elite gets +1 defensive strength

Elite gets +3 offensive strength

Starting Bonuses:

+2000 Starting Soldiers

+2000 Starting Specialist training credits

Spell Book:

Illuminate Shadows, Wrathful Smite and Fountain of Knowledge

Protector

Bonuses:

+10% Income

+50% Forts Effectiveness

+50% Hospital Effectiveness

+25% Science Book Production

Can cast Support spells on Kingdom mates

Elite gets +2 defensive strength

Elite gets +2 offensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Scientific Insight, Divine Shield and Mist

Raider

Bonuses:

+25% Barracks Effectiveness

+15% Arcane Arts Science Books Produced

+15% Economy Science Books Produced

+20% Sabotage Damage

-25% Thief cost

+50% Thieves' Den Effectiveness

+1% Extra Stealth Per Tick

Prisoners convert into Thieves over time

Elite gets +1 defensive strength

Elite gets +3 offensive strength

Starting Bonuses:

+1500 Starting Thieves

Spell Book:

Invisibility, Mist and Quick Feet

Allowed Thief Operations:

STEAL_WAR_HORSES

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

Access all Thievery Operations

Elite gets +4 defensive strength

Starting Bonuses:

+2000 Starting Thieves

+2000 Starting Wizards

Spell Book:

Pitfalls, Meteor Showers and Sloth

Spellsword

Bonuses:

+50% Guild Effectiveness

+20% Combat Instant Spell Damage

+25% Training Grounds Effectiveness

+15% Arcane Arts Science Books Produced

+15% Military Science Books Produced

+1% Extra Mana Per Tick

Elite gets +3 offensive strength

Elite gets +1 defensive strength

Starting Bonuses:

+1500 Starting Wizards

Spell Book:

Mage's Fury, Bloodlust and Reflect Magic

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

Prisoners fight at double strength

Elite gets +4 offensive strength

Starting Bonuses:

+1000 Starting Elites

Spell Book:

War Spoils, Fanaticism and Aggression

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