Races

Avian

Bonuses:

-15% Attack Travel Time

+40% Birth Rate

-20% Military Training Time

Penalties:

-10% Building Efficiency

Can't use Stables

Military:

Off/Def Cost NW
Soldiers (2, 2)
Griffins (10, 0)
Harpies (0, 10)
Drakes (15, 6) 875gc 8.0
Mercenaries (6, 0)
Prisoners (6, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Fanaticism and Town Watch

Dwarf

Bonuses:

-50% Building Raze Cost

+25% Building Efficiency

-50% Building Construction Cost

Penalties:

+100% Food Consumption

+20% Military Wages

Military:

Off/Def Cost NW
Soldiers (2, 2)
Warriors (11, 0)
Axemen (0, 11)
Berserkers (13, 8) 950gc 8.25
Mercenaries (6, 0)
Prisoners (6, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Mystic Aura and Gluttony

Elf

Bonuses:

+1% Extra Mana Per Tick

Can cast Support spells on Kingdom mates

Military:

Off/Def Cost NW
Soldiers (2, 2)
Rangers (10, 0)
Archers (0, 12)
Elf Lords (12, 8) 850gc 8.0
Mercenaries (6, 0)
Prisoners (6, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Inspire Army, Mystic Aura and Chastity

Faery

Bonuses:

+30% Wizards Per Acre

+30% Self-Spell Duration

Penalties:

-10% Max Population

-1 Army generals

Military:

Off/Def Cost NW
Soldiers (2, 2)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (7, 13) 1,250gc 8.5
Mercenaries (6, 0)
Prisoners (6, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Tree of Gold, Animate Dead, Mystic Aura, Fanaticism, Aggression, Bloodlust, Inspire Army, Reflect Magic, Town Watch, Quick Feet, Gluttony, Fountain of Knowledge, Vermin and Chastity

Halfling

Bonuses:

-20% Military Training Cost

+30% Thievery Operation Success (TPA)

Homes hold 20 population

Train Thieves with Credits

Penalties:

-10% Battle Gains

Military:

Off/Def Cost NW
Soldiers (2, 2)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (10, 10) 875gc 8.0
Mercenaries (6, 0)
Prisoners (6, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Town Watch and Vermin

Human

Bonuses:

+20% Income

+20% Science Effectiveness

Penalties:

+20% Rune Cost

-1% Extra Mana Per Tick

Military:

Off/Def Cost NW
Soldiers (2, 2)
Swordsmen (12, 0)
Archers (0, 10)
Knights (8, 12) 1,100gc 8.25
Mercenaries (6, 0)
Prisoners (6, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Quick Feet and Fountain of Knowledge

Orc

Bonuses:

+20% Battle Gains

-50% Draft Cost

Penalties:

-50% Building Credits

-50% Honor Bonus

+15% Combat Instant Spell Damage Received

+15% Sabotage Damage Received

Military:

Off/Def Cost NW
Soldiers (4, 4)
Goblins (10, 0)
Trolls (0, 10)
Ogres (14, 6) 975gc 7.75
Mercenaries (6, 0)
Prisoners (6, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Aggression and Bloodlust

Undead

Bonuses:

-100% Food Consumption

+10% Max Population

Prisoners convert into Elites over time

Convert Specialists into Elites

Always Carries and is Immune to the Plague

Penalties:

-35% Science Effectiveness

Basic thievery only

Can't Train Elites

Military:

Off/Def Cost NW
Soldiers (2, 2)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (16, 4) 5,000gc 7.5
Mercenaries (6, 0)
Prisoners (6, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Animate Dead and Chastity

Personalities

Artisan

Bonuses:

+30% Building Credits

-50% Building Construction Time

+25% Flat Rate Building Production

+25% Science Effectiveness - Tools

Income Penalty Protection

Starting Bonuses:

+200 Starting Build credits

+600 Starting Soldiers

+600 Starting Specialist training credits

Spell Book:

Ghost Workers

Cleric

Bonuses:

-30% Own casualities when attacking

-30% Own casualities when defending

Can cast Support spells on Kingdom mates

Plague Immunity

Starting Bonuses:

+600 Starting Soldiers

+600 Starting Specialist training credits

+200 Starting Wizards

Spell Book:

Greater Protection, Scientific Insight, Illuminate Shadows, Animate Dead, Inspire Army and Wrathful Smite

Heretic

Bonuses:

+100% Guild Effectiveness

+30% Science Effectiveness - Cunning

+30% Science Effectiveness - Channeling

+30% Science Effectiveness - Crime

-75% Thieves lost on failed ops

Starting Bonuses:

+400 Starting Thieves

+400 Starting Wizards

Spell Book:

Blizzard, Fools Gold, Nightmare and Revelation

Mystic

Bonuses:

+150% Guild Effectiveness

+15% Combat Instant Spell Damage

+50% Science Effectiveness - Channeling

+20% Land Effect - Towers

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Meteor Showers, Mage's Fury, Revelation and Expose Thieves

Rogue

Bonuses:

+50% Science Effectiveness - Crime

-30% Thief cost

+75% Thieves' Den Effectiveness

+1% Extra Stealth Per Tick

Access all Thievery Operations

Starting Bonuses:

+800 Starting Thieves

Spell Book:

Invisibility, Revelation and Expose Thieves

Tactician

Bonuses:

-33% Land Losses on Ambush Attacks

-15% Attack Travel Time

+30% Training Credits

Accurate Espionage

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Clear Sight and Pitfalls

War hero

Bonuses:

+20% Draft Rate

+100% Honor Bonus

+5% Military Efficiency in war

Convert Specialists into Elites

Dragon Immunity

Starting Bonuses:

+800 Starting Elites

Spell Book:

War Spoils and Inspire Army

Warrior

Bonuses:

+15% Enemy casualities when attacking

+15% Enemy casualities when defending

-75% Mercenary Cost

+10% Offensive Military Efficiency

+2 Prisoner and Mercenary Offensive Strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

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