Races

Avian

Bonuses:

-15% Attack Travel Time

+20% Birth Rate

Penalties:

-10% Battle Gains - Resources

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (10, 0)
Harpies (0, 10)
Drakes (15, 4) 1,000gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Greater Protection

Dark Elf

Bonuses:

-50% Rune Cost (excluding Ritual)

Train Thieves with Credits

Penalties:

-20% Birth Rate

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (12, 0)
Druids (0, 10)
Drows (6, 12) 950gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Blizzard, Chastity, Guile, Invisibility and Mage's Fury

Dwarf

Bonuses:

-50% Building Raze Cost

+30% Building Efficiency

-50% Building Construction Cost

Penalties:

+50% Food Consumption

Military:

Off/Def Cost NW
Soldiers (3, 0)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (13, 6) 1,000gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique

Elf

Bonuses:

+25% Wizards Per Acre (WPA)

-20% Military Wages

Penalties:

+20% Explore Cost (Gold)

+20% Explore Cost (Men)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 12)
Elf Lords (12, 5) 900gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Salvation, Pitfalls, Mist and Wrath

Faery

Bonuses:

+20% Offensive Spell Duration

+20% Self-Spell Duration

+25% Land Effect - Towers

Penalties:

-10% Max Population

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (4, 13) 900gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Mist, Wrath, Chastity, Salvation, Miner's Mystique, Blizzard, Greater Protection, Guile, Invisibility, Quick Feet, Aggression, Town Watch, Vermin, Fountain of Knowledge, Tree of Gold, Bloodlust, Ghost Workers, Mage's Fury and Pitfalls

Halfling

Bonuses:

+10% Max Population

-15% Military Training Cost

+25% Thievery Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (11, 5) 850gc 6.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Vermin, Town Watch and Quick Feet

Human

Bonuses:

+15% Enemy casualities when attacking

+15% Enemy casualities when defending

+10% Science Effectiveness

Penalties:

+30% Military Wages

+20% Rune Cost (excluding Ritual)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (10, 0)
Archers (0, 10)
Knights (13, 5) 950gc 7.0
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge and Tree of Gold

Orc

Bonuses:

+20% Battle Gains - Resources

+20% Damage Inflicted on Massacre Attacks

Penalties:

-10% Wizards Per Acre (WPA)

-10% Thievery Per Acre (TPA)

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (10, 0)
Trolls (0, 10)
Ogres (14, 4) 950gc 6.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Bloodlust and Aggression

Undead

Bonuses:

-100% Food Consumption

+50% Battle casualties convert to soldiers

Always Carries and is Immune to the Plague

Penalties:

Can't use Hospitals

Military:

Off/Def Cost NW
Soldiers (3, 0)
Skeletons (11, 0)
Zombies (0, 11)
Ghouls (13, 4) 900gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Ghost Workers

Personalities

Artisan

Bonuses:

+50% Building Credits

+50% Flat Rate Capacity and Building Production

-20% Buildings Destroyed by Arson/Tornado/Raze

+25% Science Effectiveness - Artisan

Starting Bonuses:

+200 Starting Build credits

+600 Starting Soldiers

+600 Starting Specialist training credits

Cleric

Bonuses:

-30% Own casualities when attacking

-30% Own casualities when defending

+25% Science Effectiveness - Resilience

Plague Immunity

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Divine Shield and Illuminate Shadows

Heretic

Bonuses:

+20% Combat Instant Spell Damage

+25% Science Effectiveness - Sorcery

+20% Sabotage Damage

-50% Thief Losses

+50% Increased Wizard Production

Starting Bonuses:

+400 Starting Thieves

+400 Starting Wizards

Spell Book:

Nightmare and Fools Gold

Merchant

Bonuses:

+30% Income

+25% Science Effectiveness - Alchemy

Income Penalty Protection

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Clear Sight

Mystic

Bonuses:

+50% Land Effect - Guilds

+25% Science Effectiveness - Channeling

+1% Extra Mana Per Tick

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Meteor Showers and Magic Ward

Rogue

Bonuses:

+25% Science Effectiveness - Crime

+50% Thieves' Den Effectiveness

+1% Extra Stealth Per Tick

Access all Thievery Operations

Starting Bonuses:

+800 Starting Thieves

Shepherd

Bonuses:

-15% Battle Losses

-15% Combat Instant Spell Damage Received

+25% Science Effectiveness - Shielding

-15% Sabotage Damage Received

Drought Immunity

Storms Immunity

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Reflect Magic

Tactician

Bonuses:

-50% Battle Losses - Ambush

-15% Attack Travel Time

+25% Building Credits

+25% Science Effectiveness - Siege

+25% Specialist Training Credits

Access Conquest regardless of Net Worth

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

War hero

Bonuses:

+50% Honor Bonus

-20% Reduce Honor Losses in Combat

+25% Science Effectiveness - Strategy

Convert Specialists into Elites

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Heroes Inspiration

Warrior

Bonuses:

-75% Mercenary Cost

+15% Offensive Military Efficiency

+25% Science Effectiveness - Tactics

+2 Prisoner and Mercenary Offensive Strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits


Here is the effects of all possible rituals.

Barrier-20% Instant Spell damage and Thief Sabotage damage from enemies, -10% Battle Losses - Resources
Expedient+20% Draft Rate, +10% Building Efficiency
Haste-10% Attack Time, -25% Training Time, -25% Construction Time
Havoc+20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
OnslaughtIncreases Offensive Military Efficiency (OME) by 10% and Enemy Military Casualties when Attacking by 15%
Stalwart+5% Defensive Military Efficiency, -20% Military Casualties

Here are the effects of each Stance

NormalNone
Aggressive+10% Battle (Resource) Gains, +30% Credits gained in Combat, +10% Self Offensive Military Casualties, +20% Military Wages
Peaceful+15% Income, +20% Food & Rune Production, +20% Birth Rate, -10% Military Efficiency, -20% Offensive Wizards per Acre (WPA) & Thieves per Acre (TPA)

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