Races
Avian
-30% Attack Speed
-50% gains when ambushed
Cannot use stables or horses
7/2 Elite 8.0 NW 825 gc
Spellbook: Aggression, Clearsight, Townwatch
Bocan
+20% Sabotage Damage
Can Train Thieves with Spec Credits
+1 Stealth per tick during war
-5% Building Efficiency
5/6 Elite 9 NW 950 gc
Spellbook: Invisibility
Dark Elves
+25% Instant Spell Damage
Combat Spells Don’t Consume Runes
+1 Offensive Specialist Strength
4/7 Elite 9.5 NW 975 gc
Spellbook: Nightmare
Dwarf
+25% Building Efficiency
-50% Construction Time
-10% Military Casualties
100% Food Needed
Cannot Accelerate Construction
6/6 Elite 9.5 NW 950 gc
Spellbook: Townwatch, Reflect Magic
Dryad
All land produces food
Converts Specialists into Elites on successful Traditional March
+10% Enemy Casualties When Attacked
+15% Attack Speed Except for Ambushes
10/2 Elite 10.5 NW 1150 gc
Spellbook: Quickfeet
Gnome
+15% WPA
100% Success on Espionage
+20% Science Effectiveness
+20% Explore Costs
5/5 Elite 7 NW 700 gc
Spellbook: Mystic Aura, Reflect Magic, Revelation
Elf
+20% WPA
-25% Military Training Time
+10% Military Efficiency
+20% Military Wages
7/5 Elite 10 NW, 1000 gc
Spellbook: Inspire Army, Greater Protection
Faery
All Racial Spells
+2 Defensive Specialist Strength
+30% Instant Spell Damage in War
+25% Sabotage Damage in War
-1 General
-5% Population
5/5 Elite 7 NW 750 gc
Spellbook: Tree of Gold
Halfling
+30% TPA
+10% Population
-50% Thief Costs
5/5 Elite 6 NW 675 gc
Spellbook: Quickfeet, Invisibility
Human
+30% Income
Income Penalty Protection
+30% Birth Rate
-10% WPA
+1 Mana Cost for Combat Spells
7/3 8.5 NW 850 gc
Spellbook: Fanaticism, Aggression, Quick Feet, War Spoils
Orcs
+15% Gains on Traditional Marches
+10% Enemy Casualties
+15% Offensive Military Efficiency
+25% Rune Cost
No Access to Sabotage Ops
9/1 Elite 10 NW 1100 gc
Spellbook: Aggression, Bloodlust, Fanaticism
Personalities
Artisan
-25% Construction Time
-50% Construction Costs
-50% Damage from Arson, Greater Arson, Raze, Tornadoes
Cleric
-35% Casualties
Immune to Plague
+50% Self Spell Duration
+50% Strategy and Shielding Science
Spellbook: Greater Protection, Mystic Aura
Heretic
+75% Guild Effectiveness
Wizards don’t die on failed Spell Attempts
-75% thief losses on failed thief ops
+30% channeling, crime, and cunning sci
Spellbook: Nightmare, Fools Gold, Revelation, Paradise, Chastity
Mystic
+150% Guild Effectiveness
+50% Channeling Science
+1 Mana per tick
-20% Rune Cost
Spellbook: Blizzard, Meteor Showers, Gluttony, Revelation, Paradise
Paladin
Immune to Dragons
Can Cast Self Spells on Kingdom mates
+30% Dragon Slaying Unit Strength
+50% Valor Science
Paladin Spells
Rogue
+50% Guilds Effectiveness
+75% Thieves' Dens Effectiveness
+50% Crime Science Effectiveness
+1 Stealth per Tick
Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
Spell Book: Invisibility, Paradise and Revelation
Sage
+25% Science Effectiveness
+25% Scientists Production Rate
-50% Loss from Learn Attacks
Spellbook: Revelation
Tactician
-15% Attack Time
100% Accurate Intel
+50% Seige Science
Spellbook: Pitfalls, War Spoils, Quickfeet
War Hero
+20% Credits on Traditional Marches
Convert Specs to Elites on Successful Traditional Marches
-25% Honor Lost When Attacked
+20% Honor Gained on Successful Traditional Marches
Full Conquest Access
Spellbook: Inspire Army, Aggression
Warrior
+10% Battle Gains
+10% Military Efficiency
+1 War Horse Strength
Spellbook: Fanaticism, Aggression, Bloodlust
Undead
No Food Need
Spreads and is Immune to Plague
-30% Casualties
Spellbook: Animate Dead, Nightmares, Bloodlust