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