Races
Undead
-25% Military Casualties
Does Not Need Food
Permanent Animate Undead
Convert Specs to Elites
Spreads and is Immune to Plague
Basic Thievery (Intel Ops Only)
Cannot train Elites
-35% Science Effectiveness
Elite 9/2 Cost: - NW: 9.5
Spells: Bloodlust, Ghostworkers
Orc
+10% Battle Gains
+10% Enemy Casualties
-50% Draft Costs
Double Dungeon Capacity
+10% losses to Sorcery and Sabotage Ops
Cannot use Mercs
-10% WPA & TPA
Elite: 8/1 Cost: 950 NW: 9
Spells: Bloodlust, Fanaticism, Aggression
Avian
-25% Attack Speed
-50% losses when Ambushed
+20% Birth Rates
Cannot Use Stables, Horses, or Steal War Horses
-10% Gains
+10% Military Casualties
Elite: 8/3 Cost: 850 NW: 8.5
Spells: Fanaticism, Clearsight
Elf
+25% WPA
+1 Defensive Specialist
+20% Explore Costs
Elite: 7/4 Cost: 850 NW: 9.0
Spells: Inspire Army, Greater Protection, Mage's Fury
Dwarf
+20% Building Efficiency
Free Building Construction
Casting Spells Trains Small amount of Elites
+100% Food Consumption
Cannot Accelerate Construction
Elite: 7/5 Cost: 900 NW: 10.0
Spells: Mystic Aura, Reflect Magic, Clear Sight
Human
+15% Science Effectiveness
-20% Losses from Learns
+10% Specialist and Building Credits in Combat
+1 War Horse Strength
Double Stable Capacity
-1 Mana per tick
+10% Rune Cost
Elite: 6/5 Cost: 900 NW: 9.0
Spells: Revelation, Quick Feet, Inspire Army, Greater Protection
Halfling
+25% TPA
-50% Thief Losses
Can use Spec Credits to train Thieves & Elites
Homes hold 20 Population
Cannot Use Hospitals
Elite: 5/6 Cost: 500 NW: 8.5
Spells: Quick Feet, Town Watch
Dark Elf
+20% Instant Op Damage
-50% Rune Cost
+1 Offensive Specialist Strength
Elite: 5/7 Cost: 950 NW: 9.5
Spells: Mage's Fury, Fanaticism, Mystic Aura
Faery
+20% Spell Duration
All Racial Spells
-5% Population
-1 General
Elite: 4/8 Cost: 1000 NW: 10
Spells: Tree of Gold
Personalities
Artisan
+30% Income
-25% Building Construction Time
-25% Construction Cost
Immune to Income Penalties
-20% Losses when Razed, Greater Arson, Arson, Tornado
Starts with +800 Soldiers and +800 Spec Credits
Cleric
-35% Military Casualties
Immune to Plague
Can cast support spells on KD members
Support Spells cost 1 mana during war
Access to Animate Dead, Greater Protection, Illuminate Shadows, Scientific Insight, Wrathful Smite
Starts with +400 Soldiers, +400 spec credits, and +400 wizards
Herectic
+50% Guild Effectiveness
+25% Thieves' Dens Effectiveness
+20% TPA & WPA
+35% Cunning and Channeling Science Effectiveness
Wizards don't die on failed spells
Access to Steal War Horses
Access to all Barrier of Integrity, Fool's Gold, Nightmare, Paradise, Expose Thieves
Starts with +400 Wizards and +400 Thieves
Mystic
+100% Guild Effectiveness
+1 Wizard trained per 400 acres per day
+20% Rune Production
+1 Mana Per tick
Access to Chastity, Mage's Fury, Meteor Showers, Blizzard, and Paradise
Starts with +800 wizards
Rogue
+75% Thieves' Dens Effectiveness
-50% Thieves lost on failed ops
+50% Crime Science Effectiveness
+1 Stealth per tick
Access to all thievery operations including: Assasinate Wizards, Greater Arson, Propaganda, Steal War Horses
Access to Expose Thieves, Invisibility, and Paradise
Tactician
-15% Attack Time
+20% Spec and Building Credits gained in Combat
+15% Siege Science Effectiveness
Accurate Espionage
Access to Town Watch and War Spoils
Starts with +800 Soldiers and +800 Specialist credits
War Hero
+50% Honor Bonuses
-20% Honor Losses (does not effect attackers gains)
+30% Damage to Dragons
-20% Training Time & -20% Training Costs
Immune to Dragons
Convert Specs to Elites
Access to Pitfalls
Start with +800 Elites
Warrior
+10% Offensive Military Efficiency
+10% Battle Gains
+10% Enemy Casualties
Full Conquest Access (regardless of Net Worth Range)
Starts with +800 Soldiers and +800 Specialist Credits
*Reduce Sorcery Spell Duration by 10%
*Allow Forced CF only for KD outside 5% rnw (If kingdoms are within 5% Networth, forced CF can't be done)
***Revision***
Undead Eilte 10/2 to 9/2
Orc -20% WPA & TPA to -10%, Free Draft to -50% Draft Costs, Elite 9/2 to 8/1
Human Science buildings effectiveness to +15% Science Effectiveness
Halfer pop bonus to Homes bonus
Dark Elf No Rune Cost to -50% Rune Cost, reduced ME penalty from -15% to -10%, elite 5/6 to 5/7
Faery spell duration reduced from +30% to +20%
Heretic TD bonus to +25% from +50%
Cleric removed self spells costing 1 mana
Warrior removed "massacre" effect on successful traditional marches
Sorcery Spell Duration reduced to 10% from 30%
***Revision 2***
Avian changed Peons gained on traditional marches to +Birth Rate (accomplishes practically same thing but already existing mechanic)
Dwarf BE increased to +20% (from +15%), removed -10% wages penalty, elite changed to 7/5 (from 6/6)
Human Added credit bonus, -WPA changed to -1 mana/tick, added double stable capacity, Elite change to 6/5 (from 6/4)
Halfer TPA effectiveness increased to +25% (from +20%, now matches current age)
Dark Elf removed all negatives
Artisan building protection reduced to 20% (from 30%)
Tactician removed +10% Ambush Gains, reduced Siege Science Effectiveness to +15% (from +25%)
War Hero reduced training time to -20% (from 30%) and added reduced training costs -20%
Warrior added +10% Enemy Casualties, removed -20% Training Costs