Races
Dwarf
Bonuses
+100% Rune Production
-10% Damage Taken from Instant Spells
-10% Damage Taken from Sabotage Operations
Penalties
-20% Birth Rate
+20% Military Wages
Spellbook: Clear Sight, Magic Ward
Soldier - 3/3, 1.5nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 13/8, 1500gc, 8.25nw
Prisoner/Mercenary - 8/0, 0.8nw/0nw
War Horse - 3/0, 0.9nw
Elf
Bonuses
-75% Offensive Spell Rune Cost
-75% Self Spell Rune Cost
-1 Self Spell Mana Cost
Penalties
+15% Military Training Cost
+100% Explore Costs
Spellbook: Animate Dead, Chastity, Mystic Aura, Pitfalls, Sloth, Town Watch
Soldier - 2/3, 1.25nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/12, 6.0nw
Elite Unit - 13/7, 1400gc, 7.75nw
Prisoner/Mercenary - 8/0, 0.8nw/0nw
War Horse - 3/0, 0.9nw
Faery
Bonuses
+20% Magic Effectiveness (WPA)
+20% Thievery Effectiveness (TPA)
Penalties
-10% Combat Gains
Spellbook: Bloodlust, Gluttony, Magic Ward, Mystic Aura, Pitfalls, Reflect Magic, Sloth, Tree of Gold
Soldier - 2/2, 1nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 6/12, 1775gc, 7.5nw
Prisoner/Mercenary - 8/0, 0.8nw/0nw
War Horse - 3/0, 0.9nw
Gnome
Bonuses
+15% Population
+40% Birth Rate
-50% Food Consumption
Penalties
-
Spellbook: Gluttony, Reflect Magic
Soldier - 2/2, 1nw
Offensive Specialist - 9/0, 3.6nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 10/6, 1125gc, 6.25nw
Prisoner/Mercenary - 8/0, 0.8nw/0nw
War Horse - 3/0, 0.9nw
Human
Bonuses
+25% Income
Immune to All Income Penalties
Accurate Espionage
Penalties
+25% Spell Rune Cost
Spellbook: Fountain of Knowledge, Scientific Insights
Soldier - 2/2, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/7, 1850gc, 7.75nw
Prisoner/Mercenary - 8/0, 0.8nw/0nw
War Horse - 4/0, 1.2nw
Orc
Bonuses
+20% Enemy Military Casualties
Penalties
+20% Damage Taken from Instant Spells
+20% Damage Taken from Sabotage Operations
Spellbook: Aggression
Soldier - 3/2, 1.25nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/5, 1400gc, 7.75nw
Prisoner/Mercenary - 8/0, 0.8nw/0nw
War Horse - 3/0, 0.9nw
Undead
Bonuses
-30% Offensive Military Casualties
50% of Military Casualties are Revived as Soldiers
Spreads and is Immune to the Plague
No Food Needed
Penalties
No Access to Hospitals
No Access to Homes
Spellbook: Ghost Workers
Soldier - 1/1, 0.5nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/9, 4.5nw
Elite Unit - 14/7, 1500gc, 8.25nw
Prisoner/Mercenary - 8/0, 0.8nw/0nw
War Horse - 3/0, 0.9nw
Personalities
The Artisan
+20% Building Efficiency
-25% Build Time
-25% Building Cost
-25% Building Damage taken from Arson and Tornadoes
+25% Economy Science Book Production
Starts with +600 soldiers and +600 specialist credits and +200 building credits
The Cleric
-30% Military Casualties
Immune to the Plague
Can Cast Support Spells on Kingdom Members
Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows and Wrathful Smite
+25% Arcane Arts Science Book Production
Starts with +400 Wizards and +400 thieves
The Heretic
+100% Wizard Production
+15% Instant Spell Damage
+15% Sabotage Operation Damage
-75% Thieves Lost on Thievery Operations
Access to Amnesia, Fool's Gold, Nightmare and Revelation
+25% Arcane Arts Science Book Production
Starts with +800 Wizards
The Mystic
+150% Guilds Effectiveness
+1 Mana Recovery per Tick
+50% Self Spell Duration
Access to Blizzard, Mage's Fury, Meteor Showers and Revelation
+25% Arcane Arts Science Book Production
Starts with +800 Wizards
The Raider
Each Acre can house 5 War Horses and 2 Prisoners
Prisoners Covert to Offensive Specialists over time
Can use Specialist Credits to Train Thieves
Access to Steal War Horses
+25% Economy Science Book Production
Starts with +400 soldiers, +400 specialist credits and +400 thieves
The Rogue
+100% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
-30% Thief Cost
Access to All Thievery Operations
Access to Invisibility and Revelation
+25% Arcane Arts Science Book Production
Starts with +800 thieves
The Tactician
+15% Combat Gains
+50% Ambush Protection
+50% Credits Gained in Combat
Access to Mist and War Spoils
+25% Military Science Book Production
Starts with +800 soldiers and +800 specialist credits
The War Hero
+50% Elite Conversions in Combat
-50% Honor Loss in Combat
-25% Military Train Time
-20% Military Wages
+25% Military Science Book Production
Starts with 800 elites
The Warrior
+15% Offensive Military Efficiency
+2 Prisoner and Mercenary Strength
-75% Mercenary Cost
+25% Military Science Book Production
Starts with +800 soldiers and +800 specialist credits
Mechanics
Honor
- Starting Honor increased to 1440 (Honor increases by 20 Honor per Tick over a period of 3 days)
Exploration & Buildings
- Explore Pool decay starts at 667 acres
- Universities - Science Book protection base effect increased from 2% to 2.5%
Military, Attacking & Defending
- Base Attack Time increased to 16 ticks
- Elite Wages increased to .75gc
- Soldiers can prevent up to 100% of Desertions
Relations
- Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks
- Force Ceasefire duration reduced to 48 ticks
- Two Kingdoms reaching Hostile relations against each other while in Range will automatically start War
- War provides -25% Build Time
- War Training Time bonus applies on declare (instead of after 24 ticks)
- War Military Losses reduction bonus removed
- Mutual Peace free Specialist Credits reward increased to 3 * Median
- Mutual Peace free Building Credits reward increased to 200%
- Withdrawal free Building Credits reward increased to 200%
- Victory free Building Credits reward reduced to 200%
- War Points formula altered - Land/Networth/Honor Kingdom ranking and Tier will have a significant impact on the points rewarded
Spells
- Crystal Ball - now available to everyone
- Bloodlust - Self and Offensive Military Casualties changed to 15%
- Scientific Insights - duration significantly increased
Spell Categories
Dragons
- Sapphire Dragon Health Factor increased (similar to Topaz)
- Emerald Dragon Health Factor slightly increased
- Amethyst Dragon - reduces Science Effectiveness by 25%, strength and cost similar to Ruby
- Dragon's Building Damage deferred to 3% every 6 ticks after the Dragon is launched.
Ritual Types (Stats listed here are considered 'base effectiveness')
- Affluent +20% Income, +25% Draft Speed
- Barrier -20% Damage from Enemy Instant Magic & Thievery Operations, +20% Defensive WPA & TPA
- Benediction: +10% Building Efficiency, -20% Military Wages, +40% Birth Rate
- Expedient -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Time, -25% Construction Costs
- Expropriation +10% Combat Gains, +20% Honor Gains in Combat, +20% Credits gained in Combat
- Stalwart +10% Defensive Military Efficiency, -15% Military Casualties
- Havoc +30% Offensive WPA & TPA, +20% Instant Spell & Sabotage Operation Damage
- Onslaught +10% OME, +20% Enemy Military Casualties on Attacks
Miscellaneous
- Days needed to remove inactive provinces reduced from 3 to 2
- Accurate Intel Ops only require 10% Thieves during War/EoWCF
Bug Fixes