Human
* + 20% income
* + 20% Thievery Effectiveness
* - 20% magic effectiveness
* Offensive Specialist Strength -1
Elite Unit – Knight (8/3, $800, 6.5 nw)
Spell book: Greater Protection, Aggression
Halfling
*+ 40% thievery effectiveness
* 50% thief cost
* + 5% population
* Espionage operations are 100% accurate in war
* cannot use hospitals
Elite Unit – Brutes (6/5, $500, 5.0 nw)
Spell book: Vermin, Town Watch, Quick Feet, War Spoils
Elf
* +2 mana per tick in war
* 20% lower troop costs
* Defensive Specialist Strength +1
* cannot use Dungeons
Elite Unit – Elf Lord (6/3, $750, 5.5 nw)
Spell book: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Quick Feet, Reflect Magic
Dwarf
* + 20% BE
* Free Building Construction (accelerated not available)
* -20% thievery effectiveness
* food consumption doubled
Elite Unit – Berserker (7/4, $900, 6.0 nw)
Spell book: Fog, Animate Dead
Orc
* + 30% gains
* 30% faster troop training
* -30% Draft Cost
* - 50% effects from honor
* -20% thievery and magic effectiveness
Elite Unit – Ogre (9/2, $900, 6.75 nw)
Spell book: Fanaticism, Aggression, Bloodlust
Avian
* - 25% attack times
* Immune to Fog
* cant use stables
- 30% birthrate
Elite Unit - Drake (8/3, $650, 6.5 nw)
Spell book: Clearsight, Town Watch
Undead
* Offense doesn't die on attacks you make
* Successful land attacks convert specialists to elites *
* Spreads and is immune to The Plague
* No Food required
* -20% science effectiveness
* Access to basic thievery only
Elite Unit - Ghoul (9/3, cannot be trained, 7.0 nw)
Spell book: War Spoils, Nightmares, Chastity, Mages Fury
Faery
* + 50% magic effectivness
* + 1 stealth per tick
* - 10% population
Elite Unit – Beastmasters (4/7, $1000, 7.0 nw)
Spell book: All
* Undeads convert will be a 10% base on successful trad marches against non-hit opponents of similar networth in a similar sized kingdom when you do not oversend. We will also significantly boost it if your total offense is specialists, on a sliding scale.