Dark Elf

Description

With ashen skin and ink-black eyes, Dark Elves are the cave-dwelling distant cousins of the majestic Wood Elves. Corrupted long ago by whispered promises of power from demonic entities, Dark Elves are a cruel species who thrive on torment and suffering.

Dark Elves have black magic coursing through their veins. Capable of calling down a rain of fire and lightning upon their enemies, they are a terrifying force to reckon with. Their most gifted Swordsmen, tempered through combat, can ascend to become revered Spellblades; masters of both sword and sorcery.

Race Perk Value
Max population -5%
Gem production +5%
Offensive wizard power +25%
Racial Spell Category Duration
Spellwright's Calling: Each wizard guild produces 0.05 Adepts per hour, +5 mana production from wizard guilds Self 12 hours
Home Land

Cavern

Difficulty
Attacker: Beginner
Explorer: Beginner
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Swordsman 4 0 Offensive specialist.

8% of survivors return from battle as Spellblades against dominions 75%+ of your size.
450 platinum, 25 ore
Gargoyle 0 3 Defensive specialist. 300 platinum, 15 ore
Adept 0 6 Defensive elite.

Each unit counts as 0.15 of a wizard.
1150 platinum, 60 ore
Spellblade 6.5 3 Offensive elite.

Each unit plunders 5 mana on attack (max 1 hour of target's raw production).

-15% casualties.
1200 platinum, 50 ore, 10 gems

Demon

Description

Demons are the embodiment of chaos and destruction. From the Abyss they rise, consumed by an insatiable hunger for conquest. The land withers beneath their tread, corrupting all living things in their smoldering wake.

Mischievous Imps sow discord with trickery and flame, while Succubi whisper irresistible temptations, bending even the strongest souls to their will. At the pinnacle of their hierarchy stand the Archdemons, nightmares made flesh, ruthlessly driving their legions to endless war.

Race Perk Value
Offensive power +5%
Wizard strength per hour +1%
Racial Spell Category Duration
Infernal Command: Applies Corruption to yourself after attacking, Infernal Imps gain +0.5 offense, Archdemons gain flying (no boats needed) Self 12 hours
Corruption: -5% platinum production Status Effect 12 hours
Home Land

Cavern

Difficulty
Attacker: Intermediate
Explorer: Beginner
Converter: Intermediate

Military Units

Unit OP DP Perks Cost
Infernal Imp 3 0 Offensive specialist.

No boats needed.
280 platinum, 20 mana
Abyssal Fiend 0 3 Defensive specialist. 300 platinum, 10 mana
Succubus 0 5 Defensive elite.

Defense increased by 1 for every 10% swamps (max +1).

Charms captured spies into joining your army.
1050 platinum, 10 mana
Archdemon 5 2 Offensive elite.

-20% offensive casualties.
875 platinum, 30 mana

Dwarf

Description

Dwarves are a short and ill-tempered race well-known for their majestic beards, love of ale and tireless labour. Their spirited songs echo long into the night as mountains tremble under the relentless assault of their mining picks.

Dwarven mines are the most productive in the lands, producing a steady flow of ore used to fortify their great cities, and craft legendary Dwarven armor for their military forces.

Race Perk Value
Max population +7.5%
Ore production +10%
Racial Spell Category Duration
Miner's Sight: +20% ore production, Ore production immune to Earthquake Self 12 hours
Home Land

Mountain

Difficulty
Attacker: Intermediate
Explorer: Intermediate
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Soldier 3 0 Offensive specialist. 275 platinum, 25 ore
Miner 0 3 Defensive specialist.

Each unit produces 0.5 units of ore per hour.
335 platinum, 20 ore
Cleric 3.5 4.5 Hybrid elite.

Reduces combat losses.
880 platinum
Warrior 7 2 Offensive elite. 1215 platinum, 85 ore

Firewalker

Description

The origin of the Firewalkers is unknown, though it's rumored that they erupted into existence after Human experimentation in forbidden pyromantic arts went badly wrong.

Turning entire networks of caverns into vast furnaces where they live as one flame, Firewalker alchemies enhanced by pyromantic magics are the most productive in the lands, and their populations spread like wildfire wherever they ignite.

Race Perk Value
Max population +5%
Gem production +15%
Construction cost -10%
Racial Spell Category Duration
Alchemist Flame: +12 alchemy platinum production Self 12 hours
Home Land

Cavern

Difficulty
Attacker: Beginner
Explorer: Intermediate
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Fire Sprite 3 0 Offensive specialist. 300 platinum
Flamewolf 0 3 Defensive specialist. 300 platinum
Phoenix 0 4.5 Defensive elite.

Reborn 6 hours after death.
925 platinum
Salamander 5 3 Offensive elite.

-50% offensive casualties.
925 platinum

Gnome

Description

Gnomes are the masters of the mechanical, always tinkering with their latest inventions. Though much of their genius is applied to improve the lives of their citizens, it also lends a significant shock and awe factor to their military.

With great hulking juggernauts of cogs and steel they are intimidating despite their small statures, and the bigger the enemy the harder they fight. Their unpredictably explosive infantry squads make taking on any Gnomish army an unnerving experience.

Race Perk Value
Offensive power +7.5%
Max population -5%
Food consumption -20%
Research point gains +10%
Racial Spell Category Duration
Miner's Sight: +20% ore production, Ore production immune to Earthquake Self 12 hours
Home Land

Mountain

Difficulty
Attacker: Advanced
Explorer: Beginner
Converter: Beginner

Military Units

Unit OP DP Perks Cost
Suicide Squad 4 0 Offensive specialist.

ALWAYS suffers 50% casualties.
200 platinum, 50 ore
Tinker 0 3 Defensive specialist. 300 platinum, 5 ore
Rockapult 2 4 Defensive elite.

Defense increased by 1 for every 20% mountains (max +2).
675 platinum, 350 ore
Juggernaut 6.5 3 Offensive elite.

Offense increased by 0.5 against dominions 85%+ of your size.
750 platinum, 525 ore

Goblin

Description

Small in stature but great in number, Goblins are a vicious and single-minded breed that prefer to take down their enemies with overwhelming numbers - and then steal all the shinies.

Goblin populations can grow quickly out of control if left unchecked, and these short, snot-green wretches have been known to completely ransack well-fortified castles in their relentless pursuit of gems, gems and more gems.

Race Perk Value
Max population +20%
Gem investment +15%
Racial Spell Category Duration
Killing Rage: +10% offensive power Self 12 hours
Home Land

Hill

Difficulty
Attacker: Intermediate
Explorer: Beginner
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Raider 3 0 Offensive specialist. 350 platinum, 25 ore
Shaman 0 3 Defensive specialist.

-50% defensive casualties.
380 platinum, 15 ore
Hobgoblin 5 3 Offensive elite.

Each unit plunders 20 platinum on attack (max 1 hour of target's raw production).

Each unit plunders 5 gems on attack (max 1 hour of target's raw production).
1015 platinum, 80 ore
Wolf Rider 6 2 Offensive elite.

Returns 3 hours faster from battle.
1300 platinum, 110 ore

Halfling

Description

Halflings are strange little creatures, short and slight, caught somewhere between a human child and an elf in appearance, with oversized hands and long, dexterous fingers. They are almost completely nocturnal, with pale white skin and wet black eyes that shine a sickly green in the dark.

Halfling physiology makes them natural spies and thieves. Halflings can be very dangerous - particularly in groups, flying into a violent frenzy when cornered.

Race Perk Value
Max population +5%
Food consumption -30%
Defensive power +10%
Defensive spy power +25%
Racial Spell Category Duration
Finders Keepers: +10% resources gained from theft, +10% chance of success for theft, -1 spy strength cost of theft Self 12 hours
Home Land

Hill

Difficulty
Attacker: Intermediate
Explorer: Beginner
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Slinger 3 0 Offensive specialist. 275 platinum, 15 ore
Defender 0 3 Defensive specialist. 300 platinum
Master Thief 2 4 Defensive elite.

Each unit counts as 0.15 of a spy.
900 platinum, 30 ore
Staff Master 5 3 Offensive elite.

-40% offensive casualties.
900 platinum, 25 ore

Human

Description

Among the youngest of the races, the Human empire rose swiftly and against the odds. Humans proved to be not only capable warriors, but also skilled smiths, clever engineers and above all, adaptable. Their homeland destroyed decades ago, Humans seek to rebuild and reclaim their legacy as a dominant race.

Humans are generally proficient in everything they set their mind to, but masters of no single discipline.

Race Perk Value
Food production +5%
Racial Spell Category Duration
Crusade: +10% offensive power Self 12 hours
Home Land

Plain

Difficulty
Attacker: Beginner
Explorer: Beginner
Converter: Beginner

Military Units

Unit OP DP Perks Cost
Spearman 3 0 Offensive specialist. 275 platinum, 25 ore
Archer 0 3 Defensive specialist. 275 platinum, 15 ore
Knight 2 6 Defensive elite.

-25% casualties.
1040 platinum, 75 ore
Cavalry 6 3 Offensive elite.

Returns 3 hours faster from battle.
1280 platinum, 100 ore

Icekin

Description

Slow, lumbering elementals of frost and stone, Icekin emerged from the snow-capped mountains at the same time Human pyromancy experiments gave birth to the Firewalkers.

The creeping cold of the Icekin expands ever outwards, insistent, transforming the lands around them with white permafrost and hijacking the weather with never-ending blizzards. Icekin can become an immense military threat once they become well fortified.

Race Perk Value
Food consumption -50%
Lumber production -10%
Archmage cost -100p
Defensive power +5%
Racial Spell Category Duration
Alchemist Frost: +15% platinum production Self 12 hours
Home Land

Mountain

Difficulty
Attacker: Advanced
Explorer: Beginner
Converter: Intermediate

Military Units

Unit OP DP Perks Cost
Icebeast 3 0 Offensive specialist. 300 platinum
Snow Witch 0 3 Defensive specialist.

-50% defensive casualties.
350 platinum, 25 ore
FrostMage 3 3 Defensive elite.

Defense increased by 1 for every 20% mountains (max +3).
965 platinum, 100 ore
Ice Elemental 4 2 Offensive elite.

Offense increased by 1 * Raw Wizard Ratio (max +3).
1140 platinum

Kobold

Description

Aggressive, beast-like and intensely xenophobic, Kobolds are universally reviled wherever they nest. Kobolds are only interested in two things: eating, and... well let's just say they think "monogamy" is a dirty word.

As a result, Kobolds are usually treated with extreme hostility due to their uncontrollable population growth. If not discovered and dealt with early, a Kobold nest can quickly become a swarm and overwhelm even a well-fortified dominion with sheer numbers alone.

Race Perk Value
Max population +30%
Population growth +15%
Food consumption -25%
Boat capacity +10
Spy strength per hour +1%
Racial Spell Category Duration
Howling: +10% offensive power, +10% defensive power Self 12 hours
Home Land

Hill

Difficulty
Attacker: Intermediate
Explorer: Intermediate
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Underling 2.5 0 Offensive specialist. 295 platinum, 25 ore
Tunneler 0 2.5 Defensive specialist.

You no take candle!
325 platinum, 25 ore
Taskmaster 3 3 Defensive elite.

Defense increased by 2 when paired with 1 Tunneler at home.
1300 platinum
Overlord 3 2 Offensive elite.

Offense increased by 2 when paired with 1 Underling on attack.
990 platinum, 50 ore

Lizardfolk

Description

The Lizardfolk took everyone by surprise when they slithered out of the oceans in great numbers less than a century ago, attacking and pillaging coastal settlements before gradually pushing further inland. Their origins are pure speculation, ranging from Human scientific experimentation to Merfolk slave liberation.

With chameleonic warriors that melt into the shadows and blend in perfectly with their environments, by the time you realize the Lizardfolk are coming... it's already too late.

Race Perk Value
Max population +5%
Food consumption -15%
Offensive spy power +25%
Racial Spell Category Duration
Erosion: 25% of captured land re-zoned into water Self 12 hours
Home Land

Water

Difficulty
Attacker: Intermediate
Explorer: Advanced
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Reptile 3 0 Offensive specialist.

No boats needed.
275 platinum
Serpent 0 3 Defensive specialist. 275 platinum
Chameleon 4 4 Hybrid elite.

Each unit counts as 0.15 of a spy.

No boats needed.
900 platinum
Lizardman 6 2 Offensive elite.

No boats needed.
1065 platinum

Lycanthrope

Description

Once thought to be an ancient curse that transformed men into wolves under the light of a full moon, little is understood about the Lycan affliction. But one thing's for certain: once bitten, you'll never be the same again.

Subject to agonizing transformations into half-beast monsters, Lycanthropes are a hardy and fast-growing race, turning their enemies into bloodthirsty werewolves and regenerating non-lethal wounds mid-combat.

Race Perk Value
Max population +10%
Defensive power +5%
Racial Spell Category Duration
Feral Hunger: Werewolves convert enemy peasants into Werewolves (up to one for every 16 sent on attack) Self 12 hours
Home Land

Cavern

Difficulty
Attacker: Intermediate
Explorer: Advanced
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Scavenger 3 0 Offensive specialist. 325 platinum, 25 ore
Ratman 0 3 Defensive specialist. 250 platinum
Werewolf 3 4 Hybrid elite.

-50% defensive casualties.
850 platinum, 55 ore
Garou 6 0 Offensive elite.

Converts enemy peasants into Werewolves (up to 1 for every 22 sent on attack).
1115 platinum, 110 ore

Merfolk

Description

An aquatic race that lives in beautiful coral reefs where food is plentiful, Merfolk are the guardians of the great oceans.

Though typically peaceful, Merfolk are legendary for their wrath when angered, summoning terrors of the deep to destroy entire naval fleets with the thrashing tentacles of ravenous krakens. The chilling and alluring call of the siren might be the last thing you ever hear... before you're snatched from your ship and dragged down to the bottom of the cold, dark sea.

Race Perk Value
Lumber production -15%
Food production +5%
Offensive power +7.5%
Gem production -10%
Racial Spell Category Duration
Erosion: 25% of captured land re-zoned into water Self 12 hours
Home Land

Water

Difficulty
Attacker: Beginner
Explorer: Beginner
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Merman 3 0 Offensive specialist.

No boats needed.
285 platinum
Siren 0 3 Defensive specialist. 300 platinum
Leviathan 0 7 Defensive elite.

Sinks boats when defending.
1350 platinum
Kraken 4 2 Offensive elite.

Sinks boats when attacking.

No boats needed.
600 platinum

Nomad

Description

Nomads are a rogue faction of the Human empire. Where Humans sought to rebuild and re-establish themselves in their homeland, Nomads determined that the key to their survival was to stay on the move, to be nimble, and to always be one step ahead of the enemy.

Over time, the old allegiances turned to bitter rivalries, and the Nomads are now considered enemies of the Human empire, often clashing over resources.

Race Perk Value
Population from barren land +20
Research point gains from invasion +100%
Racial Spell Category Duration
Favorable Terrain: +1% offensive power for every 1% barren land (max +10%) Self 12 hours
Home Land

Plain

Difficulty
Attacker: Intermediate
Explorer: Intermediate
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Lancer 3 0 Offensive specialist.

Returns 3 hours faster from battle.
325 platinum, 25 ore
Crossbowman 0 3 Defensive specialist. 285 platinum, 15 ore
Blademaster 2 5 Defensive elite.

-25% casualties.
1000 platinum, 25 ore
Horse Archer 6 3 Offensive elite.

Returns 3 hours faster from battle.

Each unit plunders 20 platinum on attack (max 1 hour of target's raw production).
1150 platinum, 40 ore

Orc

Description

War to an Orc is considered a basic necessity, like food or shelter. Orcs live for the fight and the only thing they respect is violence. Despite the unending carnage that underpins Orc existence, they are quite capable of thriving as long as they have a common foe, but will quickly turn on each other during prolonged periods of peace.

Orcs advance in their society by killing, and killing a lot. They will often claim skulls as trophies from their victims, and the Orcs with the rarest trophies are revered. These gruesome trophies are also crucial in the vile necromantic rituals performed by Orc voodoo magi, which grant their savage warriors the cumulative strength of their fallen enemies.

Race Perk Value
Lumber production +50%
Racial Spell Category Duration
Bloodrage: +10% offensive power, 10% offensive casualties Self 12 hours
Home Land

Forest

Difficulty
Attacker: Intermediate
Explorer: Advanced
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Savage 4 0 Offensive specialist. 385 platinum, 30 lumber
Guard 0 3 Defensive specialist. 300 platinum
Voodoo Mage 0 5 Defensive elite.

-50% defensive casualties.
965 platinum
Bone Breaker 4 3 Offensive elite.

Offense increased by 1 for every 300 prestige (max +3).
1150 platinum, 120 lumber

Spirit

Description

Trapped between the realm of the living and what lies beyond, Spirits are a melancholic collection of lost souls, drifting the wetlands, forever restless.

Lately, Spirit incursions into the territories of the living have become more frequent, though nobody knows why. With soul-rending wails, Spirits can strike fear in the hearts of those unprepared to face such horrors, sending many fleeing in terror before the battle even begins.

Race Perk Value
Food consumption -90%
Immortal wizards Yes
Racial Spell Category Duration
Unholy Ghost: Enemy draftees do not participate in battle Self 12 hours
Home Land

Water

Difficulty
Attacker: Intermediate
Explorer: Intermediate
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Phantom 3 0 Offensive specialist.

No boats needed.
300 platinum, 10 mana
Banshee 0 3 Defensive specialist.

-50% defensive casualties.
300 platinum, 10 mana
Ghost 3 5 Defensive elite.

-30% offensive casualties.

No boats needed.
1100 platinum, 25 mana
Spectre 6 0 Offensive elite.

-80% offensive casualties against dominions 75%+ of your size.

No boats needed.
1075 platinum, 30 mana

Sylvan

Description

The Sylvan are descendants of elves that bonded their spirits with the forces of nature itself, transforming them into an eclectic patchwork of magical beings, from tiny sprites to massive centaurs. They share a common goal: to protect the forest and honor the Goddess.

Blessed by Gaia, nature blooms into life wherever the Sylvan set foot, transforming the land around them with their very presence into lush garden-like biomes and rich forests.

Race Perk Value
Lumber production +20%
Food production +10%
Defensive wizard power +25%
Racial Spell Category Duration
Verdant Bloom: 35% of captured land re-zoned into forest Self 12 hours
Home Land

Forest

Difficulty
Attacker: Intermediate
Explorer: Beginner
Converter: Advanced

Military Units

Unit OP DP Perks Cost
Satyr 3 0 Offensive specialist. 275 platinum
Sprite 0 3 Defensive specialist. 300 platinum
Dryad 0 3 Defensive elite.

Defense increased by 1 for every 20% forests (max +4).

Each unit counts as 0.15 of a wizard.
1050 platinum
Centaur 5.5 2 Offensive elite.

Returns 3 hours faster from battle.

-25% casualties.
950 platinum, 20 lumber

Troll

Description

Hard to kill, and even harder to look at without screaming, Trolls are the hideously ugly but tremendously powerful genetic dead end of an ancient elven race.

Trolls are notoriously bloodthirsty. What they lack in subtlety they more than make up for in gratuitous violence. It is not uncommon to see fully-armoured soldiers being punted up sixty feet into the air during Troll invasions. [Urg smash!]

Race Perk Value
Max population -5%
Food consumption +5%
Offensive power +5%
Spy power -10%
Racial Spell Category Duration
Regeneration: -30% casualties Self 12 hours
Home Land

Plain

Difficulty
Attacker: Intermediate
Explorer: Intermediate
Converter: Beginner

Military Units

Unit OP DP Perks Cost
Brute 4 0 Offensive specialist. 360 platinum, 25 ore
Ogre 0 3 Defensive specialist. 300 platinum, 25 ore
Basher 7 7 Offensive elite.

BASH!

Each unit salvages 1 lumber from the battlefield on attack.
1400 platinum, 150 ore
Smasher 7 7 Hybrid elite.

SMASH!

Each unit salvages 1 ore from the battlefield on attack.
1400 platinum, 150 ore

Undead

Description

The Undead are a collection of those who have defied death - relentless hordes of zombies, the reanimated corpses of ancient lords, enigmatic necromancers and their fearsome creations. This eclectic union has one thing in common: a loathing of life. They will seize every opportunity to snuff it out or drag it kicking and screaming into the shadow of undeath.

Extremely hard to kill, the Undead are constantly bolstering their ranks with fresh corpses. They tend to inhabit putrid swamps where the dense, humid atmosphere obscures the stench of decay and provides cover for their unscrupulous activities.

Race Perk Value
Max population +2.5%
Food consumption -50%
Mana production +20%
Boat capacity +20
Racial Spell Category Duration
Death and Decay: +100% food decay, +100% lumber rot, 0.6% of peasants die from disease each hour and return as Zombies, 24 hour recharge Self 6 hours
Home Land

Swamp

Difficulty
Attacker: Intermediate
Explorer: Intermediate
Converter: Intermediate

Military Units

Unit OP DP Perks Cost
Zombie 3 0 Offensive specialist.

+20% casualties.
200 platinum, 25 mana
Necromancer 0 4 Defensive specialist. 750 platinum, 10 mana
Crypt Lord 0 6 Defensive elite. 1150 platinum, 15 mana
Abomination 4 3 Offensive elite.

Immortal on attack when paired with 1 Necromancer at home.
700 platinum

Vampire

Description

Bathed in darkness, the Vampires are immortal predators fueled by an unquenchable thirst for the life essence of mortals. They are masters of the night, commanding legions of minions and wielding power that stretches beyond mortal comprehension.

While some perceive them as cursed, others are drawn to the allure of immortality and power that the Vampires offer. But those who dare to indulge their desires do so at their own peril, for once bitten, there is no escape from their embrace.

Race Perk Value
Max population +7.5%
Food consumption -75%
Immortal wizards Yes
Racial Spell Category Duration
Feast of Blood: Military units lose all casualty reductions (including immortality), Bloodreavers convert additional Kindred equal to 10% of units sent (8.5% below 75% of your size) Self 12 hours
Home Land

Swamp

Difficulty
Attacker: Intermediate
Explorer: Beginner
Converter: Intermediate

Military Units

Unit OP DP Perks Cost
Dire Bat 3 0 Offensive specialist.

No boats needed.
275 platinum, 15 mana
Ghoul 0 3 Defensive specialist. 275 platinum
Kindred 2 5 Defensive elite.

-50% casualties.

No boats needed.
1000 platinum
Bloodreaver 4 3 Offensive elite.

Immortal.

Converts enemy peasants into Kindreds (up to 1 for every 28 sent on attack).

No boats needed.
1000 platinum

Wood Elf

Description

Graceful, slender and beautiful, the Wood Elves are among the eldest of the races and keenly attuned with the natural world. Some Wood Elf lives span centuries, blessing their kin with wisdom through the ages.

Though peaceful by nature, Wood Elves are a versatile race, proficient in combat with their deadly rangers and magically gifted druids that draw power from the very forest itself, and backed up by powerful wizards and skilled spies that excel at covert ops.

Race Perk Value
Max population -5%
Assassin cost -100p
Racial Spell Category Duration
Gaia's Light: +30% wizard power, -10% spy power, Cancels and cancelled by Gaia's Shadow Self 12 hours
Gaia's Shadow: +30% spy power, -10% wizard power, Cancels and cancelled by Gaia's Light Self 12 hours
Home Land

Forest

Difficulty
Attacker: Intermediate
Explorer: Beginner
Converter: Beginner

Military Units

Unit OP DP Perks Cost
Ranger 3 0 Offensive specialist. 300 platinum
Wisp 0 3 Defensive specialist.

Each unit produces 1 lumber per hour for every 20% forests (max +1).
275 platinum, 10 mana
Mystic 0 5 Defensive elite.

Defense increased by 1 for every 20% forests (max +2).
1275 platinum
Druid 4 2 Offensive elite.

Offense increased by 1 for every 20% forests (max +2).

Defense increased by 1 for every 20% forests (max +2).
1050 platinum