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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 |