The World's longest-running MMORPG game. (2024)

Avian

Bonuses:

-15% Attack Travel Time

+35% Birth Rate

Ambush Immunity

Penalties:

-10% Battle Gains - Resources

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (11, 0)
Harpies (0, 10)
Drakes (15, 4) 1,000gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Greater Protection

Dark Elf

Bonuses:

+6 Runes Produced each acre of Guilds

-50% Rune Cost (excluding Ritual)

Train Thieves with Credits

Penalties:

Can't Use Towers

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (12, 0)
Druids (0, 10)
Drows (6, 12) 950gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Blizzard, Chastity, Guile, Invisibility and Mage's Fury

Dwarf

Bonuses:

-50% Building Raze Cost

+30% Building Efficiency

-50% Building Construction Cost

+5% Military Efficiency

Penalties:

+50% Food Consumption

Military:

Off/Def Cost NW
Soldiers (3, 0)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (13, 6) 1,000gc 7.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Miner's Mystique

Elf

Bonuses:

-25% Damage Received on Massacre Attacks

+5% Max Population

-50% Reduced damage from Assassinate Wizards

+50% Increased Wizard Production

Penalties:

+25% Military Training Time

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 12)
Elf Lords (12, 5) 900gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Salvation, Pitfalls, Mist and Wrath

Faery

Bonuses:

+15 War Horse Capacity Per Acre

+20% Offensive Spell Duration

+5 War Horses generated every 10 acres

+20% Self-Spell Duration

+25% Land Effect - Towers

Penalties:

-10% Max Population

Can't Build Stables

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (4, 13) 900gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Mist, Wrath, Chastity, Salvation, Miner's Mystique, Blizzard, Greater Protection, Guile, Invisibility, Quick Feet, Aggression, Town Watch, Vermin, Fountain of Knowledge, Tree of Gold, Bloodlust, Ghost Workers, Mage's Fury and Pitfalls

Halfling

Bonuses:

+10% Max Population

-10% Military Training Cost

Land Effect - Thieves Dens also count as Watchtowers

Penalties:

Can't Use Watchtowers

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 11)
Brutes (11, 5) 850gc 6.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Vermin, Town Watch and Quick Feet

Human

Bonuses:

+10 Prisoner Capacity Per Acre

+15% Enemy casualities when attacking

+15% Enemy casualities when defending

+10% Science Effectiveness

Prisoners convert into Elites over time

Penalties:

+30% Rune Cost (excluding Ritual)

Can't use Dungeons

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (10, 0)
Archers (0, 10)
Knights (13, 5) 1,000gc 7.25
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge and Tree of Gold

Orc

Bonuses:

+20% Battle Gains - Resources

+20% Damage Inflicted on Massacre Attacks

Penalties:

Homes hold 5 population

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (10, 0)
Trolls (0, 10)
Ogres (14, 4) 950gc 6.75
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Bloodlust and Aggression

Undead

Bonuses:

-100% Food Consumption

-25% Own casualities when attacking

-25% Own casualities when defending

Always Carries and is Immune to the Plague

Train Elites with Credits

Penalties:

+50% Battle Losses - Ambush

Military:

Off/Def Cost NW
Soldiers (3, 0)
Skeletons (9, 0)
Zombies (0, 12)
Ghouls (14, 1) 500gc 6.5
Mercenaries (8, 0)
Prisoners (8, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Ghost Workers

Artisan

Bonuses:

+50% Building Credits

+50% Flat Rate Capacity and Building Production

-20% Buildings Destroyed by Arson/Tornado/Raze

+20% Science Effectiveness - Artisan

+20% Science Effectiveness - Bookkeeping

Starting Bonuses:

+200 Starting Build credits

+600 Starting Soldiers

+600 Starting Specialist training credits

Cleric

Bonuses:

+100% Battle casualties convert to soldiers

+25% Science Effectiveness - Resilience

Soldiers convert into Specialists over time

Plague Immunity

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Divine Shield and Illuminate Shadows

Heretic

Bonuses:

+20% Combat Instant Spell Damage

+20% Science Effectiveness - Channeling

+20% Science Effectiveness - Crime

+20% Sabotage Damage

-50% Thief Losses

+50% Increased Wizard Production

Starting Bonuses:

+400 Starting Thieves

+400 Starting Wizards

Spell Book:

Nightmare and Fools Gold

Merchant

Bonuses:

+30% Income

+25% Science Effectiveness - Alchemy

Espionage is always successful with double stealth

Income Penalty Protection

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Clear Sight

Mystic

Bonuses:

+50% Land Effect - Guilds

+25% Science Effectiveness - Channeling

+1% Extra Mana Per Tick

Starting Bonuses:

+800 Starting Wizards

Spell Book:

Meteor Showers, Magic Ward and Mind Focus

Rogue

Bonuses:

+25% Science Effectiveness - Crime

+50% Thieves' Den Effectiveness

+1% Extra Stealth Per Tick

Access all Thievery Operations

Starting Bonuses:

+800 Starting Thieves

Shepherd

Bonuses:

-15% Battle Losses

-15% Combat Instant Spell Damage Received

+1 Army generals

+20% Science Effectiveness - Production

-15% Sabotage Damage Received

Drought Immunity

Storms Immunity

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Reflect Magic

Tactician

Bonuses:

-50% Battle Losses - Ambush

-15% Attack Travel Time

+25% Building Credits

+25% Science Effectiveness - Siege

+25% Specialist Training Credits

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

War hero

Bonuses:

+50% Honor Bonus

-25% Reduce Honor Losses in Combat

+25% Science Effectiveness - Strategy

Convert Specialists into Elites

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Spell Book:

Heroes Inspiration

Warrior

Bonuses:

-75% Mercenary Cost

+15% Offensive Military Efficiency

+25% Science Effectiveness - Tactics

Access Conquest regardless of Net Worth

+2 Prisoner and Mercenary Offensive Strength

Starting Bonuses:

+800 Starting Soldiers

+800 Starting Specialist training credits

Here is the effects of all possible rituals.

Barrier-20% Instant Spell damage and Thief Sabotage damage from enemies, -10% Battle Losses - Resources
Expedient-10% Draft Costs, +10% Building Efficiency
Haste-10% Attack Time, -25% Training Time, -25% Construction Time
Havoc+20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
OnslaughtIncreases Offensive Military Efficiency (OME) by 10% and Enemy Military Casualties when Attacking by 15%
Stalwart+5% Defensive Military Efficiency, -20% Military Casualties

Here are the effects of each Stance

NormalNone
Aggressive+10% Battle (Resource) Gains, +30% Credits gained in Combat, +10% Self Offensive Military Casualties, +10% Instant Spell damage and Sabotage Operation damage, +25% Military Wages
Peaceful+25% Income, +15% Food & Rune Production, +15% Wizard Training, +20% Birth Rate, -20% Offensive Military Efficiency, -50% Defensive Military Losses, -25% Instant Spell Damage, -25% Sabotage Operation Damage
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