Brittonian

Human Thief

Ordinary looking, life is cheap and thieves' dens are two-a-penny in a Brittonian tribe. War is when a Britt really shines, quick wits and even quicker fingers enable them to use skills passed down for generations to stash resources for later use. Up to no good? You bet your life they are!

Racial Abilities

  • Homes hold 400 citizens, Hideouts hold 50 citizens
  • Each building destroyed by thievery yields 6000 crowns
  • Exploring costs 115% of normal crowns
  • Operation bonus: 15% chance of destroying +100% buildings
  • Ready to go: +25% starting money

Military Units

Class Off/Def Cost
Basic Thug 0/0 75 cr
Off Highwayman 4/0 425 cr
Def Lawyer 0/4 450 cr
Elite Marauder 2/7 1,400 cr
Thief Rogue 1/0 100 cr

Dwarf

Human Attacker

They might be short but they sure are mighty! Dwarves are keen warriors and flexible tribespeople. Building and mining skills honed through the generations ensure they are the quickest of all races to convert from growth/war/defensive builds, the little people are very versatile and quick to react.

Racial Abilities

  • Cannot build Homes
  • All buildings hold 90 citizens, Mines hold 140
  • 2 months construction time
  • Explore costs: +25% crowns
  • Ready to go: +20% starting money

Military Units

Class Off/Def Cost
Basic Grunt 1/0 100 cr
Off Hammer Smasher 5/0 280 cr
Def Mortar Team 0/7 875 cr
Elite Grey Beard 8/3 1,200 cr
Thief Short Cloak 0/0 250 cr

Hobbit

Human Thief

A Hobbit friend is a friend for life, these short but big-hearted people will help you when you need it most. As well as having the fastest thieves, this is the only race that can provide aid to alliance mates. The Hobbit’s tendency for feasting can be a burden however as they will eat you out of house and home!

Racial Abilities

  • -1 month thief return time (2 months thief return time)
  • Able to provide aid to Human allies via Weather's Light and Templu Amblo (with 40% normal gains)
  • +50% food consumption
  • Farms hold 150 citizens
  • Cannot build Barracks
  • Hwighton Raid damage: +100%

Military Units

Class Off/Def Cost
Basic Dimwit 0/0 100 cr
Off Snecklifter 4/0 250 cr
Def Flibbertigibbert 0/4 300 cr
Elite Mugwump 0/7 1,050 cr
Thief Snollygoster 0/2 275 cr

Templar

Human Mage

Human scholars who became consumed with religious zeal and regard magic as the answer to their prayers. Hard to kill and twice as nuts, other races, particularly mages are wise to tread carefully around the order of the Templars.

Racial Abilities

  • 45% homes allowed
  • 1 PPA gives +10% Mage Level
  • Priest offence bonus: +50%
  • Temples produce one additonal priest per month
  • Can have 20 PPA

Military Units

Class Off/Def Cost
Basic Monk 0/0 50 cr
Off Knight 4/0 500 cr
Def Archpriest 0/5 550 cr
Elite Paladin 5/4 875 cr
Thief Cleric 0/0 375 cr

Viking

Human Attacker

Unfortunately, it is very expensive to train a Viking. They are very dense, and tend to be overtly arrogant. Though once trained, a Viking is a very strong and versatile unit.

Racial Abilities

  • Hit 'n' Run, Raze & Blasphemy Crusade require no general rest time
  • Bloodthirst - Every month military losses inflicted increases by 20%. Max +100% after 5 months. Only regens if the army is at home
  • Pillage only requires 50% offence to break a larger tribe (but less than 100% deals less damage)
  • pillage has 3 hour attack time
  • Weaponries hold an additional 75 citizens
  • Each 1% weaponries counts as 1TPA when defending against operations

Military Units

Class Off/Def Cost
Basic Soldier 2/1 150 cr
Off Swordman 5/1 300 cr
Def Archer 1/7 625 cr
Elite Berserker 10/5 1,300 cr
Thief Looter 0/0 350 cr

Wizard

Human Mage

Wizards are tall thoughtful characters who are keen to discover the world around them. Not only are they handy with a spell-book but in times of trouble they have been known to use that magical staff to wallop enemies a good one too!

Racial Abilities

  • Scry Land and Siphon Land spells
  • Guilds (not Lore Keepers) produce 1/3 research points
  • 200 Lore Keepers are 1 guild equivalent (storage and regen)
  • Exploring costs 150% of normal crowns
  • Spell bonus: +50% damage if lore keepers per acre are 50.0 or above

Military Units

Class Off/Def Cost
Basic Apprentice 0/0 100 cr
Def Sorcerer 0/4 375 cr
Elite Grey Wizard 5/7 1,050 cr
Thief Illusionist 0/0 400 cr
Mystic Lore Keeper 0/1 175 cr