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 |