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Disclaimer: What you will now read are only my opinions and should only be seen as guidelines. -Arkalis

Legend:

Explorer: Someone who gains all his land from exploring.
Attacker: Someone who gains all his land from attacking starting oop.
Converter: Someone who explores for the first part of the round and then converts to attacker.


A round lasts 7 weeks.
Early-round refers to the first 2 weeks
Mid-round refers to the 3rd to 5th weeks
Late-round refers to the last 2 weeks of a round.


Beginner: Someone who plays for his first or second round and doesn't really understand the game mechanics
Intermediate: Someone who understands the game mechanics but still lacks experience
Veteran: A pro, you know who you are




Goblin:

Raider: 3 / 0
  325p, 25r
Shaman: 0 / 3
Can kill Undead/Spirits on defense, Reduces losses in combat 375p, 15r
Hobgoblin: 5 / 3
Plunders resources on Attack 950p, 80r
Wolf Rider: 6 / 2
Returns 3 hours faster from battle 1300p, 130r

Max Population: +20%
Gem Production: +15%
Castel Improvements: +10% value added

Spell: Killing Rage: SELF - Gives 10% attack strength bonus

Good: Attacker

Advantages: Very fast early round race, good spell, 9 hour return
Disadvantages: Very inefficient defensive unit, very hard to catch up when falling behind

Strong: Early-round

Good race for: Veterans (This race can still be very fun for everyone, but the results won't be as good ;))

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Troll:

Brute: 4 / 0
  350p, 25r
Ogre: 0 / 3
  300p, 25r
Basher: 5* / 2*
*Automatic regeneration causes fewer casualties. Against Goblin, Wood Elf and Kobold is 6,3 1100p, 100r
Smasher: 7* / 7
*Against Goblin, Wood Elf and Kobold is 8,7 1450p, 150r

Max Population: -5%
Spy Strength: -10%
Food Consumption: +5%
Attack Strength: +5%

Spell: Regeneration: SELF - Reduces combat losses by 10%

Good: Converter, Attacker

Advantages: Smashers are very efficient, brutes are useful early and late-round
Disadvantages: Smashers are very expensive and slow trolls down a lot early-round, reduced target-base because of
smasher ability

Strong: Late-round

Good race for: Everyone

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Dark Elf:

Swordsman: 4 / 0
  325p, 25r
Gargoyle: 0 / 3
  300p, 15r
Adept: 2* / 4*
* Increases power by 1 for every 10% Wizard Guilds for defense, 10% Wizard Guilds for offense, Also
counts as 1/2 a Wizard on defense, 1/5 Wizard on offense (cannot be targeted by Wizard Assassination). Maximum bonus
of +5/+5 (making the Adept maximum 7/9)
1000p, 55r
Spirit Warrior: 5.5* / 0
Against Dominions less than 75% of your size, Spirit Warrior has 5.5 offense and dies like any other unit. Against Dominions of 75% - 95% of your size or greater, Spirit Warrior has 6 offense and ALMOST Never Dies . Against Dominions of 95% of your size or greater, Spirit Warrior has 6.5 offense and ALMOST Never Dies 1100p, 55r

Wizard Strength: +10%
Mana Production: +5%
Gem Production: +5%

Spell: Unholy Ghost: SELF - Enemy Draftees do not participate in battle due to extreme fear

Good: Explorer, Attacker

Advantages: Very good spell oop, undying offensive elites, cheap defensive elites, best natural wizards in the game, Swordsmen are useful early and late-round.
Disadvantages: Spell is almost useless late-round, Offensive elites are expensive, adepts are dependant on a useless building, no defense on the attack units make it very tricky for Dark eleves to defend correctly (and they need to keep slightly higher dp than everyone else since they get much more attention)

Strong: Early and late-round

Good race for: Intermediates and Veterans

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Undead:

Skeleton: 2.5 / 0
ALMOST Never Dies 225p, 0r
Ghoul: 0 / 2.5
ALMOST Never Dies 225p, 0r
Progeny: 2 / 4
ALMOST Never Dies, some enemy units killed in battle turn into Ghouls/Skeletons and join your army IF
BATTLE WON WHEN YOU ATTACK, Flight (no need for boats)
900p, 0r
Vampire: 4 / 3
ALMOST Never Dies. Attacking a target 70% of your land size or larger, and some enemy units killed in
battle turn into Progeny and join your army IF BATTLE WON WHEN YOU ATTACK. Attacking a target 50% - 70% of your
land size, and some enemy units killed in battle turn into Ghouls/Skeletons (Undead) or Phantoms/Banshees
(Spirit) and join your army IF BATTLE WON WHEN YOU ATTACK. Flight (no need for boats)
1050p, 0r

Max Population: +10%
Mana Production: +15%
Food Consumption: -75%
Wizards: Immortal

Spell: Parasitic Hunger: SELF - Increases larger percentage of kills in battle to your military after battle

Good: Attacker, Explorer

Bad: Converter

Advantages: Undying troops make it easier to recover from hits, lots of space available (no ore mines, no docks and (close to no farms) troop conversions
Disadvantages: Space-inefficient, needs the player to be very active to attack every 12 hours

Strong: Early-round

Good race for: Beginners and Veterans

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Lycanthrope:

Scavenger: 3 / 0
  300p, 25r
Ratman: 0 / 3
  250p, 0r
Werewolf: 3 / 4
25% fewer casualties on offense, 50% fewer casualties on defense 875p, 55r
Garou: 6 / 0
Some enemy units killed in battle turn into Werewolves and join your army IF BATTLE WON 1200p, 110r

Max Population: +10%
Platinum Production: +15%

Spell: Parasitic Hunger: SELF - Increases larger percentage of kills in battle to your military after battle

Good: Attacker

Bad: Converter

Advantages: Troop conversions, insane platinum production
Disadvanatages: no defense on the attack units make it very tricky for lycanthropes to defend correctly (and they need to keep slightly higher dp than everyone else since they get much more attention). You need to stay on top or you die.

Strong: Early-round

Good race for: Veterans

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Kobold:

Grunt: 2 / 0
  200p, 10r
Underling: 0 / 2
  225p, 10r
Beast: 0 / 3*
* For every one Beast, if you have one Overlord at home to match the Beast, then defensive power of the
Beast increases by 2.
950p, 0r
Overlord: 3* / 2
* For every one Overlord, if you have one Grunt being sent on the attack to match the Overlord being
sent on the attack, the offensive power of the Overlord increases by 2.
850p, 55r

Max Population: +40%
Population Growth Rate: +20%
Food Consumption: -30%
Spy Strength: -10%
Wizard Strength: -10%
Boat capacity: +10


Spell: Howling: SELF - Increases defensive and offensive military strength by 10% (not cumulative with other spells)

Good: Attacker, Explorer, Converter

Advantages: Probably the fastest race right now, huge population bonus, one of the best spells in the game, Cheap
op, usually a pretty big income with that big of a pop bonus
Disadvanatages: Very expensive defensive elite, inefficient units, bad spies and mages

Strong: Early and mid-round

Good race for: Intermediates and Veterans

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Lizardfolk:

Reptile: 3 / 0
No boats needed 275p, 0r
Serpent: 0 / 3
275p, 0r
Chameleon: 4 / 4
Counts as 1/5 spy (cannot be targeted by Disband Spies spell), no boats needed 900p, 0r
Lizardmen: 6 / 2
No boats needed 1050p, 0r


Max population: +5%
Spy Strength: +10%
Food Consumption: -15%

Spell: Erosion: SELF - 20% of captured land automatically re-zoned into water

Good: Attacker

Bad: Explorer

Advantages: No need for ore mines and docks, good spies, can be semi-active and not get too much platinum stolen
Disadvantages: Inefficient defense, bad spell

Strong: Early-round

Good race for: Beginners and Veterans

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Icekin:

Icebeast: 3 / 0
  300p, 0r
Snow Witch: 0 / 3
Reduces losses in combat 350p, 25r
FrostMage: 3 / 3*
*Increases by 1 for every 20% mountains (buildings inclusive), maximum +3.825p, 80r
Ice Elemental: 4* / 2
*Increases by .6 * Raw Wizard Ratio (Wizards Per Acre), maximum +3. 1100p, 0r

Food Consumption: -50%
Lumber Production: -10%
Platinum Production: +5%
Archmage Cost: -150p


Spell: Blizzard: SELF - Stronger version of Ares' Call (not cumulative) giving +15% defensive strength

Good: Converter, Explorer

Bad: Attacker

Advantages: Extremely cheap defense unit, food consumption reduction frees up a lot of space, Good spell, attacking
icekins have the best wizards in the game
Disadvantages: Huge wpa is not very efficient, almost impossible to attack from the start with the required wpa,
need to keep 60% mountains

Strong: Late-round

Good race for: Intermediates and veterans

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Orc:

Savage: 4 / 0
  325p, 0r
Guard: 0 / 3
  300p, 25r
Voodoo Magi: 0 / 3*
*Defensive power is increased 1 for every 750 prestige, maximum +2.800p, 0r
Bone Breaker: 7* / 2
* Offensive power is reduced by 1 for every 10% guard towers of defender, maximum -2. 1050p, 105r

Defensive Strength: +5%
Food Consumption: +20%
Lumber production: +50%
Doubled Attacking Prestige Gains

Spell: Bloodrage: SELF - Gives a 10% attack strength bonus, but increases casualties taken by 20%.

Good: Attacker

Advantages: Very cheap op, Savages are useful early and late-round, good spell
Disadvantages: Voodoo magis are dependant on a building that isn't all that useful late-round when efficiency is
important, Bone breaker is dependant on other players' strategies

Strong: Early and mid-round

Good race for: Intermediates and Veterans

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Nomad:

Fighter: 3 / 0
  275p, 25r
Crossbowman: 0 / 3
  275p, 10r
Blademaster: 2 / 6
25% fewer casualties1000p, 100r
Valkyrie: 6 / 3
Returns 3 hours faster from battle 1350p, 100r

Mana Production: +10%

Spell: Crusade: SELF - Gives 10% attack strength bonus against all good races, and allows you to kill Spirits.

Good: Explorer, Attacker, Converter

Advantages: Cheap defensive elite, 9 hour return on offensive elite, Good spell.
Disadvantages: Expensive offensive elite, reduced target-base because of spell

Strong: Mid-round to late-round.

Good race for: everyone

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