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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


Good Races



Human:

Spearmen: 3 / 0
  275p, 25r
Archer: 0 / 3
  275p, 10r
Knight: 2 / 6
25% fewer casualties 1000p, 100r
Cavalry: 6 / 3
Returns 3 hours faster from battle 1350p, 100r

Food Production: +5%


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

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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Dwarf:

Soldier: 3 / 0
  275p, 25r
Miner: 0 / 3
Every 2 miners produce 1 ore per hour 350p, 25r
Cleric: 3 / 4*
Against all evil races Cleric has defensive power of 5. Can kill
Undead/Spirits on both offense and defense, Reduces combat losses
800p, 0r
Warrior: 7 / 2
None 1250p, 110r

Ore Production: +10%
Max Population: +7.5%


Spell: Miner's Sight: SELF - Stronger version of Mining Strength (not cumulative) giving +20% ore production


Good:Attacker, Converter

Bad:Explorer

Advantages: Cheap offensive elite, ore production bonuses help with improvements.
Disadvantages: Inneficient defensive units.

Strong: Early-round to mid-round.

Good race for: intermediates and veterans.

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Wood Elf:

Ranger: 3 / 0
  275p, 25r
Longbowman: 0 / 4
325p, 10r
Mystic: 0 / 4*
*Increases power by 1 for every 20% forest (buildings inclusive) 1025p, 0r
Druid: 3* / 1*
*Increases power by 1 for every 20% forest (buildings inclusive) 1145p, 0r

Wizard Strength: +10%
Spy Strength: +10%
Max Population: -10%
Lumber Production: +10%
Attack Power: +5%

Spell: Gaia's Blessing: SELF - Stronger version of Gaia's Watch (not cumulative) giving +20% food production, +10% lumber production

Good:Explorer, Converter

Bad:Attacker

Advantages: Cheap defensive and offensive units, Longbowmen are efficient for specialists.
Disadvantages: Need to have lots of one special land type (ie. forests).

Strong: Late-round


Good race for: everyone

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Halfling

Slinger: 3 / 0
  275p, 15r
Defender: 0 / 2.5
300p, 10r
Staff Master: 5 / 3
15% fewer casualties 925p, 25r
Master Thief: 2 / 4
Also counts as 1/5 of a Spy on offense, and 1/2 spy on defense (but cannot be targeted by the
Disband Spies spell)
900p, 30r

Max Population: +5%
Food Consumption: -30%
Spy Strength: +30%

Spell: Defensive Frenzy: SELF - Stronger version of Ares' Call (not cumulative) giving +20% defensive strength

Good:Explorer, Converter

Bad:Attacker

Advantages: Cheap offensive elite with reduced casualties, Best spies of Dominion, very good spell, can be
semi-active and not get too much platinum stolen
Disadvantages: Expensive defensive elite combined with inefficient defensive specialist

Strong: Mid-round

Good race for: Everyone

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Gnome

Suicide Squad: 4 /0
Squad Suffers 50% casualties 200p, 50r
Tinker: 0 / 3
300p, 5r
Rockapult: 2 / 4*
*Increases by 1 for every 20% Mountains (buildings inclusive), maximum +2. 675p, 330r
Juggernaut: * / 3
*Juggernaut's Power is 5 if your target has less than 75% of your land. If your target has between
75% and 90% of your land, Juggernaut's Power is 6. Over 90% of your land, and Juggernaut's Power is 7.
775p, 550r

Attack Strength: +5%
Max Population: -5%
Food Consumption: -20%
Gem Production: +5%

Spell: Mechanical Genius: SELF - 10% reduction of re-zoning costs.

Good:Converter

Bad:Explorer, Attacker

Advantages: Cheap offensive and defensive elites.
Disadvantages: Almost useless spell, Reduced target-base because of the juggernaut's ability, HUGE ore costs.

Strong: Late-round
Good race for: Intermediates and Veterans.

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Merfolk

Mermen: 3 /0
No boats needed 275p, 0r
Sirens: 0 / 3
300p, 0r
Kracken: 4 / 2
Sinks boats when attacking, No boats needed 600p, 0r
Leviathan: 0 / 7
Sinks boats when defending 1350p, 0r

Lumber Production: -30%

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

Good:Attacker, Explorer

Advantages: Very cheap offensive elites, efficient defensive elites, no need for ore or boats
Disadvantages: Expensive defensive elites slow you down, bad spell

Strong: Late-round

Good race for: Everyone.

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Sylvan

Satyr: 3 /0
275p, 0r
Sprite: 0 / 3
300p, 0r
Dryad: 0 / 3*
Counts as 1/2 wizard on defense, 1/5 wizard on offense (cannot be targeted by Wizard Assassination),
* Increases power by 1 for every 20% forests (buildings inclusive) to a maximum of 0/7
1000p, 0r
Centaur: 5 / 2
Returns 3 hours faster from battle 950p, 90r

Lumber Production: +20%
Food Production: +10%

Spell: Warsong: SELF - Gives 10% attack strength bonus

Good:Explorer, Converter

Advantages: Cheap units, 9 hour returns, good mage power, good spell
Disadvantages: Need for lots of forests doesn't allow a lot of strategy variation

Strong: Mid-round

Good Race for: Intermediates and Veterans

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Firewalker

Fire Sprite: 3 /0
300p, 0r
Flamewolf: 0 / 3
300p, 0r
Phoenix: 0 / 4.5
Cannot be killed except by Icekin. 925p, 0r
Salamander: 5 / 3
50% fewer casualties when attacking 950p, 0r

Maximum Population: +5%
Lumber Production: -10%
Food Consumption: +10%
Gem Production: +10%


Spell: Alchemist Flame: SELF - Increases alchemy production by 15 platinum.

Good:Explorer

Advantages: Fairly cheap immortal defensive elite, possibility for a crazy platinum income, reduced casualties on
elite attacker
Disadvantages: Inneficient units

Strong: Mid-round

Good race for: Intermediates

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Spirit

Phantom: 2.5 / 0
ALMOST Never Dies 225p, 0r
Banshee: 0 / 2.5
ALMOST Never Dies 225p, 0r
Ghost: 2 / 4
ALMOST Never Dies, some enemy units killed in battle turn into Phantoms/Banshees and join your army
IF BATTLE WON WHEN YOU ATTACK, Flight (no need for boats)
900p, 0r
Spectre: 4 / 3
ALMOST Never Dies. Attacking a target 70% of your land size or larger, and some enemy units killed in
battle turn into Ghosts 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%
Food Consumption: -90%
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)
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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