Some of these races are not in the game any more, I have kept them in here because I thought people might be interested if they heard about the races but don't actually know anything about them. - lala


Quick links:

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


The Nox

*** The Nox are a special race that only premium (paying) players can choose. This doesn't cause too much of a
problem since they're not really competitive at any point in the round ***

Imp: 3 / 0
  300p, 0r
Fiend: 0 / 3
  325p, 25r
Nightshade: 0 / 2*
* Increases by 1 for every 10% CONSTRUCTED swamp buildings, maximum +4. 700p, 100r
Lich: 4* / 2
Against Evil races, Lich is 4/2 and only dies (as normal units) on losses when attacking. Against Good
races, Lich is 5/2 and suffers 50% fewer casualties.
1100p, 0r

Maximum Population: +5%
Mana Production: +10%
Food Consumption: -20%

Spell: Nightfall: SELF - Gives a 5% attack strength bonus

Good: Attacker

Bad: Converter

Advantages: Good spell, cheap defensive elite, reduced casualties are useful for an expensive offensive elite
Disadvantages: Expensive offensive elite, need for a lot of swamp buildings

Strong: Mid-round

Good race for: Intermediates

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Neutral Races

*** Those races never were selectable for the playerbase, they were awarded by Ross to a few of the best premium players ***

Dragon/Titan

Wyrm/Behemoth: 4 / 0
No boats needed 300p, 0r
Drake/Protector: 0 / 4
  300p, 0r
Wyvern/Cyclops: 0 / 6
No boats needed, Dies only to High Cleric's Tower and on razes 1000p, 0r
Lesser Dragon/Giant: 6 / 2
No boats needed, Dies only to High Cleric's Tower and on razes 1000p, 0r

NOT SELECTABLE
Can't join Elite Guard
Can't attack Wonders
Can't be demoralized
Can't delete, defect, enter away mode

Spell: None

Good: Attacker, Converter

Advantages: No ore mines or docks needed, undying troops, very cheap elites, efficient units, strong specs.
Disadvantages: No spell, lots of unneeded attention from the rest of the game.

Strong: All-round

Good for: Intermediates and Veterans

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Planewalkers

Elemental: 6 / 0
Not Trainable, Maximum 3 per Summoner (Summoners at home control Elementals home AND away), no boats
needed
N/A
Golem: 0 / 6
Not Trainable, Maximum 3 per Conjurer N/A
Summoner: 0 / 1
Counts as 1/3 wizard (cannot be targeted by Wizard Assassination), Summons one Elemental for every 20
controlled per hour (up to draft rate, out of draftees), One must attack with every 3 Elementals, no boats
needed
1200p, 0r
Conjurer: 0 / 1
Counts as 1/3 wizard (cannot be targeted by Wizard Assassination), Summons one Golem for every 20
controlled per hour (up to draft rate, out of draftees)
1200p, 0r

NOT SELECTABLE
Can't join Elite Guard
Can't attack Wonders
Can't be demoralized
Can't delete, defect, enter away mode
+10% wizard strength
Can't build homes (Initial homes are alchemies)
Can't build barracks

Spell: Elemental Protection: SELF - Reduces summoner losses on attack by 50% (only if battle won)

Good: Converter, Explorer

Advantages: No need for docks or ore mines, almost free troops, good spell, good wizards
Disadvantages: Very hard to play right, lots of unwanted attention from rest of game.

Strong: Mid-round

Good for: Veterans

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For you Paps