Racial Bonuses and Special Qualities

Each race is different in terms of bonuses, penalties and military units. Below is a breakdown of the bonuses and special qualities of the different races.

Good Races Neutral Races Evil Races

Human

Homes on fertile plains and rocky plains
Food Production: +5%
Attack Strength vs. Humans +10%
Attack Strength vs. Nomads +5%

Dwarf

Homes in Mountains
May not build Stone Mine nor Gryphon Nest on Finding Mountains, nor Rezone Finding Mountains to anything else.
Iron Production: +10%
Stone production +5%
Max Population: +15%
Lumber building cost: -20%
Stone building cost: +30%

Halfling

Homes on fertile or rocky hills
Max Population: +5%
Food Consumption: -10%
Spy Strength: +10%
Attack Strength vs. Lizardfolk +5%

Wood Elf

Homes in forested plains and forested hills
Wizard Strength: +10%
Spy Strength: +10%
Max Population: -5%
Lumber Production: +10%
Stone building cost: -50%
Lumber building cost +50%
Attack Strength vs. Dark Elf: +10%
Attack Strength vs. Woodfolk: +10%

Nomad

No homes
Buildings house only 5 peasants
Barren fertile plains, forested plains, fertile hills, and forested hills houses 30 peasants.
Mana Production: +10%
Attack Strength vs. Humans +5%

Gryphons

Homes in Mountains and Finding Mountains
Max population increases by (Gryphon Nests / Total Land)% to a maximum of 15% bonus
-10% iron production
Lumber building cost: -20%
Stone building cost: +30%

Insectoids

Homes in Cavern
+100% population Limit
-20% Food consumption
-60% CC Production
-20% Lumber Production
-20% Spy strength
-20% Wizard strength
Draftees only 0.5 defense each

Woodfolk

Homes in forested plains and forested hills
-5% Population
+10% Wizard strength
-50% Lumber rot
Stone building cost: -20%
Lumber building cost +20%
Attack Strength vs. Wood Elves +5%

Dark Elf

Homes in caverns
Wizard Strength: +10%
Mana Production: +5%
Attack Strength vs. Wood Elf: +10%

Goblin

Homes on rocky plains or rocky hills
Attack Strength: +5%
Max Population: +20%

Harpies

Homes in Mountains and Finding Mountains
+5% Population limit
-15% Food consumption
-15% Wizard Strength
-5% Gem Production

Lizardfolk

Homes in deep sea or in lakes
Spy Strength: +10%
Food Consumption: -15%
Max Population: -5%
Lumber building cost: -10%
Stone building cost: +10%
Attack Strength vs. Halfling +5%

Troll

Homes on Fertile and Rocky plains
Max Population: -5%
Spy Strength: -10%
Food Consumption: +5%
Attack Strength: +5%

Undead

Homes in swamp
Max Population: +10%
Food Consumption: -25%
Defensive Strength: +5%


Every race also has a unique building each, as listed below:

Race Name Construct on Effect
Human Cathedral Rocky Plains Decrease moral lost per attack by 2 * (Cathedral or Shrine / Total Land)% to a maximum of 40%. Decrease casualties on offence with 3 * (Cathedral or Shrine / Total land)% to a maximum of 60%
Nomad Shrine Forested plains
Dark Elf Node Chambers Cavern Increase spell resistance by 2 * (Node Chambers / Total land)% to a maximum of 40%. Increase adept wizard strength by 3 * (Node Chambers / Total land)% up to a maximum of 60%. Decrease spell cost by 1 * (Node Chambers / Total land)% up to a maximum of 20%.
Dwarfs Mining Centre Caverns Increase Gold Mine CC production by 2 * (Mining Centre / Total land)% to a maximum of 40%. Miners produce 2 * (Mining Centre / Total land)% to a maximum of 40%
Goblin Vaults Mountains 3.75 * (Vaults / Total land)% to a maximum of 75% of all resources are protected from enemy spies. Increase income by 1 * (Vaults / Total land)% to a maximum of 20%.
Gryphons Nexus Caverns Gives 0.1 * (Lunar Nexus / Total land) to a maximum of +2 raw on all defensive units and 0.1* (Lunar Nexus / Total land) to a maximum of +2 raw on offensive units. BUT gives 1 * (Lunar Nexus / Total land)% to a maximum of 20% extra casualties.
Halflings Brewery Forested plains Increase food production by 1 * (Brewery / Total land)% up to a maximum of 20%. Increase moral regain rate by 2 * (Brewery / Total land)% to a maximum of 40%. Increase attack strength by 1 * (Brewery / Total land)% to a maximum of 20%. BUT decrease spy strength by 1.25 * (Brewery / Total land)% to a maximum of 25%.
Harpies Air fortress N/A Decrease casualties by 1.5 * (Air fortress / Total land)% to a maximum of 30%. Increase defense with 0.5 * (Air fortress / Total land)% to a maximum of 10%. Increases walls by 2 * (Air fortress / Total land)% to a maximum of 40% (85% total with 15% masonries)
Air fortress is not built on land, but in the air above any building. This means no land is required to build it, and they can't be conquered. However if x% of your land is conquered, x% of your air fortress has to bee abandoned (and destroyed), while they then is over enemy territory. To build an air fortress cost double than build any other building
Insectoids Hive Mountains 3 * (Hive/ Total land)% to a maximum of 60% of all casualties are converted instantly back to draftees. Reduce Soldier/Queen training time by one hour for every full 5% Hive to a maximum of 4 hours giving 8 hour training time.
Lizardfolk Hatcheries Swamps Holds 25 peasants. Decrease peasant death rate by 3 * (Hatcheries / Total land)% up to a maximum of 60%. Increases growth rate by 3 * (Hatcheries / Total land)% up to a maximum of 60%.
Trolls Blood Cave Caves Increase offence by 1 * (Blood Cave / Total land)% to a maximum of 20%. Increase enemy casualties by 2 * (Blood Cave / Total land)% to a maximum of 40% on offence and by 3 * (Blood Cave / Total land)% to a maximum of 60% on defense. Increase food production by 1 * (Blood Cave / Total land)% to a maximum of 20%.
Undead Graveyard Forested plains Increase conversions by 2.5 * (Graveyard or Pool of Souls / Total Land)% to a maximum of 50%.
Wood Elves Greenery Forested hills Enhances spell effect and duration by 2.5 * (Greenery / Total land)% to a maximum of 50%. Makes 15 bushels of food and 10 lumber per hour.
Woodfolk Waterfall Forested Hills 2 * (Waterfall / Total land)% to a maximum of 40% of units died during attacks or deffence will be resurected instantly after the battle.