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The
Feudal World has many diverse races scattered throughout
the populus. Whilst some races are noble and peace orientated,
there are others that feed on domination and cruelty. However,
the one thing all races share in common is the aspiration
that their race will be the most influential throughout
the lands.
Below is a summary of all the races, and the specific advantages
and disadvantages associated with them
Legend
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Combative
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The military effectiveness
of this race to invade other realms (to inflict
damage or to reap personal gains). See Combat
(Attacking)
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Mystical
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The magical knowledge this
race possesses to cast a variety of spells and
the damage these spells can inflict. See Sorcery
(Spells)
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Deceptive
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The secretive and cunning
nature of this race to perform a variety of
silent but often deadly convert operations.
See Esionage
(Operations)
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Humans
Probably regarded as the best overall
race, humans do not have any obvious weaknesses making them
suitable for any style of gameplay and strategy. However,
their champions units are somewhat average making them medicore
on the battlefield.
Combative
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(Good)
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Mystical
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(Good)
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Deceptive
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(Good)
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Barbarians
Feared as a strong war race and combined with a strong population
boost, gives the barbarian military an advantage in both
size and sheer force which are unmatched on the battlefield.
However their their lack of education and lust for food,
makes them a target for non-combat based races.
Combative
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(Excellent)
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Mystical
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(Very Poor)
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Deceptive
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(Very Poor)
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Elves
Being of a peaceful nature, the Elves have developed a keen
sense of wit and magic. Their champion units are almost
impenetrable against invaders, however their preference
to stay content within their familiar borders, limits the
full potential of this race.
Combative
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(Poor)
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Mystical
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(Excellent)
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Deceptive
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(Average)
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Trolls
With powerful champion units and a solid understanding of
war, the Trolls not only inflict heavy casulties on the battlefield
but set themselves up to maximise their gains in combat. However
like the Barbarians, their limited understanding espeically
in the sorcery and espionage arts, make them a target for
other non-combat based races.
Combative
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(Excellent)
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Mystical
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(Poor)
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Deceptive
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(Poor)
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Pixies
As one of the smallest races in the world, Pixies are one
of the stealthiest races allowing them to complete espionage
operations with relative ease. However, being unable to defend
themselves from invaders, Pixies have called upon their strong
allies to help them. These champion units boast the highest
defence rating of any other unit in the game, thus making
them almost impossible to defeat in large numbers. Unfortunately
these champions are usually seen in the minority, purely due
to the high cost of these units.
Combative
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(Very Poor)
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Mystical
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(Average)
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Deceptive
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(Excellent)
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Ghouls
Half living half dead, the Ghoul race does not require food.
Whilst their champion units are average on the battlefield,
they do not die. This in combation with their rapid regeneration
and growth, are able to inflict heavy damages on their opponents
thus making the Ghouls as strong military race if strategised
correctly.
Combative
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(Good)
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Mystical
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(Average)
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Deceptive
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(Average)
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Gnomes
Best known as the money makers of the game, Gnomes pride themselves
in their ability to increase the revenue in any given situation.
However in their greed they have neglected some other important
areas within their society, limiting the effectiveness and
loyalty of their army and lowering the capacity of their people.
In addition their inability to believe in things they cannot
materially hold, makes them unable to fully utilise the power
of magic.
Combative
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(Average)
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Mystical
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(Poor)
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Deceptive
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(Average)
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Ogres
Possessive as they are, Ogres have learnt how to keep what
land they own. Their rage on the battlefield, increase the
effectiveness of their entire army, therefore making up for
their somewhat average champions. However like the Barbarians
and Trolls, the Ogres are limited in their understanding of
the sorcery and espionage arts.
Combative
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(Good)
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Mystical
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(Poor)
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Deceptive
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(Poor)
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Manicores
Gifted with the ability to fly swiftly at distances without
the need for transportation makes the Manicores useful for
suprise attacks. By flying over defensive structures of their
opponents, they are able to more effectively inflict the most
damage. Unfortunately due to the nature of the altitudes they
are flying at, even a non-legal wound can prove fatal if falling
from such a height, therefore their military incurs increased
casualties.
Combative
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(Good)
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Mystical
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(Average)
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Deceptive
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(Average)
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Minotaurs
Having lived underground over time, the Minotaurs know how
to maximise their lands as well as their revenue, supplementing
this from the vast amount of treasures found beneath their
labyrinths. Their champion units are one of the most rounded
in the game, having the highest champion strength ratios,
making them effective at both offensive and defensive combat.
Combative
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(Good)
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Mystical
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(Poor)
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Deceptive
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(Poor)
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Werewolves
The Werewolves are regarded as the power house of attackers.
Their champion units boasts the best attack and defensive
ratios of any offensive unit in the game. This combined with
their raw speed, stamina, their natural immunity to sorcery,
espionage and their quick regeneration to heal wounds (thus
reducing casulaties) makes them almost undefeatable on the
battlefields. However being of animal form, they are unable
to build or benefit from any military or rural structures.
Combative
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(Excellent)
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Mystical
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(Average)
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Deceptive
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(Average)
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Centaurs
Historically from a war-like background, Centaurs perform
best when they are in conflict. Their keen senses in war offer
them limited protection in both the sorcery and espionage
arts. Being half horse, they are able to deliver powerful
blows to their enemies, swiftly and with precision. Over time
Centaurs have learnt the art of socery, making them one of
the few combat races with the ability to cast an array of
spells. Unfortunately due to their war-like mentality they
are unable to fully enjoy times of peace.
Combative
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(Excellent)
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Mystical
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(Good)
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Deceptive
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(Average)
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Mermaids
Through extensive studying and training in the arts of sorcery,
Mermaids has developed unsurpassed knowledge in all domains
of magic. This has enabled them the ability to have the most
varied spells at their disposal. However being of a non-military
background, Mermaids are unable to initate hostile combat.
This does not mean however, that the Mermaids are defenceless.
Using their magic, they are able to summon guardians who can
protect them from any would-be invaders.
Combative
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(Very Poor)
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Mystical
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(Excellent)
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Deceptive
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(Average)
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Vampires
Like the Ghouls, vampires do not require food. Their champions
although predominately defensive, can inflict heavy damages
if required. But perhaps the most unique aspect of the Vampires
is their ability to convert their opponents military to their
own. A percentage of the dead casualties of the opponents
will automatically rise and be reborn as vampires under their
control.
Combative
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(Excellent)
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Mystical
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(Poor)
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Deceptive
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(Average)
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Humans
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Strengths |
Weaknesses |
-50%
Food Consumption |
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+10%
Income Bonus |
+20%
Population Growth |
+15%
Spell Success Rate |
+15%
Espionage Success Rate |
-25%
Exploration Costs |
-25%
Serf Training Costs |
2
Military Contingents
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Neutral
+ 1 Spell Domains (Excludes White, Black,
Grey)
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Champion
5/5 - 1000
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Barbarians |
Strengths |
Weaknesses |
+10%
Population Limit |
+75%
Food Consumption |
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+25%
Military Return Time |
No
Mage / Blackguard Conversion |
Sentry
Towers & Temples Have No Effect |
+50%
Serf Training Costs |
3
Military Contingents
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Neutral
Spell Domain Only
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Champion
8/2 - Cost 1500
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Elves |
Strengths |
Weaknesses |
+20%
Spell Success Rate |
Moats
have no effect |
Spell
Costs Reduced By 50% |
Forts
have no effect |
+50%
Magic Research Maximum |
+100%
Combat Casualty Losses |
Increased
Magic Pool Regeneration |
Empire
Population Science has no effect |
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+25%
Exploration Costs |
1
Military Contingents
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Neutral
+ 2 Spell Domains (No Restrictions)
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Champion
2/7 - Cost 2000
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Trolls
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Strengths |
Weaknesses |
+20%
Invasion Gains |
-50%
Population Growth |
+50%
Extra Enemy Losses |
+50%
Food Consumption |
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-50%
Espionage Success Rate |
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-5%
Population Limits |
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+50%
Spell Costs |
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+15%
Military Return Time |
2
Military Contingents
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Neutral
+ 1 Spell Domain (Excludes White, Blue)
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Champion
7/3 - 1500
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Pixies |
Strengths |
Weaknesses |
+50%
Thievery Success Rate |
-15%
Population Limit |
-50%
Exploration Costs |
-20%
Generated Revenue |
+75%
Stealth Research Maximum |
+50%
Champion Costs |
Increased
Concealment Regeneration |
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1
Military Contingents
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Neutral
+ 2 Spell Domains (No Restrictions)
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Champion
2/8 - 2000
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Ghouls |
Strengths |
Weaknesses |
No
Food Consumption |
+100%
Champion Costs |
No
Champion Losses In Combat |
+50%
Realm Research Costs |
+25%
Enemy Combat Losses |
+25%
Military Training Time |
+25%
Population Growth |
-15%
Income Revenue |
2
Military Contingents
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Neutral
+ 1 Spell Domains (Excludes White)
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Champion
6/5 - Cost 1000
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Gnomes
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Strengths |
Weaknesses |
+25%
Generated Revenue |
-10%
Population Limits |
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+50%
Combat Casualty Losses |
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-50%
Spell Success Rate |
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+75%
Military Wages |
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+100%
Spell Costs |
1
Military Contingents
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Neutral
+ 2 Spell Domains (No Restrictions)
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Champion
4/6 - 2000
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Ogres
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Strengths |
Weaknesses |
+5%
Offensive Bonus |
-25%
Spell Success Rate |
Opponents
Gain Only 80% Of Normal Land Gains |
-25%
Thievery Success Rate |
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+50%
Exploration Costs |
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+25%
Food Consumption |
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Slower
Magic/Concealment Regeneration |
2
Military Contingents
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Neutral
+ 1 Spell Domains (Excludes Blue, Green)
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Champion
6/4 - 1500
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Manicores
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Strengths |
Weaknesses |
Transports
Not Required |
Siege
Workshop has no effect |
Ignores
Moats/Forts |
Stables
have no effect |
-30%
Military Return Time |
+25%
Champion Training Cost |
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+75%
Combat Casualty Losses |
2
Military Contingents
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Neutral
+ 1 Spell Domains (Excludes Black, Grey)
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Champion
5/6 - 1500
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Minotaurs
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Strengths |
Weaknesses |
+5%
Population Limits |
-25%
Spell Success Rate |
+15%
Generated Revenue |
+50%
Military Training Cost |
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+50%
Military Training Time |
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Mages
Function at 50% Normal Values |
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BlackGuards
Function at 50% Normal Values |
2
Military Contingents
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Neutral
+ 1 Spell Domains (No Restrictions)
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Champion
6/6 - 1500
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In addition, registered members can choose from four additional
races
Werewolves
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Strengths |
Weaknesses |
15%
Population Limits |
Exploration
Costs Are Doubled |
No
Food Consumption |
Cannot
Train Serfs |
+50%
Greater Chance Enemy Spells Will Fail |
+100%
Military Training Cost |
+50%
Greater Chance Enemy Ops Will Fail |
-25%
Income Revenue |
Troops
Do Not Flee From Battle |
+100%
Realm Research Costs |
-35%
Military Return Time |
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-50%
Military Training Time |
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-25%
Combat Casualty Losses |
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4
Military Contingents
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Neutral
Spell Domain Only
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Champion
8/6 - 1500
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Centaurs
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Strengths |
Weaknesses |
Troops
Do Not Flee From Battle |
Morale
Rating decreases at when not in war |
-25%
Military Return Time |
Approval
Rating decreases when not in war |
-50%
Military Wages |
+75%
Serf Training Costs |
+10%
Offensive Bonus In War |
+75%
Exploration Costs |
+25%
Greater Chance Enemy Spells Will Fail |
Stables
Have No Effect |
+25%
Greater Chance Enemy Ops Will Fail |
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-25%
Spell Costs |
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-25%
Military Training Cost |
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3
Military Contingents
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Neutral
+ 2 Spell Domains (No Restrictions)
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Champion
6/6 - 1250
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Mermaids
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Strengths |
Weaknesses |
15%
Defence In War |
+50%
Exploration Costs |
-25%
Military Wages |
+200%
Combat Casualty Losses |
+40%
Spell Success Rate |
-5%
Population Limits |
+50%
Magic Research Maximum |
+50%
Research Time |
+50%
Stealth Research Maximum |
+75%
Research Cost |
-25%
Food Consumption |
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-25%
Spell Costs |
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0
Military Contingents
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Neutral
+ 3 Spell Domains (No Restrictions)
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Champion
0/6 - 2000
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Vampires
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Strengths |
Weaknesses |
No
Food Consumption |
+25%
Military Training Cost |
+10%
Invasion Gains |
-25%
Spell Success Rate |
Only
50% Losses On Suicide Attacks |
+25%
Serf Training Costs |
Vampire
Conversion Attack* |
Forges
have no effect |
2
Military Contingents
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Neutral
+ 1 Spell Domains (Excludes White)
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Champion
5/7 - 1500
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*
Percentages are calculated by opponents total casualties
during offensive combat
(25% Militia, 20% Swordsmen/Archers, 15% Mages/BlackGuards
and 10% Champions)
Those converted will join your army instantly
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"Combat Casualty Losses" refers to
both offense and defense. "Enemy Combat Losses"
only refers to the defender who takes the additional losses
"Military Training Costs" effects drafts, offensive
and defensive unit costs
"Champion Training Costs" effects only champion
unit costs
Difference between "25% Spell Success" and "20%
Chance Enemy Spells Will Fail" is the spell success will
help you cast spells (both passive as well as offensive) as
well as improve your spell defense when being cast upon. Whilst
the latter will only help with the defense
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