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
Combative
-
The military effectiveness of this race to invade other realms (to inflict damage or to reap personal gains). See Combat (Attacking)

Mystical
-
The magical knowledge this race possesses to cast a variety of spells and the damage these spells can inflict. See Sorcery (Spells)

Deceptive
-
The secretive and cunning nature of this race to perform a variety of silent but often deadly convert operations. See Esionage (Operations)



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
(Good)
Mystical
(Good)
Deceptive
(Good)


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
(Excellent)
Mystical
(Very Poor)
Deceptive
(Very Poor)


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
(Poor)
Mystical
(Excellent)
Deceptive
(Average)



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
(Excellent)
Mystical
(Poor)
Deceptive
(Poor)



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
(Very Poor)
Mystical
(Average)
Deceptive
(Excellent)



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
(Good)
Mystical
(Average)
Deceptive
(Average)



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
(Average)
Mystical
(Poor)
Deceptive
(Average)



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
(Good)
Mystical
(Poor)
Deceptive
(Poor)



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
(Good)
Mystical
(Average)
Deceptive
(Average)



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
(Good)
Mystical
(Poor)
Deceptive
(Poor)



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
(Excellent)
Mystical
(Average)
Deceptive
(Average)



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
(Excellent)
Mystical
(Good)
Deceptive
(Average)



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
(Very Poor)
Mystical
(Excellent)
Deceptive
(Average)



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
(Excellent)
Mystical
(Poor)
Deceptive
(Average)



Humans
Strengths Weaknesses
-50% Food Consumption
+10% Income Bonus
+20% Population Growth
+15% Spell Success Rate
+15% Espionage Success Rate
-25% Exploration Costs
-25% Serf Training Costs
2 Military Contingents
Neutral + 1 Spell Domains (Excludes White, Black, Grey)
Champion 5/5 - 1000
Barbarians
Strengths Weaknesses
+10% Population Limit +75% Food Consumption
+25% Military Return Time
No Mage / Blackguard Conversion
Sentry Towers & Temples Have No Effect
+50% Serf Training Costs
3 Military Contingents
Neutral Spell Domain Only
Champion 8/2 - Cost 1500
   
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
+25% Exploration Costs
1 Military Contingents
Neutral + 2 Spell Domains (No Restrictions)
Champion 2/7 - Cost 2000
Trolls
Strengths Weaknesses
+20% Invasion Gains -50% Population Growth
+50% Extra Enemy Losses +50% Food Consumption
-50% Espionage Success Rate
-5% Population Limits
+50% Spell Costs
+15% Military Return Time
2 Military Contingents
Neutral + 1 Spell Domain (Excludes White, Blue)
Champion 7/3 - 1500
   
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
1 Military Contingents
Neutral + 2 Spell Domains (No Restrictions)
Champion 2/8 - 2000
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
Neutral + 1 Spell Domains (Excludes White)
Champion 6/5 - Cost 1000
   
Gnomes
Strengths Weaknesses
+25% Generated Revenue -10% Population Limits
+50% Combat Casualty Losses
-50% Spell Success Rate
+75% Military Wages
+100% Spell Costs
1 Military Contingents
Neutral + 2 Spell Domains (No Restrictions)
Champion 4/6 - 2000
Ogres
Strengths Weaknesses
+5% Offensive Bonus -25% Spell Success Rate
Opponents Gain Only 80% Of Normal Land Gains -25% Thievery Success Rate
+50% Exploration Costs
+25% Food Consumption
Slower Magic/Concealment Regeneration
2 Military Contingents
Neutral + 1 Spell Domains (Excludes Blue, Green)
Champion 6/4 - 1500
   
Manicores
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
+75% Combat Casualty Losses
2 Military Contingents
Neutral + 1 Spell Domains (Excludes Black, Grey)
Champion 5/6 - 1500
Minotaurs
Strengths Weaknesses
+5% Population Limits -25% Spell Success Rate
+15% Generated Revenue +50% Military Training Cost
+50% Military Training Time
Mages Function at 50% Normal Values
BlackGuards Function at 50% Normal Values
2 Military Contingents
Neutral + 1 Spell Domains (No Restrictions)
Champion 6/6 - 1500

 


In addition, registered members can choose from four additional races


Werewolves
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
-50% Military Training Time
-25% Combat Casualty Losses
4 Military Contingents
Neutral Spell Domain Only
Champion 8/6 - 1500
Centaurs
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
-25% Spell Costs
-25% Military Training Cost
3 Military Contingents
Neutral + 2 Spell Domains (No Restrictions)
Champion 6/6 - 1250
   
Mermaids
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
-25% Spell Costs
0 Military Contingents
Neutral + 3 Spell Domains (No Restrictions)
Champion 0/6 - 2000
Vampires
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
Neutral + 1 Spell Domains (Excludes White)
Champion 5/7 - 1500
* 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




"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