| Special Abilities | What it does |
| Goblins | Fear | A desvastating effect on the moral of anyone you attack or who attacks you. Many people think twice before attacking...(casts fear on kingdom who attacks you-fear lowers moral, thus they lose people, gold, and food.)*this is automatic* |
| Leprechauns | Teleport, Create Gold | Teleport-One of the most powerful of all special abilities. Vanish with a ***bampf*** leaving you enemies mystified. All Kingdoms except your allies lose your location. Very useful-allows you to attack and get away with it. In the high rank, don't be complacent though. You will be found...Create Gold-Leprechauns doing some serious digging, and rainbow work-Can possibly find gold. This ability sucks it drops your moral and usually gives you hardly anything. |
| Werewolves, and Vampires | Regenerate, Weapon Immunity, Cannibalism | Werewolves and Vampires have it made for them, with these three abilities. Regenerate-10 turns after your troops die you will get them back and that of your enemy.(minus a small percent) The troops return at the same experiance level they died at. If your troops died because of a spell they will return(unless it was Resurrection, Heal, or Holy Fire for Vampires.-And Holy Fire for Werewolves. Bombardments will permantly kill troops.-Weapon Immunity, if your current levels of study in weapons in higher than those you oppose, then you are unaffected by thier weapons.-Cannibalism, 80% of all troops killed in battle become your next meal.(All three of these abilities are automatic) |
| Ogres and Orcs | Blood Lust, and necromancy(Orcs). | Blood Lust-Doubles the size of the army(the percent)And causes mass damage for four turns. Population is killed in the frenzy and moral can drop so becareful of depressing spells. Blood Lust is affected by the size of your population. -Necromancy, Like spell animate dead. The troops you kill in battle turn into zombies which attack the opposing kingdom. Cast it on Vampires and it acts like an aphrodisa spell. |
| Dark Elves | Dark Power | Like the spell mana sap it drains the mana out of your victims spells and gives it to you.(without using mana) Worried about Death Barrier? No more...The affect of this ability is dependant on your population. |
| Cenataurs | Bombardment | Doubles the damage done in bombardment attacks.(automatic) | |
| Minotaurs | Maze | Minotaurs build mazes, and traps around their kingdoms to keep attackers out.-Attackers get lost trying to find your city, and sometimes get caught in your traps. Like a Death Barrier, and a Confusion Barrier in one, and guess what it's automatic! This ability makes minotaur kingdoms very peaceful... |
| Gnomes | Holy Power | Being as Gnomes are a holy race, worshipping the god on highest...they have a special ability used very effectivly against werewolves, and vampires. Holy Power, is like the spell Holy Fire, it kills troops and buildings. It is unable to be dispelled, and really, really hurts ones opposition. It's power is affected by the number of people living in your kingdom. |
| Halflings | Looting | Halflings are really good looters.(automatic ability that makes halflings good thieves)Many argue that this is more powerfull than where I have placed it apon my table. Well it really isn't...The first few weeks of gameplay it is very devistating trying to get on your feet and then losing all you got, but after that it becomes obsolete.-Because, kingdoms have built up their kingdoms enough to withstand thieves. If a halfling keeps on the ball he can still be in the game looting people, but most don't and halflings tend to become peaceful or fade away at the end of a game. |
| Humans | Arson, and Poison Water | Arson-Like the spell fire, destroying buildings...and sometimes people. A coulple of these and people will stop laughing at you for playing a human. Poison Water, like the spell, very good for getting into a fortified position, kills troops and people. You have to really be amazed at the human race. They get/produce everything at 100% and really don't have any advantages, or disadvantages. These two spells early on can really hurt...but after that I wouldn't worry about humans. |
| Sprites | Shatter, and Scry | Shatter works like a small death spell, killing troops and people. It's power is affected by your moral and population. Scry, like the spell is a magical way of spying on someone. It lowers moral, good for beginning kingdoms, but after a while use the spell. |
| Trolls | Troll Regeneration | Troll regeration(automatic)is like the vampire and werewolf version, but you don't have to win the conflict. |
| Wood Elves | Treemaze | Treemaze is like a small confusion barrier spell that is always on. Attackers may get lost in the woods trying to find you...It doesn't hold them off very long, but it can help some. This ability helps with the defense of Wood Elf kingdoms,(which they really don't need). Wood Elves are defensive in Nature... |
| High Elves | Mana Focus, Enchant Artifact, and Create Scroll | I really think High Elves got the short end of the stick. Mana Focus-get more mana by draining your population and losing moral. Enchant Artifact, enchant an artifact forged by a dwarf. Minimum mana is 500K, but it never runs out and you can use it repeatably. Create Scroll(automatic) I'm not sure if this is a ability or not...but my sources say so. You spend 50% less on making scrolls. |
| Dwarves | Create Artifact, Mine Gold | This is really sad. Dwarves spend 50mil. to make an artifact that is worthless untill enchanted by a high-elf who more than likely won't give it back. Mine Gold-like the leperchaun create gold...doing some serious digging you get a handfull of gold and -50 on moral. *sigh* |