Difference between revisions of "WoL Races"

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(Humans)
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== Humans ==
 
== Humans ==
 
{{H3|Benefits}}
 
{{H3|Benefits}}
* +25% Income
+
* +20% Income
 
* Defensive Specialist Strength +1
 
* Defensive Specialist Strength +1
  
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{{H3|Limitations}}
 
{{H3|Limitations}}
 
* Offensive Specialist Strength -1
 
* Offensive Specialist Strength -1
* -25% [[Wizards_Per_Acre#Calculating_Mod_WPA|Magic Effectiveness]]
+
* -20% [[Wizards_Per_Acre#Calculating_Mod_WPA|Magic Effectiveness]]
  
  
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* Defensive Specialist – Archer
 
* Defensive Specialist – Archer
 
* Elite Unit – Knight (8/3, $800, 6.5 nw)
 
* Elite Unit – Knight (8/3, $800, 6.5 nw)
 
  
 
== Dwarves ==
 
== Dwarves ==

Revision as of 17:32, 13 December 2010

This is a list of the current benefits and limitations for the Utopian Races on the WoL server for Age 49

For previous bonuses, see WoL Races (Age 48)

For Personality bonuses, see WoL Personalities



Humans

Benefits
  • +20% Income
  • Defensive Specialist Strength +1


Limitations


Specific Spellbook


Units
  • Offensive Specialist – Swordsman
  • Defensive Specialist – Archer
  • Elite Unit – Knight (8/3, $800, 6.5 nw)

Dwarves

Benefits
  • +20% Building Efficiency
  • Free Building Construction
  • Immunity to Fog


Limitations
  • Can't use Accelerated Construction


Specific Spellbook


Units
  • Offensive Specialist – Warrior
  • Defensive Specialist – Axeman
  • Elite Unit – Berserker (7/4, $800, 6.0 nw)


Avians

Benefits
  • -20% Attack Time
  • Immunity to Ambush


Limitations
  • No Access to Stables


Specific Spellbook


Units
  • Offensive Specialist – Griffin
  • Defensive Specialist – Harpie
  • Elite Unit - Drake (8/3, $800, 6.5 nw)


Orcs

Benefits
  • +50% Gains on Attacks
  • Spreads and is immune to the Plague
  • Train Elites with Specialist Credits


Limitations
  • Defensive Specialist Strength -1
  • -50% Honor Effects


Specific Spellbook


Units
  • Offensive Specialist – Goblin
  • Defensive Specialist – Troll
  • Elite Unit – Ogre (9/2, $850, 6.75 nw)


Gnomes

Benefits
  • +15% Magic Effectiveness
  • +40% Thievery Effectiveness on "Espionage-Type" Thief Ops
  • 100% Accurate "Espionage-Type" Intel
  • -50% Cost of Training Thieves
  • Offensive Specialist Strength +1


Limitations
  • No Access to Hospitals


Specific Spellbook


Units
  • Offensive Specialist – Quickblades
  • Defensive Specialist – Pikeman
  • Elite Unit – Golem (5/5, $300, 4.0 nw)


Halfling

Benefits
  • +40% Thievery Effectiveness on "Sabotage-Type" Thief Ops
  • +40% Effects when Performing "Sabotage-Type" Thief Ops
  • +1 Stealth Recovery per Tick
  • Immune to Clear Sight


Limitations
  • None


Specific Spellbook


Units
  • Offensive Specialist – Strongarms
  • Defensive Specialist – Slingers
  • Elite Unit – Brutes (6/5, $550, 5.0 nw)


Elves

Benefits


Limitations
  • No Access to Dungeons
  • -15% Effects when Performing "Sabotage-Type" Thief Ops


Specific Spellbook


Units
  • Offensive Specialist – Ranger
  • Defensive Specialist – Archer
  • Elite Unit – Elf Lord (7/4, $700, 6.0 nw)

Dark Elves

Benefits
  • +15% Effects when Performing "Sabotage-Type" Thief Ops
  • Spells do not Consume Runes


Limitations
  • None


Specific Spellbook


Units
  • Offensive Specialist – Night Ranger
  • Defensive Specialist – Druid
  • Elite Unit – Drow (6/4, $650, 5.0 nw)