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Choosing Your Race
The race you choose to play is important in Age of Chaos. Decide on what style of play you like and take your time choosing. If you're still not sure the forum has a lot of advice and experienced players who can
help you and advise. These are the descriptions for the Normal Game:Key
Strong bonus causes a base skill of 7 +20% skill gain, +20% bonus from buildingsBonus causes base skill of 6 +10% skill gain, +10% bonus from buildings
Penalty causes base skill of 4 -10% skill gain, -10% bonus from buildings
Military Units Attributes: X/Y/Z = Swords / Shields / Health
* = a unique race elemental
Worker bonuses: Strong bonus: Woodsmen, Entertainers Bonus: Farmers, Weavers, Wizards Penalty: Miners, Quarrymen
Unique bonuses: Merriment Research increases Morale by up to 6% (from Pool of Moonlight)
Elementals: *Moonlight (ground) 0/8/12 Earth (ground) 1/6/20 Air (flying) 3/3/10 Fire (ground) 7/2/8 Water (naval) 4/4/10
Race buildings: Magic Elm Grove Requires: Mage Tower, Archery Range +7.5% Morale +15% Woodsmen +10% Weavers +30% Entertainers +20% Morale ( One turn )
Pool of Moonlight Requires Magic Elm Grove +10% Wizards +15% Elementalists +10% Shamen +10% runists +10% Weavers +50% Entertainers +25% Morale ( One turn )
Additional building bonuses: Logger's Hut: 1.5 Morale, 25% Entertainers Sawmill: 2.5 Morale, 50% Entertainers
Unique units: Longbowmen (ground) 7/8/11 — Archery Range Roc (flying) 55/60/100 — Magic Stables Leviathan (naval) 100/0/100 — Magic Shipyard
Worker bonuses: Strong bonus: Scholars Bonus: Merchants, Thieves, Teachers Penalty: Wizards, Runists
Unique bonuses: Can build both the Merchant's and Thieves Guilds (other races can only build one or the other).
Elementals: *Knowledge (flying) 3/3/10 *Unity (ground) 0/4/10 — sends double shields when defending an ally.
Race buildings: Embassy Requires: Assassin's Shelter +2% Stealth per turn +5% Morale
Bazaar Requires: Merchant's guild, Engineering School +15% Merchants +5% Morale
Additional building bonuses: Library: +50% Scholars Engineering School: +25% Scholars, 8 Architecture Research points Magic Library: +100% Scholars
Unique Units: Beastmaster (ground) 75/45/100 — Logical counter to other Magic Stables units 0.25 - Magic Stables Dreadnought (naval) 250/100/325 — Magic Shipyard
Worker bonuses: Strong bonus: Weaponsmith, Armourer Bonus: Engineers Penalty: Weavers, Woodsmen
Unique bonuses: -20% Ore used for Weapons and Armour +5% Food consumption. -15% combat casualties (strong dwarven Armour and constitutions)
Elementals *Stone (ground) 5/0/12 Earth (ground) 1/6/20 Water (naval) 4/4/10
Race buildings: Forge Requires: Blacksmith Allows: Axemen Allows: Weaponsmiths +10% Military Training +10% Weaponsmiths +10% Armourers
Subterrainian Cathedral Requires: Forge, Temple +11% Military Training +20% Miners +15% Quarrymen +10% Weaponsmiths +10% Armourers +8.5% Morale
Additional building bonuses: Pub: +1% Morale
Unique units: Axemen (ground) 6/1/8 - Forge Hammerhands (ground) 100/35/220 — Magic Stables Submarine (naval) 100/0/150 — Magic Shipyard
Worker bonuses: Strong bonus: Weaponsmiths Bonus: Farmers, Miners, Quarrymen Penalty: Scholars, Entertainers
Unique bonuses: +10% Military Training +15% War land gains +10% Offence modifier -10% Defense modifier Morale bonus for Offensive non-bully victories. Morale penalty for offensive Defeats
Elementals: *Rage (ground) 25/0/3 - disappear after one battle *Fear (ground) 0/5/9
Race buildings War Camp: Requires Barracks +5% Military Training +5% Offence modifier
Black Stone Spire Requires Mage Tower, War Camp Military allowed: Warlock +11% Wizards +10% Weaponsmiths +10% Offence modifier +6% Morale
Additional buildings bonuses: Arena: +10% Offence modifier Training Grounds: +10% Offence modifier
Unique units: Warlock (ground) 8/0/10 — Increases Enemy Casualties when Attacking — Black Stone Spire Wyvern (flying) 100/10/120 — Magic Stables Blackwater (naval) 140/0/120 — Logical Counter Wave/Water Elemental x 1.15 — Magic Shipyard
Worker bonuses: Strong bonus: Builders Bonus: Woodsmen, Weavers, Engineers Penalty: Merchants, Thieves, Weaponsmiths
Unique bonuses: No allies -10% gains from attacking +5% (land and naval) defence bonus -50% Wall costs +100% Morale bonuses from Walls -20% Land exploration costs
Elementals: *Wall (ground) 0/6/11 - Also counts as wall when calculating siege *Wave (naval) 0/6/10
Race buildings: Watch Tower Requires Blacksmith, Engineering School +5% Defence modifier
Grand Tower Requires Watch Tower, Power Grid +5% Defence modifier +5% naval Defence modifier +5% Morale
Additional buildings bonuses: Construction Yard : 10 Architecture Research points
Unique units: Unicorn (ground) 0/120/100 — Reduces Casualites 50% — Magic Stables Airship (flying) 65/25/80 — Magic Shipyard
Worker bonuses: Strong bonus: Wizards Bonus: Runists, Elementalists, Shamen Penalty: Weaponsmiths, Armourers, Engineers
Unique bonuses: +5% Casualties +20% spell effectiveness +40% Mana production Spells Rune costs return to base cost in half the usual time
Elementals: *Sorcery (flying) 6/6/11 Earth (ground) 1/6/20 Fire (ground) 7/2/8 Water (naval) 4/4/10
Race buildings: Magic Reservatory: Requires Magic Library +10% Shamen +50% Runists +15% Wizards +100% Alchemists -200% Ore Decay -7.5% Mana Decay -40% Rune Decay
Additional buildings bonuses: None
Unique units: Drake (flying) 0/110/100 — Magic Stables Magic Warship (naval) 100/0/100 — Magic Shipyard
Worker bonuses: Bonus: Builders, Merchants, Thieves Penalty: WeaponSmiths
Unique bonuses: Base Stealth 30 Bonus Stealth 2 per turn -10% Food consumption. +10% combat casualties (generally less sturdy than other races)
Elementals Earth (ground) 1/6/20 Air (flying) 3/3/10
Unique Penalties: -5% spell effectiveness
War Land Gains -10%
Race buildings: Farmstead Requires: Thieves' Guild, Ditch, Pub, and Blacksmith Allows: Halfling Regular Allows: Weaponsmiths +10% Morale completion turn bonus +2% Morale per turn +5% Military Training +20% Farmers +20% Woodsmen +15% Weavers +15% Merchants
Long Hall Requires: Merchant's Guild and Armourers Guild +15% Morale completion turn bonus +5% Morale per turn +25% Weavers -25% Cloth Decay
Additional building bonuses: Construction Yard Architecture Research 10pts
Unique units: Halfling Irregular 0.9/1.1/0.6 — Starting Unit Halfling Regular 4/3/4 — Farmstead Halfing Veteran 5/5/15 — Longhall Halfling Elite 25/25/40 — Training Grounds Pegasus (flying) 45/50/100 — Magic Stables Galleon (naval) 150/50/50 — Magic Shipyard
Worker bonuses:
Bonus: Alchemists, Elementalists, Thieves
Penalty: Merchants, Seers, Weaponsmiths, Armourers.
Unique bonuses: Base Stealth 30
Bonus Stealth 1 per turn
Food decay base is low - goblins will eat anything, even mouldy food.
Cloth decay is low - goblins clothmaking is not fine, it does not decay much.
Population dense base 1.6 ( like Keldis, they are happy to live in crowded towns)
-15% Food consumption.
+10% combat casualties (generally less sturdy than other races)
Elementals Earth (ground) 1/6/20 Spider (ground) 5/2/8
Unique Penalties: -10% Wall Morale bonus
War Land Gains -10%
Race buildings: Chasm
Requires: Thieve's Guild and Co-op Farm
+15% Morale completion turn bonus, +3% Morale per turn, +25% Elementalists, -25% Mana Decay, Racial unit - Lesser Arachnid Upgrade Spider Elemental to Lesser Arachnid
Additional building bonuses:
Elementalist Spire Bonus 3.5 morale
Unique units:
Lesser Arachnid (12/9/15) (Climbs Walls) — Chasm.
Greater Arachnid (25/11/50) — (Climbs Walls) Elementalist Spire
Cave Troll (300/105/660)(Regenerate 50%)— Magic Stables
Sea Serpent (naval) 120/70/60 — Magic Shipyard
Unique Abilities:
Arachnids can climb over Enemy walls (Spider Elementals cannot).
Cave Trolls can Regenerate, when killed, there is a chance their dismembered Body parts can reform into a whole unit.
More guides
First 100 turns | Professions | Races | Spells | Theft | War | Long Guide
Storyline Part 1 | Storyline Part 2 | Storyline Part 3 | The Rules | Rules of War








