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Round 51
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Update Demon factual race data from Round 50 source
 
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| attacker = Intermediate
| attacker = Intermediate
| converter = Beginner
| converter = Advanced
| explorer = Advanced
| explorer = Beginner


| alignment = Evil
| alignment = Evil
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== Racial Bonuses ==
== Racial Bonuses ==


* Offensive power +5%
* Offensive Power: +5%
* Wizard strength per hour +1%
* Wizard Strength Recovery: +1%


== Military Units ==
== Military Units ==
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| elite1_plat = 1050
| elite1_plat = 1050
| elite1_mana = 10
| elite1_mana = 10
| elite1_special = Increases defense by 1 for every 10% Swamps, maximum +1. Charms captured spies into joining your army.
| elite1_special = Increases offense by 1 for every 10% Swamps, maximum +1. Increases defense by 1 for every 10% Swamps, maximum +1. Charms captured spies into joining your army.


| elite2_name = Archdemon
| elite2_name = Archdemon

Latest revision as of 22:28, 5 August 2026

Demon
Aliases:
Introduced: Round 44
Round Wins: 0
Attacker: Intermediate
Explorer: Beginner
Converter: Advanced
Alignment: Evil
Land type: Cavern
Scribes: [1]

Demon is the newest race to the game as of Round 51, replacing Nox. They are efficient explorers, and attackers with a twist. Great power must come with drawbacks, after all, and the Demon Racial Spell embodies this strongly. The requirement to keep 10 % Swamp when it's not the land type their Homes are on can be limiting.

Fast attacking Demons have focused on mostly using a Spec OP / Elite DP mix with a handful of the opposite units, plus using Temples to boost their Swamp to 10 %.

The elite DP also helps get you extra spies if some are captured taking your ops, but don't expect that to fund your entire intelligence community. Between this and the 10 % Swamp requirement, they are popular to use for Ops gathering.

Racial Bonuses[edit]

  • Offensive Power: +5%
  • Wizard Strength Recovery: +1%

Military Units[edit]

Unit OP DP Platinum Mana Special
Infernal Imp 3.5 0 360 20 No boats needed.
Abyssal Fiend 0 3 300 10
Succubus 1* 5* 1050 10 Increases offense by 1 for every 10% Swamps, maximum +1. Increases defense by 1 for every 10% Swamps, maximum +1. Charms captured spies into joining your army.
Archdemon 5 2 800 35

General information[edit]

Racial Spell[edit]

Infernal Command: Infernal Imps lose 0.5 offense, Archdemons gain flying (no boats needed).

Pros[edit]

  • Efficient elite DP
  • 3.5 OP spec O
  • Extra Wizard Strength
  • No boats needed for Infernal Imps, and if you can cast Infernal Command also for Archdemons,
  • Charmed spies are free spies.

Cons[edit]

  • Mana requirements for attacking can be steep
  • Inefficient attacking units
  • Swamp takes up space other explorers can use more efficiently.