| Name | Class | Type | Cost | Birth Rate | Death Rate | Number | Offense | Defense | Movement | Sterile? | Comments |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Peasants | Mortal | Basic | 10s 5m | D | D/2 | 10 | 1 | 1 | 1 | no | none |
| Workmen | Mortal | Basic | 10s 5m | D/2 | D | 10 | 2 | 1 | 1 | no | Used to build Buildings. |
| Monks | Mortal | Basic | 10s 5m | 0 | D-4 | 10 | 0 | 0 | 1 | yes | Counts for double Mana. |
| Militia | Mortal | Basic | 10s 5m | D-4 | D | 10 | 3 | 2 | 1 | no | none |
| Town Priest | Mortal | Priest1 | 1s 10m | 0 | 0 | 1 | 0.5 | 0 | 1 | yes | Mana in space is increased by one half. Only one priest mana bonus may count per space |
| Theologian | Mortal | Priest1 | 1s 10m | 0 | 0 | 1 | 0.5 | 0 | 1 | yes | The highest ranking Priest in the same space also becomes a Theologian as long as they share the space (complete with ability to change others to Theologians). |
| Reformer | Mortal | Priest1 | 1s 10m | 0 | 0 | 1 | 0.5 | 0 | 1 | yes | May turn three Mortals who worships the same God, per turn, to same Reformation status as Reformer. Mortals that worship the same god, but have a different reformation status may fight. |
| High Priest | Mortal | Priest2 | 5s 20m | 0 | 0 | 1 | 0.5 | 0 | 1 | yes | Mana in this space is doubled if there is a Temple in the space. Only one priest mana bonus counts per space. |
| Psychopomp | Mortal | Priest2 | 5s 20m | 0 | 0 | 1 | 0.5 | 0 | 1 | no | You choose which Afterlife Souls from this space are sent to. |
| Missionaries | Mortal | Priest2 | 25s 50m | D-4 | D/2 | 5 | 1 | 0 | 1 | yes | May convert Mortals to their religion. May convert 3 per Missionary per turn. |
| Bishop | Mortal | Priest3 | 10s 30m | 0 | 0 | 1 | 0.5 | 0 | 1 | yes | Allows Temples to train Priests. This card is currently unused until I can come up with a better use for a bishop |
| Inquisitor | Mortal | Priest3 | 10s 30m | 0 | 0 | 1 | 4 | 3 | 1 | yes | May kill one other mortal of same religion in same space per turn |
| Arch-Bishop | Mortal | Priest4 | 15s 50m | 0 | 0 | 1 | 0.5 | 0 | 1 | yes | Draw an extra card each time you draw cards. |
| Hierophant | Mortal | Priest4 | 15s 50m | 0 | 0 | 1 | 1 | 1 | 1 | yes | Allows you to build Megalith. |
| Pope | Mortal | Priest5 | 20s 60m | 0 | 0 | 1 | 0 | 0 | 1 | yes | May turn any number of Militia in the same space to Crusaders for 1 soul and 5 mana per crusader, may seize control of 5 Basic Mortals in the same space per turn. |
| Dalai Lama | Mortal | Priest5 | 20s 60m | 0 | 0 | 1 | 0 | 0 | 0 | yes | May convert 3 to his religion per turn, no fighting is allowed in his space. |
| Infantry | Mortal | Soldier1 | 20s 10m | 0 | D-2 | 10 | 4 | 3 | 1 | no | None. |
| Sappers | Mortal | Soldier2 | 20s 10m | 0 | D | 10 | 1 | 0 | 1 | no | May destroy Buildings in space, or a Wall next to space. Half as many sappers are needed to destroy a building as workmen to build it. |
| Pike | Mortal | Soldier2 | 40s 40m | 0 | D-2 | 20 | 3 | 5 | 1 | no | Attack becomes 6 and defense becomes 7 when attacked by Horse Mortals, if there are less than ten in the group and no barracks in the space they become Infantry. |
| Catapults | Mortal | Soldier2 | 10s 20m | 0 | D-2 | 5 | 4 | 1 | 1 | no | May attack any Mortals in same space, adjacent space, or a space in a straight line adjacent to an adjacent space. (as long as there is a difference in religions) Slow (may not move and attack in the same turn) |
| Elite Infantry | Mortal | Soldier2 | 20s 25m | 0 | D-2 | 10 | 5 | 4 | 2 | no | None. |
| Mountaineers | Mortal | Soldier2 | 20s 25m | 0 | D | 10 | 4 | 3 | 1 | no | May move into and out of Mountains. |
| Archers | Mortal | Soldier2 | 20s 25m | 0 | D-2 | 10 | 5 | 2 | 1 | no | May attack any Mortal in same space or adjacent space. (as long as there is a difference in religions) |
| General | Mortal | Soldier3 | 5s 25m | 0 | 0 | 1 | 1 | 7 | 1 | no | All Soldiers or Horse that you control of same religion as General in same space add one half to attack and defense. This does not stack with more generals |
| Weaponsmaster | Mortal | Soldier3 | 5s 25m | 0 | 0 | 1 | 5 | 5 | 1 | no | Needed for troop training. This card is currently unused and will probably be removed |
| Horsemen | Mortal | Horse1 | 40s 10m | 0 | D-2 | 10 | 4 | 3 | 3 | no | None |
| Camels | Mortal | Horse1 | 40s 10m | 0 | D-2 | 10 | 3 | 2 | 2 | no | Deserts do not double the death rate of Camels. |
| Cavalry | Mortal | Horse2 | 40s 25m | 0 | D-2 | 10 | 5 | 4 | 4 | no | None. |
| Horse Archers | Mortal | Horse2 | 40s 25m | 0 | D-2 | 10 | 5 | 2 | 3 | no | May attack any Mortal in same space or an adjacent space. (as long as there is a difference in religions.) |
| Knights | Mortal | Horse3 | 50s 50m | 0 | D-3 | 5 | 6 | 7 | 3 | yes | None. |
| Messiah | Mortal | Special | 30s 60m | 0 | 0 | 1 | 0 | 0 | 1 | yes | All in space are automatically converted to same religion as Messiah and are now under your control. An Immaculate Conception must be played to bring Messiah into play. |
| Vampire | Mortal | Special | 1s 25m | 0 | 0 | 1 | 1 | 5 | 1 | yes | May kill one Basic Mortal per turn, if it does not kill a Basic Mortal it dies, may turn one Mortal per turn into a Vampire. |
| Prostitute | Mortal | Special | 1s 20m | 0 | 0 | 1 | 1 | 1 | 1 | no | May prevent 5 non-sterile Mortals from doing anything. |
| Jotuns | Mortal | Special | 50s 25m | 0 | 0 | 5 | 8 | 3 | 1 | yes | May move into and out of Mountains, death rate is not doubled by Tundra space. |
| Assassin | Mortal | Special | 5s 25m | 0 | 0 | 1 | 8 | 0 | 4 | no | Attacks Mortals as if they were not in a group. |
| Horses | Mortal | Special | 10s 10m | D | D/2 | 10 | 0 | 2 | 2 | yes | May carry 1 Mortal for movement, do not produce Mana or Souls. Do not count for control of Gods. |
| Oxen | Mortal | Special | 10s 10m | D | D/2 | 10 | 0 | 2 | 1 | yes | Do not produce Mana or Souls, used to move Buildings. Do not count for control of Gods. |
| Wolves | Mortal | Special | 10s 25m | D | D/2 | 10 | 5 | 3 | 2 | yes | Do not produce Mana or Souls. Not -1 to attack in Forest. Do not count for control of Gods. |
| Explorer | Mortal | Special | 1s 25m | 0 | 0 | 1 | 1 | 1 | 1 | no | May connect two border spaces, from unconnected Land areas, with any Land from your hand. This mortal is no longer being used |
| Sailors | Mortal | Special | 10s 10m | D/2 | D | 10 | 1 | 1 | 1 | no | Needed for Ship movement. |
| Crusaders | Mortal | Special | 20s 50m | 0 | D+1 | 20 | 5 | 2 | 1 | no | Half of the Crusaders that die from DR become Peasants instead of Souls |