Balrog

Cursed Mage

These accursed demons of shadow and flame have been sealed away from the lands of Orkfia for aeons. The magic that has bound them is broken, and they have been unleashed upon the world. None who live now remember their terrifying strength nor could know who would be responsible for their freedom.

Racial Abilities

  • 15% homes allowed
  • -50% gains from draft
  • Homes hold 300 citizens, barracks hold 50 citizens, others hold 5 citizens
  • Farms produce 50% of normal
  • 1 mana instantly replenished per 20 raw defence killed in combat when attacking
  • Academies give offence like weaponries up to a 30% cap. Cannot build weaponries.
  • Taxes: +25%
  • Starting Money: -25%

Military Units

Class Off/Def Cost
Basic Damned Soul 0/0 100 cr
Off Dread Beast 14/0 1,000 cr
Def Occultist 0/14 1,200 cr
Elite Demon 16/9 1,700 cr
Thief Imp 0/0 250 cr

Nazgul

Cursed Attacker

Soulless creatures experimented on with evil necromancy, the Nazgul believe their “curse” to be a gift. The Nazgul have strong resistances due to the ancient curse placed on them.

Racial Abilities

  • Cannot Explore or Land Claim
  • 4 months retreat time
  • Immune to Sneak
  • All units are immortal to thievery and magic based effects
  • Increased probability of catching an elusive race (their elusiveness -15%)

Military Units

Class Off/Def Cost
Basic Soulless 0/0 50 cr
Off Black Rider 3/0 400 cr
Def Numen 0/3 310 cr
Elite Wraith 12/12 2,000 cr
Thief Shadow 0/0 300 cr

Spirit

Cursed Thief

All that remains from the cursed souls of the Nazgul, who are now presumed to be extinct. You cannot see or hear a Spirit but their presence becomes known in other ways. Their lack of physical form could be a disability but used correctly, can be positive in many ways.

Racial Abilities

  • Ethereal Form: Vision spell does not work on Spirits. Spirits don't eat
  • From the Shadows: Failed intel operations do not generate tribe news
  • No thief losses from failed operations
  • Thieves Trap apply Pestilence (with equal duration)

Military Units

Class Off/Def Cost
Basic Ghost 0/0 75 cr
Off Phantom 3/0 275 cr
Def Poltergeist 2/7 760 cr
Elite Banshee 6/2 690 cr
Thief Apparition 0/2 250 cr

Tiefling

Cursed Mage

Through their fel ancestry, Tieflings have gained an innate talent for manipulating mana. This ancestry however has cursed them to lose their sanity, the longer they use magic. They are often hunted down before they can go on a rampage in their corrupted forms.

Racial Abilities

  • Corrupted cannot be trained
  • 0.7% of Warlocks become Corrupted per month
  • Failed outgoing spells kill Corrupted from the magical backlash (land / 25)
  • Increased spell damage by 1% for each Corrupted per acre, up to 35%

Military Units

Class Off/Def Cost
Basic Acolyte 0/0 75 cr
Off Felblade 4/0 450 cr
Def Warlock 0/7 650 cr
Elite Corrupted 8/6  
Thief Trickster 0/0 250 cr

Undead

Cursed Attacker

The Undead were once living, breathing creatures, and are indeed a fearsome sight. It is very difficult to kill one, as they do not breathe, nor do they have any organs to pierce. Their vampires prey on enemy flesh, which causes their ranks to swell inexorably.

Racial Abilities

  • Resurrect skeletons from non-skeleton enemy units killed in combat
  • Priest offence and defence bonus: +100%
  • Priest Farm, Mine and Yard production bonus: +100%
  • Land gained from attacks increased by 2% per PPA
  • Vampires are immortal

Military Units

Class Off/Def Cost
Basic Chupacabra 0/0 50 cr
Off Skeleton 4/1 275 cr
Def Mummy 0/6 560 cr
Elite Vampire 7/9 1,450 cr
Thief Imp 0/0 400 cr