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 |