Dark Elf
Elf Mage
What is darker than a Dark Elf? Not much... the terrifying power gained through study of the dark arts has twisted these elves into pure evil. Wicked magic is their specialty, combine this with their extraordinary magic skill and you have the very best race for offensive magic.
Racial Abilities
- Natural Mages: Academies gives 50% more Mage Level
- Selfish: Cannot cast alliance spells on allies
- Evil Worship: Increased success rate for dark spells
- Priest defence bonus: +100%
- Temples count as 1/2 Guilds (mana storage and regen) and hold additional citizens
Military Units
| Class | Off/Def | Cost | |
|---|---|---|---|
| Basic | Slinger | 0/0 | 75 cr |
| Off | Nightstalker | 4/0 | 375 cr |
| Def | Sorcerer | 0/4 | 325 cr |
| Elite | Nightrider | 2/6 | 700 cr |
| Thief | Assassin | 0/0 | 275 cr |
High Elf
Elf Attacker
A handsome race but don't they know it! Vanity combined with a talent for social manipulation means that famous High Elves use the influence they gain to reach their goals, regardless of the cost to their enemies. The HE troops use the magic of their ancient ancestors to grant themselves immortality ahead of their planned attacks.
Racial Abilities
- Vanity: Each point of fame gives 0.001% more damage dealt and land gained on attacks (max 50%)
- +100% fame taken on attacks
- All units are immortal except they can lose military in combat during war
- Gain 10 longbowmen per acre conquered (standard, commandeer, raid) excluding the 35% instantly explored. These units are not instantly trained, they return home with the army.
Military Units
| Class | Off/Def | Cost | |
|---|---|---|---|
| Basic | Slinger | 0/0 | 60 cr |
| Off | Sage | 5/0 | 400 cr |
| Def | Longbowmen | 0/4 | 425 cr |
| Elite | Priestess | 7/7 | 1,075 cr |
| Thief | Rogue | 0/0 | 300 cr |
Light Elf
Elf Mage
This enigmatic race of elves has arrived in the world of Orkfia from the divine realms beyond. Little is known of them, and they claim nor volunteer nothing of themselves, though their serene grace seems unfathomably ancient. Beings more spiritual than physical, they both excel in the arcane arts and are vulnerable to them.
Racial Abilities
- Elendian, Matawaska, Lord of Harvest and Quanta give +50% bonus instead of +10%
- Immune to Magical Void
- Mines and yards produce 150% of normal
- Exploring costs 170% of normal crowns
- Construction costs are 170% of normal crowns
- Waterborne: Mystical Rust deals 100% more damage
- Ready to go: +50% starting money
Military Units
| Class | Off/Def | Cost | |
|---|---|---|---|
| Basic | Acolyte | 0/0 | 100 cr |
| Off | Maia | 4/0 | 500 cr |
| Def | Istar | 0/3 | 300 cr |
| Elite | Valar Scion | 4/5 | 1,050 cr |
| Thief | Scout | 0/0 | 275 cr |
Wood Elf
Elf Thief
With a powerful affinity for nature suffused in a romantic knowledge of the birds and the bees, Wood Elves are the quickest to recover their population in times of crisis. However peace and love do not extend to their enemies, upset a WE to your peril, their magically quick-filling and extra-filled thief hideouts make them a force of nature indeed.
Racial Abilities
- Hideouts hold +25% TP and grant +25% normal TP regeneration
- +50% damage on Intrigue
- Retraining units refunds 80% of the cost
Military Units
| Class | Off/Def | Cost | |
|---|---|---|---|
| Basic | Slinger | 0/0 | 75 cr |
| Off | Woodrider | 5/0 | 600 cr |
| Def | Druid | 0/6 | 600 cr |
| Elite | Tree Ent | 0/10 | 1,300 cr |
| Thief | Grassrunner | 0/1 | 150 cr |