Mori Hai
Ork Thief
An evolved form of Ork, what they lost of their brute force they gained in cunning, finding new ways to use homes in clever ways. With more citizens at their disposal and a near constant supply of thief plans, the resilient Mori tribe leader is able to quickly order retaliation in various guises.
Racial Abilities
- 3 month attack time
- Pop boost: 45% homes allowed
- Homes give thief plans (1 Home = 1/2 Hideout)
- Exploring costs 120% of normal crowns
- -60% thief loses on operations
Military Units
| Class | Off/Def | Cost | |
|---|---|---|---|
| Basic | Gnome | 0/0 | 75 cr |
| Off | Goblin | 4/0 | 350 cr |
| Def | Engineer | 0/5 | 475 cr |
| Elite | Mountain Ogre | 5/5 | 1,050 cr |
| Thief | Assassin | 4/1 | 465 cr |
Oleg Hai
Ork Attacker
Also known by the common name of "trolls", the Oleg Hai spawn warriors bred for battle. If that weren't bad enough, they easily regenerate from Destruction-charged violence, which makes killing a troll for good something of a legendary feat. Naturally greedy, they sometimes overextend to conquer and dominate. Fortunately for them, harpies provide the brains behind the brawn, when they can be found and bribed at least.
Racial Abilities
- Immune to Recon
- 2 generals (can send out 2 separate armies)
- Resolve of the Rejected: Some disagree with your choice to go all or nothing and their scorn has only hardened your resolve in battle. Sending both generals gives +10% offence, +25% land gains, and +25% damage.
-
Harpies are mercenary units
- Can be trained instantly from citizens
- As much as 40% of total population can be trained as Harpies
- Can only be used for attacking the first month they are trained
- Disband 4 months after being trained
- Are less expensive as the tribe expands
- Ready to go: +20% starting money
Military Units
| Class | Off/Def | Cost | |
|---|---|---|---|
| Basic | Gnome | 0/0 | 50 cr |
| Off | Wolfrider | 7/0 | 700 cr |
| Def | White Skull | 0/8 | 800 cr |
| Merc | Harpie | 3/2 | 300 cr |
| Thief | Thief | 0/0 | 300 cr |
Rept Hai
Ork Attacker
The cold, calculating Lizardfolk are Orks who took to the swampy regions of Orkfia and acquired reptilian features. They have tamed many terrifying beasts for their army with virulent venom and deadly gazes. Most fearsome of all however is their brilliant military tactics.
Racial Abilities
- Cause 250% of normal military losses to attackers when defending
- Cunning: 1% offence bonus per month your general has stayed home since his last attack, with a maximum bonus of 15%
- Raid bonus: 20% chance of automatically exploring 20% of current acres when raiding a larger target
Military Units
| Class | Off/Def | Cost | |
|---|---|---|---|
| Basic | Hatchling | 0/0 | 50 cr |
| Off | Wyvern Rider | 6/0 | 420 cr |
| Def | Basilisk | 0/7 | 675 cr |
| Elite | Hydra | 9/4 | 1,050 cr |
| Thief | Gorgon | 0/0 | 300 cr |
Uruk Hai
Ork Attacker
An advanced race of Orc that is tough as old boots, a true warrior. Their one aim in life is to loot, kill and destroy and they excel at murdering enemy forces. These are the monsters under your bed.
Racial Abilities
- Kill +50% military units in combat
-
Rage
- Gain 1% offense bonus, 1% spell block, and 1% thievery block per stack.
- Gain 8 stacks from successful attack on a target > 75% of your size
- Stack up to 20% spell and thievery block (20 stacks)
- Lose 2 stack each month your general remains home
- Lose all stacks on attacking a target < 50% of your size
- Lose all stacks on retreats.
- Immune to Intercept
Military Units
| Class | Off/Def | Cost | |
|---|---|---|---|
| Basic | Pit Spawn | 0/0 | 50 cr |
| Off | Hill Troll | 5/0 | 450 cr |
| Def | Ogre Shaman | 0/6 | 550 cr |
| Elite | Half-Giant | 9/3 | 1,050 cr |
| Thief | Blackguard | 2/0 | 275 cr |