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
  • Non-homes hold 50% of normal citizens and military
  • 1 mana instantly replenished per 20 raw defence killed in combat when attacking
  • 50% gains on Draft
  • Farms, Mines and Yards produce 50% of normal
  • Starting Money: -25%

Military Units

Class Off/Def Cost
Basic Damned Soul 0/0 75 cr
Off Dread Beast 13/0 950 cr
Def Occultist 0/13 950 cr
Elite Demon 11/9 1,100 cr
Thief Imp 0/0 250 cr

Brittonian

Human Thief

Ordinary looking, life is cheap and thieves' dens are two-a-penny in a Brittonian tribe. War is when a Britt really shines, quick wits and even quicker fingers enable them to use skills passed down for generations to stash resources for later use. Up to no good? You bet your life they are!

Racial Abilities

  • Home to Thieves: Homes hold 400 citizens, Hideouts hold 100 citizens
  • Grand Theft Master: Each building destroyed by thievery yields 2000 crowns
  • Exploring costs 115% of normal crowns
  • Ready to go: +20% starting money

Military Units

Class Off/Def Cost
Basic Thug 0/0 75 cr
Off Highwayman 4/0 425 cr
Def Lawyer 0/4 450 cr
Elite Marauder 2/7 1,400 cr
Thief Rogue 1/0 75 cr

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 4/0 500 cr
Def Sorcerer 0/4 325 cr
Elite Nightrider 2/6 750 cr
Thief Assassin 0/0 275 cr

Dragon

Winged Attacker

Entities that arose from the elemental chaos before the beginning of the world, Dragons rival the very gods in power. Known for long spanning plots which affect events far beyond the imagining of present mortals, no one ever quite knows what a Dragon's true aim is... though hoarding treasure seems to be a part of it. Only the most experienced rulers can tame these strong and willful beasts.

Racial Abilities

  • 3 month attack time
  • 25% of normal military losses
  • Homes hold 175 citizens, hideouts hold 20 citizens, others hold 5 citizens
  • Barracks hold 40 military
  • Farms produce 60% of normal
  • Mines produce 60% of normal
  • Yards produce 60% of normal
  • +50% crowns gained from Raiding and Pillaging
  • Starting Money: -25%

Military Units

Class Off/Def Cost
Basic Baby Dragon 2/2 175 cr
Off Green Dragon 9/2 400 cr
Def Black Dragon 0/11 700 cr
Elite Red Dragon 15/6 1,050 cr
Thief White Dragon 2/3 400 cr

Eagle

Winged Thief

Long revered by many cultures, Eagles have a magical quality that has evolved into magical ability. Many will hunt them, thinking they see weakness, many will fail... an eagle's defensive abilities are second to none.

Racial Abilities

  • 25% chance to elude attackers
  • Guilds have 3/4 mana storage efficiency, but also store same amount of plans and grant 25% TP regeneration
  • Hideouts have 3/4 plan storage efficiency, but also store same amount of mana and grant 25% MP regeneration
  • Hideouts and guilds hold 40 citizens
  • Exploring costs 110% of normal crowns

Military Units

Class Off/Def Cost
Basic Nester 0/0 50 cr
Off Emesen 1/0 100 cr
Def Vendo 0/5 450 cr
Elite Anekonian 2/8 1,150 cr
Thief Razorbeak 0/2 275 cr

Fairy

Winged Mage

Hard to see with the naked eye, this race is pure goodness. You're in luck if a Fairy is on your side as they are the only race that is able to cast "self-spells" on allies. Useful in team strategies and the saviour of many of their friends, it really is time to believe in Fairies!

Racial Abilities

  • Healer: cast self-spells on allies (race specific spells excluded)
  • Mage level increased by 0.005% per fame over 5000 (Max 100%)
  • Cost of dark spells is decreased by 0.001% per fame over 5000 (Max 30%)
  • Fairy only spell: Divine Intervention

Military Units

Class Off/Def Cost
Basic Sprite 0/0 50 cr
Off Succubus 6/0 750 cr
Def Fairy Godfather 0/5 475 cr
Elite Fay Queen 1/6 775 cr
Thief Nymph 0/1 300 cr

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

  • Pop boost: 45% homes allowed
  • Homes give thief plans (1 Home = 2/5th Hideouts)
  • -25% food consumed
  • Exploring costs 120% of normal crowns
  • -60% thief loses on operations
  • Gain 1 RP per 2000 citizens per month
  • 15% magic immunity

Military Units

Class Off/Def Cost
Basic Gnome 0/0 85 cr
Off Goblin 4/0 350 cr
Def Engineer 0/5 450 cr
Elite Mountain Ogre 5/5 825 cr
Thief Assassin 5/1 500 cr

Owl

Winged Thief

The wise birds of the night. At least they were. The moon temples disturbed their sense of day and night and now they have changed their sleep and hunt schedule.

Racial Abilities

  • 1 month thievery return time
  • 40% gains of self operations
  • Takes 75% less damage from Juranimosity
  • Cannot perform Thieves Trap

Military Units

Class Off/Def Cost
Basic Nester 0/0 40 cr
Off Nightclaw 4/0 350 cr
Def Screecher 0/5 500 cr
Elite Long Brow 6/8 1,300 cr
Thief Swift Feather 0/4 450 cr

Raven

Winged Attacker

Silent but oh so violent. Highly intelligent birds lurking in the shadows, their blackened wings give the advantage of extreme speed. This is no birdwatching outing and the flock is hard to see until it's too late.

Racial Abilities

  • 1 month attack time, general requires 1 month extra to recover on Standard, Raid, Pillage and Commandeer
  • 1 month retreat time, but general need 1 month extra to recover
  • Deal 35% reduced damage on attacks
  • Clear a Permimeter: -50% gains
  • Academies hold 60 citizens
  • -40% losses for Blackwings when attacking and defending

Military Units

Class Off/Def Cost
Basic Nester 0/0 25 cr
Off Blackclaw 3/0 150 cr
Def Razorwing 0/7 650 cr
Elite Blackwing 5/5 1,050 cr
Thief Screecher 0/0 275 cr

Templar

Human Mage

Human scholars who became consumed with religious zeal and regard magic as the answer to their prayers. Hard to kill and twice as nuts, other races, particularly mages are wise to tread carefully around the order of the Templars.

Racial Abilities

  • 45% homes allowed
  • 1 PPA gives +10% Mage Level
  • Priest offence bonus: +50%
  • Temples produce one additonal priest per month
  • Can have 20 PPA

Military Units

Class Off/Def Cost
Basic Monk 0/0 50 cr
Off Knight 4/0 500 cr
Def Archpriest 0/5 550 cr
Elite Paladin 5/4 800 cr
Thief Cleric 0/0 375 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
  • 0.9% of Warlocks become Corrupted per month
  • Failed outgoing spells kill Corrupted from the magical backlash (land / 200)
  • Increased spell damage by 1% for each Corrupted per acre, up to 30%

Military Units

Class Off/Def Cost
Basic Acolyte 0/0 75 cr
Off Felblade 4/0 450 cr
Def Warlock 0/6 575 cr
Elite Corrupted 7/5  
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 0/6 580 cr
Elite Vampire 7/9 1,550 cr
Thief Imp 0/0 400 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 5% offense bonus per successful attack
    • Target must be greater than 75% of your size to gain a stack
    • Stack up to 15% offense (3 stacks)
    • Lose all stacks if your general remains home for 1 month
    • Lose 1 stack on retreats
  • Immune to Intercept
  • -50% losses for Half-Giants when attacking and defending

Military Units

Class Off/Def Cost
Basic Pit Spawn 1/0 75 cr
Off Hill Troll 6/0 400 cr
Def Ogre Shaman 0/7 650 cr
Elite Half-Giant 11/3 1,300 cr
Thief Blackguard 2/0 275 cr

Viking

Human Attacker

Unfortunately, it is very expensive to train a Viking. They are very dense, and tend to be overtly arrogant. Though once trained, a Viking is a very strong and versatile unit.

Racial Abilities

  • Hit 'n' Run, Raze & Blasphemy Crusade require no general rest time
  • Bloodthirst - Every month military losses inflicted increases by 10%. Max +100% after 10 months. Only regens if the army is at home
  • Pillage only requires 50% offence to break a larger tribe (but less than 100% deals less damage)
  • Weaponries hold an additional 75 military
  • Each 1% weaponries counts as 1TPA when defending against operations

Military Units

Class Off/Def Cost
Basic Soldier 2/1 150 cr
Off Swordman 5/1 300 cr
Def Archer 1/7 625 cr
Elite Berserker 9/4 1,100 cr
Thief Looter 0/0 350 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

  • Quickie: +25% TP regeneration rate
  • Deadly: +25% maximum thief plans
  • +50% damage on Intrigue
  • Retraining units refunds 80% of the cost

Military Units

Class Off/Def Cost
Basic Slinger 0/0 30 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