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.
- 20% homes allowed
- Farms, Mines and Yards produce 75% of normal
- Citizens killed when raided is halved (including minimum)
- 1 mana instantly replenished per 20 raw defence killed in combat when attacking
- 50% gains on Draft
- Gives pestilence to target on a successful attack.
- Starting Money: -30%
|Basic||Damned Soul||0/0||50 cr|
|Off||Dread Beast||9/0||675 cr|
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!
- Home to Thieves: Homes hold 400 citizens, Hideouts hold 80 citizens
- Grand Theft Master: Each building destroyed by thievery yields 2000 crowns
- Ready to go: +25% starting money
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.
- Natural Mages: Academies gives 33% more Mage Level
- Selfish: Cannot cast alliance spells on allies
- Evil Worship: Increased success rate for dark spells
- Temples count as 1/2 Guilds (mana storage and regen)
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.
- 3 months attack time
- 50% of normal military losses
- Homes hold 200 citizens
- Farms produce 60% of normal
- Mines produce 60% of normal
- Yards produce 60% of normal
- Pillage: +25% gains
- Starting Money: -30%
|Basic||Baby Dragon||1/1||125 cr|
|Off||Green Dragon||6/0||250 cr|
|Def||Black Dragon||0/10||600 cr|
|Elite||Red Dragon||14/3||1,000 cr|
|Thief||White Dragon||2/3||400 cr|
They might be short but they sure are mighty! Dwarves are keen warriors and flexible tribespeople. Building and mining skills honed through the generations ensure they are the quickest of all races to convert from growth/war/defensive builds, the little people are very versatile and quick to react.
- Cannot build Homes
- All buildings hold 90 citizens, Mines hold 140
- 2 months construction time
- Ready to go: +20% starting money
|Off||Hammer Smasher||5/0||400 cr|
|Def||Mortar Team||0/6||725 cr|
|Elite||Grey Beard||8/3||1,200 cr|
|Thief||Short Cloak||0/0||450 cr|
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.
- Mage level is equal to 5 + TPA home (if higher than from Academies)
- Gains 10% chance that a hostile army is unable to find your tribe (1 month retreat) each month (stacks till 30%, lost when triggered)
- Guilds hold 0.5 mp and 0.5 tp (includes Regen)
- Cannot build Hideouts
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!
- Healer: cast self-spells on allies (race specific spells excluded)
- Academies gives 2% more Mage Level per 1000 fame
- 1000 fame decrease cost of dark spells by 1% (max 50%)
- Fairy only spell: Divine Intervention
|Def||Fairy Godfather||0/5||450 cr|
|Elite||Fay Queen||1/7||950 cr|
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.
- Immortality: All units are immortal in combat
- Vanity: Each point of fame gives 0.001% damage dealt and land gained on attacks (max 50%)
- +100% fame gained on attacks
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.
- Pop boost: 45% homes allowed
- Homes give thief plans (1 Home = 2/5th Hideouts)
- 3 months attack time
- 15% magic immunity
|Elite||Mountain Ogre||5/3||750 cr|
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.
- 1 month thievery return time
- 50% gains of self operations
- Juranimosity does not kill Swift Feathers
- Cannot give Thieves Trap to alliance members
|Elite||Eagle Owl||5/5||750 cr|
|Thief||Swift Feather||0/5||560 cr|
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.
- 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)
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.
- Corrupted cannot be trained
- 0.66% of Warlocks become Corrupted per month
- Failed outgoing spells kill Corrupted from the magical backlash (land / 100)
- Increased spell damage by 1% for each Corrupted per acre, up to 30%