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 6000 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 | 100 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
- 60% of normal military losses
- Homes hold 175 citizens, hideouts hold 20 citizens, others hold 5 citizens
- Barracks hold 45 citizens
- Farms produce 60% of normal
- Mines produce 60% of normal
- Yards produce 60% of normal
- +75% 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 |
Dwarf
Human Attacker
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.
Racial Abilities
- Cannot build Homes
- All buildings hold 90 citizens, Mines hold 140
- 2 months construction time
- -50% construction costs
- Explore costs: +40% crowns
- Ready to go: +20% starting money
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Grunt | 1/0 | 100 cr |
Off | Hammer Smasher | 5/0 | 280 cr |
Def | Mortar Team | 0/7 | 900 cr |
Elite | Grey Beard | 8/3 | 1,200 cr |
Thief | Short Cloak | 0/0 | 250 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 |
Hobbit
Human Thief
A Hobbit friend is a friend for life, these short but big-hearted people will help you when you need it most. As well as having the fastest thieves, this is the only race that can provide aid to alliance mates. The Hobbit’s tendency for feasting can be a burden however as they will eat you out of house and home!
Racial Abilities
- -1 month thief return time (2 months thief return time)
- Able to provide aid to allies via Weather's Light and Templu Amblo (with 40% normal gains)
- +50% food consumption
- Farms hold 150 citizens
- Canot build Barracks
- Hwighton Raid damage: +100%
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Dimwit | 0/0 | 75 cr |
Off | Snecklifter | 4/0 | 250 cr |
Def | Flibbertigibbert | 0/4 | 280 cr |
Elite | Mugwump | 0/7 | 1,050 cr |
Thief | Snollygoster | 0/2 | 200 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 |
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
- 2 month attack time
- 20% chance of attacks not showing in alliance news
- Immune to Sneak
- 15% thievery Immunity
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Soulless | 0/0 | 20 cr |
Off | Black Rider | 5/0 | 375 cr |
Def | Numen | 0/7 | 750 cr |
Elite | Wraith | 6/4 | 825 cr |
Thief | Shadow | 0/0 | 300 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: +15% starting money
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Gnome | 0/0 | 50 cr |
Off | Wolfrider | 7/1 | 750 cr |
Def | White Skull | 0/8 | 800 cr |
Merc | Harpie | 3/2 | 300 cr |
Thief | Thief | 0/0 | 300 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 | 1,150 cr |
Thief | Swift Feather | 0/4 | 450 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
- 3 month attack time
- Cause 150% of normal military losses to attackers when defending
- Cunning: 1.5% offence bonus per month your general has stayed home since his last attack, with a maximum bonus of 15%.
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Hatchling | 0/0 | 50 cr |
Off | Wyvern Rider | 6/0 | 400 cr |
Def | Basilisk | 0/7 | 675 cr |
Elite | Hydra | 9/4 | 1,050 cr |
Thief | Gorgon | 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 | 2/6 | 650 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
- 0.9% of Warlocks become Corrupted per month
- Failed outgoing spells kill Corrupted from the magical backlash (land / 50)
- 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 | 0/6 | 525 cr |
Elite | Corrupted | 7/5 | |
Thief | Trickster | 0/0 | 250 cr |
Wizard
Human Mage
Wizards are tall thoughtful characters who are keen to discover the world around them. Not only are they handy with a spell-book but in times of trouble they have been known to use that magical staff to wallop enemies a good one too!
Racial Abilities
- Scry Land and Siphon Land spells
- Guilds (not Templar Knights) produce 2/3 research points
- 150 Templar Knights are 1 guild equivalent (storage and regen)
- Exploring costs 150% of normal crowns
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Apprentice | 0/0 | 100 cr |
Off | Templar Knight | 1/1 | 175 cr |
Def | Sorcerer | 0/4 | 375 cr |
Elite | Grey Wizard | 5/7 | 1,100 cr |
Thief | Illusionist | 0/0 | 400 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 | 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 |