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 80 citizens
  • Each building destroyed by thievery yields 2000 crowns
  • Ready to go: +25% starting money

Military Units

Class Off/Def Cost
Basic Thug 0/0 75 cr
Off Highwayman 3/0 450 cr
Def Lawyer 0/4 475 cr
Elite Marauder 2/6 1,175 cr
Thief Rogue 1/0 130 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 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)

Military Units

Class Off/Def Cost
Basic Slinger 0/0 75 cr
Off Nightstalker 2/0 110 cr
Def Sorcerer 0/4 360 cr
Elite Nightrider 3/6 1,020 cr
Thief Assassin 0/0 275 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 (except Mines hold 140)
  • Barracks does not hold military
  • 2 months construction time
  • Construction costs no wood
  • 30% reduced combat losses
  • Cannot be pillaged

Military Units

Class Off/Def Cost
Basic Grunt 1/0 150 cr
Off Hammer Smasher 4/1 380 cr
Def Mortar Team 0/5 520 cr
Elite Grey Beard 7/6 1,375 cr
Thief Short Cloak 0/0 450 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)
  • Academies gives 2% more Mage Level per 1000 fame
  • Dark Spells cost 1% less mana per 1000 fame
  • Fairy only spell: Divine Intervention

Military Units

Class Off/Def Cost
Basic Sprite 0/0 50 cr
Off Succubus 3/0 300 cr
Def Fairy Godfather 0/5 450 cr
Elite Fay Queen 1/7 1,100 cr
Thief Nymph 0/1 300 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

  • Immortality: All units are immortal in combat
  • Vanity: Each point of fame gives 0.002% damage dealt and land gained on attacks
  • Liberation: 10 Longbowmen join your returning army per acre conquered when attacking non-elves
  • +100% fame gained on attacks

Military Units

Class Off/Def Cost
Basic Slinger 0/0 75 cr
Off Sage 6/0 550 cr
Def Longbowmen 0/6 600 cr
Elite Priestess 8/8 1,250 cr
Thief Rogue 0/0 300 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

  • Nimble: a further -1 month thief return time (2 months thief return time)
  • Selfless: able to provide aid to allies via Weather's Light and Templu Amblo (with -50% gains)
  • No Military Upkeep
  • Second Breakfast: +50% food consumption
  • Hwighton Raid damage: +100%
  • Cloak Dagger: Increased ambush Gains by 30%

Military Units

Class Off/Def Cost
Basic Dimwit 0/0 100 cr
Off Snecklifter 4/0 400 cr
Def Flibbertigibbert 0/4 350 cr
Elite Mugwump 0/7 975 cr
Thief Snollygoster 0/3 325 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 150% of normal crowns
  • Construction costs are 170% of normal
  • Waterborne: Mystical Rust deals 100% more damage
  • Alliance spells and race spells cost 50% less Mana
  • Failed dark spells burn target_land / 450 mana from the target
  • Ready to go: +50% starting money

Military Units

Class Off/Def Cost
Basic Acolyte 0/0 150 cr
Off Maia 4/0 500 cr
Def Istar 0/4 470 cr
Elite Valar Scion 2/5 900 cr
Thief Scout 0/0 275 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

Military Units

Class Off/Def Cost
Basic Gnome 0/0 50 cr
Off Wolfrider 8/0 850 cr
Def White Skull 0/6 550 cr
Merc Harpie 3/1 300 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
  • 60% gains of self operations
  • Juranimosity does not kill Swift Feathers
  • Cannot give Thieves Trap to alliance members
  • Incurs +25% additional damage from Winged

Military Units

Class Off/Def Cost
Basic Nester 0/0 40 cr
Off Nightclaw 4/0 350 cr
Def Screecher 0/8 1,150 cr
Elite Eagle Owl 5/5 750 cr
Thief Swift Feather 0/5 560 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
  • Intel Operations cost: -50%

Military Units

Class Off/Def Cost
Basic Ghost 0/0 75 cr
Off Phantom 3/0 275 cr
Def Poltergeist 2/7 775 cr
Elite Banshee 6/2 690 cr
Thief Apparition 0/2 200 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
  • Cuff Links: 15% thievery immunity
  • 1 PPA gives +10% Mage Level
  • Priesthood: Temples produce 1 extra 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 0/4 400 cr
Elite Paladin 4/5 950 cr
Thief Cleric 0/0 375 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

Military Units

Class Off/Def Cost
Basic Pit Spawn 0/0 50 cr
Off Hill Troll 8/0 725 cr
Def Ogre Shaman 0/7 750 cr
Elite Half-Giant 12/3 1,500 cr
Thief Blackguard 0/0 275 cr