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
  • 1 mana instantly replenished per 20 raw defence killed in combat when attacking
  • 50% gains on Draft
  • Farms, Mines and Yards produce 60% 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 11/11 1,250 cr
Thief Imp 0/0 250 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 4/0 500 cr
Def Sorcerer 0/5 450 cr
Elite Nightrider 2/6 750 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, Mines hold 140
  • 2 months construction time
  • -50% construction costs
  • Explore costs: +60% crowns
  • Ready to go: +20% starting money

Military Units

Class Off/Def Cost
Basic Grunt 1/0 100 cr
Off Hammer Smasher 5/0 300 cr
Def Mortar Team 0/7 900 cr
Elite Grey Beard 8/3 1,200 cr
Thief Short Cloak 0/0 450 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

  • 40% chance to elude attackers
  • Guilds have 2/3 mana storage efficiency, but also store same amount of plans
  • Hideouts have 2/3 plan storage efficiency, but also store same amount of mana

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 1,000 cr
Thief Razorbeak 0/1 200 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

  • 3 month attack time
  • Immortality: All units are immortal in combat
  • Vanity: Each point of fame gives 0.001% offence, damage dealt and land gained on attacks (max 50%)
  • +100% fame gained on attacks

Military Units

Class Off/Def Cost
Basic Slinger 0/0 60 cr
Off Sage 5/0 400 cr
Def Longbowmen 0/6 600 cr
Elite Priestess 8/8 1,350 cr
Thief Rogue 0/0 300 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
  • 25% chance of attacks not showing in alliance news
  • Immune to Sneak
  • 25% thievery Immunity
  • 25% magic immunity

Military Units

Class Off/Def Cost
Basic Soulless 0/0 40 cr
Off Black Rider 5/0 475 cr
Def Numen 0/7 750 cr
Elite Wraith 6/4 650 cr
Thief Shadow 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
  • 50% gains of self operations
  • Juranimosity does not kill Swift Feathers
  • Cannot give Thieves Trap to alliance members

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 0/4 440 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 months build time
  • Cause 250% 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%.
  • +100% land gains when Raiding
  • Churches and Guard Houses provide 4% protection per 1% land

Military Units

Class Off/Def Cost
Basic Hatchling 0/0 50 cr
Off Wyvern Rider 6/0 550 cr
Def Basilisk 0/7 750 cr
Elite Hydra 9/3 1,100 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 2/7 775 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
  • 1 PPA gives +10% Mage Level
  • Priest offence bonus: +100%
  • 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

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

  • Tax income: +10%
  • Explore costs: -30%
  • Guilds produce 1/3 research points

Military Units

Class Off/Def Cost
Basic Apprentice 0/0 80 cr
Off Templar Knight 4/0 400 cr
Def Sorcerer 0/5 500 cr
Elite Grey Wizard 3/7 1,150 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 30 cr
Off Woodrider 5/0 600 cr
Def Druid 0/6 600 cr
Elite Tree Ent 0/9 1,250 cr
Thief Grassrunner 0/1 150 cr