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.
- 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
- Academies count as 3/4 a weaponry. Cannot build weaponries.
- Farms, Mines and Yards produce 50% of normal
- Starting Money: -25%
|Basic||Damned Soul||0/0||75 cr|
|Off||Dread Beast||13/0||950 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!
- Homes hold 400 citizens, Hideouts hold 100 citizens
- Each building destroyed by thievery yields 6000 crowns
- Exploring costs 115% of normal 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 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
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 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
- Starting Money: -25%
|Basic||Baby Dragon||2/2||175 cr|
|Off||Green Dragon||9/2||400 cr|
|Def||Black Dragon||0/13||800 cr|
|Elite||Red Dragon||18/6||1,175 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
- -50% construction costs
- Explore costs: +40% crowns
- Ready to go: +20% starting money
|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|
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.
- 25% chance to elude attackers
- Guilds count as 1/4 a hideout for thievery plans
- Hideouts count as 1/4 a guild for mana
- Hideouts and guilds hold 25 citizens
- Exploring costs 110% of normal crowns
- Casting Winds of Distress lasts 2 months instead of 1
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)
- 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
- Alliance spell duration 200% of normal.
|Def||Fairy Godfather||0/5||475 cr|
|Elite||Fay Queen||1/6||725 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.
- All units are immortal, excluding basics.
- Vanity: Each point of fame gives 0.001% more damage dealt and land gained on attacks (max 50%)
- +100% fame gained on attacks
- All units are immortal when attacking and defending
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!
- -1 month thief return time (2 months thief return time)
- Able to provide aid to Human allies via Weather's Light and Templu Amblo (with 40% normal gains)
- +50% food consumption
- Farms hold 150 citizens
- Cannot build Barracks
- Hwighton Raid damage: +100%
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.
- 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
|Elite||Valar Scion||4/5||1,050 cr|
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 = 1/2 Hideout)
- Exploring costs 120% of normal crowns
- -60% thief loses on operations
|Elite||Mountain Ogre||5/5||1,050 cr|
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.
- 2 month attack time
- 20% chance of attacks not showing in alliance news
- Immune to Sneak
- Retraining units refunds 50% of the cost
- Raid minimum citizens killed increased by 1/3
|Off||Black Rider||4/0||300 cr|
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.
- 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: +20% starting money
|Def||White Skull||0/8||800 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
- 40% gains of self operations
- Takes 40% less damage from Juranimosity
- Cannot perform Thieves Trap
|Elite||Long Brow||6/8||1,150 cr|
|Thief||Swift Feather||0/4||450 cr|
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.
- 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 25% reduced damage on attacks
- Clear a Permimeter: -50% gains
- Homes hold 350 citizens
- Double losses for Blackclaws
- -40% losses for Blackwings when attacking and defending
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.
- 3 month attack time
- Cause 200% 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%.
|Off||Wyvern Rider||6/0||400 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)
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.
- 45% homes allowed
- 1 PPA gives +10% Mage Level
- Priest offence bonus: +50%
- Temples produce one additonal priest per month
- Can have 20 PPA
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
- 0.7% of Warlocks become Corrupted per month
- Failed outgoing spells kill Corrupted from the magical backlash (land / 25)
- Increased spell damage by 1% for each Corrupted per acre, up to 35%
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.
- 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
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.
- Kill +50% military units in combat
- Gain 1% offense bonus, and 1% spell block per stack.
- Gain 8 stacks from successful attack on a target > 75% of your size
- Stack up to 15% offense, 15% spell block (15 stacks)
- Lose 1 stack each month your general remains home
- Lose 4 stack on retreats
- Immune to Intercept
- -75% losses for Half-Giants when attacking and defending
|Basic||Pit Spawn||1/0||75 cr|
|Off||Hill Troll||6/0||400 cr|
|Def||Ogre Shaman||0/7||650 cr|
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.
- Hit 'n' Run, Raze & Blasphemy Crusade require no general rest time
- Bloodthirst - Every month military losses inflicted increases by 20%. Max +100% after 5 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 citizens
- Each 1% weaponries counts as 1TPA when defending against operations
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!
- Scry Land and Siphon Land spells
- Guilds (not Lore Keepers) produce 2/3 research points
- 150 Lore Keepers are 1 guild equivalent (storage and regen)
- Exploring costs 150% of normal crowns
|Elite||Grey Wizard||5/7||1,100 cr|
|Mystic||Lore Keeper||0/1||175 cr|
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.
- Hideouts hold +25% TP and grant +25% normal TP regeneration
- +50% damage on Intrigue
- Retraining units refunds 80% of the cost
|Elite||Tree Ent||0/10||1,300 cr|