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
  • Starting Money: -35%

Military Units

Class Off/Def Cost
Basic Damned Soul 0/0 50 cr
Off Dread Beast 15/0 950 cr
Def Occultist 0/15 950 cr
Elite Demon 12/12 1,250 cr
Thief Imp 0/0 250 cr

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
  • Grand Theft Master: 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 2/7 1,225 cr
Thief Rogue 1/0 125 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

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

  • 50% of normal military losses
  • Homes hold 175 citizens, hideouts hold 20 citizens, others hold 5 citizens
  • Barracks hold 40 military
  • Farms produce 60% of normal
  • Mines produce 60% of normal
  • Yards produce 60% of normal
  • Starting Money: -30%

Military Units

Class Off/Def Cost
Basic Baby Dragon 2/2 175 cr
Off Green Dragon 10/2 525 cr
Def Black Dragon 0/10 600 cr
Elite Red Dragon 15/6 1,300 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
  • Ready to go: +20% starting money

Military Units

Class Off/Def Cost
Basic Grunt 1/0 100 cr
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

Eagle

Winged Mage

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

  • 1 TPA boosts Mage Level by 0.5
  • Gains 5% elude chance per month, maximum 50%. Chance reduced by half per each elusion
  • Guilds hold 0.5 mp and 0.5 tp (includes Regen)
  • Cannot build Hideouts

Military Units

Class Off/Def Cost
Basic Nester 0/0 50 cr
Off Emesen 4/1 350 cr
Def Vendo 0/5 500 cr
Elite Anekonian 2/8 1,100 cr
Thief Razorbeak 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)
  • 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

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 1/7 950 cr
Thief Nymph 0/1 300 cr

Mori Hai

Ork Thief

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.

Racial Abilities

  • Pop boost: 45% homes allowed
  • Homes give thief plans (1 Home = 2/5th Hideouts)
  • 3 months attack time
  • 15% magic immunity

Military Units

Class Off/Def Cost
Basic Gnome 0/0 85 cr
Off Goblin 4/0 350 cr
Def Engineer 0/5 450 cr
Elite Mountain Ogre 5/3 750 cr
Thief Assassin 3/1 375 cr

Raven

Winged Attacker

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.

Racial Abilities

  • 1 month attack time
  • 1 month retreat time, but general need 1 month extra to recover
  • Deal 25% reduced damage on attacks
  • Clear a Permimeter: -50% gains
  • -25% losses for Blackwings when attacking and defending

Military Units

Class Off/Def Cost
Basic Nester 0/0 10 cr
Off Blackclaw 3/0 250 cr
Def Razorwing 0/6 540 cr
Elite Blackwing 5/5 850 cr
Thief Screecher 0/0 275 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% offence bonus per month your general has stayed home since his last attack, with a maximum bonus of 15%.
  • Immune to Poison and Poison Water

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 8/3 1,000 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

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

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 0/9 1,300 cr
Thief Grassrunner 0/1 150 cr