Races

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

  • Elude: 50% chance of enemies failing an attack on your tribe
  • Each Home store Mana equivalent to 1/3 a guild
  • Each Home regen Mana equivalent to 1/6 a guild
  • Bird of a Feather: 2 months explore time

Military Units

Class Off/Def Cost
Basic Nester 0/0 25 cr
Off Emesen 1/0 50 cr
Def Vendo 0/4 365 cr
Elite Anekonian 2/7 1,080 cr
Thief Razorbeak 0/0 350 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 180% of normal
  • Waterborne: Mystical Rust deal 100% more damage
  • Alliance spells and race spells cost 50% less Mana
  • 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 2/5 975 cr
Thief Scout 0/0 200 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 3/2 275 cr
Def Engineer 0/4 350 cr
Elite Mountain Ogre 4/5 900 cr
Thief Assassin 5/2 600 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

Military Units

Class Off/Def Cost
Basic Nester 0/0 40 cr
Off Nightclaw 4/0 350 cr
Def Screecher 0/8 1,200 cr
Elite Eagle Owl 5/5 750 cr
Thief Swift Feather 0/5 560 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

  • As the crow flies: 1 month attack time
  • On failed attack 50-75% return after 1 month
  • Strength in Numbers: 75% of normal military losses
  • Flock Mentality: 75% of normal damage on Blasphemy Crusade, Raze and Pillage
  • 40% of normal gains on Clear a Perimeter
  • Hit 'n' Run require no general rest time

Military Units

Class Off/Def Cost
Basic Nester 0/0 10 cr
Off Blackclaw 3/0 230 cr
Def Razorwing 0/6 540 cr
Elite Blackwing 5/5 850 cr
Thief Screecher 0/0 250 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
  • Intel Operations cost: -50%

Military Units

Class Off/Def Cost
Basic Ghost 0/0 75 cr
Off Phantom 2/0 200 cr
Def Poltergeist 0/7 800 cr
Elite Banshee 6/3 680 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. Their sacred churches are blessed with additional powers and they use this power to root out what they see as un-pureness on others. 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
  • Guard Houses gives offence equivalent to 1/2 a Weaponry
  • 1 PPA gives +10% Mage Level
  • 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 4/0 525 cr
Def Archpriest 0/4 400 cr
Elite Paladin 5/5 1,050 cr
Thief Cleric 0/0 250 cr

Undead

Cursed Attacker

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.

Racial Abilities

  • Cannot cast spells
  • Cannot build Academies
  • Cannot be commandeered
  • Gains Pestilence every month
  • Priest offence and defence bonus: +100%
  • Priest Farm, Mine and Yard production bonus: +100%
  • Vampires are immortal when attacking and defending

Military Units

Class Off/Def Cost
Basic Zombie 0/0 80 cr
Off Skeleton 7/0 725 cr
Def Mummy 0/5 375 cr
Elite Vampire 7/9 1,200 cr
Thief Imp 2/0 350 cr

Viking

Human Attacker

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.

Racial Abilities

  • Hit 'n' Run, Raze & Blasphemy Crusade require no general rest time
  • Bloodthirst - Every month military losses inflicted increases by 10%. Max +100% after 10 months. Only regens if the army is at home
  • Pillage only requires 50% offence to break a larger tribe (but less then 100% deal less damage)

Military Units

Class Off/Def Cost
Basic Soldier 2/1 150 cr
Off Swordman 5/1 375 cr
Def Archer 2/6 520 cr
Elite Berserker 9/4 1,085 cr
Thief Looter 0/0 400 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%
  • Immune to dark spells from Human races
  • Guilds produce 1/3 research points

Military Units

Class Off/Def Cost
Basic Apprentice 0/0 80 cr
Off Templar Knight 5/0 400 cr
Def Sorcerer 0/6 550 cr
Elite Grey Wizard 4/8 1,280 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

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 1,275 cr
Thief Grassrunner 0/1 150 cr