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 100 citizens
  • Grand Theft Master: Each building destroyed by thievery yields 6000 crowns
  • Exploring costs 115% of normal crowns
  • Ready to go: +20% starting money

Military Units

Class Off/Def Cost
Basic Thug 0/0 75 cr
Off Highwayman 4/0 425 cr
Def Lawyer 0/4 450 cr
Elite Marauder 2/7 1,400 cr
Thief Rogue 1/0 100 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 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

Military Units

Class Off/Def Cost
Basic Slinger 0/0 75 cr
Off Nightstalker 4/0 500 cr
Def Sorcerer 0/4 325 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

  • 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 and Pillaging
  • Starting Money: -25%

Military Units

Class Off/Def Cost
Basic Baby Dragon 2/2 175 cr
Off Green Dragon 9/2 400 cr
Def Black Dragon 0/11 700 cr
Elite Red Dragon 15/6 1,050 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
  • -50% construction costs
  • Explore costs: +40% crowns
  • Ready to go: +20% starting money

Military Units

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

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)
  • 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

Military Units

Class Off/Def Cost
Basic Sprite 0/0 50 cr
Off Succubus 6/0 750 cr
Def Fairy Godfather 0/5 475 cr
Elite Fay Queen 1/6 775 cr
Thief Nymph 0/1 300 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

  • -1 month thief return time (2 months thief return time)
  • Able to provide aid to allies via Weather's Light and Templu Amblo (with 40% normal gains)
  • +50% food consumption
  • Farms hold 150 citizens
  • Canot build Barracks
  • Hwighton Raid damage: +100%

Military Units

Class Off/Def Cost
Basic Dimwit 0/0 75 cr
Off Snecklifter 4/0 250 cr
Def Flibbertigibbert 0/4 280 cr
Elite Mugwump 0/7 1,050 cr
Thief Snollygoster 0/2 200 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 170% of normal crowns
  • Construction costs are 170% of normal crowns
  • Waterborne: Mystical Rust deals 100% more damage
  • Ready to go: +50% starting money

Military Units

Class Off/Def Cost
Basic Acolyte 0/0 100 cr
Off Maia 4/0 500 cr
Def Istar 0/3 300 cr
Elite Valar Scion 4/5 1,050 cr
Thief Scout 0/0 275 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
  • 20% chance of attacks not showing in alliance news
  • Immune to Sneak
  • 15% thievery Immunity

Military Units

Class Off/Def Cost
Basic Soulless 0/0 20 cr
Off Black Rider 5/0 375 cr
Def Numen 0/7 750 cr
Elite Wraith 6/4 825 cr
Thief Shadow 0/0 300 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
  • Ready to go: +15% starting money

Military Units

Class Off/Def Cost
Basic Gnome 0/0 50 cr
Off Wolfrider 7/1 750 cr
Def White Skull 0/8 800 cr
Merc Harpie 3/2 300 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
  • 40% gains of self operations
  • Takes 75% less damage from Juranimosity
  • Cannot perform Thieves Trap

Military Units

Class Off/Def Cost
Basic Nester 0/0 40 cr
Off Nightclaw 4/0 350 cr
Def Screecher 0/5 500 cr
Elite Long Brow 6/8 1,150 cr
Thief Swift Feather 0/4 450 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 month attack time
  • Cause 150% 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%.

Military Units

Class Off/Def Cost
Basic Hatchling 0/0 50 cr
Off Wyvern Rider 6/0 400 cr
Def Basilisk 0/7 675 cr
Elite Hydra 9/4 1,050 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 2/6 650 cr
Elite Banshee 6/2 690 cr
Thief Apparition 0/2 250 cr

Tiefling

Cursed Mage

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.

Racial Abilities

  • Corrupted cannot be trained
  • 0.9% of Warlocks become Corrupted per month
  • Failed outgoing spells kill Corrupted from the magical backlash (land / 50)
  • Increased spell damage by 1% for each Corrupted per acre, up to 35%

Military Units

Class Off/Def Cost
Basic Acolyte 0/0 75 cr
Off Felblade 4/0 450 cr
Def Warlock 0/6 525 cr
Elite Corrupted 7/5  
Thief Trickster 0/0 250 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

  • Scry Land and Siphon Land spells
  • Guilds (not Templar Knights) produce 2/3 research points
  • 150 Templar Knights are 1 guild equivalent (storage and regen)
  • Exploring costs 150% of normal crowns

Military Units

Class Off/Def Cost
Basic Apprentice 0/0 100 cr
Off Templar Knight 1/1 175 cr
Def Sorcerer 0/4 375 cr
Elite Grey Wizard 5/7 1,100 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 75 cr
Off Woodrider 5/0 600 cr
Def Druid 0/6 600 cr
Elite Tree Ent 0/10 1,300 cr
Thief Grassrunner 0/1 150 cr