Attackers
All attackers have a bonus of 1 month shorter training time for basic military and do not require a general for military exercises, but has +25% explore cost.
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 | 875 cr |
Elite | Grey Beard | 8/3 | 1,200 cr |
Thief | Short Cloak | 0/0 | 250 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
- Priestess and Longbowmen are immortal
- Vanity: Each point of fame gives 0.001% more damage dealt and land gained on attacks (max 50%)
- +100% fame gained on attacks
- Longbowmen are immortal
- Priestesses are immortal
- Rogues are immortal
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Slinger | 0/0 | 60 cr |
Off | Sage | 5/1 | 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
- 33% 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
- 25% thievery immunity
- 25% magic immunity
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Soulless | 0/0 | 50 cr |
Off | Black Rider | 4/0 | 300 cr |
Def | Numen | 0/7 | 700 cr |
Elite | Wraith | 6/4 | 900 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.
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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
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 |
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, 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 including military losses for the defender
- Clear a Permimeter: -50% gains
- Homes hold 350 citizens
- Double losses for Blackclaws
- -40% losses for Blackwings when attacking and defending
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Nester | 0/0 | 25 cr |
Off | Blackclaw | 3/0 | 160 cr |
Def | Razorwing | 0/6 | 625 cr |
Elite | Blackwing | 5/5 | 975 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
- 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 10%.
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Hatchling | 0/0 | 50 cr |
Off | Wyvern Rider | 6/0 | 420 cr |
Def | Basilisk | 0/7 | 675 cr |
Elite | Hydra | 9/4 | 1,050 cr |
Thief | Gorgon | 0/0 | 300 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
- 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
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Chupacabra | 0/0 | 50 cr |
Off | Skeleton | 4/1 | 275 cr |
Def | Mummy | 0/6 | 560 cr |
Elite | Vampire | 7/9 | 1,450 cr |
Thief | Imp | 0/0 | 400 cr |
Uruk Hai
Ork Attacker
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.
Racial Abilities
- Kill +50% military units in combat
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Rage
- 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
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Pit Spawn | 0/0 | 50 cr |
Off | Hill Troll | 5/0 | 450 cr |
Def | Ogre Shaman | 0/6 | 550 cr |
Elite | Half-Giant | 9/3 | 1,050 cr |
Thief | Blackguard | 2/0 | 275 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 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)
- pillage has 3 hour attack time
- Weaponries hold an additional 75 citizens
- Each 1% weaponries counts as 1TPA when defending against operations
Military Units
Class | Off/Def | Cost | |
---|---|---|---|
Basic | Soldier | 2/1 | 150 cr |
Off | Swordman | 5/1 | 300 cr |
Def | Archer | 1/7 | 625 cr |
Elite | Berserker | 10/5 | 1,300 cr |
Thief | Looter | 0/0 | 350 cr |