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.

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
  • +50% gains on pillage
  • Clear a Perimeter also gives 1 cr per 1 offense sent
  • Starting Money: -25%

Military Units

Class Off/Def Cost
Basic Baby Dragon 2/2 175 cr
Off Green Dragon 8/2 355 cr
Def Black Dragon 0/13 800 cr
Elite Red Dragon 18/10 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
  • -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
  • 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

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.
  • 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
  • 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 3/0 150 cr
Def Razorwing 0/6 625 cr
Elite Blackwing 5/5 950 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 month attack time
  • Cause 200% 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 6/0 400 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
  • 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)
  • 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