Mages

All mages have +5 Mage Level

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
  • Homes hold 300 citizens, barracks hold 50 citizens, others hold 5 citizens
  • Farms produce 50% of normal
  • HnR has no additional general rest time.
  • 1 mana instantly replenished per 20 raw defence killed in combat when attacking
  • Academies count as weaponries up to a 30% cap. Cannot build weaponries.
  • Taxes: +50%
  • Starting Money: -25%

Military Units

Class Off/Def Cost
Basic Damned Soul 0/0 100 cr
Off Dread Beast 14/0 1,000 cr
Def Occultist 0/14 1,200 cr
Elite Demon 16/9 1,700 cr
Thief Imp 0/0 250 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 4/0 375 cr
Def Sorcerer 0/4 325 cr
Elite Nightrider 2/6 700 cr
Thief Assassin 0/0 275 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
  • Alliance spell duration 200% of normal.

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 1/6 725 cr
Thief Nymph 0/1 300 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

Templar

Human Mage

Human scholars who became consumed with religious zeal and regard magic as the answer to their prayers. 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
  • 1 PPA gives +10% Mage Level
  • Priest offence bonus: +50%
  • Temples produce one additonal priest per month
  • Can have 20 PPA

Military Units

Class Off/Def Cost
Basic Monk 0/0 50 cr
Off Knight 4/0 500 cr
Def Archpriest 0/5 550 cr
Elite Paladin 5/4 875 cr
Thief Cleric 0/0 375 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
  • 0.7% of Warlocks become Corrupted per month
  • Failed outgoing spells kill Corrupted from the magical backlash (land / 25)
  • 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 0/7 650 cr
Elite Corrupted 8/6  
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 Lore Keepers) produce 1/3 research points
  • 200 Lore Keepers 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
Def Sorcerer 0/4 375 cr
Elite Grey Wizard 5/7 1,050 cr
Thief Illusionist 0/0 400 cr
Mystic Lore Keeper 0/1 175 cr