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 |