Mages

All mages have a bonus of +25% mana regeneration speed.

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 33% more Mage Level
  • Selfish: Cannot cast alliance spells on allies
  • Evil Worship: Increased success rate for dark spells
  • Temples count as 1/2 Guilds (mana storage and regen)

Military Units

Class Off/Def Cost
Basic Slinger 0/0 75 cr
Off Nightstalker 2/0 110 cr
Def Sorcerer 0/4 360 cr
Elite Nightrider 3/6 920 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)
  • Academies gives 2% more Mage Level per 1000 fame
  • Dark Spells cost 1% less mana per 1000 fame
  • Fairy only spell: Divine Intervention

Military Units

Class Off/Def Cost
Basic Sprite 0/0 50 cr
Off Succubus 3/0 300 cr
Def Fairy Godfather 0/5 450 cr
Elite Fay Queen 1/7 1,100 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 0/0 150 cr
Off Maia 4/0 500 cr
Def Istar 0/4 470 cr
Elite Valar Scion 2/5 900 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
  • Cuff Links: 15% thievery immunity
  • 1 PPA gives +10% Mage Level
  • Atonement: Temples produce 1 extra 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 0/4 400 cr
Elite Paladin 4/5 950 cr
Thief Cleric 0/0 375 cr