Mages

All mages have +5 Mage Level

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 40% 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) and hold additional citizens

Military Units

Class Off/Def Cost
Basic Slinger 0/0 75 cr
Off Nightstalker 4/0 500 cr
Def Sorcerer 0/5 450 cr
Elite Nightrider 2/6 750 cr
Thief Assassin 0/0 275 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

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
  • 1.3% of Warlocks become Corrupted per month
  • Failed outgoing spells kill Corrupted from the magical backlash (land / 100)
  • Increased spell damage by 1% for each Corrupted per acre, up to 30%

Military Units

Class Off/Def Cost
Basic Acolyte 0/0 100 cr
Off Felblade 4/0 450 cr
Def Warlock 0/5 500 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

  • Tax income: +15%
  • Guilds produce 1/3 research points
  • 150 Templar Knights are 1 guild equivalent (storage and regen)

Military Units

Class Off/Def Cost
Basic Apprentice 0/0 80 cr
Off Templar Knight 1/1 225 cr
Def Sorcerer 0/5 500 cr
Elite Grey Wizard 3/7 1,150 cr
Thief Illusionist 0/0 400 cr