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
+25% damage on destructive attacks (Raze, Pillage, Blasphemy Crusade).
15% fewer homes allowed
Balancing traits—Mines, farms and yards produce 50% of normal; 50% non-homes space efficiency; 50% of normal military upkeep.
Military Units
Class
Off/Def
Cost
Basic
Damned Soul
0/0
50 cr
Off
Devil
13/0
650 cr
Def
Occultist
0/13
800 cr
Elite
Demon
13/13
1,100 cr
Thief
Spy
0/0
250 cr
Brittonian
The descendants of a once great Empire, the Brittonians ultimately fell to themselves. Riots broke out in the streets, the Temple of Albion was burned to the ground, and the Priest-King was dragged from his opulent palace by the masses and torn to pieces. In this period of decline the roads crumbled, the army dissipated, and the fields lay fallow. Barbarians destroyed what was left of the great cities. With such a great population, the Brittonians would have faced extinction had they not turned to the underworld. The network of power splintered and reformed around those with the most gold. Few now remember the glory of their forefathers in a land ruled by thieves.
Racial Abilities
All buildings hold twice as many units
50% of normal food consumption
Hideouts hold 30% more thievery plans
1 guard house produces 1 rogue per update
Military Units
Class
Off/Def
Cost
Basic
Scoundrel
1/0
100 cr
Off
Marauder
4/1
950 cr
Def
Sentinel
0/4
1,100 cr
Elite
Bandit
3/2
650 cr
Thief
Rogue
2/1
475 cr
Dark Elf
In the mythical epics of the elves, the Dark Elves were cast away for a great sin untold. In their exodus from the great cities of their brethren, they found themselves in too small of numbers to rely on might alone to protect themselves, and so they made a pact with the forces of Destruction. In return for their immortality, they were granted mastery over the powers of magic.
Racial Abilities
+25% mage level bonus
Mana regenerates 75% faster then normal
Military Units
Class
Off/Def
Cost
Basic
Slinger
0/1
50 cr
Off
Nightstalker
4/0
450 cr
Def
Sorcerer
0/4
350 cr
Elite
Nightrider
4/7
785 cr
Thief
Assassin
0/0
330 cr
Dragon
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 hour attack time
+25 year lifespan
20% of normal unit losses
Cannot sell goods to the market
Building is free
-50% citz killed by raid, fireball and Poison Water
All buildings hold 20% of normal amount of citizens
Balancing traits — All buildings hold 20% of normal amount of citizens. Market and Barracks hold 20% of normal military. 50% damage reduction on all building-damaging forces. 20% of normal farm, yard and mine production. 20% of normal maintenance costs.
Military Units
Class
Off/Def
Cost
Basic
Baby Dragon
5/5
50 cr
Off
Green Dragon
35/10
700 cr
Def
Black Dragon
10/40
850 cr
Elite
Red Dragon
60/15
1,450 cr
Thief
White Dragon
5/5
250 cr
Dwarf
Dwarves were recently freed by the other human races, while not totally being humans, these smaller ‘half-humans’ are expert craftsmen, dedicated miners and strong warriors, rivaling the vikings as fighters.
Racial Abilities
All buildings except guilds, hideouts and labs hold 100 citizens
2 hour build time
Buildings do not cost wood
30% walls and weaponries allowed
Military Units
Class
Off/Def
Cost
Basic
Grunt
0/0
50 cr
Off
Hammer Smasher
7/0
1,050 cr
Def
Stone Thrower
0/7
1,150 cr
Elite
Grey Beard
8/3
1,300 cr
Thief
Short Cloak
0/0
350 cr
Eagle
Eagles are rare, elusive creatures, often hunted for their valuable feathers. That said, they are extremely difficult to find. Many a hunter has gone into eagle territory only to return empty handed.
Racial Abilities
30% chance attackers won't find you
1 hour explore time
1 guild holds 0.6 MP and 0.4 TP
1 hideout holds 0.4 MP and 0.7 TP
1 TPA at home increases MP by 2%
1% academies increases TP by 3%
Military Units
Class
Off/Def
Cost
Basic
Nester
0/0
35 cr
Off
Emesen
1/0
10 cr
Def
Vendo
0/4
310 cr
Elite
Anekonian
2/8
1,165 cr
Thief
Razorbeak
0/3
340 cr
High Elf
Said to be the first living beings to inhabit Orkfia, who were created by Deam as guardians of the world. The scriptures of the priestesses state that they were the originally vessels for the souls of their kin, the Light Elves. However they have long since diverged from their spiritual ancestors. The sacred enchantment placed on them, wrought of Preservation, binds them to the world... invulnerable to destruction. Ages of rebirth has granted them the wisdom to not repeat the mistakes of the past.
Racial Abilities
All military units are immortal (when attacking and defending)
15 Longbowmen will join the army for every acre conquered
2 generals (can send out 2 separate armies)
+5% offense when attacking with both generals
Military Units
Class
Off/Def
Cost
Basic
Slinger
0/0
50 cr
Off
Sage
8/0
950 cr
Def
Longbowmen
0/8
1,100 cr
Elite
Priestess
5/5
485 cr
Thief
Rogue
0/0
350 cr
Light Elf
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
Basic self spells give +50% instead of normal bonuses(excludes Deam's Hunt and Ciorin's Blessing)
+35% spell damages on targets
+15% spell success rate on targets and self
Spells on a Light Elf cannot be voided or negated
Blasphemy Crusade deals 25% more building damage against a Light Elf, but it doesn't destroy guilds
Military Units
Class
Off/Def
Cost
Basic
Acolyte
0/0
75 cr
Off
Maia
3/3
600 cr
Def
Istar
0/5
1,200 cr
Elite
Vala Scion
2/4
900 cr
Thief
Scout
0/0
500 cr
Mori Hai
Long thought to have perished in the ancient war, the Mori Hai were rediscovered looting a small human outpost. It is thought that when all was lost, they retreated to the mountains of Orkfia and hid themselves. The little that is known about them is from the ancient documents pertaining to the war, in which they played a central part. They are fast and agile, but what other secrets do they hold?
Racial Abilities
+15% homes allowed
3 hour attack time
Homes count as 3/5th Hideouts and 1/5th Weaponries
+1 food per thieve per update
Military Units
Class
Off/Def
Cost
Basic
Gnome
0/0
60 cr
Off
Goblin
6/0
700 cr
Def
Axethrower
0/7
1,050 cr
Elite
Ogre
6/5
815 cr
Thief
Assassin
3/3
350 cr
Nazgul
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 hour returntime
Immune to intercepts
25% resistance to mystics and thievery
25% chance to fail spells and ops
Military Units
Class
Off/Def
Cost
Basic
Possessed Mortal
0/0
50 cr
Off
Black Rider
5/2
450 cr
Def
Bloodpet
0/7
800 cr
Elite
Wraith
6/5
850 cr
Thief
Gollum
0/0
250 cr
Oleg Hai
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
+30% more land gained when attacking
2 hour military training time
Harpies are mercenaries. Up to 40% of your citizens can be trained instantly to fight for you for 4 hrs before returning as citizens
10 Wolfriders and White skulls will join the army for every acre conquered
Military Units
Class
Off/Def
Cost
Basic
Gnome
0/0
50 cr
Off
Wolfrider
8/2
850 cr
Def
White Skull
3/8
1,000 cr
Merc
Harpie
5/5
200 cr
Thief
Thief
0/0
440 cr
Owl
The wise birds of the night. At least they were. The moon temples disturbed their sense of day and night and now they have changed their sleep and hunt schedule.
Racial Abilities
1 hour thievery return time
1/2 of normal self op gains
+20% thievery plans per update
Military Units
Class
Off/Def
Cost
Basic
Nester
0/0
30 cr
Off
Nightclaw
3/0
180 cr
Def
Screecher
0/7
850 cr
Elite
Eagle Owl
5/4
600 cr
Thief
Swift Feather
0/6
770 cr
Spirit
It is difficult enough to see a spirit, but to kill one? What a spirit really is, is a little bit of a mystery. It is long thought that they are the cursed souls of the Nazgul. Lacking a physical form brings its advantages, but it also brings its disadvantages.
Racial Abilities
Cannot be visioned
Do not require food
Each hideout holds 35 thieves
Thieves are undetectable (no losses on failed ops)
Thieves have a 2 hour return time
+25% mage level bonus
Military Units
Class
Off/Def
Cost
Basic
Ghost
0/0
50 cr
Off
Phantom
5/0
450 cr
Def
Poltergeist
2/7
780 cr
Elite
Ghoul
6/3
600 cr
Thief
Apparition
0/3
400 cr
Templar
The Order of the Templars were born in the aftermath of the Comet, under the blessing of the Archangel Raziel as the last bastion of Creation in the world of chaos. Since the time of enlightenment however they have become consumed with zealotry. Their faith has lead them to wage an eternal war against corruption of humankind, regardless of where it may be found or which unholy alliances must be forged.
Racial Abilities
Has no thief unit
Clerics are mystic units (1 mystic per acre provides 1 mage level, does not stack with academies)
Military Units
Class
Off/Def
Cost
Basic
Monk
0/0
60 cr
Off
Pegasus Knight
4/0
310 cr
Def
Seraph
0/9
1,300 cr
Elite
Paladin
7/4
665 cr
Mystic
Cleric
5/1
550 cr
Undead
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. The only food they prey upon is enemy flesh.
Racial Abilities
Can not explore.
Can not cast selfspells.
Do not use basics, cannot buy basics from the market. Cannot release any basics.
Vampires are immortal (when attacking & defending).
When attacking 25% of the slain army will join your military as Vampires.
Citizens slain on raids join your population
Undead also have the unique option to sacrifice their own citizens for rps, gaining 1 rp per 200 citizens sacrificed.
Military Units
Class
Off/Def
Cost
Basic
Skeleton
0/0
120 cr
Off
Zombie
9/0
1,050 cr
Def
Mummy
0/8
850 cr
Elite
Vampire
7/9
1,300 cr
Thief
Imp
0/0
250 cr
Wood Elf
Also known as Sylvan Elves, these elves did not attend the Pilgrimage of Deam. The long memories of the treefolk accord that their reverence for nature caused them to decline the otherworldly summons which granted immortality to those who, in the eyes of the Wood Elves, abandoned their duties at the end of the Golden Age. They prefer a solitary life and can call upon the spirits of the forest to protect them if need be.