The Orks

  • Uyon Hai - Spellbinder
  • Race Description

  • Most orcs are dangerous due to brute force. This also counts for Uyon Hai, but they are also specialized in magical warfare. They use magic practically rather than theorizing about it’s nature. For Uyon Hai, practical means bloody. Using magic for civilian or defensive means is despised heavily.

  • Race Stats

  • Gnome (0/0)- 50 cr
  • Raider (7/0) – 550 cr
  • Grunt (0/6) – 620 cr
  • Warlock (5/7) – 880 cr
  • Thug (0/0) – 400 cr
  • Race Bonuses

  • Steal mp on raid/hitnrun (citizens / 50 mp gained or units / 10 mp gained, whichever is higher)
  • Offensive spells are 15% cheaper (includes CB/RotH).
  • Defensive spells (DH, FoR, Heal and SoD) and basic selfspells cost triple mp.
  • Thurog Hai - Guardian
  • Race Description

  • These Orcs are highly traditional. Little is known about them since finding them often means that you won’t be found anymore. Despite their small numbers they have survived for centuries, and it is not expected that this will change anytime soon. Rumors are that they hide secrets unknown to any other Orkfian race.

  • Race Stats

  • Gnome (1/1) – 75 cr
  • Tauren (7/2) – 650 cr
  • Troll (0/7) – 725 cr
  • Thurog (8/8) – 1000 cr
  • Creeper (0/0) – 300 cr
  • Race Bonuses

  • 40% lower military losses.
  • Can't cast FoR
  • 3 hour build and return time.
  • Grokan Hai - Sage
  • Race Description

  • Grokan Hai are somewhat an oxymoron. They are orcs, yet they are not particularly interested in violence or conquer. As outcasts of the ‘normal’ orc races, they are the smartest, best organised and most peaceful orcs that can be found in Orkfia. Their intellectual capabilities sometimes surpass that of humans and even elves. Grokan Hai have a passive and observative nature and they take an optimistic approach to life, the universe and everything.

  • Race Stats

  • Gnome (0/0)- 100 cr
  • Headhunter (6/0)- 450 cr
  • Lurker (0/5)- 450 cr
  • Witch Doctor (2/8)- 1000 cr
  • Sniffer (0/0)- 400 cr
  • Race Bonuses

  • +10% tax income.
  • +10% income from banks.
  • Grokan Hai passively gain (acres / 48) rp’s each tick (0.5 RPA per day).
  • Mori Hai - Rogue
  • Race Description

  • 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?

  • Race Stats

  • Gnome (0/0) – 85cr
  • Goblin (3/3) – 250cr
  • Axethrower (0/4) – 405cr
  • Ogre (4/5) – 575cr
  • Assassin (6/0) – 600cr
  • Race Bonuses

  • 3 hour attack time
  • +15% more homes allowed
  • 25% less food needed
  • 1 home counts as 0.4 Hideouts (ops/spells against T/M buildings will not affect homes)
  • Oleg Hai - Warrior
  • Race Description

  • Somewhat less aggressive then their cousins, the Uruk Hai, the Oleg Hai are less concerned with destruction, and more concerned with dominance. As such, they can defend the lands they conquer much better. However, with all their knowledge of combat techniques, they are lacking on the spiritual side. Due to their past relations with Harpies, it is not abnormal to see Harpy mercenaries within their race.

  • Race Stats

  • Gnome (0/1) – 50cr
  • Wolfrider (7/0) – 500cr
  • White Skull (0/6) – 650cr
  • Harpy (4/1) – 80cr
  • Thief (0/0) – 440cr
  • Race Bonuses

  • +30% more land gained when attacking
  • Harpies are mercenaries
  • Uruk Hai - Crusader
  • Race Description

  • Also known as the King Orks, their aggression and offense is unmatched. They have the tendency to press on where others may not. They wish only to destroy, and often get that wish.

  • Race Stats

  • Gnome (0/0) – 50cr
  • Brute (7/2) – 480cr
  • Shaman (0/6) – 625cr
  • Half-Giant (16/1) – 1300cr
  • Blackguard (0/0) – 450cr
  • Race Bonuses

  • 80% of normal losses on elites (attacking & defending)
  • Homes hold 275 citizens
  • Blasphemy Crusade has a 4 hr attack interval instead of 6 hr.
  • Uruk Hai gain 500 cr per demolished building on BC.

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The Elves

  • Moon Elf - Sage
  • Race Description

  • Moon Elves have dedicated their lives to discover truth by contemplating in the light of the moon. While at work during the day, they meditate during the night. It is unknown whether they ever sleep or not.

  • Race Stats

  • Slinger (0/0) – 50 cr
  • Moon Lightress (5/2) – 375 cr
  • Devoted (0/7) – 800 cr
  • Lunar Priest (6/8) – 1100 cr
  • Rogue (0/0) – 230 cr
  • Race Bonuses

  • Yards –> Moon Glades. Moon Glades produce wood but also increase mana/thievery regeneration rates as if they were hideouts/guilds (doesn’t increase max mp/tp). So simply add their percentage both to guilds and hideouts for calcing the regeneration.

  • Grey Elf - Warrior
  • Race Description

  • Hardened by their desert homeland, these Elves make excellent warriors. They are fast and skilled with all sorts of weapons. They know how to hide and how to strike.

  • Race Stats

  • Slinger (0/0) – 40 cr
  • Sandwalker (5/0) – 450 cr
  • Marksman (2/7) – 760 cr
  • Blademaster (5/4) – 500 cr
  • Rogue (0/0) – 300 cr
  • Race Bonuses

  • 25% chance of staying unidentified when attacking.
  • Yards production halved.
  • 20% decreased land losses on getting grabbed due to the barren nature of your lands.
  • 3 hour return time.
  • +35% bonus on weaponries
  • Sea Elf - Guardian
  • Race Description

  • These Elves abandoned their homeland for the seas of Orkfia. It’s hard to find them when you seek, except for the fortressed ports they possess.

  • Race Stats

  • Slinger (0/0) – 50 cr
  • Sailor (6/3) – 650 cr
  • Falmar (3/6) – 650 cr
  • Vessalar (7/7) – 900 cr
  • Rogue (0/0) – 350 cr
  • Race Bonuses

  • 25% chance that your troops won’t find a Sea Elf when trying to attack them.
  • +25% resistance to thievery/magic.
  • +35% bonus on walls.
  • Dark Elf - Spellbinder
  • Race Description

  • Masters of deceit, their magical talents are unparalleled. However, they have only average military power.

  • Race Stats

  • Slinger (0/1) – 100cr
  • Nighstalker (2/0) – 80cr
  • Sorcerer (0/4) – 280cr
  • Nightrider (3/7) – 675cr
  • Assassin (0/0) – 350cr
  • Race Bonuses

  • +25% magic level bonus
  • TPA is twice as effective against enemy ops
  • Wood Elf - Rogue
  • Race Description

  • Also known as Sylvan Elves, these Elves abandoned their old way of life and became one with nature. They prefer a solitary life and can call upon the spirits of the forest to protect them if need be.

  • Race Stats

  • Slinger (0/0) – 40cr
  • Woodrider (4/0) – 440cr
  • Druid (0/4) – 400cr
  • Tree Ent (0/10) – 1450cr
  • Grassrunner (0/0) – 200cr
  • Race Bonuses

  • -10% crowns to explore
  • +35% thievery points per update
  • High Elf - Crusader
  • Race Description

  • High Elves are extremely militaristic, however, they have sacrificed much of their previous military power in order to create a practically invincible one, so that they don’t repeat mistakes of the past.

  • Race Stats

  • Slinger (0/0) – 75cr
  • Sage (6/0) – 600cr
  • Longbowman (0/6) – 750cr
  • Priestess (4/4) – 400cr
  • Rogue (0/0) – 350cr
  • Race Bonuses

  • Homes hold 360 people
  • 1% churches provide 4% protection instead of 3.5%
  • All military units are immortal

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The Humans

  • Wizards - Spellbinder
  • Race Description

  • The Guild of Wizards consists of highly skilled individual magicians and is organized in a strict hierarchy. Education and training is a thorough and slow process. The individuals that don’t get booted are definitely worth the effort, though.

  • Race Stats

  • Apprentice 0/0 50 cr
  • Red Mages 6/0 670 cr
  • White Mage 0/5 520 cr
  • Archmage 4/8 1170 cr
  • Servant 0/0 400 cr
  • Race Bonuses

  • +25% mana regeneration.
  • +25% ML.
  • Decreased citizens regrowth (base growth 0% instead of 5%).
  • Halflings - Rogue
  • Race Description

  • The Halflings or Hobbits are a people of short stature and small minds. This is not a weakness but rather the key to their succes and survival in the Orkfian lands. Do not neglect them, for they will make sure you notice them.

  • Race Stats

  • Hobbit 0/0 10 cr
  • Footpad 4/0 360 cr
  • Poacher 0/4 400 cr
  • Duellist 3/6 700 cr
  • Cutthroat 0/0 100 cr
  • Race Bonuses

  • 1 home counts as 0.4 Hideouts (ops/spells against T/M buildings will not affect homes)
  • 2 hr thieves return time.
  • Rohirrim - Guardian
  • Race Description

  • The Rohirrim are a hardy people, breeders of horses. They are both honorable and loyal, fast and fiery. Able to handle both bow and lance while riding, these people are a feared sight on the plains. Don’t tempt them, or you will find yourself impaled on a sharp spear.

  • Race Stats

  • Soldier 0/0 50 cr
  • Horseman 5/2 450 cr
  • Mounted Archer 3/6 670 cr
  • Rohirrim 8/7 900 cr
  • Scout 0/0 300 cr
  • Race Bonuses

  • 2 hr attack time
  • Fame counts as defence modifier (1000 fame = 1% defense modifier)
  • Brittonian - Sage
  • Race Description

  • Due to the former size of their empire, the Brittonians were forced to sacrifice military power for raw numbers. This still holds true today, even though they no longer have the glory of their forefathers.

  • Race Stats

  • Soldier (1/0) – 100cr
  • Pikeman (3/0) – 450cr
  • Crossbowman (0/2) – 270cr
  • Knight (2/4) – 840cr
  • Rogue (0/0) – 425cr
  • Race Bonuses

  • Homes hold 600 people
  • 50% of normal food consumption
  • RP cost: 750cr
  • +20% research bonus, 10% means 12% for the tribe.
  • Viking - Crusader
  • Race Description

  • Unfortunately, it is very expensive to train a Viking. They are very dense, and tend to be overtly arrogant. Though once trained, a Viking is a very strong and versatile unit.

  • Race Stats

  • Soldier (1/1) – 85cr
  • Swordsman (3/0) – 160cr
  • Archer (2/6) – 480cr
  • Berserker (8/8) – 930cr
  • Looter (0/0) – 375cr
  • Race Bonuses

  • Inflict 2x more damage to enemy on attack
  • 25% chance of location not showing in any news when making hits
  • Blasphemy Crusade and Hit’n'Run are two hour attack time + 2 hour army rest time.
  • Dwarf - Warrior
  • Race Description

  • 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, rivalling the vikings as fighters.

  • Race Stats

  • Grunt (0/0) – 75cr
  • Hammer Smasher (6/0) – 450cr
  • Stone Thrower (0/4) – 350cr
  • Grey Beard (3/6) – 725cr
  • Short Cloak (0/0) – 350cr
  • Race Bonuses

  • +25% mine income
  • +35% bonus on weaponries
  • 2 hour build time

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The Winged

  • Bats - Rogue
  • Race Description

  • Used to living in underground caves, Bats are apt at operating under the cover of darkness. These pesky fliers will continue their assault unto the end. You may not live to see the dawn.

  • Race Stats

  • Blackfoot 0/0 10 cr
  • Razor Fang 4/2 400 cr
  • Stone Skin 0/6 750 cr
  • Dragon Head 6/3 800 cr
  • White Wing 1/2 250 cr
  • Race Bonuses

  • 2 hour return time for thieves
  • 3 hr attack time
  • Phoenix - Spellbinder
  • Race Description

  • Magical birds of birth and rebirth. Phoenix are rare and powerful. Always encounter a phoenix with the greatest respect, for they are both proud and vengeful. They do not die naturally, neither do they forget those who harmed them.

  • Race Stats

  • Bennu 0/0 10 cr
  • Fenghuang 3/0 250 cr
  • Adarna 0/5 550 cr
  • Avalerion 2/7 900
  • Angha 0/0 300 cr
  • Race Bonuses

  • Rebirth (passive, can be used): Sacrifice a number of units. They will give instant mp equal to (total of defensive value * 0.003). The units will be retrained in 4 hours without any cost. (20000 avalerions = 140000 * 0.003 = 420 mp). Cannot exceed max MP limit.
  • When a Phoenix unit dies in combat, it is retrained. FoR still limits units lost but, obviously, it only means less are retrained. Mortality negates this ability.
  • Eagle - Sage
  • Race Description

  • 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, and the results are usually the same. Either they find nothing, or they never return…

  • Race Stats

  • Nester (0/0) – 40 cr
  • Emesen (3/0) – 145 cr
  • Vendo (0/5) – 575 cr
  • Anekonian (2/8) – 1080 cr
  • Razorbeak (0/0) – 265cr
  • Race Bonuses

  • 30% chance that your troops won’t find an eagle when trying to attack them
  • Barren lands count as walls (20% max can run more but doesnt add def, 40% max together with walls) but also produce 100 kgs of food and 10 kgs of wood each tick.
  • 2 hour exploration time
  • Dragon - Guardian
  • Race Description

  • Long ago the ancient guardians of ORKFiA laid their wings to rest and retired to their caves for many ages. Now, after news of the new wars had spread to the Dragons, they return once again to try and bring stability to the world of ORKFiA. Only the most experienced rulers can tame these strong beasts.

  • Race Stats

  • Baby Dragon (0/2) – 30cr
  • Green Dragon (25/0) – 515cr
  • Yellow Dragon (0/32) – 715cr
  • Red Dragon (50/10) – 1250cr
  • White Dragon (0/0) – 440cr
  • Race Bonuses

  • 2 hour attack time
  • Homes hold 50
  • Non-homes hold 5
  • 33% of normal military upkeep costs
  • 50% reduction in magic/thievery damage
  • 50% of normal losses when attacking or defending
  • Mines, farms and yards produce 25% of normal
  • Banks produce 60 crowns minimum
  • Cannot use Fountain of Resurection
  • Temples produce 0.2 priests / tick.
  • Can max have 2 PPA but are 5 times as effective.
  • Minimal losses on raid is 33% lower
  • Hawk - Crusader
  • Race Description

  • While tolerant towards other birds, Hawks are absurdly intolerant towards any non-Bird. Their territory is defended with a fury and speed only outmatched by Ravens. But while Ravens may be faster, Hawks are more persistent. Their existence is to be eradicated completely and eternally.

  • Race Stats

  • Nester (0/0) – 25cr
  • Silver Talon (5/0) – 450cr
  • Red Tail (0/5) – 550cr
  • Hawkwing (7/6) – 750cr
  • Razorbeak (0/0) – 250cr
  • Race Bonuses

  • 2 hour return time.
  • 50% of normal losses when fighting against winged, 150% when fighting non-winged.
  • Raven - Warrior
  • Race Description

  • Once worshipped by humans, and with good reason! What they lack in military power, they make up for with incredible speed and ferocity. The raven has the uncanny ability to attack and return to a defensive position before the enemy knows what hit them.

  • Race Stats

  • Nester (0/0) – 60cr
  • Blackclaw (2/0) – 75cr
  • Razor Wing (0/5) – 600cr
  • Blackwing (5/5) – 835cr
  • Screacher (0/0) – 350cr
  • Race Bonuses

  • One hour attack time
  • On a failed attack 25%-50% returns after 1 update.
  • 76% of normal losses on Blackwings when attacking.
  • 132% of normal losses on Blackclaws when attacking.
  • -50% damage on BC.
  • No two hour rest on Hit’n'Run.
  • -50% losses on the raven when using Hit’n'Run.

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The Cursed

  • Lich - Spellbinder
  • Race Description

  • Liches are the spellcasters of the Undead ‘race’. Where other races sometimes are abhorrent or maybe seduced by Dark Magic, Liches are specialized in and consumed by it. As former rulers or magicians, they chose an unlife of command and power rather than death.

  • Race Stats

  • Mortal (0/0) – 75 cr
  • Acolyte (3/0) – 200 cr
  • Apprentice (0/4) – 300 cr
  • Lich (0/6) – 600 cr
  • Outcast (0/0) – 350 cr
  • Race Bonuses

  • +10% max mp
  • Special selfspell ‘Abysmal Trance’. Cost and difficulty similar to Pestilence. Abysmal Trance increases mana regeneration by 100%. Abysmal Trance can be voided. When the Lich casts a spell while Abysmal Trance is running, the spell is interrupted and will disappear.
  • Revenants - Guardian
  • Race Description

  • "Those that we call Revenants, rose from grave to desecrate, holy matters." Revenants are Undead beings. The main difference with other types of Undead is that they are highly physical, having not only bones but also flesh that is not necessarily rotting. They are unnaturally strong and heavy and are often used as Guard of Undead leaders.

  • Race Stats

  • Skeleton (0/1) – 60 cr
  • Axewielder (6/2) – 500 cr
  • Bone Archer (4/7) – 700 cr
  • Revenant (5/6) – 600 cr
  • Orc Slave (0/0) – 400 cr
  • Race Bonuses

  • 30% resistance to thievery.
  • 15% more damage taken from magic.
  • Immune to cursed sorcery.
  • 4 hour retreat time.
  • Daemons - Sage
  • Race Description

  • Daemons are very intelligent immaterial beings. They are not Undead themselves but often (not always) are ’seen’ amongst them as leaders. It is unknown to mortals how they come into existence and how to make them leave it. Their individual strength seems to be strongly related to their intelligence and willpower.

  • Race Stats

  • Imp (0/0) – 85 cr
  • Gargoyle (5/0) – 375 cr
  • Glabrezu (0/5) – 475 cr
  • Balrog (0/9) – 1175 cr
  • Succubus (3/0) – 375 cr
  • Race Bonuses

  • All military units are immortal.
  • Doubled priest production.
  • 1 PPA gives 3% production bonus as opposed to 2% production bonus.
  • Spirit - Rogue
  • Race Description

  • 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.

  • Race Stats

  • Ghost (0/0) – 25cr
  • Phantom (2/0) – 125cr
  • Poltergeist (1/7) – 945cr
  • Ghoul (6/2) – 525cr
  • Apparition (0/0) – 250cr
  • Race Bonuses

  • Can not be visioned
  • Do not require food
  • 2 hour return time for thieves
  • Undead - Warrior
  • Race Description

  • 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 the prey upon is enemy flesh.

  • Race Stats

  • Skeleton (0/0) – 90cr
  • Zombie (7/0) – 700cr
  • Mummy (0/4) – 280cr
  • Vampire (7/9) – 1060cr
  • Imp (0/0) – 360cr
  • Race Bonuses

  • Vampires are immortal when attacking or defending
  • Enemy killed military units will join your army as skeletons
  • +35% bonus on weaponries
  • Nazgul - Crusader
  • Race Description

  • Soulless creatures experimented on with evil necromancy, the Nazgul believe their “curse” to be a gift. The Nazgul have strong magical resistances, due to the ancient curse placed on them.

  • Race Stats

  • Mortal (0/0) – 40cr
  • Black Rider (5/0) – 460cr
  • Blood Pet (0/7) – 660cr
  • Wraith (13/13) – 1500cr
  • Gollum (0/0) – 333cr
  • Race Bonuses

  • Cannot explore nor use Tents
  • Deal 20% more damage with Blasphemy Crusade
  • On Standard Attack and Barren grab Nazguls gains 35% more explored acres than normal

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Content written by experienced Orkfian players

Copyright 2008 Orkfia Classic