Exploring is one of the ways to grow in ORKFiA. Together with attacking and tents they are the most commonly used methods of growing. The races which use exploring as an important way to grow are all races that are not attackers, although the attackers sometimes also use exploring to grow. However, they only do this earlier in the age, to get a faster start, or when they are out of targets.
For exploring all you need is soldiers, citizens and money. This is immediately the reason why attackers choose not to explore too often. They put the money to better use: to train offence and grab enemy acres!
Before you explore you will have to train a lot of soldiers and save up a lot of money. It is best to train those soldiers in advance and store them in your alliance market. Before you do this it's wise to make good agreements with your fellow alliance mates. They shouldn't take those soldiers out of the market just before you want to explore! It will be best to store your money at the market too. You will need a lot of money for your explore, and when you keep all this money in your tribe then you will most likely get raided by the big bullies of this game. As long as you don't make yourself a target for them then they will not touch you.
You can only explore 25% of your current land. Doing this in 1 time is cheaper than in small portions, since exploring costs go up when your acres go up.
The noble art of combat. Is there anything more satisfying than invading the lands of your enemy, brutally slaughtering his military and citizens while taking his lands? To watch your enemies howl in despair as your army leaves nothing but destruction and death behind it? Ah the ecstasy!
The rules of combat are simple. As previously explained, military units have an offensive and a defensive strength. If you attack someone, the total offensive strength of all the units you send will be weighed against the total defensive strength of all the units your opponent has at home defending his lands. Bear in mind that the opponents spells, buildings and research will alter his total defensive strength and that your spells, buildings and research will alter your offensive strength.
Now to calculate this you need to know all the variables. Variables are: walls/weaponries, Deam's Hunt/Cirion's Blessing/Roar of the Horde/Mortality/Enchantress Salem (these are all spells), defence/offence tactics. Finally The 'raid' attack-type gives the defender another 15% bonus. Add these variables and you have the total bonus you get over your 'raw' defence/offence. (Raw offence/defence is simply the amount of units multiplied by their offensive/defensive value). If your offence is bigger than the enemies defence, your attack will succeed. If it's equal or less, your attack will fail. There is no random factor in the militaristic-mathematical ORKFiAN world.
After attacking, the troops that you have sent will be out for 4 updates (for some races this is less). This means that those troops cannot defend or attack while out. You will need to wait until they're all home to attack again.
There are five different ways of attacking your enemy. Which one suits your needs best will depend on the situation.
Standard Attack is the default attack. In this attack you try to conquer as much land as possible from your enemy. How many acres you will conquer depends on the size of your enemy and his size relative to yours. 80%+ of your range gives the best gains, attacking below 75% will result in almost no gains.
Barren Grab, in this attack, you target barren acres only, because they are easier to conquer. This attack potentially yields many more acres than the standard attack, but if your target has no barren acres then you cannot conquer them. Using this attack on someone who has no barren acres results in zero gain. Quite a waste. When using a barren grab you lose less military than with a standard attack. Your target has to be within 70% of your size in land.
Raid. This attack is a bit more destructive than the previous two. You storm into the enemy's lands, killing everything on your path. Your army loots as much gold as they can find and will capture some easy to take acres as well. Up to 12% of the target's citizens can be killed with a single attack. You can conquer about 1% of your enemy's land and the max crowns you can steal is the enemy's acres x 500. Military losses for the attacker are slim, but the defender will suffer high losses. The defender also gets a 15% extra raw defence bonus.
Hit'N'Run is an attack-type that can be used to wear a larger foe down. Unlike other attack types, your troops will engage in combat even if they are outnumbered. As long as they aren't overpowered by more than two to one (50%+ of opponent's defence in offence), they will engage the enemy and kill as many troops as possible. They will also rain arrows over the enemy's citizens and kill as many as they can. The attacker's losses will be small; the defender's losses will depend on how much offence is sent. This attack can only be used on larger enemies and the troops requires two extra hours of rest afterwards.
Blasphemy Crusade. The most destructive and arguably the most feared of all attacks. Religion can be a powerful weapon. Zealously your troops will storm into your opponent's lands. Determined to root out all heresy they will destroy buildings of magic. They will also target thieves and their buildings. Hideouts, Guilds and Academies will be destroyed and thieves killed. Your enemy will suffer high combat losses but be warned: The attacker's combat losses are huge as well.
Because of the holy nature of the Blasphemy Crusade your troops need two hours extra to recover from this attack. A Blasphemy Crusade will also neglect the immortality some races claim to possess.
In the world of ORKFiA, magic plays a big part and can be used for both good and evil. Each tribe has a mage that can cast both defensive and offensive spells and learn more spells as he grows in level. Many tribes in ORKFiA have suffered destruction and defeat at the hands of a mage.
In order for the mage to be able to cast spells he will need guilds to provide him with magic power. Each spell consumes a certain amount of your magic power when being cast. This number increases as you grow in acreage and the only way to compensate for the costs is to build more guilds on your additional acres.
When your mage advances in level he will learn more spells, but the only way to get to a higher mage level is to build academies. However there is a limit to how high your mage level can be depending on your size. It can never be higher than 1% of your current size. However, you can get to mage level 5 regardless of how many acres you have. Level 1 is the basic level that you start with. The higher your mage level is, the better chance you have on succeeding your spells, both defensive and offensive. (This applies for all races except Dark Elves, who have a 25% bonus on academies and therefore require less academies for reaching the wanted mage level.)
Clicking this link will give you a list of spells and the mage level required to be able to use them. You will also find explanations on what the spell can do.
Thievery is another important part of ORKFiA and can both hurt you and be beneficial to you. Thievery is very powerful and together with a Mage, tribes can be brought down fast and even killed in no time at all.
Thievery can be used for both protection and as a source of offensive power. It is based on the number of thieves per acre that you have. The higher it is, the more protection you will get from enemy thieves, and with a high TPA (thieves per acre) number it's also easier to succeed with offensive operations against your enemy. Trying to use your thieves against tribes less than 50% of your size or more than 200% is not favoured by the gods and will cause 50% of all operations against the tribe to fail.
In order to be able to use your thieves at all you will need to build hideouts. Hideouts provide you with thievery points just like guilds will provide you with mage power. All operations cost thievery points, the ones that cost less are the ones that will only provide you with information about your enemy. The more you grow, the more thievery points you will need and that can only be compensated with the construction of more hideouts. Here you will find a complete list of operations and their availability together with a short explanation.
The self spells are mostly of a defensive nature apart from one spell that will instead grant a tribe extra offence in an attack.
Elendian Your mage is able to influence not only the citizens of your tribe, but cast a spell on a god as well. Elendian is the God of Love and Fertility. Your mage casts a spell convincing the God to increase your max population for a few hours. Increases max population by 10%.
Matawaska River In the valleys and hills of ORKFiA, a river runs. All of the tribes go to the river and drink of the water, but they also go there to relax. The calming sound of the river and the soothing echoes makes them more fertile. Relaxing near the Matawaska allows an increase in the growth of population of your citizens. Casting the spell inclines your citizens to go down to the river and mate. This spell changes your population growth from 5% to 15%.
Lord of HarvestT his spell will bless your lands and make them more productive and rich in growth. This spell will increase your food production by 10%.
Quanta is the God of Wealth. When your mage casts this spell, it convinces Quanta to bless your peasants in the trade business. Will increase taxes by 10%.
Ciorin's Blessing (mage level 5). The spirit of Deam and Salem's daughter still lingers in ORKFiA, she seeks revenge on the world who ended her short life by granting the bonus of offence to a tribe. Gives 15% additional offense.
Deam's hunt (mage level 5). Deam, Salems former lover, chose the path of light after the death of his Daughter and has chosen to defend lands with his fortitude, so that such an atrocity would never happen again. Gives 10% additional defence.
Seal of Deflection (mage level 13). Your mage casts this in anticipation of an offensive spell. This spell creates a shield around your tribe that helps to prevent the effects of spells cast against you. When cast, this spell automatically blocks 25% of enemy magic spells.
Fountain of Resurrection (mage level 22). This spell will give you 40% lower military losses in combat.
Defiance (War triggered self spell). If a tribe from the top half of an alliance is killed during war, this spell is automatically cast on all the members of that alliance and it lasts for 4 updates. Your general rallies the tribe together and gives them a rousing speech which will inspire your men to seek revenge for their lost comrades, giving 10% extra damage to spells and thievery operations. Gives 10% extra damage to spells and thief ops.
Apart from the self spells mentioned above there are some self spells that are race specific, meaning they can only be used by a certain race.
Roar of the Horde (mage level 15 / Orks only). Costly spell, but it adds a lot to the power of any Ork. The effects are +10% offence, and adds a 10% chance to return a fireball at any enemy who would cast a spell upon them.
Deep Forest (mage level 15 / Elves only). Although hindering exploring by increasing it's cost by 15%, this spell will protect your lands from your attackers and reduce enemy land gains by 20%. Each update active will result in 1 to 8 acres randomly explored.
Mortality (mage level 15 / Humans only). Men have long feared death, but now they can enchant their forces to drive the fear of death into any enemy's heart, giving them 5% extra offence and the ability to slay those who claim to be immortal. This fear causes enemies to surrender another 1% of their land when being attacked. This spell will also neglect the immortality some races claim to have.
Brood (mage level 10 / Winged only). Birds are known for their flocking tendencies, and this spell improves their ability to multiply rapidly and dangerously. Increasing growth by 10% and halving soldier training time. Each update active will result in 1 to 8 acres randomly explored.
Pestilence (mage level 15 / Cursed only). Cursed races are given a very evil spell, the ability to spread an epidemic. This epidemic is spread through attacking and when a tribe has been infected, citizens will die for a certain period of time (the first 3 updates) and the spell will stay with the tribe for another 9 updates, where citizens will not die but you can still infect others. Pestilence is spread through attacking tribes infected with Pestilence or giving a tribe Pestilence when you attack them when you are infected with Pestilence. Cursed races gain extra regrowth from Pestilence.
Ciorin's Flame (Battlemages only, mage level 10) Increases offence by 10%
Alliance supportive spells.
Heal (mage level 20). Your mage can can attempt to cleanse the tribe of an ally, any remaining hours of Pestilence will be gone when successful.
Sponsorship Self Spell. This spell throws all the four basic selfspells in one throw.
These are the dark spells that your mage can cast upon another tribe in order to harm or get information from the tribe.
Vision. If you need insight into an opponent's tribe, your mage is able to envision another tribe's status, showing the information shown on the Tribe page.
Inner Sight (mage level 4). Displays the research levels of the enemy, market inventory and unpurchased research points of the enemy.
Fly Over (mage level 6). The mage casts a spell that sweeps over the enemy alliance, recording what it sees. Displays the enemy's Alliance News.
Mystical Rust (mage level 7). Destroys 0.875% of the enemy's weaponries. (1.05% in war)
Poison (mage level 8). Your opponent's food supply can be infected with poison to destroy it and render it useless.
Fireball (mage level 9). If you need a quick and effective way of hurting an enemy and stunting his growth, launch a fireball at his/her citizens. The fireball will go straight after your opponent's citizens, crashing and exploding on impact.
Unresearch (mage level 10). Destroys an enemy's research points that have yet to be invested by their leader.
Anthrax (mage level 10). One of the most feared diseases in the ORKFiAN world, your mage is able to cast a cloud of anthrax spores that will kill off some of your opponent's basic troops. By killing off troops, your enemy is more vulnerable to attack.
Wrath of Cyclops (mage level 12). When attacking an opponent, they may very well have additional wall defence. When casting this spell, your mage is able to conjure a Cyclops that will destroy a number of the opponent's walls, therefore leaving him more open to attack.
Dragon Apprentice (mage level 12). Destroys a percent of your targets homes, leaving him with less citizens and thus income the coming update(s).
Enchantress Salem (mage level 15). Salem chose the path of dark and still, to the day, blames Deam for the death of her daughter. She seeks to destroy his good work in a futile attempt of revenge. By using her beauty, she will hypnotize the enemy soldiers to forget their magical advantage. Negates the "Deam's hunt" spell for one update.
Hurricane (mage level 15). Each Hurricane destroys 2% of the enemy Tents. There is a 20% chance of backfiring, sending the Hurricane over your own tents.
Stunted Growth (mage level 17). If you want a way to limit an exploring tribe's growth, you can stop them from exploring for a few hours. Your mage will make the opponent's soldiers fearful of stepping out of their lands.
Juranimosity (mage level 18). Thieves have never been friends of the mages. By using the power of Jurani, a mage can convince opponent's thieves to leave their profession for a short time. In war bonus: 25% of the thieves retrained is killed (removed entirely) instead of being retrained.
Enforced Honesty (mage level 19). Your mage will target the enemy's hideouts in order to destroy thievery points.
Magical Void (mage level 20). Negates one active spell of the enemy.
Engineered Virus (War only / mage level 23). A time effect version of anthrax that kills all forms of military, thieves and citizens. This spell can be cast on an enemy in times of war to inflict damage on their units and citizens for a period of 1 - 4 hours.
Dragonmage (mage level 25). Difficult spell to cast, but very effective. It burns a number of guilds, academies, farms and homes. This spell is more effective when the alliance is at war.
Wrath of Xene (mage level 28). A strong spell in times of strife, this spell can help to lower your enemy's thievery defences by destroying some of their Guard Houses. The name of this spell is dedicated to an ORKFiA player tragically taken from us before his time. Your memory will not be forgotten Xene.
Here you will find a complete list of operations and their availability together with a short explanation.
Recon (any acres). Difficulty: Easy, Thieves necessary: 1
Searches the land of the target and returns with the build structure.
Sneak (any acres). Difficulty: Easy, Thieves necessary: 1
Searches the land of the target and returns with information about the total military.
Intercept (any acres). Difficulty: Easy, Thieves necessary: 1
Intercepts enemies invasion routes to gather information of when they will be returning from battle.
Bribe Accountant (any acres). Difficulty: Easy, Thieves necessary: 1
Shows the resources of the tribe.
Truth's Eye (300 acres). Difficulty: Easy, Thieves necessary: 1
Checks all running spells of the target.
Weather's Light (300 acres). Difficulty: Average
By showing compassion and leniency towards your thieves, they will work by the weather's light in order to help the farmers get the harvest done on time. Each thief used in the op will harvest 1 kg of food on average.
Poison Water (600 acres). Difficulty: Hard
Destroys up to 2% farms and up to 0.9% of the current population of the target (minimum 15 citizens). Send more than 500 thieves, unless your enemy is larger than 1500 acres - then you should send at least (enemy acres)/3.
Thieves Trap (900 acres). Difficulty: Easy
To protect your lands your loyal thieves build several deadly traps to kill some of the attacking thieves before they arrive at your lands. In order for this self op to work you need to send 1 thief per own acre.
Assassination (1000 acres). Difficulty: Hard, Thieves necessary: acres*0.5
Kills Priests, each op kills 2% of the priests.
Arson (1200 acres). Difficulty: Hard
Burns a number of homes. Optimal results are obtained by sending one thief per enemy acre. Sending 75% of your enemy's acres in thieves will result in 75% of max damage. This also counts for 50% and 25%. Sending fewer thieves will result in nothing. When in war more homes will be destroyed due to war bonus.
Templu Amblo (1500 acres). Difficulty: Average
Sending thieves out to the Templu Amblo will return a number of crowns per thief sent. On average, each thief will return with 13 crowns.
Ambush (1500 acres). Difficulty: Easy
Can only be done on any tribe which has attacked you and gained land from you, and if that land is still incoming. Once a successful op is done, the opportunity is over. But, if your first try fails, you can do a second one. In order for it to work you will need to send 25 thieves per enemy acre, but the cost is very high.
Monitoring (1800 acres). Difficulty: Hard, Thieves necessary: 2 per each enemy acre
Your thieves will, in a pre-emptive attempt, infiltrate the enemy and monitor their troop movements. If the target launches an attack, you'll be the first to know. Your thieves may monitor several targets at once, as long as their numbers are sufficient.
Tunneling (2100 acres). Difficulty: Hard, War Only
Your thieves will dig tunnels under the academies of your enemy and destroy the foundations, thus destroying the buildings.
Thieves Rebellion (2400 acres). Difficulty: Hard
Your thieves will attempt to ease future Mage operations by burning the churches of your enemies. This can be very effective at helping to take out large, well defended opponents.
Hwighton Raid (2700 acres). Difficulty: Hard
Destroys up to 10% of opponent's mage power, you need to send 50 thieves to burn 1 magic point.
Priests are trained in Temples.
One temple train one priest per tick (0.2 for Dragons). Maxmimum bonus is recieved from 10 PPA (2 PPA for Dragons), Temples will keep training above those lvls but it wont give any more bonuses.
Priests doesnt take up population, instead once a priest is trained room is made for him in the non homes buildings.
There are the bonuses
Designed by Acwder
Content written by experienced Orkfian players
Copyright 2008 Orkfia Classic