Hey. Age 46 is over. Here is the changes for Age 47.
Age 47 will start feb 13th 00:00ST (night between 12th and 13th), first update at 01:00ST as normal. The updatebutton will be added in between ages once the changes has been uploaded and removed 24 hours before the age start.
Over to the changes, its been planned for some time now to bring in some more races and its finally complete.
Short version: the effects from classes is removed and 14 races is added.
Long version:
Instead of having races and classes split they will now merg. When you sign up / restart / die you will be able to first pick your main race. Lets for example say you want to play Orc, then you get to pick which class you want to play, these two choices decides what race you will be ending up playing.
Sticking to the example, picking Orc + Rogue would give you Mori Hai, picking Orc + Warrior would give you Oleg Hai. This new way of picking races lead to 16 races not being enough, instead we give you 30 races.
This a quite a big change but we are confident its the way forward and to make sure we improve our playerbase, the second change to do that is to sort the lag, our current server gives alot to wish for, we will be looking into moving over to a vps in a few ages, the issue is as always money.
No one of us Orkfian players have ever wanted orkfian to become a paying game and we will stick to that ofc. Sponsorship however is the option you as a player have to help us, the cost of it will be changed from $2 to $5 (to test before we move to the new server which will cost about five times the current one).
Races, Here is all the races, some old ones has been changed aswell so I’ll post all of them.
Orcs | Elves | Humans | Winged | Cursed
Spellbinder – Uyon Hai
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.
Gnome (0/0)- 50 cr
Raider (7/0) – 550 cr
Grunt (0/6) – 620 cr
Warlock (5/7) – 880 cr
Thug (0/0) – 400 crSteal 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&SoD) and basic selfspells cost triple mp.
Guardian – Thurog Hai
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.
Gnome (1/1) – 75 cr
Tauren (7/2) – 650 cr
Troll (0/7) – 725 cr
Thurog (8/8) – 1000 cr
Creeper (0/0) – 300 cr40% lower military losses.
Can’t cast FoR.
3 hour build and return time.
Sage – Grokan Hai
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.
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+10% tax income.
+10% income from banks.
Grokan Hai passively gain (acres / 48) rp’s each tick (0.5 RPA per day).
Rogue – 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?
Gnome (0/0) – 85cr
Goblin (3/3) – 250cr
Axethrower (0/4) – 405cr
Ogre (4/5) – 575cr
Assassin (6/0) – 600cr3 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)
Warrior – Oleg Hai
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.
Gnome (0/1) – 50cr
Wolfrider (7/0) – 500cr
White Skull (0/6) – 650cr
Harpy (4/1) – 80cr
Thief (0/0) – 440cr+30% more land gained when attacking
Harpies are mercenaries
Crusader – Uruk Hai
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.
Gnome (0/0) – 50cr
Brute (7/2) – 480cr
Shaman (0/6) – 625cr
Half-Giant (16/1) – 1300cr
Blackguard (0/0) – 450cr80% 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.
Sage – Moon Elf
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.
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 crYards –> 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.
Warrior – Grey Elves
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.
Slinger (0/0) – 40 cr
Sandwalker (5/0) – 450 cr
Marksman (2/7) – 760 cr
Blademaster (5/4) – 500 cr
Rogue (0/0) – 300 cr25% 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
Guardian – Sea Elf
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.
Slinger (0/0) – 50 cr
Sailor (6/3) – 650 cr
Falmar (3/6) – 650 cr
Vessalar (7/7) – 900 cr
Rogue (0/0) – 350 cr25% chance that your troops won’t find a Sea Elf when trying to attack them.
+25% resistance to thievery/magic.
+35% bonus on walls.
Spellbinder – Dark Elf
Masters of deceit, their magical talents are unparalleled. However, they have only average military power.
Slinger (0/1) – 100cr
Nighstalker (2/0) – 80cr
Sorcerer (0/4) – 280cr
Nightrider (3/7) – 675cr
Assassin (0/0) – 350cr+25% magic level bonus
TPA is twice as effective against enemy ops
Rogue – Wood Elf
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.
Slinger (0/0) – 40cr
Woodrider (4/0) – 440cr
Druid (0/4) – 400cr
Tree Ent (0/10) – 1450cr
Grassrunner (0/0) – 200cr-10% crowns to explore
+35% thievery points per update
Crusader – High Elf
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.
Slinger (0/0) – 75cr
Sage (6/0) – 600cr
Longbowman (0/6) – 750cr
Priestess (4/4) – 400cr
Rogue (0/0) – 350crHomes hold 360 people
1% churches provide 4% protection instead of 3.5%
All military units are immortal
Spellbinder – Wizards
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.
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+25% mana regeneration.
+25% ML.
Decreased citizens regrowth (base growth 0% instead of 5%).
Rogue – Halflings
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.
Hobbit 0/0 10 cr
Footpad 4/0 360 cr
Poacher 0/4 400 cr
Duellist 3/6 700 cr
Cutthroat 0/0 100 cr1 home counts as 0.4 Hideouts (ops/spells against T/M buildings will not affect homes)
2 hr thieves return time.
Guardian – Rohirrim
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.
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 cr2 hr attack time
Fame counts as defence modifier (1000 fame = 1% defense modifier)
50% lower losses.
Sage – Brittonian
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.
Soldier (1/0) – 100cr
Pikeman (3/0) – 450cr
Crossbowman (0/2) – 270cr
Knight (2/4) – 840cr
Rogue (0/0) – 425crHomes hold 600 people
50% of normal food consumption
RP cost: 750cr
+20% research bonus, 10% means 12% for the tribe.
(NOTE: removal of TP bonus)
Crusader – Viking
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.
Soldier (1/1) – 85cr
Swordsman (3/0) – 160cr
Archer (2/6) – 480cr
Berserker (8/8) – 930cr
Looter (0/0) – 375crInflict 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.
Warrior – 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, rivalling the vikings as fighters.
Grunt (0/0) – 75cr
Hammer Smasher (6/0) – 450cr
Stone Thrower (0/4) – 350cr
Grey Beard (3/6) – 725cr
Short Cloak (0/0) – 350cr+25% mine income
+35% bonus on weaponries
2 hour build time
Rogue – Bats
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.
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 cr2 hour return time for thieves
3 hr attack time
Spellbinder – Phoenix
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.
Bennu 0/0 10 cr
Fenghuang 3/0 250 cr
Adarna 0/5 550 cr
Avalerion 2/7 900
Angha 0/0 300 crRebirth (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.
Sage – 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, and the results are usually the same. Either they find nothing, or they never return…
Nester (0/0) – 40 cr
Emesen (3/0) – 145 cr
Vendo (0/5) – 575 cr
Anekonian (2/8) – 1080 cr
Razorbeak (0/0) – 265cr30% 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
Guardian – Dragon
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.
Baby Dragon (0/2) – 30cr
Green Dragon (25/0) – 515cr
Yellow Dragon (0/32) – 715cr
Red Dragon (50/10) – 1250cr
White Dragon (0/0) – 440cr2 hour attack time
Homes hold 50
Non-homes hold 5
33% of normal military upkeep costs
Balancing penalties, see guide.
Crusader – Hawk
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.
Nester (0/0) – 25cr
Silver Talon (5/0) – 450cr
Red Tail (0/5) – 550cr
Hawkwing (7/6) – 750cr
Razorbeak (0/0) – 250cr2 hour return time.
50% of normal losses when fighting against winged, 150% when fighting non-winged.
Warrior – Raven
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.
Nester (0/0) – 60cr
Blackclaw (2/0) – 75cr
Razor Wing (0/5) – 600cr
Blackwing (5/5) – 835cr
Screacher (0/0) – 350crOne 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.
NOTE: Though raven may seem changed, they are not. These features were just ‘in the code’ but never updated to the guide.
Spellbinder – Lich
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.
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+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.
Guardian – Revenants
‘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.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 cr30% resistance to thievery.
15% more damage taken from magic.
Immune to cursed sorcery.
4 hour retreat time.
Sage – Daemons
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.
Imp (0/0) – 85 cr
Gargoyle (5/0) – 375 cr
Glabrezu (0/5) – 475 cr
Balrog (0/9) – 1175 cr
Succubus (3/0) – 375 crAll military units are immortal.
Doubled priest production.
1 PPA gives 3% production bonus as opposed to 2% production bonus.
Rogue – 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.
Ghost (0/0) – 25cr
Phantom (2/0) – 125cr
Poltergeist (1/7) – 945cr
Ghoul (6/2) – 525cr
Apparition (0/0) – 250crCan not be visioned
Do not require food
2 hour return time for thieves
Warrior – 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 the prey upon is enemy flesh.
Skeleton (0/0) – 90cr
Zombie (7/0) – 700cr
Mummy (0/4) – 280cr
Vampire (7/9) – 1060cr
Imp (0/0) – 360crVampires are immortal when attacking or defending
Enemy killed military units will join your army as skeletons
+35% bonus on weaponries
Crusader – Nazgul
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.
Mortal (0/0) – 40cr
Black Rider (5/0) – 460cr
Blood Pet (0/7) – 660cr
Wraith (13/13) – 1500cr
Gollum (0/0) – 333crCannot 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
A big thanks to the dev team that spent their time on this, if you find something to be unbalanced then dont hesitate to let us know.
Cheers
~Acwder
One Response
Great addition(s). Nice job classic Dev!
I haven’t checked out all the races now since I’m not playing at the moment and I’m a bit busy with AatW but what I’d add is 2 ways of selecting your race.
Currently you have: Select Race group -> select race.
I’d add a second option: Select class -> select race.
Where I think the 2′d version would be my personal choice.
Great job none the less! Keep it up. I really hope the server gods will be in a good mood soon!