Orkfia Classic – Feedback
I’d like to give you all the opportunity to give us some feedback on the new races.
It’s all new, so you can’t expect us poor devvers to observe every single player in game; since we play as well we’d get an unfair information advantage if we did. Therefore, we require your help.
Preferably, given feedback is on the race you are playing yourself, or on a race one of your alliance mates is playing and told you about.
Reported imbalances are of course welcome, but this thread is not that narrow.
What we want to know is:
- how useful do you think the race is for alliance strategy purposes?
- is the race challenging or does it bore you to death?
This can of course go both positively and negatively: the race can be too useful or not useful enough, it can be too challenging or too boring. Some races are designed to be boring yet simple to play, others to be challenging and therefore hard to play.
We don’t promise we’ll do something with the feedback, but given feedback will certainly prompt us to consider the race. Also, the more complaints about a race, the more likely it is that it will be changed.
——
As a last reminder: races will not remain static. Each age there will be some cost tweaks in a number of races, not because they are imbalanced, but simply to adjust the balance of the races and prevent the game from becoming stale. Say, if you all take rohirrim, they’ll likely receive a small cost penalty next age, whereas underused races may get some small cost bonus. Of course this does mean race abilities and use must be different enough to make the choosing of the penalized race a reasonable (strategic) choice. Therefore, feedback
Link to the ingame post: click here to view this ingame
~Bolle
Age 47 – Changes
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
Age 46 – Changes
Hey there.
Age 45 is now over, congratz to the winners.
Age 46 will start january 9th at 00:00 night between friday (8th) and saturday (9th). Getting back to the standard weekend startups and giving you all plenty of time to recover from new years eve =)
Age 46 will last for four weeks, a soft reset will be done once the changes has been uploaded, another one will be done 24 hours before the age starts. The updatebutton will be activate between these two events.
The list of changes for Age 46 will be small due to the hollidays and the stuff we are planning for the new races and other interesting things =)
Age Changes:
Nazgul
- Wraith 13/13 1500 cr -> 12/12 1380 cr
MP and TP costs
Mana point/Thief point cost change undone. This age it was 66% of normal because maximum players per alliance was halved. It is back to 100% of normal.
Mystic and Thievery damage
Spells/Operations damage multiplied by 1.5
* Dragon Apprentice minimum remains 1, it is simply reached later.
Assassination
Assassination: Used to kill 2% of enemy priests. Reduced to 1.5%. Requires you to send 1 thief per enemy acre, instead of the old 2 thieves per enemy acres. Spells/Operations damage multiplier does apply, so actual damage is 2.25% – more than last age.
That is all. We do not want to implement changes if we are unsure of the balance – if you have any suspicions of imbalance, send Bolle in #5 a private message.
Staff is looking for Developers to help balance new, upcoming races. You get the chance to see them and help develop them – and thus prevent imbalances or terminate unwanted races. Yes, most of the races are finished, it is just that we need more feedback on them to avoid spoiling the game for you all.
Cheers, and stay tuned for another races preview.
~ Acwder and Staff.
Preview I: The Winged
Hey, this is a preview post for Orkfia Classic which will contain information about new races and changes we are gonna implement in Classic somewhere in the future.
First of we are moving away from 16 races and 5 classes to 30 races where you combine your main race for example Winged and pick your class for example Rogue and the outcome is Bats. The old class bonuses will disapear and be replaced with more race based class bonuses meaning a Rogue Winged and a Rogue Cursed will have different thief bonuses.
The previews will be divided into five parts, one for each race branch. The first part will cover the Winged.
Part I : The Winged
As mentioned above it will be 6 races per race branch/family, we are already familiar with four from the Winged branch. Raven, Eagle, Dragon and Hawk. The fifth and sixth will be Bat and Pheonix.
Here is a breakdown of the Winged.
(new) Winged + Rogue = Bat
(new) Winged + Spellbinder = Phoenix
Winged + Sage = Eagle
Winged + Crusader = Hawk
Winged + Guardian = Dragon
Winged + Warrior = Raven
I don’t wanna go into specifications since they might get changed until they are implemented.
Stay tuned for Preview II.
Cheers
~Acwder
Age 45 – Changes
Age changes for Orkfia Classic Age 45
Hey. Age 44 is now over. The rankings for them can be found here.
Important:
Age 45 will start the night between 30th and 1st at 00:00, first update is 01:00.
Age 45 starts night between the 27th and 28th at 00:00:00, first update is as always 01:00. This age lasts for 4 weeks as usual.
The updatebutton will be added shortly and will be removed 24 hours before the age starts by a soft reset.
Here is the age changes:
Alliance size:
Alliance size is reduced to 6, this is to create more competition with the current playerbase.
Thievery and Magic:
All aggresive spell and operation costs reduced by 33%. This is to balance the new alliance sizes.
Attacking:
Military losses for the attacker on raids doubled.
War:
To be able to war, your alli has to be bigger then 5000 acres, you also have to have a minimum of 3 tribes.
This is added to the current rules.
Race Changes:
High Elves
Longbowman (0/6) – 750 cr changed to 725 cr.
Dragons
Baby Dragon (0/2) – 30cr changed to (0/1) 30 cr.
Red Dragon (50/10) – 1250cr changed to 1265 cr.
Hawks
25% of normal losses when fighting against winged, 200% when fighting non-winged. changed to 50% of normal losses when fighting against winged, 150% when fighting non-winged.
Nester (0/0) – 25cr changed to (0/0) 50 cr.
Silver Talon (5/0) – 450cr changed to 425 cr.
Red Tail (0/5) – 550cr changed to 525 cr.
Hawkwing (7/6) – 750cr changed to 725 cr.
Razorbeak (0/0) – 250cr changed to 225 cr.
Undead
Skeleton (0/0) – 90cr changed to 50 cr.
Zombie (7/0) – 700cr changed to 740 cr.
Mummie (0/4) – 280cr changed to 320 cr.
Vampire (7/9) – 1060cr changed to 1100 cr.
Imp (0/0) – 460cr changed to 450 cr.
There will also be some design changes, nothing but just some extra stuff and some cleaning.
Those are the changes for this time, I want to thank everyone that took their time reading and replying on the ingame pms:)
Next week I’ll make a post about the future for the races in Orkfia Classic.
Cheers
~Acwder
Age Changes Orkfia Classic Age 44
Evening everyone.
Age 44 starts 00:00:00 night between 23th and 24th (oct ofc). First update is 01:00:00. The age lasts for four(4) weeks.
The updatebutton will be added once the changes has been uploaded, it will be removed 24hours before the age starts (with a soft reset).
Here is the changes for Orkfia Classic Age 44.
New Race
Introducing Hawks in memory of Hawkwing a friend and fellow Orkfian player, who has been taken away from us too soon.
Hawks
The rulers of the skies, the hawk race is both fast and strong. They are specialized in air combat against other winged races and will suffer little casualties. On the ground they are more helpless. Hawks aren’t as swift as Ravens but their Hawkwing elite undoubtedly makes up for that.
- 2 hour return time.
- 25% of normal losses when fighting against winged, 200% when fighting non-winged.
- Nestor 0/0 25 cr
- Silver Talon 5/0 450 cr
- Red Tail 0/5 550 cr
- Hawkwing 7/6 750 cr
- Razorbeak 0/0 250 cr
Race tweaks.
Raven
- Blackwing 5/5 810 cr –> 835 cr
Oleg Hai
- White Skull 0/5 500 cr –> 0/6 650 cr
Mori Hai
- Gnome 0/0 75 –> 85 cr
- Axethrower 0/4 425 –> 405 cr
- Ogre 4/5 650 –> 575 cr
Game tweaks.
Hideouts has in the past held room for thieves. The old formula was 2% thieves up to 15% hideouts, after that 1% thieves per 1% hideouts.
The new formula is: r = 1/(1+h/0.4)
r = room created for thieves how much space one (1) thief take, h = hideouts.
Heads up
There is currently alot going on behind the scenes with races and classes. With Hawks we now got 16 races. But keep in mind, we got 6 classes and 5 main races. guess the potential^^
Thats all Im gonna say for now but stay tuned, a preview is coming up soon.
Cheers
~Acwder
Very Sad News
Saura, 22 minutes ago, edited
It is my sad privilege to notify you all that Chris known by most of you as Hawkwing, HW, Penguin Feather, among other names through out his ORKFiAN career has passed away.
He was involved in car accident two nights ago while driving through St. Louis en route to his Family home in Raymore Missouri from Flordia.
He was critically injured in the crash, leaving him in pretty bad shape, but after tests this morning it was determined that there is no brain activity.
Funeral services have not yet been announced but I will let you all know more as I am updated. Please keep him, his friends and family in your thoughts and prayers.
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On a personal note, I know this post seems kind of void of emotion…I don’t deal with death well. Please forgive me that but, being as close to him as I was I know he would want you all to know what happened.Merry Part my dear friend…you will be missed
That is what is known at this point.
R.I.P Hawkwing.
I wish to pay him some type of tribute, my idea is to either create a new race Hawks with Hawkwing as elite unit or something like that, if anyone else has a better idea how to pay tribute and to have something to remember him of please get in touch.
~A sad Acwder
ORKFiA Classic – Age Changes – Age 43
Hey
Age 43 starts 00:00ST night between september 18th and 19th, first update as always 01:00, the updatebutton will be available once the changes has been uploaded and server reseted, the button will be removed 24 hours before age start through another server reset. Age will last for four weeks.
Here are the Age Changes for Age 43
There won’t be any race nor class changes for next age, if you want race changes then I suggest you stay tuned for the age after, do I dare to say that 15 races is to few? Find out age 44.
The Ingame Forum, its back and its bringing sub forums with it. Check the screenshots below to see what I mean.
With the improved and relaunched ingame forums comes bbcode, its been around a little while but I figured Id explain it more here.
- Code: [b]content[/b] – Outcome: content
- Code:[i]content[/i] – Outcome: content
- Code: [pre]content[/pre] – Outcome:
content (not with this box but will preserve space and line breaks)
- Code: [img]www.content.com/image.jpg[/img] – Outcome:

- Code: [url]www.orkfia.biz[/url] – Outcome: www.orkfia.biz
- Code: [url=www.orkfia.biz]Orkfia Classic[/url] – Outcome: Orkfia Classic
- Code: [quote]content[/quote] – Outcome:
content (well same here, wont look like this but will be a proper transparent box around the quote)
- Code: [quote=Acwder]content[/quote] – Outcome: Like above but starts with “Acwder wrote:”
- Code: [yt]hB-3RleIJxM[/yt] – Outcome: well guess:P if you need a clue YouTube Clip
More stuff will be added, just let us know what bb code you want.
Something thats already been added is the spell list drop down menu (I like to have space between each word yes, wicked isnt it), its been divided into three sections, Self, Intel and Offensive.
We are replacing all the table headers everywhere, check the screenshots and you’ll see what I mean.
There is some huuuuuuuge changes lurking around the corner. What if you could have your own profile, your own user, you would have achievements to gather over the ages, didnt fancy your tribe one age? Delete it and recreate, your user is still there and your achievements ofc. Want to post on the ingame forums but don’t want a tribe? No problem, all this is something lurking just around the corner.
Do you maybe have ideas of achievements to achive? Races to be created? Then do consider signing up to the development team, We have for over a year now been located on the portal forum, it will still be a archive but the new placement for the Orkfia Classic development team will be #5.
Stay tuned for more information
I know Im forgetting something so bear with me please^^




