Dark Elf

Difficulty: Challenging

Units

Unit OP / DP Special Abilities Attributes Cost
Slave Soldier 4 / 2
  • OP: 4 / DP: 2 / T: 3
  • Does not count towards population. No housing required.
  • Always suffers 20% casualties.
  • Kills enemy units into 0.25 Prisoner each.
  • No draftee required to train.
  • Reduces casualties.
  • Releases into 1 Prisoner.
Intelligent, Living, and Sentient 1 prisoner,
10 ore,
10 food,
2 mana
Acolyte 0 / 6
  • OP: 0 / DP: 6 / T: 9
  • Counts as 0.2 wizard.
  • Kills enemy units into 0.5 Prisoner each.
Intelligent, Living, and Sentient 800 gold,
10 mana
Adept 3 / 5
  • OP: 3 / DP: 5 / T: 12
  • Counts as 0.25 of a wizard on defense.
  • Counts as 0.1 of a wizard on offense.
  • Defense increased by 1 for every 10% Wizard Guilds (max +5).
  • Kills enemy units into 0.5 Prisoner each.
  • Offense increased by 1 for every 10% Wizard Guilds (max +5).
  • Offense increased by 2 if devoted to Sazal.
  • Each unit generates 0.025 experience points per tick.
Intelligent, Living, Sentient, and Wise 1,200 gold
Blade Master 5 / 6
  • OP: 5 / DP: 6 / T: 12
  • Converts displaced enemy peasants into Slave Soldiers.
  • Kills enemy units into 1 Prisoner each.
  • +1 offensive power from Wizardry Tradition level 8.
  • +1 offensive power from Magical Weapons level 8.
  • +1 offensive power from Concentration level 8.
  • +1 offensive power from Invocations level 8.
  • Offense increased by 2 if devoted to Mirnon.
Intelligent, Living, Sentient, and Wise 1,200 gold,
30 mana

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Peasant production: 2.70 Gold
Construction cost -20%
Food consumption -20%
Rezoning cost -20%
Salvages ore, lumber, and gems of unit costs from lost units 50%
Round modes
 Standard (land target)
 Standard (fixed duration)
 Deathmatch (land target)
 Deathmatch (fixed duration)

Resources

Resource Construction Buy Sell Improvement Points
Gold Yes 1.00 0.50 1.00
Ore N/A N/A 2.00
Lumber Yes N/A N/A 2.00
Food N/A N/A N/A
Mana N/A N/A N/A
Gems N/A 2.00 12.00
Prisoner N/A 4.00 N/A

Buildings

Building Land Type Perks
Farm Plain
  • Produces 50 food per tick.
  • Provides 0 jobs.
  • Houses 0 people.
Wall Hill
  • Defensive power increased by 1% for every 1% (max +100% DP).
  • Provides 6 raw defensive power.
  • Provides 0 jobs.
  • Houses 0 people.

Improvements

Building Perks

Spells

Friendly Passive Spells

Spell Deity Cost Duration Cooldown Effect

Hostile Passive Spells

Spell Deity Cost Duration Cooldown Effect

Passive Self Spells

Spell Deity Cost Duration Cooldown Effect

Friendly Active Spells

Spell Deity Cost Cooldown Effect

Hostile Active Spells

Spell Deity Cost Cooldown Effect

Active Self Spells

Spell Deity Cost Cooldown Effect

Invasion Spells

Spell Deity Effect

Sabotage

Operation Effect