Elementals

Skill level: Beginner | Attacking: | Converting: | Exploring:

Units

Unit OP / DP Special Abilities Attributes Cost
Fire 6 / 6
  • OP: 6.00 / DP: 6.00 / T: 9
  • Burns 0.25 peasants on successful invasion.
  • Counts as 0.25 of a wizard on offense.
  • Immortal wizard (cannot be killed when casting spells).
  • Intelligent
  • Living
  • Sentient
  • 950 gold, 5 mana
    Water 6 / 6
    • OP: 6.00 / DP: 6.00 / T: 9
    • Offense increased by 1 for every 10% Waters (max +1).
    • Counts as 0.25 of a spy on defense.
    • No boats needed.
  • Intelligent
  • Living
  • Sentient
  • 950 gold, 5 mana
    Earth 6 / 6
    • OP: 6.00 / DP: 6.00 / T: 9
    • Offense increased by 1 against every 10% barren land of target (max +1).
    • Counts as 0.25 of a wizard on defense.
  • Intelligent
  • Living
  • Sentient
  • 950 gold, 5 mana
    Air 6 / 6
    • OP: 6.00 / DP: 6.00 / T: 9
    • Counts as 0.25 of a spy on offense.
    • Immortal spy (cannot be killed when performing espionage).
    • Reduces combat losses.
    • No boats needed.
  • Intelligent
  • Living
  • Sentient
  • 950 gold, 5 mana

    Perks

    Max population +15%
    Food consumption -10%
    Population from barren land +25
    Cannot train Arch Mages Yes
    Cannot train wizards Yes
    Cannot train spies Yes

    Lands

    Home land type: Water
    Construction Materials
    Primary: Gold
    Secondary: Lumber

    Buildings

    Building Land Type Perks
    Barracks Hill
    • Houses 36 military units.
    • Provides 0 jobs.
    Dock Water
    • Produces 0.05 boats per tick.
    • Protects 2.5 boats from sabotage.
    • Produces 40 food per tick.
    Factory Hill
    • Construction costs decreased by 4% for every 1% (max 80% reduction).
    • Rezoning costs decreased by 2% for every 1% (max 40% reduction).
    Farm Plain
    • Produces 80 food per tick.
    Forest Haven Forest
    • Spy losses decreased by 3% for every 1% (max 30% reduction).
    • Damage from fireballs reduced by 8% for every 1%.
    • Gold stolen from you reduced by 8% for every 1%.
    • Houses 40 spies and units that count as spies.
    • Houses 0 people.
    Gem Mine Mountain
    • Produces 15 gems per tick.
    Gold Mine Plain
    • Produces 50 gold per tick.
    Guard Tower Hill
    • Defensive power increased by 1.8% for every 1% (max +36% DP).
    Lumberyard Forest
    • Produces 50 lumber per tick.
    Masonry Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    Shrine Forest
    • Defensive casualties decreased by 5% for every 1% (max 50% reduction).
    • Offensive casualties decreased by 5% for every 1% (max 50% reduction).
    Smithy Plain
    • Unit gold costs 2% for every 1% (max 40% reduction).
    • Unit ore costs 2% for every 1% (max 40% reduction).
    Temple Swamp
    • Reduces target's defensive modifiers by by 1.8% for every 1% (max 36% reduction or 0% defensive modifiers).
    • Population growth rate increased by 6% for every 1%.
    Tower Swamp
    • Produces 25 mana per tick.
    Wizard Guild Swamp
    • Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
    • Spell mana costs decreased by 2% for every 1% (max 40% reduction).
    • Houses 40 wizards and units that count as wizards.
    • Houses 0 people.