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'''Dark Elf (Legacy)''' was an evil race of Dominion. They were one of the three wizard-races (the other two being Sylvan and Icekin). Most players considered Dark Elves as one of the more challenging races because it required you to run high Wizard Guilds, which is known to be one of the most useless buildings in the game. They also lacked the turtle-ability which made it very demanding in both strategic knowledge and activity. They made decent explorers, especially if you were aiming high in the blackop rankings and also made good attackers, assuming that you knew how to play them.
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'''Dark Elf (Legacy)''' was an evil race of Dominion. They are one of the three wizard-races (the other two being Sylvan and Icekin). Most players consider Dark Elves as one of the more challenging races because it requires you to run high Wizard Guilds, which is known to be one of the most useless buildings in the game. They also lack the turtle-ability which makes it very demanding in both strategic knowledge and activity. They make decent explorers, especially if you are aiming high in the blackop rankings and also make good attackers, assuming that you know how to play them.
  
They were rather efficient, yet not as efficient as other 6 OP and 6 DP races as these numbers require you to waste 20% of your land. The flying ability of the Spirit Warrior allowed you to run next to no docks at all so that compensated the need for Wizard Guilds a little and their 4 OP specialist gave you some speed early on and late round. Due to the undying feature of the Spirit Warrior this unit would form the main part of your OP troops while Adepts would represent your main DP troop. Most veterans agreed on the fact that you needed to use a certain amount of Adepts to be sent on attack as they compensate for the Wizard Guild drop and lack of Spirit Warrior-turtle once your land comes in. Usually 20% Wizard Guilds was a good amount to play them, but you could add a little more in case you were using larger amounts of Adepts to attack.
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They are rather efficient, yet not as efficient as other 6 OP and 6 DP races as these numbers require you to waste 20% of your land. The flying ability of the Spirit Warrior allows you to run next to no docks at all so that compensates the need for Wizard Guilds a little and their 4 OP specialist gives you some speed early on and late round. Due to the undying feature of the Spirit Warrior this unit should form the main part of your OP troops while Adepts should represent your main DP troop. Most veterans agree on the fact that you need to use a certain amount of Adepts to be sent on attack as they compensate for the Wizard Guild drop and lack of Spirit Warrior-turtle once your land comes in. Usually 20% Wizard Guilds is a good amount to play them, but you can add a little more in case you are using larger amounts of Adepts to attack.
  
Dark Elves could be played as a very fast attacker, with low Wizard Guilds early on and a large amount of Gargoyles at the start, or slower with mainly Adepts since the start and relatively high Diamond Mines (300-500).
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Dark Elves can be played as a very fast attacker, with low Wizard Guilds early on and a large amount of Gargoyles at the start, or slower with mainly Adepts since the start and relatively high Diamond Mines (300-500).
  
Furthermore, Dark Elves were picked to explore mainly because of their wizard abilities in case you were leaning towards spending your round blackopping others. Other races made better explorers when your goal is final landsize.
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Furthermore, Dark Elves are picked to explore mainly because of their wizard abilities in case you are leaning towards spending your round blackopping others. Other races make better explorers when your goal is final landsize.
  
Apart from a quick-conversion on 1000 acres Dark Elves should have never been used to do a mid-round convert, since their lack of turtle and need for high Wizard guilds (that are not beneficial during conversion) made conversion rather pointless.
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Apart from a quick-conversion on 1000 acres Dark Elves should never be used to do a mid-round convert, since their lack of turtle and need for high Wizard guilds (that are not beneficial during conversion) makes conversion rather pointless.
  
Unholy Ghost was most powerful early round, but dropped in efficiency hard as draftees shift away from being a substantial part of one's defence. In classic Dominion, it was both a blessing and a curse OOP. It allowed you to neglect the draftee-DP of your targets, but since a script kicked in when you tried to hit people on too low DP, you could not attack them, while other dominions could.
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Unholy Ghost is most powerful early round, but drops in efficiency hard as draftees shift away from being a substantial part of one's defence. In classic Dominion, it was both a blessing and a curse OOP. It allowed you to neglect the draftee-DP of your targets, but since a script kicked in when you tried to hit people on too low DP, you could not attack them, while other dominions could.
  
 
In [[Round 26]] the race was redesigned into a new [[Dark Elf]]. The fast attacker version heavily influenced the redesign of [[Spirit]].
 
In [[Round 26]] the race was redesigned into a new [[Dark Elf]]. The fast attacker version heavily influenced the redesign of [[Spirit]].

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