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| aliases = WE, Woodie, Welf
| aliases = WE, Woodie, Welf
| introduced = [[Round 14]]
| introduced = [[Round 14]]
| round_wins = 0
| round_wins = 1


| attacker = Advanced
| attacker = Advanced
Line 16: Line 16:
}}
}}


'''Wood Elf''' is arguably the most efficient race that exists in Dominion. This is due to their unit powers increasing based on how much forest your dominion has. While this in itself is not anything special, WE units have no power cap, unlike other land-based races; in other words, the only maximum cap is 100% forest. Their variable units also have rather high starting powers compared to other land-based races, which makes them the cream of the crop. Unfortunately, depending on these extremely high land percentages to make their units worthwhile severely limits the variety of strategies that can be employed by this race, as well as making full round attacking extremely difficult.  
'''Wood Elf''' is an efficient race that has strong scaling with Forests. Given only Homes and Lumberyards are on Forest, most players will opt to run high-Home strategies with a handful of Lumberyards to augment their DP and Improvements. Their very efficient DP makes them solid, albeit land-dependent, explorers, and Druids are very cost effective for their cost. The Wisp Lumber bonus is technically twice good as the [[Dwarf]] Miner bonus at maximum Forest, though the population penalty means going too heavy on them is risky. They also lack particularly relevant Racial Bonuses or Racial Spells, though there are always niches to be found.


== Racial Bonuses ==
== Racial Bonuses ==


* Wizard Strength: +10%
* Spy Strength: +10%
* Max Population: -5%
* Max Population: -5%
* Lumber Production: +10%
* Assassin Cost: -100p
* Attack Power: +5%


== Military Units ==
== Military Units ==
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| spec1_op = 3
| spec1_op = 3
| spec1_dp = 0
| spec1_dp = 0
| spec1_plat = 275
| spec1_plat = 300
| spec1_ore = 25
| spec1_ore = 0
| spec1_special =  
| spec1_special =  


| spec2_name = Longbowman
| spec2_name = Wisp
| spec2_op = 0
| spec2_op = 0
| spec2_dp = 4
| spec2_dp = 3
| spec2_plat = 380
| spec2_plat = 275
| spec2_ore = 10
| spec2_ore = 0
| spec2_special =  
| spec2_special = Produces +1 lumber for every 20% Forests.


| elite1_name = Mystic
| elite1_name = Mystic
| elite1_op = 0
| elite1_op = 0
| elite1_dp = 4*
| elite1_dp = 5*
| elite1_plat = 1125
| elite1_plat = 1275
| elite1_ore = 0
| elite1_ore = 0
| elite1_special =  Increases defense power by 1 for every 20% forest, max +5
| elite1_special =  Increases defense by 1 for every 20% Forests, maximum +2.


| elite2_name = Druid
| elite2_name = Druid
| elite2_op = 3*
| elite2_op = 4*
| elite2_dp = 1*
| elite2_dp = 2*
| elite2_plat = 1075
| elite2_plat = 1050
| elite2_ore = 0
| elite2_ore = 0
| elite2_special =  Increases offense/defense power by 1 for every 20% forest, max +5
| elite2_special =  Increases offense by 1 for every 20% Forests, maximum +2. Increases defense by 1 for every 20% Forests, maximum +2.
}}
}}


== General information ==
== General information ==


=== Racial Spell ===
=== Racial Spells ===


'''Gaia's Blessing''': Stronger version of Gaia's Watch (not cumulative) giving +20% food production, +10% lumber production
'''Gaia's Light''': +30% wizard power, -10% spy power, Cancels and cancelled by Gaia's Shadow.
 
'''Gaia's Shadow''': +30% spy power, -10% wizard power, Cancels and cancelled by Gaia's Light.
   
   
=== Pros ===
=== Pros ===
* Units are very cheap if you have high forest
* Units are very cheap if you have high forest
* Able to run very high homes for population and LYs for improvements
* Able to run very high homes for population.
* Very efficient
* Very space-efficient elite DP, very cost-efficient elite OP.
* Very good explorer and converter
* 4 DP Longbowman is very nice for defense early in the round
   
   
=== Cons ===
=== Cons ===
* Very hard to attack with
* Very hard to attack with.
* Very little strategy variation due to forest requirements
* Limited strategy variation due to forest requirements
* Cannot run high mods due to forest (hard to use smithies as well)
* High population penalty  
* Very high population penalty  


[[Category:Race]]
[[Category:Race]]

Latest revision as of 17:21, 23 July 2026

Wood Elf
Aliases: WE, Woodie, Welf
Introduced: Round 14
Round Wins: 1
Attacker: Advanced
Explorer: Beginner
Converter: Beginner
Alignment: Good
Land type: Forest
Scribes: [1]

Wood Elf is an efficient race that has strong scaling with Forests. Given only Homes and Lumberyards are on Forest, most players will opt to run high-Home strategies with a handful of Lumberyards to augment their DP and Improvements. Their very efficient DP makes them solid, albeit land-dependent, explorers, and Druids are very cost effective for their cost. The Wisp Lumber bonus is technically twice good as the Dwarf Miner bonus at maximum Forest, though the population penalty means going too heavy on them is risky. They also lack particularly relevant Racial Bonuses or Racial Spells, though there are always niches to be found.

Racial Bonuses[edit]

  • Max Population: -5%
  • Assassin Cost: -100p

Military Units[edit]

Unit OP DP Platinum Ore Special
Ranger 3 0 300 0
Wisp 0 3 275 0 Produces +1 lumber for every 20% Forests.
Mystic 0 5* 1275 0 Increases defense by 1 for every 20% Forests, maximum +2.
Druid 4* 2* 1050 0 Increases offense by 1 for every 20% Forests, maximum +2. Increases defense by 1 for every 20% Forests, maximum +2.

General information[edit]

Racial Spells[edit]

Gaia's Light: +30% wizard power, -10% spy power, Cancels and cancelled by Gaia's Shadow.

Gaia's Shadow: +30% spy power, -10% wizard power, Cancels and cancelled by Gaia's Light.

Pros[edit]

  • Units are very cheap if you have high forest
  • Able to run very high homes for population.
  • Very space-efficient elite DP, very cost-efficient elite OP.

Cons[edit]

  • Very hard to attack with.
  • Limited strategy variation due to forest requirements
  • High population penalty