Wood Elf: Difference between revisions
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| aliases = WE, Woodie, Welf | | aliases = WE, Woodie, Welf | ||
| introduced = [[Round 14]] | | introduced = [[Round 14]] | ||
| round_wins = | | round_wins = 1 | ||
| attacker = Advanced | | attacker = Advanced | ||
| Line 16: | Line 16: | ||
}} | }} | ||
'''Wood Elf''' is | '''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 == | ||
* Max Population: -5% | * Max Population: -5% | ||
* | * Assassin Cost: -100p | ||
== Military Units == | == Military Units == | ||
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| spec1_op = 3 | | spec1_op = 3 | ||
| spec1_dp = 0 | | spec1_dp = 0 | ||
| spec1_plat = | | spec1_plat = 300 | ||
| spec1_ore = | | spec1_ore = 0 | ||
| spec1_special = | | spec1_special = | ||
| spec2_name = | | spec2_name = Wisp | ||
| spec2_op = 0 | | spec2_op = 0 | ||
| spec2_dp = | | spec2_dp = 3 | ||
| spec2_plat = | | spec2_plat = 275 | ||
| spec2_ore = | | 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 = | | elite1_dp = 5* | ||
| elite1_plat = | | elite1_plat = 1275 | ||
| elite1_ore = 0 | | elite1_ore = 0 | ||
| elite1_special = Increases defense | | elite1_special = Increases defense by 1 for every 20% Forests, maximum +2. | ||
| elite2_name = Druid | | elite2_name = Druid | ||
| elite2_op = | | elite2_op = 4* | ||
| elite2_dp = | | elite2_dp = 2* | ||
| elite2_plat = | | elite2_plat = 1050 | ||
| elite2_ore = 0 | | elite2_ore = 0 | ||
| elite2_special = Increases offense | | 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 | === Racial Spells === | ||
'''Gaia's | '''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 | * Able to run very high homes for population. | ||
* Very efficient | * Very space-efficient elite DP, very cost-efficient elite OP. | ||
=== Cons === | === Cons === | ||
* Very hard to attack with | * Very hard to attack with. | ||
* | * Limited strategy variation due to forest requirements | ||
* | * 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