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Wood Elf

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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]

As of Round 43, Wood Elf is disabled.

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.

Racial Bonuses

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

Military Units

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

Racial Spell

Gaia's Blessing: Stronger version of Gaia's Watch (not cumulative) giving +20% food production, +10% lumber production

Pros

  • Units are very cheap if you have high forest
  • Able to run very high homes for population and LYs for improvements
  • Very efficient
  • Very good explorer and converter
  • 4 DP Longbowman is very nice for defense early in the round
  • Enormous offensive threat late-round with rezones.

Cons

  • Very hard to attack with
  • Very little strategy variation due to forest requirements
  • Cannot run high mods due to forest (hard to use smithies as well)
  • Very high population penalty