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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 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 makes 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.
  
 
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.
 
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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