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Evil Races -- Dark Elf
Unit Offensive Strength Defensive Strength Special Ability Cost
Swordsman: 4 0 - 325p, 25r
Gargoyle: 0 3 - 300p, 15r
Adept: 1* 4* * Increases power by 1 for every 10% Wizard Guilds for defense, 10% Wizard Guilds for offense, Also counts as 1/2 a Wizard on defense, 1/5 Wizard on offense (cannot be targeted by Wizard Assassination). Maximum bonus of +5/+5 (making the Adept maximum 6/9). 1000p, 55r
Spirit Warrior: 5.5* 0 Against Dominions less than 80% of your size, Spirit Warrior has 5.5 offense and dies like any other unit. Against Dominions of 80% of your size or greater, Spirit Warrior has 6 offense and ALMOST Never Dies. 1200p, 55r
  • Wizard Strength: +10%
  • Mana Production: +5%
  • Gem Production: +5%
  • Attack Strength vs. Halfling: +5%
  • Cannot build Barracks
  • Home Land Type: Plain
  •  
    Self-Spell for Dark Elf Only
  • Unholy Ghost: Enemy Draftees do not participate in battle due to extreme fear.


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    Author Message / Information
    Tim_Myth
    *Moderator*
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    My Sim.. Feedback please!
    replied on: 6/6/2003 4:56:40 PM

    I personally would build at least one of the daily bonuses into towers rather than come out with 70 homes. With 35 towers, you'll be able to cast more spells like clear sight and revelation OOP, which will help you find good targets so you can gain more land. As it stands now, almost 1/3 of your mana will be used up as soon as you cast Unholy Ghost.

    I would also re-sim it without the monarch bonus.

    I would try to have more defense coming in 12 hours OOP. As it stands, you'll only have 3200 DP 12 hours out. I'd shoot for a little more, especially if you take big acres on your first attacks.

    Don't bother building the 316 gargoyles. You could build a few, but having more swordsmen would be nicer. Maybe build 30-50 more adepts and spend the rest on swordsmen instead. That would give you about another 50-100 swordsmen which should almost give you a hit on someone who didn't buy troops.
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