High Elves

Roleplay Info

Deep between piles of magic scrolls, engrossed in the studying of the arcane arts of magic is where you will find the high elves. This race of elves is the most brilliant of them all, relying much on the fact that they are mentally superior to any other race. However, their fondness of magic and the honing of the mind makes them regard many of the more menial tasks like exploration, building and farming as less important. Regardless of their own decadence, the high elves will rally to defend the kingdom in times of war with great skill and determination.

Strengths

Highest intelligence, decent Clerics and Archers, excellent Mages, and high Mana production. All races except High Elves lose half of the Spell power in Scroll creation.

Weaknesses

High Mutiny, poor building, slightly below average food production, poor Fighters, Rangers, Assassins and Thieves. Poor at all covert operations.

Special Abilities

Mana Focus - In a massively combined effort, the high elves enter a trance like state in which the entire population uses their skill in magic to generate extra mana. Magic skill and population determine the amount of mana gained with each Mana Focus.

Enchant - Allows you to enchant a dwarven-crafted Artifact with a Spell, thus creating a full Artifact. The more mana used in the enchant, the more powerful the artifact will become. The mana requirements are quite high so save this until later in the game.


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The Numbers


Troop Percentages

Troop Quality
Archers 250%
Assassins 85%
Clerics 250%
Fighters 70%
Mages 450%
Rangers 70%
Thieves 85%

Food Modifiers

Type Modifier Description
Food Consumed 1 For every 1 unit of population or military, 1 food is consumed.
Food Produced 0.9 For every 5 farm parts, 900 food is produced
Population 0.2 Population will grow by 20% per turn if housing is available.
Cannibalism 0 More information on Cannibalism

Equipment/Construction

Type Modifier Description
Build Rate 0.55 Laborers are 55% as effective as normal laborers when constructing Buildings.
Build Equipment Rate 0.7 Laborers are 70% as effective as normal laborers when constructing Weapons, Armor, and War Machines.
Armor Usage 1 Armor usage is normal.
Weapon Usage 1 Weapon usage is normal.
Armor Study 2.2 Armor study is above normal.
Weapon Study 3.3 Weapon study is above normal.
War Machines Production Quality 1.1 War Machines are produced at 110% of the studied quality. (i.e. 100% study means 110% war machines.)
Laborers per War Machine 1.1 Number of Laborers required to handle a War Machine is 110% of normal.

Misc.

Type Modifier Description
Assassinate 0.4 Assassins are 40% as effective as normal assassins when trying to assassinate others.
Loot 0.5 Thieves are 50% as effective as normal thieves when trying to steal from others.
Mana 4.1 Population will produce mana at the same rate as a normal population 410% of its size.
Morale 1 Morale changes at a rate 100% that of the normal rate.
Mutiny 1.1 Read more about Mutiny.
Search 0.5 Rangers are 50% as effective as normal rangers when exploring for land or food.
Spy 0.5 Spies are 50% as effective as normal spies.
General Study 1.8 Study of non-magic areas and general magic skill proceeds at 180% of the normal study rate.
Spell Study 1.8 Study in realms of magic proceeds at 180% of the normal spell study rate.

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