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The Races: Elf

On this page you will find all the race specific information about the race you have selected. If you wish to check out any other races just click on one of the other races names below, or return to The Races guide page.


| Human | Dwarf | Elf | Elemental | Shinobi | Terranoid |
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Elf Main Overview
All good types of elves have come together in "The Elf Alliance" to face the forces of lifelessness and evil. Their society is divided into 3 official clans. These clans are the Sylvan Clan, the Clan of Light, the Clan of the Woods. Elves that don't offically belong to any of those are considered clanless. While in theory all 3 clans are equal, in reality the Clan of the Woods is superior to the Clan of Light and the Sylvan Clan. The Clan of the Woods require applicants fight as members of the lower clans before they are even considered ready to be adopted by the higher clan. All elves have the potential to be members of any of the clans except for Half-elves who are discriminated against and those elves who show exceptional intelligence and too much independence who become Shadow Elves or High Priests.

No special bonuses or penalties
Elf Woodland Ranger



Elf Military
Name Attack Defense Return Train Casualties Mages Spies Price
Half-Elf 2.5 2.5 12.0 9.0 100 220g
Sylvan Ranger 5.5 4.0 12.0 12.0 90 1,050g, 40l
Archer of Light 4.0 5.5 12.0 12.0 90 950g, 20m
Woodland Ranger 9.0 9.0 10.0 12.0 50 0.1 0.1 2,750g, 250l
High Priest 12.0 1.0 1.0 2,200g, 75m
Shadow Elf 1.5 9.0 55 600g, 150l
Serf 80g, 50l
-Up to 60% of Sylvan Ranger 'normal casualties' on successful attacks, or defenses are automatically retrained into Woodland Rangers. This process takes 12 hours.
-Up to 60% of Archer of Light 'normal casualties' on successful attacks, or defenses are automatically retrained into Woodland Rangers. This process takes 12 hours.
-Sylvan Rangers and Archers of Light are only retrained in non bottomfeeding attacks.
-Each Shadow Elf creates 10 investment points per hour which are divided and invested among all available improvement fields in the kingdom (60%) and realm (40%) improvements. If realm improvements are maxed out then the points are invested in kingdom improvements.
-The term 'normal casualties' refers to the casualties on a normal attack. That means that there is no extra gain from conquest attacks.



Elf Spells
Name Function
Conservation Elf, SELF
Eliminates 80% of all decay.



Elf Building Differences
Name Land Function
Gold Mine Elves cannot build Gold Mines
Iron Mine Elves cannot build Iron Mines
Diamond Mine Elves cannot build Diamond Mines
Guild Quarter Elves cannot build Guild Quarters
Forest Enclaves
(Home)
Forest
Woodlot
(Sawmill)
Enchanted Stone
(Spire)
Forest
Secluded Grove
(Academy)
Forest