Elves
Race

Elves

#Elves
Value: 0 pts

Magic and archery masters. Swift and deadly, but fragile.

Description

Ancient forest dwellers with magical affinity. Elves gain +40% Herbs, +35% Elixir, +30% Wood, +25% Research. Their warriors are fast (+20% Speed) with devastating ranged attacks (+35% Attack in Second lane), but fragile (-10% Life). Weak at mining (-20% Mineral, -25% Coal).

📖 Full Encyclopedia Entry

Elves are the immortal guardians of forest and magic. Their civilization harmonizes with nature: Herbs reach +40%, Elixir +35%, Wood +30%. Scholarly traditions accelerate research (+25%), and gem sensitivity aids production (+15%). Even Dextronium benefits from magical attunement (+10%). However, Elves disdain heavy industry: Mineral (-20%), Coal (-25%), Stone (-15%), Marble (-15%), Mithril (-5%), and food is merely adequate (-5%). Elven purity provides strong event resistance (-30% Corruption, -25% Epidemic, -20% Mutiny) though selective diets increase famine risk (+15%). In battle, Elven archers are devastating: +35% Attack in Second lane (ranged), +15% Attack in Third lane, with +20% Speed for maneuver. Their fragility (-10% Life all lanes) requires careful positioning. Forest terrain and Spring season amplify Elven strengths.

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Production Modifiers
💰 Gold Production ±0%
📖 Research Production +25%
💎 Food Production ±0%
💎 Wood Production +30%
💎 Herbs Production +40%
💎 Stone Production -20%
💎 Mineral Production -25%
💎 Gems Production +15%
💎 Coal Production -30%
💎 Elixir Production +35%
💎 Marble Production -15%
💎 Mithril Production -5%
💎 Dextronium Production +10%
Event Probability

Modifies chance of city events occurring

Mutiny -20%
Famine +15%
Protests +5%
Corruption -30%
Epidemic -25%

Battle

Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.

🤝 Ally Effects RATIO

Affects friendly units only

First
Attack:+0%Life:-10%Speed:+15%
Side
Attack:+10%Life:-10%Speed:+20%
Second
Attack:+35%Life:-5%Speed:+20%
Third
Attack:+15%Life:-10%Speed:+15%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Magic and ranged combat specialist
Relevance All Stages
Type Unique

Advantages

  • + +40% Herbs production
  • + +35% Elixir production
  • + +30% Wood production
  • + +25% Research production (highest)
  • + +15% Gems production
  • + +10% Dextronium production
  • + +35% Attack in Second lane (devastating ranged)
  • + +20% Speed all lanes (fastest race)
  • + +15% Attack in Third lane
  • + +10% Attack in Side lane
  • + -30% Corruption risk (purest race)
  • + -25% Epidemic risk
  • + -20% Mutiny risk

Disadvantages

  • - -25% Coal production
  • - -20% Mineral production
  • - -15% Stone and Marble production
  • - -5% Food and Mithril production
  • - -10% Life all lanes (most fragile)
  • - +15% Famine risk (selective diet)
  • - +5% Protests risk

Warnings

  • ! Elven armies need frontline protection for fragile archers
  • ! Stockpile food to counter increased famine risk
  • ! Forest + Elves + Spring = Magic empire
  • ! Focus on ranged units to maximize Attack bonuses
🤝

Synergies

Forest terrain (+40% Wood synergy)Spring season (growth and renewal)Distillery, Academy, BestiaryTownship city categorySentinelArcher, BladeDancer, Spellweaver, MoonGuard (racial units)
🚫

Countered By

Mountain terrainDesert terrainWinter seasonHeavy infantry armiesDwarves
📈

Scaling

Racial bonuses multiply with Terrain, Season, Building, and Research effects.