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« Wizard Guilds OOP »

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Dec 31, 2009, 6:55am



Dark Elf

Alignment: Evil
Homes: Caverns

Wizard Strength:

+10%
Mana Production: +5%
Gem Production: +5%
Offense vs Halfling: +5%
Cannot Build Barracks

Unholy Ghost:

Enemy Draftees do not participate in battle due to extreme fear.


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 Warriors:
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 85% of your size or greater, Spirit Warrior has 6 offense and ALMOST Never Dies
1200p, 55r

Dominion Strategy Forums :: Evil Race Strategies :: Dark Elf Strategy :: Wizard Guilds OOP
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 AuthorTopic: Wizard Guilds OOP (Read 340 times)
DarkMagi
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 Wizard Guilds OOP
« Thread Started on Sept 11, 2003, 1:13am »
[Quote]

What's the best % of wizard guilds to come out with OOP? Is it 10%, 20%, 30% or 0%?

Thanks for your help.
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COmCOMe
Guest
 Re: Wizard Guilds OOP
« Reply #1 on Jan 25, 2006, 1:05am »
[Quote]

15
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ma chi bai
Guest
 Re: Wizard Guilds OOP
« Reply #2 on Feb 16, 2006, 3:34am »
[Quote]

0%. no wg at all at start
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