Dark Elf

Dark Elves first made their appearance in the world of Lords of War and Money as a non-playable faction, and later became playable in July 2007. They have yet to get an alternative class, as of April 2016, but rumors are one is in the woodwork.

Unique features

Dark Elves playing as Magic characters can make use of the very useful racial ability Dark Barrier and learn the special talent Elemental Call, both of which are next use useless for Might characters.

Army

While Dark Elves have few shooters to speak of, their melee troops are something to fear and avoid. For much of their early and middle-level progress they rely on their unique second-tier troops, Shrews. A major upgrade from Rogues, Shrews are not only the longest-range and quickest-acting playable low-tier troops, but they also strike-and-return without retaliation.

The third-tier Minotaurs are quite slow and not particularly dangerous until upgraded to the double-striking Minotaur Guards. Lizard Chargers (later beefed up to Lizard Assailants) are dangerous especially to high-tier creatures because of their ability to ignore the target's defense. On the fifth tier, the slow but multi-headed Hydras, later upgraded to Ladons, provide the Magic Dark Elf with much-needed HPs. Dark witches support the melee troops by casting Delay, Chastise, and Disruption Ray (and later Confusion after upgrading to Dark Sybils) along with 4 weak shots. Twilight Dragons and their impervious-to-magic upgrade, Black Dragons, finish the melee lineup as the Dark Elf's only flying creatures with lots of range and high damage.

ARMY TABLE TBD.

Additional discission TBD.