Master of Magic/High Elf

High Elves are highly cultured people with a noble military tradition. They have a fine sense of natural environments and inherent magical abilities.

Tactical Overview
High Elves are a slow growing race, which will turn into a power house if allowed. Their inherent power production helps offset the deficit in religious buildings. The special units are very strong. Longbowmen should be an early priority, since they will provide good defenses, and the Elven Lords are almost comparable to Paladins, with the money combination of fast move, First Strike and Armor Piercing. The universal +1 to hit bonus makes any unit worthwhile.

High Elves are a very strong race, although the slow growth may cause problems very early on. Once you get beyond that point, however, you're set to take over the world.

Special Rules
All units cost 50% extra, except Galleys, Triremes and Catapults. All units have +1 to hit, +2 Resistance and the Forester ability.

High Elf cities grow slowly, at a rate of -20 per turn, and produce 1/2 power per population.

Normal Units
High Elf cities can build Spearmen, Swordsmen, Halberdies, Cavalry, Magicians, Catapults and Galleys.

They cannot build Bowmen, Priests, Shamans and Engineers.

Special Units
High Elf cities can build Longbowmen, Pegasi and Elven Lords

Buildings
High Elf cities cannot build Parthenon and Maritime Guild.