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Dark Elves usually reside on the Myrror Plane or existence and are highly in tune with the magical powers that flow through these lands. Even the least of them are proficient in some magical arts. They tend to be arrogant and vicious, using their talents to assert dominance over other "less civilized" races.

Tactical Overview[edit]

Dark Elves are slow builders, but with potential to be incredibly strong. They can build nearly every building, their units are both strong and flexible, and they produce far more magical power than any other race. Their Warlocks are especially dangerous, as the Doom Bolt spell bypasses all defenses and inflicts damage directly.

Even their weakest normal units have a ranged magical attack, affording them some safety in the early stages where the Dark Elves are at their most vulnerable. The Dark Elves are one of the powerhouse races of Master of Magic, ready-made for world domination.

Special Rules[edit]

Dark Elf cities grow slowly, at a rate of -20 per turn, and are unique in producing 1 power per population. They can only be chosen as a race if your Wizard has the Myrran ability.

Normal units, except priests, cost 250% of normal. Priests cost 200% of normal and have a strength 6 magical attack. Spearmen, Swordsmen, Halberdiers and Cavalry have a Strength 1 magical attack with 4 ammo.

All units have +3 Resistance.

Normal Units[edit]

Dark Elf cities can build Spearmen, Swordsmen, Halberdiers, Cavalry, Priests, Catapults and Galleys.

They cannot build Bowmen, Shamans, Engineers or Magicians.

Special Units[edit]

Dark Elf cities can build Warlocks, Nightblades and Nightmares.

Name Cost No. of figures Upkeep Melee Attack Ranged Attack Defense Resistance Movement Hit Points Specials
Warlocks 240 4 5+F 1 Magic 9 (4 ammo) 4 9 1 1 Missiles Immunity, Doom Bolt
Nightblades 120 6 3+F 4 - 3 7 1 1 Invisible, Poison 1
Nightmares 160 4 4+F 8 Magic 5 (4 ammo) 4 8 3 Flying 10 -


Dark Elf cities cannot build a Cathedral.