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Dark Elf
Special Abilities Stealth Detection
Spawn Time 1:30:00
Requirements
Technology Forces of the Dark Gods
Room Guard Post, Level 2
Furniture Guard House
Training Proving Ground 1-99
Arena 100+

A dark elf is a ranged fighter in Dungeon Overlord. The dark elf is now the best Settlement raiding unit in Tier-1, as they combine fast speed with decent DPS and an incredible range. Their biggest disadvantage is that Goblin Twine and Crystite are also used for Bookcases, initially diverting resources from a critical advancement resource. They more than pay for themselves once they can raid Tier-2 Settlements, however, so many players feel that it's worth the cost.

Advantages Disadvantages
Powerful unit in both raiding and defense Comes fairly late for Tier-1, expensive "bed"
Highest minion range in the game Only 1/3 shots actually do damage, reducing DPS
Range advantage often results in minimal HP loss Poor AI may ignore closer units
Damaged less from raids than Orcs of a similar level Needs Bookcase resources to increase in level
Great healing rate vs. overall HP for a ranged unit Takes forever to recruit and level
Very fast on the overworld map Will often raid too quickly for healing to keep up

Stats gained per levelEdit

  • 120 Health
  • 6 Damage
  • 25 Carry

Spawn InfoEdit

This is the chance of the creature spawning in a room when defending against an attack. The values are relative to each other.

Furniture Edit

Raiding and defense Edit

Dark Elves need to be leveled before they can be sent to Settlements alone, so you will need to rush Necromancy and a Temple in order to craft and place the Motif of the Dark Gods so you can level them past Level 10. A Level 15 dark elf can easily 3/3 raid Tier-1 settlements indefinately, with no danger of dying. Data is being collected on the number and levels of dark elves needed to safely 3/3 raid a Tier-2 settlement. Preliminary results suggest that 6 x Level 25 Dark Elves can reliably do so, and that 10 x Level 18-20 Dark Elves should be roughly as safe. Their speed and ability to take minimal damage once they reach the right level make them very close to thieves in raiding effectiveness, although they require much more infrastructure to reach that point. 2x Level 70-75 on T2 3/3 is safe(at least 30mins away). 3x lvl 50 is pretty safe as well. Lately, lvl 130 DE died, SOE informed, that even higher lvl DE could die on T2...

Dark Elves are excellent defensive creatures as well if the Guard Post and Den are placed properly and either mazing, traps, or a tanking creature is used to allow the dark elves to utilize their range advantage. Dark Elves are also a ready source of leveled Stealth Detection; while a low-level thief will often serve the same purpose, this does not apply when the scouting thief has a significant level advantage. Dark Elves kept for raiding and defensive purposes should be of a high enough level to retain a very large chance of detection even against leveled scouts.

Visit creatures' training cost tables

Stage Health Attack Defense Damage Speed Healing Rate Carry Pillage Range Traveling Per Square Upkeep Training Cost
Initial 600 90 80 30 7 700 125 0 projectile 0:08:34 10 Food, 5 Gold 400 Gold, 1 Goblin Twine, 2 Crystite, 100 Food
At Level 10 1680 90 80 84 7 700 350 0 projectile 0:08:34 24 Food, 12 Gold 500 Gold, 2 Goblin Twine, 3 Crystite, 200 Food
At Level 20 2880 90 80 144 7 700 600 0 projectile 0:08:34 40 Food, 20 Gold 600 Gold, 3 Goblin Twine, 4 Crystite, 300 Food
At Level 30 4080 90 80 204 7 700 850 0 projectile 0:08:34 56 Food, 28 Gold 700 Gold, 4 Goblin Twine, 5 Crystite, 1 Cold Iron Ingot, 400 Food
At Level 40 5280 90 80 264 7 700 1100 0 projectile 0:08:34 72 Food, 36 Gold 800 Gold, 5 Goblin Twine, 6 Crystite, 2 Cold Iron Ingot, 500 Food
At Level 50 6480 90 80 324 7 700 1350 0 projectile 0:08:34 88 Food, 44 Gold 900 Gold, 6 Goblin Twine, 8 Crystite, 3 Cold Iron Ingot, 600 Food
At level 60 7680 90 80 384 7 700 1600 0 projectile 0:08:34 104 Food, 52 Gold 900 Gold, 6 Goblin Twine, 8 Crystite, 3 Cold Iron Ingot, 50 Deep Ochre, 600 Food
At level 70 8880 90 80 444 7 700 1850 0 projectile 0:08:34 120 Food, 60 Gold 900 Gold, 6 Goblin Twine, 8 Crystite, 3 Cold Iron Ingot, 50 Deep Ochre, 600 Food
At level 75 9480 90 80 474 7 700 1975 0 projectile 0:08:34 128 Food, 64 Gold 1100 Gold, 7 Goblin Twine, 10 Crystite, 4 Cold Iron Ingot, 100 Deep Ochre, 700 Food
At Level 100 12480 90 80 624 7 700 2600 0 projectile 0:08:34 168 Food, 84 Gold 1100 Gold, 7 Goblin Twine, 10 Crystite, 4 Cold Iron Ingot, 100 Deep Ochre, 700 Food
At Level 200 24480 135 120 2418 7 840 5100 0 projectile 0:08:34 328 Food, 164 Gold 2200 Gold, 10 Goblin Twine, 14 Crystite, 6 Cold Iron Ingot, 200 Deep Ochre, 900 Food

Damage Type and Resistances Edit

Damage Type: Physical

Physical Magical Fire Cold Electrical Poison Disease

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0

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25%

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