- Dark elf heroes heal themselves when they attack enemies.
- Less effective at healing than the Council, but less reliant on support hero (Priestess)
- If they survive an attack, dark elves can counterattack and recover health while doing damage.
- Does damage to enemies while raising your fallen heroes and adding to their maximum health.
- Less damage to enemies than the Council’s fireball, but secondary benefits can be game-changing.
- For maximum effectiveness, deploy lots of heroes and wait for multiple heroes to get knocked out before using.
- "Health gained by each unit is equal to the total life lost by enemy units divided by the number of friendly units plus 3 rounded to the nearest 5." [citation ]
- The equation for this is H = 1/(3+U) x D, where H is Health gained by each allied unit, D is Damage dealt, U = Amount of allied units on the field, and R = Any real number. H is rounded to the nearest 5 at the end. For example, if there were 3 allied units, and the harvest dealt 400 damage, then H = 1/(3+3) x 400, which is 1/6 x 400, which is 66.66...., which rounds to 65. As a second example, if there were 7 allied units, and the harvest dealt 780 damage, then H = 1/(3+7) x 780, which is 1/10 x 780, which is 78, which rounds to 80
Runemetal provides a unit with a permanent attack boost of 50%.
The DE equivalent of the council's dragon scale shield, this upgrade doubles the units life leech bonus (from 33% to 67%). It also increases the units health by 10%. However, it does not raise physical defence, making the DE weaker against physical damage.
The shining helm adds 10% health to a hero's base health, and provides magical resistance of 20%. Ex. attack does 200 damage, 20 percent of 200 is 40, so the attack would do only 160 damage to the unit.
Heals an ally for 1000 health and increases max health by 50