Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Third Age Middle Earth
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Callistonian  [developer] 4 Jul, 2015 @ 10:58pm
Guide to High Elves
Synopsis

Elven units are very high quality but very expensive. And upgrading them to heroes is even more expensive. High Elves can use the same magic behind the Straight Road (which leads off the curvature of the planet) to build sky passages and teleport units around the map.

The High Elves are an easy faction to play as because their distance from any enemies insulates them from harm until they can develop their economy and military. However, you should be careful not to let your allies be swept asside. Eriador and the Dwarves of the West protect the High Elves from harm only as long as those factions exist. It may be a wise policy to drop a fortress or two at Bree and perhaps a Sky Passage when it because available so as to protect your human allies.

You will find that it is easy to defend with the elves but difficult to attack. The elves enjoy living on the western edge of Middle Earth, away from most of the strife and conflict. This prevents them from being able to easily launch campaigns against foes such as Gundabad and Isengard who must eventually be eliminated.

Elven units also cost additional population. This in combination with long train times prevents you from being able to spam units. The Elves must be strategic in deciding when and where they engage the enemy because it takes too much time and resources to replace large losses.

In summary, it is easy to play as the Elves but difficult to win. The High Elves naturally tend towards turteling but you should not become complacent. Eventually, enemies from as far as Rhun will come knocking and the Elves may be eliminated before they have the had the chance to sail to Valinor.

Faction Difficulty

Easy

Faction Details

Strengths
- very strong ranged
- strong infantry and cavalry
- sky passages
- units have increased line of sight

Weaknesses
- expensive military
- slow train time
- units cost extra population

Palantir: yes

Starting Settlements: Mithlond, Imladris

God Powers
- Cease Fire (1)
- Valor (3)
- Restoration (3)
- Vortex (1)

Heroes
- Lord Elrond
- Arwen
- Gil-Galad

Diplomacy

Allies: Arnor, Silvan Elves
Neutral: Gondor, Dwarves of the West, Dwarves of Erebor
Enemies: Orcs of Gundabad, Isengard, Mordor, Rhun, Harad

Quests and Objectives

none currently

Units

- Noretirno Rider (Turma)
- Bow Quendi (Arcus)
- Eldarinwe Archer (Hero Arcus)
- Eldarinwe Guard (Automaton)
- Elven Noble (Contarius)
- Eldarinwe Cavalry (Hero Contarius)
- Swan Ship (Longboat)
Last edited by Callistonian; 12 Dec, 2015 @ 5:49am