Light Eternal. Magic Supreme.
The Luminari are the oldest civilization of elves, builders of crystal spires and masters of arcane magic. Their Champions are peerless in combat, their Mages channel raw starlight, and their Dragons are the most feared creatures in the sky. They fight not for conquest, but to preserve the order of the world.
While every warband recognizes the overarching sigil of The Luminari, regional kingdoms, ancient holds, and frontier marches march under their own heraldic colors and ancestral standards. In multiplayer matches, each player color represents a distinct historical sub-faction with unique lore and doctrine.
Primary racial banner displayed across battlefield command centers and fortress ramparts.
The Celestial Court reigns from the floating crystal archipelagos of Aethel-Shael, where marble arches span cloud valleys without pillar or support. The High Elves of the Court consider themselves the rightful stewards of creation, viewing their mortal neighbors with serene, aristocratic detachment. Their military doctrine is built upon overwhelming celestial bombardment. Wildsingers and Arcane Masters call down torrential cascades of Starfire Bolts, obliterating opposing regiments while royal Sun Dragons sweep across the skies to incinerate siege artillery from above.
Dedicated to the immortal celestial firebird, the Phoenix Vanguard guards the volcanic spires of the Sun-Gryph ridges. Their warriors believe that soul and blade must be purged in pure white heat, shedding fear, doubt, and mortality in service to the everlasting flame. On the field, the Vanguard's Champion Lancers ride swift silver coursers into the teeth of the enemy, surrounded by a radiant halo of protective heat that incinerates incoming arrows. If an elite champion falls in battle, the phoenix aura erupts in a blinding blast of vengeance.
Mer-Elysia is an aquatic miracle—a high elven port constructed of mother-of-pearl and sapphire glass rising from the azure waters of the continental straits. The Sapphire Corsairs guard these waters against raiders, sea monsters, and black-flagged galleons. Their Spellbows are legendary for their lethal accuracy. Drawing enchanted silver bows strung with mermaid hair, their archers can curve arrows around terrain obstacles and pierce heavy plate armor with icy frost-enchanted broadheads.
The Tower of Infinite Reflection sits at the exact geometric intersection of seven subterranean magical leylines. The Grand Arcanists have mastered the manipulation of pure Arcane energy, transforming raw magical potential into physical matter and teleportation conduits. In war, the Violet Leyline operates unlike any other army. Rather than marching slowly across roads, their units can warp directly into the power radius of forward-constructed Energy Crystals, appearing instantaneously behind enemy battle lines to unleash devastating surprise attacks.
The House of the Golden Dawn maintains the colossal solar lenses of Helioth, which focus the light of the dawn into blinding beams of purified magical plasma. Their nobles wear gilded robes woven from spun sunlight, and their honor guard carries mirror-finished shields. On the battlefield, their structures project powerful Aegis shields that absorb enemy damage and boost nearby unit combat recovery. When their Crystal Beam is charged, it fires an orbital lance of solar fire that incinerates buildings and heavy battalions in seconds.
Across the vast rolling grasslands of Caelith, the Sun-Strider Order trains in the ancient art of mounted archery and lance combat. Their warhorses are descended from celestial equines, capable of gallopping across rivers and rough terrain without losing momentum. Sun-Strider commanders despise grinding infantry engagements. They fight as fluid, swirling squadrons that encircle opposing forces, baiting frontline defenders out of position before delivering devastating flanking charges into exposed flanks.
The Verdan Spire combines high elven architectural mastery with the living wonders of nature. Its vast conservatory domes house extinct flora and magical herbs nourished by nutrient-rich crystalline waters. The Emerald Sages believe magic should heal and sustain rather than destroy. In warfare, the Sages provide unmatched battlefield sustain. Their rejuvenation enchantments rapidly regenerate wounded soldiers, restore expended mana pools, and cleanse toxic blights from the ground as their armies advance.
The master masons and geometer-mages of Aethel-Drak shape solid quartz and living granite with thought alone. Where other races quarry stone with hammers, the Architects sing resonant chords that cause rock strata to fold and rise into soaring crystalline ramparts. Their masterpiece of warfare is the Crystal Walker—a towering quadrupedal siege construct animated by resonant arcane crystals. Striding effortlessly over rough terrain, the Crystal Walker fires concentrated prism blasts that shatter enemy towers with vibrational shockwaves.
Rising three thousand feet above the surrounding plains, the White Tower is carved from a single colossal crystal of pure quartz. The Silver Wardens who defend it train for centuries to achieve physical and mental perfection, purging their minds of fear, anger, and distraction. Their Sentinels form the most disciplined infantry line in Aethermere. Holding mirror shields edge-to-edge, they can reflect hostile magical projectiles back at the casters who hurled them, turning an enemy's greatest spells into their own doom.
The Twilight Eclipse represents the rare High Elven sect that studies the interplay between brilliant solar illumination and absolute darkness. Situated in the deep shadows of the northern rift, their scholars understand that light cast upon an object always creates an equal shadow behind it. In combat, the Shadow-Dancers shroud their formations in ethereal twilight veils that make their true numbers impossible to estimate. Enemy spellcasters find their mana conduits choked and suppressed by the Twilight Eclipse's master counter-sorcerers.
Heroes level up in battle, choosing one of two abilities at levels 3, 6 and 9.
Lord of the Walking Throne
The golem plants its feet and the chest lens gathers light for 1.5 s, then fires a lance of solar fire 12 tiles long and 1.5 wide for 450 damage to units and triple damage to buildings.
Helioth's Lens: the smallest of the great solar lenses, set in the Throne-Golem's chest; the Chancellor turns it with a word from his crystal-tipped sceptre.
Heroes are the heart of your warband. They grow stronger every battle, learn signature abilities, equip legendary loot, and can even be taken under your direct command.
Outfit heroes across 8 equipment slots with gear from your faction blacksmith and the neutral Troll-Vault — plus tomes for permanent stat boosts.
22 units across ground, air, sea, and trade. Master every warrior to dominate the battlefield.






















Conjured by spells rather than trained — they fight for a limited time, then fade away.

Regicide only. Your monarch stands in your base from the first second of the match, cannot be trained, replaced or rebuilt, and carries no weapon. Kill the enemy King and the match is over — lose yours and so are you.

Key structures for the High Elves faction. Build your economy, train your army, and fortify your defenses.
































Equip your heroes with gear forged at the High Elf blacksmith and consecrated at its altar. Faction-exclusive pieces are found nowhere else, while the shared arsenal is stocked at other factions' shops too.
+22 spell power, +1.5 mana regeneration, +0.5 HP regeneration per second.
+15 spell power. Nearby allies gain +0.5 mana regeneration per second.
+18 spell power, +0.5 mana regeneration per second. Caster heroes only.
+1 armor, +0.75 mana regeneration per second.
+0.6 movement speed, +0.5 mana regeneration per second.
+8 spell power, +0.3 mana regeneration per second.
+2 armor, +10% crit, 5% lifesteal, +1 mana regeneration.
+5 armor, reflects 3 melee damage, +1 HP regeneration per second.
+6 armor, +2 HP regeneration per second, 5% lifesteal.
+6 attack damage, +10% critical strike chance. Melee heroes only.
+5 attack damage, +15% attack speed. Ranged heroes only.
+25 spell power, +1 mana regeneration per second. Caster heroes only.
+5 armor, +1 HP regeneration per second.
+4 attack damage, +2 armor.
+10% critical strike chance, 5% lifesteal.
+3 armor. Reflects 2 damage to melee attackers.
Sound the horn: nearby allies gain +3 damage for 10 seconds. 30s cooldown.
Nearby allies regenerate +0.75 HP per second.
+0.25 mana regen. Nearby allied casters gain +0.5 mana regeneration per second.
+15 spell power, +0.5 mana regeneration per second.
+3 armor, +0.5 HP regeneration per second.
+15% attack speed. Ranged heroes only.
+1 armor. Nearby allies reflect 2 damage to melee attackers.
+2 armor, +0.3 movement speed.
+1 HP regeneration per second, +1 armor.
+0.75 mana regeneration per second.
+0.7 movement speed, +0.5 HP regeneration per second.
+2 armor. Reflects 1 damage to melee attackers.
+0.8 movement speed.
Permanently increases the hero's attack damage by 2.
Permanently increases the hero's armor by 1 and attack speed by 5%.
Permanently increases the hero's maximum mana by 15 and mana regeneration.
+0.35 movement speed, +1 armor.
Permanently adds 3 backpack slots, up to 30.
+3 attack damage. Melee heroes only.
+3 attack damage. Ranged heroes only.
+10 spell power. Caster heroes only.
+1 armor, +0.5 HP regeneration per second.
+2 attack damage.
+2 armor.
+0.55 movement speed.
+0.4 movement speed.
+0.25 mana regeneration per second.
+1 armor.
+0.5 HP regeneration per second.
+1 armor.
The High Elves race their own cars in Wheels of Stone and build their own cities in Cities of Stone. Every prop here also stands in the Forge for your own maps.
White enamel and gold. Quick, clean and wrapped in a ward.
Crystal Ward: A ward that turns the next hit.
A swan in white and gold. Glides at speed, and hates to be touched.
Swan Glide: Full speed off the road, and sharper turning, for a while.