The Forest Remembers. The Forest Strikes.
Guardians of the ancient groves, the Verdant Court fights to protect the wild places. Their Bladedancers weave through enemies with grace, while Eagle riders patrol the canopy. Spirit Trees channel the living forest itself, and their Mages draw power from the ley lines that run beneath the roots of the world.
While every warband recognizes the overarching sigil of The Verdant Court, 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.
Deep within the mist-shrouded river valleys of Sylvan-Shade, the damp fog never fully dissipates. The Mist-Walkers have learned to breathe the river vapors and move across mossy boulders and river reeds without disturbing a droplet of morning dew. They specialize in elusive guerrilla warfare. Appearing from river fog where enemies least expect them, their archers loose venom-dipped arrows before melting back into the impenetrable river mist, leaving confused sentinels to bleed out in the gloom.
When the autumn winds turn the oak and maple canopies of Celyndar into a sea of blazing red and gold, the horn of the Wild Hunt echoes through the trees. The Autumn-Blaze Clan believes that fire and death are essential cycles of forest renewal, purging dead wood to allow vibrant saplings to take root. The Wild Hunt rides giant woodland stags through thick underbrush that would break an ordinary horse's legs. Screaming ancient hunting cries, their Bladedancers strike like lightning, leaving burning supply wagons and scattered enemy patrols in their fiery wake.
Sylvarmere is the beating heart of the ancient forest realms. At its center stands the World-Oak, whose roots tap the primeval aquifers of the planet and whose canopy shelters over twenty thousand wood elves in interconnected bough-palaces. The Glade-Guard are the supreme guardians of the Spirit Tree network. By communion with the trees, they harvest continuous passive lumber without felling a single branch, freeing their economy to recruit massive armies that pass effortlessly through dense tree trunks to flank intruders.
The Dream-Singers dwell in the eternal twilight of the deepest old-growth glades, where luminous spore-fungi and bioluminescent moths drift through the air. They spend decades slumbering in moss hammocks, walking the Fey Dream and learning the primordial speech of ancient forest spirits. In battle, their singing weaves reality itself. With a single whispered stanza, ancient tree roots erupt from the earth to entangle entire enemy regiments, while their Tranquility auras bathe allied warriors in soothing light that knits broken limbs and calms frantic minds.
Stationed in the towering redwood lookouts of the Elenar plateau, the Sun-Glade Watch keeps vigil over the forest borders. Aided by bonded giant eagles that nest in the crown branches, their sentinels spot smoke plumes and enemy movements twenty leagues away. The archers of Elenar are peerless marksmen. Drawing composite bows crafted from laminated yew and stag sinew, they can drop enemy officers from three hundred paces away, kiting slower enemy infantry across the forest with flawless coordination.
The elves of Teth-Gwyn inhabit a grove of colossal trees whose sap hardens into amber as tough as dwarven iron. They do not quarry stone for ramparts; instead, they sing to the living roots, coaxing thick thorn-hedges and bramble barricades to grow into towering living battlements. These living walls slowly regenerate their own damage during combat. When an invader approaches with torches or axes, the ancient Treant guardians awaken, uprooting massive limbs to crush war machines and trample sappers beneath tons of living timber.
The Wild-Root Tribe has abandoned the refined etiquette of the court elves, adopting the feral instincts of the great predators of the deep forest. They live alongside packs of giant forest wolves, bears, and great horned stags, communicating through guttural barks and pheromone scents. Their shock troops fight alongside towering Siege Beasts—massive primordial woodland behemoths fitted with spiked hardwood ramming frames. In assault engagements, these living siege engines crash through stone portcullises like dry twigs.
The Iron Wood is an ancient forest biome where the tree bark has absorbed natural iron deposits from the soil, creating wood so dense that it blunts woodsman axes on contact. The Thorn-Guard has fortified the labyrinthine thorn corridors with concealed pits and barbed briars. Their battle doctrine punishes aggression. Units attacking the Thorn-Guard suffer significant returned damage as barbed brambles and spiked shields shred flesh with every blow, turning narrow defiles into blood-drenched slaughter pens.
The White Birch Grove of Nim-Loth is a sanctuary of sacred silence. Here, ancient hermits maintain the balance between mortal beings and primeval nature spirits. They wear white tunics woven from thistle silk and carry polished willow staves that never spill blood. When drawn into war, their Wardancers display supernatural evasion. Drifting through combat like dandelion seeds on a gentle breeze, they effortlessly dodge swords, spears, and crossbow bolts before disarming opponents with fluid, non-lethal grace.
In the sunless ravines where ancient rot consumes fallen leviathan trunks, the Dark-Root Stalkers make their silent home. These are the grim executioners of the forest, answering trespass with merciless finality. They coat their barbed arrows in the venom of subterranean corpse-spiders. Operating under cover of night and deep canopy shadow, the Stalkers execute devastating first-strike ambushes. Enemy commanders frequently find their forward scouting outposts dead to the last man before a single horn can be sounded.
Heroes level up in battle, choosing one of two abilities at levels 3, 6 and 9.

A wood elf druid so ancient that bark grows upon his skin and living vines weave through his hair. Oakheart channels the raw power of the forest itself.
Preferred Gear
Ability Progression

A silent warden of the deep woods who strikes with twin blades of living thorn. Thornwatch is the forest's vengeance given form.
Preferred Gear
Ability Progression

A ranger whose arrows carry the poison of the deep forest. Ashglimmer moves unseen through the canopy, striking with deadly precision.
Preferred Gear
Ability Progression

A gentle healer whose touch can mend any wound. Mosswhisper channels the restorative magic of moss, flower, and root to keep the forest's defenders alive.
Preferred Gear
Ability Progression
Elenari dances across the battlefield like falling autumn petals, her twin curved blades deflecting incoming arrows. Agrarian elven community trading honey-wine, orchard fruits, and medicinal salves with coastal human towns.
Preferred Gear
Ability Progression
Falcon-Wing rides a massive white stag into combat, coordinating arrow fire through a trained hunting falcon. Nomadic predator-warriors who track great elk and stag herds, mercilessly eliminating poachers and goblin raiders.
Preferred Gear
Ability Progression
Lyndara plays a reed flute whose mournful notes summon river mists that confound enemy archers. Water-dwellers who navigate the fast rapids of Aldorath in bark canoes, protecting sacred river basins.
Preferred Gear
Ability Progression
Briar-Thorn is clad in interlocking ironwood thorns that rip flesh whenever an enemy attempts to grapple him. Cynical elven veterans who reject diplomacy, believing warm-bloods only understand the language of barbed stakes.
Preferred Gear
Ability Progression
Night-Bloom walks under a veil of silver light, channeling moonlight to pacify warring armies. Nocturnal scholars who worship the lunar cycle, drawing magical energy from moonflowers that bloom only at midnight.
Preferred Gear
Ability Progression
Morval is a living mountain of oak and ironbark, crushing war engines beneath his massive gnarled fist. The oldest living sentinels of the first forest, slumbering for decades until awakened by the sound of axes.
Preferred Gear
Ability Progression
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.
21 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 Wood Elves faction. Build your economy, train your army, and fortify your defenses.































Equip your heroes with gear forged at the Wood 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.
+2 armor, +0.8 movement speed. Nearby allies regenerate +1 HP per second.
+0.3 movement speed. Nearby allies regenerate +0.75 HP per second.
+4 attack damage, +10% attack speed. Ranged heroes only.
+1 armor, +0.5 movement speed.
+0.75 movement speed, +1 armor.
+0.5 mana regeneration, +0.3 HP 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.