News
Previews
Reviews
Interviews
Awards
Screenshots
FAQ
Order Online
Features
Races
Heroes
Spells
Specialties
Temples
Item Sets
Battle Reports
Patches
Demo
Scenarios
Tools
Custom AIs
Music
Wallpapers
Messageboard
Fan Sites
Contact Us
Developed by SSG
Published by Ubisoft Warlords Battlecry 2.com

High Elves

Titan - King Lunarion


Click King Lunarion to hear him speak
King Lunarion was the eldest son of the High Elf Ehlanna, Ice Queen of the Northern Tundra. As a youth, Lunarion was a great explorer, discovering the crescent-shaped island off the coast of the High Elven homelands and naming it after himself.

Later in life, he built a citadel upon this island and, with typical High Elven humility, he named the citadel after himself also. Eventually he crowned himself as the Moon King, and named his Citadel as a sister fortress to his mother's famed Citadel of Ice.

Race

The highest point in Etheria is an Elf’s appreciation of himself. It follows then that this point is also the coldest and bleakest. High Elves consider themselves to denizens of another, more rarified sphere of existence, who for reasons that the rest of us couldn’t possibly understand, have decided to sojourn, for a short time, in the mundane world.

The Elves affect to be ever so slightly troubled by the fact that the press of their affairs in Etheria compels them to remain, (for the moment). At the same time, they are quietly pleased at what they see as their civilizing influence, for surely the presence of such exemplars of virtue must have a positive effect on those lesser beings around them.

In fact, there is no other Elvish world, or if there was, it long ago locked the gateway of returning, and threw away the key. The actions of the High Elves themselves bear out this view, as they have schemed, plotted, backstabbed and waged deadly war as vigorously as any other race in Etheria, all with a view to domination of the land. This (unless you are a resident of Sydney, Australia) is simply too high a price to pay for the short term possession of a holiday home. The High Elves of Etheria are not only here to stay, but they’re coming soon to a province near you.

Pros: Deadly archers, tough cavalry, good fliers, healing abilities.

Cons: Iceguard are weak, voracious appetite for crystal.

To taunt a High Elf: serve the wrong wine with dinner.

To make friends with a High Elf: ask to listen to his poetry.

Motto: Dominate the ones you’re with

Wisps:
Irrepressibly cheerful because they can’t be sent down the mines, Wisps are a useful builder unit. When four are gathered they turn into an Ancient Wisp, a grumpier but more powerful unit.

Ancient Wisps:
A builder that can fight is surely worth its high build cost in Crystal. A fighting builder that quickly regenerates its own build cost, just by hanging around, is cheap at twice the price. You should always keep some around the keep, as they provide a decent air defense as a bonus.

Iceguard:
Elves are popularly regarded as immortal, or close to it. Sadly, no Iceguard has ever lived long enough to put the theory to the test. Their role seems to be to get in the way of enemy melee units, slowing them down so they can be filleted by the archers. As a calling it has a certain doomed nobility, but nothing else to recommend it.

Longbow:
Longbow units are certainly more likely to live longer than their Iceguard brethren. When the usual archer upgrades are applied they can cause problems for any opponent. Naturally, they would never stoop so low as to use poison arrows, like the despicable Dark Elves, but shooting people with flaming arrows is considered perfectly legitimate.

Dragon Knights:
Dragon Knights excite the envy of all other cavalry units. Well armored overall, and especially fireproof, Dragon Knights can attack flying units. Not for them the fate of lesser cavalry, cowering helplessly as flocks of Pegasi kick their heads in. If upgraded, they can actually seek out and cut down Dragons, which ability makes them very popular towards the end of long battles, when Dragons typically take to the air.

Mystics:
The standard attack of the Mystic is somewhat feeble, doing only 15 damage. These boys need to change the type of musty tome that they traditionally pore over to something that contains a little bit more butt kicking power. However, the Mystic’s spells, Ring of Ice and White Ward make them a much more useful unit, especially guarding Heroes.

Unicorns:
Blessed are those who have Unicorns, as they shall have healing wherever they go, and their Heroes shall not know Poison or Disease, but instead shall not only walk through the Valley of the Shadow of Death, but will burn down all its towers and buildings along the way.

Moonguard:
The last time anybody looked, the Moon did not need guarding, so these guys must be looking after the Tower of the Moon, which amongst other things, summons King Lunarion, the High Elf Titan. When not actually on guard duty, Moonguard make a high powered archery unit and are also a General.

Phoenix:
Highly useful or pesky critters, depending on whether you own them or not. Even if you only send out one or two, their advent should force your opponent to guard his resource points properly. If he doesn’t, then the Phoenix will simply take them all away.

Pegasi and Dragons:
There’s nothing special about these units as employed by the High Elves, but they make a good fit with the units on their side.

Wyverns:
Wyverns have a couple of advantages over Pegasi. They’re slightly tougher and they’re not produced at an Eyrie, leaving that structure free to produce other fliers. On the other hand, Pegasi are cheaper, and better against buildings. The SMOBs (Secret Masters of Battlecry), an elect group to which your humble scribe aspires, but definitely doesn’t belong, will be able to give chapter and verse on which to use when.

Scorpions:
The Scorpion is a frightening war machine to those (like Barbarians and Orcs) who rely on hordes of low cost infantry. A Scorpion that has just cast its Multi-target spell is capable of killing every Barbarian within range, which is not an attractive proposition for the hordes. The Scorpion is also quite well armored for a war machine, so its destruction is not a casual task.

King Lunarion:
If the King has left the building, its because it has been reduced to rubble. Titans are grumpy at the best of times, and King Lunarion and his pet dragon are best given a wide berth. Naturally, the King causes Terror, ignores armor, and hands out great thumping wads of damage to his many enemies.