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High Elf Remnant


Created by wa666r, Commissioned by nielsdejong




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The High Elf Remnant are survivors from Quel'Thalas who escaped the Scourge invasion by heeding the prophet Medivh's warnings and sailed west, where they joined Jaina Proudmoore’s Human Expedition. There they fought alongside the orcs and night elves at Mount Hyjal, defeating the Burning Legion and avenging their homeland. However, the loss of the Sunwell, their source of power, left them with a dangerous addiction to magic. Unlike their blood elf kin, who turned to demonic magic, the high elves found salvation in vials of Sunwell water and the night elves’ teachings on creating Moon Wells, leading to the creation of “Solar Wells” to sustain them. Humbled and grateful, they embraced a more restrained use of arcane magic while still honoring their heritage, and, with newfound allies among Kalimdor’s ancient trees, they rebuilt in hidden enclaves. Though initially believed to be nearly wiped out, the high elves now constitute about 10% of their original population and stand ready to preserve their legacy and survival.


Features:





Unique

Heroes

Units

Buildings


Sun's Blessing


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Blessed by the sun, the forces of the High Elf Remnant restore hit points only during the day, but at a faster rate, and receive increased healing during daylight hours.

Ancients


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The Night Elven allies have summoned powerful Ancients to bolster the dwindling forces of the High Elves. These mighty trees provide both support and defense, capable of repelling enemy forces.


Solar Wells


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Solar Wells are an essential part of the base, providing the high elves with vital waters to heal and restore mana. Unlike their kin's Moon Wells, these pools also regenerate throughout the day, though less effectively overall.


Highborne Heritage


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Retaining their Highborne blood, the spellcasters of the High Elf Remnant are trained with additional starting mana, allowing them to cast spells without delay.





Ranger

War Mage

Warrior-Priest

Judicator


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The Ranger is one of the leaders of the High Elf Remnant. She can spread roots to trap enemies, summon an ethereal companion to help restore her allies' mana, assist in ranged combat with focused strikes, and imbue her arrows with lunar magic to rain down upon her enemies.

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The War Mage is the epitome of elemental fury, his spells devastating enemy forces. He begins by raining hail on his foes, followed by lightning strikes, engulfing flames, and finally unleashing elementals in a flurry of strikes from both his staff and blade.

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The Warrior-Priest has retained his faith in the Light despite the dark times that befell the High Elves. He is a capable frontline fighter, able to heal his allies, empower his hammer with holy light, effortlessly deflect enemy blows while healing, and able to summon a Divine Golem to crush those who oppose the Light.

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The Judicator combined her stealth arts from the High Elves with those of her Night Even kin, tailoring her abilities to oppose the magical forces of the Burning Legion. She can silence and damage her foes, send out a wave that distorts her enemies, avoid attacks while launching phantom daggers to chase her foes, and finally, use a mastered technique to summon a shade of herself against the enemy.


Sprite

Swordman/Sunblessed

Arcane Archer

Cavalry


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Sprites serve as trusted companions, capable of creating various structures, rekindling damaged Ancients, and releasing an inner solar flare to reveal and weaken the enemy.

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Swordsmen are the backbone of any force. These warriors are well-suited against ranged foes. They can later unleash their full potential, becoming Sunblessed, gaining increased strength and attacks that heal their allies.

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Arcane Archers are adaptable ranged attackers. They carry many magical arrow types in their quiver, able to unleash varied effects on their foes from afar.

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A knightly elf warrior mounted atop a loyal Hawkstrider, these warriors ride fast and strike true, able to chase down foes and withstand punishment from most enemies.


Enchantress

Cleric

Battlemage


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Enchantresses are veteran sorceresses who have optimized their spell list based on the experiences of the third war. They are able to cast specialized versions of their former spells, and can summon forth lesser water elementals to fill the high elven ranks, so that less elven blood may be spilt.


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Clerics are priests who specialized in combat healing, which many of them did after witnessing the horrors of the third war. While other priests may heal their allies faster while out of combat, the cleric is better at healing those who have suffered critical injuries, so that they may live to fight another day.


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Battlemages, or Battle Magi, are mages who have mastered not only arcane and divine magic, but the way of the sword as well. Wielding fiery runeblades, these volatile men are able to deflect incoming missiles as they recklessly charge into the thick of battle, much to the dismay of the female sorceresses who were sent to watch over and assist them.



Engineer

Ballista

Magic Carriage

Arcane Guardian


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Hailing from a desperate need that forced them to learn how to quickly construct towers, the Engineers race alongside their allies, swiftly building powerful towers and providing support to the mechanical forces with proper rune magic and quick repairs.


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Ballistae serve as the primary siege machines. Their reliable hulls and bolts are always ready to lay waste to enemy bases, with bolts that can be inflamed to further increase their effectiveness.

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Magic Carriages stay true to their namesake as they carry stored mana, restoring this much-needed resource to their fellow forces, gaining more influence with additional Mana Carriages. These floating machines also serve many utility roles, carrying items, detecting stealthed forces, and ridding enemies of their magical empowerments.


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Though once on the brink of losing the knowledge of their creation, the Arcane Guardians are reborn to serve and protect the High Elves with all the magic they can muster. Particularly suited against spellcasters and enemy bases, these walkers can also target air foes with their arcane magic if instructed.




Dragonhawk Lancer

Red Dragon Matron


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Dragonhawk Lancers were once Dragonhawk Riders, but the desperate fight required adaptations to ensure survival. These flying warriors are well-suited against their aerial foes, able to disperse magic over a wide area, while also wielding magical chains to counter powerful ground forces and structures.


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Since Ancient times there has been a close relationship between dragon kind and the high elves of Quel'Thalas. The former finding the elves aesthetically pleasing, and the latter respecting the sheer power of these mighty creatures. Many dragons were able to take on an elven form, which allowed them to live among elvenkind and further deepen their relationship. The dragon matrons are a result of that relationship, and are able to change between an elf form with draconic features, and that of a true dragon. In their elven form they are deceptively quick and agile; able to keep up with knights as well as able to dodge most projectiles. While most died defending Quel'Thalas, many joined those high elves which fled towards Kalimdor under the guidance of the prophet Medivh, and wound up fighting alongside the high elves and their allies at the battle of mount Hyjal, where they’ve defeated the Burning Legion. Now, these mighty dragons fight alongside the High Elf Remnant for their mutual survival in a dangerous new world.



Haven/Sanctuary/Spires of Eternity

Solar Well

Altar of Preservation

Mystic Forge

Bazaar

Glamoured Gold Mine


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Serves as the primary stronghold for the High Elf Remnant, providing them with the ability to train Sprites and use these Sprites' light in times of emergency to repel sieging forces.

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The Solar Wells were created using water from the original Sunwell, as well as knowledge provided by their new night elf allies (partly because they hoped it would prevent them from following the same dark path as their blood elf brethren). Unlike the Moon Wells, these wellsprings of magical power are not tied to the goddess Elune and the moon, and as such they will replenish their mana during the day as well, but at a much slower rate than the Moon Wells.

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Serves a symbol of perseverance. Summons and revives various heroes to the fight.

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Serves as the research center for the High Elf Remnant, providing them with various weaponry and upgrades to their Ancients and Solar Wells.

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Serves as the shop, providing the various purchasable items to sustain a proper force and base.

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Summoned by the Sprites, the roots overtake a Gold Mine, allowing the Sprites to easily harvest gold in the safety of the roots.


Ancient of Traditions

Ancient of Creation

Ancient of Wisdom

Conservatory


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Kin to the Ancient of War, these Ancients serve to train the primary and initial warriors of the High Elves.

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Repurposed from their Ancient of Wind brethren, these Ancients produce specialist and mechanical forces to aid in battle.

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Using the knowledge from the Tree of Ages, the Ancient of Wisdom utilizes life essence in magic, producing spellcaster forces.

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Serving as a roosting tower, this magical spire aids in the production of both Dragonhawks and Dragons alike.


Ancient Preserver

Mythical Tower

Ballista Tower

Volley Tower


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Combining the strength of the Ancient of Wonder with the magics of the High Elves, the Ancient Preserver was manifested, acting as a deterrent against foes who attempt to overtake the High Elves.

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One of the towers that only an Engineer may construct, the Mythical Towers are specially designed to counter enemy spellcasters, draining the mana of many.

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One of the towers that only an Engineer may construct, the Ballista Tower fires powerful bolts to devastate clusters of ground-based foes.

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One of the towers that only an Engineer may construct, the Volley Tower launches arrows fast and true against its enemies, with a chance to launch even faster.





Screenshots:

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How to Play:
TO PLAY AS THE HIGH ELF REMNANT, CHOOSE NIGHT ELF AT 90% HANDICAP WHEN CHOOSING YOUR RACE.


NOW HAS AI FUNCTINALITY AS WELL. SET THE RACE THE COMPUTER TO NIGHT ELF AT 90%.






Play My Other Factions:

1731396302017.png1731351207656.png1731351387480.png
1731351461661.pngHigh Elf Crest.png1731352280125.png1731362796223.png
1731351730356.png1731388666676.png
1731365454182.png1731352789647.png1731384773514.png1731352916691.png
1731352460723.png1731352472055.png





Other Info:




First release
quick update to portraits for WC3 2.0 patch.
turned off infinite money test cheat
fixed an issue where an additional upgrade icon shows up with Forge selected.
Added AI to the race.
Fixed 4 heroes available issue. Refilling Potion cast range increased.


Arcane Archers Aether Arrow replaced to provide an over time mana restore instead.
Reduced hit points of all units. varied amounts.
Ranger Q duration cur in half.
Dragon Matron (Elf Form): Restores more mana per attack.
Dragon Matron (Dragon): Has a 2 mana regen per second.
Mighty Roar renamed to Dragon Roar.
Ancients now do splash damage around them instead of an arc.
Ancient Preservers have reduced lumber cost by 10 and deal slightly more splash when rooted.
Sunwell Blessing reduced lumber cost by 50.
Dragon Fire map moved creeps further away.





HerrDave
stan0033
Shardeth
armel
ShadiHD
bakr
Manastorm
kangyun
johnwar
Retera
Saelendious
Ujimasa Hojo
doom_sheep
Vinz
Sunchips
Pyritie
Himperion
I3lackDeath
JesusHipster
Bleeq
Villagerino
MatiS
AndrewOverload519
Himperion
Spellbound
Winter
(If I missed any please let me know)



Contents

HER - (2)Dungeon Loch v1.2 (Map)

HER - (8)Haven Hold (Map)

HER - Deadfall (Map)

HER - Dragon Fire v2.0 (Map)

HER - Duskwood (Map)

HER - King of the Hills (Map)

HER - Mount Hyjal v1.26 (Map)

Reviews
deepstrasz
So while this is really polished, it's a night elf edit eventually. Sad that it doesn't reflect the Warcraft high elves and is more of a what if scenario. Approved. If you want more reviews, you should participate in the The Grand Review Exchange...
Level 6
Joined
Nov 4, 2010
Messages
38
You really outdid yourself here man! You really brought the ideas we both had to life in such a good way, even if making all the custom voice lines was a bit of a pain from time to time XD What I also really love is that all the units felt unique yet still balanced, even if further playtests will have to prove that it is, as that is a good first sign :) Honestly, I may be a bit biased here, but I believe this is your best mod so far! You really went above and beyond on this one!

Also, you were really fast with updating the mod for the Warcraft patch from today, thanks for doing that so quickly for everyone :)
 

deepstrasz

Map Reviewer
Level 74
Joined
Jun 4, 2009
Messages
19,927
So while this is really polished, it's a night elf edit eventually. Sad that it doesn't reflect the Warcraft high elves and is more of a what if scenario.

Approved
.


If you want more reviews, you should participate in the The Grand Review Exchange!

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Level 6
Joined
Nov 4, 2010
Messages
38
So while this is really polished, it's a night elf edit eventually. Sad that it doesn't reflect the Warcraft high elves and is more of a what if scenario.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
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M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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Well the new version was my idea actually, based on their official lore which hinted how they would be going forward :) The reason why it is an "night elf edit" is because after the shism between the blood elves and high elves, the high elves themselves actually went for a more conservative approach to the use of their magic. And it is strongly hinted in the lore that they sought after the night elves their Moon Wells. In fact, in the Warcraft RPG it is mentioned how the presence of a Moon Well can help your high elf character deal with its addiction to magic. They also mention how the high elves sought a lifestyle that was closer to nature and the light than it had previously been before the loss of the Sunwell. World of Warcraft sadly just didn't do much with them, and focussed all their attention on the blood elves. Meanwhile the "90% of all high elves died" statement does not account for the many high elves present at the battle of mount Hyjal, nor for their large numbers in the Silver Covenant. Meaning that there should still be plenty of high elves who survived, hence the "high elves make up of about 10% of their original population" comment, as that only makes sense based on what little lore old school Blizzard gave us (new Blizzard doesn't count, as the OG crew has left).

As such, it is less of a "what if" scenario, and more like "what likely happened" based on the earlier lore that the high elves received. Before they became the red headed stepchild of the highborne and all attention went to their mana sucking brethren XD But I'm glad that you like both me and Wa666r our ideas :)
 
Last edited:

deepstrasz

Map Reviewer
Level 74
Joined
Jun 4, 2009
Messages
19,927
As such, it is less of a "what if" scenario, and more like "what likely happened" based on the earlier lore that the high elves received. Before they became the red headed stepchild of the highborne and all attention went to their mana sucking brethren XD But I'm glad that you like both me and Wa666r our ideas :)
I feel post WcIII stuff is tad irrelevant, at least from my perspective since there's too many retcons than between the RTS games.
However, while I can understand the sun wells (why no runestones and druids? see the Warcraft II manual) I definitely cannot understand the tree buildings since Ancients are not only a night elf thing but they are just that, ancient. Did the highborne just sail across the ocean with ancients? It doesn't make sense to me. However, some LotR inspired stuff like ents would have worked better (druids and all).
 
Level 36
Joined
Feb 5, 2009
Messages
4,647
I love the visuals, and will forever refer to this faction as the Day Elves.

However, some LotR inspired stuff like ents would have worked better (druids and all).
This does make me think of how an Arcane Golem training from an Ancient does seem a bit funky, so ents could have worked well here maybe. Oh well, I haven't played it yet so maybe I am missing some context :)
 
Level 26
Joined
Feb 19, 2011
Messages
711
So while this is really polished, it's a night elf edit eventually. Sad that it doesn't reflect the Warcraft high elves and is more of a what if scenario.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
It is meant to be a sort of "what if" scenario, it is not meant to reflect the Warcraft high elves one-to-one.
I still have the warcrafty High Elves on the table for update later on. That's the one I plan to have be warcraft.

This faction is its own thing. Far more than simply a night elf edit.
I feel post WcIII stuff is tad irrelevant, at least from my perspective since there's too many retcons than between the RTS games.
However, while I can understand the sun wells (why no runestones and druids? see the Warcraft II manual) I definitely cannot understand the tree buildings since Ancients are not only a night elf thing but they are just that, ancient. Did the highborne just sail across the ocean with ancients? It doesn't make sense to me. However, some LotR inspired stuff like ents would have worked better (druids and all).

The short intro video explains a lot of it. The ancients were given by the Night Elves when the High Elf Remnant sailed away from Quel'thelas. Them being autumn theme is a stylistic choice to separate them from the Night elves in gameplay.


I love the visuals, and will forever refer to this faction as the Day Elves.


This does make me think of how an Arcane Golem training from an Ancient does seem a bit funky, so ents could have worked well here maybe. Oh well, I haven't played it yet so maybe I am missing some context :)
Quite a fitting name lol
How does an Ancient of War train Glaive Throwers?
 
Level 6
Joined
Nov 4, 2010
Messages
38
I feel post WcIII stuff is tad irrelevant, at least from my perspective since there's too many retcons than between the RTS games.
However, while I can understand the sun wells (why no runestones and druids? see the Warcraft II manual) I definitely cannot understand the tree buildings since Ancients are not only a night elf thing but they are just that, ancient. Did the highborne just sail across the ocean with ancients? It doesn't make sense to me. However, some LotR inspired stuff like ents would have worked better (druids and all).
No, as explained in the video, they allied themselves with several ancients after vowing to take on a more conservative role in their use of magic. Remember, the high elves fought alongside the ancients at the battle of mount Hyjal for their shared survival. It isn’t much of a stretch to see them extend a hand to help their fellow high Elven comrades :)

And… aren’t the ancients exactly that? The Warcraft variant of ents? XD

The ents could be recruited as Allie’s of the elves in the lord of the rings games. This honestly doesn’t feel like too much of a stretch to me :)

I love the visuals, and will forever refer to this faction as the Day Elves.


This does make me think of how an Arcane Golem training from an Ancient does seem a bit funky, so ents could have worked well here maybe. Oh well, I haven't played it yet so maybe I am missing some context :)
Sun elves could have worked too! Seeing how sun orientated the high elves are! XD

And aren’t ancients basically the Warcraft variant of elves? :) Hence why I added them to this more conservative post-Third War faction of high elves, as they fit thematically with their autumn colors, and having a tree race that can also attack makes for some awesome (yet still balanced) ideas! :)
 

deepstrasz

Map Reviewer
Level 74
Joined
Jun 4, 2009
Messages
19,927
No, as explained in the video, they allied themselves with several ancients after vowing to take on a more conservative role in their use of magic. Remember, the high elves fought alongside the ancients at the battle of mount Hyjal for their shared survival. It isn’t much of a stretch to see them extend a hand to help their fellow high Elven comrades
Well, the high elves were part of the Alliance then. There's no official Warcraft III lore about them remaining on Kalimdor or asking the nelves to come back, anything like that. They haven't tried connecting with the nelves in thousands of years. IMO, they are much more preoccupied by their Quel'Thalas.
 
Level 36
Joined
Feb 5, 2009
Messages
4,647
So I had a quick play as these guys, and I really love the aesthetic and the style they have. They are bonkers OP, too, which is fun for me but could present balance issues. So far, I played with the take on the Ranger hero, and mass entangle is an insanely strong ability. I clear entire creep camps by denying their ability to attack back, and then I did the same to the enemy army :D
And I never run out of mana, because Arcane Archers let you restore mana for any enemy you kill with their starting ability. The Footman replacement also ends up becoming a phenomenal way to keep your health up, and they never run out of mana because of the Archers, and I deny enemy armies from doing anything by using mass entangle. It's a very good combination :D

At some point I had the Night Elf music come up, but then it stopped being the Night Elf music again so that was okay.
 
Level 26
Joined
Feb 19, 2011
Messages
711
So I had a quick play as these guys, and I really love the aesthetic and the style they have. They are bonkers OP, too, which is fun for me but could present balance issues. So far, I played with the take on the Ranger hero, and mass entangle is an insanely strong ability. I clear entire creep camps by denying their ability to attack back, and then I did the same to the enemy army :D
And I never run out of mana, because Arcane Archers let you restore mana for any enemy you kill with their starting ability. The Footman replacement also ends up becoming a phenomenal way to keep your health up, and they never run out of mana because of the Archers, and I deny enemy armies from doing anything by using mass entangle. It's a very good combination :D

At some point I had the Night Elf music come up, but then it stopped being the Night Elf music again so that was okay.
Funny enough this is one of the more balanced factions I have. You probably know all too well the woes of balancing a custom race. Only way to really do is through feedback and seeing many games played, which is pretty damn impossible to get.

Its some nice synergy isn't it?

idk why night elf music would play. The sound editor is a terrible experience.
 
Level 6
Joined
Nov 4, 2010
Messages
38
Well, the high elves were part of the Alliance then. There's no official Warcraft III lore about them remaining on Kalimdor or asking the nelves to come back, anything like that. They haven't tried connecting with the nelves in thousands of years. IMO, they are much more preoccupied by their Quel'Thalas.
Actually there is: In Wow, as well as the Warcraft RPG that came before, it is multiple times stated that many remained in and around Theramore. With them also looking around to seeing if they can use the moon wells:

"All high elves, regardless of class, status, or upbringing are addicted to magic, and all have some small proficiency in it. Unlike blood elves who succumb to it, high elves actively fight their addiction and are required to meditate for at least an hour every day to maintain personal control. The high elves are not proud of this addiction and take pains to keep it a secret. Their exposure to the night elves has caused them to develop a great interest in moon wells, which they seek to find an alternative solution to their addiction. Even the presence of a hidden moon well 50 feet away is enough to replenish their mystical energies and makes meditation unnecessary.[119] Some have found a way to block the symptoms of withdrawal by the use of Sunwell Rings.[120]"

From the Warcraft RPG :) I just took it a step further and made the Night Elves more actively assist the High Elves, which only makes sense now that the Night Elves have joined the Alliance, which the High Elves are still apart of. If any of them heeded Medivh his warnings, then they were bound to take some vials of water from the Sunwell as the prophet could have warned them about it. The idea of the Ancients joining was added to both show that the Night Elves had influenced the High Elves in some way, as well as give an excuse to add "Ents" to this faction XD

The sad part is that my idea of the High Elves being helped by the Night Elves would likely have been shown in Wow, if Blizzard wasn't too busy giving all attention to the Blood Elves. There was even meant to be a high elf faction in vanilla Wow, which they sadly scrapped. Again, much lost potential there.

Well, the high elves were part of the Alliance then. There's no official Warcraft III lore about them remaining on Kalimdor or asking the nelves to come back, anything like that. They haven't tried connecting with the nelves in thousands of years. IMO, they are much more preoccupied by their Quel'Thalas.
Oh, and they actually aren't occupied by Quel'Thalas, because they are trying to survive their magic addiction first and foremost, and keep their young and sick from dying from said magic addiction. The ones who are occupied by Quel'Thalas are the Blood Elves, who don't have the same problem that the High Elves have, because they resorted to draining magic from demons, which helped them "deal" with it on their own accord.

The idea of the Night Elves, who joined the Alliance as well later on, helping the High Elves with their magic addiction is only logical. Especially since that was hinted with how a moon well could help a high elf cure itself from its addiction over time :)

So I had a quick play as these guys, and I really love the aesthetic and the style they have. They are bonkers OP, too, which is fun for me but could present balance issues. So far, I played with the take on the Ranger hero, and mass entangle is an insanely strong ability. I clear entire creep camps by denying their ability to attack back, and then I did the same to the enemy army :D
And I never run out of mana, because Arcane Archers let you restore mana for any enemy you kill with their starting ability. The Footman replacement also ends up becoming a phenomenal way to keep your health up, and they never run out of mana because of the Archers, and I deny enemy armies from doing anything by using mass entangle. It's a very good combination :D

At some point I had the Night Elf music come up, but then it stopped being the Night Elf music again so that was okay.
I talked it over with Wa666r, and we agreed that the Ranger's Q entangle and the Aether arrow's mana regen on the Arcane Archer were a tad much. As such, we are going to increase the cost of the Ranger her Entangling Roots to 100 mana, and cut the duration of the roots in half. We are also going to make the mana regen of the Aether Arrows not be instant, but instead make it a non-stacking buff that restores 2 mana er second for 15 seconds, so the mana regen isn't too crazy but still good for roaming. How would something like that sound? Would that make the faction more balanced you think?

And are there other things which you feel are too strong?

I love the mix between night elves and high elves that this race is. The idea is thought out and great, and the execution is done perfectly. Bit op on the mana tho.
I'm glad you like it :) I wanted to have the high elf remnant be a bit more distinct from their pragmatic blood elf brethren, by making them embrace the light and nature, which only makes sense to me seeing as they fought alongside the night elves at the battle of Mount Hyjal, and Wow doesn't mention how they cured their addiction. Fortunately the Warcraft RPG did make mention of them, and stated how they could use the Moon Wells to help deal with their addiction to magic. And seeing as in Wow the Night Elves join the Alliance along with the High Elves, this next step that led to the current High Elf Remnant only made sense to me :)

And we are planning a big patch to balance it out better: We are thinking about making the Aether Arrow of the arcane archer give a non-stacking buff that restores 2 mana per second for 15 seconds, instead of instantly giving mana. And also cut the duration of the Ranger's Q in half, while increasing its mana cost to 100. Would something like that make the faction more balanced you think? Or are there other things which you feel could also be better balanced?
 
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I talked it over with Wa666r, and we agreed that the Ranger's Q entangle and the Aether arrow's mana regen on the Arcane Archer were a tad much. As such, we are going to increase the cost of the Ranger her Entangling Roots to 100 mana, and cut the duration of the roots in half. We are also going to make the mana regen of the Aether Arrows not be instant, but instead make it a non-stacking buff that restores 2 mana er second for 15 seconds, so the mana regen isn't too crazy but still good for roaming. How would something like that sound? Would that make the faction more balanced you think?

And are there other things which you feel are too strong?
Ah damn, I won't be able to exploit as much haha. That does sound like it would help it out a bit, I would have to see how it goes at higher levels against enemy armies but it might be bit similar in style to something like War Stomp, which can have strong stun duration in increased levels, so it might be okay now :)

I might be misremembering Starfall, but when I saw the Ranger's equivalent to it, I thought it was doing the same damage as regular Starfall with added DoT which sounded pretty strong. But I might be underestimating the base damage for Starfall - I think that was 50 damage per star, too?

Outside of that I'd have to see what else is in the roster, I was able to use just the first two units really well partly due to their synergy and never went off of Aether Arrows (if I could keep my healing and AoE control spells active, that was more important than any other effects), and the mana restoration being handled over time sounds like a good way to balance that as well. I think if I were a better player I could maybe micro it so I used the other arrow abilities and only finished with Aether Arrow, but I am not that good (Grubby might pull that one off, though 😅). I did get a couple of the Cavalry, but they didn't feel too strong at the moment (by the time I got them I was already finishing off the opposing AI haha).
 
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Ah damn, I won't be able to exploit as much haha. That does sound like it would help it out a bit, I would have to see how it goes at higher levels against enemy armies but it might be bit similar in style to something like War Stomp, which can have strong stun duration in increased levels, so it might be okay now :)

I might be misremembering Starfall, but when I saw the Ranger's equivalent to it, I thought it was doing the same damage as regular Starfall with added DoT which sounded pretty strong. But I might be underestimating the base damage for Starfall - I think that was 50 damage per star, too?

Outside of that I'd have to see what else is in the roster, I was able to use just the first two units really well partly due to their synergy and never went off of Aether Arrows (if I could keep my healing and AoE control spells active, that was more important than any other effects), and the mana restoration being handled over time sounds like a good way to balance that as well. I think if I were a better player I could maybe micro it so I used the other arrow abilities and only finished with Aether Arrow, but I am not that good (Grubby might pull that one off, though 😅). I did get a couple of the Cavalry, but they didn't feel too strong at the moment (by the time I got them I was already finishing off the opposing AI haha).
I'm glad you like those ideas :) We hope to have the big update in a bit, and we would love to have your feedback on it then!

As for Starfall, you will have to ask Wa666r for the actual numbers, as I was always too busy fighting the enemy to pay attention to the actual damage XD

And I also only got the Cavalry at the very end when I first started playing, thinking that the Sunblessed were just too good, but that was both due to a bug that made it so that they didn't take as much damage as they should, as well as the fact that I went mostly against Undead for thematic fun. With the latest update I found that the Sunblessed are great for sustained grind (perfect against undead), but against more heavy hitting factions like the Orcs they fold pretty quickly. The Chain Lightning and Shockwave and similar spells really do a number on them, and a few Tauren can melt them easily enough with some lucky rolls (especially if they have blood lust). That is why I tend to use the Sunblessed as a more support unit in the late game, using 6-8 of them, while the rest of my front line is made up off Cavalry. The Cavalry have more hp and armor and can take a beating more easily, especially with their upgrade. Plus, they work well with Dragon Matrons as support with their 300 hp over time heal (we intentionally made it not heal as much directly as the Rejuvenation of the druid, as while the Dragon Matron is a mixture of spellcaster and fighter like the Druid of the Claw, she is still more fighter than spellcaster, and instead the spell restores small amounts of hp to your entire nearby army). The Dragon Matrons can then be used as your main healing support alongside the Sorceresses who can also turn into dragons if you need more damage. They won't regain mana while in dragon form, but that is what you have the double Magic Carriage for.

Speaking of support, which support units did you train for your army? And did you also recruit Dragon Matrons or Dragonhawk Lancers? Or was it purely Sunblessed and Arcane Archers?
 
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Actually there is: In Wow, as well as the Warcraft RPG that came before, it is multiple times stated that many remained in and around Theramore. With them also looking around to seeing if they can use the moon wells:

"All high elves, regardless of class, status, or upbringing are addicted to magic, and all have some small proficiency in it. Unlike blood elves who succumb to it, high elves actively fight their addiction and are required to meditate for at least an hour every day to maintain personal control. The high elves are not proud of this addiction and take pains to keep it a secret. Their exposure to the night elves has caused them to develop a great interest in moon wells, which they seek to find an alternative solution to their addiction. Even the presence of a hidden moon well 50 feet away is enough to replenish their mystical energies and makes meditation unnecessary.[119] Some have found a way to block the symptoms of withdrawal by the use of Sunwell Rings.[120]"

From the Warcraft RPG :) I just took it a step further and made the Night Elves more actively assist the High Elves, which only makes sense now that the Night Elves have joined the Alliance, which the High Elves are still apart of. If any of them heeded Medivh his warnings, then they were bound to take some vials of water from the Sunwell as the prophet could have warned them about it. The idea of the Ancients joining was added to both show that the Night Elves had influenced the High Elves in some way, as well as give an excuse to add "Ents" to this faction XD
Warcraft RPG, as any other rulebook, is very tricky. The same book, IIRC, stated that there are high elves who want to conquer Ashenvale for their kin. Or that you need the skull of Anasterian and Pandaria gems to revitalize the Sunwell.
I mean, it's pretty good for additional inspiration, but it really can justify almost everything.
Nevertheless, I really like the technical side of this race and have real fun playing it.
 
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Warcraft RPG, as any other rulebook, is very tricky. The same book, IIRC, stated that there are high elves who want to conquer Ashenvale for their kin. Or that you need the skull of Anasterian and Pandaria gems to revitalize the Sunwell.
I mean, it's pretty good for additional inspiration, but it really can justify almost everything.
Nevertheless, I really like the technical side of this race and have real fun playing it.
Well true, like I said, this was all early lore before Wow truly took off and they expanded upon it. Still, it is a great source to give you an understanding of what they wanted to do with the High Elves. That is, what their original intend for the race was before they focussed solely on the Blood Elves. Which again is a pity, as I would have loved to see the race get some love. Instead though, I decided to give some love to this race through this mod, based on ideas that the design team would likely have gone with (using moon wells, or in this case solar wells, to help them with their magic addition. And also the closer bond to nature, which is shown by their new alliance with the tree-like ancients). Of course, this is all speculation on my part, but it just felt like a fun idea to me :)

And glad you like the race! We are quite happy with how they turned out as well, and will have a balance patch in a short while that nerfs the mana regen of the Arcane Archer's aether arrow, and the Q of the Ranger, so that they are still impactful but more balanced :)
 
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I'm glad you like those ideas :) We hope to have the big update in a bit, and we would love to have your feedback on it then!

As for Starfall, you will have to ask Wa666r for the actual numbers, as I was always too busy fighting the enemy to pay attention to the actual damage XD

And I also only got the Cavalry at the very end when I first started playing, thinking that the Sunblessed were just too good, but that was both due to a bug that made it so that they didn't take as much damage as they should, as well as the fact that I went mostly against Undead for thematic fun. With the latest update I found that the Sunblessed are great for sustained grind (perfect against undead), but against more heavy hitting factions like the Orcs they fold pretty quickly. The Chain Lightning and Shockwave and similar spells really do a number on them, and a few Tauren can melt them easily enough with some lucky rolls (especially if they have blood lust). That is why I tend to use the Sunblessed as a more support unit in the late game, using 6-8 of them, while the rest of my front line is made up off Cavalry. The Cavalry have more hp and armor and can take a beating more easily, especially with their upgrade. Plus, they work well with Dragon Matrons as support with their 300 hp over time heal (we intentionally made it not heal as much directly as the Rejuvenation of the druid, as while the Dragon Matron is a mixture of spellcaster and fighter like the Druid of the Claw, she is still more fighter than spellcaster, and instead the spell restores small amounts of hp to your entire nearby army). The Dragon Matrons can then be used as your main healing support alongside the Sorceresses who can also turn into dragons if you need more damage. They won't regain mana while in dragon form, but that is what you have the double Magic Carriage for.

Speaking of support, which support units did you train for your army? And did you also recruit Dragon Matrons or Dragonhawk Lancers? Or was it purely Sunblessed and Arcane Archers?
So in the play I did, I literally only used Sunblessed, Arcane Archers and the Ranger hero (I keep forgetting their name lol), they were so good. I haven't checked out the rest of the techtree yet, sorry :3
 
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What other race name do they have other than high elf remanents? Cus i was thinking what if some original high elves meet the remanents would it be confusing which high elves they are prefering too?
 
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LOVE the magic carriage design!
I'm glad you like it :) We just updated the mod, and made the High Elf Remnant more balanced, so if you could download it again and give us your honest feedback then that would be greatly appreciated! :)

What other race name do they have other than high elf remanents? Cus i was thinking what if some original high elves meet the remanents would it be confusing which high elves they are prefering too?
Well this just felt the most fitting as these are the high elves after the scourging of Quel'Thalas and the breaking off of the Blood Elves. But you are free to share any idea you might have :)

Kinda wish people uses this army for a campaign!
We are thinking about making a campaign for them :) In the mean time, we have just updated the file, and made the faction more balanced. Let me know what you think of the new version!

So in the play I did, I literally only used Sunblessed, Arcane Archers and the Ranger hero (I keep forgetting their name lol), they were so good. I haven't checked out the rest of the techtree yet, sorry :3
Alright, we have just updated the mod and made them more balanced, let me know what you think of them, as I would love to hear your new feedback :)
 
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Played it in the past, maybe just after the map release.

I really, really like this race. It felt so smooth and without outstanding balance issues. Maybe you are first or one of the first lads, who decided to do the High Elf race not as "Alliance"-like, but base it on Night Elf-like gameplay - which I think is close enough to be canon.
Like.
 
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Played it in the past, maybe just after the map release.

I really, really like this race. It felt so smooth and without outstanding balance issues. Maybe you are first or one of the first lads, who decided to do the High Elf race not as "Alliance"-like, but base it on Night Elf-like gameplay - which I think is close enough to be canon.
Like.
Thank you! I'm flattered to hear that you like it so much, as we spend quite a bit of time brainstorming what might be both fitting and fun ideas for this race :) Our balance changes were minor mind you, where some of the units overall received a 5-10% reduction in their maximum hp, as we wanted to make the race as balanced as possible when compared to the 4 main races, so I'm pleased to hear that that is indeed the case :) We also changed the Arcane Archer's mana regen from their Aether arrow to be a restoration over time effect, so that players would not be able to just go head to head with all the other factions with just 2 types of units, while still making them feel impactful and fun to play with :) The swordsmen now have 380/400 hp instead of their original 400/450, but their healing effect and +1 Armor and damage boons have remained the same with their Sunblessed upgrade. And the Elven Knights still have their 20% miss chance upgrade, thus still making them the go to choice when you want to build more tanky late game units to hold the line. The Matron also has better mana regen, with half of it in their dragon form, so that she will be an expensive but very impactful combat healer for your army (or a area of effect damage dealer that is meant to melt through your enemies front line). I really love seeing the video, though if you ever feel like giving them another try after this update then that would also be appreciated, so that we can have full confirmation that our balancing has been successful :) Though we already love seeing someone add them to a video, as I have watched your videos in the past, and they have always been quite the treat!

And thank you! And yeah, I looked up what little lore they made for the high elves after the fall of Quel'Thalas, and it seemed like they originally had ideas to do something with the high elves and the Moon Wells of the night elves, but sadly it seems like they lost interest exploring the race as World of Warcraft went on, which honestly is quite a bummer. You can have vanilla like elves while still making them interesting, such as by implementing their own Moon Wells (hence the Solar Wells) and just giving them their own Ancient trees (I used to love playing Battle for Middle Earth 2 as the elves, as their late game treant units were great!). Speaking of which, there is one thing we forgot to mention: We decided to increase the splash radius of the Ancient of Preservation, and reduce its cost by 10 gold and 10 wood, while also reducing the upgrades for all Ancient trees by 50 wood, as we felt that with access to the engineers the upgrades to the treants would be more niche, and that players would be too busy using all that wood somewhere else. With this we hope that a more ancient tree upgrade direction would also be viable, thus giving more options to players :)
 
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Well this just felt the most fitting as these are the high elves after the scourging of Quel'Thalas and the breaking off of the Blood Elves. But you are free to share any idea you might have :)
Thank you for the info also will there be new races like these one in the near future i was kinda thinking maybe maiev could get a race of her own
 
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Trully a great masterpiece and it worked during singleplayer, but when I and my friends wanted to play it on multiplayer everyone who wanted to join the room was instantly kicked out, thus we were unable to play it :(
 
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Trully a great masterpiece and it worked during singleplayer, but when I and my friends wanted to play it on multiplayer everyone who wanted to join the room was instantly kicked out, thus we were unable to play it :(

That's a Blizzard issue. You gotta keep trying to join until the map actually starts downloading, then they'd be able to join. Also, from my experience, private games don't even work so its gotta be a public one.
 
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Thank you! I'm flattered to hear that you like it so much, as we spend quite a bit of time brainstorming what might be both fitting and fun ideas for this race :) Our balance changes were minor mind you, where some of the units overall received a 5-10% reduction in their maximum hp, as we wanted to make the race as balanced as possible when compared to the 4 main races, so I'm pleased to hear that that is indeed the case :) We also changed the Arcane Archer's mana regen from their Aether arrow to be a restoration over time effect, so that players would not be able to just go head to head with all the other factions with just 2 types of units, while still making them feel impactful and fun to play with :) The swordsmen now have 380/400 hp instead of their original 400/450, but their healing effect and +1 Armor and damage boons have remained the same with their Sunblessed upgrade. And the Elven Knights still have their 20% miss chance upgrade, thus still making them the go to choice when you want to build more tanky late game units to hold the line. The Matron also has better mana regen, with half of it in their dragon form, so that she will be an expensive but very impactful combat healer for your army (or a area of effect damage dealer that is meant to melt through your enemies front line). I really love seeing the video, though if you ever feel like giving them another try after this update then that would also be appreciated, so that we can have full confirmation that our balancing has been successful :) Though we already love seeing someone add them to a video, as I have watched your videos in the past, and they have always been quite the treat!

And thank you! And yeah, I looked up what little lore they made for the high elves after the fall of Quel'Thalas, and it seemed like they originally had ideas to do something with the high elves and the Moon Wells of the night elves, but sadly it seems like they lost interest exploring the race as World of Warcraft went on, which honestly is quite a bummer. You can have vanilla like elves while still making them interesting, such as by implementing their own Moon Wells (hence the Solar Wells) and just giving them their own Ancient trees (I used to love playing Battle for Middle Earth 2 as the elves, as their late game treant units were great!). Speaking of which, there is one thing we forgot to mention: We decided to increase the splash radius of the Ancient of Preservation, and reduce its cost by 10 gold and 10 wood, while also reducing the upgrades for all Ancient trees by 50 wood, as we felt that with access to the engineers the upgrades to the treants would be more niche, and that players would be too busy using all that wood somewhere else. With this we hope that a more ancient tree upgrade direction would also be viable, thus giving more options to players :)
You requested, I played it. Again.
Probably on the latest version.

My opinion does not change: it good race and, a nice showcasing of High Elven personality, I like and recommend it to anyone who is a fan of High Elves, Night Elves, and Warcraft Elves at all.
 
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