The Altmer, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the denizens of Tamriel. In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer live two to three times as long as humans; with a 200-year-old Altmer being old and a 300-year-old Altmer being very, very old. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. They usually have golden, green, or amber eyes.
The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to magicka, fire, frost, and shock, which makes them very weak against their strongest point - magic. They are among the longest living and most intelligent races of Tamriel, and they often become powerful magic users due to both their magical affinity and the many years they may devote to their studies.
For more information, see the main lore article.
In-Game Description and Bonus
The Altmer are one of the longest-lived and most intelligent races in Tamriel. They have a natural affinity for spells. As a High Elf, you will more quickly collect spell-related cards.
The race's theme is "actions".
Portraits & Dialogue
|Abecean Navigator||Creature (High Elf)||Intelligence||2||3||1||Common||Summon: If the top card of your deck is an action, draw it. Otherwise, put it on the bottom.|
|Aldmeri Patriot||Creature (High Elf)||Willpower||1||1||2||Rare||Summon: +1/+1 if you have an action in your hand.|
|Altmer Dragonknight||Creature (High Elf)||Mage||3||3||2||Epic||At the end of your turn, if you played an action, Altmer Dragonknight gains +2/+2.|
|Ancano||Creature (High Elf)||Intelligence||8||5||5||Legendary||Breakthrough Summon: Deal 5 damage. Your actions have Breakthrough.|
|Artaeum Savant||Creature (High Elf)||Willpower||3||1||4||Epic||After you play an action, give a random friendly creature +1/+1.|
|Auridon Paladin||Creature (High Elf)||Willpower||4||4||4||Common||When you play an action, Auridon Paladin gains Drain this turn.|
|Ayrenn||Creature (High Elf)||Mage||5||5||5||Legendary||Summon: Draw a random action from your discard pile.
Your actions cost 1 less.
|Battlereeve of Dusk||Creature (High Elf)||Intelligence||6||3||3||Epic||Summon: Give friendly creatures +1/+1 for each Keyword they have.|
|Clockwork Apostle||Creature (High Elf)||Willpower||7||3||3||Common||Summon: Give another friendly creature +4/+4. It becomes .|
|Clockwork City Pilgrim||Creature (High Elf)||Intelligence||3||3||3||Common||Guard
Exalt 3: +2/+2.
|Cloudrest Illusionist||Creature (High Elf)||Willpower||4||4||3||Epic||Prophecy
Summon: Give a creature -4/-0 this turn.
|Crystal Tower Crafter||Creature (High Elf)||Intelligence||2||1||1||Common||After you play an action, Crystal Tower Crafter gains +1/+1.|
|Destruction Tutor||Creature (High Elf)||Intelligence||5||3||5||Rare||Your actions that deal damage cost 2 less.|
|Embassy Guard||Creature (High Elf)||Intelligence||2||0||4||Common||Prophecy, Guard, Ward|
|Heretic Conjurer||Creature (High Elf)||Willpower||5||2||3||Rare||Guard
Pilfer: Creatures you summon this turn are transformed into random Daedra.
|Insightful Scholar||Creature (High Elf)||Intelligence||5||2||3||Rare||Prophecy
Summon: Draw a card for each card your opponent drew this turn.
|Lillandril Hexmage||Creature (High Elf)||Intelligence||5||4||4||Common||After you play an action, deal 2 damage to your opponent.|
|Rayvat the Mage||Creature (High Elf)||Intelligence||4||2||2||Legendary||Ward
Summon: You gain Ward.
|Resolute Ally||Creature (High Elf)||Willpower||3||3||3||Common||Summon: Give other friendly creatures in this lane +1/+1 if the top card of your deck is .|
|Royal Sage||Creature (High Elf)||Intelligence||4||4||4||Rare||Summon: If you have more health than your opponent, give each friendly creature a random Keyword.|
|Ruin Archaeologist||Creature (High Elf)||Willpower||3||2||5||Common||Treasure Hunt – Support: Draw a card.|
|Shimmerene Peddler||Creature (High Elf)||Intelligence||2||2||2||Epic||At the end of each turn, if you played two actions, draw a card.|
|Skywatch Vindicator||Creature (High Elf)||Mage||6||4||4||Epic||Summon: Deal 2 damage to an enemy creature or give a friendly creature +2/+2.|
|Stealer of Secrets||Creature (High Elf)||Intelligence||6||1||1||Common||Ward
Summon: +1/+1 for each action in your discard pile.
|Studium Headmaster||Creature (High Elf)||Intelligence||6||6||3||Epic||Summon: Each player draws two cards.|
|Summerset Shieldmage||Creature (High Elf)||Willpower||2||2||2||Common||Other friendly creatures in this lane have +0/+1.|
|Sunhold Medic||Creature (High Elf)||Willpower||1||1||1||Common||Summon: Give a creature +0/+2.|
|Tavyar the Knight||Creature (High Elf)||Endurance||5||3||5||Legendary||Guard
Your opponent can't target other friendly creatures with actions.
|Thalmor Justiciar||Creature (High Elf)||Willpower||3||1||3||Common||After you play an action, summon a 1/1 Thalmor Soldier.|
|Therana's Lawman||Creature (High Elf)||Intelligence||8||5||5||Common||Guard, Ward|
|Thalmor Soldier||Creature (High Elf)||Willpower||1||1||1||Common|
|Altmer Protector||Creature (High Elf)||Intelligence||2||0||4||Common||Guard|
|Crystal Tower Acolyte||Creature (High Elf)||Intelligence||3||2||1||Common||Summon: Deal 2 damage to your opponent.|
|Daedra Worshiper||Creature (High Elf)||Intelligence||2||2||2||Common|
|Dominion Seneschal||Creature (High Elf)||Intelligence||1||2||1||Common||Guard|
|High Elf Soldier||Creature (High Elf)||Willpower||4||3||3||Rare|
|Naarifin's Elite||Creature (High Elf)||Willpower||3||4||5||Epic||Guard|
|Thalmor Agent||Creature (High Elf)||Willpower||2||2||3||Common|