Field manual · Age 7 of 7
Radiant Age: every unit, price and counter
The Luminar. 13 units, from 30 to 300 gold.
The Radiant Age belongs to the Luminar, an army warped in behind recharging lumen shields. Damage is soaked by the shield before it reaches the hull, and a unit left alone for a moment gets its shield back.
That makes the spell you cast matter more than in any other age. Fire suppresses the recharge, magic pierces straight to the hull, and Heal restores hull only — it never refills a shield.
The Radiant Age is a specialty age: it is picked on the setup screen and both sides play it for the whole battle. Spells cast in this age deal 1× their base damage. The fliers of this roster are Kestrel, Proton Carrier — troops without a ranged attack cannot touch them.
How to fight in the Radiant Age
- Do not chip. Either commit enough damage to break a shield and finish the hull, or do not start the fight.
- Fireball's burn keeps shields from recharging for as long as it lasts. Cast it first, then push.
- Lightning and caster bolts ignore the shield entirely, which makes them the efficient answer to an expensive Luminar unit.
Radiant Age units at a glance
Every Radiant Age unit
In card order, with the description the game shows when you hold the card. Stats are for a level-0 unit; each upgrade level adds 12% HP and damage to future spawns.
Cantor
Line infantry30 gold
Fanatic of the choir: songblades ignite at each bracer as he closes — alternating slashes that leave luminous arcs in the air. Swarms in staggered ranks, runs down wounded prey 20% faster, and flanks (+20%). Sighting ground prey triggers a Charge lunge — movement only, so shield walls and set pikes still receive him on their own terms. Lumen shields recharge out of combat; fire keeps them down, and splash punishes the clump.
- 62 HP
- 18 damage every 0.8 s
- Range 34
- Speed 74
- Melee
Anvil
Regenerating brawler55 gold
A warrior with no flesh left to lose — a soul etched into a squat bronze chassis, built to be hit. Tarpits the hardest hitter in reach while its shields reflow even under fire. Once per life it reboots instead of dying: folding down, welding arcs crawling the wreck, standing back up on half shields. Fire melts the chassis — a burning anvil neither reflows nor reboots.
- 108 HP
- 17 damage every 0.9 s
- Range 34
- Speed 62
- Melee
Vigil
Ranged, anti-air50 gold
Four-legged walker with a skittering gait and one baleful eye, firing flat particle darts — anti-air first, always. Where the archer backpedals, the vigil blinks: a melee chaser inside kite range is answered by the walker dissolving into a smear of light and re-forming a hop away, still firing. One hop per cooldown — a second diver gets its dive. Hills block the flat shot.
- 64 HP
- 12 damage every 1 s
- Range 320
- Speed 60
- Ranged
Sunbreaker
Anti-cavalry60 gold
A wounded veteran sealed upright into a striding sarcophagus, twin phase cannons at the shoulders that fire as one heavy double concussion. Plants for big game, strikes first, +40% vs giants — and hurls standoff blasts at giant-class prey still beyond reach. The first giant blow it takes flares a golden hardened barrier; swarms of small hits ignore it entirely, and magic ignores everything it has.
- 122 HP
- 21 damage every 1 s
- Range 48
- Speed 55
- Melee
Halo
Shield wall75 gold
A hovering core orbited by gold plates that never touch it, filaments arcing between them. When enemies close it braces, the plates unfold, and a translucent Warding Dome blooms: allies inside take -40% from frontal shots and blasts. Nothing is redirected — the halo pays by being the era's flimsiest 75 gold instead. Kill the projector and the dome dies with it; magic, burn and flanks pass straight through.
- 190 HP
- 13 damage every 1.1 s
- Range 36
- Speed 50
- Melee
Umbra
Duelist110 gold
An exile wrapped in tattered shadow-cloth, a green void blade his only light. Seeks the most expensive enemy on the field, and ranged eyes slide off the approach — a heat-haze shimmer at most — until his first strike lands, or any splash or burn finds him, and the veil stays broken. The blade's sweep cleaves a second body. Cheap swarms are his misery; one grenade is the tell that turns every gun.
- 232 HP
- 52 damage every 1 s
- Range 40
- Speed 78
- Melee
Ascendant
Caster120 gold
A robed mystic drifting a hand's breadth off the ground, static crawling his shoulders — the frailest body in the era carrying its worst news. Psionic bolts ignore every shield on the field — braces, domes, and lumen shields alike — and each impact leaves a residual storm of lashing arcs crackling where it struck. The era's slowest mover: dive it or swarm it.
- 96 HP
- 92 damage every 1.7 s
- Range 370
- Speed 45
- Ranged
Kestrel
Air interceptor140 gold
Air-superiority fighter named for the stooping falcon — forward-swept wing blades, always banking, never still. Dives on enemy fliers and meets them at altitude with paired ion bolts. An armed stoop-strike also wraps its victim in a Tether Snare — slowed, wings dragging gold light, unable to finish the strafing run. Only pecks at ground troops; vigils and lightning bring it down.
- 200 HP
- 42 damage every 1.1 s
- Range 180
- Speed 122
- Flying · Ranged
Eidolon
Cavalry140 gold
The era's cavalry without a horse: a crescent-crowned skirmisher who sends her spirit ahead of her body. She glides for the backline — archers, siege, casters — phasing clean over blockers as a translucent ghost-blue shade, and turns solid with a resonance strike that bowls light troops backward. Set pikes strike first the instant she becomes real; braced shields and giants stand their ground.
- 195 HP
- 50 damage every 0.95 s
- Range 46
- Speed 120
- Melee
Foundry
Siege160 gold
A segmented machine-caterpillar inching forward on rippling belly plates, agonizingly slow, its front maw opening to birth sparkmites: fist-sized drones that drop, skitter toward the densest clump, and detonate. The crawl IS the warning shadow — quick troops step aside or outpace it, and braced shields soak the blast. Can't touch the sky, panics inside minimum range.
- 226 HP
- 110 damage every 3.4 s
- Range 520
- Speed 30
- Ranged
Reliquary
Summoner160 gold
A ground-skimming phase rig — a crystal core carried between two gold vanes — whose harvest needs no corpses: while enemies are fielded its warp field resolves automa out of kneeling silhouettes of light. The constructs guard their master and detonate in a death spark when destroyed. Kill the reliquary and the whole warband destabilizes; burn it and the warp matrix scrambles, deploying nothing.
- 180 HP
- 40 damage every 1.5 s
- Range 300
- Speed 45
- Ranged
Seraph
Giant220 gold
Two choristers burned into one body of light: a crackling sphere of storm with a faint dark silhouette inside, dragging arcs along the ground as it drifts. Radiant slams cleave whole ranks and hurl survivors back. It inverts the giant's durability — almost everything it has is shields, restored completely by a few quiet seconds and held down by fire; the dim figure beneath is the most fragile 220 gold in the game. Commit, burn it, or bring a giant slayer.
- 130 HP
- 56 damage every 1.6 s
- Range 55
- Speed 44
- Melee
Proton Carrier
Air superiority300 gold
Slow capital carrier: it holds the line at long range while four interceptors launch from its side bays, converge on one target, fire, and return to rearm. The hull has no direct weapon — every hit comes from a visible fighter run. Melee can't reach it; sustained anti-air, lightning, and killing the carrier between sorties shut the whole wing down.
- 240 HP
- 44 damage every 2.4 s
- Range 275
- Speed 64
- Flying · Ranged
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