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====[[High Elves (Warhammer Fantasy)|High Elves]]==== [[File:High_Elves_Wallpaper.jpg|center|800px|thumb|[[A Song of Ice and Fire|Not a midget]]]] With a balanced roster, a host of magical options and [[Awesome|motherfucking dragons]], the High Elves are an easy faction to use and understand and are capable of using almost every tactic from stonewalls to hit and run vanguards, but are ultimately the shootiest of all factions with all higher tier units having powerful ranged attacks. Their main distinction is that setting up trade agreements also provides them with a network of spies in the lands of their trading partners. High elves have a special resource called Influence which they earn through periodical events that pop up (along with faction debuffs or buffs, Influence isn't free). They can use Influence to improve or ruin the relationships between two factions regardless of their diplomatic standing with each other. Turn allies against each other through spending Influence points, or make new friends and new alliances. The sky (and your influence points) is the limit as far as your options go. It's also worth noting that Influence is extremely important as most Lords you can get without Influence are kinda garbage, and getting decent ones requires you to spend Influence to coax them from summer palaces to fight in your armies. In battle, High elves have the Martial Prowess ability: It represents their training and expertise in close combat when fighting with their comrades; since elves are naturally long-lived, they tend to have more experience in fighting in a coordinated manner when compared to other factions in the game. This means that as long as their total HP is over 50% they perform better in melee. However, their melee is lackluster compared to the Dark elves and ideally you should be winning the skirmish phase as soon as you can to whittle down more dangerous dark elf units like the Black Guard of Naggarond and Witch elves so that you can administer the coup-de-grace when your lines finally collide, or simply riddle them so full of arrows that when they do hit your lines half of them are already dead. On the campaign, the Crafted items are head and shoulders above items that you can get from random drops. Able to support you on the battlefield and the campaign, these items are well worth the money you spend on acquiring them. The one absolute benefit the High elves have over other factions is that their units -especially their cavalry- are more responsive. Lizardmen suffer from their units going berserk, and so do the Dark elf cavalry, while the bulk of Skaven armies are more eager to rout off the battlefield than they are to fight. High elves, in contrast, have typical total war unit responsiveness across their roster with units generally rallying and returning to the fight. While this is a glass-half-full analysis of their units it also means that you have control over when you want to engage the enemy. It becomes useful in the longer drawn out fights where you want to keep your army together and able to present a united front against the enemy. While players might prefer the more powerful buff that the Dark elves have to their murderous prowess, the high elf army is capable of holding their own with the help of magic and superior missile fire. Their base game Legendary Lords are predictably [[Tyrion]] and [[Teclis]]. Later joined by [[Alarielle]] (Queen & the Crone DLC), the grim [[Alith Anar]] (FLC), the even ''grimmer'' [[Eltharion]] (Warden & the Paunch DLC), and the Prince of Dragons Imrik (FLC) :: [[Tyrion]] leads the primary subfaction of '''Eataine''' starting in the city of Lothern in Ulthuan for both the Vortex and Mortal Empires campaigns. The unique faction effects are a bonus to relations with other High Elves, reduction in recruit time for infantry and cavalry units, and (interestingly) a reduction in construction time for the Shrine of Khaine. His Lord effects are a 50% upkeep reduction for Spearmen, Silver Guard, Archers, Rangers and Silver Helms in his army, along with a bonus to recruit rank for Lothern Sea Guard. Designed as the primary melee fighter of the race and specializing in dueling. Considered to be the vanilla experience suitable for the High Elves and Warhammer II in general, therefore his campaign is the most straightforward. With the main gimmick being Tyrion's unique skill tree options having a mutually exclusive choice between huge campaign boosts or in-battle boosts capable of making him solo armies. Quest items include the Dragon Armour of Aenarion, Sunfang, and the Heart of Avelorn. Also has access to a unique mount Malhandir. :: [[Teclis]] leads the '''Order of Loremasters''' faction starting in the Great Turtle Isle in the south of Lustria in the Vortex campaign, while he switches over to the Star Tower in Mortal Empires. The unique faction effects are a bonus to relations with Order factions, cheaper mage buildings, Swordmasters of Hoeth and Phoenixes and a bonus to recruit rank for spellcasters. His Lord effects are a bonus 30 to his Winds of Magic power reserve, and starting with the spell "Fireball" as a bound ability (which can be upgraded Fiery Convocation through his skill tree). Designed as the primary spellcaster of the race, with a selection of spells from the Lore of Beasts, Fire, Heavens, Life, and Light. Teclis' campaign isn't much different from a Tyrion based on mechanics alone, however his is far more difficult due to his start position; with a good deal of potentially hostile factions led by Legendary Lords in his vicinity in both campaign modes. Quest items include the War Crown of Saphery, the Sword of Teclis, the Scroll of Hoeth, and the Moon Staff of Lileath. As of the Total Waaagh! update he now has access to an Arcane Phoenix as a mount option. :: [[Alarielle]] leads the faction of '''Avelorn''' starting in the Gaen Vale in both the Vortex and Mortal Empires campaigns. The unique faction effects are a bonus to Hero capacity for Handmaidens, and a reduction of cost for her unique rite. Her Lord effect is a bonus to missile damage for Sisters of Avelorn and Handmaidens. In addition to these she boasts a number of unique mechanics that differentiates her from the vanilla Lord choices. The first being the "Defender of Ulthuan" mechanic, which gives bonuses or penalties depending on how much of Ulthuan is owned by High Elf factions; with the penalties being especially harsh if another race takes hold of the inner sphere of Ulthuan. In addition to this she leaves lingering bonuses to any province she recently visited, and her in-battle performance changes depending on how much Chaos Corruption is present in the world. Not only that, but Alarielle has the pleasure of being the second hybrid faction in the game following Arkhan the Black's precedent. Having access to some forest spirit units from the Wood Elves' roster via a unique recruit chain in her faction capital. Alongside this she also has access to the Invocation of Isha rite (replacing the Invocation of Hoeth), early access to the Handmaiden building, and a unique campaign stance. Another spellcaster, though she can hold up better in a fight than Teclis can, with more of a support focus with access to a mixed lore from High, Life, and Light magic. Her sole quest item is the Star of Avelorn, while she starts with her Stave of Avelorn already equipped; she can also gain access to the Shieldstone of Isha through a hidden Quest (though it is not really hidden since you gain the item even if another faction completes the mission's goal before you). :: [[Alith Anar]] leads the faction of '''Nagarythe''', though oddly enough not actually starting in that region, instead starting in the Black Creek Spire in Naggaroth. The unique faction effects are reduction in global recruitment time for all units, and a bonus to campaign movement range for all armies. His unique Lord effects are a reduction in Shadow-walker upkeep, and a bonus to ambush success chance; whilst he also has a unique (and potentially hilarious) bound ability called "Mislead" which creates a clone of himself while making the original hidden. Much like Alarielle, he also comes with a good amount of new mechanics to differentiate himself from the other shiny elves. His main unique mechanic is "Marked for Death", where it assigns a hit list of characters from various factions which gives you a host of rewards should you take them out of the picture. Not only that, but he has the privilege of being the first Lord to have a unique unit exclusive to his faction, those being the Shadow-Walkers. Alongside these he also has mutually exclusive skill tree options ala Tyrion, a unique campaign stance (default ambush attack stance Beastmen and Skaven style), "Shadow Paths" (the usual underway style stuff), a unique building that boosts ambush chances and decreases enemy movement in your provinces, and his faction has Wasteland as a suitable climate. Last but not least he has the unique rite Invocation of Morai-Heg which gives him a unique hero character the "Hand of the Shadow Crown" which boasts a '''100%''' chance for assassination. His sole quest item is for The Moonbow, but he starts with his Stone of Midnight already equipped, and (supposedly) can gain the Shadow Crown through a hidden quest. His role is rather unique in that he is the first truly ranged Lord in the trilogy, though he can do decently in melee too. Having a rather absurd amount of range, able to fire whilst moving, and having extremely high armour piercing missile damage, and can vanguard deploy to boot. :: [[Eltharion]] the Grim leads the faction of '''Yvresse''', a subfaction of High-elves dedicated to protecting Ulthuan from anything Greenskin. As such, Yvresse enjoys a permanent -80 relation penalty with all Greenskin factions. The other main selling points for the new elven faction are the Mists of Yvresse, a defensive shroud that covers Yvresse and their allies and the Dungeon of Athel Tamarha, a unique mechanic that allows Eltharion to permanently capture and imprison other legendary lords. These mechanics tie in to a group of powerful unique units called Mistwalkers that gain bonuses from both. Eltharion himself is immune to Wasteland Attrition and causes fear to Greenskin units, letting him push [[/d/|deep into Ork territory hard and fast]]. Minor stat bonuses are also granted to his spear and ranger infantry. He also has a unique ability called the "Mistwalker's Barrage" which fires off magical barrage from the sky around him every 30 seconds. His Quest Items include the Talisman of Hoeth, and the Fangsword. He also has access to a unique Gryphon mount named Stormwing. :: [[Prince Imrik]] leads the '''Knights of Caeldor''' subfaction on his quest to catch 'em all. As can be expected from his title alone, the ''Lord of Dragons'' confers major bonuses for the various Dragons available to the High Elves and is able to embark on a side quest to find and tame campaign unique Dragons for his use in battle. To help with this, Imrik's entire army enjoys increased flame resistance to better tank these fire-breathing beasties. His sole Quest item is the Armour of Caledor, but he also starts with The Star Lance right off the bat. He has two unique mounts, his Elven Steed Mautererius, and his Star Dragon Minaithnir. The High Elves can cast the following Rites during their campaign. ::'''Invocation of Vaul''': Reduces recruitment cost, increases armour, and gives 2 chevrons for newly recruited Swordmasters, Phoenix Guards, White Lions and Dragon Princes of Caledor. Also grants a magical wall breaker ability called Vaul's Hammer during siege battles for all forces. ''requires 3 unlocked technologies'' ::'''Invocation of Asuryan''': Grants 2 influence per turn, reduces building costs by 15% and increases Public Order by 4 ''requires level 5 on Faction Leader'' ::'''Invocation of Hoeth''': 200 XP per turn for mages and loremasters of Hoeth. 30 additional mana reserves for all forces, 40% success chance for mage heroes and loremasters and 50% XP increase for mages. ''requires Archive building'' ::'''Invocation of Isha''': Immunity to attrition factionwide. 8% increased army replenishment rate and +10 to Anti Corruption in all regions. ''requires 3 settlements to be owned'' ::'''Invocation of Lileath''': Exclusive to Avelorn. Increases by 3 levels the recruitment of Sisters of Avelorn, gives 2 levels to all recruitable Handmaidens, +20 armor to Dryads and a 75% cost decrease to all Handmaiden actions. ::'''Invocation of Morai-Heg''': Exclusive to Nagarythe. Spawns the Hand of The Shadow Crown. A unique agent that has ALWAYS a 100% assassination chance. ::'''Invocation of Ladrielle''': Exclusive to Eltharion, replacing the Invocation of Isha. A simple rite that empowers the Mists of Yvresse effects. ::'''Greater Invocation of Vaul''': Exclusive to Imrik. Grants the entire faction Flaming Attacks and enables Dragon units to utilize their breath attacks more often. ::'''Invocation of Eldrazor''': Exclusive to Imrik. Gives all his units bonus XP, but incurs a diplomatic malus with other elven factions. Their roster can be found [https://www.totalwar.com/blog/high-elf-army-roster/ here] [[Total War Warhammer/Tactics/High Elves| More specific tactics here]] <gallery mode="nolines"> File:Eataine_Emblem.png|Eataine File:Order_of_Loremasters.png|Order of Loremasters File:Avelorn_Emblem.png|Avelorn File:Nagarythe_Emblem.png|Nagarythe File:Yvresse_Emblem.png|Yvresse File:Knights_of_Caledor.png|Knights of Caledor </gallery>
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