recursal/Fanatic-Fandom huggingface dataset:
Advanced controls

There are a variety of more advanced methods for issuing instructions to selected units once basic manoeuvring is learned. Use the cursor keys to nudge selected units into position, for example.

* Hold shift when right-clicking to enqueue a waypoint, or hold shift and drag a path for units with the right mouse button.

* Hold ctrl when right-clicking and dragging out a formation to walk units into their specified positions. This is useful when concealing units in forested terrain.

* Hold alt, and left-click and drag on a selection on the battlefield to move units in formation.

* Units in Guard mode won’t pursue a fleeing enemy. Guard mode can be activated by clicking the Guard button.
Animated Winepress

## Construction

**Animated Winepress** is a Vampire Counts resource building in *Total War: Warhammer*.

*"The Vampire Counts crave the illusion that they are nobles, and so they bottle their own special vintages."*

## Background

Whether made from Sylvanian blood grapes, or simply the rancid gore of peasant cadavers, the animated winepress does most of the labour - crushing body or grape and fermenting and refining. Zombies are there to lift and carry but the spirit entrapped within the device is the true expert.

## Effects

* Wine resource production: 32 barrels
* Public order: +5

## Building Chain

* Tier I - Tangled Vine Patch
	+ Tier II - Thorny Orchard
		- Tier III - **Animated Winepress**
A Tale of Treachery

**A Tale of Treachery** is a random event for High Elves.

## Description

*An exquisitely penned history of the Phoenix Lord Bel Shanaar has become widely popular. This artful blending of poetry and prose has caught the imagination of the people nd has awakened in them afresh hatred for Malekith and the foul betrayals of the Druchii. As a result, leadership and melee attack capabilities when facing Dark Elves have risen factionwide.*

## Effects

* Leadership: +10 when fighting against Dark Elves (all armies)
Amber Wizard

## Attributes

* **Encourage**: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
* **Hide (forest)**: This unit can hide in forests until enemy units get too close.
* **Woodsman**: This unit can pass through trees.
* **Missile Resistance**: 15%. Damage of missile attacks is reduced by this amount.

**Amber Wizard** is an  Empire Hero unit introduced in *Total War: Warhammer* with Update 2.

## Recruitment

* Unlocked with: Wizard's Conclave, Altdorf Conclave of Battle Wizards, Occupied Library of Hoeth or Tower of Prophecy

## Description

The Wizards of the Amber Order use the symbol of the Arrow and are devotees of the Lore of Beasts, which is heard as an eagle's cry upon the Wind of Ghur. Amber Wizards are renowned for their savage appearance; their hair is wild and unkempt and they dress in furs adorned with bones, feathers, amber beads, and primitive talismans. Few wizards can withstand the touch of Amber Magic, for it is the magic of bestial minds and untamed places, caring little for the ways of civilised cultures. The power of the Wind of Ghur resides most strongly in the thoughts of savage creatures and, as a result, Amber Wizards can commune with animals of all kinds. They also have the ability to assume the strength of the greatest beasts and can induce primal states of terror in others.

## Attributes

* **Wizard**
* ▲ **Spellcaster**: This unit can cast spells.

## Campaign Abilities

### Target

* **Settlement**
* Steal Technology

* **Hero**
* Wound

* **Army**
* Assault Unit

## Character Abilities

* Arcane Conduit (campaign only)
* Blast (multiplayer only)
* Evasion (campaign only)
* Power Stone (multiplayer only)
* Wild Heart
* Wounds

## Items (Multiplayer)

* Power Stone
* Scroll of Blast

## Mounts

* Warhorse (WH1 & WH2 only)
* Barded Warhorse
* Imperial Pegasus
* Imperial Griffon

## Strategy

Click here to add a strategy!

One thing to note in the stats is the absurdly high melee attack for casters alongside the low melee defence. This unit will excel at hitting enemies, but will take many hits if surrounded.

The Amber Wizard is notable for having an Imperial Griffon mount option. Most other casters only have Imperial Pegasus mounts. This gives the Amber Wizard a stronger battlefield presence on top of their magical power. In multiplayer it is a strategy to bring a Lord on a flying mount, (Karl Franz, General of the Empire, or Boris Todbringer) an Amber Wizard on his Griffon, and then a regular spellcaster as well (Lore of Life perhaps). This allows a flying goon squad that can deliver strong shock damage to enemy infantry or lords. As the Amber wizard can also summon a Feral Manticore, this aerial power is further enhanced.
Archmage (High)

## Attributes

* **Encourage**: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
* **Hide (forest)**: This unit can hide in forests until enemy units get too close.
* **Martial Prowess**
* **Wounds**
* **Missile Resistance**: 15%. Damage of missile attacks is reduced by this amount.

**Archmage (High)** is a  High Elves Lord unit introduced in *Total War: Warhammer II* with The Warden and the Paunch.

## Recruitment

* Selecting any Settlement and recruiting them in the Lord Recruit tab

## Description

The **High Elven Archmages** are amongst the greatest practitioners of Magic within the mortal realms. Through decades, and often centuries, of painstaking research and scrupulous study, they learn to master magic in its purest form, an art known simply as High Magic. Those who mastered this most challenging of lores hold the entire spectrum of magic at their command.

At a High Mage's word, shimmering fields of magical energy spring into being to protect his allies, and the fires of courage blaze anew within their hearts. The truly gifted can even becalm the Winds of Magic themselves, collapsing a raging tempest until naught but a gentle breeze remains. Yet it should not be thought that High Magic is reserved for defensive means alone. With but a wave of his hand, a High Mage can call down the wrath of the heavens, paralyze his foes, or immolate whole regiments with Asuryan's fire.

It is little wonder then, that in times of strife, the Phoenix King will beseech the Tower of Hoeth for aid. The Loremasters of Saphery never shirk from their duty, for they know that their gifts stand between Ulthuan and annihilation. Traditionally, mages fulfil an advisory capacity in addition to their battlefield roles, lending an insight that transcends mortal comprehension. Such knowledge has even led to mages being given command of whole armies, a state of affairs that is especially common when Ulthuan is beset by supernatural threats from the Realm of Chaos.

## Attributes

* **Wizard**
* ▲ **Spellcaster**: This unit can cast spells.

## Character Abilities

### Passive Abilities

* Martial Prowess
* Shield of Saphery

#### Campaign only

* Greater Arcane Conduit
* Loose!
* Darken the Skies

## Mounts

* Elven Steed (TWWH2 only)
* Barded Ithilmar Steed
* Ithilmar Chariot
* Great Eagle
* Moon Dragon
Another Brick in the Wall

**Another Brick in the Wall** is a Grand Cathay random event.

## Description

*There is a shudder from the Celestial palace, and the sound of straining metal, as the Wu Xing Compass works its sorcery. Each warrior suddenly finds within their pocket a chipped stone from the Great Bastion itself - a ward against the Great Enemy, a token of the Emperor's love.*

## Effects

* 10 turns
* Leadership: +8 when fighting against Daemons of Chaos (all armies)
A Tale of the True Path (quest)

**A Tale of the True Path** is a special quest for  Tzeentch,  Daemons of Chaos, and  Warriors of Chaos. It is the first part of the A Tale of the True Past quest chain.

## Requirements

* Tzeentch
	+ Kairos Fateweaver or The Changeling reach rank 12

* Daemons of Chaos
	+ The Daemon Prince reach rank 12

* Warriors of Chaos
	+ Archaon the Everchosen, Be'lakor, Kholek Suneater, Prince Sigvald the Magnificent or Vilitch the Curseling reach rank 12

## Description

Word has spread of a noble’s son, a once-great Knight of the Empire, who roams the Chaos Wastes in search of a greater purpose. Most remarkably he bears the insignia of a Tzeentchian cult, the Brethren of the Golden Eagle. His loyalties had him pursued doggedly for a time by the Templars of Sigmar, the Empire’s Witch Hunters, but once they caught up he proved his status as the greatest swordsman in his Knightly Order. Perhaps in time this Champion-in-the-making will make his way to us, but in the meantime we must ensure there are more like-minded warriors to help him embrace Chaos.

## Objective

* Tzeentch
	+ Ensure that the following building has been constructed: Chapterhouse of Knowledge
* Daemons of Chaos
	+ Ensure that the following building has been constructed: Monument of Tzeentch
* Warriors of Chaos
	+ Ensure that the following building has been constructed: Warriors' Hall

## Rewards

* The Knight progresses towards the truth... (Triggers A Tale of the True Path Part II)

## Notes

* For  Warriors of Chaos, only the  Heralds of the Tempest,  Puppets of Misrule,  Shadow Legion,  The Decadent Host, and  Warhost of the Apocalypse factions can do this quest.

## Quest Chain

* **A Tale of the True Path** Part I
	+ A Tale of the True Path Part II
		- A Tale of the True Path Part III
Altdorf (City-State)

## Construction

**Altdorf (City-State)** is a The Empire unique settlement building in *Total War: Warhammer*.

*"The current capital of the Empire and seat of the Reikland Emperors. Altdorf is a large, cosmopolitan city-port full of wonders and danger."*

## Effects

* Income generated: 300
* Public order: +5
* Improved tower projectiles: Clockwork Bombs
* Growth: +50
* Income from all buildings: +50% (all regions in this province)
* Income from all buildings: +25% (all regions in adjacent provinces)
* Grants 9 construction slots in the settlement
* Provides garrison:
	+ 2 Mortars
	+ 2 Demigryph Knights
	+ 3 Reiksguard
	+ 1 Empire Captain
	+ 6 Greatswords
	+ 4 Handgunners
	+ 1 Steam Tank

## Building Chain

* Tier I - Altdorf (Hamlet)
	+ Tier II - Altdorf (Village)
		- Tier III - Altdorf (Town)
			* Tier IV - Altdorf (City)
				+ Tier V - **Altdorf (City-State)**
A Guilded Opportunity

**A Guilded Opportunity** is a Dilemma for Reikland and The Golden Order as part of the Imperial Authority and Fealty mechanics. It was not initially in the game, but was added as of the Potion of Speed Update as a late game event to spend excess prestige or gain large amounts of Authority.

## Description

*An opportunity has arisen to set up a guild within the Empire. Such an endeavour will take considerable effort to achieve, but should you wish, the time to act is now!*

## Choices

### Establish Spy Guild

*A spy guild has been established within the Empire, granting line of sight over all trade partners.*

* -10,000 Prestige
* All regions owned by factions you have trade agreements with are visible
	+ Currently bugged, does not grant visibility over faction territories you have trade agreements with
* Hero action success chance +20% (all characters)

### Establish Trade Guild

*A trade guild has been established within the Empire, boosting trade income considerably.*

* -12,000 Prestige
* Campaign Movement range +10%
* Income from trade +5%

Additional tradable resources produced +10%

### Establish Politicians Guild

* -8000 Prestige
* Imperial Authority +4
A Noise Problem

**A Noise Problem** is a dilemma for the Skaven.

*Overseers notice that Skavenslaves have recently been less productive. An investigation reveals that they are avoiding certain shortcuts because of ominious noises from the depth. Dispatched to investigate, your Lord returns with news of an abandoned laboratory. Inside there was a single artifact - a box producing very unsettling noises indeed!*

## Choices

### Snatch the box

* *It is miiiine! This will come in handy, yes-yes!*
* Loyalty: -5 for respective Lord
* Box of Eerie Noises

### Investigate the box

* 10 turns
* *Our Warlock Engineers should pick it apart and find out how it works!*
* Research rate: +50%

### Destroy the Daemon!

* 10 turns
* *Smash-kill-burn it! Skavendom is safe from this threat-menace now!*
* Public order: +2 (all provinces)
* Bonus experience: +2000 for respective Lord

### Pay a finder's fee

* *It will fetch a nice price, yes-yes! Of which I will keep half! No, two-thirds!*
* Treasure: +3000
* Loyalty: +2 for respective Lord

## Box of Eerie Noises (Crafted)

*What's in the box? No-one knows, but the sounds it produces makes even the bravest foe flee in mortal terror!*

* Attacks cause "Discouraged" effect, reducing leadership
* Attribute: Causes Fear
* Attribute: Causes Terror
Archmage (Heavens)

## Attributes

* **Encourage**: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
* **Hide (forest)**: This unit can hide in forests until enemy units get too close.
* **Martial Prowess**
* **Wounds**
* **Missile Resistance**: 15%. Damage of missile attacks is reduced by this amount.

**Archmage (Heavens)** is a  High Elves Lord unit introduced in *Total War: Warhammer II* with The Warden and the Paunch.

## Recruitment

* Selecting any Settlement and recruiting them in the Lord Recruit tab

## Description

The **High Elven Archmages** are amongst the greatest practitioners of Magic within the mortal realms. Through decades, and often centuries, of painstaking research and scrupulous study, they learn to master magic in its purest form, an art known simply as High Magic. Those who mastered this most challenging of lores hold the entire spectrum of magic at their command.

At a High Mage's word, shimmering fields of magical energy spring into being to protect his allies, and the fires of courage blaze anew within their hearts. The truly gifted can even becalm the Winds of Magic themselves, collapsing a raging tempest until naught but a gentle breeze remains. Yet it should not be thought that High Magic is reserved for defensive means alone. With but a wave of his hand, a High Mage can call down the wrath of the heavens, paralyze his foes, or immolate whole regiments with Asuryan's fire.

It is little wonder then, that in times of strife, the Phoenix King will beseech the Tower of Hoeth for aid. The Loremasters of Saphery never shirk from their duty, for they know that their gifts stand between Ulthuan and annihilation. Traditionally, mages fulfil an advisory capacity in addition to their battlefield roles, lending an insight that transcends mortal comprehension. Such knowledge has even led to mages being given command of whole armies, a state of affairs that is especially common when Ulthuan is beset by supernatural threats from the Realm of Chaos.

## Attributes

* **Wizard**
* ▲ **Spellcaster**: This unit can cast spells.

## Character Abilities

### Passive Abilities

* Martial Prowess
* Rolling Skies

#### Campaign only

* Greater Arcane Conduit
* Loose!
* Darken the Skies

## Mounts

* Elven Steed (TWWH2 only)
* Barded Ithilmar Steed
* Ithilmar Chariot
* Great Eagle
* Moon Dragon
All Hands Hoay!

## Overview

### Effects

* Armour-Piercing Weapon Damage: +25%
* Base Weapon Damage: +25%
* Leadership: +16

### Targets

Self, Allies

**All Hands Hoay!** is a  Vampire Coast ability.

*"Everyone on deck! We 'ave them now!"*

## Effect

* Active Ability
* Type: Augment (Area)
* Armour-Piercing Weapon Damage: +25%
* Base Weapon Damage: +25%
* Leadership: +16
* Effect range: 35m
* Duration: 20s
* Cooldown: 90s
* Affected units: Affects allies in range(all)

#### WH2

* Type: Augment (Area)
* Duration: 20 seconds
* Target: Self
Affects allies in range
* Effect Range: 40m
* Cooldown: 90 seconds
* Effect: +25%  Armour-Piercing Weapon Damage
+25%  Base Weapon Damage
+16  Leadership

## Changes from Avast Ye!

* Leadership increased by +8
* Duration increased by 6 seconds
* Cooldown increased by 30 seconds

## Units

* **Aranessa Saltspite**
* **Count Noctilus**
* **Cylostra Direfin**
* **Luthor Harkon**
* Burke Black
* O'Bones Macdonald
* Trusty Montford
* Two Toes Adley
* Vampire Fleet Admiral (Pistol-Death)
* Vampire Fleet Admiral (Pistol-Deep)
* Vampire Fleet Admiral (Pistol-Vampires)
* Vampire Fleet Admiral (Polearm-Death)
* Vampire Fleet Admiral (Polearm-Deep)
* Vampire Fleet Admiral (Polearm-Vampires)

## See also

* Avast Ye!, the previous stage of this ability.
Abandoned Sky-Titan Hold

## Construction

The **Abandoned Sky-Titan Hold** is an Ogre Kingdoms Special Landmark in *Total War: Warhammer III*. It is located in The Sky Monolith settlement in the Ancient Giant Lands province.

*"At the very peaks of the mountains are the castles of the mysterious Giants that were overcome and eaten by the Ogres during the Great Migration."*

## Effects

* Control: +2
* Control: +1 in adjacent provinces
* Growth: +5 (all provinces
* Casualty replenishment rate: +5%
* Income from all buildings: +8% (all adjacent provinces)

## Building Chain

* Tier III - **Abandoned Sky-Titan Hold**

## Strategy

This landmark is within Goldtooth's reach, but it is not easy to get to. The rewards for building it allow you to keep control of nearby provinces, which is useful considering the border shared with the Chaos Wastes. The Income is also useful, as it allows you to keep your inner provinces rich while still allowing the border with Chaos to be defended.
Altar of Djaf

## Construction

**Altar of Djaf** is a type of building in *Total War: Warhammer II* only available to Tomb Kings in the Eye of the Vortex.

*"Shrines to the god of war and death are constructed upon ritual sites, brimming with magical energy ripe for the channeling!"*

## Effects

### Tomb Kings

* Canopic Jars generated: 5
* Untained +6
* Provides garrison: 1 Tomb Guard (Halberds)

## Building Chain

* Tier II - **Altar of Djaf**
	+ Tier III - Grand Temple of Djaf
Ancestral Rune of Grungni

**Ancestral Rune of Grungni** is a  Dwarfs army ability available to the  Ironbrow's Expedition.

*Grungni's rune resonates with the fury of the Ancestor God himself, inspiring the smiting of foes and valour at arms.*

## Effect

* Army ability
* Type: Augment (Area)
* Uses: 3
* Melee Attack: +24
* Unbreakable
* Range:
* Effect range: 35m
* Duration: 35s
* Cooldown: 120s
* Affected units: Affects allies in range(all)
* Unit is invulnerable to damage (does not apply to summoned units)

## Notes

*This army ability can be gained:*

* When reforging the Blessed Pick of Grungni in The Forge.
Abandoned Shrine of Widowmaker

**Abandoned Shrine of Widowmaker** is a Special Landmark in *Total War: Warhammer II* located in the Shrine of Khaine.

*"What was once a place of worship, reduced now to much cinder."*

## Building Effects

### Effects

* Untainted: +5
* Income from post-battle loot: +5% (Factionwide)

## Effects

### Vampire Counts

* Vampiric corruption: +5
* Income from post-battle loot: +5% (factionwide)

### Dark Elves

* Recruit rank: +1 for all units
* Income from post-battle loot: +5% (factionwide)

### Other

* Untainted: +5
* Income from post-battle loot: +5% (factionwide)

## Building Chain

* **Tier I - Abandoned Shrine of Widowmaker**
	+ Tier II - Shrine of Widowmaker
	+ Tier II - The Plains of Bones (Vampire Counts only)
Ambush stance

**Ambush stance** is a stance that armies can enter on the campaign map. The stance increases the chances of surprising an enemy, initiating an ambush battle.

## Overview

Armies in ambush stance cannot be seen by the enemy. They also cannot move or recruit troops without leaving the stance. Ambushes have a chance to be detected and fail. The terrain on which the ambush is laid affects this chance.

## Effects

* Campaign movement range required to adopt: 25%
* Hidden until discovered or battle initiated
* Chance of spotting nearby foreign armies: +50%
* Campaign movement: Disabled

## Other stances

Some other special stances may also enable ambush battles:

* Beastmen Ambush (Beastmen)
* Stalking (Skaven, Nagarythe)
* Masterful Ambush (Wood Elves, Oxyotl)

## Strategy

Going into ambush stance can work to lure an enemy towards you. By going into the stance right outside a weak city, the enemy may be tricked into thinking it is undefended and move within striking or ambushing range. It can also be a good move in general to try and conceal your movements from your enemies, that way they won't react defensively if they see you coming for a settlement of theirs.
An Enemy Within

**An Enemy Within** is an exclusive dilemma  for the Vampire Counts  racial factions introduced in *Total War: Warhammer*.

It enables the player to chose a temporaryfactionwide bonus , either a moderate hero action  cost reduction or a moderate hero action  success chance bonus for all heroes .

## In-game description

> *One of your spies, who flits between the courts of mortal men, seems to be straying from his appointed task. He is a being that still breathes, but craves the Red Kiss. Perhaps a visit is in order to remind him who he serves?*
>
>

## Requirements

* Player is a Vampire Counts  racial faction

## Trigger timing

* As soon as all requirements are met there is a random chance the dilemma will trigger immediately.

## Options

### Option 1: Give him a whiff of immortality

* The Carrot
	+ Turns remaining: 2
	+ Hero action  cost: -20% (all characters)

> Your heroes  have been re-focused.
>
>

> *The carrot is favoured over the stick. A visit in the dead of the night, under the guise of a bat swarm, and a drop of unholy blood should remind him of his agenda.*
>
>

### Option 2: Snap his neck

* The Stick
	+ Turns remaining: 2
	+ Hero action  success chance: +10% (all characters)

> Your heroes  are performing at a higher level.
>
>

> *The stick instead of the carrot. Such intolerance from a mortal servant cannot be tolerated. Visit him in his chambers and make his last moments agony.*
>
>
Acquiescence (bound spell)

**Acquiescence (bound spell)** is a bound spell from the Lore of Slaanesh.

*The spellcaster's corrupting touch puts their victims into a blissful, euphoric state for a short time, rendering them little able to move, let alone defend themselves.*

## Effect

* Bound spell
* Type: Hex
* Uses: 1
* Melee Defence: -24
* Speed: -25%
* Range: 200m
* Duration: 25s
* Affected units: Affects enemies in range(max: 1)

## Units

  Monsters & Beasts

  Monsters & Beasts

  Extended Roster
Arachnarok Eggs

**Arachnarok Eggs** is a Norsca enchanted item introduced in the Norsca (DLC). It is gained by defeating the Brood Queens of Karak Azul monster hunt.

It is also available for Raknik Spiderclaw.

## Description

Each egg contains deadly spiderlings, to swarm over and bite the foe's body, injecting deadly venom into the wounds.

## Effect

Ability: Arachnarok Eggs

* Type: Summon
* Duration: 1 Seconds
* Target: Ground, 60m
* Summons a unit of Spider Hatchlings
* Good at defending spellcaster
* Summoned units degrade over time
Amanar

**Amanar** is a giant merwyrm (water dragon) who functions as a campaign mechanic and goal for Vampire Coast factions in Total War: Warhammer II.

Normally Amanar protects Ulthuan. The Vampire Coast factions are attempting to find the Star Metal Harpoon and enchant it with The Ancient Sea Shanty in hopes of killing and resurrecting Amanar as an undead leviathan.

Sometimes Amanar can briefly be seen surfacing from the ocean on the campaign map.

## Description

Only in hours of greatest need does the Merwyrm rouse and rise to the surface to consume those who would bring about Lothern's ruin. The records kept in the Glittering Tower tell that Amanar has manifested but three times in recorded history. The first was during the Daemon invasion, where he swallowed a whole legion that laid siege to the city. The second came during the Sundering, where his broad back held Lothern high above the tidal waves that swamped Ulthuan. The third, and to date final, appearance of Amanar came during the Great Incursion. With a great sweep of his tail, he scattered much of the Dark Elf army; then, ignoring the pinpricks of their blades, he turned and bore the Black Ark *Intolerable Delight* beneath the waves, never to sail again. Nor has Amanar himself been seen since that day, although a single scale was recovered after the battle, which now forms the heart of the Shield of the Merwyrm.

## Gameplay

It only becomes active when playing either a Eye of the Vortex or Mortal Empires campaign as a Vampire Coast faction. It randomly targets and damages all structures of a port settlement every few turns, which is indicated by a pillar of blue light on the campaign map. Any embarked units in the region will suffer attrition.

Upon completion of the Vampire Coast main campaign quest in Eye of the Vortex, it will no longer damage the player's settlements and units. However, the player does not have control of where and when it attacks.
Archecclesiatium of Myrmidia

## Construction

**Archecclesiatium of Myrmidia** is a Special Landmark in *Total War: Warhammer & Total War: Warhammer II* located in Magritta.

*"While the Archecclesiatium is technically the governing council of Myrmidia's cult, it has become the main temple's name by association."*

## Background

There are a few temples of Myrmidia, the goddess of strategy and honourable war, in the southern provinces of the Empire, but her strength is found in Estalia and Tilea. The smaller shrines answer to the temple in Margritta where the Archecclesiastium is held. This council of high priests governs and administers the cult, seeing its tenets are upheld.

## Effects

### The Empire

* Unlocks Hero recruitment: Warrior Priest
* Public order: +1 (factionwide)
* Public order: +8
* Hero recruit rank: +2 for Warrior Priests (factionwide)
* Untainted: +8

### Bretonnia

* Control: +1 (factionwide)
* Control: +8
* Hero recruit rank: +1 for Paladins (factionwide)
* Untainted: +8
* Upkeep: -5% for Peasant Mob, Men-at-Arms with Sword, Battle Pilgrim and Foot Squire units (all armies)
* Recruitment cost: -20% for Peasant Mob, Men-at-Arms with Sword, Battle Pilgrim and Foot Squire units
* Recruit rank: +1 for Peasant Mob, Men-at-Arms with Sword, Battle Pilgrim and Foot Squire units

## Building Chain

* **Tier V - Archecclesiatium of Myrmidia**
Apocalyptic Vision

**Apocalyptic Vision** is a  Beastmen ability.

*In fitful dreams, he sees the end. The world collapsing in on itself, leaving nothing but ashes and abberation.*

## Effect

* Active Ability
* Type: Augment (Area)
* Leadership: +16
* Melee Attack: +24
* Effect range: 35m
* Duration: 18s
* Cooldown: 90s
* Affected units: Affects allies in range(all)

#### WH2

* **Apocalyptic Vision** 90
* *Character ability*
* Type: Augment (Area)
* Duration: 18 seconds
* Target: Self
Affects allies in range
* Effect Range: 40m
* Effects: +24  Melee Attack
+16  Leadership

#### WH1

* **Apocalyptic Vision** 90
* *Character ability*
* Type: Augment (Area)Only acts on targets when in area
* Duration: 14 seconds
* Target: Self
Affects allies in range
* Effect Range: 45m
* Effects: +16  Leadership
+36  Melee Attack

## Changes from Call of Violence

* Added  Melee Attack: +24
* Duration increased by 4 seconds
* Cooldown increased by 30 seconds

## Units

* **Khazrak the One-Eye**
* **Malagor the Dark Omen** (campaign only)
* **Morghur the Shadowgave** (campaign only)
* **Taurox the Brass Bull** (campaign only)
* Beastlord
* Doombull (campaign only)
* Great Bray-Shaman (Beasts) (campaign only)
* Great Bray-Shaman (Death) (campaign only)
* Great Bray-Shaman (Shadows) (campaign only)
* Great Bray-Shaman (Wild) (campaign only)

## See also

* Call of Violence, the previous stage of this ability.
A Plot Undone

**A Plot Undone** is a dilemma for Daemons of Chaos. It affects the Daemon Prince and a random Lord or Hero.

## Description

*Your most trusted follower brings a beaten Daemon before you, having caught the fiend conspiring to overthrow you. Coolly, you cleave the traitor's chest open. As it breathes its last, you ponder how to best use it Daemonic essence.*

## Choices

### Consume Its Heart

*Daemonic ichor enriches your blood, enabling your muscles to move with unnatural speed.*

* Daemon Prince gains trait: Ruinous Infusion
* Campaign movement range: +5%

### Reward Your Follower

*Only a fool would disobey the right hand of a Daemon Prince.*

* A random Lord or Hero gains trait: The Prince's Mark
* Leadership: +4
Another Challenge

**Another Challenge** is a generic notification informing the player than an enemy has collected four souls and can travel to the Forge of Souls to win The Realm of Chaos campaign.

## In-game description

*The Tome warns me... Another makes his play again Be'lakor. They have collected four Daemon Prince souls and prepare to cross the gulf to reach the Forge of Souls before us. Ursun is ours to claim, not theirs!

We must intercept them at once. I have used the lore of the Tome to hasten our route.*
Alchemy Workshop (Rogue Armies)

## Construction

**Alchemy Workshop** is a type of building in *Total War: Warhammer II* only available to Rogue Armies.

*"Alchemists study not just what herbs interact with what substance, but why, and then record the lore in tomes for antiquity."*

## Effects

* Income generated: 200
* Medicinal Plants resource production: 45 bundles

## Building Chain

* Tier II - Exotic Hothouse
	+ Tier III - **Alchemy Workshop**
Ancient Relics

**Ancient Relics** is a Dilemma for Khorne.

## Description

*Your legion uncovers a nest of ancient, malnourished Vampires. The death-cheating ghouls flee for the surface, throwing a bone-adorned, brass reliquary box at your Daemons' feet in the hope of distraction.*

## Choices

### Abandon the Pursuit

* *The container is emblazoned with Khornate iconography. Though the enfeebled fiends will escape, to refuse this relic of the Skull Throne would be blasphemy.*
* A randomised Ancillary

### Hunt Them Down

* *No trinket can make an act of mercy forgivable. Ignore the relic, and grant a brutal second death to each and every one of these Unliving wretches.*
* Unit experience gain per turn: +400 (3 turns)
Abandon Sphinx

**Abandon Sphinx** is a Tomb Kings dilemma.

## Description

*Despite the best efforts of our chief Necrotect, one of our tombs has started to sink back into the sand once more, before giving up its illustrious, arcane secrets; if we do not act quickly, to shore up its entrance, we risk losing everything we have thus far gained.*

## Choices

### Reinforce the workers

There are always more bones to be unearthed and reanimated...

* 10 turns
* *Possibly, our labourers have not worked hard enough. A swelling of their numbers, and some encouragement with the lash, should better align their priorities with our own!*
* Growth: -8 (all provinces)

### Reinforce the troops

No matter the order, our troops obey to the bitter end and beyond.

* 10 turns
* Casualty replenishment rate: -8% (all armies)
Ambush battle

*Not to be confused with intercept battles.*
**Ambush battles** are a kind of battle. Ambushes happen when one army launches a surprise attack on another on the campaign map. The defender starts the battle surrounded by the attacker, with no chance to deploy. This is extremely good for the attacker, and allows for otherwise evenly matched armies to fight a very one-sided battle.

If an ambush is successful, the attacker can be reinforced by any armies within range. If the ambush fails, the attacker cannot be reinforced but the attacker can choose to either retreat, or fight 1v1 with no reinforcements on either side.

## Overview

On the campaign map, an army may lie in wait for its enemies by entering Ambush stance or another similar stance, in which it will remain hidden to enemy armies until they wander into the trap. The cursor tooltip over an area on the campaign map shows the chance that an ambush will succeed there.

If an ambush is successfully sprung, an ambush battle will result in which the attacker will be at a great positional advantage. The defending army is surprised on the march, and starts the battle in an unfavourable position on the battlefield, usually marching in a straight line while surrounded on all sides by the enemy.

Ambush battles are enabled by the following stances:

* Ambush stance
* Beastmen Ambush
* Masterful Ambush
* Stalking

## Effect

At the beginning of an ambush battle, the army that was ambushed will have an effect applied to them: **Discombobulated!**

* Type: Hex (area)
* Duration: 120 Seconds
* Target: Enemy
* Effect Range: Map-wide
* -15 Armour
* -5 Melee defence
* Source: https://twwstats.com/abilities?q=discombob&right=2049963969484436867
A Bone To Pick

**A Bone To Pick** is a random event for High Elves.

## Description

*A thaumaturgist in one of your provinces has been tasked with squeezing greater profit from industrial processes. Lost in thought one day while inspecting a smelting plant, he slipped and plunged into the roiling slag. His death was not in vain however, as the smelters discovered that the introduction of osseous matter worked the strengthen the metal, increasing its value; profits are up factionwide!*

## Effects

* Income from all buildings: +10% (all regions)
Amulet of Dark Fire

**Amulet of Dark Fire** is a talisman item introduced in Total War: Warhammer II The Queen and the Crone. It is a legendary item for Crone Hellebron.

It was a hidden legendary item. The quest to unlock it will appear when Crone Hellebron reaches rank 2 (as of the Doomsayers Update). The quest requires you to capture and occupy the *Shrine of Khaine* settlement in Nagarythe (province). After completing this you will be rewarded with +3000 treasury and the Amulet of Dark Fire.

## Description

The Amulet wreathes its wearer in mystical flame that burns magic instead of flesh.

## Effects

* Enemy hero action success chance -10%
* Ward save 5%
* Passive ability: **Amulet of Dark Fire**
	+ Type: Ward Save (Area)
	+ Duration: Constant
	+ Target: Self, affects allies in range
	+ Range: 40m
	+ +22% magic resistance

## Source

* https://www.youtube.com/watch?v=degnJa5-la4
Alchemists' Guild Hall

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Alchemists' Guild Hall** may refer to:

* Alchemists' Guild Hall (Chaos Dwarfs)
* Alchemists' Guild Hall (Dwarfs)
Ancient Boneyard

## Construction

**Ancient Boneyard** is a Special Landmark in *Total War: Warhammer III* located in Galbaraz. It is unique to  Khorne.

*While Khorne may not approve of using the skulls of those killed by others, this near-infinite suppy will still come in useful.*

## Effects

* Income generated: 250
* Skulls: 100 per turn
* Unlocks Hero recruitment: Bloodreaper
* Hero capacity: +1 for Bloodreapers
* Skulls gained from kills: +10% (all armies)
Amulet of Sea Gold

**Amulet of Sea Gold** is a Talisman item added in *Total War: Warhammer*. It is a legendary item for Balthasar Gelt.

It becomes available after winning the The Dead at Marbad’s Tomb quest battle.

## Description

*This ancient Elven heirloom�glows with protective energies that become increasingly more powerful in the presence of evil sorcery.*

## Effects

TWW1
* Enemy Hero action success chance: -10%
* Melee defence: +5
* Magic resistance: +15%
* Reduction in Vampiric and Chaos corruption: +5 (local province)
Addiction Pens

## Construction

**Addiction Pens** is a  Slaanesh basic military building introduced in *Total War: Warhammer III*.

*Here the fettered Hellstriders and Furies learn the true cost of the pact they have made with the Delightful Prince.*

## Effects

* Unlocks recruitment of:
	+ Hellstriders of Slaanesh
	+ Chaos Furies (Slaanesh)

## Building Chain

* Tier I - **Addiction Pens**
	+ Tier II - The Yearning Cages
		- Tier III - Dark Prince's Liveries
			* Tier IV - Darkling Grove
A Tale of the True Path (quest part two)

**A Tale of the True Path** is a special quest for  Tzeentch,  Daemons of Chaos, and  Warriors of Chaos. It is the second part of the A Tale of the True Past quest chain.

## Requirements

* Completed the quest: A Tale of the True Path

## Description

The noble breath of the wandering Knight is carried as a whisper upon the Winds, speaking of a tall monolith he has encountered deep in the Chaos Wastes that holds history, magic and prophecy. Yet standing between the Knight and the answers leading him to Chaos’ embrace is a bloodthirsty Doombull and his warherd! If this warrior is ever to reach his full potential in Tzeentch’s estimations we must provide him with the assistance he might require to reach the revelations he seeks.

## Objective

* Maintain a total of 8 units of the following type:
	+ Chaos Warriors of Tzeentch
	+ Chaos Warriors of Tzeentch (Halberds)
	+ Chaos Knights of Tzeentch

## Rewards

* The Knight progresses towards the truth... (Triggers A Tale of the True Path Part III)

## Notes

* For  Warriors of Chaos, only the  Heralds of the Tempest,  Puppets of Misrule,  Shadow Legion,  The Decadent Host, and  Warhost of the Apocalypse factions can do this quest.

## Quest Chain

* A Tale of the True Path Part I
	+ **A Tale of the True Path** Part II
		- A Tale of the True Path Part III
Antoch

The fortress-city of **Antoch**, also known as the ***Crusader City***, is the greatest of Bretonnia's settlements outside of its own lands, located on the desert coast of Araby known as the **Gulf of Medes**.

## History

The mighty city and fortress of Antoch was founded at the conclusion of the Crusades when the victorious Old Worlders vanquished the evil and perverted Sultan Jaffar. The victorious knights tore down idols, burned whole libraries of dangerous books, and eventually retreated to the lands of Bretonnia and the Lady of the Lake. However, some knights, driven into a frenzy of righteousness, decided to remain and build a mighty fortress of virtue that would stand forever against the resurgence of darkness in the lands of Araby.

Antoch, as their city was called, soon became a refuge for all kinds of adventurers from the Old World, and Old Worlder ships found Antoch a vital staging post that allowed them to take on provisions for the dangerous journey westwards to Lustria or south to the Southlands.

## Current state

In the lore Antoch was burnt down by lustrian Lizardmen under Lord Mazdamundi in order to recover the Staff of Jade. Its left unsaid if the city was later rebuilt or left abandoned. Possibly abandoned since their starting faction in Total War Warhammer II is the undead Dune Kingdom.

## Sources

1. ↑ 1.0 1.1 1.2 1.3 https://warhammerfantasy.fandom.com/wiki/Antoch
Arena (Black Ark)

## Building Effects

### Effects

* Recruit rank: +3 for all units
* Unit experience gain per turn: +15

**Arena** is a Dark Elves Black Ark building in *Total War: Warhammer*.

*"In the arena, a man is made and unmade a hundred times, until death."*

## Effects

* Recruit rank: +3 for all units
* Unit experience gain per turn: +15

## Building Chain

* Tier I - Torture Posts
	+ Tier II - Fighting Pits
		- Tier III - **Arena**
A Grudge Too Far

Not to be confused with A Grudge Too Far (endgame scenario)

**A Grudge Too Far** is an exclusive dilemma  for the Dwarfs  racial factions introduced in *Total War: Warhammer*.

Despite the appearance of a dilemma, both options are identical which are in keeping with the lore that *Dwarfs settle their grudges no matter what*. Therefore, regardless of the choice, the player will receive temporaryfactionwide mixed effects . In this case, a minor leadership  bonus  in exchange for a minor recruitment cost  increase .

## In-game description

> *The enemy has wronged us... but righting this grudge will cost us deeply, perhaps too deeply. Maybe, just this once, we should ignore the slight and focus on the grander objective?*
>
>

## Trigger timing

* As soon as all requirements are met there is a random chance the dilemma will trigger immediately.

## Options

### Option 1: Right the wrong

* A Wrong Put Right
	+ Turns remaining: 3
	+ Leadership : +6 (all armies)
	+ Recruitment cost : +5% (all armies)

> *Another grudge has been settled.*
>
>

> *There is nothing more important than avenging every grudge. Are we not Dawi? The debt must be settled in blood and damn the cost!*
>
>

### Option 2: Honour is All

* Wrong Put Right
	+ Turns remaining: 3
	+ Leadership : +6 (all armies)
	+ Recruitment cost : +5% (all armies)

> *Another grudge has been settled.*
>
>

> *Foolish Dwarf! Of course the grudge must be settled no matter the cost! Now, bring the foe to account and we'll have no more 'wobbles' from you!*
>
>
Accusation

**Accusation** is an  Empire active ability.

*The Witch Hunter levels his finger across the battlefield and accuses one of the enemy of arch-heresy!*

## Effect

* Active Ability
* Type: Hex
* Missile Resistance: -20%
* Physical Resistance: -22%
* Melee Defence: -24
* Armour: -30
* Range: 75m
* Duration: 35s
* Cooldown: 90s
* Affected units: Affects enemies in range(max: 1)

### WH2

* Accusation 90
* *Hero ability*
* Type: Hex
* Duration: 35 seconds
* Target: Enemy
75m
* Effects: -30  Armour
-24  Melee Defence
-20%  Missile Resistance

### WH1

* Accusation 90
* Type: Direct Damage
* Duration: 20 seconds
* Target: Enemy
75m
* Effects:  Strong vs. a single combatant.
 Causes damage to combatants.
 Weak vs. multiple combatants.
Altar of Khaine (Black Ark)

## Construction

**Altar of Khaine** is a Dark Elves Black Ark building in *Total War: Warhammer*.

*"Give praise to the Lord of Fury upon bended knee. He may listen."*

## Effects

* Upkeep: -4% for Witch Elves, Sisters of Slaugther and Har Ganeth Executioners
* Unlocks recruitment of:
	+ Witch Elves

## Building Chain

* Tier III - **Altar of Khaine**
	+ Tier IV - Shrine of Khaine
Ale Store

## Construction

**Ale Store** is a Dwarfs resource building in *Total War: Warhammer*. The infamous and renowned Dwarf beers are left to mature until needed.

## Background

While no Dwarfhold is built without a brewery, Dwarf outposts or colonies may not be so fortunate. However, even these small enclaves of Dwarf civilisation have an ale store within their walls in which to keep the many casks of brew shipped in for immediate consumption. Even the Holds themselves contain at least one ale store, a cool room to allow the beer to mature to perfection.
Alarmed Tunnel

## Construction

**Alarmed Tunnel** is a Skaven defence building in *Total War: Warhammer*.

*"Shrill alarms sound off should detection sensors be triggered by incorrect tail swishes; only those in the clan know the right combination."*

## Effects

* Cannot be constructed in major settlements
* Income generated: +90
* Skaven corruption: +1
* Provides garrison:
	+ 3 Clanrat Spears (Shields)
	+ 2 Gutter Runners
	+ 1 Poison Wind Globadiers

## Building Chain

* Tier II - **Alarmed Tunnel**
	+ Tier III - Fortified Entries
A Surfeit of Slaves

**A Surfeit of Slaves** is an exclusive random event  for the Dark Elves  factions introduced in *Total War: Warhammer II* which provides a moderate temporaryreduction to the construction cost  of all buildings factionwide.

## In-game description

> *Uncommonly clement weather has driven the gargantuan denizens of the seas further north, resulting in an easy season of raiding and pillaging across the ocean for the reavers. Now, the streets of Karond Kar throng with fresh slaves, ripe and ready to be distributed around Naggaroth. Due to this influx of fresh labour, building costs have decreased factionwide.*
>
>

## Effects

* A Surfeit of Slaves
	+ Construction cost : -15% for all buildings (all regions)
Rod of Poison

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The **Rod of Poison** is a magical item found in chests on the second layer[confirm?]. It is a little weaker than the Amber Staff with 1 damage. It seems to be related to the Rod of Water, however, whilst the Rod of Poison inflicts Poisoned on its target, the Rod of Water doesn't inflict any debuff on its target.
Archmage (Light)

## Attributes

* **Encourage**: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
* **Hide (forest)**: This unit can hide in forests until enemy units get too close.
* **Martial Prowess**
* **Wounds**
* **Missile Resistance**: 15%. Damage of missile attacks is reduced by this amount.

**Archmage (Light)** is a  High Elves Lord unit introduced in *Total War: Warhammer II* with The Warden and the Paunch.

## Recruitment

* Selecting any Settlement and recruiting them in the Lord Recruit tab

## Description

The **High Elven Archmages** are amongst the greatest practitioners of Magic within the mortal realms. Through decades, and often centuries, of painstaking research and scrupulous study, they learn to master magic in its purest form, an art known simply as High Magic. Those who mastered this most challenging of lores hold the entire spectrum of magic at their command.

At a High Mage's word, shimmering fields of magical energy spring into being to protect his allies, and the fires of courage blaze anew within their hearts. The truly gifted can even becalm the Winds of Magic themselves, collapsing a raging tempest until naught but a gentle breeze remains. Yet it should not be thought that High Magic is reserved for defensive means alone. With but a wave of his hand, a High Mage can call down the wrath of the heavens, paralyze his foes, or immolate whole regiments with Asuryan's fire.

It is little wonder then, that in times of strife, the Phoenix King will beseech the Tower of Hoeth for aid. The Loremasters of Saphery never shirk from their duty, for they know that their gifts stand between Ulthuan and annihilation. Traditionally, mages fulfil an advisory capacity in addition to their battlefield roles, lending an insight that transcends mortal comprehension. Such knowledge has even led to mages being given command of whole armies, a state of affairs that is especially common when Ulthuan is beset by supernatural threats from the Realm of Chaos.

## Attributes

* **Wizard**
* ▲ **Spellcaster**: This unit can cast spells.

## Character Abilities

### Passive Abilities

* Martial Prowess
* Exorcism

#### Campaign only

* Greater Arcane Conduit
* Loose!
* Darken the Skies

## Mounts

* Elven Steed (TWWH2 only)
* Barded Ithilmar Steed
* Ithilmar Chariot
* Great Eagle
* Moon Dragon
Amber Amulet

**Amber Amulet** is a Talisman item introduced in *Total War: Warhammer II* unique to Morathi.

## Quest

*A mission for this item will be issued at rank 4.*

* **Amber Amulet**

## Description

*This enchanted talisman is carved from the heart of the largest black tree in the Petrified Forest.*

## Effects

### Total War: Warhammer II

* Enemy Hero action success chance: -10%
* Ward save: +20%
* Wound recovery time: -3
* Casualty replenishment rate: +5% (Lord's army)
* Winds of Magic power reserve: +5
* Passive ability: "Regeneration"

### Total War: Warhammer III

* Enemy Hero action success chance: -10%
* Wound recovery time: -3
* Casualty replenishment rate: +3% (Lord's army)
* Ward save: 20%
* Passive ability: "Regeneration"