recursal/Fanatic-Fandom huggingface dataset:
Accursed City

## Construction

**Accursed City** is a Vampire Counts settlement building in *Total War: Warhammer*.

*"When a Vampire marches forth, the cities of other realms fear - for should the Night Lord invade they become accursed places."*

## Background

Sylvania does not have any settlement that can truly be called a city, Vampire Counts have captured cities and declared them part of their realm. Any surviving occupants quickly feel the creeping dread, as friends and family go missing, Dire Wolves hunt the silent streets and Zombies shamble in the open. A perpetual night dominates the skyline; those still living think themselves accursed and the truth is... they are.

## Effects

* Income generated: 400
* Growth: +40
* Vampiric corruption: +1
* Grants 5 construction slot in the settlement
* Provides garrison:
	+ 1 Vampire (Death)
	+ 2 Crypt Ghouls
	+ 4 Grave Guard
	+ 2 Fell Bats

## Building Chain

* Tier I - Crumbling Hamlet
	+ Tier II - Corrupted Village
		- Tier III - Shady Township
			* Tier IV - **Accursed City**
				+ Tier V - Dark Castle
Archmage (Beasts)

## 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 (Beasts)** 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
* Wild Heart

#### Campaign only

* Greater Arcane Conduit
* Loose!
* Darken the Skies

## Mounts

* Elven Steed (TWWH2 only)
* Barded Ithilmar Steed
* Ithilmar Chariot
* Great Eagle
* Moon Dragon
Abbey of the Grail Companions

## Construction

**Abbey of the Grail Companions** is a Special Landmark in *Total War: Warhammer & Total War: Warhammer II* located in Couronne.

*"None shall forget the names of mighty thirteen, and the twelve great battles through which they forged Bretonnia."*

## Effects

### Bretonnia

* Chivalry + 50
* Charge bounus: +10 for cavalry units (all armies)
* Vigour loss reduction: -10% for cavalry units (all armies)
* Hero recruit rank: +2 for Paladins (all provinces)
* Melee defence: +5 for Grail Vow units (all armies)

## Building Chain

* **Tier V - Abbey of the Grail Companions**
Ancient Salamander

## Attributes

* **Siege Attacker**: This unit can attack gates or walls, allowing you to instantly launch a siege battle without having to wait for siege towers or battering rams to be built.
* **Can Cause Fear**: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
* **Can Cause Terror**: This unit can cause terror, making its melee target rout for a short time. Units that have terror are immune to terror and fear themselves.
* **Hide (forest)**: This unit can hide in forests until enemy units get too close.
* **Primal Instincts**
* **Wounds**
* **Missile Resistance**: 15%. Damage of missile attacks is reduced by this amount.

**Ancient Salamander** is a  Lizardmen missile monster unit introduced in *Total War: Warhammer II* with The Prophet and the Warlock.

## Recruitment

* Lizardmen
	+ Unlocked with: Blood Shrines of Sotek
* Spirit of the Jungle
	+ Unlocked with: Salamander Enclosure

## Description

Salamanders are giant, predatory reptiles that stalk the swamplands and estuaries of the Lustrian jungles. Propelled by four thickly-muscled legs and a powerful tail, they are fast-moving creatures whether on land or in water. Once within range of their prey, they launch a burst of highly-corrosive liquid from their gullets, a substance so volatile that it bursts into flames upon contact with the air! The burning pitch-like substance sticks to victims, burning them alive and beginning the digestive process. The creatures' neck-frills and back sails provide a cooling mechanism, ensuring the cold-blooded creatures do not expire in the heat generated from their own bodies.

## Attributes

* **Missile Monster**
* ▲ **Armoured**: Armoured units can block damage from any source apart from Armour-Piercing damage.
* ▲ **Armour-Piercing**: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
* ▲ **Causes Terror**: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
* ▲ **Primal Instincts**: When under pressure, the primal instincts of these natural predators take over, improving their combat potential.

## Strategy

The monster version of Salamander Hunting Pack, being significantly tankier as a single unit with large health and missile damage resistance. It functions nearly identically to a Salamander Hunting Pack, trading DPS for survivability with a unique difference.

The Ancient Salamander's shots has a Contact Effect that makes enemies  Flammable!. This increases fire damage output to further enhance the damage of Salamander Hunting Pack, Terradon Riders (Fireleech Bolas), and Bastiladon (Solar Engine). By supporting the other two units, this offers the Lizardmen a powerful artillery combo that is easily capable of wiping out melee and ranged infantry. This is further exacerbated if the opponent is using units with  Regeneration.
Age of Desecration

## Construction

* Campaign movement range: -10% for enemy armies starting their turn in this region (local enemy armies)
* Armour-piecing weapon damage: +5 (factionwide)
* Horde recruitment capacity: +5 (local armies)
* Ambush success chance: +25% (local armies)
* Melee attack: +5 when fighting against Dwarfs (factionwide)

### Garrison

3 Bestigor Herd
2 Centigors (Great Weapons)
4 Gor Herd (Shields)
2 Minotaurs (Great Weapons)
2 Giant
2 Ungor Raiders

**Age of Desecration** is a Herdstone settlement building in *Total War: Warhammer II* only available to Beastmen in Karaz-a-Karak.

*"Defaced Dawi statues dragged to the Herdstone and perverted into horrible forms stand as defiled monuments to the Dwarfs' downfall."*

## Effects

### Beastmen

* Campaign movement range: +15% (local armies)
* Campaign movement range: -10% for enemy armies starting their turn in this region (local enemy armies)
* Armour-piecing weapon damage: +5 (factionwide)
* Horde recruitment capacity: +5 (local armies)
* Ambush success chance: +25% (local armies)
* Melee attack: +5 when fighting against Dwarfs (factionwide)
* Provides garrison:
	+ 3 Bestigor Herd
	+ 2 Centigors (Great Weapons)
	+ 4 Gor Herd (Shields)
	+ 2 Minotaurs (Great Weapons)
	+ 2 Giant
	+ 2 Ungor Raiders
* Unlocks recruitment of:
	+ Cygor

## Building Chain

* Tier I - Chosen Herdstone
	+ Tier II - Blasphemous Clearing
		- Tier III - Nexus of Depravity
			* Tier IV - Heart of Doom
				+ Tier V - **Age of Desecration** (Karaz-a-Karak only)
Aquatic

**Aquatic** is an attribute available to many units across rosters. It removes the combat penalty from fighting in water and provides a small bonus.

## Penalty

Penalties for non-aquatic **infantry** units in water:

* -20% Speed
* -20% Melee attack

## Effect

Boosts for **infantry** units with the aquatic trait fighting in water:

* +20% Melee attack
* +20% Speed (?)

## Units

* Dark Elves
	+ Kharibdyss

* Greenskins
	+ Giant River Troll Hag
	+ River Trolls
		- Da Swamp Fings (River Trolls)

* The Empire
	+ Nordland Mariners (Halberdiers)

* Lizardmen
	+ **Tehenhauin**
	+ Red Crested Skink Chief
	+ Skink Chief
	+ Skink Priest
	+ Skink Cohort
		- Skink Cohort (Javelins)
	+ Skink Skirmishers
		- Blessed Skink Skirmishers
	+ Chameleon Skinks
		- Blessed Chameleon Skinks
	+ Red Crested Skinks
		- Cohort of Sotek (Red Crested Skinks)

* Ogre Kingdoms
	+ Boglars of the Mad Marshes (Gnoblars)

* Vampire Coast (most of the roster):
	+ **Luthor Harkon**
	+ **Count Noctilus**
	+ **Aranessa Saltspite**
	+ Vampire Fleet Admiral
	+ Vampire Fleet Captain
	+ Gunnery Wight
	+ Zombie Pirate Deckhands Mob
		- The Tide of Skjold (Zombie Pirate Deckhands Mob)
		- Zombie Pirate Deckhands Mob (Polearms)
	+ Zombie Pirate Gunnery Mob
		- Zombie Pirate Gunnery Mob (Bombers)
		- Zombie Pirate Gunnery Mob (Hand Cannons)
		- Zombie Pirate Gunnery Mob (Handguns)
		- The Black Spot (Zombie Pirate Gunnery Mob (Handguns))
	+ Deck Gunners
	+ Depth Guard
		- Depth Guard (Polearms)
		- The Bloody Reaver Deck Guard (Depth Guard (Polearm))
	+ Bloated Corpse
	+ Animated Hulks
	+ Rotting Prometheans
		- Rotting Prometheans Gunnery Mob
			* The Lamprey's Revenge (Rotting Prometheans Gunnery Mob)
	+ Rotting Leviathan
	+ Sartosa Free Company
	+ Sartosa Militia
A Choice Of Servants

**A Choice Of Servants** is an exclusive dilemma  for the Tomb Kings  racial factions introduced in *Total War: Warhammer II*.

It enables the player to chose a permanent factionwide bonus , either recruit one of the three Tomb Kings  racial faction heroes  - a Liche Priest , a Necrotect  or a Tomb Prince  - for free; or receive a moderate lump sum  into their treasury.

## In-game description

> *A Tomb Prince, Necrotect, and Liche Priest enter your throne room and offer themselves at your service...*
>
>

## Trigger timing

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

## Options

### Option 1: Call upon the Tomb Prince

* Hero capacity increase
	+ Hero capacity : +1 for Tomb Princes
* Hero recruited at < faction capital > : Tomb Prince
> *Champions on the battlefield, Tomb Princes serve to protect their kings whilst imbuing their battlefield units with experience and increasing public order in campaign.*
>
>

### Option 2: Call upon the Necrotect

* Hero capacity increase
	+ Hero capacity : +1 for Necrotects
* Hero recruited at < faction capital > : Necrotect
> *Masters of stone and construction, Necrotects improve construct units' performance in battle, whilst also granting greater mobility and improved income in campaign.*
>
>

### Option 3: Call upon the Liche Priest

* Hero capacity increase
	+ Hero capacity : +1 for Liche Priests
* Hero recruited at < faction capital > : Liche Priest
> *Powerful spellcasters in battle, Liche Priests replenish fallen warriors within their armies, cleanse the corruption left by other races in the campaign, and improve the rate at which you can research new dynasties.*
>
>

## Strategy

* This helpful dilemma tends to trigger early on in the game and is situational in that it can be used to support your immediate campaign strategy.
Altdorf Conclave of Battle Wizards

## Construction

**Altdorf Conclave of Battle Wizards** is a Special Landmark in *Total War: Warhammer & Total War: Warhammer II* located in Altdorf.

*"Surrounding the colleges are many conclaves, unions and societies where Wizards share knowledge and secrets."*

## Background

Like all grand educational institutions, the surrounding buildings, inns, private studies, shrines, back rooms and dark allies are awash with all manner of secret societies and conclaves. In Altdorf, the students of magic forge alliances, agendas and share knowledge. Some of these conclaves are sanctioned by the Patriarchs, but many are not.

## Effects

### The Empire

* Unlocks Hero recruitment: Battle Wizard
* Hero capacity: +1 for Battle Wizards
* Provides garrison:
	+ 1 Bright Wizard

## Building Chain

* **Tier IV - Altdorf Conclave of Battle Wizards**
	+ Tier V - Altdorf Colleges of Magic
Arena Fighter

**Arena Fighter** is an ancillary in *Total War: Warhammer III*.

## Description

This one's thirst for violence is so great that he need not rest or sup between bouts to the gory death.

## Notes

* Used the Reap post-battle captive option

## Overview

### Type

Follower

**Arena Fighter** is an ancillary in *Total War: Warhammer III*.

## Description

This one's thirst for violence is so great that he need not rest or sup between bouts to the gory death.

## Notes

* Used the Reap post-battle captive option
Absolution

**Absolution** is a Dilemma for Khorne.

## Description

*Forever unable to accept a humiliating defeat it suffered centuries ago, a Bloodthirster succumbs to its own overwhelming rage and spontaneously combusts in a shower of blazing gore. The Murder God will reward this unintended tribute.*

## Choices

### A Benediction of Blood

* *A simple proclamation of approval from the Skull Throne would be sufficient to send countless Daemons flocking to your cause.*
* Recruitment cost: -10% (all armies, 5 turns)

### Dark Rebirth

* *None may leave Kharneth's service without His express decree. Should you desire it, the fulminated Bloodthirster will be reborn as a new and fiercely loyal servant of blood.*
* Hero recruited at (Capital): Bloodreaper
Agent of Temptation

**Agent of Temptation** is an ancillary in *Total War: Warhammer III*.

## Description

Who ensures that the great and the good fall to depravity and lust\? Who else but the Lord of Excessâ€¦

## Overview

### Type

Follower

**Agent of Temptation** is an ancillary in *Total War: Warhammer III*.

## Description

Who ensures that the great and the good fall to depravity and lust\? Who else but the Lord of Excessâ€¦
Acid Ichor

**Acid Ichor** is a  Warriors of Chaos passive ability.

*Acidic ichor corrodes through enemy armour, leaving them vulnerable to the fatal strike.*

## Effect

* Passive Ability
* Type: Augment
* Melee Damage Reflection: +6
* Duration:
* Reflects melee damage dealth to unit back at the attacker

## Units

* Samuel Ludenhof
* Exalted Hero of Nurgle

## Other

#### Skills

* The "Acidic Ichor" skill from the Daemon Prince of Nurgle grants Acid Ichor for Plaguebearer units (Lord's army).
Apocalyptic Charge

**Apocalyptic Charge** is a  Warriors of Chaos ability.

*If you see him coming run as fast as you can... Not that it will do you any good whatsoever!*

## Effect

* Active Ability
* Type: Augment (Area)
* Uses: 1
* Charge Bonus: +20%
* Charge Speed: +10%
* Effect range: 35m
* Duration: 30s
* Cooldown: 120s
* Affected units: Affects allies in range(all)

#### WH1 - WH2

* Type: Augment
* Duration: 41 Seconds
* Target: Self, affects allies in range
* Effect Range: Map-wide
* Uses: 1 Per battle
* +24% Charge Speed
* +24% Speed
Arachneruption

## Overview

### Effects

* Ranged Damage: 48 (100%)
* Explosive Damage: 90 (100%)

### Targets

Enemies

**Arachneruption** is a  Greenskins active ability.

*"Y'see that glowin' spot there?"
"Ye.
"Poke it."
PHTWOOSH!!!*

## Effect

* Active Ability
* Type: Bombardment
* Uses: 3
* Ranged Damage: 48 (100%)
* Explosive Damage: 90 (100%)
* Duration: 2s
* Cooldown: 90s
* Bombards the area around the caster
* Most effective when surrounded
* Ignores armour
Archers (Light Armour)

## Attributes

* **Hide (forest)**: This unit can hide in forests until enemy units get too close.

**Archers (Light Armour)** are a  High Elves missile infantry unit introduced in *Total War: Warhammer II*.

## Description

When a High Elf begins his martial training, he first learns the arts of swordsmanship and archery. Only when he has mastered both blade and bow is he inducted into the white-garbed ranks of an archer regiment. For the High Elves, white is the colour of purity and integrity and of death, and their robes symbolise their determination to fight to the end, no matter what horrors await them on the battlefield. Once trained, an archer serves in his regiment for a decade or more, forsaking all previous allegiances. There, he will learn how to send volleys of arrows high into the air, so that they scythe into the enemy ranks from above, and when to hold fire against a charging foe, so that every shot cripples or kills. Most of all, he learns to focus his pride into a courage that will allow him to stand his ground. Ulthuan is forever beset by grave perils, and even the finest weapons are worth naught without valorous hands to wield them.

## Attributes

* **Missile Infantry**
* ▲ **Good Range**: This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.

## Strategy

There is no difference between armoured and unarmoured archers except some additional armour (40 vs 15) and a slight increase to melee defense (18 vs 14). Light armour Archers may be worth recruiting when some additional protection against enemy missile fire or harassment units is desired, but the difference is relatively minimal, about proportional to the slight difference in cost.

## Trivia

* No High Elf archer unit has armour values above 40. Despite being lightly armoured, this unit has the same amount of armour as the Everqueen's Court Guards (Sisters of Avelorn).
Ancient Giant Lands

**Ancient Giant Lands** is a province introduced in *Total War: Warhammer III*.

## Background

Giants were not always the degenerate, barely sapient race of wanderers and slaves they are today. Long ago they dwelled in the highest, most remote peaks of the Mountains of Mourn, living lives of quiet contemplation in their skyholds, close to the gods themselves. Then the Ogres came, refugees displaced by the cataclysmic opening of the Great Maw. They waged war against the giants for possession of the mountains, ultimately casting them out even of their grandest and most well-protected bastions above the clouds, condemning them to an awful decline.

These grand peaks and vast, broken fortresses remain home to the Ogre Kingdoms, who squabble over the wreckage and hunt the dangerous beasts that roam its valleys. But this region sits precariously close to vying Greenskins and the howling wastes of Chaos. A serious war is not far from bubbling to the surface. In the upper mountains, the Yhetees stalk their blinding white world of snowdrifts and merciless ice storms. Only a creature with a supernatural tolerance for the elements can survive in the upper peaks for any length of time, but the Yhetee is a creature born of the mountains in ages past when the Ogre race was young and adaptable. In their icicle-encrusted lairs, they pick the bones of men and beasts that have fallen prey to their freezing breath and iron-hard claws.
A Noble Feast

**A Noble Feast** is a dilemma for Bretonnia.

## Description

*Following a great feast with much revelry, there is a glut of leftovers. The peasants grumble about 'hunger' and 'starving', but aren't they always? What to do with the surplus, then?*

## Choices

### Give them to merchants and craftsmen

*The nobles enjoy a taste of the food otherwise destined for noble tables.*

* The merchants and craftsmen of the city are hard workers and deserve this small token of gratitude!
* Happy Merchants (15 turns)
* Income from trade: +80% trade agreement tariffs (factionwide)

### To the peasants

*The peasants fight for any scraps they can take and seem satisfied, not that anyone cares...*

* Contented Peasants (15 turns)
* Growth: +15 (all provinces)
Archmage (Shadows)

## 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 (Shadows)** 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
* Smoke & Mirrors

#### Campaign only

* Greater Arcane Conduit
* Loose!
* Darken the Skies

## Mounts

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

## Strategy

Click here to add a strategy!
Archmages do everything normal mages do but better and with considerably more arrogance from the voice actor. They notably appear to get Arcane Conduit for free which is unusual and might still be an error this early after release, their skill tree allows them to select Greater Arcane Channelling although they do not have access to this in multiplayer.
Adorned Helm

**Adorned Helm** is a Daemonic Gift for the Head slot introduced in *Total War: Warhammer III*.

## Description

*The protective helm is lightly decorated with a short feather plume adorning the rear.*

## Effects

* Passive ability: "Blissful Rapture"
* Spell: "Phantasmagoria"
* Ability: "Seductive Glory"
* Overcast spell: "Phantasmagoria Upgraded"
* Leadership: +10
* Physical resistance: 5%
Amber Bow (ability)

**Amber Bow** is an  Empire item active ability unique to Markus Wulfhart from the Amber Bow.

## Effect

* Active Ability
* Type: Magic Missiles
* Uses: 2
* Ranged Damage: 165 (69%)
* Explosive Damage: 95 (68%)
* Number of projectiles: 5
* Range: 250m
* Cooldown: 120s
* Causes major magical damage
* Strong vs a single combatant
* Good against large combatants
* Effective at long range
* Requires line of sight to the target
Arcane Mirth

**Arcane Mirth** is a  Tzeentch passive ability. It is also available to  Daemons of Chaos and  Warriors of Chaos.

*When not fighting, Squealers can be put to good use conjuring up a fresh batch of magical mischief to lay the enemy low.*

## Effect

* Passive Ability
* Type: Augment of the Winds
* Power Recharge: +20%
* Duration:
* Enabled if: Out of melee

## Units

  Missile Infantry

  Legendary Lords

  Extended Roster

## Daemonic Gifts

### Tzeentch

* Featherless Beak
* Plucked Shattered Beak

## Technologies

* Tzeentch
	+ Great Locus of Change: Arcane Mirth for Blue Horrors of Tzeentch and Pink Horrors of Tzeentch units
Alchemist's Workshop (Dwarfs)

## Construction

**Alchemist's Workshop** is a Dwarfs resource building in *Total War: Warhammer*.

*"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: +36 bundles

## Building Chain

* Tier I - Herb Gatherer's Camp
	+ Tier II - Exotic Hothouse
		- Tier III - **Alchemist's Workshop**
			* Tier IV - Alchemists' Guild Hall
Ambush at Karak Eight Peaks

**Ambush at Karak Eight Peaks** is a set piece battle in *Total War: Warhammer*.

## Description

"Here come the stunties again, but there's more of them and they seem even angrier than before. Good! Such dark emotions will further empower Skarsnik's new prodder, making the artefact even more spiteful. First, though, he must be victorious. The flanking worked last time, but will the stubborn Dwarfs fall for the same 'tricksy trap' a second time?"
Altdorf Conclave of Forbidden Magic

## Construction

**Altdorf Conclave of Forbidden Magic** is a Vampire Counts unique military support building in *Total War: Warhammer*. Surrounding the colleges are many conclaves, unions and societies where Wizards share knowledge and secrets.

## Background

Like all grand educational institutions, the surrounding buildings, inns, private studies, shrines, back rooms and dark allies are awash with all manner of secret societies and conclaves. In Altdorf, the students of magic forge alliances, agendas and share knowledge. Some of these conclaves are sanctioned by the Patriarchs, but many are not.
A Final Supper

**A Final Supper** is a generic random event which applies a moderate debuff to the Winds of Magic power reserve and Winds of Magic starting amount of all armies factionwide.

## In-game description

> *Seeking the gift of regeneration, an imprudent cabal of young magic-users has been dabbling in Ogre gastromancy. But disaster strikes, as they inadvertently summon the Great Maw itself! Smacking its lips with delight at the banquet laid out before it, the Maw devours the hapless sorcerers where they stand and disappears with a satisfied belch. This arcane upheaval has sapped the Winds of Magic factionwide.*
>
>

## Effects

* Winds of Magic power reserve: -10 (all armies)
* Winds of Magic starting amount: -10 (all armies)
A Seductive Influence

**A Seductive Influence** is a random event for High Elves.

## Description

*A popular troupe of actors has been touring this province, but their performances seem darker and more perverse with each fresh act. Do they dare spread the influence of - whisper it - the Cult of Pleasure? The common gossip suggests as much, yet the authorities do nothing to intervene! As you might expect, public order in this province has decreased as a result.*
Alchemist's Elixir of Venom (ability)

**Alchemist's Elixir of Venom** is an item ability from Alchemist's Elixir of Venom.

*This concoction enables the taker to not just wound their opponent, but set deadly poison in the lacerated flesh as well.*

## Effect

* Active Ability
* Type: Augment
* Imbuement: Poison!
* Range: 100m
* Duration: 36s
* Cooldown: 90s
* Affected units: Affects allies in range(max: 1)
Amber Bow

**Amber Bow** is an  Empire Weapon item introduced in Total War: Warhammer II with The Hunter and the Beast DLC, unique to Markus Wulfhart.

## Quest

*A quest battle for this item will be issued at rank 7.*

* **Amber Bow**

## Description

*Carved from Drakwald Oak and enchanted by a powerful Amber Wizard, its shots are guided directly into the hearts of Wulfhart's enemies.*

## Effects

### Total War: Warhammer II

* Enables magical attacks
* Missile strength: +15%
* Ability: "Amber Bow"

### Total War: Warhammer III

* Enables magical attacks
* Missile strength: +15%
* Ability: "Amber Bow"
Animal Store

*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.*

**Animal Store** may refer to:

* Animal Store (Chaos Dwarfs)
* Animal Store (Grand Cathay)
* Animal Store (Kislev)
* Animal Store (Ogre Kingdoms)
* Animal Store (Wood Elves)
Zeth's Coffee Diary 28/1/2019

This week it's "Sing-along with Zeth" week.

YouTube™ Video: Frank Sinatra The Christmas Waltz
Views: 136,903

Dusty cobblestones,
Derrin waiting inside—
humming lonely tunes, to himself.

Madoc's on his way,
he drives his car, oh wait
wait, his car is no more.

It's that time of year,
when an update is so near,
Steam forums get salty as \*\*\*\*

"Gib us update."
"Devs ran off with monies, it's true."

Well what can we do
we know just well as you
updates can come true
if we give it time.

Dusty cobblestones,
Derrin waiting inside—
humming lonely tunes, to himself.

Madoc's on his way,
he drives his car, oh wait
wait, his car is no more.

It's that time of year,
(Of year)
2019 is here
Don't you guys have phones?
Every game you play
(Every game you play)

Seems to say
(They seem to say)

"Give us money."
"Our loot boxes, aren't they great?"

Well what can we do
we'll try to please you
updates can come true
if we give it time.

Have a great week!
-Zeth

Update:

We also had a meeting today, and this is what we covered:

-One of the new encounters is done.
-The tileset for the next area is done.
-Continued discussions on progress on next area, and environment design.
-Testing droptable functionality (for the engine), should work.
-Created a new 'zone editor' tool for npc AI triggers, ties in with npc locational/event memory.
-Figuring out details on practical use of NPC role systems; how to use npc memories and utilize them, and how to optimize the performance.
Altdorf Colleges of Magic

## Construction

**Altdorf Colleges of Magic** is a Special Landmark in *Total War: Warhammer & Total War: Warhammer II* located in Altdorf.

"*The Altdorf Colleges of Magic teach gifted students from across the Old World in the ways of Battle Magic."*

## Background

The Colleges of Magic were founded after the Great War Against Chaos, when it was deemed by Magnus the Pious that man should have access to magic. Teclis, greatest of the High Elven Mages, saw wisdom in this and passed on his arcane knowledge. Thus the eight colleges were founded and prosper to this day, taking on students from across the Old World and instructing them in one of the magical lores.

## Effects

### The Empire

* Unlocks Hero recruitment: Battle Wizard
* Hero capacity: +3 for Battle Wizards
* Hero recruit rank: +7 for Battle Wizards
* Provides garrison:
	+ 1 Bright Wizard
* Unlocks recruitment of:
	+ Luminark of Hysh

## Building Chain

* Tier IV - Altdorf Conclave of Battle Wizards
	+ **Tier V - Altdorf Colleges of Magic**
Akshina Ambushers

## Attributes

* **Vanguard Deployment**: This unit can deploy outside the deployment zone.
* **Hide (forest)**: This unit can hide in forests until enemy units get too close.
* **Stalk**: This unit can move hidden in any terrain.
* **Woodsman**: This unit can pass through trees.

**Akshina Ambushers** is a  Kislev missile infantry unit introduced in *Total War: Warhammer III* with Shadows of Change.

## Description

Created as a secretive military order in the reign of Tsar Alekus the Red, the Akshina became a force to feared, rooting out conspirators and eliminating them without trial or compunction. In times of war, these agents ensure utter loyalty from the generals of Kislev, often keeping them in line through fear alone. Yet the enemies of the Motherland are no safer from their machinations. Akshina Ambushers often haunt such foes with murderous intent, putting their unusual skills to use on the battlefield. As elite assassins, they stalk their enemies from afar, often making use of cover to lurk unseen, even in the heat of combat. Every quarrel from their crossbows finds its mark, piercing the heart or burrowing deep into an enemy's skull.

## Attributes

* **Missile Infantry**
* ▲ **Armour-Piercing**: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
* ▲ **Vanguard Deployment**: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
* ▲ **Stealthy**: This unit is more proficient at hiding and thus more difficult for enemy units to spot.
* ▲ **Stalk**: This unit can move hidden in any terrain.

## Strategy

Kislev Shades, basically. With the Stalk and Vanguard passives they can quickly deal with any artillery and light ranged the enemy was foolish enough to bring with them, and hit the enemy line from behind. You can use sleds to draw isolated enemy units into devastating killboxes, if you bring enough of them.

Despite the description they actually aren't great at piercing armour - that's for the Streltsi to accomplish. Where possible, aim Akshina at lighter units that aren't expecting them.
Allegiance

*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.*

Allegiance can refer to:

* Kislev: The Motherland contest for supporters

* Norsca: Allegiance to the Gods

* Allegiance in War coordination in Warhammer 3
Arcane Surge

**Arcane Surge** is a  Tzeentch army ability.

*The blessings of Tzeentch flow through the caster, offering greater control over the Winds of Magic as they blow across the battlefield.*

## Effect

* Army ability
* Type: Augment of the Winds
* Power Recharge: +80%
* Reserves Per Second: +0.15
* Range:
* Duration: 14s
* Cooldown: 60s
* Affected units: Affects allies in range(max: 1)
* Affects units if: Is a spellcaster

## Access

*This army ability can be gained:*

* Tzeentch
	+ Available at the start of the campaign.

* Daemons of Chaos
	+ When a Lord does damage in battle a random army ability from Khorne, Nurgle, Slaanesh and Tzeentch will be selected; this army ability included.

* Puppets of Misrule
	+ Available at the start of the campaign.
Alchemy Workshop (Dark Elves)

## Construction

**Alchemy Workshop** is a Dark Elves resource building in *Total War: Warhammer*.

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

## Effects

* Medicinal Plants resource production: 45 bundles
* Casualty replenishment rate: +12%
* Hero recruit rank: +1 for Death Hags (all provinces)
* Hero recruit rank: +1 for Khainite Assassins (all provinces)
* Upkeep: -3% for Witch Elves and Sisters of Slaughter units (all armies)
* Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units
* Recruit rank: +2 for Witch Elves and Sisters of Slaughter units

## Building Chain

* Tier I - Herb Gatherer's Camp
	+ Tier II - Exotic Hothouse
		- Tier III - **Alchemy Workshop**
Ancestor Tombs

## Construction

* Ancestor weapons: Enables magical attacks for all units (all armies in this province and all adjacent provinces)

### Garrison

1 Hammerers

**Ancestor Tombs** is a Special Landmark in *Total War: Warhammer* and *Total War: Warhammer II* located in Karak Eight Peaks. It can only be constructed by Clan Angrund (Dwarfs).

*"The long-hidden resting places of legendary Dwarfs contain ages-old weapons of great power."*

## Effects

### Clan Angrund (Dwarfs)

* Public order: +10
* Public order: +2 in your adjacent provinces
* Untainted: +4
* Recruit rank: +4 for infantry units
* Melee defence: +15 when under siege (local armies)
* Ancestor weapons: Enables magical attacks for all units (all armies in this province and all adjacent provinces)
* Provides garrison:
	+ 1 Hammerers

## Building Chain

* Tier III - Reinforced Citadel
	+ Tier IV - Recovered Underhalls
		- Tier V - **Ancestor Tombs**
Altar of the Bloodfathers

## Construction

**Altar of the Bloodfathers** is a Norsca military recruitment building in *Total War: Warhammer* only available to be build within Norsca itself or in racial capitals.

*"Mysterious shamanic ritual helps bring even the most powerful and destructive mutant leviathans under the warband's control."*

## Background

It is not easy to bring large creatures such as Giants or Mammoths under control to use as beasts of war. Such brutish creatures are often extremely strong-willed and stubborn. Giants at least can be bribed with things like man-flesh and alcohol, whereas War Mammoths cannot be reasoned with in the same way. Therefore, in many strongholds an altar might be built for use by the Shaman-Sorcerers, upon which they conduct mysterious rituals to gain control over the colossuses of the troop.

## Effects

* Unlocks recruitment of:
	+ Norscan Giant
	+ War Mammoth (Warshrine) (requires building: Dark Furnace)

## Building Chain

* Tier IV - Chaos Totem
	+ Tier V - **Altar of the Bloodfathers**
Apocalyptic Fury

## Construction

**Apocalyptic Fury** is a  Khorne infrastructure building introduced in *Total War: Warhammer III*.

*Khorne's utter outrage changes the very land – battlefields break apart, vents open and magma flows.*

## Effects

* Control: +6
* Control: +1 whenever a battle is fought (deteriorating at 1 point per turn)
* When an enemy Lord is present:
	+ Control: +15

## Building Chain

* Tier I - Simmering Anger
	+ Tier II - Growing Rage
		- Tier III - **Apocalyptic Fury**
Alchemy Workshop (Vampire Coast)

## Construction

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

*"Races from the east come to trade and bring with them exotic wares and spices."*

## Effects

* Medicinal Plants production: 10 bundles
* Construction cost: -10% for all buildings (all regions in this province)
* Recruitment cost: -10% (local armies)
Alluress (Slaanesh)

## Attributes

* **Resilience**: This unit is immune to the following types of attrition: Chaos Wastes, Chaos corruption, Snow.
* **Can Cause Fear**: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
* **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.
* **Devastating Flanker**: Entities with this attribute double their charge bonus when attacking the rear or flank of an entity.
* **Daemonic**: The unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low)
* **Daemonic Instability**
* **Banished!**
* **Wounds**
* **Physical Resistance**: 20%. Damage of physical (non-magical) attacks is reduced by this amount.

**Alluress (Slaanesh)** is a  Slaanesh and  Daemons of Chaos Hero unit introduced in *Total War: Warhammer III*.

## Recruitment

* Slaanesh
	+ Unlocked with: Drifting Tower

* Daemons of Chaos
	+ Selecting a Settlement and recruiting it in the Hero Recruit panel (requires 550 Slaanesh glory)

## Description

Alluresses surge across the battlefield on lithe legs, the whorls of pigment from their gaudy tattoos forming dizzying fractals of colour and shape. When a battle is done, Alluresses stride amongst the fallen and bring their souls to Slaanesh's palace in the Realm of Chaos, where those who made pacts with the Dark Prince and fought well in battle are anointed as Daemon Princes. Those who foreswore Slaanesh or proved craven upon the field are damned to dwell in the otherwordly Palace of Pleasure for an eternity of torment.

## Attributes

* **Wizard**
* ▲ **Armour-Piercing**: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
* ▲ **Spellcaster**: This unit can cast spells.

## Campaign Abilities

### Target

* **Settlement**
* Assault Garrison

* **Hero**
* Assassinate

* **Army**
* Assault Units

## Character Abilities

* Locus of Grace
* Locus of Swiftness (default in multiplayer)
* Blissful Rapture
* Locus of Beguilement (campaign only)
* Foe-Seeker (campaign only)
* Deadly Onslaught (campaign only)
* Arcane Conduit (campaign only)
* Evasion (campaign only)

## Mounts

* Steed of Slaanesh
* Seeker Chariot
* Exalted Seeker Chariot
Abyssal Howl

**Abyssal Howl** is a  Dark Elves ability.

*The Kharibdyss lets out a spine-chilling howl, terrifying those who would dare stand in its path.*

## Effect

* Passive Ability
* Type: Hex (Area)
* Leadership: -8
* Effect range: 35m
* Duration:
* Affected units: Affects enemies in range(all)

#### WH2

* **Abyssal Howl**
* *Unit ability*
* Type: Hex (Area)
* Duration: Constant
* Target: Around self
Affects enemies in range
* Effect Range: 30m
* Effects: -8  Leadership

## Other

### Skills

* The "Breeding Program" from Rakarth grants Abyssal Howl to Hydra units in his army.
Tunics

Tunics, the alternative to coats, are torso-covering clothing fitting over shirts, and under chest-piece-type clothing and armour (such as waistcoats, doublets and cuirasses). They are always of the inept-tier, providing a small but notable amount of resistance in the early-game.

Interestingly enough, tunics can have visibly different coverage; most, only having 3 coverage, and displaying over the torso; while (very rarely) some may come with 4.5 coverage, covering both the torso and arms; while also costing equipment points. A tunic can be determined as such additionally whether it says "a long sleeved tunic".

   Modifiers and materials may apply, some examples being displayed in the pictures on the side.

Due to the rarity of getting a well-covering tunic or one with good material for high resistances, coats tend to be an upgrade.

**Replacement of Tunics goes as follows:**

Tunic [Inept] < (longsleeved) Tunic/Coat [Inept]

Tunic [Inept] < Padded coat [Aspirant]
Ancestral Rune of Valaya

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

*Valaya instils the Dwarfs with fortitude, lending new strength to the wounded and fresh resolve to wavering hearts.*

## Effect

* Army ability
* Type: Augment (Area)
* Uses: 1
* Heal Per Second: +1.60%
* Vigour per second: -10%
* Range:
* Effect range: 35m
* Duration: 24s
* Cooldown: 120s
* Affected units: Affects allies in range(all)

## Notes

*This army ability can be gained:*

* When reforging the Lost Gifts of Valaya in The Forge.
A Tribute

**A Tribute** is a unique dilemma for the Dark Elves race introduced in *Total War Warhammer II* and part of the loyalty game mechanic. The name of the lord that triggered this event is displayed under the dilemma name.

The player is given three choices with differing bonuses and effects, namely:

* Increase the lord's loyalty by a little and receive an instant moderate money lump sum
* Receive an instant large money lump sum in exchange for a major loyalty cut
* Temporarily receive a moderate tax rate bonus for all provinces and an instant moderate money lump sum in exchange for a chance of all lords' loyalty to decrease a little each turn

## In-game description

> *During the monthly court meeting, one of your Lords brings forth a chest full of gold. Pompously, they declare it as a tribute to the crown. Of course, they hope for a glimpse of your favour and the prestige that it brings amongst his peers.*
>
>

## Requirements

* Player is a Dark Elves faction
* Player has a lord with high loyalty (10)

## Trigger timing

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

## Options

### Option 1: Accept the gold

* Loyalty: +1
* Treasury: +2000
> *Very good, very good. Now go away!*
>
>

### Option 2: Raise his taxes

* Loyalty: -5
* Treasury: +5000

> *It seems this Lord already has enough fat on their bones! Clearly an audit is needed - let's see what else can be taxed...*
>
>

### Option 3: Raise everyone else's taxes

* Raise everyone else's taxes
	+ Turns remaining: 8
	+ On turn start, Lords have a chance to gain -1 loyalty (all characters)
	+ Tax rate: +10% (all provinces)

* Treasury: +2000
> *This Lord got it right! Why aren't the others making similar contributions to the treasury?*
>
>

## Strategy

* It pays off to improve lord loyalty and keep it high as this dilemma can provide a variety of bonuses and effects which can support your campaign strategy.
* High loyalty dilemmas are triggered only once per lord so it may be helpful to consider how your choice fits in with your long term strategy.
Alchemy Workshop (High Elves)

## Construction

**Alchemy Workshop** is a High Elves resource building in *Total War: Warhammer*.

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

## Effects

* Medicinal Plants resource production: +48 bundles

## Building Chain

* Tier I - Herb Gatherer's Camp
	+ Tier II - Exotic Hothouse
		- Tier III - **Alchemy Workshop**
Amphitheatre of Yvresse

**This page is in need of being brought up to date.** Please help Total War: WARHAMMER Wiki by fixing inaccurate or outdated information.

## Building Effects

### Effects

High Elves*
* Income generated: +1200
* Public order: +10

Dark Elves

* Public order: +10
* Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units
* Recruit Rank: +3 for Witch Elves and Sisters of Slaughter units
* Income generated per 100 slaves in the province: 50
* Slave decline rate: +10%

### Garrison

High Elves* 2 Silver Helms (Shields)

Dark Elves

* 2 Witch Elves

**Amphitheatre of Yvresse** is a Special landmark building in *Total War: Warhammer*. They say of Tor Yvresse that it is easily as grand as any Elven city of old.

## Effects

### High Elves

* Income generated: +1200
* Public order: +10
* Provides Garrison:
	+ 2 Silver Helms (Shields)

### Dark Elves

* Public order: +10
* Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units
* Recruit Rank: +3 for Witch Elves and Sisters of Slaughter units
* Income generated per 100 slaves in the province: 50
* Slave decline rate: +10%
* Provides Garrison:
	+ 2 Witch Elves
Altar of Fire

## Construction

**Altar of Fire** is a  Chaos Dwarfs advanced military building introduced in *Total War: Warhammer III* with the Forge of the Chaos Dwarfs DLC.

*In this terrible place, the Scions of Fire are summoned and bound to their metal bodies by the Daemonsmiths' sorcerous will.*

## Effects

* Unlocks Hero recruitment: Daemonsmith Sorcerer
* Research rate: +5%
* Hero capacity: +1 for Daemonsmith Sorcerer
* Provides garrison:
	+ 1  Daemonsmith Sorcerer (Hashut)
* Unlocks recruitment of:
	+ K'daai Fireborn

## Building Chain

* - Daemonsmithy
	+ - **Altar of Fire**
		- - Great Kiln of Hashut
Ancestor Rune (ability)

**Ancestor Rune** is a  Dwarfs item ability bound to the Ancestor Rune.

*In adversity, Dwarfs look to the runes of the Ancestors - remembering the duty that is now their own to bear - and refuse to break.*

## Effect

* Active Ability
* Type: Augment
* Uses: 1
* Unbreakable
* Duration: 25s
* Affected units: Affects allies in range (max: 1)
* Enabled if:  Hit Points less than 25%
* Entities cannot die while ability is active