recursal/Fanatic-Fandom huggingface dataset:
Aether Sword (ability)

**Aether Sword** is an item ability from Aether Sword.

*An enchanted blade instils a certain magical 'wallop' to its bearer's attacks.*

## Effect

* Active Ability
* Type: Augment
* Imbuement: Sundered Armour
* Imbuement:  Magical Attacks
* Base Weapon Damage: +25%
* Armour-Piercing Weapon Damage: +25%
* Duration: 27s
* Cooldown: 90s
A Tale of the True Path (dilemma)

**A Tale of the True Path** is a special dilemma for  Tzeentch,  Daemons of Chaos and  Warriors of Chaos which allows them to recruit the Legendary Hero Aekold Helbrass.

## Requirements

* Completed the quest: A Tale of the True Path

## Description

Aekold Helbrass approaches the great monolith, taking in all the power of its runes and incantations. However, he also spots something else: a carving of a Templar with a rampant Griffon upon his shield – an ancient image of a young Aekold himself, etched thousands of years prior! With confused anguish, Aekold travels further north into the Wastes until he encounters a portal atop a long flight of steps. As he reaches the top, he sees the image of himself once more… Yet this time, it steps out to destroy him! Both men strike, the young Templar’s sword slicing through Aekold’s armour and into his ribs. Aekold’s sword, however, takes the Templar’s head from his shoulders, quashing the final vestiges of humanity within Aekold’s own soul.

## Choices

### Aekold's Talent

*Aekold joins you and brings with him the monument’s arcane knowledge of martial skill.*

* Unlock Hero: Aekold Helbrass
* Revelation of SKill 15
	+ **Revelation of SKill**
		- Turns remaining: 15
		- *Carved upon the monolith are etched incantations exalting martial prowess and skill-at-arms, now imprinted upon Aekold's psyche.*
		- Weapon strength: +20% for Chaos Warriors of Tzeentch, Chosen of Tzeentch, Chaos Knights of Tzeentch and Doom Knights units (all armies)
		- Unit experience gain: +50% for Marauders of Tzeentch and Chaos Warriors of Tzeentch units (all armies)

### Aekold's Mettle

*Aekold joins you and brings with him the monument’s arcane knowledge of mental fortitude.*

* Unlock Hero: Aekold Helbrass
* Revelation of Grit 15
	+ **Revelation of Grit**
		- Turns remaining: 15
		- *Carved upon the monolith are etched incantations that nurture the mental fortitude of warriors, now imprinted upon Aekold's psyche.*
		- Attribute: Immune to Psychology (all characters)
		- Attribute: Charge Reflection (all characters)

## Notes

* For Warriors of Chaos, this dilemma is only available to the  Heralds of the Tempest,  Puppets of Misrule,  Shadow Legion,  The Decadent Host and  Warhost of the Apocalypse factions.
Archmage (Metal)

## 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 (Metal)** 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
* Metalshifting

#### Campaign only

* Greater Arcane Conduit
* Loose!
* Darken the Skies

## Mounts

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

**Arcane Fulcrum** is a set piece battle in *Total War: Warhammer*.

## Description

The slaughter of so many Greenskins close to an Arcane Fulcrum should provide the right conditions for the Count to bind the necromantic energy into an artefact. He must destroy this Goblin Shaman and his underlings defending the pillar and do it before any Greenskin reinforcements arrive!

## Strategy

Click here to add a strategy!

*This article is a stub. You can help Total War: WARHAMMER Wiki by expanding it.*
Alchemists' Guild Hall (Chaos Dwarfs)

## Construction

**Alchemists' Guild Hall** is a  Chaos Dwarfs resource building introduced in *Total War: Warhammer III* with Forge of the Chaos Dwarfs.

*This is where the magicians gather... to make sure their professional interests are heard and considered.*

## Effects

* Medicinal Plants resource production: 45 bundles
* Casualty replenishment rate: +3% (factionwide)

## Building Chain

* Herbalist's Camp
	+ Alchemist's Workshop
		- **Alchemists' Guild Hall**
A Shameful Display

**A Shameful Display** is an exclusive dilemma  for the Dwarfs  racial factions introduced in *Total War: Warhammer*.

This *lesser of two evils principle*  forces the player to chose a factionwide penalty, either a minor diplomatic relations  penalty with a random Dwarfs  racial faction; or a minor temporarypublic order penalty.

## In-game description

> *A close ally of yours, an influential Dawi sitting on several Guild councils, has shamed his family name with a craven act. He should by all accounts take the Slayer Oath and go into exile, but we will lose his influence.*
>
>

## Requirements

* Player is a Dwarfs  racial faction
* There is at least one other Dwarfs  racial faction in the game

## Trigger timing

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

## Options

### Option 1: Make him take the oath

* Diplomatic relations : -10 with < random Dwarfs  racial faction >
> *We cannot overlook a loss of honour, as an ally it reflects on us too. He must take the oath and seek his doom. We will have to take the loss of influence.*
>
>

### Option 2: Forbid him from taking the oath

* Shameful Display
	+ Turns remaining: 3
	+ Public order : -3 (all provinces)

> *The Dawi are ashamed of the recent events.*
>
>

> *We need his sway in the Guilds if the Karaz Ankor is to be resurgent. Matters of familial pride can wait for more peaceable times.*
>
>

## Trivia

* The *Shameful Display* dilemma was based on a meme from the Total War: Shogun II game, when the advisor condemns the player's unit for retreating due to low leadership (source: Know Your Meme)
	+ When Skavenslaves retreat, they also say "Shameful display!" as they run.
Ancient Armoury

## Construction

**Ancient Armoury** is a Vampire Counts military support building in *Total War: Warhammer*.

*"Located in the barrows or tombs of long-dead Chieftains are dusty racks of aged weaponry, still sharp despite the centuries."*

## Background

In the time before Sigmar, it was often customary for tribal Chieftains to be buried with their vast wealth, intending to impress their primitive gods in the afterlife. Such naivety has proven a boon for Dark Magic users many centuries later, who have been able to summon these entombed warriors back to life and raid the ancient armouries within.

## Effects

* Recruit rank: +1 for infantry units
* Allows recruitment of:
	+ Corpse Cart
	+ Grave Guard

## Building Chain

* Tier II - **Ancient Armoury**
	+ Tier III - Reliquary
Aesling

**Aesling** is a minor Norscan Tribes faction in Total War: Warhammer and Total War: Warhammer II.

They do not appear on the map by default, and must be awakened by the Warriors of Chaos. In order for them to be awakened, the Warriors of Chaos must win a battle against a settlement in the Mountains of Hel. It doesn't matter who currently controls the settlement.

If the Aeslings are wiped out, the Warriors of Chaos can just awaken them again by winning another battle against a settlement in the Mountains of Hel.

## Description

The **Aeslings** or **Aes** are a Norscan Tribe whose southernmost village is Skraevold, and whose territory borders the Frozen Sea. They are mortal enemies of the Baersonlings, whom they have stolen cattle from as well as having slain freeholders and thralls. The hair of the tribesmen is noted as being dyed dark crimson with the blood of their enemies, with the runes of the Blood Lord etched into each cheek and forehead of their warriors' hideously scarred faces. Indeed, Aesling warriors wear heavier armour than those of the Baersonlings, and their arms are covered in bands of steel and bronze. Most of their belts swing with the severed heads of those they kill, until they return to Skraevold to offer them up as tribute to Kharnath.

## Diplomatic traits

* **Aggressive** - Belligerent and warmongering, their armies reach far with little regard for defense.

* **Unreliable** - Agreements hold little sway. This one is not to be trusted.

* **Naval Aggressor** - Prefers attacking enemy ports settlements, even if easier targets are inland.
Abandon Ship! (ability)

## Overview

### Effects

* Damage Per Second: 1-3
* Summons a unit

## Conditions

### Enabled if

Hit Points less than 50%

**Abandon Ship!** is a  Vampire Coast passive ability.

*"Every man for 'imself! Swim for it!!"*

## Effect

* Passive Ability
* Type: Summon Unit
* Uses: 1
* Damage Per Second: 1-3
* Duration: 1s
* Enabled if: Hit Points less than 50%
* Summons a unit of Zombie Pirate Deckhands Mob

## Units

* Necrofex Colossus
	+ Gallows Giant (Necrofex Colossus)

## Mounts

*All characters when mounted on:*

* Necrofex Collossus (**Count Noctilus**)
Agitator

**Agitator** is a common follower for The Empire.

## Effects

 Public order: +1

  (local province)

## Lore

More details...

**Agitator** is an ancillary in *Total War: Warhammer III*.

## Description

Although war is not something that Nurgle feels strongly about for its own sake, as a tool for spreading infection and disease there is nothing better.

## Overview

### Type

Follower

**Agitator** is an ancillary in *Total War: Warhammer III*.

## Description

Although war is not something that Nurgle feels strongly about for its own sake, as a tool for spreading infection and disease there is nothing better.
Dimensão de Hesperius

*Este artigo é um esboço. Você pode ajudar No Man's Sky Wiki por espadir isso.*

A **Dimensão de Hesperius** é uma galáxia no universo de *No Man's Sky*.

## Resumo

Parece que a maioria, se não todos, os jogadores começam aqui após atingirem o centro da galáxia de Calipso. Uma das maiores diferenças é que o núcleo galáctico parece ser azul-púrpura, em contraste as cores vermelhas do núcleo da Dimensão de Hilbert, o branco da Galáxia de Euclides e o roxo da Galáxia de Calipso.
Agent of Change

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

## Description

Who really pulls the strings in the courts of the mighty\? It is the Changer of Ways, of courseâ€¦

## Overview

### Type

Follower

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

## Description

Who really pulls the strings in the courts of the mighty\? It is the Changer of Ways, of courseâ€¦
Espécies

*Este artigo é um esboço. Você pode ajudar No Man's Sky Wiki por espadir isso.*

Esta página está no processo de **tradução** para o português do Brasil.

As **espécies** em *No Man's Sky* são geradas proceduralmente, e podem ser afetadas por um número de fatores como o jogador, o ambiente, ou a posição. Toda a flora e fauna do jogo é matematicamente gerada usando uma série de algoritmos, em vez de ser individualmente concebido.

## Fauna conhecida

Existem 23  gêneros ou tipos de fauna no jogo.

* For a list of the genera, refer to the genera page.
* Para uma lista de espécies descobertas, consulte a página  Espécies.

## Flora conhecida

A maioria da flora pode ser classificada geralmente em 8 tipos principais:

* "Cogumelo"
* "Bulb flower" type
* "Árvore"
* "Samambaia"
* Fern" type
* "Coral Fan" type
* "Pebble" type (ovular shape with no sharp edges)
* "Estalactite"
* "Boulder" type (rocks that are taller than its base)

## Galeria

* Oria-v-animals-12.png
* Oria-v-rodents.png
Alluress (Shadows)

## 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 (Shadows)** 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**
* ▲ **Spellcaster**: This unit can cast spells.
* ▲ **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.

## Campaign Abilities

### Target

* **Settlement**
* Assault Garrison

* **Hero**
* Assassinate

* **Army**
* Assault Units

## Character Abilities

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

## Mounts

* Steed of Slaanesh
* Seeker Chariot
* Exalted Seeker Chariot
Abattoir

## Construction

**Abattoir** is a  Khorne basic military building introduced in *Total War: Warhammer III*.

*Amidst the dangling chained hooks and splattered walls, they who displease the Blood God are led inside, where they emerge the following night… changed.*

## Effects

* Income generated: 60
* Unlocks recruitment of:
	+ Spawn of Khorne

## Building Chain

* Tier I - Kennels
	+ Tier II - Baleful Lair
		- Tier III - **Abattoir**
Ancient Frost-Wyrm Scale

**Ancient Frost-Wyrm Scale** is a Norsca Enchanted item introduced in the Norsca (DLC).

## Description

The impossibly-harsh climate in which the Frost-Wyrms live ensures their scales bolster armour's effectiveness whilst burning any foe who touches them with intense cold.

## Effect

Ability: Ancient Frost-Wyrm Scale

* Type: Vortex
* Duration: 24 Seconds
* Cooldown: 120 Seconds
* Uses: ?
* Target: Ground, enemy 30m
* Large, moving area of effect
* Weak vs. a single combatant
* Inflicts Frostbite
Adorned Body

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

## Description

*Both gleaming jewels and grisly trophies decorate the body, a testament of strength and prestige in the Realms of Chaos.*

## Effects

* Passive ability: "Glamour of Slaanesh"
* Passive ability: "Fiendish Musk"
* Melee defence: +18
* Speed: +12%
Ancestral Rune of Grimnir

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

*Grimnir himself seeks vengeance on the foe, smiting them with a hail of molten rock torn from the earth's bowels.*

## Effect

* Army ability
* Type: Vortex
* Uses: 1
* Damage Per Second: 8 (100%)
* Duration: 10s
* Radius: 8m
* Movement Speed: 5m/s
* Ranged Damage: 1728 (50%)
* Explosive Damage: 144 (100%)
* Range:
* Duration: 16s
* Cooldown: 120s
* Large strike area
* Good against armour
* Strong vs multiple units

## Notes

*This army ability can be gained:*

* When reforging the Beard Rings of Grimnir in The Forge.
Albion Harbour

## Overview

### Race

Bretonnia, Dwarfs, The Empire, Greenskins, High Elves, Lizardmen, Skaven, Tomb Kings, Vampire Coast

## Building Effects

### Effects

Depends on faction

**Albion Harbour** is a port building in *Total War: Warhammer II* available to most factions in the Eye of the Vortex campaign.

*"A cluster of docks and walkways form an unlikely centre of commerce on the shoreline of these barbarous isles."*

## Effects

### Tomb Kings

* Growth: +20
* Income from trade: +2% (factionwide)

### Other

* Income generated: 400
* Growth: +20

## Building Chain

* Tier I - Albion Docks
	+ Tier III - **Albion Harbour**
Ancient Battle Site

## Construction

**Ancient Battle Site** is a basic military building in *Total War: Warhammer II* only available to Tomb Kings.

*"Countless soldiers have fallen in battle. In the wake of Nagash, they will all rise to fight again."*

## Effects

### Tomb Kings

* Unit capacity: +1 Nehekhara Horsemen
* Unit capacity: +2 Skeleton Horsemen
* Unit capacity: +2 Skeleton Horsemen Archers
* Unit capacity: +1 Sepulchral Stalkers
* Unlocks recruitment of:
	+ Nehekhara Horsemen
	+ Sepulchral Stalkers

## Building Chain

* Tier II - Quicksand Swamp
	+ Tier III - **Ancient Battle Site**
		- Tier IV - Necroserpent Nest
			* Tier V - Royal Menagerie
Arcalux, Prince of Fury

## 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.
* **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.
* **Can Fly**: This unit can fly.
* **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.

**Arcalux, Prince of Fury** is a  Daemons of Chaos Unique Lord unit introduced in *Total War: Warhammer III*, available only in multiplayer and custom battles.

## Description

No one knows Arcalux's true mortal origins. Some say he was a stranger from the east, imprisoned by the Dawi Zharr. During his enslavement, he brokered a pact with the Chaos Gods and was freed by a flock of Daemonic Furies, last see being carried off into the north. On his return to the battlefields he was changed. Though the Dark Gods had not yet seen fit to claim his soul, the Chaos Furies still flocked to him.

## Attributes

* **Daemon Prince**
* ▲ **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.
* ▲ **Melee Expert**: Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
* ▲ **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.
An Ocean of Opportunities

**An Ocean of Opportunities** is a dilemma for the Vampire Coast. Each option will give you a special Mission to **defeat a** (Rogue) **Lord's army in battle**.

'*Conversations' with severeal captured admirals 'ave brought information to light regarding several potential targets. We'll only 'ave time to strike one, however, so must choose wisely. Which convoy should we attack?*

## Choices

**Bretonnian Merchants**

* This option generates a mission with a **Medium Reward**

**Exotic Goods Hauler**

* This option generates a mission with a **High Reward**

**Dark Elf Slavers**

* This option generates a mission with a **High Reward**

**Norscan Raiders**

* This option generates a mission with a **Low Reward**

## Mission Issued!

**Bretonnian Merchants**

*Those sanctimonious sops in armour, the Bretonnians, 'ave sent an 'eavily-defended convoy of merchants ships our way. Crow reckons they be heading to Araby, and by their sluggishness I'd say they're carrying a goodly haul by those escorts. Let's strike now an' take their riches for ourselves!*

**Rewards**;

* Infamy: +200
* Treasury: +5000

**Exotic Goods Hauler**

*So... it would appear that some enterprising fellows from the New World 'ave decided to risk it all against the elements an' of course ourselves, who surely 'ave nothin' left to lose anyway. It's looking pretty likely that Sartosa is their destination. Though they're well protected, taking their cargo as our prize presents an opportunity we daren't pass up.*

**Rewards**;

* Infamy: +300
* Treasury: +7500

 **Dark Elf Slavers**

*A convoy of Dark Elf slave ships are heading back to Slaver's Bay, laden with captives raided from Ulthuan's coasts. We should free them... not for altruistic reasons, you understand, but because of their potential as fresh recruits to go on account with us an' join the crew - drowned, raised 'n' bound, they'll be worth more than a cutter full o'gold sovereigns!*

**Rewards**;

* **Slavers Recruit Rank**: Recruit rank: +1 for all units (12 turns, all armies)
* Infamy: +300
* Treasury: +6000

 **Norscan Raiders**

*Pah! Northmen! Those stinkin' Norscan raiders 'ave been spotted heading back north of Naggaroth frozen following a successful raid on the coasts of the Empire. This particular tribe are known always to take captives for ransom at a later date, so this is an ample opportunity to fill our ratings.*

**Rewards**;

* **Raiders Casualty Replenishment**: Casualty replenishment rate: +10% (all armies, 12 turns)
* Infamy: +100
* Treasury: +1500
Ancient Subterranean Palace

## Construction

**Ancient Subterranean Palace** is a Special Landmark in *Total War: Warhammer II* located in Tor Koruali.

*"The sea-faring High Elves of Cothique built grand edifices into the cliffsides, creating palatial underground cities."*

## Effects

### High Elves

* Unlocks Hero recruitment: Noble
* Public order: +5
* Hero capacity: +1 for Nobles
* Hero recruit rank: +1 for Nobles (factionwide)
* Income from Entertainment buildings: +5% (all regions)
* Income from Ports: +25% (all regions in this province)
* Provides garrison:
	+ 1 Noble

## Building Chain

* Tier IV - **Ancient Subterranean Palace**
Aquitaine

"*Fairest land in the world. The grain is plentiful, travelling is easy, and monsters are rare. Who would choose to live anywhere else?*"

— **Aquitainian noble.[1a]**

## Overview

### Campaigns

The Season of Revelation
Immortal Empires

## Territory

### Startinglocation

Duchy of Aquitaine

**Aquitaine** is a minor Bretonnia faction introduced in *Total War: Warhammer*. It appears in Immortal Empires and the Season of Revelation mini-campaign. In other campaigns, it is combined with Bordeleaux.

## Description

The **Dukedom of Aquitaine** is a founding Dukedom that lies within the gentle western coast of Bretonnia. Known for having one of the most tranquil lands within the entire Old World, Aquitaine is famous for its highly arable farmlands and its gentle sandy shores. Due to its tranquillity and without any external threats to unify this Dukedom's people, this land is extremely famous for its unstable violent atmosphere, with feuds between nobles, peasant revolution and small civil wars being an all too common occurrence.[1a]

Nevertheless, the lands of Aquitaine are still a beautiful sight to behold, with their Knights being among the most stubborn and courageous out of all the realms of Bretonnia. The current ruler of Aquitaine is the young, enigmatic and courageous Duke Armand, a fearsome Grail Knight of the Lady of the Lake who lives within the high walls of Castle Aquitaine, located within the southern borders of the Dukedom.

## Provinces

The Season of Revelation
* Duchy of Aquitaine

Immortal Empires
* River Brienne

## Inspiration

Aquitaine is probebly based on the region of Aquitaine in southwestern France. During the middle ages the Duchy of Aquitaine was one of the most prosperus and prominent fiefdoms in France.

1. ↑ https://warhammerfantasy.fandom.com/wiki/Aquitaine
Alchemist's Elixir of Iron Skin (ability)

**Alchemist's Elixir of Iron Skin** is a  Grand Cathay item ability bound to Alchemist's Elixir of Iron Skin.

*To be a Cathayan alchemist afore the disapproving masses takes a thick skin, but the reddish liquid within this phial goes far beyond that.*

## Effect

* Active Ability
* Type: Augment
* Uses: 2
* Armour: +90
* Range: 100m
* Duration: 25s
* Cooldown: 90s
* Affected units: Affects allies in range (max: 1)
Alchemist (ancillary)

**Alchemist** is a follower in *Total War: Warhammer II*.

## Description

The elite of Skaven society can live for hundreds of years, their spans extended by Warpstone-exposure, foul spells, and strange, powerful potions…

## Effects

* Enables poison attacks
* Casualty replenishment rate: +5%

## Overview

### Type

Follower

**Alchemist** is an ancillary in *Total War: Warhammer III*.

## Description

Although it is unlikely that base metals can be turned into gold without magical help, alchemy remains an example of the strive for Change, which is meat and drink to the Raven.

## Notes

* Won a battle whilst having negative income

## Overview

### Type

Follower

**Alchemist** is an ancillary in *Total War: Warhammer III*.

## Description

Although it is unlikely that base metals can be turned into gold without magical help, alchemy remains an example of the strive for Change, which is meat and drink to the Raven.

## Notes

* Won a battle whilst having negative income
Sistema estelar

Um **sistema estelar**, ou **sistema planetário**, é um sistema de planetas e outros objetos que orbitam uma estrela.

## Resumo

Estes sistemas processualmente gerados são a sede de todos os planetas e mundos no jogo. A maioria dos sistemas planetários de *No Man's Sky* provavelmente nunca serão visitados.

## Classificação

*Veja:* Classe espectral

Há quatro cores de sistemas estelares, cada uma categorizada por uma letra.

* Sistemas estelares Amarelos são os mais comuns e começam com F ou G.
* Sistemas estelares Vermelhos começam com M ou K e só podem ser acessados com um Propulsor de dobra Sigma.
* Sistemas estelares Verdes começam com E e só podem ser acessados com um Propulsor de dobra Tau.
* Sistemas estelares Azuis começam com um O e B só podem ser acessados com um Propulsor de dobra Teta.

Cada sistema estelar tem um número de 0 a 9, e um código final de f, p, pf ou em branco. A finalidade desses números e códigos é desconhecida atualmente.

## Concentração de sistemas estelares

É possível encontrar uma concentração de sistemas estelares na galáxia. Estas concentrações são muito raras e têm um borrão colorido. É desconhecido se tais estrelas são diferentes das estrelas padrão. Várias estrelas azuis, vermelhas e verdes podem ser encontradas em concentrações.

## Sistemas estelares conhecidos

Para uma lista de sistemas estelares conhecidos, veja a página da categoria Sistemas estelares.

## Sistemas estelares conhecidos (Pré-lançamento)

Para uma lista de sistemas estelares do pré-lançamento conhecidos, veja a página da categoria Sistemas estelares do pré-lançamento.
Amulet of Dark Fire (ability)

**Amulet of Dark Fire** is an item ability unique to Crone Hellebron from Amulet of Dark Fire.

*This amulet wreathes its wearer in a mystical flame that burns magic instead of flesh.*

## Effect

* Passive Ability
* Type: Ward Save (Area)
* Spell Resistance: +20%
* Effect range: 35m
* Duration:
* Affected units: Affects allies in range(all)

#### WH2

* **Amulet of Dark Fire**
* *Item*
* Type: Ward Save (Area)
Only acts on targets when in area
* Duration: Constant
* Target: Self
Affects allies in range
* Effect Range: 40m
* Effects: +20%  Magic Resistance
Diário

Quer registrar as suas aventuras emocionantes em *No Man's Sky*? Crie o seu próprio diário de exploração aqui na **Wiki do No Man's Sky**.

Criar entrada de diário | Navegar por diários
## O que é um diário?

Um **diário** é uma página na Wiki do No Man's Sky onde você pode documentar planetas, animais, encontros e suas aventuras no jogo.

Você pode usar o seu diário para:

* Interpretar o seu personagem de *No Man's Sky*
* Compartilhar informações sobre a sua jornada com outros jogadores
* Rastrear descobertas e conquistas

## Perguntas e feedback

Caso tenha sugestões sobre como melhorar o processo de registro ou precisa de ajuda, deixe uma mensagem na página de discussão.
Adaptive Tactics

**Adaptive Tactics** is an  Ogre Kingdoms passive ability.

*The best plans are born at the brink of defeat, turning the tide when things seem most dire.*

## Effect

* Passive Ability
* Type: Augment
* Melee Defence: +24
* Melee Attack: +24
* Duration:
* Affected units: Affects allies in range(max: 1)
* Enabled if: Loosing melee combat
Arcane Vortex

## Construction

**Arcane Vortex** is a Warriors of Chaos military recruitment building in *Total War: Warhammer*.

*"The preferred route of the magic-using servants of Chaos, an arcane vortex is for the damned alone to step into."*

## Background

Often taking the form of a cracked ring partially buried in the ground and covered with dark runes, an arcane vortex is surely a mystery to mortals, even those not blissfully ignorant of the Dark Powers that reside in the north. What spill forth from the vortex are nightmare things and the occasional Chaos Sorcerer, sent as an emissary of the Chaos Gods.

## Effects

* Unlocks hero recruitment: Chaos Sorcerer
* Chaos corruption: +8 (local province)
* Upkeep: -15% for Forsaken units
* Unlocks recruitment of:
	+ Forsaken

## Building Chain

* Tier III - **Arcane Vortex**
	+ Tier IV - Chaos Rift
Arcane Charge

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

*Attuned to the Winds of Magic, the Tzaangor sniffs out every spell, seeking to ravage its unfortunate caster.*

## Effect

* Passive Ability
* Type: Augment
* Base Weapon Damage: +0% (up to +20%)
* Armour-Piercing Weapon Damage: +0% (up to +20%)
* Effect intensity increases when nearby allies or enemies cast spells.

## Units

  Infantry

  Infantry

  Infantry

  Infantry
Apostles of Change

**Apostles of Change** is a  Tzeentch minor faction introduced in *Total War: Warhammer III*. It appears in the The Lost God and Immortal Empires campaigns.

## Provinces

The Lost God
* The Maze-Keep (Mansion of Eyes)
* River of the Flux (The Fording Place)

Immortal Empires
* The Gwangee Valley (Hualotal)

## Diplomacy

### The Lost God

Diplomatic traits

* ?

Starting relations
* War with  Kislev Expedition

### Immortal Empires

Diplomatic traits

* Sorcerer
* Corruptor
* Warbringer

Starting relations
* None
Ancient Skills

**Ancient Skills** is a Lizardmen dilemma.

## Description

*Whilst studying some newly-recovered ancient plaques, your Skinks have rediscovered long-lost building techniques that will enable the swift construction of high pyramids and mighty ziggurats, the likes of which had not been seen in Lustrian temple-cities for ages past. Generally, such constructions rise slowly. Will you employ these new techniques or not?*

## Options

### Use the wisdom of the Old Ones

* 10 turns
* *Such noble structures will stand while lesser buildings fall! Their swift construction will better serve the Old Ones' Great Plan for the world.*
* Construction cost: -30% for all buildings
* Construction time: +25% for all buildings
Anurell's Tomb

## Construction

**Anurell's Tomb** is a  Chaos Dwarfs landmark building introduced in *Total War: Warhammer III* with the Forge of the Chaos Dwarfs DLC. It is also available to  High Elves.

*The monolith beneath which the fabled Elven explorer Anurell is said to be entombed also contains a Navigation Stone of untold value.*

## Effects

### Chaos Dwarfs

* Campaign movement range: +5% (all armies)
* Raw Materials: 50 per turn (when Workload requirements are met)
* Attrition: -50% casualties suffered from high seas attrition (factionwide)

### High Elves

* Influence: +4 per turn
* Diplomatic relations: +20 with High Elves
* Campaign movement range: +5% (all armies)
Acorns of the Oak of Ages

**Acorns of the Oak of Ages** is an Enchanted Item introduced in *Total War: Warhammer II* with The Twisted and the Twilight DLC unique to Ariel.

## Description

*Concentrated within a single acorn of the Mighty Oak is the potential for an instant and devastating release of explosive magical power.*

## Effects

### Total War: Warhammer II

* Growth: +25 (local province)
* Untainted: +8 (local province)
* Bound spell: "Acorns of the Oak of Ages"

### Total War: Warhammer III

* Growth: +25 (local province)
* Corruption: -8 (local province)
* Bound spell: "Acorns of the Oak of Ages"
Aesanar Camp

## Construction

### Effects

* Campaign movement range: -20% for enemy armies starting their turn in this region (local enemy armies)
* Hero action success chance: +25% (local characters)
* Enemy Hero action success chance: -20% (local characters)
* Ambush success chance: +25% (local armies)
* Ambush defence chance: +20% (local armies)

**Aesanar Camp** is a High Elves advanced military building in *Total War: Warhammer*. It is only available to the Nagarythe faction and allows for earlier recruitment of Shadow-walkers and Shadow Warriors..

*The secret meeting place of the Aesanar, the sons and heirs of the Shadow King.*

## Effects:

### Nagarythe

* Campaign movement range: -20% for enemy armies starting their turn in this region (local enemy armies)
* Hero action success chance: +25% (local characters)
* Enemy Hero action success chance: -20% (local characters)
* Ambush success chance: +25% (local armies)
* Ambush defence chance: +20% (local armies)
* Unlocks recruitment of:
	+ Shadow-walkers
	+ Shadow Warriors
Arcane Generators

## Construction

**Arcane Generators** is a Skaven infrastructure building in *Total War: Warhammer*.

*"Skaven have quickly adopted the generator systems of the Greater Clans which use Skavenslaves on treadmills to generate power."*

## Effects

* Cannot be constructed in minor settlements
* Income from all buildings: +30% (all regions in this province)
* Skaven corruption: +1

## Building Chain

* Tier III - **Arcane Generators**
	+ Tier IV - Warplightning Capacitors
		- Tier V - Warpstone Reactor
Altdorf (Village)

## Construction

**Altdorf (Village)** 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: 150
* Public order: +2
* Improved tower projectiles: Bullets
* Growth: +20
* Income from all buildings: +35% (all regions in this province)
* Income from all buildings: +18% (all regions in adjacent provinces)
* Grants 4 construction slots in the settlement
* Provides garrison:
	+ 1 Mortars
	+ 2 Empire Knights
	+ 1 Reiksguard
	+ 2 Greatswords
	+ 2 Halberdiers
	+ 2 Spearmen (Shields)
	+ 4 Crossbowmen

## Building Chain

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

## Construction

**Amphitheatre** is a High Elves infrastructure building in *Total War: Warhammer*.

*"Come, see the wondrous sights, the dazzling spectacle, the astronomical prices!"*

## Effects

* Income generated: 240
* Public order: +12

## Building Chain

* Tier I - Plaza
	+ Tier II - Colonnade
		- Tier III - Promenade
			* Tier IV - Theatre
				+ Tier V - **Amphitheatre**
Alchemy Workshop (Bretonnia)

## Construction

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

*"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 I - Herb Gatherer's Camp
	+ Tier II - Exotic Hothouse
		- Tier III - **Alchemy Workshop**
A Thirst Slaked

**A Thirst Slaked** is a random event for Daemons of Chaos.

## Description

*Somewhere far beyond, Slaanesh knows the ecstasy of satisfaction. Afterwards, as the Perfect Prince slumbers in His forbidden boudoir, the howling sweetness of His dreams touches each and every one of his servants. Sated, they needed nothing else for now.*

## Effects

* 10 turns
* Upkeep: -25% for Slaanesh units
* Recruitment cost: -30% for Slaanesh units
Adrenaline Rush

**Adrenaline Rush** is a  Skaven passive ability unique to Ikit Claw.

*The Engineer feels the raw, unrefined power surge over and through him, improving his fighting prowess and confidence in battle.*

## Effect

* Passive Ability
* Type: Augment
* Armour-Piercing Weapon Damage: +50%
* Unbreakable
* Duration: 15s
* Affected units: Affects allies in range(max: 1)
* Enabled if: Casting
Ancestral Warriors (ability)

**Ancestral Warriors** is a campaign-only  Grand Cathay army ability, it is gained by achieving Harmony.

*The warriors' ancestors are summoned from the underworld, rising up to strike at the enemy with a furious assault before vanishing into the earth once more.*

## Effect

* Army Ability
* Type: Summon Unit
* Uses: 1
* Range:
* Cooldown: 120s
* Summons a unit of Ancestral Warriors
* Summoned units degrade over time
A Gift From Lord Daith

**A Gift from Lord Daith** is a unique dilemma for the Heralds of Ariel faction, part of the Wood Elves race, introduced in *Total War Warhammer II* The Twisted and the Twilight DLC. It is part of the Forge of Daith faction mechanic which enables the player to chose a new item for Daith to forge and gift. There are four item categories: a weapon, an armour, a talisman or an enchanted item; and each category can yield up to three different items. Once all possible items for a designated category have been gifted, the named category is instead replaced by a small army buff that Daith will bestow temporarily.

## Description

> *Lord Daith sends word that by the will of Vaul himself, the magical fires of the temple-forge had recently blazed to unusually high temperatures, sustaining conditions that will enable him to craft an entirely new piece of equipment.*
>
>

> *Daith's process is a mysterious one, driven as much by the whims of his flames and quirks of his materials as the craftsman's own intent, so the final form of the item is vague. However, the doting old smith is keen to ensure you get what you need, so offers a choice of what short of item he will attempt to craft. What will you request of him?*
>
>

## Requirements

* Player is Heralds of Ariel faction
* Turn 10 (or 10 turns have passed since the last A Gift From Lord Daith dilemma)

## Trigger timing

As soon as all requirements are met there is a 100% chance the dilemma will trigger immediately.

## Options

#### Option 1: A New Weapon

* You will receive a powerful weapon

> *Daith will craft a potent weapon that can later be upgraded*
>
>

#### Option 2: A New Talisman

* You will receive a powerful talisman

> *Daith will craft a potent talisman that can later be upgraded*
>
>

#### Option 3: New Armour

* You will receive a powerful set of armour

> *Daith will craft a potent piece of armour that can later be upgraded*
>
>

#### Option 4: A New Enchanted Item

* You will receive a powerful enchanted item

> *Daith will craft a potent enchanted item that can later be upgraded*
>
>
Amulet of Pha-Stah

**Amulet of Pha-Stah** is an Items available to the Tomb King lord in multiplayer and through the Mortuary Cult.

*This moon-shaped amulet projects a disruptive magical energy onto the enemy's defences.*

## Effects

* Armour-piercing damage: +10
* Ward save: 16%

Active Ability: Amulet of Pha-Stah

* Type: Hex
* Duration: 22 Seconds
* Target: Ground, enemy, effects enemies in range, 100m
* Cooldown: 120 Seconds
* Effect Range: 55m
* -30 Armour
* -48 Missile parry (with shield)
Ancient Burial Mount

## Construction

**Ancient Burial Mount** is a basic military building in *Total War: Warhammer II* only available to the Followers of Nagash.

*"Spirits of long-dead warriors linger in the mound, eager to take to the battlefield once again."*

## Effects

### Followers of Nagash (Tomb Kings)

* Unit capacity: +1 Hexwraiths
* Unit capacity: +4 Crypt Ghouls
* Unit capacity: +4 Dire Wolves
* Unit capacity: +4 Fell Bats
* Unlocks recruitment of:
	+ Hexwraiths

## Building Chain

* Tier I - Grave Hill
	+ Tier III - **Ancient Burial Mount**
A Tainted Bounty

**A Tainted Bounty** is a Lizardmen Dilemma/event (?)

## Description

*The delving of your industrious Skinks brings to light an ancient metal ore: could this substance have been brought to this world by the Old Ones themselves? When subjected to your advanced weaponsmithing process the ore makes highly-effective arrowheads and javelin points. However, once you start to use them some of your usually-hardy Saurus warriors fell ill, raising questions over its safety and even whether it was placed deliberately by the enemies of the Great Plan. Will you continue to use it?*

## Options

### Accept the gift

* 8 turns
* *Truly this material is a gift from the Old Ones - a bounty that will wipe the enemies of the Great Plan from this world! If only it had not been warped in the aeons since ...*
* Ammunition: +25% (all forces)
* Missile damage: +20% (all forces)
* Skaven corruption: +1 (all provinces)

### Reject the gift

* *Whatever wonders this ore might have achieved once, now it is too tainted to be of use. Discard it in favour of more traditional materials.*

## Effects

Bonus to javelin and arrow equipped troops, minus to Saurus unit health.
Archaic Tactics

**Archaic Tactics** is a set piece battle in *Total War: Warhammer*.

## Description

The Undead legion marches west under the fearsome banner of von Carstein. Mannfred is determined to claim the Armour of Templehof from Grudsnik's tomb and will slay any mortal fool who gets in his way! Let the mortals think they can outwit the Count with flanking attacks. Mannfred is ancient, and has seen such archaic tactics many times before.

## Strategy

Click here to add a strategy!

*This article is a stub. You can help Total War: WARHAMMER Wiki by expanding it.*
Arachnos

**Arachnos** is a minor faction of Greenskins which was introduced in *Total War: Warhammer II*.

## Starting territory

Eye of the Vortex
* Southlands World's Edge Mountains (Arachnos) (if playing as broken axe.)
* Yvresse if playing as Yvresse.

Mortal Empires
* Southlands World's Edge Mountains (Mount Arachnos)
* Charnel Valley (Granite Massif)

## Strategy

Click here to add a strategy!

Arachnos occupy a region of the map that gets changed quite heavily between Vortex and Mortal Empires campaigns, so it is hard to generalize with them. However they and the Karak Zorn Dwarfs are the main occupants of the Southern portion of the Worlds Edge Mountains. Given that the Dawi rarely leave their hold, Arachnos will usually control the majority of the mountains. Terrain that is difficult for most factions to occupy outside of Greenskins and Dwarfs. This makes them an annoying and belligerent thorn in your side if they begin sending armies out at you - however, this also makes them a very safe expansion point for the Knights of Caledor. There are few factions they will be friendly to unless you fight their enemies. As the Tomb Kings, it may be best to be friendly with them than fight them, more effort than they are worth. Generally though, one can safely eradicate this faction.
Ancient Stegadon Arena

## Construction

**Ancient Stegadon Arena** is a Lizardmen basic military building in *Total War: Warhammer II*.

*"This ideal space in which to house the elder, most-revered Stegadons, in turn ensuring their compliance when being handled."*

## Effects

* Unlocks recruitment of:
	+ Ancient Stegadon (Engine of the Gods)
	+ Ancient Stegadon

## Building Chain

* Tier II - Taming Pen
	+ Tier III - Feral Beast Lair
		- Tier IV - Stegadon Arena
			* Tier V - **Ancient Stegadon Arena**
Apothecary

## Construction

**Apothecary** is a type of building in *Total War: Warhammer II* only available to Bretonnia.

*"A rainbow array of vials and powders line the walls of these most abberant and fascinating establishments."*

## Effects

* Growth: +30
* Casualty replenishment rate: +4%

## Building Chain

* Tier I - Pox Shelter
	+ Tier II - Sanctuary
		- **Tier III - Apothecary**
All Along the Watchtowers

**All Along the Watchtowers** is a dilemma for the Dark Elves.

*A message has been received, asking that we send aid to the northern watch towers, which are ill-maintained and in danger of allowing the forces of Chaos to slip past them. Such a thing would be... troublesome, to say the least.*

## Choices

**Send aid**

* Loyalty: +1 (for the corresponding Lord)
* Treasury: -2000

**Do no such thing!**

**Chaos Corruption** (20 turns, all provinces)

* Chaos corruption: +4
Agony's Succession

**Agony's Succession** is a  Kislev item passive ability that is available only to the  Daughters of the Forest faction. This ability is gained when crafting the  Agony's Succession curse in the Witch's Hut mechanic and applying it to an enemy unit.

*This dark curse lurches through any crowd like a contagion, slowly spreading its torment from body to body.*

## Effect

* Passive Ability
* Type: Chain Hex
* Damage Per Second: 50-100
* Spread range: 30m
* Duration: 21s
* Cooldown: 120s
* Affected units: Affects allies in range(max: 5)
* Will spread to friends within the Spread Range metres of affected unit