recursal/Fanatic-Fandom huggingface dataset:
Ancestral Warriors

## Attributes

* **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.
* **Charge Defence vs. Large**: When bracing, this unit negates the charge bonus of any large attacker.
* **Charge Reflection**: When bracing, this unit deals additional damage when attacking charging enemies.
* **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.
* **Unbinding**
* **Physical Resistance**: 55%. Damage of physical (non-magical) attacks is reduced by this amount.

**Ancestral Warriors** are a  Grand Cathay melee infantry summon unit introduced in *Total War: Warhammer III*.

## Description

The Celestial Dragon Empire is thousands of years old and in that time countless generations of soldiers have died in the defence of Grand Cathay. On rare occasions, through arcane means, their spirits may be recalled from the underworld to serve the Empire again, even for the briefest of moments. These warriors will travel back through the waters of the Dragon River, to the east of the Great Bastion, before being made manifest back on mortal soil. The warrior-spirits do this gladly, such is the desire to serve the Moon Empress and her regent.

## Attributes

* **Halberd 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.
* ▲ **Anti-Large**: Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
* ▲ **Ethereal**: Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
* ▲ **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.
Aghol Wastelands

**Aghol Wastelands** is a Chaos Wastes province in *Total War: Warhammer II*. The Norscan minor faction Aghol starts in control of the entire province. The province starts with full Chaos Corruption present. It corresponds roughly to the province of The Shard Lands in The Realm of Chaos.

## Trivia

* This province is notable because it's possible to consistently get a bugged battle map. To reproduce the bug, capture the Fortress of the Damned with a Bretonnia faction and build walls there. If another faction attacks the city, and the player manually resolves the battle, the game will attempt to load a siege map for this settlement. However, there isn't a siege map for this settlement, so the game often loads a map that is badly bugged.
Altdorf College of Forbidden Magic

## Construction

**Altdorf College of Forbidden Magic** is a Vampire Counts unique military support building in *Total War: Warhammer*. 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.
Alchemist's Elixir of Puissance (ability)

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

*The fighting prowess of Cathay's greatest can be taken in draught form when a further burst of aggression is needed to tip the balance in the Celestial Emperor's favour.*

## Effect

* Active Ability
* Type: Augment
* Uses: 2
* Melee Attack: +40
* Range: 100m
* Duration: 29s
* Cooldown: 90s
* Affected units: Affects allies in range (max: 1)
Amethyst Wizard

## Attributes

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

**Amethyst Wizard** is an  Empire Hero unit introduced in *Total War: Warhammer II* with The Amethyst Update.

## Recruitment

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

## Description

Amethyst Wizards have mastery over spirits, and it is whispered that they can steal the souls of the living and summon black Winds of death. Whilst such abilities are as nothing compared to the evil sorceries of true Necromancy, their morbid association with death forever taints Amethyst Wizards in the eyes of the common folk. They are particularly loathed by the Priests of Morr, who are deeply suspicious of the Amethyst Wizards’ penchant for lurking near their cemeteries. Indeed, the halls of the Amethyst College are akin to a great necropolis, with a stench of death constantly lingering around it.

## Attributes

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

## Campaign Abilities

### Target

* **Settlement**
* Steal Technology

* **Hero**
* Wound

* **Army**
* Assault Unit

## Character Abilities

* Arcane Conduit (campaign only)
* Blast (multiplayer only)
* Evasion (campaign only)
* Power Stone (multiplayer only)
* Life Leeching
* Wounds

## Items (Multiplayer)

* Power Stone
* Scroll of Blast

## Mounts

* Warhorse (WH2 only)
* Barded Warhorse
* Imperial Pegasus

## Strategy

If the Empire before was able to snipe key targets effectively between flying lords, strong missile units, and solid artillery, it just became that much better with the Lore of Death. The Empire specializes in having solid responses to every kind of threat and the Amethyst Wizard further rounds that out. Now elite enemy infantry can be given the Fate of Bjuna, lords can be spirit leeched, and the Purple Sun can decimate blobs of infantry.

## Gallery

* Promotional
Force

Force is one of the six forms of Thaumaturgy. It's possible uses are: creating shielding effects; causing sudden forces; telekinesis.

## Powers

### Blast

A power which creates a sudden pushing force forwards from the casters hand.
### Bolt

Release a bolt of focused force that is able to hit distant targets.
Prerequisites: Convergence
### Wave

A power which creates a sudden pushing force in all directions around the caster.
Prerequisites: Expansion
### Barrier

A power which creates a coherent force in front of the caster producing a shield like effect.
Prerequisites: Coherence
### Bubble

A power which creates a bubble-like force around the caster, shielding them from all directions.
Prerequisites: **Wave**, **Barricade**, Union, Continuity
### Barricade

Create a wall of force that prevents passage in one direction.
Prerequisites: Expansion, Continuity
### Kinesis

Move and manipulate distance objects.
Prerequisites: Coherence
### Throw

Lift and throw objects towards a desired target.
Prerequisites: **Kinesis**
### Strikes

Empower your strikes to deliver stronger impacts.
Prerequisites: **Throw**, Continuity
### Shell

Envelop your body in shaped force, partially absorbing impacts.
Prerequisites: **Bubble**
Another Takes its Place

**Another Takes its Place** is a  Dark Elves passive ability.

*The titanic, deadly Hydras are notoriously difficult to kill; their broken bodies regenerate, rising up again to devour anew.*

## Effect

* Passive Ability
* Type: Regeneration
* Uses: 4
* Heal Per Second: +12.00%
* Duration: 1s
* Cooldown: 60s
* Recharge if: Hit Points less than 50% base
* Replenishes hit points of combatants

#### WH2

* **Another Takes its Place** 460
* *Unit ability*
* Type: Regeneration
* Duration: Constant
* Target: Self
* Disabled if: Hit Points less than 50% base
* Effects:  Restores up to 568 Hit Points
Another Takes its Place (1 seconds)

## Units

* Dark Elves
	+ War Hydra
		- Chill of Sontar (War Hydra)

* Greenskins
	+ Feral Hydra
Archers (The Empire)

## Attributes

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

*Not to be confused with Archers or Archers (Light Armour).*

**Archers** are an  Empire missile infantry unit introduced in *Total War: Warhammer II* with The Hunter and the Beast.

## Recruitment

* Unlocked with: Training Field, Hamlet, Altdorf (Hamlet), Occupied Drakenhof (Hamlet), Occupied Couronne (Hamlet) or Occupied Miragliano (Hamlet)

## Description

Units of archers are often irregular bands of hunters and trappers that band together to form their own regiments of scouts and support units, and are ready to answer the call to arms at any given time. The northern provinces of the Empire are famous for their bowmen and tend to have a high proportion of Archers in their armies, with Hochland having the most celebrated Archers of all.

Archers are adaptable troops and often fight in a loose skirmish screen, falling back into Imperial ranks when the enemy approaches. Alternatively, archers can also form up into wedge formations flanked by blocks of infantry, or else are put on rises behind the main battle line.

Recently, archers have faced competition from other missile units, such as crossbowmen and handgunners. However, archers still have the advantage of rate of fire. An archer may be able to shoot six arrows per minute, while a crossbowman can only fire one.

The greatest archers often form into regiments of elite skirmishers, known as Huntsmen.

## Attributes

* **Missile Infantry**
* ▼ **Weak Against Armour**: This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.

## Strategy

Click here to add a strategy!

Archers are deceptively good for a number of reasons. First, they have a loose formation which enables them to better survive enemy missiles. They also are incredibly cheap in both singleplayer and multiplayer (In singleplayer, Archers and Spearmen are the most basic units you can recruit). Finally, volume of fire means damage can add up quickly regardless of a foe's armor. That being said they should not be relied upon to win a battle singlehandedly, but can prove a distraction for other elements of your army to do the heavy lifting. From a campaign perspective, they are outclassed quickly by other missile units, although the Huntsman General does provide bonuses that can make them more deadly.

## References

1. ↑ https://warhammerfantasy.fandom.com/wiki/Empire\_Archers
Archive

## Construction

**Archive** is a High Elves advanced military building in *Total War: Warhammer*.

*"Vellum holds more than just information, it is the key to unlock possibilities."*

## Effects

* Unlocks technologies: Military advancements II
* Cannot be constructed in minor settlements
* Unlocks Hero recruitment: Mage

## Building Chain

* Tier III - **Archive**
	+ Tier IV - Grand Repository
		- Tier V - Tower of Mages
Arboreal Paddock

## Construction

**Arboreal Paddock** is a  Wood Elves military recruitment building introduced in *Total War: Warhammer II* with the The Twisted and the Twilight DLC. It is available to all Wood Elves factions except  Wargrove of Woe.

*When the Winds blow strong here, one stands the best chance to summon and tame the untamable.*

## Effects

### Wood Elves (Except Wargrove of Woe)

* Recruit rank: +2 for cavalry units
* Unlocks recruitment of:
	+ Great Stag Knights

## Building Chain

* - Muster Stone
	+ - Grove of the Horse
		- - Pastures of Skymark
			* - **Arboreal Paddock**
(Un)deadly Price

**(Un)deadly Price** is a dilemma for the Lizardmen.

## Description

*The mystical Slann Mage-Priest have devised a new ritual to increase the speed and agility of your mighty Saurus warriors on the battlefield. However, such advances always come at a price; some of the those who fall may rise corrupted, and the Unliving are an abomination in the eyes of the Old Ones.*

## Choices

### Employ the ritual

*It is though the Old Ones themselves speed your troops to ever-greater victories over the foe... until they fall, and become abominations unworthy of their sacred legacy and the Great Plan.*

* Charge bonus: +15%
* Speed: +10%
* Vampiric corruption: +1

### Leave this ritual alone

*You will not sanction such measures, given what they may produce. Such thing risk all the work that has gone into the Great Plan - it must not be allowed to fail.*

* No effect
Acolytes of the Keeper

**Acolytes of the Keeper** is a minor  Warriors of Chaos faction.

They appear in a Wood Elves campaign and attack Gaean Vale in Avelorn, intiating the world event Avelorn Calls for Aid.

## Start Position

Eye of the Vortex
* Avelorn

Mortal Empires
* Avelorn

Immortal Empires
* Avelorn

## Diplomacy

Diplomatic traits:

* **War:** Avelorn (and Avelorn's allies at that time)
Alchemist's Elixir of Iron Skin

**Alchemist's Elixir of Iron Skin** is an Enchanted Item in *Total War: Warhammer III*. It is unique to  Grand Cathay.

## Description

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

## Effects

* Ability: "Alchemist's Elixir of Iron Skin"
Alchemist

## Attributes

* **Resilience**: This unit is immune to the following types of attrition: Dragon Emperor's Wrath.
* **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.
* **Mastery of Elemental Winds**: When two or more units in the same army shares this attribute,  intensity increases the power of spell cast.
* **Wounds**
* **Missile Resistance**: 15%. Damage of missile attacks is reduced by this amount.

**Alchemist** is a  Grand Cathay Hero unit introduced in *Total War: Warhammer III*.

## Description

Outcast elemental Wizards often gravitate towards Shang-Yang and the west. Here they have formed their own shadow Celestial Court known as the House of Secrets. In the House of Secrets, all kinds of magic are practised, though the Alchemists of Shang Yang are especially well known, using the rare elements of the Warpstone Desert to create powerful elixirs, metals and potions. Favoured by the Iron Dragon, the Alchemists have steadily gained power and acceptance over the centuries, and generals and magistrates will sometimes secure their services in battle, where their sorcery can enchant the weapons of their soldiers.

## Attributes

* **Wizard**
* ▲ **Harmony Amplifier**: +25%: This unit increases harmony bonuses for nearby units by +25%. Only the strongest amplifier bonus is applied.

## Campaign Abilities

### Target

* **Settlement**
* Damage Walls

* **Hero**
* Assassinate

* **Army**
* Hinder Replenishment

## Character Abilities

* Enchanted Metallurgy
* Enchanted Metallurgy: Flaming (campaign only)
* Enchanted Metallurgy: Piercing (campaign only)
* Enchanted Metallurgy: Poison (campaign only)
* Arcane Conduit (campaign only)
* Metalshifting
* Evasion (campaign only)

## Strategy

Click here to add a strategy!

The Alchemist is a pure squishy wizard. Keep her away from any serious threat because she will be quickly taken to pieces in combat. The lore of metal has a number of offensive spells particularly useful to Cathay, like Plague of Rust which will maximise the potential of your crossbowmen. If your intent is to use heroes on the battlefield then it's worth making armies that compliment them, by bringing more than one for the elemental winds bonus and building Wu Xing War Compasses.
Arcane Conduit

**Arcane Conduit** is a passive ability available to spellcaster Lords and Heroes of various factions which increases the Winds of Magic power recharge rate and its power reserves.

*A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funneling the magical tempests to their cause.*

## Effect

* Passive Ability
* Type: Augment of the Winds
* Power Recharge: +40%
* Duration:

#### WH2

* **Arcane Conduit** 90
* *Character ability*
* Type: Augment of the Winds
* Duration: 40 seconds
* Target: Self
* Effects:  Improved power recharge rate
 Increase to power reserves

## Units

  Lords

  Lords

  Lords

  Lords

  Lords

  Lords

  Lords

  Lords

  Heroes

  Lords

  Lords

  Lords

  Lords

  Lords

  Lords

  Lords

  Lords

  Lords

## Strategy

Click here to add a strategy!

* Available to most spellcaster lords and heroes in the game; it is often good to get the skill for it as soon as possible.
* Supports aggressive spellcasting during battles and a magic-based campaign expansion.

## See also

* Greater Arcane Conduit, a stronger version of this ability available to certain spellcasters.
A Great Engagement

**A Great Engagement** is a dilemma for the Vampire Coast.

*A major naval battle has ended, leavin' hundreds dead on each side. Death is no barrier to continued service, as you well know - those who fell in battle would make fine new recruits. If we make haste and 'ead off at full sail, the perished could be reanimated before they're lost to the ocean. We must decide if this boon is worth the toll it would take on our crew - should we make haste or ignore the battle?*

## Choices

**Full Sail Ahead!**

*Our forces have suffered a considerable toll during this endeavor , but we have arrived in time to reanimate these recently-deceased seamen*

**Experienced recruits**

* 10 Turns, all armies
* -15% Campaign movement range
* -15% Casualty replenishment rate
* +1% Vigour loss reduction
* +5 Recruit rank for all infantry units

**Nothing but Death**

*The seas are clear of enemies; we may travel with far less caution*

**Clear Oceans**

* 10 Turns, all armies & characters
* +15% Campaign movement range
* +30% Campaign line of sight
Abandoned Wood Sheds

## Construction

**Abandoned Wood Sheds** is a Vampire Counts resource building in *Total War: Warhammer*.

*"From the ruined sawmills, Zombie bearers transport their cursed loads to large sheds long-thought abandoned by mortals."*

## Background

Should the provenance of a Sylvanian object or resource be uncovered it is shunned by most, destroyed on sight by many others. Dwarfs especially hate anything made by Sylvanian hands, living or no. The dark timber is secreted onto the market by merchant spies and greedy factors, who store it in abandoned sheds, far from trade routes and out of sight of the Emperor's Road Wardens.

## Effects

* Income generated: 200
* Timber resource production: 32 logs
* Upkeep: -3% for Fell Bat and Vargheist units (all armies)
* Recruitment cost: -30% for Fell Bat and Vargheist units
* Recruit rank: +2 for Fell Bat and Vargheist units

## Building Chain

* Tier I - Forester's Shack
	+ Tier II - Ruined Sawmill
		- Tier III - **Abandoned Wood Sheds**
A Second Brain

**A Second Brain** is a rare augmentation available from the Flesh Laboratory, exclusive to Throt the Unclean's Clan Moulder faction, which can only be gained by an infantry unit. It provides a minor leadership boost, improves nearby friendly units' leadership and grants the powerful Death Frenzy activated ability, which makes the unit immune to psychology and grants it a major bonus to weapon damage and melee attack over an average period of time, in exchange for a minor melee defence debuff to itself.

## Lore

> *Additional brains, harvested from rival Warlock Engineers and transplanted into troops, brings altogether different personalities to proceedings alongside the subjects' own.*
>
>

## Effects

* Melee Defence: -5
* Leadership: +5
* Bound spell: "Death Frenzy"
* Attribute: Encourage
Anmyr

**Anmyr** is a minor Wood Elves faction introduced in *Total War: Warhammer*.

## Description

**Anmyr**, the **Witherhold**, is a High Realm of Athel Loren, ruled by Lady Tevaril and Lady Delynna. It is a realm in desperate decline. Many years ago, the foul beast Morghur was slain in the heart of the region, and his blood corrupted the land for many leagues around. Indeed, Addaivoch, the mighty elm that once served as the halls of Anmyr's rulers, was reduced to a blighted and atrophied husk during that battle, and its shadow falls now only on barren and lifeless soil. Ever since those days, the Elves of Anmyr have been fighting a losing battle against Morghur's taint. Each year, the Beastmen warherds grow larger, increasing numbers of forest spirits are lost to madness and whole groves of trees wither and perish. In Athel Loren, the loss of even a single tree is a tragedy, so the ongoing legacy of Morghur's blood is cause for sorrow beyond words.[1a]

Witherhold does not stand alone in its battle against corruption. The lords and ladies of other realms know only too well that Morghur's taint will spread all throughout Athel Loren if it is left unchecked. Therefore, Elves of all the forest's domains can be found in the glades of Anmyr, fighting running battles with rampaging Beastmen. Yet the blight upon Winterhold cannot be fought with blade and bow alone. The doom overtaking Anmyr is as much spiritual as physical, for the Beastmen are the Children of Chaos, and their deeds are fuelled by the will of the Dark Gods. Nothing short of divine intervention will see Witherhold's peril finally ended and its former glories restored, but the gods of the Elves are weakened - perhaps too weak to intercede.

## Provinces

The Season of Revelation
* Anmyr

## Trivia

* Anmyr appears as an ally during  Wargrove of Woe's Coeddil Unchained quest battle.

1. ↑ https://warhammerfantasy.fandom.com/wiki/Anmyr
Altdorf (Town)

## Construction

**Altdorf (Town)** 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: 200
* Public order: +3
* Improved tower projectiles: Cannon Balls
* Growth: +30
* Income from all buildings: +40% (all regions in this province)
* Income from all buildings: +20% (all regions in adjacent provinces)
* Grants 6 construction slots in the settlement
* Provides garrison:
	+ 2 Mortars
	+ 2 Empire Knights
	+ 2 Reiksguard
	+ 1 Empire Captain
	+ 2 Greatswords
	+ 3 Halberdiers
	+ 2 Crossbowmen
	+ 2 Handgunners

## Building Chain

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

**An Ungentlemanly Agreement** is a Dilemma event for The Empire and The Golden Order. The states in this event are interchangeable, but Ostland and Hochland are used in this example.

*You have recently become privy to a huge financial debt that exists between two Imperial states. Elector Count Valmir von Raukov of Ostland had licitly secured a large loan of unaccounted gold secretly withdrawn from the state treasury of Hochland. Though there was a 'gentleman's agreement' to pay the loan back over a reasonable timeline, Hochland has now decided to call in the entire debt without warning or reasoning, demanding it to be paid back in full immediately.*

*The two states have secretly asked you to help arbitrate this dispute without bringing its attention to the other Electors. What action will you take?*

## Choices

Side with Ostland: +1 Fealty Ostland, -1 Fealty Hochland.

Side with Hochland: +1 Fealty Hochland, -1 Fealty Ostland.
A Monstrous Offering

**A Monstrous Offering** is a dilemma for Norsca. It occurs after you complete a monster hunt.

## Description

*The legendary creature has been slain! The tribesmen flock to catch a glimpse of the fallen beast, bearing witness to your glorious achievement. The bounty may now be ceremoniously offered up to a Norscan God of your choosing.*

To which God do you offer this sacrifice?

## Choices

### Sacrifice to the Crow

* The Hound's Favour: -4
* The Crow's Favour: +12
* The Eagle's Favour: -4
* The Serpent's Favour: -4

### Sacrifice to the Hound

* The Hound's Favour: +12
* The Crow's Favour: -4
* The Eagle's Favour: -4
* The Serpent's Favour: -4

### Sacrifice to the Eagle

*The Eagle shall screech with approval at this sacrifice - all fear its looming shadow cast from above!*

* The Hound's Favour: -4
* The Crow's Favour: -4
* The Eagle's Favour: +12
* The Serpent's Favour: -4

### Sacrifice to the Serpent

* The Hound's Favour: -4
* The Crow's Favour: -4
* The Eagle's Favour: -4
* The Serpent's Favour: +12
Ancient Stegadon (Engine of the Gods)

## 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.
* **Fire Whilst Moving**: This unit can fire while on the move.
* **Missile Resistance**: 15%. Damage of missile attacks is reduced by this amount.

**Ancient Stegadon (Engine of the Gods)** is a  Lizardmen monster unit introduced in *Total War: Warhammer II* with The Prophet and the Warlock.

## Recruitment

* Lizardmen
	+ Unlocked with: Corral-Arena (requires Ziggurat of the Old Ones)
* Spirit of the Jungle
	+ Unlocked with: Stegadon Arena

## Description

The eldest Stegadons are the strongest of their kind. Over the ages, some of their fiery temper has cooled and, as they often outlive their Skink crews, they gradually become more accepting of new handlers. Each new team honours their beast and elder Stegadons are widely venerated. Many crews will hammer bronze or gold plates covered with glyphs into their gnarled hide, more to mark a beast's status than to provide additional protection. Likewise, on the eldest of beasts, reinforced masks are set over the creature's headcrest, and ornamental bracelets or sharp metal tips are commonly seen to cover its horns. Ancient Stegadons frequently carry fearsome blowpipes in their fighting howdahs. Each fires a cluster of darts that separates in flight to create a hail of poisoned death. It is for good reason that the Skinks name these fearsome weapons 'Sotek's String'.

## Attributes

* **Support 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.
* ▲ **Poison Attacks**: The poisonous attacks of this unit weaken the target's speed and damage and/or apply the Poison! debuff.

## Unit Abilities

### Passive Abilities

* Arcane Configuration
* Portent of Warding
* Primal Instincts
* Wounds

## Strategy

This unit provides a small ward save to all units around it as well as packing a laser beam that functions as a castable wind spell. This provides a decent amount of utility to what is already a strong monster with missile attacks and armour piercing anti-infantry damage. This version of the Stegadon is quite the investment and the rest of your army should be built around supporting it and protecting it from anti-large halberds or armour piercing ranged attacks.
Adorned Scythes (Left Arm)

**Adorned Scythes (Left Arm)** is a Daemonic Gift for the Left Arm slot introduced in *Total War: Warhammer III*.

## Description

*Each scythe is reinforced by ornately-decorated armour, capturing a most deadly beauty.*

## Effects

* Spell: "Slicing Shards"
* Overcast spell: "Slicing Shards Upgraded"
* Armour: +10
* Base weapon damage: +45%

## Item Set

* This Daemonic Gift is part of  The Adorned Prince of Slaanesh set.
Abyssal Wood

## Construction

**Abyssal Wood** is a Vampire Counts military recruitment building in *Total War: Warhammer*.

*"Sylvania's woods are dingy copses of twisted, half-rotted trees that claw what nourishment they can from the bone-strewn soil."*

## Background

Sylvanians know not to venture into the woods. Even lumberjacks go only in large parties when wood is at its scarcest, and even then chopping down a tree could easily bring about a bloody retaliation. Of course, there are abyssal things there, even more terrifying than the trees themselves. Such things are sought by the Midnight Aristocracy, who wish to add them to their hordes.

## Building Chain

* Tier I - Sinister Copse
	+ Tier III - **Abyssal Wood**
A Leviathan Surfaces

**A Leviathan Surfaces** is a sea corpse treasure hunt introduced in Total War: Warhammer II. It is also a dilemma that may lead to a battle with a Vampire Coast army.

## Description

*With a gush of putrid water, the bloated corpse of an ancient sea leviathan surfaces close by. You consider sending your crew to investigate what secrets the cadaver of the sea beast will bestow, but such an expedition is not without risk. When alive, these creatures are known to house parasites the size of wolves and even colonies of needle-toothed aquatic man-things. Even so, there may be valuables to be found within its stinking gut.*

## Choices

### Approach the Carcass

* A great hoard of treasure may be received
* You may have to defeat a foe in battle

### Wait

* Only a miserly hoard of treasure will be received.

## Leviathan Surfaces

This is what you will receive after defeating the Vampire Coast army in battle.

*A corpse of such a size does not go unnoticed by the brigands of the sea, and sure enough on your way to the monster's carcass you are accosted by a Vampire Admiral's fleet. After dispatching them in the ensuing sea battle, you looted their galleon before sailing on to the leviathan's remains, where your crew were able to cut open its belly and extract further wealth and treasures.*

* A magical item
* Treasury: +6000
Arcane Phoenix (mount)

Total War: Warhammer III:

* ???

## Effects

* Attribute: Causes Fear
* Attribute: Causes Terror
* Attribute: Can Fly
* Magical Attacks
* Flaming Attacks
* Fire Resistance: 40%
* Passive ability: "Attuned to Magic"

## Characters

Teclis

**Arcane Phoenix** is a  High Elves mount introduced in *Total War: Warhammer II* with The Warden and the Paunch DLC unique to Teclis.

## Description

*Fighting upon an Arcane Phoenix, Teclis rides the magical tempests, harnessing the power of the howling Winds sweeping through the world of mortals.*

## Effects

*Removes:*

* Attribute: Hide (forest)
* Martial Prowess
* Missile Resistance: 15%

*Adds:*

* ▲ **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.
* ▲ **Very Fast**: This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.
* ▲ **Attuned to Magic**: This unit has magical attacks and becomes stronger when the winds of magic are in full gale.

* Attribute: Causes Fear
* Attribute: Causes Terror
* Attribute: Can Fly
* Magical Attacks
* Flaming Attacks
* Fire Resistance: 40%
* Passive ability: "Attuned to Magic"
Arachnarok Spider

## 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.
* **Strider**: Speed and combat penalties caused by terrain are ignored by this unit.
* **Wounds**

**Arachnarok Spider** is a  Greenskins monstrous unit introduced in *Total War: Warhammer*.

## Description

The darkest forests of the world are the home to the Gigantic Spiders. These venomous creatures grow to an enormous size, sucking the life juices out of prey and leaving behind only skin-husks and bones. A full-grown Gigantic Spider is larger than a Troll, and its whole body is protected by chitinous armour plates. All Gigantic Spiders have a poisonous bite that is used to paralyse their prey. Only the most foolhardy would attempt to seek them out, and Forest Goblin Shamans, with their spectacular lack of common sense, fit well into that category. A gifted Shaman, touched by the Spider-god's blessings, will not be turned into a lifeless husk, but instead may be rewarded with a clutch of spiderlings. This foul brood - each spider already the size of a horse's head - can be reared and trained. When fully grown, these Gigantic Spiders are prized as revered mounts for a Goblin tribe's mightiest warriors.

## Attributes

* **Gigantic Spider**

* ▲ **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.
* ▲ **Armoured**: Armoured units can block damage from any source apart from Armour-Piercing damage.
* ▲ **Poison Attacks**: The poisonous attacks of this unit weaken the target's speed and damage and/or apply the Poison! debuff.

## Strategy

Click here to add a strategy!

A massive terror causing monster that is an amazing anchor units for the low leadership Greenskins to rally behind. Bringing 1 or 2 of these makes the enemy very wary of engaging them and gives your units a terrifying boon. The spiders have anti large and solid armour piercing meaning they can handle monster fights and armoured enemies. They do not excel in either of those categories though, so do not send them against the toughest monsters without any support. Notably, they also have missile attacks on their back which can poke an enemy down, but is more useful for inflicting poison at a distance.
This unit should be wary of spear and especially halberd type units. Artillery and armour piercing missiles can also wrack up damage quickly against this unit.
Ancient Stegadon (Engine of the Gods) (mount)

## Characters

* Tehenhauin
* Skink Priest (Beasts)
* Skink Priest (Heavens)

**Ancient Stagedaon (Engine of the Gods) (mount)** is a Lizardmen mount introduced in The Prophet and the Warlock.

## Description

Only the eldest, largest, and most ferocious of their kind can move the Engine of the Gods!

## Abilities

* Arcane Configuration
* Burning Alignment
* Portent of Warding

## Units

* Tehenhauin
* Skink Priest (Beasts)
* Skink Priest (Heavens)
Ambush at the Thundering Falls

*Not to be confused with Battle at the Thundering Falls.*
**Ambush at the Thundering Falls** is a set piece battle in *Total War: Warhammer*.

Despite the name, it is not an ambush battle.

A version of this battle was heavily featured in the pre-release promotional material for Total War: Warhammer. Footage of the battle was seen so often it became a meme in the Total War community. This is similar to the Battle at the Fallen Gates for Total War: Warhammer II.

## Description

The King must make his way through the Underway, an area under the dominion of urks and grobi. Be wary of the side passages, for it stinks of an ambush, even if the Everpeak Aircorps is en route to offer support.

## Opening Dialogue

"March on brave dawi, March on! To the cursed realms of the grobi we go. I know not what mischief they cause, but they are up to something for my beard itches with trouble. We take the underway. These ancient highways, built by dwarf hands give us the best chance of approaching swiftly, catching the greenskins unawares. Let us not dawdle, for there are grudges to settle and new entries in the dammaz kron to write!"
Arcane Phoenix

## Attributes

* **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.
* **Can Fly**: This unit can fly.
* **Attuned to Magic**
* **Fiery Rebirth**
* **Wounds**
* **Physical Resistance**: 20%. Damage of physical (non-magical) attacks is reduced by this amount.
* **Fire Resistance**: 40%. Damage of flaming attacks is reduced by this amount.

*Not to be confused with Arcane Phoenix (mount)*

**Arcane Phoenix** is a  High Elves monstrous unit introduced in *Total War: Warhammer II* with The Warden and the Paunch.

## Description

The Arcane Phoenix is a majestic and fearsome creature, with a wingspan typically as great as any of the mighty war-eagles of the High Elves. They are cloaked in blazing feathers that can turn the sharpest arrow, their true power bound to their nature as a creature of spirit and fire; the living embodiments of the destructive and purging Wind of Aqshy. Flames dance across their pinions to sear their prey whenever they attack, a long pair of feathered tails leaving a spray of blazing sparks and embers in their wake as they swoop across the battlefield. Wizards go to great lengths to bind Arcane Phoenixes to their will whenever they appear, both to command their considerable power as well as to keep their destructive wrath out of the hands of their enemies.

## Attributes

* **Flying Monster**
* ▲ **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.
* ▲ **Rebirth**: When death is imminent, this unit has a chance of regaining some of its health.
* ▲ **Attuned to Magic**: This unit has magical attacks and becomes stronger when the winds of magic are in full gale.
* ▲ **Death from Above**: While airborne, this unit can use a special attack to damage enemies below.

## Strategy

The Arcane Phoenix is the fire phoenix on steroids. It has a better version of the rebirth ability that does damage to nearby units as well as the ability to create a vortex spell underneath it that can damage clumps of enemy units. Other than that it has a base 20% physical resistance, better damage, and better melee stats for a higher price point.

The Arcane Phoenix has a high chance to destroy enemy single-entities nearby when it dies or when its rebirth ability triggers. If the player is killing an Arcane Phoenix with a single entity killer like a Carnosaur, Kharibdyss, Dragon Ogre Shaggoth, Vargulf, etc, then it may be best to move away and deliver the killing blow with a less expensive unit, ranged fire, or a damage spell.

## Notes

* This unit has a base 20% Physical Resistance, 70% Fire Resistance, and 10% damage resistance with attuned to magic making them a rival to The Skolder Guard (Irondrakes) for most resistance in the game.
A New Plague Among Us

**A New Plague Among Us** is a generic random event  available to all racial factions except for Nurgle introduced in *Total War: Warhammer III*.

It causes a temporaryNurgle corruption  to one named province.

The affected settlement  is clearly identified under the name of the event.

## Description

*Exploring too deep into an ancient cave system, a forager unwittingly brings back with them a hitherto unknown and devastating disease - one which now spreads like wildlife throughout the populace. Beware the coughing! Spurn the sneezing! Run screaming from the feverish!*
Agrammon's Menagerie

## Construction

* Barrier: +20% for Chaos Furies, Screamers of Tzeentch, Spawn of Tzeentch and Flamers of Tzeentch units (all armies)

### Garrison

2  Spawn of Tzeentch

**Agrammon's Menagerie** is a  Tzeentch landmark building introduced in *Total War: Warhammer III* with Update 4.0.

*The Menagerie's former master was felled by Archaon; now, the beasts within can be used for a far more important conflict...*

## Effects

* Income generated: 100
* Diplomatic relations: +30 with Slaaneshi factions
* Tzeentch corruption: +4
* Barrier: +20% for Chaos Furies, Screamers of Tzeentch, Spawn of Tzeentch and Flamers of Tzeentch units (all armies)
* Provides garrison:
	+ 2  Spawn of Tzeentch
Acidic Musk Glands

**Acidic Musk Glands** is a  Skaven active ability unique to the  Clan Moulder faction. It is gained when applying the Acidic Fear Musk augment to a unit in the Flesh Laboratory.

*A sudden discharge of highly-concentrated acid douses everyone nearby, melting away armour and burning skin.*

## Effect

* Active Ability
* Type: Direct Damage (Area)
* Self/Ally
Damage Per Second: 81-162
 Armour: -30
* Enemy
Damage Per Second: 81-162
 Armour: -30
* Effect range: 35m
* Duration: 19s
* Cooldown: 60s
* Affected units: Affects allies in range(all)
Affects enemies in range(all)
* Causes damage to combatants
* Strong vs multiple combatants
* Weak vs a single combatant
Ancillaries

**Ancillaries** is an umbrella term that covers anything a character may equip in their inventory, namely:

* Banners
* Banner Runes
* Character Runes
* Equipment items, such asarcane items,armours,enchanted items,talismans andweapons;
* Gifts of Chaos
* Marks of Chaos
* Mounts
* Poisons
* Followers

Each type of ancillaries may:

* have restrictions and other requirements
* be ranked according to rarity
* provide campaign and/or battle buffs to units

For comprehensive information about each type of ancillary, please see the appropriate specific page.
Ammunition

**Ammunition**, identified in-game with the  icon, is a character stat and translates to the number of times a character or unit can fire its missile weapon. Not all units have a missile weapon so this stat will be absent from the character or unit stats panel if that is the case. Ammunition is not exclusive to missile units, such as archers, so it includes all units with a missile weapon, including artillery. It is an inherent stat of every missile weapon unit and, as a result, its use negatively impacts the balance of power during a battle. In particularly risky battles, it is recommended to use ammunition sparingly as its depletion can trigger a defeat for the player.

Ammunition is one of the three key missile weapon related character or unit stats besides missile strength and range. In general terms, one piece of ammunition equates to one attack although a couple of characters and elite units may spend more ammunition in a single attack for additional damage. A missile attack is described in-game as a volley and it can have one or more shots. Regardless of how many shots a volley has it will only use up one piece of ammunition.

Unlike melee attacks, it can be used up completely and prevent the unit from shooting again during combat. However, ammunition is automatically replenished at full capacity with every battle.

The minimum amount of ammunition a unit can have is one simply because units without any ammunition do not have missile weapons. There is no maximum ammunition cap.

Higher tier or specialised units and characters tend to have substantial ammunition (> 40) whereas lower tier units tend to carry much smaller ammunition reserves (< 15). Therefore, average ammunition values vary between 15 and 40.

Even though the ammunition icon displays arrows, it actually represents whatever the missile weapon's ammunition may be. For example, artillery units may use iron shells.

Ammunition is a dynamic stat so it can be increased or reduced through a number of unit abilities, traits and effects.

## Imbued effects

Ammunition may be imbued with multiple effects granting the missile fire special properties, such as:

* Flaming attacks
* Magical attacks

If the ammunition is imbued with an effect then all pieces of the ammunition are imbued with that effect. The relevant effect icons are visible next to the ammunition value.

## In-game description

> *The ammount of ammunition this unit can carry into battle.*
>
>

> *Once this has been exhausted the unit will be forced to switch to melee to continue fighting.*
>
>

> *After the battle, ammunition is fully replenished.*
>
>
A Brutal Business

**A Brutal Business** is a random event for various factions.

## Description

*Battle is a blood-soaked affair. Limbs severed, bones exposed, men left for deadin the cruor-soaked fields among scores of fallen friends and enemies. Strong weapons, forged with time, sweat, and expertise, mark the difference between victory and defeat. A good sword cuts clean through bone, severing heads and limbs, where lesser weapons will merely maim. As instability grows around the world, so does man's bloodlust and his desire for war and carnage on an ever-greater scale.*

## Effects

* *Battle is a blood-soaked affair.*
* Base Weapon damage: +20 for all armies of all factions (factionwide)
Altdorf (City)

## Construction

**Altdorf (City)** 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

* Unlocks technologies: The Runefang Pact
* Income generated: 250
* Public order: +4
* Improved tower projectiles: Clockwork Bombs
* Growth: +40
* Income from all buildings: +45% (all regions in this province)
* Income from all buildings: +23% (all regions in adjacent provinces)
* Grants 8 construction slots in the settlement
* Provides garrison:
	+ 2 Mortars
	+ 2 Demigryph Knights
	+ 3 Reiksguard
	+ 1 Empire Captain
	+ 2 Greatswords
	+ 3 Halberdiers
	+ 5 Handgunners

## Building Chain

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

**Ark of Sotek** is a Lizardmen ability available to the Bastiladon (Ark of Sotek).

*Sotek's crawling, swarming allies surround the bearer, affording them further might and protection in the struggle to come.*

## Effect

* Type: Vortex
* Duration: 28 Seconds
* Cooldown: 60 Seconds
* Target: Around self
* Cooldown: 60 Seconds
* Does not affect friendly troops
* Large area of effect
* Inflicts Sotek's Poison!
Annoyance of Netlings

**Annoyance of Netlings** is a  Wood Elves passive ability.

*Scurrying over their host with feverish abandon, Netlings snag the weapons of enemies that come too close with webs of magical filaments.*

## Effect

* Passive Ability
* Type: Hex (Area)
* Base Weapon Damage: -10%
* Armour-Piercing Weapon Damage: -10%
* Melee Attack: -5
* Effect range: 35m
* Duration:
* Affected units: Affects enemies in range(all)

## Units

* Coeddil (campaign only)

*Units with the Annoyance of Netlings trait can gain this ability:*

* Ancient Treeman (campaign only)
* Malevolent Ancient Treeman (campaign only)
* Branchwraith (campaign only)
* Malevolent Branchwraith (campaign only)

### Mechanics

* Gathering of the Ancients - Selecting a Lord to the -   Ancient of Threllock - office, grants Annoyance of Netlings to that Lord.

### Traits

* Annoyance of Netlings trait, grants Annoyance of Netlings to the Lord or Hero with the trait.
* Durthu's trait, grants Annoyance of Netlings for all Treemen units in his army.