The High Elves are an ancient, proud race who dwell on the island continent of Ulthuan, once home to all Elves. The High Elf military consists of small numbers of highly-discplined elite troops which march to war alongside powerful spellcasters, dragons and phoenixes. High Elves are also masters of diplomacy and trade, able to manipulate other factions to suit themselves.
- 1 How they play
- 2 Background
- 3 In Battle
- 4 In the Campaign
- 5 Minor Factions
- 6 Videos
How they play[edit | edit source]
A summary of High Elves gameplay:
- Units: High Elves have a varied unit roster with spellcasters and dragons. High Elf armies tend to focus on quality over quantity.
- Martial Prowess: In battle, High Elf armies gain extra bonuses while they are at high strength.
- Intrigue and Influence: In campaign, High Elves can spend this resource to manipulate other factions, or to recruit powerful characters.
- Espionage and Trade: If High Elves make a trade agreement they gain vision of that faction's territory. They also benefit greatly from trade in general.
- Rites: High Elves access to various rites which grant bonuses in campaign.
- Lileath's Blessing: An army stance which replaces channelling and has greater bonuses.
- Sword of Khaine: High Elf factions can draw the Sword of Khaine.
Background[edit | edit source]
|“||Our beautiful land is besieged on all sides, but we resist like our fathers before us. We will emerge victorious and more intractable than ever to these turbulent times, when our corrupt brothers come to ravage our shores. We are the Asur, the sons of Aenarion and Ulthuan shall never fall.||„|
The High Elves – or Asur as they call themselves – are among the oldest civilisations in the world; possibly, only the jungle-dwelling Lizardmen can lay claim to a longer existence. Although mortal, Elves lead incredibly long lives; so long, in fact, that the spans allotted to humans seem to be as fleeting as those of mayflies. From their island fortress-paradise of Ulthuan near the centre of the world, the High Elves – although aloof and arrogant in their manner – have generally walked the path of Order, using their longevity to become warriors without peer and mages without equal.
The ancient High Elves have long stood guard over the world, ensuring it remains in balance – Daemonic efforts of hordes of Chaos and the foolish meddling of younger, ‘lesser’ races notwithstanding. The High Elves are both conceited and detached, no doubt due to their immense longevity and the comparative isolation of their island kingdom of Ulthuan, which forces such a worldview to a great extent. Whereas in other races such traits could prove fatal, in the Asur’s case they are assets, for the Elves have used them to attain knowledge and skills in magic and war that far outstrip those of almost all their historical adversaries.
However, the Asur are also a race in decline. Though still a great power with a powerful navy and wide influence, their once-global empire has been reduced to just Ulthuan and a few outposts. The Asur were never a numerous people, and bitter wars against the Dark Elves and Dwarfs have reduced them to a fraction of their former strength.
Though their numbers grow fewer with every passing year, the Asur will die before they let their island homeland fall.
In Battle[edit | edit source]
Unit Roster[edit | edit source]
- Main article: High Elves unit roster
The High Elves enjoy a balanced unit roster which isn't lacking in any particular area. They have infantry, cavalry, strong missile troops, artillery, flying units, versatile spellcasters and powerful monsters. Most High Elves units have decent armour (though aren't particularly tough), good leadership and fairly fast movement. High Elf troops tend to be expensive, as they rely on quality over quantity. Star Dragons are the most powerful variety of dragons in the game and arguably the strongest mounts.
Also, in campaign only, Mages can be recruited with character traits that give them access to Transmutation of Lead, Gehenna's Golden Hounds, Melkoth's Mystifying Miasma, The Enfeebling Foe or Urannon's Thunderbolt in addition to their main lore.
Martial Prowess[edit | edit source]
- Main article: Martial Prowess
Martial Prowess is a mechanic that gives the High Elves extra stat bonuses in melee combat, when they enter a battle at full health. Once the strength of the army drops below 50%, the Martial Prowess bonuses are lost. Thus, High Elves tend to perform better in the first half of a battle - in campaign it is important to quickly crush enemies to avoid taking too many losses. Martial Prowess is also important because High Elves units, while having good armour, tend to not be particularly tough - relying on ranged units to soften up the enemy. So Martial Prowess helps the High Elves withstand the initial charges of the enemy.
In the Campaign[edit | edit source]
Playable subfactions[edit | edit source]
In campaign there are four playable High Elves factions, each with it's own starting position, led by separate Legendary Lords, and having different climate preferences. See individual pages for faction-specific info.
|Lothern, led by Tyrion|
|Order of Loremasters, led by Teclis|
|Avelorn, led by Alarielle the Radiant|
|Nagarythe, led by Alith Anar|
Vortex Rituals[edit | edit source]
Influence and Intrigue at the Court[edit | edit source]
Influence is a unique resource/currency for the High Elves. It can be gained in various ways and spent to recruit powerful characters or to influence diplomacy via the Intrigue at the Court menu accessed on the campaign map. See the above linked article for full info.
Espionage and Trade[edit | edit source]
Espionage gives High Elves an infiltrator with every faction they have a trade agreement with. This is similar to a defensive alliance, except you won't get pulled into unwise wars with your trade partner as you would with an ally. Additionally, High Elves have extra bonuses allowing them to earn lots of money from trade. In the campaign, this puts Lothern in a strong position as they start near many friendly factions who are willing to trade. Thus, trade is even more vital to the High Elves than it is for Dwarfs or Empire factions.
Fortress Gates[edit | edit source]
Rites[edit | edit source]
- Main article: High Elves rites
High Elves can perform several rites to give them various powerful bonuses. The Rite of Vaul is particularly noteworthy as it causes an event to happen which gives the player a choice of several powerful items.
Buildings[edit | edit source]
- Main article: High Elves buildings
Technology[edit | edit source]
- Main article: High Elves tech tree
Inventory[edit | edit source]
Stances[edit | edit source]
High Elves have access to the following stances:
Nagarythe have access to two stances unique to their faction.
Post-battle options[edit | edit source]
The post-battle options for High Elves are as follows:
- Ransom captives
- Execute captives
- Force Labour
Commandments[edit | edit source]
See the article on commandments for a list of High Elves commandments.
Climate preferences[edit | edit source]
High Elves climate preferences differ depending on which faction you play. See the climate article for more info.
Minor Factions[edit | edit source]
Minor factions grouped under the High Elves race, using High Elves units. Not all minor factions are found in all campaigns.
- Tor Elasor
- Fortress of Dawn
- Citadel of Dusk
- Tor Elithis Refugees - technically a rogue armies faction