High Elves

From Total War: WARHAMMER Wiki
Jump to: navigation, search
High Elves
Campaign 10.png
General data
TypeMajor race
CategoryHigh Elves
RulerDepends on subfaction.
Playable subfactionsLothern.pngLothern
Order of Loremasters.pngOrder of Loremasters
Starting territoryDepends on subfaction.
ClimatesDepends on subfaction.
Racial capitalLothern
Distinct features
Bullet hef intrigue.pngInfluence and Intrigue at the Court:Influence can be spent on superior Lords, or used to affect diplomacy between factions.
Bullet hef espionage.pngEspionage and Trade:Trade agreements allow line-of-sight of the trade partner. High Elves also have many bonuses for trade.
Bullet hef martial prowess.pngMartial Prowess:Superior coordination in melee combat when High Elves enter battle at full strength.
Icon minor rituals.pngRitesHigh Elf rites give special faction-wide bonuses when performed.

High Elves are a major race in Total War: Warhammer II, playable in multiplayer and custom battles. In the campaign, they have two playable subfactions: Lothern.pngLothern and Order of Loremasters.pngOrder of Loremasters.

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.

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.
  • Fortress Gates: These unique settlements are only found in Ulthuan.

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]

Tyrion surrounded by White Lions, a mage and a Sun Dragon.
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.


High Elf Mages generally have access to either the Lore of High Magic, Lore of Light or Lore of Life.

Loremasters of Hoeth and Teclis each have access to 6 different spells from 6 different lores of magic.

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

Bullet hef martial prowess.pngMartial 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]

High Elves are a normal, non-horde race who occupy settlements and control provinces.

Playable subfactions[edit | edit source]

In campaign there are two 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.png Lothern, led by Tyrion
Order of Loremasters.png Order of Loremasters, led by Teclis

Vortex Rituals[edit | edit source]

In the Eye of the Vortex campaign, High Elves compete to control the Great Vortex by using Rituals.

Influence and Intrigue at the Court[edit | edit source]

Bullet hef intrigue.pngInfluence 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]

Bullet hef espionage.pngEspionage 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]

Fortress Gates are a special type of settlement. Though not specific to the High Elves, they are found only in Ulthuan. They have larger garrisons but less building slots.

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:

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:

During a Chaos Invasion, the AI High Elves factions gain the Shield of Civilization trait along with certain other races.

Videos[edit | edit source]

Trailer[edit | edit source]

How to win as High Elves[edit | edit source]

Promotional Content