- New Wood Elves Race in the Grand Campaign
- New additional Race-specific currency: Amber
- Wonder-based Campaign victory condition
- Wood Elves may conquer any region on the map
- Two New Playable Legendary Lords: Orion and Durthu
- Two new Lord types with deep-specialisation skill trees
- Three new Hero types with deep-specialisation skill trees
- Comprehensive Wood Elves army roster
- Adds an additional campaign map to the game with the unique ‘Season of Revelations’ Wood Elves story Campaign
- New Unique Monsters, Heroes, Magic and Game Features
To outsiders, the forest realm of Athel Loren is a brooding and malicious place. The creak and groan of living wood echoes from its dim interior, the canopy seems to absorb all light, and half-seen spirits dart between the twilit bowers. To enter is to place your fate in their hands.
Within dwell the Asrai, the Wood Elves. Though they hail originally from Ulthuan to the west as all Elves do, they spurn the sanctimonious arrogance of the Asur, the High Elves, and the murderous decadence of the Druchii or Dark Elves. The Asrai consider themselves to be the only true Elves left in the world, as they embrace all aspects of their nature – both light and dark – and for thousands of years, they have lived in harmony with the sentient forest.
The Asrai share the wilds of Athel Loren with its spirits and protectors: the Dryads, Branchwraiths and the ancient guardian Treemen. They adopt its steeds, hawks and Great Eagles for their warhosts, and even rare Forest Dragons may deign to join them when the need is dire. Peerless archers and riders, the Wood Elves pay fealty to the demigod Orion, who dies in flame each midwinter, only to be reborn into thunderous life in spring beneath The Oak of Ages.
Wild, lithe, and utterly ruthless in defence of their land, only a fool would goad the Wood Elves and their spirited allies to conflict. For those who witness the awesome spectacle of an Asrai host marching out of the woodlands on a Wild Hunt, it is likely the last thing they will ever see.
Campaign playstyle
The Wood Elves campaign offers a uniquely different campaign experience to the other playable races of Total War: WARHAMMER. Their major infrastructure is housed in the Wood Elf settlements of Athel Loren, though they are capable of expanding outwards, capturing settlements and building limited outposts, known as Asrai Lookouts, in their stead. The heart of the campaign is The Great Oak, a unique 5-tier building related to the new Wonder victory condition.
In battle, the Wood Elves are swift and deadly, fielding many ‘glass cannon’ style units. While less physically robust than most other races, and with smaller unit sizes, they make up for this with excellent melee and ranged capabilities. They field some of the best archers in the game, many of whom can move and fire, and may later be upgraded with a range of specialised ammunition. They are often accompanied in battle by the woodland kin of Athel Loren, such as Dryads, Eagles and Treemen. Their spellcasters wield the Lores of Life, Beasts and Shadows.
New Story Campaign: The Season of Revelation
Set across a beautiful and highly-detailed campaign map of Athel Loren and the surrounding Duchies of Breton, The Season of Revelation is playable as either Durthu or Orion, the Wood Elves’ two Legendary Lords. This campaign tasks the player with uniting Athel Loren in the face of Bretonnian incursions and, later, from a series of fearsome, climactic attacks by the Beastman warlord Morghur, and his corrupted bray-herds.
The Oak of Ages
The vast, ancient bowers of The Oak of Ages mark the spiritual heart of Athel Loren and the source of its sacred power.
In the Grand Campaign, The Oak of Ages is a unique 5-tier Wonder building sited in Athel Loren which the player must grow over the course of the campaign. As the Wood Elf player advances it to each new tier, they will receive increasing bonuses to their campaign.
Growing The Oak to tier 5 initiates The Battle of The Great Oak, a climactic multi-stage assault on Athel Loren’s spiritual centre by the combined and massed hordes of the Beastmen and Chaos Warriors. Victory (or survival!) marks the completion of the Wood Elves’ key campaign objective.
New additional currency: Amber
Alongside Gold, the Wood Elves require Amber to recruit certain elite units, to unlock certain technologies, and to expand the Oak of Ages. This is a finite resource in the world however, and can only be gained by capturing settlements and setting up Asrai Lookouts.
As Amber is limited, this presents the player with a constant choice over whether it should be spent on faction development, military might or achieving their key victory condition.
Wood Elf Settlements and Outposts
The Wood Elves are capable of capturing any province in The Old World, regardless of its race origin. However, these settlement locations can only ever house Asrai Lookouts with very limited building options, turning them into army replenishment stops, recruitment stations (with access to the global recruitment pool but at local recruitment pricing), or as centres to exploit any regional trade resources. Major building chains will need to be built in the regions of Athel Loren itself, the only true home of the Wood Elves. Settlements in Athel Loren have 10 building slots, providing space to explore the Wood Elves’ extensive building trees.
Wood Elves infrastructure
The Wood Elves have unique tech trees and buildings, and as a highly developed and somewhat aristocratic race, the Wood Elf Council presides over matters social and military.
This Council has a number of Offices to which characters may be appointed, and is subtly connected to the Wood Elves’ infrastructure. Certain buildings unlock Offices for example: if the Wild Heath building is unlocked in the tech tree, it can be built in a settlement, thereby unlocking the Herald Of The Hunt office. If one of the player’s Lords is appointed to this role, he will periodically call a Wild Hunt. This gives the Herald and his army a series of very significant bonuses for the turns in which the Wild Hunt event is active, heightening their marshal prowess and encouraging aggressive actions. Players are advised to explore these interconnections in order to get the most out of their Wood Elf campaigns.
The two Wood Elves legendary Lords, Orion and Durthu, both have Offices to which only they can be appointed, providing them with further campaign bonuses.
New Legendary Lords
A Wood Elves Grand Campaign may be led by one of two Legendary Lords: the demigod Orion, The King in The Woods, or the ancient Treeman, Durthu. Each begins play in a different starting position, controlling a different Athel Loren faction, and bring their own suite of campaign bonuses.
Orion The King in The Woods
Orion is the immortal demigod-king of Athel Loren and the Wood Elves. When his realm is threatened, he is the first to take up arms and fight in its defence. Every Elf feels the lure of their king’s wild summons, and many are overcome by their primal urges, abandoning civilised concerns and for the thrill of the hunt, and the heady tang of blood upon the wind.
Orion is a powerful melee warrior who also can deal sizeable ranged damage with his long-range spear attacks. He also has two unique area-effect abilities: Hounds of Orion, a magical vortex, and Hawk’s Talon, a magical bombardment. These attacks are bound to Orion and do not consume Winds of Magic.
Orion has two combat skill trees, two battle skill trees, and a campaign skill tree. This great range of skills, many of which are unique, allows him to specialise as he levels up. In particular, he can bring numerous improvements to the many bow units in the Wood Elves roster. When recruiting forces, Orion must pay an extra cost in Amber to hire woodland spirit units.
Durthu
Most ancient of the might Treemen of Athel Loren, Durthu was once a benevolent creature who found joy in the weave of forest life. It was he who first bound the spirits of the woodlands to the fate of the Asrai. And for a time, things existed in balance and harmony.
After many bloody incursions into Athel Loren however, with countless tress felled by outsiders for fuel, or merely out of spite, Durthu has become embittered. Worse still, he believes the Wood Elves themselves invited many of these calamities. Now, he does not consider them friends: merely allies in a common cause.
In the grand Campaign, Durthu leads the woodland spirits of the region of Argwylon in Athel Loren. When recruiting forces, he must pay an extra cost in Amber to hire Wood Elf units. A powerful warrior and spellcaster, Durthu also wields the Lore of Beasts, and may summon Manticores into the thick of battle using The Transformation of Kadon.
New Lords
Wood Elves armies may recruit two new types of Lord to command their armies: Glade lords and Treemen.
Glade Lords
The Highborn lords and ladies of Athel Loren have ruled the Wood Elves for millennia, and when the race goes to war, it is these nobles that direct their forces. Powerful warriors and excellent archers, they have two personal combat skill trees, each of which brings improvements to their archery and melee abilities. Likewise, their Battle trees augment their armies along two different paths – mell and ranged. They may also unlock three mount options as they level up: the Elven Steed, Great Eagle, and Forest Dragon.
Ancient Treemen
Ancient Treemen are colossal in stature. Revered by Elf and forest-creature alike, their strength rivals that of even the dragons of the deep glades. The true guardians of the forest, these mighty woodland spirits are Spellcaster lords who wield the Lore of Beasts. While they have no mount options (there are few creatures in the world big enough to accommodate them), they have unique skills which grant increasing protection to all Tree Kin units in their armies.
Heroes
Wood Elves armies may recruit three new types of Hero units to support their armies and perform Campaign Map actions. Each offers strong specialisation paths via their skill trees.
Spellsingers (Mage focus)
Wood Elf mages have a unique relationship with Athel Loren. Connected to the deeper intelligence of the forest, they are highly attuned beings, sharing a bond with their surroundings in much the same way the Dryads, sprites and Treemen do. Spellsingers may be recruited to wield the Lores of Life, Shadow and Beasts.
Branchwraiths (Melee/Mage focus)
Eldest of the Dryads, Branchwraith serve as handmaidens to the ancients of Athel Loren. Before the coming of the Elves, it was they who ruled the forest and tamed the Winds of Magic to bring sustenance to the wild woodlands. There is no love lost between Branchwraiths and the Asrai, though the uneasy peace continues, and these skilled practitioners of The Lore of Life can be found in many Wood Elf warhosts, casting spells in the thick of battle one minute, striking down foes with their powerful limbs the next.
Waystalkers (Spy, Ranged focus)
The most skilled marksmen of the Waywatchers, Waystalkers are obsessed with The Hunt. Taciturn, solitary individuals, they show a dedication to their path that puts them in closer touch with the forest than their Elven kin. Expert snipers, they can move – and even remain hidden – while firing, singling out targets for the kill with a ruthless precision that no other archer can match.
Unit roster
The Wood Elves roster contains many skilled archer units. When certain structures have been built, Glade Guard, Deepwood Scouts and Glade Riders may be recruited to fire three specialised ammunition types:
- Starfire shafts (Fire damage)
- Hagbane Tips (Poison damage)
- Swift Silver Shards (Magical damage)
Melee Infantry
Eternal Guard
Eternal Guard (shields)
Wardancers
Wardancers (Asrai spears)
Wildwood Rangers
Ranged infantry
Glade Guard
Glade Guard (Starfire Shafts)
Glade Guard (Hagbane Tips)
Deepwood Scouts
Deepwood Scouts (Swift Shiver Shafts)
Waywatchers
Melee Cavalry
Wild Riders
Wild Riders (shields)
Ranged cavalry
Glade Riders
Glade Riders (Hagbane Tips)
Hawk Riders (flying)
Magical cavalry
Sisters of The Thorn (may cast bound spells)
Woodland Spirit units
Dryads
Treekin
Treeman
Monstrous Units
Great Eagle (flying)
Forest Dragon (flying
- New Wood Elves Race in the Grand Campaign
- New additional Race-specific currency: Amber
- Wonder-based Campaign victory condition
- Wood Elves may conquer any region on the map
- Two New Playable Legendary Lords: Orion and Durthu
- Two new Lord types with deep-specialisation skill trees
- Three new Hero types with deep-specialisation skill trees
- Comprehensive Wood Elves army roster
- Adds an additional campaign map to the game with the unique ‘Season of Revelations’ Wood Elves story Campaign
- New Unique Monsters, Heroes, Magic and Game Features
To outsiders, the forest realm of Athel Loren is a brooding and malicious place. The creak and groan of living wood echoes from its dim interior, the canopy seems to absorb all light, and half-seen spirits dart between the twilit bowers. To enter is to place your fate in their hands.
Within dwell the Asrai, the Wood Elves. Though they hail originally from Ulthuan to the west as all Elves do, they spurn the sanctimonious arrogance of the Asur, the High Elves, and the murderous decadence of the Druchii or Dark Elves. The Asrai consider themselves to be the only true Elves left in the world, as they embrace all aspects of their nature – both light and dark – and for thousands of years, they have lived in harmony with the sentient forest.
The Asrai share the wilds of Athel Loren with its spirits and protectors: the Dryads, Branchwraiths and the ancient guardian Treemen. They adopt its steeds, hawks and Great Eagles for their warhosts, and even rare Forest Dragons may deign to join them when the need is dire. Peerless archers and riders, the Wood Elves pay fealty to the demigod Orion, who dies in flame each midwinter, only to be reborn into thunderous life in spring beneath The Oak of Ages.
Wild, lithe, and utterly ruthless in defence of their land, only a fool would goad the Wood Elves and their spirited allies to conflict. For those who witness the awesome spectacle of an Asrai host marching out of the woodlands on a Wild Hunt, it is likely the last thing they will ever see.
Campaign playstyle
The Wood Elves campaign offers a uniquely different campaign experience to the other playable races of Total War: WARHAMMER. Their major infrastructure is housed in the Wood Elf settlements of Athel Loren, though they are capable of expanding outwards, capturing settlements and building limited outposts, known as Asrai Lookouts, in their stead. The heart of the campaign is The Great Oak, a unique 5-tier building related to the new Wonder victory condition.
In battle, the Wood Elves are swift and deadly, fielding many ‘glass cannon’ style units. While less physically robust than most other races, and with smaller unit sizes, they make up for this with excellent melee and ranged capabilities. They field some of the best archers in the game, many of whom can move and fire, and may later be upgraded with a range of specialised ammunition. They are often accompanied in battle by the woodland kin of Athel Loren, such as Dryads, Eagles and Treemen. Their spellcasters wield the Lores of Life, Beasts and Shadows.
New Story Campaign: The Season of Revelation
Set across a beautiful and highly-detailed campaign map of Athel Loren and the surrounding Duchies of Breton, The Season of Revelation is playable as either Durthu or Orion, the Wood Elves’ two Legendary Lords. This campaign tasks the player with uniting Athel Loren in the face of Bretonnian incursions and, later, from a series of fearsome, climactic attacks by the Beastman warlord Morghur, and his corrupted bray-herds.
The Oak of Ages
The vast, ancient bowers of The Oak of Ages mark the spiritual heart of Athel Loren and the source of its sacred power.
In the Grand Campaign, The Oak of Ages is a unique 5-tier Wonder building sited in Athel Loren which the player must grow over the course of the campaign. As the Wood Elf player advances it to each new tier, they will receive increasing bonuses to their campaign.
Growing The Oak to tier 5 initiates The Battle of The Great Oak, a climactic multi-stage assault on Athel Loren’s spiritual centre by the combined and massed hordes of the Beastmen and Chaos Warriors. Victory (or survival!) marks the completion of the Wood Elves’ key campaign objective.
New additional currency: Amber
Alongside Gold, the Wood Elves require Amber to recruit certain elite units, to unlock certain technologies, and to expand the Oak of Ages. This is a finite resource in the world however, and can only be gained by capturing settlements and setting up Asrai Lookouts.
As Amber is limited, this presents the player with a constant choice over whether it should be spent on faction development, military might or achieving their key victory condition.
Wood Elf Settlements and Outposts
The Wood Elves are capable of capturing any province in The Old World, regardless of its race origin. However, these settlement locations can only ever house Asrai Lookouts with very limited building options, turning them into army replenishment stops, recruitment stations (with access to the global recruitment pool but at local recruitment pricing), or as centres to exploit any regional trade resources. Major building chains will need to be built in the regions of Athel Loren itself, the only true home of the Wood Elves. Settlements in Athel Loren have 10 building slots, providing space to explore the Wood Elves’ extensive building trees.
Wood Elves infrastructure
The Wood Elves have unique tech trees and buildings, and as a highly developed and somewhat aristocratic race, the Wood Elf Council presides over matters social and military.
This Council has a number of Offices to which characters may be appointed, and is subtly connected to the Wood Elves’ infrastructure. Certain buildings unlock Offices for example: if the Wild Heath building is unlocked in the tech tree, it can be built in a settlement, thereby unlocking the Herald Of The Hunt office. If one of the player’s Lords is appointed to this role, he will periodically call a Wild Hunt. This gives the Herald and his army a series of very significant bonuses for the turns in which the Wild Hunt event is active, heightening their marshal prowess and encouraging aggressive actions. Players are advised to explore these interconnections in order to get the most out of their Wood Elf campaigns.
The two Wood Elves legendary Lords, Orion and Durthu, both have Offices to which only they can be appointed, providing them with further campaign bonuses.
New Legendary Lords
A Wood Elves Grand Campaign may be led by one of two Legendary Lords: the demigod Orion, The King in The Woods, or the ancient Treeman, Durthu. Each begins play in a different starting position, controlling a different Athel Loren faction, and bring their own suite of campaign bonuses.
Orion The King in The Woods
Orion is the immortal demigod-king of Athel Loren and the Wood Elves. When his realm is threatened, he is the first to take up arms and fight in its defence. Every Elf feels the lure of their king’s wild summons, and many are overcome by their primal urges, abandoning civilised concerns and for the thrill of the hunt, and the heady tang of blood upon the wind.
Orion is a powerful melee warrior who also can deal sizeable ranged damage with his long-range spear attacks. He also has two unique area-effect abilities: Hounds of Orion, a magical vortex, and Hawk’s Talon, a magical bombardment. These attacks are bound to Orion and do not consume Winds of Magic.
Orion has two combat skill trees, two battle skill trees, and a campaign skill tree. This great range of skills, many of which are unique, allows him to specialise as he levels up. In particular, he can bring numerous improvements to the many bow units in the Wood Elves roster. When recruiting forces, Orion must pay an extra cost in Amber to hire woodland spirit units.
Durthu
Most ancient of the might Treemen of Athel Loren, Durthu was once a benevolent creature who found joy in the weave of forest life. It was he who first bound the spirits of the woodlands to the fate of the Asrai. And for a time, things existed in balance and harmony.
After many bloody incursions into Athel Loren however, with countless tress felled by outsiders for fuel, or merely out of spite, Durthu has become embittered. Worse still, he believes the Wood Elves themselves invited many of these calamities. Now, he does not consider them friends: merely allies in a common cause.
In the grand Campaign, Durthu leads the woodland spirits of the region of Argwylon in Athel Loren. When recruiting forces, he must pay an extra cost in Amber to hire Wood Elf units. A powerful warrior and spellcaster, Durthu also wields the Lore of Beasts, and may summon Manticores into the thick of battle using The Transformation of Kadon.
New Lords
Wood Elves armies may recruit two new types of Lord to command their armies: Glade lords and Treemen.
Glade Lords
The Highborn lords and ladies of Athel Loren have ruled the Wood Elves for millennia, and when the race goes to war, it is these nobles that direct their forces. Powerful warriors and excellent archers, they have two personal combat skill trees, each of which brings improvements to their archery and melee abilities. Likewise, their Battle trees augment their armies along two different paths – mell and ranged. They may also unlock three mount options as they level up: the Elven Steed, Great Eagle, and Forest Dragon.
Ancient Treemen
Ancient Treemen are colossal in stature. Revered by Elf and forest-creature alike, their strength rivals that of even the dragons of the deep glades. The true guardians of the forest, these mighty woodland spirits are Spellcaster lords who wield the Lore of Beasts. While they have no mount options (there are few creatures in the world big enough to accommodate them), they have unique skills which grant increasing protection to all Tree Kin units in their armies.
Heroes
Wood Elves armies may recruit three new types of Hero units to support their armies and perform Campaign Map actions. Each offers strong specialisation paths via their skill trees.
Spellsingers (Mage focus)
Wood Elf mages have a unique relationship with Athel Loren. Connected to the deeper intelligence of the forest, they are highly attuned beings, sharing a bond with their surroundings in much the same way the Dryads, sprites and Treemen do. Spellsingers may be recruited to wield the Lores of Life, Shadow and Beasts.
Branchwraiths (Melee/Mage focus)
Eldest of the Dryads, Branchwraith serve as handmaidens to the ancients of Athel Loren. Before the coming of the Elves, it was they who ruled the forest and tamed the Winds of Magic to bring sustenance to the wild woodlands. There is no love lost between Branchwraiths and the Asrai, though the uneasy peace continues, and these skilled practitioners of The Lore of Life can be found in many Wood Elf warhosts, casting spells in the thick of battle one minute, striking down foes with their powerful limbs the next.
Waystalkers (Spy, Ranged focus)
The most skilled marksmen of the Waywatchers, Waystalkers are obsessed with The Hunt. Taciturn, solitary individuals, they show a dedication to their path that puts them in closer touch with the forest than their Elven kin. Expert snipers, they can move – and even remain hidden – while firing, singling out targets for the kill with a ruthless precision that no other archer can match.
Unit roster
The Wood Elves roster contains many skilled archer units. When certain structures have been built, Glade Guard, Deepwood Scouts and Glade Riders may be recruited to fire three specialised ammunition types:
- Starfire shafts (Fire damage)
- Hagbane Tips (Poison damage)
- Swift Silver Shards (Magical damage)
Melee Infantry
Eternal Guard
Eternal Guard (shields)
Wardancers
Wardancers (Asrai spears)
Wildwood Rangers
Ranged infantry
Glade Guard
Glade Guard (Starfire Shafts)
Glade Guard (Hagbane Tips)
Deepwood Scouts
Deepwood Scouts (Swift Shiver Shafts)
Waywatchers
Melee Cavalry
Wild Riders
Wild Riders (shields)
Ranged cavalry
Glade Riders
Glade Riders (Hagbane Tips)
Hawk Riders (flying)
Magical cavalry
Sisters of The Thorn (may cast bound spells)
Woodland Spirit units
Dryads
Treekin
Treeman
Monstrous Units
Great Eagle (flying)
Forest Dragon (flying
- New Wood Elves Race in the Grand Campaign
- New additional Race-specific currency: Amber
- Wonder-based Campaign victory condition
- Wood Elves may conquer any region on the map
- Two New Playable Legendary Lords: Orion and Durthu
- Two new Lord types with deep-specialisation skill trees
- Three new Hero types with deep-specialisation skill trees
- Comprehensive Wood Elves army roster
- Adds an additional campaign map to the game with the unique ‘Season of Revelations’ Wood Elves story Campaign
- New Unique Monsters, Heroes, Magic and Game Features
To outsiders, the forest realm of Athel Loren is a brooding and malicious place. The creak and groan of living wood echoes from its dim interior, the canopy seems to absorb all light, and half-seen spirits dart between the twilit bowers. To enter is to place your fate in their hands.
Within dwell the Asrai, the Wood Elves. Though they hail originally from Ulthuan to the west as all Elves do, they spurn the sanctimonious arrogance of the Asur, the High Elves, and the murderous decadence of the Druchii or Dark Elves. The Asrai consider themselves to be the only true Elves left in the world, as they embrace all aspects of their nature – both light and dark – and for thousands of years, they have lived in harmony with the sentient forest.
The Asrai share the wilds of Athel Loren with its spirits and protectors: the Dryads, Branchwraiths and the ancient guardian Treemen. They adopt its steeds, hawks and Great Eagles for their warhosts, and even rare Forest Dragons may deign to join them when the need is dire. Peerless archers and riders, the Wood Elves pay fealty to the demigod Orion, who dies in flame each midwinter, only to be reborn into thunderous life in spring beneath The Oak of Ages.
Wild, lithe, and utterly ruthless in defence of their land, only a fool would goad the Wood Elves and their spirited allies to conflict. For those who witness the awesome spectacle of an Asrai host marching out of the woodlands on a Wild Hunt, it is likely the last thing they will ever see.
Campaign playstyle
The Wood Elves campaign offers a uniquely different campaign experience to the other playable races of Total War: WARHAMMER. Their major infrastructure is housed in the Wood Elf settlements of Athel Loren, though they are capable of expanding outwards, capturing settlements and building limited outposts, known as Asrai Lookouts, in their stead. The heart of the campaign is The Great Oak, a unique 5-tier building related to the new Wonder victory condition.
In battle, the Wood Elves are swift and deadly, fielding many ‘glass cannon’ style units. While less physically robust than most other races, and with smaller unit sizes, they make up for this with excellent melee and ranged capabilities. They field some of the best archers in the game, many of whom can move and fire, and may later be upgraded with a range of specialised ammunition. They are often accompanied in battle by the woodland kin of Athel Loren, such as Dryads, Eagles and Treemen. Their spellcasters wield the Lores of Life, Beasts and Shadows.
New Story Campaign: The Season of Revelation
Set across a beautiful and highly-detailed campaign map of Athel Loren and the surrounding Duchies of Breton, The Season of Revelation is playable as either Durthu or Orion, the Wood Elves’ two Legendary Lords. This campaign tasks the player with uniting Athel Loren in the face of Bretonnian incursions and, later, from a series of fearsome, climactic attacks by the Beastman warlord Morghur, and his corrupted bray-herds.
The Oak of Ages
The vast, ancient bowers of The Oak of Ages mark the spiritual heart of Athel Loren and the source of its sacred power.
In the Grand Campaign, The Oak of Ages is a unique 5-tier Wonder building sited in Athel Loren which the player must grow over the course of the campaign. As the Wood Elf player advances it to each new tier, they will receive increasing bonuses to their campaign.
Growing The Oak to tier 5 initiates The Battle of The Great Oak, a climactic multi-stage assault on Athel Loren’s spiritual centre by the combined and massed hordes of the Beastmen and Chaos Warriors. Victory (or survival!) marks the completion of the Wood Elves’ key campaign objective.
New additional currency: Amber
Alongside Gold, the Wood Elves require Amber to recruit certain elite units, to unlock certain technologies, and to expand the Oak of Ages. This is a finite resource in the world however, and can only be gained by capturing settlements and setting up Asrai Lookouts.
As Amber is limited, this presents the player with a constant choice over whether it should be spent on faction development, military might or achieving their key victory condition.
Wood Elf Settlements and Outposts
The Wood Elves are capable of capturing any province in The Old World, regardless of its race origin. However, these settlement locations can only ever house Asrai Lookouts with very limited building options, turning them into army replenishment stops, recruitment stations (with access to the global recruitment pool but at local recruitment pricing), or as centres to exploit any regional trade resources. Major building chains will need to be built in the regions of Athel Loren itself, the only true home of the Wood Elves. Settlements in Athel Loren have 10 building slots, providing space to explore the Wood Elves’ extensive building trees.
Wood Elves infrastructure
The Wood Elves have unique tech trees and buildings, and as a highly developed and somewhat aristocratic race, the Wood Elf Council presides over matters social and military.
This Council has a number of Offices to which characters may be appointed, and is subtly connected to the Wood Elves’ infrastructure. Certain buildings unlock Offices for example: if the Wild Heath building is unlocked in the tech tree, it can be built in a settlement, thereby unlocking the Herald Of The Hunt office. If one of the player’s Lords is appointed to this role, he will periodically call a Wild Hunt. This gives the Herald and his army a series of very significant bonuses for the turns in which the Wild Hunt event is active, heightening their marshal prowess and encouraging aggressive actions. Players are advised to explore these interconnections in order to get the most out of their Wood Elf campaigns.
The two Wood Elves legendary Lords, Orion and Durthu, both have Offices to which only they can be appointed, providing them with further campaign bonuses.
New Legendary Lords
A Wood Elves Grand Campaign may be led by one of two Legendary Lords: the demigod Orion, The King in The Woods, or the ancient Treeman, Durthu. Each begins play in a different starting position, controlling a different Athel Loren faction, and bring their own suite of campaign bonuses.
Orion The King in The Woods
Orion is the immortal demigod-king of Athel Loren and the Wood Elves. When his realm is threatened, he is the first to take up arms and fight in its defence. Every Elf feels the lure of their king’s wild summons, and many are overcome by their primal urges, abandoning civilised concerns and for the thrill of the hunt, and the heady tang of blood upon the wind.
Orion is a powerful melee warrior who also can deal sizeable ranged damage with his long-range spear attacks. He also has two unique area-effect abilities: Hounds of Orion, a magical vortex, and Hawk’s Talon, a magical bombardment. These attacks are bound to Orion and do not consume Winds of Magic.
Orion has two combat skill trees, two battle skill trees, and a campaign skill tree. This great range of skills, many of which are unique, allows him to specialise as he levels up. In particular, he can bring numerous improvements to the many bow units in the Wood Elves roster. When recruiting forces, Orion must pay an extra cost in Amber to hire woodland spirit units.
Durthu
Most ancient of the might Treemen of Athel Loren, Durthu was once a benevolent creature who found joy in the weave of forest life. It was he who first bound the spirits of the woodlands to the fate of the Asrai. And for a time, things existed in balance and harmony.
After many bloody incursions into Athel Loren however, with countless tress felled by outsiders for fuel, or merely out of spite, Durthu has become embittered. Worse still, he believes the Wood Elves themselves invited many of these calamities. Now, he does not consider them friends: merely allies in a common cause.
In the grand Campaign, Durthu leads the woodland spirits of the region of Argwylon in Athel Loren. When recruiting forces, he must pay an extra cost in Amber to hire Wood Elf units. A powerful warrior and spellcaster, Durthu also wields the Lore of Beasts, and may summon Manticores into the thick of battle using The Transformation of Kadon.
New Lords
Wood Elves armies may recruit two new types of Lord to command their armies: Glade lords and Treemen.
Glade Lords
The Highborn lords and ladies of Athel Loren have ruled the Wood Elves for millennia, and when the race goes to war, it is these nobles that direct their forces. Powerful warriors and excellent archers, they have two personal combat skill trees, each of which brings improvements to their archery and melee abilities. Likewise, their Battle trees augment their armies along two different paths – mell and ranged. They may also unlock three mount options as they level up: the Elven Steed, Great Eagle, and Forest Dragon.
Ancient Treemen
Ancient Treemen are colossal in stature. Revered by Elf and forest-creature alike, their strength rivals that of even the dragons of the deep glades. The true guardians of the forest, these mighty woodland spirits are Spellcaster lords who wield the Lore of Beasts. While they have no mount options (there are few creatures in the world big enough to accommodate them), they have unique skills which grant increasing protection to all Tree Kin units in their armies.
Heroes
Wood Elves armies may recruit three new types of Hero units to support their armies and perform Campaign Map actions. Each offers strong specialisation paths via their skill trees.
Spellsingers (Mage focus)
Wood Elf mages have a unique relationship with Athel Loren. Connected to the deeper intelligence of the forest, they are highly attuned beings, sharing a bond with their surroundings in much the same way the Dryads, sprites and Treemen do. Spellsingers may be recruited to wield the Lores of Life, Shadow and Beasts.
Branchwraiths (Melee/Mage focus)
Eldest of the Dryads, Branchwraith serve as handmaidens to the ancients of Athel Loren. Before the coming of the Elves, it was they who ruled the forest and tamed the Winds of Magic to bring sustenance to the wild woodlands. There is no love lost between Branchwraiths and the Asrai, though the uneasy peace continues, and these skilled practitioners of The Lore of Life can be found in many Wood Elf warhosts, casting spells in the thick of battle one minute, striking down foes with their powerful limbs the next.
Waystalkers (Spy, Ranged focus)
The most skilled marksmen of the Waywatchers, Waystalkers are obsessed with The Hunt. Taciturn, solitary individuals, they show a dedication to their path that puts them in closer touch with the forest than their Elven kin. Expert snipers, they can move – and even remain hidden – while firing, singling out targets for the kill with a ruthless precision that no other archer can match.
Unit roster
The Wood Elves roster contains many skilled archer units. When certain structures have been built, Glade Guard, Deepwood Scouts and Glade Riders may be recruited to fire three specialised ammunition types:
- Starfire shafts (Fire damage)
- Hagbane Tips (Poison damage)
- Swift Silver Shards (Magical damage)
Melee Infantry
Eternal Guard
Eternal Guard (shields)
Wardancers
Wardancers (Asrai spears)
Wildwood Rangers
Ranged infantry
Glade Guard
Glade Guard (Starfire Shafts)
Glade Guard (Hagbane Tips)
Deepwood Scouts
Deepwood Scouts (Swift Shiver Shafts)
Waywatchers
Melee Cavalry
Wild Riders
Wild Riders (shields)
Ranged cavalry
Glade Riders
Glade Riders (Hagbane Tips)
Hawk Riders (flying)
Magical cavalry
Sisters of The Thorn (may cast bound spells)
Woodland Spirit units
Dryads
Treekin
Treeman
Monstrous Units
Great Eagle (flying)
Forest Dragon (flying
- Introduction de la race des Elfes Sylvains dans la grande campagne
- Nouvelle devise exclusive à la race : l'ambre
- Condition de victoire de campagne liée à un bâtiment légendaire
- Les Elfes Sylvains peuvent conquérir n'importe quelle région sur la carte
- Deux nouveaux Seigneurs légendaires à incarner : Orion et Durthu
- Deux nouveaux types de Seigneur avec leurs propres arbres de compétences spécialisés
- Trois nouveaux types de Héros avec leurs propres arbres de compétences spécialisés
- Liste considérable d'unités d'Elfes Sylvains
- Ajoute une carte inédite où se déroule la toute nouvelle campagne des Elfes Sylvains, « Saison de la Révélation »
- Une myriade exclusive de monstres, de Héros, de magie et de nouveautés dans le jeu
Pour les étrangers, le domaine forestier d'Athel Loren est un lieu troublant et malicieux. Les craquements et les gémissements du bois vivant émergent de ses profondeurs, la canopée semble absorber toute lumière, et les esprits furtifs filent dans les feuillages au crépuscule. S'y aventurer revient à confier votre destin entre leurs mains.
En son sein demeurent les Asrai, les Elfes Sylvains. Bien qu'originaires d'Ulthuan à l'ouest, comme tous les Elfes, ils dédaignent l'arrogance moralisatrice des Asur, les Hauts Elfes, et la décadence meurtrière des Druchii, les Elfes Noirs. Les Asrai se considèrent comme les derniers véritables Elfes de ce monde, puisqu'ils acceptent tous les aspects de la nature, bons et mauvais, et vivent depuis des milliers d'années en harmonie avec la forêt consciente.
Les Asrai vivent sur le territoire sauvage d'Athel Loren aux côtés de ses esprits protecteurs : les Dryades, les Hamadryades et les gardiens anciens nommés Hommes-Arbres. Ils adoptent ses chevaux, faucons et Grands Aigles comme compagnons de guerre, et même les rares Dragons des Forêts daignent les accompagner en cas de besoin. Archers et cavaliers inégalés, les Elfes Sylvains ont juré fidélité au demi-dieu Orion, qui meurt par les flammes chaque hiver à la mi-saison, pour renaître de ses cendres au printemps, sous le Chêne des Âges.
Seul un fou provoquerait les Elfes Sylvains et leurs esprits alliés, sauvages, agiles et impitoyables quand ils défendent leurs terres. Les témoins du spectacle impressionnant d'une armée Asrai qui commence une Chasse Sauvage hors des bois ont peu de chances d'y survivre.
Style de jeu de la campagne
La campagne des Elfes Sylvains offre une expérience de campagne complètement différente des autres races jouables dans Total War: WARHAMMER. Leur infrastructure majeure siège dans les colonies d'Elfes Sylvains d'Athel Loren, bien qu'ils soient capables de s'étendre au-delà, en capturant des colonies et en construisant un nombre limité de postes avancés (ou Poste de guet Asrai) à la place. La campagne est centrée sur le Grand Chêne, un bâtiment unique légendaire de niveau 5, lié au nouveau type de condition de victoire.
En bataille, les Elfes Sylvains sont rapides et mortels, déployant de nombreuses unités à grande puissance, mais fragiles. Bien que physiquement moins robustes que la plupart des autres races, et dotés d'unités à l'effectif réduit, ils compensent par d'excellentes attaques en mêlée et à distance. Leurs archers comptent parmi les meilleurs du jeu, et beaucoup d'entre eux peuvent tirer en déplacement. Une gamme de munitions spécialisées pourra plus tard améliorer ces unités. Ils sont souvent accompagnés dans la bataille par des espèces du bois d'Athel Loren, comme les Dryades, les Aigles et les Hommes-Arbres. Leurs lanceurs de sorts s'adonnent aux Domaines de la Vie, de la Bête et de l'Ombre.
Nouvelle campagne : La Saison de la Révélation
Prenant place sur une magnifique carte de campagne très détaillée d'Athel Loren et des duchés de Bretonnie environnants, vivez la Saison de la Révélation en incarnant Durthu ou Orion, les deux Seigneurs légendaires des Elfes Sylvains. La tâche du joueur dans cette campagne est d'unifier Athel Loren face aux incursions bretonniennes et, plus tard, contre la série d'attaques redoutables des hardes de Brays menées par le seigneur de guerre Homme-bête nommé Morghur.
Le Chêne des Âges
La canopée vaste et ancienne du Chêne des Âges marque le cœur spirituel d'Athel Loren et la source de son pouvoir sacré.
Dans la grande campagne, le Chêne des Âges est un bâtiment unique et légendaire de niveau 5, et siège en Athel Loren. Le joueur doit à tout prix le faire croître au cours de la campagne. Chaque amélioration au niveau supérieur donnera au joueur Elfe Sylvain des bonus croissants dans sa campagne.
Faire croître le Chêne au niveau 5 déclenche la Bataille du Grand Chêne, une série d'assauts ultimes contre le centre spirituel d'Athel Loren perpétrées par les forces combinées des Hommes-bêtes et des Guerriers du Chaos. La victoire (ou la survie !) marque le succès de l'objectif-clé de la campagne des Elfes Sylvains.
Nouvelle devise : l'ambre
En plus de l'or, les Elfes Sylvains requièrent de l'ambre pour recruter certaines unités d'élite, pour déverrouiller certaines technologies, et pour étendre le Chêne des Âges. Cette ressource est cependant une denrée rare dans le monde, et ne peut être acquise qu'en capturant des colonies et en établissant des Postes de guet Asrai.
Puisque l'ambre est limité, le joueur est constamment confronté à un choix : devrait-il être utilisé pour développer la faction, la puissance militaire ou pour achever la condition de victoire ?
Colonies et Postes avancés des Elfes Sylvains
Les Elfes Sylvains sont capables de capturer n'importe quelle province du Vieux Monde, quelle que soit sa race d'origine. En revanche, ces colonies ne peuvent abriter que des Postes de guet Asrai aux options de bâtiment restreintes, les changeant en escales de reconstitution d'armées, en postes de recrutement (permettant l'accès au groupe de recrutement global mais à un prix de recrutement local), ou en centres d'exploitation des éventuelles ressources locales. Les chaînes de construction majeures devront être construites dans les régions d'Athel Loren, la seule véritable demeure des Elfes Sylvains. Les colonies en Athel Loren sont dotées de 10 emplacements de construction, permettant d'explorer les différents arbres de bâtiments des Elfes Sylvains.
Infrastructure des Elfes Sylvains
Les Elfes Sylvains disposent de bâtiments et d'arbres des technologies uniques, et en tant que race hautement développée et à tendance aristocratique, le Conseil des Elfes Sylvains préside les affaires sociales et militaires.
Ce Conseil compte des fonctions auxquelles des personnages peuvent être assignés, et est étroitement lié à l'infrastructure des Elfes Sylvains. Certains bâtiments déverrouillent des fonctions. Par exemple, si le bâtiment des Landes Sauvages est déverrouillé dans l'arbre des technologies, il peut être construit dans une colonie, ce qui déverrouille à son tour la fonction de Héraut de la Chasse. Si l'un des Seigneurs du joueur est assigné à cette fonction, il appellera périodiquement à la Chasse Sauvage. Cela donne au Héraut et à son armée des bonus significatifs pendant les tours où la Chasse Sauvage est active, intensifiant les prouesses martiales et encourageant les actions agressives. Explorez ces interconnexions pour profiter pleinement de ce que la campagne des Elfes Sylvains a à offrir.
Les deux Seigneurs légendaires des Elfes Sylvains, Orion et Durthu, ont tous deux des fonctions qui leur sont uniques. Celles-ci leur procurent des bonus de campagne supplémentaires.
De nouveaux Seigneurs légendaires
Une grande campagne d'Elfes Sylvains peut être menée par l'un des deux Seigneurs légendaires : le demi-dieu Orion, le Roi de la Forêt, ou Durthu, l'ancien Homme-Arbre. Chacun commence dans un lieu différent, contrôlant des factions d'Athel Loren distinctes, et apporte son lot de bonus de campagne.
Orion le Roi de la Forêt
Orion est le demi-dieu roi immortel d'Athel Loren et des Elfes Sylvains. Quand son royaume est menacé, il est le premier à prendre les armes et à se battre pour le défendre. Tous les Elfes sentent l'appel sauvage de leur roi, et beaucoup sont consumés par leurs envies irrépressibles, abandonnant toute affaire civile pour le frisson de la Chasse, la saveur enivrante du sang dans l'air.
Orion est un guerrier de mêlée puissant qui peut également infliger des dégâts considérables à distance grâce à ses attaques de lance. Il est aussi doté de deux capacités de zone : les Chiens de Chasse d'Orion, un vortex magique, et la Serre du Faucon, un bombardement magique. Ces attaques sont liées à Orion et ne consomment pas de Vents de Magie.
Orion possède de nombreux arbres des compétences : pour le combat, la bataille et la campagne. Ce grand éventail de compétences, dont beaucoup lui sont uniques, lui permet de se spécialiser à mesure qu'il augmente de niveau. Il peut notamment apporter de nombreuses améliorations aux unités d'archers de la liste des Elfes Sylvains. Lors du recrutement de forces, Orion doit payer un surplus en ambre pour recruter des unités d'esprits sylvains.
Durthu
Durthu, le plus ancien des puissants Hommes-Arbres d'Athel Loren, était autrefois une créature bienveillante qui appréciait simplement la vie dans la forêt. Il est à l'origine de l'union entre les terres sylvaines et le destin des Asrai. Pendant un temps, l'équilibre et l'harmonie régnèrent.
Mais de nombreuses incursions d'étrangers en Athel Loren, pour couper des arbres ou par pure provocation, ont rendues Durthu amer. Bien pire, il croit que ce sont les Elfes Sylvains eux-mêmes qui ont provoqué ces calamités. Il ne les considère plus comme des amis, tout au plus des alliés autour d'une cause commune.
Dans la grande campagne, Durthu mène les esprits sylvains de la région Argwylon d'Athel Loren. Lors du recrutement de forces, il doit payer un surplus en ambre pour recruter des unités d'Elfes Sylvains. Puissant guerrier et lanceur de sorts, Durthu s'adonne au Domaine de la Bête, et peut invoquer des Manticores pendant la bataille en utilisant la Transformation de Kadon.
Nouveaux Seigneurs
Les Elfes Sylvains peuvent recruter deux nouveaux types de Seigneur pour commander leurs armées : les Seigneurs Sylvains et les Hommes-Arbres.
Seigneurs Sylvains
Les nobles seigneurs et dames d'Athel Loren règnent sur les Elfes Sylvains depuis des millénaires, et quand une guerre éclate, ce sont ces mêmes nobles qui dirigent les forces. En tant que guerriers puissants et excellents archers, ils possèdent deux arbres de compétences distincts pour le combat, chacun apportant son lot d'améliorations pour les capacités d'archerie et de mêlée. De la même façon, leurs arbres de bataille renforcent leurs armées, en mettant l'accent soit sur la mêlée, soit sur l'efficacité à distance. Ils peuvent aussi déverrouiller trois montures en augmentant de niveau : le Coursier Elfique, le Grand Aigle et le Dragon des Forêts.
Hommes-Arbres vénérables
Les Hommes-Arbres vénérables sont colossaux. Révérés parmi les Elfes et les créatures sylvaines, leur force rivalise même avec celle des dragons des clairières enfouies. Ces esprits sylvains redoutables forment les véritables gardiens de la forêt, et sont des Seigneurs lanceurs de sorts qui s'adonnent au Domaine de la Bête. Bien qu'ils ne puissent avoir de montures (peu de créatures pourraient supporter leur stature), ils disposent de compétences uniques qui procurent une protection croissante à toutes les unités de Lémures dans leurs armées.
Héros
Les armées d'Elfes Sylvains peuvent recruter de nouveaux types de Héros pour les aider et effectuer des actions sur la carte de campagne. Chacun offre une spécialisation qui lui est propre grâce aux arbres des compétences.
Enchanteurs (Mages)
Les mages des Elfes Sylvains entretiennent une relation particulière avec Athel Loren. Connectés à l'intelligence des entrailles de la forêt, ces êtres sont très sensibles et intrinsèquement liés à leur environnement, de la même façon que les Dryades, les Farfadets et les Hommes-Arbres. Les Enchanteurs peuvent être recrutés pour manier les Domaines de la Vie, de l'Ombre et de la Bête.
Hamadryades (Mêlée/Mages)
Les Hamadryades, aînées des Dryades, sont au service des anciens d'Athel Loren. Avant la venue des Elfes, elles gouvernaient la forêt, domptant les Vents de Magie pour nourrir la forêt sauvage. Les Hamadryades et les Asrai ne s'entendent pas, bien qu'une paix précaire soit en place. Ceci dit, on peut trouver ces praticiennes habiles du Domaine de la Vie dans plusieurs armées d'Elfes Sylvains, lançant des sorts au cœur de la bataille à un moment donné, et transperçant les ennemis de leurs membres acérés l'instant d'après.
Tireurs embusqués (Espions, Attaques à distance)
Les Tireurs embusqués, les plus habiles tireurs d'élite parmi les Forestiers, sont obsédés par la Chasse. Taciturnes et solitaires, ils montrent un dévouement sans faille envers leur tâche, entretenant un contact avec la forêt plus étroit encore que celui de leurs frères Elfes. Ces tireurs experts peuvent se déplacer et rester cachés pendant leurs tirs, atteignant leurs cibles avec une précision mortelle qu'aucun autre archer n'égale.
Liste d'unités
La liste des Elfes Sylvains contient de nombreux virtuoses en matière d'archerie. Après la construction de certaines structures, les Gardes Sylvains, les Éclaireurs des profondeurs de la forêt et les Chevaliers Sylvains peuvent être recrutés pour tirer avec trois types de munitions spécialisées :
- Pointes de Lumière Stellaire (dégâts par le feu)
- Pointes empoisonnées (dégâts de poison)
- Pointes frisson vif (dégâts magiques)
Infanterie de mêlée
Gardes éternels
Gardes éternels (Boucliers)
Danseurs de Guerre
Danseurs de Guerre (Lances Asrai)
Rangers des Bois Sauvages
Infanterie à distance
Gardes Sylvains
Gardes Sylvains (Manches de Lumière Stellaire)
Gardes Sylvains (Pointes empoisonnées)
Éclaireurs des profondeurs de la forêt
Éclaireurs des profondeurs de la forêt (Manches en argent agiles)
Éclaireurs des profondeurs de la forêt (Pointes empoisonnées)
Forestiers
Cavalerie de mêlée
Cavaliers Sauvages
Cavaliers Sauvages (Boucliers)
Cavalerie à distance
Chevaliers Sylvains
Chevaliers Sylvains (Pointes empoisonnées)
Guerriers Faucons
Cavalerie magique
Sœurs de l'Épine (Peuvent lancer des objets de sort)
Unités d'esprits sylvains
Dryades
Lémure
Homme-Arbre
Unités monstrueuses
Grand Aigle (Volant)
Dragon des Forêts (Volant
- Neues Volk für die Große Kampagne: die Waldelfen
- Zusätzliche neue rassenspezifische Währung: Bernstein
- Siegbedingung basierend auf legendärem Gebäude
- Waldelfen können jede Region auf der Karte einnehmen
- Zwei neue legendäre Kommandanten: Orion und Durthu
- Zwei neue Kommandantentypen mit spezialisierten Fähigkeitenbäumen
- Drei neue Heldentypen mit spezialisierten Fähigkeitenbäumen
- Umfangreiche Waldelfen-Armeeliste
- „Zeit der Offenbarung“-Waldelfenkampagne fügt zusätzliche Kampagnenkarte hinzu
- Neue einzigartige Monster, Helden, Magie- und Spielfunktionen
Beschreibung
Außenseitern erscheint das Waldreich von Athel Loren als düsterer und boshafter Ort. Das Knarren und Knarzen lebenden Holzes hallt aus seinem dunklen Innern, das Blätterdach scheint jedes Licht zu schlucken und Geister verschwinden im Zwielicht zwischen den Zweigen, ehe man sie recht sieht. Wer diesen Ort betritt, übergibt sein Schicksal in ihre Hände.
Dort leben die Asrai, die Waldelfen. Wie auch alle anderen Elfen stammen sie ursprünglich aus Ulthuan, doch haben sie sich der scheinheiligen Arroganz der Asur (der Hochelfen) und der mörderischen Dekadenz der Druchii (der Dunkelelfen) versagt. Die Asrai halten sich selbst für die einzig wahren verbleibenden Elfen, da sie alle Aspekte ihrer Natur annehmen – die guten und die schlechten. Seit Jahrtausenden leben sie in Harmonie mit dem lebenden, fühlenden Wald.
Die Asrai teilen die Wildheit Athel Lorens mit dessen Geistern und Beschützern: den Dryaden, Erinnyen und den uralten Baummenschen. Die Rösser, Falken und Riesenadler finden sich in ihren Armeen und selbst die seltenen Walddrachen schließen sich ihnen an, wenn die Not groß ist. Die Waldelfen sind Bogenschützen und Reiter ohnegleichen und schwören dem Halbgott Orion die Treue. Dieser stirbt zu jeder Wintersonnenwende in Flammen und wird im Frühling unter der Ewigen Eiche zu neuem Leben geboren.
Nur ein Narr würde sich in einen Konflikt mit den wilden, leichtfüßigen und vor allem rücksichtslosen Verteidigern ihres Landes und ihren Verbündeten einlassen. Wer das Spektakel erblickt, wie die versammelten Streitkräfte der Asrai auf der Wilden Jagd aus dem Wald herausmarschieren, für den ist der Anblick vermutliche der letzte seines Lebens.
Kampagnenspielstil
Die Waldelfenkampagne bietet eine einzigartige Erfahrung gegenüber den übrigen spielbaren Rassen in Total War: WARHAMMER. Ihre Infrastruktur basiert hauptsächlich auf ihren Siedlungen in Athel Loren; sie können sich allerdings weiter ausbreiten, indem sie Siedlungen einnehmen und dort kleine Außenposten, die Ausgucke der Asrai, errichten. Im Herzen der Kampagne befindet sich die Ewige Eiche, ein einzigartiges 5-stufiges legendäres Gebäude, worauf die neue Siegbedingung basiert.
In der Schlacht sind Waldelfen flink und tödlich. Viele ihrer Einheiten sind äußert mächtig, aber auch empfindlich. Die Waldelfen sind weniger robust als die meisten anderen Rassen und haben kleinere Einheiten, doch machen sie dies mit hervorragenden Nah- und Fernkampffähigkeiten wett. Sie verfügen über einige der besten Bogenschützen im Spiel, die gleichzeitig schießen und sich bewegen und mit verschiedener Spezialammunition verbessert werden können. Diese werden in der Schlacht häufig von ihren Waldnachbarn aus Athel Loren begleitet, wie zum Beispiel Dryaden, Adlern und Baummenschen. Ihre Magier verfügen über die Lehre des Lebens, der Bestien und der Schatten.
Neue Storykampagne: Zeit der Offenbarung
„Zeit der Offenbarung“ spielt auf einer wunderschönen und hochdetaillierten Kampagnenkarte um Athel Loren und den benachbarten Herzogtümern Bretonias und kann mit einem der Legendären Kommandanten der Waldelfen, Durthu oder Orion, gespielt werden. Diese Kampagne stellt den Spieler vor die Aufgabe, Athel Loren im Angesicht bretonischer Angriffe zu vereinen und schließlich fürchterliche Anstürme des Tiermenschen-Kriegsherren Morghur und seiner Großherden abzuwehren.
Die Ewige Eiche
Die ausladenden, uralten Äste der Ewigen Eiche sind das Herz von Athel Loren und die Quelle seiner heiligen Macht.
In der Großen Kampagne ist die Ewige Eiche ein einzigartiges 5-stufiges legendäres Gebäude in Athel Loren, welches der Spieler im Verlauf der Kampagne ausbauen muss. Mit jeder neuen Stufe, die der Waldelf-Spieler erreicht, werden neue, bessere Boni für die Kampagne freigeschaltet.
Wird die Eiche auf Stufe 5 ausgebaut, löst dies die Schlacht der Großen Eiche aus, einen sich zuspitzenden Angriff auf das Herz Athel Lorens durch versammelte Horden der Tiermenschen und der Chaoskrieger. Sieg (oder auch Überleben!) markiert den Abschluss des Kampagnenziels der Waldelfen.
Neue Währung: Bernstein
Neben Gold benötigen die Waldelfen Bernstein, um bestimmte Eliteeinheiten zu rekrutieren, bestimmte Technologien freizuschalten und die Ewige Eiche auszubauen. Bernstein ist allerdings eine begrenzte Ressource und kann nur durch das Einnehmen von Siedlungen und den Bau von Ausgucken der Asrai gesammelt werden.
Der Spieler wird also konstant vor die Frage gestellt, ob der kostbare Bernstein in die Entwicklung der Fraktion, militärische Macht oder Siegbedingungen investiert werden soll.
Waldelfensiedlungen und Außenposten
Die Waldelfen sind in der Lage, jegliche Provinzen in der Alten Welt einzunehmen, unabhängig von deren Ursprung. An solchen Orten können allerdings ausschließlich Ausgucke der Asrai gebaut werden, welche über äußerst begrenzte Möglichkeiten verfügen. Sie können zur Verstärkung von Armeen, zur Rekrutierung (mit Zugriff auf den globalen Rekrutierungskader aber mit lokalen Rekrutierungskosten) oder als Handelszentrum für regionale Ressourcen genutzt werden. Größere Gebäudeketten müssen innerhalb von Athel Loren selbst, der wahren Heimat der Waldelfen, errichtet werden. Siedlungen in Athel Loren verfügen über 10 Bauplätze, womit reichlich Platz für die umfassenden Gebäudeketten der Waldelfen besteht.
Infrastruktur der Waldelfen
Die Waldelfen haben einzigartige Technologiebäume und Gebäude und als weitentwickelte und einigermaßen aristokratische Rasse verfügen sie über einen Waldelfenrat, der über soziale und militärische Angelegenheiten entscheidet.
Charaktere können verschiedene Ämter in diesem Rat belegen, der außerdem mit der Infrastruktur der Waldelfen verbunden ist. So können bestimmte Gebäude bestimmte Ämter freischalten: Ist das Heideland-Gebäude im Technologiebaum verfügbar, kann es in einer Siedlung gebaut werden und damit das Amt „Herold der Jagd“ freischalten. Nimmt einer der Kommandanten des Spielers diese Rolle ein, wird er regelmäßig zur Wilden Jagd aufrufen. Dies verleiht dem Herold und seiner Armee beträchtliche Vorteile während der Runden, in denen die Wilde Jagd aktiv ist, was ihre kämpferischen Leistungen steigert und aggressive Aktionen anregt. Spieler sollten diese Zusammenhänge erforschen, um das meiste aus ihrem Spielerlebnis mit den Waldelfen herauszuholen.
Die beiden Legendären Kommandanten der Waldelfen, Durthu und Orion, haben beide Ämter, die nur sie belegen können und die ihnen weitere Kampagnenboni verleihen.
Neue Legendäre Kommandanten
Die Große Kampagne der Waldelfen kann von einem von zwei Legendären Kommandanten angeführt werden: dem Halbgott Orion, Herrscher des Waldes und dem Baumältesten Durthu. Jeder beginnt an einer anderen Startposition mit einer anderen Fraktion von Athel Loren unter seiner Kontrolle und bringt andere Kampagnenboni mit sich.
Orion, der Herrscher des Waldes
Orion ist der unsterbliche Halbgott-König der Waldelfen und von Athel Loren. Wenn sein Reich bedroht ist, ist er der erste, der zu seiner Verteidigung die Waffen ergreift. Jeder Elf fühlt den wilden Ruf des König, und viele werden von ihren Urbedürfnissen überwältigt, werfen alle Bedenken zivilisierten Verhaltens dahin und geben sich ganz dem Rausch der Jagd und dem Duft von Blut im Wind hin.
Orion ist ein mächtiger Nahkampfkrieger, der außerdem mit seinem Speer beträchtlichen Fernkampfschaden anrichten kann. Außerdem hat er zwei einzigartige Wirkungsbereich-Fähigkeiten: Hunde des Orion, ein Magiewirbel, und Klaue des Falken, ein magisches Bombardement. Diese Attacken gehören zu Orion und verbrauchen keine Winde der Magie.
Orion verfügt über zwei Kampf-Fähigkeitenbäume, zwei Schlacht-Fähigkeitenbäume und einen Kampagnen-Fähigkeitenbaum. Diese große Auswahl an teilweise einzigartigen Fähigkeiten erlauben es ihm, sich auf höheren Stufen zu spezialisieren. Insbesondere kann er Bogeneinheiten in der Armeeliste der Waldelfen auf vielfältige Weise verbessern. Die Rekrutierung von Waldgeister-Einheiten kostet Orion zusätzlichen Bernstein.
Durthu
Durthu ist der älteste der mächtigen Baummenschen von Athel Loren. Er war einst eine wohlwollende Kreatur, die sich am vielfältigen Waldleben erfreute. Er war es, der einst das Schicksal der Waldgeister mit dem der Asrai verband. Daraufhin herrschte für eine Weile Eintracht und Harmonie.
Doch viele blutige Angriffe auf Athel Loren und zahllose als Feuerholz oder nur zur Vergeltung gefällte Bäume später ist Durthu bitter geworden. Obendrein glaubt er, die Waldelfen selbst hätten viele dieser Untaten verursacht. Nun sieht er sie nicht mehr als Freunde, sondern lediglich Verbündete mit dem gleichen Ziel.
In der Großen Kampagne führt Durthu die Geister des Waldes aus der Region Argwylon in Athel Loren. Die Rekrutierung von Waldelfen-Einheiten kostet Durthu zusätzlichen Bernstein. Als mächtiger Krieger und Magier verfügt Durthu außerdem über die Lehre der Bestien und kann Mantikore mithilfe von Kadons Verwandlung in die Schlacht rufen.
Neue Kommandanten
Die Armeen von Waldelfen können von zwei neuen Kommandanten-Typen angeführt werden: Waldfürsten und Baumälteste.
Waldfürsten
Die Adeligen von Athel Loren herrschen seit Jahrtausenden über die Waldelfen und führen deren Streitkräfte, wenn sie in den Krieg ziehen. Sie sind mächtige Krieger und ausgezeichnete Bogenschützen und verfügen über zwei persönliche Fähigkeitenbäume, welche Verbesserungen für Bogenschießen und Nahkampffähigkeiten verleihen. Ihre Schlacht-Fähigkeitenbäume verstärken ihre Armeen ebenfalls in zwei Bereichen: Nah- und Fernkampf. Außerdem können sie auf höheren Stufen drei Reittiere freischalten: Elfenross, Riesenadler und Walddrache.
Baumälteste
Baumälteste sind riesig. Sie werden von Elfen und Kreaturen des Waldes gleichermaßen respektiert und ihre Stärke kommt der der Drachen der tiefsten Wälder gleich. Diese Kommandanten sind die wahren Beschützer des Waldes und verfügen als Magier über die Lehre der Bestien. Sie haben keine Reittiere (kaum eines in der Alten Welt wäre groß genug für sie); stattdessen haben sie einzigartige Fähigkeiten, die Baumschrat-Einheiten in ihrer Armee mehr Schutz bieten.
Helden
Waldelfen-Armeen können drei neue Heldentypen rekrutieren, die ihre Armeen unterstützen und Aktionen auf der Kampagnenkarte durchführen können. Sie können sich außerdem durch ihre Fähigkeitenbäume genauer spezialisieren.
Zaubersänger (Magiefokus)
Waldelfenmagier haben eine einzigartige Beziehung zu Athel Loren. Sie fühlen eine tiefe Verbundenheit mit der Seele des Waldes und sind auf ihre Umgebung ebenso gut eingestimmt wie Dryaden, Geister und Baummenschen. Zaubersänger können die Lehre des Lebens, der Schatten und der Bestien einsetzen.
Erinnyen (Nahkampf- / Magiefokus)
Die Erinnyen, die Zofen der Athel Loren, sind die ältesten unter den Dryaden. Vor der Ankunft der Elfen waren sie es, die über die Wälder herrschten und die Winde der Magie zähmten, um die wilden Wälder zu nähren. Asrai und Erinnyen haben für einander nichts übrig und leben in unsicherem Frieden miteinander. So kommt es, dass einige dieser geübten Zauberer der Lehre des Lebens in Streitkräften der Waldelfen zu finden sind, wo sie im Schlachtengetümmel Zauber wirken und Feinde mit ihren mächtigen Hieben niederstrecken.
Pfadschleicher (Spion, Fernkampffokus)
Die Pfadschleicher sind die geübtesten Schützen unter den Waldläufern und von der Jagd geradezu besessen. Sie sind wortkarg und einzelgängerisch, die sich ihrem Pfad so eingehend widmen, dass sie dem Wald näher stehen als ihre elfischen Verwandten. Als äußerst geschickte Heckenschützen können sie sich während des Schießens bewegen und dabei versteckt bleiben und so ihre Ziele mit unerreichter Präzision schonungslos ausschalten.
Einheitenliste
Die Waldelfen verfügen über eine reihe geübter Bogenschützen. Nach dem Bau bestimmter Gebäude können Waldgarde, Tiefwald-Kundschafter und Waldreiter rekrutiert werden und diese Spezialgeschosse einsetzen:
- Sternenfeuerpfeile (Feuerschaden)
- Hexenfluchpfeile (Giftschaden)
- Geschwinde Pfeile (Magischer Schaden)
Nahkampfinfanterie
Ewige Wache
Ewige Wache (Schild)
Kampftänzer
Kampftänzer (Asrai-Speer)
Bannwaldläufer
Fernkampfinfanterie
Waldgarde
Waldgarde (Sternenfeuerpfeile)
Waldgarde (Hexenfluchpfeile)
Tiefwald-Kundschafter
Tiefwald-Kundschafter (Geschwinde Pfeile)
Waldläufer
Nahkampfkavallerie
Wildreiter
Wildreiter (Schild)
Fernkampfkavallerie
Waldreiter
Waldreiter (Hexenfluchpfeile)
Kriegsfalkenreiter (fliegend)
Magische Kavallerie
Schwestern der Dornen (können gebundene Zauber einsetzen)
Waldgeister-Einheiten
Dryaden
Baumschrat
Baummensch
Monströse Einheiten
Riesenadler (fliegend)
Walddrache (fliegend
- Gli Elfi Silvani, una nuova razza nella Campagna Principale
- Una nuova moneta specifica per questa razza: l'ambra
- Una nuova condizione di vittoria della Campagna legata a un edificio leggendario
- Gli Elfi Silvani possono conquistare ogni regione della mappa
- Due nuovi Lord leggendari giocabili: Orion e Durthu
- Due nuovi tipi di Lord con menu delle abilità altamente specifici
- Tre nuovi tipi di Eroe con menu delle abilità altamente specifici
- Un elenco completo di unità militari degli Elfi Silvani
- Una mappa della campagna aggiuntiva, legata alla nuovissima Campagna storia degli Elfi Silvani, "Stagione della Rivelazione"
- Nuovi fantastici mostri ed Eroi, oltre a nuove magie e funzioni di gioco
Descrizione
Per gli stranieri, il regno della foresta di Athel Loren è un luogo minaccioso e malvagio. Dalle sue profondità risuonano cigolii e lamenti del legno vivente, ma il manto di fogliame sembra assorbire tutta la luce del sole e nella penombra, schivi spiriti guizzano tra i rami degli alberi. Nel momento in cui vi entri, il tuo destino è nelle loro mani.
È qui che vivono gli Asrai, gli Elfi Silvani. Sebbene siano originari di Ulthuan, ad occidente, come tutti gli Elfi, essi disprezzano la bigotta arroganza degli Asur, gli Alti Elfi, e la sanguinaria decadenza dei Druchii, gli Elfi Oscuri. Gli Asrai si considerano gli unici veri Elfi rimasti al mondo, perché sanno comprendere e abbracciare tutti gli aspetti della propria natura, sia quelli positivi che quelli negativi, e sono ormai millenni che vivono in armonia con la foresta senziente.
Gli Asrai condividono lo spazio di Athel Loren con i suoi spiriti e protettori: le Driadi, gli Spettri dei Rami e gli Uominialbero, gli anziani guardiani. Essi possono beneficiare della presenza delle creature della foresta, destrieri, falchi e Grandi Aquile, nei propri eserciti, e perfino i rari Draghi della Foresta qualche volta si degnano di unirsi a loro per combattere, quando necessario. Arcieri e cavalieri senza pari, gli Elfi Silvani venerano il semidio Orion, che muore nelle fiamme ogni inverno, per poi riemergere in primavera, esplodendo di vita, dalla Quercia delle Ere.
Selvaggi, agili e del tutto spietati quando si tratta di difendere la propria terra, solo un folle può pensare di provocare gli Elfi Silvani e i loro spiriti alleati e fargli guerra, perché coloro che hanno la fortuna di ammirare il meraviglioso spettacolo rappresentato da un'armata Asrai in marcia fuori dai boschi, durante la Caccia Selvaggia, sappiano pure che sarà probabilmente l'ultima cosa che vedranno.
Stile di gioco della Campagna
La campagna degli Elfi Silvani rappresenta un'esperienza di gioco unica rispetto alle campagne che si possono giocare con le altre razze di Total War™: WARHAMMER®. La loro infrastruttura principale si trova negli insediamenti di Athel Loren, sebbene siano in grado di espandersi ben al di là di essi, conquistandone degli altri e costruendo degli avamposti conosciuti col nome di posti di guardia degli Asrai. Il cuore della campagna è la Grande Quercia, un leggendario edificio a cinque livelli strettamente legato alle condizioni di vittoria.
In battaglia, gli Elfi Silvani sono veloci e letali e possono schierare molte unità fragili ma terribilmente potenti. Sebbene siano fisicamente meno robusti rispetto alle altre razze, e sebbene le loro unità siano più piccole, essi compensano con eccellenti abilità nel corpo a corpo e nell'uso delle armi dalla distanza. Possono infatti vantare i migliori arcieri del gioco, molti dei quali sanno anche scoccare in movimento, e successivamente sarà possibile potenziarli con diversi tipi di munizioni speciali. Sono spesso accompagnati in battaglia dalle creature con le quali condividono lo spazio di Athel Loren, come le Driadi, le Aquile e gli Uominialbero. I loro lanciaincantesimi utilizzano il Sapere della Vita, il Sapere delle Bestie e il Sapere dell'Ombra.
Nuova storia campagna: La Stagione della Rivelazione
Ambientata in una bellissima e dettagliatissima mappa della campagna, tra Athel Loren e le aree circostanti, come i Ducati Bretonniani, La Stagione della Rivelazione si può giocare sia nei panni di Durthu che in quelli di Orion, i due Lord leggendari degli Elfi Silvani. La missione del giocatore è quella di unire tutta Athel Loren per affrontare dapprima le incursioni Bretonniane e, in seguito, una serie di attacchi, man mano più imponenti, sferrati da Morghur, il temibile signore della guerra degli Uominibestia, alla guida dei suoi disgustosi branchi bercianti.
La Quercia delle Ere
I vasti e antichi rami della Quercia delle Ere sono il cuore spirituale di Athel Loren e la fonte del suo potere sacro.
Nella Campagna Principale, la Quercia delle Ere è un unico e meraviglioso edificio a 5 livelli situato al centro di Athel Loren. Il giocatore dovrà preoccuparsi di farla crescere rigogliosa nel corso della campagna. Man mano che il giocatore, nei panni degli Elfi Silvani, sale di livello, riceverà dei bonus via via più grandi da utilizzare per proseguire la campagna.
Quando la Quercia arriva al 5° livello, inizia La Battaglia della Grande Quercia, un crescendo di attacchi multifase al centro spirituale di Athel Loren sferrati da orde enormi formate da Uominibestia e Guerrieri del Caos. La vittoria (o se vogliamo, la sopravvivenza) rappresenta il completamento dell'obiettivo chiave della campagna degli Elfi Silvani.
Una nuova moneta: l'ambra
Oltre all'oro, gli Elfi Silvani hanno bisogno di ambra per reclutare le unità d'élite, per sbloccare certe tecnologie e far crescere la Quercia delle Ere. Non si tratta di una risorsa infinita, tuttavia, e la si può acquisire solo conquistando insediamenti e costruendo posti di guardia degli Asrai.
Siccome la quantità di ambra è limitata, il giocatore dovrà decidere di volta in volta se spenderla per lo sviluppo civile della fazione, per aumentarne la potenza militare o per fare passi in avanti verso il raggiungimento delle condizioni di vittoria.
Insediamenti e avamposti degli Elfi Silvani
Gli Elfi Silvani sono in grado di conquistare ogni provincia del Vecchio Mondo, qualunque razza la abiti. Tuttavia, gli Asrai non possono insediarvisi in modo permanente ma solo costruirci dei posti di guardia, con poche opzioni disponibili per quanto riguarda gli edifici. Questi insediamenti diventano in effetti delle postazioni adibite al reintegro militare, al reclutamento (con accesso al gruppo di reclutamento globale ma al prezzo locale per il reclutamento), o centri per sfruttare le risorse commerciate nella regione. Le principali catene di edifici vanno costruite nell'area di Athel Loren, l'unica vera patria degli Elfi Silvani. Gli insediamenti di Athel Loren hanno 10 slot edifici, che forniscono lo spazio necessario ad esplorare la complessa catena di edifici degli Elfi Silvani.
Infrastrutture degli Elfi Silvani
Gli Elfi Silvani hanno uno specifico albero delle tecnologie e particolari edifici, ed essendo una razza molto avanzata, e in un certo senso anche aristocratica, il Consiglio degli Elfi Silvani presiede a tutti gli aspetti della vita sociale e militare.
Questo Consiglio ha un certo numero di cariche da poter dare ai personaggi, ed è intelligentemente collegato al sistema di infrastrutture degli Elfi Silvani. Certi edifici sbloccano delle cariche, per esempio: se nell'albero delle tecnologie viene sbloccato l'edificio Brughiera Selvaggia, lo si potrà costruire in un insediamento e di conseguenza verrà sbloccata la carica Araldo della Caccia. Se la carica viene assegnata a uno dei Lord del giocatore, questi avrà il compito di innescare periodicamente una Caccia Selvaggia. Ciò conferisce all'Araldo e al suo esercito una serie di bonus molto vantaggiosi per i turni nei quali l'evento Caccia Selvaggia è attivo, intensificando le loro abilità militari e incoraggiandoli ad una strategia offensiva. È conveniente che i giocatori esplorino queste connessioni al fine di ottenere il massimo dalle proprie campagne con gli Elfi Silvani.
I due Lord leggendari degli Elfi Silvani, Orion e Durthu, hanno cariche che solo loro possono ricoprire, il che conferisce loro ulteriori bonus per la campagna.
Nuovi Lord leggendari
La Campagna Principale degli Elfi Silvani può essere guidata da uno dei due Lord leggendari: il semidio Orion, il Re dei boschi, o Durthu, l'Antico Uomoalbero. Il punto di partenza del gioco sarà diverso a seconda di quale dei due personaggi si sceglie di impersonare: la fazione che si controlla sarà diversa, come l'intero insieme di bonus a disposizione.
Orion, il Re dei boschi
Orion è l'immortale re e semidio di Athel Loren e degli Elfi Silvani. Quando il suo regno è in pericolo, Orion è il primo a combattere in sua difesa. Tutti gli Elfi sono attirati dalle selvagge invocazioni del proprio re, e molti vengono sopraffatti dai propri istinti primordiali. In questi casi abbandonano ogni aspirazione di civiltà, si fanno prendere dal brivido della caccia e aspirano a pieni polmoni il tanfo di sangue che soffia con il vento.
Orion è un potente guerriero nel corpo a corpo, in grado di fare danni consistenti anche con le armi da tiro, grazie ai suoi attacchi dalla distanza con la lancia. Egli possiede anche due uniche abilità con aree di effetto uniche: Segugi di Orion, un vortice magico, e Artiglio del Falco, un bombardamento magico. Questi attacchi sono una peculiarità di Orion e non consumano Venti della Magia.
Orion ha due menu delle abilità in combattimento, due menu delle abilità in battaglia e un menu delle abilità nella campagna. Questa ampia scelta di abilità, molte delle quali sono esclusive del personaggio, gli permettono di specializzarsi man mano che sale di livello. In particolare, egli può apportare diversi miglioramenti alle molte unità con arco nell'esercito degli Elfi Silvani. Quando recluta le truppe, Orion deve pagare un costo extra in ambra per arruolare le unità di spiriti della foresta.
Durthu
Il più antico tra gli Uominialbero di Athel Loren, Durthu era un tempo una creatura gentile intenta a godersi la vita nella foresta. Fu lui a spingere i fratelli dei boschi a legare la propria esistenza al destino degli Asrai. E per un certo periodo, tutti vissero in equilibrio e in armonia.
Dopo molte incursioni sanguinose ad Athel Loren, tuttavia, con innumerevoli alberi abbattuti da stranieri in cerca di legna da ardere, se non proprio per dispetto, Durthu è diventato una creatura triste e inasprita. Come se non bastasse, egli crede che gli Elfi Silvani siano stati la causa scatenante di molte di queste calamità. Ora non li considera più amici, ma solo alleati quando le circostanze lo richiedono.
Nella Campagna Principale, Durthu guida gli spiriti della foresta della regione di Athel Loren chiamata Argwylon. Quando recluta le truppe, Durthu deve pagare un costo extra in ambra per arruolare le unità di Elfi Silvani. Potente guerriero e lanciaincantesimi, Durthu si serve del Sapere delle Bestie, ed è in grado di arruolare le Manticore perché prendano parte alla battaglia usando la Trasformazione di Kadon.
Nuovi Lord
Gli eserciti di Elfi Silvani possono reclutare due nuovi tipi di Lord come comandanti: i Signori delle Radure e gli Uominialbero.
Signori delle Radure
I nobili e le dame di Athel Loren guidano gli Elfi Silvani da millenni e, quando questa razza va in guerra, sono loro a dirigerne gli eserciti. Potenti guerrieri e straordinari arcieri, hanno due menu delle abilità a sé stanti, ognuno dei quali apporta dei miglioramenti alle abilità con l'arco e nel corpo a corpo. Allo stesso modo, il loro menu delle abilità in battaglia potenzia il loro esercito secondo due diversi percorsi, nel corpo a corpo dalla distanza. Possono anche sbloccare tre opzioni cavalcatura man mano che salgono di livello: il Destriero Elfico, la Grande Aquila e il Drago della Foresta.
Antichi Uominialbero
Gli antichi Uominialbero hanno una statura colossale. Riveriti sia dagli Elfi che dalle creature della foresta, la loro forza è quasi paragonabile a quella dei Draghi delle profonde radure. Questi potenti spiriti dei boschi, i veri guardiani della foresta, lanciano incantesimi che fanno parte del Sapere delle Bestie. Sebbene non abbiano delle cavalcature (sono pochissime le creature nel mondo abbastanza grandi da poterli trasportare), hanno però delle abilità uniche che garantiscono una protezione a tutte le unità della Stirpe Arborea presenti nei loro eserciti.
Eroi
Gli eserciti degli Elfi Silvani possono reclutare tre nuovi tipi di unità di Eroi a supporto del proprio esercito, perché compiano delle azioni sulla mappa della campagna. I menu delle abilità di ognuna di queste unità offre una forte specializzazione.
Cantamagie (Magia)
Gli Elfi Silvani hanno una relazione unica con Athel Loren. Connessi con la profonda intelligenza della foresta, si tratta di creature del tutto adattate alla natura e hanno con la foresta la stessa sintonia di altri esseri, come le Driadi, i folletti e gli Uominialbero. È possibile reclutare le Cantamagie per servirsi dei loro incantesimi, basati sul Sapere della Vita, il Sapere dell'Ombra ed il Sapere delle Bestie.
Spettri dei Rami (Corpo a corpo/Magia)
Più antichi delle Driadi, gli Spettri dei Rami fanno da ancelle per gli Antichi di Athel Loren. Prima dell'arrivo degli Elfi, erano loro a dominare la foresta e a domare i Venti della Magia per fare in modo che questi portassero il nutrimento ai boschi. Non corre buon sangue tra gli Spettri dei Rami e gli Asrai, ma l'incerta pace continua, e questi abili praticanti del Sapere della Vita si possono trovare in molte armate di Elfi Silvani. Un minuto li si può vedere lanciare incantesimi, mentre il minuto successivo sono in grado di colpire il nemico con i potenti arti.
Custodi dei Sentieri (Spie/Armi dalla distanza)
I Custodi dei Sentieri, di certo i cecchini più abili tra tutti i Guardiavia, sono fissati con la Caccia. Individui taciturni e solitari, sono dediti al loro stile di vita che gli permette di raggiungere una sintonia con la foresta ancora maggiore di quella dei fratelli Elfi. Cecchini esperti, sono in grado di sparare in movimento o mentre sono nascosti, riuscendo a colpire bersagli isolati con un'efferata precisione che non ha pari.
Gruppo di unità
Negli eserciti di Elfi ci sono diverse unità di abili arcieri. Dopo la costruzione di certe strutture, è possibile reclutare la Guardia delle Radure, gli Esploratori di Cuore del Bosco e i Cavalieri delle Radure:
- Frecce Fuoco stellare (danni da fuoco)
- Punte Uccidistreghe (danni da veleno)
- Schegge Multiflagello (danni magici)
Fanteria corpo a corpo
Guardia Eterna
Guardia Eterna (Scudi)
Danzatori di Guerra
Danzatori di Guerra (Lance Asrai)
Ranger di Bosco Selvaggio
Fanteria a distanza
Guardia delle Radure
Guardia delle Radure (Frecce Fuoco stellare)
Guardia delle Radure (Punte Uccidistreghe)
Esploratori di Cuore del Bosco
Esploratori di Cuore del Bosco (Schegge Multiflagello)
Guardiavia
Cavalleria corpo a corpo
Cavalieri Selvaggi
Cavalieri Selvaggi (Scudi)
Cavalleria dalla distanza
Cavalieri delle Radure
Cavalieri delle Radure (Punte Uccidistreghe)
Cavalcafalchi (Unità volante)
Cavalleria magica
Sorelle della Spina (lanciano incantesimi infusi)
Unità di spiriti della foresta
Driadi
Stirpe Arborea
Uominialbero
Unità di mostri
Grande Aquila (Unità volante)
Drago della Foresta (Unità volante
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Описание
Постороннему взгляду бескрайний лес Атель Лорен кажется мрачным и зловещим. Под его густыми кронами царит вечный полумрак; вековые деревья то и дело нарушают тишину скрипами и стонами, а между их стволов вьются едва заметные духи.
А еще в нем живут азраи - лесные эльфы. Как и остальные эльфийские народы, они пришли на запад из Ултуана, однако им чужда и высокомерная заносчивость асуров, и кровавый декаданс друхиев. Азраи считают себя единственными истинными эльфами, сохранившими все светлые и темные стороны своей расы. Уже много тысячелетий они живут в мире и гармонии с разумным лесом.
Азраи дружат с исконными обитателями Атель Лорена - дриадами, духами ветвей и могучими древолюдами. Они ездят верхом на конях, ястребах и великих орлах, а при необходимости призывают на помощь немногочисленных лесных драконов. Непревзойденные всадники и лучники, азраи служат полубогу Ориону, который каждую зиму умирает в огне, чтобы с наступлением весны вновь возродиться под Вековым дубом.
Воины лесных эльфов свирепы, непредсказуемы и готовы отчаянно защищать свой зеленый дом. Только глупец рискнет ссориться с ними и их призначными союзниками. Большинство из тех, кому довелось увидеть грандиозные армии азраев, выходящие из леса на Дикую охоту, уже не сможет рассказать об этом зрелище.
Особенности кампании
В кампании лесные эльфы заметно отличаются от остальных рас Total War: WARHAMMER. Основу их инфраструктуры составляют поселения, находящиеся в Атель Лорене, однако азраи могут покорять и другие территории, заменяя захваченные города врагов своими заставами. Центром их королевства является Вековой дуб - уникальная 5-уровневая постройка, с которой связано новое условие победы в кампании.
В бою лесные эльфы быстры и смертоносны. Большинство их отрядов способно наносить огромный урон, но при этом довольно уязвимо. Уступая в физической силе и численности другим расам, азраи, тем не менее, очень искусны в ближнем и дальнем бою. Им принадлежат одни из лучших лучников в игре, способные стрелять в движении и использовать различные виды боеприпасов. Помимо самих эльфов, в армиях азраев сражаются дриады, орлы, древолюды и другие обитатели Атель Лорена, а маги этой расы владеют школами Жизни, Зверей и Тени.
Новая сюжетная кампания: "Время откровения"
В кампании "Время откровения", действие которой происходит на специально подготовленной карте Атель Лорена и окружающих его бретонских герцогств, вы можете сыграть роль одного из двух легендарных лордов лесных эльфов - Дуртху или Ориона. Вам предстоит объединить лес для борьбы с бретонской угрозой, а потом отразить серию сокрушительных атак предводителя зверолюдов Моргура.
Вековой дуб
Высокий и пышный Вековой дуб является сердцем Атель Лорена и источником его священной мощи.
В большой кампании он представлен уникальной 5-уровневой постройкой, расположенной в Атель Лорене. С каждым повышением его уровня лесные эльфы будут получать все возрастающие преимущества.
При достижении уровня 5 вас ожидает битва за Великий дуб - массированный штурм духовного центра Атель Лорена объединенными силами зверолюдов и воинов Хаоса. Пережив его, вы выполните главное условие победы в кампании лесных эльфов.
Новая дополнительная валюта: янтарь
Для найма некоторых элитных отрядов, доступа к определенным технологиям и развития Векового дуба лесным эльфам требуется янтарь. В отличие от золота, его общее количество ограничено. Получить янтарь можно только одним способом: захватывая поселения и устраивая на их месте заставы азраев.
Из-за ограниченности запасов янтаря игроку постоянно приходится делать выбор между развитием фракции, усилением военной мощи и выполнением ключевого условия победы.
Поселения и заставы лесных эльфов
Лесные эльфы могут захватить любую провинцию Старого Света независимо от того, какой расе она принадлежала изначально. Однако все поселения в такой провинции превратятся в небольшие заставы азраев, пригодные для пополнения армий, найма новых отрядов (из глобального резерва, но по ценам локального) или добычи местных ресурсов. Основные цепочки построек доступны только на территории Атель Лорена - единственного истинного дома азраев. Поселения, расположенные там, содержат по 10 ячеек для построек, что позволяет использовать все возможности лесных эльфов.
Инфраструктура лесных эльфов
Высокоразвитой и утонченной расе лесных эльфов доступен целый ряд уникальных технологий и построек. Решения по ключевым гражданским и военным вопросам в ее государстве принимает эльфийский совет.
В этом совете есть несколько должностей, связанных с различными аспектами инфраструктуры азраев. На эти должности можно назначать персонажей, а для доступа к ним требуется наличие определенных построек. К примеру, если вы исследуете технологию "Дикие пустоши" и возведете соответствующую постройку в своем поселении, в совете откроется должность Вестника Охоты. Назначив на нее одного из своих лордов, вы сможете время от времени объявлять Дикую охоту, дающую значительные преимущества этому лорду и всей его армии. Чтобы максимально эффективно править лесными эльфами в кампании, рекомендуется тщательно изучить все подобные взаимосвязи.
Легендарных лордов Ориона и Дуртху тоже можно назначать на должности, дающие определенные преимущества в кампании.
Новые легендарные лорды
В большой кампании лесных эльфов может возглавлять один из двух легендарных лордов: полубог Орион, носящий титул Короля лесов, или вековой древолюд Дуртху. Для каждого из них предусмотрена собственная фракция Атель Лорена, стартовая позиция и набор преимуществ.
Король лесов Орион
Орион - бессмертный король лесных эльфов Атель Лорена. Когда его королевству угрожает опасность, он первый встречает ее с оружием в руках. Его зову не в силах противостоять ни один эльф: когда король трубит дикую охоту, даже самые утоненные из придворных отбрасывают мишуру цивилизации, отдаваясь первобытному инстинкту погони и манящему запаху крови.
Орион - могучий воин ближнего боя, но он способен наносить урон и на расстоянии, метая свое копье во врагов. У него есть две уникальные способности массового действия, не расходующие энергию Ветров Магии: "Псы Ориона" (магический вихрь) и "Коготь ястреба" (магический обстрел).
Ориону доступно по два древа боевых и командирских навыков, а также одно древо навыков кампании. Такое разнообразие позволяет сформировать уникальную специализацию лорда. К примеру, некоторые из его навыков дают преимущества лучникам, весьма многочисленным в эльфийских армиях. С другой стороны, нанимая духов леса, Орион вынужден тратить дополнительный янтарь.
Дуртху
Древнейший из всех древолюдов, Дуртху когда-то был добрым и счастливым повелителем лесов. Именно он впервые связал судьбу Атель Лорена с азраями. Поначалу это лишь способствовало укреплению лесного мира и гармонии.
Но постоянные нападения врагов и бесчисленные деревья, порубленные на дрова или просто из злобы, ожесточили Дуртху. Хуже того, он решил, что во многих бедах Атель Лорена виноваты именно азраи. Он больше не считает лесных эльфов друзьями: теперь они для него лишь вынужденные союзники.
В большой кампании Дуртху возглавляет духов леса из атель-лоренского региона Аргвилон. Нанимая отряды лесных эльфов, он вынужден платить дополнительный янтарь. Могучий воин сам по себе, Дуртху также владеет заклинаниями школы Зверей и может вызывать грозных мантикор с помощью "Трансформации Кадона".
Новые лорды
Командовать армиями лесных эльфов могут два типа лордов: властители полян и древолюды.
Властители полян
Отпрыски знатных родов Атель Лорена, правящих азраями на протяжении тысячелетий, в случае войны становятся командирами и предводителями эльфийских армий. Искусные воины и лучники, они имеют по два древа личных и командирских навыков, одно из которых посвящено ближнему бою, а другое - стрельбе. Повышая свой уровень, властитель полян может получить доступ к трем транспортным средствам: эльфийскому скакуну, великому орлу и лесному дракону.
Вековые древолюды
Гигантские вековые древолюды, пользующиеся заслуженным уважением азраев и лесных духов, превосходят в силе даже драконов. Истинные стражи леса, они не только сражаются в ближнем бою, но и владеют магией школы зверей. Им недоступны транспортные средства (мало кто или что в этом мире способно поднять столь огромный вес), но зато они обладают уникальными навыками, усиливающими защиту всех древней на поле боя.
Герои
Для поддержки армий и особых действий на карте кампании лесные эльфы могут нанимать героев трех различных типов. Каждый из них обладает собственной специализацией и древом навыков.
Чаропевцы (магия)
Маги лесных эльфов обладает уникальной связью с Атель Лореном. Благодаря этой связи они чувствуют и понимают лес подобно тому, как это происходит у дриад, древолюдов и лесных духов. Чаропевцы могут влать заклинаниями школы Жизни, Тени и Зверей.
Духи ветвей (магия и ближний бой)
Духами ветвей называют самых старых дриад, которые испокон веков служат Древним. До прихода эльфов они обладали фактически правили лесом и укрощали Ветра Магии, чтобы наполнять силой ветви и корни. Несмотря на нелюбовь к пришлым азраям, ради защиты леса они соглашаются служить в эльфийских армиях, применяя заклинания школы Жизни и сокрушая врагов в ближнем бою.
Следопыты (шпионаж и дальний бой)
Следопыты - самые искусные лучники среди всех Стражей пути. Молчаливые и замкнутые, они посвящают охоте всю свою жизнь и знают лес намного лучше остальных своих родичей. Они способны прицельно стрелять в движении и даже не нарушая маскировки: их стрелы летят словно бы из ниоткуда, с безжалостной меткостью поражая врагов одного за другим.
Список войск
Среди отрядов лесных эльфов много хороших лучников. После возведения определенных построек стража полян, чащобные разведчики и всадники полян получают доступ к трем особым видам боеприпасов:
- Стрелы звездного огня (урон от огня)
- Стрелы ведьминой погибели (урон от яда)
- Разрывные стрелы (магический урон)
Пехота ближнего боя
Вечные стражи
Вечные стражи (щиты)
Танцоры войны
Танцоры войны (азрайские копья)
Егеря диколесья
Пехота дальнего боя
Стража полян
Стража полян (стрелы звездного огня)
Стража полян (стрелы ведьминой погибели)
Чащобные разведчики
Чащобные разведчики (разрывные стрелы)
Стражи пути
Всадники ближнего боя
Дикие всадники
Дикие всадники (щиты)
Всадники дальнего боя
Всадники полян
Всадники полян (стрелы ведьминой погибели)
Ястребиные наездники (полет)
Магические всадники
Сестры терновника (могут применять связанные заклинания)
Духи леса
Дриады
Древни
Древолюды
Чудовища
Великий орел (полет)
Лесной дракон (полет
- Nueva raza de los Elfos Silvanos en la Gran Campaña
- Nueva moneda adicional específica para la raza
- Condición para la victoria en la campaña relacionada a un edificio legendario
- Los Elfos Silvanos pueden conquistar cualquier región del mapa
- Dos nuevos Señores legendarios con los que jugar: Orión y Durthu
- Dos nuevos tipos de Señor con cuadros de habilidades muy especializados
- Tres nuevos tipos de héroes con cuadros de habilidades muy especializados
- Lista de tropas exhaustiva de los Elfos Silvanos
- Añade un mapa de la campaña adicional al juego con una historia de campaña exclusiva de los Elfos Silvanos, la "Estación de la Revelación"
- Nuevos y únicos monstruos, héroes, magia y funciones del juego
Para los extraños, el reino forestal de Athel Loren es un lugar siniestro y malicioso. Los crujidos y gemidos de la madera viva resuenan en su oscuro interior, pero la arboleda parece absorber toda la luz y, en la penumbra, sus esquivos espíritus se mueven veloces entre los árboles. Entrar allí es poner su destino en sus manos.
En él moran los Asrai, los Elfos Silvanos. Aunque originalmente son de Ulthuan, al oeste, como todos los Elfos, exhiben la característica arrogancia de los Asur, los Altos Elfos, y la decadencia homicida de los Druchii, los Elfos Oscuros. Los Asrai se consideran a sí mismos los únicos Elfos verdaderos del mundo, pues aceptan todos los aspectos de su naturaleza, los claros y los oscuros, y durante miles de años, han vivido en armonía con el bosque viviente.
Los Asrai comparten el bosque de Athel Loren con sus espíritus y protectores: Dríades, Brujas Árbol y los Antiguos Hombres Árbol. Han hecho de Halcones, Águilas Gigantes sus monturas para incorporarlos a sus huestes de guerra y hasta los raros Dragones del Bosque pueden unírseles cuando la necesidad es acuciante. Los Elfos Silvanos son arqueros y jinetes sin igual y rinden tributo al Semidios Orión, que muere envuelto en llamas cada invierno para volver a la vida cuando llega la primavera, bajo el Roble Eterno.
Son ágiles, salvajes y totalmente despiadados en todo lo que tiene que ver con su tierra. Solo un necio provocaría a los Elfos Silvanos y sus espíritus aliados. Aquellos que tienen la oportunidad de presenciar el gran espectáculo de una hueste de Asrai saliendo de los bosques en una Cacería Salvaje no suelen vivir para contarlo.
Estilo de juego de campaña
La campaña de los Elfos Silvanos ofrece una experiencia de juego totalmente distinta a la de las demás razas jugables incluidas en Total War™: WARHAMMER®. Su gran infraestructura se aloja en los asentamientos de los Elfos Silvanos de Athel Loren, aunque pueden expandirse al exterior, capturar asentamientos y construir puestos avanzados limitados, conocidos como puestos de vigilancia Asrai. El punto central de la campaña es el Gran Roble, un edificio legendario exclusivo de cinco niveles, relacionado con la nueva condición de victoria.
En la batalla, los Elfos Silvanos son veloces, letales y pueden desplegar, en el campo de batalla, muchas unidades frágiles pero terriblemente poderosas. Aunque son físicamente menos robustos que muchas otras razas y el tamaño de sus unidades es menor, compensan estas diferencias con sus excelentes habilidades de combate cuerpo a cuerpo y con proyectiles. Cuentan con unos de los mejores arqueros del juego, muchos de los cuales son capaces de disparar en movimiento y pueden ser mejorados más adelante con distintos tipos de munición especializada. A menudo, van acompañados a la batalla por otros habitantes de Athel Loren, como Dríades, Águilas Gigantes u Hombres Árbol. Sus hechiceros son conocedores del Saber de la Vida, de las Bestias y de las Sombras.
Nueva historia de campaña: La Estación de la Revelación
Escenificada en un precioso y altamente detallado mapa de la campaña de Athel Loren y los Ducados Bretonianos que lo rodean, podrás jugar a La Estación de la Revelación como Durthu u Orión, los dos Señores legendarios de los Elfos Silvanos. En esta campaña, tendrás que encargarte de unir a Athel Loren para, primero, hacer frente a las incursiones Bretonianas y, después, lidiar con los temibles e impresionantes ataques de las corruptas Grandes Manadas de Morghur, el Caudillo de los Hombres Bestia.
El Roble Eterno
Las enormes y viejas ramas del Roble Eterno conforman el corazón espiritual de Athel Loren y son la fuente de su sagrado poder.
En la Gran Campaña, el Roble Eterno es un edificio legendario exclusivo de cinco niveles situado en Athel Loren que tendrás que hacer crecer en el transcurso de la campaña. A medida que lo vayas haciendo subir de nivel, los Elfos Silvanos recibirán bonificaciones cada vez mayores para la campaña.
Llevar el Roble Eterno hasta el quinto nivel desencadena la Batalla del Gran Roble, un ataque contra este centro espiritual de Athel Loren, lleno de acción y adrenalina, ejecutado por hordas de Hombres Bestia y Guerreros del Caos. Obtén la victoria (¡o logra sobrevivir!) para completar el objetivo primordial de la campaña de los Elfos Silvanos.
Nueva moneda adicional: ámbar
Además del oro, los Elfos Silvanos necesitan ámbar para reclutar a ciertas unidades de élite, desbloquear algunas tecnologías y hacer crecer el Roble Eterno. El problema es que este recurso escasea en el mundo y solo puede obtenerse mediante la captura de asentamientos y la creación de puestos de vigilancia Asrai.
Al tratarse de un recurso limitado, tendrás que sopesar cuidadosa y constantemente si gastarlo en el desarrollo de tu facción, en potenciar tu poder militar o en conseguir cumplir la condición de victoria.
Asentamientos y puestos avanzados de los Elfos Silvanos
Los Elfos Silvanos son capaces de capturar cualquier provincia del Viejo Mundo, independientemente de la raza pobladora original. Sin embargo, en los puntos para asentamientos de esos lugares, solo pueden crear puestos de vigilancia de los Asrai con unas opciones de construcción muy limitadas: podrán convertirlos en estaciones de reavituallamiento para sus ejércitos, puntos de reclutamiento (con acceso a la reserva de reclutamiento global, aunque al precio de la reserva local), o en centros para la explotación de los recursos comerciales de la zona. Las cadenas de construcción principales deberán ser construidas en las regiones de Athel Loren, el único y verdadero hogar de los Elfos Silvanos. Los asentamientos, en Athel Loren, cuentan con 10 espacios de construcción con los que podrás explorar los extensos cuadros de construcción de esta Élfica raza.
Infraestructura de los Elfos Silvanos
Los Elfos Silvanos cuentan con exclusivos cuadros de tecnología y construcción. Además, como son una raza bastante desarrollada y no exenta de ciertos tintes aristocráticos, el Consejo de los Elfos Silvanos tiene la última palabra sobre asuntos de corte social y militar.
Este organismo está compuesto por una serie de cargos, para los que podrás nombrar a tus personajes y está sutilmente conectado con la infraestructura de los Elfos Silvanos. Ciertos edificios desbloquean estos puestos políticos; por ejemplo: si la construcción "Páramos Salvajes" está desbloqueada en el cuadro de tecnologías, podrá ser construida en un asentamiento y, con ello, desbloquear el cargo del Heraldo de la Cacería. Si uno de tus Señores es nombrado para este cargo, este se encargará de convocar una Cacería Salvaje cada cierto tiempo. Esto dará al Heraldo y su ejército una serie de importantísimas bonificaciones en aquellos turnos en los que la Cacería Salvaje esté teniendo lugar, potenciará su capacidad militar y alentará las acciones agresivas. Te recomendamos encarecidamente explorar estas interrelaciones para poder sacarle el máximo partido a la campaña de los Elfos Silvanos.
Orión y Durthu, los dos Señores legendarios de los Elfos Silvanos, tienen puestos políticos a los que solo ellos pueden ser designados y que les otorgarán mayores bonificaciones en la campaña.
Nuevos Señores legendarios
Una Gran Campaña de los Elfos Silvanos puede ser liderada por uno de los Señores legendarios: el Semidios Orión, Rey de los Bosques, o el Hombre Árbol Milenario, Durthu. Cada uno tiene su particular punto de partida, controla a una facción diferente de Athel Loren y cuenta con su propia selección de bonificaciones de campaña.
Orión, Rey de los Bosques
Orión es el Semidios inmortal de Athel Loren y los Elfos Silvanos. Cuando su reino se ve amenazado, él es el primero en tomar las armas y salir en su defensa. Todo Elfo siente la llamada salvaje de su rey; muchos no pueden eludir ese instinto brutal y abandonan su ordenada vida por la adrenalina de la caza y el embriagador aroma de la sangre al viento.
Orión es un poderoso guerrero cuerpo a cuerpo, también capaz de infligir daños a distancia, cuando ataca con su lanza de gran alcance. Además, tiene dos habilidades con área de efecto únicas: los Mastines de Orión, un vórtice mágico, y la Garra del halcón, un tipo de bombardeo mágico. Estos ataques están vinculados a Orión y no consumen los Vientos de la Magia.
Orión cuenta con dos cuadros de habilidades de combate, dos de habilidades de batalla y un cuadro de habilidades de campaña. Esta enorme variedad de posibilidades, muchas de las cuales son únicas de él, le permiten especializarse a medida que sube de nivel. En particular, puede aportar numerosas mejoras a las muchas unidades de arqueros de la lista de los Elfos Silvanos. Al reclutar tropas, Orión debe pagar un coste adicional en ámbar si quiere reclutar unidades espíritu.
Durthu
Durthu, el más viejo de los poderosos Hombres Árbol de Athel Loren, fue antaño una benévola criatura que encontraba su alegría en el Tapiz de la Existencia del bosque. Fue él quien primero vinculó los Espíritus del bosque al destino de los Asrai. Y, durante un tiempo, todos vivieron en equilibrio y armonía.
Pero, después de numerosos intrusos realizando incursiones en Athel Loren, ya por combustible ya por deseos de destrucción, Durthu se ha transformado en un ser resentido y, lo que es peor, considera a los Elfos Silvanos los culpables de la mayoría de las calamidades que el bosque ha sufrido. Ahora, ya no los ve como sus amigos, sino como poco más que unos transitorios aliados en una causa común.
En la Gran Campaña, Durthu lidera a los Espíritus del bosque de la región de Argwylon, en Athel Loren. Al reclutar tropas, deberá pagar un coste adicional en ámbar si quiere reclutar unidades de Elfos Silvanos. Durthu es, también, un poderoso guerrero y experto hechicero; conoce bien el Saber de las Bestias y puede convocar Mantícoras en pleno fragor de la batalla mediante el hechizo de la Transformación de Kadon.
Nuevos Señores
Los ejércitos de los Elfos Silvanos pueden reclutar dos nuevos tipos de Señor para que los lideren: los Señores de los Claros y los Hombres Árbol.
Señores de los Claros
Los Señores y las Damas de noble cuna de Athel Loren han gobernado a los Elfos Silvanos durante milenios y, cuando la raza debe ir a la guerra, son estos nobles los que dirigen a sus fuerzas. Son poderosos guerreros, excelentes arqueros y cuentan con dos cuadros de habilidades de combate personales, cada uno de los cuales aporta mejoras a sus habilidades con el arco y cuerpo a cuerpo. Igualmente, sus cuadros de batalla potencian a sus ejércitos en dos campos diferenciados: cuerpo a cuerpo y proyectiles. Además, pueden desbloquear tres opciones para su montura a medida que suben de nivel: el Corcel Élfico, el Águila Gigante y el Dragón del Bosque.
Antiguos Hombres Árbol
Los Antiguos Hombres Árbol son unos seres de una estatura descomunal. Son reverenciados tanto por los Elfos como por las demás criaturas del bosque, incluidos los Dragones de los claros profundos. Estos Espíritus del bosque son los verdaderos guardianes de Athel Loren y son verdaderos Señores Hechiceros que pueden usar el Saber de las Bestias. No tienen ninguna opción de montura (pocas criaturas hay en el mundo lo suficientemente grandes como para poder llevarlos), pero cuentan con habilidades exclusivas que otorgan una protección cada vez mayor a todas las unidades de Arbóreos de sus ejércitos.
Héroes
Los ejércitos de los Elfos Silvanos pueden reclutar tres nuevos tipos de unidades de héroes para dar apoyo a sus ejércitos y llevar a cabo acciones en el mapa de la campaña. Cada uno de ellos ofrece una alta especialización, proporcionada por sus cuadros de habilidades.
Cantores de Árboles (énfasis en magia)
Los magos de los Elfos Silvanos poseen una relación especial con Athel Loren. Estos seres están profundamente sintonizados con el bosque y están conectados con la inteligencia profunda de este como ningún otro Elfo. Así, comparten con su entorno el mismo vínculo que las Dríades, los Espíritus y los Hombres Árbol. Los Cantores de Árboles pueden reclutarse para que hagan uso del Saber de la Vida, de las Sombras y de las Bestias.
Brujas Árbol (énfasis en cuerpo a cuerpo/magia)
Las Brujas Árbol son las más ancianas de las Dríades y son las sirvientes de los Antiguos de Athel Loren. Antes de la llegada de los Elfos, eran ellas las que gobernaban el bosque y las que domaron los Vientos de la Magia para traer el sustento a sus brotes y ramas. Las Brujas Árbol y los Asrai no son precisamente amigos, si bien saben mantener una paz difícil y se puede encontrar a estas expertas en el Saber de la Vida en las filas de los ejércitos de los Elfos Silvanos, ya sea lanzando hechizos en el fragor de la batalla, ya abatiendo a sus enemigos con sus poderosísimas extremidades.
Acechadores de Caminos (espías, expertos en proyectiles)
Estos son los tiradores más cualificados de los Forestales y les obsesiona la Cacería. Son unos individuos taciturnos y solitarios por entero dedicados a vigilar el bosque, lo que les permite desarrollar una relación con este más profunda que la que tienen los demás Elfos. Estos expertos tiradores pueden moverse —incluso aunque permanezcan escondidos— mientras disparan, identificando potenciales objetivos con una precisión letal que ningún otro arquero puede imaginar.
Lista de unidades
La lista de los Elfos Silvanos contiene muchas unidades de arqueros especializados. Una vez hayas construido ciertos edificios, podrás reclutar a Guardianes del Bosque, Exploradores del Bosque Profundo y Jinetes del Bosque con tres tipos de munición especializada:
- Astiles Fuego estelar (daño por fuego)
- Puntas Matabrujas (daño por veneno)
- Puntas Escalofrío veloz (daño mágico)
Infantería cuerpo a cuerpo
Guardia Eterna
Guardia Eterna (escudos)
Bailarines Guerreros
Bailarines Guerreros (lanzas Asrai)
Guardias Salvajes
Infantería de proyectiles
Guardián del Bosque
Guardianes del Bosque (astiles Fuego estelar)
Guardianes del Bosque (puntas Matabrujas)
Exploradores del Bosque Profundo
Exploradores del Bosque Profundo (astiles Escalofrío veloz)
Forestales
Caballería cuerpo a cuerpo
Jinetes Salvajes
Jinetes Salvajes (escudos)
Caballería de proyectiles
Jinetes del Bosque
Jinetes del Bosque (puntas Matabrujas)
Jinetes de Halcón (voladores)
Caballería mágica
Hermanas del Espino (pueden lanzar hechizos vinculados)
Unidades de Espíritus del bosque
Dríades
Arbóreos
Hombre Árbol
Unidades monstruosas
Águila Gigante (voladora)
Dragón del Bosque (volador
- New Wood Elves Race in the Grand Campaign
- New additional Race-specific currency: Amber
- Wonder-based Campaign victory condition
- Wood Elves may conquer any region on the map
- Two New Playable Legendary Lords: Orion and Durthu
- Two new Lord types with deep-specialisation skill trees
- Three new Hero types with deep-specialisation skill trees
- Comprehensive Wood Elves army roster
- Adds an additional campaign map to the game with the unique ‘Season of Revelations’ Wood Elves story Campaign
- New Unique Monsters, Heroes, Magic and Game Features
To outsiders, the forest realm of Athel Loren is a brooding and malicious place. The creak and groan of living wood echoes from its dim interior, the canopy seems to absorb all light, and half-seen spirits dart between the twilit bowers. To enter is to place your fate in their hands.
Within dwell the Asrai, the Wood Elves. Though they hail originally from Ulthuan to the west as all Elves do, they spurn the sanctimonious arrogance of the Asur, the High Elves, and the murderous decadence of the Druchii or Dark Elves. The Asrai consider themselves to be the only true Elves left in the world, as they embrace all aspects of their nature – both light and dark – and for thousands of years, they have lived in harmony with the sentient forest.
The Asrai share the wilds of Athel Loren with its spirits and protectors: the Dryads, Branchwraiths and the ancient guardian Treemen. They adopt its steeds, hawks and Great Eagles for their warhosts, and even rare Forest Dragons may deign to join them when the need is dire. Peerless archers and riders, the Wood Elves pay fealty to the demigod Orion, who dies in flame each midwinter, only to be reborn into thunderous life in spring beneath The Oak of Ages.
Wild, lithe, and utterly ruthless in defence of their land, only a fool would goad the Wood Elves and their spirited allies to conflict. For those who witness the awesome spectacle of an Asrai host marching out of the woodlands on a Wild Hunt, it is likely the last thing they will ever see.
Campaign playstyle
The Wood Elves campaign offers a uniquely different campaign experience to the other playable races of Total War: WARHAMMER. Their major infrastructure is housed in the Wood Elf settlements of Athel Loren, though they are capable of expanding outwards, capturing settlements and building limited outposts, known as Asrai Lookouts, in their stead. The heart of the campaign is The Great Oak, a unique 5-tier building related to the new Wonder victory condition.
In battle, the Wood Elves are swift and deadly, fielding many ‘glass cannon’ style units. While less physically robust than most other races, and with smaller unit sizes, they make up for this with excellent melee and ranged capabilities. They field some of the best archers in the game, many of whom can move and fire, and may later be upgraded with a range of specialised ammunition. They are often accompanied in battle by the woodland kin of Athel Loren, such as Dryads, Eagles and Treemen. Their spellcasters wield the Lores of Life, Beasts and Shadows.
New Story Campaign: The Season of Revelation
Set across a beautiful and highly-detailed campaign map of Athel Loren and the surrounding Duchies of Breton, The Season of Revelation is playable as either Durthu or Orion, the Wood Elves’ two Legendary Lords. This campaign tasks the player with uniting Athel Loren in the face of Bretonnian incursions and, later, from a series of fearsome, climactic attacks by the Beastman warlord Morghur, and his corrupted bray-herds.
The Oak of Ages
The vast, ancient bowers of The Oak of Ages mark the spiritual heart of Athel Loren and the source of its sacred power.
In the Grand Campaign, The Oak of Ages is a unique 5-tier Wonder building sited in Athel Loren which the player must grow over the course of the campaign. As the Wood Elf player advances it to each new tier, they will receive increasing bonuses to their campaign.
Growing The Oak to tier 5 initiates The Battle of The Great Oak, a climactic multi-stage assault on Athel Loren’s spiritual centre by the combined and massed hordes of the Beastmen and Chaos Warriors. Victory (or survival!) marks the completion of the Wood Elves’ key campaign objective.
New additional currency: Amber
Alongside Gold, the Wood Elves require Amber to recruit certain elite units, to unlock certain technologies, and to expand the Oak of Ages. This is a finite resource in the world however, and can only be gained by capturing settlements and setting up Asrai Lookouts.
As Amber is limited, this presents the player with a constant choice over whether it should be spent on faction development, military might or achieving their key victory condition.
Wood Elf Settlements and Outposts
The Wood Elves are capable of capturing any province in The Old World, regardless of its race origin. However, these settlement locations can only ever house Asrai Lookouts with very limited building options, turning them into army replenishment stops, recruitment stations (with access to the global recruitment pool but at local recruitment pricing), or as centres to exploit any regional trade resources. Major building chains will need to be built in the regions of Athel Loren itself, the only true home of the Wood Elves. Settlements in Athel Loren have 10 building slots, providing space to explore the Wood Elves’ extensive building trees.
Wood Elves infrastructure
The Wood Elves have unique tech trees and buildings, and as a highly developed and somewhat aristocratic race, the Wood Elf Council presides over matters social and military.
This Council has a number of Offices to which characters may be appointed, and is subtly connected to the Wood Elves’ infrastructure. Certain buildings unlock Offices for example: if the Wild Heath building is unlocked in the tech tree, it can be built in a settlement, thereby unlocking the Herald Of The Hunt office. If one of the player’s Lords is appointed to this role, he will periodically call a Wild Hunt. This gives the Herald and his army a series of very significant bonuses for the turns in which the Wild Hunt event is active, heightening their marshal prowess and encouraging aggressive actions. Players are advised to explore these interconnections in order to get the most out of their Wood Elf campaigns.
The two Wood Elves legendary Lords, Orion and Durthu, both have Offices to which only they can be appointed, providing them with further campaign bonuses.
New Legendary Lords
A Wood Elves Grand Campaign may be led by one of two Legendary Lords: the demigod Orion, The King in The Woods, or the ancient Treeman, Durthu. Each begins play in a different starting position, controlling a different Athel Loren faction, and bring their own suite of campaign bonuses.
Orion The King in The Woods
Orion is the immortal demigod-king of Athel Loren and the Wood Elves. When his realm is threatened, he is the first to take up arms and fight in its defence. Every Elf feels the lure of their king’s wild summons, and many are overcome by their primal urges, abandoning civilised concerns and for the thrill of the hunt, and the heady tang of blood upon the wind.
Orion is a powerful melee warrior who also can deal sizeable ranged damage with his long-range spear attacks. He also has two unique area-effect abilities: Hounds of Orion, a magical vortex, and Hawk’s Talon, a magical bombardment. These attacks are bound to Orion and do not consume Winds of Magic.
Orion has two combat skill trees, two battle skill trees, and a campaign skill tree. This great range of skills, many of which are unique, allows him to specialise as he levels up. In particular, he can bring numerous improvements to the many bow units in the Wood Elves roster. When recruiting forces, Orion must pay an extra cost in Amber to hire woodland spirit units.
Durthu
Most ancient of the might Treemen of Athel Loren, Durthu was once a benevolent creature who found joy in the weave of forest life. It was he who first bound the spirits of the woodlands to the fate of the Asrai. And for a time, things existed in balance and harmony.
After many bloody incursions into Athel Loren however, with countless tress felled by outsiders for fuel, or merely out of spite, Durthu has become embittered. Worse still, he believes the Wood Elves themselves invited many of these calamities. Now, he does not consider them friends: merely allies in a common cause.
In the grand Campaign, Durthu leads the woodland spirits of the region of Argwylon in Athel Loren. When recruiting forces, he must pay an extra cost in Amber to hire Wood Elf units. A powerful warrior and spellcaster, Durthu also wields the Lore of Beasts, and may summon Manticores into the thick of battle using The Transformation of Kadon.
New Lords
Wood Elves armies may recruit two new types of Lord to command their armies: Glade lords and Treemen.
Glade Lords
The Highborn lords and ladies of Athel Loren have ruled the Wood Elves for millennia, and when the race goes to war, it is these nobles that direct their forces. Powerful warriors and excellent archers, they have two personal combat skill trees, each of which brings improvements to their archery and melee abilities. Likewise, their Battle trees augment their armies along two different paths – mell and ranged. They may also unlock three mount options as they level up: the Elven Steed, Great Eagle, and Forest Dragon.
Ancient Treemen
Ancient Treemen are colossal in stature. Revered by Elf and forest-creature alike, their strength rivals that of even the dragons of the deep glades. The true guardians of the forest, these mighty woodland spirits are Spellcaster lords who wield the Lore of Beasts. While they have no mount options (there are few creatures in the world big enough to accommodate them), they have unique skills which grant increasing protection to all Tree Kin units in their armies.
Heroes
Wood Elves armies may recruit three new types of Hero units to support their armies and perform Campaign Map actions. Each offers strong specialisation paths via their skill trees.
Spellsingers (Mage focus)
Wood Elf mages have a unique relationship with Athel Loren. Connected to the deeper intelligence of the forest, they are highly attuned beings, sharing a bond with their surroundings in much the same way the Dryads, sprites and Treemen do. Spellsingers may be recruited to wield the Lores of Life, Shadow and Beasts.
Branchwraiths (Melee/Mage focus)
Eldest of the Dryads, Branchwraith serve as handmaidens to the ancients of Athel Loren. Before the coming of the Elves, it was they who ruled the forest and tamed the Winds of Magic to bring sustenance to the wild woodlands. There is no love lost between Branchwraiths and the Asrai, though the uneasy peace continues, and these skilled practitioners of The Lore of Life can be found in many Wood Elf warhosts, casting spells in the thick of battle one minute, striking down foes with their powerful limbs the next.
Waystalkers (Spy, Ranged focus)
The most skilled marksmen of the Waywatchers, Waystalkers are obsessed with The Hunt. Taciturn, solitary individuals, they show a dedication to their path that puts them in closer touch with the forest than their Elven kin. Expert snipers, they can move – and even remain hidden – while firing, singling out targets for the kill with a ruthless precision that no other archer can match.
Unit roster
The Wood Elves roster contains many skilled archer units. When certain structures have been built, Glade Guard, Deepwood Scouts and Glade Riders may be recruited to fire three specialised ammunition types:
- Starfire shafts (Fire damage)
- Hagbane Tips (Poison damage)
- Swift Silver Shards (Magical damage)
Melee Infantry
Eternal Guard
Eternal Guard (shields)
Wardancers
Wardancers (Asrai spears)
Wildwood Rangers
Ranged infantry
Glade Guard
Glade Guard (Starfire Shafts)
Glade Guard (Hagbane Tips)
Deepwood Scouts
Deepwood Scouts (Swift Shiver Shafts)
Waywatchers
Melee Cavalry
Wild Riders
Wild Riders (shields)
Ranged cavalry
Glade Riders
Glade Riders (Hagbane Tips)
Hawk Riders (flying)
Magical cavalry
Sisters of The Thorn (may cast bound spells)
Woodland Spirit units
Dryads
Treekin
Treeman
Monstrous Units
Great Eagle (flying)
Forest Dragon (flying