Alarielle the Radiant
Alarielle the Radiant, High Priestess of Isha and Everqueen of Ulthuan.Since the Golden Age, the Everqueen has served as Isha's chosen priestess in the mortal world. Whilst the tradition of the Phoenix King is relatively new, a mere six and a half thousand years in age, there has always been an Everqueen. Alarielle is the eleventh Everqueen to rule since the time of Aenarion. Her flowing hair is like a golden cloud, and it is said that so great and timeless is her beauty that it can move even the immortal gods to tears. The Everqueen's power is that of nature itself. Where Alarielle walks, the fields start to blossom and flowers spring forth from the ground. As a servant of light and nature, the Everqueen is opposed to corruption in all its forms. More importantly, her presence is anathema to tainted creatures of all kinds.
Unit Name Alarielle the Radiant |
Main Unit Key wh2_dlc10_hef_cha_alarielle_the_radiant_0 |
Land Unit Key wh2_dlc10_hef_cha_alarielle_the_radiant_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Missile Infantry |
Class Command |
Custom Battle Cost 600 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
3888 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1b_alarielle_staff_and_sword |
├ Man Entity wh2_dlc10_hef_infantry_hero_alarielle_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3880 |
450 |
└ Man Mass 450.0000 |
15 |
├ Armour wh2_main_body_15 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 85 |
36 |
└ Man Speed 36 |
Melee Attack 45 |
55 |
300 |
├ Melee Weapon wh2_dlc10_hef_alarielle_sword |
├ Base Weapon Damage 200 |
├ Armour-Piercing Weapon Damage 100 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 23 |
Abilities
-
Boon of Isha
Under Isha's embrace, those of fey heart will be protected; that is the Everqueen's will. -
Martial Prowess
High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
Melee Attack +2
Melee Defence +12 -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
Attributes
-
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses. -
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells.
Faction Availability | |
---|---|
Immortal Empires |