
High Elves · Immortal Empires
High Elf Sea Patrol
wh3_dlc27_hef_aislinnComes with Tides of Torment – High Elves(Warhammer III)
High Elf Sea Patrol is a playable High Elves faction in Total War: Warhammer III, led by Sea Lord Aislinn. In Immortal Empires it starts without a settlement. It comes with Tides of Torment – High Elves. Faction key wh3_dlc27_hef_aislinn. Patch 9.0.4, from the game's data tables.
Start here
Immortal Empires, patch 9.0.4: facts from the game's data, each linking to the full section.
Climate at a glance
11 suitable · 0 unpleasant · 1 uninhabitable · 7 climates differ from the race
Victory at a glance
Short victory: 5 objectives · long victory: 5
- Unlock 3 Dragonships.
- Establish Colonies
- Gift 5 Colonies to other High Elf Factions.
Key units and where they are recruited
COMPUTED — per role, the High Elves unit that tops the role's cost list on best units by the numbers (base stats, multiplayer cost; the race's standard roster — units it has only with Unit caps off, the extended roster, are left out). Recruitment: the first building level that unlocks it (building_units_allowed).
Ship's CompanyMelee infantry · Health per 1,000 gold: 18,900
Recruited from Militia Camp (Citizen Militia, level 1)

Ellyrian ReaversMelee cavalry · Health per 1,000 gold: 10,364
Recruited from Grazing Meadows (Elven Cavalry, level 1)


Eagle Claw Bolt ThrowersWar machines & artillery · Missile damage per 1,000 gold: 714
Recruited from Elven Workshop (Smiths, level 1)
Faction leader

Sea Lord Aislinn
High Elf Sea Patrol
Stationed in the Eastern Colonies, where the Towers of Sun and Stars stand sentinel, Aislinn prepares to secure Ulthuan’s future with the might of the Asur's Dragonships.
- Asur Domination: Has access to powerful Dragonships Can establish Colonies and gift conquered regions to other High Elf factions Has access to Asur Domination advancements
- Improved sea navigation
- Local Recruitment duration: -1 turn(s) for Oceanids, Sea Elementals and Merwyrm units (minimum 1)
- Can issue Provincial Commandments without owning the entire province
- Asur Domination: Has access to powerful Dragonships Can establish Colonies and gift conquered regions to other High Elf factions Has access to Asur Domination advancements
- Improved sea navigation
- Local Recruitment duration: -1 turn(s) for Oceanids, Sea Elementals and Merwyrm units (minimum 1)
- Can issue Provincial Commandments without owning the entire province
Faction effects
- Sea Lanes journey duration: -1 turns (factionwide)
- Underworld Sea travel time: -1 (factionwide)
- Allegiance points gained: +100%
- Seductive influence: +250 required for complete seduction
- Seductive influence: -5 per turn from race
Victory conditions
Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions
Short Campaign Victory
- Unlock 3 Dragonships.
- Establish Colonies
- Gift 5 Colonies to other High Elf Factions.
- Destroy the following faction(s): Dread Rock Privateers
- Restore all of the following 3 ancient Elven Colonies either by direct ownership or ensuring High Elven control over them: Tower of the Sun, Tower of the Stars, Tor Elasor
REWARDS
- Dragonship Supply construction cost: -10% for all Dragonship buildings (all Dragonships)
- Dragonship Supply construction cost: -10% for all Dragonship buildings (all Dragonships)
Follower or item: Sea Gold Parrying Blade
Follower or item: Jewel of the Dusk
Long Campaign Victory
- Achieve the Short Victory conditions.
- Destroy the following faction(s): Dread Rock Privateers, The Awakened, Pirates of Sartosa, The Blessed Dread
- Restore all of the following 9 ancient Elven Colonies either by direct ownership or ensuring High Elven control over them: Fortress of Dawn, Tower of the Sun, Tower of the Stars, Tor Elasor, Gronti Mingol, Citadel of Dusk, The Star Tower, Great Turtle Isle, Arnheim
- Win the following battle: Final Battle: The Lost Cache
- Spend at least 2,000 Influence across patronage, actions, or on improving relations with other factions.
REWARDS
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Influence: +2,000
Plan a co-op campaign with High Elf Sea Patrol — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best High Elf factions.
Climate
Suitable
Chaotic Wasteland(race: Uninhabitable)
Desert(race: Uninhabitable)
Frozen
Temperate Island
Jungle(race: Unpleasant)
Magical Forest
Mountain(race: Unpleasant)
Ocean(race: Uninhabitable)
Savannah
Temperate(race: Unpleasant)
Wasteland(race: Unpleasant)
Unpleasant
None
Uninhabitable
Undead Wasteland
How settling High Elf Sea Patrol fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.
Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.4.