High Elves technologies
73 technologies from the game's research tree for High Elves, patch 9.0, line by line as the game lays them out. Hover or tap a technology for its research cost, its effects and what it needs first. Faction-only trees (a single lord's variant) are not included.
Call the Great HerdsCall the Great Herds100 research points
Speed: +8% for Ellyrian Reavers, Silver Helms and Dragon Princes units
Speed: +8% for Chariots and Skycutter unitsMany herds of fine Elven steeds roam freely on Ulthuan's wide plains, but can be called to battle when needed.
Awakening the Ancient OnesAwakening the Ancient Ones100 research points
Recruitment cost: -10% for Dragons and Merwyrm units
Upkeep: -5% for Dragons and Merwyrm unitsOnly when there is dire need can the most ancient examples be roused from their slumber.
Great WeaponsGreat Weapons100 research points
Armour-piercing weapon damage: +4 for Phoenix Guard, Swordmasters of Hoeth, White Lions of Chrace and Dragon Princes unitsThe renowned smiths of Vaul and Hoeth forge greatswords so light and well-balanced they appear to be no lighter than a feather.
GemsettingGemsetting100 research points
Income from Industry buildings: +10%Setting rare gems into jewellery made from precious metals increases their value manyfold.
Marble StockpilesMarble Stockpiles100 research points
Construction cost: -10% for all buildingsHaving a surplus of the finest building materials says something about a society's inherent wealth.
Healing SalveHealing Salve100 research points
Casualty replenishment rate: +5%"Pain, begone, I will have no more of thee!"
Light Ithilmar ArmouryLight Ithilmar Armoury400 research points
Armour: +10 for Spearmen, Archers, Ship's Company, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Rangers, Silverin Guard and Sisters of Avelorn units
Speed: +5% for Spearmen, Archers, Ship's Company, Lothern Sea Guard, Rangers, Silverin Guard, Sisters of Avelorn, Shadow Warriors and Shadow-walker unitsRequires: The Endless MusterIthilmar is an unusual substance in that it offers full protection but without the encumbrance of a full suit of plate armour.
TrumpetersTrumpeters400 research points
Melee attack: +5 for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker unitsRequires: Light Ithilmar ArmouryThe cadence of military music enables the maintenance of order and discipline in the fray's desperate, blood-soaked moments.
Forgemasters of VaulForgemasters of Vaul400 research points
Recruit rank: +2 for Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
Upkeep: -5% for Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker unitsRequires: Militia TrainingThe forgemasters of the Dragon Spine have laboured through centuries to perfect intricacies unseen by the fleeting races of the world.
Broadhead ArrowsBroadhead Arrows400 research points
Armour-piercing missile damage: +1 for Lothern Sea Guard, Archers, Sisters of Avelorn, Shadow-Warriors and Shadow-walker units
Range: +10% for all Ranged UnitsRequires: Forgemasters of VaulWide, flat-headed arrows are both easy to store and more effective at slicing through massed ranks of the foe than standard designs.
Starmetal BladesStarmetal Blades600 research points
Melee attack: +5 for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units
Weapon strength: +10% for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard unitsRequires: Martial LawOnly the very best blades are made from star-metal; only Dwarfen gromril comes close in hardness and strength.
Hierarchical ManoeuvreHierarchical Manoeuvre400 research points
Hero action cost: -20%
Hero action success chance: +5%
Enemy Hero action success chance: -10%
Tradable resources produced: +5%Requires: Obligations of NobilityJust as the citizen levy hones their sword hand, so too does courtly intrigue sharpen the keen minds of Ulthuan nobility for statecraft.
Trade AdvancementsTrade Advancements100 research points
Tradable resources produced: +5%
Income from trade tariffs: +5%
Diplomatic relations: +5 with all factionsResearch the following items to advance the High Elves' prosperous economy to a higher level altogether.
The Endless MusterThe Endless Muster200 research points
Recruit rank: +1 for Ship's Company and Lothern Sea Guard units
Leadership: +3 for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker unitsTo rouse the fire of Asurian intensity is to command obedience – be they white-garbed neophytes or Nagarythe's black-fletched ranks.
Archery ProwessArchery Prowess400 research points
Reload time reduction: +5% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units
Ammunition: +5% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers unitsRequires: The Endless MusterIt takes centuries to become this good, but the Asur have time on their side.
SpearwallSpearwall400 research points
Melee defence: +5 for Spearmen, Lothern Sea Guard and Silverin Guard unitsRequires: Archery ProwessOne of the most impressive, iconic sights of an Elven warhost is the wall of spears, perfectly arranged for maximum effect.
Militia TrainingMilitia Training400 research points
Experience gain: +10% for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
Casualty replenishment rate: +2% for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker unitsRequires: Spearwall, TrumpetersAll citizens of Ulthuan must join a militia and attend regular training, by order of the Phoenix King.
Precise FletchingPrecise Fletching400 research points
Ammunition: +10% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units
Missile strength: +5% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers unitsRequires: Militia TrainingThe world's best archers require the very best arrows.
Seasoned MilitiaSeasoned Militia400 research points
Bonus vs Infantry ammunition for Lothern Sea Guard, Archers, Sisters of Avelorn, Sentinels of Astaril, Spire Guard of Tor Yvresse, Shadow-Warriors and Shadow-walker units (Rank 7 and above)
Bonus vs Large: +5 for Spearmen, Lothern Sea Guard, Silverin Guard, Sentinels of Astaril and Spire Guard of Tor Yvresse units (Rank 7 and above)Requires: Precise FletchingUlthuan’s wardens have disembowelled savage hordes and unruly leviathans alike – the larger the foe, the surer their aim.
Martial LawMartial Law600 research points
Upkeep: -2% (all armies)
Control: +1 (all provinces)
Local recruitment capacity: +1 (all provinces)Requires: Seasoned Militia, Broadhead ArrowsIn times of war, it is best to be prepared for the long haul.
The Path of KhaineThe Path of Khaine600 research points
Recruit rank: +2 for Swordmasters of Hoeth, Phoenix Guard, White Lions of Chrace and Sisters of Avelorn units
Recruitment cost: -10% for Swordmasters of Hoeth, Phoenix Guard, White Lions of Chrace and Sisters of Avelorn unitsRequires: Martial LawWary of ruinous influence like no other, Asur call upon the Maiden for forgiveness in the same breath as they invoke the Bloody-Handed God.
Obligations of NobilityObligations of Nobility400 research points
Melee attack: +5 for Lords and embedded Heroes
Melee defence: +5 for Lords and embedded Heroes
Leadership: +5 for embedded Heroes"Nobility obliges me to recognise the virtue of an exceptional commoner."
Highborn ChampionsHighborn Champions400 research points
Hero recruit rank: +3
Lord recruit rank: +2Requires: Obligations of NobilityThose of noble birth have the time to become well practiced in war's terrible arts.
Elite ChampionsElite Champions500 research points
Armour-piercing weapon damage: +50 for non-spellcaster Lords and Heroes
Character experience gain: +10% (all characters)
Wound recovery time: -1 turns (all characters)Requires: Hierarchical Manoeuvre, Highborn ChampionsOft times, pride comes afore a fall. Not in this case.
Hardwood ConstructionHardwood Construction100 research points
Armour: +10 for Chariot and Skycutter units
Melee defence: +5 for Chariot and Skycutter unitsWar machines benefit greatly from solid construction using only the finest materials.
Eastern Trade ContractsEastern Trade Contracts100 research points
Diplomatic relations: +20 with Grand Cathay
Tradable resources produced: +10%Those who dare to sail to the far east return with rare luxury goods of which the lesser races can only imagine.
Preserved SeafoodPreserved Seafood100 research points
Income from Ports: +10%
Growth: +20Salting fish ensures it can be transported inland and still be edible by the time it gets there.
Monthly FestivalsMonthly Festivals100 research points
Leadership: +5
Control: +2Elves are partial to the arts and enjoy festivals where poets and bards come to entertain the masses.
Extravagant MuralsExtravagant Murals100 research points
Income from Entertainment buildings: +10%The play may be the thing, but a pleasant environment does much for the mood of the audience.
Porcelain KilnsPorcelain Kilns100 research points
Income from Province Capital/Settlement buildings: +10%High Elf pottery is produced to a dazzlingly-high standard, as one might expect from a superior race. Naturally, its secrets are closely guarded.
Recall ColonistsRecall Colonists400 research points
Casualty replenishment rate: +2% for Ship's Company and Oceanids units
Upkeep: -5% for Ship's Company, Lothern Sea Guard and Oceanid unitsRequires: Appoint Sea MastersSome of the Asur's coastal colonies have fallen into disrepair and many colonists have maritime skills that could be useful to the Sea Guard at home.
Chariot AnthemsChariot Anthems400 research points
Attribute: Devastating Flanker for Ithilmar Chariots and Lion Chariots of Chrace units
Unit mass: +10% for Chariot and Skycutter unitsRequires: Cartridge AmmunitionThe Elves of Tiranoc all know its battle song, a rousing anthem sung by their number since ancient times.
Blessings of AsuryanBlessings of Asuryan400 research points
Melee defence: +5 for Phoenix Guard units
Ward save: +5% for Phoenix Guard unitsRequires: The Creator's GiftKnowledge of the end informs the individual and guides their actions.
Dragons' OfferingsDragons' Offerings500 research points
Armour: +10 for Dragon units
Speed: +10% for Dragon units
Unit mass: +15% for Dragon and Dragon Princes unitsRequires: Dragon's BondTo the Asur, Dragons are not gods, but ancient divine creatures they treat as allies, the greatest of which are called upon through Caledorian ritual observances.
Waystone NetworkWaystone Network100 research points
Hero action success chance: +10%
Campaign movement range: +5%Requires: Cultural AdvancementsUlthuan's network of Waystones funnels the Winds of Magic towards the Vortex, ensuring tranquillity abounds within its enchanted cloak.
Upholders of OrderUpholders of Order100 research points
Diplomatic relations: +10 with High Elves, Lizardmen, The Empire, Bretonnia, Kislev, Grand Cathay and Dwarf factions
Control: +1 (all provinces)Requires: Waystone NetworkNot everyone understands the true nature of the world's peril. Those who do are more willing to unite against the common enemy.
Court AdvisorsCourt Advisors100 research points
Hero recruit rank: +2 for Handmaidens
Hero recruit rank: +2 for Nobles
Lord recruit rank: +2Requires: Echelon ManipulationWhere better for the ambitious individual to learn their craft than at a place of high intrigue and low plots?
Rapid ResettlementRapid Resettlement100 research points
Construction cost: -15% for Province Capital/Settlement buildings
Construction time: -1 for Province Capital/Settlement buildings
Global recruitment capacity: +1Requires: Court AdvisorsRecaptured former colonies require less effort to orientate and acclimatise them to the Asur way.
Appoint Sea MastersAppoint Sea Masters400 research points
Recruit rank: +1 for Ship's Company and Lothern Sea Guard units
Recruitment cost: -10% for Ship's Company and Lothern Sea Guard unitsThose among the Sea Guard who show better-than-average aptitude may find themselves promoted in due course.
Seaborn CreaturesSeaborn Creatures400 research points
Melee attack: +5 for Oceanids and Sea Elemental units
Missile resistance: 10% for Oceanids and Sea Elemental units
Income from Ports: +5%Requires: Appoint Sea MastersIn the aftermath of the Sundering, the Elves of once-fair Tiranoc adapted to the masterful stewardship of the depths' primordial denizens.
Behemoths of the SeasBehemoths of the Seas600 research points
Melee attack: +5 for Merwyrm units
Melee defence: +5 for Merwyrm units
Physical resistance: 5% for Merwrym unitsRequires: Recall Colonists, Seaborn CreaturesAccording to Cothiquian wisdom, what certain lumbering sea-serpents lack in draconic sophistication they more than make up for with unwavering loyalty.
Cartridge AmmunitionCartridge Ammunition400 research points
Reload time reduction: +10% for Eagle Claw Bolt Thrower and Skycutter units
Reload time reduction: +10% for Tiranoc Chariot units
Ammunition: +10% for Lothern Skycutters, Lothern Skycutters (Bolt Throwers) and Eagle Claw Bolt Throwers unitsWhereby bolts and arrows can be stored for swift access when the ebb and flow of battle demands.
Enchanted ProjectilesEnchanted Projectiles400 research points
Missile strength: +10% for Tiranoc Chariots, Eagle Claw Bolt Throwers, Lothern Skycutter and Lothern Skycutter (Bolt Thrower) units
Enables Shieldbreaker Missiles for Lothern Skycutters, Lothern Skycutters (Bolt Throwers) and Eagle Claw Bolt Throwers unitsRequires: Cartridge AmmunitionThe young of the gleaming host boast their shattering volleys owe much to quicksilver drills, though veterans spare quiet thanks for the enchanters.
Craft LogisticsCraft Logistics500 research points
Global recruitment duration: -1 turns for all Chariot and Skycutter units (minimum 1)
Global recruitment capacity: +1Requires: Chariot Anthems, Enchanted ProjectilesWhether drawn by Swiftfeather Rocs or Chracian Lions, they are chariots all the same – carriage, shaft, and yoke bearing the white-timbered elegance of Elven craft.
The Creator's GiftThe Creator's Gift400 research points
Attribute: Immune to Contact Effects for Phoenix Guard units
Corruption: -2 (all provinces)
Attrition: -20% casualties suffered from all attrition (all armies)Halberds raised high and thrumming with the Flame Eternal, the silent sentinel conflagrate resolve and dread in equal measure.
Fire & WaterFire & Water400 research points
Melee attack: +5 for Phoenix units
Weapon strength: +10% for Phoenixes, Dragons, Oceanids, Sea Elementals and Merwyrm unitsRequires: The Creator's Gift"How can our enemies protect themselves when we throw the Flames of Asuryan and the Waters of Mathlann against them?"
Magical InfusionMagical Infusion600 research points
Melee defence: +5 for Phoenix units
Recruit rank: +2 for Phoenix and Phoenix Guard units
Attribute: Unbreakable for Phoenix Guard unitsRequires: Fire & Water, Blessings of AsuryanCertain creatures are highly attuned to the Winds of Magic, making them that little bit more sensitive to the benefits of enchantment.
Dragon's BondDragon's Bond400 research points
Attribute: Immune to Flanking for Dragon units
Upkeep: -5% for Dragon and Dragon Princes unitsBoth the song and the singer are crucial if Dragon and rider are to form a bond that lasts a lifetime.
Ancient Lair WardingAncient Lair Warding500 research points
Melee attack: +5 for Dragon units
Recruit rank: +2 for Dragon unitsRequires: Dragon's BondThe Naggarothi expend much energy and resources in trying to steal Dragon Eggs, prompting their Asur cousins to ward their allies' ancient lairs against infiltration.
Wardings of VaulWardings of Vaul600 research points
Melee defence: +5 for Dragon and Dragon Prince units
Missile resistance: 5% for Dragon unitsRequires: Dragons' Offerings, Ancient Lair WardingThe finest suits of armour are forged in the Anvil of Vaul at Caledor, and contain the Smith-God's protection.
Cultural AdvancementsCultural Advancements100 research points
Income from trade tariffs: +15%Research the following items to advance the High Elves' ancient, glorious culture even further.
Echelon ManipulationEchelon Manipulation100 research points
Influence: +5 per turn
Influence cost: -5% for Intrigue at Court actions
Income from all buildings: +5%Requires: Upholders of Order, Unite Local NobilityThe rigid clockwork of courtesy, the cloying smother of compliments, the biting satire of an epigram – aristocracy’s arsenal is nothing if not varied.
Spy NetworksSpy Networks100 research points
All regions owned by factions that you have trade agreements with are visible
All sea regions are made visible to your faction
Diplomatic relations: +5 with all factionsRequires: Rapid Resettlement, Pinnacle of CivilisationThe calm, polite eloquence of the Asur ensures their easier acceptance by other cultures, where they may hear and even influence local intrigue.
Heralds of CivilisationHeralds of Civilisation100 research points
Construction cost: -15% for Ports
Construction time: -1 for Ports
Growth: +15Requires: Cultural AdvancementsThe Elves’ domination of the seas in antiquity awakens calls for a renaissance, for a tenuous and symbolic empire is barely an empire at all.
Unite Local NobilityUnite Local Nobility100 research points
Construction cost: -15% for High Elf Industry and Resource buildings
Construction time: -1 for High Elf Industry and Resource buildings
Upkeep: -10% for Lords and HeroesRequires: Heralds of CivilisationIf only they could stop squabbling amongst themselves, then we would truly be invincible.
Pillars of AccordPillars of Accord100 research points
Allegiance points gained: +20%
Allied recruitment cost: -25%
+1 Allied Recruitment Unit capacity per armyRequires: Echelon ManipulationThe Elves’ aloof veneer guards a trove of ancient knowledge and unwavering loyalty. Only the blind spurn the summons of Asur envoys.
Pinnacle of CivilisationPinnacle of Civilisation100 research points
Construction cost: -15% for High Elf Entertainment, Aristocracy and Embassy buildings
Construction time: -1 for High Elf Entertainment, Aristocracy and Embassy buildings
Corruption: -2 (own provinces)Requires: Pillars of AccordLiving on our fair isles of Ulthuan, set in the centre of the Great Ocean, we are far removed from the petty squabbles of the lesser races.
Light Cavalry BardingLight Cavalry Barding400 research points
Armour: +10 for Ellyrian Reavers, Silver Helms and Dragon Princes units
Melee defence: +5 for Ellyrian Reavers, Silver Helms and Dragon Princes unitsRequires: Skirmishing SaddlesBarding of this kind gives the Reavers' mounts extra protection whilst they deliver their devastating charges.
Hunter's InstinctsHunter's Instincts400 research points
Melee attack: +5 for White Lions of Chrace units
Speed: +8% for White Lions of Chrace unitsRequires: SwiftsenseFrom the reign of Caledor the First, the White Lions of Chrace have wielded wild lore and savage fury to shield the heart of the Elven host.
Allies of the ElementsAllies of the Elements400 research points
Speed: +5% for Oceanids, Sea Elementals, Phoenix, Eagle and Merwyrm units
Leadership: +5 for Oceanids, Sea Elemental and Phoenix units
Melee defence: +5 for Oceanids and Sea Elemental unitsRequires: Arcane Studies"Whoso makes the pilgrimage to the Inner Sea where Ghyran teems and Aqshy swirls, shall be bound in spirit unto the elements."
Teachings of HoethTeachings of Hoeth400 research points
Passive ability: "Accomplished Fighter" for Loremaster of Hoeth units
Attribute: Perfect Vigour for Swordmasters of Hoeth and Loremaster of Hoeth units
Speed: +5% for Swordmasters of Hoeth unitsRequires: Allies of the ElementsThere is much to be learned at the Tower of Hoeth, be it history or swordplay.
Wardens of UlthuanWardens of Ulthuan500 research points
Missile block chance: +20% for Swordmasters of Hoeth and Loremaster of Hoeth units
Bonus vs Infantry: +10 for Swordmasters of Hoeth and Loremaster of Hoeth unitsRequires: Teachings of HoethOn one side Chaos surges, driven by the predation of hungry gods; on the other, a delectable mortal world. Between them, Ulthuan’s unremitting vigil.
Skirmishing SaddlesSkirmishing Saddles400 research points
Speed: +5% for Ellyrian Reavers, Silver Helms and Dragon Princes units
Reload time reduction: +15% for Ellyrian Reaver Archers units
Upkeep: -5% for Ellyrian Reavers, Silver Helms and Dragon Princes unitsBeing able to control your steed with only your knees frees up the hands for blade, point or bow.
Vows of FealtyVows of Fealty400 research points
Charge bonus: +10 for Ellyrian Reavers, Silver Helms and Dragon Princes units
Melee attack: +5 for Ellyrian Reavers, Silver Helms and Dragon Princes unitsRequires: Skirmishing SaddlesMinor nobles often choose a patron from more prestigious quarters, swearing allegiance to their house.
HorsemastersHorsemasters500 research points
Missile resistance: 10% for Ellyrian Reavers, Silver Helms and Dragon Princes units
Vigour loss reduction: -50% for Ellyrian Reavers, Silver Helms and Dragon Princes unitsRequires: Light Cavalry Barding, Vows of FealtyIt is both the right and duty of Ulthuan's perfect cavalry to repeat the achievements of their glorious ancestors.
SwiftsenseSwiftsense400 research points
Melee attack: +5 for Great Eagle and War Lion units
Leadership: +10 for Great Eagle and War Lion units
Speed: +5% for Great Eagle, White Lions of Chrace and War Lions unitsAn eagle's senses match their speed in flight, making them excellent spotters and swift killers.
Ward of KurnousWard of Kurnous400 research points
Physical resistance: 5% for War Lions of Chrace, White Lions of Chrace and Lion Chariots of Chrace units
Casualty replenishment rate: +2% for Sisters of Avelorn, Great Eagle, War Lions of Chrace, White Lions of Chrace and Lion Chariots of Chrace unitsRequires: SwiftsenseThundering at dawn, the horn of the Hunter God heralds a bountiful hunt; keening at dusk, it portends lurking evil, warding all His children.
Strength of AvelornStrength of Avelorn500 research points
Ammunition: +20% for Sisters of Avelorn and Handmaiden of the Everqueen units
Attribute: Charge Defence vs Large for Sisters of Avelorn units
Reload time reduction: +10% for Sisters of Avelorn and Handmaiden of the Everqueen unitsRequires: Hunter's Instincts, Ward of KurnousThe maidens of Avelorn invoke the lands which they protect, and Isha, the Mother, answers.
Arcane StudiesArcane Studies400 research points
Winds of Magic power reserve capacity: +10 (all armies)
Winds of Magic power reserve: +3 per turn (all armies)When a course takes several centuries to complete, you can be sure that its students know their subject inside and out.
ForetellingForetelling400 research points
Battle reinforcement time: -30% (all armies)
Magic item drop chance from battle: +15% (all characters)Requires: Arcane StudiesOne gifted to interpret the firmament’s signs and heed the wing-borne tidings of Morai-Heg's messengers may weave the skeins of fate.
Protection of LoecProtection of Loec400 research points
Ambush success chance: +10%
Ambush defence chance: +10%Requires: ForetellingThe Asur regard the patronage of Loec with trepidation – his mirthful guise forever shadowed by the vindictiveness and trickery it conceals.
Disciplines of HoethDisciplines of Hoeth500 research points
Cooldown: -10% to all spells (all characters)
Winds of Magic cost: -10% for all spells (all characters)Requires: Protection of LoecFounded under Bel-Korhadris, the White Tower codified the Elven aptitude for magic into disciplines that pushed the boundaries of sorcery.
Studies of the VortexStudies of the Vortex600 research points
Spell intensity: +10% (all characters)Requires: Disciplines of Hoeth, Wardens of UlthuanTo contemplate the Elves' most brilliant enchantment is to deepen one's attunement to magic – and to risk joining the black-robed magisters in its eternal conjuration.