
Alarielle the Radiant
Lord· Wizard Lord· 1 model at Ultra size
Comes with The Queen & The Crone(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Alarielle the Radiant is a legendary lord of High Elves, leading Avelorn at the start of a campaign: 3,888 HP, armour 15, melee attack 45, melee defence 55, weapon strength 300. It costs 1,000 in the campaign and 600 in multiplayer. It comes with The Queen & The Crone. Beating this lord in battle can earn the defeat trait Neverqueen. Unit key wh2_dlc10_hef_cha_alarielle_the_radiant_0. Patch 9.0.4, from the game's data tables.
Health
3,888
Armour
15
Leadership
85
Speed
36
Melee attack
45
Melee defence
55
Weapon strength
200 base + 100 armour-piercing
300
Charge bonus
23
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.
Abilities
- Boon of IshaAugment (Area)passiveBoon of IshaAugment (Area)Passive · Range 55 mUnder Isha's embrace, those of fey heart will be protected; that is the Everqueen's will.
- Martial ProwessAugment · +2 Melee Attack, +12 Melee DefencepassiveMartial ProwessAugment+2 Melee Attack+12 Melee DefencePassiveHigh Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven 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.
- Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA 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.
Lore of magic
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · High Elves: Sea Elemental, Phoenix Guard
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · High Elves: Lion Chariots of Chrace, Ithilmar Chariots
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · High Elves: Sisters of Avelorn, Shadow Warriors
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Defeat trait
Beat Alarielle the Radiant in battle and your lord can earn the trait
Neverqueen
- Chance of Winds of Magic increasing in strength when changing: +5% (local province)
- Growth: +10 (local province)
- Control: +4 (local province)
The High Elves will have to find a new title for their beloved queen, as she certainly isn’t around for-‘ever’.
Alarielle the Radiant skill tree
51 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Alarielle the Radiant's skills
- Barded Ithilmar SteedBarded Ithilmar SteedUnlocks at rank 7
- Mount: Barded Ithilmar Steed
- Great EagleGreat EagleUnlocks at rank 16
- Mount: Great Eagle
- Ward of IshaWard of IshaUnlocks at rank 8
- Ward save: +10%
- Isha's BlessingIsha's BlessingUnlocks at rank 8
- Winds of Magic power reserve capacity: +10 (own army)
- Miscast base chance: -15%
- Touch of the EverqueenTouch of the EverqueenUnlocks at rank 12
- Melee attack: +4 when fighting against Undead factions (Lord's army)
- Weapon strength: +12%
- Chaos BaneChaos BaneUnlocks at rank 14
- Melee attack: +4 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (Lord's army)
- Bonus vs Large: +15
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Tradition DictatesTradition DictatesUnlocks at rank 12
- Control: +2 (all provinces)
- Income from all buildings: +5% (factionwide)
- Leader of the CourtLeader of the Court
- Diplomatic relations: +15 with High Elves
- Construction cost: -10% for all buildings (local province)
- Servant of IshaServant of Isha2 levelsLevel 1
- Hero capacity: +1 for Handmaidens
- Unlocks Hero recruitment: Handmaiden (all provinces)
- Hero recruit rank: +1 for Handmaidens (all provinces)
- Hero capacity: +2 for Handmaidens
- Unlocks Hero recruitment: Handmaiden (all provinces)
- Hero recruit rank: +2 for Handmaidens (all provinces)
- Spiritual DefenderSpiritual Defender
- Melee defence: +10 for Sisters of Avelorn units (armies in local province)
- Local Recruitment duration: -1 turn for Sisters of Avelorn units (minimum 1) (all provinces)
- Corruption: -6 (local province)
- Blood & FireBlood & FireUnlocks at rank 12
- Campaign movement range: +5%
- Upkeep: -10% (Lord's army)
- Beacon of HopeBeacon of Hope
- Leadership: +6 (armies in local province)
- Melee defence: +6 (armies in local province)
- Gifts of IshaGifts of Isha2 levelsLevel 1
- Armour: +10 for Forest Spirit units (Lord's army)
- Ward save: +6%
- Casualty replenishment rate: +4% (Lord's army)
- Armour: +20 for Forest Spirit units (Lord's army)
- Ward save: +12%
- Casualty replenishment rate: +8% (Lord's army)
- Guardian of the LandGuardian of the Land
- Melee attack: +9 for Forest Spirit units (Lord's army)
- Cooldown: -15% to all spells
- Winds of Magic power reserve capacity: +15 (own army)
- Earth BloodEarth Blood2 levelsLevel 1
- Overcast spell: "Earth Blood Upgraded"
- Cooldown: -30% to "Earth Blood"
- Spell: "Earth Blood"
- Miscast base chance: -15% for "Earth Blood Upgraded"
- Overcast spell: "Earth Blood Upgraded"
- Winds of Magic cost: -2 for "Earth Blood"
- Winds of Magic cost: -3 for "Earth Blood Upgraded"
- Cooldown: -50% to "Earth Blood"
- Pha's ProtectionPha's Protection2 levelsLevel 1
- Overcast spell: "Pha's Protection Upgraded"
- Cooldown: -30% to "Pha's Protection"
- Spell: "Pha's Protection"
- Miscast base chance: -15% for "Pha's Protection Upgraded"
- Overcast spell: "Pha's Protection Upgraded"
- Winds of Magic cost: -1 for "Pha's Protection"
- Winds of Magic cost: -2 for "Pha's Protection Upgraded"
- Cooldown: -50% to "Pha's Protection"
- Life BloomLife Bloom
- Passive ability: "Life Bloom"
- Shield of ThornsShield of Thorns2 levelsLevel 1
- Overcast spell: "Shield of Thorns Upgraded"
- Cooldown: -30% to "Shield of Thorns"
- Spell: "Shield of Thorns"
- Miscast base chance: -15% for "Shield of Thorns Upgraded"
- Overcast spell: "Shield of Thorns Upgraded"
- Winds of Magic cost: -2 for "Shield of Thorns"
- Winds of Magic cost: -2 for "Shield of Thorns Upgraded"
- Cooldown: -50% to "Shield of Thorns"
- Shield of SapheryShield of Saphery
- Passive ability: "Shield of Saphery"
- EvasionEvasion
- Passive ability: "Evasion"
- TempestTempest2 levelsLevel 1
- Cooldown: -30% to "Tempest"
- Spell: "Tempest"
- Overcast spell: "Tempest Upgraded"
- Cooldown: -50% to "Tempest"
- Miscast base chance: -15% for "Tempest Upgraded"
- Overcast spell: "Tempest Upgraded"
- Winds of Magic cost: -2 for "Tempest"
- Winds of Magic cost: -2 for "Tempest Upgraded"
- ExorcismExorcism
- Passive ability: "Exorcism"
- Arcane UnforgingArcane Unforging2 levelsLevel 1
- Cooldown: -30% to "Arcane Unforging"
- Spell: "Arcane Unforging"
- Overcast spell: "Arcane Unforging Upgraded"
- Cooldown: -50% to "Arcane Unforging"
- Miscast base chance: -15% for "Arcane Unforging Upgraded"
- Overcast spell: "Arcane Unforging Upgraded"
- Winds of Magic cost: -2 for "Arcane Unforging"
- Winds of Magic cost: -3 for "Arcane Unforging Upgraded"
- BanishmentBanishment2 levelsLevel 1
- Overcast spell: "Banishment Upgraded"
- Cooldown: -30% to "Banishment"
- Spell: "Banishment"
- Miscast base chance: -15% for "Banishment Upgraded"
- Overcast spell: "Banishment Upgraded"
- Winds of Magic cost: -2 for "Banishment"
- Winds of Magic cost: -3 for "Banishment Upgraded"
- Cooldown: -50% to "Banishment"
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Militia MasterMilitia Master3 levelsLevel 1
- Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee attack: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee attack: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Bow MasterBow Master3 levelsLevel 1
- Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- Ammunition: +12% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- Reload time reduction: +4% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)
- Ammunition: +20% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- Reload time reduction: +8% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)
- Cavalry MasterCavalry Master3 levelsLevel 1
- Speed: +5% for Ellyrian Reavers and Silver Helms units (Lord's army)
- Charge bonus: +9 for Ellyrian Reavers and Silver Helms units (Lord's army)
- Missile strength: +6% for Ellyrian Reavers units (Lord's army)
- Speed: +7% for Ellyrian Reavers and Silver Helms units (Lord's army)
- Charge bonus: +12 for Ellyrian Reavers and Silver Helms units (Lord's army)
- Missile strength: +8% for Ellyrian Reavers units (Lord's army)
- Speed: +10% for Ellyrian Reavers and Silver Helms units (Lord's army)
- Vanguard MasterVanguard Master3 levelsLevel 1
- Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Charge bonus: +9 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Melee attack: +4 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Missile strength: +9% for Tiranoc Chariot units (Lord's army)
- Charge bonus: +12 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Melee attack: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Missile strength: +12% for Tiranoc Chariot units (Lord's army)
- Sky MasterSky Master3 levelsLevel 1
- Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)
- Charge bonus: +9 for Great Eagle, Phoenix and Dragon units (Lord's army)
- Weapon strength: +9% for Great Eagle, Phoenix and Dragon units (Lord's army)
- Charge bonus: +12 for Great Eagle, Phoenix and Dragon units (Lord's army)
- Weapon strength: +12% for Great Eagle, Phoenix and Dragon units (Lord's army)
- Master StrategistMaster Strategist3 levelsLevel 1
- Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee defence: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee attack: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee defence: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Immovable ForceImmovable Force
- Spell resistance: 15% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
- Weapon strength: +10% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
- Favourable WindsFavourable Winds
- Armour: +10 for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- Silver TorrentSilver Torrent
- Missile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- Speed: +10% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- Heart of the FlameHeart of the Flame
- Armour: +10 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- RadiantRadiant3 levelsLevel 1
- Control: +2 (local province)
- Control: +4 (local province)
- Control: +6 (local province)
- Merchant LordMerchant Lord3 levelsLevel 1
- Tradable resources produced: +2% (factionwide)
- Tradable resources produced: +5% (factionwide)
- Tradable resources produced: +9% (factionwide)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Elven HealingElven Healing3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- DraftmasterDraftmaster
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- QuartermasterQuartermaster3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- WaryWary3 levelsLevel 1
- Enemy Hero action success chance: -3%
- Ambush defence chance: +8% (Lord's army)
- Enemy Hero action success chance: -8%
- Ambush defence chance: +16% (Lord's army)
- Enemy Hero action success chance: -15%
- Ambush defence chance: +30% (Lord's army)
- Elven ScholarElven Scholar3 levelsLevel 1
- Magic item drop chance from battle: +8%
- Research rate: +5
- Magic item drop chance from battle: +16%
- Research rate: +10
- Magic item drop chance from battle: +24%
- Research rate: +15
- Renowned & LovedRenowned & Loved
- Campaign movement range: +5%
- Income from all buildings: +15% (local province)
- Recruit rank: +1 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
Every version of Alarielle the Radiant
3 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| High ElvesWizard Lord | 3,888 | 1 | 15 | 85 | 36 | 45 | 55 | 300 | 23 | 1,000 | 250 | wh2_dlc10_hef_cha_alarielle_the_radiant_0 |
| High ElvesWizard Lord | 4,296 | 1 | 50 | 85 | 84 | 45 | 55 | 300 | 43 | 1,200 | 300 | wh2_dlc10_hef_cha_alarielle_the_radiant_2 |
| High ElvesWizard Lord | 5,080 | 1 | 30 | 85 | 110 | 45 | 40 | 420 | 62 | 1,500 | 375 | wh2_dlc10_hef_cha_alarielle_the_radiant_3 |
Who can field it
- High Elves · Lothern
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
The game also has 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh2_dlc10_hef_cha_alarielle_the_radiant_1).
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.