Total War: WARHAMMER Wiki
Advertisement

The Dungeon of Athel Tamarha is a unique campaign mechanic for the Yvresse faction in the Eye of the Vortex, Mortal Empires, and Immortal Empires.

Facilities[]

Athel Tamarha consists of facilities that confer different boons. Each facility is upgraded with the Warden's Supplies resource. Each upgrade also increases of the Ladrielle's Blessings resource used to boost the effectiveness of the Mists of Tor Yvresse.

The components are upgraded with the Warden's Supplies resource, which is gained from razing Greenskin settlements, indoctrinating or executing prisoners, promoting Mistwalker candidates, and completing quests.

Silent Sentinels[]

The Silent Sentinels
Component Effect Upgrades Into
Mistwalker Command Post Unlocks recuitment of Mistwalkers building chain, allowing the recruitment of Mistwalker units in the local region.

Ladrielle's Blessing +5

Mistwalker High Command
Mistwalker High Command Recruit rank: +3 for all Mistalker units.

Ladrielle's Blessing +5

Maximum upgrade
Training Grounds Unit capacity +4 for Athel Tamarha Faithbearers.

Ladrielle's Blessing +5

Combat School
Combat School Unit capacity +8 for Athel Tamarha Faithbearers.

Ladrielle's Blessing +5

Maximum upgrade
Archery Range Unit capacity +4 The Skyhawks, Sentinels of Astaril, Spire Guard of Tor Yvresse.

Ladrielle's Blessing +5

Archery Complex
Archery Complex Unit capacity +8 The Skyhawks, Sentinels of Astaril, Spire Guard of Tor Yvresse.

Ladrielle's Blessing +5

Maximum upgrade
Ruined Halls of Eldrazor Halls of Eldrazor
Halls of Eldrazor Leadership +5 for all Mistwalkers units

Melee attack +5 for all Mistwalkers units

Melee defence +5 for all Mistwalkers units

Ladrielle's Blessing +5

Ornate Halls of Eldrazor
Ornate Halls of Eldrazor Leadership +10 for all Mistwalkers units

Melee attack +10 for all Mistwalkers units

Melee defence +10 for all Mistwalkers units

Ladrielle's Blessing +5

Maximum upgrade

Watchers of Yvresse[]

Watchers of Yvresse
Component Effect Upgrades
Shrine to Loec +1 Influence per turn

Ladrielle's Blessing +5

Altar to Loec
Altar to Loec +2 Influence per turn

Ladrielle's Blessing +5

Maximum upgrade
Waystone Activates Mists of Yvresse II: Friendly characters within the Mists of Yvresse also gain increased ambush success chance and improved agent success chance (requires Yvresse Defence Level 1)

Ladrielle's Blessing +5

Waystone Network
Waystone Network Activates Mists of Yvresse III: Friendly characters within the Mists of Yvresse also gain reduced recruitment time and increased Winds of Magic power reserves

Ladrielle's Blessing +5

Maximum upgrade
Interrogation Chamber Enables the ability to interrogate prisoners

Ladrielle's Blessing +5

Enhanced Interrogation Chamber
Enhanced Interrogation Chamber Gain +200 Experience for all Lords when a prisoner is being Interrogated

Ladrielle's Blessing +5

Maximum upgrade


The Dungeons[]

The Dungeons allows the player to capture enemy lords and heroes using the Warden's Cage ability in battle. Up to two characters can be held prisoner at a time. While being held, each prisoner will provide a Leadership bonus when fighting armies of their race, while incurring a Diplomatic Relations penalty with all factions of their race. Three possible actions can be taken with prisoners:

  1. Indoctrinate: Releases the prisoner unharmed back to their faction. The player will gain vision of the faction and 5% of the faction's income per turn.
  2. Execute: Kills or Wounds the prisoner, granting Eltharion and the player's lords and heroes with experience points and Warden's Supplies.
  3. Interrogate: Grants Mistwalker units ability to Mirror the battle mechanic of the prisoner's race. The prisoner must remain imprisoned to keep the battle mechanics.

Mirror Abilities[]

Types of prisoners[]

  • Beastmen Prisoner - As close to savage animals as they are to savage men; the only good Beastman is a caged Beastman.
    • Diplomatic relations: -10 with Beastmen Warherds
    • Leadership: +5 when fighting against Beastmen Warherds (all armies)
  • Bretonnian Prisoner - The chivalrous delusions of these antiquated men will not see them get beyond walls of an Athel Tamarha prison cell.
    • Diplomatic relations: -10 with Bretonnia
    • Leadership: +5 when fighting against Bretonnia (all armies)
  • Cathayan Prisoner - Once a fur-clad savage, always a fur-clad savage. It takes little to break a man's will, and even less to confine him.
    • Diplomatic relations: -10 with Cathay
    • Leadership: +5 when fighting against Humans (all armies)
  • Chaos Prisoner - Who says the evils of the Ruinous Powers cannot be contained? This Warden begs to differ.
    • Diplomatic relations: -10 with Warriors of Chaos
    • Diplomatic relations: -10 with Norsca
    • Leadership: +5 when fighting against Warriors of Chaos and Norsca (all armies)
  • Chaos Dwarf Prisoner - Who says the evils of the Ruinous Powers cannot be contained? This Warden begs to differ.
    • Diplomatic relations: -10 with Chaos Dwarfs
    • Leadership: +5 when fighting against Chaos Dwarfs (all armies)
  • Daemon Prisoner - Who says the evils of the Ruinous Powers cannot be contained? The Warden begs to differ.
    • Diplomatic relations: -10 with Daemons of Chaos
    • Leadership: +5 when fighting against Daemons of Chaos (all armies)
  • Dark Elf Prisoner - To the Asur, there are few sweeter satisfactions than the anguish of an incarcerated Druchii.
    • Diplomatic relations: -10 with Dark Elves
    • Leadership: +5 when fighting against Dark Elves (all armies)
  • Dwarf Prisoner - The petty grudges of stubborn, lesser races pale in significance to the Warden's cause.
    • Diplomatic relations: -10 with Dwarfs
    • Leadership: +5 when fighting against Dwarfs (all armies)
  • Greenskin Prisoner - The foulest presence Athel Tamarha can contain; one despicable Greenskins commander in here is one less out there.
    • Diplomatic relations: -10 with Greenskins
    • Leadership: +5 when fighting against Greenskins (all armies)
  • High Elf Prisoner - When the enemy comes from within, hard choices must be made. There is no special treatment for traitors.
    • Diplomatic relations: -10 with High Elves
    • Leadership: +5 when fighting against High Elves (all armies)
  • Human Prisoner - Once a fur-clad savage, always a fur-clad savage. It takes little to break a man's will, and even less to confine him.
    • Diplomatic relations: -10 with Men (Empire & Southern Realms)
    • Leadership: +5 when fighting against Humans (all armies)
  • Kislevite Prisoner - Once a fur-clad savage, always a fur-clad savage. It takes little to break a man's will, and even less to confine him.
    • Diplomatic relations: -10 with Kislev
    • Leadership: +5 when fighting against Humans (all armies)
  • Lizardmen Prisoner - You have imprisoned more brutish individuals, but certainly none stranger. This Lustrian will be watched closely.
    • Diplomatic relations: -10 with Lizardmen
    • Leadership: +5 when fighting against Lizardmen (all armies)
  • Norscan Prisoner - The saturation of chaos may be strong in this one, but you have the means to contain such weak-minded appetites.
    • Diplomatic relations: -10 with Warriors of Chaos
    • Diplomatic relations: -10 with Norsca
    • Leadership: +5 when fighting against Warriors of Chaos and Norsca (all armies)
  • Ogre Prisoner - Finding a cage large enough was half the fun.
    • Diplomatic relations: -10 with Ogre Kingdoms
    • Leadership: +5 when fighting against Ogre Kingdoms (all armies)
  • Skaven Prisoner - Some creatures are simply born to be put in cages.
    • Diplomatic relations: -10 with Skaven
    • Leadership: +5 when fighting against Skaven (all armies)
  • Tomb King Prisoner - Even the most powerful horrors of the desert are stifled by the walls of Athel Tamarha.
    • Diplomatic relations: -10 with Tomb Kings
    • Leadership: +5 when fighting against Tomb Kings (all armies)
  • Vampire Coast Prisoner - Pirates are simply criminals of the ocean, enemies of Ulthuan who have no business being free in the world.
    • Diplomatic relations: -10 with Vampire Coast
    • Leadership: +5 when fighting against Vampire Coast (all armies)
  • Vampire Count Prisoner - The stifling of creatures that control the shambling Undead takes as much magic suppression as do Athel Tamarha's titanic walls.
    • Diplomatic relations: -10 with Vampire Counts
    • Leadership: +5 when fighting against Vampire Counts (all armies)
  • Wood Elf Prisoner - The Asrai choose to shun us, but their misgivings cannot be ignored, Elves or no.
    • Diplomatic relations: -10 with Wood Elves
    • Leadership: +5 when fighting against Wood Elves (all armies)

Notes[]

  • Prisoners will automatically be lost when their faction is destroyed or confederated. This will impart no bonuses for the player. Execute them before wiping a faction out is recommended.
  • Heroes that are a part of Garrison will not be captured along with Camp, Caravan Master and Convoy Overseer Lords.
  • Prisoners from Rebels and rogue armies will be immediately executed, as they are considered too insignificant. The player gets a bonus amount of money and supplies from the execution.
  • Capturing a faction's legendary lord will prevent them from being deployed, which will severely cripple them in the early to mid game when they have no other Immortal lords. This is extremely beneficial because Eltharion starts near 4 hostile Legendary Lords: Gorbad, Skrag, Skarbrand, N'Kari.
  • Executing Immortal characters will only Wound them instead, and they will respawn for their faction as normal.
Advertisement