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Home Guides Total War: Warhammer 2 – Mods Not Working FIX Fix The Mods With New Launcher Method 1: Fix the launcher Do right click at name of this game in list and select properties. 2.Go to BETA tab and select launcherreleasecandidate 3.Then close the window.
Mousing over the full skill tree for Mazdamundi in Total War: Warhammer 2. Mousing over the full skill tree for Mazdamundi in Total War: Warhammer 2. Watch all the skill videos. Find more campaign details on our Total War: Warhammer Chaos Faction Guide with tips helping any aspiring Warrior spill blood in the name of Chaos. Kholek Suneater – Overpowered Skill Build. People may argue about how thats what makes skillpoints valuable etc the thing is - the campaign is single player. I have put alot of hours into many of the total war franchise over the years and this problem is most prominent with this game because of all the choices.
Oct 5, 2017
All things must rot, figuratively or literally, and the Horned Rat and his offspring are the worldly reality of this simple truth.
I see you want to worship the great Horned rat, yes-yes? Then allow me-me to enlighten you with this guide on how to play with the Skaven and kill all the 'things'. This guide-guide will cover the basic things of the Under Empire and some tips to help you-you understand and get started with Skaven. Now go and KILL-KILL!
Other TWW2 Guides:
- Brief Description of Each Faction.
- Vampire Counts Hints & Tips.
- Lizardmen Guide.
Intro
You want to infect the world? New to Skaven? Interested in what this faction has to offer? In this guide i will briefly explain some of the Skaven features and share some tips about this faction to help you along your way.
Skaven are a hard race to play since the lizard-things... will surely pose a great threat early on and during multiplayer battles (basically everything thats bigger than a rat). The Skaven armies consist of cheap cannon fodder and low quality units for increased quantity. Their armies can use tunnels in the campaign and have a higher chance to ambush enemy armies on the campaign map. Skaven might not win a 20/20 battle unless you keep your eyes glued to the screen and use everything you have available to you. Otherwise just go 2 vs 1 in the campaign.
So how can we win with the Skaven? This guide will show you some things about the Skaven that might not have been apperant at first!
Campaign Basics
The Skaven are short and live underground like dwarves. This is shown in some aspects of the game mechanics such as using ruins as settlements and tunneling under the ground just to resurface somewhere else later.
The Skaven settlements are camouflaged to all other races on the campaign map and other factions might confuse them with ruins. You can obviously take advantage of this mechanic by having a camouflaged settlement and leaving it undefended or having a strong Skaven army ready inside to strike at any non-skaven army that passes by, thus having the benefit of a supporting garrison as reïnforcement. Skaven can also colonize a ruin starting at tier 3 at the cost of a lot of food.
For Skaven, having the surprise and sheer amount of troops is key to victory! However, having too many armies and settlements can pose a problem with food (less leadership/growth/happiness). Another trait that the Skaven have is spreading their corruption, but more on that below in this section.
Food:
Eat eat eat. Food is a precious resource for Skaven since they have a high metabolism. You will run into problems if you don't counter this issue right away. The hud on the campaign map gives information on how much food your growing empire has. If this falls below the 41% threshold you will get negative penalties that will affect your armies as well as your settlements.
Food is hard to aquire by building food related buildings, you need a resource for that in order to build that specific building and they're rare and far from your starting position. The main way of collecting food while playing as the Skaven is aquired mainly through battling the other races, even rival Skaven clans, or raiding regions.
You are meant to loot settlements and eat your victims, devouring the world is the will of the Great Horned Rat after all. This makes the Skaven a very expansionist and hard to play faction since you will need to continually battle the other races for food if you have more settlements and army's. However having too many settlements and armies might give you a hard time to collect enough food if there are no enemies in the vicinity to feast on.
Each army consumes 1 food per turn and so does each settlement. So as a wise rat you need to think how you want to expand, what settlements you want to conquer and how many armies you want to field. Think about what the benefits are of holding a region(s) compared to the food loss you will get.
The exploitative planning commandment only holds +2 food per region while most regions have 3 settlements or more which whill have a total of -1 food per region if you use the commandment. The commandment will be used a lot during the campaign to prevent your faction from starving in the mid to late game.
Here you can see me having 11 settlements and 4 armies, each draining 1 food. Because i have 1 other buildings that produce food and i'm not doing anything like raiding or battling, this will lower my overal food supply by -5 each turn. I have a rite activated and the commandments i'm using on the regions make sure it wont drain more. If i go out and win battles it will replenish my food supply. You will be doing this a lot.
- Top Tip: The amount stored is dependant on the amount of settlements you have.
Skaven corruption:
Adding to the existing corruptions, we have the Skaven corruption added to the mix. This corruption is unique in the sense that it has a drawback for the Skaven on the campaign map but a boon in battles where corruption is very high!
Here are some pros and cons for having a high Skaven corruption in a region belonging to you or the enemy.
Pros:
- More uses for the Menace Below ability during battle.
- Lowering public order of rival factions if it spreads there.
Cons:
- Lowering your own public order where corruption is high.
Skaven Rites
In this section i will explain some basics of the skaven rites they can perform on the campaign map. It focusses on aiding the destruction of enemy settlements and helping your own faction getting the upper hand in the struggle for supremacy.
Since Skaven love spreading disease and despair they certainly have some interesting rites for use:
The Scheme of DOOOOM:
You can use this scheme whenever you researched a few technologies. Once the rite has been 'purchased' with currency you can use this special Skaven engineer to cause an earthquake at an enemy settlement, damaging their buildings and collapsing walls so your army doesn't need to wait anymore to build siegetowers and battering rams!
The engineer appears like a regular hero at your capital and when you use it on an enemy settlement it will die and never come back again till you perform the rite again when the cooldown is over.
The Pestilent Scheme:
The pestilence scheme works like the scheme of DOOOOOOM. BUT this one spawns a priest that can spread the pleague to a settlement and any nearby armies that are in the vicinity. This makes sieging an enemy settlement a cakewalk once enough enemy units have died within the walls! Ofcourse the priest dies when you use it like the Scheme of DOOOOM!
Becarefull that you keep your units away while the pleague is in effect or else they will be infected too!
The Thirteenth Scheme:
Using this scheme grants a diplomacy boost towards fellow Skaven and a loyalty boost for lords. This scheme is best used when you're about to attack or are defending against enemies since the mors clanstone ability grants +40% armour piercing when you use it during battle and will boost your hero succes chance and provide a negative enemy hero success chance.
The Dominating Scheme:
This will be one of the first schemes you will use since it is pretty handy for rapid expansion of your faction. It will provide benefits to food, growth, public order and recruitment cost.
Skaven Loyalty
This section will focus on the loyalty system that the Skaven have.
You will start with your lord on the campaign map. This one will be unaffected by the loyalty system since this rat is your faction leader. The recruited lords from the campaign map all have an indicator of how high their loyalty will be when you recruit them. The max loyalty a lord can have is 10 and the minimum is 1. Having the lord loyalty drop to 0 will result in a rebellion which will ruin your campaign if you gave him really powerfull units like rat ogres or hell pit abominations.
When your lord has low loyalty consider doing the following things:
- Win battles
- Recruit more units
- Complete missions
This will raise your lords loyalty and will prevent a rebellion from happening. Having a high loyalty ensures that your lords won't rebel any time soon when you lose a battle or two.
Skaven Units: Infantry
This section will provide a general understanding of skaven units. Most Skaven units have 2 passive abilities! These are important as you will use it often in battle.
- When leadership is low they will have a 12% speed buff for retreating safely.
- When their hitpoints are above 50% it will result in a defense buff +8 and a leadership buff of +6 and a speed penalty of -12%
Skaven slave units:
These units are basically the tier below tier 1. The worst of the worst you can field and only usefull as cannon fodder and swarming the enemy. Not much good can be told about these slaves since they are only good at dying and holding the enemy in place. They have the trait expendable. This means no one other than these units will suffer a leadership penalty when one unit routs.
Clanrats:
These rats are the main units you will use during the campaign, they are cheap compared to the other factions units in the same tier. These are your beginning units you will use to expand further into the campaign. The units are pretty good at what they are meant to do (also being meatshields). My suggestion would be to get the shielded versions since they can block some missile attacks.
Plague Monks:
This is your anti infantry unit. They are pretty good at flanking the enemy and causing casualties. Beware though, they have less armour and melee defense.
Death Runners
A great flanking unit using concealment bombs to get in close and finish the job your main units cant. they have armour piercing damage and cause -50% armour against the unit they attack. Great for dealing with heavily armed enemy units, but also vulnerable.
Stormvermin
Your higher tier infantry. Stormvermin are good for holding the line and dealing with higher tier enemy units. The halbert version excels at taking down enemy cavalry and big units. Usually placed at the flanks or at the back (in reserve).
Plague Monk Censer Bearers
The plague monk censer bearers are great at lowering the enemy morale. This unit causes a -10 leadership debuff and emphasises on dealing damage from the flanks or rear to make the enemy rout.
Skaven Units: Missile
Skavenslave Slingers
A good starting unit for peppering the enemy with stones while your melee infantry holds the enemy down. This is the unit you will use most in the early game.
Night Runners
A decent melee combatant and skirmish unit, mainly used to harass the enemy and quickly retreat. This unit can be used as melee infantry, but has less armour than clanrats. Oh and they also fire on the move!
Poison Wind Globadiers
These missle units excel at standing behind the main combat line and hurling poison towards enemies. Their effectiveness increases when throwing them at larger enemies, dealing more damage to them than regular enemy infantry. These are your solution to those pesky lizard-things.
Warpfire Thrower
The warpfire thrower, throws..fire. It bbq's enemies with ease and causes a morale debuff of -8 for 10 seconds when enemies are burnt. This unit is great for flanking and killing off infantry while your clanrats or slaves are holding the enemy units down.
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These are better than the night runners since they have snare nets to slow down faster units constantly and have the stalk ability which conceals them in any terrain (the enemy won't know what hit them!). They also fire on the move and are used as skirmishers/harassers in battle. The gutter runners are mostly used to pick off more precious units since they can flank easily without being seen from afar. They are not so good at hitting heavily armoured infantry with their missles however.
Death Globe Bombardiers
This is the bigger brother of the poison wind. The death globes are more lethal and are usefull against high concentrations of enemy units. Large groups will lose hitpoints quickly when pinned down and hit with these babies. They also have armour piercing which means they can be used against heavy infantry as well, but are less potent against big units since they have lost the bonus vs large ability that do poison wind globadiers do have.
Skaven Units: Monsters
Rat Ogres
These big rats will decimate anyone before them. They have armour piercing damage and have a high initial damage considering they have the frenzy trait when the leadership is high within the unit. These units are very versatile and can be used to smash through the middle, sides or rear of the enemy army. Make sure you get these as soon as you can. Becareful of missle and spears though!
Hell Pit Abomination
Vulnerable against fire, but regenerates! When it dies it has a chance to spawn skavenslave spears or regain some hitpoints. This one is best used against large units like cavalry and other monsters since it has a bonus against large. It causes fear and terror, making it a very powerfull monster.
Skaven Units: Artillery and Warmachines
Plagueclaw Catapult
The catapult gives the skaven an edge over anti infantry at longe range. The catapult gives the plagueclaw contagion to anyone hit by the plague infested boulder, giving them a leadership penalty of -10. After some testing they tend to hit accurately and rack up kills against enemy infantry after you hold down the enemy with your Skaven units. Just make sure the enemy clumps up.
Warp Lightning Cannon
This big boy is a beast in its own right. The warp lightning cannon is a cannon designed to take down the big monsters that come right at you. Boasting a very large range of 430, it outclasses all the artillery pieces of the other races in terms of range. This is my favorite piece of equiment to field so far since skaven really need to fend of the bigger beasts fast, because most troops will have a hard time dealing with them.
Doomwheel
This wheel brings doom right to your enemy...on wheels! This piece is classified as a chariot and should be used as such. Going for only the infantry, dealing heavy damage with its automatic bolt throwers in front and sides. Since it's armoured, the enemy will have a hard time taking care of this chariot when you smash it into their lines, bring it back and smash it in again. Giving them a run for their money.
Legendary Lord: Queek Headtaker
Faction effects
Queek steals a percentage of xp earned by other lords. This is a very good skill for a faction leader to have since Queek will be strong in the early and mid game when you have 1 or 2 additional lords fighting for your faction. Make sure to be winning battles frequently with other lords as well so Queek can reap the rewards and level up faster than other legendary lords.
There will be a -2 loyalty debuff for your factions grey seers so try to avoid recruiting any of those lords in the early game if you seem to be losing battles and are new to the Skaven.
Lord effects
Melee attack +10 and weapon strength +10% against dwarves and greenskins. This gives you an indicator which factions to attack more, but you will see them rarely in the campaign early on.
Upkeep -50% for stormvermin and clanrat units. This is a really nice addition to this lord. This means you can recruit more stronger units to make up the bulk of his army.
+2 uses for the 'Menace Below' ability. This makes Queek again, a very offensive character.
Queek has several unique abilities you can upgrade during the campaign:
Extremely distrustfull:
- +15% chance of wounding agressors
- Leadership: +8 (Lord's army)
Rend & Slaughter:
- Leadership: +8 (self)
- Passive ability: Frenzy
Make Examples!:
- Loyalty: warlord recruits +2 and -2 for greyseers
- Leadership aura size: +20%
- Aura leadership effect: +5
- Attribute: Causes Fear
Life is very cheap (fully upgraded):
- Casualty replenishment +20% (Lord's army)
- Upkeep: -10% for Clanrat units (all forces)
- Armour: +10 for Skavenslaves and Clanrats (Lord's army)
- Unit experience: +4 for Skavenslaves and Clanrat unit recruits (Lord's army)
Crimson Guard (fully upgraded):
- Unit experience: +4 for Stormvermin unit recruits (Lord's army)
- Recruitment duration: -1 turn for Stormvermin units (all provinces)
Violent rise to power (fully upgraded):
- Public order +2 (all provinces)
- Enemy hero succes chance: -20%
- Hero action success chance: +12%
- Ambush success chance: +25%
- Wound recovery time: -1
Skaven Hero's
In this section i will briefly point out what different hero's do in the campaign.
Assassin
What cannot be solved by potions and subterfuge by afar will be solved by deadly twin blades up close. These are your loyal rat ninja. They are dedicated hero killers in battle.
Embed Hero
Will replenish troops in the host army.
Constant Local Effect
Will reduce enemy regions happiness or increase it for your own region.
Target
- Settlement: Will assault the garisson.
- Hero: Will attempt to assasinate an enemy hero.
- Army: Will assault a unit in the enemy army.
Warlock Engineer
The Skaven engineer is the artificerof Skaven society, blending arcane sorceries with technology in an insane and mind boggling mix. They wield the power of ruin in battle. They function as a mage.
Embed Hero
Embedding this hero will give your army a campaign movement bonus.
Constant Local Effect
The constant local effect of having this agent in your region is that it will boost the income by a certain amount.
Target
- Settlement: Will steal technology, resulting in a 25% boost to research rate.
- Hero: Will wound an enemy hero for a set amount of turns.
- Army: Will hamper the movement of an enemy army.
Pestilent priest
Embed Hero
Increases the chance to find a magic item by 15% after winning a battle.
Constant Local Effect
Total War Warhammer 2 Lord Skill Trees
Will increase the spread of corruption in a local region.Target
- Settlement: Will damage the enemy walls of the target settlement.
- Hero: Will attempt to wound an enemy hero.
- Army: Will hinder the replenishment of the enemy army.
Opening Moves
If you were smart to untick the intro option then after choosing your starting lord of clan Mors, you will be viewing a little intro video. After that you will get a guided tour of your surroundings. Fear not! The elf-things are actually pretty weak compared to the lizard-things you will have to face to the east.
You will get a mission to take a settlement of the 'Fortress of Dawn' elf faction. You know what to do don't you? Kill the elf-things (capture them for food after) and recruit some more units once you move more left along your border so you can strike the settlement on your next turn. Recruit Skavenslaves or clanrats, but i would go with clanrats since they are a cheap replaceable frontline unit (-50% upkeep). Put a point in route marcher. End your turn and wait.
Try to get a non aggression pact with Zlatlan. Now go and take the settlement starting at lvl 2 and repair the docks. You need to build up your gold income after all. After this your mission will be complete and you will have some money and warpstone. Keep an eye out for those missions if you want to gain an edge in the campaign. Build a ratling warrens for replenishment or the Taskmaster's platform (unlocks a technology tree later on when you upgrade it).
- Smal Tip: Keep capturing enemies at the post battle screen for lots of food so you can colonize ruins at higher levels.
- Medium Tip: You can auto merge units with ctrl+m or use the encamp stance to regain unit health quickly in the field.
- Big Tip: Clan Moulder will ally against you with the elves if you appear weak! Traitors.
Colonize the ruin (or search it if you feel lucky, to complete the mission and gain extra cash) and defend your own territory for now and replenish your troops. By now you should have an army of 18 units strong, mostly filled with clanrat troops. After recruiting some more units you can recruit a lord of your choosing and build up a second army. Using the expansionist planning commandment you should have unlocked the first Rite 'The Dominating Scheme'. This rite will help you grow more quickly if you have money. Try to spend as much points as possible in queeks unique ability tree since it will give you powerfull bonusses (see his lord page for more information).
In the next few turns the Fortress of Dawn faction might want to have some beef with you, destroy their navy when it tries to conquer one of your settlements and bring the fight to them if you feel like it. Or continue on to the east since they are weak anyway and won't attack in some time, your second army can hold them off if its strong enough.
Your next conquest should be the 'Jungle of the Gods' province since the Caverns of Sotek has a warpstone bonus. You need warpstone to win the vortex campaign. Continue to expand south-east, ignoring the other Clans non aggression pact, since they are your stepping stone to greatness anyway. They will probably lay siege to the elven settlement if they have reached it faster (and they will fail making it a perfect opportunity to kill their last army). If you go to war to defeat their army, you will be at war with another clan further to the east. Since they have a stupid defensive pact..and it won't save them yes-yes.
No matter! They will be overrun by the lizardmen in a few turns. Wait, build your army, maybe even a third one if both are full and prepare to take clan Moulders settlement and erase them from the southern lands. This will open up a quest battle! Take the quest whenever you can and earn the warp-shard armor that comes with it. You will need it in the battles to come. After this is done continue to expand east, taking all the settlements if you wish. Build a clan armoury when you can to open up the technology tree, or an assassins hideout to unlock an agent and completing a mission.
The Avenue of Gold will have a gold mine to increase your income. The Last Defenders will have the food resource you need to build a food related building. I won't spoil too much as to where to find it but now you know what faction has the first food related building plot. They can prove a real challenge. You were advancing to the east anyway so good luck with that. I suggest doing the battles yourself instead of auto resolving them.
Further east, between the mountain lies the warpstone resource site on the starting landmass held by the wood elve-things/lizard-things (depending on your playthrough, wood-elves are a bítch). Holding these two resource sites will slowly inch you towards victory till you are brave enough to venture beyond the southern lands. The final ritual resource site lies north where the vampires are. They shouldn't pose a big threat.
- Hint: There is a second resource site north west from your starting position
This should conclude your opening moves to get you started. After this you will probably leave the landmass with 1 or 2 armies to search for more ritual resource sites in the west.
I wish to part with you all with some pieces of advice:
- Try to build siege engines when you can for additional firepower.
- Protect your ritual sites when you conduct your ritual.
- Never start the rituals when you're out of movement points.
- Try to protect your capital when you are doing a ritual. The enemy mostly converges there.
Hint on where to find a ritual resource site on the other landmass
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Total War Warhammer 2 Skill Trees List
High Elves Tyrion
First, this guide will assume that you own The Queen and the Crone DLC, because you really want access to the Sisters of Avelorn and being able to confederate Alarielle makes uniting Ulthuan a lot faster and easier. Also you need the DLC to access the Regiments of Renown, which you won’t need for your main armies, but they are great as emergency instant recruits for defending a settlement. Also, Handmaidens will be very important, see below. For reducing difficulty, I would argue that this DLC is as important to the High Elves as The Grim and the Grave is for the Empire, if not more so. Sisters of Avelorn shred armored units. Of course, if you love a challenge and hate paid DLC on principle, the campaign is still totally doable with adjustments, and I will make a summary at the end with some ideas for what army compositions to run if you do not have the DLC.
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Second, I play on Very Hard/Very Hard (VH/VH) and this guide is meant to give you not just a high probability of winning your campaign on VH/VH, but winning as quickly and efficiently as possible. If you are completely new to Total War then I highly recommend playing High Elves as Tyrion on Normal/Normal with High Advisor Advice and doing the Introduction, as well as watching a bunch of the Youtube video guides on how to fight battles, etc. My goal is to save you from having a 300 turn campaign that you should have won by turn 180. My goal is to compile the best tips & tricks as a reference for if you take a long break and then come back to High Elves having forgot a lot of stuff.
Third, I may use the acronym LSG a lot. This shall stand for Lothern Sea Guard with Shields. LSG without shields can be useful in a pinch, but otherwise, LSG with Shields are plainly superior, so LSG shall always mean the ones with shields unless I specifically state otherwise.
Fourth, following this guide, you should not need to put any hero in any of your armies, with the possible exception of “Damage Walls”-built Loremasters of Hoeth. Having many Heroes on the Campaign map seems to be a burden on my PC and slows things down, and I have a PC that can play on Ultra settings. I have not confirmed if my PC slows down also just with lots of heroes standing around on the map un-assigned to armies, but this definitely seems to be the case when you have lots of heroes in armies. And I just find that managing heroes in armies can sometimes be quite annoying. For example, let’s say you play Mortal Empires and you have an army conquer Norsca, but now you need it down south near Karak-Eight-Peaks (K8P). Since moving the army to K8P could take 10 turns or more, it makes more sense to just disband that army and create a new one closer to the action. But if you have heroes in the army and you disband the army, you still have to move those heroes back, unless you just want to leave them in Norsca and forget about them. And that could be a terrible waste of leveled heroes.
At the bottom I include a list of the Top Tier Traits for High Elf Lords and Heroes. Reference that list for what the trait does when I tell you to recruit a Lord or Hero with a certain trait.
Lord and Hero Basics
Lords
I recommend the Campaign (Blue) Skill Line to start for all lords to start. Besides -15% recruiting cost, -23% upkeep, and +15% movement once you get to “Renowned & Feared”, the middle Blue skill gives +1 to recruitment capacity in the province. And this skill stacks, so having 4 Lords in one province would give +4 recruitment capacity. This is very important, because High Elves only have 3 base recruitment slots. Get +1 slot if your province has +75-100 Happiness and gets the “Jubilant Populace” buff. +1 from the Tier 4 Ithilmar Smith building, and +1 per Lord with that Blue Skill. So normally, you will only have 5 or 6 (Lord with blue skill) recruitment slots, meaning it will take you at least 4 turns to recruit your army. You need that +1 recruitment capacity. This recruitment limit is also why I recommend on Tyrion, choosing the line that gives +2 global recruitment capacity. The other line makes him even more of a beast in combat, but if you give him a strong army like you should then he should be tough enough anyway to tank the enemy while your army does the heavy lifting.
If building a ranged army, recruit a Princess. After the Blue line, you want to go Red Line, getting everything that improves ranged units. A Princess with the right Red Line skills can give +30% reload to ranged unit, +40% if she has the Energetic Trait. And there is a Research that gives Lothern Sea Guard +15% reload, so LSG could potentially get +45-55% reload. Punitive Trait is probably the best hands down, followed by Energetic. Ardent is good if you have an All-LSG army and Punitive is not available. And using a Prince to lead a ranged army is just fine, a Princess provides a better boost but honestly an army of LSG and Sisters of Avelorn will shred everything while the Lord just sits on their hands anyways.
If building a melee army, recruit a Prince. You want Dragon-Willed Trait if you plan to make a full army of Dragons. Red Line is not as important for the Prince.
You want to end up putting either Lord type on a Star Dragon once high enough level. Always grab the Immortal Trait as soon as you hit Level 20.
If building a ranged army, recruit a Princess. After the Blue line, you want to go Red Line, getting everything that improves ranged units. A Princess with the right Red Line skills can give +30% reload to ranged unit, +40% if she has the Energetic Trait. And there is a Research that gives Lothern Sea Guard +15% reload, so LSG could potentially get +45-55% reload. Punitive Trait is probably the best hands down, followed by Energetic. Ardent is good if you have an All-LSG army and Punitive is not available. And using a Prince to lead a ranged army is just fine, a Princess provides a better boost but honestly an army of LSG and Sisters of Avelorn will shred everything while the Lord just sits on their hands anyways.
If building a melee army, recruit a Prince. You want Dragon-Willed Trait if you plan to make a full army of Dragons. Red Line is not as important for the Prince.
You want to end up putting either Lord type on a Star Dragon once high enough level. Always grab the Immortal Trait as soon as you hit Level 20.
I’ll list the skills Heroes have for reference here so you have it and we can move on:
Noble – Replenish, Secure Influence, Assassinate, Assault Units, Increase Trade (Trash)
Handmaiden – Replenish, Growth, Damage Building, Hinder Replenishment
Loremaster – Damage Walls, Training, Public Order, Hinder Replenishment
Mage – Cleanse Corruption, Steal Technology, Block Army, Scouting
Noble – Replenish, Secure Influence, Assassinate, Assault Units, Increase Trade (Trash)
Handmaiden – Replenish, Growth, Damage Building, Hinder Replenishment
Loremaster – Damage Walls, Training, Public Order, Hinder Replenishment
Mage – Cleanse Corruption, Steal Technology, Block Army, Scouting
High Elf Lords and Heroes that cost no Influence have negative traits. Ones that have positive traits cost some influence, ones with the best positive traits cost a lot of Influence.
- Lords with the Best Positive Traits cost 60 Influence
- Lords with OK Positive Traits cost 15 Influence
- Alaster the White Lion is the exception, he costs 30 Influence to recruit
Heroes with the Best Positive Traits cost 40 Influence
Heroes with Positive Traits cost 10 Influence
Heroes with Positive Traits cost 10 Influence
Influence and how to use Heroes part 1
Influence
High Elves have a unique resource called Influence. You can get some from random events and other junk, but not anywhere near enough, so you have to go farm it. This is what your Noble hero will be for, farming influence. Here is what you do:
The Noble can perform the “Secure Influence” action against another faction’s settlement, which earns 3 influence base for a successful “Secure Influence” action. You can put 3 skill points into the Secure Influence Skill, so each Noble can get you 6 Influence with each successful action each turn.
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You are going to be using pretty much all of your Nobles to secure influence, especially at the start of your campaign. Therefore, you will not need Nobles with Top Tier (40 Influence) Traits, 10 Influence Traits will be fine (WITH THE EXCEPTION OF CONSCIENTIOUS, GET EVERY CONSCIENTIOUS NOBLE YOU SEE, EVEN IF YOU HAVE TO DISBAND ANOTHER NOBLE). You could even recruit Nobles with negative traits for no influence, especially if you are trying to recruit as many in a turn as possible to get them farming for you ASAP, up to you, but seeing negative traits annoys me so I never recruit them.
Your goal is to get 10 Nobles farming influence for you As Soon As Possible (ASAP), and I would even aim for 20 of them. You want to put 3 points in Secure Influence and 3 points in Specialist, and then choose from there.
Best settlement to farm Influence on? In the Vortex Campaign, 1st choice would be Fyrus, 2nd choice might be Sartosa. They are not in Ulthuan (High Elf Island) but are close enough that you can get your Nobles to them in a few turns to start farming. Fyrus is the best choice because Fyrus does not have a port, and is likely to be occupied by one of the Bretonnian factions that may not be able to expand beyond Fyrus. Meaning you can’t trade with that faction, so it doesn’t matter if they hate you, because all those Secure Influence Actions are really going to make them hate you.
Or, if there is a faction you want to be friends and trade with, and they hate another faction like, let’s say the Dark Elves, you can send your Nobles to Secure Influence against Dark Elf settlements. The Dark Elves will hate you, while their enemies will love you.
You are going to be farming all this Influence primarily in order to get the best 60 Influence traits on your Lords, and the best 40 Influence traits on your Mages. However, Influence can also be used to influence diplomacy, to make it a lot easier to get High Elf factions to confederate with you, or to get opposing factions to what you want, which can save you immense amounts of time and gold.
Also note that if you follow the advice of using 20+ Nobles to farm influence, you are very quickly going to have a potential full stack of Level 40 Nobles at your disposal. An all-Chariot army can be very viable for field battles, and Nobles can get Chariots. Hint, Hint. Or 20+ Assassins to deal with agent spam.
Also note that if you follow the advice of using 20+ Nobles to farm influence, you are very quickly going to have a potential full stack of Level 40 Nobles at your disposal. An all-Chariot army can be very viable for field battles, and Nobles can get Chariots. Hint, Hint. Or 20+ Assassins to deal with agent spam.
Handmaidens and Growth
Total War Warhammer 2 Wiki
Handmaidens can become passive Influence gainers (2 per turn), but I think this slowed down my PC and the start of a Turn, so I don’t recommend it. They take forever to level up to the point where you can get that passive Influence generation, and if you are using your Nobles right, you should be able to store up so much Influence that there is absolutely no point to investing in the Maiden’s Influence generator. Maidens can also be great for Replenishing troops, and for boosting ranged damaged, etc. Lots of cool stuff for battles. Forget that, use them to get your provinces to Tier 5 in record time. Each Handmaiden provides 10 Growth base, and you can put 3 points in Stimulate Growth, for a total of 40 Growth per turn. 10 Maids in a province = 400 growth per turn. 20 = 800 growth. You could have even the worst climate provinces to Tier 5 in less than 10 turns, if even that long. Combine this with Administrator Mages, read more about that below. Again, you don’t need 40 Influence Handmaidens, get as many 10 influence maidens as you can as fast you can and move them all together through your provinces maxing those provinces ASAP.
Mages – Entrepreneurs and Administrators (both 40 Influence traits)
Mages with Entrepreneur trait boost tax rate by 3% and income from all buildings in entire province by 30%, and. This. STACKS! I had 20+ Mages with this trait in Lothern (which was my recruiting province and hence not even my biggest income province) and by the end of my Vortex Campaign I was bringing in over $54,000 gold with FIFTEEN (15) Full 20-Stack Armies. When I deleted all those armies, I was bringing in over $253,000 gold. Once you get Tirannoc province to T5 and build the Palace of Tirannoc and building every income-providing building you can, putting all your Entrepreneurs in that province would probably provide even more income. Ignore the campaign skills for these mages, build up their Magic Skills to get Arcane Conduit and the best damage and healing spells, and you will also have a ready defense force to defend whatever province you put them all in.
Mages with Administrator trait reduce the cost and build time for building structures by 30%, and. This. STACKS! If you have the -10% build cost Province Commandment active, along with having 3 Administrators in the province, you can building ANY structure in ONE (1) Turn for FREE! This is true for Green and Yellow Climate provinces. For Red Climate provinces (like Nagarythe), you need 6 Administrators to build in 1 turn for free.
Mages with Administrator trait reduce the cost and build time for building structures by 30%, and. This. STACKS! If you have the -10% build cost Province Commandment active, along with having 3 Administrators in the province, you can building ANY structure in ONE (1) Turn for FREE! This is true for Green and Yellow Climate provinces. For Red Climate provinces (like Nagarythe), you need 6 Administrators to build in 1 turn for free.
Influence and how to use Heroes part 2
If you haven’t figure it out yet, your goal is to get 3 Administrators in Lothern ASAP to build everything in 1 Turn for free as soon as you can, while getting as many Entrepreneurs as you can (you should be able to get 1 per turn as long as you have the Influence and mage slots available, there is usually at least 1 Entrepreneur amongst the 5 magic lores every turn), using as many Handmaidens as you can recruit to maximize growth while also pumping out Nobles to farm the Influence needed for all this recruitment. If you want Nagarythe to be Tier 5 ASAP, then you want to have a total of 6 Administrators. 6 should be all you need, the rest should be Entrepreneurs to maximize your income. And get as many Conscientious Nobles as you can so that subsequent Lords and Nobles recruit at a high rank.
Loremaster of Hoeth
See point 4 at the start. Understand that the Loremaster can be very strong once built up, but honestly, you could play an entire campaign without building a single one of these guys. HOWEVER, they might save your sanity if you run ranged-only armies, see further below. They are squishy until you max their Armor and Melee Defense skills and get Student of Hoeth. Their magic is cool and can be very useful but after my campaign I feel that their Magic skill line should come after their Combat line, and it takes a long time to level them up. I think that the best use for the Loremaster will probably be for Damage Walls. Here is how to use the Loremaster for Damage Walls:
Max Damage Walls and Specialist skills, bring him along in your army, use him to make holes in a settlement’s walls so you can attack immediately without sieging even without siege units in your army (and this is still really useful even if you have siege units). One person’s suggestion I saw was to use a Damage Walls hero, then besiege the settlement with your army but wait a turn, then put the hero in the army so he can join the battle. This is an inefficient use of time and will slow your campaign down. You use the hero to damage the walls, occupy the settlement which will end that army’s movement for the turn, then next turn put the hero in the army before your army moves out.
Loremaster will cause 1 breach without any points in Damage Walls, and an additional 3 with the skill maxed, AND… After the Loremaster has successfully perform the action a few times, he can gain the “MIND OVER MATTER” trait, which cause the Loremaster to create an additional 2 breaches in the walls, for a total of 6 breaches. For smaller settlements, this effectively destroys all of the wall that is not behind the gate or towers, giving the defenders nothing to stand on.
Being able to just rush straight at the defenders through breached walls is of course useful for any army composition, but, this is particularly useful if your army is composed solely of ranged units, like LSG, Sisters of Avelorn, Shadow Walkers and Shadow Warriors. You would think bow units with their arcing shots would be able to easily slaughter the defenders on the walls, but those battlements (especially the one over the gate) really do provide some serious cover for the defenders. By destroying the walls, if any defender does climb up to whatever remains, they will be easy targets, and the rest should be easy pickings as well.
Being able to just rush straight at the defenders through breached walls is of course useful for any army composition, but, this is particularly useful if your army is composed solely of ranged units, like LSG, Sisters of Avelorn, Shadow Walkers and Shadow Warriors. You would think bow units with their arcing shots would be able to easily slaughter the defenders on the walls, but those battlements (especially the one over the gate) really do provide some serious cover for the defenders. By destroying the walls, if any defender does climb up to whatever remains, they will be easy targets, and the rest should be easy pickings as well.
Army Composition
Army Composition
Tyrion’s trait that reduces upkeep for spearmen and archers is ok at the start of the campaign, but for too long I kept him using a bunch of archers for the cost reduction, missing the forest for the trees. You should quickly upgrade to half LSG, half Sisters of Avelorn, or all LSG, or even all Shadow Warriors. Shadow Warriors could work well on Tyrion when they might not for other Lords because Tyrion can tank for them. Shadow Warriors can run and shoot at the same time, but they don’t have poison to slow units like Shadow Walkers and they don’t have Armor Piercing (AP). With Tyrion, you can run him along the enemy lines to draw Aggro while the Shadow Warriors shoot away, and if any units break off to attack your Shadow Warriors, they will run away, and as long as Tyrion can bog down the cavalry and fast monsters, they should shred the enemy. And Tyrion can slowly slaughter the heavily armored units that the Warriors struggle to pierce. Eventually, and especially for the Final Battle, you want to give Tyrion 19 Star Dragons, because the Final Battle must be fought by the faction leader (Tyrion), and 19 Star Dragons + Tyrion makes the battle a joke even on Very Hard, Very Hard.
Best Army Composition? Lord + 19 Star Dragons. Works against both Field AND Siege battles unlike other builds, and while a player could counter it, the AI will not know how to deal with it.
How do you afford multiple full Star Dragon stacks?
Step 1: Have lots of Entrepreneur Mages in Lothern or your highest income settlement (which I think would be Tirannoc if you build it right)
Step 2: Own Caledor, and build the Hall of Dragons in it, which provides -25% Upkeep and -25% Recruitment Cost for ALL Armies Factionwide. So that’s -25% cost right there.
Step 3: Make your Lords have Maxed Quartermaster and Renowned & Feared Skill for -23% upkeep on all units. You can also select the skill “Dedicated to Addaioth” for another -5% upkeep for Dragon units. That is -23% or -28% upkeep.
Step 4: Recruit Lord’s with the Dragon-Willed Trait, which provides -25% Upkeep for Dragons.
Step 2: Own Caledor, and build the Hall of Dragons in it, which provides -25% Upkeep and -25% Recruitment Cost for ALL Armies Factionwide. So that’s -25% cost right there.
Step 3: Make your Lords have Maxed Quartermaster and Renowned & Feared Skill for -23% upkeep on all units. You can also select the skill “Dedicated to Addaioth” for another -5% upkeep for Dragon units. That is -23% or -28% upkeep.
Step 4: Recruit Lord’s with the Dragon-Willed Trait, which provides -25% Upkeep for Dragons.
Result: Assuming you have the Hall of Dragons and every Lord has Max Quartermaster + Renowned & Feared, that’s -48% Upkeep Minimum, -53% with Addaioth, up to -78% upkeep with Dragon-Willed. I imagine that you should be able to afford 6-8 of these armies easily, which should be plenty to crush all opposition.
Best non-19 Star Dragon Army Build?
Either Lord + 9 LSG, 9 Sisters of Avelorn, 1 Bolt Thrower (or 1 Loremaster of Hoeth instead of Bolt Thrower, although having a Bolt Thrower in your army is great for forcing the enemy AI to attack you even when they defend); or Lord + 8 LSG, 8 Sisters of Avelorn, 2 Bolt Throwers and 1 Loremaster of Hoeth with max Damage Walls skill to make attacking walled settlements easier (or 1 Bolt Thrower and 2 Loremasters to make sure you succeed at Damage Walls).
Benefit of going with Ranged Build over Dragons?
Quantity of Armies. I was able to afford 15 armies EASILY by the time I won the Final Battle in my Vortex Campaign, and 1 of those armies was Tyrion with 19 Star Dragons, and I was still earning 54,000 gold a turn. 4 of these Ranged Armies reinforcing each other will annihilate anything in your way, allowing you to steamroll field battles and sieges alike.
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What to do if you don’t own the DLC? If you do not own The Queen and the Crone DLC:
Best choice would be Lord + 19 Star Dragons, but you could do Lord + 19 LSG, or Lord + Phoenix Guard and Archers. Just put more emphasis on moving multiple armies together to reinforce each other. Even against heavily armored Chaos Chosen, 2 stacks of LSG especially with Punitive Princesses should be enough to win, especially if you move units around behind to shoot them in the back.
Diplomacy and Trade
Diplomacy and Trade
Naggarond Dark Elves (Malekith) , Hexoatl Lizardmen (Mazdamundi), and Clan Mors Skaven (Queek) are the factions that will be competing with you in the Ritual Race. You may engage in diplomacy and trade with these factions before starting the rituals, and I believe also while doing the first 2, maybe 3 rituals. But definitely once you start the final ritual, any of these 3 that you are not at war with, even if you are military allies with trade agreement, WILL declare war on you, and you will no longer be able to have ANY diplomatic relations with them. Also note that with every ritual you start/complete, your relations with Dark Elves, Skaven and Lizardmen will get a permanent negative qualifier, while you will get a positive qualifier with other High Elf factions. So unless you actively work to keep good relations, you will probably end up at war with the other Dark Elf, Lizardmen and Skaven factions as well, if you weren’t already.
Reliability: In Shogun 2, as long as you canceled all your treaties with a faction before declaring war on them, you avoided major penalties like losing Honor or massive negatives with other factions. They definitely fixed that ease for Warhammer and Warhammer 2. In the Diplomacy Screen, under Tyrion’s Portrait, their is your Strength Rating and your Reliability Rating. You want your Reliability to always be Very High. I have gotten Very Low while doing an Empire campaign, and I absolutely could not get anyone to trade with me. And that Very Low rating just would not go away. If you care about trade, be very concerned about Reliability. This means not breaking treaties too soon after making them (10 turns), or attacking too soon after ending a treaty (10 turns). Breaking Trade Agreements or attacking right after ending them hurts just as much as doing the same with Non-Aggression Pacts. Not sure about Military Access yet. Avoid Military and Defensive Alliances, if factions you have treaties with both of decide to fight, your Reliability is going to suffer either way, it is not worth it. Trade and Non-Aggression treaties and Military Access are fine, just make sure to end them only after they have been active for 10 turns and make sure to wait 10 turns after the end of the treaty before attacking that faction.
Effect of Attacking within 10 turns of a treaty: Between immediately and 5 turns, your Reliability will drop to Very Low (this very bad). If it has been 5-8 turns, it will drop to Low. If only 2 turns left before the 10 turns are up, it will drop to Medium. So if you really need to attack a faction, the trade-off could be worth it to attack just before the 10 turn timer expires, but you really want to avoid attacking immediately after ending a treaty and getting a Very Low Reliability rating.
Trade: I confirmed that if you do not have any trade agreements at all, you will not have any trade income. You must have at least 1 trade agreement in order to benefit from trade resources. If you are going to build a trade resource building, go ahead and max it out. You can how many of those resources are utilized by clicking on the income/trade button and hovering your cursor over the resource. After taking into account that Lords have the Merchant Lord Skill in the Blue Line, which gives +9% trade resources factionwide, I think you may just need 1 max tier building for each trade, and then just make sure all of your lords have maxed Merchant Lord skill.
I recommend trading with every High Elf faction you will either confederate or do not have to fight (Alarielle if you own DLC, Alith Anar, Teclis, the Elf factions at the bottom of the map, etc). Be careful about trading with Caledor, Tirannoc, Saphery, Yvresse, etc, you want their lands and they don’t have Legendary Lords you need to confederate to get, so probably easier to just conquer them. Tomb Kings can be great trading partners because you don’t need to fight them over the Vortex. Same with the Pirate and Human factions scattered about.
Vortex Campaign Specific
Vortex Campaign Specific
The Final Ritual takes 20 turns to complete, the rituals before it take 10. The Final Ritual spawns 6-7 enemy stacks when it first starts, AND AGAIN WHEN THERE ARE 10 TURNS REMAINING!!! This caught me off guard in both my Lizardmen and High Elf campaigns and cost me a bunch of razed settlements, don’t let this happen to you. Also, once you complete The Final Ritual, you will then have FIVE (5) turns for your faction leader (in this case Tyrion) to fight The Final Battle, otherwise… The Final Battle Quest fails, and in order to get to fight The Final Battle, you have to restart The Final Ritual… all 20 turns… and 2 separate spawns of like 6 enemy stacks again… Not fun, so make sure Tyrion is ready to fight the final battle as the Final Ritual finishes with a full army of Elite units (I would just give him 19 Star Dragons, makes the Final Battle pitifully easy).
Doing the Rituals: Before you start a ritual, make sure you have an Army Stack in Lothern and another in Tower of Lysean. When you start a ritual, at least 1 Intervention Army is going to spawn to the left of Lothern (it may or may not happen immediately). While the Chaos Stacks that spawn elsewhere will spawn and sit for a turn before attacking, giving you an opportunity to attack them first if you have armies in the area, the Intervention Armies will immediately besiege Lothern and/or Tower of Lysean at the end of the turn they spawn. Most likely, eventually all 3 of the other competing factions will send an Intervention Army, so keep an army in Lothern until the third one spawns. Very Important, if a 2nd Intervention Army spawns, then the Tower of Lysean is in serious danger unless you have a stack in it. Tower of Lysean got razed in my campaign by an Intervention Army even though it was T3 with T3 Garrison and Walls, and despite the fact I had an army in Lothern. Glittering Tower should be safe, because as far as I have seen, the armies always spawn to the left of Lothern.
If you plan to win the game by doing the rituals, here is what I would do. Take all of Ulthuan, Max every Settlement with Max Garrison/Wall building. Do not capture any provinces outside Ulthuan, this just increases the likelihood a capital not in Ulthuan will become a ritual site. Have lots of income buildings and Trade. By this point you should have a bunch of Entrepreneurs in Lothern or Tirannoc, so you should be raking in the gold. Have as many full stack armies as you can while still raking in 10-20,0000+ gold. Making sure you have plenty of gold reserves, because when the enemy armies besiege your cities, your income is probably going to go negative into the Red. Sure you could have armies with 19 Star Dragons, but then you will probably not be able to afford as many armies. Stacks with half LSG and half Sisters of Avelorn should be great, but even stacks with 19 LSG should be sufficient, especially if you have multiple army stacks in the area where the Chaos stacks spawn. Click on the Ritual Button and see which 3 cities will be ritual sites. If you save scum, you can start the ritual, see where the stacks will spawn, reload your save and then surround that area with your armies. Be advised that putting too many armies in that area, especially right where the enemy stacks spawn, may cause the game to have the stacks spawn in a different spot. I would put 1 Army Stack in Lothern, 1 Stack in Tower of Lysean, and the rest in and around the other 2 Ritual Cities/Provinces. You can put the armies in the Settlements and let the enemy come to you (you’ll need to make sure you have armies in every Settlement in every direction the enemy can go, because they will move in different directions to attack different targets), or you can pre-emptive strike the enemy armies in the field.
I want to emphasize that you need to either take out the enemy stacks before they can attack, or make sure you have an army in any settlement that gets besieged, because the enemy stacks will likely have artillery and be able to attack immediately, and they can be full of gold chevron elite units which can wreck your garrison, as I find the High Elf Garrisons to be quite lackluster. Chaos Chosen are going to wreck your White Lions of Chrace, and your Garrison Ranged Units are not Armor-Piercing. And if the enemy wins, they are going to Raze your settlement, which REALLY SUCKS if that is a Tier 5 Province Capital.
Funny thing is, if it were not for the Vampire Coast Pirate Cove bug or me wanting to unlock all the ritual videos and fight the Final Battle, it would have been easier and faster winning by Domination Victory instead of Ritual Victory. I annihilated the Dark Elves like they were nothing, and could have just rolled down from there conquering everything, if it weren’t for the fact I could not risk annihilating a pirate faction and crashing my game. A Legendary Tyrion campaign would probably be pretty easy if you never did any of the rituals, just unite Ulthuan and then steamroll the Dark Elves then steamroll south, then finally east.
Mortal Empires Specific
Mortal Empires Specific
If playing Tyrion in Mortal Empires, unite Ulthuan, then make a direction choice from there. I would probably steamroll the Dark Elves and capture all of “North America”, then go south and conquer the rest of “the Americas” thereby securing my left flank, before turning east and deciding to start my invasion from the north, south or center of the Old World. Basically, look at your Objectives, figure out what you have to get a Short Campaign VIctory or Long Campaign Victory, and decide how you want to proceed going about that. But it will almost certainly always start with conquering all of Ulthuan.
Lord and Hero Top Tier Traits
Below are Hero and Lord 60 and 40 Influence Traits (Top Tier). Note that updates may have changed some of these slightly, for example, I think Energetic only gives a 5% Campaign Movement bonus now (skill very good though). I put what I consider the best traits right under the unit’s name with a space separating the best from the rest:
Mage
- Administrator -30% construction cost and time to buildings (local province)
- Entrepreneur – income from taxes +3% faction wide, income from buildings +30% local province.
- Conductor – Urannons Thunderbolt Upgraded -15% miscast chance, +10 WOM
- Genius – +10% research speed, +10% hero action success, -10% enemy hero success (local province).
- Incendiary: +100 charge bonus, +10 MD, +10MA, +100% weapon strength, flaming attacks
- Limber – Speed +30%, MD +20
- Negator – unlock upgraded Melkoth’s mystifying miasma and Enfeebling foe.
- Protected – 20% magic resist, 10% missile resist.
- Protective – unlocks glittering robe upgraded and transmutation of lead upgraded.
Noble:
- Conscientious: +5 diplomacy with elves and men. +2 lord recruit rank faction wide, +2 noble recruit faction wide, +1 rank for recruits (lords army)
- Crushing – +10% Charge bonus (heros army)
- Dangerous – +20 charge bonus, +10 MA, causes fear
- Dynamo: +10% LD -20% attrition to lords army
- Emollient: +5 PO local province, +1 PO global, +5% from entertainment buildings.
- Frugal: -15% U/K lords army
- Honed: +5 MA/MD Spearmen, Archers, LSG, silverhelms
- Resilient: +20 Armour + 10MD
- Vigorous: +5MD + 10% Phys resist.
General:
- Punitive: +20% missile damage to army, -10% missile resist to enemy army.
- Dragon Willed: -20% upkeep for dragons, -1 recruit time (min 1), +10% magic resist lords army.
- Energetic: +10% improved reload speed, +10% speed, +10% campaign movement.
- Ardent: -30% upkeep and +10% range for Lothern Sea Guard, Archers, Reavers
- Efficient: -25% upkeep for archers, spearmen, seaguard, bolt throwers, -15% reavers and silver helms
*Adept: +250 XP/turn to all units in army
*Avaricious: 10% magic item drop, +25% sacking/looting income, +50% battle reward
*Charmed: -5 to WOM, 10% magic resist, 20% missile resist, bound spell Amber Spear 3x/battle, 90s C/D
*Dashing: +20% charge (lords army) -30% upkeep reavers and silver helms +20% weapon damage, +20% missile str to all reavers and silver helms in army.
*Doctrinal: white lions, phoenix guard and swordmasters +10% LD, +10% weapon str, +5ma
*Exemplar: -30% upkeep to chariot and eagle claw units. +10% speed. -1 turn recruit time to chariots (min 1 turn). Reload time reduction 10% eagle claw bolt thrower units.
*Hawk Eyed: +30% range, +30% missile damage
*Resistant: 5% missile resist, 5% magic resists, 5MD
*Strong: +40 Armour, +20% weapon str.
*Vigilant: +30% ambush success, +20% change of wounding in self defence, -10% enemy hero success chance local region, +40% chance of spotting armies.
*Vigorous: +5 MD, +10% physical resist
*Avaricious: 10% magic item drop, +25% sacking/looting income, +50% battle reward
*Charmed: -5 to WOM, 10% magic resist, 20% missile resist, bound spell Amber Spear 3x/battle, 90s C/D
*Dashing: +20% charge (lords army) -30% upkeep reavers and silver helms +20% weapon damage, +20% missile str to all reavers and silver helms in army.
*Doctrinal: white lions, phoenix guard and swordmasters +10% LD, +10% weapon str, +5ma
*Exemplar: -30% upkeep to chariot and eagle claw units. +10% speed. -1 turn recruit time to chariots (min 1 turn). Reload time reduction 10% eagle claw bolt thrower units.
*Hawk Eyed: +30% range, +30% missile damage
*Resistant: 5% missile resist, 5% magic resists, 5MD
*Strong: +40 Armour, +20% weapon str.
*Vigilant: +30% ambush success, +20% change of wounding in self defence, -10% enemy hero success chance local region, +40% chance of spotting armies.
*Vigorous: +5 MD, +10% physical resist
Loremaster:
- Fecund: +20 growth local province, +5 global, regeneration
- Athletic: +12% speed, +10% success chance, +25 Charge Bonus
- Bladelord: -20% upkeep, +10% charge bonus, -1 recruitment time (min 1) to blademasters and white lions
- Conductor: Arcane Conduit, +20 WOM, -15% miscast
- Disciple: +6 untainted local province, +15% weapon str vs. Chaos/Norsca
- Exhilarated: +12MD to Phoenix, +25% magic item drop, +25% post battle income, +50% world root/underway interception,
- Medic: -20% attrition, +10% replenishment local armies.