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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* AdaptationalVillainy: While the Lizardmen have always had an undertone of genocidal tendencies, in the tabletop they usually restricted their massacres for the [[AssHoleVictim many]] AlwaysChaoticEvil races of the setting. The Vortex epilogue makes it ''very clear'', yes [[spoiler: they intend to ''slaughter'' [[KillEmAll everyone]] in a giant purge of both the New World, and the Old World, now that they have the power of the Vortex behind them. ]] Furthermore, the game plays up their bestial traits far more, appearing more savage and monstrous then they did in the original game.

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* AdaptationalVillainy: While the Lizardmen have always had an undertone of genocidal tendencies, in the tabletop they usually restricted their massacres for the [[AssHoleVictim many]] AlwaysChaoticEvil races of the setting. The Vortex epilogue makes it ''very clear'', yes [[spoiler: they intend to ''slaughter'' [[KillEmAll everyone]] everyone in a giant purge of both the New World, and the Old World, now that they have the power of the Vortex behind them. ]] Furthermore, the game plays up their bestial traits far more, appearing more savage and monstrous then they did in the original game.
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Dewicked trope


* EverythingsBetterWithDinosaurs: The Lizardmen in a nutshell.
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An Axe To Grind is no longer a trope


** White Lions. What's cooler than a regiment of heavily armored ''Lumberjacks'' wearing lion cloaks, armed with [[AnAxeToGrind battle axes]]? Except they aren't nearly as durable as they appear because they lack shields, occupy an awkward position between regulars and elites, are the same role as Swordmasters yet worse at everything, and aren't effective for their cost. [[RuleOfCool Still awesome looking.]]

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** White Lions. What's cooler than a regiment of heavily armored ''Lumberjacks'' wearing lion cloaks, armed with [[AnAxeToGrind battle axes]]? axes? Except they aren't nearly as durable as they appear because they lack shields, occupy an awkward position between regulars and elites, are the same role as Swordmasters yet worse at everything, and aren't effective for their cost. [[RuleOfCool Still awesome looking.]]



** High Elf armies' bread and butter units are the Lothern Sea Guard. On paper, decidedly less impressive than the badass [[MasterSwordsMan Swordmasters of Hoeth]], or [[AnAxeToGrind White Lions of Chrace]], but what they lack in cool factor, they make up for in sheer practicality, being highly-skilled archers that are also ''excellent'' in melee, and can counter traditionally archer-killing cavalry because they wield anti-large spears. With Sea Guard, one can make a two-rank deep line of archer/spearmen hybrids that can strategically switch roles when needed. These factors, alongside their surprisingly cheap price, means you'll be fielding ''a lot'' of them.

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** High Elf armies' bread and butter units are the Lothern Sea Guard. On paper, decidedly less impressive than the badass [[MasterSwordsMan Swordmasters of Hoeth]], or [[AnAxeToGrind White Lions of Chrace]], Chrace, but what they lack in cool factor, they make up for in sheer practicality, being highly-skilled archers that are also ''excellent'' in melee, and can counter traditionally archer-killing cavalry because they wield anti-large spears. With Sea Guard, one can make a two-rank deep line of archer/spearmen hybrids that can strategically switch roles when needed. These factors, alongside their surprisingly cheap price, means you'll be fielding ''a lot'' of them.
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* JollyRoger:
** Some of the faction icons for the undead pirates of the Vampire Coast are derived from Jolly Roger iconography, such as those of the Awakened (a skull surrounded by tentacles), the Dreadfleet (a vampire's skull, superimposed on three skeletal serpents), and the Pirates of Sartosa (a crowned skull flanked by three snakes on each side).
** The roving pirate fleets that must be challenged and fought in a Vampire Coast campaign include the Boyz of the Forbidden Coast, orc pirates who use a simple skull-above-crossbones, and the Shark Strait Seadogs, who use a skull flanked by bat wings.
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A sequel titled ''VideoGame/TotalWarWarhammerIII'' was released in 2022, which features the Tzardom of Kislev, the Empire of Grand Cathay, the Daemons of Chaos (split among Khorne, Tzeentch, Nurgle, and Slaanesh), and the Ogre Kingdoms.

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A sequel titled ''VideoGame/TotalWarWarhammerIII'' was released in 2022, which features the Tzardom of Kislev, the Empire of Grand Cathay, the Daemons of Chaos (split among Khorne, Tzeentch, Nurgle, Slaanesh and Slaanesh), Chaos Undivided), and the Ogre Kingdoms.

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Cleanup.


** When performing a Vortex Ritual, players must guard specific cities from the forces of Chaos, which spawn armies to attack those cities...only for the armies to automatically spawn in areas away from your armies and in the weakest parts of your civilization, where they will raze as much as they can while ignoring their objective.

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** When performing a Vortex Ritual, players must guard specific cities from the forces of Chaos, which spawn armies to attack those cities... only for the armies to automatically spawn in areas away from your armies and in the weakest parts of your civilization, where they will raze as much as they can while ignoring their objective.



* ToWinWithoutFighting: The confederation option gives you the ability to annex factions of the same race without fighting them. In order to confederate, you'll need a very high diplomatic rating with the faction, and probably need to be significantly larger and more powerful than them as well. There are also downsides to doing this: Confederating with a faction will give you a significant public order and diplomacy penalty that will last several turns. Also, since the AI is terrible at managing provinces, the ones you take over may actually be a temporary drain on your economy, and you might have to scrap several buildings and then fill the slots up from scratch.
** However, Bretonnia from Mortal Empires is an exception to this. They actually get a significant public order ''bonus'' following a confederation, and no diplomatic penalty. To balance this out, they need to do research for a subfaction before they can confederate with them, for a total of ''six factions'', separated into two paths of three (you can only choose between two factions at a time), and you can't skip any of them even if a subfaction has been wiped out. Researching all of them takes about ''36 turns'', which takes time away from researching the decrees that give bonuses to fighting various enemies or economic bonuses. On the flipside, each technology gives you some additional chivalry, and a ''massive'' diplomatic bonus with the subfaction it targets, pretty much guaranteeing they will agree to confederate, and researching all the subfaction confederation techs gives you access to three technologies that give massive diplomatic bonuses with other factions (one for the Empire and the Dwarfs, one for the High Elves and Lizardmen, and the last for all the Knights Errant minor factions). Because of this, it's a lot more efficient for Bretonnia to confederate than to try and conquer their subfactions, as it gives them bonuses and allows them to focus their armies on fighting actual enemies. Like the two different Vampire Count subfactions in Bretonnia. Or the Norscans that raid them. Or the inevitable Beastman horde.

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* ToWinWithoutFighting: ToWinWithoutFighting:
**
The confederation option gives you the ability to annex factions of the same race without fighting them. In order to confederate, you'll need a very high diplomatic rating with the faction, and probably need to be significantly larger and more powerful than them as well. There are also downsides to doing this: Confederating with a faction will give you a significant public order and diplomacy penalty that will last several turns. Also, since the AI is terrible at managing provinces, the ones you take over may actually be a temporary drain on your economy, and you might have to scrap several buildings and then fill the slots up from scratch.
** However, Bretonnia from Mortal Empires is an exception to this. They actually get a significant public order ''bonus'' following a confederation, and no diplomatic penalty. To balance this out, they need to do research for a subfaction before they can confederate with them, for a total of ''six factions'', separated into two paths of three (you can only choose between two factions at a time), and you can't skip any of them even if a subfaction has been wiped out. Researching all of them takes about ''36 turns'', which takes time away from researching the decrees that give bonuses to fighting various enemies or economic bonuses. On the flipside, each technology gives you some additional chivalry, and a ''massive'' diplomatic bonus with the subfaction it targets, pretty much guaranteeing they will agree to confederate, and researching all the subfaction confederation techs gives you access to three technologies that give massive diplomatic bonuses with other factions (one for the Empire and the Dwarfs, one for the High Elves and Lizardmen, and the last for all the Knights Errant minor factions). Because of this, it's a lot more efficient for Bretonnia to confederate than to try and conquer their subfactions, as it gives them bonuses and allows them to focus their armies on fighting actual enemies. Like the two different Vampire Count subfactions in Bretonnia. Or the Norscans that raid them. Or the inevitable Beastman horde.



* TrailersAlwaysSpoil: The announcement trailer somewhat spoils the existence of the Skaven, which were a closely guarded "secret" for months in the lead up to the games release.
** It also spoiled, in supremely clever fashion, [[spoiler:the true nature of the Twin-Tailed Comet that kicks off the Race for the Vortex with the ending AstronomicalZoom out into space. For a moment, we get the same exhilarating view of the world and the twin moons as the Skaven pilot of the "comet".]]

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* TrailersAlwaysSpoil: The announcement trailer somewhat spoils the existence of the Skaven, which were a closely guarded "secret" for months in the lead up to the games release.
**
release. It also spoiled, in supremely clever fashion, [[spoiler:the spoiled the true nature of the [[spoiler:the Twin-Tailed Comet that kicks off the Race for the Vortex with the ending AstronomicalZoom out into space. For a moment, we get the same exhilarating view of the world and the twin moons as the Skaven pilot of the "comet".]]



** A 'Fitting' End? (Ikit Claw) gives increased Winds of Magic reserve as well as an increase to research rate.

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** A 'Fitting' "Fitting" End? (Ikit Claw) gives increased Winds of Magic reserve as well as an increase to research rate.



*** As an EasterEgg, if Settra defeats [[AscendedMeme Surtha Ek]], he will get "Surtha Wrecked", granting his army a drastic +10 capacity for Skeleton Chariots. And in return, if Surtha Ek defeats Settra, he will get a different buff called "True Chariot Master", which effectively doubles the damage output of chariots in his army by granting them +100% weapon strength.

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*** ** As an EasterEgg, if Settra defeats [[AscendedMeme Surtha Ek]], he will get "Surtha Wrecked", granting his army a drastic +10 capacity for Skeleton Chariots. And in In return, if Surtha Ek defeats Settra, he will get a different buff called "True Chariot Master", which effectively doubles the damage output of chariots in his army by granting them +100% weapon strength.



** Arkhan the Blackened (Arkhan The Black) grants the lord increased weapon damage when fighting Vampires. It also gives improved diplomatic relations with Tomb Kings.

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** Arkhan the Blackened (Arkhan The the Black) grants the lord increased weapon damage when fighting Vampires. It also gives improved diplomatic relations with Tomb Kings.



** Tree Surgeon (Durthu) grants the lord fire damage when fighting Wood Elves (included for completeness, Durthu has not flame powers, he's a treeman).

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** Tree Surgeon (Durthu) grants the lord fire damage when fighting Wood Elves (included for completeness, completeness; Durthu has not no flame powers, as he's a treeman).



* WalkingWasteland: Skaven controlled cities are derelict ruins filled with green mist, and blighted land. Many of their battle maps take place is mist shrouded lands covered in crumbling ruins. Dark Elves held lands, on the hand, are dark, snowy plains filled with dead trees, and the occasional volcano, with nothing but the aurora borealis to light the way.
** Special mention goes to the recently added city of Skavenblight in Mortal Empires, the racial capital of the foul rodent species. Located near Tilea, the area where it's located is a large, blight filled ''wasteland'' of pure foulness.

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* WalkingWasteland: Skaven controlled Skaven-controlled cities are derelict ruins filled with green mist, and blighted land. Many of their battle maps take place is mist shrouded lands covered in crumbling ruins. Dark Elves held lands, on the hand, are dark, snowy plains filled with dead trees, and the occasional volcano, with nothing but the aurora borealis to light the way.
**
way. Special mention goes to the recently added city of Skavenblight Skavenblight, near Tilea in Mortal Empires, the Skaven racial capital of the foul rodent species. Located near Tilea, the capital. The area where it's located is a large, blight filled ''wasteland'' blight-filled wasteland of pure foulness.



* WeAreStrugglingTogether: Despite the fact the subfactions of the various races should be united in trying to capture the vortex, there's just as much infighting as the previous games. Especially for the [[ChronicBackstabbingDisorder Skaven.]] Storywise, Tyrion ''hates'' how, despite having the backing of both the Everqueen, and the Phoenix King, the other High Elf Princes refuse to heed him, and fall underneath one banner. Which results in him forcing them, with diplomacy, or by physical violence.
** Ostensibly, the High Elves and the Lizardmen are trying to accomplish the same thing - fortify the Vortex and keep out Chaos. ''Practically'' speaking, both factions are so far up their own asses that they view ''anyone'' messing with the Vortex besides them as a direct affront to their efforts and will become increasinly hostile towards one another as the campaign goes on due this perpetual misunderstanding (and also their efforts' leaders' pigheaded attitudes).
* WeHaveReserves: A legit, if taxing, method of winning battles is just to drown out the opposing force in waves of cheap infantry. This is the ''intended'' place style of the Skaven, as they can field massed hordes of Skaven Slaves, and Clan Rats to overwhelm the enemy, summon even more units of cheap infantry with the many summon options, both on the battlefield and the campaign. And since Skavenslaves are considered so expendable that they don't damage non-slave morale when they die, so they can be used to bog down better infantry for warpfire throwers or death globes.

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* WeAreStrugglingTogether: WeAreStrugglingTogether:
**
Despite the fact that the subfactions of the various races should be united in trying to capture the vortex, Vortex, there's just as much infighting as the previous games. Especially for the [[ChronicBackstabbingDisorder Skaven.]] Storywise, Tyrion ''hates'' how, despite having the backing of both the Everqueen, and the Phoenix King, the other High Elf Princes refuse to heed him, and fall underneath one banner. Which results in him forcing them, with diplomacy, or by physical violence.
** Ostensibly, the High Elves and the Lizardmen are trying to accomplish the same thing - -- fortify the Vortex and keep out Chaos. ''Practically'' speaking, both factions are so far up their own asses that they view ''anyone'' messing with the Vortex besides them as a direct affront to their efforts and will become increasinly hostile towards one another as the campaign goes on due this perpetual misunderstanding (and also their efforts' leaders' pigheaded attitudes).
* WeHaveReserves: WeHaveReserves:
**
A legit, if taxing, method of winning battles is just to drown out the opposing force in waves of cheap infantry. This is the ''intended'' place style of the Skaven, as they can field massed hordes of Skaven Slaves, and Clan Rats to overwhelm the enemy, summon even more units of cheap infantry with the many summon options, both on the battlefield and the campaign. And since Skavenslaves are considered so expendable that they don't damage non-slave morale when they die, so they can be used to bog down better infantry for warpfire throwers or death globes.



* ZergRush: The Skaven's hat. Their armies are made of huge numbers of disposable (seriously, they have a quality called "Meat Shield" and are Expendable to boot) Skavenslaves and Clanrats, which are designed to either overwhelm the enemy with sheer numbers or hold them in place until the more dangerous Skaven units (Doomwheels, Rat Ogres, Hell Pit Abominations, Plague Monks, Stormvermin) can get around them and put the hurt on. Universally, Skaven units have higher model counts than the other factions' equivalent unit.
** Unlike in the first game, the "Expendable" rule has been rewritten so that units around an Expendable unit will not lose leadership as they get slaughtered, encouraging this trope further.

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* ZergRush: ZergRush:
**
The Skaven's hat. Their armies are made of huge numbers of disposable (seriously, they have a quality called "Meat Shield" and are Expendable to boot) Skavenslaves and Clanrats, which are designed to either overwhelm the enemy with sheer numbers or hold them in place until the more dangerous Skaven units (Doomwheels, Rat Ogres, Hell Pit Abominations, Plague Monks, Stormvermin) can get around them and put the hurt on. Universally, Skaven units have higher model counts than the other factions' equivalent unit.
** Unlike in In contrast to the first game, the "Expendable" rule has been rewritten so that units around an Expendable unit will not lose leadership as they get slaughtered, encouraging this trope further.
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Red link, not a trope.


* UndeadKnight : Cylostra Direfin can summon spectral Bretonnian knights (either Knights Errant, Knights of the Realm, or Questing Knights). And, of course, there's the various vampiric and undead knights that belong to the Vampire Counts in Mortal Empires (some of which appear in the Vortex campaign as part of the Scourge of Aquitaine rogue army, implied to hail from the fallen Bretonnian province of Mousillon due to the presence of normal Bretonnian knights in the army).
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* MinusWorld: [[https://www.youtube.com/watch?v=u3cytR4fkpM This battle map]], which can only be accessed by building a walled garrison upgrade in a captured Norscan settlement. The game has no data for fortified Norsca towns (the Norscans don't get walls with their garrison upgrades), so it spits out this broken map in response to a defensive battle on the settlement. Both sides end up blobbed together on a tiny spit of land in the corner of an impassible sea (which also prevents reinforcements from arriving), guarenteeing an ugly, messy brawl with no room to maneuver.

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* MinusWorld: [[https://www.youtube.com/watch?v=u3cytR4fkpM This battle map]], which can only be accessed by building map]]. Thanks to a programming oversight, the Kingdom of Bretonnia is able to build walled garrison upgrade upgrades in a captured Norscan settlement. Norsca towns, which normally cannot have walls. The game has no map data for fortified Norsca towns (the Norscans don't get walls with their garrison upgrades), a walled Norscan settlement battle, so it spits out this broken map in response to a defensive battle on the settlement. Both sides end up blobbed together on a tiny spit of land in the corner of an impassible sea (which also prevents reinforcements from arriving), guarenteeing an ugly, messy brawl with no room to maneuver.
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* MinusWorld: [[https://www.youtube.com/watch?v=u3cytR4fkpM This battle map]], which can only be accessed by building a walled garrison upgrade in a captured Norscan settlement. The game has no data for fortified Norsca towns (the Norscans don't get walls with their garrison upgrades), so it spits out this broken map in response to a defensive battle on the settlement. Both sides end up blobbed together on a tiny spit of land in the corner of an impassible sea (which also prevents reinforcements from arriving), guarenteeing an ugly, messy brawl with no room to maneuver.
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* MonstrousScenery: The final quest battle for the Vampire Coast is fought between your faction and the dark elf pirate Lokhir Fellheart for the honor of hunting and slaying the giant merwyrm Amanar. The battle itself is consequently fought in a submarine cavern surrounded by a veil of water, with the hill-sized sea dragon itself lurking just behind it, emerging occasionally to roar in fury or casting its shadow over the entire battlefield as it swims overhead.
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A sequel titled ''VideoGame/TotalWarWarhammerIII'' is set to be released in 2022, which features the Tzardom of Kislev, the Empire of Grand Cathay, the Daemons of Chaos (split among Khorne, Tzeentch, Nurgle, and Slaanesh), and the Ogre Kingdoms.

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A sequel titled ''VideoGame/TotalWarWarhammerIII'' is set to be was released in 2022, which features the Tzardom of Kislev, the Empire of Grand Cathay, the Daemons of Chaos (split among Khorne, Tzeentch, Nurgle, and Slaanesh), and the Ogre Kingdoms.
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Badass Beard is no longer a trope


* BadassBeard: Many of the Tomb Kings sport highly impressive Egyptian styled ones. What they lack in size compared to the Dwarf's, they surely make up for it in style.
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** AI-controlled Greenskin factions can assign Legendary Lords to their Waaagh! armies, giving them ''massive'' bonuses.
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* TheBeastmaster - The Dark Elves have access to literal Beastmasters as Lord options. This is also the gist of Clan Moulder, given their penchant for creating and mutating horrible beasts of war.
* BehemothBattle - Some of the aforementioned monsters have special animations if they are fighting each other, and all this while surounded by insane amounts (as for video games) of regular soldiers who can be trampled just accidentaly when one monster throws another somewhere.

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* TheBeastmaster - TheBeastmaster: The Dark Elves have access to literal Beastmasters as Lord options. This is also the gist of Clan Moulder, given their penchant for creating and mutating horrible beasts of war.
* BehemothBattle - BehemothBattle: Some of the aforementioned monsters have special animations if they are fighting each other, and all this while surounded by insane amounts (as for video games) of regular soldiers who can be trampled just accidentaly when one monster throws another somewhere.
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Female example to Baritone lol

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** Similarly, the all-female Handmaiden heroes have surprisingly deep, powerful voices. Rather fitting for the right hands of the Everqueen herself.
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* AnnoyingArrows: Brutally averted outside of the Mortal Empires mode. Gunpowder is not present among the playable races in the vortex campaign, so arrows alongside crossbow bolts dominate ranged fights.

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* AnnoyingArrows: Brutally averted Averted outside of the Mortal Empires mode. Gunpowder is not present among the playable races in the vortex campaign, so arrows alongside crossbow bolts dominate ranged fights.
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A sequel titled ''VideoGame/TotalWarWarhammerIII'' is set to be released in 2022, which features the Tzardom of Kislev, the Empire of Grand Cathay, the Daemons of Chaos (split among Khorne, Nurgle, Tzeentch, and Slaanesh), and the Ogre Kingdoms.

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A sequel titled ''VideoGame/TotalWarWarhammerIII'' is set to be released in 2022, which features the Tzardom of Kislev, the Empire of Grand Cathay, the Daemons of Chaos (split among Khorne, Nurgle, Tzeentch, Nurgle, and Slaanesh), and the Ogre Kingdoms.
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A sequel titled ''VideoGame/TotalWarWarhammerIII'' is set to be released in 2022, which features the Daemons of Chaos (split into Khorne, Nurgle, Tzeentch, and Slaanesh), the Tzardom of Kislev, and the Empire of Grand Cathay.

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A sequel titled ''VideoGame/TotalWarWarhammerIII'' is set to be released in 2022, which features the Tzardom of Kislev, the Empire of Grand Cathay, the Daemons of Chaos (split into among Khorne, Nurgle, Tzeentch, and Slaanesh), the Tzardom of Kislev, and the Empire of Grand Cathay.
Ogre Kingdoms.
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* ActionGirl: Many. High Elves field gallant Princesses, Archmages and Mages, as well as an entire faction led by Everqueen Alarielle with an aid of her Handmaidens. Dark Elves field a lot of badass ladies as well, from Female Dreadlords, Supreme Sorceresses, Sorceresses and Death Hags to faction leaders Morathi, First of the Hag Queens, and Crone Hellebron, High Priestess of Khaine. The Tomb Kings faction in Lustria is led by the badass, yet level-headed, High Queen Khalida. The other undead faction, Vampire Coast, features Female Vampire Fleet Admirals, who are proficient in dark magics, as well as faction leaders Aranessa Saltspire, a very much alive pirate lady from the island of Sartosa, and Cylostra Direfin, the ghost of a Bretonnian opera singer who is also unique for being the first character in the series wholly invented for the game.

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* ActionGirl: Many. High Elves field gallant Princesses, Archmages and Mages, as well as an entire faction led by Everqueen Alarielle with an aid of her Handmaidens. Dark Elves field a lot of badass ladies as well, from Female Dreadlords, Supreme Sorceresses, Sorceresses and Death Hags to faction leaders Morathi, First of the Hag Queens, and Crone Hellebron, High Priestess of Khaine. The Tomb Kings faction in Lustria is led by the badass, yet level-headed, High Queen Khalida. The other undead faction, Vampire Coast, features Female Vampire Fleet Admirals, who are proficient in dark magics, as well as faction leaders Aranessa Saltspire, a very much alive pirate lady from the island of Sartosa, and Cylostra Direfin, the ghost of a Bretonnian opera singer who is also unique for being the first character in the series wholly invented for the game. After the crossover with the first game that adds Wood Elves to the Vortex, their faction is led by the twin Sisters of Twighlight Naestra and Arahan, who are aided by Spellweavers. They can even summon Ariel, the Queen of Athel Loren, herself. Drycha, the bloodthirsty dryad, also makes an appeareance on the crossover campaign map.
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trivia; is this Missing Trailer Scene (materials only made for previews), or it's confirmed to be in the code and removed before release? only move to Trivia/ if it's the latter, thanks!


* DummiedOut: An odd case for the Lizardmen who have two units that were previewed but still do not exist in the actual game: Temple Guards with Maces (appeared in the Prophet and the Warlock trailer) and [[https://forums.totalwar.com/discussion/194976/temple-guards-halberd-throw-animation/p2 Temple Guard Horned One Riders]] (in a gaming magazine preview).
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A sequel titled ''VideoGame/TotalWarWarhammerIII'' is set to be released in 2021, which features the Daemons of Chaos (split into Khorne, Nurgle, Tzeentch, and Slaanesh), the Tzardom of Kislev, and the Empire of Grand Cathay.

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A sequel titled ''VideoGame/TotalWarWarhammerIII'' is set to be released in 2021, 2022, which features the Daemons of Chaos (split into Khorne, Nurgle, Tzeentch, and Slaanesh), the Tzardom of Kislev, and the Empire of Grand Cathay.

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* AbsoluteXenophobe: There are several traits that confer the character hating an entire species (such as "Hates Greenskins", for example), that usually give army-wide bonuses in combat against them. An Inversion is also in the game, (like "Likes Greenskins", for example), which instead gives negative traits when fighting the faction.
* ActionGirl: Many. High Elves field gallant Princesses, Archmages and Mages, as well as an entire faction led by Everqueen Alarielle with an aid of her Handmaidens. Dark Elves field a lot of badass ladies as well, from Female Dreadlords, Supreme Sorceresses, Sorceresses and Death Hags to faction leaders Morathi, First of the Hag Queens, and Crone Hellebron, High Priestess of Khaine. The Tomb Kings faction in Lustria is led by the badass, yet level-headed, High Queen Khalida. The other undead faction, Vampire Coast, features Female Vampire Fleet Admirals, who are proficient in dark magics, as well as faction leaders Aranessa Saltspire, a very much alive pirate lady from the island of Sartosa, and Cylostra Direfin, a ghost of a Bretonnian opera singer who is also unique for being the first character in the series wholly invented for the game.

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* AbsoluteXenophobe: There are several traits that confer the character hating hatred of an entire species on a character (such as "Hates Greenskins", for example), that usually give army-wide bonuses in combat against them. An Inversion is also in the game, (like "Likes Greenskins", for example), which instead gives negative traits when fighting the faction.
* ActionGirl: Many. High Elves field gallant Princesses, Archmages and Mages, as well as an entire faction led by Everqueen Alarielle with an aid of her Handmaidens. Dark Elves field a lot of badass ladies as well, from Female Dreadlords, Supreme Sorceresses, Sorceresses and Death Hags to faction leaders Morathi, First of the Hag Queens, and Crone Hellebron, High Priestess of Khaine. The Tomb Kings faction in Lustria is led by the badass, yet level-headed, High Queen Khalida. The other undead faction, Vampire Coast, features Female Vampire Fleet Admirals, who are proficient in dark magics, as well as faction leaders Aranessa Saltspire, a very much alive pirate lady from the island of Sartosa, and Cylostra Direfin, a the ghost of a Bretonnian opera singer who is also unique for being the first character in the series wholly invented for the game.



* AdaptationalHeroism: Settra is still the arrogant, and ruthless Lord of the Tomb Kings we all know and love, but he's noticeably a bit more benevolent, examples include him sparing [[spoiler: Khatep, who despite being exiled, arrives on time to assist his liege lord against the minions of Nagash, who did so in canon, and was executed for it.]]

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* AdaptationalHeroism: Settra is still the arrogant, arrogant and ruthless Lord of the Tomb Kings we all know and love, but he's noticeably a bit more benevolent, examples benevolent. Examples include him sparing [[spoiler: Khatep, who despite being exiled, exiled arrives on time to assist his liege lord against the minions of Nagash, who Nagash; when he did so in canon, and he was executed for it.]]



* TheAgeless: Heroes and Lords do not age, and as such, can't die from old age or sickness. This is especially true for some of the factions (with the average High and Dark elf being able to live for a millennia) Legendary Lords, who are ''ancient''. Lord Mazdamundi for example is ''tens of thousands'' of [[TimeAbyss years old]].

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* TheAgeless: Heroes and Lords do not age, and as such, can't die from old age or sickness. This is especially true for some of the factions (with factions: the average High and Dark elf being able to live for a millennia) Legendary Lords, who are ''ancient''. millennia, and Lord Mazdamundi for example is ''tens of thousands'' of [[TimeAbyss years old]].



* AlwaysChaoticEvil: The forces of the Skaven and the Dark Elves will ''always'' be composed of monsters, without a single redeeming quality about them. Their races "virtues" are all considered vices by practically any moral person. Being captured alive by either of them is considered to be AFateWorseThanDeath.

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* AlwaysChaoticEvil: The forces of the Skaven and the Dark Elves will ''always'' be composed of monsters, without a single redeeming quality about them. Their races races‘ "virtues" are all considered vices by practically any moral person. Being captured alive by either of them is considered to be AFateWorseThanDeath.



** Most Tomb Kings regard their condition as this, as despite having functional immorality, they can't enjoy the simple pleasures of life anymore.

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** Most Tomb Kings regard their condition as this, as despite having functional immorality, immortality, they can't enjoy the simple pleasures of life anymore.



* TheArtifact: After their rework as of ''Silence and the Fury'' the Beastmen no longer have to deal with province growth, recruitment cost, or unit upkeep, but they will still periodically get random events that affect these stats.
* ArtifactOfDoom: The Sword of Khaine (otherwise known as the Widowmaker and the Slayer of Gods), doubling as an EvilWeapon. The cursed blade was wielded by the AxCrazy Elven God of War Khaine, which he used to fell immeasurably amounts of people . To drive back the first incursion of Chaos, the first Elven king, Anerion, picked up the sword, which granted him power unimaginable...at the cost of turning him into an AxCrazy beserker. The May Patch added this in as an in-game mechanic, as it lets Dark Elf, Wood Elf or High Elf players construct the Shrine of Khaine. After which, if ones ''very desperate'' (or incredibly stupid), gives the player an option to have one of their generals draw the infamous blade from the shrine, turning them into unimaginably powerful OneManArmy...[[WithGreatPowerComesGreatInsanity at the cost of turning them insane, with truly horrible effects mounting on the campaign map the longer the wielder holds the weapon.]]

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* TheArtifact: After their rework as of in ''Silence and the Fury'' the Beastmen no longer have to deal with province growth, recruitment cost, or unit upkeep, but they will still periodically get random events that affect these stats.
* ArtifactOfDoom: The Sword of Khaine (otherwise known as the Widowmaker and the Slayer of Gods), doubling as an EvilWeapon. The cursed blade was wielded by the AxCrazy Elven God of War Khaine, which he used to fell immeasurably immeasurable amounts of people . To drive back the first incursion of Chaos, the first Elven king, Anerion, Aenarion, picked up the sword, which granted him power unimaginable...at the cost of turning him into an AxCrazy beserker. The May Patch added this in as an in-game mechanic, as it lets Dark Elf, Wood Elf or High Elf players construct the Shrine of Khaine. After which, if ones the player is ''very desperate'' (or incredibly stupid), gives the player grants an option to have one of their generals draw the infamous blade from the shrine, turning them into unimaginably powerful OneManArmy...[[WithGreatPowerComesGreatInsanity at the cost of turning them insane, with truly horrible effects mounting on the campaign map the longer the wielder holds the weapon.]]



** The faction leader of Tiranoc in the "Mortal Empires" campaign is named Surthara Bel-Kec, a reference to the Norscan leader Surtha Ek from the first game. Tiranoc, in the lore, is famous for its chariots and Surtha Ek became a MemeticBadass on the game's forum and subreddit over his tendency to create mass chariot armies in the first game. Pushing it further, Surthara has a custom AI personality that leads her to recruit lots of chariots as well, and if confederated has both a trait unique to her and a selectable skill that give her large bonuses to chariot use.

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** The faction leader of Tiranoc in the "Mortal Empires" campaign is named Surthara Bel-Kec, a reference to the Norscan leader Surtha Ek from the first game. Tiranoc, in the lore, is famous for its chariots and Surtha Ek became a MemeticBadass on the game's forum and subreddit over his tendency to create mass chariot armies in the first game. Pushing it further, Surthara has a custom AI personality that leads her to recruit lots of chariots as well, and if confederated has both a trait unique to her and a selectable skill that give gives her large bonuses to chariot use.



** The overview for the units introduced in ''The Silence and the Fury'' described the Jabberslythe as "worth as much as a Charlemagne", referencing an infamous statement regarding its omission in the earlier ''Call of the Beastmen'' DLC for [[VideoGame/TotalWarWarhammer the first game]] as due it being "as costly as all the artwork that went into [the ''Age of Charlemagne'' DLC for ''VideoGame/TotalWarAttila'']."

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** The overview for the units introduced in ''The Silence and the Fury'' described the Jabberslythe as "worth as much as a Charlemagne", referencing an infamous statement regarding its omission in the earlier ''Call of the Beastmen'' DLC for [[VideoGame/TotalWarWarhammer the first game]] as due to it being "as costly as all the artwork that went into [the ''Age of Charlemagne'' DLC for ''VideoGame/TotalWarAttila'']."



** The Druchii are no less skilled in battle than their High Elven foes, and they combine this prowess with a BloodLust to rival that of the Greenskins and Norscans, being a highly militarised society similar to ancient Sparta. They are the opposite of the High Elves, and get stronger the longer in combat. Attached to their army, they make use of corrupted creatures to increase their armies killing ability.
** Despite their cowardice, The Skaven get by with single minded zeal to overwhelm the enemy until they lay broken before the Children of the Horned Rat. They make use of their extremely advanced technology when sheer numbers aren't enough, and can deploy Weapon Teams that fire green, warp-lightning that turn anything they touch to ash, or unleash monstrous abominations created with science to wreck enemy formations.

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** The Druchii are no less skilled in battle than their High Elven foes, and they combine this prowess with a BloodLust to rival that of the Greenskins and Norscans, being a highly militarised society similar to ancient Sparta. They are the opposite of the High Elves, and get stronger the longer in combat. Attached to their army, they make use of corrupted creatures to increase their armies armies’ killing ability.
** Despite their cowardice, The Skaven get by with single minded zeal to overwhelm the enemy until they lay broken before the Children of the Horned Rat. They make use of their extremely advanced technology when sheer numbers aren't enough, and can deploy Weapon Teams that fire green, green warp-lightning that turn anything they touch to ash, or unleash monstrous abominations created with science to wreck enemy formations.



** ''The Warden and the Paunch'' DLC adds Eltharion the Grim, who exemplifies this trope even better than Tyrion.



** When the High Elves go to war, they do so alongside Phoenixes, Giant eagles and powerful Dragons, whom they compel to fight in their hosts.
** The Lizardmen pad their armies with various primeval lizards, most based on Dinosaurs, like the Trex-esque Carnosaurs, Triceratops-esque Stegadons, armored Bastiladons(which can be fitted with a variety of magical artefacts), raptor-esque Cold Ones, Salamanders and Razordons, and the flying Terradons and Ripperdactyls. The most terrifying of these would have to be the Dread Saurian. They usually are used as mounts, or as feral, independent warbeasts.

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** When the High Elves go to war, they do so alongside Phoenixes, Giant eagles Eagles and powerful Dragons, whom they compel to fight in their hosts.
** The Lizardmen pad their armies with various primeval lizards, most based on Dinosaurs, like the Trex-esque T.rex-esque Carnosaurs, Triceratops-esque Stegadons, armored Bastiladons(which can be fitted with a variety of magical artefacts), raptor-esque Cold Ones, Salamanders and Razordons, and the flying Terradons and Ripperdactyls. The most terrifying of these would have to be the Dread Saurian. They usually are used as mounts, or as feral, independent warbeasts.



** The Skaven field horrible, twisted abominations that have been strewn together through a mixture of science and magic, and turned into living weapons, like the Rat Ogres, and the Hell Pit Abomination. The Twisted and the Twilight adds even more monsters from the pits of Clan Moulder, such as Brood Horrors and Mutant Rat Ogres.

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** The Skaven field horrible, twisted abominations that have been strewn together through a mixture of science and magic, and turned into living weapons, like the Rat Ogres, and the Hell Pit Abomination. The ''The Twisted and the Twilight Twilight'' adds even more monsters from the pits of Clan Moulder, such as Brood Horrors and Mutant Rat Ogres.



* BlueAndOrangeMorality: The Lizardmen care only for protecting their sacred sites and advancing the mysterious plans of the Old Ones, and will show no mercy to anyone who infringes on either of those things. Anything not mentioned in the Great Plan is to treated, at best, extreme caution, at worst, all out ''extermination''. Notably, the Lizardmen are competing with the High Elves for control of the Vortex... [[GoodVersusGood even though both sides essentially have the same end-goal]].

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* BlueAndOrangeMorality: The Lizardmen care only for protecting their sacred sites and advancing the mysterious plans of the Old Ones, and will show no mercy to anyone who infringes on either of those things. Anything not mentioned in the Great Plan is to treated, treated with, at best, extreme caution, at worst, all out ''extermination''. Notably, the Lizardmen are competing with the High Elves for control of the Vortex... [[GoodVersusGood even though both sides essentially have the same end-goal]].



** Morathi's faction, The Cult of Pleasure, spreads Chaos Corruption in every province that they control. While this helps to discourage enemy attempts at invading and annexing your territories, anyone who is not okay with chaos is now going to hate you even more for it.

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** Morathi's faction, The Cult of Pleasure, spreads Chaos Corruption in every province that they control. While this helps to discourage enemy attempts at invading and annexing your territories, anyone who is not okay with chaos Chaos is now going to hate you even more for it.



* DidntThinkThisThrough: Although tampering with the Vortex is shown to be a bad idea in any regards, [[spoiler: the Skaven ''really'' didn't think on how well summoning their god (when their culture is based around backstabbing, worthlessness of individual life, and personal ambition) would work out; as the ending implies, the Great Horned Rat spends just as much time slaughtering ''the Skaven themselves'' as he does their enemies. That said, the Skaven hate everyone, ''including'' themselves...]]

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* DidntThinkThisThrough: Although tampering with the Vortex is shown to be a bad idea in any regards, regard, [[spoiler: the Skaven ''really'' didn't think on how well summoning their god (when their culture is based around backstabbing, worthlessness of individual life, and personal ambition) would work out; as the ending implies, the Great Horned Rat spends just as much time slaughtering ''the Skaven themselves'' as he does their enemies. That said, the Skaven hate everyone, ''including'' themselves...]]



** The High Elves have the Phoenix Guard, an order of [[WarriorMonk holy warriors]] who guard the Shrine of Asuryan. Each of Phoenix Guard is blesed by Asuryan, has been granted knowledge of their own death, and has taken a vow of silence in order to preserve the secret knowledge found within the shrine. The result is completely silent and almost entirely fearless breed of warrior. Needless to say, their unrelenting, emotionless and borderline robotic nature in battle is seriously unnerving to any who face them. Combine this with their martial prowess and master crafted war-gear and you have one of the finest defensive infantry units in the world. In addition the Asur also field the aptly named Swordmasters of Hoeth, who are said to wield their great-swords with such grace that they carry parry a projectile out of mid air. Their main duties in High Elven society are serving as guardians of the White Tower of Hoeth, and as a sort of secret police force; charged with rooting dissident elements such as cultists and Druchii spies.

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** The High Elves have the Phoenix Guard, an order of [[WarriorMonk holy warriors]] who guard the Shrine of Asuryan. Each of Phoenix Guard is blesed by Asuryan, has been granted knowledge of their own death, and has taken a vow of silence in order to preserve the secret knowledge found within the shrine. The result is a completely silent and almost entirely fearless breed of warrior. Needless to say, their unrelenting, emotionless and borderline robotic nature in battle is seriously unnerving to any who face them. Combine this with their martial prowess and master crafted war-gear and you have one of the finest defensive infantry units in the world. In addition the Asur also field the aptly named Swordmasters of Hoeth, who are said to wield their great-swords with such grace that they carry can parry a projectile out of mid air. Their main duties in High Elven society are serving as guardians of the White Tower of Hoeth, and as a sort of secret police force; charged with rooting out dissident elements such as cultists and Druchii spies.



** The Tomb Kings have not only the Tomb Guard, mummified elite soldiers clad in golden and bejeweled armor and weapons who to this day still keep all the skill and discipline that they had in life, but they also have upgraded versions of most other units called Legions of Legends, which are basically an even stronger version of Regiments of Renown (which the Tomb Kings have as well) that can only be used in the campaigns, much like The Blessed Spawnings of The Lizardmen.

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** The Tomb Kings have not only the Tomb Guard, mummified elite soldiers clad in golden and bejeweled armor and weapons who to this day still keep all the skill and discipline that they had in life, but they also have upgraded versions of most other units called Legions of Legends, which are basically an even stronger version of Regiments of Renown (which the Tomb Kings have as well) that can only be used in the campaigns, much like The Blessed Spawnings of The Lizardmen.



** The High Elves are a mix of Ancient Athens, as well as bits of the British Empire mashed together.
** The Dark Elves are loosely based on Ancient Sparta (which contrasts very well to the High Elves Athens), with tinges of the Barbary Coast.

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** The High Elves are a mix of Ancient Athens, Athens as well as bits of the British Empire mashed together.Empire.
** The Dark Elves are loosely based on Ancient Sparta (which contrasts very well to the High Elves Elves’ Athens), with tinges of the Barbary Coast.



** The factions that compete for the Vortex itself must [[spoiler:leads to an attack on the Isle of the Dead (the epicenter of the Vortex itself), with the player versus all the other factions rushing to stop them from conquering the Vortex. Noticeably, the player is given the ''full'' control of the Vortex, granting two extremely powerful abilities. The player is on the interrupting side should a rival faction complete their ritual first.]]

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** The factions that compete for the Vortex itself must [[spoiler:leads to [[spoiler:lead an attack on the Isle of the Dead (the epicenter of the Vortex itself), with the player versus all the other factions rushing to stop them from conquering the Vortex. Noticeably, the player is given the ''full'' control of the Vortex, granting two extremely powerful army abilities. The player is on the interrupting side should a rival faction complete their ritual first.]]



** Markus Wulfhart must fight the last bastion of resistance against the Empire's colonizaion of Lustria, while playing as nakai the Wanderer sees you kill Markus and his men to drive them off.

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** Markus Wulfhart must fight the last bastion of resistance against the Empire's colonizaion of Lustria, while playing as nakai Nakai the Wanderer sees you kill Markus and his men to drive them off.



** The Heralds of Ariel must protect ariel while she seals a portal to the Dreaming Woods, while [[spoiler:Clan Moulder tries to interrupt the ritual to capture her]].

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** The Heralds of Ariel must protect ariel Ariel while she seals a portal to the Dreaming Woods, while [[spoiler:Clan Moulder tries to interrupt the ritual to capture her]].



** Taurox the Brass Bull [[spoiler:higjhacks a ritual to the Dark Gods that Morghur the Shadowgave was conducting, then must kill captured prisoners as sacrifice, while preventing Oxyotl from stopping him]]. Oxyotl, for his part [[spoiler: must save the prisoners and then defeat Taurox]].

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** Taurox the Brass Bull [[spoiler:higjhacks [[spoiler:hijacks a ritual to the Dark Gods that Morghur the Shadowgave was conducting, then must kill captured prisoners as sacrifice, while preventing Oxyotl from stopping him]]. Oxyotl, for his part [[spoiler: must save the prisoners and then defeat Taurox]].



** Finubar the Seafarer, the actual king of the High Elves, is only ever mentioned. Considering Finubar is a [[NonActionGuy politician instead of a warrior]] and was never actually playable on the tabletop, this is understandable. His counterpart, the Everqueen Alarielle, also never makes a direct appearance, though unlike Finubar, she ''was'' playable on the tabletop and, unusually for an Everqueen, has been known to lead armies to war. Alarielle was eventually made fully playable as DLC

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** Finubar the Seafarer, the actual king of the High Elves, is only ever mentioned. Considering Finubar is a [[NonActionGuy politician instead of a warrior]] and was never actually playable on the tabletop, this is understandable. His counterpart, the Everqueen Alarielle, also never makes a direct appearance, though unlike Finubar, she ''was'' playable on the tabletop and, unusually for an Everqueen, has been known to lead armies to war. Alarielle was eventually made fully playable as DLCDLC.



** Nagash, even before the Tomb King expansion the pyramid of Nagash was on the map. Naturally playing as the Tomb Kings drops a lot more references to the Great Necromancer.

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** Nagash, even before the Tomb King expansion the his pyramid of Nagash was on the map. Naturally playing as the Tomb Kings drops a lot more references to the Great Necromancer.



* GoodVersusGood: Well for a given value of "good" anyway. The High Elves and Lizardmen both have more of less the same goal - to restore the vortex and protect the world - but will inevitably come into conflict anyway due to differing views on how to accomplish this. [[spoiler: By the end of the Vortex campaign, however this is subverted. As arrogant as they are, it's clear the High Elves are trying to control the Vortex for the right reasons, including protecting the younger races. On the other hand, The Lizardmen want to use it's power to ''purge'' and kill everything not in the Great Plan, casting them as a darker shade of grey.]]
* GrimUpNorth: The Dark Elf realm of Naggaroth, located in the north of the New World, just south of the [[EldritchLocation chaos wastes]]. It is a desolate, freezing land ringed by black mountains and teeming with vicious monsters. To say nothing of the Dark Elves themselves. Also counts as an example of {{Mordor}}.

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* GoodVersusGood: Well for a given value of "good" anyway. The High Elves and Lizardmen both have more of less the same goal - to restore the vortex and protect the world - but will inevitably come into conflict anyway due to differing views on how to accomplish this. [[spoiler: By the end of the Vortex campaign, however this is subverted. As arrogant as they are, it's clear the High Elves are trying to control the Vortex for the right reasons, including protecting the younger races. On the other hand, The Lizardmen want to use it's its power to ''purge'' and kill everything not in the Great Plan, casting them as a darker shade of grey.]]
* GrimUpNorth: The Dark Elf realm of Naggaroth, located in the north of the New World, just south of the [[EldritchLocation chaos wastes]].Chaos Wastes]]. It is a desolate, freezing land ringed by black mountains and teeming with vicious monsters. To say nothing of the Dark Elves themselves. Also counts as an example of {{Mordor}}.



*** Eshin Sorceror (Hero)

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*** Eshin Sorceror Sorcerer (Hero)



* LadyOfWar: The High Elves are one of the few races in Warhammer to feature female Generals with their Elven Princesses (who are just as chivalrous and gallant as their male counterparts). They also have several types of female spell casters, with Archmages and Mages being lord and hero choices respectively. Dark Elves, fittingly, also feature several female Generals and heroes, from melee fighters such as Female Dreadlords and Death Hags to magic casters such as Supreme Sorceresses and Sorceresses. There are also entire subfactions of these races being led by lady leaders, with High Elven Everqueen Alarielle and Dark Elven Hag Queen Morathi and Crone Hellebrone all being playable. Armies of Vampire Coast feature Female Vampire Fleet Admirals as well as faction leaders Aranessa Saltspite and ghostly Cylostra Direfin. Finally, one of the Tomb Kings factions is led by High Queen Khalida, known for her level-headedness and combat prowess.

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* LadyOfWar: The High Elves are one of the few races in Warhammer to feature female Generals with their Elven Princesses (who are just as chivalrous and gallant as their male counterparts). They also have several types of female spell casters, with Archmages and Mages being lord and hero choices respectively. Dark Elves, fittingly, also feature several female Generals and heroes, from melee fighters such as Female Dreadlords and Death Hags to magic casters such as Supreme Sorceresses and Sorceresses. There are also entire subfactions of these races being led by lady leaders, with High Elven Everqueen Alarielle and Dark Elven Hag Queen Morathi and Crone Hellebrone Hellebron all being playable. Armies of the Vampire Coast feature Female Vampire Fleet Admirals as well as faction leaders Aranessa Saltspite and ghostly Cylostra Direfin. Finally, one of the Tomb Kings factions is led by High Queen Khalida, known for her level-headedness and combat prowess.



* {{Nerf}}: Most items from the first game have been tweaked to be less useful or powerful than they were. Either by tweaking their effect themselves (the Trickerster's Other Bag now only makes nearby enemies more vulnerable to magic damage rather than to all type of damage), or by giving them a limited number of use per batte (The Red Ruby Ring of Ruin, which gave its wielder the ability to launch a fireball every 45 seconds for the entirety of the battle, now allows its owner to fire only four fireballs per fight).

to:

* {{Nerf}}: Most items from the first game have been tweaked to be less useful or powerful than they were. Either by tweaking their effect themselves (the Trickerster's Trickster's Other Bag now only makes nearby enemies more vulnerable to magic damage rather than to all type of damage), or by giving them a limited number of use per batte (The Red Ruby Ring of Ruin, which gave its wielder the ability to launch a fireball every 45 seconds for the entirety of the battle, now allows its owner to fire only four fireballs per fight).



** The Tomb Kings have their exclusive Lore of Nehekhara, which, unlike the above two, utilizes both the power of [[YinYangBomb dark and light]] aspects of Nehekharan religion utilizing both brighter protective and darker offensive spells from their gods. The Tomb Kings heavily rely on it to support their undead armies, which fall really fast against an determined offensive.
** As one would expect for a race so foul, Skaven magic, is divided into two different lores, the [[BlackMagic Lore of Ruin and the Lore of Plague]], and they are as malevolent as the ratmen themselves. Few of their spells do anything but curse the enemy or blow ''themselves to smithereens''. And to further emphasize their refusal to get themselves in any fair fight, Clan Eshin provides skavendom with the Lore of Stealth, a form of {{Ninja}} magic that is less about causing major damage like the other two skaven lores, but more based around debuffing the enemy and getting them softened up for sneaky troops to finish the job.

to:

** The Tomb Kings have their exclusive Lore of Nehekhara, which, unlike the above two, utilizes both the power of [[YinYangBomb dark and light]] aspects of Nehekharan religion utilizing both brighter protective and darker offensive spells from their gods. gods.]] The Tomb Kings heavily rely on it to support their undead armies, which fall really fast against an determined offensive.
** As one would expect for a race so foul, Skaven magic, magic is divided into two different lores, the [[BlackMagic Lore of Ruin and the Lore of Plague]], and they are as malevolent as the ratmen themselves. Few of their spells do anything but curse the enemy or blow ''themselves to smithereens''. And to further emphasize their refusal to get themselves in any fair fight, Clan Eshin provides skavendom with the Lore of Stealth, a form of {{Ninja}} magic that is less about causing major damage like the other two skaven lores, but more based around debuffing the enemy and getting them softened up for sneaky troops to finish the job.



* RedBaron: Its Warhammer so intimidating titles are all over the place for legendary lords. Only a few are known as much by their title as by their name. (Kroq-Gar) '''The Last Defender''', (Malekith) '''The Witch-King''', (Gor-Rok) '''The Great White Lizard'''

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* RedBaron: Its Warhammer so intimidating titles are all over the place for legendary lords. Only a few are known as much by their title as by their name. (Kroq-Gar) '''The Last Defender''', (Malekith) '''The Witch-King''', (Gor-Rok) '''The Great White Lizard'''Lizard'''.



*** Sylvania now starts with unique Wight King hero named Kevin von Lloydstein named after deceased CA member Kevin Lloyd with unique trait [[Main/DueToTheDead Memoriam Mortus]].
*** Karaz-a-Karak have a unique Master Engeneer Tom Phillipson named after (thankfully still alive) development team member Tom Phillips. He starts with a double-barrel artifact and unique skill Engineer's cipher.
*** Lastly, Oxyotl starts with the named Skink Oracle hero Orcale of the Sacred Plaque with unique skill Loremaster and named troglodon mount C'hloe. It is a shout-out to a long-time CA partner Loremaster of Sotek (Warhammer streamer and author of Warhammer lore videos), who is a big Lizardmen fan. The mount was named after his family dog.

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*** Sylvania now starts with a unique Wight King hero named Kevin von Lloydstein named after deceased CA member Kevin Lloyd with unique trait [[Main/DueToTheDead Memoriam Mortus]].
*** Karaz-a-Karak have a unique Master Engeneer Engineer Tom Phillipson named after (thankfully still alive) development team member Tom Phillips. He starts with a double-barrel artifact and unique skill Engineer's cipher.
Cipher.
*** Lastly, Oxyotl starts with the named Skink Oracle hero Orcale Oracle of the Sacred Plaque Plaques with unique skill Loremaster and named troglodon mount C'hloe. It is a shout-out to a long-time CA partner Loremaster of Sotek (Warhammer streamer and author of Warhammer lore videos), who is a big Lizardmen fan. The mount was named after his family dog.



** And neutral Norskan pirate band the player often encounters around Estalia is led by the captain Mad Mulletson. Mad Mullet is one of player names used by Turin, the biggest Warhammer Total War multiplayer streamer.

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** And a neutral Norskan Norscan pirate band the player often encounters around Estalia is led by the captain Mad Mulletson. Mad Mullet is one of player names used by Turin, the biggest Warhammer Total War multiplayer streamer.

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** The Chevaliers de Lyonesse must battle either the Vampire Coast (off the coast of Bretonnia, preventing their invasion of the country) or the Tomb Kings (at Nagash's Black Pyramid, to prevent them from using its dark power and eradicate the undead), dealing crippling blows to either.

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** The Chevaliers de Lyonesse Repanse must battle either the Vampire Coast (off the coast of Bretonnia, preventing their invasion of the country) or the Tomb Kings (at Nagash's Black Pyramid, to prevent them from using its dark power and eradicate the undead), dealing crippling blows to either.either.
** Markus Wulfhart must fight the last bastion of resistance against the Empire's colonizaion of Lustria, while playing as nakai the Wanderer sees you kill Markus and his men to drive them off.

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* FinalBattle: Completing the last ritual [[spoiler: leads to an attack on the Vortex itself, with the player versus all the other factions rushing to stop them from conquering the Vortex. Noticeably, the player is given the ''full'' control of the Vortex, granting two extremely powerful abilities. The player is on the interrupting side should a rival faction complete their ritual first.]]

to:

* FinalBattle: Completing The Eye of the last ritual [[spoiler: leads Vortex campaign has multiple:
** The factions that compete for the Vortex itself must [[spoiler:leads
to an attack on the Isle of the Dead (the epicenter of the Vortex itself, itself), with the player versus all the other factions rushing to stop them from conquering the Vortex. Noticeably, the player is given the ''full'' control of the Vortex, granting two extremely powerful abilities. The player is on the interrupting side should a rival faction complete their ritual first.]]


Added DiffLines:

** Clan Eshin and Hag Graef, meawhile, have their final battle be [[spoiler:an attempt by Snikch to kill Malus before Malus leaves the Southlands]].
** The Chevaliers de Lyonesse must battle either the Vampire Coast (off the coast of Bretonnia, preventing their invasion of the country) or the Tomb Kings (at Nagash's Black Pyramid, to prevent them from using its dark power and eradicate the undead), dealing crippling blows to either.
** Tor Yvresse must defend its capital from Grom the Paunch's revenge and fend off his massive army, while Grom tries to destroy the city.
** The Heralds of Ariel must protect ariel while she seals a portal to the Dreaming Woods, while [[spoiler:Clan Moulder tries to interrupt the ritual to capture her]].
** Thorek Ironbrow finally uncovers the Lost Vault of the Dawi, but is attacked by Skaven wanting the artifacts for themselves.
** Taurox the Brass Bull [[spoiler:higjhacks a ritual to the Dark Gods that Morghur the Shadowgave was conducting, then must kill captured prisoners as sacrifice, while preventing Oxyotl from stopping him]]. Oxyotl, for his part [[spoiler: must save the prisoners and then defeat Taurox]].
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The Lizardmen want to kill everyone else with the power of the vortex.


* NoCanonForTheWicked: The lore points towards the Lizardmen or High Elves as the overall victor of the Vortex Campaign. Otherwise the events of ''Warhammer III'' are prevented if the Dark Elves or Skaven were victorious instead.

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* NoCanonForTheWicked: The lore points towards the Lizardmen or High Elves as the overall victor of the Vortex Campaign. Otherwise the events of ''Warhammer III'' are prevented if the Dark Elves Elves, Lizardmen, or Skaven were victorious instead.
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* TheArtifact: After their rework as of ''Silence and the Fury'' the Beastmen no longer have to deal with province growth, recruitment cost, or unit upkeep, but they will still periodically get random events that affect these stats.
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** Ungor Raiders after the Hammers and Herdstones update, in the campaign at least. They're weak, short-ranged, and rout easily, but they're also free, ranged, sneaky, and can be recruited in infinite numbers at no expense from literally anywhere. They also use a tight formation, which lets large groups of them concentrate fire fairly effectively. Entire armies of them can be recruited to kill weaker garrisons, and if you lose them, [[WeHaveReserves who cares?]] Not like they cost you anything.
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** And Rakarth's Thousand Maws faction starts with a Beast sorceress named [[https://en.wikipedia.org/wiki/Boudica Boudicca]] as a reference to the fact that he begins the campaign on the Warhammer equivalent of Britain. To bad she cannot get a chariot.

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** And Rakarth's Thousand Maws faction starts with a Beast sorceress named [[https://en.wikipedia.org/wiki/Boudica Boudicca]] as a reference to the fact that he begins the campaign on the Warhammer equivalent of Britain. To Too bad she cannot get a chariot.

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** Old Grumpslayer (Thorek Ironbrow) grants the Lord's army an increase to magic item drops chance, reduces enemies' Winds of Magic's starting amount and a slight bonus to armour-piercing melee damage for the whole army.



** One That Hunts the Unseen (Oxyotl) grants the Lord Vanguard deployment.



** Beastscourge (Khazrak the One-eye) grants the lord Fear.

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** Beastscourge (Khazrak the One-eye) grants the lord Fear.Lord an increase in ambush success chance as well as increased odds to intercept armies moving through the beastpaths, Underway or Worldroots.


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** Brass Bull, Glass Jaw (Taurox the Brass Bull) grants the Lord an increase to charge bonus and armour-piercing damage

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** Capturing Pigbarter as an Empire faction will give you a unique follower named Sir Man Delour, a nod to [=YoUTube=] game reviewer Mandalore Gaming.

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** Capturing Pigbarter as an Empire faction will give you a unique follower named Sir Man Delour, a nod to [=YoUTube=] [=YouTube=] game reviewer Mandalore Gaming.Gaming.
** And neutral Norskan pirate band the player often encounters around Estalia is led by the captain Mad Mulletson. Mad Mullet is one of player names used by Turin, the biggest Warhammer Total War multiplayer streamer.

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