Creative Assembly has now released Curse of the Vampire Coast, the latest DLC for Total War: Warhammer 2. Alongside the DLC is a massive game update released for free called the Aye Aye! Patch. Among the many new effects, such as the new Vampire Counts Bloodlines mechanic and Heinrich Kemmler’s new faction, there are changes made to almost every one of Total War: Warhammer 2’s Legendary Lords.
All Changes to the Beastmen Legendary Lords
Khazrak One-Eye, Malagor, and Morghur have all received changes in the new patch. Khazrak +10% Raid bonus has gone way up to +40%, while his +5 Leadership bonus vs. Men has also increased to +10. His Lord bonus of a -30% recruitment cost reduction for Bestigor units has gone up to -50%, and he has gained two new Lord effects; a +3 recruit rank bonus for Bestigors and a -30% upkeep cost reduction for Bestigors. When mounted in a Razorgor Chariot, Khazrak now benefits from +10 Armour.
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Meanwhile, Malagor’s Bray Shaman cap bonus has gone up from +1 to +2. His diplomacy bonus with other Beastmen factions has also increased from +20 to +30, and he now benefits from a new +2 bonus to horde growth. His Bray Shaman recruitment rank bonus has gone up from +1 to +3, and he has two new Lord effects; he now causes a -8% enemy replenishment penalty and a -8 penalty to enemy leadership within his local province. The Lord has also gotten some significant personal stat changes; Malagor now has +400 mass, +1 run speed, +100 mp cost, +10 melee attack, +10 melee defence, +10 ap melee damage, and +15 base melee damage.
Morghur’s Faction effects have also seen significant change in this patch. His +40% upkeep effect for Minotaurs is down to +30%, while his -30% Spawn upkeep effect is also down from -40%. His Chaos Corruption spread bonus has gone up from +2 to +3. Like the other Beastmen Legendary Lords, he has gained two new Lord effects. The first is a +8 MD bonus for Spawn units, and the second is a +20% missile resistance bonus for Spawn. His existing +8% Chaos territory attrition bonus is now up to +12%. Morghur has also gained +50 mass.
All Changes to the Bretonnia Legendary Lords
In Bretonnia, both Louen Leoncoeur and Alberic have new changes. Alberic now benefits from a -1 recruitment time decrease for cavalry, while his +5% income from trade bonus is now up to +25%. His Lord effect bonus which gives +5 MD to his Knights of the Realm is also up to a +10 bonus. Personally, Alberic also benefits from a -100 mp cost. King Louen, on the other hand, now has a +50% aura size for all characters when attacking, up from +25%. He also gains two new Lord effects; a +8 MA bonus vs. enemies of The Lady, and +12 leadership vs. enemies of The Lady. The Fay Enchantress herself gets a single small change which causes her direct damage aura to deal 20% less damage.
All Changes to the Chaos Legendary Lords
Archaon the Everchosen has gotten significant buffs from the Aye Aye! Patch. His bonus to Chaos Warrior leadership is up to +10 from +5, while his recruitment cost reduction for Chaos Warriors is up to -30% from -15%. However, his penalty to diplomacy with all factions is now even worse; -30% instead of -20%. However, his bonus to income from Razing is doubled from +25% to +50%. His physical resistance bonus for Chaos Knights has been removed, and in its place he now grants all units a +5% Ward save bonus. Archaon also now has +100 cost, -205 base melee damage, but a massive buff of +145 ap melee damage.
Kholek Suneater has a new +4 chaos corruption bonus. His -50% recruitment cost reduction for Dragon Ogres has also increased to -60%. He also now benefits from a -30% upkeep cost reduction for Dragon Ogres. The Dragon Ogre Lord also gets -5 armour, +100 mp cost, and his projectile intersection radius increased to 0.95.
Sigvald, meanwhile, has two Faction effect buffs; his +10 Armour bonus for Lords and embedded Heroes is up to +15, and his +5 leadership vs. Men is also up to +15. Additionally, his +1 horde growth bonus is up to +3, and he has two new Lord effects; a -60% upkeep cost reduction for Marauders, and +3 recruit rank for Marauders. Sigvald also benefits from a +20 missile block chance, +10 armour, and +5 leadership.
All Changes to the Dark Elves Legendary Lords
Morathi is the only Dark Elven Legendary Lord to get Faction and Lord effect changes. One of her Faction benefits previously gave Heroes in her faction a -50% action cost reduction. This has been changed to include a -50% Hero upkeep cost as well. Her -25% Construction cost reduction for Sorcery buildings has been moved from her Lord effects to Faction effects. Malekith, meanwhile, has received a +300 mass bonus while on foot.
All Changes to the Dwarfs Legendary Lords
The Dwarf Legendary Lords have received a number of changes in the new patch. Thorgrim’s military recruitment building cost reduction is up from -10% to -25%. His +1 recruit rank bonus is also increased to +3, while his -10% upkeep cost reduction for Longbeards and Hammerers is up to -15%. He also has a new +30 diplomacy bonus with other Dwarf factions. Meanwhile, his +15% aura size Lord effect is up to +75%. Thorgrim also has -50 mp cost.
Ungrim has some very significant new buffs as well. His -25% recruitment cost reduction for Slayers is up to -50%, and he has a new -75% construction cost reduction for both Slayer and Landmark buildings. His +6 MA bonus for Slayers has gone up to +10, and his -25% upkeep cost reduction for Slayers has been moved to his Faction effects. He also benefits from a new +30% casualty replenishment bonus for Slayers.
Belegar has only minor changes. His +30 Tunnel evasion chance has been removed, and in its place he now benefits from a +10 leadership vs. Skaven and Greenskins Lord effect. He also has -50 mp cost. Grombrindal, on the other hand, now has a +60% tunnel evasion chance, which is up from +40%, and an increased reinforcement range of +50%, up from +30%. He also has two new effects; a +20% WS bonus to all units vs. Elves, and +10 army leadership. Grombrindal also has -100 mp cost.
All Changes to the Empire Legendary Lords
First of all, Karl Franz has some small buffs. His +5% movement range Faction effect is up to +10%, while his -10% upkeep cost reduction for Reiksguard and Greatswords is up to -15%. His Faction effect diplomacy bonus with Empire factions is also up from +10 to +30. Meanwhile, his Lord effect of +2 leadership is now a +8 bonus.
Balthasar Gelt’s -25% upkeep cost reduction for Battle Wizards has been increased to -50%, while his Wizard agent cap bonus is up from +1 to +2. He also has a host of new Lord effects; he now benefits from a -20% Winds of Magic cost reduction, as well as a +10% artillery missile damage buff.
Volkmar the Grim, on the other hand, gains a host of new benefits for Flagellents units. While his ancillary drop chance has gone up from +10% to +20%, his upkeep cost reduction for Flagellants is up from -15% to -30%. He also gains three new Lord effects; a +30% casualty replenishment rate bonus for Flagellants, a +12% physical resistance bonus for Flagellants, and a +14 MD bonus for Flagellents.
All Changes to the Greenskins Legendary Lords
Of all of the Greenskins Legendary Lord, Grimgor Ironhide has received the most changes in the new patch. His +5% movement range and -10% Black Orcs upkeep cost reduction effects are now boosted to +10% and -15%, respectively. Meanwhile, his +6 leadership bonus for Black Orcs is up to +12, and his +5 Armour bonus for Black Orcs is up to +10. He also benefits from a new +3-% post-battle loot bonus. Grimgor’s personal stats have also changed; he gains +600 mass, +5 armour, and +7 melee defence.
Azhag, meanwhile, has gained a +25% Sacking income bonus, increased from an existing +10% bonus. He also has a +25% Research effect up from +10%. Two new Faction effects grant him -1 Construction time and -25% Construction cost in settlements. His Lord effect aura size has also seen a huge increase from +15% to +75%. Wurrzag and Skarsnik have only a few changes. Wurrzag now benefits from a new -50% recruitment cost reduction for Savage Orcs, while Skarsnik has a new +14 Charge Bonus for Night Goblin Squig Hoppers. Skarsnik also has +300 mass now.
All Changes to the High Elves Legendary Lords
The only High Elven Legendary Lord to receive Faction or Lord effect changes is Tyrion, but the changes here are significant. In campaign, Tyrion’s faction will receive a +30 bonus to diplomacy with other High Elf factions, and -100% build time for the Shrine of Khaine building chain. As a Lord, he also gains a new +3 recruit rank bonus for Lothern Sea Guard units. Tyrion’s personal changes include +100 mp cost, -2 melee attack, and -110 base melee damage. However, he has also gained +90 ap melee damage, a big improvement overall for the Lord. Alarielle also gets a minor personal stat change; when mounted on an Eagle, she now has -8 melee attack.
All Changes to the Lizardmen Legendary Lords
Lizardmen do not receive any Faction or Lord effect changes for their Legendary Lords. Lord Mazdamundi now has +516 health when mounted on a Palanquin, and uses the weapon strength of an Ancient Stegadon when mounted on Zlaaq.
All Changes to the Norsca Legendary Lords![]()
Throgg and Wulfrik both have changes in the latest patch. Firstly, Throgg’s +15% physical resistance bonus for Trolls is now up to +15%, and his -15% upkeep cost for Trolls is up to -20%. Wulfrik has similar changes, with his existing -10% upkeep cost for Marauders going up to -15%. His +20% reinforcement range bonus is also up to +30%.
However, Wulfrik has some significant personal changes when mounted on a mammoth now. He benefits from increased acceleration, but has a huge mass reduction of -1500, along with nerfs to other stats; a -12 to his charge bonus, -2 to melee defence, and -30 to his ap melee damage. However, he also gains a +14 bonus vs. infantry, +30 base melee damage, +4 collision attack max targets, and a 2 collision attack max targets cooldown.
All Changes to the Skaven Legendary Lords
Tretch Craventail is the only Skaven Legendary Lord to see Faction/Lord effect changes in the Aye Aye! Patch, and the changes are relatively minor. His +13 MA bonus during ambushes and after retreating are now under his Lord effects rather than Faction effects. Queek Headtaker, on the other hand, now has a +19 bonus vs. infantry.
Total War Warhammer All Legendary Lords GameAll Changes to the Tomb Kings Legendary Lords
Tomb Kings do not receive any Faction or Lord effect changes for their Legendary Lords. The only changes from the Aye Aye! Patch are a +3 melee defence bonus for Settra when he is mounted on the Chariot of the Gods, and increased projectile accuracy for Khatep when he has a Casket of Souls.
All Changes to the Vampire Counts Legendary Lords
The Vampire Counts get Legendary Lord changes across the board. Firstly, Heinrich Kemmler, who has graduated to leading his own faction in the Mortal Empires campaign; the Barrow Legion. Kemmler no longer has a -25% cost reduction for raise dead. However, his upkeep cost reduction for Necromancers is up from -25% to -50%. Additionally, he now has +30 diplomacy with Beastmen and Warriors of Chaos factions, and he now benefits from a suitable climate effect in mountains.
Helman Ghorst, on the other hand, now has a +30% Research bonus, up from +10%. He also has two new Faction effects; a +3 recruit rank bonus for Corpse Carts and a +12 charge bonus for Corpse Carts. When Ghorst is mounted on a Corpse Cart, he gains +400 health. Isabella von Carstein’s Undying Love effect has been moved from Faction to Lord effects, and she now gains +1 Blood Kiss at the start of the campaign; part of the new Vampire Counts Bloodlines mechanic.
Mannfred von Carstein’s +5% movement range bonus has been increased to +10%. His +1 recruit rank bonus for Grave Guard and Black Knights is also up to +2, while his -10% upkeep cost for Grave Guard is also up to -15%. He also benefits from +1 Blood Kiss at the start of the campaign. Vlad, meanwhile, also has his +5% movement range bonus increased to +10%, and also starts with +1 Blood Kiss at the campaign start. Like Isabella, his Undying Love ability has been moved to his Lord effects. Finally, he now gains a +30 diplomacy bonus with Arkhan the Black, as well as all Vampire Counts and Vampire Coast factions.
All Changes to the Wood Elves Legendary Lords
Orion’s -20% upkeep cost reduction for Wildwood Riders has been reduced to just -15%. However, this bonus now applies to ALL Wood Elf cavalry units. He also gains two new Lord effects; a +8 Charge Bonus and +20% WS for Wild Rider units. Durthu, on the other hand, has two new Faction effects. Firstly, Dryads, Tree Kin, and Tree Men under his command now get a +10 charge bonus, and such units also get a -30% upkeep cost reduction.
How Lords Work
We’ve shaken up the standard Total War formula of Agents and Generals, and woven characters more deeply into campaign and battle. There’s also a shedload of new customisation options for them, including deeper skill trees, and a mix of common and legendary weapons, armour, items and mounts to equip them with.
We’ve started talking about these more recently and some questions have popped up we’d like to try and answer.
Please bear in mind that the below info is about a game that is work in progress and subject to change, if you would rather not hear about features that might change, please look away now!
LordsCharacters essentially come in three flavours. The first type is Lords, and these guys can perform a number of roles in your campaign.
They can be employed as Generals, which in many ways work like generals in other TW games; they lead armies around the campaign map and in battle, inspiring and bolstering troop morale. Every army requires a general in order to deploy on and move around the Campaign Map.
Unlike the generals of old though, they’re considerably more combat orientated and can be either melee or magic focussed. Wizard Lords will have access to a magical lore specific to their race, and will draw on the Winds of Magic to cast their spells. Melee Lords are hardier and more powerful fighters and you’ll want to make use of that prowess in battle. There will also be some Lords that operate like hybrids of the two, exhibiting strengths in both melee and magic.
Lords can also be placed into other roles as well. For example, as Admirals they’ll lead your fleets around the oceans (though all naval engagements will be auto-resolved, as given how land battle-focused Warhammer is, we’ve concentrated on those).
You might also appoint a Lord as an Overseer. They are then assigned a province to govern, reacting to challenges by handing down commandments to direct the efforts of the populace, and through the application of their own skills. Should the provincial capital be attacked, the Overseer will personally lead the garrison troops in their efforts to defend the walls. Though garrisons in general will be better equipped to deal with enemy forces regardless.
HeroesThe second character type is Heroes. Like the agents in previous Total War games, they perform a variety of strategic functions on the campaign map, such as assassination, sabotage and so forth, but when attached to armies, they now appear in any battle as a standalone unit. Like Lords, they can be melee or magic focussed, and in some rare cases, such as the Empire Warrior Priest, be a hybrid of the two. But the crucial point here is that they can now get stuck in and actually fight, and bring to bear all the skills, abilities and items you grant them as they level up.
Hero character- Thane
Legendary LordsThe third character type is Legendary Lords. Now these are the big guys, the named characters from Warhammer Lore, and the paragons of their races.
Your chosen Legendary Lord will act as a general, and is a remarkable warrior in his own right. The big difference with Legendary Lords over Lords is that alongside the standard Strategic, Tactical and Battle skills branches, they also have a Unique Skills branch to their skill tree that is completely personal to them, and this is where a good deal of the narrative in Total War: WARHAMMER stems from.
On the left- Thorgim Grudgebearer On the right- Thane
So, for example, when Ungrim Ironfist levels up, you’ll get an allocation of skill points to spend in any of his branches. Spend them in the Unique Skills branch, and you’ll begin to unlock quests that are unique to Ungrim. These quests will take you through a series of tasks and battles, and culminate in Quest Battles – the kind of bespoke, hand-crafted battles we’ve been showing off recently. The reward will be one of the legendary magic items only Ungrim has access to in the tabletop game. These items are bound to the Legendary Lords and can never be lost, though if that character has a choice of items, you can equip him as you see fit.
In fact, all character types can be equipped with up to six magic items, including armour, weapons, enchanted items, arcane items, and talismans, many of which will be familiar to Warhammer players as they’re right out of the rulebooks. These items are earned as rewards for victory in battle, and in some cases, even stolen from defeated lords (look out for skills that increase the chance of your character being a thieving git).
Given that so much of the lore and backstory of Warhammer Fantasy Battles stems from its characters, we really want to do them justice and Ungrim’s a great example. To say he’s a conflicted character is something of an understatement. As the Slayer King, his two roles are at odds; while he’s charged with the success and wellbeing of his people, he’s also oath-bound to seek the biggest, meanest monster he can clap eyes on, and die while engaged in glorious battle against it. As you might imagine, this conflict tears at him, and through his unique skills tree, along with the all the quests, quest-battles and legendary items it generates, we really get to do dig deep into his character and his story.
Legendary Lords and Starting a Campaign GameIn the first game, each playable race will come with a choice of two Legendary Lords to start a campaign with – for example the Dwarfs get Thorgrim Grudgebearer or Ungrim Ironfist.
The Legendary Lord you choose to lead your Campaign can make a big difference to your strategy, as each brings a series of unique benefits that might positively (or negatively) influence the units you recruit, the tactics you employ and the forces you deploy. A Dwarfen campaign under Ungrim, could have quite a different attitude to one under Thorgrim.
Total War Warhammer All Legendary Lords Walkthrough
However, any other Legendary Lords in your race, including the ‘official‘ race leaders (who will always be around to engage in diplomacy) will join in your campaign later, even if you don’t choose them to lead your efforts initially.
Expect to see more Legendary Lords released for playable races after launch as Free Content and DLC.
Check out the next Rally Point for more details on Legendary Lords.
MountsWhichever mounts your character has unlocked through their Skill Tree (or quests), you’ll be able to select from as mounts for them while on the Campaign Map. You have to do this before battle is joined though, no riding around on a horse and then swapping to a gryphon when you get ambushed…
Characters, and units, that join battle mounted will remain so; they won’t be able to dismount during the fight.
Battle StandardsAs mentioned at EGX, there will be the opportunity to unlock/earn/steal Magic Banners for your armies. However, it’s worth pointing out that these will be indicated in battle through a gloriously (or disgustingly, depending on your race) embellished banner indicator above the unit who has it equipped. Total War Warhammer All Legendary Lords
There are currently no plans to include actual standard bearers as physical models/units within the game; we took the decision that we’d rather spend the time needed to animate and model all those different combinations of races and troops, and make more units and characters instead.
Adventure Ho!Worth pointing out that don’t always need to have troops in your army. Because Lords are so mighty, and can have Heroes and other Lords join them on the campaign map, you could build a party of adventurers rather than an army.
But what trouble could such an expedition get in to? Hmm….
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