Total War: Warhammer II

## Basic Info

Developer: Creative Assembly

Publisher: Sega

Released: 2017

		- -50% upkeep in Lord's army for Spearmen, Silverin Guard, Rangers, Archers, and Silver Helm units
		- +3 recruitment rank for Lothern Sea Guard units
* Order of Loremasters - Teclis
	+ Faction Effects:
		- +10 diplomatic relations with men, High Elves, Wood Elves, Dwarfs, and Lizardmen
		- -25% construction costs for mage buildings
		- +5 recruitment rank for Loremasters of Hoeth, Archmages, and Mages
		- -25% recruitment costs for Phoenix units and Swordmaster of Hoeth units
	+ Lord Effects:
		- +30 winds of magic reserve
		- Bound Spell: Fireball
* Avelorn - Alarielle the Radiant
	+ Faction Effects:
		- -25% intrigue cost for Phoenix Court actions
		- Receives bonuses when Ulthuan is entirely held by High Elves, and penalties when it is not
		- +2 hero capacity for Handmaidens
		- Invocation of Lileath: Improves casting and magic item drop chance
		- Greater Invocation of Isha: Provides bonuses for Tree Spirit units
	+ Lord Effects:
		- Lingering bonuses granted to regions she visits
		- Alarielle weakens as Chaos grows in strength
		- +15% missile strength for Sisters of Avelorn and Handmaidens in the Lord's army
* Nagarythe - Alith Anar
	+ Faction Effects:
		- Wastelands are a suitable climate
		- Can eliminate characters "Marked for Death" to receive bonuses
		- Invocation of Morai-Heg: Summons the hero Hero Hand of the Shadow Crown
			* Hero is an assassin type
		- -1 global recruitment duration
		- +10% campaign movement range
	+ Lord Effects:
		- +25% ambush success chance (Lord's army)
		- -50% Shadow-walker and Shadow Warrior units (Lord's Army)
* Yvresse - Eltharion
	+ Faction Effects:
		- Has access to the Dungeon of Athel Tamarha
		- Can spread the Mists of Yvresse, which provides a protective shroud for allied armies in his territory
		- -80 diplomatic relations with Greenskins
		- +3 recruitment rank for Spear Infantry and Ranger units
	+ Lord Effects:
		- -50% upkeep in Lord's army for Spearmen, Silverin Guard, Rangers, Archers, and Silver Helm units
		- Immune to Barren Wasteland Attrition
		- +8 leadership for Spear Infantry and Ranger units (Lord's army)
		- +8 melee defense for Spear Infantry and Ranger units (Lord's army)
		- Causes fear when fighting Greenskin armies (Lord's army)
* Knights of Caledor - Imrik
	+ Faction Effects:
		- Mountains are a suitable climate
		- Dragon Taming: Can seek out and ally with Legendary Dragons
		- Invocation of Eldrazor: Provides experience and bonuses to Dragon Princes, Lords, and Heroes
		- Greater Invocation of Vaul: Provides more bonuses for Dragon units
		- -1 recruitment duration for Dragon Prince and Dragon units
	+ Lord Effects:
		- +15% campaign movement range
		- Draconic Resilience: Immune to Desert and Mountain attrition
		- -25% upkeep for Dragon Prince and Dragon units (Lord's Army)

### Lizardmen

* Hexoatl - Lord Mazdamundi
	+ Faction Effects:
		- -10 diplomatic relations with most factions
		- -50% construction cost for Star Chamber buildings
		- -30% rite cost
	+ Lord Effects:
		- -50% miscast base chance
		- +50 xp per turn (Lord's Army)
		- +40 winds of magic reserve
		- -50% upkeep for Temple Guard units
* Last Defenders - Kroq-Gar
	+ Faction Effects:
		- -10% unit upkeep cost
	+ Lord Effects:
		- -50% upkeep for Saurians and Cold Ones (Lord's Army)
		- +20 armor for Bastilidon, Stegadon, Terradon, Ripperdactyl, Carno Saur, and Dead Saurian units (Lord's Army)
		- +25% ambush success rate (Lord's Army)
		- +20 leadership for Bastilidon, Stegadon, Terradon, Ripperdactyl, Carno Saur, and Dead Saurian units (Lord's Army)
		- +10 Leadership (Lord's Army)
* Cult of Sotek - Tehenhauin
	+ Faction Effects:
		- Winning battles allows sacrifices to be made, which can grant a variety of bonuses
		- Saurus Infantry and Temple Guard Units have +200% upkeep until Stage 1 of the Prophecy of Sotek is completed
		- -75% cost for the Rite of Sotek
	+ Lord Effects:
		- +10% Physical Resistance for Skink Units (Lord's Army)
		- +10 leadership when fighting Skaven (Lord's Army)
		- +3 untainted (Local Province)
* Tlaqua - Tiktaq-to
	+ Faction Effects:
		- Rite of Tzunki: Resets campaign movement range of Lords and Heroes when completed
		- Skink heroes start with a Terradon mount
		- +25% campaign LoS for all characters
		- Terradons have a special battle ability
	+ Lord Effects:
		- -50% upkeep for Terradon, Ripperdactyl, and Coatl Units (Lord's Army)
		- +10 melee attack when in foreign territory (Lord's Army)
* Spirit of the Jungle - Nakai the Wanderer
	+ Faction Effects:
		- Nakai's horde unlocks units
		- Nakai cannot control cities, but they instead become vassel states and grant more bonuses to Nakai the more vassal settlements that are under his control.
		- +3 recruitment rate for Kroxigor Ancients
	+ Lord Effects:
		- +5 melee defense for Kroxigor and Sacred Kroxigor units (Lord's Army)
		- -10% recruitment costs for Kroxigor and Sacred Kroxigor units (Lord's Army)
* Itza - Gor-Rok
	+ Faction Effects:
		- Rite of Resilience: Unbreakable trait and defense bonuses granted to Saurian units
		- Starts the campaign with control of Lord Kroak
		- +3 recruit rank for Saurus Scar Veterans
		- -20% upkeep for Saurus units
	+ Lord Effects:
		- +5 melee defense in own or allied territory
		- +20% physical resistance when defending in a siege
* Ghosts of Pahuax - Oxyotl
	+ Faction Effects:
		- Visions of the Old Ones: Receive chaos thwarting missions hat when completed grant Blessed Spawnings and other rewards
		- Silent Sanctums: When discovered grant local bonuses and secret visibility
		- All climates are suitable
		- +1 melee attack, defense, and leadership per experience rank for all Skink Infantry
		- +1 missile damage and 1% speed per experience rank for all Skink Infantry
		- -25% upkeep for Skink and Chameleon Skinks
	+ Lord Effects:
		- +50% armor piercing damage for all Skink infantry units
		- +200% xp gain for units when fighting beastmen, Chaos, and Norsca
		- Has access to Masterful Ambush stance (allows for more movement range and a reduced detection chance)
		- Immune to diplomatic penalties from trespassing (Lord's army)

### Dark Elves

* Naggarond - Malekith
	+ Faction Effects:
		- A percent of xp earned by Malekith is granted to other Lords
		- +30 diplomatic relations with Cult of Pleasure
		- +2 loyalty for new recruits
		- Increased chance for loss of loyalty for Lords of a higher rank
	+ Lord Effects:
		- -50% upkeep for Black Guard of Naggarond, Dreadspears, Darkshards, and Bleackswords units
* Cult of Pleasure - Morathi
	+ Faction Effects:
		- Spreads chaos corruption
		- -40 diplomatic relations with the Exiles of Nehek
		- +20 diplomatic relations with Dark Elves
		- -50% costs for Hero actions
		- -25% construction costs for sorcery buildings
		- +1 chaos corruption (all characters)
		- -50% upkeep for heroes
	+ Lord Effects:
		- Every turn Lord's in Morathi's army's region have a chance to gain +2 loyalty
		- -50% slave cost for Sacrifice of Hekarti rite
		- -5 turns for the cooldown for Sacrifice of Hekarti rite
* Har Ganeth - Crone Hellebron
	+ Faction Effects:
		- Can sacrifice slaves to trigger a Death Night
		- Death Night summons an allied blood voyage army
		- Penalties stem for failing to trigger aa Death Night
		- +2 hero capacity for Death Hags
		- +25% casualties captured post battle
		- Sacrifice to Drakira rite: Improves Death Hags and Witch Elves and grants bonuses versus High Elves
		- -33% costs for Sacrifice to Khaine rite
	+ Lord Effects:
		- -50% upkeep Witch Elves, Sisters of Slaughter, and Har Ganeth Executioner units
		- +10% weapon strength for Witch Elves, Sisters of Slaughter, and Har Ganeth Executioner units
* The Blessed Dread - Lokhir Fellheart
	+ Faction Effects:
		- Savannahs are a suitable climate
		- Jungles are a suitable climate
		- Sacrifice to Anath Raema: Improves income from sacking and raising settlements
		- +50% income from Slave Markets and Slave Pens
		- Every major port owned allows for the recruitment of a Black Ark
	+ Lord Effects:
		- -50% upkeep for Black Ark Corsairs units
		- Corsairs units cause fear
		- Immune to sea-based attrition
* Hag Graef - Malus Darkblade
	+ Faction Effects:
		- Mountains are a suitable climate
		- Jungles are a suitable climate
		- Malus is processed by the Daemon Tz'arkan, who can be controlled via elixers
		- Tz'arkan's whispers - urge Malus to perform acts of cruelty and violence
		- Military alliance with Naggarond
		- +30% income for Iron Mines, Gold Mines, and Marble Quarries
	+ Lord Effects:
		- -20% training costs for Cold One Dread Knights, Cold One Knights, and Cold One Chariot units
		- +10% chance of intercepting enemy armies using underway passages
		- -50% tupkeep for Cold One Dread Knights, Cold One Knights, and Cold One Chariot units
* The Thousand Maws - Rakarth
	+ Faction Effects:
		- Monster Pens: Can capture beasts and utilize them in battle
		- No vigour penalties form the raiding stance
		- -10% upkeep for monstrous units
	+ Lord Effects:
		- +8 melee defense for monstrous units
		- -1 recruitment duration for monstrous units (down to a minimum of 1 turn)

### Scaven

* Clans Mors - Queek Headtaker
	+ Faction Effects:
		- -2 loyalty for Grey Seer recruits
		- Queek Headtaker takes a percentage of xp earned by other Lords
		- +2 hero capacity for Chiftains
	+ Lord Effects:
		- +10 melee attack when fighting Dwarfs and Greenskins
		- +10% weapon strength when fighting Dwarfs and Greenskins
		- -50% upkeep for Stormvermin and Clanrats units
		- +3 Menace below army ability uses
* Clan Pestilens - Lord Skrolk
	+ Faction Effects:
		- +100% chance of plague spreading
		- Plagues bolster units and nourish settlements
		- -50% construction costs for Pox Cauldron, Pestilent Nave, and Plague Bailey Buildings
		- The Pestilent Schemes ahs -15 turns for its cooldown
	+ Lord Effects:
		- -50% upkeep costs for Plague Bearers, Plague Censer Bearers, Plagueclaw Catapults, and Plague Priests units
		- +3 Skaven corruption (Local province)
* Clan Rictus - Tretch Craventail
	+ Faction Effects:
		- Scurry away has improved effects and provides a small ward protection
		- Stormvermin units have the Encourage attribute
		- +4 public order when a treaty is broken
		- +3 recruit rank for Stormvermin units
	+ Lord Effects:
		- +13 melee attack when ambushing
		- +13 melee attack after retreating from an attack
		- All units have Vanguard Deployment attribute (Lord's army)
* Caln Skryre - Ikit Claw
	+ Faction Effects:
		- Has access to Clan Skyre Forbidden Workshop
		- +20% research rate
		- +2 loyalty for new recruits
		- -40% construction costs for engineering buildings
	+ Lord Effects:
		- Starts the campaign with a Warpstone Doomrocket
		- -50% upkeep for Warplock Jezzail, Ratling Gun, and Warpfire Weapon Thrower Team units
		- +2 recruit rank for Weapon Team units
* Clan Eshin - Deathmaster Snikch
	+ Faction Effects:
		- Has access to Clan Eshin Shadowy Dealings
		- +2005 recruitment costs for non-Clan Eshin units
		- Clan Eshin Lords have full loyalty and never defect
		- Night Runners and Gutter Runners units have armor-piercing munitions
	+ Lord Effects:
		- +25% ambush success chance
		- +8 melee attack for embedded heroes
		- Concealment bombs ability
* Clan Moulder - Throt the Unclean
	+ Faction Effects:
		- Frozen climate is suitable
		- Hs access to Clan Moulder Flesh Laboratory
		- +10% hitpoints for all units and characers
		- Immune to Mountain attrition
		- -50% construction costs for Breeding Stock, Pits of the Packmasters, Force Feeding Chambers, and Laboratory buildings
	+ Lord Effects:
		- -20% upkeep for Wolf Rats, Rat Ogres, Mutant Rat Ogres, Brood Horror, and Hell Pit Abomination units
		- Has passive ability Regeneration
			* Allows health regeneration but increases fire damage recieved
		- +10 armor for Wolf Rats, Rat Ogres, Mutant Rat Ogres, Brood Horror, and Hell Pit Abomination units

### Vampire Coast

* The Awakened - Luthor Harkon
	+ Faction Effects:
		- -60 diplomatic relations with the Lizardmen
		- +6 melee defense for all Lords and Heroes
	+ Lord Effects:
		- Fractured mind and several personalities
		- +25% magic resistance for all units (Lord's army)
		- +8 leadership when fighting Lizardmen
		- +3 Vampiric Corruption (Local Province)
* The Dreadfleet - Count Noctilus
	+ Faction Effects:
		- War-declaration missions with unique rewards
		- +2 pirate crew recruitment capacity
		- -1 Necrofex Colossus unit training duration (minimum of 1 turn)
	+ Lord Effects:
		- -20% Necrofex Colossus upkeep
		- +15% weapon strength for large units
* Pirates of Sartosa - Aranessa Saltspite
	+ Faction Effects:
		- -100 diplomatic relations with Norsca
		- +25% chance of finding treasure maps
		- +50% income from raiding
		- +20% income from sacking settlements
	+ Lord Effects:
		- +12 Character leadership aura effect
		- +20% weapon strength for Sartosa units
		- +8 melee attack for Sartosa units
* The Drowned - Clyostra Direfin
	+ Faction Effects:
		- +2 Loyalty for new units
		- -20% upkeep for Syreen and Mourngul units
		- -20% recruitment costs for Syreen and Mourngul units
	+ Lord Effects:
		- +5% physical resistance (Lord's army)
		- Magic attacks enabled (Lord's army)

### Tomb Kings

* Khemri - Settra the Imperishable
	+ Faction Effects:
		- +2 Public Order (All provinces)
		- +10 Growth (All provinces)
		- -1 Construction time for capital building chain
	+ Lord Effects:
		- +100% Leadership aura size
		- +10% casualty replenishment rate for Tomb Guard and Skeleton Chariot units
* Exiles of Nehek - Grand Hierophant Khatep
	+ Faction Effects:
		- Mountain climate is suitable
		- +2 Canopic Jars generated per turn
		- -40 diplomatic relations with Dark Elves
		- +5% campaign movement range
		- +10% casualty replenishment rate
	+ Lord Effects:
		- +2 Hero Capacity for Liche Priests
		- +3 Recruitment Rank for Liche Priests
* Court of Lybaras - High Queen Khalida
	+ Faction Effects:
		- Jungle climate is suitable
		- +20 Diplomatic Relations with Tomb Kings
		- +20% amunition
	+ Lord Effects:
		- Poison attacks enabled (Lord's army)
		- -50% casualties from attrition
		- +3 Untainted (Local province)
* Followers of Nagash - Arkhan the Black
	+ Faction Effects:
		- Enables recruitment of some Vampire Coast units
		- -40 Diplomatic Relations with Tomb Kings
		- +20 Diplomatic relations with Vampire Counts
		- +10 Winds of Magic reserves
		- Vampiric Corruption does not affect Public Order
	+ Lord Effects:
		- +5 Melee Attack for embedded heroes (Lord's Army)
		- +5 Melee Defense for embedded heroes (Lord's Army)

### The Empire

* The Huntmarshal's Expedition - Markus Wulfhart
	+ Faction Effects:
		- Only basic units are immediately recruitable
		- Empire reinforcements grant powerful units
		- Hostile actions anger enemies but empower your own armies
		- +3 Recruitment Rank for Huntsman Generals
		- -40 Diplomatic Relations with Lizardmen
	+ Lord Effects:
		- +50% Ambush success chance (Lord's army)
		- +50% Ambush defense chance (Lord's army)
		- -50% Upkeep for Archers and Huntsman units
		- Woodsmen ability enabled (Lord's army)

### Dwarfs

* Ironbrow's Expedition - Thorek Ironbrow
	+ Faction Effects:
		- Jungle climate is suitable
		- +50% Oathgold from buildings
		- -50% Oathgold cost for Runes
		- +5 Hero Recruit rank for Runesmiths
		- -25% Upkeep for Runesmith Heroes
	+ Lord Effects:
		- +3 armor-piercing damage (Lord's army)
		- -15% reload time for Bolt Throwers, Grudge Throwers, and Quarrelers (Lord's army)

### Greenskins

* Broken Axe - Grom the Paunch
	+ Faction Effects:
		- Has access to Grom's Cauldron
		- Temperate Island climate is suitable
		- -80 Diplomatic Relations with High Elves
		- Waaagh! armies can contain Pump Wagons
		- -1 global recruitment duration for Goblin units
	+ Lord Effects:
		- +10 Leadership when fighting High Elves
		- +10% Physical Resistance for Goblin units
		- -50% Upkeep for Pump Wagon and Chariot units
		- Regeneration ability enabled
		- Grom's Waaagh replaces normal Waaagh army ability

### Bretonnia

* Chevaliers de Lyonesse - Repanse de Lyonesse
	+ Faction Effects:
		- +3 Control (all provinces)
		- -50% Upkeep for all Heroes
		- +8 Melee Defense for Questing Knights
		- -80 Diplomatic Relations with Tomb Kings, Vampire Counts, and Vampire Coast
	+ Lord Effects:
		- +10 Chivalry
		- Repanse starts with Knights Vow and Questing Vow unlocked
		- +5% Physical Resistance for Peasant units
		- +5 Leadership for Peasant units
		- Hero of Maidenly Wrath ability enabled

### Wood Elves

* Heralds of Ariel - Sisters of Twilight
	+ Faction Effects:
		- Forge of Daith is available, which allows special weapons and armor to be constructed
		- +10% ammunition
		- Volley of Kurnous ability available to Hawk Rider units
	+ Lord Effects:
		- -15% upkeep for Missile units
		- +10 melee attack for flying units
		- +15% charge bonus for flying units

### Beastmen

* Slaughterhorn Tribe - Taurox the Brass Bull
	+ Faction Effects:
		- Rampage ability allows momentum to generate for successive victories, which grants powerful bonuses
		- -25% Dread costs for increasing capacity of Minotaur, Minotaur (Shields) and Minotaur (Great Weapons) units
	+ Lord Effects:
		- Rivers of Blood affect left in provinces where victory is achieved (can stack up to 3 times)
		- +10% weapon strength for minotaur units
		- Bloodbeast ability enabled

## Minor Factions

#### High Elves

* Caledor
* Chrace
* Citadel of Dusk
* Cothique
* Ellyrion
* Fortress of Dawn
* Saphery
* Tiranoc
* Tor Elasor

#### Dark Elves

* Bleak Holds
* Blood Hall Coven
* Clar Karond
* Cult of Excess
* Deadwood Sentinels
* Drackla Coven
* The Forgebound
* Ghrond
* Karond Kar
* Scourge of Khaine
* Ss-ildra Tor

#### Lizardmen

* Sentinels of Xeti
* Southern Sentinels
* Tlaxtlan
* Wardens of the Living Pools
* Xlanhuapec
* Zlatlan

#### Skaven

* Clan Fester
* Clan Gnaw
* Clan Mange
* Clan Mordkin
* Clan Septik
* Clan Spittel

#### Tomb Kings

* Dune KIngdoms
* Numas
* Rakaph Dynasty
* The Sentinels

#### The Empire and Southern Realms

* New World Colonies
* Sudenburg

#### Dwarfs

* Greybeard's Prospectors
* Karak Zorn
* Spine of Sotek Dwarfs

#### Greenskins

* Arachnos
* Blue Vipers
* Broken Chainz
* Leaf-Cutterz Tribe
* Top Knotz

#### Vampire Counts

* Neccrarch Brotherhood
* Strygos Empire

#### Bretonnia

* Knights of the Flam
* Knights of Origo
* Thegan's Errantry

#### Beastmen Warherds

* Blooded-Axe Tribe
* Manblight Tribe
* Redhorn Tribe
* Ripper-Horn Tribe
* Shadowgor Warherd
* Stone-Herd Tribe

#### Norsca

* Aghol
* Mung
* Skaeling
* Skeggi

#### Rogue Armies

* College of Pyrotechnics (Empire)
* Wrath of Nature (Wood Elf)

#### Rogue Pirates

* Bleak Coast Buccaneers (Dwarf)