For Total War: WARHAMMER III players, this guide will provide you all the defeat Traits of the Legendary Lords from Total War Warhammer 3 + those of Warhammer 2 and 1.
Introduction
This is all we know so far, plus stuff from Mortal Empires Warhammer 2. I will edit it in the coming days so it looks better. But right now I want to play the game.
Warhammer 3
Cathayn Lords
- Attribute: Expert Charge Defence
- Melee defence: +3 (Lord’s army)
- Magic item drop chance: +10%
- Armour: +5 (Lord’s army)
Daemon Lords
- Experience gain: 7% for Lords and Heroes
- Weapon strength: +8%
- Charge bonus: +5
- Spell resistance: 15% when fighting against Tzeentchian factions(Lord’s army)
- Chance of a plague spreading: -20% (Lord’s army)
- Grwoth: +10 (local province)
- Diplomatic relations: +20 with Kislev
- Attrition: -50% casualties sufferd from Chaos Undivided corruption and Chaos Wastes attrition (Lord’s army)
Kislev Lords
- Attribute: Causes Terror when fighting against Kislev
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- Leadership: +6 when in own territory (Lord’s army)
- Leadership: +8 when fighting against Warriors of Chaos, Daemons of Chaos and Norsca (Lord’s army)
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Warhammer 2
Beastmen Lords
- Missile resistance: 15%
- Chance of intercepting an army using the Underway, beast-paths or Worldroots: +20% (Lord’s army)
- Ambush defence chance: +20%(Lord’s army)
- Melee attack: +10 when fighting against Beastmen Warherds
- Leadership: +10 when fighting against Beastmen Warherds
- Charge bonus: +15%
- Armour-piercing weapon damage: +20
Bretonnian Lords
- Casualty replenishment rate: +10%
- +15 melee attack during naval battles
- +5 growth local province
- Double Exp for army against bretonnia forces
- +5 research rate faction wide
- Charge bonus: +10
- Recuitment cost: -20% for cavalry nuits (Lords’s Army)
Dark Elven Lords
- Income from raiding +10% (Lord’s army)
- Passive ability: “Frenzy”
- -10% Hero Action cost (all heroes)
- +10% hero self-defense in the local province
- Armor-piercing damage: +20
- Melee attack: +5
- Immune to Storm and Reef attrition (Lord’s army)
- Armour-piercing damage +30
- Armour -5
- Leadership: -5 for enemy monstrous units (local enemy armies)
- Bonus vs Large: +8
Dwarfn Lords
- Construction cost -10% for all buildings (local province)
- Research rate +10% (factionwide)
- Melee attack: + 5
- Magic resistance: 5%
- Missile resistance: 5%
- Melee attack: +10 during subterranean intercept battles
- Leadership +4 during subterranean intercept battles
- Cause Terror vs. Dwarfs
- Magic item drop chance +15% (accompanying Lord)
- Enemy Wind of Magic starting amount: -10 (Lord’s army)
- Armour-piercing weapon damage: +3 (Lord’s army)
Empire Lords
- Lord causes Terror against humans(Empire?!)
- Melee attack: + 3 for melee infantry units (Lords’s army)
- Melee defence: + 3 for melee infantry units (Lords’s army)
- Armour: +6 for all units (Lord’s army)
- Missile resistance: 10%
- Missile damage: +5% (Lord’s army)
- doesn’t give a trait
Gotrek (and Felix)
- Unbreakable
Greenskin Lords
- Magic resistance 30%
- Armour-piercing weapon damage: +20
- Armour: +10
- Physical resistance: 10%
- +20% Ambush and Ambush Defence
- Diplomatic relations: +10 with High Elves
- Attribute: Causes Terror when fighting against Greenskins
High Elven Lords
- Melee attack +2 (Lord’s Army)
- Unit Experience +1 for all unit recruits (Lord’s Army)
- Public order: +4 (local province)
- Winds of Magic power reserve: +5 (Lord’s army)
- Growth: +10 (local province)
- Hero Action Cost -15% (local region)
- Hero Action Success Chance +10% (local region)
- Winds of Magic power reserve: +10 (Lord’s Army)
- Bonus vs. Large +8
- Fire resistance: 25%
- Missile resistance: 10%
- Attribute: Charge Defence vs Large
Lizardmen Lords
- Public order: +2
- Melee defence: +10
- Leadership Aura Size +25%
- Campaign movement range: +10%
- Campaign line of sigh: +10%
- Casualties captured post-battle: +15% (Lord’s army)
- -25% damage taken from all attrition (Lord’s Army)
- Bonus vs Large +10
- Melee Defense +10
- Leadership +4 (Lord’s Army)
- Attribute: Expert Charge Defense
- Attribute: Vanguard Deployment
Norscan Lords
- Charge bonus +10%
- Bonus vs. Infantry: +5
- Bonus vs large +15
- Weapon strength +3%
Ogre Kingdom Lords
- Income from trade: +10%
- Income from all buildings: +8% (local province)
- Chance of Winds of Magic increasing in strength when changig: +5% (local province)
- Miscast base chance: -10%
Skaven Lords
- bonus vs infantry +10
- immunity to swamp attrition
- -5 to public order in a local enemy province
- Speed: +12%
- Leadership: +4 during subterranean intercept battles (Lord’s Army)
- Winds of Magic Power Reserve: +10 (Lord’s Army)
- Research rate: +10% (Factionwide)
- Hero action success chance: +4%
- Attribute:Stalk
- Hitpoints: +10%
Tomb Kings
- Diplomatic relations: +20 with Tomb Kings
- Weapon strength: +25% when fighting against Vampiric Undead
- Charge Bonus +15
- Enemy Public Order -3 (local province)
- Diplomatic Relation +30 with Vampire Counts
- +2 Recruit Rank for ranged units
- Winds of Magic Reserve +15
- Lord’s Army immune to desert and sandstorm attrition
Easter Egg
- +100% weapon strength for Chaos chariot units in Lord’s army
- +10 Skeleton Chariot capacity
- +10 armor for chariot units in Lord’s army
Vampiric Undead Lords
- Attrition: -50% casualties sufferd due to Vampiric Corruption attrition (all forces)
- Magic resistance: 10% for all units (Lord’s army)
- Enable poisen attacks
- Wound recovery time:-4
- Passive ability:”Regeneration”
- doesn’t give a trait
– Helman Ghorst Poisen overrides Frostbite in the UI not sure if Frostbite still applies didn’t test that yet
Vampire Coast Lords
- +15% Magic Resistance
- +10 Leadership when fighting at sea
- +5 Leadership when fighting Vampire Coast (Lord’s Army)
- +5 Leadership when fighting at sea (Lord’s Army)
- Miscast Base Chance -5%
- Winds of Magic starting amount +15 (Lord’s army)
- Enemy Winds of Magic starting amount -10 (Lord’s army)
- Income from Sacking Settlements +15%
- Passive Ability “Regeneration” when fighting at the sea
Warriors of Chaos Lords
- Attribute: Immune to Psychology
- Post battle chance of stealing a magic item: +5%
- Income from all buildings +10% (local province)
- Bonus vs large +10
- doesn’t give a trait
Woodelven Lords
- Leadership: +4 during forest battles Melee
- Attack: +5 during forest battles
- Gain flaming attack vs. Woodelves
- Casualty replenishment: +20% for Lords (Lord’s Army)
- Missile strength: +10%
- Immune to Athel Loren and Awakened Forest Attrition (Lords Army)
- -5 Public Order (Local Enemy Province)