High Elves Tyrion
First, this guide will assume that you own The Queen and the Crone DLC, because you really want access to the Sisters of Avelorn and being able to confederate Alarielle makes uniting Ulthuan a lot faster and easier. Also you need the DLC to access the Regiments of Renown, which you won’t need for your main armies, but they are great as emergency instant recruits for defending a settlement. Also, Handmaidens will be very important, see below. For reducing difficulty, I would argue that this DLC is as important to the High Elves as The Grim and the Grave is for the Empire, if not more so. Sisters of Avelorn shred armored units. Of course, if you love a challenge and hate paid DLC on principle, the campaign is still totally doable with adjustments, and I will make a summary at the end with some ideas for what army compositions to run if you do not have the DLC.
Jan 26, 2018 As Mocking Mary say, small regiments do well in trees. Heros and giants do too. Definitely a life saver for vamps/any elves/chaos factions. Avoid like crazy if dwarfs/lizard/men because shock value of ambush is also higher for them.
- Jan 09, 2018 I always go blue (bottom) first. Pick your poison for the first 4 skills, then rush into Lightning Strike and Quartermaster (2 best skills) and the last one that goves an additional 8% upkeep reduction. Paying 23% less upkeep more than makes up for the 15% per lord increase on VH/Legendary. Lightning strike is a must-have for fighting the AI.
- Tretch Craventail Skills (46, Background Skills 1) Liche Priest Skills (27, Background Skills 13) Necrotect Skills (34, Background Skills 15) Tomb Prince Skills (28, Background Skills 13).
Second, I play on Very Hard/Very Hard (VH/VH) and this guide is meant to give you not just a high probability of winning your campaign on VH/VH, but winning as quickly and efficiently as possible. If you are completely new to Total War then I highly recommend playing High Elves as Tyrion on Normal/Normal with High Advisor Advice and doing the Introduction, as well as watching a bunch of the Youtube video guides on how to fight battles, etc. My goal is to save you from having a 300 turn campaign that you should have won by turn 180. My goal is to compile the best tips & tricks as a reference for if you take a long break and then come back to High Elves having forgot a lot of stuff.
Third, I may use the acronym LSG a lot. This shall stand for Lothern Sea Guard with Shields. LSG without shields can be useful in a pinch, but otherwise, LSG with Shields are plainly superior, so LSG shall always mean the ones with shields unless I specifically state otherwise.
Fourth, following this guide, you should not need to put any hero in any of your armies, with the possible exception of “Damage Walls”-built Loremasters of Hoeth. Having many Heroes on the Campaign map seems to be a burden on my PC and slows things down, and I have a PC that can play on Ultra settings. I have not confirmed if my PC slows down also just with lots of heroes standing around on the map un-assigned to armies, but this definitely seems to be the case when you have lots of heroes in armies. And I just find that managing heroes in armies can sometimes be quite annoying. For example, let’s say you play Mortal Empires and you have an army conquer Norsca, but now you need it down south near Karak-Eight-Peaks (K8P). Since moving the army to K8P could take 10 turns or more, it makes more sense to just disband that army and create a new one closer to the action. But if you have heroes in the army and you disband the army, you still have to move those heroes back, unless you just want to leave them in Norsca and forget about them. And that could be a terrible waste of leveled heroes.
At the bottom I include a list of the Top Tier Traits for High Elf Lords and Heroes. Reference that list for what the trait does when I tell you to recruit a Lord or Hero with a certain trait.
Lord and Hero Basics
Lords
Warhammer 2 Wiki Total War
I recommend the Campaign (Blue) Skill Line to start for all lords to start. Besides -15% recruiting cost, -23% upkeep, and +15% movement once you get to “Renowned & Feared”, the middle Blue skill gives +1 to recruitment capacity in the province. And this skill stacks, so having 4 Lords in one province would give +4 recruitment capacity. This is very important, because High Elves only have 3 base recruitment slots. Get +1 slot if your province has +75-100 Happiness and gets the “Jubilant Populace” buff. +1 from the Tier 4 Ithilmar Smith building, and +1 per Lord with that Blue Skill. So normally, you will only have 5 or 6 (Lord with blue skill) recruitment slots, meaning it will take you at least 4 turns to recruit your army. You need that +1 recruitment capacity. This recruitment limit is also why I recommend on Tyrion, choosing the line that gives +2 global recruitment capacity. The other line makes him even more of a beast in combat, but if you give him a strong army like you should then he should be tough enough anyway to tank the enemy while your army does the heavy lifting.
If building a ranged army, recruit a Princess. After the Blue line, you want to go Red Line, getting everything that improves ranged units. A Princess with the right Red Line skills can give +30% reload to ranged unit, +40% if she has the Energetic Trait. And there is a Research that gives Lothern Sea Guard +15% reload, so LSG could potentially get +45-55% reload. Punitive Trait is probably the best hands down, followed by Energetic. Ardent is good if you have an All-LSG army and Punitive is not available. And using a Prince to lead a ranged army is just fine, a Princess provides a better boost but honestly an army of LSG and Sisters of Avelorn will shred everything while the Lord just sits on their hands anyways.
If building a melee army, recruit a Prince. You want Dragon-Willed Trait if you plan to make a full army of Dragons. Red Line is not as important for the Prince.
You want to end up putting either Lord type on a Star Dragon once high enough level. Always grab the Immortal Trait as soon as you hit Level 20.
If building a ranged army, recruit a Princess. After the Blue line, you want to go Red Line, getting everything that improves ranged units. A Princess with the right Red Line skills can give +30% reload to ranged unit, +40% if she has the Energetic Trait. And there is a Research that gives Lothern Sea Guard +15% reload, so LSG could potentially get +45-55% reload. Punitive Trait is probably the best hands down, followed by Energetic. Ardent is good if you have an All-LSG army and Punitive is not available. And using a Prince to lead a ranged army is just fine, a Princess provides a better boost but honestly an army of LSG and Sisters of Avelorn will shred everything while the Lord just sits on their hands anyways.
If building a melee army, recruit a Prince. You want Dragon-Willed Trait if you plan to make a full army of Dragons. Red Line is not as important for the Prince.
You want to end up putting either Lord type on a Star Dragon once high enough level. Always grab the Immortal Trait as soon as you hit Level 20.
I’ll list the skills Heroes have for reference here so you have it and we can move on:
Noble – Replenish, Secure Influence, Assassinate, Assault Units, Increase Trade (Trash)
Handmaiden – Replenish, Growth, Damage Building, Hinder Replenishment
Loremaster – Damage Walls, Training, Public Order, Hinder Replenishment
Mage – Cleanse Corruption, Steal Technology, Block Army, Scouting
Noble – Replenish, Secure Influence, Assassinate, Assault Units, Increase Trade (Trash)
Handmaiden – Replenish, Growth, Damage Building, Hinder Replenishment
Loremaster – Damage Walls, Training, Public Order, Hinder Replenishment
Mage – Cleanse Corruption, Steal Technology, Block Army, Scouting
High Elf Lords and Heroes that cost no Influence have negative traits. Ones that have positive traits cost some influence, ones with the best positive traits cost a lot of Influence.
- Lords with the Best Positive Traits cost 60 Influence
- Lords with OK Positive Traits cost 15 Influence
- Alaster the White Lion is the exception, he costs 30 Influence to recruit
Heroes with the Best Positive Traits cost 40 Influence
Heroes with Positive Traits cost 10 Influence
Heroes with Positive Traits cost 10 Influence
Influence and how to use Heroes part 1
Influence
High Elves have a unique resource called Influence. You can get some from random events and other junk, but not anywhere near enough, so you have to go farm it. This is what your Noble hero will be for, farming influence. Here is what you do:
The Noble can perform the “Secure Influence” action against another faction’s settlement, which earns 3 influence base for a successful “Secure Influence” action. You can put 3 skill points into the Secure Influence Skill, so each Noble can get you 6 Influence with each successful action each turn.
You are going to be using pretty much all of your Nobles to secure influence, especially at the start of your campaign. Therefore, you will not need Nobles with Top Tier (40 Influence) Traits, 10 Influence Traits will be fine (WITH THE EXCEPTION OF CONSCIENTIOUS, GET EVERY CONSCIENTIOUS NOBLE YOU SEE, EVEN IF YOU HAVE TO DISBAND ANOTHER NOBLE). You could even recruit Nobles with negative traits for no influence, especially if you are trying to recruit as many in a turn as possible to get them farming for you ASAP, up to you, but seeing negative traits annoys me so I never recruit them.
Your goal is to get 10 Nobles farming influence for you As Soon As Possible (ASAP), and I would even aim for 20 of them. You want to put 3 points in Secure Influence and 3 points in Specialist, and then choose from there.
Best settlement to farm Influence on? In the Vortex Campaign, 1st choice would be Fyrus, 2nd choice might be Sartosa. They are not in Ulthuan (High Elf Island) but are close enough that you can get your Nobles to them in a few turns to start farming. Fyrus is the best choice because Fyrus does not have a port, and is likely to be occupied by one of the Bretonnian factions that may not be able to expand beyond Fyrus. Meaning you can’t trade with that faction, so it doesn’t matter if they hate you, because all those Secure Influence Actions are really going to make them hate you.
Or, if there is a faction you want to be friends and trade with, and they hate another faction like, let’s say the Dark Elves, you can send your Nobles to Secure Influence against Dark Elf settlements. The Dark Elves will hate you, while their enemies will love you.
You are going to be farming all this Influence primarily in order to get the best 60 Influence traits on your Lords, and the best 40 Influence traits on your Mages. However, Influence can also be used to influence diplomacy, to make it a lot easier to get High Elf factions to confederate with you, or to get opposing factions to what you want, which can save you immense amounts of time and gold.
Also note that if you follow the advice of using 20+ Nobles to farm influence, you are very quickly going to have a potential full stack of Level 40 Nobles at your disposal. An all-Chariot army can be very viable for field battles, and Nobles can get Chariots. Hint, Hint. Or 20+ Assassins to deal with agent spam.
Also note that if you follow the advice of using 20+ Nobles to farm influence, you are very quickly going to have a potential full stack of Level 40 Nobles at your disposal. An all-Chariot army can be very viable for field battles, and Nobles can get Chariots. Hint, Hint. Or 20+ Assassins to deal with agent spam.
Handmaidens and Growth
Handmaidens can become passive Influence gainers (2 per turn), but I think this slowed down my PC and the start of a Turn, so I don’t recommend it. They take forever to level up to the point where you can get that passive Influence generation, and if you are using your Nobles right, you should be able to store up so much Influence that there is absolutely no point to investing in the Maiden’s Influence generator. Maidens can also be great for Replenishing troops, and for boosting ranged damaged, etc. Lots of cool stuff for battles. Forget that, use them to get your provinces to Tier 5 in record time. Each Handmaiden provides 10 Growth base, and you can put 3 points in Stimulate Growth, for a total of 40 Growth per turn. 10 Maids in a province = 400 growth per turn. 20 = 800 growth. You could have even the worst climate provinces to Tier 5 in less than 10 turns, if even that long. Combine this with Administrator Mages, read more about that below. Again, you don’t need 40 Influence Handmaidens, get as many 10 influence maidens as you can as fast you can and move them all together through your provinces maxing those provinces ASAP.
Mages – Entrepreneurs and Administrators (both 40 Influence traits)
Mages with Entrepreneur trait boost tax rate by 3% and income from all buildings in entire province by 30%, and. This. STACKS! I had 20+ Mages with this trait in Lothern (which was my recruiting province and hence not even my biggest income province) and by the end of my Vortex Campaign I was bringing in over $54,000 gold with FIFTEEN (15) Full 20-Stack Armies. When I deleted all those armies, I was bringing in over $253,000 gold. Once you get Tirannoc province to T5 and build the Palace of Tirannoc and building every income-providing building you can, putting all your Entrepreneurs in that province would probably provide even more income. Ignore the campaign skills for these mages, build up their Magic Skills to get Arcane Conduit and the best damage and healing spells, and you will also have a ready defense force to defend whatever province you put them all in.
Mages with Administrator trait reduce the cost and build time for building structures by 30%, and. This. STACKS! If you have the -10% build cost Province Commandment active, along with having 3 Administrators in the province, you can building ANY structure in ONE (1) Turn for FREE! This is true for Green and Yellow Climate provinces. For Red Climate provinces (like Nagarythe), you need 6 Administrators to build in 1 turn for free.
Mages with Administrator trait reduce the cost and build time for building structures by 30%, and. This. STACKS! If you have the -10% build cost Province Commandment active, along with having 3 Administrators in the province, you can building ANY structure in ONE (1) Turn for FREE! This is true for Green and Yellow Climate provinces. For Red Climate provinces (like Nagarythe), you need 6 Administrators to build in 1 turn for free.
Influence and how to use Heroes part 2
If you haven’t figure it out yet, your goal is to get 3 Administrators in Lothern ASAP to build everything in 1 Turn for free as soon as you can, while getting as many Entrepreneurs as you can (you should be able to get 1 per turn as long as you have the Influence and mage slots available, there is usually at least 1 Entrepreneur amongst the 5 magic lores every turn), using as many Handmaidens as you can recruit to maximize growth while also pumping out Nobles to farm the Influence needed for all this recruitment. If you want Nagarythe to be Tier 5 ASAP, then you want to have a total of 6 Administrators. 6 should be all you need, the rest should be Entrepreneurs to maximize your income. And get as many Conscientious Nobles as you can so that subsequent Lords and Nobles recruit at a high rank.
Loremaster of Hoeth
See point 4 at the start. Understand that the Loremaster can be very strong once built up, but honestly, you could play an entire campaign without building a single one of these guys. HOWEVER, they might save your sanity if you run ranged-only armies, see further below. They are squishy until you max their Armor and Melee Defense skills and get Student of Hoeth. Their magic is cool and can be very useful but after my campaign I feel that their Magic skill line should come after their Combat line, and it takes a long time to level them up. I think that the best use for the Loremaster will probably be for Damage Walls. Here is how to use the Loremaster for Damage Walls:
Max Damage Walls and Specialist skills, bring him along in your army, use him to make holes in a settlement’s walls so you can attack immediately without sieging even without siege units in your army (and this is still really useful even if you have siege units). One person’s suggestion I saw was to use a Damage Walls hero, then besiege the settlement with your army but wait a turn, then put the hero in the army so he can join the battle. This is an inefficient use of time and will slow your campaign down. You use the hero to damage the walls, occupy the settlement which will end that army’s movement for the turn, then next turn put the hero in the army before your army moves out.
Loremaster will cause 1 breach without any points in Damage Walls, and an additional 3 with the skill maxed, AND… After the Loremaster has successfully perform the action a few times, he can gain the “MIND OVER MATTER” trait, which cause the Loremaster to create an additional 2 breaches in the walls, for a total of 6 breaches. For smaller settlements, this effectively destroys all of the wall that is not behind the gate or towers, giving the defenders nothing to stand on.
Being able to just rush straight at the defenders through breached walls is of course useful for any army composition, but, this is particularly useful if your army is composed solely of ranged units, like LSG, Sisters of Avelorn, Shadow Walkers and Shadow Warriors. You would think bow units with their arcing shots would be able to easily slaughter the defenders on the walls, but those battlements (especially the one over the gate) really do provide some serious cover for the defenders. By destroying the walls, if any defender does climb up to whatever remains, they will be easy targets, and the rest should be easy pickings as well.
Being able to just rush straight at the defenders through breached walls is of course useful for any army composition, but, this is particularly useful if your army is composed solely of ranged units, like LSG, Sisters of Avelorn, Shadow Walkers and Shadow Warriors. You would think bow units with their arcing shots would be able to easily slaughter the defenders on the walls, but those battlements (especially the one over the gate) really do provide some serious cover for the defenders. By destroying the walls, if any defender does climb up to whatever remains, they will be easy targets, and the rest should be easy pickings as well.
Army Composition
Army Composition
Tyrion’s trait that reduces upkeep for spearmen and archers is ok at the start of the campaign, but for too long I kept him using a bunch of archers for the cost reduction, missing the forest for the trees. You should quickly upgrade to half LSG, half Sisters of Avelorn, or all LSG, or even all Shadow Warriors. Shadow Warriors could work well on Tyrion when they might not for other Lords because Tyrion can tank for them. Shadow Warriors can run and shoot at the same time, but they don’t have poison to slow units like Shadow Walkers and they don’t have Armor Piercing (AP). With Tyrion, you can run him along the enemy lines to draw Aggro while the Shadow Warriors shoot away, and if any units break off to attack your Shadow Warriors, they will run away, and as long as Tyrion can bog down the cavalry and fast monsters, they should shred the enemy. And Tyrion can slowly slaughter the heavily armored units that the Warriors struggle to pierce. Eventually, and especially for the Final Battle, you want to give Tyrion 19 Star Dragons, because the Final Battle must be fought by the faction leader (Tyrion), and 19 Star Dragons + Tyrion makes the battle a joke even on Very Hard, Very Hard.
Best Army Composition? Lord + 19 Star Dragons. Works against both Field AND Siege battles unlike other builds, and while a player could counter it, the AI will not know how to deal with it.
How do you afford multiple full Star Dragon stacks?
Step 1: Have lots of Entrepreneur Mages in Lothern or your highest income settlement (which I think would be Tirannoc if you build it right)
Step 2: Own Caledor, and build the Hall of Dragons in it, which provides -25% Upkeep and -25% Recruitment Cost for ALL Armies Factionwide. So that’s -25% cost right there.
Step 3: Make your Lords have Maxed Quartermaster and Renowned & Feared Skill for -23% upkeep on all units. You can also select the skill “Dedicated to Addaioth” for another -5% upkeep for Dragon units. That is -23% or -28% upkeep.
Step 4: Recruit Lord’s with the Dragon-Willed Trait, which provides -25% Upkeep for Dragons.
Step 2: Own Caledor, and build the Hall of Dragons in it, which provides -25% Upkeep and -25% Recruitment Cost for ALL Armies Factionwide. So that’s -25% cost right there.
Step 3: Make your Lords have Maxed Quartermaster and Renowned & Feared Skill for -23% upkeep on all units. You can also select the skill “Dedicated to Addaioth” for another -5% upkeep for Dragon units. That is -23% or -28% upkeep.
Step 4: Recruit Lord’s with the Dragon-Willed Trait, which provides -25% Upkeep for Dragons.
Result: Assuming you have the Hall of Dragons and every Lord has Max Quartermaster + Renowned & Feared, that’s -48% Upkeep Minimum, -53% with Addaioth, up to -78% upkeep with Dragon-Willed. I imagine that you should be able to afford 6-8 of these armies easily, which should be plenty to crush all opposition.
Best non-19 Star Dragon Army Build?
Either Lord + 9 LSG, 9 Sisters of Avelorn, 1 Bolt Thrower (or 1 Loremaster of Hoeth instead of Bolt Thrower, although having a Bolt Thrower in your army is great for forcing the enemy AI to attack you even when they defend); or Lord + 8 LSG, 8 Sisters of Avelorn, 2 Bolt Throwers and 1 Loremaster of Hoeth with max Damage Walls skill to make attacking walled settlements easier (or 1 Bolt Thrower and 2 Loremasters to make sure you succeed at Damage Walls).
Benefit of going with Ranged Build over Dragons?
Quantity of Armies. I was able to afford 15 armies EASILY by the time I won the Final Battle in my Vortex Campaign, and 1 of those armies was Tyrion with 19 Star Dragons, and I was still earning 54,000 gold a turn. 4 of these Ranged Armies reinforcing each other will annihilate anything in your way, allowing you to steamroll field battles and sieges alike.
What to do if you don’t own the DLC? If you do not own The Queen and the Crone DLC:
Best choice would be Lord + 19 Star Dragons, but you could do Lord + 19 LSG, or Lord + Phoenix Guard and Archers. Just put more emphasis on moving multiple armies together to reinforce each other. Even against heavily armored Chaos Chosen, 2 stacks of LSG especially with Punitive Princesses should be enough to win, especially if you move units around behind to shoot them in the back.
Diplomacy and Trade
Diplomacy and Trade
Naggarond Dark Elves (Malekith) , Hexoatl Lizardmen (Mazdamundi), and Clan Mors Skaven (Queek) are the factions that will be competing with you in the Ritual Race. You may engage in diplomacy and trade with these factions before starting the rituals, and I believe also while doing the first 2, maybe 3 rituals. But definitely once you start the final ritual, any of these 3 that you are not at war with, even if you are military allies with trade agreement, WILL declare war on you, and you will no longer be able to have ANY diplomatic relations with them. Also note that with every ritual you start/complete, your relations with Dark Elves, Skaven and Lizardmen will get a permanent negative qualifier, while you will get a positive qualifier with other High Elf factions. So unless you actively work to keep good relations, you will probably end up at war with the other Dark Elf, Lizardmen and Skaven factions as well, if you weren’t already.
Reliability: In Shogun 2, as long as you canceled all your treaties with a faction before declaring war on them, you avoided major penalties like losing Honor or massive negatives with other factions. They definitely fixed that ease for Warhammer and Warhammer 2. In the Diplomacy Screen, under Tyrion’s Portrait, their is your Strength Rating and your Reliability Rating. You want your Reliability to always be Very High. I have gotten Very Low while doing an Empire campaign, and I absolutely could not get anyone to trade with me. And that Very Low rating just would not go away. If you care about trade, be very concerned about Reliability. This means not breaking treaties too soon after making them (10 turns), or attacking too soon after ending a treaty (10 turns). Breaking Trade Agreements or attacking right after ending them hurts just as much as doing the same with Non-Aggression Pacts. Not sure about Military Access yet. Avoid Military and Defensive Alliances, if factions you have treaties with both of decide to fight, your Reliability is going to suffer either way, it is not worth it. Trade and Non-Aggression treaties and Military Access are fine, just make sure to end them only after they have been active for 10 turns and make sure to wait 10 turns after the end of the treaty before attacking that faction.
Effect of Attacking within 10 turns of a treaty: Between immediately and 5 turns, your Reliability will drop to Very Low (this very bad). If it has been 5-8 turns, it will drop to Low. If only 2 turns left before the 10 turns are up, it will drop to Medium. So if you really need to attack a faction, the trade-off could be worth it to attack just before the 10 turn timer expires, but you really want to avoid attacking immediately after ending a treaty and getting a Very Low Reliability rating.
Trade: I confirmed that if you do not have any trade agreements at all, you will not have any trade income. You must have at least 1 trade agreement in order to benefit from trade resources. If you are going to build a trade resource building, go ahead and max it out. You can how many of those resources are utilized by clicking on the income/trade button and hovering your cursor over the resource. After taking into account that Lords have the Merchant Lord Skill in the Blue Line, which gives +9% trade resources factionwide, I think you may just need 1 max tier building for each trade, and then just make sure all of your lords have maxed Merchant Lord skill.
I recommend trading with every High Elf faction you will either confederate or do not have to fight (Alarielle if you own DLC, Alith Anar, Teclis, the Elf factions at the bottom of the map, etc). Be careful about trading with Caledor, Tirannoc, Saphery, Yvresse, etc, you want their lands and they don’t have Legendary Lords you need to confederate to get, so probably easier to just conquer them. Tomb Kings can be great trading partners because you don’t need to fight them over the Vortex. Same with the Pirate and Human factions scattered about.
Vortex Campaign Specific
Vortex Campaign Specific
The Final Ritual takes 20 turns to complete, the rituals before it take 10. The Final Ritual spawns 6-7 enemy stacks when it first starts, AND AGAIN WHEN THERE ARE 10 TURNS REMAINING!!! This caught me off guard in both my Lizardmen and High Elf campaigns and cost me a bunch of razed settlements, don’t let this happen to you. Also, once you complete The Final Ritual, you will then have FIVE (5) turns for your faction leader (in this case Tyrion) to fight The Final Battle, otherwise… The Final Battle Quest fails, and in order to get to fight The Final Battle, you have to restart The Final Ritual… all 20 turns… and 2 separate spawns of like 6 enemy stacks again… Not fun, so make sure Tyrion is ready to fight the final battle as the Final Ritual finishes with a full army of Elite units (I would just give him 19 Star Dragons, makes the Final Battle pitifully easy).
Doing the Rituals: Before you start a ritual, make sure you have an Army Stack in Lothern and another in Tower of Lysean. When you start a ritual, at least 1 Intervention Army is going to spawn to the left of Lothern (it may or may not happen immediately). While the Chaos Stacks that spawn elsewhere will spawn and sit for a turn before attacking, giving you an opportunity to attack them first if you have armies in the area, the Intervention Armies will immediately besiege Lothern and/or Tower of Lysean at the end of the turn they spawn. Most likely, eventually all 3 of the other competing factions will send an Intervention Army, so keep an army in Lothern until the third one spawns. Very Important, if a 2nd Intervention Army spawns, then the Tower of Lysean is in serious danger unless you have a stack in it. Tower of Lysean got razed in my campaign by an Intervention Army even though it was T3 with T3 Garrison and Walls, and despite the fact I had an army in Lothern. Glittering Tower should be safe, because as far as I have seen, the armies always spawn to the left of Lothern.
If you plan to win the game by doing the rituals, here is what I would do. Take all of Ulthuan, Max every Settlement with Max Garrison/Wall building. Do not capture any provinces outside Ulthuan, this just increases the likelihood a capital not in Ulthuan will become a ritual site. Have lots of income buildings and Trade. By this point you should have a bunch of Entrepreneurs in Lothern or Tirannoc, so you should be raking in the gold. Have as many full stack armies as you can while still raking in 10-20,0000+ gold. Making sure you have plenty of gold reserves, because when the enemy armies besiege your cities, your income is probably going to go negative into the Red. Sure you could have armies with 19 Star Dragons, but then you will probably not be able to afford as many armies. Stacks with half LSG and half Sisters of Avelorn should be great, but even stacks with 19 LSG should be sufficient, especially if you have multiple army stacks in the area where the Chaos stacks spawn. Click on the Ritual Button and see which 3 cities will be ritual sites. If you save scum, you can start the ritual, see where the stacks will spawn, reload your save and then surround that area with your armies. Be advised that putting too many armies in that area, especially right where the enemy stacks spawn, may cause the game to have the stacks spawn in a different spot. I would put 1 Army Stack in Lothern, 1 Stack in Tower of Lysean, and the rest in and around the other 2 Ritual Cities/Provinces. You can put the armies in the Settlements and let the enemy come to you (you’ll need to make sure you have armies in every Settlement in every direction the enemy can go, because they will move in different directions to attack different targets), or you can pre-emptive strike the enemy armies in the field.
I want to emphasize that you need to either take out the enemy stacks before they can attack, or make sure you have an army in any settlement that gets besieged, because the enemy stacks will likely have artillery and be able to attack immediately, and they can be full of gold chevron elite units which can wreck your garrison, as I find the High Elf Garrisons to be quite lackluster. Chaos Chosen are going to wreck your White Lions of Chrace, and your Garrison Ranged Units are not Armor-Piercing. And if the enemy wins, they are going to Raze your settlement, which REALLY SUCKS if that is a Tier 5 Province Capital.
Funny thing is, if it were not for the Vampire Coast Pirate Cove bug or me wanting to unlock all the ritual videos and fight the Final Battle, it would have been easier and faster winning by Domination Victory instead of Ritual Victory. I annihilated the Dark Elves like they were nothing, and could have just rolled down from there conquering everything, if it weren’t for the fact I could not risk annihilating a pirate faction and crashing my game. A Legendary Tyrion campaign would probably be pretty easy if you never did any of the rituals, just unite Ulthuan and then steamroll the Dark Elves then steamroll south, then finally east.
Mortal Empires Specific
Mortal Empires Specific
If playing Tyrion in Mortal Empires, unite Ulthuan, then make a direction choice from there. I would probably steamroll the Dark Elves and capture all of “North America”, then go south and conquer the rest of “the Americas” thereby securing my left flank, before turning east and deciding to start my invasion from the north, south or center of the Old World. Basically, look at your Objectives, figure out what you have to get a Short Campaign VIctory or Long Campaign Victory, and decide how you want to proceed going about that. But it will almost certainly always start with conquering all of Ulthuan.
Lord and Hero Top Tier Traits
Below are Hero and Lord 60 and 40 Influence Traits (Top Tier). Note that updates may have changed some of these slightly, for example, I think Energetic only gives a 5% Campaign Movement bonus now (skill very good though). I put what I consider the best traits right under the unit’s name with a space separating the best from the rest:
Mage
- Administrator -30% construction cost and time to buildings (local province)
- Entrepreneur – income from taxes +3% faction wide, income from buildings +30% local province.
- Conductor – Urannons Thunderbolt Upgraded -15% miscast chance, +10 WOM
- Genius – +10% research speed, +10% hero action success, -10% enemy hero success (local province).
- Incendiary: +100 charge bonus, +10 MD, +10MA, +100% weapon strength, flaming attacks
- Limber – Speed +30%, MD +20
- Negator – unlock upgraded Melkoth’s mystifying miasma and Enfeebling foe.
- Protected – 20% magic resist, 10% missile resist.
- Protective – unlocks glittering robe upgraded and transmutation of lead upgraded.
Noble:
- Conscientious: +5 diplomacy with elves and men. +2 lord recruit rank faction wide, +2 noble recruit faction wide, +1 rank for recruits (lords army)
- Crushing – +10% Charge bonus (heros army)
- Dangerous – +20 charge bonus, +10 MA, causes fear
- Dynamo: +10% LD -20% attrition to lords army
- Emollient: +5 PO local province, +1 PO global, +5% from entertainment buildings.
- Frugal: -15% U/K lords army
- Honed: +5 MA/MD Spearmen, Archers, LSG, silverhelms
- Resilient: +20 Armour + 10MD
- Vigorous: +5MD + 10% Phys resist.
General:
- Punitive: +20% missile damage to army, -10% missile resist to enemy army.
- Dragon Willed: -20% upkeep for dragons, -1 recruit time (min 1), +10% magic resist lords army.
- Energetic: +10% improved reload speed, +10% speed, +10% campaign movement.
- Ardent: -30% upkeep and +10% range for Lothern Sea Guard, Archers, Reavers
- Efficient: -25% upkeep for archers, spearmen, seaguard, bolt throwers, -15% reavers and silver helms
*Adept: +250 XP/turn to all units in army
*Avaricious: 10% magic item drop, +25% sacking/looting income, +50% battle reward
*Charmed: -5 to WOM, 10% magic resist, 20% missile resist, bound spell Amber Spear 3x/battle, 90s C/D
*Dashing: +20% charge (lords army) -30% upkeep reavers and silver helms +20% weapon damage, +20% missile str to all reavers and silver helms in army.
*Doctrinal: white lions, phoenix guard and swordmasters +10% LD, +10% weapon str, +5ma
*Exemplar: -30% upkeep to chariot and eagle claw units. +10% speed. -1 turn recruit time to chariots (min 1 turn). Reload time reduction 10% eagle claw bolt thrower units.
*Hawk Eyed: +30% range, +30% missile damage
*Resistant: 5% missile resist, 5% magic resists, 5MD
*Strong: +40 Armour, +20% weapon str.
*Vigilant: +30% ambush success, +20% change of wounding in self defence, -10% enemy hero success chance local region, +40% chance of spotting armies.
*Vigorous: +5 MD, +10% physical resist
*Avaricious: 10% magic item drop, +25% sacking/looting income, +50% battle reward
*Charmed: -5 to WOM, 10% magic resist, 20% missile resist, bound spell Amber Spear 3x/battle, 90s C/D
*Dashing: +20% charge (lords army) -30% upkeep reavers and silver helms +20% weapon damage, +20% missile str to all reavers and silver helms in army.
*Doctrinal: white lions, phoenix guard and swordmasters +10% LD, +10% weapon str, +5ma
*Exemplar: -30% upkeep to chariot and eagle claw units. +10% speed. -1 turn recruit time to chariots (min 1 turn). Reload time reduction 10% eagle claw bolt thrower units.
*Hawk Eyed: +30% range, +30% missile damage
*Resistant: 5% missile resist, 5% magic resists, 5MD
*Strong: +40 Armour, +20% weapon str.
*Vigilant: +30% ambush success, +20% change of wounding in self defence, -10% enemy hero success chance local region, +40% chance of spotting armies.
*Vigorous: +5 MD, +10% physical resist
Loremaster:
- Fecund: +20 growth local province, +5 global, regeneration
- Athletic: +12% speed, +10% success chance, +25 Charge Bonus
- Bladelord: -20% upkeep, +10% charge bonus, -1 recruitment time (min 1) to blademasters and white lions
- Conductor: Arcane Conduit, +20 WOM, -15% miscast
- Disciple: +6 untainted local province, +15% weapon str vs. Chaos/Norsca
- Exhilarated: +12MD to Phoenix, +25% magic item drop, +25% post battle income, +50% world root/underway interception,
- Medic: -20% attrition, +10% replenishment local armies.
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The Lizardmen can be overpowered when played right. This guide aims to guide you straight to the most overpowered approach so you can purge the world for the Great Plan with ease. Enjoy.
INTRODUCTION
Key things you need to know about Lizardmen is that their Lords, Heroes and units are ridiculously strong to the point of being overpowered, but are also crazy expensive in UPKEEP. Their recruitment cost can be high as well, but that is not what will get you, it is the UPKEEP. Even Skink Cohorts, which suck, are more expensive in upkeep than Empire Swordsmen. Also, I have not found a game-changing tip like High Elf “Entrepeneur” trait Mages or Skaven “Ravenous Expansion” Warlords to break the economy and give you essentially limitless funds. Basically, the Blue Skill Line skills Bonded Service, “Quartermaster” and “Renowned & Feared” are very important for the Lizardmen to reduce costs, as well as any unique traits their Legendary Lords get, and factoring in your gameplay approach to take advantage of those traits.
MINMAX EASY MODE FOR CAMPAIGN
The main purpose of my guides is to help all of you reading them avoid the frustrations of wasting time due to ignorance of the ideal. For the Lizardmen, when you factor in siege battles, UPKEEP, Skaven ambushes, enemy doomstacks/range-heavy armies, building choices and province management, I believe my suggestions below provide the ideal baseline to give most players an easy, stress-free campaign:To avoid spending forever on hero management, the only heroes you really want to recruit (if any at all) are Skink Priests with the Specialist, Wound and Steal Tech skills to boost your research rate; Skink Chiefs for their Replenish, Damage Walls, and Assasinate skills to clear enemy hero spam and help your armies win sieges; and Scar Veterans for their Wound, Assault Units and Assault Garrisons skills and for scouting the map.
Get a Saurus Oldblood with all Saurus Warriors with Shields and 1 siege beast (even a Feral Bastilodon will be fine) so that you do not have to build siege equipment when attacking settlement. If you can afford it, have a 2nd Oldbood with an army of Skink Cohorts (Javelins are better but more upkeep), maybe with another siege beast in this army as well in case you want the 2nd army to be the lead for a bit. Find a settlement or ideally an area with multiple settlements neary to each other, and start sacking it/them over and over, maybe waiting a turn or 2 for it to recover for more money and experience (this is why ideally you find an area with multiple settlements to sack close by). Level up your Olblood(s), starting with the Blue Skill Line. Route Marcher > max Bonded Service with 1 point in Fervent > Draftmaster > Lightning Strike > max Quartermaster > Renowned & Feared. Then proceed down the Yellow Skill Line until you can unlock Blessing of Itzl. Once done, replace this/these lords with fresh Oldbloods and repeat this process.
Build the Beast Lair > Corral-Arena (Stegadons) > Pyramid of Itzl (Ancient Stegadons). You could have 19 Stegadons in an army, or 6-8 Ancient Stegadons with 11-13 Stegadons. If you need more replenishment, you can put 1-2 Skink Chiefs on Stegadons/Ancient Stegadons (and remember you can swap mounts 1 per turn) with maxed Replenish skill in the army to boost replenishment.
You can also go Lord + 18 Ancient Stegadons or Carnosaurs and bring a Skink Chief un-mounted (for lower upkeep while in army) and the Specialist and Damage Walls skills, and have the Skink Chief take down the walls so our army can rush into the settlement and go straight for Victory Point and just kill everything once on the Victory Point.
And if you really feel like you need it, you can support your Dinosaur doomstacks with cheaper stacks of Skinks or Saurus.
Basically, the right Dinosaurs wreck everything and make the campaign a cakewalk as long as you can afford to field enough of those armies to accomplish your goals.
The idea is to only use heroes to Steal Tech, scout and clear enemy heroes, so you don’t need to build many Saurus or Skink buildings so they do not take up slots and you can focus your buildings on making as much money as possible to support your doomstacks. And if you do not want to bother getting Slann, you do not need to build Star Chambers except where they fit in to boost income, and you do not have to waste money on the Rite of Awakening either.
Stegadon vs Ancient Stegadon
Since the game does a terrible job of explaining the difference between these units and what they are for, here you go:Feral Stegadon is for melee, Stegadons have Ballista mounted on their backs, and Ancient Stegadons have a sort-of arrow gatling gun on their backs and can Fire whilst Moving. All of them are “Siege” units that enable to attack a settlement without building siege equipment because they can all melee the gates open.
The Stegadon is an artillery unit that can also wreck face in melee, it can shoot & destroy towers and walls in sieges as well as hammer units from long range and take down flying monsters as well.
The Ancient Stegadon cannot attack towers or walls, and its range is much shorter than the Stegadon. However, whatever you call its missile platform, it shreds enemy units, and it can shoot while moving. And it still wrecks face in melee.
In this section I might as well further go over why you want to go Stegadons and Ancient Stegadons vs Carnosaurs or Bastilodons. Carnosaurs are much better killers, but they are a bit squishier and are pure melee. Bastilodons have even more armor than Stegadons, but less melee attack, melee defense, and charge bonus, so while they are excellent tarpits, they do not kill much. Stegadons are the sweet middle ground in terms of melee, but with Stegadons and Ancient Stegadons over Feral, you have the addition of brutal ranged damage. Makes Stegadons a no brainer.
UPKEEP IMPORTANCE
Stegadons cost 400 gold upkeep, Solar Engine Bastilodons cost 275 upkeep. Both fulfill the role of long range artillery. Stegadons are better all-around, but also more expensive. You must factor this into your strategy. You can test units out in custom battle to see how they perform.Skink Chief Hero on Stegadon costs 683-919+ (affected by Supply Lines), Stegadon costs 400.
Hero on Ancient Stegadon costs 683-919 (varies per Supply Lines), Ancient Stegadon costs 487.
It does appear that Hero upkeep is reduced by Quartermaster and Renowned & Feared, I haven’t been able to test Blessing of Itzel yet. However, even if every upkeep reduction applies and let us say you reduce the upkeep by half, you are reducing 800+ upkeep heroes to 400 upkeep versus reducing 400 upkeep Stegadons to 200 upkeep. The difference in price over 19 units in a stack will add up staggeringly fast.
This is why taking advantage of Mazdamundi’s -50% upkeep for Temple Guards, Kroq-Gar’s -50% upkeep for Saurus, and Tik’taq’to’s -50% upkeep for flyers can be so important.
BUILDING CHOICES
Lizardmen have some difficult choices to make regarding buildings. For maximum money, you want the +money building in every settlement, you want the stone tablet building in all the minor settlements (along with the Star Chamber if it does not have a Port or a Trade Resource building) and both the Geomantic Locus and Ziggurat of the Old Ones in your Major Settlements with the Alignmnet of Crafting Commandment active (and a Star Chamber here as well for that extra +5% to income). And of course any Gold or Diamond mines need to be built. Basically as many +money buildings and as many +% income buildings as possible.However, there are other considerations. You want walls everywhere to defend your precious settlements, which removes a building slot option. You should be building Ziggurats of the Old Ones in all your Major Settlements so recruiting plenty of Skink Priests should not be an issue; however, if you are trying to maximize moeny then Saurus and Skink chain buildings should only be placed in Major Settlements when there are still slots left after all the money building have been built. But if you want lots of Skink Chiefs and Scar Veterans, then you need to have a Tier 4 Saurus building in every Major Settlement and a Tier 3 Skink building in your major and each minor settlement. And if you really want to recruit high level Slann, then you want Star Chambers everywhere until you have at least 10 of them.
Keep all this in mind when considering whether you want to play with Slann or Heroes.
HUMBLE TRAIT
Besides each Star Chamber giving +2 Hero Rank upon recruitment factionwide, you can also recruit Heroes and Lords with the HUMBLE trait, which gives +2 Hero Rank upon recruitment. So if you want to recruit your heroes at a high level, recruit a Humble Lord that you can re-recruit then disband whenever you are going to recruit heroes, and try to recruit heroes with the Humble trait, and build as many Star Chambers as possible, until you can recruit heroes that are instantly at Level 20+ where they can immediately get Immortal, etc. And if you only recruit Humble heroes and build enough Star Chambers, you can disband low level heroes and recruit new ones at higher levels as you advance.
LORDS
SLANNSlann have some unique requirements and perks that need extra attention. 1) To obtain them you must first unlock the RITE OF AWAKENING, and then use the rite (it costs 1400 gold and refreshes every 10 turns), and then you must select what Lore of Magic type you want your Slann Lord to have (Fire, High, Light, Life). I recommend always choosing Life for “Earth Blood” and “Regrowth” to heal your units, this will be ideal for if you run a full doomstack of Stegadons or Carnosaurs and want to keep them in top fighting shape. Once you win the battle you can group up all the damaged units and have your Slann heal them back to full health so you can fight another battle immediately. Once you choose the Lore of Magic type you want, the Slann lord will be added to your Lord Pool for recruitment.
KEY POINT – Slann Lords have a random trait upon being added to your Lord Pool; Second Generation, Third Generation, or Fourth Generation. You want a Second Generation Slann, because that trait gives -50% Miscast Chance, +50 Unit Exp per Turn, and +40 Winds of Magic Power Reserve!!! Third and Fourth Gen Slann have lower amounts of each of those things.
KEY POINT – Remember that you can save scum to get the Second Generation trait you want. Save before using the rite, use the Rite, see what you got, if not 2nd Gen, then reload save, do a diplomacy action like requesting a treaty or something that you know will fail, then try the Rite again.
Once the Slann is in your Lord Pool, you have not actually recruited them yet, which is a good thing, because here their level can be boosted by STAR CHAMBERS. Each Star Chamber gives +3 Lord Rank and +2 Hero Rank (both factionwide!). So with 10 Star Chambers you could recruit Level 31 Slann! This would allow you to immediately get all the right Blue Skill Line skills as well as all their most important spells so that they are actually useful lords immediately. I recommend being able to recruit them at least at Level 23.
A Life Slann with all the right skills maxed can lead a doomstack of dinosaurs for cheapish (not as good as an Itzel Olblood but oh well) while also healing those dinosaurs with Earth Blood and Regrowth.
Saurus Oldblood
Oldbloods are all-around the best regular Lizardmen Lords because of their Blessing of Quetzl and Blessing of Itzl skills. The challenge is choosing between them. Blessing of Quetzl gives -20% Saurus & Temple Guard upkeep; Blessing of Itzel gives -20% upkeep to beasts – from Terradons and Cold-Ones up to Carnosaurs and Stegadons. Oldbloods also get the Honored Elder skill which gives -5% upkeep to Saurus. So with Quartermaster (-15% upkeep) and Renowned & Feared (-8% upkeep) skills from the Blue Skill Line, an Oldblood could give -48% upkeep to Saurus or -43% upkeep to Beasts.
If going Saurus: Blessing of Quetzl and Honored Elder, and max Proud Warrior skill in the Red Line. Get all the right skills in the Blue Line, then max your Oldblood’s combat line and get him on a Carnosaur.
If going Beasts: Almost the same but choose Blessing of Itzl, and then you have another choice. Are you doing a full stack of Carnosaurs or of Stegadons? If Carnosaurs then max Hunt Leader skill in Red Line; if Stegadons then max Beast Driver. Although honestly Lizardmen Beasts are so ridiculously strong the red skills for them are just overkill.
My Thoughts?: If you watch carefully for opportunities to confederate, you could end up with both Kroq-Gar and Gor-Rok, and I would have them be your Saurus-focused lords, and have any Oldbloods that you are able to level up be preserved to go Itzl to eventually go cheap(er) Stegadon doomstacks.
Kroq-Gar and Gor-Rok
Both these Legendary Lords are considered Saurus, and they get the Blessing and Honored Elder skills as well. Kroq-Gar has -50% upkeep trait for Saurus, which combined with Quetzl and Blue Line and Honored Elder would equal -98% upkeep, and with -10% upkeep tech they are free. I confirmed in my campaign that with only Kroq-Gar’s army on the map they are indeed free; however, despite having -100% reduction to upkeep as the Supply Lines increases, they do increase in upkeep cost, to the point that with 5 armies on the map Kroq-Gar’s “free” Saurus cost 134 upkeep each. But still hugely less expensive than they would be without his reductions. If you do decide to have Kroq-Gar go Saurus, definitely get Proud Warrior from the Red Skill Line.
Gor-Rok has Unique skills that make Saurus even more disgustingly strong, and which combines perfectly with the Proud Warrior skill in the Red Line.
Honestly it makes the most sense for Kroq-Gar and Gor-Rok to build their skills for Saurus, but because just like Saurus Oldbloods they have the ability to choose Blessing of Itzl, you could decide to choose Itzl to go late game Stegadon doomstacks.
Tik’taq’to (Flyboi)
Flyboi has the Blessing skills like the Olbloods, and he makes the choice of which Blessing skill to choose easy. Blessing of Itzl for the reduced costs to his Terradon riders but also to Stegadons and Carnosaurs, etc. With his -50% upkeep trait for Terradons and Ripperdactyls plus -20% upkeep from Blessing of Itzl plus -23% upkeep from Renowned & Feard and maxed Quartermaster, Terradons/Ripperdactyls will be almost free at -93% upkeep. And if the “Prize Hunter” Follower give -10% upkeep to Terradon Riders, you could actually make them free. Which makes him perfect as a reinforcing lord to follow a Saurus or Monster lead army and then fly in to overwhelm the enemy while on the campaign map barely costing anything so you can have another Stegadon/Carnosaur stack somewhere. At the same time, if it becomes time to make a doomstack of Stegadons or Carnosaurs, he is perfectly positioned with the -43% upkeep for monsters from Blessing of Itzl and the Blue Line (-53% upkeep with Prize Hunter follower) to make that doomstack much less expensive just like a “Blessing of Itzl” Saurus Oldblood Lord.
Total War Warhammer 2 Malekith Skill Trees
Red Crested Skink Chief (RCSC)
These guys will be more important in Tehenhauin’s campaign, but if playing another other faction, Oldbloods are better in almost every way, EXCEPT, the RCSC Lord has “Spawn-Brothers” skills which gives Heroes embedded with this Lord +10 Melee Attack and +10 Melee Defense. Elsewhere in my guide I will go into whether you should run a Hero Doomstack because of the high upkeep cost of it, but if you really want to run a 19 Scar Veteran on Carnosaur Doomstack, an RCSC Lord with this skill could make that doomstack even more LOL. Otherwise, I do not see much reason to recruit this lord, especially given the time needed to level him up. He has some unique skills that could be beneficial on the campaign map if you could instant-recruit him at the level needed to get the skill, but otherwise, nah. The RCSC Lord does not even have the Blessing skills like Tik’taq’to does, making them not even good for running Stegadon doomstacks later.
KROXIGOR ANCIENT
Generic Nakai. No Mount, No Blessing skills, has higher lord upkeep than other lords, and only buffs Kroxigors (and has to choose between giving them +Melee Attack or +Physical Resistance). May be a beast in combat, I don’t know, I haven’t used these guys yet, and I do not see a reason to at this time.
NAKAI
Has no Blessing skills, so any units or heroes you put in his army will be their most expensive, except Skinks which do not benefit from any Blessings. Nakai is a good lord to put Heroes in (unless Blessing of Itzl affects their upkeep then Oldblood would be ideal) or give him a stack of Skinks and have him be the reinforcing lord to another better stack.
LORDS continued
MAZDAMUNDIMaz gets -50% Upkeep for Temple Guards, so I recommend giving him Temple Guards. He also goes well with Lord Kroak and 5-6 Skink Priests on Stegadons to boost Winds of Magic for him and Lord Kroak. Or just have him go all Skink Priest on Stegadons, or if you don’t want to bother building a Weapon-crafters’ Commune somewhere, give him Skinks and have him reinforce another lord.
TEHENHAUIN
I don’t know anything about Deus Vult boi here yet, he was killed in my Mazdamundi campaign before I could get to him.
If you can get a Recruitment Province to Tier 5 with the Tier 5 Geomantic Web building, and have another province connected to it with the same Tier 5 Geomantic Web building, your commandments should be boosted to their most effective. This means that the Alignment of War Commandment reduces recruitment costs by -30%. Combined with the “Bonded Service” blue line lord skill, recruitment costs would be -45%. Then you have techs, traits, followers or events to reduce the cost even further.Without the geomantic web building, the Alignments Commandments are not nearly as effective. See for yourself.
You must build certain buildings to unlock a technology line to research tech in the line. For example you need the Scrying Pool to unlock “Tablet of Order” and “Interpreting the Old One’s Meaning”. Once you have unlocked that tech, you could then demolish the Scrying Pool and continue research along that tech line, but you must keep a structure built until the specific tech that requires it is completed. “Determining the Great Plan” requires a Star Chamber and Weapon-Crafters’ Commune. You can see what the others require for yourself. You want to get a building that unlocks tech built ASAP to start research something even if it is not your first choice, such as building the Skink Foraging Camp in 1 turn which allows you to research “Tablet of Spawning” even though that is not a priority tech.Tablet of Crafts = Your money line, most importantly “Sequence of Geologic Prospecting” at the end. That final skill will boost your Mines and Quarries’ income by +200%.
Tablet of Monumnets = Primarily for the two +Growth techs, you want to get these early on for the +25 growth.
Tablet of War = Primarily for “Sequence of Marching” for the +10% campaign movement bonus.
Tablet of Order = Techs that reduce Hero Actions costs, very important to get early if you plan to use hero actions a lot.
Tablet of the Saurus = Boosts Saurus combat abilities and -10% upkeep tech in the middle of the tech line.
Tablet of Beasts = Mostly sucks except for the last 2 tech, the boost to your monster combat and the -10% upkeep
Tablet of Spawning = Give +Rank to units, the final tech gives +2 Lord Rank upon recruitment.
Tablet of Skinks = Last on my list to complete unless you love Skinks/Kroxigors and plan to use them and Kroxigors heavily.