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Total War: Warhammer II Game Guide. Table of Contents. About Dark Elves - advice, tips and hints Factions Total War: Warhammer II Guide.
READ: Total War: WARHAMMER II - Lore of Light Spell Guide 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!!! 73.3K Total War: WARHAMMER; 46.5K General Discussion; 586 Community Content; 1.6K Community Mods; 2.3K Multiplayer; 6K Balancing; 6K Balancing Discussions; 12 Balancing Results (Moderated) 4.1K Feedback & Suggestions; 191 PTE Beta Feedback; 12.2K Total War: WARHAMMER Support; 397 WARHAMMER Support Forum; 7.3K WARHAMMER II Support Forum; 2.7K.
- Not to be confused with character traits.
Diplomatic traits are special modifiers/effects that can apply to AI faction leaders in a campaign. These affect diplomacy and also how the faction acts on the campaign map. Some are generally available, others are race or faction specific. An AI leader may not have any/all off the possible traits for it's faction.
General[edit | edit source]
- Shield of Civilization - a special trait that kicks in when the Chaos Invasion happens.
- Minor Power - does not attempt to create a large empire or win the campaign.
- Defensive
- Aggressive - typically seen on Rebel factions, Greenskins, Beastmen, Norscans etc.
- Naval Aggressor
- Underdog - more likely to confederate.
- Survivor - defensive and capable, intending to survive whatever comes at them.
- Schemer - constantly plots to break friendships and make others question their allegiance.
- Destroyer - destroyer of cities and empires, highly aggressive, tends to raze, often seen on Norscans, Beastmen, Warriors of Chaos etc.
- Unreliable - not to be trusted, more likely to break diplomatic agreements.
- Reliable - what is agreed upon is set in stone, it is highly unlikely that this one will break diplomatic agreements/pacts.
- Distrust the Empire - notably seen on Carcassonne, Wissenland, Ostland, Ostermark, Hochland and most Beastmen factions.
- Opportunist - prefers striking at undefended lands when available. Often seen on Vampire Counts.
- Passive - a calm boat in tempestuous waters, this one will only aid their closest ally and only attack their most hated enemy.
- Vampiric influence - can be easily swayed by Vampires in diplomacy.
- Ruin-Dweller - more likely to colonise ruins, often seen on Norscan Tribes.
Empire[edit | edit source]
Common traits (not shared by all subfactions):
Total War Warhammer 2 Traits Guide 5e
- Defensive
- Underdog - common to Empire minor factions, but not exclusive to the Empire
- Distrusts the Empire
- Reliable
Dwarfs[edit | edit source]
- Holds Grudges - Dwarfs do not forget grudges, indeed they harbour them, recording the slights in great volumes. Takes longer for relations to improve after negative actions taken against them.
Greenskins[edit | edit source]
- Aggressive - all Greenskins factions have this trait.
Vampire Counts[edit | edit source]
Common traits:
- Unreliable
Warriors of Chaos[edit | edit source]
- Destroyer
Beastmen[edit | edit source]
- Destroyer
Wood Elves[edit | edit source]
- Hates Beastmen - Beastmen, the hideous, deformed Children of Chaos, have long been a blight on Athel Loren. Nothing can or will change that view. Found on all Wood Elves factions in Season of Revelation.
- Isolationist - so long are their lives, so perfect their isolation, that the affairs of outsiders seem trivial in comparison.
Norsca[edit | edit source]
Norscan Tribes also often have the aggressive and ruin-dwellers traits.
- Repulsive - sees everyone else as the enemy.
High Elves[edit | edit source]
- Guardian - no enemy shall gain a foothold on the homeland.
- Diplomatic - statecraft is all, official relations matter.
- Wary - trusting fellow Asur is foolish.
Dark Elves[edit | edit source]
- Supremacy - hegemony over all lands: no treasures, no resources are out of reach for the Druchii.
- Rightly Suspicious - no Druchii is ever a friend, all are potential enemies.
Lizardmen[edit | edit source]
- Compliant - only through Saurian unity can the Great Plan be accomplished.
- Cold-Blooded Logic - the immutable alien logic of the Lizardmen means they will only consider strong emotive states when engaging in diplomacy.
- Dissonance - other generations follow a false plan, they cannot be trusted. (Results in a small amount of aversion)
Skaven[edit | edit source]
Total War Warhammer 2 Wiki
- Spineless - verminous valour, easily dominated and will flee easily.
Warhammer Total War 2
Tomb Kings[edit | edit source]
- Desert-dweller - prefers to conquer and colonise in desert climates only.
- Only likes the desert - prefers to conquer and colonise in desert climates only.
- Despises Nehekharan Undead - Hates Tomb Kings but likes Vampire Counts factions. (This is only found on Followers of Nagash provided you are not playing as them) it is also found on The Sentinels.
- Kingdom Come - Great Kings have the greatest kingdoms.
- Immovable - The sworn protectors of the Black Pyramid will never leave that settlement.
- Sated king - Those with grand ambitions are fated to fail.
Vampire Coast[edit | edit source]
- Hates Lizardmen - Vampire Coast , also present on Markus Wulfheart
- Hates Norscans - Pirates of Sartosa
Tips[edit | edit source]
Lizardmen are notoriously difficult to confederate because of their cold-blooded logic trait which means they will only accept such a deal if they are dramatically weaker than the player.
Tomb Kings are the only faction that will not receive the 'great power' aversion when you have a large amount of settlements. This is to reflect that Tomb Kings like and respect great power, where other races want to tear you down.
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