Hướng dẫn cài total warhammer 2 the link never die năm 2024

A fantasy strategy game of legendary proportions, Total War: WARHAMMER combines an addictive turn-based campaign of epic empire-building with explosive, colossal, real-time battles, all set in the vivid and incredible world of Warhammer Fantasy Battles.

Command four wholly different races: the Empire, the Dwarfs, the Vampire Counts and the Greenskins, each with their own unique characters, battlefield units and play style.

Lead your forces to war as one of eight Legendary Lords from the Warhammer Fantasy Battles World, arming them with fabled weapons, armour and deadly battle magic; hard-won in individual quest chains.

For the first time in a Total War game, harness storms of magical power to aid you in battle and take to the skies with flying creatures, from ferocious dragons and wyverns to gigantic griffons.

It is an age of endless conquest, thousands of warriors clash in titanic battles as entire races wage war on one another, each led by a formidable hero seeking dominion over the world.

All at your command.

The valiant Karl Franz marshals the men of the Empire, seeking to unite the fractured elector counts under a banner of strength against their common enemies.

Hungry for the vicious brutality of combat, the Greenskins flock to the tribe of Grimgor Ironhide; Orcs and Goblins alike filled with an insatiable thirst for carnage.

High King Thorgrim orders the stoic Dwarfs forth from their mountain strongholds, marching to vengefully right the grave injustices dealt to them over the millennia.

Yet the motives of the Vampire Counts under Mannfred von Carstein are shrouded in murderous secrecy, his armies raised from the rotting ranks of the dead.

And while the Old World becomes torn by betrayal, war and the unleashing of unfathomable power, a greater threat still whispers in the winds from the north. The fabric of reality itself begins to rend and buckle…

A unique combination of colossal real-time battles and an addictive turn-based sandbox campaign game of statecraft, politics and empire building, Total War™: WARHAMMER® will deliver hundreds of hours of absorbing gameplay.

What is more, this title will go on to combine with two further standalone instalments and additional content packs to create the largest Total War experience ever. An epic trilogy of titles that will redefine fantasy strategy gaming.

This is the dawn of a new era. Total War™: WARHAMMER® brings to life a world of legendary heroes, towering monsters, flying creatures, storms of magical power and regiments of nightmarish warriors.

Our rules have changed; the only constant… is war.

- System Requirements

Minimum:

• OS: Windows 7 64bit • Processor: Intel® Core™ 2 Duo 3.0Ghz • Memory: 3 GB RAM • Graphics: [DirectX 11] AMD Radeon HD 5770 1024MB | NVIDIA GTS 450 1024MB | Intel HD4000 @720P • DirectX: Version 11 • Hard Drive: 35 GB available space • Additional Notes: *PC Integrated graphics chipsets require 4 GB RAM, e.g. Intel HD series.

Recommended: • OS: Operating System: Windows 7/8.1/10 64Bit • Processor: Intel® Core™ i5-4570 3.20GHz • Memory: 8 GB RAM • Graphics: [DirectX 11] AMD Radeon R9 270X 2048MB | NVIDIA GeForce GTX 760 2048MB @1080P • DirectX: Version 11 • Hard Drive: 35 GB available space

Hình ảnh:

VIDEOS:

- Total War™: Warhammer® - Official Announcement Trailer: //youtu.be/7i4d3ignBNQ?list=PL7l8yJHLU_BGRyo1NkkhRWG69pfgSnmVS

- Total War™: Warhammer® – Chaos Warriors Race Pack: //youtu.be/MC1Y2pFP2ls?list=PL7l8yJHLU_BGRyo1NkkhRWG69pfgSnmVS

- Total War™: Warhammer® – Blood for the Blood God Trailer : //youtu.be/uOxvqLYxTDo?list=PL7l8yJHLU_BGRyo1NkkhRWG69pfgSnmVS

- Total War™: Warhammer® – Call of the Beastmen Trailer : //youtu.be/Ds1ZsQAISeM?list=PL7l8yJHLU_BGRyo1NkkhRWG69pfgSnmVS

- Total War™: Warhammer® – The Grim & The Grave Official Trailer: //www.youtube.com/watch?v=1yI1LVCGNpc

- Total War™: Warhammer® – The King & The Warlord Cinematic Announcement Trailer: //www.youtube.com/watch?v=W3h95GetPDs

- Total War™: Warhammer® – Realm of the Wood Elves - Announcement Trailer: //www.youtube.com/watch?v=hoiks2rQa9o

- Total War™: Warhammer® – Introducing... Grombrindal: //www.youtube.com/watch?v=gbX2p-94muQ

- Total War™: Warhammer® – Maps & Wizards Free-LC Preview : //www.youtube.com/watch?v=JOlAKqmy0Jc

- Total War™: Warhammer® – Introducing... Isabella von Carstein:

- Total War™: Warhammer® – Bretonia Cinematic Trailer:

- Total War™: Warhammer® – Norsca Cinematic Trailer:

DLCs [Downloadable Contents] - Các gói tải về:

- DLC Chaos Warriors Race Pack - Version 1.6.0 build 13578:

The Chaos Warriors Race Pack brings a new race with its own new Legendary Lords, units, mounts, items, quest chains and mechanics to Total War™: WARHAMMER®.

  • Three new playable Legendary Lords.
  • New Chaos Warrior mounts, units and monsters.
  • New quests, magic items and abilities.
  • New horde campaign playstyle. Lay waste to the Old World as the dreaded Chaos Warriors. This Pack includes a full roster of bloodthirsty units, terrifying mounts and monstrous creatures. Lead the corrupted Chaos hordes as one of three new playable Legendary Lords. Embrace the Ruinous Powers as you embark on brand new quest chains, unlocking powerful items and gaining glory in the name of the dark Chaos Gods.

Beyond Kislev, beyond Troll Country, beyond even the barren Norsca Peninsula lies a land shrouded in darkness, frozen in an unnatural, never-ending winter. Here, the mortal realm and the immaterial realm of Chaos overlap, creating an uncontrollable gateway to that infernal dimension from which all manner of nightmarish creatures spew forth.

It is a place where few mortals have dared to venture, and even fewer have returned. The wild people that live in the lands to the south are devout in their worship of the Chaos Gods and many seek to journey north and offer themselves up to become tools of their will. Those that do survive this unholy pilgrimage and live to tell the tale are irreversibly altered. Clad in dark armour bearing the dread marks of ruinous favour, possessed of an unwavering resolve to carry out the will of their malevolent deities, with the indomitable Archaon the Everchosen as their leader, these are the mighty Chaos Warriors!

This pack makes the entire Chaos Warrior race from the main game playable in the Grand Campaign and multiplayer matches; as well as adding entirely new Legendary Lords, Lords, Heroes, Units, Magic Items and more.

DLC informations:

+ Three new Legendary Lords.: Lead the Chaos Warriors as one of three new Legendary Lords, each with their own unique bonuses:

- Sigvald the Magnificent: Beautiful from birth, Sigvald’s fondness for hedonistic excess saw him exiled from his tribe but also gained him a powerful patron: Slaanesh. Now, he heads an army devoted to himself. Slaying anything he deems ugly or unsavoury, he fights as much for his perverse ego as he does for Slaanesh.

- Kholek Suneater: Kholek Suneater is a formidable figure to behold. A gigantic Dragon Ogre, believed by many to be the second eldest of all Dragon Ogres, he towers over the battlefield swinging his gigantic hammer with ease. He is considered by some to be a God.

- Archaon the Everchosen: A former Sigmarite Templar, Archaon stumbled upon an ancient doctrine that contained within the secrets of his faith. Renouncing his allegiance to Sigmar he journeyed north to the dreaded Chaos Wastes to offer his service to the Chaos Gods. Here, the Ruinous Powers gave him their blessing to set out on his quest to become the Everchosen; the Lord of the End Times.

+ New Horde playstyle: - Introduces Horde-style gameplay to Total War: WARHAMMER, allowing the Chaos Warriors to raze enemy settlements and set up encampments anywhere, taking their war spoils with them. The armies of Chaos rest only when exhaustion halts their marching, leaving nothing but corruption and ash in their wake.

+ New units, buildings, items and technologies: - Unlock new units, buildings and technologies. Seek out the powerful Artefacts of Chaos and become the true Herald of the Apocalypse.

+ Spread corruption in the name of Chaos!: - The foul energies that drive the Chaos Warriors leave ripples that permeate any place they pass through, influencing the populace. Use this to spread dissent amongst the enemies of Chaos, creating cultist uprisings through the proliferation of dark worship.

+ Key Units: - Chaos Warriors. No longer fully human, the Chaos Warriors have been altered to become living weapons, honed perfectly to do their dark masters’ work. Imbued with the strength of chaos, enrobed in dark hell-forged armour, they can best several mortal warriors easily. They have no need for food, drink, sleep or other mortal comforts, subsisting on carnage alone.

- Chaos Dragon [Mount]. Once, these great beasts sailed the skies as their brethren still do. Now, corrupted by change, these two-headed dragons are malevolent predators in their own right. One head spews forth dark flame, the other corrosive gas. Only the most powerful can ride such a monster, and even then it is only a temporary alliance, Chaos Dragons can never be tamed.

- Forsaken. Once proud men, their long-standing service to the Chaos Gods has left them altered. Where once they killed in the name of ambition and glory, their mutations have made them something less than human. Now they fight, whirlwinds of flailing flesh, hair and claw, only to satisfy their unending, unnatural hunger.

- Dragon Ogres. These magnificent, terrible beasts are amongst the most ancient and impressive of all living creatures. Their immortality is a gift from the Chaos Gods, given in exchange for an eternity of dark servitude. Seeking out lightning, they swing their gigantic weapons with ease, cleaving all but the most powerful warriors to ribbons.

- Gorebeast Chariot. A massive construction of hell-forged metal, mutant beast and jagged blade, the Gorebeast Chariot is ridden by some of the most powerful Warriors of Chaos and serves a single purpose: to shatter enemy lines with unstoppable force.

- Hellcannon. The Hellcannon is a massive artifice of metal and daemonic power that hurls bolts of raw arcane energy across the battlefield, vaporising anything in range. Part war machine, part Daemon, this infernal construct is powered by the liquefied remains of fallen enemies and operated by a sturdy crew of Chaos Dwarfs.

+ Full Unit Roster:

Legendary Lords:

Archaon the Everchosen – Melee/Caster [Lore of Fire] [Race Leader]

  • Prince Sigvald – Melee
  • Kholek Suneater – Melee Lords:
  • Chaos Sorcerer Lord – Caster [Lore of Death, Metal or Fire]
  • Chaos Lord – Melee Heroes:
  • Chaos Sorcerer – Caster [Lore of Death, Metal or Fire]
  • Exalted Hero – Melee Mounts:
  • Dorghar, Archaon’s War Horse [Archaon only]
  • Manticore
  • Chaos Dragon
  • Chaos Steed
  • Barded Chaos Steed Melee Infanty:

Chaos Marauders

Chaos Marauders [Great Weapons]

Chaos Warriors

  • Chaos Warriors [Great Weapons]
  • Chaos Warriors [Halberds] Chosen
  • Chosen [Great Weapons]
  • Chosen [Halberds] Forsaken Melee Monstrous Infantry:

Dragon Ogres Chaos Spawn

  • Chaos Trolls
  • Chaos Trolls [Armoured] Melee War Beasts:
  • Chaos Warhounds
  • Chaos Warhounds [Poison] Melee Monsters:
  • Dragon Ogre Shaggoth Chaos Giant

Melee Cavalry:

  • Chaos Knights
  • Chaos Knights [Lances] Missile Cavalry:
  • Marauder Horsemen
  • Marauder Horsemen [Throwing Axes] Vehicles:
  • Chaos Chariot
  • Gorebeast Chariot

    Artillery:

    Hellcannon
  • These units are exclusive to the Chaos Warriors Race Pack and will not appear in the base game if you do not have the DLC. - DLC - Blood for the Blood God Version 1.6.0 build 13578:

”I will slay you for my master. Blood beyond measure will I spill upon the battlefields of the world.” - Marius Hollseher, Liber Malefic

From the frigid climes of Norsca to the arid wastes of the southern Badlands, The Old World echoes to the joust and jostle of ceaseless war. As each race struggles to establish its dominion – or merely to survive in this age of strife – there is but one certain outcome: blood will flow!

Blood for The Blood God brings a number of gory new mature-rated effects to Total War: WARHAMMER.

  • Blood spurts
  • Gory spatter on unit models
  • Limb and head dismemberment [humanoids and non-legendary characters]
  • Zombies, skeletons and Grave Guard may continue to fight after dismemberment!
  • Explosive Gibbing from deadly mid-torso strikes
  • Blood-drenched UI elements
  • New random, global campaign events that generate greater carnage in battle Once downloaded, Blood effects can be enabled in the Advanced Graphics Settings of Total War: WARHAMMER.

- DLC - Call of the Beastmen Version 1.6.0 build 13578:

  • New Beastmen Race in the Grand Campaign
  • Two New Playable Legendary Lords
  • Adds an additional campaign map to the game with the unique ‘Eye for an Eye’ Beastmen story Campaign
  • Hordes of New Unique Units, Monsters, Heroes, Magic and Game Features Something stirs in the deep dark forests of The Old World. Between the twisted trunks, the Beastlords grow restless with an all-consuming battle-thirst. They gather to them great Warherds of barbarous, bestial fiends, forged in the Time of Chaos; dark amalgams of human intelligence, animal cunning and raw, reckless ferocity.

As The Beastmen emerge from their woodland lairs, ten thousand hooves stamp in agitated union, and a foetid musk arises from the sea of matted fur. The bray of the battle-horns pierces the gloom, and beyond: from Bordeleaux to Ostermark, the Call Of The Beastmen will be heard across The Old World!

The Call of The Beastmen Campaign Pack introduces the Beastmen as a playable race to Total War: WARHAMMER. A feral, Chaos-tainted horde race, they move like a plague across The Old World, fielding half-human aberrations and colossal beasts in battle, many of which feature unique abilities. The Beastmen are playable in the Grand Campaign, custom and multiplayer battles, and in their very own Story Campaign, An Eye For An Eye.

DLC informations:

+ An Eye For An Eye: - An Eye For An Eye is a compact Story Campaign that pits the Beastmen in a berserk guerrilla war against mankind. The theatre of conflict is a bespoke campaign map representing the densely forested landmass stretching from The Reikland Channel in the West to Hochland in the east. The player assumes the role of Legendary Beast-Lord Khazrak The One Eye as he lays waste to the lands of men and attempts to slay his nemesis Boris Todbringer, the Graf of Middenheim. Other Beastmen tribes lurk in the wild woodlands however, and a great show of arms will be required to secure their loyalty…

+ Campaign playstyle - Horde gameplay The Beastmen offer a uniquely aggressive horde-style campaign game, carrying their infrastructure as they travel and never settling in the conventional fashion. Unlike Chaos Warrior hordes however, all Beastmen units bear the Resilience passive ability. This makes them immune to the attrition caused by infighting when two or more hordes stand in close proximity, and promotes a more collaborative approach between hordes.

- Chaos Corruption The Beastmen also spread Chaos Corruption wherever they go, destabilising provinces and causing attrition to enemy forces. With unique Heroes, building chains, tech trees, recruitment options, Lord and Hero skill-trees, and an exclusive Lore of Magic [The Lore of The Wild], they offer a new and feral way to play Total War: WARHAMMER.

- Bestial Rage Each army led by a Beastmen Lord has a Bestial Rage meter. As the army raids or engages in battle, this meter rises until a new Brayherd is summoned – an AI controlled Beastmen horde that can be directed by the player to specific targets, or support the parent army as it moves. If any army’s Bestial Rage falls too low, it may begin infighting, leading to loss of troops and, in the worst instances, mutiny.

- Unique army stances: The Beastmen playstyle is also characterised through their unique army stances. Beastmen Ambush is their standard mode of campaign map movement and enables the army to ambush enemy forces on the move.

The Hidden Encampment stance lets the army melt into the shadows and focus on their infrastructure and recruitment, invisible to all but the keenest-eyed enemy Lords.

Beast-Paths enables the army to ignore impassable terrain by following the secret paths known only to their kind. If an army is attacked in this stance, the ensuing battle will take place in one of the atmospheric new Beast Path battle-maps.

Like other races, The Beastmen can also enter the Raiding stance to harvest income, increase Bestial Rage and sow public disorder in enemy territory.

- Unique post-battle options When a Beastmen army conquers an enemy settlement, the player gets two new post-battle options. Raze and Loot harvests income from the settlement before destroying it, while Raze and Defile razes the settlement and erects a blasphemous monument in its place. This generates major Chaos Corruption in the province and confers a large Population Growth bonus upon the horde.

- The Dark Moon rises! The Beastmen share a dark bond with Morrslieb, the Chaos Moon. As it waxes in the night sky, they are given to feats of drunken bacchanalia and ghastly sacrifice beneath its sickly gaze. When a periodic Full Moon event occurs in the Beastmen campaign game, the player must direct his Warherds in which twisted act to perform. There is often a price to be paid for such dark celebrations, but Morrslieb always rewards the faithful!

+ Legendary Lords: A Beastmen Grand Campaign may be led by one of two Legendary Lords: the fearsome Beastlord Khazrak The One Eye, or the blasphemous Bray-Shaman, Malagor The Dark Omen.

Each has their own skill trees, abilities, quest-chains, legendary items, and Grand Campaign start positions. Khazrak begins the Grand Campaign in the Tobaro Region of Estalia, while Malagor begins play in The Marshes of Madness, deep in the Badlands.

- Khazrak The One Eye The bestial intelligence that seethes behind Khazrak’s one good eye makes him the paragon of Beastlords. Gifted with the patience and strategic shrewdness of the most accomplished generals, Khazrak wages the perfect guerrilla war, striking hard and fast where the enemy is weakest, then melting into the shadows to plan the next blow. The only Lord of men ever to best him is Boris Todbringer of Middenheim, who deprived him of an eye with a slash of his Runefang blade.

Now Khazrak is on the offensive once more. Warherd in tow, he stalks his nemesis through the twisted bowers of Drakland, intending to repay the courtesy in full. An eye for an eye!

As well as a Beastlord, Khazrak The One Eye is a powerful melee warrior with two quest-chains, rewarding him with the unique items Scourge and The Dark Mail.

Scourge is a vicious, barbed whip, wrapped in the bitter curses of countless generations of Bray-Shamans. In battle, Scourge improves Khazrak’s Melee Attack and Weapon Strength characteristics; on the Campaign Map, it reduces recruitment costs for Khazrak’s horde, intensifies the Chaos Corruption he generates and increases Khazrak’s post-battle loot amount.

The Dark Mail is an ancient coat of magical armour that enhances Khazrak’s Armour and Magical Resistance characteristics.

Khazrak has the abilities Missile Resistance [15%], Resilience, Encourage, Hide [Forest] and Primal Rage [see Unique Abilities below for details].

If you choose Khazrak The One Eye as your starting Legendary Lord, your race gains +10% income from Raiding and +5 leadership when fighting humans.

- Malagor The Dark Omen To the Beastmen – and indeed, to the inhabitants of The Empire – Malagor is the fleshly incarnation of mankind’s demise. Unsurpassed in his grasp of The Lore of The Wild, the rites he performs are iniquitous enough to quail even the foulest of Bray-Shamans. When Malagor and his hordes descend upon a human settlement, he delights in sacrificing priests on the very altars they served. No act of blasphemy is too abhorrent, no desecration too foul, for Malagor The Dark Omen.

Malagor has a single quest-chain which rewards him with a unique item, The Icons of Vilification. This filth-encrusted collection of blasphemous relics – the skulls of dead priests, branches torn from the hallowed trees of Athel Loren, and more – reduces the recruitment cost and increases the rank of lesser Bray-Shamans. In battle, The Icons emit an aura that increases the damage output of those around Malagor.

Malagor has the abilities Missile Resistance [15%], Resilience, Encourage, Hide [Forest] and Primal Rage [see Unique Abilities below for details]. Malagor can also unlock a unique skill at level 15: Something Wicked This Way Comes. This confers a permanent Hex spell on Malagor, causing -4 Leadership to nearby enemy units in battle and -3 Leadership to enemy armies in Malagor’s campaign map region.

If you choose Malagor The Dark Omen as your starting Legendary Lord, your faction can field +1 Bray-Shaman, and all your characters gain +5% movement range.

+ Lords: Warherds are commanded by Beastlords, the braying, stomping masters of their kind. Along with Campaign, Battle and Melee skill-trees unique to The Beastmen race, Beastlords also have a number of unique skill unlocks improving their melee attack, melee defence, leadership, weapon strength and missile resistance statistics, making them exceedingly powerful warriors as well as great leaders. Beastlords may also be mounted on Razorgor Chariots from rank 15 onwards.

+ Heroes: The Beastmen can recruit and field two unique Hero types.

- Gorebull Gorebulls are hulking, twin-horned melee specialists – the very mightiest examples of Minotaurs. Combat prowess aside, they also boast newly-configured skill-trees offering strong specialisation options. These culminate in powerful passive and active support skills, which enhance the campaign and battle capabilities of any horde they join.

- Bray-Shaman Bray-Shamans are spellcaster Heroes, capable of employing The Lore of Death, The Lore of Beasts, or the bestial school of magic known only to The Beastmen, The Lore of The Wild. This Lore boasts a variety of unique Hexes, Augments and Magic Missiles, but arguably its most powerful spell is Savage Dominion, which enables the Bray-Shaman to summon a Cygor directly into the thick of battle!

+ Battlefield units Unique Abilities Units in the Beastmen roster benefit from some unique passive abilities which confer benefits in combat. These are as follows.

Resilience An ability common to all units in the Beastmen roster, Resilience prevents the attrition caused by infighting between hordes in close proximity on the Campaign map.

Primal Fury Many Gor units [Ungors, Gors, Bestigors and Centigors] have the Primal Fury ability, which brings a constant active buff to their Speed, Charge Bonus and Melee Attack characteristics.

Rowdy Centigors are emboldened when fighting, drinking and feasting together, although such ‘bravery’ is only temporary at best. In battle, they gain immunity to vigour-loss and a leadership bonus. If their morale begins to waver however, the Rowdy effect is lost.

Bloodgreed The Minotaurs’ Bloodgreed makes them vicious combatants, and brings buffs to their Charge Bonus, Speed, Weapon Damage and Melee Attack characteristics.

Soul Eater The towering bipedal Cygor feasts on the souls of wizards. Any spellcasters within range of a Cygor’s aura suffer an increased chance to miscast.

Thunderous Charge The porcine, tusky bulk of the Razorgor makes for a Thunderous Charge, granting buffs to its Charge Speed and Charge Bonus characteristics.

Vanguard Deployment While this ability is not unique to The Beastmen, the majority of units in the Beastmen roster have it. This means that large swathes of the army may be deployed outside the normal deployment zone and deep in the field, ready to close with the enemy and strike in very short order.

- Tier 1 units

Ungor Raiders: T1 missile infantry, bow Abilities: Stalk, Resilience, Vanguard Deployment, Primal Fury

Ungor Spearmen herd: T1 melee infantry, spear Abilities: Resilience, Hide, Primal Fury, Vanguard Deployment

Chaos Warhounds: T1 melee beasts, very fast Abilities: Missile Resistance, Resilience, Hide

- Tier 2 units Ungor Herd [shields]: T2 melee infantry, axe and shield Abilities: Stalk, Resilience, Vanguard Deployment, Primal Fury

Ungor Spearmen herd [Shields]: T2 melee infantry, axe and shield Abilities: Resilience, Hide, Primal Fury, Vanguard Deployment

Chaos Warhounds [poison]: T2 melee beasts, very fast Abilities: Missile Resistance, Resilience, Hide, Poison Attacks

- Tier 3 units Centigors: T3 melee monstrous cavalry, very fast, vanguard deployment Abilities: Resilience, Vanguard Deployment, Primal Fury, Drunken

Gor Herd: T3 melee infantry, axe Abilities: Resilience, Hide, Primal Fury

Gor Herd [shields]: T3 melee infantry, axe Abilities: Resilience, Hide, Primal Fury

Razorgor Herd: T3 melee monstrous beast, armour-piercing Abilities: Resilience, Causes Fear, Thunderous Charge

Minotaurs: T3 melee monstrous infantry, armoured Abilities: Resilience, Causes Fear, Bloodgreed

- Tier 4 units Bestigor Herd: T4 melee infantry, great axe [armour piercing] Abilities: Resilience, Primal Fury, Hide

Chaos Spawn: T4 melee monstrous Infantry Abilities: Resilience, Causes Fear, Unbreakable

Centigors [throwing axes]: T4 monstrous missile cavalry, armour piercing, shielded, very fast, Abilities: Resilience, Vanguard Deployment, Primal Fury, Drunken

Razorgor Chariot: T4 chariot, armoured, armour piercing, Abilities: Resilience, Causes Fear, Thunderous Charge, Primal Fury

Minotaurs [shields]: T4 melee monstrous infantry, armoured and shielded Abilities: Resilience, Causes Fear, Bloodgreed

- Tier 5 units Centigors [Great Weapons]: T5 monstrous melee cavalry, armour piercing, very fast Abilities: Resilience, Vanguard Deployment, Primal Fury, Drunken

Minotaurs [Great Weapons]: T5 melee monstrous infantry, armoured, armour-piercing Abilities: Resilience, Causes Fear, Bloodgreed

Cygor: T5 monstrous artillery, special ranged weapon, very long range, causes terror Abilities: Resilience, Causes Fear, Causes Terror, Soul Eater

Chaos Giant: T5 monster, armour piercing Abilities: Resilience, Causes Fear, Causes Terror

Bản mở rộng:

- Total War: WARHAMMER II

The second in a trilogy and sequel to the award-winning Total War: WARHAMMER, Total War: WARHAMMER II brings players a breathtaking new narrative campaign, set across the vast continents of Lustria, Ulthuan, Naggaroth and the Southlands. The Great Vortex Campaign builds pace to culminate in a definitive and climactic endgame, an experience unlike any other Total War title to date.

Cài đặt:

  1. Cài game:

1. Down game từ các phiên bản: - Total War: WARHAMMER – v1.6.0 + 12 DLCs [FitGirl Repack] hoặc TOTAL WAR WARHAMMER-STEAMPUNKS.

2. Tùy theo từng phiên bản, sẽ có cách cài đặt khác nhau.

+ Đối với bản Total War: WARHAMMER – v1.6.0 + 12 DLCs [FitGirl Repack]:

- Download game về.

- Sau khi down về click vào setup.exe để cài game.

- Cài game, khi cài xong game sẽ hiện lên bảng cài các phần mềm cần thiết chạy game. Nếu đã cài rồi thì click Finish để hoàn tất việc cài game, nếu chưa thì phải tích chọn hết và click Finish để cài các phần mềm + hoàn tất việc cài game.

- Click vào stp-tww.exe để generate Denuvo licence.

- Play game.

+ Đối với bản TOTAL WAR WARHAMMER-STEAMPUNKS:

- Download game về.

- Dùng Daemon Tool để mount file iso.

- Sau mount file click vào setup.exe để cài game.

- Cài game, khi cài xong game sẽ hiện lên bảng cài các phần mềm cần thiết chạy game. Nếu đã cài rồi thì click Finish để hoàn tất việc cài game, nếu chưa thì phải tích chọn hết và click Finish để cài các phần mềm + hoàn tất việc cài game.

- Chép crack cho game từ folder STEAMPUNKS.

- Chạy file stp-tww.exe để generate Denuvo license.

- Play game.

II] Cài Updates cho game: A.

III] Play game: A.

FAQS:

LINKS DOWNLOAD:

- TOTAL WAR WARHAMMER-STEAMPUNKS

Links download:

- Link torrent

- Total War: WARHAMMER – v1.6.0 + 12 DLCs [Fitgirl Repack]

Links download: - Link torrent

  • > Mình xoá bản đó đi rồi và đang cài lại bản full đến 1.30.6617 crack chạy ngon rồi ]
    Bước tiếp theo là sẽ cài tiếp bản 1.3 Hotfixes. Mình down về rồi, giải nén, có file exe không chạy được, nên chuyển qua file Attila.v1.3.0.6617_to_v1.3.0.6708.Update.bat, làm theo các bước nhưng không thấy có gì thay đổi.Vào lại game vẫn là bản 1.30 cũ.

    Mình phải làm như thế nào để update lên vậy? Mình có được update hết lên đến 1.50 rồi mới crack hay là update từng bản 1 rồi crack luôn?

    Aomari0 Mega ManGVN Veteran

    Tham gia ngày: 2/10/11 Bài viết: 3,365 - DLC - The Grim and the Grave Version 1.6.0 build 13578:

The Grim & The Grave is the first Lords Pack for Total War: WARHAMMER. Bolstering the forces of both The Empire and The Vampire Counts, it introduces famous rival characters and new iconic units from the world of Warhammer Fantasy Battles to your campaigns and battles.

Two new Legendary Lords… …with new quest chains, magic items and skill trees Two new additional Lord types Five all-new battlefield units plus variants Five new battlefields for custom battles and multiplayer battles 18 elite Regiments of Renown

Ever-devious and ever-ruthless, the Unliving Aristocracy summons forth horrifying new threats to unman the forces of The Empire. Smelling blood on the tainted air, the Strigoi Ghoul Kings stir from their stale catacombs, while Mannfred’s darkest student, Helman Ghorst, pauses in his damnable studies and readies the Corpse-Carts for battle.

But the proud men of The Empire do not stand idly by in the face of such unholy threats. Even now the call goes out, and all eyes turn to Volkmar The Grim, Grand Theogonist of The Cult of Sigmar. Pious and forbidding, Karl Franz’ staunchest ally calls forth his Arch Lectors and rides into battle on the War Altar of Sigmar, a sight to strike terror even into the unbeating hearts of The Undead.

Man versus vampire: legend versus legend.

The Grim and The Grave.

DLC informations:

+ New Legendary Lords: - Volkmar The Grim Volkmar The Grim is the Grand Theogonist, the head of the Cult of Sigmar and the most powerful religious leader in the Empire. He is a pious and foreboding man who is utterly devoted to the destruction of Chaos in all its forms. When he accompanies an army into battle, he typically rides atop the resplendent War Altar of Sigmar, inspiring the soldiers around him to great acts of heroism as he strikes the followers of evil down with powerful blows and words of divine force. Volkmar is a holy terror on the battlefield, a man who fights with the fury of Sigmar himself. It is said that his soul is forged of steel, and he fights the malign influence of Chaos with every fibre of his being. Campaign bonuses

When Volkmar leads a Grand Campaign, any Flagellant you recruit into his army will gain improvements to their weapon damage and charge bonus stats, and will be cheaper to recruit.

Quests Volkmar may embark on quests to earn his Legendary items. The Jade Griffon provides a passive augment that regenerates Volkmar’s health, while the Staff of Command brings a number of improvements to Volkmar’s combat skills, public order management and post-battle loot income.

Battle prayers Volkmar can unlock three Grand Battle Prayers to utter in combat, improving the offensive and defensive capabilities of himself and those around him.

Unique mount When Volkmar has unlocked his Battle Prayers, he gains access to the War Altar of Sigmar, a resplendent fighting platform replete with a vast bronze Griffon bearing Ghal Maraz.

Unique Skills Volkmar has the unique skills Para Bellum Aeturnus and Heretic Hunter, which improve the abilities of Flagellants and Warrior Priests in both battle and campaign.

- Helman Ghorst Helman Ghorst was once a man, yet that life was ripped from him. The loss of his father and brothers to plague sent Ghorst into an obsessive madness; he began studying the black arts in the hope of returning his lost kin to life. Coming to the attention of Mannfred von Carstein, the Count taught him necromancy, transforming Helman into something beyond the grief-maddened man from Templehof. Now, he is carried through the night on a bone-ridged cart, pulled not by horses, but by the brothers he so desperately wished to save – each a once-handsome farrier restored to a mockery of life, forced to stumble along at the head of their brother’s unloving host.

Campaign bonuses When chosen to lead a Grand Campaign, Helman Ghorst confers a bonus to the casualty replenishment rate of all Vampire Counts armies. In addition, all units in Helman Ghorst’s army gain poison attacks.

Quests Helman may embark upon a quest for The Liber Noctus, a legendary tome which weakens his enemies in battle, and enables him to use special abilities more frequently.

Unique Mount Helman may unlock The Brothers Ghorst Corpse Cart. Drawn by the undead remnants of his brothers, this unique mount vastly improves his weapon strength and damage output.

Unique Spell Awaken from the Grave, Helman’s unique spell, summons a unit of Grave Guard or, when upgraded, a Wight King to fight for him.

Unique Skills Helman has the unique skill Leading from the Front which improves abilities of the plague-bearing Corpse Carts and the phantasmal Mortis Engine.

+ New Lords

- Arch Lector The High Priest of the Cult of Sigmar is the Grand Theogonist, and beneath him are his two Arch Lectors - grim, imposing figures, both on and off the battlefield. It is the duty of Arch Lectors to protect the populace and cast out evil. They epitomise the warrior courage of Sigmar himself, leading from the front where they manifest the power of the gods and inspire whole armies to acts of heroism.

Battle prayers Arch Lectors can learn three Grand Battle Prayers to aid their armies in combat. Hammer of Sigmar improves the Arch Lector’s melee attack skill. Shields of Faith is an area-effect augment for nearby allies, improving their damage resistance. Soulfire is a large area-effect offensive power, causing mass magical damage to enemy units.

- Strigoi Ghoul King The pallid creatures known as Ghoul Kings are in fact once-proud Strigoi Vampires forced into a troglodytic existence. Though all Strigoi descend from the same ancient lineage of Ushoran, they have devolved to become something far fouler and more hate-filled than their brethren. The Ghoul Kings spend their days creeping through the hidden places of the world, but under cover of night, they wreak their vengeance at the head of a shambling army of Undead.

Powerful warriors and spellcasters, Strigoi Ghoul Kings wield a mixed lore combining spells from the Lore of Vampires and the Lore of Death, and may unlock and ride Terrorgheists into battle.

Unique Spell Command of The Unliving, the Strigoi Ghoul King’s unique spell, summons a unit of Crypt Ghouls or, when upgraded, a unit of Crypt Horrors to fight for him in battle.

+ New Units: - Corpse Cart Drawn by shambling zombies, Corpse Carts act like magnets for Dark Magic, drawing their power from the land itself and re-animating the dead around them. Sometimes a Corpse Cart is hung with a great bell, the clapper of which is a fell lodestone of eldritch provenance. When necromantic magic is thick in the air, the bell tolls and ripples of Dark Magic emanate from the Corpse Cart.

As a magical support chariot, the Corpse Cart projects a magical aura known as the Vigor Mortis. This confers regeneration on the corpse cart and raises the melee attack of nearby undead units. With the Balefire upgrade, the Corpse Cart confers an increased chance to miscast on nearby enemy wizards. With the Unholy Lodestone upgrade, the Corpse Cart confers an area-effect regeneration augment on nearby friendly undead units.

- Mortis Engine The remains of Necromancers and Liche Lords are sometimes enshrined within a Mortis Engine, a cage of fused bone surrounded by trappings of grandeur, and borne to war by a host of spirits bound to the infernal device. Heavy with evil magics and painstakingly illuminated, the Blasphemous Tome the Mortis Engine bears has been crafted with such care that their creator's souls have passed into the leaves of human skin that form its pages. These books can be a boon to the twisted practitioners of necromancy.

As a magical support chariot, the Mortis Engine Regenerates hitpoints for itself and nearby friendly undead units, and causes magical damage to nearby enemy units within the same radius. The attendant Blasphemous Tome also increases the owner’s Winds of Magic power reserve. Upon destruction, the Mortis Engine explodes in a cataclysm of arcane energy, causing widespread damage to nearby friends and foes.

- Free Company Militia While state troops form the mainstay of the Empire’s military forces, its armies are often bulked out by ad-hoc regiments of militia who are recruited to fight as and when required. No one can foretell how many will turn up at the muster, or what their fighting quality will be. After all, these irregular troops receive no formal training or discipline.

Free Company Militia are dual-role hybrid troops. Armed with both short-range pistols and swords, the can fight as the situation demands. With the Vanguard Deployment ability, they can be deployed deep in the field.

- Flagellants When battle is joined, bands of crazed Flagellants beat themselves into a frenzy before charging headlong towards the enemy. They throw themselves into the fray without hesitation, against the most hopeless of odds. With howls of doom on their lips and visions of martyrdom in their thoughts, Flagellants fight with wild ferocity, swinging their flails at their enemies and leaving trails of blood and woe in their wake.

Flagellants are both Frenzied and Unbreakable. Their Strength of the Penitent special ability super-charges their fighting skills, conferring enhanced physical resistance and melee defence.

- Knights of The Blazing Sun The Templar order of The Blazing Sun pride themselves on learning the very arts and sciences of war. Resplendent on their armoured mounts, they fight in the name of Myrmidia, the very goddess of warfare. For generations they have fought devoutly for the honour and sanctity of the Empire.

Powerful shock cavalry akin to the famous Reiksguard, the Knights of The Blazing Sun carry glinting shields which blind those wishing to cause them harm. This confers a certain resistance to magical damage. Their righteous zeal also grants them flaming attacks.

+ Regiments of Renown: These are elite units – legendary within the annals of the Old World – whose statistics are much-improved over those of their standard counterparts. They can be unlocked for recruitment when the Lord under your command has attained the sufficient skill level, and are instantly recruited from the special Regiments of Renown recruitment menu into his army. In this respect they differ from standard units, which spend at least one turn in the recruitment queue.

Alongside enhanced stats, each Regiment of Renown also has one or more special abilities its standard-roster counterpart does not.

- Empire: The Tattersouls - Flagellants Increased unit size

This brotherhood of zealots is led by the crazed prophet Gerhard The Worm, who fought alongside Volkmar in the war against The Everchosen. Little remains of his personality now but the raw fervour which drives his men.

Stirland’s Revenge – Free Company Militia Stalk, armour piercing missiles, immune to psychology

A shower of growling ne’er-do-wells, the ragged militia of Stirland’s Revenge are always spoiling for a fight. What they lack in personal hygiene, they more than make up for in their thirst for vengeance against the undead.

Hammer of The Witches – Great Cannon Enhanced physical resistance, shells cause magical damage

A single regiment is all that remains of Fort Oberstyre’s once-formidable batteries. The Hammer of The Witches earned its name in service of the town of Gortansford, tearing The Grey Hag to shreds with hastily-improvised grapeshot-rounds of horseshoes.

Sigmar’s Sons - Swordsmen Unbreakable

Sigmar’s Sons originally served in The Red Masquers, a regiment that fought alongside Volkmar against the Norscans. They are Veteran warriors and merciless killers to a man, fearless in the face of evil.

Silver Bullets – Handgunners Stalk, bullets deal magical damage

Prior to battle, their foul-mouthed quartermaster Curser Brecht hands each of these marksmen a single silver bullet, granting them proof against whatever Sylvania may throw against them. Whether real or imagined, these good-luck charms seem to work…

The Sunmaker – Helstorm Rocket Battery Flaming attacks, Increased number of missiles per volley

The final invention of the scatterbrained Talabheim alchemist Jurgen Bugelstrauss before his untimely demise, The Sunmaker fires specialist phosphoric rockets that burn with a blinding brilliance.

The Templehof Luminark – Luminark of Hysh Encourage, Net of Amyntok

Crafted by Jovi Sunscryer, most experienced of the White Wizards, The lenses of the Templehof Luminark are ground to perfection and offer an unmatched degree of focus.

The Royal Altdorf Gryphites – Demigryphs Cause terror

At the head of the Drakwald Riders, the Royal Altdorf Gryphites are among the finest of The Order’s inner-circle of cavalrymen.

Zintler’s Reiksguard – Reiksguard Vanguard Deployment

Led by the Reiksmarshal Hans Zintler, the long and oft-storied history of this proud order has given them a peerless positional perspective. Masters of the flanking manoeuvre, their enemies find themselves under savage assault before the battle has been joined in earnest.

- Vampire Counts: The Feasters in The Dusk – Crypt Ghouls Stalk, vanguard deployment

Most Crypt Ghouls are only too eager to pound towards their foes for the meal they represent. The Feasters in The Dusk are uncharacteristically measured in their approach, preferring to advance in stealthy fashion before lunging at their prey from the shadows.

The Devils of Shwartzhafen – Vargheists Vanguard Deployment

These once-handsome sons of the Von Carstein dynasty, trapped for long years in the warpstone-tainted caverns below Castle Swartzhafen, bear no trace of their former intellect. Now, they haunt the night at Mannfred’s behest, tearing his opponents to bloody rags.

The Direpack – Dire Wolves Bonus VS large, increased mass and size

Uncommonly ferocious, these grossly muscled fiends eschew smaller targets in favour of foes large enough to satisfy their ravenous appetites.

The Sternsmen – Grave Guard Regeneration

In life, these cursed warriors were the honour guard of Verek The Blade, First Castellan of Sternieste. In death, they fight with an unholy zeal which resists the blows of their foes.

The Tithe – Zombies Increased size and physical resistance

These once-proud fighting men of Sylvania, now reduced to shambling servants of The Midnight Aristocracy, are physically superior to ‘civilian’ zombies in every way

The Chillgheists – Hexwraiths Magical Resistance, slowing aura

Guardians of the Necropolis of Vargravia, The Chillgheists draw power from the cursed land and instil a blasphemous resolve in their cold-hearted brethren.

The Claw of Nagash – Mortis Engine Magical Resistance, slowing aura

It is said that the huge ironbone reliquary of this Mortis Engine contains the withered but still-moving hand of Nagash himself, lending it the unholy power to ward off enemy magics.

Verek’s Reavers – Black Knights Regeneration

Cursed to fight for the Wight King Verek The Blade, these cavalry are seemingly unstoppable, their limbs reattaching and shattered bones remade before their opponents’ startled eyes.

The Konigstein Stalkers – Skeleton Warriors Poison Attacks, improved armour

Even veterans of conflict with the clacking hordes of Sylvania are unprepared for the poisonous onslaught of the Konigstein Stalkers.

- DLC - The King and the Warlord Version 1.6.0 build 13578:

The King & The Warlord is the second Lords Pack for Total War: WARHAMMER. Bolstering the forces of both The Greenskins and The Dwarfs, it introduces famous rival characters, new iconic units and new battle maps from the world of Warhammer Fantasy Battles to your Grand Campaigns and Custom/Multiplayer battles.

Two new Legendary Lords…

…with new quest chains, magic items and skill trees

Two new additional Lord types

Six all-new battlefield units

22 all-new elite Regiments of Renown

The time is nigh for Clan Angrund to reclaim Karak Eight Peaks from the Grobi despoilers! Belegar Ironhammer, clan leader and direct descendant of King Lunn, the last Dwarf to rule the ancestral hold, has inherited a bitter legacy of hatred and resentment. Even now he marshals his throng, making ready to strike out from Karak Izor. With the spirits of his fabled ancestors returned to fight by his side, Belegar will see his oaths fulfilled, and pass into legend himself.

Meanwhile Skarsnik, the self-proclaimed Night-Goblin warlord of Karak Eight Peaks, has taken leave of the hold. On a squig-hunting excursion in the Grey Mountains east of Brettonia, he operates from his base at Karak Azgaraz when word reaches him of Belegar’s intent. Worse still, the tricksy Goblins minding Karak Eight Peaks have taken the hold in defiance of Skarsnik’s iron will. Intolerable, sneaky, mutinous gits!

Two legends, then: both hell-bent on claiming the ancient Dwarf-Hold for themselves. Their destinies entwined, The King and the Warlord must face one another in a final, desperate battle to determine the true ruler of Karak Eight Peaks.

DLC informations:

+ New Legendary Lords: - Belegar Ironhammer, True King of The Eight Peaks Ancestral heir of Karak Eight Peaks, King Belegar has a terrible and glorious destiny to fulfil. He has sworn an oath to reclaim the fallen Dwarf Hold from the Greenskin usurpers, despite the mountainous odds he faces.

Karak Eight Peaks represents more than Belegar’s birthright however. In terms of prestige and wealth it is second only to Karaz-a-Karak itself, and if Belegar can reclaim it in the name of Clan Angrund, he will gain access to the ancestral tombs and the rich trove of ancient and powerful rune-weapons which lies within…

Unique start-position Belegar begins the Grand Campaign with ownership of the walled settlement of Karak Izor in Border Princes territory.

Campaign bonuses When chosen to lead a Grand Campaign, Belegar begins play with the spirits of his Ancestors as his companion Heroes. King Lunn The Ironhammer [Thane], Halkenhaf Stonebeard [Thane], Dramar Hammerfist [Master Engineer] and Throni Ironbrow [Runesmith] are Ethereal Heroes, with all the benefits the Ethereal trait provides.

Belegar gains early access to the new Dwarf Rangers through the Ranger Outpost building. He also has the Siege Attacker trait, enabling him to attack walled cities without building siege equipment first. Until he captures Karak Eight Peaks however, Belegar suffers increased unit upkeep costs to his army.

Quests Belegar may embark on quests to attain his two legendary items, The Shield of Defiance, and the powerful ancestral rune-weapon The Hammer of Angrund.

- Skarsnik, Warlord of The Eight Peaks Skarsnik is the chieftain of the Crooked Moon Tribe, and is widely acknowledged as the most powerful Night Goblin in the World’s Edge Mountains. This reputation was earned through devious machinations, relentless spite, and a wholesale brutality rare even among his pernicious race.

A vicious melee fighter in his own right, what makes him truly formidable is his favoured pet, the Giant Cave Squig Gobbla. The beast’s colossal teeth and voracious appetite make it a horrifying spectacle on the battlefield; to Gobbla, enemy units are as much a perambulating smorgasboard as a physical foe.

Unique start-position Skarsnik begins in Karak Azgaraz in the West Grey Mountains, having left Karak Eight Peaks to go Squig hunting.

Campaign bonuses When chosen to lead a Grand Campaign, Skarsnik begins play with his vicious Giant Cave Squig Gobbla, who never leaves his side, and a Goblin Big Boss hero. Skarsnik also has unique skills which buff Goblin units, bring reduced upkeep costs for Goblin units, and his particularly sneaky nature means his Heroes’ actions cost less and garner greater experience gains.

Skarsnik can only recruit Orcs in Karak Eight Peaks however, which he must first recapture from mutinous elements of his tribe.

Quests Skarsnik may embark upon a quest for his legendary weapon, Skarsnik’s Prodder. This vicious, halberd-style weapon is capable of unleashing an area-affect burst of powerful magic missiles.

+ New Lords

- Runelord Dwarfen Runelords are among the most skilled practitioners of the Runic Arts. As they lead their armies into battle, they call upon the power of these runes to invigorate friendly units and hinder their foes. Runelords also have access to a new mount; at level 6, they may unlock and ride The Anvil of Doom into battle. This unique chariot empowers the Runelord’s runic abilities and increases his damage resistance.

- Night Goblin Warboss Spiteful, conniving and capricious, Night Goblin Warbosses can unlock unique skills which enhance the capabilities of Goblin, Night Goblin and Squig units, and imbue their entire army with poison attacks. At level 12, they can be mounted on Great Cave Squigs, providing the Warboss with greater damage resistance, speed and attack power.

+ New units: - Crooked Moon Squig herd War beasts, Anti-infantry, Vanguard Deployment

Found in the caves deep beneath the World’s Edge Mountains, Squigs are improbable beasts. Part fungus and part flesh with spheroid bodies and a hopping gait, one might view them from a distance as comical. In close proximity however, they are anything but. As their beady eyes fasten on a target, they bound forward pell-mell, opening their gaping maws to reveal row upon row of dagger-like teeth. Prodded into battle by their Night Goblin herders, they make a swift and vicious anti-infantry force.

Night Goblin Squig Hoppers Cavalry, anti-infantry, Vanguard Deployment, Poison Attacks

It takes a particularly unhinged individual to leap atop a Squig and ride it into battle. Fortunately, this is a defining characteristic of Night Goblins. Goaded onward by their squawking, cackling riders, such Squigs are driven at breakneck speed – swifter than their unsaddled counterparts – and consequently strike with renewed ferocity.

Nasty Skulkers Sneaky infantry, Vanguard Deployment, Stalk, Armour Piercing

Nobody skulks like a Goblin, and the Nasty Skulkers are the very skulkiest. Armed with razor-sharp daggers, they sneak deep into the field before a battle and lie in wait. When the time is right, they leap out and strike, causing lethal armour piercing damage before scurrying away under a confounding cloud of smoke. It’s all too easy to dismiss the average goblin as a spineless wretch, but when a Nasty Skulker springs from nowhere to land on your shoulders, it’s enough to challenge your assumptions… should you survive the encounter.

- Clan Angrund Rangers [upgradeable with Great Weapons] Ranged/melee, fast, Vanguard Deployment, can Stalk

The long-range eyes and ears of a Dwarf Throng, Rangers are accustomed to operating alone, often deep in enemy territory. Expert crossbowmen, they make superb ambushers – waiting patiently for the enemy to manoeuvre into their firing lines before letting fly with a cloud of thudding bolts. Should the enemy draw close, they are well-drilled melee combatants too, especially when armed with Great Weapons.

Bugman’s Rangers Ranged/melee, fast, Vanguard Deployment, can Stalk

Eternal vengeance-seekers for the destruction of their master’s fabled brewery, these veteran warriors often arrive unannounced before a battle to bear grim tidings, before joining the Throng for the fight ahead. They are peerless Rangers in their own right, though the unit never travels without the fortifying power of Bugman’s most potent brews. Such liquid fortification can transform their fighting abilities.

Bolt Thrower Field artillery, armour-piercing

Tried and true, many clans still employ the Bolt Thrower, a war machine the Dwarfs have used since the days of the Ancestor Gods. Essentially oversized crossbows, they are accurate and reliable, hurling massive, razor-sharp bolts capable of piercing even the toughest armour.

+ New Unique building Chain: The settlement of Karak Eight Peaks offers a unique Karak Eight Peaks building chain, the benefits of which differ depending on whether it is captured by Clan Angrund or The Crooked Moon Tribe.

If built by Clan Angrund, the benefits are as follows:

Level 1 focuses on making Karak Eight Peaks more defensible, giving unit stat bonuses when under siege. Level 2 focuses on rebuilding the Karak, giving large public order bonuses, unit experience for various units and reductions in corruption. Level 3 marks the recovery of the Ancestor Tombs, and supplies Ancestor Weapons for military units in nearby provinces, imbuing them with magical attacks. Level 3 also ramps up unit experience and public order bonuses.

If built by The Crooked Moon Tribe, the benefits are as follows:

Level 1 focuses on making Karak Eight Peaks unassailable, as The Tribe expects Clan Angrund to attempt to retake it. This confers a massive siege holdout time bonus and zero attrition suffered during sieges. Level 2 confers Obedience bonuses to the region and enhances unit experience for Goblins. Level 3 gives starting-level bonus experience to heroes, global experience gains for all units and reduces Dwarf morale in surrounding regions.

+ New Dwarf Building Chain: Ranger Outpost [T1] -> Ranger Barracks [T3] The Ranger chain initially provides recruitment of crossbow-wielding rangers, and later, Rangers armed with Great Weapons, and the elite Bugman’s Rangers.

New Dwarf Techs Vanguard Proficiency: improves melee defence and speed for Ranger units

Rat Poison: reduces factionwide corruption, improves income from mines and quarries, and keeps fabled ‘man-sized rats’ at bay.

+ New Greenskin Building: Squig Cages [T3] The new Squig Cages building enables recruitment of Squig Herds and Night Goblin Squig Hoppers.

New techs Squig Ridin’: in concert with the Squig Cages building, unlocks recruitment of Night Goblin Squig Hoppers.

+ Regiments of Renown: These are elite units – legendary within the annals of the Old World – whose statistics are much-improved over those of their standard counterparts. They can be unlocked for recruitment when the Lord under your command has attained the sufficient skill level, and are instantly recruited from the special Regiments of Renown recruitment menu into his army. In this respect they differ from standard units, which spend at least one turn in the recruitment queue.

Alongside enhanced stats and top-tier [level 9] veterancy, each Regiment of Renown also has one or more special abilities its standard-roster counterpart does not.

- Dwarfs Ulthuar’s Rangers [Rangers w/Great Weapons] Decreases enemy missile deflection and resistance

Peak Gate Guard [Hammerers] Magic attacks, Immune To Psychology, Sunder Armour

Gob-Lobber [Grudge Thrower] Enhanced Morale, reduces target Morale on impact, screaming Goblin ammo

Skyhammer [Gyrobomber] multiple bombs per drop

Ekrund Miners [Miners w/Blasting Charges] Frenzy, increased Blasting Charge ammo

Warriors of Dragonfire Pass [Dwarf Warriors] Anti-infantry, Flaming Attacks

The Skolder Guard [Irondrakes] Armour Piercing projectiles, Physical Resistance

Norgrimling’s Ironbreakers [Ironbreakers] Vanguard Deployment, Immune To Psychology, increased unit size

Dragonback Slayers [Slayers] Charge Defence, Physical Resistance, Fire Resistance, reduces targets speed, increases target flammability

The Old Grumblers [Longbeards w/Great Weapons] AOE ally Fatigue augment

- Greenskins Da Rusty Arrers [Night Goblin Archers] Armour sundering ranged attacks, Poison melee attacks

Moon-Howlers [Goblin Wolf Riders] Fear

Deff Creepers [Goblin Spider Riders] Regeneration, Stalk

Teef Robbers [Goblin Wolf Chariot] Vanguard Deployment, Hide In Forest

Morgrub’s Mangy Marauders [Goblin Wolf Archers] Immune to psychology, Armour-piercing projectiles

Hammer Of Gork [Goblin Rock Lobber] Debuff to target’s Missile Accuracy Melee Defence and Melee Attack, Poison Attacks]

Durkit’s Squigs [Night Goblin Squig Hoppers] Missile Resistance

Da Eight Peaks Loonies [Nigh Goblin Fanatics] Unbreakable, Dwarf-on-a-chain!

Broken Tusks Mob [Orc Boar Boy Big ‘Uns] Armoured, Encourage

Krimson Killerz [Black Orcs] Anti-Infantry, dual-wielding Great Weapons, AOE attacks

Da Warlord’s Boyz [Night Goblins] Immune To Psychology, Sunder Armour

Venom Arachnarok Queen [Arachnarok Spider] Can summon spider hatchlings unit to battle.

- DLC - Realm of The Wood Elves Version 1.6.0 build 13578:

New Wood Elves Race in the Grand Campaign New additional Race-specific currency: Amber Wonder-based Campaign victory condition Wood Elves may conquer any region on the map Two New Playable Legendary Lords: Orion and Durthu Two new Lord types with deep-specialisation skill trees Three new Hero types with deep-specialisation skill trees Comprehensive Wood Elves army roster Adds an additional campaign map to the game with the unique ‘Season of Revelations’ Wood Elves story Campaign New Unique Monsters, Heroes, Magic and Game Features

To outsiders, the forest realm of Athel Loren is a brooding and malicious place. The creak and groan of living wood echoes from its dim interior, the canopy seems to absorb all light, and half-seen spirits dart between the twilit bowers. To enter is to place your fate in their hands.

Within dwell the Asrai, the Wood Elves. Though they hail originally from Ulthuan to the west as all Elves do, they spurn the sanctimonious arrogance of the Asur, the High Elves, and the murderous decadence of the Druchii or Dark Elves. The Asrai consider themselves to be the only true Elves left in the world, as they embrace all aspects of their nature – both light and dark – and for thousands of years, they have lived in harmony with the sentient forest.

The Asrai share the wilds of Athel Loren with its spirits and protectors: the Dryads, Branchwraiths and the ancient guardian Treemen. They adopt its steeds, hawks and Great Eagles for their warhosts, and even rare Forest Dragons may deign to join them when the need is dire. Peerless archers and riders, the Wood Elves pay fealty to the demigod Orion, who dies in flame each midwinter, only to be reborn into thunderous life in spring beneath The Oak of Ages.

Wild, lithe, and utterly ruthless in defence of their land, only a fool would goad the Wood Elves and their spirited allies to conflict. For those who witness the awesome spectacle of an Asrai host marching out of the woodlands on a Wild Hunt, it is likely the last thing they will ever see.

DLC informations:

+ Campaign playstyle: The Wood Elves campaign offers a uniquely different campaign experience to the other playable races of Total War: WARHAMMER. Their major infrastructure is housed in the Wood Elf settlements of Athel Loren, though they are capable of expanding outwards, capturing settlements and building limited outposts, known as Asrai Lookouts, in their stead. The heart of the campaign is The Great Oak, a unique 5-tier building related to the new Wonder victory condition.

In battle, the Wood Elves are swift and deadly, fielding many ‘glass cannon’ style units. While less physically robust than most other races, and with smaller unit sizes, they make up for this with excellent melee and ranged capabilities. They field some of the best archers in the game, many of whom can move and fire, and may later be upgraded with a range of specialised ammunition. They are often accompanied in battle by the woodland kin of Athel Loren, such as Dryads, Eagles and Treemen. Their spellcasters wield the Lores of Life, Beasts and Shadows.

New Story Campaign: The Season of Revelation

Set across a beautiful and highly-detailed campaign map of Athel Loren and the surrounding Duchies of Breton, The Season of Revelation is playable as either Durthu or Orion, the Wood Elves’ two Legendary Lords. This campaign tasks the player with uniting Athel Loren in the face of Bretonnian incursions and, later, from a series of fearsome, climactic attacks by the Beastman warlord Morghur, and his corrupted bray-herds.

+ The Oak of Ages:

The vast, ancient bowers of The Oak of Ages mark the spiritual heart of Athel Loren and the source of its sacred power.

In the Grand Campaign, The Oak of Ages is a unique 5-tier Wonder building sited in Athel Loren which the player must grow over the course of the campaign. As the Wood Elf player advances it to each new tier, they will receive increasing bonuses to their campaign.

Growing The Oak to tier 5 initiates The Battle of The Great Oak, a climactic multi-stage assault on Athel Loren’s spiritual centre by the combined and massed hordes of the Beastmen and Chaos Warriors. Victory [or survival!] marks the completion of the Wood Elves’ key campaign objective.

New additional currency: Amber

Alongside Gold, the Wood Elves require Amber to recruit certain elite units, to unlock certain technologies, and to expand the Oak of Ages. This is a finite resource in the world however, and can only be gained by capturing settlements and setting up Asrai Lookouts.

As Amber is limited, this presents the player with a constant choice over whether it should be spent on faction development, military might or achieving their key victory condition.

+ Wood Elf Settlements and Outposts: The Wood Elves are capable of capturing any province in The Old World, regardless of its race origin. However, these settlement locations can only ever house Asrai Lookouts with very limited building options, turning them into army replenishment stops, recruitment stations [with access to the global recruitment pool but at local recruitment pricing], or as centres to exploit any regional trade resources. Major building chains will need to be built in the regions of Athel Loren itself, the only true home of the Wood Elves. Settlements in Athel Loren have 10 building slots, providing space to explore the Wood Elves’ extensive building trees.

+ Wood Elves infrastructure: The Wood Elves have unique tech trees and buildings, and as a highly developed and somewhat aristocratic race, the Wood Elf Council presides over matters social and military.

This Council has a number of Offices to which characters may be appointed, and is subtly connected to the Wood Elves’ infrastructure. Certain buildings unlock Offices for example: if the Wild Heath building is unlocked in the tech tree, it can be built in a settlement, thereby unlocking the Herald Of The Hunt office. If one of the player’s Lords is appointed to this role, he will periodically call a Wild Hunt. This gives the Herald and his army a series of very significant bonuses for the turns in which the Wild Hunt event is active, heightening their marshal prowess and encouraging aggressive actions. Players are advised to explore these interconnections in order to get the most out of their Wood Elf campaigns.

The two Wood Elves legendary Lords, Orion and Durthu, both have Offices to which only they can be appointed, providing them with further campaign bonuses.

+ New Legendary Lords: A Wood Elves Grand Campaign may be led by one of two Legendary Lords: the demigod Orion, The King in The Woods, or the ancient Treeman, Durthu. Each begins play in a different starting position, controlling a different Athel Loren faction, and bring their own suite of campaign bonuses.

- Orion The King in The Woods Orion is the immortal demigod-king of Athel Loren and the Wood Elves. When his realm is threatened, he is the first to take up arms and fight in its defence. Every Elf feels the lure of their king’s wild summons, and many are overcome by their primal urges, abandoning civilised concerns and for the thrill of the hunt, and the heady tang of blood upon the wind.

Orion is a powerful melee warrior who also can deal sizeable ranged damage with his long-range spear attacks. He also has two unique area-effect abilities: Hounds of Orion, a magical vortex, and Hawk’s Talon, a magical bombardment. These attacks are bound to Orion and do not consume Winds of Magic.

Orion has two combat skill trees, two battle skill trees, and a campaign skill tree. This great range of skills, many of which are unique, allows him to specialise as he levels up. In particular, he can bring numerous improvements to the many bow units in the Wood Elves roster. When recruiting forces, Orion must pay an extra cost in Amber to hire woodland spirit units.

- Durthu Most ancient of the might Treemen of Athel Loren, Durthu was once a benevolent creature who found joy in the weave of forest life. It was he who first bound the spirits of the woodlands to the fate of the Asrai. And for a time, things existed in balance and harmony.

After many bloody incursions into Athel Loren however, with countless tress felled by outsiders for fuel, or merely out of spite, Durthu has become embittered. Worse still, he believes the Wood Elves themselves invited many of these calamities. Now, he does not consider them friends: merely allies in a common cause.

In the grand Campaign, Durthu leads the woodland spirits of the region of Argwylon in Athel Loren. When recruiting forces, he must pay an extra cost in Amber to hire Wood Elf units. A powerful warrior and spellcaster, Durthu also wields the Lore of Beasts, and may summon Manticores into the thick of battle using The Transformation of Kadon.

+ New Lords: Wood Elves armies may recruit two new types of Lord to command their armies: Glade lords and Treemen.

- Glade Lords The Highborn lords and ladies of Athel Loren have ruled the Wood Elves for millennia, and when the race goes to war, it is these nobles that direct their forces. Powerful warriors and excellent archers, they have two personal combat skill trees, each of which brings improvements to their archery and melee abilities. Likewise, their Battle trees augment their armies along two different paths – mell and ranged. They may also unlock three mount options as they level up: the Elven Steed, Great Eagle, and Forest Dragon.

- Ancient Treemen Ancient Treemen are colossal in stature. Revered by Elf and forest-creature alike, their strength rivals that of even the dragons of the deep glades. The true guardians of the forest, these mighty woodland spirits are Spellcaster lords who wield the Lore of Beasts. While they have no mount options [there are few creatures in the world big enough to accommodate them], they have unique skills which grant increasing protection to all Tree Kin units in their armies.

+ Heroes: Wood Elves armies may recruit three new types of Hero units to support their armies and perform Campaign Map actions. Each offers strong specialisation paths via their skill trees.

- Spellsingers [Mage focus] Wood Elf mages have a unique relationship with Athel Loren. Connected to the deeper intelligence of the forest, they are highly attuned beings, sharing a bond with their surroundings in much the same way the Dryads, sprites and Treemen do. Spellsingers may be recruited to wield the Lores of Life, Shadow and Beasts.

- Branchwraiths [Melee/Mage focus] Eldest of the Dryads, Branchwraith serve as handmaidens to the ancients of Athel Loren. Before the coming of the Elves, it was they who ruled the forest and tamed the Winds of Magic to bring sustenance to the wild woodlands. There is no love lost between Branchwraiths and the Asrai, though the uneasy peace continues, and these skilled practitioners of The Lore of Life can be found in many Wood Elf warhosts, casting spells in the thick of battle one minute, striking down foes with their powerful limbs the next.

- Waystalkers [Spy, Ranged focus] The most skilled marksmen of the Waywatchers, Waystalkers are obsessed with The Hunt. Taciturn, solitary individuals, they show a dedication to their path that puts them in closer touch with the forest than their Elven kin. Expert snipers, they can move – and even remain hidden – while firing, singling out targets for the kill with a ruthless precision that no other archer can match.

+ Unit roster: The Wood Elves roster contains many skilled archer units. When certain structures have been built, Glade Guard, Deepwood Scouts and Glade Riders may be recruited to fire three specialised ammunition types:

Starfire shafts [Fire damage] Hagbane Tips [Poison damage] Swift Silver Shards [Magical damage]

- Melee Infantry Eternal Guard Eternal Guard [shields]

Wardancers Wardancers [Asrai spears]

Wildwood Rangers

- Ranged infantry Glade Guard Glade Guard [Starfire Shafts] Glade Guard [Hagbane Tips]

Deepwood Scouts Deepwood Scouts [Swift Shiver Shafts]

Waywatchers

- Melee Cavalry Wild Riders Wild Riders [shields]

- Ranged cavalry Glade Riders Glade Riders [Hagbane Tips]

Hawk Riders [flying]

- Magical cavalry Sisters of The Thorn [may cast bound spells]

- Woodland Spirit units Dryads Treekin Treeman

- Monstrous Units Great Eagle [flying] Forest Dragon [flying]

- DLC - Grombrindal The White Dwarf Version 1.6.0 build 13578:

Grombrindal is now available as a Legendary Lord in Total War: WARHAMMER, taking his place alongside Thorgrim and Ungrim as a leader of Dwarfen campaigns!

Grombrindal: The White Dwarf Grombrindal, The White Dwarf himself, is a hero from the time of legends. Rumours abound as to his true identity. Some say he is the living incarnation of Snorri Longbeard himself; others that he was betrothed to the goddess Valaya, protector and bestower of magical resistance. Either way, he is a powerful living symbol of hope and pride for the Dwarfs and, in times of dire need, he may appear in the flesh to help the Dawi through their tribulations.

Unique quests Like all Legendary Lords, Grombrindal unlocks a series of unique quests as he levels up, each of which rewards him with his legendary wargear. Grombrindal has no less than four quest-chains, bestowing him with the Rune Helm of Zhufbar, the Armour of Glimril Scales, the Rune Cloak of Valaya, and the Rune Axe of Grimnir. Thus clad, he is a formidable force of the battlefield.

Traits and abilities Grombrindal has a number of traits and abilities which make him a unique Legendary Lord.

Grombrindal can assume the aspect and attendant benefits of one of the illustrious Dwarf deities, Grimnir, Valaya and Grungni, through his unique Living Ancestor dilemma The greatest campaign reinforcement range of any Lord Increased Underway evasion chance His unique battle ability, ‘Grimnir Has no Fear’, is an augment which bestows increased melee attack, melee defence, vigour and the Unbreakable trait. His unique battle ability ‘Flash Bomb’ temporarily blinds enemies and slows their advance.

- DLC - Wurrzag Version 1.6.0 build 13578:

Get Wurrzag Wurrzag is a Free Legendary Lord for Total War: WARHAMMER, introducing a new character to start your campaign or multiplayer games with.

This latest free content launches on the 20th Oct at the same time as the Total War: WARHAMMER – The King & The Warlord DLC. Check back on this page then and then click the Download button to get Wurrzag for your game for free.

Once downloaded, you may start a new Grand Campaign as the Bloody Handz tribe, led by Wurrzag.

Wurrzag Da Great Green Prophet Wizards are widely considered to be touched by the divine, which is unsurprising when one considers the maelstrom of forces they routinely channel. In this regard however, the Savage Orc Shaman Wurrzag is in a league of his own.

The greatest herald of Gork and Mork, he appears in battle as a gyrating lunatic, actively seeking out the heart of the conflict where wizards normally fear to tread. Indeed, when Wurrzag is present, those gifted in the magical arts are advised to steer a wide berth, as magical mishaps are rumoured to befall those nearby.

He inspires his Savage Orc cohorts with a brutal battle-fervour, driving them to ever-greater acts of ferocity, and supporting them further with spells and incantations as he races around the field atop his fearsome War Boar Spleenrippa.

Unique quests Like all Legendary Lords, Wurrzag unlocks a series of unique quest-chains as he levels up. Each rewards him with his legendary wargear, transforming his abilities in Battle and Campaign. Wurrzag has three quest-chains, bestowing him with The Baleful Mask, The Bonewood Staff and his Squiggly Beast.

Traits, skills and abilities Wurrzag has a number of further effects which make him a unique Legendary Lord.

When unlocked, his skill Da Fury of Da Prophet! Imbues his entire army with magical attacks. Wurrzag can unlock his own personal mount, the War Boar Spleenrippa. All Savage Orc units in Wurrzag’s army receive bonuses to their physical resistance and charge bonus statistics. All Savage Orcs under Wurrzag enjoy a major reduction to their usual upkeep costs. Opposing wizards in close vicinity to Wurrzag suffer a major increase to their chance of miscasting. Wurrzag carries Da Effagee of Da Git, a ragged doll which he pricks with needles to pin enemy characters in place on the battlefield. Wurrzag’s War Paint grants him extra physical resistance.

This content pack also includes an update to the Chaos Warriors army roster in the shape of three new units: Feral Manticores, Marauder Horsemasters and Aspiring Champions.

- DLC - Jade Wizard Version 1.6.0 build 13578:

Jade Wizard Practitioners of The Jade Order study Ghyran, the Lore of Life. Powerful healers, they travel the Empire offering their services to civilians and armies alike.

Spells Lifebloom [Augment] Replenishes hit points of friendly combatants map-wide whenever a Life spell is cast

Awakening of The Wood [Explosion] Magical damage, large explosion area, reduces target’s speed

Flesh To Stone [Augment] Improves armour of friendly targets

Shield of Thorns [Augment] Area-effect, improves missile parry and weapon damage of friendly combatants

Regrowth [Augment] Replenishes hit-points of friendly target combatants & Physical Resistance

Earth Blood [Augment] Area effect, replenishes hit-points of friendly combatants

The Dwellers Below [Direct Damage] Large explosion area, strong vs multiple combatants, reduces target speed, severe damage, chance to resist

- DLC - Grey Wizard Version 1.6.0 build 13578:

Grey Wizard Disciples of the College of The Grey Order, Grey Wizards study Ulgu, The Lore of Shadows. It is an illusive Lore that twists the minds of its targets.

Spells

Smoke & Mirrors [Augment] Map wide speed boost for friendly troops

Melkoth’s Mystifying Miasma [Direct Damage] Strong vs multiple combatants, slows movement speed

The Enfeebling Foe [Hex] Reduces target’s melee attack and melee defence

The Withering: [Hex] Reduces target’s armour and leadership

The Penumbral Pendulum [Direct damage – wind] Magical damage, large area of effect, strong vs multiple units

Pit of Shades [Vortex] Magical damage, large explosion area, strong vs multiple units, disrupts units

Okkam’s Mindrazor [Augment] Imbues bonus magical damage and bonus armour-piercing damage RuaConHamAn thích bài này.

ZzRaizZ Persian PrinceGVN Veteran

Tham gia ngày: 13/11/09 Bài viết: 3,683 cho mình hỏi down bản napoleon ở trên thì có cách nào chuyển sang tiếng anh được không ? toàn tiếng nga ko biết gì :[

Aomari0 Mega ManGVN Veteran

Tham gia ngày: 2/10/11 Bài viết: 3,365 - DLC - Isabella von Carstein Version 1.6.0 build 13578:


Isabella Von Carstein In life, the daughter of Sylvania’s mad count Otto Von Drak was much like any other of her noble counterparts: vain, immoral and selfish. Upon her father’s death, the first and greatest of the Vampire counts, Vlad Von Carstein, seized the reigns of the province, and was duly married to Isabella. She was soon drawn to Vlad’s intense charisma, and he in turn came to rely upon her unquestioning support and devotion absolutely; what began as a marriage of convenience transformed into a partnership of legend. As she lay dying from a wasting disease, Vlad granted her the Blood Kiss, and she joined him in eternal undeath. Now, Isabella is a powerful Vampire in her own right, and may be seen stalking the front lines bearing the Blood Chalice of Bathori. When she joins Vlad on the same battlefield, their combat prowess is multiplied, each standing shoulder to shoulder with their beloved in death! Beginning play with ownership of Western Sylvania, Isabella may now be chosen to command a Grand Campaign as the leader of the Von Carstein family. In addition, Vlad has been removed from the Vampire Counts faction select screen, and may now also be chosen to lead a Von Carstein campaign.

Living legend: Isabella inspires Vampire Heroes in her retinue to unholy feats of combat prowess. Any Vampire Heroes in her retinue gain bonuses to their Melee Attack, Melee Defence and Weapon Damage statistics. Isabella can also field more Vampire heroes than any other Lord. Undying Love: Invigorated by each other’s presence, Isabella and Vlad gain bonuses to their melee attack and melee defence characteristics when they appear on the same battlefield. Quest Chain: Isabella may embark on a quest to attain the Blood Chalice of Bathori, her unique wargear item. In battle, this improves the weapon damage and regeneration of nearby allies. Loremaster: as a powerful Vampire Lord in her own right, Isabella wields the Lore of Vampires. Unholy handmaidens: Isabella begins play accompanied by two Vampire Heroes.

- DLC - Bretonnia Version 1.6.0 build 13578:


Total War: WARHAMMER – The Kingdom of Bretonnia

New playable race for Grand Campaign, with expanded roster for custom and multiplayer battles

Free download for all existing Total War: WARHAMMER [including Old World Edition] owners Embark on campaigns as three new Legendary Lords: Louen Leoncoeur [Bretonnia], Alberic [Bordeleaux], and The Fay Enchantress [Carcassonne] Chivalry, Peasant Economy and Knightly Vows impart the flavour of the Bretonnian race through meaningful new gameplay mechanics Summon the legendary Green Knight when the need is dire Comprehensive new Bretonnian army roster Errantry Wars endgame objective pits you against your foes in cataclysmic battle

Description In the mists of times past, the regions between the Great Ocean and The Grey Mountains were secured by Gilles le Breton, and Bretonnia was founded. Now ruled by the mighty warrior-king Louen Leoncoeur, Bretonnia is administered across a number of dukedoms. Bretonnian society revolves around a deeply ingrained code of chivalry, and her people offer fealty to their Goddess, The Lady of The Lake. It is said that a Knight who distinguishes himself through honourable deeds may earn her blessing. It is also an archaic, feudal society, where the peasantry till the soil in return for the protection of the nobles, thereby funding Bretonnia’s military. Each stratum of society has its vows and responsibilities. The Peasant’s Duty is to sacrifice nine-tenths of his earnings to his liege; in this way, the various knightly orders are kept in the manner to which they are accustomed. And while a younger Knight Errant may appear brash and dismissive to the serfs, he soon learns to adopt a more solemn and honourable bearing, befitting his sacred role as a protector of the realm. These orders form the heart of Bretonnia’s armies, and rise in seniority from the Knights Errant, to the Knights of The Realm, the Questing Knights, the Pegasus Knights and the Grail Knights themselves – revered as living saints and often accompanied in battle by mobs of zealous Battle Pilgrims. The rest of the army is composed of levy bowmen, men-at-arms, mounted yeomen and huge, peasant-manned field trebuchets. Bretonnia may be resistant to change, but the changing face of The Old World will not let them sit idle. To the east, the wild woodlands of Athel Loren are awakening. Vile Greenskins infest the nearby Grey Mountains, offering a palpable nearby threat. And Bretonnia’s northern coast is vulnerable to the seaborne menace from the ice-rimed marches of Norsca. Can the noble knights of Bretonnia rise to meet such recklessly destructive challenges? - The Kingdom of Chivalry A Bretonnia campaign offers a uniquely different experience to the other playable races of Total War: WARHAMMER. Much of your success is built around how chivalrous your actions are – it’s a factor which can have a major effect on your kingdom, both internally and externally. Your level of chivalry is tracked via a meter at the top of the campaign interface. As you perform certain actions, such as winning heroic victories in battle and completing quest chains, your chivalry rises, bringing with it benefits such as higher control [keeping your peasant population content and pliant], bonus unit experience and a reduction in corruption. Other actions, such as warring with other Bretonnian factions and sacking settlements, can reduce your chivalry. Low chivalry levels bring negative factors to your campaign, such as reduced Control and army Leadership. In extremis, this can contribute to rebellions across your provinces. Maintaining a high level of chivalry is also important for your overall campaign success. As your campaign progresses and your chivalry reaches a certain threshold, you’ll be presented with a dilemma that leads to The Errantry War – a climactic endgame battle built around Bretonnian lore. And of course, the legendary Green Knight will never appear for an unchivalrous leader… - The Green Knight A fabled figure of folklore, The Green Knight is the sacred protector of Bretonnia and the traditional nemesis of Questing Knights, challenging them to duels so that they may prove their worth to The Lady of The Lake. Bedecked in ivy-covered armour and brandishing The Dolorous Blade, he issues his challenge with the immortal words “None shall pass!” A suitably chivalrous Legendary Lord may call upon the aid of The Green Knight temporarily, and only a limited number of times during a campaign. He appears as a Legendary Hero character with preset skills and abilities, and is always mounted on his spirit-charger Shadowsteed. - The Blessing Of The Lady At the time of Bretonnia’s founding, it is said the The Lady of The Lake arose from the waters before Giles le Breton and his knights on the dawn of a great battle. Holding aloft her mythical grail, she blessed the assembled warriors, restoring Giles’ bloodied and tattered banner and invigorating the men for the coming conflict. They rode out and slew a great Greenskin horde that day, saving the province of Bordeleaux from ruin. Returning to the lake, Giles and his companions swore to serve her always, and to protect Bretonnia forever from such evils. Even today, The Lady will reward those who act with the greatest valour against the most terrible odds. Any Lord and his attendant army who achieve a Heroic Victory in battle will receive The Blessing of The Lady, and will thenceforth receive a Ward Save for future battles. If a unit routs in subsequent battles, it will lose the Blessing for the remainder of the fight, and if the army refuses a battle – choosing to retreat from an attack on the campaign map for example – the army will lose the Blessing. Certain high-tier units, such as Grail Knights, will have the Blessing as a unit trait by default. - Peasant Economy Peasants form the backbone of Bretonnia’s economy, toiling in the fields, workshops and mines to provide food, material and income, and supporting knights in battle as a militia. Each region of the map owned contributes a set amount of peasants to your total, your capital providing the most. However, a Bretonnian Lord must balance this human resource carefully… with too many peasants committed to the armed forces, there will be fewer available for agricultural labour and the vital income it brings. You may choose to focus your construction more towards industry rather than farming, thereby lessening the impact of hiring many peasants into your armed forces, though the income from industry is generally lower than that of agriculture. Technologies can significantly improve your industrial income however. + New Legendary Lords Louen Leoncoeur [Bretonnia] Since his coronation, The King of Bretonnia has proven himself time and again, both as a just and wise ruler, and like a warrior-king of old, leading from the front in the cauldron of battle. He has always attacked the enemies of Bretonnia with a fiery wrath and determination, yet never have his actions been anything other than chivalrous and honourable. Louen Leoncoeur is a melee-focused Lord with access to a Barded Warhorse, Royal Pegasus, and Beaquis the legendary Hippogryph as mount options. The Fay Enchantress [Carcassonne] A figure of awe and inspiration, The Fay Enchantress is the personal representative of The Lady of The Lake, and is such is the most influential figure in all of Bretonnia. Her will is that of the goddess, and even kings of Bretonnia must bow to her wise council. The Fay Enchantress is a spellcaster wielding the Lore of Life, and may be mounted on her unicorn, Silvaron. Alberic [Bordeleaux] Duke Alberic of Bordelaux displays levels of courage and determination rare in mortal men. Moreover, he expects no less from his attendant knights, and should they fail to meet his exacting standards, they face summary dismissal. This leaves the duke with a somewhat compact, though legendarily talented household guard. Alberic is a melee-focused Lord with access to a Barded Warhorse, Royal Pegasus and Hippogryph as mount options. + New Lords Bretonnian armies are led by Lords or Prophetesses, either of whom may be recruited from the Lords pool. Prophetesses are powerful spellcasters, wielding the Lores of Beasts, Heavens or Life. Lords and prophetesses have a number of skills unique to their race. The most notable of these are the Knight’s Vow, the Questing Vow and the Grail Vow. When taken, these vows bring major upkeep reduction for the various knightly orders in the Lord’s army. + New Heroes Paladin Knights who have surpassed themselves through deeds of great valour and chivalry may become Paladins. These hardened heroes are famed throughout the dukedoms, and are worth a hundred lesser men on the field of battle, swooping into the heart of a struggle atop their swift Pegasus mounts. Damsel As youths, those who display an aptitude for the magical arts are visited by The Fay Enchantress, who then accompanies them on a quest to the Otherworld to awaken their true potential. Those who return become pure devotees of The Lady of The Lake, and their wisdom finds many uses in the kingdom, both as visionary advisors to Dukes and Kings, and as powerful battle-mages. Damsels may be recruited to wield the Lores of Beasts, Heaven or Life. + Unit roster The Bretonnia unit roster is built around a core of powerful mounted knights, supported by peasant melee and ranged infantry, inexpensive yeoman cavalry, field trebuchets, religious zealots and puissant icons of The Lady. - Melee Infantry Peasant Mob Foot Squires Spearmen-at-arms Spearmen-At-Arms[Shields] Men at arms Men-At-Arms [Shields] Men-At-Arms [Polearms] Grail Reliquae Battle Pilgrims - Ranged infantry Peasant Bowmen Peasant Bowmen [Fire Arrows] Peasant Bowmen [Pox Arrows] - Melee Cavalry Mounted Yeomen Knights Errant Knights Of The Realm Questing Knights Grail Knights Grail Guardians - Ranged cavalry Mounted Yeomen Archers - Flying Cavalry Pegasus Knights Royal Pegasus Knights Royal Hippogryph Knights - Artillery Field Trebuchet Blessed Field Trebuchet


- DLC - Skulls For The Skull Throne - Krell Version ?.?.? build ?????:
//twitter.com/totalwar/status/888083133802917892/video/1 To celebrate, we’re unleashing an old friend. Former champion of the Blood God himself, Krell the Lord of Undeath finally joins Heinrich Kemmler’s side. This hulking melee specialist will cut a bloody swathe through the ranks of Kemmler’s enemies, but be warned; the ruinous powers of Chaos are not easily controlled, and Heinrich must focus his necrotic powers to keep him fighting. Heinrich Kemmler will be able to summon Krell in single player and multiplayer battles as a unique ability unavailable to other Vampire Count lords and heroes. - DLC - Norsca Version ?.?.? build ?????:

Total War: WARHAMMER – Norsca

Conquer the Old World as the marauding tribes of Norsca and Wintertooth Two new Legendary Lords: Wulfrik the Wanderer and Throgg Recruit Norscan Lords with deep-specialisation skill trees Recruit three new Hero types with deep-specialisation skill trees Entreat the dark gods for mighty rewards! Hunt the mightiest monsters of the Old World and tame them to your cause Massive new roster with unique monstrous units including War Mammoths and Frost-Wyrms Slow your foes with the chilling Frostbite combat ability
  • Tear through your enemies with new Rage and Berserk abilities Description In the far north, between the Chaos Wastes and the Sea of Claws, lies Norsca. A barren, inhospitable peninsula in the far north of the Old World, it is home to ferocious tribes of warriors, hardened by the relentless blizzards, the barren icy tundra and the monstrous denizens of this accursed land. Fanatical servants of the dark gods, they will stop at nothing to prove their primal might, in a relentless hunt for worthy foes and fresh raiding grounds. Playstyle A Norscan campaign is one of relentless pillage and ruination. Their principle sources of income are raiding and sacking. This lends itself to a very mobile and combative playstyle – always keeping your armies on the move and often in contention with other factions. Razing settlements enables you to erect monoliths to the dark gods of Norsca… and the gods always reward the faithful! In battle, Norscan armies are swift and vicious, featuring a backbone of increasingly fierce and more heavily armed Marauder infantry units. With the right buildings in place, they can also recruit a wide array of monstrous units such as Trolls, Fimir Warriors, Norscan Ice Wolves and Skin Wolves. At the top of the tree are the Frost-Wyrm and the colossal War Mammoth. + Unique Norsca Mechanics - Allegiance to the gods When conquering a settlement, Norscan factions have a unique new post-battle option. Alongside Occupying and Looting, they may choose to Raze a settlement and erect a monolith to one of the four dark gods, who they personify as the Eagle, the Crow, the Serpent and the Hound. The more monoliths that are erected, the more favour the gods bestow. Rewards are granted in the form of increasingly powerful campaign and battle bonuses and, in certain cases, unique units or characters. - Victory Conditions By pledging your allegiance to a god fully and securing its final and greatest reward, you trigger the road to campaign victory. The gods are jealous, and the three you have spurned will not take kindly. They will dispatch their most powerful champions to challenge your supremacy, activating a series of quests which culminate in an epic endgame experience. - Monster hunting When the Monster Hunter skill is unlocked in the tech tree, a Norsca faction gains access to the Monstrous Arcanum. This ancient tome lists the mightiest beasts and monsters to roam the world. The player may then choose to initiate hunts, embarking on multi-stage quests which culminate in battles against these legendary creatures. Once defeated, they may bestow legendary trophies which the player may equip his characters with. In certain cases, the monsters themselves may be brought to heel and recruited for use in battle. - Frostbite A number of frost-imbued units appear in the roster, such as Norscan Ice Wolves and Norscan Ice Trolls, with the passive ability Frostbite. This new effect significantly slows units engaged in melee, making it considerably easier to run down routers or those attempting to manoeuvre. Similarly, the mighty Frost-Wyrm has the Chilling Aura ability, a constant effect slowing the movement speed of nearby enemy units. - Dominate! Confederate the Norscan tribes by defeating their Faction Leaders in battle. Such a show of supremacy will make them much more amenable to accepting your rule! - Outposts Marauder Outposts can be established in conquered coastal settlements outside of Norsca. These provide basic recruitment options and act as handy replenishment-stops for your marauding armies. Securing major faction capitals outside Norsca – such as Altdorf, Castle Drakenhof and so on – allows you to build fully-developed Norscan settlements. Ownership of these cities also enables you to plunder the secrets of their original owners, unlocking unique new technologies to research. + New Legendary Lords A Norsca campaign may be led by one of two Legendary Lords: Wulfrik The Wanderer, leader of the Norsca faction, or Throgg, King of the Trolls and leader of the Wintertooth faction. Each begins play in a different starting position and bring their own unique suite of campaign and battle bonuses. - Wulfrik The Wanderer Wulfrik is a relentless executioner. He roams land and sea, an awe-inspiring figure draped with the skulls of his conquests. He has slain dragons and kings, highborn lords and beasts of legend. None may refuse the challenge he delivers – and in their own tongue, no less. Wulfrik is a powerful leader and duellist with unique skills, quest-chains and legendary items. He has the Siege Attacker attribute, enabling him to ignore the requirement for siege engines or siege weapons before attacking walled settlements. All Mammoth units in his army gain bonus Melee Attack, all Marauder units enjoy reduced Upkeep Costs, and every unit in his retinue causes Fear. Wulfrik also has a personal combat ability called Seafang, named after his fabled ship; a powerful and far-reaching wind attack. Carefully placed, it can stagger and slay numerous foes. In battle, his Hunter of Champions skill enables him to pin enemy characters in place while he fights them. - Throgg Trolls are widely known not just for their physical power, but also their striking lack of intelligence. It is this that sets Throgg apart from the rest of his kind, for he is gifted with a rare intelligence for his grotesque kind. Behind his snaggle-toothed visage lies a ruthless cunning that Throgg employs to bring the bitter chill of the north to the lands of man. Throgg is a powerful leader and melee fighter with unique skills, quest-chains and legendary items. As the King of the Trolls, Throgg brings reduced upkeep to Troll and Ice Troll units, and units in Throgg’s army are immune to all forms of attrition. He also grants a Physical Resistance buff to all Troll and Ice Troll units factionwide. If Throgg captures the settlement of Eringrad in Troll Country, he may build a unique building there – the Cave of the Rocky Throne – which grants buffs to Troll units factionwide. Throgg also has a uniquely Trollish magic missile attack called Copious Vomit + New Lord - Marauder Chieftain Leaders of the Norscan armies, Marauder Chieftains boast unique sequences of personal specialisations in their skills trees, enabling them to truly excel in certain aspects of battle, and culminating is powerful active and passive abilities which transform their effectiveness in battle. Each of these specialisation paths is aligned with one of the four Norscan gods, and the nature of these abilities is inspired by their aspect. Chieftains can also unlock a series of mounts, culminating in the mighty War Mammoth. + New Heroes Norsca players armies may recruit three new types of Hero units to support their armies and perform Campaign Map actions. - Skin Wolf Werekin These hulking beasts are superior to their Skin Wolf kin in every way. As well as being powerful, anti-large focused warriors, they also have two unique, mutually exclusive skill-paths which grant them strong offensive or defensive combat-support buffs to nearby enemy units. - Shaman Sorcerer [Lores of Death, Metal Fire] The sorcerers of Norsca may be recruited to specialise in the Lores of Metal, Fire or Death. However, once a Norscan, always a Norscan… these are no weakling mages! They gain melee attack improvements and may be mounted on chariots. - Fimir Balefiend [Lores of Shadows, Fire] Fimir Balefiends may be adept magic-users, but their impressive stature and musculature also make them powerful fighters. These dual-role heroes work best in the thick of battle, casting spells and supporting the troops with their combat abilities. Fimir also have magical attacks and sunder armour. + Unit roster - Lords Marauder Chieftain: melee focus - Heroes Skin Wolf Werekin: melee/combat support Shaman Sorcerer: Lores of Metal/Death/Fire Fimir Balefiend: dual-role, Lores of Shadows/Fire - Infantry Marauders: Rage, Hide [forest] Marauder Spearmen: Rage, Charge Def. VS Large, Hide [forest] Marauders [Great Weapons] Rage, Hide [forest] Marauder Berserkers: Frenzy, Berserk, Hide [forest], Immune to Psychology Marauder Champions: Heavy Armour, Hide [forest], Rage Marauder Champions [Great Weapons]: Heavy Armour, Hide [forest], Rage - Missile Infantry Marauder Hunters [Javelin]: Hide [forest], Rage, Anti Large Marauder Hunters [Throwing Axe]: Hide [forest], Rage, Armour Piercing missiles - Cavalry & Chariots Marauder Chariot: Rage Marauder Ice Wolves Chariot: Rage, Causes Fear, Frostbite - Missile Cavalry & Chariots Marauder Horsemen: Hide [forest], Rage, Fire While Moving, Vanguard Deployment Marauder Horsemen [throwing axes]: Hide [forest], Rage, Fire While Moving, Vanguard Deployment Marauder Horsemasters: Hide [forest], Rage, Fire While Moving, Vanguard Deployment - Monsters & Beasts Norscan Warhounds: Missile Resistance, Hide [forest] Norscan Ice Wolves: Missile Resistance, Hide [forest], Frostbite, Cause Fear Norscan Trolls: Cause Fear, Regeneration Norscan Ice Trolls: Cause Fear, Regeneration, Frostbite Feral Manticore: Missile Resistance, Cause Fear, Cause Terror Skin Wolves: Physical Resistance, Cause fear, Hide [forest], Frenzy, Anti-Large Skin Wolves [armoured]: Physical Resistance, Cause fear, Hide [forest], Frenzy, Anti-Large Fimir Warriors: Cause Fear, From the Mist, Armour Sundering, Magical Attacks Fimir Warriors [Great Weapons]: Cause Fear, From the Mist, Armour Sundering, Anti-Large - Rare Monsters & Beasts Norscan Giant: Siege Attacker, Cause Fear, Cause terror Feral Mammoth: Siege Attacker, Cause Fear, Cause terror Frost-Wyrm: Missile Resistance, Cause Fear, Cause Terror, Chilling Aura, Frostbite War Mammoth: Siege Attacker, Cause Fear, Cause terror, Anti Large javelins War Mammoth [Warshrine]: Siege Attacker, Cause Fear, Cause terror, Favour of The Ruinous Powers, Giver of Glory
    
    
    - DLC - The 30th Anniversary Regiments of Renown Version ?.?.? build ?????:
    
    
    The 30th Anniversary Regiments of Renown About The 30th Anniversary Regiments of Renown will add 30 brand new units to WARHAMMER I. With a variety of new abilities and stats available, the 30th Anniversary Regiments of Renown will be a prominent addition to the five races it features in – the Beastmen, Bretonnia, Chaos, Norsca and Wood Elves Races will each receive the unique six units. + Beastmen: - Destroyer’s of the Drakwald - Ungor Spearmen Herd [Shields] - Extra melee defence - Black-Horn’s Ravagers - Gor Herd [Shields] - Stalk, Vanguard Deploy, Extra Armour + Charge Bonus - Khorrok’s Manrippers - Bestigors - Halberds, Bonus vs Large, Charge Defence vs Large, Defensive Stats - The Eye of Morrslieb - Cygor - Warp Gaze Ability [Cannot Move Hex] - Sons of Ghorros - Centigors [Great Weapons] - Guardian Ability [+ Physical Resistance to nearby characters buff], Extra Armour, Magic Attacks - Butchers of Kalkengard - Minotaurs [Shields] - Terror, Regen
    + Bretonnia: - Beastslayers of Bastonne - Foot Squires - Halberds, Charge Defence vs Large, Defensive Stats - The Holy Wardens of La Maisontaal - Battle Pilgrims - Dual Wield [improved offensive stats, Fire/Magic Attacks] - The Companions of Quenelles - Questing Knights - Fire Resistance, Blessing of the Lady Ability [Physical Resistance whilst unbroken] - Knights of the Lionhearted - Knights of the Realm - Fear, Encourage, Magic Attacks - Defenders of the Fleur-de-lis - Knights Errant - Frenzy - Wardens of Montfort - Mounted Yeomen [Archers] - Poison Attacks
    + Chaos: - Mirror Guard - Chaos Warriors - Immune to Psychology, increased movement speed, Improved melee stats - The Soul of Damnation - Hellcannon - Soul Devourer Ability [Increases Reload Skill When Close to Enemies] - The Daemonspew - Forsaken - Poison Attacks - Wyrd Spawn - Chaos Spawn - Armour sundering melee attacks, Physical Resistance - Swords of Chaos - Chaos Knights - Smaller unit size, Apocalyptic Charge Ability [Map-wide Speed/Charge Speed ability], Guardian Ability, Fire attacks - Summoners of Rage - Dragon Ogres - Magic attacks, Single use Chain Lightning Bound Spell [Becomes available after a set duration in melee]
    + Norsca: - Soulcrusher - War Mammoth - Enrage Ability [Temporary physical resistance ability], Strider - Brutes of the Hound - Marauder Berserkers - Unbreakable, Fear - Beasts of Tashnar - Norscan Warhounds - Frenzy, Increased Missile Resistance, Small Bonus vs Large - Mist Stalkers - Fimir Warriors - Stalk, Vanguard, Terror - Maws of Savagery - Skin Wolves [Armoured] - Vanguard Deployment - Icehorn Marauders - Marauders - Immune to Psychology, Immune to Vigour
    + Wood Elves: - Winterheart Guards - Eternal Guard [Shields] - Unbreakable, Charge Defence vs All - Wild Hunters of Kurnous - Wild Riders [Shields] - Guardian Ability - Loec’s Tricksters - Wardancers [Asrai Spears] - Loec’s Shroud Ability [Confer Stalk + speed], Storm of Blades Ability [+ Melee Attack, – Melee Defence] - Hawk-eyes of Drakira - Waywatchers - Smoke Bomb Ability, Discouraged Contact Effect on missile attack - Wardens of Cythral - Wildwood Rangers - Spear & Shield, Vanguard, Stalk, Charge Defense vs Large - Ironbark Elders - Treekin - Fire Attacks, Fire Resistance, Wildfire Aura Ability [Increases nearby units fire resistance]

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