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Tzeentch is the neat conspirator and a chief of manipulation. In Full War: Warhammer 3, Tzeentch brings an element of campaign map control and abilities that are entirely new to the series.

The severity of changing the means correlates with the grimoire cost associated with them. These are the master changes in the actions Tzeentch factions tin access.

Changing of the Ways

  • Transfer Settlement
    • Transfer control and ownership of one settlement to a new faction. This can exist your faction or some other.
  • Open Gates
    • Open up the gates of a major settlement with walls, for whatever battles in that settlement in the next few turns.
  • Force Rebellion
    • Causes a rebellion in a region, spawning an army for the owner to contend with.
  • Track Regular army
    • You are given the line of sight of a target ground forces.
  • Reveal Faction Intentions
    • Shows the plans of all armies a target faction controls.
  • Reveal Shroud
    • Gives complete vision of a target faction'due south territory.
  • Halt Faction
    • All characters – so armies and heroes – accept their move halted and disabledfor the faction'due south post-obit turn.
  • Give War Co-ordination Target
    • Gives a faction a state of war co-ordination target fifty-fifty if they are not your ally.
  • Suspension Alliance
    • Break the military or defensive alliance between two factions.
  • Forcefulness War
    • Force a state of war between two factions.

These tactics can completely alter the course of a campaign. Gathering grimoires and using them on enquiry tree upgrades and change of the ways schemes is fundamental to winning the campaign as Tzeentch.

Tzeentch, similar to other Chaos Gods, participates in the Great Game. Each Chaos God is actively trying to spread as much of their corruption to the mortal realms every bit often every bit possible. Tzeentch has several unique modifiers that can be obtained via corruption.

Unholy Manifestations

  • Scriveners of Insanity
    • Unlocked from the starting time.
    • Allows a friendly army to generate a big batch of grimoires over the class of several turns. The ground forces cannot move during this fourth dimension, and must be in enemy territory.
  • Mutagenic Energies
    • Requires 1500 global Tzeentch corruption.
    • Causes a target army to suffer attrition for a plough, regardless of situation or immunities.
  • Magic Flare
    • Requires 3000 global Tzeentch corruption.
    • Increases the Range and Barrier hit points of all units in an ground forces. Barrier is a special shield all Tzeentch units accept – nosotros'll detail this further in the upcoming roster reveal.
  • Night of Madness
    • Requires 6000 global Tzeentch corruption.
    • Target friendly army generates Tzeentch corruption and control (renamed from public order) loss in a province, as well as increasing the ground forces's Winds of Magic power reserve. Information technology cannot move during these turns.

They are spreading corruption, and irresolute the ways together tin drastically alter the campaign map. Entire factions can exist brought downwards from rebellions and losing settlements instantly. Lower gates to help siege powerful cities and ensure Tzeentch command through the mortal realms.

Tzeentch also has a unique move ability for armies to teleport. Teleporting is a late-game unlock on the research tree. Teleporting is benign for traversing through mountains or rivers and for ambushes. A successful teleport on an enemy army will instantly trigger an ambush battle with severe debuffs.

Tzeentch presents an entirely new way to wage war in Full War: Warhammer Iii. Get together grimoires, spreading corruption, and making good utilize of teleport are the keys to success while using Tzeentch.