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The looming excitement that might be TW warhammer II

None-named Slanns will also be possible, but as stated above, not as in regular recruitment, but through a new mechanic call rites. With are rituals that follow alongside the main campaign idea of vortex and stabilizing it. So beside a Slann from those Rites, one can also activate certain campaign abilities for a duration of time, like bonus to infantry or recruitment bonuses.
So is it a situation where you have to "unlock" the Slann? Is that how the rituals work? And if so, would they be available via regular recruitment afterwards?
 
So is it a situation where you have to "unlock" the Slann? Is that how the rituals work? And if so, would they be available via regular recruitment afterwards?
Essentially, you perform a rite of awakening ( by pressing a button and paying some gold from your treasury) and a Slaan pops up in your recruit a lord panel.

That rite of awakening then goes on a cool down.

It's a good way to simulate Slaan being rare
 
I reckon it sounds like a fair rule, added with the fact that this very likely means that the Slann will be one of the absolute best lords out there. I mean if it takes that much to get to recruit one, where as most others are simply recruited if the proper building is in build in the province, then it would logically follow that Slanns are superior to these (Here I mean mostly magic wise of course) :)
 
So is it a situation where you have to "unlock" the Slann? Is that how the rituals work? And if so, would they be available via regular recruitment afterwards?
Essentially, you perform a rite of awakening ( by pressing a button and paying some gold from your treasury) and a Slaan pops up in your recruit a lord panel.

That rite of awakening then goes on a cool down.

It's a good way to simulate Slaan being rare

All races have 4 different rites, whom all do something different. The rites have some pretty hefty bonuses, but they cost some gold and you must do a 'mission' of sorts. After you activate them they will go on a cooldown.

For the Lizardmen, the rites are as following: 1. Awake a Slaan, you can recruit a random Slaan of 3 different variations. 2. Gives a major exp bonus over a couple of turns and gives bonus loot after battles. 3. the rite of Sotek, all enemy forces in areas you control start taking attriton damage. 4. Rite of primal fury, create an army consisting of purely feral creatures led by an Oldblood, the army spawns at your capital.

Is that how the rituals work?

The rituals are how you 'win' the game, to activate a ritual you must gain ritual currency. You gain this currency by holdning unique city's and completing issued mission.

Lizardmen have a unique mission type that doesn't grant ritual currency or gold but instead grant you sacred spawnings, unique variants of existing units that have a different color scheme and have better stats and unique ability's.
 
All races have 4 different rites, whom all do something different. The rites have some pretty hefty bonuses, but they cost some gold and you must do a 'mission' of sorts. After you activate them they will go on a cooldown.

For the Lizardmen, the rites are as following: 1. Awake a Slaan, you can recruit a random Slaan of 3 different variations. 2. Gives a major exp bonus over a couple of turns and gives bonus loot after battles. 3. the rite of Sotek, all enemy forces in areas you control start taking attriton damage. 4. Rite of primal fury, create an army consisting of purely feral creatures led by an Oldblood, the army spawns at your capital.



The rituals are how you 'win' the game, to activate a ritual you must gain ritual currency. You gain this currency by holdning unique city's and completing issued mission.

Lizardmen have a unique mission type that doesn't grant ritual currency or gold but instead grant you sacred spawnings, unique variants of existing units that have a different color scheme and have better stats and unique ability's.
The terradon riders sacred spawning has been described as F16s
 
I reckon it sounds like a fair rule, added with the fact that this very likely means that the Slann will be one of the absolute best lords out there. I mean if it takes that much to get to recruit one, where as most others are simply recruited if the proper building is in build in the province, then it would logically follow that Slanns are superior to these (Here I mean mostly magic wise of course) :)
From what i've seen, we shouldn't hold our breath over the Slaan. Mazdamundi without Zlaaq is really easy to kill, and they have no damage negation of any sorts. The game doesn't make much difference between lord and hero caster, the only real difference is that lords can lead armies. Another rumor i've heard is that all slaan will share Mazdamundi's spells, literally the same 6 spells, and the only difference between the slaan types is their bound spell, this is just a rumor and we will see if it's true tomorrow.
 
From what i've seen, we shouldn't hold our breath over the Slaan. Mazdamundi without Zlaaq is really easy to kill, and they have no damage negation of any sorts. The game doesn't make much difference between lord and hero caster, the only real difference is that lords can lead armies. Another rumor i've heard is that all slaan will share Mazdamundi's spells, literally the same 6 spells, and the only difference between the slaan types is their bound spell, this is just a rumor and we will see if it's true tomorrow.
that would be a shame and if so i will wait for mods to awaken a slaan
 
From what i've seen, we shouldn't hold our breath over the Slaan. Mazdamundi without Zlaaq is really easy to kill, and they have no damage negation of any sorts. The game doesn't make much difference between lord and hero caster, the only real difference is that lords can lead armies. Another rumor i've heard is that all slaan will share Mazdamundi's spells, literally the same 6 spells, and the only difference between the slaan types is their bound spell, this is just a rumor and we will see if it's true tomorrow.

That could of course also be the case, however disappointing. From what I've seen Mazdamundi seems like he gets some good spells, but not the same amount as we are used to in the table top. Hopefully there are some in game mechanic that makes up for this, as with other slanns. Then again what I've heard Kroq-Gar is a beast, so I'll just stick to him then :P
 
That could of course also be the case, however disappointing. From what I've seen Mazdamundi seems like he gets some good spells, but not the same amount as we are used to in the table top. Hopefully there are some in game mechanic that makes up for this, as with other slanns. Then again what I've heard Kroq-Gar is a beast, so I'll just stick to him then :p
I'm going to do the old razzle dazzle and confederate with kroq
 
On the upside, Mazdamundi on Zlaaq, while being fully upgraded will probaly be the single strongest unit across game 1 and 2. Zlaaq giving him great stats, having some strong spells, the cobra mace giving him poisen attacks i don't even think Wulfric on a Mammoth will be able to beat him.
 
Decided i want too have one single online match before going forwards to the new game. quite fitting that my last battle was the greatest match i've ever had.
 
Anyone know what time tomorrow the game unlocks?
 
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