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Total War: Warhammer 3 will introduce exciting new rules for magic

Magic has always been an important element of Total War: Warhammer, but with Total War: Warhammer III, the winds of magic are getting much stronger. New rules for magic are coming along with the third entry in the strategy game series, which should make spellcasters more fun to have around - or more of a significant problem to face on the battlefield.


All armies in Total War: Warhammer III will now have a reserve pool for the winds of magic, which can be drawn from to replenish the active magic pool available to spellcasters in each army. Depending on the winds of magic active in the area an army is located, that reserve will either increase or decrease, and several factors can influence the rate at which magic reserve is generated or lost each turn.


For daemon factions, this is particularly important: having low magic reserves will result in debuffs to unit replenishment rates, leadership levels, and physical resistances. Conversely, having high magic reserves grants bonuses, depending on which Chaos faction the daemons belong to. For Tzeentch forces, for example, their barrier recharge speed increases at high reserve levels, whilst Korne forces (which have no spellcasting units out of general principle) will see their magic resistances increased.


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Total Warhammer 3's Tzeentch army roster is full of gibbering, mouthy horrors

Facing down the horrors of Tzeentch in Total War: Warhammer III is going to be quite the spectacular event, and now we've gotten a look at the bulk of the units planned for the strategy game's weirdest Chaos faction. The Tzeentch roster is heavy on daemons, but unlike the angry red boys found in Khorne's army, Tzeentch's soldiers are creatures of magic, and use it to bend and tear at reality itself - or set things on fire, whichever seems like a better idea at the time.


A new post on the official Total War site breaks down Tzeentch's army roster, starting at the top with his legendary lord, Kairos Fateweaver. A massive two-headed bird creature, Kairos' right head sees into the future, whilst his left sees everything in the past. That leaves him with a bit of a blind spot for the present moment, but he makes up for that with a magical barrier - a shield that all Tzeentch units have.


Kairos can pick up and use 'fragments' from spell lores that give him access to several of those lores' spells, and his staff of tomorrow can be used to instantly refresh all his own spell cooldowns. He's also got a nasty Gaze of Fate ability that allows him to freeze an enemy unit in its tracks.


Read the rest of the story...


RELATED LINKS:

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Pink Horrors of Tzeentch Unit Spotlight

[h3]With their hellfire magical projectiles and great melee capabilities than their blue cousins, the Pink Horrors of Tzeentch make up for a formidable unit.

Get ready to suffocate your enemies with magic!

Check out their spotlight below:[/h3]

[previewyoutube][/previewyoutube]