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Total Warhammer III: Immortal Empires: Factions

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Total Warhammer III: Immortal Empires: Factions

Vampire Counts have different races and faction effects in which there are immortal vampires and twisted human necromancers that will raise a dark army to take the old-world lands. For each race, the playstyle is different due to the faction effects.

In this guide, we’ll tell you about all the Races and their Faction effects.

The Factions

There are five different factions from which players can choose their race to play campaign or multiplayer. The Factions are the following.

  • ⦁ The Drakenhof Conclave
  • ⦁ The Barrow Legion
  • ⦁ Sylvania
  • ⦁ Caravan of Blue Roses

The Drakenhof Conclave

The Drakenhof Conclave is led by Mannfred Von Carstein. Mannfred can collect Books of Nagash to empower his necromancy. He can also access a unique building inside of castle Drakenhof. The Malevolent Museum doubles the effects of collected books and increases your research rate to assist you in your quest for knowledge. His faction starts with 1 Blood Kiss and gains 20 relations of all vampiric factions and the followers of Nagash as well as 20% research rates. For his lord effects, he gains 15 to the winds of magic power reserve and -25% upkeep for Grave Guard and Black Knight Units. His faction starts in Ka-Sabar and for the starting army, he has two Grave Guards, 1 Skeleton Warrior, 2 Zombies, 2 black Knights, 1 Unit of Dire Wolves, and 1 unit of Vargheists. The Suitable Climates for the army are Wasteland, Temperate, Desert, and Jungle. The Unpleasant Climates are Frozen, Mountain, Temperate Island, and Savannah. The Uninhabitable Climates are Magical Forest, Ocean, and Chaotic Wasteland.

The Drakenhof Conclave

The Barrow Legion

The Barrow Legion is led by Heinrich Kemmler. For his faction effects, he gains plus 30 Diplomatic relations with Warriors of Chaos, Daemons of Chaos, Beastmen, and Norsca. He gains 25% XP for Necromancer Heroes, immune to Chaos Undivided corruption and Chaos Wastes attrition, and he also gets a flat 10% discount for all Raise dead costs. For his lord effects, he enables replenishment in foreign territory, gets 10% off on Winds of Magic cost for Lore of Vampires, and gets the ability “Lord of Undeath” which allows a hero in the battle and can be upgraded via Heinrich’s Skill Tree. His faction starts in the Grey Mountains and for the starting army, he has units of Cairn Wraiths, 2 Crypt Ghouls, 2 Skeleton Spearmen, 2 Zombies, 1 Hexwraiths, and 2 Dire Wolves. The Suitable Climates for the army are Wasteland, Mountain, Temperate, and Desert. The Unpleasant Climates are Frozen, Temperate Island, Savannah, and Jungle. The Uninhabitable Climates are Magical Forest, Ocean, and Chaotic Wasteland.

Sylvania

The Sylvania faction has two possible leaders, the first one is Vlad Von Carstein and the second one is Isabella Von Carstein. Vlad Von Carstein faction effects start with 1 Blood Kiss, gain access to the unique building in Castle Drakenhof, he also grants a 10% campaign movement range for all armies in his faction and starts with Isabella Von Carstein as a legendary hero. For his lord Effects, he gains 50% of battle Healing Cap when in the army with Isabella and all of his army receives Vanguard Deployment. Both Leaders start their faction in the Castle of Drakenhof and for their starting army, they have 3 Grave Guards, 1 Blood Knight, 1 Fell Bat, 1 Vargheists, and 1 Black Coach. The Suitable Climates for the army are Wasteland, Temperate, Desert, and Jungle. The Unpleasant Climates are Frozen, Mountain, Temperate Island, and Savannah. The Uninhabitable Climates are Magical Forest, Ocean, and Chaotic Wasteland.

Caravan Of Blue Roses

Caravan of Blue Roses is led by Helman Ghorst. For his Faction Effects, he grants the bound spell “Lesser Raise Dead” to Corpse Cart and Mortis Engine units, raises 4 Zombies units in his own provinces, 10% to Casualty replenishment rate, and enables Poison attacks for Zombies, Skeleton Spearmen, and Skeleton Warrior units. For his Lord Effects, his army is immune to Plague attrition, and immune contact effects, and grants 30 armor to Zombies and Crypt Ghouls units. His Faction starts at the Haunted Forest and for his starting army, he has 2 Crypt Ghouls, 5 Zombies, 2 Crypt Horrors, 1 Mortis Engine, and 1 Corpse Cart. The Suitable Climates for the army are Magical Forest, Wasteland, Mountain, Temperate, and Desert. The Unpleasant Climates are Frozen, Temperate Island, Savannah, and Jungle. The Uninhabitable Climates are Ocean and Chaotic Wasteland.

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