This is Part 2 of the Total War: Warhammer III Immortal Empires cheat sheet. Part 1 covers the 10 Warhammer III-era races (Khorne, Nurgle, Tzeentch, Slaanesh, Kislev, Grand Cathay, Warriors of Chaos, Daemons of Chaos, Ogre Kingdoms, Chaos Dwarfs). This part covers the 14 races introduced in Warhammer I and Warhammer II — all playable in Immortal Empires.
What it covers: Every Warhammer I & II race and Legendary Lord, playable in Immortal Empires.
Why it matters: Factionfaction. An in-game group or nation players can align with or fight against, with its own goals and reputation system. mechanics, lord systems, and playstyle picks distilled into quick-scan tables.
Who should pick this: Players choosing a WH1/WH2-era campaign with help from Part 1.
Beastmen — The True Horde
| Attribute | Value |
|---|
| Alignment | Destruction |
| Settlement type | Horde (no settlements at all) |
| Can capture | Cannot settle — razes everything |
| Can colonise ruins | No (horde only) |
Faction mechanic — Bloodgrounds + Dread + Beast Rage: Beastmen are one of the few true horde factions — your armies ARE your infrastructure. Bloodgrounds are claimable regions that provide buffs without settling. Dread is earned constantly and increases unit capacity + lets you force-confederate other Beastmen lords by defeating them. Beast Rage is a time-pressure mechanic — you must keep raiding and fighting or lose momentum. All units have zero recruitment cost and zero upkeep — all gold goes into horde buildings. Playstyle: turn off your brain and charge. Best hit-and-run faction with high speed and a packed monster roster. No settlement management at all — pure aggression.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Khazrak the One-Eye | Warherd of the One-Eye | Ambush specialist — enhanced ambush chance + combat buffs when ambushing. | Ambush stance buffs, melee duelist, bonus vs infantry | The ambush predator — set traps, destroy armies before they react. Classic Beastmen. |
| Malagor the Dark Omen | Harbinger of Disaster | Flying caster + campaign debuffs — spreads ruin through dark omens that debuff enemy provinces. | Lore of Beasts, flying, campaign debuff spreading | The doomsday crow — fly around, spread despair, let your herds clean up. |
| Morghur the Shadowgave | Warherd of the Shadowgave | Mutation — corrupts the land, spawns Brayherds, enhances chaos spawn units. | Mutation buffs, Brayherd summoning, corruption spreading | The corruptor — turn the map into wasteland and spawn free armies. |
| Taurox the Brass Bull | Slaughterhorn Tribe | Rampage — after each battle, gains cumulative buffs that make him deadlier. Can recruit units after every victory. | Post-battle recruitment, stacking rampage buffs, massive melee | The snowball bull — win battles, recruit units immediately, keep rolling. The most aggressive Beastman. Silence & Fury DLC. |
Bretonnia — Vows, Peasants, and the Grail
| Attribute | Value |
|---|
| Alignment | Order |
| Settlement type | Settled |
| Can capture | Any settlement |
| Can colonise ruins | Yes |
Faction mechanic — Vows + Peasant Economy + Knightly Quests: Knights must complete Vows (objectives) to reduce their upkeep — until vowed, knights cost extra. Peasant population is capped by settlement count — you can’t spam peasant armies without expanding. No trade agreements. Playstyle: the best cavalry in the game, some of the worst infantry. Micro-intensive — your knights do the damage, your peasants hold the line. Every mechanic works against you early and pays off once you have an empire. Limited but powerful.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| King Louen Leoncoeur | Couronne | Grail Knight — powerful melee + flying (hippogryph mount). Inspires knights. | Grail Knight buffs, flying mount, leadership aura, duelist | The classic Bretonnian — honorable knight king. Good beginner Bretonnia. |
| Alberic de Bordeleaux | Bordeleaux | Economic focus — trade + fleet bonuses. Maritime-themed. | Naval buffs, trade income, leadership buffs | The admiral — for a more economy/naval-focused Bretonnia. |
| Fay Enchantress | Carcassonne | Magic + prophetess — Lore of Life, buffs to Damsels and Grail Knights. | Lore of Life, Damsel capacity, Grail buffs | The mage — spell power + support. For players who want magic in their Bretonnia. |
| Repanse de Lyonesse | Chevaliers de Lyonesse | Crusader — anti-undead bonuses, Virtue of Knightly Temper. Starts in Araby. | Anti-undead buffs, leadership, crusade mechanics | The crusader — fight the undead in the south. A unique Bretonnian start. Free DLC. |
Dark Elves — Loyalty, Slaves, and the Black Arcs
| Attribute | Value |
|---|
| Alignment | Destruction |
| Settlement type | Settled |
| Can capture | Any settlement |
| Can colonise ruins | Yes |
Faction mechanic — Loyalty + Slaves + Black Arcs + Sacrifice to Khaine: Non-legendary lords have a Loyalty stat — if it drops to 0, they revolt. Slaves are a resource (captured from battles) that boosts economy. Black Arcs are floating fortresses that act as mobile recruitment centers near water. Sacrifice to Khaine grants +20% casualty replenishment. Playstyle: high damage and varied units. Strong economy via slaves. The Loyalty mechanic adds a management layer. Great for aggressive expansion.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Malekith | Naggarond | The Witch King — powerful melee + magic. Buffs to Cold One units. | Lore of Dark Magic, Cold One buffs, melee + magic hybrid, dragon mount | The dark emperor — versatile, powerful, the “default” Dark Elf experience. |
| Morathi | Cult of Pleasure | Diplomatic powerhouse — -30% upkeep via Absolute Devotion skill. Can ally almost anyone. Insane growth buffs. | Diplomatic buffs, growth, upkeep reductions, magic | The diplomat — one of the most powerful campaigns in the game. Ally the world, then dominate it. |
| Crone Hellebron | Har Ganeth | Death Hag — melee powerhouse, buffs to Witch Elves and Sisters of Slaughter. Must perform sacrifices to stay young. | Melee buffs, Witch Elf capacity, sacrifice mechanics | The berserker — pure aggression, melee-focused. Queen & The Crone DLC. |
| Lokhir Fellheart | The Blessed Dread | Naval raider — starts in Cathay, Black Arc recruitment focus. | Naval buffs, Black Arc enhancements, raiding income | The pirate — start in the Far East with Black Arcs for instant recruitment. Free DLC. |
| Malus Darkblade | Hag Graef | Dual-soul — switches between Dark Elf and Daemon forms. Tz’arkan the daemon provides power at a cost. | Daemon transformation, stat switches, powerful melee | the tortured soul — manage the daemon within. High risk, high reward. Shadow & The Blade DLC. |
| Rakarth | The Thousand Maws | Monster tamer — captures monsters from defeated armies, builds an elite monster roster. | Monster capture, monster capacity buffs, Beastlord mechanics | The monster master — collect and command every beast in the game. Free DLC. |
Dwarfs — Grudges, the Forge, and the Art of Turtling
| Attribute | Value |
|---|
| Alignment | Order |
| Settlement type | Settled |
| Can capture | Any settlement (prefer mountains) |
| Can colonise ruins | Yes |
Faction mechanic — Book of Grudges + Forge + Underway: Grudges are recorded when wronged and must be settled by force. The Forge crafts items and runes for lords. The Underway lets armies travel under mountains (bypassing terrain). Playstyle: the best turtling faction — powerful armored infantry, devastating artillery, nearly unbreakable leadership. Very slow but durable. Easiest faction to pick up and play. Mountains are home terrain.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Thorgrim Grudgebearer | Karaz-a-Karak | Grudge-settling focus — buffs for completing grudges, collection mechanics. | Grudge buffs, leadership aura, melee + ranged hybrid, throne mount | The king — settle grudges, turtle, win. The classic Dwarf experience. |
| Ungrim Ironfist | Karak Kadrin | Slayer King — buffs to Slayer units, must seek honorable death in battle. | Slayer buffs, unbreakable, berserk mechanics | The slayer — aggressive Dwarf. Send Slayers in, watch them die gloriously. |
| Belegar Ironhammer | Clan Angrund | Reclaim Karak Eight Peaks — unique quest to retake the ancestral hold. Buffs near Eight Peaks. | Eight Peaks quest, ghost ancestor buffs, skirmish bonuses | The pilgrim — a unique campaign to reclaim your home. King & The Warlord DLC. |
| Grombrindal (The White Dwarf) | The Ancestral Throng | Legendary hero companion — buffs to all Dwarf units. Flexible start position. | Universal Dwarf buffs, high melee, flexible placement | The legend — strong everywhere, flexible start. Free DLC. |
| Thorek Ironbrow | Ironbrow’s Expedition | Forge master — enhanced rune-crafting, starts in the Southlands. | Forge buffs, rune enhancements, unique items | The craftsman — the deepest Forge experience, far from home. Free DLC. |
| Malakai Makaisson | Masters of Innovation | Engineer — gunpowder + innovation focus, unique engineering mechanics. Starts in Kraka Drak. | Gunpowder buffs, engineering upgrades, artillery enhancements | The innovator — Dwarf gunpowder on steroids. Thrones of Decay DLC. The most aggressive Dwarf. |
The Empire — Authority, Prestige, and Gunpowder
| Attribute | Value |
|---|
| Alignment | Order |
| Settlement type | Settled |
| Can capture | Any settlement |
| Can colonise ruins | Yes |
Faction mechanic — Imperial Authority + Prestige + Elector Counts: Imperial Authority is maintained by good relations with Empire provinces — lose it and risk civil war. Prestige is earned through actions and used for political power. Confederation of other Empire factions is the core loop. Playstyle: the most versatile roster — strong frontline, powerful ranged infantry, decent cavalry, explosive artillery, Hellfire rockets, steam tanks, flying griffins. No monsters. Good for players who like a combined-arms approach.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Emperor Karl Franz | Reikland | Imperial Authority — confederate Empire factions, maintain unity. Franz is a versatile melee + flying lord. | Imperial Authority, griffin mount, leadership aura, Franz’s Ghal Maraz | The emperor — unite the Empire under one banner. Surrounded by threats, difficult but rewarding. |
| Balthasar Gelt | The Golden Order | Gold magic + unique start in Solland (next to Vampires). The underdog — terrible melee but devastating magic. | Lore of Metal, magic buffs, summoning, unique items | The mage — classic Empire vs Vampire Count matchup. Fun, challenging. |
| Markus Wulfhart | The Huntsmarshal’s Expedition | Huntsman — ranged sniper focus, starts in the jungle. “Empire on hard mode.” | Ranged buffs, hunting mechanics, unique captain system | The hunter — a guerrilla campaign in hostile territory. Hunter & The Beast DLC. |
| Volkmar the Grim | Cult of Sigmar | Faith — anti-undead, buffs to Warrior Priests and Flagellants. Starts in Sudenburg. | Anti-undead buffs, faith mechanics, Warrior Priest capacity | The zealot — fight the undead in the desert. Grim & The Grave DLC. |
| Elspeth von Draken | Wissenland & Nuln | Amethyst magic + gunpowder — unique Lore of Death, enhanced artillery and gunpowder units. Nuln focus. | Lore of Death, gunpowder buffs, artillery enhancements, unique mounts | The dark artillerist — combine death magic with Nuln’s gunnery. Thrones of Decay DLC. |
Greenskins — Waaagh!, Scrap, and Tribal Confederation
| Attribute | Value |
|---|
| Alignment | Destruction |
| Settlement type | Settled |
| Can capture | Any settlement |
| Can colonise ruins | Yes |
Faction mechanic — Waaagh! + Scrap + Tribal Confederation: Waaagh! doubles your army size temporarily (a second AI-controlled army mirrors yours). Scrap is collected from battles and used to upgrade units. Tribal Confederation lets you absorb same-race factions by defeating their leader. Playstyle: simple, aggressive, always fighting. Melee infantry hits like a truck, monsters are even bigger. Can’t trade — income comes from battles. Heroes available at tier 3 (very early).
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Grimgor Ironhide | Grimgor’s ‘Ardboyz | Pure melee monster — campaign movement, Black Orc upkeep reduction, Waaagh! with Black Orcs. Frenzy, fear, terror. | Massive melee, Black Orc buffs, HP shrooms, duelist | The ‘Ardboy — the most straightforward “go fight” campaign. Best start in the Darklands. |
| Azhag the Slaughterer | Bonerattlaz | Crown of Nagash — magic + melee hybrid. The crown grants Lore of Death access. | Lore of Death, melee, crown buffs, Wyvern mount | The cursed king — melee with a magic twist. The crown is both power and burden. |
| Skarsnik | Crooked Moon | Night Goblin focus — buffs to Night Goblins, tricky campaign near Karak Eight Peaks. | Night Goblin buffs, traps, cunning mechanics | The trickster — a technical, trap-focused Goblin campaign. King & The Warlord DLC. |
| Wurrzag Da Great Green Prophet | The Bloody Handz | Shaman — magic + buffs to Savage Orcs. Unique dancing combat style. | Lore of the Little Waaagh, Savage Orc buffs, magic | The prophet — magic-heavy Greenskins with Savage Orc focus. Free DLC. |
| Grom the Paunch | Broken Axe | Cauldron — cook meals for significant power boosts. Starts in Bretonnia. | Cauldron mechanics, buff cooking, unique recipes | The gourmet — eat your enemies, get stronger. The most fun Greenskin. Warden & The Paunch DLC. |
| Gorbad Ironclaw | Ironclaw Orcs | Mercenary-raider — enhanced Waaagh! + scrap mechanics, aggressive start at Black Crag. | Enhanced Waaagh!, scrap upgrades, aggressive recruitment | The iron-fisted raider — the newest Greenskin. Omens of Destruction DLC. |
High Elves — Influence, Trade, and the Shield of Civilization
| Attribute | Value |
|---|
| Alignment | Order |
| Settlement type | Settled |
| Can capture | Any settlement |
| Can colonise ruins | Yes |
Faction mechanic — Influence + Shield of Civilization + Lileath’s Blessing: Influence is a diplomatic currency used to manipulate relations between factions. Shield of Civilization provides buffs when fighting Chaos. Lileath’s Blessing is a global defense mechanic. Trade agreements are the economic backbone. Playstyle: strong ranged units (Sisters of Avelorn are hilariously powerful), sturdy frontline, dragons, good cavalry. A beginner’s dream — decent at everything, great at ranged. Most LLs are concentrated on Ulthuan.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Tyrion | Eataine | Melee god — duelist, Sword of Khaine access, diplomatic buffs for High Elves. | Massive melee, dragon mount, leadership, Majesty of Ulthuan skill | The swordsman — the easiest campaign. Safe on Ulthuan, powerful in combat. Best beginner pick. |
| Teclis | Order of Loremasters | The greatest mage — access to multiple lores, powerful spell casting. Starts away from Ulthuan. | Multiple lores, magic buffs, spell cost reductions | The archmage — for magic lovers. More challenging start but devastating spell power. |
| Alarielle the Radiant | Avelorn | Everqueen — diplomatic powerhouse, -25% influence cost, Handmaiden capacity, recruit Sisters of Avelorn at tier 3. Can get Wood Elf units. | Diplomacy, Handmaiden buffs, unique unit access, healing | The empire builder — the true queen of the world. Diplomatic + military snowball. Queen & The Crone DLC. |
| Alith Anar | Nagarythe | Shadow warrior — Stalking stance (chance to ambush on attack), Shadow Realm Pathways (extra movement), unique assassin rite. | Ambush stance, shadow pathways, assassination, ranged buffs | The avenger — the best campaign for sneaky, stabby gameplay. Hunt Dark Elves from the shadows. Free DLC. |
| Eltharion the Grim | Yvresse | Defender — martial focus, unique swordsmen, prison mechanics (capture enemy lords). | Martial buffs, unique units, prison system, duelist | The warden — martial discipline and defense. A technical, rewarding campaign. Warden & The Paunch DLC. |
| Imrik | Knights of Caledor | Dragon prince — collects and tames dragons, starts in a difficult position surrounded by enemies. | Dragon taming, dragon capacity buffs, powerful mounts | The dragon collector — start surrounded, end with a dragon army. Challenging but spectacular. Free DLC. |
| Sea Lord Aislinn | High Elf Sea Patrol | Naval focus — starts near Tor Elasor, enhanced fleet mechanics, maritime dominance. | Naval buffs, fleet recruitment, maritime income | The admiral — a naval-focused High Elf campaign. Tides of Torment DLC. |
Lizardmen — Geomantic Web, Blessed Spawnings, and Dinosaurs
| Attribute | Value |
|---|
| Alignment | Order |
| Settlement type | Settled |
| Can capture | Any settlement |
| Can colonise ruins | Yes |
Faction mechanic — Geomantic Web + Blessed Spawnings + Lord Kroak: The Geomantic Web connects settlements for research speed and buffs. Blessed Spawnings are special, more powerful versions of regular units. Lord Kroak is a unique hero (powerful mage). Playstyle: massively tanky frontlines, sneaky skirmishers, speedy cavalry, and dinosaurs in all shapes and sizes. Overwhelming enemies with sheer mass and power. The biggest roster (before Chaos Undivided). Basic mechanics are bland until later in the game.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Lord Mazdamundi | Hexoatl | Mage + leader — Lore of Heavens, powerful but difficult start (Slaanesh north, Norsca south). Diplomatic penalty. | Lore of Heavens, mount (Stegadon), magic + melee | The default — but weak. No special effects, difficult position. For experienced players only. |
| Kroq-Gar | Last Defenders | Desert warrior — buffs to Saurus units, strong start in the Southlands. | Saurus buffs, massive melee, desert survival | The soldier — the easiest Lizardmen start. Saurus spam + dinosaurs. Good beginner pick. |
| Tiktaq’to | Tlaqua | Flying focus — buffs to Terradon riders, starts in the mountains. | Flying unit buffs, Terradon capacity, aerial superiority | The flyer — a unique aerial campaign. Free DLC. |
| Gor-Rok | Cult of Sotek | Tank — unkillable melee lord, buffs to Saurus, starts in Lustria. | Extreme durability, Saurus buffs, shield wall | The wall — the ultimate tank lord. Park him, he holds the line forever. |
| Tehenhauin | Cult of Sotek | Prophet — sacrifice mechanics, buffs to Skinks, Red Crested Skink focus. | Skink buffs, sacrifice mechanics, Sotek buffs | The prophet — a Skink-focused campaign with sacrifice mechanics. Prophet & The Warlock DLC. |
| Nakai the Wanderer | Spirit of the Jungle | Horde — a wandering Kroxigor, no settlements (temples instead). Vicious melee monster. | Horde mechanics, temple building, massive melee | The wanderer — a horde Lizardmen. Rampage through the jungle as a giant crocodile. Hunter & The Beast DLC. |
| Oxyotl | Ghosts of Pahuax | Teleporter — builds Silent Sanctums across the map for teleportation. No terrain attrition. Visions of the Old Ones (random missions for Blessed Spawnings). No trespassing penalty. | Teleportation, Silent Sanctums, mission-based unit rewards, no attrition | The most powerful Lizardmen campaign — teleport anywhere, complete missions, get free elite units. Silence & Fury DLC. |
Norsca — Monster Hunters and Tribal Confederation
| Attribute | Value |
|---|
| Alignment | Destruction |
| Settlement type | Settled (limited — prefer Norsca/coastal) |
| Can capture | Any settlement |
| Can colonise ruins | Yes |
Faction mechanic — Monster Hunting + Tribal Confederation: Defeating monster-specific armies unlocks their units for your roster. Tribal Confederation is one of the most powerful mechanics — defeat a same-race faction leader and you confederate their entire faction. Playstyle: from raiders of the Empire to a struggle for survival. In WH3, Norsca is squeezed between Chaos (north) and the Empire (south). Monster variety, decent magic, high speed. Feel outdated compared to newer factions.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Wulfrik the Wanderer | World Walkers | Wanderer — can recruit anywhere, enhanced raiding, monster hunting buffs. | Recruitment anywhere, raiding buffs, ranged + melee, mount options | The wanderer — raid the world, hunt monsters. The classic Norsca experience. |
| Throgg | Wintertooth | Troll king — buffs to troll and monster units, improved regeneration. | Monster buffs, regeneration, massive HP, cold-based abilities | The troll king — a monster-focused Norsca. Trolls + Frost Wyrms. |
| Sayl the Faithless | Dolgan | Sorcerer — Chaos-tainted Norsca with magic focus. Unique mutation mechanics. | Chaos magic, mutations, corruption spreading, cavalry focus | The heretic — a magic-focused Norsca with Chaos flavour. Tides of Torment DLC. |
Skaven — Undercities, Food, and the Under-Empire
| Attribute | Value |
|---|
| Alignment | Destruction |
| Settlement type | Settled (hidden + Undercities) |
| Can capture | Any settlement (hidden from enemies until discovered) |
| Can colonise ruins | Yes (via food) |
Faction mechanic — Undercities + Food + Ambush + Corruption: Undercities are hidden settlements built UNDER enemy cities — generate income/resources without owning the province. Food is a currency spent on instant settlement colonisation and unit upgrades. Ambush stance is always available (chance to ambush on attack). Skaven Corruption reduces enemy control. Clan-specific workshops (Ikit’s nukes, Moulder’s mutations, Eshin’s assassinations). Playstyle: a nightmare — great units in every category, weapon teams, grotesque monsters, devastating war machines. Weak early but a massive spike once tier 3+ units come online. The most powerful faction in the game.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Queek Headtaker | Clan Mors | Melee monster — buffs to Stormvermin, aggressive start in the Badlands. | Stormvermin buffs, massive melee, duelist, anti-infantry | The warlord — straight-forward Skaven melee. Fight everything, take territory. |
| Lord Skrolk | Clan Pestilens | Plague — Lore of Plague, buffs to Plague Monks, spreads disease. | Plague magic, Plague Monk buffs, corruption, disease spreading | The plague priest — spread disease across the world. A biological warfare campaign. |
| Tretch Craventail | Clan Rictus | Survivor — bonuses for retreating + regrouping, flexible playstyle. | Retreat buffs, survival mechanics, versatile recruitment | The survivor — a scrappy, opportunistic Skaven. Free DLC. |
| Ikit Claw | Clan Skryre | The Forbidden Workshop — nukes, warpstone weapon upgrades, permanent unit enhancements. Starts next to the Empire. | Nuclear weapons, weapon team buffs, Forbidden Workshop, warpstone upgrades | The inventor — the most fun Skaven. Drop nukes, upgrade rattling guns, destroy the Empire. Prophet & The Warlock DLC. |
| Deathmaster Snikch | Clan Eshin | Master assassin — the only LL who can personally assassinate other Legendary Lords. Enhanced hero actions. | Assassination, hero action buffs, stealth, Eshin unit buffs | The assassin — a spy campaign. Eliminate enemy lords from the shadows. Shadow & The Blade DLC. |
| Throt the Unclean | Clan Moulder | The Flesh Laboratory — mutate units, create abominations, monstrous unit focus. Starts near Kislev. | Flesh Lab, mutation mechanics, monster capacity, unit creation | The mad scientist — build grotesque monsters and mutate your roster. Twisted & The Twilight DLC. |
Tomb Kings — No Upkeep, No Limits, Just Build
| Attribute | Value |
|---|
| Alignment | Death |
| Settlement type | Settled |
| Can capture | Any settlement (prefer desert) |
| Can colonise ruins | Yes |
Faction mechanic — No Upkeep + Capacity-by-Buildings + Books of Nagash + Mortuary Cult: Units have ZERO upkeep — instead, the number of units you can recruit is limited by how many military buildings you have. This creates a snowball: as your empire grows, your army cap grows, and by late game you can field massive armies of powerful units for free. The Books of Nagash are a collectible side-quest. The Mortuary Cult crafts items. Playstyle: slowly build up into a snowball — massive armies of constructs, skeletons, and monsters without paying upkeep. Limited to desert (best lands are there). A unique economy where buildings = army size.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Settra the Imperishable | Khemri | The king — powerful melee, buffs to all Tomb Kings units, extensive unique skill tree. | Melee, leadership, unit buffs, chariot mount, unique items | The imperishable — the classic Tomb Kings experience. Great start, powerful lord. |
| High Queen Khalida | Court of Lybaras | Archer focus — buffs to skeleton archers, anti-Skaven abilities. Poison immunity. | Archer buffs, anti-Skaven, poison immunity, ranged focus | The archer queen — a ranged-focused Tomb Kings. Devastating skeleton archer spam. |
| Grand Hierophant Khatep | Exiles of Nehek | Mage — Lore of Nehekhara, starts in a difficult position, exiled from Khemri. | Lore of Nehekhara, magic buffs, unique items, Liche Priest focus | The exile — a magic-focused Tomb Kings with a challenging start. |
| Arkhan the Black | Followers of Nagash | Nagash’s lieutenant — access to Lore of Death, unique Necrotect mechanics, Nagash-aligned quest. | Lore of Death, Necrotect buffs, Nagash-themed mechanics | The necromancer — Tomb Kings with death magic and Nagash lore. A darker Tomb Kings. |
Vampire Coast — Pirate Coves, Ships, and the Dead that Sail
| Attribute | Value |
|---|
| Alignment | Death |
| Settlement type | Settled (coastal focus) |
| Can capture | Any settlement |
| Can colonise ruins | Yes |
Faction mechanic — Pirate Coves + Ship Buildings + Infamy + Loyalty: Pirate Coves are hidden income-generating buildings planted in enemy coastal settlements — leech gold without owning the province. Ship Buildings turn your LL into a roaming recruitment machine (recruit anywhere near water). Infamy is a progression track. Loyalty mechanic on non-LL lords. Playstyle: gunpowder monsters with undead theme — Necrofex Colossi, Deck Gunners, Depth Guard. Low leadership (undead — if you lose, you lose everything). Strong if you steamroll with Raise Dead, fragile if you don’t. Best theme in the game.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playful Style |
|---|
| Luthor Harkon | The Awakened | Madness — must cure his insanity by fighting on land. Starts in Lustria (surrounded by Lizardmen, Dark Elves, Bretonnia). | Madness mechanics, ship recruitment, gunpowder buffs | The madman — the hardest Vampire Coast campaign. Forced to fight on land to cure madness. |
| Count Noctilus | The Dreadfleet | Safe position — starts in the middle of the ocean with attrition for invaders. Strongest defensive start. | Naval supremacy, ship recruitment, monster buffs, no attrition at sea | The safest — an island fortress in the ocean. Build up, then strike. Best beginner Vampire Coast. |
| Aranessa Saltspite | Pirates of Sartosa | Hybrid — access to Sartosa Free Company units + Ogre units. Starts on Sartosa. | Hybrid roster, mercenary access, naval buffs | The hybrid — a unique mix of undead pirates + living mercenaries. |
| Cylostra Direfin | The Drowned | Summoner — unique spectral summoning abilities. Starts between High Elves and Dark Elves. | Spectral summons, magic, ghost ship buffs | The singer — a magic-focused Vampire Coast in a dangerous position. |
Vampire Counts — Raise Dead, Corruption, and the Lore of Vampires
| Attribute | Value |
|---|
| Alignment | Death |
| Settlement type | Settled |
| Can capture | Any settlement |
| Can colonise ruins | Yes (via Raise Dead) |
Faction mechanic — Raise Dead + Undead Corruption + 0-Upkeep Skeletons + Lore of Vampires: Raise Dead lets you recruit units immediately after battles or at battle sites — depending on casualties, you can recruit powerful units without building the structures for them. A research gives 0 upkeep for skeletons, meaning armies of 1 Lord + skeletons cost ~200-300 upkeep total. Very good replenishment rate. Undead Corruption must be spread or you take attrition. The Lore of Vampires is the most powerful lore of magic in the game. Playstyle: one playstyle — rush. No ranged units (except Sylvanian Crossbowmen). Spam skeleton armies, win through numbers + magic + monsters. Vampires can vassalize through diplomacy (Lahmian bloodlines).
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Mannfred von Carstein | Drakenhof Conclave | The master — Lore of Vampires + Lore of Death, powerful melee + magic hybrid. Can vassalize. | Lore of Vampires + Death, flying mount, vassalization, raise dead | The count — the classic Vampire Counts experience. Magic + melee + skeleton spam. |
| Heinrich Kemmler | The Barrow Legion | Necromancer — Lore of Death, unique Krell companion (melee monster hero). Starts in the Grey Mountains. | Lore of Death, Krell summoning, necromancer focus | The necromancer — a magic-focused campaign with a unique bodyguard. |
| Vlad von Carstein | Sylvania | Diplomat — can vassalize through diplomacy, Isabella as legendary hero. Strongest early-game Vampire Counts. | Vassalization, melee + regeneration, Isabella synergy, corruption | The best beginner Vampire — vassalize, trade territory, make friends. Vlad + Isabella = power couple. Free DLC. |
| Isabella von Carstein | Sylvania | Vampire bride — buffs to Vampire units, Vlad as legendary hero. Synergy with Vlad. | Vampire unit buffs, Vlad synergy, healing, melee | The bride — play with Vlad as your hero. A unique dual-lord dynamic. Free DLC. |
| Helman Ghorst | Caravancaravan. A player-driven trade convoy that moves goods between settlements — valuable, and vulnerable to attack. of Blue Roses | Plague — Lore of Vampires + plague spreading, unique caravan mechanics. | Plague magic, caravan movement, disease buffs | The plague-bringer — a mobile plague campaign. Grim & The Grave DLC. |
Wood Elves — Deep Roots, Forests, and the Forge of Daith
| Attribute | Value |
|---|
| Alignment | Order |
| Settlement type | Settled (limited to magical forests) |
| Can capture | Forest settlements only (outsiders are next to impossible + pointless) |
| Can colonise ruins | Forest ruins only |
Faction mechanic — Deep Roots + Magical Forests + Forge of Daith + Forest Council: Deep Roots lets you teleport between magical forests across the map in a single turn. Each forest you cleanse and awaken provides stacking bonuses — snowball potential. The Forge of Daith upgrades lords with permanent or temporary buffs. The Forest Council provides unique decisions. Playstyle: incredibly good at what they do, but very specific — take over a forest, cleanse the area, repeat. Super powerful archers, tree spirits, and monsters. Damage and defense bonuses when fighting near trees. A snowball faction once forests are awakened.
| Legendary Lord | Faction | Lord’s Special System | Key Abilities | Playstyle |
|---|
| Orion | Talsyn | The King in the Woods — -8% upkeep per active war, -4% for other armies per war. Declare war on faraway factions for near-free upkeep. | Upkeep reductions (up to -100%), seasonal buffs, combat prowess | The upkeep breaker — declare 12+ wars, get free armies. The most powerful Wood Elf (mechanically). |
| Durthu | Argwylon | The ancient tree — buffs to tree spirit units (Treemen, Tree Kin), aggressive forest defense. | Tree spirit buffs, massive melee, high HP, anti-infantry | The tree — a monster-focused Wood Elf. Send in the trees. |
| Sisters of Twilight | Heralds of Ariel | Dual-mount — ride a forest dragon or fight on foot with a twin. Forge of Daith upgrades. Court of the Mage-Queen. Hawk Riders with Volley of Kurnous. | Dual combat modes, dragon mount, unique units, Forge upgrades | The most fun Wood Elf — versatile, powerful, unique mechanics. Twisted & The Twilight DLC. |
| Drycha | Wargrove of Woe | Monster focus — buffs to Dryads and tree spirits, aggressive playstyle, corruption mechanics. | Tree spirit buffs, monstrous unit focus, aggressive playstyle | The wild — the most aggressive Wood Elf. No archers, all trees. |
How to Choose Your Campaign
Best for Beginners
- Tyrion (High Elves) — safe on Ulthuan, powerful roster, good economy, the #1 recommended beginner campaign.
- Kroq-Gar (Lizardmen) — strong start, Saurus spam + dinosaurs, simple mechanics.
- Zhao Ming (Grand Cathay) — economy-focused, balanced army, easiest Cathay start.
- Vlad/Isabella (Vampire Counts) — vassalize through diplomacy, skeleton spam, forgiving.
- Be’lakor (Warriors of Chaos) — safe WoC start, versatile, learn the race’s mechanics.
Most Powerful
- The Changeling (Tzeentch) — hidden armies, stolen settlements, shape-shifting. The “final boss” of campaigns.
- Oxyotl (Lizardmen) — teleport anywhere, free elite units from missions, no attrition.
- Alarielle (High Elves) — diplomatic snowball, recruit elite units early, become queen of the world.
- Orion (Wood Elves) — declare war on the world, get free upkeep, flood the map with armies.
- Archaon (Warriors of Chaos) — confederate every WoC lord, vassalize, snowball into an unstoppable force.
Most Fun
- Grom the Paunch (Greenskins) — cook meals, eat enemies, fight the French in Bretonnia.
- Ikit Claw (Skaven) — drop nukes, upgrade weapon teams, destroy the Empire.
- Alith Anar (High Elves) — stalk, ambush, assassinate. A stealth campaign.
- The Daemon Prince (Daemons of Chaos) — customise everything, try all four Chaos gods.
- Yuan Bo (Grand Cathay) — reset all army movement, instant construction. Break the game.
Most Difficult
- Luthor Harkon (Vampire Coast) — forced to fight on land to cure madness, surrounded by enemies in Lustria.
- Karl Franz (Empire) — surrounded by 5 hostile LLs, must maintain Imperial Authority, difficult terrain.
- Tzarina Katarin (Kislev) — terrible economy, limited hero capacity, caster lord with weak melee.
- Greasus Goldtooth (Ogre Kingdoms) — terrible melee lord, surrounded by Cathay/Grimgor/Chaos Dwarfs.
- Lord Mazdamundi (Lizardmen) — no special effects, diplomatic penalty, difficult position.
This is Part 2 of the complete Immortal Empires cheat sheet. Part 1 covers the 10 Warhammer III-era races. Together, both parts cover all 24 races and 100+ Legendary Lords. Built from the official Total War: WARHAMMER Wiki roster, SEGA’s DLC ownership guide, and community mechanic guides. See our methodology for how we source and verify.
The WH1/WH2 roster is still growing on live service — recent packs like Omens of Destruction and Tides of Torment added Gorbad Ironclaw, Sea Lord Aislinn, and Sayl the Faithless to the tables above. Whatever the next DLC wave brings will slot into the same faction tables, so this page stays worth bookmarking.
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