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{{quote|The time of inaction is over!|Mazdamundi, Lord of the Solar-City}}
 
{{Infobox faction
 
{{Infobox faction
 
|image =Campaign 9.png
 
|image =Campaign 9.png
 
|image desc =
 
|image desc =
|type =Major race
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|type =Major playable race
 
|category ={{PAGENAME}}
 
|category ={{PAGENAME}}
 
|provinces = Depends on subfaction
 
|provinces = Depends on subfaction
 
|climates = Prefers Jungle, Savanna and Desert
 
|climates = Prefers Jungle, Savanna and Desert
 
|race capital = Hexoatl in [[Isthmus of Lustria]]<br>Itza in [[Northern Great Jungle]]
 
|race capital = Hexoatl in [[Isthmus of Lustria]]<br>Itza in [[Northern Great Jungle]]
|subfactions = [[File:Hexoatl.png|20px]][[Hexoatl]]<br>[[File:Last Defenders.png|20px]][[Last Defenders]]
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|subfactions = [[File:Hexoatl.png|20px]][[Hexoatl]]<br>[[File:Last Defenders.png|20px]][[Last Defenders]]<br>[[File:Tlaqua.png|20px]][[Tlaqua]]<br>[[File:Cult of Sotek.png|20px]][[Cult of Sotek]]<br>[[File:Spirit of the Jungle.png|20px]][[Spirit of the Jungle]]<br>[[File:Wh2 main lzd itza crest.png|20px]][[Itza]]
 
|ruler = Depends on subfaction
 
|ruler = Depends on subfaction
 
|feature 1 icon =[[File:Bullet_lzd_geomantic_web.png]]
 
|feature 1 icon =[[File:Bullet_lzd_geomantic_web.png]]
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|feature 2 title =[[Blessed Spawnings]]:
 
|feature 2 title =[[Blessed Spawnings]]:
 
|feature 2 description = Periodic missions allow access to powerful Blessed variants of certain units
 
|feature 2 description = Periodic missions allow access to powerful Blessed variants of certain units
|feature 3 icon =
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|feature 3 icon = [[File:Icon minor rituals.png|40px]]
 
|feature 3 title =[[Rites]]
 
|feature 3 title =[[Rites]]
 
|feature 3 description = Lizardmen rites give faction-wide bonuses, and allow special units to be recruited
 
|feature 3 description = Lizardmen rites give faction-wide bonuses, and allow special units to be recruited
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|feature 4 title =[[Rampage]]:
 
|feature 4 title =[[Rampage]]:
 
|feature 4 description = Lizardmen have beasts suitable for every task, though some are so ferocious they may lose control and charge ahead
 
|feature 4 description = Lizardmen have beasts suitable for every task, though some are so ferocious they may lose control and charge ahead
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|feature 5 title =[[Lord Kroak]]:
  +
|feature 5 description = Lizardmen factions can recruit the powerful [[unique hero]] Lord Kroak
 
}}
 
}}
   
The '''Lizardmen''' are a playable [[race]] introduced in ''[[Total War: Warhammer II]]''. They are playable in [[multiplayer]] and [[custom battles]]. In the [[campaign]], they have two playable sub-factions: [[File:Hexoatl.png|20px]][[Hexoatl]] and [[File:Last Defenders.png|20px]][[Last Defenders]].
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The '''Lizardmen''' are a [[race]] introduced in ''[[Total War: Warhammer II]]''. They have six playable factions, each led by a different [[Legendary Lord]].
   
 
Lizardmen are not a single race but a society of different cold-blooded creatures who dwell in temple-cities that tower over the southern jungles. They march to war alongside mighty reptilian beasts which resemble dinosaurs. Despite their frightening appearance, the Lizardmen see themselves as guardians of a divine order, and are ancient enemies of [[Chaos]].
 
Lizardmen are not a single race but a society of different cold-blooded creatures who dwell in temple-cities that tower over the southern jungles. They march to war alongside mighty reptilian beasts which resemble dinosaurs. Despite their frightening appearance, the Lizardmen see themselves as guardians of a divine order, and are ancient enemies of [[Chaos]].
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==How they play==
 
==How they play==
 
A summary of Lizardmen gameplay:
 
A summary of Lizardmen gameplay:
* '''Units:''' In battle, Lizardmen have strong melee units, powerful [[magic]] users, and many monsters. However, their ranged units are just average.
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* '''Units:''' In battle, Lizardmen have strong melee units, powerful [[magic]] users, and many monsters. However, their ranged units are subpar.
 
* '''Blessed Spawnings:''' These are elite Lizardmen units in limited supply, similar to [[Regiments of Renown]].
 
* '''Blessed Spawnings:''' These are elite Lizardmen units in limited supply, similar to [[Regiments of Renown]].
 
* '''Rampage:''' Overall, Lizardmen have good [[leadership]]. However, many of their units can potentially [[rampage]] and go out of control in battle.
 
* '''Rampage:''' Overall, Lizardmen have good [[leadership]]. However, many of their units can potentially [[rampage]] and go out of control in battle.
 
* '''Rites:''' Lizardmen can perform several [[rites]] in campaign to bolster themselves or recruit [[Slann Mage-Priest]]s.
 
* '''Rites:''' Lizardmen can perform several [[rites]] in campaign to bolster themselves or recruit [[Slann Mage-Priest]]s.
* '''Astromancy Stance:''' A unique [[army]] [[stance]] which increases map vision and ambush chance.
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* '''[[Astromancy]] Stance:''' A unique [[army]] [[stance]] which increases map vision and ambush evasion chance.
 
* '''Geomantic Web:''' Lizardmen [[settlements]] are linked by the magical Geomantic Web which makes their [[commandments]] more powerful.
 
* '''Geomantic Web:''' Lizardmen [[settlements]] are linked by the magical Geomantic Web which makes their [[commandments]] more powerful.
  +
* '''Lord Kroak:''' Lizardmen factions can embark on a quest to recruit the [[unique hero]] [[Lord Kroak]].
   
 
==Background==
 
==Background==
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:''Main article: [[Lizardmen unit roster]]''
 
:''Main article: [[Lizardmen unit roster]]''
   
In battle, Lizardmen combine lines of slow but tough Saurus infantry, backed up by more skittish weaker and faster Skinks. They also have lots of monsters. Their [[spellcasters]] are some of the game's most powerful and versatile. Lizardmen overall are tough, fairly damaging and unlikely to break. However their mobility is average at best, and their ranged options are outclassed by races like [[High Elves]], [[Dwarfs]] and [[The Empire]]. Though it is worth noting that some ranged Lizardmen units have [[poison]] or [[fire]] attacks.
+
In battle, Lizardmen combine lines of slow but tough [[Saurus Warriors|Saurus]] infantry, backed up by more skittish weaker and faster [[Skink Cohort|Skinks]]. They also have lots of monsters. Their [[spellcasters]] are some of the game's most powerful and versatile. Lizardmen overall are tough, fairly damaging and unlikely to break. However their mobility is average at best, and their ranged options are outclassed by races like [[High Elves]], [[Dwarfs]] and [[The Empire]]. Though it is worth noting that some ranged Lizardmen units have [[poison]] or [[fire]] attacks.
   
Lizardmen spellcasters have access to the [[Lore of High Magic]], [[Lore of Light]], [[Lore of Heavens]] and [[Lore of Beasts]].
+
Lizardmen spellcasters have access to the [[Lore of High Magic]], [[Lore of Fire]], [[Lore of Light]], [[Lore of Heavens]] and [[Lore of Beasts]].
   
 
===Blessed Spawnings===
 
===Blessed Spawnings===
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===Rampaging units===
 
===Rampaging units===
 
Many Lizardmen units have the potential to [[rampage]] after staying in battle too long. Normally this trait is only found on wild or feral units in other races, but many Lizardmen line units such as [[Saurus Warriors]] can rampage. When a unit rampages, it gains stat bonuses and will automatically charge/engage the nearest enemy unit in melee. The player loses control while it is rampaging. Units will not [[break]] and flee while rampaging.
 
Many Lizardmen units have the potential to [[rampage]] after staying in battle too long. Normally this trait is only found on wild or feral units in other races, but many Lizardmen line units such as [[Saurus Warriors]] can rampage. When a unit rampages, it gains stat bonuses and will automatically charge/engage the nearest enemy unit in melee. The player loses control while it is rampaging. Units will not [[break]] and flee while rampaging.
  +
  +
===Cold-Blooded===
  +
All Lizardmen [[characters]] have an ability called [[Cold-Blooded]] which increases the leadership of a unit, and stops it rampaging if it is doing so.
   
 
==In the Campaign==
 
==In the Campaign==
Lizardmen are a normal, non-[[horde]] faction who occupy settlements and control [[provinces]].
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Lizardmen factions are normal, non-[[horde]] factions who occupy settlements and control [[provinces]]. The exception to this is [[Nakai the Wanderer|Nakai the Wanderer's]] faction [[Spirit of the Jungle]] who operates as a horde faction while giving settlements that he has conquered to the [[Defenders of the Great Plan|Defenders of the Great Plan Faction]] (his vassal).
   
 
===Playable Factions===
 
===Playable Factions===
In campaign, Lizardmen have two playable factions, each with their own starting position and led by different legendary lords. See individual pages for details and strategies.
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In campaign, Lizardmen have six playable factions, each with their own starting position and led by different legendary lords. See individual pages for details and strategies.
   
 
{|style="text-align: left;"
 
{|style="text-align: left;"
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|[[File:Last_Defenders.png|40px]]
 
|[[File:Last_Defenders.png|40px]]
 
|'''[[Last Defenders]]''', led by [[Kroq-Gar]]
 
|'''[[Last Defenders]]''', led by [[Kroq-Gar]]
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|-
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|[[File:Tlaqua.png|40px]]
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|'''[[Tlaqua]]''', led by [[Tiktaq'to]]
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|-
  +
|[[File:Cult of Sotek.png|40px]]
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|'''[[Cult of Sotek]]''', led by [[Tehenhauin]]
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|-
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|[[File:Wh2_main_lzd_itza_crest.png|40px]]
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|'''[[Itza]]''', led by [[Gor-Rok]]
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|-
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|[[File:Spirit of the Jungle.png|40px]]
  +
|'''[[Spirit of the Jungle]]''', led by [[Nakai the Wanderer]]
 
|-
 
|-
 
|}
 
|}
   
 
===Vortex Rituals===
 
===Vortex Rituals===
In the [[Eye of the Vortex]] campaign, Lizardmen compete to control the [[Great Vortex]] by using [[Rituals]].
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In the [[Eye of the Vortex]] campaign, Lizardmen compete to control the [[Great Vortex]] by using [[Rituals]]. Nakai the Wanderer does not participate in the race for the Great Vortex and has a separate campaign.
   
 
===Geomantic Web===
 
===Geomantic Web===
  +
:''Main article: [[Geomantic Web]]''
[[File:Geomanticweb.jpg|right|thumb|400px|The Geomantic Web links settlements together.]]
 
The [[File:Bullet_lzd_geomantic_web.png|20px]]'''Geomantic Web''' is network of [[magic]]al energy that links Lizardmen settlements together. The Geomantic Web can be viewed by clicking the [[File:Bullet_lzd_geomantic_web.png|20px]]button in the bottom right, while on the campaign map. Certain [[Lizardmen buildings]] can strengthen this connection. However merely having the building is not enough to maximize Geomantic Web strength - the settlement must be linked to another of equal or higher Geomantic strength.
 
   
  +
The [[File:Geomantic web icon.png|40px]]'''Geomantic Web''' is network of magical energy that links Lizardmen settlements together and increases the strength of Lizardmen [[commandments]]. The Geomantic Web is strengthened by certain buildings, and by owning whole provinces.
The effects of Lizardmen [[commandments]] are increased as the level of the Geomantic Web increases. Thus Lizardmen are highly encouraged to control entire provinces. The strength of the Geomantic Web in any given province is displayed in the bottom left corner of the screen while on the campaign map, next to the commandments. Geomantic Web strength is also indicated by the colour of the energy lines displayed when clicking the [[File:Bullet_lzd_geomantic_web.png|20px]] button.
 
   
 
===Rites===
 
===Rites===
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===Commandments===
 
===Commandments===
  +
:''Main article: [[Geomantic Web]]''
See the article on [[commandments]] for a list of Lizardmen commandments.
 
   
 
===Climate preferences===
 
===Climate preferences===
Lizardmen [[climate]] preferences for settlements:
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Lizardmen have the following [[climate]] preferences for settlements:
   
* Habitable: Tropical, Savannah, Desert
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* Habitable: Savannah, Desert, Jungle
* Unpleasant: Mountain, Temperate, Temperate Island, Magical Forest
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* Unpleasant: Temperate, Mountain, Magical Forest, Island
* Uninhabitable: Wasteland, Chaotic Wasteland, Frozen
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* Uninhabitable: Wasteland, Frozen, Ocean, Chaotic Wasteland
   
 
===Chaos Invasion===
 
===Chaos Invasion===
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The following non-playable NPC factions are grouped as part of the Lizardmen race.
 
The following non-playable NPC factions are grouped as part of the Lizardmen race.
   
* [[Itza]]
 
 
* [[Sentinels of Xeti]]
 
* [[Sentinels of Xeti]]
 
* [[Southern Sentinels]]
 
* [[Southern Sentinels]]
  +
*[[Teotiqua]] (Mortal Empires campaign only)
* [[Tlaqua]]
 
 
* [[Tlaxtlan]]
 
* [[Tlaxtlan]]
* [[Xlanhuapec]]
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* [[Xlanhuapec]] (Eye of the Vortex campaign only)
 
* [[Zlatlan]]
 
* [[Zlatlan]]
 
*[[Itz-Itza Tribe]]
  +
  +
== Trivia ==
  +
  +
* Lizardmen characters pronounce "x" as "ks", whereas in the original Warhammer Fantasy games the "x" in names is pronounced as "sh".
  +
* In the game, the word "Xiliquncani" (which means "volcanic eruption") is treated as a warcry among the Lizardmen factions.
   
 
==Videos==
 
==Videos==
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===How to win as Lizardmen===
 
===How to win as Lizardmen===
 
{{#ev:youtube|tqpzFlDn4FI}}
 
{{#ev:youtube|tqpzFlDn4FI}}
  +
===How to play the Lizardmen in Campaign===
  +
{{#ev:youtube|WDLtCnKajkE}}
  +
===How to play the Lizardmen in Battle===
  +
{{#ev:youtube|2PZEPwpE7_w}}
  +
===How to play the Lizardmen Lords & Heroes===
  +
{{#ev:youtube|Nnizt9r98Y0}}
  +
  +
<br />{{Navbox factions tw2}}
  +
{{Navbox factions me}}
   
 
[[Category:Total War: Warhammer II factions]]
 
[[Category:Total War: Warhammer II factions]]

Revision as of 18:37, 14 February 2021

The time of inaction is over!
~ Mazdamundi, Lord of the Solar-City

The Lizardmen are a race introduced in Total War: Warhammer II. They have six playable factions, each led by a different Legendary Lord.

Lizardmen are not a single race but a society of different cold-blooded creatures who dwell in temple-cities that tower over the southern jungles. They march to war alongside mighty reptilian beasts which resemble dinosaurs. Despite their frightening appearance, the Lizardmen see themselves as guardians of a divine order, and are ancient enemies of Chaos.

How they play

A summary of Lizardmen gameplay:

  • Units: In battle, Lizardmen have strong melee units, powerful magic users, and many monsters. However, their ranged units are subpar.
  • Blessed Spawnings: These are elite Lizardmen units in limited supply, similar to Regiments of Renown.
  • Rampage: Overall, Lizardmen have good leadership. However, many of their units can potentially rampage and go out of control in battle.
  • Rites: Lizardmen can perform several rites in campaign to bolster themselves or recruit Slann Mage-Priests.
  • Astromancy Stance: A unique army stance which increases map vision and ambush evasion chance.
  • Geomantic Web: Lizardmen settlements are linked by the magical Geomantic Web which makes their commandments more powerful.
  • Lord Kroak: Lizardmen factions can embark on a quest to recruit the unique hero Lord Kroak.

Background

To the south of the world, in much warmer, jungle climes, live the Lizardmen. These reptilian champions of order are not one race but a collective of various cold-blooded creatures all dedicated to bringing the Great Plan of the Old Ones to fruition. The Old Ones were a godlike race - worshipped by the Lizardmen - who travelled the stars and terraformed the world in ages past, before the ancient enemy invaded.

The Lizardmen are led by the Slann Mage-Priests, who in turn are served by the adaptable Skinks, the labouring Kroxigors and the fearsome warrior-caste, the mighty Saurus. It is the Saurus that form the bulk of the Lizardmen armies for they are spawned for that sole purpose – bringing war to those deigned as enemies by the Mage-Priests.

Being cold-blooded, Lizardmen reside in the warmer climates, mainly across the jungle-continent of Lustria and the Southlands. Hidden within the undergrowth are the temple-cities where the Slann contemplate and the other reptilian castes live to serve the Old Ones’ will. Shining brightest of all the ancient temple-cities is Hexoatl, the City of the Sun. Though Itza is the First City, Hexoatl has eclipsed it in importance due to its status as home to Lord Mazdamundi, the most active of all the remaining Slann Mage-Priests. Due to its location and history, the City of the Sun is the most fortified and martial of all the temple-cities. Whereas the boundaries of most other cities simply merge with the jungle, Hexoatl has mighty walls and serried ranks of Saurus patrol its plazas. Until recently, even the Norse trespassers of Skeggi and its surrounding colonies avoided Hexoatl, although that has changed of late.

In Battle

Lizardmenart

Lizardmen forces led by Kroq-Gar.

Unit Roster

Main article: Lizardmen unit roster

In battle, Lizardmen combine lines of slow but tough Saurus infantry, backed up by more skittish weaker and faster Skinks. They also have lots of monsters. Their spellcasters are some of the game's most powerful and versatile. Lizardmen overall are tough, fairly damaging and unlikely to break. However their mobility is average at best, and their ranged options are outclassed by races like High Elves, Dwarfs and The Empire. Though it is worth noting that some ranged Lizardmen units have poison or fire attacks.

Lizardmen spellcasters have access to the Lore of High Magic, Lore of Fire, Lore of Light, Lore of Heavens and Lore of Beasts.

Blessed Spawnings

Main article: Blessed Spawnings

Bullet lzd spawningBlessed Spawnings, also called Special Spawnings are elite Lizardmen units in limited supply, similar to Regiments of Renown. Blessed Spawnings are only available in campaign.

Rampaging units

Many Lizardmen units have the potential to rampage after staying in battle too long. Normally this trait is only found on wild or feral units in other races, but many Lizardmen line units such as Saurus Warriors can rampage. When a unit rampages, it gains stat bonuses and will automatically charge/engage the nearest enemy unit in melee. The player loses control while it is rampaging. Units will not break and flee while rampaging.

Cold-Blooded

All Lizardmen characters have an ability called Cold-Blooded which increases the leadership of a unit, and stops it rampaging if it is doing so.

In the Campaign

Lizardmen factions are normal, non-horde factions who occupy settlements and control provinces. The exception to this is Nakai the Wanderer's faction Spirit of the Jungle who operates as a horde faction while giving settlements that he has conquered to the Defenders of the Great Plan Faction (his vassal).

Playable Factions

In campaign, Lizardmen have six playable factions, each with their own starting position and led by different legendary lords. See individual pages for details and strategies.

Hexoatl Hexoatl, led by Lord Mazdamundi
Last Defenders Last Defenders, led by Kroq-Gar
Tlaqua Tlaqua, led by Tiktaq'to
Cult of Sotek Cult of Sotek, led by Tehenhauin
Wh2 main lzd itza crest Itza, led by Gor-Rok
Spirit of the Jungle Spirit of the Jungle, led by Nakai the Wanderer

Vortex Rituals

In the Eye of the Vortex campaign, Lizardmen compete to control the Great Vortex by using Rituals. Nakai the Wanderer does not participate in the race for the Great Vortex and has a separate campaign.

Geomantic Web

Main article: Geomantic Web

The Geomantic web iconGeomantic Web is network of magical energy that links Lizardmen settlements together and increases the strength of Lizardmen commandments. The Geomantic Web is strengthened by certain buildings, and by owning whole provinces.

Rites

Main article: Lizardmen rites

Lizardmen can perform several rites to spawn armies of monsters, allow them to recruit Slann Mage-Priests or give other bonuses.

Buildings

Main article: Lizardmen buildings

Technology

Main article: Lizardmen tech tree

Inventory

Stances

Special stances: Astromancy

Common stances: March, Encamp, Ambush, Channelling.

Post-battle options

Lizardmen post-battle options are as follows:

  • Release Captives
  • Exterminate
  • Kill & Eat

Commandments

Main article: Geomantic Web

Climate preferences

Lizardmen have the following climate preferences for settlements:

  • Habitable: Savannah, Desert, Jungle
  • Unpleasant: Temperate, Mountain, Magical Forest, Island
  • Uninhabitable: Wasteland, Frozen, Ocean, Chaotic Wasteland

Chaos Invasion

During a Chaos Invasion, the AI Lizardmen factions gain the Shield of Civilization trait along with certain other races.

Minor Factions

The following non-playable NPC factions are grouped as part of the Lizardmen race.

Trivia

  • Lizardmen characters pronounce "x" as "ks", whereas in the original Warhammer Fantasy games the "x" in names is pronounced as "sh".
  • In the game, the word "Xiliquncani" (which means "volcanic eruption") is treated as a warcry among the Lizardmen factions.

Videos

Trailer

How to win as Lizardmen

How to play the Lizardmen in Campaign

How to play the Lizardmen in Battle

How to play the Lizardmen Lords & Heroes