- Tomb Kings require Rise of the Tomb Kings to play.
Tomb Kings are a major race introduced in Total War: Warhammer II via a paid DLC. They will be playable in campaign, multiplayer and custom battles. In campaign, players can choose between four playable subfactions, each led by a different legendary lord.
The Tomb Kings were previously a great human empire called Nehekhara (now known as the Land of the Dead), themed on ancient Egypt. However, the empire of Nehekhara was destroyed by the necromancer Nagash and his vampires, causing the mummified dead of Nehekhara to rise. The Tomb Kings now seek to reclaim their lost glory, and take vengeance on Nagash and the vampires. The armies of the Tomb Kings consist of ranks of skeleton soldiers and chariots, supported by towering animated statues of bone and stone.
- 1 How they play
- 2 Background
- 3 In Battle
- 4 In the Campaign
- 4.1 Playable subfactions
- 4.2 Books of Nagash
- 4.3 Day of Awakening
- 4.4 Mortuary Cult
- 4.5 Canopic Jars
- 4.6 Tomb Heralds
- 4.7 Inventory
- 4.8 Rites
- 4.9 Dynasties of Nehekara (tech tree)
- 4.10 Diplomacy
- 4.11 Buildings
- 4.12 Stances
- 4.13 Post-battle options
- 4.14 Settlement options
- 4.15 Commandments
- 4.16 Climate preferences
- 4.17 Tomb Kings events
- 5 Minor factions
- 6 Videos
How they play[edit | edit source]
A summary of Tomb Kings gameplay:
- Units: Tomb Kings focus on ranks of skeleton infantry and chariots, combined with powerful animated statues and constructs.
- Elite units: They also have Regiments of Renown and campaign-exclusive Legions of Legend.
- Realm of Souls: As Tomb Kings armies take damage in battle, a bar fills up mass-healing the army and allowing a Ushabti to be summoned.
- Day of Awakening: In campaign, Tomb Kings do not require money for unit recruitment or upkeep, instead having unit/army caps which are increased by buildings/technolgies.
- Canopic Jars: A unique resource used for research and by the Mortuary Cult.
- Mortuary Cult: A cult of priests who use resources to craft magical items and elite Legions of Legend.
- Nine Books of Nagash: In the Eye of the Vortex campaign, Tomb Kings don't compete with rituals, but rather search for these books. Books can also be searched for in other campaigns.
Background[edit | edit source]
|“||We do not serve. We RULE!||„|
Across the arid deserts of Nehekhara, vast legions of skeletal warriors rise from beneath the baking sands to slaughter those who trespass into their domain. It is a lifeless realm of endless dunes, stained red from the blood of savages and barbarians. This is the Land of the Dead, where mummified kings are cursed to rule in perpetual unlife. But it was not always thus.
There was a time when the ancient kingdom of Nehekhara stood as a crown of human civilisation; a golden age when its cities shone with majestic splendour, its armies conquered entire nations and its kings ruled as gods among men. But this realm was razed millennia ago by the treacherous sorcery of the reviled Nagash: in a stroke, the living perished and the dead rose from their tombs.
Death is no barrier to glory for the Tomb Kings however. In unlife, they will see the empire of Nehekhara restored to greatness!
In Battle[edit | edit source]
Unit Roster[edit | edit source]
- Main article: Tomb Kings unit roster
The armies of the Tomb Kings consist of ranks of skeleton soldiers, chariots, and animated statues of the Nehekharan gods, sphinxes, scorpions and other creatures. Unlike the other undead faction, the Vampire Counts, the Tomb Kings do not rely on masses of expendable units. Also, unlike the Vampire Counts, Tomb Kings have access to archers and artillery.
Regiments of Renown[edit | edit source]
Tomb Kings have several Regiments of Renown which are elite, unique versions of Tomb Kings units.
Legions of Legend[edit | edit source]
Legions of Legend are extra-powerful units, even moreso than Regiments of Renown, which can be crafted at the Mortuary Cult.
Realm of Souls[edit | edit source]
As Tomb Kings units fall in battle, their essences flow to the realm of souls. As certain thresholds are reached, mass-healing and resurrection waves are triggered (map wide) reinvigorating the Tomb Kings’ armies. Furthermore, when the third threshold is reached, the Tomb Kings can summon a unit of Ushabti to the battle.
Binding and Crumbling[edit | edit source]
Like the Vampire Counts, Tomb Kings units do not rout when their leadership goes down. Instead they stay in the fight, but take damage and lose models via crumbling. This is because Tomb Kings units are fearless undead, but the magic sustaining them can grow weak.
Fatigue[edit | edit source]
Like the Vampire Counts, Tomb Kings are undead and so their units use different names for fatigue levels to reflect the lore.
In the Campaign[edit | edit source]
Playable subfactions[edit | edit source]
In the campaign, Tomb Kings are divided into 4 playable factions, each led by a different Legendary Lord:
|Khemri - led by Settra the Imperishable|
|Court of Lybaras - led by High Queen Khalida|
|Exiles of Nehek - led by Grand Hierophant Khatep|
|Followers of Nagash - led by Arkhan the Black|
Books of Nagash[edit | edit source]
In the Eye of the Vortex campaign, Tomb Kings do not compete to control the great vortex and do not use rituals. Instead, they attempt to find the Books of Nagash which provide various bonuses and eventually culminate in a titanic battle at the Black Pyramid of Nagash.
Tomb Kings also compete to search for the books in other campaigns, though it is not part of the victory conditions.
Day of Awakening[edit | edit source]
Tomb Kings do not require money to recruit or upkeep units. Instead, they have a limit on how many units of a certain type they can per army. This cap is expanded by constructing more of the relevant military recruitment building in other cities. However, Tomb Kings still use money to construct buildings or enact rites. For instance each Open Graves building you construct increases the amount of Skeleton Archers you can recruit (faction-wide) by 4.
The following units do not have a limit:
Additionally, Tomb Kings have a cap on the amount of armies they can field. This is increased by researching technology (see below) and paying to increase the cap via the Mortuary Cult.
Mortuary Cult[edit | edit source]
The Mortuary Cult are the keepers of the Lore of Nehekhara and the secrets of revivification, the Liche Priests of the Mortuary Cult can be called upon to construct unique and venerable items. Using a combination of trade resources and Canopic Jars, the player can order the construction of unique magic weapons, armour, talismans, plus enchanted and arcane items. For a cost, the Mortuary Cult can also resurrect powerful Legions of Legend for use in your armies.
Canopic Jars[edit | edit source]
Canopic Jars are a unique resource for the Tomb Kings. Ancient containers filled with arcane energy, Canopic Jars can be collected through missions, buildings, and as post-battle loot. They are used to awaken powerful units, unlock techs, perform rites and to craft unique items in the Mortuary Cult.
Tomb Heralds[edit | edit source]
Tomb Kings have access to unique, powerful Tomb Herald followers gained through the tech tree.
Inventory[edit | edit source]
Rites[edit | edit source]
- See Tomb Kings rites.
Tomb Kings can perform several rites to give them various powerful faction-wide bonuses. This is the only way they can recruit Ptra's Necrotect or the Casket of Souls. One rite gives them access to Tomb Swarm, an army ability which summons a swarm of scarabs to consume the enemy.
Dynasties of Nehekara (tech tree)[edit | edit source]
- See Tomb Kings tech tree.
The Tomb Kings tech tree is divided into separate groups called Dynasties. Unlocking a dynasty will raise your army cap, allowing you to field additional armies. It also allows you to recruit a special unique lords such as Lahmizzash of the Fourth Dynasty. However each dynasty you unlock increases the time it takes to unlock the next dynasty. Thus players must carefully plan which dynasties they want to unlock in which order. At the end of the tech tree players can unlock powerful Tomb Herald followers.
Diplomacy[edit | edit source]
Tomb Kings have some restrictions on diplomacy:
- Tomb Kings factions cannot confederate each other.
- Khemri and Followers of Nagash are in a permanent war and cannot sign peace.
Buildings[edit | edit source]
- See Tomb Kings buildings.
Stances[edit | edit source]
Stances for Tomb Kings armies:
- Entombed Beneath the Sands - Replaces encamp. Enables replenishment, global recruitment and certain abilities.
- Ambush stance
Post-battle options[edit | edit source]
- Endless March: +Treasury +Campaign movement range.
- Harvest Organs: +Canopic Jars
- Bind souls: +replenishment
Settlement options[edit | edit source]
Settlement options for Tomb Kings:
- Treasure Hunt
Commandments[edit | edit source]
See the article on commandments for a list of Tomb Kings commandments.
Climate preferences[edit | edit source]
Climate preferences differ for Tomb Kings depending on the subfaction. All subfactions prefer desert, wasteland and savannah while hating magical forest and chaotic wasteland, though. See the climate article for a full breakdown.
Tomb Kings events[edit | edit source]
Minor factions[edit | edit source]
A few minor non-playable factions are grouped together in campaign under the Tomb Kings race:
Chaos Invasion[edit | edit source]
During a Chaos Invasion, it is not known how AI Tomb Kings will act.