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The Info of the Twisted and the Twilight (DLC Breakdown) III: SATURDAY NIGHT TREEVER


Check out the links as-well (some are throughout, others at the bottom) i will be linking and updating this as it goes and the videos are a good watch
A Annotated Mortal empires map showing new areas and possible start positions
now to start we have the totalwar link from their official site; https://www.totalwar.com/blog/total-war-warhammer-ii-the-twisted-the-twilight-faq/
The Twisted & The Twilight includes:
Two unique Legendary Lords leading their own factions:
Throt the Unclean Master Mutator of Clan Moulder and one of the nine Lords of Hell Pit.
The Sisters of Twilight Naestra and Arahan, Emissaries of Queen Ariel
Powerful new units and Heroes for both the Skaven and the Wood Elves, including:


Throt the unclean - the skaven lord of the DLC master mutator of hellpit and creator of all kinds of monsters like the HPA, CHARACTER CARD
ghoritch - legendary rat ogre mutant hero for throts faction,
Packmasters - a hero unit,
chieftains - (FLC) leaked in post, chieftains are in tabletop a melee hero like a skaven lord,
also in this IMAGE LINK in between the pack master and ghoritch, 3rd unit in unit bar
Brood Horrors - a monster and mount option, unit of 1
Mutant Rat Ogres - single unit monster entity, unit of 1
Wolf Rats - comes in variants, a bit in the air but seems to be poison and armoured/armour piercing (maybe a basic one too), unit of 80


Naestra & Arahan, The sisters of twilight - The wood elf Lord of the DLC, Twin sisters (kinda not though) who are a split soul and ride together on a great eagle or forest dragon of renown, STARTS IN THE WITCHWOOD CHARACTER CARD I HOPE TRULY THE TWINS IMMORTALITY ISNT BOILED DOWN TO 10% WARD SAVE AND WOUND TIME -3! IF SO THAT IS THE 1ST THING CA HAS DONE TO ACTUALLY MAKE ME ANGRY THIS DLC
Drycha - (FLC) An evil wood spirit, at odds with the wood elves and handmaiden to coeddil, STARTS IN THE GRYPHONWOOD Here's her character card Coeddil - (evil durthu who is leaked as a mechanic of some sort to drycha)
Ariel - legendary Hero of the wood elves and wife of orion, she is the defacto leader of athel loren, one of the strongest mages in the lore rivaling the likes of mazdamundi and teclis etc (she is available for all the wood elf factions that we know of and get buffs when with orion)
Spellweavers - a new mage lord, comes with new lores for the wood elves (high, dark, life, beasts and shadow maybe grey as well?)
Glade captain - hero unit possible (FLC) not sure on what they are but i think its like a handmaiden hero you can see them below in this; IMAGE LINK to the right of ariel is a spear and bow unit similar to handmaidens of the everqueen, wood elves have a similar hero in lore called handmaidens to the mage queen i feel its either part of the rework or a FLC. Could also be a shadow dancer but as far as i know they dont use bows.
Zoats - a life magic bound spell wielding good guy dragon ogre unit come in units of 16 so no worry of single entity
Great stag knights - the demigryph knight to the wild riders empire knight, monstrous cavalry with more armour and staying power, come in units of 32
Bladesingers - elite wardancers with dual swords and magic or fire from the images, come in a unit of 100
Glade Riders (Spears) (FLC) - a new FLC update that adds melee glade riders allowing cheaper and lower tier melee light cavalry (wood elf cav has really got a mega boost this update)

Campaign Mechanics

the wood elves get the deep roots now which are linked to sacred forest provinces and allow when cleansed to be traversed between like via teleportation, the best way i can explain is like the london underground or other metros, you can use it but you have to wait for it to cool down per use.
there are many land changes and some are vortex others are mortal empires so this is a bit up in the air but u/Moonclawsboys24 and u/loremasterian have helpfully given some info i was not fully aware of.
sacred wood provinces;
The Sacred Pools-lustria, the wychwood-naggarond, gryphon wood-empire, gloom wood (in the border princes) as well as old areas that are part of the mortal empires apparent 8 deeproots locations. the oak of ages, laurelorn and gaen vale are also deeproot locations AFAIK so that leaves 1 more magical forests.
i am gonna say i think i know where those locations will be as there is a wood elf area in the darklands lore called the haunted forest near where flayed rock is, and the second one being up in kislev as kislev has a few dark dangerous wild woods and seems a good location for our mortal empires only lord drycha. here's a link of roughly where i think the sacred woods locations are but its very much guesswork at this point in time. https://imgur.com/a/WJ2T25v
sisters of twilight mechanics - The Heralds of Ariel - they start in naggarond, in the wychwood as they are meant to be fixing it for ariel, and they have a unique mechanic called forge of daith, basically daith the elven avatar of vaul the smith god is the sisters uncle, kinda anyway, he makes them gear of top quality and he has a mechanic with them to give strong buffs and equipment to use in your faction.
the forge of daith it may not be just for the sisters? this is only because the character card talks about them getting timer buffs for it so perhaps all will have access to daiths forge? It offers powerful items which you can choose between a powerful item or go with arahans hasty approach and take an upgraded version but only for a limited time.
Conjoined Destiny the mechanic that worried me most, it's not all I wanted but is close, either automatically or as an ability when at low health the sisters have a wind up time (30 seconds I believe) before getting a burst of high healing that looks to be somewhere around 40% of their health. My only wish is they get a combat buff while the wind up is active as it's their lore that while one is dead and waiting to be respawned the other gets double the skill
drychas mechanics - The Wargrove of Woe - is the handmaiden of coeddil an ancient treeman who is more powerful and older than even durthu, but was tainted by the evil left by morghur the shadowgave when he full on smashed that goat to a paste. since then he is meant to be withered and mad and evil, but the malicious forest spirits are still a fan like drycha.
drycha is not good friends with all of the wood elves, she hates them so she might not have ariel as a mechanic and its possible coeddil is possible for her instead, she is his handmaiden after all. not sure on that but its possible, also drycha may not have elves available or at least have less of them so she may be getting aspects for her tree spirits, it was mentioned but we have not much to go on. lastly the start position for the briarmaiden of woe i think is gonna be in one of two fairly unique locations for wood elves
SHE STARTS IN THE GRYPHONWOODS NEAR OSTERMARK AND TALABECHLAND - all below was speculation which i have trimmed down as i thought the tidbits about the haunted woods in the darklands could be a new forest in the next game perhaps?
she could have also started in kislev as that area has a few dark woods or even better in the darklands as the darklands has the haunted forest, a dark and ancient woods.... perhaps these will appear later in time.
the skaven
throt has 2 start locations, up by the most north eastern area of naggarond in his vortex and over in hell pit in his mortal empires
aside from that he has a few bits to go through.
the flesh lab - he can use mutagenic elixir on skaven units to upgrade them, this looks like a mix between skyres forbidden workshop and orks scrap mechanic. you have mutagen as a resource and its used in the fleshlab to mutate units, the more mutation perks you put into them the more unstable they become, if too unstable the units then get different effects...
these vary from taking attrition to full on exploding like a bloated corpse (i know sounds great) and the effects you can gain sound fun too, they vary but some are things like make them sneakier, but higher up in the tree you can do things like on stormvermin at least you can turn them undead, meaning they cant run away, they become unbreakable mindless undead stormvermin and there is alot of these perks, the flesh lab seems to be split into 3 sections; infantry, monsters and the workshop basically perks for infantry, perks for monsters and the 3rd area is for upgrades to make to your labs.
lastly these mutant monster creations are processed and then available as a special ROR tab (like the empire state special troops) for recruitment


The rework has quite a few bits so ill be brief as this post is huge already , but there is a lot of new and exciting stuff.
aspects before i go into them loremaster of sotek mentioned this feature is only for drycha and durthu, im not sure whether this is correct but if so it helps show the difference which is kinda fun, but also kinda a bummer... aspects for tree spirits, aspects for dryads are a thing as well as treekin and treemen, it works like the orcs scrap mechanic and you have to pay to take one of the 3 aspects or none at all, they all contain benefits as well as negative effects;
-Aspect of willow - is a light attacking anti infantry aspect, its good vs inf and also buffs defense at the cost of less AP damage.
-Aspect of Oak - the tanks, oak makes your spirits slower but ups their armour and gives charge defence.
-Aspect of birch - the fast and hard aspect, lovers the physical resist the spirits have making them softer but gives speed and AP damage.
-Aspect free - of course no aspect is an option.
OFFICES the offices orionand durthu have are significantly different and more catered to what those characters do, orion has the wild hunt offices and durthu has the grove of ancients and both are themeatic and seem like good but not OP uses of the office system. i do not know but assume that the twilight sisters and the Briarmaiden of Woe will both have their own offices but can not confirm.
AMBER you still have it but it is very different, you can get 1 amber from each sacred forest once you heal them, these 8 amber points are used for 8 skills that act like the end game skills in other factions. the skill tree has also gained a overhaul but looks familiar https://imgur.com/a/lKLcer5
INCURSIONS wood elves have occasional locational events that are called incursions... these work kind of like a mix between a rebellion and an elector count event for the empire... you have various types some are timed some are not and you have choices when dealing with them, as an example you are orion and you get the incursion symbol appear in talsyn, you go over early and if you have a fight going early gives you an ambush, if you dont go you will have to fight them regular style..
the actual choices you get will be like; there are brettonians cutting down trees on the borders of the forest and you will have a
tell off the brettonians and send them away with a warning, the brettonnians will like it but it will debuff your dryads as they wanna kill
kill them, the dryads want to kill them and feed the soil, youll fight them and winning you get benefits to tree spirits and brettonia wont like it
and so on you might get other events but it seems to be along those lines wheter dwarves, brettonia, beastmen and so on.
CONFEDERATION now to confederate the wood elves, as you dont need amber to do so, you have to level up the oak of ages and at the different tiers it unlocks generic wood elves (tier 2) and playable faction wood elves (tier 3) this isnt just cut and dry however as each one comes with a quest to allow confederation. for instance to confederate laurelorn in the stream i watched, loremaster of sotek had to kill a norscan faction. any norscan faction would do but he had to destroy one. im not sure if its unique to each faction or not. -On a side note, there is apparently something that allarielle can do in the gaean vale and also a quest to get the gaean vale from her...
OAK OF AGES no longer needs amber, it also still allows confederation at tiers, tier 2 oak allows confederation with the two small athel loren faction torgovann and wydrioth, tier 3 allows the playable factions talsyn, argwylon and the heralds of ariel to be confederated. as far as i know drycha is stuck separate with her faction (the wargrove of woe) to the others which is fun. the oak also spreads untainted, growth, factionwide public order and gives forest health to athel loren
SACRED FORESTS Each magic wood elf forest AKA athel loren, the new areas, gaen vale have what could best described as an area untainted system, and ill be using athel loren for this example. the forest has areas called heathlands, basically areas that used to be part of the sacred forest the areas that are linked as the oak of ages heathlands are; karak bhufdar, quenelles, karak azgaraz, carcassonne, fester spike, parravon and karak norn. these areas. if enemies, or races like greenskins or skaven own them it will lower your tree health and if you own them you can ad to your forest health, possibly allies too, and its a systemthat makes outposts a bit more important and better.


THE SACRED FORESTS ARENT JUST NEW LANDS BUT ARE UNIQUE TOO! each province has unique bonuses that build as you heal that sacred forest so here is a list of what they do and where they are!;
1.The Oak of Ages (Athel Loren) - global growth, global upkeep and deeproots cooldown
2.The Gaean Vale (Ulthuan) - Winds of magic power reserve and global recruitment capacity
3.Oreon's Camp (Southlands) - Unit experience Gain and global recruitment capacity
4.Laurelorn Forest (North West Old World) - Income from all buildings and global recruitment capacity
5.The Witchwood (Naggarond) - Research rate and global recruitment capacity
6.The Sacred Pools (Lustria) - Casualty replenishment rate and global recruitment capacity
7.Gryphon Wood (North East Old World) - Recruitment cost and global recruitment capacity
8.Forest of Gloom (Barrens) - Campaign movement range and global recruitment capacity
Plus as the map expands with new DLCs (this DLC is confirmed not the last one) and Game 3 new sacred woods may appear


the forest health you get for using the deeproots and healing the heathlands around each sacred forest doesnt stop with that either, each sacred forest has 5 tiers of health the oak of ages is out of 500 and the rest are out of 100, when you get the health higher in the tiers the benefits from that forest is increased leveling up the buff it gives your faction.
once at max forest health you can perform a ritual of rebirth in that wood which if i heard right causes a quest battle, after that you unlock a unique landmark building in each sacred forest except the oak which instead unlocks the oak of ages tier 5 building that you need to win the campaign.


the wood elves now have kindreds instead of growth, they do not need population to build and upgrade their city or the troop buildings but instead use their gained kindreds to buy military support, defense and infrastructure buildings not dissimilar to how a horde or black ark works


all forest spirits have vanguard deployment now... not sure if this includes the treemen leaders but the units do.


EMPTY RIGHT NOW! - i have heard however there are changes coming to the skaven lords to make them a bit less generic (looking at tretch, queek a skrolk) though i havent a source on this info and if you can help me out i would greatly appreciate it.
What i know so far is;
Rictus - tretch starts with an undercity in crookback, this should be great for aborting naggarond if you so wish later on, assuming you can build a vermintide without getting spotted.


wood elven RoR;
Wraiths of the Frozen Heart (Dryads): Particularly effective for preventing cavalry from cycle charging, or stopping a missile unit from retreating.
Lost Sylvan Knights (Great Stag Knights): Equipped with significant physical resistance.
Enigmas of Ghyran (Zoats): Elite Zoats with more powerful spells from the Lore of Life.
skaven RoR;
Pit Fighters of Hell's Deep (Rat Ogres): Comes with the Berserk ability and can be used to effectively combat terror units.
Morskittar's Hellion (Mutant Rat Ogre): Capable of summoning a localized bombardment of warp lightning.
The Thing Thing (Hell Pit Abomination): Has the ability to buff melee attack and weapon strength but rampages self in process.
MAP The mortal empires map has further expanded the darklands stretching from crookback mountain up to kislev, and among the many new minor factions one is called the LAHMIAN SISTERHOOD, these could be a place holder for queen neferata later on as the area the silver pinnacle is in is on map now. as well as new ways in and out of the darklands.
-There is added wood elf update units such as the glade rder spears, but we havent seen everything so more could be possible.
-elven wild magic summons a great eagle rather than a manticore.
-the post battle screen offers more info of post battle stats
-new chaos invasions mechanics added to the difficulty screen allowing; on, off, hard, very hard and legendary chaos invasions
-settlement abandonment you can abandon your own settlements now, which is far greater an abilitythan it sounds
-foot character mass... you may remember playing these mean and tough foot lords like grimgor or ungrim ironfist and thinking ohthese guys are gonna be badass... only for them tho get booted across the map like a football, well thats been fixed a bit and foot lords are much sturdier and less prone to being knocked over and stunned (THIS IS A HUGE BOON) this affects all foot lords and characters at least a bit, though bigger lords will do better. it also applies to foot troops and units with charge defense etc, making halberds and spears better at taking that charge when braced
-ranged unit grace period; sounds dumb but its dumb that we didnt have it for so long, basically if your archers or rifles etc are in the woods when they shoot alot of the projectiles will hit the trees and so on. not any more (a bit anyway) if you hide in the middle of the woods some arrows will still hit trees but at the edges the arrows will skip through trees for a short period as if the ranged troop aimed around the trees (AS YOU CAN SEE THIS IS VERY USEFUL FOR THE WOOD ELVES) each projectile has 1.2 seconds of travel time in air before it can hit trees, so if your a bit behind the treeline your arrows from the back ranks may still hit a tree but not the front, and importantly once the arrows arrive at the woods your firing at those trees will still offer the important cover bonus
-casters now can cast on themselves. as in the minimum distance of a spell is no longer a thing and you can drop a vortex or wind or breath on yourself to save your wizard
-tretch starts with a undercity in crookback mountain, not much but you could use this to quickly take his home overthrowing the clan rictus nest
-high elves have had some buildings compacted making certain chains more useful, such as the hand maidens and the white lions
-mazdamundi has been upgraded to be more powerful as the most powerful live slann
-ghorst is stronger, buffs zombies and corpse carts and mortis engines can raise zombies
-more info for your income in settlements allowing you to see what changes the buildings will do etc
-Lots of fixes and balances too.
this is all the units that we know so far we havent seen the FLC unit/heroes, we have not seen the rework changes either so it is possible things like the dryads having aspects may be either a drycha mechanic or a added feature but its possible we may not see it at all.
getting downvoted for what? like really im just providing the info from multiple sources and showing a few bits in links?
A Blank Version of the New Mortal Empires map
turins video on the wood elf update - https://youtu.be/RoGLg7u7tvA
turins vid on the Update - https://youtu.be/J5POQ_d0fpc
italian sparticus vid - https://youtu.be/HGdjKUa7J3Q
i just wanna spread info and make a one stop post for information on the dlc and surrounding content.
new info comes to light thats not here comment dont downvote because its a couple of hours old?
submitted by Darrullo to totalwar

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