• Two powerful new Legendary Lords with new quest-chains, legendary items and skills trees
  • Play as Clan Skryre (Skaven) or the Cult of Sotek (Lizardmen) with unique new campaign mechanics
  • Two new additional Lord types
  • Nine new battlefield units and variants including the bullet-spewing Ratling Gun Weapon Teams and the fearsome Ripperdactyls
  • Unleash ultimate devastation with the Clan Skryre Doomrocket, or summon an aspect of the very serpent god himself into battle with the Invocation of Sotek!
  • New Regiments of Renown to unlock, recruit and field

  • Background

    The great serpent-god Sotek may sleep, but Tehenauin ? his most devoted prophet ? does not. The time has come for the foul Skaven to pay the butcher?s bill for their plague-spreading acts, and pay they will ? with their very lives! Tehenauin marshals his fellow Red-Crested Skinks: there will be a sacrifice. A vast, crimson sacrifice. Only when the temple-city altars are drenched with Skaven blood will the serpent god become manifest and enact his divine wrath?

    But the Skaven do not sit idly by while Tehenauin plans his crusade. Scenting great Warpstone deposits in the jungles of Lustria, the arch Warlock-Engineer Ikit Claw has claimed The Star Tower in the name of Clan Skryre: a staging-post from which to delve deep into the continental interior. With the Forbidden Workshop at his disposal, Ikit Claw will bend the raw stuff of chaos to his twisted designs, forging ever-more ingenious and cataclysmic weapons? and placing the Warlock-Engineer on a collision course with the Prophet of Sotek!

    New Legendary Lords and Factions

    Ikit Claw, the Warlock Engineer (Skaven, Clan Skryre)





    Ikit Claw ? like all of Skavenkind ? is naturally suspicious, untrusting, untrustworthy and treacherous. His aptitude for science and invention is unrivalled, but as well as being the greatest Skaven Warlock Engineer of all time, Ikit Claw has also developed an awesome command of the Winds of Magic. His exceptional scientific knowledge and magical powers have made him indispensable to the Council of Thirteen.

    In his quest for destruction, Ikit seeks to realise his grandest design ? the mighty Doomsphere ? and he will stop at nothing to unleash it upon the world?

    Clan Skryre brings several unique faction features and mechanics to Total War: WARHAMMER II:

    Clan Skryre Forbidden Workshop

    With access to the infamous Forbidden Workshop, Clan Skryre players can spend resources to upgrade various units such as Doomwheels, Doom-flayers and Weapons Teams with powerful new stat-boosts and attributes. As the player upgrades in each category, they will unlock further ancillaries and, eventually, new regiments of renown unique to the Forbidden workshop.

    Workshop progress requires food and Warp Fuel, a new resource gathered after battles. New research tiers in the Workshop may be unlocked by completing unique missions. But the deadliest invention by far that the Workshop offers is the Warpstorm Doomrocket.

    Warpstorm Doomrockets

    Doomrockets are outlandishly powerful weapons, deployed in battle as an Army Ability. They are crafted in the Forbidden Workshop, and can be stockpiled for use, though only one Doomrocket from the stockpile may be launched per battle. Perhaps the most powerful weapon wielded by any of the Races of WARHAMMER II, a single Doomrocket is capable of wiping out multiple units in a single strike, sending dust and debris skywards in an incinerating mushroom-cloud!

    Doomsphere

    While the Under-Empire is a feature newly-available to Skaven factions (see the Doomsayer Update Notes for more details), only Clan Skryre can build the Doomsphere within the Under-Cities they establish. This immense Warpstone bomb is powerful enough to completely destroy any settlement it is constructed below.

    Unique Lord ? Warlock Master

    The Warlock Master is a caster Lord who uses the Lore of Ruin in battle. Warlock Masters have unique skills which grant further bonuses to Doom Flayers, Doomwheels and Weapons Teams. They may be upgraded to ride a Doom Flayer or Doomwheel in battle.

    Unique Units




    Regiments of Renown

    These unique, elite variants are unlocked for recruitment as Ikit Claw and his Lords level up.


    Five additional Regiments of Renown will become available upon completion of key projects in the Forbidden Workshop. These units are only available in campaign, not in custom and multiplayer battles:

    Tehenhauin, Prophet of Sotek (Lizardmen, Cult of Sotek)





    Tehenhauin, a Red Crested Skink, emerged as the charismatic Prophet of Sotek after a devastating plague was spread across Lustria by Clan Pestilens. As he led a migration out of the defiled city of Chaqua where the disease began, he prophesised the coming of the Serpent-God and rallied the surviving population of Lizardmen to join his counterattack. As Sotek?s cult grew, so too did the Prophet?s following, and for many years Tehenhauin led his apostles to many victories, slaughtering countless captives as sacrificial offerings in the hope that their spilt blood would bring forth the Serpent-God himself.

    The Cult of Sotek faction brings two new campaign mechanics to Total War: WARHAMMER II:

    Prophecy of Sotek
    Tehenauin believes that with sufficient sacrifices, the serpent-god may yet return, bringing salvation to the Lizardmen and the extermination of the Skaven. Tehenauin will be issued with a series of unique missions, the completion of which grants access to new forms of sacrifice. When performed, these reward Tehenauin with unique banners, followers, powerful temporary effects, Regiments of Renown and more.

    Sacrifices to Sotek

    As Tehenauin and his forces win battles against non-Lizardmen armies, they may choose to mark any post-battle captives as Sacrificial Offerings. As the offerings build, they may be spent on performing the sacrifices accessed by the Prophecy of Sotek missions.

    The ultimate sacrifice: Invocation of Sotek

    The highest level of sacrifice grants Tehenauin the ability to evoke Sotek himself, manifesting an aspect of the serpent-god in battle to deal devastating damage to his foes.

    Unique Lord: Red-Crested Skink Chief

    Red-Crested Skink Chiefs are powerful melee-focussed Lords capable of leading armies, with their own unique skills tree. They may be upgraded to ride a Horned One, a Ripperdactyl, and later, a fearsome Ancient Stegadon.

    Unique units

    Tehenauin?s armies may recruit and field all-new battlefield units:


    Regiments of renown

    Tehenauin?s armies may field all-new Regiments of Renown. These are unlocked for recruitment as the appropriate sacrifices are made to Sotek.

    ">
  • Two powerful new Legendary Lords with new quest-chains, legendary items and skills trees
  • Play as Clan Skryre (Skaven) or the Cult of Sotek (Lizardmen) with unique new campaign mechanics
  • Two new additional Lord types
  • Nine new battlefield units and variants including the bullet-spewing Ratling Gun Weapon Teams and the fearsome Ripperdactyls
  • Unleash ultimate devastation with the Clan Skryre Doomrocket, or summon an aspect of the very serpent god himself into battle with the Invocation of Sotek!
  • New Regiments of Renown to unlock, recruit and field

  • Background

    The great serpent-god Sotek may sleep, but Tehenauin ? his most devoted prophet ? does not. The time has come for the foul Skaven to pay the butcher?s bill for their plague-spreading acts, and pay they will ? with their very lives! Tehenauin marshals his fellow Red-Crested Skinks: there will be a sacrifice. A vast, crimson sacrifice. Only when the temple-city altars are drenched with Skaven blood will the serpent god become manifest and enact his divine wrath?

    But the Skaven do not sit idly by while Tehenauin plans his crusade. Scenting great Warpstone deposits in the jungles of Lustria, the arch Warlock-Engineer Ikit Claw has claimed The Star Tower in the name of Clan Skryre: a staging-post from which to delve deep into the continental interior. With the Forbidden Workshop at his disposal, Ikit Claw will bend the raw stuff of chaos to his twisted designs, forging ever-more ingenious and cataclysmic weapons? and placing the Warlock-Engineer on a collision course with the Prophet of Sotek!

    New Legendary Lords and Factions

    Ikit Claw, the Warlock Engineer (Skaven, Clan Skryre)





    Ikit Claw ? like all of Skavenkind ? is naturally suspicious, untrusting, untrustworthy and treacherous. His aptitude for science and invention is unrivalled, but as well as being the greatest Skaven Warlock Engineer of all time, Ikit Claw has also developed an awesome command of the Winds of Magic. His exceptional scientific knowledge and magical powers have made him indispensable to the Council of Thirteen.

    In his quest for destruction, Ikit seeks to realise his grandest design ? the mighty Doomsphere ? and he will stop at nothing to unleash it upon the world?

    Clan Skryre brings several unique faction features and mechanics to Total War: WARHAMMER II:

    Clan Skryre Forbidden Workshop

    With access to the infamous Forbidden Workshop, Clan Skryre players can spend resources to upgrade various units such as Doomwheels, Doom-flayers and Weapons Teams with powerful new stat-boosts and attributes. As the player upgrades in each category, they will unlock further ancillaries and, eventually, new regiments of renown unique to the Forbidden workshop.

    Workshop progress requires food and Warp Fuel, a new resource gathered after battles. New research tiers in the Workshop may be unlocked by completing unique missions. But the deadliest invention by far that the Workshop offers is the Warpstorm Doomrocket.

    Warpstorm Doomrockets

    Doomrockets are outlandishly powerful weapons, deployed in battle as an Army Ability. They are crafted in the Forbidden Workshop, and can be stockpiled for use, though only one Doomrocket from the stockpile may be launched per battle. Perhaps the most powerful weapon wielded by any of the Races of WARHAMMER II, a single Doomrocket is capable of wiping out multiple units in a single strike, sending dust and debris skywards in an incinerating mushroom-cloud!

    Doomsphere

    While the Under-Empire is a feature newly-available to Skaven factions (see the Doomsayer Update Notes for more details), only Clan Skryre can build the Doomsphere within the Under-Cities they establish. This immense Warpstone bomb is powerful enough to completely destroy any settlement it is constructed below.

    Unique Lord ? Warlock Master

    The Warlock Master is a caster Lord who uses the Lore of Ruin in battle. Warlock Masters have unique skills which grant further bonuses to Doom Flayers, Doomwheels and Weapons Teams. They may be upgraded to ride a Doom Flayer or Doomwheel in battle.

    Unique Units




    Regiments of Renown

    These unique, elite variants are unlocked for recruitment as Ikit Claw and his Lords level up.


    Five additional Regiments of Renown will become available upon completion of key projects in the Forbidden Workshop. These units are only available in campaign, not in custom and multiplayer battles:

    Tehenhauin, Prophet of Sotek (Lizardmen, Cult of Sotek)





    Tehenhauin, a Red Crested Skink, emerged as the charismatic Prophet of Sotek after a devastating plague was spread across Lustria by Clan Pestilens. As he led a migration out of the defiled city of Chaqua where the disease began, he prophesised the coming of the Serpent-God and rallied the surviving population of Lizardmen to join his counterattack. As Sotek?s cult grew, so too did the Prophet?s following, and for many years Tehenhauin led his apostles to many victories, slaughtering countless captives as sacrificial offerings in the hope that their spilt blood would bring forth the Serpent-God himself.

    The Cult of Sotek faction brings two new campaign mechanics to Total War: WARHAMMER II:

    Prophecy of Sotek
    Tehenauin believes that with sufficient sacrifices, the serpent-god may yet return, bringing salvation to the Lizardmen and the extermination of the Skaven. Tehenauin will be issued with a series of unique missions, the completion of which grants access to new forms of sacrifice. When performed, these reward Tehenauin with unique banners, followers, powerful temporary effects, Regiments of Renown and more.

    Sacrifices to Sotek

    As Tehenauin and his forces win battles against non-Lizardmen armies, they may choose to mark any post-battle captives as Sacrificial Offerings. As the offerings build, they may be spent on performing the sacrifices accessed by the Prophecy of Sotek missions.

    The ultimate sacrifice: Invocation of Sotek

    The highest level of sacrifice grants Tehenauin the ability to evoke Sotek himself, manifesting an aspect of the serpent-god in battle to deal devastating damage to his foes.

    Unique Lord: Red-Crested Skink Chief

    Red-Crested Skink Chiefs are powerful melee-focussed Lords capable of leading armies, with their own unique skills tree. They may be upgraded to ride a Horned One, a Ripperdactyl, and later, a fearsome Ancient Stegadon.

    Unique units

    Tehenauin?s armies may recruit and field all-new battlefield units:


    Regiments of renown

    Tehenauin?s armies may field all-new Regiments of Renown. These are unlocked for recruitment as the appropriate sacrifices are made to Sotek.

    ">
  • Two powerful new Legendary Lords with new quest-chains, legendary items and skills trees
  • Play as Clan Skryre (Skaven) or the Cult of Sotek (Lizardmen) with unique new campaign mechanics
  • Two new additional Lord types
  • Nine new battlefield units and variants including the bullet-spewing Ratling Gun Weapon Teams and the fearsome Ripperdactyls
  • Unleash ultimate devastation with the Clan Skryre Doomrocket, or summon an aspect of the very serpent god himself into battle with the Invocation of Sotek!
  • New Regiments of Renown to unlock, recruit and field

  • Background

    The great serpent-god Sotek may sleep, but Tehenauin ? his most devoted prophet ? does not. The time has come for the foul Skaven to pay the butcher?s bill for their plague-spreading acts, and pay they will ? with their very lives! Tehenauin marshals his fellow Red-Crested Skinks: there will be a sacrifice. A vast, crimson sacrifice. Only when the temple-city altars are drenched with Skaven blood will the serpent god become manifest and enact his divine wrath?

    But the Skaven do not sit idly by while Tehenauin plans his crusade. Scenting great Warpstone deposits in the jungles of Lustria, the arch Warlock-Engineer Ikit Claw has claimed The Star Tower in the name of Clan Skryre: a staging-post from which to delve deep into the continental interior. With the Forbidden Workshop at his disposal, Ikit Claw will bend the raw stuff of chaos to his twisted designs, forging ever-more ingenious and cataclysmic weapons? and placing the Warlock-Engineer on a collision course with the Prophet of Sotek!

    New Legendary Lords and Factions

    Ikit Claw, the Warlock Engineer (Skaven, Clan Skryre)





    Ikit Claw ? like all of Skavenkind ? is naturally suspicious, untrusting, untrustworthy and treacherous. His aptitude for science and invention is unrivalled, but as well as being the greatest Skaven Warlock Engineer of all time, Ikit Claw has also developed an awesome command of the Winds of Magic. His exceptional scientific knowledge and magical powers have made him indispensable to the Council of Thirteen.

    In his quest for destruction, Ikit seeks to realise his grandest design ? the mighty Doomsphere ? and he will stop at nothing to unleash it upon the world?

    Clan Skryre brings several unique faction features and mechanics to Total War: WARHAMMER II:

    Clan Skryre Forbidden Workshop

    With access to the infamous Forbidden Workshop, Clan Skryre players can spend resources to upgrade various units such as Doomwheels, Doom-flayers and Weapons Teams with powerful new stat-boosts and attributes. As the player upgrades in each category, they will unlock further ancillaries and, eventually, new regiments of renown unique to the Forbidden workshop.

    Workshop progress requires food and Warp Fuel, a new resource gathered after battles. New research tiers in the Workshop may be unlocked by completing unique missions. But the deadliest invention by far that the Workshop offers is the Warpstorm Doomrocket.

    Warpstorm Doomrockets

    Doomrockets are outlandishly powerful weapons, deployed in battle as an Army Ability. They are crafted in the Forbidden Workshop, and can be stockpiled for use, though only one Doomrocket from the stockpile may be launched per battle. Perhaps the most powerful weapon wielded by any of the Races of WARHAMMER II, a single Doomrocket is capable of wiping out multiple units in a single strike, sending dust and debris skywards in an incinerating mushroom-cloud!

    Doomsphere

    While the Under-Empire is a feature newly-available to Skaven factions (see the Doomsayer Update Notes for more details), only Clan Skryre can build the Doomsphere within the Under-Cities they establish. This immense Warpstone bomb is powerful enough to completely destroy any settlement it is constructed below.

    Unique Lord ? Warlock Master

    The Warlock Master is a caster Lord who uses the Lore of Ruin in battle. Warlock Masters have unique skills which grant further bonuses to Doom Flayers, Doomwheels and Weapons Teams. They may be upgraded to ride a Doom Flayer or Doomwheel in battle.

    Unique Units




    Regiments of Renown

    These unique, elite variants are unlocked for recruitment as Ikit Claw and his Lords level up.


    Five additional Regiments of Renown will become available upon completion of key projects in the Forbidden Workshop. These units are only available in campaign, not in custom and multiplayer battles:

    Tehenhauin, Prophet of Sotek (Lizardmen, Cult of Sotek)





    Tehenhauin, a Red Crested Skink, emerged as the charismatic Prophet of Sotek after a devastating plague was spread across Lustria by Clan Pestilens. As he led a migration out of the defiled city of Chaqua where the disease began, he prophesised the coming of the Serpent-God and rallied the surviving population of Lizardmen to join his counterattack. As Sotek?s cult grew, so too did the Prophet?s following, and for many years Tehenhauin led his apostles to many victories, slaughtering countless captives as sacrificial offerings in the hope that their spilt blood would bring forth the Serpent-God himself.

    The Cult of Sotek faction brings two new campaign mechanics to Total War: WARHAMMER II:

    Prophecy of Sotek
    Tehenauin believes that with sufficient sacrifices, the serpent-god may yet return, bringing salvation to the Lizardmen and the extermination of the Skaven. Tehenauin will be issued with a series of unique missions, the completion of which grants access to new forms of sacrifice. When performed, these reward Tehenauin with unique banners, followers, powerful temporary effects, Regiments of Renown and more.

    Sacrifices to Sotek

    As Tehenauin and his forces win battles against non-Lizardmen armies, they may choose to mark any post-battle captives as Sacrificial Offerings. As the offerings build, they may be spent on performing the sacrifices accessed by the Prophecy of Sotek missions.

    The ultimate sacrifice: Invocation of Sotek

    The highest level of sacrifice grants Tehenauin the ability to evoke Sotek himself, manifesting an aspect of the serpent-god in battle to deal devastating damage to his foes.

    Unique Lord: Red-Crested Skink Chief

    Red-Crested Skink Chiefs are powerful melee-focussed Lords capable of leading armies, with their own unique skills tree. They may be upgraded to ride a Horned One, a Ripperdactyl, and later, a fearsome Ancient Stegadon.

    Unique units

    Tehenauin?s armies may recruit and field all-new battlefield units:


    Regiments of renown

    Tehenauin?s armies may field all-new Regiments of Renown. These are unlocked for recruitment as the appropriate sacrifices are made to Sotek.

    ">

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    Preis Update 15.07.21

    Über das Spiel

    The Prophet & The Warlock is the latest Lords Pack for Total War: WARHAMMER II. Introducing two rival Legendary Lords from the world of Warhammer Fantasy Battles, each with their own objectives, mechanics, units and playstyle, for use in both the Eye of the Vortex and Mortal Empires campaigns, and custom/multiplayer battles.

    • Two powerful new Legendary Lords with new quest-chains, legendary items and skills trees
    • Play as Clan Skryre (Skaven) or the Cult of Sotek (Lizardmen) with unique new campaign mechanics
    • Two new additional Lord types
    • Nine new battlefield units and variants including the bullet-spewing Ratling Gun Weapon Teams and the fearsome Ripperdactyls
    • Unleash ultimate devastation with the Clan Skryre Doomrocket, or summon an aspect of the very serpent god himself into battle with the Invocation of Sotek!
    • New Regiments of Renown to unlock, recruit and field

    Background

    The great serpent-god Sotek may sleep, but Tehenauin ? his most devoted prophet ? does not. The time has come for the foul Skaven to pay the butcher?s bill for their plague-spreading acts, and pay they will ? with their very lives! Tehenauin marshals his fellow Red-Crested Skinks: there will be a sacrifice. A vast, crimson sacrifice. Only when the temple-city altars are drenched with Skaven blood will the serpent god become manifest and enact his divine wrath?

    But the Skaven do not sit idly by while Tehenauin plans his crusade. Scenting great Warpstone deposits in the jungles of Lustria, the arch Warlock-Engineer Ikit Claw has claimed The Star Tower in the name of Clan Skryre: a staging-post from which to delve deep into the continental interior. With the Forbidden Workshop at his disposal, Ikit Claw will bend the raw stuff of chaos to his twisted designs, forging ever-more ingenious and cataclysmic weapons? and placing the Warlock-Engineer on a collision course with the Prophet of Sotek!

    New Legendary Lords and Factions

    Ikit Claw, the Warlock Engineer (Skaven, Clan Skryre)





    Ikit Claw ? like all of Skavenkind ? is naturally suspicious, untrusting, untrustworthy and treacherous. His aptitude for science and invention is unrivalled, but as well as being the greatest Skaven Warlock Engineer of all time, Ikit Claw has also developed an awesome command of the Winds of Magic. His exceptional scientific knowledge and magical powers have made him indispensable to the Council of Thirteen.

    In his quest for destruction, Ikit seeks to realise his grandest design ? the mighty Doomsphere ? and he will stop at nothing to unleash it upon the world?

    Clan Skryre brings several unique faction features and mechanics to Total War: WARHAMMER II:

    Clan Skryre Forbidden Workshop

    With access to the infamous Forbidden Workshop, Clan Skryre players can spend resources to upgrade various units such as Doomwheels, Doom-flayers and Weapons Teams with powerful new stat-boosts and attributes. As the player upgrades in each category, they will unlock further ancillaries and, eventually, new regiments of renown unique to the Forbidden workshop.

    Workshop progress requires food and Warp Fuel, a new resource gathered after battles. New research tiers in the Workshop may be unlocked by completing unique missions. But the deadliest invention by far that the Workshop offers is the Warpstorm Doomrocket.

    Warpstorm Doomrockets

    Doomrockets are outlandishly powerful weapons, deployed in battle as an Army Ability. They are crafted in the Forbidden Workshop, and can be stockpiled for use, though only one Doomrocket from the stockpile may be launched per battle. Perhaps the most powerful weapon wielded by any of the Races of WARHAMMER II, a single Doomrocket is capable of wiping out multiple units in a single strike, sending dust and debris skywards in an incinerating mushroom-cloud!

    Doomsphere

    While the Under-Empire is a feature newly-available to Skaven factions (see the Doomsayer Update Notes for more details), only Clan Skryre can build the Doomsphere within the Under-Cities they establish. This immense Warpstone bomb is powerful enough to completely destroy any settlement it is constructed below.

    Unique Lord ? Warlock Master

    The Warlock Master is a caster Lord who uses the Lore of Ruin in battle. Warlock Masters have unique skills which grant further bonuses to Doom Flayers, Doomwheels and Weapons Teams. They may be upgraded to ride a Doom Flayer or Doomwheel in battle.

    Unique Units

    • Ratling Gun Weapons Team: Specialist anti-infantry gun teams bearing the rotating, rapid-fire Ratling Gun. Ratling Guns are heavy damage-dealers which also Supress their targets, slowing their movement.
    • Warplock Jezzails: Long-range, armour-piercing sniper infantry. These sharpshooters have the highest-quality shields, and their projectiles confer the Shieldbreaker contact effect.
    • Doom-Flayers: Smaller than the Doomwheel (and twice as messy!), Doom-Flayers are designed to punch through enemy lines and deal powerful armour-piercing damage.



    Regiments of Renown

    These unique, elite variants are unlocked for recruitment as Ikit Claw and his Lords level up.

    • Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannon): These arcane artillery pieces stun their enemies with the Zzzzap! Contact effect, increasing the target?s ability cooldown times.
    • Clan Vulkn Tailslashers (Clanrats - Shields): Fiery vermin with high weapon-strength who deal flaming attacks, while being immune to the effects of flame-weapons themselves.
    • Blightscab's Plaguepack (Plague Monk Censer Bearers): Heed the word! Blightscab?s Plaguepack have the Demegoguery ability, granting the Immune to Psychology attribute to nearby friendly units.
    • Teeth-Breakers (Ratling Gun Weapons Team): These sneaky shooters carry Concealment Bombs, granting them Stalk and Unspottable at a moment?s notice.
    • Council Guard (Stormvermin - Halberds): Drilled in the protection of their masters, the Council Guard are unbreakable and have the Guardian ability.
    • Natty Buboe's Sharpshooters (Warplock Jezzails): The ultimate sniper crew, Natty Buboe?s Sharpshooters have both the Stalk and the Snipe abilities.
    • Dwarf-Thing Menace (Doom-flayers): Perfect for scything through tough Dawi armour, the Dwarf-Thing Menace has the Sunder Armour contact effect and causes fear.
    • Wheelz of Dooom (Doomwheel): Fires extra-powerful missiles which confer the Discourage contact effect on their target.

    Five additional Regiments of Renown will become available upon completion of key projects in the Forbidden Workshop. These units are only available in campaign, not in custom and multiplayer battles:

    • Warpfire?s Wheel (Doomwheel): An augmented Doomwheel with improved melee stats and the Regeneration attribute.
    • Blackhole Flayers (Doom-Flayers): These enhanced Doom-Flayers have improved melee stats and cause Fear.
    • The Doombringers (Warpfire Thrower Weapons Team): With increased melee stats and the Unbreakable attribute, this Warpfire Thrower Weapons Team can tar-pit other units in melee if attacked.
    • Eye-Takers (Warplock Jezzails): Headshot! The Eye-Takers? enhanced Jezzails deal increased damage and Blind their targets, reducing their accuracy, melee attack and melee defence.
    • Death Dealers (Ratling Gun Weapons Team): The Ratling Gun perfected! These weapons teams fire their hails of bullets at longer range, dealing greater damage and with reduced reload times.

    Tehenhauin, Prophet of Sotek (Lizardmen, Cult of Sotek)





    Tehenhauin, a Red Crested Skink, emerged as the charismatic Prophet of Sotek after a devastating plague was spread across Lustria by Clan Pestilens. As he led a migration out of the defiled city of Chaqua where the disease began, he prophesised the coming of the Serpent-God and rallied the surviving population of Lizardmen to join his counterattack. As Sotek?s cult grew, so too did the Prophet?s following, and for many years Tehenhauin led his apostles to many victories, slaughtering countless captives as sacrificial offerings in the hope that their spilt blood would bring forth the Serpent-God himself.

    The Cult of Sotek faction brings two new campaign mechanics to Total War: WARHAMMER II:

    Prophecy of Sotek
    Tehenauin believes that with sufficient sacrifices, the serpent-god may yet return, bringing salvation to the Lizardmen and the extermination of the Skaven. Tehenauin will be issued with a series of unique missions, the completion of which grants access to new forms of sacrifice. When performed, these reward Tehenauin with unique banners, followers, powerful temporary effects, Regiments of Renown and more.

    Sacrifices to Sotek

    As Tehenauin and his forces win battles against non-Lizardmen armies, they may choose to mark any post-battle captives as Sacrificial Offerings. As the offerings build, they may be spent on performing the sacrifices accessed by the Prophecy of Sotek missions.

    The ultimate sacrifice: Invocation of Sotek

    The highest level of sacrifice grants Tehenauin the ability to evoke Sotek himself, manifesting an aspect of the serpent-god in battle to deal devastating damage to his foes.

    Unique Lord: Red-Crested Skink Chief

    Red-Crested Skink Chiefs are powerful melee-focussed Lords capable of leading armies, with their own unique skills tree. They may be upgraded to ride a Horned One, a Ripperdactyl, and later, a fearsome Ancient Stegadon.

    Unique units

    Tehenauin?s armies may recruit and field all-new battlefield units:

    • Red Crested Skinks: Armed with great weapons, Red Crested Skinks deal armour-piercing damage. Moving at tremendous pace, they are well-equipped to swiftly outflank the enemy and strike from the side or rear.
    • Salamander Hunting Pack: Powerful ranged-attack monsters that hurl fireballs, deal flaming attacks in melee and cause fear. Their high speed enables them to reposition swiftly in the field.
    • Ancient Salamander: A vast and venerable Salamander that hurls huge fireballs, dealing high damage and making the target more vulnerable to further flame attacks. The Ancient Salamander also deals flaming attacks in melee and causes terror.
    • Ripperdactyl Riders: Flying anti-infantry cavalry ridden by Skinks, dealing powerful armour-piercing damage in melee.
    • Ancient Stegadon (Engine of the Gods): A variant of the mighty Stegadon mounted with the Engine of the Gods, which can use the Burning Alignment beam-attack, and the Portent of Warding to protect nearby friendly units.
    • Bastiladon (Ark of Sotek): A Bastiladon mounted with the Ark of Sotek, able to summon a writhing vortex of poison-dealing serpents around itself in combat.

    Regiments of renown

    Tehenauin?s armies may field all-new Regiments of Renown. These are unlocked for recruitment as the appropriate sacrifices are made to Sotek.

    • The Thunderous One (Ancient Stegadon): Armed with the Judgement of Xacmac ability, The Thunderous One calls down bolts of lightning to strike enemies engaging it in melee.
    • Star Chamber Guardians (Temple Guard): These venerable warriors have Expert Charge Defence, Magic Attacks, and the Guardian attributes.
    • Colossadon Hunters (Ripperdactyl Riders): Expert monster-fighters, the Collossadon Hunters have the Bonus VS Large ability.
    • Pop-Hopak Cohort (Cold One Spear-Riders): The Pop-Hopak Cohort do not have the Primal Instinct trait, and are gifted with both the Vanguard Deployment and Immune to psychology attributes.
    • Legion of Chaqua (Saurus Spears): These legendary Saurus warriors have the Shield of Chaqua ability, granting significant missile resistance to nearby friendly units.
    • The Umbral Tide (Salamander Hunting Pack): Tireless and stealthy, the Umbral Tide have both the Stalk and Perfect Vigour attributes.
    • Cohort of Sotek (Red-Crested Skinks): Grizzled veterans, the Cohort of Sotek are unbreakable, and have the Refuse To Die ability, which temporarily halts their hitpoint loss in battle.
    • Pahaux Sentinels (Terradon Riders): These agile winged warriors have the Dodge attribute, conferring 20% Physical Resistance, and drop Rocks of Sundering, temporarily reducing their target?s armour.

    Systemanforderungen

    Noch haben wir keine Systemanforderungen für dieses Spiel eintragen können oder es sind noch keine bekannt.

    Steam Nutzer-Reviews

    78 Produkte im Account
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    Verfasst: 06.01.21 01:37

    Teilweise etwas unfair


    Ich darf mit Maschinengewehren, Scharfschützen und Arterielle gegen ein paar laut schreiende Echsen antreten. Nice.
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    Verfasst: 21.04.19 11:47
    Ein tolles Update für jeden Skavenspieler. Die neuen Einheiten runden Armeen ab und Itik ist nicht nur ein starker Charakter, sondern hat zudem noch eine sehr gute Kampagne mit einer eigenen Mechanik. Auch die Unterstädte fühlen sich super an.
    Allerdings würde ich das DLC auch nur Skavenspielern empfehlen, da die Echsenmenschen Erweiterungen meiner Meinung nach nicht gelungen sind. Die neuen Einheiten sind nur mehr vom Gleichen, Tehenhauins Kampagnen machen auf Grund der Einheitenbeschränkung und der Startposition keinen Spaß und fühlt sich auch langsamer an als andere Kampagnen. Im Vergleich zu den Skaven merkt man einfach, dass sich alles schwächer, langsamer und uninspirierter anfühlt.

    TL,DR: Für Skavenspieler Hui, für alle anderen warten bis der Sale kommt
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    Verfasst: 18.04.19 07:06
    Diese Erweiterung komplettiert das Spiel, indem endlich auch die Echsenmenschen neue Kommandanten bekommen und die Skaven. Nun hat, mit dem FreeLC, jede Rasse in der Mahlstrom-Kampagne 4 legendäre Startkommandanten. Zudem erhalten Skaven und Echsen neue Einheiten. Es gibt viele neue Missionen, die Kampagnenkarte wurde angepasst (FreeLC/Update-Inhalt).
    Die neuen Einheiten und Systeme wie das Unterreich der Skaven wirken nach den ersten Stunden sehr gut durchdacht. Auf lange Sicht muss sich dann noch zeigen, wie sehr die neuen Mechaniken im Verlauf der Kampagne sind. Am Anfang ist beispielsweise die Verdammnisrakete der Skaven sehr mächtig, was sich jedoch mit den stärkeren Einheitentypen der höheren Entwicklungsstufen relativieren könnte. Zudem sind die Skaveneinheiten wie die Warp-Jezzails (Scharfschützen) und Ratlinggunners am Anfang auch enorm stark. Je eine Einheit dieser beiden kann den Vormarsch einer ganzen Armee von Imperiumssoldaten stoppen, aber die Anfälligkeit gegen schnelle Einheiten ist offensichtlich.
    Bei den Echsenmenschen wurde der Fokus auf die Skinks gelegt, die nach meinem Test jetzt wirklich gut eine Armee ausmachen können (Test mit TikTaq'to und Teradon-Reitern). Die Mobilität der Skinks und dennoch ihre Anfälligkeit gegen alles, was dem Giftpfeilhagel durchdringt, spielen sich sehr gut. Man muss jedoch oft viel Mikromanagement betreiben, damit die Bodentruppen nicht zu viel Schaden erleiden. Insgesamt hat es aber enorm viel Spaß gemacht. Die Rituale habe ich noch nicht getestet und die neuen Opferungen für Sotek kenne ich auch noch nicht, aber es ist cool, dass eine so alte und eigentlich rituallastige Fraktion endlich auch mehr eigene Rituale hat.

    Alles in allem ist das Gesamtpaket lang erwartet und erfüllt bislang vollständig meine Erwartungen, obwohl ich mir auch Itza als spielbare Echsenmenschenfraktion gewünscht hatte. Auch der Züchterklan im Norden wäre noch eine coole Erweiterung.
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    Verfasst: 17.04.19 14:47
    YES YES YES! Entlich neuer Inhalt und dann auch noch ein so toller DLC mit einen Haufen neuer Einheiten für Skaven und Echsenmenschen und zwei sehr interessante Legendäre Lords.

    TOP DLC!
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    0 Std. insgesamt
    Verfasst: 27.03.22 12:43
    Get This DLC Yes Yes. Make skaven-kin funner. Make Man-thing scared scared
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    0 Std. insgesamt
    Verfasst: 08.03.22 03:10
    If you're a huge fan of playing the Skaven faction and you'd like to have a more fleshed out Skaven experience, this is the DLC for you. Just wait for a sale first!
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    Verfasst: 10.02.22 03:10
    Ikit Claw!!! Greatest. Best! Inventor. Yes-yes!
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    Verfasst: 04.02.22 00:23
    MUST HAVE DLC

    skaven went from least favorite to favorite faction in the game because of this DLC
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    Verfasst: 24.01.22 22:01
    rat funy
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    Verfasst: 09.01.22 23:59
    A must have for any Skaven player. You miss most of the fun playing Skaven without this DLC.
    An ok pack for Lizardmen - the only cool thing they get is another stegadon variant (but it's a really good unit). The rest of their content is so-so.
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    Verfasst: 05.01.22 09:17
    Don't read reviews, buy this now.
    Rating: 11/10
    And enjoy as the rats take revenge for what you did to them in Vermintide 2.
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    Verfasst: 03.11.21 06:33
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    Verfasst: 24.09.21 00:43
    as a lizard enjoyer this was sadge

    but hey
    rat nukes
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    Verfasst: 22.07.21 06:20
    haha funny Ikit Claw :)
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    Verfasst: 17.07.21 18:19
    Rat Supremacy
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    Verfasst: 15.07.21 21:02
    Rats and guns
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    Verfasst: 13.07.21 22:35
    I unfortunately feel that despite being a great DLC for skaven its such a lack luster DLC for Lizardmen that I cannot click the Thumbs up at this time, perhaps warhammer 3 will address my issues with the prophet and the warlock.

    The skaven in a way need this DLC for the ratling guns, weapon teams and flayers to make any future campaigns with skaven a whole lot more fun. But on the other hand the Lizardmen have had too many nerfs to their new units (ancient salamander comes to mind) that the new units struggle to have a purpose over the ones already in the base game besides maybe the red crested skinks.

    Ikkit has an expansive workshop feature with multiple tabs to permanently buff weapons teams, doomflayers and siege equipment for his campaign as well as access to nukes so long as you find warp fuel after winning combat. Tehenhauin meanwhile only gets a small pyramid that buffs units for a short duration with sacrifices gained through winning battles, these sacrificial buffs will need constant reapplication unlike Ikkit.

    It also in a way penalises Tehenhauin for having the pyramid because it locks all the regiments of renown away from him, no other Lizardmen legendary lord has to jump a hoop to get their regiments of renown besides being the correct level. The other issue with this is once you do unlock the ROR nothing replaces their spot on the already small pyramid so it leaves the pyramid even barer for the rest of the game with very few sacrificial options. Meanwhile with Ikkit once he completes enough of a portion within his workshop he will gain a new unique regiment of renown only available to him in his campaign almost doubling the ROR available for him.

    So why did Tenny not get the same treatment with unique regiments on top of existing ones?

    Overall I cannot recommend the DLC at full price because its not a full DLC. The skaven half is very well done and complete but the Lizardmen half falls short. Probably best to get this half off when the price reflects the product
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    Verfasst: 10.07.21 00:53
    The Prophet and the Warlock: or, How I learned to Stop Worrying and Love the Bomb.
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    Verfasst: 25.06.21 05:11
    I think this DLC is pretty much essential if you want to try Skaven at any point. Not having Warplock Jezzails or Ratling guns just seems like a crime on its own.
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    Verfasst: 17.06.21 13:12
    The best DLC in TWW2.
    An absolute must for Skaven and Lizardmen players.
    10/10
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    Verfasst: 16.06.21 03:13
    YES! Just buy this DLC
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    Verfasst: 08.06.21 22:44
    Would you like some murder rats with nuclear missiles, sniper rifles, machine guns and weaponized lawn mowers? If yes this is the dlc for you. If you're like me and more of a fan of the scaled ones would you perhaps care for some snakes, some more snakes and a space laser? If yes then this also the dlc for you. This dlc is the 2nd dlc of the first wave of lord pack dlc's.

    TLDR;


    This pack is a must have for Skaven players. The Warplock Jezzails put the Skaven up there with the Vampire Coast in sheer ranged power. The Ratling guns also help but require more positioning but if you have them right oh they can tear through units like paper. Ikit Claw is a Warhammer terminator with a flame thrower. Also the Skaven now have nukes! Clan Skryre campaign mechanics are awesome and an inspiration for other factions. For the Lizards its not so good. There are some good units and Tehenauin is a solid lord. However his campaign mechanics are not very fun. I say this with the Lizardmen being one of my two favorite factions. Ripperdactyls and Red Skinks are solid and good additions with the Engine of the Gods being able to cause alot of havoc. Overall Lizardmen get a lot of units. But its pretty clear Skaven got the bulk of the love.

    The Lords


    Skaven
    Ikit Claw is a very nice addition for the Skaven. Imagine a terminator with a flamethrower who can cast magic and well thats pretty much what he is. He's quite durable (for a Skaven), has some nasty ranged attacks and alot of magic regen with the excellent lore of ruin. His mount options also make him extremely mobile. The generic Warlock Master is a watered down version of Ikit Claw with 2 exceptions. Unlike Ikit he has no ranged attack and secondly he buffs the ranged capabilities of units with ranged, damage and ammo bonusses.

    Lizardmen
    Tehenauin is a strong caster lord thats a good melee fighter aswell. He uses the lore of Beasts and has items that can grant his units poison and ward save. A strong support caster thats a good melee fighter aswell. The Red Crested Skink Chieftain lord is the cheapest lord the Lizardmen have so he's a good budget option for multiplayer. He is anti large however so he can offer a nasty suprise to enemy cavalry or large units. Especially when he's on a mount.

    Units


    Skaven
    Warplock Jezzails are in essence sniper teams. They hit from a very long range and force the enemy to engage. They also reduce the ability of shielded units so other ranged units will deal more damage. They are excellent single entity killers and boost Skaven ranged capability up to Vampire Coast levels. One note though be carefull how you place them since terrain can mess with their firing arc.

    Ratling Guns
    In essence machine gun teams which work exactly as you'd expect them to do. They do not have terribly long range and like the Jezzails they can be messed up by terrain but once you have the enemy under fire they will slaughter them. They also slow down units they hit so no escaping them.

    Doom-Flayers
    Doom-Flayers are somewhere between chariots and cavalry. They can mow down infantry with ease and offer the Skaven an excellent mobility option. In combat their armour even increases so they hit like trucks.

    Lizardmen
    Red Crested Skinks
    A very nice and welcome frontline addition. These early game units are anti large and armour piercing offering a good punch to early front lines. They won't hold up in end game armies but they are cheap and nasty. Usefull budget and early unit.

    Salamander Hunting Pack
    A living pack of mobile units somewhere between archers and artillery. Their fireballs do explosive and fire damage so they can tear other units apart. They won't outrun cavalry but they are pretty fast. They are not very good in melee but not terrible either.

    Ancient Salamander
    A sooped up giant version of the Salamanders, it serves a pretty similar role with one exception their projectile gives the enemy a weakness to fire. so they are good to use to support little Salamanders.

    Ripperdactyl
    The second flying unit of the Lizardmen and a bit of a glass cannon. Like the normal Terradactyl they have low melee defence and armour so won't hold up in a one on one fight. But they are very fast and with a high charge bonus can tear archers or already engaged units to shreds.

    Bastiladon (Ark of Sotek)
    A very thematic unit but not much more. Its a Bastiladon same like others and can imbue other units with poison attacks. Its not terribly usefull in combat. In the campaign by the time you can get it there are more usefull units. Early game it can be very powerfull.

    Stegadon (Engine of the Gods)
    A very powerfull unit if used right. The Engine can summon a space laser that does tons of damage on the enemies it hits and it doesn't move away very fast so can be hard to dodge. It also gives nearby units ward save.

    Campaigns


    Skaven
    The Clan Skryre campaign additions are fantastic. You can use the workshop to build special units and improve existing ones in all your armies. Additionally you can build and use nuclear missiles. Do I really need to say more? Nukes!

    Lizardmen
    As great as the Skaven campaign additions are as lackluster the Lizardmen version is. You can sacrifice defeated units to unlock buffs, units and banners....its not very exciting. Wish more had been done with this.

    Regiments of Renown


    I will not discuss the regiments of renown as they are in my view more multiplayer oriented (but thats apparantly a controversial opinion). Their usefullness depends on the matchup your facing and can throw your enemy off. They are in my view less usefull in single player than in multiplayer since single player allows you to tune your armies without budget (if you play well). The exact usefullness of regiments of renown varies per new patch meta. Not using regiments of renown in multiplayer can make your life alot harder.

    Verdict


    If you're a Skaven player this is the best dlc pack to get. The units (read Jezzails) are all but essential and the others are solid additions too. The campaign is very fun and the best of all Skaven factions, who doesn't like nukes? The lizardmen got hit with the short end of the stick. Its still a nice addition for them but not terrific. Tehenauin, Ripperdactyls, Red Crested Skinks and Salamanders are all iconic additions and well implemented but the campaign for the Prophet is dissapointing. DLC is priced at fair value I think although the budget went more to the Skaven side I think. So in short a strong recommend!
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    Verfasst: 30.05.21 14:51
    Great DLC. Fun lords and fun unit additions. The DLC very clearly favors the Skaven however. Though the Lizardmen content is decent enough. If you enjoy TWW2 then this just adds more good stuff to it.
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    Verfasst: 27.05.21 21:23
    Very good dlc. That being said this one is more worth it if you like the skaven because the lizardman stuff is not as good.
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    Verfasst: 07.05.21 05:34
    Ikit Claw is one of the most fun campaigns in the game, but Tehenhuain's campaign is rough. The units added for Skaven are absolutely essential which is a double edged sword since pretty much all Skaven runs feel gimped without it. The units added for Lizardmen while not absolutely essential are interesting alternatives that fill unique niches. Overall one of the more solid WH2 DLCs.
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    Verfasst: 15.04.21 03:32
    Worth simping
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    Verfasst: 03.04.21 03:41
    It's honestly incredible that people played Skaven without Rattling Guns or Jezzails. They're such an important part of my army formations that I genuinely can't imagine fighting with only sling infantry.

    An absolute must-have for any Skaven player, can't speak on the Lizardmen side because I like winning the games I play.
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    Verfasst: 13.03.21 08:20
    ALL MUST DIE-DIE! SNIFF WARP FUEL MORE YES-YES!! REEEEEEEEEEEEEEEEEE
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    Verfasst: 05.03.21 01:49
    This DLC is basically essential for both Lizardmen and Skaven. Especially Skaven.
    The Skaven units adds a lot of classic units that arent in the base game and all of them have a unique role in their roster.
    The Lizardmen units arent as important as their unit roster was already nearly complete (unlike the skaven) But There are some standouts. The Ancient Salamander gives Lizardmen an amazing infantry shredding arty monster while Red Crested Skinks gives them a cheap, early game AP infantry unit.

    I havent played either of the LL Campaigns but both LLs are fun to use when you confederate them. Both generic Lords are also useful in that they have different roles compared to the original lords.

    The Regiments of Renown, Im pretty sure, are the first of their kind for both the LM and Skaven, though I could be wrong. Regardless, some of them are awesome. The Thunderous One, Ancient Stegadon RoR is just crazy.

    So yeah. Totally worth it just for the units alone. Especially for Skaven players.
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    Verfasst: 11.02.21 04:30
    haha guns go brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
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    Verfasst: 07.02.21 01:13
    Do you want to Unlock the best faction?
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    Verfasst: 02.02.21 05:57
    The Prophet and the Warlock is probably the first Lord Pack DLC I truly got hyped for, throwing two of my favorite factions at each other, The Lizardmen and the Skaven., While the Lizardmen certainly got some decent units added, they clearly got the short end of the stick in this dlc, which hurts as they're my favorite of the two. Tehenhauin's mechanics were really kind of boring and he has a HORRIBLE start location. That brings us to the Skaven, who clearly stole the show in this pack. Ikit claw is really fun to play as, he got some devastating new units for the Skaven as a whole, and I think it's safe to say the campaign mechanics for Clan Skryre sort of set the standard going forward as to what people wanted/expected as far as unique mechanics from lord packs. Oh did I mention he has nuclear missiles?....Yes crazy rat men with Nukes. It's exactly as fun as it sounds.
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    Verfasst: 28.01.21 15:45
    Great units, fun skaven characters...

    and then their is the lizardmen campaign...
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    Verfasst: 28.01.21 09:17
    Yes. Just yes.

    This is probably the only DLC in the Warhammer franchise that is absolutely needed to fully enjoy the game. It adds some of the coolest units for Skaven and Lizardmen, especially Skaven. It's 100% needed if you want to play Skaven as it adds some crucial units. It also adds the most powerful Lizardmen Legendary lord.

    It adds nukes, literal nukes. No more needed.
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    Verfasst: 27.01.21 22:58
    Recommended if you want to play as Skaven Tony Stark.
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    Verfasst: 27.01.21 02:28
    ikit is just the best skaven character just get it
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    Verfasst: 29.12.20 20:19
    i dont get why people shit on the new lizardmen campaign its pretty good
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    Verfasst: 24.12.20 13:53
    Skaven are unplayable without this DLC.
    You can try to muddle through a campaign with trash melee infantry and some catapults, or pay the five bucks to gain access to the arsenal of the U.S. Army.

    It also unlocks the emergency (or flavor) Regiments of Renown for Skaven and Lizards, so yeah.
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    Verfasst: 22.12.20 18:32
    rattling guns yes yes
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    Verfasst: 09.12.20 17:25
    Makes Skaven amazingly versatile and fun to play, Ikit Claw is a fun faction leader.

    Cult of Sotek is absolute garbage though. Skinks are already useless and they've basically made a faction highly centered around them and given an absolutely terrible starting point. Even on Hard/Normal you'll have a slog against the initial skaven if they decide to stack weapon teams, but at least it's doable. If you beat them then the TK require a complete reoutfit of your army and your skinks just can't compete 1v1 versus any of the skeleton tier 1 units, meanwhile their archers are tearing you apart and they don't crumble like other undead. Then you have to hope Clan Pestilens doesn't drop plague on you from the opposite side of your conquests, which it will, and make it impossible to survive. Basically a big FU start over. On top of this if your Lizardman neighbors fall, which they usually do, the VC will also swoop in. Someone didn't think this campaign through in Vortex. The successful forum posts all boil down to luck in their campaigns. Sotek also relies heavily on their sacrifice mechanics, forcing you line up your army comp and campaign timing to actually have a fighting chance. Who actually thinks this tedious af experience is FUN?

    Needed though because Skaven are otherwise boring and useless to play. It was like night and day after getting the DLC
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    Verfasst: 07.12.20 17:01
    IKIT CLAW, YES-YES!
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    Verfasst: 27.11.20 19:55
    Yes-Yes man-things, your doom is near-close... for you will all die to IKIT'S KILL-CONTRAPTIONS MWAHAHAHAA *warpnuke explodes in the distance*
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    Verfasst: 25.11.20 02:54
    This lord pack is a literal must have for Skaven fans. It adds so much for them with so little that it's not even funny. Ratling guns and Jezzails alone make the pack worthwhile, but Ikit Claw is a strong lord and his campaign has several amazing, unique mechanics that feel great.

    As for the lizardmen, well, I've not even played all the way through a campaign as Teeny-weeny. I enjoyed some of the new lizard units added with this one, but the new lord is so underpowered by comparison and the faction mechanics are frankly just kind of lame.
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    Verfasst: 24.11.20 22:54
    hehe ratling gun go brrrrrr
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    Verfasst: 20.11.20 00:21
    To fear-serve the Chief Engineer of Skryre is the most-best experience of my humble Skaven life, yes-YES! Very useful, very murderous, VERY EFFICIENT! Murder-kill-kill many things with new unlocked content such as the Clan Skryre Workshop and Weapons Teams! Learn many secrets with faster research thanks to skills and Undercity buildings! Start in a more central location with pitiful man-things to feast upon, by allying yourself with Clan Skryre, yes-yes! Do it! Do it for the Horned Rat!
    Oh, and you can play-fight with the lizard-things, too. If you want. Blegh.
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    Verfasst: 11.11.20 18:58
    Rats with machine guns and flametrowers. Do i need to say more?

    Oh yeah and nukes forgot about them.

    For sure worth a buy
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    Verfasst: 21.10.20 13:25
    Unironically THE must have DLC.
    In campaign you can upgrade the already OP ratling guns to have unlimited ammo. Spamming units you get from this DLC I've recruited armies that could win 4 to 1 engagements without taking a single casualty.

    The lizardmen faction is p!ss though.
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    0 Std. insgesamt
    Verfasst: 19.10.20 16:57
    My Wife told me it was her or the Doomrockets.......god I miss her
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    Verfasst: 04.10.20 10:10
    If you want to boost your Skaven experience to new heights. Then you need this DLC.

    Not only do you get access to Skavens best units, including Sniper rats, Ratling gunners that shred infantary lines, and long range poison gas mortars that melt enemies, but you also get Ikit Claw. A mad rat scientist who can build literal nukes, and drop them on entire armies, or settlement sieges. He also has very OP upgrades for some already OP units.

    Some people just want to watch the world burn, but some people just want to nuke it. That is where Ikit Claw comes in.

    You also get some Lizard-thing lord too, which is kind of cool, I guess-guess..
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    0 Std. insgesamt
    Verfasst: 29.09.20 21:54
    10/10 Would nuke lizards again.
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    0 Std. insgesamt
    Verfasst: 22.09.20 20:34
    Must have if you play Skaven, Comes with Rattling Guns, Warplock Jezzails, Ikit Claw and an Awesome campaign with the Forbidden workshop. Again a Must have if you play Skaven.
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    0 Std. insgesamt
    Verfasst: 13.09.20 13:17
    You purchase this DLC just for Skaven Lord Ikit Claw A.K.A Murica RAT .
    It comes with Gatling Gun unit, Flame Thrower Unit and TACTICAL NUKE.
    Worth for full price or even better when grab it when Sales.
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    0 Std. insgesamt
    Verfasst: 11.09.20 17:01
    Once upon a time there was a little magic rat named Ikit Claw. He wasn't like the other rats because he had a big robotic flamethrower claw for a hand and he always wore power armor. One sunday evening, as he was chilling by the beach in a small coastal city in southern Lustria, he noticed two high elf armies aproaching. He gathered his minigun wielding rat friends and went for a picnic outside the city. As the first army arrived, they hid among the trees and suddently opend fire form their both sides, surprising them. 15 seconds and 1 million bullets later, the only thing remaining from the high elfs was a big red mess. They then aproached the second army but it was too big to manage even for their guns. It was that moment that Ikit's briliance shined through as he called for a nuke at the elfs' position. As the gass cloud retreated, Ikit charged in, shooting flames to any survivor and trying to gather as many glowing green rocks as he could. Ten days later he died from radiation poisoning.
    10/10 would nuke again.
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    0 Std. insgesamt
    Verfasst: 01.09.20 01:27
    I think in the end I would recommend this. The new units it adds to both factions are very welcome, improving them both immensely. The new mechanics for the Skaven leader are really cool and a lot of fun, unfortunately the same cannot be said for the Lizardmen faction. There is only a sort of weird sacrificial system put in place that I didn't really feel was that good, but that was just my personal impression. The main reason to get this DLC for the Lizardmen is for the ranged Salamander units, which can completely change how they play. I would recommend this DLC, but only when it is on sale, the price is too high otherwise.
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    Verfasst: 16.08.20 13:52
    13/10
    Would kill-nuke lizard-things again
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    Verfasst: 03.08.20 00:31
    “ THEY CAN NOT SNEAK-HIDE IN THE TREES IF THERE ARE NO TREES”- Ikit claw probably.
    Seriously this dlc is a must if you at any point are going to play Skaven.
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    0 Std. insgesamt
    Verfasst: 02.08.20 20:15
    A Bullet Point DLC Review:

    -Lord Pack focusing on Skaven and Lizardmen.
    -Adds Ikit Claw, a legendary lord for Skaven that is notoriously the most unique and heavily designed of almost any lord in the game. Playing Ikit Claw is unlike any other Skaven - you have nukes, you have a Forbidden Workshop that allows you to massively upgrade Ikit Claw himself, as well as every weapon team in the game. (things like unlimited ammo, extra range, flaming bullets, shoot faster, shoot harderm, more poison, more projectiles!) His unique rites and Underempire building give him extra nuke-capability. He also has an entire set of unique Regiments to unlock, on top of the normal Regiments of Renown. He is far and away the most fun Skaven Lord in the game, and a close contender for most unique mechanics in the game. No one else comes close.
    -Also adds iconic Skaven units to the game - Ratling Gunners, Warplock Jezzails, and Doomflayers, the first two are some of Skavendom's strongest units, and can be upgraded even further by Ikit Claw. Warlock Masters are a new Lord choice, that function much like Warplock Engineers.
    -On the other side is Tehenhauin, Priest of Sotek. This Lizardman Lord has a unique Sacrifice system, allowing him to curry favor with Sotek. He focuses on Skinks and Red Crested Skinks. Through Prophecy missions, Tehenhauin unlocks new regiments of renown (though just the normal ones all lizards have access to), as well as new items and banners. At the very top end, he unlocks the Invocation of Sotek, a battle ability that allows him to summon a powerful incarnation of the Serpent God as a spell effect.
    -Lizardmen gain many new units, such as Red Crested Skinks, Salamanders, Ancient Salamanders, Ripperdactyls, Engine of the Gods Stegadons, and Ark of Sotek Bastiladons. More than the Lord himself, the value of the Lizardmen side of the pack is the units.
    -Both lords do the Vortex Race in Vortex.
    -Ikit Claw starts in Lustria in the Vortex, but in the Old World, near Bretonnia and Estalia and Tilea, in Mortal Empires. Tehenhauin does not move.

    Overall, the Skaven side of the pack is some of the strongest DLC produced across both games. Ikit Claw is a joy to play. Tehenhauin is unfortunately left feeling like a somewhat generic Lziardman lord, sacrifices to Sotek aside. When your rat buddy gets an entire forbidden workshop, you feel a lot like the short stick.

    Absolutely get this if you have any interest in Skaven at all. If you don't, look into it - Ikit Claw might be the thing you're looking for. The Lizardmen side is decent, but the rats are the winner here.
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    Verfasst: 24.07.20 17:30
    This dlc gives me rising storm ptsd
    10/10
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    Verfasst: 16.07.20 20:17
    Tehenuin sucks, Ikit is fantastic, much much destruction yes yes with DOOM rockets! This is a must have DLC for anyone who wants to play Skaven even outside of Ikit's campaign so the DLC gets a yes from me, it just sucks that the lizardman part is such a letdown.
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    Verfasst: 09.07.20 07:39
    I only bought this DLC to play as Ikit Claw. Tehenhauin and his Cult of Sotek can bugger off.
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    0 Std. insgesamt
    Verfasst: 03.07.20 12:52
    hehe ratling guns go bzzzzzz
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    0 Std. insgesamt
    Verfasst: 30.06.20 22:18
    Rats Rats we are the RATZ
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    Verfasst: 29.06.20 10:03
    Fucking nukes. Enough said
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    Verfasst: 28.06.20 13:18
    Ikit is the Trevor of WH2. His weapons and upgrades make you feel like a mad scientist and a serial killer had a baby.
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    Verfasst: 26.06.20 11:52
    Grab-take my money-goods!! Ikit shall be most pleased, yes-yes!
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    38 Produkte im Account
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    Verfasst: 13.06.20 21:23
    The DLC let's you make Skaven nukes... What's more to ask for?
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    169 Produkte im Account
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    Verfasst: 31.05.20 21:46
    This the best of the Total War Warhammer II DLC to date. Ikit is awesome. Those first few battles with him, where you're mowing down zombie pirates with machine guns and nukes, are the most fun I've had in this game.
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    Verfasst: 31.05.20 02:21
    Mandatory if you wanna play as the Skaven. They're simply incomplete without this DLC.
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    Verfasst: 16.05.20 10:59
    Absolutely essential and well worth it DLC.
    It is kind of sad that you pretty much need this to complete the roaster of the Skaven, but when the only negative trait of a DLC is that it should have been in the base game, I think you can't go wrong with buying it.
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    Verfasst: 11.05.20 19:44
    Ikit Claw is basically deployed into Vietnam in a fantasy world, but instead he's the one who's probably going to win.
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    Verfasst: 07.05.20 13:07
    Just sit back, relax and let your weapon team molds down everything.
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    Verfasst: 30.04.20 03:32
    Ikit-claw is my dad
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    Verfasst: 17.04.20 22:53
    I thoroughly enjoyed playing through the Skaven campaign with Ikit Klaw! Doom rockets, warp lightning, brass orbs - he has all sorts of things to try! The workshop is a nice addition and enabled me to really juice a bunch of doomwheels. The ranged units were all interesting and reminded me of playing tabletop. Very nice DLC.
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    Verfasst: 10.04.20 16:51
    Definetly my favorite Legendary Lords and Campaigns for both factions. And the new Lords and Units are all great.
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    Verfasst: 27.03.20 21:21
    Ikit Claw is pretty easily the strongest lord in the series, at least in campaign. The Lizardmen stuff is nice to have, but this DLC is absolutely essential for Skaven fans.
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    0 Std. insgesamt
    Verfasst: 12.03.20 07:09
    I love this dlc and do recommend it solely for the Rattling Gunners, but I'll also say this. We forget that a pay to play game like this, can also be a pay to win kinda game. How so? Well, you're looking at the gunners being locked away against your main enemy which has a bunch of large dinosaurs even without dlc. It ain't pretty with what CA did with their dlc is all, especially if you plan on playing online or competitively.

    Overall, I recommend this dlc and most of CA's dlc, just wait for a sale at least so your wallet isn't going down to its bones after 2 purchases.
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    Verfasst: 06.03.20 05:53
    I keep forgetting what the lizard guys name is, good thing he loudly yells it every time I click on him.
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    Verfasst: 27.02.20 11:20
    yes~yes good DLC lots of powerful units yes! And~and~and Need more warpstone slaves for doomrocket nukes too, hurry buy~buy now!
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    Verfasst: 14.02.20 14:47
    Nukes, warplock jezzails, rattling gunners, warpstone grinders, city destroying undercity nukes, N U K E S. Oh yeah also nukes, have I mentioned the nukes yet?
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    Verfasst: 31.01.20 06:32
    Cult of Sotek (Lizardmen Campaign) sucks. The unique sacrifice system they have is boring and underpowered. Solid in theory but poor execution.
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    Verfasst: 14.01.20 22:52
    Skaven units cannot be recruited without also buying the Shadow and the Blade DLC (as the previous level of barracks is locked by that DLC).

    I'm prepared to believe that the content is good, but as its unusable, I'd have to give it 0/10 until either its fixed, or I'm given a free copy of the Shadow and the Blade, so I can use this DLC that I have already paid for.

    EDIT: Working fine now.
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    Verfasst: 04.01.20 20:10
    The good:
    Nukes

    The bad:
    Lizards
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    19 Produkte im Account
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    Verfasst: 13.12.19 00:07
    A thoughtful, nuanced, and deeply moving portrayal of the clash of religious fanaticism and technological superiority in the Middle East.

    Also, rat motorcycle gangs.
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    41 Produkte im Account
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    Verfasst: 12.12.19 15:09
    This is my favorite DLC in the whole series. It turns Skaven from a weak, boring race into one of the most hard-hitting and fun to play factions. It also gave us Tehenhauin's campaign which has a very difficult start but is a lot of fun since you can't Saurus spam your way through everything.
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    Verfasst: 09.12.19 23:57
    Always welcome new Lords....Paid, free...Ill take them ALL. When this game is complete, no other fantasy strategy game on PC or consoles will even come CLOSE!
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    Verfasst: 07.12.19 09:38
    This has been a long time coming, but I honestly cannot recommend this DLC in its current implementation, because Ikit Claw and Clan Skryre are heavily impacting the design decisions of future Skaven content. Clan Eshin is due out in a week and has a new mechanic that a lot of people feel is very overpowered. And it is entirely because Clan Eshin needs to stand out as an appealing choice beside Clan Skryre.

    Clan Skryre is a faction that gives you no strategic choice, no trade offs, and no danger. Doomrockets and the Forbidden Workshop are pure power that Skryre doesn't have to pay for. There are zero downsides to these mechanics. Other Skaven factions do not have access to them, and are strictly inferior as a result. This may not be a deal breaker for some people, but it does have an impact in the psychology of the player. As long as they're in their current state, they will be unhealthy for the game. As long as Skryre doesn't have to pay for its advantages, future Skaven content will have to be designed in a way to appeal to players, which means they need enough power to offset Skryre's overwhelming advantages.
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    Verfasst: 07.12.19 08:37
    Buy all skaven clan. yes~yes
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    164 Produkte im Account
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    0 Std. insgesamt
    Verfasst: 06.12.19 20:03
    This dlc gives the most mentally unstable race in warhammer nukes

    what could go wrong?
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    Verfasst: 04.12.19 00:14
    If you are buying this dlc for the Lizardmen, don't. You will be disappointed.
    If you are buying this dlc for the Skaven, you really should. You will not be disappointed.

    Lizardmen get a spell that takes ten eternities to unlock in the campaign and looks cool but does almost nothing.
    Skaven get an actual nuke that you start the campaign with and can easily make more of that can wipe out multiple units.

    Lizardmen get skinks with great weapons, more stegadons with cool-looking, ineffective laser beams, and somewhat useful fire-breathing salamanders.
    Skaven get sniper rifle regiments, gatling guns and biker gangs (all of which can be upgraded in the forbidden workshop to make them even more powerful).

    If the trailer was long enough to see an end result of that battle i'm sure we all know who would win...
    Buy for Clan Skryre, buy for nukes...
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    Verfasst: 30.10.19 07:56
    When you see a group of Ratling-Gunners open up fire on the enemy, you cannot help but to think that giving the license to CA was one of the smartest things GW has done in the last ten years.

    I love this game.
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    Logo for Total War: WARHAMMER II - The Prophet & The Warlock
    Rating auf Steam Sehr positiv
    88.69% 580 74
    Release:17.04.2019 Genre:keine Infos Entwickler:keine Infos Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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