Legendary Lord Defeat Traits
Introduction
All the Traits from TTW3 + TTW2 Mortal Empires
Legend of Total War made a Video about which are the best defeat Traits in TWW2 released on the 04.12.2021. https://www.youtube.com/watch?v=XfOhWvBFTvQ
Patch 1.3. Changed some traits (30.06.2022)[www.totalwar.com]
Patch 3.0 added Chaos Dwarfs 6.4.2023
Patch 4.0 Shadow of Change added Changeling, Mother Ostankya, Yuan Bo (I don't have early access nor will I purchase the dlc on release)
Patch 4.1.0 changed Magic power reserve, so it will be changed here aswell. 21.11.2023
Patch 5.0 Thrones of Decay added Tamurkhan the Maggot Lord, Malakai Makaisson, Elspeth von Draken, Epidemius (FLC)
Patch 5.1 Changed Tamurkan defeat Trait
Patch 6.0 Omen of Destruction added Golgf a g, Gorbad, Skulltaker, Arbaal the undefeated (FLC) (The ogres name would be censored that's why I added the spaces.)
Patch 7.0 Tides of Torment added Dechala the Denied One, Sayl the Faithless, Sea Lord Aislinn and Masque of Slaanesh (FLC)
Modding
Beastmen Lords
- Missile resistance: 15%
- Chance of intercepting an army using the Underway, beast-paths or Worldroots: +20% (Lord's army)
- Ambush defence chance: +20%(Lord's army)
- Melee attack: +10 when fighting against Beastmen
- Leadership: +4 (Lord's army)
- Charge bonus: +15%
- Armour-piercing weapon damage: +20
Bretonnian Lords
- Casualty replenishment rate: +10%
- +15 melee attack during naval battles
- +5 growth local province
- Double Exp for army against bretonnia forces
- +5 research rate faction wide
- Charge bonus: +10
- Recuitment cost: -20% for cavalry nuits (Lords's Army)
Cathayn Lords
- Attribute: Expert Charge Defence
- Melee defence: +3 (Lord's army)
- Magic item drop chance: +10%
- Armour: +5 (Lord's army)
- Winds of Magic cost: -20% for all spells (Lords's army)
- Armour-piercing weapon damage: +20
- Attribute: Unspottable
Chaos Dwarfs
- Effect duration +10% for Lores of Hashut. Death, Fire and Metal spells
- Effect range +10% for Lores of Hashut. Death, Fire and Metal spells
- Spell resistance: 15%
- Magic item drop chance: 40%
- Range: +15% for artillery units (own army)
- Income from Settlement buildings: +10% (factionwide when on map)
- Missile resistance: 15%
Daemons of Chaos Lords
- Experience gain: 7% for Lords and Heroes
- Speed +6% (Lord's army)
- Attribute: Immune to Contact Effects
- Attrivute: Devastating Flanker
- Vigour loss reduction: -20%
- Armour-piercing weapon damage: +40(Lord's army)
- Weapon strength: +8% (Lord's army)
- Charge bonus: +5 (Lord's army)
- Physical resistance: 10%
- Melee attack: +2 (Lord's army)
- Vigour loss reduction: -15% (Lord's army)
- Leadership: +4 (Lord's army)
- Spell resistance: 15% (Lord's army)
- Winds of Magic power reserve capacity: +5
- Post battle chance of stealing a magic item: +10%
- Hero action success chance: +5% (local region)
- Chance of a plague spreading: -80% (Lord's army)
- Growth: +30 (local province)
- 15% increased XP gain for embedded heroes (lords army)
- Local recruitment capacity: +1 (local Province)
- Research Rate: +10%
- Attribute: Immune to Contact Effects
- Diplomatic relations: +20 with Kislev
- Attrition: -50% casualties suffered from all attritions (Lord's army)
Dark Elven Lords
- Income from raiding +10% (Lord's army)
- Passive ability: "Frenzy"
- -10% Hero Action cost (all heroes)
- +10% hero self-defense in the local province
- Armor-piercing damage: +20
- Melee attack: +5
- Immune to Storm and Reef attrition (Lord's army)
- Armour-piercing damage +30
- Leadership: -5 for enemy monstrous units (local enemy armies)
- Bonus vs Large: +8
Dwarfn Lords
- Construction cost -10% for all buildings (local province)
- Research rate +10% (factionwide)
- Melee attack: + 5
- Spell resistance: 5%
- Missile resistance: 5%
- Melee attack: +10 during subterranean intercept battles
- Leadership +4 during subterranean intercept battles
- Cause Terror vs. Dwarfs
- Magic item drop chance +15% (accompanying Lord)
- Armour-piercing weapon damage: +3 (Lord's army)
- Recruit rank: +3 for Artillery units
- Missile strength: +10% (own army)
Empire Lords
- Unit experience gain: +10% (Lord's army)
- Melee attack: + 3 for melee infantry units (Lords's army)
- Melee defence: + 3 for melee infantry units (Lords's army)
- Armour: +6 for all units (Lord's army)
- Missile resistance: 10%
- Missile damage: +5% (Lord's army)
- Explosive missile damage: +5% (Lord's army)
- Missile Explosion Radius: +10% (Lord's army)
- doesn't give a trait
Gotrek (and Felix)
- Unbreakable
Greenskin Lords
- Spell resistance 30%
- Armour-piercing weapon damage: +20
- Armour: +10
- Physical resistance: 10%
- +20% Ambush and Ambush Defence
- Diplomatic relations: +10 with High Elves
- Attribute: Causes Terror when fighting against Greenskins
- Recruit rank: +1 (Lord's army)
- Attribute: Leadership aura size: +25%
High Elven Lords
- Melee attack +2 (Lord's Army)
- Recruit Rank: +1 (Lord's Army)
- Public order: +4 (local province)
- Growth: +10 (local province)
- Hero Action Cost -15% (local region)
- Hero Action Success Chance +10% (local region)
- Chance of Winds of Magic increasing in strength when changing: +5% (local province)
- Winds of Magic power reserve: +10 capacity (Lord's Army)
- Bonus vs. Large +8
- Fire resistance: 25%
- Missile resistance: 10%
- Attribute: Charge Defence vs Large
- Camapign movement range: +10% whilst at sea
- Attrition: -50% casualties suffered from high seas, reef and storm attrition (Lord's Army)
- Leadership: +10 when fighting against High Elves (Lord's Army)
Kislev Lords
- Attribute: Causes Terror when fighting against Kislev
- Enables Frostbite attacks
- Leadership: +6 when in own territory (Lord's army)
- Enables Flaming attacks
- Leadership: +8 when fighting against Warriors of Chaos, Daemons of Chaos and Norsca (Lord's army)
- Targeting range: +10% for spells
- Winds of Magic power reserve capacity: +5(Lord's army)
- Spell resistance: 5% (Lord's army)
Lizardmen Lords
- Public order: +2
- Melee defence: +10
- Leadership Aura Size +25%
- Campaign movement range: +10%
- Campaign line of sigh: +10%
- Casualties captured post-battle: +15% (Lord's army)
- -25% damage taken from all attrition (Lord's Army)
- Bonus vs Large +10
- Melee Defense +10
- Leadership +4 (Lord's Army)
- Attribute: Expert Charge Defense
- Attribute: Vanguard Deployment
Norscan Lords
- Charge bonus +10%
- Bonus vs. Infantry: +5
- Bonus vs large +15
- Weapon strength +3%
- Diplomatic relations: +10 with Norsca
- Spell resistance: 20% for Infantry units (Lord's army)
Ogre Kingdom Lords
- Income from trade: +10%
- Income from all buildings: +20% (local province)
- Winds of Magic power reserve capacity: +8
- Miscast base chance: -10%
- Post battle chance of stealing a magic item: + 5%
- Magic item drop chance from battle: +10%
Skaven Lords
- bonus vs infantry +10
- immunity to swamp attrition
- -5 to public order in a local enemy province
- Speed: +12%
- Leadership: +4 during subterranean intercept battles (Lord's Army)
- Winds of Magic Power Reserve: +10 (Lord's Army)
- Research rate: +10% (Factionwide)
- Hero action success chance: +4%
- Attribute:Stalk
- Hitpoints: +10%
Tomb Kings
- Diplomatic relations: +20 with Tomb Kings
- Weapon strength: +25% when fighting against Vampiric Undead
- Charge Bonus +15
- Enemy Public Order -3 (local province)
- Diplomatic Relation +30 with Vampire Counts
- +2 Recruit Rank for ranged units
- Winds of Magic Reserve +8
- Immune to Desert attrition (Lord's Army)
- Immune to Sandstorm attrition (Lord's Army)
Easter Egg
- +100% weapon strength for Chaos chariot units in Lord's army
- +10 Skeleton Chariot capacity
- +10 armor for chariot units in Lord's army
Vampiric Undead Lords
- Attrition: -50% casualties sufferd due to Vampiric Corruption attrition (Lord's army)
- Spell resistance: 10% for all units (Lord's army)
- Enable poisen attacks
- Wound recovery time:-4
- Passive ability:"Regeneration"
- doesn't give a trait
- Helman Ghorst Poisen overrides Frostbite in the UI not sure if Frostbite still applies didn't test that yet
Vampire Coast Lords
- +15% Spell Resistance
- +10 Leadership when fighting at sea
- +5 Leadership when fighting Vampire Coast (Lord's Army)
- +5 Leadership when fighting at sea (Lord's Army)
- Miscast Base Chance -10%
- Winds of Magic power reserve capacity: +10 (Lord's army)
- Income from Sacking Settlements +15%
- Passive Ability "Regeneration" when fighting at the sea
Warriors of Chaos Lords
- Spell resistance: 10%
- Physical resistance: 5%
- Melee attack: +2 when fighting against Warriors of Chaos, Daemons of Chaos, Norsca and Beastmen (Lord's army)
- Post battle chance of stealing a magic item: +10%
- +10% physical resist
- Bonus vs Large: +20
- Melee attack: +4
- Armour-piercing weapon damage: +20
- Winds of Magic power reserve capacity: +10(Lord's army)
- Melee defence: +5
- Casualty replenishment rate: +5% (Lord's army)
- Vigour loss reduction: -15% (Lord's army)
- Leadership: +4 (Lord'sarmy)
- Weapon strength: +3% for Lords and embedded heroes (Lord's army)
- Winds of Magic power reserve capacity: +5 (Lord's army)
- Control:+2 (local province)
- Casualty replenishment rate: +5% (Lord's army)
- Weapon strength: +5% (Lord's army)
Woodelven Lords
- Leadership: +4 during forest battles Melee
- Attack: +5 during forest battles
- Gain flaming attack vs. Woodelves
- Casualty replenishment: +20% for Lords (Lord's Army)
- Missile strength: +10%
- Immune to Athel Loren and Awakened Forest Attrition (Lords Army)
- -5 Public Order (Local Enemy Province)
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