
Tzeentch · Immortal Empires · Realm of Chaos
The Deceivers
wh3_dlc24_tze_the_deceiversComes with Shadows of Change(Warhammer III)
The Deceivers is a playable Tzeentch faction in Total War: Warhammer III, led by The Changeling. In Immortal Empires it starts without a settlement. It is also playable in Realm of Chaos. It comes with Shadows of Change. Faction key wh3_dlc24_tze_the_deceivers. Patch 9.0.4, from the game's data tables.
Start here
Immortal Empires, patch 9.0.4: facts from the game's data, each linking to the full section.
Climate at a glance
6 suitable · 3 unpleasant · 3 uninhabitable
Victory at a glance
Short victory: 4 objectives · long victory: 5
- Unlock and Win 2 Grand Schemes.
- Unlock 5 Legendary Lord forms for transformation.
- Perform 10 Changing of the Ways Actions.
Key units and where they are recruited
COMPUTED — per role, the Tzeentch unit that tops the role's cost list on best units by the numbers (base stats, multiplayer cost; the race's standard roster — units it has only with Unit caps off, the extended roster, are left out). Recruitment: the first building level that unlocks it (building_units_allowed).
Marauders of TzeentchMelee infantry · Health per 1,000 gold: 22,024
Recruited from Many-Eyed Tribute (Mortal Servants, level 1)
Blue Horrors of TzeentchMissile infantry · Missile damage per 1,000 gold: 6,000
Recruited from Slither of Potential (Servants, level 1)
Chaos Knights of TzeentchMelee cavalry · Health per 1,000 gold: 5,786
Recruited from Inchoate Armoury (Forges of Change, level 2)
Spawn of TzeentchMonstrous infantry · Health per 1,000 gold: 8,350
Recruited from Transmogrification Locus (Forges of Change, level 1)
Chaos Warshrine of TzeentchMonsters · Health per 1,000 gold: 8,654
Recruited from Inchoate Armoury (Forges of Change, level 2)
Marauder Horsemen of TzeentchMissile cavalry · Missile damage per 1,000 gold: 2,095
Recruited from Many-Eyed Tribute (Mortal Servants, level 1)
Faction leader

The Changeling
The Deceivers
- Immune to diplomatic penalties from trespassing
- Establish Trickster Cults instead of occupying territory
- Can replenish and recruit in foreign territory
- Armies are hidden in regions with Trickster Cult buildings
- Immune to diplomatic penalties from trespassing
- Establish Trickster Cults instead of occupying territory
- Can replenish and recruit in foreign territory
- Armies are hidden in regions with Trickster Cult buildings
Faction effects
- Bound spell: "Blue Fire of Tzeentch" for Lord of Change units (all armies)
- Bound spell: "Pink Fire of Tzeentch" for Lord of Change units (all armies)
- Army ability: "Arcane Surge" (all armies)
- Changing of the Ways: "Transfer Settlement"
Victory conditions
Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions
Short Campaign Victory
- Unlock and Win 2 Grand Schemes.
- Unlock 5 Legendary Lord forms for transformation.
- Perform 10 Changing of the Ways Actions.
- Ensure that 3 of the following buildings have been constructed: Legion of the Changeling, Reality Wound, Ravaging Host
REWARDS
- Cult Supplies produced by Trickster Cult settlements: +50%
- Cult Supplies produced by Trickster Cult settlements: +50%
Follower or item: Eldritch Librarian
Long Campaign Victory
- Achieve the Short Victory conditions.
- Unlock and Win 5 Grand Schemes.
- Win the following battle: The Ultimate Scheme
- Unlock 15 Legendary Lord forms for transformation.
- Perform 20 Changing of the Ways Actions.
REWARDS
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
Grimoires: +2,000
Plan a co-op campaign with The Deceivers — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best Tzeentch factions.
Climate
Suitable
Chaotic Wasteland
Frozen
Temperate Island
Magical Forest
Temperate
Wasteland
Unpleasant
Jungle
Mountain
Savannah
Uninhabitable
Desert
Ocean
Undead Wasteland
How settling The Deceivers fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.
Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.4.