Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Tzeentch · Immortal Empires · Realm of Chaos

The Deceivers

wh3_dlc24_tze_the_deceivers

Comes 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

Every climate below · what each level does

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.

All objectives and rewards below

Leader's quests

The quest battles

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).

Faction leader

The Changeling

The Changeling

The Deceivers

Collection of Faces
  • 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

  1. Unlock and Win 2 Grand Schemes.
  2. Unlock 5 Legendary Lord forms for transformation.
  3. Perform 10 Changing of the Ways Actions.
  4. Ensure that 3 of the following buildings have been constructed: Legion of the Changeling, Reality Wound, Ravaging Host

REWARDS

Cult Stockpile
  • Cult Supplies produced by Trickster Cult settlements: +50%

Follower or item: Eldritch Librarian

Long Campaign Victory

  1. Achieve the Short Victory conditions.
  2. Unlock and Win 5 Grand Schemes.
  3. Win the following battle: The Ultimate Scheme
  4. Unlock 15 Legendary Lord forms for transformation.
  5. Perform 20 Changing of the Ways Actions.

REWARDS

Conscription
  • 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.