
Lizardmen · Immortal Empires
Spirit of the Jungle
wh2_dlc13_lzd_spirits_of_the_jungleComes with The Hunter & The Beast(Warhammer II)
Spirit of the Jungle is a playable Lizardmen faction in Total War: Warhammer III, led by Nakai the Wanderer. In Immortal Empires it starts without a settlement. It comes with The Hunter & The Beast. Faction key wh2_dlc13_lzd_spirits_of_the_jungle. 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
11 suitable · 0 unpleasant · 1 uninhabitable · 8 climates differ from the race
Victory at a glance
Short victory: 5 objectives · long victory: 4
- Have 5 temples dedicated to an Old One
- Perform at least 5 Rites
- Spend at least 1,000 Spawning Sequence.
Key units and where they are recruited
COMPUTED — per role, the Lizardmen 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).
Skink CohortMelee infantry · Health per 1,000 gold: 24,615
Recruited from Lower Caste Spawning Chamber (Spawning Chamber, level 1)
Chameleon StalkersMissile infantry · Missile damage per 1,000 gold: 10,000
Recruited from Braves Spawning Chamber (Spawning Chamber, level 2)
Feral Cold OnesMelee cavalry · Health per 1,000 gold: 10,048
Recruited from Cold One Hollow (Cold Ones, level 1)
KroxigorMonstrous infantry · Health per 1,000 gold: 8,160
Recruited from Spawn-Pools of the Chosen (Outdoor Spawning Pool, level 3)

Ripperdactyl RidersMonstrous cavalry · Health per 1,000 gold: 5,682
Recruited from Vivarium (Terrarium, level 2)
Faction leader

Nakai the Wanderer
Spirit of the Jungle
Nakai emerges from the vast Jungles of Chi’an in Cathay seeking to crush the servants of darkness who have taken root in the Far East.
- Nakai's vassals occupy the settlements conquered. More settlements controlled come with increasing rewards
- Nakai's horde unlocks units, while other hordes use global recruitment to get access to them
- Lord recruit rank: +3 for Kroxigor Ancients
- Immune to diplomatic penalties from trespassing
- Nakai's vassals occupy the settlements conquered. More settlements controlled come with increasing rewards
- Nakai's horde unlocks units, while other hordes use global recruitment to get access to them
- Lord recruit rank: +3 for Kroxigor Ancients
- Immune to diplomatic penalties from trespassing
Read more ▾
Long before the fledging races of Elves, Dwarfs, or men could even stand upright on their own feet, the ancient race known as the Lizardmen had already proven themselves victorious on countless battlefields across the world. Stranded by the starfaring creators known as the Old Ones and left to contemplate a world irrevocably changed over the ages, the Lizardmen nonetheless work tirelessly to fulfil the Great Plan. From timeworn temple-cities deep within the steaming jungles of Lustria they sound the drums of war and bellow with the blood-rage of creatures of a primordial past, marching to battle against the forces of destruction as the ground trembles beneath them. In addition to the contemplative Slann, the warrior-caste Saurus, and the nimble Skinks that make up the bulk of their societal and military hierarchy, the Lizardmen’s ranks are also bolstered by the imposing Kroxigor – hulking, crocodilian behemoths whose destructive potential make them overwhelmingly effective shock troops. Physical prowess was originally gifted to them for practical necessity, enabling them to be the beasts of burden that constructed the monolithic structures, vast pyramids, and wide plazas of Lustria’s awe-inspiring temple-cities, upon which it is said the Old Ones themselves landed their star-sailing ships. An infrequent spawning, it is rare for more than a handful of Kroxigor to enter the world at the same time, and even rarer for one to become so long-lived that it starts to act autonomously, without the direction of the Skink handlers and overseers. Roaming master-less throughout the world in aid of the Great Plan, the Kroxigor Ancient known as Nakai the Wanderer is a revered creature. He has often been the harbinger of the Lizardmen’s most pivotal battles throughout the ages, famously appearing in times of their greatest need to annihilate their enemies. He is by far the hardiest of any Lizardmen champion – even the twisted, biological warfare of the Skaven has not been able to overcome him, as proved when he managed to defeat the bemuscled Rat Ogre known as the Beast of Clan Pestilens, despite being fever-stricken by its disease-ridden splatter. Nakai is enigmatic even to his fellow kin – regarded by them as a powerful jungle-spirit and their mightiest protector. He is festooned with golden tributes, for a millennia his victories have often led to the Skink Priests adorning his massive, battle-scarred body with ceremonial tokens as a mark of deference, before he heads off once again to continue his search for those foes who dare defile the hallowed realm of the Lizardmen.
Victory conditions
Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions
Short Campaign Victory
- Have 5 temples dedicated to an Old One
- Perform at least 5 Rites
- Spend at least 1,000 Spawning Sequence.
- Research the following technologies: Sequence of Growth, Sequence of Healing, Sequence of Expansion, Sequence of Restoration
- Destroy the following faction(s): The Tormentors
REWARDS
- Blessed Spawnings pool capacity for Blessed Kroxigor and Blessed Sacred Kroxigor: +2
- Blessed Spawnings pool capacity for Blessed Kroxigor and Blessed Sacred Kroxigor: +2
- Old Ones' Favour gain from Temples: +100%
- Old Ones' Favour gain from Temples: +100%
Long Campaign Victory
- Achieve the Short Victory conditions.
- Spend 2,000 Old Ones' Favour on Temples of the Old Ones effects.
- Spend at least 2,000 Spawning Sequence.
- Destroy the following faction(s): The Blessed Dread, Caravan of Blue Roses, Clan Eshin, Puppets of Misrule
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
Spawning Sequence: +5,000
Plan a co-op campaign with Spirit of the Jungle — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best Lizardmen factions.
Climate
Suitable
Chaotic Wasteland(race: Uninhabitable)
Desert
Frozen(race: Uninhabitable)
Temperate Island(race: Unpleasant)
Jungle
Magical Forest(race: Unpleasant)
Mountain(race: Unpleasant)
Ocean(race: Uninhabitable)
Savannah
Temperate(race: Unpleasant)
Wasteland(race: Uninhabitable)
Unpleasant
None
Uninhabitable
Undead Wasteland
How settling Spirit of the Jungle 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.