Tzeentch Technology Enhanced and Extended [Major update]
Arcane Prayers
+3 rank for Tzeentch Lore casters.
Dark Divination
+3 rank for Sorcerer Heroes.
Unholy Tactics
+9% Move speed for Cavalry and Chariots.
+9% Charge bonus for Cavalry and Chariots.
Addictive Inferno
Cooldown: -10% for Lore of Fire spells.
Immaterial Compact
+9% physical resistance for mortal units. (Marauders, Warriors, and Chosen)
Third Eye
+9% Chance of intercepting armies in the underway.
+9% Ambush defense chance.
Complex Infiltration
+10 Diplomatic relations with all factions.
Arcane Abjuration
+3 Melee defense for Lords, embedded Heroes, and Lords of Change.
+4% Missile resistance for Lords, embedded Heroes, and Lords of Change.
Sky Fiends
-9% Upkeep cost for Screamers of Tzeentch and Chaos Furies of Tzeentch.
+2 Recruit rank for Screamers of Tzeentch and Chaos Furies of Tzeentch.
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Harvesting Missiles
+20% Ammunition for Soul Grinders of Tzeentch.
+16% Range for Soul Grinders of Tzeentch.
Unholy Barriers
-9% Barrier replenishment delay
+9% Barrier replenishment rate
Divine Mutation
+9% Ward save for Forsaken of Tzeentch and Spawn of Tzeentch.
Alchemical Armour
+10 Armour for Warshrines.
+10% missile resistance for Warshrines.
Sorcerous Might
+3 Melee attack for non-daemonic melee infantry.
+3 Base weapon strength for non-daemonic melee infantry.
Infinite Dominion
-15% Construction cost for Infrastructure buildings.
+25% Income from Port buildings.
Conjuring Fortifications
-2 Construction time for Garrisons and Wall buildings.
Finding the Path
+10% campaign move speed range.
A sorcerer of Tzeentch is never late. He arrives precisely when he means to. This often means taking unconventional paths.
Knight Chieftains
+3 Melee defense for Doom Knights.
+8 Bonus vs large for Doom Knights.
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Raging Warpflame
+5 Melee defence for Flamers, Exalted Flamers, Changebringers, and Burning Chariots.
+10 Charge bonus for Flamers, Exalted Flamers, Changebringers, and Burning Chariots.
Martial Exemplars
+3 Rank for Exalted Champions
Fortress Lords
+3 Rank for Lords of Tzeentch
Aerial Affinity
+10% Missile resistence Cockatrice and Daemonic [Flying melee] units.
-5% Recruitment cost for Cockatrice and Daemonic [Flying melee] units.
Cruel Intellect
-9% Upkeep for Tzaangors and Centigors of Tzeentch.
+2 Rank for Tzaangors and Centigors of Tzeentch.
Doom Striders
+12% Move speed for Soul Grinders.
+5 Melee defence for Soul Grinders.
Lord of the Arcane
+50% XP gain for characters.
Icons of Distortion
+5 Leadership for Mutalith Vortex Beasts, Chaos Chariots, Burning Chariots, and Chaos Warshrines.
+3 Melee defence for Mutalith Vortex Beasts, Chaos Chariots, Burning Chariots, and Chaos Warshrines.
Elevate the Meek
+3 AP missiles for Horrors and Marauder Horsemen. (rank 7 and up)
+3 AP melee for Marauders and Marauder Horsemen. (rank 7 and up)
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Now also adds buffs to the Changing of Ways techs.
Way of Deception
+20% chance to ambush
Way of Scrying
+30% Vision range for characters.
Way of Fate
-3% upkeep
Way of War
+3 Leadership
Way of Deceit
+20 Relations with order races.
Way of Time
-1 Construction time for Port buildings.
Way of Manipulation
-20% Hero Action cost
Temporal Switch
-1 Construction time for Province Capital/Settlement buildings.
Way of Prognostication
+1 Control
Required DLC:
These DLC should be installed in order to use this item.
Total War: WARHAMMER III - Champions of Chaos