Compare Total War: Warhammer II - The Prophet & The Warlock (DLC) prices across 50+ stores and find the best deal. Developed by CREATIVE ASSEMBLY. Published by SEGA. Released on 9/28/2017. Available on PC. Genres: Action, Strategy. Metacritic score: 87/100.

Two new Legendary Lords crash into the Vortex campaign - a Skaven mad scientist and a Lizardmen prophet with very different playstyles and faction mechanics.

The Prophet and The Warlock drops two Legendary Lords into Total War: Warhammer II's Vortex and Mortal Empires campaigns, and the pairing is one of the more mechanically distinct the game has seen. On the Skaven side you get Ikit Claw, Chief Warlock Engineer of Clan Skryre, whose entire identity revolves around a weapons development tree that lets you research and field absurd gunpowder-and-warpstone artillery. His unique Forbidden Workshop mechanic is essentially a tech tree inside a tech tree, letting you construct the Doomsphere or unlock upgraded warp-lightning cannons. If you enjoy optimizing production queues and watching siege battles become one-sided explosions, Ikit Claw is your lord. On the Lizardmen side, Tehenhauin leads the Cult of Sotek faction, converting sacrifices into devotion points that summon free Skink Cohorts and eventually call down a literal serpent god. His campaign is momentum-dependent in a way that rewards aggressive early expansion rather than turtling. From a pure decision-depth standpoint, the Forbidden Workshop is the reason to buy this pack. It adds a layer of resource management that does not exist anywhere else in the base game - balancing warp fuel, risk of catastrophic failure, and timing your tech unlocks against the campaign clock is exactly the kind of multi-variable thinking that makes grand-strategy adjacent games worth hundreds of hours. Tehenhauin's sacrifice economy is simpler but still meaningful, asking you to prioritize which Skink-heavy armies stay on the offensive so the ritual pipeline keeps flowing. The downsides are real. Both factions are asymmetric enough that new Total War players will hit a wall without first understanding core army replenishment and supply lines. The DLC assumes baseline competence with the main campaign loop, and neither lord ships with extended tutorial support for their unique systems - you are reading tooltips and testing in-battle. The AI handling of these factions in enemy hands is also inconsistent; Ikit Claw as a computer opponent rarely leans into the Workshop mechanics the way a human player would, which deflates the threat somewhat in single-player. Mod support context matters here too. The Warhammer II modding community has produced a substantial catalogue of balance patches, unit reskins, and extended roster mods specifically built around both Clan Skryre and Cult of Sotek. If you are already running a modded install the new lords slot cleanly into most major overhaul frameworks, though you should check compatibility with whatever roster expansion you are running before starting a new campaign. The value proposition is straightforward for anyone who already owns Warhammer II and wants more mechanical variety. Ikit Claw in particular offers a genuinely different campaign cadence compared to most lords in the base game. If you are on the fence, play a Skaven or Lizardmen campaign in the base game first - if you find yourself wishing the faction mechanics went one level deeper, this pack is the answer to that wish. Diego, Scout Team

Total War: Warhammer II - The Prophet & The Warlock (DLC)
ActionStrategy

Total War: Warhammer II - The Prophet & The Warlock (DLC)

Sep 28, 2017CREATIVE ASSEMBLYSEGA
GamerScout Says

Two new Legendary Lords crash into the Vortex campaign - a Skaven mad scientist and a Lizardmen prophet with very different playstyles and faction mechanics.

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About Total War: Warhammer II - The Prophet & The Warlock (DLC)

The Prophet and The Warlock drops two Legendary Lords into Total War: Warhammer II's Vortex and Mortal Empires campaigns, and the pairing is one of the more mechanically distinct the game has seen. On the Skaven side you get Ikit Claw, Chief Warlock Engineer of Clan Skryre, whose entire identity revolves around a weapons development tree that lets you research and field absurd gunpowder-and-warpstone artillery. His unique Forbidden Workshop mechanic is essentially a tech tree inside a tech tree, letting you construct the Doomsphere or unlock upgraded warp-lightning cannons. If you enjoy optimizing production queues and watching siege battles become one-sided explosions, Ikit Claw is your lord. On the Lizardmen side, Tehenhauin leads the Cult of Sotek faction, converting sacrifices into devotion points that summon free Skink Cohorts and eventually call down a literal serpent god. His campaign is momentum-dependent in a way that rewards aggressive early expansion rather than turtling. From a pure decision-depth standpoint, the Forbidden Workshop is the reason to buy this pack. It adds a layer of resource management that does not exist anywhere else in the base game - balancing warp fuel, risk of catastrophic failure, and timing your tech unlocks against the campaign clock is exactly the kind of multi-variable thinking that makes grand-strategy adjacent games worth hundreds of hours. Tehenhauin's sacrifice economy is simpler but still meaningful, asking you to prioritize which Skink-heavy armies stay on the offensive so the ritual pipeline keeps flowing. The downsides are real. Both factions are asymmetric enough that new Total War players will hit a wall without first understanding core army replenishment and supply lines. The DLC assumes baseline competence with the main campaign loop, and neither lord ships with extended tutorial support for their unique systems - you are reading tooltips and testing in-battle. The AI handling of these factions in enemy hands is also inconsistent; Ikit Claw as a computer opponent rarely leans into the Workshop mechanics the way a human player would, which deflates the threat somewhat in single-player. Mod support context matters here too. The Warhammer II modding community has produced a substantial catalogue of balance patches, unit reskins, and extended roster mods specifically built around both Clan Skryre and Cult of Sotek. If you are already running a modded install the new lords slot cleanly into most major overhaul frameworks, though you should check compatibility with whatever roster expansion you are running before starting a new campaign. The value proposition is straightforward for anyone who already owns Warhammer II and wants more mechanical variety. Ikit Claw in particular offers a genuinely different campaign cadence compared to most lords in the base game. If you are on the fence, play a Skaven or Lizardmen campaign in the base game first - if you find yourself wishing the faction mechanics went one level deeper, this pack is the answer to that wish. Diego, Scout Team

Tags

steamLegendary LordsFaction MechanicsTech Tree DepthSkavenLizardmenWarpstone ArtilleryCampaign VarietyMortal Empires

System Requirements

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Reviews & Ratings

Metacritic
87
Steam
93%(121,328)

Game Info

Developer
CREATIVE ASSEMBLY
Publisher
SEGA
Release Date
Sep 28, 2017

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