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Total War: Warhammer Wiki
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Cult of Sotek
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Cult of Sotek
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==In the campaign== ===Prophecy of Sotek=== {{Main|Prophecy of Sotek}} Tehenhauin believes that with sufficient sacrifices, the serpent-god may yet return, bringing salvation to the Lizardmen and the extermination of the Skaven. Tehenhauin will be issued with a series of unique missions, the completion of which grants access to new forms of sacrifice. When performed, these reward with unique banners, followers, powerful temporary effects, Regiments of Renown and more. As Tehenhauin and his forces win battles against non-Lizardmen armies, they may choose to mark any post-battle captives as Sacrificial Offerings. As the offerings build, they may be spent on performing the sacrifices accessed by the Prophecy of Sotek missions. The highest level of sacrifice grants Tehenhauin the ability to evoke Sotek himself, manifesting an aspect of the serpent-god in battle to deal devastating damage to his foes. In Immortal Empires, The cult of Sotek’s start position and Tehenhauin’s army has given a great degree of momentum compared to the earlier campaigns.The improvements of the sacrifices as well as the Chameleon Stalkers being available from level 2 settlements has also strengthened him a great deal from his origins of running a grueling and thankless campaign. The temporary Saurus upkeep increase can hardly be considered a comsiderable downside anymore, as the new skink armies are strong enough on their own. The debuff is barely noticeable and even when it’s gone, you can still carry a skink army into late game. With the additional buffs from Tehenhauin’s passives and the sacrificial pyramid, The Cult of Sotek is capable of fielding an exceptionally deadly and quick moving force. Luckily the new campaign for Tehenhauin place him in a highly privileged position, being close with and having open diplomacy lines to Gor-rok, Oxyotl and the Southern Sentinels, thus can quickly work on confederation options. To the south are High Elves who will never bother you, to your north are a minor Tomb Kings faction that will most likely not act aggressively, as well as dwarves in the mountains, who will also keep to themselves. Clan Pestilence is sharing the mainland with Itza and it is wise to take him out early. Gor-Rok will with all likelihood be very aggressive towards him as well as the Southern Sentinels, if they are not wiped out. So take advantage of this envelopment and swoop in to assist them. It’s a good way of containing them and giving Itza the chance to become your eastern bulwark against the vampire and Wulfhart. But for another reason as well; Tehenhauin hate skaven. So much so, the second pyramid sacrificestep automaticaly causes a war between all skaven and lizardmen. And you don’t want to accidentally trigger it when you make sacrifices from another war and then have Skrolk with a massive empire in your backyard. Nor do you want to abstain from sacrificing cause you are worried over that. Make the most out of your associates and try to build strong relationships for future confederations. Shortly thereafter you’ll have to deal with Rakarth, who can pose a serious threat to you early campaign. Who most likely will either have conquered the tomb kings or have them on their last leg. Dark Elves have longer range than your skirmisher heavy army and Rakarth can field large numbers of monsters in early game as well as many fast warhound like units. This spells doom for a skink reliant army with limited monsters. If your army is weaker, make sure to avoid direct confrontations with him at most times, ambushes and siege battles will play to your strength greatly. Move fast once he has been incapacitated and take out his settlements. After Rakarth is done with, asses the threat situation. More than likely Wulfhart will have become the biggest potential obstacle . But if all has gone right, Itza will probably hold the line for you and spare you a long conflict. In which case you want to mop up the remaining Skaven of Clan Spittel and Luthor Harkon. If the vampire coast is expanding and becoming a problem, you want to take them out as quickly as possible. Giving Itza the breathing space. All in all, Tehenhauin’s campaign nowadays has a very nice flow to it. There is some yank with going over the mountains back and forth. But more than likely you will be able to consolidate power quickly and build a strong army with a skink base. ===Sacrificial Offerings=== [[Sacrificial Offerings]] are a resource unique to Cult of Sotek, similar to [[slaves]]. ===Starting territory=== ;Eye of the Vortex * [[Culchan Plains]] (one settlement) ;Mortal Empires * [[Northern Great Jungle]] (one settlement) ;Immortal Empires * Xlanzec, [[The Night Forest Road]] ===Legendary Lord Choices=== * '''[[Tehenhauin]]''' ===Faction effects=== * Cost -75% for the [[Rite of Sotek]] * [[Upkeep]] +200% for Saurus infantry units and Temple Guard, until reaching stage 2 of the Prophecy of Sotek. ** [[Saurus Old-Blood]] ** [[Saurus Warriors]] ** [[Saurus Warriors (Shields)]] ** [[Saurus Spears]] ** [[Saurus Spears (Shields)]] ** [[Temple Guards]] ** [[Blessed Saurus Warriors (Shields)]] ** [[Blessed Saurus Spears (Shields)]] ** [[Blessed Temple Guards]] ===Tehenhauin's lord effects=== * Physical resistance +10% for Skinks units (Lord's [[army]]) * [[Leadership]] +10 when fighting against [[Skaven]] (Lord's army) * [[Untainted]] +3 (local province) ===Post-battle options=== Cult of Sotek's [[post-battle options]] are the same as regular Lizardmen factions, except that '''Kill and Eat''' is replaced by '''Mark For Sacrifice''' which increases Sacrificial Offerings. [[File:Screenshot 2019-12-09 at 5.08.49 PM.png|frameless]]
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