The Tool Desk
Outbyte PC Repair FREERepair Windows errors before they cause bigger problemsFix Now →Outbyte Driver Updater FREEScan for outdated or missing drivers - takes under a minuteDriver Scan →Before planning a Tomb Kings campaign, check that Total War: WARHAMMER III and the Rise of the Tomb Kings content are available through the same game client. WARHAMMER III includes access to Immortal Empires; the Tomb Kings pack unlocks Settra, Khalida, Khatep and Arkhan. In the campaign, build around the faction’s unusual limits: basic skeleton infantry is plentiful, stronger units depend on buildings and capacity, and dynasty research helps determine how many armies you can field.
Check access before starting
SEGA’s ownership guidance, updated 18 June 2026, distinguishes access to the campaign from access to the faction. Owning Total War: WARHAMMER III grants access to Immortal Empires, while Rise of the Tomb Kings unlocks the four Tomb Kings Legendary Lords. The relevant purchases must be associated with the same client as the game. If the campaign is available but its Tomb Kings are locked, check the account, storefront or launcher where the game and downloadable content are installed before troubleshooting your campaign.
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The pack’s four Lords are Settra the Imperishable, High Queen Khalida, Grand Hierophant Khatep and Arkhan the Black. SEGA also notes that eligible content from earlier WARHAMMER games can unlock associated Lords in WARHAMMER III without requiring ownership of the earlier base game; the same-client requirement still matters. Storefront and platform policies can change, so verify the current ownership display for your client.
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Choose a Lord by campaign position and playstyle
There is no substantiated official difficulty ranking for the four Tomb Kings Lords. A claim that one is universally the easiest would overstate what the official guidance establishes. Instead, compare the starting map positions, nearby threats, faction-specific bonuses and roster interactions shown in your current campaign setup. These can make a Lord more or less comfortable for your preferences, and patch updates may change details.
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| Lord | What is established here | How to choose |
|---|---|---|
| Settra the Imperishable | One of the four Lords unlocked by Rise of the Tomb Kings. | Read the current starting-position and faction-effect panels; decide whether the displayed location and campaign objectives suit you. |
| High Queen Khalida | One of the four Lords unlocked by Rise of the Tomb Kings. Patch 6.3 added a Khalida-specific Books of Nagash location. | Check the current map and book information rather than relying on a guide made before that location change. |
| Grand Hierophant Khatep | One of the four Lords unlocked by Rise of the Tomb Kings. | Use the current campaign map and faction effects to judge the opening; a difficulty label is not established by the official sources cited here. |
| Arkhan the Black | One of the four Lords unlocked by Rise of the Tomb Kings. | Inspect the live roster and faction effects before deciding whether its particular interactions fit your intended campaign. |
This comparison is deliberately limited to verified distinctions, not a rating of their starting strength. Before confirming a Lord, read the campaign’s objectives and inspect the faction-effect panel; those are more reliable for your installed version than an old ranking that may assume a different patch.
Use the opening to secure territory without stalling development
Your first decisions should connect the immediate map situation to the faction’s slower development curve. Secure nearby settlements when the opportunity is sound, but avoid treating every available military building as an automatic early construction. The Total War Academy’s Tomb Kings tactics guidance recommends inexpensive income buildings and protecting growth; it also warns that early military construction can slow settlement development. Its broad economic advice remains a useful baseline, although the page refers to earlier campaigns and is not a complete WARHAMMER III build order.
Prioritize what your next army actually needs
Use the unit and building panels to identify the advanced units you want, then invest in the buildings that unlock those units and provide their capacity. A chain built without a specific recruitment or campaign purpose can consume development that could have moved a settlement toward higher tiers. You do not need every military chain at once. Keep basic income and growth in view while developing the units that address the threats or goals in front of you.
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Protect growth where higher tiers are most useful
The Academy recommends concentrating growth in the capital rather than spreading it indiscriminately among minor settlements when your aim is access to high-tier buildings. Treat that as a strategic principle, not a fixed rule for every map: settlement locations, local threats and the campaign’s current needs still matter. Check the settlement panel before spending, and weigh the value of a faster capital upgrade against the value of developing a minor settlement that supports your immediate expansion.
Keep the first turns flexible
There is no evidence-based universal turn-by-turn opening or fixed number of armies for every Lord. Your starting position and current threats change the value of expansion, recruitment and construction. A practical first-turn routine is to read the objectives, inspect nearby settlements, review your recruitment capacity and growth, and only then commit to a building path. Revisit those choices as the map changes instead of following a rigid order from a different campaign start.
Understand recruitment: basic skeletons are not the whole army
Tomb Kings recruitment combines an unusually accessible core with limits on stronger units. The Total War Academy identifies Skeleton Warriors and Skeleton Spearmen as the two limitless starting unit types. Higher-tier units require specific buildings, and those buildings establish capacity. In practice, the building is not merely an unlock: it is part of the limit on how many units of that type your faction can recruit.
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Check both unlocks and capacity
- Open the settlement’s building options and identify which building unlocks the unit you want.
- Open the campaign’s unit or recruitment information and check the current capacity for that unit type.
- Compare your intended recruitment with the capacity shown, then plan construction or expansion if the limit is too low.
- Recheck capacity after settlement changes, since losing a building can reduce capacity even if units of that type are already in your armies.
The Academy says that losing a capacity-granting building does not delete units already fielded, but it can leave you with less room to recruit more. That distinction matters when you are planning a battle-damaged army’s replacements or deciding whether a settlement can safely be lost: an existing unit and the ability to recruit another are not the same thing.
Do not mistake plentiful recruitment for unlimited capacity
The official faction guide describes Tomb Kings recruitment as free while also explaining capacity limits for higher-tier units. That is not a reason to assume every current expense, upkeep rule or unit interaction is identical across patches. Check the live unit and treasury panels for the costs that apply to your campaign. The strategic point that remains useful is to plan advanced recruitment around both the required building and the displayed capacity, rather than assuming that access to a unit is unlimited.
Dynasties connect research to army capacity
Dynasty research is not just a technology choice: it affects how many armies the faction can field. The Total War Academy’s older tactics page says researching a major dynasty provides another army slot. WARHAMMER III Patch 6.3 then adjusted the six dynasty technologies, lowering their research penalties and adding effects and unit-capacity benefits. The exact choices and displayed results should be checked in your current research interface, but the overall planning link is important: research choices can affect both campaign development and your ability to raise forces.
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When comparing dynasty options, read the full effect panel instead of selecting on the basis of a remembered guide. Ask which benefit is useful now—an additional army slot, a unit-capacity increase or another listed effect—and how the research penalty and timing fit your position. The 6.3 changes altered the trade-offs, so older advice about the relative cost of dynasty research may no longer describe the current interface.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Spend Canopic Jars according to the problem you need to solve
Canopic Jars now serve several purposes, so their value depends on the campaign situation rather than a single universal spending order. Patch 6.3 added post-battle kills as a way to gain Jars and introduced Nehekharan Decrees with options for an immediate cash injection, research rate or a Garrison Sally. Jars can also be used in the Mortuary Cult, including to craft banners. Check the displayed costs and effects in your campaign before committing them.
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| Use | What it offers | Consider it when |
|---|---|---|
| Nehekharan Decree: cash | A cash injection, as described in Patch 6.3. | Your immediate treasury shortfall is more urgent than the other available decree effects. |
| Nehekharan Decree: research | A research-rate benefit, as described in Patch 6.3. | Accelerating research is more valuable to your current plan than immediate cash or the garrison option. |
| Nehekharan Decree: Garrison Sally | A Garrison Sally option, added among the 6.3 decree choices. | The campaign situation makes this defensive option useful; check its current description and availability in the interface. |
| Mortuary Cult banner | A banner crafted through the Mortuary Cult using Canopic Jars as part of its broader resource system. | The banner’s displayed effect and the army receiving it matter more to your plan than the available decree alternatives. |
The Academy describes the Mortuary Cult as combining Canopic Jars, trade resources and gold to craft items or awaken Legions of Legend. Patch 6.3 added banners to its options. As a result, spending decisions may involve more than comparing one Jar total: inspect the full resource requirements and the effect shown for the specific option. Do not assume every item or Legion has the same cost or availability.
A useful decision is to name the bottleneck before spending. If the army cannot field the unit type you want, inspect capacity and dynasty options; if the treasury is the immediate constraint, compare the cash decree; if an item would materially improve a particular army, compare its Mortuary Cult cost against the other uses. The interface, not a blanket priority list, should settle the choice for your campaign.
Expand with a purpose: Books, resources and regional needs
Books of Nagash can reward expansion, but their locations and effects are not safe to copy from old campaign maps. Patch 6.3 moved some locations, added a location specific to Khalida and strengthened book effects. It also improved Dune Restoration, which can restore fallen constructs after battle. These changes make the current campaign’s displayed map and reward descriptions essential: inspect the book location and effect for your chosen Lord before deciding whether a distant objective is worth pursuing.
Best Value
The Patch 6.3 developer blog described one focus of the update as “Simply put, pace.” Creative Assembly connected that aim to the long distances between Books of Nagash and the slower early-to-mid game. This is context for the update, not a rule that every campaign should rush books. A book’s value depends on its current reward, distance, threats along the route and the army or faction benefit you expect to use.
Regional development and trade resources also connect to the Mortuary Cult’s costs. When considering a settlement or route, look beyond the immediate territory gain: check what resources your current cult options require and whether the expansion supports the army you are trying to build. No single route or resource priority applies to all four starts, and the current UI is the safest authority for exact locations, requirements and effects.
How Patch 6.3 changes older advice
The Total War Academy page is useful for the foundation of the faction design: limitless starting skeleton infantry, building-based advanced-unit capacity, dynasty-linked army expansion, the Mortuary Cult resource mix, and the importance of growth and treasury buildings. But it includes references to Eye of the Vortex and Mortal Empires, so it should not be treated as a complete current WARHAMMER III guide.
Quick Recap
For Tomb Kings-specific WARHAMMER III changes, Creative Assembly’s Patch 6.3 developer blog is the relevant official update described here. It covers post-battle Jar gains, Nehekharan Decrees, banners, dynasty research adjustments, hero-capacity changes that also increase recruit rank, Books of Nagash changes and Dune Restoration. The official Update 7.0 notes reviewed do not identify a Tomb Kings-specific campaign rework in the relevant sections; that does not guarantee that every detail remains unchanged in a later hotfix or a future update. Patch notes also record follow-up fixes, so use the live game interface for any detail that would change a costly campaign decision.
A first-campaign checklist
- Confirm that WARHAMMER III and Rise of the Tomb Kings are available through the same client; use the campaign selection screen to verify access.
- Choose a Lord after reviewing the current starting position, faction effects and objectives, not an unsupported universal difficulty ranking.
- Read the opening objectives and inspect nearby settlements before settling on an expansion or construction plan.
- Protect growth and maintain basic income; avoid building every military chain before you know which advanced units you intend to recruit.
- Before planning an advanced unit, check both its building unlock and current capacity.
- Review dynasty effects and penalties in the live research panel before spending research time on a remembered recommendation.
- When Canopic Jars become available, compare the displayed decree and Mortuary Cult options against the campaign’s immediate bottleneck.
- Check current Books of Nagash locations and rewards rather than relying on an older map.
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