Nagash and the Glottkin reveal two radically different End Times armies in Total War: WARHAMMER III
28/08/2026 - 09:30
Creative Assembly has offered a closer look at the forces commanded by Nagash and the Glottkin in Total War: WARHAMMER III – Lords of the End Times. The new roster showcase places the two Legendary Lords against one another, highlighting the enormous recruitment flexibility of the Supreme Lord of the Undead and the resilient mixture of mortal and daemonic forces serving Nurgle’s three corrupted brothers.
Lords of the End Times launches on September 24, 2026, introducing Nagash, the Glottkin, Thanquol and Boris Todbringer as four separately purchasable Legendary Lords. They will also be available together in a bundle carrying a 15% discount. Creative Assembly describes it as the largest DLC released during the ten-year history of the Total War: WARHAMMER series.
Across the complete package, the expansion contains four Legendary Lords, eight Legendary Heroes, five additional Lords and Heroes, 23 battlefield units and 12 Regiments of Renown. The Nagash and Glottkin portions approach that content from markedly different directions: Nagash combines units from every major undead army, while the Glottkin reinforce the Warriors of Chaos with Nurgle Daemons, elite infantry and several large monsters.
Nagash does not operate like a conventional undead faction
Nagash’s defining advantage is not simply the strength of his new units. As the architect of necromancy, he can recruit troops from the Vampire Counts, Tomb Kings and Vampire Coast rosters, combining three armies that were previously separated by their own campaign and recruitment systems.
Coastal settlements conquered by Nagash can become Pirate Coves, while inland territories can be transformed into Burial Chambers or Mausoleums. These structures open access to the different undead recruitment pools, allowing his armies to mix expendable infantry, monstrous constructs, vampire cavalry, artillery, spectral units and gunpowder-equipped undead.
Major settlements can instead be converted into Necropolises. These collect Necromantic Energy from their province and neighboring provinces, providing the resource used to develop specialized buildings, expand unit capacity and immediately summon troops through Gravecall recruitment.
The result is a faction designed around accumulation. Nagash becomes more dangerous as his territory expands, his Necropolises multiply and additional sections of the Black Pyramid are empowered. This development also supports his campaign objective of transforming the world into the Land of the Dead.
The flexibility is substantial, but it also creates an obvious balance challenge. Access to three complete undead rosters could allow Nagash to bypass weaknesses that normally define those factions. Creative Assembly appears to be controlling that potential through settlement specialization, unit capacities and the Necromantic Energy economy, although the final effectiveness of those restrictions cannot be judged before release.
The Supreme Lord of the Undead is both a caster and an executioner
Creative Assembly describes Nagash as probably the most powerful individual character in the game. That statement reflects his intended role as an apex spellcaster who can also eliminate major targets in direct combat.
His primary magical discipline is the new Lore of Undeath, but recovering the Books of Nagash grants him additional spells from the Lores of Light, Death, Vampires and Nehekhara. This gradually expands an already extensive selection of healing, summoning, damage and battlefield-control options.
Nagash also carries several unique weapons and abilities. His Staff of Power, Alakanash, can unleash a vortex that pushes nearby attackers away. His Mortis Blade, Zefet-Nefbar, produces explosions and converts the damage inflicted into restored health. Arch Necromancer functions as an execution ability, dealing extreme damage to an enemy Lord or Hero once the target has already been seriously wounded.
Ryze: Gravecall abilities take the concept further by allowing Nagash to summon units during battle. He is therefore designed to influence almost every part of an engagement: direct combat, spellcasting, reinforcement, healing, area control and the elimination of enemy characters.
This is clearly an intentional power fantasy rather than an attempt to position Nagash as an ordinary faction leader. The more important question will be how multiplayer costs, campaign progression and ability limitations prevent that power from becoming automatic rather than earned.
Nagash’s new roster fills specific tactical roles
Nagash receives two Legendary Heroes, one generic Lord, one generic Hero, six new units and three Regiments of Renown. His dedicated roster additions are:
- Legendary Lord: Nagash
- Legendary Hero: Dieter Helsnicht
- Legendary Hero: Walach Harkon
- Lord: High Liche Priest
- Hero: Tomb Herald
- Unit: Drakenhof Templars
- Unit: Spirit Host
- Unit: Morghast Harbingers
- Unit: Morghast Archai
- Unit: Khemric Titan
- Unit: Coven Throne
- Regiment of Renown: Icon of Usirian
- Regiment of Renown: Sepulchrex
- Regiment of Renown: The Silent Legion
Dieter Helsnicht is an offensive spellcaster combining magic from the Lores of Vampires and Death. He also possesses a bound Burning Skull spell and can ride a unique Undead Manticore, giving Nagash a mobile magical attacker capable of operating independently from the main formation.
Walach Harkon occupies a more direct hybrid role. The Blood Knight combines the Lore of Vampires with strong melee performance, magical attacks from the Crimson Blade and two potential uses for the Blood Chalice. He can either drink from it to regenerate health or apply its contents to his weapon for greater offensive power.
Both characters can become Mortarchs in Nagash’s campaign. Dieter Helsnicht and Walach Harkon will also be unlockable by Vampire Counts factions, ensuring that their inclusion is not limited exclusively to Nagash’s armies.
The High Liche Priest is a configurable caster Lord with access to the Lores of Nehekhara, Light, Death or Undeath. Its Gaze of Usirian can inflict terror, while a Tomb Swarm summon creates an area of poisonous scarabs. Tomb Kings factions will also receive access to the Lord.
The Tomb Herald is a melee-support Hero whose Icon of the King restores surrounding undead units. Its leadership bonuses increase as the battle continues, encouraging players to keep the Herald close to important formations rather than use it as an isolated duelist.
Drakenhof Templars and Spirit Hosts strengthen the frontline
Drakenhof Templars are heavily armored Vampire cavalry designed to intercept monsters and opposing cavalry. Their attacks combine armor penetration with an anti-large bonus, while the Drakenhof Banner increases the benefit received from healing.
That interaction should make the Templars particularly effective when supported by Nagash, a Tomb Herald or another source of undead regeneration. Instead of functioning only as conventional shock cavalry, they can pin expensive targets and gradually turn prolonged engagements in their favor. Vampire Counts armies will also be able to recruit them.
Spirit Hosts occupy a very different position. Creative Assembly categorizes them as elite Ethereal chaff: a high-entity unit that sacrifices raw damage in exchange for magical armor-piercing attacks, Frostbite and the ability to surround armored enemies.
Their purpose is disruption rather than rapid elimination. Spirit Hosts can slow and hold an opposing unit while Morghasts, cavalry or a monster delivers the decisive damage. They will also be added to the wider Vampire Counts roster.
Morghasts give Nagash two specialized flying threats
The Morghast Archai and Morghast Harbingers share the same basic identity as elite flying constructs, but their equipment separates them into two battlefield roles.
Morghast Archai carry two-handed glaives and are specialized against large, heavily armored opponents. Their mobility should let them bypass an enemy frontline and reach cavalry, monsters or isolated characters. They represent one of the most direct answers in Nagash’s roster to high-value single entities.
Morghast Harbingers exchange some protection for dual swords and an anti-infantry focus. They retain armor-piercing damage but are intended to descend on elite foot soldiers rather than duel monsters. The two versions therefore give Nagash a flying response to both major categories of armored target.
The Silent Legion, a Regiment of Renown based on the Morghast Archai, adds Stalk. It can move through suitable terrain without being detected, allowing the unit to prepare an ambush before attacking an exposed large target.
The Khemric Titan is Nagash’s battlefield centerpiece
The largest new addition to Nagash’s army is the Khemric Titan, a colossal scarab-shaped construct protected by extremely heavy armor. It combines conventional monster damage with clouds of Flesh-Eating Scarabs and an explosive magical projectile.
Rather than filling a narrow anti-infantry or anti-large niche, the Titan appears designed as an adaptable endgame unit with the durability and abilities to threaten several kinds of formation. Tomb Kings factions will also gain access to it, giving their existing construct armies another high-tier centerpiece.
The Icon of Usirian Regiment of Renown modifies the Khemric Titan with flaming attacks capable of reducing enemy healing. Its scarab ability is replaced by Soul Slaying Hunger, a reusable ranged vortex. This version should be especially relevant against other undead forces and armies that depend heavily on regeneration.
The Sepulchrex Regiment of Renown is instead based on Ushabti. It receives improved statistics, additional health, magical protection and magical armor-piercing attacks intended for fighting elite armored infantry.
The Coven Throne brings scouting and mobile support
The Coven Throne is a lightly protected magical chariot with scouting, support and anti-infantry functions. Its Blood Omens ability reveals hidden enemies, while its other effects can improve allied frontline troops and weaken opponents in melee.
Its lack of armor means it is not intended to remain stationary inside a prolonged engagement. It should be more effective moving between threatened sections of the battlefield, revealing ambushers and charging into the flanks or rear of units already occupied by Spirit Hosts or other infantry.
This makes the Coven Throne one of Nagash’s more technical additions. It does not provide the immediate spectacle of a Khemric Titan, but its combination of information, buffs and debuffs could make it disproportionately valuable when controlled carefully.
The Glottkin lead a narrower but highly durable army
Where Nagash’s identity is based on recruitment breadth, the Glottkin are built around concentration and endurance. Otto and the sorcerer Ethrac ride on the shoulders of their enormous brother Ghurk, functioning as a single Legendary Lord that combines physical strength and magical support.
Their armies draw from the Warriors of Chaos and Nurgle Daemon rosters. Gardens of Corruption gradually increase their access to daemonic Nurgle units, giving their campaign a stronger daemonic presence than other Warriors of Chaos factions.
Corruption and harvested souls generate Gifts of Nurgle, divided between Rituals of Decay and Grandfather’s Blessings. These provide improvements to characters, settlements and the faction as a whole. Conquered locations can then be converted into Gardens of Corruption, which generate plagues and act as recruitment centers for Nurgle Daemons.
This creates an army expected to favor attrition, strong frontline staying power and pressure from monsters. It lacks Nagash’s almost unrestricted tactical catalogue, but its units should operate within a clearer network of Nurgle corruption, plague effects and durable melee formations.
Four Legendary Heroes give the Glottkin unusual character density
The Glottkin roster contains the following additions:
- Legendary Lord: The Glottkin
- Legendary Hero: Gutrot Spume
- Legendary Hero: Morbidex Twiceborn
- Legendary Hero: Bloab Rotspawned
- Legendary Hero: Orghotts Daemonspew
- Unit: Putrid Blightkings with axe and shield, great weapons or dual axes
- Unit: Giant Spined Chaos Beast
- Unit: Flayerkin
- Unit: Chaos Siege Giant
- Unit: Basilisk
- Regiment of Renown: Sons of the Last Plague
- Regiment of Renown: Bane of Wittengast
- Regiment of Renown: The Repugnauts of Brass Keep
Four Legendary Heroes in one character pack is a significant allocation. Gutrot Spume is joined by the three Maggoth Lords: Morbidex Twiceborn, Bloab Rotspawned and Orghotts Daemonspew.
The trade-off is that Creative Assembly has not listed a new generic Lord or Hero for the Glottkin. Their campaign will consequently depend on characters already present in the Warriors of Chaos and Nurgle collections for repeatable army leadership and support.
That is not necessarily a weakness, given the number of existing Chaos characters available, but it makes the structure of the pack noticeably different from Nagash’s. The undead side expands its generic command options, while the Glottkin side invests more heavily in individually named personalities.
Putrid Blightkings form the core of the new Nurgle infantry
Putrid Blightkings arrive in three configurations: axe and shield, great weapons and dual axes. Creative Assembly has not yet published the complete numerical profile of each version, but their equipment indicates three different tactical purposes.
The shielded variant should offer the greatest staying power, while great weapons will probably be the preferred answer to armored opponents. Dual axes suggest a more offensive formation intended to produce higher damage against infantry. These roles remain reasonable interpretations of the announced weapon options rather than confirmed final statistics.
Their inclusion gives the Glottkin an elite mortal infantry group around which the rest of the army can operate. The Repugnauts of Brass Keep provide a Regiment of Renown version of the dual-axe Blightkings, while the Sons of the Last Plague offer a special Great Weapon unit based on Chosen of Nurgle.
Monsters extend the Glottkin’s siege and disruption options
The Glottkin’s remaining new units lean heavily toward monstrous warfare. The Giant Spined Chaos Beast, Chaos Siege Giant and Basilisk add several large threats, while Flayerkin provide another corrupted battlefield presence.
Their precise unit profiles and abilities have not yet received the same written breakdown Creative Assembly has published for Nagash’s additions. It would therefore be premature to assign exact anti-large, anti-infantry or support roles solely from the showcase footage and unit names.
What is confirmed is the broader army direction. The Glottkin can combine their new monsters with resilient Warriors of Chaos infantry and daemonic Nurgle units. That should allow them to lock enemies in extended frontline engagements before using large creatures to disrupt formations and attack vulnerable targets.
The Bane of Wittengast Regiment of Renown is an enhanced Giant Spined Chaos Beast. Its final battlefield statistics will help determine whether it functions primarily as a line-breaking monster, a hunter of large targets or a durable support creature.
Nagash has the broader toolbox, but that does not guarantee victory
On paper, Nagash has the more adaptable roster. Access to three undead armies allows him to construct specialized combinations, while his new units cover armored infantry, large monsters, cavalry, hidden threats, aerial attacks and frontline support.
The Glottkin are considerably more focused. Their forces appear designed to absorb damage, spread corruption and maintain pressure through elite infantry, Nurgle Daemons and monsters. Their four Legendary Heroes could also give individual armies an unusually high concentration of powerful characters.
The decisive balance factor will be efficiency rather than theoretical access. Nagash may be able to recruit almost everything, but unit capacities, settlement requirements and multiplayer costs can prevent him from simply selecting the strongest elements of every undead faction. The Glottkin’s narrower selection may prove easier to build around if its corruption, healing and durability effects produce stronger internal synergy.
Until Creative Assembly publishes final unit statistics and players can test both armies, any conclusion about which side is stronger would be speculative. The roster showcase instead establishes a clear contrast: Nagash represents overwhelming flexibility and magical escalation, while the Glottkin pursue attrition, resilience and concentrated monstrous force.
Lords of the End Times extends beyond its paid characters
The expansion arrives alongside one of the largest free updates announced for Total War: WARHAMMER III. Neferata joins as a free Legendary Lord, accompanied by a substantial Vampire Counts rework.
Archaon the Everchosen will also receive revised campaign mechanics. New Chaos Invasion, Vermintide and Nagash Rises endgame scenarios are planned, while Creative Assembly is updating the victory conditions of every legacy Legendary Lord.
Purchasing Nagash, the Glottkin, Boris Todbringer, Thanquol or the complete bundle will grant access to the Immortal Empires campaign. Creative Assembly states that no previous Total War: WARHAMMER game will be required, making the character packs an alternative entry point into the trilogy-spanning mode.
Steam’s individual product pages currently also display the platform’s conventional notice saying that the base game is required. That conflicts with Creative Assembly’s explicit announcement, so players who own none of the trilogy should confirm the final storefront implementation before purchasing.
Total War: WARHAMMER III – Lords of the End Times releases on September 24, 2026. The four Legendary Lords can be purchased individually or as part of the complete bundle.
