The narrative campaign of Total War: Warhammer 3 contains uniquely challenging mechanics, designed to showcase the horrific landscapes of the Realms of Chaos. Entering via Chaos Rifts, players will seek to claim four Daemon Souls by defeating the guardian of each realm and unlocking the climactic final battle against Be'lakor, the Dark Master.
RELATED: Total War: Warhammer 3 - Daemons of Chaos Beginner Guide
The point of much contention within the community, these systems artificially shorten the narrative campaign, and understanding how they work is crucial. This guide will seek to explain how Chaos Rifts and the Realms of Chaos work, and how to turn these important mechanics to your advantage on the campaign map.
Simply put, Chaos Rifts are how you enter and exit the Realms of Chaos. Spawning every 25 to 35 turns, they will last for another 15 turns before vanishing, and you can close them early by moving an army to them and battling a defending force, or via a special Hero action. Rifts come in four varieties: Khorne, Slaanesh, Nurgle, and Tzeentch.
While a Rift is active, it will continually spew forth a certain Corruption, and due to the fact there can be multiple spawns in one area, they can cause a large swing in the provincial corruption balance. Rifts will also spawn enemy armies aligned with the type of Rift, and these can wreak havoc in unprotected lands.
While Chaos Rifts can be prevented or closed at your convenience, you are also able to exploit them to great effect. Entering a rift allows you to teleport to any other active rift within vision range, allowing you to travel vast distances in the blink of an eye!
However, the primary use of Chaos Rifts is to enter the Realms of Chaos, which will be necessary
Read more on thegamer.com