Mixu's Legendary Lords Lizardmen units
0 Lizardmen units Mixu's Legendary Lords changes against patch 9.0.4, 3 it adds, and 21 skills, 0 buildings and 0 technologies. Vanilla → Mixu's Legendary Lords: green makes the unit stronger or cheaper, red weaker or dearer.
New units in Mixu's Legendary Lords
Chakaxmixu_lzd_cha_chakax1 model
4,640
95
100
34
42
65
440
45
15
1,100
Lord Huinitenuchlimixu_lzd_cha_lord_huinitenuchli1 model
7,256
45
85
34
26
32
320
14
40
600
Tetto’ekomixu_lzd_cha_tetto_eko1 model
7,036
30
75
34
24
34
320
10
25
500
Skills
Unyieldingnew
- +Spread Control action: Control is modified by an additional 2
- +Melee defence: +5 when defending (Hero's army)
- +Attribute: Unyielding Assault
Revered Guardiansnew
- +Attribute: Causes Fear for Temple Guard and Blessed Temple Guard units (Hero's army)
- +Attribute: Unbreakable for Temple Guard and Blessed Temple Guard units (Hero's army)
- +Recruit rank: +2 for Temple Guard units (Hero's army)
Ultimate Bodyguardnew
- +Physical resistance: 15% when fighting against armies that spread corruption
- +Weapon strength: +25% when fighting against armies that spread corruption
Sacred Dutynew
- +Passive ability: "Sacred Duty"
- +Attribute: Immune to Flanking
Stalwart Guardiannew
- +Ward save: +10% (accompanying Lord)
- +Melee defence: +5 (accompanying Lord)
- +Missile resistance: 15% (accompanying Lord)
The Eternity Wardennew
- +Ability: "The Eternity Warden"
Guardian Mistnew
- +Passive ability: "Master of Mists"
- +Campaign movement range: -10% (enemy armies in local province)
Master of Elemental Magicnew
- +Ability: "Mist of the Damned"
- +Reinforces the Geomantic Web to level 3, indirectly improving commandments (local province)
- +Winds of Magic cost: -25% for all spells
Veteran of Pahuaxnew
- +Weapon strength: +15% when fighting against Warriors of Chaos, Daemons of Chaos and Norsca (all units in army)
- +Leadership: +10 when fighting against Warriors of Chaos, Daemons of Chaos and Norsca (all units in army)
- +Passive ability: "Exorcism"
Shrouded Warriorsnew
- +Attribute: Stalk for Saurus and Skink Infantry units (all units in army)
- +Spell resistance: 15% for Saurus and Skink Infantry units (all units in army)
They Should Not Be Herenew
- +Army ability: "Geomantic Nexus" when in own or allied territory
- +Campaign movement range: +15% (own army when in owned territory)
- +Upkeep: -15% (own army when in owned territory)
Focus of Mysteriesnew
- +Bound Spell: "Pit of Shades"
Ancient Stegadonnew
- +Mount: Ancient Stegadon
Arcane Vassalnew
- +Bound spell: "Urannon's Thunderbolt"
Blessing of Tepoknew
- +Upkeep: -15% for Flying units (own army)
- +Missile resistance: 15% for Flying units (own army)
- +Winds of Magic power reserve capacity: +10
Unleash the Windsnew
- +Army Ability: "Unleash the Winds"
Predicting the Futurenew
- +Reinforcement range: +50% (Lord's army)
- +Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- +Enemy battle reinforcement time: +50%
Good Omensnew
- +Attribute: Immune to Psychology (Lord's army)
- +Spell resistance: 15% for melee infantry units (Lord's army)
- +Melee defence: +8 for melee infantry units (Lord's army)
Herald of Cosmic Eventsnew
- +Winds of Magic power reserve: +10 per turn
- +Enemy Winds of Magic power reserve capacity: -15 (local region)
- +Passive ability: "Herald of Cosmic Events"
Chief Astronomernew
- +Unlocks Hero recruitment: Skink Priest (all provinces)
- +Hero recruit rank: +5 for Skink Priests (local province)
Greatest Skink Priestnew
- +Targeting range: +25% for spells
- +Teleport stance usage cost: -100% Winds of Magic (Lord's army)
- +Cooldown: -30% to "Urannon's Thunderbolt" bound spell