Albion in OvN Albion
Albion is a race OvN Lost Factions: Albion adds — the game has no such culture (ovn_albion). Its 57 units, 99 buildings and 24 technologies, read from the mod's files against patch 9.0.4.
New units in OvN Albion
Fenbeastselo_fenbeast16 models
11,808
40
60
42
34
45
90
35
20
1,350
Warbandelo_albion_warriors120 models
9,120
10
65
35
32
22
28
21
400
Warband (Spears)elo_albion_warriors_spears120 models
9,120
10
65
35
22
32
25
9
400
Warband (Great Weapons)elo_albion_warriors_2h120 models
9,120
10
65
35
32
16
30
24
525
Young Slingerselo_youngbloods100 models
6,800
10
55
35
22
16
28
10
16
140
425
Woad Raiderselo_woadraider100 models
10,300
0
90
39
30
22
38
34
25
600
Bloodhoundselo_bloodhounds80 models
5,280
15
38
95
25
17
22
25
350
Albion Giantalbion_giant1 model
12,620
50
100
46
65
35
700
40
25
1,525
Albion Giant (Stone Thrower)ovn_alb_inf_stone_throw_giant1 model
9,008
30
75
46
36
20
430
22
495
450
25
1,675
Druidic Initiatesdruid_neophytes60 models
5,280
15
70
35
26
28
48
12
25
700
Llenog Catapultalbion_stonethrower4 models
4,312
15
40
22
10
6
30
5
190
400
600
Huntressesalbion_huntresses90 models
6,390
15
60
36
16
24
21
4
20
160
700
Hobelarsalbion_riders60 models
5,760
10
55
90
25
24
30
40
475
Hobelars (Javelins)albion_riders_javelins60 models
5,760
10
50
90
16
20
25
26
24
90
550
Oathswornalbion_hearthguard100 models
9,800
80
75
35
34
42
36
23
850
Oathsworn (Halberds)albion_hearthguard_halberd100 models
9,800
80
75
35
23
48
36
14
900
Highlandersalbion_hearthguard_2h100 models
8,800
50
70
35
36
22
32
30
1,050
Maidenguardalbion_swordmaiden80 models
6,400
15
75
44
36
30
42
28
25
950
War Chariotalbion_chariot4 models
5,192
100
70
78
26
22
45
68
850
Truthsayer (Beasts)albion_truthsayer_beast1 model
4,133
5
65
35
30
35
275
15
25
15
450
Truthsayer (Life)albion_truthsayer_life1 model
4,133
5
65
35
30
35
275
15
25
15
450
Truthsayer (Light)albion_truthsayer_light1 model
4,133
5
65
35
30
35
275
15
25
15
450
Truthsayer (Truthsayers)albion_truthsayer_truth1 model
4,133
5
65
35
30
35
275
15
25
15
450
Fen Hulkalbion_fenhulk1 model
13,620
60
60
38
44
58
470
24
20
25
1,800
Overkingalbion_warleader1 model
4,578
70
70
33
52
44
420
46
15
650
Petty Chieftainalbion_chief1 model
4,058
50
65
34
36
55
365
26
15
450
Mhorriníon the Murder-Queenalbion_morrigan1 model
4,058
15
75
46
40
48
320
42
15
20
750
Aitheach Giant-Bloodedalbion_half_giants16 models
8,560
15
70
54
32
28
105
32
800
Druidic Priestessalbion_wyrd_druid1 model
3,558
15
60
33
34
38
315
15
25
15
400
Oathsworn Cavalryalb_cav_noble60 models
7,260
80
70
84
30
30
42
40
800
Oathsworn Cavalry (Spears)alb_cav_noble_spear60 models
7,260
80
70
84
28
24
35
60
900
Chosen of Ishernosalb_viridian_champ60 models
9,480
60
70
28
40
65
50
26
20
1,400
Hobelars (Spears)albion_riders_spear60 models
5,760
10
55
90
25
20
25
52
525
Feral Gryphonelo_albion_gryphon1 model
4,708
30
65
100
36
40
375
45
800
Dural Durakbl_elo_dural_durak1 model
4,508
5
65
34
38
45
310
30
25
15
675
Ogham Barrow Wightsovn_barrow_wight120 models
9,840
80
58
27
28
32
38
14
850
Oracle's Maidenguard (Maidenguard)albion_shieldmaiden_ror80 models
7,040
50
75
33
30
65
40
14
1,250
Bologs (Albion Giant)albion_bologs_giant_ror1 model
12,620
50
100
46
78
44
700
40
25
2,200
The Green Man (Fen Hulk)elo_fly_infested_rotwood1 model
13,620
100
90
35
43
56
465
35
20
-25
2,400
The Bloodsworn (Woad Raiders)albion_woadraider_sworn_ror100 models
10,300
0
90
39
38
29
50
34
25
1,000
The Firstborn Sons (Oathsworn Cavalry)alb_cav_noble_first_ror60 models
7,260
80
80
84
42
29
64
38
1,200
Warriors of Choteich (Warband)albion_warriors_lugh120 models
9,120
50
75
35
41
29
28
21
40
650
Wardens of the Isle (Huntresses)albion_huntresses_warden_ror90 models
7,020
30
70
36
26
45
30
6
27
160
1,250
Centaursalbion_centaurs60 models
5,880
30
60
84
30
30
30
44
25
1,000
Centaurs (Bows)albion_centaurs_bows60 models
5,640
25
60
84
28
28
28
34
23
140
25
1,025
Centaur Eldersalbion_centaur_hunter_ror32 models
3,008
25
70
84
36
36
34
34
120
180
25
1,400
Cachtorr (Albion Giant - Stone Thrower)albion_cachtorr_stonethrower1 model
9,008
30
85
46
45
27
430
22
495
450
25
2,350
Defenders of Carn Mallog (Highlanders)albion_highlander_ror100 models
8,800
50
80
35
41
50
23
6
1,500
Crowscalm_alb_crow60 models
4,200
0
50
110
13
44
26
6
400
Ravenscalm_alb_raven60 models
5,220
15
55
110
34
32
45
20
600
Centaur Ogham-Wardenalbion_centaur_hero1 model
4,288
45
65
84
32
32
345
36
25
15
700
Centaur Ogham-Warden (Great Axe)albion_centaur_hero_axe1 model
4,288
45
65
84
36
32
400
38
25
15
850
Centaur Ogham-Warden (Great Bow)albion_centaur_hero_bow1 model
4,288
45
65
84
30
30
345
32
300
180
25
15
850
Centaur Ogham-Warden (Beasts)albion_centaur_hero_beasts1 model
4,288
45
65
84
32
32
360
34
25
15
700
Centaur Ogham-Warden (Life)albion_centaur_hero_life1 model
4,288
45
65
84
32
32
360
34
25
15
700
Centaur Ogham-Warden (Light)albion_centaur_hero_light1 model
4,288
45
65
84
32
32
360
34
25
15
700
Centaur Ogham-Warden (Truth)albion_centaur_hero_truth1 model
4,288
45
65
84
32
32
360
34
25
15
700
Buildings
- +Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in region)
- +Leadership: +4 (armies in region)
- +Ambush success chance: +10% (armies in province)
- +Enemy Hero action success chance: -10%
- +Income generated: 100
- +Invasion Threat: Low
- +While this Waystone is being restored, the restoration time for Waystones in other regions is increased
- +Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in region)
- +Leadership: +5 (armies in region)
- +Ambush success chance: +12% (armies in province)
- +Enemy Hero action success chance: -12%
- +Income generated: 200
- +Invasion Threat: Medium
- +Empowers the network of Waystones (local province)
- +While this Waystone is being restored, the restoration time for Waystones in other regions is increased
- +Campaign movement range: -25% for enemy armies starting their turn in this region (enemy armies in region)
- +Leadership: +6 (armies in region)
- +Ambush success chance: +15% (armies in province)
- +Enemy Hero action success chance: -15%
- +Invasion Threat: High
- +Income generated: 300
- +Empowers the network of Waystones (local province)
- +Diplomatic relations: +10 with Albion
- +While this Waystone is being restored, the restoration time for Waystones in other regions is increased
- +Empowers the network of Waystones (local province)
- +Cannot be constructed in minor settlements
- +Corruption: -4
- +Empowers the network of Waystones (local province)
- +Cannot be constructed in minor settlements
- +Diplomatic relations: +5 with Albion
- +Corruption: -6
- +Unlocks Hero recruitment: Petty Chieftain
- +Hero capacity: +1 for Petty Chieftain
- +Unlocks Hero recruitment: Petty Chieftain
- +Hero recruit rank: +1 for Petty Chieftain
- +Chaos Undivided corruption: +1
- +Corruption in adjacent provinces: -1 (all adjacent provinces)
- +Income from all buildings: +2% (local province)
- +Chaos Undivided corruption: +2
- +Corruption in adjacent provinces: -2 (all adjacent provinces)
- +Income from all buildings: +4% (local province)
- +Winds of Magic power reserve capacity: +10 (armies in region)
- +Unlocks Hero recruitment: Centaur Ogham-Warden
- +Chaos Undivided corruption: +3
- +Corruption in adjacent provinces: -3 (all adjacent provinces)
- +Winds of Magic power reserve capacity: +15 (armies in region)
- +Income from all buildings: +6% (local province)
- +Unlocks Hero recruitment: Centaur Ogham-Warden
- +Hero capacity: +1 for Centaur Ogham-Warden
- +Hero recruit rank: +1 for Centaur Ogham-Warden
- +Chaos Undivided corruption: +4
- +Corruption in adjacent provinces: -4 (all adjacent provinces)
- +Winds of Magic power reserve capacity: +25 (armies in region)
- +Income from all buildings: +8% (local province)
- +Unlocks Hero recruitment: Centaur Ogham-Warden
- +Hero capacity: +1 for Centaur Ogham-Warden
- +Hero recruit rank: +2 for Centaur Ogham-Warden
- +Unlocks Hero recruitment: Druidic Priestess
- +Casualty replenishment rate: +10%
- +Corruption: -6
- +Research rate: +2
- +Woad generated: 2 per turn
- +When Winds of Magic is Strong or higher: Woad generated: 1 per turn
- +Hero capacity: +1 for Druidic Priestess
- +Unlocks Hero recruitment: Druidic Priestess
- +Hero recruit rank: +1 for Druidic Priestess
- +Casualty replenishment rate: +15%
- +Corruption: -9
- +Research rate: +5
- +Woad generated: 4 per turn
- +When Winds of Magic is Strong or higher: Woad generated: 2 per turn
- +Hero capacity: +1 for Druidic Priestess
- +Unlocks Hero recruitment: Druidic Priestess
- +Hero recruit rank: +2 for Druidic Priestess
- +Casualty replenishment rate: +20%
- +Corruption: -12
- +Research rate: +10
- +Woad generated: 6 per turn
- +When Winds of Magic is Strong or higher: Woad generated: 3 per turn
- +Furs resource production: 4 bundles
- +Growth: +10 (local province)
- +Income generated: 100
- +Furs resource production: 8 bundles
- +Income generated: 200
- +Growth: +20 (local province)
- +Income generated: 300
- +Furs resource production: 12 bundles
- +Growth: +30 (local province)
- +Control: +4 (local province)
- +When technology "Gathering of Tribe Leaders" researched: Income generated: 75
- +Control: +6 (local province)
- +Control: +1 in adjacent provinces
- +When technology "Gathering of Tribe Leaders" researched: Income generated: 150
- +Control: +10 (local province)
- +Control: +2 in adjacent provinces
- +When technology "Gathering of Tribe Leaders" researched: Income generated: 225
- +Recruit rank: +1 for all units (local province)
- +Income from trade tariffs: +3% (factionwide)
- +Local recruitment capacity: +1 (local province)
- +Recruit rank: +2 for all units (local province)
- +Local recruitment capacity: +2 (local province)
- +Income from trade tariffs: +5% (factionwide)
- +Income from post-battle loot: +10% (factionwide)
- +Hero recruit rank: +2 (factionwide)
- +Income from raiding: +15% (factionwide)
- +Enemy Hero action success chance: -15%
- +Hero action success chance: +15%
- +Exotic Animals resource production: 20 cages
- +Winds of Magic power reserve capacity: +5 (factionwide)
- +Income from all buildings: +3% (local province)
- +Control: +2
- +Chaos Undivided corruption: +3
- +Corruption in adjacent provinces: -2 (all adjacent provinces)
- +Diplomatic relations: +5 with High Elves and Lizardmen
- +Winds of Magic power reserve capacity: +10 (factionwide)
- +Income from all buildings: +6% (local province)
- +Control: +4
- +Chaos Undivided corruption: +6
- +Corruption in adjacent provinces: -4 (all adjacent provinces)
- +Diplomatic relations: +10 with High Elves and Lizardmen
- +Unlocks Hero recruitment: Centaur Ogham-Warden
- +Hero capacity: +1 for Centaur Ogham-Warden
- +Winds of Magic power reserve capacity: +15 (factionwide)
- +Income from all buildings: +9% (local province)
- +Control: +7
- +Chaos Undivided corruption: +9
- +Corruption in adjacent provinces: -7 (all adjacent provinces)
- +Diplomatic relations: +20 with High Elves and Lizardmen
- +Unlocks Hero recruitment: Centaur Ogham-Warden
- +Hero capacity: +2 for Centaur Ogham-Warden
- +Hero recruit rank: +1 for Centaur Ogham-Warden (factionwide)
- +Winds of Magic power reserve capacity: +20 (factionwide)
- +Income from all buildings: +12% (local province)
- +Control: +10
- +Chaos Undivided corruption: +12
- +Corruption in adjacent provinces: -10 (all adjacent provinces)
- +Diplomatic relations: +30 with High Elves and Lizardmen
- +Unlocks Hero recruitment: Centaur Ogham-Warden
- +Hero capacity: +3 for Centaur Ogham-Warden
- +Hero recruit rank: +2 for Centaur Ogham-Warden (factionwide)
- +Iron resource production: 20 ingots
- +Marble resource production: 20 slabs
- +Golden Idols resource production: 8 chests
- +Income generated: 1000
- +Income from all buildings: +50% (local province)
- +Gemstones resource production: 20 sacks
- +Diplomatic relations: -30 with Warriors of Chaos, Beastmen and Norsca (factionwide)
- +Hero action success chance: +10% (all characters)
- +Hero recruit rank: +2 (factionwide)
- +Research rate: +10
- +Local recruitment capacity: +2 (local province)
- +Lord recruit rank: +2 (factionwide)
- +Corruption: -2
- +Corruption: -4
- +Chance of a plague spreading: -50%
- +Plague duration: -1 turns
- +Hidden armies will be visible (armies in region)
- +Plague immunity duration: 1 turns
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Corruption: -3
- +Control: +3
- +Chance of a plague spreading: -50%
- +Plague duration: -1 turns
- +Hidden armies will be visible (armies in region)
- +Plague immunity duration: 2 turns
- +Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
- +Corruption: -4
- +Control: +3
- +Chance of a plague spreading: -50%
- +Plague duration: -1 turns
- +Hidden armies will be visible (armies in region)
- +Plague immunity duration: 3 turns
- +Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
- +Corruption in adjacent provinces: -2
- +Corruption: -5
- +Control: +3
- +Leadership: +2 when under siege (armies in region)
- +Melee defence: +4 when under siege (armies in region)
- +Leadership: +4 when under siege (armies in region)
- +Melee defence: +7 when under siege (armies in region)
- +Leadership: +6 when under siege (armies in region)
- +Melee defence: +10 when under siege (armies in region)
- +Income generated: 50
- +Marble resource production: 20 slabs
- +Income generated: 100
- +Timber resource production: 20 logs
- +Recruitment cost: -20% for War Chariot and Llenog Catapult units (local province)
- +Construction cost: -5% for all buildings (local province)
- +Income generated: 150
- +Timber resource production: 30 logs
- +Recruitment cost: -25% for War Chariot and Llenog Catapult units (local province)
- +Recruit rank: +1 for War Chariot and Llenog Catapult units (local province)
- +Construction cost: -8% for all buildings (local province)
- +Income generated: 200
- +Timber resource production: 45 logs
- +Recruitment cost: -30% for War Chariot and Llenog Catapult units (local province)
- +Recruit rank: +2 for War Chariot and Llenog Catapult units (local province)
- +Upkeep: -3% for War Chariot and Llenog Catapult units (all armies)
- +Construction cost: -10% for all buildings (local province)
- +Income generated: 400
- +Income from all buildings: +5% (local province)
- +Golden Idols resource production: 10 chests
- +Income generated: 100
- +Iron resource production: 20 ingots
- +Recruitment cost: -20% for all Oathsworn units (local province)
- +Income generated: 150
- +Iron resource production: 30 ingots
- +Recruitment cost: -25% for all Oathsworn units (local province)
- +Recruit rank: +1 for all Oathsworn units (local province)
- +Income generated: 200
- +Iron resource production: 45 ingots
- +Recruitment cost: -30% for all Oathsworn units (local province)
- +Recruit rank: +2 for all Oathsworn units (local province)
- +Upkeep: -3% for all Oathsworn units (all armies)
- +Income generated: 100
- +Pottery resource production: 20 kilnful
- +Income generated: 150
- +Pottery resource production: 30 kilnful
- +Income generated: 200
- +Pottery resource production: 45 kilnful
- +Medicinal Plants resource production: 20 bundles
- +Income generated: 50
- +Recruitment cost: -20% for Druidic Initiates units (local province)
- +Casualty replenishment rate: +3% (armies in local province)
- +Woad generated: 1 per turn
- +Medicinal Plants resource production: 30 bundles
- +Income generated: 100
- +Recruitment cost: -25% for Druidic Initiates units (local province)
- +Recruit rank: +1 for Druidic Initiates units (local province)
- +Casualty replenishment rate: +6% (armies in local province)
- +Woad generated: 2 per turn
- +When Winds of Magic is Strong or higher: Woad generated: 1 per turn
- +Medicinal Plants resource production: 45 bundles
- +Income generated: 150
- +Recruitment cost: -30% for Druidic Initiates units (local province)
- +Recruit rank: +2 for Druidic Initiates units (local province)
- +Upkeep: -3% for Druidic Initiates units (all armies)
- +Casualty replenishment rate: +9% (armies in local province)
- +Woad generated: 3 per turn
- +When Winds of Magic is Strong or higher: Woad generated: 2 per turn
- +Corruption: -1
- +Defensive supplies: +1000
- +Corruption: -1
- +Grants 1 construction slot in the settlement
- +Income generated: 40
- +Growth: +10 (local province)
- +Defensive supplies: +1000
- +Corruption: -1
- +Grants 2 construction slots in the settlement
- +Income generated: 60
- +Growth: +20 (local province)
- +Control: +1
- +Defensive supplies: +1000
- +Corruption: -1
- +Grants 3 construction slots in the settlement
- +Income generated: 80
- +Growth: +30 (local province)
- +Control: +2
- +Corruption: -2
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 1 construction slot in the settlement
- +Income generated: 40
- +Growth: +10 (local province)
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 2 construction slots in the settlement
- +Income generated: 60
- +Growth: +20 (local province)
- +Control: +1
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 3 construction slots in the settlement
- +Income generated: 80
- +Growth: +30 (local province)
- +Control: +2
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 5 construction slots in the settlement
- +Income generated: 100
- +Growth: +40 (local province)
- +Control: +2
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 7 construction slots in the settlement
- +Income generated: 120
- +Growth: +50 (local province)
- +Control: +3
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Income generated: 300
- +Campaign line of sight: +100% (all armies in this region and adjacent regions)
- +Control: +5 (local province)
- +Control: +3 in adjacent provinces
- +Corruption: -2
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 2 construction slots in the settlement
- +Income generated: 100
- +Growth: +10
- +Control: +1 (local province)
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 4 construction slots in the settlement
- +Income generated: 150
- +Growth: +20
- +Control: +2 (local province)
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 6 construction slots in the settlement
- +Income generated: 200
- +Growth: +30
- +Control: +3 (local province)
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 8 construction slots in the settlement
- +Income generated: 250
- +Growth: +40
- +Control: +4 (local province)
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Defensive supplies: +1000
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Grants 9 construction slots in the settlement
- +Income generated: 300
- +Growth: +50
- +Control: +5 (local province)
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Provides allied recruitment of a selection of units from the faction's local recruitment
- +Allied recruitment is expensive outside of friendly territory
- +Casualty replenishment rate: +2% (armies in region)
- +Provides allied recruitment of a selection of units from the faction's global recruitment
- +Allied recruitment is expensive outside of friendly territory
- +Casualty replenishment rate: +3% (armies in region)
- +Provides allied recruitment of a selection of units from the faction's global recruitment
- +Allied recruitment cost outside friendly territory: -50%
- +Casualty replenishment rate: +4% (armies in region)
- +Income generated: 100
- +Growth: +10 (local province)
- +Income generated: 300
- +Growth: +20 (local province)
- +Income generated: 500
- +Growth: +30 (local province)
- +Income generated: 50
- +Carved Obsidian resource production: 32 chests
- +Income generated: 50
- +Dyes resource production: 20 ounces
- +Recruitment cost: -20% for Woad Raiders units (local province)
- +Woad generated: 2 per turn
- +When Winds of Magic is Strong or higher: Woad generated: 1 per turn
- +Income generated: 100
- +Dyes resource production: 30 ounces
- +Recruitment cost: -25% for Woad Raiders units (local province)
- +Recruit rank: +1 for Woad Raiders units (local province)
- +Woad generated: 4 per turn
- +When Winds of Magic is Strong or higher: Woad generated: 2 per turn
- +Income generated: 150
- +Dyes resource production: 45 ounces
- +Recruitment cost: -30% for Woad Raiders units (local province)
- +Recruit rank: +2 for Woad Raiders units (local province)
- +Upkeep: -3% for Woad Raiders units (all armies)
- +Woad generated: 6 per turn
- +When Winds of Magic is Strong or higher: Woad generated: 3 per turn
- +Income generated: 50
- +Exotic Animals resource production: 20 cages
- +Recruitment cost: -20% for Feral Gryphon units (local province)
- +Income generated: 100
- +Exotic Animals resource production: 30 cages
- +Recruitment cost: -25% for Feral Gryphon units (local province)
- +Recruit rank: +1 for Feral Gryphon units (local province)
- +Income generated: 150
- +Exotic Animals resource production: 45 cages
- +Recruitment cost: -30% for Feral Gryphon units (local province)
- +Recruit rank: +2 for Feral Gryphon units (local province)
- +Upkeep: -3% for Feral Gryphon units (all armies)
- +Income generated: 100
- +Furs resource production: 20 bundles
- +Recruitment cost: -20% for Huntresses units (local province)
- +Income generated: 150
- +Furs resource production: 30 bundles
- +Recruitment cost: -25% for Huntresses units (local province)
- +Recruit rank: +1 for Huntresses units (local province)
- +Income generated: 200
- +Furs resource production: 45 bundles
- +Recruitment cost: -30% for Huntresses units (local province)
- +Recruit rank: +2 for Huntresses units (local province)
- +Upkeep: -3% for Huntresses units (all armies)
- +Income generated: 50
- +Gemstones resource production: 32 sacks
- +Diplomatic relations: +10 with Norsca
- +Ivory resource production: 32 tusks
- +Income generated: 50
- +Income generated: 50
- +Growth: +25
- +Recruitment cost: -20% for Hobelar units (local province)
- +Income generated: 100
- +Growth: +35
- +Recruitment cost: -25% for Hobelar units (local province)
- +Recruit rank: +1 for Hobelar units (local province)
- +Income generated: 150
- +Growth: +45
- +Recruitment cost: -30% for Hobelar units (local province)
- +Recruit rank: +2 for Hobelar units (local province)
- +Upkeep: -3% for Hobelar units (all armies)
- +Attrition: -15% casualties suffered from high seas, reef and storm attrition (factionwide)
- +Income generated: 50
- +Growth: +20
- +Salt resource production: 32 barrels
- +Income generated: 50
- +Control: +5
- +Spices resource production: 32 sacks
- +Passive ability: "Rowdy" (armies in local province)
- +Income generated: 50
- +Wine resource production: 32 barrels
Technologies
- +Recruitment cost: -15% for Warband units
- +Melee attack: +4 for Warband units
- +Melee defence: +4 for Warband units
- +Reload time reduction: +10% for Young Slingers, Huntresses, Hobelars (Javelins), Albion Giant (Stone Thrower) and Llenog Catapult units
- +Recruit rank: +2 for Young Slingers, Huntresses, Hobelars (Javelins), Albion Giant (Stone Thrower) and Llenog Catapult units
- +Charge bonus: +10 for Bloodhounds, Hobelars, Centaurs, War Chariot and Feral Gryphon units
- +Speed: +10% for Bloodhounds, Hobelars, Centaurs, War Chariot and Feral Gryphon units
- +Weapon strength: +15% for Oathsworn, Highlanders and Chosen of Ishernos units
- +Melee attack: +6 for Oathsworn, Highlanders and Chosen of Ishernos units
- +Recruit rank: +3 for Warband units
- +Ammunition: +10% for Young Slingers, Huntresses, Hobelars (Javelins), Albion Giant (Stone Thrower) and Llenog Catapult units
- +Base missile damage: +10 for Young Slingers, Huntresses, Hobelars (Javelins), Albion Giant (Stone Thrower) and Llenog Catapult units
- +Armour: +15 for Oathsworn Cavalry and War Chariot units
- +Vigour loss reduction: -25% for Oathsworn Cavalry and War Chariot units
- +Melee attack: +5 for Lords and embedded Heroes
- +Hero recruit rank: +5
- +Lord recruit rank: +5
- +Corruption: -1 (all provinces)
- +Research rate: +5
- +Diplomatic relations: +15 with Humans, High Elves and Lizardmen
- +Diplomatic relations: -5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca
- +Missile resistance: 15% for Ogham Barrow Wights, Centaurs, Aitheach Giant-Blooded, Zoats and Albion Giant units
- +Speed: +15% for Ogham Barrow Wights, Centaurs, Aitheach Giant-Blooded, Zoats and Albion Giant units
- +Melee attack: +6 for Ogham Barrow Wights, Centaurs, Aitheach Giant-Blooded, Zoats and Albion Giant units
- +Bonus vs Infantry: +8 for Fenbeasts and Fen Hulk units
- +Melee defence: +10 for Fenbeasts and Fen Hulk units
- +Melee attack: +4 for Fenbeasts and Fen Hulk units
- +Ability: "Holy Zeal" for Woad Raiders, Druidic Initiates and Maidenguard units
- +Recruitment cost: -10% for Woad Raiders, Druidic Initiates and Maidenguard units
- +Recruit rank: +2 for Woad Raiders, Druidic Initiates and Maidenguard units
- +Diplomatic relations: +40 with Humans, High Elves and Lizardmen
- +Ability: "Protectors of the World" for all units (all armies)
- +Diplomatic relations: -40 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca
- +Income from trade tariffs: +50%
- +Income from Ports: +50%
- +Campaign movement range: +10%
- +Upkeep: -10% for all units (all armies)
- +Casualty replenishment rate: +10%
- +Growth: +15
- +Woad generated from buildings: +100%
- +Leadership: +10 for Lords and embedded Heroes
- +Enemy Hero action success chance: -20%
- +Hero action success chance: +20%
- +Winds of Magic power reserve capacity: +8 (all armies)
- +Growth: +5
- +Tradable resources produced: +5%
- +Recruitment cost: -15% for War Chariot and Llenog Catapult units
- +Construction cost: -15% for Infrastructure buildings
- +Income from all buildings: +8%
- +Upkeep: -10% for Bloodhounds and Huntresses units (all armies)
- +Hero recruit rank: +2 for Druidic Priestess
- +Corruption: -5 (all provinces)
- +Woad generated from buildings: +100%
- +Control: +4
- +Additional income from public order buildings