Fimir in OvN Fimir
Fimir is a race OvN Lost Factions: Fimir adds — the game has no such culture (ovn_fimir). Its 40 units, 73 buildings and 31 technologies, read from the mod's files against patch 9.0.4.
New units in OvN Fimir
Fenbeastsfim_mon_fenbeast16 models
11,808
40
60
42
34
45
90
35
20
1,050
Boglarsfim_inf_boglar160 models
8,960
15
45
35
14
29
19
4
225
Shearlsfim_inf_shearl120 models
9,720
30
55
35
26
23
36
18
430
Shearls (Spears)fim_inf_shearl_spearmen120 models
9,720
30
55
35
18
26
30
10
460
Death-Questfim_inf_death_quest100 models
9,100
30
100
35
32
20
39
25
600
Killing Eye (Death-Quest)fim_inf_killing_eye_ror100 models
9,100
30
100
35
41
27
39
25
875
Moor Houndsfim_inf_moor_hounds80 models
6,080
0
45
95
23
14
20
24
20
15
500
Fimm Warriorsfim_inf_fimm_warriors100 models
10,800
60
68
35
36
44
36
22
15
700
Fimm Warriors (Great Weapons)fim_inf_fimm_warriors_great_weapons100 models
10,800
60
68
35
39
32
38
28
15
750
Flaithmorsfim_inf_fimm_flaithmor100 models
10,800
45
68
35
36
38
43
30
15
825
Followers of Balor (Fimm Warriors)fim_inf_fimm_warriors_axe_throwers_ror100 models
10,800
60
78
35
45
48
42
26
31
80
15
1,100
Gharnu's Daemon-Friends (Fianna Fimm - Shields)fim_mon_gharnus_daemon_ror16 models
8,224
110
80
45
36
59
100
26
25
1,650
Fianna Fimmfim_mon_fianna_fimm16 models
8,224
110
70
45
30
42
100
30
25
1,150
Fianna Fimm (Great Weapons)fim_mon_fianna_fimm_great_weapons16 models
8,224
110
70
45
30
32
100
35
25
1,300
Fianna Fimm (Shields)fim_mon_fianna_fimm_shields16 models
8,224
110
70
45
28
48
100
26
25
1,200
Shearl Mirestalkersfim_inf_shearl_javelineer90 models
6,930
30
50
35
21
12
36
8
28
90
500
Balefiend Apprenticesfim_mon_balefiend_apprentices16 models
7,264
55
60
45
27
27
36
10
130
180
25
1,150
Bog Beast Raidersfim_cav_marsh_reavers12 models
7,776
80
60
70
32
30
110
67
25
1,150
Chulann's Marsh Hornets (Bog Beast Raiders)fim_cav_marsh_hornets_ror12 models
7,776
80
70
70
41
46
110
52
25
1,550
Mistmorfim_cha_mistmor1 model
5,868
70
75
46
50
32
460
46
25
1,050
Finmorfim_cha_finmor1 model
5,440
110
70
50
42
46
430
40
25
1,000
Fimm Noblefim_cha_fimirach_noble1 model
6,280
120
80
50
52
43
450
50
25
1,250
Meargh Skattachfim_cha_meargh_skattach1 model
5,776
65
80
54
35
35
410
30
25
650
Fimir Balefiend (Beasts)wh_dlc08_nor_cha_fimir_balefiend_beast1 model
5,040
65
70
54
35
35
400
25
25
550
Fimir Balefiend (Death)wh_dlc08_nor_cha_fimir_balefiend_death1 model
5,040
65
70
54
35
35
400
25
25
550
Dirach Elder (Fire)fim_cha_dirach_fire1 model
5,440
65
75
54
35
35
400
25
25
600
Dirach Elder (Shadows)fim_cha_dirach_shadow1 model
5,440
65
75
54
35
35
400
25
25
600
Dirach Elder (Beasts)fim_cha_dirach_beast1 model
5,440
65
75
54
35
35
400
25
25
600
Dirach Elder (Death)fim_cha_dirach_death1 model
5,440
65
75
54
35
35
400
25
25
600
Nuckelaveesfim_cav_nuckelavee60 models
6,720
35
70
78
40
37
52
41
20
1,000
Daemonomaniacfim_mon_daemonomaniac1 model
10,888
50
80
46
56
34
500
46
20
25
2,000
Swamp Daemonsfim_inf_swamp_daemons80 models
7,360
40
70
46
35
25
56
36
20
15
800
Fog-Shrine of Balorfim_veh_eye_oculus1 model
7,124
70
60
70
20
16
70
24
1,350
320
1,900
Hellhounds of Basker Moor (Moor Hounds)fim_inf_moor_hounds_ror48 models
6,624
15
55
95
35
28
45
34
20
15
850
Eye of Doom (Daemonomaniac)fim_mon_daemonomaniac_ror1 model
10,888
50
90
46
68
43
540
46
20
25
2,600
Boglar Shamanfim_cha_boglar_shaman1 model
3,386
15
50
35
24
26
280
20
15
200
Bog Octopusovn_fim_mon_bog_octopus_01 model
12,100
50
75
50
46
40
520
28
15
1,700
Krollfim_cha_daemon_octopus_kroll1 model
12,368
50
80
50
50
42
580
28
20
25
2,200
Feral Bog Beastsfim_mon_bog_beasts12 models
7,680
60
55
70
30
30
110
59
15
950
Jabberslythefim_mon_jabberslythe1 model
9,220
60
75
65
36
42
450
30
15
1,700
Buildings
- +Chaos Undivided corruption: +2
- +Defensive supplies: +1000
- +Chaos Undivided corruption: +2
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Grants 1 construction slot in the settlement
- +Income generated: 30
- +Growth: +10
- +Control: +1
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Faction slave capacity: +50
- +Defensive supplies: +1000
- +Chaos Undivided corruption: +2
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Grants 2 construction slots in the settlement
- +Income generated: 60
- +Growth: +20
- +Control: +1
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Faction slave capacity: +100
- +Defensive supplies: +1500
- +Chaos Undivided corruption: +3
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Grants 3 construction slots in the settlement
- +Income generated: 90
- +Growth: +30
- +Control: +2
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Faction slave capacity: +150
- +Defensive supplies: +1500
- +Chaos Undivided corruption: +3
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Grants 5 construction slots in the settlement
- +Income generated: 120
- +Growth: +40
- +Control: +2
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Faction slave capacity: +200
- +Defensive supplies: +2000
- +Chaos Undivided corruption: +4
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Grants 7 construction slots in the settlement
- +Income generated: 150
- +Growth: +50
- +Control: +3
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- +Faction slave capacity: +250
- +Chaos Undivided corruption: +1
- +Defensive supplies: +1000
- +Chaos Undivided corruption: +1
- +Grants 1 construction slot in the settlement
- +Income generated: 30
- +Growth: +10
- +Control: +1
- +Defensive supplies: +1000
- +Chaos Undivided corruption: +1
- +Grants 2 construction slots in the settlement
- +Income generated: 60
- +Growth: +20
- +Control: +1
- +Defensive supplies: +1500
- +Chaos Undivided corruption: +2
- +Grants 3 construction slots in the settlement
- +Income generated: 90
- +Growth: +30
- +Control: +2
- +Hero capacity: +1 for Mistmor
- +Unlocks Hero recruitment: Mistmor
- +Hero capacity: +1 for Boglar Shamans
- +Unlocks Hero recruitment: Boglar Shaman
- +Ambush success chance: +5% (armies in province)
- +Hero capacity: +1 for Boglar Shamans
- +Unlocks Hero recruitment: Boglar Shaman
- +Hero recruit rank: +2 for Boglar Shamans
- +Ambush success chance: +10% (armies in province)
- +Hero capacity: +1 for Finmor
- +Unlocks Hero recruitment: Finmor
- +Local recruitment capacity: +1 (local province)
- +Hero capacity: +1 for Finmor
- +Unlocks Hero recruitment: Finmor
- +Hero recruit rank: +2 for Finmor
- +Local recruitment capacity: +2 (local province)
- +Hero capacity: +1 for Finmor
- +Unlocks Hero recruitment: Finmor
- +Hero recruit rank: +4 for Finmor
- +Local recruitment capacity: +2 (local province)
- +Chaos Undivided corruption: +1
- +Hero capacity: +1 for Balefiends
- +Unlocks Hero recruitment: Balefiends
- +Chaos Undivided corruption: +2
- +Hero capacity: +1 for Balefiends
- +Unlocks Hero recruitment: Balefiends
- +Hero recruit rank: +2 for Balefiends
- +Chaos Undivided corruption: +3
- +Recruit rank: +2 for all units (local province)
- +Recruit rank: +4 for all units (local province)
- +Casualty replenishment rate: +3% (armies in region)
- +Faction slave capacity: +100
- +Growth: +10 (local province)
- +When slaves higher than 200 at the start of turn: Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (armies in region)
- +Faction slave capacity: +200
- +When slaves higher than 200 at the start of turn: Growth: +10 (local province)
- +Growth: +10 (local province)
- +Casualty replenishment rate: +3% (armies in region)
- +When slaves higher than 600 at the start of turn: Casualty replenishment rate: +3% (armies in region)
- +When slaves higher than 200 at the start of turn: Casualty replenishment rate: +3% (armies in region)
- +Faction slave capacity: +300
- +When slaves higher than 600 at the start of turn: Growth: +10 (local province)
- +When slaves higher than 200 at the start of turn: Growth: +10 (local province)
- +Growth: +10 (local province)
- +When total slaves higher than 1000 at the start of turn: Slaves: -20 per turn
- +When total slaves higher than 1000 at the start of turn: Income generated: 150
- +When slaves lower than 1000 at the start of turn: Slaves: 20 per turn
- +Income from trade tariffs: +5%
- +Income generated: 50
- +Income generated: 150
- +Income generated: 300
- +Income from all buildings: +2% (local province)
- +Control: +2 (local province)
- +Income from all buildings: +4% (local province)
- +Control: +4 (local province)
- +Income from all buildings: +6% (local province)
- +Control: +6 (local province)
- +Cannot be constructed in minor settlements
- +Improved tower projectiles: Javelins
- +Improved tower projectiles: Heavy Javelins
- +Improved tower projectiles: Greater Heavy Javelins
- +Cannot be constructed in major settlements
- +Defensive supplies: +50 per turn when under siege
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Cannot be constructed in major settlements
- +Defensive supplies: +100 per turn when under siege
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +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)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Chaos Undivided corruption: +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)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Chaos Undivided corruption: +4
- +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)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Chaos Undivided corruption in adjacent provinces: +2
- +Chaos Undivided corruption: +5
- +Provides allied recruitment of a selection of units from the faction's local recruitment
- +Allied recruitment is expensive outside of friendly territory
- +In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
- +In Norscan-owned region: Income from all buildings: +20%
- +Casualty replenishment rate: +2% (armies in region)
- +In Norscan-owned region: Local recruitment capacity: +1
- +Provides allied recruitment of a selection of units from the faction's global recruitment
- +Allied recruitment is expensive outside of friendly territory
- +In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
- +In Norscan-owned region: Income from all buildings: +30%
- +Casualty replenishment rate: +3% (armies in region)
- +In Norscan-owned region: Local recruitment capacity: +2
- +Provides allied recruitment of a selection of units from the faction's global recruitment
- +Allied recruitment cost outside friendly territory: -50%
- +In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
- +In Norscan-owned region: Income from all buildings: +40%
- +Casualty replenishment rate: +4% (armies in region)
- +In Norscan-owned region: Local recruitment capacity: +3
- +Income generated: 100
- +Casualty replenishment rate: +5% (armies in province)
- +Growth: +15
- +Income generated: 250
- +Casualty replenishment rate: +10% (armies in province)
- +Growth: +30
- +Income generated: 600
- +Casualty replenishment rate: +15% (armies in province)
- +Growth: +60
- +Hero recruit rank: +2 for Finmor (factionwide)
- +Income from all buildings: +5% (local province)
- +Control: +10
- +Control: +2 (factionwide)
- +Lord recruit rank: +2 (factionwide)
- +Chaos Undivided corruption: +10
- +Recruit rank: +4 for Fimm Warriors and Fianna Fimm units (local province)
- +Recruitment cost: -30% for Fimm Warriors and Fianna Fimm units (local province)
- +Upkeep: -5% for Fimm Warriors and Fianna Fimm units (all armies)
- +Control: +10
- +Faction slave capacity: +200
- +When total slaves higher than 100 at the start of turn: Slave income generated: 200
- +Slaves: 50 per turn
- +When total slaves higher than 100 at the start of turn: Chaos Undivided corruption: +3
- +When total slaves higher than 100 at the start of turn: Chaos Undivided corruption in adjacent provinces: +1 (local province)
- +When total slaves higher than 100 at the start of turn: Slaves: -10 per turn
- +When total slaves higher than 100 at the start of turn: Chaos Undivided corruption: +4
- +When total slaves higher than 100 at the start of turn: Chaos Undivided corruption in adjacent provinces: +2 (local province)
- +When total slaves higher than 100 at the start of turn: Slaves: -20 per turn
- +When total slaves higher than 100 at the start of turn: Chaos Undivided corruption: +5
- +When total slaves higher than 100 at the start of turn: Chaos Undivided corruption in adjacent provinces: +3 (local province)
- +When slaves higher than 600 at the start of turn: Slaves: -10 per turn
- +When slaves higher than 600 at the start of turn: Melee attack: +5 (armies in region)
- +When slaves higher than 600 at the start of turn: Lord recruit rank: +1 (factionwide)
- +When total slaves higher than 100 at the start of turn: Slaves: -30 per turn
- +Income generated: 200
- +Carved Obsidian resource production: 32 chests
- +Income generated: 50
- +Control: +2
- +Dyes resource production: 32 ounces
- +Income generated: 50
- +Growth: +20 (local province)
- +Exotic Animals resource production: 32 cages
- +Income generated: 150
- +Furs resource production: 32 bundles
- +Income generated: 300
- +Gemstones resource production: 32 sacks
- +Diplomatic relations: +10 with Norsca
- +Ivory resource production: 32 tusks
- +Income generated: 150
- +Income generated: 50
- +Growth: +50 (local province)
- +Attrition: -15% casualties suffered from high seas, reef and storm attrition (factionwide)
- +Income generated: 50
- +Growth: +20 (local province)
- +Salt resource production: 32 barrels
- +Income generated: 50
- +Control: +5
- +Spices resource production: 32 sacks
- +Passive ability: "Rowdy" (armies in local province)
- +Income generated: 100
- +Wine resource production: 32 barrels
- +Income generated: 150
- +Marble resource production: 32 slabs
- +Construction cost: -25% for all buildings (local province)
- +Construction cost: -25% for all buildings (local province)
- +Income generated: 100
- +Timber resource production: 32 logs
- +Income generated: 400
- +Chaos Undivided corruption: +5 (local province)
- +Income generated: 150
- +Iron resource production: 32 ingots
- +Armour: +5 for Fimm Warriors and Fianna Fimm units (factionwide)
- +Defensive supplies: +200 (factionwide)
- +Income generated: 50
- +Pottery resource production: 32 kilnful
- +Medicinal Plants resource production: 30 bundles
- +Income generated: 150
- +Casualty replenishment rate: +10%
Technologies
- +Growth: +15
- +Income from raiding: +15%
- +Income from sacking settlements: +15%
- +Income from post-battle loot: +25%
- +Campaign movement range: +15%
- +Global recruitment capacity: +1
- +Attrition: -50% casualties suffered from all attrition
- +Casualty replenishment rate: +20%
- +Casualties captured post-battle: +25%
- +Slaves: 20 per turn
- +Income from all buildings: +50%
- +Control: +3
- +Casualties captured post-battle: +20%
- +Construction time: -35% for all buildings
- +Income from all buildings: +15%
- +Control: +3
- +Faction slave capacity: +500
- +Slaves: 20 per turn
- +Casualties captured post-battle: +30%
- +Melee attack: +4 for Shearls, Shearl Mirestalkers and Death-Quest units
- +Melee defence: +4 for Shearls, Shearl Mirestalkers and Death-Quest units
- +Weapon strength: +15% for Shearl Mirestalkers and Death-Quest units
- +Charge bonus: +5 for Shearl Mirestalkers and Death-Quest units
- +Ammunition: +20% for Shearl Mirestalkers units
- +Missile strength: +15% for Shearl Mirestalkers units
- +Upkeep: -10% for Fimm Warriors and Fianna Fimm units
- +Recruitment cost: -25% for Fimm Warriors and Fianna Fimm units
- +Recruitment rank: +4 for Fimm Warriors and Fianna Fimm units
- +Weapon strength: +20% for Fimm Warriors and Fianna Fimm units
- +Armour: +15 for Fimm Warriors and Fianna Fimm units
- +Lord recruit rank: +6
- +Leadership aura size: +50% for Lords when attacking
- +Upkeep: -10% for Lords
- +Leadership: +10 for Fimir Warrior units (all armies)
- +Melee defence: +10 for Fimir Warrior units (all armies)
- +Melee attack: +10 for all Fimir units (all armies)
- +Upkeep: -10% for all Fimir units
- +Winds of Magic power reserve capacity: +5 (all armies)
- +Missile strength: +20% for Balefiend Apprentices units
- +Reload time reduction: +10% for Balefiend Apprentices units
- +Range: +15% for Balefiend Apprentices units
- +Army ability: "Fog of Fimúl" (all armies)
- +Hero capacity: +2 for Fimir Balefiends
- +Hero recruit rank: +4 for Fimir Balefiends
- +Campaign movement range: +10%
- +Ambush success chance: +10%
- +Army ability: "Creatures of the Bog" (all armies)
- +Spell resistance: 15%
- +Abilities: "Warp-Fireball" and "Wind Blast" for all spellcasters
- +Ward save: 10% for all Lords and Heroes
- +Casualty replenishment rate: +10% for Lords and Heroes
- +Replenishment: +20% for Shearls, Shearl Mirestalkers and Death-Quest units
- +Speed: +20% for Boglars and Moor Hound units
- +Bonus vs. Infantry: +3 for Boglars and Hound units
- +Charge bonus: +15 for Swamp Daemons units
- +Melee attack: +5 for Swamp Daemons units
- +Armour: +10 for Swamp Daemons units
- +Speed: +20% for Nuckelavees, Feral Bog Beasts and Bog Beast Raiders units
- +Bonus vs. Infantry: +8 for Nuckelavees, Feral Bog Beasts and Bog Beast Raiders
- +Charge bonus: +10 for Nuckelavees, Feral Bog Beasts and Bog Beast Raiders units
- +Melee defence: +12 for Fenbeasts units
- +Melee attack: +6 for Fenbeasts units
- +Recruitment rank: +4 for Bog Octopus, Fog-Shrine of Balor, Jabberslythe and Daemonomaniac units
- +Upkeep: -20% for Bog Octopus, Fog-Shrine of Balor, Jabberslythe and Daemonomaniac units
- +Ward save: 15% for Bog Octopus, Fog-Shrine of Balor, Jabberslythe and Daemonomaniac units
- +Attribute: Stalk for Bog Octopus units
- +Melee attack: +15 for Boglars, Moor Hounds, Swamp Daemons, Nuckelavees, Feral Bog Beasts, Bog Beast Raiders, Jabberslythe and Bog Octopus units (all armies)
- +Missile resistance: 20% for Boglars, Moor Hounds, Swamp Daemons, Nuckelavees, Feral Bog Beasts, Bog Beast Raiders, Jabberslythe and Bog Octopus units (all armies)
- +Recruitment cost: -25% for Boglars, Moor Hounds, Swamp Daemons, Nuckelavees, Feral Bog Beasts, Bog Beast Raiders, Jabberslythe and Bog Octopus units
- +Chaos Undivided corruption: +6 (factionwide)
- +Passive ability: "Rage" (all armies)
- +Leadership: +5
- +Maximum active gifts: +1 for Gifts of Chaos Undivided
- +Maximum active gifts: +1 for Gifts of Nurgle
- +Maximum active gifts: +1 for Gifts of Slaanesh
- +Maximum active gifts: +1 for Gifts of Khorne
- +Maximum active gifts: +1 for Gifts of Tzeentch