Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Radious Dwarfs units

79 Dwarfs units Radious Total War Mod changes against patch 9.0.4, 23 it adds, and 67 skills, 222 buildings and 37 technologies. Vanilla → Radious: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Giant Slayerswh2_dlc10_dwf_inf_giant_slayers8010,400 → 13,6000 → 2848 → 4334 → 491636 → 341,2001,200Speed 40 → 42; Bonus vs large 30 → 28; Charge bonus 30 → 36; Upkeep 300 → 155; Missile resistance 0% → 25%
Hans Valhirssonwh2_dlc17_dwf_cha_thane_ghost_214,168 → 4,3000 → 3465 → 6450 → 520 → 170375 → 2951,0001,000Leadership 100 → 80; Charge bonus 45 → 46; Physical resistance 55% → 65%; Spell resistance 0% → 15%
Thorek Ironbrowwh2_dlc17_dwf_cha_thorek_ironbrow_015,424 → 7,100120 → 13245 → 5245 → 52140 → 210260 → 3251,000 → 1,3001,100 → 1,300Charge bonus 16 → 23; Mass 1,500 → 1,600; Upkeep 250 → 165
Thorek Ironbrowwh2_dlc17_dwf_cha_thorek_ironbrow_116,628 → 7,450120 → 13245 → 4650 → 52140 → 210260 → 3251,400 → 1,5001,550 → 1,500Charge bonus 18 → 25; Upkeep 350 → 175
Yoked Carnosaurwh2_dlc17_dwf_mon_carnosaur_thorek_017,944 → 10,50095 → 1084540 → 48120 → 130360 → 36501,500 → 1,800Charge bonus 50 → 75; Upkeep 400 → 200; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4
Felixwh2_pro08_neu_cha_felix14,168 → 5,46070 → 9050 → 5955 → 66115 → 170265 → 315800800Bonus vs infantry 20 → 30; Charge bonus 35 → 52
Gotrekwh2_pro08_neu_cha_gotrek15,902 → 6,8200 → 347050 → 56120 → 165350 → 3951,1001,150 → 1,100Bonus vs large 35 → 40; Charge bonus 65 → 70; Mass 1,500 → 1,600; Spell resistance 35% → 30%
Ulrika Magdovawh3_dlc23_neu_cha_ulrika13,968 → 4,70050 → 645046 → 52250 → 275200 → 2251,000 → 1,150900 → 1,150Charge bonus 25 → 35; Ammunition 30 → 55; Missile base damage 124 → 175; Missile AP damage 84 → 110
Ulrika Magdovawh3_dlc23_neu_cha_ulrika_warhorse14,580 → 5,31080 → 845046 → 52250 → 275200 → 2251,150 → 1,2501,100 → 1,250Speed 78 → 80; Charge bonus 50 → 60; Mass 2,100 → 2,200; Ammunition 30 → 75; Missile base damage 124 → 175; Missile AP damage 84 → 110
Bolt Throwerswh_dlc06_dwf_art_bolt_thrower_086,928 → 10,48040 → 5216 → 1520 → 1921 → 257 → 6700 → 680750 → 680Leadership 64 → 60; Charge bonus 2 → 3; Range 340 m → 350 m; Ammunition 22 → 36; Missile base damage 20 → 30; Missile AP damage 90 → 110; Reload time 18 s → 12 s; Upkeep 175 → 100
Gob-Lobbers (Grudge Throwers)wh_dlc06_dwf_art_gob_lobber_044,576 → 5,90040 → 522227 → 2621 → 257 → 6900 → 920900 → 850Leadership 74 → 75; Charge bonus 2 → 3; Mass 2,120 → 2,620; Range 440 m → 445 m; Ammunition 22 → 42; Missile base damage 30 → 35; Missile AP damage 140 → 145; Upkeep 225 → 115; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Belegar Ironhammerwh_dlc06_dwf_cha_belegar_ironhammer_015,988 → 7,050120 → 1306060 → 50290 → 340160 → 2101,200 → 1,400900 → 1,400Missile block 55% → 65%; Bonus vs infantry 0 → 20; Charge bonus 30 → 38; Mass 1,500 → 1,600; Upkeep 300 → 155
Dramar Hammerfistwh_dlc06_dwf_cha_master_engineer_ghost_013,908 → 3,9000 → 3442 → 4432 → 350 → 110280 → 2551,000 → 1,2001,050 → 1,200Charge bonus 18 → 26; Range 180 m → 200 m; Ammunition 45 → 55; Missile base damage 60 → 115; Missile AP damage 180 → 215; Reload time 8 s → 7 s; Physical resistance 55% → 65%; Spell resistance 0% → 15%; New: Big Booms
Runelordwh_dlc06_dwf_cha_runelord_014,348 → 5,450120 → 13040 → 4240 → 48240 → 265100 → 1251,000 → 900850 → 900Bonus vs infantry 0 → 16; Charge bonus 16 → 24; Mass 1,100 → 1,200; Upkeep 250 → 130
Runelordwh_dlc06_dwf_cha_runelord_115,552 → 6,350120 → 13040 → 4447 → 54240 → 265100 → 1251,250 → 1,0001,200 → 1,000Bonus vs infantry 0 → 16; Charge bonus 18 → 26; Upkeep 312 → 165
Throni Ironbrowwh_dlc06_dwf_cha_runesmith_ghost_013,908 → 3,5000 → 3440 → 4236 → 400 → 285320 → 1351,0001,100 → 1,000Bonus vs infantry 0 → 16; Charge bonus 16 → 24; Physical resistance 55% → 65%; Spell resistance 0% → 15%; New: Rune of Battle, Rune of Stone, Rune of Spellbreaking
King Lunn Ironhammerwh_dlc06_dwf_cha_thane_ghost_014,168 → 3,7000 → 3455 → 54500 → 305250 → 1701,0001,000Missile block 55% → 65%; Leadership 100 → 80; Bonus vs infantry 0 → 18; Charge bonus 30 → 34; Physical resistance 55% → 65%; Spell resistance 0% → 15%; New: Master Rune of Grungni, Master Rune of Stromni Redbeard, Master Rune of Passage
Halkenhaf Stonebeardwh_dlc06_dwf_cha_thane_ghost_114,168 → 3,7000 → 3440 → 4265 → 600 → 305250 → 1701,0001,000Missile block 55% → 65%; Leadership 100 → 80; Bonus vs infantry 0 → 18; Charge bonus 20 → 26; Physical resistance 55% → 65%; Spell resistance 0% → 15%; New: Master Rune of Grungni, Master Rune of Stromni Redbeard, Master Rune of Passage
Bugman's Rangerswh_dlc06_dwf_inf_bugmans_rangers_0806,400 → 10,40040 → 7424 → 2838 → 3723 → 249 → 10800 → 1,050800 → 1,050Missile block 35% → 55%; Charge bonus 10 → 16; Range 160 m → 170 m; Ammunition 20 → 36; Missile AP damage 6 → 7; Reload time 13 s → 9 s; Upkeep 200 → 140
Dragonback Slayers (Slayers)wh_dlc06_dwf_inf_dragonback_slayers_0808,640 → 14,4000 → 2848 → 4541 → 4332 → 3616 → 121,150 → 1,2251,200 → 1,225Missile block 30% → 50%; Speed 40 → 42; Bonus vs large 24 → 25; Charge bonus 26 → 38; Upkeep 300 → 145; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Ekrund Miners (Miners – Blasting Charges)wh_dlc06_dwf_inf_ekrund_miners_01007,600 → 13,00080 → 9829 → 2624 → 295 → 817600 → 630600 → 630Leadership 78 → 65; Charge bonus 12 → 16; Ammunition 3 → 6; Missile AP damage 0 → 1; Upkeep 150 → 85; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Wallbreaker
Norgrimlings Ironbreakers (Ironbreakers)wh_dlc06_dwf_inf_norgrimlings_ironbreakers_012011,520 → 18,600125 → 13443 → 4279 → 7322 → 3210 → 81,650 → 1,5501,650 → 1,550Missile block 55% → 65%; Charge bonus 8 → 15; Range 60 m → 55 m; Ammunition 2 → 4; Missile AP damage 0 → 1; Upkeep 413 → 155; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Skolder Guard (Irondrakes)wh_dlc06_dwf_inf_norgrimlings_irondrakes_0283,584 → 4,900125 → 13427 → 3035 → 4117 → 183 → 21,050 → 1,3501,050 → 1,350Charge bonus 6 → 11; Range 100 m → 105 m; Ammunition 25 → 38; Missile base damage 5 → 20; Missile AP damage 10 → 8; Reload time 8 s → 9 s; Upkeep 263 → 150; Fire resistance 40% → 70%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Grumbling Guard (Longbeards – Great Weapons)wh_dlc06_dwf_inf_old_grumblers_01008,600 → 13,500100 → 11238 → 3948 → 5410 → 1126 → 301,0001,000Leadership 90 → 85; Charge bonus 18 → 27; Upkeep 250 → 115; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Peak Gate Guard (Hammerers)wh_dlc06_dwf_inf_peak_gate_guard_010010,000 → 14,000100 → 11257 → 5148 → 4514 → 1341 → 431,550 → 1,6001,550 → 1,600Leadership 90 → 95; Charge bonus 24 → 30; Upkeep 388 → 160; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Unyielding Assault
Rangerswh_dlc06_dwf_inf_rangers_0805,440 → 9,20040 → 5218 → 1626 → 3321 → 247 → 8525 → 670525 → 670Missile block 35% → 50%; Charge bonus 4 → 10; Range 160 m → 170 m; Ammunition 18 → 34; Missile base damage 18 → 17; Missile AP damage 6 → 8; Reload time 13 s → 10 s; Upkeep 131 → 90
Rangers (Great Weapons)wh_dlc06_dwf_inf_rangers_1805,440 → 9,20040 → 5222 → 2320 → 30824 → 22600 → 700600 → 700Charge bonus 16 → 18; Range 80 m → 75 m; Ammunition 12 → 18; Missile base damage 6 → 7; Upkeep 150 → 95
Ulthar's Raiders (Rangers – Great Weapons)wh_dlc06_dwf_inf_ulthars_raiders_0805,440 → 9,60040 → 5229 → 3427 → 35824 → 22750 → 820750 → 820Charge bonus 16 → 21; Range 80 m → 75 m; Ammunition 12 → 22; Missile base damage 6 → 7; Upkeep 188 → 105; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Immune to Psychology
Warriors of Dragonfire Pass (Dwarf Warriors)wh_dlc06_dwf_inf_warriors_dragonfire_pass_01007,800 → 13,00085 → 9829 → 3250 → 5122 → 266 → 7700 → 750700 → 750Charge bonus 12 → 17; Upkeep 175 → 100; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Skyhammer Squadron (Gyrobombers)wh_dlc06_dwf_veh_skyhammer_044,248 → 4,200100 → 122506 → 1668 → 64201,4001,400Leadership 76 → 75; Charge bonus 30 → 40; Mass 1,100 → 1,200; Ammunition 30 → 38; Missile base damage 4 → 10; Missile AP damage 16 → 20; Upkeep 350 → 155; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Cannonswh_main_dwf_art_cannon44,476 → 5,62040 → 5216 → 1020 → 1621 → 257 → 6800 → 900800Leadership 64 → 60; Charge bonus 2 → 3; Mass 2,120 → 2,620; Range 440 m → 430 m; Ammunition 22 → 36; Missile base damage 84 → 100; Missile AP damage 336 → 330; Reload time 22 s → 21 s; Upkeep 200 → 105
Flame Cannonswh_main_dwf_art_flame_cannon44,476 → 7,06040 → 541620 → 2221 → 257 → 61,100 → 1,6001,100 → 1,500Leadership 64 → 70; Charge bonus 2 → 5; Mass 2,120 → 2,620; Ammunition 25 → 33; Missile base damage 45 → 60; Missile AP damage 25 → 40; Upkeep 275 → 185
Grudge Throwerswh_main_dwf_art_grudge_thrower44,576 → 5,72040 → 5216 → 1420 → 1921 → 257 → 6700 → 800700Leadership 64 → 60; Charge bonus 2 → 3; Mass 2,120 → 2,620; Range 440 m → 425 m; Ammunition 22 → 36; Upkeep 175 → 115
Organ Gunswh_main_dwf_art_organ_gun44,476 → 5,62040 → 5216 → 1020 → 1621 → 257 → 61,000 → 1,2001,000 → 1,100Leadership 64 → 60; Charge bonus 2 → 3; Mass 2,120 → 2,620; Range 300 m → 350 m; Ammunition 24 → 33; Missile base damage 22 → 30; Missile AP damage 68 → 50; Reload time 12 s → 11 s; Upkeep 250 → 130
Thorgrim Grudgebearerwh_main_dwf_cha_high_king_thorgrim_grudgebearer_118,208 → 7,950125 → 13052 → 5062 → 65300 → 3502001,200 → 1,7001,400 → 1,700Leadership 85 → 90; Charge bonus 20 → 28; Mass 2,500 → 2,600; Upkeep 300 → 155
Lordwh_main_dwf_cha_lord_014,892 → 5,550120 → 13050 → 4560 → 63270 → 330150 → 1901,000 → 1,200700 → 1,200Missile block 55% → 50%; Leadership 75 → 80; Charge bonus 30 → 22; Mass 1,100 → 1,200; Upkeep 250 → 130
Master Engineerwh_main_dwf_cha_master_engineer_013,908 → 4,800120 → 13038 → 4030 → 3760 → 115220 → 2601,000550 → 1,000Leadership 72 → 75; Charge bonus 14 → 22; Mass 1,100 → 1,200; Range 180 m → 165 m; Ammunition 45 → 65; Missile base damage 60 → 115; Missile AP damage 180 → 215; Reload time 8 s → 6 s; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Big Booms
Runesmithwh_main_dwf_cha_rune_smith_013,908 → 4,800120 → 13040 → 4230 → 38230 → 28090 → 1301,000 → 1,200450 → 1,200Leadership 70 → 75; Charge bonus 16 → 24; Mass 1,100 → 1,200; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Rune of Battle, Rune of Stone, Rune of Spellbreaking
Thanewh_main_dwf_cha_thane14,168 → 5,200120 → 13050 → 4655 → 56260 → 300140 → 1801,000550 → 900Leadership 70 → 75; Charge bonus 30 → 32; Mass 1,100 → 1,200; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Master Rune of Grungni, Master Rune of Stromni Redbeard, Master Rune of Passage
Ungrim Ironfistwh_main_dwf_cha_ungrim_ironfist15,536 → 6,950120 → 13065 → 7050 → 40130 → 215310 → 3251,200 → 1,6001,150 → 1,600Bonus vs large 30 → 24; Charge bonus 50 → 56; Mass 1,500 → 1,600; Upkeep 300 → 155
Dwarf Warriorswh_main_dwf_inf_dwarf_warrior_01007,800 → 12,50085 → 9022 → 2940 → 4421 → 257 → 6450 → 500450 → 500Missile block 55% → 45%; Leadership 70 → 75; Charge bonus 12 → 14; Upkeep 113 → 90
Dwarf Warriors (Great Weapons)wh_main_dwf_inf_dwarf_warrior_11007,800 → 12,50085 → 9024 → 3230 → 458 → 1024 → 22500 → 550500 → 550Leadership 70 → 75; Charge bonus 18 → 20; Upkeep 125 → 95
Hammererswh_main_dwf_inf_hammerers10010,000 → 13,500100 → 1084638 → 4614 → 11411,2001,200Leadership 80 → 90; Charge bonus 24 → 28; Upkeep 300 → 155; New: Charge Defence vs. Large
Ironbreakerswh_main_dwf_inf_ironbreakers1009,600 → 15,000125 → 13034 → 376622 → 3210 → 81,250 → 1,3001,250 → 1,300Missile block 55% → 60%; Leadership 85 → 90; Charge bonus 8 → 12; Range 60 m → 55 m; Ammunition 2 → 3; Missile AP damage 0 → 1; Upkeep 313 → 165; New: Immune to Psychology
Irondrakeswh_main_dwf_inf_irondrakes_0283,584 → 4,480125 → 13020 → 2427 → 3217 → 183 → 2700 → 1,000700 → 1,000Leadership 85 → 90; Charge bonus 6 → 9; Range 80 m → 120 m; Ammunition 100 → 150; Missile AP damage 4 → 5; Upkeep 175 → 130; Fire resistance 40% → 70%
Irondrakes (Trollhammer Torpedoes)wh_main_dwf_inf_irondrakes_2283,584 → 4,480125 → 13020 → 2527 → 3117 → 183 → 2900 → 1,200900 → 1,200Leadership 85 → 90; Charge bonus 6 → 9; Ammunition 18 → 30; Missile base damage 20 → 25; Missile AP damage 75 → 100; Reload time 20 s → 18 s; Upkeep 225 → 155; Fire resistance 40% → 70%
Longbeardswh_main_dwf_inf_longbeards1008,600 → 13,000100 → 10830 → 3348 → 5125 → 297 → 9700700Missile block 55% → 50%; Charge bonus 10 → 17; Upkeep 175 → 105
Longbeards (Great Weapons)wh_main_dwf_inf_longbeards_11008,600 → 13,000100 → 10830 → 3538 → 471026 → 29750750Charge bonus 18 → 24; Upkeep 188 → 115
Minerswh_main_dwf_inf_miners_01007,600 → 12,50080 → 9020 → 1818 → 235 → 817325 → 400325 → 400Leadership 68 → 56; Charge bonus 12 → 9; Upkeep 81 → 80
Miners (Blasting Charges)wh_main_dwf_inf_miners_11007,600 → 12,50080 → 9020 → 1918 → 245 → 817450450Leadership 68 → 58; Charge bonus 12 → 11; Ammunition 1 → 2; Missile AP damage 0 → 1; Upkeep 112 → 85
Quarrellerswh_main_dwf_inf_quarrellers_0805,600 → 9,20080 → 901828 → 3421 → 257 → 6550 → 600550 → 600Missile block 35% → 45%; Leadership 64 → 58; Charge bonus 4 → 7; Range 160 m → 165 m; Ammunition 22 → 34; Missile base damage 18 → 16; Reload time 13 s → 11 s; Upkeep 138 → 100
Quarrellers (Great Weapons)wh_main_dwf_inf_quarrellers_1805,600 → 9,20080 → 9024 → 2222 → 32824 → 20575 → 650575 → 650Leadership 64 → 58; Range 160 m → 165 m; Ammunition 22 → 34; Missile base damage 18 → 16; Reload time 13 s → 11 s; Upkeep 144 → 105
Slayerswh_main_dwf_inf_slayers808,640 → 12,4000 → 2638 → 3932 → 4632 → 3616 → 12900 → 1,100900 → 1,100Missile block 30% → 0%; Speed 40 → 42; Bonus vs large 24 → 25; Charge bonus 26 → 34; Upkeep 225 → 145; Missile resistance 0% → 20%
Thundererswh_main_dwf_inf_thunderers_0805,680 → 9,60080 → 9020 → 2328 → 3321 → 257 → 6700700Missile block 35% → 45%; Leadership 64 → 70; Charge bonus 4 → 7; Range 145 m → 150 m; Ammunition 22 → 34; Missile base damage 5 → 6; Missile AP damage 17 → 15; Reload time 13 s → 12 s; Upkeep 175 → 110
Gyrobomberswh_main_dwf_veh_gyrobomber44,248 → 4,200100 → 118404 → 1268 → 64201,150 → 1,2501,150 → 1,250Leadership 64 → 70; Charge bonus 30 → 35; Mass 1,100 → 1,200; Ammunition 30 → 38; Missile base damage 4 → 10; Missile AP damage 16 → 20; Upkeep 288 → 145; Missile resistance 0% → 10%
Gyrocopterswh_main_dwf_veh_gyrocopter_0124,248 → 5,520100 → 114306 → 1038 → 5012 → 16800 → 750800 → 750Leadership 64 → 65; Charge bonus 25 → 30; Mass 700 → 750; Ammunition 25 → 45; Missile base damage 8 → 9; Upkeep 200 → 115; Missile resistance 0% → 10%; New: Fire Whilst Moving
Gyrocopters (Brimstone Guns)wh_main_dwf_veh_gyrocopter_1124,248 → 5,520100 → 114306 → 1038 → 5012 → 16850850Leadership 64 → 65; Charge bonus 25 → 30; Mass 700 → 750; Range 60 m → 75 m; Ammunition 60 → 45; Missile base damage 14 → 17; Upkeep 212 → 125; Missile resistance 0% → 10%
Grombrindal – The White Dwarfwh_pro01_dwf_cha_grombrindal_016,620 → 7,350125 → 13070 → 6845 → 44185 → 225315 → 3551,400 → 1,7001,500 → 1,700Leadership 100 → 85; Bonus vs large 0 → 16; Charge bonus 45 → 50; Mass 1,500 → 1,600; Upkeep 350 → 180
Goblin Hewerswh3_dlc25_dwf_art_goblin_hewer46,420 → 8,2600 → 103832 → 3832 → 3616 → 12950 → 1,100950 → 1,000Bonus vs large 24 → 25; Charge bonus 26 → 28; Range 80 m → 100 m; Ammunition 4 → 5; Missile base damage 6 → 10; Missile AP damage 26 → 30; Upkeep 237 → 115
Grudge Throwers (Grudge Settlers)wh3_dlc25_dwf_art_grudge_thrower_grudge_reward44,576 → 5,72040 → 5216 → 1420 → 1921 → 257 → 6700 → 800700Leadership 64 → 60; Charge bonus 2 → 3; Mass 2,120 → 2,620; Range 440 m → 445 m; Ammunition 22 → 36; Missile base damage 40 → 35; Missile AP damage 180 → 175; Upkeep 175 → 115
Daemon Slayerwh3_dlc25_dwf_cha_daemon_slayer15,302 → 5,6000 → 1060 → 6445 → 52370 → 380130 → 1451,000 → 1,100900 → 1,100Charge bonus 45 → 48; Upkeep 250 → 115
Dragon Slayerwh3_dlc25_dwf_cha_dragon_slayer14,502 → 5,1000 → 1055 → 6045 → 54110 → 125300 → 315700 → 750700 → 750Charge bonus 40 → 44; Upkeep 125 → 100
Garagrim Ironfistwh3_dlc25_dwf_cha_garagrim_ironfist15,084 → 5,9000 → 1060 → 6250120 → 140300 → 3200800 → 1,150Bonus vs infantry 15 → 20; Charge bonus 50 → 53; Mass 1,500 → 1,600
Malakai Makaissonwh3_dlc25_dwf_cha_malakai_makaisson14,620 → 5,3000 → 105545 → 46280 → 295120 → 1301,200 → 1,3501,050 → 1,350Charge bonus 30 → 34; Range 180 m → 190 m; Ammunition 30 → 43; Missile base damage 50 → 70; Missile AP damage 100 → 105; Upkeep 300 → 135
Doomseekerswh3_dlc25_dwf_inf_doomseekers328,960 → 12,3200 → 1054 → 5648 → 5517 → 2038 → 401,350 → 1,4001,350 → 1,400Speed 40 → 42; Bonus vs infantry 15 → 16; Charge bonus 40 → 45; Mass 400 → 450; Upkeep 338 → 140; Physical resistance 0% → 15%
The Brotherhood of Grimnir (Doomseekers)wh3_dlc25_dwf_inf_doomseekers_ror328,960 → 12,4800 → 1066 → 6459 → 6217 → 2238 → 421,600 → 1,6501,600 → 1,650Speed 40 → 42; Bonus vs infantry 15 → 18; Charge bonus 40 → 50; Mass 400 → 450; Upkeep 400 → 165; Physical resistance 0% → 20%
Slayer Pirateswh3_dlc25_dwf_inf_slayer_pirates808,640 → 13,2000 → 1038 → 4232 → 3823 → 249 → 10750 → 800750 → 800Speed 40 → 42; Charge bonus 26 → 28; Range 90 m → 100 m; Missile base damage 10 → 12; Missile AP damage 12 → 14; Upkeep 188 → 105; Missile resistance 0% → 10%; Removed: Vanguard Deployment
Long Drong's Slayer Pirateswh3_dlc25_dwf_inf_slayer_pirates_ror808,640 → 13,6000 → 104841 → 4423 → 259 → 11900 → 1,000900 → 1,000Speed 40 → 42; Bonus vs infantry 0 → 8; Charge bonus 26 → 32; Range 90 m → 100 m; Ammunition 8 → 10; Missile base damage 10 → 12; Missile AP damage 12 → 14; Upkeep 225 → 110; Missile resistance 0% → 15%; Removed: Vanguard Deployment
Thunderers (Grudge-Rakers)wh3_dlc25_dwf_inf_thunderers_grudge_rakers805,680 → 9,60080 → 9220 → 2428 → 3421 → 257 → 6850 → 900850 → 900Missile block 35% → 50%; Leadership 64 → 70; Charge bonus 4 → 8; Range 90 m → 105 m; Ammunition 22 → 26; Missile base damage 2 → 4; Missile AP damage 6 → 8; Upkeep 212 → 115
The Grimdelvers (Thunderers)wh3_dlc25_dwf_inf_thunderers_ror805,680 → 10,00080 → 9627 → 2836 → 3721 → 257 → 6950 → 1,000950 → 1,000Missile block 35% → 50%; Leadership 74 → 75; Charge bonus 4 → 9; Range 90 m → 110 m; Ammunition 22 → 40; Missile base damage 4 → 5; Missile AP damage 11 → 14; Upkeep 237 → 120; Missile resistance 0% → 10%
Thunderbargewh3_dlc25_dwf_veh_thunderbarge111,560 → 14,34080 → 118204 → 14150 → 160350 → 3603,200 → 3,0003,400 → 2,700Ammunition 40 → 120; Missile base damage 0 → 50; Missile AP damage 0 → 50; Reload time 10 s → 8 s; Upkeep 800 → 300
The Spirit of Grungniwh3_dlc25_dwf_veh_thunderbarge_grungni_mp112,580 → 15,74080 → 12220 → 224 → 16150 → 160350 → 3603,600 → 3,4003,800 → 3,000Charge bonus 15 → 20; Ammunition 40 → 120; Missile base damage 0 → 50; Missile AP damage 0 → 50; Reload time 10 s → 8 s
Flame Cannons (Grudge Settlers)wh_main_dwf_art_flame_cannon_grudge_reward46,276 → 7,420125 → 13520 → 1627 → 2417 → 183 → 21,200 → 1,6001,200 → 1,500Leadership 85 → 80; Charge bonus 6 → 7; Mass 2,120 → 2,620; Ammunition 25 → 33; Missile base damage 54 → 55; Missile AP damage 30 → 35; Upkeep 300 → 185
Hammerers (Grudge Settlers)wh_main_dwf_inf_hammerers_grudge_reward10010,000 → 13,500100 → 1084638 → 4614 → 1241 → 421,2001,200Leadership 80 → 90; Charge bonus 24 → 28; Upkeep 300 → 155; New: Charge Defence vs. Large
Irondrakes (Grudge Settlers)wh_main_dwf_inf_irondrakes_0_grudge_reward283,584 → 4,480125 → 13020 → 3527 → 3217 → 183 → 2700 → 1,000700 → 1,000Leadership 85 → 90; Charge bonus 6 → 9; Range 120 m → 135 m; Ammunition 100 → 150; Missile AP damage 4 → 5; Upkeep 175 → 130; Fire resistance 40% → 70%
Longbeards (Great Weapons – Grudge Settlers)wh_main_dwf_inf_longbeards_1_grudge_reward1008,600 → 13,000100 → 10830 → 3538 → 471026 → 29750750Charge bonus 18 → 24; Upkeep 188 → 115
Quarrellers (Great Weapons – Grudge Settlers)wh_main_dwf_inf_quarrellers_1_grudge_reward805,600 → 9,20080 → 9024 → 2222 → 328 → 724 → 22600 → 650600 → 650Leadership 64 → 58; Range 160 m → 165 m; Ammunition 22 → 34; Missile base damage 18 → 17; Reload time 13 s → 12 s; Upkeep 150 → 105
Slayers (Grudge Settlers)wh_main_dwf_inf_slayers_grudge_reward808,640 → 12,4000 → 2638 → 3932 → 463216900 → 1,100900 → 1,100Speed 40 → 42; Bonus vs large 24 → 25; Charge bonus 26 → 34; Upkeep 225 → 145; Missile resistance 0% → 20%
Gyrocopters (Trollhammers – Grudge Settlers)wh_main_dwf_veh_gyrocopter_1_grudge_reward124,248 → 5,520100 → 114306 → 1038 → 5012 → 161,000 → 8501,000 → 850Leadership 64 → 65; Charge bonus 25 → 30; Mass 700 → 750; Range 170 m → 175 m; Ammunition 25 → 45; Missile base damage 50 → 60; Missile AP damage 188 → 200; Upkeep 250 → 125; Missile resistance 0% → 10%

New units in Radious

  • Guildmastersm_radious_lord_variety_unit_dwf_guildmaster_general_01 modelHealth5,770Armour132Leadership80Speed32Melee attack46Melee defence46Weapon strength (base + AP)410Charge bonus27Missile damage (base + AP)325Range170Missile resistance %15Magic resistance %35Multiplayer cost1,300
  • Guildmaster (Trollhammer Torpedoes)rad_wh3_part3_main_unit_dwf_guildmaster_trollhammer1 modelHealth5,770Armour132Leadership80Speed32Melee attack46Melee defence46Weapon strength (base + AP)410Charge bonus27Missile damage (base + AP)370Range155Missile resistance %15Magic resistance %35Multiplayer cost1,500
  • Guildmaster (Flamethrower)rad_wh3_part3_main_unit_dwf_guildmaster_flamethrower1 modelHealth5,770Armour132Leadership80Speed32Melee attack46Melee defence46Weapon strength (base + AP)410Charge bonus27Missile damage (base + AP)40Range150Missile resistance %15Magic resistance %35Multiplayer cost1,550
  • Master Engineer (Trollhammer Torpedoes)rad_wh3_part3_main_unit_dwf_master_engineer_trollhammer1 modelHealth4,780Armour130Leadership75Speed32Melee attack40Melee defence37Weapon strength (base + AP)375Charge bonus22Missile damage (base + AP)350Range150Missile resistance %15Magic resistance %35Multiplayer cost1,250
  • Master Engineer (Flamethrower)rad_wh3_part3_main_unit_dwf_master_engineer_flamethrower1 modelHealth4,780Armour130Leadership75Speed32Melee attack40Melee defence37Weapon strength (base + AP)375Charge bonus22Missile damage (base + AP)35Range145Missile resistance %15Magic resistance %35Multiplayer cost1,300
  • Gunnisson Dwarfswh_dwf_cross_hammer80 modelsHealth10,800Armour102Leadership80Speed28Melee attack33Melee defence41Weapon strength (base + AP)37Charge bonus17Missile damage (base + AP)29Range175Magic resistance %35Multiplayer cost1,400
  • Dragon Companywh_dwf_dragon100 modelsHealth13,500Armour110Leadership85Speed26Melee attack36Melee defence53Weapon strength (base + AP)44Charge bonus22Magic resistance %35Fire resistance %30Multiplayer cost850
  • Drakebeard Axe Throwerswh_dwf_drakebeard80 modelsHealth10,000Armour98Leadership70Speed28Melee attack27Melee defence36Weapon strength (base + AP)35Charge bonus12Missile damage (base + AP)30Range70Magic resistance %35Multiplayer cost800
  • Brotherhood of Grimnirwh_dwf_giant_slayers80 modelsHealth13,600Armour34Leadership100Speed42Melee attack44Melee defence52Weapon strength (base + AP)52Charge bonus40Physical resistance %5Missile resistance %30Magic resistance %35Multiplayer cost1,300
  • Goldshield Warriorswh_dwf_gold100 modelsHealth13,500Armour108Leadership80Speed28Melee attack37Melee defence51Weapon strength (base + AP)41Charge bonus21Magic resistance %35Fire resistance %30Multiplayer cost800
  • Greatbeardswh_dwf_greatbeards100 modelsHealth14,000Armour110Leadership90Speed26Melee attack38Melee defence56Weapon strength (base + AP)47Charge bonus25Magic resistance %35Multiplayer cost920
  • Grimnir Berserkerswh_dwf_grimwrath80 modelsHealth14,400Armour112Leadership90Speed42Melee attack43Melee defence51Weapon strength (base + AP)47Charge bonus43Missile resistance %10Magic resistance %35Multiplayer cost1,400
  • Hammerers (Shields)wh_dwf_hammer_shield100 modelsHealth13,500Armour108Leadership90Speed28Melee attack41Melee defence54Weapon strength (base + AP)45Charge bonus23Magic resistance %35Multiplayer cost1,250
  • Helhein Gunnerswh_dwf_helhein80 modelsHealth10,400Armour98Leadership75Speed28Melee attack28Melee defence36Weapon strength (base + AP)36Charge bonus14Missile damage (base + AP)24Range160Magic resistance %35Multiplayer cost940
  • Ironhammer Warriorswh_dwf_iron100 modelsHealth13,500Armour108Leadership80Speed28Melee attack37Melee defence52Weapon strength (base + AP)40Charge bonus20Missile resistance %30Magic resistance %35Multiplayer cost800
  • Ironbreakers (Great Weapons)wh_dwf_iron_great100 modelsHealth15,000Armour130Leadership90Speed26Melee attack45Melee defence55Weapon strength (base + AP)46Charge bonus19Magic resistance %35Multiplayer cost1,350
  • Dwarf Warriors (Long Axes)wh_dwf_long_axes100 modelsHealth12,500Armour90Leadership75Speed28Melee attack31Melee defence44Weapon strength (base + AP)34Charge bonus23Magic resistance %35Multiplayer cost605
  • Dwarf Scoutswh_dwf_rangers80 modelsHealth10,000Armour52Leadership65Speed28Melee attack25Melee defence37Weapon strength (base + AP)32Charge bonus11Missile damage (base + AP)25Range170Magic resistance %35Multiplayer cost880
  • Sons of Ullekwh_dwf_rifle_great80 modelsHealth10,800Armour102Leadership80Speed28Melee attack32Melee defence40Weapon strength (base + AP)36Charge bonus15Missile damage (base + AP)27Range165Magic resistance %35Multiplayer cost1,350
  • Stonebreakerswh_dwf_stonebreakers80 modelsHealth10,400Armour98Leadership75Speed28Melee attack28Melee defence35Weapon strength (base + AP)34Charge bonus13Missile damage (base + AP)2Range60Magic resistance %35Multiplayer cost890
  • Mountain Rangerswh_dwf_trea80 modelsHealth10,400Armour98Leadership75Speed28Melee attack31Melee defence39Weapon strength (base + AP)35Charge bonus14Missile damage (base + AP)27Range175Magic resistance %35Multiplayer cost1,100
  • Underway Expeditionary Forcewh_dwf_under80 modelsHealth10,800Armour102Leadership75Speed28Melee attack30Melee defence37Weapon strength (base + AP)35Charge bonus14Missile damage (base + AP)19Range115Magic resistance %35Multiplayer cost1,150
  • Grungni Berserkerswh_dwf_vulkite80 modelsHealth14,800Armour102Leadership90Speed42Melee attack41Melee defence54Weapon strength (base + AP)47Charge bonus41Physical resistance %10Magic resistance %35Multiplayer cost1,400

Skills

Oath of Forging
  • −Oathgold from buildings: +10% (local province)
  • +Oathgold from buildings: +20% (local province)
Obstinacy
  • −Vigour loss reduction: -15% (Lord's army)
  • +Vigour loss reduction: -25% (Lord's army)
Dawi Firepower
  • −Missile strength: +12% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
  • −Missile resistance: 15% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
Honoured by Grimnir
  • −Weapon strength: +12% for Slayers, Giant Slayers, Doomseeker, Slayer Pirates, Hammerers and Ironbreakers units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Slayers, Giant Slayers, Doomseeker, Slayer Pirates, Hammerers and Ironbreakers units (Rank 7 and above) (Lord's army)
Morgrim’s Favoured
  • −Missile strength: +12% for Bolt Thrower, Grudge Thrower, Goblin Hewer, Cannon, Organ Gun and Flame Cannon units (Rank 7 and above) (Lord's army)
  • +Missile strength: +10% for Bolt Thrower, Grudge Thrower, Goblin Hewer, Cannon, Organ Gun and Flame Cannon units (Rank 7 and above) (Lord's army)
Wall Breaker
  • −Level 1: Attrition: +5% when under siege (enemy armies in local region)
  • −Level 2: Attrition: +5% when under siege (enemy armies in local region)
  • −Level 3: Attrition: +5% when under siege (enemy armies in local region)
  • +Level 1: Attrition: +4% when under siege (enemy armies in local region)
  • +Level 2: Attrition: +6% when under siege (enemy armies in local region)
  • +Level 3: Attrition: +8% when under siege (enemy armies in local region)
Mason
  • +Level 2: Control: +1 (local province)
  • +Level 3: Control: +2 (local province)
Inspirational Leader
  • −Level 1: Casualty replenishment rate: +2% (Lord's army)
  • −Level 2: Casualty replenishment rate: +4% (Lord's army)
  • −Level 3: Casualty replenishment rate: +6% (Lord's army)
  • +Level 1: Casualty replenishment rate: +4% (Lord's army)
  • +Level 2: Casualty replenishment rate: +6% (Lord's army)
  • +Level 3: Casualty replenishment rate: +8% (Lord's army)
Enquiring Mind
  • −Upkeep: -8% (Lord's army)
  • +Campaign movement range: +5%
  • +Local recruitment capacity: +1 (local province)
  • +Upkeep: -6% (Lord's army)
Triangulation
  • −Level 2: Missile strength: +7% (Hero's army)
  • −Level 3: Missile strength: +12% (Hero's army)
  • +Level 2: Missile strength: +6% (Hero's army)
  • +Level 3: Missile strength: +9% (Hero's army)
Sapper
  • −Level 1: Speed: +3% for all Missile units (Hero's army)
  • −Level 2: Speed: +8% for all Missile units (Hero's army)
  • −Level 3: Speed: +15% for all Missile units (Hero's army)
  • +Level 1: Speed: +5% for all Missile units (Hero's army)
  • +Level 2: Speed: +7% for all Missile units (Hero's army)
  • +Level 3: Speed: +10% for all Missile units (Hero's army)
Hand-Loaded
  • −Level 2: Missile strength: +12%
  • −Level 3: Missile strength: +20%
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Missile strength: +8%
  • +Level 2: Explosive missile damage: +15%
  • +Level 3: Missile strength: +12%
  • +Level 3: Explosive missile damage: +20%
Bare Essentials
  • −Armour: -30
  • +Armour: -20
Barak Varr Handshake
  • −"Sharpshooter" ammunition (increased range and anti-Infantry)
  • +[Rifle Only] "Sharpshooter" ammunition (increased range and anti-infantry)
Grudge-Raker
  • −"Grudge Raker" ammunition (decreased range and increased number of projectiles)
  • +[Rifle Only] "Grudge Raker" ammunition (decreased range and increased number of projectiles)
Order of Guardians
  • −Melee attack: +10 when fighting against Undead factions
  • −Weapon strength: +10% when fighting against Undead factions
  • +Melee attack: +8 when fighting against Undead factions
  • +Weapon strength: +7% when fighting against Undead factions
Ornery Overseer
  • −Oathgold from buildings: +200% (local province)
  • −Construction cost: -15% for all buildings (local province)
  • +Oathgold from buildings: +250% (local province)
  • +Construction cost: -10% for all buildings (local province)
Proven Tools
  • −Armour-piercing missile damage: +50% for Quarrellers units (Lord's army)
  • +Armour-piercing missile damage: +25% for Quarrellers units (Lord's army)
Invoke Runes of Valaya
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Casualty replenishment rate: +4% (Lord's army)
Axe Lord
  • −Level 2: Melee defence: +4 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)
  • −Level 3: Melee defence: +6 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)
  • +Level 2: Melee defence: +6 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)
  • +Level 3: Melee defence: +8 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)
Thunderer
  • −Level 2: Missile strength: +6% for Quarrellers, Thunderers, and Rangers units (Lord's army)
  • −Level 3: Missile strength: +8% for Quarrellers, Thunderers, and Rangers units (Lord's army)
  • +Level 2: Missile strength: +4% for Quarrellers, Thunderers, and Rangers units (Lord's army)
  • +Level 3: Missile strength: +6% for Quarrellers, Thunderers, and Rangers units (Lord's army)
Fire & Fury
  • −Level 1: Missile strength: +4% for Irondrakes and Flame Cannon units (Lord's army)
  • −Level 2: Missile strength: +6% for Irondrakes and Flame Cannon units (Lord's army)
  • −Level 3: Missile strength: +8% for Irondrakes and Flame Cannon units (Lord's army)
  • +Level 1: Missile strength: +2% for Irondrakes and Flame Cannon units (Lord's army)
  • +Level 2: Missile strength: +4% for Irondrakes and Flame Cannon units (Lord's army)
  • +Level 3: Missile strength: +6% for Irondrakes and Flame Cannon units (Lord's army)
Grimnir's Heirs
  • −Level 3: Weapon strength: +12% for Slayers, Giant Slayers, Doomseekers, Slayer Pirates, Hammerers and Ironbreakers units (Lord's army)
  • +Level 3: Weapon strength: +8% for Slayers, Giant Slayers, Doomseekers, Slayer Pirates, Hammerers and Ironbreakers units (Lord's army)
Tactician
  • −Level 1: Missile strength: +6% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (Lord's army)
  • +Level 1: Missile strength: +4% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (Lord's army)
Standardised Firing Drill
  • −Reload time reduction: +8% for all Missile units (Hero's army)
  • +Reload Time Reduction: +8% (Hero's army)
Death Wish
  • −Bonus vs Large: +10 for Slayers, Slayer Pirates and Giant Slayers units (Lord's army)
  • −Bonus vs Infantry: +10 for Doomseekers units (Lord's army)
  • +Bonus vs Large: +8 for Slayers, Slayer Pirates and Giant Slayers units (Lord's army)
  • +Bonus vs Infantry: +8 for Doomseekers units (Lord's army)
Tapestry of Oaths
  • −Weapon strength: +10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
  • +Weapon strength: +8% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
Ritualistic Scarring
  • −Missile resistance: 15% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
  • +Missile resistance: 10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
Slayers... to Me!
  • −Casualty replenishment rate: +10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
  • −Upkeep: -10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
  • +Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
  • +Casualty replenishment rate: +8% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
Slayer Oath
  • −Construction cost: -25% for Slayer buildings (local province)
  • −Recruitment cost: -25% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (Hero's army)
  • +Construction cost: -15% for Slayer buildings (local province)
  • +Recruitment cost: -15% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (Hero's army)
Dutiful Leader
  • −Upkeep: -15% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Hero's army)
  • +Upkeep: -8% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Hero's army)
The War-mourner
  • −Weapon strength: +15% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Hero's army)
  • +Weapon strength: +10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Hero's army)
Wisdom of the Ancients
  • −Upkeep: -25% for Longbeards units
  • +Upkeep: -15% for Longbeards units
Slayer
  • −Missile strength: +10% for all Slayer units (all armies factionwide)
  • −Weapon strength: +10% for all Slayer units (all armies factionwide)
  • −Upkeep: -10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies factionwide)
  • +Missile strength: +8% for all Slayer units (all armies factionwide)
  • +Weapon strength: +8% for all Slayer units (all armies factionwide)
  • +Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies factionwide)
Architect
  • −Construction cost: -20% for Military Support buildings (all provinces)
  • −Horde building construction cost: -20%
  • +Construction cost: -10% for Military Support buildings (all provinces)
  • +Horde building construction cost: -10%
Bane of Destruction
  • −Melee attack: +9 when fighting against Greenskins (Lord's army)
  • −Weapon strength: +15% when fighting against Greenskins (Lord's army)
  • +Weapon strength: +9% when fighting against Greenskins (Lord's army)
  • +Melee attack: +8 when fighting against Greenskins (Lord's army)
Gather the Old Clans
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
Oaths of Reclamation
  • −Charge bonus: +12 (Lord's army)
  • −Oathgold from buildings: +50% (local province)
  • +Charge bonus: +10 (Lord's army)
  • +Oathgold from buildings: +100% (local province)
Tunnel Warfare
  • −Missile strength: +20% for Rangers and Bolt Throwers units (Lord's army)
  • +Missile strength: +8% for Rangers and Bolt Throwers units (Lord's army)
Master of the Forge
  • −Level 1: Oathgold from buildings: +20% (local province)
  • −Level 2: Oathgold from buildings: +40% (local province)
  • +Level 1: Oathgold from buildings: +30% (local province)
  • +Level 2: Oathgold from buildings: +50% (local province)
Lords-in-Waiting
  • −Recruit rank: +2 for Miner, Dwarf Warrior and Longbeard units (local province)
  • +Recruit rank: +1 for Miner, Dwarf Warrior and Longbeard units (local province)
Ear of the Council
  • −Recruitment cost: -10% (Lord's army)
  • +Recruitment cost: -5% (Lord's army)
Hack & Slash
  • −Weapon strength: +15% for Dwarf Melee Infantry units (Lord's army)
  • +Weapon strength: +8% for Dwarf Melee Infantry units (Lord's army)
Grudge Against Chaos
  • −Weapon strength: +10% for all units when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen (Lord's army)
  • +Weapon strength: +8% for all units when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen (Lord's army)
Elite Enforcer
  • −Upkeep: -15% for Longbeards and Hammerers units (Lord's army)
  • +Upkeep: -8% for Longbeards and Hammerers units (Lord's army)
Advanced Forging
  • −Oathgold from buildings: +10% (factionwide when on map)
  • +Oathgold from buildings: +15% (factionwide when on map)
Dragon Slayer
  • −Bonus vs Large: +10 for Slayers, Slayer Pirates and Giant Slayers units (Lord's army)
  • +Bonus vs Large: +8 for Slayers, Slayer Pirates and Giant Slayers units (Lord's army)
Mighty Beard of Defence
  • −Armour-piercing weapon damage: +10 when defending (Lord's army)
  • +Armour-piercing weapon damage: +8 when defending (Lord's army)
Rouse the Engineers!
  • −Missile strength: +20% for Irondrakes and War Machine units (Lord's army)
  • +Missile strength: +8% for Irondrakes and War Machine units (Lord's army)
Age of Vengeance
  • −Speed: +35% (Lord's army)
  • +Speed: +25% (Lord's army)
Ancient Acumen
  • −Level 2: Recruit rank: +2 for all units (all armies factionwide)
  • −Level 3: Recruit rank: +3 for all units (all armies factionwide)
  • +Level 2: Recruit rank: +1 for Dwarf Warriors units (all units in army)
  • +Level 2: Recruit rank: +1 for Miners units (all units in army)
  • +Level 2: Recruit rank: +1 for Quarrellers units (all units in army)
  • +Level 2: Recruit rank: +1 for Thunderers units (all units in army)
  • +Level 2: Recruit rank: +1 for Hammerers units (all units in army)
  • +Level 2: Recruit rank: +1 for Longbeards units (all units in army)
  • +Level 2: Recruit rank: +1 for Ironbreakers units (all units in army)
  • +Level 2: Recruit rank: +1 for Irondrakes units (all units in army)
  • +Level 2: Recruit rank: +1 for all units (all armies factionwide)
  • +Level 3: Recruit rank: +2 for Dwarf Warriors units (all units in army)
  • +Level 3: Recruit rank: +2 for Miners units (all units in army)
  • +Level 3: Recruit rank: +1 for Quarrellers units (all units in army)
  • +Level 3: Recruit rank: +1 for Thunderers units (all units in army)
  • +Level 3: Recruit rank: +1 for Hammerers units (all units in army)
  • +Level 3: Recruit rank: +1 for Longbeards units (all units in army)
  • +Level 3: Recruit rank: +1 for Ironbreakers units (all units in army)
  • +Level 3: Recruit rank: +1 for Irondrakes units (all units in army)
  • +Level 3: Recruit rank: +1 for all units (all armies factionwide)
Eager Kin
  • −Level 1: Recruitment cost: -5% (all armies factionwide)
  • −Level 2: Recruitment cost: -10% (all armies factionwide)
  • −Level 3: Recruitment cost: -15% (all armies factionwide)
  • +Level 1: Recruitment cost: -3% (all armies factionwide)
  • +Level 2: Recruitment cost: -5% (all armies factionwide)
  • +Level 3: Recruitment cost: -7% (all armies factionwide)
Get Up!
  • −Level 1: Casualty replenishment rate: +2% (all characters factionwide)
  • −Level 2: Casualty replenishment rate: +4% (all characters factionwide)
  • −Level 3: Casualty replenishment rate: +6% (all characters factionwide)
  • +Level 1: Casualty replenishment rate: +4% (all characters factionwide)
  • +Level 2: Casualty replenishment rate: +6% (all characters factionwide)
  • +Level 3: Casualty replenishment rate: +8% (all characters factionwide)
Trollhammer Torpedoes (Guildmaster Variant)new
    Flamethrower (Guildmaster Variant)new
      Big Boomsnew
      • +Enables "Big Booms" Ability
      Rune of Battlenew
      • +Enables "Rune of Battle" Ability
      Rune of Stonenew
      • +Enables "Rune of Stone" Ability
      Rune of Spellbreakingnew
      • +Enables "Rune of Spellbreaking" Ability
      • +Enemy Winds of Magic power reserve capacity: -10 (local region)
      Master Rune of Grungninew
      • +Enables "Master Rune of Grungni" Ability
      Master Rune of Stromni Redbeardnew
      • +Enables "Master Rune of Stromni Redbeard" Ability
      Master Rune of Passagenew
      • +Enables "Master Rune of Passage" Ability
      Revenge will be Oursnew
      • +Vigour loss reduction: -10% (Lord's army)
      • +Passive ability: "Frenzy"
      Banners of the Holdsnew
      • +Leadership: +5 for Slayer Pirates, Thunderers, Rangers, and Quarellers units (Lord's army)
      • +Melee Defence: +5 for Slayer Pirates, Thunderers, Rangers, and Quarellers units (Lord's army)
      Runic Standardsnew
      • +Leadership: +8 for Irondrakes units (Lord's army)
      • +Missile Resistance: +8% for Irondrakes units (Lord's army)
      Trollhammer Torpedoes (Master Engineer Variant)new
        Flamethrower (Master Engineer Variant)new

          Buildings

          • −Oathgold: 10 per turn
          • −Income generated: 500
          • −Gemstones resource production: 6 sacks
          • +Oathgold: 15 per turn
          • +Income generated: 600
          • +Gemstones resource production: 10 sacks
          • Cost: 2000 → 5000
          • Turns: 4 → 5
          • −Upkeep: -10% for Runesmith Heroes (all armies)
          • −Hero recruitment cost: -10% for Runesmiths
          • −Armour: +10 for Dwarf shield units (armies in region)
          • +Upkeep: -5% for Runesmith Heroes (all armies)
          • +Hero recruitment cost: -5% for Runesmiths
          • +Armour: +8 for Dwarf shield units (armies in region)
          • Cost: 8000 → 9000
          • Units: 0 → 3
          • −Campaign movement range: +15% for own armies starting their turn in this region
          • +Campaign movement range: +15% for own armies starting their turn in this province
          • Cost: 6000 → 7500
          • Units: 0 → 2
          Clay PitDwarfs
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 1000 → 750
          • −Income generated: 150
          • +Income generated: 200
          KilnsDwarfs
          • −Income generated: 200
          • +Income generated: 250
          • −Income generated: 300
          • +Income generated: 350
          OrchardsDwarfs
          • Cost: 1000 → 750
          • Cost: 2000 → 1500
          • −Income generated: 100
          • +Income generated: 140
          • Cost: 1000 → 750
          • −Income generated: 150
          • +Income generated: 190
          • −Income generated: 200
          • +Income generated: 250
          • −Income generated: 300
          • +Income generated: 325
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 1000 → 750
          • −Income generated: 150
          • +Income generated: 200
          • −Income generated: 200
          • +Income generated: 250
          • −Income generated: 300
          • +Income generated: 350
          • −Income generated: 100
          • +Income generated: 180
          • Cost: 1000 → 750
          • −Income generated: 150
          • +Income generated: 270
          • −Income generated: 200
          • +Income generated: 360
          • −Income generated: 300
          • +Income generated: 450
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 1000 → 750
          • −Income generated: 150
          • +Income generated: 200
          • −Income generated: 200
          • +Income generated: 250
          • −Income generated: 300
          • +Income generated: 350
          • Cost: 2500 → 2000
          • −Recruitment cost: -15% for Longbeards units (factionwide)
          • −Local recruitment capacity: +1
          • +Recruitment cost: -10% for Longbeards units (factionwide)
          • +Local recruitment capacity: +2
          • Cost: 3000 → 6000
          • Units: 2 → 5
          • −Recruitment cost: -30% for Longbeards units (factionwide)
          • −Recruit rank: +3 for Longbeards units (factionwide)
          • −Upkeep: -10% for Longbeards units (all armies)
          • −Lord recruit rank: +1 (factionwide)
          • +Recruitment cost: -10% for Longbeards units (factionwide)
          • +Recruit rank: +1 for Longbeards units (factionwide)
          • +Upkeep: -5% for Longbeards units (all armies)
          • +Lord recruit rank: +2 (factionwide)
          • Cost: 4500 → 8000
          • Units: 2 → 6
          • −Construction cost: -25% for Ranger Barracks and Hostelry buildings (factionwide)
          • −Recruit rank: +4 for Ranger units
          • −Recruitment cost: -30% for Rangers units
          • +Construction cost: -20% for Ranger Barracks and Hostelry buildings (factionwide)
          • +Recruit rank: +1 for Ranger units
          • +Recruitment cost: -15% for Rangers units
          • Cost: 6000 → 7000
          • Units: 3 → 4
          • −Income generated: 500
          • −Recruit rank: +4 for Miners units
          • +Income generated: 600
          • +Recruit rank: +2 for Miners units
          • Cost: 4000 → 3200
          • −Oathgold: 20 per turn
          • −Income generated: 800
          • −Control: +5
          • −Recruit rank: +4 for Miners units
          • +Oathgold: 25 per turn
          • +Income generated: 1000
          • +Control: +6
          • +Recruit rank: +2 for Miners units
          • Cost: 6000 → 10000
          • Units: 0 → 2
          • −Upkeep: -10% for Gyrocopters and Gyrobombers units (all armies)
          • −Recruitment cost: -30% for Gyrocopters and Gyrobombers units
          • −Recruit rank: +5 for Gyrocopters and Gyrobombers units
          • +Upkeep: -5% for Gyrocopters and Gyrobombers units (all armies)
          • +Recruitment cost: -20% for Gyrocopters and Gyrobombers units
          • +Recruit rank: +1 for Gyrocopters and Gyrobombers units
          • Cost: 8000 → 9000
          • Units: 0 → 3
          • Cost: 4000 → 5000
          • −Income generated: 500
          • +Income generated: 600
          • Cost: 8000 → 6000
          • Units: 0 → 5
          • −Campaign movement range: +20% for own armies starting their turn in this region
          • −Casualty replenishment rate: +15% (armies in province)
          • −Recruit rank: +3 for Ironbreakers units
          • −Upkeep: -5% for Ironbreakers units (all armies)
          • +Campaign movement range: +15% for own armies starting their turn in this province
          • +Casualty replenishment rate: +14% (armies in province)
          • +Recruit rank: +1 for Ironbreakers units
          • +Upkeep: -4% for Ironbreakers units (all armies)
          • Cost: 6000 → 5000
          • Units: 0 → 3
          • Units: 2 → 1
          • Units: 4 → 2
          • Cost: 750 → 1000
          • Cost: 1500 → 2000
          • −Recruit rank: +2 for all units
          • +Recruit rank: +1 for all units
          BunksDwarfs
          • Units: 2 → 3
          BilletsDwarfs
          • Units: 4 → 5
          BarracksDwarfs
          • Units: 6 → 10
          Beer HallDwarfs
          • −Recruitment cost: -10%
          • −Upkeep: -5%
          • −Dwarf beer resource production: 5 kegs
          • +Recruitment cost: -5%
          • +Upkeep: -3%
          • +Dwarf beer resource production: 8 kegs
          • Cost: 1500 → 2000
          Mess HallDwarfs
          • −Recruitment cost: -20%
          • −Upkeep: -10%
          • −Dwarf beer resource production: 10 kegs
          • +Recruitment cost: -10%
          • +Upkeep: -6%
          • +Dwarf beer resource production: 15 kegs
          • Cost: 3000 → 4000
          • −Recruitment cost: -20% (this force and all forces in circle of influence)
          • −Upkeep: -15%
          • −Dwarf beer resource production: 20 kegs
          • +Recruitment cost: -15% (this force and all forces in circle of influence)
          • +Upkeep: -10%
          • +Dwarf beer resource production: 25 kegs
          • Cost: 5000 → 6000
          • −Horde growth: +5
          • +Horde growth: +6
          • −Horde growth: +10
          • +Horde growth: +12
          • −Horde growth: +10
          • +Horde growth: +14
          • Cost: 4000 → 5000
          • Units: 2 → 1
          • Units: 4 → 7
          • −Horde growth: +10
          • +Horde growth: +11
          • −Horde growth: +10
          • +Horde growth: +12
          • −Horde growth: +10
          • +Horde growth: +13
          • Cost: 7500 → 8000
          • Units: 5 → 6
          • −Horde growth: +10
          • +Horde growth: +14
          • Units: 5 → 8
          • −Horde recruitment capacity +2
          • +Horde recruitment capacity +3
          • −Oathgold: 50 per turn
          • −Exotic Animals resource production: 20 cages
          • +Oathgold: 60 per turn
          • +Exotic Animals resource production: 25 cages
          • Cost: 8000 → 9000
          • Units: 0 → 3
          • −Upkeep: -15% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
          • −Construction cost: -10% for all buildings (factionwide)
          • +Upkeep: -5% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
          • +Construction cost: -5% for all buildings (factionwide)
          • Cost: 2000 → 3000
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • −Income generated: 800
          • +Income generated: 1000
          • Units: 0 → 3
          • Cost: 2000 → 4000
          • Cost: 4000 → 5000
          • −Ivory resource production: 16 tusks
          • −Income generated: 100
          • +Ivory resource production: 20 tusks
          • +Income generated: 150
          • Cost: 1000 → 750
          • −Ivory resource production: 24 tusks
          • −Income generated: 150
          • +Ivory resource production: 30 tusks
          • +Income generated: 200
          • −Ivory resource production: 36 tusks
          • −Income generated: 200
          • +Ivory resource production: 40 tusks
          • +Income generated: 250
          • Cost: 3000 → 4000
          • −Ivory resource production: 54 tusks
          • −Income generated: 300
          • +Ivory resource production: 60 tusks
          • +Income generated: 350
          • Cost: 4000 → 5000
          • −Oathgold: 40 per turn
          • −Income generated: 400
          • −Recruit rank: +2 for Gyrocopters and Gyrobombers units (factionwide)
          • −Recruit rank: +2 for Irondrakes units (factionwide)
          • −Research rate: +15
          • +Oathgold: 45 per turn
          • +Income generated: 500
          • +Recruit rank: +1 for Gyrocopters and Gyrobombers units (factionwide)
          • +Recruit rank: +1 for Irondrakes units (factionwide)
          • +Research rate: +20
          • Units: 0 → 3
          • −Campaign movement range: -50% for own armies starting their turn in this region (armies in region)
          • +Campaign movement range: -25% for own armies starting their turn in this province (armies in region)
          • −Skaven corruption: +10
          • +Skaven corruption: +8
          • Upkeep: 50 → 25
          • −Missile strength: +10% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (all armies)
          • −Chaos Undivided corruption: +10
          • +Missile strength: +5% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (all armies)
          • +Chaos Undivided corruption: +8
          • −Skaven corruption: +10
          • +Skaven corruption: +8
          • −Skaven corruption: +30
          • +Skaven corruption: +25
          • −When owner has 5 or fewer settlements: Leadership: +10 when under siege (armies in region)
          • +When owner has 5 or fewer settlements: Leadership: +8 when under siege (armies in region)
          • Cost: 2000 → 2500
          • −When owner has 5 or fewer settlements: Casualty replenishment rate: +20% (armies in region)
          • −Leadership: +10 when under siege (armies in region)
          • −When Control is 50 or more: Leadership: +10 when under siege (armies in region)
          • +When owner has 5 or fewer settlements: Casualty replenishment rate: +10% (armies in region)
          • +Leadership: +8 when under siege (armies in region)
          • +When Control is 50 or more: Leadership: +8 when under siege (armies in region)
          • Cost: 2000 → 2500
          • −Control: -2
          • +Control: -3
          • Cost: 3000 → 5000
          • Turns: 3 → 4
          • −Income gained based on the surface settlement's income: 20%
          • −Control: -1
          • +Income gained based on the surface settlement's income: 15%
          • +Control: -2
          • Cost: 5000 → 9000
          • Turns: 4 → 6
          • −Income from all buildings: +5% (factionwide)
          • +Income from all buildings: +2% (factionwide)
          • Cost: 5000 → 9000
          • Turns: 4 → 6
          • −Income gained based on the surface settlement's income: 30%
          • +Income gained based on the surface settlement's income: 25%
          • −Income generated: 50
          • −When technology "Construction Guilds" researched: Income generated: 50
          • −When technology "Toolmakers' Guild" researched: Income generated: 50
          • −When technology "Warrior’s Guild" researched: Income generated: 50
          • +Income generated: 60
          • +When technology "Construction Guilds" researched: Income generated: 60
          • +When technology "Toolmakers' Guild" researched: Income generated: 60
          • +When technology "Warrior’s Guild" researched: Income generated: 60
          • Cost: 3000 → 4000
          • −Income generated: 300
          • +Income generated: 400
          • Cost: 5000 → 6000
          • Cost: 3000 → 4000
          • Cost: 1000 → 1500
          • −When settlement income is 1000 or more: Oathgold: 10 per turn
          • −When settlement income is 5000 or more: Oathgold: 20 per turn
          • +When settlement income is 1000 or more: Oathgold: 15 per turn
          • +When settlement income is 5000 or more: Oathgold: 25 per turn
          • Cost: 1000 → 1500
          • Cost: 1000 → 1500
          • −Income from trade tariffs: +20%
          • −When any adjacent region is owned by a Dwarf faction (excluding your own): Income from trade tariffs: +30%
          • +Income from trade tariffs: +15%
          • +When any adjacent region is owned by a Dwarf faction (excluding your own): Income from trade tariffs: +25%
          • Cost: 3000 → 3500
          • −Increases the number of Settled Grudges required for each Age of Reckoning by 3%
          • −Recruitment cost: -5% for Grudge Settler units (all armies)
          • +Increases the number of Settled Grudges required for each Age of Reckoning by 2%
          • +Recruitment cost: -3% for Grudge Settler units (all armies)
          • −Increases the number of Settled Grudges required for each Age of Reckoning by 5%
          • −Recruitment cost: -10% for Grudge Settler units (all armies)
          • +Increases the number of Settled Grudges required for each Age of Reckoning by 4%
          • +Recruitment cost: -6% for Grudge Settler units (all armies)
          • Cost: 3000 → 4000
          • Turns: 3 → 4
          • −Upkeep: +10% for Grudge Settler units (all armies)
          • +Upkeep: +8% for Grudge Settler units (all armies)
          • Cost: 10000 → 12000
          • Upkeep: 2000 → 1000
          • −Increases the number of Settled Grudges required for each Age of Reckoning by 10%
          • −Recruitment cost: -20% for Grudge Settler units (all armies)
          • −Upkeep: -5% for Grudge Settler units (all armies)
          • +Increases the number of Settled Grudges required for each Age of Reckoning by 6%
          • +Recruitment cost: -12% for Grudge Settler units (all armies)
          • +Upkeep: -4% for Grudge Settler units (all armies)
          • Cost: 4000 → 5000
          • Turns: 4 → 5
          • −Skaven corruption: +10
          • −When own Master Engineer is not present: Income from all buildings: -50% (local province)
          • −When own Master Engineer is not present: Growth: -10
          • −Control: -4
          • −When own Master Engineer is not present: Control: -4
          • +Skaven corruption: +8
          • +When own Master Engineer is not present: Income from all buildings: -30% (local province)
          • +When own Master Engineer is not present: Growth: -8
          • +Control: -5
          • +When own Master Engineer is not present: Control: -5
          • −Recruit rank: +2 for all units (local province)
          • −Control: -4
          • +Recruit rank: +1 for all units (local province)
          • +Control: -5
          • Cost: 5000 → 6000
          • −When built in Karak Eight Peaks: Diplomatic relations: -10 with Skaven and Greenskins
          • +When built in Karak Eight Peaks: Diplomatic relations: -12 with Skaven and Greenskins
          • Cost: 3000 → 3500
          • −When built in Karak Eight Peaks: Diplomatic relations: -10 with Skaven and Greenskins
          • +When built in Karak Eight Peaks: Diplomatic relations: -15 with Skaven and Greenskins
          • Cost: 6000 → 7000
          • Cost: 3000 → 3500
          • Cost: 6000 → 7000
          • Cost: 3000 → 3500
          • Cost: 6000 → 7000
          • −When built in Skavenblight: Diplomatic relations: -10 with Skaven
          • +When built in Skavenblight: Diplomatic relations: -13 with Skaven
          • Cost: 3000 → 3500
          • −When built in Skavenblight: Diplomatic relations: -10 with Skaven
          • −When built in Skavenblight: Skaven corruption: -5 (all provinces)
          • +When built in Skavenblight: Diplomatic relations: -15 with Skaven
          • +When built in Skavenblight: Skaven corruption: -6 (all provinces)
          • Cost: 6000 → 7000
          • −When built in Zharr-Naggrund: Construction cost: -10% for all buildings (factionwide)
          • +When built in Zharr-Naggrund: Construction cost: -5% for all buildings (factionwide)
          • −When built in Zharr-Naggrund: Diplomatic relations: -10 with Chaos Dwarfs
          • −When built in Zharr-Naggrund: Construction cost: -10% for all buildings (factionwide)
          • +When built in Zharr-Naggrund: Diplomatic relations: -13 with Chaos Dwarfs
          • +When built in Zharr-Naggrund: Construction cost: -5% for all buildings (factionwide)
          • Cost: 3000 → 3500
          • −When built in Zharr-Naggrund: Diplomatic relations: -10 with Chaos Dwarfs
          • −When built in Zharr-Naggrund: Chaos Undivided corruption: -5 (all provinces)
          • −When built in Zharr-Naggrund: Construction cost: -10% for all buildings (factionwide)
          • +When built in Zharr-Naggrund: Diplomatic relations: -15 with Chaos Dwarfs
          • +When built in Zharr-Naggrund: Chaos Undivided corruption: -6 (all provinces)
          • +When built in Zharr-Naggrund: Construction cost: -5% for all buildings (factionwide)
          • Cost: 6000 → 7000
          • −Income generated: 50
          • +Income generated: 60
          • Cost: 3000 → 5000
          • Turns: 3 → 4
          • −Recruitment cost: -10% (armies in province)
          • +Recruitment cost: -5% (armies in province)
          • Cost: 3000 → 3500
          • −Oathgold: 10 per turn
          • −Settlement income: -5% per settlement owned (local region)
          • −Settlement income: +5% per turn count (local region)
          • −Recruitment cost: -20% (armies in province)
          • +Oathgold: 15 per turn
          • +Settlement income: -3% per settlement owned (local region)
          • +Settlement income: +3% per turn count (local region)
          • +Recruitment cost: -10% (armies in province)
          • Cost: 5000 → 6000
          • −Construction cost: -2% for all buildings (factionwide)
          • −Recruitment cost: -30% (armies in province)
          • −Upkeep: -2% (factionwide)
          • +Upkeep: -1% (factionwide)
          • +Construction cost: -1% for all buildings (factionwide)
          • +Recruitment cost: -15% (armies in province)
          • Cost: 5000 → 6000
          • −Oathgold: 20 per turn
          • −Settlement income: -5% per settlement owned (local region)
          • −Settlement income: +5% per turn count (local region)
          • −Recruitment cost: -30% (armies in province)
          • +Oathgold: 25 per turn
          • +Settlement income: -3% per settlement owned (local region)
          • +Settlement income: +3% per turn count (local region)
          • +Recruitment cost: -20% (armies in province)
          • Cost: 2000 → 3000
          • Units: 2 → 3
          • Cost: 3000 → 4000
          • Units: 3 → 5
          • Units: 3 → 4
          • Units: 5 → 7
          • −Hero recruit rank: +1 for Thanes
          • +Hero recruit rank: +2 for Thanes
          • Cost: 3000 → 5000
          • Turns: 3 → 4
          • Units: 7 → 12
          • −Research rate: +2
          • +Research rate: +6
          • Cost: 2000 → 4000
          • −Research rate: +3
          • +Research rate: +10
          • +Hero recruit rank: +1 for Master Engineers
          • Cost: 4000 → 6000
          • −Hero recruit rank: +1 for Master Engineers
          • −Research rate: +4
          • +Hero recruit rank: +3 for Master Engineers
          • +Research rate: +14
          • Cost: 6000 → 9000
          • −Hero recruit rank: +2 for Master Engineers
          • −Research rate: +5
          • +Hero recruit rank: +4 for Master Engineers
          • +Research rate: +18
          • Cost: 10000 → 11000
          • −Casualty replenishment rate: +3% (armies in province)
          • +Casualty replenishment rate: +2% (armies in province)
          GranaryDwarfs
          • −Casualty replenishment rate: +5% (armies in province)
          • −Growth: +30
          • +Casualty replenishment rate: +4% (armies in province)
          • +Growth: +25
          • −Casualty replenishment rate: +8% (armies in province)
          • −Growth: +40
          • +Casualty replenishment rate: +5% (armies in province)
          • +Growth: +35
          • −Casualty replenishment rate: +5% (armies in province)
          • −Growth: +38
          • +Casualty replenishment rate: +6% (armies in province)
          • +Growth: +40
          • Cost: 2500 → 4500
          • −Enemy Hero action success chance: -10%
          • +Enemy Hero action success chance: -12%
          • −Enemy Hero action success chance: -15%
          • +Enemy Hero action success chance: -18%
          • +Control: +1
          • −Construction cost: -5% for all buildings (local province)
          • +Construction cost: -4% for all buildings (local province)
          • −Construction cost: -8% for all buildings (local province)
          • +Construction cost: -6% for all buildings (local province)
          • −Construction cost: -10% for all buildings (local province)
          • +Construction cost: -8% for all buildings (local province)
          • −Construction cost: -12% for all buildings (local province)
          • +Construction cost: -10% for all buildings (local province)
          • Cost: 4500 → 5000
          • −Construction cost: -15% for all buildings (local province)
          • +Construction cost: -12% for all buildings (local province)
          • +Lord recruit rank: +2
          • +Hero capacity: +1 for Thanes
          • +Unlocks Hero recruitment: Thane
          • +Hero recruit rank: +3 for Thanes
          • Cost: 5000 → 7500
          • Turns: 4 → 5
          • Units: 0 → 11
          • −Recruitment cost: -20% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • −Income generated: 100
          • −Salt resource production: 20 barrels
          • +Recruitment cost: -5% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • +Income generated: 160
          • +Salt resource production: 28 barrels
          • Cost: 1000 → 750
          • −Recruitment cost: -25% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • −Income generated: 150
          • −Salt resource production: 30 barrels
          • +Recruitment cost: -10% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • +Income generated: 210
          • +Salt resource production: 42 barrels
          • Cost: 2000 → 1500
          SaltworksDwarfs
          • −Recruitment cost: -30% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • −Recruit rank: +2 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • −Upkeep: -3% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (all armies)
          • −Income generated: 200
          • −Salt resource production: 45 barrels
          • +Recruitment cost: -15% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • +Recruit rank: +1 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • +Upkeep: -2% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (all armies)
          • +Income generated: 260
          • +Salt resource production: 64 barrels
          • Cost: 3000 → 2500
          • −Recruitment cost: -30% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • −Recruit rank: +3 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • −Income generated: 300
          • −Salt resource production: 68 barrels
          • +Recruitment cost: -20% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • +Recruit rank: +1 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
          • +Income generated: 350
          • +Salt resource production: 96 barrels
          • −Income generated: 100
          • −Dyes resource production: 20 ounces
          • +Income generated: 160
          • +Dyes resource production: 28 ounces
          • Cost: 1000 → 750
          • −Income generated: 150
          • −Dyes resource production: 30 ounces
          • +Income generated: 210
          • +Dyes resource production: 42 ounces
          • Cost: 2000 → 1500
          • −Income generated: 200
          • −Dyes resource production: 45 ounces
          • +Income generated: 260
          • +Dyes resource production: 64 ounces
          • Cost: 3000 → 2500
          • −Income generated: 300
          • −Dyes resource production: 68 ounces
          • +Income generated: 350
          • +Dyes resource production: 96 ounces
          • −Recruitment cost: -20% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • −Income generated: 100
          • −Timber resource production: 20 logs
          • +Recruitment cost: -5% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • +Income generated: 160
          • +Timber resource production: 28 logs
          • Cost: 1000 → 750
          • −Recruitment cost: -25% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • −Income generated: 150
          • −Timber resource production: 30 logs
          • +Recruitment cost: -10% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • +Income generated: 210
          • +Timber resource production: 42 logs
          • Cost: 2000 → 1500
          • −Recruitment cost: -30% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • −Recruit rank: +2 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • −Upkeep: -3% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
          • −Income generated: 200
          • −Timber resource production: 45 logs
          • +Recruitment cost: -15% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • +Recruit rank: +1 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • +Upkeep: -2% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
          • +Income generated: 260
          • +Timber resource production: 64 logs
          • Cost: 3000 → 2500
          • −Recruitment cost: -30% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • −Recruit rank: +3 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • −Income generated: 300
          • −Timber resource production: 68 logs
          • +Recruitment cost: -20% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • +Recruit rank: +1 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
          • +Income generated: 350
          • +Timber resource production: 96 logs
          • −Growth: +15
          • −Furs resource production: 20 bundles
          • +Growth: +16
          • +Furs resource production: 28 bundles
          • Cost: 1000 → 600
          • −Growth: +22
          • −Furs resource production: 30 bundles
          • +Growth: +24
          • +Furs resource production: 42 bundles
          • Cost: 2000 → 1200
          TanneryDwarfs
          • −Growth: +30
          • −Furs resource production: 45 bundles
          • +Growth: +32
          • +Furs resource production: 64 bundles
          • Cost: 3000 → 2200
          • −Growth: +38
          • −Furs resource production: 68 bundles
          • +Growth: +40
          • +Furs resource production: 96 bundles
          • −Recruitment cost: -20% for Dwarf Ironbreaker and Hammerer units (local province)
          • −Income generated: 200
          • −Gemstones resource production: 20 sacks
          • +Recruitment cost: -5% for Dwarf Ironbreaker and Hammerer units (local province)
          • +Income generated: 350
          • +Gemstones resource production: 28 sacks
          • Turns: 2 → 3
          Gem MineDwarfs
          • −Recruitment cost: -25% for Dwarf Ironbreaker and Hammerer units (local province)
          • −Income generated: 300
          • −Gemstones resource production: 30 sacks
          • +Recruitment cost: -10% for Dwarf Ironbreaker and Hammerer units (local province)
          • +Income generated: 500
          • +Gemstones resource production: 42 sacks
          • Turns: 3 → 4
          • −Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units (local province)
          • −Recruit rank: +2 for Dwarf Ironbreaker and Hammerer units (local province)
          • −Upkeep: -3% for Dwarf Ironbreaker and Hammerer units (all armies)
          • −Income generated: 400
          • −Gemstones resource production: 45 sacks
          • +Recruitment cost: -15% for Dwarf Ironbreaker and Hammerer units (local province)
          • +Recruit rank: +1 for Dwarf Ironbreaker and Hammerer units (local province)
          • +Upkeep: -2% for Dwarf Ironbreaker and Hammerer units (all armies)
          • +Income generated: 700
          • +Gemstones resource production: 64 sacks
          • Cost: 3000 → 4000
          • Turns: 4 → 5
          • −Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units (local province)
          • −Recruit rank: +3 for Dwarf Ironbreaker and Hammerer units (local province)
          • −Income generated: 600
          • −Gemstones resource production: 68 sacks
          • +Recruitment cost: -20% for Dwarf Ironbreaker and Hammerer units (local province)
          • +Recruit rank: +1 for Dwarf Ironbreaker and Hammerer units (local province)
          • +Income generated: 1000
          • +Gemstones resource production: 96 sacks
          • Cost: 4000 → 7000
          • Turns: 5 → 6
          • −Oathgold: 15 per turn
          • −Golden Idols resource production: 3 chests
          • −Income generated: 200
          • +Oathgold: 20 per turn
          • +Golden Idols resource production: 4 chests
          • +Income generated: 700
          • Turns: 2 → 3
          Gold MineDwarfs
          • −Golden Idols resource production: 6 chests
          • −Income generated: 300
          • +Golden Idols resource production: 8 chests
          • +Income generated: 1000
          • Turns: 3 → 4
          • −Oathgold: 40 per turn
          • −Golden Idols resource production: 8 chests
          • −Income generated: 400
          • +Oathgold: 45 per turn
          • +Golden Idols resource production: 10 chests
          • +Income generated: 1300
          • Cost: 3000 → 4000
          • Turns: 4 → 5
          • −Oathgold: 50 per turn
          • −Golden Idols resource production: 12 chests
          • −Income generated: 600
          • +Oathgold: 55 per turn
          • +Golden Idols resource production: 14 chests
          • +Income generated: 1600
          • Cost: 4000 → 7000
          • Turns: 5 → 6
          • −Recruitment cost: -20% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • −Income generated: 100
          • −Iron resource production: 20 ingots
          • +Recruitment cost: -5% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • +Income generated: 160
          • +Iron resource production: 28 ingots
          • Cost: 1000 → 750
          • Turns: 2 → 1
          • −Recruitment cost: -25% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • −Income generated: 150
          • −Iron resource production: 30 ingots
          • +Recruitment cost: -10% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • +Income generated: 210
          • +Iron resource production: 42 ingots
          • Cost: 2000 → 1500
          • Turns: 3 → 2
          • −Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • −Recruit rank: +2 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • −Upkeep: -3% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (all armies)
          • −Income generated: 200
          • −Iron resource production: 45 ingots
          • +Recruitment cost: -15% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • +Recruit rank: +1 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • +Upkeep: -2% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (all armies)
          • +Income generated: 260
          • +Iron resource production: 64 ingots
          • Cost: 3000 → 2500
          • Turns: 4 → 3
          • −Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • −Recruit rank: +3 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • −Income generated: 300
          • −Iron resource production: 68 ingots
          • +Recruitment cost: -20% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • +Recruit rank: +1 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
          • +Income generated: 350
          • +Iron resource production: 96 ingots
          • Turns: 5 → 4
          • −Income generated: 100
          • −Marble resource production: 20 slabs
          • +Income generated: 160
          • +Marble resource production: 28 slabs
          • Cost: 1000 → 750
          • −Income generated: 150
          • −Marble resource production: 30 slabs
          • +Income generated: 210
          • +Marble resource production: 42 slabs
          • Cost: 2000 → 1500
          MasonDwarfs
          • −Income generated: 200
          • −Marble resource production: 45 slabs
          • +Income generated: 260
          • +Marble resource production: 64 slabs
          • Cost: 3000 → 2500
          • −Income generated: 300
          • −Marble resource production: 68 slabs
          • +Income generated: 350
          • +Marble resource production: 96 slabs
          • Cost: 1000 → 600
          Goat HerdDwarfs
          • Cost: 2000 → 1200
          Goat FarmDwarfs
          • Cost: 3000 → 2200
          • Cost: 4000 → 3500
          Ale StoreDwarfs
          • −Income generated: 100
          • −Growth: +15
          • −Control: +3
          • −Dwarf beer resource production: 20 kegs
          • +Income generated: 250
          • +Growth: +16
          • +Control: +4
          • +Dwarf beer resource production: 28 kegs
          • Cost: 1000 → 750
          • Turns: 1 → 2
          • −Income generated: 150
          • −Growth: +22
          • −Control: +4
          • −Dwarf beer resource production: 30 kegs
          • +Income generated: 350
          • +Growth: +24
          • +Control: +5
          • +Dwarf beer resource production: 42 kegs
          • Cost: 2000 → 1500
          • Turns: 2 → 3
          • −Income generated: 200
          • −Growth: +30
          • −Control: +5
          • −Dwarf beer resource production: 45 kegs
          • +Income generated: 500
          • +Growth: +32
          • +Control: +6
          • +Dwarf beer resource production: 64 kegs
          • Cost: 3000 → 2500
          • Turns: 3 → 4
          • −Income generated: 300
          • −Growth: +38
          • −Control: +6
          • −Dwarf beer resource production: 68 kegs
          • +Income generated: 700
          • +Growth: +40
          • +Control: +7
          • +Dwarf beer resource production: 96 kegs
          • Turns: 4 → 5
          • −Grants 1 construction slot in the settlement
          • −Income generated: 80
          • +Grants 2 construction slots in the settlement
          • +Income generated: 130
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Cost: 1200 → 800
          • Turns: 3 → 2
          • Units: 1 → 0
          • −Defensive supplies: +1000
          • −Grants 2 construction slots in the settlement
          • −Income generated: 120
          • −Growth: +20
          • +Grants 4 construction slots in the settlement
          • +Defensive supplies: +1250
          • +Income generated: 180
          • +Growth: +15
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Cost: 2500 → 1600
          • Units: 1 → 2
          • −Defensive supplies: +1000
          • −Grants 3 construction slots in the settlement
          • −Income generated: 160
          • −Growth: +30
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Income generated: 230
          • +Growth: +25
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Cost: 5000 → 4000
          • Units: 1 → 5
          DwarfholdDwarfs
          • −Defensive supplies: +1000
          • −Grants 5 construction slots in the settlement
          • −Income generated: 200
          • −Growth: +40
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Income generated: 300
          • +Growth: +35
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 10000 → 7000
          • Units: 1 → 5
          • −Defensive supplies: +1000
          • −Grants 7 construction slots in the settlement
          • −Income generated: 240
          • −Growth: +50
          • +Grants 9 construction slots in the settlement
          • +Defensive supplies: +2000
          • +Income generated: 360
          • +Growth: +45
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 20000 → 9500
          • Units: 1 → 7
          • −Income generated: 80
          • +Income generated: 130
          • Cost: 1200 → 800
          • Turns: 3 → 2
          • Units: 1 → 0
          • −Defensive supplies: +1000
          • −Income generated: 120
          • −Growth: +20
          • +Defensive supplies: +1250
          • +Income generated: 180
          • +Growth: +15
          • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
          • Cost: 2500 → 1600
          • Units: 1 → 2
          • −Defensive supplies: +1000
          • −Income generated: 160
          • −Growth: +30
          • +Defensive supplies: +1500
          • +Income generated: 230
          • +Growth: +25
          • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
          • Cost: 5000 → 4000
          • Units: 1 → 6
          • Cost: 3000 → 5000
          • +Hero recruit rank: +3 for Dragon Slayers
          • Cost: 4500 → 7000
          • Units: 4 → 7
          ArmouryDwarfs
          • +Oathgold: 2 per turn
          • Cost: 2000 → 4000
          • +Oathgold: 4 per turn
          • Cost: 4000 → 6000
          RuneforgeDwarfs
          • +Oathgold: 6 per turn
          • Cost: 6000 → 8000
          • Units: 2 → 6
          • −Hero recruit rank: +2 for Runesmiths
          • +Hero recruit rank: +4 for Runesmiths
          • +Oathgold: 8 per turn
          • Units: 2 → 9
          RefectoryDwarfs
          • −Control: +3
          • +Control: +4
          • Cost: 2000 → 1500
          • Turns: 1 → 2
          • −Control: +6
          • −Dwarf beer resource production: 8 kegs
          • +Control: +8
          • +Dwarf beer resource production: 12 kegs
          • Turns: 2 → 3
          • −Control: +10
          • −Dwarf beer resource production: 12 kegs
          • +Control: +12
          • +Dwarf beer resource production: 18 kegs
          • Cost: 4500 → 6000
          • Turns: 3 → 4
          • −Oathgold: 10 per turn
          • −Income generated: 180
          • +Oathgold: 15 per turn
          • +Income generated: 250
          • Cost: 1000 → 1500
          • Turns: 1 → 2
          • −Oathgold: 20 per turn
          • −Income generated: 270
          • +Oathgold: 25 per turn
          • +Income generated: 350
          • Cost: 2000 → 3500
          • Turns: 2 → 3
          • −Oathgold: 30 per turn
          • −Income generated: 360
          • +Oathgold: 35 per turn
          • +Income generated: 400
          • Cost: 3000 → 4500
          • Turns: 3 → 4
          • −Oathgold: 40 per turn
          • −Income generated: 450
          • +Oathgold: 45 per turn
          • +Income generated: 500
          • Cost: 4500 → 5500
          • Turns: 4 → 5
          • −Oathgold: 50 per turn
          • −Income generated: 540
          • +Oathgold: 55 per turn
          • +Income generated: 600
          • Cost: 6000 → 6500
          • Turns: 5 → 6
          GateDwarfs
          • −Enemy Hero action success chance: -10%
          • −Attrition: -5% when under siege (armies in region)
          • +Enemy Hero action success chance: -12%
          • +Attrition: -10% when under siege (armies in region)
          • Cost: 2000 → 2500
          • Turns: 4 → 3
          • −Enemy Hero action success chance: -15%
          • −Attrition: -10% when under siege (armies in region)
          • +Enemy Hero action success chance: -18%
          • +Attrition: -15% when under siege (armies in region)
          • +Control: +1
          • Cost: 4000 → 5000
          • Turns: 5 → 4
          • −Enemy Hero action success chance: -20%
          • −Attrition: -15% when under siege (armies in region)
          • +Enemy Hero action success chance: -25%
          • +Attrition: -20% when under siege (armies in region)
          • +Control: +2
          • Cost: 6000 → 7500
          • Turns: 6 → 5
          • Cost: 2000 → 2500
          • −Recruit rank: +2 for all units
          • +Recruit rank: +1 for all units
          • +Lord recruit rank: +1
          • Cost: 4000 → 5000
          FoundryDwarfs
          • −Recruit rank: +2 for all units
          • −Lord recruit rank: +1 (factionwide)
          • +Recruit rank: +1 for all units
          • +Lord recruit rank: +2
          • Cost: 6000 → 7500
          • Units: 6 → 9
          HangarDwarfs
          • +Recruit rank: +2 for all units
          • +Lord recruit rank: +3
          • Cost: 10000 → 12500
          • Units: 4 → 13
          • −Income generated: 100
          • −Growth: +10
          • +Income generated: 260
          • +Growth: +15
          • Cost: 2000 → 1000
          • Turns: 2 → 1
          • −Income generated: 300
          • −Growth: +20
          • +Income generated: 450
          • +Growth: +25
          • Cost: 4000 → 3000
          • Turns: 4 → 3
          • −Income generated: 500
          • +Income generated: 850
          • +Control: +2
          • Turns: 6 → 5
          • −Income generated: 800
          • −Recruit rank: +6 for Artillery units
          • −Upkeep: -5% for Artillery units (all armies)
          • +Income generated: 1500
          • +Recruit rank: +2 for Artillery units
          • +Upkeep: -3% for Artillery units (all armies)
          • Cost: 6000 → 10000
          • Units: 0 → 3
          • Cost: 4000 → 7500
          • −Hero recruit rank: +1 for Dragon Slayers
          • −Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units
          • +Hero recruit rank: +2 for Dragon Slayers
          • +Recruit rank: +1 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units
          • Cost: 8000 → 10000
          • Units: 5 → 6
          • −Recruit rank: +2 for Infantry units
          • −Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (factionwide)
          • −Recruitment cost: -35% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units
          • −Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies)
          • +Recruit rank: +1 for Infantry units
          • +Recruit rank: +1 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (factionwide)
          • +Recruitment cost: -20% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units
          • +Upkeep: -4% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies)
          • Cost: 10000 → 15000
          • Turns: 5 → 6
          • Units: 5 → 8
          • Cost: 10000 → 15000
          • Units: 0 → 4
          • −Income generated: 100
          • −Growth: +10
          • +Income generated: 150
          • +Growth: +15
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Cost: 1200 → 800
          • Units: 1 → 0
          • −Defensive supplies: +1000
          • −Income generated: 150
          • −Growth: +20
          • +Defensive supplies: +1250
          • +Income generated: 250
          • +Growth: +25
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Cost: 2500 → 1600
          • Turns: 3 → 4
          • Units: 1 → 2
          • −Defensive supplies: +1000
          • −Grants 6 construction slots in the settlement
          • −Income generated: 200
          • −Growth: +30
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Income generated: 350
          • +Growth: +35
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Cost: 5000 → 4000
          • Turns: 4 → 5
          • Units: 1 → 4
          • −Defensive supplies: +1000
          • −Grants 8 construction slots in the settlement
          • −Income generated: 250
          • −Growth: +40
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Income generated: 450
          • +Growth: +45
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 10000 → 7000
          • Turns: 5 → 6
          • Units: 1 → 5
          • −Defensive supplies: +1000
          • −Income generated: 300
          • −Growth: +50
          • +Defensive supplies: +2000
          • +Income generated: 550
          • +Growth: +55
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 20000 → 9500
          • Turns: 6 → 7
          • Units: 1 → 5
          • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
          • −Income generated: 80
          • +Income generated: 140
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Units: 1 → 0
          • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
          • −Defensive supplies: +1000
          • −Income generated: 120
          • −Growth: +20
          • +Defensive supplies: +1250
          • +Income generated: 250
          • +Growth: +15
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Turns: 3 → 4
          • Units: 1 → 2
          • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
          • −Defensive supplies: +1000
          • −Grants 6 construction slots in the settlement
          • −Income generated: 160
          • −Growth: +30
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Income generated: 320
          • +Growth: +25
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Cost: 3200 → 4000
          • Turns: 4 → 5
          • Units: 1 → 4
          • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
          • −Defensive supplies: +1000
          • −Grants 8 construction slots in the settlement
          • −Income generated: 200
          • −Growth: +40
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Income generated: 400
          • +Growth: +35
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 4800 → 7000
          • Turns: 5 → 6
          • Units: 1 → 5
          • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
          • −Defensive supplies: +1000
          • −Income generated: 240
          • −Growth: +50
          • +Defensive supplies: +2000
          • +Income generated: 500
          • +Growth: +45
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 7200 → 9500
          • Turns: 6 → 7
          • Units: 1 → 5
          • −Income generated: 100
          • −Growth: +10
          • +Income generated: 160
          • +Growth: +15
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Cost: 1200 → 800
          • Units: 1 → 0
          • −Defensive supplies: +1000
          • −Income generated: 150
          • −Growth: +20
          • +Defensive supplies: +1250
          • +Income generated: 260
          • +Growth: +25
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Cost: 2500 → 1600
          • Turns: 3 → 4
          • Units: 1 → 2
          • −Defensive supplies: +1000
          • −Grants 6 construction slots in the settlement
          • −Income generated: 200
          • −Growth: +30
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Income generated: 360
          • +Growth: +35
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Cost: 5000 → 4000
          • Turns: 4 → 5
          • Units: 1 → 4
          • −Defensive supplies: +1000
          • −Grants 8 construction slots in the settlement
          • −Income generated: 250
          • −Growth: +40
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Income generated: 460
          • +Growth: +45
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 10000 → 7000
          • Turns: 5 → 6
          • Units: 1 → 5
          • −Defensive supplies: +1000
          • −Income generated: 300
          • −Growth: +50
          • +Defensive supplies: +2000
          • +Income generated: 600
          • +Growth: +55
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 20000 → 9500
          • Turns: 6 → 7
          • Units: 1 → 5
          • +Recruitment Rank: +4 for Guildmasters
          • +Unlocks Hero recruitment: Master Engineer
          • +Recruitment Cost: -10% for Artillery units (all armies)
          • +Upkeep: -10% for Artillery units (all armies)
          • +Ammunition: +10% for Artillery units (all armies)
          • +Research rate: +20 (factionwide)
          • +Hero recruit rank: +2 for Master Engineers

          Technologies

          • −Weapon strength: +10% for Hammer Infantry and Ironbreaker units
          • +Weapon strength: +5% for Hammer Infantry and Ironbreaker units
          • −Income from Province Capital/Settlement buildings: +15%
          • +Income from Province Capital/Settlement buildings: +10%
          • −Armour: +10 for Shielded Warrior and Longbeard units
          • −Melee attack: +4 for Shielded Warrior and Longbeard units
          • +Armour: +5 for Shielded Warrior and Longbeard units
          • +Melee attack: +5 for Shielded Warrior and Longbeard units
          • −Armour-piercing weapon damage: +10% for Great Weapon Infantry units
          • +Armour-piercing weapon damage: +5% for Great Weapon Infantry units
          • −Missile resistance: 15% for Hammerer and Ironbreaker units
          • +Missile resistance: 10% for Hammerer and Ironbreaker units
          • −Construction cost: -10% for Province Capital/Settlement buildings
          • +Construction cost: -5% for Province Capital/Settlement buildings
          • −Hero recruit rank: +2 for Thanes
          • +Hero recruit rank: +3 for Thanes
          • −Hero recruit rank: +2 for Runesmiths
          • −Ambush defence chance: +20% (all armies)
          • +Hero recruit rank: +3 for Runesmiths
          • +Ambush defence chance: +25% (all armies)
          • −Melee attack: +3 for Miner units
          • −Melee defence: +3 for Miner units
          • +Melee attack: +4 for Miner units
          • +Melee defence: +4 for Miner units
          • −Speed: +20% for all Slayer units
          • +Speed: +15% for all Slayer units
          • −Construction cost: -5% for all buildings
          • +Construction cost: -4% for all buildings
          • Cost: 1000 Oathgold → 900 Oathgold
          • Cost: 1000 Oathgold → 900 Oathgold
          • +Lord recruit rank: +2
          • −Income from all buildings: +5%
          • +Income from all buildings: +4%
          • Cost: 1000 Oathgold → 900 Oathgold
          • −Speed: +10% for Infantry units
          • +Speed: +5% for Infantry units
          • +Magic item drop chance from battle: +5%
          • −Recruitment cost: -10% for Infantry units
          • +Recruitment cost: -5% for Infantry units
          • −Recruitment cost: -20% for Grudge Settler units
          • −+1 Grudge Settler unit capacity per army
          • +Recruitment cost: -15% for Grudge Settler units
          • ++2 Grudge Settler unit capacity per army
          • −Upkeep: -5%
          • +Upkeep: -4%
          • Cost: 1000 Oathgold → 900 Oathgold
          • Cost: 1000 Oathgold → 900 Oathgold
          • −+2 Grudge Settler unit capacity per army
          • ++3 Grudge Settler unit capacity per army
          • Cost: 1000 Oathgold → 900 Oathgold
          • −Income from Iron Mines, Gold Mines and Stone Quarries: +15%
          • +Income from Iron Mines, Gold Mines and Stone Quarries: +10%
          • −Oathgold from buildings: +10%
          • +Oathgold from buildings: +15%
          • −Construction cost: -15% for resource-producing buildings
          • +Construction cost: -10% for resource-producing buildings
          • −Hero recruit rank: +2 for Master Engineers
          • +Hero recruit rank: +3 for Master Engineers
          • −Empower the Guilds commandment: additional 15 growth
          • +Empower the Guilds commandment: additional 10 growth
          • −Hero recruit rank: +2 for Dragon Slayers
          • +Hero recruit rank: +3 for Dragon Slayers
          • −Missile strength: +10% for Thunderers and Slayer Pirate units
          • +Missile strength: +5% for Thunderers and Slayer Pirate units
          • −Speed: +15% for Quarreller and Ranger units
          • +Speed: +10% for Quarreller and Ranger units
          • −Missile strength: +10% for Artillery units
          • +Missile strength: +5% for Artillery units
          • −Armour: +15 for Lords and embedded Heroes
          • +Armour: +10 for Lords and embedded Heroes
          • −Income from Gem Cutters and Obsidian Quarries: +10%
          • +Income from Gem Cutters and Obsidian Quarries: +5%
          • −Tradable resources produced: +15%
          • −Income from trade tariffs: +10%
          • +Tradable resources produced: +10%
          • +Income from trade tariffs: +5%
          • −Recruit rank: +2 for Irondrakes units
          • +Recruit rank: +1 for Irondrakes units
          • −Weapon strength: +10% for Lords and embedded Heroes
          • −Missile strength: +10% for Lords and embedded Heroes
          • +Weapon strength: +8% for Lords and embedded Heroes
          • +Missile strength: +8% for Lords and embedded Heroes
          • −Upkeep: -10% for Gyrocopters, Gyrobombers and Thunderbarge units
          • +Upkeep: -5% for Gyrocopters, Gyrobombers and Thunderbarge units
          • −Upkeep: -10% for Thunderer and Slayer Pirate units
          • +Upkeep: -5% for Thunderer and Slayer Pirate units