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

Radious High Elves units

190 High Elves units Radious Total War Mod changes against patch 9.0.4, 23 it adds, and 89 skills, 224 buildings and 45 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
The Fireborn (Dragon Princes)wh2_dlc10_hef_cav_the_fireborn_ror_0606,840 → 11,700120 → 12845 → 4441 → 4613 → 3531 → 131,850 → 1,6501,850 → 1,650Missile block 35% → 60%; Leadership 95 → 90; Bonus vs large 15 → 18; Charge bonus 80 → 100; Mass 1,300 → 1,400; Upkeep 462 → 180; Physical resistance 20% → 25%; Fire resistance 35% → 80%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Heralds of the Wind (Ellyrian Reavers – Bows)wh2_dlc10_hef_cav_the_heralds_of_the_wind_ror_0605,520 → 9,90040 → 6438 → 3631 → 3921 → 227800 → 910800 → 910Leadership 74 → 70; Speed 105 → 110; Charge bonus 40 → 55; Mass 700 → 750; Range 140 m → 145 m; Ammunition 18 → 36; Missile base damage 16 → 17; Upkeep 200 → 115; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Alarielle the Radiantwh2_dlc10_hef_cha_alarielle_the_radiant_013,888 → 4,80015 → 284555200 → 245100 → 1501,000600 → 1,000Charge bonus 23 → 32; Upkeep 250 → 115
Alarielle the Radiantwh2_dlc10_hef_cha_alarielle_the_radiant_214,296 → 5,46050 → 6445 → 4855 → 57200 → 245100 → 1501,200 → 1,250850 → 1,250Charge bonus 43 → 52; Mass 1,750 → 1,850; Upkeep 300 → 135
Alarielle the Radiantwh2_dlc10_hef_cha_alarielle_the_radiant_315,080 → 6,16030 → 4845 → 5040 → 58252 → 300168 → 2151,5001,150 → 1,500Bonus vs large 0 → 24; Charge bonus 62 → 72; Mass 1,750 → 1,850; Upkeep 375 → 160
Alith Anarwh2_dlc10_hef_cha_alith_anar_014,268 → 5,35040 → 546545 → 50260 → 295140 → 1851,000 → 1,300900 → 1,300Bonus vs infantry 0 → 18; Charge bonus 30 → 40; Ammunition 30 → 45; Missile base damage 100 → 130; Reload time 11 s → 7 s; Upkeep 250 → 140
Handmaiden of the Everqueenwh2_dlc10_hef_cha_handmaiden_013,688 → 4,95040 → 6440 → 4152 → 56250 → 305110 → 160750 → 950700 → 950Bonus vs large 35 → 36; Charge bonus 22 → 34; Range 180 m → 190 m; Ammunition 30 → 45; Missile base damage 55 → 120; Missile AP damage 125 → 180; Reload time 9 s → 6 s; Upkeep 187 → 105; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Handmaiden of the Everqueenwh2_dlc10_hef_cha_handmaiden_214,176 → 5,56070 → 8440 → 4552 → 60250 → 305110 → 1601,050 → 1,150950 → 1,150Bonus vs large 35 → 36; Charge bonus 42 → 58; Mass 1,700 → 1,800; Range 180 m → 190 m; Ammunition 30 → 45; Missile base damage 55 → 120; Missile AP damage 125 → 180; Reload time 9 s → 6 s; Upkeep 262 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Heavens)wh2_dlc10_hef_cha_mage_heavens_013,420 → 4,45015 → 2836 → 3728 → 32200 → 21585 → 1101,000300 → 600Charge bonus 15 → 24; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Heavens)wh2_dlc10_hef_cha_mage_heavens_113,848 → 4,76045 → 3836 → 3828 → 34200 → 21585 → 1101,100550 → 700Charge bonus 35 → 42; Mass 1,600 → 1,700; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Heavens)wh2_dlc10_hef_cha_mage_heavens_214,188 → 5,100110 → 7424 → 4018 → 26200 → 21585 → 1101,500 → 1,300750 → 800Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 375 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Shadows)wh2_dlc10_hef_cha_mage_shadows_013,420 → 4,45015 → 2836 → 3728 → 32200 → 21585 → 1101,000300 → 600Charge bonus 15 → 24; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Shadows)wh2_dlc10_hef_cha_mage_shadows_113,848 → 4,76045 → 3836 → 3828 → 34200 → 21585 → 1101,100550 → 700Charge bonus 35 → 42; Mass 1,600 → 1,700; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Shadows)wh2_dlc10_hef_cha_mage_shadows_214,188 → 5,100110 → 7424 → 4018 → 26200 → 21585 → 1101,000 → 1,300750 → 800Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 375 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Hand of the Shadow Crownwh2_dlc10_hef_cha_shadow_walker13,688 → 5,15040 → 5440 → 4245 → 48260 → 295140 → 1851,200 → 1,3001,200 → 1,300Leadership 76 → 80; Bonus vs infantry 0 → 18; Charge bonus 30 → 40; Ammunition 30 → 45; Missile base damage 100 → 130; Reload time 11 s → 7 s; Upkeep 250 → 155
Dryadswh2_dlc10_hef_inf_dryads_01007,000 → 12,50060 → 7435 → 3225 → 3435 → 315 → 4550 → 620550 → 620Leadership 65 → 60; Charge bonus 18 → 16; Upkeep 138 → 80; Missile resistance 0% → 10%; Fire resistance -25% → -40%
Everqueen's Court Guards (Sisters of Avelorn)wh2_dlc10_hef_inf_everqueens_court_guards_ror_0806,720 → 12,00040 → 7045 → 4448 → 5522 → 2610 → 131,300 → 1,3501,250 → 1,350Leadership 92 → 85; Charge bonus 7 → 16; Range 180 m → 185 m; Ammunition 22 → 36; Missile base damage 4 → 7; Missile AP damage 18 → 17; Upkeep 325 → 160; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Keepers of the Flame (Phoenix Guard)wh2_dlc10_hef_inf_keepers_of_the_flame_ror_01008,400 → 15,000110 → 11848 → 4550 → 5712 → 1428 → 261,500 → 1,5501,500 → 1,550Leadership 100 → 95; Speed 33 → 32; Charge bonus 10 → 22; Mass 180 → 150; Upkeep 375 → 175; Fire resistance 0% → 30%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Shadow-walkerswh2_dlc10_hef_inf_shadow_walkers_060 → 805,640 → 10,80030 → 484032 → 4024 → 27101,1001,000 → 1,100Charge bonus 12 → 17; Range 180 m → 185 m; Ammunition 20 → 34; Missile base damage 22 → 23; Upkeep 275 → 130
Shadow Warriorswh2_dlc10_hef_inf_shadow_warriors_0806,400 → 10,40030 → 463622 → 3322 → 2410 → 11850 → 930850 → 930Leadership 72 → 75; Charge bonus 10 → 13; Ammunition 20 → 30; Missile base damage 18 → 19; Upkeep 213 → 115
Sisters of Avelornwh2_dlc10_hef_inf_sisters_of_avelorn_0806,720 → 11,20040 → 6436 → 3838 → 4522 → 2510 → 121,100 → 1,2001,050 → 1,200Leadership 82 → 80; Charge bonus 7 → 12; Ammunition 22 → 34; Missile base damage 4 → 6; Missile AP damage 18 → 16; Upkeep 275 → 140
The Grey (Shadow Warriors)wh2_dlc10_hef_inf_the_grey_ror_0806,400 → 10,80030 → 5645 → 4429 → 4622 → 2510 → 121,050 → 1,2001,050 → 1,200Leadership 82 → 80; Charge bonus 10 → 15; Ammunition 20 → 36; Missile base damage 18 → 19; Upkeep 263 → 140; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Scions of Mathlann (Spearmen)wh2_dlc10_hef_inf_the_scions_of_mathlann_ror_01207,560 → 15,00040 → 5627 → 2648 → 5419 → 216 → 8800800Missile block 55% → 65%; Bonus vs large 15 → 16; Charge bonus 4 → 12; Upkeep 200 → 100; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Puremane Company (White Lions of Chrace)wh2_dlc10_hef_inf_the_silverpelts_ror_01008,000 → 14,00090 → 10845 → 4436 → 469 → 1225 → 281,000 → 1,0501,000 → 1,050Leadership 85 → 80; Charge bonus 18 → 34; Upkeep 250 → 130; Missile resistance 30% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Storm Riders (Lothern Sea Guard)wh2_dlc10_hef_inf_the_storm_riders_ror_0906,120 → 11,25040 → 6429 → 2841 → 4720 → 218 → 9800 → 1,050800 → 1,050Leadership 80 → 75; Bonus vs large 16 → 14; Charge bonus 4 → 14; Range 165 m → 170 m; Ammunition 22 → 36; Missile base damage 15 → 16; Upkeep 200 → 130; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Tree Kinwh2_dlc10_hef_mon_treekin_0168,768 → 17,60090 → 9426 → 3346 → 6060 → 4526 → 25900 → 1,000900 → 1,000Charge bonus 12 → 45; Mass 1,500 → 1,600; Upkeep 225 → 130; Fire resistance -25% → -40%
Treemanwh2_dlc10_hef_mon_treeman_019,828 → 12,05011052 → 5056 → 65140 → 425380 → 1251,500 → 1,6001,500 → 1,600Charge bonus 30 → 50; Upkeep 375 → 180; Missile resistance 15% → 20%; Fire resistance -25% → -40%; New: Nature´s Revenge
Alastar the White Lionwh2_dlc15_hef_cha_alastair_115,512 → 6,200110 → 12242 → 4624 → 38120 → 160300 → 3301,650 → 1,7001,550 → 1,700Bonus vs infantry 25 → 26; Charge bonus 68 → 80; Upkeep 400 → 185
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_013,820 → 4,50015 → 3436 → 3528 → 32200 → 21585 → 1101,000450 → 1,000Charge bonus 15 → 20; Upkeep 250 → 125
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_114,148 → 4,91045 → 3436 → 3728 → 34200 → 21585 → 1101,200 → 1,250700 → 1,250Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 300 → 150
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_214,488 → 5,250110 → 12224 → 2718 → 27200 → 21585 → 1101,350 → 1,600900 → 1,600Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 300 → 170
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_315,080 → 5,76030 → 4844 → 4030 → 36252 → 325168 → 2151,500 → 2,0001,000 → 2,000Bonus vs large 0 → 32; Charge bonus 62 → 70; Mass 1,600 → 1,700; Upkeep 375 → 205
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_418,444 → 8,51070 → 8450 → 4244 → 46140 → 150380 → 4002,200 → 2,5002,000 → 2,500Bonus vs large 0 → 35; Charge bonus 50 → 60; Upkeep 575 → 275
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_013,820 → 4,50015 → 3436 → 3528 → 32200 → 21585 → 1101,000450 → 1,000Charge bonus 15 → 20; Upkeep 250 → 125
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_114,148 → 4,91045 → 3436 → 3728 → 34200 → 21585 → 1101,200 → 1,250700 → 1,250Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 300 → 150
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_214,488 → 5,250110 → 12224 → 2718 → 27200 → 21585 → 1101,350 → 1,600900 → 1,600Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 300 → 170
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_315,080 → 5,76030 → 4844 → 4030 → 36252 → 325168 → 2151,500 → 2,0001,000 → 2,000Bonus vs large 0 → 32; Charge bonus 62 → 70; Mass 1,600 → 1,700; Upkeep 375 → 205
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_418,444 → 8,51070 → 8450 → 4244 → 46140 → 150380 → 4002,200 → 2,5002,000 → 2,500Bonus vs large 0 → 35; Charge bonus 50 → 60; Upkeep 575 → 275
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_013,820 → 4,50015 → 3436 → 3528 → 32200 → 21585 → 1101,000450 → 1,000Charge bonus 15 → 20; Upkeep 250 → 125
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_114,148 → 4,91045 → 3436 → 3728 → 34200 → 21585 → 1101,200 → 1,250700 → 1,250Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 300 → 150
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_214,488 → 5,250110 → 12224 → 2718 → 27200 → 21585 → 1101,350 → 1,600900 → 1,600Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 300 → 170
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_315,080 → 5,76030 → 4844 → 4030 → 36252 → 325168 → 2151,500 → 2,0001,000 → 2,000Bonus vs large 0 → 32; Charge bonus 62 → 70; Mass 1,600 → 1,700; Upkeep 375 → 205
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_418,444 → 8,51070 → 8450 → 4244 → 46140 → 150380 → 4002,200 → 2,5002,000 → 2,500Bonus vs large 0 → 35; Charge bonus 50 → 60; Upkeep 575 → 275
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_013,820 → 4,50015 → 3436 → 3528 → 32200 → 21585 → 1101,000450 → 1,000Charge bonus 15 → 20; Upkeep 250 → 125
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_114,148 → 4,91045 → 3436 → 3728 → 34200 → 21585 → 1101,200 → 1,250700 → 1,250Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 300 → 150
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_214,488 → 5,250110 → 12224 → 2718 → 27200 → 21585 → 1101,350 → 1,600900 → 1,600Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 300 → 170
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_315,080 → 5,76030 → 4844 → 4030 → 36252 → 325168 → 2151,500 → 2,0001,000 → 2,000Bonus vs large 0 → 32; Charge bonus 62 → 70; Mass 1,600 → 1,700; Upkeep 375 → 205
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_418,444 → 8,51070 → 8450 → 4244 → 46140 → 150380 → 4002,200 → 2,5002,000 → 2,500Bonus vs large 0 → 35; Charge bonus 50 → 60; Upkeep 575 → 275
Archmage (High)wh2_dlc15_hef_cha_archmage_high_013,820 → 4,50015 → 3436 → 3528 → 32200 → 21585 → 1101,000450 → 1,000Charge bonus 15 → 20; Upkeep 250 → 125
Archmage (High)wh2_dlc15_hef_cha_archmage_high_114,148 → 4,91045 → 3436 → 3728 → 34200 → 21585 → 1101,200 → 1,250700 → 1,250Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 300 → 150
Archmage (High)wh2_dlc15_hef_cha_archmage_high_214,488 → 5,250110 → 12224 → 2718 → 27200 → 21585 → 1101,350 → 1,600900 → 1,600Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 300 → 170
Archmage (High)wh2_dlc15_hef_cha_archmage_high_315,080 → 5,76030 → 4844 → 4030 → 36252 → 325168 → 2151,500 → 2,0001,000 → 2,000Bonus vs large 0 → 32; Charge bonus 62 → 70; Mass 1,600 → 1,700; Upkeep 375 → 205
Archmage (High)wh2_dlc15_hef_cha_archmage_high_418,444 → 8,51070 → 8450 → 4244 → 46140 → 150380 → 4002,200 → 2,5002,000 → 2,500Bonus vs large 0 → 35; Charge bonus 50 → 60; Upkeep 575 → 275
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_013,820 → 4,50015 → 3436 → 3528 → 32200 → 21585 → 1101,000450 → 1,000Charge bonus 15 → 20; Upkeep 250 → 125
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_114,148 → 4,91045 → 3436 → 3728 → 34200 → 21585 → 1101,200 → 1,250700 → 1,250Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 300 → 150
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_214,488 → 5,250110 → 12224 → 2718 → 27200 → 21585 → 1101,350 → 1,600900 → 1,600Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 300 → 170
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_315,080 → 5,76030 → 4844 → 4030 → 36252 → 325168 → 2151,500 → 2,0001,000 → 2,000Bonus vs large 0 → 32; Charge bonus 62 → 70; Mass 1,600 → 1,700; Upkeep 375 → 205
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_418,444 → 8,51070 → 8450 → 4244 → 46140 → 150380 → 4002,200 → 2,5002,000 → 2,500Bonus vs large 0 → 35; Charge bonus 50 → 60; Upkeep 575 → 275
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_013,820 → 4,50015 → 3436 → 3528 → 32200 → 21585 → 1101,000450 → 1,000Charge bonus 15 → 20; Upkeep 250 → 125
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_114,148 → 4,91045 → 3436 → 3728 → 34200 → 21585 → 1101,200 → 1,250700 → 1,250Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 300 → 150
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_214,488 → 5,250110 → 12224 → 2718 → 27200 → 21585 → 1101,350 → 1,600900 → 1,600Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 300 → 170
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_315,080 → 5,76030 → 4844 → 4030 → 36252 → 325168 → 2151,500 → 2,0001,000 → 2,000Bonus vs large 0 → 32; Charge bonus 62 → 70; Mass 1,600 → 1,700; Upkeep 375 → 205
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_418,444 → 8,51070 → 8450 → 4244 → 46140 → 150380 → 4002,200 → 2,5002,000 → 2,500Bonus vs large 0 → 35; Charge bonus 50 → 60; Upkeep 575 → 275
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_013,820 → 4,50015 → 3436 → 3528 → 32200 → 21585 → 1101,000450 → 1,000Charge bonus 15 → 20; Upkeep 250 → 125
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_114,148 → 4,91045 → 3436 → 3728 → 34200 → 21585 → 1101,200 → 1,250700 → 1,250Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 300 → 150
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_214,488 → 5,250110 → 12224 → 2718 → 27200 → 21585 → 1101,350 → 1,600900 → 1,600Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 300 → 170
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_315,080 → 5,76030 → 4844 → 4030 → 36252 → 325168 → 2151,500 → 2,0001,000 → 2,000Bonus vs large 0 → 32; Charge bonus 62 → 70; Mass 1,600 → 1,700; Upkeep 375 → 205
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_418,444 → 8,51070 → 8450 → 4244 → 46140 → 150380 → 4002,200 → 2,5002,000 → 2,500Bonus vs large 0 → 35; Charge bonus 50 → 60; Upkeep 575 → 275
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_013,820 → 4,50015 → 3436 → 3528 → 32200 → 21585 → 1101,000450 → 1,000Charge bonus 15 → 20; Upkeep 250 → 125
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_114,148 → 4,91045 → 3436 → 3728 → 34200 → 21585 → 1101,200 → 1,250700 → 1,250Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 300 → 150
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_214,488 → 5,250110 → 12224 → 2718 → 27200 → 21585 → 1101,350 → 1,600900 → 1,600Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 75; Upkeep 300 → 170
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_315,080 → 5,76030 → 4844 → 4030 → 36252 → 325168 → 2151,500 → 2,0001,000 → 2,000Bonus vs large 0 → 32; Charge bonus 62 → 70; Mass 1,600 → 1,700; Upkeep 375 → 205
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_418,444 → 8,51070 → 8450 → 4244 → 46140 → 150380 → 4002,200 → 2,5002,000 → 2,500Bonus vs large 0 → 35; Charge bonus 50 → 60; Upkeep 575 → 275
Eltharion the Grimwh2_dlc15_hef_cha_eltharion_the_grim_014,288 → 5,000100 → 11465 → 6055 → 54290 → 340130 → 1801,000 → 1,2001,000 → 1,200Bonus vs large 0 → 20; Charge bonus 35 → 40; Upkeep 250 → 155
Eltharion the Grimwh2_dlc15_hef_cha_eltharion_the_grim_114,900 → 5,860100 → 11865 → 6455 → 57290 → 340130 → 1801,250 → 1,5001,250 → 1,500Bonus vs large 0 → 20; Charge bonus 55 → 70; Mass 1,800 → 1,900; Upkeep 312 → 165
Eltharion the Grimwh2_dlc15_hef_cha_eltharion_the_grim_216,684 → 6,210100 → 11856 → 5844 → 48150 → 205300 → 3502,000 → 2,2502,000 → 2,250Charge bonus 80 → 95; Mass 3,000 → 3,100; Upkeep 500 → 215
Imrikwh2_dlc15_hef_cha_imrik_014,130 → 5,000110 → 12260 → 5860 → 56130 → 170290 → 3251,200 → 1,2501,200 → 1,250Bonus vs large 30 → 32; Upkeep 300 → 160; Fire resistance 25% → 45%
Imrikwh2_dlc15_hef_cha_imrik_114,864 → 6,060110 → 12460 → 6260 → 58130 → 165290 → 3351,450 → 1,5001,450 → 1,500Speed 78 → 84; Bonus vs large 30 → 32; Charge bonus 90 → 100; Mass 2,300 → 2,400; Upkeep 363 → 165; Fire resistance 25% → 45%
Imrikwh2_dlc15_hef_cha_imrik_219,578 → 9,71090 → 9474 → 6656 → 60130 → 190450 → 4702,750 → 2,8002,550 → 2,800Bonus vs infantry 0 → 25; Charge bonus 50 → 60; Upkeep 688 → 290; Fire resistance 25% → 45%
Mage (Beasts)wh2_dlc15_hef_cha_mage_beasts_013,420 → 4,20015 → 2836 → 3328 → 34200 → 21585 → 1101,000300 → 600Charge bonus 15 → 24; Upkeep 250 → 125
Mage (Beasts)wh2_dlc15_hef_cha_mage_beasts_113,848 → 4,76045 → 3836 → 3528 → 36200 → 21585 → 1101,100550 → 700Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 275 → 135
Mage (Beasts)wh2_dlc15_hef_cha_mage_beasts_214,188 → 5,100110 → 7424 → 3118 → 30200 → 21585 → 1101,500 → 1,300750 → 800Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 70; Upkeep 375 → 150
Mage (Death)wh2_dlc15_hef_cha_mage_death_013,420 → 4,20015 → 2836 → 3328 → 34200 → 21585 → 1101,000300 → 600Charge bonus 15 → 24; Upkeep 250 → 125
Mage (Death)wh2_dlc15_hef_cha_mage_death_113,848 → 4,76045 → 3836 → 3528 → 36200 → 21585 → 1101,100550 → 700Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 275 → 135
Mage (Death)wh2_dlc15_hef_cha_mage_death_214,188 → 5,100110 → 7424 → 3118 → 30200 → 21585 → 1101,500 → 1,300750 → 800Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 70; Upkeep 375 → 150
Mage (Fire)wh2_dlc15_hef_cha_mage_fire_013,420 → 4,20015 → 2836 → 3328 → 34200 → 21585 → 1101,000300 → 600Charge bonus 15 → 24; Upkeep 250 → 125
Mage (Fire)wh2_dlc15_hef_cha_mage_fire_113,848 → 4,76045 → 3836 → 3528 → 36200 → 21585 → 1101,100550 → 700Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 275 → 135
Mage (Fire)wh2_dlc15_hef_cha_mage_fire_214,188 → 5,100110 → 7424 → 3118 → 30200 → 21585 → 1101,500 → 1,300750 → 800Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 70; Upkeep 375 → 150
Mage (Fire)wh2_dlc15_hef_cha_mage_fire_317,124 → 7,26070 → 8450 → 4544 → 45135 → 175325 → 3601,9001,750 → 1,900Charge bonus 65 → 80; Upkeep 500 → 195
Mage (Metal)wh2_dlc15_hef_cha_mage_metal_013,420 → 4,20015 → 2836 → 3328 → 34200 → 21585 → 1101,000300 → 600Charge bonus 15 → 24; Upkeep 250 → 125
Mage (Metal)wh2_dlc15_hef_cha_mage_metal_113,848 → 4,76045 → 3836 → 3528 → 36200 → 21585 → 1101,100550 → 700Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 275 → 135
Mage (Metal)wh2_dlc15_hef_cha_mage_metal_214,188 → 5,100110 → 7424 → 3118 → 30200 → 21585 → 1101,500 → 1,300750 → 800Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 70; Upkeep 375 → 150
Princewh2_dlc15_hef_cha_prince_616,112 → 6,16080 → 9454 → 5642 → 49160 → 205290 → 3301,550 → 1,7001,550 → 1,700Charge bonus 70 → 80; Mass 3,100 → 3,200; Upkeep 388 → 180
Princesswh2_dlc15_hef_cha_princess_616,112 → 6,16080 → 7450 → 5538 → 47160 → 205290 → 3301,550 → 1,7001,550 → 1,700Charge bonus 70 → 80; Mass 3,100 → 3,200; Range 180 m → 190 m; Ammunition 40 → 50; Missile base damage 190 → 195; Missile AP damage 80 → 85; Reload time 8 s → 6 s; Upkeep 388 → 180
Tecliswh2_dlc15_hef_cha_teclis_216,906 → 8,01050 → 744640 → 46140 → 1603202,2002,200Bonus vs infantry 0 → 15; Charge bonus 58 → 65; Mass 2,800 → 2,900; Upkeep 550 → 210; Missile resistance 0% → 15%; Fire resistance 40% → 70%
Talons of Tor Caleda (Archers – Light Armour)wh2_dlc15_hef_inf_archers_ror_0905,670 → 11,25040 → 642224 → 2819 → 215675 → 850675 → 850Leadership 70 → 65; Charge bonus 4 → 10; Ammunition 24 → 36; Missile base damage 18 → 20; Missile AP damage 3 → 4; Upkeep 169 → 100; Fire resistance 30% → 70%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Immune to Psychology
Athel Tamarha Faithbearerswh2_dlc15_hef_inf_mistwalkers_faithbearers_01208,760 → 15,00080 → 9434 → 3530 → 3520 → 2312 → 131,000 → 1,1001,000Missile block 55% → 65%; Bonus vs infantry 0 → 4; Charge bonus 15 → 20; Upkeep 250 → 130
Knights of Tor Gavalwh2_dlc15_hef_inf_mistwalkers_griffon_knights_0411,432 → 15,84080 → 9450 → 4532 → 371002002,600 → 2,5502,600 → 2,500Charge bonus 45 → 65; Mass 3,100 → 3,200; Upkeep 650 → 240
Sentinels of Astarilwh2_dlc15_hef_inf_mistwalkers_sentinels_0805,440 → 10,00080 → 9422 → 2640 → 4420 → 218 → 9750 → 910750 → 910Missile block 55% → 65%; Leadership 70 → 75; Bonus vs large 16 → 14; Charge bonus 4 → 14; Ammunition 22 → 36; Missile base damage 18 → 16; Missile AP damage 22 → 20; Upkeep 188 → 110
The Skyhawkswh2_dlc15_hef_inf_mistwalkers_skyhawks_0604,920 → 8,10080 → 1044222 → 4240 → 383 → 81,100 → 1,2201,100 → 1,150Bonus vs infantry 7 → 6; Charge bonus 24 → 25; Range 100 m → 170 m; Ammunition 13 → 30; Missile base damage 14 → 18; Missile AP damage 3 → 5; Upkeep 275 → 130
Spire Guard of Tor Yvressewh2_dlc15_hef_inf_mistwalkers_spireguard_0806,400 → 10,40080 → 9628 → 3332 → 4521 → 229 → 10850 → 1,020850 → 920Leadership 72 → 75; Charge bonus 2 → 18; Range 180 m → 185 m; Ammunition 45 → 52; Missile base damage 14 → 15; Missile AP damage 8 → 9; Upkeep 213 → 120
Rangerswh2_dlc15_hef_inf_rangers_01207,560 → 14,40030 → 4430 → 3124 → 2923 → 228600 → 610600 → 610Charge bonus 20 → 22; Upkeep 150 → 80
Silverin Guardwh2_dlc15_hef_inf_silverin_guard_01208,160 → 15,00075 → 8828 → 3042 → 5024 → 228 → 11850 → 800850 → 800Missile block 55% → 65%; Bonus vs large 20 → 18; Charge bonus 4 → 14; Upkeep 213 → 100
Arcane Phoenixwh2_dlc15_hef_mon_arcane_phoenix_016,898 → 9,55050 → 9646 → 5440 → 52140 → 1603201,850 → 1,9001,850 → 1,900Bonus vs infantry 0 → 15; Charge bonus 58 → 70; Mass 2,300 → 2,400; Upkeep 463 → 200; Fire resistance 40% → 70%
Omen of Asuryan (Arcane Phoenix)wh2_dlc15_hef_mon_arcane_phoenix_ror_016,898 → 9,75050 → 1045750 → 58140 → 165320 → 3152,250 → 2,4002,250 → 2,400Leadership 100 → 95; Bonus vs infantry 0 → 20; Charge bonus 58 → 72; Mass 2,300 → 2,400; Upkeep 562 → 220; Spell resistance 0% → 20%; Fire resistance 40% → 70%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Encourage
Shackolot the Calamitywh2_dlc15_hef_mon_black_dragon_imrik110,824 → 11,850100 → 11054 → 6156 → 61180 → 200400 → 41002,200 → 2,300Charge bonus 50 → 85; Upkeep 575 → 215; Missile resistance 25% → 30%
Bruwor, Protector of Lifewh2_dlc15_hef_mon_forest_dragon_imrik18,408 → 10,20080 → 9446 → 5648 → 53165 → 215315 → 34001,700 → 2,000Bonus vs infantry 10 → 20; Charge bonus 60 → 95; Upkeep 500 → 205; Physical resistance 20% → 25%
Lamoureux the Frozen Breathwh2_dlc15_hef_mon_moon_dragon_imrik19,904 → 11,55085 → 9650 → 5956 → 59170 → 190380 → 42502,000 → 2,200Leadership 85 → 80; Bonus vs large 0 → 35; Charge bonus 55 → 80; Upkeep 550 → 215; Missile resistance 25% → 30%
Ymwrath the Eternalwh2_dlc15_hef_mon_star_dragon_imrik111,166 → 13,250110 → 11880 → 6864 → 65200 → 220490 → 50002,400 → 2,600Bonus vs large 20 → 25; Charge bonus 55 → 90; Upkeep 650 → 235; Missile resistance 25% → 30%
Gordinar, Champion of the Flamewh2_dlc15_hef_mon_sun_dragon_imrik18,460 → 10,30080 → 9452 → 5750 → 54155 → 190340 → 40001,800 → 1,900Bonus vs infantry 0 → 25; Charge bonus 65 → 84; Upkeep 475 → 200; Missile resistance 25% → 30%; Fire resistance 40% → 70%
War Lions of Chracewh2_dlc15_hef_mon_war_lions_of_chrace_024 → 326,336 → 14,72035 → 5634 → 3230 → 3616 → 2034 → 35825 → 880825 → 880Speed 82 → 85; Bonus vs infantry 12 → 10; Charge bonus 40 → 50; Mass 1,500 → 1,600; Upkeep 206 → 105; Missile resistance 30% → 20%
Rahagra's Pride (War Lions of Chrace)wh2_dlc15_hef_mon_war_lions_of_chrace_ror_024 → 326,336 → 15,04035 → 6443 → 4038 → 4016 → 2234 → 361,050 → 1,1001,050 → 1,100Speed 82 → 85; Charge bonus 40 → 54; Mass 1,500 → 1,600; Upkeep 263 → 120; Missile resistance 30% → 20%; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Vanguard Deployment
Lion Chariots of Chracewh2_dlc15_hef_veh_lion_chariot_of_chrace_04 → 66,592 → 16,80080 → 9434 → 3628 → 4026 → 2044 → 421,250 → 1,3501,250 → 1,350Charge bonus 70 → 95; Upkeep 313 → 150
Eagle Claw Bolt Throwerswh2_main_hef_art_eagle_claw_bolt_thrower4 → 83,536 → 9,36040 → 5410 → 111519 → 185 → 6700 → 850700 → 750Leadership 75 → 65; Charge bonus 2 → 3; Range 380 m → 370 m; Ammunition 24 → 40; Missile base damage 30 → 50; Missile AP damage 120 → 130; Reload time 12 s → 10 s; Upkeep 175 → 125; Missile resistance 0% → 10%
Dragon Princeswh2_main_hef_cav_dragon_princes606,840 → 11,400120 → 12236 → 4232 → 4231 → 2013 → 251,400 → 1,4501,400 → 1,450Missile block 35% → 55%; Charge bonus 80 → 95; Mass 1,300 → 1,400; Upkeep 350 → 155; Physical resistance 20% → 25%; Fire resistance 25% → 75%
Ellyrian Reaverswh2_main_hef_cav_ellyrian_reavers_0605,700 → 9,60040 → 543026 → 32217 → 8550 → 720550 → 720Leadership 64 → 60; Speed 92 → 95; Bonus vs large 0 → 5; Charge bonus 40 → 58; Mass 700 → 750; Upkeep 138 → 100
Ellyrian Reaver Archerswh2_main_hef_cav_ellyrian_reavers_1605,520 → 9,60040 → 5430 → 2922 → 3121 → 227700 → 780600 → 780Leadership 64 → 60; Speed 92 → 95; Charge bonus 24 → 44; Mass 700 → 750; Range 140 m → 145 m; Ammunition 18 → 30; Missile base damage 16 → 17; Upkeep 175 → 105
Ithilmar Chariotswh2_main_hef_cav_ithilmar_chariot4 → 65,736 → 15,300110 → 1223230 → 3738 → 4016 → 18950 → 1,200950 → 1,200Speed 84 → 80; Bonus vs infantry 24 → 20; Charge bonus 70 → 90; Upkeep 238 → 140
Silver Helmswh2_main_hef_cav_silver_helms_0606,240 → 9,900100 → 10434 → 4024 → 3923 → 169 → 19850 → 1,000900 → 1,000Leadership 72 → 75; Bonus vs large 0 → 10; Charge bonus 64 → 79; Mass 1,100 → 1,200; Upkeep 225 → 125
Silver Helms (Shields)wh2_main_hef_cav_silver_helms_1606,240 → 9,900100 → 10434 → 3832 → 4323 → 249 → 10950 → 1,0501,000 → 1,050Missile block 30% → 45%; Leadership 72 → 75; Bonus vs large 0 → 16; Charge bonus 64 → 76; Mass 1,100 → 1,200; Upkeep 250 → 125
Tiranoc Chariotswh2_main_hef_cav_tiranoc_chariot4 → 64,888 → 13,56080 → 6422 → 2722 → 3129 → 3511 → 14900 → 970900 → 970Speed 84 → 85; Bonus vs infantry 18 → 16; Charge bonus 55 → 75; Range 165 m → 170 m; Ammunition 50 → 63; Missile base damage 18 → 21; Upkeep 225 → 115
Alastar the White Lionwh2_main_hef_cha_alastair_014,068 → 5,00080 → 9463 → 5840 → 47120 → 160280 → 3151,0001,000 → 1,200Bonus vs infantry 0 → 18; Charge bonus 45 → 50; Upkeep 300 → 115
Alastar the White Lionwh2_main_hef_cha_alastair_314,856 → 6,06060 → 7663 → 6240 → 49264 → 340176 → 2151,400 → 1,6001,400 → 1,600Bonus vs large 0 → 34; Charge bonus 75 → 85; Mass 2,100 → 2,200; Upkeep 500 → 170; Missile resistance 25% → 30%
Alastar the White Lionwh2_main_hef_cha_alastair_416,876 → 7,31080 → 8450 → 5544135 → 175325 → 3602,050 → 2,0001,950 → 2,000Charge bonus 65 → 75; Upkeep 650 → 205; Missile resistance 25% → 30%
Alastar the White Lionwh2_main_hef_cha_alastair_519,444 → 9,96090 → 9464 → 6050 → 52145 → 165435 → 4552,750 → 2,5002,550 → 2,500Charge bonus 45 → 80; Upkeep 650 → 275; Missile resistance 25% → 30%
Loremaster of Hoethwh2_main_hef_cha_loremaster_of_hoeth_013,688 → 4,900100 → 10455 → 5345 → 51135 → 175265 → 280800 → 1,000750 → 1,000Leadership 80 → 75; Bonus vs infantry 16 → 22; Charge bonus 35 → 45; Upkeep 200 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (High)wh2_main_hef_cha_mage_high_013,420 → 4,20015 → 2836 → 3328 → 34200 → 21585 → 1101,000300 → 600Charge bonus 15 → 24; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (High)wh2_main_hef_cha_mage_high_113,848 → 4,76045 → 3836 → 3528 → 36200 → 21585 → 1101,100550 → 700Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (High)wh2_main_hef_cha_mage_high_414,188 → 5,100110 → 7424 → 3118 → 30200 → 21585 → 1101,500 → 1,300750 → 800Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 70; Upkeep 375 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Life)wh2_main_hef_cha_mage_life_013,420 → 4,20015 → 2836 → 3328 → 34200 → 21585 → 1101,000300 → 600Charge bonus 15 → 24; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Life)wh2_main_hef_cha_mage_life_113,848 → 4,76045 → 3836 → 3528 → 36200 → 21585 → 1101,100550 → 700Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Life)wh2_main_hef_cha_mage_life_414,188 → 5,100110 → 7424 → 3118 → 30200 → 21585 → 1101,500 → 1,300750 → 800Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 70; Upkeep 375 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Light)wh2_main_hef_cha_mage_light_013,420 → 4,20015 → 2836 → 3328 → 34200 → 21585 → 1101,000300 → 600Charge bonus 15 → 24; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Light)wh2_main_hef_cha_mage_light_113,848 → 4,76045 → 3836 → 3528 → 36200 → 21585 → 1101,100550 → 700Charge bonus 35 → 45; Mass 1,600 → 1,700; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Mage (Light)wh2_main_hef_cha_mage_light_414,188 → 5,100110 → 7424 → 3118 → 30200 → 21585 → 1101,500 → 1,300750 → 800Speed 84 → 80; Bonus vs infantry 30 → 32; Charge bonus 64 → 70; Upkeep 375 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Noblewh2_main_hef_cha_noble_013,688 → 4,90080 → 944250 → 53120 → 160220 → 270750 → 800600 → 800Bonus vs large 35 → 40; Charge bonus 22 → 32; Upkeep 187 → 105; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Noblewh2_main_hef_cha_noble_214,176 → 5,310100 → 11442 → 4550 → 55120 → 160220 → 270950 → 1,000850 → 1,000Bonus vs large 35 → 40; Charge bonus 42 → 60; Mass 1,800 → 1,900; Upkeep 237 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Noblewh2_main_hef_cha_noble_314,768 → 6,11060 → 8447 → 5035 → 50252 → 340168 → 2151,250 → 1,1501,100 → 1,150Bonus vs large 0 → 36; Charge bonus 72 → 80; Mass 1,800 → 1,900; Upkeep 275 → 140; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Noblewh2_main_hef_cha_noble_415,012 → 6,200110 → 12232 → 4224 → 46210 → 12090 → 2401,200 → 1,2501,050 → 1,250Speed 84 → 80; Bonus vs infantry 20 → 24; Charge bonus 74 → 84; Upkeep 300 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Princewh2_main_hef_cha_prince_014,068 → 5,00080 → 9460 → 5760 → 65260 → 295140 → 185850 → 1,000850 → 1,000Missile block 55% → 65%; Bonus vs infantry 0 → 18; Charge bonus 30 → 38; Upkeep 213 → 125
Princewh2_main_hef_cha_prince_214,680 → 5,660100 → 11460 → 5960 → 67260 → 295140 → 1851,100 → 1,2501,100 → 1,250Missile block 35% → 50%; Bonus vs infantry 0 → 18; Charge bonus 50 → 65; Mass 2,100 → 2,200; Upkeep 275 → 150
Princewh2_main_hef_cha_prince_314,856 → 6,01060 → 7660 → 6150 → 59264 → 340176 → 2151,400 → 1,6001,400 → 1,600Missile block 0% → 50%; Bonus vs large 0 → 34; Charge bonus 80 → 85; Mass 2,100 → 2,200; Upkeep 350 → 170; Missile resistance 15% → 20%
Princewh2_main_hef_cha_prince_417,124 → 7,66080 → 8450 → 5644 → 53135 → 175325 → 3601,900 → 2,0001,800 → 2,000Charge bonus 65 → 70; Upkeep 500 → 205; Missile resistance 25% → 30%
Princewh2_main_hef_cha_prince_519,444 → 9,91090 → 9468 → 6454 → 64145 → 165435 → 4552,600 → 2,5002,400 → 2,500Charge bonus 45 → 75; Upkeep 650 → 275; Missile resistance 25% → 30%
Princesswh2_main_hef_cha_princess_014,068 → 5,00050 → 6465 → 5945 → 53260 → 300140 → 180850 → 1,000850 → 1,000Bonus vs infantry 0 → 18; Charge bonus 30 → 38; Range 180 m → 190 m; Ammunition 40 → 50; Missile base damage 190 → 195; Missile AP damage 80 → 85; Reload time 8 s → 6 s; Upkeep 213 → 125
Princesswh2_main_hef_cha_princess_114,680 → 5,66080 → 6665 → 6145 → 55260 → 300140 → 1801,050 → 1,2501,100 → 1,250Bonus vs infantry 0 → 18; Charge bonus 50 → 65; Mass 2,100 → 2,200; Range 180 m → 190 m; Ammunition 40 → 50; Missile base damage 190 → 195; Missile AP damage 80 → 85; Reload time 8 s → 6 s; Upkeep 263 → 150
Princesswh2_main_hef_cha_princess_314,856 → 6,01050 → 6665 → 6435 → 50264 → 340176 → 2151,400 → 1,6001,400 → 1,600Bonus vs large 0 → 34; Charge bonus 80 → 85; Mass 2,100 → 2,200; Range 180 m → 190 m; Ammunition 40 → 50; Missile base damage 190 → 195; Missile AP damage 80 → 85; Reload time 8 s → 6 s; Upkeep 350 → 170; Missile resistance 15% → 20%
Princesswh2_main_hef_cha_princess_418,444 → 8,91070 → 6650 → 5244 → 57140 → 150380 → 4002,200 → 2,0002,000Bonus vs large 0 → 35; Charge bonus 50 → 68; Range 180 m → 190 m; Ammunition 40 → 50; Missile base damage 190 → 195; Missile AP damage 80 → 85; Reload time 8 s → 6 s; Upkeep 550 → 205; Missile resistance 25% → 30%
Princesswh2_main_hef_cha_princess_519,444 → 9,91090 → 9464 → 6250 → 61145 → 165435 → 4552,600 → 2,5002,400 → 2,500Charge bonus 45 → 72; Range 180 m → 190 m; Ammunition 40 → 50; Missile base damage 190 → 195; Missile AP damage 80 → 85; Reload time 8 s → 6 s; Upkeep 650 → 275; Missile resistance 25% → 30%
Tecliswh2_main_hef_cha_teclis_013,688 → 4,70015 → 3436 → 3728 → 37168 → 235112 → 1701,000450 → 700Charge bonus 15 → 25; Upkeep 250 → 125
Tecliswh2_main_hef_cha_teclis_114,184 → 5,21050 → 6436 → 3928 → 39168 → 235112 → 1701,300700 → 750Charge bonus 35 → 50; Mass 1,800 → 1,900; Upkeep 337 → 155
Tyrionwh2_main_hef_cha_tyrion_014,288 → 5,300125 → 12275 → 6560 → 65140 → 335330 → 2301,300 → 1,4001,300 → 1,400Charge bonus 45 → 52; Upkeep 325 → 165; Fire resistance 40% → 30%
Tyrionwh2_main_hef_cha_tyrion_114,900 → 6,060125 → 12275 → 6960 → 66140 → 335330 → 2301,6001,600Speed 95 → 100; Charge bonus 90 → 100; Mass 1,800 → 1,900; Upkeep 400 → 175; Fire resistance 40% → 30%
Archerswh2_main_hef_inf_archers_0905,670 → 10,35015 → 2816 → 1714 → 2219 → 215475 → 540450 → 540Leadership 60 → 56; Charge bonus 4 → 6; Range 180 m → 185 m; Ammunition 24 → 32; Missile base damage 16 → 17; Missile AP damage 3 → 4; Upkeep 119 → 75
Archers (Light Armour)wh2_main_hef_inf_archers_1905,670 → 10,35040 → 5416 → 1818 → 2419 → 215525 → 580475 → 580Leadership 60 → 56; Charge bonus 4 → 7; Range 180 m → 185 m; Ammunition 24 → 32; Missile base damage 16 → 17; Missile AP damage 3 → 4; Upkeep 131 → 80
Gate Guardwh2_main_hef_inf_gate_guard906,120 → 11,25050 → 6428 → 3132 → 4421 → 229 → 10850 → 1,000850 → 1,000Leadership 72 → 75; Charge bonus 4 → 14; Range 180 m → 185 m; Ammunition 22 → 36; Missile base damage 16 → 17; Missile AP damage 3 → 4; Upkeep 213 → 125
Lothern Sea Guardwh2_main_hef_inf_lothern_sea_guard_0906,120 → 10,80040 → 5422 → 2332 → 3720 → 218 → 9650 → 850650 → 850Bonus vs large 16 → 14; Charge bonus 4 → 10; Range 165 m → 170 m; Ammunition 22 → 34; Missile base damage 15 → 16; Upkeep 163 → 110
Lothern Sea Guard (Shields)wh2_main_hef_inf_lothern_sea_guard_1906,120 → 10,80040 → 5422 → 2440 → 4120 → 218 → 9750 → 900750 → 900Missile block 55% → 65%; Bonus vs large 16 → 14; Charge bonus 4 → 12; Range 165 m → 170 m; Ammunition 22 → 34; Missile base damage 15 → 16; Upkeep 188 → 115
Phoenix Guardwh2_main_hef_inf_phoenix_guard1008,400 → 14,000110 → 11438 → 4340 → 5112 → 1328 → 251,400 → 1,3501,300 → 1,350Speed 33 → 32; Charge bonus 10 → 20; Mass 180 → 150; Upkeep 350 → 155
Spearmenwh2_main_hef_inf_spearmen_01207,560 → 14,40040 → 5420 → 2338 → 4719 → 206 → 7500 → 600500 → 600Missile block 55% → 50%; Leadership 70 → 64; Charge bonus 4 → 10; Upkeep 125 → 80
Swordmasters of Hoethwh2_main_hef_inf_swordmasters_of_hoeth_01008,400 → 14,000100 → 1044636 → 481228 → 271,2501,300 → 1,250Missile block 30% → 20%; Bonus vs infantry 14 → 12; Charge bonus 28 → 32; Upkeep 313 → 140
White Lions of Chracewh2_main_hef_inf_white_lions_of_chrace_01008,000 → 13,50090 → 10436 → 4028 → 409 → 1125 → 27800 → 850800 → 850Charge bonus 18 → 32; Upkeep 200 → 110; Missile resistance 30% → 35%
Great Eaglewh2_main_hef_mon_great_eagle14,663 → 8,00030 → 5044 → 5130 → 46234 → 310156 → 170750 → 1,000750 → 1,000Bonus vs large 0 → 40; Charge bonus 62 → 76; Mass 1,300 → 1,400; Upkeep 187 → 115
Moon Dragonwh2_main_hef_mon_moon_dragon18,324 → 10,70070 → 8450 → 5646 → 56140 → 150380 → 4002,0001,800 → 2,000Bonus vs large 0 → 35; Charge bonus 50 → 75; Upkeep 500 → 205; Missile resistance 25% → 30%
Flamespyre Phoenixwh2_main_hef_mon_phoenix_flamespyre15,828 → 9,05030 → 5842 → 5230 → 50120 → 160260 → 2801,350 → 1,5501,350 → 1,550Leadership 78 → 75; Charge bonus 54 → 70; Mass 1,300 → 1,400; Upkeep 338 → 165; Fire resistance 40% → 75%
Frostheart Phoenixwh2_main_hef_mon_phoenix_frostheart16,598 → 9,35080 → 9640 → 5048 → 59120 → 170300 → 2901,650 → 1,7001,500 → 1,700Charge bonus 40 → 62; Mass 1,400 → 1,500; Upkeep 413 → 175; Spell resistance 0% → 50%
Star Dragonwh2_main_hef_mon_star_dragon19,424 → 11,85090 → 10464 → 6550 → 62145 → 165435 → 4552,400 → 2,3002,200 → 2,300Charge bonus 45 → 80; Upkeep 600 → 235; Missile resistance 25% → 30%; New: Encourage
Sun Dragonwh2_main_hef_mon_sun_dragon17,008 → 9,65070 → 8446 → 5444 → 50135 → 160325 → 3701,700 → 1,8501,600 → 1,850Bonus vs infantry 0 → 25; Charge bonus 65 → 78; Upkeep 425 → 190; Missile resistance 25% → 30%; Fire resistance 0% → 50%
Caradryanwh3_dlc27_hef_cha_caradryan14,068 → 5,000110 → 12848 → 4953 → 58120 → 135300 → 3151,000 → 1,150900 → 1,150Charge bonus 30 → 35
Caradryanwh3_dlc27_hef_cha_caradryan_ashtari17,006 → 7,71080 → 10443 → 4551 → 56120 → 125300 → 3251,800 → 1,9501,800 → 1,950Charge bonus 45 → 50
Caradryanwh3_dlc27_hef_cha_caradryan_chariot15,438 → 6,450110 → 12838 → 4027 → 38210 → 12090 → 2401,450 → 1,5001,350 → 1,500Speed 84 → 80; Bonus vs infantry 20 → 24; Charge bonus 82 → 85
Caradryanwh3_dlc27_hef_cha_caradryan_steed14,564 → 5,510130 → 14048 → 5053 → 57120 → 135300 → 3151,350 → 1,4001,150 → 1,400Charge bonus 50 → 55; Mass 1,800 → 1,900
Mist Magewh3_dlc27_hef_cha_mist_mage13,420 → 4,00030 → 444032 → 37200 → 21585 → 110800 → 1,000350 → 1,000Charge bonus 20 → 24; Upkeep 200 → 110
Mist Magewh3_dlc27_hef_cha_mist_mage_eagle14,768 → 5,91060 → 744430 → 36252 → 325168 → 2151,000 → 1,200900 → 1,200Bonus vs large 0 → 32; Charge bonus 62 → 66; Mass 1,800 → 1,900; Upkeep 250 → 120
Mist Magewh3_dlc27_hef_cha_mist_mage_skycutter16,460 → 7,02080 → 944530 → 39230 → 245220 → 2351,200 → 1,3001,050 → 1,300Bonus vs infantry 0 → 10; Charge bonus 60 → 66; Upkeep 300 → 130
Sea Helmwh3_dlc27_hef_cha_sea_helm14,118 → 5,00070 → 9440 → 4660 → 62235 → 240140 → 160750 → 1,100750 → 1,100Missile block 55% → 65%; Charge bonus 20 → 32; Upkeep 200 → 115
Sea Helmwh3_dlc27_hef_cha_sea_helm_eagle14,856 → 5,91060 → 8440 → 4848 → 55264 → 340176 → 2151,350 → 1,4001,350 → 1,400Bonus vs large 0 → 34; Charge bonus 70 → 75; Mass 1,800 → 1,900; Upkeep 338 → 140
Sea Helmwh3_dlc27_hef_cha_sea_helm_skycutter16,460 → 7,62080 → 10448 → 5238 → 50230 → 260220 → 2451,450 → 1,5001,450 → 1,500Bonus vs infantry 0 → 20; Charge bonus 75 → 84; Upkeep 363 → 150
Sea Lord Aislinnwh3_dlc27_hef_cha_sea_lord_aislinn14,288 → 5,30090 → 1145565 → 66310 → 330150 → 1701,000 → 1,200950 → 1,200Bonus vs infantry 28 → 30; Charge bonus 50 → 55; Upkeep 250 → 120
Sea Lord Aislinnwh3_dlc27_hef_cha_sea_lord_aislinn_dragon19,450 → 10,51090 → 1106957 → 59140 → 155440 → 4752,600 → 2,7002,400 → 2,700Charge bonus 50 → 65; Upkeep 650 → 270
Sea Lord Aislinnwh3_dlc27_hef_cha_sea_lord_aislinn_skycutter16,760 → 8,02080 → 10452 → 5635 → 48230 → 270220 → 2501,600 → 1,8001,600 → 1,800Leadership 80 → 85; Bonus vs infantry 28 → 30; Charge bonus 75 → 86; Upkeep 400 → 180
Oceanidswh3_dlc27_hef_inf_oceanids169,440 → 14,0800 → 1024 → 2755 → 6064 → 7031 → 351,100 → 1,1501,100 → 1,150Charge bonus 16 → 22; Upkeep 275 → 115; Physical resistance 30% → 40%; Missile resistance 20% → 25%; Fire resistance 20% → 25%
Ship's Companywh3_dlc27_hef_inf_ships_company1207,560 → 15,00030 → 7428 → 3224 → 5023 → 247 → 8400 → 725400 → 725Missile block 55% → 65%; Leadership 65 → 75; Charge bonus 14 → 20; Upkeep 100 → 120; Fire resistance 0% → 25%; New: Immune to Flanking
Company of the Kalendirian (Ship's Company)wh3_dlc27_hef_inf_ships_company_ror1207,560 → 16,20030 → 8436 → 3823 → 5610 → 1320 → 22625 → 825625 → 825Leadership 75 → 80; Charge bonus 18 → 25; Upkeep 156 → 125; Spell resistance 0% → 20%; Fire resistance 0% → 35%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Immune to Flanking
Blades of Hoeth (Swordmasters of Hoeth)wh3_dlc27_hef_inf_swordmasters_of_hoeth_ror1008,400 → 15,500100 → 11457 → 5545 → 5012 → 13281,600 → 1,5001,600 → 1,500Charge bonus 28 → 36; Upkeep 400 → 150; Spell resistance 25% → 30%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Merwyrmwh3_dlc27_hef_mon_merwyrm112,600 → 14,60070 → 9659 → 6038 → 48275 → 280425 → 4402,500 → 2,6002,500 → 2,600Charge bonus 42 → 54; Upkeep 625 → 260
Silak One-eye (Merwyrm)wh3_dlc27_hef_mon_merwyrm_ror112,600 → 15,45070 → 10471 → 6848 → 54275 → 290425 → 4503,000 → 2,9003,000 → 2,900Bonus vs large 30 → 32; Charge bonus 42 → 58; Upkeep 725 → 290; Missile resistance 25% → 30%; Spell resistance 0% → 30%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Sea Elementalwh3_dlc27_hef_mon_sea_elemental110,400 → 13,2500 → 1045 → 4870 → 72175 → 185300 → 3151,650 → 2,0001,900 → 2,000Charge bonus 32 → 44; Upkeep 413 → 200; Physical resistance 30% → 40%; Fire resistance 20% → 40%
Lothern Skycutters (Bolt Throwers)wh3_dlc27_hef_veh_skycutter_bolt_thrower46,192 → 10,08080 → 9630 → 3426 → 3736 → 4118 → 211,400 → 1,3751,400 → 1,375Charge bonus 60 → 68; Range 250 m → 265 m; Ammunition 16 → 28; Missile base damage 20 → 40; Missile AP damage 90 → 110; Upkeep 350 → 135; Missile resistance 0% → 10%
Lothern Skycutterswh3_dlc27_hef_veh_skycutter_bows46,192 → 10,12080 → 9630 → 3426 → 3736 → 4118 → 211,150 → 1,2501,150 → 1,250Charge bonus 60 → 68; Range 140 m → 170 m; Ammunition 25 → 28; Missile base damage 18 → 22; Missile AP damage 11 → 13; Reload time 8 s → 7 s; Upkeep 288 → 125; Missile resistance 0% → 10%

New units in Radious

  • Anointed of Asuryan (Frostheart Phoenix)lvs_unit_hef_anointed_11 modelHealth6,520Armour108Leadership80Speed100Melee attack56Melee defence55Weapon strength (base + AP)510Charge bonus65Missile resistance %15Multiplayer cost1,400
  • Anointed of Asuryan (Flamespyre Phoenix)lvs_unit_hef_anointed_21 modelHealth6,520Armour108Leadership80Speed120Melee attack56Melee defence55Weapon strength (base + AP)490Charge bonus65Missile resistance %15Multiplayer cost1,400
  • Anointed of Asuryansm_radious_lord_variety_unit_hef_anointed_general_01 modelHealth5,980Armour104Leadership80Speed36Melee attack53Melee defence59Weapon strength (base + AP)475Charge bonus50Missile resistance %15Multiplayer cost1,250
  • Lothern City Guard (Spears)wh2_high_city_spear100 modelsHealth14,000Armour104Leadership85Speed32Melee attack41Melee defence64Weapon strength (base + AP)35Charge bonus26Magic resistance %20Multiplayer cost1,300
  • Lothern City Guard (Swords)wh2_high_city_sword100 modelsHealth14,000Armour104Leadership85Speed32Melee attack44Melee defence60Weapon strength (base + AP)39Charge bonus30Magic resistance %20Multiplayer cost1,370
  • Dismounted Dragon Princeswh2_high_dragon_inf100 modelsHealth15,000Armour122Leadership85Speed32Melee attack46Melee defence62Weapon strength (base + AP)42Charge bonus30Physical resistance %10Fire resistance %75Multiplayer cost1,500
  • Chracian Hunterswh2_high_hunter_bow90 modelsHealth11,250Armour64Leadership80Speed36Melee attack29Melee defence32Weapon strength (base + AP)31Charge bonus17Missile damage (base + AP)23Range185Multiplayer cost1,100
  • Maiden Guardwh2_high_maiden_guard90 modelsHealth11,700Armour88Leadership85Speed36Melee attack35Melee defence38Weapon strength (base + AP)34Charge bonus18Missile damage (base + AP)22Range175Multiplayer cost1,150
  • Horsemasters of Ellyrionwh2_high_mast_cav60 modelsHealth11,700Armour118Leadership85Speed84Melee attack41Melee defence41Weapon strength (base + AP)43Charge bonus85Magic resistance %20Multiplayer cost1,300
  • Nightelm Archerswh2_high_night_bow90 modelsHealth11,700Armour70Leadership80Speed36Melee attack30Melee defence30Weapon strength (base + AP)29Charge bonus20Missile damage (base + AP)24Range180Magic resistance %30Fire resistance %30Multiplayer cost1,150
  • Nightelm Spearmenwh2_high_night_spear100 modelsHealth14,000Armour94Leadership85Speed33Melee attack38Melee defence66Weapon strength (base + AP)33Charge bonus24Magic resistance %30Fire resistance %30Multiplayer cost1,100
  • Ellyrian Reavers (Swords)wh2_high_reav_cav60 modelsHealth9,600Armour54Leadership62Speed95Melee attack32Melee defence30Weapon strength (base + AP)30Charge bonus54Multiplayer cost750
  • Red Ribbon Spearmenwh2_high_ribbon_spear100 modelsHealth13,500Armour88Leadership80Speed33Melee attack35Melee defence58Weapon strength (base + AP)31Charge bonus20Multiplayer cost920
  • Red Ribbon Swordsmenwh2_high_ribbon_sword100 modelsHealth13,500Armour88Leadership80Speed33Melee attack39Melee defence53Weapon strength (base + AP)37Charge bonus25Multiplayer cost900
  • Sea Elf Wardancerswh2_high_sea_elf100 modelsHealth12,500Armour58Leadership75Speed46Melee attack37Melee defence47Weapon strength (base + AP)34Charge bonus24Missile resistance %25Multiplayer cost820
  • Seekerswh2_high_seek_dual100 modelsHealth13,000Armour70Leadership80Speed36Melee attack39Melee defence51Weapon strength (base + AP)36Charge bonus28Physical resistance %5Multiplayer cost870
  • Ship's Company (Halberds)wh2_high_ship_spear120 modelsHealth15,000Armour74Leadership75Speed33Melee attack30Melee defence58Weapon strength (base + AP)29Charge bonus18Fire resistance %25Multiplayer cost750
  • Ship's Company (Great Swords)wh2_high_ship_sword120 modelsHealth15,000Armour74Leadership75Speed33Melee attack35Melee defence54Weapon strength (base + AP)33Charge bonus22Fire resistance %25Multiplayer cost770
  • Shore Riderswh2_high_shore_cav60 modelsHealth10,200Armour98Leadership75Speed84Melee attack39Melee defence37Weapon strength (base + AP)35Charge bonus65Multiplayer cost950
  • Maiden Guard (Spears)wh2_high_sisters100 modelsHealth13,500Armour90Leadership85Speed46Melee attack37Melee defence48Weapon strength (base + AP)36Charge bonus24Missile resistance %20Multiplayer cost960
  • Custodians of the White Towerwh2_high_spire_guard100 modelsHealth15,500Armour126Leadership90Speed32Melee attack48Melee defence65Weapon strength (base + AP)44Charge bonus36Missile resistance %20Magic resistance %20Multiplayer cost1,550
  • Wardens of the Annulii Mountainswh2_high_wardens_halb100 modelsHealth15,000Armour122Leadership90Speed32Melee attack45Melee defence55Weapon strength (base + AP)41Charge bonus28Physical resistance %25Multiplayer cost1,480
  • Swordsmenwh2_high_warrior120 modelsHealth14,400Armour54Leadership65Speed33Melee attack28Melee defence44Weapon strength (base + AP)30Charge bonus14Multiplayer cost650

Skills

Militia Master
  • −Level 2: Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
  • −Level 3: Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
  • +Level 2: Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
  • +Level 3: Melee defence: +8 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
Immovable Force
  • −Weapon strength: +10% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +7% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
Favourable Winds
  • −Missile strength: +12% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
  • −Missile resistance: 15% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
Silver Torrent
  • −Missile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
  • −Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
Elven Healing
  • −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)
Barded Ithilmar Steed
  • Rank: 7 → 11
Spiritual Defender
  • −Melee defence: +10 for Sisters of Avelorn units (armies in local province)
  • −Local Recruitment duration: -1 turn for Sisters of Avelorn units (minimum 1) (all provinces)
  • −Corruption: -6 (local province)
  • +Melee defence: +12 for Sisters of Avelorn units (armies in local province)
  • +Local Recruitment duration: +0 turn for Sisters of Avelorn units (minimum 1) (all provinces)
  • +Corruption: -7 (local province)
Cavalry Master
  • −Level 2: Missile strength: +6% for Ellyrian Reavers units (Lord's army)
  • −Level 3: Missile strength: +8% for Ellyrian Reavers units (Lord's army)
  • +Level 2: Missile strength: +5% for Ellyrian Reavers units (Lord's army)
  • +Level 3: Missile strength: +7% for Ellyrian Reavers units (Lord's army)
Vanguard Master
  • −Level 2: Missile strength: +9% for Tiranoc Chariot units (Lord's army)
  • −Level 3: Missile strength: +12% for Tiranoc Chariot units (Lord's army)
  • +Level 2: Missile strength: +8% for Tiranoc Chariot units (Lord's army)
  • +Level 3: Missile strength: +10% for Tiranoc Chariot units (Lord's army)
Sky Master
  • −Level 1: Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)
  • −Level 2: Weapon strength: +9% for Great Eagle, Phoenix and Dragon units (Lord's army)
  • −Level 3: Weapon strength: +12% for Great Eagle, Phoenix and Dragon units (Lord's army)
  • +Level 1: Weapon strength: +5% for Great Eagle, Phoenix and Dragon units (Lord's army)
  • +Level 2: Weapon strength: +7% for Great Eagle, Phoenix and Dragon units (Lord's army)
  • +Level 3: Weapon strength: +9% for Great Eagle, Phoenix and Dragon units (Lord's army)
Master Strategist
  • −Level 2: Melee defence: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
  • −Level 3: Melee defence: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
  • +Level 2: Melee defence: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
  • +Level 3: Melee defence: +8 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
Sworn to Vengeance
  • −Missile strength: +10% when fighting against Dark Elves (Lord's army)
  • −Weapon strength: +10% when fighting against Dark Elves (Lord's army)
  • +Missile strength: +7% when fighting against Dark Elves (Lord's army)
  • +Weapon strength: +7% when fighting against Dark Elves (Lord's army)
Renegade
  • −Level 1: Missile strength: +6% (all armies factionwide)
  • −Level 2: Missile strength: +12% (all armies factionwide)
  • +Level 1: Missile strength: +4% (all armies factionwide)
  • +Level 2: Missile strength: +7% (all armies factionwide)
Seeking Arrows
  • +Explosive missile damage: +10%
Barded Ithilmar Steed
  • +Passive Ability: "For the Phoenix King", while this Mount is equipped, for Cavalry units (all units in army)
Discreet
  • −Influence: +2 per turn
  • +Influence: +3 per turn
Bow Master
  • +Explosive missile damage: +10%
Moon Dragon
  • Rank: 22 → 28
Dedicated to Asuryan
  • −Upkeep: -5% for Phoenix Guard units (Lord's army)
  • −Leadership: +5 for Phoenix Guard units (Lord's army)
  • −Speed: +15%
  • +Upkeep: -4% for Phoenix Guard units (Lord's army)
  • +Leadership: +4 for Phoenix Guard units (Lord's army)
  • +Speed: +10%
Dedicated to Hoeth
  • −Leadership: +5 for Swordmasters of Hoeth units (Lord's army)
  • −Upkeep: -5% for Swordmasters of Hoeth units (Lord's army)
  • +Upkeep: -4% for Swordmasters of Hoeth units (Lord's army)
  • +Leadership: +4 for Swordmasters of Hoeth units (Lord's army)
Dedicated to Vaul
  • −Leadership: +5 for Dragon Princes units (Lord's army)
  • −Upkeep: -5% for Dragon Princes units (Lord's army)
  • +Upkeep: -4% for Dragon Princes units (Lord's army)
  • +Leadership: +4 for Dragon Princes units (Lord's army)
Dedicated to Kurnous
  • −Leadership: +5 for White Lions of Chrace units (Lord's army)
  • −Upkeep: -5% for White Lions of Chrace, War Lions and Lion Chariot units (Lord's army)
  • +Upkeep: -4% for White Lions of Chrace, War Lions and Lion Chariot units (Lord's army)
  • +Leadership: +4 for White Lions of Chrace units (Lord's army)
Dedicated to Isha
  • −Leadership: +5 for Spearmen and Archers units (Lord's army)
  • −Upkeep: -5% for Spearmen, Rangers and Archers units (Lord's army)
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Upkeep: -4% for Spearmen, Rangers and Archers units (Lord's army)
  • +Leadership: +4 for Spearmen and Archers units (Lord's army)
  • +Casualty replenishment rate: +4% (Lord's army)
Dedicated to Addaioth
  • −Upkeep: -5% for Dragon units (Lord's army)
  • −Leadership: +5 for Dragon units (Lord's army)
  • −Armour-piercing weapon damage: +30
  • −Income from sacking settlements: +15% (Lord's army)
  • +Upkeep: -4% for Dragon units (Lord's army)
  • +Leadership: +4 for Dragon units (Lord's army)
  • +Armour-piercing weapon damage: +25
  • +Income from sacking settlements: +10% (Lord's army)
Dedicated to Mathlann
  • −Upkeep: -5% for Ship's Company and Lothern Sea Guard units (Lord's army)
  • −Leadership: +5 for Ship's Company and Lothern Sea Guard units (Lord's army)
  • +Upkeep: -4% for Ship's Company and Lothern Sea Guard units (Lord's army)
  • +Leadership: +4 for Ship's Company and Lothern Sea Guard units (Lord's army)
Dedicated to Hukon
  • −Leadership: +5 for Chariot units (Lord's army)
  • −Upkeep: -5% for Chariot units (Lord's army)
  • +Upkeep: -4% for Chariot units (Lord's army)
  • +Leadership: +4 for Chariot units (Lord's army)
Moon Dragon
  • Rank: 22 → 28
Moon Dragon
  • Rank: 22 → 28
Moon Dragon
  • Rank: 22 → 28
Moon Dragon
  • Rank: 22 → 28
Moon Dragon
  • Rank: 22 → 28
Moon Dragon
  • Rank: 22 → 28
Moon Dragon
  • Rank: 22 → 28
Moon Dragon
  • Rank: 22 → 28
Barded Ithilmar Steed
  • +Passive Ability: "For the Phoenix King", while this Mount is equipped, for Cavalry units (all units in army)
Stormwing
  • Rank: 14 → 15
Wallwarden
  • −Construction cost: -25% for Wall and Garrison buildings (all provinces)
  • +Construction cost: -20% for Wall and Garrison buildings (all provinces)
Dedicated to Ladrielle
  • −Level 1: Missile strength: +10% for Mistwalkers units (Lord's army)
  • −Level 1: Vigour loss reduction: -20% for Mistwalkers units (Lord's army)
  • −Level 1: Weapon strength: +10% for Mistwalkers units (Lord's army)
  • −Level 2: Missile strength: +20% for Mistwalkers units (Lord's army)
  • −Level 2: Vigour loss reduction: -40% for Mistwalkers units (Lord's army)
  • −Level 2: Weapon strength: +20% for Mistwalkers units (Lord's army)
  • +Level 1: Missile strength: +6% for Mistwalkers units (Lord's army)
  • +Level 1: Vigour loss reduction: -10% for Mistwalkers units (Lord's army)
  • +Level 1: Weapon strength: +6% for Mistwalkers units (Lord's army)
  • +Level 2: Missile strength: +8% for Mistwalkers units (Lord's army)
  • +Level 2: Vigour loss reduction: -20% for Mistwalkers units (Lord's army)
  • +Level 2: Weapon strength: +8% for Mistwalkers units (Lord's army)
Mautererius
  • +Passive Ability: "For the Phoenix King", while this Mount is equipped, for Cavalry units (all units in army)
Minaithnir
  • Rank: 14 → 18
Astride the Battlefield
  • −Recruit rank: +2 for Cavalry units
  • +Recruit rank: +1 for Cavalry units
Sun Dragon
  • Rank: 22 → 28
Deflective Pattern
  • −Upkeep: -5% for Swordmasters of Hoeth units (Hero's army)
  • +Upkeep: -4% for Swordmasters of Hoeth units (Hero's army)
Chronicler's Wisdom
  • −Winds of Magic cost: -15% for all spells
  • −Spell resistance: 10% (Hero's army)
  • +Winds of Magic cost: -10% for all spells
  • +Spell resistance: 5% (Hero's army)
Sundry Skillset
  • −Armour-piercing weapon damage: +75
  • +Armour-piercing weapon damage: +50
Barded Ithilmar Steed
  • +Passive Ability: "For the Phoenix King", while this Mount is equipped, for Cavalry units (all units in army)
Great Eagle
  • +Passive Ability: " Asuryan Gives us Strength", while this Mount is equipped, for Eagle and Phoenix units (all units in army)
Ithilmar Chariot
  • +Passive Ability: "We Fight for Ulthuan", while this Mount is equipped, for Chariot units (all units in army)
Keen Mind
  • −Replenish Troops action: Replenishment rate is increased by an additional 5%
  • +Replenish Troops action: Replenishment rate is increased by an additional 4%
Magical Heirlooms
  • −Armour-piercing weapon damage: +40
  • +Armour-piercing weapon damage: +30
Spirited Presence
  • −Ward save: +8%
  • +Ward save: +5%
Blade Stewardship
  • −Upkeep: -5% for Infantry units (Hero's army)
  • +Upkeep: -4% for Infantry units (Hero's army)
Barded Ithilmar Steed
  • +Passive Ability: "For the Phoenix King", while this Mount is equipped, for Cavalry units (all units in army)
Great Eagle
  • +Passive Ability: " Asuryan Gives us Strength", while this Mount is equipped, for Eagle and Phoenix units (all units in army)
  • Rank: 12 → 14
Griffon
  • Rank: 14 → 18
Sun Dragon
  • Rank: 16 → 20
Star Dragon
  • Rank: 20 → 24
White Lion Chariot
  • +Passive Ability: "We Fight for Ulthuan", while this Mount is equipped, for Chariot units (all units in army)
Great Eagle
  • +Passive Ability: " Asuryan Gives us Strength", while this Mount is equipped, for Eagle and Phoenix units (all units in army)
  • Rank: 12 → 14
Sun Dragon
  • Rank: 16 → 20
Star Dragon
  • Rank: 20 → 24
Barded Ithilmar Steed
  • +Passive Ability: "For the Phoenix King", while this Mount is equipped, for Cavalry units (all units in army)
Great Eagle
  • +Passive Ability: " Asuryan Gives us Strength", while this Mount is equipped, for Eagle and Phoenix units (all units in army)
  • Rank: 12 → 14
Griffon
  • Rank: 14 → 18
Moon Dragon
  • Rank: 16 → 20
Star Dragon
  • Rank: 20 → 24
Arcane Phoenix
  • Rank: 18 → 20
Malhandir
  • +Passive Ability: "For the Phoenix King", while this Mount is equipped, for Cavalry units (all units in army)
Combined Elites
  • −Level 2: Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
  • −Level 2: Missile strength: +6% for Ellyrian Reavers units (Lord's army)
  • −Level 3: Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
  • −Level 3: Missile strength: +8% for Ellyrian Reavers units (Lord's army)
  • +Level 2: Missile strength: +5% for Ellyrian Reavers units (Lord's army)
  • +Level 2: Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
  • +Level 3: Missile strength: +7% for Ellyrian Reavers units (Lord's army)
  • +Level 3: Melee defence: +8 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
Excessive Measures
  • −Dragonship Supply construction cost: -10% for all Dragonship buildings (own army)
  • +Dragonship Supply construction cost: -8% for all Dragonship buildings (own army)
Herald of Mathlann
  • −Ward save: +20% when fighting at sea (Lord's army)
  • +Ward save: +10% when fighting at sea (Lord's army)
Captain of the Phoenix Guard
  • −Upkeep: -10% for Melee infantry units (own army)
  • +Upkeep: -6% for Melee infantry units (own army)
Devoted Guardians
  • −Ward save: +10% for Phoenix Guard units (Hero's army)
  • +Ward save: +5% for Phoenix Guard units (Hero's army)
War by Wealth
  • −Income from post-battle loot: +25%
  • +Income from post-battle loot: +15%
Unstoppable Force
  • −Weapon strength: +10% (Lord's army)
  • +Weapon strength: +6% (Lord's army)
By Order of the Phoenix Court
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Casualty replenishment rate: +4% (Lord's army)
Always Prepared
  • −Upkeep: -5% (Lord's army)
  • +Upkeep: -4% (Lord's army)
Ulthuan's First Line
  • −Armour: +15 (Lord's army)
  • +Armour: +10 (Lord's army)
Will of Asuryannew
  • +Level 1: Enables flaming attacks for Infantry and Cavalry units (Lord's army)
  • +Level 1: Ward Save: +5% for Phoenix and Phoenix Guard units (Lord's army)
  • +Level 1: Enables flaming attacks (Heroes in Lord's army)
  • +Level 2: Enables flaming attacks for Infantry and Cavalry units (Lord's army)
  • +Level 2: Ward Save: +10% for Phoenix and Phoenix Guard units (Lord's army)
  • +Level 2: Enables flaming attacks (Heroes in Lord's army)
Knowledge of Things to Comenew
  • +Attribute: Unbreakable
  • +Bonus vs Large: +15
Frostheart Phoenix (Mount)new
  • +Enables the Frostheart Phoenix mount for the Anointed
  • +Passive Ability: " Asuryan Gives us Strength", while this Mount is equipped, for Eagle and Phoenix units (all units in army)
Flamespyre Phoenix (Mount)new
  • +Enables the Flamespyre Phoenix mount for the Anointed
  • +Passive Ability: " Asuryan Gives us Strength", while this Mount is equipped, for Eagle and Phoenix units (all units in army)
Blessings of Asuryannew
  • +Attribute: Expert Charge Defence
  • +Ward save: +5% (Lord's army)
  • +Corruption: -3 (local province)
Cavalry Masternew
  • +Level 1: Charge Bonus: +3 for Ellyrian Reavers and Chariots (Lord's army)
  • +Level 1: Weapon Strength: +3% for Ellyrian Reavers and Chariot units (Lord's army)
  • +Level 1: Speed: +3% for Chariot units (Lord's army)
  • +Level 2: Charge Bonus: +6 for Ellyrian Reavers and Chariots (Lord's army)
  • +Level 2: Weapon Strength: +6% for Ellyrian Reavers and Chariot units (Lord's army)
  • +Level 2: Speed: +6% for Chariot units (Lord's army)
  • +Level 3: Charge Bonus: +10 for Ellyrian Reavers and Chariots (Lord's army)
  • +Level 3: Weapon Strength: +9% for Ellyrian Reavers and Chariot units (Lord's army)
  • +Level 3: Speed: +10% for Chariot units (Lord's army)
Boons of Vaulnew
  • +Level 1: Armour: +3 for Silver Helms and Dragon Princes units (Lord's army)
  • +Level 1: Charge Bonus: +5 for Silver Helms and Dragon Princes (Lord's army)
  • +Level 1: Speed: +3% for Silver Helms and Dragon Princes units (Lord's army)
  • +Level 2: Armour: +6 for Silver Helms and Dragon Princes units (Lord's army)
  • +Level 2: Charge Bonus: +10 for Silver Helms and Dragon Princes (Lord's army)
  • +Level 2: Speed: +6% for Silver Helms and Dragon Princes units (Lord's army)
  • +Level 3: Armour: +10 for Silver Helms and Dragon Princes units (Lord's army)
  • +Level 3: Charge Bonus: +15 for Silver Helms and Dragon Princes (Lord's army)
  • +Level 3: Speed: +10% for Silver Helms and Dragon Princes units (Lord's army)
Allies of Oldnew
  • +Level 1: Charge Bonus: +5 for Flying and Lion units (Lord's army)
  • +Level 1: Weapon Strength: +3% for Flying and Lion units (Lord's army)
  • +Level 1: Speed: +3% for Flying and Lion units (Lord's army)
  • +Level 2: Charge Bonus: +10 for Flying and Lion units (Lord's army)
  • +Level 2: Weapon Strength: +6% for Flying and Lion units (Lord's army)
  • +Level 2: Speed: +6% for Flying and Lion units (Lord's army)
  • +Level 3: Charge Bonus: +15 for Flying and Lion units (Lord's army)
  • +Level 3: Weapon Strength: +9% for Flying and Lion units (Lord's army)
  • +Level 3: Speed: +10% for Flying and Lion units (Lord's army)
Protectors of Ulthuannew
  • +Level 1: Armour: +3 for elite Infantry units (Lord's army)
  • +Level 1: Weapon Strength: +4% for elite Infantry units (Lord's army)
  • +Level 2: Armour: +6 for elite Infantry units (Lord's army)
  • +Level 2: Weapon Strength: +6% for elite Infantry units (Lord's army)
  • +Level 3: Armour: +10 for elite Infantry units (Lord's army)
  • +Level 3: Weapon Strength: +8% for elite Infantry units (Lord's army)
Nature's Revengenew
  • +Level 1: Missile Resistance: +10% for Dryad units (all armies factionwide)
  • +Level 2: Missile Resistance: +10% for Dryad and Treekin units (all armies factionwide)
  • +Level 2: Passive Ability: "Frenzy" for Dryad and Treekin units (all armies factionwide)
  • +Level 3: Missile Resistance: +10% for Dryad, Treekin, and Treemen units (all armies factionwide)
  • +Level 3: Passive Ability: "Frenzy" for Dryad, Treekin, and Treemen units (all armies factionwide)
  • +Level 3: Armour: +10 for Dryad, Treekin, and Treemen units (all armies factionwide)
  • +Level 3: Enables Sundering Attacks for Treemen units (all armies factionwide)
Time Amoknew
  • +Bound Cataclysm Spell: "Time Amok"
  • +Max Two Uses: "Time Amok"

Buildings

  • −Upkeep: -10% for Dragons and Dragon Princes (all armies)
  • −Income generated: 300
  • −Control: +3
  • +Upkeep: -5% for Dragons and Dragon Princes (all armies)
  • +Income generated: 400
  • +Control: +4
  • Cost: 2000 → 5000
  • Turns: 4 → 5
  • −Upkeep: -15% for Dragons and Dragon Princes (all armies)
  • −Income generated: 450
  • −Control: +5
  • +Upkeep: -5% for Dragons and Dragon Princes (all armies)
  • +Income generated: 550
  • +Control: +6
  • Cost: 6000 → 5000
  • Turns: 4 → 5
  • Units: 1 → 4
  • −Unit capacity: +1 for all Mistwalker units (Yvresse only)
  • −Grants 1 construction slot in the settlement
  • −Income generated: 100
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +10
  • +Grants 2 construction slots in the settlement
  • +Unit capacity: +3 for all Mistwalker units (Yvresse only)
  • +Income generated: 150
  • +Attrition: -15% when under siege (armies in region)
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 1500
  • Units: 2 → 4
  • −Unit capacity: +1 for all Mistwalker units (Yvresse only)
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 150
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +20
  • +Grants 4 construction slots in the settlement
  • +Unit capacity: +6 for all Mistwalker units (Yvresse only)
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Attrition: -15% when under siege (armies in region)
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 3000
  • Turns: 3 → 4
  • Units: 2 → 4
  • −Unit capacity: +1 for all Mistwalker units (Yvresse only)
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 200
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +30
  • −Control: +4
  • +Grants 5 construction slots in the settlement
  • +Unit capacity: +9 for all Mistwalker units (Yvresse only)
  • +Defensive supplies: +1500
  • +Income generated: 250
  • +Attrition: -15% when under siege (armies in region)
  • +Growth: +50
  • +Control: +5
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 4500
  • Turns: 4 → 5
  • Units: 2 → 4
  • −Unit capacity: +1 for all Mistwalker units (Yvresse only)
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income generated: 250
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +40
  • −Control: +5
  • +Grants 7 construction slots in the settlement
  • +Unit capacity: +12 for all Mistwalker units (Yvresse only)
  • +Defensive supplies: +1750
  • +Income generated: 350
  • +Attrition: -15% when under siege (armies in region)
  • +Growth: +60
  • +Control: +6
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 7000
  • Turns: 5 → 6
  • Units: 2 → 3
  • −Unit capacity: +2 for all Mistwalker units (Yvresse only)
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Income generated: 300
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +50
  • −Control: +5
  • +Grants 9 construction slots in the settlement
  • +Unit capacity: +15 for all Mistwalker units (Yvresse only)
  • +Defensive supplies: +2000
  • +Income generated: 400
  • +Attrition: -15% when under siege (armies in region)
  • +Growth: +70
  • +Control: +7
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 10000
  • Turns: 6 → 7
  • Units: 2 → 5
Militia CampHigh Elves
  • Units: 3 → 4
Rally FieldHigh Elves
  • Units: 4 → 6
War HallHigh Elves
  • Cost: 3000 → 5000
  • Turns: 3 → 4
  • Units: 7 → 8
Elven GardensHigh Elves
  • −Influence: +3 per turn
  • +Influence: +4 per turn
  • Turns: 2 → 3
Elven CourtHigh Elves
  • −Income from Entertainment buildings: +30% (local province)
  • −Influence: +6 per turn
  • +Influence: +8 per turn
  • +Income from Entertainment buildings: +20% (local province)
  • Units: 0 → 2
Stone WallsHigh Elves
  • +Attrition: -10% when under siege (armies in region)
  • Cost: 2000 → 2500
Enchanted WallsHigh Elves
  • +Attrition: -15% when under siege (armies in region)
  • Cost: 4000 → 6000
Warded WallsHigh Elves
  • +Attrition: -20% when under siege (armies in region)
  • Cost: 6000 → 8000
WatchtowerHigh Elves
  • Cost: 2000 → 1500
  • Cost: 2000 → 1500
Dragon's LairHigh Elves
  • −Lord recruit rank: +1 (factionwide)
  • +Lord recruit rank: +2
  • Cost: 6000 → 8000
  • Turns: 5 → 4
Dragon KeepHigh Elves
  • −Lord recruit rank: +2 (factionwide)
  • +Lord recruit rank: +4
  • Turns: 6 → 5
  • Units: 4 → 5
Elven EmbassyHigh Elves
  • −Influence: +6 per turn
  • +Influence: +8 per turn
HomesteadHigh Elves
  • Cost: 1000 → 500
EstateHigh Elves
  • Cost: 2000 → 3000
GroveHigh Elves
  • +Furs resource production: 12 bundles
  • Cost: 2000 → 4000
  • Turns: 2 → 3
  • Units: 2 → 5
Greater GroveHigh Elves
  • +Exotic Animals resource production: 8 cages
  • +Furs resource production: 12 bundles
  • Cost: 3000 → 6000
  • Turns: 3 → 4
  • Units: 3 → 5
Blessed GroveHigh Elves
  • +Furs resource production: 14 bundles
  • +Exotic Animals resource production: 10 cages
  • Cost: 5000 → 8000
  • Turns: 4 → 5
  • Units: 4 → 6
Elven CraftsmanHigh Elves
  • −Income generated: 100
  • −When Control is 75 or more: Income generated: 50
  • +Income generated: 140
  • +When Control is 75 or more: Income generated: 70
  • Cost: 1000 → 750
  • Turns: 1 → 2
Elven ArtisanHigh Elves
  • −Income generated: 200
  • −When Control is 75 or more: Income generated: 100
  • +Income generated: 240
  • +When Control is 75 or more: Income generated: 120
  • Cost: 1500 → 2000
  • Turns: 2 → 3
  • Cost: 2000 → 3000
  • Turns: 3 → 4
ArchiveHigh Elves
  • −Scrolls of Knowledge: +2 per turn (Order of Loremasters only)
  • +Scrolls of Knowledge: +4 per turn (Order of Loremasters only)
  • Cost: 4000 → 5000
  • Turns: 4 → 3
  • −Scrolls of Knowledge: +4 per turn (Order of Loremasters only)
  • −Research rate: +4
  • +Research rate: +8
  • +Scrolls of Knowledge: +7 per turn (Order of Loremasters only)
  • Cost: 6000 → 8000
  • Turns: 5 → 4
  • Units: 3 → 4
Tower of MagesHigh Elves
  • −Scrolls of Knowledge: +8 per turn (Order of Loremasters only)
  • −Research rate: +8
  • +Scrolls of Knowledge: +10 per turn (Order of Loremasters only)
  • +Research rate: +12
  • Turns: 6 → 5
  • Units: 4 → 5
PlazaHigh Elves
  • −Influence: +1 per turn
  • −Income generated: 60
  • −When Control is 75 or more: Income generated: 30
  • +Income generated: 100
  • +When Control is 75 or more: Income generated: 50
  • +Influence: +2 per turn
  • Cost: 1500 → 750
  • Turns: 1 → 2
ColonnadeHigh Elves
  • −Influence: +2 per turn
  • −Income generated: 90
  • −When Control is 75 or more: Income generated: 45
  • +Income generated: 150
  • +When Control is 75 or more: Income generated: 100
  • +Influence: +3 per turn
  • Turns: 2 → 3
PromenadeHigh Elves
  • −Influence: +3 per turn
  • −When Control is 75 or more: Influence: +1 per turn
  • −Income generated: 120
  • −When Control is 75 or more: Income generated: 60
  • +Income generated: 200
  • +When Control is 75 or more: Income generated: 150
  • +Influence: +4 per turn
  • +When Control is 75 or more: Influence: +2 per turn
  • Cost: 2500 → 3000
  • Turns: 3 → 4
  • Units: 0 → 1
TheatreHigh Elves
  • −Influence: +4 per turn
  • −When Control is 75 or more: Influence: +2 per turn
  • −Income generated: 180
  • −When Control is 75 or more: Income generated: 90
  • +Income generated: 250
  • +When Control is 75 or more: Income generated: 200
  • +Influence: +5 per turn
  • +When Control is 75 or more: Influence: +3 per turn
  • Cost: 4000 → 5000
  • Units: 0 → 5
AmphitheatreHigh Elves
  • −Influence: +5 per turn
  • −When Control is 75 or more: Influence: +3 per turn
  • −Income generated: 240
  • −When Control is 75 or more: Income generated: 120
  • +Income generated: 300
  • +When Control is 75 or more: Income generated: 250
  • +Influence: +6 per turn
  • +When Control is 75 or more: Influence: +4 per turn
  • Cost: 5000 → 7000
  • Units: 0 → 7
DocksHigh Elves
  • −Income generated: 100
  • +Income generated: 250
  • +Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • Cost: 2000 → 800
  • Turns: 2 → 1
  • Units: 1 → 0
HarbourHigh Elves
  • −Income generated: 300
  • +Income generated: 450
  • +Elven Trade: +15 per turn (High Elf Sea Patrol only)
  • Turns: 4 → 3
  • Units: 2 → 4
SeaportHigh Elves
  • −Income generated: 500
  • +Income generated: 850
  • +Control: +2
  • +Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • Turns: 6 → 5
  • Units: 2 → 5
  • −Recruitment cost: -20% for Great Eagle, Phoenix and Dragon units (local province)
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -10% for Great Eagle, Phoenix and Dragon units (local province)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
  • −Recruitment cost: -25% for Great Eagle, Phoenix and Dragon units (local province)
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -15% for Great Eagle, Phoenix and Dragon units (local province)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
  • −Recruitment cost: -30% for Great Eagle, Phoenix and Dragon units (local province)
  • −Recruit rank: +2 for Great Eagle, Phoenix, War Lions and Dragon units (local province)
  • −Upkeep: -3% for Great Eagle, Phoenix and Dragon units (all armies)
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -20% for Great Eagle, Phoenix and Dragon units (local province)
  • +Recruit rank: +1 for Great Eagle, Phoenix, War Lions and Dragon units (local province)
  • +Upkeep: -2% for Great Eagle, Phoenix and Dragon units (all armies)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
Cinnabar MineHigh Elves
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
DyemakerHigh Elves
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
Hunting CampHigh Elves
  • −Recruitment cost: -20% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -10% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
Hunting LodgeHigh Elves
  • −Recruitment cost: -25% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -15% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
TanneryHigh Elves
  • −Recruitment cost: -30% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
  • −Recruit rank: +2 for White Lions of Chrace units (local province)
  • −Upkeep: -3% for White Lions of Chrace, War Lions and Lion Chariot units (all armies)
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -20% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
  • +Recruit rank: +1 for White Lions of Chrace units (local province)
  • +Upkeep: -2% for White Lions of Chrace, War Lions and Lion Chariot units (all armies)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
Gem MineshaftHigh Elves
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
Gem MineHigh Elves
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
Gold Mining PitHigh Elves
  • −Income generated: 300
  • +Income generated: 400
  • Turns: 2 → 3
Gold MineHigh Elves
  • −Income generated: 450
  • +Income generated: 500
  • Cost: 2000 → 3000
  • Turns: 3 → 4
MintHigh Elves
  • Cost: 3000 → 5000
  • Turns: 4 → 5
Iron Mining PitHigh Elves
  • −Recruitment cost: -20% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -10% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
Iron MineHigh Elves
  • −Recruitment cost: -25% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -15% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
Iron SmelterHigh Elves
  • −Recruitment cost: -30% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
  • −Recruit rank: +2 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
  • −Upkeep: -3% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (all armies)
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -20% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
  • +Recruit rank: +1 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
  • +Upkeep: -2% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (all armies)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
SawyerHigh Elves
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • −Construction cost: -15% for all buildings (local province)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • +Construction cost: -10% for all buildings (local province)
  • Cost: 1000 → 800
  • Turns: 1 → 2
Marble QuarryHigh Elves
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • −Construction cost: -20% for all buildings (local province)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • +Construction cost: -15% for all buildings (local province)
  • Turns: 2 → 3
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • −Construction cost: -25% for all buildings (local province)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • +Construction cost: -20% for all buildings (local province)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
Exotic HothouseHigh Elves
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
Obsidian QuarryHigh Elves
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • −Recruitment cost: -20% for Ellyrian Reavers and Silver Helms units (local province)
  • +Recruitment cost: -10% for Ellyrian Reavers and Silver Helms units (local province)
  • Cost: 1000 → 800
  • Turns: 1 → 2
Livestock PensHigh Elves
  • −Recruitment cost: -25% for Ellyrian Reavers and Silver Helms units (local province)
  • +Recruitment cost: -15% for Ellyrian Reavers and Silver Helms units (local province)
  • Turns: 2 → 3
Cattle RanchHigh Elves
  • −Recruitment cost: -30% for Ellyrian Reavers and Silver Helms units (local province)
  • −Recruit rank: +2 for Ellyrian Reavers and Silver Helms units (local province)
  • −Upkeep: -3% for Ellyrian Reavers and Silver Helms units (all armies)
  • +Recruitment cost: -20% for Ellyrian Reavers and Silver Helms units (local province)
  • +Recruit rank: +1 for Ellyrian Reavers and Silver Helms units (local province)
  • +Upkeep: -2% for Ellyrian Reavers and Silver Helms units (all armies)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
Clay PitHigh Elves
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
Pottery MakerHigh Elves
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
KilnsHigh Elves
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
Salt FlatsHigh Elves
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
Salt PansHigh Elves
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
Salt DistilleryHigh Elves
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
Spice MarketHigh Elves
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
Eastern BazaarHigh Elves
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
OrchardsHigh Elves
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
VineyardHigh Elves
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
VintnerHigh Elves
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
Woodman's HutHigh Elves
  • −Recruitment cost: -20% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -10% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
  • +Elven Trade: +12 per turn (High Elf Sea Patrol only)
  • Cost: 1000 → 800
  • Turns: 1 → 2
Timber MillHigh Elves
  • −Recruitment cost: -25% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -15% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Turns: 2 → 3
LumberyardHigh Elves
  • −Recruitment cost: -30% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
  • −Recruit rank: +2 for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
  • −Upkeep: -3% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (all armies)
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • +Recruitment cost: -20% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
  • +Recruit rank: +1 for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
  • +Upkeep: -2% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (all armies)
  • +Elven Trade: +40 per turn (High Elf Sea Patrol only)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
HamletHigh Elves
  • −Grants 1 construction slot in the settlement
  • −Income generated: 100
  • −Growth: +8
  • +Grants 2 construction slots in the settlement
  • +Income generated: 70
  • +Growth: +10
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 800
  • Turns: 3 → 2
  • Units: 2 → 4
HavenHigh Elves
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 150
  • −Growth: +15
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 100
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 1600
  • Units: 2 → 4
TowerHigh Elves
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +22
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 150
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 4000
  • Units: 2 → 4
CitadelHigh Elves
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income generated: 250
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 200
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 7000
  • Units: 2 → 3
TorHigh Elves
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Income generated: 300
  • −Growth: +38
  • +Grants 9 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Income generated: 250
  • +Growth: +40
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 9500
  • Units: 2 → 5
HamletHigh Elves
  • −Income generated: 100
  • −Growth: +8
  • +Income generated: 70
  • +Growth: +10
  • Cost: 1000 → 800
  • Turns: 3 → 2
  • Units: 2 → 4
HavenHigh Elves
  • −Defensive supplies: +1000
  • −Income generated: 150
  • +Defensive supplies: +1250
  • +Income generated: 100
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 2500 → 1600
  • Units: 2 → 4
TowerHigh Elves
  • −Defensive supplies: +1000
  • −Income generated: 200
  • −Growth: +22
  • +Defensive supplies: +1500
  • +Income generated: 150
  • +Growth: +25
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 5000 → 4000
  • Units: 2 → 4
Elven WorkshopHigh Elves
  • Units: 2 → 0
Elven ForgeHigh Elves
  • Turns: 4 → 3
  • Units: 4 → 3
Ithilmar SmithHigh Elves
  • Cost: 6000 → 7000
  • Turns: 5 → 4
  • Units: 6 → 8
Grazing MeadowsHigh Elves
  • Cost: 2000 → 3000
  • Units: 2 → 3
FarrierHigh Elves
  • Cost: 3000 → 6000
  • Units: 4 → 6
  • Turns: 4 → 3
  • Units: 1 → 0
  • Cost: 6000 → 7000
  • Turns: 5 → 4
  • Units: 3 → 5
  • Cost: 12000 → 10000
  • Turns: 6 → 5
  • Units: 4 → 8
  • −Recruitment cost: -30% for Great Eagle units
  • −Recruit rank: +3 for Great Eagle units
  • −Upkeep: -5% for Great Eagle units (all armies)
  • +Recruitment cost: -20% for Great Eagle units
  • +Recruit rank: +1 for Great Eagle units
  • +Upkeep: -4% for Great Eagle units (all armies)
  • Cost: 4000 → 3000
  • −Income from all buildings: +5% (local province)
  • −Leadership: -10 when laying siege or encircling (enemy armies in region)
  • +Income from all buildings: +20% (local province)
  • +Leadership: -8 when laying siege or encircling (enemy armies in region)
  • Cost: 10000 → 12000
  • Units: 0 → 2
  • −Hero recruit rank: +1 for Nobles (factionwide)
  • −Income from Ports: +25% (local province)
  • −Control: +5
  • +Hero recruit rank: +2 for Nobles (factionwide)
  • +Income from Ports: +20% (local province)
  • +Control: +6
  • Cost: 8000 → 9000
  • Units: 0 → 3
Temple of VaulHigh Elves
  • −Upkeep: -10% (all armies)
  • +Upkeep: -5% (all armies)
  • Units: 0 → 3
  • −Income generated: 500
  • +Income generated: 600
  • Cost: 5000 → 12000
  • Units: 0 → 4
  • −Recruitment cost: -10% (armies in region)
  • −Casualty replenishment rate: +10% (armies in province)
  • +Recruitment cost: -5% (armies in region)
  • +Casualty replenishment rate: +8% (armies in province)
  • Cost: 10000 → 15000
  • −Growth: +40
  • +Growth: +50
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 800
  • Turns: 3 → 2
Fortress GateHigh Elves
  • −Growth: +50
  • +Growth: +60
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 2000
  • Turns: 4 → 3
  • −Growth: +60
  • +Growth: +85
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 4000
  • Turns: 5 → 4
  • −Growth: +70
  • +Growth: +100
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 6500
  • −Growth: +80
  • +Growth: +120
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 8500
  • −Growth: +40
  • +Growth: +50
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 800
  • Turns: 3 → 2
Fortress GateHigh Elves
  • −Growth: +50
  • +Growth: +65
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 2000
  • Turns: 4 → 3
  • −Growth: +60
  • +Growth: +85
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 4000
  • Turns: 5 → 4
  • −Growth: +70
  • +Growth: +100
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 6500
  • −Growth: +80
  • +Growth: +120
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 8500
  • −Growth: +40
  • +Growth: +50
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 800
  • Turns: 3 → 2
Fortress GateHigh Elves
  • −Growth: +50
  • +Growth: +65
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 2000
  • Turns: 4 → 3
  • −Growth: +60
  • +Growth: +85
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 4000
  • Turns: 5 → 4
  • −Growth: +70
  • +Growth: +100
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 6500
  • −Growth: +80
  • +Growth: +120
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 8500
  • −Growth: +40
  • +Growth: +50
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 800
  • Turns: 3 → 2
Fortress GateHigh Elves
  • −Growth: +50
  • +Growth: +65
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 2000
  • Turns: 4 → 3
  • −Growth: +60
  • +Growth: +85
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 4000
  • Turns: 5 → 4
  • −Growth: +70
  • +Growth: +100
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 6500
  • −Growth: +80
  • +Growth: +120
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 8500
Oathgold MineHigh Elves
  • −Income generated: 1000
  • +Income generated: 1200
  • Cost: 6000 → 10000
  • −Hero recruit rank: +2 for Mages
  • −Research rate: +6
  • +Hero recruit rank: +1 for Mages (factionwide)
  • +Research rate: +8
  • Cost: 8000 → 12000
  • −Hero recruit rank: +4 for Mages
  • −Research rate: +12
  • +Hero recruit rank: +2 for Mages (factionwide)
  • +Research rate: +15
  • Cost: 10000 → 15000
  • −Income from all buildings: +10% (local province)
  • +Income from all buildings: +20% (local province)
  • Cost: 10000 → 15000
  • Units: 0 → 3
  • Units: 0 → 3
  • −Income generated: 200
  • −Outside regions owned by Chaos Dwarfs: Growth: +20
  • +Income generated: 400
  • +Outside regions owned by Chaos Dwarfs: Growth: +15
  • +Elven Trade: +15 per turn (High Elf Sea Patrol only)
  • Units: 1 → 0
  • −Income generated: 400
  • −Tradable resources produced: +10% (factionwide)
  • −Outside regions owned by Chaos Dwarfs: Growth: +40
  • +Income generated: 600
  • +Tradable resources produced: +5% (factionwide)
  • +Outside regions owned by Chaos Dwarfs: Growth: +30
  • +Elven Trade: +25 per turn (High Elf Sea Patrol only)
  • Cost: 6000 → 7000
  • Units: 2 → 4
  • −Recruit rank: +4 for Ship's Company and Lothern Sea Guard units
  • −Tradable resources produced: +20% (factionwide)
  • +Recruit rank: +1 for Ship's Company and Lothern Sea Guard units
  • +Tradable resources produced: +10% (factionwide)
  • +Elven Trade: +35 per turn (High Elf Sea Patrol only)
  • Cost: 10000 → 14000
  • Units: 2 → 4
  • −Income from all buildings: +10% (local province)
  • +Income from all buildings: +20% (local province)
  • Cost: 10000 → 16000
  • −Influence: +25 per turn
  • +Influence: +30 per turn
  • Cost: 10000 → 15000
  • −Recruitment cost: -30% for Archers units (armies in region)
  • −Upkeep: -5% for Archers units (all armies)
  • +Recruitment cost: -20% for Archers units (armies in region)
  • +Upkeep: -4% for Archers units (all armies)
  • Units: 2 → 3
Asur SanctuaryHigh Elves
  • −When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +20 per turn
  • −Grants 1 construction slot in the settlement
  • −Income generated: 100
  • −Growth: +8
  • +Grants 2 construction slots in the settlement
  • +Income generated: 200
  • +Growth: +10
  • +When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +30 per turn
  • +Income from Ports: +25%
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 800
  • Turns: 3 → 2
  • Units: 2 → 4
  • −When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +40 per turn
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 150
  • −Growth: +15
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 300
  • +Growth: +20
  • +When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +50 per turn
  • +Income from Ports: +25%
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 2000
  • Units: 2 → 4
Asur ColonyHigh Elves
  • −When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +60 per turn
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +22
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 400
  • +Growth: +30
  • +When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +70 per turn
  • +Income from Ports: +25%
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 4000
  • Units: 3 → 4
Colony CitadelHigh Elves
  • −When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +80 per turn
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income generated: 250
  • −Growth: +30
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 480
  • +Growth: +40
  • +When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +90 per turn
  • +Income from Ports: +25%
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 7000
Colony TorHigh Elves
  • −When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +100 per turn
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Income generated: 300
  • −Growth: +38
  • +Grants 9 construction slots in the settlement
  • +When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +120 per turn
  • +Defensive supplies: +2000
  • +Income generated: 550
  • +Growth: +50
  • +Income from Ports: +25%
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 8500
  • Units: 3 → 5
Asur SanctuaryHigh Elves
  • −When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +20 per turn
  • −Income generated: 100
  • −Growth: +8
  • +When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +30 per turn
  • +Income generated: 200
  • +Growth: +10
  • +Income from Ports: +25%
  • Cost: 1200 → 800
  • Turns: 3 → 2
  • Units: 2 → 4
  • −When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +40 per turn
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +15
  • +When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +50 per turn
  • +Defensive supplies: +1250
  • +Income generated: 300
  • +Growth: +20
  • +Income from Ports: +25%
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 2500 → 2000
  • Units: 2 → 4
Asur ColonyHigh Elves
  • −When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +60 per turn
  • −Defensive supplies: +1000
  • −Income generated: 200
  • −Growth: +22
  • +When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +70 per turn
  • +Defensive supplies: +1500
  • +Income generated: 400
  • +Growth: +25
  • +Income from Ports: +25%
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 5000 → 4000
  • Units: 3 → 4
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 140
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 800
  • Units: 2 → 4
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 2000
  • Turns: 3 → 4
  • Units: 2 → 4
  • −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: 280
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 4000
  • Turns: 4 → 5
  • Units: 2 → 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: 360
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 7000
  • Units: 2 → 3
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 450
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 8500
  • Units: 2 → 5
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 140
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 1000
  • Units: 2 → 4
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 2000
  • Turns: 3 → 4
  • Units: 2 → 4
  • −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: 280
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Turns: 4 → 5
  • Units: 2 → 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: 360
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 7500
  • Turns: 5 → 6
  • Units: 2 → 3
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 450
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 10000
  • Turns: 6 → 7
  • Units: 2 → 5
  • −Income generated: 100
  • −Growth: +8
  • +Income generated: 120
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 1000
  • Turns: 3 → 2
  • Units: 2 → 4
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +15
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 2000
  • Units: 2 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +22
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 280
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Units: 2 → 4
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 250
  • −Growth: +30
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 360
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 7000
  • Units: 2 → 3
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +38
  • +Defensive supplies: +2000
  • +Income generated: 450
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 10000
  • Units: 2 → 5
  • −Construction cost: -45% for Worship buildings (local province)
  • −Local Recruitment duration: -1 turn for Phoenix Guard units (minimum 1) (local province)
  • −Recruit rank: +2 for Phoenix Guard units (factionwide)
  • −Upkeep: -5% for Phoenix Guard units (all armies)
  • −Control: +5
  • +Construction cost: -30% for Worship buildings (local province)
  • +Recruit rank: +1 for Phoenix Guard units (factionwide)
  • +Upkeep: -4% for Phoenix Guard units (all armies)
  • +Control: +6
  • Cost: 2000 → 2500
  • Cost: 2000 → 1800
  • Turns: 2 → 3
  • Cost: 4000 → 4800
  • Turns: 10 → 13
  • −Recruit rank: +2 for Chariot units
  • −Control: +5
  • +Recruit rank: +1 for Chariot units
  • +Control: +6
  • −Recruit rank: +3 for Chariot units
  • −Recruit rank: +2 for Chariot units (factionwide)
  • −Upkeep: -5% for Chariot units (all armies)
  • −Income from all buildings: +10% (local province)
  • +Recruit rank: +1 for Chariot units
  • +Recruit rank: +1 for Chariot units (factionwide)
  • +Upkeep: -4% for Chariot units (all armies)
  • +Income from all buildings: +30% (local province)
  • Cost: 10000 → 11000
  • −Upkeep: -5% for White Lions of Chrace, War Lions and Lion Chariot units (all armies)
  • +Upkeep: -4% for White Lions of Chrace, War Lions and Lion Chariot units (all armies)
  • Cost: 8000 → 7000
  • Units: 0 → 3
  • −Scrolls of Knowledge: +8 per turn (Order of Loremasters only)
  • −Research rate: +6
  • +Research rate: +8
  • +Scrolls of Knowledge: +12 per turn (Order of Loremasters only)
  • −Hero recruit rank: +7 for Loremasters of Hoeth
  • −Hero recruit rank: +5 for Mages
  • −Recruit rank: +2 for Swordmasters of Hoeth units (factionwide)
  • −Local Recruitment duration: -1 turn for Swordmasters of Hoeth units (minimum 1) (local province)
  • −Scrolls of Knowledge: +15 per turn (Order of Loremasters only)
  • −Research rate: +12
  • +Hero recruit rank: +6 for Loremasters of Hoeth
  • +Hero recruit rank: +4 for Mages
  • +Recruit rank: +1 for Swordmasters of Hoeth units (factionwide)
  • +Research rate: +16
  • +Scrolls of Knowledge: +18 per turn (Order of Loremasters only)
  • Cost: 10000 → 15000
Warden's TowerHigh Elves
  • −Leadership: +10 when defending (armies in region)
  • +Leadership: +8 when defending (armies in region)
  • +Income generated: 1000
  • Cost: 10000 → 11000
  • Units: 0 → 4
Anurell's TombHigh Elves
  • −Diplomatic relations: +20 with High Elves
  • −Influence: +4 per turn
  • +Diplomatic relations: +10 with High Elves
  • +Influence: +5 per turn
  • Cost: 6000 → 7000
  • Units: 0 → 2
Dawn's HarbourHigh Elves
  • −Income generated: 200
  • −Growth: +20
  • +Income generated: 300
  • +Growth: +25
  • Cost: 2000 → 3000
  • Units: 1 → 0
Dawn's HarbourHigh Elves
  • −Income generated: 300
  • −Income from trade tariffs: +10%
  • −Growth: +30
  • +Income generated: 400
  • +Income from trade tariffs: +8%
  • +Growth: +35
  • Units: 2 → 4
Dawn's HarbourHigh Elves
  • −Income generated: 500
  • −Income from trade tariffs: +15%
  • −Growth: +40
  • +Income generated: 600
  • +Income from trade tariffs: +12%
  • +Growth: +45
  • Units: 2 → 5
  • −Ward save: +3% (all units in Dragonship)
  • +Ward save: +2% (all units in Dragonship)
  • −Ward save: +5% (all units in Dragonship)
  • +Ward save: +3% (all units in Dragonship)
  • Units: 1 → 0
Militia DeckHigh Elves
  • Units: 3 → 4
  • −When technology "Years at Sea" researched: Recruit rank: +2 for Ship's Company units
  • +When technology "Years at Sea" researched: Recruit rank: +1 for Ship's Company units
  • −When technology "Years at Sea" researched: Recruit rank: +3 for Ship's Company units
  • +When technology "Years at Sea" researched: Recruit rank: +2 for Ship's Company units
  • Units: 7 → 10
  • −When technology "Years at Sea" researched: Recruit rank: +4 for Ship's Company units
  • +When technology "Years at Sea" researched: Recruit rank: +2 for Ship's Company units
  • Units: 9 → 14
Eagle PerchHigh Elves
  • Units: 1 → 0
Arcane AerieHigh Elves
  • Units: 7 → 8
Dragon TowerHigh Elves
  • −Lord recruit rank: +2
  • +Lord recruit rank: +3
  • Units: 3 → 5
  • −Dragonship crew growth: +2
  • +Dragonship crew growth: +4
  • Units: 1 → 0
  • −Dragonship Supply construction cost: +5% (this Dragonship)
  • −Dragonship crew growth: +3
  • +Dragonship Supply construction cost: +4% (this Dragonship)
  • +Dragonship crew growth: +5
  • Units: 2 → 0
  • −Dragonship Supply construction cost: +10% (this Dragonship)
  • −Dragonship crew growth: +4
  • +Dragonship Supply construction cost: +8% (this Dragonship)
  • +Dragonship crew growth: +6
  • Units: 2 → 6
  • −Dragonship Supply construction cost: +15% (this Dragonship)
  • −Dragonship crew growth: +5
  • +Dragonship Supply construction cost: +12% (this Dragonship)
  • +Dragonship crew growth: +7
  • Units: 2 → 7
  • −Dragonship Supply construction cost: +20% (this Dragonship)
  • −Dragonship crew growth: +6
  • +Dragonship Supply construction cost: +16% (this Dragonship)
  • +Dragonship crew growth: +8
  • Units: 2 → 7
  • −Dragonship crew growth: +3
  • −Upkeep: -5% (all units in Dragonship)
  • +Dragonship crew growth: +5
  • +Upkeep: -4% (all units in Dragonship)
  • Units: 1 → 0
  • −Dragonship Supply construction cost: +5% (this Dragonship)
  • −Dragonship crew growth: +4
  • +Dragonship Supply construction cost: +4% (this Dragonship)
  • +Dragonship crew growth: +6
  • Units: 2 → 0
  • −Dragonship Supply construction cost: +10% (this Dragonship)
  • −Dragonship crew growth: +5
  • +Dragonship Supply construction cost: +8% (this Dragonship)
  • +Dragonship crew growth: +7
  • Units: 2 → 6
  • −Dragonship Supply construction cost: +15% (this Dragonship)
  • −Dragonship crew growth: +6
  • +Dragonship Supply construction cost: +12% (this Dragonship)
  • +Dragonship crew growth: +8
  • Units: 2 → 7
  • −Dragonship Supply construction cost: +20% (this Dragonship)
  • −Dragonship crew growth: +7
  • +Dragonship Supply construction cost: +16% (this Dragonship)
  • +Dragonship crew growth: +9
  • Units: 2 → 7
Elven SailsHigh Elves
  • Units: 0 → 1
  • Units: 0 → 3
Gallant SailsHigh Elves
  • Units: 0 → 3
Warder SailsHigh Elves
  • Units: 0 → 7
Royal SailsHigh Elves
  • Units: 0 → 7
Mess HallHigh Elves
  • −Dragonship crew growth: +1
  • −Casualty replenishment rate: +3% (all units in Dragonship)
  • +Dragonship crew growth: +3
  • +Casualty replenishment rate: +5% (all units in Dragonship)
  • −Dragonship crew growth: +2
  • −Casualty replenishment rate: +6% (all units in Dragonship)
  • +Dragonship crew growth: +4
  • +Casualty replenishment rate: +7% (all units in Dragonship)
Blessed BowerHigh Elves
  • −Dragonship crew growth: +3
  • −Casualty replenishment rate: +10% (all units in Dragonship)
  • +Dragonship crew growth: +5
  • +Casualty replenishment rate: +9% (all units in Dragonship)
  • −Dragonship crew growth: +2
  • −Casualty replenishment rate: +10% (armies in circle of influence)
  • +Dragonship crew growth: +4
  • +Casualty replenishment rate: +11% (armies in circle of influence)
Stockpile HoldHigh Elves
  • Units: 0 → 3
Ship TreasuryHigh Elves
  • Units: 0 → 7
Grand TreasuryHigh Elves
  • Units: 0 → 10
Ordnance CacheHigh Elves
  • Units: 0 → 10
Crew QuartersHigh Elves
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
  • −Recruit rank: +3 for all units
  • +Recruit rank: +2 for all units
  • −Recruit rank: +4 for all units
  • +Recruit rank: +2 for all units
  • −Influence: +5 per turn
  • +Influence: +6 per turn
  • Cost: 6000 → 7000
  • Units: 0 → 3
  • −Melee attack: +5 when fighting against Dark Elves (factionwide)
  • −When built in a Colony: Elven Trade: +30 per turn
  • −Defensive supplies: +300 (all provinces)
  • +Melee attack: +4 when fighting against Dark Elves (factionwide)
  • +When built in a Colony: Elven Trade: +60 per turn
  • +Defensive supplies: +400 (all provinces)
  • Cost: 6000 → 7000
  • −When built in a Colony: Elven Trade: +30 per turn
  • +When built in a Colony: Elven Trade: +60 per turn
  • Cost: 6000 → 7000
Great WaystoneHigh Elves
  • −When built in a Colony: Elven Trade: +30 per turn
  • +When built in a Colony: Elven Trade: +60 per turn
  • Cost: 6000 → 7000
  • −When built in a Colony: Elven Trade: +30 per turn
  • +When built in a Colony: Elven Trade: +60 per turn
  • Cost: 6000 → 7000
  • −When built in a Colony: Elven Trade: +30 per turn
  • +When built in a Colony: Elven Trade: +60 per turn
  • Cost: 6000 → 7000
Glittering PitsHigh Elves
  • −Upkeep: -5% for Dragon units (all armies)
  • −When built in a Colony: Elven Trade: +30 per turn
  • −Income generated: 300
  • +Upkeep: -3% for Dragon units (all armies)
  • +When built in a Colony: Elven Trade: +60 per turn
  • +Income generated: 350
  • Cost: 6000 → 7000
Rebuilt CitadelHigh Elves
  • −When built in a Colony: Elven Trade: +30 per turn
  • +When built in a Colony: Elven Trade: +60 per turn
  • Cost: 6000 → 7000
  • −When built in a Colony: Elven Trade: +30 per turn
  • +When built in a Colony: Elven Trade: +60 per turn
  • Cost: 6000 → 7000
  • −When built in a Colony: Elven Trade: +30 per turn
  • +When built in a Colony: Elven Trade: +60 per turn
  • Cost: 6000 → 7000
  • Cost: 2000 → 4000
  • Cost: 4000 → 5000
Animal StoreHigh Elves
  • −Elven Trade: +10 per turn (High Elf Sea Patrol only)
  • −Ivory resource production: 21 tusks
  • +Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • +Ivory resource production: 25 tusks
  • Cost: 1000 → 800
  • Turns: 1 → 2
Tusk MarketHigh Elves
  • −Elven Trade: +20 per turn (High Elf Sea Patrol only)
  • −Ivory resource production: 32 tusks
  • +Elven Trade: +35 per turn (High Elf Sea Patrol only)
  • +Ivory resource production: 40 tusks
  • Turns: 2 → 3
Tusk CompoundHigh Elves
  • −Elven Trade: +30 per turn (High Elf Sea Patrol only)
  • −Ivory resource production: 48 tusks
  • +Elven Trade: +45 per turn (High Elf Sea Patrol only)
  • +Ivory resource production: 50 tusks
  • Cost: 3000 → 4000
  • Turns: 3 → 4

Technologies

  • −Recruitment cost: -10% for Dragons and Merwyrm units
  • −Upkeep: -5% for Dragons and Merwyrm units
  • +Recruitment cost: -5% for Dragons and Merwyrm units
  • +Upkeep: -4% for Dragons and Merwyrm units
GemsettingHigh Elves
  • −Income from Industry buildings: +10%
  • +Income from Industry buildings: +8%
  • −Construction cost: -10% for all buildings
  • +Construction cost: -5% for all buildings
  • −Armour: +10 for Spearmen, Archers, Ship's Company, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Rangers, Silverin Guard and Sisters of Avelorn units
  • +Armour: +8 for Spearmen, Archers, Ship's Company, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Rangers, Silverin Guard and Sisters of Avelorn units
TrumpetersHigh Elves
  • −Melee attack: +5 for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
  • +Melee attack: +4 for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
  • −Recruit rank: +2 for Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
  • −Upkeep: -5% for Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
  • +Recruit rank: +1 for Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
  • +Upkeep: -4% for Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
  • −Range: +10% for all Ranged Units
  • +Range: +5% for all Ranged Units
  • −Melee attack: +5 for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units
  • −Weapon strength: +10% for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units
  • +Melee attack: +4 for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units
  • +Weapon strength: +5% for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units
  • −Hero action cost: -20%
  • +Hero action cost: -15%
SpearwallHigh Elves
  • −Melee defence: +5 for Spearmen, Lothern Sea Guard and Silverin Guard units
  • +Melee defence: +4 for Spearmen, Lothern Sea Guard and Silverin Guard units
Martial LawHigh Elves
  • −Control: +1 (all provinces)
  • −Local recruitment capacity: +1 (all provinces)
  • +Control: +2 (all provinces)
  • +Local recruitment capacity: +2 (all provinces)
  • −Recruit rank: +2 for Swordmasters of Hoeth, Phoenix Guard, White Lions of Chrace and Sisters of Avelorn units
  • −Recruitment cost: -10% for Swordmasters of Hoeth, Phoenix Guard, White Lions of Chrace and Sisters of Avelorn units
  • +Recruit rank: +1 for Swordmasters of Hoeth, Phoenix Guard, White Lions of Chrace and Sisters of Avelorn units
  • +Recruitment cost: -6% for Swordmasters of Hoeth, Phoenix Guard, White Lions of Chrace and Sisters of Avelorn units
  • −Lord recruit rank: +2
  • +Lord recruit rank: +3
  • −Diplomatic relations: +20 with Grand Cathay
  • +Diplomatic relations: +15 with Grand Cathay
  • −Income from Ports: +10%
  • +Income from Ports: +8%
  • −Leadership: +5
  • +Leadership: +4
  • −Income from Entertainment buildings: +10%
  • +Income from Entertainment buildings: +8%
Porcelain KilnsHigh Elves
  • −Income from Province Capital/Settlement buildings: +10%
  • +Income from Province Capital/Settlement buildings: +8%
  • −Upkeep: -5% for Ship's Company, Lothern Sea Guard and Oceanid units
  • +Upkeep: -4% for Ship's Company, Lothern Sea Guard and Oceanid units
  • −Armour: +10 for Dragon units
  • +Armour: +8 for Dragon units
  • −Control: +1 (all provinces)
  • +Control: +2 (all provinces)
Court AdvisorsHigh Elves
  • −Lord recruit rank: +2
  • +Lord recruit rank: +3
  • +Hero recruit rank: +2 for Loremasters of Hoeth
  • +Hero recruit rank: +2 for Mages
  • −Construction cost: -15% for Province Capital/Settlement buildings
  • −Global recruitment capacity: +1
  • +Construction cost: -8% for Province Capital/Settlement buildings
  • +Global recruitment capacity: +2
  • −Recruitment cost: -10% for Ship's Company and Lothern Sea Guard units
  • +Recruitment cost: -5% for Ship's Company and Lothern Sea Guard units
  • −Income from Ports: +5%
  • +Income from Ports: +4%
  • −Corruption: -2 (all provinces)
  • −Attrition: -20% casualties suffered from all attrition (all armies)
  • +Corruption: -3 (all provinces)
  • +Attrition: -25% casualties suffered from all attrition (all armies)
Fire & WaterHigh Elves
  • −Melee attack: +5 for Phoenix units
  • −Weapon strength: +10% for Phoenixes, Dragons, Oceanids, Sea Elementals and Merwyrm units
  • +Melee attack: +6 for Phoenix units
  • +Weapon strength: +5% for Phoenixes, Dragons, Oceanids, Sea Elementals and Merwyrm units
  • −Melee defence: +5 for Phoenix units
  • −Recruit rank: +2 for Phoenix and Phoenix Guard units
  • +Melee defence: +6 for Phoenix units
  • +Recruit rank: +1 for Phoenix and Phoenix Guard units
Dragon's BondHigh Elves
  • −Upkeep: -5% for Dragon and Dragon Princes units
  • +Upkeep: -4% for Dragon and Dragon Princes units
  • −Recruit rank: +2 for Dragon units
  • +Recruit rank: +1 for Dragon units
  • −Melee defence: +5 for Dragon and Dragon Prince units
  • +Melee defence: +6 for Dragon and Dragon Prince units
  • −Income from trade tariffs: +15%
  • +Income from trade tariffs: +10%
  • −Influence: +5 per turn
  • −Income from all buildings: +5%
  • +Influence: +8 per turn
  • +Income from all buildings: +4%
  • −Construction cost: -15% for Ports
  • +Construction cost: -8% for Ports
  • −Construction cost: -15% for High Elf Industry and Resource buildings
  • −Upkeep: -10% for Lords and Heroes
  • +Construction cost: -8% for High Elf Industry and Resource buildings
  • +Upkeep: -5% for Lords and Heroes
  • −Allied recruitment cost: -25%
  • +Allied recruitment cost: -20%
  • −Construction cost: -15% for High Elf Entertainment, Aristocracy and Embassy buildings
  • −Corruption: -2 (own provinces)
  • +Construction cost: -8% for High Elf Entertainment, Aristocracy and Embassy buildings
  • +Corruption: -3 (own provinces)
  • −Armour: +10 for Ellyrian Reavers, Silver Helms and Dragon Princes units
  • +Armour: +8 for Ellyrian Reavers, Silver Helms and Dragon Princes units
  • −Melee attack: +5 for White Lions of Chrace units
  • +Melee attack: +6 for White Lions of Chrace units
  • −Leadership: +5 for Oceanids, Sea Elemental and Phoenix units
  • −Melee defence: +5 for Oceanids and Sea Elemental units
  • +Leadership: +6 for Oceanids, Sea Elemental and Phoenix units
  • +Melee defence: +6 for Oceanids and Sea Elemental units
  • −Missile block chance: +20% for Swordmasters of Hoeth and Loremaster of Hoeth units
  • −Bonus vs Infantry: +10 for Swordmasters of Hoeth and Loremaster of Hoeth units
  • +Missile block chance: +15% for Swordmasters of Hoeth and Loremaster of Hoeth units
  • +Bonus vs Infantry: +6 for Swordmasters of Hoeth and Loremaster of Hoeth units
  • −Upkeep: -5% for Ellyrian Reavers, Silver Helms and Dragon Princes units
  • +Upkeep: -4% for Ellyrian Reavers, Silver Helms and Dragon Princes units
SwiftsenseHigh Elves
  • −Melee attack: +5 for Great Eagle and War Lion units
  • +Melee attack: +6 for Great Eagle and War Lion units
ForetellingHigh Elves
  • −Magic item drop chance from battle: +15% (all characters)
  • +Magic item drop chance from battle: +20% (all characters)
  • −Ambush success chance: +10%
  • −Ambush defence chance: +10%
  • +Ambush success chance: +15%
  • +Ambush defence chance: +15%