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

Radious items

1,109 items Radious Total War Mod adds or changes against patch 9.0.4: the game's effect lines that go (−, red) and Radious's that come (+, green), read from both sets of tables.

  • −Corruption: -2 (local province)
  • +Corruption: -3 (local province)
  • −Leadership: +4 for Night Goblin units (Lord's army)
  • +Leadership: +3 for Night Goblin units (Lord's army)
  • +Winds of Magic power reserve: +4 per turn
  • +Winds of Magic power reserve capacity: +4 (Lord's army)
  • −Research rate: +10
  • +Research rate: +15
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +8% (local region)
  • −Recruitment cost: -10% (own army)
  • +Recruitment cost: -5% (own army)
  • −Enemy Hero action success chance: -10%
  • −Income from all buildings: +12% (local province)
  • +Enemy Hero action success chance: -15%
  • +Income from all buildings: +6% (local province)
Aether SwordUncommon
  • −Armour-piercing weapon damage: +100
  • +Armour-piercing weapon damage: +25
Aged SageCommon
  • −Enemy Hero action success chance: -8%
  • +Enemy Hero action success chance: -10%
  • −Magic item drop chance from battle: +10%
  • +Magic item drop chance from battle: +15%
  • −Post battle chance of stealing a magic item: +12%
  • +Post battle chance of stealing a magic item: +15%
  • Lord: wh3_dlc29_vmp_cha_neferata → —
  • Lord: wh3_dlc29_vmp_cha_neferata → —
  • Lord: wh3_dlc29_vmp_cha_nagash → —
  • −Ward save: +20%
  • +Ward save: +15%
  • +Melee defence: +5
AlchemistCommon
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +5% (local region)
  • −Ward save: +20%
  • −Wound recovery time: -2 turns
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Ward save: +15%
  • +Wound recovery time: -3 turns
  • +Casualty replenishment rate: +4% (Lord's army)
Amber BowUnique
  • −Missile strength: +15%
  • +Missile strength: +20%
  • +Explosive missile damage: +10%
AmplifierUnique
  • −Cooldown: -30% to spells
  • +Cooldown: -20% to spells
  • −Spell resistance: 15%
  • +Spell resistance: 8%
  • −Spell resistance: 15%
  • +Spell resistance: 10%
  • −Missile resistance: 8%
  • −Ward save: +10%
  • −Ambush defence chance: +75% (Lord's army)
  • +Missile resistance: 10%
  • +Ward save: +5%
  • +Ambush defence chance: +50% (Lord's army)
  • −Armour: +15
  • +Armour: +10
  • −Ward save: +20%
  • +Ward save: +15%
  • +Armour: +5
  • −Armour: +30
  • +Armour: +25
  • −Post battle chance of stealing a magic item: +12%
  • +Post battle chance of stealing a magic item: +15%
ArchivistCommon
  • −Research rate: +10
  • +Research rate: +15
  • −Skulls gained from kills: +10% (Lord's army)
  • +Skulls gained from kills: +12% (Lord's army)
  • −Ambush success chance: +15%
  • +Ambush success chance: +20%
  • −Armour: +40
  • −Spell resistance: 25%
  • +Armour: +20
  • +Spell resistance: 20%
  • −Character's aura leadership effect: +10
  • +Character's aura leadership effect: +5
  • −Armour: +30
  • −Fire resistance: 10%
  • +Armour: +20
  • +Fire resistance: 25%
  • +Armour: +20
  • −Armour: +20
  • +Armour: +15
  • −Armour: +12
  • −Weapon strength: +10%
  • +Armour: +15
  • +Weapon strength: +5%
  • −Armour: +20
  • −Physical resistance: 5%
  • +Armour: +8
  • +Physical resistance: 10%
  • −Ward save: +10%
  • +Ward save: +5%
  • −Armour: +15
  • +Armour: +10
  • −Armour: +10
  • −Physical resistance: 5%
  • −Ward save: +5%
  • +Armour: +6
  • +Physical resistance: 8%
  • +Ward save: +8%
  • −Melee defence: +6
  • +Melee defence: +8
  • −Armour: +5
  • −Charge bonus: +20
  • −Melee defence: +5
  • −Ward save: +5%
  • +Armour: +8
  • +Charge bonus: +25
  • +Melee defence: +8
  • +Ward save: +10%
  • −Armour: +75
  • +Armour: +40
  • −Armour: +15
  • −Melee defence: +6
  • +Armour: +10
  • +Melee defence: +7
  • −Melee defence: +6
  • −Wound recovery time: -1 turns
  • +Melee defence: +8
  • +Wound recovery time: -2 turns
  • −Armour: +40
  • +Armour: +30
  • −Enemy Hero action success chance: -10%
  • −Armour: +10
  • −Melee defence: +6
  • +Enemy Hero action success chance: -15%
  • +Armour: +8
  • +Melee defence: +8
  • −Armour: +5
  • +Armour: +10
  • −Armour: +25
  • −Fire resistance: -35%
  • −Melee defence: +12
  • +Armour: +20
  • +Fire resistance: -30%
  • +Melee defence: +10
  • −Diplomatic relations: +20 with Grand Cathay
  • −Enemy Hero action success chance: -15%
  • −Armour: +15
  • +Diplomatic relations: +15 with Grand Cathay
  • +Enemy Hero action success chance: -10%
  • +Armour: +10
  • −Fire resistance: 20%
  • +Fire resistance: 25%
  • −Armour: +20
  • −Melee defence: +8
  • +Armour: +15
  • +Melee defence: +7
  • −Armour: +15
  • +Armour: +10
  • −Enemy Hero action success chance: -10%
  • −Melee defence: +8
  • +Enemy Hero action success chance: -15%
  • +Melee defence: +10
  • −Income from trade tariffs: +10% (factionwide)
  • +Income from trade tariffs: +8% (factionwide)
  • −Magic item drop chance from battle: +10%
  • +Magic item drop chance from battle: +15%
  • −Post battle chance of stealing a magic item: +10%
  • +Post battle chance of stealing a magic item: +15%
ArtificerCommon
  • −Recruit rank: +3 for Leadbelchers units (own army)
  • +Recruit rank: +1 for Leadbelchers units (own army)
  • −Armour: +15
  • +Armour: +20
  • −Armour-piercing weapon damage: +30
  • −Weapon strength: +15%
  • +Armour-piercing weapon damage: +25
  • +Weapon strength: +10%
Asp BowCommon
  • −Base missile damage: +20%
  • +Base missile damage: +15%
  • +Explosive missile damage: +10%
  • −Control: +2 (local province)
  • +Control: +3 (local province)
  • −Construction time: -15% for all buildings (local province)
  • +Construction time: -10% for all buildings (local province)
  • −Construction time: -15% for all buildings (local province)
  • +Construction time: -10% for all buildings (local province)
  • −Melee attack: +5
  • +Melee attack: +3
  • −Bonus vs Large: +6
  • −Recruitment cost: -10% (Lord's army)
  • −Upkeep: -5% (Lord's army)
  • +Bonus vs Large: +8
  • +Recruitment cost: -5% (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • −Bonus vs Infantry: +15
  • +Bonus vs Infantry: +20
  • −Weapon strength: +10%
  • +Weapon strength: +8%
  • −Armour-piercing weapon damage: +45
  • +Armour-piercing weapon damage: +15
  • −Spell resistance: 10% (Lord's army)
  • +Spell resistance: 15% (Lord's army)
  • −Armour-piercing weapon damage: +50
  • +Armour-piercing weapon damage: +40
  • −Bonus vs Infantry: +16
  • +Bonus vs Infantry: +15
  • −Melee defence: +6
  • +Melee defence: +8
  • −Weapon strength: +10% for Marauder Berserker units (own army)
  • +Weapon strength: +8% for Marauder Berserker units (own army)
  • −Fire resistance: 35%
  • +Fire resistance: 40%
  • −Upkeep: -10% (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • −Melee attack: +7
  • −Weapon strength: +14%
  • +Melee attack: +6
  • +Weapon strength: +8%
  • −Black Ark growth: +5 (cumulative) (all armies factionwide)
  • +Black Ark growth: +6 (cumulative) (all armies factionwide)
  • −Character's aura leadership effect: +15
  • +Character's aura leadership effect: +8
  • −Armour: -30 (assigned Minotaurs unit)
  • −Melee attack: +40 (assigned Minotaurs unit)
  • −Weapon strength: +50% (assigned Minotaurs unit)
  • +Armour: -20 (assigned Minotaurs unit)
  • +Melee attack: +30 (assigned Minotaurs unit)
  • +Weapon strength: +40% (assigned Minotaurs unit)
  • −Casualty replenishment rate: +10% for Hobgoblin units (own army)
  • +Casualty replenishment rate: +8% for Hobgoblin units (own army)
  • −Spell resistance: 25%
  • +Spell resistance: 30%
BarbarianCommon
  • −Income from post-battle loot: +6%
  • +Income from post-battle loot: +8%
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Casualty replenishment rate: +6% (Lord's army)
BardCommon
  • −Control: +4 (local province)
  • +Control: +5 (local province)
  • −Armour-piercing weapon damage: +30
  • −Melee attack: +10
  • −Weapon strength: +10%
  • +Armour-piercing weapon damage: +25
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Income from raiding: +7% (Lord's army)
  • +Income from raiding: +8% (Lord's army)
  • −Melee attack: +15
  • −Melee defence: -10
  • −Weapon strength: +35%
  • +Melee attack: +10
  • +Melee defence: -4
  • +Weapon strength: +25%
  • −Spell resistance: 25%
  • +Spell resistance: 30%
  • −Leadership aura size: +25%
  • +Leadership aura size: +20%
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Casualty replenishment rate: +10% for Warhounds units (Lord's army)
  • +Casualty replenishment rate: +8% for Warhounds units (Lord's army)
  • −Ward save: +25%
  • +Ward save: +15%
  • +Melee defence: +5
  • +Melee attack: +5
BellowerUncommon
  • −Growth: +5 (local province)
  • +Growth: +6 (local province)
  • −Wound recovery time: -1 turns
  • +Wound recovery time: -2 turns
BerserkerCommon
  • −Weapon strength: +8%
  • +Weapon strength: +7%
  • −Charge bonus: +25
  • −Weapon strength: +8%
  • +Charge bonus: +20
  • +Weapon strength: +5%
  • −Armour-piercing weapon damage: +50
  • +Armour-piercing weapon damage: +40
  • +Control: +1 (local province)
  • −Melee attack: +7
  • −Weapon strength: +15%
  • +Melee attack: +10
  • +Weapon strength: +10%
  • −Income from post-battle loot: +20%
  • +Income from post-battle loot: +15%
  • −Armour: +15
  • −Fire resistance: 20%
  • +Armour: +10
  • +Fire resistance: 25%
  • −Fire resistance: 20%
  • +Fire resistance: 25%
  • −Bonus vs Infantry: +10
  • +Bonus vs Infantry: +8
  • −Bonus vs Large: +10
  • +Bonus vs Large: +8
  • −Weapon strength: +12%
  • +Weapon strength: +10%
  • −Weapon strength: +10%
  • +Weapon strength: +8%
  • −Melee attack: +12
  • +Melee attack: +10
  • −Armour-piercing weapon damage: +35
  • +Armour-piercing weapon damage: +25
  • −Armour-piercing weapon damage: +35
  • +Armour-piercing weapon damage: +30
  • −Weapon strength: +8%
  • +Weapon strength: +5%
  • −Weapon strength: +10%
  • +Weapon strength: +8%
  • −Armour-piercing weapon damage: +120
  • +Armour-piercing weapon damage: +100
  • −Base weapon damage: -15
  • −Armour-piercing weapon damage: +65
  • +Base weapon damage: -10
  • +Armour-piercing weapon damage: +50
  • −Melee attack: +8
  • −Weapon strength: +15%
  • −Income from post-battle loot: +25%
  • +Melee attack: +12
  • +Weapon strength: +12%
  • +Income from post-battle loot: +20%
  • −Leadership: +10 (Lord's army)
  • +Leadership: +5 (Lord's army)
  • −Weapon strength: +14%
  • +Weapon strength: +15%
  • −Chaos Undivided corruption: +5 (local province)
  • −Weapon strength: +15%
  • +Chaos Undivided corruption: +6 (local province)
  • +Weapon strength: +12%
  • −Physical resistance: 12%
  • +Physical resistance: 5%
  • −Winds of Magic power reserve capacity: +20
  • +Winds of Magic power reserve capacity: +18
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Enemy Hero action success chance: -10%
  • −Ward save: +5%
  • +Enemy Hero action success chance: -15%
  • +Ward save: +10%
  • −Melee attack: +5
  • −Weapon strength: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • +Recruitment cost: -5% (own army)
  • −Enemy Hero action success chance: -10%
  • −Melee defence: +6
  • +Enemy Hero action success chance: -15%
  • +Melee defence: +8
BoatmanCommon
  • −Income from trade tariffs: +6% (factionwide)
  • +Income from trade tariffs: +3% (factionwide)
BodyguardCommon
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -15%
BodyguardCommon
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -15%
BodyguardCommon
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -15%
BodyguardCommon
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -12%
BoggartCommon
  • −Upkeep: -20% for Goblin units (Lord's army)
  • +Upkeep: -5% for Goblin units (Lord's army)
  • −Casualties captured post-battle: +12%
  • +Casualties captured post-battle: +15%
  • −Spell resistance: 15%
  • −Income from post-battle loot: +10%
  • +Spell resistance: 20%
  • +Income from post-battle loot: +15%
  • −Magic item drop chance from battle: +6%
  • +Magic item drop chance from battle: +10%
  • +Explosive missile damage: +10%
  • −Construction cost: -7% for all buildings (local region)
  • +Construction cost: -5% for all buildings (local region)
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Spell resistance: 25%
  • +Spell resistance: 30%
  • −Winds of Magic power reserve capacity: +10
  • +Winds of Magic power reserve capacity: +12
BreederCommon
  • −Growth: +5 (local province)
  • +Growth: +6 (local province)
BrewerCommon
  • −Control: +1 (local province)
  • +Control: +2 (local province)
  • −Income from Gem Cutters and Obsidian Quarries: +6% (local region)
  • +Income from Gem Cutters and Obsidian Quarries: +5% (local region)
  • −Income from Gem Cutters and Obsidian Quarries: +6% (local region)
  • +Income from Gem Cutters and Obsidian Quarries: +4% (local region)
  • −Armour: +20
  • +Armour: +15
  • −Speed: +15%
  • +Speed: +10%
  • −Recruitment cost: -20% for Nurglings units (Lord's army)
  • −Upkeep: -20% for Nurglings units (Lord's army)
  • +Recruitment cost: -10% for Nurglings units (Lord's army)
  • +Upkeep: -10% for Nurglings units (Lord's army)
  • −Recruitment cost: -10% for Bull Centaur units (own army)
  • +Recruitment cost: -5% for Bull Centaur units (own army)
BullgutCommon
  • −Armour-piercing weapon damage: +25
  • −Armour: +10
  • +Armour-piercing weapon damage: +10
  • +Armour: +20
BullyCommon
  • −Income from sacking settlements: +6%
  • +Income from sacking settlements: +5%
BurgherCommon
  • −Control: +1 (local province)
  • +Control: +2 (local province)
  • −Wound recovery time: +5 turns
  • −Control: -5 (all provinces)
  • −Diplomatic relations: -20 with all factions
  • +Wound recovery time: +3 turns
  • +Control: -3 (all provinces)
  • +Diplomatic relations: -15 with all factions
  • −Diplomatic relations: -50 with all factions
  • +Diplomatic relations: -40 with all factions
  • −Wound recovery time: +10 turns
  • −Control: -10 (all provinces)
  • −Diplomatic relations: -50 with all factions
  • +Wound recovery time: +6 turns
  • +Control: -6 (all provinces)
  • +Diplomatic relations: -40 with all factions
  • −Diplomatic relations: -100 with all factions
  • +Diplomatic relations: -80 with all factions
  • −Wound recovery time: +15 turns
  • −Control: -15 (all provinces)
  • −Diplomatic relations: -100 with all factions
  • +Wound recovery time: +10 turns
  • +Control: -10 (all provinces)
  • +Diplomatic relations: -80 with all factions
  • −Diplomatic relations: -150 with all factions
  • +Diplomatic relations: -120 with all factions
  • −Diplomatic relations: -200 with all factions
  • +Diplomatic relations: -150 with all factions
  • −Diplomatic relations: -200 with all factions
  • +Diplomatic relations: -150 with all factions
  • −Bonus vs Large: +16
  • −Charge bonus: +25
  • +Bonus vs Large: +10
  • +Charge bonus: +15
  • −Recruitment cost: -10% for Dragon units (Lord's army)
  • +Recruitment cost: -4% for Dragon units (Lord's army)
  • −Upkeep: -5% (own army)
  • +Upkeep: -4% (own army)
  • −Corruption: -2 (local province)
  • +Corruption: -3 (local province)
  • −Melee defence: +4 for Zombie Pirate Deckhands Mob and Zombie Pirate Gunnery Mob units (Lord's army)
  • +Melee defence: +5 for Zombie Pirate Deckhands Mob and Zombie Pirate Gunnery Mob units (Lord's army)
  • −Armour: +15
  • −Ward save: +12%
  • +Armour: +20
  • +Ward save: +5%
CarrionUncommon
  • +Campaign line of sight: +7%
  • −Armour: +20 for Terracotta Sentinel units (Lord's army)
  • +Armour: +10 for Terracotta Sentinel units (Lord's army)
  • −Recruitment cost: -5% (own army)
  • +Recruitment cost: -4% (own army)
  • −Corruption: -5 (local province)
  • −Melee attack: +3
  • −Melee defence: +3
  • −Upkeep: -5% (Lord's army)
  • +Corruption: -6 (local province)
  • +Melee attack: +4
  • +Melee defence: +4
  • +Upkeep: -4% (Lord's army)
  • −Character experience gain: +8%
  • +Character experience gain: +7%
  • −Armour: +15
  • +Armour: +8
  • −Post battle chance of stealing a magic item: +10%
  • +Post battle chance of stealing a magic item: +15%
  • −Ward save: +5%
  • +Ward save: +10%
  • −Armour: +20
  • +Armour: +15
  • −Missile resistance: 15%
  • −Ward save: +10%
  • −Casualty replenishment rate: +15% (all units in army)
  • +Missile resistance: 20%
  • +Ward save: +5%
  • +Casualty replenishment rate: +12% (all units in army)
  • −Melee attack: +6
  • −Weapon strength: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Ward save: +12%
  • +Ward save: +10%
  • −Construction cost: -15% for Infrastructure buildings (local province)
  • +Construction cost: -12% for Infrastructure buildings (local province)
  • −Wound recovery time: -2 turns
  • −Casualty replenishment rate: +5% (Lord's army)
  • −Upkeep: -10% (Lord's army)
  • +Wound recovery time: -3 turns
  • +Casualty replenishment rate: +4% (Lord's army)
  • +Upkeep: -5% (Lord's army)
  • −Enemy Hero action success chance: -3%
  • +Enemy Hero action success chance: -5%
  • −Bonus vs Large: +4
  • +Bonus vs Large: +5
  • −Campaign line of sight: +15%
  • −Ambush defence chance: +30% (own army)
  • +Campaign line of sight: +20%
  • +Ambush defence chance: +35% (own army)
  • −Corruption: -5 (local province)
  • −Armour: +5
  • +Corruption: -6 (local province)
  • +Armour: +7
  • −Growth: +5 (local province)
  • +Growth: +6 (local province)
  • −Casualty replenishment rate: +3% (all units in army)
  • +Casualty replenishment rate: +4% (all units in army)
  • −Missile resistance: 10%
  • +Missile resistance: 20%
  • −Enemy Hero action success chance: -10%
  • −Spell resistance: 10%
  • +Enemy Hero action success chance: -15%
  • +Spell resistance: 15%
  • −Charge bonus: +20
  • +Charge bonus: +15
  • −Melee defence: +6
  • +Melee defence: +8
CoachmanCommon
  • −Income from trade tariffs: +6% (factionwide)
  • +Income from trade tariffs: +4% (factionwide)
  • −Corruption: -5 (local province)
  • −Melee attack: +15
  • −Weapon strength: +12%
  • +Corruption: -6 (local province)
  • +Melee attack: +12
  • +Weapon strength: +10%
  • −Spell resistance: 25%
  • −Ward save: +14%
  • +Spell resistance: 30%
  • +Ward save: +10%
  • +Melee attack: +8
  • −Barrier hit points: +200
  • +Barrier hit points: +250
  • −Melee defence: -12
  • +Melee defence: -10
CollectorCommon
  • −Income from sacking settlements: +6%
  • +Income from sacking settlements: +8%
  • −Recruitment cost: -20% for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (Lord's army)
  • +Recruitment cost: -10% for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (Lord's army)
CooperCommon
  • −Income from Gem Cutters and Obsidian Quarries: +6% (local region)
  • +Income from Gem Cutters and Obsidian Quarries: +4% (local region)
  • −Post battle chance of stealing a magic item: +8%
  • +Post battle chance of stealing a magic item: +10%
Corpse ThiefUncommon
  • −Post battle chance of stealing a magic item: +3%
  • +Post battle chance of stealing a magic item: +8%
  • −Armour-piercing weapon damage: +45
  • +Armour-piercing weapon damage: +40
  • −Casualty replenishment rate: +15% (Lord's army)
  • +Casualty replenishment rate: +10% (Lord's army)
  • −Ambush success chance: +10% (Hero's army)
  • +Ambush success chance: +15% (Hero's army)
CourtesanCommon
  • −Control: +1 (local province)
  • +Control: +2 (local province)
  • −Weapon strength: +20%
  • +Weapon strength: +15%
  • −Weapon strength: +25%
  • +Weapon strength: +20%
CroneRare
  • +Hero recruitment cost: -8% for Banshees (local province)
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Armour: +20
  • −Leadership: +6 (Lord's army)
  • −Control: +8 (local province)
  • +Armour: +10
  • +Leadership: +5 (Lord's army)
  • +Control: +6 (local province)
  • −Leadership aura size: +60%
  • +Leadership aura size: +50%
  • −Ward save: +15%
  • +Ward save: +10%
  • −Barrier hit points: +150
  • +Barrier hit points: +200
  • −Magic item drop chance from battle: +15%
  • −Ward save: +14%
  • +Magic item drop chance from battle: +20%
  • +Ward save: +10%
  • +Income from post-battle loot: +5% (Lord)
  • +Post battle chance of stealing a magic item: +10%
  • −Physical resistance: 8%
  • +Physical resistance: 10%
  • −Magic item drop chance from battle: +5%
  • −Armour: +15
  • +Magic item drop chance from battle: +10%
  • +Armour: +10
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +5% (local region)
CultistCommon
  • −Chaos Undivided corruption: +1 (local province)
  • +Chaos Undivided corruption: +2 (local province)
  • −Missile strength: +15% (Hero's army)
  • +Missile strength: +10% (Hero's army)
  • −Miscast base chance: -25%
  • +Miscast base chance: -10%
  • −Slaanesh corruption: +5 (local province)
  • +Slaanesh corruption: +6 (local province)
  • −Bonus vs Large: +10
  • +Bonus vs Large: +8
  • −Melee attack: +5
  • −Weapon strength: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Upkeep: -20% for Khorne Daemon units (Lord's army)
  • +Upkeep: -10% for Khorne Daemon units (Lord's army)
  • −Armour-piercing weapon damage: +40
  • −Melee attack: +8
  • +Armour-piercing weapon damage: +30
  • +Melee attack: +6
  • −Bonus vs Infantry: +8
  • +Bonus vs Infantry: +5
  • −Armour-piercing weapon damage: +100
  • −Melee attack: +6
  • +Armour-piercing weapon damage: +60
  • +Melee attack: +10
  • −Armour-piercing weapon damage: +100
  • −Melee attack: +6
  • +Armour-piercing weapon damage: +75
  • +Melee attack: +8
  • −Chaos Undivided corruption: +5 (local province)
  • −Campaign line of sight: +15%
  • +Chaos Undivided corruption: +6 (local province)
  • +Campaign line of sight: +20%
  • −Research rate: +10
  • +Research rate: +15
  • −Income from all buildings: +7% (local region)
  • +Income from all buildings: +5% (local region)
  • −Melee attack: +10
  • +Melee attack: +5
DawnstoneCommon
  • −Barrier hit points: +250
  • +Barrier hit points: +300
Death's HeadUncommon
  • −Armour-piercing weapon damage: +30
  • +Armour-piercing weapon damage: +10
  • −Bonus vs Infantry: +10
  • −Charge bonus: +20
  • +Bonus vs Infantry: +6
  • +Charge bonus: +15
  • −Bonus vs Infantry: +10
  • −Charge bonus: +20
  • +Bonus vs Infantry: +6
  • +Charge bonus: +15
  • −Melee attack: +3
  • −Melee defence: +5
  • +Melee attack: +5
  • +Melee defence: +10
  • −Missile resistance: 15%
  • +Missile resistance: 20%
  • −Control: +2 (local province)
  • +Control: +3 (local province)
DestroyerUnique
  • −Melee attack: +12
  • −Weapon strength: +12%
  • +Melee attack: +10
  • +Weapon strength: +10%
  • −Armour-piercing weapon damage: +60
  • +Armour-piercing weapon damage: +50
  • −Skulls gained from kills: +10% (Lord's army)
  • −Armour-piercing weapon damage: +40
  • −Melee attack: +8
  • +Skulls gained from kills: +15% (Lord's army)
  • +Armour-piercing weapon damage: +30
  • +Melee attack: +10
  • −Control: +4 (local province)
  • +Control: +5 (local province)
  • −Ward save: +10%
  • −Wound recovery time: -3 turns
  • +Ward save: +5%
  • +Wound recovery time: -5 turns
  • −Research rate: +10
  • +Research rate: +15
  • −Corruption: -5 (local province)
  • −Missile resistance: 5%
  • −Research rate: +5
  • +Corruption: -6 (local province)
  • +Missile resistance: 10%
  • +Research rate: +10
DoeCommon
  • −Horde growth: +2 (Lord's army)
  • +Horde growth: +5 (Lord's army)
Doom TotemUncommon
  • −Leadership aura size: +75%
  • +Attribute: Causes Fear
  • +Leadership aura size: +25%
  • −Missile strength: +50%
  • −Reload time reduction: -25%
  • +Missile strength: +40%
  • +Reload time reduction: -15%
  • +Explosive missile damage: +20%
  • −Melee defence: +8
  • +Melee defence: +5
  • −Enemy Hero action success chance: -10%
  • −Fire resistance: 25%
  • +Enemy Hero action success chance: -15%
  • +Fire resistance: 30%
  • −Enemy Hero action success chance: -10%
  • −Bonus vs Large: +14
  • +Enemy Hero action success chance: -15%
  • +Bonus vs Large: +10
  • −Enemy Hero action success chance: -10%
  • −Fire resistance: 20%
  • −Melee defence: +5
  • −Ward save: +20%
  • +Enemy Hero action success chance: -15%
  • +Fire resistance: 25%
  • +Melee defence: +6
  • +Ward save: +15%
  • −Armour: +15
  • −Wound recovery time: -1 turns
  • +Armour: +10
  • +Wound recovery time: -2 turns
Dragon MaskUncommon
  • −Income from post-battle loot: +10% (Lord)
  • −Income from razing settlements: +10% (Lord)
  • +Income from post-battle loot: +5% (Lord)
  • +Income from razing settlements: +5% (Lord)
  • −Character's aura leadership effect: +12
  • +Character's aura leadership effect: +10
  • −Melee defence: +5
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Melee defence: +10
  • +Casualty replenishment rate: +4% (Lord's army)
  • −Charge bonus: +25
  • −Fire resistance: 30%
  • +Charge bonus: +20
  • +Fire resistance: 40%
  • −Ward save: +10%
  • +Ward save: +5%
Dragon SpearUncommon
  • −Armour-piercing weapon damage: +25
  • +Armour-piercing weapon damage: +15
  • −Melee attack: +6
  • −Weapon strength: +10%
  • −Income from post-battle loot: +15%
  • −Control: +5 (local province)
  • +Melee attack: +8
  • +Weapon strength: +8%
  • +Income from post-battle loot: +10%
  • +Control: +6 (local province)
  • −Bonus vs Large: +8
  • −Fire resistance: 15%
  • +Bonus vs Large: +5
  • +Fire resistance: 20%
  • −Income from raiding: +5% (own army)
  • −Income from sacking settlements: +5%
  • +Income from raiding: +10% (own army)
  • +Income from sacking settlements: +10%
  • −Armour-piercing missile damage: +18%
  • +Armour-piercing missile damage: +10%
  • +Explosive missile damage: +10%
  • −Armour: +15
  • +Armour: +10
  • −Fire resistance: 15%
  • −Melee defence: +8
  • −Ward save: +5%
  • +Fire resistance: 10%
  • +Melee defence: +6
  • +Ward save: +6%
Dreaming BowUncommon
  • −Campaign line of sight: +20%
  • −Construction cost: -10% for all buildings (local region)
  • −Missile strength: +10%
  • +Campaign line of sight: +15%
  • +Construction cost: -5% for all buildings (local region)
  • +Missile strength: +5%
  • +Explosive missile damage: +5%
  • −Upkeep: -5% (all units in army)
  • +Upkeep: -3% (all units in army)
DregCommon
  • +Income from post-battle loot: +8%
  • −Character experience gain: +7%
  • +Character experience gain: +6%
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -15%
  • −Income from all buildings: +4% (local region)
  • +Income from all buildings: +3% (local region)
  • −Income from all buildings: +9% (local region)
  • +Income from all buildings: +5% (local region)
  • −Weapon strength: +20% when fighting against Dwarfs
  • −Bonus vs Infantry: +10
  • −Recruitment cost: -10% (Lord's army)
  • +Weapon strength: +12% when fighting against Dwarfs
  • +Bonus vs Infantry: +8
  • +Recruitment cost: -4% (Lord's army)
DwarfbaneUncommon
  • −Armour-piercing weapon damage: +100 when fighting against Dwarfs
  • −Melee attack: +6
  • +Armour-piercing weapon damage: +75 when fighting against Dwarfs
  • +Melee attack: +5
  • −Miscast base chance: +15% for all enemy spellcasters (enemy armies in local province)
  • +Miscast base chance: +10% for all enemy spellcasters (enemy armies in local province)
Eagle BowUncommon
  • −Missile strength: +15%
  • −Range: +10%
  • +Missile strength: +10%
  • +Range: +5%
  • +Explosive missile damage: +10%
  • −Control: +4 (local province)
  • +Control: +5 (local province)
EldireUnique
  • −Wound recovery time: -2 turns
  • +Wound recovery time: -3 turns
  • −Weapon strength: +10% when fighting against High Elves
  • −Income from all buildings: +10% (local region)
  • +Weapon strength: +7% when fighting against High Elves
  • +Income from all buildings: +5% (local region)
ElfbaneUnique
  • −Weapon strength: +25% when fighting against Elves
  • −Melee attack: +10 when fighting against Elves
  • +Weapon strength: +15% when fighting against Elves
  • +Melee attack: +15 when fighting against Elves
  • −Base weapon damage: +25
  • −Melee attack: +4
  • +Base weapon damage: +20
  • +Melee attack: +5
  • −Base weapon damage: +25
  • −Melee attack: +4
  • +Base weapon damage: +20
  • +Melee attack: +5
  • −Ward save: +14%
  • +Ward save: +10%
  • −Melee defence: +4
  • −Ward save: +12%
  • +Melee defence: +8
  • +Ward save: +10%
  • −Bonus vs Large: +10
  • +Bonus vs Large: +8
  • −Armour: +15
  • −Melee defence: +5
  • +Armour: +10
  • +Melee defence: +7
  • −Growth: -5 (local province)
  • −Control: +3 (local province)
  • +Growth: -6 (local province)
  • +Control: +4 (local province)
  • −Spell resistance: 15%
  • +Spell resistance: 10%
  • −Control: +2 (local province)
  • +Control: +3 (local province)
EntomologistUncommon
  • −Growth: +5 (local province)
  • +Growth: +6 (local province)
  • −Leadership: +4 for Eternal Guard units (own army)
  • +Leadership: +5 for Eternal Guard units (own army)
  • Lord: wh3_dlc29_chs_cha_glottkin → —
  • −Melee attack: -8
  • +Melee attack: -5
  • −Explosive missile damage +10% (all units in army)
  • +Explosive missile damage +8% (all units in army)
  • −Melee defence: +15
  • −Leadership: +10 (all units in army)
  • +Melee defence: +16
  • +Leadership: +8 (all units in army)
FactorCommon
  • −Income from trade tariffs: +5% (factionwide)
  • +Income from trade tariffs: +3% (factionwide)
  • −Armour: -30
  • +Armour: -20
Fan WaverCommon
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Casualty replenishment rate: +4% (Lord's army)
  • −Melee attack: +8
  • +Melee attack: +7
FangspikeUnique
  • −Armour-piercing weapon damage: +30
  • −Melee attack: +5
  • +Armour-piercing weapon damage: +25
  • +Melee attack: +8
  • −Bonus vs Infantry: +10
  • −Leadership: +8 when laying siege or encircling (all units in army)
  • +Bonus vs Infantry: +15
  • +Leadership: +5 when laying siege or encircling (all units in army)
  • −Weapon strength: +15%
  • +Weapon strength: +10%
  • −Melee attack: +10
  • −Melee defence: +10
  • +Melee attack: +7
  • +Melee defence: +7
  • −Ambush defence chance: +10% (Lord's army)
  • +Ambush defence chance: +15% (Lord's army)
  • −Fire resistance: 30%
  • +Fire resistance: 25%
Filth MaceUncommon
  • −Base weapon damage: +75
  • +Base weapon damage: +60
Fimir HammerUncommon
  • −Bonus vs Large: +12
  • −Weapon strength: +16%
  • +Bonus vs Large: +8
  • +Weapon strength: +6%
Fimir HammerUncommon
  • −Bonus vs Large: +12
  • −Weapon strength: +16%
  • +Bonus vs Large: +8
  • +Weapon strength: +8%
  • −Leadership: +10 (Lord's army)
  • +Leadership: +5 (Lord's army)
FishermanCommon
  • −Income from trade tariffs: +5% (factionwide)
  • +Income from trade tariffs: +3% (factionwide)
FlayerCommon
  • −Post battle chance of stealing a magic item: +12%
  • +Post battle chance of stealing a magic item: +15%
  • −Campaign movement range: +4%
  • +Campaign movement range: +5%
  • +Campaign movement range: +4%
  • −Recruitment cost: -20% for Flesh Hounds of Khorne units (local province)
  • +Recruitment cost: -10% for Flesh Hounds of Khorne units (local province)
Foe BaneCommon
  • −Bonus vs Large: +12
  • +Bonus vs Large: +10
  • −Physical resistance: 60%
  • −Weapon strength: -50%
  • +Physical resistance: 40%
  • +Weapon strength: -20%
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -15%
  • −Melee attack: +15
  • +Melee attack: +10
  • −Enemy leadership: -3 (local region)
  • +Enemy leadership: -4 (local region)
Foul PendantUncommon
  • −Ward save: +10%
  • +Ward save: +5%
  • −Melee attack: +6
  • −Weapon strength: +10%
  • −Recruitment cost: -10% (Lord's army)
  • −Upkeep: -5% (Lord's army)
  • +Melee attack: +8
  • +Weapon strength: +8%
  • +Recruitment cost: -5% (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • −Armour: +10
  • −Spell resistance: 20%
  • +Armour: +20
  • +Spell resistance: 25%
  • −Missile resistance: 4% (all units in army)
  • +Missile resistance: 5% (all units in army)
  • −Corruption: -2 (local province)
  • +Corruption: -3 (local province)
  • −Armour: +15
  • +Armour: +10
  • −Physical resistance: 12%
  • +Physical resistance: 10%
  • −Armour: +20
  • +Armour: +15
  • −Melee defence: +10
  • +Melee defence: +12
  • −Leadership aura size: +30%
  • +Leadership aura size: +25%
  • −Weapon strength: +15% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • −Control: +1 (all provinces)
  • +Weapon strength: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • +Control: +2 (all provinces)
  • −Armour-piercing weapon damage: +75
  • +Armour-piercing weapon damage: +50
Giant BladeUncommon
  • −Weapon strength: +15%
  • +Weapon strength: +10%
  • −Leadership: +15
  • +Leadership: +10
  • −Campaign movement range: -50% for enemy armies starting their turn in this region (enemy armies in region)
  • −Corrupt Units: -25 Favour cost per unit tier (own army)
  • +Campaign movement range: -40% for enemy armies starting their turn in this region (enemy armies in region)
  • +Corrupt Units: -20 Favour cost per unit tier (own army)
  • −Armour: +20
  • +Armour: +15
  • −Armour: +20
  • +Armour: +15
  • −Armour-piercing weapon damage: +35
  • −Armour: +6 (own army)
  • +Armour-piercing weapon damage: +25
  • +Armour: +10 (own army)
GitsnikUnique
  • −Corruption: -5 (local province)
  • −Recruitment cost: -10% (Lord's army)
  • +Corruption: -6 (local province)
  • +Recruitment cost: -4% (Lord's army)
  • +Explosive missile damage: +20%
  • −Armour: +4
  • +Armour: +5
  • −Ward save: +8%
  • +Ward save: +10%
  • −Weapon strength: +18% when fighting against Undead factions
  • −Melee defence: +8
  • +Weapon strength: +10% when fighting against Undead factions
  • +Melee defence: +10
  • −Post battle chance of stealing a magic item: +15%
  • +Post battle chance of stealing a magic item: +20%
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +5% (local region)
  • −Melee attack: +6
  • −Weapon strength: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Armour-piercing weapon damage: +25
  • +Armour-piercing weapon damage: +20
  • −Melee attack: +6
  • +Melee attack: +8
  • −Armour: +20
  • −Melee defence: +5
  • +Armour: +10
  • +Melee defence: +10
  • −Armour: +25
  • −Ward save: +8%
  • +Armour: +15
  • +Ward save: +10%
  • −Charge bonus: +15
  • +Charge bonus: +20
  • −Melee defence: +5
  • −Ward save: +5%
  • +Melee defence: +6
  • +Ward save: +6%
GoldsmithCommon
  • −Income from Iron Mines, Gold Mines and Stone Quarries: +8% (local region)
  • +Income from Iron Mines, Gold Mines and Stone Quarries: +5% (local region)
GourmandUncommon
  • −Growth: +5 (local province)
  • +Growth: +6 (local province)
  • −Melee attack: +4 for Skin Wolf, Norscan Ice Wolves & Norscan Warhounds units (own army)
  • +Melee attack: +5 for Skin Wolf, Norscan Ice Wolves & Norscan Warhounds units (own army)
  • −Income from all buildings: +5% (all provinces)
  • +Income from all buildings: +3% (all provinces)
Grave DiggerUncommon
  • +Raise dead cost: -4%
  • −Leadership: +4 when fighting against Vampire Counts (Lord's army)
  • +Leadership: +3 when fighting against Vampire Counts (Lord's army)
  • +Income from all buildings: +3% (local region)
  • −Campaign line of sight: +15%
  • +Campaign line of sight: +20%
  • −Attrition: +15% when under siege (enemy armies in local region)
  • −Research rate: +10
  • +Attrition: +10% when under siege (enemy armies in local region)
  • +Research rate: +15
  • −Spell resistance: 10%
  • +Spell resistance: 15%
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Weapon strength: +10%
  • +Weapon strength: +8%
  • −Income from trade tariffs: +5% (factionwide)
  • +Income from trade tariffs: +3% (factionwide)
  • +Explosive missile damage: +10%
  • −Growth: +35 (local province)
  • +Growth: +20 (local province)
  • −Armour-piercing weapon damage: +10
  • −Melee attack: +3
  • −Melee defence: +6
  • +Armour-piercing weapon damage: +6
  • +Melee attack: +4
  • +Melee defence: +8
HauclirUnique
  • −Armour: +20 when defending (all units in army)
  • −Melee defence: +8 when defending (all units in army)
  • +Armour: +15 when defending (all units in army)
  • +Melee defence: +10 when defending (all units in army)
  • −Melee defence: +5
  • +Melee defence: +6
  • −Melee defence: +8
  • +Melee defence: +10
  • −Melee attack: +10
  • −Melee defence: +5
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Melee defence: +10
  • +Weapon strength: +10%
  • −Winds of Magic power reserve capacity: +8
  • +Winds of Magic power reserve capacity: +10
  • −Research rate: +10
  • +Research rate: +15
  • −Missile strength: +30% (all units in army)
  • +Missile strength: +20% (all units in army)
  • −Melee attack: +10
  • −Weapon strength: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Armour: +20
  • +Armour: +15
  • −Wound recovery time: +10 turns
  • +Wound recovery time: +8 turns
  • −Armour: +4
  • −Melee defence: +4
  • +Armour: +5
  • +Melee defence: +5
  • −Physical resistance: 8%
  • −Weapon strength: +15%
  • −Melee attack: +4 (own army)
  • +Physical resistance: 10%
  • +Weapon strength: +10%
  • +Melee attack: +5 (own army)
  • −Armour: +20
  • +Armour: +15
  • −Control: +5 (local province)
  • +Control: +6 (local province)
  • −Armour: +10
  • −Melee attack: +5
  • −Weapon strength: +10%
  • +Armour: +8
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Chaos Undivided corruption: +1 (local province)
  • +Chaos Undivided corruption: +2 (local province)
  • −Armour: +20
  • −Leadership: -8
  • +Armour: +15
  • +Leadership: -7
  • −Armour: +20
  • −Leadership: -8
  • −Missile resistance: 15%
  • +Armour: +15
  • +Leadership: -10
  • +Missile resistance: 10%
  • −Weapon strength: +10% when fighting against High Elves
  • −Income from all buildings: +10% (local region)
  • +Weapon strength: +7% when fighting against High Elves
  • +Income from all buildings: +5% (local region)
  • −Ambush defence chance: +10% (own army)
  • +Ambush defence chance: +15% (own army)
Holy IconUncommon
  • −Spell resistance: 50%
  • +Spell resistance: 40%
Holy IconUncommon
  • −Spell resistance: 50%
  • +Spell resistance: 15%
  • −Physical resistance: 15%
  • +Physical resistance: 10%
  • −Leadership: +8 (Lord's army)
  • −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • +Leadership: +5 (Lord's army)
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
  • −Leadership aura size: +35%
  • +Leadership aura size: +25%
  • −Armour: +15
  • +Armour: +10
  • −Recruitment cost: -15% for Cavalry units (Lord's army)
  • +Recruitment cost: -10% for Cavalry units (Lord's army)
HunterCommon
  • −Ambush success chance: +10% (Hero's army)
  • +Ambush success chance: +15% (Hero's army)
  • +Explosive missile damage: +10%
  • −Bonus vs Large: +12
  • +Bonus vs Large: +10
  • −Physical resistance: 15%
  • +Physical resistance: 10%
Hydra BladeUncommon
  • −Melee attack: +7
  • +Melee attack: +8
  • −Hit points: +8%
  • +Hit points: +10%
  • −Ward save: +12%
  • +Ward save: +10%
  • −Horde building construction cost: -25% (Lord's army)
  • −Horde growth: +5 (Lord's army)
  • +Horde building construction cost: -20% (Lord's army)
  • +Horde growth: +6 (Lord's army)
  • −Campaign movement range: -20%
  • +Campaign movement range: -15%
  • −Income and Spoils from pillaging settlements: +15% (Lord's army)
  • +Income and Spoils from pillaging settlements: +10% (Lord's army)
  • −Recruitment cost: -10% for Artillery and War Machine units (own army)
  • +Recruitment cost: -5% for Artillery and War Machine units (own army)
  • −Bonus vs Infantry: +15
  • +Bonus vs Infantry: +10
  • −Armour: +15
  • +Armour: +25
  • −Armour: +40
  • −Fire resistance: 20%
  • +Armour: +25
  • +Fire resistance: 35%
  • −Melee defence: +8
  • −Weapon strength: +16%
  • +Melee defence: +10
  • +Weapon strength: +10%
  • −Melee defence: +4
  • +Melee defence: +5
  • −Fire resistance: 50%
  • +Fire resistance: 25%
  • −Missile resistance: 15%
  • +Missile resistance: 10%
  • −Melee defence: +10
  • −Missile block chance: +20%
  • +Melee defence: +15
  • +Missile block chance: +15%
  • −Weapon strength: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen
  • −Corruption: -5 (local province)
  • +Weapon strength: +8% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen
  • +Corruption: -6 (local province)
  • −Cooldown: -20% to spells
  • +Cooldown: -15% to spells
  • −Corruption: -5 (local province)
  • −Melee defence: +5
  • −Ward save: +20%
  • +Corruption: -6 (local province)
  • +Melee defence: +6
  • +Ward save: +15%
  • −Campaign movement range: +7%
  • +Campaign movement range: +10%
  • −Recruit rank: +3 for Jade Warriors and Jade Warriors (Halberds) units (local province)
  • +Recruit rank: +1 for Jade Warriors and Jade Warriors (Halberds) units (local province)
  • −Armour-piercing weapon damage: +30
  • +Armour-piercing weapon damage: +25
  • −Hero action cost: -10%
  • +Hero action cost: -5%
  • −Barrier hit points: +150
  • −Spell resistance: 20%
  • +Barrier hit points: +200
  • +Spell resistance: 25%
  • −Slaanesh corruption: +2 (local province)
  • −Ward save: +14%
  • +Slaanesh corruption: +3 (local province)
  • +Ward save: +10%
  • +Campaign movement range: +5%
  • +Armour: +5
  • −Income from Gem Cutters and Obsidian Quarries: +6% (local region)
  • +Income from Gem Cutters and Obsidian Quarries: +4% (local region)
  • −Recruitment cost: -10% for K'daai units (own army)
  • +Recruitment cost: -5% for K'daai units (own army)
KaraghulUnique
  • −Melee attack: +5
  • −Wound recovery time: -1 turns
  • +Melee attack: +8
  • +Wound recovery time: -2 turns
  • −Income from all buildings: +10% (local region)
  • −Income from Ports: +20% (local region)
  • −Control: +5 (local province)
  • +Income from all buildings: +8% (local region)
  • +Income from Ports: +15% (local region)
  • +Control: +6 (local province)
  • −Ambush success chance: +10% (Hero's army)
  • +Ambush success chance: +15% (Hero's army)
  • −Khorne corruption: +2 (local province)
  • +Khorne corruption: +3 (local province)
  • −Armour: +20
  • +Armour: +15
  • −Armour: +20
  • +Armour: +10
  • −Campaign movement range: +7%
  • +Campaign movement range: +10%
  • −Upkeep: -8% for Tzar Guard units (Lord's army)
  • +Upkeep: -5% for Tzar Guard units (Lord's army)
  • −Upkeep: -8% for Tzar Guard units (Lord's army)
  • +Upkeep: -5% for Tzar Guard units (Lord's army)
  • −Enemy Hero action success chance: -8%
  • +Enemy Hero action success chance: -10%
  • −Enemy Hero action success chance: -8%
  • +Enemy Hero action success chance: -10%
  • −Miscast base chance: -15%
  • +Miscast base chance: -20%
  • −Weapon strength: +25%
  • +Weapon strength: +20%
  • −Fire resistance: 10% (own army)
  • +Fire resistance: 15% (own army)
  • −Charge bonus: +30
  • +Charge bonus: +25
  • −Upkeep: -20% for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (Lord's army)
  • +Upkeep: -10% for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (Lord's army)
LiarsbaneUnique
  • −Bonus vs Infantry: +12
  • −Control: +3 (local province)
  • +Bonus vs Infantry: +10
  • +Control: +4 (local province)
  • −Melee attack: +8
  • +Melee attack: +5
  • −Ward save: +15%
  • +Ward save: +10%
  • −Ammunition: +15%
  • +Ammunition: +10%
  • −Upkeep: -15% (all units in army)
  • +Upkeep: -10% (all units in army)
  • −Melee defence: +6
  • −Range: +8%
  • +Melee defence: +5
  • +Range: +5%
  • −Melee defence: +5
  • −Ward save: +10%
  • +Melee defence: +10
  • +Ward save: +5%
  • −Melee defence: +5
  • −Ward save: +10%
  • +Melee defence: +8
  • +Ward save: +15%
  • −Ambush success chance: +15% (Lord's army)
  • +Ambush success chance: +20% (Lord's army)
  • −Physical resistance: 18%
  • +Physical resistance: 20%
MagisterCommon
  • −Souls gained from battles: +10% (Lord's army)
  • +Souls gained from battles: +15% (Lord's army)
  • −Armour: +30
  • −Melee defence: +4
  • +Armour: +20
  • +Melee defence: +10
  • −Melee attack: +5
  • −Weapon strength: +20%
  • +Melee attack: +8
  • +Weapon strength: +15%
  • −Enemy leadership: -6 (enemy armies in local region)
  • +Enemy leadership: -4 (enemy armies in local region)
  • −Recruitment cost: -10% for Stonehorn units (own army)
  • +Recruitment cost: -5% for Stonehorn units (own army)
  • −Recruitment cost: -10% for Mammoth units (own army)
  • +Recruitment cost: -5% for Mammoth units (own army)
  • −Leadership: +5 when fighting against Humans (own army)
  • +Leadership: +4 when fighting against Humans (own army)
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +5% (local region)
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +8% (local region)
  • −Charge bonus: +25% for Cavalry units (Lord's army)
  • −Weapon strength: +12% for Cavalry units (Lord's army)
  • +Charge bonus: +20% for Cavalry units (Lord's army)
  • +Weapon strength: +10% for Cavalry units (Lord's army)
MangelderUncommon
  • −Bonus vs Infantry: +8
  • +Bonus vs Infantry: +10
  • −Charge bonus: +15
  • −Leadership aura size: +50%
  • +Charge bonus: +10
  • +Leadership aura size: +25%
  • −Character's aura leadership effect: +6
  • −Charge bonus: +15
  • −Leadership aura size: +50%
  • +Character's aura leadership effect: +4
  • +Charge bonus: +10
  • +Leadership aura size: +25%
  • −Base weapon damage: +50
  • +Base weapon damage: +40
  • −Wound recovery time: -1 turns
  • +Wound recovery time: -2 turns
  • −Growth: +5 (local province)
  • +Growth: +6 (local province)
  • −Armour-piercing weapon damage: +115
  • +Armour-piercing weapon damage: +100
  • −Range: +15% for Zombie Pirate Gunnery Mob and Deck Droppers units (all units in army)
  • +Range: +10% for Zombie Pirate Gunnery Mob and Deck Droppers units (all units in army)
  • −Campaign movement range: +7%
  • +Campaign movement range: +10%
  • −Upkeep: -15% for Marauders and Marauder Horsemen of Slaanesh units (Lord's army)
  • +Upkeep: -8% for Marauders and Marauder Horsemen of Slaanesh units (Lord's army)
  • −Melee defence: +12
  • +Melee defence: +15
  • −Base weapon damage: -75
  • −Armour-piercing weapon damage: +75
  • +Base weapon damage: -50
  • +Armour-piercing weapon damage: +50
  • −Weapon strength: +30%
  • +Weapon strength: +20%
  • −Melee attack: +25
  • +Melee attack: +20
  • −Armour: +10
  • +Armour: +20
  • −Melee attack: +6
  • −Melee defence: +6
  • +Melee attack: +8
  • +Melee defence: +10
  • −Armour-piercing weapon damage: +40
  • −Bonus vs Large: +16
  • +Armour-piercing weapon damage: +30
  • +Bonus vs Large: +12
MercantilistUncommon
  • −Diplomatic relations: +15 with Empire
  • +Diplomatic relations: +10 with Empire
MercantilistUncommon
  • −Diplomatic relations: +15 with Empire
  • +Diplomatic relations: +10 with Empire
MercenaryCommon
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Casualty replenishment rate: +4% (Lord's army)
MercenaryCommon
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Casualty replenishment rate: +4% (Lord's army)
MessengerCommon
  • −Campaign line of sight: +15%
  • +Campaign line of sight: +20%
  • −Recruitment cost: -5% for Infantry units (Lord's army)
  • +Recruitment cost: -4% for Infantry units (Lord's army)
MinerCommon
  • −Income from Iron Mines, Gold Mines and Stone Quarries: +15% (local region)
  • +Income from Iron Mines, Gold Mines and Stone Quarries: +8% (local region)
  • −Armour: +25
  • +Armour: +20
  • −Armour-piercing weapon damage: +50
  • +Armour-piercing weapon damage: +40
  • −Armour-piercing weapon damage: +32
  • +Armour-piercing weapon damage: +25
  • −Armour-piercing weapon damage: +32
  • −Bonus vs Infantry: +6
  • +Armour-piercing weapon damage: +10
  • +Bonus vs Infantry: +5
MinstrelCommon
  • −Control: +2 (local province)
  • +Control: +3 (local province)
  • −Recruit rank: +2 for Doomflayer and Doomwheel units (Lord's army)
  • −Recruitment cost: -20% for Doomwheel units (Lord's army)
  • +Recruit rank: +1 for Doomflayer and Doomwheel units (Lord's army)
  • +Recruitment cost: -10% for Doomwheel units (Lord's army)
MoonbowUnique
  • −Ammunition: +15%
  • +Ammunition: +20%
  • +Explosive missile damage: +10%
  • Lord: wh3_dlc29_vmp_cha_nagash → —
  • +Magic item drop chance from battle: +4%
  • −Armour: +10
  • +Armour: +5
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Armour: +20
  • −Charge bonus: +30
  • +Armour: +15
  • +Charge bonus: +25
  • +Income from Vampire Crypts and Vampire Keeps: +5% (local region)
  • −Nurgle corruption: +5 (local province)
  • −Recruitment cost: -10% (Lord's army)
  • +Nurgle corruption: +6 (local province)
  • +Recruitment cost: -5% (Lord's army)
  • −Recruit rank: +2 for Cavalry units (Lord's army)
  • +Recruit rank: +1 for Cavalry units (Lord's army)
  • −Recruit rank: +2 for Cavalry units (Lord's army)
  • +Recruit rank: +1 for Cavalry units (Lord's army)
  • −Casualties captured post-battle: +12%
  • +Casualties captured post-battle: +15%
  • −Barrier hit points: +400
  • −Spell resistance: 25%
  • +Barrier hit points: +450
  • +Spell resistance: 30%
  • −Enemy Hero action success chance: -8%
  • +Enemy Hero action success chance: -10%
  • −Nurgle corruption: +2 (local province)
  • +Nurgle corruption: +3 (local province)
  • −Spell resistance: 15%
  • +Spell resistance: 25%
  • −Armour-piercing weapon damage: +100
  • −Weapon strength: +8%
  • +Armour-piercing weapon damage: +80
  • +Weapon strength: +10%
  • −Barrier hit points: +350
  • +Barrier hit points: +400
  • −Barrier hit points: +200
  • +Barrier hit points: +250
  • −Income from Mines and Quarries: +50% (local region)
  • +Income from Mines and Quarries: +40% (local region)
  • −Armour: +25
  • +Armour: +20
Ogre BladeUncommon
  • −Weapon strength: +25%
  • +Weapon strength: +20%
  • −Recruitment cost: -20% for Ogre mercenary units (Lord's army)
  • +Recruitment cost: -10% for Ogre mercenary units (Lord's army)
  • −Ward save: +15% when fighting against Greenskins, Ogres and Skaven
  • +Ward save: +10% when fighting against Greenskins, Ogres and Skaven
  • −Melee attack: +12 when fighting against Greenskins, Ogres and Skaven
  • −Weapon strength: +12% when fighting against Greenskins, Ogres and Skaven
  • +Melee attack: +10 when fighting against Greenskins, Ogres and Skaven
  • +Weapon strength: +10% when fighting against Greenskins, Ogres and Skaven
  • −Character's aura leadership effect: +10
  • +Character's aura leadership effect: +8
  • +Explosive missile damage: +10%
  • −Melee defence: +6
  • +Melee defence: +5
Orc HewerUnique
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Income from trade tariffs: +5% (factionwide)
  • +Income from trade tariffs: +3% (factionwide)
  • −Hero action cost: -15%
  • +Hero action cost: -10%
  • −Hero action cost: -15%
  • +Hero action cost: -10%
  • −Leadership: +5 (own army)
  • +Leadership: +4 (own army)
  • Lord: wh3_dlc29_chs_cha_glottkin → —
OutlawCommon
  • −Income from raiding: +12% (Hero's army)
  • +Income from raiding: +10% (Hero's army)
OutlawCommon
  • −Income from raiding: +12% (Hero's army)
  • +Income from raiding: +10% (Hero's army)
OutriderCommon
  • −Campaign line of sight: +25%
  • +Campaign line of sight: +20%
  • −Armour-piercing missile damage: +25%
  • +Armour-piercing missile damage: +20%
  • +Explosive missile damage: +10%
OverseerCommon
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +6% (local region)
  • −Armour: +20
  • +Armour: +15
  • −Armour: +25
  • −Wound recovery time: -1 turns
  • +Armour: +20
  • +Wound recovery time: -2 turns
  • −Income from post-battle loot: +25% (Lord)
  • −Income from razing settlements: +25% (Lord)
  • +Income from post-battle loot: +15% (Lord)
  • +Income from razing settlements: +15% (Lord)
  • −Melee defence: +10
  • −Physical resistance: 20%
  • −Casualty replenishment rate: +7% (Lord's army)
  • +Melee defence: +16
  • +Physical resistance: 16%
  • +Casualty replenishment rate: +6% (Lord's army)
  • −Armour-piercing weapon damage: +60
  • −Charge bonus: +25
  • −Melee attack: +15
  • +Armour-piercing weapon damage: +45
  • +Charge bonus: +15
  • +Melee attack: +10
  • −Construction cost: -20% for all buildings (local region)
  • −Missile strength: +15%
  • +Construction cost: -12% for all buildings (local region)
  • +Missile strength: +9%
  • +Explosive missile damage: +15%
  • −Upkeep: -15% (all units in army)
  • +Upkeep: -9% (all units in army)
  • −Missile strength: +25%
  • −Range: +20%
  • +Missile strength: +20%
  • +Range: +15%
  • +Explosive missile damage: +20%
  • −Enemy leadership: -10 (local region)
  • +Enemy leadership: -7 (local region)
  • −Weapon strength: +15%
  • −Melee attack: +6 (own army)
  • −Missile strength: +15% (own army)
  • +Weapon strength: +8%
  • +Melee attack: +8 (own army)
  • +Missile strength: +8% (own army)
  • −Recruitment cost: -25% (own army)
  • +Recruitment cost: -15% (own army)
  • −Melee defence: +4
  • +Melee defence: +5
  • −Melee defence: +4
  • +Melee defence: +5
  • −Post battle chance of stealing a magic item: +10%
  • +Post battle chance of stealing a magic item: +15%
Pit BossCommon
  • −Casualties captured post-battle: +15%
  • +Casualties captured post-battle: +20%
  • −Character experience gain: +5%
  • +Character experience gain: +4%
Plague FlailUncommon
  • −Weapon strength: +7%
  • +Weapon strength: +10%
  • −Campaign movement range: +7%
  • +Campaign movement range: +10%
  • −Corruption: -4 (local province)
  • +Corruption: -6 (local province)
  • −Control: +1 (local province)
  • +Control: +2 (local province)
PossessedCommon
  • −Research rate: +10
  • +Research rate: +15
  • −Melee attack: +5
  • −Armour-piercing weapon damage: +15%
  • +Melee attack: +10
  • +Armour-piercing weapon damage: +10%
  • +Campaign line of sight: +12%
  • −Armour-piercing missile damage: +15% for Zombie Pirate Gunnery Mob and Deck Droppers units (all units in army)
  • +Armour-piercing missile damage: +10% for Zombie Pirate Gunnery Mob and Deck Droppers units (all units in army)
  • −Recruitment cost: -7% for Artillery units (local province)
  • +Recruitment cost: -5% for Artillery units (local province)
  • −Melee attack: -12
  • −Weapon strength: +25%
  • +Melee attack: -10
  • +Weapon strength: +20%
  • −Income from raiding: +20% (Lord's army)
  • +Income from raiding: +15% (Lord's army)
  • −Recruit rank: +2 for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (all armies factionwide)
  • +Recruit rank: +1 for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (all armies factionwide)
  • −Corruption: -2 (local province)
  • +Corruption: -3 (local province)
  • −Campaign movement range: -10%
  • +Campaign movement range: -5%
  • −Campaign movement range: -10%
  • +Campaign movement range: -5%
  • −Armour-piercing weapon damage: +30
  • −Weapon strength: +15%
  • +Armour-piercing weapon damage: +25
  • +Weapon strength: +10%
  • −Upkeep: -10% for Terradon Riders, Cold One, Stegadon, Bastiladon, Carnosaur, Troglodon and Dread Saurian units (own army)
  • +Upkeep: -5% for Terradon Riders, Cold One, Stegadon, Bastiladon, Carnosaur, Troglodon and Dread Saurian units (own army)
  • −Income from sacking settlements: +9%
  • +Income from sacking settlements: +6%
  • −Base weapon damage: +60
  • +Base weapon damage: +50
  • −Armour-piercing weapon damage: +80
  • +Armour-piercing weapon damage: +50
  • +Explosive missile damage: +10%
  • −Ammunition: +18%
  • −Range: +18%
  • +Ammunition: +20%
  • +Range: +20%
  • +Explosive missile damage: +10%
  • −Armour: +15
  • +Armour: +25
  • −Charge bonus: +25
  • −Melee attack: +3
  • +Charge bonus: +20
  • +Melee attack: +5
Ranger's AxeUncommon
  • −Missile strength: +15%
  • −Weapon strength: +15%
  • +Missile strength: +8%
  • +Weapon strength: +8%
  • +Explosive missile damage: +10%
  • −Physical resistance: 8%
  • +Physical resistance: 10%
  • −Base missile damage: +50
  • +Base missile damage: +40
  • +Explosive missile damage: +20%
  • −Attrition: -10% casualties suffered from all attrition (Lord's army)
  • +Attrition: -15% casualties suffered from all attrition (Lord's army)
  • −Leadership: +5 when fighting against Skaven (own army)
  • +Leadership: +4 when fighting against Skaven (own army)
  • −Campaign line of sight: +25%
  • +Campaign line of sight: +30%
Reaver BowCrafted
  • −Missile strength: +25%
  • +Missile strength: +20%
  • +Explosive missile damage: +10%
  • −Melee defence: +6
  • +Melee defence: +8
ReckonerCommon
  • −Character's aura leadership effect: +4
  • +Character's aura leadership effect: +5
  • −Weapon strength: +20%
  • −Weapon strength: +20% when fighting against Greenskins
  • +Weapon strength: +15%
  • +Weapon strength: +15% when fighting against Greenskins
  • −Weapon strength: +15%
  • +Weapon strength: +10%
  • −Spell resistance: 10% (all units in army)
  • +Spell resistance: 15% (all units in army)
  • −Upkeep: -15% (all units in army)
  • +Upkeep: -12% (all units in army)
  • −Recruitment cost: -30% (own army)
  • +Recruitment cost: -25% (own army)
  • −Armour: +20
  • −Wound recovery time: -1 turns
  • +Armour: +15
  • +Wound recovery time: -2 turns
  • −Income from post-battle loot: +15% (Lord)
  • −Income from razing settlements: +15% (Lord)
  • +Income from post-battle loot: +10% (Lord)
  • +Income from razing settlements: +10% (Lord)
  • −Melee defence: +5
  • −Physical resistance: 15%
  • +Melee defence: +12
  • +Physical resistance: 12%
  • −Armour-piercing weapon damage: +40
  • −Charge bonus: +10
  • −Melee attack: +10
  • +Armour-piercing weapon damage: +30
  • +Charge bonus: +8
  • +Melee attack: +8
  • −Construction cost: -15% for all buildings (local region)
  • −Missile strength: +10%
  • +Construction cost: -8% for all buildings (local region)
  • +Missile strength: +7%
  • +Explosive missile damage: +10%
  • −Upkeep: -10% (all units in army)
  • +Upkeep: -6% (all units in army)
  • −Missile strength: +20%
  • −Range: +15%
  • +Missile strength: +15%
  • +Range: +10%
  • +Explosive missile damage: +15%
  • −Enemy leadership: -8 (local region)
  • +Enemy leadership: -5 (local region)
  • −Weapon strength: +10%
  • −Melee attack: +5 (own army)
  • −Missile strength: +10% (own army)
  • +Weapon strength: +6%
  • +Melee attack: +6 (own army)
  • +Missile strength: +6% (own army)
  • −Recruitment cost: -20% (own army)
  • +Recruitment cost: -10% (own army)
  • −Armour: +50
  • −Wound recovery time: -3 turns
  • +Armour: +30
  • +Wound recovery time: -4 turns
  • −Income from post-battle loot: +100% (Lord)
  • −Income from razing settlements: +100% (Lord)
  • +Income from post-battle loot: +30% (Lord)
  • +Income from razing settlements: +30% (Lord)
  • −Melee defence: +15
  • −Ward save: +25%
  • −Casualty replenishment rate: +10% (Lord's army)
  • +Melee defence: +20
  • +Ward save: +15%
  • +Casualty replenishment rate: +7% (Lord's army)
  • +Armour: +5
  • −Armour-piercing weapon damage: +80
  • −Charge bonus: +25
  • −Melee attack: +15
  • +Armour-piercing weapon damage: +65
  • +Charge bonus: +20
  • +Melee attack: +12
  • −Construction time: -33% for all buildings (local region)
  • −Construction cost: -33% for all buildings (local region)
  • −Missile strength: +15%
  • +Construction time: -25% for all buildings (local region)
  • +Construction cost: -20% for all buildings (local region)
  • +Missile strength: +12%
  • +Explosive missile damage: +20%
  • −Casualty replenishment rate: +25% when in foreign territory (Lord's army)
  • +Casualty replenishment rate: +20% when in foreign territory (Lord's army)
  • −Missile strength: +35%
  • −Range: +25%
  • +Missile strength: +25%
  • +Range: +20%
  • +Explosive missile damage: +25%
  • −Research rate: +75
  • +Research rate: +40
  • −Range: +15% for Waywatcher units (own army)
  • +Range: +10% for Waywatcher units (own army)
  • −Enemy leadership: -10 (local region)
  • −Control: +4 (local province)
  • −Control: -50 (local enemy province)
  • +Enemy leadership: -9 (local region)
  • +Control: +5 (local province)
  • +Control: -25 (local enemy province)
  • −Weapon strength: +15%
  • −Missile strength: +15% (own army)
  • +Weapon strength: +10%
  • +Missile strength: +10% (own army)
  • −Armour-piercing weapon damage: +15
  • +Armour-piercing weapon damage: +10
  • −Weapon strength: +10% when fighting against Lizardmen
  • +Weapon strength: +5% when fighting against Lizardmen
  • +Control: +1 (local province)
  • −Armour-piercing weapon damage: +55
  • −Melee attack: +7
  • +Armour-piercing weapon damage: +40
  • +Melee attack: +10
  • −Armour-piercing weapon damage: +55
  • −Melee attack: +7
  • +Armour-piercing weapon damage: +40
  • +Melee attack: +8
  • −Melee attack: +7
  • +Melee attack: +8
  • −Bonus vs Large: +12
  • −Charge bonus: +30
  • −Melee attack: +7
  • −Weapon strength: +12%
  • −Control: +3 (all provinces)
  • +Bonus vs Large: +10
  • +Charge bonus: +25
  • +Melee attack: +6
  • +Weapon strength: +10%
  • +Control: +4 (all provinces)
  • −Control: +1 (local province)
  • +Control: +2 (local province)
  • −Upkeep: -20% for Crushers units (Lord's army)
  • +Upkeep: -10% for Crushers units (Lord's army)
  • −Melee defence: +7
  • +Melee defence: +10
  • −Melee attack: +10
  • −Weapon strength: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Spell resistance: 30%
  • +Spell resistance: 25%
  • +Fire resistance: 20%
  • +Missile resistance: 10%
  • +Physical resistance: 5%
  • −Corruption: -2 (local province)
  • +Corruption: -3 (local province)
  • −Missile resistance: 15%
  • +Missile resistance: 20%
  • −Fire resistance: 20%
  • +Fire resistance: 25%
Rock EyeUncommon
  • −Melee defence: +4
  • +Melee defence: +5
  • −Melee attack: +6
  • −Weapon strength: +10%
  • +Melee attack: +5
  • +Weapon strength: +8%
  • −Base weapon damage: +25
  • −Fire resistance: 15%
  • +Base weapon damage: +20
  • +Fire resistance: 20%
  • −Base weapon damage: +25
  • −Fire resistance: 15%
  • +Base weapon damage: +20
  • +Fire resistance: 20%
  • −Magic item drop chance from battle: +15%
  • +Magic item drop chance from battle: +8%
  • −Fire resistance: 45%
  • +Fire resistance: 50%
  • Lord: wh3_dlc29_vmp_cha_neferata → —
  • −Armour-piercing weapon damage: +15
  • +Armour-piercing weapon damage: +10
  • −Melee attack: +5
  • +Melee attack: +10
  • −Income from post-battle loot: +10%
  • −Recruitment cost: -10% (Lord's army)
  • +Income from post-battle loot: +15%
  • +Recruitment cost: -5% (Lord's army)
  • −Armour: +10
  • −Physical resistance: 10%
  • −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • +Armour: +8
  • +Physical resistance: 8%
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
  • −Armour-piercing weapon damage: +50
  • +Armour-piercing weapon damage: +20
  • −Base weapon damage: +70
  • +Base weapon damage: +30
  • −Melee attack: +5
  • +Melee attack: +4
  • −Melee attack: +5
  • +Melee attack: +4
  • −Charge bonus: +25
  • +Charge bonus: +15
Rune of LuckUncommon
  • −Ward save: +10%
  • +Ward save: +5%
  • −Melee defence: +7
  • +Melee defence: +8
  • −Melee defence: +7
  • +Melee defence: +8
  • −Weapon strength: +20%
  • +Weapon strength: +15%
  • −Weapon strength: +20%
  • +Weapon strength: +15%
  • −Weapon strength: +20%
  • +Weapon strength: +15%
  • −Weapon strength: +10%
  • +Weapon strength: +8%
  • −Melee attack: +10
  • −Weapon strength: +20%
  • +Melee attack: +15
  • +Weapon strength: +15%
  • −Weapon strength: +12%
  • +Weapon strength: +10%
  • −Hero recruitment cost: -10% for Runesmiths (local province)
  • +Hero recruitment cost: -5% for Runesmiths (local province)
  • −Character's aura leadership effect: +8
  • +Character's aura leadership effect: +5
  • −Research rate: +10
  • +Research rate: +15
  • −Armour: +20
  • −Melee defence: +5
  • +Armour: +10
  • +Melee defence: +10
  • −Diplomatic relations: +15 with Daemons of Chaos
  • −Wound recovery time: -1 turns
  • +Diplomatic relations: +10 with Daemons of Chaos
  • +Wound recovery time: -2 turns
  • −Spell resistance: 45%
  • −Melee defence: +8
  • +Spell resistance: 50%
  • +Melee defence: +10
  • −Recruitment cost: -15% for Savage Orc units (local province)
  • +Recruitment cost: -10% for Savage Orc units (local province)
ScarUnique
  • −Armour-piercing weapon damage: +95
  • +Armour-piercing weapon damage: +65
  • −Armour: +20
  • −Physical resistance: 10%
  • +Armour: +15
  • +Physical resistance: 15%
ScepticCommon
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +5% (local region)
  • −Weapon strength: +15%
  • +Weapon strength: +10%
  • −Spell resistance: 20%
  • +Spell resistance: 25%
  • −Melee attack: +15
  • +Melee attack: +10
  • −Melee attack: +10
  • −Income from post-battle loot: +15%
  • −Recruitment cost: -10% (Lord's army)
  • −Upkeep: -10% (Lord's army)
  • +Melee attack: +8
  • +Income from post-battle loot: +10%
  • +Recruitment cost: -5% (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • −Bonus vs Infantry: +12
  • +Bonus vs Infantry: +10
  • −Physical resistance: 20%
  • +Physical resistance: 15%
ScribeCommon
  • −Recruitment cost: -10% (own army)
  • +Recruitment cost: -5% (own army)
ScrivenerCommon
  • −Research rate: +10
  • +Research rate: +15
  • −Cooldown: -20% to spells
  • +Cooldown: -15% to spells
  • −Spell resistance: 15%
  • +Spell resistance: 20%
  • −Physical resistance: 5%
  • +Physical resistance: 10%
  • −Miscast base chance: -15%
  • +Miscast base chance: -20%
  • −Ambush success chance: +7% (Lord's army)
  • +Ambush success chance: +10% (Lord's army)
  • −Weapon strength: +10%
  • +Weapon strength: +6%
  • −Missile resistance: 10%
  • +Missile resistance: 15%
SeerCommon
  • −Research rate: +5
  • +Research rate: +8
  • −Upkeep: -10% for Terracotta Sentinel units (Lord's army)
  • +Upkeep: -5% for Terracotta Sentinel units (Lord's army)
  • −Income from looting settlements: +5%
  • +Income from looting settlements: +6%
  • −Armour-piercing weapon damage: +30
  • +Armour-piercing weapon damage: +25
  • −Armour-piercing weapon damage: +30
  • +Armour-piercing weapon damage: +20
ServantCommon
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -12%
  • −Armour: +10
  • +Armour: +5
  • −Hero recruitment cost: -8% for Shamans (local province)
  • +Hero recruitment cost: -5% for Shamans (local province)
  • −Corruption: -5 (local province)
  • −Recruitment cost: -10% (Lord's army)
  • +Corruption: -6 (local province)
  • +Recruitment cost: -5% (Lord's army)
  • −Missile strength: +15%
  • +Missile strength: +10%
  • +Explosive missile damage: +10%
  • −Armour: +8
  • −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • +Armour: +10
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
  • −Melee defence: +5
  • +Melee defence: +6
  • −Armour: +15
  • +Armour: +10
  • −Missile resistance: 15%
  • +Missile resistance: 20%
  • −Armour: +20
  • −Melee defence: +6
  • −Missile resistance: 10%
  • +Armour: +10
  • +Melee defence: +5
  • +Missile resistance: 20%
  • −Armour: +10
  • −Melee defence: +6
  • +Armour: +5
  • +Melee defence: +5
  • −Armour: +15
  • −Spell resistance: 20%
  • −Melee defence: +5
  • +Armour: +10
  • +Spell resistance: 15%
  • +Melee defence: +6
  • −Construction cost: -50% for ship buildings (Lord's army)
  • +Construction cost: -35% for ship buildings (Lord's army)
  • −Recruitment cost: -10% (own army)
  • −Research rate: +4
  • +Recruitment cost: -5% (own army)
  • +Research rate: +5
  • −Ward save: +20%
  • +Ward save: +15%
  • +Armour: +5
  • −Charge bonus: +25%
  • +Charge bonus: +20%
  • −Weapon strength: +30%
  • +Weapon strength: +25%
  • +Explosive missile damage: +10%
  • −Control: +2 (local province)
  • +Control: +3 (local province)
SirenCommon
  • −Horde growth: +5 (Lord's army)
  • +Horde growth: +6 (Lord's army)
  • −Income from all buildings: +7% (local region)
  • +Income from all buildings: +5% (local region)
  • −Melee attack: +6
  • −Weapon strength: +10%
  • −Income from post-battle loot: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • +Income from post-battle loot: +15%
  • −Construction cost: -25% for Province Capital/Settlement buildings (local province)
  • +Construction cost: -20% for Province Capital/Settlement buildings (local province)
  • −Recruit rank: +3 for Skink and Chameleon Skinks units (local province)
  • +Recruit rank: +2 for Skink and Chameleon Skinks units (local province)
  • −Armour: +20
  • −Spell resistance: 10%
  • +Armour: +10
  • +Spell resistance: 15%
  • −Winds of Magic cost: -2 for "Vanhel's Danse Macabre"
  • −Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
  • +Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
  • +Winds of Magic cost: -1 for "Vanhel's Danse Macabre Upgraded"
  • −Research rate: +20
  • +Research rate: +25
  • +Explosive missile damage: +10%
  • −Ward save: +20%
  • +Ward save: +15%
  • −Slaanesh corruption: +2 (local province)
  • +Slaanesh corruption: +3 (local province)
  • −Melee attack: +8
  • −Weapon strength: +15%
  • −Income from post-battle loot: +25%
  • −Recruitment cost: -10% (Lord's army)
  • +Melee attack: +10
  • +Weapon strength: +10%
  • +Income from post-battle loot: +30%
  • +Recruitment cost: -5% (Lord's army)
  • −Khorne corruption: +5 (local province)
  • −Recruitment cost: -10% (Lord's army)
  • +Khorne corruption: +6 (local province)
  • +Recruitment cost: -5% (Lord's army)
  • −Construction cost: -7% for all buildings (local region)
  • +Construction cost: -5% for all buildings (local region)
  • −Construction cost: -7% for all buildings (local region)
  • +Construction cost: -5% for all buildings (local region)
  • −Upkeep: -20% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
  • +Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
Slayer's AxeUncommon
  • −Charge bonus: +20
  • −Melee attack: +8
  • +Charge bonus: +15
  • +Melee attack: +5
Slayer's AxeUncommon
  • −Charge bonus: +20
  • −Melee attack: +8
  • +Charge bonus: +15
  • +Melee attack: +5
SmugglerCommon
  • −Income from trade tariffs: +6% (factionwide)
  • +Income from trade tariffs: +4% (factionwide)
  • −Income from sacking settlements: +10%
  • +Income from sacking settlements: +8%
  • −Physical resistance: 10%
  • +Physical resistance: 15%
  • −Unit capacity: +2 Chaos Spawn
  • +Unit capacity: +6 Chaos Spawn
  • −Construction cost: -25% for Cult of Sotek and Cult of the Old Ones buildings (local province)
  • +Construction cost: -10% for Cult of Sotek and Cult of the Old Ones buildings (local province)
  • −Recruitment cost: -10% (Lord's army)
  • +Recruitment cost: -5% (Lord's army)
  • −Bonus vs Large: +12
  • +Bonus vs Large: +10
  • −Miscast base chance: -15%
  • +Miscast base chance: -20%
  • −Melee defence: +6
  • +Melee defence: +8
  • −Control: +4 (local province)
  • +Control: +5 (local province)
  • −Armour-piercing weapon damage: +60
  • −Charge bonus: +30
  • +Armour-piercing weapon damage: +40
  • +Charge bonus: +20
Spore CenserUncommon
  • −Melee defence: +10
  • −Missile resistance: 10%
  • +Melee defence: +15
  • +Missile resistance: 15%
  • −Leadership: +4 for Goblin units (Lord's army)
  • +Leadership: +5 for Goblin units (Lord's army)
  • −Corruption: -5 (local province)
  • −Hero recruit rank: +5 for Shamans (all provinces)
  • +Corruption: -6 (local province)
  • +Hero recruit rank: +4 for Shamans (all provinces)
  • −Melee attack: +6
  • −Weapon strength: +12%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Physical resistance: 5%
  • +Physical resistance: 10%
  • −Magic item drop chance from battle: +20%
  • −Research rate: +5
  • +Magic item drop chance from battle: +15%
  • +Research rate: +10
  • Lord: wh3_dlc29_skv_cha_thanquol → —
  • −Hero recruit rank: +1 for Cultists (local province)
  • −Tzeentch corruption: +5 (local province)
  • −Miscast base chance: -15%
  • +Hero recruit rank: +2 for Cultists (local province)
  • +Tzeentch corruption: +6 (local province)
  • +Miscast base chance: -20%
  • −Leadership: +10 when fighting against Undead factions (Lord's army)
  • −Corruption: -5 (local province)
  • +Leadership: +5 when fighting against Undead factions (Lord's army)
  • +Corruption: -6 (local province)
StalkerUnique
  • −Bonus vs Large: +20
  • −Range: +15%
  • +Bonus vs Large: +15
  • +Range: +10%
  • +Explosive missile damage: +10%
  • −Casualty replenishment rate: +3% (Hero's army)
  • +Casualty replenishment rate: +4% (Hero's army)
  • −Bonus vs Large: +10
  • +Bonus vs Large: +15
  • −Character's aura leadership effect: +10
  • −Leadership aura size: +35%
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Character's aura leadership effect: +5
  • +Leadership aura size: +25%
  • +Casualty replenishment rate: +4% (Lord's army)
  • −Armour: +10
  • −Ward save: +10%
  • +Armour: +15
  • +Ward save: +5%
  • −Melee attack: +6
  • −Weapon strength: +20%
  • +Melee attack: +8
  • +Weapon strength: +16%
  • −Melee attack: +16
  • +Melee attack: +12
  • −Chaos Undivided corruption: +2 (local province)
  • +Chaos Undivided corruption: +3 (local province)
  • −Unit capacity: +2 Chaos Spawn
  • +Unit capacity: +6 Chaos Spawn
  • −Melee attack: +10 on Ancient Stegadon mount
  • −Charge bonus: +30
  • −Melee attack: +5
  • +Melee attack: +5 on Ancient Stegadon mount
  • +Charge bonus: +25
  • +Melee attack: +4
  • −Leadership aura size: +35%
  • +Leadership aura size: +25%
  • −Growth: +5 (local province)
  • +Growth: +6 (local province)
  • −Growth: +5 (local province)
  • +Growth: +6 (local province)
  • −Melee attack: +15
  • −Melee defence: -15
  • −Weapon strength: +35%
  • +Melee attack: +10
  • +Melee defence: -5
  • +Weapon strength: +25%
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Miscast base chance: -10% (all characters)
  • −Ward save: +10%
  • +Miscast base chance: -15% (all characters)
  • +Ward save: +5%
  • −Ward save: +17%
  • +Ward save: +10%
  • −Armour-piercing weapon damage: +70
  • −Weapon strength: +12%
  • +Armour-piercing weapon damage: +60
  • +Weapon strength: +10%
  • −Income from Iron Mines, Gold Mines and Stone Quarries: +8% (local region)
  • +Income from Iron Mines, Gold Mines and Stone Quarries: +5% (local region)
  • −Armour-piercing weapon damage: +25
  • −Bonus vs Large: +10
  • +Armour-piercing weapon damage: +20
  • +Bonus vs Large: +20
  • −Ward save: +12%
  • +Ward save: +5%
StudentCommon
  • −Research rate: +40
  • +Research rate: +50
StudentCommon
  • −Research rate: +5
  • +Research rate: +10
Sun ShardUnique
  • −Fire resistance: 40%
  • +Fire resistance: 50%
SunfangUnique
  • −Armour-piercing weapon damage: +30
  • −Weapon strength: +10%
  • −Control: +3 (all provinces)
  • +Armour-piercing weapon damage: +25
  • +Weapon strength: +8%
  • +Control: +4 (all provinces)
  • −Winds of Magic cost: -2 for "Doombolt"
  • −Winds of Magic cost: -2 for "Doombolt Upgraded"
  • +Winds of Magic cost: -1 for "Doombolt"
  • +Winds of Magic cost: -1 for "Doombolt Upgraded"
SwindlaCommon
  • −Income from post-battle loot: +7%
  • +Income from post-battle loot: +6%
  • −Upkeep: -8% for Jade Warriors and Jade Warriors (Halberds) units (Lord's army)
  • +Upkeep: -5% for Jade Warriors and Jade Warriors (Halberds) units (Lord's army)
  • −Melee attack: +8
  • +Melee attack: +5
  • −Charge bonus: +20
  • −Melee attack: +12
  • −Weapon strength: +6%
  • +Charge bonus: +15
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Income from post-battle loot: +10%
  • −Recruitment cost: -10% (Lord's army)
  • +Income from post-battle loot: +15%
  • +Recruitment cost: -5% (Lord's army)
  • −Armour-piercing weapon damage: +650
  • −Melee attack: +35
  • +Armour-piercing weapon damage: +550
  • +Melee attack: +30
  • +Missile strength: +150%
  • −Armour-piercing weapon damage: +450
  • −Melee attack: +25
  • +Armour-piercing weapon damage: +350
  • +Melee attack: +20
  • +Missile strength: +50%
  • −Armour-piercing weapon damage: +550
  • −Melee attack: +30
  • +Armour-piercing weapon damage: +450
  • +Melee attack: +25
  • +Missile strength: +100%
  • −Weapon strength: +12%
  • +Weapon strength: +5%
  • −Charge bonus: +25
  • −Melee attack: +7
  • −Weapon strength: +10%
  • +Charge bonus: +20
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Charge bonus: +20
  • −Melee attack: +6
  • +Charge bonus: +15
  • +Melee attack: +5
  • −Armour-piercing weapon damage: +25
  • −Melee attack: +6
  • +Armour-piercing weapon damage: +20
  • +Melee attack: +4
  • −Armour-piercing weapon damage: +40
  • −Melee defence: +10
  • −Missile resistance: 20%
  • −Upkeep: -5% (Lord's army)
  • +Armour-piercing weapon damage: +30
  • +Melee defence: +15
  • +Missile resistance: 25%
  • +Upkeep: -3% (Lord's army)
  • −Melee attack: +4
  • −Melee defence: +8
  • +Melee attack: +5
  • +Melee defence: +5
  • −Melee attack: +4
  • −Melee defence: +8
  • +Melee attack: +5
  • +Melee defence: +5
  • −Melee attack: +8
  • −Melee defence: +8
  • −Weapon strength: +15%
  • +Melee attack: +6
  • +Melee defence: +6
  • +Weapon strength: +12%
  • −Melee attack: +8
  • −Melee defence: +8
  • −Weapon strength: +15%
  • +Melee attack: +6
  • +Melee defence: +6
  • +Weapon strength: +10%
  • −Weapon strength: +16%
  • +Weapon strength: +10%
  • −Weapon strength: +16%
  • +Weapon strength: +10%
  • −Weapon strength: +10%
  • −Income from post-battle loot: +10%
  • +Weapon strength: +5%
  • +Income from post-battle loot: +15%
  • −Melee attack: +6
  • −Weapon strength: +10%
  • −Income from post-battle loot: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • +Income from post-battle loot: +15%
  • +Recruitment cost: -5% (Lord's army)
  • −Ward save: +8%
  • +Ward save: +5%
  • +Wound recovery time: -1 turns
  • +Speed: +5%
  • −Speed: +8%
  • +Speed: +10%
  • −Chaos Undivided corruption: +3 (local province)
  • +Chaos Undivided corruption: +4 (local province)
  • −Ward save: +18%
  • +Ward save: +15%
  • +Melee defence: +5
  • +Armour: +5
  • −Ward save: +5%
  • +Ward save: +10%
  • −Barrier hit points: +150
  • +Barrier hit points: +200
  • −Physical resistance: 15%
  • +Physical resistance: 20%
  • +Winds of Magic power reserve: +2 per turn
  • +Winds of Magic power reserve capacity: +5 (Lord's army)
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +5% (local region)
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +5% (local region)
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +5% (local region)
  • −Control: +1 (local province)
  • +Control: +2 (local province)
  • −Physical resistance: 20%
  • +Physical resistance: 15%
  • −Construction cost: -25% for Cult of Sotek and Cult of the Old Ones buildings (local province)
  • +Construction cost: -10% for Cult of Sotek and Cult of the Old Ones buildings (local province)
  • −Control: +2 (local province)
  • +Control: +3 (local province)
  • −Physical resistance: 12%
  • +Physical resistance: 10%
  • −Melee defence: +10
  • −Weapon strength: +12%
  • +Melee defence: +15
  • +Weapon strength: +10%
  • −Armour: +35
  • +Armour: +30
  • −Armour: +12
  • −Melee defence: +6
  • +Armour: +10
  • +Melee defence: +8
  • −Enemy Hero action success chance: -10%
  • −Melee defence: +6
  • −Ward save: +10%
  • +Enemy Hero action success chance: -15%
  • +Melee defence: +8
  • +Ward save: +15%
  • −Armour-piercing weapon damage: +12
  • −Bonus vs Large: +4
  • −Melee attack: +6
  • −Recruitment cost: -10% (Lord's army)
  • −Upkeep: -5% (Lord's army)
  • +Armour-piercing weapon damage: +7
  • +Bonus vs Large: +7
  • +Melee attack: +7
  • +Recruitment cost: -4% (Lord's army)
  • +Upkeep: -3% (Lord's army)
  • −Weapon strength: +20%
  • +Weapon strength: +15%
  • −Melee attack: +8
  • −Physical resistance: 5%
  • −Ward save: +5%
  • +Melee attack: +6
  • +Physical resistance: 6%
  • +Ward save: +6%
  • −Armour-piercing weapon damage: +40
  • +Armour-piercing weapon damage: +30
  • −Melee attack: +8
  • +Melee attack: +5
  • +Control: +3 (all provinces)
  • −Control: +2 (all provinces)
  • +Control: +3 (all provinces)
  • −Weapon strength: +10%
  • +Weapon strength: +8%
  • −Melee defence: +8
  • +Melee defence: +10
  • −Ward save: +20%
  • +Ward save: +15%
  • −Ward save: +20%
  • −Upkeep: -100% (Lord's army)
  • +Ward save: +15%
  • +Upkeep: -80% (Lord's army)
  • −Corruption: -5 (local province)
  • −Recruitment cost: -10% (Lord's army)
  • +Corruption: -6 (local province)
  • +Recruitment cost: -5% (Lord's army)
  • −Melee attack: +6
  • −Melee defence: +6
  • −Upkeep: -5% (Lord's army)
  • +Melee attack: +5
  • +Melee defence: +5
  • +Upkeep: -4% (Lord's army)
  • −Wound recovery time: -2 turns
  • +Wound recovery time: -3 turns
  • −Hero recruit rank: +5 for Damsels (all provinces)
  • +Hero recruit rank: +3 for Damsels (all provinces)
  • −Barrier hit points: +350
  • +Barrier hit points: +400
  • −Barrier hit points: +350
  • −Spell resistance: 20%
  • +Barrier hit points: +400
  • +Spell resistance: 25%
  • −Ambush success chance: +20% (Lord's army)
  • +Ambush success chance: +25% (Lord's army)
  • −Melee attack: +3
  • −Melee defence: +3
  • −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • −Control: +3 (all provinces)
  • +Melee attack: +4
  • +Melee defence: +4
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
  • +Control: +5 (all provinces)
  • −Melee attack: +3
  • −Melee defence: +3
  • +Melee attack: +4
  • +Melee defence: +4
  • +Armour: +10
  • +Ward save: +15%
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
  • −Enemy Hero action success chance: -10%
  • −Armour: +6
  • −Melee defence: +6
  • +Enemy Hero action success chance: -15%
  • +Armour: +8
  • +Melee defence: +8
  • −Enemy Hero action success chance: -10%
  • −Armour: +10
  • −Spell resistance: 20%
  • +Enemy Hero action success chance: -15%
  • +Armour: +12
  • +Spell resistance: 25%
  • −Growth: +250 (local province)
  • −Control: +25 (all provinces)
  • −Control: -50 (local enemy province)
  • +Growth: +100 (local province)
  • +Control: +20 (all provinces)
  • +Control: -30 (local enemy province)
  • −Melee defence: +3
  • +Melee defence: +5
  • −Melee attack: +12
  • −Control: +4 (local province)
  • +Melee attack: +10
  • +Control: +5 (local province)
  • −Upkeep: -10% for Artillery and War Machine units (all units in army)
  • +Upkeep: -5% for Artillery and War Machine units (all units in army)
  • −Income from post-battle loot: +15%
  • −Ambush defence chance: +15% (own army)
  • +Income from post-battle loot: +10%
  • +Ambush defence chance: +20% (own army)
  • −Melee attack: +12
  • −Melee defence: +12
  • +Melee attack: +10
  • +Melee defence: +10
  • −Missile strength: +20% for Missile Infantry, War Machine and Artillery units (all units in army)
  • +Missile strength: +10% for Missile Infantry, War Machine and Artillery units (all units in army)
  • −Fire resistance: 30% (Lord's army)
  • +Fire resistance: 40% (Lord's army)
  • +Explosive missile damage: +10%
  • −Armour: +15
  • −Ward save: +8%
  • +Armour: +10
  • +Ward save: +5%
  • −Control: +3 (local province)
  • +Control: +4 (local province)
  • −Corruption: -5 (local province)
  • −Melee attack: +3
  • −Melee defence: +3
  • −Upkeep: -5% (Lord's army)
  • +Corruption: -6 (local province)
  • +Melee attack: +4
  • +Melee defence: +4
  • +Upkeep: -3% (Lord's army)
  • −Weapon strength: +10%
  • −Income from post-battle loot: +10%
  • −Control: +3 (all provinces)
  • +Weapon strength: +8%
  • +Income from post-battle loot: +15%
  • +Control: +5 (all provinces)
  • −Armour: +15
  • +Armour: +10
  • −Armour: +15
  • −Charge bonus: +15
  • +Armour: +8
  • +Charge bonus: +12
  • −Weapon strength: +8%
  • +Weapon strength: +5%
  • −Hero recruit rank: +4 for Plague Priests (all provinces)
  • −Skaven corruption: +3 (local province)
  • +Hero recruit rank: +3 for Plague Priests (all provinces)
  • +Skaven corruption: +4 (local province)
  • −Hero recruit rank: +5 for Necromancers (all provinces)
  • +Hero recruit rank: +4 for Necromancers (all provinces)
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -15%
  • −Armour: +15
  • −Melee attack: +8
  • −Melee defence: +4
  • +Armour: +10
  • +Melee attack: +6
  • +Melee defence: +6
  • −Barrier hit points: +100
  • −Fire resistance: 15%
  • +Barrier hit points: +150
  • +Fire resistance: 20%
  • −Melee attack: +6
  • −Weapon strength: +10%
  • −Income from post-battle loot: +5%
  • −Control: +5 (local province)
  • +Melee attack: +8
  • +Weapon strength: +8%
  • +Income from post-battle loot: +6%
  • +Control: +6 (local province)
  • −Melee attack: +6
  • −Weapon strength: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Corruption: -3 (local province)
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Corruption: -4 (local province)
  • +Casualty replenishment rate: +4% (Lord's army)
  • −Barrier hit points: +300
  • +Barrier hit points: +350
  • −Armour-piercing weapon damage: +30
  • +Armour-piercing weapon damage: +20
  • −Armour-piercing weapon damage: +30
  • +Armour-piercing weapon damage: +20
  • −Armour-piercing weapon damage: +40
  • −Melee attack: +10
  • −Weapon strength: +10%
  • +Armour-piercing weapon damage: +30
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Growth: +15 (local province)
  • +Growth: +10 (local province)
  • −Melee attack: +7
  • −Melee defence: +7
  • +Melee attack: +6
  • +Melee defence: +6
  • −Ambush success chance: +10% (Lord's army)
  • +Ambush success chance: +15% (Lord's army)
  • −Melee attack: +12
  • +Melee attack: +10
  • −Corruption: -5 (local province)
  • −Enemy Hero action success chance: -10%
  • −Melee defence: +5
  • −Ward save: +20%
  • +Corruption: -6 (local province)
  • +Enemy Hero action success chance: -15%
  • +Melee defence: +7
  • +Ward save: +15%
  • −Melee attack: +3
  • −Melee defence: +10
  • −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • +Melee attack: +4
  • +Melee defence: +8
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
  • −Skulls gained from kills: +15% (Lord's army)
  • −Melee attack: +8
  • −Weapon strength: +15%
  • +Skulls gained from kills: +20% (Lord's army)
  • +Melee attack: +10
  • +Weapon strength: +10%
  • −Armour-piercing weapon damage: +100
  • +Armour-piercing weapon damage: +75
  • −Melee attack: +7
  • −Weapon strength: +10%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Melee attack: +6
  • −Weapon strength: +10%
  • −Recruitment cost: -10% (Lord's army)
  • −Upkeep: -5% (Lord's army)
  • +Melee attack: +8
  • +Weapon strength: +8%
  • +Recruitment cost: -5% (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • −Nurgle corruption: +3 (local province)
  • −Armour-piercing weapon damage: +20
  • −Melee attack: +6
  • +Nurgle corruption: +4 (local province)
  • +Armour-piercing weapon damage: +15
  • +Melee attack: +8
  • −Weapon strength: +18%
  • +Weapon strength: +15%
  • −Weapon strength: +14%
  • +Weapon strength: +10%
  • −Tzeentch corruption: +4 (local province)
  • +Tzeentch corruption: +5 (local province)
  • −Corruption: -5 (local province)
  • +Corruption: -6 (local province)
  • −Income from raiding: +15% (Lord's army)
  • −Upkeep: -5% (Lord's army)
  • +Income from raiding: +10% (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • −Weapon strength: +25%
  • +Weapon strength: +15%
  • −Bonus vs Large: +20
  • +Bonus vs Large: +15
  • −Bonus vs Infantry: +20
  • +Bonus vs Infantry: +15
  • −Armour: +12
  • +Armour: +10
  • −Bonus vs Infantry: +10
  • −Weapon strength: +15%
  • +Bonus vs Infantry: +8
  • +Weapon strength: +8%
  • −Melee attack: +8
  • −Weapon strength: +12%
  • +Melee attack: +10
  • +Weapon strength: +10%
  • −Recruitment cost: -10% (Lord's army)
  • −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • +Recruitment cost: -4% (Lord's army)
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
  • −Bonus vs Large: +15
  • +Bonus vs Large: +10
Thing ZapperUncommon
  • −Melee attack: +5
  • +Melee attack: +8
ThundermaceUncommon
  • −Weapon strength: +20%
  • +Weapon strength: +15%
  • −Base weapon damage: +75
  • +Base weapon damage: +60
  • −Income from all buildings: +12% (local province)
  • +Income from all buildings: +10% (local province)
  • −Income from all buildings: +12% (local province)
  • +Income from all buildings: +8% (local province)
  • −Leadership: +4 when fighting against Vampire Counts (Hero's army)
  • +Leadership: +3 when fighting against Vampire Counts (Hero's army)
  • −Melee attack: +10
  • +Melee attack: +8
  • −Attrition: -30% casualties suffered from all attrition (all units in army)
  • +Attrition: -25% casualties suffered from all attrition (all units in army)
TradesmanCommon
  • −Income from trade tariffs: +8% (factionwide)
  • +Income from trade tariffs: +5% (factionwide)
  • −Income from post-battle loot: +7%
  • +Income from post-battle loot: +6%
TricksterCommon
  • −Post battle chance of stealing a magic item: +12%
  • +Post battle chance of stealing a magic item: +15%
  • −Barrier hit points: +100
  • −Melee defence: +5
  • −Ward save: +10%
  • +Barrier hit points: +150
  • +Melee defence: +10
  • +Ward save: +5%
  • −Miscast base chance: -20%
  • +Miscast base chance: -25%
  • −Melee attack: +12 when attacking at sea (Lord's army)
  • +Melee attack: +10 when attacking at sea (Lord's army)
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +8
  • +Weapon strength: +8%
  • −Recruitment cost: -15% for Trolls, River Trolls and Stone Trolls units (local province)
  • +Recruitment cost: -10% for Trolls, River Trolls and Stone Trolls units (local province)
  • −Charge bonus: +25
  • +Charge bonus: +20
  • −Armour: +15
  • −Bonus vs Large: +5
  • +Armour: +10
  • +Bonus vs Large: +10
  • −Melee attack: +8
  • +Melee attack: +10
  • −Enemy leadership: -5 (local region)
  • +Enemy leadership: -3 (local region)
  • −Weapon strength: +5%
  • −Missile strength: +5% (own army)
  • +Weapon strength: +4%
  • +Missile strength: +4% (own army)
  • −Recruitment cost: -15% (own army)
  • +Recruitment cost: -5% (own army)
  • −Weapon strength: +25%
  • +Weapon strength: +20%
  • −Tzeentch corruption: +2 (local province)
  • +Tzeentch corruption: +3 (local province)
UrialUnique
  • −Construction cost: -30% for all buildings (local region)
  • −Control: +4 (local province)
  • +Construction cost: -20% for all buildings (local region)
  • +Control: +5 (local province)
  • −Weapon strength: +12%
  • +Weapon strength: +10%
VagabondCommon
  • −Campaign line of sight: +7%
  • +Campaign line of sight: +10%
ValetCommon
  • −Magic item drop chance from battle: +8%
  • +Magic item drop chance from battle: +10%
  • −Melee attack: +6
  • −Melee defence: +6
  • −Upkeep: -5% (Lord's army)
  • +Melee attack: +5
  • +Melee defence: +5
  • +Upkeep: -4% (Lord's army)
  • −Recruitment cost: -4% for Norscan Giant, Chaos Frost Dragon and Mammoth units (own army)
  • +Recruitment cost: -3% for Norscan Giant, Chaos Frost Dragon and Mammoth units (own army)
  • −Armour: +14
  • −Weapon strength: +14%
  • +Armour: +15
  • +Weapon strength: +15%
  • −Armour: +14
  • −Weapon strength: +14%
  • +Armour: +10
  • +Weapon strength: +10%
  • −Armour-piercing weapon damage: +25
  • +Armour-piercing weapon damage: +20
  • −Weapon strength: +12%
  • +Weapon strength: +10%
  • −Weapon strength: +12%
  • +Weapon strength: +10%
  • −Control: +2 (local province)
  • +Control: +3 (local province)
  • −Recruit rank: +2 for Infantry units (Lord's army)
  • +Recruit rank: +1 for Infantry units (Lord's army)
  • −Recruit rank: +2 for Infantry units (Lord's army)
  • +Recruit rank: +1 for Infantry units (Lord's army)
  • −Armour: +35
  • +Armour: +30
  • −Melee attack: +3
  • −Melee defence: +3
  • +Melee attack: +4
  • +Melee defence: +4
  • −Armour: +20
  • −Melee defence: +3
  • +Armour: +10
  • +Melee defence: +5
  • −Melee defence: +6
  • +Melee defence: +8
  • −Weapon strength: +15%
  • +Weapon strength: +10%
  • −Armour: +26
  • −Melee defence: +12
  • +Armour: +20
  • +Melee defence: +15
  • −Control: +1 (local province)
  • +Control: +2 (local province)
Void ArmourUncommon
  • −Barrier hit points: +125
  • +Barrier hit points: +150
  • −Vampiric corruption: +4 (local province)
  • +Vampiric corruption: +5 (local province)
Vorpal ShardUncommon
  • −Weapon strength: +15%
  • +Weapon strength: +12%
  • −Magic item drop chance from battle: +5%
  • +Magic item drop chance from battle: +10%
  • −Cooldown: -30% to spells
  • +Cooldown: -20% to spells
  • +Ambush defence chance: +10% (Lord's army)
  • −Base weapon damage: -80
  • −Armour-piercing weapon damage: +120
  • −Melee attack: +4
  • +Base weapon damage: -60
  • +Armour-piercing weapon damage: +100
  • +Melee attack: +5
  • −Winds of Magic cost: -2 for "Warp Lightning"
  • −Winds of Magic cost: -3 for "Warp Lightning Upgraded"
  • +Winds of Magic cost: -1 for "Warp Lightning"
  • +Winds of Magic cost: -2 for "Warp Lightning Upgraded"
  • Lord: wh3_dlc29_skv_cha_thanquol → —
  • −Armour-piercing weapon damage: +40
  • +Armour-piercing weapon damage: +30
Warp-GemUnique
  • −Miscast base chance: -25%
  • +Miscast base chance: -20%
  • −Skaven corruption: +3 (local province)
  • −Melee defence: +5
  • +Skaven corruption: +4 (local province)
  • +Melee defence: +6
  • −Armour: +10
  • +Armour: +8
  • −Armour-piercing weapon damage: +20
  • +Armour-piercing weapon damage: +15
  • Lord: wh3_dlc29_skv_cha_thanquol → —
  • −Sale value of cargo: +15%
  • −Income from trade tariffs: +20% (factionwide)
  • +Sale value of cargo: +25%
  • +Income from trade tariffs: +15% (factionwide)
  • −Melee defence: +6
  • +Melee defence: +3
WarsmithCommon
  • −Recruitment cost: -10% for Infernal Guard units (own army)
  • +Recruitment cost: -5% for Infernal Guard units (own army)
WatchmanCommon
  • −Enemy Hero action success chance: -4%
  • +Enemy Hero action success chance: -5%
  • −Character experience gain: +7%
  • +Character experience gain: +6%
Weird PlateUncommon
  • −Ward save: +15%
  • +Ward save: +10%
  • +Speed: +5%
  • −Weapon strength: +12%
  • +Weapon strength: +10%
  • −Leadership: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
  • −Charge bonus: +15 for Skavenslaves units (Lord's army)
  • +Leadership: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
  • +Charge bonus: +10 for Skavenslaves units (Lord's army)
  • −Melee attack: +5
  • +Melee attack: +4
  • −Leadership: +10 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
  • +Leadership: +8 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
Wind BowUnique
  • −Missile strength: +12%
  • +Missile strength: +10%
  • +Explosive missile damage: +10%
  • −Melee defence: +8
  • −Missile resistance: 15%
  • +Melee defence: +10
  • +Missile resistance: 10%
  • −Base weapon damage: +50
  • +Base weapon damage: +40
  • −Slaanesh corruption: +5 (local province)
  • −Melee attack: +6
  • −Weapon strength: +10%
  • −Recruitment cost: -10% (Lord's army)
  • +Slaanesh corruption: +6 (local province)
  • +Melee attack: +8
  • +Weapon strength: +8%
  • +Recruitment cost: -5% (Lord's army)
  • −Bonus vs Infantry: +10
  • +Bonus vs Infantry: +8
WoodsmanCommon
  • −Income from all buildings: +10% (local region)
  • +Income from all buildings: +6% (local region)
  • −Armour: +25
  • +Armour: +15
  • +Explosive missile damage: +10%
Wyrm HarnessUncommon
  • −Ward save: +10%
  • +Ward save: +15%
  • −Bonus vs Large: +60
  • −Melee defence: -20
  • +Bonus vs Large: +50
  • +Melee defence: -15
  • −Missile strength: +12%
  • +Missile strength: +10%
  • +Explosive missile damage: +10%
  • −Campaign movement range: +7%
  • +Campaign movement range: +10%
  • −Leadership: +3 (own army)
  • +Leadership: +4 (own army)
ZealotCommon
  • −Chaos Undivided corruption: +1 (local province)
  • +Chaos Undivided corruption: +2 (local province)
  • Lord: wh3_dlc29_vmp_cha_nagash → —
  • +Attribute: Immune to Flanking
  • +Attribute: Expert Charge Defence
  • +Armour: +30
  • +Passive ability: "Worthy Foe"
  • +Passive Ability: "Souls for the True Gods" for Cavalry units (all units in army)
  • +Passive Ability: "Souls for the True Gods" for Cavalry units (all units in army)
  • +Passive Ability: "For the Phoenix King" for Cavalry units (all units in army)
  • +Passive Ability: "For the Phoenix King" for Cavalry units (all units in army)
  • +Passive Ability: "For the Phoenix King" for Cavalry units (all units in army)
  • +Passive Ability: "For the Phoenix King" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "For the King! Charge" for Cavalry units (all units in army)
  • +Passive Ability: "For the King! Charge" for Cavalry units (all units in army)
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
  • +Passive Ability: "For the King! Charge" for Cavalry units (all units in army)
  • +Passive Ability: "For the King! Charge" for Cavalry units (all units in army)
  • +Passive Ability: "For the King! Charge" for Cavalry units (all units in army)
  • +Passive Ability: "For the King! Charge" for Cavalry units (all units in army)
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
  • +Passive Ability: "Charge! To Victory" Cavalry units (all units in army)
  • +Passive Ability: "Charge! To Victory" Cavalry units (all units in army)
  • +Passive Ability: "For the King! Charge" for Cavalry units (all units in army)
Chaos SteedCommonnew
  • +Passive Ability: "Souls for the True Gods" for Cavalry units (all units in army)
Chaos SteedCommonnew
  • +Passive Ability: "Souls for the True Gods" for Cavalry units (all units in army)
  • +Passive Ability: "The Pride of Nehekhara" for Chariot units (all units in army)
Cold OneCommonnew
  • +Passive Ability: " Now, now! Slaughter Them All" for Cold One units (all units in army)
Cold OneCommonnew
  • +Passive Ability: " Now, now! Slaughter Them All" for Cold One units (all units in army)
Cold OneCommonnew
  • +Passive Ability: " Now, now! Slaughter Them All" for Cold One units (all units in army)
Cold OneCommonnew
  • +Passive Ability: "Unrelenting Hunters" for Cold One rider units (all units in army)
Cold OneCommonnew
  • +Passive Ability: "Unrelenting Hunters" for Cold One rider units (all units in army)
Cold OneCommonnew
  • +Passive Ability: "Unrelenting Hunters" for Cold One rider units (all units in army)
  • +Passive Ability: "Trample Them Under Our Wheels" for Chariot units (all units in army)
Dark PegasusCommonnew
  • +Passive Ability: " Hunt Them Down" for Flying units except Dragons (all units in army)
Dark PegasusCommonnew
  • +Passive Ability: " Hunt Them Down" for Flying units except Dragons (all units in army)
Dark PegasusCommonnew
  • +Passive Ability: " Hunt Them Down" for Flying units except Dragons (all units in army)
Dark SteedCommonnew
  • +Passive Ability: " Let's Capture Some Slaves" for Dark Elf units on horses (all units in army)
Dark SteedCommonnew
  • +Passive Ability: " Let's Capture Some Slaves" for Dark Elf units on horses (all units in army)
Dark SteedCommonnew
  • +Passive Ability: " Let's Capture Some Slaves" for Dark Elf units on horses (all units in army)
Dark SteedCommonnew
  • +Passive Ability: " Let's Capture Some Slaves" for Dark Elf units on horses (all units in army)
  • +Attribute: Devastating Flanker
  • +Passive ability: "Rage"
Elven SteedCommonnew
  • +Passive Ability: "For the Phoenix King" for Cavalry units (all units in army)
Elven SteedCommonnew
  • +Passive Ability: "Keep the Distance and Keep Shooting" for Ranged Cavalry units (all units in army)
Elven SteedCommonnew
  • +Passive Ability: "Keep the Distance and Keep Shooting" for Ranged Cavalry units (all units in army)
Elven SteedCommonnew
  • +Passive Ability: "Keep the Distance and Keep Shooting" for Ranged Cavalry units (all units in army)
  • +Passive Ability: "Keep the Distance and Keep Shooting" for Ranged Cavalry units (all units in army)
  • +Passive Ability: "Keep the Distance and Keep Shooting" for Ranged Cavalry units (all units in army)
  • +Passive Ability: "Keep the Distance and Keep Shooting" for Ranged Cavalry units (all units in army)
  • +Passive Ability: " Asuryan Gives us Strength" for Eagle and Phoenix units (all units in army)
  • +Enables Variant: Flamethrower (all units in army)
  • +Enables Variant: Flamethrower (all units in army)
  • +Passive Ability: " Asuryan Gives us Strength" for Eagle and Phoenix units (all units in army)
Giant SpiderCommonnew
  • +Passive Ability: "Da Ladz Have a Kunnin Plan!" for Goblin Wolf Rider, Spider Raider, Squig Rider, and Goblin Chariot units (all units in army)
Giant WolfCommonnew
  • +Passive Ability: "Da Ladz Have a Kunnin Plan!" for Goblin Wolf Rider, Spider Raider, Squig Rider, and Goblin Chariot units (all units in army)
  • +Ward save: +20%
  • +Passive Ability: "Da Ladz Have a Kunnin Plan!" for Goblin Wolf Rider, Spider Raider, Squig Rider, and Goblin Chariot units (all units in army)
Great EagleCommonnew
  • +Passive Ability: " Asuryan Gives us Strength" for Eagle and Phoenix units (all units in army)
Great EagleCommonnew
  • +Passive Ability: " Asuryan Gives us Strength" for Eagle and Phoenix units (all units in army)
Great EagleCommonnew
  • +Passive Ability: " Asuryan Gives us Strength" for Eagle and Phoenix units (all units in army)
Great EagleCommonnew
  • +Passive Ability: " Asuryan Gives us Strength" for Eagle and Phoenix units (all units in army)
Great EagleCommonnew
  • +Passive Ability: "Death from Above" for Eagle and Hawk units (all units in army)
Great EagleCommonnew
  • +Passive Ability: "Death from Above" for Eagle and Hawk units (all units in army)
Great EagleCommonnew
  • +Passive Ability: "Death from Above" for Eagle and Hawk units (all units in army)
  • +Passive Ability: "Death from Above" for Eagle and Hawk units (all units in army)
  • +Passive Ability: "Death from Above" for Eagle and Hawk units (all units in army)
  • +Passive Ability: "Death from Above" for Eagle and Hawk units (all units in army)
Great StagCommonnew
  • +Passive Ability: "Kill the Tresspassers" for Melee Cavalry units (all units in army)
Great StagCommonnew
  • +Passive Ability: "Kill the Tresspassers" for Melee Cavalry units (all units in army)
Great StagCommonnew
  • +Passive Ability: "Kill the Tresspassers" for Melee Cavalry units (all units in army)
  • +Passive Ability: "Death from Above" for Eagle and Hawk units (all units in army)
HellsteedCommonnew
  • +Passive Ability: "Feel the Hunger" for Bat and Vargheist units (all units in army)
HellsteedCommonnew
  • +Passive Ability: "Feel the Hunger" for Bat and Vargheist units (all units in army)
HellsteedCommonnew
  • +Passive Ability: "Feel the Hunger" for Bat and Vargheist units (all units in army)
HellsteedCommonnew
  • +Passive Ability: "Feel the Hunger" for Bat and Vargheist units (all units in army)
HellsteedCommonnew
  • +Passive Ability: "Feel the Hunger" for Bat and Vargheist units (all units in army)
HellsteedCommonnew
  • +Passive Ability: "Feel the Hunger" for Bat and Vargheist units (all units in army)
HellsteedCommonnew
  • +Passive Ability: "Feel the Hunger" for Bat and Vargheist units (all units in army)
HellsteedCommonnew
  • +Passive Ability: "Feel the Hunger" for Bat and Vargheist units (all units in army)
Horned OneCommonnew
  • +Passive Ability: "Unrelenting Hunters" for Cold One rider units (all units in army)
Horned OneCommonnew
  • +Passive Ability: "Unrelenting Hunters" for Cold One rider units (all units in army)
  • +Passive Ability: "No Pity, No Remorse" for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
  • +Passive Ability: "No Pity, No Remorse" for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
  • +Passive Ability: "No Pity, No Remorse" for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
  • +Passive Ability: "No Pity, No Remorse" for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
  • +Passive Ability: "We Fight for Ulthuan" for Chariot units (all units in army)
MalhandhirCommonnew
  • +Passive Ability: "For the Phoenix King" for Cavalry units (all units in army)
ManticoreCommonnew
  • +Passive Ability: "In the Name of the Ruinous Powers" for Chariot, Warhoun, and Manticore units (all units in army)
ManticoreCommonnew
  • +Passive Ability: " Hunt Them Down" for Flying units except Dragons (all units in army)
ManticoreCommonnew
  • +Passive Ability: " Hunt Them Down" for Flying units except Dragons (all units in army)
ManticoreCommonnew
  • +Passive Ability: " Hunt Them Down" for Flying units except Dragons (all units in army)
ManticoreCommonnew
  • +Passive Ability: "In the Name of the Ruinous Powers" for Chariot, Warhoun, and Manticore units (all units in army)
  • +Passive Ability: "Devour the Weaklings" for Chariot, Warhound, and Manticore units (all units in army)
  • +Passive Ability: "Devour the Weaklings" for Chariot, Warhound, and Manticore units (all units in army)
  • +Passive Ability: "Devour the Weaklings" for Chariot, Warhound, and Manticore units (all units in army)
MautereriusCommonnew
  • +Passive Ability: "For the Phoenix King" for Cavalry units (all units in army)
  • +Passive Ability: "Blood for the Hound" for Cavalry units (all units in army)
  • +Passive Ability: "Blood for the Hound" for Cavalry units (all units in army)
PegasusCommonnew
  • +Passive Ability: "Cleanse Them in the Name of the Lady" for Flying units (all units in army)
  • +Passive Ability: "Unleash the Beast" for Chariot and Razorgor units (all units in army)
  • +Passive Ability: "Unleash the Beast" for Chariot and Razorgor units (all units in army)
  • +Passive Ability: "Unleash the Beast" for Chariot and Razorgor units (all units in army)
RipperdactylCommonnew
  • +Passive Ability: "Rulers of the Skies" for Flying Skink units (all units in army)
Royal PegasusCommonnew
  • +Passive Ability: "Cleanse Them in the Name of the Lady" for Flying units (all units in army)
Royal PegasusCommonnew
  • +Passive Ability: "Cleanse Them in the Name of the Lady" for Flying units (all units in army)
Royal PegasusCommonnew
  • +Passive Ability: "Cleanse Them in the Name of the Lady" for Flying units (all units in army)
  • +Passive Ability: "Trample Them Under Our Wheels" for Chariot units (all units in army)
  • +Passive Ability: "Trample Them Under Our Wheels" for Chariot units (all units in army)
Shadow SteedUniquenew
  • +Charge bonus: +15
  • +Speed: +15%
  • +Attribute: Glorious Charge
  • +Passive Ability: "Tireless Advance" for Cavalry units (all units in army)
  • +Passive Ability: "Tireless Advance" for Cavalry units (all units in army)
  • +Passive Ability: "Tireless Advance" for Cavalry units (all units in army)
  • +Passive Ability: "Tireless Advance" for Cavalry units (all units in army)
  • +Passive Ability: "Tireless Advance" for Cavalry units (all units in army)
  • +Passive Ability: "No Escape From Death" for Cavalry units (all units in army)
  • +Passive Ability: "The Pride of Nehekhara" for Chariot units (all units in army)
  • +Passive Ability: "The Pride of Nehekhara" for Chariot units (all units in army)
  • +Passive Ability: "The Pride of Nehekhara" for Chariot units (all units in army)
  • +Passive Ability: "The Pride of Nehekhara" for Chariot units (all units in army)
  • +Passive Ability: "The Pride of Nehekhara" for Chariot units (all units in army)
  • +Passive Ability: "The Pride of Nehekhara" for Chariot units (all units in army)
SpiteCommonnew
  • +Passive Ability: " Now, now! Slaughter Them All" for Cold One units (all units in army)
SulemanCommonnew
  • +Passive Ability: "For the King! Charge" for Cavalry units (all units in army)
TerradonCommonnew
  • +Passive Ability: "Rulers of the Skies" for Flying Skink units (all units in army)
TerradonCommonnew
  • +Passive Ability: "Rulers of the Skies" for Flying Skink units (all units in army)
  • +Enables Variant: Trollhammer Torpedoes (all units in army)
  • +Enables Variant: Trollhammer Torpedoes (all units in army)
  • +Passive Ability: "Unleash the Beast" for Chariot and Razorgor units (all units in army)
  • +Passive Ability: "Unleash the Beast" for Chariot and Razorgor units (all units in army)
  • +Passive Ability: "Unleash the Beast" for Chariot and Razorgor units (all units in army)
  • +Passive Ability: "Kill the Tresspassers" for Melee Cavalry units (all units in army)
  • +Passive Ability: "Kill the Tresspassers" for Melee Cavalry units (all units in army)
  • +Passive Ability: "Kill the Tresspassers" for Melee Cavalry units (all units in army)
War BoarCommonnew
  • +Passive Ability: "Da Lazt Un Iz a Sfinkin Rut!" for Orc Boar Rider and Chariot units (all units in army)
War BoarCommonnew
  • +Passive Ability: "Da Lazt Un Iz a Sfinkin Rut!" for Orc Boar Rider and Chariot units (all units in army)
  • +Passive Ability: "Da Lazt Un Iz a Sfinkin Rut!" for Orc Boar Rider and Chariot units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Charge! To Victory" for Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Charge! To Victory" for Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Onwards, Sons of the Empire" for Melee Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Blood for the Hound" for Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Charge! To Victory" Cavalry units (all units in army)
WarhorseCommonnew
  • +Passive Ability: "Charge! To Victory" Cavalry units (all units in army)
  • +Passive Ability: "We Fight for Ulthuan" for Chariot units (all units in army)
Zwup (Mount)Commonnew
  • +Passive Ability: "Rulers of the Skies" for Flying Skink units (all units in army)