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

Radious Lizardmen units

121 Lizardmen units Radious Total War Mod changes against patch 9.0.4, 17 it adds, and 57 skills, 183 buildings and 30 technologies. Vanilla → Radious: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Pok-Hopak Cohort (Cold One Spear-Riders)wh2_dlc12_lzd_cav_cold_one_spearriders_ror_048 → 606,480 → 14,70090 → 10834 → 3636 → 4414 → 1334 → 291,3001,300Missile block 30% → 45%; Leadership 85 → 80; Speed 66 → 70; Bonus vs large 14 → 18; Charge bonus 32 → 65; Mass 1,600 → 1,700; Upkeep 325 → 150; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Ripperdactyl Riderswh2_dlc12_lzd_cav_ripperdactyl_riders_0106,250 → 7,70045 → 5644 → 4225 → 3332 → 3594 → 1001,150 → 1,3501,100 → 1,350Bonus vs infantry 15 → 10; Charge bonus 52 → 66; Mass 1,070 → 1,170; Upkeep 288 → 150
Colossadon Hunters (Ripperdactyl Riders)wh2_dlc12_lzd_cav_ripperdactyl_riders_ror_0106,250 → 7,90045 → 6454 → 4732 → 4032 → 4094 → 1051,400 → 1,5001,400 → 1,500Leadership 75 → 70; Charge bonus 52 → 70; Mass 1,070 → 1,170; Upkeep 350 → 170; Missile resistance 15% → 20%; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Pahaux Sentinels (Terradon Riders)wh2_dlc12_lzd_cav_terradon_riders_ror_0103,720 → 6,00015 → 363429 → 3852 → 6513 → 20850 → 950850 → 950Charge bonus 16 → 40; Mass 470 → 520; Range 90 m → 95 m; Ammunition 26 → 36; Missile base damage 27 → 28; Missile AP damage 13 → 14; Upkeep 213 → 120; Missile resistance 15% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Red Crested Skink Chiefwh2_dlc12_lzd_cha_skink_chief_red_crested_013,772 → 4,80050 → 6655 → 5645 → 46120 → 170220 → 2701,000 → 750600 → 750Bonus vs large 30 → 36; Charge bonus 40 → 42; Upkeep 163 → 100
Red Crested Skink Chiefwh2_dlc12_lzd_cha_skink_chief_red_crested_114,380 → 5,56080 → 9455 → 5745 → 47115 → 165265 → 3101,0501,000 → 1,050Speed 78 → 80; Bonus vs large 30 → 32; Charge bonus 65 → 75; Mass 1,900 → 2,000; Upkeep 262 → 125
Red Crested Skink Chiefwh2_dlc12_lzd_cha_skink_chief_red_crested_214,380 → 5,76050 → 7455 → 5845 → 48120 → 170280 → 3151,1501,100 → 1,150Bonus vs infantry 20 → 22; Charge bonus 55 → 65; Mass 1,200 → 1,300; Upkeep 287 → 135
Red Crested Skink Chiefwh2_dlc12_lzd_cha_skink_chief_red_crested_319,896 → 10,950130 → 14226 → 3832 → 38140 → 155340 → 3552,200 → 2,1002,100Bonus vs infantry 18 → 15; Charge bonus 70 → 85; Range 115 m → 130 m; Ammunition 10 → 13; Missile base damage 41 → 70; Missile AP damage 14 → 30; Reload time 8 s → 6 s; Upkeep 550 → 210
Skink Priest (Beasts)wh2_dlc12_lzd_cha_skink_priest_beasts_419,896 → 11,050130 → 14226 → 3232 → 43140 → 155340 → 3552,100 → 2,0002,150 → 2,000Bonus vs infantry 18 → 15; Charge bonus 70 → 82; Upkeep 525 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Priest (Heavens)wh2_dlc12_lzd_cha_skink_priest_heavens_419,896 → 11,050130 → 14226 → 3232 → 43140 → 155340 → 3552,100 → 2,0002,150 → 2,000Bonus vs infantry 18 → 15; Charge bonus 70 → 82; Upkeep 525 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Tehenhauinwh2_dlc12_lzd_cha_tehenhauin_014,348 → 5,15075 → 8855 → 5645120 → 165280 → 3201,000 → 7501,000 → 750Leadership 85 → 80; Bonus vs infantry 0 → 12; Charge bonus 40 → 45; Mass 1,000 → 1,100; Upkeep 250 → 100
Tehenhauinwh2_dlc12_lzd_cha_tehenhauin_114,956 → 5,660100 → 11055 → 5745 → 47125 → 185295 → 3401,300 → 1,0501,300 → 1,050Leadership 85 → 80; Speed 78 → 80; Bonus vs infantry 0 → 20; Charge bonus 70 → 80; Mass 1,960 → 2,060; Upkeep 325 → 125
Tehenhauinwh2_dlc12_lzd_cha_tehenhauin_214,956 → 5,81075 → 9455 → 5845 → 48130 → 190310 → 3551,500 → 1,1501,500 → 1,150Leadership 85 → 80; Bonus vs infantry 20 → 24; Charge bonus 55 → 70; Mass 1,200 → 1,300; Upkeep 375 → 135
Tehenhauinwh2_dlc12_lzd_cha_tehenhauin_3110,116 → 11,050130 → 14226 → 4132 → 39140 → 155340 → 3552,1002,150 → 2,100Leadership 85 → 80; Bonus vs infantry 18 → 15; Charge bonus 70 → 85; Upkeep 525 → 210
Tiktaq'towh2_dlc12_lzd_cha_tiktaqto_114,408 → 5,56030 → 5455 → 5850 → 54105 → 165245 → 300800 → 900800 → 900Bonus vs infantry 0 → 16; Charge bonus 75 → 58; Mass 1,160 → 1,260; Upkeep 200 → 115; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Legion of Chaqua (Saurus Spears)wh2_dlc12_lzd_inf_saurus_warriors_ror_010010,200 → 18,50075 → 8831 → 3548 → 5429 → 3013 → 121,100 → 1,0501,100 → 1,050Missile block 35% → 50%; Leadership 85 → 80; Bonus vs large 16 → 18; Charge bonus 10 → 23; Upkeep 275 → 125; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Red Crested Skinkswh2_dlc12_lzd_inf_skink_red_crested_01208,040 → 15,00030 → 4426 → 2720 → 296 → 821 → 22525 → 630525 → 630Leadership 62 → 65; Upkeep 131 → 85; Fire resistance 0% → 15%
Cohort of Sotek (Red Crested Skinks)wh2_dlc12_lzd_inf_skink_red_crested_ror_01208,040 → 15,60030 → 4834 → 3327 → 366 → 1021 → 25775 → 880775 → 880Charge bonus 25 → 27; Upkeep 193 → 110; Fire resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Star Chamber Guardians (Temple Guard)wh2_dlc12_lzd_inf_temple_guards_ror_010010,700 → 19,00085 → 10439 → 4248 → 5613 → 1529 → 321,550 → 1,4501,550 → 1,450Bonus vs large 16 → 18; Charge bonus 14 → 28; Upkeep 388 → 165; Missile resistance 0% → 10%; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Lord Kroakwh2_dlc12_lzd_lzd_cha_kroak_016,802 → 8,96045 → 5826 → 2812 → 22330 → 385120 → 1551,600 → 1,2001,350 → 1,200Charge bonus 4 → 24
Ancient Salamanderwh2_dlc12_lzd_mon_ancient_salamander_016,168 → 10,40095 → 10832 → 4629 → 44115 → 155250 → 3051,050 → 1,6501,050 → 1,650Leadership 65 → 60; Charge bonus 30 → 66; Ammunition 25 → 36; Missile base damage 70 → 90; Missile AP damage 265 → 300; Upkeep 263 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Ancient Stegadon (Engine of the Gods)wh2_dlc12_lzd_mon_ancient_stegadon_119,894 → 12,850130 → 14226 → 3832 → 42140 → 155340 → 3552,0502,000 → 2,050Bonus vs infantry 18 → 15; Charge bonus 70 → 85; Upkeep 513 → 205; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
The Thunderous One (Ancient Stegadon)wh2_dlc12_lzd_mon_ancient_stegadon_ror_019,894 → 13,050130 → 14234 → 4241 → 48140 → 155340 → 3552,400 → 2,3002,400 → 2,300Leadership 85 → 80; Bonus vs infantry 18 → 15; Charge bonus 70 → 90; Range 115 m → 120 m; Ammunition 10 → 13; Missile base damage 41 → 45; Missile AP damage 14 → 15; Reload time 8 s → 7 s; Upkeep 600 → 220; Missile resistance 15% → 20%; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Bastiladon (Ark of Sotek)wh2_dlc12_lzd_mon_bastiladon_317,730 → 10,540140 → 14222 → 3728 → 3990 → 115160 → 1851,000 → 1,2501,000 → 1,250Charge bonus 34 → 60; Upkeep 250 → 145; Missile resistance 15% → 20%
Salamander Hunting Packwh2_dlc12_lzd_mon_salamander_pack_0324,160 → 7,04080 → 10425 → 2822 → 3012 → 1534 → 35850 → 1,050850 → 1,050Charge bonus 28 → 42; Mass 700 → 750; Range 140 m → 100 m; Ammunition 18 → 30; Missile base damage 80 → 30; Missile AP damage 17 → 110; Reload time 12 s → 13 s; Upkeep 213 → 125; Fire resistance 0% → 20%
The Umbral Tide (Salamander Hunting Pack)wh2_dlc12_lzd_mon_salamander_pack_ror_0324,160 → 7,36080 → 1083229 → 3612 → 2034 → 381,100 → 1,2501,100 → 1,250Leadership 65 → 60; Charge bonus 28 → 48; Mass 700 → 750; Range 140 m → 110 m; Ammunition 18 → 36; Missile base damage 80 → 35; Missile AP damage 17 → 115; Reload time 12 s → 13 s; Upkeep 275 → 145; Spell resistance 0% → 15%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Gor-Rokwh2_dlc13_lzd_cha_gor_rok_015,136 → 6,050100 → 11045 → 5060 → 64160 → 215290 → 3401,100 → 1,350900 → 1,350Missile block 55% → 65%; Charge bonus 30 → 40; Upkeep 275 → 160
Kroxigor Ancientwh2_dlc13_lzd_cha_kroxigor_ancient_016,368 → 7,100120 → 12649 → 5232 → 42140 → 190320 → 3651,200 → 1,2501,150 → 1,250Speed 46 → 50; Bonus vs infantry 25 → 28; Charge bonus 24 → 34; Mass 3,500 → 3,600; Upkeep 300 → 155
Nakai the Wandererwh2_dlc13_lzd_cha_nakai_017,368 → 7,800120 → 12660 → 6240 → 47140 → 195380 → 4251,550 → 1,9001,550 → 1,900Charge bonus 32 → 38; Upkeep 388 → 225; Missile resistance 25% → 15%
Slann Mage-Priest (Beasts)wh2_dlc13_lzd_cha_slann_mage_priest_beasts_016,552 → 8,31045 → 5824 → 2632 → 35240 → 27580 → 1051,000650 → 880Charge bonus 14 → 22; Upkeep 250 → 115
Slann Mage-Priest (Death)wh2_dlc13_lzd_cha_slann_mage_priest_death_016,552 → 8,31045 → 5824 → 2632 → 35240 → 27580 → 1051,000650 → 880Charge bonus 14 → 22; Upkeep 250 → 115
Slann Mage-Priest (Fire)wh2_dlc13_lzd_cha_slann_mage_priest_fire_016,552 → 8,31045 → 5824 → 2632 → 35240 → 27580 → 1051,000650 → 880Charge bonus 14 → 22; Upkeep 250 → 115
Slann Mage-Priest (Life)wh2_dlc13_lzd_cha_slann_mage_priest_life_016,552 → 8,31045 → 5824 → 2632 → 35240 → 27580 → 1051,000650 → 880Charge bonus 14 → 22; Upkeep 250 → 115
Slann Mage-Priest (Metal)wh2_dlc13_lzd_cha_slann_mage_priest_metal_016,552 → 8,31045 → 5824 → 2632 → 35240 → 27580 → 1051,000650 → 880Charge bonus 14 → 22; Upkeep 250 → 115
Slann Mage-Priest (Shadows)wh2_dlc13_lzd_cha_slann_mage_priest_shadows_016,552 → 8,31045 → 5824 → 2632 → 35240 → 27580 → 1051,000650 → 880Charge bonus 14 → 22; Upkeep 250 → 115
Feral Dread Saurianwh2_dlc13_lzd_mon_dread_saurian_0114,992 → 17,450120 → 11852 → 6032 → 39220 → 250530 → 5702,4002,400Charge bonus 30 → 66; Upkeep 600 → 230; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4
Dread Saurianwh2_dlc13_lzd_mon_dread_saurian_1115,088 → 17,570120 → 11852 → 6032 → 39220 → 250530 → 5703,100 → 3,0003,100 → 3,000Charge bonus 30 → 60; Upkeep 775 → 280; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4
The Shredder of Lustria (Dread Saurian)wh2_dlc13_lzd_mon_dread_saurian_ror_0115,088 → 18,270120 → 12664 → 7141 → 45220 → 260530 → 5803,700 → 3,8503,700 → 3,850Leadership 85 → 80; Bonus vs infantry 0 → 30; Bonus vs large 0 → 30; Charge bonus 30 → 70; Upkeep 925 → 320; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Razordon Hunting Packwh2_dlc13_lzd_mon_razordon_pack_0324,160 → 6,56090 → 10820 → 2429 → 3612 → 1634 → 36800 → 960800 → 960Bonus vs infantry 0 → 10; Charge bonus 20 → 32; Mass 700 → 750; Range 100 m → 110 m; Ammunition 18 → 20; Missile base damage 8 → 10; Missile AP damage 24 → 25; Upkeep 200 → 140
Amaxon Barbs (Razordon Hunting Pack)wh2_dlc13_lzd_mon_razordon_pack_ror_0324,160 → 6,88090 → 11227 → 2837 → 4212 → 1834 → 381,075 → 1,2501,075 → 1,250Leadership 65 → 60; Bonus vs infantry 0 → 15; Charge bonus 20 → 36; Mass 700 → 750; Range 100 m → 115 m; Ammunition 18 → 23; Missile base damage 8 → 12; Missile AP damage 24 → 26; Upkeep 269 → 155; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Sacred Kroxigorwh2_dlc13_lzd_mon_sacred_kroxigors_0168,992 → 12,320100 → 11038 → 3732 → 3936 → 3584 → 851,250 → 1,2001,250 → 1,200Speed 46 → 50; Bonus vs large 0 → 10; Charge bonus 26 → 50; Mass 1,400 → 1,500; Upkeep 313 → 145
Cohort of Huatl (Sacred Kroxigor)wh2_dlc13_lzd_mon_sacred_kroxigors_ror_0168,992 → 12,640100 → 11847 → 4341 → 4036 → 3884 → 881,700 → 1,7501,700 → 1,750Leadership 85 → 80; Speed 46 → 50; Bonus vs large 0 → 15; Charge bonus 26 → 54; Mass 1,400 → 1,500; Upkeep 425 → 185; Physical resistance 0% → 10%; Missile resistance 15% → 0%; Fire resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Oxyotlwh2_dlc17_lzd_cha_oxyotl_013,688 → 4,55030 → 485045 → 50300 → 340100 → 1351,000 → 1,3001,050 → 1,300Bonus vs infantry 0 → 16; Charge bonus 30 → 35; Range 120 m → 130 m; Ammunition 50 → 67; Missile base damage 24 → 45; Missile AP damage 72 → 80; Reload time 6 s → 5 s; Upkeep 250 → 140
Skink Oraclewh2_dlc17_lzd_cha_skink_oracle_troglodon_017,528 → 8,26095 → 10839 → 3846 → 48120 → 135330 → 3202,150 → 2,1001,800 → 2,100Bonus vs infantry 0 → 15; Charge bonus 50 → 60; Ammunition 20 → 30; Missile AP damage 320 → 325; Upkeep 538 → 220
Chameleon Stalkerswh2_dlc17_lzd_inf_chameleon_stalkers_0905,940 → 10,80040 → 5426 → 2736 → 4020 → 235 → 6600 → 780600 → 780Charge bonus 25 → 26; Range 50 m → 60 m; Ammunition 2 → 6; Missile base damage 9 → 12; Missile AP damage 3 → 4; Upkeep 150 → 105
Geltblöm's Terror (Feral Carnosaur)wh2_dlc17_lzd_mon_carnosaur_ror_017,944 → 11,15095 → 11056 → 5550 → 54120 → 135360 → 3701,950 → 2,0001,800 → 2,000Bonus vs large 35 → 40; Charge bonus 50 → 80; Upkeep 488 → 190; Missile resistance 15% → 20%; Fire resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 2
Coatlwh2_dlc17_lzd_mon_coatl_017,620 → 10,20070 → 8440 → 5048 → 56120 → 145310 → 2951,850 → 1,9001,700 → 1,900Bonus vs infantry 0 → 22; Charge bonus 40 → 54; Mass 2,500 → 2,600; Upkeep 463 → 185; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4
Spirit of Tepok (Coatl)wh2_dlc17_lzd_mon_coatl_ror_017,620 → 10,40070 → 8850 → 5759 → 62120 → 150310 → 3001,950 → 2,1001,950 → 2,100Leadership 90 → 85; Bonus vs large 0 → 20; Charge bonus 40 → 60; Mass 2,500 → 2,800; Upkeep 488 → 210; Missile resistance 25% → 30%; Spell resistance 15% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 2
Feral Troglodonwh2_dlc17_lzd_mon_troglodon_017,520 → 9,55095 → 10839 → 4546 → 50120 → 135330 → 3201,700 → 1,7501,550 → 1,750Bonus vs infantry 0 → 15; Charge bonus 50 → 60; Ammunition 20 → 25; Missile AP damage 320 → 325; Upkeep 425 → 180; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4
The Pale Death (Feral Troglodon)wh2_dlc17_lzd_mon_troglodon_ror_017,520 → 9,95095 → 11049 → 5357 → 58120 → 140330 → 3251,900 → 1,9501,800 → 1,950Leadership 70 → 65; Bonus vs infantry 0 → 20; Charge bonus 50 → 65; Ammunition 20 → 30; Missile AP damage 320 → 325; Upkeep 475 → 190; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 2
Cold One Spear-Riderswh2_main_lzd_cav_cold_one_spearmen_148 → 606,480 → 13,50090 → 10426 → 2528 → 3414 → 1234 → 281,000 → 1,1001,000 → 1,100Missile block 30% → 45%; Speed 66 → 70; Bonus vs large 14 → 15; Charge bonus 32 → 60; Mass 1,600 → 1,700; Upkeep 250 → 135
Blessed Cold One Spear-Riderswh2_main_lzd_cav_cold_one_spearriders_blessed_048 → 607,344 → 14,700100 → 11036 → 3028 → 3714 → 1234 → 2801,100 → 1,250Missile block 30% → 45%; Speed 80 → 85; Bonus vs large 14 → 15; Charge bonus 40 → 64; Mass 1,600 → 1,700; Upkeep 275 → 145; Missile resistance 0% → 30%
Cold One Riderswh2_main_lzd_cav_cold_ones_148 → 606,480 → 12,30090 → 10431 → 2728 → 3315 → 1335 → 31850 → 900850 → 900Missile block 30% → 45%; Speed 66 → 70; Charge bonus 32 → 60; Mass 1,600 → 1,700; Upkeep 213 → 115
Feral Cold Oneswh2_main_lzd_cav_cold_ones_feral_0325,024 → 6,08090 → 10425 → 2424 → 3012 → 1034 → 30500 → 600500 → 600Leadership 55 → 52; Speed 66 → 70; Charge bonus 28 → 52; Mass 700 → 750; Upkeep 125 → 80
Horned Oneswh2_main_lzd_cav_horned_ones_048 → 607,440 → 13,800100 → 11845 → 4034 → 3719 → 1541 → 351,500 → 1,6501,500 → 1,650Missile block 30% → 45%; Speed 78 → 80; Charge bonus 43 → 72; Mass 1,600 → 1,700; Upkeep 375 → 175
Blessed Horned Oneswh2_main_lzd_cav_horned_ones_blessed_048 → 608,448 → 15,300100 → 11860 → 454019 → 1541 → 3501,600 → 1,800Missile block 30% → 45%; Speed 78 → 80; Charge bonus 43 → 75; Mass 1,600 → 1,700; Upkeep 400 → 180; New: Encourage
Terradon Riderswh2_main_lzd_cav_terradon_riders_0103,720 → 5,50015 → 282622 → 3052 → 6013 → 15600 → 770600 → 770Leadership 55 → 60; Charge bonus 16 → 34; Mass 470 → 520; Range 90 m → 95 m; Ammunition 26 → 34; Missile base damage 27 → 28; Missile AP damage 13 → 14; Upkeep 150 → 100; Missile resistance 15% → 20%
Terradon Riders (Fireleech Bolas)wh2_main_lzd_cav_terradon_riders_1103,720 → 5,45015 → 282622 → 3052 → 6013 → 15750 → 800750 → 800Leadership 55 → 60; Charge bonus 16 → 34; Mass 470 → 520; Range 80 m → 75 m; Ammunition 22 → 30; Missile AP damage 4 → 5; Upkeep 188 → 105; Missile resistance 15% → 20%
Blessed Terradon Riders (Fireleech Bolas)wh2_main_lzd_cav_terradon_riders_blessed_1104,220 → 5,85015 → 3426 → 2822 → 3252 → 6013 → 150850 → 920Leadership 55 → 65; Charge bonus 16 → 38; Mass 570 → 670; Range 80 m → 75 m; Ammunition 44 → 36; Missile AP damage 4 → 5; Upkeep 213 → 115; Physical resistance 0% → 10%; Missile resistance 15% → 25%
Kroq-Garwh2_main_lzd_cha_kroq_gar_015,136 → 5,85095 → 10857 → 5844 → 53130 → 185310 → 3601,200 → 1,350900 → 1,350Leadership 80 → 75; Bonus vs large 30 → 20; Charge bonus 50 → 58; Mass 1,300 → 1,400; Upkeep 300 → 145
Kroq-Garwh2_main_lzd_cha_kroq_gar_118,676 → 9,76095 → 1105540 → 50130 → 210400 → 4152,200 → 2,3001,850 → 2,300Leadership 80 → 75; Bonus vs large 35 → 38; Charge bonus 67 → 85; Upkeep 550 → 225; Missile resistance 15% → 30%
Kroq-Garwh2_main_lzd_cha_kroq_gar_215,556 → 6,360110 → 11857 → 5944 → 55130 → 185310 → 3601,500 → 1,5501,200 → 1,550Leadership 80 → 75; Speed 68 → 70; Bonus vs large 30 → 20; Charge bonus 70 → 82; Mass 1,900 → 2,000; Upkeep 375 → 165
Kroq-Garwh2_main_lzd_cha_kroq_gar_315,824 → 6,660120 → 12657 → 6044 → 56130 → 185310 → 3601,6001,300 → 1,600Leadership 80 → 75; Speed 78 → 80; Bonus vs large 30 → 20; Charge bonus 85 → 90; Mass 1,900 → 2,000; Upkeep 400 → 170
Lord Mazdamundiwh2_main_lzd_cha_lord_mazdamundi_017,552 → 8,56045 → 5826 → 2732 → 39270 → 30590 → 1401,100650 → 800Charge bonus 14 → 24; Upkeep 275 → 135; Missile resistance 40% → 30%
Lord Mazdamundiwh2_main_lzd_cha_lord_mazdamundi_1110,100 → 11,580130 → 14226 → 2932 → 41140 → 155340 → 3551,900 → 1,8501,900 → 1,850Bonus vs infantry 18 → 15; Charge bonus 70 → 80; Upkeep 475 → 190; Missile resistance 15% → 20%
Saurus Oldbloodwh2_main_lzd_cha_saurus_old_blood_014,640 → 5,65095 → 1084952 → 60140 → 185290 → 3401,000 → 1,150750 → 1,150Missile block 35% → 50%; Bonus vs infantry 0 → 22; Charge bonus 35 → 44; Mass 1,100 → 1,200; Upkeep 250 → 140
Saurus Oldbloodwh2_main_lzd_cha_saurus_old_blood_115,228 → 6,260110 → 11849 → 5152 → 63130 → 180320 → 3651,3001,050 → 1,300Missile block 35% → 50%; Speed 68 → 70; Bonus vs large 0 → 26; Charge bonus 55 → 68; Mass 2,900 → 3,100; Upkeep 325 → 150
Saurus Oldbloodwh2_main_lzd_cha_saurus_old_blood_218,560 → 9,66095 → 1104544 → 52125 → 165370 → 4102,0001,750 → 2,000Bonus vs large 35 → 36; Charge bonus 50 → 70; Mass 5,100 → 5,200; Upkeep 500 → 205; Missile resistance 15% → 20%
Saurus Scar-Veteranwh2_main_lzd_cha_saurus_scar_veteran_014,168 → 5,45085 → 9638 → 4047 → 54130 → 345250 → 1601,000650 → 900Missile block 35% → 50%; Bonus vs large 30 → 38; Charge bonus 32 → 42; Mass 1,100 → 1,200; Upkeep 200 → 115; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Saurus Scar-Veteranwh2_main_lzd_cha_saurus_scar_veteran_114,636 → 5,760100 → 1104342 → 55120 → 170280 → 3151,000 → 1,150950 → 1,150Missile block 30% → 45%; Speed 68 → 70; Bonus vs large 30 → 26; Charge bonus 52 → 62; Mass 1,900 → 2,000; Upkeep 275 → 120; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Saurus Scar-Veteranwh2_main_lzd_cha_saurus_scar_veteran_217,952 → 9,21095 → 11045 → 4140 → 50120 → 165360 → 3851,9001,750 → 1,900Bonus vs large 35 → 36; Charge bonus 50 → 70; Upkeep 475 → 195; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Chiefwh2_main_lzd_cha_skink_chief_013,572 → 4,70030 → 483336 → 44230 → 28580 → 120400 → 600400 → 600Charge bonus 16 → 26; Range 100 m → 125 m; Ammunition 82 → 140; Missile base damage 115 → 185; Missile AP damage 35 → 60; Upkeep 100 → 75; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Chiefwh2_main_lzd_cha_skink_chief_114,008 → 5,11030 → 5433 → 3636 → 47230 → 28580 → 130750 → 800700 → 800Bonus vs infantry 0 → 16; Charge bonus 26 → 42; Mass 1,100 → 1,200; Range 100 m → 125 m; Ammunition 82 → 140; Missile base damage 115 → 185; Missile AP damage 35 → 60; Upkeep 187 → 105; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Chiefwh2_main_lzd_cha_skink_chief_219,244 → 10,400110 → 12630 → 3532 → 43120 → 155300 → 3151,800 → 1,9001,650 → 1,900Bonus vs infantry 18 → 15; Charge bonus 70 → 76; Range 360 m → 370 m; Ammunition 22 → 30; Missile base damage 125 → 135; Missile AP damage 350 → 355; Reload time 12 s → 10 s; Upkeep 450 → 195; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Chiefwh2_main_lzd_cha_skink_chief_319,896 → 11,350130 → 14226 → 3832 → 44140 → 155340 → 3552,100 → 2,2001,950 → 2,200Bonus vs infantry 18 → 15; Charge bonus 70 → 80; Range 115 m → 130 m; Ammunition 10 → 13; Missile base damage 41 → 70; Missile AP damage 14 → 30; Reload time 8 s → 6 s; Upkeep 525 → 215; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Priest (Beasts)wh2_main_lzd_cha_skink_priest_beasts_013,256 → 4,10030 → 4422 → 2326 → 35210 → 24570 → 85600 → 750250 → 550Charge bonus 10 → 20; Upkeep 150 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Priest (Beasts)wh2_main_lzd_cha_skink_priest_beasts_113,692 → 4,56030 → 4422 → 2526 → 37220 → 28080 → 130800 → 850700 → 600Charge bonus 20 → 34; Mass 1,100 → 1,200; Upkeep 200 → 110; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Priest (Beasts)wh2_main_lzd_cha_skink_priest_beasts_219,244 → 10,350110 → 1263032 → 39120 → 155300 → 3151,800 → 1,9001,750 → 1,900Bonus vs infantry 18 → 15; Charge bonus 70 → 76; Range 360 m → 365 m; Ammunition 22 → 30; Missile base damage 125 → 130; Reload time 12 s → 10 s; Upkeep 450 → 195; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Priest (Beasts)wh2_main_lzd_cha_skink_priest_beasts_319,896 → 11,050130 → 14226 → 3132 → 41140 → 155340 → 3552,100 → 2,2002,050 → 2,200Bonus vs infantry 18 → 15; Charge bonus 70 → 80; Range 115 m → 125 m; Ammunition 10 → 13; Missile base damage 41 → 65; Missile AP damage 14 → 25; Reload time 8 s → 6 s; Upkeep 525 → 225; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Priest (Heavens)wh2_main_lzd_cha_skink_priest_heavens_013,256 → 4,10030 → 4422 → 2326 → 35210 → 24570 → 85600 → 750250 → 550Charge bonus 10 → 20; Upkeep 150 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Priest (Heavens)wh2_main_lzd_cha_skink_priest_heavens_113,692 → 4,56030 → 4422 → 2526 → 37220 → 28080 → 130800 → 850700 → 600Charge bonus 20 → 34; Mass 1,100 → 1,200; Upkeep 200 → 110; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Priest (Heavens)wh2_main_lzd_cha_skink_priest_heavens_219,244 → 10,350110 → 1263032 → 39120 → 155300 → 3151,800 → 1,9001,750 → 1,900Bonus vs infantry 18 → 15; Charge bonus 70 → 76; Range 360 m → 365 m; Ammunition 22 → 30; Missile base damage 125 → 130; Reload time 12 s → 10 s; Upkeep 450 → 195; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Skink Priest (Heavens)wh2_main_lzd_cha_skink_priest_heavens_319,896 → 11,050130 → 14226 → 3132 → 41140 → 155340 → 3552,100 → 2,2002,050 → 2,200Bonus vs infantry 18 → 15; Charge bonus 70 → 80; Range 115 m → 125 m; Ammunition 10 → 13; Missile base damage 41 → 65; Missile AP damage 14 → 25; Reload time 8 s → 6 s; Upkeep 525 → 225; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Slann Mage-Priest (Heavens)wh2_main_lzd_cha_slann_mage_priest_heavens_016,552 → 8,21045 → 5824 → 2532 → 36240 → 27580 → 1051,000650 → 700Leadership 85 → 80; Charge bonus 14 → 22; Upkeep 250 → 125; Missile resistance 40% → 30%
Slann Mage-Priest (High)wh2_main_lzd_cha_slann_mage_priest_high_016,552 → 8,21045 → 5824 → 2532 → 36240 → 27580 → 1051,000650 → 700Leadership 85 → 80; Charge bonus 14 → 22; Upkeep 250 → 125; Missile resistance 40% → 30%
Slann Mage-Priest (Light)wh2_main_lzd_cha_slann_mage_priest_light_016,552 → 8,21045 → 5824 → 2532 → 36240 → 27580 → 1051,000650 → 700Leadership 85 → 80; Charge bonus 14 → 22; Upkeep 250 → 125; Missile resistance 40% → 30%
Chameleon Skinkswh2_main_lzd_inf_chameleon_skinks_0904,860 → 9,90030 → 4420 → 2522 → 3520 → 235 → 6650 → 750650 → 750Leadership 58 → 60; Charge bonus 10 → 17; Range 80 m → 85 m; Ammunition 26 → 36; Missile base damage 9 → 10; Upkeep 163 → 100; Missile resistance 40% → 30%; Fire resistance 0% → 20%
Blessed Chameleon Skinkswh2_main_lzd_inf_chameleon_skinks_blessed_0905,850 → 10,35030 → 4420 → 2722 → 3720 → 235 → 60700 → 840Leadership 58 → 60; Charge bonus 20 → 22; Ammunition 30 → 42; Missile base damage 9 → 11; Upkeep 175 → 110; Missile resistance 40% → 35%; Fire resistance 0% → 25%
Saurus Spearswh2_main_lzd_inf_saurus_spearmen_010010,200 → 18,00060 → 7424 → 2532 → 3629 → 2713 → 11750 → 710750 → 710Bonus vs large 16 → 15; Charge bonus 10 → 15; Upkeep 188 → 95
Saurus Spears (Shields)wh2_main_lzd_inf_saurus_spearmen_110010,200 → 18,00060 → 7424 → 2638 → 4429 → 2713 → 11800 → 850800 → 850Missile block 35% → 50%; Bonus vs large 16 → 15; Charge bonus 10 → 16; Upkeep 200 → 110
Blessed Saurus Spears (Shields)wh2_main_lzd_inf_saurus_spearmen_blessed_110011,500 → 19,00070 → 8424 → 284629 → 2713 → 110900 → 1,000Missile block 35% → 50%; Bonus vs large 16 → 15; Charge bonus 10 → 18; Upkeep 225 → 120; Spell resistance 0% → 10%
Saurus Warriorswh2_main_lzd_inf_saurus_warriors_010010,200 → 18,00060 → 7432 → 3128 → 3634 → 3118 → 13750 → 730750 → 730Charge bonus 16 → 20; Upkeep 188 → 95
Saurus Warriors (Shields)wh2_main_lzd_inf_saurus_warriors_110010,200 → 18,00060 → 743234 → 4334 → 3118 → 13800 → 860800 → 860Missile block 35% → 50%; Charge bonus 16 → 22; Upkeep 200 → 110
Blessed Saurus Warriors (Shields)wh2_main_lzd_inf_saurus_warriors_blessed_110011,500 → 19,00060 → 8440 → 3534 → 453430 → 200900 → 1,000Missile block 35% → 50%; Upkeep 225 → 120; Spell resistance 0% → 10%
Skink Cohortwh2_main_lzd_inf_skink_cohort_01608,000 → 17,60030 → 4420 → 2524 → 3420 → 225 → 6300 → 500325 → 500Missile block 35% → 50%; Leadership 55 → 45; Charge bonus 10 → 14; Upkeep 75 → 70
Skink Cohort (Javelins)wh2_main_lzd_inf_skink_cohort_11608,000 → 16,00030 → 4420 → 2324 → 3220 → 225 → 6400 → 550450 → 550Missile block 35% → 50%; Leadership 55 → 45; Charge bonus 10 → 14; Range 80 m → 85 m; Ammunition 3 → 6; Missile AP damage 4 → 5; Upkeep 100 → 75
Skink Skirmisherswh2_main_lzd_inf_skink_skirmishers_01206,000 → 11,40030 → 441614 → 2020 → 225 → 6400 → 500425 → 500Leadership 50 → 45; Charge bonus 8 → 11; Range 70 m → 75 m; Ammunition 26 → 34; Upkeep 100 → 70
Blessed Skink Skirmisherswh2_main_lzd_inf_skink_skirmishers_blessed_01206,960 → 12,00030 → 4416 → 1714 → 2220 → 225 → 60500 → 620Leadership 55 → 50; Charge bonus 8 → 13; Range 70 m → 75 m; Ammunition 26 → 36; Upkeep 125 → 80; Spell resistance 70% → 75%
Temple Guardwh2_main_lzd_inf_temple_guards10010,700 → 18,50085 → 9631 → 3838 → 481329 → 301,2001,200Missile block 55% → 50%; Leadership 85 → 90; Charge bonus 14 → 24; Upkeep 300 → 145; Spell resistance 0% → 10%
Blessed Temple Guardwh2_main_lzd_inf_temple_guards_blessed10012,000 → 19,00095 → 10831 → 4046 → 501329 → 3001,300Missile block 55% → 50%; Leadership 85 → 90; Charge bonus 28 → 32; Upkeep 325 → 150; Missile resistance 0% → 10%; Spell resistance 0% → 10%; New: Immune to Psychology
Ancient Stegadonwh2_main_lzd_mon_ancient_stegadon19,894 → 12,850130 → 14226 → 3832 → 42140 → 155340 → 3551,950 → 2,0001,900 → 2,000Bonus vs infantry 18 → 15; Charge bonus 70 → 85; Range 115 m → 120 m; Ammunition 10 → 12; Missile base damage 41 → 45; Missile AP damage 14 → 15; Reload time 8 s → 7 s; Upkeep 488 → 205; Missile resistance 15% → 20%
Feral Bastiladonwh2_main_lzd_mon_bastiladon_017,698 → 10,500140 → 14222 → 3428 → 3590 → 115160 → 185650 → 850650 → 850Charge bonus 34 → 46; Upkeep 163 → 110; Missile resistance 15% → 20%
Bastiladon (Revivification Crystal)wh2_main_lzd_mon_bastiladon_117,730 → 10,540140 → 14222 → 3528 → 3790 → 115160 → 1851,000 → 1,1001,000 → 1,100Charge bonus 34 → 58; Upkeep 250 → 135; Missile resistance 15% → 20%
Bastiladon (Solar Engine)wh2_main_lzd_mon_bastiladon_217,730 → 10,440140 → 14222 → 3128 → 3590 → 115160 → 1851,2001,200Charge bonus 34 → 55; Range 240 m → 260 m; Ammunition 20 → 30; Missile base damage 252 → 260; Missile AP damage 108 → 115; Upkeep 300 → 145; Missile resistance 15% → 20%
Blessed Bastiladon (Solar Engine)wh2_main_lzd_mon_bastiladon_blessed_218,715 → 11,390155 → 14222 → 3328 → 3790 → 115160 → 18501,200 → 1,300Leadership 65 → 70; Charge bonus 34 → 58; Range 240 m → 270 m; Ammunition 20 → 30; Missile base damage 301 → 290; Missile AP damage 129 → 130; Upkeep 300 → 155; Missile resistance 15% → 25%
Feral Carnosaurwh2_main_lzd_mon_carnosaur_017,944 → 10,70095 → 10845 → 4740 → 50120 → 130360 → 3651,600 → 1,7001,450 → 1,700Leadership 60 → 65; Charge bonus 50 → 75; Upkeep 400 → 175; Missile resistance 15% → 20%
Blessed Carnosaurwh2_main_lzd_mon_carnosaur_blessed_018,468 → 11,65095 → 10857 → 5040 → 52120 → 130360 → 36501,600 → 1,850Leadership 60 → 65; Speed 99 → 100; Charge bonus 60 → 80; Mass 4,000 → 4,200; Upkeep 425 → 185; Missile resistance 15% → 20%
Kroxigorwh2_main_lzd_mon_kroxigors168,160 → 12,160100 → 11030 → 3432 → 3830 → 2570 → 651,000 → 1,1501,000 → 1,150Speed 46 → 50; Bonus vs infantry 15 → 16; Charge bonus 22 → 48; Mass 1,400 → 1,500; Upkeep 250 → 140; Missile resistance 15% → 0%
Blessed Kroxigorwh2_main_lzd_mon_kroxigors_blessed169,184 → 12,320100 → 11030 → 3632 → 4030 → 2570 → 6501,100 → 1,300Speed 46 → 50; Bonus vs infantry 15 → 16; Charge bonus 50 → 52; Mass 1,400 → 1,500; Upkeep 275 → 150; Missile resistance 15% → 0%; New: Frenzy
Feral Stegadonwh2_main_lzd_mon_stegadon_019,040 → 11,850110 → 12630 → 4132 → 45120 → 155300 → 3151,100 → 1,400950 → 1,400Leadership 60 → 65; Bonus vs infantry 18 → 15; Charge bonus 70 → 90; Upkeep 275 → 155; Missile resistance 15% → 20%
Stegadonwh2_main_lzd_mon_stegadon_119,244 → 12,100110 → 12630 → 3732 → 39120 → 155300 → 3151,550 → 1,6501,500 → 1,650Bonus vs infantry 18 → 15; Charge bonus 70 → 85; Ammunition 22 → 36; Missile base damage 125 → 115; Missile AP damage 350 → 340; Upkeep 388 → 170; Missile resistance 15% → 20%
Blessed Stegadonwh2_main_lzd_mon_stegadon_blessed_1110,586 → 13,800110 → 12630 → 3932 → 41120 → 155300 → 31501,500 → 1,750Leadership 65 → 70; Bonus vs infantry 18 → 15; Charge bonus 70 → 88; Ammunition 44 → 36; Upkeep 388 → 185; Missile resistance 15% → 25%
Blessed Ripperdactyl Riderswh2_dlc12_lzd_cav_ripperdactyl_riders_0_blessed107,160 → 8,00065 → 7855 → 4925 → 3632 → 3594 → 10001,100 → 1,425Leadership 65 → 70; Bonus vs infantry 15 → 10; Charge bonus 52 → 68; Mass 1,070 → 1,170; Upkeep 288 → 160; Fire resistance 0% → 25%
Blessed Ancient Salamanderwh2_dlc12_lzd_mon_ancient_salamander_0_blessed17,092 → 10,70095 → 11032 → 4829 → 46115 → 155250 → 30501,050 → 1,750Charge bonus 30 → 70; Range 160 m → 170 m; Ammunition 25 → 36; Missile base damage 70 → 100; Missile AP damage 265 → 310; Upkeep 263 → 185; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Blessed Salamander Hunting Packwh2_dlc12_lzd_mon_salamander_pack_0_blessed324,736 → 7,20080 → 10825 → 3022 → 3312 → 1534 → 350850 → 1,150Leadership 55 → 60; Charge bonus 28 → 45; Mass 700 → 750; Range 140 m → 120 m; Ammunition 18 → 32; Missile base damage 55 → 30; Missile AP damage 17 → 75; Upkeep 213 → 135; Fire resistance 0% → 25%
Blessed Razordon Hunting Packwh2_dlc13_lzd_mon_razordon_pack_0_blessed324,736 → 6,720110 → 12220 → 2629 → 3912 → 1634 → 360800 → 1,100Leadership 55 → 60; Bonus vs infantry 0 → 10; Charge bonus 20 → 34; Mass 700 → 750; Range 100 m → 110 m; Ammunition 18 → 22; Missile base damage 8 → 10; Missile AP damage 24 → 25; Upkeep 200 → 150; Fire resistance 0% → 25%
Blessed Sacred Kroxigorwh2_dlc13_lzd_mon_sacred_kroxigors_0_blessed1610,320 → 12,480140 → 12638 → 4032 → 3736 → 3584 → 8501,250 → 1,350Missile block 55% → 65%; Leadership 75 → 80; Speed 46 → 50; Bonus vs large 0 → 10; Charge bonus 26 → 45; Mass 1,400 → 1,500; Upkeep 313 → 160
Blessed Chameleon Stalkerswh2_dlc17_lzd_inf_chameleon_stalkers_0_blessed323,392 → 6,08040 → 583446 → 4730 → 2870600 → 900Bonus vs infantry 15 → 12; Charge bonus 35 → 36; Range 50 m → 65 m; Ammunition 4 → 6; Missile base damage 20 → 22; Missile AP damage 10 → 11; Upkeep 150 → 115; Fire resistance 0% → 20%
Blessed Terradon Riderswh2_main_lzd_cav_terradon_riders_0_blessed104,250 → 5,60015 → 3426 → 2922 → 3352 → 6313 → 160600 → 850Leadership 55 → 65; Bonus vs infantry 20 → 15; Charge bonus 16 → 38; Mass 570 → 670; Range 90 m → 95 m; Ammunition 26 → 36; Missile base damage 27 → 28; Missile AP damage 13 → 14; Upkeep 150 → 110; Missile resistance 15% → 20%; Fire resistance 0% → 20%
Blessed Skink Cohort (Javelins)wh2_main_lzd_inf_skink_cohort_1_blessed1608,960 → 16,80030 → 4820 → 2624 → 3520 → 225 → 60450 → 650Missile block 35% → 50%; Leadership 55 → 50; Charge bonus 10 → 16; Range 80 m → 90 m; Ammunition 6 → 8; Missile AP damage 16 → 17; Upkeep 100 → 85; Fire resistance 0% → 25%
Blessed Ancient Stegadonwh2_main_lzd_mon_ancient_stegadon_blessed111,371 → 13,300130 → 14235 → 4132 → 45140 → 160340 → 36001,900 → 2,150Leadership 75 → 80; Bonus vs large 30 → 25; Charge bonus 70 → 90; Range 115 m → 125 m; Ammunition 10 → 13; Missile base damage 41 → 48; Missile AP damage 14 → 18; Reload time 8 s → 7 s; Upkeep 488 → 215; Missile resistance 15% → 20%; Spell resistance 0% → 20%

New units in Radious

  • Living Bastionswh2_liz_bas_liv1 modelHealth10,800Armour142Leadership65Speed40Melee attack38Melee defence41Weapon strength (base + AP)310Charge bonus52Missile resistance %20Magic resistance %25Multiplayer cost1,150
  • Cohort of the Black Clubwh2_liz_black100 modelsHealth19,000Armour88Leadership85Speed31Melee attack37Melee defence50Weapon strength (base + AP)45Charge bonus26Physical resistance %5Magic resistance %10Multiplayer cost1,250
  • Tlaxtlan Carnosauruswh2_liz_car_tlax1 modelHealth11,000Armour110Leadership65Speed75Melee attack50Melee defence56Weapon strength (base + AP)500Charge bonus80Missile resistance %20Magic resistance %25Multiplayer cost1,900
  • Cold Ones of Sotekwh2_liz_cav_cold60 modelsHealth14,100Armour108Leadership80Speed85Melee attack34Melee defence40Weapon strength (base + AP)47Charge bonus65Missile resistance %10Multiplayer cost1,400
  • Horned Ones of Itzlwh2_liz_cav_horn60 modelsHealth14,700Armour122Leadership90Speed80Melee attack44Melee defence44Weapon strength (base + AP)53Charge bonus75Missile resistance %15Magic resistance %15Multiplayer cost1,850
  • Honour Guard of Hexoatl (Halberds)wh2_liz_guard_spear100 modelsHealth19,000Armour108Leadership90Speed31Melee attack42Melee defence54Weapon strength (base + AP)46Charge bonus27Magic resistance %15Multiplayer cost1,370
  • Honour Guard of Hexoatl (Clubs)wh2_liz_guard_sword100 modelsHealth19,000Armour108Leadership90Speed31Melee attack45Melee defence52Weapon strength (base + AP)49Charge bonus29Magic resistance %15Multiplayer cost1,400
  • Sotek Kroxigorswh2_liz_krox_sot16 modelsHealth12,400Armour118Leadership70Speed50Melee attack38Melee defence43Weapon strength (base + AP)100Charge bonus55Fire resistance %50Multiplayer cost1,350
  • Skink Braves (Blowpipes)wh2_liz_skink_brav_blow120 modelsHealth14,400Armour50Leadership65Speed48Melee attack27Melee defence40Weapon strength (base + AP)31Charge bonus19Missile damage (base + AP)15Range90Missile resistance %50Multiplayer cost900
  • Skink Braves (Javelins)wh2_liz_skink_brav_jav120 modelsHealth14,400Armour50Leadership65Speed46Melee attack27Melee defence36Weapon strength (base + AP)31Charge bonus19Missile damage (base + AP)18Range90Missile resistance %50Multiplayer cost860
  • Skink Great Crests (Clubs)wh2_liz_skink_gre_clu160 modelsHealth18,400Armour54Leadership60Speed46Melee attack29Melee defence36Weapon strength (base + AP)34Charge bonus20Physical resistance %10Multiplayer cost780
  • Skink Great Crests (Spears)wh2_liz_skink_gre_sp160 modelsHealth18,400Armour54Leadership60Speed46Melee attack27Melee defence38Weapon strength (base + AP)32Charge bonus18Physical resistance %10Multiplayer cost770
  • Sky Cohort (Fireleech Bolas)wh2_liz_sky_bomb10 modelsHealth6,000Armour36Leadership65Speed90Melee attack31Melee defence38Weapon strength (base + AP)85Charge bonus40Missile damage (base + AP)18Range85Missile resistance %25Fire resistance %40Multiplayer cost1,050
  • Sky Cohort (Javelins)wh2_liz_sky_jav10 modelsHealth6,000Armour36Leadership65Speed90Melee attack32Melee defence36Weapon strength (base + AP)85Charge bonus40Missile damage (base + AP)44Range100Missile resistance %25Multiplayer cost1,000
  • Crested Stegadonwh2_liz_steg_cres1 modelHealth12,400Armour126Leadership65Speed50Melee attack45Melee defence50Weapon strength (base + AP)480Charge bonus95Missile resistance %30Multiplayer cost1,550
  • Saurus Totem Warriors (Spears)wh2_liz_totem_spear100 modelsHealth18,500Armour80Leadership80Speed31Melee attack31Melee defence49Weapon strength (base + AP)42Charge bonus20Fire resistance %30Multiplayer cost1,070
  • Saurus Totem Warriors (Clubs)wh2_liz_totem_sword100 modelsHealth18,500Armour80Leadership80Speed31Melee attack35Melee defence47Weapon strength (base + AP)47Charge bonus25Fire resistance %30Multiplayer cost1,100

Skills

Horned One
  • +Passive Ability: "Unrelenting Hunters", while this Mount is equipped, for Cold One rider units (all units in army)
Ripperdactyl
  • +Passive Ability: "Rulers of the Skies", while this Mount is equipped, for Flying Skink units (all units in army)
  • Rank: 10 → 12
Ancient Stegadon
  • Rank: 21 → 26
Skink Leader
  • −Missile strength: +10% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
  • +Missile strength: +7% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Proud Warrior
  • −Level 2: Armour: +3 for Saurus units (Lord's army)
  • −Level 3: Armour: +6 for Saurus units (Lord's army)
  • +Level 2: Armour: +4 for Saurus units (Lord's army)
  • +Level 3: Armour: +7 for Saurus units (Lord's army)
Skirmisher
  • −Level 1: Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
  • −Level 1: Weapon strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
  • −Level 1: Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
  • −Level 1: Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • −Level 2: Melee defence: +4 for Salamander and Razordon Hunting Pack units (Lord's army)
  • −Level 2: Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
  • −Level 2: Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)
  • −Level 2: Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • −Level 2: Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
  • −Level 2: Weapon strength: +9% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • −Level 3: Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)
  • −Level 3: Missile strength: +8% for Salamander and Razordon Hunting Pack units (Lord's army)
  • −Level 3: Weapon strength: +12% for Salamander and Razordon Hunting Pack units (Lord's army)
  • −Level 3: Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • −Level 3: Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
  • −Level 3: Weapon strength: +12% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • +Level 1: Missile strength: +3% for Salamander and Razordon Hunting Pack units (Lord's army)
  • +Level 1: Weapon strength: +5% for Salamander and Razordon Hunting Pack units (Lord's army)
  • +Level 1: Missile strength: +3% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
  • +Level 1: Weapon strength: +4% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • +Level 2: Missile strength: +5% for Salamander and Razordon Hunting Pack units (Lord's army)
  • +Level 2: Weapon strength: +7% for Salamander and Razordon Hunting Pack units (Lord's army)
  • +Level 2: Missile strength: +5% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
  • +Level 2: Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • +Level 2: Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)
  • +Level 2: Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • +Level 3: Missile strength: +7% for Salamander and Razordon Hunting Pack units (Lord's army)
  • +Level 3: Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)
  • +Level 3: Missile strength: +7% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
  • +Level 3: Weapon strength: +8% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • +Level 3: Melee defence: +8 for Salamander and Razordon Hunting Pack units (Lord's army)
  • +Level 3: Melee defence: +8 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Swift Rider
  • −Level 2: Missile strength: +6% for Terradon Riders units (Lord's army)
  • −Level 2: Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
  • −Level 3: Missile strength: +8% for Terradon Riders units (Lord's army)
  • −Level 3: Weapon strength: +8% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
  • +Level 2: Missile strength: +5% for Terradon Riders units (Lord's army)
  • +Level 2: Weapon strength: +4% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
  • +Level 3: Missile strength: +7% for Terradon Riders units (Lord's army)
  • +Level 3: Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Sacred Guardian
  • −Level 2: Melee defence: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
  • −Level 3: Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
  • +Level 2: Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
  • +Level 3: Melee defence: +8 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Hunt Leader
  • −Level 2: Weapon strength: +9% for Feral Carnosaur and Dread Saurian units (Lord's army)
  • −Level 3: Weapon strength: +12% for Feral Carnosaur and Dread Saurian units (Lord's army)
  • +Level 2: Weapon strength: +6% for Feral Carnosaur and Dread Saurian units (Lord's army)
  • +Level 3: Weapon strength: +8% for Feral Carnosaur and Dread Saurian units (Lord's army)
Beast Driver
  • −Level 1: Missile strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • −Level 1: Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • −Level 2: Melee defence: +4 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • −Level 2: Missile strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • −Level 2: Weapon strength: +9% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • −Level 3: Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • −Level 3: Missile strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • −Level 3: Weapon strength: +12% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • +Level 1: Missile strength: +3% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • +Level 1: Weapon strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • +Level 2: Missile strength: +5% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • +Level 2: Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • +Level 2: Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • +Level 3: Missile strength: +7% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • +Level 3: Weapon strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
  • +Level 3: Melee defence: +8 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Jungle Dominion
  • −Weapon strength: +12% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
Spawn-Kin
  • −Missile resistance: 15% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
Soul Bound
  • −Missile resistance: 15% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
Gifts of the Jungle
  • −Level 1: Casualty replenishment rate: +2% (Lord's army)
  • −Level 2: Casualty replenishment rate: +4% (Lord's army)
  • −Level 3: Casualty replenishment rate: +6% (Lord's army)
  • +Level 1: Casualty replenishment rate: +4% (Lord's army)
  • +Level 2: Casualty replenishment rate: +6% (Lord's army)
  • +Level 3: Casualty replenishment rate: +8% (Lord's army)
Horned One
  • +Passive Ability: "Unrelenting Hunters", while this Mount is equipped, for Cold One rider units (all units in army)
Ripperdactyl
  • +Passive Ability: "Rulers of the Skies", while this Mount is equipped, for Flying Skink units (all units in army)
  • Rank: 10 → 12
Ancient Stegadon (Engine of the Gods)
  • Rank: 20 → 24
Prophecy of Eradication
  • −Weapon strength: +10% when fighting against Skaven, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • +Weapon strength: +8% when fighting against Skaven, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
Aeries’ Finest
  • −Recruit rank: +3 for Terradon Riders and Ripperdactyl Riders units (Lord's army)
  • −Missile strength: +10% for Terradon Riders units (Lord's army)
  • +Missile strength: +7% for Terradon Riders units (Lord's army)
  • +Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders units (Lord's army)
Blessing of Quetzl
  • −Upkeep: -20% for Saurus Infantry and Temple Guard units (Lord's army)
  • +Upkeep: -10% for Saurus Infantry and Temple Guard units (Lord's army)
Terradon
  • +Passive Ability: "Rulers of the Skies", while this Mount is equipped, for Flying Skink units (all units in army)
  • Rank: — → 12
Stegadon
  • Rank: 18 → 22
Ancient Stegadon
  • Rank: 21 → 24
Terradon
  • Rank: — → 15
Stegadon
  • Rank: 22 → 24
Ancient Stegadon
  • Rank: 24 → 26
Terradon
  • Rank: — → 15
Stegadon
  • Rank: 22 → 24
Ancient Stegadon
  • Rank: 24 → 26
Ancient Stegadon (Engine of the Gods)
  • Rank: 27 → 28
Dealer in Death
  • −Weapon strength: +10% for Kroxigor and Sacred Kroxigor units (Lord's army)
  • +Weapon strength: +8% for Kroxigor and Sacred Kroxigor units (Lord's army)
Spawned of Itza
  • −Level 1: Horde growth: +1 (Lord's army)
  • −Level 2: Horde growth: +3 (Lord's army)
  • −Level 3: Horde growth: +5 (Lord's army)
  • +Level 1: Horde growth: +2 (Lord's army)
  • +Level 2: Horde growth: +4 (Lord's army)
  • +Level 3: Horde growth: +6 (Lord's army)
Gifts of the Jungle
  • −Level 1: Casualty replenishment rate: +2% (Lord's army)
  • −Level 2: Casualty replenishment rate: +4% (Lord's army)
  • −Level 3: Casualty replenishment rate: +6% (Lord's army)
  • +Level 1: Casualty replenishment rate: +4% (Lord's army)
  • +Level 2: Casualty replenishment rate: +6% (Lord's army)
  • +Level 3: Casualty replenishment rate: +8% (Lord's army)
Adornments
  • −Horde growth: +3 (Lord's army)
  • +Horde growth: +4 (Lord's army)
Cold One
  • +Passive Ability: "Unrelenting Hunters", while this Mount is equipped, for Cold One rider units (all units in army)
Carnosaur
  • Rank: 18 → 22
Explorer of Lost Worlds
  • −Missile resistance: 15% for Troglodon, Coatl and Skink Oracle units (Lord's army)
  • −Upkeep: -15% for Troglodon, Coatl, and Skink Oracle units (Lord's army)
  • +Upkeep: -10% for Troglodon, Coatl, and Skink Oracle units (Lord's army)
  • +Missile resistance: 10% for Troglodon, Coatl and Skink Oracle units (Lord's army)
Behind Enemy Lines
  • −Missile Damage +10% when in foreign territory (Lord's army)
  • +Missile Damage +8% when in foreign territory (Lord's army)
Venomous Spit
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
  • +Level 3: Explosive missile damage: +20%
Cold One
  • +Passive Ability: "Unrelenting Hunters", while this Mount is equipped, for Cold One rider units (all units in army)
Horned One
  • +Passive Ability: "Unrelenting Hunters", while this Mount is equipped, for Cold One rider units (all units in army)
Grymloq
  • Rank: 18 → 22
Annihilate the Beastmen
  • −Weapon strength: +10% when fighting against Beastmen (Lord's army)
  • +Weapon strength: +8% when fighting against Beastmen (Lord's army)
Destroy the Skaven
  • −Weapon strength: +10% when fighting against Skaven (Lord's army)
  • +Weapon strength: +7% when fighting against Skaven (Lord's army)
Exterminate the Dark Elves
  • −Weapon strength: +10% when fighting against Dark Elves (Lord's army)
  • +Weapon strength: +7% when fighting against Dark Elves (Lord's army)
Extinguish the Greenskins
  • −Weapon strength: +10% when fighting against Greenskins (Lord's army)
  • +Weapon strength: +7% when fighting against Greenskins (Lord's army)
Kill the Dwarfs
  • −Weapon strength: +10% when fighting against Dwarfs (Lord's army)
  • +Weapon strength: +7% when fighting against Dwarfs (Lord's army)
Neutralise Chaos
  • −Weapon strength: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • +Weapon strength: +7% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
Obliterate the Undead
  • −Weapon strength: +10% when fighting against Undead factions (Lord's army)
  • +Weapon strength: +7% when fighting against Undead factions (Lord's army)
Purge Mankind!
  • −Weapon strength: +10% when fighting against Humans (Lord's army)
  • +Weapon strength: +7% when fighting against Humans (Lord's army)
Cold One
  • +Passive Ability: "Unrelenting Hunters", while this Mount is equipped, for Cold One rider units (all units in army)
Carnosaur
  • Rank: 18 → 22
Terradon
  • +Passive Ability: "Rulers of the Skies", while this Mount is equipped, for Flying Skink units (all units in army)
  • Rank: 10 → 12
Terradon
  • Rank: 14 → 15
Ancient Stegadon (Engine of the Gods)
  • Rank: 27 → 28
Terradon
  • Rank: 14 → 15
Ancient Stegadon (Engine of the Gods)
  • Rank: 27 → 28

Buildings

  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
  • Cost: 6000 → 4000
  • Cost: 6000 → 5000
Taming PenLizardmen
  • Cost: 4000 → 6000
  • Cost: 6000 → 8000
  • Units: 4 → 6
  • Cost: 8000 → 10000
  • Units: 5 → 7
  • Cost: 10000 → 12000
  • Units: 6 → 8
  • Units: 3 → 4
  • Units: 2 → 5
TerrariumLizardmen
  • Cost: 4000 → 6000
VivariumLizardmen
  • Units: 4 → 6
  • Units: 3 → 4
  • −Unit capacity: +1 Feral Dread Saurian
  • −Unit capacity: +1 Dread Saurian
  • +Unit capacity: +2 Feral Dread Saurian
  • +Unit capacity: +2 Dread Saurian
  • Units: 7 → 8
  • −Horde growth: +1
  • +Horde growth: +3
  • −Horde growth: +2
  • +Horde growth: +4
  • −Unit capacity: +1 Feral Dread Saurian
  • −Unit capacity: +1 Dread Saurian
  • −Horde growth: +3
  • +Unit capacity: +2 Feral Dread Saurian
  • +Unit capacity: +2 Dread Saurian
  • +Horde growth: +5
  • −Horde growth: +1
  • +Horde growth: +3
  • −Horde growth: +2
  • +Horde growth: +4
  • −Global recruitment duration: -2 turns for Temple Guard, Kroxigor and Ancient Kroxigor units
  • −Horde growth: +3
  • +Global recruitment duration: -1 turns for Temple Guard, Kroxigor and Ancient Kroxigor units
  • +Horde growth: +5
  • −Horde growth: +1
  • +Horde growth: +3
  • −Global recruitment duration: -2 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
  • −Horde growth: +2
  • +Global recruitment duration: -1 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
  • +Horde growth: +4
  • −Global recruitment duration: -2 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
  • −Global recruitment duration: -2 turn for Ripperdactyl Riders and Coatl units
  • −Horde growth: +3
  • +Global recruitment duration: -1 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
  • +Global recruitment duration: -1 turn for Ripperdactyl Riders and Coatl units
  • +Horde growth: +5
  • Units: 4 → 5
Sentinel HallLizardmen
  • −Horde growth: +1
  • +Horde growth: +5
  • −Horde growth: +1
  • +Horde growth: +5
  • −Horde growth: +1
  • +Horde growth: +5
  • Units: 6 → 7
  • Units: 6 → 10
  • Units: 0 → 2
  • −Corruption: -2 (local province)
  • +Corruption: -3 (local province)
  • −Corruption: -4 (local province)
  • +Corruption: -5 (local province)
  • −Corruption: -6 (local province)
  • +Corruption: -7 (local province)
Portal NexusLizardmen
  • −Horde growth: +1
  • +Horde growth: +3
  • −Horde growth: +2
  • +Horde growth: +5
Training HallLizardmen
  • −Horde growth: +1
  • +Horde growth: +3
Sacred ArenaLizardmen
  • −Spawning Sequence: +25 per turn
  • −Horde growth: +2
  • +Spawning Sequence: +30 per turn
  • +Horde growth: +5
  • −Horde growth: +1
  • +Horde growth: +3
  • −Horde growth: +2
  • +Horde growth: +5
  • −Income generated: 250
  • −Upkeep: -5%
  • −Horde growth: +10
  • +Income generated: 300
  • +Upkeep: -3%
  • +Horde growth: +4
  • −Income generated: 250
  • −Upkeep: -10%
  • −Horde growth: +10
  • +Income generated: 300
  • +Upkeep: -4%
  • +Horde growth: +6
  • −Income generated: 250
  • −Upkeep: -15%
  • −Horde growth: +10
  • +Income generated: 300
  • +Upkeep: -5%
  • +Horde growth: +8
  • −Weapon strength: +10% for Kroxigor and Sacred Kroxigor units (Lord's army)
  • −Income generated: 250
  • −Upkeep: -20%
  • +Income generated: 300
  • +Upkeep: -10%
  • +Weapon strength: +5% for Kroxigor and Sacred Kroxigor units (Lord's army)
  • Units: 0 → 1
  • −Weapon strength: +15% for Kroxigor and Sacred Kroxigor units (Lord's army)
  • −Income generated: 250
  • −Upkeep: -25%
  • −Horde growth: +10
  • +Income generated: 300
  • +Upkeep: -15%
  • +Horde growth: +12
  • +Weapon strength: +10% for Kroxigor and Sacred Kroxigor units (Lord's army)
  • Units: 0 → 1
  • −Horde growth: +10
  • +Horde growth: +2
  • +Income generated: 200
  • −Horde growth: +10
  • +Horde growth: +4
  • +Income generated: 300
Holy ZigguratLizardmen
  • −Horde growth: +10
  • +Horde growth: +6
  • +Income generated: 400
  • −Income generated: 200
  • −Casualty replenishment rate: +15% (armies in region)
  • +Income generated: 250
  • +Casualty replenishment rate: +14% (armies in region)
  • Cost: 6000 → 8500
  • Units: 0 → 2
Taming PenLizardmen
  • −Exotic Animals resource production: 4 cages
  • +Exotic Animals resource production: 8 cages
  • Cost: 2000 → 4000
  • Turns: 4 → 2
  • Units: 1 → 2
Beast LairLizardmen
  • −Exotic Animals resource production: 8 cages
  • +Exotic Animals resource production: 12 cages
  • Cost: 3000 → 7500
  • Turns: 5 → 3
  • Units: 5 → 8
Corral-ArenaLizardmen
  • −Exotic Animals resource production: 12 cages
  • +Exotic Animals resource production: 16 cages
  • Cost: 5000 → 11000
  • Turns: 6 → 4
  • Units: 8 → 12
  • −Exotic Animals resource production: 18 cages
  • +Exotic Animals resource production: 20 cages
  • Cost: 10000 → 14000
  • Turns: 7 → 5
  • Units: 10 → 15
  • Cost: 2000 → 2500
  • Cost: 3000 → 5000
  • Units: 4 → 3
  • +Attrition: -5% when under siege (armies in region)
  • Cost: 2000 → 3000
  • Turns: 5 → 4
Force WallsLizardmen
  • +Attrition: -7% when under siege (armies in region)
  • Cost: 4000 → 6000
  • Turns: 6 → 5
Energy DomeLizardmen
  • +Attrition: -10% when under siege (armies in region)
  • Cost: 6000 → 8000
  • Turns: 7 → 6
  • Cost: 2000 → 1500
  • Turns: 5 → 4
  • Cost: 4000 → 3000
  • Turns: 6 → 5
  • Cost: 2000 → 1500
  • Turns: 5 → 4
  • −Spawning Sequence: +10 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • −Income from all buildings: +8% (local province)
  • +Spawning Sequence: +15 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • +Income from all buildings: +10% (local province)
  • Cost: 2000 → 3000
  • Turns: 4 → 5
  • −Spawning Sequence: +25 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • −Income from all buildings: +10% (local province)
  • +Spawning Sequence: +30 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • +Income from all buildings: +12% (local province)
  • Cost: 3000 → 4000
  • Turns: 5 → 6
  • −Spawning Sequence: +50 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • −Income from all buildings: +12% (local province)
  • +Spawning Sequence: +60 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • +Income from all buildings: +16% (local province)
  • Cost: 4000 → 5000
  • Turns: 6 → 7
Stone MarkerLizardmen
  • −Income from all buildings: +5% (local province)
  • +Income from all buildings: +4% (local province)
  • Cost: 1000 → 500
  • Turns: 2 → 3
LodestoneLizardmen
  • Cost: 1500 → 1000
  • Turns: 3 → 4
  • −Casualty replenishment rate: +2% (armies in province)
  • +Casualty replenishment rate: +3% (armies in province)
  • −Casualty replenishment rate: +3% (armies in province)
  • +Casualty replenishment rate: +4% (armies in province)
  • −Casualty replenishment rate: +4% (armies in province)
  • +Casualty replenishment rate: +5% (armies in province)
  • Cost: 1500 → 3000
Skink FavelasLizardmen
  • −Income generated: 150
  • +Income generated: 220
  • Cost: 500 → 750
  • Turns: 1 → 2
Skink BarriosLizardmen
  • −Income generated: 300
  • +Income generated: 320
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Income generated: 450
  • +Income generated: 420
  • Cost: 1500 → 3000
  • Turns: 3 → 4
  • −Control: +2
  • +Control: +3
  • +Research rate: +2
  • Cost: 1000 → 1500
  • Turns: 1 → 2
Grand PlazaLizardmen
  • −Control: +3
  • +Control: +4
  • +Research rate: +3
  • Cost: 1500 → 3000
  • Turns: 2 → 3
  • −Control: +4
  • +Control: +5
  • +Research rate: +4
  • Cost: 2000 → 4500
  • Turns: 3 → 4
  • −When Control is 75 or more: Recruitment cost: -20% (armies in province)
  • −Control: +5
  • +When Control is 75 or more: Recruitment cost: -10% (armies in province)
  • +Control: +6
  • +Research rate: +5
  • Cost: 3000 → 5500
  • Turns: 4 → 5
  • −When Control is 75 or more: Recruitment cost: -30% (armies in province)
  • −When Control is 75 or more: Upkeep: -10% (armies in province)
  • −Control: +6
  • +When Control is 75 or more: Recruitment cost: -15% (armies in province)
  • +When Control is 75 or more: Upkeep: -4% (armies in province)
  • +Control: +7
  • +Research rate: +6
  • Cost: 4000 → 6500
  • Turns: 5 → 6
  • −Income generated: 75
  • +Income generated: 200
  • Cost: 750 → 800
  • Turns: 3 → 1
  • −Income generated: 150
  • +Income generated: 380
  • Cost: 1500 → 4000
  • Turns: 5 → 3
Temple-PortLizardmen
  • −Income generated: 300
  • +Income generated: 700
  • +Control: +2
  • Cost: 3000 → 8000
  • Turns: 7 → 5
  • −Recruitment cost: -20% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • +Recruitment cost: -10% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • Cost: 500 → 800
  • Units: 1 → 0
  • −Recruitment cost: -25% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • +Recruitment cost: -15% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • Cost: 1000 → 2000
  • −Recruitment cost: -30% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • −Recruit rank: +2 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • +Recruitment cost: -20% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • +Recruit rank: +1 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • Cost: 2000 → 4000
  • −Income generated: 50
  • −Dyes resource production: 20 ounces
  • +Dyes resource production: 25 ounces
  • +Income generated: 60
  • Cost: 500 → 800
Cinnabar MineLizardmen
  • −Income generated: 100
  • −Dyes resource production: 30 ounces
  • +Dyes resource production: 35 ounces
  • +Income generated: 120
  • Cost: 1000 → 2000
DyemakerLizardmen
  • −Income generated: 150
  • −Dyes resource production: 45 ounces
  • +Income generated: 180
  • +Dyes resource production: 50 ounces
  • Cost: 2000 → 4000
  • −Furs resource production: 20 bundles
  • +Furs resource production: 25 bundles
  • Cost: 500 → 800
Hunting CampLizardmen
  • −Furs resource production: 30 bundles
  • +Furs resource production: 35 bundles
  • Cost: 1000 → 2000
TanneryLizardmen
  • −Furs resource production: 45 bundles
  • +Furs resource production: 50 bundles
  • Cost: 2000 → 4000
Gem MineshaftLizardmen
  • −Income generated: 200
  • +Income generated: 400
  • Cost: 500 → 800
  • Turns: 3 → 2
Gem MineLizardmen
  • −Income generated: 350
  • +Income generated: 600
  • Cost: 1000 → 2000
  • Turns: 4 → 3
  • −Income generated: 500
  • +Income generated: 800
  • Cost: 2000 → 4000
  • Turns: 5 → 4
  • −Recruitment cost: -20% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • −Income generated: 200
  • +Recruitment cost: -10% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • +Income generated: 400
  • Cost: 500 → 1000
Gold MineLizardmen
  • −Recruitment cost: -25% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • −Income generated: 350
  • +Recruitment cost: -15% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • +Income generated: 600
  • Cost: 1000 → 3000
Gold SmelterLizardmen
  • −Recruitment cost: -30% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • −Recruit rank: +2 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • −Income generated: 500
  • +Recruitment cost: -20% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • +Recruit rank: +1 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • +Income generated: 800
  • Cost: 2000 → 5000
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 800
  • Turns: 3 → 2
Iron MinesLizardmen
  • −Income generated: 150
  • +Income generated: 200
  • Cost: 1000 → 2000
  • Turns: 4 → 3
Iron SmelterLizardmen
  • −Income generated: 200
  • +Income generated: 250
  • Cost: 2000 → 4000
  • Turns: 5 → 4
SawyerLizardmen
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 800
Marble QuarryLizardmen
  • −Income generated: 150
  • +Income generated: 200
  • Cost: 1000 → 2000
  • −Income generated: 200
  • +Income generated: 250
  • Cost: 2000 → 4000
  • −Recruitment cost: -20% for Skink and Chameleon Skinks units (local province)
  • +Recruitment cost: -10% for Skink and Chameleon Skinks units (local province)
  • Cost: 500 → 800
  • −Recruitment cost: -25% for Skink and Chameleon Skinks units (local province)
  • +Recruitment cost: -15% for Skink and Chameleon Skinks units (local province)
  • Cost: 1000 → 2000
  • −Recruitment cost: -30% for Skink and Chameleon Skinks units (local province)
  • +Recruitment cost: -20% for Skink and Chameleon Skinks units (local province)
  • +Hero recruit rank: +1 for Skink Oracles (all provinces)
  • Cost: 2000 → 4000
  • −Recruitment cost: -20% for Saurus units (local province)
  • −Income generated: 100
  • +Recruitment cost: -10% for Saurus units (local province)
  • +Income generated: 150
  • Cost: 500 → 800
  • −Recruitment cost: -25% for Saurus units (local province)
  • −Income generated: 150
  • +Recruitment cost: -15% for Saurus units (local province)
  • +Income generated: 200
  • Cost: 1000 → 2000
  • −Recruitment cost: -30% for Saurus units (local province)
  • −Recruit rank: +2 for Saurus units (local province)
  • −Income generated: 200
  • +Recruitment cost: -20% for Saurus units (local province)
  • +Recruit rank: +1 for Saurus units (local province)
  • +Income generated: 250
  • Cost: 2000 → 4000
  • −Income generated: 50
  • +Income generated: 60
  • Cost: 500 → 800
  • −Income generated: 100
  • +Income generated: 120
  • Cost: 1000 → 2000
  • −Income generated: 150
  • +Income generated: 180
  • Cost: 2000 → 4000
Clay PitLizardmen
  • −Income generated: 50
  • +Income generated: 150
  • Cost: 500 → 800
Pottery MakerLizardmen
  • −Income generated: 100
  • +Income generated: 200
  • Cost: 1000 → 2000
KilnsLizardmen
  • −Income generated: 150
  • +Income generated: 250
  • Cost: 2000 → 4000
  • −Salt resource production: 20 barrels
  • +Salt resource production: 25 barrels
  • Cost: 500 → 800
  • −Salt resource production: 30 barrels
  • +Salt resource production: 35 barrels
  • Cost: 1000 → 2000
SaltworksLizardmen
  • −Salt resource production: 45 barrels
  • +Salt resource production: 50 barrels
  • Cost: 2000 → 4000
Spice MarketLizardmen
  • −Income generated: 50
  • −Spices resource production: 20 sacks
  • +Spices resource production: 25 sacks
  • +Income generated: 60
  • Cost: 500 → 800
  • −Income generated: 100
  • −Spices resource production: 30 sacks
  • +Spices resource production: 35 sacks
  • +Income generated: 120
  • Cost: 1000 → 2000
  • −Income generated: 150
  • −Spices resource production: 45 sacks
  • +Income generated: 180
  • +Spices resource production: 50 sacks
  • Cost: 2000 → 4000
  • −Income generated: 50
  • −Wine resource production: 20 barrels
  • +Wine resource production: 25 barrels
  • +Income generated: 60
  • Cost: 500 → 800
  • −Income generated: 100
  • −Wine resource production: 30 barrels
  • +Wine resource production: 35 barrels
  • +Income generated: 120
  • Cost: 1000 → 2000
  • −Income generated: 150
  • −Wine resource production: 45 barrels
  • +Income generated: 180
  • +Wine resource production: 50 barrels
  • Cost: 2000 → 4000
Logging CampLizardmen
  • −Income generated: 50
  • −Timber resource production: 20 logs
  • +Timber resource production: 25 logs
  • +Income generated: 60
  • Cost: 500 → 800
  • −Income generated: 100
  • −Timber resource production: 30 logs
  • +Timber resource production: 35 logs
  • +Income generated: 120
  • Cost: 1000 → 2000
  • −Income generated: 150
  • −Timber resource production: 45 logs
  • +Income generated: 180
  • +Timber resource production: 50 logs
  • Cost: 2000 → 4000
  • Cost: 1500 → 1000
  • Turns: 3 → 1
  • −Recruit rank: +1 for Saurus Scar-Veterans and Saurus Oldbloods (factionwide) (Last Defenders only)
  • +Recruit rank: +1 for Saurus Scar-Veterans and Saurus Oldbloods (Last Defenders only)
  • Cost: 2500 → 3000
  • Turns: 4 → 2
  • −Recruit rank: +2 for Saurus Scar-Veterans and Saurus Oldbloods (factionwide) (Last Defenders only)
  • +Recruit rank: +2 for Saurus Scar-Veterans and Saurus Oldbloods (Last Defenders only)
  • Cost: 4000 → 7000
  • Turns: 5 → 4
Scrying PoolLizardmen
  • −Campaign movement range: +15% for own armies starting their turn in this region
  • −Ambush success chance: +10% (armies in province)
  • +Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
  • +Ambush success chance: +15% (armies in province)
  • Cost: 2000 → 5000
  • −Grants 1 construction slot in the settlement
  • −Income generated: 100
  • +Grants 2 construction slots in the settlement
  • +Income generated: 70
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • +Spawning Sequence: +3 per turn
  • Cost: 1000 → 800
  • Turns: 4 → 2
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 150
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 100
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Spawning Sequence: +4 per turn
  • Cost: 2000 → 1600
  • Turns: 5 → 4
Holy ZigguratLizardmen
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 200
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 150
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Spawning Sequence: +5 per turn
  • Turns: 6 → 5
  • Units: 2 → 4
Temple-CityLizardmen
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income generated: 250
  • −Control: +2
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 200
  • +Control: +3
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Spawning Sequence: +6 per turn
  • Cost: 8000 → 7000
  • Turns: 7 → 6
  • Units: 2 → 5
Temple-NexusLizardmen
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Income generated: 300
  • −Control: +3
  • +Grants 9 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Income generated: 250
  • +Control: +4
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Spawning Sequence: +7 per turn
  • Cost: 16000 → 9500
  • Turns: 8 → 7
  • Units: 2 → 6
  • −Income generated: 100
  • +Income generated: 70
  • Cost: 1000 → 800
  • Turns: 4 → 2
  • −Defensive supplies: +1000
  • −Income generated: 150
  • +Defensive supplies: +1250
  • +Income generated: 100
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 2000 → 1600
  • Turns: 5 → 4
Holy ZigguratLizardmen
  • −Defensive supplies: +1000
  • −Income generated: 200
  • +Defensive supplies: +1500
  • +Income generated: 150
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Turns: 6 → 5
  • Units: 2 → 3
  • Cost: 750 → 1000
  • Turns: 2 → 1
  • Units: 2 → 4
  • Cost: 1500 → 2000
  • Turns: 3 → 2
  • Units: 4 → 7
  • +Hero recruit rank: +1 for Skink Chiefs
  • +Hero recruit rank: +1 for Skink Oracles
  • Cost: 2500 → 5000
  • Units: 6 → 8
Star ChamberLizardmen
  • −Lord recruit rank: +3 for Slann-Mage Priests (factionwide)
  • −Hero recruit rank: +2 (factionwide)
  • −Income from all buildings: +5% (local province)
  • −Attrition: -15% when under siege (armies in region)
  • +Lord recruit rank: +1 for Slann-Mage Priests (factionwide)
  • +Hero recruit rank: +3
  • +Income from all buildings: +4% (local province)
  • +Attrition: -10% when under siege (armies in region)
  • +Lord recruit rank: +3
  • Cost: 3000 → 7000
  • Turns: 4 → 5
  • Cost: 3000 → 7000
  • Turns: 4 → 5
  • Units: 0 → 2
  • Cost: 1500 → 4000
  • Cost: 4000 → 5500
  • Units: 4 → 6
  • +Control: +2
  • Cost: 3000 → 4000
  • +Control: +3
  • +Hero recruit rank: +1 for Skink Priests
  • Cost: 5000 → 7000
  • Units: 0 → 2
  • −Hero recruit rank: +1 for Skink Priests
  • +Hero recruit rank: +2 for Skink Priests
  • +Control: +4
  • Units: 0 → 4
  • −Sacrificial Offerings generated: 1 per turn (Cult of Sotek only)
  • −Income from post-battle loot: +2% (factionwide)
  • −Control: +1
  • +Sacrificial Offerings generated: 2 per turn (Cult of Sotek only)
  • +Income from post-battle loot: +1% (factionwide)
  • +Control: +2
  • Cost: 3000 → 4000
  • −Sacrificial Offerings generated: 2 per turn (Cult of Sotek only)
  • −Income from post-battle loot: +4% (factionwide)
  • −Control: +2
  • +Sacrificial Offerings generated: 3 per turn (Cult of Sotek only)
  • +Income from post-battle loot: +2% (factionwide)
  • +Control: +3
  • Cost: 5000 → 7000
  • Units: 3 → 2
  • −Unit capacity: +1 Feral Dread Saurian
  • −Unit capacity: +1 Dread Saurian
  • −Sacrificial Offerings generated: 3 per turn (Cult of Sotek only)
  • −Income from post-battle loot: +6% (factionwide)
  • −Control: +3
  • +Unit capacity: +2 Feral Dread Saurian
  • +Unit capacity: +2 Dread Saurian
  • +Sacrificial Offerings generated: 4 per turn (Cult of Sotek only)
  • +Income from post-battle loot: +3% (factionwide)
  • +Control: +4
  • Units: 5 → 4
  • −Unit capacity: +2 Feral Dread Saurian
  • −Unit capacity: +2 Dread Saurian
  • −Sacrificial Offerings generated: 4 per turn (Cult of Sotek only)
  • −Income from post-battle loot: +8% (factionwide)
  • −Control: +4
  • +Unit capacity: +3 Feral Dread Saurian
  • +Unit capacity: +3 Dread Saurian
  • +Sacrificial Offerings generated: 5 per turn (Cult of Sotek only)
  • +Income from post-battle loot: +4% (factionwide)
  • +Control: +5
  • Units: 5 → 8
  • −Recruit rank: +2 for Skink and Chameleon Skinks units (factionwide)
  • +Recruit rank: +1 for Skink and Chameleon Skinks units (factionwide)
  • Cost: 6000 → 4000
  • Units: 0 → 4
  • −Recruit rank: +2 for Temple Guard units (factionwide)
  • +Recruit rank: +1 for Temple Guard units (factionwide)
  • Cost: 6000 → 5000
  • Units: 0 → 3
  • −Income generated: 600
  • −Control: +5
  • −Research rate: +8
  • +Income generated: 700
  • +Control: +6
  • +Research rate: +10
  • Cost: 4000 → 2000
  • −Recruit rank: +2 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • −Upkeep: -25% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (all armies)
  • +Recruit rank: +1 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • +Upkeep: -15% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (all armies)
  • Cost: 10000 → 12000
  • Units: 0 → 2
  • −Research rate: +15
  • +Research rate: +14
  • Cost: 10000 → 15000
  • Units: 0 → 2
  • −Melee attack: +8 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies)
  • −Ward save: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies)
  • −Diplomatic relations: +20 with Lizardmen
  • +Melee attack: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies)
  • +Ward save: +5% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies)
  • +Diplomatic relations: +15 with Lizardmen
  • Cost: 10000 → 3000
  • Units: 0 → 3
  • −Upkeep: -15% for Terradon Riders, Ripperdactyl Riders and Coatl units (all armies)
  • −Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders units (factionwide)
  • +Upkeep: -10% for Terradon Riders, Ripperdactyl Riders and Coatl units (all armies)
  • +Recruit rank: +1 for Terradon Riders and Ripperdactyl Riders units (factionwide)
  • Cost: 6000 → 4000
  • Units: 0 → 3
  • −Leadership: +20 when fighting against Skaven (armies in province)
  • −Ambush success chance: +5% (all armies)
  • −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10% (all characters factionwide)
  • +Leadership: +10 when fighting against Skaven (armies in province)
  • +Ambush success chance: +10% (all armies)
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15% (all characters factionwide)
  • Cost: 6000 → 4000
  • Units: 0 → 3
  • −Income generated: 200
  • −Growth: +10 (all provinces)
  • −Research rate: +5
  • +Income generated: 250
  • +Growth: +15 (all provinces)
  • +Research rate: +6
  • −Income generated: 500
  • −Income from all buildings: +20% (local province)
  • −Growth: +15 (all provinces)
  • −Research rate: +10
  • +Income generated: 600
  • +Income from all buildings: +15% (local province)
  • +Growth: +20 (all provinces)
  • +Research rate: +12
  • −Income generated: 800
  • −Income from all buildings: +30% (local province)
  • −Growth: +20 (all provinces)
  • −Research rate: +15
  • +Income generated: 900
  • +Income from all buildings: +20% (local province)
  • +Growth: +25 (all provinces)
  • +Research rate: +18
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 140
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • +Spawning Sequence: +3 per turn
  • Turns: 4 → 2
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Spawning Sequence: +4 per turn
  • Turns: 5 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 280
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Spawning Sequence: +5 per turn
  • Cost: 4000 → 5000
  • Turns: 6 → 5
  • Units: 2 → 4
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 250
  • −Growth: +40
  • −Control: +2
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 360
  • +Growth: +45
  • +Control: +3
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Spawning Sequence: +6 per turn
  • Cost: 8000 → 7500
  • Turns: 7 → 6
  • Units: 2 → 5
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +50
  • −Control: +3
  • +Defensive supplies: +2000
  • +Income generated: 450
  • +Growth: +55
  • +Control: +4
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Spawning Sequence: +7 per turn
  • Cost: 16000 → 10000
  • Turns: 8 → 7
  • Units: 2 → 6
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 140
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • +Spawning Sequence: +3 per turn
  • Turns: 3 → 2
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Spawning Sequence: +4 per turn
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 280
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Spawning Sequence: +5 per turn
  • Cost: 4000 → 5000
  • Units: 2 → 4
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 250
  • −Growth: +40
  • −Control: +2
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 360
  • +Growth: +45
  • +Control: +3
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Spawning Sequence: +6 per turn
  • Cost: 8000 → 7500
  • Units: 2 → 5
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +50
  • −Control: +3
  • +Defensive supplies: +2000
  • +Income generated: 450
  • +Growth: +55
  • +Control: +4
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Spawning Sequence: +7 per turn
  • Cost: 16000 → 10000
  • Units: 2 → 6
  • −Research rate: +10
  • +Research rate: +15
  • Cost: 8000 → 9000
  • Units: 0 → 4
  • −Leadership: -20 when laying siege or encircling (enemy armies in province)
  • +Leadership: -15 when laying siege or encircling (enemy armies in province)
  • Cost: 8000 → 9000
  • Units: 0 → 2
  • −Grants 1 construction slot in the settlement
  • −Income generated: 100
  • −Growth: +10
  • +Grants 2 construction slots in the settlement
  • +Income generated: 140
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • +Spawning Sequence: +3 per turn
  • Cost: 1000 → 800
  • Turns: 4 → 2
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 150
  • −Growth: +20
  • +Defensive supplies: +1200
  • +Grants 4 construction slots in the settlement
  • +Income generated: 200
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Spawning Sequence: +4 per turn
  • Turns: 5 → 4
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +30
  • +Defensive supplies: +1800
  • +Grants 5 construction slots in the settlement
  • +Income generated: 280
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Spawning Sequence: +5 per turn
  • Turns: 6 → 5
  • Units: 2 → 4
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income generated: 250
  • −Growth: +40
  • −Control: +2
  • +Defensive supplies: +2200
  • +Grants 7 construction slots in the settlement
  • +Income generated: 360
  • +Growth: +45
  • +Control: +3
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Spawning Sequence: +6 per turn
  • Cost: 8000 → 7000
  • Turns: 7 → 6
  • Units: 2 → 5
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Income generated: 300
  • −Growth: +50
  • −Control: +3
  • +Defensive supplies: +2500
  • +Grants 9 construction slots in the settlement
  • +Income generated: 450
  • +Growth: +55
  • +Control: +4
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Spawning Sequence: +7 per turn
  • Cost: 16000 → 8500
  • Turns: 8 → 7
  • Units: 2 → 6
Glacial CavesLizardmen
  • −Income generated: 200
  • +Income generated: 250
  • Units: 0 → 3
HuatlLizardmen
  • −Diplomatic relations: +30 with Lizardmen
  • +Diplomatic relations: +25 with Lizardmen
  • Units: 0 → 3
  • Cost: 2000 → 4000
  • Cost: 4000 → 5000
Animal StoreLizardmen
  • −Ivory resource production: 20 tusks
  • +Ivory resource production: 30 tusks
  • Cost: 500 → 800
Tusk MarketLizardmen
  • −Ivory resource production: 30 tusks
  • +Ivory resource production: 40 tusks
  • Cost: 1000 → 2000
Tusk CompoundLizardmen
  • −Ivory resource production: 45 tusks
  • +Ivory resource production: 50 tusks
  • Cost: 2000 → 4000

Technologies

  • −Blessed Spawning pool capacity: +1
  • −Increases the amount of Spawning Sequence earned by commandments by: +50%
  • −Lord recruit rank: +4 (all provinces)
  • +Blessed Spawning pool capacity: +2
  • +Increases the amount of Spawning Sequence earned by commandments by: +60%
  • +Lord recruit rank: +3
  • −Hero recruit rank: +2
  • +Hero recruit rank: +3
  • −Lord recruit rank: +2
  • +Lord recruit rank: +3
  • −Melee defence: +5 for Saurus units
  • +Melee defence: +6 for Saurus units
  • −Weapon strength: +10% for Saurus units
  • +Weapon strength: +8% for Saurus units
  • −Recruitment cost: -10% for Skink and Chameleon Skinks units
  • +Recruitment cost: -5% for Skink and Chameleon Skinks units
  • −Recruit rank: +2 for Skink units
  • +Recruit rank: +1 for Skink units
  • −Construction cost: -10% for Ports
  • −Income from Ports: +10%
  • +Construction cost: -5% for Ports
  • +Income from Ports: +8%
  • −Recruit rank: +2 for Saurus units
  • +Recruit rank: +1 for Saurus units
  • −Upkeep: -10% for Saurus Infantry and Temple Guard units
  • +Upkeep: -5% for Saurus Infantry and Temple Guard units
  • −Weapon strength: +10% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units
  • +Weapon strength: +8% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units
  • −Missile strength: +10% for Skink, Chameleon Skink and Chameleon Stalker units
  • +Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units
  • −Upkeep: -10% for Skink units
  • +Upkeep: -5% for Skink units
  • −Recruit rank: +2 for Salamander and Razordon Hunting Pack units
  • −Recruit rank: +2 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • +Recruit rank: +1 for Salamander and Razordon Hunting Pack units
  • +Recruit rank: +1 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • −Missile resistance: 15% for Bastiladon and Stegadon units
  • +Missile resistance: 10% for Bastiladon and Stegadon units
  • −Upkeep: -15% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • −Recruitment cost: -10% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • +Upkeep: -8% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • +Recruitment cost: -5% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • −Construction cost: -10% for Resource buildings
  • +Construction cost: -5% for Resource buildings
  • −Growth: +20
  • +Growth: +15
  • −Tradable resources produced: +15%
  • +Tradable resources produced: +10%
  • −Income from Cities: +15%
  • +Income from Cities: +10%
  • −Construction cost: -15% for Province Capital/Settlement buildings
  • +Construction cost: -8% for Province Capital/Settlement buildings
  • −Weapon strength: +10% for Cold One units
  • +Weapon strength: +8% for Cold One units
  • −Construction cost: -15% for Star Chamber buildings
  • +Construction cost: -5% for Star Chamber buildings
  • −Construction cost: -5% for all buildings
  • +Construction cost: -4% for all buildings
  • −Income from trade tariffs: +25%
  • +Income from trade tariffs: +15%
  • −Construction cost: -15% for Cult of Sotek and Cult of the Old Ones buildings
  • +Construction cost: -5% for Cult of Sotek and Cult of the Old Ones buildings
  • −Recruit rank: +2 for Kroxigor units
  • −Recruit rank: +2 for Temple Guard units
  • +Recruit rank: +1 for Kroxigor units
  • +Recruit rank: +1 for Temple Guard units
  • −Weapon strength: +10% for Temple Guard units
  • −Armour-piercing weapon damage: +10% for Temple Guard units
  • +Weapon strength: +8% for Temple Guard units
  • +Armour-piercing weapon damage: +8% for Temple Guard units
  • −Weapon strength: +10% for Kroxigor units
  • +Weapon strength: +8% for Kroxigor units
  • −Recruit rank: +2 for Cold One units
  • −Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders units
  • +Recruit rank: +1 for Cold One units
  • +Recruit rank: +1 for Terradon Riders and Ripperdactyl Riders units