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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 48 → 606,480 → 14,700 | 90 → 108 | 34 → 3636 → 44 | 14 → 1334 → 29 | 1,3001,300 | Missile 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 | |
| 106,250 → 7,700 | 45 → 56 | 44 → 4225 → 33 | 32 → 3594 → 100 | 1,150 → 1,3501,100 → 1,350 | Bonus vs infantry 15 → 10; Charge bonus 52 → 66; Mass 1,070 → 1,170; Upkeep 288 → 150 | |
| 106,250 → 7,900 | 45 → 64 | 54 → 4732 → 40 | 32 → 4094 → 105 | 1,400 → 1,5001,400 → 1,500 | Leadership 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 | |
| 103,720 → 6,000 | 15 → 36 | 3429 → 38 | 52 → 6513 → 20 | 850 → 950850 → 950 | Charge 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 | |
| 13,772 → 4,800 | 50 → 66 | 55 → 5645 → 46 | 120 → 170220 → 270 | 1,000 → 750600 → 750 | Bonus vs large 30 → 36; Charge bonus 40 → 42; Upkeep 163 → 100 | |
| 14,380 → 5,560 | 80 → 94 | 55 → 5745 → 47 | 115 → 165265 → 310 | 1,0501,000 → 1,050 | Speed 78 → 80; Bonus vs large 30 → 32; Charge bonus 65 → 75; Mass 1,900 → 2,000; Upkeep 262 → 125 | |
| 14,380 → 5,760 | 50 → 74 | 55 → 5845 → 48 | 120 → 170280 → 315 | 1,1501,100 → 1,150 | Bonus vs infantry 20 → 22; Charge bonus 55 → 65; Mass 1,200 → 1,300; Upkeep 287 → 135 | |
| 19,896 → 10,950 | 130 → 142 | 26 → 3832 → 38 | 140 → 155340 → 355 | 2,200 → 2,1002,100 | Bonus 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 | |
| 19,896 → 11,050 | 130 → 142 | 26 → 3232 → 43 | 140 → 155340 → 355 | 2,100 → 2,0002,150 → 2,000 | Bonus vs infantry 18 → 15; Charge bonus 70 → 82; Upkeep 525 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 19,896 → 11,050 | 130 → 142 | 26 → 3232 → 43 | 140 → 155340 → 355 | 2,100 → 2,0002,150 → 2,000 | Bonus vs infantry 18 → 15; Charge bonus 70 → 82; Upkeep 525 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,348 → 5,150 | 75 → 88 | 55 → 5645 | 120 → 165280 → 320 | 1,000 → 7501,000 → 750 | Leadership 85 → 80; Bonus vs infantry 0 → 12; Charge bonus 40 → 45; Mass 1,000 → 1,100; Upkeep 250 → 100 | |
| 14,956 → 5,660 | 100 → 110 | 55 → 5745 → 47 | 125 → 185295 → 340 | 1,300 → 1,0501,300 → 1,050 | Leadership 85 → 80; Speed 78 → 80; Bonus vs infantry 0 → 20; Charge bonus 70 → 80; Mass 1,960 → 2,060; Upkeep 325 → 125 | |
| 14,956 → 5,810 | 75 → 94 | 55 → 5845 → 48 | 130 → 190310 → 355 | 1,500 → 1,1501,500 → 1,150 | Leadership 85 → 80; Bonus vs infantry 20 → 24; Charge bonus 55 → 70; Mass 1,200 → 1,300; Upkeep 375 → 135 | |
| 110,116 → 11,050 | 130 → 142 | 26 → 4132 → 39 | 140 → 155340 → 355 | 2,1002,150 → 2,100 | Leadership 85 → 80; Bonus vs infantry 18 → 15; Charge bonus 70 → 85; Upkeep 525 → 210 | |
| 14,408 → 5,560 | 30 → 54 | 55 → 5850 → 54 | 105 → 165245 → 300 | 800 → 900800 → 900 | Bonus 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 | |
| 10010,200 → 18,500 | 75 → 88 | 31 → 3548 → 54 | 29 → 3013 → 12 | 1,100 → 1,0501,100 → 1,050 | Missile 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 | |
| 1208,040 → 15,000 | 30 → 44 | 26 → 2720 → 29 | 6 → 821 → 22 | 525 → 630525 → 630 | Leadership 62 → 65; Upkeep 131 → 85; Fire resistance 0% → 15% | |
| 1208,040 → 15,600 | 30 → 48 | 34 → 3327 → 36 | 6 → 1021 → 25 | 775 → 880775 → 880 | Charge 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 | |
| 10010,700 → 19,000 | 85 → 104 | 39 → 4248 → 56 | 13 → 1529 → 32 | 1,550 → 1,4501,550 → 1,450 | Bonus 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 | |
| 16,802 → 8,960 | 45 → 58 | 26 → 2812 → 22 | 330 → 385120 → 155 | 1,600 → 1,2001,350 → 1,200 | Charge bonus 4 → 24 | |
| 16,168 → 10,400 | 95 → 108 | 32 → 4629 → 44 | 115 → 155250 → 305 | 1,050 → 1,6501,050 → 1,650 | Leadership 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 | |
| 19,894 → 12,850 | 130 → 142 | 26 → 3832 → 42 | 140 → 155340 → 355 | 2,0502,000 → 2,050 | Bonus 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 | |
| 19,894 → 13,050 | 130 → 142 | 34 → 4241 → 48 | 140 → 155340 → 355 | 2,400 → 2,3002,400 → 2,300 | Leadership 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 | |
| 17,730 → 10,540 | 140 → 142 | 22 → 3728 → 39 | 90 → 115160 → 185 | 1,000 → 1,2501,000 → 1,250 | Charge bonus 34 → 60; Upkeep 250 → 145; Missile resistance 15% → 20% | |
| 324,160 → 7,040 | 80 → 104 | 25 → 2822 → 30 | 12 → 1534 → 35 | 850 → 1,050850 → 1,050 | Charge 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% | |
| 324,160 → 7,360 | 80 → 108 | 3229 → 36 | 12 → 2034 → 38 | 1,100 → 1,2501,100 → 1,250 | Leadership 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 | |
| 15,136 → 6,050 | 100 → 110 | 45 → 5060 → 64 | 160 → 215290 → 340 | 1,100 → 1,350900 → 1,350 | Missile block 55% → 65%; Charge bonus 30 → 40; Upkeep 275 → 160 | |
| 16,368 → 7,100 | 120 → 126 | 49 → 5232 → 42 | 140 → 190320 → 365 | 1,200 → 1,2501,150 → 1,250 | Speed 46 → 50; Bonus vs infantry 25 → 28; Charge bonus 24 → 34; Mass 3,500 → 3,600; Upkeep 300 → 155 | |
| 17,368 → 7,800 | 120 → 126 | 60 → 6240 → 47 | 140 → 195380 → 425 | 1,550 → 1,9001,550 → 1,900 | Charge bonus 32 → 38; Upkeep 388 → 225; Missile resistance 25% → 15% | |
| 16,552 → 8,310 | 45 → 58 | 24 → 2632 → 35 | 240 → 27580 → 105 | 1,000650 → 880 | Charge bonus 14 → 22; Upkeep 250 → 115 | |
| 16,552 → 8,310 | 45 → 58 | 24 → 2632 → 35 | 240 → 27580 → 105 | 1,000650 → 880 | Charge bonus 14 → 22; Upkeep 250 → 115 | |
| 16,552 → 8,310 | 45 → 58 | 24 → 2632 → 35 | 240 → 27580 → 105 | 1,000650 → 880 | Charge bonus 14 → 22; Upkeep 250 → 115 | |
| 16,552 → 8,310 | 45 → 58 | 24 → 2632 → 35 | 240 → 27580 → 105 | 1,000650 → 880 | Charge bonus 14 → 22; Upkeep 250 → 115 | |
| 16,552 → 8,310 | 45 → 58 | 24 → 2632 → 35 | 240 → 27580 → 105 | 1,000650 → 880 | Charge bonus 14 → 22; Upkeep 250 → 115 | |
| 16,552 → 8,310 | 45 → 58 | 24 → 2632 → 35 | 240 → 27580 → 105 | 1,000650 → 880 | Charge bonus 14 → 22; Upkeep 250 → 115 | |
| 114,992 → 17,450 | 120 → 118 | 52 → 6032 → 39 | 220 → 250530 → 570 | 2,4002,400 | Charge bonus 30 → 66; Upkeep 600 → 230; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4 | |
| 115,088 → 17,570 | 120 → 118 | 52 → 6032 → 39 | 220 → 250530 → 570 | 3,100 → 3,0003,100 → 3,000 | Charge bonus 30 → 60; Upkeep 775 → 280; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4 | |
| 115,088 → 18,270 | 120 → 126 | 64 → 7141 → 45 | 220 → 260530 → 580 | 3,700 → 3,8503,700 → 3,850 | Leadership 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 | |
| 324,160 → 6,560 | 90 → 108 | 20 → 2429 → 36 | 12 → 1634 → 36 | 800 → 960800 → 960 | Bonus 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 | |
| 324,160 → 6,880 | 90 → 112 | 27 → 2837 → 42 | 12 → 1834 → 38 | 1,075 → 1,2501,075 → 1,250 | Leadership 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 | |
| 168,992 → 12,320 | 100 → 110 | 38 → 3732 → 39 | 36 → 3584 → 85 | 1,250 → 1,2001,250 → 1,200 | Speed 46 → 50; Bonus vs large 0 → 10; Charge bonus 26 → 50; Mass 1,400 → 1,500; Upkeep 313 → 145 | |
| 168,992 → 12,640 | 100 → 118 | 47 → 4341 → 40 | 36 → 3884 → 88 | 1,700 → 1,7501,700 → 1,750 | Leadership 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 | |
| 13,688 → 4,550 | 30 → 48 | 5045 → 50 | 300 → 340100 → 135 | 1,000 → 1,3001,050 → 1,300 | Bonus 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 | |
| 17,528 → 8,260 | 95 → 108 | 39 → 3846 → 48 | 120 → 135330 → 320 | 2,150 → 2,1001,800 → 2,100 | Bonus vs infantry 0 → 15; Charge bonus 50 → 60; Ammunition 20 → 30; Missile AP damage 320 → 325; Upkeep 538 → 220 | |
| 905,940 → 10,800 | 40 → 54 | 26 → 2736 → 40 | 20 → 235 → 6 | 600 → 780600 → 780 | Charge bonus 25 → 26; Range 50 m → 60 m; Ammunition 2 → 6; Missile base damage 9 → 12; Missile AP damage 3 → 4; Upkeep 150 → 105 | |
| 17,944 → 11,150 | 95 → 110 | 56 → 5550 → 54 | 120 → 135360 → 370 | 1,950 → 2,0001,800 → 2,000 | Bonus 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 | |
| 17,620 → 10,200 | 70 → 84 | 40 → 5048 → 56 | 120 → 145310 → 295 | 1,850 → 1,9001,700 → 1,900 | Bonus 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 | |
| 17,620 → 10,400 | 70 → 88 | 50 → 5759 → 62 | 120 → 150310 → 300 | 1,950 → 2,1001,950 → 2,100 | Leadership 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 | |
| 17,520 → 9,550 | 95 → 108 | 39 → 4546 → 50 | 120 → 135330 → 320 | 1,700 → 1,7501,550 → 1,750 | Bonus 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 | |
| 17,520 → 9,950 | 95 → 110 | 49 → 5357 → 58 | 120 → 140330 → 325 | 1,900 → 1,9501,800 → 1,950 | Leadership 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 | |
| 48 → 606,480 → 13,500 | 90 → 104 | 26 → 2528 → 34 | 14 → 1234 → 28 | 1,000 → 1,1001,000 → 1,100 | Missile block 30% → 45%; Speed 66 → 70; Bonus vs large 14 → 15; Charge bonus 32 → 60; Mass 1,600 → 1,700; Upkeep 250 → 135 | |
| 48 → 607,344 → 14,700 | 100 → 110 | 36 → 3028 → 37 | 14 → 1234 → 28 | 01,100 → 1,250 | Missile 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% | |
| 48 → 606,480 → 12,300 | 90 → 104 | 31 → 2728 → 33 | 15 → 1335 → 31 | 850 → 900850 → 900 | Missile block 30% → 45%; Speed 66 → 70; Charge bonus 32 → 60; Mass 1,600 → 1,700; Upkeep 213 → 115 | |
| 325,024 → 6,080 | 90 → 104 | 25 → 2424 → 30 | 12 → 1034 → 30 | 500 → 600500 → 600 | Leadership 55 → 52; Speed 66 → 70; Charge bonus 28 → 52; Mass 700 → 750; Upkeep 125 → 80 | |
| 48 → 607,440 → 13,800 | 100 → 118 | 45 → 4034 → 37 | 19 → 1541 → 35 | 1,500 → 1,6501,500 → 1,650 | Missile block 30% → 45%; Speed 78 → 80; Charge bonus 43 → 72; Mass 1,600 → 1,700; Upkeep 375 → 175 | |
| 48 → 608,448 → 15,300 | 100 → 118 | 60 → 4540 | 19 → 1541 → 35 | 01,600 → 1,800 | Missile block 30% → 45%; Speed 78 → 80; Charge bonus 43 → 75; Mass 1,600 → 1,700; Upkeep 400 → 180; New: Encourage | |
| 103,720 → 5,500 | 15 → 28 | 2622 → 30 | 52 → 6013 → 15 | 600 → 770600 → 770 | Leadership 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% | |
| 103,720 → 5,450 | 15 → 28 | 2622 → 30 | 52 → 6013 → 15 | 750 → 800750 → 800 | Leadership 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% | |
| 104,220 → 5,850 | 15 → 34 | 26 → 2822 → 32 | 52 → 6013 → 15 | 0850 → 920 | Leadership 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% | |
| 15,136 → 5,850 | 95 → 108 | 57 → 5844 → 53 | 130 → 185310 → 360 | 1,200 → 1,350900 → 1,350 | Leadership 80 → 75; Bonus vs large 30 → 20; Charge bonus 50 → 58; Mass 1,300 → 1,400; Upkeep 300 → 145 | |
| 18,676 → 9,760 | 95 → 110 | 5540 → 50 | 130 → 210400 → 415 | 2,200 → 2,3001,850 → 2,300 | Leadership 80 → 75; Bonus vs large 35 → 38; Charge bonus 67 → 85; Upkeep 550 → 225; Missile resistance 15% → 30% | |
| 15,556 → 6,360 | 110 → 118 | 57 → 5944 → 55 | 130 → 185310 → 360 | 1,500 → 1,5501,200 → 1,550 | Leadership 80 → 75; Speed 68 → 70; Bonus vs large 30 → 20; Charge bonus 70 → 82; Mass 1,900 → 2,000; Upkeep 375 → 165 | |
| 15,824 → 6,660 | 120 → 126 | 57 → 6044 → 56 | 130 → 185310 → 360 | 1,6001,300 → 1,600 | Leadership 80 → 75; Speed 78 → 80; Bonus vs large 30 → 20; Charge bonus 85 → 90; Mass 1,900 → 2,000; Upkeep 400 → 170 | |
| 17,552 → 8,560 | 45 → 58 | 26 → 2732 → 39 | 270 → 30590 → 140 | 1,100650 → 800 | Charge bonus 14 → 24; Upkeep 275 → 135; Missile resistance 40% → 30% | |
| 110,100 → 11,580 | 130 → 142 | 26 → 2932 → 41 | 140 → 155340 → 355 | 1,900 → 1,8501,900 → 1,850 | Bonus vs infantry 18 → 15; Charge bonus 70 → 80; Upkeep 475 → 190; Missile resistance 15% → 20% | |
| 14,640 → 5,650 | 95 → 108 | 4952 → 60 | 140 → 185290 → 340 | 1,000 → 1,150750 → 1,150 | Missile block 35% → 50%; Bonus vs infantry 0 → 22; Charge bonus 35 → 44; Mass 1,100 → 1,200; Upkeep 250 → 140 | |
| 15,228 → 6,260 | 110 → 118 | 49 → 5152 → 63 | 130 → 180320 → 365 | 1,3001,050 → 1,300 | Missile block 35% → 50%; Speed 68 → 70; Bonus vs large 0 → 26; Charge bonus 55 → 68; Mass 2,900 → 3,100; Upkeep 325 → 150 | |
| 18,560 → 9,660 | 95 → 110 | 4544 → 52 | 125 → 165370 → 410 | 2,0001,750 → 2,000 | Bonus vs large 35 → 36; Charge bonus 50 → 70; Mass 5,100 → 5,200; Upkeep 500 → 205; Missile resistance 15% → 20% | |
| 14,168 → 5,450 | 85 → 96 | 38 → 4047 → 54 | 130 → 345250 → 160 | 1,000650 → 900 | Missile 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 | |
| 14,636 → 5,760 | 100 → 110 | 4342 → 55 | 120 → 170280 → 315 | 1,000 → 1,150950 → 1,150 | Missile 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 | |
| 17,952 → 9,210 | 95 → 110 | 45 → 4140 → 50 | 120 → 165360 → 385 | 1,9001,750 → 1,900 | Bonus 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 | |
| 13,572 → 4,700 | 30 → 48 | 3336 → 44 | 230 → 28580 → 120 | 400 → 600400 → 600 | Charge 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 | |
| 14,008 → 5,110 | 30 → 54 | 33 → 3636 → 47 | 230 → 28580 → 130 | 750 → 800700 → 800 | Bonus 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 | |
| 19,244 → 10,400 | 110 → 126 | 30 → 3532 → 43 | 120 → 155300 → 315 | 1,800 → 1,9001,650 → 1,900 | Bonus 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 | |
| 19,896 → 11,350 | 130 → 142 | 26 → 3832 → 44 | 140 → 155340 → 355 | 2,100 → 2,2001,950 → 2,200 | Bonus 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 | |
| 13,256 → 4,100 | 30 → 44 | 22 → 2326 → 35 | 210 → 24570 → 85 | 600 → 750250 → 550 | Charge bonus 10 → 20; Upkeep 150 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,692 → 4,560 | 30 → 44 | 22 → 2526 → 37 | 220 → 28080 → 130 | 800 → 850700 → 600 | Charge bonus 20 → 34; Mass 1,100 → 1,200; Upkeep 200 → 110; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 19,244 → 10,350 | 110 → 126 | 3032 → 39 | 120 → 155300 → 315 | 1,800 → 1,9001,750 → 1,900 | Bonus 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 | |
| 19,896 → 11,050 | 130 → 142 | 26 → 3132 → 41 | 140 → 155340 → 355 | 2,100 → 2,2002,050 → 2,200 | Bonus 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 | |
| 13,256 → 4,100 | 30 → 44 | 22 → 2326 → 35 | 210 → 24570 → 85 | 600 → 750250 → 550 | Charge bonus 10 → 20; Upkeep 150 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,692 → 4,560 | 30 → 44 | 22 → 2526 → 37 | 220 → 28080 → 130 | 800 → 850700 → 600 | Charge bonus 20 → 34; Mass 1,100 → 1,200; Upkeep 200 → 110; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 19,244 → 10,350 | 110 → 126 | 3032 → 39 | 120 → 155300 → 315 | 1,800 → 1,9001,750 → 1,900 | Bonus 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 | |
| 19,896 → 11,050 | 130 → 142 | 26 → 3132 → 41 | 140 → 155340 → 355 | 2,100 → 2,2002,050 → 2,200 | Bonus 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 | |
| 16,552 → 8,210 | 45 → 58 | 24 → 2532 → 36 | 240 → 27580 → 105 | 1,000650 → 700 | Leadership 85 → 80; Charge bonus 14 → 22; Upkeep 250 → 125; Missile resistance 40% → 30% | |
| 16,552 → 8,210 | 45 → 58 | 24 → 2532 → 36 | 240 → 27580 → 105 | 1,000650 → 700 | Leadership 85 → 80; Charge bonus 14 → 22; Upkeep 250 → 125; Missile resistance 40% → 30% | |
| 16,552 → 8,210 | 45 → 58 | 24 → 2532 → 36 | 240 → 27580 → 105 | 1,000650 → 700 | Leadership 85 → 80; Charge bonus 14 → 22; Upkeep 250 → 125; Missile resistance 40% → 30% | |
| 904,860 → 9,900 | 30 → 44 | 20 → 2522 → 35 | 20 → 235 → 6 | 650 → 750650 → 750 | Leadership 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% | |
| 905,850 → 10,350 | 30 → 44 | 20 → 2722 → 37 | 20 → 235 → 6 | 0700 → 840 | Leadership 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% | |
| 10010,200 → 18,000 | 60 → 74 | 24 → 2532 → 36 | 29 → 2713 → 11 | 750 → 710750 → 710 | Bonus vs large 16 → 15; Charge bonus 10 → 15; Upkeep 188 → 95 | |
| 10010,200 → 18,000 | 60 → 74 | 24 → 2638 → 44 | 29 → 2713 → 11 | 800 → 850800 → 850 | Missile block 35% → 50%; Bonus vs large 16 → 15; Charge bonus 10 → 16; Upkeep 200 → 110 | |
| 10011,500 → 19,000 | 70 → 84 | 24 → 2846 | 29 → 2713 → 11 | 0900 → 1,000 | Missile block 35% → 50%; Bonus vs large 16 → 15; Charge bonus 10 → 18; Upkeep 225 → 120; Spell resistance 0% → 10% | |
| 10010,200 → 18,000 | 60 → 74 | 32 → 3128 → 36 | 34 → 3118 → 13 | 750 → 730750 → 730 | Charge bonus 16 → 20; Upkeep 188 → 95 | |
| 10010,200 → 18,000 | 60 → 74 | 3234 → 43 | 34 → 3118 → 13 | 800 → 860800 → 860 | Missile block 35% → 50%; Charge bonus 16 → 22; Upkeep 200 → 110 | |
| 10011,500 → 19,000 | 60 → 84 | 40 → 3534 → 45 | 3430 → 20 | 0900 → 1,000 | Missile block 35% → 50%; Upkeep 225 → 120; Spell resistance 0% → 10% | |
| 1608,000 → 17,600 | 30 → 44 | 20 → 2524 → 34 | 20 → 225 → 6 | 300 → 500325 → 500 | Missile block 35% → 50%; Leadership 55 → 45; Charge bonus 10 → 14; Upkeep 75 → 70 | |
| 1608,000 → 16,000 | 30 → 44 | 20 → 2324 → 32 | 20 → 225 → 6 | 400 → 550450 → 550 | Missile 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 | |
| 1206,000 → 11,400 | 30 → 44 | 1614 → 20 | 20 → 225 → 6 | 400 → 500425 → 500 | Leadership 50 → 45; Charge bonus 8 → 11; Range 70 m → 75 m; Ammunition 26 → 34; Upkeep 100 → 70 | |
| 1206,960 → 12,000 | 30 → 44 | 16 → 1714 → 22 | 20 → 225 → 6 | 0500 → 620 | Leadership 55 → 50; Charge bonus 8 → 13; Range 70 m → 75 m; Ammunition 26 → 36; Upkeep 125 → 80; Spell resistance 70% → 75% | |
| 10010,700 → 18,500 | 85 → 96 | 31 → 3838 → 48 | 1329 → 30 | 1,2001,200 | Missile block 55% → 50%; Leadership 85 → 90; Charge bonus 14 → 24; Upkeep 300 → 145; Spell resistance 0% → 10% | |
| 10012,000 → 19,000 | 95 → 108 | 31 → 4046 → 50 | 1329 → 30 | 01,300 | Missile 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 | |
| 19,894 → 12,850 | 130 → 142 | 26 → 3832 → 42 | 140 → 155340 → 355 | 1,950 → 2,0001,900 → 2,000 | Bonus 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% | |
| 17,698 → 10,500 | 140 → 142 | 22 → 3428 → 35 | 90 → 115160 → 185 | 650 → 850650 → 850 | Charge bonus 34 → 46; Upkeep 163 → 110; Missile resistance 15% → 20% | |
| 17,730 → 10,540 | 140 → 142 | 22 → 3528 → 37 | 90 → 115160 → 185 | 1,000 → 1,1001,000 → 1,100 | Charge bonus 34 → 58; Upkeep 250 → 135; Missile resistance 15% → 20% | |
| 17,730 → 10,440 | 140 → 142 | 22 → 3128 → 35 | 90 → 115160 → 185 | 1,2001,200 | Charge 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% | |
| 18,715 → 11,390 | 155 → 142 | 22 → 3328 → 37 | 90 → 115160 → 185 | 01,200 → 1,300 | Leadership 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% | |
| 17,944 → 10,700 | 95 → 108 | 45 → 4740 → 50 | 120 → 130360 → 365 | 1,600 → 1,7001,450 → 1,700 | Leadership 60 → 65; Charge bonus 50 → 75; Upkeep 400 → 175; Missile resistance 15% → 20% | |
| 18,468 → 11,650 | 95 → 108 | 57 → 5040 → 52 | 120 → 130360 → 365 | 01,600 → 1,850 | Leadership 60 → 65; Speed 99 → 100; Charge bonus 60 → 80; Mass 4,000 → 4,200; Upkeep 425 → 185; Missile resistance 15% → 20% | |
| 168,160 → 12,160 | 100 → 110 | 30 → 3432 → 38 | 30 → 2570 → 65 | 1,000 → 1,1501,000 → 1,150 | Speed 46 → 50; Bonus vs infantry 15 → 16; Charge bonus 22 → 48; Mass 1,400 → 1,500; Upkeep 250 → 140; Missile resistance 15% → 0% | |
| 169,184 → 12,320 | 100 → 110 | 30 → 3632 → 40 | 30 → 2570 → 65 | 01,100 → 1,300 | Speed 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 | |
| 19,040 → 11,850 | 110 → 126 | 30 → 4132 → 45 | 120 → 155300 → 315 | 1,100 → 1,400950 → 1,400 | Leadership 60 → 65; Bonus vs infantry 18 → 15; Charge bonus 70 → 90; Upkeep 275 → 155; Missile resistance 15% → 20% | |
| 19,244 → 12,100 | 110 → 126 | 30 → 3732 → 39 | 120 → 155300 → 315 | 1,550 → 1,6501,500 → 1,650 | Bonus 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% | |
| 110,586 → 13,800 | 110 → 126 | 30 → 3932 → 41 | 120 → 155300 → 315 | 01,500 → 1,750 | Leadership 65 → 70; Bonus vs infantry 18 → 15; Charge bonus 70 → 88; Ammunition 44 → 36; Upkeep 388 → 185; Missile resistance 15% → 25% | |
| 107,160 → 8,000 | 65 → 78 | 55 → 4925 → 36 | 32 → 3594 → 100 | 01,100 → 1,425 | Leadership 65 → 70; Bonus vs infantry 15 → 10; Charge bonus 52 → 68; Mass 1,070 → 1,170; Upkeep 288 → 160; Fire resistance 0% → 25% | |
| 17,092 → 10,700 | 95 → 110 | 32 → 4829 → 46 | 115 → 155250 → 305 | 01,050 → 1,750 | Charge 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 | |
| 324,736 → 7,200 | 80 → 108 | 25 → 3022 → 33 | 12 → 1534 → 35 | 0850 → 1,150 | Leadership 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% | |
| 324,736 → 6,720 | 110 → 122 | 20 → 2629 → 39 | 12 → 1634 → 36 | 0800 → 1,100 | Leadership 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% | |
| 1610,320 → 12,480 | 140 → 126 | 38 → 4032 → 37 | 36 → 3584 → 85 | 01,250 → 1,350 | Missile 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 | |
| 323,392 → 6,080 | 40 → 58 | 3446 → 47 | 30 → 287 | 0600 → 900 | Bonus 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% | |
| 104,250 → 5,600 | 15 → 34 | 26 → 2922 → 33 | 52 → 6313 → 16 | 0600 → 850 | Leadership 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% | |
| 1608,960 → 16,800 | 30 → 48 | 20 → 2624 → 35 | 20 → 225 → 6 | 0450 → 650 | Missile 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% | |
| 111,371 → 13,300 | 130 → 142 | 35 → 4132 → 45 | 140 → 160340 → 360 | 01,900 → 2,150 | Leadership 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 model
10,800
142
65
40
38
41
310
52
20
25
1,150
Cohort of the Black Clubwh2_liz_black100 models
19,000
88
85
31
37
50
45
26
5
10
1,250
Tlaxtlan Carnosauruswh2_liz_car_tlax1 model
11,000
110
65
75
50
56
500
80
20
25
1,900
Cold Ones of Sotekwh2_liz_cav_cold60 models
14,100
108
80
85
34
40
47
65
10
1,400
Horned Ones of Itzlwh2_liz_cav_horn60 models
14,700
122
90
80
44
44
53
75
15
15
1,850
Honour Guard of Hexoatl (Halberds)wh2_liz_guard_spear100 models
19,000
108
90
31
42
54
46
27
15
1,370
Honour Guard of Hexoatl (Clubs)wh2_liz_guard_sword100 models
19,000
108
90
31
45
52
49
29
15
1,400
Sotek Kroxigorswh2_liz_krox_sot16 models
12,400
118
70
50
38
43
100
55
50
1,350
Skink Braves (Blowpipes)wh2_liz_skink_brav_blow120 models
14,400
50
65
48
27
40
31
19
15
90
50
900
Skink Braves (Javelins)wh2_liz_skink_brav_jav120 models
14,400
50
65
46
27
36
31
19
18
90
50
860
Skink Great Crests (Clubs)wh2_liz_skink_gre_clu160 models
18,400
54
60
46
29
36
34
20
10
780
Skink Great Crests (Spears)wh2_liz_skink_gre_sp160 models
18,400
54
60
46
27
38
32
18
10
770
Sky Cohort (Fireleech Bolas)wh2_liz_sky_bomb10 models
6,000
36
65
90
31
38
85
40
18
85
25
40
1,050
Sky Cohort (Javelins)wh2_liz_sky_jav10 models
6,000
36
65
90
32
36
85
40
44
100
25
1,000
Crested Stegadonwh2_liz_steg_cres1 model
12,400
126
65
50
45
50
480
95
30
1,550
Saurus Totem Warriors (Spears)wh2_liz_totem_spear100 models
18,500
80
80
31
31
49
42
20
30
1,070
Saurus Totem Warriors (Clubs)wh2_liz_totem_sword100 models
18,500
80
80
31
35
47
47
25
30
1,100
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
Beacon of DawnLizardmen
- −Recruit rank: +2 for all units
- +Recruit rank: +1 for all units
- Cost: 6000 → 4000
Lairs of Clar KarondLizardmen
- Cost: 6000 → 5000
Taming PenLizardmen
- Cost: 4000 → 6000
Feral Beast LairLizardmen
- Cost: 6000 → 8000
- Units: 4 → 6
Stegadon ArenaLizardmen
- Cost: 8000 → 10000
- Units: 5 → 7
Ancient Stegadon ArenaLizardmen
- Cost: 10000 → 12000
- Units: 6 → 8
Cold One HollowLizardmen
- Units: 3 → 4
Building RemovedLizardmen
- Units: 2 → 5
TerrariumLizardmen
- Cost: 4000 → 6000
VivariumLizardmen
- Units: 4 → 6
Salamander EnclosureLizardmen
- Units: 3 → 4
Giant Beast PitLizardmen
- −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
Lower Portal of ItzlLizardmen
- −Horde growth: +1
- +Horde growth: +3
Portal of ItzlLizardmen
- −Horde growth: +2
- +Horde growth: +4
Higher Portal of ItzlLizardmen
- −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
Lower Portal of QuetzlLizardmen
- −Horde growth: +1
- +Horde growth: +3
Portal of QuetzlLizardmen
- −Horde growth: +2
- +Horde growth: +4
Higher Portal of QuetzlLizardmen
- −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
Lower Portal of TlanxlaLizardmen
- −Horde growth: +1
- +Horde growth: +3
Portal of TlanxlaLizardmen
- −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
Higher Portal of TlanxlaLizardmen
- −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
Building RemovedLizardmen
- Units: 4 → 5
Sentinel HallLizardmen
- −Horde growth: +1
- +Horde growth: +5
Meditation ChamberLizardmen
- −Horde growth: +1
- +Horde growth: +5
Altar of EnlightenmentLizardmen
- −Horde growth: +1
- +Horde growth: +5
Braves Spawning ChamberLizardmen
- Units: 6 → 7
Chosen Spawning ChamberLizardmen
- Units: 6 → 10
Exalted Star ChamberLizardmen
- Units: 0 → 2
Rotating Disc of QuetzlLizardmen
- −Corruption: -2 (local province)
- +Corruption: -3 (local province)
Gimbals of GoldLizardmen
- −Corruption: -4 (local province)
- +Corruption: -5 (local province)
Gyroscope of Eternal RadianceLizardmen
- −Corruption: -6 (local province)
- +Corruption: -7 (local province)
Portal NexusLizardmen
- −Horde growth: +1
- +Horde growth: +3
Runic Portal AltarLizardmen
- −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
Communal GroundsLizardmen
- −Horde growth: +1
- +Horde growth: +3
Sanctuary to the Old OnesLizardmen
- −Horde growth: +2
- +Horde growth: +5
Ruined Ziggurat of CaxuatnLizardmen
- −Income generated: 250
- −Upkeep: -5%
- −Horde growth: +10
- +Income generated: 300
- +Upkeep: -3%
- +Horde growth: +4
Restored Ziggurat of CaxuatnLizardmen
- −Income generated: 250
- −Upkeep: -10%
- −Horde growth: +10
- +Income generated: 300
- +Upkeep: -4%
- +Horde growth: +6
Reactivated Ziggurat of CaxuatnLizardmen
- −Income generated: 250
- −Upkeep: -15%
- −Horde growth: +10
- +Income generated: 300
- +Upkeep: -5%
- +Horde growth: +8
Primed Ziggurat of CaxuatnLizardmen
- −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
Ascendant Ziggurat of CaxuatnLizardmen
- −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
Refurbished TempleLizardmen
- −Horde growth: +10
- +Horde growth: +2
- +Income generated: 200
Operational ZigguratLizardmen
- −Horde growth: +10
- +Horde growth: +4
- +Income generated: 300
Holy ZigguratLizardmen
- −Horde growth: +10
- +Horde growth: +6
- +Income generated: 400
Jungles of the Old OnesLizardmen
- −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
Pyramid of ItzlLizardmen
- −Exotic Animals resource production: 18 cages
- +Exotic Animals resource production: 20 cages
- Cost: 10000 → 14000
- Turns: 7 → 5
- Units: 10 → 15
Cold One Nesting GroundsLizardmen
- Cost: 2000 → 2500
Cold One CavesLizardmen
- Cost: 3000 → 5000
- Units: 4 → 3
Mystic BarriersLizardmen
- +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
Skink LookoutsLizardmen
- Cost: 2000 → 1500
- Turns: 5 → 4
Saurus GarrisonLizardmen
- Cost: 4000 → 3000
- Turns: 6 → 5
Outpost GarrisonLizardmen
- Cost: 2000 → 1500
- Turns: 5 → 4
Geomantic PylonLizardmen
- −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
Geomantic SpireLizardmen
- −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
Geomantic LocusLizardmen
- −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
Skink Foraging CampLizardmen
- −Casualty replenishment rate: +2% (armies in province)
- +Casualty replenishment rate: +3% (armies in province)
Insect Breeding FarmLizardmen
- −Casualty replenishment rate: +3% (armies in province)
- +Casualty replenishment rate: +4% (armies in province)
Meat Storage HallLizardmen
- −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
Kroxigor Labour DistrictLizardmen
- −Income generated: 450
- +Income generated: 420
- Cost: 1500 → 3000
- Turns: 3 → 4
Old One MonumentLizardmen
- −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
Floating GardensLizardmen
- −Control: +4
- +Control: +5
- +Research rate: +4
- Cost: 2000 → 4500
- Turns: 3 → 4
Inscrutable MonolithsLizardmen
- −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
Pyramid VaultsLizardmen
- −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
Pliodon LandingLizardmen
- −Income generated: 75
- +Income generated: 200
- Cost: 750 → 800
- Turns: 3 → 1
Ancient HarbourLizardmen
- −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
Chameleon MenagerieLizardmen
- −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
Terradon CagesLizardmen
- −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
Dinosaur ReserveLizardmen
- −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
Cinnabar Mining PitLizardmen
- −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
Hunting GroundsLizardmen
- −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
Gemcutter's WorkshopLizardmen
- −Income generated: 500
- +Income generated: 800
- Cost: 2000 → 4000
- Turns: 5 → 4
Gold Mining PitLizardmen
- −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
Iron Mining PitLizardmen
- −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
Stone Mason's WorkshopLizardmen
- −Income generated: 200
- +Income generated: 250
- Cost: 2000 → 4000
Glowing Berry PatchesLizardmen
- −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
Mystic Fern GroveLizardmen
- −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
Lotus Gathering CampLizardmen
- −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
Obsidian QuarryLizardmen
- −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
Obsidian Trinket MakerLizardmen
- −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
Obsidian Amulet CarverLizardmen
- −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
Grazing PasturesLizardmen
- −Income generated: 50
- +Income generated: 60
- Cost: 500 → 800
Livestock PensLizardmen
- −Income generated: 100
- +Income generated: 120
- Cost: 1000 → 2000
Hothouse HatcheryLizardmen
- −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
Brine Mining PansLizardmen
- −Salt resource production: 20 barrels
- +Salt resource production: 25 barrels
- Cost: 500 → 800
Brine Mining BasinLizardmen
- −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
Spice Trading PostLizardmen
- −Income generated: 100
- −Spices resource production: 30 sacks
- +Spices resource production: 35 sacks
- +Income generated: 120
- Cost: 1000 → 2000
Eastern BazaarLizardmen
- −Income generated: 150
- −Spices resource production: 45 sacks
- +Income generated: 180
- +Spices resource production: 50 sacks
- Cost: 2000 → 4000
Fruit Draft CompressorsLizardmen
- −Income generated: 50
- −Wine resource production: 20 barrels
- +Wine resource production: 25 barrels
- +Income generated: 60
- Cost: 500 → 800
Fruit Draft StorageLizardmen
- −Income generated: 100
- −Wine resource production: 30 barrels
- +Wine resource production: 35 barrels
- +Income generated: 120
- Cost: 1000 → 2000
Fruit Libation FactorLizardmen
- −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
Foresters' BarriosLizardmen
- −Income generated: 100
- −Timber resource production: 30 logs
- +Timber resource production: 35 logs
- +Income generated: 120
- Cost: 1000 → 2000
Bastiladon Lumber CarriersLizardmen
- −Income generated: 150
- −Timber resource production: 45 logs
- +Income generated: 180
- +Timber resource production: 50 logs
- Cost: 2000 → 4000
Underground LagoonLizardmen
- Cost: 1500 → 1000
- Turns: 3 → 1
Sacred Spawning CavernsLizardmen
- −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
Temple Guard BarracksLizardmen
- −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
Coldblood CommuneLizardmen
- −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
Temple-PrecinctLizardmen
- −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
Lizardmen CommuneLizardmen
- −Income generated: 100
- +Income generated: 70
- Cost: 1000 → 800
- Turns: 4 → 2
Lizardmen PlazaLizardmen
- −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
Spawn-Pools of the Lower CastesLizardmen
- Cost: 750 → 1000
- Turns: 2 → 1
- Units: 2 → 4
Spawn-Pools of the BravesLizardmen
- Cost: 1500 → 2000
- Turns: 3 → 2
- Units: 4 → 7
Spawn-Pools of the ChosenLizardmen
- +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
Weapon-Crafters' CommuneLizardmen
- Cost: 3000 → 7000
- Turns: 4 → 5
- Units: 0 → 2
Terradon HatcheryLizardmen
- Cost: 1500 → 4000
Ripperdactyl HatcheryLizardmen
- Cost: 4000 → 5500
- Units: 4 → 6
Shrine of the Old OnesLizardmen
- +Control: +2
- Cost: 3000 → 4000
Temple of the Old OnesLizardmen
- +Control: +3
- +Hero recruit rank: +1 for Skink Priests
- Cost: 5000 → 7000
- Units: 0 → 2
Ziggurat of the Old OnesLizardmen
- −Hero recruit rank: +1 for Skink Priests
- +Hero recruit rank: +2 for Skink Priests
- +Control: +4
- Units: 0 → 4
Sacrificial Altar of SotekLizardmen
- −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
Blood Shrines of SotekLizardmen
- −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
Crimson Pyramid of SotekLizardmen
- −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
Golden Ziggurat of SotekLizardmen
- −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
Chameleon ShrineLizardmen
- −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
Plateau of the Fallen GatesLizardmen
- −Recruit rank: +2 for Temple Guard units (factionwide)
- +Recruit rank: +1 for Temple Guard units (factionwide)
- Cost: 6000 → 5000
- Units: 0 → 3
Golden Tower of the GodsLizardmen
- −Income generated: 600
- −Control: +5
- −Research rate: +8
- +Income generated: 700
- +Control: +6
- +Research rate: +10
- Cost: 4000 → 2000
Blessed IncubatorLizardmen
- −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
Vaults of the Old OnesLizardmen
- −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
Shrine of BirdsLizardmen
- −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
Serpent Lairs of SotekLizardmen
- −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
Catacombs of QuintexLizardmen
- −Income generated: 200
- −Growth: +10 (all provinces)
- −Research rate: +5
- +Income generated: 250
- +Growth: +15 (all provinces)
- +Research rate: +6
Vaults of QuintexLizardmen
- −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
Sanctum of QuintexLizardmen
- −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
Hexoatl (Coldblood Commune)Lizardmen
- −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
Hexoatl (Temple-Precinct)Lizardmen
- −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
Hexoatl (Holy Ziggurat)Lizardmen
- −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
Hexoatl (Temple-City)Lizardmen
- −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
Hexoatl (Temple-Citadel)Lizardmen
- −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
Itza (Lizardmen Commune)Lizardmen
- −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
Itza (Lizardmen Plaza)Lizardmen
- −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
Itza (Holy Ziggurat)Lizardmen
- −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
Itza (Temple-City)Lizardmen
- −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
Itza (Temple-Citadel)Lizardmen
- −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
Temple of the EclipseLizardmen
- −Research rate: +10
- +Research rate: +15
- Cost: 8000 → 9000
- Units: 0 → 4
Temple of MistsLizardmen
- −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
Konquata (Lizardmen Commune)Lizardmen
- −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
Konquata (Lizardmen Plaza)Lizardmen
- −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
Konquata (Holy Ziggurat)Lizardmen
- −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
Konquata (Temple-City)Lizardmen
- −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
Konquata (Temple-Citadel)Lizardmen
- −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
Lizardmen OutpostLizardmen
- Cost: 2000 → 4000
Lizardmen DistrictLizardmen
- 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
Tablet of SpawningLizardmen
- −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
Sequence of Projected PresenceLizardmen
- −Hero recruit rank: +2
- +Hero recruit rank: +3
Sequence of StrengtheningLizardmen
- −Lord recruit rank: +2
- +Lord recruit rank: +3
Tablet of the SaurusLizardmen
- −Melee defence: +5 for Saurus units
- +Melee defence: +6 for Saurus units
Sequence of Weapon CraftingLizardmen
- −Weapon strength: +10% for Saurus units
- +Weapon strength: +8% for Saurus units
Tablet of the SkinksLizardmen
- −Recruitment cost: -10% for Skink and Chameleon Skinks units
- +Recruitment cost: -5% for Skink and Chameleon Skinks units
Sequence of Skink SpawningLizardmen
- −Recruit rank: +2 for Skink units
- +Recruit rank: +1 for Skink units
Sequence of the SeaLizardmen
- −Construction cost: -10% for Ports
- −Income from Ports: +10%
- +Construction cost: -5% for Ports
- +Income from Ports: +8%
Sequence of Saurus SpawningLizardmen
- −Recruit rank: +2 for Saurus units
- +Recruit rank: +1 for Saurus units
Sequence of Saurus InvigorationLizardmen
- −Upkeep: -10% for Saurus Infantry and Temple Guard units
- +Upkeep: -5% for Saurus Infantry and Temple Guard units
Sequence of PurposeLizardmen
- −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
Sequence of SkirmishingLizardmen
- −Missile strength: +10% for Skink, Chameleon Skink and Chameleon Stalker units
- +Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units
Sequence of Skink InvigorationLizardmen
- −Upkeep: -10% for Skink units
- +Upkeep: -5% for Skink units
Tablet of BeastsLizardmen
- −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
Sequence of the BeastkeepersLizardmen
- −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
Sequence of the ArtisanLizardmen
- −Construction cost: -10% for Resource buildings
- +Construction cost: -5% for Resource buildings
Sequence of ExpansionLizardmen
- −Growth: +20
- +Growth: +15
Tablet of CraftsLizardmen
- −Tradable resources produced: +15%
- +Tradable resources produced: +10%
Sequence of the LabourersLizardmen
- −Income from Cities: +15%
- +Income from Cities: +10%
Sequence of the CityLizardmen
- −Construction cost: -15% for Province Capital/Settlement buildings
- +Construction cost: -8% for Province Capital/Settlement buildings
Sequence of the HuntLizardmen
- −Weapon strength: +10% for Cold One units
- +Weapon strength: +8% for Cold One units
Sequence of the Star ChambersLizardmen
- −Construction cost: -15% for Star Chamber buildings
- +Construction cost: -5% for Star Chamber buildings
Sequence of ConstructionLizardmen
- −Construction cost: -5% for all buildings
- +Construction cost: -4% for all buildings
Sequence of ExploitationLizardmen
- −Income from trade tariffs: +25%
- +Income from trade tariffs: +15%
Sequence of the Great TemplesLizardmen
- −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
Sequence of Guardian SpawningLizardmen
- −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
Sequence of the Honoured GuardiansLizardmen
- −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
Sequence of the KroxigorLizardmen
- −Weapon strength: +10% for Kroxigor units
- +Weapon strength: +8% for Kroxigor units
Sequence of Enhanced InstinctLizardmen
- −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