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

Radious Norsca units

104 Norsca units Radious Total War Mod changes against patch 9.0.4, 40 it adds, and 61 skills, 177 buildings and 42 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
Burplesmirk Spewpitwh3_main_ie_nor_cha_exalted_great_unclean_one_burplesmirk_spewpit113,620 → 14,70050 → 6460 → 6350 → 55165 → 195385 → 4102,0002,200 → 2,300Speed 36 → 40; Charge bonus 20 → 30
Killgore Slaymaimwh3_main_ie_nor_cha_exalted_hero_mkho_killgore_slaymaim17,516 → 7,910130 → 13865 → 6045 → 40125 → 165300 → 3151,4001,400Bonus vs infantry 20 → 22; Mass 2,800 → 3,000; Spell resistance 35% → 25%; Removed: Mark of Khorne
The Ice-Forged Legion (Hellcannons)wh_dlc08_nor_art_hellcannon_battery415,828 → 19,98030 → 4618 → 2014 → 1721 → 257 → 63,200 → 1,5003,200 → 1,400Charge bonus 5 → 8; Range 420 m → 430 m; Ammunition 40 → 60; Missile base damage 72 → 80; Missile AP damage 262 → 270; Upkeep 800 → 0; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Marauder Horsemasterswh_dlc08_nor_cav_marauder_horsemasters_0605,880 → 9,60050 → 6026 → 2926 → 3121 → 227 → 6850 → 810850 → 810Leadership 54 → 60; Charge bonus 30 → 42; Mass 850 → 950; Range 90 m → 80 m; Ammunition 18 → 26; Upkeep 213 → 120
Azrik the Maze Keeperwh_dlc08_nor_cha_arzik_018,176 → 9,40030 → 446040 → 46145 → 350325 → 1552001,650 → 200Charge bonus 40 → 48; Physical resistance 20% → 25%; Missile resistance 40% → 50%
Fimir Balefiend (Fire)wh_dlc08_nor_cha_fimir_balefiend_fire_015,040 → 6,10065 → 7835 → 2935 → 3980 → 100320 → 3401,000 → 1,100550 → 1,100Leadership 70 → 60; Speed 54 → 55; Charge bonus 25 → 35; Mass 1,500 → 1,600; Upkeep 188 → 145; Missile resistance 25% → 15%
Fimir Balefiend (Shadows)wh_dlc08_nor_cha_fimir_balefiend_shadow_015,040 → 6,10065 → 7835 → 2935 → 3980 → 100320 → 3401,000 → 1,100550 → 1,100Leadership 70 → 60; Speed 54 → 55; Charge bonus 25 → 35; Mass 1,500 → 1,600; Upkeep 188 → 145; Missile resistance 25% → 15%
Kihar the Tormentorwh_dlc08_nor_cha_kihar_016,900 → 7,01070 → 8442 → 4340 → 45140 → 155380 → 2702002,100 → 200Charge bonus 60 → 70
Shaman-Sorcerer (Death)wh_dlc08_nor_cha_shaman_sorcerer_death_013,360 → 4,30030 → 4430 → 3130 → 33220 → 24095 → 1101,000 → 1,100275 → 1,100Charge bonus 15 → 22; Upkeep 275 → 145
Shaman-Sorcerer (Death)wh_dlc08_nor_cha_shaman_sorcerer_death_113,748 → 4,76030 → 4430 → 3330 → 36220 → 24095 → 1101,100 → 1,200475 → 1,200Speed 78 → 80; Charge bonus 35 → 42; Mass 1,300 → 1,400; Upkeep 337 → 155
Shaman-Sorcerer (Death)wh_dlc08_nor_cha_shaman_sorcerer_death_214,156 → 5,10090 → 9630 → 3524 → 30100 → 245200 → 1151,350 → 1,300775 → 1,300Bonus vs infantry 26 → 22; Charge bonus 52 → 65; Mass 3,600 → 3,800; Upkeep 300 → 165
Shaman-Sorcerer (Fire)wh_dlc08_nor_cha_shaman_sorcerer_fire_013,360 → 4,30030 → 4430 → 3130 → 33220 → 24095 → 1101,000 → 1,100275 → 1,100Charge bonus 15 → 22; Upkeep 275 → 145
Shaman-Sorcerer (Fire)wh_dlc08_nor_cha_shaman_sorcerer_fire_113,748 → 4,76030 → 4430 → 3330 → 36220 → 24095 → 1101,100 → 1,200475 → 1,200Speed 78 → 80; Charge bonus 35 → 42; Mass 1,300 → 1,400; Upkeep 337 → 155
Shaman-Sorcerer (Fire)wh_dlc08_nor_cha_shaman_sorcerer_fire_214,156 → 5,10090 → 9630 → 3524 → 30100 → 245200 → 1151,350 → 1,300775 → 1,300Bonus vs infantry 26 → 22; Charge bonus 52 → 65; Mass 3,600 → 3,800; Upkeep 300 → 165
Shaman-Sorcerer (Metal)wh_dlc08_nor_cha_shaman_sorcerer_metal_013,360 → 4,30030 → 4430 → 3130 → 33220 → 24095 → 1101,000 → 1,100275 → 1,100Charge bonus 15 → 22; Upkeep 275 → 145
Shaman-Sorcerer (Metal)wh_dlc08_nor_cha_shaman_sorcerer_metal_113,748 → 4,76030 → 4430 → 3330 → 36220 → 24095 → 1101,100 → 1,200475 → 1,200Speed 78 → 80; Charge bonus 35 → 42; Mass 1,300 → 1,400; Upkeep 337 → 155
Shaman-Sorcerer (Metal)wh_dlc08_nor_cha_shaman_sorcerer_metal_214,156 → 5,10090 → 9630 → 3524 → 30100 → 245200 → 1151,350 → 1,300775 → 1,300Bonus vs infantry 26 → 22; Charge bonus 52 → 65; Mass 3,600 → 3,800; Upkeep 300 → 165
Skin Wolf Werekinwh_dlc08_nor_cha_skin_wolf_werekin_015,040 → 6,45070 → 8445 → 4632 → 43140 → 185280 → 3301,100 → 1,4001,100 → 1,400Speed 75 → 70; Bonus vs large 36 → 40; Charge bonus 40 → 53; Mass 1,500 → 1,600; Upkeep 275 → 175
Throggwh_dlc08_nor_cha_throgg_018,008 → 9,40055 → 666050 → 55123 → 165372 → 4151,550 → 1,7001,550 → 1,700Speed 56 → 60; Bonus vs large 28 → 32; Charge bonus 50 → 62; Upkeep 400 → 190
Wulfrik the Wandererwh_dlc08_nor_cha_wulfrik_014,840 → 6,150100 → 1147050 → 53320 → 4151701,100 → 1,2001,000 → 1,200Missile block 55% → 65%; Bonus vs infantry 0 → 20; Charge bonus 50 → 55; Mass 1,100 → 1,200; Upkeep 275 → 150
Wulfrik the Wandererwh_dlc08_nor_cha_wulfrik_115,160 → 6,460100 → 11670 → 7150 → 56320 → 4151701,200 → 1,3001,200 → 1,300Missile block 35% → 50%; Bonus vs infantry 0 → 20; Charge bonus 65 → 75; Mass 2,400 → 2,600; Upkeep 300 → 160
Wulfrik the Wandererwh_dlc08_nor_cha_wulfrik_215,824 → 7,150100 → 12848 → 5330 → 44170 → 200320 → 3751,400 → 1,5001,400 → 1,500Missile block 35% → 50%; Bonus vs infantry 20 → 22; Charge bonus 90 → 100; Mass 4,100 → 4,400; Upkeep 350 → 180
Wulfrik the Wandererwh_dlc08_nor_cha_wulfrik_3114,104 → 16,71080 → 8438 → 5534 → 47155 → 145370 → 4152,050 → 2,2002,000 → 2,200Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 90; Upkeep 550 → 230; Missile resistance 15% → 0%; New: Wallbreaker
Feral Manticorewh_dlc08_nor_feral_manticore15,103 → 8,10045 → 7040 → 5034 → 49290 → 350155 → 180800 → 1,100800 → 1,100Leadership 56 → 60; Charge bonus 50 → 78; Upkeep 200 → 145; Missile resistance 15% → 30%
Marauder Berserkerswh_dlc08_nor_inf_marauder_berserkers_010010,200 → 18,00015 → 4440 → 3724 → 3539 → 3613 → 12750 → 770750 → 770Bonus vs infantry 5 → 0; Charge bonus 42 → 39; Upkeep 188 → 95
Marauder Championswh_dlc08_nor_inf_marauder_champions_01009,600 → 15,50080 → 9435 → 3853 → 5732 → 3114 → 91,000 → 9701,000 → 970Missile block 35% → 50%; Charge bonus 20 → 32; Upkeep 250 → 115; Spell resistance 0% → 20%; Fire resistance 0% → 20%; New: Immune to Psychology
Marauder Champions (Great Weapons)wh_dlc08_nor_inf_marauder_champions_11009,600 → 15,50080 → 9435 → 4040 → 5415 → 1035 → 311,100 → 9801,000 → 980Charge bonus 30 → 37; Upkeep 275 → 115; Spell resistance 0% → 20%; Fire resistance 0% → 20%; New: Immune to Psychology
Marauder Hunterswh_dlc08_nor_inf_marauder_hunters_0906,030 → 10,80015 → 3436 → 3520 → 3221 → 227550 → 650550 → 650Leadership 50 → 48; Charge bonus 12 → 17; Ammunition 12 → 15; Missile base damage 6 → 8; Upkeep 138 → 90
Marauder Hunters (Javelins)wh_dlc08_nor_inf_marauder_hunters_1906,030 → 10,80015 → 3426 → 3322 → 3521 → 227500 → 620550 → 620Leadership 50 → 48; Charge bonus 8 → 15; Range 90 m → 100 m; Ammunition 12 → 22; Missile base damage 18 → 20; Missile AP damage 7 → 10; Upkeep 138 → 85
Marauder Spearmenwh_dlc08_nor_inf_marauder_spearman_01209,360 → 15,60015 → 3025 → 3037 → 3820 → 225 → 8425 → 520425 → 520Leadership 60 → 58; Charge bonus 6 → 16; Upkeep 113 → 75
Fimir Warriorswh_dlc08_nor_mon_fimir_0168,224 → 12,000110 → 12230 → 3942 → 4832 → 2868 → 601,200 → 1,2501,150 → 1,250Leadership 70 → 60; Speed 45 → 50; Charge bonus 30 → 48; Mass 1,500 → 1,600; Upkeep 300 → 155; Missile resistance 25% → 0%
Fimir Warriors (Great Weapons)wh_dlc08_nor_mon_fimir_1168,224 → 12,000110 → 12230 → 3732 → 4432 → 3068 → 651,3001,300Leadership 70 → 60; Speed 45 → 50; Charge bonus 35 → 52; Mass 1,500 → 1,600; Upkeep 325 → 160; Missile resistance 25% → 0%
Chaos Frost Dragonwh_dlc08_nor_mon_frost_wyrm_017,120 → 9,35070 → 9445 → 5341 → 54155 → 200340 → 3101,500 → 1,7501,500 → 1,750Leadership 70 → 65; Charge bonus 57 → 76; Upkeep 375 → 180; Missile resistance 25% → 30%
The Cold-Voider (Chaos Frost Dragon)wh_dlc08_nor_mon_frost_wyrm_ror_017,120 → 9,55070 → 9656 → 6051 → 60155 → 195340 → 3201,800 → 1,8501,800 → 1,850Leadership 80 → 70; Charge bonus 57 → 82; Upkeep 450 → 200; Missile resistance 25% → 30%; Spell resistance 0% → 30%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Norscan Giantwh_dlc08_nor_mon_norscan_giant_0112,620 → 17,00050 → 6665 → 7530 → 47200 → 210500 → 4301,500 → 1,6001,400 → 1,600Speed 39 → 50; Charge bonus 40 → 65; Upkeep 375 → 180
Norscan Ice Trollswh_dlc08_nor_mon_norscan_ice_trolls_0167,904 → 14,88060 → 8038 → 4132 → 4140 → 3580 → 70950 → 1,050950 → 1,050Leadership 45 → 50; Speed 54 → 55; Charge bonus 34 → 64; Upkeep 238 → 130; Fire resistance -25% → -20%
Skin Wolveswh_dlc08_nor_mon_skinwolves_0247,416 → 12,96015 → 4632 → 3428 → 384020 → 25950 → 1,050950 → 1,050Speed 75 → 80; Charge bonus 32 → 48; Mass 1,300 → 1,400; Upkeep 238 → 140
Skin Wolves (Armoured)wh_dlc08_nor_mon_skinwolves_1247,416 → 13,20070 → 8432 → 3728 → 404020 → 251,100 → 1,1501,100 → 1,150Speed 65 → 70; Charge bonus 32 → 52; Mass 1,400 → 1,500; Upkeep 275 → 150
Feral Mammothwh_dlc08_nor_mon_war_mammoth_0112,988 → 16,60050 → 5630 → 4628 → 40155 → 145370 → 4151,350 → 1,5001,300 → 1,500Leadership 60 → 55; Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 95; Upkeep 362 → 170; Missile resistance 15% → 0%; New: Wallbreaker
War Mammothwh_dlc08_nor_mon_war_mammoth_1114,144 → 19,06080 → 9434 → 5330 → 46155 → 145370 → 4151,900 → 2,2001,800 → 2,200Leadership 65 → 60; Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 92; Upkeep 475 → 230; Missile resistance 15% → 0%; New: Wallbreaker
War Mammoth (Warshrine)wh_dlc08_nor_mon_war_mammoth_2114,144 → 18,31080 → 9434 → 5130 → 44155 → 145370 → 4151,900 → 2,3002,000 → 2,300Leadership 65 → 60; Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 90; Upkeep 475 → 235; Missile resistance 15% → 0%; New: Wallbreaker
The Great Mawherd of Bloodfjord (Feral Mammoths)wh_dlc08_nor_mon_war_mammoth_ror_1513,460 → 23,75050 → 6434 → 3820 → 3430 → 40100 → 852,000 → 1,8502,000 → 1,800Speed 56 → 60; Bonus vs infantry 17 → 10; Charge bonus 73 → 90; Upkeep 500 → 190; Physical resistance 0% → 15%; Missile resistance 30% → 15%; Fire resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Norscan Ice Wolveswh_dlc08_nor_mon_warwolves_0486,864 → 11,28015 → 463021 → 3032 → 3016 → 12625 → 750625 → 750Leadership 45 → 44; Speed 95 → 100; Bonus vs infantry 0 → 8; Charge bonus 38 → 52; Mass 700 → 750; Upkeep 156 → 90; Fire resistance -25% → 0%
Marauder Ice Wolf Chariotswh_dlc08_nor_veh_marauder_warwolves_chariot_04 → 66,112 → 13,80090 → 1023432 → 3650 → 3825 → 121,050 → 1,1201,050 → 1,120Leadership 70 → 75; Speed 95 → 100; Charge bonus 76 → 96; Ammunition 12 → 22; Missile base damage 24 → 30; Missile AP damage 80 → 70; Upkeep 263 → 120; Spell resistance 0% → 10%
Marauder Chariotswh_main_nor_cav_chaos_chariot4 → 65,736 → 13,50090 → 10422 → 2928 → 2929 → 3211 → 10750 → 1,000750 → 1,000Leadership 70 → 75; Charge bonus 76 → 92; Mass 3,100 → 3,300; Upkeep 188 → 120
Marauder Horsemenwh_main_nor_cav_marauder_horsemen_0605,460 → 8,10015 → 302220 → 2419 → 205 → 4600 → 650600 → 650Leadership 48 → 50; Charge bonus 24 → 32; Mass 600 → 650; Range 80 m → 70 m; Ammunition 16 → 28; Missile base damage 15 → 16; Missile AP damage 7 → 6; Upkeep 150 → 110
Marauder Horsemen (Throwing Axes)wh_main_nor_cav_marauder_horsemen_1605,460 → 8,10015 → 302226 → 2819 → 205 → 4625 → 700600 → 700Missile block 30% → 45%; Leadership 48 → 50; Charge bonus 24 → 32; Mass 600 → 650; Range 70 m → 65 m; Ammunition 12 → 25; Missile AP damage 21 → 20; Upkeep 156 → 115
Marauder Chieftainwh_main_nor_cha_marauder_chieftan_014,268 → 5,20050 → 4260 → 6440 → 57300 → 345150 → 190700 → 1,400700 → 1,400Missile block 35% → 45%; Leadership 70 → 75; Charge bonus 55 → 45; Upkeep 200 → 130
Marauder Chieftainwh_main_nor_cha_marauder_chieftan_114,676 → 5,66050 → 4660 → 6640 → 59300 → 345150 → 190900 → 1,500900 → 1,500Missile block 35% → 45%; Leadership 70 → 75; Mass 2,100 → 2,200; Upkeep 220 → 145
Marauder Chieftainwh_main_nor_cha_marauder_chieftan_214,996 → 6,30090 → 11438 → 5020 → 42145 → 310275 → 1951,100 → 1,5501,100 → 1,550Missile block 35% → 50%; Leadership 70 → 75; Bonus vs infantry 20 → 32; Charge bonus 90 → 100; Mass 3,800 → 4,000; Upkeep 275 → 150
Marauder Chieftainwh_main_nor_cha_marauder_chieftan_3114,104 → 16,16080 → 9434 → 5230 → 44155 → 145370 → 4151,900 → 1,7001,900 → 1,700Leadership 70 → 75; Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 90; Upkeep 475 → 165; New: Wallbreaker
Marauderswh_main_nor_inf_chaos_marauders_01209,360 → 15,60015 → 3034 → 3328 → 34217400400Missile block 35% → 45%; Leadership 60 → 55; Charge bonus 18 → 21; Upkeep 100 → 65
Marauders (Great Weapons)wh_main_nor_inf_chaos_marauders_11209,360 → 15,60015 → 303420 → 33723 → 24475 → 500475 → 500Leadership 60 → 55; Charge bonus 22 → 27; Upkeep 119 → 75
Norscan Trollswh_main_nor_mon_chaos_trolls167,904 → 14,56040 → 4234 → 3932 → 353070800750 → 800Leadership 45 → 44; Charge bonus 24 → 58; Mass 1,500 → 1,600; Upkeep 200 → 105
Norscan Warhoundswh_main_nor_mon_chaos_warhounds_0806,080 → 10,40015 → 3026 → 2717 → 2419 → 233 → 2400 → 475400 → 475Leadership 38 → 40; Speed 95 → 100; Charge bonus 20 → 30; Upkeep 100 → 95; Missile resistance 15% → 20%
Norscan Warhounds (Poison)wh_main_nor_mon_chaos_warhounds_1806,080 → 10,40015 → 3026 → 2917 → 2719 → 243 → 2450 → 525450 → 525Leadership 38 → 42; Speed 95 → 100; Charge bonus 20 → 32; Upkeep 113 → 95; Missile resistance 15% → 20%
Icehorn Marauders (Marauders)wh_pro04_nor_inf_chaos_marauders_ror_01209,360 → 16,20015 → 3643 → 4036 → 4621 → 237 → 8575 → 680575 → 680Missile block 35% → 50%; Leadership 70 → 65; Charge bonus 18 → 29; Upkeep 150 → 95; Physical resistance 0% → 5%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Brutes of the Hound (Marauder Berserkers)wh_pro04_nor_inf_marauder_berserkers_ror_010010,200 → 18,50035 → 4650 → 4126 → 4239 → 37131,000 → 9601,000 → 960Bonus vs infantry 5 → 0; Charge bonus 42 → 41; Upkeep 250 → 105; Missile resistance 0% → 10%; Spell resistance 35% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Removed: Mark of Khorne
Mist Stalkers (Fimir Warriors)wh_pro04_nor_mon_fimir_ror_0168,224 → 12,160110 → 12438 → 4352 → 5432 → 3068 → 621,450 → 1,5001,400 → 1,500Leadership 80 → 65; Speed 45 → 50; Bonus vs infantry 15 → 16; Charge bonus 30 → 54; Mass 1,500 → 1,600; Upkeep 362 → 175; Missile resistance 25% → 0%; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Beasts of Tashnar (Norscan Warhounds)wh_pro04_nor_mon_marauder_warwolves_ror_0806,080 → 11,20015 → 5636 → 3323 → 3420 → 262 → 3600 → 650600 → 650Leadership 48 → 50; Speed 95 → 100; Bonus vs large 14 → 12; Charge bonus 18 → 50; Upkeep 150 → 85; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Maws of Savagery (Skin Wolves – Armoured)wh_pro04_nor_mon_skinwolves_ror_0247,416 → 13,44070 → 9241 → 3936 → 4620 → 2540 → 451,500 → 1,3001,500 → 1,300Leadership 70 → 65; Speed 65 → 70; Charge bonus 32 → 56; Mass 1,400 → 1,500; Upkeep 375 → 170; Physical resistance 20% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Soulcrusher (War Mammoth)wh_pro04_nor_mon_war_mammoth_ror_0114,144 → 19,56080 → 9443 → 6038 → 52155 → 150370 → 4202,150 → 2,5002,150 → 2,500Leadership 75 → 65; Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 95; Upkeep 575 → 250; Missile resistance 15% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Wallbreaker
Scyla Anfingrimmwh3_dlc26_kho_cha_scyla_anfingrimm17,270 → 8,00050 → 7452 → 5330 → 40265 → 285285 → 30001,225 → 1,550Charge bonus 60 → 65; Removed: Mark of Khorne
Followers of the Great Eagle (Marauder Chariots)wh3_dlc27_nor_cav_chaos_chariot_ror45,632 → 13,00090 → 10829 → 343611 → 1229 → 331,000 → 1,2001,000 → 1,200Bonus vs infantry 18 → 20; Charge bonus 76 → 95; Mass 3,100 → 3,300; Upkeep 250 → 130; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; Removed: Mark of Tzeentch
Kurgan Horsemen (Dual Weapons)wh3_dlc27_nor_cav_kurgan_horsemen_dualweapons605,880 → 8,70015 → 4429 → 3729 → 3726 → 2811 → 10700 → 800700 → 800Leadership 55 → 62; Bonus vs infantry 15 → 14; Charge bonus 40 → 48; Mass 600 → 650; Upkeep 175 → 115; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → 6
Kurgan Horsemen (Great Weapons)wh3_dlc27_nor_cav_kurgan_horsemen_greatweapons605,880 → 8,70015 → 4429 → 3824 → 3613 → 1229 → 27750 → 850750 → 850Leadership 55 → 62; Charge bonus 44 → 50; Mass 600 → 650; Upkeep 187 → 115; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → 6
Riders of the Mighty Serpent (Marauder Horsemen)wh3_dlc27_nor_cav_marauder_horsemen_ror605,460 → 8,70015 → 4629 → 2827 → 3019 → 225 → 7900 → 850900 → 850Leadership 58 → 55; Charge bonus 24 → 36; Mass 600 → 700; Range 80 m → 90 m; Ammunition 16 → 30; Missile base damage 15 → 19; Missile AP damage 7 → 12; Reload time 9 s → 8 s; Upkeep 225 → 125; Physical resistance 5% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; Removed: Mark of Slaanesh
Beorg Bearstruckwh3_dlc27_nor_cha_beorg_bearstruck16,170 → 7,40090 → 11040 → 4553 → 58220 → 240230 → 2501,300 → 1,4501,300 → 1,450Charge bonus 35 → 42; Mass 2,500 → 2,600
Fimir Noblewh3_dlc27_nor_cha_fimir_noble15,440 → 6,400110 → 12652 → 5330 → 40100 → 130350 → 370900 → 1,150900 → 1,150Charge bonus 40 → 55; Mass 2,000 → 2,200; Upkeep 237 → 115
Great Shaman-Sorcerer (Death)wh3_dlc27_nor_cha_great_shaman_sorcerer_death13,660 → 4,20035 → 5235 → 3635 → 42240 → 250105 → 1151,000 → 1,100400 → 1,100Charge bonus 20 → 24; Upkeep 250 → 110
Great Shaman-Sorcerer (Death)wh3_dlc27_nor_cha_great_shaman_sorcerer_death_chariot14,456 → 5,45090 → 10435 → 3829 → 38100 → 245200 → 1151,600 → 1,500900 → 1,500Bonus vs infantry 26 → 22; Charge bonus 52 → 56; Mass 3,600 → 3,800; Upkeep 400 → 150
Great Shaman-Sorcerer (Death)wh3_dlc27_nor_cha_great_shaman_sorcerer_death_mammoth113,604 → 14,31080 → 9434 → 4030 → 44155 → 145370 → 4152,250 → 2,3002,250 → 2,300Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 72; Upkeep 563 → 230
Great Shaman-Sorcerer (Death)wh3_dlc27_nor_cha_great_shaman_sorcerer_death_warhorse14,048 → 5,01035 → 5235 → 3735 → 45240 → 250105 → 1151,200 → 1,300600 → 1,300Speed 78 → 80; Charge bonus 45 → 50; Mass 1,300 → 1,400; Upkeep 300 → 130
Great Shaman-Sorcerer (Fire)wh3_dlc27_nor_cha_great_shaman_sorcerer_fire13,660 → 4,20035 → 5235 → 3635 → 42240 → 250105 → 1151,000 → 1,100400 → 1,100Charge bonus 20 → 24; Upkeep 250 → 110
Great Shaman-Sorcerer (Fire)wh3_dlc27_nor_cha_great_shaman_sorcerer_fire_chariot14,456 → 5,45090 → 10435 → 3829 → 38100 → 245200 → 1151,600 → 1,500900 → 1,500Bonus vs infantry 26 → 22; Charge bonus 52 → 56; Mass 3,600 → 3,800; Upkeep 400 → 150
Great Shaman-Sorcerer (Fire)wh3_dlc27_nor_cha_great_shaman_sorcerer_fire_mammoth113,604 → 14,31080 → 9434 → 4030 → 44155 → 145370 → 4152,250 → 2,3002,250 → 2,300Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 72; Upkeep 563 → 230
Great Shaman-Sorcerer (Fire)wh3_dlc27_nor_cha_great_shaman_sorcerer_fire_warhorse14,048 → 5,01035 → 5235 → 3735 → 45240 → 250105 → 1151,200 → 1,300600 → 1,300Speed 78 → 80; Charge bonus 45 → 50; Mass 1,300 → 1,400; Upkeep 300 → 130
Great Shaman-Sorcerer (Metal)wh3_dlc27_nor_cha_great_shaman_sorcerer_metal13,660 → 4,20035 → 5235 → 3635 → 42240 → 250105 → 1151,000 → 1,100400 → 1,100Charge bonus 20 → 24; Upkeep 250 → 110
Great Shaman-Sorcerer (Metal)wh3_dlc27_nor_cha_great_shaman_sorcerer_metal_chariot14,456 → 5,45090 → 10435 → 3829 → 38100 → 245200 → 1151,600 → 1,500900 → 1,500Bonus vs infantry 26 → 22; Charge bonus 52 → 56; Mass 3,600 → 3,800; Upkeep 400 → 150
Great Shaman-Sorcerer (Metal)wh3_dlc27_nor_cha_great_shaman_sorcerer_metal_mammoth113,604 → 14,31080 → 9434 → 4030 → 44155 → 145370 → 4152,250 → 2,3002,250 → 2,300Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 72; Upkeep 563 → 230
Great Shaman-Sorcerer (Metal)wh3_dlc27_nor_cha_great_shaman_sorcerer_metal_warhorse14,048 → 5,01035 → 5235 → 3735 → 45240 → 250105 → 1151,200 → 1,300600 → 1,300Speed 78 → 80; Charge bonus 45 → 50; Mass 1,300 → 1,400; Upkeep 300 → 130
Sayl the Faithlesswh3_dlc27_nor_cha_sayl_the_faithless14,030 → 4,70030 → 564336 → 44270 → 285110 → 1251,000 → 1,200450 → 1,200Charge bonus 15 → 25; Mass 1,000 → 1,100; Upkeep 250 → 120
Sayl the Faithlesswh3_dlc27_nor_cha_sayl_the_faithless_chariot14,730 → 5,85090 → 11443 → 4528 → 40120 → 135220 → 2351,600 → 1,650900 → 1,650Charge bonus 50 → 60; Mass 4,000 → 4,300; Upkeep 400 → 165
Sayl the Faithlesswh3_dlc27_nor_cha_sayl_the_faithless_mammoth113,774 → 14,81080 → 10434 → 4630 → 46155 → 145370 → 4152,300 → 2,4002,300 → 2,400Speed 56 → 60; Bonus vs infantry 34 → 5; Charge bonus 68 → 75; Mass 7,500 → 7,600; Upkeep 575 → 240; New: Wallbreaker
Sayl the Faithlesswh3_dlc27_nor_cha_sayl_the_faithless_warhorse14,398 → 5,41030 → 5643 → 4436 → 47270 → 285110 → 1251,200 → 1,250650 → 1,250Charge bonus 35 → 45; Mass 2,300 → 2,500; Upkeep 300 → 125
Worshippers of the Crow (Marauders – Great Weapons)wh3_dlc27_nor_inf_chaos_marauders_great_weapons_ror12010,200 → 16,80015 → 3638 → 3932 → 437 → 823 → 25650 → 700650 → 700Leadership 70 → 65; Bonus vs infantry 0 → 5; Charge bonus 22 → 34; Upkeep 163 → 100; Physical resistance 0% → 10%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; Removed: Mark of Nurgle
Marauder Bearmenwh3_dlc27_nor_inf_marauder_bearmen100 → 12011,200 → 18,00045 → 5832 → 3535 → 3622 → 288 → 10575 → 850575 → 850Missile block 35% → 50%; Charge bonus 18 → 22; Upkeep 144 → 115; Physical resistance 0% → 5%; New: Strider
Marauder Bearmen (Great Weapons)wh3_dlc27_nor_inf_marauder_bearmen_greatweapons100 → 12011,200 → 18,00045 → 5832 → 3829 → 428 → 1425 → 26650 → 875650 → 875Charge bonus 24 → 28; Upkeep 163 → 115; Physical resistance 0% → 5%; New: Strider
Chimerawh3_dlc27_nor_mon_chimera16,390 → 8,40080 → 9652 → 5538 → 50240 → 260280 → 2901,500 → 1,7001,500 → 1,700Leadership 60 → 65; Charge bonus 45 → 52; Upkeep 375 → 170
Bloodshriek Chimera (Chimera)wh3_dlc27_nor_mon_chimera_ror16,390 → 8,80080 → 10464 → 6248 → 54240 → 265280 → 3001,9001,900Leadership 70 → 75; Bonus vs infantry 0 → 15; Charge bonus 45 → 56; Upkeep 475 → 190; Physical resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Curs'd Ettinwh3_dlc27_nor_mon_cursd_ettin114,320 → 16,50035 → 6865 → 6740 → 50300 → 320350 → 3701,500 → 1,6001,500 → 1,600Speed 39 → 45; Charge bonus 45 → 50; Upkeep 375 → 160; Spell resistance 25% → 30%
Curs'd Ettin (Runecaller)wh3_dlc27_nor_mon_cursd_ettin_runecaller111,820 → 15,45035 → 7460 → 6435 → 46300 → 345250 → 2751,600 → 1,6501,600 → 1,650Speed 39 → 45; Charge bonus 35 → 45; Upkeep 400 → 165; Spell resistance 25% → 30%
Dread Mawwh3_dlc27_nor_mon_dread_maw_underground19,640 → 12,70080 → 9865 → 6633 → 46120 → 140280 → 2951,200 → 1,1001,200 → 1,100Ammunition 25 → 30; Missile base damage 30 → 40; Missile AP damage 60 → 70; Upkeep 300 → 110; Missile resistance 25% → 20%; Fire resistance 0% → 25%
Styrkaar of the Sortsvinaerwh3_dlc27_sla_cha_styrkaar_the_sortsvinaer14,688 → 5,50080 → 1044560 → 62360 → 380140 → 150333 → 1,2001,000 → 1,200Missile block 55% → 65%; Charge bonus 20 → 26; Mass 1,000 → 1,100; Removed: Mark of Slaanesh
Styrkaar of the Sortsvinaerwh3_dlc27_sla_cha_styrkaar_the_sortsvinaer_daemonic_steed15,760 → 6,51080 → 10445 → 4660 → 63140 → 150360 → 380333 → 1,5001,450 → 1,500Missile block 55% → 65%; Charge bonus 60 → 65; Removed: Mark of Slaanesh
Styrkaar of the Sortsvinaerwh3_dlc27_sla_cha_styrkaar_the_sortsvinaer_steed_of_slaanesh14,876 → 6,21080 → 10445 → 4755 → 64360 → 380140 → 150333 → 1,3001,200 → 1,300Missile block 55% → 65%; Charge bonus 50 → 55; Removed: Causes Fear, Mark of Slaanesh
Bile Trollswh3_dlc27_throgg_mon_bile_trolls16 → 248,672 → 18,48060 → 7429 → 3545 → 5045 → 5070 → 751,050 → 1,1251,050 → 1,125Charge bonus 24 → 30; Mass 1,500 → 1,600; Upkeep 250 → 115; Physical resistance 0% → 15%; Removed: Mark of Nurgle
Chaos Trollswh3_dlc27_throgg_mon_chs_trolls_0167,904 → 14,64040 → 4234 → 4032 → 343070800800Leadership 45 → 44; Charge bonus 24 → 58; Mass 1,500 → 1,600; Upkeep 200 → 100
Chaos Trolls (Armoured)wh3_dlc27_throgg_mon_chs_trolls_1167,904 → 14,800110 → 9234 → 4132 → 353070950900 → 950Leadership 45 → 44; Charge bonus 24 → 60; Mass 1,500 → 1,600; Upkeep 238 → 110
River Trollswh3_dlc27_throgg_mon_river_trolls_0167,904 → 14,96040 → 5834 → 404035 → 4570 → 60900 → 1,150900 → 1,150Leadership 45 → 44; Bonus vs infantry 0 → 8; Charge bonus 30 → 62; Mass 1,500 → 1,600; Upkeep 225 → 120; New: From the Mist
Stone Trollswh3_dlc27_throgg_mon_stone_trolls_0167,904 → 15,44070 → 8436 → 4332 → 384080 → 851,100 → 1,2001,100 → 1,200Leadership 45 → 44; Speed 54 → 55; Charge bonus 34 → 64; Upkeep 275 → 125; Missile resistance 25% → 30%
Gutrot Spumewh3_dlc29_chs_cha_gutrot_spumeNo custom-battle faction with Radious15,97090 → 10450481402901,2001,200Removed: Causes Fear, Encourage, Hide (forest), Immune to Psychology, Mark of Nurgle
Gutrot Spumewh3_dlc29_chs_cha_gutrot_spume_warshrineNo custom-battle faction with Radious112,790 → 12,79260 → 7440481602501,6501,650Removed: Causes Fear, Encourage, Immune to Psychology, Mark of Nurgle
Flayerkinwh3_dlc29_chs_inf_flayerkinNo custom-battle faction with Radious908,46015 → 2835282814625625Removed: Causes Fear, Vanguard Deployment, Hide (forest), Strider

Not in custom battle with Radious

2 Norsca units of the game no faction can field in custom battle with Radious on: no custom-battle roster row names them — Radious ships its own units_custom_battle_permissions, which replaces the game's whole table.

Flayerkin, Gutrot Spume

New units in Radious

  • Exalted Shaman (Beasts)lvs_unit_nor_shaman_beasts_01 modelHealth4,880Armour48Leadership65Speed35Melee attack36Melee defence40Weapon strength (base + AP)375Charge bonus26Missile resistance %15Multiplayer cost1,450
  • Exalted Shaman (Beasts) (Manticore)lvs_unit_nor_shaman_beasts_11 modelHealth5,730Armour102Leadership65Speed85Melee attack42Melee defence37Weapon strength (base + AP)410Charge bonus68Missile resistance %15Multiplayer cost1,650
  • Exalted Shaman (Tzeentch)lvs_unit_nor_shaman_death_01 modelHealth4,880Armour48Leadership65Speed35Melee attack36Melee defence40Weapon strength (base + AP)375Charge bonus26Missile resistance %15Multiplayer cost1,450
  • Exalted Shaman (Tzeentch) (Manticore)lvs_unit_nor_shaman_death_11 modelHealth5,730Armour102Leadership65Speed85Melee attack42Melee defence37Weapon strength (base + AP)410Charge bonus68Missile resistance %15Multiplayer cost1,650
  • Exalted Shaman (Slaanesh)lvs_unit_nor_shaman_fire_01 modelHealth4,880Armour48Leadership65Speed35Melee attack36Melee defence40Weapon strength (base + AP)375Charge bonus26Missile resistance %15Multiplayer cost1,450
  • Exalted Shaman (Slaanesh) (Manticore)lvs_unit_nor_shaman_fire_11 modelHealth5,730Armour102Leadership65Speed85Melee attack42Melee defence37Weapon strength (base + AP)410Charge bonus68Missile resistance %15Multiplayer cost1,650
  • Exalted Shaman (Nurgle)lvs_unit_nor_shaman_metal_01 modelHealth4,880Armour48Leadership65Speed35Melee attack36Melee defence40Weapon strength (base + AP)375Charge bonus26Missile resistance %15Multiplayer cost1,450
  • Exalted Shaman (Nurgle) (Manticore)lvs_unit_nor_shaman_metal_11 modelHealth5,730Armour102Leadership65Speed85Melee attack42Melee defence37Weapon strength (base + AP)410Charge bonus68Missile resistance %15Multiplayer cost1,650
  • Exalted Shaman (Shadows)lvs_unit_nor_shaman_shadows_01 modelHealth4,880Armour48Leadership65Speed35Melee attack36Melee defence40Weapon strength (base + AP)375Charge bonus26Missile resistance %15Multiplayer cost1,450
  • Exalted Shaman (Shadows) (Manticore)lvs_unit_nor_shaman_shadows_11 modelHealth5,730Armour102Leadership65Speed85Melee attack42Melee defence37Weapon strength (base + AP)410Charge bonus68Missile resistance %15Multiplayer cost1,650
  • Exalted Fimir Noblesm_radious_lord_variety_unit_nor_fimir_general_01 modelHealth7,450Armour124Leadership75Speed50Melee attack59Melee defence59Weapon strength (base + AP)585Charge bonus66Missile resistance %15Multiplayer cost1,500
  • Exalted Shaman (Beasts) (Norscan Warhorse)op3_main_unit_nor_shaman_beasts_warhorse1 modelHealth5,360Armour56Leadership65Speed80Melee attack30Melee defence30Weapon strength (base + AP)375Charge bonus33Missile resistance %15Multiplayer cost1,500
  • Exalted Shaman (Tzeentch) (Norscan Warhorse)op3_main_unit_nor_shaman_death_warhorse1 modelHealth5,360Armour56Leadership65Speed80Melee attack30Melee defence30Weapon strength (base + AP)375Charge bonus33Missile resistance %15Multiplayer cost1,500
  • Exalted Shaman (Slaanesh) (Norscan Warhorse)op3_main_unit_nor_shaman_fire_warhorse1 modelHealth5,360Armour56Leadership65Speed80Melee attack30Melee defence30Weapon strength (base + AP)375Charge bonus33Missile resistance %15Multiplayer cost1,500
  • Exalted Shaman (Nurgle) (Norscan Warhorse)op3_main_unit_nor_shaman_metal_warhorse1 modelHealth5,360Armour56Leadership65Speed80Melee attack30Melee defence30Weapon strength (base + AP)375Charge bonus33Missile resistance %15Multiplayer cost1,500
  • Exalted Shaman (Shadows) (Norscan Warhorse)op3_main_unit_nor_shaman_shadows_warhorse1 modelHealth5,360Armour56Leadership65Speed80Melee attack30Melee defence30Weapon strength (base + AP)375Charge bonus33Missile resistance %15Multiplayer cost1,500
  • Kurgan Hunters (Shields)wh_chs_kurgan_archer120 modelsHealth16,200Armour42Leadership62Speed35Melee attack36Melee defence37Weapon strength (base + AP)36Charge bonus29Missile resistance %10Multiplayer cost725
  • Kurgan Hunters (Dual Weapons)wh_chs_kurgan_dual120 modelsHealth16,200Armour42Leadership62Speed35Melee attack38Melee defence40Weapon strength (base + AP)37Charge bonus32Missile resistance %10Multiplayer cost750
  • Kurgan Hunters (Great Weapons)wh_chs_kurgan_great120 modelsHealth16,200Armour42Leadership62Speed35Melee attack37Melee defence41Weapon strength (base + AP)38Charge bonus34Missile resistance %10Multiplayer cost775
  • Kurgan Mounted Hunterswh_chs_kurgan_horse60 modelsHealth8,700Armour44Leadership62Speed90Melee attack35Melee defence32Weapon strength (base + AP)35Charge bonus45Missile resistance %10Multiplayer cost825
  • Kurgan Hunters (Spears)wh_chs_kurgan_spear120 modelsHealth16,200Armour42Leadership62Speed35Melee attack34Melee defence42Weapon strength (base + AP)35Charge bonus27Missile resistance %10Multiplayer cost800
  • Marauders (Dual Weapons)wh_chs_mar_dual120 modelsHealth15,600Armour30Leadership55Speed35Melee attack35Melee defence33Weapon strength (base + AP)31Charge bonus27Multiplayer cost550
  • Marauder Berserkers (Spears)wh_chs_mar_spear100 modelsHealth18,000Armour44Leadership80Speed40Melee attack35Melee defence42Weapon strength (base + AP)42Charge bonus36Multiplayer cost780
  • Skull Binderswh_chs_skull_binder80 modelsHealth14,800Armour108Leadership85Speed30Melee attack42Melee defence52Weapon strength (base + AP)42Charge bonus22Multiplayer cost1,050
  • Nurgle Aspirantswh_nor_asp_axe120 modelsHealth16,200Armour82Leadership70Speed35Melee attack39Melee defence39Weapon strength (base + AP)38Charge bonus30Physical resistance %10Multiplayer cost900
  • Khorne Aspirantswh_nor_asp_great120 modelsHealth16,200Armour82Leadership70Speed35Melee attack41Melee defence38Weapon strength (base + AP)40Charge bonus32Physical resistance %5Magic resistance %10Multiplayer cost950
  • Slaanesh Aspirantswh_nor_asp_halb120 modelsHealth16,200Armour82Leadership70Speed35Melee attack40Melee defence40Weapon strength (base + AP)39Charge bonus29Physical resistance %5Missile resistance %10Multiplayer cost930
  • Tzeentch Aspirantswh_nor_asp_spear120 modelsHealth16,200Armour82Leadership70Speed35Melee attack37Melee defence41Weapon strength (base + AP)36Charge bonus28Physical resistance %5Fire resistance %15Multiplayer cost910
  • Marauder Champions (Dual Wield)wh_nor_champ_dual100 modelsHealth15,500Armour94Leadership75Speed35Melee attack39Melee defence56Weapon strength (base + AP)39Charge bonus35Magic resistance %20Fire resistance %20Multiplayer cost990
  • Crimson Skull Cultistswh_nor_cult120 modelsHealth16,800Armour70Leadership62Speed35Melee attack38Melee defence41Weapon strength (base + AP)37Charge bonus26Missile resistance %10Multiplayer cost1,000
  • Blood Houndswh_nor_flesh60 modelsHealth9,300Armour68Leadership52Speed100Melee attack38Melee defence37Weapon strength (base + AP)38Charge bonus45Missile resistance %20Multiplayer cost870
  • Mounted Huskarlswh_nor_hus_cav60 modelsHealth9,900Armour108Leadership85Speed70Melee attack41Melee defence39Weapon strength (base + AP)43Charge bonus56Missile damage (base + AP)27Range80Missile resistance %15Multiplayer cost1,200
  • Huskarls (Halberds)wh_nor_hus_halb100 modelsHealth17,000Armour108Leadership85Speed35Melee attack44Melee defence49Weapon strength (base + AP)43Charge bonus35Missile resistance %15Multiplayer cost1,300
  • Huskarls (Spears)wh_nor_hus_spear100 modelsHealth17,000Armour108Leadership85Speed35Melee attack42Melee defence51Weapon strength (base + AP)41Charge bonus34Missile resistance %15Multiplayer cost1,270
  • Huskarlswh_nor_hus_sw100 modelsHealth17,000Armour108Leadership85Speed35Melee attack46Melee defence47Weapon strength (base + AP)44Charge bonus37Missile resistance %15Multiplayer cost1,250
  • Dragonship Reavers (Dual Wield)wh_nor_reave_dual100 modelsHealth16,500Armour102Leadership80Speed35Melee attack44Melee defence50Weapon strength (base + AP)41Charge bonus39Fire resistance %50Multiplayer cost1,100
  • Dragonship Reavers (Shields)wh_nor_reave_shield100 modelsHealth16,500Armour102Leadership80Speed35Melee attack42Melee defence48Weapon strength (base + AP)40Charge bonus35Fire resistance %50Multiplayer cost1,150
  • Dragonship Reavers (Spears)wh_nor_reave_spear100 modelsHealth16,500Armour102Leadership80Speed35Melee attack41Melee defence52Weapon strength (base + AP)39Charge bonus33Fire resistance %50Multiplayer cost1,125
  • Hung Raiderswh_nor_sons_cav60 modelsHealth9,900Armour114Leadership80Speed70Melee attack44Melee defence47Weapon strength (base + AP)43Charge bonus60Magic resistance %25Multiplayer cost1,300
  • Whalerswh_nor_whale90 modelsHealth12,150Armour64Leadership65Speed35Melee attack37Melee defence40Weapon strength (base + AP)35Charge bonus20Missile damage (base + AP)35Range115Physical resistance %10Multiplayer cost830

Skills

Chron's Wrath
  • −Level 1: Charge bonus: +12% (Lord's army)
  • −Level 2: Charge bonus: +18% (Lord's army)
  • +Level 1: Charge bonus: +7% (Lord's army)
  • +Level 2: Charge bonus: +14% (Lord's army)
Noxious Vessel
  • −Level 1: Missile resistance: 8% (Lord's army)
  • −Level 2: Missile resistance: 15% (Lord's army)
  • +Level 1: Missile resistance: 5% (Lord's army)
  • +Level 2: Missile resistance: 10% (Lord's army)
Putrefying Ooze
  • −Level 1: Armour: +8 (Lord's army)
  • −Level 2: Armour: +15 (Lord's army)
  • +Level 1: Armour: +5 (Lord's army)
  • +Level 2: Armour: +10 (Lord's army)
Indulger in the Exotic
  • −Level 1: Speed: +7% (Lord's army)
  • −Level 2: Speed: +15% (Lord's army)
  • +Level 1: Speed: +5% (Lord's army)
  • +Level 2: Speed: +10% (Lord's army)
Intoxicating Visions
  • −Level 1: Leadership: +4 (Lord's army)
  • −Level 2: Leadership: +8 (Lord's army)
  • +Level 1: Leadership: +3 (Lord's army)
  • +Level 2: Leadership: +6 (Lord's army)
Seduction of the Serpent
  • −Upkeep: -15% (Lord's army)
  • +Upkeep: -8% (Lord's army)
Dark Deceiver
  • −Level 1: Spell resistance: 10% (Lord's army)
  • −Level 2: Spell resistance: 20% (Lord's army)
  • +Level 1: Spell resistance: 5% (Lord's army)
  • +Level 2: Spell resistance: 10% (Lord's army)
Hardened Hunters
  • −Missile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
  • −Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Icy Wrath
  • −Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Hulks of Death
  • −Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Savage Skills
  • −Level 2: Recruit rank: +2 for all units (Lord's army)
  • −Level 3: Recruit rank: +3 for all units (Lord's army)
  • +Level 1: Post battle chance of stealing a magic item: +4%
  • +Level 2: Post battle chance of stealing a magic item: +8%
  • +Level 2: Recruit rank: +1 for all units (Lord's army)
  • +Level 3: Post battle chance of stealing a magic item: +12%
  • +Level 3: Recruit rank: +1 for all units (Lord's army)
Unnatural Healing
  • −Casualty replenishment rate: +4% (Lord's army)
  • +Casualty replenishment rate: +8% (Lord's army)
  • +Attrition: -5% casualties suffered from all attrition (Lord's army)
Beast Slayers
  • −Level 1: Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
  • −Level 2: Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
  • −Level 3: Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
  • +Level 1: Missile strength: +3% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
  • +Level 2: Missile strength: +5% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
  • +Level 3: Missile strength: +7% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
The Bearmen of Urslo
  • −Upkeep: -15% for Marauder Bearmen units (Hero's army)
  • +Upkeep: -10% for Marauder Bearmen units (Hero's army)
Squash the Bugs
  • −Armour: +10 for Fimir Warriors units (Hero's army)
  • +Armour: +8 for Fimir Warriors units (Hero's army)
Persuasion Tactics
  • −Recruitment cost: -20% (Lord's army)
  • +Recruitment cost: -10% (Lord's army)
Fearsome Warriors
  • −Level 3: Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
  • +Level 3: Weapon strength: +8% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Frostbitten
  • −Level 3: Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)
  • +Level 3: Weapon strength: +8% for Skin Wolves and Troll units (Lord's army)
Monsters of the North
  • −Level 2: Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
  • −Level 3: Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
  • +Level 2: Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
  • +Level 3: Melee defence: +8 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Motivation Through Fear
  • −Upkeep: -10% (Lord's army)
  • +Upkeep: -6% (Lord's army)
Wielders of the Mists
  • −Hero recruit rank: +5 for Fimir Nobles (all provinces)
  • +Hero recruit rank: +4 for Fimir Nobles (all provinces)
Lord of Beasts
  • −Leadership: +12 for all Trolls, Fimir and Skin Wolves units (Lord's army)
  • +Leadership: +10 for all Trolls, Fimir and Skin Wolves units (Lord's army)
Mutant Regeneration
  • −Missile resistance: 20% for all Trolls and Skin Wolves units (Lord's army)
  • +Missile resistance: 10% for all Trolls and Skin Wolves units (Lord's army)
Lord of Monstrosities
  • −Weapon strength: +10% for Norscan Monster units (all armies factionwide)
  • +Weapon strength: +8% for Norscan Monster units (all armies factionwide)
Masters of the Fen
  • −Recruit rank: +5 for Fimir heroes (all provinces)
  • +Recruit rank: +4 for Fimir heroes (all provinces)
Norscan Warhorse
  • +Passive Ability: "Blood for the Hound", while this Mount is equipped, for Cavalry units (all units in army)
Marauder Chariot
  • +Passive Ability: " Devour the Weaklings", while this Mount is equipped, for Chariot, Warhound, and Manticore units (all units in army)
War Mammoth
  • Rank: 18 → 22
Juggernauts of the Sarl
  • −Bonus vs Large: +12 for all Marauder units (Lord's army)
  • +Bonus vs Large: +10 for all Marauder units (Lord's army)
Echoes of Ambition
  • −Upkeep: -15% (Lord's army)
  • +Upkeep: -8% (Lord's army)
Contagious Ambition
  • −Recruit rank: +2 for all units (own army)
  • +Recruit rank: +1 for all units (own army)
Mammoth Tamer
  • −Recruit rank: +3 for Mammoth units (Lord's army)
  • +Recruit rank: +1 for Mammoth units (Lord's army)
Devourers of Flesh
  • −Hero recruit rank: +5 for Skin Wolf Werekin (all provinces)
  • +Hero recruit rank: +4 for Skin Wolf Werekin (all provinces)
Norscan Warhorse
  • +Passive Ability: "Blood for the Hound", while this Mount is equipped, for Cavalry units (all units in army)
Marauder Chariot
  • +Passive Ability: " Devour the Weaklings", while this Mount is equipped, for Chariot, Warhound, and Manticore units (all units in army)
War Mammoth
  • Rank: 18 → 22
Warrior of the Fimirnew
  • +Attribute: Unyielding Assault
  • +Attribute: Unyielding Assault for Fimir Warrior units (Lord's army)
  • +Weapon strength: +10%
Shrouding Mistsnew
  • +Effect range: +35% for "From the Mist"
  • +Attribute: Stalk for Fimir Warriors and Fimir Balefiend units (Lord's army)
  • +Attribute: Stalk
  • +Ambush success chance: +10% (Lord's army)
Squash the Bugsnew
  • +Armour: +10 for Fimir Warriors units (Lord's army)
  • +Bonus vs Infantry: +5 for Fimir Warrior units (Lord's army)
Mark of Khornenew
  • +Melee attack: +5
  • +Charge bonus: +5 (Lord's army)
  • +Fire resistance: 10% (Lord's army)
  • +Income from sacking settlements: +5% (Lord's army)
  • +Recruitment cost: -5% (Lord's army)
  • +Attrition: +5% when under siege (enemy armies in local region)
  • +Income from razing settlements: +5% (Lord's army)
  • +Passive Ability: "Rage" for all Monster and Monstrous Infantry units (Lord's army)
Mark of Slaaneshnew
  • +Character experience per turn: +25 (Lord's army)
  • +Missile resistance: 5% (Lord's army)
  • +Speed: +5% (Lord's army)
  • +Upkeep: -5% (Lord's army)
  • +Campaign movement range: +5%
  • +Hero self-defence: +5% chance of wounding aggressors
  • +Attribute: "Devastating Flanker" for Cavalry, Warhounds, Blood Hounds and Wolves units (Lord's army)
Mark of Tzeentchnew
  • +Miscast base chance: -5%
  • +Winds of Magic power reserve capacity: +5 (all units in army)
  • +Ambush defence chance: +5% (Lord's army)
  • +Ambush success chance: +15% (Lord's army)
  • +Spell resistance: 5% (Lord's army)
  • +Post battle chance of stealing a magic item: +5%
  • +Control: +2 (local province)
  • +Enables Magical Attacks for Marauder units (Lord's army)
Mark of Nurglenew
  • +Armour: +5
  • +Melee defence: +5 (Lord's army)
  • +Physical resistance: 5% (Lord's army)
  • +Vigour loss reduction: -10% (Lord's army)
  • +Casualty replenishment rate: +5% (Lord's army)
  • +Attrition: -5% casualties suffered from all attrition (Lord's army)
  • +Growth: +10 (local province)
Norscan Warhorsenew
  • +Mount: Warhorse
Manticorenew
  • +Mount: Manticore
Norscan Warhorsenew
  • +Mount: Warhorse
Manticorenew
  • +Mount: Manticore
Norscan Warhorsenew
  • +Mount: Warhorse
Manticorenew
  • +Mount: Manticore
Norscan Warhorsenew
  • +Mount: Warhorse
Manticorenew
  • +Mount: Manticore
Norscan Warhorsenew
  • +Mount: Warhorse
Manticorenew
  • +Mount: Manticore
Mark of Slaaneshnew
  • +Passive ability: "Soul Feeder"
  • +Speed: +5%
  • +Missile resistance: 5%
Mark of Tzeentchnew
  • +Spell resistance: 10%
  • +Cooldown: -5% to all spells
  • +Winds of Magic cost: -1% for all spells
Mark of Nurglenew
  • +Passive ability: "Regeneration"
  • +Hit points: +5%
  • +Physical resistance: 5%
Mark of Khornenew
  • +Passive ability: "Rage"
  • +Enables flaming attacks
  • +Fire resistance: 10%
Mark of Slaaneshnew
  • +Attribute: Devastating Flanker
  • +Attribute: Immune to Psychology
  • +Missile resistance: 5%
Mark of Tzeentchnew
  • +Enables magical attacks
  • +Spell resistance: 10%
Mark of Nurglenew
  • +Passive ability: "Regeneration"
  • +Hit points: +5%
  • +Physical resistance: 5%
From War Comes Glorynew
  • +Charge Bonus: +10 when Attacking (Lord's army)
  • +Morale: +5 when Attacking (Lord's army)

Buildings

  • −Construction cost: -20% for all buildings (factionwide)
  • −Income generated: 300
  • +Construction cost: -15% for all buildings (factionwide)
  • +Income generated: 350
  • Cost: 4000 → 7000
  • Cost: 1000 → 2000
  • Cost: 2000 → 3000
  • Turns: 3 → 4
  • Cost: 3500 → 4000
  • Turns: 4 → 5
  • Cost: 4000 → 3000
  • Units: 2 → 3
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
  • Units: 4 → 8
  • −Recruit rank: +4 for all units
  • +Recruit rank: +1 for all units
  • Cost: 6000 → 4000
  • Units: 6 → 12
  • −Income generated: 200
  • +Income generated: 250
  • Units: 0 → 4
  • −When Chaos Undivided corruption is 50 or more: Income generated: 50
  • −Recruit rank: +1 for all units (all your armies in adjacent regions)
  • +When Chaos Undivided corruption is 50 or more: Income generated: 75
  • +Recruit rank: +1 for all units (local province)
  • −When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
  • +When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +8% (all your armies in adjacent regions)
  • −When Chaos Undivided corruption is 50 or more: Bonus vs Infantry: +4 (all your armies in adjacent regions)
  • −Weapon strength: +5% (all your armies in adjacent regions)
  • +When Chaos Undivided corruption is 50 or more: Bonus vs Infantry: +3 (all your armies in adjacent regions)
  • +Weapon strength: +4% (all your armies in adjacent regions)
Mock-GodNorsca
  • −Maximum Level (Allegiance to the Hound): Upkeep: -4% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
  • +Maximum Level (Allegiance to the Hound): Upkeep: -2% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
  • Units: 2 → 5
  • −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
  • +When Chaos Undivided corruption is 50 or more: Recruitment cost: -15% (armies in region)
  • Units: 4 → 6
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
GorepitNorsca
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
  • −When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
  • +When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +8% (all your armies in adjacent regions)
Mock-GodNorsca
  • −Maximum Level (Allegiance to the Crow): Upkeep: -4% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
  • +Maximum Level (Allegiance to the Crow): Upkeep: -2% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
  • Units: 2 → 4
  • −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
  • +When Chaos Undivided corruption is 50 or more: Recruitment cost: -15% (armies in region)
  • Units: 4 → 6
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
  • −When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
  • +When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +8% (all your armies in adjacent regions)
Mock-GodNorsca
  • −Maxumum Level (Allegiance to the Serpent): Upkeep: -4% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
  • +Maxumum Level (Allegiance to the Serpent): Upkeep: -2% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
  • Units: 2 → 5
  • −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
  • +When Chaos Undivided corruption is 50 or more: Recruitment cost: -15% (armies in region)
  • Units: 4 → 6
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
  • −When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
  • +When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +8% (all your armies in adjacent regions)
Mock-GodNorsca
  • −Maximum Level (Allegiance to the Eagle): Upkeep: -4% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
  • +Maximum Level (Allegiance to the Eagle): Upkeep: -2% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
  • Units: 2 → 4
  • −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
  • +When Chaos Undivided corruption is 50 or more: Recruitment cost: -15% (armies in region)
  • Units: 4 → 6
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
  • −When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
  • +When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +8% (all your armies in adjacent regions)
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
  • −Casualty replenishment rate: +5% (all armies in local province)
  • +Casualty replenishment rate: +4% (all armies in local province)
  • −Income generated: 100
  • −Casualty replenishment rate: +5% (armies in province)
  • +Income generated: 150
  • +Casualty replenishment rate: +4% (armies in province)
  • +Spoils: +10 per turn
  • Cost: 6000 → 7000
  • Units: 0 → 5
  • −Income generated: 400
  • +Income generated: 450
  • Cost: 6000 → 7000
  • Units: 0 → 2
  • Cost: 6000 → 7000
  • Units: 0 → 4
  • −Armour: +3 for Marauder units when fighting against Humans (all armies)
  • −Leadership: +5 for Marauder units when fighting against Humans (all armies)
  • −Income generated: 150
  • +Armour: +2 for Marauder units when fighting against Humans (all armies)
  • +Leadership: +4 for Marauder units when fighting against Humans (all armies)
  • +Income generated: 200
  • Cost: 6000 → 7000
  • Units: 0 → 2
  • −Melee attack: +5 when fighting against Dwarfs (all armies)
  • −Income generated: 50
  • +Melee attack: +4 when fighting against Dwarfs (all armies)
  • +Income generated: 75
  • Cost: 6000 → 7000
  • Units: 0 → 4
  • −Spoils: +2 per turn
  • −Allegiance to the Hound: +1
  • −When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • −Income generated: 50
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +4 per turn
  • +Allegiance to the Hound: +2
  • +When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/20% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • +Income generated: 100
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • +Growth: +15
  • −Spoils: +3 per turn
  • −Allegiance to the Hound: +1
  • −When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • −Income generated: 100
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +5 per turn
  • +Allegiance to the Hound: +2
  • +When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/20% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • +Income generated: 150
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • +Growth: +20
  • −Spoils: +2 per turn
  • −When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +4 per turn
  • +When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/20% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • −Spoils: +2 per turn
  • −When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +6 per turn
  • +When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/20% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • −Spoils: +3 per turn
  • −When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +8 per turn
  • +When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/20% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 300
  • Cost: 2500 → 3000
  • −Spoils: +2 per turn
  • −Allegiance to the Hound: +1
  • −When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • −Income generated: 50
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +4 per turn
  • +Allegiance to the Hound: +2
  • +When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/20% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • +Income generated: 100
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • +Growth: +15
  • −Spoils: +3 per turn
  • −Allegiance to the Hound: +1
  • −When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • −Income generated: 100
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +5 per turn
  • +Allegiance to the Hound: +2
  • +When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/20% campaign movement range after winning a battle (all your armies in adjacent provinces)
  • +Income generated: 150
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • +Growth: +20
  • −When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +2 per turn
  • −Allegiance to the Crow: +1
  • −Income generated: 50
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+3/+5/+7% after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +4 per turn
  • +Allegiance to the Crow: +2
  • +Income generated: 100
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • +Growth: +15
  • −When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +3 per turn
  • −Allegiance to the Crow: +1
  • −Income generated: 100
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+3/+5/+7% after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +5 per turn
  • +Allegiance to the Crow: +2
  • +Income generated: 150
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • +Growth: +20
  • −When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +2 per turn
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+3/+5/+7% after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +4 per turn
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • −When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +2 per turn
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+3/+5/+7% after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +6 per turn
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • −When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +3 per turn
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+3/+5/+7% after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +8 per turn
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 300
  • Cost: 2500 → 3000
  • −When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +2 per turn
  • −Allegiance to the Crow: +1
  • −Income generated: 50
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+3/+5/+7% after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +4 per turn
  • +Allegiance to the Crow: +2
  • +Income generated: 100
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • +Growth: +15
  • −When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +3 per turn
  • −Allegiance to the Crow: +1
  • −Income generated: 100
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+3/+5/+7% after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +5 per turn
  • +Allegiance to the Crow: +2
  • +Income generated: 150
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • +Growth: +20
  • −When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +2 per turn
  • −Allegiance to the Serpent: +1
  • −Income generated: 50
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+400 experience after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +4 per turn
  • +Allegiance to the Serpent: +2
  • +Income generated: 100
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • +Growth: +15
  • −When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +3 per turn
  • −Allegiance to the Serpent: +1
  • −Income generated: 100
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+400 experience after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +5 per turn
  • +Allegiance to the Serpent: +2
  • +Income generated: 150
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • +Growth: +20
  • −When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +2 per turn
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+400 experience after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +4 per turn
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • −When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +2 per turn
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+400 experience after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +6 per turn
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • −When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +3 per turn
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+400 experience after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +8 per turn
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 300
  • Cost: 2500 → 3000
  • −When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +2 per turn
  • −Allegiance to the Serpent: +1
  • −Income generated: 50
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+400 experience after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +4 per turn
  • +Allegiance to the Serpent: +2
  • +Income generated: 100
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • +Growth: +15
  • −When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces)
  • −Spoils: +3 per turn
  • −Allegiance to the Serpent: +1
  • −Income generated: 100
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+400 experience after winning a battle (all your armies in adjacent provinces)
  • +Spoils: +5 per turn
  • +Allegiance to the Serpent: +2
  • +Income generated: 150
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • +Growth: +20
  • −Spoils: +2 per turn
  • −When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • −Allegiance to the Eagle: +1
  • −Magic item drop chance from battle: +5% (all your armies in adjacent regions)
  • −Income generated: 50
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +4 per turn
  • +When at Tier 1/2/3/4 Eagle: Gain +15/+30/+45/+60 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • +Allegiance to the Eagle: +2
  • +Magic item drop chance from battle: +6% (all your armies in adjacent regions)
  • +Income generated: 100
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • +Growth: +15
  • −Spoils: +3 per turn
  • −When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • −Allegiance to the Eagle: +1
  • −Magic item drop chance from battle: +10% (all your armies in adjacent regions)
  • −Income generated: 100
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +5 per turn
  • +When at Tier 1/2/3/4 Eagle: Gain +15/+30/+45/+60 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • +Allegiance to the Eagle: +2
  • +Magic item drop chance from battle: +12% (all your armies in adjacent regions)
  • +Income generated: 150
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • +Growth: +20
  • −Spoils: +2 per turn
  • −When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • −Magic item drop chance from battle: +5% (all your armies in adjacent regions)
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +4 per turn
  • +When at Tier 1/2/3/4 Eagle: Gain +15/+30/+45/+60 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • +Magic item drop chance from battle: +6% (all your armies in adjacent regions)
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • −Spoils: +2 per turn
  • −When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • −Magic item drop chance from battle: +10% (all your armies in adjacent regions)
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +6 per turn
  • +When at Tier 1/2/3/4 Eagle: Gain +15/+30/+45/+60 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • +Magic item drop chance from battle: +12% (all your armies in adjacent regions)
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • −Spoils: +3 per turn
  • −When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • −Magic item drop chance from battle: +15% (all your armies in adjacent regions)
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +8 per turn
  • +When at Tier 1/2/3/4 Eagle: Gain +15/+30/+45/+60 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • +Magic item drop chance from battle: +18% (all your armies in adjacent regions)
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 300
  • Cost: 2500 → 3000
  • −Spoils: +2 per turn
  • −When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • −Allegiance to the Eagle: +1
  • −Magic item drop chance from battle: +5% (all your armies in adjacent regions)
  • −Income generated: 50
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +4 per turn
  • +When at Tier 1/2/3/4 Eagle: Gain +15/+30/+45/+60 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • +Allegiance to the Eagle: +2
  • +Magic item drop chance from battle: +6% (all your armies in adjacent regions)
  • +Income generated: 100
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 200
  • +Growth: +15
  • −Spoils: +3 per turn
  • −When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • −Allegiance to the Eagle: +1
  • −Magic item drop chance from battle: +10% (all your armies in adjacent regions)
  • −Income generated: 100
  • −After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
  • +Spoils: +5 per turn
  • +When at Tier 1/2/3/4 Eagle: Gain +15/+30/+45/+60 Research Rate Points after winning a battle (all your armies in adjacent provinces)
  • +Allegiance to the Eagle: +2
  • +Magic item drop chance from battle: +12% (all your armies in adjacent regions)
  • +Income generated: 150
  • +After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 250
  • +Growth: +20
  • −Income generated: 50
  • −Spoils: +3 per turn
  • −When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +3/+5/+7/+9/+11% of the experience earned by other Lords (all armies in local and adjacent regions)
  • −When at Tier 5 Arcane Power: Income generated: 50
  • +Income generated: 75
  • +Spoils: +5 per turn
  • +When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +3/+4/+5/+6/+7% of the experience earned by other Lords (all armies in local and adjacent regions)
  • +When at Tier 5 Arcane Power: Income generated: 100
  • +Growth: +15
  • −Income generated: 75
  • −Spoils: +6 per turn
  • −When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+7/+9/+11/+13% of the experience earned by other Lords (all armies in local and adjacent regions)
  • −When at Tier 5 Arcane Power: Income generated: 75
  • +Income generated: 100
  • +Spoils: +10 per turn
  • +When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+6/+7/+8/+9% of the experience earned by other Lords (all armies in local and adjacent regions)
  • +When at Tier 5 Arcane Power: Income generated: 150
  • +Growth: +20
  • −Spoils: +10 per turn
  • −When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+9/+11/+13/+15% of the experience earned by other Lords (all armies in local and adjacent regions)
  • −When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+8
  • −When at Tier 5 Arcane Power: Income generated: 150
  • +Spoils: +15 per turn
  • +When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+8/+9/+10/+11% of the experience earned by other Lords (all armies in local and adjacent regions)
  • +When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+7
  • +When at Tier 5 Arcane Power: Income generated: 200
  • +Growth: +25
  • −Spoils: +3 per turn
  • −When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +3/+5/+7/+9/+11% of the experience earned by other Lords (all armies in local and adjacent regions)
  • −When at Tier 5 Arcane Power: Income generated: 50
  • +Spoils: +5 per turn
  • +When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +3/+4/+5/+6/+7% of the experience earned by other Lords (all armies in local and adjacent regions)
  • +When at Tier 5 Arcane Power: Income generated: 100
  • −Spoils: +6 per turn
  • −When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+7/+9/+11/+13% of the experience earned by other Lords (all armies in local and adjacent regions)
  • −When at Tier 5 Arcane Power: Income generated: 75
  • +Spoils: +10 per turn
  • +When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+6/+7/+8/+9% of the experience earned by other Lords (all armies in local and adjacent regions)
  • +When at Tier 5 Arcane Power: Income generated: 150
  • −Spoils: +10 per turn
  • −When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+9/+11/+13/+15% of the experience earned by other Lords (all armies in local and adjacent regions)
  • −When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+8
  • −When at Tier 5 Arcane Power: Income generated: 150
  • +Spoils: +15 per turn
  • +When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+8/+9/+10/+11% of the experience earned by other Lords (all armies in local and adjacent regions)
  • +When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+7
  • +When at Tier 5 Arcane Power: Income generated: 200
  • Cost: 2500 → 3000
  • −Income generated: 50
  • −Spoils: +2 per turn
  • −When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +3/+5/+7/+9/+11% of the experience earned by other Lords (all armies in local and adjacent regions)
  • −When at Tier 5 Arcane Power: Income generated: 50
  • +Income generated: 100
  • +Spoils: +4 per turn
  • +When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +3/+4/+5/+6/+7% of the experience earned by other Lords (all armies in local and adjacent regions)
  • +When at Tier 5 Arcane Power: Income generated: 75
  • +Growth: +15
  • −Income generated: 70
  • −Spoils: +3 per turn
  • −When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+7/+9/+11/+13% of the experience earned by other Lords (all armies in local and adjacent regions)
  • −When at Tier 5 Arcane Power: Income generated: 70
  • +Income generated: 125
  • +Spoils: +6 per turn
  • +When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+6/+7/+8/+9% of the experience earned by other Lords (all armies in local and adjacent regions)
  • +When at Tier 5 Arcane Power: Income generated: 100
  • +Growth: +20
  • −Income generated: 100
  • −Spoils: +3 per turn
  • −When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+9/+11/+13/+15% of the experience earned by other Lords (all armies in local and adjacent regions)
  • −When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+8
  • −When at Tier 5 Arcane Power: Income generated: 100
  • +Income generated: 150
  • +Spoils: +8 per turn
  • +When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+8/+9/+10/+11% of the experience earned by other Lords (all armies in local and adjacent regions)
  • +When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+7
  • +When at Tier 5 Arcane Power: Income generated: 150
  • +Growth: +25
  • −Control: +2
  • −Dyes resource production: 32 ounces
  • +Control: +3
  • +Dyes resource production: 40 ounces
  • Cost: 750 → 1000
  • Cost: 750 → 1000
  • −Weapon strength: +5% for Marauder Berserker units (all armies)
  • −Furs resource production: 32 bundles
  • +Weapon strength: +2% for Marauder Berserker units (all armies)
  • +Furs resource production: 40 bundles
  • Cost: 750 → 1000
  • −Gemstones resource production: 32 sacks
  • +Gemstones resource production: 40 sacks
  • Cost: 750 → 1000
  • Cost: 750 → 1000
  • −Ivory resource production: 32 tusks
  • −Recruit rank: +3 for Mammoth units
  • +Ivory resource production: 40 tusks
  • +Recruit rank: +1 for Mammoth units
  • Cost: 750 → 1000
  • −Casualty replenishment rate: +8% (armies in province)
  • −Medicinal Plants resource production: 32 bundles
  • +Casualty replenishment rate: +6% (armies in province)
  • +Medicinal Plants resource production: 40 bundles
  • Cost: 750 → 1000
  • Cost: 750 → 1000
  • −Pottery resource production: 32 kilnful
  • +Pottery resource production: 40 kilnful
  • Cost: 750 → 1000
  • Cost: 750 → 1000
  • −Spices resource production: 32 sacks
  • +Spices resource production: 40 sacks
  • Cost: 750 → 1000
  • −Construction cost: -25% for all buildings (local province)
  • −Timber resource production: 32 logs
  • +Construction cost: -20% for all buildings (local province)
  • +Timber resource production: 40 logs
  • Cost: 750 → 1000
  • −Wine resource production: 32 barrels
  • +Wine resource production: 40 barrels
  • Cost: 750 → 1000
  • Cost: 2000 → 4000
  • Cost: 4000 → 5000
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • Cost: 1000 → 3500
  • Cost: 2000 → 6000
  • Units: 6 → 4
  • Cost: 3500 → 3000
  • Units: 1 → 3
  • Units: 3 → 4
  • Units: 3 → 4
WyrmchasmNorsca
  • Units: 3 → 2
  • Units: 5 → 4
  • +Enemy Hero action success chance: -12%
  • +Control: +1
  • +Chaos Undivided corruption: +1
  • Cost: 750 → 2000
  • Turns: 2 → 3
  • +Enemy Hero action success chance: -18%
  • +Control: +2
  • +Chaos Undivided corruption: +2
  • Cost: 1500 → 4000
  • Turns: 3 → 4
  • +Enemy Hero action success chance: -25%
  • +Control: +3
  • +Chaos Undivided corruption: +3
  • Cost: 2500 → 6000
  • Turns: 4 → 5
Loot PileNorsca
  • +Research rate: +2
  • +Spoils: +4 per turn
  • Turns: 1 → 2
  • −Income from raiding: +2% (all armies)
  • +Research rate: +3
  • +Spoils: +6 per turn
  • Cost: 2000 → 2500
  • Turns: 2 → 3
Hoard PitNorsca
  • +Research rate: +3
  • +Spoils: +7 per turn
  • −Income and Spoils from pillaging settlements: +3% (all characters)
  • −Income from post-battle loot: +3% (factionwide)
  • −Income from raiding: +5% (all armies)
  • +Income and Spoils from pillaging settlements: +2% (all characters)
  • +Income from post-battle loot: +2% (factionwide)
  • +Research rate: +4
  • +Spoils: +8 per turn
  • Cost: 4000 → 4500
  • Turns: 3 → 4
  • −Income from post-battle loot: +3% (factionwide)
  • +Income from post-battle loot: +2% (factionwide)
  • +Research rate: +4
  • +Spoils: +9 per turn
  • Cost: 250 → 1000
  • Units: 2 → 5
  • Cost: 750 → 2500
  • Units: 4 → 14
  • Units: 9 → 14
  • Cost: 1500 → 4500
  • Turns: 3 → 4
  • Units: 7 → 13
  • Cost: 3000 → 6500
  • Units: 8 → 17
  • +Control: +2
  • Units: 2 → 0
  • +Control: +3
  • Cost: 3500 → 4000
  • Units: 3 → 1
  • Cost: 5000 → 6000
TattooistNorsca
  • +Campaign movement range: +5% for own armies starting their turn in this province (armies in province)
  • Cost: 750 → 1000
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
  • +Campaign movement range: +8% for own armies starting their turn in this province (armies in province)
  • +Casualty replenishment rate: +4%
  • Cost: 1000 → 2000
  • −Recruit rank: +3 for all units
  • +Recruit rank: +1 for all units
  • +Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
  • +Research rate: +8 (factionwide)
  • +Casualty replenishment rate: +6%
  • Cost: 1500 → 3500
  • Turns: 3 → 4
  • Cost: 750 → 1000
  • +Control: +1
  • Cost: 1000 → 1500
  • +Control: +2
  • Cost: 1500 → 2000
  • −Recruitment cost: -5% (armies in region)
  • +Recruitment cost: -3% (armies in region)
  • Cost: 750 → 1000
  • −Recruitment cost: -10% (armies in region)
  • +Recruitment cost: -6% (armies in region)
  • Cost: 1000 → 2000
  • −Recruitment cost: -20% (armies in region)
  • +Recruitment cost: -9% (armies in region)
  • Cost: 1500 → 4000
  • Turns: 3 → 4
  • +Enemy Hero action success chance: -10%
  • +Income generated: 140
  • Cost: 750 → 1000
  • −Income from sacking settlements: +20% (all your armies in adjacent regions)
  • +Income from sacking settlements: +15% (all your armies in adjacent regions)
  • +Enemy Hero action success chance: -15%
  • +Income generated: 200
  • Cost: 1000 → 2000
  • −Income from sacking settlements: +30% (all your armies in adjacent regions)
  • +Income from sacking settlements: +20% (all your armies in adjacent regions)
  • +Enemy Hero action success chance: -20%
  • +Income generated: 260
  • Cost: 1500 → 4000
  • Cost: 500 → 1000
  • Units: 1 → 5
  • −Casualty replenishment rate: +5% (armies in province)
  • +Casualty replenishment rate: +4% (armies in province)
  • Cost: 1000 → 2000
  • Units: 4 → 14
  • −Casualty replenishment rate: +10% (armies in province)
  • +Casualty replenishment rate: +6% (armies in province)
  • Cost: 2000 → 4000
  • Units: 6 → 17
  • Name: Ruined Outpost → Ruined Village
  • +Income generated: 180
  • +Growth: +10
  • Cost: 750 → 1000
  • Units: 1 → 0
  • +Income generated: 250
  • +Growth: +20
  • Cost: 1500 → 2000
  • Units: 1 → 4
  • +Income generated: 320
  • +Growth: +30
  • Cost: 3000 → 5000
  • Units: 1 → 8
ShielingNorsca
  • −Recruitment cost: -5% (armies in region)
  • +Recruitment cost: -4% (armies in region)
  • Cost: 500 → 1000
CorralNorsca
  • −Recruitment cost: -10% (armies in region)
  • −Casualty replenishment rate: +5% (armies in province)
  • +Recruitment cost: -8% (armies in region)
  • +Casualty replenishment rate: +4% (armies in province)
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • Units: 3 → 5
  • −Recruitment cost: -15% (armies in region)
  • −Casualty replenishment rate: +10% (armies in province)
  • +Recruitment cost: -12% (armies in region)
  • +Casualty replenishment rate: +8% (armies in province)
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • Units: 5 → 8
  • −Income generated: 100
  • −Casualty replenishment rate: +5% (armies in province)
  • +Income generated: 150
  • +Casualty replenishment rate: +4% (armies in province)
  • +Spoils: +8 per turn
  • −Income generated: 250
  • −Casualty replenishment rate: +10% (armies in province)
  • +Income generated: 300
  • +Casualty replenishment rate: +8% (armies in province)
  • +Spoils: +16 per turn
  • Cost: 2500 → 3000
  • Units: 0 → 1
  • −Income generated: 600
  • −Casualty replenishment rate: +15% (armies in province)
  • +Income generated: 650
  • +Casualty replenishment rate: +12% (armies in province)
  • +Control: +2
  • +Spoils: +24 per turn
  • Units: 0 → 4
Iron MineNorsca
  • −Income generated: 100
  • −Recruitment cost: -10% for Marauder units (all armies)
  • +Income generated: 120
  • +Recruitment cost: -5% for Marauder units (all armies)
  • Cost: 750 → 1800
  • Turns: 1 → 2
  • −Income generated: 100
  • +Income generated: 120
  • Cost: 750 → 1800
  • Turns: 1 → 2
  • −Income generated: 100
  • +Income generated: 120
  • Cost: 750 → 1800
  • Turns: 1 → 2
  • −Grants 1 construction slot in the settlement
  • −Income generated: 30
  • −Growth: +10
  • +Grants 2 construction slots in the settlement
  • +Income generated: 150
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 750 → 1000
  • Units: 1 → 4
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 60
  • −Growth: +20
  • −Control: +1
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +25
  • +Control: +2
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 1500 → 2000
  • Turns: 3 → 4
  • Units: 2 → 4
  • −Chaos Undivided corruption: +3
  • −Grants 3 construction slots in the settlement
  • −Income generated: 90
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Chaos Undivided corruption: +2
  • +Income generated: 250
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 3000 → 4000
  • Turns: 4 → 5
  • Units: 2 → 8
  • −Defensive supplies: +1500
  • −Chaos Undivided corruption: +3
  • −Grants 5 construction slots in the settlement
  • −Income generated: 120
  • −Growth: +40
  • −Control: +2
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Chaos Undivided corruption: +2
  • +Income generated: 300
  • +Growth: +45
  • +Control: +3
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Turns: 5 → 6
  • Units: 2 → 5
  • −Chaos Undivided corruption: +4
  • −Grants 7 construction slots in the settlement
  • −Income generated: 150
  • −Growth: +50
  • +Grants 9 construction slots in the settlement
  • +Chaos Undivided corruption: +2
  • +Income generated: 350
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 8000 → 8500
  • Turns: 6 → 7
  • Units: 2 → 10
  • −Income generated: 30
  • −Growth: +10
  • +Income generated: 120
  • +Growth: +15
  • Cost: 750 → 1000
  • Units: 1 → 4
  • −Defensive supplies: +1000
  • −Income generated: 60
  • −Growth: +20
  • −Control: +1
  • +Defensive supplies: +1250
  • +Income generated: 180
  • +Growth: +25
  • +Control: +2
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 1500 → 2000
  • Turns: 3 → 4
  • Units: 2 → 4
  • −Chaos Undivided corruption: +2
  • −Income generated: 90
  • −Growth: +30
  • +Chaos Undivided corruption: +1
  • +Income generated: 260
  • +Growth: +35
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 3000 → 4000
  • Turns: 4 → 5
  • Units: 2 → 6
Fur StashNorsca
  • −Income generated: 80
  • +Income generated: 150
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 160
  • +Income generated: 260
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • −Income generated: 240
  • +Income generated: 380
  • Cost: 2000 → 5000
  • Turns: 3 → 4
  • −Income generated: 400
  • +Income generated: 450
  • Turns: 3 → 5
SmithyNorsca
  • −Recruitment cost: -10% (armies in province)
  • +Recruitment cost: -5% (armies in province)
  • +Chaos Undivided corruption: +1
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Recruit rank: +2 for all units (local province)
  • −Recruitment cost: -15% (armies in province)
  • +Recruitment cost: -10% (armies in province)
  • +Recruit rank: +1 for all units (local province)
  • +Chaos Undivided corruption: +2
  • Cost: 4000 → 5000
  • Turns: 3 → 4
  • −Local Recruitment duration: -1 turn for Marauder Champions units (minimum 1) (armies in province)
  • −Recruit rank: +3 for all units (local province)
  • −Recruitment cost: -25% (armies in province)
  • +Recruitment cost: -15% (armies in province)
  • +Recruit rank: +1 for all units (local province)
  • +Chaos Undivided corruption: +3
  • +Local recruitment capacity: +1
  • Turns: 4 → 5
ShielingNorsca
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • Units: 1 → 2
CorralNorsca
  • Cost: 1000 → 3000
  • Turns: 2 → 3
  • Units: 3 → 6
  • Cost: 2000 → 5000
  • Turns: 3 → 4
  • Units: 6 → 9
  • +Attrition: -10% when under siege (armies in region)
  • Cost: 2500 → 1500
  • +Control: +1
  • +Attrition: -15% when under siege (armies in region)
  • Cost: 3500 → 3000
  • +Control: +2
  • +Attrition: -20% when under siege (armies in region)
  • Cost: 5000 → 6000
  • Turns: 5 → 4
  • Units: 0 → 3
  • +Attrition: -20% when under siege (armies in region)
  • Units: 0 → 3
  • −Income generated: 25
  • +Income generated: 50
  • Turns: 1 → 2
  • −Income generated: 75
  • +Income generated: 100
  • Turns: 2 → 3
  • −Hero and Lord recruit rank: +1 (factionwide)
  • −Income generated: 100
  • +Hero and Lord recruit rank: +2 (factionwide)
  • +Income generated: 150
  • Turns: 3 → 4
  • Units: 0 → 1
  • +Chaos Undivided corruption: +10
  • +Growth: +5 (factionwide)
  • +Control: +3 (factionwide)
  • +Lord recruit rank: +2 (factionwide)
  • +Casualty replenishment rate: +10% (factionwide)
  • +Leadership: +10 when fighting against Men and Dwarves (factionwide)
  • +Weapon Strength: +10% when fighting against Men and Dwarves (factionwide)
  • +Campaign movement range: +10% (factionwide)
  • +Spell resistance: 5% (all armies)
  • +Armour-piercing weapon damage: +5 (factionwide)
  • +Armour: +10 (all armies)
  • +Immune to Reef attrition (all armies)
  • +Income generated: 500
  • +Immune to High Seas attrition (all armies)
  • +Chaos Undivided corruption: +10
  • +Weapon Strength: +10% when fighting against Elves (factionwide)
  • +Leadership: +10 when fighting against Elves (factionwide)
  • +Winds of Magic power reserve capacity: +10 (factionwide)
  • +Spell resistance: 10% (all armies)
  • +Winds of Magic power reserve capacity: +10 (factionwide)
  • +Immunity to Vampire Corruption (factionwide)
  • +Hero recruit rank: +2 (factionwide)
  • +Lord recruit rank: +2 (factionwide)
  • +Winds of Magic power reserve capacity: +5 (factionwide)
  • +Chaos Undivided corruption: +15
  • +Control: +5 (factionwide)
  • +Magic Resistance: 10% for Monster units (factionwide)
  • +Melee attack: +10 for Non-Monster units (factionwide)
  • +Spell resistance: 10% (factionwide)

Technologies

  • −Weapon strength: +10% for Marauders, Marauder Spearmen and Marauder Bearmen units
  • +Weapon strength: +8% for Marauders, Marauder Spearmen and Marauder Bearmen units
  • −Lord recruit rank: +5
  • +Lord recruit rank: +4
  • −Spell resistance: 40% when fighting against Tzeentchian factions
  • +Spell resistance: 30% when fighting against Tzeentchian factions
  • −Missile strength: +10% for Marauder Hunter units
  • +Missile strength: +8% for Marauder Hunter units
  • −Armour: +10 for Marauder Champions, Flayerkin and Marauder Berserkers units
  • +Armour: +8 for Marauder Champions, Flayerkin and Marauder Berserkers units
  • −Defensive supplies: +500
  • −Attrition: -20% when under siege
  • +Defensive supplies: +600
  • +Attrition: -15% when under siege
  • −Construction cost: -20% for Ports
  • +Construction cost: -10% for Ports
  • −Income from Ports: +15%
  • +Income from Ports: +10%
  • −Global recruitment capacity: +1
  • +Global recruitment capacity: +2
  • −Campaign movement range: +5%
  • −Ambush success chance: +20%
  • +Campaign movement range: +10%
  • +Ambush success chance: +25%
  • −Weapon strength: +20% when fighting against Warriors of Chaos
  • −Upkeep: -5%
  • +Weapon strength: +10% when fighting against Warriors of Chaos
  • +Upkeep: -3%
  • −Weapon strength: +15% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
  • +Weapon strength: +5% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
  • −Control: +1
  • +Control: +2
  • −Diplomatic relations: +15 with Chaos Dwarfs, Warriors of Chaos, Beastmen and Norsca
  • −Allied recruitment cost: -20%
  • +Diplomatic relations: +10 with Chaos Dwarfs, Warriors of Chaos, Beastmen and Norsca
  • +Allied recruitment cost: -15%
  • −Tradable resources produced: +20%
  • +Tradable resources produced: +15%
  • −Construction cost: -20% for Province Capital/Settlement buildings
  • +Construction cost: -15% for Province Capital/Settlement buildings
  • +Hero recruit rank: +1
  • +Lord recruit rank: +2
  • −Chaos Undivided corruption: +2 (all provinces)
  • −Diplomatic relations: +15 with Daemons of Chaos
  • +Chaos Undivided corruption: +3 (all provinces)
  • +Diplomatic relations: +10 with Daemons of Chaos
  • −Hero recruit rank: +3
  • +Hero recruit rank: +2
  • −Winds of Magic cost: -10% for Lore of Fire spells (all armies)
  • −Winds of Magic cost: -10% for Lore of Shadows spells (all armies)
  • +Winds of Magic cost: -8% for Lore of Fire spells (all armies)
  • +Winds of Magic cost: -8% for Lore of Shadows spells (all armies)
War ToolsNorsca
  • −Construction cost: -20% for Military Recruitment buildings
  • +Construction cost: -10% for Military Recruitment buildings
  • −Income: +10% for Economy buildings
  • +Income: +8% for Economy buildings
  • −Income: +20% for Economy buildings
  • −Missile resistance: 20% when fighting against Dark Elves
  • +Income: +15% for Economy buildings
  • +Missile resistance: 10% when fighting against Dark Elves
  • −Winds of Magic power reserve: +2 per turn (all armies)
  • −Hero recruit rank: +3
  • +Winds of Magic power reserve: +3 per turn (all armies)
  • +Hero recruit rank: +2
  • −Armour: +10 for Infantry units
  • −Income from all buildings: +10%
  • +Armour: +8 for Infantry units
  • +Income from all buildings: +8%
  • −Melee defence: +4 for Troll units
  • +Melee defence: +5 for Troll units
  • −Weapon strength: +10% for Fimir Warrior units
  • +Weapon strength: +8% for Fimir Warrior units
  • −Armour: +10 for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units
  • −Missile resistance: 15% for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units (Rank 7 and above)
  • +Armour: +8 for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units
  • +Missile resistance: 10% for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units (Rank 7 and above)
  • −Recruitment cost: -25%
  • −Upkeep: -5%
  • −Local recruitment capacity: +1 (all provinces)
  • +Recruitment cost: -15%
  • +Upkeep: -3%
  • +Local recruitment capacity: +2 (all provinces)
  • −Income from raiding: +30%
  • +Income from raiding: +25%
  • −Magic item drop chance from battle: +15%
  • −Post battle chance of stealing a magic item: +15%
  • +Magic item drop chance from battle: +20%
  • +Post battle chance of stealing a magic item: +20%
  • −Global recruitment capacity: +1
  • +Global recruitment capacity: +2
  • +Hero recruit rank: +1
  • +Lord recruit rank: +2
  • −Income from Ports: +20%
  • +Income from Ports: +15%
  • −Winds of Magic cost: -10% for Lore of Death spells (all armies)
  • +Winds of Magic cost: -8% for Lore of Death spells (all armies)
  • −Ambush success chance: +15%
  • −Ambush defence chance: +25%
  • +Ambush success chance: +20%
  • +Ambush defence chance: +30%
  • −Hero action cost: -25%
  • +Hero action cost: -20%
  • −Income and Spoils from pillaging settlements: +10%
  • +Income and Spoils from pillaging settlements: +15%
  • −Weapon strength: +10% for Norscan Monster units
  • +Weapon strength: +8% for Norscan Monster units
  • −Missile resistance: 15% for Dread Maw & Feral Manticore units
  • +Missile resistance: 10% for Dread Maw & Feral Manticore units
  • −Missile Block Chance: +20% for Norscan Trolls, Skin Wolf and Curs'd Ettin units
  • +Missile Block Chance: +15% for Norscan Trolls, Skin Wolf and Curs'd Ettin units
  • −Armour: +15 for Norscan Giant units
  • +Armour: +10 for Norscan Giant units
  • −Melee defence: +4 for Curs'd Ettin units
  • +Melee defence: +5 for Curs'd Ettin units