Radious skills
93 shared skills Radious Total War Mod adds or changes against patch 9.0.4: the game's effect lines that go (−, red) and Radious's that come (+, green), read from both sets of tables. The other 1,169, each race's own, are on the race pages.
Lightning Strike
- +Level 1: Campaign movement range: +5%
- +Level 2: Campaign movement range: +5%
- +Level 3: Campaign movement range: +5%
Student of the Dark Tower
- −Vigour loss reduction: -50% (Lord's army)
- +Vigour loss reduction: -25% (Lord's army)
Dealer in Death
- −Weapon strength: +12% for Kroxigor and Sacred Kroxigor units (Lord's army)
- +Weapon strength: +10% for Kroxigor and Sacred Kroxigor units (Lord's army)
Rule of Chaos
- −Level 1: Undivided Authority: +2 (Lord's army)
- −Level 2: Undivided Authority: +3 (Lord's army)
- −Level 3: Undivided Authority: +4 (Lord's army)
- +Level 1: Undivided Authority: +3 (Lord's army)
- +Level 2: Undivided Authority: +4 (Lord's army)
- +Level 3: Undivided Authority: +5 (Lord's army)
Filthy Fighter
- −Weapon strength: +7% (Hero's army)
- +Weapon strength: +5% (Hero's army)
Murderlust
- −Skulls gained from kills: +25%
- +Skulls gained from kills: +30%
Leader of the Skaramor
- −Upkeep: -15% for Marauders of Khorne, Skullreapers and Wrathmongers units
- +Upkeep: -10% for Marauders of Khorne, Skullreapers and Wrathmongers units
Spellfire
- +Level 1: Explosive missile damage: +10%
- +Level 2: Explosive missile damage: +15%
Grip of Anarchy
- −Level 2: Undivided Authority: +2 (Hero's army)
- −Level 3: Undivided Authority: +3 (Hero's army)
- +Level 2: Undivided Authority: +3 (Hero's army)
- +Level 3: Undivided Authority: +4 (Hero's army)
Undivided Authority
- −Level 1: Undivided Authority: +2 (Lord's army)
- −Level 2: Undivided Authority: +3 (Lord's army)
- −Level 3: Undivided Authority: +4 (Lord's army)
- +Level 1: Undivided Authority: +3 (Lord's army)
- +Level 2: Undivided Authority: +4 (Lord's army)
- +Level 3: Undivided Authority: +5 (Lord's army)
Crowfather
- −Unit capacity: +4 Harpies
- −Missile resistance: 20% (Lord's army)
- +Unit capacity: +6 Harpies
- +Missile resistance: 15% (Lord's army)
Mage's Influence
- −Level 1: Undivided Authority: +1 (Hero's army)
- −Level 2: Undivided Authority: +2 (Hero's army)
- −Level 3: Undivided Authority: +3 (Hero's army)
- +Level 1: Undivided Authority: +2 (Hero's army)
- +Level 2: Undivided Authority: +3 (Hero's army)
- +Level 3: Undivided Authority: +4 (Hero's army)
Great Green Nemesis
- −Weapon strength: +15% when fighting against Greenskins (Lord's army)
- +Weapon strength: +8% when fighting against Greenskins (Lord's army)
Unliving Antagonist
- −Weapon strength: +15% when fighting against Vampire Counts (Lord's army)
- +Weapon strength: +8% when fighting against Vampire Counts (Lord's army)
Ruinous Rival
- −Weapon strength: +15% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
- +Weapon strength: +8% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
Warhorse
- +Passive Ability: "Charge! To Victory", while this Mount is equipped, Cavalry units (all units in army)
Father of Ragenew
- +Melee attack: +15
- +Weapon strength: +15% when fighting against anything and everything
- +Missile resistance: 10%
Marked by Nurglenew
- +Level 1: Enables poison attacks
- +Level 1: Hit points: +5%
- +Level 2: Enables poison attacks
- +Level 2: Hit points: +10%
- +Level 3: Enables poison attacks
- +Level 3: Hit points: +15%
Blessings of Nurglenew
- +Enables "Cloud of Flies"
Marked by Khornenew
- +Level 1: Weapon strength: +10% when fighting against anything and everything
- +Level 2: Weapon strength: +15% when fighting against anything and everything
- +Level 3: Weapon strength: +20% when fighting against anything and everything
Blessings of Khornenew
- +Enables flaming attacks
Marked by Tzeenchnew
- +Level 1: Speed: +5%
- +Level 1: Spell resistance: 5%
- +Level 2: Speed: +10%
- +Level 2: Spell resistance: 10%
- +Level 3: Speed: +15%
- +Level 3: Spell resistance: 15%
Blessings of Tzeenchnew
- +Enables magical attacks
- +Winds of Magic power reserve: +10 per turn (all units in army)
Marked by Slaneeshnew
- +Level 1: Spell resistance: 5%
- +Level 1: Speed: +5%
- +Level 1: Charge bonus: +3
- +Level 2: Spell resistance: 10%
- +Level 2: Speed: +10%
- +Level 2: Charge bonus: +6
- +Level 3: Spell resistance: 15%
- +Level 3: Speed: +15%
- +Level 3: Charge bonus: +9
Blessings of Slaneeshnew
- +Enables "Aura of Slaneesh"
- +Attribute: Strider
Champion of Chaosnew
- +Ward save: +5%
Favourite of the Godsnew
- +Ward save: +10%
Rampant Mutationsnew
- +Passive ability: "Regeneration"
Bestial Strengthnew
- +Level 1: Melee attack: +4
- +Level 2: Melee attack: +8
- +Level 3: Melee attack: +12
Imposing Presencenew
- +Level 1: Melee defence: +2
- +Level 2: Melee defence: +4
- +Level 3: Melee defence: +6
Thick Skinnew
- +Level 1: Armour: +5
- +Level 2: Armour: +9
- +Level 3: Armour: +14
Teeth, Claw and Steelnew
- +Level 1: Weapon strength: +10% when fighting against anything and everything
- +Level 2: Weapon strength: +15% when fighting against anything and everything
- +Level 3: Weapon strength: +20% when fighting against anything and everything
Favour of the Dark Godsnew
- +Attribute: Unbreakable
- +Attribute: Perfect Vigour
- +Ability: "Deadly Onslaught"
Martial Mastery (Skill Dump)new
- +Level 1: Hit points: +1%
- +Level 1: Melee attack: +1
- +Level 1: Ammunition: +1%
- +Level 2: Hit points: +2%
- +Level 2: Melee attack: +2
- +Level 2: Ammunition: +2%
- +Level 3: Hit points: +3%
- +Level 3: Melee attack: +3
- +Level 3: Ammunition: +3%
- +Level 4: Hit points: +4%
- +Level 4: Melee attack: +4
- +Level 4: Ammunition: +4%
- +Level 5: Hit points: +5%
- +Level 5: Melee attack: +5
- +Level 5: Ammunition: +5%
- +Level 6: Hit points: +6%
- +Level 6: Melee attack: +6
- +Level 6: Ammunition: +6%
- +Level 7: Hit points: +7%
- +Level 7: Melee attack: +7
- +Level 7: Ammunition: +7%
- +Level 8: Hit points: +8%
- +Level 8: Melee attack: +8
- +Level 8: Ammunition: +8%
- +Level 9: Hit points: +9%
- +Level 9: Melee attack: +9
- +Level 9: Ammunition: +9%
- +Level 10: Hit points: +10%
- +Level 10: Melee attack: +10
- +Level 10: Ammunition: +10%
- +Level 11: Hit points: +11%
- +Level 11: Melee attack: +11
- +Level 11: Ammunition: +11%
- +Level 12: Hit points: +12%
- +Level 12: Melee attack: +12
- +Level 12: Ammunition: +12%
- +Level 13: Hit points: +13%
- +Level 13: Melee attack: +13
- +Level 13: Ammunition: +13%
- +Level 14: Hit points: +14%
- +Level 14: Melee attack: +14
- +Level 14: Ammunition: +14%
- +Level 15: Hit points: +15%
- +Level 15: Melee attack: +15
- +Level 15: Ammunition: +15%
- +Level 16: Hit points: +16%
- +Level 16: Melee attack: +16
- +Level 16: Ammunition: +16%
- +Level 17: Hit points: +17%
- +Level 17: Melee attack: +17
- +Level 17: Ammunition: +17%
- +Level 18: Hit points: +18%
- +Level 18: Melee attack: +18
- +Level 18: Ammunition: +18%
- +Level 19: Hit points: +19%
- +Level 19: Melee attack: +19
- +Level 19: Ammunition: +19%
- +Level 20: Hit points: +20%
- +Level 20: Melee attack: +20
- +Level 20: Ammunition: +20%
Defensive Dedication (Skill Dump)new
- +Level 1: Hit points: +1%
- +Level 1: Melee defence: +1
- +Level 1: Range: +1%
- +Level 2: Hit points: +2%
- +Level 2: Melee defence: +2
- +Level 2: Range: +2%
- +Level 3: Hit points: +3%
- +Level 3: Melee defence: +3
- +Level 3: Range: +3%
- +Level 4: Hit points: +4%
- +Level 4: Melee defence: +4
- +Level 4: Range: +4%
- +Level 5: Hit points: +5%
- +Level 5: Melee defence: +5
- +Level 5: Range: +5%
- +Level 6: Hit points: +6%
- +Level 6: Melee defence: +6
- +Level 6: Range: +6%
- +Level 7: Hit points: +7%
- +Level 7: Melee defence: +7
- +Level 7: Range: +7%
- +Level 8: Hit points: +8%
- +Level 8: Melee defence: +8
- +Level 8: Range: +8%
- +Level 9: Hit points: +9%
- +Level 9: Melee defence: +9
- +Level 9: Range: +9%
- +Level 10: Hit points: +10%
- +Level 10: Melee defence: +10
- +Level 10: Range: +10%
- +Level 11: Hit points: +11%
- +Level 11: Melee defence: +11
- +Level 11: Range: +11%
- +Level 12: Hit points: +12%
- +Level 12: Melee defence: +12
- +Level 12: Range: +12%
- +Level 13: Hit points: +13%
- +Level 13: Melee defence: +13
- +Level 13: Range: +13%
- +Level 14: Hit points: +14%
- +Level 14: Melee defence: +14
- +Level 14: Range: +14%
- +Level 15: Hit points: +15%
- +Level 15: Melee defence: +15
- +Level 15: Range: +15%
- +Level 16: Hit points: +16%
- +Level 16: Melee defence: +16
- +Level 16: Range: +16%
- +Level 17: Hit points: +17%
- +Level 17: Melee defence: +17
- +Level 17: Range: +17%
- +Level 18: Hit points: +18%
- +Level 18: Melee defence: +18
- +Level 18: Range: +18%
- +Level 19: Hit points: +19%
- +Level 19: Melee defence: +19
- +Level 19: Range: +19%
- +Level 20: Hit points: +20%
- +Level 20: Melee defence: +20
- +Level 20: Range: +20%
Ancestral Terrornew
- +Passive ability: "Frenzy" (all units in army)
- +Charge bonus: +10 (Lord's army)
- +Speed: +5% (Lord's army)
Culling the Weaknew
- +Level 1: Weapon Strength: +4% for melee Ungor and melee Gor units (Lord's army)
- +Level 1: Melee attack: +3 for Ungors and Gors (Excluding Ranged) (Lord's army)
- +Level 2: Weapon Strength: +6% for melee Ungor and melee Gor units (Lord's army)
- +Level 2: Melee attack: +6 for Ungors and Gors (Excluding Ranged) (Lord's army)
- +Level 3: Weapon Strength: +8% for melee Ungor and melee Gor units (Lord's army)
- +Level 3: Melee attack: +10 for Ungors and Gors (Excluding Ranged) (Lord's army)
First Into the Fraynew
- +Level 1: Weapon Strength: +4% for melee Centigor and Chariot units (Lord's army)
- +Level 1: Charge Bonus: +5 for Centigors and Chariots (Lord's army)
- +Level 1: Speed: +2% for melee Centigor and Chariot units (Lord's army)
- +Level 2: Weapon Strength: +6% for melee Centigor and Chariot units (Lord's army)
- +Level 2: Charge Bonus: +10 for Centigors and Chariots (Lord's army)
- +Level 2: Speed: +5% for melee Centigor and Chariot units (Lord's army)
- +Level 3: Weapon Strength: +8% for melee Centigor and Chariot units (Lord's army)
- +Level 3: Charge Bonus: +15 for Centigors and Chariots (Lord's army)
- +Level 3: Speed: +8% for melee Centigor and Chariot units (Lord's army)
Cannon Foddernew
- +Level 1: Speed: +3% for melee Ungor and Centigor units (Lord's army)
- +Level 1: Speed: +4% for Missile Ungor and Centigor units (Lord's army)
- +Level 2: Speed: +6% for melee Ungor and Centigor units (Lord's army)
- +Level 2: Speed: +8% for Missile Ungor and Centigor units (Lord's army)
- +Level 3: Speed: +10% for melee Ungor and Centigor units (Lord's army)
- +Level 3: Speed: +12% for Missile Ungor and Centigor units (Lord's army)
Monsters of the Wildernessnew
- +Level 1: Weapon Strength: +6 for Warhounds, Harpy, Feral Manticore, and Razorgor units (Lord's army)
- +Level 1: Speed: +2% for Warhounds, Harpies, Feral Manticore, and Razorgor units (Lord's army)
- +Level 2: Weapon Strength: +8 for Warhounds, Harpy, Feral Manticore, and Razorgor units (Lord's army)
- +Level 2: Speed: +3% for Warhounds, Harpies, Feral Manticore, and Razorgor units (Lord's army)
- +Level 3: Weapon Strength: +10 for Warhounds, Harpy, Feral Manticore, and Razorgor units (Lord's army)
- +Level 3: Speed: +5% for Warhounds, Harpies, Feral Manticore, and Razorgor units (Lord's army)
Might of the Dark Godsnew
- +Level 1: Melee Attack: +3% for Bestigors and Minotaurs units (Lord's army)
- +Level 1: Weapon Strength: +4% for Bestigors and Minotaurs units (Lord's army)
- +Level 2: Melee Attack: +6% for Bestigors and Minotaurs units (Lord's army)
- +Level 2: Weapon Strength: +8% for Bestigors and Minotaurs units (Lord's army)
- +Level 3: Melee Attack: +10% for Bestigors and Minotaurs units (Lord's army)
- +Level 3: Weapon Strength: +10% for Bestigors and Minotaurs units (Lord's army)
Topplers of Civilizationnew
- +Level 1: Speed: +4% for Cygor, Chaos Spawn, Jabberslythe, Ghorgon and Giant units (Lord's army)
- +Level 1: Weapon Strength: +5% for Cygor, Incarnate Elemental of Beasts, Jabberslythe, Chaos Spawn and Giant units (Lord's army)
- +Level 1: Missile Strength: +4% for Cygor units (Lord's army)
- +Level 2: Speed: +8% for Cygor, Chaos Spawn, Jabberslythe, Ghorgon and Giant units (Lord's army)
- +Level 2: Weapon Strength: +7% for Cygor, Incarnate Elemental of Beasts, Jabberslythe, Chaos Spawn and Giant units (Lord's army)
- +Level 2: Missile Strength: +8% for Cygor units (Lord's army)
- +Level 3: Speed: +12% for Cygor, Chaos Spawn, Jabberslythe, Ghorgon and Giant units (Lord's army)
- +Level 3: Weapon Strength: +9% for Cygor, Incarnate Elemental of Beasts, Jabberslythe, Chaos Spawn and Giant units (Lord's army)
- +Level 3: Missile Strength: +12% for Cygor units (Lord's army)
Steam-Powered Economynew
- +Level 1: Construction time: -15% for all buildings (local province)
- +Level 1: Income from Industry: +10% (local province)
- +Level 1: Income +10% from resource buildings (local province)
- +Level 2: Construction time: -25% for all buildings (local province)
- +Level 2: Income from Industry: +20% (local province)
- +Level 2: Income +20% from resource buildings (local province)
Runic Artillerynew
- +Flaming Attacks for Artillery (Lord's army)
Field Repairsnew
- +Replenishment: +20% for Artillery and Flying units (Lord's army)
Eagle Eyednew
- +Level 1: Ammunition: +3%
- +Level 1: Missile strength: +4%
- +Level 1: Explosive missile damage: +10%
- +Level 2: Ammunition: +6%
- +Level 2: Missile strength: +6%
- +Level 2: Explosive missile damage: +15%
- +Level 3: Ammunition: +10%
- +Level 3: Missile strength: +8%
- +Level 3: Explosive missile damage: +20%
Battle Hardenednew
- +Level 1: Melee defence: +4
- +Level 2: Melee defence: +8
- +Level 3: Melee defence: +12
Determinednew
- +Level 1: Speed: +5%
- +Level 2: Speed: +10%
- +Level 3: Speed: +15%
Brimstone Riflenew
- +Level 1: Enables flaming attacks
- +Level 1: Range: +3%
- +Level 2: Range: +6%
- +Level 2: Enables flaming attacks
- +Level 3: Range: +10%
- +Level 3: Enables flaming attacks
Optimised Aimnew
- +Ammunition: +20% (Lord's army)
- +Enables 'Optimised Aim' granting bonus accuracy to units around the Guildmaster
Superior Alloysnew
- +Level 1: Weapon Strength: +4% for Miner, Warrior and Longbeard units (Lord's army)
- +Level 1: "Armour: +3 for Miner, Warrior and Longbeard units" (Lord's army)
- +Level 2: Weapon Strength: +6% for Miner, Warrior and Longbeard units (Lord's army)
- +Level 2: "Armour: +6 for Miner, Warrior and Longbeard units" (Lord's army)
- +Level 3: Weapon Strength: +8% for Miner, Warrior and Longbeard units (Lord's army)
- +Level 3: "Armour: +10 for Miner, Warrior and Longbeard units" (Lord's army)
First Rank, Fire! Second Rank, Fire!new
- +Level 1: Missile Strength: +6% for ranged Infantry units (Lord's army)
- +Level 1: Reload Time Reduction: +5% for ranged Infantry units (Lord's army)
- +Level 2: Missile Strength: +8% for ranged Infantry units (Lord's army)
- +Level 2: Reload Time Reduction: +10% for ranged Infantry units (Lord's army)
- +Level 3: Missile Strength: +10% for ranged Infantry units (Lord's army)
- +Level 3: Reload Time Reduction: +15% for ranged Infantry units (Lord's army)
Tested and Reliablenew
- +Level 1: Range: +3% for Gyrocopters, Gyrobombers, Bolt Throwers, Goblin Hewer, Thunderbarge, and Grudge Throwers units (Lord's army)
- +Level 1: Missile damage: +6% for Gyrocopters, Gyrobombers, Bolt Throwers, Goblin Hewer, Thunderbarge, and Grudge Throwers units (Lord's army)
- +Level 2: Range: +6% for Gyrocopters, Gyrobombers, Bolt Throwers, Goblin Hewer, Thunderbarge, and Grudge Throwers units (Lord's army)
- +Level 2: Missile damage: +8% for Gyrocopters, Gyrobombers, Bolt Throwers, Goblin Hewer, Thunderbarge, and Grudge Throwers units (Lord's army)
- +Level 3: Range: +9% for Gyrocopters, Gyrobombers, Bolt Throwers, Goblin Hewer, Thunderbarge, and Grudge Throwers units (Lord's army)
- +Level 3: Missile damage: +10% for Gyrocopters, Gyrobombers, Bolt Throwers, Goblin Hewer, Thunderbarge, and Grudge Throwers units (Lord's army)
Alchemical Furynew
- +Level 1: Range: +4% for Irondrakes and Flame Cannons (Lord's army)
- +Level 1: Missile damage: +6% for Irondrakes and Flame Cannons (Lord's army)
- +Level 2: Range: +8% for Irondrakes and Flame Cannons (Lord's army)
- +Level 2: Missile damage: +8% for Irondrakes and Flame Cannons (Lord's army)
- +Level 3: Range: +12% for Irondrakes and Flame Cannons (Lord's army)
- +Level 3: Missile damage: +10% for Irondrakes and Flame Cannons (Lord's army)
Consummate Craftmanshipnew
- +Level 1: Weapon Strength: +4% for Slayers, Doomseekers, Hammerers, Longbeards (Grudge Settlers), and Ironbreakers units (Lord's army)
- +Level 1: Melee defence: +3 for Slayers, Doomseekers, Hammerers, Longbeards (Grudge Settlers), and Ironbreakers units (Lord's army)
- +Level 2: Weapon Strength: +6% for Slayers, Doomseekers, Hammerers, Longbeards (Grudge Settlers), and Ironbreakers units (Lord's army)
- +Level 2: Melee defence: +6 for Slayers, Doomseekers, Hammerers, Longbeards (Grudge Settlers), and Ironbreakers units (Lord's army)
- +Level 3: Weapon Strength: +8% for Slayers, Doomseekers, Hammerers, Longbeards (Grudge Settlers), and Ironbreakers units (Lord's army)
- +Level 3: Melee defence: +10 for Slayers, Doomseekers, Hammerers, Longbeards (Grudge Settlers), and Ironbreakers units (Lord's army)
Bring More Gundpowder!new
- +Level 1: Reload Time Reduction: +5% for Canons and Organ Guns units (Lord's army)
- +Level 1: Missile damage: +6% for Canons and Organ Guns (Lord's army)
- +Level 2: Reload Time Reduction: +10% for Canons and Organ Guns units (Lord's army)
- +Level 2: Missile damage: +8% for Canons and Organ Guns (Lord's army)
- +Level 3: Reload Time Reduction: +15% for Canons and Organ Guns units (Lord's army)
- +Level 3: Missile damage: +10% for Canons and Organ Guns (Lord's army)
Ancestral Hatrednew
- +Level 1: Weapon Strength: +6% for Fimir units (Lord's army)
- +Level 1: Melee attack: +5 for Fimir units (Lord's army)
- +Level 2: Weapon Strength: +8% for Fimir units (Lord's army)
- +Level 2: Melee attack: +10 for Fimir units (Lord's army)
Demonic Sigilsnew
- +Level 1: Physical Resistance: +5% for Trolls, Manticores, Giants, Wyrms and Mammoths (Lord's army)
- +Level 1: Armour: +5 for Troll, Manticore, Giant, Wyrm and Mammoth units (Lord's army)
- +Level 2: Physical Resistance: +10% for Trolls, Manticores, Giants, Wyrms and Mammoths (Lord's army)
- +Level 2: Armour: +10 for Troll, Manticore, Giant, Wyrm and Mammoth units (Lord's army)
Shrouded by the Fogsnew
- +Missile resistance: 10% (Lord's army)
United by the Will of the True Godsnew
- +Level 1: Melee Attack: +3 for all Human Melee units (Lord's army)
- +Level 1: Armour: +3 for all Human Melee units (Lord's army)
- +Level 2: Melee Attack: +6 for all Human Melee units (Lord's army)
- +Level 2: Armour: +6 for all Human Melee units (Lord's army)
- +Level 3: Melee Attack: +10 for all Human Melee units (Lord's army)
- +Level 3: Armour: +10 for all Human Melee units (Lord's army)
Hunters of Mennew
- +Level 1: Reload Time Reduction: +3% for Hunters and Horsemen units (Lord's army)
- +Level 1: Ammunition: +7% for Hunters and Horsemen units (Lord's army)
- +Level 2: Reload Time Reduction: +6% for Hunters and Horsemen units (Lord's army)
- +Level 2: Ammunition: +14% for Hunters and Horsemen units (Lord's army)
- +Level 3: Reload Time Reduction: +10% for Hunters and Horsemen units (Lord's army)
- +Level 3: Ammunition: +20% for Hunters and Horsemen units (Lord's army)
Inhuman Furynew
- +Level 1: Melee attack: +3 for Fimirs and Skinwolves (Lord's army)
- +Level 1: Weapon Strength: +5% for Fimir and Skinwolves units (Lord's army)
- +Level 2: Melee attack: +6 for Fimirs and Skinwolves (Lord's army)
- +Level 2: Weapon Strength: +7% for Fimir and Skinwolves units (Lord's army)
- +Level 3: Melee attack: +10 for Fimirs and Skinwolves (Lord's army)
- +Level 3: Weapon Strength: +9% for Fimir and Skinwolves units (Lord's army)
Feast of Fresh Fleshnew
- +Level 1: Melee defence: +3 for Trolls and Giants (Lord's army)
- +Level 1: Weapon Strength: +5% for Troll and Giant units (Lord's army)
- +Level 2: Melee defence: +6 for Trolls and Giants (Lord's army)
- +Level 2: Weapon Strength: +7% for Troll and Giant units (Lord's army)
- +Level 3: Melee defence: +10 for Trolls and Giants (Lord's army)
- +Level 3: Weapon Strength: +9% for Troll and Giant units (Lord's army)
Enthralled Horrorsnew
- +Level 1: "Melee defence: +3 for Manticores, Wyrms and Mammoths" (Lord's army)
- +Level 1: Charge Bonus: +5 for Manticores, Wyrms and Mammoths (Lord's army)
- +Level 2: "Melee defence: +6 for Manticores, Wyrms and Mammoths" (Lord's army)
- +Level 2: Charge Bonus: +10 for Manticores, Wyrms and Mammoths (Lord's army)
- +Level 3: "Melee defence: +10 for Manticores, Wyrms and Mammoths" (Lord's army)
- +Level 3: Charge Bonus: +15 for Manticores, Wyrms and Mammoths (Lord's army)
Cruel Overseernew
- +Level 1: Construction cost: -10% for all buildings (local province)
- +Level 1: Income from all buildings: +5% (local province)
- +Level 2: Construction cost: -20% for all buildings (local province)
- +Level 2: Income from all buildings: +10% (local province)
Forbidden Knowledgenew
- +Winds of Magic power reserve: +10 per turn (all units in army)
- +Research rate: +10 (factionwide)
The Will of the Godsnew
- +Leadership: +5 for Marauder and Chariot units (Lord's army)
Ready for the Long Warnew
- +Level 1: Melee Defence: +4 for all Human Melee units (Lord's army)
- +Level 1: Armour: +4 for all Human Melee units (Lord's army)
- +Level 2: Melee Defence: +8 for all Human Melee units (Lord's army)
- +Level 2: Armour: +8 for all Human Melee units (Lord's army)
- +Level 3: Melee Defence: +12 for all Human Melee units (Lord's army)
- +Level 3: Armour: +12 for all Human Melee units (Lord's army)
Brawns, no Brainsnew
- +Level 1: Melee defence: +3 for Trolls (Lord's army)
- +Level 1: Melee attack: +3 for Trolls (Lord's army)
- +Level 2: Melee defence: +6 for Trolls (Lord's army)
- +Level 2: Melee attack: +6 for Trolls (Lord's army)
- +Level 3: Melee defence: +10 for Trolls (Lord's army)
- +Level 3: Melee attack: +10 for Trolls (Lord's army)
Forsaken by Mennew
- +Level 1: Melee attack: +4 for Fimirs and Skinwolves (Lord's army)
- +Level 1: Melee defence: +4 for Fimirs and Skinwolves (Lord's army)
- +Level 2: Melee attack: +8 for Fimirs and Skinwolves (Lord's army)
- +Level 2: Melee defence: +8 for Fimirs and Skinwolves (Lord's army)
- +Level 3: Melee attack: +12 for Fimirs and Skinwolves (Lord's army)
- +Level 3: Melee defence: +12 for Fimirs and Skinwolves (Lord's army)
Paragons of Strengthnew
- +Level 1: Weapon Strength: +5% for Manticore, Giant, Wyrm and Mammoth units (Lord's army)
- +Level 1: Armour: +5 for Manticore, Giant, Wyrm and Mammoth units (Lord's army)
- +Level 2: Weapon Strength: +7% for Manticore, Giant, Wyrm and Mammoth units (Lord's army)
- +Level 2: Armour: +10 for Manticore, Giant, Wyrm and Mammoth units (Lord's army)
- +Level 3: Weapon Strength: +9% for Manticore, Giant, Wyrm and Mammoth units (Lord's army)
- +Level 3: Armour: +15 for Manticore, Giant, Wyrm and Mammoth units (Lord's army)
Terrorgheist (Mount)new
- +Mount: Terrorgheist
Death from the Deepsnew
- +Level 1: Leadership +4% for all Monster units (Lord's army)
- +Level 1: Armour: +5 for Mournguls units (Lord's army)
- +Level 2: Leadership +8% for all Monster units (Lord's army)
- +Level 2: Armour: +10 for Mournguls units (Lord's army)
The Carrion Fleetsnew
- +Income from all enemy buildings: -5% (local enemy province)
- +Income from raiding: +20% (Lord's army)
- +Control: -5 (local enemy province)
Insatiablenew
- +Campaign movement range: +8%
- +Local recruitment capacity: +1 (local province)
Creatures of the Nightnew
- +Level 1: Speed: +5% for Flying units (Lord's army)
- +Level 1: Weapon Strength: +4% for Mournguls units (Lord's army)
- +Level 1: Charge Bonus +5 for Mournguls (Lord's army)
- +Level 2: Speed: +10% for Flying units (Lord's army)
- +Level 2: Weapon Strength: +8% for Mournguls units (Lord's army)
- +Level 2: Charge Bonus +10 for Mournguls (Lord's army)
Apex Predatornew
- +Local Recruitment rank: +2 for Zombie Pirate Gunnery Mob units (Lord's army)
- +Bonus vs Large: +10
Eye of the Stormnew
- +Level 1: Winds of Magic power reserve: +5 per turn (all units in army)
- +Level 1: Enemy Winds of Magic power reserve capacity: -5 (local region)
- +Level 2: Winds of Magic power reserve: +10 per turn (all units in army)
- +Level 2: Enemy Winds of Magic power reserve capacity: -10 (local region)
Call of the Depthnew
- +Level 1: Fire resistance: 10%
- +Level 2: Fire resistance: 20%
Stormfels' Claimsnew
- +Level 1: Income from post-battle loot: +5%
- +Level 1: Income from sacking settlements: +5%
- +Level 1: Income from raiding: +5%
- +Level 2: Income from post-battle loot: +10%
- +Level 2: Income from sacking settlements: +10%
- +Level 2: Income from raiding: +10%
Stormfels' Blessingsnew
- +Level 1: Immune to High Seas attrition (Lord's army)
- +Level 1: Immune to Storm and Reef attrition (Lord's army)
- +Level 1: Income from trade tariffs: +10% (factionwide)
- +Level 1: Campaign movement range: +5%
- +Level 1: Income from Ports: +5% (factionwide)
- +Level 2: Income from trade tariffs: +20% (factionwide)
- +Level 2: Campaign movement range: +10%
- +Level 2: Income from Ports: +10% (factionwide)
- +Level 2: Immune to High Seas attrition (Lord's army)
- +Level 2: Immune to Storm and Reef attrition (Lord's army)
The Storm's Reachnew
- +Level 1: Missile resistance: 5% (Lord's army)
- +Level 1: Spell resistance: 5% (Lord's army)
- +Level 2: Missile resistance: 10% (Lord's army)
- +Level 2: Spell resistance: 10% (Lord's army)
Righteous Retributionnew
- +Level 1: Weapon Strength: +6% for melee Infantry units (Lord's army)
- +Level 1: Ranged Damage +6% for Ranged Infantry (Lord's army)
- +Level 2: Weapon Strength: +8% for melee Infantry units (Lord's army)
- +Level 2: Ranged Damage +8% for Ranged Infantry (Lord's army)
The Power of the Oceansnew
- +Level 1: Charge bonus: +15
- +Level 2: Charge bonus: +30
Desecrators of the nations of mennew
- +Level 1: Weapon Strength: +6% when fighting against Order factions (Lord's army)
- +Level 1: Morale: +5 when fighting against the factions of Order (Lord's army)
- +Level 2: Weapon Strength: +8% when fighting against Order factions (Lord's army)
- +Level 2: Morale: +10 when fighting against the factions of Order (Lord's army)
Infestation of Maggotsnew
- +Level 1: Attrition: -10% when under siege
- +Level 1: Attrition suffered by defender: +10% when laying siege or encircling (local region)
- +Level 2: Attrition: -20% when under siege
- +Level 2: Attrition suffered by defender: +20% when laying siege or encircling (local region)
Watching the preynew
- +Level 1: Melee defence: +3 for Ungors and Gors (Excluding Ranged) (Lord's army)
- +Level 1: Armour: +3 for melee Ungor and melee Gor units (Lord's army)
- +Level 2: Melee defence: +6 for Ungors and Gors (Excluding Ranged) (Lord's army)
- +Level 2: Armour: +6 for melee Ungor and melee Gor units (Lord's army)
- +Level 3: Melee defence: +10 for Ungors and Gors (Excluding Ranged) (Lord's army)
- +Level 3: Armour: +10 for melee Ungor and melee Gor units (Lord's army)
The Eyes of the Herdnew
- +Level 1: Speed: +4% for melee Centigor and melee Chariot units (Lord's army)
- +Level 1: Weapon Strength: +4% for melee Centigor and melee Chariot units (Lord's army)
- +Level 2: Speed: +8% for melee Centigor and melee Chariot units (Lord's army)
- +Level 2: Weapon Strength: +6% for melee Centigor and melee Chariot units (Lord's army)
- +Level 3: Speed: +12% for melee Centigor and melee Chariot units (Lord's army)
- +Level 3: Weapon Strength: +8% for melee Centigor and melee Chariot units (Lord's army)
Death from afarnew
- +Level 1: Ammunition: +10% for ranged Ungor and ranged Centigor units (Lord's army)
- +Level 1: Missile damage: +4% for Ungors and Centigors (Ranged) (Lord's army)
- +Level 1: Range: +3% for Ungors and Centigors (Ranged) (Lord's army)
- +Level 2: Ammunition: +15% for ranged Ungor and ranged Centigor units (Lord's army)
- +Level 2: Missile damage: +6% for Ungors and Centigors (Ranged) (Lord's army)
- +Level 2: Range: +6% for Ungors and Centigors (Ranged) (Lord's army)
- +Level 3: Ammunition: +20% for ranged Ungor and ranged Centigor units (Lord's army)
- +Level 3: Missile damage: +8% for Ungors and Centigors (Ranged) (Lord's army)
- +Level 3: Range: +10% for Ungors and Centigors (Ranged) (Lord's army)
Touched by the Ruinous Powersnew
- +Level 1: Armour: +3 for Bestigors, Minotaurs, and Chaos Spawn units (Lord's army)
- +Level 1: Weapon Strength: +4% for Bestigors, Minotaurs, and Chaos Spawn units (Lord's army)
- +Level 2: Armour: +6 for Bestigors, Minotaurs, and Chaos Spawn units (Lord's army)
- +Level 2: Weapon Strength: +6% for Bestigors, Minotaurs, and Chaos Spawn units (Lord's army)
- +Level 3: Armour: +10 for Bestigors, Minotaurs, and Chaos Spawn units (Lord's army)
- +Level 3: Weapon Strength: +8% for Bestigors, Minotaurs, and Chaos Spawn units (Lord's army)
Titanic Assaultnew
- +Level 1: Melee Defence: +3 for Cygor, Incarnate Elemental of Beasts, Giant, Jabberslythe, and Ghorgon units (Lord's army)
- +Level 1: Ammunition: +5% for Cygor units (Lord's army)
- +Level 1: Missile Damage: +3% for Cygor units (Lord's army)
- +Level 1: Weapon Strength: +3% for Cygor, Incarnate Elemental of Beasts, Giant, Jabberslythe, and Ghorgon units (Lord's army)
- +Level 2: Melee Defence: +6 for Cygor, Incarnate Elemental of Beasts, Giant, Jabberslythe, and Ghorgon units (Lord's army)
- +Level 2: Ammunition: +10% for Cygor units (Lord's army)
- +Level 2: Missile Damage: +6% for Cygor units (Lord's army)
- +Level 2: Weapon Strength: +6% for Cygor, Incarnate Elemental of Beasts, Giant, Jabberslythe, and Ghorgon units (Lord's army)
- +Level 3: Melee Defence: +10 for Cygor, Incarnate Elemental of Beasts, Giant, Jabberslythe, and Ghorgon units (Lord's army)
- +Level 3: Ammunition: +15% for Cygor units (Lord's army)
- +Level 3: Missile Damage: +8% for Cygor units (Lord's army)
- +Level 3: Weapon Strength: +8% for Cygor, Incarnate Elemental of Beasts, Giant, Jabberslythe, and Ghorgon units (Lord's army)
Indomitable (Green Knight)new
- +Level 1: Enemy leadership: -2 (enemy armies in local province)
- +Level 2: Enemy leadership: -4 (enemy armies in local province)
- +Level 3: Enemy leadership: -6 (enemy armies in local province)
Teclis' Vortexnew
- +Level 1: Ability: "Teclis' Vortex"
- +Level 2: Overcast Spell: "Teclis' Vortex (Overcast)"