Radious Tzeentch units
87 Tzeentch units Radious Total War Mod changes against patch 9.0.4, 34 it adds, and 37 skills, 115 buildings and 21 technologies. Vanilla → Radious: green makes the unit stronger or cheaper, red weaker or dearer.
Units
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 4 → 65,736 → 13,500 | 110 → 104 | 22 → 3028 → 30 | 29 → 3011 → 12 | 850 → 1,000850 → 1,000 | Leadership 70 → 75; Charge bonus 76 → 92; Mass 3,130 → 3,330; Upkeep 213 → 130; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 608,100 → 11,400 | 120 → 110 | 42 → 3938 → 43 | 36 → 2317 → 14 | 1,600 → 1,4501,400 → 1,450 | Missile block 30% → 45%; Leadership 75 → 70; Bonus vs large 0 → 12; Charge bonus 80 → 83; Mass 1,330 → 1,430; Upkeep 400 → 145; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 605,460 → 8,100 | 15 → 30 | 2220 → 25 | 19 → 185 → 6 | 700700 | Leadership 48 → 50; Charge bonus 24 → 32; Mass 600 → 650; Range 80 m → 85 m; Ammunition 16 → 28; Missile base damage 15 → 19; Missile AP damage 7 → 10; Upkeep 175 → 115; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 13,808 → 4,300 | 80 → 110 | 48 → 3744 → 39 | 240 → 255120 → 125 | 1,000 → 1,300800 → 1,300 | Charge bonus 20 → 26; Upkeep 250 → 130; Removed: Mark of Tzeentch | |
| 14,296 → 4,960 | 100 → 124 | 48 → 4144 | 240 → 255120 → 125 | 1,200 → 1,4001,000 → 1,400 | Charge bonus 40 → 57; Upkeep 300 → 140; Removed: Mark of Tzeentch | |
| 14,288 → 5,050 | 80 → 96 | 48 → 5044 → 49 | 240 → 255120 → 125 | 1,600 → 1,7001,200 → 1,700 | Charge bonus 35 → 45; Mass 1,300 → 1,400; Upkeep 400 → 170; Removed: Mark of Tzeentch | |
| 111,550 → 13,260 | 60 → 76 | 35 → 4030 → 34 | 250 → 260125 → 140 | 1,100 → 1,5001,500 | Charge bonus 25 → 31; Upkeep 425 → 150; Removed: Mark of Tzeentch | |
| 13,808 → 4,300 | 80 → 110 | 48 → 3744 → 39 | 240 → 255120 → 125 | 1,000 → 1,300800 → 1,300 | Charge bonus 20 → 26; Upkeep 250 → 130; Removed: Mark of Tzeentch | |
| 14,296 → 4,960 | 100 → 124 | 48 → 4144 | 240 → 255120 → 125 | 1,200 → 1,4001,000 → 1,400 | Charge bonus 40 → 57; Upkeep 300 → 140; Removed: Mark of Tzeentch | |
| 14,288 → 5,050 | 80 → 96 | 48 → 5044 → 49 | 240 → 255120 → 125 | 1,600 → 1,7001,200 → 1,700 | Charge bonus 35 → 45; Mass 1,300 → 1,400; Upkeep 400 → 170; Removed: Mark of Tzeentch | |
| 111,550 → 13,260 | 60 → 76 | 35 → 4030 → 34 | 250 → 260125 → 140 | 1,100 → 1,5001,500 | Charge bonus 25 → 31; Upkeep 425 → 150; Removed: Mark of Tzeentch | |
| 13,520 → 4,300 | 80 → 110 | 42 → 3640 → 38 | 220 → 24095 → 110 | 1,000 → 1,200500 → 1,200 | Leadership 60 → 65; Charge bonus 20 → 23; Upkeep 250 → 120; Removed: Mark of Tzeentch | |
| 13,976 → 4,660 | 100 → 124 | 42 → 3940 → 45 | 220 → 24095 → 110 | 1,200 → 1,300700 → 1,300 | Leadership 60 → 65; Charge bonus 40 → 45; Upkeep 300 → 130; Removed: Mark of Tzeentch | |
| 13,968 → 4,650 | 80 → 94 | 4844 → 46 | 220 → 24095 → 110 | 1,600 → 1,700900 → 1,700 | Leadership 60 → 65; Charge bonus 35 → 40; Mass 1,300 → 1,400; Upkeep 400 → 170; Removed: Mark of Tzeentch | |
| 111,250 → 12,610 | 60 → 74 | 35 → 3730 → 32 | 250 → 260125 → 140 | 1,300 → 1,4001,400 | Leadership 60 → 65; Charge bonus 25 → 28; Upkeep 425 → 140; Removed: Mark of Tzeentch | |
| 13,520 → 4,300 | 80 → 110 | 42 → 3640 → 38 | 220 → 24095 → 110 | 1,000 → 1,200500 → 1,200 | Leadership 60 → 65; Charge bonus 20 → 23; Upkeep 250 → 120; Removed: Mark of Tzeentch | |
| 13,976 → 4,660 | 100 → 124 | 42 → 3940 → 45 | 220 → 24095 → 110 | 1,200 → 1,300700 → 1,300 | Leadership 60 → 65; Charge bonus 40 → 45; Upkeep 300 → 130; Removed: Mark of Tzeentch | |
| 13,968 → 4,650 | 80 → 94 | 4844 → 46 | 220 → 24095 → 110 | 1,600 → 1,700900 → 1,700 | Leadership 60 → 65; Charge bonus 35 → 40; Mass 1,300 → 1,400; Upkeep 400 → 170; Removed: Mark of Tzeentch | |
| 111,250 → 12,610 | 60 → 74 | 35 → 3730 → 32 | 250 → 260125 → 140 | 1,300 → 1,4001,400 | Leadership 60 → 65; Charge bonus 25 → 28; Upkeep 425 → 140; Removed: Mark of Tzeentch | |
| 17,600 → 9,650 | 30 → 44 | 5555 | 200 → 250250 → 270 | 1,900 → 2,3001,900 → 2,300 | Bonus vs large 0 → 16; Upkeep 475 → 230; Removed: Mark of Tzeentch | |
| 16 → 209,040 → 11,300 | 120 → 138 | 40 → 4352 → 58 | 30 → 2860 | 1,5001,500 | Bonus vs large 30 → 25; Charge bonus 16 → 22; Upkeep 375 → 150; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Removed: Mark of Tzeentch | |
| 1209,360 → 15,000 | 15 → 28 | 34 → 3128 → 31 | 217 → 6 | 425 → 475425 → 475 | Leadership 60 → 50; Charge bonus 18 → 20; Upkeep 106 → 70; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 1209,360 → 15,000 | 15 → 28 | 25 → 2937 → 35 | 20 → 195 → 7 | 500475 → 500 | Leadership 60 → 50; Bonus vs large 15 → 12; Charge bonus 6 → 15; Upkeep 125 → 70; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 1009,000 → 13,500 | 100 → 104 | 36 → 3844 → 42 | 26 → 2710 → 9 | 825 → 850800 → 850 | Leadership 75 → 70; Speed 28 → 30; Bonus vs infantry 0 → 6; Charge bonus 20 → 17; Mass 160 → 175; Upkeep 200 → 115; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 1009,000 → 13,500 | 100 → 104 | 30 → 3742 → 43 | 10 → 1724 → 18 | 925 → 900900 | Leadership 75 → 70; Speed 28 → 30; Bonus vs large 19 → 15; Charge bonus 10 → 13; Mass 160 → 175; Upkeep 231 → 115; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 8010,480 → 14,800 | 120 → 116 | 46 → 4760 → 54 | 34 → 2714 → 18 | 1,350 → 1,4001,350 → 1,400 | Leadership 85 → 80; Speed 28 → 30; Charge bonus 26 → 27; Mass 160 → 175; Upkeep 338 → 160; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 8010,480 → 14,800 | 120 → 116 | 36 → 4456 → 57 | 15 → 1931 → 25 | 1,500 → 1,4501,500 → 1,450 | Leadership 85 → 80; Speed 28 → 30; Charge bonus 16 → 25; Mass 210 → 220; Upkeep 375 → 165; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 111,250 → 14,610 | 60 → 76 | 35 → 3630 → 35 | 250 → 260125 → 140 | 1,300 → 1,5501,300 → 1,550 | Charge bonus 25 → 30; Upkeep 325 → 150; Fire resistance 0% → 15%; Removed: Mark of Tzeentch | |
| 111,250 → 11,910 | 60 → 74 | 35 → 3630 → 35 | 250 → 260125 → 140 | 3,000 → 1,7001,400 → 1,700 | Leadership 55 → 60; Charge bonus 25 → 27; Mass 5,300 → 5,400; Upkeep 250 → 170; Removed: Mark of Tzeentch | |
| 15,000 → 5,900 | 80 → 94 | 55 → 5855 → 58 | 330 → 355140 → 165 | 1,000 → 1,750900 → 1,750 | Leadership 70 → 80; Bonus vs infantry 0 → 22; Charge bonus 30 → 38; Mass 1,200 → 1,300; Upkeep 250 → 175; Removed: Mark of Tzeentch | |
| 14,640 → 5,200 | 100 → 114 | 50 → 5660 → 61 | 180310 | 1,000 → 1,3001,150 → 1,300 | Missile block 55% → 65%; Charge bonus 20 → 35; Upkeep 250 → 130; Removed: Mark of Tzeentch | |
| 15,472 → 5,850 | 110 → 122 | 40 → 4635 → 48 | 170320 | 1,300 → 1,5001,450 → 1,500 | Missile block 55% → 65%; Mass 4,000 → 4,200; Upkeep 325 → 150; Removed: Mark of Tzeentch | |
| 15,228 → 5,910 | 120 → 128 | 50 → 5760 → 63 | 180310 | 1,200 → 1,4001,350 → 1,400 | Missile block 55% → 65%; Charge bonus 50 → 58; Mass 2,500 → 2,600; Upkeep 300 → 140; Removed: Mark of Tzeentch | |
| 15,220 → 6,000 | 100 → 122 | 50 → 5860 → 65 | 180310 | 1,400 → 1,6001,550 → 1,600 | Missile block 55% → 65%; Charge bonus 40 → 55; Upkeep 350 → 160; Removed: Mark of Tzeentch | |
| 14,068 → 4,900 | 100 → 114 | 45 → 5550 → 54 | 135285 | 1,000 → 1,200925 → 1,200 | Charge bonus 15 → 30; Upkeep 250 → 120; Removed: Mark of Tzeentch | |
| 15,380 → 6,050 | 110 → 122 | 40 → 3835 → 48 | 145275 | 1,300 → 1,4001,225 → 1,400 | Charge bonus 80 → 85; Mass 4,000 → 4,200; Upkeep 325 → 140; Removed: Mark of Tzeentch | |
| 14,680 → 5,510 | 120 → 128 | 45 → 5750 → 58 | 135285 | 1,200 → 1,3001,125 → 1,300 | Charge bonus 40 → 56; Mass 2,500 → 2,600; Upkeep 300 → 130; Removed: Mark of Tzeentch | |
| 14,672 → 5,800 | 100 → 122 | 45 → 5850 → 59 | 135285 | 1,400 → 1,5001,325 → 1,500 | Charge bonus 35 → 48; Upkeep 350 → 150; Removed: Mark of Tzeentch | |
| 15,808 → 5,900 | 120 → 128 | 6040 → 50 | 140330 | 2,000 → 1,6001,350 → 1,600 | Missile block 20% → 30%; Mass 1,000 → 1,100; Removed: Mark of Tzeentch | |
| 13,520 → 4,200 | 20 → 34 | 35 → 3825 → 34 | 115 → 125265 → 275 | 1,200 → 1,1000 → 1,100 | Charge bonus 22 → 30; Range 130 m → 145 m; Ammunition 30 → 45; Missile base damage 225 → 250; Missile AP damage 75 → 85; Reload time 8 s → 7 s; Upkeep 0 → 135 | |
| 14,321 → 5,200 | 25 → 46 | 30 → 4650 → 40 | 250 → 280125 → 155 | 1,000 → 1,8000 → 1,800 | Charge bonus 30 → 40; Mass 600 → 650; Upkeep 250 → 180 | |
| 606,720 → 11,400 | 35 → 58 | 22 → 4022 → 39 | 7 → 1127 → 29 | 1,200 → 1,0501,200 → 1,050 | Leadership 60 → 65; Speed 84 → 85; Charge bonus 42 → 60; Mass 950 → 1,200; Upkeep 300 → 110 | |
| 807,200 → 12,400 | 25 → 44 | 29 → 3134 → 40 | 20 → 278 → 7 | 950 → 900950 → 900 | Leadership 80 → 75; Charge bonus 12 → 22; Range 130 m → 140 m; Ammunition 20 → 36; Missile base damage 15 → 16; Missile AP damage 5 → 6; Upkeep 237 → 110; Fire resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 120 → 1009,600 → 18,500 | 50 → 104 | 26 → 4538 → 43 | 219 → 23 | 650 → 1,525650 → 1,525 | Missile block 55% → 50%; Leadership 62 → 75; Speed 38 → 36; Charge bonus 26 → 46; Mass 130 → 160; Upkeep 175 → 160; Spell resistance 0% → 20%; New: Expert Charge Defence, Encourage; Removed: Mark of Tzeentch | |
| 16,120 → 9,150 | 35 → 56 | 46 → 5338 → 46 | 125 → 130295 → 300 | 1,100 → 1,4001,050 → 1,400 | Charge bonus 40 → 47; Mass 1,600 → 1,700; Upkeep 275 → 155 | |
| 12 → 163,216 → 6,640 | 10 → 34 | 28 → 3512 → 31 | 12 → 1434 → 35 | 1,500 → 1,5501,500 → 1,550 | Charge bonus 25 → 30; Range 90 m → 100 m; Ammunition 10 → 16; Missile base damage 5 → 6; Missile AP damage 13 → 14; Upkeep 375 → 155 | |
| 18,088 → 12,700 | 70 → 88 | 45 → 6440 → 45 | 140 → 155320 → 330 | 2,000 → 2,1002,000 → 2,100 | Charge bonus 32 → 62; Upkeep 525 → 210 | |
| 18,088 → 13,100 | 70 → 94 | 56 → 6850 | 140 → 160320 → 335 | 2,600 → 2,5002,500 | Leadership 75 → 70; Bonus vs infantry 20 → 25; Charge bonus 32 → 66; Upkeep 650 → 250; Missile resistance 15% → 20%; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 164,880 → 7,520 | 30 → 48 | 34 → 3529 → 36 | 20 → 2240 → 42 | 1,0001,000 | Bonus vs large 25 → 30; Charge bonus 26 → 38; Mass 700 → 750; Upkeep 238 → 115; Physical resistance 20% → 25%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 608,100 → 11,700 | 120 | 42 → 4350 | 37 → 3016 → 12 | 1,5001,400 → 1,500 | Missile block 30% → 55%; Bonus vs infantry 0 → 8; Charge bonus 44 → 50; Mass 1,330 → 1,430; Upkeep 375 → 155; Ward save 0% → 5%; Removed: Mark of Tzeentch | |
| 24 → 325,880 → 12,480 | 120 → 122 | 44 → 4636 → 45 | 5624 → 26 | 1,600 → 1,7001,500 → 1,700 | Missile block 55% → 65%; Charge bonus 52 → 68; Mass 1,300 → 1,400; Upkeep 400 → 170; Ward save 0% → 9%; Removed: Mark of Tzeentch | |
| 13,688 → 4,550 | 15 → 28 | 25 → 2730 → 34 | 200 → 23085 → 110 | 1,000 → 1,100400 → 1,100 | Charge bonus 15 → 20; Upkeep 250 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; Removed: Mark of Tzeentch | |
| 14,096 → 5,150 | 45 → 56 | 25 → 2930 → 36 | 200 → 23085 → 110 | 1,000 → 1,300600 → 1,300 | Charge bonus 30 → 40; Mass 1,600 → 1,700; Upkeep 250 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; Removed: Mark of Tzeentch | |
| 17,828 → 9,450 | 30 → 48 | 50 → 5250 → 54 | 135 → 155315 → 345 | 1,000 → 1,1001,900 → 1,100 | Charge bonus 40 → 48; Upkeep 500 → 135 | |
| 17,828 → 9,450 | 30 → 48 | 50 → 5350 → 53 | 135 → 155315 → 345 | 1,000 → 1,1001,900 → 1,100 | Charge bonus 40 → 48; Upkeep 500 → 135 | |
| 13,808 → 4,750 | 35 → 44 | 35 → 3635 → 36 | 250 → 280125 → 155 | 1,000 → 1,100800 → 1,100 | Charge bonus 20 → 26; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 225 → 250; Missile AP damage 75 → 90; Reload time 8 s → 7 s; Upkeep 250 → 135 | |
| 14,208 → 5,250 | 35 → 44 | 35 → 3735 → 37 | 250 → 280125 → 155 | 1,200 → 1,3001,200 → 1,300 | Charge bonus 35 → 40; Mass 1,300 → 1,400; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 225 → 250; Missile AP damage 75 → 90; Reload time 8 s → 7 s; Upkeep 300 → 145 | |
| 15,396 → 6,780 | 35 → 44 | 35 → 3828 → 33 | 125 → 135275 → 285 | 1,500 → 1,6001,400 → 1,600 | Bonus vs infantry 20 → 0; Charge bonus 35 → 42; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 225 → 250; Missile AP damage 75 → 90; Reload time 8 s → 7 s; Upkeep 375 → 165 | |
| 13,808 → 4,750 | 35 → 44 | 35 → 3635 → 36 | 250 → 280125 → 155 | 1,000 → 1,100800 → 1,100 | Charge bonus 20 → 26; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 225 → 250; Missile AP damage 75 → 90; Reload time 8 s → 7 s; Upkeep 250 → 135 | |
| 14,208 → 5,250 | 35 → 44 | 35 → 3735 → 37 | 250 → 280125 → 155 | 1,200 → 1,3001,200 → 1,300 | Charge bonus 35 → 40; Mass 1,300 → 1,400; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 225 → 250; Missile AP damage 75 → 90; Reload time 8 s → 7 s; Upkeep 300 → 145 | |
| 15,396 → 6,780 | 35 → 44 | 35 → 3828 → 33 | 125 → 135275 → 285 | 1,500 → 1,6001,400 → 1,600 | Bonus vs infantry 20 → 0; Charge bonus 35 → 42; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 225 → 250; Missile AP damage 75 → 90; Reload time 8 s → 7 s; Upkeep 375 → 165 | |
| 13,408 → 4,200 | 35 → 44 | 30 → 3130 → 32 | 210 → 24090 → 115 | 900 → 1,000500 → 1,000 | Charge bonus 20 → 25; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 203 → 230; Missile AP damage 67 → 85; Reload time 8 s → 7 s; Upkeep 225 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,808 → 4,750 | 35 → 44 | 30 → 3230 → 34 | 210 → 24090 → 115 | 1,100 → 1,200900 → 1,200 | Charge bonus 35 → 40; Mass 1,300 → 1,400; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 203 → 230; Missile AP damage 67 → 85; Reload time 8 s → 7 s; Upkeep 275 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,996 → 6,130 | 35 → 44 | 35 → 3328 | 125 → 135275 → 285 | 1,400 → 1,5001,100 → 1,500 | Bonus vs infantry 20 → 0; Charge bonus 35 → 42; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 203 → 230; Missile AP damage 67 → 85; Reload time 8 s → 7 s; Upkeep 350 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,408 → 4,200 | 35 → 44 | 30 → 3130 → 32 | 210 → 24090 → 115 | 900 → 1,000500 → 1,000 | Charge bonus 20 → 25; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 203 → 230; Missile AP damage 67 → 85; Reload time 8 s → 7 s; Upkeep 225 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,808 → 4,750 | 35 → 44 | 30 → 3230 → 34 | 210 → 24090 → 115 | 1,100 → 1,200900 → 1,200 | Charge bonus 35 → 40; Mass 1,300 → 1,400; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 203 → 230; Missile AP damage 67 → 85; Reload time 8 s → 7 s; Upkeep 275 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,996 → 6,130 | 35 → 44 | 35 → 3328 | 125 → 135275 → 285 | 1,400 → 1,5001,100 → 1,500 | Bonus vs infantry 20 → 0; Charge bonus 35 → 42; Range 130 m → 145 m; Ammunition 20 → 35; Missile base damage 203 → 230; Missile AP damage 67 → 85; Reload time 8 s → 7 s; Upkeep 350 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 18,048 → 9,700 | 50 → 64 | 35 → 4220 → 32 | 125 → 160295 → 315 | 1,000 → 1,5001,500 | Charge bonus 20 → 32; Upkeep 100 → 135; Missile resistance 0% → 10% | |
| 1607,680 → 16,000 | 5 → 34 | 20 → 2422 → 30 | 21 → 233 → 4 | 500500 | Leadership 50 → 45; Charge bonus 10 → 15; Range 90 m → 100 m; Ammunition 4 → 10; Missile base damage 13 → 15; Missile AP damage 2 → 3; Upkeep 125 → 75 | |
| 605,280 → 12,300 | 25 → 34 | 3618 → 28 | 32 → 3312 → 13 | 550 → 600650 → 600 | Leadership 50 → 45; Charge bonus 24 → 30; Upkeep 138 → 85 | |
| 808,000 → 12,400 | 85 → 96 | 32 → 3920 → 31 | 44 → 4614 → 18 | 825 → 900825 → 900 | Leadership 70 → 75; Upkeep 206 → 115; Spell resistance 0% → 30%; Removed: Mark of Tzeentch | |
| 80 → 1006,400 → 14,000 | 25 → 38 | 22 → 2726 → 35 | 20 → 268 → 6 | 700 → 850700 → 850 | Leadership 70 → 60; Charge bonus 12 → 20; Range 130 m → 140 m; Ammunition 20 → 34; Missile base damage 15 → 16; Missile AP damage 5 → 6; Upkeep 175 → 110 | |
| 80 → 1007,200 → 15,000 | 35 → 48 | 30 → 3338 → 46 | 22 → 2710 → 8 | 1,000 → 1,1501,000 → 1,150 | Leadership 75 → 70; Charge bonus 14 → 24; Range 130 m → 140 m; Ammunition 20 → 34; Missile base damage 17 → 18; Upkeep 250 → 135 | |
| 13,180 → 4,850 | 10 → 38 | 34 → 3720 → 36 | 115 → 130250 → 265 | 1,300 → 1,2001,300 → 1,200 | Leadership 70 → 65; Charge bonus 6 → 12; Mass 1,400 → 1,500; Ammunition 15 → 19; Missile base damage 25 → 30; Missile AP damage 55 → 60; Upkeep 325 → 140 | |
| 12 → 163,084 → 6,560 | 10 → 34 | 28 → 3312 → 29 | 12 → 1434 → 35 | 800 → 950800 → 950 | Charge bonus 8 → 14; Mass 700 → 750; Range 90 m → 100 m; Ammunition 12 → 16; Missile base damage 5 → 6; Missile AP damage 13 → 14; Upkeep 213 → 120 | |
| 17,028 → 10,300 | 30 → 58 | 45 → 4645 → 52 | 125 → 150295 → 320 | 1,700 → 1,8001,450 → 1,800 | Leadership 75 → 70; Charge bonus 35 → 45; Upkeep 425 → 180; Physical resistance 20% → 25%; Missile resistance 0% → 10% | |
| 164,880 → 7,200 | 30 → 44 | 26 → 3122 → 38 | 2040 | 700 → 800700 → 800 | Leadership 60 → 65; Charge bonus 26 → 35; Mass 700 → 750; Upkeep 175 → 105 | |
| 18,188 → 11,450 | 90 → 104 | 42 → 5035 → 42 | 135 → 150315 → 330 | 1,900 → 2,0001,750 → 2,000 | Charge bonus 30 → 44; Missile base damage 24 → 26; Missile AP damage 96 → 98; Upkeep 475 → 190; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 168,768 → 16,000 | 10 → 28 | 36 → 3828 → 39 | 120 → 10050 | 1,000 → 1,1001,050 → 1,100 | Charge bonus 35 → 51; Mass 1,500 → 1,600; Upkeep 250 → 135; Removed: Mark of Tzeentch | |
| 14,980 → 7,260 | 20 → 44 | 35 → 3828 → 38 | 125 → 135275 → 285 | 1,600 → 1,8001,600 → 1,800 | Leadership 70 → 60; Bonus vs infantry 20 → 0; Charge bonus 35 → 44; Mass 3,400 → 3,500; Range 90 m → 100 m; Ammunition 12 → 14; Missile base damage 25 → 30; Missile AP damage 55 → 60; Upkeep 400 → 170; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 80 → 1007,200 → 15,500 | 35 → 48 | 3848 → 52 | 22 → 2610 → 9 | 1,250 → 1,4001,250 → 1,400 | Leadership 85 → 75; Charge bonus 14 → 28; Range 130 m → 145 m; Ammunition 20 → 36; Missile base damage 17 → 19; Missile AP damage 8 → 9; Upkeep 337 → 150; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 24 → 325,880 → 12,800 | 120 → 128 | 54 → 5245 → 51 | 56 → 5824 → 28 | 1,700 → 1,9501,700 → 1,950 | Missile block 55% → 65%; Leadership 90 → 85; Bonus vs large 8 → 10; Charge bonus 52 → 74; Mass 1,300 → 1,400; Upkeep 425 → 190; Missile resistance 0% → 20%; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) — → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; Removed: Mark of Tzeentch | |
| 17,028 → 10,600 | 90 → 104 | 56 → 5156 → 58 | 125 → 155295 → 320 | 1,850 → 2,1001,800 → 2,100 | Leadership 85 → 75; Bonus vs infantry 0 → 20; Charge bonus 35 → 50; Upkeep 463 → 210; Physical resistance 20% → 25%; Missile resistance 0% → 10%; Spell resistance 0% → 20% | |
| 1607,680 → 16,800 | 5 → 38 | 2729 → 34 | 21 → 243 → 5 | 750 → 850750 → 850 | Leadership 60 → 55; Bonus vs infantry 0 → 5; Charge bonus 10 → 18; Range 90 m → 105 m; Ammunition 16 → 20; Missile base damage 13 → 16; Missile AP damage 2 → 3; Upkeep 188 → 110; Physical resistance 20% → 25%; Per-unit cap (main_units.multiplayer_cap) — → 3 | |
| 18,048 → 8,350 | 40 → 30 | 56 → 6056 → 48 | 145 → 350325 → 155 | 1,000 → 2,1001,950 → 2,100 | Upkeep 100 → 50; Physical resistance 20% → 0%; Missile resistance 0% → 70%; Spell resistance 0% → 25% | |
| 168,768 → 16,800 | 10 → 34 | 45 → 4236 → 44 | 120 → 13050 | 1,300 → 1,3501,250 → 1,350 | Charge bonus 35 → 56; Mass 1,500 → 1,600; Upkeep 325 → 160; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Removed: Mark of Tzeentch | |
| 45,632 → 13,000 | 90 → 108 | 29 → 3436 | 11 → 1229 → 33 | 1,000 → 1,2001,000 → 1,200 | Bonus 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 |
New units in Radious
Renegade Sorcerer (Shadows)rad_wh3_part3_main_unit_tze_renegade_sorcerer_shadows1 model
4,410
110
70
33
35
42
385
26
15
10
1,500
Renegade Sorcerer (Shadows) (Barded Chaos Steed)rad_wh3_part3_main_unit_tze_renegade_sorcerer_shadows_warhorse1 model
5,050
124
70
78
38
45
385
56
15
10
1,700
Renegade Sorcerer (Shadows) (Manticore)rad_wh3_part3_main_unit_tze_renegade_sorcerer_shadows_manticore1 model
5,260
92
70
85
41
47
440
62
25
10
1,850
Renegade Sorcerer (Death)rad_wh3_part3_main_unit_tze_renegade_sorcerer_death1 model
4,410
110
70
33
35
42
385
26
15
10
1,500
Renegade Sorcerer (Death) (Barded Chaos Steed)rad_wh3_part3_main_unit_tze_renegade_sorcerer_death_warhorse1 model
5,050
124
70
78
38
45
385
56
15
10
1,700
Renegade Sorcerer (Death) (Manticore)rad_wh3_part3_main_unit_tze_renegade_sorcerer_death_manticore1 model
5,260
92
70
85
41
47
440
62
25
10
1,850
Renegade Sorcerer (Dark)rad_wh3_part3_main_unit_tze_renegade_sorcerer_dark1 model
4,410
110
70
33
35
42
385
26
15
10
1,500
Renegade Sorcerer (Dark) (Barded Chaos Steed)rad_wh3_part3_main_unit_tze_renegade_sorcerer_dark_warhorse1 model
5,050
124
70
78
38
45
385
56
15
10
1,700
Renegade Sorcerer (Dark) (Manticore)rad_wh3_part3_main_unit_tze_renegade_sorcerer_dark_manticore1 model
5,260
92
70
85
41
47
440
62
25
10
1,850
Aspiring Champions of Tzeentch (Glaives)wh3_tzeentch_champions_glaive80 models
14,800
120
80
30
43
54
44
29
5
1,425
Aspiring Champions of Tzeentch (Great Weapons)wh3_tzeentch_champions_heavy80 models
14,800
120
80
30
47
53
45
37
5
1,375
Aspiring Champions of Tzeentch (Shields)wh3_tzeentch_champions_shield80 models
14,800
120
80
30
45
51
45
33
5
1,350
Bearers of Change (Halberds)wh3_tzeentch_chosen_halb80 models
15,200
122
85
30
47
59
46
26
9
1,750
Bearers of Change (Great Swords)wh3_tzeentch_chosen_heavy80 models
15,200
122
85
30
51
60
48
34
9
1,700
Chosen Knights of Tzeentch (Lances)wh3_tzeentch_chosen_knight_lance60 models
12,300
124
80
70
44
48
46
96
9
1,775
Chosen Knights of Tzeentch (Swords)wh3_tzeentch_chosen_knight_sword60 models
12,300
124
80
70
47
53
47
63
9
1,800
Bearers of Change (Shields)wh3_tzeentch_chosen_shield80 models
15,200
122
85
30
49
57
47
28
9
1,650
Warp Stalkerswh3_tzeentch_forsa80 models
12,800
104
80
46
43
40
72
43
25
50
1,400
Mounted Initiates of Tzeentchwh3_tzeentch_initi_cav60 models
9,000
46
70
90
38
39
35
55
10
10
850
Initiates of Tzeentch (Dual Weapons)wh3_tzeentch_initi_dual120 models
16,200
46
70
40
38
45
35
31
10
10
750
Initiates of Tzeentch (Halberds)wh3_tzeentch_initi_halb120 models
16,200
46
70
40
35
46
32
29
10
10
775
Initiates of Tzeentch (Great Weapons)wh3_tzeentch_initi_heavy120 models
16,200
46
70
40
39
44
36
33
10
10
800
Initiates of Tzeentch (Shields)wh3_tzeentch_initi_shield120 models
16,200
46
70
40
36
42
34
28
10
10
725
Fated Ones (Lances)wh3_tzeentch_knight_lance60 models
11,700
120
75
70
41
45
40
90
5
1,550
Riders of Tzeentchwh3_tzeentch_mar_cav60 models
8,700
34
60
90
36
32
33
45
650
Tribesmen of Tzeentch (Dual Weapons)wh3_tzeentch_mar_dual120 models
15,600
34
55
35
35
33
30
27
590
Tribesmen of Tzeentch (Great Weapons)wh3_tzeentch_mar_heavy120 models
15,600
34
55
35
34
34
29
26
570
Tribesmen of Tzeentch (Shields)wh3_tzeentch_mar_shield120 models
15,600
34
55
35
33
32
29
22
550
Tribesmen of Tzeentch (Spears)wh3_tzeentch_mar_spear120 models
15,600
34
55
35
31
36
28
17
600
Tzaangors (Shields)wh3_tzeentch_tzangor100 models
18,500
104
75
36
43
45
41
44
20
1,550
Tzaangors (Great Weapons)wh3_tzeentch_tzangor_heavy100 models
18,500
104
75
36
47
48
46
48
20
1,500
Cabalists (Great Weapons)wh3_tzeentch_warriors_great100 models
14,000
110
75
30
43
45
40
24
10
25
1,000
Cabalists (Halberds)wh3_tzeentch_warriors_halb100 models
14,000
110
75
30
40
46
37
16
10
25
975
Cabalists (Shields)wh3_tzeentch_warriors_shield100 models
14,000
110
75
30
41
45
38
20
10
25
950
Skills
Horrific Advancement
- −Missile resistance: 15% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
- +Missile resistance: 10% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
Arsenal of Insanity
- −Bonus vs Infantry: +6 for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
- −Spell resistance: 15% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
- −Weapon strength: +12% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
- +Weapon strength: +7% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
- +Spell resistance: 10% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
- +Bonus vs Infantry: +5 for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
Incendiary Ascent
- −Leadership: +6 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
- −Spell resistance: 15% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
- −Missile strength: +12% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
- +Missile strength: +10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
- +Leadership: +5 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
- +Spell resistance: 10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
Armour of Delirium
- −Armour: +12 for Chaos Warriors of Tzeentch, Chosen of Tzeentch, Chaos Knights of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
- −Leadership: +6 for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
- −Missile resistance: 15% for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
- +Armour: +10 for Chaos Warriors of Tzeentch, Chosen of Tzeentch, Chaos Knights of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
- +Leadership: +5 for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
- +Missile resistance: 10% for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
Legions of Madness
- −Level 1: Casualty replenishment rate: +2% (Lord's army)
- −Level 2: Casualty replenishment rate: +4% (Lord's army)
- −Level 3: Casualty replenishment rate: +6% (Lord's army)
- +Level 1: Casualty replenishment rate: +4% (Lord's army)
- +Level 2: Casualty replenishment rate: +6% (Lord's army)
- +Level 3: Casualty replenishment rate: +8% (Lord's army)
Authority of Change
- −Level 1: Tzeentch Authority: +2 (Lord's army)
- −Level 2: Tzeentch Authority: +3 (Lord's army)
- −Level 3: Tzeentch Authority: +4 (Lord's army)
- +Level 1: Tzeentch Authority: +3 (Lord's army)
- +Level 2: Tzeentch Authority: +4 (Lord's army)
- +Level 3: Tzeentch Authority: +5 (Lord's army)
Eternal Alteration
- −Level 1: Tzeentch Authority: +1 (Hero's army)
- −Level 2: Tzeentch Authority: +2 (Hero's army)
- −Level 3: Tzeentch Authority: +3 (Hero's army)
- +Level 1: Tzeentch Authority: +2 (Hero's army)
- +Level 2: Tzeentch Authority: +3 (Hero's army)
- +Level 3: Tzeentch Authority: +4 (Hero's army)
The Power of Two
- +Explosive missile damage: +15%
Remade From Dust
- −Melee attack: +30 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- −Melee defence: +30 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- −Missile strength: +15% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- +Melee attack: +20 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- +Melee defence: +20 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- +Missile strength: +10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Winds of Change
- −Bonus vs Large: +15 for Tzeentch flying units (Lord's army)
- +Bonus vs Large: +10 for Tzeentch flying units (Lord's army)
Accursed Horrors
- −Level 1: Missile strength: +8% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- −Level 2: Barrier: +5% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- −Level 2: Missile strength: +12% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- −Level 3: Barrier: +10% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- −Level 3: Missile strength: +16% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- +Level 1: Missile strength: +6% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- +Level 2: Barrier: +4% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- +Level 2: Missile strength: +9% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- +Level 3: Barrier: +7% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- +Level 3: Missile strength: +12% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Many-Coloured Fires
- −Level 1: Missile strength: +4% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- −Level 2: Missile strength: +6% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- −Level 3: Missile strength: +8% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- +Level 1: Missile strength: +3% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- +Level 2: Missile strength: +5% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- +Level 3: Missile strength: +7% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Riders of Change
- −Level 1: Weapon strength: +8% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- −Level 2: Weapon strength: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- −Level 3: Weapon strength: +16% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- +Level 1: Weapon strength: +6% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- +Level 2: Weapon strength: +8% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- +Level 3: Weapon strength: +10% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Void Wrangler
- −Weapon strength: +10% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
- +Weapon strength: +8% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
Perplexing Meddler
- −Armour: -20 (enemy armies in local region)
- +Armour: -15 (enemy armies in local region)
Master Schemer
- −Diplomatic relations: +30 with all factions
- +Diplomatic relations: +25 with all factions
Parasitosis
- −Enemy casualty replenishment rate: -10% (enemy armies in local province)
- −Upkeep: +25% (enemy armies in local province)
- −Upkeep: -20% (when in enemy or razed territory)
- +Enemy casualty replenishment rate: -8% (enemy armies in local province)
- +Upkeep: +20% (enemy armies in local province)
- +Upkeep: -15% (when in enemy or razed territory)
Symbiosis
- −Upkeep: -50% (allied armies in the local province)
- +Upkeep: -40% (allied armies in the local province)
I Come in Peace! No, Really…
- −Melee attack: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
- −Melee defence: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
- −Reload time reduction: +25% for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
- +Melee attack: +8 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
- +Melee defence: +8 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
- +Reload time reduction: +20% for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
Greater Locii
- −Effect duration: +100% for Tzeentch Locus abilities
- +Effect duration: +50% for Tzeentch Locus abilities
Raucous Kin
- −Missile strength: +15% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- +Missile strength: +10% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Barded Chaos Steed (Mount)new
- +Mount: Barded Chaos Steed
Manticore (Mount)new
- +Mount: Manticore
Lord of Forbidden Lorenew
- +Spell resistance: 10% (Lord's army)
- +Grimoires: 2 per turn (factionwide)
Just as Plannednew
- +Enemy battle reinforcement time: +50% (all units in army)
Otherwordly Presencenew
- +Missile resistance: 10%
- +Physical resistance: 10%
Glorious Fatenew
- +Ammunition: +20% (Lord's army)
- +Leadership: +9 (Lord's army)
Craving for Powernew
- +Level 1: Melee Attack: +2 for Marauders, Tribesmen, Riders of Tzeentch, and Initiates units (Lord's army)
- +Level 1: Melee Defence: +4 for Marauders, Tribesmen, Riders of Tzeentch, and Initiates units (Lord's army)
- +Level 2: Melee Attack: +4 for Marauders, Tribesmen, Riders of Tzeentch, and Initiates units (Lord's army)
- +Level 2: Melee Defence: +6 for Marauders, Tribesmen, Riders of Tzeentch, and Initiates units (Lord's army)
- +Level 3: Melee Attack: +6 for Marauders, Tribesmen, Riders of Tzeentch, and Initiates units (Lord's army)
- +Level 3: Melee Defence: +8 for Marauders, Tribesmen, Riders of Tzeentch, and Initiates units (Lord's army)
Mindless Slavesnew
- +Level 1: Charge Bonus: +6 for Chaos Furies, Screamers, Cockatrice, Mutalith Vortex Beast, Spawn, Forsaken, and Warp Stalker units (Lord's army)
- +Level 1: Weapon Strength: +4% for Chaos Furies, Screamers, Cockatrice, Mutalith Vortex Beast, Spawn, Forsaken, and Warp Stalker units (Lord's army)
- +Level 2: Charge Bonus: +8 for Chaos Furies, Screamers, Cockatrice, Mutalith Vortex Beast, Spawn, Forsaken, and Warp Stalker units (Lord's army)
- +Level 2: Weapon Strength: +6% for Chaos Furies, Screamers, Cockatrice, Mutalith Vortex Beast, Spawn, Forsaken, and Warp Stalker units (Lord's army)
- +Level 3: Charge Bonus: +10 for Chaos Furies, Screamers, Cockatrice, Mutalith Vortex Beast, Spawn, Forsaken, and Warp Stalker units (Lord's army)
- +Level 3: Weapon Strength: +8% for Chaos Furies, Screamers, Cockatrice, Mutalith Vortex Beast, Spawn, Forsaken, and Warp Stalker units (Lord's army)
Unnatural Flamenew
- +Level 1: Range: +6% for Horror, Flamer, Exalted Flamer, Changebringers, Burning Chariot, and Soul Grinder units (Lord's army)
- +Level 1: Reload Time Reduction: +6% for Horror, Flamer, Exalted Flamer, Changebringers, Burning Chariot, and Soul Grinder units (Lord's army)
- +Level 2: Range: +8% for Horror, Flamer, Exalted Flamer, Changebringers, Burning Chariot, and Soul Grinder units (Lord's army)
- +Level 2: Reload Time Reduction: +8% for Horror, Flamer, Exalted Flamer, Changebringers, Burning Chariot, and Soul Grinder units (Lord's army)
- +Level 3: Range: +10% for Horror, Flamer, Exalted Flamer, Changebringers, Burning Chariot, and Soul Grinder units (Lord's army)
- +Level 3: Reload Time Reduction: +10% for Horror, Flamer, Exalted Flamer, Changebringers, Burning Chariot, and Soul Grinder units (Lord's army)
Touched by Changenew
- +Level 1: Barrier: +6% for Chaos Warrior, Cabalists, Centigors of Tzeentch, Chaos Chariots, and Tzaangor units (Lord's army)
- +Level 1: Melee Attack: +4 for Chaos Warriors, Cabalists, Centigors of Tzeentch, Chaos Chariots, and Tzaangor units (Lord's army)
- +Level 2: Barrier: +8% for Chaos Warrior, Cabalists, Centigors of Tzeentch, Chaos Chariots, and Tzaangor units (Lord's army)
- +Level 2: Melee Attack: +6 for Chaos Warriors, Cabalists, Centigors of Tzeentch, Chaos Chariots, and Tzaangor units (Lord's army)
- +Level 3: Barrier: +10% for Chaos Warrior, Cabalists, Centigors of Tzeentch, Chaos Chariots, and Tzaangor units (Lord's army)
- +Level 3: Melee Attack: +8 for Chaos Warriors, Cabalists, Centigors of Tzeentch, Chaos Chariots, and Tzaangor units (Lord's army)
The Way to Ascensionnew
- +Level 1: Melee Defence: +4 for Aspiring Champions, Chaos Warshrine, Fated Ones, and Chaos Knights units (Lord's army)
- +Level 1: Weapon Strength: +4% for Aspiring Champions, Chaos Warshrine, Fated Ones, and Chaos Knights units (Lord's army)
- +Level 2: Melee Defence: +6 for Aspiring Champions, Chaos Warshrine, Fated Ones, and Chaos Knights units (Lord's army)
- +Level 2: Weapon Strength: +6% for Aspiring Champions, Chaos Warshrine, Fated Ones, and Chaos Knights units (Lord's army)
- +Level 3: Melee Defence: +8 for Aspiring Champions, Chaos Warshrine, Fated Ones, and Chaos Knights units (Lord's army)
- +Level 3: Weapon Strength: +8% for Aspiring Champions, Chaos Warshrine, Fated Ones, and Chaos Knights units (Lord's army)
The Ninth Legionnew
- +Level 1: Armour: +6 for Chosen, Bearers of Change, Chosen Knights, Doom Knights, and Lords of Change units (Lord's army)
- +Level 1: Barrier: +6% for Chosen, Bearers of Change, Chosen Knights, Doom Knights, and Lords of Change units (Lord's army)
- +Level 2: Armour: +8 for Chosen, Bearers of Change, Chosen Knights, Doom Knights, and Lords of Change units (Lord's army)
- +Level 2: Barrier: +8% for Chosen, Bearers of Change, Chosen Knights, Doom Knights, and Lords of Change units (Lord's army)
- +Level 3: Armour: +10 for Chosen, Bearers of Change, Chosen Knights, Doom Knights, and Lords of Change units (Lord's army)
- +Level 3: Barrier: +10% for Chosen, Bearers of Change, Chosen Knights, Doom Knights, and Lords of Change units (Lord's army)
Barded Chaos Steed (Mount)new
- +Mount: Barded Chaos Steed
Manticore (Mount)new
- +Mount: Manticore
Barded Chaos Steed (Mount)new
- +Mount: Barded Chaos Steed
Manticore (Mount)new
- +Mount: Manticore
Buildings
Golden Tower of the GodsTzeentch
- −Grimoires: 15 per turn
- −Income generated: 600
- +Grimoires: 18 per turn
- +Income generated: 700
Agrammon's MenagerieTzeentch
- −Diplomatic relations: +30 with Slaaneshi factions
- −Income generated: 100
- +Diplomatic relations: +25 with Slaaneshi factions
- +Income generated: 150
- Units: 0 → 3
Glacial CavesTzeentch
- −Income generated: 100
- +Income generated: 150
- Units: 0 → 3
The Throne of ChaosTzeentch
- −Income generated: 750
- +Income generated: 800
- Cost: 8000 → 9000
Court of the CovenantTzeentch
- −Control: +3
- +Control: +4
- Units: 0 → 3
Symposium of ChangeTzeentch
- Cost: 10000 → 14000
- Units: 0 → 4
The Inevitable CityTzeentch
- −Control: +4
- +Control: +5
- Cost: 6000 → 8000
- Units: 0 → 3
Tzeentchian OutpostTzeentch
- Cost: 2000 → 4000
Tzeentchian DistrictTzeentch
- Cost: 4000 → 5000
Cult of DeceitsTzeentch
- Cost: 3000 → 4000
Cult of LiesTzeentch
- Cost: 5000 → 8000
- Units: 0 → 2
Cult of ChangeTzeentch
- Cost: 10000 → 12000
- Units: 1 → 3
Stygian WellTzeentch
- −Income from all buildings: +5% (local province)
- −When Winds of Magic is Strong or higher: Income from all buildings: +5% (local province)
- +When Winds of Magic is Strong or higher: Income from all buildings: +7% (local province)
- +Income from all buildings: +7% (local province)
Crystalline ArchTzeentch
- −Income from all buildings: +10% (local province)
- −When Winds of Magic is Strong or higher: Income from all buildings: +10% (local province)
- +When Winds of Magic is Strong or higher: Income from all buildings: +12% (local province)
- +Income from all buildings: +12% (local province)
- Cost: 1500 → 2000
WarplinthTzeentch
- −Income from all buildings: +15% (local province)
- −When Winds of Magic is Strong or higher: Income from all buildings: +15% (local province)
- +When Winds of Magic is Strong or higher: Income from all buildings: +16% (local province)
- +Income from all buildings: +16% (local province)
- Cost: 2000 → 3000
Complex StratagemsTzeentch
- −Grimoires: 5 per turn
- +Grimoires: 6 per turn
Branching PlansTzeentch
- −Grimoires: 10 per turn
- +Grimoires: 12 per turn
- Cost: 2000 → 2500
Intricate PreparationsTzeentch
- −Grimoires: -20 per turn
- −Changing of the Ways cost: -80% (factionwide)
- +Grimoires: -15 per turn
- +Changing of the Ways cost: -60% (factionwide)
- Cost: 2500 → 3000
Ritual of the WindsTzeentch
- Cost: 2000 → 2500
Tzeentchian TrickeryTzeentch
- Cost: 1000 → 1500
Tzeentch's MasteryTzeentch
- Cost: 1500 → 2000
Cult Magus ChambersTzeentch
- −Income generated: 50
- +Income generated: 80
The SparkTzeentch
- Cost: 2000 → 1000
- Turns: 3 → 1
Blue BonfireTzeentch
- Cost: 3000 → 2500
- Turns: 4 → 2
Pink BlazeTzeentch
- Turns: 5 → 3
Iridescent ConflagrationTzeentch
- Cost: 10000 → 8000
- Turns: 6 → 5
Thaumaturgic FissureTzeentch
- Cost: 1000 → 1500
Thaumaturgic ReefTzeentch
- Cost: 1500 → 2000
Web of SecretsTzeentch
- −When Winds of Magic is Strong or higher: Income generated: 50
- −When Winds of Magic is Tempestuous: Income generated: 50
- +When Winds of Magic is Strong or higher: Income generated: 100
- +When Winds of Magic is Tempestuous: Income generated: 150
- Turns: 1 → 2
Lattice of DistortionTzeentch
- −When Winds of Magic is Strong or higher: Income generated: 75
- −When Winds of Magic is Tempestuous: Income generated: 75
- +When Winds of Magic is Strong or higher: Income generated: 125
- +When Winds of Magic is Tempestuous: Income generated: 125
- Cost: 1000 → 1500
- Turns: 2 → 3
Weave of TimeTzeentch
- −When Winds of Magic is Strong or higher: Income generated: 100
- +When Winds of Magic is Strong or higher: Income generated: 150
- Cost: 1500 → 2000
- Turns: 3 → 4
Flicker of PotentialTzeentch
- Cost: 1000 → 1500
- Units: 3 → 7
Moment of PotentialTzeentch
- Cost: 1500 → 3500
- Turns: 3 → 4
- Units: 4 → 8
Hidden LibraryTzeentch
- −Grimoires: 4 per turn
- −Income from all buildings: +5% (local province)
- −When Winds of Magic is Strong or higher: Income from all buildings: +5% (local province)
- −Research rate: +5
- +Grimoires: 5 per turn
- +Income from all buildings: +6% (local province)
- +When Winds of Magic is Strong or higher: Income from all buildings: +6% (local province)
- +Research rate: +6
- Cost: 1000 → 1500
Forgotten ScriptoriumTzeentch
- −Grimoires: 6 per turn
- −Income from all buildings: +10% (local province)
- −When Winds of Magic is Strong or higher: Income from all buildings: +10% (local province)
- −Research rate: +6
- +Grimoires: 7 per turn
- +Income from all buildings: +9% (local province)
- +When Winds of Magic is Strong or higher: Income from all buildings: +9% (local province)
- +Research rate: +8
- Cost: 1500 → 2500
Lost AthenaeumTzeentch
- −Grimoires: 8 per turn
- −Income from all buildings: +15% (local province)
- −When Winds of Magic is Strong or higher: Income from all buildings: +15% (local province)
- −Research rate: +8
- +Grimoires: 9 per turn
- +Income from all buildings: +12% (local province)
- +When Winds of Magic is Strong or higher: Income from all buildings: +12% (local province)
- +Research rate: +10
- Cost: 2000 → 4000
Many-Eyed TributeTzeentch
- Cost: 1500 → 1000
- Units: 5 → 4
Puzzle-Maker's HovelTzeentch
- Cost: 2500 → 2000
- Units: 8 → 11
Chapterhouse of KnowledgeTzeentch
- Cost: 4000 → 5000
- Units: 10 → 15
Doom's HoldTzeentch
- Cost: 8000 → 9000
- Units: 11 → 17
Transmogrification LocusTzeentch
- Cost: 3000 → 4000
- Turns: 4 → 1
- Units: 3 → 2
Inchoate ArmouryTzeentch
- −Recruit rank: +2 for all units
- +Recruit rank: +1 for all units
- +Lord recruit rank: +2
- +Hero recruit rank: +2
- Cost: 5000 → 8000
- Turns: 5 → 4
Inchoate ForgeTzeentch
- −Recruit rank: +3 for all units
- +Recruit rank: +1 for all units
- +Lord recruit rank: +3
- +Hero recruit rank: +3
- Cost: 10000 → 12000
- Units: 7 → 9
A ConvolutionTzeentch
- −Control: +2
- −When Winds of Magic is Strong or higher: Control: +1
- +Control: +3
- +When Winds of Magic is Strong or higher: Control: +2
Unending MazeTzeentch
- −Control: +4
- −When Winds of Magic is Strong or higher: Control: +2
- +Control: +5
- +When Winds of Magic is Strong or higher: Control: +3
- Cost: 1500 → 2000
Silver LabyrinthTzeentch
- −Control: +6
- −When Winds of Magic is Strong or higher: Control: +3
- +Control: +7
- +When Winds of Magic is Strong or higher: Control: +4
- Cost: 2000 → 2500
Infernal HarbourTzeentch
- −Income generated: 100
- +Income generated: 150
- Cost: 1500 → 1000
- Turns: 2 → 1
Hell PortTzeentch
- −Income generated: 300
- +Income generated: 250
- Cost: 3000 → 2500
- Turns: 4 → 3
Eye of TerrorTzeentch
- +Control: +2
- Cost: 6000 → 5000
- Turns: 6 → 5
Cultist Camp (Animals)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Animals)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Animals)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Dyes)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Dyes)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Dyes)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Furs)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Furs)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Furs)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Gems)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Gems)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Gems)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Gold)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 3
Cultist Outpost (Gold)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 4
Cultist Enclave (Gold)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 5
Cultist Camp (Iron)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Iron)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Iron)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Tusks)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Tusks)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Tusks)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Marble)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Marble)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Marble)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Medicine)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Medicine)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Medicine)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Obsidian)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Obsidian)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Obsidian)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Pasture)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Pasture)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Pasture)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Pottery)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Pottery)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Pottery)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Salt)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Salt)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Salt)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Spices)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Spices)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Spices)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Wine)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Wine)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Wine)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Cultist Camp (Wood)Tzeentch
- −Grimoires: 1 per turn
- −Income from all buildings: +5% (local province)
- +Grimoires: 2 per turn
- +Income from all buildings: +4% (local province)
- Cost: 500 → 1000
- Turns: 1 → 2
Cultist Outpost (Wood)Tzeentch
- −Grimoires: 2 per turn
- −Income from all buildings: +10% (local province)
- +Grimoires: 3 per turn
- +Income from all buildings: +8% (local province)
- Cost: 1000 → 2000
- Turns: 2 → 3
Cultist Enclave (Wood)Tzeentch
- −Grimoires: 3 per turn
- −Income from all buildings: +15% (local province)
- +Grimoires: 4 per turn
- +Income from all buildings: +12% (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
Dimensional TearTzeentch
- −Tzeentch corruption: +2
- −Construction cost: -5% for Military Recruitment buildings (local province)
- −Grants 1 construction slot in the settlement
- −Income generated: 100
- −Recruitment cost: -5% (armies in region)
- −Growth: +10
- +Grants 2 construction slots in the settlement
- +Tzeentch corruption: +3
- +Construction cost: -2% for Military Recruitment buildings (local province)
- +Income generated: 180
- +Recruitment cost: -2%
- +Growth: +15
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Turns: 3 → 1
- Units: 2 → 7
Soul KeepTzeentch
- −Tzeentch corruption: +2
- −Construction cost: -10% for Infrastructure buildings (local province)
- −Grants 1 construction slot in the settlement
- −Income generated: 100
- −Growth: +10
- +Grants 2 construction slots in the settlement
- +Tzeentch corruption: +3
- +Construction cost: -4% for Infrastructure buildings (local province)
- +Income generated: 180
- +Growth: +15
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Turns: 3 → 1
- Units: 2 → 5
Dimensional BreachTzeentch
- −Defensive supplies: +1000
- −Tzeentch corruption: +2
- −Construction cost: -10% for Military Recruitment buildings (local province)
- −Grants 2 construction slots in the settlement
- −Income generated: 150
- −Recruitment cost: -10%
- −Growth: +10
- +Grants 4 construction slots in the settlement
- +Defensive supplies: +1250
- +Tzeentch corruption: +4
- +Construction cost: -4% for Military Recruitment buildings (local province)
- +Income generated: 240
- +Recruitment cost: -4%
- +Growth: +20
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Units: 2 → 7
Dark BastionTzeentch
- −Defensive supplies: +1000
- −Tzeentch corruption: +2
- −Construction cost: -20% for Infrastructure buildings (local province)
- −Grants 2 construction slots in the settlement
- −Income generated: 150
- −Growth: +20
- +Grants 4 construction slots in the settlement
- +Defensive supplies: +1250
- +Tzeentch corruption: +4
- +Construction cost: -8% for Infrastructure buildings (local province)
- +Income generated: 240
- +Growth: +25
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Units: 2 → 5
Dimensional RiftTzeentch
- −Defensive supplies: +1000
- −Tzeentch corruption: +2
- −Construction cost: -15% for Military Recruitment buildings (local province)
- −Grants 3 construction slots in the settlement
- −Income generated: 200
- −Recruitment cost: -15%
- −Growth: +10
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Tzeentch corruption: +4
- +Construction cost: -6% for Military Recruitment buildings (local province)
- +Income generated: 300
- +Recruitment cost: -6%
- +Growth: +30
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Cost: 4000 → 5000
- Units: 2 → 9
Infernal CitadelTzeentch
- −Defensive supplies: +1000
- −Tzeentch corruption: +2
- −Construction cost: -30% for Infrastructure buildings (local province)
- −Grants 3 construction slots in the settlement
- −Income generated: 200
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Tzeentch corruption: +4
- +Construction cost: -12% for Infrastructure buildings (local province)
- +Income generated: 300
- +Growth: +35
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Cost: 4000 → 5000
- Units: 2 → 7
Dimensional NexusTzeentch
- −Defensive supplies: +1000
- −Tzeentch corruption: +2
- −Construction cost: -20% for Military Recruitment buildings (local province)
- −Grants 5 construction slots in the settlement
- −Income generated: 250
- −Recruitment cost: -20%
- −Growth: +10
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Tzeentch corruption: +4
- +Construction cost: -8% for Military Recruitment buildings (local province)
- +Income generated: 360
- +Recruitment cost: -8%
- +Growth: +35
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 9000
- Units: 2 → 12
Daemonic FortressTzeentch
- −Defensive supplies: +1000
- −Tzeentch corruption: +2
- −Construction cost: -40% for Infrastructure buildings (local province)
- −Grants 5 construction slots in the settlement
- −Income generated: 250
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Tzeentch corruption: +4
- +Construction cost: -16% for Infrastructure buildings (local province)
- +Income generated: 360
- +Growth: +45
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 9000
- Units: 2 → 10
Dimensional CascadeTzeentch
- −Defensive supplies: +1000
- −Tzeentch corruption: +2
- −Construction cost: -25% for Military Recruitment buildings (local province)
- −Grants 7 construction slots in the settlement
- −Income generated: 300
- −Recruitment cost: -25%
- −Growth: +10
- +Grants 9 construction slots in the settlement
- +Defensive supplies: +2000
- +Tzeentch corruption: +4
- +Construction cost: -10% for Military Recruitment buildings (local province)
- +Income generated: 420
- +Recruitment cost: -10%
- +Growth: +40
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 12000
- Units: 2 → 9
Chaos DreadholdTzeentch
- −Defensive supplies: +1000
- −Tzeentch corruption: +2
- −Construction cost: -50% for Infrastructure buildings (local province)
- −Grants 7 construction slots in the settlement
- −Income generated: 300
- −Growth: +50
- +Grants 9 construction slots in the settlement
- +Defensive supplies: +2000
- +Tzeentch corruption: +4
- +Construction cost: -20% for Infrastructure buildings (local province)
- +Income generated: 420
- +Growth: +55
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 12000
- Units: 2 → 9
Soul KeepTzeentch
- −Income generated: 50
- −Growth: +10
- +Income generated: 170
- +Growth: +15
- Turns: 3 → 2
- Units: 2 → 5
Dark BastionTzeentch
- −Defensive supplies: +1000
- −Income generated: 100
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 220
- +Growth: +25
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- Units: 2 → 5
Infernal CitadelTzeentch
- −Defensive supplies: +1000
- −Income generated: 150
- −Growth: +30
- +Defensive supplies: +1500
- +Income generated: 290
- +Growth: +35
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- Units: 2 → 8
Daemonic LurkersTzeentch
- −Enemy Hero action success chance: -10%
- −Attrition: -5% when under siege
- +Enemy Hero action success chance: -12%
- +Attrition: -10% when under siege
- Turns: 4 → 3
Daemonic GatheringTzeentch
- −Enemy Hero action success chance: -15%
- −Attrition: -10% when under siege
- +Enemy Hero action success chance: -18%
- +Attrition: -15% when under siege
- +Control: +1
- Cost: 4000 → 3000
- Turns: 5 → 4
Daemonic LocusTzeentch
- −Enemy Hero action success chance: -20%
- −Attrition: -15% when under siege
- +Enemy Hero action success chance: -24%
- +Attrition: -20% when under siege
- +Control: +2
- Cost: 6000 → 5000
- Turns: 6 → 5
Glittering BartizanTzeentch
- −Enemy Hero action success chance: -10%
- +Enemy Hero action success chance: -12%
- Cost: 2000 → 1000
- Turns: 4 → 2
Crystalline WallsTzeentch
- −Enemy Hero action success chance: -15%
- +Enemy Hero action success chance: -18%
- +Control: +1
- Cost: 4000 → 2500
- Turns: 5 → 3
Technologies
Piercing ScreamsTzeentch
- −Charge bonus: +9 for Screamers of Tzeentch units
- +Charge bonus: +8 for Screamers of Tzeentch units
- +Missile resistance: 5% for Screamers of Tzeentch units
Blinding IridescentTzeentch
- −Hero recruit rank: +3 for Iridescent Horrors
- +Hero recruit rank: +4 for Iridescent Horrors
Endless MutationTzeentch
- +Charge bonus: +5 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units
Fluxion ConstructsTzeentch
- −Construction cost: -15% for Province Capital/Settlement buildings
- +Construction cost: -8% for Province Capital/Settlement buildings
Exalted Locus of ConjurationTzeentch
- −Ammunition: +25% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
- −Weapon strength: +25% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
- +Ammunition: +30% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
- +Weapon strength: +9% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
Cult WhispererTzeentch
- −Growth: +5
- +Growth: +10
Stannic DevianceTzeentch
- −Lord and Hero recruit rank: +3 for Lore of Metal spellcasters
- −Income from all buildings: +5%
- +Lord and Hero recruit rank: +2 for Lore of Metal spellcasters
- +Income from all buildings: +3%
Locus of ContrivanceTzeentch
- −Spell resistance: 40% for Forsaken of Tzeentch, Spawn of Tzeentch and Mutalith Vortex Beast units
- +Spell resistance: 30% for Forsaken of Tzeentch, Spawn of Tzeentch and Mutalith Vortex Beast units
Eye CollectingTzeentch
- −Income from raiding: +50%
- +Income from raiding: +30%
TeleportTzeentch
- +Hero and Lord recruit rank: +2
Secret of ChrysopeiaTzeentch
- −Income from sacking and looting settlements: +25%
- +Income from sacking and looting settlements: +15%
Metallurgical MorphismTzeentch
- +Charge bonus: +5% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units
Iridescent TouchTzeentch
- −Tzeentch corruption: +2 (all provinces)
- +Tzeentch corruption: +3 (all provinces)
Transmutation of OreTzeentch
- −Income from Province Capital/Settlement buildings: +25%
- +Income from Province Capital/Settlement buildings: +10%
Gift of MutationTzeentch
- −Armour: +10 for Marauders of Tzeentch, Tzaangor, Centigors of Tzeentch and Marauder Horsemen of Tzeentch units
- −Recruitment cost: -9%
- +Armour: +6 for Marauders of Tzeentch, Tzaangor, Centigors of Tzeentch and Marauder Horsemen of Tzeentch units
- +Recruitment cost: -4%
- +Charge bonus: +5 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units
Locus of TransmogrificationTzeentch
- −Recruit rank: +2 for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
- +Recruit rank: +1 for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
- +Melee defence: +4 for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
Awaken the SleeperTzeentch
- −Hero recruit rank: +3 for Cultists
- +Hero recruit rank: +4 for Cultists
Warpflame FormulaeTzeentch
- −Missile strength: +9% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units
- −Upkeep: -9% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units
- +Missile strength: +5% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units
- +Upkeep: -5% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units
- +Melee defence: +4 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units
Greater Locus of ChangeTzeentch
- +Speed: +5% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
Pestilent HatredTzeentch
- −Chance of a plague spreading: -15% (all armies)
- −Leadership: +8 when fighting against Nurglish factions
- +Chance of a plague spreading: -20% (all armies)
- +Leadership: +5 when fighting against Nurglish factions
- +Melee attack: +4 when fighting against Nurglish factions
Disc TamingTzeentch
- −Recruit rank: +2 for Doom Knights of Tzeentch units
- −Recruitment cost: -15% for Doom Knights of Tzeentch units
- +Recruit rank: +1 for Doom Knights of Tzeentch units
- +Recruitment cost: -8% for Doom Knights of Tzeentch units
- +Weapon strength: +4% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units