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

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

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Chaos Chariots of Tzeentchwh3_dlc20_chs_cav_chaos_chariot_mtze4 → 65,736 → 13,500110 → 10422 → 3028 → 3029 → 3011 → 12850 → 1,000850 → 1,000Leadership 70 → 75; Charge bonus 76 → 92; Mass 3,130 → 3,330; Upkeep 213 → 130; Fire resistance 0% → 15%; Removed: Mark of Tzeentch
Chaos Knights of Tzeentch (Lances)wh3_dlc20_chs_cav_chaos_knights_mtze_lances608,100 → 11,400120 → 11042 → 3938 → 4336 → 2317 → 141,600 → 1,4501,400 → 1,450Missile 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
Marauder Horsemen of Tzeentchwh3_dlc20_chs_cav_marauder_horsemen_mtze_javelins605,460 → 8,10015 → 302220 → 2519 → 185 → 6700700Leadership 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
Chaos Sorcerer Lord of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze13,808 → 4,30080 → 11048 → 3744 → 39240 → 255120 → 1251,000 → 1,300800 → 1,300Charge bonus 20 → 26; Upkeep 250 → 130; Removed: Mark of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_chaos_steed14,296 → 4,960100 → 12448 → 4144240 → 255120 → 1251,200 → 1,4001,000 → 1,400Charge bonus 40 → 57; Upkeep 300 → 140; Removed: Mark of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_disc14,288 → 5,05080 → 9648 → 5044 → 49240 → 255120 → 1251,600 → 1,7001,200 → 1,700Charge bonus 35 → 45; Mass 1,300 → 1,400; Upkeep 400 → 170; Removed: Mark of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_warshrine111,550 → 13,26060 → 7635 → 4030 → 34250 → 260125 → 1401,100 → 1,5001,500Charge bonus 25 → 31; Upkeep 425 → 150; Removed: Mark of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_lord_tzeentch_mtze13,808 → 4,30080 → 11048 → 3744 → 39240 → 255120 → 1251,000 → 1,300800 → 1,300Charge bonus 20 → 26; Upkeep 250 → 130; Removed: Mark of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_lord_tzeentch_mtze_chaos_steed14,296 → 4,960100 → 12448 → 4144240 → 255120 → 1251,200 → 1,4001,000 → 1,400Charge bonus 40 → 57; Upkeep 300 → 140; Removed: Mark of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_lord_tzeentch_mtze_disc14,288 → 5,05080 → 9648 → 5044 → 49240 → 255120 → 1251,600 → 1,7001,200 → 1,700Charge bonus 35 → 45; Mass 1,300 → 1,400; Upkeep 400 → 170; Removed: Mark of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_lord_tzeentch_mtze_warshrine111,550 → 13,26060 → 7635 → 4030 → 34250 → 260125 → 1401,100 → 1,5001,500Charge bonus 25 → 31; Upkeep 425 → 150; Removed: Mark of Tzeentch
Chaos Sorcerer of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze13,520 → 4,30080 → 11042 → 3640 → 38220 → 24095 → 1101,000 → 1,200500 → 1,200Leadership 60 → 65; Charge bonus 20 → 23; Upkeep 250 → 120; Removed: Mark of Tzeentch
Chaos Sorcerer of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze_chaos_steed13,976 → 4,660100 → 12442 → 3940 → 45220 → 24095 → 1101,200 → 1,300700 → 1,300Leadership 60 → 65; Charge bonus 40 → 45; Upkeep 300 → 130; Removed: Mark of Tzeentch
Chaos Sorcerer of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze_disc13,968 → 4,65080 → 944844 → 46220 → 24095 → 1101,600 → 1,700900 → 1,700Leadership 60 → 65; Charge bonus 35 → 40; Mass 1,300 → 1,400; Upkeep 400 → 170; Removed: Mark of Tzeentch
Chaos Sorcerer of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze_warshrine111,250 → 12,61060 → 7435 → 3730 → 32250 → 260125 → 1401,300 → 1,4001,400Leadership 60 → 65; Charge bonus 25 → 28; Upkeep 425 → 140; Removed: Mark of Tzeentch
Chaos Sorcerer of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_tzeentch_mtze13,520 → 4,30080 → 11042 → 3640 → 38220 → 24095 → 1101,000 → 1,200500 → 1,200Leadership 60 → 65; Charge bonus 20 → 23; Upkeep 250 → 120; Removed: Mark of Tzeentch
Chaos Sorcerer of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_tzeentch_mtze_chaos_steed13,976 → 4,660100 → 12442 → 3940 → 45220 → 24095 → 1101,200 → 1,300700 → 1,300Leadership 60 → 65; Charge bonus 40 → 45; Upkeep 300 → 130; Removed: Mark of Tzeentch
Chaos Sorcerer of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_tzeentch_mtze_disc13,968 → 4,65080 → 944844 → 46220 → 24095 → 1101,600 → 1,700900 → 1,700Leadership 60 → 65; Charge bonus 35 → 40; Mass 1,300 → 1,400; Upkeep 400 → 170; Removed: Mark of Tzeentch
Chaos Sorcerer of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_tzeentch_mtze_warshrine111,250 → 12,61060 → 7435 → 3730 → 32250 → 260125 → 1401,300 → 1,4001,400Leadership 60 → 65; Charge bonus 25 → 28; Upkeep 425 → 140; Removed: Mark of Tzeentch
Daemon Prince of Tzeentchwh3_dlc20_chs_cha_daemon_prince_mtze17,600 → 9,65030 → 445555200 → 250250 → 2701,900 → 2,3001,900 → 2,300Bonus vs large 0 → 16; Upkeep 475 → 230; Removed: Mark of Tzeentch
The Severed Claw (Aspiring Champions)wh3_dlc20_chs_inf_aspiring_champions_mtze_ror16 → 209,040 → 11,300120 → 13840 → 4352 → 5830 → 28601,5001,500Bonus vs large 30 → 25; Charge bonus 16 → 22; Upkeep 375 → 150; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Removed: Mark of Tzeentch
Marauders of Tzeentchwh3_dlc20_chs_inf_chaos_marauders_mtze1209,360 → 15,00015 → 2834 → 3128 → 31217 → 6425 → 475425 → 475Leadership 60 → 50; Charge bonus 18 → 20; Upkeep 106 → 70; Fire resistance 0% → 15%; Removed: Mark of Tzeentch
Marauders of Tzeentch (Spears)wh3_dlc20_chs_inf_chaos_marauders_mtze_spears1209,360 → 15,00015 → 2825 → 2937 → 3520 → 195 → 7500475 → 500Leadership 60 → 50; Bonus vs large 15 → 12; Charge bonus 6 → 15; Upkeep 125 → 70; Fire resistance 0% → 15%; Removed: Mark of Tzeentch
Chaos Warriors of Tzeentchwh3_dlc20_chs_inf_chaos_warriors_mtze1009,000 → 13,500100 → 10436 → 3844 → 4226 → 2710 → 9825 → 850800 → 850Leadership 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
Chaos Warriors of Tzeentch (Halberds)wh3_dlc20_chs_inf_chaos_warriors_mtze_halberds1009,000 → 13,500100 → 10430 → 3742 → 4310 → 1724 → 18925 → 900900Leadership 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
Chosen of Tzeentchwh3_dlc20_chs_inf_chosen_mtze8010,480 → 14,800120 → 11646 → 4760 → 5434 → 2714 → 181,350 → 1,4001,350 → 1,400Leadership 85 → 80; Speed 28 → 30; Charge bonus 26 → 27; Mass 160 → 175; Upkeep 338 → 160; Fire resistance 0% → 15%; Removed: Mark of Tzeentch
Chosen of Tzeentch (Halberds)wh3_dlc20_chs_inf_chosen_mtze_halberds8010,480 → 14,800120 → 11636 → 4456 → 5715 → 1931 → 251,500 → 1,4501,500 → 1,450Leadership 85 → 80; Speed 28 → 30; Charge bonus 16 → 25; Mass 210 → 220; Upkeep 375 → 165; Fire resistance 0% → 15%; Removed: Mark of Tzeentch
Chaos Warshrine of Tzeentchwh3_dlc20_chs_mon_warshrine_mtze111,250 → 14,61060 → 7635 → 3630 → 35250 → 260125 → 1401,300 → 1,5501,300 → 1,550Charge bonus 25 → 30; Upkeep 325 → 150; Fire resistance 0% → 15%; Removed: Mark of Tzeentch
Cultist of Tzeentchwh3_dlc20_tze_cha_cultist_mtze_warshrine111,250 → 11,91060 → 7435 → 3630 → 35250 → 260125 → 1403,000 → 1,7001,400 → 1,700Leadership 55 → 60; Charge bonus 25 → 27; Mass 5,300 → 5,400; Upkeep 250 → 170; Removed: Mark of Tzeentch
Vilitch the Curselingwh3_dlc20_tze_cha_vilitch15,000 → 5,90080 → 9455 → 5855 → 58330 → 355140 → 1651,000 → 1,750900 → 1,750Leadership 70 → 80; Bonus vs infantry 0 → 22; Charge bonus 30 → 38; Mass 1,200 → 1,300; Upkeep 250 → 175; Removed: Mark of Tzeentch
Chaos Lord of Tzeentchwh3_dlc24_chs_cha_chaos_lord_mtze14,640 → 5,200100 → 11450 → 5660 → 611803101,000 → 1,3001,150 → 1,300Missile block 55% → 65%; Charge bonus 20 → 35; Upkeep 250 → 130; Removed: Mark of Tzeentch
Chaos Lord of Tzeentchwh3_dlc24_chs_cha_chaos_lord_mtze_chaos_chariot15,472 → 5,850110 → 12240 → 4635 → 481703201,300 → 1,5001,450 → 1,500Missile block 55% → 65%; Mass 4,000 → 4,200; Upkeep 325 → 150; Removed: Mark of Tzeentch
Chaos Lord of Tzeentchwh3_dlc24_chs_cha_chaos_lord_mtze_chaos_steed15,228 → 5,910120 → 12850 → 5760 → 631803101,200 → 1,4001,350 → 1,400Missile block 55% → 65%; Charge bonus 50 → 58; Mass 2,500 → 2,600; Upkeep 300 → 140; Removed: Mark of Tzeentch
Chaos Lord of Tzeentchwh3_dlc24_chs_cha_chaos_lord_mtze_disc15,220 → 6,000100 → 12250 → 5860 → 651803101,400 → 1,6001,550 → 1,600Missile block 55% → 65%; Charge bonus 40 → 55; Upkeep 350 → 160; Removed: Mark of Tzeentch
Exalted Hero of Tzeentchwh3_dlc24_chs_cha_exalted_hero_mtze14,068 → 4,900100 → 11445 → 5550 → 541352851,000 → 1,200925 → 1,200Charge bonus 15 → 30; Upkeep 250 → 120; Removed: Mark of Tzeentch
Exalted Hero of Tzeentchwh3_dlc24_chs_cha_exalted_hero_mtze_chaos_chariot15,380 → 6,050110 → 12240 → 3835 → 481452751,300 → 1,4001,225 → 1,400Charge bonus 80 → 85; Mass 4,000 → 4,200; Upkeep 325 → 140; Removed: Mark of Tzeentch
Exalted Hero of Tzeentchwh3_dlc24_chs_cha_exalted_hero_mtze_chaos_steed14,680 → 5,510120 → 12845 → 5750 → 581352851,200 → 1,3001,125 → 1,300Charge bonus 40 → 56; Mass 2,500 → 2,600; Upkeep 300 → 130; Removed: Mark of Tzeentch
Exalted Hero of Tzeentchwh3_dlc24_chs_cha_exalted_hero_mtze_disc14,672 → 5,800100 → 12245 → 5850 → 591352851,400 → 1,5001,325 → 1,500Charge bonus 35 → 48; Upkeep 350 → 150; Removed: Mark of Tzeentch
Aekold Helbrasswh3_dlc24_tze_cha_aekold_helbrass15,808 → 5,900120 → 1286040 → 501403302,000 → 1,6001,350 → 1,600Missile block 20% → 30%; Mass 1,000 → 1,100; Removed: Mark of Tzeentch
The Blue Scribeswh3_dlc24_tze_cha_blue_scribes13,520 → 4,20020 → 3435 → 3825 → 34115 → 125265 → 2751,200 → 1,1000 → 1,100Charge 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
The Changelingwh3_dlc24_tze_cha_changeling14,321 → 5,20025 → 4630 → 4650 → 40250 → 280125 → 1551,000 → 1,8000 → 1,800Charge bonus 30 → 40; Mass 600 → 650; Upkeep 250 → 180
Centigors of Tzeentchwh3_dlc24_tze_inf_centigors_great_weapons606,720 → 11,40035 → 5822 → 4022 → 397 → 1127 → 291,200 → 1,0501,200 → 1,050Leadership 60 → 65; Speed 84 → 85; Charge bonus 42 → 60; Mass 950 → 1,200; Upkeep 300 → 110
The Sourguts (Pink Horrors of Tzeentch)wh3_dlc24_tze_inf_pink_horrors_ror807,200 → 12,40025 → 4429 → 3134 → 4020 → 278 → 7950 → 900950 → 900Leadership 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
Tzaangorswh3_dlc24_tze_inf_tzaangors120 → 1009,600 → 18,50050 → 10426 → 4538 → 43219 → 23650 → 1,525650 → 1,525Missile 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
Cockatricewh3_dlc24_tze_mon_cockatrice16,120 → 9,15035 → 5646 → 5338 → 46125 → 130295 → 3001,100 → 1,4001,050 → 1,400Charge bonus 40 → 47; Mass 1,600 → 1,700; Upkeep 275 → 155
Changebringerswh3_dlc24_tze_mon_flamers_changebringers12 → 163,216 → 6,64010 → 3428 → 3512 → 3112 → 1434 → 351,500 → 1,5501,500 → 1,550Charge bonus 25 → 30; Range 90 m → 100 m; Ammunition 10 → 16; Missile base damage 5 → 6; Missile AP damage 13 → 14; Upkeep 375 → 155
Mutalith Vortex Beastwh3_dlc24_tze_mon_mutalith_vortex_beast18,088 → 12,70070 → 8845 → 6440 → 45140 → 155320 → 3302,000 → 2,1002,000 → 2,100Charge bonus 32 → 62; Upkeep 525 → 210
Aeson the Fallen (Mutalith Vortex Beast)wh3_dlc24_tze_mon_mutalith_vortex_beast_ror18,088 → 13,10070 → 9456 → 6850140 → 160320 → 3352,600 → 2,5002,500Leadership 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
Shrieking Skyrays (Screamers of Tzeentch)wh3_dlc24_tze_mon_screamers_ror164,880 → 7,52030 → 4834 → 3529 → 3620 → 2240 → 421,0001,000Bonus 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
Chaos Knights of Tzeentchwh3_main_tze_cav_chaos_knights_0608,100 → 11,70012042 → 435037 → 3016 → 121,5001,400 → 1,500Missile 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
Doom Knights of Tzeentchwh3_main_tze_cav_doom_knights_024 → 325,880 → 12,480120 → 12244 → 4636 → 455624 → 261,600 → 1,7001,500 → 1,700Missile block 55% → 65%; Charge bonus 52 → 68; Mass 1,300 → 1,400; Upkeep 400 → 170; Ward save 0% → 9%; Removed: Mark of Tzeentch
Cultist of Tzeentchwh3_main_tze_cha_cultist_013,688 → 4,55015 → 2825 → 2730 → 34200 → 23085 → 1101,000 → 1,100400 → 1,100Charge bonus 15 → 20; Upkeep 250 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; Removed: Mark of Tzeentch
Cultist of Tzeentchwh3_main_tze_cha_cultist_114,096 → 5,15045 → 5625 → 2930 → 36200 → 23085 → 1101,000 → 1,300600 → 1,300Charge 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
Exalted Lord of Change (Metal)wh3_main_tze_cha_exalted_lord_of_change_metal_017,828 → 9,45030 → 4850 → 5250 → 54135 → 155315 → 3451,000 → 1,1001,900 → 1,100Charge bonus 40 → 48; Upkeep 500 → 135
Exalted Lord of Change (Tzeentch)wh3_main_tze_cha_exalted_lord_of_change_tzeentch_017,828 → 9,45030 → 4850 → 5350 → 53135 → 155315 → 3451,000 → 1,1001,900 → 1,100Charge bonus 40 → 48; Upkeep 500 → 135
Herald of Tzeentch (Metal)wh3_main_tze_cha_herald_of_tzeentch_metal_013,808 → 4,75035 → 4435 → 3635 → 36250 → 280125 → 1551,000 → 1,100800 → 1,100Charge 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
Herald of Tzeentch (Metal)wh3_main_tze_cha_herald_of_tzeentch_metal_114,208 → 5,25035 → 4435 → 3735 → 37250 → 280125 → 1551,200 → 1,3001,200 → 1,300Charge 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
Herald of Tzeentch (Metal)wh3_main_tze_cha_herald_of_tzeentch_metal_215,396 → 6,78035 → 4435 → 3828 → 33125 → 135275 → 2851,500 → 1,6001,400 → 1,600Bonus 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
Herald of Tzeentch (Tzeentch)wh3_main_tze_cha_herald_of_tzeentch_tzeentch_013,808 → 4,75035 → 4435 → 3635 → 36250 → 280125 → 1551,000 → 1,100800 → 1,100Charge 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
Herald of Tzeentch (Tzeentch)wh3_main_tze_cha_herald_of_tzeentch_tzeentch_114,208 → 5,25035 → 4435 → 3735 → 37250 → 280125 → 1551,200 → 1,3001,200 → 1,300Charge 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
Herald of Tzeentch (Tzeentch)wh3_main_tze_cha_herald_of_tzeentch_tzeentch_215,396 → 6,78035 → 4435 → 3828 → 33125 → 135275 → 2851,500 → 1,6001,400 → 1,600Bonus 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
Iridescent Horror (Metal)wh3_main_tze_cha_iridescent_horror_metal_013,408 → 4,20035 → 4430 → 3130 → 32210 → 24090 → 115900 → 1,000500 → 1,000Charge 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
Iridescent Horror (Metal)wh3_main_tze_cha_iridescent_horror_metal_113,808 → 4,75035 → 4430 → 3230 → 34210 → 24090 → 1151,100 → 1,200900 → 1,200Charge 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
Iridescent Horror (Metal)wh3_main_tze_cha_iridescent_horror_metal_214,996 → 6,13035 → 4435 → 3328125 → 135275 → 2851,400 → 1,5001,100 → 1,500Bonus 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
Iridescent Horror (Tzeentch)wh3_main_tze_cha_iridescent_horror_tzeentch_013,408 → 4,20035 → 4430 → 3130 → 32210 → 24090 → 115900 → 1,000500 → 1,000Charge 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
Iridescent Horror (Tzeentch)wh3_main_tze_cha_iridescent_horror_tzeentch_113,808 → 4,75035 → 4430 → 3230 → 34210 → 24090 → 1151,100 → 1,200900 → 1,200Charge 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
Iridescent Horror (Tzeentch)wh3_main_tze_cha_iridescent_horror_tzeentch_214,996 → 6,13035 → 4435 → 3328125 → 135275 → 2851,400 → 1,5001,100 → 1,500Bonus 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
Kairos Fateweaverwh3_main_tze_cha_kairos_fateweaver_custom_battle_018,048 → 9,70050 → 6435 → 4220 → 32125 → 160295 → 3151,000 → 1,5001,500Charge bonus 20 → 32; Upkeep 100 → 135; Missile resistance 0% → 10%
Blue Horrors of Tzeentchwh3_main_tze_inf_blue_horrors_01607,680 → 16,0005 → 3420 → 2422 → 3021 → 233 → 4500500Leadership 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
Chaos Furies (Tzeentch)wh3_main_tze_inf_chaos_furies_0605,280 → 12,30025 → 343618 → 2832 → 3312 → 13550 → 600650 → 600Leadership 50 → 45; Charge bonus 24 → 30; Upkeep 138 → 85
Forsaken of Tzeentchwh3_main_tze_inf_forsaken_0808,000 → 12,40085 → 9632 → 3920 → 3144 → 4614 → 18825 → 900825 → 900Leadership 70 → 75; Upkeep 206 → 115; Spell resistance 0% → 30%; Removed: Mark of Tzeentch
Pink Horrors of Tzeentchwh3_main_tze_inf_pink_horrors_080 → 1006,400 → 14,00025 → 3822 → 2726 → 3520 → 268 → 6700 → 850700 → 850Leadership 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
Exalted Pink Horrors of Tzeentchwh3_main_tze_inf_pink_horrors_180 → 1007,200 → 15,00035 → 4830 → 3338 → 4622 → 2710 → 81,000 → 1,1501,000 → 1,150Leadership 75 → 70; Charge bonus 14 → 24; Range 130 m → 140 m; Ammunition 20 → 34; Missile base damage 17 → 18; Upkeep 250 → 135
Exalted Flamer of Tzeentchwh3_main_tze_mon_exalted_flamers_013,180 → 4,85010 → 3834 → 3720 → 36115 → 130250 → 2651,300 → 1,2001,300 → 1,200Leadership 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
Flamers of Tzeentchwh3_main_tze_mon_flamers_012 → 163,084 → 6,56010 → 3428 → 3312 → 2912 → 1434 → 35800 → 950800 → 950Charge 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
Lord of Changewh3_main_tze_mon_lord_of_change_017,028 → 10,30030 → 5845 → 4645 → 52125 → 150295 → 3201,700 → 1,8001,450 → 1,800Leadership 75 → 70; Charge bonus 35 → 45; Upkeep 425 → 180; Physical resistance 20% → 25%; Missile resistance 0% → 10%
Screamers of Tzeentchwh3_main_tze_mon_screamers_0164,880 → 7,20030 → 4426 → 3122 → 382040700 → 800700 → 800Leadership 60 → 65; Charge bonus 26 → 35; Mass 700 → 750; Upkeep 175 → 105
Soul Grinder of Tzeentchwh3_main_tze_mon_soul_grinder_018,188 → 11,45090 → 10442 → 5035 → 42135 → 150315 → 3301,900 → 2,0001,750 → 2,000Charge 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
Spawn of Tzeentchwh3_main_tze_mon_spawn_of_tzeentch_0168,768 → 16,00010 → 2836 → 3828 → 39120 → 100501,000 → 1,1001,050 → 1,100Charge bonus 35 → 51; Mass 1,500 → 1,600; Upkeep 250 → 135; Removed: Mark of Tzeentch
Burning Chariot of Tzeentchwh3_main_tze_veh_burning_chariot_014,980 → 7,26020 → 4435 → 3828 → 38125 → 135275 → 2851,600 → 1,8001,600 → 1,800Leadership 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
Blazing Squealers (Exalted Pink Horrors of Tzeentch)wh3_twa06_tze_inf_pink_horrors_ror_080 → 1007,200 → 15,50035 → 483848 → 5222 → 2610 → 91,250 → 1,4001,250 → 1,400Leadership 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
Knights of Immolation (Doom Knights of Tzeentch)wh3_twa07_tze_cav_doom_knights_ror_024 → 325,880 → 12,800120 → 12854 → 5245 → 5156 → 5824 → 281,700 → 1,9501,700 → 1,950Missile 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
The Golden Griffin of Theurgy (Lord of Change)wh3_twa08_tze_mon_lord_of_change_0_ror17,028 → 10,60090 → 10456 → 5156 → 58125 → 155295 → 3201,850 → 2,1001,800 → 2,100Leadership 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%
The Chromatic Abominations (Blue Horrors of Tzeentch)wh3_twa10_tze_inf_blue_horrors_ror1607,680 → 16,8005 → 382729 → 3421 → 243 → 5750 → 850750 → 850Leadership 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
Sarthorael the Everwatcherwh_main_chs_cha_lord_of_change_018,048 → 8,35040 → 3056 → 6056 → 48145 → 350325 → 1551,000 → 2,1001,950 → 2,100Upkeep 100 → 50; Physical resistance 20% → 0%; Missile resistance 0% → 70%; Spell resistance 0% → 25%
Wyrd Spawn (Chaos Spawn)wh_pro04_chs_mon_chaos_spawn_ror_0168,768 → 16,80010 → 3445 → 4236 → 44120 → 130501,300 → 1,3501,250 → 1,350Charge bonus 35 → 56; Mass 1,500 → 1,600; Upkeep 325 → 160; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Removed: Mark of Tzeentch
Followers of the Great Eagle (Marauder Chariots)wh3_dlc27_nor_cav_chaos_chariot_ror45,632 → 13,00090 → 10829 → 343611 → 1229 → 331,000 → 1,2001,000 → 1,200Bonus vs infantry 18 → 20; Charge bonus 76 → 95; Mass 3,100 → 3,300; Upkeep 250 → 130; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; Removed: Mark of Tzeentch

New units in Radious

  • Renegade Sorcerer (Shadows)rad_wh3_part3_main_unit_tze_renegade_sorcerer_shadows1 modelHealth4,410Armour110Leadership70Speed33Melee attack35Melee defence42Weapon strength (base + AP)385Charge bonus26Missile resistance %15Magic resistance %10Multiplayer cost1,500
  • Renegade Sorcerer (Shadows) (Barded Chaos Steed)rad_wh3_part3_main_unit_tze_renegade_sorcerer_shadows_warhorse1 modelHealth5,050Armour124Leadership70Speed78Melee attack38Melee defence45Weapon strength (base + AP)385Charge bonus56Missile resistance %15Magic resistance %10Multiplayer cost1,700
  • Renegade Sorcerer (Shadows) (Manticore)rad_wh3_part3_main_unit_tze_renegade_sorcerer_shadows_manticore1 modelHealth5,260Armour92Leadership70Speed85Melee attack41Melee defence47Weapon strength (base + AP)440Charge bonus62Missile resistance %25Magic resistance %10Multiplayer cost1,850
  • Renegade Sorcerer (Death)rad_wh3_part3_main_unit_tze_renegade_sorcerer_death1 modelHealth4,410Armour110Leadership70Speed33Melee attack35Melee defence42Weapon strength (base + AP)385Charge bonus26Missile resistance %15Magic resistance %10Multiplayer cost1,500
  • Renegade Sorcerer (Death) (Barded Chaos Steed)rad_wh3_part3_main_unit_tze_renegade_sorcerer_death_warhorse1 modelHealth5,050Armour124Leadership70Speed78Melee attack38Melee defence45Weapon strength (base + AP)385Charge bonus56Missile resistance %15Magic resistance %10Multiplayer cost1,700
  • Renegade Sorcerer (Death) (Manticore)rad_wh3_part3_main_unit_tze_renegade_sorcerer_death_manticore1 modelHealth5,260Armour92Leadership70Speed85Melee attack41Melee defence47Weapon strength (base + AP)440Charge bonus62Missile resistance %25Magic resistance %10Multiplayer cost1,850
  • Renegade Sorcerer (Dark)rad_wh3_part3_main_unit_tze_renegade_sorcerer_dark1 modelHealth4,410Armour110Leadership70Speed33Melee attack35Melee defence42Weapon strength (base + AP)385Charge bonus26Missile resistance %15Magic resistance %10Multiplayer cost1,500
  • Renegade Sorcerer (Dark) (Barded Chaos Steed)rad_wh3_part3_main_unit_tze_renegade_sorcerer_dark_warhorse1 modelHealth5,050Armour124Leadership70Speed78Melee attack38Melee defence45Weapon strength (base + AP)385Charge bonus56Missile resistance %15Magic resistance %10Multiplayer cost1,700
  • Renegade Sorcerer (Dark) (Manticore)rad_wh3_part3_main_unit_tze_renegade_sorcerer_dark_manticore1 modelHealth5,260Armour92Leadership70Speed85Melee attack41Melee defence47Weapon strength (base + AP)440Charge bonus62Missile resistance %25Magic resistance %10Multiplayer cost1,850
  • Aspiring Champions of Tzeentch (Glaives)wh3_tzeentch_champions_glaive80 modelsHealth14,800Armour120Leadership80Speed30Melee attack43Melee defence54Weapon strength (base + AP)44Charge bonus29Ward save %5Multiplayer cost1,425
  • Aspiring Champions of Tzeentch (Great Weapons)wh3_tzeentch_champions_heavy80 modelsHealth14,800Armour120Leadership80Speed30Melee attack47Melee defence53Weapon strength (base + AP)45Charge bonus37Ward save %5Multiplayer cost1,375
  • Aspiring Champions of Tzeentch (Shields)wh3_tzeentch_champions_shield80 modelsHealth14,800Armour120Leadership80Speed30Melee attack45Melee defence51Weapon strength (base + AP)45Charge bonus33Ward save %5Multiplayer cost1,350
  • Bearers of Change (Halberds)wh3_tzeentch_chosen_halb80 modelsHealth15,200Armour122Leadership85Speed30Melee attack47Melee defence59Weapon strength (base + AP)46Charge bonus26Ward save %9Multiplayer cost1,750
  • Bearers of Change (Great Swords)wh3_tzeentch_chosen_heavy80 modelsHealth15,200Armour122Leadership85Speed30Melee attack51Melee defence60Weapon strength (base + AP)48Charge bonus34Ward save %9Multiplayer cost1,700
  • Chosen Knights of Tzeentch (Lances)wh3_tzeentch_chosen_knight_lance60 modelsHealth12,300Armour124Leadership80Speed70Melee attack44Melee defence48Weapon strength (base + AP)46Charge bonus96Ward save %9Multiplayer cost1,775
  • Chosen Knights of Tzeentch (Swords)wh3_tzeentch_chosen_knight_sword60 modelsHealth12,300Armour124Leadership80Speed70Melee attack47Melee defence53Weapon strength (base + AP)47Charge bonus63Ward save %9Multiplayer cost1,800
  • Bearers of Change (Shields)wh3_tzeentch_chosen_shield80 modelsHealth15,200Armour122Leadership85Speed30Melee attack49Melee defence57Weapon strength (base + AP)47Charge bonus28Ward save %9Multiplayer cost1,650
  • Warp Stalkerswh3_tzeentch_forsa80 modelsHealth12,800Armour104Leadership80Speed46Melee attack43Melee defence40Weapon strength (base + AP)72Charge bonus43Missile resistance %25Fire resistance %50Multiplayer cost1,400
  • Mounted Initiates of Tzeentchwh3_tzeentch_initi_cav60 modelsHealth9,000Armour46Leadership70Speed90Melee attack38Melee defence39Weapon strength (base + AP)35Charge bonus55Magic resistance %10Fire resistance %10Multiplayer cost850
  • Initiates of Tzeentch (Dual Weapons)wh3_tzeentch_initi_dual120 modelsHealth16,200Armour46Leadership70Speed40Melee attack38Melee defence45Weapon strength (base + AP)35Charge bonus31Magic resistance %10Fire resistance %10Multiplayer cost750
  • Initiates of Tzeentch (Halberds)wh3_tzeentch_initi_halb120 modelsHealth16,200Armour46Leadership70Speed40Melee attack35Melee defence46Weapon strength (base + AP)32Charge bonus29Magic resistance %10Fire resistance %10Multiplayer cost775
  • Initiates of Tzeentch (Great Weapons)wh3_tzeentch_initi_heavy120 modelsHealth16,200Armour46Leadership70Speed40Melee attack39Melee defence44Weapon strength (base + AP)36Charge bonus33Magic resistance %10Fire resistance %10Multiplayer cost800
  • Initiates of Tzeentch (Shields)wh3_tzeentch_initi_shield120 modelsHealth16,200Armour46Leadership70Speed40Melee attack36Melee defence42Weapon strength (base + AP)34Charge bonus28Magic resistance %10Fire resistance %10Multiplayer cost725
  • Fated Ones (Lances)wh3_tzeentch_knight_lance60 modelsHealth11,700Armour120Leadership75Speed70Melee attack41Melee defence45Weapon strength (base + AP)40Charge bonus90Ward save %5Multiplayer cost1,550
  • Riders of Tzeentchwh3_tzeentch_mar_cav60 modelsHealth8,700Armour34Leadership60Speed90Melee attack36Melee defence32Weapon strength (base + AP)33Charge bonus45Multiplayer cost650
  • Tribesmen of Tzeentch (Dual Weapons)wh3_tzeentch_mar_dual120 modelsHealth15,600Armour34Leadership55Speed35Melee attack35Melee defence33Weapon strength (base + AP)30Charge bonus27Multiplayer cost590
  • Tribesmen of Tzeentch (Great Weapons)wh3_tzeentch_mar_heavy120 modelsHealth15,600Armour34Leadership55Speed35Melee attack34Melee defence34Weapon strength (base + AP)29Charge bonus26Multiplayer cost570
  • Tribesmen of Tzeentch (Shields)wh3_tzeentch_mar_shield120 modelsHealth15,600Armour34Leadership55Speed35Melee attack33Melee defence32Weapon strength (base + AP)29Charge bonus22Multiplayer cost550
  • Tribesmen of Tzeentch (Spears)wh3_tzeentch_mar_spear120 modelsHealth15,600Armour34Leadership55Speed35Melee attack31Melee defence36Weapon strength (base + AP)28Charge bonus17Multiplayer cost600
  • Tzaangors (Shields)wh3_tzeentch_tzangor100 modelsHealth18,500Armour104Leadership75Speed36Melee attack43Melee defence45Weapon strength (base + AP)41Charge bonus44Magic resistance %20Multiplayer cost1,550
  • Tzaangors (Great Weapons)wh3_tzeentch_tzangor_heavy100 modelsHealth18,500Armour104Leadership75Speed36Melee attack47Melee defence48Weapon strength (base + AP)46Charge bonus48Magic resistance %20Multiplayer cost1,500
  • Cabalists (Great Weapons)wh3_tzeentch_warriors_great100 modelsHealth14,000Armour110Leadership75Speed30Melee attack43Melee defence45Weapon strength (base + AP)40Charge bonus24Missile resistance %10Fire resistance %25Multiplayer cost1,000
  • Cabalists (Halberds)wh3_tzeentch_warriors_halb100 modelsHealth14,000Armour110Leadership75Speed30Melee attack40Melee defence46Weapon strength (base + AP)37Charge bonus16Missile resistance %10Fire resistance %25Multiplayer cost975
  • Cabalists (Shields)wh3_tzeentch_warriors_shield100 modelsHealth14,000Armour110Leadership75Speed30Melee attack41Melee defence45Weapon strength (base + AP)38Charge bonus20Missile resistance %10Fire resistance %25Multiplayer cost950

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

  • −Grimoires: 15 per turn
  • −Income generated: 600
  • +Grimoires: 18 per turn
  • +Income generated: 700
  • −Diplomatic relations: +30 with Slaaneshi factions
  • −Income generated: 100
  • +Diplomatic relations: +25 with Slaaneshi factions
  • +Income generated: 150
  • Units: 0 → 3
  • −Income generated: 100
  • +Income generated: 150
  • Units: 0 → 3
  • −Income generated: 750
  • +Income generated: 800
  • Cost: 8000 → 9000
  • −Control: +3
  • +Control: +4
  • Units: 0 → 3
  • Cost: 10000 → 14000
  • Units: 0 → 4
  • −Control: +4
  • +Control: +5
  • Cost: 6000 → 8000
  • Units: 0 → 3
  • Cost: 2000 → 4000
  • Cost: 4000 → 5000
  • Cost: 3000 → 4000
Cult of LiesTzeentch
  • Cost: 5000 → 8000
  • Units: 0 → 2
  • 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)
  • −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
  • −Grimoires: 5 per turn
  • +Grimoires: 6 per turn
  • −Grimoires: 10 per turn
  • +Grimoires: 12 per turn
  • Cost: 2000 → 2500
  • −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
  • Cost: 2000 → 2500
  • Cost: 1000 → 1500
  • Cost: 1500 → 2000
  • −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
  • Cost: 10000 → 8000
  • Turns: 6 → 5
  • Cost: 1000 → 1500
  • Cost: 1500 → 2000
  • −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
  • −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
  • −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
  • Cost: 1000 → 1500
  • Units: 3 → 7
  • Cost: 1500 → 3500
  • Turns: 3 → 4
  • Units: 4 → 8
  • −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
  • −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
  • −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
  • Cost: 1500 → 1000
  • Units: 5 → 4
  • Cost: 2500 → 2000
  • Units: 8 → 11
  • Cost: 4000 → 5000
  • Units: 10 → 15
Doom's HoldTzeentch
  • Cost: 8000 → 9000
  • Units: 11 → 17
  • Cost: 3000 → 4000
  • Turns: 4 → 1
  • Units: 3 → 2
  • −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
  • −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
  • −Control: +2
  • −When Winds of Magic is Strong or higher: Control: +1
  • +Control: +3
  • +When Winds of Magic is Strong or higher: Control: +2
  • −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
  • −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
  • −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
  • +Control: +2
  • Cost: 6000 → 5000
  • Turns: 6 → 5
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -12%
  • Cost: 2000 → 1000
  • Turns: 4 → 2
  • −Enemy Hero action success chance: -15%
  • +Enemy Hero action success chance: -18%
  • +Control: +1
  • Cost: 4000 → 2500
  • Turns: 5 → 3

Technologies

  • −Charge bonus: +9 for Screamers of Tzeentch units
  • +Charge bonus: +8 for Screamers of Tzeentch units
  • +Missile resistance: 5% for Screamers of Tzeentch units
  • −Hero recruit rank: +3 for Iridescent Horrors
  • +Hero recruit rank: +4 for Iridescent Horrors
  • +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
  • −Construction cost: -15% for Province Capital/Settlement buildings
  • +Construction cost: -8% for Province Capital/Settlement buildings
  • −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
  • −Growth: +5
  • +Growth: +10
  • −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%
  • −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
  • −Income from raiding: +50%
  • +Income from raiding: +30%
TeleportTzeentch
  • +Hero and Lord recruit rank: +2
  • −Income from sacking and looting settlements: +25%
  • +Income from sacking and looting settlements: +15%
  • +Charge bonus: +5% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units
  • −Tzeentch corruption: +2 (all provinces)
  • +Tzeentch corruption: +3 (all provinces)
  • −Income from Province Capital/Settlement buildings: +25%
  • +Income from Province Capital/Settlement buildings: +10%
  • −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
  • −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
  • −Hero recruit rank: +3 for Cultists
  • +Hero recruit rank: +4 for Cultists
  • −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
  • +Speed: +5% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
  • −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