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

Radious Vampire Coast units

73 Vampire Coast units Radious Total War Mod changes against patch 9.0.4, 22 it adds, and 27 skills, 131 buildings and 24 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
Carronadeswh2_dlc11_cst_art_carronade44,356 → 6,22020 → 3410 → 116 → 11162750 → 770750 → 700Charge bonus 5 → 6; Mass 2,090 → 2,590; Ammunition 22 → 40; Missile base damage 88 → 90; Missile AP damage 352 → 360; Upkeep 188 → 100
Mortarswh2_dlc11_cst_art_mortar44,356 → 6,22020 → 3410 → 116 → 11162600 → 660600Charge bonus 5 → 6; Mass 2,090 → 2,590; Ammunition 22 → 40; Missile base damage 100 → 110; Upkeep 150 → 90
Queen Besswh2_dlc11_cst_art_queen_bess17,392 → 12,71530 → 36149 → 1722 → 207 → 801,600 → 1,700Leadership 40 → 45; Bonus vs infantry 0 → 5; Charge bonus 5 → 6; Ammunition 16 → 35; Missile base damage 72 → 75; Missile AP damage 262 → 270; Upkeep 400 → 200; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Deck Dropperswh2_dlc11_cst_cav_deck_droppers_016 → 243,008 → 7,64015 → 3626 → 2822 → 3220 → 226 → 3450 → 480450 → 480Leadership 40 → 44; Charge bonus 16 → 32; Mass 490 → 540; Range 80 m → 90 m; Ammunition 20 → 35; Missile base damage 24 → 26; Missile AP damage 6 → 7; Reload time 9 s → 8 s; Upkeep 113 → 60
Deck Droppers (Bombers)wh2_dlc11_cst_cav_deck_droppers_116 → 243,008 → 7,64015 → 3626 → 2822 → 3220 → 226 → 3500 → 620500 → 620Leadership 40 → 44; Charge bonus 16 → 32; Mass 490 → 540; Range 60 m → 65 m; Ammunition 7 → 20; Reload time 14 s → 13 s; Upkeep 125 → 90
Deck Droppers (Handgunners)wh2_dlc11_cst_cav_deck_droppers_216 → 243,008 → 7,64015 → 3626 → 2822 → 3220 → 226 → 3700650 → 700Leadership 40 → 44; Charge bonus 16 → 32; Mass 490 → 540; Range 130 m → 140 m; Ammunition 18 → 35; Missile base damage 13 → 17; Missile AP damage 31 → 37; Reload time 13 s → 12 s; Upkeep 175 → 100
Salt Lord Scuttlers (Deck Droppers – Bombers)wh2_dlc11_cst_cav_deck_droppers_ror_016 → 243,008 → 7,88015 → 443429 → 3820 → 246 → 4750 → 950750 → 950Charge bonus 16 → 34; Mass 490 → 540; Range 60 m → 70 m; Ammunition 7 → 30; Reload time 14 s → 13 s; Upkeep 188 → 115; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Aranessa Saltspitewh2_dlc11_cst_cha_aranessa_014,288 → 5,25020 → 3460 → 5660 → 64130 → 165300 → 3401,000800 → 1,000Bonus vs large 35 → 38; Charge bonus 35 → 44; Mass 900 → 1,000; Upkeep 250 → 120
Aranessa Saltspitewh2_dlc11_cst_cha_aranessa_115,216 → 6,210120 → 12650 → 5260 → 66130 → 165300 → 3401,000 → 1,3001,100 → 1,300Bonus vs large 35 → 38; Charge bonus 35 → 55; Mass 2,400 → 2,600; Upkeep 250 → 145
Cylostra Direfinwh2_dlc11_cst_cha_cylostra_direfin_014,532 → 5,0500 → 2844 → 4635 → 440 → 270300 → 1701,000850 → 1,000Leadership 60 → 65; Charge bonus 30 → 42; Upkeep 250 → 120; Physical resistance 55% → 75%
Cylostra Direfinwh2_dlc11_cst_cha_cylostra_direfin_119,862 → 11,010150 → 15252 → 5342 → 49120 → 130360 → 3001,000 → 2,2002,300 → 2,200Leadership 60 → 65; Bonus vs infantry 15 → 0; Charge bonus 24 → 40; Upkeep 575 → 200
Damned Paladinwh2_dlc11_cst_cha_damned_paladin_014,242 → 5,0000 → 284540 → 460 → 305390 → 1901,000900 → 1,000Missile block 35% → 50%; Leadership 45 → 44; Charge bonus 40 → 52; Upkeep 250 → 120; Physical resistance 55% → 75%; Removed: Knight
Damned Paladinwh2_dlc11_cst_cha_damned_paladin_114,774 → 5,0100 → 3445 → 4740 → 480 → 305390 → 1901,200 → 1,1001,100Missile block 35% → 50%; Leadership 45 → 44; Speed 75 → 80; Charge bonus 70 → 85; Mass 1,600 → 1,700; Upkeep 300 → 125; Physical resistance 55% → 75%
Gunnery Wightwh2_dlc11_cst_cha_gunnery_wight_013,972 → 4,90030 → 4834 → 3638 → 43260 → 320140 → 1851,000 → 850600 → 850Speed 40 → 38; Bonus vs infantry 0 → 16; Charge bonus 15 → 28; Range 180 m → 190 m; Ammunition 45 → 60; Missile base damage 60 → 100; Missile AP damage 180 → 235; Reload time 8 s → 7 s; Upkeep 250 → 105; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Gunnery Wightwh2_dlc11_cst_cha_gunnery_wight_114,980 → 5,960120 → 12638 → 4046 → 50105 → 160245 → 2851,000 → 1,100950 → 1,100Bonus vs infantry 0 → 18; Charge bonus 30 → 48; Mass 2,400 → 2,500; Range 180 m → 190 m; Ammunition 45 → 60; Missile base damage 60 → 100; Missile AP damage 180 → 235; Reload time 8 s → 7 s; Upkeep 275 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Luthor Harkonwh2_dlc11_cst_cha_luthor_harkon_014,208 → 5,20090 → 10470 → 6550 → 55310 → 365170 → 2151,000 → 1,100900 → 1,100Bonus vs infantry 0 → 18; Charge bonus 20 → 30; Mass 900 → 1,000; Range 90 m → 115 m; Ammunition 30 → 70; Missile base damage 40 → 85; Missile AP damage 120 → 160; Upkeep 250 → 125
Luthor Harkonwh2_dlc11_cst_cha_luthor_harkon_118,497 → 9,46080 → 9245 → 5047 → 50145 → 170385 → 3502,300 → 2,2002,400 → 2,200Bonus vs large 25 → 0; Charge bonus 40 → 60; Mass 4,400 → 4,500; Range 90 m → 115 m; Ammunition 30 → 70; Missile base damage 40 → 85; Missile AP damage 120 → 160; Upkeep 575 → 200
Mourngul Haunterwh2_dlc11_cst_cha_mourngul_haunter16,568 → 7,95040 → 6848 → 5038 → 50140 → 190280 → 3001,200 → 1,3001,150 → 1,300Bonus vs infantry 25 → 32; Charge bonus 40 → 50; Upkeep 325 → 145; Missile resistance 30% → 45%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Vampire Fleet Admiral (Polearms – Vampires)wh2_dlc11_cst_cha_vampire_fleet_admiral_014,068 → 4,95070 → 8445 → 4460 → 62120 → 165280 → 3151,000 → 950950Bonus vs large 25 → 28; Charge bonus 25 → 30; Upkeep 250 → 115
Vampire Fleet Admiral (Polearms – Vampires)wh2_dlc11_cst_cha_vampire_fleet_admiral_114,980 → 5,910120 → 12635 → 4060 → 64120 → 180280 → 3251,000 → 1,2501,250Bonus vs large 25 → 28; Charge bonus 25 → 45; Mass 2,100 → 2,200; Upkeep 312 → 140
Vampire Fleet Admiral (Polearms – Death)wh2_dlc11_cst_cha_vampire_fleet_admiral_death_014,068 → 4,95070 → 8445 → 4460 → 62120 → 165280 → 3151,000 → 950950Bonus vs large 25 → 28; Charge bonus 25 → 30; Upkeep 250 → 115
Vampire Fleet Admiral (Polearms – Death)wh2_dlc11_cst_cha_vampire_fleet_admiral_death_114,980 → 5,910120 → 12635 → 4060 → 64120 → 180280 → 3251,000 → 1,2501,250Bonus vs large 25 → 28; Charge bonus 25 → 45; Mass 2,100 → 2,200; Upkeep 312 → 140
Vampire Fleet Admiral (Polearms – Deep)wh2_dlc11_cst_cha_vampire_fleet_admiral_deeps_014,068 → 4,95070 → 8445 → 4460 → 62120 → 165280 → 3151,000 → 950950Bonus vs large 25 → 28; Charge bonus 25 → 30; Upkeep 250 → 115
Vampire Fleet Admiral (Polearms – Deep)wh2_dlc11_cst_cha_vampire_fleet_admiral_deeps_114,980 → 5,910120 → 12635 → 4060 → 64120 → 180280 → 3251,000 → 1,2501,250Bonus vs large 25 → 28; Charge bonus 25 → 45; Mass 2,100 → 2,200; Upkeep 312 → 140
Vampire Fleet Admiral (Pistol – Vampires)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_014,068 → 4,95070 → 8465 → 6045 → 49310 → 355170 → 1751,000 → 950950Charge bonus 35 → 40; Range 90 m → 115 m; Ammunition 40 → 55; Missile base damage 30 → 75; Missile AP damage 120 → 155; Upkeep 250 → 114
Vampire Fleet Admiral (Pistol – Vampires)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_114,980 → 5,910120 → 12655 → 5450 → 53120 → 180280 → 3201,000 → 1,2501,250Bonus vs infantry 0 → 22; Charge bonus 35 → 55; Mass 2,100 → 2,200; Range 90 m → 115 m; Ammunition 40 → 55; Missile base damage 30 → 75; Missile AP damage 120 → 155; Upkeep 312 → 140
Vampire Fleet Admiral (Pistol – Death)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_death_014,068 → 4,95070 → 8465 → 6045 → 49310 → 355170 → 1751,000 → 950950Charge bonus 35 → 40; Range 90 m → 115 m; Ammunition 40 → 55; Missile base damage 30 → 75; Missile AP damage 120 → 155; Upkeep 250 → 115
Vampire Fleet Admiral (Pistol – Death)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_death_114,980 → 5,910120 → 12655 → 5450 → 53120 → 180280 → 3201,000 → 1,2501,250Bonus vs infantry 0 → 22; Charge bonus 35 → 55; Mass 2,100 → 2,200; Range 90 m → 115 m; Ammunition 40 → 55; Missile base damage 30 → 75; Missile AP damage 120 → 155; Upkeep 312 → 140
Vampire Fleet Admiral (Pistol – Deep)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_deeps_014,068 → 4,95070 → 8465 → 6045 → 49310 → 355170 → 1751,000 → 950950Charge bonus 35 → 40; Range 90 m → 115 m; Ammunition 40 → 55; Missile base damage 30 → 75; Missile AP damage 120 → 155; Upkeep 250 → 115
Vampire Fleet Admiral (Pistol – Deep)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_deeps_114,980 → 5,910120 → 12655 → 5450 → 53120 → 180280 → 3201,000 → 1,2501,250Bonus vs infantry 0 → 22; Charge bonus 35 → 55; Mass 2,100 → 2,200; Range 90 m → 115 m; Ammunition 40 → 55; Missile base damage 30 → 75; Missile AP damage 120 → 155; Upkeep 312 → 140
Vampire Fleet Captain (Vampires)wh2_dlc11_cst_cha_vampire_fleet_captain_013,572 → 4,55030 → 4460 → 5740 → 44300 → 280130 → 1351,000 → 900600 → 900Charge bonus 35 → 40; Upkeep 250 → 110
Vampire Fleet Captain (Vampires)wh2_dlc11_cst_cha_vampire_fleet_captain_114,580 → 5,460120 → 12650 → 5248 → 50115 → 160265 → 2951,250 → 1,1501,000 → 1,155Bonus vs infantry 0 → 16; Charge bonus 35 → 50; Mass 2,100 → 2,200; Upkeep 275 → 130
Vampire Fleet Captain (Death)wh2_dlc11_cst_cha_vampire_fleet_captain_death_013,572 → 4,55030 → 4460 → 5740 → 44300 → 280130 → 1351,000 → 900600 → 900Charge bonus 35 → 40; Upkeep 250 → 110
Vampire Fleet Captain (Death)wh2_dlc11_cst_cha_vampire_fleet_captain_death_114,580 → 5,460120 → 12650 → 5248 → 50115 → 160265 → 2951,250 → 1,1501,000 → 1,150Bonus vs infantry 0 → 16; Charge bonus 35 → 50; Mass 2,100 → 2,200; Upkeep 275 → 130
Vampire Fleet Captain (Deep)wh2_dlc11_cst_cha_vampire_fleet_captain_deeps_013,572 → 4,55030 → 4460 → 5740 → 44300 → 280130 → 1351,000 → 900600 → 900Charge bonus 35 → 40; Upkeep 250 → 110
Vampire Fleet Captain (Deep)wh2_dlc11_cst_cha_vampire_fleet_captain_deeps_114,580 → 5,460120 → 12650 → 5248 → 50115 → 160265 → 2951,250 → 1,1501,000 → 1,150Bonus vs infantry 0 → 16; Charge bonus 35 → 50; Mass 2,100 → 2,200; Upkeep 275 → 130
Count Noctiluswh2_dlc11_cst_inf_count_noctilus_014,996 → 6,30095 → 12245 → 4660 → 62130 → 195300 → 3451,000 → 1,2001,400 → 1,200Bonus vs large 20 → 28; Charge bonus 25 → 38; Mass 1,000 → 1,100; Upkeep 350 → 135
Count Noctiluswh2_dlc11_cst_inf_count_noctilus_119,875 → 11,11075 → 8846 → 4834 → 40125350 → 3301,000 → 2,0002,100 → 2,000Bonus vs large 0 → 20; Charge bonus 20 → 50; Mass 6,500 → 6,600; Ammunition 22 → 35; Missile base damage 35 → 40; Missile AP damage 145 → 140; Upkeep 525 → 200
Deck Gunnerswh2_dlc11_cst_inf_deck_gunners_036 → 323,888 → 5,92015 → 345 → 1210 → 20162700 → 900700 → 900Leadership 45 → 40; Charge bonus 1 → 5; Range 245 m → 250 m; Ammunition 22 → 40; Missile base damage 8 → 9; Missile AP damage 39 → 40; Reload time 11 s → 10 s; Upkeep 175 → 110
Shadewraith Gunners (Deck Gunners)wh2_dlc11_cst_inf_deck_gunners_ror_036 → 323,888 → 4,8000 → 381718 → 270 → 1818 → 41,050 → 1,2001,050 → 1,200Leadership 55 → 50; Charge bonus 1 → 6; Range 245 m → 255 m; Ammunition 22 → 45; Missile base damage 6 → 8; Missile AP damage 30 → 36; Reload time 11 s → 10 s; Upkeep 263 → 135; Physical resistance 55% → 50%; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Depth Guardwh2_dlc11_cst_inf_depth_guard_060 → 807,800 → 15,20090 → 11450 → 4636 → 5146 → 3418 → 151,2001,100 → 1,200Leadership 60 → 65; Bonus vs infantry 5 → 8; Charge bonus 30 → 35; Upkeep 300 → 135
Depth Guard (Polearms)wh2_dlc11_cst_inf_depth_guard_160 → 807,800 → 15,20090 → 11442 → 4144 → 551430 → 321,300 → 1,2501,200 → 1,250Leadership 60 → 65; Bonus vs large 28 → 20; Charge bonus 20 → 24; Upkeep 325 → 135
The Bloody Reaver Deck Guard (Depth Guard)wh2_dlc11_cst_inf_depth_guard_ror_060 → 807,800 → 15,60090 → 11852 → 4654 → 6814 → 1830 → 351,5001,500Bonus vs large 28 → 24; Charge bonus 20 → 27; Upkeep 375 → 155; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Sartosa Free Companywh2_dlc11_cst_inf_sartosa_free_company_01207,920 → 14,40025 → 4432 → 3026 → 3620 → 256 → 7450 → 600450 → 600Leadership 60 → 55; Bonus vs infantry 6 → 8; Charge bonus 18 → 21; Upkeep 113 → 85
Sartosa Militiawh2_dlc11_cst_inf_sartosa_militia_01207,320 → 13,80025 → 4428 → 2725 → 3821 → 227 → 6450 → 580450 → 580Leadership 55 → 48; Charge bonus 14 → 19; Ammunition 18 → 35; Missile base damage 12 → 13; Missile AP damage 2 → 3; Upkeep 113 → 85
Syreenswh2_dlc11_cst_inf_syreens606,720 → 8,4000 → 2826 → 3034 → 490 → 832 → 25850 → 880850 → 880Charge bonus 20 → 32; Upkeep 213 → 110; Physical resistance 55% → 75%; Spell resistance 0% → 10%
Zombie Pirate Deckhand Mobwh2_dlc11_cst_inf_zombie_deckhands_mob_016012,000 → 20,80015 → 3417 → 2215 → 2722 → 207 → 8250 → 350250 → 350Leadership 35 → 30; Bonus vs infantry 0 → 5; Charge bonus 10 → 15; Upkeep 62 → 40
Zombie Pirate Deckhand Mob (Polearms)wh2_dlc11_cst_inf_zombie_deckhands_mob_116012,000 → 20,80015 → 3414 → 1820 → 328 → 919 → 17400375 → 400Leadership 35 → 30; Bonus vs large 13 → 12; Charge bonus 3 → 10; Upkeep 100 → 60
The Tide of Skjold (Zombie Pirate Deckhand Mob)wh2_dlc11_cst_inf_zombie_deckhands_mob_ror_016012,000 → 21,60015 → 382520 → 34227 → 9425 → 500425 → 500Leadership 45 → 44; Bonus vs infantry 0 → 6; Charge bonus 10 → 17; Upkeep 106 → 70; Physical resistance 0% → 5%; Fire resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Zombie Pirate Gunnery Mobwh2_dlc11_cst_inf_zombie_gunnery_mob_0120 → 1607,560 → 18,40015 → 34146 → 17132325 → 350325 → 350Leadership 35 → 30; Charge bonus 7 → 10; Range 90 m → 95 m; Ammunition 22 → 40; Missile AP damage 2 → 5; Reload time 11 s → 9 s; Upkeep 75 → 40
Zombie Pirate Gunnery Mob (Handgunners)wh2_dlc11_cst_inf_zombie_gunnery_mob_1120 → 1607,560 → 17,60015 → 348 → 116 → 15132550 → 500550 → 500Leadership 35 → 30; Charge bonus 2 → 8; Range 145 m → 150 m; Ammunition 22 → 40; Missile AP damage 20 → 17; Reload time 13 s → 12 s; Upkeep 138 → 70
Zombie Pirate Gunnery Mob (Hand Cannons)wh2_dlc11_cst_inf_zombie_gunnery_mob_21207,560 → 13,20015 → 348 → 116 → 15132600 → 550500 → 550Leadership 35 → 30; Charge bonus 2 → 5; Range 90 m → 110 m; Ammunition 22 → 20; Reload time 14 s → 11 s; Upkeep 150 → 75
Zombie Pirate Gunnery Mob (Bombers)wh2_dlc11_cst_inf_zombie_gunnery_mob_31207,560 → 13,20015 → 3414 → 116 → 15132450450Leadership 35 → 30; Charge bonus 7 → 9; Range 55 m → 60 m; Ammunition 5 → 12; Reload time 10 s → 9 s; Upkeep 113 → 65
The Black Spot (Zombie Pirate Gunnery Mob – Handgunners)wh2_dlc11_cst_inf_zombie_gunnery_mob_ror_0120 → 1607,560 → 18,40015 → 382014 → 248 → 1019 → 18800 → 700800 → 700Leadership 45 → 40; Bonus vs large 13 → 14; Charge bonus 2 → 12; Range 145 m → 150 m; Ammunition 22 → 45; Missile AP damage 20 → 17; Reload time 13 s → 12 s; Upkeep 200 → 100; Missile resistance 0% → 15%; Fire resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Animated Hulkswh2_dlc11_cst_mon_animated_hulks_0169,632 → 14,08030 → 4428 → 3324 → 3428 → 3562 → 80750 → 820500 → 820Leadership 35 → 40; Charge bonus 12 → 40; Mass 1,500 → 1,600; Upkeep 188 → 105
Bloated Corpsewh2_dlc11_cst_mon_bloated_corpse_011,608 → 2,5000 → 2475 → 3940 → 41150 → 155300 → 295400 → 770350 → 770Bonus vs infantry 0 → 25; Bonus vs large 0 → 25; Charge bonus 34 → 45; Mass 1,500 → 1,600; Upkeep 100 → 105
Fell Batswh2_dlc11_cst_mon_fell_bats604,200 → 7,8000 → 1819 → 1744 → 4720 → 226 → 3350 → 400350 → 400Charge bonus 6 → 15; Upkeep 88 → 60
Mourngulswh2_dlc11_cst_mon_mournguls_0168,960 → 13,60030 → 5836 → 4026 → 3730 → 4070950 → 1,100950 → 1,100Leadership 50 → 55; Charge bonus 28 → 45; Mass 1,500 → 1,700; Upkeep 238 → 125
Night Terrors (Mournguls)wh2_dlc11_cst_mon_mournguls_ror_0168,960 → 13,92030 → 6452 → 5033 → 4236 → 3584 → 801,200 → 1,3001,200 → 1,300Leadership 72 → 60; Bonus vs infantry 20 → 25; Charge bonus 34 → 50; Mass 1,500 → 1,800; Upkeep 300 → 140; Missile resistance 30% → 35%; Spell resistance 35% → 0%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Removed: Hide (forest), Strider
Necrofex Colossuswh2_dlc11_cst_mon_necrofex_colossus_019,507 → 12,35075 → 8842 → 4934 → 40125350 → 3301,800 → 1,8501,800 → 1,850Leadership 50 → 55; Bonus vs large 0 → 20; Charge bonus 20 → 48; Ammunition 22 → 40; Missile base damage 35 → 40; Missile AP damage 145 → 140; Upkeep 450 → 180; Missile resistance 15% → 0%
Gallows Giant (Necrofex Colossus)wh2_dlc11_cst_mon_necrofex_colossus_ror_019,507 → 12,55075 → 9452 → 5743 → 48125 → 130350 → 3252,000 → 2,0502,000 → 2,050Bonus vs infantry 25 → 20; Charge bonus 20 → 52; Mass 11,000 → 11,400; Ammunition 88 → 135; Missile base damage 10 → 25; Missile AP damage 25 → 20; Upkeep 500 → 200; Missile resistance 15% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Rotting Leviathanwh2_dlc11_cst_mon_rotting_leviathan_019,894 → 13,050150 → 15252 → 5942 → 54120 → 130360 → 3002,100 → 2,0002,100 → 2,000Leadership 55 → 60; Bonus vs infantry 15 → 0; Charge bonus 24 → 46; Upkeep 535 → 200
Rotting Prometheanswh2_dlc11_cst_mon_rotting_prometheans_012 → 167,920 → 15,360120 → 12638 → 3948 → 552565 → 601,000 → 1,2501,000 → 1,250Leadership 45 → 50; Charge bonus 22 → 42; Mass 1,500 → 1,600; Upkeep 250 → 135
Rotting Prometheans (Gunnery Mob)wh2_dlc11_cst_mon_rotting_prometheans_gunnery_mob_0128,112 → 11,580120 → 12638 → 4048 → 542565 → 601,300 → 1,6001,300 → 1,600Leadership 45 → 50; Charge bonus 22 → 34; Mass 3,000 → 3,200; Upkeep 325 → 165
The Lamprey's Revenge (Rotting Promethean Gunnery Mob)wh2_dlc11_cst_mon_rotting_prometheans_gunnery_mob_ror128,112 → 11,940120 → 12648 → 4659 → 6425 → 30651,700 → 1,8001,700 → 1,800Charge bonus 22 → 38; Mass 3,000 → 3,200; Upkeep 425 → 180; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Scurvy Dogswh2_dlc11_cst_mon_scurvy_dogs806,080 → 10,8000 → 2826 → 2914 → 2919 → 263 → 4500 → 630475 → 630Speed 95 → 100; Charge bonus 28 → 30; Upkeep 125 → 80
Death Shriek Terrorgheistwh2_dlc11_cst_mon_terrorgheist18,289 → 10,70080 → 10441 → 4847 → 56145 → 170385 → 3502,000 → 1,9002,000 → 1,900Leadership 45 → 50; Bonus vs large 25 → 0; Charge bonus 40 → 72; Upkeep 500 → 190
Vampire Fleet Admiral (Pistol – Undeath)wh3_dlc29_cst_cha_vampire_fleet_admiral_female_undeathNo custom-battle faction with Radious14,068 → 4,07070 → 846545310 → 355170 → 1751,000950Range 90 m → 115 m; Missile base damage 30 → 75; Missile AP damage 120 → 155
Vampire Fleet Admiral (Pistol – Undeath)wh3_dlc29_cst_cha_vampire_fleet_admiral_female_undeath_rotting_prometheanNo custom-battle faction with Radious14,980 → 4,984120 → 1265550120 → 180280 → 3201,0001,250Bonus vs infantry 0 → 22; Mass 2,100 → 2,200; Range 90 m → 115 m; Missile base damage 30 → 75; Missile AP damage 120 → 155
Vampire Fleet Admiral (Polearms – Undeath)wh3_dlc29_cst_cha_vampire_fleet_admiral_undeathNo custom-battle faction with Radious14,068 → 4,07070 → 844560120 → 165280 → 3151,000950Bonus vs large 25 → 28
Vampire Fleet Admiral (Polearms – Undeath)wh3_dlc29_cst_cha_vampire_fleet_admiral_undeath_rotting_prometheanNo custom-battle faction with Radious14,980 → 4,984120 → 1263560120 → 180280 → 3251,0001,250Bonus vs large 25 → 28; Mass 2,100 → 2,200
Vampire Fleet Captain (Undeath)wh3_dlc29_cst_cha_vampire_fleet_captain_undeathNo custom-battle faction with Radious13,572 → 3,57430 → 446040300 → 280130 → 1351,000600—
Vampire Fleet Captain (Undeath)wh3_dlc29_cst_cha_vampire_fleet_captain_undeath_rotting_prometheanNo custom-battle faction with Radious14,580 → 4,584120 → 1265048115 → 160265 → 2951,2501,000Bonus vs infantry 0 → 16; Mass 2,100 → 2,200

Not in custom battle with Radious

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

Vampire Fleet Admiral (Pistol – Undeath), Vampire Fleet Admiral (Polearms – Undeath), Vampire Fleet Captain (Undeath)

New units in Radious

  • Herald of Stromfelsrws_main_unit_vpr_herald_of_mathlann1 modelHealth5,250Armour114Leadership75Speed38Melee attack50Melee defence65Weapon strength (base + AP)510Charge bonus38Missile resistance %15Multiplayer cost1,400
  • Strigoi Mourngul Lordrws_main_unit_vpr_strigoi_base1 modelHealth7,350Armour34Leadership65Speed50Melee attack51Melee defence44Weapon strength (base + AP)505Charge bonus44Missile resistance %15Multiplayer cost1,400
  • Strigoi Mourngul Lord (Terrogheist)rws_main_unit_vpr_strigoi_terrogheist1 modelHealth8,510Armour90Leadership65Speed90Melee attack54Melee defence46Weapon strength (base + AP)595Charge bonus58Missile resistance %20Multiplayer cost2,100
  • Bloody Reaver Gunnerswh2_coast_blood_gun32 modelsHealth6,240Armour48Leadership55Speed23Melee attack18Melee defence28Weapon strength (base + AP)23Charge bonus8Missile damage (base + AP)55Range260Missile resistance %10Multiplayer cost1,250
  • Bloody Reaver Guards (Great Swords)wh2_coast_blood_heavy80 modelsHealth16,400Armour128Leadership75Speed36Melee attack53Melee defence59Weapon strength (base + AP)55Charge bonus39Magic resistance %20Multiplayer cost1,650
  • Bloody Reaver Guards (Shields)wh2_coast_blood_shield80 modelsHealth16,400Armour128Leadership75Speed36Melee attack51Melee defence60Weapon strength (base + AP)53Charge bonus33Magic resistance %20Multiplayer cost1,600
  • Death Walkers (Dual Wield)wh2_coast_death_dual80 modelsHealth16,400Armour94Leadership70Speed36Melee attack49Melee defence54Weapon strength (base + AP)51Charge bonus37Physical resistance %10Magic resistance %10Multiplayer cost1,350
  • Death Walkers (Shields)wh2_coast_death_shield80 modelsHealth16,400Armour94Leadership70Speed36Melee attack45Melee defence55Weapon strength (base + AP)50Charge bonus31Physical resistance %10Magic resistance %10Multiplayer cost1,400
  • Zombie Pirate Deckhands (Shields)wh2_coast_deck160 modelsHealth20,800Armour34Leadership35Speed23Melee attack20Melee defence30Weapon strength (base + AP)27Charge bonus13Multiplayer cost370
  • Deck Zombie Pirateswh2_coast_deck_pira160 modelsHealth20,000Armour46Leadership40Speed23Melee attack20Melee defence24Weapon strength (base + AP)20Charge bonus12Missile damage (base + AP)19Range105Multiplayer cost620
  • Depth Guard (Shields)wh2_coast_depth80 modelsHealth15,200Armour114Leadership65Speed36Melee attack44Melee defence53Weapon strength (base + AP)47Charge bonus29Multiplayer cost1,230
  • Ghostship Pirateswh2_coast_ghost_pira160 modelsHealth19,200Armour44Leadership45Speed23Melee attack19Melee defence26Weapon strength (base + AP)29Charge bonus14Missile damage (base + AP)29Range165Magic resistance %15Multiplayer cost750
  • Hulks of the Deep Seawh2_coast_hulk16 modelsHealth14,320Armour48Leadership45Speed42Melee attack35Melee defence37Weapon strength (base + AP)120Charge bonus40Fire resistance %20Multiplayer cost910
  • Great Ocean Prometheanswh2_coast_prome16 modelsHealth15,440Armour126Leadership55Speed45Melee attack41Melee defence58Weapon strength (base + AP)95Charge bonus44Missile resistance %10Multiplayer cost1,320
  • Mydas´s Escortwh2_coast_sart_myd120 modelsHealth18,000Armour74Leadership65Speed36Melee attack42Melee defence52Weapon strength (base + AP)43Charge bonus28Physical resistance %20Multiplayer cost1,200
  • Treasure Chest Wardenswh2_coast_sart_ward120 modelsHealth18,000Armour74Leadership60Speed36Melee attack40Melee defence49Weapon strength (base + AP)42Charge bonus27Physical resistance %10Missile resistance %15Multiplayer cost1,150
  • Skullrammer Sailors (Dual Wield)wh2_coast_skull_dual120 modelsHealth18,000Armour74Leadership45Speed23Melee attack32Melee defence36Weapon strength (base + AP)35Charge bonus21Multiplayer cost700
  • Skullrammer Sailors (Shields)wh2_coast_skull_shield120 modelsHealth18,000Armour74Leadership45Speed23Melee attack30Melee defence36Weapon strength (base + AP)37Charge bonus19Multiplayer cost710
  • Skullrammer Zombies (Hand Cannons)wh2_coast_skull_zomb120 modelsHealth14,400Armour44Leadership45Speed23Melee attack14Melee defence20Weapon strength (base + AP)18Charge bonus7Missile damage (base + AP)18Range120Fire resistance %20Multiplayer cost800
  • Shadewraith Syreenswh2_coast_syren60 modelsHealth9,000Armour28Leadership50Speed48Melee attack33Melee defence46Weapon strength (base + AP)36Charge bonus35Physical resistance %75Magic resistance %15Multiplayer cost930
  • Tormented Souls (Halberds)wh2_coast_tormen_halb100 modelsHealth18,000Armour84Leadership60Speed36Melee attack38Melee defence49Weapon strength (base + AP)40Charge bonus25Physical resistance %10Fire resistance %20Multiplayer cost1,050
  • Tormented Souls (Spears)wh2_coast_tormen_spear100 modelsHealth18,000Armour84Leadership60Speed36Melee attack36Melee defence50Weapon strength (base + AP)39Charge bonus23Physical resistance %10Fire resistance %20Multiplayer cost1,000

Skills

Held Together by Screws
  • −Level 2: Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
  • −Level 3: Melee defence: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
  • +Level 2: Melee defence: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
  • +Level 3: Melee defence: +8 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Reanimated Marksman
  • −Level 2: Missile strength: +6% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
  • −Level 3: Missile strength: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
  • +Level 2: Missile strength: +4% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
  • +Level 3: Missile strength: +6% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Black Powder Overload
  • −Level 2: Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)
  • −Level 3: Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
  • +Level 2: Missile strength: +4% for Carronade, Mortar and Queen Bess units (Lord's army)
  • +Level 3: Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)
Rotten Death
  • −Level 2: Melee defence: +4 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
  • −Level 2: Physical resistance: 4% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
  • −Level 3: Melee defence: +6 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
  • −Level 3: Physical resistance: 6% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
  • +Level 2: Melee defence: +6 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
  • +Level 2: Physical resistance: 5% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
  • +Level 3: Melee defence: +8 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
  • +Level 3: Physical resistance: 7% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Haunting Horror
  • −Level 1: Missile strength: +4% for Deck Droppers units (Lord's army)
  • −Level 2: Missile strength: +6% for Deck Droppers units (Lord's army)
  • −Level 3: Missile strength: +8% for Deck Droppers units (Lord's army)
  • +Level 1: Missile strength: +3% for Deck Droppers units (Lord's army)
  • +Level 2: Missile strength: +5% for Deck Droppers units (Lord's army)
  • +Level 3: Missile strength: +7% for Deck Droppers units (Lord's army)
Drowned & Bound
  • −Level 2: Weapon strength: +9% for Animated Hulks and Mournguls units (Lord's army)
  • −Level 3: Weapon strength: +12% for Animated Hulks and Mournguls units (Lord's army)
  • +Level 2: Weapon strength: +8% for Animated Hulks and Mournguls units (Lord's army)
  • +Level 3: Weapon strength: +10% for Animated Hulks and Mournguls units (Lord's army)
Deadly March
  • −Missile resistance: 15% for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Ensorcelled Weapons
  • −Missile strength: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Masterly Splicing
  • −Leadership: +8 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
  • +Leadership: +6 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Hardened by Death
  • −Weapon strength: +12% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +10% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
Binded to Service
  • +Level 3: Local recruitment capacity: +1 (local province)
Ghost Fleet
  • −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)
Blacker Powder
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
  • +Level 3: Explosive missile damage: +20%
Gunsight
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
  • +Level 3: Explosive missile damage: +20%
Forger
  • −Control: -5 (local enemy province)
  • +Control: -6 (local enemy province)
Arsonist
  • −Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
  • +Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)
Blacker Powder
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
Gunsight
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
Gifted Sailor
  • −Leadership: +8 for Sartosan units (Lord's army)
  • +Leadership: +8 for Sartosan units (all armies)
Smuggler
  • −Melee defence: +8 for Sartosan units (Lord's army)
  • +Melee defence: +10 for Sartosan units (all armies)
Poacher
  • −Charge bonus: +8 for Sartosan units (Lord's army)
  • +Charge bonus: +10 for Sartosan units (all armies)
Arsonist
  • −Melee attack: +4 for Sartosan units (Lord's army)
  • −Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
  • +Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)
  • +Weapon strength: +7% for Sartosan units (all armies)
  • +Melee attack: +7 for Sartosan units (all armies)
Rotting Leviathan
  • Rank: 18 → 22
Death Shriek Terrorgheist
  • Rank: 18 → 22
Hand Cannon
  • −Missile strength: +8% for Zombie Pirate Gunnery Mob and Rotting Prometheans Gunnery Mob units (Lord's army)
  • +Missile strength: +6% for Zombie Pirate Gunnery Mob and Rotting Prometheans Gunnery Mob units (Lord's army)
  • +Explosive missile damage: +10%
Necrofex Colossus
  • Rank: 18 → 22
Maelstrom
  • Rank: 18 → 22

Buildings

  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Exotic Animals resource production: 10 cages
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Exotic Animals resource production: 15 cages
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Dyes resource production: 10 ounces
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Dyes resource production: 15 ounces
Poaching CampVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Furs resource production: 10 bundles
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Furs resource production: 15 bundles
Gemstone MineVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Gemstones resource production: 10 sacks
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Gemstones resource production: 15 sacks
  • +Income generated: 130
Gold MineVampire Coast
  • −Income generated: 150
  • +Income generated: 400
Iron MineVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Iron resource production: 10 ingots
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Iron resource production: 15 ingots
  • +Income generated: 130
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Marble resource production: 10 slabs
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Marble resource production: 15 slabs
Alchemy WorkshopVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Medicinal Plants resource production: 10 bundles
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Medicinal Plants resource production: 15 bundles
Obsidian QuarryVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Carved Obsidian resource production: 10 chests
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Carved Obsidian resource production: 15 chests
Haunted MillVampire Coast
  • −Income generated: 100
  • +Income generated: 220
Clay PitVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Pottery resource production: 10 kilnful
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Pottery resource production: 15 kilnful
Salt PansVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Salt resource production: 10 barrels
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Salt resource production: 15 barrels
Eastern BazaarVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Spices resource production: 10 sacks
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Spices resource production: 15 sacks
Thorny OrchardVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Wine resource production: 10 barrels
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Wine resource production: 15 barrels
Forester's ShackVampire Coast
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (armies in region)
  • −Timber resource production: 10 logs
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (armies in region)
  • +Timber resource production: 15 logs
Corrupted TavernVampire Coast
  • −Infamy gained: 20 per turn
  • +Infamy gained: 60 per turn
  • Cost: 2500 → 3500
Picaroons' HideoutVampire Coast
  • −Infamy gained: 10 per turn
  • +Infamy gained: 50 per turn
  • Cost: 5000 → 3500
Pirates' RestVampire Coast
  • −Infamy gained: 20 per turn
  • +Infamy gained: 40 per turn
  • Cost: 2500 → 3500
Smugglers' CoveVampire Coast
  • −Infamy gained: 10 per turn
  • −Income generated: 200
  • +Infamy gained: 30 per turn
  • +Income generated: 250
  • Cost: 2500 → 3500
  • Cost: 10000 → 12000
  • Turns: 6 → 7
  • Units: 0 → 4
  • −Recruit rank: +4 for Artillery units (all characters)
  • −Recruitment cost: -15% for Artillery units (all armies)
  • +Recruit rank: +1 for Artillery units (all characters)
  • +Recruitment cost: -10% for Artillery units (all armies)
  • Cost: 10000 → 12000
  • Turns: 6 → 7
  • −Income generated: 160
  • −Growth: +10
  • +Income generated: 260
  • +Growth: +30
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Turns: 1 → 2
  • −Defensive supplies: +1000
  • −Income generated: 240
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 380
  • +Growth: +40
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2000 → 1600
  • Turns: 2 → 4
  • Units: 0 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 320
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 460
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Turns: 3 → 5
  • Units: 0 → 6
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 400
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 550
  • +Growth: +65
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 6500
  • Turns: 4 → 6
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Income generated: 480
  • −Growth: +50
  • +Grants 11 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Income generated: 700
  • +Growth: +75
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 8500
  • Turns: 5 → 7
  • Units: 0 → 6
Barb LauncherVampire Coast
  • −Infamy gained: 5 per turn (Vampire Coast only)
  • +Infamy gained: 10 per turn
  • Cost: 2000 → 3000
Gaff LauncherVampire Coast
  • −Infamy gained: 10 per turn (Vampire Coast only)
  • +Infamy gained: 15 per turn
  • Cost: 4000 → 7000
  • Units: 0 → 1
Trident LauncherVampire Coast
  • −Infamy gained: 15 per turn (Vampire Coast only)
  • +Infamy gained: 20 per turn
  • Cost: 6000 → 9000
  • Units: 0 → 3
Harpoon LauncherVampire Coast
  • −Infamy gained: 20 per turn (Vampire Coast only)
  • +Infamy gained: 25 per turn
  • Cost: 8000 → 13000
  • Units: 0 → 3
PalisadesVampire Coast
  • Cost: 2000 → 2500
PalisadesVampire Coast
  • −Attrition: -5% when under siege (armies in region)
  • +Attrition: -10% when under siege (armies in region)
  • Cost: 2000 → 2500
Barricade of DebrisVampire Coast
  • −Attrition: -10% when under siege (armies in region)
  • +Attrition: -15% when under siege (armies in region)
  • Cost: 4000 → 5000
  • Units: 0 → 1
ParapetsVampire Coast
  • −Attrition: -15% when under siege (armies in region)
  • +Attrition: -20% when under siege (armies in region)
  • Cost: 6000 → 7000
  • Units: 0 → 3
  • Cost: 1500 → 2000
Effigies of UndeathVampire Coast
  • Cost: 2000 → 4500
Night PyresVampire Coast
  • Cost: 3000 → 6500
  • Units: 0 → 2
Tree & NooseVampire Coast
  • Cost: 500 → 1000
Lynching PostVampire Coast
  • −Control: +3
  • +Control: +4
  • Cost: 1000 → 2000
Pirate GallowsVampire Coast
  • −Control: +3
  • +Control: +5
  • Cost: 1500 → 5000
Slave PitsVampire Coast
  • −Income generated: 100
  • +Income generated: 250
  • Cost: 500 → 2000
  • Turns: 1 → 2
Meat MarketVampire Coast
  • −Income generated: 200
  • +Income generated: 500
  • Cost: 1500 → 4000
  • Turns: 3 → 4
Plunder PileVampire Coast
  • −Income generated: 100
  • +Income generated: 180
Swag SacksVampire Coast
  • −Income generated: 150
  • +Income generated: 280
  • Cost: 1500 → 2000
Hoard of BootyVampire Coast
  • −Income generated: 200
  • +Income generated: 340
  • Cost: 2000 → 4500
Bullion CoffersVampire Coast
  • −Income generated: 250
  • +Income generated: 400
  • +Income from all buildings: +1% (factionwide)
  • +Income from Ports: +1% (factionwide)
  • Cost: 3000 → 7000
  • −Income generated: 300
  • +Income generated: 450
  • +Income from all buildings: +1% (factionwide)
  • +Income from Ports: +1% (factionwide)
  • Cost: 4000 → 9000
  • Units: 0 → 2
Scurvy Dog PitsVampire Coast
  • −Income generated: 20
  • +Income generated: 30
  • Cost: 1500 → 2000
  • −Income generated: 40
  • +Income generated: 50
  • Cost: 2000 → 4000
  • −Income generated: 60
  • −Control: +6
  • +Income generated: 80
  • +Control: +8
  • Cost: 3000 → 6000
  • Units: 0 → 2
  • Cost: 750 → 1000
  • Units: 1 → 2
  • Cost: 1500 → 2000
  • Units: 3 → 4
Tomb of First MatesVampire Coast
  • +Hero recruit rank: +2
  • +Lord recruit rank: +2
  • Cost: 4000 → 6500
  • Turns: 3 → 4
  • Units: 4 → 7
Admirals' MausoleumVampire Coast
  • +Hero recruit rank: +4
  • +Lord recruit rank: +4
  • Cost: 8000 → 9000
  • Turns: 4 → 5
  • Units: 5 → 6
Fell HollowsVampire Coast
  • Cost: 750 → 1000
Roosting TreesVampire Coast
  • Cost: 2500 → 4000
  • Cost: 4000 → 6500
  • Units: 4 → 3
  • Cost: 8000 → 9000
  • Units: 5 → 4
Rusty Pistol-TroveVampire Coast
  • Cost: 750 → 1000
  • Cost: 1500 → 2000
  • Cost: 2500 → 4500
  • Units: 4 → 5
  • +Hero capacity: +1 for Gunnery Wights
  • Cost: 4000 → 7000
  • Units: 5 → 7
Smugglers' LandingVampire Coast
  • −Growth: +10
  • +Growth: +15
  • Cost: 1500 → 1000
  • Turns: 2 → 1
  • Units: 2 → 1
Smugglers' JettyVampire Coast
  • −Income generated: 400
  • −Growth: +20
  • +Income generated: 440
  • +Growth: +25
  • Cost: 3000 → 4000
  • Turns: 4 → 3
  • Units: 4 → 2
Pirate WharfVampire Coast
  • −Income from Ports: +4% (factionwide)
  • −Income generated: 800
  • −Growth: +30
  • +Income from Ports: +2% (factionwide)
  • +Income generated: 700
  • +Growth: +35
  • +Control: +2
  • Cost: 6000 → 10000
  • Turns: 6 → 5
  • Units: 4 → 6
Slums of the CursedVampire Coast
  • −Grants 1 construction slot in the settlement
  • −Income generated: 100
  • −Growth: +10
  • +Grants 2 construction slots in the settlement
  • +Income generated: 160
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Turns: 3 → 2
Haunted Shanty TownVampire Coast
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 200
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 260
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2000 → 1600
  • Units: 0 → 4
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 300
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 360
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Units: 0 → 6
Dead Pirates' LairVampire Coast
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income generated: 400
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 460
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 6500
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Income generated: 500
  • −Growth: +50
  • +Grants 9 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Income generated: 560
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 8500
  • Units: 0 → 6
  • −Income generated: 30
  • −Growth: +8
  • +Income generated: 120
  • +Growth: +15
  • Cost: 1000 → 800
  • Turns: 3 → 2
Haunted HovelsVampire Coast
  • −Defensive supplies: +1000
  • −Income generated: 45
  • −Growth: +15
  • +Defensive supplies: +1250
  • +Income generated: 180
  • +Growth: +20
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 2000 → 1600
  • −Defensive supplies: +1000
  • −Income generated: 60
  • −Growth: +22
  • +Defensive supplies: +1500
  • +Income generated: 240
  • +Growth: +35
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Units: 0 → 2
Heavy BallastVampire Coast
  • −Pirate crew growth: +2
  • +Pirate crew growth: +4
  • Cost: 1500 → 1000
Stone WeightVampire Coast
  • −Pirate crew growth: +4
  • +Pirate crew growth: +7
  • Cost: 2500 → 4000
Steel AnchorVampire Coast
  • −Pirate crew growth: +6
  • +Pirate crew growth: +12
  • Cost: 5000 → 10000
BombardsVampire Coast
  • −Unit capacity: +1 Mortars Carronades (Undead Legions only)
CarronadesVampire Coast
  • −Unit capacity: +2 Mortars Carronades (Undead Legions only)
  • Cost: 2500 → 4000
CannonsVampire Coast
  • −Unit capacity: +3 Mortars Carronades (Undead Legions only)
  • −Unit capacity: +2 Deck Gunners (Undead Legions only)
  • Cost: 4000 → 7000
General CabinVampire Coast
  • −Pirate crew growth: +10
  • +Pirate crew growth: +2
  • Cost: 1200 → 800
Officers' CabinVampire Coast
  • −Pirate crew growth: +10
  • −Upkeep: -5%
  • +Pirate crew growth: +4
  • +Upkeep: -4%
  • Cost: 2500 → 1600
Captain's CabinVampire Coast
  • −Pirate crew growth: +10
  • −Upkeep: -10%
  • +Pirate crew growth: +6
  • +Upkeep: -8%
  • Cost: 5000 → 4000
Sea CabinVampire Coast
  • −Hero capacity: +1 for Vampire Fleet Captains (Vampire Coast only)
  • −Pirate crew growth: +10
  • −Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains (Undead Legions only)
  • −Upkeep: -15%
  • +Hero capacity: +1 for Vampire Fleet Captains
  • +Pirate crew growth: +8
  • +Upkeep: -12%
  • Cost: 10000 → 6500
Great CabinVampire Coast
  • −Hero capacity: +1 for Vampire Fleet Captains (Vampire Coast only)
  • −Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains (Undead Legions only)
  • −Upkeep: -20%
  • +Hero capacity: +1 for Vampire Fleet Captains
  • +Upkeep: -16%
  • Cost: 20000 → 8500
Lookout CradleVampire Coast
  • Cost: 3000 → 4000
  • Units: 2 → 4
Crow's NestVampire Coast
  • Cost: 5000 → 7000
  • Units: 4 → 8
Crow's CastleVampire Coast
  • Units: 5 → 8
PortholesVampire Coast
  • −Unit capacity: +1 Zombie Pirate Gunnery Mob (Handgunners) Zombie Pirate Gunnery Mob (Bombers) Zombie Pirate Gunnery Mob (Hand Cannons) (Undead Legions only)
GunportsVampire Coast
  • −Unit capacity: +2 Zombie Pirate Gunnery Mob (Handgunners) Zombie Pirate Gunnery Mob (Bombers) Zombie Pirate Gunnery Mob (Hand Cannons) (Undead Legions only)
  • Cost: 3000 → 4000
  • Units: 4 → 5
Shuttered GunportsVampire Coast
  • −Hero capacity: +1 for Gunnery Wights (Vampire Coast only)
  • −Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights (Undead Legions only)
  • −Unit capacity: +3 Zombie Pirate Gunnery Mob (Handgunners) Zombie Pirate Gunnery Mob (Bombers) Zombie Pirate Gunnery Mob (Hand Cannons) (Undead Legions only)
  • −Unit capacity: +1 Rotting Prometheans Rotting Prometheans (Gunnery Mob) (Undead Legions only)
  • +Hero capacity: +1 for Gunnery Wights
  • Cost: 5000 → 7000
  • Units: 5 → 8
TillerVampire Coast
  • −Upkeep: -5%
  • +Upkeep: -4%
WhipstaffVampire Coast
  • −Upkeep: -10%
  • +Upkeep: -8%
  • Cost: 3000 → 4000
Ship's WheelVampire Coast
  • −Upkeep: -15%
  • +Upkeep: -12%
Ship's HoldVampire Coast
  • −Unit capacity: +2 Animated Hulks (Undead Legions only)
Cargo HoldVampire Coast
  • −Unlocks Hero recruitment: Mourngul Haunter (Vampire Coast only)
  • −Unlocks Hero recruitment: Mourngul Haunter (Undead Legions only)
  • −Unit capacity: +3 Animated Hulks (Undead Legions only)
  • −Unit capacity: +2 Mournguls Crypt Horrors (Undead Legions only)
  • −Unit capacity: +1 Rotting Prometheans Rotting Prometheans (Gunnery Mob) (Undead Legions only)
  • −Unit capacity: +2 Syreens Cairn Wraiths (Undead Legions only)
  • +Unlocks Hero recruitment: Mourngul Haunter
  • Cost: 3000 → 4000
  • Units: 5 → 7
Bulk Cargo HoldVampire Coast
  • −Hero capacity: +1 for Mourngul Haunters (Vampire Coast only)
  • −Unlocks Hero recruitment: Mourngul Haunter (Vampire Coast only)
  • −Hero capacity: +1 for Mourngul Haunters and Banshees (Undead Legions only)
  • −Unlocks Hero recruitment: Mourngul Haunter (Undead Legions only)
  • −Unit capacity: +4 Animated Hulks (Undead Legions only)
  • −Unit capacity: +3 Mournguls Crypt Horrors (Undead Legions only)
  • −Unit capacity: +2 Rotting Prometheans Rotting Prometheans (Gunnery Mob) (Undead Legions only)
  • −Unit capacity: +3 Syreens Cairn Wraiths (Undead Legions only)
  • −Unit capacity: +1 Rotting Leviathan (Undead Legions only)
  • +Hero capacity: +1 for Mourngul Haunters
  • +Unlocks Hero recruitment: Mourngul Haunter
  • Units: 6 → 9
  • Cost: 3000 → 4000
Spar DeckVampire Coast
  • Units: 1 → 2
Upper DeckVampire Coast
  • Units: 3 → 4
Weather DeckVampire Coast
  • Cost: 5000 → 4000
  • Units: 4 → 7
Main DeckVampire Coast
  • Cost: 10000 → 7000
  • Units: 5 → 8
SkysailVampire Coast
  • Cost: 3000 → 4000
MoonrakerVampire Coast
  • Units: 0 → 2
Munitions HutVampire Coast
  • Turns: 3 → 2
Cannonry ShedVampire Coast
  • Cost: 3000 → 4000
  • Turns: 4 → 3
Black Powder DepotVampire Coast
  • Cost: 5000 → 6000
  • Turns: 5 → 4
Desolate ShoalVampire Coast
  • Turns: 4 → 3
  • Cost: 3000 → 4000
  • Turns: 5 → 4
  • Units: 5 → 7
Cape of ConjuringVampire Coast
  • +Hero capacity: +1 for Mourngul Haunters
  • Turns: 6 → 5
  • Units: 6 → 9
  • Turns: 6 → 5
Low LighthousesVampire Coast
  • Cost: 1500 → 2000
Crows' NestsVampire Coast
  • Cost: 2000 → 3000
Lighthouse KeeperVampire Coast
  • Cost: 3000 → 4000
  • −Income generated: 240
  • −Growth: +10
  • +Income generated: 320
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Turns: 3 → 2
  • −Defensive supplies: +1000
  • −Income generated: 360
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 440
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 480
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 580
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 600
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 720
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Units: 0 → 1
  • −Defensive supplies: +1000
  • −Income generated: 720
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 840
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 8500
  • Units: 0 → 1
  • −Income generated: 240
  • −Growth: +10
  • +Income generated: 320
  • +Growth: +30
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Turns: 3 → 2
  • −Defensive supplies: +1000
  • −Income generated: 360
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 440
  • +Growth: +40
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 0 → 5
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 480
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 580
  • +Growth: +60
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Units: 0 → 8
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 600
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 720
  • +Growth: +70
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Units: 0 → 5
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Income generated: 720
  • −Growth: +50
  • +Grants 11 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Income generated: 840
  • +Growth: +80
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 8500
  • Units: 0 → 7
  • −Income generated: 240
  • −Growth: +10
  • +Income generated: 320
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Turns: 3 → 2
  • −Defensive supplies: +1000
  • −Income generated: 360
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 440
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 0 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 480
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 580
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Units: 0 → 6
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 600
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 720
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Income generated: 720
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 840
  • +Growth: +65
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 8500
  • Units: 0 → 6
Undead OutpostVampire Coast
  • Cost: 2000 → 4000
Undead DistrictVampire Coast
  • Cost: 4000 → 5000
Animal StoreVampire Coast
  • −Ivory resource production: 10 tusks
  • −Construction cost: -10% for all buildings (local province)
  • −Recruitment cost: -10% (local province)
  • +Ivory resource production: 12 tusks
  • +Construction cost: -5% for all buildings (local province)
  • +Recruitment cost: -5% (local province)

Technologies

  • +Loyalty: +2 for new recruits
The Pirate CodeVampire Coast
  • −Lord recruitment cost: -75%
  • +Lord recruitment cost: -60%
The ConvertedVampire Coast
  • −Hero recruit rank: +5
  • +Hero recruit rank: +4
Command CrewsVampire Coast
  • −Leadership: +5 for Zombie Pirate Deckhands Mob units
  • +Leadership: +4 for Zombie Pirate Deckhands Mob units
Foreign ArchitectsVampire Coast
  • −Construction cost: -15% for Infrastructure buildings
  • +Construction cost: -8% for Infrastructure buildings
Marines' UpkeepVampire Coast
  • −Upkeep: -15% for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units
  • +Upkeep: -5% for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units
Protection RacketVampire Coast
  • −Income from Ports: +10%
  • +Income from Ports: +8%
  • −Recruit rank: +2 for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units
  • +Recruit rank: +1 for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units
  • −Construction time: -35% for all buildings
  • +Construction time: -30% for all buildings
Maintained CannonsVampire Coast
  • −Missile strength: +10% for Mortar, Carronade, Deck Gunners, and Queen Bess units
  • +Missile strength: +8% for Mortar, Carronade, Deck Gunners, and Queen Bess units
MagazineVampire Coast
  • −Ammunition: +20% for Mortar, Carronade, Deck Gunners, and Queen Bess units
  • +Ammunition: +10% for Mortar, Carronade, Deck Gunners, and Queen Bess units
Trained Gun HandsVampire Coast
  • −Recruit rank: +2 for Mortar, Carronade, and Deck Gunners units
  • +Recruit rank: +1 for Mortar, Carronade, and Deck Gunners units
Corrupt the LandVampire Coast
  • −Vampiric corruption: +2 (all provinces)
  • +Vampiric corruption: +3 (all provinces)
  • −Casualty replenishment rate: +10%
  • +Casualty replenishment rate: +8%
Gunnery CrewsVampire Coast
  • −Missile strength: +5% for Zombie Pirate Gunnery Mob units
  • +Missile strength: +4% for Zombie Pirate Gunnery Mob units
Clean Yer Bores!Vampire Coast
  • −Upkeep: -15% for Mortar, Carronade, Deck Gunners and Queen Bess units
  • +Upkeep: -8% for Mortar, Carronade, Deck Gunners and Queen Bess units
  • −Armour-piercing missile damage: +20% for Zombie Pirate Gunnery Mob and Deck Droppers units
  • +Armour-piercing missile damage: +10% for Zombie Pirate Gunnery Mob and Deck Droppers units
Salvage CrewsVampire Coast
  • −Casualty replenishment rate: +10% for Zombie Pirate Deckhands Mob and Zombie Pirate Gunnery Mob units
  • +Casualty replenishment rate: +8% for Zombie Pirate Deckhands Mob and Zombie Pirate Gunnery Mob units
  • −Raise dead cost: -10%
  • +Raise dead cost: -5%
  • −Spell resistance: 20% for Animated Hulks, Bloated Corpse, and Mourngul units
  • +Spell resistance: 25% for Animated Hulks, Bloated Corpse, and Mourngul units
Percussion CapsVampire Coast
  • −Ammunition: +15% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units
  • +Ammunition: +20% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units
Forged-Steel ShotVampire Coast
  • −Armour-piercing missile damage: +10% for Necrofex Colossus units
  • −Recruitment cost: -10% for Necrofex Colossus units
  • +Armour-piercing missile damage: +8% for Necrofex Colossus units
  • +Recruitment cost: -5% for Necrofex Colossus units
Salvaged ArsenalVampire Coast
  • −Weapon strength: +20% for Zombie Pirate Deckhands Mob and Depth Guard units
  • +Weapon strength: +6% for Zombie Pirate Deckhands Mob and Depth Guard units
  • −Upkeep: -10% for Animated Hulks, Bloated Corpse, Syreens, Rotting Prometheans, Rotting Prometheans Gunnery Mob, Mournguls, Rotting Leviathan and Necrofex Colossus units
  • +Upkeep: -5% for Animated Hulks, Bloated Corpse, Syreens, Rotting Prometheans, Rotting Prometheans Gunnery Mob, Mournguls, Rotting Leviathan and Necrofex Colossus units