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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 44,356 → 6,220 | 20 → 34 | 10 → 116 → 11 | 162 | 750 → 770750 → 700 | Charge bonus 5 → 6; Mass 2,090 → 2,590; Ammunition 22 → 40; Missile base damage 88 → 90; Missile AP damage 352 → 360; Upkeep 188 → 100 | |
| 44,356 → 6,220 | 20 → 34 | 10 → 116 → 11 | 162 | 600 → 660600 | Charge bonus 5 → 6; Mass 2,090 → 2,590; Ammunition 22 → 40; Missile base damage 100 → 110; Upkeep 150 → 90 | |
| 17,392 → 12,715 | 30 → 36 | 149 → 17 | 22 → 207 → 8 | 01,600 → 1,700 | Leadership 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 | |
| 16 → 243,008 → 7,640 | 15 → 36 | 26 → 2822 → 32 | 20 → 226 → 3 | 450 → 480450 → 480 | Leadership 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 | |
| 16 → 243,008 → 7,640 | 15 → 36 | 26 → 2822 → 32 | 20 → 226 → 3 | 500 → 620500 → 620 | Leadership 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 | |
| 16 → 243,008 → 7,640 | 15 → 36 | 26 → 2822 → 32 | 20 → 226 → 3 | 700650 → 700 | Leadership 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 | |
| 16 → 243,008 → 7,880 | 15 → 44 | 3429 → 38 | 20 → 246 → 4 | 750 → 950750 → 950 | Charge 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 | |
| 14,288 → 5,250 | 20 → 34 | 60 → 5660 → 64 | 130 → 165300 → 340 | 1,000800 → 1,000 | Bonus vs large 35 → 38; Charge bonus 35 → 44; Mass 900 → 1,000; Upkeep 250 → 120 | |
| 15,216 → 6,210 | 120 → 126 | 50 → 5260 → 66 | 130 → 165300 → 340 | 1,000 → 1,3001,100 → 1,300 | Bonus vs large 35 → 38; Charge bonus 35 → 55; Mass 2,400 → 2,600; Upkeep 250 → 145 | |
| 14,532 → 5,050 | 0 → 28 | 44 → 4635 → 44 | 0 → 270300 → 170 | 1,000850 → 1,000 | Leadership 60 → 65; Charge bonus 30 → 42; Upkeep 250 → 120; Physical resistance 55% → 75% | |
| 19,862 → 11,010 | 150 → 152 | 52 → 5342 → 49 | 120 → 130360 → 300 | 1,000 → 2,2002,300 → 2,200 | Leadership 60 → 65; Bonus vs infantry 15 → 0; Charge bonus 24 → 40; Upkeep 575 → 200 | |
| 14,242 → 5,000 | 0 → 28 | 4540 → 46 | 0 → 305390 → 190 | 1,000900 → 1,000 | Missile block 35% → 50%; Leadership 45 → 44; Charge bonus 40 → 52; Upkeep 250 → 120; Physical resistance 55% → 75%; Removed: Knight | |
| 14,774 → 5,010 | 0 → 34 | 45 → 4740 → 48 | 0 → 305390 → 190 | 1,200 → 1,1001,100 | Missile 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% | |
| 13,972 → 4,900 | 30 → 48 | 34 → 3638 → 43 | 260 → 320140 → 185 | 1,000 → 850600 → 850 | Speed 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 | |
| 14,980 → 5,960 | 120 → 126 | 38 → 4046 → 50 | 105 → 160245 → 285 | 1,000 → 1,100950 → 1,100 | Bonus 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 | |
| 14,208 → 5,200 | 90 → 104 | 70 → 6550 → 55 | 310 → 365170 → 215 | 1,000 → 1,100900 → 1,100 | Bonus 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 | |
| 18,497 → 9,460 | 80 → 92 | 45 → 5047 → 50 | 145 → 170385 → 350 | 2,300 → 2,2002,400 → 2,200 | Bonus 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 | |
| 16,568 → 7,950 | 40 → 68 | 48 → 5038 → 50 | 140 → 190280 → 300 | 1,200 → 1,3001,150 → 1,300 | Bonus 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 | |
| 14,068 → 4,950 | 70 → 84 | 45 → 4460 → 62 | 120 → 165280 → 315 | 1,000 → 950950 | Bonus vs large 25 → 28; Charge bonus 25 → 30; Upkeep 250 → 115 | |
| 14,980 → 5,910 | 120 → 126 | 35 → 4060 → 64 | 120 → 180280 → 325 | 1,000 → 1,2501,250 | Bonus vs large 25 → 28; Charge bonus 25 → 45; Mass 2,100 → 2,200; Upkeep 312 → 140 | |
| 14,068 → 4,950 | 70 → 84 | 45 → 4460 → 62 | 120 → 165280 → 315 | 1,000 → 950950 | Bonus vs large 25 → 28; Charge bonus 25 → 30; Upkeep 250 → 115 | |
| 14,980 → 5,910 | 120 → 126 | 35 → 4060 → 64 | 120 → 180280 → 325 | 1,000 → 1,2501,250 | Bonus vs large 25 → 28; Charge bonus 25 → 45; Mass 2,100 → 2,200; Upkeep 312 → 140 | |
| 14,068 → 4,950 | 70 → 84 | 45 → 4460 → 62 | 120 → 165280 → 315 | 1,000 → 950950 | Bonus vs large 25 → 28; Charge bonus 25 → 30; Upkeep 250 → 115 | |
| 14,980 → 5,910 | 120 → 126 | 35 → 4060 → 64 | 120 → 180280 → 325 | 1,000 → 1,2501,250 | Bonus vs large 25 → 28; Charge bonus 25 → 45; Mass 2,100 → 2,200; Upkeep 312 → 140 | |
| 14,068 → 4,950 | 70 → 84 | 65 → 6045 → 49 | 310 → 355170 → 175 | 1,000 → 950950 | Charge bonus 35 → 40; Range 90 m → 115 m; Ammunition 40 → 55; Missile base damage 30 → 75; Missile AP damage 120 → 155; Upkeep 250 → 114 | |
| 14,980 → 5,910 | 120 → 126 | 55 → 5450 → 53 | 120 → 180280 → 320 | 1,000 → 1,2501,250 | Bonus 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 | |
| 14,068 → 4,950 | 70 → 84 | 65 → 6045 → 49 | 310 → 355170 → 175 | 1,000 → 950950 | Charge bonus 35 → 40; Range 90 m → 115 m; Ammunition 40 → 55; Missile base damage 30 → 75; Missile AP damage 120 → 155; Upkeep 250 → 115 | |
| 14,980 → 5,910 | 120 → 126 | 55 → 5450 → 53 | 120 → 180280 → 320 | 1,000 → 1,2501,250 | Bonus 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 | |
| 14,068 → 4,950 | 70 → 84 | 65 → 6045 → 49 | 310 → 355170 → 175 | 1,000 → 950950 | Charge bonus 35 → 40; Range 90 m → 115 m; Ammunition 40 → 55; Missile base damage 30 → 75; Missile AP damage 120 → 155; Upkeep 250 → 115 | |
| 14,980 → 5,910 | 120 → 126 | 55 → 5450 → 53 | 120 → 180280 → 320 | 1,000 → 1,2501,250 | Bonus 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 | |
| 13,572 → 4,550 | 30 → 44 | 60 → 5740 → 44 | 300 → 280130 → 135 | 1,000 → 900600 → 900 | Charge bonus 35 → 40; Upkeep 250 → 110 | |
| 14,580 → 5,460 | 120 → 126 | 50 → 5248 → 50 | 115 → 160265 → 295 | 1,250 → 1,1501,000 → 1,155 | Bonus vs infantry 0 → 16; Charge bonus 35 → 50; Mass 2,100 → 2,200; Upkeep 275 → 130 | |
| 13,572 → 4,550 | 30 → 44 | 60 → 5740 → 44 | 300 → 280130 → 135 | 1,000 → 900600 → 900 | Charge bonus 35 → 40; Upkeep 250 → 110 | |
| 14,580 → 5,460 | 120 → 126 | 50 → 5248 → 50 | 115 → 160265 → 295 | 1,250 → 1,1501,000 → 1,150 | Bonus vs infantry 0 → 16; Charge bonus 35 → 50; Mass 2,100 → 2,200; Upkeep 275 → 130 | |
| 13,572 → 4,550 | 30 → 44 | 60 → 5740 → 44 | 300 → 280130 → 135 | 1,000 → 900600 → 900 | Charge bonus 35 → 40; Upkeep 250 → 110 | |
| 14,580 → 5,460 | 120 → 126 | 50 → 5248 → 50 | 115 → 160265 → 295 | 1,250 → 1,1501,000 → 1,150 | Bonus vs infantry 0 → 16; Charge bonus 35 → 50; Mass 2,100 → 2,200; Upkeep 275 → 130 | |
| 14,996 → 6,300 | 95 → 122 | 45 → 4660 → 62 | 130 → 195300 → 345 | 1,000 → 1,2001,400 → 1,200 | Bonus vs large 20 → 28; Charge bonus 25 → 38; Mass 1,000 → 1,100; Upkeep 350 → 135 | |
| 19,875 → 11,110 | 75 → 88 | 46 → 4834 → 40 | 125350 → 330 | 1,000 → 2,0002,100 → 2,000 | Bonus 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 | |
| 36 → 323,888 → 5,920 | 15 → 34 | 5 → 1210 → 20 | 162 | 700 → 900700 → 900 | Leadership 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 | |
| 36 → 323,888 → 4,800 | 0 → 38 | 1718 → 27 | 0 → 1818 → 4 | 1,050 → 1,2001,050 → 1,200 | Leadership 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 | |
| 60 → 807,800 → 15,200 | 90 → 114 | 50 → 4636 → 51 | 46 → 3418 → 15 | 1,2001,100 → 1,200 | Leadership 60 → 65; Bonus vs infantry 5 → 8; Charge bonus 30 → 35; Upkeep 300 → 135 | |
| 60 → 807,800 → 15,200 | 90 → 114 | 42 → 4144 → 55 | 1430 → 32 | 1,300 → 1,2501,200 → 1,250 | Leadership 60 → 65; Bonus vs large 28 → 20; Charge bonus 20 → 24; Upkeep 325 → 135 | |
| 60 → 807,800 → 15,600 | 90 → 118 | 52 → 4654 → 68 | 14 → 1830 → 35 | 1,5001,500 | Bonus vs large 28 → 24; Charge bonus 20 → 27; Upkeep 375 → 155; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 1207,920 → 14,400 | 25 → 44 | 32 → 3026 → 36 | 20 → 256 → 7 | 450 → 600450 → 600 | Leadership 60 → 55; Bonus vs infantry 6 → 8; Charge bonus 18 → 21; Upkeep 113 → 85 | |
| 1207,320 → 13,800 | 25 → 44 | 28 → 2725 → 38 | 21 → 227 → 6 | 450 → 580450 → 580 | Leadership 55 → 48; Charge bonus 14 → 19; Ammunition 18 → 35; Missile base damage 12 → 13; Missile AP damage 2 → 3; Upkeep 113 → 85 | |
| 606,720 → 8,400 | 0 → 28 | 26 → 3034 → 49 | 0 → 832 → 25 | 850 → 880850 → 880 | Charge bonus 20 → 32; Upkeep 213 → 110; Physical resistance 55% → 75%; Spell resistance 0% → 10% | |
| 16012,000 → 20,800 | 15 → 34 | 17 → 2215 → 27 | 22 → 207 → 8 | 250 → 350250 → 350 | Leadership 35 → 30; Bonus vs infantry 0 → 5; Charge bonus 10 → 15; Upkeep 62 → 40 | |
| 16012,000 → 20,800 | 15 → 34 | 14 → 1820 → 32 | 8 → 919 → 17 | 400375 → 400 | Leadership 35 → 30; Bonus vs large 13 → 12; Charge bonus 3 → 10; Upkeep 100 → 60 | |
| 16012,000 → 21,600 | 15 → 38 | 2520 → 34 | 227 → 9 | 425 → 500425 → 500 | Leadership 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 | |
| 120 → 1607,560 → 18,400 | 15 → 34 | 146 → 17 | 132 | 325 → 350325 → 350 | Leadership 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 | |
| 120 → 1607,560 → 17,600 | 15 → 34 | 8 → 116 → 15 | 132 | 550 → 500550 → 500 | Leadership 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 | |
| 1207,560 → 13,200 | 15 → 34 | 8 → 116 → 15 | 132 | 600 → 550500 → 550 | Leadership 35 → 30; Charge bonus 2 → 5; Range 90 m → 110 m; Ammunition 22 → 20; Reload time 14 s → 11 s; Upkeep 150 → 75 | |
| 1207,560 → 13,200 | 15 → 34 | 14 → 116 → 15 | 132 | 450450 | Leadership 35 → 30; Charge bonus 7 → 9; Range 55 m → 60 m; Ammunition 5 → 12; Reload time 10 s → 9 s; Upkeep 113 → 65 | |
| 120 → 1607,560 → 18,400 | 15 → 38 | 2014 → 24 | 8 → 1019 → 18 | 800 → 700800 → 700 | Leadership 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 | |
| 169,632 → 14,080 | 30 → 44 | 28 → 3324 → 34 | 28 → 3562 → 80 | 750 → 820500 → 820 | Leadership 35 → 40; Charge bonus 12 → 40; Mass 1,500 → 1,600; Upkeep 188 → 105 | |
| 11,608 → 2,500 | 0 → 24 | 75 → 3940 → 41 | 150 → 155300 → 295 | 400 → 770350 → 770 | Bonus vs infantry 0 → 25; Bonus vs large 0 → 25; Charge bonus 34 → 45; Mass 1,500 → 1,600; Upkeep 100 → 105 | |
| 604,200 → 7,800 | 0 → 18 | 19 → 1744 → 47 | 20 → 226 → 3 | 350 → 400350 → 400 | Charge bonus 6 → 15; Upkeep 88 → 60 | |
| 168,960 → 13,600 | 30 → 58 | 36 → 4026 → 37 | 30 → 4070 | 950 → 1,100950 → 1,100 | Leadership 50 → 55; Charge bonus 28 → 45; Mass 1,500 → 1,700; Upkeep 238 → 125 | |
| 168,960 → 13,920 | 30 → 64 | 52 → 5033 → 42 | 36 → 3584 → 80 | 1,200 → 1,3001,200 → 1,300 | Leadership 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 | |
| 19,507 → 12,350 | 75 → 88 | 42 → 4934 → 40 | 125350 → 330 | 1,800 → 1,8501,800 → 1,850 | Leadership 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% | |
| 19,507 → 12,550 | 75 → 94 | 52 → 5743 → 48 | 125 → 130350 → 325 | 2,000 → 2,0502,000 → 2,050 | Bonus 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 | |
| 19,894 → 13,050 | 150 → 152 | 52 → 5942 → 54 | 120 → 130360 → 300 | 2,100 → 2,0002,100 → 2,000 | Leadership 55 → 60; Bonus vs infantry 15 → 0; Charge bonus 24 → 46; Upkeep 535 → 200 | |
| 12 → 167,920 → 15,360 | 120 → 126 | 38 → 3948 → 55 | 2565 → 60 | 1,000 → 1,2501,000 → 1,250 | Leadership 45 → 50; Charge bonus 22 → 42; Mass 1,500 → 1,600; Upkeep 250 → 135 | |
| 128,112 → 11,580 | 120 → 126 | 38 → 4048 → 54 | 2565 → 60 | 1,300 → 1,6001,300 → 1,600 | Leadership 45 → 50; Charge bonus 22 → 34; Mass 3,000 → 3,200; Upkeep 325 → 165 | |
| 128,112 → 11,940 | 120 → 126 | 48 → 4659 → 64 | 25 → 3065 | 1,700 → 1,8001,700 → 1,800 | Charge bonus 22 → 38; Mass 3,000 → 3,200; Upkeep 425 → 180; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 806,080 → 10,800 | 0 → 28 | 26 → 2914 → 29 | 19 → 263 → 4 | 500 → 630475 → 630 | Speed 95 → 100; Charge bonus 28 → 30; Upkeep 125 → 80 | |
| 18,289 → 10,700 | 80 → 104 | 41 → 4847 → 56 | 145 → 170385 → 350 | 2,000 → 1,9002,000 → 1,900 | Leadership 45 → 50; Bonus vs large 25 → 0; Charge bonus 40 → 72; Upkeep 500 → 190 | |
| 14,068 → 4,070 | 70 → 84 | 6545 | 310 → 355170 → 175 | 1,000950 | Range 90 m → 115 m; Missile base damage 30 → 75; Missile AP damage 120 → 155 | |
| 14,980 → 4,984 | 120 → 126 | 5550 | 120 → 180280 → 320 | 1,0001,250 | Bonus vs infantry 0 → 22; Mass 2,100 → 2,200; Range 90 m → 115 m; Missile base damage 30 → 75; Missile AP damage 120 → 155 | |
| 14,068 → 4,070 | 70 → 84 | 4560 | 120 → 165280 → 315 | 1,000950 | Bonus vs large 25 → 28 | |
| 14,980 → 4,984 | 120 → 126 | 3560 | 120 → 180280 → 325 | 1,0001,250 | Bonus vs large 25 → 28; Mass 2,100 → 2,200 | |
| 13,572 → 3,574 | 30 → 44 | 6040 | 300 → 280130 → 135 | 1,000600 | — | |
| 14,580 → 4,584 | 120 → 126 | 5048 | 115 → 160265 → 295 | 1,2501,000 | Bonus 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 model
5,250
114
75
38
50
65
510
38
15
1,400
Strigoi Mourngul Lordrws_main_unit_vpr_strigoi_base1 model
7,350
34
65
50
51
44
505
44
15
1,400
Strigoi Mourngul Lord (Terrogheist)rws_main_unit_vpr_strigoi_terrogheist1 model
8,510
90
65
90
54
46
595
58
20
2,100
Bloody Reaver Gunnerswh2_coast_blood_gun32 models
6,240
48
55
23
18
28
23
8
55
260
10
1,250
Bloody Reaver Guards (Great Swords)wh2_coast_blood_heavy80 models
16,400
128
75
36
53
59
55
39
20
1,650
Bloody Reaver Guards (Shields)wh2_coast_blood_shield80 models
16,400
128
75
36
51
60
53
33
20
1,600
Death Walkers (Dual Wield)wh2_coast_death_dual80 models
16,400
94
70
36
49
54
51
37
10
10
1,350
Death Walkers (Shields)wh2_coast_death_shield80 models
16,400
94
70
36
45
55
50
31
10
10
1,400
Zombie Pirate Deckhands (Shields)wh2_coast_deck160 models
20,800
34
35
23
20
30
27
13
370
Deck Zombie Pirateswh2_coast_deck_pira160 models
20,000
46
40
23
20
24
20
12
19
105
620
Depth Guard (Shields)wh2_coast_depth80 models
15,200
114
65
36
44
53
47
29
1,230
Ghostship Pirateswh2_coast_ghost_pira160 models
19,200
44
45
23
19
26
29
14
29
165
15
750
Hulks of the Deep Seawh2_coast_hulk16 models
14,320
48
45
42
35
37
120
40
20
910
Great Ocean Prometheanswh2_coast_prome16 models
15,440
126
55
45
41
58
95
44
10
1,320
Mydas´s Escortwh2_coast_sart_myd120 models
18,000
74
65
36
42
52
43
28
20
1,200
Treasure Chest Wardenswh2_coast_sart_ward120 models
18,000
74
60
36
40
49
42
27
10
15
1,150
Skullrammer Sailors (Dual Wield)wh2_coast_skull_dual120 models
18,000
74
45
23
32
36
35
21
700
Skullrammer Sailors (Shields)wh2_coast_skull_shield120 models
18,000
74
45
23
30
36
37
19
710
Skullrammer Zombies (Hand Cannons)wh2_coast_skull_zomb120 models
14,400
44
45
23
14
20
18
7
18
120
20
800
Shadewraith Syreenswh2_coast_syren60 models
9,000
28
50
48
33
46
36
35
75
15
930
Tormented Souls (Halberds)wh2_coast_tormen_halb100 models
18,000
84
60
36
38
49
40
25
10
20
1,050
Tormented Souls (Spears)wh2_coast_tormen_spear100 models
18,000
84
60
36
36
50
39
23
10
20
1,000
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
Exotic Animal MarketVampire Coast
- −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
Pigment Grinder's ShopVampire Coast
- −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
Brimstone Cutter's WorkshopVampire Coast
- −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
Dragon Tooth LighthouseVampire Coast
- Cost: 10000 → 12000
- Turns: 6 → 7
- Units: 0 → 4
Wreck of the HeldenhammerVampire Coast
- −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
The Maelstrom (Dormant)Vampire Coast
- −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
The Maelstrom (Stirring)Vampire Coast
- −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
The Maelstrom (Active)Vampire Coast
- −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
The Maelstrom (Powerful)Vampire Coast
- −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
The Maelstrom (Raging)Vampire Coast
- −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
Dead Pirate’s TotemsVampire Coast
- 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
Buried Treasure ChestVampire Coast
- −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
Midnight Gambling DenVampire Coast
- −Income generated: 40
- +Income generated: 50
- Cost: 2000 → 4000
Buccaneer’s TavernVampire Coast
- −Income generated: 60
- −Control: +6
- +Income generated: 80
- +Control: +8
- Cost: 3000 → 6000
- Units: 0 → 2
Lagoon of Drowned SailorsVampire Coast
- Cost: 750 → 1000
- Units: 1 → 2
Deckhands’ BoneyardVampire Coast
- 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
Cave of Flying HorrorsVampire Coast
- Cost: 4000 → 6500
- Units: 4 → 3
Giant Feeding CavernVampire Coast
- Cost: 8000 → 9000
- Units: 5 → 4
Rusty Pistol-TroveVampire Coast
- Cost: 750 → 1000
Hoard of Filched FirearmsVampire Coast
- Cost: 1500 → 2000
Armoury of the SoullessVampire Coast
- Cost: 2500 → 4500
- Units: 4 → 5
Dead Pirates' WorkshopVampire Coast
- +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
Dead Pirates' HoldoutVampire Coast
- −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
Dead Pirates' StrongholdVampire Coast
- −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
Ghetto of the CursedVampire Coast
- −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
Dead Pirates' HamletVampire Coast
- −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
Wooden Hull with KeelVampire Coast
- 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
Mangrove of MonstersVampire Coast
- 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
Great Altar of the NecrarchsVampire Coast
- Turns: 6 → 5
Low LighthousesVampire Coast
- Cost: 1500 → 2000
Crows' NestsVampire Coast
- Cost: 2000 → 3000
Lighthouse KeeperVampire Coast
- Cost: 3000 → 4000
Occupied Drakenhof Level 1Vampire Coast
- −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
Occupied Drakenhof Level 2Vampire Coast
- −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)
Occupied Drakenhof Level 3Vampire Coast
- −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)
Occupied Drakenhof Level 4Vampire Coast
- −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
Occupied Drakenhof Level 5Vampire Coast
- −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
Sartosa (Pirate Slums)Vampire Coast
- −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
Sartosa (Pirate Shanty Town)Vampire Coast
- −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
Sartosa (Pirate Holdout)Vampire Coast
- −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
Sartosa (Pirate Lair)Vampire Coast
- −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
Sartosa (Pirate Stronghold)Vampire Coast
- −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
The Awakening (Pirate Slums)Vampire Coast
- −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
The Awakening (Pirate Shanty Town)Vampire Coast
- −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
The Awakening (Pirate Holdout)Vampire Coast
- −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
The Awakening (Pirate Lair)Vampire Coast
- −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
The Awakening (Pirate Stronghold)Vampire Coast
- −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
Dominion Over MortalsVampire Coast
- +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%
Hardened Pirate ScumVampire Coast
- −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
Unliving Labour ForceVampire Coast
- −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)
Supernatural RegenerationVampire Coast
- −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
Stolen Imperial OrdnanceVampire Coast
- −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
Efficient NecromancyVampire Coast
- −Raise dead cost: -10%
- +Raise dead cost: -5%
Protection from the ElementsVampire Coast
- −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
Enduring ReanimationVampire Coast
- −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