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

Radious Vampire Counts units

131 Vampire Counts units Radious Total War Mod changes against patch 9.0.4, 28 it adds, and 50 skills, 218 buildings and 96 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
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
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
Blood Dragon Vampire Lordwh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_014,068 → 4,90090 → 11470 → 6740 → 60310 → 365170 → 2101,1001,050 → 1,100Leadership 80 → 85; Bonus vs infantry 20 → 26; Charge bonus 35 → 40; Upkeep 275 → 125; Fire resistance 0% → 15%
Blood Dragon Vampire Lordwh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_114,680 → 5,810110 → 13270 → 6840 → 61310 → 365170 → 2101,3001,300Leadership 80 → 85; Speed 78 → 70; Bonus vs infantry 20 → 26; Charge bonus 60 → 70; Mass 2,100 → 2,200; Upkeep 325 → 140; Fire resistance 0% → 15%
Blood Dragon Vampire Lordwh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_214,680 → 5,56090 → 11470 → 6840 → 62310 → 365170 → 2101,5001,500Leadership 80 → 85; Bonus vs infantry 20 → 26; Charge bonus 60 → 65; Mass 1,600 → 1,700; Upkeep 375 → 160; Fire resistance 0% → 15%
Blood Dragon Vampire Lordwh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_318,244 → 8,50890 → 8852 → 5644 → 55135 → 195405 → 3252,2002,200Leadership 80 → 85; Charge bonus 40 → 75; Upkeep 550 → 200; Missile resistance 25% → 30%; Fire resistance 0% → 15%
Lahmian Vampire Lordwh2_dlc11_vmp_cha_bloodline_lahmian_lord_014,068 → 4,90070 → 10865 → 5550 → 55300 → 355180 → 1751,000 → 1,100950 → 1,100Leadership 80 → 85; Speed 46 → 38; Charge bonus 35 → 30; Upkeep 250 → 125; Spell resistance 0% → 15%
Lahmian Vampire Lordwh2_dlc11_vmp_cha_bloodline_lahmian_lord_114,676 → 5,460110 → 12265 → 5650 → 56310 → 355170 → 1751,200 → 1,3001,200 → 1,300Leadership 80 → 85; Speed 78 → 70; Charge bonus 50 → 65; Mass 2,100 → 2,200; Upkeep 300 → 140; Spell resistance 0% → 15%
Lahmian Vampire Lordwh2_dlc11_vmp_cha_bloodline_lahmian_lord_214,676 → 5,46090 → 9665 → 5750 → 57310 → 355170 → 1751,400 → 1,5001,400 → 1,500Leadership 80 → 85; Charge bonus 50 → 60; Mass 1,600 → 1,700; Upkeep 350 → 155; Spell resistance 0% → 15%
Lahmian Vampire Lordwh2_dlc11_vmp_cha_bloodline_lahmian_lord_318,244 → 8,30890 → 8850 → 4750 → 52135 → 195405 → 3252,100 → 2,2002,100 → 2,200Leadership 80 → 85; Charge bonus 40 → 70; Upkeep 525 → 200; Missile resistance 25% → 30%; Spell resistance 0% → 15%
Necrarch Vampire Lordwh2_dlc11_vmp_cha_bloodline_necrarch_lord_015,068 → 4,85020 → 8840 → 5050280 → 335150 → 190650 → 900650 → 900Leadership 80 → 85; Charge bonus 20 → 25; Upkeep 250 → 110; Spell resistance 0% → 15%
Necrarch Vampire Lordwh2_dlc11_vmp_cha_bloodline_necrarch_lord_115,680 → 5,56090 → 10840 → 5250 → 51280 → 335150 → 190900 → 1,050900 → 1,050Leadership 80 → 85; Speed 78 → 70; Charge bonus 45 → 60; Mass 2,100 → 2,200; Upkeep 300 → 120; Spell resistance 0% → 15%
Necrarch Vampire Lordwh2_dlc11_vmp_cha_bloodline_necrarch_lord_215,680 → 5,56070 → 9440 → 5350 → 52280 → 335150 → 1901,100 → 1,2501,100 → 1,250Leadership 80 → 85; Charge bonus 45 → 55; Mass 1,600 → 1,700; Upkeep 350 → 135; Spell resistance 0% → 15%
Necrarch Vampire Lordwh2_dlc11_vmp_cha_bloodline_necrarch_lord_318,244 → 8,30890 → 9442 → 4450 → 49135 → 195405 → 3251,950 → 2,1501,950 → 2,150Leadership 80 → 85; Charge bonus 40 → 65; Upkeep 525 → 200; Missile resistance 25% → 30%; Spell resistance 0% → 15%
Strigoi Vampire Lordwh2_dlc11_vmp_cha_bloodline_strigoi_lord_015,776 → 7,40015 → 3875 → 5650 → 52120 → 200290 → 3051,000 → 1,3001,200 → 1,300Charge bonus 35 → 44; Mass 750 → 850; Upkeep 325 → 140
Strigoi Vampire Lordwh2_dlc11_vmp_cha_bloodline_strigoi_lord_118,297 → 9,31080 → 9852 → 5847 → 54145 → 270385 → 3252,2002,200Bonus vs large 35 → 40; Charge bonus 45 → 58; Mass 4,250 → 4,350; Upkeep 550 → 200; Missile resistance 15% → 20%
Von Carstein Vampire Lordwh2_dlc11_vmp_cha_bloodline_von_carstein_lord_014,068 → 4,90090 → 10870 → 6545 → 57310 → 355170 → 1751,000 → 1,100950 → 1,100Missile block 35% → 50%; Leadership 80 → 85; Charge bonus 25 → 35; Upkeep 250 → 125
Von Carstein Vampire Lordwh2_dlc11_vmp_cha_bloodline_von_carstein_lord_114,680 → 5,660110 → 12270 → 6645 → 58310 → 355170 → 1751,200 → 1,3001,200 → 1,300Missile block 35% → 50%; Leadership 80 → 85; Speed 78 → 70; Charge bonus 50 → 65; Mass 2,100 → 2,200; Upkeep 300 → 140
Von Carstein Vampire Lordwh2_dlc11_vmp_cha_bloodline_von_carstein_lord_214,680 → 5,56090 → 11470 → 6745 → 59310 → 355170 → 1751,400 → 1,5001,400 → 1,500Missile block 35% → 50%; Leadership 80 → 85; Charge bonus 50 → 60; Mass 1,600 → 1,700; Upkeep 350 → 160
Von Carstein Vampire Lordwh2_dlc11_vmp_cha_bloodline_von_carstein_lord_318,244 → 8,50890 → 8852 → 5448 → 53135 → 195405 → 3252,100 → 2,2002,100 → 2,200Leadership 80 → 85; Charge bonus 40 → 75; Upkeep 525 → 200; Missile resistance 25% → 30%
Heinrich Kemmlerwh2_dlc11_vmp_cha_heinrich_kemmler_114,680 → 5,76035 → 4638 → 3945 → 49220 → 265120 → 1251,400 → 1,350650 → 1,350Speed 78 → 70; Charge bonus 40 → 55; Mass 2,400 → 2,500; Upkeep 300 → 160
Sylvanian Crossbowmenwh2_dlc11_vmp_inf_crossbowmen90 → 1006,210 → 12,00020 → 3214 → 2317 → 2821 → 233 → 4650 → 550475 → 550Charge bonus 4 → 11; Range 160 m → 165 m; Ammunition 22 → 36; Missile base damage 18 → 16; Reload time 13 s → 11 s; Upkeep 200 → 75
Sylvanian Handgunnerswh2_dlc11_vmp_inf_handgunners90 → 1006,750 → 12,00020 → 4016 → 2517 → 2621 → 233 → 4800 → 620600 → 620Charge bonus 4 → 11; Range 145 m → 160 m; Ammunition 22 → 36; Missile base damage 5 → 8; Missile AP damage 17 → 16; Reload time 13 s → 11 s; Upkeep 250 → 85
Ulrika Magdovawh3_dlc23_neu_cha_ulrika13,968 → 4,70050 → 645046 → 52250 → 275200 → 2251,000 → 1,150900 → 1,150Charge bonus 25 → 35; Ammunition 30 → 55; Missile base damage 124 → 175; Missile AP damage 84 → 110
Ulrika Magdovawh3_dlc23_neu_cha_ulrika_warhorse14,580 → 5,31080 → 845046 → 52250 → 275200 → 2251,150 → 1,2501,100 → 1,250Speed 78 → 80; Charge bonus 50 → 60; Mass 2,100 → 2,200; Ammunition 30 → 75; Missile base damage 124 → 175; Missile AP damage 84 → 110
Blood Knights (Lances)wh_dlc02_vmp_cav_blood_knights_0607,200 → 12,300110 → 12032 → 3642 → 4532 → 2617 → 131,700 → 1,6501,650Missile block 30% → 50%; Leadership 65 → 75; Speed 70 → 75; Bonus vs large 22 → 24; Charge bonus 72 → 86; Mass 1,330 → 1,430; Upkeep 425 → 180; Physical resistance 0% → 5%
The Chillgheists (Hexwraiths)wh_dlc04_vmp_cav_chillgheists_0607,440 → 9,9000 → 2643 → 36400 → 942 → 351,7001,700Leadership 60 → 55; Speed 94 → 95; Mass 850 → 950; Upkeep 425 → 215; Physical resistance 55% → 60%; Spell resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Verek's Reavers (Black Knights – Lances & Barding)wh_dlc04_vmp_cav_vereks_reavers_0607,080 → 12,000110 → 12038 → 3536 → 3830 → 3212 → 131,300 → 1,3501,300 → 1,350Missile block 30% → 50%; Leadership 60 → 65; Speed 72 → 75; Charge bonus 75 → 76; Mass 1,100 → 1,200; Upkeep 325 → 175; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Helman Ghorstwh_dlc04_vmp_cha_helman_ghorst_014,608 → 4,70015 → 5830 → 3444 → 43220 → 265120 → 1251,000 → 1,200500 → 1,200Charge bonus 13 → 28; Upkeep 250 → 150
Helman Ghorstwh_dlc04_vmp_cha_helman_ghorst_115,908 → 6,56045 → 6230 → 3744 → 45220 → 265120 → 1251,200 → 1,3001,000 → 1,300Charge bonus 13 → 36; Mass 2,000 → 2,100; Upkeep 300 → 185
Master Necromancer (Vampires)wh_dlc04_vmp_cha_master_necromancer_115,708 → 6,26045 → 5833 → 3533 → 40210 → 23590 → 105900 → 1,100450 → 1,100Leadership 66 → 65; Charge bonus 12 → 34; Mass 2,000 → 2,100; Upkeep 175 → 165
Master Necromancer (Vampires)wh_dlc04_vmp_cha_master_necromancer_215,708 → 6,26045 → 5833 → 3533 → 40210 → 23590 → 105990 → 1,150650 → 1,150Leadership 66 → 65; Charge bonus 12 → 34; Mass 2,000 → 2,100; Upkeep 190 → 180
Master Necromancer (Vampires)wh_dlc04_vmp_cha_master_necromancer_315,708 → 6,26045 → 5833 → 3533 → 40210 → 23590 → 1051,080 → 1,200650 → 1,200Leadership 66 → 65; Charge bonus 12 → 34; Mass 2,000 → 2,100; Upkeep 210 → 185
Necromancer (Vampires)wh_dlc04_vmp_cha_necromancer_115,708 → 6,16045 → 583333 → 36210 → 23590 → 1051,000500 → 600Leadership 55 → 60; Charge bonus 12 → 34; Mass 2,000 → 2,100; Upkeep 250 → 165; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Necromancer (Vampires)wh_dlc04_vmp_cha_necromancer_215,708 → 6,16045 → 583333 → 36210 → 23590 → 1051,000700Leadership 55 → 60; Charge bonus 12 → 34; Mass 2,000 → 2,100; Upkeep 275 → 180; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Necromancer (Vampires)wh_dlc04_vmp_cha_necromancer_315,708 → 6,16045 → 583333 → 36210 → 23590 → 1051,000700 → 650Leadership 55 → 60; Charge bonus 12 → 34; Mass 2,000 → 2,100; Upkeep 300 → 185; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Strigoi Ghoul Kingwh_dlc04_vmp_cha_strigoi_ghoul_king_015,376 → 7,30015 → 3475 → 5050 → 43120 → 200290 → 3051,000 → 1,2001,100 → 1,200Leadership 60 → 65; Charge bonus 35 → 43; Mass 750 → 850; Upkeep 300 → 150
Strigoi Ghoul Kingwh_dlc04_vmp_cha_strigoi_ghoul_king_118,297 → 8,86080 → 925247 → 44145 → 270385 → 3252,100 → 1,5002,100 → 1,500Leadership 60 → 65; Bonus vs large 35 → 40; Charge bonus 45 → 55; Mass 4,250 → 4,350; Upkeep 525 → 215; Missile resistance 15% → 20%
Vlad von Carsteinwh_dlc04_vmp_cha_vlad_von_carstein_015,496 → 6,00090 → 9270 → 6250 → 43130 → 185300 → 3251,000 → 1,3001,200 → 1,300Charge bonus 35 → 40; Upkeep 250 → 155; Removed: Causes Terror
The Feasters in the Dusk (Crypt Ghouls)wh_dlc04_vmp_inf_feasters_in_the_dusk_01209,000 → 14,40030 → 4441 → 3632 → 3832 → 368 → 5800 → 730800 → 730Leadership 64 → 55; Charge bonus 16 → 24; Upkeep 200 → 110; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Konigstein Stalkers (Skeleton Warriors)wh_dlc04_vmp_inf_konigstein_stalkers_01609,760 → 19,20080 → 7224 → 3129 → 3720 → 246 → 7475 → 700475 → 700Missile block 35% → 50%; Leadership 45 → 50; Charge bonus 6 → 17; Upkeep 119 → 105; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Sternsmen (Grave Guard)wh_dlc04_vmp_inf_sternsmen_01209,840 → 16,20090 → 10234 → 3845 → 4928 → 3112 → 91,150 → 1,0701,150 → 1,070Missile block 55% → 65%; Leadership 60 → 65; Bonus vs infantry 8 → 10; Charge bonus 8 → 21; Melee attack interval 4.4 s → 4.3 s; Upkeep 288 → 130; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Tithe (Zombies)wh_dlc04_vmp_inf_tithe_020015,400 → 30,00015 → 388 → 159 → 2816 → 172 → 4200 → 330200 → 330Leadership 45 → 40; Charge bonus 3 → 14; Upkeep 50 → 70; Physical resistance 20% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Devils of Swartzhafen (Vargheists)wh_dlc04_vmp_mon_devils_swartzhafen_0166,320 → 14,48010 → 2850 → 4332 → 4330 → 8570 → 301,300 → 1,5001,300 → 1,500Leadership 72 → 75; Charge bonus 26 → 40; Mass 1,300 → 1,400; Upkeep 325 → 155; Spell resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Direpack (Dire Wolves)wh_dlc04_vmp_mon_direpack_0806,080 → 10,4000 → 1834 → 3719 → 3419 → 253 → 5650 → 910625 → 910Leadership 45 → 44; Speed 95 → 100; Bonus vs large 14 → 15; Charge bonus 28 → 38; Upkeep 163 → 115; Physical resistance 0% → 5%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Claw of Nagash (Mortis Engine)wh_dlc04_vmp_veh_claw_of_nagash_017,236 → 10,58040 → 5038 → 3718 → 2850 → 70701,700 → 1,9001,700 → 1,900Leadership 70 → 65; Speed 48 → 50; Bonus vs infantry 15 → 0; Charge bonus 12 → 36; Upkeep 425 → 280; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Corpse Cartwh_dlc04_vmp_veh_corpse_cart_014,940 → 6,46045 → 5810 → 1422 → 28206250 → 600300 → 600Charge bonus 8 → 22; Mass 1,200 → 1,300; Upkeep 63 → 145
Corpse Cart (Balefire)wh_dlc04_vmp_veh_corpse_cart_114,940 → 6,46045 → 5810 → 1422 → 28206400 → 700500 → 700Charge bonus 8 → 22; Mass 1,200 → 1,300; Upkeep 100 → 155
Corpse Cart (Unholy Lodestone)wh_dlc04_vmp_veh_corpse_cart_214,940 → 6,46045 → 5810 → 1422 → 28206500 → 750500 → 750Charge bonus 8 → 22; Mass 1,200 → 1,300; Upkeep 125 → 165
Mortis Enginewh_dlc04_vmp_veh_mortis_engine_017,236 → 10,38040 → 5030 → 3513 → 2450 → 6570 → 651,400 → 1,6001,400 → 1,600Speed 48 → 50; Bonus vs infantry 15 → 0; Charge bonus 12 → 32; Upkeep 350 → 255
The Red Dukewh_dlc05_vmp_cha_red_duke_014,208 → 4,80090 → 10270 → 6848 → 50330 → 345180 → 2001,150 → 1,2001,150 → 1,200Missile block 35% → 55%; Charge bonus 35 → 36; Upkeep 275 → 130
The Red Dukewh_dlc05_vmp_cha_red_duke_114,860 → 5,01090 → 967048 → 52330 → 345180 → 2001,600 → 1,4001,600 → 1,400Missile block 35% → 60%; Charge bonus 60 → 62; Mass 1,600 → 1,700; Upkeep 375 → 135
The Red Dukewh_dlc05_vmp_cha_red_duke_214,860 → 5,110110 → 12070 → 7148 → 53330 → 345180 → 2001,3001,400 → 1,300Missile block 35% → 60%; Speed 78 → 70; Charge bonus 60 → 66; Mass 2,100 → 2,200; Upkeep 325 → 145
The Red Dukewh_dlc05_vmp_cha_red_duke_318,244 → 7,55890 → 8252 → 5648 → 49135 → 195405 → 3252,250 → 1,5002,250 → 1,500Charge bonus 40 → 80; Upkeep 537 → 160; Missile resistance 25% → 30%
Vampire (Shadows)wh_dlc05_vmp_cha_vampire_shadows_013,572 → 4,30090 → 10260 → 5640 → 36300 → 280130 → 1351,000650 → 700Leadership 65 → 60; Speed 40 → 38; Charge bonus 30 → 35; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Vampire (Shadows)wh_dlc05_vmp_cha_vampire_shadows_113,916 → 4,560110 → 12060 → 5840 → 38300 → 280130 → 1351,100900 → 800Leadership 65 → 60; Speed 78 → 70; Charge bonus 60 → 70; Mass 2,400 → 2,500; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Vampire (Shadows)wh_dlc05_vmp_cha_vampire_shadows_213,916 → 4,66090 → 926040300 → 280130 → 1351,3501,100 → 1,050Leadership 65 → 60; Charge bonus 60 → 70; Mass 1,900 → 2,000; Upkeep 337 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Black Knightswh_main_vmp_cav_black_knights_0607,080 → 11,70080 → 9230 → 2836 → 353012 → 8950 → 800950 → 800Missile block 30% → 45%; Leadership 50 → 55; Speed 78 → 80; Bonus vs infantry 12 → 7; Charge bonus 34 → 50; Mass 1,100 → 1,200; Upkeep 237 → 120
Black Knights (Lances & Barding)wh_main_vmp_cav_black_knights_3607,080 → 11,700110 → 1203028 → 3230 → 2912 → 131,050 → 1,1001,050 → 1,100Missile block 30% → 45%; Leadership 50 → 55; Speed 72 → 75; Bonus vs large 0 → 10; Charge bonus 75 → 72; Mass 1,100 → 1,200; Upkeep 263 → 145
Hexwraithswh_main_vmp_cav_hexwraiths607,440 → 9,6000 → 2234 → 3332 → 340 → 1042 → 321,400 → 1,5001,400 → 1,500Speed 94 → 95; Charge bonus 55 → 52; Mass 850 → 950; Upkeep 350 → 185; Physical resistance 55% → 60%
Bansheewh_main_vmp_cha_banshee14,626 → 4,5000 → 3450 → 3645 → 440 → 155320 → 2451,000750 → 1,000Leadership 55 → 44; Charge bonus 35 → 34; Mass 400 → 450; Upkeep 250 → 130; Physical resistance 55% → 80%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Banshee's Shriek, Banshee's Wail
Heinrich Kemmlerwh_main_vmp_cha_heinrich_kemmler13,808 → 4,70015 → 5838 → 3745 → 48220 → 265120 → 1251,200 → 1,250400 → 1,250Leadership 75 → 70; Charge bonus 25 → 28; Upkeep 300 → 155
Master Necromancer (Vampires)wh_main_vmp_cha_master_necromancer_013,688 → 4,20015 → 5230 → 3138 → 42210 → 23590 → 105900 → 1,050350 → 1,050Leadership 66 → 70; Charge bonus 15 → 22; Upkeep 175 → 130
Master Necromancer (Vampires)wh_main_vmp_cha_master_necromancer_414,168 → 4,46015 → 5230 → 3238 → 41210 → 23590 → 1051,215 → 1,350750 → 1,350Leadership 66 → 70; Charge bonus 35 → 40; Mass 1,600 → 1,700; Upkeep 210 → 175
Master Necromancer (Vampires)wh_main_vmp_cha_master_necromancer_514,168 → 4,56045 → 5830 → 3338 → 43210 → 23590 → 105990 → 1,100600 → 1,150Leadership 66 → 70; Speed 78 → 70; Charge bonus 35 → 45; Mass 2,100 → 2,200; Upkeep 190 → 145
Necromancer (Vampires)wh_main_vmp_cha_necromancer_013,420 → 4,00015 → 282530 → 34210 → 23590 → 1051,000300 → 800Leadership 55 → 60; Charge bonus 15 → 22; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Necromancer (Vampires)wh_main_vmp_cha_necromancer_513,916 → 4,46015 → 282530 → 34210 → 23590 → 1051,100500 → 1,000Leadership 55 → 60; Speed 78 → 80; Charge bonus 35 → 40; Mass 1,600 → 1,700; Upkeep 275 → 145; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Vampire (Death)wh_main_vmp_cha_vampire_013,572 → 4,30090 → 10260 → 5840 → 39300 → 280130 → 1351,000 → 1,200650 → 1,200Speed 40 → 38; Charge bonus 30 → 35; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Vampire (Death)wh_main_vmp_cha_vampire_113,916 → 4,410110 → 12060 → 5940300 → 280130 → 1351,100 → 1,300900 → 1,300Speed 78 → 70; Charge bonus 60 → 70; Mass 2,400 → 2,500; Upkeep 275 → 145; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Vampire (Death)wh_main_vmp_cha_vampire_213,916 → 4,51090 → 926040 → 41300 → 280130 → 1351,350 → 1,5001,100 → 1,500Charge bonus 60 → 75; Mass 1,900 → 2,000; Upkeep 337 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Vampire Lordwh_main_vmp_cha_vampire_lord_014,068 → 4,40090 → 10270 → 6050 → 55310 → 355170 → 1751,000 → 1,400900 → 1,400Missile block 35% → 50%; Leadership 80 → 85; Charge bonus 25 → 30; Upkeep 250 → 130
Vampire Lordwh_main_vmp_cha_vampire_lord_214,680 → 4,71090 → 9670 → 6250 → 56310 → 355170 → 1751,350 → 1,6001,350 → 1,600Missile block 35% → 50%; Leadership 80 → 85; Charge bonus 50 → 60; Mass 1,600 → 1,700; Upkeep 337 → 175
Vampire Lordwh_main_vmp_cha_vampire_lord_318,244 → 7,45890 → 8252 → 5150 → 51135 → 195405 → 3252,050 → 2,0002,050 → 2,000Leadership 80 → 85; Charge bonus 40 → 80; Upkeep 513 → 215; Missile resistance 25% → 30%
Vampire Lordwh_main_vmp_cha_vampire_lord_514,680 → 4,810110 → 12070 → 6450 → 57310 → 355170 → 1751,100 → 1,8001,150 → 1,800Missile block 35% → 50%; Leadership 80 → 85; Speed 78 → 70; Charge bonus 50 → 65; Mass 2,100 → 2,200; Upkeep 275 → 145
Wight Kingwh_main_vmp_cha_wight_king_014,896 → 5,45090 → 10244 → 4048 → 53260 → 310150 → 1951,000600 → 900Missile block 55% → 60%; Leadership 70 → 75; Bonus vs infantry 14 → 20; Charge bonus 15 → 28; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Chilling Aura, Vigour Mortis
Wight Kingwh_main_vmp_cha_wight_king_215,268 → 5,860110 → 12044 → 4248 → 55260 → 310150 → 1951,200850 → 1,100Missile block 35% → 45%; Leadership 70 → 75; Speed 72 → 75; Bonus vs infantry 14 → 20; Charge bonus 35 → 58; Mass 2,200 → 2,300; Upkeep 300 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Chilling Aura, Vigour Mortis
Cairn Wraithswh_main_vmp_inf_cairn_wraiths606,720 → 8,4000 → 223430 → 350 → 744 → 32850850Leadership 50 → 46; Speed 48 → 50; Charge bonus 30 → 29; Upkeep 213 → 105; Physical resistance 55% → 60%
Crypt Ghoulswh_main_vmp_inf_crypt_ghouls1209,000 → 13,80030 → 3832 → 3025 → 3032 → 378 → 4600 → 550600 → 550Leadership 54 → 46; Charge bonus 16 → 20; Upkeep 150 → 95
Grave Guardwh_main_vmp_inf_grave_guard_01209,840 → 15,60090 → 10226 → 3336 → 4128 → 3012 → 8850 → 800850 → 800Missile block 55% → 60%; Leadership 50 → 55; Bonus vs infantry 8 → 10; Charge bonus 8 → 15; Upkeep 225 → 110
Grave Guard (Great Weapons)wh_main_vmp_inf_grave_guard_11209,840 → 15,60090 → 10226 → 3626 → 4013 → 1129 → 26950 → 900950 → 900Leadership 50 → 55; Bonus vs infantry 13 → 10; Charge bonus 12 → 19; Upkeep 225 → 115
Skeleton Warriorswh_main_vmp_inf_skeleton_warriors_01609,760 → 18,40020 → 3218 → 2422 → 2920 → 216300 → 350300 → 350Missile block 35% → 45%; Leadership 35 → 30; Bonus vs infantry 0 → 5; Charge bonus 6 → 14; Upkeep 75 → 65
Skeleton Spearmenwh_main_vmp_inf_skeleton_warriors_11609,760 → 18,40020 → 3214 → 1930 → 3618 → 206 → 5325 → 400325 → 400Missile block 35% → 45%; Leadership 35 → 30; Charge bonus 4 → 11; Upkeep 81 → 80
Zombieswh_main_vmp_inf_zombie16012,320 → 22,4000 → 285 → 106 → 23162100 → 200100 → 200Leadership 35 → 30; Charge bonus 3 → 7; Upkeep 25 → 55
Crypt Horrorswh_main_vmp_mon_crypt_horrors169,952 → 16,80030 → 5239 → 3628 → 4118 → 2552 → 55800900 → 800Charge bonus 30 → 52; Mass 1,500 → 1,600; Upkeep 200 → 105; Spell resistance 0% → 15%
Dire Wolveswh_main_vmp_mon_dire_wolves806,080 → 10,0000 → 1026 → 3114 → 2719 → 253500 → 600475 → 600Leadership 35 → 40; Speed 95 → 100; Charge bonus 28 → 31; Upkeep 125 → 100; Physical resistance 0% → 5%
Fell Batswh_main_vmp_mon_fell_bats604,200 → 7,200019 → 1744 → 5420 → 226 → 3350 → 400350 → 400Charge bonus 6 → 14; Upkeep 88 → 80
Terrorgheistwh_main_vmp_mon_terrorgheist18,289 → 10,40080 → 9041 → 4547 → 54145 → 125385 → 2652,0002,000Leadership 45 → 50; Bonus vs large 25 → 40; Charge bonus 40 → 68; Upkeep 500 → 255; Missile resistance 0% → 20%
Vargheistswh_main_vmp_mon_vargheists166,320 → 14,24010 → 2640 → 3825 → 4030 → 8070 → 301,000 → 1,1001,050 → 1,100Leadership 62 → 65; Charge bonus 26 → 46; Mass 1,300 → 1,400; Upkeep 250 → 135; Spell resistance 0% → 20%
Varghulfwh_main_vmp_mon_varghulf18,248 → 9,85040 → 6450 → 5442 → 52105 → 100205 → 1951,400 → 1,5501,400 → 1,550Leadership 45 → 50; Speed 80 → 85; Charge bonus 50 → 72; Mass 2,700 → 2,800; Upkeep 350 → 180; Missile resistance 0% → 10%
Black Coachwh_main_vmp_veh_black_coach15,980 → 7,4906029 → 3525 → 3380200 → 1601,100 → 1,2001,100 → 1,200Leadership 50 → 55; Charge bonus 80 → 98; Upkeep 275 → 155
Isabella von Carsteinwh_pro02_vmp_cha_isabella_von_carstein_014,208 → 4,60090 → 10250 → 5565 → 63310 → 355170 → 175950 → 1,000950 → 1,000Charge bonus 25 → 35; Upkeep 250 → 130
Isabella von Carsteinwh_pro02_vmp_cha_isabella_von_carstein_214,860 → 4,91090 → 9650 → 5865310 → 355170 → 1751,3001,400Charge bonus 50 → 66; Mass 1,600 → 1,700; Upkeep 325 → 145
Isabella von Carsteinwh_pro02_vmp_cha_isabella_von_carstein_414,860 → 5,010110 → 12050 → 6165 → 67310 → 355170 → 1751,1001,200Speed 78 → 70; Charge bonus 50 → 68; Mass 2,100 → 2,200; Upkeep 275 → 135
Grave Guard (Halberds)wh3_main_vmp_inf_grave_guard_21209,840 → 15,60090 → 10222 → 3236 → 4410 → 1226 → 24900 → 875900 → 875Leadership 50 → 55; Bonus vs large 19 → 20; Charge bonus 4 → 17; Upkeep 225 → 115
Blood Knightswh3_main_vmp_blood_knights_sword_shield607,200 → 12,300110 → 12036 → 3754 → 5035 → 3019 → 111,600 → 1,6251,550 → 1,625Missile block 30% → 50%; Leadership 65 → 75; Speed 70 → 75; Bonus vs infantry 16 → 10; Charge bonus 48 → 60; Mass 1,330 → 1,430; Upkeep 400 → 180; Physical resistance 0% → 5%
Drakenhof Templarswh3_dlc29_vmp_cav_drakenhof_templarsNo custom-battle faction with Radious327,168110 → 122384830261,4001,400Missile block 35% → 50%; Removed: Causes Fear, Hide (forest), Undead
Lahmian Vampire Lordwh3_dlc29_vmp_cha_bloodline_lahmian_lord_coven_throneNo custom-battle faction with Radious17,228 → 7,26240 → 543032802001,6501,650Removed: Causes Fear, Encourage, Hide (forest), Strider, Undead
Dieter Helsnichtwh3_dlc29_vmp_cha_dieter_helsnichtNo custom-battle faction with Radious13,80815 → 28404521090400400Removed: Causes Fear, Encourage, Hide (forest), Undead
Dieter Helsnichtwh3_dlc29_vmp_cha_dieter_helsnicht_undead_manticoreNo custom-battle faction with Radious15,516 → 5,51880 → 9440362802101,1001,100Mass 3,200 → 3,300; Removed: Causes Fear, Causes Terror, Encourage, Can Fly, Undead
Krellwh3_dlc29_vmp_cha_krellNo custom-battle faction with Radious15,000 → 5,002100 → 1145542210 → 270260 → 3051,0001,000Bonus vs large 20 → 0; Mass 1,000 → 1,100; Removed: Causes Fear, Causes Terror, Encourage, Hide (forest), Undead
Lahmian Vampirewh3_dlc29_vmp_cha_lahmian_vampireNo custom-battle faction with Radious13,57220 → 345060300 → 280130 → 1351,000650—
Lahmian Vampirewh3_dlc29_vmp_cha_lahmian_vampire_barded_nightmareNo custom-battle faction with Radious13,916 → 3,92040 → 545060300 → 280130 → 1351,100900Speed 78 → 70; Mass 2,100 → 2,200
Lahmian Vampirewh3_dlc29_vmp_cha_lahmian_vampire_hellsteedNo custom-battle faction with Radious13,916 → 3,92020 → 345060300 → 280130 → 1351,3501,100Mass 1,600 → 1,700
Mannfred von Carsteinwh3_dlc29_vmp_cha_mannfred_von_carstein_barded_nightmare_mpNo custom-battle faction with Radious14,860 → 4,864110 → 1227050310 → 355170 → 1751,3001,200Speed 78 → 70; Mass 2,300 → 2,400
Mannfred von Carsteinwh3_dlc29_vmp_cha_mannfred_von_carstein_hellsteed_mpNo custom-battle faction with Radious14,860 → 4,86490 → 1047050310 → 355170 → 1751,5501,400Mass 1,800 → 1,900
Mannfred von Carsteinwh3_dlc29_vmp_cha_mannfred_von_carstein_mpNo custom-battle faction with Radious14,208 → 4,21090 → 1047050310 → 355170 → 1751,200950—
Mannfred von Carsteinwh3_dlc29_vmp_cha_mannfred_von_carstein_zombie_dragon_mpNo custom-battle faction with Radious18,244 → 8,24690 → 1045250135 → 195405 → 3252,1502,150—
Master Necromancer (Undeath)wh3_dlc29_vmp_cha_master_necromancer_undeathNo custom-battle faction with Radious13,688 → 3,69015 → 283038210 → 23590 → 105900350—
Master Necromancer (Undeath)wh3_dlc29_vmp_cha_master_necromancer_undeath_barded_nightmareNo custom-battle faction with Radious14,168 → 4,17245 → 563038210 → 23590 → 105990600Speed 78 → 70; Mass 2,100 → 2,200
Master Necromancer (Undeath)wh3_dlc29_vmp_cha_master_necromancer_undeath_corpse_cartNo custom-battle faction with Radious15,708 → 5,72245 → 563333210 → 23590 → 105900450Mass 2,000 → 2,100
Master Necromancer (Undeath)wh3_dlc29_vmp_cha_master_necromancer_undeath_corpse_cart_balefireNo custom-battle faction with Radious15,708 → 5,72245 → 563333210 → 23590 → 105990650Mass 2,000 → 2,100
Master Necromancer (Undeath)wh3_dlc29_vmp_cha_master_necromancer_undeath_corpse_cart_lodestoneNo custom-battle faction with Radious15,708 → 5,72245 → 563333210 → 23590 → 1051,080650Mass 2,000 → 2,100
Master Necromancer (Undeath)wh3_dlc29_vmp_cha_master_necromancer_undeath_hellsteedNo custom-battle faction with Radious14,168 → 4,17215 → 283038210 → 23590 → 1051,215750Mass 1,600 → 1,700
Necromancer (Undeath)wh3_dlc29_vmp_cha_necromancer_undeathNo custom-battle faction with Radious13,420 → 3,42215 → 282530210 → 23590 → 1051,000300—
Necromancer (Undeath)wh3_dlc29_vmp_cha_necromancer_undeath_barded_nightmareNo custom-battle faction with Radious13,916 → 3,92015 → 282530210 → 23590 → 1051,100500Speed 78 → 80; Mass 1,600 → 1,700
Necromancer (Undeath)wh3_dlc29_vmp_cha_necromancer_undeath_corpse_cartNo custom-battle faction with Radious15,708 → 5,72245 → 563333210 → 23590 → 1051,000500Mass 2,000 → 2,100
Necromancer (Undeath)wh3_dlc29_vmp_cha_necromancer_undeath_corpse_cart_balefireNo custom-battle faction with Radious15,708 → 5,72245 → 563333210 → 23590 → 1051,000700Mass 2,000 → 2,100
Necromancer (Undeath)wh3_dlc29_vmp_cha_necromancer_undeath_corpse_cart_lodestoneNo custom-battle faction with Radious15,708 → 5,72245 → 563333210 → 23590 → 1051,000700Mass 2,000 → 2,100
Neferatawh3_dlc29_vmp_cha_neferata_barded_nightmare_mpNo custom-battle faction with Radious15,280 → 5,28290 → 10470602901901,3501,350Speed 78 → 70; Mass 2,100 → 2,200; Removed: Causes Fear, Encourage, Hide (forest), Undead
Neferatawh3_dlc29_vmp_cha_neferata_coven_throne_mpNo custom-battle faction with Radious17,22840 → 543032802001,8001,800Removed: Causes Fear, Encourage, Strider, Undead
Neferatawh3_dlc29_vmp_cha_neferata_hellsteed_mpNo custom-battle faction with Radious15,280 → 5,28270 → 8470602901901,5501,550Mass 1,600 → 1,700; Removed: Causes Fear, Encourage, Can Fly, Undead
Neferatawh3_dlc29_vmp_cha_neferata_mpNo custom-battle faction with Radious14,76870 → 8470602901901,1001,100Removed: Causes Fear, Encourage, Hide (forest), Undead
Neferatawh3_dlc29_vmp_cha_neferata_zombie_dragon_mpNo custom-battle faction with Radious18,244 → 8,24690 → 1045254135 → 195405 → 3252,3002,300Removed: Causes Fear, Causes Terror, Encourage, Can Fly, Undead
Walach Harkonwh3_dlc29_vmp_cha_walach_harkonNo custom-battle faction with Radious15,06890 → 10465451503201,0001,000Removed: Causes Fear, Encourage, Hide (forest), Undead
Walach Harkonwh3_dlc29_vmp_cha_walach_harkon_barded_nightmareNo custom-battle faction with Radious15,676 → 5,678110 → 12265451503201,2501,250Speed 78 → 70; Mass 2,400 → 2,500; Removed: Causes Fear, Encourage, Hide (forest), Undead
Lahmian Handmaidens (Death)wh3_dlc29_vmp_inf_lahmian_handmaidens_deathNo custom-battle faction with Radious326,65650 → 64485650251,3001,300Removed: Causes Fear, Hide (forest), Undead
Lahmian Handmaidens (Shadows)wh3_dlc29_vmp_inf_lahmian_handmaidens_shadowNo custom-battle faction with Radious326,65650 → 64484850251,3501,350Removed: Causes Fear, Hide (forest), Undead
Spirit Hostwh3_dlc29_vmp_inf_spirit_hostNo custom-battle faction with Radious2009,2000 → 10208018450450Removed: Causes Fear, Causes Terror, Hide (forest), Strider, Undead
Zombie Dragonwh3_dlc29_vmp_mon_zombie_dragonNo custom-battle faction with Radious18,23690 → 1044650135 → 195405 → 3252,0002,000Removed: Causes Fear, Causes Terror, Can Fly, Undead
Coven Thronewh3_dlc29_vmp_veh_coven_throneNo custom-battle faction with Radious17,228 → 7,26240 → 543838802001,4001,400Removed: Causes Fear, Strider, Undead

Not in custom battle with Radious

15 Vampire Counts 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.

Coven Throne, Dieter Helsnicht, Drakenhof Templars, Krell, Lahmian Handmaidens (Death), Lahmian Handmaidens (Shadows), Lahmian Vampire, Lahmian Vampire Lord, Mannfred von Carstein, Master Necromancer (Undeath), Necromancer (Undeath), Neferata, Spirit Host, Walach Harkon, Zombie Dragon

New units in Radious

  • Blood Knights (Great Swords)vmp_blood_knight_lancers60 modelsHealth12,300Armour120Leadership75Speed75Melee attack38Melee defence44Weapon strength (base + AP)42Charge bonus75Physical resistance %5Multiplayer cost1,600
  • Dismounted Blood Knightsvmp_blood_knights100 modelsHealth14,000Armour120Leadership75Speed30Melee attack36Melee defence43Weapon strength (base + AP)45Charge bonus27Multiplayer cost1,150
  • Guards of the Countswh_vmp_asaph120 modelsHealth15,600Armour98Leadership65Speed31Melee attack37Melee defence47Weapon strength (base + AP)39Charge bonus20Magic resistance %25Fire resistance %50Multiplayer cost950
  • Dismounted Knights of the Black Grailwh_vmp_black_grail_inf100 modelsHealth15,000Armour124Leadership80Speed30Melee attack45Melee defence52Weapon strength (base + AP)48Charge bonus35Physical resistance %5Multiplayer cost1,400
  • Knights of the Black Grailwh_vmp_black_gral_cav60 modelsHealth13,200Armour124Leadership85Speed70Melee attack43Melee defence51Weapon strength (base + AP)43Charge bonus81Physical resistance %5Multiplayer cost1,800
  • Black Guards (Halberds)wh_vmp_black_halberd100 modelsHealth13,500Armour112Leadership60Speed27Melee attack34Melee defence47Weapon strength (base + AP)40Charge bonus22Multiplayer cost1,100
  • Black Guards (Great Swords)wh_vmp_black_heavy100 modelsHealth13,500Armour112Leadership60Speed27Melee attack38Melee defence48Weapon strength (base + AP)44Charge bonus25Multiplayer cost1,080
  • Black Guards (Shields)wh_vmp_black_sword100 modelsHealth13,500Armour112Leadership60Speed27Melee attack36Melee defence47Weapon strength (base + AP)42Charge bonus23Multiplayer cost1,050
  • Mordein's Chosenwh_vmp_company100 modelsHealth14,000Armour116Leadership65Speed27Melee attack40Melee defence51Weapon strength (base + AP)46Charge bonus28Missile resistance %15Multiplayer cost1,250
  • Abhorash Discipleswh_vmp_disciples100 modelsHealth14,000Armour120Leadership75Speed30Melee attack35Melee defence41Weapon strength (base + AP)43Charge bonus26Magic resistance %15Multiplayer cost1,130
  • Abhorash Disciples (Great Swords)wh_vmp_disciples_great100 modelsHealth14,000Armour120Leadership75Speed30Melee attack38Melee defence43Weapon strength (base + AP)44Charge bonus29Magic resistance %15Multiplayer cost1,150
  • Doomed Legionwh_vmp_doomed100 modelsHealth14,000Armour116Leadership65Speed27Melee attack37Melee defence53Weapon strength (base + AP)44Charge bonus25Missile resistance %15Multiplayer cost1,200
  • Drakenhof Templarswh_vmp_drake_cav60 modelsHealth13,200Armour120Leadership85Speed70Melee attack41Melee defence46Weapon strength (base + AP)46Charge bonus90Magic resistance %25Multiplayer cost1,850
  • Dismounted Drakenhof Templarswh_vmp_drake_inf100 modelsHealth15,500Armour120Leadership85Speed30Melee attack46Melee defence51Weapon strength (base + AP)50Charge bonus33Magic resistance %25Multiplayer cost1,500
  • Guards of the Counts (Spears)wh_vmp_grave_halb120 modelsHealth15,600Armour98Leadership65Speed31Melee attack34Melee defence48Weapon strength (base + AP)38Charge bonus17Magic resistance %25Fire resistance %50Multiplayer cost940
  • Grave Guards (Spears)wh_vmp_graveguard_spear120 modelsHealth15,600Armour102Leadership55Speed27Melee attack31Melee defence43Weapon strength (base + AP)36Charge bonus16Multiplayer cost860
  • Drakenhof Guards (Halberds)wh_vmp_guard_halb100 modelsHealth14,000Armour116Leadership70Speed27Melee attack41Melee defence51Weapon strength (base + AP)45Charge bonus27Magic resistance %15Multiplayer cost1,300
  • Drakenhof Guards (Shields)wh_vmp_guard_shield100 modelsHealth14,000Armour116Leadership70Speed27Melee attack42Melee defence52Weapon strength (base + AP)47Charge bonus29Magic resistance %15Multiplayer cost1,350
  • Mounted Skeletons (Lances)wh_vmp_mounted_skel_lances60 modelsHealth11,400Armour32Leadership40Speed80Melee attack25Melee defence28Weapon strength (base + AP)32Charge bonus53Multiplayer cost675
  • Mounted Skeletons (Swords)wh_vmp_mounted_skel60 modelsHealth11,400Armour32Leadership40Speed80Melee attack26Melee defence30Weapon strength (base + AP)33Charge bonus44Multiplayer cost650
  • Skeleton Archerswh_vmp_skeleton_archers120 modelsHealth13,800Armour32Leadership35Speed31Melee attack16Melee defence25Weapon strength (base + AP)25Charge bonus9Missile damage (base + AP)19Range150Multiplayer cost450
  • Skeleton Reaperswh_vmp_skeleton_reapers160 modelsHealth19,200Armour32Leadership40Speed31Melee attack27Melee defence34Weapon strength (base + AP)28Charge bonus18Multiplayer cost480
  • Sylvanian Archerswh_vmp_sylva_cross100 modelsHealth12,000Armour40Leadership50Speed33Melee attack24Melee defence27Weapon strength (base + AP)27Charge bonus11Missile damage (base + AP)23Range175Multiplayer cost620
  • Sylvanian Halberdierswh_vmp_sylva_halb120 modelsHealth14,400Armour52Leadership58Speed30Melee attack33Melee defence39Weapon strength (base + AP)35Charge bonus15Multiplayer cost690
  • Sylvanian Spearmenwh_vmp_sylva_spear120 modelsHealth14,400Armour52Leadership58Speed30Melee attack30Melee defence38Weapon strength (base + AP)33Charge bonus14Multiplayer cost650
  • Sylvanian Swordsmenwh_vmp_sylva_sword120 modelsHealth14,400Armour52Leadership58Speed30Melee attack32Melee defence36Weapon strength (base + AP)35Charge bonus17Multiplayer cost670
  • Dismounted Knights of the Black Grail (Shields)wh_vmp_black_grail_spear100 modelsHealth15,000Armour124Leadership80Speed30Melee attack41Melee defence54Weapon strength (base + AP)46Charge bonus29Physical resistance %5Multiplayer cost1,375
  • Dismounted Drakenhof Templars (Halberds)wh_vmp_drake_halb100 modelsHealth15,500Armour120Leadership85Speed30Melee attack43Melee defence55Weapon strength (base + AP)48Charge bonus30Magic resistance %25Multiplayer cost1,525

Skills

Barded Nightmare
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
Hellsteed
  • +Passive Ability: "Feel the Hunger", while this Mount is equipped, for Bat and Vargheist units (all units in army)
Zombie Dragon
  • Rank: 18 → 22
Doomrider
  • +Construction cost: -20% for Binding Circle chain buildings (local region)
  • +Upkeep: -20% for Black Knights units (Lord's army)
The Strength of Steel
  • +Bonus vs Large: +20
  • +Armour-piercing weapon damage: +20
Orders of the Immortals
  • +Local Recruitment duration: +0 turn for Blood Knights units (minimum 1) (Lord's army)
  • +Upkeep: -20% for Blood Knight units (Lord's army)
  • +Recruitment cost: -20% for Blood Knight units (Lord's army)
  • +Income from post-battle loot: +12%
The Unliving Host
  • −Level 2: Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
  • −Level 3: Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
  • +Level 2: Melee defence: +6 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
  • +Level 3: Melee defence: +9 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
Creatures of the Night
  • −Level 3: Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
  • +Level 3: Weapon strength: +8% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
Carriages of Death
  • −Level 1: Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
  • −Level 2: Melee defence: +6 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
  • −Level 3: Melee defence: +8 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
  • +Level 1: Melee defence: +5 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
  • +Level 2: Melee defence: +7 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
  • +Level 3: Melee defence: +9 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
Legions of Dead
  • −Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
Dread Knights
  • −Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
Deadly Power
  • −Weapon strength: +12% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
Flying Horrors
  • −Missile resistance: 15% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
Undying Horde
  • −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)
Immortal Horror
  • −Battle healing cap: +50%
  • +Battle healing cap: +40%
Uncanny Prescience
  • +Local recruitment capacity: +1 (local province)
  • +Recruit rank: +1 for all units (Lord's army)
Barded Nightmare
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
Hellsteed
  • +Passive Ability: "Feel the Hunger", while this Mount is equipped, for Bat and Vargheist units (all units in army)
Zombie Dragon
  • Rank: 18 → 22
Barded Nightmare
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
Hellsteed
  • +Passive Ability: "Feel the Hunger", while this Mount is equipped, for Bat and Vargheist units (all units in army)
Zombie Dragon
  • Rank: 18 → 22
Terrorgheist
  • Rank: 20 → 22
Barded Nightmare
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
Hellsteed
  • +Passive Ability: "Feel the Hunger", while this Mount is equipped, for Bat and Vargheist units (all units in army)
Zombie Dragon
  • Rank: 18 → 22
Thrall Master
  • +Level 2: Recruit rank: +2 for Skeletal and Zombie units
Lord of the Scourge
  • −Level 1: Battle healing cap: +15% (Lord's army)
  • −Level 2: Battle healing cap: +30% (Lord's army)
  • +Level 1: Battle healing cap: +10% (Lord's army)
  • +Level 2: Battle healing cap: +20% (Lord's army)
Uncanny Resilience
  • −Battle healing cap: +50%
  • −Battle healing cap: +500% for Zombies units (all armies factionwide)
  • +Battle healing cap: +100% for Zombies units (all armies factionwide)
  • +Battle healing cap: +40%
Terrorgheist
  • Rank: 20 → 22
Monstrous Strength
  • −Base weapon damage: +5 (own army)
  • −Weapon strength: +10% (own army)
  • +Base weapon damage: +4 (Lord's army)
  • +Weapon strength: +7% (Lord's army)
Barded Nightmare
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
Hellsteed
  • +Passive Ability: "Feel the Hunger", while this Mount is equipped, for Bat and Vargheist units (all units in army)
Zombie Dragon
  • Rank: 18 → 22
Barded Nightmare
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
Hellsteed
  • +Passive Ability: "Feel the Hunger", while this Mount is equipped, for Bat and Vargheist units (all units in army)
Barded Nightmare
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
Return of the Lichemaster
  • +Raise dead cost: -25%
Barded Nightmare
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
Hellsteed
  • +Passive Ability: "Feel the Hunger", while this Mount is equipped, for Bat and Vargheist units (all units in army)
Zombie Dragon
  • Rank: 18 → 22
Zombie Dragon
  • Rank: 18 → 22
Barded Nightmare
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
Hellsteed
  • +Passive Ability: "Feel the Hunger", while this Mount is equipped, for Bat and Vargheist units (all units in army)
Barded Skeletal Steed
  • +Passive Ability: " No Escape From Death", while this Mount is equipped, for Cavalry units (all units in army)
  • Rank: 4 → 7
Midnight's Children
  • −Leadership: +8 for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
  • +Leadership: +6 for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
The Penumbral Pendulumnew
  • +Level 1: Overcast spell: "The Penumbral Pendulum Upgraded"
  • +Level 1: Cooldown: -30% to "The Penumbral Pendulum"
  • +Level 1: Spell: "The Penumbral Pendulum"
  • +Level 2: Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
  • +Level 2: Overcast spell: "The Penumbral Pendulum Upgraded"
  • +Level 2: Winds of Magic cost: -2 for "The Penumbral Pendulum"
  • +Level 2: Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
  • +Level 2: Cooldown: -50% to "The Penumbral Pendulum"
Shriek & Wailnew
  • +Enables "Banshee's Wail" Ability
  • +Enables "Banshee's Shriek" Ability
Chilling Auranew
  • +Enables "Chilling Aura" Ability
Vigour Mortisnew
  • +Enables "Vigour Mortis" Ability

Buildings

Hall of RebirthVampire Counts
  • −Double experience gain for units when fighting against Vampire Coast (factionwide) (Tomb Kings only)
  • −Double experience gain for units when fighting against Tomb Kings (factionwide) (Vampire Counts only)
  • −Recruit Rank: +1 for units recruited via Grave Call (all armies) (Undead Legions only)
  • −Empower 5 Sigils within the Black Pyramid (Undead Legions only)
  • −Blood: 100 per turn (Vampire Counts only)
  • −Double experience gain for units when fighting against Vampire Counts (factionwide) (Tomb Kings only)
  • −Income generated: 500 (Undead Legions only)
  • −Research rate: +20 (not for Undead Legions)
  • +In a region owned by Tomb Kings: Double experience gain for units when fighting against Vampire Coast (factionwide)
  • +In a region owned by Vampire Counts: Double experience gain for units when fighting against Tomb Kings (factionwide)
  • +In a region owned by Tomb Kings: Double experience gain for units when fighting against Vampire Counts (factionwide)
  • +Research rate: +10
  • Units: 0 → 4
  • −Research rate: +10
  • +Research rate: +15
  • −Income generated: 450
  • +Income generated: 600
  • +Raise dead cost: -20%
  • Units: 0 → 4
Dragon GraveVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • +Vampiric corruption: +5
  • +Lord recruit rank: +3 (factionwide)
  • Cost: 6000 → 5000
  • Turns: 4 → 5
  • Units: 1 → 0
Vault of NagashVampire Counts
  • −Income generated: 800
  • +Income generated: 2000
  • Cost: 6000 → 12000
  • −Unit capacity: +3 Mournguls Crypt Horrors (Undead Legions only)
  • −Unit capacity: +4 Crypt Ghouls (Vampire Counts only)
  • −Unit capacity: +2 Crypt Horrors (Vampire Counts only)
  • −Income generated: 300
  • −Weapon strength: +10% for Crypt Ghouls and Crypt Horrors units (all armies)
  • −Upkeep: -15% for Crypt Ghouls and Crypt Horrors units (all armies)
  • +Income generated: 400
  • +Weapon strength: +8% for Crypt Ghouls and Crypt Horrors units (all armies)
  • +Upkeep: -10% for Crypt Ghouls and Crypt Horrors units (all armies)
  • Cost: 6000 → 4000
  • Turns: 4 → 5
  • −Unit capacity: +2 Crypt Horrors
  • −Income generated: 500
  • −Recruit rank: +2 for Crypt Ghouls and Crypt Horrors units (all armies)
  • +Income generated: 600
  • +Recruit rank: +2 for Crypt Ghouls and Crypt Horrors units
  • +Local recruitment capacity: +1
  • Cost: 6000 → 7000
Exotic Animal TamerVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • +Recruitment cost: -10% for Terrorgheist units (local province)
  • +Income generated: 150
  • Cost: 500 → 600
  • Turns: 1 → 2
Exotic Animal PenVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • +Recruitment cost: -15% for Terrorgheist units (local province)
  • +Recruit rank: +1 for Terrorgheist units (local province)
  • +Income generated: 200
  • Cost: 1000 → 2000
  • Turns: 2 → 3
Exotic Animal MarketVampire Counts
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • +Recruitment cost: -20% for Terrorgheist units (local province)
  • +Recruit rank: +2 for Terrorgheist units (local province)
  • +Income generated: 250
  • Cost: 2000 → 3000
  • Turns: 3 → 4
  • −Corpses: 20 per turn (local province)
  • −Income generated: 300
  • +Recruitment cost: -10% for Corpse Cart, Black Coach and Mortis Engine units (local province)
  • +Income generated: 400
  • Cost: 500 → 1000
  • Turns: 2 → 3
Hexed Gemstone PitVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 450
  • +Recruitment cost: -15% for Corpse Cart, Black Coach and Mortis Engine units (local province)
  • +Recruit rank: +1 for Corpse Cart, Black Coach and Mortis Engine units (local province)
  • +Income generated: 500
  • Cost: 1000 → 3000
  • Turns: 3 → 4
Haunted Gemstone MineVampire Counts
  • −Corpses: 100 per turn (local province)
  • +Recruitment cost: -20% for Corpse Cart, Black Coach and Mortis Engine units (local province)
  • +Recruit rank: +1 for Corpse Cart, Black Coach and Mortis Engine units (local province)
  • Cost: 2000 → 5000
  • Turns: 4 → 5
Herb Gatherer's CampVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 600
  • Turns: 1 → 2
Exotic HothouseVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • +Income generated: 200
  • Cost: 1000 → 2000
  • Turns: 2 → 3
Alchemy WorkshopVampire Counts
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • +Income generated: 250
  • Cost: 2000 → 3000
  • Turns: 3 → 4
Obsidian QuarryVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 600
  • Turns: 1 → 2
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • +Income generated: 200
  • +Recruit rank: +1 for Cairn Wraiths, Mournguls and Hexwraiths units (local province)
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • +Income generated: 250
  • +Recruit rank: +2 for Cairn Wraiths, Mournguls and Hexwraiths units (local province)
  • Cost: 2000 → 3000
  • Turns: 3 → 4
Spirit WellVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
  • −Unit capacity: +2 Cairn Wraiths
  • +Income generated: 150
  • Cost: 2500 → 5000
  • Turns: 2 → 3
  • Units: 1 → 2
Font of NightmaresVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
  • −Unit capacity: +2 Hexwraiths
  • −Unit capacity: +3 Cairn Wraiths
  • −Unit capacity: +1 Mortis Engine
  • −Hero capacity: +2 for Banshees
  • −Hero recruit rank: +1 for Banshees (factionwide)
  • +Hero capacity: +1 for Banshees
  • +Unlocks Hero recruitment: Banshee
  • +Hero recruit rank: +4 for Banshees
  • +Income generated: 250
  • Cost: 5000 → 7000
  • Units: 2 → 3
Crypt KeepersVampire Counts
  • Cost: 1500 → 2000
Undercroft SentriesVampire Counts
  • Cost: 2000 → 3000
Grave GuardiansVampire Counts
  • Cost: 3000 → 4000
  • −Hero recruit rank: +1 for Lahmian Vampires (all provinces)
  • Cost: 2000 → 3000
  • −Unlocks Hero recruitment: Lahmian Vampire
  • −Unit capacity: +2 Blood Knights
  • −Income from all buildings: +5% (local province)
  • +Income from all buildings: +40% (local province)
  • Cost: 10000 → 16000
  • Units: 2 → 4
The Blood KeepVampire Counts
  • −Leadership: +10 for Blood Knight units (all armies)
  • −Recruit rank: +1 for Blood Knights and Drakenhof Templar units (all armies)
  • −Upkeep: -5% for Blood Knights and Drakenhof Templar units (all armies)
  • −Raise Dead cost: -10% for Blood Knights and Drakenhof Templar units (all armies)
  • −Unlocks Hero recruitment: Lahmian Vampire
  • −Hero recruit rank: +1 for Lahmian Vampires (factionwide)
  • −Unit capacity: +2 Blood Knights
  • −Unit capacity: +2 Drakenhof Templars
  • −Income from all buildings: +5% (local province)
  • +Leadership: +8 for Blood Knight units (all armies)
  • +Upkeep: -5% for Blood Knight units (all armies)
  • +Local Recruit rank: +1 for Blood Knight units
  • +Recruitment cost: -15% for Blood Knight units
  • +Income from all buildings: +20% (local province)
  • Cost: 10000 → 16000
  • Units: 3 → 4
  • −Research rate: +5
  • +Research rate: +8
  • +Income generated: 400
  • Units: 0 → 7
  • −Unit capacity: +1 Mortis Engine
  • −Research rate: +10
  • +Unlocks Hero recruitment: Necromancer
  • +Research rate: +16
  • +Income generated: 800
  • Cost: 8000 → 10000
  • Units: 1 → 10
Lairs of Clar KarondVampire Counts
  • −Upkeep: -25% for Terrorgheist units (all armies)
  • −Unit capacity: +1 Terrorgheist
  • +Upkeep: -15% for Terrorgheist units (all armies)
  • −Hero recruit rank: +1 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) (Undead Legions only)
  • −Necromantic Energy: +50 per turn (land of the dead) (Undead Legions only)
  • −Hero capacity: +1 for Lahmian Vampires (Vampire Counts only)
  • −Unlocks Hero recruitment: Lahmian Vampire (Vampire Counts only)
  • −Hero recruit rank: +2 for Lahmian Vampires (factionwide) (Vampire Counts only)
  • −Hero capacity: +1 for Vampires (Vampire Counts only)
  • −Unlocks Hero recruitment: Vampire (Vampire Counts only)
  • −Hero recruit rank: +2 for Vampires (factionwide) (Vampire Counts only)
  • −Hero recruit rank: +3 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) (Undead Legions only)
  • −Necromantic Energy: +100 per turn (land of the dead) (Undead Legions only)
  • −Hero capacity: +3 for Lahmian Vampires (Vampire Counts only)
  • −Hero recruit rank: +4 for Lahmian Vampires (factionwide) (Vampire Counts only)
  • −All characters will no longer gain any traits associated with being wounded (factionwide)
  • −Blood: 100 per turn (Vampire Counts only)
  • −Hero capacity: +3 for Vampires (Vampire Counts only)
  • −Hero recruit rank: +4 for Vampires (factionwide) (Vampire Counts only)
Ruins of MourkainVampire Counts
  • −Weapon strength: +8% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (all armies)
  • −Unit experience gain: +10% (all armies)
  • −Unit capacity: +4 Crypt Ghouls
  • −Unit capacity: +2 Crypt Horrors
  • +Weapon strength: +7% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (all armies)
  • +Recruit rank: +1 for all units
  • Cost: 6000 → 7000
  • −Research rate: +6
  • +Research rate: +8
  • Cost: 8000 → 12000
  • −Research rate: +12
  • +Unlocks Hero recruitment: Necromancer
  • +Research rate: +15
  • Cost: 10000 → 15000
Fortress of MerovechVampire Counts
  • −Unit capacity: +2 Black Knights
  • −Recruit rank: +2 for Grave Guard and Black Knight units (factionwide)
  • −Upkeep: -5% for Grave Guard and Black Knights units (all armies)
  • +Recruit rank: +1 for Grave Guard and Black Knight units (factionwide)
  • +Upkeep: -4% for Grave Guard and Black Knights units (all armies)
  • Units: 1 → 2
Cursed Balefire FlameVampire Counts
  • Cost: 2000 → 2500
  • Cost: 2000 → 1800
  • Turns: 2 → 3
The Plains of BonesVampire Counts
  • +Raise dead cost: -4% (all characters)
  • Cost: 4000 → 4800
  • Turns: 10 → 13
Beacon of DawnVampire Counts
  • −Unit experience gain per turn: +100 (all armies)
  • −Recruit rank: +2 for Cairn Wraiths, Mournguls and Hexwraiths units (all armies)
  • −Research rate: +10
  • +Unit experience gain per turn: +200 (armies in province)
  • +Recruit rank: +2 for Cairn Wraiths, Mournguls and Hexwraiths units
  • Cost: 6000 → 4000
  • Units: 0 → 4
Outpost GarrisonVampire Counts
  • Cost: 2000 → 1500
Spice MarketVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 600
  • Turns: 1 → 2
Spice Trading PostVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • +Income generated: 200
  • Cost: 1000 → 2000
  • Turns: 2 → 3
Eastern BazaarVampire Counts
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • +Income generated: 250
  • Cost: 2000 → 3000
  • Turns: 3 → 4
Flayed TowerVampire Counts
  • −Battle healing cap: +50% for Necromancers and Master Necromancers
  • +Battle healing cap: +25% for Necromancers and Master Necromancers
  • Cost: 6000 → 7000
  • Units: 0 → 2
Hanged Man's OakVampire Counts
  • −When Vampiric corruption is 50 or more: Corpses: 100 per turn (local province)
  • −Control: +5
  • +Control: +6
  • −A Blood Dragon Vampire Lord has previously been awakened from this Lair
  • −While the region is owned by you: Blood: 20 per turn
  • −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
  • −While the region is owned by you: Upkeep: -1% (factionwide)
  • −A Lahmian Vampire Lord has previously been awakened from this Lair
  • −While the region is owned by you: Blood: 20 per turn
  • −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
  • −While the region is owned by you: Upkeep: -1% (factionwide)
  • −A Necrarch Vampire Lord has previously been awakened from this Lair
  • −While the region is owned by you: Blood: 20 per turn
  • −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
  • −While the region is owned by you: Upkeep: -1% (factionwide)
  • −A Strigoi Vampire Lord has previously been awakened from this Lair
  • −While the region is owned by you: Blood: 20 per turn
  • −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
  • −While the region is owned by you: Upkeep: -1% (factionwide)
  • −A von Carstein Vampire Lord has previously been awakened from this Lair
  • −While the region is owned by you: Blood: 20 per turn
  • −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
  • −While the region is owned by you: Upkeep: -1% (factionwide)
  • −When technology "Lairs of the Forgotten" is researched: Send a Hero to use the 'Occupy Vampire Lair' action on this settlement and you will gain access to this Vampire's Lair
  • −Occupy this settlement and you will gain access to this Vampire's Lair
  • −A Vampire is resting in this Lair, however their Bloodline is not yet known...
  • −When this upgrade is completed: Awaken a Blood Dragon Vampire Lord
  • −When this upgrade is completed: Awaken a Lahmian Vampire Lord
  • −When this upgrade is completed: Awaken a Necrarch Vampire Lord
  • −When this upgrade is completed: Awaken a Strigoi Vampire Lord
  • −When this upgrade is completed: Awaken a von Carstein Vampire Lord
The Awakened RetinueVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord will spawn with a small army nearby instead of being added to the recruitment pool
The Fallen Set AsideVampire Counts
  • −When a Lord is Awakened from this Lair: 3000 Corpses will be added to this province
  • −When a Lord is Awakened from this Lair: 4000 Corpses will be added to this province
  • −When a Lord is Awakened from this Lair: 2000 Corpses will be added to the province in which the faction leader is located
Undeath's ChariotVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord will spawn with a random Mount already unlocked
The Faithful ServantVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Spawn a new Necromancer hero)
  • −When a Lord is Awakened from this Lair: The Necromancer will spawn with 10 additional ranks
The Deathly AdvisorVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Spawn a new Necromancer hero)
  • −When a Lord is Awakened from this Lair: The Necromancer will spawn with 20 additional ranks
The Eternal ConfidantVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Spawn a new Necromancer hero)
  • −When a Lord is Awakened from this Lair: The Necromancer will spawn with 30 additional ranks
Keeper of Dark LoreVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Gain a Rare Necromancer follower)
The Deathless SavantVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Gain a Legendary Necromancer follower)
Gravebound RelicsVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord will spawn with 2 random Uncommon items already equipped
Re-Burial RitesVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord will spawn with 2 random Uncommon items already equipped
  • −When a Lord is Awakened from this Lair: The Lord will spawn with 2 random Rare items already equipped
The Ancient HoardVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord will spawn with 4 random Rare items already equipped
Enduring LairVampire Counts
  • −When a Lord is Awakened from this Lair: You will maintain control of this Vampire Lair instead of abandoning it
Shadows Take RootVampire Counts
  • −When a Lord is Awakened from this Lair: Immediately discover a new Vampire Lair hidden somewhere in the world
  • −When a Lord is Awakened from this Lair: You will maintain control of this Vampire Lair instead of abandoning it
  • −When a Lord is Awakened from this Lair: Immediately discover a new Vampire Lair hidden somewhere in the world
  • −When a Lord is Awakened from this Lair: You will maintain control of this Vampire Lair instead of abandoning it
  • −When a Lord is Awakened from this Lair: Any Necromancer Hero raised alongside this Lord will spawn near the newly discovered Lair
Lessons of the RisenVampire Counts
  • −When a Lord is Awakened from this Lair: This Lord's faction will gain 3 Lexicon of Unlearning items (These items allow you to reroll a Lords background trait)
Memories of BloodVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord will spawn with 10 additional ranks
  • −When a Lord is Awakened from this Lair: The Lord will spawn with 20 additional ranks
Mastery ReawakenedVampire Counts
  • −When a Lord is Awakened from this Lair: The Lord will spawn with 30 additional ranks
The LuckyVampire Counts
  • −The Awakened Lord will gain the following trait:
The UndefeatedVampire Counts
  • −The Awakened Lord will gain the following trait:
The CorruptedVampire Counts
  • −The Awakened Lord will gain the following trait:
The SilentVampire Counts
  • −The Awakened Lord will gain the following trait:
The InflamedVampire Counts
  • −The Awakened Lord will gain the following trait:
The CommanderVampire Counts
  • −The Awakened Lord will gain the following trait:
Shadow StalkerVampire Counts
  • −The Awakened Lord will gain the following trait:
Master of DeathVampire Counts
  • −The Awakened Lord will gain the following trait:
A Fixated MindVampire Counts
  • −The Awakened Lord will gain the following trait:
Magically AdeptVampire Counts
  • −The Awakened Lord will gain the following trait:
A Love of BattleVampire Counts
  • −The Awakened Lord will gain the following trait:
Immense ConstitutionVampire Counts
  • −The Awakened Lord will gain the following trait:
Desecrated GroveVampire Counts
  • −Recruit rank: +1 for Crypt Ghouls units (all armies)
  • −Recruit rank: +2 for Zombie units (all armies)
  • −Income generated: 200
  • +Recruit rank: +1 for Crypt Ghouls units
  • +Recruit rank: +3 for Zombie units
  • +Income generated: 250
Copse of SacrilegeVampire Counts
  • −Recruit rank: +2 for Crypt Ghouls units (all armies)
  • −Recruit rank: +4 for Zombie units (all armies)
  • −Income generated: 400
  • +Recruit rank: +2 for Crypt Ghouls units
  • +Recruit rank: +5 for Zombie units
  • +Income generated: 500
  • Units: 0 → 4
Dragonbone MoundVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
HoardwailVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
HoardwailVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
HoardwailVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
The Flayed WyrmfieldVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
The Flayed WyrmfieldVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
The Flayed WyrmfieldVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
Dawnlit BarrowsVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
Dawnlit BarrowsVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
Dawnlit BarrowsVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
Dragonbone MoundVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
Dragonbone MoundVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
Hoarfrost OssuaryVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
Hoarfrost OssuaryVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
Hoarfrost OssuaryVampire Counts
  • −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
  • −Ward save: +2% for Zombie Dragon units (all armies)
  • −Weapon strength: +5% for Zombie Dragon units (all armies)
  • −Unit capacity: +1 Zombie Dragon (Undead Legions only)
  • −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
  • Units: 1 → 0
Silver Pinnacle RuinsVampire Counts
  • −Vampiric corruption: +2
  • −Defensive supplies: +1000
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Vampiric corruption: +2
  • −Grants 2 construction slots in the settlement
  • −Income generated: 250
  • −Growth: +10
  • −Control: +1
  • −Control: +1 in adjacent provinces
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Defensive supplies: +1000
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Vampiric corruption: +2
  • −Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  • −Grants 4 construction slots in the settlement
  • −Income generated: 375
  • −Growth: +20
  • −Control: +2
  • −Control: +1 in adjacent provinces
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Improved tower projectiles: Bones
  • −Defensive supplies: +1000
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Vampiric corruption: +2
  • −Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  • −Grants 6 construction slots in the settlement
  • −Income generated: 500
  • −Growth: +30
  • −Control: +3
  • −Control: +1 in adjacent provinces
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Improved tower projectiles: Caged Bats
  • −Defensive supplies: +1000
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Vampiric corruption: +2
  • −Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
  • −Grants 8 construction slots in the settlement
  • −Income generated: 625
  • −Growth: +40
  • −Control: +4
  • −Control: +2 in adjacent provinces
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Improved tower projectiles: Corpse Ball
  • −Defensive supplies: +1000
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Vampiric corruption: +2
  • −Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
  • −Grants 9 construction slots in the settlement
  • −Income generated: 750
  • −Growth: +50
  • −Control: +5
  • −Control: +2 in adjacent provinces
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Improved tower projectiles: Corpse Ball
Glittering HallsVampire Counts
  • −Unlocks Hero recruitment: Lahmian Vampire
  • −Vampiric corruption: +1 (local region)
  • −Gemstones resource production: 20 sacks
  • −Research rate: +5 (Vampire Counts only)
Opulent ChambersVampire Counts
  • −Hero capacity: +1 for Lahmian Vampires
  • −Unlocks Hero recruitment: Lahmian Vampire
  • −Vampiric corruption: +3 (local region)
  • −Unit capacity: +2 Lahmian Handmaidens (Vampire Counts only)
  • −Gemstones resource production: 40 sacks
  • −Research rate: +10 (Vampire Counts only)
  • Units: 2 → 0
  • −Diplomatic relations: -50 with Skaven
  • −Skaven corruption: +40 (local region)
Excavated LibraryVampire Counts
  • −An event will trigger highlighting what you have found within the ruined library
  • −The ruins of the library will be destroyed upon completion of this building
Undead OutpostVampire Counts
  • Cost: 2000 → 4000
Undead DistrictVampire Counts
  • Cost: 4000 → 5000
Animal StoreVampire Counts
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 600
  • Turns: 1 → 2
Tusk MarketVampire Counts
  • −Income generated: 150
  • +Income generated: 200
  • Cost: 1000 → 1500
  • Turns: 2 → 3
Tusk CompoundVampire Counts
  • −Income generated: 200
  • +Income generated: 250
  • Cost: 2000 → 3000
  • Turns: 3 → 4
Balefire BrazierVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
  • −Vampiric corruption in adjacent provinces: +2
  • −Vampiric corruption: +2
  • −Growth: +20
  • −Control: +2
  • +Vampiric corruption: +3
  • +Control: +1
  • Cost: 1000 → 2000
  • Turns: 1 → 2
Balefire HearthVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
  • −Vampiric corruption in adjacent provinces: +3
  • −Vampiric corruption: +3
  • −Growth: +25
  • −Control: +3
  • +Vampiric corruption in adjacent provinces: +2
  • +Vampiric corruption: +4
  • +Control: +2
  • Cost: 1500 → 4000
  • Turns: 2 → 3
Witch HouseVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
  • −Vampiric corruption: +4
  • −Growth: +30
  • −Control: +4
  • +Vampiric corruption: +6
  • +Control: +3
  • Cost: 2000 → 7500
  • Turns: 3 → 4
Defiled CairnVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
  • −Unit capacity: +1 Crypt Ghouls
  • Cost: 1000 → 2500
  • Turns: 1 → 3
  • Units: 1 → 2
Binding CircleVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
  • −Unit capacity: +3 Crypt Ghouls
  • −Unit capacity: +2 Corpse Cart
  • −Unlocks Hero recruitment: Necromancer
  • Cost: 2500 → 5000
  • Turns: 2 → 4
  • Units: 2 → 5
Lodestone of DarknessVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
  • −Unit capacity: +3 Crypt Ghouls
  • −Unit capacity: +1 Crypt Horrors
  • −Unit capacity: +1 Black Coach
  • −Unit capacity: +2 Corpse Cart
  • −Hero capacity: +1 for Necromancers
  • Cost: 4000 → 7500
  • Turns: 3 → 5
  • Units: 2 → 8
Sanctum of SummoningVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
  • −Unit capacity: +4 Crypt Ghouls
  • −Unit capacity: +2 Crypt Horrors
  • −Unit capacity: +1 Black Coach
  • −Unit capacity: +3 Corpse Cart
  • −Hero capacity: +2 for Necromancers
  • −Hero recruit rank: +1 for Necromancers (factionwide)
BarrowVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
  • −Unit capacity: +1 Black Knights
  • −Unit capacity: +3 Grave Guard
  • −Hero capacity: +1 for Wight Kings
  • Cost: 4000 → 2000
  • Turns: 3 → 2
  • Units: 2 → 7
GraveyardVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
  • −Unit capacity: +2 Grave Guard
  • −Unlocks Hero recruitment: Wight King
  • Units: 3 → 0
MausoleumVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
  • −Unit capacity: +2 Black Knights
  • −Unit capacity: +4 Grave Guard
  • −Hero capacity: +2 for Wight Kings
  • −Hero recruit rank: +1 for Wight Kings (factionwide)
  • Cost: 5000 → 4500
  • Turns: 4 → 3
  • Units: 0 → 13
Dragon Burial GroundsVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 25 per turn (local province)
  • −Unit capacity: +3 Black Knights
  • −Unit capacity: +5 Grave Guard
  • −Unit capacity: +1 Zombie Dragon
  • −Hero capacity: +2 for Wight Kings
  • −Hero recruit rank: +1 for Wight Kings (factionwide)
  • Units: 1 → 0
Deathshroud SpireVampire Counts
  • −Converts the Climate of all regions in the local province to Undead Wasteland (only while this building is present)
  • −If the 'Evocation of Nagash' commandment is not active in this province: Vampiric corruption in adjacent provinces: -100
  • −Vampiric corruption: +100 (local region)
Bone PitsVampire Counts
  • −When Vampiric corruption is 50 or more: Corpses: 100 per turn (local province)
  • −When Vampiric corruption is less than 50: Corpses: 50 per turn (local province)
Mortuary CaravansVampire Counts
  • −When this province has 5000 or more Corpses: Each turn 2000 Corpses in this province will be transported to the location of the Mortis Nexus building
  • −Due to your current Corpse Transport research: Corpses lost during transport: 80/75/70/65/60/55/50/45/40%
Mass GraveVampire Counts
  • −When Vampiric corruption is 50 or more: Corpses: 200 per turn (local province)
  • −When Vampiric corruption is less than 50: Corpses: 100 per turn (local province)
Sinister CopseVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
  • −Unit capacity: +2 Dire Wolves
  • Units: 1 → 2
Abyssal WoodVampire Counts
  • −Unlocks Hero recruitment: Mourngul Haunter
  • −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
  • −Unit capacity: +3 Dire Wolves
  • −Unit capacity: +1 Mournguls
  • Units: 1 → 2
Sepulchral GroveVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
  • −Hero capacity: +1 for Mourngul Haunters
  • −Unit capacity: +3 Dire Wolves
  • −Unit capacity: +2 Mournguls
  • −Unit capacity: +1 Vargheists
  • Turns: 3 → 4
  • Units: 1 → 3
Withered ForestVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
  • −Hero recruit rank: +1 for Mourngul Haunters (factionwide)
  • −Hero capacity: +2 for Mourngul Haunters
  • −Unit capacity: +4 Dire Wolves
  • −Unit capacity: +2 Mournguls
  • −Unit capacity: +2 Vargheists
  • −Unit capacity: +1 Varghulf
  • Units: 1 → 0
The Haunted WildsVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 25 per turn (local province)
  • −Hero recruit rank: +1 for Mourngul Haunters (factionwide)
  • −Hero capacity: +2 for Mourngul Haunters
  • −Unit capacity: +5 Dire Wolves
  • −Unit capacity: +3 Mournguls
  • −Unit capacity: +1 Terrorgheist
  • −Unit capacity: +3 Vargheists
  • −Unit capacity: +2 Varghulf
  • Units: 1 → 0
Corpse PileVampire Counts
  • −When technology "Bastions of Darkness" is researched: Defensive supplies: +50 per turn when under siege
  • −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -10%
  • −When technology "Bastions of Darkness" is researched: Leadership: +2 when under siege (armies in region)
  • +Defensive supplies: +50 per turn when under siege
  • +Enemy Hero action success chance: -12%
  • −When technology "Bastions of Darkness" is researched: Defensive supplies: +100 per turn when under siege
  • −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -15%
  • −When technology "Bastions of Darkness" is researched: Leadership: +4 when under siege (armies in region)
  • +Defensive supplies: +100 per turn when under siege
  • +Enemy Hero action success chance: -18%
  • +Control: +1
  • Units: 0 → 4
Crumbling WharfVampire Counts
  • −Income generated: 100
  • +Income generated: 250
  • Cost: 1500 → 1000
  • Turns: 2 → 1
Murky HarbourVampire Counts
  • −Income generated: 300
  • +Income generated: 400
  • Cost: 3000 → 4000
  • Turns: 4 → 3
Dark PortVampire Counts
  • −Income generated: 500
  • +Income generated: 550
  • +Control: +2
  • Cost: 6000 → 12000
  • Turns: 6 → 5
GibbetVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
  • −Income generated: 400
  • +Income generated: 300
  • +Control: +2
  • Turns: 1 → 3
GallowsVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
  • −Income generated: 600
  • +Income generated: 550
  • +Control: +4
  • Turns: 2 → 4
ScaffoldVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
  • −Income generated: 800
Red PitVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • −Dyes resource production: 16 ounces
  • +Income generated: 150
  • +Dyes resource production: 20 ounces
  • Cost: 500 → 600
  • Turns: 1 → 2
Blood MinesVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • −Dyes resource production: 24 ounces
  • +Income generated: 200
  • +Dyes resource production: 30 ounces
  • Cost: 1000 → 1200
  • Turns: 2 → 3
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • −Dyes resource production: 32 ounces
  • +Income generated: 250
  • +Dyes resource production: 44 ounces
  • Cost: 2000 → 2200
  • Turns: 3 → 4
Hunting GroundsVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • −Furs resource production: 16 bundles
  • +Recruitment cost: -20% for Dire Wolf and Varghulf units (local province)
  • +Income generated: 150
  • +Furs resource production: 20 bundles
Poaching CampVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • −Furs resource production: 24 bundles
  • +Recruitment cost: -10% for Dire Wolf and Varghulf units (local province)
  • +Recruit rank: +1 for Dire Wolf and Varghulf units (local province)
  • +Income generated: 200
  • +Furs resource production: 30 bundles
Flayer's LairVampire Counts
  • −Upkeep: -3% for Dire Wolf and Varghulf units (all armies)
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • −Furs resource production: 32 bundles
  • +Recruitment cost: -15% for Dire Wolf and Varghulf units (local province)
  • +Recruit rank: +1 for Dire Wolf and Varghulf units (local province)
  • +Upkeep: -2% for Dire Wolf and Varghulf units (all armies)
  • +Income generated: 250
  • +Furs resource production: 40 bundles
Tarnished Gold ShaftVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income from all buildings: +4% (local province)
  • −Income generated: 300
  • +Income generated: 400
  • Cost: 500 → 1000
  • Turns: 2 → 3
Tarnished Gold MineVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income from all buildings: +7% (local province)
  • −Income generated: 400
  • +Income generated: 500
  • Cost: 1000 → 2000
  • Turns: 3 → 4
  • −Corpses: 100 per turn (local province)
  • −Income from all buildings: +10% (local province)
  • −Income generated: 500
  • +Income generated: 600
  • Cost: 2000 → 4000
  • Turns: 4 → 5
Dark Iron PitVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • −Iron resource production: 16 ingots
  • +Recruitment cost: -10% for Grave Guard, Black Knight and Blood Knight units (local province)
  • +Income generated: 150
  • +Iron resource production: 20 ingots
  • Cost: 500 → 600
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • −Iron resource production: 24 ingots
  • +Recruitment cost: -15% for Grave Guard, Black Knight and Blood Knight units (local province)
  • +Recruit rank: +1 for Grave Guard, Black Knight and Blood Knight units (local province)
  • +Income generated: 200
  • +Iron resource production: 30 ingots
  • Cost: 1000 → 1200
Scoured Iron MineVampire Counts
  • −Upkeep: -3% for Grave Guard, Black Knight and Blood Knight units (all armies)
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • −Iron resource production: 32 ingots
  • +Recruitment cost: -20% for Grave Guard, Black Knight and Blood Knight units (local province)
  • +Recruit rank: +1 for Grave Guard, Black Knight and Blood Knight units (local province)
  • +Upkeep: -2% for Grave Guard, Black Knight and Blood Knight units (all armies)
  • +Income generated: 250
  • +Iron resource production: 40 ingots
  • Cost: 2000 → 2200
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • −Marble resource production: 16 slabs
  • +Income generated: 150
  • +Marble resource production: 20 slabs
  • Cost: 500 → 600
  • Turns: 1 → 2
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • −Marble resource production: 24 slabs
  • +Income generated: 200
  • +Marble resource production: 30 slabs
  • Cost: 1000 → 1200
  • Turns: 2 → 3
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • −Marble resource production: 32 slabs
  • +Income generated: 250
  • +Marble resource production: 40 slabs
  • Cost: 2000 → 2200
  • Turns: 3 → 4
Cursed FieldsVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • −Control: +3
  • +Income generated: 150
  • +Control: +4
Wretched FarmsteadVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • −Control: +4
  • +Income generated: 200
  • +Control: +5
Haunted MillVampire Counts
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • −Control: +5
  • +Income generated: 250
  • +Control: +6
Flooded Clay PitVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • −Pottery resource production: 16 kilnful
  • +Income generated: 150
  • +Pottery resource production: 20 kilnful
  • Cost: 500 → 600
  • Turns: 1 → 2
Urn Maker's PotteryVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • −Pottery resource production: 24 kilnful
  • +Income generated: 200
  • +Pottery resource production: 30 kilnful
  • Cost: 1000 → 1200
  • Turns: 2 → 3
Screeching KilnsVampire Counts
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • −Pottery resource production: 32 kilnful
  • +Income generated: 250
  • +Pottery resource production: 40 kilnful
  • Cost: 2000 → 2200
  • Turns: 3 → 4
Brackish PondVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • −Salt resource production: 16 barrels
  • +Income generated: 150
  • +Salt resource production: 20 barrels
  • Cost: 500 → 600
  • Turns: 1 → 2
Salt MarshVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • −Salt resource production: 24 barrels
  • +Income generated: 200
  • +Salt resource production: 30 barrels
  • Cost: 1000 → 1200
  • Turns: 2 → 3
Desolate Salt PansVampire Counts
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • −Salt resource production: 32 barrels
  • +Income generated: 250
  • +Salt resource production: 40 barrels
  • Cost: 2000 → 2200
  • Turns: 3 → 4
Forester's ShackVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Income generated: 100
  • −Timber resource production: 16 logs
  • +Recruitment cost: -5% for Fell Bat and Vargheist units (local province)
  • +Income generated: 150
  • +Timber resource production: 20 logs
  • Cost: 500 → 600
  • Turns: 1 → 2
Ruined SawmillVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Income generated: 150
  • −Timber resource production: 24 logs
  • +Recruitment cost: -10% for Fell Bat and Vargheist units (local province)
  • +Recruit rank: +1 for Fell Bat and Vargheist units (local province)
  • +Income generated: 200
  • +Timber resource production: 30 logs
  • Cost: 1000 → 1200
  • Turns: 2 → 3
Abandoned Wood ShedsVampire Counts
  • −Upkeep: -3% for Fell Bat and Vargheist units (all armies)
  • −Corpses: 100 per turn (local province)
  • −Income generated: 200
  • −Timber resource production: 32 logs
  • +Recruitment cost: -15% for Fell Bat and Vargheist units (local province)
  • +Recruit rank: +1 for Fell Bat and Vargheist units (local province)
  • +Upkeep: -2% for Fell Bat and Vargheist units (all armies)
  • +Income generated: 250
  • +Timber resource production: 40 logs
  • Cost: 2000 → 2200
  • Turns: 3 → 4
Tangled Vine PatchVampire Counts
  • −Corpses: 20 per turn (local province)
  • −Control: +3
  • −Wine resource production: 16 barrels
  • +Control: +4
  • +Wine resource production: 20 barrels
  • Cost: 500 → 600
  • Turns: 1 → 2
Thorny OrchardVampire Counts
  • −Corpses: 50 per turn (local province)
  • −Control: +4
  • −Wine resource production: 24 barrels
  • +Control: +5
  • +Wine resource production: 30 barrels
  • Cost: 1000 → 1200
  • Turns: 2 → 3
Animated WinepressVampire Counts
  • −Corpses: 100 per turn (local province)
  • −Control: +5
  • −Wine resource production: 32 barrels
  • +Control: +6
  • +Wine resource production: 45 barrels
  • Cost: 2000 → 2200
  • Turns: 3 → 4
Crumbling HamletVampire Counts
  • −Grants 1 construction slot in the settlement
  • −Income generated: 100
  • −Growth: +10
  • +Grants 2 construction slots in the settlement
  • +Income generated: 170
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Turns: 3 → 2
  • Units: 0 → 2
Corrupted VillageVampire Counts
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 150
  • −Growth: +20
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 250
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 0 → 3
Shady TownshipVampire Counts
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 340
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 4000 → 4500
  • Units: 0 → 6
Accursed CityVampire Counts
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income generated: 300
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 420
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Units: 0 → 6
Dark CastleVampire Counts
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Income generated: 400
  • −Growth: +50
  • +Grants 9 construction slots in the settlement
  • +Defensive supplies: +2000
  • +Income generated: 500
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 10000
  • Units: 0 → 5
Crumbling HamletVampire Counts
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 160
  • +Growth: +15
  • Turns: 3 → 2
  • Units: 0 → 2
Corrupted VillageVampire Counts
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 240
  • +Growth: +25
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Units: 0 → 3
Shady TownshipVampire Counts
  • −Defensive supplies: +1000
  • −Income generated: 200
  • −Growth: +30
  • +Defensive supplies: +1500
  • +Income generated: 340
  • +Growth: +35
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 4000 → 4500
  • Units: 0 → 6
Necrotic MorgueVampire Counts
  • −When this province has more than zero Corpses: Convert up to 50 Corpses in this province into an equal amount of Blood per turn
  • −Blood: 10 per turn
Catacomb of WoesVampire Counts
  • −When this province has more than zero Corpses: Convert up to 100 Corpses in this province into an equal amount of Blood per turn
  • −Blood: 20 per turn
Mortis NexusVampire Counts
  • −When this province has 5000 or more Corpses: Each turn convert 2000 Corpses in this province into Blood with a conversion rate of 50%
  • −This building can only be built in one location in your faction at a time
Sylvanian OutpostVampire Counts
  • −Allows settlements to perform a Garrison Sally Attack with +1500 range
  • −Ammunition: +100% when under siege (armies in region)
Vampire CryptsVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
  • −Unlocks Hero recruitment: Lahmian Vampire
  • +Hero capacity: +1 for Vampires
  • +Income generated: 320
  • +Control: +5
  • +Lord recruit rank: +1
  • +Hero recruit rank: +2 for Vampires
  • Cost: 2500 → 10000
  • Turns: 2 → 4
  • Units: 0 → 8
Vampire's KeepVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
  • −Hero capacity: +1 for Lahmian Vampires
  • −Unit capacity: +2 Lahmian Handmaidens
  • +Unlocks Hero recruitment: Vampire
  • +Hero recruit rank: +4 for Vampires
  • +Income generated: 480
  • +Control: +7
  • +Lord recruit rank: +2
  • Cost: 4000 → 15000
  • Turns: 3 → 5
  • Units: 2 → 12
Citadel of the NightVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 25 per turn (local province)
  • −Hero capacity: +1 for Lahmian Vampires
  • −Hero recruit rank: +1 for Lahmian Vampires (factionwide)
  • −Unit capacity: +2 Drakenhof Templars
  • −Unit capacity: +3 Lahmian Handmaidens
  • −Unit capacity: +1 Coven Throne
  • −Hero capacity: +1 for Vampires
  • −Hero recruit rank: +1 for Vampires (factionwide)
  • Units: 2 → 0
Vampiric PalaceVampire Counts
  • −When technology "Grave Robbing" is researched: Corpses: 30 per turn (local province)
  • −Hero capacity: +2 for Lahmian Vampires
  • −Hero recruit rank: +1 for Lahmian Vampires (factionwide)
  • −Unit capacity: +2 Blood Knights
  • −Unit capacity: +3 Drakenhof Templars
  • −Unit capacity: +4 Lahmian Handmaidens
  • −Unit capacity: +2 Coven Throne
  • −Hero capacity: +2 for Vampires
  • −Hero recruit rank: +1 for Vampires (factionwide)
  • Units: 2 → 0
Ghost FenceVampire Counts
  • −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -10%
  • −When technology "Bastions of Darkness" is researched: Attrition: -5% when under siege (armies in region)
  • −When technology "Bastions of Darkness" is researched: Leadership: +2 when under siege (armies in region)
  • +Enemy Hero action success chance: -12%
  • +Attrition: -10% when under siege (armies in region)
  • +Leadership: +2 when under siege (armies in region)
  • Cost: 2000 → 2500
  • Turns: 4 → 3
Skeletal WallsVampire Counts
  • −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -15%
  • −When technology "Bastions of Darkness" is researched: Attrition: -10% when under siege (armies in region)
  • −When technology "Bastions of Darkness" is researched: Leadership: +4 when under siege (armies in region)
  • +Enemy Hero action success chance: -18%
  • +Attrition: -15% when under siege (armies in region)
  • +Leadership: +4 when under siege (armies in region)
  • +Control: +1
  • Cost: 4000 → 5000
  • Turns: 5 → 4
  • Units: 0 → 4
Blasphemous BulwarkVampire Counts
  • −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -20%
  • −When technology "Bastions of Darkness" is researched: Attrition: -15% when under siege (armies in region)
  • −When technology "Bastions of Darkness" is researched: Leadership: +6 when under siege (armies in region)
  • +Enemy Hero action success chance: -24%
  • +Attrition: -20% when under siege (armies in region)
  • +Leadership: +6 when under siege (armies in region)
  • +Control: +2
  • Cost: 6000 → 7500
  • Turns: 6 → 5
  • Units: 0 → 4
  • −Hero recruit rank: +1 for Lahmian Vampires (all provinces)
  • −Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
  • −Unit capacity: +1 Mortis Engine
  • −Hero recruit rank: +1 for Vampires (all provinces)
  • −Research rate: +6
  • +Winds of Magic power reserve: +10 per turn (armies in local province)
  • +Hero recruit rank: +2 for Vampires (all provinces)
  • +Research rate: +10
  • Cost: 8000 → 10000
  • Units: 1 → 7
  • −Hero recruit rank: +2 for Lahmian Vampires (all provinces)
  • −Winds of Magic power reserve: +20 per turn [PH] (armies in local province)
  • −Unit capacity: +1 Terrorgheist
  • −Unit capacity: +2 Mortis Engine
  • −Research rate: +12
  • +Winds of Magic power reserve: +20 per turn (armies in local province)
  • +Research rate: +15
  • Cost: 10000 → 15000
  • −Income generated: 250
  • −Growth: +10
  • +Income generated: 300
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • −Defensive supplies: +1000
  • −Income generated: 375
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 400
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Turns: 3 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 500
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 550
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 4000 → 4500
  • Turns: 4 → 5
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 625
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 700
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Turns: 5 → 6
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Income generated: 750
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 800
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 10000
  • Turns: 6 → 7
  • Units: 0 → 3
  • −Income generated: 250
  • −Growth: +10
  • +Income generated: 280
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Units: 0 → 2
  • −Defensive supplies: +1000
  • −Income generated: 375
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 380
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Turns: 3 → 4
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 500
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 480
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 4000 → 4500
  • Turns: 4 → 5
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 625
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 560
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Turns: 5 → 6
  • Units: 0 → 7
  • −Defensive supplies: +1000
  • −Income generated: 750
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 700
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 10000
  • Turns: 6 → 7
  • Units: 0 → 9
  • −Income generated: 250
  • −Growth: +10
  • +Income generated: 300
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • −Defensive supplies: +1000
  • −Income generated: 375
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 400
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Turns: 3 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 500
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 550
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 4000 → 4500
  • Turns: 4 → 5
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 625
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 700
  • +Growth: +75
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Turns: 5 → 6
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Income generated: 750
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 800
  • +Growth: +90
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 10000
  • Turns: 6 → 7
  • Units: 0 → 3

Technologies

Blood DecreesVampire Counts
  • −Enables the use of Blood Decrees within your provinces
Master of ShyishVampire Counts
  • −Gain access to the Undead Wasteland climate type
  • −Enable construction of the Deathshroud Spire building
Oaths of SylvaniaVampire Counts
  • −Missile strength: +10% for Sylvanian Crossbowmen and Sylvanian Handgunners units
  • −Unit capacity: +3 Sylvanian Crossbowmen Sylvanian Handgunners
  • −Enable construction of the Sylvanian Outpost garrison building
Necrotic ConstructionVampire Counts
  • −Enables the factionwide ability to Rush Construction by spending Blood
Shambling VanguardVampire Counts
  • −_
  • −Armour-piercing weapon damage: +5 for Zombies units
  • −Melee attack: +10 for Zombies units
  • −Speed: +20% for Zombies units
  • −This technology is mutually exclusive with the following: Implacable Puppets Unfeeling Dead _
  • −Attribute: Vanguard Deployment for Zombies units
Implacable PuppetsVampire Counts
  • −_
  • −Melee attack: +2 for Zombies units
  • −Melee defence: +3 for Zombies units
  • −Speed: +10% for Zombies units
  • −Battle healing cap: +50% for Zombies units
  • −This technology is mutually exclusive with the following: Shambling Vanguard Unfeeling Dead _
  • −Armour: +10 for Zombies units
Unfeeling DeadVampire Counts
  • −_
  • −Leadership: +8 for Zombies units
  • −Weapon strength: -80% for Zombies units
  • −Battle healing cap: +250% for Zombies units
  • −Physical resistance: 20% for Zombies units
  • −This technology is mutually exclusive with the following: Shambling Vanguard Implacable Puppets _
Unending FeastVampire Counts
  • −Attribute: Strider for Crypt Ghoul and Crypt Horror units
  • −Battle healing cap: +50% for Crypt Ghouls and Crypt Horrors
  • −Unit capacity: +1 Crypt Horrors
Graves of the EliteVampire Counts
  • −Battle healing cap: +20% for Grave Guard units
  • −Attribute: Immune to Flanking for Grave Guard units
  • −Unit capacity: +1 Grave Guard
Unnatural ResilienceVampire Counts
  • −Missile resistance: 10% for Dire Wolves and Fell Bats units
  • −Battle healing cap: +20% for Dire Wolves units
  • −Battle healing cap: +20% for Fell Bats units
  • −Unit capacity: +1 Dire Wolves
Well Kept GravesVampire Counts
  • −Starting rank for all Vampires Awakened from Vampire Lairs: +3
Loyal Beyond DeathVampire Counts
  • −Immediately discover and occupy a new Vampire Lair hidden somewhere in the world
  • −Gain access to all locked 'Their Followers' category of Vampire Lair upgrades
Necromantic ConclaveVampire Counts
  • −Battle healing cap: +50% for Necromancers and Master Necromancers
  • −Attribute: Perfect Vigour for Zombies, Skeleton Warriors and Skeleton Spearmen units
  • −Hero recruit rank: +5 for Necromancers
Necromancy UnboundVampire Counts
  • −Changes the maximum allowed replenishment rate to 100% (factionwide)
  • −Casualty replenishment rate: +5% (all armies)
  • −Winds of Magic cost: -20% for Lore of Death spells (all armies)
  • −Cooldown: -20% to Lore of Death spells (all armies)
Immortality's AllureVampire Counts
  • −Reduce the cost of confederating Necromancer Legendary Lords by 50%
  • −Diplomatic relations: +40 with Vampiric factions and Host of Nagash
Drowned in DeathVampire Counts
  • −The Dead Rise Again: +50% chance for destroyed Tier 1 units to be restored after battle
  • −The Dead Rise Again: +50% chance for destroyed Tier 2 units to be restored after battle
Rotten GiftsVampire Counts
  • −Physical resistance: 10% for Zombies units
  • −Armour: +10 for Zombies units
Unleashed HungerVampire Counts
  • −Leadership: +3 for Crypt Ghouls and Crypt Horrors units
  • −Passive ability: "The Hunger" for Crypt Ghouls and Crypt Horror units
  • −Unit capacity: +1 Crypt Ghouls
  • −Unit capacity: +1 Crypt Horrors
Barrow-Wrought ArmsVampire Counts
  • −Armour: +10 for Grave Guard units
  • −Melee defence: +5 for Grave Guard units
  • −Unit capacity: +1 Grave Guard
  • −Weapon strength: +10% for Grave Guard units
Stalkers of the DarkVampire Counts
  • −Armour-piercing weapon damage: +2 for Dire Wolves and Fell Bats units
  • −Attribute: Devastating Flanker for Dire Wolves and Fell Bats units
  • −Unit capacity: +2 Dire Wolves
  • −Enables the 'Occupy Vampire Lair' Hero action for all Heroes
Crypt ExcavationVampire Counts
  • −When discovering a new Vampire Lair 2500 Corpses will be added to the province
  • −Gain access to all locked 'Their Artefacts' category of Vampire Lair upgrades
Legacies of DarknessVampire Counts
  • −Immediately discover and occupy a new Vampire Lair hidden somewhere in the world
  • −Gain access to all locked 'Their Legacy' category of Vampire Lair upgrades
BloodrightVampire Counts
  • −Next Vampire Bloodline Empower action is free
  • −Starting rank for all Vampires Awakened from Vampire Lairs: +1
  • −You will be able to research one additional technology from the Ascendant Legacies section
Legendary NecromancyVampire Counts
  • −Hero capacity: +1 for Necromancers
  • −Hero recruit rank: +2 for Necromancers
  • −Experience gain: +10% for Necromancer Heroes
  • −Armour: +10 for Skeleton Warriors and Skeleton Spearmen units
  • −Weapon strength: +10% for Skeleton Warriors and Skeleton Spearmen units
The Shambling HordesVampire Counts
  • −Leadership: +3 for Zombies, Skeleton Warriors and Skeleton Spearmen units
  • −Melee attack: +2 for Zombies, Skeleton Warriors and Skeleton Spearmen units
  • −Melee defence: +2 for Zombies, Skeleton Warriors and Skeleton Spearmen units
The Dead Never TireVampire Counts
  • −Vigour loss reduction for Zombies, Skeleton Warriors and Skeleton Spearmen units
  • −Battle healing cap: +20% for Skeleton Warriors and Skeleton Spearmen units
Scuttling HorrorsVampire Counts
  • −Unit capacity: +2 Crypt Ghouls
  • −Speed: +10% for Crypt Ghoul and Crypt Horror units
  • −Weapon strength: +10% for Crypt Ghoul and Crypt Horror units
GravewardensVampire Counts
  • −Leadership: +5 for Grave Guard units
  • −Melee attack: +5 for Grave Guard units
  • −Unit capacity: +1 Grave Guard
Hunters of the NightVampire Counts
  • −Charge bonus: +4 for Fell Bats and Dire Wolves units
  • −Leadership: +5 for Dire Wolves and Fell Bats units
  • −Speed: +10% for Fell Bats and Dire Wolves units
  • −Unit capacity: +1 Dire Wolves
Endless LegionsVampire Counts
  • −_
  • −This technology is mutually exclusive with the following: Countless Souls _
  • −Upkeep: -10% (all armies)
Countless SoulsVampire Counts
  • −_
  • −This technology is mutually exclusive with the following: Endless Legions _
  • −Upkeep: -25% for all Tier 1 units
  • −Upkeep: -25% for all Tier 2 units
  • −Upkeep: +5% for all Tier 3 units
  • −Upkeep: +5% for all Tier 4 units
  • −Upkeep: +5% for all Tier 5 units
Iron-Shod CartsVampire Counts
  • −Reduces the amount of Corpses lost when transporting them to the capital by an additional 10%
  • −Speed: +10% for Corpse Cart units
  • −Battle healing cap: +10% for Corpse Cart units
  • −Armour: +10 for Corpse Cart units
  • −Fire resistance: 10% for Corpse Cart units
Cart GuardiansVampire Counts
  • −Reduces the amount of Corpses lost when transporting them to the capital by an additional 10%
  • −Speed: +10% for Corpse Cart units
  • −Battle healing cap: +10% for Corpse Cart units
  • −Armour: +10 for Corpse Cart units
  • −Fire resistance: 10% for Corpse Cart units
Ancient WealthVampire Counts
  • −Income from all buildings: +10%
  • −Income from post-battle loot: +5%
BloodrightVampire Counts
  • −Next Vampire Bloodline Empower action is free
  • −Starting rank for all Vampires Awakened from Vampire Lairs: +1
  • −You will be able to research one additional technology from the Ascendant Legacies section
Frenzied by BloodshedVampire Counts
  • −Replenishes 20% campaign movement range after winning a battle (all characters)
  • −Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)
  • −Income from sacking settlements: +10%
Unholy VigourVampire Counts
  • −Chance of a plague spreading: -20% (all armies)
  • −Battle reinforcement time: -30% (all armies)
  • −Campaign movement range: +10% (all armies)
  • −Reinforcement range: +20% (all armies)
  • −Legendary Hero Walach Harkon will join your faction
Puppet MasterVampire Counts
  • −Recruit rank: +1 for all Tier 1 units
  • −Recruit rank: +1 for all Tier 2 units
  • −Upkeep: -5% (all armies)
  • −Enable construction of the Mortuary Caravans building
  • −Enable construction of the Mortis Nexus building
  • −Hero capacity: +1 for Necromancers
  • −Hero recruit rank: +2 for Necromancers
  • −Experience gain: +10% for Necromancer Heroes
  • −An additional Strigoi Ghoul King Lord will become available for recruitment
  • −When a faction declares war on you 3000 Corpses will instantly be added to all of their provinces
  • −Legendary Hero Dieter Helsnicht will join your faction
Cloaked In DeathVampire Counts
  • −Blood: 50 per turn
  • −Gain infinite Unit Capacity for Spirit Host units
Twisted MajestyVampire Counts
  • −Character experience gain: +5% (all characters)
  • −Growth: +5
Bastions of DarknessVampire Counts
  • −Construction time: -1 for all buildings (minimum of 1 turn)
  • −Defensive supplies: +700 (all regions)
  • −Walls and Garrison buildings gain additional effects
The Cycle of DeathVampire Counts
  • −Blood cost to recruit units: -10% for all units
  • −Disbanding units will refund the Blood used to create them
All Shall JoinVampire Counts
  • −Reduce the cost of confederating Vampire Legendary Lords by 50%
  • −Diplomatic relations: +40 with Vampiric factions and Host of Nagash
BloodrightVampire Counts
  • −Next Vampire Bloodline Empower action is free
  • −Starting rank for all Vampires Awakened from Vampire Lairs: +1
  • −You will be able to research one additional technology from the Ascendant Legacies section
  • −Physical resistance: 10% for Lords and embedded Heroes
  • −An additional Strigoi Ghoul King Lord will become available for recruitment
  • −Hero recruit rank: +5 for Wight Kings
  • −Hero recruit rank: +5 for Banshees
Dark LaboratoriumsVampire Counts
  • −Disbanding units will refund the Corpses used to create them
  • −Corpse cost to recruit units: -10% for all units
Nightmarish SpectresVampire Counts
  • −Barrier hit points: +300 for Spirit Host, Cairn Wraiths and Hexwraiths units
  • −Battle healing cap: +50% for Spirit Host, Cairn Wraiths and Hexwraiths units
  • −Unit capacity: +1 Hexwraiths
Oathed in BloodVampire Counts
  • −Vigour loss reduction: -25% for Black Knights, Blood Knights and Drakenhof Templars units
  • −Battle healing cap: +20% for Black Knights, Blood Knights and Drakenhof Templars units
  • −Unit capacity: +1 Blood Knights
Unholy ResilienceVampire Counts
  • −Battle healing cap: +20% for Varghulf, Mourngul and Vargheists units
  • −Unit capacity: +1 Varghulf
  • −Armour: +20 for Varghulf, Mourngul and Vargheist units
Ritual Hide MarkingVampire Counts
  • −Ward save: +10% for Terrorgheist units
  • −Ward save: +10% for Zombie Dragon units
  • −Battle healing cap: +20% for Terrorgheist units
  • −Battle healing cap: +20% for Zombie Dragon units
  • −Unit capacity: +1 Terrorgheist
Loci of the UnlivingVampire Counts
  • −Physical resistance: 10% for Black Coach, Mortis Engine and Coven Throne units
  • −Battle healing cap: +20% for Black Coach units
  • −Battle healing cap: +20% for Coven Throne units
  • −Battle healing cap: +20% for Mortis Engine units
  • −Unit capacity: +1 Mortis Engine
  • −Physical resistance: 10% for Lahmian Handmaiden units
  • −Battle healing cap: +20% for Handmaiden units
  • −Unit capacity: +1 Lahmian Handmaidens
Preternatural SensesVampire Counts
  • −Speed: +5% for Lords and embedded Heroes
  • −Missile resistance: 10% for Lords and embedded Heroes
  • −Melee defence: +10 for Lords and embedded Heroes
BloodrightVampire Counts
  • −Next Vampire Bloodline Empower action is free
  • −Starting rank for all Vampires Awakened from Vampire Lairs: +1
  • −You will be able to research one additional technology from the Ascendant Legacies section
  • −An additional Strigoi Ghoul King Lord will become available for recruitment
  • −Hit points: +10% (all characters)
  • −Casualty replenishment rate: +2% (all armies)
  • −Attrition: -50% casualties suffered from non-Vampiric territory attrition
What Once WasVampire Counts
  • −Allegiance points gained: +20%
  • −+2 Allied Recruitment Unit capacity per army
  • −Diplomatic relations: +20 with all factions
  • −The Red Duke of Mousillon will join your faction
  • −Any regions owned by Mousillon will be transfered to the Undead Remnants faction
The Moonlit CapitalVampire Counts
  • −_
  • −Income from all buildings: +50% (capital province)
  • −This technology is mutually exclusive with the following: Lands of Death _
  • −Growth: +50 (capital province)
  • −Research rate: +10
Lands of DeathVampire Counts
  • −_
  • −This technology is mutually exclusive with the following: The Moonlit Capital _
  • −Income from all buildings: +5% (all regions)
  • −Growth: +10 (all provinces)
  • −Enable construction of the Mass Grave building
  • −Hero capacity: +1 for Necromancers
  • −Hero recruit rank: +2 for Necromancers
  • −Experience gain: +10% for Necromancer Heroes
  • −Casualty replenishment rate: +2% for Lords and Heroes
  • −The Dead Rise Again: +10% chance for destroyed Tier 4 units to be restored after battle
  • −The Dead Rise Again: +10% chance for destroyed Tier 5 units to be restored after battle
  • −Upkeep: +3% for all Tier 4 units
  • −Upkeep: +3% for all Tier 5 units
Sustenance In BloodVampire Counts
  • −Casualty replenishment rate: +2% for Lords and Heroes
  • −The Dead Rise Again: +20% hit points for destroyed Tier 4 units restored after battle
  • −The Dead Rise Again: +20% hit points for destroyed Tier 5 units restored after battle
  • −Upkeep: +2% for all Tier 4 units
  • −Upkeep: +2% for all Tier 5 units
Legacies of the TombsVampire Counts
  • −Passive ability: "Wightblades" for Spirit Host, Cairn Wraiths and Hexwraiths units (Rank 7 and above)
  • −Barrier hit points: +200 for Spirit Host, Cairn Wraiths and Hexwraiths units
  • −Unit capacity: +1 Cairn Wraiths
Crimson LancesVampire Counts
  • −Unit capacity: +1 Drakenhof Templars
  • −Charge bonus: +10% for Black Knights, Blood Knights and Drakenhof Templars units
  • −Weapon strength: +10% for Black Knights, Blood Knights and Drakenhof Templars units
Frenzied FangsVampire Counts
  • −Unit capacity: +1 Vargheists
  • −Melee defence: +5 for Varghulf, Mourngul and Vargheist units
  • −Weapon strength: +10% for Varghulf, Mourngul and Vargheist units
  • −Charge bonus: +20% for Zombie Dragon units
  • −Weapon strength: +10% for Zombie Dragon units
  • −Charge bonus: +20% for Terrorgheist units
  • −Weapon strength: +10% for Terrorgheist units
Cursed WardsVampire Counts
  • −Attribute: Expert Charge Defence for Black Coach, Mortis Engine and Coven Throne units
  • −Missile resistance: 10% for Black Coach, Mortis Engine and Coven Throne units
  • −Unit capacity: +1 Black Coach
Scarlet DisciplineVampire Counts
  • −Bonus vs Infantry: +10 for Handmaiden units
  • −Leadership: +5 for Handmaiden units
  • −Unit capacity: +1 Lahmian Handmaidens
  • −Corpses gained from battle: +10%
Restorative RitualsVampire Counts
  • −The Dead Rise Again: +10% chance for destroyed Tier 3 units to be restored after battle
  • −Upkeep: +3% for all Tier 3 units
  • −The Dead Rise Again: +20% hit points for destroyed Tier 3 units restored after battle
  • −Upkeep: +2% for all Tier 3 units
Restless RevenantsVampire Counts
  • −Barrier hit points: +200 for Spirit Host, Cairn Wraiths and Hexwraiths units
  • −Unit capacity: +1 Cairn Wraiths
Ironclad DeathVampire Counts
  • −Armour: +20 for Black Knights, Blood Knights and Drakenhof Templars units
  • −Unit capacity: +2 Black Knights
Nightmare ProwlersVampire Counts
  • −Unit capacity: +1 Mournguls
  • −Charge bonus: +10% for Varghulf, Mourngul and Vargheist units
  • −Speed: +10% for Varghulf, Mourngul and Vargheist units
Terrors in the NightVampire Counts
  • −Leadership: +5 for Zombie Dragon units
  • −Missile resistance: 10% for Terrorgheist units
  • −Missile resistance: 10% for Zombie Dragon units
  • −Leadership: +5 for Terrorgheist units
Funeral IronworkVampire Counts
  • −Armour: +15 for Black Coach, Mortis Engine and Coven Throne units
  • −Fire resistance: 10% for Black Coach, Mortis Engine and Coven Throne units
Lethal WaltzVampire Counts
  • −Passive ability: "A Respectable Distance" for all Lahmian Handmaiden units
  • −Speed: +10% for Handmaiden units
  • −Unit capacity: +1 Lahmian Handmaidens
Return to GloryVampire Counts
  • −Hero recruit rank: +3 for Lahmian Vampires
  • −Hero recruit rank: +3 for Vampires
  • −Wound recovery time: -1 turns (all characters)
  • −Experience gain: +20% for Vampire and Lahmian VampireHeroes
Veteran VampiresVampire Counts
  • −Unit experience gain: +10% (all armies)
  • −Spell intensity: +5% (all characters)
  • −Ward save: +5% (all characters)
Master of VampiresVampire Counts
  • −Winds of Magic cost: -20% for Lore of Vampires (all armies)
  • −Cooldown: -20% to Lore of Vampires spells (all armies)
BloodrightVampire Counts
  • −Next Vampire Bloodline Empower action is free
  • −Starting rank for all Vampires Awakened from Vampire Lairs: +1
  • −You will be able to research one additional technology from the Ascendant Legacies section
Grave RobbingVampire Counts
  • −Enables a small amount of Corpses to be gained from all Infrastructure and Recruitment buildings
Corpse CollectingVampire Counts
  • −Vampiric corruption: +2 (all provinces)
  • −Casualty replenishment rate: +3% (all armies)
  • −Hero capacity: +1 for Necromancers
  • −Hero recruit rank: +2 for Necromancers
  • −Experience gain: +10% for Necromancer Heroes
  • −Casualty replenishment rate: +1% (all armies)
Replaceable RanksVampire Counts
  • −The Dead Rise Again: +10% chance for destroyed Tier 1 units to be restored after battle
  • −The Dead Rise Again: +10% chance for destroyed Tier 2 units to be restored after battle
  • −Upkeep: +3% for all Tier 1 units
  • −Upkeep: +3% for all Tier 2 units
Bodies for the PileVampire Counts
  • −The Dead Rise Again: +20% hit points for destroyed Tier 1 units restored after battle
  • −The Dead Rise Again: +20% hit points for destroyed Tier 2 units restored after battle
  • −Upkeep: +2% for all Tier 1 units
  • −Upkeep: +2% for all Tier 2 units
Deathly WindsVampire Counts
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • −Winds of Magic power reserve: +5 per turn (all armies)
Horror of the ShadowsVampire Counts
  • −Cooldown: -20% to Lore of Shadows spells (all armies)
  • −Winds of Magic cost: -20% for Lore of Shadows spells (all armies)
  • −Corpses: 200 per turn (in your faction capital's province)
  • −Gain infinite Unit Capacity for all Zombie, Skeleton and Fell Bats units