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

Radious Wood Elves units

108 Wood Elves units Radious Total War Mod changes against patch 9.0.4, 34 it adds, and 52 skills, 145 buildings and 25 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
Glade Riders (Spears)wh2_dlc16_wef_cav_glade_riders_2605,460 → 9,00015 → 3428 → 2932 → 3521 → 187 → 8550 → 850550 → 850Missile block 35% → 50%; Speed 94 → 95; Bonus vs large 0 → 5; Charge bonus 40 → 55; Mass 700 → 750; Upkeep 138 → 120
Great Stag Knightswh2_dlc16_wef_cav_great_stag_knights_0327,040 → 11,36060 → 7435 → 4032 → 3821 → 2542 → 451,4501,450Missile block 35% → 65%; Speed 90 → 95; Bonus vs large 0 → 8; Charge bonus 70 → 84; Mass 1,600 → 1,700; Upkeep 362 → 160; Per-unit cap (main_units.multiplayer_cap) 1 → —
Lost Sylvan Knights (Great Stag Knights)wh2_dlc16_wef_cav_great_stag_knights_ror_0327,040 → 12,1600 → 104441 → 420 → 2653 → 461,850 → 1,9001,850 → 1,900Missile block 35% → 65%; Leadership 85 → 80; Speed 90 → 95; Bonus vs large 0 → 12; Charge bonus 70 → 86; Mass 1,600 → 1,700; Upkeep 462 → 190; Physical resistance 55% → 75%; Spell resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Coeddilwh2_dlc16_wef_cha_ancient_treeman_coeddil_0110,328 → 11,000110 → 11865 → 6852 → 48160 → 195400 → 3901,8001,800Bonus vs large 25 → 28; Charge bonus 40 → 48; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Arielwh2_dlc16_wef_cha_ariel_016,660 → 7,55030 → 4440 → 4450 → 55280 → 330160 → 1951,200 → 1,5001,150 → 1,500Charge bonus 40 → 45; Mass 1,800 → 1,900; Upkeep 0 → 160
Drychawh2_dlc16_wef_cha_drycha_014,918 → 6,00080 → 9460 → 5840 → 46300 → 365100 → 1401,000 → 1,4001,000 → 1,400Bonus vs infantry 0 → 18; Charge bonus 48 → 54; Upkeep 250 → 150; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Glade Lordwh2_dlc16_wef_cha_female_glade_lord_414,792 → 5,56060 → 7865 → 6260 → 65130 → 185250 → 2951,300 → 1,7001,200 → 1,700Charge bonus 60 → 70; Mass 2,200 → 2,300; Range 190 m → 175 m; Ammunition 30 → 50; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 325 → 180
Glade Lordwh2_dlc16_wef_cha_glade_lord_414,792 → 5,56060 → 7865 → 6260 → 65130 → 185250 → 2951,300 → 1,7001,200 → 1,700Charge bonus 60 → 70; Mass 2,200 → 2,300; Range 190 m → 175 m; Ammunition 30 → 50; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 325 → 180
Malevolent Ancient Treeman (Beasts)wh2_dlc16_wef_cha_malicious_ancient_treeman_beasts_019,828 → 10,550110 → 11842 → 4048 → 52150 → 355320 → 1101,300 → 1,7001,350 → 1,700Charge bonus 30 → 35; Upkeep 325 → 165; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Malevolent Ancient Treeman (Life)wh2_dlc16_wef_cha_malicious_ancient_treeman_life_019,828 → 10,550110 → 11842 → 4048 → 52150 → 355320 → 1101,300 → 1,7001,350 → 1,700Charge bonus 30 → 35; Upkeep 325 → 165; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Malevolent Ancient Treeman (Shadows)wh2_dlc16_wef_cha_malicious_ancient_treeman_shadows_019,828 → 10,550110 → 11842 → 4048 → 52150 → 355320 → 1101,300 → 1,7001,350 → 1,700Charge bonus 30 → 35; Upkeep 325 → 165; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Malevolent Branchwraith (Beasts)wh2_dlc16_wef_cha_malicious_branchwraith_beasts_014,168 → 4,80060 → 7449 → 4835 → 40230 → 280100 → 1401,000450 → 500Bonus vs infantry 0 → 18; Charge bonus 32 → 38; Upkeep 250 → 130; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Malevolent Branchwraith (Life)wh2_dlc16_wef_cha_malicious_branchwraith_life_014,168 → 4,80060 → 7449 → 4835 → 40230 → 280100 → 1401,000450 → 500Bonus vs infantry 0 → 18; Charge bonus 32 → 38; Upkeep 250 → 130; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Malevolent Branchwraith (Shadows)wh2_dlc16_wef_cha_malicious_branchwraith_shadows_014,168 → 4,80060 → 7449 → 4835 → 40230 → 280100 → 1401,000450 → 500Bonus vs infantry 0 → 18; Charge bonus 32 → 38; Upkeep 250 → 130; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Sisters of Twilightwh2_dlc16_wef_cha_sisters_of_twilight_014,788 → 5,87050 → 6660 → 5840 → 46264 → 340176 → 2151,000 → 1,4001,650 → 1,700Bonus vs large 0 → 34; Charge bonus 60 → 70; Mass 1,700 → 1,800; Range 190 m → 200 m; Ammunition 15 → 25; Missile base damage 30 → 60; Missile AP damage 90 → 120; Reload time 10 s → 8 s; Upkeep 250 → 150
Sisters of Twilightwh2_dlc16_wef_cha_sisters_of_twilight_117,688 → 7,92060 → 6648 → 5042 → 48165 → 210315 → 3551,8002,450 → 2,500Bonus vs infantry 0 → 20; Charge bonus 60 → 75; Range 190 m → 200 m; Ammunition 15 → 25; Missile base damage 30 → 60; Missile AP damage 90 → 120; Reload time 10 s → 8 s; Upkeep 450 → 180
Spellweaver (Beasts)wh2_dlc16_wef_cha_spellweaver_beasts_013,720 → 4,25015 → 2833 → 3234 → 38180 → 19560 → 751,000400 → 1,000Charge bonus 20 → 25; Upkeep 250 → 130
Spellweaver (Beasts)wh2_dlc16_wef_cha_spellweaver_beasts_114,148 → 4,81015 → 2833 → 3434 → 40180 → 19560 → 751,200 → 1,100600 → 1,100Speed 94 → 95; Charge bonus 34 → 45; Mass 1,000 → 1,050; Upkeep 300 → 130
Spellweaver (Beasts)wh2_dlc16_wef_cha_spellweaver_beasts_214,704 → 5,21015 → 2840 → 3834 → 40180 → 19560 → 751,550 → 1,250700 → 1,250Speed 95 → 100; Charge bonus 50 → 60; Mass 1,700 → 1,800; Upkeep 387 → 135
Spellweaver (Beasts)wh2_dlc16_wef_cha_spellweaver_beasts_314,980 → 5,76030 → 4444 → 4230 → 36234 → 320156 → 1801,450 → 1,650950 → 1,650Bonus vs large 0 → 40; Charge bonus 62 → 70; Mass 1,700 → 1,800; Upkeep 372 → 175
Spellweaver (Dark)wh2_dlc16_wef_cha_spellweaver_dark_013,720 → 4,25015 → 2833 → 3234 → 38180 → 19560 → 751,000400 → 1,000Charge bonus 20 → 25; Upkeep 250 → 130
Spellweaver (Dark)wh2_dlc16_wef_cha_spellweaver_dark_114,148 → 4,81015 → 2833 → 3434 → 40180 → 19560 → 751,200 → 1,100600 → 1,100Speed 94 → 95; Charge bonus 34 → 45; Mass 1,000 → 1,050; Upkeep 300 → 130
Spellweaver (Dark)wh2_dlc16_wef_cha_spellweaver_dark_214,704 → 5,21015 → 2840 → 3834 → 40180 → 19560 → 751,550 → 1,250700 → 1,250Speed 95 → 100; Charge bonus 50 → 60; Mass 1,700 → 1,800; Upkeep 387 → 135
Spellweaver (Dark)wh2_dlc16_wef_cha_spellweaver_dark_314,980 → 5,76030 → 4444 → 4230 → 36234 → 320156 → 1801,450 → 1,650950 → 1,650Bonus vs large 0 → 40; Charge bonus 62 → 70; Mass 1,700 → 1,800; Upkeep 372 → 175
Spellweaver (High)wh2_dlc16_wef_cha_spellweaver_high_013,720 → 4,25015 → 2833 → 3234 → 38180 → 19560 → 751,000400 → 1,000Charge bonus 20 → 25; Upkeep 250 → 130
Spellweaver (High)wh2_dlc16_wef_cha_spellweaver_high_114,148 → 4,81015 → 2833 → 3434 → 40180 → 19560 → 751,200 → 1,100600 → 1,100Speed 94 → 95; Charge bonus 34 → 45; Mass 1,000 → 1,050; Upkeep 300 → 130
Spellweaver (High)wh2_dlc16_wef_cha_spellweaver_high_214,704 → 5,21015 → 2840 → 3834 → 40180 → 19560 → 751,550 → 1,250700 → 1,250Speed 95 → 100; Charge bonus 50 → 60; Mass 1,700 → 1,800; Upkeep 387 → 135
Spellweaver (High)wh2_dlc16_wef_cha_spellweaver_high_314,980 → 5,76030 → 4444 → 4230 → 36234 → 320156 → 1801,450 → 1,650950 → 1,650Bonus vs large 0 → 40; Charge bonus 62 → 70; Mass 1,700 → 1,800; Upkeep 372 → 175
Spellweaver (Life)wh2_dlc16_wef_cha_spellweaver_life_013,720 → 4,25015 → 2833 → 3234 → 38180 → 19560 → 751,000400 → 1,000Charge bonus 20 → 25; Upkeep 250 → 130
Spellweaver (Life)wh2_dlc16_wef_cha_spellweaver_life_114,148 → 4,81015 → 2833 → 3434 → 40180 → 19560 → 751,200 → 1,100600 → 1,100Speed 94 → 95; Charge bonus 34 → 45; Mass 1,000 → 1,050; Upkeep 300 → 130
Spellweaver (Life)wh2_dlc16_wef_cha_spellweaver_life_214,704 → 5,21015 → 2840 → 3834 → 40180 → 19560 → 751,550 → 1,250700 → 1,250Speed 95 → 100; Charge bonus 50 → 60; Mass 1,700 → 1,800; Upkeep 387 → 135
Spellweaver (Life)wh2_dlc16_wef_cha_spellweaver_life_314,980 → 5,76030 → 4444 → 4230 → 36234 → 320156 → 1801,450 → 1,650950 → 1,650Bonus vs large 0 → 40; Charge bonus 62 → 70; Mass 1,700 → 1,800; Upkeep 372 → 175
Spellweaver (Shadows)wh2_dlc16_wef_cha_spellweaver_shadows_013,720 → 4,25015 → 2833 → 3234 → 38180 → 19560 → 751,000400 → 1,000Charge bonus 20 → 25; Upkeep 250 → 130
Spellweaver (Shadows)wh2_dlc16_wef_cha_spellweaver_shadows_114,148 → 4,81015 → 2833 → 3434 → 40180 → 19560 → 751,200 → 1,100600 → 1,100Speed 94 → 95; Charge bonus 34 → 45; Mass 1,000 → 1,050; Upkeep 300 → 130
Spellweaver (Shadows)wh2_dlc16_wef_cha_spellweaver_shadows_214,704 → 5,21015 → 2840 → 3834 → 40180 → 19560 → 751,550 → 1,250700 → 1,250Speed 95 → 100; Charge bonus 50 → 60; Mass 1,700 → 1,800; Upkeep 387 → 135
Spellweaver (Shadows)wh2_dlc16_wef_cha_spellweaver_shadows_314,980 → 5,76030 → 4444 → 4230 → 36234 → 320156 → 1801,450 → 1,650950 → 1,650Bonus vs large 0 → 40; Charge bonus 62 → 70; Mass 1,700 → 1,800; Upkeep 372 → 175
Bladesingerswh2_dlc16_wef_inf_bladesingers_01008,400 → 15,00015 → 4448 → 4542 → 451026 → 281,200 → 1,0801,200 → 1,080Bonus vs infantry 12 → 8; Charge bonus 34 → 35; Upkeep 300 → 135
Wraiths of the Frozen Heart (Dryads)wh2_dlc16_wef_inf_dryads_ror_01007,000 → 14,00060 → 7444 → 4032 → 3835 → 305825 → 850825 → 850Leadership 75 → 70; Charge bonus 18 → 30; Upkeep 206 → 120; Missile resistance 0% → 10%; Spell resistance 0% → 20%; Fire resistance -25% → -40%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Malevolent Dryadswh2_dlc16_wef_inf_malicious_dryads_01007,000 → 12,50060 → 7435 → 3425 → 3635 → 315 → 4550 → 620600 → 620Charge bonus 18 → 24; Upkeep 138 → 100; Missile resistance 0% → 10%; Fire resistance -25% → -40%
Cave Batswh2_dlc16_wef_mon_cave_bats604,200 → 7,2000 → 1019 → 1844 → 5020 → 226 → 3350 → 400350 → 400Charge bonus 6 → 15; Upkeep 88 → 60
Ceithin-Harwh2_dlc16_wef_mon_ceithin_har_summoned17,116 → 8,80070 → 8446 → 5438 → 51165 → 210315 → 35501,600 → 1,800Bonus vs infantry 0 → 20; Charge bonus 60 → 85
Feral Manticorewh2_dlc16_wef_mon_feral_manticore15,103 → 7,75045 → 7040 → 4934 → 42290 → 350155 → 180800 → 900800 → 900Leadership 56 → 60; Charge bonus 50 → 64; Upkeep 200 → 115; Missile resistance 15% → 20%
Giant Spiderswh2_dlc16_wef_mon_giant_spiders_0605,880 → 9,00070 → 8432 → 3330 → 3612 → 1325 → 26550 → 600550 → 600Speed 78 → 80; Charge bonus 30 → 38; Mass 700 → 750; Upkeep 138 → 100
Gwindalorwh2_dlc16_wef_mon_gwindalor_summoned14,848 → 7,25060 → 7444 → 5130 → 40264 → 340176 → 2150800 → 850Bonus vs large 0 → 34; Charge bonus 62 → 70; Mass 1,300 → 1,400
Great Hawkswh2_dlc16_wef_mon_hawks_0244,368 → 7,92015 → 3830 → 3424 → 3111 → 1234 → 35800 → 900800 → 900Charge bonus 46 → 54; Mass 750 → 850; Upkeep 200 → 115; Removed: Woodsman
Malevolent Tree Kinwh2_dlc16_wef_mon_malicious_treekin_0168,768 → 17,60090 → 10428 → 3446 → 6160 → 4526 → 25900 → 1,000950 → 1,000Charge bonus 12 → 48; Mass 1,500 → 1,600; Upkeep 225 → 120; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Malevolent Treemanwh2_dlc16_wef_mon_malicious_treeman_019,828 → 12,300110 → 11852 → 5456 → 61140 → 425380 → 1251,500 → 1,6501,550 → 1,650Charge bonus 30 → 46; Upkeep 375 → 165; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Giant Wolveswh2_dlc16_wef_mon_wolves_0486,864 → 10,08015 → 3426 → 2821 → 2529 → 3013 → 14650 → 700650 → 700Leadership 45 → 44; Speed 95 → 100; Charge bonus 38 → 42; Upkeep 163 → 105
Zoatswh2_dlc16_wef_mon_zoats168,416 → 12,32060 → 7430 → 3640 → 4530 → 3570 → 751,600 → 1,7001,500 → 1,700Leadership 75 → 65; Speed 64 → 65; Bonus vs large 26 → 24; Charge bonus 28 → 42; Mass 1,700 → 1,800; Upkeep 400 → 165
Enigmas of Ghyran (Zoats)wh2_dlc16_wef_mon_zoats_ror_0168,416 → 12,48060 → 8438 → 4050 → 5530 → 4070 → 802,000 → 2,1001,900 → 2,100Leadership 85 → 70; Speed 64 → 65; Bonus vs large 26 → 28; Charge bonus 28 → 46; Mass 1,700 → 1,800; Upkeep 500 → 185; Spell resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Glade Captainwh2_twa02_wef_cha_glade_captain_013,688 → 4,55050 → 645045 → 50130 → 185200 → 2651,000 → 1,300650 → 1,300Bonus vs large 35 → 36; Range 190 m → 200 m; Ammunition 30 → 45; Missile base damage 147 → 200; Missile AP damage 67 → 100; Reload time 9 s → 7 s; Upkeep 250 → 140
Glade Captainwh2_twa02_wef_cha_glade_captain_114,176 → 5,01050 → 6650 → 5245 → 51130 → 185200 → 2651,200 → 1,400850 → 1,400Speed 94 → 95; Bonus vs large 35 → 36; Charge bonus 45 → 60; Mass 1,000 → 1,050; Range 190 m → 200 m; Ammunition 30 → 45; Missile base damage 147 → 200; Missile AP damage 67 → 100; Reload time 9 s → 7 s; Upkeep 300 → 145
Glade Captainwh2_twa02_wef_cha_glade_captain_214,768 → 5,66050 → 6650 → 5435 → 48252 → 330168 → 2201,550 → 1,6001,200 → 1,600Bonus vs large 35 → 34; Charge bonus 70 → 80; Mass 1,700 → 1,800; Range 190 m → 200 m; Ammunition 30 → 45; Missile base damage 147 → 200; Missile AP damage 67 → 100; Reload time 9 s → 7 s; Upkeep 387 → 155
Glade Captainwh2_twa02_wef_cha_glade_captain_314,656 → 5,46060 → 7450 → 5345 → 52130 → 190230 → 2801,450 → 1,5001,000 → 1,500Bonus vs large 35 → 36; Charge bonus 60 → 70; Mass 2,200 → 2,300; Range 190 m → 200 m; Ammunition 30 → 45; Missile base damage 147 → 200; Missile AP damage 67 → 100; Reload time 9 s → 7 s; Upkeep 372 → 150
Feral Bearswh3_main_monster_feral_bears167,328 → 12,32015 → 3850 → 4840 → 4538 → 3635 → 40850850Bonus vs large 30 → 25; Charge bonus 26 → 38; Mass 1,600 → 1,700; Upkeep 213 → 120; Physical resistance 0% → 5%
Glade Riderswh_dlc05_wef_cav_glade_riders_0605,280 → 9,00015 → 2628 → 2624 → 2921 → 207 → 5600 → 770600 → 770Leadership 60 → 52; Speed 94 → 95; Bonus vs infantry 0 → 5; Charge bonus 24 → 40; Mass 700 → 750; Range 150 m → 135 m; Ammunition 20 → 30; Missile base damage 18 → 16; Missile AP damage 4 → 5; Upkeep 150 → 115
Glade Riders (Hagbane Tips)wh_dlc05_wef_cav_glade_riders_1605,280 → 9,00015 → 2628 → 2624 → 2921 → 207 → 5700 → 820700 → 820Leadership 60 → 52; Speed 94 → 95; Bonus vs infantry 0 → 5; Charge bonus 24 → 40; Mass 700 → 750; Range 150 m → 135 m; Ammunition 20 → 30; Missile AP damage 7 → 6; Upkeep 175 → 120
Hawk Riderswh_dlc05_wef_cav_hawk_riders_0244,560 → 7,68015 → 2832 → 3128 → 2911 → 1234 → 351,000 → 1,0501,000 → 1,050Charge bonus 55 → 58; Mass 850 → 950; Range 140 m → 150 m; Ammunition 22 → 36; Missile base damage 19 → 23; Missile AP damage 8 → 9; Upkeep 250 → 145; Missile resistance 0% → 10%; Removed: Woodsman
Sisters of the Thornwh_dlc05_wef_cav_sisters_thorn_060 → 406,600 → 8,80015 → 3434 → 3833 → 3919 → 239 → 101,200 → 1,1001,200 → 1,100Charge bonus 30 → 50; Mass 1,300 → 1,400; Range 90 m → 85 m; Ammunition 18 → 30; Missile base damage 20 → 26; Reload time 8 s → 9 s; Upkeep 300 → 150; Physical resistance 40% → 50%
Wild Riderswh_dlc05_wef_cav_wild_riders_0404,760 → 7,80040 → 5434 → 3825 → 3727 → 2913 → 151,000 → 1,1501,000 → 1,150Bonus vs infantry 0 → 6; Charge bonus 62 → 70; Mass 1,300 → 1,400; Upkeep 250 → 150
Wild Riders (Shields)wh_dlc05_wef_cav_wild_riders_1404,760 → 7,80040 → 543431 → 3627 → 2813 → 141,100 → 1,2001,100 → 1,200Missile block 55% → 65%; Bonus vs large 0 → 10; Charge bonus 62 → 68; Mass 1,300 → 1,400; Upkeep 275 → 155
Ancient Treemanwh_dlc05_wef_cha_ancient_treeman_019,828 → 9,30011042 → 4048 → 53150 → 355320 → 1101,300 → 1,7001,300 → 1,700Leadership 90 → 85; Charge bonus 30 → 48; Upkeep 325 → 165; Missile resistance 15% → 20%; Fire resistance -25% → -40%
Branchwraithwh_dlc05_wef_cha_branchwraith_014,168 → 4,80060 → 4047 → 4635 → 38230 → 280100 → 1401,000450 → 500Bonus vs infantry 0 → 18; Charge bonus 32 → 42; Upkeep 250 → 130; Missile resistance 15% → 20%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Durthuwh_dlc05_wef_cha_durthu_0110,328 → 11,000110 → 1186552 → 54160 → 140400 → 4152,000 → 1,8002,000 → 1,800Charge bonus 40 → 60; Upkeep 500 → 175; Physical resistance 20% → 25%; Missile resistance 15% → 25%; Fire resistance -25% → -40%
Glade Lordwh_dlc05_wef_cha_female_glade_lord_013,908 → 4,55050 → 5865 → 6660260 → 300100 → 1351,000 → 950850 → 950Leadership 75 → 70; Charge bonus 30 → 32; Range 190 m → 175 m; Ammunition 30 → 40; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 250 → 130
Glade Lordwh_dlc05_wef_cha_female_glade_lord_114,576 → 5,11050 → 6265 → 6860 → 62260 → 300100 → 1351,0001,050 → 1,000Leadership 75 → 70; Speed 94 → 95; Charge bonus 45 → 55; Mass 1,000 → 1,050; Range 190 m → 175 m; Ammunition 30 → 40; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 275 → 130
Glade Lordwh_dlc05_wef_cha_female_glade_lord_214,856 → 5,46050 → 6265 → 6440 → 55264 → 340176 → 2151,100 → 1,2001,400 → 1,200Leadership 75 → 70; Bonus vs large 0 → 34; Charge bonus 70 → 68; Mass 1,700 → 1,800; Range 190 m → 175 m; Ammunition 30 → 40; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 350 → 135; Missile resistance 15% → 20%
Glade Lordwh_dlc05_wef_cha_female_glade_lord_317,624 → 7,26060 → 8048 → 6442 → 54135 → 190305 → 3152,200 → 1,6002,000 → 1,600Leadership 75 → 70; Charge bonus 60 → 78; Range 190 m → 175 m; Ammunition 30 → 40; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 550 → 175; Missile resistance 25% → 20%
Glade Lordwh_dlc05_wef_cha_glade_lord_013,908 → 4,65050 → 5865 → 6860 → 58260 → 300100 → 1351,000850 → 1,000Leadership 75 → 70; Charge bonus 30 → 35; Range 190 m → 175 m; Ammunition 30 → 40; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 250 → 130
Glade Lordwh_dlc05_wef_cha_glade_lord_114,576 → 5,21050 → 6265 → 6960260 → 300100 → 1351,000 → 1,1001,050 → 1,100Leadership 75 → 70; Speed 94 → 95; Charge bonus 45 → 60; Mass 1,000 → 1,050; Range 190 m → 175 m; Ammunition 30 → 40; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 275 → 130
Glade Lordwh_dlc05_wef_cha_glade_lord_214,856 → 5,66050 → 6265 → 6740 → 54264 → 340176 → 2151,100 → 1,2501,400 → 1,250Leadership 75 → 70; Bonus vs large 0 → 34; Mass 1,700 → 1,800; Range 190 m → 175 m; Ammunition 30 → 40; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 350 → 135; Missile resistance 15% → 20%
Glade Lordwh_dlc05_wef_cha_glade_lord_317,624 → 7,26060 → 8048 → 6642 → 55135 → 190305 → 3152,200 → 1,6502,000 → 1,650Leadership 75 → 70; Charge bonus 60 → 80; Range 190 m → 175 m; Ammunition 30 → 40; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 550 → 175; Missile resistance 25% → 30%
Orionwh_dlc05_wef_cha_orion_017,436 → 8,05030 → 406540 → 30200 → 220350 → 3451,600 → 1,5001,600 → 1,500Bonus vs large 15 → 22; Charge bonus 65 → 70; Range 140 m → 150 m; Ammunition 12 → 30; Missile base damage 80 → 65; Missile AP damage 280 → 145; Reload time 8 s → 7 s; Upkeep 250 → 130; Physical resistance 20% → 10%; Missile resistance 0% → 20%
Spellsinger (Beasts)wh_dlc05_wef_cha_spellsinger_beasts_013,420 → 3,90015 → 2633 → 2534 → 35180 → 19560 → 751,000300 → 400Charge bonus 20 → 24; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Beasts)wh_dlc05_wef_cha_spellsinger_beasts_113,848 → 4,31015 → 2633 → 2634 → 36180 → 19560 → 751,100500Speed 94 → 95; Charge bonus 34 → 40; Mass 1,000 → 1,050; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Beasts)wh_dlc05_wef_cha_spellsinger_beasts_214,680 → 4,96030 → 2644 → 2730 → 20234 → 235156 → 951,500850 → 800Charge bonus 62 → 58; Mass 1,700 → 1,800; Upkeep 375 → 160; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Beasts)wh_dlc05_wef_cha_spellsinger_beasts_314,404 → 4,86015 → 2640 → 2834 → 37180 → 19560 → 751,200 → 1,100600Speed 95 → 100; Charge bonus 50 → 55; Mass 1,700 → 1,800; Upkeep 300 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Life)wh_dlc05_wef_cha_spellsinger_life_013,420 → 3,90015 → 2633 → 2534 → 35180 → 19560 → 751,000300 → 400Charge bonus 20 → 24; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Life)wh_dlc05_wef_cha_spellsinger_life_113,848 → 4,31015 → 2633 → 2634 → 36180 → 19560 → 751,100500Speed 94 → 95; Charge bonus 34 → 40; Mass 1,000 → 1,050; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Life)wh_dlc05_wef_cha_spellsinger_life_214,680 → 4,96030 → 4844 → 2730 → 20234 → 235156 → 951,500850 → 800Charge bonus 62 → 58; Mass 1,700 → 1,800; Upkeep 375 → 160; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Life)wh_dlc05_wef_cha_spellsinger_life_314,404 → 4,86015 → 2640 → 2834 → 37180 → 19560 → 751,200 → 1,100600Speed 95 → 100; Charge bonus 50 → 55; Mass 1,700 → 1,800; Upkeep 300 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Shadows)wh_dlc05_wef_cha_spellsinger_shadows_013,420 → 3,90015 → 2633 → 2534 → 35180 → 19560 → 751,000300 → 400Charge bonus 20 → 24; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Shadows)wh_dlc05_wef_cha_spellsinger_shadows_113,848 → 4,31015 → 2633 → 2634 → 36180 → 19560 → 751,100500Speed 94 → 95; Charge bonus 34 → 40; Mass 1,000 → 1,050; Upkeep 275 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Shadows)wh_dlc05_wef_cha_spellsinger_shadows_214,680 → 4,96030 → 4844 → 2730 → 20234 → 235156 → 951,500850 → 800Charge bonus 62 → 58; Mass 1,700 → 1,800; Upkeep 375 → 160; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Spellsinger (Shadows)wh_dlc05_wef_cha_spellsinger_shadows_314,404 → 4,86015 → 2640 → 2834 → 37180 → 19560 → 751,200 → 1,100600Speed 95 → 100; Charge bonus 50 → 55; Mass 1,700 → 1,800; Upkeep 300 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Waystalkerwh_dlc05_wef_cha_waystalker_013,688 → 4,55040 → 5255 → 4145235 → 27590 → 1151,000 → 1,100600 → 1,100Charge bonus 28 → 42; Range 190 m → 175 m; Ammunition 30 → 40; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Forest Dragonwh_dlc05_wef_forest_dragon_017,508 → 8,40060 → 8446 → 5338 → 50135 → 190305 → 3151,800 → 2,0001,600 → 2,000Charge bonus 60 → 90; Upkeep 450 → 205
Deepwood Scoutswh_dlc05_wef_inf_deepwood_scouts_0805,520 → 9,60015 → 3418 → 2422 → 3119 → 265 → 6700 → 770700 → 770Leadership 68 → 70; Charge bonus 7 → 15; Range 180 m → 175 m; Ammunition 22 → 36; Missile base damage 20 → 18; Missile AP damage 4 → 6; Upkeep 175 → 115; Missile resistance 0% → 10%
Deepwood Scouts (Swiftshiver Shards)wh_dlc05_wef_inf_deepwood_scouts_1805,520 → 9,60015 → 3418 → 2422 → 3119 → 265 → 6875 → 840875 → 840Leadership 68 → 70; Charge bonus 7 → 15; Range 155 m → 145 m; Ammunition 22 → 36; Missile base damage 14 → 17; Upkeep 218 → 125; Missile resistance 0% → 10%
Dryadswh_dlc05_wef_inf_dryads_0100 → 1207,000 → 15,00060 → 4035 → 3225 → 3435 → 315 → 4550 → 620550 → 620Leadership 65 → 62; Charge bonus 18 → 22; Upkeep 138 → 100; Missile resistance 0% → 10%; Fire resistance -25% → -40%
Eternal Guardwh_dlc05_wef_inf_eternal_guard_0100 → 1207,200 → 15,00040 → 4826 → 3436 → 414 → 1020475 → 600475 → 600Leadership 80 → 72; Charge bonus 10 → 18; Upkeep 119 → 95
Eternal Guard (Shields)wh_dlc05_wef_inf_eternal_guard_1100 → 1207,200 → 15,00040 → 4826 → 3144 → 474 → 1020550 → 650550 → 650Missile block 55% → 65%; Leadership 80 → 75; Charge bonus 6 → 15; Upkeep 138 → 100
Glade Guardwh_dlc05_wef_inf_glade_guard_0905,940 → 10,35015 → 2620 → 2527 → 3019 → 265 → 6500 → 690500 → 690Leadership 60 → 62; Charge bonus 7 → 13; Ammunition 22 → 32; Missile base damage 18 → 16; Missile AP damage 4 → 5; Upkeep 125 → 105; Missile resistance 0% → 5%
Glade Guard (Starfire Shafts)wh_dlc05_wef_inf_glade_guard_1905,940 → 10,35015 → 2620 → 2527 → 3219 → 265 → 6650 → 720650 → 720Leadership 60 → 62; Charge bonus 7 → 13; Range 170 m → 180 m; Ammunition 22 → 32; Missile AP damage 16 → 18; Upkeep 163 → 110; Missile resistance 0% → 5%
Glade Guard (Hagbane Tips)wh_dlc05_wef_inf_glade_guard_2905,940 → 10,35015 → 2620 → 2527 → 3219 → 265 → 6600 → 730600 → 730Leadership 60 → 62; Charge bonus 7 → 13; Range 170 m → 180 m; Ammunition 22 → 32; Missile AP damage 7 → 6; Upkeep 150 → 115; Missile resistance 0% → 5%
Wardancerswh_dlc05_wef_inf_wardancers_01006,800 → 14,00015 → 3840 → 4238 → 4226 → 3210 → 8750 → 880750 → 880Bonus vs infantry 12 → 5; Charge bonus 24 → 30; Upkeep 200 → 125
Wardancers (Asrai Spears)wh_dlc05_wef_inf_wardancers_11006,800 → 14,00015 → 3830 → 3949 → 4812 → 1420 → 22850 → 970850 → 970Bonus vs large 23 → 25; Charge bonus 12 → 23; Upkeep 212 → 135
Waywatcherswh_dlc05_wef_inf_waywatchers_060 → 805,640 → 10,80015 → 3828 → 3328 → 3925 → 287 → 81,150 → 1,2501,150 → 1,250Leadership 72 → 75; Charge bonus 12 → 16; Range 190 m → 185 m; Ammunition 24 → 36; Missile base damage 10 → 8; Missile AP damage 20 → 16; Reload time 11 s → 10 s; Upkeep 287 → 160; Missile resistance 0% → 10%
Wildwood Rangerswh_dlc05_wef_inf_wildwood_rangers_01008,400 → 15,00040 → 6440 → 4436 → 431026 → 25900 → 1,050900 → 1,050Leadership 80 → 70; Bonus vs infantry 10 → 12; Charge bonus 22 → 31; Upkeep 225 → 140; Physical resistance 0% → 10%; New: Hide (forest), Perfect Vigour; Removed: Vanguard Deployment, Stalk
Great Eaglewh_dlc05_wef_mon_great_eagle_014,663 → 8,00030 → 5044 → 5330 → 48234 → 315156 → 185750 → 950750 → 950Bonus vs large 0 → 40; Charge bonus 62 → 80; Mass 1,300 → 1,400; Upkeep 187 → 135; Spell resistance 0% → 20%
Tree Kinwh_dlc05_wef_mon_treekin_0168,768 → 17,60090 → 8826 → 3546 → 6260 → 4526 → 25900 → 970900 → 970Charge bonus 12 → 50; Mass 1,500 → 1,600; Upkeep 225 → 140; Missile resistance 15% → 10%; Fire resistance -25% → -40%
Treemanwh_dlc05_wef_mon_treeman_019,828 → 11,6501105256 → 67140 → 425380 → 1251,500 → 1,6001,500 → 1,600Charge bonus 30 → 55; Upkeep 375 → 170; Missile resistance 15% → 10%; Fire resistance -25% → -40%; New: Wallbreaker; Removed: Vanguard Deployment
Wild Hunters of Kurnous (Wild Riders – Shields)wh_pro04_wef_cav_wild_riders_ror_0404,760 → 8,00040 → 6443 → 4139 → 4313 → 2927 → 151,550 → 1,4001,550 → 1,400Missile block 55% → 65%; Leadership 80 → 75; Bonus vs large 15 → 10; Charge bonus 62 → 75; Mass 1,300 → 1,400; Upkeep 387 → 170; Physical resistance 20% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Winterheart Guard (Eternal Guard – Shields)wh_pro04_wef_inf_eternal_guard_ror_01007,200 → 13,50040 → 5434 → 3554 → 574 → 1120 → 21850 → 800800Missile block 55% → 65%; Bonus vs large 15 → 16; Charge bonus 6 → 20; Upkeep 213 → 115; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Loec's Tricksters (Wardancers – Asrai Spears)wh_pro04_wef_inf_wardancers_ror_01006,800 → 15,50015 → 4440 → 4360 → 6212 → 1520 → 231,150 → 1,2001,150 → 1,200Leadership 80 → 75; Bonus vs large 23 → 26; Charge bonus 12 → 30; Upkeep 288 → 155; Physical resistance 20% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Hawk-Eyes of Drakira (Waywatchers)wh_pro04_wef_inf_waywatchers_ror_060 → 805,640 → 12,00015 → 4836 → 3736 → 4825 → 297 → 91,450 → 1,5001,450 → 1,500Leadership 82 → 80; Charge bonus 12 → 19; Ammunition 24 → 40; Missile AP damage 20 → 18; Reload time 11 s → 10 s; Upkeep 362 → 180; Missile resistance 0% → 25%; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Wardens of Cythral (Wildwood Rangers)wh_pro04_wef_inf_wildwood_rangers_ror_01008,400 → 15,50040 → 744655 → 547 → 926 → 311,2001,200Missile block 55% → 65%; Leadership 90 → 80; Bonus vs large 20 → 18; Charge bonus 12 → 21; Upkeep 300 → 150; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Firebark Elders (Tree Kin)wh_pro04_wef_mon_treekin_ror_0168,768 → 18,40090 → 9634 → 3757 → 7260 → 5026 → 301,100 → 1,1501,100 → 1,150Leadership 80 → 75; Charge bonus 12 → 55; Mass 1,500 → 1,600; Upkeep 275 → 155; Missile resistance 15% → 20%; Fire resistance 40% → 70%; Per-unit cap (main_units.multiplayer_cap) 1 → 3

New units in Radious

  • Wood Seer (Death)op3_main_unit_wef_wood_seer_death1 modelHealth4,150Armour36Leadership65Speed34Melee attack29Melee defence39Weapon strength (base + AP)300Charge bonus28Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,100
  • Wood Seer (Death) (Elven Steed)op3_main_unit_wef_wood_seer_death_elven_steed1 modelHealth4,580Armour36Leadership65Speed95Melee attack30Melee defence40Weapon strength (base + AP)300Charge bonus46Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,300
  • Wood Seer (Death) (Great Eagle)op3_main_unit_wef_wood_seer_death_great_eagle1 modelHealth4,580Armour54Leadership65Speed110Melee attack32Melee defence41Weapon strength (base + AP)370Charge bonus54Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,700
  • Wood Seer (Death) (Unicorn)op3_main_unit_wef_wood_seer_death_unicorn1 modelHealth5,210Armour36Leadership65Speed100Melee attack31Melee defence25Weapon strength (base + AP)300Charge bonus64Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,500
  • Wood Seer (Heaven)op3_main_unit_wef_wood_seer_heavens1 modelHealth4,150Armour36Leadership65Speed34Melee attack29Melee defence39Weapon strength (base + AP)300Charge bonus28Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,100
  • Wood Seer (Heaven) (Elven Steed)op3_main_unit_wef_wood_seer_heavens_elven_steed1 modelHealth4,580Armour36Leadership65Speed95Melee attack30Melee defence40Weapon strength (base + AP)300Charge bonus46Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,300
  • Wood Seer (Heaven) (Great Eagle)op3_main_unit_wef_wood_seer_heavens_great_eagle1 modelHealth4,580Armour54Leadership65Speed110Melee attack32Melee defence41Weapon strength (base + AP)370Charge bonus54Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,700
  • Wood Seer (Heaven) (Unicorn)op3_main_unit_wef_wood_seer_heavens_unicorn1 modelHealth5,210Armour36Leadership65Speed100Melee attack31Melee defence25Weapon strength (base + AP)300Charge bonus64Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,500
  • Wood Seer (Light)op3_main_unit_wef_wood_seer_light1 modelHealth4,150Armour36Leadership65Speed34Melee attack29Melee defence39Weapon strength (base + AP)300Charge bonus28Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,100
  • Wood Seer (Light) (Elven Steed)op3_main_unit_wef_wood_seer_light_elven_steed1 modelHealth4,580Armour36Leadership65Speed95Melee attack30Melee defence40Weapon strength (base + AP)300Charge bonus46Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,300
  • Wood Seer (Light) (Great Eagle)op3_main_unit_wef_wood_seer_light_great_eagle1 modelHealth4,580Armour54Leadership65Speed110Melee attack32Melee defence41Weapon strength (base + AP)370Charge bonus54Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,700
  • Wood Seer (Light) (Unicorn)op3_main_unit_wef_wood_seer_light_unicorn1 modelHealth5,210Armour36Leadership65Speed100Melee attack31Melee defence25Weapon strength (base + AP)300Charge bonus64Missile damage (base + AP)355Range175Missile resistance %20Magic resistance %25Multiplayer cost1,500
  • Shadow Bands (Axes)wh_wood_band_axe100 modelsHealth15,500Armour86Leadership80Speed38Melee attack48Melee defence53Weapon strength (base + AP)45Charge bonus37Missile resistance %20Multiplayer cost1,300
  • Shadow Bands (Dual Wield)wh_wood_band_dual100 modelsHealth15,500Armour86Leadership80Speed38Melee attack47Melee defence54Weapon strength (base + AP)44Charge bonus36Missile resistance %20Multiplayer cost1,250
  • Guardians of Atylwythwh_wood_bow_lady80 modelsHealth12,000Armour52Leadership80Speed40Melee attack34Melee defence41Weapon strength (base + AP)37Charge bonus17Missile damage (base + AP)28Range185Missile resistance %10Multiplayer cost1,350
  • Deathdancerswh_wood_dual_fem100 modelsHealth15,500Armour82Leadership75Speed46Melee attack45Melee defence51Weapon strength (base + AP)44Charge bonus34Physical resistance %15Multiplayer cost1,120
  • Eternal Wardenswh_wood_dual_man100 modelsHealth13,500Armour66Leadership75Speed33Melee attack38Melee defence48Weapon strength (base + AP)36Charge bonus24Multiplayer cost770
  • Glade Knightswh_wood_glade_knights60 modelsHealth12,300Armour82Leadership80Speed90Melee attack43Melee defence46Weapon strength (base + AP)49Charge bonus80Physical resistance %20Multiplayer cost1,550
  • Handmaidens of Arielwh_wood_hand40 modelsHealth9,200Armour52Leadership90Speed90Melee attack40Melee defence44Weapon strength (base + AP)36Charge bonus55Missile damage (base + AP)37Range90Physical resistance %50Multiplayer cost1,250
  • Guardians of Atylwyth (Glaives)wh_wood_heavy_lord100 modelsHealth17,000Armour98Leadership85Speed33Melee attack51Melee defence54Weapon strength (base + AP)47Charge bonus39Physical resistance %10Multiplayer cost1,400
  • Branch Nymphwh_wood_nymph100 modelsHealth13,500Armour62Leadership70Speed43Melee attack37Melee defence39Weapon strength (base + AP)40Charge bonus28Physical resistance %20Missile resistance %10Fire resistance %-40Multiplayer cost800
  • Spears of Orionwh_wood_orion_cav60 modelsHealth12,900Armour108Leadership85Speed90Melee attack45Melee defence48Weapon strength (base + AP)50Charge bonus82Physical resistance %10Magic resistance %20Multiplayer cost1,700
  • Spears of Orion (Shields)wh_wood_orion_spear80 modelsHealth14,800Armour108Leadership90Speed33Melee attack54Melee defence52Weapon strength (base + AP)50Charge bonus39Physical resistance %10Magic resistance %20Multiplayer cost1,550
  • Waywatcher Sentinelswh_wood_senti_bow80 modelsHealth12,400Armour64Leadership85Speed40Melee attack36Melee defence43Weapon strength (base + AP)40Charge bonus20Missile damage (base + AP)28Range190Missile resistance %10Magic resistance %10Multiplayer cost1,475
  • Deathdancers (Asrai Spear)wh_wood_shield_fem100 modelsHealth15,500Armour82Leadership75Speed46Melee attack43Melee defence52Weapon strength (base + AP)43Charge bonus32Physical resistance %15Multiplayer cost1,100
  • Eternal Wardens (Shields)wh_wood_shield_man100 modelsHealth13,500Armour66Leadership75Speed33Melee attack36Melee defence47Weapon strength (base + AP)35Charge bonus22Multiplayer cost750
  • Wildwood Rangers (Shields)wh_wood_shield_rang100 modelsHealth15,000Armour64Leadership70Speed38Melee attack42Melee defence47Weapon strength (base + AP)38Charge bonus28Physical resistance %10Multiplayer cost1,070
  • Guardians of Atylwyth (Shields)wh_wood_spear_lord100 modelsHealth17,000Armour98Leadership85Speed33Melee attack47Melee defence55Weapon strength (base + AP)45Charge bonus35Physical resistance %10Multiplayer cost1,350
  • The Wild Riders of Kurnouswh_wood_sword_cav60 modelsHealth12,000Armour66Leadership75Speed90Melee attack40Melee defence39Weapon strength (base + AP)47Charge bonus75Physical resistance %20Multiplayer cost1,300
  • Durthu's Grovewh_wood_sword_tree1 modelHealth11,750Armour110Leadership95Speed35Melee attack55Melee defence69Weapon strength (base + AP)520Charge bonus60Physical resistance %20Missile resistance %10Fire resistance %-40Multiplayer cost1,700
  • Wardens of Thalos Stormsword (Great Swords)wh_wood_thalos_heavy100 modelsHealth18,000Armour102Leadership90Speed33Melee attack53Melee defence57Weapon strength (base + AP)49Charge bonus40Physical resistance %10Multiplayer cost1,500
  • Wardens of Thalos Stormsword (Shields)wh_wood_thalos_sword100 modelsHealth18,000Armour102Leadership90Speed33Melee attack52Melee defence52Weapon strength (base + AP)48Charge bonus38Physical resistance %10Multiplayer cost1,450
  • Waywatchers (Starfire Shafts)wh_wood_way_fire80 modelsHealth12,000Armour44Leadership80Speed40Melee attack35Melee defence41Weapon strength (base + AP)40Charge bonus18Missile damage (base + AP)25Range185Missile resistance %10Fire resistance %50Multiplayer cost1,450
  • Wildwood Wardenswh_wood_wild_war100 modelsHealth15,500Armour72Leadership75Speed38Melee attack46Melee defence51Weapon strength (base + AP)45Charge bonus37Missile resistance %15Multiplayer cost1,180

Skills

Piercing Shots
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
Nature's Quiver
  • −Missile resistance: 15% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
Swift & Sturdy
  • −Missile strength: +12% for Glade Riders, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
  • −Weapon strength: +12% Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Glade Riders, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
The Forest's Roar
  • −Missile resistance: 15% for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
Nature's Salve
  • +Level 1: Control: +1 (local province)
  • +Level 2: Control: +2 (local province)
  • +Level 3: Control: +3 (local province)
Obscuring Canopy
  • −Level 2: Missile strength: +5% during ambushes (Lord's army)
  • −Level 3: Missile strength: +10% during ambushes (Lord's army)
  • +Level 2: Missile strength: +6% during ambushes (Lord's army)
  • +Level 3: Missile strength: +8% during ambushes (Lord's army)
Open Branches
  • +Growth: +10 (local province)
Perenniality
  • −Level 3: Casualty replenishment rate: +15% (Lord's army)
  • +Level 3: Casualty replenishment rate: +12% (Lord's army)
Piercing Shots
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
  • +Level 3: Explosive missile damage: +20%
Eternal Sisterhood
  • −Level 1: Armour-piercing missile damage: +15% for Sisters of the Thorn units (Hero's army)
  • −Level 2: Armour-piercing missile damage: +30% for Sisters of the Thorn units (Hero's army)
  • +Level 1: Armour-piercing missile damage: +10% for Sisters of the Thorn units (Hero's army)
  • +Level 2: Armour-piercing missile damage: +20% for Sisters of the Thorn units (Hero's army)
Violent Delights
  • −Level 2: Weapon strength: +30%
  • +Level 2: Weapon strength: +25%
The Skewering Branch
  • −Armour-piercing weapon damage: +10 for Tree Kin units (Lord's army)
  • +Armour-piercing weapon damage: +8 for Tree Kin units (Lord's army)
Mantra of the Fallen
  • −Leadership: +8 for Dryads, Tree Kin and Treemen units (Lord's army)
  • +Leadership: +6 for Dryads, Tree Kin and Treemen units (Lord's army)
Piercing Thorns
  • −Level 3: Weapon strength: +12% for Eternal Guard and Dryads units (Lord's army)
  • +Level 3: Weapon strength: +8% for Eternal Guard and Dryads units (Lord's army)
Bolts of the Forest
  • −Level 1: Missile strength: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
  • −Level 2: Missile strength: +6% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
  • −Level 3: Missile strength: +8% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
  • +Level 1: Missile strength: +2% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
  • +Level 2: Missile strength: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
  • +Level 3: Missile strength: +6% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Swinging Boughs
  • −Level 2: Melee defence: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
  • −Level 3: Melee defence: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
  • +Level 2: Melee defence: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
  • +Level 3: Melee defence: +8 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Ancient Bark
  • −Level 2: Physical resistance: 3% for Tree Kin and Treeman units (Lord's army)
  • −Level 3: Physical resistance: 6% for Tree Kin and Treeman units (Lord's army)
  • +Level 2: Physical resistance: 4% for Tree Kin and Treeman units (Lord's army)
  • +Level 3: Physical resistance: 8% for Tree Kin and Treeman units (Lord's army)
Wings of the Forest
  • −Level 1: Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
  • −Level 3: Weapon strength: +9% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
  • +Level 1: Weapon strength: +4% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
  • +Level 3: Weapon strength: +8% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Violent Delights
  • −Level 3: Weapon strength: +30%
  • +Level 3: Weapon strength: +25%
Naestra’s Vigilance
  • −Casualty replenishment rate: +10% (Lord's army)
  • +Casualty replenishment rate: +8% (Lord's army)
Bow & Blade
  • +Explosive missile damage: +10%
Elven Steed
  • +Passive Ability: "Keep the Distance and Keep Shooting", while this Mount is equipped, for Ranged Cavalry units (all units in army)
Great Stag
  • +Passive Ability: "Kill the Tresspassers", while this Mount is equipped, for Melee Cavalry units (all units in army)
Great Eagle
  • +Passive Ability: " Death from Above", while this Mount is equipped, for Eagle and Hawk units (all units in army)
  • Rank: 12 → 15
Ancient Enmity
  • −Leadership: +8 when laying siege or encircling (Lord's army)
  • +Leadership: +6 when laying siege or encircling (Lord's army)
Elven Steed
  • +Passive Ability: "Keep the Distance and Keep Shooting", while this Mount is equipped, for Ranged Cavalry units (all units in army)
Great Stag
  • +Passive Ability: "Kill the Tresspassers", while this Mount is equipped, for Melee Cavalry units (all units in army)
Great Eagle
  • +Passive Ability: " Death from Above", while this Mount is equipped, for Eagle and Hawk units (all units in army)
  • Rank: 12 → 15
Forest Dragon
  • Rank: 18 → 22
Elven Steed
  • +Passive Ability: "Keep the Distance and Keep Shooting", while this Mount is equipped, for Ranged Cavalry units (all units in army)
Great Stag
  • +Passive Ability: "Kill the Tresspassers", while this Mount is equipped, for Melee Cavalry units (all units in army)
Great Eagle
  • +Passive Ability: " Death from Above", while this Mount is equipped, for Eagle and Hawk units (all units in army)
  • Rank: 12 → 15
Forest Dragon
  • Rank: 18 → 22
Asuryan's Command
  • +Explosive missile damage: +10%
Elven Steed (Mount)new
  • +Mount: Elven Steed
Unicorn (Mount)new
  • +Mount: Unicorn
Great Eagle (Mount)new
  • +Mount: Great Eagle
Cluster of Radiantsnew
  • +Level 1: Winds of Magic power reserve: +5 per turn (all units in army)
  • +Level 1: Enemy Winds of Magic power reserve capacity: -5 (local region)
  • +Level 2: Winds of Magic power reserve: +10 per turn (all units in army)
  • +Level 2: Enemy Winds of Magic power reserve capacity: -10 (local region)
The Hidden Bladenew
  • +Level 1: Melee Attack +3 for Eternal Guard units (Lord's army)
  • +Level 1: Melee Defence +3 for Eternal Guard units (Lord's army)
  • +Level 2: Melee Attack +6 for Eternal Guard units (Lord's army)
  • +Level 2: Melee Defence +6 for Eternal Guard units (Lord's army)
  • +Level 3: Melee Attack +8 for Eternal Guard units (Lord's army)
  • +Level 3: Melee Defence +8 for Eternal Guard units (Lord's army)
Eyes Everywherenew
  • +Level 1: Ammunition: +3% (Lord's army)
  • +Level 1: Range Bonus +5 for Glade Guard, Deepwood Scout and Waywatcher units (Lord's army)
  • +Level 1: Ranged Weapon Strength +5% for Glade Guard, Deepwood Scout and Waywatcher units (Lord's army)
  • +Level 2: Ammunition: +6% (Lord's army)
  • +Level 2: Range Bonus +10 for Glade Guard, Deepwood Scout and Waywatcher units (Lord's army)
  • +Level 2: Ranged Weapon Strength +7% for Glade Guard, Deepwood Scout and Waywatcher units (Lord's army)
  • +Level 3: Ammunition: +10% (Lord's army)
  • +Level 3: Range Bonus +10 for Glade Guard, Deepwood Scout and Waywatcher units (Lord's army)
  • +Level 3: Ranged Weapon Strength +9% for Glade Guard, Deepwood Scout and Waywatcher units (Lord's army)
Swift Vengeancenew
  • +Level 1: Weapon Strength: +5% for Dryad and all Cavalry units (Lord's army)
  • +Level 1: Charge Bonus +4 for Dryad and all Cavalry units (Lord's army)
  • +Level 2: Weapon Strength: +7% for Dryad and all Cavalry units (Lord's army)
  • +Level 2: Charge Bonus +8 for Dryad and all Cavalry units (Lord's army)
  • +Level 3: Weapon Strength: +9% for Dryad and all Cavalry units (Lord's army)
  • +Level 3: Charge Bonus +12 for Dryad and all Cavalry units (Lord's army)
Friends in High Placesnew
  • +Level 1: Speed: +4% for Hawk Riders and Great Eagle units (Lord's army)
  • +Level 1: Reload Time Reduction: +4% for Hawk Riders and Great Eagle units (Lord's army)
  • +Level 1: Melee Attack +4 for Hawk Rider and Great Eagle units (Lord's army)
  • +Level 2: Speed: +8% for Hawk Riders and Great Eagle units (Lord's army)
  • +Level 2: Reload Time Reduction: +8% for Hawk Riders and Great Eagle units (Lord's army)
  • +Level 2: Melee Attack +8 for Hawk Rider and Great Eagle units (Lord's army)
  • +Level 3: Speed: +12% for Hawk Riders and Great Eagle units (Lord's army)
  • +Level 3: Reload Time Reduction: +12% for Hawk Riders and Great Eagle units (Lord's army)
  • +Level 3: Melee Attack +12 for Hawk Rider and Great Eagle units (Lord's army)
The Last Strikenew
  • +Level 1: Melee Defence +4 for Wardancer and Wildwood Ranger units (Lord's army)
  • +Level 1: Weapon Strength: +5% for Wardancers and Wildwood Rangers units (Lord's army)
  • +Level 2: Melee Defence +8 for Wardancer and Wildwood Ranger units (Lord's army)
  • +Level 2: Weapon Strength: +7% for Wardancers and Wildwood Rangers units (Lord's army)
  • +Level 3: Melee Defence +12 for Wardancer and Wildwood Ranger units (Lord's army)
  • +Level 3: Weapon Strength: +9% for Wardancers and Wildwood Rangers units (Lord's army)
Keepers of The Grovenew
  • +Level 1: Weapon Strength: +5% for Treekin, Zoats, Treemen and Forest Dragon units (Lord's army)
  • +Level 1: Melee Defence +4 for Treekin, Zoats, Treemen and Forest Dragon units (Lord's army)
  • +Level 2: Weapon Strength: +7% for Treekin, Zoats, Treemen and Forest Dragon units (Lord's army)
  • +Level 2: Melee Defence +8 for Treekin, Zoats, Treemen and Forest Dragon units (Lord's army)
  • +Level 3: Weapon Strength: +9% for Treekin, Zoats, Treemen and Forest Dragon units (Lord's army)
  • +Level 3: Melee Defence +12 for Treekin, Zoats, Treemen and Forest Dragon units (Lord's army)
Elven Steed (Mount)new
  • +Mount: Elven Steed
Unicorn (Mount)new
  • +Mount: Unicorn
Great Eagle (Mount)new
  • +Mount: Great Eagle
Elven Steed (Mount)new
  • +Mount: Elven Steed
Unicorn (Mount)new
  • +Mount: Unicorn
Great Eagle (Mount)new
  • +Mount: Great Eagle
Zwupnew
  • +Passive Ability: "Rulers of the Skies" for Flying Skink units (all units in army)
  • +Mount: Zwup
Gwindalornew
  • +Passive Ability: " Death from Above", while this Mount is equipped, for Eagle and Hawk units (all units in army)
  • +Mount: Gwindalor

Buildings

  • −Recruit rank: +3 for Wardancer and Bladesinger units (factionwide)
  • +Recruit rank: +1 for Wardancer and Bladesinger units (factionwide)
  • Cost: 2500 → 3000
  • −Recruitment cost: -30% for Great Eagle and Hawk Rider units (armies in region)
  • −Recruit rank: +3 for Great Eagle and Hawk Rider units
  • −Upkeep: -5% for Great Eagle and Hawk Rider units (all armies)
  • +Recruitment cost: -20% for Great Eagle and Hawk Rider units (armies in region)
  • +Recruit rank: +1 for Great Eagle and Hawk Rider units
  • +Upkeep: -4% for Great Eagle and Hawk Rider units (all armies)
  • Cost: 2000 → 3000
Temple of IshaWood Elves
  • +Lord recruit rank: +1 (factionwide)
  • Cost: 6000 → 10000
  • Turns: 5 → 1
  • Units: 4 → 9
  • Cost: 6000 → 1000
  • Turns: 3 → 1
  • −Grants 3 construction slots in the settlement
  • −Income from all buildings: +10% (factionwide)
  • +Grants 2 construction slots in the settlement
  • +Income from all buildings: +1% (factionwide)
  • +Control: +6
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 1000
  • Turns: 6 → 1
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income from all buildings: +1% (factionwide)
  • −Income generated: 350
  • −Growth: +10
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income from all buildings: +2% (factionwide)
  • +Income generated: 500
  • +Growth: +20
  • +Control: +7
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Turns: 8 → 3
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income from all buildings: +2% (factionwide)
  • −Income generated: 400
  • −Growth: +10
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income from all buildings: +3% (factionwide)
  • +Income generated: 600
  • +Growth: +30
  • +Control: +8
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Turns: 10 → 4
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income from all buildings: +3% (factionwide)
  • −Income generated: 450
  • −Growth: +10
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income from all buildings: +4% (factionwide)
  • +Income generated: 700
  • +Growth: +40
  • +Control: +9
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 7000
  • Turns: 12 → 5
  • −Defensive supplies: +1000
  • −Income from all buildings: +4% (factionwide)
  • −Income generated: 500
  • −Growth: +10
  • +Defensive supplies: +2000
  • +Income from all buildings: +5% (factionwide)
  • +Income generated: 800
  • +Growth: +50
  • +Control: +10
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 10000
  • Turns: 14 → 6
Mossy HellpitWood Elves
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
Occupied ItzaWood Elves
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
Occupied KhemriWood Elves
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
Occupied LahmiaWood Elves
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
Asrai LothernWood Elves
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Name: Occupied Lothern → Asrai Lothern
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • Cost: 2000 → 4800
  • −Income generated: 100
  • −Exotic Animals resource production: 24 cages
  • +Income generated: 180
  • +Exotic Animals resource production: 30 cages
  • Cost: 1000 → 1300
Gem MineWood Elves
  • −Income generated: 100
  • −Gemstones resource production: 20 sacks
  • +Income generated: 180
  • +Gemstones resource production: 30 sacks
  • Cost: 1000 → 1300
  • −Income generated: 100
  • −Medicinal Plants resource production: 20 bundles
  • +Income generated: 180
  • +Medicinal Plants resource production: 30 bundles
  • Cost: 1000 → 1300
Obsidian QuarryWood Elves
  • −Income generated: 50
  • −Carved Obsidian resource production: 20 chests
  • +Income generated: 180
  • +Carved Obsidian resource production: 30 chests
  • Cost: 1000 → 1300
Spice MarketWood Elves
  • −Income generated: 50
  • −Spices resource production: 20 sacks
  • +Income generated: 180
  • +Spices resource production: 30 sacks
  • Cost: 1000 → 1300
Purified OakWood Elves
  • −Upkeep: -10% for Dryads units (factionwide)
  • −Growth: +15 (all provinces)
  • +Upkeep: -5% for Dryads units (factionwide)
  • +Growth: +20 (all provinces)
Bamboo GroveWood Elves
  • −Recruit rank: +4 for forest spirit and flying monster units (factionwide)
  • −Upkeep: -30% for forest spirit units (all armies)
  • +Recruit rank: +1 for forest spirit and flying monster units (factionwide)
  • +Upkeep: -20% for forest spirit units (all armies)
Gnoblar OutpostWood Elves
  • −Diplomatic relations: +40 with Ogre Kingdoms
  • −Income generated: 600
  • +Diplomatic relations: +30 with Ogre Kingdoms
  • +Income generated: 700
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • Cost: 2000 → 4000
  • Cost: 4000 → 5000
Animal StoreWood Elves
  • −Ivory resource production: 20 tusks
  • −Income generated: 50
  • +Ivory resource production: 25 tusks
  • +Income generated: 100
  • Cost: 1000 → 1300
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Income generated: 100
  • +Defensive supplies: +1000
  • Name: Asrai Lookout → Asrai Lookout Post
  • Cost: 1200 → 1000
Elven HavenWood Elves
  • −Income generated: 100
  • +Income generated: 500
  • Cost: 2000 → 500
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 250 → 900
Occupied KislevWood Elves
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 250 → 900
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +1% (factionwide)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 250 → 900
Elven HavenWood Elves
  • −Income generated: 100
  • +Income generated: 500
  • Cost: 2000 → 500
Elven HavenWood Elves
  • −Income generated: 100
  • +Income generated: 500
  • Cost: 2000 → 500
Forest LookoutsWood Elves
  • −Enemy Hero action success chance: -20%
  • +Enemy Hero action success chance: -25%
  • Cost: 2000 → 3500
Forest PatrolsWood Elves
  • −Control: +3
  • +Control: +4
  • Cost: 6000 → 4500
  • Units: 0 → 3
Asrai ForgeWood Elves
  • −Recruitment cost: -5% (armies in region)
  • +Recruitment cost: -4% (armies in region)
  • Cost: 3000 → 2500
  • Turns: 5 → 1
Asrai ArmouryWood Elves
  • −Construction cost: -8% for all buildings (local province)
  • −Construction cost: -2% for all buildings (factionwide)
  • −Recruitment cost: -10% (armies in region)
  • +Construction cost: -6% for all buildings (local province)
  • +Construction cost: -1% for all buildings (factionwide)
  • +Recruitment cost: -6% (armies in region)
  • +Lord recruit rank: +2
  • Turns: 6 → 2
  • Units: 0 → 2
Muster StoneWood Elves
  • Turns: 3 → 2
  • Units: 3 → 4
  • +Hero recruit rank: +1 for Glade Captains
  • Cost: 3000 → 4000
  • Turns: 4 → 3
  • Units: 5 → 6
  • +Hero recruit rank: +2 for Glade Captains
  • Cost: 5000 → 5500
  • Turns: 5 → 4
  • Units: 6 → 9
  • −Recruit rank: +2 for Cavalry units
  • +Recruit rank: +1 for Cavalry units
  • +Hero recruit rank: +3 for Glade Captains
  • Cost: 10000 → 6500
  • Turns: 6 → 4
  • Units: 7 → 12
EyrieWood Elves
  • Cost: 2000 → 4500
  • Turns: 4 → 3
  • Units: 1 → 3
Warhawk CragsWood Elves
  • Cost: 3000 → 5500
  • Turns: 5 → 4
  • Units: 2 → 6
Dragon LairWood Elves
  • Cost: 10000 → 7000
  • Turns: 6 → 5
  • Units: 3 → 7
Guard PlatformWood Elves
  • −Upkeep: -5% (armies in region)
  • +Upkeep: -4% (armies in region)
  • Turns: 5 → 3
Arbiter's PerchWood Elves
  • −Upkeep: -10% (armies in region)
  • +Upkeep: -8% (armies in region)
  • Turns: 6 → 4
  • −Upkeep: -15% (armies in region)
  • +Upkeep: -10% (armies in region)
  • Turns: 7 → 5
Trapper's DenWood Elves
  • −Income generated: 300
  • −Growth: +20
  • −Furs resource production: 8 bundles
  • +Income generated: 120
  • +Growth: +25
  • +Furs resource production: 6 bundles
  • Cost: 1000 → 1500
  • Turns: 1 → 2
Game LodgeWood Elves
  • −Income generated: 400
  • −Growth: +40
  • −Furs resource production: 12 bundles
  • +Income generated: 160
  • +Growth: +35
  • +Furs resource production: 9 bundles
  • Cost: 1500 → 3500
  • Turns: 2 → 3
Hunter's VaultWood Elves
  • −Income generated: 500
  • −Casualty replenishment rate: +8% (armies in province)
  • −Growth: +60
  • −Furs resource production: 16 bundles
  • +Income generated: 200
  • +Casualty replenishment rate: +7% (armies in province)
  • +Growth: +45
  • +Furs resource production: 12 bundles
  • Cost: 2000 → 4500
  • Turns: 3 → 4
Grape VinesWood Elves
  • −Income generated: 600
  • +Income generated: 175
  • Cost: 1000 → 2000
  • Turns: 1 → 2
VineyardWood Elves
  • −Income generated: 700
  • +Income generated: 250
  • Cost: 1500 → 5000
  • Turns: 2 → 4
WineryWood Elves
  • −Income generated: 800
  • +Income generated: 325
  • Cost: 2000 → 7000
  • Turns: 3 → 5
Wine NexusWood Elves
  • −Income generated: 1000
  • +Income generated: 400
  • Cost: 3000 → 9000
  • Turns: 4 → 6
  • Cost: 1000 → 2000
  • Cost: 2000 → 3500
  • Units: 4 → 6
Forest LookoutWood Elves
  • Cost: 3000 → 4500
  • Units: 6 → 11
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 5000
  • Turns: 4 → 2
  • −Defensive supplies: +1000
  • −Growth: +20 (all provinces)
  • +Growth: +30 (all provinces)
  • +Defensive supplies: +1250
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 10000
  • Turns: 8 → 5
  • −Defensive supplies: +1000
  • −Growth: +40 (all provinces)
  • +Growth: +50 (all provinces)
  • +Defensive supplies: +1500
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 15000
  • Turns: 12 → 10
  • −Defensive supplies: +1000
  • −Growth: +80 (all provinces)
  • +Growth: +70 (all provinces)
  • +Defensive supplies: +1750
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 20000
  • Turns: 16 → 15
  • −Defensive supplies: +1000
  • −Growth: +160 (all provinces)
  • +Growth: +120 (all provinces)
  • +Defensive supplies: +2000
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 25000
Foraging GrovesWood Elves
  • −Construction cost: -5% for all buildings (all adjacent provinces)
  • +Construction cost: -4% for all buildings (all adjacent provinces)
  • +Income generated: 250
  • +Research rate: +2
  • Cost: 1000 → 500
  • −Recruitment cost: -50% (armies in region)
  • +Recruitment cost: -20% (armies in region)
  • Cost: 1000 → 500
WaystoneWood Elves
  • −Casualty replenishment rate: +10% (armies in region)
  • +Casualty replenishment rate: +8% (armies in region)
  • Cost: 1000 → 500
  • −Income from razing settlements: +50% (all your armies in adjacent regions)
  • −Control: +1 (all adjacent provinces)
  • +Income from razing settlements: +25% (all your armies in adjacent regions)
  • +Control: +2 (all adjacent provinces)
  • +Income generated: 220
  • Cost: 1000 → 500
Elven HavenWood Elves
  • −Income generated: 100
  • +Income generated: 260
  • Cost: 2000 → 500
Craftmen's TreeWood Elves
  • −Income generated: 300
  • −Growth: +5 (all provinces)
  • −Control: +2
  • −Timber resource production: 3 logs
  • +Income generated: 180
  • +Growth: +1 (all provinces)
  • +Control: +3
  • +Timber resource production: 4 logs
  • Cost: 1500 → 2000
  • −Income generated: 400
  • −Growth: +10 (all provinces)
  • −Control: +3
  • −Timber resource production: 4 logs
  • +Income generated: 225
  • +Growth: +1 (all provinces)
  • +Control: +4
  • +Timber resource production: 5 logs
  • Cost: 2000 → 3000
Artisan's NexusWood Elves
  • −Income generated: 500
  • −Growth: +15 (all provinces)
  • −Control: +4
  • +Income generated: 280
  • +Growth: +1 (all provinces)
  • +Control: +6
  • Cost: 2500 → 4000
  • Cost: 1000 → 1500
Deepwood CampWood Elves
  • Cost: 2000 → 3500
  • +Hero recruit rank: +3 for Waystalkers
  • Units: 5 → 7
  • −Income generated: 50
  • −Dyes resource production: 20 ounces
  • +Income generated: 225
  • +Dyes resource production: 30 ounces
  • Cost: 1000 → 1300
Hunting CampWood Elves
  • −Income generated: 50
  • −Furs resource production: 20 bundles
  • +Income generated: 225
  • +Furs resource production: 30 bundles
  • Cost: 1000 → 1300
Gold Mining PitWood Elves
  • −Income generated: 100
  • +Income generated: 700
  • Cost: 1000 → 1300
Iron Mining PitWood Elves
  • −Income generated: 50
  • −Iron resource production: 20 ingots
  • +Income generated: 225
  • +Iron resource production: 30 ingots
  • Cost: 1000 → 1300
Stone CutterWood Elves
  • −Income generated: 50
  • −Marble resource production: 20 slabs
  • +Income generated: 225
  • +Marble resource production: 30 slabs
  • Cost: 1000 → 1300
Cattle PasturesWood Elves
  • −Income generated: 50
  • +Income generated: 225
  • Cost: 1000 → 1300
Clay PitWood Elves
  • −Income generated: 50
  • −Pottery resource production: 20 kilnful
  • +Income generated: 225
  • +Pottery resource production: 30 kilnful
  • Cost: 1000 → 1300
  • −Income generated: 50
  • −Salt resource production: 20 barrels
  • +Income generated: 225
  • +Salt resource production: 30 barrels
  • Cost: 1000 → 1300
Woodman's HutWood Elves
  • −Income generated: 50
  • −Timber resource production: 20 logs
  • +Income generated: 225
  • +Timber resource production: 30 logs
  • Cost: 1000 → 1300
OrchardsWood Elves
  • −Income generated: 50
  • −Wine resource production: 20 barrels
  • +Income generated: 225
  • +Wine resource production: 30 barrels
  • Cost: 1000 → 1300
CopseWood Elves
  • −Grants 3 construction slots in the settlement
  • −Income generated: 300
  • −Growth: +10
  • +Grants 2 construction slots in the settlement
  • +Income generated: 170
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1200 → 750
  • Units: 1 → 2
GladeWood Elves
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income from all buildings: +1% (factionwide)
  • −Income generated: 350
  • −Growth: +10
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income from all buildings: +2%
  • +Income generated: 220
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2500 → 1500
  • Turns: 6 → 3
  • Units: 1 → 3
HollowWood Elves
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income from all buildings: +2% (factionwide)
  • −Income generated: 400
  • −Growth: +10
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income from all buildings: +3%
  • +Income generated: 270
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 5000 → 3500
  • Turns: 10 → 4
  • Units: 1 → 6
HallWood Elves
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income from all buildings: +3% (factionwide)
  • −Income generated: 450
  • −Growth: +10
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income from all buildings: +4%
  • +Income generated: 320
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 10000 → 7000
  • Turns: 14 → 5
  • Units: 1 → 6
Great HallWood Elves
  • −Defensive supplies: +1000
  • −Income from all buildings: +4% (factionwide)
  • −Income generated: 500
  • −Growth: +10
  • +Defensive supplies: +2000
  • +Income from all buildings: +5%
  • +Income generated: 400
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 20000 → 12000
  • Turns: 18 → 6
  • Units: 1 → 6
Roots of GhyranWood Elves
  • Cost: 3000 → 2000
  • Turns: 3 → 2
  • Cost: 4000 → 2500
  • Turns: 4 → 2
Canopy of HyshWood Elves
  • −Hero recruit rank: +2 for Spellsingers
  • −Hero recruit rank: +3 for Malevolent Branchwraiths (all provinces)
  • +Hero recruit rank: +3 for Spellsingers
  • +Hero recruit rank: +4 for Malevolent Branchwraiths (all provinces)
  • Cost: 6000 → 3500
  • Turns: 5 → 3
  • Units: 0 → 3
  • −Missile strength: +5% (all armies)
  • +Missile strength: +4% (all armies)
  • Cost: 3000 → 2500
  • −Missile strength: +10% (all armies)
  • +Missile strength: +5% (all armies)
  • Cost: 4000 → 5000
  • Turns: 4 → 3
  • Turns: 4 → 3
Temple of IshaWood Elves
  • Turns: 4 → 3
  • −Weapon strength: +10% (all armies)
  • +Weapon strength: +5% (all armies)
  • Turns: 4 → 3
Haunted GrovesWood Elves
  • Cost: 1000 → 2000
  • Turns: 3 → 1
Tribal StonesWood Elves
  • +Hero recruit rank: +1 for Branchwraiths
  • Cost: 3000 → 4000
  • Turns: 5 → 3
  • Units: 2 → 3
  • +Hero recruit rank: +2 for Branchwraiths
  • Cost: 5000 → 5500
  • Turns: 6 → 4
  • Units: 3 → 4
  • +Hero recruit rank: +3 for Branchwraiths
  • Cost: 10000 → 7000
  • Turns: 7 → 5
  • Units: 4 → 6
Small GladeWood Elvesnew
  • +Grants 2 construction slots in the settlement
  • +Income generated: 200
  • +Ambush success chance: +10% (armies in province)
  • +Ambush defence chance: +10% (armies in region)
  • +Growth: +25 (local province)
  • +Control: +2
  • +Corruption: -2
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1000
GladeWood Elvesnew
  • +Grants 3 construction slots in the settlement
  • +Income generated: 300
  • +Ambush success chance: +20% (armies in province)
  • +Ambush defence chance: +20% (armies in region)
  • +Growth: +30 (local province)
  • +Control: +3
  • +Corruption: -3
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1200
  • +Grants 4 construction slots in the settlement
  • +Income generated: 200
  • +Ambush success chance: +10% (armies in province)
  • +Ambush defence chance: +10% (armies in region)
  • +Growth: +25 (local province)
  • +Control: +1
  • +Corruption: -2
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1250
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Grants 5 construction slots in the settlement
  • +Income generated: 250
  • +Ambush success chance: +15% (armies in province)
  • +Ambush defence chance: +15% (armies in region)
  • +Growth: +35 (local province)
  • +Control: +2
  • +Corruption: -3
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1500
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Grants 7 construction slots in the settlement
  • +Income generated: 330
  • +Ambush success chance: +20% (armies in province)
  • +Ambush defence chance: +20% (armies in region)
  • +Growth: +45 (local province)
  • +Control: +2
  • +Corruption: -4
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1750
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Grants 9 construction slots in the settlement
  • +Income generated: 400
  • +Ambush success chance: +25% (armies in province)
  • +Ambush defence chance: +25% (armies in region)
  • +Growth: +55 (local province)
  • +Control: +3
  • +Corruption: -5
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +2000
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Grants 4 construction slots in the settlement
  • +Income generated: 200
  • +Ambush success chance: +10% (armies in province)
  • +Ambush defence chance: +10% (armies in region)
  • +Growth: +25 (local province)
  • +Control: +1
  • +Corruption: -2
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1250
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Grants 5 construction slots in the settlement
  • +Income generated: 250
  • +Ambush success chance: +15% (armies in province)
  • +Ambush defence chance: +15% (armies in region)
  • +Growth: +35 (local province)
  • +Control: +2
  • +Corruption: -3
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1500
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Grants 7 construction slots in the settlement
  • +Income generated: 330
  • +Ambush success chance: +20% (armies in province)
  • +Ambush defence chance: +20% (armies in region)
  • +Growth: +45 (local province)
  • +Control: +2
  • +Corruption: -4
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1750
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Grants 9 construction slots in the settlement
  • +Income generated: 400
  • +Ambush success chance: +25% (armies in province)
  • +Ambush defence chance: +25% (armies in region)
  • +Growth: +55 (local province)
  • +Control: +3
  • +Corruption: -5
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +2000
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Grants 4 construction slots in the settlement
  • +Income generated: 200
  • +Ambush success chance: +10% (armies in province)
  • +Ambush defence chance: +10% (armies in region)
  • +Growth: +25 (local province)
  • +Control: +1
  • +Corruption: -2
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1250
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Grants 5 construction slots in the settlement
  • +Income generated: 250
  • +Ambush success chance: +15% (armies in province)
  • +Ambush defence chance: +15% (armies in region)
  • +Growth: +35 (local province)
  • +Control: +2
  • +Corruption: -3
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1500
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Grants 7 construction slots in the settlement
  • +Income generated: 330
  • +Ambush success chance: +20% (armies in province)
  • +Ambush defence chance: +20% (armies in region)
  • +Growth: +45 (local province)
  • +Control: +2
  • +Corruption: -4
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1750
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Grants 9 construction slots in the settlement
  • +Income generated: 400
  • +Ambush success chance: +25% (armies in province)
  • +Ambush defence chance: +25% (armies in region)
  • +Growth: +55 (local province)
  • +Control: +3
  • +Corruption: -5
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +2000
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Grants 4 construction slots in the settlement
  • +Income generated: 200
  • +Ambush success chance: +10% (armies in province)
  • +Ambush defence chance: +10% (armies in region)
  • +Growth: +25 (local province)
  • +Control: +1
  • +Corruption: -2
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1250
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Grants 5 construction slots in the settlement
  • +Income generated: 250
  • +Ambush success chance: +15% (armies in province)
  • +Ambush defence chance: +15% (armies in region)
  • +Growth: +35 (local province)
  • +Control: +2
  • +Corruption: -3
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1500
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Grants 7 construction slots in the settlement
  • +Income generated: 330
  • +Ambush success chance: +20% (armies in province)
  • +Ambush defence chance: +20% (armies in region)
  • +Growth: +45 (local province)
  • +Control: +2
  • +Corruption: -4
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1750
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Grants 9 construction slots in the settlement
  • +Income generated: 400
  • +Ambush success chance: +25% (armies in province)
  • +Ambush defence chance: +25% (armies in region)
  • +Growth: +55 (local province)
  • +Control: +3
  • +Corruption: -5
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +2000
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Grants 4 construction slots in the settlement
  • +Income generated: 200
  • +Ambush success chance: +10% (armies in province)
  • +Ambush defence chance: +10% (armies in region)
  • +Growth: +25 (local province)
  • +Control: +1
  • +Corruption: -2
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1250
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Grants 5 construction slots in the settlement
  • +Income generated: 250
  • +Ambush success chance: +15% (armies in province)
  • +Ambush defence chance: +15% (armies in region)
  • +Growth: +35 (local province)
  • +Control: +2
  • +Corruption: -3
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1500
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Grants 7 construction slots in the settlement
  • +Income generated: 330
  • +Ambush success chance: +20% (armies in province)
  • +Ambush defence chance: +20% (armies in region)
  • +Growth: +45 (local province)
  • +Control: +2
  • +Corruption: -4
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1750
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Grants 9 construction slots in the settlement
  • +Income generated: 400
  • +Ambush success chance: +25% (armies in province)
  • +Ambush defence chance: +25% (armies in region)
  • +Growth: +55 (local province)
  • +Control: +3
  • +Corruption: -5
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +2000
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Grants 4 construction slots in the settlement
  • +Income generated: 200
  • +Ambush success chance: +10% (armies in province)
  • +Ambush defence chance: +10% (armies in region)
  • +Growth: +25 (local province)
  • +Control: +1
  • +Corruption: -2
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1250
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Grants 5 construction slots in the settlement
  • +Income generated: 250
  • +Ambush success chance: +15% (armies in province)
  • +Ambush defence chance: +15% (armies in region)
  • +Growth: +35 (local province)
  • +Control: +2
  • +Corruption: -3
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1500
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Grants 7 construction slots in the settlement
  • +Income generated: 330
  • +Ambush success chance: +20% (armies in province)
  • +Ambush defence chance: +20% (armies in region)
  • +Growth: +45 (local province)
  • +Control: +2
  • +Corruption: -4
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1750
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Grants 9 construction slots in the settlement
  • +Income generated: 400
  • +Ambush success chance: +25% (armies in province)
  • +Ambush defence chance: +25% (armies in region)
  • +Growth: +55 (local province)
  • +Control: +3
  • +Corruption: -5
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +2000
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Grants 4 construction slots in the settlement
  • +Income generated: 200
  • +Ambush success chance: +10% (armies in province)
  • +Ambush defence chance: +10% (armies in region)
  • +Growth: +25 (local province)
  • +Control: +1
  • +Corruption: -2
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1250
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • +Grants 5 construction slots in the settlement
  • +Income generated: 250
  • +Ambush success chance: +15% (armies in province)
  • +Ambush defence chance: +15% (armies in region)
  • +Growth: +35 (local province)
  • +Control: +2
  • +Corruption: -3
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1500
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • +Grants 7 construction slots in the settlement
  • +Income generated: 330
  • +Ambush success chance: +20% (armies in province)
  • +Ambush defence chance: +20% (armies in region)
  • +Growth: +45 (local province)
  • +Control: +2
  • +Corruption: -4
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +1750
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • +Grants 9 construction slots in the settlement
  • +Income generated: 400
  • +Ambush success chance: +25% (armies in province)
  • +Ambush defence chance: +25% (armies in region)
  • +Growth: +55 (local province)
  • +Control: +3
  • +Corruption: -5
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Defensive supplies: +2000
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)

Technologies

  • −Income from Ports: +100%
  • +Income from Ports: +150%
  • −Upkeep: -10% for all Elf units
  • −Leadership: +10 when laying siege or encircling
  • +Upkeep: -5% for all Elf units
  • +Leadership: +5 when laying siege or encircling
  • −Diplomatic relations: +20 with Bretonnia
  • +Diplomatic relations: +15 with Bretonnia
  • −Hero recruit rank: +2
  • −Lord recruit rank: +2
  • +Hero recruit rank: +3
  • +Lord recruit rank: +3
  • −Income from Hunting buildings: +10%
  • −Weapon strength: +10% for Elf Cavalry, Hawk and Eagle units
  • +Income from Hunting buildings: +8%
  • +Weapon strength: +5% for Elf Cavalry, Hawk and Eagle units
  • −Diplomatic relations: +15 with High Elves
  • −Construction cost: -15% for all buildings
  • +Diplomatic relations: +10 with High Elves
  • +Construction cost: -8% for all buildings
Vaul, the MakerWood Elves
  • −Income from Resource and Crafting buildings: +10%
  • −Armour: +10 for Elf Infantry and Cavalry units
  • +Income from Resource and Crafting buildings: +8%
  • +Armour: +5 for Elf Infantry and Cavalry units
CadaiWood Elves
  • −Diplomatic relations: +15 with High Elves
  • +Diplomatic relations: +10 with High Elves
  • −Upkeep: -15% for all Dryad, Tree Kin and Treeman units
  • −Construction time: -25% for all buildings
  • +Upkeep: -8% for all Dryad, Tree Kin and Treeman units
  • +Construction time: -20% for all buildings
  • −Growth: +25
  • +Growth: +20
  • −Income from Province Capital/Settlement buildings: +10%
  • +Income from Province Capital/Settlement buildings: +5%
  • −Armour-piercing weapon damage: +25 for Great Eagle units
  • +Armour-piercing weapon damage: +20 for Great Eagle units
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
  • −Ammunition: +35% (all armies)
  • +Ammunition: +30% (all armies)
  • −Reload time reduction: +15% (all armies)
  • +Reload time reduction: +10% (all armies)
  • −Fire resistance: 25% for Dryad, Tree Kin and Treeman units
  • +Fire resistance: 20% for Dryad, Tree Kin and Treeman units
  • −Corruption: -4 (all provinces)
  • −Casualty replenishment rate: +10%
  • +Corruption: -5 (all provinces)
  • +Casualty replenishment rate: +8%
CytharaiWood Elves
  • −Diplomatic relations: +15 with Dark Elves
  • +Diplomatic relations: +10 with Dark Elves
  • −Missile strength: +10%
  • +Missile strength: +5%
  • −Melee attack: +6 during ambushes
  • −Leadership: +8 during ambushes
  • +Melee attack: +5 during ambushes
  • +Leadership: +5 during ambushes
  • −Physical resistance: 10% for Elf Infantry units
  • +Physical resistance: 5% for Elf Infantry units
  • +Hero recruit rank: +3
  • +Lord recruit rank: +3
  • −Fire resistance: 25% for all Elf units
  • −Weapon strength: +15% for Forest Dragons (units and mounts)
  • +Fire resistance: 20% for all Elf units
  • +Weapon strength: +8% for Forest Dragons (units and mounts)
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • +Winds of Magic power reserve capacity: +20 (all armies)
  • −Charge bonus: +15 for Zoats, Treemen and Forest Dragon units
  • +Charge bonus: +10 for Zoats, Treemen and Forest Dragon units
  • −Leadership: +5 for all Elf units
  • −Magic item drop chance from battle: +15%
  • −Income from post-battle loot: +10%
  • +Leadership: +4 for all Elf units
  • +Magic item drop chance from battle: +12%
  • +Income from post-battle loot: +15%