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

SFO Dark Elves units

140 Dark Elves units SFO: Grimhammer III changes against patch 9.0.4, 9 it adds, and 93 skills, 194 buildings and 94 technologies. Vanilla → SFO: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Sabretusk Packwh3_main_ogr_mon_sabretusk_pack_032 → 485,792 → 12,0003038 → 4028 → 2545 → 4025525 → 1,000525 → 500Leadership 48 → 50; Charge bonus 36 → 30; Melee attack interval 4.3 s → 4 s; Mass 450 → 500; Upkeep 131 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Explosive Squigwh_twa03_def_inf_squig_explosive_01668 → 5005026 → 30209 → 1024 → 20425 → 1,000425 → 500Leadership 36 → 100; Speed 58 → 40; Bonus vs infantry 11 → 5; Charge bonus 40 → 30; Melee attack interval 4.3 s → 3.5 s; Mass 700 → 750; Upkeep 106 → 125; Missile resistance 0% → 50%; New: Causes Fear, Unbreakable; Removed: Immune to Psychology
Crone Hellebronwh2_dlc10_def_cha_crone_014,288 → 5,7501570 → 7550 → 45140 → 150330 → 3501,050 → 2,4001,050 → 1,200Speed 44 → 45; Bonus vs infantry 20 → 25; Melee attack interval 4 s → 3.5 s; Mass 700 → 1,250; Upkeep 263 → 0; Physical resistance 20% → 25%; New: No Mercy; Removed: Causes Fear
Crone Hellebronwh2_dlc10_def_cha_crone_114,696 → 6,250157050 → 40140 → 150330 → 3501,250 → 2,8001,250 → 1,400Speed 92 → 100; Bonus vs infantry 20 → 25; Melee attack interval 4 s → 3.5 s; Upkeep 313 → 0; Physical resistance 20% → 25%; New: No Mercy; Removed: Causes Fear
Crone Hellebronwh2_dlc10_def_cha_crone_417,032 → 8,250804028 → 25105 → 125245 → 1501,800 → 3,8001,800 → 1,900Bonus vs infantry 20 → 25; Melee attack interval 4.8 s → 4 s; Mass 2,400 → 4,250; Upkeep 450 → 0; New: No Mercy
Crone Hellebronwh2_dlc10_def_cha_crone_515,476 → 7,75080 → 9060 → 7038 → 45140 → 150330 → 3501,650 → 3,6001,650 → 1,800Speed 85 → 95; Bonus vs infantry 20 → 25; Melee attack interval 3.6 s → 4 s; Mass 3,000 → 4,750; Upkeep 413 → 0; New: Kindle the Fury
Sorceress (Beasts)wh2_dlc10_def_cha_sorceress_beasts_013,420 → 4,5001039 → 5030 → 25200 → 25085 → 1001,000 → 900300 → 450Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Beasts)wh2_dlc10_def_cha_sorceress_beasts_113,848 → 5,0004039 → 4530 → 20200 → 25085 → 1001,100 → 1,300500 → 650Speed 92 → 100; Charge bonus 35 → 30; Mass 1,700 → 1,300; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Beasts)wh2_dlc10_def_cha_sorceress_beasts_214,016 → 5,25060 → 7039 → 4530 → 2085 → 752001,400 → 1,500650 → 750Speed 68 → 70; Charge bonus 35 → 30; Mass 1,900 → 2,550; Upkeep 350 → 337; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Beasts)wh2_dlc10_def_cha_sorceress_beasts_314,176 → 5,5004039 → 4530 → 20200 → 25085 → 1001,500 → 1,900850 → 950Charge bonus 50 → 55; Mass 1,700 → 1,550; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Death)wh2_dlc10_def_cha_sorceress_death_013,420 → 4,5001039 → 5030 → 25200 → 25085 → 1001,000 → 900300 → 450Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Death)wh2_dlc10_def_cha_sorceress_death_113,848 → 5,0004039 → 4530 → 20200 → 25085 → 1001,100 → 1,300500 → 650Speed 92 → 100; Charge bonus 35 → 30; Mass 1,700 → 1,300; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Death)wh2_dlc10_def_cha_sorceress_death_214,016 → 5,25060 → 7039 → 4530 → 2085 → 752001,400 → 1,500650 → 750Speed 68 → 70; Charge bonus 35 → 30; Mass 1,900 → 2,550; Upkeep 350 → 337; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Death)wh2_dlc10_def_cha_sorceress_death_314,176 → 5,5004039 → 4530 → 20200 → 25085 → 1001,500 → 1,900850 → 950Charge bonus 50 → 55; Mass 1,700 → 1,550; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Supreme Sorceress (Beasts)wh2_dlc10_def_cha_supreme_sorceress_beasts_013,820 → 4,7501039 → 5030200 → 25085 → 1001,000 → 1,200450 → 600Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Beasts)wh2_dlc10_def_cha_supreme_sorceress_beasts_114,228 → 5,2504039 → 4530 → 25200 → 25085 → 1001,100 → 1,600650 → 800Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Beasts)wh2_dlc10_def_cha_supreme_sorceress_beasts_214,428 → 5,50060 → 7039 → 4530 → 2585 → 752001,400 → 1,800800 → 900Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Beasts)wh2_dlc10_def_cha_supreme_sorceress_beasts_314,428 → 5,7504039 → 4530 → 25200 → 25085 → 1001,500 → 2,2001,000 → 1,100Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Beasts)wh2_dlc10_def_cha_supreme_sorceress_beasts_415,276 → 6,75080 → 9040 → 4534 → 25290 → 325155 → 2251,900 → 2,8001,200 → 1,400Speed 85 → 95; Charge bonus 50 → 55; Melee attack interval 3.6 s → 4 s; Mass 2,700 → 4,050; Upkeep 475 → 500; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Beasts)wh2_dlc10_def_cha_supreme_sorceress_beasts_518,332 → 9,25090 → 805046 → 25140 → 200380 → 4002,100 → 4,2002,100Speed 95 → 100; Charge bonus 50 → 55; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,550; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%
Supreme Sorceress (Dark)wh2_dlc10_def_cha_supreme_sorceress_dark_013,820 → 4,7501039 → 5030200 → 25085 → 1001,000 → 1,200450 → 600Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Dark)wh2_dlc10_def_cha_supreme_sorceress_dark_114,228 → 5,2504039 → 4530 → 25200 → 25085 → 1001,100 → 1,600650 → 800Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Dark)wh2_dlc10_def_cha_supreme_sorceress_dark_214,428 → 5,50060 → 7039 → 4530 → 2585 → 752001,400 → 1,800800 → 900Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Dark)wh2_dlc10_def_cha_supreme_sorceress_dark_314,428 → 5,7504039 → 4530 → 25200 → 25085 → 1001,500 → 2,2001,000 → 1,100Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Dark)wh2_dlc10_def_cha_supreme_sorceress_dark_415,276 → 6,75080 → 9040 → 4534 → 25290 → 325155 → 2251,900 → 2,8001,200 → 1,400Speed 85 → 95; Charge bonus 50 → 55; Melee attack interval 3.6 s → 4 s; Mass 2,700 → 4,050; Upkeep 475 → 500; Spell resistance 0% → 10%
Supreme Sorceress (Dark)wh2_dlc10_def_cha_supreme_sorceress_dark_518,332 → 9,25090 → 805046 → 25140 → 200380 → 4002,100 → 4,2002,100Speed 95 → 100; Charge bonus 50 → 55; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,550; Upkeep 575 → 675; Physical resistance 0% → 10%; Missile resistance 25% → 0%; Spell resistance 0% → 20%
Supreme Sorceress (Death)wh2_dlc10_def_cha_supreme_sorceress_death_013,820 → 4,7501039 → 5030200 → 25085 → 1001,000 → 1,200450 → 600Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Death)wh2_dlc10_def_cha_supreme_sorceress_death_114,228 → 5,2504039 → 4530 → 25200 → 25085 → 1001,100 → 1,600650 → 800Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Death)wh2_dlc10_def_cha_supreme_sorceress_death_214,428 → 5,50060 → 7039 → 4530 → 2585 → 752001,400 → 1,800800 → 900Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Death)wh2_dlc10_def_cha_supreme_sorceress_death_314,428 → 5,7504039 → 4530 → 25200 → 25085 → 1001,500 → 2,2001,000 → 1,100Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Death)wh2_dlc10_def_cha_supreme_sorceress_death_415,276 → 6,75080 → 9040 → 4534 → 25290 → 325155 → 2251,900 → 2,8001,200 → 1,400Speed 85 → 95; Charge bonus 50 → 55; Melee attack interval 3.6 s → 4 s; Mass 2,700 → 4,050; Upkeep 475 → 500; Spell resistance 0% → 10%
Supreme Sorceress (Death)wh2_dlc10_def_cha_supreme_sorceress_death_518,332 → 9,25090 → 805046 → 25140 → 200380 → 4002,100 → 4,2002,100Speed 95 → 100; Charge bonus 50 → 55; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,550; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%
Supreme Sorceress (Fire)wh2_dlc10_def_cha_supreme_sorceress_fire_013,820 → 4,7501039 → 5030200 → 25085 → 1001,000 → 1,200450 → 600Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Fire resistance 0% → 25%; New: No Mercy
Supreme Sorceress (Fire)wh2_dlc10_def_cha_supreme_sorceress_fire_114,228 → 5,2504039 → 4530 → 25200 → 25085 → 1001,100 → 1,600650 → 800Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Fire resistance 0% → 25%; New: No Mercy
Supreme Sorceress (Fire)wh2_dlc10_def_cha_supreme_sorceress_fire_214,428 → 5,50060 → 7039 → 4530 → 2585 → 752001,400 → 1,800800 → 900Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Fire resistance 0% → 25%; New: No Mercy
Supreme Sorceress (Fire)wh2_dlc10_def_cha_supreme_sorceress_fire_314,428 → 5,7504039 → 4530 → 25200 → 25085 → 1001,500 → 2,2001,000 → 1,100Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Fire resistance 0% → 25%; New: No Mercy
Supreme Sorceress (Fire)wh2_dlc10_def_cha_supreme_sorceress_fire_415,276 → 6,75080 → 9040 → 4534 → 25290 → 325155 → 2251,900 → 2,8001,200 → 1,400Speed 85 → 95; Charge bonus 50 → 55; Melee attack interval 3.6 s → 4 s; Mass 2,700 → 4,050; Upkeep 475 → 500; Fire resistance 0% → 25%
Supreme Sorceress (Fire)wh2_dlc10_def_cha_supreme_sorceress_fire_518,332 → 9,25090 → 805046 → 25140 → 200380 → 4002,100 → 4,2002,100Speed 95 → 100; Charge bonus 50 → 55; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,550; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%
Supreme Sorceress (Shadows)wh2_dlc10_def_cha_supreme_sorceress_shadow_013,820 → 4,7501039 → 5030200 → 25085 → 1001,000 → 1,200450 → 600Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Shadows)wh2_dlc10_def_cha_supreme_sorceress_shadow_114,228 → 5,2504039 → 4530 → 25200 → 25085 → 1001,100 → 1,600650 → 800Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Shadows)wh2_dlc10_def_cha_supreme_sorceress_shadow_214,428 → 5,50060 → 7039 → 4530 → 2585 → 752001,400 → 1,800800 → 900Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Shadows)wh2_dlc10_def_cha_supreme_sorceress_shadow_314,428 → 5,7504039 → 4530 → 25200 → 25085 → 1001,500 → 2,2001,000 → 1,100Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Spell resistance 0% → 10%; New: No Mercy
Supreme Sorceress (Shadows)wh2_dlc10_def_cha_supreme_sorceress_shadow_415,276 → 6,75080 → 9040 → 4534 → 25290 → 325155 → 2251,900 → 2,8001,200 → 1,400Speed 85 → 95; Charge bonus 50 → 55; Melee attack interval 3.6 s → 4 s; Mass 2,700 → 4,050; Upkeep 475 → 500; Spell resistance 0% → 10%
Supreme Sorceress (Shadows)wh2_dlc10_def_cha_supreme_sorceress_shadow_518,332 → 9,25090 → 805046 → 25140 → 200380 → 4002,100 → 4,2002,100Speed 95 → 100; Charge bonus 50 → 55; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,550; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%
Lokhir Fellheartwh2_dlc11_def_cha_lokhir_fellheart_014,288 → 5,25011060 → 7060 → 55290 → 225160 → 2501,150 → 2,400900 → 1,200Speed 46 → 40; Bonus vs infantry 30 → 25; Melee attack interval 4 s → 3.5 s; Mass 1,000 → 1,500; Upkeep 250 → 0; New: Vile Net, No Mercy, Khaine's Lash
Lokhir Fellheartwh2_dlc11_def_cha_lokhir_fellheart_118,444 → 9,75090 → 806046 → 45150 → 200410 → 4002,100 → 5,4002,100 → 2,700Speed 95 → 100; Charge bonus 50 → 100; Melee attack interval 3.8 s → 4 s; Mass 6,000 → 5,500; Upkeep 537 → 0; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%; New: Vile Net, Khaine's Lash
Death Hagwh2_main_def_cha_death_hag_013,688 → 4,5001062 → 7035280 → 300120 → 100600 → 1,400600 → 700Speed 44 → 50; Bonus vs infantry 20 → 25; Melee attack interval 4 s → 3.5 s; Mass 400 → 250; Upkeep 150 → 175; Physical resistance 20% → 25%; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Death Hagwh2_main_def_cha_death_hag_115,732 → 7,5008034 → 3528 → 2585 → 175205 → 751,350 → 2,6001,350 → 1,300Bonus vs infantry 20 → 25; Melee attack interval 4.8 s → 4 s; Mass 2,100 → 3,550; Upkeep 338 → 325; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Dreadlord (Sword & Crossbow)wh2_main_def_cha_dreadlord_014,068 → 5,00090 → 10060 → 7045260 → 150140 → 2501,000 → 2,000850 → 1,000Speed 36 → 38; Mass 400 → 550; Ammunition 40 → 50; Missile base damage 40 → 100; Missile AP damage 140 → 200; Reload time 12 s → 8 s; New: No Mercy
Dreadlord (Sword & Crossbow)wh2_main_def_cha_dreadlord_114,576 → 5,5009060 → 6545 → 40260 → 150140 → 2501,100 → 2,2001,050 → 1,100Speed 92 → 100; Mass 1,700 → 850; Ammunition 40 → 50; Missile base damage 40 → 100; Missile AP damage 140 → 200; Reload time 12 s → 8 s; New: No Mercy
Dreadlord (Sword & Crossbow)wh2_main_def_cha_dreadlord_214,792 → 5,75011560 → 6545 → 40120 → 125280 → 2751,300 → 2,6001,200 → 1,300Speed 68 → 70; Mass 1,900 → 2,100; Ammunition 40 → 50; Missile base damage 40 → 100; Missile AP damage 140 → 200; Reload time 12 s → 8 s; New: No Mercy
Dreadlord (Sword & Crossbow)wh2_main_def_cha_dreadlord_418,444 → 9,50090 → 8052 → 5546 → 35140 → 200380 → 4002,100 → 4,2002,100Speed 95 → 100; Charge bonus 50 → 60; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,100; Ammunition 40 → 50; Missile base damage 40 → 100; Missile AP damage 140 → 200; Reload time 12 s → 8 s; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%
Dreadlord (Sword & Crossbow)wh2_main_def_cha_dreadlord_514,980 → 6,0009060 → 6545 → 40260 → 150140 → 2501,500 → 3,0001,400 → 1,500Charge bonus 65 → 70; Mass 1,700 → 1,100; Ammunition 40 → 50; Missile base damage 40 → 100; Missile AP damage 140 → 200; Reload time 12 s → 8 s; New: No Mercy
Dreadlord (Sword & Shield)wh2_main_def_cha_dreadlord_female_014,068 → 5,00090 → 10065 → 7055260 → 275140 → 1501,000 → 2,000850 → 1,000Missile block 55% → 70%; Speed 36 → 38; Mass 400 → 550; New: No Mercy, Flow of Battle; Removed: Foe-Seeker
Dreadlord (Sword & Shield)wh2_main_def_cha_dreadlord_female_114,576 → 5,500906555 → 50260 → 275140 → 1501,100 → 2,4001,050 → 1,200Missile block 35% → 70%; Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 300; New: No Mercy, Flow of Battle; Removed: Foe-Seeker
Dreadlord (Sword & Shield)wh2_main_def_cha_dreadlord_female_214,792 → 5,7501156555 → 50120 → 125280 → 2751,300 → 2,6001,200 → 1,300Missile block 35% → 70%; Speed 68 → 70; Mass 1,900 → 2,550; New: No Mercy, Flow of Battle; Removed: Foe-Seeker
Dreadlord (Sword & Shield)wh2_main_def_cha_dreadlord_female_418,444 → 9,50090 → 8052 → 5546 → 40140 → 200380 → 4002,100 → 4,2002,100Speed 95 → 100; Charge bonus 50 → 60; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,550; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%; New: Flow of Battle; Removed: Foe-Seeker
Dreadlord (Sword & Shield)wh2_main_def_cha_dreadlord_female_514,980 → 6,000906555 → 50260 → 275140 → 1501,500 → 3,0001,400 → 1,500Missile block 35% → 70%; Charge bonus 75 → 80; Mass 1,700 → 1,550; New: No Mercy, Flow of Battle; Removed: Foe-Seeker
Khainite Assassinwh2_main_def_cha_khainite_assassin_013,688 → 4,7503070 → 8042 → 35230 → 150120 → 2501,000 → 1,400650 → 700Leadership 65 → 70; Charge bonus 18 → 20; Melee attack interval 3.8 s → 4 s; Mass 400 → 500; Range 70 m → 120 m; Ammunition 50 → 55; Missile base damage 140 → 150; Missile AP damage 40 → 100; Upkeep 250 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy, Smoke Bomb; Removed: Vanguard Deployment, Strider
Malekithwh2_main_def_cha_malekith_014,288 → 5,50090 → 10065 → 7555 → 45273 → 275147 → 1501,200 → 2,8001,300 → 1,400Missile block 60% → 70%; Speed 36 → 35; Mass 1,000 → 1,500; Upkeep 300 → 0; Physical resistance 20% → 15%; New: No Mercy
Malekithwh2_main_def_cha_malekith_114,980 → 6,250110 → 11565 → 7055 → 40126 → 125294 → 3001,550 → 3,4001,650 → 1,700Missile block 35% → 70%; Speed 68 → 70; Mass 2,200 → 3,500; Upkeep 387 → 0; Physical resistance 20% → 15%; New: No Mercy
Malekithwh2_main_def_cha_malekith_215,740 → 6,500110 → 12038 → 6527 → 30130 → 100270 → 2001,650 → 3,8001,800 → 1,900Speed 66 → 70; Bonus vs infantry 28 → 30; Charge bonus 90 → 80; Melee attack interval 4.2 s → 4 s; Mass 5,000 → 5,500; Upkeep 412 → 0; Physical resistance 20% → 15%; New: No Mercy
Malekithwh2_main_def_cha_malekith_318,444 → 11,5009060 → 6550 → 35150 → 200410 → 4002,500 → 5,8002,500 → 2,900Speed 95 → 100; Charge bonus 50 → 60; Melee attack interval 3.8 s → 4 s; Mass 5,700 → 5,500; Upkeep 625 → 0; Physical resistance 15% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%
Morathiwh2_main_def_cha_morathi_013,688 → 4,7501555 → 6040 → 25100 → 150240 → 2001,200 → 1,600900 → 800Speed 43 → 45; Mass 400 → 500; Upkeep 300 → 0; New: Arcane Mastery, No Mercy, Arnzipal's Black Horror
Morathiwh2_main_def_cha_morathi_114,576 → 5,7504055 → 6040 → 25100 → 150240 → 2001,400 → 2,6001,300Mass 1,900 → 2,000; Upkeep 350 → 0; Ward save 0% → 10%; New: Arcane Mastery, No Mercy, Arnzipal's Black Horror
Sorceress (Dark)wh2_main_def_cha_sorceress_dark_013,420 → 4,5001039 → 5030 → 25200 → 25085 → 1001,000 → 900300 → 450Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Dark)wh2_main_def_cha_sorceress_dark_113,848 → 5,0004039 → 4530 → 20200 → 25085 → 1001,100 → 1,300500 → 650Speed 92 → 100; Charge bonus 35 → 30; Mass 1,700 → 1,300; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Dark)wh2_main_def_cha_sorceress_dark_214,016 → 5,25060 → 7039 → 4530 → 2085 → 752001,400 → 1,500650 → 750Speed 68 → 70; Charge bonus 35 → 30; Mass 1,900 → 2,550; Upkeep 350 → 337; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Dark)wh2_main_def_cha_sorceress_dark_314,176 → 5,5004039 → 4530 → 20200 → 25085 → 1001,500 → 1,900850 → 950Charge bonus 50 → 55; Mass 1,700 → 1,550; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Fire)wh2_main_def_cha_sorceress_fire_013,420 → 4,5001039 → 5030 → 25200 → 25085 → 1001,000 → 900300 → 450Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 262; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Fire)wh2_main_def_cha_sorceress_fire_113,848 → 5,0004039 → 4530 → 20200 → 25085 → 1001,100 → 1,300500 → 650Speed 92 → 100; Charge bonus 35 → 30; Mass 1,700 → 1,300; Upkeep 275 → 312; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Fire)wh2_main_def_cha_sorceress_fire_214,016 → 5,25060 → 7039 → 4530 → 2085 → 752001,400 → 1,500650 → 750Speed 68 → 70; Charge bonus 35 → 30; Mass 1,900 → 2,550; Upkeep 350 → 337; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Fire)wh2_main_def_cha_sorceress_fire_314,176 → 5,5004039 → 4530 → 20200 → 25085 → 1001,500 → 1,900850 → 950Charge bonus 50 → 55; Mass 1,700 → 1,550; Upkeep 375 → 387; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Shadows)wh2_main_def_cha_sorceress_shadow_013,420 → 4,5001039 → 5030 → 25200 → 25085 → 1001,000 → 900300 → 450Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Shadows)wh2_main_def_cha_sorceress_shadow_113,848 → 5,0004039 → 4530 → 20200 → 25085 → 1001,100 → 1,300500 → 650Speed 92 → 100; Charge bonus 35 → 30; Mass 1,700 → 1,300; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Shadows)wh2_main_def_cha_sorceress_shadow_214,016 → 5,25060 → 7039 → 4530 → 2085 → 752001,400 → 1,500650 → 750Speed 68 → 70; Charge bonus 35 → 30; Mass 1,900 → 2,550; Upkeep 350 → 337; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
Sorceress (Shadows)wh2_main_def_cha_sorceress_shadow_314,176 → 5,5004039 → 4530 → 20200 → 25085 → 1001,500 → 1,900850 → 950Charge bonus 50 → 55; Mass 1,700 → 1,550; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: No Mercy
High Beastmasterwh2_dlc14_def_cha_high_beastmaster_013,928 → 4,75050 → 6050 → 6055 → 45310 → 250130 → 1251,000 → 1,500750Speed 46 → 45; Bonus vs large 25 → 30; Charge bonus 40 → 45; Mass 750 → 1,000; Upkeep 250 → 187; New: No Mercy
High Beastmasterwh2_dlc14_def_cha_high_beastmaster_115,256 → 6,0008036 → 6025 → 35240 → 250120 → 1001,200 → 2,5001,200 → 1,250Speed 84 → 100; Bonus vs infantry 28 → 30; Charge bonus 40 → 70; Melee attack interval 4.2 s → 4 s; Mass 3,250 → 3,500; Ammunition 36 → 70; Missile base damage 56 → 25; Missile AP damage 200 → 65; Reload time 7 s → 6 s; Upkeep 300 → 312; New: No Mercy
High Beastmasterwh2_dlc14_def_cha_high_beastmaster_215,476 → 6,75080 → 9055 → 6045 → 35290 → 300155 → 1501,400 → 3,1001,400 → 1,550Speed 85 → 95; Bonus vs large 15 → 25; Melee attack interval 3.6 s → 3.5 s; Mass 3,050 → 4,500; Upkeep 350 → 387; New: No Mercy
Malus Darkbladewh2_dlc14_def_cha_malus_darkblade_0_mp14,288 → 5,50090 → 1006060120 → 100280 → 3001,200 → 3,2001,600Speed 36 → 40; Mass 1,000 → 1,500; Upkeep 300 → 0; New: No Mercy, Immune to Psychology
Malus Darkbladewh2_dlc14_def_cha_malus_darkblade_1_mp14,980 → 6,500110 → 1156060 → 55135 → 125315 → 3251,200 → 3,8001,950 → 1,900Speed 68 → 70; Mass 2,500 → 3,500; Upkeep 300 → 0; New: No Mercy, Immune to Psychology
Masterwh2_dlc14_def_cha_master_013,700 → 5,00090 → 10036 → 4050 → 60145 → 150215 → 2251,200 → 1,400600 → 700Missile block 55% → 70%; Speed 36 → 38; Mass 400 → 550; Upkeep 300 → 175; New: No Mercy, Indomitable, Whip of Misery; Removed: Colossal Strike
Masterwh2_dlc14_def_cha_master_114,296 → 5,5009036 → 3550 → 55145 → 150215 → 2251,200 → 1,800800 → 900Missile block 35% → 70%; Speed 92 → 100; Mass 1,800 → 1,250; Upkeep 300 → 225; New: No Mercy, Indomitable; Removed: Colossal Strike
Masterwh2_dlc14_def_cha_master_214,486 → 5,750110 → 11536 → 3550 → 5580 → 100280 → 3001,200 → 2,000950 → 1,000Missile block 35% → 70%; Speed 68 → 70; Mass 2,000 → 2,500; Upkeep 300 → 250; New: No Mercy, Indomitable; Removed: Colossal Strike
Masterwh2_dlc14_def_cha_master_314,614 → 5,5009036 → 3550 → 55145 → 150215 → 2251,200 → 2,4001,150 → 1,200Missile block 0% → 70%; Charge bonus 60 → 80; Mass 1,800 → 1,500; New: No Mercy, Indomitable; Removed: Colossal Strike
Masterwh2_dlc14_def_cha_master_415,130 → 6,25011032 → 3028 → 5090 → 100210 → 2001,200 → 2,4001,100 → 1,200Missile block 35% → 70%; Speed 66 → 70; Bonus vs infantry 20 → 30; Charge bonus 85 → 75; Melee attack interval 4.6 s → 4 s; New: No Mercy, Indomitable; Removed: Colossal Strike
Rakarthwh2_twa03_def_cha_rakarth_014,288 → 5,25090 → 10055 → 6050 → 551502501,000 → 2,000900 → 1,000Speed 46 → 45; Charge bonus 45 → 50; Mass 750 → 1,000; Upkeep 250 → 0; New: No Mercy, Immune to Psychology
Rakarthwh2_twa03_def_cha_rakarth_115,756 → 6,50090 → 10036 → 4025 → 35240 → 250120 → 1251,350 → 3,0001,350 → 1,500Speed 84 → 85; Bonus vs infantry 28 → 30; Charge bonus 45 → 75; Melee attack interval 4.2 s → 4 s; Mass 3,250 → 4,750; Ammunition 36 → 35; Upkeep 337 → 0; New: No Mercy, Immune to Psychology
Rakarthwh2_twa03_def_cha_rakarth_215,476 → 7,25080 → 10055 → 6045 → 35165 → 150280 → 3001,650 → 3,6001,650 → 1,800Speed 85 → 95; Charge bonus 65 → 70; Melee attack interval 3.6 s → 3.5 s; Mass 3,050 → 4,500; Upkeep 438 → 0; New: No Mercy
Rakarthwh2_twa03_def_cha_rakarth_318,444 → 9,75090 → 8055 → 6050 → 45150 → 200410 → 4002,200 → 4,2002,200 → 2,100Speed 95 → 100; Charge bonus 50 → 75; Melee attack interval 3.8 s → 4 s; Mass 5,750 → 5,000; Upkeep 550 → 0; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%; Removed: Murderous Prowess
Bleakswordswh2_main_def_inf_bleakswords_0120 → 1007,560 → 14,50040 → 6036 → 4032 → 3525 → 307 → 10450 → 1,200450 → 600Missile block 55% → 65%; Leadership 66 → 70; Speed 33 → 35; Bonus vs infantry 0 → 5; Charge bonus 16 → 20; Melee attack interval 4.4 s → 4 s; Mass 100 → 125; Upkeep 113 → 150; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy
Iceblades (Bleakswords)wh2_dlc10_def_inf_the_hellebronai_ror_0120 → 1007,560 → 15,50040 → 7034 → 4052 → 5519 → 306 → 10650 → 2,000650 → 1,000Missile block 55% → 70%; Leadership 76 → 80; Speed 33 → 35; Bonus vs infantry 0 → 5; Bonus vs large 14 → 0; Charge bonus 8 → 20; Melee attack interval 4.6 s → 4 s; Mass 100 → 125; Upkeep 163 → 250; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: No Mercy, The Chilling Aura; Removed: Charge Reflection
Dark Riderswh2_main_def_cav_dark_riders_0605,520 → 9,90030 → 3524 → 4024 → 2521 → 257 → 10450 → 1,300450 → 650Leadership 55 → 60; Speed 92 → 100; Bonus vs large 0 → 15; Charge bonus 40 → 70; Melee attack interval 4.5 s → 3.5 s; Mass 700 → 875; Upkeep 113 → 162; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Causes Fear
Dark Riders (Shields)wh2_main_def_cav_dark_riders_1605,520 → 9,90030 → 3524 → 353021 → 257 → 10500 → 1,300500 → 650Missile block 35% → 45%; Leadership 55 → 60; Speed 92 → 100; Bonus vs infantry 0 → 10; Charge bonus 40 → 60; Melee attack interval 4.5 s → 4 s; Mass 700 → 875; Upkeep 125 → 162; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Causes Fear
Darkshardswh2_main_def_inf_darkshards_090 → 1005,670 → 9,50030 → 5018 → 3016 → 2019 → 305550 → 1,350550 → 675Leadership 56 → 60; Speed 33 → 35; Charge bonus 6 → 15; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Range 125 m → 140 m; Ammunition 18 → 28; Missile base damage 3 → 5; Missile AP damage 11 → 7; Reload time 14 s → 8 s; Upkeep 138 → 168; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy
Dreadspearswh2_main_def_inf_dreadspears_0120 → 1007,560 → 14,50040 → 6026 → 4042 → 3519 → 306 → 10450 → 1,200450 → 600Missile block 55% → 65%; Leadership 66 → 70; Speed 33 → 35; Bonus vs large 14 → 15; Charge bonus 8 → 15; Melee attack interval 4.6 s → 4 s; Mass 100 → 125; Upkeep 113 → 150; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy
Feral Cold Oneswh2_main_lzd_cav_cold_ones_feral_032 → 485,024 → 13,20090 → 5025 → 3024 → 2012 → 1534 → 25500 → 1,100500 → 550Speed 66 → 70; Bonus vs large 0 → 5; Charge bonus 28 → 40; Melee attack interval 4.5 s → 3.5 s; Mass 700 → 750; Upkeep 125 → 137; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Frenzy, Strider; Removed: Feral Rage I, Feral Rage II
Giant Spiderswh2_dlc16_wef_mon_giant_spiders_060 → 405,880 → 7,00070 → 4532 → 4030 → 2512 → 1025 → 20550 → 1,500550 → 750Speed 78 → 80; Charge bonus 30 → 25; Melee attack interval 4 s → 3.5 s; Upkeep 138 → 187; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk; Removed: Hide (forest)
Raven Heralds (Dark Riders)wh2_dlc10_def_cav_raven_heralds_ror_024 → 404,272 → 8,00030 → 3525 → 3522 → 2519 → 305900 → 2,000900 → 1,000Leadership 62 → 65; Charge bonus 20 → 30; Melee attack interval 4.3 s → 4 s; Mass 1,400 → 1,100; Range 115 m → 125 m; Ammunition 16 → 26; Missile base damage 6 → 0; Missile AP damage 22 → 30; Reload time 14 s → 5 s; Upkeep 225 → 250; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: No Mercy, Close Aim, Hide (forest)
The Bolt-fiends (Darkshards – Shields)wh2_dlc10_def_inf_the_bolt_fiends_ror_090 → 1005,670 → 9,50030 → 5024 → 2031 → 3019 → 305850 → 2,000850 → 1,000Missile block 55% → 65%; Leadership 66 → 65; Speed 33 → 35; Charge bonus 6 → 5; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Range 145 m → 200 m; Ammunition 18 → 28; Missile base damage 3 → 14; Missile AP damage 11 → 16; Reload time 14 s → 10 s; Upkeep 213 → 250; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: No Mercy
Reaper Bolt Throwerswh2_main_def_art_reaper_bolt_thrower43,536 → 8,6403010 → 2015 → 2019 → 305700 → 1,300700 → 650Speed 22 → 35; Charge bonus 2 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 2,125; Ammunition 24 → 40; Missile base damage 30 → 50; Missile AP damage 120 → 175; Reload time 11 s → 6 s; Upkeep 175 → 162; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy
Dark Riders (Repeater Crossbows)wh2_main_def_cav_dark_riders_2605,340 → 9,90030 → 3518 → 3016 → 1519 → 305650 → 1,300650Leadership 52 → 55; Speed 92 → 100; Charge bonus 20 → 40; Melee attack interval 4.3 s → 4 s; Mass 700 → 850; Range 115 m → 125 m; Ammunition 16 → 26; Missile base damage 3 → 6; Missile AP damage 11 → 14; Reload time 14 s → 8 s; Upkeep 163 → 162; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: No Mercy, Close Aim, Causes Fear
Black Ark Corsairswh2_main_def_inf_black_ark_corsairs_0100 → 806,900 → 12,00080 → 9036 → 5028 → 3525 → 1510 → 25650 → 1,500650 → 750Leadership 66 → 70; Bonus vs infantry 8 → 0; Charge bonus 20 → 30; Melee attack interval 4.8 s → 4 s; Mass 100 → 150; Upkeep 163 → 187; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy
Black Ark Corsairs (Handbows)wh2_main_def_inf_black_ark_corsairs_1100 → 806,900 → 12,00080 → 9032 → 3528 → 3525 → 157 → 25750 → 1,500750Leadership 66 → 70; Charge bonus 16 → 15; Melee attack interval 4.4 s → 4 s; Mass 100 → 150; Range 70 m → 75 m; Ammunition 16 → 20; Missile base damage 9 → 8; Missile AP damage 3 → 4; Reload time 12 s → 6 s; Upkeep 188 → 187; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy
Darkshards (Shields)wh2_main_def_inf_darkshards_190 → 1005,670 → 9,50030 → 5018 → 2024 → 3019 → 305650 → 1,350600 → 675Missile block 55% → 65%; Leadership 56 → 60; Speed 33 → 35; Charge bonus 6 → 10; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Range 125 m → 140 m; Ammunition 18 → 28; Missile base damage 3 → 5; Missile AP damage 11 → 7; Reload time 14 s → 11 s; Upkeep 163 → 168; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy
Harpieswh2_main_def_inf_harpies605,220 → 8,7001522 → 3538 → 3532 → 4012 → 5600 → 1,000500Leadership 52 → 50; Speed 82 → 100; Upkeep 150 → 125; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Vigorous
Shadeswh2_main_def_inf_shades_0806,720 → 10,40030 → 454032 → 3521 → 259 → 15950 → 1,800950 → 900Leadership 68 → 70; Speed 42 → 45; Charge bonus 16 → 20; Melee attack interval 4.5 s → 4 s; Mass 90 → 100; Range 130 m → 125 m; Ammunition 18 → 26; Missile base damage 3 → 4; Reload time 10 s → 8 s; Upkeep 238 → 225; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Strider, Immune to Psychology, Unspottable
Feral Stegadonwh2_main_lzd_mon_stegadon_019,040 → 12,000110 → 9030 → 4032 → 30120 → 1503001,100 → 2,500950 → 1,250Leadership 60 → 55; Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Charge bonus 70 → 80; Mass 4,000 → 6,000; Upkeep 275 → 312; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Leadership; Removed: Feral Rage I, Feral Rage II
The Crows of Khaine (Harpies)wh2_dlc14_def_inf_harpies_ror_0605,220 → 8,7001529 → 4048 → 3532 → 4012 → 5750 → 1,700750 → 850Leadership 62 → 60; Speed 82 → 110; Upkeep 188 → 212; Ward save 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: No Mercy, Vigorous
Giant Wolveswh2_twa03_def_mon_wolves_048 → 606,864 → 10,5001526 → 3021 → 2029 → 3013 → 15650 → 1,500650 → 750Leadership 45 → 60; Bonus vs large 0 → 15; Charge bonus 38 → 40; Mass 150 → 250; Upkeep 163 → 187; Missile resistance 15% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous
Doomfire Warlockswh2_dlc10_def_cav_doomfire_warlocks_0605,520 → 10,2001532 → 3528 → 2532 → 3013 → 151,100 → 2,1001,100 → 1,050Speed 92 → 100; Melee attack interval 4.5 s → 4 s; Mass 700 → 875; Upkeep 275 → 262; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Strider; Removed: Frenzy
Slaanesh's Harvesters (Doomfire Warlocks)wh2_dlc10_def_cav_slaanesh_harvesters_ror_0605,520 → 10,2001541 → 4536 → 3032 → 3013 → 151,450 → 2,6001,450 → 1,300Speed 92 → 100; Melee attack interval 4.5 s → 4 s; Mass 700 → 875; Upkeep 363 → 325; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: No Mercy, Strider; Removed: Frenzy, Causes Fear
Feral Manticorewh2_dlc10_def_mon_feral_manticore_015,103 → 7,25045 → 904034 → 40290 → 300155 → 200800 → 2,200800 → 1,100Leadership 56 → 60; Speed 85 → 95; Charge bonus 50 → 60; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 2,500; Upkeep 200 → 275; Physical resistance 0% → 10%; Missile resistance 15% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Bolstered Armour, Vigorous, Hide (forest), Strider; Removed: Feral Rage I, Feral Rage II
Cold One Chariotswh2_main_def_cav_cold_one_chariot46,208 → 9,60011030 → 3526 → 2519 → 1546 → 351,100 → 2,0001,100 → 1,000Speed 66 → 70; Bonus vs infantry 22 → 20; Charge bonus 65 → 70; Mass 4,100 → 4,125; Ammunition 24 → 55; Missile base damage 8 → 10; Missile AP damage 24 → 35; Upkeep 275 → 250; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: No Mercy, Vigorous, Fire Whilst Moving; Removed: Primal Instincts
Cold One Knightswh2_main_def_cav_cold_one_knights_0486,480 → 14,40090 → 11028 → 4030 → 3512 → 1030 → 401,000 → 2,8001,050 → 1,400Missile block 35% → 60%; Speed 66 → 70; Bonus vs large 14 → 15; Charge bonus 44 → 55; Melee attack interval 4.2 s → 3.5 s; Mass 1,600 → 1,625; Upkeep 250 → 350; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Vigorous; Removed: Primal Instincts
Shades (Dual Weapons)wh2_main_def_inf_shades_1806,720 → 10,40030 → 4544 → 4030 → 352510 → 151,050 → 2,2001,000 → 1,100Leadership 68 → 70; Speed 42 → 45; Bonus vs infantry 8 → 10; Charge bonus 20 → 25; Melee attack interval 4.6 s → 4 s; Mass 90 → 100; Range 130 m → 175 m; Ammunition 18 → 26; Missile base damage 3 → 4; Reload time 10 s → 8 s; Upkeep 263 → 275; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Strider, Immune to Psychology, Unspottable
Shades (Greatswords)wh2_main_def_inf_shades_2806,720 → 10,40030 → 4540 → 4534 → 3510 → 2526 → 301,050 → 2,2001,100Leadership 68 → 70; Speed 42 → 45; Bonus vs infantry 14 → 0; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 130 m → 100 m; Ammunition 18 → 26; Missile base damage 3 → 4; Reload time 10 s → 8 s; Upkeep 288 → 275; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Strider, Immune to Psychology, Unspottable
Scourgerunner Chariotswh2_dlc14_def_cav_scourgerunner_chariot_044,888 → 8,0008024 → 3023 → 252515950 → 2,000950 → 1,000Speed 84 → 85; Bonus vs infantry 18 → 15; Charge bonus 40 → 50; Mass 2,600 → 3,875; Ammunition 24 → 70; Missile base damage 12 → 25; Missile AP damage 40 → 65; Reload time 7 s → 6 s; Upkeep 238 → 250; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: No Mercy
Ravagers of Rakarth (Scourgerunner Chariots)wh2_dlc14_def_cav_scourgerunner_chariot_ror_044,888 → 8,0008031 → 353025151,200 → 2,6001,200 → 1,300Speed 84 → 85; Bonus vs infantry 18 → 15; Charge bonus 40 → 50; Mass 2,600 → 3,875; Range 150 m → 175 m; Ammunition 24 → 70; Missile base damage 12 → 25; Missile AP damage 40 → 65; Reload time 7 s → 4 s; Upkeep 300 → 325; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: No Mercy
Bloodwrack Medusawh2_dlc14_def_mon_bloodwrack_medusa_016,420 → 8,25030 → 5045 → 5040 → 30130 → 100260 → 3001,300 → 2,8001,300 → 1,400Speed 58 → 65; Bonus vs large 30 → 0; Charge bonus 52 → 60; Melee attack interval 4.6 s → 4 s; Mass 2,000 → 3,000; Missile base damage 15 → 25; Reload time 10 s → 8 s; Upkeep 325 → 350; Physical resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Immune to Contact Effects
The Siren of Red Ruin (Bloodwrack Medusa)wh2_dlc14_def_mon_bloodwrack_medusa_ror_016,420 → 8,25030 → 5056 → 6050 → 30130 → 100260 → 3001,650 → 3,6001,650 → 1,800Speed 58 → 65; Bonus vs infantry 0 → 10; Bonus vs large 30 → 0; Charge bonus 52 → 60; Melee attack interval 4.6 s → 4 s; Mass 2,000 → 3,000; Missile base damage 15 → 25; Reload time 10 s → 8 s; Upkeep 413 → 450; Physical resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Immune to Contact Effects
Bloodwrack Shrinewh2_dlc14_def_veh_bloodwrack_shrine_017,116 → 8,7508022 → 2526 → 35120 → 15080 → 1001,600 → 3,6001,600 → 1,800Charge bonus 39 → 40; Melee attack interval 4.8 s → 5 s; Mass 3,700 → 6,000; Ammunition 35 → 30; Missile base damage 15 → 25; Reload time 10 s → 8 s; Upkeep 400 → 450; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Madness of Khaine, Immune to Contact Effects
Feral Mammothwh2_twa03_def_mon_war_mammoth_0112,988 → 15,00050 → 3030 → 5028 → 30155 → 150370 → 4001,450 → 3,2001,450 → 1,600Speed 56 → 60; Bonus vs infantry 34 → 0; Bonus vs large 0 → 30; Charge bonus 68 → 100; Mass 6,000 → 10,000; Upkeep 362 → 400; Physical resistance 0% → 20%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Glorious Charge, Wallbreaker
Knights of the Ebon Claw (Dread Knights)wh2_dlc10_def_cav_knights_of_the_ebon_claw_ror_048 → 127,200 → 13,200120 → 12550 → 4554 → 5014 → 6034 → 801,550 → 4,8001,550 → 2,400Missile block 35% → 70%; Leadership 90 → 85; Speed 66 → 70; Bonus vs infantry 0 → 25; Charge bonus 40 → 70; Melee attack interval 4.3 s → 3.5 s; Mass 1,600 → 1,625; Upkeep 388 → 600; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Glory for The Witch King, Dauntless Fury, No Mercy, Vigorous, Vanguard Deployment; Removed: Primal Instincts
Blades of the Blood Queen (Har Ganeth Executioners)wh2_dlc10_def_inf_blades_of_the_blood_queen_ror_01008,400 → 18,000100 → 10557 → 5043 → 3514 → 3032 → 451,450 → 4,3001,450 → 2,150Leadership 92 → 95; Speed 31 → 40; Bonus vs infantry 14 → 15; Charge bonus 32 → 40; Melee attack interval 4.3 s → 4 s; Mass 130 → 150; Upkeep 362 → 537; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: No Mercy, Causes Fear
Sisters of Slaughterwh2_dlc10_def_inf_sisters_of_slaughter100 → 807,500 → 10,400540 → 3558 → 6527 → 1511 → 251,100 → 2,0001,000Missile block 20% → 35%; Leadership 82 → 75; Speed 44 → 50; Charge bonus 20 → 40; Melee attack interval 4.5 s → 3.5 s; Mass 90 → 100; Upkeep 275 → 250; Physical resistance 20% → 25%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Vigorous
Sisters of the Singing Doom (Witch Elves)wh2_dlc10_def_inf_sisters_of_the_singing_doom_ror_0100 → 806,500 → 10,400548 → 7034 → 3530 → 3510 → 201,000 → 2,9001,000 → 1,450Leadership 82 → 85; Speed 44 → 50; Bonus vs infantry 8 → 20; Charge bonus 24 → 50; Melee attack interval 4.6 s → 3 s; Mass 90 → 100; Upkeep 250 → 362; Physical resistance 20% → 25%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Scream of Doom, No Mercy, Vigorous, Madness of Khaine; Removed: Witchbrew
Chill of Sontar (War Hydra)wh2_dlc10_def_mon_chill_of_sontar_ror_0110,400 → 13,00060 → 5064 → 5541 → 35140 → 200300 → 4501,950 → 4,6001,900 → 2,300Speed 46 → 45; Charge bonus 45 → 40; Melee attack interval 3.6 s → 3.5 s; Upkeep 488 → 575; Missile resistance 35% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Hydra Regeneration; Removed: Regeneration
Kharibdysswh2_dlc10_def_mon_kharibdyss_0110,400 → 13,00060 → 8060 → 5038 → 40150 → 1003501,650 → 4,0001,600 → 2,000Leadership 65 → 70; Speed 46 → 50; Bonus vs large 30 → 50; Melee attack interval 3.6 s → 4 s; Mass 5,000 → 6,000; Upkeep 413 → 500; Physical resistance 0% → 10%; Missile resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Cold One Dread Knightswh2_main_def_cav_cold_one_knights_148 → 327,200 → 16,000120 → 12540 → 4544 → 4514 → 3034 → 601,300 → 4,0001,350 → 2,000Missile block 35% → 60%; Speed 66 → 70; Charge bonus 40 → 70; Melee attack interval 4.3 s → 3.5 s; Mass 1,600 → 1,625; Upkeep 325 → 500; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Glory for The Witch King, No Mercy, Vigorous, Murderous Mastery, Causes Terror; Removed: Murderous Prowess, Primal Instincts
Black Guard of Naggarondwh2_main_def_inf_black_guard_0100 → 609,000 → 15,000100 → 12036 → 5048 → 5014 → 2530 → 401,300 → 3,6001,300 → 1,800Leadership 90 → 85; Speed 31 → 34; Bonus vs large 24 → 25; Charge bonus 18 → 20; Melee attack interval 4.9 s → 4 s; Mass 160 → 250; Upkeep 325 → 450; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Sons of Naggarond, No Mercy, Causes Fear
Har Ganeth Executionerswh2_main_def_inf_har_ganeth_executioners_0100 → 608,400 → 13,500100 → 10546 → 6034 → 3514 → 3032 → 451,150 → 3,2001,150 → 1,600Leadership 82 → 85; Speed 31 → 40; Bonus vs infantry 14 → 15; Charge bonus 32 → 40; Melee attack interval 4.3 s → 4 s; Mass 130 → 150; Upkeep 287 → 400; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Mercy, Causes Fear
Witch Elveswh2_main_def_inf_witch_elves_0100 → 806,500 → 10,400538 → 5526 → 303010 → 15800 → 2,000750 → 1,000Leadership 72 → 75; Speed 44 → 50; Bonus vs infantry 8 → 15; Charge bonus 24 → 50; Melee attack interval 4.6 s → 3 s; Mass 90 → 100; Upkeep 200 → 250; Physical resistance 20% → 25%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: No Mercy, Vigorous, Madness of Khaine; Removed: Witchbrew
Black Dragonwh2_main_def_mon_black_dragon18,324 → 11,00090 → 8050 → 6046 → 45140 → 200380 → 4002,100 → 5,0001,900 → 2,500Leadership 70 → 75; Speed 95 → 100; Charge bonus 50 → 70; Melee attack interval 3.8 s → 4 s; Mass 5,000 → 4,000; Upkeep 525 → 625; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
War Hydrawh2_main_def_mon_war_hydra110,400 → 11,00060 → 5052 → 5532 → 25140 → 550300 → 2001,600 → 4,0001,550 → 2,000Speed 46 → 45; Charge bonus 45 → 40; Melee attack interval 3.6 s → 3.5 s; Upkeep 400 → 500; Missile resistance 35% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Hydra Regeneration; Removed: Regeneration
Feral Carnosaurwh2_main_lzd_mon_carnosaur_017,944 → 11,00095 → 7545 → 5540 → 30120 → 100360 → 4001,600 → 3,4001,450 → 1,700Bonus vs large 35 → 40; Charge bonus 50 → 70; Melee attack interval 3.6 s → 3.5 s; Mass 4,000 → 4,500; Upkeep 400 → 425; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Strider, Hide (forest); Removed: Feral Rage I, Feral Rage II
Feral Bearswh3_main_monster_feral_bears167,328 → 12,00015504038 → 3035 → 40850 → 2,000850 → 1,000Speed 75 → 65; Charge bonus 26 → 30; Mass 1,600 → 1,750; Upkeep 213 → 250; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Removed: Vanguard Deployment
Feral Ice Bearswh3_main_monster_feral_ice_bears12 → 86,696 → 12,0001557 → 604042 → 3035 → 501,100 → 2,5001,100 → 1,250Bonus vs infantry 0 → 15; Bonus vs large 35 → 0; Charge bonus 32 → 30; Mass 1,900 → 2,000; Upkeep 275 → 313; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Removed: The Chilling Aura, Vanguard Deployment
Feral Wyvernwh2_twa03_grn_mon_wyvern_016,640 → 6,50060 → 7044 → 5028 → 30150 → 200300 → 2501,300 → 2,0001,200 → 1,000Speed 110 → 100; Bonus vs large 0 → 10; Mass 3,000 → 1,800; Upkeep 325 → 250

New units in SFO

  • Black Ark Reaverdef_cha_manticore_01 modelHealth5,000Armour110Leadership75Speed40Melee attack55Melee defence50Weapon strength (base + AP)350Charge bonus50Missile resistance %25Multiplayer cost700
  • Lokhir Fellheartcr_def_cha_lokhir_fellheart_21 modelHealth10,750Armour80Leadership80Speed70Melee attack60Melee defence45Weapon strength (base + AP)600Charge bonus75Missile resistance %25Magic resistance %10Fire resistance %10Multiplayer cost2,700
  • Sea Dragoncr_def_mon_sea_dragon1 modelHealth13,000Armour80Leadership65Speed70Melee attack60Melee defence55Weapon strength (base + AP)600Charge bonus60Missile resistance %25Fire resistance %25Multiplayer cost2,500
  • Helldrake Packcr_def_mon_helldrake_pack16 modelsHealth12,000Armour60Leadership60Speed60Melee attack40Melee defence35Weapon strength (base + AP)75Charge bonus40Missile resistance %25Fire resistance %25Multiplayer cost1,100
  • Manticore Lords (Manticores)def_manticore_knight4 modelsHealth14,000Armour110Leadership80Speed95Melee attack60Melee defence30Weapon strength (base + AP)175Charge bonus75Missile resistance %10Multiplayer cost2,000
  • Creeping Dread (Corsairs)def_dread60 modelsHealth14,400Armour100Leadership75Speed40Melee attack60Melee defence40Weapon strength (base + AP)40Charge bonus30Missile damage (base + AP)14Range75Missile resistance %10Multiplayer cost1,350
  • Shadowfire Guard (Black Guard)def_shadowfire_guard60 modelsHealth15,000Armour120Leadership85Speed34Melee attack50Melee defence50Weapon strength (base + AP)65Charge bonus20Missile resistance %10Multiplayer cost2,250
  • Hellebronai Executionersdef_hellebronai60 modelsHealth13,500Armour105Leadership85Speed40Melee attack40Melee defence45Weapon strength (base + AP)55Charge bonus40Missile resistance %10Multiplayer cost1,600
  • Pleasure Cultistsdef_pleasure_cultists100 modelsHealth14,500Armour15Leadership75Speed35Melee attack50Melee defence30Weapon strength (base + AP)40Charge bonus20Missile resistance %10Multiplayer cost500

Skills

Secrets of the Cauldron
  • −Hit points: +12%
  • +Hit points: +15%
Daughters of Despair
  • −Bonus vs Infantry: +8 for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units (Lord's army)
  • −Melee defence: +6 for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units (Lord's army)
  • +Bonus vs Infantry: +5 for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units (Lord's army)
  • +Melee defence: +5 for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units (Lord's army)
Rapturous Murder
  • −Bonus vs Infantry: +12
  • −Charge bonus: +20
  • +Bonus vs Infantry: +10
  • +Charge bonus: +25
Playthings of the Queen
  • −Income from slaves: +5% (factionwide)
  • −Casualties captured post-battle: +35%
  • +Income from slaves: +5% (all regions factionwide)
  • +Casualties captured post-battle: +25%
Blood Queen
  • −Hit points: +12%
  • +Hit points: +10%
Lash Master
  • −Level 1: Weapon strength: +6% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • −Level 2: Charge bonus: +9 for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • −Level 2: Weapon strength: +9% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • −Level 3: Charge bonus: +12 for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • −Level 3: Weapon strength: +12% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • +Level 1: Weapon strength: +6% for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • +Level 2: Charge bonus: +9 for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • +Level 2: Weapon strength: +9% for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • +Level 3: Charge bonus: +12 for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • +Level 3: Weapon strength: +12% for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
Confer Bloodlust
  • −Physical resistance: 10% for Witch Elves, Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)
  • −Speed: +10% for Witch Elves, Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)
  • −Weapon strength: +12% for Witch Elves, Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)
  • +Physical resistance: 10% for Witch Elves, Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)
  • +Speed: +10% for Witch Elves, Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +12% for Witch Elves, Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)
Ward of Hekarti
  • −Spell resistance: 10%
  • +Spell resistance: 20%
Ward of Khaine
  • −Missile resistance: 10%
  • +Level 1: Missile resistance: 5%
  • +Level 1: Weapon strength: +5% when attacking
  • +Level 2: Missile resistance: 10%
  • +Level 2: Weapon strength: +10% when attacking
  • +Level 3: Missile resistance: 15%
  • +Level 3: Weapon strength: +15% when attacking
Beast Tamer
  • −Charge bonus: +10 for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
  • +Charge bonus: +10 for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
Children of Sulekh
  • −Local Recruitment duration: -1 turn for Black Dragon units (Lord's army)
  • −Melee attack: +8 for Black Dragon units (Lord's army)
  • +Recruitment duration: -1 turn for Wyrm, Sea Dragon and Black Dragon units (Lord's army)
  • +Melee attack: +8 for Wyrm, Sea Dragon and Black Dragon units (Lord's army)
Master Tormentor
  • −Recruit rank: +2 for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (Lord's army)
  • +Recruit rank: +2 for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon and Black Dragon units (Lord's army)
Lying in Wait
  • −Ambush success chance: +15% (Lord's army)
  • +Ambush success chance: +20% (Lord's army)
Avatar of Terror
  • −Enemy leadership: -7 (enemy armies in local province)
  • +Enemy leadership: -5 (enemy armies in province)
Cold Heart
  • −Attrition: -30% casualties suffered from all attrition (Lord's army)
  • +Attrition: -25% casualties suffered from all attrition (Lord's army)
Drachau Tyrant
  • −On turn start, Lords in this character's region have a chance to gain 1 loyalty (local region)
  • −Upkeep: -10% (Lord's army)
  • −Control: +3 (local province)
  • +On turn start, Lords in this character's region have a chance to gain 1 loyalty (own characters in region)
  • +Upkeep: -5% (Lord's army)
  • +Control: +4 (own local province)
Contempt & Hatred
  • −Weapon strength: +20% when fighting against anything and everything
  • +Weapon strength: +25% when fighting against anything and everything
Sycophantic Schemer
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
Tyrant
  • −Income from all buildings: +5% (factionwide)
  • −Control: +1 (all provinces)
  • +Income from all buildings: +10% (all regions factionwide)
  • +Control: +2 (all provinces)
Motivation Through Fear
  • −Income from slaves: +5% (factionwide)
  • +Level 1: Income from slaves: +10% (all regions factionwide)
  • +Level 2: Income from slaves: +20% (all regions factionwide)
Seditious or Sanguine
  • −Diplomatic relations: +15 with Dark Elves
  • −Corruption: -10 (when in own province)
  • −Control: +4 (local province)
  • +Level 1: Diplomatic relations: +10 with Dark Elves
  • +Level 1: Corruption: -5 (local province)
  • +Level 1: Control: +4 (own local province)
  • +Level 2: Diplomatic relations: +20 with Dark Elves
  • +Level 2: Corruption: -10 (local province)
  • +Level 2: Control: +8 (own local province)
Efforts Redoubled
  • −Construction time: -50% for all buildings (local province)
  • −Construction cost: -15% for all buildings (local province)
  • −Income from all buildings: +30% (local province)
  • −Growth: +25 (local province)
  • +Level 1: Construction time: -30% for all buildings (local province)
  • +Level 1: Construction cost: -10% for all buildings (local province)
  • +Level 1: Income from all buildings: +10% (local province)
  • +Level 1: Growth: +20 (own local province)
  • +Level 2: Construction time: -60% for all buildings (local province)
  • +Level 2: Construction cost: -20% for all buildings (local province)
  • +Level 2: Income from all buildings: +20% (local province)
  • +Level 2: Growth: +40 (own local province)
Warleader
  • −Income from post-battle loot: +5% (all characters)
  • −Upkeep: -10% (all armies)
  • +Income from post-battle loot: +10% (all characters factionwide)
  • +Upkeep: -10% (Lord's army)
Scoured & Stripped
  • −Casualties captured post-battle: +50%
  • −Income from looting settlements: +100% (Lord's army)
  • −Income from sacking settlements: +100% (Lord's army)
  • +Level 1: Casualties captured post-battle: +25%
  • +Level 1: Income from looting settlements: +25% (Lord's army)
  • +Level 1: Income from sacking settlements: +25% (Lord's army)
  • +Level 2: Casualties captured post-battle: +50%
  • +Level 2: Income from looting settlements: +50% (Lord's army)
  • +Level 2: Income from sacking settlements: +50% (Lord's army)
Triumph of Evil
  • −Casualty replenishment rate: +8% (Lord's army)
  • −Attrition: -50% casualties suffered from all attrition (Lord's army)
  • −Lord recruit rank: +2 (factionwide)
  • +Level 1: Casualty replenishment rate: +5% (Lord's army)
  • +Level 1: Attrition: -25% casualties suffered from all attrition (Lord's army)
  • +Level 1: Lord recruit rank: +2 (factionwide)
  • +Level 2: Casualty replenishment rate: +10% (Lord's army)
  • +Level 2: Attrition: -50% casualties suffered from all attrition (Lord's army)
  • +Level 2: Lord recruit rank: +4 (factionwide)
Reach Equals Grasp
  • −Magic item drop chance from battle: +25%
  • −Income from post-battle loot: +50%
  • +Level 1: Magic item drop chance from battle: +25%
  • +Level 1: Income from post-battle loot: +25%
  • +Level 2: Magic item drop chance from battle: +50%
  • +Level 2: Income from post-battle loot: +50%
Insidious
  • −Hero recruit rank: +2 for Khainite Assassins (factionwide)
  • −Hero action success chance: +5% (all characters)
  • +Hero recruit rank: +2 for Khainite Assassins and Black Ark Reavers (factionwide)
  • +Hero action success chance: +5% (all characters factionwide)
  • +Melee defence: +1 per rank achieved for Pleasure Cultists units (own armies factionwide)
Endless Scheming
  • −Assassinate action: Additional 5% success chance (all characters)
  • −Campaign movement range: +5% (all characters factionwide)
  • +Level 1: Assassinate action: Additional 5% success chance (all characters factionwide)
  • +Level 1: Campaign movement range: +5% (all characters factionwide)
  • +Level 2: Assassinate action: Additional 10% success chance (all characters factionwide)
  • +Level 2: Campaign movement range: +10% (all characters factionwide)
Favourite Assets
  • −Melee attack: +5 for Lords and embedded Heroes (armies in region)
  • −Melee attack: +10 for Shades and Dark Riders units (armies in region)
  • −Melee defence: +10 for Shades, Dark Riders, Doomfire Warlock and Scourgerunner Chariot units (armies in region)
  • −Melee defence: +5 for Lords and embedded Heroes (armies in region)
  • +Level 1: Melee attack: +4 for Lords and embedded Heroes (own armies in region)
  • +Level 1: Melee attack: +4 for Shades and Dark Riders units (own armies in region)
  • +Level 1: Melee defence: +4 for Shades, Dark Riders, Doomfire Warlock and Scourgerunner Chariot units (own armies in region)
  • +Level 1: Melee defence: +4 for Lords and embedded Heroes (own armies in region)
  • +Level 2: Melee attack: +8 for Lords and embedded Heroes (own armies in region)
  • +Level 2: Melee attack: +8 for Shades and Dark Riders units (own armies in region)
  • +Level 2: Melee defence: +8 for Shades, Dark Riders, Doomfire Warlock and Scourgerunner Chariot units (own armies in region)
  • +Level 2: Melee defence: +8 for Lords and embedded Heroes (own armies in region)
Shroud of Despair
  • −Slaanesh corruption: +5 (when in own province)
  • −Enemy leadership: -10 (local region)
  • −Control: +5 (local province)
  • +Level 1: Slaanesh corruption: +5 (local province)
  • +Level 1: Enemy leadership: -5 (enemy armies in region)
  • +Level 1: Control: +4 (own local province)
  • +Level 2: Slaanesh corruption: +10 (local province)
  • +Level 2: Enemy leadership: -10 (enemy armies in region)
  • +Level 2: Control: +8 (own local province)
Tenacious
  • −Casualties captured post-battle: +15% (all armies)
  • −Income from post-battle loot: +10% (all characters)
  • +Casualties captured post-battle: +10% (own armies factionwide)
  • +Income from post-battle loot: +10% (all characters factionwide)
  • +Melee attack: +1 per rank achieved for Pleasure Cultists units (own armies factionwide)
Rituals of Blood
  • −Unit experience gain per turn: +25 (Lord's army)
  • −Casualty replenishment rate: +6% (Lord's army)
  • −Ward save: +5% (Lord's army)
  • +Level 1: Unit experience gain per turn: +100 (Lord's army)
  • +Level 1: Casualty replenishment rate: +5% (Lord's army)
  • +Level 1: Ward save: +5% (Lord's army)
  • +Level 2: Unit experience gain per turn: +200 (Lord's army)
  • +Level 2: Casualty replenishment rate: +10% (Lord's army)
  • +Level 2: Ward save: +10% (Lord's army)
Grotesque Sacrifices
  • −Slaanesh corruption: +1 (all provinces)
  • −Diplomatic relations: +10 with Beastmen
  • −Magic item drop chance from battle: +10% (factionwide)
  • −Diplomatic relations: +30 with Norsca
  • +Level 1: Slaanesh corruption: +1 (all provinces)
  • +Level 1: Diplomatic relations: +10 with Beastmen
  • +Level 1: Magic item drop chance from battle: +10% (all characters factionwide)
  • +Level 1: Diplomatic relations: +25 with Norsca
  • +Level 2: Slaanesh corruption: +2 (all provinces)
  • +Level 2: Diplomatic relations: +20 with Beastmen
  • +Level 2: Magic item drop chance from battle: +20% (all characters factionwide)
  • +Level 2: Diplomatic relations: +50 with Norsca
Absolute Devotion
  • −Upkeep: -30% (Lord's army)
  • −Attrition: -50% casualties suffered from all attrition (Lord's army)
  • +Level 1: Upkeep: -5% (own armies in region)
  • +Level 1: Attrition: -25% casualties suffered from all attrition (own armies in region)
  • +Level 2: Upkeep: -10% (own armies in region)
  • +Level 2: Attrition: -50% casualties suffered from all attrition (own armies in region)
Carrion Crows
  • −Income from post-battle loot: +25% (Lord's army)
  • +Income from post-battle loot: +10% (Lord's army)
Free-Range
  • −Enemy casualty replenishment rate: -10% (enemy armies in local province)
  • −Casualty replenishment rate: +5% when in foreign territory
  • −Control: -8 (local enemy province)
  • +Level 1: Enemy casualty replenishment rate: -10% (enemy armies in province)
  • +Level 1: Casualty replenishment rate: +5% when in foreign territory
  • +Level 1: Control: -4 (enemy local province)
  • +Level 2: Enemy casualty replenishment rate: -20% (enemy armies in province)
  • +Level 2: Casualty replenishment rate: +10% when in foreign territory
  • +Level 2: Control: -8 (enemy local province)
Breeding Program
  • −Melee attack: +8 for War Hydra and Kharibdyss units (Lord's army)
  • −Passive ability: "Abyssal Howl" for Hydra units (Lord's army)
  • −Ability: "Frost Breath" for Kharibdyss units (Lord's army)
  • +Level 1: Melee attack: +4 for War Hydra and Kharibdyss units (Lord's army)
  • +Level 1: Passive ability: "Abyssal Howl" for Hydra units (Lord's army)
  • +Level 1: Ability: "Frost Breath" for Kharibdyss units (Lord's army)
  • +Level 2: Spell resistance: 20% for all monsters from Monsters Pens (Lord's army)
  • +Level 2: Melee attack: +8 for War Hydra and Kharibdyss units (Lord's army)
  • +Level 2: Passive ability: "Abyssal Howl" for Hydra units (Lord's army)
  • +Level 2: Ability: "Frost Breath" for Kharibdyss units (Lord's army)
Harpyclaw Bolts
  • −Increased chance monsters will be added to the Monster Pens while raiding, fighting battles, or occupying settlements
  • −Scourgerunner Chariots and Reaper Bolt Throwers gain Harpyclaw ammunition, which reduces enemy movement speed on hit (Lord's army)
  • −Casualties captured post-battle: +25%
  • +Level 1: Increased chance monsters will be added to the Monster Pens while raiding, fighting battles, or occupying settlements
  • +Level 1: Scourgerunner Chariots and Reaper Bolt Throwers gain Harpyclaw ammunition, which reduces enemy movement speed on hit (Lord's army)
  • +Level 1: Casualties captured post-battle: +20%
  • +Level 2: Increased chance monsters will be added to the Monster Pens while raiding, fighting battles, or occupying settlements
  • +Level 2: Scourgerunner Chariots and Reaper Bolt Throwers gain Harpyclaw ammunition, which reduces enemy movement speed on hit (Lord's army)
  • +Level 2: Casualties captured post-battle: +40%
  • +Level 2: Physical resistance: 10% for all monsters from Monsters Pens (Lord's army)
Pack Hunters
  • −Recruit rank: +3 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (all armies factionwide)
  • −Attribute: Stalk for Feral Cold Ones, Cold One Knights, and Cold One Dread Knights (Lord's army)
  • −Ambush success chance: +25% (Lord's army)
  • +Level 1: Recruit rank: +1 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (all armies factionwide)
  • +Level 1: Attribute: Stalk for Feral Cold Ones, Cold One Knights, and Cold One Dread Knights (Lord's army)
  • +Level 1: Ambush success chance: +20% (Lord's army)
  • +Level 2: Charge bonus: +20% for all monsters from Monsters Pens (Lord's army)
  • +Level 2: Recruit rank: +2 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (all armies factionwide)
  • +Level 2: Attribute: Stalk for Feral Cold Ones, Cold One Knights, and Cold One Dread Knights (Lord's army)
  • +Level 2: Ambush success chance: +40% (Lord's army)
Apex Predator
  • −Recruit rank: +3 for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (all armies factionwide)
  • −Weapon strength: +10% for Black Dragon units (Lord's army)
  • +Recruit rank: +2 for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon and Black Dragon units (all armies factionwide)
  • +Weapon strength: +10% for Wyrm, Sea Dragon and Black Dragon units (Lord's army)
Steel Will
  • −Leadership: -8 for enemy monstrous units (enemy armies in local province)
  • +Leadership: -8 for enemy monstrous units (enemy armies in province)
Seek New Corsairsnew
  • +Level 1: Black Ark growth: +1 (all armies factionwide)
  • +Level 2: Black Ark growth: +2 (all armies factionwide)
  • +Level 3: Black Ark growth: +3 (all armies factionwide)
Plunder Trovesnew
  • +Upkeep: -4% for Lords and Heroes (Hero's army)
Sword and Handbownew
  • +Weapon: Sword and Handbow (fire while moving with 360 fire arc)
Greatswordnew
  • +Weapon: Greatsword (area damage)
Silver-Tongued Promisesnew
  • +Recruitment cost: -10% for Black Ark Corsairs units (Hero's army)
Boarding Preperationsnew
  • +Level 1: Melee attack: +2 for Black Ark Corsairs units (Hero's army)
  • +Level 2: Melee attack: +4 for Black Ark Corsairs units (Hero's army)
  • +Level 3: Melee attack: +8 for Black Ark Corsairs units (Hero's army)
Infamous Namenew
  • +Level 1: Upkeep: -5% for Black Ark Corsairs units (Hero's army)
  • +Level 2: Upkeep: -10% for Black Ark Corsairs units (Hero's army)
  • +Level 3: Upkeep: -20% for Black Ark Corsairs units (Hero's army)
Ruthless Butcherynew
  • +Level 1: Missile resistance: 3% for Black Ark Corsairs units (Hero's army)
  • +Level 1: Speed: +5% for Black Ark Corsairs units (Hero's army)
  • +Level 2: Missile resistance: 6% for Black Ark Corsairs units (Hero's army)
  • +Level 2: Speed: +10% for Black Ark Corsairs units (Hero's army)
  • +Level 3: Missile resistance: 10% for Black Ark Corsairs units (Hero's army)
  • +Level 3: Speed: +20% for Black Ark Corsairs units (Hero's army)
Dreadful Gazenew
  • +Passive ability: "Dreadful Gaze"
Evisceratenew
  • +Diplomatic relations: -25 with Cult of Pleasure
  • +Speed: +10% (Lord's army)
  • +Weapon strength: +5% when attacking (Lord's army)
Favour of the Blood Queennew
  • +Upkeep: -20% for Lords and Heroes (Lord's army)
Whips and Chainsnew
  • +Casualties captured post-battle: +10% (own armies factionwide)
  • +Growth: +30 (own local province)
Death Night’s Survivorsnew
  • +Attrition: -10% casualties suffered from all attrition (own armies factionwide)
  • +Constant casualty replenishment rate: +5% (Lord's army)
Overflowing Bitternessnew
  • +Enable contact effect: "Toxic Venom"
  • +Armour-piercing weapon damage: +5 (Lord's army)
  • +Character experience gain: +25%
Wild Castingnew
  • +Enemy Winds of Magic power reserve capacity: -20 (enemy armies in province)
Slaughter for Khainenew
  • +Level 1: Cooldown: -2% to all spells
  • +Level 1: Melee attack: +2
  • +Level 2: Cooldown: -4% to all spells
  • +Level 2: Melee attack: +4
  • +Level 3: Cooldown: -6% to all spells
  • +Level 3: Melee attack: +6
Daemonic Whispersnew
  • +Level 1: Cooldown: +2% to all spells (enemy armies in province)
  • +Level 1: Miscast base chance: -2%
  • +Level 2: Cooldown: +4% to all spells (enemy armies in province)
  • +Level 2: Miscast base chance: -4%
  • +Level 3: Cooldown: +6% to all spells (enemy armies in province)
  • +Level 3: Miscast base chance: -6%
Joyous Battlenew
  • +Level 1: Winds of Magic power reserve capacity: +2
  • +Level 1: Weapon strength: +3%
  • +Level 2: Winds of Magic power reserve capacity: +4
  • +Level 2: Weapon strength: +6%
  • +Level 3: Winds of Magic power reserve capacity: +8
  • +Level 3: Weapon strength: +12%
Clever and Connivingnew
  • +Enemy miscast base chance: +5% (enemy armies in region)
Promises of Beautynew
  • +Level 1: Melee defence: +1 for Bloodwrack Medusae units (Hero's army)
  • +Level 2: Melee defence: +2 for Bloodwrack Medusae units (Hero's army)
  • +Level 3: Melee defence: +4 for Bloodwrack Medusae units (Hero's army)
Daughters of Khainenew
  • +Level 1: Melee attack: +1 for Harpies units (Hero's army)
  • +Level 2: Melee attack: +2 for Harpies units (Hero's army)
  • +Level 3: Melee attack: +4 for Harpies units (Hero's army)
Dark Magic: Witches Gazenew
  • +Ability: "Dark Magic: Witches Gaze"
Dark Magic: Serrated Galenew
  • +Ability: "Dark Magic: Serrated Gale"
Laithikirnew
  • +Mount: Laithikir
Fellheart Reputationnew
  • +Recruitment cost: -25% for Black Ark Corsairs units (Lord's army)
Most Infamous Raidernew
  • +Campaign movement range: +10%
  • +Income from raiding: +25% (Lord's army)
Inspiring Swordplaynew
  • +Weapon strength: +10% for Dreadspears, Darkshards, Bleakswords and Black Ark Corsairs units (own armies factionwide)
Join Usnew
  • +Local Recruitment duration: -1 turn (minimum 1) (local province)
  • +Local recruitment capacity: +1 (local province)
Capable First Matenew
  • +Enemy charge bonus: -50% (enemy armies in province)
Scent of the Cold-Bloodednew
  • +Weapon strength: +5% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Hero's army)
Above Suspicionnew
  • +Weapon strength: +10% (accompanying Lord)
Knightly Prestigenew
  • +Level 1: Vigour loss reduction: -1% (accompanying Lord)
  • +Level 1: Physical resistance: 1% (accompanying Lord)
  • +Level 2: Vigour loss reduction: -3% (accompanying Lord)
  • +Level 2: Physical resistance: 2% (accompanying Lord)
  • +Level 3: Vigour loss reduction: -5% (accompanying Lord)
  • +Level 3: Physical resistance: 3% (accompanying Lord)
Pain Compliancenew
  • +Level 1: Speed: +2% (accompanying Lord)
  • +Level 1: Missile resistance: 2% (accompanying Lord)
  • +Level 2: Speed: +4% (accompanying Lord)
  • +Level 2: Missile resistance: 4% (accompanying Lord)
  • +Level 3: Speed: +8% (accompanying Lord)
  • +Level 3: Missile resistance: 8% (accompanying Lord)
Trusted Retainernew
  • +Attribute: Unbreakable (accompanying Lord)
Testednew
  • +Hit points: +10%
Show No Weaknessnew
  • +Level 1: Physical resistance: 1%
  • +Level 1: Bonus vs Large: +3
  • +Level 2: Physical resistance: 3%
  • +Level 2: Bonus vs Large: +6
  • +Level 3: Physical resistance: 5%
  • +Level 3: Bonus vs Large: +10
Absolute Precisionnew
  • +Level 1: Melee attack: +5
  • +Level 1: Speed: -3%
  • +Level 2: Melee attack: +10
  • +Level 2: Speed: -6%
  • +Level 3: Melee attack: +15
  • +Level 3: Speed: -10%
Whip of Agonynew
  • +Ability: "Whip of Agony"
Hag Queennew
  • +Upkeep: -4% for Witch Elves and Sisters of Slaughter units (Hero's army)
Scent of Slaughternew
  • +Level 1: Speed: +3%
  • +Level 1: Melee defence: +3
  • +Level 2: Speed: +6%
  • +Level 2: Melee defence: +6
  • +Level 3: Speed: +10%
  • +Level 3: Melee defence: +10
Offerings for the Shrinenew
  • +Level 1: Armour-piercing weapon damage: +10
  • +Level 1: Charge bonus: +5%
  • +Level 2: Armour-piercing weapon damage: +20
  • +Level 2: Charge bonus: +10%
  • +Level 3: Armour-piercing weapon damage: +30
  • +Level 3: Charge bonus: +15%
Bloody Concoctionnew
  • +Level 1: Vigour loss reduction: -3%
  • +Level 1: Casualty replenishment rate: +3%
  • +Level 2: Vigour loss reduction: -6%
  • +Level 2: Casualty replenishment rate: +6%
  • +Level 3: Vigour loss reduction: -10%
  • +Level 3: Casualty replenishment rate: +10%
Promises of Bloodshednew
  • +Recruit rank: +1 for Witch Elves and Sisters of Slaughter units (Hero's army)
Dripping Bladesnew
  • +Level 1: Armour-piercing weapon damage: -1 when defending (enemy armies in region)
  • +Level 2: Armour-piercing weapon damage: -2 when defending (enemy armies in region)
  • +Level 3: Armour-piercing weapon damage: -3 when defending (enemy armies in region)
Blessed Murdernew
  • +Level 1: Armour: -1 when attacking (enemy armies in region)
  • +Level 2: Armour: -2 when attacking (enemy armies in region)
  • +Level 3: Armour: -4 when attacking (enemy armies in region)
Live to Slaughter Another Daynew
  • +Melee defence: +3 for Witch Elves and Sisters of Slaughter units (Hero's army)
Khaine's Mysteriesnew
  • +Weapon strength: +8% for Witch Elves and Sisters of Slaughter units (Hero's army)
In the Corner of Your Eyenew
  • +Enemy speed: -5% (enemy characters in region)
Shadows Guardnew
  • +Level 1: Missile resistance: 2%
  • +Level 1: Missile resistance: 2% for Shades and Dark Riders units (Hero's army)
  • +Level 2: Missile resistance: 4%
  • +Level 2: Missile resistance: 4% for Shades and Dark Riders units (Hero's army)
  • +Level 3: Missile resistance: 8%
  • +Level 3: Missile resistance: 8% for Shades and Dark Riders units (Hero's army)
Way of the Poisoned Swordnew
  • +Level 1: Bonus vs Infantry: +3
  • +Level 1: Melee attack: +1 for Shades and Dark Riders units (Hero's army)
  • +Level 2: Bonus vs Infantry: +6
  • +Level 2: Melee attack: +2 for Shades and Dark Riders units (Hero's army)
  • +Level 3: Bonus vs Infantry: +10
  • +Level 3: Melee attack: +3 for Shades and Dark Riders units (Hero's army)
Hardened by Crueltynew
  • +Level 1: Armour: +2
  • +Level 1: Armour: +2 for Shades and Dark Riders units (Hero's army)
  • +Level 2: Armour: +4
  • +Level 2: Armour: +4 for Shades and Dark Riders units (Hero's army)
  • +Level 3: Armour: +8
  • +Level 3: Armour: +8 for Shades and Dark Riders units (Hero's army)
Trust No Onenew
  • +Character's aura leadership effect: -3 (enemy characters in region)

Buildings

Smithy's TavernDark Elves
  • −Local recruitment capacity for Vampire Coast units: +2 (Undead Legions only)
  • −Hero recruit rank: +3 (all provinces)
  • −Casualty replenishment rate: +5% (armies in province)
  • −Local recruitment capacity: +2 (not for Undead Legions)
  • +Hero recruit rank: +3
  • +Casualty replenishment rate: +5% (own armies in province)
  • +Local recruitment capacity: +2
  • −Income from Ports: +5% (factionwide)
  • +Income from Ports: +5% (all regions factionwide)
Hall of DragonsDark Elves
  • −Recruit rank: +4 for Dragon units
  • −Upkeep: -25% for Dragon units (all armies)
  • −Recruitment cost: -25% for Dragon units (all armies)
  • +Recruit rank: +4 for Dragon units (own armies in province)
  • +Upkeep: -12% for Dragon units (own armies factionwide)
  • +Recruitment cost: -20% for Dragon units (own armies factionwide)
Dread ManseDark Elves
  • −Upkeep: -4% for Cold One Knights, Cold One Dread Knights, Cold One Chariot and Black Guard of Naggarond units (all units in Black Ark)
  • +Upkeep: -5% for Cold One Knights, Cold One Dread Knights, Cold One Chariot and Black Guard of Naggarond units
  • +Unit capacity: +3 Cold One Knights
  • +Unit capacity: +2 Dark Elves Chariots
  • +Unit capacity: +2 Black Guard of Naggarond
  • +Income generated: 100
  • −Upkeep: -6% for Cold One Knights, Cold One Dread Knights, Cold One Chariot and Black Guard of Naggarond units (all units in Black Ark)
  • +Upkeep: -10% for Cold One Knights, Cold One Dread Knights, Cold One Chariot and Black Guard of Naggarond units
  • +Unit capacity: +4 Black Guard of Naggarond
  • +Unit capacity: +6 Cold One Knights
  • +Unit capacity: +4 Cold One Dread Knights
  • +Unit capacity: +4 Dark Elves Chariots
  • +Income generated: 125
  • +Unit capacity: +6 Har Ganeth Executioners
Den of OutlawsDark Elves
  • −Upkeep: -4% for Shades units (all units in Black Ark)
  • +Upkeep: -5% for Shades units
  • +Unit capacity: +2 Shades
  • +Income generated: 50
House of ExilesDark Elves
  • −Upkeep: -6% for Shades units (all units in Black Ark)
  • +Upkeep: -10% for Shades units
  • +Unit capacity: +4 Shades
  • +Income generated: 75
Dark Elf ManorsDark Elves
  • −Black Ark growth: +2
  • −Casualty replenishment rate: +2% (this force and all forces in circle of influence)
  • +Black Ark growth: +4
  • +Casualty replenishment rate: +1% (this force and all forces in circle of influence)
  • +Income generated: 25
  • −Black Ark growth: +4
  • −Casualty replenishment rate: +3% (this force and all forces in circle of influence)
  • +Black Ark growth: +8
  • +Casualty replenishment rate: +2% (this force and all forces in circle of influence)
  • +Income generated: 50
  • −Black Ark growth: +6
  • −Casualty replenishment rate: +4% (this force and all forces in circle of influence)
  • +Black Ark growth: +12
  • +Casualty replenishment rate: +3% (this force and all forces in circle of influence)
  • +Income generated: 75
Reaver StablesDark Elves
  • −Upkeep: -4% for Dark Riders and Doomfire Warlock units (all units in Black Ark)
  • +Upkeep: -5% for Dark Riders and Doomfire Warlock units
  • +Income generated: 50
  • −Upkeep: -6% for Dark Riders and Doomfire Warlock units (all units in Black Ark)
  • +Upkeep: -10% for Dark Riders and Doomfire Warlock units
  • +Unit capacity: +6 Doomfire Warlocks
  • +Income generated: 75
  • −Defensive supplies: +1000
  • −Corruption: -2 (not for Cult of Pleasure)
  • −Slaanesh corruption: +2 (Cult of Pleasure only)
  • −Grants 1 construction slot in the settlement
  • −Attrition: -10% when under siege (armies in region)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -5% (local province)
  • +Defensive supplies: +1200
  • +Grants 1 construction slots in the settlement
  • +Attrition: -10% when under siege (own armies in region)
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -10% (local province)
  • +Defensive supplies: +1200
  • +Attrition: -10% when under siege (own armies in region)
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -15% (local province)
  • +Defensive supplies: +1200
  • +Attrition: -10% when under siege (own armies in region)
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -20% (local province)
  • +Defensive supplies: +1200
  • +Attrition: -10% when under siege (own armies in region)
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -25% (local province)
  • +Defensive supplies: +1200
  • +Attrition: -10% when under siege (own armies in region)
  • +Income generated: 10
  • +Effect unlocked when technology "A Meager Offering" researched: Unit experience gain per turn: +20 (own armies in province)
  • +Effect unlocked when technology "A Meager Offering" researched: Character experience gain per turn: +10 (own characters in province)
  • +Income generated: 20
  • +Effect unlocked when technology "A Meager Offering" researched: Unit experience gain per turn: +40 (own armies in province)
  • +Effect unlocked when technology "A Meager Offering" researched: Character experience gain per turn: +20 (own characters in province)
  • −Hero recruit rank: +2 for Masters
  • +Income generated: 30
  • +Effect unlocked when technology "A Meager Offering" researched: Unit experience gain per turn: +60 (own armies in province)
  • +Effect unlocked when technology "A Meager Offering" researched: Character experience gain per turn: +30 (own characters in province)
  • Units: 7 → 6
Harpy RoostDark Elves
  • −Exotic Animals resource production: 8 cages
  • +Exotic Animals resource production: 5 cages
  • +Unit capacity: +2 Dark Elves Chariots
  • +Income generated: 30
  • +Effect unlocked when technology "Signal the Overseers" researched: Unit experience gain per turn: +60 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Signal the Overseers" researched: Character experience gain per turn: +30 (own characters in province)
  • −Exotic Animals resource production: 12 cages
  • +Exotic Animals resource production: 10 cages
  • +Unit capacity: +2 Dark Elves Chariots
  • +Unit capacity: +2 Feral Manticore and Helldrake Pack
  • +Unit capacity: +1 War Hydra, Kharibdyss, Sea Dragon and Black Dragon
  • +Income generated: 40
  • +Effect unlocked when technology "Signal the Overseers" researched: Unit experience gain per turn: +80 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Signal the Overseers" researched: Character experience gain per turn: +40 (own characters in province)
  • Units: 5 → 6
Dragon HatcheryDark Elves
  • −Exotic Animals resource production: 16 cages
  • +Exotic Animals resource production: 20 cages
  • +Unit capacity: +4 Feral Manticore and Helldrake Pack
  • +Unit capacity: +2 Dark Elves Chariots
  • +Unit capacity: +2 War Hydra, Kharibdyss, Sea Dragon and Black Dragon
  • +Income generated: 50
  • +Effect unlocked when technology "Signal the Overseers" researched: Unit experience gain per turn: +100 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Signal the Overseers" researched: Character experience gain per turn: +50 (own characters in province)
  • Units: 6 → 8
Dread ManseDark Elves
  • −Control: +3
  • +Control: +2
  • +Unit capacity: +2 Black Guard of Naggarond
  • +Unit capacity: +2 Dark Elves Chariots
  • +Unit capacity: +3 Cold One Knights
  • +Income generated: 40
  • +Effect unlocked when technology "Khaine's Libations" researched: Unit experience gain per turn: +80 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Khaine's Libations" researched: Character experience gain per turn: +40 (own characters in province)
  • −Control: +5
  • −Lord recruit rank: +1 (factionwide)
  • +Control: +4
  • +Unit capacity: +4 Black Guard of Naggarond
  • +Unit capacity: +4 Dark Elves Chariots
  • +Unit capacity: +6 Cold One Knights
  • +Unit capacity: +4 Cold One Dread Knights
  • +Income generated: 50
  • +Effect unlocked when technology "Khaine's Libations" researched: Unit experience gain per turn: +100 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Khaine's Libations" researched: Character experience gain per turn: +50 (own characters in province)
Slave GateDark Elves
  • −Army ability: "Shadows of Anlec" (armies in region)
  • −Cannot be constructed in minor settlements
  • +Army ability: "Shadows of Anlec" (own armies in region)
  • +Defensive supplies: +400
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Attrition: -5% when under siege (own armies in region)
  • +Control: +1 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Hidden armies will be visible (any armies in region)
  • −Army ability: "Shadows of Anlec" (armies in region)
  • +Army ability: "Shadows of Anlec" (own armies in region)
  • +Defensive supplies: +600
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Control: +2 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Hidden armies will be visible (any armies in region)
Dread BulwarkDark Elves
  • −Army ability: "Shadows of Anlec" (armies in region)
  • +Army ability: "Shadows of Anlec" (own armies in region)
  • +Defensive supplies: +800
  • +Enemy Hero action success chance: -20% (enemy characters in region)
  • +Attrition: -15% when under siege (own armies in region)
  • +Control: +3 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Hidden armies will be visible (any armies in region)
WatchtowersDark Elves
  • −Cannot be constructed in major settlements
  • −Defensive supplies: +50 per turn when under siege
  • +Defensive supplies: +400
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Control: +1 (local province)
  • +Income from all buildings: -10% (all regions in province)
Dark PalisadeDark Elves
  • −Army ability: "Shadows of Anlec" (armies in region)
  • −Cannot be constructed in major settlements
  • −Defensive supplies: +100 per turn when under siege
  • +Army ability: "Shadows of Anlec" (own armies in region)
  • +Defensive supplies: +600
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Control: +2 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Hidden armies will be visible (any armies in region)
Den of OutlawsDark Elves
  • +Unit capacity: +2 Shades
  • +Income generated: 20
  • +Effect unlocked when technology "Bleed the Meek" researched: Unit experience gain per turn: +40 (own armies in province)
  • +Effect unlocked when technology "Bleed the Meek" researched: Character experience gain per turn: +20 (own characters in province)
House of ExilesDark Elves
  • +Unit capacity: +4 Shades
  • +Income generated: 30
  • +Effect unlocked when technology "Bleed the Meek" researched: Unit experience gain per turn: +60 (own armies in province)
  • +Effect unlocked when technology "Bleed the Meek" researched: Character experience gain per turn: +30 (own characters in province)
Dark Elf ManorsDark Elves
  • −Casualty replenishment rate: +2% (armies in province)
  • −Growth: +5
  • +Enemy leadership: -1 (enemy armies in province)
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Growth: +10
  • +Control: +1 (Hag Graef only)
  • −Casualty replenishment rate: +4% (armies in province)
  • −Growth: +10
  • +Enemy leadership: -2 (enemy armies in province)
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Growth: +15
  • +Control: +2 (Hag Graef only)
  • −Casualty replenishment rate: +6% (armies in province)
  • −Growth: +15
  • +Enemy leadership: -3 (enemy armies in province)
  • +Casualty replenishment rate: +3% (own armies in province)
  • +Growth: +25
  • +Growth: +1 (all provinces)
  • +Control: +3 (Hag Graef only)
Artisan's HouseDark Elves
  • −Income generated: 100
  • +Upkeep: -1% (own armies in province)
  • +Income generated: 50
  • +Control: +1 (Hag Graef only)
  • −Income generated: 150
  • +Upkeep: -2% (own armies in province)
  • +Income generated: 100
  • +Control: +2 (Hag Graef only)
Guild HallsDark Elves
  • +Upkeep: -4% (own armies in province)
  • +Control: +3 (Hag Graef only)
Torture PostsDark Elves
  • −Control: +1
  • +Corruption: -1
  • +Control: +2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
Fighting PitsDark Elves
  • −Control: +2
  • +Control: +4
  • +Corruption: -2
  • +Attrition: -20% casualties suffered from all attrition (own armies in province)
ArenaDark Elves
  • −Control: +3
  • +Control: +8
  • +Corruption: -4
  • +Attrition: -40% casualties suffered from all attrition (own armies in province)
  • −Slaves: 20 per turn
  • +Weapon strength: +5% when under siege (own armies in province)
  • +Control: +2
  • +Slaves: 40 per turn
  • −Slaves: 40 per turn
  • −Income generated: 300
  • +Income generated: 200
  • +Weapon strength: +10% when under siege (own armies in province)
  • +Control: +2
  • +Slaves: 60 per turn
Dark Elf PortDark Elves
  • −Income generated: 500
  • +Income generated: 400
  • +Growth: +10 (all adjacent provinces)
  • +Weapon strength: +20% when under siege (own armies in province)
  • +Control: +2
  • −Recruitment cost: -20% for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
  • −Income generated: 100
  • −Exotic Animals resource production: 20 cages
  • +Recruitment cost: -10% for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon and Black Dragon units (own armies in province)
  • +Income generated: 25
  • +Exotic Animals resource production: 15 cages
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Recruit rank: +1 for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
  • −Recruitment cost: -25% for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
  • −Income generated: 150
  • +Recruit rank: +1 for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon and Black Dragon units
  • +Recruitment cost: -20% for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon and Black Dragon units (own armies in province)
  • +Income generated: 50
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Recruit rank: +2 for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
  • −Recruitment cost: -30% for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
  • −Upkeep: -3% for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (all armies)
  • −Income generated: 200
  • +Recruit rank: +2 for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon and Black Dragon units
  • +Recruitment cost: -30% for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon and Black Dragon units (own armies in province)
  • +Upkeep: -1% for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon and Black Dragon units (own armies factionwide)
  • +Income generated: 100
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Income generated: 100
  • −Dyes resource production: 20 ounces
  • +Income generated: 25
  • +Dyes resource production: 15 ounces
  • Cost: 500 → 1000
  • Turns: 1 → 2
Cinnabar MineDark Elves
  • −Income generated: 150
  • +Income generated: 50
  • Cost: 1000 → 2000
  • Turns: 2 → 3
DyemakerDark Elves
  • −Income generated: 200
  • +Income generated: 100
  • +Ambush success chance: +10% (own armies in province)
  • +Ambush defence chance: +10% (own armies in province)
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
Hunting CampDark Elves
  • −Income generated: 100
  • −Furs resource production: 20 bundles
  • +Income generated: 25
  • +Furs resource production: 15 bundles
  • Cost: 500 → 1000
  • Turns: 1 → 2
Hunting LodgeDark Elves
  • −Income generated: 150
  • +Income generated: 50
  • Cost: 1000 → 2000
  • Turns: 2 → 3
TanneryDark Elves
  • −Income generated: 200
  • +Income generated: 100
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
Gem MineshaftDark Elves
  • −Income generated: 300
  • −Gemstones resource production: 20 sacks
  • +Income generated: 100
  • +Gemstones resource production: 15 sacks
  • Cost: 500 → 1000
Gem MineDark Elves
  • −Income generated: 450
  • +Income generated: 200
  • Cost: 1000 → 2000
  • −Income generated: 600
  • +Income generated: 400
  • +Diplomatic relations: +5 with all factions
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
Gold Mining PitDark Elves
  • −Income generated: 300
  • +Recruitment cost: -5% for all units (own armies in province)
  • +Income generated: 100
  • Cost: 500 → 1000
Gold MineDark Elves
  • −Income generated: 450
  • +Recruitment cost: -10% for all units (own armies in province)
  • +Income generated: 200
  • Cost: 1000 → 2000
Gold SmelterDark Elves
  • −Income generated: 600
  • +Recruitment cost: -15% for all units (own armies in province)
  • +Income generated: 400
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
Iron Mining PitDark Elves
  • −Recruitment cost: -20% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
  • −Income generated: 100
  • −Iron resource production: 20 ingots
  • +Recruitment cost: -10% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (own armies in province)
  • +Income generated: 25
  • +Iron resource production: 15 ingots
  • Cost: 500 → 1000
Iron MinesDark Elves
  • −Recruitment cost: -25% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
  • −Recruit rank: +1 for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
  • −Income generated: 150
  • +Recruitment cost: -20% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (own armies in province)
  • +Recruit rank: +1 for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units
  • +Income generated: 50
  • Cost: 1000 → 2000
Iron SmelterDark Elves
  • −Recruitment cost: -30% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
  • −Recruit rank: +2 for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
  • −Upkeep: -3% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (all armies)
  • −Income generated: 200
  • +Recruitment cost: -30% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (own armies in province)
  • +Recruit rank: +2 for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units
  • +Upkeep: -1% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (own armies factionwide)
  • +Income generated: 100
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
SawyerDark Elves
  • −Construction cost: -15% for all buildings (local province)
  • −Income generated: 100
  • −Marble resource production: 20 slabs
  • +Construction cost: -10% for all buildings (all regions in province)
  • +Income generated: 25
  • +Marble resource production: 15 slabs
  • Cost: 500 → 1000
  • Turns: 1 → 2
Marble QuarryDark Elves
  • −Construction cost: -20% for all buildings (local province)
  • −Income generated: 150
  • +Construction cost: -20% for all buildings (all regions in province)
  • +Income generated: 50
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Construction cost: -25% for all buildings (local province)
  • −Income generated: 200
  • +Construction cost: -30% for all buildings (all regions in province)
  • +Income generated: 100
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Recruitment cost: -20% for Witch Elves and Sisters of Slaughter units (local province)
  • −Casualty replenishment rate: +6% (armies in province)
  • −Medicinal Plants resource production: 20 bundles
  • +Recruitment cost: -10% for Witch Elves and Sisters of Slaughter units (own armies in province)
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Medicinal Plants resource production: 15 bundles
  • Cost: 500 → 1000
  • Turns: 1 → 2
Exotic HothouseDark Elves
  • −Recruitment cost: -25% for Witch Elves and Sisters of Slaughter units (local province)
  • −Recruit rank: +1 for Witch Elves and Sisters of Slaughter units (local province)
  • −Casualty replenishment rate: +8% (armies in province)
  • +Recruitment cost: -20% for Witch Elves and Sisters of Slaughter units (own armies in province)
  • +Recruit rank: +1 for Witch Elves and Sisters of Slaughter units
  • +Casualty replenishment rate: +2% (own armies in province)
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Hero recruit rank: +1 for Khainite Assassins (all provinces)
  • −Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units (local province)
  • −Recruit rank: +2 for Witch Elves and Sisters of Slaughter units (local province)
  • −Upkeep: -3% for Witch Elves and Sisters of Slaughter units (all armies)
  • −Casualty replenishment rate: +12% (armies in province)
  • +Hero recruit rank: +1 for Khainite Assassins and Black Ark Reavers (all provinces)
  • +Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units (own armies in province)
  • +Recruit rank: +2 for Witch Elves and Sisters of Slaughter units
  • +Upkeep: -1% for Witch Elves and Sisters of Slaughter units (own armies factionwide)
  • +Casualty replenishment rate: +4% (own armies in province)
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
Obsidian QuarryDark Elves
  • −Income generated: 100
  • −Carved Obsidian resource production: 20 chests
  • +Income generated: 25
  • +Carved Obsidian resource production: 15 chests
  • +Experience gain: +1% for units (own armies factionwide)
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 150
  • +Income generated: 50
  • +Experience gain: +3% for units (own armies factionwide)
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Income generated: 200
  • +Income generated: 100
  • +Experience gain: +5% for units (own armies factionwide)
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Recruitment cost: -20% for Dark Riders and Doomfire Warlocks units (local province)
  • −Casualty replenishment rate: +4% (armies in province)
  • +Recruitment cost: -10% for Dark Riders and Doomfire Warlocks units (own armies in province)
  • +Casualty replenishment rate: +1% (own armies in province)
  • Cost: 500 → 1000
  • Turns: 1 → 2
Livestock PensDark Elves
  • −Recruitment cost: -25% for Dark Riders and Doomfire Warlocks units (local province)
  • −Recruit rank: +1 for Dark Riders and Doomfire Warlocks units (local province)
  • −Casualty replenishment rate: +6% (armies in province)
  • +Recruitment cost: -20% for Dark Riders and Doomfire Warlocks units (own armies in province)
  • +Recruit rank: +1 for Dark Riders and Doomfire Warlocks units
  • +Casualty replenishment rate: +2% (own armies in province)
  • Cost: 1000 → 2000
  • Turns: 2 → 3
Cattle RanchDark Elves
  • −Recruitment cost: -30% for Dark Riders and Doomfire Warlocks units (local province)
  • −Recruit rank: +2 for Dark Riders and Doomfire Warlocks units (local province)
  • −Upkeep: -3% for Dark Riders and Doomfire Warlocks units (all armies)
  • −Casualty replenishment rate: +8% (armies in province)
  • +Recruitment cost: -30% for Dark Riders and Doomfire Warlocks units (own armies in province)
  • +Recruit rank: +2 for Dark Riders and Doomfire Warlocks units
  • +Upkeep: -1% for Dark Riders and Doomfire Warlocks units (own armies factionwide)
  • +Casualty replenishment rate: +4% (own armies in province)
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
Clay PitDark Elves
  • −Income generated: 100
  • −Pottery resource production: 20 kilnful
  • +Income generated: 25
  • +Pottery resource production: 15 kilnful
  • Cost: 500 → 1000
  • Turns: 1 → 2
Pottery MakerDark Elves
  • −Income generated: 150
  • +Income generated: 50
  • Cost: 1000 → 2000
  • Turns: 2 → 3
KilnsDark Elves
  • −Income generated: 200
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Recruitment cost: -20% for Black Ark Corsairs units (local province)
  • −Income generated: 100
  • −Salt resource production: 20 barrels
  • +Recruitment cost: -10% for Black Ark Corsairs units (own armies in province)
  • +Income generated: 25
  • +Salt resource production: 15 barrels
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Recruitment cost: -25% for Black Ark Corsairs units (local province)
  • −Recruit rank: +1 for Black Ark Corsairs units (local province)
  • −Income generated: 150
  • +Recruitment cost: -20% for Black Ark Corsairs units (own armies in province)
  • +Recruit rank: +1 for Black Ark Corsairs units
  • +Income generated: 50
  • Cost: 1000 → 2000
  • Turns: 2 → 3
SaltworksDark Elves
  • −Recruitment cost: -30% for Black Ark Corsairs units (local province)
  • −Recruit rank: +2 for Black Ark Corsairs units (local province)
  • −Upkeep: -3% for Black Ark Corsairs units (all armies)
  • −Income generated: 200
  • +Recruitment cost: -30% for Black Ark Corsairs units (own armies in province)
  • +Recruit rank: +2 for Black Ark Corsairs units
  • +Upkeep: -1% for Black Ark Corsairs units (own armies factionwide)
  • +Income generated: 100
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
Spice MarketDark Elves
  • −Income generated: 100
  • −Spices resource production: 20 sacks
  • +Income generated: 25
  • +Spices resource production: 15 sacks
  • Cost: 500 → 1000
  • Turns: 1 → 2
  • −Income generated: 150
  • +Income generated: 50
  • Cost: 1000 → 2000
  • Turns: 2 → 3
Eastern BazaarDark Elves
  • −Income generated: 200
  • +Income generated: 100
  • +Tradable resources produced: +5%
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
OrchardsDark Elves
  • −Control: +3
  • −Wine resource production: 20 barrels
  • +Control: +2
  • +Wine resource production: 15 barrels
  • Cost: 500 → 1000
  • Turns: 1 → 2
VineyardDark Elves
  • Cost: 1000 → 2000
  • Turns: 2 → 3
VintnerDark Elves
  • −Control: +5
  • +Control: +6
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
Woodman's HutDark Elves
  • −Recruitment cost: -20% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
  • −Income generated: 100
  • −Timber resource production: 20 logs
  • +Recruitment cost: -10% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (own armies in province)
  • +Income generated: 25
  • +Timber resource production: 15 logs
  • Cost: 500 → 1000
  • Turns: 1 → 2
Timber MillDark Elves
  • −Recruitment cost: -25% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
  • −Recruit rank: +1 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
  • −Income generated: 150
  • +Recruitment cost: -20% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (own armies in province)
  • +Recruit rank: +1 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (own armies in province)
  • +Income generated: 50
  • Cost: 1000 → 2000
  • Turns: 2 → 3
LumberyardDark Elves
  • −Recruitment cost: -30% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
  • −Recruit rank: +2 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
  • −Upkeep: -3% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (all armies)
  • −Income generated: 200
  • +Recruitment cost: -30% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (own armies in province)
  • +Recruit rank: +2 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (own armies in province)
  • +Upkeep: -1% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (own armies factionwide)
  • +Income generated: 100
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • +Income generated: 20
  • +Effect unlocked when technology "Bleed the Meek" researched: Unit experience gain per turn: +40 (own armies in province)
  • +Effect unlocked when technology "Bleed the Meek" researched: Character experience gain per turn: +20 (own characters in province)
  • +Unit capacity: +6 Doomfire Warlocks
  • +Income generated: 30
  • +Effect unlocked when technology "Bleed the Meek" researched: Unit experience gain per turn: +60 (own armies in province)
  • +Effect unlocked when technology "Bleed the Meek" researched: Character experience gain per turn: +30 (own characters in province)
Black RoadsDark Elves
  • −Campaign movement range: +15% for own armies starting their turn in this region
  • −Income from slaves: +10% (local region)
  • −Income from all buildings: +4% (local province)
  • −Income from trade tariffs: +3%
  • +Campaign movement range: +20% for own armies starting their turn in this province
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Income from trade tariffs: +5%
  • +Growth: +10
  • +Construction time: -20% for all buildings (all regions in province)
  • +Income from all buildings: +5% (all regions in province)
Black SpireDark Elves
  • −When built in Ancient Elven Colony: Income from Ports: +1% (factionwide)
  • −Income generated: 100
  • +Income generated: 150
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -5% (local province)
Dark HoldDark Elves
  • −When built in Ancient Elven Colony: Income from Ports: +2% (factionwide)
  • −Income generated: 150
  • +Income generated: 175
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -10% (local province)
Dark TowerDark Elves
  • −When built in Ancient Elven Colony: Income from Ports: +2% (factionwide)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -15% (local province)
Dark CitadelDark Elves
  • −When built in Ancient Elven Colony: Income from Ports: +3% (factionwide)
  • −Income generated: 250
  • +Income generated: 225
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -20% (local province)
Dark CityDark Elves
  • −When built in Ancient Elven Colony: Income from Ports: +3% (factionwide)
  • −Income generated: 300
  • +Income generated: 250
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -25% (local province)
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
  • −Corruption: -1
  • +Corruption: -1 (not for Cult of Pleasure)
Black SpireDark Elves
  • −When built in Ancient Elven Colony: Income from Ports: +1% (factionwide)
Dark HoldDark Elves
  • −When built in Ancient Elven Colony: Income from Ports: +2% (factionwide)
  • −Income generated: 150
  • +Income generated: 125
Dark TowerDark Elves
  • −When built in Ancient Elven Colony: Income from Ports: +2% (factionwide)
  • −Income generated: 200
  • +Income generated: 150
Slave PensDark Elves
  • −Slaves used by buildings: -15% (local province)
  • −Diktats cost: -5% (local province)
  • +Diktats cost: -10% (local province)
  • +Income from slaves: +20% (all regions in province)
  • +Control: -2
  • Cost: 1500 → 2000
Slave MarketDark Elves
  • −Slaves used by buildings: -30% (local province)
  • −Diktats cost: -10% (local province)
  • +Diktats cost: -20% (local province)
  • +Income from slaves: +40% (all regions in province)
  • +Slaves: 10 per turn
  • Cost: 3000 → 4000
  • +Spell resistance: 10% when under siege (own armies in province)
  • +Unit capacity: +1 Bloodwrack Medusa and Shrine
  • +Income generated: 40
  • +Effect unlocked when technology "Khaine's Libations" researched: Unit experience gain per turn: +80 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Khaine's Libations" researched: Character experience gain per turn: +40 (own characters in province)
  • −Hero recruit rank: +4 for Sorceresses
  • +Spell resistance: 20% when under siege (own armies in province)
  • +Unit capacity: +3 Bloodwrack Medusa and Shrine
  • +Income generated: 50
  • +Effect unlocked when technology "Khaine's Libations" researched: Unit experience gain per turn: +100 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Khaine's Libations" researched: Character experience gain per turn: +50 (own characters in province)
Altar of KhaineDark Elves
  • −Corruption: -3
  • +Corruption: -4
  • +Unit capacity: +4 Witch Elves and Sisters of Slaughter
  • +Income generated: 20
  • +Effect unlocked when technology "Signal the Overseers" researched: Unit experience gain per turn: +40 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Signal the Overseers" researched: Character experience gain per turn: +20 (own characters in province)
  • Units: 1 → 2
  • −Hero capacity: +1 for Khainite Assassins
  • −Corruption: -6
  • +Hero capacity: +1 for Khainite Assassins and Black Ark Reavers
  • +Corruption: -8
  • +Unit capacity: +5 Witch Elves and Sisters of Slaughter
  • +Income generated: 30
  • +Effect unlocked when technology "Signal the Overseers" researched: Unit experience gain per turn: +60 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Signal the Overseers" researched: Character experience gain per turn: +30 (own characters in province)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • Units: 1 → 2
  • −Hero capacity: +1 for Khainite Assassins
  • −Hero recruit rank: +4 for Death Hags
  • −Hero recruit rank: +4 for Khainite Assassins
  • −Corruption: -9
  • +Hero capacity: +1 for Khainite Assassins and Black Ark Reavers
  • +Corruption: -12
  • +Unit capacity: +6 Witch Elves and Sisters of Slaughter
  • +Unit capacity: +4 Har Ganeth Executioners
  • +Income generated: 40
  • +Effect unlocked when technology "Signal the Overseers" researched: Unit experience gain per turn: +80 (including garrisons) (own armies in province)
  • +Effect unlocked when technology "Signal the Overseers" researched: Character experience gain per turn: +40 (own characters in province)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • Units: 2 → 4
City TunnelsDark Elves
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 1 turns
  • −Corruption: -3 (not for Cult of Pleasure)
  • −Slaanesh corruption: +3 (Cult of Pleasure only)
  • −Control: +3
  • +Corruption: -2 (not for Cult of Pleasure)
  • +Slaanesh corruption: +2 (Cult of Pleasure only)
  • +Control: +2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
Guarded TunnelsDark Elves
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 2 turns
  • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
  • −Control: +3
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Control: +2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 3 turns
  • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
  • −Corruption: -5 (not for Cult of Pleasure)
  • −Slaanesh corruption: +5 (Cult of Pleasure only)
  • −Control: +3
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Slaanesh corruption in adjacent provinces: +2 (local province) (Cult of Pleasure only)
  • +Corruption: -6 (not for Cult of Pleasure)
  • +Slaanesh corruption: +6 (Cult of Pleasure only)
  • +Control: +2
  • +Attrition: -20% casualties suffered from all attrition (own armies in province)
Harpy CagesDark Elves
  • −Upkeep: -2% for Harpies, War Hydra and Kharibdyss units (all units in Black Ark)
  • +Upkeep: -3% for Harpies, War Hydra and Kharibdyss units
  • +Unit capacity: +2 Dark Elves Chariots
  • +Income generated: 75
Monster HoldsDark Elves
  • −Upkeep: -4% for Harpies, War Hydra and Kharibdyss units (all units in Black Ark)
  • +Upkeep: -6% for Harpies, War Hydra and Kharibdyss units
  • +Unit capacity: +1 War Hydra, Kharibdyss, Sea Dragon and Black Dragon
  • +Unit capacity: +2 Feral Manticore and Helldrake Pack
  • +Unit capacity: +2 Dark Elves Chariots
  • +Income generated: 100
  • Units: 5 → 6
Dragon TowerDark Elves
  • −Upkeep: -6% for Harpies, War Hydra and Kharibdyss units (all units in Black Ark)
  • +Upkeep: -10% for Harpies, War Hydra and Kharibdyss units
  • +Unit capacity: +4 Feral Manticore and Helldrake Pack
  • +Unit capacity: +2 War Hydra, Kharibdyss, Sea Dragon and Black Dragon
  • +Unit capacity: +2 Dark Elves Chariots
  • +Income generated: 125
  • Units: 6 → 8
  • +Income generated: 50
  • +Income generated: 100
Soul BrazierDark Elves
  • +Income generated: 50
Soul FurnanceDark Elves
  • +Income generated: 100
Brazen CauldronDark Elves
  • +Income generated: 50
  • +Income generated: 100
Torture PostsDark Elves
  • −Unit experience gain per turn: +5 (this force and all forces in circle of influence)
  • +Unit experience gain per turn: +100 (this force and all forces in circle of influence)
  • +Income generated: 25
Fighting PitsDark Elves
  • −Unit experience gain per turn: +10 (this force and all forces in circle of influence)
  • +Unit experience gain per turn: +200 (this force and all forces in circle of influence)
  • +Income generated: 50
ArenaDark Elves
  • −Unit experience gain per turn: +15 (this force and all forces in circle of influence)
  • +Unit experience gain per turn: +300 (this force and all forces in circle of influence)
  • +Income generated: 75
Corsair CabinsDark Elves
  • −Upkeep: -2% for Dreadspears, Darkshards, Corsairs and Reaper Bolt Thrower units (all units in Black Ark)
  • +Upkeep: -3% for Dreadspears, Darkshards, Corsairs and Reaper Bolt Thrower units
  • +Income generated: 25
Raider LodgesDark Elves
  • −Upkeep: -4% for Dreadspears, Darkshards, Corsairs and Reaper Bolt Thrower units (all units in Black Ark)
  • +Upkeep: -6% for Dreadspears, Darkshards, Corsairs and Reaper Bolt Thrower units
  • +Income generated: 50
Warrior HallDark Elves
  • −Upkeep: -6% for Dreadspears, Darkshards, Corsairs and Reaper Bolt Thrower units (all units in Black Ark)
  • +Upkeep: -10% for Dreadspears, Darkshards, Corsairs and Reaper Bolt Thrower units
  • +Income generated: 75
  • Units: 7 → 6
Small Black ArkDark Elves
  • −Black Ark growth: +5
  • −Upkeep: -50% (all units in Black Ark)
  • +Unlocks Hero recruitment: Black Ark Reaver (army) (The Blessed Dread only)
  • +Upkeep: -5%
  • +Slaves: 20 per turn
  • Cost: 800 → 2000
Black ArkDark Elves
  • −Black Ark growth: +5
  • −Upkeep: -52% (all units in Black Ark)
  • +Unlocks Hero recruitment: Black Ark Reaver (army)
  • +Upkeep: -10%
  • +Slaves: 25 per turn
  • Cost: 1600 → 4000
Grand Black ArkDark Elves
  • −Black Ark growth: +5
  • −Upkeep: -55% (all units in Black Ark)
  • +Unlocks Hero recruitment: Black Ark Reaver (army)
  • +Upkeep: -15%
  • +Slaves: 30 per turn
  • Cost: 3200 → 6000
  • −Black Ark growth: +5
  • −Upkeep: -58% (all units in Black Ark)
  • +Unlocks Hero recruitment: Black Ark Reaver (army)
  • +Upkeep: -20%
  • +Slaves: 35 per turn
  • Cost: 4800 → 8000
  • −Black Ark growth: +5
  • −Upkeep: -60% (all units in Black Ark)
  • +Unlocks Hero recruitment: Black Ark Reaver (army)
  • +Hero recruit rank: +1 for Black Ark Reavers (own armies factionwide)
  • +Upkeep: -25%
  • +Unit capacity: +1 Creeping Dread (The Blessed Dread only)
  • +Slaves: 40 per turn
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
  • Cost: 7200 → 10000
  • Units: 1 → 2
Slave HoldDark Elves
  • −Slaves: 10 per turn
  • −Income from post-battle loot: +20% (characters in circle of influence)
  • −Income from sacking settlements: +20% (characters in circle of influence)
  • +Slaves: 20 per turn
  • +Income from post-battle loot: +10% (characters in circle of influence)
  • +Income from sacking settlements: +10% (characters in circle of influence)
  • +Income generated: 25
Cell DecksDark Elves
  • −Slaves: 20 per turn
  • −Income from post-battle loot: +40% (characters in circle of influence)
  • −Income from sacking settlements: +40% (characters in circle of influence)
  • +Slaves: 30 per turn
  • +Income from post-battle loot: +20% (characters in circle of influence)
  • +Income from sacking settlements: +20% (characters in circle of influence)
  • +Income generated: 50
Prison WingDark Elves
  • −Income from post-battle loot: +60% (characters in circle of influence)
  • −Income from sacking settlements: +60% (characters in circle of influence)
  • +Income from post-battle loot: +30% (characters in circle of influence)
  • +Income from sacking settlements: +30% (characters in circle of influence)
  • +Income generated: 75
Sorceress CabinDark Elves
  • +Unit capacity: +1 Bloodwrack Medusa and Shrine
  • +Income generated: 75
  • +Unit capacity: +3 Bloodwrack Medusa and Shrine
  • +Income generated: 125
  • −Campaign movement range: +15%
  • +Campaign movement range: +25% for armies
  • −Recruit rank: +3 for Black Ark Corsairs units (factionwide)
  • −Campaign movement range: +30%
  • +Recruit rank: +3 for Black Ark Corsairs units (own armies factionwide)
  • +Campaign movement range: +50% for armies
Altar of KhaineDark Elves
  • −Upkeep: -4% for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units (all units in Black Ark)
  • +Upkeep: -5% for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units
  • +Unit capacity: +4 Witch Elves and Sisters of Slaughter
  • +Income generated: 50
  • Units: 1 → 2
  • −Upkeep: -6% for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units (all units in Black Ark)
  • +Upkeep: -10% for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units
  • +Unit capacity: +6 Witch Elves and Sisters of Slaughter
  • +Income generated: 75
  • Units: 1 → 3
  • −Income from all buildings: +5% (local province)
  • −Ammunition: +50% during siege defence battles (armies in region)
  • +Income from all buildings: +5% (all regions in province)
  • +Ammunition: +50% when under siege (own armies in region)
  • −Upkeep: -25% for Harpies, War Hydra and Kharibdyss units (all armies)
  • +Unit capacity: +2 War Hydra, Kharibdyss, Sea Dragon and Black Dragon
  • +Upkeep: -15% for Harpies, War Hydra and Kharibdyss units (own armies factionwide)
Temple of VaulDark Elves
  • −Upkeep: -10% (all armies)
  • +Upkeep: -8% (own armies factionwide)
  • −Growth: +5 (factionwide)
  • −Lord recruit rank: +1 (factionwide)
  • +Growth: +10 (factionwide)
  • +Character experience gain: +10% (all characters factionwide)
  • −Winds of Magic power reserve capacity: +3 (all armies)
  • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • −Winds of Magic power reserve capacity: +6 (all armies)
  • +Winds of Magic power reserve capacity: +10 (own armies factionwide)
  • −Upkeep: -60% (armies in region) (Hag Graef only)
  • +Upkeep: -25% (own armies in region) (Hag Graef only)
  • −Upkeep: -60% (armies in region) (Hag Graef only)
  • +Upkeep: -25% (own armies in region) (Hag Graef only)
  • −Recruit rank: +2 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units
  • −Upkeep: -60% (armies in region) (Hag Graef only)
  • +Recruit rank: +2 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (own armies in province)
  • +Upkeep: -25% (own armies in region) (Hag Graef only)
The Dark CragDark Elves
  • −Recruit rank: +3 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units
  • −Recruit rank: +1 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (factionwide)
  • −Upkeep: -5% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (all armies) (Hag Graef only)
  • −Upkeep: -60% (armies in region) (Hag Graef only)
  • +Recruit rank: +3 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (own armies in province)
  • +Recruit rank: +1 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (own armies factionwide)
  • +Upkeep: -4% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (own armies factionwide) (Hag Graef only)
  • +Upkeep: -25% (own armies in region) (Hag Graef only)
  • −Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units
  • −Recruit rank: +4 for Witch Elves and Sisters of Slaughter units
  • −Upkeep: -5% for Witch Elves and Sisters of Slaughter units (all armies)
  • −Income from all buildings: +10% (local province)
  • +Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units (own armies in province)
  • +Recruit rank: +4 for Witch Elves and Sisters of Slaughter units (own armies in province)
  • +Upkeep: -4% for Witch Elves and Sisters of Slaughter units (own armies factionwide)
  • +Income from all buildings: +10% (all regions in province)
  • −Hero recruit rank: +1 for Khainite Assassins (all provinces)
  • −Recruitment cost: -30% for Har Ganeth Executioners units
  • −Upkeep: -5% for Har Ganeth Executioners units (all armies)
  • −Recruit rank: +4 for Har Ganeth Executioners units
  • −Corruption: -1 (all provinces)
  • +Hero recruit rank: +1 for Khainite Assassins and Black Ark Reavers (all provinces)
  • +Recruitment cost: -30% for Har Ganeth Executioners units (own armies in province)
  • +Upkeep: -4% for Har Ganeth Executioners units (own armies factionwide)
  • +Recruit rank: +4 for Har Ganeth Executioners units (own armies in province)
  • +Corruption: -1 (all regions)
  • −Slaves used by buildings: -5% (all provinces)
  • +Slaves used by buildings: -10% (all provinces)
  • −Recruitment cost: -30% for Black Guard of Naggarond units
  • −Local Recruitment duration: -1 turn for Black Guard of Naggarond units (minimum 1) in this province (local province)
  • −Upkeep: -5% for Black Guard of Naggarond units (all armies)
  • −Recruit rank: +3 for Black Guard of Naggarond units
  • −Recruit rank: +2 for Black Guard of Naggarond units (factionwide)
  • +Unit capacity: +4 Black Guard of Naggarond
  • +Recruitment cost: -30% for Black Guard of Naggarond units (own armies in province)
  • +Local Recruitment duration: -1 turn for Black Guard of Naggarond units (minimum 1) in this province
  • +Upkeep: -4% for Black Guard of Naggarond units (own armies factionwide)
  • +Recruit rank: +2 for Black Guard of Naggarond units (own armies in province)
  • +Recruit rank: +2 for Black Guard of Naggarond units (own armies factionwide)
  • −Income from all buildings: +10% (local province)
  • +Income from all buildings: +10% (all regions in province)
  • Units: 0 → 1
  • −Recruitment cost: -30% for Darkshards units (armies in region)
  • −Recruit rank: +1 for Darkshards units (factionwide)
  • −Upkeep: -5% for Darkshards units (all armies)
  • +Recruitment cost: -30% for Darkshards units (own armies in province)
  • +Recruit rank: +1 for Darkshards units (own armies factionwide)
  • +Upkeep: -4% for Darkshards units (own armies factionwide)
  • −Defensive supplies: +1000
  • −Corruption: -2 (not for Cult of Pleasure)
  • −Slaanesh corruption: +2 (Cult of Pleasure only)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -5% (local province)
  • +Defensive supplies: +1200
  • −Improved tower projectiles: Bolt Thrower
  • −Defensive supplies: +1000
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -10% (local province)
  • +Defensive supplies: +1200
  • −Improved tower projectiles: Fireballs
  • −Defensive supplies: +1000
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -15% (local province)
  • +Defensive supplies: +1200
  • −Improved tower projectiles: Greater Fireballs
  • −Defensive supplies: +1000
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -20% (local province)
  • +Defensive supplies: +1200
  • −Improved tower projectiles: Greater Fireballs
  • −Defensive supplies: +1000
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -25% (local province)
  • +Defensive supplies: +1200
  • −Army ability: "Lure of the Pale Queen" (armies in region)
  • −Defensive supplies: +1000
  • −Corruption: -2 (not for Cult of Pleasure)
  • −Slaanesh corruption: +2 (Cult of Pleasure only)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -5% (local province)
  • +Army ability: "Lure of the Pale Queen" (own armies in region)
  • +Defensive supplies: +1200
  • −Army ability: "Lure of the Pale Queen" (armies in region)
  • −Defensive supplies: +1000
  • −Corruption: -2 (not for Cult of Pleasure)
  • −Slaanesh corruption: +2 (Cult of Pleasure only)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -10% (local province)
  • +Army ability: "Lure of the Pale Queen" (own armies in region)
  • +Defensive supplies: +1200
  • −Army ability: "Lure of the Pale Queen" (armies in region)
  • −Defensive supplies: +1000
  • −Corruption: -2 (not for Cult of Pleasure)
  • −Slaanesh corruption: +2 (Cult of Pleasure only)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -15% (local province)
  • +Army ability: "Lure of the Pale Queen" (own armies in region)
  • +Defensive supplies: +1200
  • −Army ability: "Lure of the Pale Queen" (armies in region)
  • −Defensive supplies: +1000
  • −Corruption: -2 (not for Cult of Pleasure)
  • −Slaanesh corruption: +2 (Cult of Pleasure only)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -20% (local province)
  • +Army ability: "Lure of the Pale Queen" (own armies in region)
  • +Defensive supplies: +1200
  • −Army ability: "Lure of the Pale Queen" (armies in region)
  • −Defensive supplies: +1000
  • −Corruption: -2 (not for Cult of Pleasure)
  • −Slaanesh corruption: +2 (Cult of Pleasure only)
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Unlocks ways of Destruction and Harmony in Glory to Malekith panel (Naggarond only)
  • +Diktats cost: -25% (local province)
  • +Army ability: "Lure of the Pale Queen" (own armies in region)
  • +Defensive supplies: +1200
  • −Defensive supplies: +1000
  • −Growth: +10
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -5% (local province)
  • +Defensive supplies: +1200
  • +Growth: +80
  • −Improved tower projectiles: Bolt Thrower
  • −Defensive supplies: +1000
  • −Growth: +20
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -10% (local province)
  • +Defensive supplies: +1200
  • +Growth: +80
  • −Improved tower projectiles: Fireballs
  • −Defensive supplies: +1000
  • −Growth: +30
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -15% (local province)
  • +Defensive supplies: +1200
  • +Growth: +80
  • −Improved tower projectiles: Greater Fireballs
  • −Defensive supplies: +1000
  • −Growth: +40
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -20% (local province)
  • +Defensive supplies: +1200
  • +Growth: +80
  • −Improved tower projectiles: Greater Fireballs
  • −Defensive supplies: +1000
  • −Growth: +50
  • +Witch King's Authority gain: +1 per turn (Naggarond only)
  • +Diktats cost: -25% (local province)
  • +Defensive supplies: +1200
  • −Diplomatic relations: +50 with Dark Elves
  • −Diplomatic relations: +100 with High Elves
  • −Control: +5
  • +Diplomatic relations: +100 with Dark Elves
  • +Diplomatic relations: +300 with High Elves
  • +Control: +10
  • +Recruit rank: +1 for all units (own armies factionwide)
  • +Local recruitment capacity: +1 (all provinces)
  • Units: 0 → 1
  • −Recruit rank: +1 for all units
  • −Income from post-battle loot: +5% (factionwide)
  • −Hero recruit rank: +1 for Khainite Assassins (all provinces)
  • −Recruit rank: +1 for all units (factionwide)
  • −Income from post-battle loot: +15% (factionwide)
  • +Hero recruit rank: +1 for Khainite Assassins and Black Ark Reavers (all provinces)
  • +Recruit rank: +1 for all units (own armies factionwide)
  • +Income from post-battle loot: +10% (factionwide)
  • −Recruit rank: +3 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units
  • −Upkeep: -5% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (all armies)
  • −Income from all buildings: +10% (local province)
  • +Recruit rank: +2 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (own armies in province)
  • +Upkeep: -4% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (own armies factionwide)
  • +Income from all buildings: +10% (all regions in province)
  • −Winds of Magic power reserve capacity: +3 (all armies)
  • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • −Winds of Magic power reserve capacity: +6 (all armies)
  • +Winds of Magic power reserve capacity: +10 (own armies factionwide)
  • −Recruitment cost: -30% for Black Ark Corsairs units
  • −Recruit rank: +2 for Black Ark Corsairs units (factionwide)
  • −Upkeep: -5% for Black Ark Corsairs units (all armies)
  • +Recruitment cost: -30% for Black Ark Corsairs units (own armies in province)
  • +Recruit rank: +2 for Black Ark Corsairs units (own armies factionwide)
  • +Upkeep: -4% for Black Ark Corsairs units (own armies factionwide)
Warden's TowerDark Elves
  • −Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units
  • −Recruit rank: +3 for Witch Elves and Sisters of Slaughter units
  • +Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units (own armies in province)
  • +Recruit rank: +3 for Witch Elves and Sisters of Slaughter units (own armies in province)
  • +When total slaves higher than 100 at the start of turn: Slave income generated: 200
Dawn's HarbourDark Elves
  • −Black Ark growth: +3 (cumulative) (factionwide)
  • +Black Ark growth: +3 (cumulative) (own armies factionwide)
Dawn's HarbourDark Elves
  • −Immune to Storm and Reef attrition (factionwide)
  • −Black Ark growth: +5 (cumulative) (factionwide)
  • +Immune to Storm and Reef attrition (own armies factionwide)
  • +Black Ark growth: +5 (cumulative) (own armies factionwide)
  • Cost: 5000 → 0
  • −Army ability number of uses: +1 for all Black Ark bombardment abilities (all armies)
  • −Income from raiding: +15% (factionwide)
  • +Army ability number of uses: +1 for all Black Ark bombardment abilities (own armies factionwide)
  • +Income from raiding: +25% (own armies factionwide)
  • Cost: 500 → 0
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
Dark Elf ColonyDark Elves
  • −Casualty replenishment rate: +4% (armies in region)
  • +Casualty replenishment rate: +4% (any armies in region)
Animal StoreDark Elves
  • −Ivory resource production: 20 tusks
  • −Income generated: 100
  • +Ivory resource production: 15 tusks
  • +Income generated: 25
  • Cost: 500 → 1000
  • Turns: 1 → 2
Tusk MarketDark Elves
  • −Income generated: 150
  • +Income generated: 50
  • Cost: 1000 → 2000
  • Turns: 2 → 3
Tusk CompoundDark Elves
  • −Income generated: 200
  • +Research rate: +10
  • +Income generated: 100
  • +Slaves: 20 per turn
  • Cost: 2000 → 4000
  • Turns: 3 → 4
  • −Immune to High Seas attrition (factionwide)
  • +When total slaves higher than 100 at the start of turn: Slave income generated: 200
  • +Immune to High Seas attrition (own armies factionwide)
  • −Recruitment health: +15% for all units (factionwide)
  • −When outside Wood Elf, Ogre or Norscan homeland: Recruitment health: +1% for all units
  • −Immune to High Seas attrition (factionwide)
  • +When total slaves higher than 100 at the start of turn: Slave income generated: 400
  • +Immune to High Seas attrition (own armies factionwide)
  • +Growth: +30
  • +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • +Black Ark growth: +2 (cumulative) (own armies factionwide)
  • +Recruit rank: +1 for Black Arks (factionwide)
  • +Attribute: Causes Fear (own armies in province)
  • +Income from Black Arks: +10% (own armies factionwide)
  • +Winds of Magic power reserve capacity: +2 (own armies factionwide)
  • +Chance of a plague spreading: -25%
  • +Local recruitment duration: -1 turn(s) (minimum 1) (armies in province)
Slave SlumsDark Elvesnew
  • +Control: +1 in adjacent provinces
  • +Slaves used by buildings: -30% (local region)
Slave DistrictDark Elvesnew
  • +Control: +2 in adjacent provinces
  • +Hero recruit rank: +2 (local province)
  • +Slaves used by buildings: -60% (local region)

Technologies

Removed (52): Marching to War, Bolt Cartridges, Black Iron Armour, Bloodforged Platemail, Driven by Vengeance, Martial Society, Forged to Kill, Hit & Run, An Instrument of War, Exotic Beast Hide Armour, No Signs of Weakness, Ceremonial Weapons, Ascension Through Battle, Reworked Crossbows, Walking in Darkness, Serrated Blades, Chartered Piracy, Sadistic Handlers, Recruit Convicts, Bewitch Dragon Eggs, Choose or Die!, Battle as Business, Naval Training, Upgrade I, Broken by the Lash, Dominating the Beasts, Upgrade II, Pressed into Servitude, Hunt Outlaws, Upgrade III, Under the Yoke, Harnessed Fury, Bloodthirsty Companions, Daylight Denied, Spoils of War, Bred in Captivity, Revel in Suffering, Temple Training Grounds, Hardship & Cruelty, Deadly Accountability, Founded on Tyranny, Continuous Slave Supply, Tempered in Blood, Purge the Weak, Consumed by Rivalry, Divide & Conquer, A Life of Dread, Blood & Death, Exploit Feuds, Festivals of Khaine, Masters of Murder, Study the Chaos Wastes

Khaine's LibationsDark Elvesnew
  • +Additional effects unlocked for Aristocracy and Sorcery chains
  • +"Bloody Sacrifice" sacrifice even more slaves
  • +Speed: +10% when attacking
  • +Melee and missile weapon damage: +10% when attacking
Daylight DeniedDark Elvesnew
  • +Recruitment cost: -20% for Dark Riders, Shades and Doomfire Warlocks units
  • +Vigour loss reduction: -25% for Dark Riders, Shades and Doomfire Warlocks units
  • +Melee and missile weapon damage: +10% for Dark Riders, Shades and Doomfire Warlocks units
Harnessed FuryDark Elvesnew
  • +Recruitment cost: -20% for Harpies, Bloodwrack Medusa, Feral Manticore, War Hydra, Kharibdyss and Black Dragon units
  • +Charge bonus: +10 for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore and Bloodwrack Medusae units
  • +Weapon strength: +25% for Harpies, War Hydra, Kharibdyss, Wyrm, Sea Dragon, Black Dragon, Feral Manticore and Bloodwrack Medusae units
  • +Winds of Magic power reserve: +5 per turn (own armies factionwide in enemy territory)
  • +Melee and missile weapon damage: +20% (all characters factionwide)
  • +Lord recruitment cost: -20%
  • +Hero recruitment cost: -20%
Driven by VengeanceDark Elvesnew
  • +Missile resistance: 20% for Black Ark Corsairs units
  • +Armour: +15 for Dreadspears, Darkshards and Bleaksword units
  • +Range: +25% for Reaper Bolt Throwers units
  • +Recruitment cost: -20% for Dreadspears, Bleakswords, Black Ark Corsairs, Darkshards and Reaper Bolt Throwers units
Hardship & CrueltyDark Elvesnew
  • +Melee defence: +4 for Doomfire Warlocks units
  • +Melee attack: +4 for Doomfire Warlocks units
Festivals of KhaineDark Elvesnew
  • +Ward save: 10% for Witch Elves, Sisters of Slaughter, Har Ganeth Executioners and Bloodwrack Shrine units
  • +Bonus vs Infantry: +5 for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units
  • +Recruitment cost: -20% for Witch Elves, Sisters of Slaughter, Har Ganeth Executioners and Bloodwrack Shrine units
Bewitch Dragon EggsDark Elvesnew
  • +Missile resistance: 20% for Feral Manticore, War Hydra, Kharibdyss and Black Dragon units
  • +Melee defence: +8 for Black Guard of Naggarond, Scourgerunner Chariots, Cold One Chariots, Cold One Knights and Cold One Dread Knights units
  • +Recruitment cost: -20% for Black Guard of Naggarond, Scourgerunner Chariots, Cold One Chariots, Cold One Knights and Cold One Dread Knights units
Blood & DeathDark Elvesnew
  • +Hero action success chance: +10% for Sorceress
  • +Hero self-defence: +10% chance of wounding aggressors
  • +Steal Technology action: Research rate is increased by an additional 10
  • +Income from slaves: +5%
  • +Diplomatic relations: +25 with Dark Elves
  • +Diktats cost: -5%
  • +Unit experience gain per turn: +250 (including garrisons)
  • +Local recruitment capacity: +1
  • +Additional effects unlocked for Cult of Khaine, Beastmasters, Hired Killers and Cult of Pleasure chains
  • +"Bloody Sacrifice" sacrifice even more slaves
  • +Vigour loss reduction: -10% when attacking
  • +Weapon strength: +10% for Dreadspears, Darkshards, Bleakswords and Black Ark Corsairs units
  • +Melee attack: +4 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units
  • +Physical resistance: 10% for Dark Riders, Shades and Doomfire Warlocks units
Consumed by RivalryDark Elvesnew
  • +Hero action success chance: +10% for Death Hags
  • +Hero action success chance: +10% for Khainite Assassins and Black Ark Reavers
Spoils of WarDark Elvesnew
  • +Unit mass: +25% for Harpies, Bloodwrack Medusa, Feral Manticore, War Hydra, Kharibdyss and Black Dragon units
Ceremonial WeaponsDark Elvesnew
  • +Melee attack: +4 for Black Guard of Naggarond, Scourgerunner Chariots, Cold One Chariots, Cold One Knights and Cold One Dread Knights units
  • +Melee and missile weapon damage: +10% for Black Guard of Naggarond, Scourgerunner Chariots, Cold One Chariots, Cold One Knights and Cold One Dread Knights units
  • +Miscast base chance: -10%
  • +Hero capacity: +1 for Sorceresses
  • +Hero recruit rank: +2 for Sorceresses
Martial SocietyDark Elvesnew
  • +Hero capacity: +1 for Masters
  • +Hero recruit rank: +2 for Masters
  • +Hero action success chance: +10% for Masters
Forged to KillDark Elvesnew
  • +Reload time reduction: +10% for Shades and Dark Riders units
  • +Melee attack: +4 for Shades and Dark Riders units
  • +Melee defence: +4 for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units
  • +Weapon strength: +10% for Witch Elves, Har Ganeth Executioners and Sisters of Slaughter units
Sadistic HandlersDark Elvesnew
  • +Armour-piercing weapon damage: +10 for Harpies units
  • +Reload time reduction: +20% for Bloodwrack Medusae units
  • +Physical resistance: 10% for Black Guard of Naggarond, Scourgerunner Chariots, Cold One Chariots, Cold One Knights and Cold One Dread Knights units
Revel in SufferingDark Elvesnew
  • +Leadership: +4 (all characters factionwide)
  • +Reload time reduction: +10% (all characters factionwide)
  • +Melee attack: +4 (all characters factionwide)
Raiders’ TitheDark Elvesnew
  • +Income from slaves: +5%
  • +Diplomatic relations: +25 with Norsca
  • +Diktats cost: -5%
  • +Control: +2
  • +Ambush success chance: +10%
Bleed the MeekDark Elvesnew
  • +Leadership: +5 when attacking
  • +Additional effects unlocked for Riders and Exiles chains
  • +"Bloody Sacrifice" sacrifice even more slaves
Bolt CartridgesDark Elvesnew
  • +Reload time reduction: +10% for Darkshards, Black Ark Corsairs and Bolt Thrower units
  • +Ammunition: +10% for Darkshards, Black Ark Corsairs and Reaper Bolt Thrower units
  • +Hero capacity: +1 for Khainite Assassins and Black Ark Reavers
  • +Hero recruit rank: +2 for Khainite Assassins and Black Ark Reavers
  • +Hero capacity: +1 for Death Hags
  • +Hero recruit rank: +2 for Death Hags
Divide & ConquerDark Elvesnew
  • +Reload time reduction: +20% for Scourgerunner Chariots units
  • +Vigour loss reduction: -10% for Black Guard of Naggarond, Scourgerunner Chariots, Cold One Chariots, Cold One Knights and Cold One Dread Knights units
A Meager OfferingDark Elvesnew
  • +Additional effects unlocked for Barracks chain
  • +Army ability: "Bloody Sacrifice"
  • +Charge bonus: +10% when attacking
Marching to WarDark Elvesnew
  • +Speed: +10% for Dreadspears, Bleakswords, Black Ark Corsairs, Darkshards and Reaper Bolt Throwers units
  • +Experience gain: +20% for Dreadspears, Bleakswords, Black Ark Corsairs, Darkshards and Reaper Bolt Throwers units
Hit & RunDark Elvesnew
  • +Speed: +10% for Shades, Dark Riders and Doomfire Warlock units
  • +Experience gain: +20% for Dark Riders, Shades and Doomfire Warlocks units
Walking in DarknessDark Elvesnew
  • +Speed: +10% for Witch Elves, Sisters of Slaughter, Har Ganeth Executioners and Bloodwrack Shrine units
  • +Experience gain: +20% for Witch Elves, Sisters of Slaughter, Har Ganeth Executioners and Bloodwrack Shrine units
Bred in CaptivityDark Elvesnew
  • +Speed: +10% for Harpies, Bloodwrack Medusa, Feral Manticore, War Hydra, Kharibdyss and Black Dragon units
  • +Experience gain: +20% for Harpies, Bloodwrack Medusa, Feral Manticore, War Hydra, Kharibdyss and Black Dragon units
Exploit FeudsDark Elvesnew
  • +Speed: +10% for Black Guard of Naggarond, Scourgerunner Chariots, Cold One Chariots, Cold One Knights and Cold One Dread Knights units
  • +Experience gain: +20% for Black Guard of Naggarond, Scourgerunner Chariots, Cold One Chariots, Cold One Knights and Cold One Dread Knights units
  • +Character experience gain: +10%
  • +Winds of Magic power reserve capacity: +10
  • +Income from slaves: +5%
  • +Diplomatic relations: +25 with Ogre Kingdoms
  • +Diktats cost: -5%
  • +Defensive supplies: +1000
  • +Melee and missile weapon damage: +10% when under siege
Barter of ChainsDark Elvesnew
  • +Income from slaves: +5%
  • +Diplomatic relations: +25 with Chaos Dwarfs
  • +Diktats cost: -5%
Chains of ObedienceDark Elvesnew
  • +On turn start, Lords have a chance to gain 1 loyalty
  • +Loyalty: +2 for new recruits