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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 32 → 485,792 → 12,000 | 30 | 38 → 4028 → 25 | 45 → 4025 | 525 → 1,000525 → 500 | Leadership 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 → — | |
| 1668 → 500 | 50 | 26 → 3020 | 9 → 1024 → 20 | 425 → 1,000425 → 500 | Leadership 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 | |
| 14,288 → 5,750 | 15 | 70 → 7550 → 45 | 140 → 150330 → 350 | 1,050 → 2,4001,050 → 1,200 | Speed 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 | |
| 14,696 → 6,250 | 15 | 7050 → 40 | 140 → 150330 → 350 | 1,250 → 2,8001,250 → 1,400 | Speed 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 | |
| 17,032 → 8,250 | 80 | 4028 → 25 | 105 → 125245 → 150 | 1,800 → 3,8001,800 → 1,900 | Bonus vs infantry 20 → 25; Melee attack interval 4.8 s → 4 s; Mass 2,400 → 4,250; Upkeep 450 → 0; New: No Mercy | |
| 15,476 → 7,750 | 80 → 90 | 60 → 7038 → 45 | 140 → 150330 → 350 | 1,650 → 3,6001,650 → 1,800 | Speed 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 | |
| 13,420 → 4,500 | 10 | 39 → 5030 → 25 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Speed 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 | |
| 13,848 → 5,000 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,100 → 1,300500 → 650 | Speed 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 | |
| 14,016 → 5,250 | 60 → 70 | 39 → 4530 → 20 | 85 → 75200 | 1,400 → 1,500650 → 750 | Speed 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 | |
| 14,176 → 5,500 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,500 → 1,900850 → 950 | Charge 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 | |
| 13,420 → 4,500 | 10 | 39 → 5030 → 25 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Speed 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 | |
| 13,848 → 5,000 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,100 → 1,300500 → 650 | Speed 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 | |
| 14,016 → 5,250 | 60 → 70 | 39 → 4530 → 20 | 85 → 75200 | 1,400 → 1,500650 → 750 | Speed 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 | |
| 14,176 → 5,500 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,500 → 1,900850 → 950 | Charge 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 | |
| 13,820 → 4,750 | 10 | 39 → 5030 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Spell resistance 0% → 10%; New: No Mercy | |
| 14,228 → 5,250 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,100 → 1,600650 → 800 | Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Spell resistance 0% → 10%; New: No Mercy | |
| 14,428 → 5,500 | 60 → 70 | 39 → 4530 → 25 | 85 → 75200 | 1,400 → 1,800800 → 900 | Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Spell resistance 0% → 10%; New: No Mercy | |
| 14,428 → 5,750 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,500 → 2,2001,000 → 1,100 | Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Spell resistance 0% → 10%; New: No Mercy | |
| 15,276 → 6,750 | 80 → 90 | 40 → 4534 → 25 | 290 → 325155 → 225 | 1,900 → 2,8001,200 → 1,400 | Speed 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 | |
| 18,332 → 9,250 | 90 → 80 | 5046 → 25 | 140 → 200380 → 400 | 2,100 → 4,2002,100 | Speed 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% | |
| 13,820 → 4,750 | 10 | 39 → 5030 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Spell resistance 0% → 10%; New: No Mercy | |
| 14,228 → 5,250 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,100 → 1,600650 → 800 | Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Spell resistance 0% → 10%; New: No Mercy | |
| 14,428 → 5,500 | 60 → 70 | 39 → 4530 → 25 | 85 → 75200 | 1,400 → 1,800800 → 900 | Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Spell resistance 0% → 10%; New: No Mercy | |
| 14,428 → 5,750 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,500 → 2,2001,000 → 1,100 | Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Spell resistance 0% → 10%; New: No Mercy | |
| 15,276 → 6,750 | 80 → 90 | 40 → 4534 → 25 | 290 → 325155 → 225 | 1,900 → 2,8001,200 → 1,400 | Speed 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% | |
| 18,332 → 9,250 | 90 → 80 | 5046 → 25 | 140 → 200380 → 400 | 2,100 → 4,2002,100 | Speed 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% | |
| 13,820 → 4,750 | 10 | 39 → 5030 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Spell resistance 0% → 10%; New: No Mercy | |
| 14,228 → 5,250 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,100 → 1,600650 → 800 | Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Spell resistance 0% → 10%; New: No Mercy | |
| 14,428 → 5,500 | 60 → 70 | 39 → 4530 → 25 | 85 → 75200 | 1,400 → 1,800800 → 900 | Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Spell resistance 0% → 10%; New: No Mercy | |
| 14,428 → 5,750 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,500 → 2,2001,000 → 1,100 | Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Spell resistance 0% → 10%; New: No Mercy | |
| 15,276 → 6,750 | 80 → 90 | 40 → 4534 → 25 | 290 → 325155 → 225 | 1,900 → 2,8001,200 → 1,400 | Speed 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% | |
| 18,332 → 9,250 | 90 → 80 | 5046 → 25 | 140 → 200380 → 400 | 2,100 → 4,2002,100 | Speed 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% | |
| 13,820 → 4,750 | 10 | 39 → 5030 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Fire resistance 0% → 25%; New: No Mercy | |
| 14,228 → 5,250 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,100 → 1,600650 → 800 | Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Fire resistance 0% → 25%; New: No Mercy | |
| 14,428 → 5,500 | 60 → 70 | 39 → 4530 → 25 | 85 → 75200 | 1,400 → 1,800800 → 900 | Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Fire resistance 0% → 25%; New: No Mercy | |
| 14,428 → 5,750 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,500 → 2,2001,000 → 1,100 | Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Fire resistance 0% → 25%; New: No Mercy | |
| 15,276 → 6,750 | 80 → 90 | 40 → 4534 → 25 | 290 → 325155 → 225 | 1,900 → 2,8001,200 → 1,400 | Speed 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% | |
| 18,332 → 9,250 | 90 → 80 | 5046 → 25 | 140 → 200380 → 400 | 2,100 → 4,2002,100 | Speed 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% | |
| 13,820 → 4,750 | 10 | 39 → 5030 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Speed 36 → 38; Charge bonus 15 → 20; Mass 400 → 550; Upkeep 250 → 300; Spell resistance 0% → 10%; New: No Mercy | |
| 14,228 → 5,250 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,100 → 1,600650 → 800 | Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 350; Spell resistance 0% → 10%; New: No Mercy | |
| 14,428 → 5,500 | 60 → 70 | 39 → 4530 → 25 | 85 → 75200 | 1,400 → 1,800800 → 900 | Speed 68 → 70; Mass 1,900 → 2,550; Upkeep 350 → 375; Spell resistance 0% → 10%; New: No Mercy | |
| 14,428 → 5,750 | 40 | 39 → 4530 → 25 | 200 → 25085 → 100 | 1,500 → 2,2001,000 → 1,100 | Charge bonus 50 → 60; Mass 1,700 → 1,550; Upkeep 375 → 425; Spell resistance 0% → 10%; New: No Mercy | |
| 15,276 → 6,750 | 80 → 90 | 40 → 4534 → 25 | 290 → 325155 → 225 | 1,900 → 2,8001,200 → 1,400 | Speed 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% | |
| 18,332 → 9,250 | 90 → 80 | 5046 → 25 | 140 → 200380 → 400 | 2,100 → 4,2002,100 | Speed 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% | |
| 14,288 → 5,250 | 110 | 60 → 7060 → 55 | 290 → 225160 → 250 | 1,150 → 2,400900 → 1,200 | Speed 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 | |
| 18,444 → 9,750 | 90 → 80 | 6046 → 45 | 150 → 200410 → 400 | 2,100 → 5,4002,100 → 2,700 | Speed 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 | |
| 13,688 → 4,500 | 10 | 62 → 7035 | 280 → 300120 → 100 | 600 → 1,400600 → 700 | Speed 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 | |
| 15,732 → 7,500 | 80 | 34 → 3528 → 25 | 85 → 175205 → 75 | 1,350 → 2,6001,350 → 1,300 | Bonus 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 | |
| 14,068 → 5,000 | 90 → 100 | 60 → 7045 | 260 → 150140 → 250 | 1,000 → 2,000850 → 1,000 | Speed 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 | |
| 14,576 → 5,500 | 90 | 60 → 6545 → 40 | 260 → 150140 → 250 | 1,100 → 2,2001,050 → 1,100 | Speed 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 | |
| 14,792 → 5,750 | 115 | 60 → 6545 → 40 | 120 → 125280 → 275 | 1,300 → 2,6001,200 → 1,300 | Speed 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 | |
| 18,444 → 9,500 | 90 → 80 | 52 → 5546 → 35 | 140 → 200380 → 400 | 2,100 → 4,2002,100 | Speed 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% | |
| 14,980 → 6,000 | 90 | 60 → 6545 → 40 | 260 → 150140 → 250 | 1,500 → 3,0001,400 → 1,500 | Charge 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 | |
| 14,068 → 5,000 | 90 → 100 | 65 → 7055 | 260 → 275140 → 150 | 1,000 → 2,000850 → 1,000 | Missile block 55% → 70%; Speed 36 → 38; Mass 400 → 550; New: No Mercy, Flow of Battle; Removed: Foe-Seeker | |
| 14,576 → 5,500 | 90 | 6555 → 50 | 260 → 275140 → 150 | 1,100 → 2,4001,050 → 1,200 | Missile block 35% → 70%; Speed 92 → 100; Mass 1,700 → 1,300; Upkeep 275 → 300; New: No Mercy, Flow of Battle; Removed: Foe-Seeker | |
| 14,792 → 5,750 | 115 | 6555 → 50 | 120 → 125280 → 275 | 1,300 → 2,6001,200 → 1,300 | Missile block 35% → 70%; Speed 68 → 70; Mass 1,900 → 2,550; New: No Mercy, Flow of Battle; Removed: Foe-Seeker | |
| 18,444 → 9,500 | 90 → 80 | 52 → 5546 → 40 | 140 → 200380 → 400 | 2,100 → 4,2002,100 | Speed 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 | |
| 14,980 → 6,000 | 90 | 6555 → 50 | 260 → 275140 → 150 | 1,500 → 3,0001,400 → 1,500 | Missile block 35% → 70%; Charge bonus 75 → 80; Mass 1,700 → 1,550; New: No Mercy, Flow of Battle; Removed: Foe-Seeker | |
| 13,688 → 4,750 | 30 | 70 → 8042 → 35 | 230 → 150120 → 250 | 1,000 → 1,400650 → 700 | Leadership 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 | |
| 14,288 → 5,500 | 90 → 100 | 65 → 7555 → 45 | 273 → 275147 → 150 | 1,200 → 2,8001,300 → 1,400 | Missile block 60% → 70%; Speed 36 → 35; Mass 1,000 → 1,500; Upkeep 300 → 0; Physical resistance 20% → 15%; New: No Mercy | |
| 14,980 → 6,250 | 110 → 115 | 65 → 7055 → 40 | 126 → 125294 → 300 | 1,550 → 3,4001,650 → 1,700 | Missile block 35% → 70%; Speed 68 → 70; Mass 2,200 → 3,500; Upkeep 387 → 0; Physical resistance 20% → 15%; New: No Mercy | |
| 15,740 → 6,500 | 110 → 120 | 38 → 6527 → 30 | 130 → 100270 → 200 | 1,650 → 3,8001,800 → 1,900 | Speed 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 | |
| 18,444 → 11,500 | 90 | 60 → 6550 → 35 | 150 → 200410 → 400 | 2,500 → 5,8002,500 → 2,900 | Speed 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% | |
| 13,688 → 4,750 | 15 | 55 → 6040 → 25 | 100 → 150240 → 200 | 1,200 → 1,600900 → 800 | Speed 43 → 45; Mass 400 → 500; Upkeep 300 → 0; New: Arcane Mastery, No Mercy, Arnzipal's Black Horror | |
| 14,576 → 5,750 | 40 | 55 → 6040 → 25 | 100 → 150240 → 200 | 1,400 → 2,6001,300 | Mass 1,900 → 2,000; Upkeep 350 → 0; Ward save 0% → 10%; New: Arcane Mastery, No Mercy, Arnzipal's Black Horror | |
| 13,420 → 4,500 | 10 | 39 → 5030 → 25 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Speed 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 | |
| 13,848 → 5,000 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,100 → 1,300500 → 650 | Speed 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 | |
| 14,016 → 5,250 | 60 → 70 | 39 → 4530 → 20 | 85 → 75200 | 1,400 → 1,500650 → 750 | Speed 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 | |
| 14,176 → 5,500 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,500 → 1,900850 → 950 | Charge 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 | |
| 13,420 → 4,500 | 10 | 39 → 5030 → 25 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Speed 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 | |
| 13,848 → 5,000 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,100 → 1,300500 → 650 | Speed 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 | |
| 14,016 → 5,250 | 60 → 70 | 39 → 4530 → 20 | 85 → 75200 | 1,400 → 1,500650 → 750 | Speed 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 | |
| 14,176 → 5,500 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,500 → 1,900850 → 950 | Charge 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 | |
| 13,420 → 4,500 | 10 | 39 → 5030 → 25 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Speed 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 | |
| 13,848 → 5,000 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,100 → 1,300500 → 650 | Speed 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 | |
| 14,016 → 5,250 | 60 → 70 | 39 → 4530 → 20 | 85 → 75200 | 1,400 → 1,500650 → 750 | Speed 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 | |
| 14,176 → 5,500 | 40 | 39 → 4530 → 20 | 200 → 25085 → 100 | 1,500 → 1,900850 → 950 | Charge 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 | |
| 13,928 → 4,750 | 50 → 60 | 50 → 6055 → 45 | 310 → 250130 → 125 | 1,000 → 1,500750 | Speed 46 → 45; Bonus vs large 25 → 30; Charge bonus 40 → 45; Mass 750 → 1,000; Upkeep 250 → 187; New: No Mercy | |
| 15,256 → 6,000 | 80 | 36 → 6025 → 35 | 240 → 250120 → 100 | 1,200 → 2,5001,200 → 1,250 | Speed 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 | |
| 15,476 → 6,750 | 80 → 90 | 55 → 6045 → 35 | 290 → 300155 → 150 | 1,400 → 3,1001,400 → 1,550 | Speed 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 | |
| 14,288 → 5,500 | 90 → 100 | 6060 | 120 → 100280 → 300 | 1,200 → 3,2001,600 | Speed 36 → 40; Mass 1,000 → 1,500; Upkeep 300 → 0; New: No Mercy, Immune to Psychology | |
| 14,980 → 6,500 | 110 → 115 | 6060 → 55 | 135 → 125315 → 325 | 1,200 → 3,8001,950 → 1,900 | Speed 68 → 70; Mass 2,500 → 3,500; Upkeep 300 → 0; New: No Mercy, Immune to Psychology | |
| 13,700 → 5,000 | 90 → 100 | 36 → 4050 → 60 | 145 → 150215 → 225 | 1,200 → 1,400600 → 700 | Missile block 55% → 70%; Speed 36 → 38; Mass 400 → 550; Upkeep 300 → 175; New: No Mercy, Indomitable, Whip of Misery; Removed: Colossal Strike | |
| 14,296 → 5,500 | 90 | 36 → 3550 → 55 | 145 → 150215 → 225 | 1,200 → 1,800800 → 900 | Missile block 35% → 70%; Speed 92 → 100; Mass 1,800 → 1,250; Upkeep 300 → 225; New: No Mercy, Indomitable; Removed: Colossal Strike | |
| 14,486 → 5,750 | 110 → 115 | 36 → 3550 → 55 | 80 → 100280 → 300 | 1,200 → 2,000950 → 1,000 | Missile block 35% → 70%; Speed 68 → 70; Mass 2,000 → 2,500; Upkeep 300 → 250; New: No Mercy, Indomitable; Removed: Colossal Strike | |
| 14,614 → 5,500 | 90 | 36 → 3550 → 55 | 145 → 150215 → 225 | 1,200 → 2,4001,150 → 1,200 | Missile block 0% → 70%; Charge bonus 60 → 80; Mass 1,800 → 1,500; New: No Mercy, Indomitable; Removed: Colossal Strike | |
| 15,130 → 6,250 | 110 | 32 → 3028 → 50 | 90 → 100210 → 200 | 1,200 → 2,4001,100 → 1,200 | Missile 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 | |
| 14,288 → 5,250 | 90 → 100 | 55 → 6050 → 55 | 150250 | 1,000 → 2,000900 → 1,000 | Speed 46 → 45; Charge bonus 45 → 50; Mass 750 → 1,000; Upkeep 250 → 0; New: No Mercy, Immune to Psychology | |
| 15,756 → 6,500 | 90 → 100 | 36 → 4025 → 35 | 240 → 250120 → 125 | 1,350 → 3,0001,350 → 1,500 | Speed 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 | |
| 15,476 → 7,250 | 80 → 100 | 55 → 6045 → 35 | 165 → 150280 → 300 | 1,650 → 3,6001,650 → 1,800 | Speed 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 | |
| 18,444 → 9,750 | 90 → 80 | 55 → 6050 → 45 | 150 → 200410 → 400 | 2,200 → 4,2002,200 → 2,100 | Speed 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 | |
| 120 → 1007,560 → 14,500 | 40 → 60 | 36 → 4032 → 35 | 25 → 307 → 10 | 450 → 1,200450 → 600 | Missile 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 | |
| 120 → 1007,560 → 15,500 | 40 → 70 | 34 → 4052 → 55 | 19 → 306 → 10 | 650 → 2,000650 → 1,000 | Missile 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 | |
| 605,520 → 9,900 | 30 → 35 | 24 → 4024 → 25 | 21 → 257 → 10 | 450 → 1,300450 → 650 | Leadership 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 | |
| 605,520 → 9,900 | 30 → 35 | 24 → 3530 | 21 → 257 → 10 | 500 → 1,300500 → 650 | Missile 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 | |
| 90 → 1005,670 → 9,500 | 30 → 50 | 18 → 3016 → 20 | 19 → 305 | 550 → 1,350550 → 675 | Leadership 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 | |
| 120 → 1007,560 → 14,500 | 40 → 60 | 26 → 4042 → 35 | 19 → 306 → 10 | 450 → 1,200450 → 600 | Missile 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 | |
| 32 → 485,024 → 13,200 | 90 → 50 | 25 → 3024 → 20 | 12 → 1534 → 25 | 500 → 1,100500 → 550 | Speed 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 | |
| 60 → 405,880 → 7,000 | 70 → 45 | 32 → 4030 → 25 | 12 → 1025 → 20 | 550 → 1,500550 → 750 | Speed 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) | |
| 24 → 404,272 → 8,000 | 30 → 35 | 25 → 3522 → 25 | 19 → 305 | 900 → 2,000900 → 1,000 | Leadership 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) | |
| 90 → 1005,670 → 9,500 | 30 → 50 | 24 → 2031 → 30 | 19 → 305 | 850 → 2,000850 → 1,000 | Missile 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 | |
| 43,536 → 8,640 | 30 | 10 → 2015 → 20 | 19 → 305 | 700 → 1,300700 → 650 | Speed 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 | |
| 605,340 → 9,900 | 30 → 35 | 18 → 3016 → 15 | 19 → 305 | 650 → 1,300650 | Leadership 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 | |
| 100 → 806,900 → 12,000 | 80 → 90 | 36 → 5028 → 35 | 25 → 1510 → 25 | 650 → 1,500650 → 750 | Leadership 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 | |
| 100 → 806,900 → 12,000 | 80 → 90 | 32 → 3528 → 35 | 25 → 157 → 25 | 750 → 1,500750 | Leadership 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 | |
| 90 → 1005,670 → 9,500 | 30 → 50 | 18 → 2024 → 30 | 19 → 305 | 650 → 1,350600 → 675 | Missile 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 | |
| 605,220 → 8,700 | 15 | 22 → 3538 → 35 | 32 → 4012 → 5 | 600 → 1,000500 | Leadership 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 | |
| 806,720 → 10,400 | 30 → 45 | 4032 → 35 | 21 → 259 → 15 | 950 → 1,800950 → 900 | Leadership 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 | |
| 19,040 → 12,000 | 110 → 90 | 30 → 4032 → 30 | 120 → 150300 | 1,100 → 2,500950 → 1,250 | Leadership 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 | |
| 605,220 → 8,700 | 15 | 29 → 4048 → 35 | 32 → 4012 → 5 | 750 → 1,700750 → 850 | Leadership 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 | |
| 48 → 606,864 → 10,500 | 15 | 26 → 3021 → 20 | 29 → 3013 → 15 | 650 → 1,500650 → 750 | Leadership 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 | |
| 605,520 → 10,200 | 15 | 32 → 3528 → 25 | 32 → 3013 → 15 | 1,100 → 2,1001,100 → 1,050 | Speed 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 | |
| 605,520 → 10,200 | 15 | 41 → 4536 → 30 | 32 → 3013 → 15 | 1,450 → 2,6001,450 → 1,300 | Speed 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 | |
| 15,103 → 7,250 | 45 → 90 | 4034 → 40 | 290 → 300155 → 200 | 800 → 2,200800 → 1,100 | Leadership 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 | |
| 46,208 → 9,600 | 110 | 30 → 3526 → 25 | 19 → 1546 → 35 | 1,100 → 2,0001,100 → 1,000 | Speed 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 | |
| 486,480 → 14,400 | 90 → 110 | 28 → 4030 → 35 | 12 → 1030 → 40 | 1,000 → 2,8001,050 → 1,400 | Missile 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 | |
| 806,720 → 10,400 | 30 → 45 | 44 → 4030 → 35 | 2510 → 15 | 1,050 → 2,2001,000 → 1,100 | Leadership 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 | |
| 806,720 → 10,400 | 30 → 45 | 40 → 4534 → 35 | 10 → 2526 → 30 | 1,050 → 2,2001,100 | Leadership 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 | |
| 44,888 → 8,000 | 80 | 24 → 3023 → 25 | 2515 | 950 → 2,000950 → 1,000 | Speed 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 | |
| 44,888 → 8,000 | 80 | 31 → 3530 | 2515 | 1,200 → 2,6001,200 → 1,300 | Speed 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 | |
| 16,420 → 8,250 | 30 → 50 | 45 → 5040 → 30 | 130 → 100260 → 300 | 1,300 → 2,8001,300 → 1,400 | Speed 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 | |
| 16,420 → 8,250 | 30 → 50 | 56 → 6050 → 30 | 130 → 100260 → 300 | 1,650 → 3,6001,650 → 1,800 | Speed 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 | |
| 17,116 → 8,750 | 80 | 22 → 2526 → 35 | 120 → 15080 → 100 | 1,600 → 3,6001,600 → 1,800 | Charge 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 | |
| 112,988 → 15,000 | 50 → 30 | 30 → 5028 → 30 | 155 → 150370 → 400 | 1,450 → 3,2001,450 → 1,600 | Speed 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 | |
| 48 → 127,200 → 13,200 | 120 → 125 | 50 → 4554 → 50 | 14 → 6034 → 80 | 1,550 → 4,8001,550 → 2,400 | Missile 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 | |
| 1008,400 → 18,000 | 100 → 105 | 57 → 5043 → 35 | 14 → 3032 → 45 | 1,450 → 4,3001,450 → 2,150 | Leadership 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 | |
| 100 → 807,500 → 10,400 | 5 | 40 → 3558 → 65 | 27 → 1511 → 25 | 1,100 → 2,0001,000 | Missile 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 | |
| 100 → 806,500 → 10,400 | 5 | 48 → 7034 → 35 | 30 → 3510 → 20 | 1,000 → 2,9001,000 → 1,450 | Leadership 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 | |
| 110,400 → 13,000 | 60 → 50 | 64 → 5541 → 35 | 140 → 200300 → 450 | 1,950 → 4,6001,900 → 2,300 | Speed 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 | |
| 110,400 → 13,000 | 60 → 80 | 60 → 5038 → 40 | 150 → 100350 | 1,650 → 4,0001,600 → 2,000 | Leadership 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 → — | |
| 48 → 327,200 → 16,000 | 120 → 125 | 40 → 4544 → 45 | 14 → 3034 → 60 | 1,300 → 4,0001,350 → 2,000 | Missile 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 | |
| 100 → 609,000 → 15,000 | 100 → 120 | 36 → 5048 → 50 | 14 → 2530 → 40 | 1,300 → 3,6001,300 → 1,800 | Leadership 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 | |
| 100 → 608,400 → 13,500 | 100 → 105 | 46 → 6034 → 35 | 14 → 3032 → 45 | 1,150 → 3,2001,150 → 1,600 | Leadership 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 | |
| 100 → 806,500 → 10,400 | 5 | 38 → 5526 → 30 | 3010 → 15 | 800 → 2,000750 → 1,000 | Leadership 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 | |
| 18,324 → 11,000 | 90 → 80 | 50 → 6046 → 45 | 140 → 200380 → 400 | 2,100 → 5,0001,900 → 2,500 | Leadership 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 → — | |
| 110,400 → 11,000 | 60 → 50 | 52 → 5532 → 25 | 140 → 550300 → 200 | 1,600 → 4,0001,550 → 2,000 | Speed 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 | |
| 17,944 → 11,000 | 95 → 75 | 45 → 5540 → 30 | 120 → 100360 → 400 | 1,600 → 3,4001,450 → 1,700 | Bonus 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 | |
| 167,328 → 12,000 | 15 | 5040 | 38 → 3035 → 40 | 850 → 2,000850 → 1,000 | Speed 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 | |
| 12 → 86,696 → 12,000 | 15 | 57 → 6040 | 42 → 3035 → 50 | 1,100 → 2,5001,100 → 1,250 | Bonus 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 | |
| 16,640 → 6,500 | 60 → 70 | 44 → 5028 → 30 | 150 → 200300 → 250 | 1,300 → 2,0001,200 → 1,000 | Speed 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 model
5,000
110
75
40
55
50
350
50
25
700
Lokhir Fellheartcr_def_cha_lokhir_fellheart_21 model
10,750
80
80
70
60
45
600
75
25
10
10
2,700
Sea Dragoncr_def_mon_sea_dragon1 model
13,000
80
65
70
60
55
600
60
25
25
2,500
Helldrake Packcr_def_mon_helldrake_pack16 models
12,000
60
60
60
40
35
75
40
25
25
1,100
Manticore Lords (Manticores)def_manticore_knight4 models
14,000
110
80
95
60
30
175
75
10
2,000
Creeping Dread (Corsairs)def_dread60 models
14,400
100
75
40
60
40
40
30
14
75
10
1,350
Shadowfire Guard (Black Guard)def_shadowfire_guard60 models
15,000
120
85
34
50
50
65
20
10
2,250
Hellebronai Executionersdef_hellebronai60 models
13,500
105
85
40
40
45
55
40
10
1,600
Pleasure Cultistsdef_pleasure_cultists100 models
14,500
15
75
35
50
30
40
20
10
500
Skills
- −Hit points: +12%
- +Hit points: +15%
- −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)
- −Bonus vs Infantry: +12
- −Charge bonus: +20
- +Bonus vs Infantry: +10
- +Charge bonus: +25
- −Income from slaves: +5% (factionwide)
- −Casualties captured post-battle: +35%
- +Income from slaves: +5% (all regions factionwide)
- +Casualties captured post-battle: +25%
- −Hit points: +12%
- +Hit points: +10%
- −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)
- −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)
- −Spell resistance: 10%
- +Spell resistance: 20%
- −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
- −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)
- −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)
- −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)
- −Ambush success chance: +15% (Lord's army)
- +Ambush success chance: +20% (Lord's army)
- −Enemy leadership: -7 (enemy armies in local province)
- +Enemy leadership: -5 (enemy armies in province)
- −Attrition: -30% casualties suffered from all attrition (Lord's army)
- +Attrition: -25% casualties suffered from all attrition (Lord's army)
- −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)
- −Weapon strength: +20% when fighting against anything and everything
- +Weapon strength: +25% when fighting against anything and everything
- −Control: +2 (local province)
- +Control: +2 (own local province)
- −Income from all buildings: +5% (factionwide)
- −Control: +1 (all provinces)
- +Income from all buildings: +10% (all regions factionwide)
- +Control: +2 (all provinces)
- −Income from slaves: +5% (factionwide)
- +Level 1: Income from slaves: +10% (all regions factionwide)
- +Level 2: Income from slaves: +20% (all regions factionwide)
- −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)
- −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)
- −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)
- −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)
- −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)
- −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%
- −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)
- −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)
- −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)
- −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)
- −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)
- −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)
- −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
- −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)
- −Income from post-battle loot: +25% (Lord's army)
- +Income from post-battle loot: +10% (Lord's army)
- −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)
- −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)
- −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)
- −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)
- −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)
- −Leadership: -8 for enemy monstrous units (enemy armies in local province)
- +Leadership: -8 for enemy monstrous units (enemy armies in province)
- +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)
- +Upkeep: -4% for Lords and Heroes (Hero's army)
- +Weapon: Sword and Handbow (fire while moving with 360 fire arc)
- +Weapon: Greatsword (area damage)
- +Recruitment cost: -10% for Black Ark Corsairs units (Hero's army)
- +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)
- +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)
- +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)
- +Passive ability: "Dreadful Gaze"
- +Diplomatic relations: -25 with Cult of Pleasure
- +Speed: +10% (Lord's army)
- +Weapon strength: +5% when attacking (Lord's army)
- +Upkeep: -20% for Lords and Heroes (Lord's army)
- +Casualties captured post-battle: +10% (own armies factionwide)
- +Growth: +30 (own local province)
- +Attrition: -10% casualties suffered from all attrition (own armies factionwide)
- +Constant casualty replenishment rate: +5% (Lord's army)
- +Enable contact effect: "Toxic Venom"
- +Armour-piercing weapon damage: +5 (Lord's army)
- +Character experience gain: +25%
- +Enemy Winds of Magic power reserve capacity: -20 (enemy armies in province)
- +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
- +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%
- +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%
- +Enemy miscast base chance: +5% (enemy armies in region)
- +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)
- +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)
- +Ability: "Dark Magic: Witches Gaze"
- +Ability: "Dark Magic: Serrated Gale"
- +Mount: Laithikir
- +Recruitment cost: -25% for Black Ark Corsairs units (Lord's army)
- +Campaign movement range: +10%
- +Income from raiding: +25% (Lord's army)
- +Weapon strength: +10% for Dreadspears, Darkshards, Bleakswords and Black Ark Corsairs units (own armies factionwide)
- +Local Recruitment duration: -1 turn (minimum 1) (local province)
- +Local recruitment capacity: +1 (local province)
- +Enemy charge bonus: -50% (enemy armies in province)
- +Weapon strength: +5% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Hero's army)
- +Weapon strength: +10% (accompanying Lord)
- +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)
- +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)
- +Attribute: Unbreakable (accompanying Lord)
- +Hit points: +10%
- +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
- +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%
- +Ability: "Whip of Agony"
- +Upkeep: -4% for Witch Elves and Sisters of Slaughter units (Hero's army)
- +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
- +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%
- +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%
- +Recruit rank: +1 for Witch Elves and Sisters of Slaughter units (Hero's army)
- +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)
- +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)
- +Melee defence: +3 for Witch Elves and Sisters of Slaughter units (Hero's army)
- +Weapon strength: +8% for Witch Elves and Sisters of Slaughter units (Hero's army)
- +Enemy speed: -5% (enemy characters in region)
- +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)
- +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)
- +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)
- +Character's aura leadership effect: -3 (enemy characters in region)
Buildings
- −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)
- −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)
- −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
- −Upkeep: -4% for Shades units (all units in Black Ark)
- +Upkeep: -5% for Shades units
- +Unit capacity: +2 Shades
- +Income generated: 50
- −Upkeep: -6% for Shades units (all units in Black Ark)
- +Upkeep: -10% for Shades units
- +Unit capacity: +4 Shades
- +Income generated: 75
- −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
- −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
- −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
- −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
- −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)
- −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)
- −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)
- −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)
- −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)
- +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)
- +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)
- −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)
- −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)
- +Upkeep: -4% (own armies in province)
- +Control: +3 (Hag Graef only)
- −Control: +1
- +Corruption: -1
- +Control: +2
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- −Control: +2
- +Control: +4
- +Corruption: -2
- +Attrition: -20% casualties suffered from all attrition (own armies in province)
- −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
- −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
- −Income generated: 150
- +Income generated: 50
- Cost: 1000 → 2000
- Turns: 2 → 3
- −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
- −Income generated: 100
- −Furs resource production: 20 bundles
- +Income generated: 25
- +Furs resource production: 15 bundles
- Cost: 500 → 1000
- Turns: 1 → 2
- −Income generated: 150
- +Income generated: 50
- Cost: 1000 → 2000
- Turns: 2 → 3
- −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
- −Income generated: 300
- −Gemstones resource production: 20 sacks
- +Income generated: 100
- +Gemstones resource production: 15 sacks
- Cost: 500 → 1000
- −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
- −Income generated: 300
- +Recruitment cost: -5% for all units (own armies in province)
- +Income generated: 100
- Cost: 500 → 1000
- −Income generated: 450
- +Recruitment cost: -10% for all units (own armies in province)
- +Income generated: 200
- Cost: 1000 → 2000
- −Income generated: 600
- +Recruitment cost: -15% for all units (own armies in province)
- +Income generated: 400
- +Slaves: 20 per turn
- Cost: 2000 → 4000
- −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
- −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
- −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
- −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
- −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
- −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
- −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
- −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
- −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
- −Income generated: 100
- −Pottery resource production: 20 kilnful
- +Income generated: 25
- +Pottery resource production: 15 kilnful
- Cost: 500 → 1000
- Turns: 1 → 2
- −Income generated: 150
- +Income generated: 50
- Cost: 1000 → 2000
- Turns: 2 → 3
- −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
- −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
- −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
- −Income generated: 200
- +Income generated: 100
- +Tradable resources produced: +5%
- +Slaves: 20 per turn
- Cost: 2000 → 4000
- Turns: 3 → 4
- −Control: +3
- −Wine resource production: 20 barrels
- +Control: +2
- +Wine resource production: 15 barrels
- Cost: 500 → 1000
- Turns: 1 → 2
- Cost: 1000 → 2000
- Turns: 2 → 3
- −Control: +5
- +Control: +6
- +Slaves: 20 per turn
- Cost: 2000 → 4000
- Turns: 3 → 4
- −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
- −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
- −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)
- −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)
- −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)
- −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)
- −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)
- −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)
- −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)
- −When built in Ancient Elven Colony: Income from Ports: +1% (factionwide)
- −When built in Ancient Elven Colony: Income from Ports: +2% (factionwide)
- −Income generated: 150
- +Income generated: 125
- −When built in Ancient Elven Colony: Income from Ports: +2% (factionwide)
- −Income generated: 200
- +Income generated: 150
- −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
- −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)
- −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
- −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)
- −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)
- −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
- −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
- −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
- +Income generated: 50
- +Income generated: 100
- +Income generated: 50
- +Income generated: 100
- −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
- −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
- −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
- −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
- −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
- −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
- −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 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
- −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
- −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
- −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
- −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
- +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
- −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)
- −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)
- −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)
- −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
- −Black Ark growth: +3 (cumulative) (factionwide)
- +Black Ark growth: +3 (cumulative) (own armies factionwide)
- −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)
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
- −Ivory resource production: 20 tusks
- −Income generated: 100
- +Ivory resource production: 15 tusks
- +Income generated: 25
- Cost: 500 → 1000
- Turns: 1 → 2
- −Income generated: 150
- +Income generated: 50
- Cost: 1000 → 2000
- Turns: 2 → 3
- −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)
- +Control: +1 in adjacent provinces
- +Slaves used by buildings: -30% (local region)
- +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
- +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
- +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
- +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%
- +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
- +Melee defence: +4 for Doomfire Warlocks units
- +Melee attack: +4 for Doomfire Warlocks units
- +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
- +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
- +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
- +Hero action success chance: +10% for Death Hags
- +Hero action success chance: +10% for Khainite Assassins and Black Ark Reavers
- +Unit mass: +25% for Harpies, Bloodwrack Medusa, Feral Manticore, War Hydra, Kharibdyss and Black Dragon units
- +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
- +Hero capacity: +1 for Masters
- +Hero recruit rank: +2 for Masters
- +Hero action success chance: +10% for Masters
- +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
- +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
- +Leadership: +4 (all characters factionwide)
- +Reload time reduction: +10% (all characters factionwide)
- +Melee attack: +4 (all characters factionwide)
- +Income from slaves: +5%
- +Diplomatic relations: +25 with Norsca
- +Diktats cost: -5%
- +Control: +2
- +Ambush success chance: +10%
- +Leadership: +5 when attacking
- +Additional effects unlocked for Riders and Exiles chains
- +"Bloody Sacrifice" sacrifice even more slaves
- +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
- +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
- +Additional effects unlocked for Barracks chain
- +Army ability: "Bloody Sacrifice"
- +Charge bonus: +10% when attacking
- +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
- +Speed: +10% for Shades, Dark Riders and Doomfire Warlock units
- +Experience gain: +20% for Dark Riders, Shades and Doomfire Warlocks units
- +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
- +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
- +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
- +Income from slaves: +5%
- +Diplomatic relations: +25 with Chaos Dwarfs
- +Diktats cost: -5%
- +On turn start, Lords have a chance to gain 1 loyalty
- +Loyalty: +2 for new recruits