SFO Dwarfs units
79 Dwarfs units SFO: Grimhammer III changes against patch 9.0.4, 9 it adds, and 121 skills, 264 buildings and 56 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 |
|---|---|---|---|---|---|---|
| 15,988 → 6,500 | 120 → 130 | 60 → 5060 → 65 | 290 → 200160 → 250 | 1,200 → 2,800900 → 1,400 | Missile block 55% → 70%; Leadership 85 → 80; Charge bonus 30 → 40; Mass 1,500 → 1,750; Upkeep 300 → 0; Spell resistance 35% → 40%; New: Undying Oath, Ancestral Shieldbearers, Foe-Seeker, Stand Your Ground!, Immune to Psychology, Immune to Flanking, Directional Shield; Removed: Rally! | |
| 13,908 → 3,500 | 0 → 10 | 42 → 4032 → 35 | 0 → 125280 → 225 | 1,000 → 1,8001,050 → 900 | Leadership 80 → 75; Charge bonus 18 → 30; Mass 900 → 1,000; Ammunition 45 → 60; Missile base damage 60 → 100; Missile AP damage 180 → 200; Reload time 8 s → 7 s; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Bolstered Marksmanship, Extra Powder, Perfect Vigour, Immune to Contact Effects; Removed: Causes Terror | |
| 14,348 → 5,500 | 120 | 4040 → 45 | 240 → 200100 → 225 | 1,000 → 2,000850 → 1,000 | Leadership 75 → 80; Charge bonus 16 → 30; Mass 1,100 → 1,250; Upkeep 250 → 400; Spell resistance 35% → 40%; New: Undying Oath, Stand Your Ground! | |
| 15,552 → 6,500 | 120 | 4047 → 50 | 240 → 200100 → 225 | 1,250 → 2,8001,200 → 1,400 | Leadership 85 → 80; Charge bonus 18 → 40; Upkeep 312 → 500; Physical resistance 25% → 15%; New: Undying Oath, Stand Your Ground! | |
| 13,908 → 3,750 | 0 → 10 | 40 → 4536 → 35 | 0 → 125320 → 225 | 1,000 → 1,6001,100 → 800 | Leadership 80 → 75; Charge bonus 16 → 30; Mass 900 → 1,000; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Bolstered Armour, Perfect Vigour, Immune to Contact Effects; Removed: Causes Terror | |
| 14,168 → 4,500 | 0 → 10 | 5550 | 0 → 175250 → 275 | 1,000 → 1,6001,000 → 800 | Missile block 55% → 0%; Charge bonus 30 → 40; Mass 900 → 1,000; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Bolstered Attack, Patriarch, Perfect Vigour, Immune to Contact Effects; Removed: Causes Terror | |
| 14,168 → 4,750 | 0 → 10 | 4065 | 0 → 275250 → 175 | 1,000 → 1,6001,000 → 800 | Missile block 55% → 65%; Charge bonus 20 → 30; Mass 900 → 1,000; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Bolstered Defence, Patriarch, Indomitable, Perfect Vigour, Immune to Contact Effects; Removed: Deadly Onslaught, Causes Terror | |
| 18,208 → 8,000 | 125 → 120 | 52 → 4562 → 65 | 300200 | 1,200 → 3,2001,400 → 1,600 | Leadership 85 → 80; Charge bonus 20 → 40; Upkeep 300 → 0; Missile resistance 15% → 0%; Spell resistance 35% → 40%; Ward save 0% → 15%; New: Undying Oath, Ancestral Shieldbearers, Flow of Battle, Deadly Onslaught, Immune to Psychology, Expert Charge Defence; Removed: Foe-Seeker | |
| 14,892 → 6,000 | 120 | 50 → 6060 → 50 | 270 → 150150 → 300 | 1,000 → 2,000700 → 1,000 | Missile block 55% → 0%; Charge bonus 30 → 45; Mass 1,100 → 1,250; Spell resistance 35% → 40%; New: Undying Oath, Ancestral Shieldbearers, Flow of Battle, Deadly Onslaught; Removed: Foe-Seeker | |
| 13,908 → 4,750 | 120 → 115 | 38 → 4030 → 35 | 60 → 125220 → 225 | 1,000 → 1,600550 → 800 | Leadership 72 → 70; Charge bonus 14 → 25; Mass 1,100 → 1,250; Ammunition 45 → 60; Missile base damage 60 → 100; Missile AP damage 180 → 200; Reload time 8 s → 7 s; Upkeep 250 → 350; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Unyielding Oath, Extra Powder | |
| 13,908 → 5,000 | 120 | 4030 → 45 | 230 → 12590 → 225 | 1,000 → 1,400450 → 700 | Charge bonus 16 → 25; Mass 1,100 → 1,250; Upkeep 250 → 325; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Unyielding Oath | |
| 14,168 → 5,500 | 120 | 50 → 4555 → 65 | 260 → 275140 → 175 | 1,000 → 1,400550 → 700 | Missile block 55% → 65%; Leadership 70 → 75; Charge bonus 30 → 25; Mass 1,100 → 1,250; Upkeep 250 → 175; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Unyielding Oath, Patriarch, Indomitable | |
| 15,536 → 7,000 | 120 | 65 → 7050 → 40 | 130 → 100310 → 400 | 1,200 → 3,0001,150 → 1,500 | Speed 32 → 40; Bonus vs large 30 → 50; Charge bonus 50 → 55; Mass 1,500 → 1,750; Upkeep 300 → 0; Spell resistance 35% → 40%; New: Undying Oath, Deadly Onslaught, Stand Your Ground!, Expert Charge Defence, Glorious Charge; Removed: Heroic Killing Blow, Charge Defence vs. Large | |
| 16,620 → 7,750 | 125 → 120 | 7045 → 50 | 185 → 250315 → 300 | 1,400 → 3,3001,500 → 1,650 | Speed 32 → 40; Charge bonus 45 → 60; Mass 1,500 → 1,750; Upkeep 350 → 0; Spell resistance 35% → 40%; New: Undying Oath, Vigorous, Deadly Onslaught, Stand Your Ground!; Removed: Flash Bomb | |
| 14,168 → 5,000 | 70 | 5055 | 115 → 125265 → 175 | 800 → 0800 → 1,000 | Speed 34 → 35; Mass 800 → 1,000; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Flow of Battle, Immune to Psychology; Removed: Foe-Seeker | |
| 15,902 → 7,750 | 0 | 7050 | 120 → 150350 | 1,100 → 01,150 → 1,300 | Speed 42 → 45; Melee attack interval 4 s → 3 s; Mass 1,500 → 2,000; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Expert Charge Defence, Glorious Charge; Removed: Charge Defence vs. Large | |
| 14,168 → 4,400 | 0 → 10 | 65 → 5550 | 0 → 175375 → 275 | 1,000 → 1,6001,000 → 800 | Bonus vs large 0 → 25; Charge bonus 45 → 40; Mass 900 → 1,000; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Headhunter, Patriarch, Foe-Seeker, Deadly Onslaught, Perfect Vigour, Immune to Contact Effects; Removed: Causes Terror | |
| 15,424 → 6,000 | 120 | 4545 → 50 | 140 → 225260 → 250 | 1,000 → 3,0001,100 → 1,500 | Charge bonus 16 → 30; Melee attack interval 3.8 s → 4 s; Upkeep 250 → 0; Spell resistance 35% → 40%; New: Undying Oath, Rally! | |
| 16,628 → 7,000 | 120 | 4550 → 55 | 140 → 225260 → 250 | 1,400 → 3,8001,550 → 1,900 | Leadership 90 → 85; Charge bonus 18 → 40; Melee attack interval 3.8 s → 4 s; Upkeep 350 → 0; Physical resistance 25% → 15%; New: Undying Oath, Rally! | |
| 1007,800 → 15,000 | 85 → 80 | 22 → 3040 | 21 → 207 → 15 | 450 → 1,000450 → 500 | Speed 28 → 30; Charge bonus 12 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Upkeep 113 → 125; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 1007,600 → 12,500 | 80 | 20 → 2518 → 25 | 5 → 1017 → 20 | 325 → 700325 → 350 | Leadership 68 → 65; Speed 28 → 30; Charge bonus 12 → 20; Melee attack interval 4.3 s → 4 s; Upkeep 81 → 87; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath, Wallbreaker | |
| 8 → 46,928 → 6,840 | 40 → 60 | 16 → 2020 | 21 → 257 → 10 | 700 → 1,000750 → 500 | Leadership 64 → 65; Speed 22 → 30; Charge bonus 2 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 2,150; Range 340 m → 425 m; Ammunition 22 → 40; Missile base damage 20 → 0; Missile AP damage 90 → 200; Reload time 18 s → 5 s; Upkeep 175 → 125; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath; Removed: Hide (forest) | |
| 44,576 → 6,840 | 40 → 60 | 16 → 2020 | 21 → 257 → 10 | 700 → 1,300700 → 650 | Leadership 64 → 65; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 3,150; Range 440 m → 450 m; Ammunition 22 → 30; Missile base damage 30 → 75; Missile AP damage 140 → 150; Reload time 20 s → 14 s; Upkeep 175 → 162; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 1007,800 → 15,000 | 85 → 80 | 24 → 3530 → 35 | 8 → 1524 → 25 | 500 → 1,000500 | Speed 28 → 30; Charge bonus 18 → 15; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 805,600 → 10,000 | 80 | 18 → 2528 → 30 | 21 → 257 → 10 | 550 → 1,150550 → 575 | Missile block 35% → 55%; Leadership 64 → 70; Speed 28 → 30; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Range 160 m → 170 m; Ammunition 22 → 26; Missile base damage 18 → 20; Missile AP damage 6 → 10; Reload time 13 s → 12 s; Upkeep 138 → 143; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 806,400 → 10,000 | 40 → 80 | 24 → 3538 → 40 | 23 → 309 → 15 | 800 → 1,800800 → 900 | Missile block 35% → 50%; Speed 33 → 35; Charge bonus 10 → 15; Melee attack interval 4.3 s → 4 s; Mass 140 → 150; Range 160 m → 180 m; Ammunition 20 → 26; Missile base damage 18 → 15; Missile AP damage 6 → 12; Reload time 13 s → 8 s; Upkeep 200 → 225; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Unyielding Oath, Strider; Removed: Charge Defence vs. Large, Hide (forest) | |
| 805,440 → 10,000 | 40 → 60 | 18 → 3026 → 35 | 21 → 207 → 15 | 525 → 1,400525 → 700 | Missile block 35% → 50%; Leadership 60 → 70; Speed 33 → 35; Charge bonus 4 → 15; Melee attack interval 4.3 s → 4 s; Mass 120 → 150; Range 160 m → 180 m; Ammunition 18 → 26; Missile base damage 18 → 15; Missile AP damage 6 → 10; Reload time 13 s → 9 s; Upkeep 131 → 175; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Unyielding Oath, Woodsman; Removed: Hide (forest) | |
| 805,440 → 10,000 | 40 → 60 | 22 → 3520 → 30 | 8 → 1024 → 25 | 600 → 1,400600 → 700 | Leadership 60 → 70; Speed 33 → 35; Bonus vs large 0 → 10; Charge bonus 16 → 25; Melee attack interval 4.3 s → 4 s; Mass 120 → 150; Ammunition 12 → 15; Missile base damage 6 → 10; Missile AP damage 26 → 25; Reload time 8 s → 6 s; Upkeep 150 → 175; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Unyielding Oath, Woodsman; Removed: Hide (forest) | |
| 44,476 → 6,840 | 40 → 60 | 16 → 2020 | 21 → 257 → 10 | 800 → 1,550800 → 775 | Leadership 64 → 65; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 3,150; Range 440 m → 500 m; Ammunition 22 → 30; Missile base damage 84 → 150; Missile AP damage 336 → 350; Reload time 22 s → 15 s; Upkeep 200 → 193; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 100 → 808,600 → 20,000 | 100 → 110 | 30 → 3548 → 45 | 257 → 15 | 700 → 2,000700 → 1,000 | Leadership 80 → 75; Speed 26 → 30; Charge bonus 10 → 15; Melee attack interval 4.3 s → 4 s; Mass 200 → 225; Upkeep 175 → 250; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath, Expert Charge Defence, Charge Reflection; Removed: Charge Defence vs. Large | |
| 100 → 808,600 → 20,000 | 100 → 110 | 30 → 4038 → 40 | 10 → 1526 → 30 | 750 → 2,000750 → 1,000 | Leadership 80 → 75; Speed 26 → 30; Charge bonus 18 → 20; Melee attack interval 4.3 s → 4 s; Mass 200 → 225; Upkeep 188 → 250; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath, Charge Reflection | |
| 1007,600 → 12,500 | 80 | 20 → 2518 → 25 | 5 → 1017 → 20 | 450 → 800450 → 400 | Leadership 68 → 65; Speed 28 → 30; Charge bonus 12 → 20; Melee attack interval 4.3 s → 4 s; Range 55 m → 60 m; Ammunition 1 → 3; Missile base damage 1 → 5; Upkeep 112 → 100; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath, Wallbreaker | |
| 805,600 → 10,000 | 80 | 24 → 3022 → 25 | 8 → 1524 → 20 | 575 → 1,150575 | Leadership 64 → 70; Speed 28 → 30; Charge bonus 16 → 15; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Range 160 m → 170 m; Ammunition 22 → 26; Missile base damage 18 → 20; Missile AP damage 6 → 10; Reload time 13 s → 12 s; Upkeep 144 → 143; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 805,680 → 10,000 | 80 | 20 → 2528 → 30 | 21 → 257 → 10 | 700 → 1,450700 → 725 | Missile block 35% → 55%; Leadership 64 → 70; Speed 28 → 30; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Range 145 m → 170 m; Ammunition 22 → 26; Missile base damage 5 → 15; Missile AP damage 17 → 30; Reload time 13 s → 18 s; Upkeep 175 → 181; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 12 → 44,248 → 7,000 | 100 → 130 | 30 → 406 → 5 | 38 → 5012 → 25 | 800 → 1,700800 → 850 | Leadership 64 → 70; Speed 100 → 110; Charge bonus 25 → 40; Melee attack interval 3.2 s → 4 s; Mass 700 → 1,500; Ammunition 25 → 35; Missile base damage 8 → 50; Missile AP damage 18 → 25; Upkeep 200 → 212; Missile resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: Fire Whilst Moving | |
| 44,476 → 6,840 | 40 → 60 | 16 → 2020 | 21 → 257 → 10 | 1,000 → 1,6001,000 → 800 | Leadership 64 → 65; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 3,150; Range 300 m → 350 m; Ammunition 24 → 30; Missile base damage 22 → 0; Missile AP damage 68 → 75; Reload time 12 s → 5 s; Upkeep 250 → 200; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 100 → 6010,000 → 18,000 | 100 → 110 | 46 → 4538 → 35 | 14 → 1041 → 50 | 1,200 → 3,5001,200 → 1,750 | Speed 28 → 30; Charge bonus 24 → 25; Melee attack interval 4.2 s → 4 s; Mass 170 → 250; Upkeep 300 → 437; Missile resistance 0% → 40%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Undying Oath, Immune to Psychology, Disciplined, Immune to Flanking | |
| 100 → 809,600 → 22,000 | 125 | 34 → 3566 → 65 | 22 → 3010 → 20 | 1,250 → 3,5001,250 → 1,750 | Missile block 55% → 65%; Leadership 85 → 80; Speed 26 → 30; Charge bonus 8 → 10; Melee attack interval 4.3 s → 4 s; Mass 250 → 300; Range 60 m → 70 m; Ammunition 2 → 3; Missile base damage 1 → 5; Upkeep 313 → 437; Missile resistance 0% → 10%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Undying Oath, Disciplined, Immune to Psychology | |
| 28 → 323,584 → 5,600 | 125 → 120 | 20 → 3027 → 30 | 17 → 253 → 5 | 700 → 2,400700 → 1,200 | Leadership 85 → 70; Speed 26 → 25; Charge bonus 6 → 5; Melee attack interval 4 s → 5 s; Mass 180 → 250; Range 80 m → 90 m; Ammunition 100 → 104; Missile base damage 8 → 10; Missile AP damage 4 → 5; Reload time 9 s → 5 s; Upkeep 175 → 300; Missile resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 40% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath, Immune to Psychology, Disciplined | |
| 808,640 → 16,000 | 0 | 38 → 4532 → 30 | 32 → 3516 → 25 | 900 → 2,000900 → 1,000 | Bonus vs large 24 → 30; Charge bonus 26 → 35; Melee attack interval 4.3 s → 4 s; Mass 160 → 200; Upkeep 225 → 250; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Glorious Charge | |
| 12 → 44,248 → 7,000 | 100 → 130 | 30 → 406 → 5 | 38 → 5012 → 25 | 850 → 1,700850 | Leadership 64 → 70; Speed 100 → 110; Charge bonus 25 → 40; Melee attack interval 3.2 s → 4 s; Mass 700 → 1,500; Range 60 m → 125 m; Ammunition 60 → 35; Missile base damage 14 → 0; Missile AP damage 4 → 100; Reload time 9 s → 8 s; Missile resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: Fire Whilst Moving | |
| 80 → 4010,400 → 16,000 | 0 | 48 → 4534 → 40 | 16 → 3536 → 50 | 1,200 → 3,5001,200 → 1,750 | Bonus vs large 30 → 50; Charge bonus 30 → 35; Melee attack interval 4.3 s → 4 s; Mass 160 → 300; Upkeep 300 → 437; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Charge Defence vs. Large, Glorious Charge | |
| 44,576 → 9,040 | 40 → 80 | 22 → 2027 → 30 | 21 → 257 → 15 | 900 → 1,700900 → 850 | Leadership 74 → 80; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 3,150; Range 440 m → 450 m; Ammunition 22 → 30; Missile base damage 30 → 125; Missile AP damage 140 → 150; Reload time 20 s → 14 s; Upkeep 225 → 212; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Encourage | |
| 80 → 208,640 → 16,000 | 0 | 48 → 5541 → 45 | 32 → 5016 → 75 | 1,150 → 4,0001,200 → 2,000 | Bonus vs large 24 → 50; Charge bonus 26 → 50; Melee attack interval 4.3 s → 4 s; Mass 160 → 500; Upkeep 300 → 500; Physical resistance 20% → 25%; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Glorious Charge | |
| 1007,600 → 14,500 | 80 → 115 | 29 → 3024 → 25 | 5 → 1517 → 30 | 600 → 1,600600 → 800 | Leadership 78 → 75; Speed 28 → 30; Charge bonus 12 → 30; Melee attack interval 4.3 s → 4 s; Range 55 m → 60 m; Ammunition 3 → 9; Missile base damage 1 → 5; Upkeep 150 → 200; Physical resistance 0% → 10%; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Wallbreaker | |
| 120 → 10011,520 → 27,500 | 125 | 43 → 3579 → 65 | 22 → 2010 → 30 | 1,650 → 4,0001,650 → 2,000 | Missile block 55% → 65%; Leadership 95 → 90; Speed 26 → 30; Charge bonus 8 → 10; Melee attack interval 4.3 s → 4 s; Mass 250 → 300; Range 60 m → 70 m; Ammunition 2 → 6; Missile base damage 1 → 5; Upkeep 413 → 500; Missile resistance 0% → 10%; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Undying Oath, Disciplined, Immune to Flanking | |
| 28 → 323,584 → 7,200 | 125 → 120 | 27 → 3035 → 30 | 17 → 103 → 20 | 1,050 → 2,9001,050 → 1,450 | Leadership 95 → 80; Speed 26 → 25; Charge bonus 6 → 5; Melee attack interval 4 s → 5 s; Mass 180 → 250; Ammunition 25 → 26; Missile AP damage 10 → 25; Reload time 8 s → 5 s; Upkeep 263 → 362; Physical resistance 20% → 0%; Missile resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 40% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Vanguard Deployment, Immune to Psychology, Disciplined | |
| 100 → 808,600 → 20,000 | 100 → 110 | 38 → 4048 → 55 | 10 → 1526 → 30 | 1,000 → 2,5001,000 → 1,250 | Leadership 90 → 80; Speed 26 → 30; Bonus vs large 0 → 15; Charge bonus 18 → 30; Melee attack interval 4.3 s → 4 s; Mass 200 → 225; Upkeep 250 → 312; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Undying Oath, Charge Reflection | |
| 100 → 6010,000 → 18,000 | 100 → 110 | 57 → 5548 → 40 | 14 → 1041 → 60 | 1,550 → 4,0001,550 → 2,000 | Leadership 90 → 80; Speed 28 → 30; Charge bonus 24 → 25; Melee attack interval 4.2 s → 4 s; Mass 170 → 250; Upkeep 388 → 500; Missile resistance 0% → 40%; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Undying Oath, Rabble-Rouse, Disciplined, Immune to Flanking | |
| 805,440 → 10,000 | 40 → 80 | 29 → 4027 → 35 | 8 → 1024 → 30 | 750 → 1,800750 → 900 | Leadership 70 → 75; Speed 33 → 35; Bonus vs large 0 → 10; Charge bonus 16 → 30; Melee attack interval 4.3 s → 4 s; Mass 120 → 150; Range 80 m → 100 m; Ammunition 12 → 15; Missile base damage 6 → 10; Missile AP damage 26 → 25; Reload time 8 s → 6 s; Upkeep 188 → 225; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Vigorous, Strider, Snipe, Unspottable; Removed: Hide (forest) | |
| 100 → 1207,800 → 18,000 | 85 → 115 | 29 → 3050 → 40 | 22 → 206 → 15 | 700 → 1,500700 → 750 | Leadership 80 → 75; Speed 28 → 30; Bonus vs infantry 6 → 5; Charge bonus 12 → 15; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Upkeep 175 → 188; Physical resistance 0% → 10%; Spell resistance 35% → 40%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Expert Charge Defence; Removed: Charge Defence vs. Large | |
| 4 → 14,248 → 6,000 | 100 → 130 | 506 → 10 | 68 → 7520 → 50 | 1,400 → 3,2001,400 → 1,600 | Leadership 76 → 75; Speed 90 → 100; Charge bonus 30 → 50; Melee attack interval 3.2 s → 4 s; Mass 1,100 → 3,000; Range 130 m → 125 m; Ammunition 30 → 40; Missile base damage 4 → 25; Missile AP damage 16 → 50; Reload time 6 s → 8 s; Upkeep 350 → 400; Missile resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Wounds, Perfect Vigour | |
| 44,476 → 6,840 | 40 → 60 | 16 → 2020 | 21 → 257 → 10 | 1,100 → 1,7001,100 → 850 | Leadership 64 → 65; Speed 25 → 20; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 3,150; Range 280 m → 250 m; Ammunition 25 → 30; Missile base damage 45 → 50; Reload time 10 s → 8 s; Upkeep 275 → 212; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 28 → 323,584 → 5,600 | 125 → 120 | 20 → 3027 → 30 | 17 → 253 → 5 | 900 → 2,400900 → 1,200 | Leadership 85 → 70; Speed 26 → 25; Charge bonus 6 → 5; Melee attack interval 4 s → 5 s; Mass 180 → 250; Range 170 m → 150 m; Ammunition 18 → 24; Missile base damage 20 → 75; Missile AP damage 75 → 150; Reload time 20 s → 19 s; Upkeep 225 → 300; Missile resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 40% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath, Immune to Psychology, Disciplined | |
| 4 → 14,248 → 6,000 | 100 → 130 | 40 → 454 → 5 | 68 → 7520 → 50 | 1,150 → 2,4001,150 → 1,200 | Leadership 64 → 70; Speed 90 → 100; Charge bonus 30 → 45; Melee attack interval 3.2 s → 4 s; Mass 1,100 → 3,000; Range 130 m → 125 m; Ammunition 30 → 40; Missile base damage 4 → 0; Missile AP damage 16 → 50; Reload time 6 s → 8 s; Upkeep 288 → 300; Missile resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: Wounds, Perfect Vigour, Fire Whilst Moving | |
| 17,944 → 11,000 | 95 → 75 | 45 → 6540 → 45 | 120 → 100360 → 400 | 01,500 → 2,000 | Leadership 60 → 100; Bonus vs large 35 → 40; Charge bonus 50 → 100; Melee attack interval 3.6 s → 3.5 s; Mass 4,000 → 4,500; Upkeep 400 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bloodroar, Perfect Vigour, Strider; Removed: Primal Instincts, Predatory Fighter | |
| 13,968 → 5,000 | 50 | 5046 → 50 | 250200 | 1,000 → 2,000900 → 1,000 | Speed 40 → 50; Ammunition 30 → 50; Missile base damage 124 → 200; Missile AP damage 84 → 100; Physical resistance 5% → 10%; Removed: Encourage | |
| 14,580 → 5,500 | 80 → 50 | 5046 → 40 | 250200 | 1,150 → 2,4001,100 → 1,200 | Speed 78 → 75; Mass 2,100 → 3,250; Ammunition 30 → 75; Missile base damage 124 → 200; Missile AP damage 84 → 100; Physical resistance 5% → 10%; Removed: Encourage | |
| 46,420 → 11,800 | 0 | 38 → 4532 → 30 | 32 → 3516 → 25 | 950 → 2,500950 → 1,250 | Bonus vs large 24 → 30; Charge bonus 26 → 30; Melee attack interval 4.3 s → 4 s; Mass 2,160 → 2,700; Missile base damage 6 → 10; Missile AP damage 26 → 30; Upkeep 237 → 313; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Glorious Charge | |
| 15,302 → 7,000 | 0 | 60 → 6545 → 55 | 370 → 400130 → 200 | 1,000 → 1,800900 | Missile block 35% → 40%; Speed 42 → 40; Bonus vs infantry 0 → 20; Bonus vs large 25 → 0; Charge bonus 45 → 50; Melee attack interval 3.8 s → 4 s; Mass 1,100 → 1,250; Upkeep 250 → 225; Physical resistance 0% → 25%; Spell resistance 35% → 40%; New: Glorious Charge | |
| 14,502 → 6,500 | 0 | 55 → 6045 → 50 | 110 → 100300 → 400 | 700 → 1,200700 → 600 | Speed 42 → 40; Bonus vs large 35 → 30; Mass 1,100 → 1,250; Upkeep 125 → 150; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 35% → 40%; New: Glorious Charge | |
| 15,084 → 6,500 | 0 | 6050 | 120 → 100300 → 400 | 0 → 1,600800 | Speed 42 → 45; Bonus vs infantry 15 → 20; Melee attack interval 4 s → 3.5 s; Mass 1,500 → 2,000; Physical resistance 0% → 25%; Spell resistance 35% → 40%; New: Glorious Charge | |
| 14,620 → 6,000 | 0 | 5545 | 280 → 300120 → 150 | 1,200 → 2,1001,050 | Speed 42 → 45; Mass 1,200 → 1,250; Ammunition 30 → 40; Missile base damage 50 → 100; Missile AP damage 100 → 150; Reload time 7 s → 10 s; Upkeep 300 → 0; Physical resistance 0% → 25%; Spell resistance 35% → 40%; New: Glorious Charge | |
| 32 → 408,960 → 16,000 | 0 | 54 → 6048 → 50 | 17 → 3038 → 50 | 1,350 → 3,5001,350 → 1,750 | Bonus vs infantry 15 → 20; Charge bonus 40 → 50; Mass 400 → 500; Upkeep 338 → 438; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Glorious Charge | |
| 32 → 408,960 → 16,000 | 0 | 66 → 7059 → 50 | 17 → 3038 → 50 | 1,600 → 4,0001,600 → 2,000 | Speed 40 → 45; Bonus vs infantry 15 → 20; Charge bonus 40 → 50; Mass 400 → 500; Upkeep 400 → 500; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Glorious Charge | |
| 808,640 → 16,000 | 0 | 38 → 3532 → 25 | 23 → 359 → 25 | 750 → 2,000750 → 1,000 | Charge bonus 26 → 25; Melee attack interval 4.2 s → 4 s; Mass 160 → 200; Range 90 m → 100 m; Missile AP damage 12 → 20; Upkeep 188 → 250; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Liquid Fortification, Glorious Charge | |
| 808,640 → 16,000 | 0 | 48 → 5541 → 25 | 23 → 359 → 25 | 900 → 2,800900 → 1,400 | Charge bonus 26 → 25; Melee attack interval 4.2 s → 4 s; Mass 160 → 200; Range 90 m → 100 m; Missile AP damage 12 → 20; Upkeep 225 → 350; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Liquid Fortification, Glorious Charge | |
| 805,680 → 10,000 | 80 | 20 → 2528 → 30 | 21 → 257 → 10 | 850 → 1,450850 → 725 | Missile block 35% → 55%; Leadership 64 → 70; Speed 28 → 30; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Ammunition 22 → 26; Missile AP damage 6 → 8; Reload time 8 s → 9 s; Upkeep 212 → 181; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 805,680 → 10,000 | 80 | 27 → 2536 → 40 | 21 → 257 → 10 | 950 → 2,000950 → 1,000 | Missile block 35% → 55%; Leadership 74 → 80; Speed 28 → 30; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Ammunition 22 → 26; Missile base damage 4 → 10; Missile AP damage 11 → 20; Upkeep 237 → 250; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath, Smoke Bomb; Removed: Frenzy | |
| 111,560 → 16,000 | 80 → 100 | 204 → 0 | 150350 | 3,200 → 5,6003,400 → 2,800 | Melee attack interval 3.8 s → 4 s; Ammunition 40 → 200; Missile base damage 0 → 250; Missile AP damage 0 → 250; Reload time 10 s → 4 s; Upkeep 800 → 700; Missile resistance 15% → 40%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Perfect Vigour | |
| 112,580 → 20,008 | 80 → 100 | 204 → 0 | 150350 | 3,600 → 6,4003,800 → 3,200 | Melee attack interval 3.8 s → 4 s; Ammunition 40 → 200; Missile base damage 0 → 250; Missile AP damage 0 → 250; Reload time 10 s → 4 s; Missile resistance 15% → 40%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Perfect Vigour | |
| 44,576 → 6,840 | 40 → 60 | 16 → 2020 | 21 → 257 → 10 | 700 → 1,650700 → 825 | Leadership 64 → 75; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 3,150; Range 440 m → 450 m; Ammunition 22 → 30; Missile base damage 40 → 75; Missile AP damage 180 → 150; Reload time 20 s → 14 s; Upkeep 175 → 206; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 46,276 → 6,840 | 125 → 120 | 2027 → 20 | 17 → 253 → 10 | 1,200 → 2,1001,200 → 1,050 | Leadership 85 → 75; Speed 25 → 20; Charge bonus 6 → 5; Mass 2,120 → 3,150; Range 280 m → 250 m; Ammunition 25 → 30; Missile base damage 54 → 75; Missile AP damage 30 → 25; Reload time 10 s → 8 s; Upkeep 300 → 252; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 100 → 6010,000 → 18,000 | 100 → 110 | 46 → 4538 → 35 | 14 → 1041 → 50 | 1,200 → 4,2001,200 → 2,100 | Leadership 80 → 90; Speed 28 → 30; Charge bonus 24 → 25; Melee attack interval 4.2 s → 4 s; Mass 170 → 250; Upkeep 300 → 525; Missile resistance 0% → 40%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Undying Oath, Berserk, Immune to Psychology, Disciplined, Immune to Flanking; Removed: Frenzy | |
| 28 → 323,584 → 5,600 | 125 → 120 | 20 → 3027 → 30 | 17 → 253 → 5 | 700 → 3,000700 → 1,500 | Leadership 85 → 80; Speed 26 → 25; Charge bonus 6 → 5; Melee attack interval 4 s → 5 s; Mass 180 → 250; Ammunition 100 → 130; Missile base damage 8 → 10; Missile AP damage 4 → 5; Reload time 9 s → 5 s; Upkeep 175 → 375; Missile resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 40% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath, Dig in!, Immune to Psychology, Disciplined | |
| 100 → 808,600 → 20,000 | 100 → 110 | 30 → 4038 → 50 | 10 → 1526 → 30 | 750 → 2,500750 → 1,250 | Leadership 80 → 100; Speed 26 → 30; Charge bonus 18 → 20; Melee attack interval 4.3 s → 4 s; Mass 200 → 225; Upkeep 188 → 312; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath, Bolstered Defence, Charge Reflection | |
| 805,600 → 12,000 | 80 | 24 → 3022 → 25 | 8 → 1524 → 20 | 600 → 1,450600 → 725 | Leadership 64 → 80; Speed 28 → 30; Bonus vs infantry 8 → 5; Charge bonus 16 → 15; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Range 160 m → 170 m; Missile base damage 18 → 20; Missile AP damage 6 → 10; Reload time 13 s → 12 s; Upkeep 150 → 181; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unyielding Oath | |
| 808,640 → 16,000 | 0 | 38 → 4532 → 30 | 32 → 3516 → 25 | 900 → 2,500900 → 1,250 | Bonus vs large 24 → 30; Charge bonus 26 → 35; Melee attack interval 4.3 s → 4 s; Mass 160 → 200; Upkeep 225 → 312; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Wayfarer, Glorious Charge | |
| 12 → 44,248 → 7,000 | 100 → 130 | 30 → 406 → 5 | 38 → 5012 → 25 | 1,000 → 2,1001,000 → 1,050 | Leadership 64 → 80; Speed 100 → 130; Charge bonus 25 → 40; Melee attack interval 3.2 s → 4 s; Mass 700 → 1,500; Ammunition 25 → 35; Missile base damage 50 → 0; Missile AP damage 188 → 20; Reload time 20 s → 12 s; Upkeep 250 → 262; Missile resistance 0% → 25%; Spell resistance 35% → 40%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: Fire Whilst Moving |
New units in SFO
Snorri Nosebiterdwf_cha_slayer1 model
6,000
10
100
40
60
40
500
50
25
10
40
1,000
Master Engineer (Gyrocopter)wh_main_dwf_cha_master_engineer_gyro1 model
5,750
130
72
110
40
20
150
40
100
125
25
25
25
1,300
Guild Masterdwf_cha_engineer_lord1 model
5,000
115
75
32
40
45
350
25
150
140
15
40
1,000
Ironfist Slayers (Slayers)dwf_daemon_slayer20 models
16,000
10
100
40
60
30
150
50
200
75
25
40
2,000
Ancestral Shieldbearersdwf_oathsworn20 models
5,000
10
100
30
50
55
60
30
75
50
500
Dwarf Engineersdwf_sniper32 models
5,600
65
70
30
30
30
30
5
15
125
25
40
1,300
Thunderers (Drakeguns)dwf_thunderers_grudge80 models
10,000
80
70
30
25
30
35
10
4
70
40
725
Everguard with Greathammers (Hammerers)dwf_everguard60 models
18,000
110
90
30
45
40
60
25
40
40
2,000
Everguard with Shields (Hammerers)dwf_everguard_shield60 models
18,000
110
90
30
35
50
50
15
40
40
2,000
Skills
Big Game Slayer
- −Charge bonus: +30
- −Bonus vs Large: +15
- +Level 1: Charge bonus: +10
- +Level 1: Bonus vs Large: +5
- +Level 1: Melee attack: +2
- +Level 2: Charge bonus: +20
- +Level 2: Bonus vs Large: +10
- +Level 2: Melee attack: +4
- +Level 3: Charge bonus: +30
- +Level 3: Bonus vs Large: +15
- +Level 3: Melee attack: +6
Rune of Grimnir
- −Missile resistance: 10%
- +Level 1: Missile resistance: 5%
- +Level 1: Unit mass: +25%
- +Level 2: Missile resistance: 10%
- +Level 2: Unit mass: +50%
Oath of Forging
- −Oathgold from buildings: +10% (local province)
- +Oathgold from buildings: +20% (local province)
Obstinacy
- −Vigour loss reduction: -15% (Lord's army)
- +Level 1: Vigour loss reduction: -10% (Lord's army)
- +Level 2: Vigour loss reduction: -20% (Lord's army)
- +Level 3: Vigour loss reduction: -30% (Lord's army)
- Rank: 10 → 4
Fire & Fury
- −Level 1: Missile strength: +4% for Irondrakes and Flame Cannon units (Lord's army)
- −Level 2: Missile strength: +6% for Irondrakes and Flame Cannon units (Lord's army)
- −Level 2: Reload time reduction: +4% for Irondrakes and Flame Cannon units (Lord's army)
- −Level 3: Missile strength: +8% for Irondrakes and Flame Cannon units (Lord's army)
- −Level 3: Reload time reduction: +8% for Irondrakes and Flame Cannon units (Lord's army)
- +Level 1: Missile strength: +4% for Dwarf Engineers, Irondrakes and Flame Cannon units (Lord's army)
- +Level 2: Missile strength: +6% for Dwarf Engineers, Irondrakes and Flame Cannon units (Lord's army)
- +Level 2: Reload time reduction: +4% for Dwarf Engineers, Irondrakes and Flame Cannon units (Lord's army)
- +Level 3: Missile strength: +8% for Dwarf Engineers, Irondrakes and Flame Cannon units (Lord's army)
- +Level 3: Reload time reduction: +8% for Dwarf Engineers, Irondrakes and Flame Cannon units (Lord's army)
Dawi Firepower
- −Missile strength: +12% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
- −Missile resistance: 15% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
- −Reload time reduction: +10% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
- +Missile strength: +12% for Dwarf Engineers, Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
- +Missile resistance: 15% for Dwarf Engineers, Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
- +Reload time reduction: +10% for Dwarf Engineers, Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
Wall Breaker
- −Level 2: Attrition suffered by defender: +8% when laying siege or encircling (local region)
- −Level 3: Attrition suffered by defender: +15% when laying siege or encircling (local region)
- +Level 2: Attrition suffered by defender: +8% when laying siege or encircling (enemy armies in region)
- +Level 3: Attrition suffered by defender: +15% when laying siege or encircling (enemy armies in region)
Pure-Beard
- −Level 1: Corruption: -1 (local province)
- −Level 2: Corruption: -2 (local province)
- −Level 3: Corruption: -3 (local province)
- +Level 1: Corruption: -2 (local province)
- +Level 2: Corruption: -4 (local province)
- +Level 3: Corruption: -6 (local province)
Enquiring Mind
- −Upkeep: -8% (Lord's army)
- +Upkeep: -4% (Lord's army)
- +Defensive supplies: +200 (local province)
Order of Guardians
- −Melee attack: +10 when fighting against Undead factions
- −Weapon strength: +10% when fighting against Undead factions
- −Leadership: +4 when fighting against Undead factions (all units in army)
- +Melee attack: +10 when fighting against Undead
- +Weapon strength: +10% when fighting against Undead factions (all units in army)
- +Leadership: +5 when fighting against Undead factions (all units in army)
Unfaltering
- −Hit points: +10%
- +Level 1: Hit points: +5%
- +Level 1: Leadership: +2 (accompanying Lord)
- +Level 1: Charge bonus: +5% (accompanying Lord)
- +Level 2: Hit points: +10%
- +Level 2: Leadership: +4 (accompanying Lord)
- +Level 2: Charge bonus: +10% (accompanying Lord)
- +Level 3: Hit points: +15%
- +Level 3: Leadership: +6 (accompanying Lord)
- +Level 3: Charge bonus: +15% (accompanying Lord)
Dawi Authority
- −Enemy Hero action success chance: -10%
- −Ambush defence chance: +10% (Hero's army)
- −Control: +4 (local province)
- +Level 1: Enemy Hero action success chance: -5%
- +Level 1: Ambush defence chance: +5% (Hero's army)
- +Level 1: Control: +1 (own local province)
- +Level 2: Enemy Hero action success chance: -10%
- +Level 2: Ambush defence chance: +10% (Hero's army)
- +Level 2: Control: +2 (own local province)
- +Level 3: Enemy Hero action success chance: -15%
- +Level 3: Ambush defence chance: +15% (Hero's army)
- +Level 3: Control: +3 (own local province)
Inherited Arms
- −Armour: +20
- −Melee defence: +5
- +Level 1: Armour: +5
- +Level 1: Melee defence: +2
- +Level 1: Speed: +5%
- +Level 2: Armour: +10
- +Level 2: Melee defence: +4
- +Level 2: Speed: +10%
- +Level 3: Armour: +15
- +Level 3: Melee defence: +6
- +Level 3: Speed: +15%
Revered Thane
- −Physical resistance: 10%
- +Cooldown: -25% to "Patriarch"
- +Physical resistance: 5%
Fiery Temper
- +Character experience gain per turn: +100 (Lord's army)
Exacting Standards
- −Passive ability: "Master Rune of Stromni Redbeard" for Runesmiths (Lord's army)
- −Shared cooldown: -10% for all Rune Magic (Lord's army)
- +Level 1: Passive ability: "Master Rune of Stromni Redbeard" for Runesmiths (Lord's army)
- +Level 1: Shared cooldown: -10% for all Rune Magic (Lord's army)
- +Level 1: Hero action success chance: +10% for Runesmiths (all Heroes)
- +Level 2: Passive ability: "Master Rune of Stromni Redbeard" for Runesmiths (Lord's army)
- +Level 2: Shared cooldown: -20% for all Rune Magic (Lord's army)
- +Level 2: Hero action success chance: +30% for Runesmiths (all Heroes)
Ornery Overseer
- −Oathgold from buildings: +200% (local province)
- −Construction time: -20% for all buildings (local province)
- −Construction cost: -15% for all buildings (local province)
- +Level 1: Oathgold from buildings: +40% (local province)
- +Level 1: Construction time: -20% for all buildings (local province)
- +Level 1: Construction cost: -10% for all buildings (local province)
- +Level 2: Oathgold from buildings: +80% (local province)
- +Level 2: Construction time: -40% for all buildings (local province)
- +Level 2: Construction cost: -20% for all buildings (local province)
Runic Talismans
- −Passive ability: "Master Rune of Spite"
- −Passive ability: "Master Rune of Grungni"
- −Ward save: +5%
- +Level 1: Passive ability: "Master Rune of Spite"
- +Level 1: Passive ability: "Master Rune of Grungni"
- +Level 1: Ward save: +5%
- +Level 2: Passive ability: "Master Rune of Spite"
- +Level 2: Passive ability: "Master Rune of Grungni"
- +Level 2: Missile resistance: 10%
- +Level 2: Ward save: +10%
Proven Tools
- −Armour-piercing missile damage: +50% for Quarrellers units (Lord's army)
- −"Rune of Burning" (projectiles cause explosive damage and reduce leadership) for Bolt Thrower units (Lord's army)
- −"Flakkson's Rune of Seeking" (anti-large projectiles home in on targets) for Grudge Thrower units (Lord's army)
- +Level 1: Armour-piercing missile damage: +50% for Quarrellers units (Lord's army)
- +Level 1: "Rune of Burning" (projectiles cause explosive damage and reduce leadership) for Bolt Thrower units (Lord's army)
- +Level 1: "Flakkson's Rune of Seeking" (anti-large projectiles home in on targets) for Grudge Thrower units (Lord's army)
- +Level 2: Range: +25% for Missile Infantry units (Lord's army)
- +Level 2: Armour-piercing missile damage: +50% for Quarrellers units (Lord's army)
- +Level 2: "Rune of Burning" (projectiles cause explosive damage and reduce leadership) for Bolt Thrower units (Lord's army)
- +Level 2: "Flakkson's Rune of Seeking" (anti-large projectiles home in on targets) for Grudge Thrower units (Lord's army)
Runic Production Lines
- −Charge bonus: +15 (Lord's army)
- +Charge bonus: +10 (Lord's army)
Damping
- −Enemy Winds of Magic power reserve capacity: -10 (local region)
- +Enemy Winds of Magic power reserve capacity: -10 (enemy armies in region)
Wardbreaker
- −Spell resistance: -10% (enemy armies in local province)
- −Missile resistance: -10% (enemy armies in local province)
- +Spell resistance: -10% (enemy armies in province)
- +Missile resistance: -10% (enemy armies in province)
Wall Master
- −Level 2: Attrition suffered by defender: +8% when laying siege or encircling (local region)
- −Level 3: Attrition suffered by defender: +15% when laying siege or encircling (local region)
- +Level 2: Attrition suffered by defender: +8% when laying siege or encircling (enemy armies in region)
- +Level 3: Attrition suffered by defender: +15% when laying siege or encircling (enemy armies in region)
Army of One, Slayer of Many
- −Passive ability: "Worthy Foe"
- −Attribute: Causes Fear
- −Attribute: Causes Terror
- +Level 1: Passive ability: "Worthy Foe"
- +Level 1: Attribute: Causes Fear
- +Level 1: Attribute: Causes Terror
- +Level 2: Passive ability: "Worthy Foe"
- +Level 2: Attribute: Causes Fear
- +Level 2: Attribute: Causes Terror
- +Level 2: Enemy ward save: -10% (enemy armies in region)
- +Level 2: Enemy leadership aura size: -25% (enemy characters in region)
Slayers... to Me!
- −Upkeep: -10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
- +Local recruitment duration: -1 turn for Slayers units (minimum 1) (Lord's army)
- +Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
Army of One, Slayer of Many
- −Passive ability: "Worthy Foe"
- −Attribute: Causes Fear
- +Level 1: Passive ability: "Worthy Foe"
- +Level 1: Attribute: Causes Fear
- +Level 2: Passive ability: "Worthy Foe"
- +Level 2: Attribute: Causes Fear
- +Level 2: Hero self-defence: +5% chance of wounding aggressors (own characters in province)
- +Level 3: Passive ability: "Worthy Foe"
- +Level 3: Attribute: Causes Fear
- +Level 3: Hero self-defence: +10% chance of wounding aggressors (own characters in province)
Vanquish Chaos
- −Weapon strength: +15% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- −Corruption: -2 (local province)
- +Level 1: Weapon strength: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- +Level 1: Corruption: -1 (local province)
- +Level 1: Attrition: -5% casualties suffered from all attrition (Hero's army)
- +Level 2: Weapon strength: +20% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- +Level 2: Corruption: -2 (local province)
- +Level 2: Attrition: -10% casualties suffered from all attrition (Hero's army)
- +Level 3: Weapon strength: +30% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- +Level 3: Corruption: -3 (local province)
- +Level 3: Attrition: -15% casualties suffered from all attrition (Hero's army)
Stubborn Campaigner
- −Campaign movement range: +5%
- +Campaign movement range: +10% for armies
Aged Defiance
- −Physical resistance: 15% for Longbeard units
- +Physical resistance: 20% for Longbeard units (Lord's army)
Wisdom of the Ancients
- −Upkeep: -25% for Longbeards units
- +Upkeep: -20% for Longbeards units (Lord's army)
Ferocity Unbowed
- −Passive ability: "Frenzy" for Longbeard units
- +Passive ability: "Frenzy" for Longbeard units (Lord's army)
Slayer
- −Missile strength: +10% for all Slayer units (all armies factionwide)
- −Weapon strength: +10% for all Slayer units (all armies factionwide)
- −Upkeep: -10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies factionwide)
- +Level 1: Missile strength: +10% for all Slayer units (Lord's army)
- +Level 1: Weapon strength: +10% for all Slayer units (Lord's army)
- +Level 1: Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies factionwide)
- +Level 2: Missile strength: +20% for all Slayer units (Lord's army)
- +Level 2: Weapon strength: +20% for all Slayer units (Lord's army)
- +Level 2: Upkeep: -10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies factionwide)
Tinkerer
- −Casualty replenishment rate: +10% for Artillery and War Machine units (Lord's army)
- −Reload time reduction: +10% for Artillery and Flying War Machine units (Lord's army)
- +Level 1: Casualty replenishment rate: +10% for Artillery and War Machine units (Lord's army)
- +Level 1: Reload time reduction: +10% for Artillery and Flying War Machine units (Lord's army)
- +Level 2: Casualty replenishment rate: +20% for Artillery and War Machine units (Lord's army)
- +Level 2: Reload time reduction: +20% for Artillery and Flying War Machine units (Lord's army)
Artillery Master
- −Passive ability: "Artillery Master"
- −Ammunition: +20%
- −Reload time reduction: +10%
- +Level 1: Passive ability: "Artillery Master"
- +Level 1: Ammunition: +10%
- +Level 1: Reload time reduction: +10%
- +Level 2: Passive ability: "Artillery Master"
- +Level 2: Ammunition: +25%
- +Level 2: Reload time reduction: +25%
Architect
- −Construction cost: -20% for Military Support buildings (all provinces)
- −Construction time: -1 for Military Support buildings (all provinces)
- −Horde building construction cost: -20%
- +Level 1: Construction cost: -20% for Military Support buildings (local province)
- +Level 1: Construction time: -1 for Military Support buildings (local province)
- +Level 1: Horde building construction cost: -10%
- +Level 2: Construction cost: -40% for Military Support buildings (local province)
- +Level 2: Construction time: -2 for Military Support buildings (local province)
- +Level 2: Horde building construction cost: -20%
Master Engineer
- −Armour-piercing missile damage: +20
- −Range: +15%
- +Armour-piercing missile damage: +25
- +Range: +25%
Filth Slayers
- −Bonus vs Large: +6 when fighting against Ogres (Lord's army)
- −Bonus vs Infantry: +5 when fighting against Skaven (Lord's army)
- −Melee attack: +9 when fighting against Greenskins (Lord's army)
- −Weapon strength: +15% when fighting against Greenskins (Lord's army)
- +Level 1: Bonus vs Large: +4 when fighting against Ogres (Lord's army)
- +Level 1: Bonus vs Infantry: +4 when fighting against Skaven (Lord's army)
- +Level 1: Melee attack: +4 when fighting against Greenskins (Lord's army)
- +Level 1: Weapon strength: +10% when fighting against Greenskins
- +Level 1: Weapon strength: +10% when fighting against Skaven
- +Level 2: Bonus vs Large: +8 when fighting against Ogres (Lord's army)
- +Level 2: Bonus vs Infantry: +8 when fighting against Skaven (Lord's army)
- +Level 2: Melee attack: +8 when fighting against Greenskins (Lord's army)
- +Level 2: Weapon strength: +20% when fighting against Greenskins
- +Level 2: Weapon strength: +20% when fighting against Skaven
- Name: Bane of Destruction → Filth Slayers
Rally the Holds
- −Global recruitment duration: -1 turn(s) (minimum 1)
- −Diplomatic relations: +15 with Dwarfs
- +Global recruitment duration: -1 turn(s) (minimum 1) (factionwide)
- +Diplomatic relations: +10 with Dwarfs
Gather the Old Clans
- −Recruit rank: +2 for all units
- −Local recruitment capacity: +2 (local province)
- +Level 1: Recruit rank: +1 for all units (Lord's army)
- +Level 1: Experience gain: +10% for units (Lord's army)
- +Level 1: Local recruitment capacity: +1 (local province)
- +Level 2: Recruit rank: +2 for all units (Lord's army)
- +Level 2: Experience gain: +20% for units (Lord's army)
- +Level 2: Local recruitment capacity: +2 (local province)
Oaths of Reclamation
- −Charge bonus: +12 (Lord's army)
- −Oathgold from buildings: +50% (local province)
- −Leadership: +3 when in foreign territory (Lord's army)
- +Level 1: Charge bonus: +5 (Lord's army)
- +Level 1: Oathgold from buildings: +20% (local province)
- +Level 1: Unit mass: +10% (Lord's army)
- +Level 1: Leadership: +2 when in foreign territory (Lord's army)
- +Level 2: Unit mass: +20% (Lord's army)
- +Level 2: Charge bonus: +10 (Lord's army)
- +Level 2: Oathgold from buildings: +40% (local province)
- +Level 2: Leadership: +4 when in foreign territory (Lord's army)
Tunnel Warfare
- −Ammunition: +200% for Miners units (Lord's army)
- −Melee attack: +5 for Rangers, Bolt Throwers and Miners units (Lord's army)
- −Melee defence: +5 for Rangers, Bolt Throwers and Miners units (Lord's army)
- −Missile strength: +20% for Rangers and Bolt Throwers units (Lord's army)
- +Level 1: Ammunition: +100% for Miners units (Lord's army)
- +Level 1: Melee attack: +2 for Rangers, Bolt Throwers and Miners units (Lord's army)
- +Level 1: Melee defence: +2 for Rangers, Bolt Throwers and Miners units (Lord's army)
- +Level 1: Missile strength: +10% for Rangers and Bolt Throwers units (Lord's army)
- +Level 2: Ammunition: +200% for Miners units (Lord's army)
- +Level 2: Melee attack: +4 for Rangers, Bolt Throwers and Miners units (Lord's army)
- +Level 2: Melee defence: +4 for Rangers, Bolt Throwers and Miners units (Lord's army)
- +Level 2: Missile strength: +20% for Rangers and Bolt Throwers units (Lord's army)
Ancestral Guidance
- −Hero capacity: +2 for Thanes
- −Unlocks Hero recruitment: Thane (all provinces)
- −Physical resistance: 10% (Lord's army)
- +Level 1: Hero capacity: +1 for Thanes
- +Level 1: Unlocks Hero recruitment: Thane (all provinces)
- +Level 1: Physical resistance: 5% (Lord's army)
- +Level 2: Cooldown: -10% to "Patriarch" (all characters factionwide)
- +Level 2: Hero capacity: +2 for Thanes
- +Level 2: Unlocks Hero recruitment: Thane (all provinces)
- +Level 2: Physical resistance: 10% (Lord's army)
Age of Reconquest
- −Construction cost: -30% for Province Capital/Settlement buildings (factionwide)
- +Construction cost: -50% for Province Capital/Settlement buildings (all regions factionwide)
Slow the Winds
- −Enemy Winds of Magic power reserve: -5 per turn (local region)
- +Enemy Winds of Magic power reserve: -5 per turn (enemy armies in region)
Learned Intuition
- −Magic item drop chance from battle: +15%
- −Ambush defence chance: +20% (Hero's army)
- −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
- +Magic item drop chance from battle: +10%
- +Ambush defence chance: +10% (Hero's army)
- +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
Ear of the Council
- −Recruitment cost: -10% (Lord's army)
- +Recruitment cost: -10% for all units (Lord's army)
Fell-Handed Warrior
- −Weapon strength: +15%
- +Weapon strength: +10%
- +Income from post-battle loot: +10% (accompanying Lord)
Grudge Against the Foul
- −Leadership: +4 when fighting against Greenskins, Ogres and Skaven (Lord's army)
- −Melee attack: +5 when fighting against Greenskins, Ogres and Skaven (Lord's army)
- +Leadership: +4 when fighting against Greenskins, Ogres and Skaven (own armies factionwide)
- +Melee attack: +4 when fighting against Greenskins, Ogres and Skaven (Lord's army)
Grudge Against Chaos
- −Leadership: +4 when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen (Lord's army)
- +Leadership: +4 when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen (own armies factionwide)
Grudge Against Undead
- −Melee attack: +5 when fighting against Undead factions (Lord's army)
- −Leadership: +4 when fighting against Undead factions (Lord's army)
- +Melee attack: +4 when fighting against Undead factions (Lord's army)
- +Leadership: +4 when fighting against Undead factions (own armies factionwide)
Grudge Against the Elves
- −Leadership: +4 when fighting against Elves (Lord's army)
- −Melee attack: +5 when fighting against Elves (Lord's army)
- +Leadership: +4 when fighting against Elves (own armies factionwide)
- +Melee attack: +4 when fighting against Elves (Lord's army)
Grudge Against Mankind
- −Melee attack: +5 when fighting against Humans (Lord's army)
- −Leadership: +4 when fighting against Humans (Lord's army)
- +Melee attack: +4 when fighting against Humans (Lord's army)
- +Leadership: +4 when fighting against Humans (own armies factionwide)
Elite Enforcer
- −Hero capacity: +1 for Thanes
- −Hero recruit rank: +3 for Thanes (all provinces)
- −Upkeep: -15% for Longbeards and Hammerers units (Lord's army)
- +Level 1: Hero capacity: +1 for Thanes
- +Level 1: Hero recruit rank: +2 for Thanes (all provinces)
- +Level 1: Upkeep: -5% for Longbeards and Hammerers units (Lord's army)
- +Level 2: Hero capacity: +2 for Thanes
- +Level 2: Hero recruit rank: +4 for Thanes (all provinces)
- +Level 2: Upkeep: -10% for Longbeards and Hammerers units (Lord's army)
Fire Support
- −Hero capacity: +1 for Master Engineers
- −Hero recruit rank: +3 for Master Engineers (all provinces)
- −Research rate: +10
- +Level 1: Hero capacity: +1 for Master Engineers
- +Level 1: Hero recruit rank: +2 for Master Engineers (all provinces)
- +Level 1: Research rate: +10
- +Level 2: Hero capacity: +2 for Master Engineers
- +Level 2: Hero recruit rank: +4 for Master Engineers (all provinces)
- +Level 2: Research rate: +20
Advanced Forging
- −Oathgold from buildings: +10% (factionwide when on map)
- −Hero capacity: +1 for Runesmiths
- −Hero recruit rank: +3 for Runesmiths (all provinces)
- +Level 1: Oathgold from buildings: +20% (local province)
- +Level 1: Hero capacity: +1 for Runesmiths
- +Level 1: Hero recruit rank: +2 for Runesmiths (all provinces)
- +Level 2: Oathgold from buildings: +40% (local province)
- +Level 2: Hero capacity: +2 for Runesmiths
- +Level 2: Hero recruit rank: +4 for Runesmiths (all provinces)
Slayer
- +Control: +2 (own local province)
Dragon Slayer
- −Bonus vs Large: +10 for Slayers, Slayer Pirates and Giant Slayers units (Lord's army)
- −Bonus vs Large: +15
- +Level 1: Bonus vs Large: +10 for Slayers, Slayer Pirates and Giant Slayers units (Lord's army)
- +Level 1: Bonus vs Large: +10
- +Level 2: Bonus vs Large: +20 for Slayers, Slayer Pirates and Giant Slayers units (Lord's army)
- +Level 2: Bonus vs Large: +20
Daemon Slayer
- −Ward save: +5% when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
- −Melee attack: +10 when fighting against Warriors of Chaos, Norsca and Daemons
- −Melee attack: +5 when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
- +Level 1: Ward save: +5% when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
- +Level 1: Melee attack: +10 when fighting against Warriors of Chaos, Norsca and Daemons
- +Level 1: Melee attack: +4 when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
- +Level 2: Ward save: +10% when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
- +Level 2: Melee attack: +20 when fighting against Warriors of Chaos, Norsca and Daemons
- +Level 2: Melee attack: +8 when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
Slayer King
- +Speed: +10% for Infantry units (own armies factionwide)
- +Melee attack: +5 for all Slayer units (Lord's army)
Mountainstrider
- −Campaign movement range: +15%
- +Magic item drop chance from battle: +10%
- +Campaign movement range: +25% for armies
Mighty Beard of Defence
- −Armour-piercing weapon damage: +10 when defending (Lord's army)
- −Melee defence: +10 when defending (Lord's army)
- +Level 1: Armour-piercing weapon damage: +5 when defending (Lord's army)
- +Level 1: Melee defence: +5 when defending (Lord's army)
- +Level 1: Ambush defence chance: +10% (Lord's army)
- +Level 2: Armour-piercing weapon damage: +10 when defending (Lord's army)
- +Level 2: Melee defence: +10 when defending (Lord's army)
- +Level 2: Ambush defence chance: +20% (Lord's army)
Mythical Longevity
- −Wound recovery time: -2 turns
- −Vigour loss reduction: -50% (Lord's army)
- +Level 1: Wound recovery time: -2 turns
- +Level 1: Replenishes 5% campaign movement range after winning a battle
- +Level 1: Vigour loss reduction: -25% (Lord's army)
- +Level 2: Replenishes 10% campaign movement range after winning a battle
- +Level 2: Wound recovery time: -4 turns
- +Level 2: Vigour loss reduction: -50% (Lord's army)
Rouse the Engineers!
- −Ammunition: +33% for Irondrakes and War Machine units (Lord's army)
- −Melee Defence: +12 for Irondrakes and War Machine units (Lord's army)
- −Missile strength: +20% for Irondrakes and War Machine units (Lord's army)
- +Level 1: Ammunition: +25% for Dwarf Engineers, Irondrakes and war machine units (Lord's army)
- +Level 1: Melee Defence: +5 for Dwarf Engineers, Irondrakes and War Machine units (Lord's army)
- +Level 1: Missile strength: +10% for Dwarf Engineers, Irondrakes and war machine units (Lord's army)
- +Level 2: Ammunition: +50% for Dwarf Engineers, Irondrakes and war machine units (Lord's army)
- +Level 2: Melee Defence: +10 for Dwarf Engineers, Irondrakes and War Machine units (Lord's army)
- +Level 2: Missile strength: +20% for Dwarf Engineers, Irondrakes and war machine units (Lord's army)
Age of Vengeance
- −Base weapon damage: -6 (Lord's army)
- −Armour-piercing weapon damage: +6 (Lord's army)
- −Speed: +35% (Lord's army)
- +Level 1: Base weapon damage: -4 (Lord's army)
- +Level 1: Armour-piercing weapon damage: +4 (Lord's army)
- +Level 1: Speed: +20% (Lord's army)
- +Level 2: Base weapon damage: -8 (Lord's army)
- +Level 2: Armour-piercing weapon damage: +8 (Lord's army)
- +Level 2: Speed: +40% (Lord's army)
Grimnir's Resolve
- +Income: +100% from Mining Camp stance (Lord's army)
- +Attribute: Stalk
Eager Kin
- −Level 1: Recruitment cost: -5% (all armies factionwide)
- −Level 2: Recruitment cost: -10% (all armies factionwide)
- −Level 3: Recruitment cost: -15% (all armies factionwide)
- +Level 1: Recruitment cost: -5% for all units (all armies factionwide)
- +Level 2: Recruitment cost: -10% for all units (all armies factionwide)
- +Level 3: Recruitment cost: -15% for all units (all armies factionwide)
Get Up!
- −Level 1: Casualty replenishment rate: +2% (all characters factionwide)
- −Level 2: Casualty replenishment rate: +4% (all characters factionwide)
- −Level 3: Casualty replenishment rate: +6% (all characters factionwide)
- +Level 1: Casualty replenishment rate: +3% (all characters factionwide)
- +Level 2: Casualty replenishment rate: +7% (all characters factionwide)
- +Level 3: Casualty replenishment rate: +15% (all characters factionwide)
Scarred, But Not Deadnew
- +Level 1: Physical resistance: 5%
- +Level 2: Physical resistance: 10%
- +Level 3: Physical resistance: 20%
Join My Legendnew
- +Level 1: Weapon strength: +3% when attacking (Hero's army)
- +Level 2: Weapon strength: +7% when attacking (Hero's army)
- +Level 3: Weapon strength: +15% when attacking (Hero's army)
Doomseekernew
- +Weapon strength: +10% when attacking
A Worthy Challengenew
- +Ability: "Grimnir's Charge!"
Against the Oddsnew
- +Ability: "Come and Get Me!"
Venerate Morgrimnew
- +Upkeep: -10% for Artillery, Gyrocopters, and Gyrobombers units (Lord's army)
- +Hero capacity: +1 for Master Engineers
- +Research rate: +10
- +Construction time: -1 for Province Capital/Settlement buildings (local province)
- +Ammunition: +10% for Artillery units (Lord's army)
Venerate Grungninew
- +Upkeep: -10% for Miners, Ironbreakers, Dwarf Engineers and Irondrakes units (Lord's army)
- +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- +Melee defence: +4 (Lord's army)
- +Ammunition: +100% for Dwarf Miners and Ironbreakers units (Lord's army)
Master Armournew
- +Level 1: Enemy Hero action success chance: -3%
- +Level 1: Fire resistance: 10% (Lord's army)
- +Level 2: Enemy Hero action success chance: -6%
- +Level 2: Fire resistance: 20% (Lord's army)
- +Level 3: Enemy Hero action success chance: -10%
- +Level 3: Fire resistance: 30% (Lord's army)
Spyglassesnew
- +Level 1: Range: +10% for Artillery units (Lord's army)
- +Level 1: Range: +10% for Missile Infantry units (Lord's army)
- +Level 1: Campaign line of sight: +10%
- +Level 2: Range: +20% for Artillery units (Lord's army)
- +Level 2: Range: +20% for Missile Infantry units (Lord's army)
- +Level 2: Campaign line of sight: +20%
- +Level 3: Range: +30% for Artillery units (Lord's army)
- +Level 3: Range: +30% for Missile Infantry units (Lord's army)
- +Level 3: Campaign line of sight: +30%
Master Rune of Immolationnew
- +Ability: "Master Rune of Immolation"
Master Rune of Flightnew
- +Ability: "Master Rune of Flight"
Machine Oilnew
- +Speed: +10% for Artillery units (Hero's army)
Itchy Beardnew
- +Level 1: Hero self-defence: +1% chance of wounding aggressors (own characters in province)
- +Level 1: Ambush defence chance: +3% (own armies in province)
- +Level 2: Hero self-defence: +3% chance of wounding aggressors (own characters in province)
- +Level 2: Ambush defence chance: +6% (own armies in province)
- +Level 3: Hero self-defence: +5% chance of wounding aggressors (own characters in province)
- +Level 3: Ambush defence chance: +10% (own armies in province)
That'll do Dawinew
- +Level 1: Attrition: -7% casualties suffered from all attrition (own armies in province)
- +Level 2: Attrition: -15% casualties suffered from all attrition (own armies in province)
- +Level 3: Attrition: -25% casualties suffered from all attrition (own armies in province)
Dokaknew
- +Level 1: Income from post-battle loot: +5% (accompanying Lord)
- +Level 2: Income from post-battle loot: +10% (accompanying Lord)
- +Level 3: Income from post-battle loot: +15% (accompanying Lord)
Rune of Furynew
- +Passive ability: "Rune of Fury" (Lord's army)
Rune of Seekingnew
- +Passive ability: "Rune of Seeking" (Lord's army)
Rune of Sanctuarynew
- +Passive ability: "Rune of Sanctuary" (Lord's army)
Venerate Grimnirnew
- +Upkeep: -10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
- +Hero capacity: +1 for Thanes
- +Missile resistance: 5% (Lord's army)
- +Melee attack: +4 (Lord's army)
Venerate Valayanew
- +Control: +4 (own local province)
- +Casualty replenishment rate: +5% (Lord's army)
- +Spell resistance: 10% (Lord's army)
- +Attrition: -50% casualties suffered from all attrition (Lord's army)
Rune of Reloadingnew
- +Passive ability: "Rune of Reloading" (Lord's army)
Rune of Fortitudenew
- +Passive ability: "Rune of Fortitude" (Lord's army)
Rune of Eight Peaksnew
- +Passive ability: "Rune of Eight Peaks" (Lord's army)
Rune of Penetratingnew
- +Passive ability: "Rune of Penetrating" (Lord's army)
Bolt Thrower Masterynew
- +Level 1: Bolt Thrower: +3% reload time reduction, ammunition and missile damage (Hero's army)
- +Level 2: Bolt Thrower: +6% reload time reduction, ammunition and missile damage (Hero's army)
- +Level 3: Bolt Thrower: +10% reload time reduction, ammunition and missile damage (Hero's army)
Cannon Masterynew
- +Level 1: Cannon: +3% range, ammunition and missile damage (Hero's army)
- +Level 2: Cannon: +6% range, ammunition and missile damage (Hero's army)
- +Level 3: Cannon: +10% range, ammunition and missile damage (Hero's army)
Flame Cannon Masterynew
- +Level 1: Flame Cannon: +4% reload time reduction and ammunition (Hero's army)
- +Level 2: Flame Cannon: +8% reload time reduction and ammunition (Hero's army)
- +Level 3: Flame Cannon: +12% reload time reduction and ammunition (Hero's army)
Grudge Thrower Masterynew
- +Level 1: Grudge Thrower: +4% range and ammunition (Hero's army)
- +Level 2: Grudge Thrower: +8% range and ammunition (Hero's army)
- +Level 3: Grudge Thrower: +12% range and ammunition (Hero's army)
Organ Gun Masterynew
- +Level 1: Organ Gun: +4% ammunition and missile damage (Hero's army)
- +Level 2: Organ Gun: +8% ammunition and missile damage (Hero's army)
- +Level 3: Organ Gun: +12% ammunition and missile damage (Hero's army)
Adamant Platingnew
- +Level 1: Gyrobomber: +4% ward save and ammunition (Hero's army)
- +Level 2: Gyrobomber: +8% ward save and ammunition (Hero's army)
- +Level 3: Gyrobomber: +12% ward save and ammunition (Hero's army)
Reinforced Rotorsnew
- +Level 1: Gyrocopter: +3% melee and missile damage (Hero's army)
- +Level 2: Gyrocopter: +7% melee and missile damage (Hero's army)
- +Level 3: Gyrocopter: +15% melee and missile damage (Hero's army)
Knowledge of the Forgenew
- +Armour: +10 (accompanying Lord)
Venerate Smednirnew
- +Upkeep: -10% for Warriors, Longbeards, Hammerers, and Ironbreakers units (Lord's army)
- +Melee attack: -5 (Lord's army)
- +Armour: +5 (Lord's army)
- +Enables magical attacks (Lord's army)
- +Enemy spell resistance: -10% (enemy armies in region)
Venerate Thungninew
- +Hero capacity: +1 for Runesmiths
- +Magic item drop chance from battle: +10%
- +Campaign movement range: +10%
- +Upkeep: -10% for Lords and Heroes (Lord's army)
- +Enemy Winds of Magic power reserve capacity: -25 (enemy armies in province)
Master Rune of Spitenew
- +Enemy armour: -2 (enemy armies in region)
Rune of Resistancenew
- +Level 1: Fire resistance: 5%
- +Level 2: Fire resistance: 10%
- +Level 3: Fire resistance: 20%
Rune of Sanctuarynew
- +Enemy Winds of Magic power reserve capacity: -10 (enemy armies in province)
Rune of Spellbreakingnew
- +Enemy miscast base chance: +5% (enemy armies in region)
Rune of Fatenew
- +Enemy physical resistance: -2% (enemy armies in region)
Old-fashioned Tinkeringnew
- +Armour-piercing weapon damage: +2 (Hero's army)
Veneratednew
- +Upkeep: -5% for Runesmith Heroes (Hero's army)
Rune of Valayanew
- +Vigour loss reduction: -10%
- +Corruption: -2 (local province)
Master Rune of Furynew
- +Charge bonus: +10 (accompanying Lord)
- +Spell resistance: 10% (accompanying Lord)
Ironhammernew
- +Melee attack: +5 (accompanying Lord)
Ancestral Shieldnew
- +Melee defence: +5 (accompanying Lord)
Venerate Gazulnew
- +Upkeep: -10% for Great Axe and Hammerer Infantry units (Lord's army)
- +Corruption: -4 (local province)
- +Weapon strength: +10% when fighting against Undead factions (Lord's army)
- +Weapon strength: +5% (Lord's army)
Gyrocopternew
- +Mount: Gyrocopter (not visible on campaign map)
Rune of Stonenew
- +Passive ability: "Rune of Stone" (Lord's army)
Rune of Forgingnew
- +Passive ability: "Rune of Forging" (Lord's army)
Rune of Adamantnew
- +Passive ability: "Rune of Adamant" (Lord's army)
Rune of Daemon Slayingnew
- +Passive ability: "Rune of Daemon Slaying" (Lord's army)
Rune of Mightnew
- +Passive ability: "Rune of Might" (Lord's army)
Rune of Firenew
- +Passive ability: "Rune of Fire" (Lord's army)
Rune of Couragenew
- +Passive ability: "Rune of Courage" (Lord's army)
Buildings
Removed (4): Toolmakers' Guild Hall, Guild Marketplace, Guild Market District, Traders' Guild Hall
Ironbrow’s Weapons ShopsDwarfs
- −Oathgold: 20 per turn
- −Weapon strength: +5% when fighting against Dwarfs (armies in region)
- −Upkeep: -10% for Runesmith Heroes (all armies)
- −Hero recruitment cost: -10% for Runesmiths
- −Hero recruit rank: +3 for Runesmiths (factionwide)
- −Armour: +10 for Dwarf shield units (armies in region)
- +Oathgold: 25 per turn
- +Upkeep: -8% for Runesmith Heroes (own armies factionwide)
- +Hero recruitment cost: -25% for Runesmiths (factionwide)
- +Hero recruit rank: +2 for Runesmiths (factionwide)
- +Armour: +10 for Dwarf shield units (own armies in province)
Lost Underway JunctionDwarfs
- −Campaign movement range: +15% for own armies starting their turn in this region
- −Casualty replenishment rate: +5% (armies in province)
- +Campaign movement range: +15% for own armies starting their turn in this province
- +Casualty replenishment rate: +5% (own armies in province)
Clay PitDwarfs
- −Income generated: 100
- −Pottery resource production: 16 kilnful
- +Income generated: 25
- +Pottery resource production: 15 kilnful
Pottery MakerDwarfs
- −Income generated: 150
- −Pottery resource production: 24 kilnful
- +Income generated: 50
- +Pottery resource production: 30 kilnful
KilnsDwarfs
- −Income generated: 200
- −Pottery resource production: 36 kilnful
- +Income generated: 100
- +Pottery resource production: 45 kilnful
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
- +Oathgold: 10 per turn
Glaziers' Guild HallDwarfs
- −Income generated: 300
- −Pottery resource production: 54 kilnful
- +Income generated: 150
- +Pottery resource production: 60 kilnful
- +Campaign movement range: +40% for own armies starting their turn in this province (own armies in province)
- +Oathgold: 20 per turn
OrchardsDwarfs
- −Control: +3
- −Wine resource production: 16 barrels
- +Control: +2
- +Wine resource production: 15 barrels
VineyardDwarfs
- −Wine resource production: 24 barrels
- +Wine resource production: 30 barrels
DistilleryDwarfs
- −Control: +5
- −Wine resource production: 36 barrels
- +Control: +6
- +Wine resource production: 45 barrels
- +Oathgold: 10 per turn
Distillers' Guild HallDwarfs
- −Control: +6
- −Wine resource production: 54 barrels
- +Control: +8
- +Wine resource production: 60 barrels
- +Oathgold: 20 per turn
Exotic Animal TamerDwarfs
- −Income generated: 100
- −Exotic Animals resource production: 16 cages
- +Income generated: 25
- +Exotic Animals resource production: 15 cages
- +Upkeep: -2% (own armies in province)
Exotic Animal PenDwarfs
- −Income generated: 150
- −Exotic Animals resource production: 24 cages
- +Income generated: 50
- +Exotic Animals resource production: 30 cages
- +Upkeep: -4% (own armies in province)
Exotic Animal MarketDwarfs
- −Income generated: 200
- −Exotic Animals resource production: 36 cages
- +Income generated: 100
- +Exotic Animals resource production: 45 cages
- +Upkeep: -6% (own armies in province)
- +Oathgold: 10 per turn
- −Income generated: 300
- −Exotic Animals resource production: 54 cages
- +Income generated: 150
- +Exotic Animals resource production: 60 cages
- +Upkeep: -8% (own armies in province)
- +Oathgold: 20 per turn
Herb Gatherer's CampDwarfs
- −Income generated: 100
- −Medicinal Plants resource production: 16 bundles
- +Income generated: 25
- +Medicinal Plants resource production: 15 bundles
- +Casualty replenishment rate: +1% (own armies in province)
Exotic HothouseDwarfs
- −Income generated: 150
- −Medicinal Plants resource production: 24 bundles
- +Income generated: 50
- +Medicinal Plants resource production: 30 bundles
- +Casualty replenishment rate: +2% (own armies in province)
Alchemist's WorkshopDwarfs
- −Income generated: 200
- −Medicinal Plants resource production: 36 bundles
- +Income generated: 100
- +Medicinal Plants resource production: 45 bundles
- +Casualty replenishment rate: +4% (own armies in province)
- +Oathgold: 10 per turn
Alchemists' Guild HallDwarfs
- −Income generated: 300
- −Medicinal Plants resource production: 54 bundles
- +Income generated: 150
- +Medicinal Plants resource production: 60 bundles
- +Casualty replenishment rate: +6% (own armies in province)
- +Oathgold: 20 per turn
Obsidian QuarryDwarfs
- −Income generated: 100
- −Carved Obsidian resource production: 20 chests
- +Income generated: 25
- +Carved Obsidian resource production: 15 chests
Obsidian Trinket MakerDwarfs
- −Income generated: 150
- +Income generated: 50
Obsidian SculptorDwarfs
- −Income generated: 200
- +Income generated: 100
- +Magic item drop chance from battle: +5% (all characters factionwide)
- +Oathgold: 10 per turn
- −Income generated: 300
- −Carved Obsidian resource production: 68 chests
- +Income generated: 150
- +Carved Obsidian resource production: 60 chests
- +Magic item drop chance from battle: +10% (all characters factionwide)
- +Oathgold: 20 per turn
Spice MarketDwarfs
- −Income generated: 100
- −Spices resource production: 16 sacks
- +Income generated: 25
- +Spices resource production: 15 sacks
Spice Trading PostDwarfs
- −Income generated: 150
- −Spices resource production: 24 sacks
- +Income generated: 50
- +Spices resource production: 30 sacks
Eastern BazaarDwarfs
- −Income generated: 200
- −Spices resource production: 36 sacks
- +Income generated: 100
- +Tradable resources produced: +5%
- +Spices resource production: 45 sacks
- +Oathgold: 10 per turn
- −Income generated: 300
- −Spices resource production: 54 sacks
- +Income generated: 150
- +Tradable resources produced: +10%
- +Spices resource production: 60 sacks
- +Oathgold: 20 per turn
Underway LookoutsDwarfs
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 1 turns
- −Corruption: -3
- −Control: +3
- +Corruption: -2
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Control: +2
Lookout PostsDwarfs
- −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)
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Control: +2
Lookout CampsDwarfs
- −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
- −Control: +3
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Corruption: -6
- +Attrition: -20% casualties suffered from all attrition (own armies in province)
- +Control: +2
- −Recruitment cost: -15% for Longbeards units (factionwide)
- −Recruit rank: +1 for Longbeards units (factionwide)
- −Local recruitment capacity: +1
- +Recruitment cost: -10% for Longbeards units (factionwide)
- +Recruit rank: +1 for Longbeards units (own armies factionwide)
- +Local recruitment capacity: +1 (local province)
- +Lord recruit rank: +1 (factionwide)
Hall of the AncestorsDwarfs
- −Recruitment cost: -30% for Longbeards units (factionwide)
- −Recruit rank: +3 for Longbeards units (factionwide)
- −Upkeep: -10% for Longbeards units (all armies)
- −Local recruitment capacity: +2
- +Recruitment cost: -20% for Longbeards units (factionwide)
- +Recruit rank: +2 for Longbeards units (own armies factionwide)
- +Upkeep: -8% for Longbeards units (own armies factionwide)
- +Local recruitment capacity: +2 (local province)
Bugman's BreweryDwarfs
- −Construction cost: -25% for Ranger Barracks and Hostelry buildings (factionwide)
- −Construction time: -1 for Ranger Barracks and Hostelry buildings (factionwide)
- −Recruit rank: +4 for Ranger units
- −Upkeep: -5% for Ranger units (all armies)
- −Recruitment cost: -30% for Rangers units
- +Construction cost: -20% for Ranger Barracks and Hostelry buildings (all regions factionwide)
- +Construction time: -1 for Ranger Barracks and Hostelry buildings (all regions factionwide)
- +Recruit rank: +2 for Ranger units (own armies in province)
- +Upkeep: -4% for Ranger units (own armies factionwide)
- +Recruitment cost: -20% for Rangers units (local province)
Copper MountainDwarfs
- −Recruit rank: +4 for Miners units
- +Recruit rank: +4 for Miners units (own armies in province)
Oathgold MineDwarfs
- −Upkeep: -5% for Miners and Hammerers units (all armies)
- −Recruit rank: +4 for Miners units
- +Upkeep: -4% for Miners and Hammerers units (own armies factionwide)
- +Recruit rank: +4 for Miners units (own armies in province)
Karaz-a-Karak AirfieldDwarfs
- −Upkeep: -10% for Gyrocopters and Gyrobombers units (all armies)
- −Campaign movement range: +5% (all armies)
- −Speed: +5% for Gyrocopters, Gyrobombers and Thunderbarge units (all armies)
- −Recruitment cost: -30% for Gyrocopters and Gyrobombers units
- −Recruit rank: +5 for Gyrocopters and Gyrobombers units
- +Upkeep: -4% for Gyrocopters and Gyrobombers units (own armies factionwide)
- +Campaign movement range: +10% for armies (own armies factionwide)
- +Speed: +10% for Gyrocopters, Gyrobombers and Thunderbarge units (own armies factionwide)
- +Recruitment cost: -20% for Gyrocopters and Gyrobombers units (own armies in province)
- +Recruit rank: +2 for Gyrocopters and Gyrobombers units (own armies in province)
Looted Lothern PalaceDwarfs
- −Income generated: 500
- +Income generated: 1000
The Silver HallDwarfs
- −Unlocks Hero recruitment: Thane
- −Hero recruit rank: +5 for Thanes (all provinces)
- −Local recruitment capacity: +1
- +Unlocks Hero recruitment: Thane (local province)
- +Hero recruit rank: +4 for Thanes (all provinces)
- +Local recruitment capacity: +1 (local province)
- +Oathgold: 20 per turn
Grand Underway JunctionDwarfs
- −Campaign movement range: +20% for own armies starting their turn in this region
- −Income from all buildings: +10% (local province)
- −Casualty replenishment rate: +15% (armies in province)
- −Growth: +5 (all provinces)
- −Recruit rank: +3 for Ironbreakers units
- −Upkeep: -5% for Ironbreakers units (all armies)
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
- +Income from all buildings: +10% (all regions in province)
- +Casualty replenishment rate: +15% (own armies in province)
- +Growth: +10 (all provinces)
- +Recruit rank: +3 for Ironbreakers units (own armies in province)
- +Upkeep: -4% for Ironbreakers units (own armies factionwide)
Arms ForgeDwarfs
- +Growth: +10 (The Ancestral Throng only)
- +Missile damage: +4% when under siege (own armies in province)
- Cost: 2000 → 2500
- Units: 2 → 1
Arms FoundryDwarfs
- +Growth: +15 (The Ancestral Throng only)
- +Missile damage: +8% when under siege (own armies in province)
- Cost: 3000 → 5000
- Units: 4 → 3
Target Practice DummyDwarfs
- −Unit experience gain per turn: +150
- +Unit experience gain per turn: +250 (army)
Shooting GalleryDwarfs
- −Unit experience gain per turn: +300
- −Recruit rank: +1 for all units
- +Unit experience gain per turn: +500 (army)
- +Recruit rank: +1 for all units (army)
Firing RangeDwarfs
- −Unit experience gain per turn: +300 (this force and all forces in circle of influence)
- −Recruit rank: +2 for all units
- +Unit experience gain per turn: +500 (this force and all forces in circle of influence)
- +Recruit rank: +2 for all units (army)
Compact ForgeDwarfs
- +Unit capacity: +2 Flame Cannon, Organ Gun and Cannons
Streamlined SmeltersDwarfs
- +Unit capacity: +4 Flame Cannon, Organ Gun and Cannons
Automated FoundryDwarfs
- +Unit capacity: +4 Irondrakes and Dwarf Engineers
- +Unit capacity: +6 Flame Cannon, Organ Gun and Cannons
- Units: 6 → 9
Beer HallDwarfs
- −Recruitment cost: -10%
- −Upkeep: -5%
- +Recruitment cost: -10% (army)
- +Upkeep: -5% (army)
Mess HallDwarfs
- −Recruitment cost: -20%
- −Upkeep: -10%
- +Recruitment cost: -20% (army)
- +Upkeep: -10% (army)
Air DistilleryDwarfs
- −Upkeep: -15%
- +Upkeep: -15% (army)
Cargo RacksDwarfs
- −Casualty replenishment rate: +4%
- −Horde growth: +5
- +Casualty replenishment rate: +4% (army)
- +Horde growth: +5 (army)
Storage HoldDwarfs
- −Casualty replenishment rate: +8%
- −Attrition: -30% casualties suffered from all attrition
- −Horde growth: +10
- +Casualty replenishment rate: +8% (army)
- +Attrition: -30% casualties suffered from all attrition (army)
- +Horde growth: +10 (army)
- −Horde growth: +10
- +Horde growth: +10 (army)
Engineering WorkbenchDwarfs
- −Unlocks Hero recruitment: Master Engineer
- +Unlocks Hero recruitment: Master Engineer (army)
- +Unit capacity: +2 Gyrocopter and Gyrobomber
Engineer's CompartmentDwarfs
- −Unlocks Hero recruitment: Master Engineer
- +Unlocks Hero recruitment: Master Engineer (army)
- +Unit capacity: +4 Gyrocopter and Gyrobomber
Assembly LineDwarfs
- −Hero capacity: +2 for Master Engineers
- −Unlocks Hero recruitment: Master Engineer
- +Hero capacity: +1 for Master Engineers
- +Unlocks Hero recruitment: Master Engineer (army)
- +Unit capacity: +6 Gyrocopter and Gyrobomber
- +Unit capacity: +2 Thunderbarge
Engine RoomDwarfs
- −Campaign movement range: +5%
- +Campaign movement range: +5% for armies (army)
Improved Engine OutputDwarfs
- −Campaign movement range: +10%
- +Campaign movement range: +10% for armies (army)
Larger PropellersDwarfs
- −Campaign movement range: +10% (this force and all forces in circle of influence)
- +Campaign movement range: +10% for armies (this force and all forces in circle of influence)
Arms StoreDwarfs
- Units: 2 → 1
Arms LockerDwarfs
- Units: 4 → 3
Basic Airship FrameDwarfs
- −Army ability: "Spirit of Grungni"
- −Horde recruitment capacity +1
- −Horde growth: +10
- +Army ability: "Spirit of Grungni" (army)
- +Horde recruitment capacity +1 (army)
- +Horde growth: +10 (army)
Hardened HullDwarfs
- −Unlocks Hero recruitment: Dragon Slayer
- −Army ability: "Spirit of Grungni"
- −Horde recruitment capacity +1
- −Horde growth: +10
- +Unlocks Hero recruitment: Dragon Slayer (army)
- +Army ability: "Spirit of Grungni" (army)
- +Horde recruitment capacity +1 (army)
- +Horde growth: +10 (army)
Rune Inscribed FrameDwarfs
- −Unlocks Hero recruitment: Dragon Slayer
- −Army ability: "Spirit of Grungni"
- −Horde recruitment capacity +2
- −Horde growth: +10
- +Unlocks Hero recruitment: Dragon Slayer (army)
- +Army ability: "Spirit of Grungni" (army)
- +Horde recruitment capacity +2 (army)
- +Horde growth: +10 (army)
- +Unit capacity: +4 Giant Slayers and Doomseekers
Reinforced Airship FrameDwarfs
- −Unlocks Hero recruitment: Dragon Slayer
- −Army ability: "Spirit of Grungni"
- −Horde recruitment capacity +2
- −Horde growth: +10
- +Unlocks Hero recruitment: Dragon Slayer (army)
- +Army ability: "Spirit of Grungni" (army)
- +Horde recruitment capacity +2 (army)
- +Horde growth: +10 (army)
- +Unit capacity: +5 Giant Slayers and Doomseekers
Rune-Etched HullDwarfs
- −Unlocks Hero recruitment: Dragon Slayer
- −Army ability: "Spirit of Grungni"
- −Horde recruitment capacity +3
- −Horde growth: +10
- +Unlocks Hero recruitment: Dragon Slayer (army)
- +Army ability: "Spirit of Grungni" (army)
- +Horde recruitment capacity +3 (army)
- +Horde growth: +10 (army)
- +Unit capacity: +6 Giant Slayers and Doomseekers
Signals SystemDwarfs
- −Circle of Influence size: +25%
- −Horde recruitment capacity +1
- +Circle of Influence size: +25% (army)
- +Horde recruitment capacity +1 (army)
Signals NetworkDwarfs
- −Circle of Influence size: +50%
- −Horde recruitment capacity +2
- +Circle of Influence size: +50% (army)
- +Horde recruitment capacity +2 (army)
Hall of DragonsDwarfs
- −Unlocks Hero recruitment: Dragon Slayer
- +Unlocks Hero recruitment: Dragon Slayer (local province)
Lumber CampDwarfs
- −Upkeep: -15% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
- −Base missile damage: +3 for Quarreller and Ranger units (all armies)
- −Construction cost: -10% for all buildings (factionwide)
- +Upkeep: -10% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (own armies factionwide)
- +Base missile damage: +2 for Quarreller and Ranger units (own armies factionwide)
- +Construction cost: -10% for all buildings (all regions factionwide)
Oak of Ages (Pacified)Dwarfs
- −Immune to Athel Loren attrition (all armies)
- −Income from all buildings: +5% (factionwide)
- +Immune to Athel Loren attrition (own armies factionwide)
- +Income from all buildings: +5% (all regions factionwide)
Sealed TombsDwarfs
- −Ward and seal the tombs to purge the Hold of the Undead!
- −Warning! the Undead will try everything in their power to stop the purging!
- +Ward and seal the tombs to purge the Hold of the Undead! (local province)
- +Warning! the Undead will try everything in their power to stop the purging! (local province)
Reclaimed HoldDwarfs
- −Immune to Vampiric attrition (all armies)
- −Hero action success chance: +25% (all characters)
- +Immune to Vampiric attrition (own armies factionwide)
- +Hero action success chance: +25% (all characters factionwide)
Great GateDwarfs
- +Construction cost: +10% for Great Gate buildings (all regions factionwide)
- Cost: 9000 → 10000
Ornate Great GateDwarfs
- −Construction cost: -5% for Great Gate buildings (factionwide)
- +Construction cost: -5% for Great Gate buildings (all regions factionwide)
- Turns: 12 → 15
Dwarf OutpostDwarfs
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Dwarf DistrictDwarfs
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Dwarf ColonyDwarfs
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Animal StoreDwarfs
- −Ivory resource production: 16 tusks
- −Income generated: 100
- +Ivory resource production: 15 tusks
- +Income generated: 25
Tusk MarketDwarfs
- −Ivory resource production: 24 tusks
- −Income generated: 150
- +Ivory resource production: 30 tusks
- +Income generated: 50
Tusk CompoundDwarfs
- −Ivory resource production: 36 tusks
- −Income generated: 200
- +Ivory resource production: 45 tusks
- +Research rate: +10
- +Income generated: 100
- +Oathgold: 10 per turn
Tusk Guild HallDwarfs
- −Ivory resource production: 54 tusks
- −Income generated: 300
- +Ivory resource production: 60 tusks
- +Research rate: +20
- +Income generated: 150
- +Oathgold: 20 per turn
Repurposed HoldsDwarfs
- −Recruit rank: +2 for Gyrocopters and Gyrobombers units (factionwide)
- −Recruit rank: +2 for Irondrakes units (factionwide)
- +Recruit rank: +2 for Gyrocopters and Gyrobombers units (own armies factionwide)
- +Recruit rank: +2 for Dwarf Engineers and Irondrakes units (own armies factionwide)
Blocked TunnelsDwarfs
- Turns: 1 → 2
Dwarf Beer StashDwarfs
- −Campaign movement range: -50% for own armies starting their turn in this region (armies in region)
- +Campaign movement range: -50% for own armies starting their turn in this province (own armies in region)
- Turns: 1 → 2
Old DoomsphereDwarfs
- Turns: 1 → 2
Gold VeinDwarfs
- Turns: 1 → 2
Abandoned LaboratoryDwarfs
- Turns: 1 → 2
Broken War MachinesDwarfs
- −Missile strength: +10% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (all armies)
- +Missile strength: +10% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (own armies factionwide)
- Turns: 1 → 2
Skaven BurrowDwarfs
- −Unit experience gain per turn: +100 (armies in province)
- +Unit experience gain per turn: +100 (own armies in province)
- Turns: 1 → 2
Warpstone CacheDwarfs
- Turns: 1 → 2
Seal the Hold!Dwarfs
- −Defensive supplies: +500 (local region)
- −When owner has 5 or fewer settlements: Defensive supplies: +500 (local region)
- −Immune to siege attrition (armies in region)
- −Enemy Hero action success chance: -100% (local characters)
- −Ammunition: +50% during siege defence battles (armies in region)
- −When owner has 5 or fewer settlements: Ammunition: +50% during siege defence battles (armies in region)
- −When owner has 5 or fewer settlements: Leadership: +10 when under siege (armies in region)
- −Growth: -100 (local province)
- +Defensive supplies: +600 (local region)
- +When owner has 5 or fewer settlements: Defensive supplies: +600 (local region)
- +Immune to siege attrition (own armies in region)
- +Enemy Hero action success chance: -100% (enemy characters in region)
- +Ammunition: +50% when under siege (own armies in region)
- +When owner has 5 or fewer settlements: Ammunition: +50% when under siege (own armies in region)
- +When owner has 5 or fewer settlements: Leadership: +10 when under siege (own armies in region)
- +Growth: -100
- Cost: 2000 → 2500
- Turns: 2 → 4
To the Last Dawi!Dwarfs
- −When owner has 5 or fewer settlements: Attribute: Immune to Psychology (armies in region)
- −When owner has 5 or fewer settlements: Casualty replenishment rate: +20% (armies in region)
- −Leadership: +10 when under siege (armies in region)
- −When Control is 50 or more: Leadership: +10 when under siege (armies in region)
- −When Control is 50 or more: Melee defence: +5 when defending (armies in region)
- +When owner has 5 or fewer settlements: Attribute: Immune to Psychology (own armies in region)
- +When owner has 5 or fewer settlements: Casualty replenishment rate: +20% (own armies in region)
- +Leadership: +10 when under siege (own armies in region)
- +When Control is 50 or more: Leadership: +10 when under siege (own armies in region)
- +When Control is 50 or more: Melee defence: +5 when defending (own armies in region)
- Cost: 2000 → 2500
- Turns: 1 → 2
Ruined Counting RoomDwarfs
- Cost: 3000 → 4000
- Turns: 3 → 4
Counting RoomDwarfs
- −Growth: +5
- Cost: 5000 → 6000
Repurposed Counting RoomDwarfs
- −Income from all buildings: +5% (factionwide)
- −When Control is 50 or more: Upkeep: -1% (factionwide)
- +When Control is 75 or more: Upkeep: -1% (factionwide)
- +Income from all buildings: +5% (all regions factionwide)
- Cost: 5000 → 6000
Ornate Counting RoomDwarfs
- Turns: 3 → 4
Ruined Drinking HallsDwarfs
- Cost: 3000 → 4000
- Turns: 3 → 4
Drinking HallsDwarfs
- Cost: 5000 → 6000
- Turns: 5 → 6
Ruined Clan GoldsmithsDwarfs
- Cost: 3000 → 4000
- Turns: 3 → 4
Clan GoldsmithsDwarfs
- Cost: 1000 → 2000
- Turns: 3 → 4
- Cost: 1000 → 2000
- Turns: 3 → 4
Ornate Clan GoldsmithsDwarfs
- Cost: 1000 → 2000
- Turns: 3 → 4
Underdeep Trade RoutesDwarfs
- Cost: 3000 → 4000
- Turns: 3 → 4
Hall of RememberingDwarfs
- −Recruitment cost: -5% for Grudge Settler units (all armies)
- −Upkeep: -2% for Grudge Settler units (all armies)
- +Recruitment cost: -5% for Grudge Settler units (own armies factionwide)
- +Upkeep: -2% for Grudge Settler units (own armies factionwide)
- Turns: 5 → 6
- −Recruitment cost: -10% for Grudge Settler units (all armies)
- −Upkeep: -3% for Grudge Settler units (all armies)
- +Recruitment cost: -10% for Grudge Settler units (own armies factionwide)
- +Upkeep: -3% for Grudge Settler units (own armies factionwide)
- Cost: 3000 → 4000
- Turns: 3 → 4
- −Upkeep: +10% for Grudge Settler units (all armies)
- +Upkeep: +10% for Grudge Settler units (own armies factionwide)
- Turns: 1 → 2
- −Recruitment cost: -20% for Grudge Settler units (all armies)
- −Upkeep: -5% for Grudge Settler units (all armies)
- +Recruitment cost: -20% for Grudge Settler units (own armies factionwide)
- +Upkeep: -5% for Grudge Settler units (own armies factionwide)
- Cost: 4000 → 6000
Unstable Magma CavernsDwarfs
- −Skaven corruption: +10
- −When own Master Engineer is not present: Skaven corruption: +5
- −When own Master Engineer is not present: Income from all buildings: -50% (local province)
- +Chaos Undivided corruption: +10
- +When own Master Engineer is not present: Income from all buildings: -50% (all regions in province)
- Turns: 1 → 2
Magma CavernsDwarfs
- −Character experience gain: +10% (all characters)
- −Skaven corruption: +5
- +Character experience gain: +10% (all characters factionwide)
- +Chaos Undivided corruption: +5
- Cost: 5000 → 6000
Ruined Entrance HallsDwarfs
- −When built in Karak Eight Peaks: Character experience gain: +5% (all characters)
- +When built in Karak Eight Peaks: Character experience gain: +5% (all characters factionwide)
- Turns: 1 → 2
Entrance HallsDwarfs
- −When built in Karak Eight Peaks: Character experience gain: +10% (all characters)
- −High King Decrees: +1
- +When built in Karak Eight Peaks: Character experience gain: +10% (all characters factionwide)
- Cost: 3000 → 5000
- Turns: 3 → 4
Grand Entrance HallsDwarfs
- −When built in Karak Eight Peaks: Character experience gain: +10% (all characters)
- −High King Decrees: +2
- +When built in Karak Eight Peaks: Character experience gain: +10% (all characters factionwide)
- Cost: 6000 → 7500
- Turns: 5 → 6
Ruined Entrance HallsDwarfs
- Turns: 1 → 2
Entrance HallsDwarfs
- Cost: 3000 → 5000
- Turns: 3 → 4
Grand Entrance HallsDwarfs
- Cost: 6000 → 7500
- Turns: 5 → 6
Ruined Entrance HallsDwarfs
- Turns: 1 → 2
Entrance HallsDwarfs
- Cost: 3000 → 5000
- Turns: 3 → 4
Grand Entrance HallsDwarfs
- Cost: 6000 → 7500
- Turns: 5 → 6
Ruined Entrance HallsDwarfs
- Turns: 1 → 2
Entrance HallsDwarfs
- −High King Decrees: +1
- Cost: 3000 → 5000
- Turns: 3 → 4
Grand Entrance HallsDwarfs
- −High King Decrees: +2
- Cost: 6000 → 7500
- Turns: 5 → 6
Ruined Entrance HallsDwarfs
- Turns: 1 → 2
Entrance HallsDwarfs
- −High King Decrees: +1
- Cost: 3000 → 5000
- Turns: 3 → 4
Grand Entrance HallsDwarfs
- −High King Decrees: +2
- Cost: 6000 → 7500
- Turns: 5 → 6
Underdeep MineDwarfs
- −Army ability: "Call the Miners" (armies in region)
- +Army ability: "Call the Miners" (own armies in region)
- Cost: 3000 → 4000
- Turns: 3 → 4
Ruined Guild FoundriesDwarfs
- −Recruitment cost: -10% (armies in province)
- +Recruitment cost: -10% for all units (own armies in province)
- Cost: 3000 → 4000
- Turns: 3 → 4
Guild FoundriesDwarfs
- −Settlement income: +5% per turn count (local region)
- −Recruitment cost: -20% (armies in province)
- +Settlement income: +3% per turn count (local region)
- +Recruitment cost: -20% for all units (own armies in province)
- Cost: 5000 → 6000
- −Recruitment cost: -30% (armies in province)
- −Upkeep: -2% (factionwide)
- +Upkeep: -1% (factionwide)
- +Recruitment cost: -30% for all units (own armies in province)
- Cost: 5000 → 6000
Ornate Guild FoundriesDwarfs
- −Settlement income: +5% per turn count (local region)
- −Recruitment cost: -30% (armies in province)
- +Settlement income: +3% per turn count (local region)
- +Recruitment cost: -30% for all units (own armies in province)
- Turns: 3 → 4
Ranger OutpostDwarfs
- −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
- −Campaign line of sight: +50% (all armies in this region and adjacent regions)
- +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
- +Campaign line of sight: +100% (all armies in this region and adjacent regions)
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province) (The Ancestral Throng only)
- Cost: 2000 → 2500
Ranger BarracksDwarfs
- −Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in region)
- +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in province)
- +Unit capacity: +4 Bugmans Rangers
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province) (The Ancestral Throng only)
- +Allows settlements to perform a Garrison Sally Attack with +500 range
- Cost: 3000 → 5000
Sparring ChamberDwarfs
- +Melee defence: +1 when under siege (own armies in province)
- +Growth: +5 (The Ancestral Throng only)
- Cost: 1000 → 1250
- Turns: 1 → 2
Clan BarracksDwarfs
- −Unlocks Hero recruitment: Thane
- +Melee defence: +2 when under siege (own armies in province)
- +Growth: +10 (The Ancestral Throng only)
- Cost: 2000 → 2500
- Turns: 2 → 3
Mustering HallDwarfs
- −Hero recruit rank: +1 for Thanes
- +Melee defence: +3 when under siege (own armies in province)
- +Growth: +15 (The Ancestral Throng only)
- Cost: 3000 → 5000
- Turns: 3 → 4
Tinker's DenDwarfs
- +Missile resistance: 5% when under siege (own armies in province)
- +Income generated: 50 (The Ancestral Throng only)
- Cost: 2000 → 2500
- Units: 1 → 0
Engineer's WorkshopDwarfs
- −Research rate: +3
- +Research rate: +4
- +Missile resistance: 10% when under siege (own armies in province)
- +Unit capacity: +2 Gyrocopter and Gyrobomber
- +Income generated: 100 (The Ancestral Throng only)
- Cost: 4000 → 5000
Engineers' Guild HallDwarfs
- −Hero capacity: +2 for Master Engineers
- −Hero recruit rank: +1 for Master Engineers
- −Research rate: +4
- +Hero capacity: +1 for Master Engineers
- +Research rate: +6
- +Missile resistance: 15% when under siege (own armies in province)
- +Unit capacity: +4 Gyrocopter and Gyrobomber
- +Income generated: 150 (The Ancestral Throng only)
- Cost: 6000 → 7500
Guild Masters' CouncilDwarfs
- −Hero capacity: +2 for Master Engineers
- −Hero recruit rank: +2 for Master Engineers
- −Research rate: +5
- +Hero capacity: +1 for Master Engineers
- +Research rate: +8
- +Missile resistance: 20% when under siege (own armies in province)
- +Unit capacity: +6 Gyrocopter and Gyrobomber
- +Income generated: 200 (The Ancestral Throng only)
- +Unit capacity: +2 Thunderbarge
Barley FieldDwarfs
- −Casualty replenishment rate: +3% (armies in province)
- −Growth: +20
- +Income generated: 50
- +Casualty replenishment rate: +1% (own armies in province)
- +Growth: +10
- +Only one growth building can be built in each settlement
- Turns: 1 → 2
GranaryDwarfs
- −Casualty replenishment rate: +5% (armies in province)
- −Growth: +30
- +Income generated: 100
- +Casualty replenishment rate: +2% (own armies in province)
- +Growth: +20
- Turns: 2 → 3
Stone Bread BakeryDwarfs
- −Casualty replenishment rate: +8% (armies in province)
- −Growth: +40
- +Income generated: 150
- +Casualty replenishment rate: +3% (own armies in province)
- +Growth: +30
- Turns: 3 → 4
Bakers' Guild HallDwarfs
- −Casualty replenishment rate: +5% (armies in province)
- −Growth: +38
- +Income generated: 200
- +Casualty replenishment rate: +4% (own armies in province)
- +Growth: +40
- +Growth: +10 (all adjacent provinces)
- Cost: 2500 → 4000
- Turns: 4 → 5
Watch RoomDwarfs
- −Defensive supplies: +50 per turn when under siege
- −Enemy Hero action success chance: -10%
- +Defensive supplies: +400
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +1 (local province)
- +Chance of a plague spreading: -25%
Guard HallDwarfs
- −Defensive supplies: +100 per turn when under siege
- −Enemy Hero action success chance: -15%
- +Defensive supplies: +600
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +2 (local province)
- +Army ability: "Great Cannons" (own armies in region)
- +Hidden armies will be visible (any armies in region)
- +Chance of a plague spreading: -25%
Trinket MakerDwarfs
- −Prevents construction of Trading Depot building
- −Construction cost: -5% for all buildings (local province)
- −Income generated: 200
- +Income generated: 100
- +Only one economy building can be built in each settlement
- Turns: 1 → 2
Dwarf Tinkerer's ShopDwarfs
- −Construction cost: -8% for all buildings (local province)
- −Income generated: 300
- +Income generated: 200
- +Control: -1
- Turns: 2 → 3
Toolmaker's WorkshopDwarfs
- −Construction cost: -10% for all buildings (local province)
- −Income generated: 400
- +Income generated: 300
- +Control: -2
- Turns: 3 → 4
Toolmakers' FoundryDwarfs
- −Construction cost: -12% for all buildings (local province)
- −Income generated: 500
- +Income generated: 400
- +Control: -3
- +Units locally recruited in this province gain a permanent +10 Armour bonus (local province)
- Cost: 4500 → 4000
- Turns: 4 → 5
Hall of OathsDwarfs
- +Hero capacity: +1 for Thanes
- +Unlocks Hero recruitment: Thane
- +Hero recruit rank: +2 for Thanes
- +Character experience gain per turn: +50 (all characters factionwide)
- +When Control is 100: Melee attack: +1% (all characters factionwide)
- +When Control is 100: Leadership: +1% (all characters factionwide)
- +Physical resistance: 10% when under siege (own armies in province)
- +When Control is 100: Local recruitment capacity: +2 (local province)
- +When Control is 100: Melee defence: +1% (all characters factionwide)
- +Global recruitment capacity: +1 (The Ancestral Throng only)
- Cost: 5000 → 10000
- Turns: 4 → 5
Brine Mining PitDwarfs
- −Recruitment cost: -20% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
- −Income generated: 100
- −Salt resource production: 20 barrels
- +Recruitment cost: -10% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units
- +Income generated: 25
- +Salt resource production: 15 barrels
Brine MineDwarfs
- −Recruitment cost: -25% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
- −Recruit rank: +1 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
- −Income generated: 150
- +Recruitment cost: -20% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units
- +Recruit rank: +1 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (own armies in province)
- +Income generated: 50
SaltworksDwarfs
- −Recruitment cost: -30% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
- −Recruit rank: +2 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
- −Upkeep: -3% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (all armies)
- −Income generated: 200
- +Recruitment cost: -30% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units
- +Recruit rank: +2 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (own armies in province)
- +Income generated: 100
- +Oathgold: 10 per turn
Saltworkers' Guild HallDwarfs
- −Recruitment cost: -30% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
- −Recruit rank: +3 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
- −Upkeep: -3% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (all armies)
- −Income generated: 300
- −Salt resource production: 68 barrels
- +Recruitment cost: -40% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units
- +Recruit rank: +3 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (own armies in province)
- +Upkeep: -1% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (own armies factionwide)
- +Income generated: 150
- +Salt resource production: 60 barrels
- +Oathgold: 20 per turn
Cinnabar Mining PitDwarfs
- −Income generated: 100
- −Dyes resource production: 20 ounces
- +Income generated: 25
- +Dyes resource production: 15 ounces
Cinnabar MineDwarfs
- −Income generated: 150
- +Income generated: 50
Dye-Makers' PlantDwarfs
- −Income generated: 200
- +Income generated: 100
- +Ambush success chance: +10% (own armies in province)
- +Ambush defence chance: +10% (own armies in province)
- +Oathgold: 10 per turn
Dyers' Guild HallDwarfs
- −Income generated: 300
- −Dyes resource production: 68 ounces
- +Income generated: 150
- +Ambush success chance: +20% (own armies in province)
- +Ambush defence chance: +20% (own armies in province)
- +Dyes resource production: 60 ounces
- +Oathgold: 20 per turn
Woodman's HutDwarfs
- −Recruitment cost: -20% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
- −Income generated: 100
- −Timber resource production: 20 logs
- +Recruitment cost: -10% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units
- +Income generated: 25
- +Timber resource production: 15 logs
Timber MillDwarfs
- −Recruitment cost: -25% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
- −Recruit rank: +1 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
- −Income generated: 150
- +Recruitment cost: -20% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units
- +Recruit rank: +1 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (own armies in province)
- +Income generated: 50
LumberyardDwarfs
- −Recruitment cost: -30% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
- −Recruit rank: +2 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
- −Upkeep: -3% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
- −Income generated: 200
- +Recruitment cost: -30% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units
- +Recruit rank: +2 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (own armies in province)
- +Income generated: 100
- +Oathgold: 10 per turn
Carpenters' Guild HallDwarfs
- −Recruitment cost: -30% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
- −Recruit rank: +3 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
- −Upkeep: -3% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
- −Income generated: 300
- −Timber resource production: 68 logs
- +Recruitment cost: -40% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units
- +Recruit rank: +3 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (own armies in province)
- +Upkeep: -1% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (own armies factionwide)
- +Income generated: 150
- +Timber resource production: 60 logs
- +Oathgold: 20 per turn
Hunting LodgeDwarfs
- −Casualty replenishment rate: +2% (armies in province)
- −Growth: +15
- −Furs resource production: 20 bundles
- +Casualty replenishment rate: +1% (own armies in province)
- +Growth: +10
- +Furs resource production: 15 bundles
Hunting CampDwarfs
- −Casualty replenishment rate: +3% (armies in province)
- −Growth: +22
- +Casualty replenishment rate: +2% (own armies in province)
- +Growth: +20
TanneryDwarfs
- −Casualty replenishment rate: +4% (armies in province)
- +Casualty replenishment rate: +4% (own armies in province)
- +Oathgold: 10 per turn
- −Casualty replenishment rate: +5% (armies in province)
- −Growth: +38
- −Furs resource production: 68 bundles
- +Casualty replenishment rate: +6% (own armies in province)
- +Growth: +40
- +Furs resource production: 60 bundles
- +Oathgold: 20 per turn
Gem MineshaftDwarfs
- −Recruitment cost: -20% for Dwarf Ironbreaker and Hammerer units (local province)
- −Income generated: 200
- −Gemstones resource production: 20 sacks
- +Recruitment cost: -10% for Dwarf Ironbreaker and Hammerer units
- +Income generated: 100
- +Gemstones resource production: 10 sacks
Gem MineDwarfs
- −Recruitment cost: -25% for Dwarf Ironbreaker and Hammerer units (local province)
- −Recruit rank: +1 for Dwarf Ironbreaker and Hammerer units (local province)
- −Income generated: 300
- −Gemstones resource production: 30 sacks
- +Recruitment cost: -20% for Dwarf Ironbreaker and Hammerer units
- +Recruit rank: +1 for Dwarf Ironbreaker and Hammerer units (own armies in province)
- +Income generated: 200
- +Gemstones resource production: 20 sacks
Gemcutter's WorkshopDwarfs
- −Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units (local province)
- −Recruit rank: +2 for Dwarf Ironbreaker and Hammerer units (local province)
- −Upkeep: -3% for Dwarf Ironbreaker and Hammerer units (all armies)
- −Income generated: 400
- −Gemstones resource production: 45 sacks
- +Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units
- +Recruit rank: +2 for Dwarf Ironbreaker and Hammerer units (own armies in province)
- +Income generated: 300
- +Gemstones resource production: 30 sacks
- +Oathgold: 10 per turn
Gemcutters' Guild HallDwarfs
- −Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units (local province)
- −Recruit rank: +3 for Dwarf Ironbreaker and Hammerer units (local province)
- −Upkeep: -3% for Dwarf Ironbreaker and Hammerer units (all armies)
- −Income generated: 600
- −Gemstones resource production: 68 sacks
- +Recruitment cost: -40% for Dwarf Ironbreaker and Hammerer units
- +Recruit rank: +3 for Dwarf Ironbreaker and Hammerer units (own armies in province)
- +Upkeep: -1% for Dwarf Ironbreaker and Hammerer units (own armies factionwide)
- +Income generated: 400
- +Gemstones resource production: 40 sacks
- +Oathgold: 20 per turn
Gold Mining PitDwarfs
- −Oathgold: 15 per turn
- −Income generated: 200
- +Oathgold: 10 per turn
- +Income generated: 100
Gold MineDwarfs
- −Oathgold: 25 per turn
- −Income generated: 300
- +Oathgold: 20 per turn
- +Income generated: 200
Gold SmelterDwarfs
- −Oathgold: 40 per turn
- −Golden Idols resource production: 8 chests
- +Oathgold: 30 per turn
- +Golden Idols resource production: 9 chests
Goldsmiths' Guild HallDwarfs
- −Oathgold: 50 per turn
- +Oathgold: 40 per turn
Iron Mining PitDwarfs
- −Recruitment cost: -20% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
- −Income generated: 100
- −Iron resource production: 20 ingots
- +Recruitment cost: -10% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units
- +Income generated: 25
- +Iron resource production: 15 ingots
Iron MinesDwarfs
- −Recruitment cost: -25% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
- −Recruit rank: +1 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
- −Income generated: 150
- +Recruitment cost: -20% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units
- +Recruit rank: +1 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (own armies in province)
- +Income generated: 50
Iron SmelterDwarfs
- −Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
- −Recruit rank: +2 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
- −Upkeep: -3% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (all armies)
- −Income generated: 200
- +Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units
- +Recruit rank: +2 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (own armies in province)
- +Income generated: 100
- +Oathgold: 10 per turn
Iron Miners' Guild HallDwarfs
- −Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
- −Recruit rank: +3 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
- −Upkeep: -3% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (all armies)
- −Income generated: 300
- −Iron resource production: 68 ingots
- +Recruitment cost: -40% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units
- +Recruit rank: +3 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (own armies in province)
- +Upkeep: -1% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (own armies factionwide)
- +Income generated: 150
- +Iron resource production: 60 ingots
- +Oathgold: 20 per turn
Stonecutter's ShopDwarfs
- −Income generated: 100
- −Marble resource production: 20 slabs
- +Income generated: 25
- +Marble resource production: 15 slabs
Marble QuarryDwarfs
- −Income generated: 150
- +Income generated: 50
MasonDwarfs
- −Income generated: 200
- +Income generated: 100
- +Construction cost: -10% for all buildings (all regions in province)
- +Oathgold: 10 per turn
Masons' Guild HallDwarfs
- −Income generated: 300
- −Marble resource production: 68 slabs
- +Income generated: 150
- +Marble resource production: 60 slabs
- +Construction cost: -20% for all buildings (all regions in province)
- +Oathgold: 20 per turn
Goat PasturesDwarfs
- −Casualty replenishment rate: +4% (armies in province)
- +Casualty replenishment rate: +1% (own armies in province)
Goat HerdDwarfs
- −Casualty replenishment rate: +6% (armies in province)
- +Casualty replenishment rate: +2% (own armies in province)
Goat FarmDwarfs
- −Casualty replenishment rate: +8% (armies in province)
- +Casualty replenishment rate: +4% (own armies in province)
- +Oathgold: 10 per turn
Herders' Guild HallDwarfs
- −Casualty replenishment rate: +10% (armies in province)
- +Casualty replenishment rate: +6% (own armies in province)
- +Constant casualty replenishment rate: +1% (all characters factionwide)
- +Oathgold: 20 per turn
Ale StoreDwarfs
- −Income generated: 100
- −Growth: +15
- −Control: +3
- −Dwarf beer resource production: 20 kegs
- +Income generated: 25
- +Growth: +10
- +Control: +2
- +Dwarf beer resource production: 15 kegs
Dwarf BreweryDwarfs
- −Income generated: 150
- −Growth: +22
- +Income generated: 50
- +Growth: +20
Renowned BreweryDwarfs
- −Income generated: 200
- −Control: +5
- +Income generated: 100
- +Control: +6
- +Oathgold: 10 per turn
Brewmaster's KettlesDwarfs
- −Income generated: 300
- −Growth: +38
- −Control: +6
- −Dwarf beer resource production: 68 kegs
- +Income generated: 150
- +Growth: +40
- +Control: +8
- +Dwarf beer resource production: 60 kegs
- +Oathgold: 20 per turn
Ruined DwarfholdDwarfs
- +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Dwarf Mining ColonyDwarfs
- −Income generated: 80
- −Growth: +10
- +Income generated: 250
- +Growth: +5
Dwarf OutpostDwarfs
- −Income generated: 120
- −Growth: +20
- +Income generated: 250
- +Growth: +10
Dwarf KeepDwarfs
- −Income generated: 160
- −Growth: +30
- +Income generated: 250
- +Growth: +15
DwarfholdDwarfs
- −Income generated: 200
- −Growth: +40
- +Income generated: 250
- +Growth: +20
Great HoldDwarfs
- −Income generated: 240
- −Growth: +50
- +Income generated: 250
- +Growth: +25
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
Dwarf Mining ColonyDwarfs
- −Income generated: 80
- −Growth: +10
- +Income generated: 150
- +Growth: +5
Dwarf OutpostDwarfs
- −Income generated: 120
- −Growth: +20
- +Income generated: 150
- +Growth: +10
Dwarf KeepDwarfs
- −Income generated: 160
- −Growth: +30
- +Income generated: 150
- +Growth: +15
Slayer ShrineDwarfs
- −Unlocks Hero recruitment: Dragon Slayer
- +Corruption: -4
- +Control: +1
- +Growth: -10
- +Melee attack: +2 when under siege (own armies in province)
- +Attrition: -10% casualties suffered from all attrition (own armies in province) (The Ancestral Throng only)
- +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)
- +Hero capacity: +1 for Dragon Slayers
- +Unlocks Hero recruitment: Dragon Slayer (local province)
- Cost: 3000 → 7500
Monument of GrimnirDwarfs
- −Unlocks Hero recruitment: Dragon Slayer
- +Corruption: -8
- +Control: +2
- +Growth: -10
- +Melee attack: +4 when under siege (own armies in province)
- +Unit capacity: +4 Giant Slayers and Doomseekers
- +Attrition: -20% casualties suffered from all attrition (own armies in province) (The Ancestral Throng only)
- +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)
- +Unlocks Hero recruitment: Dragon Slayer (local province)
- Cost: 4500 → 10000
ArmouryDwarfs
- −Local recruitment capacity: +1
- +Hero capacity: +1 for Runesmiths
- +Recruitment cost: -5% for all units (own armies in province)
- +Oathgold: 5 per turn
- +Corruption: -1 (The Ancestral Throng only)
- Cost: 2000 → 2500
Gromril ForgeDwarfs
- −Hero recruit rank: +1 for Runesmiths
- −Local recruitment capacity: +1
- +Spell resistance: 5% when under siege (own armies in province)
- +Recruitment cost: -10% for all units (own armies in province)
- +Oathgold: 10 per turn
- +Corruption: -2 (The Ancestral Throng only)
- Cost: 4000 → 5000
- Units: 1 → 0
RuneforgeDwarfs
- −Hero capacity: +2 for Runesmiths
- −Hero recruit rank: +2 for Runesmiths
- −Local recruitment capacity: +2
- +Hero capacity: +1 for Runesmiths
- +Spell resistance: 10% when under siege (own armies in province)
- +Recruitment cost: -15% for all units (own armies in province)
- +Unit capacity: +4 Hammerers and Ironbreakers
- +Oathgold: 20 per turn
- +Corruption: -3 (The Ancestral Throng only)
- +When Control is 100: Local recruitment capacity: +1 (local province)
- Cost: 6000 → 7500
Runelords’ HallDwarfs
- −Hero capacity: +2 for Runesmiths
- −Hero recruit rank: +2 for Runesmiths
- −Global recruitment capacity: +1
- −Local recruitment capacity: +2
- +Hero capacity: +1 for Runesmiths
- +Spell resistance: 20% when under siege (own armies in province)
- +Recruitment cost: -20% for all units (own armies in province)
- +Unit capacity: +4 Hammerers and Ironbreakers
- +Oathgold: 40 per turn
- +Corruption: -4 (The Ancestral Throng only)
- +When Control is 100: Local recruitment capacity: +2 (local province)
RefectoryDwarfs
- −Corruption: -2
- −Control: +3
- −Dwarf beer resource production: 6 kegs
- +Leadership: +1 when under siege (own armies in province)
- +Control: +2
- +Defensive supplies: +200
- +Income generated: 50
- +Dwarf beer resource production: 4 kegs
- +Only one control building can be built in each settlement
- Cost: 2000 → 2500
- Turns: 1 → 2
Drinking HallDwarfs
- −Corruption in adjacent provinces: -1
- −Corruption: -3
- −Control: +6
- +Leadership: +2 when under siege (own armies in province)
- +Control: +4
- +Defensive supplies: +400
- +Income generated: 100
- Cost: 3000 → 5000
- Turns: 2 → 3
Feast HallDwarfs
- −Corruption in adjacent provinces: -2
- −Corruption: -5
- −Control: +10
- −Dwarf beer resource production: 12 kegs
- +Leadership: +4 when under siege (own armies in province)
- +Control: +6
- +Defensive supplies: +800
- +Income generated: 200
- +Dwarf beer resource production: 16 kegs
- +Global recruitment duration: -1 turn for all units (own armies in province)
- Cost: 4500 → 7500
- Turns: 3 → 4
Trading DepotDwarfs
- −Oathgold: 10 per turn
- −Prevents construction of Trinket Maker building
- −Income generated: 180
- +Tradable resources produced: +2%
- +Income from trade tariffs: +2%
- +Growth: +2 (all provinces)
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +Diplomatic relations: +2 with Empire
- +Income from all buildings: +5% (all adjacent provinces)
- Cost: 1000 → 5000
- Turns: 1 → 3
Trading WarehouseDwarfs
- −Oathgold: 20 per turn
- −Income generated: 270
- +Tradable resources produced: +4%
- +Income from trade tariffs: +4%
- +Growth: +4 (all provinces)
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
- +Diplomatic relations: +5 with Empire
- +Income from all buildings: +10% (all adjacent provinces)
- Cost: 2000 → 10000
- Turns: 2 → 5
GateDwarfs
- −Enemy Hero action success chance: -10%
- −Attrition: -5% when under siege (armies in region)
- −Leadership: +2 when under siege (armies in region)
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Attrition: -5% when under siege (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +1 (local province)
- +Defensive supplies: +400
- +Army ability: "Great Cannons" (own armies in region)
- +Hidden armies will be visible (any armies in region)
- +Chance of a plague spreading: -25%
Reinforced GateDwarfs
- −Enemy Hero action success chance: -15%
- −Attrition: -10% when under siege (armies in region)
- −Leadership: +4 when under siege (armies in region)
- +Hidden armies will be visible (any armies in region)
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Attrition: -10% when under siege (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +2 (local province)
- +Defensive supplies: +600
- +Army ability: "Great Cannons" (own armies in region)
- +Chance of a plague spreading: -25%
Runic GateDwarfs
- −Enemy Hero action success chance: -20%
- −Attrition: -15% when under siege (armies in region)
- −Leadership: +6 when under siege (armies in region)
- +Enemy Hero action success chance: -20% (enemy characters in region)
- +Attrition: -15% when under siege (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +3 (local province)
- +Defensive supplies: +800
- +Army ability: "Great Cannons" (own armies in region)
- +Hidden armies will be visible (any armies in region)
- +Chance of a plague spreading: -25%
Siege WorkshopDwarfs
- −Recruit rank: +1 for all units
- +Ammunition: +10% when under siege (own armies in region)
- +Control: +1 (The Ancestral Throng only)
- Cost: 2000 → 2500
Gunsmith's ForgeDwarfs
- −Recruit rank: +2 for all units
- +Unit capacity: +1 Flame Cannon, Organ Gun and Cannons
- +Ammunition: +20% when under siege (own armies in region)
- +Control: +2 (The Ancestral Throng only)
- Cost: 4000 → 5000
FoundryDwarfs
- −Recruit rank: +2 for all units
- −Lord recruit rank: +1 (factionwide)
- +Unit capacity: +2 Flame Cannon, Organ Gun and Cannons
- +Unit capacity: +2 Irondrakes and Dwarf Engineers
- +Ammunition: +30% when under siege (own armies in region)
- +Control: +3 (The Ancestral Throng only)
- Cost: 6000 → 7500
- Units: 6 → 8
HangarDwarfs
- +Unit capacity: +4 Flame Cannon, Organ Gun and Cannons
- +Unit capacity: +4 Irondrakes and Dwarf Engineers
- +Ammunition: +40% when under siege (own armies in region)
- +Control: +4 (The Ancestral Throng only)
- Units: 4 → 9
Dwarf WharfDwarfs
- −Growth: +10
- +Growth: +5
- +Income from Ports: +1% (all regions factionwide)
- +Defensive supplies: +600
Dwarf DocksDwarfs
- −Income generated: 300
- −Growth: +20
- +Income generated: 200
- +Growth: +10
- +Income from Ports: +2% (all regions factionwide)
- +Defensive supplies: +1200
Dwarf ShipyardDwarfs
- −Income generated: 500
- −Growth: +30
- +Income generated: 400
- +Growth: +15
- +Income from Ports: +3% (all regions factionwide)
- +Defensive supplies: +1800
Brightstone MineDwarfs
- −Recruit rank: +6 for Artillery units
- −Upkeep: -5% for Artillery units (all armies)
- +Recruit rank: +6 for Artillery units (own armies in province)
- +Upkeep: -4% for Artillery units (own armies factionwide)
- −Unlocks Hero recruitment: Dragon Slayer
- +Local recruitment duration: -1 turn for Slayers units (minimum 1)
- +Recruitment cost: -10% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (own armies in province)
- +Melee attack: +2 when under siege (own armies in province)
- +Control: +2
- +Unit capacity: +2 Giant Slayers and Doomseekers
- +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)
- +Unlocks Hero recruitment: Dragon Slayer (local province)
- +Hero capacity: +1 for Dragon Slayers
- −Hero capacity: +1 for Dragon Slayers
- −Unlocks Hero recruitment: Dragon Slayer
- −Hero recruit rank: +1 for Dragon Slayers
- −Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units
- +Local recruitment duration: -2 turn for Slayers units (minimum 1)
- +Recruitment cost: -20% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (own armies in province)
- +Melee attack: +4 when under siege (own armies in province)
- +Control: +4
- +Unit capacity: +4 Giant Slayers and Doomseekers
- +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)
- +Hero capacity: +2 for Dragon Slayers
- +Unlocks Hero recruitment: Dragon Slayer (local province)
- −Hero capacity: +2 for Dragon Slayers
- −Unlocks Hero recruitment: Dragon Slayer
- −Hero recruit rank: +2 for Dragon Slayers
- −Corruption in adjacent provinces: -3
- −Corruption: -10
- −Recruit rank: +2 for Infantry units
- −Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (factionwide)
- −Recruitment cost: -35% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units
- −Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies)
- +Corruption in adjacent provinces: -2
- +Corruption: -12
- +Local recruitment duration: -3 turn for Slayers units (minimum 1)
- +Recruitment cost: -30% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (own armies in province)
- +Melee attack: +6 when under siege (own armies in province)
- +Control: +6
- +Unit capacity: +6 Giant Slayers and Doomseekers
- +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)
- +Hero capacity: +3 for Dragon Slayers
- +Unlocks Hero recruitment: Dragon Slayer (local province)
- Units: 5 → 6
- −Income from all buildings: +5% (local province)
- −Recruit rank: +1 for Hammerers units (all characters)
- +Income from all buildings: +5% (all regions factionwide)
- +Recruit rank: +2 for Hammerers units (own armies factionwide)
- −Defensive supplies: +1000
- −Income generated: 100
- +Defensive supplies: +1200
- +Income generated: 500
Karak Drazh (Outpost)Dwarfs
- −Defensive supplies: +1000
- −Income generated: 150
- −Improved tower projectiles: Bullets
- +Defensive supplies: +1200
- +Income generated: 500
Karak Drazh (Dwarf Keep)Dwarfs
- −Defensive supplies: +1000
- −Income generated: 200
- −Improved tower projectiles: Cannon Balls
- +Defensive supplies: +1200
- +Income generated: 500
Karak Drazh (Dwarfhold)Dwarfs
- −Defensive supplies: +1000
- −Income generated: 250
- −Improved tower projectiles: Fused Beer Kegs
- +Defensive supplies: +1200
- +Income generated: 500
Karak Drazh (Great Hold)Dwarfs
- −Defensive supplies: +1000
- −Income generated: 300
- −Improved tower projectiles: Fused Beer Kegs
- +Defensive supplies: +1200
- +Income generated: 500
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
- −Defensive supplies: +1000
- −Grants 2 construction slots in the settlement
- −Income generated: 80
- +Leadership: +2 (own armies in province)
- +Defensive supplies: +1200
- +Grants 1 construction slot in the settlement
- +Income generated: 500
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
- −Defensive supplies: +1000
- −Grants 4 construction slots in the settlement
- −Income generated: 120
- −Improved tower projectiles: Bullets
- +Leadership: +4 (own armies in province)
- +Defensive supplies: +1200
- +Grants 2 construction slots in the settlement
- +Income generated: 500
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 160
- −Improved tower projectiles: Cannon Balls
- +Leadership: +6 (own armies in province)
- +Defensive supplies: +1200
- +Grants 3 construction slots in the settlement
- +Income generated: 500
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 200
- −Improved tower projectiles: Fused Beer Kegs
- +Leadership: +8 (own armies in province)
- +Defensive supplies: +1200
- +Grants 5 construction slots in the settlement
- +Income generated: 500
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only)
- −Defensive supplies: +1000
- −Grants 9 construction slots in the settlement
- −Income generated: 240
- −Improved tower projectiles: Fused Beer Kegs
- +Leadership: +10 (own armies in province)
- +Defensive supplies: +1200
- +Grants 7 construction slots in the settlement
- +Income generated: 500
- −Defensive supplies: +1000
- −Income generated: 100
- −Control: +1
- +Defensive supplies: +1200
- +Income generated: 500
- +Control: +5
Karaz-a-Karak (Outpost)Dwarfs
- −Defensive supplies: +1000
- −Income generated: 150
- −Control: +2
- +Defensive supplies: +1200
- +Income generated: 500
- +Control: +5
- −Defensive supplies: +1000
- −Income generated: 200
- −Control: +3
- +Defensive supplies: +1200
- +Income generated: 500
- +Control: +5
- Units: 1 → 3
- −Defensive supplies: +1000
- −Income generated: 250
- −Control: +4
- +Defensive supplies: +1200
- +Income generated: 500
- +Control: +5
- Units: 1 → 3
- −Defensive supplies: +1000
- −Income generated: 300
- +Defensive supplies: +1200
- +Income generated: 500
- Units: 1 → 3
- +Construction time: -10% for all buildings (all regions in province)
- +Income from all buildings: +5% (all regions in province)
- +Construction cost: -1% for Province Capital/Settlement buildings (all adjacent provinces)
- +Construction cost: -5% for all buildings (all regions in province)
- +Construction time: -20% for all buildings (all regions in province)
- +Income from all buildings: +10% (all regions in province)
- +Construction cost: -3% for Province Capital/Settlement buildings (all adjacent provinces)
- +Construction cost: -10% for all buildings (all regions in province)
- +Construction time: -30% for all buildings (all regions in province)
- +Income from all buildings: +20% (all regions in province)
- +Construction cost: -5% for Province Capital/Settlement buildings (all adjacent provinces)
- +Construction cost: -20% for all buildings (all regions in province)
- +Income generated: 150
- +Only one economy building can be built in each settlement
- +Income generated: 300
- +Campaign movement range: -2% for own armies starting their turn in this province (own armies in province)
- +Skaven corruption: +2
- +Campaign movement range: -2% for enemy armies starting their turn in this province (enemy armies in province)
- +Income generated: 450
- +Campaign movement range: -4% for own armies starting their turn in this province (own armies in province)
- +Campaign movement range: -4% for enemy armies starting their turn in this province (enemy armies in province)
- +Skaven corruption: +3
- +Income generated: 600
- +Campaign movement range: -6% for own armies starting their turn in this province (own armies in province)
- +Campaign movement range: -6% for enemy armies starting their turn in this province (enemy armies in province)
- +Skaven corruption: +4
- +Recruitment cost: -4% for Miners units (own armies factionwide)
- +Only one growth building can be built in each settlement
- +Upkeep: -2% (own armies in province)
- +Growth: +10
- +Vigour loss reduction: -2% (own armies in province)
- +Upkeep: -4% (own armies in province)
- +Growth: +20
- +Vigour loss reduction: -4% (own armies in province)
- +Upkeep: -6% (own armies in province)
- +Growth: +30
- +Vigour loss reduction: -6% (own armies in province)
- +Upkeep: -8% (own armies in province)
- +Growth: +40
- +Vigour loss reduction: -8% (own armies in province)
- +Unit experience gain per turn: +250 (own armies in province)
- +Only one control building can be built in each settlement
- +Control: +4
- +Control: +1 in adjacent provinces
- +Income from all buildings: -10% (all regions in province)
- +Corruption: -1
- +Oathgold: 5 per turn
- +Control: +8
- +Control: +2 in adjacent provinces
- +Income from all buildings: -10% (all regions in province)
- +Corruption: -2
- +Oathgold: 10 per turn
- +Control: +12
- +Unit capacity: +1 Hammerers
- +Global recruitment duration: -1 turn for all units (own armies in province)
- +Control: +3 in adjacent provinces
- +Income from all buildings: -10% (all regions in province)
- +Melee and missile weapon damage: +20% (own characters in province)
- +Corruption: -3
- +Oathgold: 20 per turn
- +Only one Ancestral Shrine can be built in each province
- +Attrition: -5% casualties suffered from all attrition (own armies factionwide)
- +Leadership: +2 (own armies factionwide)
- +Enemy Hero action success chance: -2% (all characters factionwide)
- +Corruption: -10
- +Construction cost: +100% of base cost for next Ancestral Shrine building and construction time +1 turn (all regions factionwide) (not for The Ancestral Throng)
- +Only one Ancestral Shrine can be built in each province
- +Melee attack: +1 (own armies factionwide)
- +Hero recruit rank: +2 for Dragon Slayers (all provinces)
- +Attribute: Causes Fear (own armies in province)
- +Campaign movement range: +2% for armies (own armies factionwide)
- +Construction cost: +100% of base cost for next Ancestral Shrine building and construction time +1 turn (all regions factionwide) (not for The Ancestral Throng)
- +Only one Ancestral Shrine can be built in each province
- +Upkeep: -2% (own armies factionwide)
- +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5% (all characters factionwide)
- +Melee defence: +1 (own armies factionwide)
- +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in region)
- +Construction cost: +100% of base cost for next Ancestral Shrine building and construction time +1 turn (all regions factionwide) (not for The Ancestral Throng)
- +Only one Ancestral Shrine can be built in each province
- +Defensive supplies: +200 (all regions factionwide)
- +Hero recruit rank: +2 for Master Engineers (all provinces)
- +Ammunition: +4% (own armies factionwide)
- +Missile resistance: 20% when under siege (own armies in province)
- +Construction cost: +100% of base cost for next Ancestral Shrine building and construction time +1 turn (all regions factionwide) (not for The Ancestral Throng)
- +Only one Ancestral Shrine can be built in each province
- +Recruitment cost: -4% for all units (own armies factionwide)
- +Local recruitment capacity: +2
- +Missile resistance: 2% (own armies factionwide)
- +Global recruitment capacity: +1
- +Construction cost: +100% of base cost for next Ancestral Shrine building and construction time +1 turn (all regions factionwide) (not for The Ancestral Throng)
- +Only one Ancestral Shrine can be built in each province
- +Hero recruit rank: +2 for Runesmiths (all provinces)
- +Construction cost: -5% for Province Capital/Settlement buildings (all regions factionwide)
- +Shared cooldown: -5% for all Rune Magic (own armies factionwide)
- +Campaign movement range: +30% for own armies starting their turn in this province (own armies in province)
- +Construction cost: +100% of base cost for next Ancestral Shrine building and construction time +1 turn (all regions factionwide) (not for The Ancestral Throng)
- +Only one Ancestral Shrine can be built in each province
- +Casualty replenishment rate: +1% (own armies factionwide)
- +Experience gain: +2% for units (own armies factionwide)
- +Hero recruit rank: +2 for Thanes (all provinces)
- +Growth: +30 (all adjacent provinces)
- +Construction cost: +100% of base cost for next Ancestral Shrine building and construction time +1 turn (all regions factionwide) (not for The Ancestral Throng)
Technologies
High King's AuthorityDwarfs
- Research points: 500 → 700
Interlocking ShieldsDwarfs
- Research points: 500 → 700
Iron VeteransDwarfs
- Research points: 500 → 700
Tales of Many WarsDwarfs
- Research points: 600 → 800
Slayer's OnslaughtDwarfs
- +Weapon strength: +10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units
- Research points: 600 → 800
Storage VaultsDwarfs
- Research points: 500 → 700
Dwarf TreasuriesDwarfs
- −Income from Province Capital/Settlement buildings: +15%
- +Income from Province Capital/Settlement buildings: +10%
- Research points: 400 → 600
Halls of Great GuildsDwarfs
- Research points: 500 → 700
Oaths of LoyaltyDwarfs
- −Local recruitment capacity: +1 (all provinces)
- +Local recruitment capacity: +1
Iron ReadinessDwarfs
- Research points: 400 → 600
Improved Blast ChargesDwarfs
- Research points: 500 → 700
Veterans' PrideDwarfs
- Research points: 400 → 600
Master-Crafted ArmourDwarfs
- Research points: 500 → 700
Recite Ancient GrudgesDwarfs
- Research points: 600 → 800
Grimnir's FavourDwarfs
- Research points: 500 → 700
Rat PoisonDwarfs
- −Defensive supplies: +500
- +Defensive supplies: +1000
Khazid SubsidiesDwarfs
- Research points: 400 → 600
Thane's AuthorityDwarfs
- Research points: 600 → 800
Scrutinise Guild LeadersDwarfs
- −High King's Tribute commandment: additional 5% income
- −Masters of Steel and Stone commandment: additional -5% to recruitment cost
- +High King's Tribute commandment: additional 10% income
- +Masters of Steel and Stone commandment: additional -10% to recruitment cost
- Research points: 500 → 700
Valaya's ProtectionDwarfs
- −Ambush defence chance: +20% (all armies)
- +Ambush defence chance: +20%
- Research points: 600 → 800
Militia TrainingDwarfs
- Research points: 400 → 600
Rune-Bearing RelicsDwarfs
- Research points: 500 → 700
The Slayer OathDwarfs
- −Speed: +20% for all Slayer units
- +Speed: +25% for all Slayer units
Construction GuildsDwarfs
- −Removes and prevents all 'Blocked Tunnels' in all Deeps locations
The Way of the GuildsDwarfs
- Research points: 100 → 300
Heavy QuernstonesDwarfs
- Research points: 300 → 500
Underway Trade CaravansDwarfs
- −Campaign movement range: +5%
- +Campaign movement range: +5% for armies
- Research points: 500 → 700
Grungni's BlessingDwarfs
- Research points: 700 → 900
Marching SongsDwarfs
- Research points: 100 → 300
Gather the ThrongsDwarfs
- Research points: 300 → 500
Warrior’s GuildDwarfs
- Research points: 500 → 700
Ancestral TombsDwarfs
- −Character experience gain: +10% (all characters)
- −Wound recovery time: -1 turns (all characters)
- +Character experience gain: +10%
- +Ability: "Ancestor Shieldbearers" for all lords
- +Wound recovery time: -1 turns
- Research points: 700 → 900
Oath StonesDwarfs
- −Upkeep: -5%
- +Upkeep: -10% (own armies factionwide in owned territory)
Deep Resource ExtractionDwarfs
- −Income from Iron Mines, Gold Mines and Stone Quarries: +15%
- +Income from Deep Mines: +5%
- +Income from Iron Mines, Gold Mines and Stone Quarries: +10%
The King's ShareDwarfs
- Research points: 400 → 600
Operations TrainingDwarfs
- Research points: 600 → 800
Autonomy of the HoldsDwarfs
- −Venerate the Ancestors commandment: additional -1 corruption reduction
- −Empower the Guilds commandment: additional 15 growth
- +Venerate the Ancestors commandment: additional -2 corruption reduction
- +Empower the Guilds commandment: additional 10 growth
- Research points: 500 → 700
SealstonesDwarfs
- −Corruption: -3 (all provinces)
- +Corruption: -2
- Research points: 600 → 800
Vanguard ProficiencyDwarfs
- Research points: 400 → 600
- −Range: +10% for Irondrakes units
- +Range: +10% for Dwarf Engineers and Irondrakes units
Retainers' VowsDwarfs
- Research points: 500 → 700
Gromril PicksDwarfs
- +Income from Deep Mines: +5%
- Research points: 500 → 700
Toolmakers' GuildDwarfs
- −Income from Industry building chain: +5%
- +Income from Industry building chain: +10%
- Research points: 400 → 600
Water-Proof PackagingDwarfs
- −Tradable resources produced: +15%
- +Tradable resources produced: +10%
- Research points: 500 → 700
Include Related FamiliesDwarfs
- −Lord recruit rank: +3
- +Hero and Lord recruit rank: +2
Renowned DeadeyesDwarfs
- Research points: 400 → 600
Masterwork CrossbowsDwarfs
- Research points: 500 → 700
Assembly LinesDwarfs
- −Recruit rank: +2 for Irondrakes units
- +Recruit rank: +2 for Dwarf Engineers and Irondrakes units
- Research points: 400 → 600
Field EngineersDwarfs
- Research points: 500 → 700
Master-Crafted WeaponsDwarfs
- Research points: 600 → 800
Interchangeable PartsDwarfs
- Research points: 500 → 700
Construction DutyDwarfs
- Research points: 500 → 700
Iron PriceDwarfs
- Research points: 500 → 700
Volatile VolleyDwarfs
- Research points: 500 → 700
Artillery EntrenchmentDwarfs
- Research points: 600 → 800
- −Attribute: Fire Whilst Moving for Gyrocopters (excluding Brimstone Guns) and Gyrobombers units
- Research points: 600 → 800