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

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

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Belegar Ironhammerwh_dlc06_dwf_cha_belegar_ironhammer_015,988 → 6,500120 → 13060 → 5060 → 65290 → 200160 → 2501,200 → 2,800900 → 1,400Missile 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!
Dramar Hammerfistwh_dlc06_dwf_cha_master_engineer_ghost_013,908 → 3,5000 → 1042 → 4032 → 350 → 125280 → 2251,000 → 1,8001,050 → 900Leadership 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
Runelordwh_dlc06_dwf_cha_runelord_014,348 → 5,5001204040 → 45240 → 200100 → 2251,000 → 2,000850 → 1,000Leadership 75 → 80; Charge bonus 16 → 30; Mass 1,100 → 1,250; Upkeep 250 → 400; Spell resistance 35% → 40%; New: Undying Oath, Stand Your Ground!
Runelordwh_dlc06_dwf_cha_runelord_115,552 → 6,5001204047 → 50240 → 200100 → 2251,250 → 2,8001,200 → 1,400Leadership 85 → 80; Charge bonus 18 → 40; Upkeep 312 → 500; Physical resistance 25% → 15%; New: Undying Oath, Stand Your Ground!
Throni Ironbrowwh_dlc06_dwf_cha_runesmith_ghost_013,908 → 3,7500 → 1040 → 4536 → 350 → 125320 → 2251,000 → 1,6001,100 → 800Leadership 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
King Lunn Ironhammerwh_dlc06_dwf_cha_thane_ghost_014,168 → 4,5000 → 1055500 → 175250 → 2751,000 → 1,6001,000 → 800Missile 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
Halkenhaf Stonebeardwh_dlc06_dwf_cha_thane_ghost_114,168 → 4,7500 → 1040650 → 275250 → 1751,000 → 1,6001,000 → 800Missile 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
Thorgrim Grudgebearerwh_main_dwf_cha_high_king_thorgrim_grudgebearer_118,208 → 8,000125 → 12052 → 4562 → 653002001,200 → 3,2001,400 → 1,600Leadership 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
High Lordwh_main_dwf_cha_lord_014,892 → 6,00012050 → 6060 → 50270 → 150150 → 3001,000 → 2,000700 → 1,000Missile 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
Master Engineerwh_main_dwf_cha_master_engineer_013,908 → 4,750120 → 11538 → 4030 → 3560 → 125220 → 2251,000 → 1,600550 → 800Leadership 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
Runesmithwh_main_dwf_cha_rune_smith_013,908 → 5,0001204030 → 45230 → 12590 → 2251,000 → 1,400450 → 700Charge 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
Thanewh_main_dwf_cha_thane14,168 → 5,50012050 → 4555 → 65260 → 275140 → 1751,000 → 1,400550 → 700Missile 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
Ungrim Ironfistwh_main_dwf_cha_ungrim_ironfist15,536 → 7,00012065 → 7050 → 40130 → 100310 → 4001,200 → 3,0001,150 → 1,500Speed 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
Grombrindal – The White Dwarfwh_pro01_dwf_cha_grombrindal_016,620 → 7,750125 → 1207045 → 50185 → 250315 → 3001,400 → 3,3001,500 → 1,650Speed 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
Felixwh2_pro08_neu_cha_felix14,168 → 5,000705055115 → 125265 → 175800 → 0800 → 1,000Speed 34 → 35; Mass 800 → 1,000; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Flow of Battle, Immune to Psychology; Removed: Foe-Seeker
Gotrekwh2_pro08_neu_cha_gotrek15,902 → 7,75007050120 → 1503501,100 → 01,150 → 1,300Speed 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
Hans Valhirssonwh2_dlc17_dwf_cha_thane_ghost_214,168 → 4,4000 → 1065 → 55500 → 175375 → 2751,000 → 1,6001,000 → 800Bonus 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
Thorek Ironbrowwh2_dlc17_dwf_cha_thorek_ironbrow_015,424 → 6,0001204545 → 50140 → 225260 → 2501,000 → 3,0001,100 → 1,500Charge bonus 16 → 30; Melee attack interval 3.8 s → 4 s; Upkeep 250 → 0; Spell resistance 35% → 40%; New: Undying Oath, Rally!
Thorek Ironbrowwh2_dlc17_dwf_cha_thorek_ironbrow_116,628 → 7,0001204550 → 55140 → 225260 → 2501,400 → 3,8001,550 → 1,900Leadership 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!
Dwarf Warriorswh_main_dwf_inf_dwarf_warrior_01007,800 → 15,00085 → 8022 → 304021 → 207 → 15450 → 1,000450 → 500Speed 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
Minerswh_main_dwf_inf_miners_01007,600 → 12,5008020 → 2518 → 255 → 1017 → 20325 → 700325 → 350Leadership 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
Bolt Throwerswh_dlc06_dwf_art_bolt_thrower_08 → 46,928 → 6,84040 → 6016 → 202021 → 257 → 10700 → 1,000750 → 500Leadership 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)
Grudge Throwerswh_main_dwf_art_grudge_thrower44,576 → 6,84040 → 6016 → 202021 → 257 → 10700 → 1,300700 → 650Leadership 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
Dwarf Warriors (Great Weapons)wh_main_dwf_inf_dwarf_warrior_11007,800 → 15,00085 → 8024 → 3530 → 358 → 1524 → 25500 → 1,000500Speed 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
Quarrellerswh_main_dwf_inf_quarrellers_0805,600 → 10,0008018 → 2528 → 3021 → 257 → 10550 → 1,150550 → 575Missile 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
Bugman's Rangerswh_dlc06_dwf_inf_bugmans_rangers_0806,400 → 10,00040 → 8024 → 3538 → 4023 → 309 → 15800 → 1,800800 → 900Missile 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)
Rangerswh_dlc06_dwf_inf_rangers_0805,440 → 10,00040 → 6018 → 3026 → 3521 → 207 → 15525 → 1,400525 → 700Missile 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)
Rangers (Great Weapons)wh_dlc06_dwf_inf_rangers_1805,440 → 10,00040 → 6022 → 3520 → 308 → 1024 → 25600 → 1,400600 → 700Leadership 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)
Cannonswh_main_dwf_art_cannon44,476 → 6,84040 → 6016 → 202021 → 257 → 10800 → 1,550800 → 775Leadership 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
Longbeardswh_main_dwf_inf_longbeards100 → 808,600 → 20,000100 → 11030 → 3548 → 45257 → 15700 → 2,000700 → 1,000Leadership 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
Longbeards (Great Weapons)wh_main_dwf_inf_longbeards_1100 → 808,600 → 20,000100 → 11030 → 4038 → 4010 → 1526 → 30750 → 2,000750 → 1,000Leadership 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
Miners (Blasting Charges)wh_main_dwf_inf_miners_11007,600 → 12,5008020 → 2518 → 255 → 1017 → 20450 → 800450 → 400Leadership 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
Quarrellers (Great Weapons)wh_main_dwf_inf_quarrellers_1805,600 → 10,0008024 → 3022 → 258 → 1524 → 20575 → 1,150575Leadership 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
Thundererswh_main_dwf_inf_thunderers_0805,680 → 10,0008020 → 2528 → 3021 → 257 → 10700 → 1,450700 → 725Missile 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
Gyrocopterswh_main_dwf_veh_gyrocopter_012 → 44,248 → 7,000100 → 13030 → 406 → 538 → 5012 → 25800 → 1,700800 → 850Leadership 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
Organ Gunswh_main_dwf_art_organ_gun44,476 → 6,84040 → 6016 → 202021 → 257 → 101,000 → 1,6001,000 → 800Leadership 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
Hammererswh_main_dwf_inf_hammerers100 → 6010,000 → 18,000100 → 11046 → 4538 → 3514 → 1041 → 501,200 → 3,5001,200 → 1,750Speed 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
Ironbreakerswh_main_dwf_inf_ironbreakers100 → 809,600 → 22,00012534 → 3566 → 6522 → 3010 → 201,250 → 3,5001,250 → 1,750Missile 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
Irondrakeswh_main_dwf_inf_irondrakes_028 → 323,584 → 5,600125 → 12020 → 3027 → 3017 → 253 → 5700 → 2,400700 → 1,200Leadership 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
Slayerswh_main_dwf_inf_slayers808,640 → 16,000038 → 4532 → 3032 → 3516 → 25900 → 2,000900 → 1,000Bonus 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
Gyrocopters (Brimstone Guns)wh_main_dwf_veh_gyrocopter_112 → 44,248 → 7,000100 → 13030 → 406 → 538 → 5012 → 25850 → 1,700850Leadership 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
Giant Slayerswh2_dlc10_dwf_inf_giant_slayers80 → 4010,400 → 16,000048 → 4534 → 4016 → 3536 → 501,200 → 3,5001,200 → 1,750Bonus 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
Gob-Lobbers (Grudge Throwers)wh_dlc06_dwf_art_gob_lobber_044,576 → 9,04040 → 8022 → 2027 → 3021 → 257 → 15900 → 1,700900 → 850Leadership 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
Dragonback Slayers (Slayers)wh_dlc06_dwf_inf_dragonback_slayers_080 → 208,640 → 16,000048 → 5541 → 4532 → 5016 → 751,150 → 4,0001,200 → 2,000Bonus 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
Ekrund Miners (Miners – Blasting Charges)wh_dlc06_dwf_inf_ekrund_miners_01007,600 → 14,50080 → 11529 → 3024 → 255 → 1517 → 30600 → 1,600600 → 800Leadership 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
Norgrimlings Ironbreakers (Ironbreakers)wh_dlc06_dwf_inf_norgrimlings_ironbreakers_0120 → 10011,520 → 27,50012543 → 3579 → 6522 → 2010 → 301,650 → 4,0001,650 → 2,000Missile 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
The Skolder Guard (Irondrakes)wh_dlc06_dwf_inf_norgrimlings_irondrakes_028 → 323,584 → 7,200125 → 12027 → 3035 → 3017 → 103 → 201,050 → 2,9001,050 → 1,450Leadership 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
The Grumbling Guard (Longbeards – Great Weapons)wh_dlc06_dwf_inf_old_grumblers_0100 → 808,600 → 20,000100 → 11038 → 4048 → 5510 → 1526 → 301,000 → 2,5001,000 → 1,250Leadership 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
Peak Gate Guard (Hammerers)wh_dlc06_dwf_inf_peak_gate_guard_0100 → 6010,000 → 18,000100 → 11057 → 5548 → 4014 → 1041 → 601,550 → 4,0001,550 → 2,000Leadership 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
Ulthar's Raiders (Rangers – Great Weapons)wh_dlc06_dwf_inf_ulthars_raiders_0805,440 → 10,00040 → 8029 → 4027 → 358 → 1024 → 30750 → 1,800750 → 900Leadership 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)
Warriors of Dragonfire Pass (Dwarf Warriors)wh_dlc06_dwf_inf_warriors_dragonfire_pass_0100 → 1207,800 → 18,00085 → 11529 → 3050 → 4022 → 206 → 15700 → 1,500700 → 750Leadership 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
Skyhammer Squadron (Gyrobombers)wh_dlc06_dwf_veh_skyhammer_04 → 14,248 → 6,000100 → 130506 → 1068 → 7520 → 501,400 → 3,2001,400 → 1,600Leadership 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
Flame Cannonswh_main_dwf_art_flame_cannon44,476 → 6,84040 → 6016 → 202021 → 257 → 101,100 → 1,7001,100 → 850Leadership 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
Irondrakes (Trollhammer Torpedoes)wh_main_dwf_inf_irondrakes_228 → 323,584 → 5,600125 → 12020 → 3027 → 3017 → 253 → 5900 → 2,400900 → 1,200Leadership 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
Gyrobomberswh_main_dwf_veh_gyrobomber4 → 14,248 → 6,000100 → 13040 → 454 → 568 → 7520 → 501,150 → 2,4001,150 → 1,200Leadership 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
Yoked Carnosaurwh2_dlc17_dwf_mon_carnosaur_thorek_017,944 → 11,00095 → 7545 → 6540 → 45120 → 100360 → 40001,500 → 2,000Leadership 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
Ulrika Magdovawh3_dlc23_neu_cha_ulrika13,968 → 5,000505046 → 502502001,000 → 2,000900 → 1,000Speed 40 → 50; Ammunition 30 → 50; Missile base damage 124 → 200; Missile AP damage 84 → 100; Physical resistance 5% → 10%; Removed: Encourage
Ulrika Magdovawh3_dlc23_neu_cha_ulrika_warhorse14,580 → 5,50080 → 505046 → 402502001,150 → 2,4001,100 → 1,200Speed 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
Goblin Hewerswh3_dlc25_dwf_art_goblin_hewer46,420 → 11,800038 → 4532 → 3032 → 3516 → 25950 → 2,500950 → 1,250Bonus 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
Daemon Slayerwh3_dlc25_dwf_cha_daemon_slayer15,302 → 7,000060 → 6545 → 55370 → 400130 → 2001,000 → 1,800900Missile 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
Dragon Slayerwh3_dlc25_dwf_cha_dragon_slayer14,502 → 6,500055 → 6045 → 50110 → 100300 → 400700 → 1,200700 → 600Speed 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
Garagrim Ironfistwh3_dlc25_dwf_cha_garagrim_ironfist15,084 → 6,50006050120 → 100300 → 4000 → 1,600800Speed 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
Malakai Makaissonwh3_dlc25_dwf_cha_malakai_makaisson14,620 → 6,00005545280 → 300120 → 1501,200 → 2,1001,050Speed 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
Doomseekerswh3_dlc25_dwf_inf_doomseekers32 → 408,960 → 16,000054 → 6048 → 5017 → 3038 → 501,350 → 3,5001,350 → 1,750Bonus 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
The Brotherhood of Grimnir (Doomseekers)wh3_dlc25_dwf_inf_doomseekers_ror32 → 408,960 → 16,000066 → 7059 → 5017 → 3038 → 501,600 → 4,0001,600 → 2,000Speed 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
Slayer Pirateswh3_dlc25_dwf_inf_slayer_pirates808,640 → 16,000038 → 3532 → 2523 → 359 → 25750 → 2,000750 → 1,000Charge 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
Long Drong's Slayer Pirateswh3_dlc25_dwf_inf_slayer_pirates_ror808,640 → 16,000048 → 5541 → 2523 → 359 → 25900 → 2,800900 → 1,400Charge 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
Thunderers (Grudge-Rakers)wh3_dlc25_dwf_inf_thunderers_grudge_rakers805,680 → 10,0008020 → 2528 → 3021 → 257 → 10850 → 1,450850 → 725Missile 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
The Grimdelvers (Thunderers)wh3_dlc25_dwf_inf_thunderers_ror805,680 → 10,0008027 → 2536 → 4021 → 257 → 10950 → 2,000950 → 1,000Missile 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
Thunderbargewh3_dlc25_dwf_veh_thunderbarge111,560 → 16,00080 → 100204 → 01503503,200 → 5,6003,400 → 2,800Melee 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
The Spirit of Grungniwh3_dlc25_dwf_veh_thunderbarge_grungni_mp112,580 → 20,00880 → 100204 → 01503503,600 → 6,4003,800 → 3,200Melee 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
Grudge Throwers (Grudge Settlers)wh3_dlc25_dwf_art_grudge_thrower_grudge_reward44,576 → 6,84040 → 6016 → 202021 → 257 → 10700 → 1,650700 → 825Leadership 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
Flame Cannons (Grudge Settlers)wh_main_dwf_art_flame_cannon_grudge_reward46,276 → 6,840125 → 1202027 → 2017 → 253 → 101,200 → 2,1001,200 → 1,050Leadership 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
Hammerers (Grudge Settlers)wh_main_dwf_inf_hammerers_grudge_reward100 → 6010,000 → 18,000100 → 11046 → 4538 → 3514 → 1041 → 501,200 → 4,2001,200 → 2,100Leadership 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
Irondrakes (Grudge Settlers)wh_main_dwf_inf_irondrakes_0_grudge_reward28 → 323,584 → 5,600125 → 12020 → 3027 → 3017 → 253 → 5700 → 3,000700 → 1,500Leadership 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
Longbeards (Great Weapons – Grudge Settlers)wh_main_dwf_inf_longbeards_1_grudge_reward100 → 808,600 → 20,000100 → 11030 → 4038 → 5010 → 1526 → 30750 → 2,500750 → 1,250Leadership 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
Quarrellers (Great Weapons – Grudge Settlers)wh_main_dwf_inf_quarrellers_1_grudge_reward805,600 → 12,0008024 → 3022 → 258 → 1524 → 20600 → 1,450600 → 725Leadership 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
Slayers (Grudge Settlers)wh_main_dwf_inf_slayers_grudge_reward808,640 → 16,000038 → 4532 → 3032 → 3516 → 25900 → 2,500900 → 1,250Bonus 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
Gyrocopters (Trollhammers – Grudge Settlers)wh_main_dwf_veh_gyrocopter_1_grudge_reward12 → 44,248 → 7,000100 → 13030 → 406 → 538 → 5012 → 251,000 → 2,1001,000 → 1,050Leadership 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 modelHealth6,000Armour10Leadership100Speed40Melee attack60Melee defence40Weapon strength (base + AP)500Charge bonus50Physical resistance %25Missile resistance %10Magic resistance %40Multiplayer cost1,000
  • Master Engineer (Gyrocopter)wh_main_dwf_cha_master_engineer_gyro1 modelHealth5,750Armour130Leadership72Speed110Melee attack40Melee defence20Weapon strength (base + AP)150Charge bonus40Missile damage (base + AP)100Range125Missile resistance %25Magic resistance %25Fire resistance %25Multiplayer cost1,300
  • Guild Masterdwf_cha_engineer_lord1 modelHealth5,000Armour115Leadership75Speed32Melee attack40Melee defence45Weapon strength (base + AP)350Charge bonus25Missile damage (base + AP)150Range140Missile resistance %15Magic resistance %40Multiplayer cost1,000
  • Ironfist Slayers (Slayers)dwf_daemon_slayer20 modelsHealth16,000Armour10Leadership100Speed40Melee attack60Melee defence30Weapon strength (base + AP)150Charge bonus50Missile damage (base + AP)200Range75Physical resistance %25Magic resistance %40Multiplayer cost2,000
  • Ancestral Shieldbearersdwf_oathsworn20 modelsHealth5,000Armour10Leadership100Speed30Melee attack50Melee defence55Weapon strength (base + AP)60Charge bonus30Physical resistance %75Missile resistance %50Multiplayer cost500
  • Dwarf Engineersdwf_sniper32 modelsHealth5,600Armour65Leadership70Speed30Melee attack30Melee defence30Weapon strength (base + AP)30Charge bonus5Missile damage (base + AP)15Range125Missile resistance %25Magic resistance %40Multiplayer cost1,300
  • Thunderers (Drakeguns)dwf_thunderers_grudge80 modelsHealth10,000Armour80Leadership70Speed30Melee attack25Melee defence30Weapon strength (base + AP)35Charge bonus10Missile damage (base + AP)4Range70Magic resistance %40Multiplayer cost725
  • Everguard with Greathammers (Hammerers)dwf_everguard60 modelsHealth18,000Armour110Leadership90Speed30Melee attack45Melee defence40Weapon strength (base + AP)60Charge bonus25Missile resistance %40Magic resistance %40Multiplayer cost2,000
  • Everguard with Shields (Hammerers)dwf_everguard_shield60 modelsHealth18,000Armour110Leadership90Speed30Melee attack35Melee defence50Weapon strength (base + AP)50Charge bonus15Missile resistance %40Magic resistance %40Multiplayer cost2,000

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

  • −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)
  • −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
  • −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
  • −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
  • −Control: +5
  • −Wine resource production: 36 barrels
  • +Control: +6
  • +Wine resource production: 45 barrels
  • +Oathgold: 10 per turn
  • −Control: +6
  • −Wine resource production: 54 barrels
  • +Control: +8
  • +Wine resource production: 60 barrels
  • +Oathgold: 20 per turn
  • −Income generated: 100
  • −Exotic Animals resource production: 16 cages
  • +Income generated: 25
  • +Exotic Animals resource production: 15 cages
  • +Upkeep: -2% (own armies in province)
  • −Income generated: 150
  • −Exotic Animals resource production: 24 cages
  • +Income generated: 50
  • +Exotic Animals resource production: 30 cages
  • +Upkeep: -4% (own armies in province)
  • −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
  • −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)
  • −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)
  • −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
  • −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
  • −Income generated: 100
  • −Carved Obsidian resource production: 20 chests
  • +Income generated: 25
  • +Carved Obsidian resource production: 15 chests
  • −Income generated: 150
  • +Income generated: 50
  • −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
  • −Income generated: 100
  • −Spices resource production: 16 sacks
  • +Income generated: 25
  • +Spices resource production: 15 sacks
  • −Income generated: 150
  • −Spices resource production: 24 sacks
  • +Income generated: 50
  • +Spices resource production: 30 sacks
  • −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
  • −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
  • −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
  • −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)
  • −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)
  • −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)
  • −Recruit rank: +4 for Miners units
  • +Recruit rank: +4 for Miners units (own armies in province)
  • −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)
  • −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)
  • −Income generated: 500
  • +Income generated: 1000
  • −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
  • −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)
  • +Growth: +10 (The Ancestral Throng only)
  • +Missile damage: +4% when under siege (own armies in province)
  • Cost: 2000 → 2500
  • Units: 2 → 1
  • +Growth: +15 (The Ancestral Throng only)
  • +Missile damage: +8% when under siege (own armies in province)
  • Cost: 3000 → 5000
  • Units: 4 → 3
  • −Unit experience gain per turn: +150
  • +Unit experience gain per turn: +250 (army)
  • −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)
  • −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)
  • +Unit capacity: +2 Flame Cannon, Organ Gun and Cannons
  • +Unit capacity: +4 Flame Cannon, Organ Gun and Cannons
  • +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)
  • −Upkeep: -15%
  • +Upkeep: -15% (army)
  • −Casualty replenishment rate: +4%
  • −Horde growth: +5
  • +Casualty replenishment rate: +4% (army)
  • +Horde growth: +5 (army)
  • −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)
  • −Unlocks Hero recruitment: Master Engineer
  • +Unlocks Hero recruitment: Master Engineer (army)
  • +Unit capacity: +2 Gyrocopter and Gyrobomber
  • −Unlocks Hero recruitment: Master Engineer
  • +Unlocks Hero recruitment: Master Engineer (army)
  • +Unit capacity: +4 Gyrocopter and Gyrobomber
  • −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
  • −Campaign movement range: +5%
  • +Campaign movement range: +5% for armies (army)
  • −Campaign movement range: +10%
  • +Campaign movement range: +10% for armies (army)
  • −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)
  • Units: 2 → 1
  • Units: 4 → 3
  • −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)
  • −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)
  • −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
  • −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
  • −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
  • −Circle of Influence size: +25%
  • −Horde recruitment capacity +1
  • +Circle of Influence size: +25% (army)
  • +Horde recruitment capacity +1 (army)
  • −Circle of Influence size: +50%
  • −Horde recruitment capacity +2
  • +Circle of Influence size: +50% (army)
  • +Horde recruitment capacity +2 (army)
  • −Unlocks Hero recruitment: Dragon Slayer
  • +Unlocks Hero recruitment: Dragon Slayer (local province)
  • −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)
  • −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)
  • −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)
  • −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)
  • +Construction cost: +10% for Great Gate buildings (all regions factionwide)
  • Cost: 9000 → 10000
  • −Construction cost: -5% for Great Gate buildings (factionwide)
  • +Construction cost: -5% for Great Gate buildings (all regions factionwide)
  • Turns: 12 → 15
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
  • −Casualty replenishment rate: +4% (armies in region)
  • +Casualty replenishment rate: +4% (any armies in region)
  • −Ivory resource production: 16 tusks
  • −Income generated: 100
  • +Ivory resource production: 15 tusks
  • +Income generated: 25
  • −Ivory resource production: 24 tusks
  • −Income generated: 150
  • +Ivory resource production: 30 tusks
  • +Income generated: 50
  • −Ivory resource production: 36 tusks
  • −Income generated: 200
  • +Ivory resource production: 45 tusks
  • +Research rate: +10
  • +Income generated: 100
  • +Oathgold: 10 per turn
  • −Ivory resource production: 54 tusks
  • −Income generated: 300
  • +Ivory resource production: 60 tusks
  • +Research rate: +20
  • +Income generated: 150
  • +Oathgold: 20 per turn
  • −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)
  • Turns: 1 → 2
  • −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
  • Turns: 1 → 2
Gold VeinDwarfs
  • Turns: 1 → 2
  • Turns: 1 → 2
  • −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
  • −Unit experience gain per turn: +100 (armies in province)
  • +Unit experience gain per turn: +100 (own armies in province)
  • Turns: 1 → 2
  • Turns: 1 → 2
  • −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
  • −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
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • −Growth: +5
  • Cost: 5000 → 6000
  • −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
  • Turns: 3 → 4
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • Cost: 5000 → 6000
  • Turns: 5 → 6
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • Cost: 1000 → 2000
  • Turns: 3 → 4
  • Cost: 1000 → 2000
  • Turns: 3 → 4
  • Cost: 1000 → 2000
  • Turns: 3 → 4
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • −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
  • −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
  • −Character experience gain: +10% (all characters)
  • −Skaven corruption: +5
  • +Character experience gain: +10% (all characters factionwide)
  • +Chaos Undivided corruption: +5
  • Cost: 5000 → 6000
  • −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
  • −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
  • −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
  • Turns: 1 → 2
  • Cost: 3000 → 5000
  • Turns: 3 → 4
  • Cost: 6000 → 7500
  • Turns: 5 → 6
  • Turns: 1 → 2
  • Cost: 3000 → 5000
  • Turns: 3 → 4
  • Cost: 6000 → 7500
  • Turns: 5 → 6
  • Turns: 1 → 2
  • −High King Decrees: +1
  • Cost: 3000 → 5000
  • Turns: 3 → 4
  • −High King Decrees: +2
  • Cost: 6000 → 7500
  • Turns: 5 → 6
  • Turns: 1 → 2
  • −High King Decrees: +1
  • Cost: 3000 → 5000
  • Turns: 3 → 4
  • −High King Decrees: +2
  • Cost: 6000 → 7500
  • Turns: 5 → 6
  • −Army ability: "Call the Miners" (armies in region)
  • +Army ability: "Call the Miners" (own armies in region)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • −Recruitment cost: -10% (armies in province)
  • +Recruitment cost: -10% for all units (own armies in province)
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • −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
  • −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
  • −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
  • −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
  • +Melee defence: +1 when under siege (own armies in province)
  • +Growth: +5 (The Ancestral Throng only)
  • Cost: 1000 → 1250
  • Turns: 1 → 2
  • −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
  • −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
  • +Missile resistance: 5% when under siege (own armies in province)
  • +Income generated: 50 (The Ancestral Throng only)
  • Cost: 2000 → 2500
  • Units: 1 → 0
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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%
  • −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%
  • −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
  • −Construction cost: -8% for all buildings (local province)
  • −Income generated: 300
  • +Income generated: 200
  • +Control: -1
  • Turns: 2 → 3
  • −Construction cost: -10% for all buildings (local province)
  • −Income generated: 400
  • +Income generated: 300
  • +Control: -2
  • Turns: 3 → 4
  • −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
  • +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
  • −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
  • −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
  • −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
  • −Income generated: 100
  • −Dyes resource production: 20 ounces
  • +Income generated: 25
  • +Dyes resource production: 15 ounces
  • −Income generated: 150
  • +Income generated: 50
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −Oathgold: 40 per turn
  • −Golden Idols resource production: 8 chests
  • +Oathgold: 30 per turn
  • +Golden Idols resource production: 9 chests
  • −Oathgold: 50 per turn
  • +Oathgold: 40 per turn
  • −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
  • −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
  • −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
  • −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
  • −Income generated: 100
  • −Marble resource production: 20 slabs
  • +Income generated: 25
  • +Marble resource production: 15 slabs
  • −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
  • −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
  • −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
  • −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
  • −Income generated: 150
  • −Growth: +22
  • +Income generated: 50
  • +Growth: +20
  • −Income generated: 200
  • −Control: +5
  • +Income generated: 100
  • +Control: +6
  • +Oathgold: 10 per turn
  • −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
  • +When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Income generated: 80
  • −Growth: +10
  • +Income generated: 250
  • +Growth: +5
  • −Income generated: 120
  • −Growth: +20
  • +Income generated: 250
  • +Growth: +10
  • −Income generated: 160
  • −Growth: +30
  • +Income generated: 250
  • +Growth: +15
DwarfholdDwarfs
  • −Income generated: 200
  • −Growth: +40
  • +Income generated: 250
  • +Growth: +20
  • −Income generated: 240
  • −Growth: +50
  • +Income generated: 250
  • +Growth: +25
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
  • −Income generated: 80
  • −Growth: +10
  • +Income generated: 150
  • +Growth: +5
  • −Income generated: 120
  • −Growth: +20
  • +Income generated: 150
  • +Growth: +10
  • −Income generated: 160
  • −Growth: +30
  • +Income generated: 150
  • +Growth: +15
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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%
  • −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%
  • −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%
  • −Recruit rank: +1 for all units
  • +Ammunition: +10% when under siege (own armies in region)
  • +Control: +1 (The Ancestral Throng only)
  • Cost: 2000 → 2500
  • −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
  • −Growth: +10
  • +Growth: +5
  • +Income from Ports: +1% (all regions factionwide)
  • +Defensive supplies: +600
  • −Income generated: 300
  • −Growth: +20
  • +Income generated: 200
  • +Growth: +10
  • +Income from Ports: +2% (all regions factionwide)
  • +Defensive supplies: +1200
  • −Income generated: 500
  • −Growth: +30
  • +Income generated: 400
  • +Growth: +15
  • +Income from Ports: +3% (all regions factionwide)
  • +Defensive supplies: +1800
  • −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
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Improved tower projectiles: Bullets
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −Defensive supplies: +1000
  • −Income generated: 200
  • −Improved tower projectiles: Cannon Balls
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −Defensive supplies: +1000
  • −Income generated: 250
  • −Improved tower projectiles: Fused Beer Kegs
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −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
  • −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)
Skrat MineDwarfsnew
  • +Income generated: 150
  • +Only one economy building can be built in each settlement
Gorl MineDwarfsnew
  • +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)
Deep GrungDwarfsnew
  • +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
Azgal DumDwarfsnew
  • +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)
Grizal CacheDwarfsnew
  • +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)
Chuf HallDwarfsnew
  • +Upkeep: -4% (own armies in province)
  • +Growth: +20
  • +Vigour loss reduction: -4% (own armies in province)
Dwarf LarderDwarfsnew
  • +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)
Makaz UngorDwarfsnew
  • +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
IrkulDwarfsnew
  • +Control: +8
  • +Control: +2 in adjacent provinces
  • +Income from all buildings: -10% (all regions in province)
  • +Corruption: -2
  • +Oathgold: 10 per turn
ThindrongolDwarfsnew
  • +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
Gazul ShrineDwarfsnew
  • +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)
Valaya ShrineDwarfsnew
  • +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

  • Research points: 500 → 700
  • Research points: 500 → 700
  • Research points: 500 → 700
  • Research points: 600 → 800
  • +Weapon strength: +10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units
  • Research points: 600 → 800
  • Research points: 500 → 700
  • −Income from Province Capital/Settlement buildings: +15%
  • +Income from Province Capital/Settlement buildings: +10%
  • Research points: 400 → 600
  • Research points: 500 → 700
  • −Local recruitment capacity: +1 (all provinces)
  • +Local recruitment capacity: +1
  • Research points: 400 → 600
  • Research points: 500 → 700
  • Research points: 400 → 600
  • Research points: 500 → 700
  • Research points: 600 → 800
  • Research points: 500 → 700
  • −Defensive supplies: +500
  • +Defensive supplies: +1000
  • Research points: 400 → 600
  • Research points: 600 → 800
  • −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
  • −Ambush defence chance: +20% (all armies)
  • +Ambush defence chance: +20%
  • Research points: 600 → 800
  • Research points: 400 → 600
  • Research points: 500 → 700
  • −Speed: +20% for all Slayer units
  • +Speed: +25% for all Slayer units
  • −Removes and prevents all 'Blocked Tunnels' in all Deeps locations
  • Research points: 100 → 300
  • Research points: 300 → 500
  • −Campaign movement range: +5%
  • +Campaign movement range: +5% for armies
  • Research points: 500 → 700
  • Research points: 700 → 900
  • Research points: 100 → 300
  • Research points: 300 → 500
  • Research points: 500 → 700
  • −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
  • −Upkeep: -5%
  • +Upkeep: -10% (own armies factionwide in owned territory)
  • −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%
  • Research points: 400 → 600
  • Research points: 600 → 800
  • −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
  • −Corruption: -3 (all provinces)
  • +Corruption: -2
  • Research points: 600 → 800
  • Research points: 400 → 600
  • −Range: +10% for Irondrakes units
  • +Range: +10% for Dwarf Engineers and Irondrakes units
  • Research points: 500 → 700
  • +Income from Deep Mines: +5%
  • Research points: 500 → 700
  • −Income from Industry building chain: +5%
  • +Income from Industry building chain: +10%
  • Research points: 400 → 600
  • −Tradable resources produced: +15%
  • +Tradable resources produced: +10%
  • Research points: 500 → 700
  • −Lord recruit rank: +3
  • +Hero and Lord recruit rank: +2
  • Research points: 400 → 600
  • Research points: 500 → 700
  • −Recruit rank: +2 for Irondrakes units
  • +Recruit rank: +2 for Dwarf Engineers and Irondrakes units
  • Research points: 400 → 600
  • Research points: 500 → 700
  • Research points: 600 → 800
  • Research points: 500 → 700
  • Research points: 500 → 700
  • Research points: 500 → 700
  • Research points: 500 → 700
  • Research points: 600 → 800
  • −Attribute: Fire Whilst Moving for Gyrocopters (excluding Brimstone Guns) and Gyrobombers units
  • Research points: 600 → 800