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

SFO The Empire units

157 The Empire units SFO: Grimhammer III changes against patch 9.0.4, 19 it adds, and 143 skills, 194 buildings and 61 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
Boris Todbringerwh_dlc03_emp_cha_boris_todbringer_014,287 → 5,50095 → 10062 → 6053 → 55290 → 200140 → 225900 → 2,400900 → 1,200Missile block 55% → 50%; Leadership 80 → 75; Speed 34 → 35; Charge bonus 55 → 45; Mass 800 → 1,500; Upkeep 225 → 0; New: Imperial Allegiance, Stand Your Ground!, Immune to Psychology; Removed: Eye for an Eye, Protector of the Empire
Boris Todbringerwh_dlc03_emp_cha_boris_todbringer_114,900 → 5,750115 → 12062 → 6053 → 45290 → 200140 → 2251,150 → 3,0001,150 → 1,500Missile block 35% → 50%; Leadership 80 → 75; Speed 78 → 70; Mass 2,300 → 3,000; Upkeep 287 → 0; New: Imperial Allegiance, Stand Your Ground!, Immune to Psychology; Removed: Eye for an Eye, Protector of the Empire
Boris Todbringerwh_dlc03_emp_cha_boris_todbringer_215,200 → 6,00010062 → 6053 → 45290 → 200140 → 2251,450 → 3,4001,450 → 1,700Missile block 35% → 50%; Leadership 80 → 75; Speed 105 → 125; Charge bonus 80 → 85; Mass 2,300 → 2,500; Upkeep 362 → 0; New: Imperial Allegiance, Stand Your Ground!, Immune to Psychology; Removed: Eye for an Eye, Protector of the Empire
Boris Todbringerwh_dlc03_emp_cha_boris_todbringer_316,835 → 7,50010045 → 6046 → 45160 → 225290 → 2751,700 → 4,0001,700 → 2,000Missile block 35% → 50%; Leadership 80 → 75; Speed 90 → 100; Bonus vs large 0 → 30; Charge bonus 80 → 90; Mass 3,100 → 2,600; Upkeep 425 → 0; New: Imperial Allegiance, Stand Your Ground!; Removed: Eye for an Eye, Protector of the Empire
Amber Wizardwh_dlc03_emp_cha_wizard_beasts_013,420 → 4,00020 → 3030 → 4025 → 30210 → 250901,000 → 800250 → 400Leadership 55 → 60; Speed 35 → 45; Charge bonus 15 → 25; Mass 300 → 750; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit, Vanguard Deployment, Strider; Removed: Encourage, Woodsman
Amber Wizardwh_dlc03_emp_cha_wizard_beasts_213,848 → 4,50050 → 5530 → 4025210 → 250901,200 → 1,400500 → 700Leadership 55 → 60; Speed 78 → 70; Mass 1,800 → 2,750; Upkeep 300 → 325; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit; Removed: Encourage, Woodsman
Amber Wizardwh_dlc03_emp_cha_wizard_beasts_315,736 → 6,00050 → 5540 → 5030160 → 225290 → 2751,600 → 2,4001,300 → 1,200Leadership 55 → 60; Speed 90 → 100; Bonus vs large 0 → 30; Charge bonus 60 → 80; Mass 2,600 → 3,250; Upkeep 375 → 450; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit; Removed: Encourage
Amber Wizardwh_dlc03_emp_cha_wizard_beasts_414,016 → 4,75050 → 5530 → 4025210 → 250901,500 → 1,800650 → 900Leadership 55 → 60; Speed 105 → 125; Charge bonus 30 → 50; Mass 1,800 → 2,250; Upkeep 325 → 375; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit; Removed: Encourage
Arch Lectorwh_dlc04_emp_cha_arch_lector_014,068 → 5,50095 → 9035 → 5555266 → 200114 → 2251,000 → 2,000550 → 1,000Speed 31 → 32; Bonus vs infantry 10 → 0; Charge bonus 26 → 25; Mass 600 → 750; Upkeep 225 → 250; Missile resistance 15% → 25%; Spell resistance 0% → 10%; New: Imperial Allegiance, Faith's Bastion, Immune to Psychology, Immune to Contact Effects
Arch Lectorwh_dlc04_emp_cha_arch_lector_214,680 → 6,00012035 → 5555 → 45266 → 200114 → 2251,350 → 2,600800 → 1,300Speed 78 → 58; Bonus vs infantry 10 → 0; Charge bonus 46 → 55; Mass 2,100 → 2,250; Upkeep 275 → 325; Spell resistance 0% → 10%; New: Imperial Allegiance, Faith's Bastion, Immune to Psychology, Immune to Contact Effects
Volkmar the Grimwh_dlc04_emp_cha_volkmar_the_grim_014,672 → 5,50050 → 9055 → 5045 → 60230 → 200150 → 2251,100 → 2,500750 → 1,250Leadership 80 → 100; Speed 34 → 35; Mass 800 → 1,500; Upkeep 300 → 0; Missile resistance 15% → 10%; New: Grand Theogonist, Imperial Allegiance, Faith's Bastion, Causes Fear, Unbreakable, Immune to Contact Effects
Volkmar the Grimwh_dlc04_emp_cha_volkmar_the_grim_116,648 → 6,500100 → 12030 → 4025 → 45240 → 250160 → 1501,550 → 3,7001,550 → 1,850Leadership 80 → 100; Bonus vs infantry 25 → 0; Charge bonus 50 → 60; Melee attack interval 4.2 s → 4 s; Mass 4,800 → 6,000; Upkeep 387 → 0; Spell resistance 40% → 25%; New: Grand Theogonist, Imperial Allegiance, Faith's Bastion, Immune to Contact Effects; Removed: Causes Terror
Volkmar the Grimwh_dlc04_emp_cha_volkmar_the_grim_315,316 → 6,00080 → 12055 → 5045230 → 200150 → 2251,100 → 3,1001,000 → 1,550Leadership 80 → 100; Speed 78 → 70; Mass 2,300 → 3,500; Upkeep 350 → 0; Missile resistance 15% → 10%; New: Grand Theogonist, Imperial Allegiance, Faith's Bastion, Causes Fear, Unbreakable, Immune to Contact Effects
Jade Wizardwh_dlc05_emp_cha_wizard_life_013,420 → 4,00020 → 302530 → 45210 → 23590 → 401,000 → 800250 → 400Leadership 55 → 60; Speed 35 → 34; Charge bonus 15 → 20; Mass 300 → 750; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Jade Wizardwh_dlc05_emp_cha_wizard_life_213,848 → 4,50050 → 552530 → 35210 → 23590 → 401,200 → 1,400500 → 700Leadership 55 → 60; Speed 78 → 70; Charge bonus 35 → 50; Mass 1,800 → 2,750; Upkeep 300 → 325; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Jade Wizardwh_dlc05_emp_cha_wizard_life_314,016 → 4,75050 → 552530 → 35210 → 23590 → 401,500 → 1,800650 → 900Leadership 55 → 60; Speed 105 → 125; Charge bonus 35 → 60; Mass 1,800 → 2,250; Upkeep 325 → 375; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit, Hide (forest)
Grey Wizardwh_dlc05_emp_cha_wizard_shadows_013,420 → 4,00020 → 3025 → 3530 → 40210 → 22590 → 751,000 → 800250 → 400Leadership 55 → 60; Speed 35 → 34; Charge bonus 15 → 20; Mass 300 → 750; Missile resistance 15% → 20%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit, Immune to Psychology
Grey Wizardwh_dlc05_emp_cha_wizard_shadows_213,848 → 4,50050 → 5525 → 3530210 → 22590 → 751,200 → 1,400500 → 700Leadership 55 → 60; Speed 78 → 70; Charge bonus 35 → 50; Mass 1,800 → 2,750; Upkeep 300 → 325; Missile resistance 15% → 20%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit, Immune to Psychology
Grey Wizardwh_dlc05_emp_cha_wizard_shadows_314,016 → 4,75050 → 5525 → 3530210 → 22590 → 751,500 → 1,800650 → 900Leadership 55 → 60; Speed 105 → 125; Charge bonus 35 → 60; Mass 1,800 → 2,250; Upkeep 325 → 375; Missile resistance 15% → 20%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit, Hide (forest), Immune to Psychology
Balthasar Geltwh_main_emp_cha_balthasar_gelt_013,688 → 5,25020 → 5034 → 4038 → 50210 → 30090 → 1501,000 → 1,600350 → 800Leadership 65 → 70; Speed 34 → 35; Mass 900 → 1,000; Upkeep 250 → 0; New: Arcane Mastery, Imperial Allegiance, Living Metal Potion, Greater Arcane Conduit, Stand Your Ground!, Hold the Line!; Removed: Arcane Conduit, Evasion
Balthasar Geltwh_main_emp_cha_balthasar_gelt_114,464 → 6,00050 → 7034 → 4038 → 45210 → 30090 → 1501,400 → 2,600750 → 1,300Leadership 65 → 70; Speed 105 → 135; Mass 2,400 → 2,500; Upkeep 350 → 0; New: Arcane Mastery, Imperial Allegiance, Living Metal Potion, Greater Arcane Conduit, Stand Your Ground!, Hold the Line!, Hide (forest); Removed: Arcane Conduit, Evasion
Balthasar Geltwh_main_emp_cha_balthasar_gelt_313,796 → 5,7505034 → 4038 → 40210 → 30090 → 1501,350 → 2,200600 → 1,100Leadership 65 → 70; Speed 78 → 70; Mass 2,400 → 3,000; Upkeep 330 → 0; New: Arcane Mastery, Imperial Allegiance, Living Metal Potion, Greater Arcane Conduit, Stand Your Ground!, Hold the Line!; Removed: Arcane Conduit, Evasion
Empire Captainwh_main_emp_cha_captain_013,688 → 4,75085 → 10050 → 4540 → 60250125 → 1501,000 → 1,200350 → 600Missile block 35% → 50%; Leadership 65 → 70; Speed 34 → 35; Mass 600 → 1,000; Upkeep 250 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Endurance, Imperial Allegiance, Officer Squad, Deadly Onslaught, Immune to Flanking
Empire Captainwh_main_emp_cha_captain_214,176 → 5,250105 → 12050 → 4540 → 50250125 → 1501,200 → 1,800600 → 900Missile block 35% → 50%; Leadership 65 → 70; Speed 78 → 70; Mass 2,300 → 3,000; Upkeep 300 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Endurance, Imperial Allegiance, Officer Squad, Deadly Onslaught, Immune to Flanking
Empire Captainwh_main_emp_cha_captain_314,464 → 5,50085 → 10050 → 4540 → 50250125 → 1501,350 → 2,200825 → 1,100Missile block 35% → 50%; Leadership 65 → 70; Speed 105 → 125; Mass 2,300 → 2,500; Upkeep 337 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Endurance, Imperial Allegiance, Officer Squad, Deadly Onslaught, Immune to Flanking
General of the Empirewh_main_emp_cha_general_014,068 → 5,00085 → 10055 → 5045 → 50290 → 200140 → 2251,000 → 1,600600 → 800Missile block 55% → 0%; Leadership 70 → 75; Speed 34 → 35; Charge bonus 40 → 45; Mass 600 → 750; Range — → 75 m; Ammunition — → 30; Missile base damage — → 100; Missile AP damage — → 225; Reload time — → 5 s; Upkeep 250 → 200; New: Imperial Allegiance, Deadly Onslaught, Fire Whilst Moving
General of the Empirewh_main_emp_cha_general_114,680 → 5,500105 → 12055 → 5045 → 40290 → 275140 → 2251,200 → 2,200850 → 1,100Missile block 55% → 0%; Leadership 70 → 75; Speed 78 → 70; Bonus vs infantry 0 → 10; Charge bonus 65 → 70; Mass 2,100 → 2,750; Upkeep 300 → 275; New: Imperial Allegiance, Deadly Onslaught
General of the Empirewh_main_emp_cha_general_214,980 → 5,75085 → 10055 → 5045 → 40290 → 200140 → 2251,350 → 2,6001,150 → 1,300Missile block 55% → 0%; Leadership 70 → 75; Speed 105 → 125; Charge bonus 80 → 85; Mass 2,100 → 2,250; Upkeep 337 → 325; New: Imperial Allegiance, Deadly Onslaught
General of the Empirewh_main_emp_cha_general_316,384 → 7,00090 → 10047 → 5030 → 40160 → 225290 → 2751,400 → 3,2001,400 → 1,600Leadership 70 → 75; Speed 90 → 100; Bonus vs large 0 → 30; Charge bonus 70 → 90; Mass 2,900 → 3,250; Upkeep 375 → 400; New: Imperial Allegiance, Deadly Onslaught
Emperor Karl Franzwh_main_emp_cha_karl_franz_014,288 → 5,750100 → 12065 → 6045 → 50140 → 250330 → 3001,100 → 3,0001,100 → 1,500Speed 34 → 35; Charge bonus 65 → 60; Mass 800 → 1,500; Upkeep 275 → 0; New: Last Stand, Imperial Allegiance, Heroic Killing Blow
Emperor Karl Franzwh_main_emp_cha_karl_franz_116,836 → 9,750100 → 12056 → 6038 → 40145 → 250345 → 4001,900 → 5,0001,900 → 2,500Speed 90 → 130; Mass 3,300 → 3,500; Upkeep 475 → 0; New: Last Stand, Imperial Allegiance, Heroic Killing Blow
Emperor Karl Franzwh_main_emp_cha_karl_franz_215,216 → 6,250100 → 12065 → 6045 → 40140 → 250330 → 3001,500 → 4,0001,650 → 2,000Speed 105 → 125; Charge bonus 90 → 85; Mass 2,300 → 3,000; Upkeep 375 → 0; New: Last Stand, Imperial Allegiance, Heroic Killing Blow
Emperor Karl Franzwh_main_emp_cha_karl_franz_414,900 → 6,25012065 → 6045 → 40140 → 250330 → 3001,350 → 3,6001,350 → 1,800Speed 78 → 70; Charge bonus 90 → 70; Mass 2,300 → 3,500; Upkeep 337 → 0; New: Last Stand, Imperial Allegiance, Heroic Killing Blow
Warrior Priestwh_main_emp_cha_warrior_priest_013,688 → 4,75085 → 9045 → 5035 → 50240 → 175120 → 2001,000 → 1,200350 → 600Leadership 70 → 75; Speed 34 → 35; Mass 600 → 750; Upkeep 250 → 300; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Faith's Bastion, Immune to Psychology, Immune to Contact Effects
Warrior Priestwh_main_emp_cha_warrior_priest_214,176 → 5,250105 → 12045 → 5035 → 40240 → 175120 → 2001,200 → 1,800600 → 900Leadership 70 → 75; Speed 78 → 70; Mass 2,100 → 2,750; Upkeep 300 → 375; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Faith's Bastion, Immune to Psychology, Immune to Contact Effects
Witch Hunterwh_main_emp_cha_witch_hunter13,688 → 4,50045 → 7036 → 5034 → 50230 → 250100 → 1501,000 → 1,200500 → 600Leadership 65 → 75; Speed 34 → 45; Bonus vs large 0 → 30; Mass 500 → 750; Range 90 m → 100 m; Ammunition 50 → 70; Missile base damage 33 → 100; Missile AP damage 117 → 175; Reload time 4 s → 5 s; Upkeep 250 → 150; Spell resistance 25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Witch Hunter Retinue, Vigorous, Devout Hunt: Undeath, Vanguard Deployment
Bright Wizardwh_main_emp_cha_wizard_fire_013,420 → 4,00020 → 5025 → 3530 → 40210 → 22590 → 751,000 → 800250 → 400Leadership 55 → 60; Speed 35 → 34; Charge bonus 15 → 25; Mass 300 → 750; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit, Banner of Eternal Flame
Bright Wizardwh_main_emp_cha_wizard_fire_214,016 → 4,7505025 → 3530210 → 22590 → 751,350 → 1,800650 → 900Leadership 55 → 60; Speed 105 → 125; Charge bonus 35 → 40; Mass 1,800 → 2,250; Upkeep 337 → 375; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit, Banner of Eternal Flame
Bright Wizardwh_main_emp_cha_wizard_fire_313,848 → 4,50050 → 7025 → 3530210 → 22590 → 751,200 → 1,400500 → 700Leadership 55 → 60; Speed 78 → 70; Mass 1,800 → 2,750; Upkeep 300 → 325; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit, Banner of Eternal Flame
Celestial Wizardwh_main_emp_cha_wizard_heavens_013,420 → 4,00020 → 302530 → 40210 → 25090 → 01,000 → 800250 → 400Leadership 55 → 65; Speed 35 → 34; Mass 300 → 750; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Celestial Wizardwh_main_emp_cha_wizard_heavens_214,016 → 4,75050 → 552530210 → 25090 → 01,500 → 1,800650 → 900Leadership 55 → 65; Speed 105 → 125; Charge bonus 35 → 30; Mass 1,800 → 2,250; Upkeep 325 → 375; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Celestial Wizardwh_main_emp_cha_wizard_heavens_413,848 → 4,50050 → 552530210 → 25090 → 01,200 → 1,400500 → 700Leadership 55 → 65; Speed 78 → 70; Charge bonus 35 → 30; Mass 1,800 → 2,750; Upkeep 300 → 325; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Light Wizardwh_main_emp_cha_wizard_light_013,420 → 4,00020 → 302530 → 40210 → 25090 → 01,000 → 800250 → 400Leadership 55 → 65; Speed 35 → 34; Mass 300 → 750; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Light Wizardwh_main_emp_cha_wizard_light_214,016 → 4,75050 → 552530210 → 25090 → 01,500 → 1,800650 → 900Leadership 55 → 65; Speed 105 → 125; Charge bonus 35 → 30; Mass 1,800 → 2,250; Upkeep 325 → 375; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Light Wizardwh_main_emp_cha_wizard_light_413,848 → 4,50050 → 552530210 → 25090 → 01,300 → 1,400500 → 700Leadership 55 → 65; Speed 78 → 70; Charge bonus 35 → 30; Mass 1,800 → 2,750; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Amethyst Wizardwh2_pro07_emp_cha_wizard_death_013,420 → 4,00020 → 3025 → 3030 → 40210 → 23590 → 401,000 → 800250 → 400Leadership 55 → 70; Speed 35 → 34; Charge bonus 15 → 20; Mass 300 → 750; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Amethyst Wizardwh2_pro07_emp_cha_wizard_death_214,016 → 4,75050 → 5525 → 3030210 → 23590 → 401,350 → 1,800650 → 900Leadership 55 → 70; Speed 105 → 125; Charge bonus 35 → 60; Mass 1,800 → 2,250; Upkeep 337 → 375; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Amethyst Wizardwh2_pro07_emp_cha_wizard_death_313,848 → 4,50050 → 5525 → 3030210 → 23590 → 401,200 → 1,400500 → 700Leadership 55 → 70; Speed 78 → 70; Charge bonus 35 → 50; Mass 1,800 → 2,750; Upkeep 300 → 325; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Arcane Conduit
Hertwig van Halwh2_dlc13_emp_cha_hunter_doctor_hertwig_van_hal_013,988 → 4,50045 → 7040 → 5038 → 50230 → 250100 → 1501,000 → 2,000600 → 1,000Leadership 70 → 80; Speed 34 → 45; Bonus vs large 0 → 30; Mass 500 → 750; Range 90 m → 100 m; Ammunition 50 → 70; Missile base damage 33 → 100; Missile AP damage 117 → 175; Reload time 4 s → 5 s; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Devout Hunt: Undeath, Vanguard Deployment; Removed: Grim Resolve, Tools of Judgement
Jorek Grimmwh2_dlc13_emp_cha_hunter_jorek_grimm_014,188 → 5,000120 → 115403560 → 125220 → 2251,000 → 2,000750 → 1,000Charge bonus 14 → 25; Mass 1,100 → 1,250; Ammunition 50 → 60; Missile base damage 60 → 100; Missile AP damage 180 → 200; Reload time 8 s → 7 s; Spell resistance 35% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unyielding Oath, Artillery Master, Extra Powder
Kalarawh2_dlc13_emp_cha_hunter_kalara_of_wydrioth_013,988 → 4,5005058 → 5048 → 40235 → 27590 → 1501,000 → 2,000700 → 1,000Speed 42 → 50; Charge bonus 28 → 30; Melee attack interval 4 s → 3.5 s; Mass 400 → 500; Ammunition 40 → 50; Missile base damage 196 → 225; Missile AP damage 84 → 150; Reload time 8 s → 7 s; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Gifts of the Forest
Rodrik L'Anguillewh2_dlc13_emp_cha_hunter_rodrik_l_anguille_014,088 → 5,000955045 → 50255 → 300135 → 1501,000 → 2,000475 → 1,000Missile block 35% → 50%; Leadership 70 → 80; Speed 34 → 35; Bonus vs large 20 → 0; Charge bonus 45 → 40; Mass 800 → 1,000; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Coordinated Carnage, Knight's Duty, My Vow, Bolstered Command, Immune to Flanking
Huntsman Generalwh2_dlc13_emp_cha_huntsmarshal_013,908 → 4,7504543 → 4540270 → 30090 → 1001,000 → 1,400750 → 700Speed 36 → 40; Mass 500 → 750; Ammunition 45 → 50; Missile base damage 240 → 250; Missile AP damage 160 → 150; Reload time 8 s → 9 s; Upkeep 250 → 175; New: Imperial Allegiance, Bolstered Marksmanship, Woodsman
Markus Wulfhartwh2_dlc13_emp_cha_markus_wulfhart_014,268 → 5,0005058 → 5545 → 50270 → 30090 → 1001,000 → 2,0001,000Speed 36 → 40; Mass 500 → 750; Range 180 m → 200 m; Ammunition 45 → 50; Missile base damage 100 → 125; Missile AP damage 230 → 300; Reload time 8 s → 9 s; Upkeep 250 → 0; New: Imperial Allegiance, Strider
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
Pikemenwh_main_emp_inf_spearmen_0120 → 1408,280 → 14,00030 → 4520 → 3534 → 3019 → 256 → 5300 → 950300 → 475Speed 30 → 32; Bonus vs large 15 → 20; Charge bonus 4 → 20; Melee attack interval 5.7 s → 4 s; Upkeep 81 → 118; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Swordsmenwh_main_emp_inf_swordsmen120 → 1408,280 → 14,00030 → 4532 → 3032 → 3521 → 207 → 10375 → 950375 → 475Missile block 35% → 45%; Speed 30 → 32; Bonus vs infantry 0 → 5; Charge bonus 14 → 15; Melee attack interval 4.3 s → 4 s; Upkeep 100 → 118; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Empire Archerswh2_dlc13_emp_inf_archers_090 → 1206,210 → 10,2002014 → 1517 → 1521 → 253 → 5350 → 700350Speed 33 → 34; Charge bonus 4 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 130 m → 140 m; Missile base damage 17 → 18; Upkeep 88 → 87; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Free Company Militiawh_dlc04_emp_inf_free_company_militia_01207,320 → 10,80025 → 3028 → 3025 → 3021 → 257 → 5450 → 800450 → 400Speed 36 → 40; Charge bonus 14 → 15; Melee attack interval 4.2 s → 4 s; Mass 90 → 100; Range 90 m → 70 m; Ammunition 18 → 15; Missile base damage 12 → 2; Missile AP damage 2 → 10; Upkeep 113 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, 360° Block; Removed: Vanguard Deployment
Pistolierswh_main_emp_cav_pistoliers_1604,560 → 10,20030 → 5020 → 3014 → 2521 → 253 → 10500 → 1,300500 → 650Leadership 50 → 65; Speed 90 → 100; Charge bonus 20 → 35; Melee attack interval 5.1 s → 4 s; Mass 600 → 875; Range 80 m → 75 m; Ammunition 12 → 15; Missile base damage 13 → 8; Missile AP damage 2 → 12; Reload time 9 s → 8 s; Upkeep 125 → 162; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Imperial Allegiance
Crossbowmenwh_main_emp_inf_crossbowmen90 → 1006,210 → 10,00020 → 4514 → 2517 → 2521 → 253 → 5475 → 950475Leadership 50 → 60; Speed 33 → 34; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 160 m → 170 m; Ammunition 22 → 26; Missile base damage 18 → 15; Missile AP damage 6 → 8; Reload time 13 s → 10 s; Upkeep 119 → 118; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Spearmen (Shields)wh_main_emp_inf_spearmen_1120 → 1408,280 → 14,00030 → 4520 → 2542 → 3519 → 206 → 10350 → 950350 → 475Missile block 35% → 45%; Speed 30 → 32; Charge bonus 4 → 15; Melee attack interval 4.4 s → 4 s; Upkeep 94 → 118; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Flagellantswh_dlc04_emp_inf_flagellants_0120 → 1608,760 → 16,000032 → 5012 → 1025 → 308 → 15600 → 1,150600 → 575Speed 36 → 38; Charge bonus 28 → 35; Melee attack interval 4.5 s → 4 s; Upkeep 150 → 143; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Immune to Contact Effects; Removed: Frenzy
Great Cannonswh_main_emp_art_great_cannon44,356 → 7,76020 → 3010 → 156 → 1521 → 253 → 5800 → 1,550800 → 775Leadership 50 → 55; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 2,600; Range 450 m → 475 m; Ammunition 22 → 30; Missile base damage 88 → 200; Missile AP damage 352 → 300; Reload time 22 s → 15 s; Upkeep 200 → 193; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Mortarswh_main_emp_art_mortar44,356 → 7,76020 → 3010 → 156 → 1521 → 253 → 5650 → 1,300600 → 650Leadership 50 → 55; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 2,600; Range 380 m → 400 m; Ammunition 22 → 30; Missile AP damage 30 → 50; Reload time 19 s → 10 s; Upkeep 163 → 162; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Empire Knightswh_main_emp_cav_empire_knights606,480 → 12,600110 → 10026 → 3030 → 3521 → 309 → 15850 → 1,900850 → 950Missile block 30% → 45%; Speed 78 → 70; Charge bonus 48 → 55; Melee attack interval 5.1 s → 4 s; Mass 1,100 → 1,375; Upkeep 213 → 237; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Outriderswh_main_emp_cav_outriders_0605,340 → 10,20030 → 5518 → 3014 → 2521 → 253 → 10700 → 1,700700 → 850Leadership 50 → 65; Speed 84 → 90; Charge bonus 12 → 40; Melee attack interval 5.1 s → 4 s; Mass 800 → 875; Range 115 m → 130 m; Ammunition 19 → 26; Missile base damage 2 → 6; Missile AP damage 6 → 8; Upkeep 175 → 212; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Imperial Allegiance
Outriders (Grenade Launchers)wh_main_emp_cav_outriders_148 → 604,368 → 10,20030 → 5518 → 3014 → 2521 → 253 → 10900 → 1,800900Leadership 50 → 65; Speed 84 → 90; Charge bonus 12 → 40; Melee attack interval 5.1 s → 4 s; Mass 800 → 875; Ammunition 18 → 22; Missile AP damage 2 → 5; Reload time 10 s → 9 s; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Imperial Allegiance
Halberdierswh_main_emp_inf_halberdiers120 → 1408,760 → 14,00030 → 4526 → 3542 → 408 → 1820 → 22550 → 1,200550 → 600Leadership 70 → 60; Speed 30 → 32; Bonus vs large 16 → 10; Charge bonus 8 → 15; Melee attack interval 5.6 s → 4 s; Upkeep 138 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Expert Charge Defence; Removed: Charge Defence vs. Large
Handgunnerswh_main_emp_inf_handgunners90 → 1006,210 → 10,00020 → 4516 → 2517 → 2521 → 253 → 5600 → 1,300600 → 650Leadership 50 → 60; Speed 33 → 34; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 145 m → 165 m; Ammunition 22 → 26; Missile base damage 5 → 11; Missile AP damage 17 → 27; Reload time 13 s → 18 s; Upkeep 150 → 162; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
The Bordermen (Handgunners)wh2_dlc13_emp_cav_outriders_ror_048 → 804,464 → 8,00030 → 5018 → 2514 → 2521 → 253 → 51,000 → 2,0001,000Leadership 50 → 70; Speed 84 → 34; Charge bonus 12 → 10; Melee attack interval 5.1 s → 4 s; Mass 800 → 100; Ammunition 18 → 22; Missile base damage 4 → 5; Missile AP damage 8 → 10; Reload time 10 s → 16 s; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance; Removed: Vanguard Deployment, Fire Whilst Moving
Huntsmenwh2_dlc13_emp_inf_huntsmen_090 → 1006,210 → 9,0002516 → 2017 → 2021 → 253 → 5650 → 950650 → 475Leadership 55 → 60; Speed 36 → 40; Charge bonus 4 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 160 m → 170 m; Ammunition 22 → 30; Missile base damage 16 → 14; Reload time 11 s → 8 s; Upkeep 163 → 118; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Vigorous
Obsinite Gyrocopterswh2_dlc13_huntmarshall_veh_obsinite_gyrocopter_012 → 44,488 → 7,000120 → 13030 → 501538 → 5012 → 250 → 2,0001,000Speed 100 → 110; Charge bonus 25 → 40; Melee attack interval 3.2 s → 4 s; Mass 700 → 1,500; Ammunition 25 → 40; Missile base damage 10 → 50; Missile AP damage 20 → 25; 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
Knights of the Blazing Sunwh_dlc04_emp_cav_knights_blazing_sun_0606,960 → 13,500100 → 1204026 → 3529 → 2513 → 201,200 → 2,7001,200 → 1,350Missile block 30% → 50%; Speed 78 → 75; Charge bonus 78 → 80; Melee attack interval 5.1 s → 4 s; Mass 1,300 → 1,375; Upkeep 300 → 337; Missile resistance 0% → 10%; Spell resistance 25% → 0%; Fire resistance 0% → 30%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Vanguard Deployment, Immune to Psychology
Helblaster Volley Gunswh_main_emp_art_helblaster_volley_gun44,356 → 7,76020 → 3010 → 156 → 1521 → 253 → 51,050 → 1,5001,000 → 750Leadership 50 → 55; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 2,600; Range 290 m → 325 m; Ammunition 22 → 30; Missile base damage 18 → 20; Missile AP damage 57 → 60; Reload time 10 s → 4 s; Upkeep 263 → 187; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Helstorm Rocket Batterywh_main_emp_art_helstorm_rocket_battery44,356 → 7,76020 → 3010 → 156 → 1521 → 253 → 51,050 → 1,8001,050 → 900Leadership 50 → 55; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 2,600; Range 480 m → 475 m; Ammunition 22 → 35; Missile base damage 30 → 100; Missile AP damage 70 → 25; Reload time 17 s → 9 s; Upkeep 263 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Demigryph Knightswh_main_emp_cav_demigryph_knights_0327,456 → 16,000125 → 12040 → 4538 → 4520 → 30401,400 → 4,0001,400 → 2,000Missile block 30% → 50%; Leadership 80 → 75; Bonus vs infantry 0 → 15; Melee attack interval 4.7 s → 4 s; Mass 1,600 → 2,125; Upkeep 350 → 500; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Immune to Psychology, Strider
Demigryph Knights (Halberds)wh_main_emp_cav_demigryph_knights_1327,456 → 16,000125 → 12034 → 4536 → 4018 → 3038 → 401,450 → 4,0001,450 → 2,000Leadership 80 → 75; Charge bonus 48 → 45; Melee attack interval 4.8 s → 4 s; Mass 1,600 → 2,125; Upkeep 363 → 500; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Immune to Psychology, Strider
Reiksguardwh_main_emp_cav_reiksguard606,960 → 15,00012034 → 3531 → 4028 → 3012 → 201,100 → 2,7001,100 → 1,350Missile block 30% → 50%; Leadership 75 → 70; Speed 78 → 70; Charge bonus 62 → 65; Melee attack interval 5.1 s → 4 s; Mass 1,100 → 1,625; Upkeep 275 → 337; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Immune to Psychology
Wissenburg's Welcomers (War Wagon - Grenade Launchers)wh2_dlc13_emp_veh_steam_tank_ror_01 → 49,102 → 6,600160 → 9036 → 2520 → 2570 → 30180 → 102,4002,600 → 1,200Missile block 70% → 0%; Leadership 100 → 70; Speed 40 → 70; Charge bonus 80 → 30; Mass 15,000 → 3,125; Range 380 m → 100 m; Ammunition 40 → 200; Missile base damage 120 → 10; Missile AP damage 380 → 5; Reload time 11 s → 9 s; Upkeep 600 → 300; Missile resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Munitions, Hide (forest), Disciplined; Removed: Emergency Vent, Kaboom!, Wounds, Directional Shield, Causes Fear, Causes Terror, Unbreakable
War Wagonswh2_dlc13_emp_veh_war_wagon_044,800 → 6,60080 → 9018 → 2012 → 2020 → 306 → 10875 → 1,900875 → 950Speed 60 → 70; Bonus vs infantry 0 → 15; Charge bonus 29 → 30; Mass 3,300 → 3,125; Range 130 m → 150 m; Ammunition 35 → 200; Missile base damage 5 → 50; Missile AP damage 25 → 75; Reload time 6 s → 4 s; Upkeep 213 → 237; Missile resistance 0% → 25%; Fire resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 6 → —; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Munitions
Hammer of the Witches (Great Cannons)wh_dlc04_emp_art_hammer_of_the_witches_044,356 → 7,76020 → 3013 → 2510 → 1521 → 253 → 51,100 → 2,1001,100 → 1,050Leadership 60 → 65; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 2,600; Range 450 m → 475 m; Ammunition 30 → 40; Missile base damage 145 → 200; Missile AP damage 435 → 300; Reload time 22 s → 12 s; Upkeep 275 → 262; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance
The Sunmaker (Helstorm Rocket Battery)wh_dlc04_emp_art_sunmaker_044,356 → 7,76020 → 3014 → 159 → 2521 → 253 → 51,800 → 2,4001,800 → 1,200Leadership 60 → 65; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 2,600; Range 480 m → 475 m; Ammunition 8 → 30; Missile base damage 30 → 100; Missile AP damage 70 → 25; Reload time 25 s → 9 s; Upkeep 450 → 300; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance
The Royal Altdorf Gryphites (Demigryph Knights)wh_dlc04_emp_cav_royal_altdorf_gryphites_0327,456 → 16,000125 → 12043 → 4545 → 5518 → 3038 → 501,850 → 5,0001,850 → 2,500Missile block 0% → 50%; Leadership 90 → 80; Bonus vs large 25 → 0; Melee attack interval 4.8 s → 4 s; Mass 1,600 → 2,125; Upkeep 463 → 625; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Pursuit of Battle, Imperial Allegiance, Strider; Removed: Glorious Charge
Zintler's Reiksguard (Reiksguard)wh_dlc04_emp_cav_zintlers_reiksguard_0606,960 → 15,00012043 → 4039 → 4528 → 3012 → 201,350 → 3,1001,300 → 1,550Missile block 30% → 50%; Leadership 85 → 75; Speed 78 → 70; Bonus vs large 0 → 10; Charge bonus 62 → 75; Melee attack interval 5.1 s → 4 s; Mass 1,100 → 1,625; Upkeep 338 → 387; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance
Sigmar's Sons (Swordsmen)wh_dlc04_emp_inf_sigmars_sons_0120 → 1408,880 → 17,50030 → 11041 → 4541 → 4023 → 257 → 15700 → 2,400700 → 1,200Missile block 35% → 50%; Speed 30 → 32; Melee attack interval 4.3 s → 4 s; Mass 100 → 150; Upkeep 175 → 300; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Immune to Contact Effects, Immune to Flanking
The Silver Bullets (Handgunners)wh_dlc04_emp_inf_silver_bullets_090 → 1006,210 → 11,50020 → 4522 → 3523 → 3021 → 253 → 10850 → 1,650850 → 825Leadership 60 → 65; Speed 33 → 34; Charge bonus 4 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 150 m → 165 m; Ammunition 22 → 26; Missile base damage 4 → 11; Missile AP damage 18 → 27; Reload time 13 s → 18 s; Upkeep 213 → 206; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance
Stirland's Revenge (Free Company Militia)wh_dlc04_emp_inf_stirlands_revenge_01207,320 → 12,00025 → 3036 → 3532 → 3521 → 307 → 5800 → 1,300800 → 650Speed 36 → 40; Bonus vs infantry 0 → 5; Charge bonus 14 → 20; Melee attack interval 4.2 s → 4 s; Mass 90 → 100; Range 90 m → 70 m; Ammunition 18 → 20; Missile base damage 2 → 5; Missile AP damage 14 → 15; Upkeep 200 → 162; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Hide (forest); Removed: Stalk
The Tattersouls (Flagellants)wh_dlc04_emp_inf_tattersouls_016011,680 → 16,000041 → 6017 → 1025 → 208 → 25800 → 1,450800 → 725Speed 36 → 38; Charge bonus 28 → 35; Melee attack interval 4.5 s → 4 s; Upkeep 200 → 181; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Attack, Imperial Allegiance, Immune to Contact Effects; Removed: Frenzy
Templehof Luminark (Luminark of Hysh)wh_dlc04_emp_veh_templehof_luminark_014,648 → 5,50060 → 6517 → 3512 → 2020 → 506 → 751,900 → 4,2001,900 → 2,100Charge bonus 18 → 20; Mass 4,100 → 4,600; Range 320 m → 375 m; Ammunition 14 → 15; Missile base damage 495 → 500; Missile AP damage 855 → 1,000; Reload time 11 s → 20 s; Upkeep 475 → 525; Spell resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Hide (forest)
Greatswordswh_main_emp_inf_greatswords120 → 1009,120 → 15,00095 → 10032 → 4030 → 4010 → 2025850 → 2,200850 → 1,100Leadership 75 → 70; Speed 28 → 30; Bonus vs infantry 14 → 10; Charge bonus 18 → 25; Melee attack interval 4.3 s → 4 s; Mass 120 → 125; Upkeep 225 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Immune to Psychology
Luminark of Hyshwh_main_emp_veh_luminark_of_hysh_014,648 → 5,00060 → 6512 → 258 → 1020 → 606 → 401,700 → 3,6001,700 → 1,800Charge bonus 18 → 20; Mass 4,100 → 4,600; Range 320 m → 375 m; Ammunition 14 → 15; Missile base damage 495 → 500; Missile AP damage 855 → 1,000; Reload time 11 s → 20 s; Upkeep 425 → 450; Spell resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Hide (forest)
Steam Tankwh_main_emp_veh_steam_tank19,102 → 10,00016036 → 402070 → 175180 → 2002,100 → 4,8002,400Speed 40 → 55; Bonus vs infantry 15 → 0; Charge bonus 80 → 60; Range 380 m → 425 m; Ammunition 40 → 45; Missile base damage 95 → 250; Missile AP damage 370 → 125; Reload time 10 s → 12 s; Upkeep 525 → 600; Spell resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Perfect Vigour, Unstoppable Charge; Removed: Fire Whilst Moving
Sootson's Guns (Mortars)wh2_dlc13_emp_art_mortar_ror_044,356 → 7,76020 → 3010 → 156 → 1521 → 253 → 5800 → 1,600750 → 800Leadership 50 → 55; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 2,600; Range 380 m → 450 m; Ammunition 22 → 30; Missile base damage 105 → 100; Missile AP damage 35 → 50; Reload time 19 s → 10 s; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance
Knights of the Everlasting Light (Empire Knights)wh2_dlc13_emp_cav_empire_knights_ror_0606,480 → 13,50011026 → 4034 → 3521 → 259 → 201,000 → 2,7001,000 → 1,350Missile block 55% → 45%; Speed 78 → 70; Charge bonus 48 → 70; Melee attack interval 5.1 s → 4 s; Mass 1,800 → 2,250; Upkeep 250 → 337; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Immune to Psychology
Knights of Morr (Empire Knights)wh2_dlc13_emp_cav_empire_knights_ror_1606,480 → 15,00012030 → 403021 → 259 → 201,100 → 2,7001,100 → 1,350Missile block 55% → 45%; Speed 78 → 70; Charge bonus 48 → 45; Melee attack interval 5.1 s → 3.5 s; Mass 1,100 → 1,375; Upkeep 275 → 337; Missile resistance 0% → 10%; Spell resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Immune to Psychology; Removed: Causes Terror
The Stubborn Bulls (Empire Knights – Greatswords)wh2_dlc13_emp_cav_empire_knights_ror_2606,480 → 16,50011032 → 4532 → 3014 → 3038 → 201,000 → 2,7001,000 → 1,350Leadership 80 → 70; Speed 78 → 70; Bonus vs infantry 0 → 15; Charge bonus 34 → 40; Melee attack interval 4.3 s → 4 s; Mass 1,120 → 1,375; Upkeep 250 → 337; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Stubborn
The Noble Sons Abroad (Pistoliers)wh2_dlc13_emp_cav_pistoliers_ror_0604,560 → 10,20050 → 6026 → 4024 → 2521 → 253 → 10700 → 1,800700 → 900Leadership 50 → 65; Speed 90 → 100; Charge bonus 30 → 35; Melee attack interval 5.1 s → 4 s; Mass 600 → 875; Range 80 m → 150 m; Ammunition 12 → 15; Missile base damage 15 → 6; Missile AP damage 4 → 14; Reload time 9 s → 8 s; Upkeep 175 → 225; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Vigorous; Removed: Extra Reload
Deathjacks (Empire Archers)wh2_dlc13_emp_inf_archers_ror_090 → 1206,210 → 10,2002019 → 2023 → 2021 → 253 → 5550 → 1,100550Speed 33 → 34; Charge bonus 4 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 130 m → 140 m; Missile base damage 17 → 18; Reload time 10 s → 7 s; Upkeep 138 → 137; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance
Stir River Patrol (Crossbowmen)wh2_dlc13_emp_inf_crossbowmen_ror_090 → 1006,210 → 10,00020 → 4514 → 2517 → 2521 → 253 → 5675 → 1,200675 → 600Leadership 50 → 60; Speed 33 → 34; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 160 m → 170 m; Ammunition 22 → 26; Missile base damage 20 → 15; Missile AP damage 6 → 8; Reload time 13 s → 10 s; Upkeep 169 → 150; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance
Imperial Foot (Foot Reiksguard)wh2_dlc13_emp_inf_greatswords_ror_0120 → 1009,120 → 15,00095 → 11032 → 4030 → 5010 → 3025 → 151,000 → 2,5001,000 → 1,250Missile block 0% → 50%; Leadership 100 → 75; Speed 28 → 30; Bonus vs infantry 14 → 0; Charge bonus 18 → 20; Melee attack interval 4.3 s → 4 s; Mass 120 → 125; Upkeep 250 → 312; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Imperial Vigilance, Immune to Psychology, Immune to Flanking; Removed: Bathed in Blood, Unbreakable
Nordland Mariners (Free Company Militia)wh2_dlc13_emp_inf_halberdiers_ror_01208,760 → 12,00030 → 6030 → 3546 → 408 → 3020 → 5700 → 1,300700 → 650Leadership 70 → 65; Speed 36 → 38; Bonus vs infantry 0 → 5; Bonus vs large 16 → 0; Charge bonus 8 → 20; Melee attack interval 5.6 s → 4 s; Mass 100 → 125; Range — → 50 m; Ammunition — → 20; Missile base damage — → 12; Missile AP damage — → 16; Reload time — → 9 s; Upkeep 175 → 162; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Fire Whilst Moving; Removed: Expert Charge Defence, Charge Reflection
Gunderman's Surefires (Handgunners)wh2_dlc13_emp_inf_handgunners_ror_090 → 606,210 → 6,90020 → 6028 → 252521 → 253 → 5800 → 2,000800 → 1,000Leadership 50 → 70; Speed 33 → 30; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 160 m → 200 m; Ammunition 22 → 26; Missile base damage 5 → 25; Missile AP damage 17 → 50; Reload time 13 s → 17 s; Upkeep 200 → 250; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Dig in!, Disciplined; Removed: Vanguard Deployment, Stalk
The White Wolves (Huntsmen)wh2_dlc13_emp_inf_huntsmen_ror_090 → 1006,210 → 9,0002536 → 4032 → 2021 → 257 → 5900 → 1,800900Speed 36 → 40; Charge bonus 14 → 15; Melee attack interval 4.2 s → 4 s; Mass 90 → 100; Range 160 m → 170 m; Ammunition 22 → 30; Missile base damage 16 → 10; Missile AP damage 4 → 2; Reload time 11 s → 6 s; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Vigorous, Strider; Removed: Encourage, Woodsman
Eldred's Guard (Spearmen – Shields)wh2_dlc13_emp_inf_spearmen_ror_0120 → 1408,280 → 14,00070 → 8020 → 3542 → 4019 → 206 → 10600 → 1,400600 → 700Speed 30 → 32; Charge bonus 4 → 15; Melee attack interval 4.4 s → 3 s; Upkeep 150 → 175; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Bolstered Armour, Guardian
Teutogen Guard (Greatswords)wh2_dlc13_emp_inf_swordsmen_ror_0120 → 808,280 → 16,00030 → 10034 → 4532 → 3023 → 158 → 40550 → 2,800550 → 1,400Missile block 35% → 0%; Leadership 60 → 75; Charge bonus 18 → 30; Melee attack interval 4.3 s → 4 s; Mass 100 → 150; Upkeep 138 → 350; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Wolf's Howl, Imperial Allegiance, Encourage, Immune to Psychology, Disciplined; Removed: Frenzy, Causes Fear
War Wagons (Mortars)wh2_dlc13_emp_veh_war_wagon_144,672 → 6,60080 → 9018 → 2012 → 2020 → 306 → 10950 → 1,900950Speed 60 → 50; Bonus vs infantry 0 → 15; Charge bonus 29 → 30; Mass 3,300 → 4,125; Range 380 m → 350 m; Ammunition 22 → 30; Missile AP damage 30 → 50; Reload time 19 s → 10 s; Upkeep 238 → 237; Missile resistance 0% → 25%; Fire resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 6 → —; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Munitions
The Black Lions (War Wagons – Helblasters)wh2_dlc13_emp_veh_war_wagon_ror_044,672 → 6,60080 → 9024 → 2517 → 2520 → 306 → 101,900 → 3,0001,900 → 1,500Speed 60 → 50; Bonus vs infantry 0 → 15; Charge bonus 29 → 30; Mass 3,300 → 4,125; Ammunition 17 → 30; Missile base damage 18 → 20; Missile AP damage 57 → 60; Reload time 10 s → 4 s; Upkeep 475 → 375; Missile resistance 0% → 25%; Fire resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Munitions
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
Amethyst Helstorm Rocket Batterywh3_dlc25_emp_art_helstorm_rocket_battery_morr44,356 → 8,24020 → 3010 → 156 → 1521 → 253 → 51,050 → 2,1001,050Leadership 50 → 55; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 2,600; Range 480 m → 475 m; Ammunition 22 → 35; Missile base damage 15 → 50; Missile AP damage 35 → 75; Reload time 17 s → 9 s; Upkeep 387 → 263; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Knights of the Black Rosewh3_dlc25_emp_cav_knights_of_the_black_rose607,560 → 15,00012036 → 355028 → 3012 → 101,250 → 2,7001,250 → 1,350Missile block 30% → 45%; Leadership 75 → 70; Speed 78 → 70; Bonus vs infantry 8 → 10; Charge bonus 34 → 35; Melee attack interval 4.3 s → 4 s; Mass 1,100 → 1,375; Upkeep 312 → 338; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Directional Shield
Amethyst Outriderswh3_dlc25_emp_cav_outriders_morr48 → 605,664 → 10,20011026 → 4030 → 2521 → 253 → 101,000 → 2,3001,000 → 1,150Speed 84 → 90; Charge bonus 32 → 40; Melee attack interval 5.1 s → 4 s; Mass 800 → 850; Ammunition 25 → 26; Missile AP damage 2 → 5; Reload time 10 s → 9 s; Upkeep 250 → 288; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Imperial Allegiance
Elspeth von Drakenwh3_dlc25_emp_cha_elspeth_von_draken13,688 → 4,7502038 → 4044 → 45100220 → 2501,000 → 1,100550Mass 500 → 750; Upkeep 250 → 0; New: Arcane Mastery, Imperial Allegiance
Elspeth von Drakenwh3_dlc25_emp_cha_elspeth_von_draken_carmine_dragon18,230 → 10,000705044 → 45150 → 200350 → 4002,300 → 4,6002,550 → 2,300Speed 95 → 90; Melee attack interval 3.8 s → 4 s; Mass 5,500 → 4,750; Upkeep 575 → 0; Spell resistance 0% → 25%; New: Arcane Mastery, Imperial Allegiance
Elspeth von Drakenwh3_dlc25_emp_cha_elspeth_von_draken_warhorse13,796 → 5,2505038 → 4044 → 35100220 → 2501,200 → 1,600800Speed 78 → 70; Mass 2,000 → 2,750; Upkeep 300 → 0; New: Arcane Mastery, Imperial Allegiance
Engineerwh3_dlc25_emp_cha_engineer13,548 → 4,5005034 → 3532 → 35220 → 2501001,000 → 1,100700 → 550Speed 34 → 35; Mass 600 → 1,000; Range 135 m → 150 m; Ammunition 40 → 50; Missile base damage 18 → 75; Missile AP damage 72 → 100; Reload time 11 s → 10 s; Upkeep 250 → 138; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance
Engineerwh3_dlc25_emp_cha_engineer_mechanical_steed14,556 → 5,5009038 → 3536 → 25220 → 100100 → 2501,000 → 1,9001,000 → 950Speed 72 → 60; Mass 2,100 → 2,625; Range 135 m → 150 m; Ammunition 40 → 50; Missile base damage 18 → 75; Missile AP damage 72 → 100; Reload time 11 s → 10 s; Upkeep 250 → 238; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance, Perfect Vigour
Engineerwh3_dlc25_emp_cha_engineer_warhorse13,986 → 4,7507034 → 3532 → 25220 → 2501001,000 → 1,500900 → 750Speed 78 → 70; Mass 1,600 → 2,125; Range 135 m → 150 m; Ammunition 40 → 50; Missile base damage 18 → 75; Missile AP damage 72 → 100; Reload time 11 s → 10 s; Upkeep 250 → 188; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance
Master Engineerwh3_dlc25_emp_cha_master_engineer13,854 → 4,7505034 → 3532 → 35220 → 2501001,000 → 1,500900 → 750Speed 34 → 35; Mass 600 → 1,000; Range 115 m → 125 m; Ammunition 35 → 40; Missile base damage 40 → 50; Missile AP damage 40 → 50; Reload time 10 s → 9 s; Upkeep 250 → 188; New: Imperial Allegiance
Master Engineerwh3_dlc25_emp_cha_master_engineer_mechanical_steed14,862 → 5,7509038 → 3536 → 25220 → 100100 → 2501,200 → 2,3001,200 → 1,150Speed 72 → 60; Mass 2,100 → 2,625; Range 115 m → 125 m; Ammunition 35 → 40; Missile base damage 40 → 50; Missile AP damage 40 → 50; Reload time 10 s → 9 s; Upkeep 300 → 288; New: Imperial Allegiance, Perfect Vigour
Master Engineerwh3_dlc25_emp_cha_master_engineer_steam_tank19,102 → 10,00016036 → 402070 → 175180 → 2002,100 → 4,8002,700 → 2,400Speed 40 → 55; Bonus vs infantry 15 → 0; Charge bonus 80 → 60; Range 380 m → 425 m; Ammunition 40 → 50; Missile base damage 95 → 250; Missile AP damage 370 → 125; Reload time 10 s → 12 s; Upkeep 525 → 600; New: Imperial Allegiance, Perfect Vigour, Unstoppable Charge
Master Engineerwh3_dlc25_emp_cha_master_engineer_warhorse14,300 → 5,0007034 → 3532 → 25220 → 2501001,100 → 1,9001,100 → 950Speed 78 → 70; Mass 1,600 → 2,125; Range 115 m → 125 m; Ammunition 35 → 40; Missile base damage 40 → 50; Missile AP damage 40 → 50; Reload time 10 s → 9 s; Upkeep 275 → 238; New: Imperial Allegiance
Theodore Brucknerwh3_dlc25_emp_cha_theodore_bruckner14,660 → 6,0001006050300160 → 2000700Mass 1,100 → 1,500; New: Imperial Allegiance
Theodore Brucknerwh3_dlc25_emp_cha_theodore_bruckner_demigryph_reaper15,680 → 7,50011055 → 6040160 → 20030001,100Melee attack interval 4.7 s → 4 s; Mass 2,300 → 2,325; New: Imperial Allegiance, Bloodroar
Gold Wizardwh3_dlc25_emp_cha_wizard_metal13,420 → 4,00020 → 502530 → 40210 → 23590 → 401,000 → 800250 → 400Leadership 55 → 65; Speed 35 → 34; Mass 300 → 750; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance
Gold Wizardwh3_dlc25_emp_cha_wizard_metal_pegasus14,016 → 4,75050 → 702530210 → 23590 → 401,500 → 1,400650 → 700Leadership 55 → 65; Speed 105 → 125; Charge bonus 35 → 30; Mass 1,800 → 2,250; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance
Gold Wizardwh3_dlc25_emp_cha_wizard_metal_warhorse13,848 → 4,50050 → 702530210 → 23590 → 401,200500 → 600Leadership 55 → 65; Speed 78 → 70; Charge bonus 35 → 30; Mass 1,800 → 2,750; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance
Hochland Long Rifleswh3_dlc25_emp_inf_hochland_long_rifles32 → 603,840 → 6,90020 → 4518 → 2520 → 2521 → 253 → 5900 → 2,000900 → 1,000Leadership 60 → 70; Speed 33 → 30; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 260 m → 200 m; Ammunition 24 → 26; Missile base damage 7 → 15; Reload time 13 s → 25 s; Upkeep 225 → 250; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance, Steady, aim!
The Hergig Jaegerkorps (Hochland Long Rifles)wh3_dlc25_emp_inf_hochland_long_rifles_ror32 → 603,840 → 6,9006024 → 3527 → 2521 → 253 → 51,200 → 2,5001,200 → 1,250Leadership 70 → 80; Speed 33 → 30; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 260 m → 200 m; Ammunition 24 → 26; Missile base damage 7 → 15; Reload time 13 s → 25 s; Upkeep 300 → 313; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance, Steady, aim!
Nuln Ironsideswh3_dlc25_emp_inf_nuln_ironsides60 → 806,240 → 9,60060 → 7032 → 3026 → 3521 → 307 → 10875 → 2,000825 → 1,000Leadership 65 → 70; Speed 33 → 30; Charge bonus 12 → 15; Melee attack interval 4.3 s → 4 s; Mass 100 → 150; Range 145 m → 150 m; Ammunition 30 → 26; Missile base damage 5 → 6; Missile AP damage 17 → 7; Reload time 7 s → 13 s; Upkeep 218 → 250; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Amethyst Ironsideswh3_dlc25_emp_inf_nuln_ironsides_morr60 → 806,240 → 9,60090 → 10032 → 3532 → 4021 → 257 → 151,150 → 2,5001,025 → 1,250Speed 33 → 30; Bonus vs infantry 0 → 5; Charge bonus 14 → 15; Melee attack interval 4.3 s → 4 s; Mass 110 → 150; Range 145 m → 150 m; Ammunition 30 → 26; Missile base damage 5 → 6; Missile AP damage 17 → 9; Reload time 7 s → 13 s; Upkeep 288 → 313; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Imperial Allegiance
Grundel's Defenders (Spearmen – Shields)wh3_dlc25_emp_inf_spearmen_shields_ror120 → 1408,280 → 14,00030 → 8027 → 3552 → 5019 → 206 → 10550 → 1,400550 → 700Missile block 35% → 45%; Speed 30 → 32; Charge bonus 4 → 15; Melee attack interval 4.4 s → 4 s; Upkeep 138 → 175; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Imperial Allegiance
Land Shipwh3_dlc25_emp_veh_marienburg_land_ship110,210 → 14,0009024 → 2518 → 2050 → 100160 → 2001,800 → 3,6002,100 → 1,800Speed 50 → 55; Bonus vs infantry 10 → 25; Mass 10,100 → 12,625; Range 340 m → 350 m; Ammunition 30 → 55; Missile base damage 75 → 100; Missile AP damage 330 → 500; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous; Removed: Wounds
Amethyst Land Shipwh3_dlc25_emp_veh_marienburg_land_ship_morr110,210 → 15,0009024 → 2518 → 2050 → 100160 → 2002,000 → 4,0002,300 → 2,000Speed 50 → 55; Bonus vs infantry 10 → 25; Mass 10,100 → 12,625; Range 340 m → 350 m; Ammunition 30 → 55; Missile base damage 75 → 100; Missile AP damage 330 → 500; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous; Removed: Wounds
The Wonder of the Age (Land Ship)wh3_dlc25_emp_veh_marienburg_land_ship_ror110,202 → 15,0009031 → 3024 → 2550 → 100160 → 2002,200 → 4,4002,500 → 2,200Speed 50 → 55; Bonus vs infantry 10 → 25; Mass 10,100 → 12,625; Range 340 m → 350 m; Ammunition 30 → 55; Missile base damage 75 → 100; Missile AP damage 330 → 500; Upkeep 500 → 550; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Perfect Vigour; Removed: Wounds
Steam Tank (Volley Gun)wh3_dlc25_emp_veh_steam_tank_volley_gun19,102 → 10,00016036 → 402070 → 175180 → 2002,100 → 4,8002,400Speed 40 → 55; Bonus vs infantry 15 → 0; Charge bonus 80 → 60; Ammunition 40 → 50; Missile base damage 45 → 50; Missile AP damage 143 → 200; Upkeep 525 → 600; Spell resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Perfect Vigour, Unstoppable Charge; Removed: Fire Whilst Moving
Knights of the White Wolfwh3_dlc29_emp_cav_knights_of_the_white_wolf606,960 → 6,480100394018351,2001,200Speed 78 → 70; Mass 1,120 → 1,370; Removed: Crush the Weak
Fellwolf Brotherhood (Knights of the White Wolf)wh3_dlc29_emp_cav_knights_of_the_white_wolf_ror606,960 → 6,480100495018351,4501,450Speed 78 → 70; Mass 1,120 → 1,370; Removed: Crush the Weak, Berserk
Knights Pantherwh3_dlc29_emp_cav_knights_panther607,200 → 6,720110424430101,2501,250Speed 78 → 70; Mass 1,100 → 1,350
Boris Todbringer (Custom VO)wh3_dlc29_emp_cha_boris_todbringer_toddy_014,287956253290 → 200140 → 225900900Removed: Eye for an Eye, Protector of the Empire, Crush the Weak, Wounds, Deadly Onslaught, Foe-Seeker, Hold the Line!
Boris Todbringer (Custom VO)wh3_dlc29_emp_cha_boris_todbringer_toddy_114,900 → 4,8921156253290 → 200140 → 2251,1501,150Speed 78 → 70; Mass 2,300 → 2,800; Removed: Eye for an Eye, Protector of the Empire, Crush the Weak, Wounds, Deadly Onslaught, Foe-Seeker, Hold the Line!
Boris Todbringer (Custom VO)wh3_dlc29_emp_cha_boris_todbringer_toddy_215,200 → 5,1921006253290 → 200140 → 2251,4501,450Speed 105 → 125; Removed: Eye for an Eye, Protector of the Empire, Crush the Weak, Wounds, Deadly Onslaught, Foe-Seeker, Hold the Line!
Boris Todbringer (Custom VO)wh3_dlc29_emp_cha_boris_todbringer_toddy_316,835 → 6,8271004546160 → 225290 → 2751,7001,700Speed 90 → 100; Bonus vs large 0 → 30; Mass 3,100 → 3,300; Removed: Eye for an Eye, Protector of the Empire, Crush the Weak, Wounds, Deadly Onslaught, Foe-Seeker, Hold the Line!, Bloodroar
Emil Valgeirwh3_dlc29_emp_cha_emil_valgeir14,268904846140240700700Removed: The Wolf's Forbidding, Divine Hunting Ground, Ferocious Battle Howl, Ferocious Destruction, Ferocious Fury of Ulric, Ferocious Winter’s Chill, Crush the Weak, Wounds
Emil Valgeirwh3_dlc29_emp_cha_emil_valgeir_warhorse14,876 → 4,8681104846140240950950Speed 78 → 70; Mass 2,300 → 2,800; Removed: The Wolf's Forbidding, Divine Hunting Ground, Ferocious Battle Howl, Ferocious Destruction, Ferocious Fury of Ulric, Ferocious Winter’s Chill, Crush the Weak, Wounds
Priest of Ulricwh3_dlc29_emp_cha_priest_of_ulric14,068854138140220450450Removed: Battle Howl, Destruction, Fury of Ulric, Winter’s Chill, Crush the Weak, Wounds, Divine Power, Benediction
Priest of Ulricwh3_dlc29_emp_cha_priest_of_ulric_warhorse14,556 → 4,5481054138140220700700Speed 78 → 70; Mass 2,100 → 2,600; Removed: Battle Howl, Destruction, Fury of Ulric, Winter’s Chill, Crush the Weak, Wounds, Divine Power, Benediction
Seneschal of the White Wolfwh3_dlc29_emp_cha_seneschal_of_the_white_wolf14,2889550441403301,100650Removed: Wilderness' Bastion, Commanding Presence, Crush the Weak, Wounds, Foe-Seeker, Stand Your Ground!
Seneschal of the White Wolfwh3_dlc29_emp_cha_seneschal_of_the_white_wolf_warhorse14,906 → 4,89811550441403301,350900Speed 78 → 70; Mass 2,500 → 3,000; Removed: Wilderness' Bastion, Commanding Presence, Crush the Weak, Wounds, Foe-Seeker, Stand Your Ground!
Hounds of Ulricsberg (Hunting Hounds)wh3_dlc29_emp_inf_hunting_hounds_ror806,000153627164550550Removed: Battle Howl
Teutogen Guardwh3_dlc29_emp_inf_teutogen_guard809,84095434615321,1501,150Removed: Crush the Weak
Order of the Axe (Teutogen Guard)wh3_dlc29_emp_inf_teutogen_guard_ror809,84095535815321,4501,450Removed: Winter’s Chill, Crush the Weak
Warriors of Ulricwh3_dlc29_emp_inf_warriors_of_ulric1207,920303421237450450Removed: Crush the Weak
Wolf-kinwh3_dlc29_emp_inf_wolf_kin1208,7603039281227700700Removed: Crush the Weak, Frenzy
Celestial Hurricanumwh3_dlc29_emp_veh_celestial_hurricanum_016,468 → 6,444553025140701,5501,550Removed: Lightning Strike, Meteor Strike, Raging Tornado, Locus of Azyr, Portents of Battle, Wounds

New units in SFO

  • Empire Captainwh_main_emp_cha_captain_demi1 modelHealth6,500Armour100Leadership70Speed75Melee attack50Melee defence55Weapon strength (base + AP)400Charge bonus70Missile resistance %15Multiplayer cost1,100
  • Grand Masteremp_cha_grandmaster_01 modelHealth5,000Armour120Leadership70Speed35Melee attack50Melee defence60Weapon strength (base + AP)425Charge bonus45Missile resistance %15Multiplayer cost900
  • Grand Master (Knights Panther)emp_cha_grandmaster_panther1 modelHealth5,500Armour120Leadership70Speed80Melee attack45Melee defence50Weapon strength (base + AP)425Charge bonus70Missile resistance %15Magic resistance %20Multiplayer cost1,200
  • Grand Master (Knights of the White Wolf)emp_cha_grandmaster_wolf1 modelHealth6,000Armour120Leadership70Speed60Melee attack55Melee defence45Weapon strength (base + AP)450Charge bonus60Missile resistance %15Multiplayer cost1,200
  • Grand Master (Reiksguard)emp_cha_grandmaster_reiksguard1 modelHealth5,750Armour120Leadership70Speed70Melee attack45Melee defence50Weapon strength (base + AP)425Charge bonus70Missile resistance %15Multiplayer cost1,200
  • Grand Master (Knights of Morr)emp_cha_grandmaster_morr1 modelHealth5,500Armour120Leadership70Speed70Melee attack50Melee defence45Weapon strength (base + AP)425Charge bonus60Missile resistance %15Multiplayer cost1,200
  • Grand Master (Knights of the Blazing Sun)emp_cha_grandmaster_sun1 modelHealth5,500Armour120Leadership70Speed75Melee attack45Melee defence50Weapon strength (base + AP)425Charge bonus90Missile resistance %15Fire resistance %30Multiplayer cost1,200
  • Carroburg Greatswords (Greatswords)emp_carroburg100 modelsHealth15,500Armour100Leadership75Speed30Melee attack45Melee defence45Weapon strength (base + AP)60Charge bonus30Multiplayer cost1,500
  • Altdorf Company of Honour (Halberdiers)emp_altdorf_company100 modelsHealth19,000Armour80Leadership80Speed30Melee attack35Melee defence50Weapon strength (base + AP)45Charge bonus15Multiplayer cost1,600
  • Knights Pantheremp_knights_panther60 modelsHealth13,500Armour110Leadership70Speed80Melee attack40Melee defence40Weapon strength (base + AP)40Charge bonus55Missile resistance %10Multiplayer cost1,350
  • Sigmarite Disciplesemp_sigmar_war100 modelsHealth15,000Armour50Leadership70Speed35Melee attack35Melee defence40Weapon strength (base + AP)40Charge bonus25Magic resistance %50Multiplayer cost1,100
  • Witch Hunter Retinueemp_witch_squad20 modelsHealth5,000Armour80Leadership70Speed40Melee attack45Melee defence40Weapon strength (base + AP)60Charge bonus25Missile damage (base + AP)50Range175Magic resistance %25Multiplayer cost500
  • Wolf-Kinemp_wolf_kin160 modelsHealth19,200Armour0Leadership100Speed38Melee attack45Melee defence15Weapon strength (base + AP)40Charge bonus30Missile resistance %20Multiplayer cost575
  • Knights of the White Wolfemp_wolf_knight60 modelsHealth16,500Armour120Leadership70Speed60Melee attack40Melee defence30Weapon strength (base + AP)60Charge bonus40Missile resistance %10Multiplayer cost1,350
  • Officer Squademp_officer_squad20 modelsHealth5,000Armour100Leadership75Speed32Melee attack40Melee defence50Weapon strength (base + AP)60Charge bonus20Missile damage (base + AP)28Range175Multiplayer cost500
  • The Deliverance (Steam Tank)emp_tank_ror1 modelHealth10,000Armour160Leadership100Speed55Melee attack40Melee defence20Weapon strength (base + AP)375Charge bonus80Missile damage (base + AP)375Range425Magic resistance %25Multiplayer cost2,900
  • Swords of Ulric (Swordmen)emp_ulric_sons140 modelsHealth16,100Armour80Leadership70Speed32Melee attack45Melee defence40Weapon strength (base + AP)45Charge bonus25Physical resistance %10Multiplayer cost1,100
  • The White Wolfemp_hound1 modelHealth10,000Armour0Leadership100Speed125Melee attack100Melee defence0Weapon strength (base + AP)1,000Charge bonus100Ward save %50Multiplayer cost500
  • Army of Sigmar (Flagellants)emp_flagellants_ext240 modelsHealth24,000Armour0Leadership100Speed38Melee attack50Melee defence10Weapon strength (base + AP)45Charge bonus35Multiplayer cost1,100

Skills

Sigmar’s Ward
  • −Missile resistance: 10%
  • +Level 1: Missile resistance: 10%
  • +Level 2: Missile resistance: 10%
  • +Level 2: Character experience gain per turn: +100
  • +Level 3: Missile resistance: 10%
  • +Level 3: Character experience gain per turn: +100
  • +Level 3: Attrition: -10% casualties suffered from all attrition (all units in army)
Emperor's Finest
  • −Level 1: Melee defence: +4 for Melee Infantry units (Lord's army)
  • −Level 2: Melee attack: +4 for Melee Infantry units (Lord's army)
  • −Level 2: Melee defence: +4 for Melee Infantry units (Lord's army)
  • −Level 3: Melee attack: +6 for Melee Infantry units (Lord's army)
  • −Level 3: Melee defence: +6 for Melee Infantry units (Lord's army)
  • +Level 1: Melee defence: +4 for Spearmen, Swordsmen, Flagellants, Sigmarite Disciples and Halberdiers units (Lord's army)
  • +Level 2: Melee attack: +4 for Spearmen, Swordsmen, Flagellants, Sigmarite Disciples and Halberdiers units (Lord's army)
  • +Level 2: Melee defence: +4 for Spearmen, Swordsmen, Flagellants, Sigmarite Disciples and Halberdiers units (Lord's army)
  • +Level 3: Melee attack: +6 for Spearmen, Swordsmen, Flagellants, Sigmarite Disciples and Halberdiers units (Lord's army)
  • +Level 3: Melee defence: +6 for Spearmen, Swordsmen, Flagellants, Sigmarite Disciples and Halberdiers units (Lord's army)
Iron Disciplinarian
  • −Level 1: Control: +1 (local province)
  • −Level 2: Control: +2 (local province)
  • −Level 3: Control: +3 (local province)
  • +Level 1: Control: +1 (own local province)
  • +Level 2: Control: +2 (own local province)
  • +Level 3: Control: +3 (own local province)
Leader of Renown
  • −Level 1: Recruitment cost: -5% (Lord's army)
  • −Level 2: Recruitment cost: -10% (Lord's army)
  • −Level 3: Recruitment cost: -15% (Lord's army)
  • +Level 1: Recruitment cost: -5% for all units (Lord's army)
  • +Level 2: Recruitment cost: -10% for all units (Lord's army)
  • +Level 3: Recruitment cost: -15% for all units (Lord's army)
Fervent
  • −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)
Quartermaster
  • −Level 1: Upkeep: -3% (Lord's army)
  • −Level 2: Upkeep: -6% (Lord's army)
  • −Level 3: Upkeep: -10% (Lord's army)
  • +Level 1: Upkeep: -2% (Lord's army)
  • +Level 2: Upkeep: -4% (Lord's army)
  • +Level 3: Upkeep: -8% (Lord's army)
Headhunter
  • −Upkeep: -8% (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • +Enemy Hero action success chance: -10%
  • +Hero self-defence: +25% chance of wounding aggressors
Circle of Protection
  • −Bonus vs Infantry: +8 for Greatswords units (Lord's army)
  • +Bonus vs Infantry: +8 for Wolf-Kin and Greatswords units (Lord's army)
Best of the Best
  • −Recruit rank: +2 for all units
  • +Recruit rank: +2 for all units (Lord's army)
  • +Character experience gain per turn: +100
Impervious to Attack
  • −Melee defence: +10
  • −Missile resistance: 10%
  • +Level 1: Melee defence: +5
  • +Level 1: Missile resistance: 20%
  • +Level 2: Melee defence: +10
  • +Level 2: Missile resistance: 40%
Master Survivalist
  • −Campaign line of sight: +10%
  • −Campaign movement range: +5%
  • −Casualty replenishment rate: +6% (Lord's army)
  • +Level 1: Campaign line of sight: +25%
  • +Level 1: Campaign movement range: +5%
  • +Level 1: Casualty replenishment rate: +5% (Lord's army)
  • +Level 2: Campaign line of sight: +50%
  • +Level 2: Campaign movement range: +10%
  • +Level 2: Casualty replenishment rate: +10% (Lord's army)
Irregular Elite
  • −Melee attack: +8 for Huntsmen units (Lord's army)
  • −Missile strength: +10% for Huntsmen and Archers units (Lord's army)
  • −Upkeep: -15% for Huntsmen and Archers units (Lord's army)
  • +Level 1: Melee attack: +4 for Huntsmen units (Lord's army)
  • +Level 1: Missile strength: +10% for Huntsmen and Archers units (Lord's army)
  • +Level 1: Upkeep: -5% for Huntsmen and Archers units (Lord's army)
  • +Level 2: Melee attack: +8 for Huntsmen units (Lord's army)
  • +Level 2: Missile strength: +20% for Huntsmen and Archers units (Lord's army)
  • +Level 2: Upkeep: -10% for Huntsmen and Archers units (Lord's army)
Sleight of Hand
  • −"Double Shot" Ammunition (extra projectiles) for Huntsmen units (Lord's army)
  • −Reload time reduction: +8%
  • +Level 1: "Double Shot" Ammunition (extra projectiles) for Huntsmen units (Lord's army)
  • +Level 1: Reload time reduction: +10%
  • +Level 2: "Double Shot" Ammunition (extra projectiles) for Huntsmen units (Lord's army)
  • +Level 2: Reload time reduction: +30%
Telescopic Aim
  • −Enables sundering attacks
  • −Range: +12%
  • +Level 1: Enables sundering attacks
  • +Level 1: Range: +20%
  • +Level 2: Enables sundering attacks
  • +Level 2: Missile strength: +10%
  • +Level 2: Range: +40%
Grand Huntsmarshal
  • +Campaign line of sight: +25%
Sigmar's Will
  • −Corruption: -3 (local province)
  • +Corruption: -5 (local province)
Templar
  • −Vigour loss reduction: -33% against all Chaos, Norsca, Daemons and Greenskin factions (Hero's army)
  • −Enemy Winds of Magic power reserve: -5 per turn (enemy armies in local province)
  • +Vigour loss reduction: -20% against all Chaos, Norsca, Daemons and Greenskin factions (Hero's army)
  • +Enemy Winds of Magic power reserve: -5 per turn (enemy armies in province)
Way of the Wolf
  • −Ambush success chance: +20% (Hero's army)
  • +Ambush success chance: +10% (Hero's army)
Shadowy Servant
  • −Armour-piercing missile damage: +15%
  • +Armour-piercing missile damage: +50%
Purifying Flames
  • −Cleanse Corruption action: Corruption is reduced by an additional 3
  • +Cleanse Corruption action: Corruption is reduced by an additional 2
Imperial Celebrant
  • −Assassinate action: Additional 35% success chance
  • −Enemy Hero action success chance: -25%
  • +Assassinate action: Additional 20% success chance
  • +Enemy Hero action success chance: -20%
Resourceful
  • −Tradable resources produced: +10% (factionwide)
  • −Income from trade tariffs: +15%
  • +Tradable resources produced: +20% (factionwide)
  • +Income from trade tariffs: +20%
Endurance
  • −Ambush defence chance: +20% (Hero's army)
  • −Attrition: -20% casualties suffered from all attrition (Hero's army)
  • +Ambush defence chance: +25% (Hero's army)
  • +Attrition: -25% casualties suffered from all attrition (Hero's army)
Experienced Plunderer
  • −Income from post-battle loot: +5% (factionwide)
  • −Income from sacking settlements: +5% (factionwide)
  • +Income from post-battle loot: +10% (factionwide)
  • +Income from sacking settlements: +10% (factionwide)
Star Student
  • −Miscast base chance: -25%
  • +Miscast base chance: -10%
Unsettling Radiance
  • +Control: -2 (enemy local province)
Blessed by Shyish
  • −Winds of Magic cost: -15% for Lore of Death spells
  • −Winds of Magic power reserve capacity: +10 (own army)
  • +Level 1: Winds of Magic cost: -10% for Lore of Death spells (all characters factionwide)
  • +Level 1: Winds of Magic power reserve capacity: +10
  • +Level 2: Winds of Magic cost: -20% for Lore of Death spells (all characters factionwide)
  • +Level 2: Winds of Magic power reserve capacity: +20
Advisor of Nuln
  • −Hero capacity: +2 for Engineer (factionwide)
  • −Recruitment cost: -25% for Gunnery units (all armies)
  • −Upkeep: -10% for Gunnery units (Lord's army)
  • +Level 1: Hero capacity: +2 for Engineer (factionwide)
  • +Level 1: Recruitment cost: -10% for Gunnery units (own armies factionwide)
  • +Level 1: Upkeep: -5% for Gunnery units (Lord's army)
  • +Level 2: Hero capacity: +4 for Engineer (factionwide)
  • +Level 2: Recruitment cost: -20% for Gunnery units (own armies factionwide)
  • +Level 2: Upkeep: -10% for Gunnery units (Lord's army)
The Dark Lady
  • −Cooldown: -50% to "Darkwalker"
  • −Passive ability: "Living Darkness"
  • +Level 1: Cooldown: -50% to "Darkwalker"
  • +Level 1: Passive ability: "Living Darkness"
  • +Level 2: Cooldown: -50% to "Darkwalker"
  • +Level 2: Passive ability: "Living Darkness"
  • +Level 2: Hero self-defence: +25% chance of wounding aggressors
The Graveyard Rose
  • −Passive ability: "Regeneration"
  • −Wound recovery time: -1 turns
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Level 1: Passive ability: "Regeneration"
  • +Level 1: Wound recovery time: -2 turns
  • +Level 1: Casualty replenishment rate: +5% (Lord's army)
  • +Level 2: Passive ability: "Regeneration"
  • +Level 2: Wound recovery time: -2 turns
  • +Level 2: Casualty replenishment rate: +5% (Lord's army)
  • +Level 2: Battle healing cap: +100%
Magisterix of the Amethyst Order
  • +Cooldown: +25% to all spells (enemy characters in region)
  • +Enemy battle reinforcement time: +50% (all units in army)
Star Student
  • −Miscast base chance: -25%
  • +Miscast base chance: -10%
Ulric's Presence
  • −Corruption: -2 (local province)
  • +Corruption: -2 (own local province)
Crushing Charge
  • −Campaign movement range: +7% (Lord's army)
  • +Campaign movement range: +7% for armies (Lord's army)
Star Student
  • −Miscast base chance: -25%
  • +Miscast base chance: -10%
The Wolf's Call
  • −Control: +3 (local province)
  • +Control: +3 (own local province)
Righteous Fury
  • −Weapon strength: +15% for Flagellants units (Lord's army)
  • +Weapon strength: +15% for Flagellants and Sigmarite Disciples units (Lord's army)
Acts of Heroism
  • −Corruption: -2 (local province)
  • +Corruption: -2 (own local province)
Mere Mortal Men!
  • −Passive ability: "Frenzy" for Free Company Militia (all armies)
  • −Diplomatic relations: +40 with Empire, Kislev and Southern Realms
  • +Passive ability: "Frenzy" for Free Company Militia (Lord's army)
  • +Diplomatic relations: +10 with Empire, Kislev and Southern Realms
War Eternal
  • −Passive ability: "Wayfarer" for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
  • −Charge bonus: +10 for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
  • −Speed: +20% for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
  • +Level 1: Passive ability: "Wayfarer" for Flagellants, Sigmarite Disciples, Empire knights and Free Company Militia units (Lord's army)
  • +Level 1: Charge bonus: +15 for Flagellants, Sigmarite Disciples, Empire knights and Free Company Militia units (Lord's army)
  • +Level 1: Speed: +15% for Flagellants, Sigmarite Disciples, Empire Knights and Free Company Militia units (Lord's army)
  • +Level 2: Passive ability: "Wayfarer" for Flagellants, Sigmarite Disciples, Empire knights and Free Company Militia units (Lord's army)
  • +Level 2: Charge bonus: +30 for Flagellants, Sigmarite Disciples, Empire knights and Free Company Militia units (Lord's army)
  • +Level 2: Speed: +30% for Flagellants, Sigmarite Disciples, Empire Knights and Free Company Militia units (Lord's army)
Tools of Absolution
  • −Enables flaming attacks (Lord's army)
  • −Armour-piercing weapon damage: +3 (Lord's army)
  • +Level 1: Enables flaming attacks (Lord's army)
  • +Level 1: Attrition: -10% casualties suffered from all attrition (Lord's army)
  • +Level 1: Armour-piercing weapon damage: +2 (Lord's army)
  • +Level 2: Enables flaming attacks (Lord's army)
  • +Level 2: Attrition: -20% casualties suffered from all attrition (Lord's army)
  • +Level 2: Armour-piercing weapon damage: +5 (Lord's army)
Blessed Holy War
  • −Hero action success chance: +15% for Priests and Witch Hunters (local region)
  • −Corruption: -2 (local province)
  • −Hero capacity: +1 for Priests
  • −Hero capacity: +1 for Witch Hunters
  • +Level 1: Hero action success chance: +5% for Priests and Witch Hunters (all characters factionwide)
  • +Level 1: Corruption: -2 (local province)
  • +Level 1: Hero capacity: +1 for Witch Hunters
  • +Level 1: Hero capacity: +1 for Priests
  • +Level 2: Hero action success chance: +10% for Priests and Witch Hunters (all characters factionwide)
  • +Level 2: Corruption: -4 (local province)
  • +Level 2: Hero capacity: +2 for Witch Hunters
The Work of God
  • +Seduce Units budget: -75% (enemy Slaaneshi armies in local region)
Heretic Hunter
  • −Hero recruit rank: +5 for Warrior Priests (local province)
  • +Hero recruit rank: +5 for Warrior Priests (own local province)
Star Student
  • −Miscast base chance: -25%
  • +Miscast base chance: -10%
Star Student
  • −Miscast base chance: -25%
  • +Miscast base chance: -10%
Hardened Shot
  • −Missile strength: +10% for Gunnery Infantry units (Lord's army)
  • +Missile strength: +20% for Gunnery Infantry units (Lord's army)
Hardened Blades
  • −Weapon strength: +10% for Melee Infantry units (Lord's army)
  • +Weapon strength: +20% for Melee Infantry units (Lord's army)
Compounding Medicines
  • −Chance of a plague spreading: -20% (Lord's army)
  • −Casualty replenishment rate: +5% (Lord's army)
  • −Attrition: -25% casualties suffered from all attrition (Lord's army)
  • +Level 1: Chance of a plague spreading: -10% (Lord's army)
  • +Level 1: Casualty replenishment rate: +4% (Lord's army)
  • +Level 1: Attrition: -20% casualties suffered from all attrition (Lord's army)
  • +Level 2: Chance of a plague spreading: -20% (Lord's army)
  • +Level 2: Casualty replenishment rate: +8% (Lord's army)
  • +Level 2: Attrition: -40% casualties suffered from all attrition (Lord's army)
New Formulations
  • −Missile explosion radius: +20% for Helstorm Rocket Battery units (all armies)
  • −Explosive missile damage +10% for Helstorm Rocket Battery units (all armies)
  • +Level 1: Missile explosion radius: +15% for Helstorm Rocket Battery units (own armies factionwide)
  • +Level 1: Explosive missile damage +15% for Helstorm Rocket Battery units (own armies factionwide)
  • +Level 2: Missile explosion radius: +30% for Helstorm Rocket Battery units (own armies factionwide)
  • +Level 2: Explosive missile damage +30% for Helstorm Rocket Battery units (own armies factionwide)
Golden Face Mask
  • −Attribute: Immune to Psychology
  • −Armour: +20
  • +Level 1: Attribute: Immune to Psychology
  • +Level 1: Armour: +15
  • +Level 1: Bonus vs Infantry: +5
  • +Level 2: Enemy Hero action success chance: -10%
  • +Level 2: Attribute: Immune to Psychology
  • +Level 2: Armour: +30
  • +Level 2: Bonus vs Infantry: +10
Will of the Patriarch
  • −Hero action cost: -20% for Wizards (all characters factionwide)
  • −Hero action success chance: +15% for Wizards (all characters factionwide)
  • −Hero recruit rank: +2 for Battle Wizards (factionwide)
  • +Level 1: Hero action cost: -25% for Wizards (all characters factionwide)
  • +Level 1: Hero action success chance: +5% for Wizards (all characters factionwide)
  • +Level 1: Hero recruit rank: +2 for Battle Wizards (factionwide)
  • +Level 2: Hero action cost: -50% for Wizards (all characters factionwide)
  • +Level 2: Hero action success chance: +10% for Wizards (all characters factionwide)
  • +Level 2: Hero recruit rank: +4 for Battle Wizards (factionwide)
Loremaster, Lore of Metal
  • +Ability: "Wand of Jet"
  • Ability icon: — → ui/battle ui/ability_icons/wh_main_item_abilities_wand_of_jet
Star Student
  • −Miscast base chance: -25%
  • +Miscast base chance: -10%
Sparring Practice
  • −Bonus vs Infantry: +15
  • −Melee attack: +3
  • −Melee defence: +3
  • +Bonus vs Infantry: +10
  • +Melee attack: +2
  • +Melee defence: +2
Guardian
  • −Armour: +15
  • +Armour: +10 (accompanying Lord)
Killing Blow
  • +Character experience gain: +10%
Star Student
  • −Miscast base chance: -25%
  • +Miscast base chance: -10%
Guided by the Stars
  • −Campaign movement range: +5% (Hero's army)
  • +Campaign movement range: +5% for armies (Hero's army)
Best of the Empire
  • −Unit experience gain: +20% (Lord's army)
  • −Lord recruit rank: +3 (factionwide)
  • +Unit experience gain: +25% (Lord's army)
  • +Lord recruit rank: +2 (factionwide)
Imperial Special Forces
  • −Charge bonus: +5 for Reiksguard and Greatsword units (Lord's army)
  • −Bonus vs Infantry: +10 for Greatswords units (Lord's army)
  • −Bonus vs Large: +10 for Reiksguard units (Lord's army)
  • −Melee attack: +8 for Reiksguard and Greatsword units (Lord's army)
  • +Level 1: Charge bonus: +5 for Reiksguard and Greatsword units (Lord's army)
  • +Level 1: Bonus vs Infantry: +5 for Wolf-Kin and Greatswords units (Lord's army)
  • +Level 1: Bonus vs Large: +5 for Reiksguard units (Lord's army)
  • +Level 1: Melee attack: +4 for Reiksguard and Greatsword units (Lord's army)
  • +Level 2: Charge bonus: +10 for Reiksguard and Greatsword units (Lord's army)
  • +Level 2: Bonus vs Infantry: +10 for Wolf-Kin and Greatswords units (Lord's army)
  • +Level 2: Bonus vs Large: +10 for Reiksguard units (Lord's army)
  • +Level 2: Melee attack: +8 for Reiksguard and Greatsword units (Lord's army)
The Emperor's Men
  • −Armour: +10 for all Elector Count State Troop units (all armies)
  • −Leadership: +5 for all Elector Count State Troop units (all armies)
  • −Missile Strength: +5% for all Elector Counts State Troop units (all armies)
  • −Vigour loss reduction: -15% for all Elector Count State Troop units (all armies)
  • +Level 1: Armour: +5 for all Elector Count State Troop units (Lord's army)
  • +Level 1: Leadership: +5 for all Elector Count State Troop units (Lord's army)
  • +Level 1: Missile Strength: +5% for all Elector Counts State Troop units (own armies factionwide)
  • +Level 1: Vigour loss reduction: -5% for all Elector Count State Troop units (own armies factionwide)
  • +Level 2: Armour: +10 for all Elector Count State Troop units (Lord's army)
  • +Level 2: Leadership: +10 for all Elector Count State Troop units (Lord's army)
  • +Level 2: Missile Strength: +10% for all Elector Counts State Troop units (own armies factionwide)
  • +Level 2: Vigour loss reduction: -10% for all Elector Count State Troop units (own armies factionwide)
Heroic Knightly Band
  • −Hero capacity: +1 for Empire Captains
  • −Hero recruit rank: +4 for Empire Captains (local province)
  • −Upkeep: -15% for Empire Knights, Knights of the Blazing Sun, Knights of the Black Rose and Reiksguard units (Lord's army)
  • +Level 1: Hero capacity: +1 for Empire Captains
  • +Level 1: Hero recruit rank: +2 for Empire Captains (own local province)
  • +Level 1: Upkeep: -5% for Empire Knights and Order Knights units (Lord's army)
  • +Level 2: Hero capacity: +2 for Empire Captains
  • +Level 2: Hero recruit rank: +4 for Empire Captains (own local province)
  • +Level 2: Upkeep: -10% for Empire Knights and Order Knights units (Lord's army)
Majestic Enforcer
  • −Control: +3 (local province)
  • −Growth: +50 (local province)
  • +Level 1: Control: +2 (own local province)
  • +Level 1: Growth: +25 (own local province)
  • +Level 2: Control: +4 (own local province)
  • +Level 2: Growth: +50 (own local province)
An Emperor's Journey
  • −Weapon strength: +10%
  • +Weapon strength: +10% (all characters factionwide)
  • +Passive ability: "Dauntless Fury"
  • +Attribute: Expert Charge Defence
  • Ability icon: — → ui/battle ui/ability_icons/wh_passive_scaling_attack
Star Student
  • −Miscast base chance: -25%
  • +Miscast base chance: -10%
Barded Warhorse (Two-Handed Weapon)
  • Name: Barded Warhorse → Barded Warhorse (Two-Handed Weapon)
Imperial Pegasus (One-Handed Weapon)
  • Name: Imperial Pegasus → Imperial Pegasus (One-Handed Weapon)
Imperial Griffon (One-Handed Weapon)
  • Name: Imperial Griffon → Imperial Griffon (One-Handed Weapon)
Imperial Training
  • −Melee attack: +7
  • −Melee defence: +7
  • +Melee attack: +5
  • +Melee defence: +5
Survival Instincts
  • −Missile block chance: +15%
  • −Wound recovery time: -1 turns
  • +Missile block chance: +10%
  • +Wound recovery time: -2 turns
War Hero
  • −Hit points: +15%
  • +Hit points: +10%
Heroic Killing Blow
  • −Weapon strength: +15%
  • +Weapon strength: +10%
  • +Character experience gain: +10%
Drill Instructor
  • −Vigour loss reduction: -15% (Lord's army)
  • +Vigour loss reduction: -10% (Lord's army)
Leading the Charge
  • −Campaign movement range: +8%
  • +Campaign movement range: +5% for armies
Statesman
  • −Recruitment cost: -10%
  • +Recruitment cost: -10% for all units
Leader of Men
  • −Leadership: +6 (Lord's army)
  • +Leadership: +5 (Lord's army)
Summoned Faith
  • −Corruption: -2 (local province)
  • +Corruption: -2 (own local province)
Honest Steel
  • −Level 1: Melee defence: +4 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • −Level 2: Melee attack: +6 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • −Level 2: Melee defence: +6 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • −Level 3: Melee attack: +8 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • −Level 3: Melee defence: +8 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • +Level 1: Melee defence: +4 for Wolf-Kin, Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • +Level 2: Melee attack: +6 for Wolf-Kin, Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • +Level 2: Melee defence: +6 for Wolf-Kin, Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • +Level 3: Melee attack: +8 for Wolf-Kin, Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • +Level 3: Melee defence: +8 for Wolf-Kin, Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
Barded Warhorsenew
  • +Mount: Barded Warhorse
Eminent Grandmasternew
  • +Level 1: Leadership: +5 for Cavalry units (Lord's army)
  • +Level 1: Upkeep: -5% for Cavalry units (Lord's army)
  • +Level 1: Speed: +5% for Cavalry units (Lord's army)
  • +Level 2: Leadership: +10 for Cavalry units (Lord's army)
  • +Level 2: Upkeep: -10% for Cavalry units (Lord's army)
  • +Level 2: Speed: +10% for Cavalry units (Lord's army)
Knights of Morrnew
  • +Passive ability: "Sigil of the Black Guard" and Knights of Morr Barded Warhorse
  • +Unit capacity: +1 Order Knights
The Stoicnew
  • +Level 1: Enemy leadership: -1 (enemy armies in region)
  • +Level 1: Bonus vs Infantry: +10
  • +Level 2: Enemy leadership: -2 (enemy armies in region)
  • +Level 2: Bonus vs Infantry: +20
The Silentnew
  • +Level 1: Upkeep: -10% for Knights of Morr units (Lord's army)
  • +Level 1: Bonus vs infantry: +5 for Knights of Morr units (Lord's army)
  • +Level 2: Upkeep: -20% for Knights of Morr units (Lord's army)
  • +Level 2: Bonus vs infantry: +10 for Knights of Morr units (Lord's army)
Knights Panthernew
  • +Passive ability: "Honour the Panther" and Knights Panther Barded Warhorse
  • +Unit capacity: +1 Order Knights
Beastslayernew
  • +Level 1: Enemy miscast base chance: +10% (enemy armies in region)
  • +Level 1: Bonus vs Large: +10
  • +Level 2: Enemy miscast base chance: +20% (enemy armies in region)
  • +Level 2: Bonus vs Large: +20
Panther’s Purgenew
  • +Level 1: Upkeep: -10% for Knights Panther units (Lord's army)
  • +Level 1: Bonus vs large: +5 for Knights Panther units (Lord's army)
  • +Level 2: Upkeep: -20% for Knights Panther units (Lord's army)
  • +Level 2: Bonus vs large: +10 for Knights Panther units (Lord's army)
Reiksguardnew
  • +Passive ability: "For the Emperor" and Reiksguard Barded Warhorse
  • +Unit capacity: +1 Order Knights
Grand Heraldry of the Reiksguardnew
  • +Level 1: Control: +1 (own local province)
  • +Level 1: Armour: +10
  • +Level 2: Armour: +20
  • +Level 2: Control: +2 (own local province)
Preceptornew
  • +Level 1: Upkeep: -10% for Reiksguard units (Lord's army)
  • +Level 1: Armour: +10 for Reiksguard units (Lord's army)
  • +Level 2: Upkeep: -20% for Reiksguard units (Lord's army)
  • +Level 2: Armour: +20 for Reiksguard units (Lord's army)
Knights of the Blazing Sunnew
  • +Passive ability: "Sol Invictus" and Knights of the Blazing Sun Barded Warhorse
  • +Unit capacity: +1 Order Knights
Myrmidia’s Giftnew
  • +Level 1: Fire resistance: 7% (Lord's army)
  • +Level 1: Charge bonus: +20
  • +Level 2: Fire resistance: 15% (Lord's army)
  • +Level 2: Charge bonus: +40
Strategic Masterynew
  • +Level 1: Upkeep: -10% for Knights of the Blazing Sun units (Lord's army)
  • +Level 1: Charge bonus: +25% for Knights of the Blazing Sun units (Lord's army)
  • +Level 2: Upkeep: -20% for Knights of the Blazing Sun units (Lord's army)
  • +Level 2: Charge bonus: +50% for Knights of the Blazing Sun units (Lord's army)
Knights of the White Wolfnew
  • +Passive ability: "For the White Wolf" and Knights of the White Wolf Barded Warhorse
  • +Unit capacity: +1 Order Knights
Biting Coldnew
  • +Level 1: Enemy speed: -5% (enemy armies in region)
  • +Level 1: Armour-piercing weapon damage: +30
  • +Level 2: Armour-piercing weapon damage: +60
  • +Level 2: Enemy speed: -10% (enemy armies in region)
Most Ancient Ordernew
  • +Level 1: Upkeep: -10% for Knights of the White Wolf units (Lord's army)
  • +Level 1: Physical resistance: 7% for Knights of the White Wolf units (Lord's army)
  • +Level 2: Upkeep: -20% for Knights of the White Wolf units (Lord's army)
  • +Level 2: Physical resistance: 15% for Knights of the White Wolf units (Lord's army)
Knights of the Empirenew
  • +Passive ability: "Orders of the Empire"
  • +Unit capacity: +1 Order Knights
Unwavering Disciplinenew
  • +Level 1: Leadership aura size: +25%
  • +Level 1: Vigour loss reduction: -5% (Lord's army)
  • +Level 2: Leadership aura size: +50%
  • +Level 2: Vigour loss reduction: -10% (Lord's army)
Honored and Renownednew
  • +Level 1: Upkeep: -10% for Empire Knights, Knights of the Evelasting Light, Stubborn Bulls and Knights of the Black Rose units (Lord's army)
  • +Level 1: Melee attack: +3 for Empire Knights, Knights of the Evelasting Light, Stubborn Bulls and Knights of the Black Rose units (Lord's army)
  • +Level 2: Upkeep: -20% for Empire Knights, Knights of the Evelasting Light, Stubborn Bulls and Knights of the Black Rose units (Lord's army)
  • +Level 2: Melee attack: +6 for Empire Knights, Knights of the Evelasting Light, Stubborn Bulls and Knights of the Black Rose units (Lord's army)
Honest Steelnew
  • +Level 1: Weapon strength: +6% for Wolf-Kin, Greatswords and Demigryph Knights units (Lord's army)
  • +Level 2: Armour: +6 for Wolf-Kin, Greatswords and Demigryph Knights units (Lord's army)
  • +Level 2: Weapon strength: +9% for Wolf-Kin, Greatswords and Demigryph Knights units (Lord's army)
  • +Level 3: Armour: +12 for Wolf-Kin, Greatswords and Demigryph Knights units (Lord's army)
  • +Level 3: Weapon strength: +12% for Wolf-Kin, Greatswords and Demigryph Knights units (Lord's army)
Enemy of the Undeadnew
  • +Melee attack: +5 when fighting against Undead
  • +Leadership: +5 when fighting against Undead
Terrifying Presencenew
  • +Level 1: Enemy melee attack: -1 (enemy characters in region)
  • +Level 2: Enemy melee attack: -3 (enemy characters in region)
  • +Level 3: Enemy melee attack: -5 (enemy characters in region)
Regular Maintenancenew
  • +Level 1: Ammunition: +3%
  • +Level 1: Reload time reduction: +3%
  • +Level 2: Ammunition: +6%
  • +Level 2: Reload time reduction: +6%
  • +Level 3: Ammunition: +10%
  • +Level 3: Reload time reduction: +10%
Purge the Guiltynew
  • +Level 1: Enemy missile resistance: -3% (enemy characters in region)
  • +Level 2: Enemy missile resistance: -6% (enemy characters in region)
  • +Level 3: Enemy missile resistance: -10% (enemy characters in region)
Arrange Favorsnew
  • +Level 1: Spell resistance: 3%
  • +Level 1: Enemy vigour loss reduction: +1% (enemy armies in region)
  • +Level 2: Spell resistance: 6%
  • +Level 2: Enemy vigour loss reduction: +3% (enemy armies in region)
  • +Level 3: Spell resistance: 10%
  • +Level 3: Enemy vigour loss reduction: +5% (enemy armies in region)
Judgementnew
  • +Enemy leadership aura size: -20% (enemy characters in region)
Devout Hunt: Undeathnew
  • +Passive ability: "Devout Hunt: Undeath"
Retinuenew
  • +Passive ability: "Witch Hunter Retinue"
Studious Pupilnew
  • +Cooldown: -5% to all spells
Untapped Potentialnew
  • +Level 1: Winds of Magic power reserve capacity: +3
  • +Level 1: Leadership: -2
  • +Level 1: Winds of Magic power reserve minimum: +1 (own armies in province)
  • +Level 2: Winds of Magic power reserve capacity: +7
  • +Level 2: Leadership: -4
  • +Level 2: Winds of Magic power reserve minimum: +3 (own armies in province)
  • +Level 3: Winds of Magic power reserve capacity: +15
  • +Level 3: Leadership: -8
  • +Level 3: Winds of Magic power reserve minimum: +5 (own armies in province)
Arcane Focusnew
  • +Level 1: Miscast base chance: -3%
  • +Level 1: Leadership: -2
  • +Level 2: Miscast base chance: -7%
  • +Level 2: Leadership: -4
  • +Level 3: Miscast base chance: -15%
  • +Level 3: Leadership: -8
Further Studynew
  • +Level 1: Spell resistance: 3%
  • +Level 1: Winds of Magic cost: -2% for all spells
  • +Level 2: Spell resistance: 6%
  • +Level 2: Winds of Magic cost: -4% for all spells
  • +Level 3: Spell resistance: 10%
  • +Level 3: Winds of Magic cost: -8% for all spells
Sorcerous Shieldingnew
  • +Level 1: Melee defence: +2
  • +Level 1: Spell resistance: 3%
  • +Level 2: Melee defence: +4
  • +Level 2: Spell resistance: 6%
  • +Level 3: Melee defence: +6
  • +Level 3: Spell resistance: 10%
Machinations of the Collegenew
  • +Hero action success chance: +2% for Wizards (all characters factionwide)
Improved Scrying Techniquesnew
  • +Magic item drop chance from battle: +5% (all characters factionwide)
Raise your Hammers!new
  • +Level 1: Weapon strength: +7% when attacking
  • +Level 2: Weapon strength: +15% when attacking
  • +Level 3: Weapon strength: +25% when attacking
Swift Mountnew
  • +Level 1: Speed: +4%
  • +Level 1: Missile resistance: 4%
  • +Level 2: Speed: +8%
  • +Level 2: Missile resistance: 8%
  • +Level 3: Speed: +12%
  • +Level 3: Missile resistance: 12%
Dwarf-Forged Platenew
  • +Level 1: Hit points: +3%
  • +Level 1: Armour: +3
  • +Level 2: Hit points: +6%
  • +Level 2: Armour: +6
  • +Level 3: Hit points: +10%
  • +Level 3: Armour: +10
Holy Decree - Undeadnew
  • +Level 1: Leadership: +2 when fighting against Vampire Counts (Lord's army)
  • +Level 1: Corruption: -1 (local province)
  • +Level 1: Weapon strength: +7% when fighting against Undead factions
  • +Level 1: Melee attack: +1 when fighting against Undead factions (Lord's army)
  • +Level 2: Leadership: +4 when fighting against Vampire Counts (Lord's army)
  • +Level 2: Corruption: -2 (local province)
  • +Level 2: Weapon strength: +15% when fighting against Undead factions
  • +Level 2: Melee attack: +2 when fighting against Undead factions (Lord's army)
  • +Level 3: Leadership: +8 when fighting against Vampire Counts (Lord's army)
  • +Level 3: Corruption: -3 (local province)
  • +Level 3: Weapon strength: +30% when fighting against Undead factions
  • +Level 3: Melee attack: +4 when fighting against Undead factions (Lord's army)
Holy Decree - Unclean Onesnew
  • +Level 1: Corruption: -1 (local province)
  • +Level 1: Ward save: +3% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen
  • +Level 1: Leadership: +2 when fighting against Warriors of Chaos (Lord's army)
  • +Level 1: Melee attack: +1 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • +Level 2: Corruption: -2 (local province)
  • +Level 2: Ward save: +7% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen
  • +Level 2: Leadership: +4 when fighting against Warriors of Chaos (Lord's army)
  • +Level 2: Melee attack: +2 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • +Level 3: Corruption: -3 (local province)
  • +Level 3: Ward save: +15% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen
  • +Level 3: Leadership: +8 when fighting against Warriors of Chaos (Lord's army)
  • +Level 3: Melee attack: +4 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
Holy Decree - Time of Peacenew
  • +Level 1: Construction time: -5% for all buildings (local province)
  • +Level 1: Control: +1 (own local province)
  • +Level 1: Construction cost: -2% for all buildings (local province)
  • +Level 1: Growth: +5 (own local province)
  • +Level 2: Construction time: -10% for all buildings (local province)
  • +Level 2: Control: +2 (own local province)
  • +Level 2: Construction cost: -4% for all buildings (local province)
  • +Level 2: Growth: +10 (own local province)
  • +Level 3: Construction time: -20% for all buildings (local province)
  • +Level 3: Control: +3 (own local province)
  • +Level 3: Construction cost: -8% for all buildings (local province)
  • +Level 3: Growth: +20 (own local province)
Holy Decree - Time of Warnew
  • +Level 1: Charge bonus: +3% (Lord's army)
  • +Level 1: Local recruitment capacity: +1 (local province)
  • +Level 1: Recruitment cost: -5% for all units (Lord's army)
  • +Level 1: Unit experience gain per turn: +25 (Lord's army)
  • +Level 2: Charge bonus: +7% (Lord's army)
  • +Level 2: Local recruitment capacity: +2 (local province)
  • +Level 2: Recruitment cost: -10% for all units (Lord's army)
  • +Level 2: Unit experience gain per turn: +50 (Lord's army)
  • +Level 3: Charge bonus: +15% (Lord's army)
  • +Level 3: Local recruitment capacity: +3 (local province)
  • +Level 3: Recruitment cost: -20% for all units (Lord's army)
  • +Level 3: Unit experience gain per turn: +100 (Lord's army)
Tend the Warhorsesnew
  • +Upkeep: -4% for Cavalry units (Hero's army)
  • +Charge bonus: +10% for Cavalry units (Hero's army)
Demigryphnew
  • +Mount: Demigryph (not visible on campaign map)
For the Causenew
  • +Upkeep: -4% for Infantry units (Hero's army)
  • +Armour: +5 for Infantry units (Hero's army)
Lead the State Troopsnew
  • +Level 1: Leadership aura size: +20%
  • +Level 2: Leadership aura size: +40%
  • +Level 3: Leadership aura size: +60%
Remember Your Trainingnew
  • +Level 1: Melee defence: +1 when defending (Hero's army)
  • +Level 2: Melee defence: +2 when defending (Hero's army)
  • +Level 3: Melee defence: +3 when defending (Hero's army)
Regiment of Renownnew
  • +Level 1: Recruitment cost: -10% for Infantry units (Hero's army)
  • +Level 2: Recruitment cost: -20% for Infantry units (Hero's army)
  • +Level 3: Recruitment cost: -20% for Infantry units (Hero's army)
  • +Level 3: Recruit rank: +1 for Infantry units (Hero's army)
Officer Squadnew
  • +Passive ability: "Officer Squad"
Military Heritage - Artillery Batterynew
  • +Level 1: Ammunition: +3% for Artillery units (Lord's army)
  • +Level 1: Reload time reduction: +3% for Artillery units (Lord's army)
  • +Level 1: Reinforcement range: +5% (Lord's army)
  • +Level 1: Recruit rank: +1 for Artillery units (Lord's army)
  • +Level 2: Ammunition: +7% for Artillery units (Lord's army)
  • +Level 2: Reload time reduction: +7% for Artillery units (Lord's army)
  • +Level 2: Reinforcement range: +10% (Lord's army)
  • +Level 2: Recruit rank: +2 for Artillery units (Lord's army)
  • +Level 3: Ammunition: +15% for Artillery units (Lord's army)
  • +Level 3: Reload time reduction: +15% for Artillery units (Lord's army)
  • +Level 3: Reinforcement range: +20% (Lord's army)
  • +Level 3: Recruit rank: +3 for Artillery units (Lord's army)
Military Heritage - The Watchnew
  • +Level 1: Campaign movement range: +3%
  • +Level 1: Campaign line of sight: +10%
  • +Level 1: Reload time reduction: +5% for Pistoliers and Outriders units (Lord's army)
  • +Level 1: Upkeep: -5% for Pistoliers and Outriders units (Lord's army)
  • +Level 2: Campaign movement range: +6%
  • +Level 2: Campaign line of sight: +20%
  • +Level 2: Reload time reduction: +10% for Pistoliers and Outriders units (Lord's army)
  • +Level 2: Upkeep: -10% for Pistoliers and Outriders units (Lord's army)
  • +Level 3: Campaign movement range: +10%
  • +Level 3: Campaign line of sight: +40%
  • +Level 3: Reload time reduction: +20% for Pistoliers and Outriders units (Lord's army)
  • +Level 3: Upkeep: -20% for Pistoliers and Outriders units (Lord's army)
Military Heritage - The Vanguardnew
  • +Level 1: Upkeep: -3% for Swordmen, Pikemen, Spearmen, Halberdiers, Archers, Huntsmen, Free Company Militia, Crossbowmen and Handgunners units (Lord's army)
  • +Level 1: Attrition: -5% casualties suffered from all attrition (Lord's army)
  • +Level 1: Reload time reduction: +2% for Missile Infantry units (Lord's army)
  • +Level 1: Missile resistance: 2% for Infantry units (Lord's army)
  • +Level 2: Upkeep: -6% for Swordmen, Pikemen, Spearmen, Halberdiers, Archers, Huntsmen, Free Company Militia, Crossbowmen and Handgunners units (Lord's army)
  • +Level 2: Attrition: -10% casualties suffered from all attrition (Lord's army)
  • +Level 2: Reload time reduction: +4% for Missile Infantry units (Lord's army)
  • +Level 2: Missile resistance: 4% for Infantry units (Lord's army)
  • +Level 3: Upkeep: -10% for Swordmen, Pikemen, Spearmen, Halberdiers, Archers, Huntsmen, Free Company Militia, Crossbowmen and Handgunners units (Lord's army)
  • +Level 3: Attrition: -20% casualties suffered from all attrition (Lord's army)
  • +Level 3: Reload time reduction: +8% for Missile Infantry units (Lord's army)
  • +Level 3: Missile resistance: 8% for Infantry units (Lord's army)
Military Heritage - Knightly Ordersnew
  • +Level 1: Charge bonus: +3% for Empire Knights and Order Knights units (Lord's army)
  • +Level 1: Speed: +3% for Cavalry units (Lord's army)
  • +Level 1: Leadership: +1 when in foreign territory (Lord's army)
  • +Level 1: Recruitment cost: -5% for Cavalry units (Lord's army)
  • +Level 2: Charge bonus: +7% for Empire Knights and Order Knights units (Lord's army)
  • +Level 2: Speed: +7% for Cavalry units (Lord's army)
  • +Level 2: Leadership: +2 when in foreign territory (Lord's army)
  • +Level 2: Recruitment cost: -10% for Cavalry units (Lord's army)
  • +Level 3: Charge bonus: +15% for Empire Knights and Order Knights units (Lord's army)
  • +Level 3: Speed: +15% for Cavalry units (Lord's army)
  • +Level 3: Leadership: +4 when in foreign territory (Lord's army)
  • +Level 3: Recruitment cost: -20% for Cavalry units (Lord's army)
Armour of Righteousnessnew
  • +Armour: -10
  • +Hit points: +10%
Heed Not the Witchnew
  • +Level 1: Weapon strength: +10%
  • +Level 1: Armour: -3
  • +Level 2: Weapon strength: +20%
  • +Level 2: Armour: -7
  • +Level 3: Weapon strength: +40%
  • +Level 3: Armour: -15
Glorious Abandonnew
  • +Level 1: Charge bonus: +10
  • +Level 1: Armour: -3
  • +Level 2: Charge bonus: +20
  • +Level 2: Armour: -7
  • +Level 3: Charge bonus: +40
  • +Level 3: Armour: -15
Path of Penancenew
  • +Level 1: Melee attack: +5
  • +Level 1: Melee defence: -1
  • +Level 2: Melee attack: +10
  • +Level 2: Melee defence: -3
  • +Level 3: Melee attack: +20
  • +Level 3: Melee defence: -5
Tunnel Visionnew
  • +Level 1: Leadership: +5
  • +Level 1: Leadership aura size: -12%
  • +Level 2: Leadership: +10
  • +Level 2: Leadership aura size: -25%
  • +Level 3: Leadership: +20
  • +Level 3: Leadership aura size: -50%
Divine Powernew
  • +Ward save: +10%
  • +Melee attack: -5
Immaculate Fleshnew
  • +Level 1: Fire resistance: 2% (Hero's army)
  • +Level 2: Fire resistance: 4% (Hero's army)
  • +Level 3: Fire resistance: 8% (Hero's army)
Deny the Hereticnew
  • +Level 1: Enemy spell resistance: -3% (enemy armies in province)
  • +Level 2: Enemy spell resistance: -6% (enemy armies in province)
  • +Level 3: Enemy spell resistance: -10% (enemy armies in province)
Heart of the Gryphonnew
  • +Level 1: Physical resistance: 1% (Hero's army)
  • +Level 1: Melee attack: -3
  • +Level 2: Physical resistance: 2% (Hero's army)
  • +Level 2: Melee attack: -6
  • +Level 3: Physical resistance: 4% (Hero's army)
  • +Level 3: Melee attack: -12
Beacon of Couragenew
  • +Level 1: Enemy charge bonus: -3% (enemy armies in province)
  • +Level 2: Enemy charge bonus: -6% (enemy armies in province)
  • +Level 3: Enemy charge bonus: -10% (enemy armies in province)

Buildings

Paved RoadsThe Empire
  • −Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
  • −Global recruitment duration: -1 turn(s) (minimum 1) (armies in province)
  • −Income from all buildings: +4% (local province)
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • +Growth: +5 (all adjacent provinces)
  • +Growth: +10
  • +Income from all buildings: +5% (all adjacent provinces)
  • Cost: 3000 → 2000
  • Turns: 3 → 2
Toll GatesThe Empire
  • −Campaign movement range: +15% for own armies starting their turn in this province (armies in province)
  • −Global recruitment duration: -2 turn(s) (minimum 1) (armies in province)
  • −Income from all buildings: +8% (local province)
  • +Campaign movement range: +40% for own armies starting their turn in this province (own armies in province)
  • +Growth: +10 (all adjacent provinces)
  • +Growth: +20
  • +Income from all buildings: +10% (all adjacent provinces)
  • +Income from trade tariffs: +5% (factionwide)
  • Cost: 4500 → 5000
  • Turns: 4 → 5
Gem MineshaftThe Empire
  • −Income generated: 200
  • −Gemstones resource production: 16 sacks
  • +Income generated: 100
  • +Gemstones resource production: 10 sacks
Gem MineThe Empire
  • −Income generated: 400
  • −Gemstones resource production: 24 sacks
  • +Income generated: 200
  • +Gemstones resource production: 20 sacks
  • −Income generated: 600
  • −Gemstones resource production: 32 sacks
  • +Income generated: 300
  • +Diplomatic relations: +5 with all factions
  • +Gemstones resource production: 30 sacks
  • −Recruitment cost: -20% for Demigryph units (local province)
  • −Income generated: 100
  • −Exotic Animals resource production: 20 cages
  • +Recruitment cost: -10% for Demigryph units (own armies in province)
  • +Income generated: 25
  • +Exotic Animals resource production: 15 cages
  • −Recruitment cost: -25% for Demigryph units (local province)
  • −Recruit rank: +1 for Demigryph units (local province)
  • −Income generated: 150
  • +Recruitment cost: -20% for Demigryph units (own armies in province)
  • +Recruit rank: +1 for Demigryph units (own armies in province)
  • +Income generated: 50
  • −Recruitment cost: -30% for Demigryph units (local province)
  • −Recruit rank: +2 for Demigryph units (local province)
  • −Upkeep: -3% for Demigryph units (all armies)
  • −Income generated: 200
  • +Recruitment cost: -30% for Demigryph units (own armies in province)
  • +Recruit rank: +2 for Demigryph units (own armies in province)
  • +Income generated: 100
  • −Income generated: 100
  • −Medicinal Plants resource production: 20 bundles
  • +Income generated: 25
  • +Medicinal Plants resource production: 15 bundles
  • +Casualty replenishment rate: +1% (own armies in province)
Exotic HothouseThe Empire
  • −Income generated: 150
  • +Income generated: 50
  • +Casualty replenishment rate: +2% (own armies in province)
  • −Income generated: 200
  • +Income generated: 100
  • +Casualty replenishment rate: +4% (own armies in province)
Obsidian QuarryThe Empire
  • −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)
Spice MarketThe Empire
  • −Income generated: 100
  • −Spices resource production: 20 sacks
  • +Income generated: 25
  • +Spices resource production: 15 sacks
  • −Income generated: 150
  • +Income generated: 50
Eastern BazaarThe Empire
  • −Income generated: 200
  • +Income generated: 100
  • +Tradable resources produced: +5%
Night WatchThe Empire
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 1 turns
  • −Corruption: -3
  • −Control: +3
  • +Corruption: -2
  • +Control: +2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 2 turns
  • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
  • −Control: +3
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Control: +2
Elite WatchersThe Empire
  • −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 Reiksguard units
  • −Recruit rank: +1 for Reiksguard units (factionwide)
  • +Recruitment cost: -10% for Reiksguard units (own armies in province)
  • +Recruit rank: +1 for Reiksguard units (own armies factionwide)
  • +Unit capacity: +1 Order Knights
  • −Recruitment cost: -35% for Reiksguard units
  • −Local Recruitment duration: -1 turn for Reiksguard units (minimum 1) in this province (local province)
  • −Recruit rank: +3 for Reiksguard units (factionwide)
  • −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • −Attribute: Devastating Flanker for Reiksguard units (all armies)
  • +Upkeep: -4% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (own armies factionwide)
  • +Recruitment cost: -20% for Reiksguard units (own armies in province)
  • +Local Recruitment duration: -1 turn for Reiksguard units (minimum 1) in this province
  • +Recruit rank: +2 for Reiksguard units (own armies factionwide)
  • +Unit capacity: +2 Order Knights
  • +Attribute: Devastating Flanker for Reiksguard units (own armies factionwide)
Imperial PalaceThe Empire
  • −Hero recruit rank: +2 for Empire Captains (factionwide)
  • −Income from all buildings: +5% (local province)
  • −Lord recruit rank: +2 (factionwide)
  • +Hero recruit rank: +4 for Empire Captains (factionwide)
  • +Lord recruitment cost: -25% (factionwide)
  • +Character experience gain: +10% (all characters factionwide)
  • +Unlocks Hero recruitment: Empire Captain
  • +Hero capacity: +2 for Empire Captains
  • Units: 0 → 1
  • −Upkeep: -25% for Demigryph units (all armies)
  • +Upkeep: -15% for Demigryph units (own armies factionwide)
Small FortThe Empire
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +40
  • +Defensive supplies: +600
  • +Leadership: +2 when under siege (own armies in region)
  • +Attrition: -10% when under siege (own armies in region)
  • Turns: 3 → 2
FortThe Empire
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +50
  • +Defensive supplies: +1200
  • +Leadership: +4 when under siege (own armies in region)
  • +Attrition: -20% when under siege (own armies in region)
  • Cost: 2000 → 5000
Grand FortThe Empire
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +60
  • +Defensive supplies: +1800
  • +Leadership: +6 when under siege (own armies in region)
  • +Attrition: -30% when under siege (own armies in region)
  • Cost: 4000 → 10000
  • Turns: 5 → 6
Imposing FortThe Empire
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +70
  • +Defensive supplies: +2400
  • +Leadership: +8 when under siege (own armies in region)
  • +Attrition: -40% when under siege (own armies in region)
  • Cost: 8000 → 15000
  • Turns: 6 → 8
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +80
  • +Growth: +10 (all adjacent provinces)
  • +Defensive supplies: +3000
  • +Leadership: +10 when under siege (own armies in region)
  • +Attrition: -50% when under siege (own armies in region)
  • Cost: 16000 → 20000
  • Turns: 7 → 10
  • −Winds of Magic power reserve capacity: +3 (all armies)
  • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • −Winds of Magic power reserve capacity: +6 (all armies)
  • +Winds of Magic power reserve capacity: +10 (own armies factionwide)
  • −Defensive supplies: +1000
  • −Income generated: 60
  • −Growth: +10
  • +Defensive supplies: +1200
  • +Income generated: 50
  • +Growth: +80
  • −Defensive supplies: +1000
  • −Income generated: 90
  • −Growth: +20
  • −Improved tower projectiles: Bullets
  • +Defensive supplies: +1200
  • +Income generated: 100
  • +Growth: +80
  • −Defensive supplies: +1000
  • −Income generated: 120
  • −Growth: +30
  • −Improved tower projectiles: Cannon Balls
  • +Defensive supplies: +1200
  • +Income generated: 150
  • +Growth: +80
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +40
  • −Improved tower projectiles: Clockwork Bombs
  • +Defensive supplies: +1200
  • +Income generated: 200
  • +Growth: +80
  • −Defensive supplies: +1000
  • −Income generated: 180
  • −Growth: +50
  • −Improved tower projectiles: Clockwork Bombs
  • +Defensive supplies: +1200
  • +Income generated: 250
  • −Income from all buildings: +10% (local province)
  • +Income from all buildings: +10% (all regions in province)
  • −Winds of Magic power reserve capacity: +3 (all armies)
  • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • −Winds of Magic power reserve capacity: +6 (all armies)
  • +Winds of Magic power reserve capacity: +10 (own armies factionwide)
Shooting RangeThe Empire
  • +Growth: -10
  • +Missile damage: +2% when under siege (own armies in province)
  • −Unlocks Hero recruitment: Witch Hunter
  • +Growth: -10
  • +Missile damage: +4% when under siege (own armies in province)
Gunnery SchoolThe Empire
  • −Hero capacity: +1 for Witch Hunters
  • −Unlocks Hero recruitment: Witch Hunter
  • +Growth: -10
  • +Missile damage: +8% when under siege (own armies in province)
  • +Unit capacity: +3 Nuln Ironsides and Hochland Long Rifles
  • −Recruitment cost: -15% for Knights of the Black Rose units
  • −Recruit rank: +1 for Knights of the Black Rose units (factionwide)
  • +Recruitment cost: -10% for Knights of the Black Rose units (own armies in province)
  • +Recruit rank: +1 for Knights of the Black Rose units (own armies factionwide)
  • +Unit capacity: +1 Order Knights
  • −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • −Recruitment cost: -35% for Knights of the Black Rose units
  • −Recruit rank: +3 for Knights of the Black Rose units (factionwide)
  • −Local Recruitment duration: -1 turn for Knights of the Black Rose units (minimum 1) in this province (local province)
  • −Passive ability: "Iron Resolve" for Knights of the Black Rose units (all armies)
  • +Upkeep: -4% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (own armies factionwide)
  • +Recruitment cost: -20% for Knights of the Black Rose units (own armies in province)
  • +Recruit rank: +2 for Knights of the Black Rose units (own armies factionwide)
  • +Local Recruitment duration: -1 turn for Knights of the Black Rose units (minimum 1) in this province
  • +Passive ability: "Iron Resolve" for Knights of the Black Rose units (own armies factionwide)
  • +Leadership: +4 for Cavalry units (own armies factionwide)
  • +Unit capacity: +2 Order Knights
  • −Attribute: Mastery of Elemental Winds for Battle Wizards (all armies)
  • −Unlocks Hero recruitment: Battle Wizard
  • +Attribute: Mastery of Elemental Winds for Battle Wizards (own armies factionwide)
  • +Unlocks Hero recruitment: Battle Wizard (local province)
Shrine of UlricThe Empire
  • −Hall of Eternal Flame provides: Fervour: 5 per turn
  • −Hall of Eternal Flame provides: Fervour: 10 per turn
  • −Hall of Eternal Flame provides: Fervour: 15 per turn
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Income from post-battle loot: +15% (all your armies in adjacent regions)
  • −Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
Chapel of UlricThe Empire
  • −Hall of Eternal Flame provides: Fervour: 5 per turn
  • −Hall of Eternal Flame provides: Fervour: 10 per turn
  • −Hall of Eternal Flame provides: Fervour: 15 per turn
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Hero recruit rank: +1 for Priests of Ulric
  • −Income from post-battle loot: +30% (all your armies in adjacent regions)
  • −Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
  • −Income from post-battle loot: +2% (factionwide)
  • −Hall of Eternal Flame provides: Fervour: 5 per turn
  • −Hall of Eternal Flame provides: Fervour: 10 per turn
  • −Hall of Eternal Flame provides: Fervour: 15 per turn
  • −Hero capacity: +1 for Priests
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Hero recruit rank: +2 for Priests of Ulric
  • −Income from post-battle loot: +50% (all your armies in adjacent regions)
  • −Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
EckzahnehausThe Empire
  • −Upkeep: -10% for Hunting Hounds units (all armies)
  • −Recruit rank: +2 for Hunting Hounds units
  • −Melee attack: +5 for Hunting Hound units (all armies)
  • −Armour-piercing weapon damage: +2 for Hunting Hounds units (all armies)
Ruined CityThe Empire
  • −Corruption: -2
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 2 construction slot in the settlement
  • −Income generated: 40
  • −Growth: +10
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 4 construction slots in the settlement
  • −Income generated: 60
  • −Growth: +20
  • −Control: +1
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Prestige gained: +2 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 6 construction slots in the settlement
  • −Income generated: 80
  • −Growth: +30
  • −Control: +2
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Prestige gained: +2 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 8 construction slots in the settlement
  • −Income generated: 100
  • −Growth: +40
  • −Control: +2
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Prestige gained: +3 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 9 construction slots in the settlement
  • −Income generated: 120
  • −Growth: +50
  • −Control: +3
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • −Upkeep: -10% for Knights of the White Wolf (all armies)
  • −Recruit rank: +2 for Knights of the White Wolf
Empire OutpostThe Empire
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
Empire DistrictThe Empire
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
Empire ColonyThe Empire
  • −Casualty replenishment rate: +4% (armies in region)
  • +Casualty replenishment rate: +4% (any armies in region)
Animal StoreThe Empire
  • −Ivory resource production: 20 tusks
  • −Income generated: 100
  • +Ivory resource production: 15 tusks
  • +Income generated: 25
Tusk MarketThe Empire
  • −Income generated: 150
  • +Income generated: 50
Tusk CompoundThe Empire
  • −Income generated: 200
  • +Research rate: +10
  • +Income generated: 100
Training FieldThe Empire
  • +Growth: -10
  • +Melee defence: +1 when under siege (own armies in province)
Rally FieldThe Empire
  • −Unlocks Hero recruitment: Empire Captain
  • +Growth: -10
  • +Melee defence: +2 when under siege (own armies in province)
BarracksThe Empire
  • +Unit capacity: +6 Greatswords
  • +Growth: -10
  • +Melee defence: +3 when under siege (own armies in province)
FieldsThe Empire
  • −Casualty replenishment rate: +2% (armies in province)
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Attrition: -1% when under siege (own armies in province)
FarmThe Empire
  • −Casualty replenishment rate: +4% (armies in province)
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Attrition: -3% when under siege (own armies in province)
Landed EstateThe Empire
  • −Casualty replenishment rate: +6% (armies in province)
  • +Casualty replenishment rate: +3% (own armies in province)
  • +Attrition: -5% when under siege (own armies in province)
  • +Recruitment cost: -8% for Missile Infantry units (own armies in province)
  • +Growth: +1 (all provinces)
GunsmithThe Empire
  • −Unlocks Hero recruitment: Engineer
  • −Research rate: +3
  • +Growth: -10
  • +Ammunition: +10% when under siege (own armies in province)
  • Cost: 1500 → 2500
  • Units: 2 → 3
FoundryThe Empire
  • −Unlocks Hero recruitment: Engineer
  • −Research rate: +5
  • +Growth: -10
  • +Unit capacity: +2 Hellblaster Volley Gun and Hellstorm Rocket Battery
  • +Ammunition: +20% when under siege (own armies in province)
  • +Unlocks Hero recruitment: Engineer (local province)
  • Cost: 2500 → 5000
  • Units: 4 → 6
  • −Unlocks Hero recruitment: Engineer
  • −Hero recruit rank: +2 for Engineer
  • −Research rate: +7
  • +Growth: -10
  • +Unit capacity: +4 Hellblaster Volley Gun and Hellstorm Rocket Battery
  • +Ammunition: +30% when under siege (own armies in province)
  • +Unit capacity: +1 Land Ship
  • +Unlocks Hero recruitment: Engineer (local province)
  • +Schematics gained: 5 per turn (Wissenland & Nuln only)
  • Cost: 4000 → 7500
  • −Hero capacity: +2 for Engineer
  • −Unlocks Hero recruitment: Engineer
  • −Hero recruit rank: +2 for Engineer (factionwide)
  • −Research rate: +10
  • +Growth: -10
  • +Ammunition: +40% when under siege (own armies in province)
  • +Unit capacity: +6 Hellblaster Volley Gun and Hellstorm Rocket Battery
  • +Unit capacity: +2 Steam Tank and Land Ship
  • +Research rate: +5
  • +Global recruitment capacity: +1
  • +Hero capacity: +1 for Engineer
  • +Unlocks Hero recruitment: Engineer (local province)
  • +Schematics gained: 10 per turn (Wissenland & Nuln only)
  • Cost: 8000 → 10000
  • Turns: 5 → 6
Guard HouseThe Empire
  • −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)
  • +Control: +1
  • +Income from all buildings: -10% (all regions in province)
City WatchThe Empire
  • −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)
  • +Army ability: "Patrols" summon 2 units of Pistoliers (own armies in region)
  • +Control: +2
  • +Income from all buildings: -10% (all regions in province)
  • +Hidden armies will be visible (any armies in region)
Weaving HouseThe Empire
  • −Income generated: 250
  • +Income generated: 100
  • +Dyes resource production: 1 ounces
ClothierThe Empire
  • −Income generated: 375
  • +Control: -1
  • +Income generated: 200
  • +Dyes resource production: 2 ounces
Tailors' GuildThe Empire
  • −Income generated: 500
  • +Control: -2
  • +Income generated: 300
  • +Recruitment cost: -8% for Melee Infantry units (own armies in province)
  • +Dyes resource production: 4 ounces
Imperial WharfThe Empire
  • −Growth: +10
  • +Defensive supplies: +600
  • +Growth: +5
  • +Spices resource production: 1 sacks
  • −Income generated: 300
  • −Growth: +20
  • +Income generated: 200
  • +Defensive supplies: +1200
  • +Growth: +10
  • +Spices resource production: 2 sacks
Imperial PortThe Empire
  • −Income generated: 500
  • −Growth: +30
  • +Income generated: 400
  • +Defensive supplies: +1800
  • +Spices resource production: 4 sacks
  • +Growth: +15
HamletThe Empire
  • −Income generated: 40
  • +Income generated: 50
  • +Control: +1
VillageThe Empire
  • −Income generated: 60
  • −Control: +1
  • +Income generated: 100
  • +Control: +2
TownThe Empire
  • −Income generated: 80
  • −Control: +2
  • +Income generated: 150
  • +Control: +3
CityThe Empire
  • −Income generated: 100
  • −Control: +2
  • +Income generated: 200
  • +Control: +4
City-StateThe Empire
  • −Income generated: 120
  • −Control: +3
  • +Income generated: 250
  • +Control: +5
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
HamletThe Empire
  • −Income generated: 40
  • +Income generated: 50
VillageThe Empire
  • −Income generated: 60
  • −Control: +1
  • +Income generated: 100
TownThe Empire
  • −Income generated: 80
  • −Control: +2
  • +Income generated: 150
StablesThe Empire
  • −Local recruitment capacity: +1
  • +Melee attack: +2 when under siege (own armies in province)
  • +Growth: -10
LiveryThe Empire
  • −Local recruitment capacity: +2
  • +Melee attack: +3 when under siege (own armies in province)
  • +Growth: -10
  • +Unit capacity: +1 Order Knights
  • Units: 5 → 6
MenagerieThe Empire
  • −Global recruitment capacity: +1
  • −Local recruitment capacity: +2
  • +Melee attack: +4 when under siege (own armies in province)
  • +Growth: -10
  • +Unit capacity: +2 Demigryph Knights
  • +Unit capacity: +2 Order Knights
  • Units: 7 → 8
Tap RoomThe Empire
  • −Upkeep: -5% (armies in region)
  • −Control: +4
  • +Upkeep: -2% (own armies in province)
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Control: +6
  • Cost: 1500 → 2000
  • Turns: 2 → 1
TavernThe Empire
  • −Upkeep: -10% (armies in region)
  • −Control: +6
  • +Unlocks Hero recruitment: Witch Hunter
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Upkeep: -4% (own armies in province)
  • +Hero capacity: +1 for Witch Hunters
  • +Control: +8
  • Cost: 2500 → 4000
  • Turns: 3 → 2
Coaching InnThe Empire
  • −Recruitment cost: -15% (armies in region)
  • −Upkeep: -15% (armies in region)
  • +Hero capacity: +1 for Witch Hunters
  • +Unlocks Hero recruitment: Witch Hunter
  • +Casualty replenishment rate: +4% (own armies in province)
  • +Upkeep: -8% (own armies in province)
  • +Upkeep: -1% for Free Company Militia units (own armies factionwide)
  • Cost: 4000 → 6000
  • Turns: 4 → 3
Basic WallsThe Empire
  • −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)
  • +Army ability: "Patrols" summon 2 units of Pistoliers (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +1
  • +Defensive supplies: +400
  • +Hidden armies will be visible (any armies in region)
Tall WallsThe Empire
  • −Enemy Hero action success chance: -15%
  • −Attrition: -10% when under siege (armies in region)
  • −Leadership: +4 when under siege (armies in region)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Army ability: "Patrols" summon 2 units of Pistoliers (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +2
  • +Defensive supplies: +600
  • +Hidden armies will be visible (any armies in region)
  • −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)
  • +Army ability: "Patrols" summon 2 units of Pistoliers (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +3
  • +Defensive supplies: +800
  • +Hidden armies will be visible (any armies in region)
  • −Winds of Magic power reserve: +5 per turn [PH] (armies in local province)
  • +Hero capacity: +1 for Battle Wizards
  • +Spell resistance: 5% when under siege (own armies in province)
  • +Growth: -10
  • +Winds of Magic power reserve: +5 per turn (armies in local province)
Wizard's CampusThe Empire
  • −Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
  • −Hero recruit rank: +2 for Battle Wizards
  • +Spell resistance: 10% when under siege (own armies in province)
  • +Winds of Magic power reserve: +10 per turn (armies in local province)
  • +Growth: -10
Wizard's TowerThe Empire
  • −Winds of Magic power reserve: +15 per turn [PH] (armies in local province)
  • −Hero capacity: +2 for Battle Wizards
  • +Spell resistance: 20% when under siege (own armies in province)
  • +Unit capacity: +2 Luminark of Hysh
  • +Growth: -10
  • +Winds of Magic power reserve: +15 per turn (armies in local province)
  • +Hero capacity: +1 for Battle Wizards
  • −Corruption: -5
  • +Only one religious building can be built in each settlement
  • +When Control is below -50: Corruption: -2
  • +Corruption: -4
  • +Growth: -10
  • +Control: +1
  • Cost: 1750 → 3000
  • Turns: 3 → 4
  • −Corruption: -10
  • −Hero capacity: +1 for Priests
  • −Hero recruit rank: +2 for Warrior Priests
  • +When Control is below -50: Corruption: -4
  • +Corruption: -8
  • +Unit capacity: +4 Sigmarite Disciples
  • +Growth: -10
  • +Control: +2
  • +Veneration of Sigmar generated: +1 per turn (Cult of Sigmar only)
  • Cost: 3000 → 5000
  • Turns: 4 → 5
  • Units: 1 → 3
  • −Income generated: 100
  • −Dyes resource production: 20 ounces
  • +Income generated: 25
  • +Dyes resource production: 15 ounces
Cinnabar MineThe Empire
  • −Income generated: 150
  • +Income generated: 50
DyemakerThe Empire
  • −Income generated: 200
  • +Income generated: 100
  • +Ambush success chance: +10% (own armies in province)
  • +Ambush defence chance: +10% (own armies in province)
Hunting CampThe Empire
  • −Furs resource production: 20 bundles
  • +Furs resource production: 15 bundles
Hunting LodgeThe Empire
  • −Growth: +8
  • +Growth: +10
TanneryThe Empire
  • −Growth: +10
  • +Growth: +15
  • +Attrition: -25% casualties suffered from all attrition (own armies in province)
Gold Mining PitThe Empire
  • −Recruitment cost: -20% for Free Company Militia units (local province)
  • −Income generated: 200
  • +Recruitment cost: -10% for Free Company Militia units (own armies in province)
  • +Income generated: 100
Gold MineThe Empire
  • −Recruitment cost: -25% for Free Company Militia units (local province)
  • −Recruit rank: +1 for Free Company Militia units (local province)
  • −Income generated: 400
  • +Recruitment cost: -20% for Free Company Militia units (own armies in province)
  • +Recruit rank: +1 for Free Company Militia units (own armies in province)
  • +Income generated: 200
Gold SmelterThe Empire
  • −Recruitment cost: -30% for Free Company Militia units (local province)
  • −Recruit rank: +2 for Free Company Militia units (local province)
  • −Upkeep: -3% for Free Company Militia units (all armies)
  • −Hero recruit rank: +1 for Empire Captains (all provinces)
  • −Income generated: 600
  • +Recruitment cost: -30% for Free Company Militia units (own armies in province)
  • +Recruit rank: +2 for Free Company Militia units (own armies in province)
  • +Hero recruit rank: +2 for Empire Captains (all provinces)
  • +Income generated: 400
Iron Mining PitThe Empire
  • −Income generated: 100
  • −Iron resource production: 20 ingots
  • −Recruitment cost: -20% for Swordsmen, Greatswords and Knight units (local province)
  • +Income generated: 25
  • +Iron resource production: 15 ingots
  • +Recruitment cost: -10% for Wolf-Kin, Swordsmen, Greatswords and Knight units (own armies in province)
Iron MineThe Empire
  • −Income generated: 150
  • −Recruitment cost: -25% for Swordsmen, Greatswords and Knight units (local province)
  • −Recruit rank: +1 for Swordsmen, Greatsword and Knights units (local province)
  • +Income generated: 50
  • +Recruitment cost: -20% for Wolf-Kin, Swordsmen, Greatswords and Knight units (own armies in province)
  • +Recruit rank: +1 for Swordsmen, Greatsword and Knights units (own armies in province)
Iron SmelterThe Empire
  • −Upkeep: -3% for Swordsmen, Greatswords and Knight units (all armies)
  • −Income generated: 200
  • −Recruitment cost: -30% for Swordsmen, Greatswords and Knight units (local province)
  • −Recruit rank: +2 for Swordsmen, Greatsword and Knights units (local province)
  • +Income generated: 100
  • +Recruitment cost: -30% for Wolf-Kin, Swordsmen, Greatswords and Knight units (own armies in province)
  • +Recruit rank: +2 for Swordsmen, Greatsword and Knights units (own armies in province)
Stone CutterThe Empire
  • −Income generated: 100
  • −Marble resource production: 20 slabs
  • +Income generated: 25
  • +Marble resource production: 15 slabs
Marble QuarryThe Empire
  • −Income generated: 150
  • +Income generated: 50
MasonThe Empire
  • −Income generated: 200
  • +Income generated: 100
  • +Construction cost: -10% for all buildings (all regions in province)
  • −Income generated: 100
  • −Casualty replenishment rate: +4% (armies in province)
  • −Recruitment cost: -20% for Pistoliers and Outriders units (local province)
  • +Income generated: 25
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Recruitment cost: -10% for Pistoliers and Outriders units (own armies in province)
Livestock PensThe Empire
  • −Income generated: 150
  • −Casualty replenishment rate: +6% (armies in province)
  • −Recruitment cost: -25% for Pistoliers and Outriders units (local province)
  • −Recruit rank: +1 for Pistolier and Outrider units (local province)
  • +Income generated: 50
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Recruitment cost: -20% for Pistoliers and Outriders units (own armies in province)
  • +Recruit rank: +1 for Pistolier and Outrider units (own armies in province)
Cattle RanchThe Empire
  • −Income generated: 200
  • −Casualty replenishment rate: +8% (armies in province)
  • −Recruitment cost: -30% for Pistoliers and Outriders units (local province)
  • −Recruit rank: +2 for Pistolier and Outrider units (local province)
  • −Upkeep: -3% for Pistoliers and Outriders units (all armies)
  • +Income generated: 100
  • +Casualty replenishment rate: +4% (own armies in province)
  • +Recruitment cost: -30% for Pistoliers and Outriders units (own armies in province)
  • +Recruit rank: +2 for Pistolier and Outrider units (own armies in province)
Clay PitThe Empire
  • −Income generated: 100
  • −Pottery resource production: 20 kilnful
  • +Income generated: 25
  • +Pottery resource production: 15 kilnful
Pottery MakerThe Empire
  • −Income generated: 150
  • +Income generated: 50
KilnsThe Empire
  • −Income generated: 200
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • −Income generated: 100
  • −Salt resource production: 20 barrels
  • +Income generated: 25
  • +Salt resource production: 15 barrels
Brine MineThe Empire
  • −Income generated: 150
  • +Income generated: 50
SaltworksThe Empire
  • −Income generated: 200
  • +Income generated: 100
  • +Upkeep: -4% (own armies in province)
Woodman's HutThe Empire
  • −Income generated: 100
  • −Timber resource production: 20 logs
  • −Recruitment cost: -20% for Crossbowmen and Spearmen units (local province)
  • +Income generated: 25
  • +Timber resource production: 15 logs
  • +Recruitment cost: -10% for Crossbowmen and Spearmen units (own armies in province)
Timber MillThe Empire
  • −Income generated: 150
  • −Recruitment cost: -25% for Crossbowmen and Spearmen units (local province)
  • −Recruit rank: +1 for Crossbowmen and Spearmen units (local province)
  • +Income generated: 50
  • +Recruitment cost: -20% for Crossbowmen and Spearmen units (own armies in province)
  • +Recruit rank: +1 for Crossbowmen and Spearmen units (own armies in province)
LumberyardThe Empire
  • −Upkeep: -3% for Crossbowmen and Spearmen units (all armies)
  • −Income generated: 200
  • −Recruitment cost: -30% for Crossbowmen and Spearmen units (local province)
  • −Recruit rank: +2 for Crossbowmen and Spearmen units (local province)
  • +Income generated: 100
  • +Recruitment cost: -30% for Crossbowmen and Spearmen units (own armies in province)
  • +Recruit rank: +2 for Crossbowmen and Spearmen units (own armies in province)
OrchardsThe Empire
  • −Income generated: 100
  • −Control: +3
  • −Wine resource production: 20 barrels
  • +Income generated: 25
  • +Control: +2
  • +Wine resource production: 15 barrels
VineyardThe Empire
  • −Income generated: 150
  • +Income generated: 50
VintnerThe Empire
  • −Income generated: 200
  • −Control: +5
  • +Income generated: 100
  • +Control: +6
  • −Growth: +5 (all provinces)
  • −Control: +4
  • −Spices resource production: 24 sacks
  • −Wine resource production: 24 barrels
  • +Growth: +20
  • +Growth: +10 (all provinces)
  • +Control: +5
  • +Spices resource production: 25 sacks
  • +Wine resource production: 25 barrels
Sigmar's RockThe Empire
  • −Corruption: -3
  • +Corruption: -10
  • +Melee attack: +4 (all characters factionwide)
  • −Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
  • +Unlocks Hero recruitment: Warrior Priest
  • −Recruit rank: +1 for Knights of the Blazing Sun units (factionwide)
  • −Recruitment cost: -15% for Knights of the Blazing Sun units
  • +Recruit rank: +1 for Knights of the Blazing Sun units (own armies factionwide)
  • +Recruitment cost: -10% for Knights of the Blazing Sun units (own armies in province)
  • +Unit capacity: +1 Order Knights (local province)
  • −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • −Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
  • −Recruitment cost: -35% for Knights of the Blazing Sun units
  • −Local Recruitment duration: -1 turn for Knights of the Blazing Sun units (minimum 1) in this province (local province)
  • −Attacks cause "Flammable" effect, reducing fire resistance for Knights of the Blazing Sun units (all armies)
  • +Unit capacity: +2 Order Knights
  • +Recruit rank: +2 for Knights of the Blazing Sun units (own armies factionwide)
  • +Corruption: -4
  • +Experience gain: +10% for Knights units (own armies factionwide)
  • +Charge bonus: +20% for Knights of the Blazing Sun units (own armies factionwide)
  • +Control: +5
  • +Recruitment cost: -20% for Knights of the Blazing Sun units (own armies in province)
  • −Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
  • −Winds of Magic power reserve capacity: +5 (all armies)
  • −Hero capacity: +2 for Battle Wizards
  • +Hero capacity: +1 for Battle Wizards
  • +Unit capacity: +1 Luminark of Hysh
  • +Spell resistance: 10% when under siege (own armies in province)
  • +Hero recruit rank: +2 for Battle Wizards (all provinces)
  • +Research rate: +5
  • +Winds of Magic power reserve: +10 per turn (armies in local province)
  • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • −Winds of Magic power reserve: +20 per turn [PH] (armies in local province)
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • −Hero recruit rank: +4 for Battle Wizards (factionwide)
  • +Hero recruit rank: +4 for Battle Wizards (all provinces)
  • +Spell resistance: 20% when under siege (own armies in province)
  • +Research rate: +10
  • +Unit capacity: +2 Luminark of Hysh
  • +Winds of Magic power reserve: +20 per turn (armies in local province)
  • +Winds of Magic power reserve capacity: +10 (own armies factionwide)
  • −Fervour: 10 per turn (Middenland only)
  • −Corruption: -2 (local province)
  • −Local recruitment capacity: +1
  • −Fervour: 15 per turn (Middenland only)
  • −Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only)
  • −Corruption: -4 (local province)
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Recruit rank: +1 for all units (local province)
  • −Local recruitment capacity: +1
  • −Fervour: 25 per turn (Middenland only)
  • −Mercenary replenishment time: -20% for Swords of Ulric Elector Count State Troops
  • −Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only)
  • −Corruption: -6
  • −Hero capacity: +1 for Priests
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Hero recruit rank: +3 for Priests of Ulric
  • −Recruit rank: +1 for all units (local province)
  • −Local recruitment capacity: +2
  • −Fervour: 50 per turn (Middenland only)
  • −Mercenary replenishment time: -50% for Swords of Ulric Elector Count State Troops
  • −Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only)
  • −Corruption in adjacent provinces: -2
  • −Corruption: -8
  • −Hero capacity: +2 for Priests
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Hero recruit rank: +6 for Priests of Ulric
  • −Recruit rank: +2 for all units (local province)
  • −Local recruitment capacity: +2
  • −Recruitment cost: -15% for Knights Panther units
  • −Recruit rank: +1 for Knights Panther units (factionwide)
  • +Recruitment cost: -10% for Empire Knights units (own armies in province)
  • +Recruit rank: +1 for Empire Knights units (own armies factionwide)
  • +Unit capacity: +1 Order Knights
  • Units: 1 → 2
  • −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • −Missile block chance: +15% for Empire Knights and Knights Panther units (all armies)
  • −Recruitment cost: -35% for Knights Panther units
  • −Recruit rank: +3 for Knights Panther units (factionwide)
  • +Control: +5
  • +Unit capacity: +2 Order Knights
  • +Defensive supplies: +1000
  • +Bonus vs large: +5 for Knights Panther units (own armies factionwide)
  • +Recruitment cost: -20% for Empire Knights units (own armies in province)
  • +Recruit rank: +2 for Empire Knights units (own armies factionwide)
  • +Missile block chance: +15% for Empire Knights and Knights Panther units (own armies factionwide)
  • Units: 1 → 2
  • −Recruit rank: +2 for Artillery and Gun units (all characters)
  • −Recruitment cost: -10% for Artillery and Gun units (all armies)
  • −Upkeep: -5% for Artillery and Gun units (all armies)
  • −Mercenary replenishment time: -25% for Emperor's Wrath Elector Count State Troops
  • −Unlocks recruitment of Emperor's Wrath Elector Count State Troops (Wissenland & Nuln only)
  • +Unit capacity: +1 Steam Tank
  • +Ammunition: +25% when under siege (own armies in province)
  • +Recruit rank: +1 for Artillery and Gun units (own armies factionwide)
  • +Recruitment cost: -10% for Artillery and Gun units (own armies factionwide)
  • +Mercenary replenishment time: -25% for Wissenburg's Welcomers Elector Count State Troops
  • +Unlocks recruitment of Wissenburg's Welcomers Elector Count State Troops
  • Units: 0 → 2
  • −Recruit rank: +3 for Artillery and Gun units (all characters)
  • −Recruitment cost: -15% for Artillery and Gun units (all armies)
  • −Upkeep: -5% for Artillery and Gun units (all armies)
  • −Mercenary replenishment time: -50% for Emperor's Wrath Elector Count State Troops
  • −Unlocks recruitment of Emperor's Wrath Elector Count State Troops (Wissenland & Nuln only)
  • +Ammunition: +50% when under siege (own armies in province)
  • +Unit capacity: +2 Steam Tank
  • +Recruit rank: +2 for Artillery and Gun units (own armies factionwide)
  • +Recruitment cost: -20% for Artillery and Gun units (own armies factionwide)
  • +Mercenary replenishment time: -50% for Wissenburg's Welcomers Elector Count State Troops
  • +Unlocks recruitment of Wissenburg's Welcomers Elector Count State Troops
  • Units: 0 → 3
  • −Defensive supplies: +1000
  • −Control: +1
  • +Defensive supplies: +1200
  • +Control: +5
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Control: +2
  • +Defensive supplies: +1200
  • +Income generated: 200
  • +Control: +5
Altdorf (Town)The Empire
  • −Defensive supplies: +1000
  • −Income generated: 200
  • −Control: +3
  • +Defensive supplies: +1200
  • +Income generated: 300
  • +Control: +5
Altdorf (City)The Empire
  • −Defensive supplies: +1000
  • −Income generated: 250
  • −Control: +4
  • +Defensive supplies: +1200
  • +Income generated: 400
  • +Control: +5
  • −Defensive supplies: +1000
  • −Income generated: 300
  • +Defensive supplies: +1200
  • +Income generated: 500
  • Units: 2 → 8
  • −Defensive supplies: +1000
  • −Income generated: 40
  • +Defensive supplies: +1200
  • +Income generated: 50
  • +Control: +1
  • −Defensive supplies: +1000
  • −Income generated: 60
  • −Control: +1
  • −Improved tower projectiles: Bullets
  • +Defensive supplies: +1200
  • +Income generated: 100
  • +Control: +2
  • −Defensive supplies: +1000
  • −Income generated: 80
  • −Control: +2
  • −Improved tower projectiles: Cannon Balls
  • +Defensive supplies: +1200
  • +Income generated: 150
  • +Control: +3
  • −Defensive supplies: +1000
  • −Income generated: 100
  • −Control: +3
  • −Improved tower projectiles: Clockwork Bombs
  • +Defensive supplies: +1200
  • +Income generated: 200
  • +Control: +4
  • −Defensive supplies: +1000
  • −Income generated: 120
  • −Control: +4
  • −Improved tower projectiles: Clockwork Bombs
  • +Defensive supplies: +1200
  • +Income generated: 250
  • +Control: +5
  • −Defensive supplies: +1000
  • −Income generated: 40
  • +Defensive supplies: +1200
  • +Income generated: 50
  • +Control: +1
  • −Defensive supplies: +1000
  • −Income generated: 60
  • −Control: +1
  • −Improved tower projectiles: Bullets
  • +Defensive supplies: +1200
  • +Income generated: 100
  • +Control: +2
  • −Defensive supplies: +1000
  • −Income generated: 80
  • −Control: +2
  • −Improved tower projectiles: Cannon Balls
  • +Defensive supplies: +1200
  • +Income generated: 150
  • +Control: +3
  • −Defensive supplies: +1000
  • −Income generated: 100
  • −Control: +3
  • −Improved tower projectiles: Clockwork Bombs
  • +Defensive supplies: +1200
  • +Income generated: 200
  • +Control: +4
  • −Defensive supplies: +1000
  • −Income generated: 120
  • −Control: +4
  • −Improved tower projectiles: Clockwork Bombs
  • +Defensive supplies: +1200
  • +Income generated: 250
  • +Control: +5
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 40
  • +Defensive supplies: +1200
  • +Grants 1 construction slot in the settlement
  • +Income generated: 50
  • +Control: +1
  • −Defensive supplies: +1000
  • −Grants 4 construction slots in the settlement
  • −Income generated: 60
  • −Control: +1
  • −Improved tower projectiles: Bullets
  • +Defensive supplies: +1200
  • +Grants 2 construction slots in the settlement
  • +Income generated: 100
  • +Control: +2
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 80
  • −Control: +2
  • −Improved tower projectiles: Cannon Balls
  • +Defensive supplies: +1200
  • +Grants 3 construction slots in the settlement
  • +Income generated: 150
  • +Control: +3
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 100
  • −Control: +3
  • −Improved tower projectiles: Clockwork Bombs
  • +Defensive supplies: +1200
  • +Grants 4 construction slots in the settlement
  • +Income generated: 200
  • +Control: +4
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Income generated: 120
  • −Control: +4
  • −Improved tower projectiles: Clockwork Bombs
  • +Defensive supplies: +1200
  • +Grants 5 construction slots in the settlement
  • +Income generated: 250
  • +Control: +5
  • −Corruption: -1
  • −Income generated: 50
  • −Control: +2
  • +Corruption: -4
  • +Upkeep: -50% for Lords and Heroes (own characters in province)
  • +Control: +4
  • −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)
  • −Corruption: -6
  • +When Control is below -50: Corruption: -2
  • +Corruption: -4
  • +Growth: -10
  • +Control: +1
  • −Corruption: -9
  • +When Control is below -50: Corruption: -4
  • +Corruption: -8
  • +Growth: -10
  • +Control: +2
Estalian DocksThe Empire
  • −Growth: +10
  • +Defensive supplies: +600
  • +Growth: +5
  • +Spices resource production: 1 sacks
  • −Income generated: 300
  • −Growth: +20
  • +Income generated: 200
  • +Defensive supplies: +1200
  • +Growth: +10
  • +Spices resource production: 2 sacks
  • −Income generated: 500
  • −Growth: +30
  • +Income generated: 400
  • +Defensive supplies: +1800
  • +Spices resource production: 4 sacks
  • +Growth: +15
Basic WallsThe Empire
  • −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)
  • +Army ability: "Patrols" summon 2 units of Pistoliers (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +1
  • +Defensive supplies: +400
  • +Hidden armies will be visible (any armies in region)
Tall WallsThe Empire
  • −Enemy Hero action success chance: -15%
  • −Attrition: -10% when under siege (armies in region)
  • −Leadership: +4 when under siege (armies in region)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Army ability: "Patrols" summon 2 units of Pistoliers (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +2
  • +Defensive supplies: +600
  • +Hidden armies will be visible (any armies in region)
  • −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)
  • +Army ability: "Patrols" summon 2 units of Pistoliers (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +3
  • +Defensive supplies: +800
  • +Hidden armies will be visible (any armies in region)
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Control: +1
  • +Defensive supplies: +1200
  • +Grants 1 construction slot in the settlement
  • +Control: +5
  • −Defensive supplies: +1000
  • −Grants 4 construction slots in the settlement
  • −Control: +2
  • +Defensive supplies: +1200
  • +Grants 2 construction slots in the settlement
  • +Control: +5
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Control: +3
  • +Defensive supplies: +1200
  • +Grants 3 construction slots in the settlement
  • +Control: +5
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Control: +4
  • +Defensive supplies: +1200
  • +Grants 4 construction slots in the settlement
  • +Control: +5
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • +Defensive supplies: +1200
  • +Grants 5 construction slots in the settlement
Training GroundThe Empirenew
  • +Character experience gain per turn: +125 (own characters in province)
  • +Unit experience gain per turn: +250 (own armies in province)
Training BarracksThe Empirenew
  • +Unit experience gain per turn: +500 (own armies in province)
  • +Character experience gain per turn: +250 (own characters in province)
  • +Recruit rank: +1 for all units (own armies in province)
Chapel of UlricThe Empirenew
  • +Corruption: -4
  • +When Control is 50 or more: Hero self-defence: +1% chance of wounding aggressors (all characters factionwide)
  • +Hero action cost: -1% (all characters factionwide)
  • +Melee attack: +1 (own armies in province)
  • +Control: +1
  • +Only one religious building can be built in each settlement
  • +Growth: -10
Altar of UlricThe Empirenew
  • +Corruption: -8
  • +When Control is 50 or more: Hero self-defence: +2% chance of wounding aggressors (all characters factionwide)
  • +Hero action cost: -2% (all characters factionwide)
  • +Melee attack: +2 (own armies in province)
  • +Control: +2
  • +Growth: -10
  • +Corruption: -12
  • +When Control is 50 or more: Hero self-defence: +3% chance of wounding aggressors (all characters factionwide)
  • +Hero action cost: -3% (all characters factionwide)
  • +Melee attack: +4 (own armies in province)
  • +Control: +3
  • +Summon unit: Swords of Ulric (own armies in province)
  • +Number of uses: +1 for Ulric army abilities (own armies factionwide)
  • +Growth: -10
  • +Weapon strength: +10% for units with greatswords (own armies factionwide)
  • +Armour: +10 for Wolf-Kin and Greatswords units (own armies factionwide)
  • +Leadership: +5 for Greatswords units (own armies factionwide)
  • +Income from all buildings: +10% (all regions in province)
  • +Control: +10
  • +Control: +5
  • +Defensive supplies: +1000
  • +Melee attack: +4 (own armies in province)
  • +Physical resistance: 10% for Knights of the White Wolf units (own armies factionwide)
  • +Armour: +5 for Cavalry units (own armies factionwide)
  • +Unit capacity: +2 Order Knights
Common TempleThe Empirenew
  • +Income from all buildings: +10% (all regions in province)
  • +Corruption: -8
  • +Control: +1 in adjacent provinces
  • +Only one religious building can be built in each settlement
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of a plague spreading: -25%
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
BlacksmithThe Empirenew
  • +Weapon strength: +5% when under siege (own armies in province)
  • +Recruitment cost: -10% for all units (own armies in province)
  • +Local recruitment capacity: +1
ArmouryThe Empirenew
  • +Weapon strength: +10% when under siege (own armies in province)
  • +Recruitment cost: -20% for all units (own armies in province)
  • +Local recruitment capacity: +2
  • +Units locally recruited in this province gain a permanent +5 Armour bonus (local province)
  • +When Control is below -50: Corruption: -6
  • +Corruption: -12
  • +Unlocks Hero recruitment: Warrior Priest
  • +Number of uses: +1 for Sigmar army abilities (own armies factionwide)
  • +Unit capacity: +8 Sigmarite Disciples
  • +Growth: -10
  • +Control: +3
  • +Veneration of Sigmar generated: +2 per turn (Cult of Sigmar only)

Technologies

  • −Recruit rank: +2 for Infantry units
  • −Speed: +5% for Infantry units
  • +Recruit rank: +1 for Infantry units
  • +Speed: +10% for Infantry units
  • Research points: 300 → 400
  • −Armour: +15 for Infantry units
  • +Armour: +10 for Infantry units
  • Research points: 600 → 1000
  • −Recruitment cost: -15% for Missile units
  • +Reload time reduction: +10% for Missile units
  • Research points: 300 → 400
  • +Missile resistance: 10% for Pistoliers and Outriders units
  • Research points: 600 → 1000
  • −Armour: +15 for Cavalry units
  • +Armour: +10 for Cavalry units
  • Research points: 300 → 400
  • −Speed: +10% for Cavalry and Hunting Hounds units
  • −Vigour loss reduction: -15% for Cavalry and Hunting Hounds units
  • +Speed: +10% for Cavalry units
  • +Vigour loss reduction: -20% for cavalry units
  • Research points: 600 → 1000
  • −Recruitment cost: -5% for Artillery units
  • −Ammunition: +20% for Artillery units
  • +Ammunition: +25% for Artillery units
  • Research points: 300 → 400
  • −Missile strength: +10% for Artillery units
  • +Recruitment cost: -10% for Artillery units
  • +Recruit rank: +2 for Artillery units
  • Research points: 600 → 1000
  • −Speed: +15% for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units
  • +Speed: +20% for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units
  • Research points: 300 → 400
  • −Missile strength: +5% for Celestial Hurricanum, Luminark units
  • +Missile strength: +20% for Celestial Hurricanum, Luminark units
  • Research points: 600 → 1000
  • Research points: 600 → 1000
  • −Attribute: Expert Charge Defence for Halberdier units
  • −Charge bonus: +8 for Melee Infantry units
  • +"Imperial Allegiance" melee damage reflection for infantry units
  • Research points: 900 → 1400
  • −Missile resistance: 5% for Missile Infantry units
  • +Missile resistance: 10% for Missile Infantry units
  • Research points: 600 → 1000
Rifled BarrelsThe Empire
  • −Reload time reduction: +10% for Missile units
  • +Accuracy: +25% for Missile units
  • Research points: 900 → 1400
BlinkersThe Empire
  • −Charge bonus: +10 for Cavalry and Hunting Hounds units
  • −Leadership: +8 for Cavalry and Hunting Hounds units
  • +Weapon strength: +10% for Cavalry units
  • +Charge bonus: +10 for Cavalry units
  • Research points: 600 → 1000
  • −Melee attack: +5 for Cavalry units
  • −Melee defence: +5 for Cavalry units
  • +Leadership: +10 for Cavalry units
  • +Melee attack: +4 for Cavalry units
  • +Melee defence: +4 for Cavalry units
  • Research points: 900 → 1400
Firing DrillsThe Empire
  • −Recruit rank: +2 for artillery units
  • +Missile strength: +10% for Artillery units
  • Research points: 600 → 1000
  • −Missile Explosion Radius: +15% for Artillery units
  • +Missile Explosion Radius: +20% for Artillery units
  • +Speed: +10% for Artillery units
  • Research points: 900 → 1400
  • −Armour: +15 for Steam Tank and Land Ship units
  • +Armour: +10 for Steam Tank and Land Ship units
  • Research points: 600 → 1000
  • +Casualty replenishment rate: +10% for Artillery units
  • Research points: 900 → 1400
Supply WagonsThe Empire
  • −Tradable resources produced: +10%
  • −Campaign movement range: +5%
  • +Chance of a plague spreading: -25%
  • +Campaign line of sight: +10%
  • +Reinforcement range: +25%
  • +Campaign movement range: +5% for armies
  • Research points: 300 → 400
  • −Income from Iron, Gem and Gold Mines: +15%
  • +Income from Iron, Gem and Gold Mines: +20%
  • Research points: 500 → 1000
  • −Construction cost: -25% for resource-producing buildings
  • +Construction cost: -20% for resource-producing buildings
  • +Tradable resources produced: +10%
  • Research points: 700 → 1400
  • −Immune to High Seas attrition (all armies)
  • −Income from Ports: +10%
  • +Immune to High Seas attrition
  • +Income from Ports: +20%
  • Research points: 900 → 1800
  • −Hero recruit rank: +3 for Empire Captains
  • +Hero recruit rank: +5 for Empire Captains
  • +Melee defence: +2 (all characters factionwide)
  • Research points: 700 → 1000
ManorialismThe Empire
  • −Local recruitment capacity: +1 (all provinces)
  • −Diplomatic relations: +20 with Empire
  • −Lord recruit rank: +3
  • +Number of uses: +2 for "Imperial Tactics"
  • +Local recruitment capacity: +1
  • +Diplomatic relations: +25 with Empire
  • +Lord recruit rank: +5
  • Research points: 1000 → 1800
  • −Hero action cost: -15%
  • −Hero recruit rank: +3 for Witch Hunters
  • +Hero action cost: -10%
  • +Hero recruit rank: +5 for Witch Hunters
  • +Melee attack: +2 (all characters factionwide)
  • Research points: 700 → 1000
  • −Construction time: -50% for Battle Wizard recruitment buildings (factionwide)
  • +Construction time: -50% for Battle Wizard recruitment buildings
  • Research points: 300 → 400
  • −Ward save: +5% for Battle Wizards (all armies)
  • −Spell resistance: 10% (all armies)
  • +Ward save: +5% for Battle Wizards
  • +Spell resistance: 10%
  • Research points: 600 → 1000
Hall of DuelsThe Empire
  • −Cooldown: -10% to all spells (all armies)
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • +Cooldown: -10% to all spells
  • +Targeting range: +10% for spells
  • +Winds of Magic power reserve capacity: +10
  • +Winds of Magic cost: -10% for all spells
  • Research points: 900 → 1400
Grain SilosThe Empire
  • Research points: 300 → 400
  • −Construction cost: -10% for all buildings
  • +Construction cost: -20% for all buildings
  • Research points: 500 → 1000
Assembly LineThe Empire
  • −Income from Industry: +15%
  • +Income from Industry: +20%
  • Research points: 700 → 1400
  • +Attrition: -10% when under siege
  • Research points: 900 → 1800
  • −Hero recruit rank: +3 for Priests
  • −Corruption: -2 (all provinces)
  • −Hero capacity: +1 for Priests
  • −Hero recruit rank: +3 for Engineer
  • +Hero recruit rank: +5 for Engineer
  • +Missile resistance: 5% (all characters factionwide)
  • Research points: 700 → 1000
  • −Winds of Magic power reserve: +3 per turn (all armies)
  • −Hero recruit rank: +3 for Battle Wizards
  • +Winds of Magic power reserve: +2 per turn
  • +Hero recruit rank: +5 for Battle Wizards
  • Research points: 600 → 1000
  • −Immune to Snow attrition (all armies)
  • +Leadership: +5 when under siege
  • +Immune to Snow attrition
  • −Allegiance points gained: +20%
  • +Winds of Magic power reserve minimum: +20
  • −Tradable resources produced: +10%
  • +Construction time: -1 for Province Capital/Settlement buildings
  • +Construction cost: -10% for Province Capital/Settlement buildings
  • −Melee defence: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen
  • −Leadership: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen
  • +Melee defence: +4 when fighting against Greenskins, Skaven, Ogres and Lizardmen
  • +Leadership: +4 when fighting against Greenskins, Skaven, Ogres and Lizardmen
  • −Melee attack: +5 when fighting against Undead factions
  • −Leadership: +5 when fighting against Undead factions
  • +Melee attack: +4 when fighting against Undead
  • +Leadership: +4 when fighting against Undead
  • −Recruitment cost: -5% for Cavalry units
  • +Recruitment cost: -10% for Cavalry units
  • −Income from trade tariffs: +20%
  • +Income from faction capital settlement: +25%
  • +Income from trade: +2% for every ally
  • +Allegiance points gained: +10%
  • −Missile resistance: 5% when fighting against Elves
  • −Leadership: +5 when fighting against Elves
  • +Missile resistance: 10% when fighting against Elves
  • +Leadership: +4 when fighting against Elves
  • −Weapon strength: +5% for all units when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen
  • −Leadership: +5 when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen
  • +Weapon strength: +10% for all units when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen
  • +Leadership: +4 when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen
  • +Melee defence: +4 when defending
  • +Corruption: -5
  • +Hit points: +20% (all characters factionwide)
  • +Enable recruitment: Army of Sigmar units
  • +Allows to choose one of four factionwide army abilities
  • +Only one major deity can be chosen from this group!
  • +Control: +5 in own provinces where an army is present
  • +Army ability: "Wrath of the Heldenhammer"
Doom of NagashThe Empirenew
  • +Army ability: "Doom of Nagash"
Clergy of SigmarThe Empirenew
  • +Corruption: -2
  • +Leadership: +2 (all characters factionwide)
  • +Army ability: "Safeguard of the Black gate"
Sigmar’s WillThe Empirenew
  • +Army ability: "Sigmar's Will"
Venerate MorrThe Empirenew
  • +Weapon strength: +10% (all characters factionwide)
  • +Attribute: Causes Fear (all characters factionwide)
  • +Reinforcement range: +25%
  • +Battle reinforcement time: -25%
  • +Only one minor deity can be chosen from this group!
Venerate VerenaThe Empirenew
  • +Gain +20 Research Rate Points after winning a battle
  • +Control: +2
  • +Control: +1 for every concurrent war with a neighbouring faction
  • +Only one minor deity can be chosen from this group!
Venerate TaalThe Empirenew
  • +Unit Rank: +1 for all units after colonising a ruin
  • +Attrition: -25% casualties suffered from all attrition
  • +Physical resistance: 5%
  • +Only one minor deity can be chosen from this group!
Venerate RhyaThe Empirenew
  • +Growth: +30
  • +Local recruitment capacity: +1
  • +Character experience gain: +10%
  • +Only one minor deity can be chosen from this group!
Venerate MyrmidiaThe Empirenew
  • +Spell resistance: 10% (own armies factionwide in owned territory)
  • +Spell resistance: 10%
  • +Experience gain: +10% for units
  • +Only one minor deity can be chosen from this group!
Venerate ManannThe Empirenew
  • +Replenishes 5% campaign movement range after winning a battle
  • +Campaign movement range: +25% for armies (all navies)
  • +Income from Ports: +10%
  • +Only one minor deity can be chosen from this group!
  • +Campaign line of sight: +10%
Venerate ShallyaThe Empirenew
  • +Winds of Magic cost: -20% for Lore of Life spells
  • +Casualty replenishment rate: +10%
  • +Battle healing cap: +10%
  • +Only one minor deity can be chosen from this group!
Venerate RanaldThe Empirenew
  • +Improves the rarity of items gained from battle
  • +Magic item drop chance from battle: +100%
  • +Miscast base chance: -10%
  • +Only one minor deity can be chosen from this group!