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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 14,287 → 5,500 | 95 → 100 | 62 → 6053 → 55 | 290 → 200140 → 225 | 900 → 2,400900 → 1,200 | Missile 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 | |
| 14,900 → 5,750 | 115 → 120 | 62 → 6053 → 45 | 290 → 200140 → 225 | 1,150 → 3,0001,150 → 1,500 | Missile 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 | |
| 15,200 → 6,000 | 100 | 62 → 6053 → 45 | 290 → 200140 → 225 | 1,450 → 3,4001,450 → 1,700 | Missile 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 | |
| 16,835 → 7,500 | 100 | 45 → 6046 → 45 | 160 → 225290 → 275 | 1,700 → 4,0001,700 → 2,000 | Missile 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 | |
| 13,420 → 4,000 | 20 → 30 | 30 → 4025 → 30 | 210 → 25090 | 1,000 → 800250 → 400 | Leadership 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 | |
| 13,848 → 4,500 | 50 → 55 | 30 → 4025 | 210 → 25090 | 1,200 → 1,400500 → 700 | Leadership 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 | |
| 15,736 → 6,000 | 50 → 55 | 40 → 5030 | 160 → 225290 → 275 | 1,600 → 2,4001,300 → 1,200 | Leadership 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 | |
| 14,016 → 4,750 | 50 → 55 | 30 → 4025 | 210 → 25090 | 1,500 → 1,800650 → 900 | Leadership 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 | |
| 14,068 → 5,500 | 95 → 90 | 35 → 5555 | 266 → 200114 → 225 | 1,000 → 2,000550 → 1,000 | Speed 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 | |
| 14,680 → 6,000 | 120 | 35 → 5555 → 45 | 266 → 200114 → 225 | 1,350 → 2,600800 → 1,300 | Speed 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 | |
| 14,672 → 5,500 | 50 → 90 | 55 → 5045 → 60 | 230 → 200150 → 225 | 1,100 → 2,500750 → 1,250 | Leadership 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 | |
| 16,648 → 6,500 | 100 → 120 | 30 → 4025 → 45 | 240 → 250160 → 150 | 1,550 → 3,7001,550 → 1,850 | Leadership 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 | |
| 15,316 → 6,000 | 80 → 120 | 55 → 5045 | 230 → 200150 → 225 | 1,100 → 3,1001,000 → 1,550 | Leadership 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 | |
| 13,420 → 4,000 | 20 → 30 | 2530 → 45 | 210 → 23590 → 40 | 1,000 → 800250 → 400 | Leadership 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 | |
| 13,848 → 4,500 | 50 → 55 | 2530 → 35 | 210 → 23590 → 40 | 1,200 → 1,400500 → 700 | Leadership 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 | |
| 14,016 → 4,750 | 50 → 55 | 2530 → 35 | 210 → 23590 → 40 | 1,500 → 1,800650 → 900 | Leadership 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) | |
| 13,420 → 4,000 | 20 → 30 | 25 → 3530 → 40 | 210 → 22590 → 75 | 1,000 → 800250 → 400 | Leadership 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 | |
| 13,848 → 4,500 | 50 → 55 | 25 → 3530 | 210 → 22590 → 75 | 1,200 → 1,400500 → 700 | Leadership 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 | |
| 14,016 → 4,750 | 50 → 55 | 25 → 3530 | 210 → 22590 → 75 | 1,500 → 1,800650 → 900 | Leadership 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 | |
| 13,688 → 5,250 | 20 → 50 | 34 → 4038 → 50 | 210 → 30090 → 150 | 1,000 → 1,600350 → 800 | Leadership 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 | |
| 14,464 → 6,000 | 50 → 70 | 34 → 4038 → 45 | 210 → 30090 → 150 | 1,400 → 2,600750 → 1,300 | Leadership 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 | |
| 13,796 → 5,750 | 50 | 34 → 4038 → 40 | 210 → 30090 → 150 | 1,350 → 2,200600 → 1,100 | Leadership 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 | |
| 13,688 → 4,750 | 85 → 100 | 50 → 4540 → 60 | 250125 → 150 | 1,000 → 1,200350 → 600 | Missile 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 | |
| 14,176 → 5,250 | 105 → 120 | 50 → 4540 → 50 | 250125 → 150 | 1,200 → 1,800600 → 900 | Missile 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 | |
| 14,464 → 5,500 | 85 → 100 | 50 → 4540 → 50 | 250125 → 150 | 1,350 → 2,200825 → 1,100 | Missile 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 | |
| 14,068 → 5,000 | 85 → 100 | 55 → 5045 → 50 | 290 → 200140 → 225 | 1,000 → 1,600600 → 800 | Missile 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 | |
| 14,680 → 5,500 | 105 → 120 | 55 → 5045 → 40 | 290 → 275140 → 225 | 1,200 → 2,200850 → 1,100 | Missile 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 | |
| 14,980 → 5,750 | 85 → 100 | 55 → 5045 → 40 | 290 → 200140 → 225 | 1,350 → 2,6001,150 → 1,300 | Missile 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 | |
| 16,384 → 7,000 | 90 → 100 | 47 → 5030 → 40 | 160 → 225290 → 275 | 1,400 → 3,2001,400 → 1,600 | Leadership 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 | |
| 14,288 → 5,750 | 100 → 120 | 65 → 6045 → 50 | 140 → 250330 → 300 | 1,100 → 3,0001,100 → 1,500 | Speed 34 → 35; Charge bonus 65 → 60; Mass 800 → 1,500; Upkeep 275 → 0; New: Last Stand, Imperial Allegiance, Heroic Killing Blow | |
| 16,836 → 9,750 | 100 → 120 | 56 → 6038 → 40 | 145 → 250345 → 400 | 1,900 → 5,0001,900 → 2,500 | Speed 90 → 130; Mass 3,300 → 3,500; Upkeep 475 → 0; New: Last Stand, Imperial Allegiance, Heroic Killing Blow | |
| 15,216 → 6,250 | 100 → 120 | 65 → 6045 → 40 | 140 → 250330 → 300 | 1,500 → 4,0001,650 → 2,000 | Speed 105 → 125; Charge bonus 90 → 85; Mass 2,300 → 3,000; Upkeep 375 → 0; New: Last Stand, Imperial Allegiance, Heroic Killing Blow | |
| 14,900 → 6,250 | 120 | 65 → 6045 → 40 | 140 → 250330 → 300 | 1,350 → 3,6001,350 → 1,800 | Speed 78 → 70; Charge bonus 90 → 70; Mass 2,300 → 3,500; Upkeep 337 → 0; New: Last Stand, Imperial Allegiance, Heroic Killing Blow | |
| 13,688 → 4,750 | 85 → 90 | 45 → 5035 → 50 | 240 → 175120 → 200 | 1,000 → 1,200350 → 600 | Leadership 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 | |
| 14,176 → 5,250 | 105 → 120 | 45 → 5035 → 40 | 240 → 175120 → 200 | 1,200 → 1,800600 → 900 | Leadership 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 | |
| 13,688 → 4,500 | 45 → 70 | 36 → 5034 → 50 | 230 → 250100 → 150 | 1,000 → 1,200500 → 600 | Leadership 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 | |
| 13,420 → 4,000 | 20 → 50 | 25 → 3530 → 40 | 210 → 22590 → 75 | 1,000 → 800250 → 400 | Leadership 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 | |
| 14,016 → 4,750 | 50 | 25 → 3530 | 210 → 22590 → 75 | 1,350 → 1,800650 → 900 | Leadership 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 | |
| 13,848 → 4,500 | 50 → 70 | 25 → 3530 | 210 → 22590 → 75 | 1,200 → 1,400500 → 700 | Leadership 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 | |
| 13,420 → 4,000 | 20 → 30 | 2530 → 40 | 210 → 25090 → 0 | 1,000 → 800250 → 400 | Leadership 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 | |
| 14,016 → 4,750 | 50 → 55 | 2530 | 210 → 25090 → 0 | 1,500 → 1,800650 → 900 | Leadership 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 | |
| 13,848 → 4,500 | 50 → 55 | 2530 | 210 → 25090 → 0 | 1,200 → 1,400500 → 700 | Leadership 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 | |
| 13,420 → 4,000 | 20 → 30 | 2530 → 40 | 210 → 25090 → 0 | 1,000 → 800250 → 400 | Leadership 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 | |
| 14,016 → 4,750 | 50 → 55 | 2530 | 210 → 25090 → 0 | 1,500 → 1,800650 → 900 | Leadership 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 | |
| 13,848 → 4,500 | 50 → 55 | 2530 | 210 → 25090 → 0 | 1,300 → 1,400500 → 700 | Leadership 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 | |
| 13,420 → 4,000 | 20 → 30 | 25 → 3030 → 40 | 210 → 23590 → 40 | 1,000 → 800250 → 400 | Leadership 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 | |
| 14,016 → 4,750 | 50 → 55 | 25 → 3030 | 210 → 23590 → 40 | 1,350 → 1,800650 → 900 | Leadership 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 | |
| 13,848 → 4,500 | 50 → 55 | 25 → 3030 | 210 → 23590 → 40 | 1,200 → 1,400500 → 700 | Leadership 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 | |
| 13,988 → 4,500 | 45 → 70 | 40 → 5038 → 50 | 230 → 250100 → 150 | 1,000 → 2,000600 → 1,000 | Leadership 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 | |
| 14,188 → 5,000 | 120 → 115 | 4035 | 60 → 125220 → 225 | 1,000 → 2,000750 → 1,000 | Charge 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 | |
| 13,988 → 4,500 | 50 | 58 → 5048 → 40 | 235 → 27590 → 150 | 1,000 → 2,000700 → 1,000 | Speed 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 | |
| 14,088 → 5,000 | 95 | 5045 → 50 | 255 → 300135 → 150 | 1,000 → 2,000475 → 1,000 | Missile 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 | |
| 13,908 → 4,750 | 45 | 43 → 4540 | 270 → 30090 → 100 | 1,000 → 1,400750 → 700 | Speed 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 | |
| 14,268 → 5,000 | 50 | 58 → 5545 → 50 | 270 → 30090 → 100 | 1,000 → 2,0001,000 | Speed 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 | |
| 14,168 → 5,000 | 70 | 5055 | 115 → 125265 → 175 | 800 → 0800 → 1,000 | Speed 34 → 35; Mass 800 → 1,000; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Flow of Battle, Immune to Psychology; Removed: Foe-Seeker | |
| 15,902 → 7,750 | 0 | 7050 | 120 → 150350 | 1,100 → 01,150 → 1,300 | Speed 42 → 45; Melee attack interval 4 s → 3 s; Mass 1,500 → 2,000; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Expert Charge Defence, Glorious Charge; Removed: Charge Defence vs. Large | |
| 120 → 1408,280 → 14,000 | 30 → 45 | 20 → 3534 → 30 | 19 → 256 → 5 | 300 → 950300 → 475 | Speed 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 | |
| 120 → 1408,280 → 14,000 | 30 → 45 | 32 → 3032 → 35 | 21 → 207 → 10 | 375 → 950375 → 475 | Missile 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 | |
| 90 → 1206,210 → 10,200 | 20 | 14 → 1517 → 15 | 21 → 253 → 5 | 350 → 700350 | Speed 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 | |
| 1207,320 → 10,800 | 25 → 30 | 28 → 3025 → 30 | 21 → 257 → 5 | 450 → 800450 → 400 | Speed 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 | |
| 604,560 → 10,200 | 30 → 50 | 20 → 3014 → 25 | 21 → 253 → 10 | 500 → 1,300500 → 650 | Leadership 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 | |
| 90 → 1006,210 → 10,000 | 20 → 45 | 14 → 2517 → 25 | 21 → 253 → 5 | 475 → 950475 | Leadership 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 | |
| 120 → 1408,280 → 14,000 | 30 → 45 | 20 → 2542 → 35 | 19 → 206 → 10 | 350 → 950350 → 475 | Missile 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 | |
| 120 → 1608,760 → 16,000 | 0 | 32 → 5012 → 10 | 25 → 308 → 15 | 600 → 1,150600 → 575 | Speed 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 | |
| 44,356 → 7,760 | 20 → 30 | 10 → 156 → 15 | 21 → 253 → 5 | 800 → 1,550800 → 775 | Leadership 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 | |
| 44,356 → 7,760 | 20 → 30 | 10 → 156 → 15 | 21 → 253 → 5 | 650 → 1,300600 → 650 | Leadership 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 | |
| 606,480 → 12,600 | 110 → 100 | 26 → 3030 → 35 | 21 → 309 → 15 | 850 → 1,900850 → 950 | Missile 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 | |
| 605,340 → 10,200 | 30 → 55 | 18 → 3014 → 25 | 21 → 253 → 10 | 700 → 1,700700 → 850 | Leadership 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 | |
| 48 → 604,368 → 10,200 | 30 → 55 | 18 → 3014 → 25 | 21 → 253 → 10 | 900 → 1,800900 | Leadership 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 | |
| 120 → 1408,760 → 14,000 | 30 → 45 | 26 → 3542 → 40 | 8 → 1820 → 22 | 550 → 1,200550 → 600 | Leadership 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 | |
| 90 → 1006,210 → 10,000 | 20 → 45 | 16 → 2517 → 25 | 21 → 253 → 5 | 600 → 1,300600 → 650 | Leadership 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 | |
| 48 → 804,464 → 8,000 | 30 → 50 | 18 → 2514 → 25 | 21 → 253 → 5 | 1,000 → 2,0001,000 | Leadership 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 | |
| 90 → 1006,210 → 9,000 | 25 | 16 → 2017 → 20 | 21 → 253 → 5 | 650 → 950650 → 475 | Leadership 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 | |
| 12 → 44,488 → 7,000 | 120 → 130 | 30 → 5015 | 38 → 5012 → 25 | 0 → 2,0001,000 | Speed 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 | |
| 606,960 → 13,500 | 100 → 120 | 4026 → 35 | 29 → 2513 → 20 | 1,200 → 2,7001,200 → 1,350 | Missile 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 | |
| 44,356 → 7,760 | 20 → 30 | 10 → 156 → 15 | 21 → 253 → 5 | 1,050 → 1,5001,000 → 750 | Leadership 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 | |
| 44,356 → 7,760 | 20 → 30 | 10 → 156 → 15 | 21 → 253 → 5 | 1,050 → 1,8001,050 → 900 | Leadership 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 | |
| 327,456 → 16,000 | 125 → 120 | 40 → 4538 → 45 | 20 → 3040 | 1,400 → 4,0001,400 → 2,000 | Missile 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 | |
| 327,456 → 16,000 | 125 → 120 | 34 → 4536 → 40 | 18 → 3038 → 40 | 1,450 → 4,0001,450 → 2,000 | Leadership 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 | |
| 606,960 → 15,000 | 120 | 34 → 3531 → 40 | 28 → 3012 → 20 | 1,100 → 2,7001,100 → 1,350 | Missile 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 | |
| 1 → 49,102 → 6,600 | 160 → 90 | 36 → 2520 → 25 | 70 → 30180 → 10 | 2,4002,600 → 1,200 | Missile 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 | |
| 44,800 → 6,600 | 80 → 90 | 18 → 2012 → 20 | 20 → 306 → 10 | 875 → 1,900875 → 950 | Speed 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 | |
| 44,356 → 7,760 | 20 → 30 | 13 → 2510 → 15 | 21 → 253 → 5 | 1,100 → 2,1001,100 → 1,050 | Leadership 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 | |
| 44,356 → 7,760 | 20 → 30 | 14 → 159 → 25 | 21 → 253 → 5 | 1,800 → 2,4001,800 → 1,200 | Leadership 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 | |
| 327,456 → 16,000 | 125 → 120 | 43 → 4545 → 55 | 18 → 3038 → 50 | 1,850 → 5,0001,850 → 2,500 | Missile 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 | |
| 606,960 → 15,000 | 120 | 43 → 4039 → 45 | 28 → 3012 → 20 | 1,350 → 3,1001,300 → 1,550 | Missile 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 | |
| 120 → 1408,880 → 17,500 | 30 → 110 | 41 → 4541 → 40 | 23 → 257 → 15 | 700 → 2,400700 → 1,200 | Missile 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 | |
| 90 → 1006,210 → 11,500 | 20 → 45 | 22 → 3523 → 30 | 21 → 253 → 10 | 850 → 1,650850 → 825 | Leadership 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 | |
| 1207,320 → 12,000 | 25 → 30 | 36 → 3532 → 35 | 21 → 307 → 5 | 800 → 1,300800 → 650 | Speed 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 | |
| 16011,680 → 16,000 | 0 | 41 → 6017 → 10 | 25 → 208 → 25 | 800 → 1,450800 → 725 | Speed 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 | |
| 14,648 → 5,500 | 60 → 65 | 17 → 3512 → 20 | 20 → 506 → 75 | 1,900 → 4,2001,900 → 2,100 | Charge 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) | |
| 120 → 1009,120 → 15,000 | 95 → 100 | 32 → 4030 → 40 | 10 → 2025 | 850 → 2,200850 → 1,100 | Leadership 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 | |
| 14,648 → 5,000 | 60 → 65 | 12 → 258 → 10 | 20 → 606 → 40 | 1,700 → 3,6001,700 → 1,800 | Charge 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) | |
| 19,102 → 10,000 | 160 | 36 → 4020 | 70 → 175180 → 200 | 2,100 → 4,8002,400 | Speed 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 | |
| 44,356 → 7,760 | 20 → 30 | 10 → 156 → 15 | 21 → 253 → 5 | 800 → 1,600750 → 800 | Leadership 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 | |
| 606,480 → 13,500 | 110 | 26 → 4034 → 35 | 21 → 259 → 20 | 1,000 → 2,7001,000 → 1,350 | Missile 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 | |
| 606,480 → 15,000 | 120 | 30 → 4030 | 21 → 259 → 20 | 1,100 → 2,7001,100 → 1,350 | Missile 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 | |
| 606,480 → 16,500 | 110 | 32 → 4532 → 30 | 14 → 3038 → 20 | 1,000 → 2,7001,000 → 1,350 | Leadership 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 | |
| 604,560 → 10,200 | 50 → 60 | 26 → 4024 → 25 | 21 → 253 → 10 | 700 → 1,800700 → 900 | Leadership 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 | |
| 90 → 1206,210 → 10,200 | 20 | 19 → 2023 → 20 | 21 → 253 → 5 | 550 → 1,100550 | Speed 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 | |
| 90 → 1006,210 → 10,000 | 20 → 45 | 14 → 2517 → 25 | 21 → 253 → 5 | 675 → 1,200675 → 600 | Leadership 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 | |
| 120 → 1009,120 → 15,000 | 95 → 110 | 32 → 4030 → 50 | 10 → 3025 → 15 | 1,000 → 2,5001,000 → 1,250 | Missile 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 | |
| 1208,760 → 12,000 | 30 → 60 | 30 → 3546 → 40 | 8 → 3020 → 5 | 700 → 1,300700 → 650 | Leadership 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 | |
| 90 → 606,210 → 6,900 | 20 → 60 | 28 → 2525 | 21 → 253 → 5 | 800 → 2,000800 → 1,000 | Leadership 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 | |
| 90 → 1006,210 → 9,000 | 25 | 36 → 4032 → 20 | 21 → 257 → 5 | 900 → 1,800900 | Speed 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 | |
| 120 → 1408,280 → 14,000 | 70 → 80 | 20 → 3542 → 40 | 19 → 206 → 10 | 600 → 1,400600 → 700 | Speed 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 | |
| 120 → 808,280 → 16,000 | 30 → 100 | 34 → 4532 → 30 | 23 → 158 → 40 | 550 → 2,800550 → 1,400 | Missile 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 | |
| 44,672 → 6,600 | 80 → 90 | 18 → 2012 → 20 | 20 → 306 → 10 | 950 → 1,900950 | Speed 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 | |
| 44,672 → 6,600 | 80 → 90 | 24 → 2517 → 25 | 20 → 306 → 10 | 1,900 → 3,0001,900 → 1,500 | Speed 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 | |
| 13,968 → 5,000 | 50 | 5046 → 50 | 250200 | 1,000 → 2,000900 → 1,000 | Speed 40 → 50; Ammunition 30 → 50; Missile base damage 124 → 200; Missile AP damage 84 → 100; Physical resistance 5% → 10%; Removed: Encourage | |
| 14,580 → 5,500 | 80 → 50 | 5046 → 40 | 250200 | 1,150 → 2,4001,100 → 1,200 | Speed 78 → 75; Mass 2,100 → 3,250; Ammunition 30 → 75; Missile base damage 124 → 200; Missile AP damage 84 → 100; Physical resistance 5% → 10%; Removed: Encourage | |
| 44,356 → 8,240 | 20 → 30 | 10 → 156 → 15 | 21 → 253 → 5 | 1,050 → 2,1001,050 | Leadership 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 | |
| 607,560 → 15,000 | 120 | 36 → 3550 | 28 → 3012 → 10 | 1,250 → 2,7001,250 → 1,350 | Missile 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 | |
| 48 → 605,664 → 10,200 | 110 | 26 → 4030 → 25 | 21 → 253 → 10 | 1,000 → 2,3001,000 → 1,150 | Speed 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 | |
| 13,688 → 4,750 | 20 | 38 → 4044 → 45 | 100220 → 250 | 1,000 → 1,100550 | Mass 500 → 750; Upkeep 250 → 0; New: Arcane Mastery, Imperial Allegiance | |
| 18,230 → 10,000 | 70 | 5044 → 45 | 150 → 200350 → 400 | 2,300 → 4,6002,550 → 2,300 | Speed 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 | |
| 13,796 → 5,250 | 50 | 38 → 4044 → 35 | 100220 → 250 | 1,200 → 1,600800 | Speed 78 → 70; Mass 2,000 → 2,750; Upkeep 300 → 0; New: Arcane Mastery, Imperial Allegiance | |
| 13,548 → 4,500 | 50 | 34 → 3532 → 35 | 220 → 250100 | 1,000 → 1,100700 → 550 | Speed 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 | |
| 14,556 → 5,500 | 90 | 38 → 3536 → 25 | 220 → 100100 → 250 | 1,000 → 1,9001,000 → 950 | Speed 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 | |
| 13,986 → 4,750 | 70 | 34 → 3532 → 25 | 220 → 250100 | 1,000 → 1,500900 → 750 | Speed 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 | |
| 13,854 → 4,750 | 50 | 34 → 3532 → 35 | 220 → 250100 | 1,000 → 1,500900 → 750 | Speed 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 | |
| 14,862 → 5,750 | 90 | 38 → 3536 → 25 | 220 → 100100 → 250 | 1,200 → 2,3001,200 → 1,150 | Speed 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 | |
| 19,102 → 10,000 | 160 | 36 → 4020 | 70 → 175180 → 200 | 2,100 → 4,8002,700 → 2,400 | Speed 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 | |
| 14,300 → 5,000 | 70 | 34 → 3532 → 25 | 220 → 250100 | 1,100 → 1,9001,100 → 950 | Speed 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 | |
| 14,660 → 6,000 | 100 | 6050 | 300160 → 200 | 0700 | Mass 1,100 → 1,500; New: Imperial Allegiance | |
| 15,680 → 7,500 | 110 | 55 → 6040 | 160 → 200300 | 01,100 | Melee attack interval 4.7 s → 4 s; Mass 2,300 → 2,325; New: Imperial Allegiance, Bloodroar | |
| 13,420 → 4,000 | 20 → 50 | 2530 → 40 | 210 → 23590 → 40 | 1,000 → 800250 → 400 | Leadership 55 → 65; Speed 35 → 34; Mass 300 → 750; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Imperial Allegiance | |
| 14,016 → 4,750 | 50 → 70 | 2530 | 210 → 23590 → 40 | 1,500 → 1,400650 → 700 | Leadership 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 | |
| 13,848 → 4,500 | 50 → 70 | 2530 | 210 → 23590 → 40 | 1,200500 → 600 | Leadership 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 | |
| 32 → 603,840 → 6,900 | 20 → 45 | 18 → 2520 → 25 | 21 → 253 → 5 | 900 → 2,000900 → 1,000 | Leadership 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! | |
| 32 → 603,840 → 6,900 | 60 | 24 → 3527 → 25 | 21 → 253 → 5 | 1,200 → 2,5001,200 → 1,250 | Leadership 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! | |
| 60 → 806,240 → 9,600 | 60 → 70 | 32 → 3026 → 35 | 21 → 307 → 10 | 875 → 2,000825 → 1,000 | Leadership 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 | |
| 60 → 806,240 → 9,600 | 90 → 100 | 32 → 3532 → 40 | 21 → 257 → 15 | 1,150 → 2,5001,025 → 1,250 | Speed 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 | |
| 120 → 1408,280 → 14,000 | 30 → 80 | 27 → 3552 → 50 | 19 → 206 → 10 | 550 → 1,400550 → 700 | Missile 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 | |
| 110,210 → 14,000 | 90 | 24 → 2518 → 20 | 50 → 100160 → 200 | 1,800 → 3,6002,100 → 1,800 | Speed 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 | |
| 110,210 → 15,000 | 90 | 24 → 2518 → 20 | 50 → 100160 → 200 | 2,000 → 4,0002,300 → 2,000 | Speed 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 | |
| 110,202 → 15,000 | 90 | 31 → 3024 → 25 | 50 → 100160 → 200 | 2,200 → 4,4002,500 → 2,200 | Speed 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 | |
| 19,102 → 10,000 | 160 | 36 → 4020 | 70 → 175180 → 200 | 2,100 → 4,8002,400 | Speed 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 | |
| 606,960 → 6,480 | 100 | 3940 | 1835 | 1,2001,200 | Speed 78 → 70; Mass 1,120 → 1,370; Removed: Crush the Weak | |
| 606,960 → 6,480 | 100 | 4950 | 1835 | 1,4501,450 | Speed 78 → 70; Mass 1,120 → 1,370; Removed: Crush the Weak, Berserk | |
| 607,200 → 6,720 | 110 | 4244 | 3010 | 1,2501,250 | Speed 78 → 70; Mass 1,100 → 1,350 | |
| 14,287 | 95 | 6253 | 290 → 200140 → 225 | 900900 | Removed: Eye for an Eye, Protector of the Empire, Crush the Weak, Wounds, Deadly Onslaught, Foe-Seeker, Hold the Line! | |
| 14,900 → 4,892 | 115 | 6253 | 290 → 200140 → 225 | 1,1501,150 | Speed 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! | |
| 15,200 → 5,192 | 100 | 6253 | 290 → 200140 → 225 | 1,4501,450 | Speed 105 → 125; Removed: Eye for an Eye, Protector of the Empire, Crush the Weak, Wounds, Deadly Onslaught, Foe-Seeker, Hold the Line! | |
| 16,835 → 6,827 | 100 | 4546 | 160 → 225290 → 275 | 1,7001,700 | Speed 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 | |
| 14,268 | 90 | 4846 | 140240 | 700700 | 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 | |
| 14,876 → 4,868 | 110 | 4846 | 140240 | 950950 | Speed 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 | |
| 14,068 | 85 | 4138 | 140220 | 450450 | Removed: Battle Howl, Destruction, Fury of Ulric, Winter’s Chill, Crush the Weak, Wounds, Divine Power, Benediction | |
| 14,556 → 4,548 | 105 | 4138 | 140220 | 700700 | Speed 78 → 70; Mass 2,100 → 2,600; Removed: Battle Howl, Destruction, Fury of Ulric, Winter’s Chill, Crush the Weak, Wounds, Divine Power, Benediction | |
| 14,288 | 95 | 5044 | 140330 | 1,100650 | Removed: Wilderness' Bastion, Commanding Presence, Crush the Weak, Wounds, Foe-Seeker, Stand Your Ground! | |
| 14,906 → 4,898 | 115 | 5044 | 140330 | 1,350900 | Speed 78 → 70; Mass 2,500 → 3,000; Removed: Wilderness' Bastion, Commanding Presence, Crush the Weak, Wounds, Foe-Seeker, Stand Your Ground! | |
| 806,000 | 15 | 3627 | 164 | 550550 | Removed: Battle Howl | |
| 809,840 | 95 | 4346 | 1532 | 1,1501,150 | Removed: Crush the Weak | |
| 809,840 | 95 | 5358 | 1532 | 1,4501,450 | Removed: Winter’s Chill, Crush the Weak | |
| 1207,920 | 30 | 3421 | 237 | 450450 | Removed: Crush the Weak | |
| 1208,760 | 30 | 3928 | 1227 | 700700 | Removed: Crush the Weak, Frenzy | |
| 16,468 → 6,444 | 55 | 3025 | 14070 | 1,5501,550 | Removed: Lightning Strike, Meteor Strike, Raging Tornado, Locus of Azyr, Portents of Battle, Wounds |
New units in SFO
Empire Captainwh_main_emp_cha_captain_demi1 model
6,500
100
70
75
50
55
400
70
15
1,100
Grand Masteremp_cha_grandmaster_01 model
5,000
120
70
35
50
60
425
45
15
900
Grand Master (Knights Panther)emp_cha_grandmaster_panther1 model
5,500
120
70
80
45
50
425
70
15
20
1,200
Grand Master (Knights of the White Wolf)emp_cha_grandmaster_wolf1 model
6,000
120
70
60
55
45
450
60
15
1,200
Grand Master (Reiksguard)emp_cha_grandmaster_reiksguard1 model
5,750
120
70
70
45
50
425
70
15
1,200
Grand Master (Knights of Morr)emp_cha_grandmaster_morr1 model
5,500
120
70
70
50
45
425
60
15
1,200
Grand Master (Knights of the Blazing Sun)emp_cha_grandmaster_sun1 model
5,500
120
70
75
45
50
425
90
15
30
1,200
Carroburg Greatswords (Greatswords)emp_carroburg100 models
15,500
100
75
30
45
45
60
30
1,500
Altdorf Company of Honour (Halberdiers)emp_altdorf_company100 models
19,000
80
80
30
35
50
45
15
1,600
Knights Pantheremp_knights_panther60 models
13,500
110
70
80
40
40
40
55
10
1,350
Sigmarite Disciplesemp_sigmar_war100 models
15,000
50
70
35
35
40
40
25
50
1,100
Witch Hunter Retinueemp_witch_squad20 models
5,000
80
70
40
45
40
60
25
50
175
25
500
Wolf-Kinemp_wolf_kin160 models
19,200
0
100
38
45
15
40
30
20
575
Knights of the White Wolfemp_wolf_knight60 models
16,500
120
70
60
40
30
60
40
10
1,350
Officer Squademp_officer_squad20 models
5,000
100
75
32
40
50
60
20
28
175
500
The Deliverance (Steam Tank)emp_tank_ror1 model
10,000
160
100
55
40
20
375
80
375
425
25
2,900
Swords of Ulric (Swordmen)emp_ulric_sons140 models
16,100
80
70
32
45
40
45
25
10
1,100
The White Wolfemp_hound1 model
10,000
0
100
125
100
0
1,000
100
50
500
Army of Sigmar (Flagellants)emp_flagellants_ext240 models
24,000
0
100
38
50
10
45
35
1,100
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
Gemcutter's WorkshopThe Empire
- −Income generated: 600
- −Gemstones resource production: 32 sacks
- +Income generated: 300
- +Diplomatic relations: +5 with all factions
- +Gemstones resource production: 30 sacks
Exotic Animal TamerThe Empire
- −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
Exotic Animal PenThe Empire
- −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
Exotic Animal MarketThe Empire
- −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
Herb Gatherer's CampThe Empire
- −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)
Alchemy WorkshopThe Empire
- −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
Obsidian Trinket MakerThe Empire
- −Income generated: 150
- +Income generated: 50
Obsidian Amulet CarverThe Empire
- −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
Spice Trading PostThe Empire
- −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)
Armoured WatchersThe Empire
- −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
Castle Reikguard StablesThe Empire
- −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
Castle ReikguardThe Empire
- −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
Lairs of Clar KarondThe Empire
- −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
Impregnable FortThe Empire
- −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
Tower of ProphecyThe Empire
- −Winds of Magic power reserve capacity: +3 (all armies)
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
Cleansed Convent of SorceryThe Empire
- −Winds of Magic power reserve capacity: +6 (all armies)
- +Winds of Magic power reserve capacity: +10 (own armies factionwide)
Occupied Sartosa Level 1The Empire
- −Defensive supplies: +1000
- −Income generated: 60
- −Growth: +10
- +Defensive supplies: +1200
- +Income generated: 50
- +Growth: +80
Occupied Sartosa Level 2The Empire
- −Defensive supplies: +1000
- −Income generated: 90
- −Growth: +20
- −Improved tower projectiles: Bullets
- +Defensive supplies: +1200
- +Income generated: 100
- +Growth: +80
Occupied Sartosa Level 3The Empire
- −Defensive supplies: +1000
- −Income generated: 120
- −Growth: +30
- −Improved tower projectiles: Cannon Balls
- +Defensive supplies: +1200
- +Income generated: 150
- +Growth: +80
Occupied Sartosa Level 4The Empire
- −Defensive supplies: +1000
- −Income generated: 150
- −Growth: +40
- −Improved tower projectiles: Clockwork Bombs
- +Defensive supplies: +1200
- +Income generated: 200
- +Growth: +80
Occupied Sartosa Level 5The Empire
- −Defensive supplies: +1000
- −Income generated: 180
- −Growth: +50
- −Improved tower projectiles: Clockwork Bombs
- +Defensive supplies: +1200
- +Income generated: 250
Pfeildorf Wine MarketThe Empire
- −Income from all buildings: +10% (local province)
- +Income from all buildings: +10% (all regions in province)
Occupied Library of HoethThe Empire
- −Winds of Magic power reserve capacity: +3 (all armies)
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
Occupied White Tower of HoethThe Empire
- −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)
Firearms AcademyThe Empire
- −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
Black Rose StablesThe Empire
- −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
Black Rose ChapterhouseThe Empire
- −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
Temple of Elemental WindsThe Empire
- −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)
Grand Altar of UlricThe Empire
- −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
Middenheim (Hamlet)The Empire
- −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
Middenheim (Village)The Empire
- −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
Middenheim (Town)The Empire
- −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
Middenheim (City)The Empire
- −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
Middenheim (City-State)The Empire
- −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
Chapterhouse of the White WolfThe Empire
- −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
Engineer's WorkshopThe Empire
- −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
Engineer's GuildhallThe Empire
- −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
Imperial HarbourThe Empire
- −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)
Reinforced WallsThe Empire
- −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)
Wizard's ConclaveThe Empire
- −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
Shrine of SigmarThe Empire
- −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
Temple of SigmarThe Empire
- −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
Cinnabar Mining PitThe Empire
- −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)
Grazing PasturesThe Empire
- −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)
Brine Mining PitThe Empire
- −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
The Grand CauldronThe Empire
- −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)
Archecclesiatium of MyrmidiaThe Empire
- −Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
- +Unlocks Hero recruitment: Warrior Priest
Blazing Sun StablesThe Empire
- −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)
Blazing Sun ChapterhouseThe Empire
- −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)
Altdorf Conclave of Battle WizardsThe Empire
- −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)
Altdorf Colleges of MagicThe Empire
- −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)
Great Temple of UlricThe Empire
- −Fervour: 10 per turn (Middenland only)
- −Corruption: -2 (local province)
- −Local recruitment capacity: +1
Sites of Holy PilgrimageThe Empire
- −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
Abodes of War and WorshipThe Empire
- −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
Knights Panther StablesThe Empire
- −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
Knights Panther ChapterhouseThe Empire
- −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
Nuln Cannon FoundryThe Empire
- −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
Nuln Gunnery SchoolThe Empire
- −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
Altdorf (Hamlet)The Empire
- −Defensive supplies: +1000
- −Control: +1
- +Defensive supplies: +1200
- +Control: +5
Altdorf (Village)The Empire
- −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
Altdorf (City-State)The Empire
- −Defensive supplies: +1000
- −Income generated: 300
- +Defensive supplies: +1200
- +Income generated: 500
- Units: 2 → 8
Occupied Drakenhof HamletThe Empire
- −Defensive supplies: +1000
- −Income generated: 40
- +Defensive supplies: +1200
- +Income generated: 50
- +Control: +1
Occupied Drakenhof (Village)The Empire
- −Defensive supplies: +1000
- −Income generated: 60
- −Control: +1
- −Improved tower projectiles: Bullets
- +Defensive supplies: +1200
- +Income generated: 100
- +Control: +2
Occupied Drakenhof (Town)The Empire
- −Defensive supplies: +1000
- −Income generated: 80
- −Control: +2
- −Improved tower projectiles: Cannon Balls
- +Defensive supplies: +1200
- +Income generated: 150
- +Control: +3
Occupied Drakenhof (City)The Empire
- −Defensive supplies: +1000
- −Income generated: 100
- −Control: +3
- −Improved tower projectiles: Clockwork Bombs
- +Defensive supplies: +1200
- +Income generated: 200
- +Control: +4
Occupied Drakenhof (City-State)The Empire
- −Defensive supplies: +1000
- −Income generated: 120
- −Control: +4
- −Improved tower projectiles: Clockwork Bombs
- +Defensive supplies: +1200
- +Income generated: 250
- +Control: +5
Occupied Couronne (Hamlet)The Empire
- −Defensive supplies: +1000
- −Income generated: 40
- +Defensive supplies: +1200
- +Income generated: 50
- +Control: +1
Occupied Couronne (Village)The Empire
- −Defensive supplies: +1000
- −Income generated: 60
- −Control: +1
- −Improved tower projectiles: Bullets
- +Defensive supplies: +1200
- +Income generated: 100
- +Control: +2
Occupied Couronne (Town)The Empire
- −Defensive supplies: +1000
- −Income generated: 80
- −Control: +2
- −Improved tower projectiles: Cannon Balls
- +Defensive supplies: +1200
- +Income generated: 150
- +Control: +3
Occupied Couronne (City)The Empire
- −Defensive supplies: +1000
- −Income generated: 100
- −Control: +3
- −Improved tower projectiles: Clockwork Bombs
- +Defensive supplies: +1200
- +Income generated: 200
- +Control: +4
Occupied Couronne (City-State)The Empire
- −Defensive supplies: +1000
- −Income generated: 120
- −Control: +4
- −Improved tower projectiles: Clockwork Bombs
- +Defensive supplies: +1200
- +Income generated: 250
- +Control: +5
Occupied Miragliano (Hamlet)The Empire
- −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
Occupied Miragliano (Village)The Empire
- −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
Occupied Miragliano (Town)The Empire
- −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
Occupied Miragliano (City)The Empire
- −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
Occupied Miragliano (City-State)The Empire
- −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
The Red Moon InnThe Empire
- −Corruption: -1
- −Income generated: 50
- −Control: +2
- +Corruption: -4
- +Upkeep: -50% for Lords and Heroes (own characters in province)
- +Control: +4
Southern Realms DistrictThe Empire
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Southern Realms ColonyThe Empire
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Shrine of MyrmidiaThe Empire
- −Corruption: -6
- +When Control is below -50: Corruption: -2
- +Corruption: -4
- +Growth: -10
- +Control: +1
Temple of MyrmidiaThe Empire
- −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
Estalian HarbourThe Empire
- −Income generated: 300
- −Growth: +20
- +Income generated: 200
- +Defensive supplies: +1200
- +Growth: +10
- +Spices resource production: 2 sacks
Estalian Trading PortThe Empire
- −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)
Reinforced WallsThe Empire
- −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)
Miragliano (Hamlet)The Empire
- −Defensive supplies: +1000
- −Grants 2 construction slots in the settlement
- −Control: +1
- +Defensive supplies: +1200
- +Grants 1 construction slot in the settlement
- +Control: +5
Miragliano (Village)The Empire
- −Defensive supplies: +1000
- −Grants 4 construction slots in the settlement
- −Control: +2
- +Defensive supplies: +1200
- +Grants 2 construction slots in the settlement
- +Control: +5
Miragliano (Town)The Empire
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Control: +3
- +Defensive supplies: +1200
- +Grants 3 construction slots in the settlement
- +Control: +5
Miragliano (City)The Empire
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Control: +4
- +Defensive supplies: +1200
- +Grants 4 construction slots in the settlement
- +Control: +5
Miragliano (City-State)The Empire
- −Defensive supplies: +1000
- −Grants 9 construction slots in the settlement
- +Defensive supplies: +1200
- +Grants 5 construction slots in the settlement
- +Character experience gain per turn: +125 (own characters in province)
- +Unit experience gain per turn: +250 (own armies in province)
- +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)
- +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
- +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
- +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)
- +Weapon strength: +5% when under siege (own armies in province)
- +Recruitment cost: -10% for all units (own armies in province)
- +Local recruitment capacity: +1
- +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
State Troop StandardsThe Empire
- −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
State-Issued Infantry ArmourThe Empire
- −Armour: +15 for Infantry units
- +Armour: +10 for Infantry units
- Research points: 600 → 1000
Mass-Produced Small AmmunitionThe Empire
- −Recruitment cost: -15% for Missile units
- +Reload time reduction: +10% for Missile units
- Research points: 300 → 400
Mounted WeaponryThe Empire
- +Missile resistance: 10% for Pistoliers and Outriders units
- Research points: 600 → 1000
Improved Cavalry ArmourThe Empire
- −Armour: +15 for Cavalry units
- +Armour: +10 for Cavalry units
- Research points: 300 → 400
Endurance TrainingThe Empire
- −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
Ordnance CanistersThe Empire
- −Recruitment cost: -5% for Artillery units
- −Ammunition: +20% for Artillery units
- +Ammunition: +25% for Artillery units
- Research points: 300 → 400
Refined SchematicsThe Empire
- −Missile strength: +10% for Artillery units
- +Recruitment cost: -10% for Artillery units
- +Recruit rank: +2 for Artillery units
- Research points: 600 → 1000
Improved Piston TechnologyThe Empire
- −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
Greater ChannellingThe Empire
- −Missile strength: +5% for Celestial Hurricanum, Luminark units
- +Missile strength: +20% for Celestial Hurricanum, Luminark units
- Research points: 600 → 1000
State-Issued WeaponsThe Empire
- Research points: 600 → 1000
Improved Heavy WeaponsThe Empire
- −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
Trained MarksmenThe Empire
- −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
The Inner CircleThe Empire
- −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
Combustion AgentThe Empire
- −Missile Explosion Radius: +15% for Artillery units
- +Missile Explosion Radius: +20% for Artillery units
- +Speed: +10% for Artillery units
- Research points: 900 → 1400
Reinforced Armour PlatingThe Empire
- −Armour: +15 for Steam Tank and Land Ship units
- +Armour: +10 for Steam Tank and Land Ship units
- Research points: 600 → 1000
Pinnacle of the EmpireThe Empire
- +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
Colonial FactorsThe Empire
- −Income from Iron, Gem and Gold Mines: +15%
- +Income from Iron, Gem and Gold Mines: +20%
- Research points: 500 → 1000
Guildmaster ProfessorsThe Empire
- −Construction cost: -25% for resource-producing buildings
- +Construction cost: -20% for resource-producing buildings
- +Tradable resources produced: +10%
- Research points: 700 → 1400
Commodity TradingThe Empire
- −Immune to High Seas attrition (all armies)
- −Income from Ports: +10%
- +Immune to High Seas attrition
- +Income from Ports: +20%
- Research points: 900 → 1800
Imperial UniversityThe Empire
- −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
Intelligence SharingThe Empire
- −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
Teachings of TeclisThe Empire
- −Construction time: -50% for Battle Wizard recruitment buildings (factionwide)
- +Construction time: -50% for Battle Wizard recruitment buildings
- Research points: 300 → 400
Protection of the PatriarchThe Empire
- −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
Continuous ProductionThe Empire
- −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
Imperial ArchitectsThe Empire
- +Attrition: -10% when under siege
- Research points: 900 → 1800
Clergy of the EmpireThe Empire
- −Hero recruit rank: +3 for Priests
- −Corruption: -2 (all provinces)
- −Hero capacity: +1 for Priests
Engineers' GuildThe Empire
- −Hero recruit rank: +3 for Engineer
- +Hero recruit rank: +5 for Engineer
- +Missile resistance: 5% (all characters factionwide)
- Research points: 700 → 1000
The Eight OrdersThe Empire
- −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
Ambassador to the TzarinaThe Empire
- −Immune to Snow attrition (all armies)
- +Leadership: +5 when under siege
- +Immune to Snow attrition
Ambassador to the Phoenix KingThe Empire
- −Allegiance points gained: +20%
- +Winds of Magic power reserve minimum: +20
Ambassador to the Karaz AnkorThe Empire
- −Tradable resources produced: +10%
- +Construction time: -1 for Province Capital/Settlement buildings
- +Construction cost: -10% for Province Capital/Settlement buildings
Purge of the FoulThe Empire
- −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
Purge of the FellThe Empire
- −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
Ambassador to the Royarch of BretonniaThe Empire
- −Recruitment cost: -5% for Cavalry units
- +Recruitment cost: -10% for Cavalry units
Ambassador to the Dragon EmperorThe Empire
- −Income from trade tariffs: +20%
- +Income from faction capital settlement: +25%
- +Income from trade: +2% for every ally
Ambassador to the OvertyrantThe Empire
- +Allegiance points gained: +10%
Purge of the Knife-EarsThe Empire
- −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
Purge of the Ruinous BreedsThe Empire
- −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"
- +Army ability: "Doom of Nagash"
- +Corruption: -2
- +Leadership: +2 (all characters factionwide)
- +Army ability: "Safeguard of the Black gate"
- +Army ability: "Sigmar's Will"
- +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!
- +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!
- +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!
- +Growth: +30
- +Local recruitment capacity: +1
- +Character experience gain: +10%
- +Only one minor deity can be chosen from this group!
- +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!
- +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%
- +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!
- +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!