SFO High Elves units
190 High Elves units SFO: Grimhammer III changes against patch 9.0.4, 19 it adds, and 116 skills, 221 buildings and 68 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 |
|---|---|---|---|---|---|---|
| 13,888 → 4,500 | 15 | 4555 → 60 | 200100 | 1,000 → 1,600600 → 800 | Speed 36 → 35; Charge bonus 23 → 25; Mass 450 → 750; Upkeep 250 → 0; Spell resistance 0% → 10%; New: Arcane Mastery, Presence of the Everqueen, Greater Magic Bond, Greater Arcane Conduit, Immune to Contact Effects; Removed: Arcane Conduit | |
| 14,296 → 5,000 | 50 | 4555 → 50 | 200100 | 1,200 → 2,200850 → 1,100 | Speed 84 → 85; Charge bonus 43 → 40; Mass 1,750 → 2,000; Upkeep 300 → 0; Spell resistance 0% → 10%; New: Arcane Mastery, Presence of the Everqueen, Greater Magic Bond, Greater Arcane Conduit, Immune to Contact Effects; Removed: Arcane Conduit | |
| 15,080 → 5,500 | 30 → 60 | 45 → 6040 → 30 | 252 → 300168 → 200 | 1,500 → 2,8001,150 → 1,400 | Speed 110 → 130; Charge bonus 62 → 65; Mass 1,750 → 2,750; Upkeep 375 → 0; Spell resistance 0% → 10%; New: Arcane Mastery, Presence of the Everqueen, Greater Magic Bond, Greater Arcane Conduit, Immune to Contact Effects; Removed: Arcane Conduit | |
| 14,268 → 5,500 | 40 → 50 | 6545 → 50 | 260 → 275140 → 150 | 1,000 → 2,400900 → 1,200 | Speed 46 → 50; Mass 500 → 1,250; Ammunition 30 → 60; Reload time 11 s → 9 s; Upkeep 250 → 0; Missile resistance 15% → 25%; New: Shadowblades, Dreadful Accuracy, Immune to Psychology, Snipe, Stalk; Removed: Hide (forest) | |
| 13,688 → 4,500 | 40 → 50 | 40 → 4552 → 55 | 250110 → 150 | 750 → 1,600700 → 800 | Charge bonus 22 → 20; Mass 400 → 1,000; Range 180 m → 200 m; Ammunition 30 → 50; Missile base damage 55 → 100; Missile AP damage 125 → 200; Reload time 9 s → 7 s; Upkeep 187 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Immune to Contact Effects; Removed: Fire Whilst Moving | |
| 14,176 → 5,000 | 70 → 80 | 40 → 4552 → 45 | 250110 → 150 | 1,050 → 2,200950 → 1,100 | Speed 84 → 85; Charge bonus 42 → 40; Mass 1,700 → 2,250; Range 180 m → 200 m; Ammunition 30 → 50; Missile base damage 55 → 100; Missile AP damage 125 → 200; Reload time 9 s → 7 s; Upkeep 262 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Immune to Contact Effects | |
| 13,420 → 4,500 | 15 | 36 → 3528 → 35 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,848 → 4,750 | 45 → 25 | 36 → 3528 → 25 | 200 → 25085 → 100 | 1,100 → 1,300550 → 650 | Speed 84 → 95; Charge bonus 35 → 30; Mass 1,600 → 1,500; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 14,188 → 6,000 | 110 | 24 → 2518 → 25 | 20085 → 100 | 1,500 → 1,900750 → 950 | Speed 84 → 80; Charge bonus 64 → 60; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,420 → 4,500 | 15 | 36 → 3528 → 35 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,848 → 4,750 | 45 → 25 | 36 → 3528 → 25 | 200 → 25085 → 100 | 1,100 → 1,300550 → 650 | Speed 84 → 95; Charge bonus 35 → 30; Mass 1,600 → 1,500; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 14,188 → 6,000 | 110 | 24 → 2518 → 25 | 20085 → 100 | 1,000 → 1,900750 → 950 | Speed 84 → 80; Charge bonus 64 → 60; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,688 → 4,500 | 40 | 40 → 6045 → 50 | 260 → 275140 → 150 | 1,200 → 2,4001,200 | Leadership 76 → 80; Speed 46 → 45; Charge bonus 30 → 50; Ammunition 30 → 50; Reload time 11 s → 9 s; Upkeep 250 → 0; New: Immune to Psychology, Snipe, Strider | |
| 14,068 → 5,000 | 80 → 100 | 63 → 7040 → 50 | 120 → 150280 → 300 | 1,000 → 2,4001,000 → 1,200 | Mass 500 → 1,500; Upkeep 300 → 0; Missile resistance 35% → 40%; New: Vigorous, Martial Mastery, Stand Your Ground!, Immune to Psychology; Removed: Martial Prowess, Woodsman | |
| 14,856 → 6,000 | 60 | 63 → 7040 | 264 → 275176 → 200 | 1,400 → 3,6001,400 → 1,800 | Speed 110 → 130; Mass 2,100 → 3,000; Upkeep 500 → 0; Missile resistance 25% → 15%; New: Vigorous, Martial Mastery, Stand Your Ground!, Immune to Psychology; Removed: Martial Prowess | |
| 16,876 → 9,000 | 80 → 50 | 50 → 5544 → 35 | 135 → 500325 → 150 | 2,050 → 5,2001,950 → 2,600 | Charge bonus 65 → 70; Melee attack interval 3.8 s → 3.5 s; Mass 4,800 → 5,000; Upkeep 650 → 0; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Fire resistance 0% → 20%; New: Vigorous, Stand Your Ground! | |
| 19,444 → 11,000 | 90 → 100 | 64 → 6550 → 40 | 145 → 200435 → 500 | 2,750 → 5,8002,550 → 2,900 | Speed 85 → 90; Charge bonus 45 → 70; Melee attack interval 3.8 s → 4 s; Mass 6,700 → 6,000; Upkeep 650 → 0; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Ward save 0% → 10%; New: Vigorous, Stand Your Ground! | |
| 13,688 → 5,500 | 100 | 55 → 6045 | 135 → 125265 → 300 | 800 → 2,000750 → 1,000 | Leadership 80 → 75; Bonus vs infantry 16 → 20; Mass 800 → 1,000; Upkeep 200 → 400; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Hoeth Mastery | |
| 13,420 → 4,500 | 15 | 36 → 3528 → 35 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,848 → 4,750 | 45 → 25 | 36 → 3528 → 25 | 200 → 25085 → 100 | 1,100 → 1,300550 → 650 | Speed 84 → 95; Charge bonus 35 → 30; Mass 1,600 → 1,500; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 14,188 → 6,000 | 110 | 24 → 2518 → 25 | 20085 → 100 | 1,500 → 1,900750 → 950 | Speed 84 → 80; Charge bonus 64 → 60; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,420 → 4,500 | 15 | 36 → 3528 → 35 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,848 → 4,750 | 45 → 25 | 36 → 3528 → 25 | 200 → 25085 → 100 | 1,100 → 1,300550 → 650 | Speed 84 → 95; Charge bonus 35 → 30; Mass 1,600 → 1,500; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 14,188 → 6,000 | 110 | 24 → 2518 → 25 | 20085 → 100 | 1,500 → 1,900750 → 950 | Speed 84 → 80; Charge bonus 64 → 60; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,420 → 4,500 | 15 | 36 → 3528 → 35 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,848 → 4,750 | 45 → 25 | 36 → 3528 → 25 | 200 → 25085 → 100 | 1,100 → 1,300550 → 650 | Speed 84 → 95; Charge bonus 35 → 30; Mass 1,600 → 1,500; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 14,188 → 6,000 | 110 | 24 → 2518 → 25 | 20085 → 100 | 1,500 → 1,900750 → 950 | Speed 84 → 80; Charge bonus 64 → 60; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,688 → 5,000 | 80 | 42 → 4550 → 55 | 120 → 150220 → 250 | 750 → 1,400600 → 700 | Speed 36 → 38; Charge bonus 22 → 25; Mass 500 → 1,000; Upkeep 187 → 325; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Defence | |
| 14,176 → 5,500 | 100 | 42 → 4550 → 45 | 120 → 150220 → 250 | 950 → 1,800850 → 900 | Speed 84 → 85; Charge bonus 42 → 45; Mass 1,800 → 1,750; Upkeep 237 → 375; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Defence | |
| 14,768 → 6,000 | 60 | 47 → 4535 → 45 | 252 → 270168 → 150 | 1,250 → 2,6001,100 → 1,300 | Speed 110 → 130; Charge bonus 72 → 75; Mass 1,800 → 2,500; Upkeep 275 → 475; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Defence | |
| 15,012 → 6,500 | 110 | 32 → 2524 → 35 | 210 → 10090 → 225 | 1,200 → 2,4001,050 → 1,200 | Speed 84 → 80; Bonus vs infantry 20 → 25; Charge bonus 74 → 80; Melee attack interval 4.6 s → 4 s; Mass 3,500 → 4,500; Upkeep 300 → 450; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Defence | |
| 14,068 → 5,000 | 80 | 60 → 5560 → 65 | 260 → 275140 → 150 | 850 → 2,000850 → 1,000 | Missile block 55% → 70%; Speed 36 → 38; Mass 500 → 1,000; Upkeep 213 → 250; New: Indomitable; Removed: Deadly Onslaught | |
| 14,680 → 5,750 | 100 | 60 → 5560 → 55 | 260 → 275140 → 150 | 1,100 → 2,4001,100 → 1,200 | Missile block 35% → 70%; Speed 84 → 85; Mass 2,100 → 2,250; Upkeep 275 → 300; New: Indomitable; Removed: Deadly Onslaught | |
| 14,856 → 6,000 | 60 | 60 → 5550 → 55 | 264 → 275176 → 200 | 1,400 → 3,2001,400 → 1,600 | Missile block 0% → 70%; Speed 110 → 130; Mass 2,100 → 3,000; Upkeep 350 → 400; New: Indomitable; Removed: Deadly Onslaught | |
| 17,124 → 9,000 | 80 → 50 | 50 → 5544 → 35 | 135 → 500325 → 150 | 1,900 → 4,8001,800 → 2,400 | Charge bonus 65 → 70; Melee attack interval 3.8 s → 3.5 s; Mass 4,800 → 5,000; Upkeep 500 → 600; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Fire resistance 0% → 20%; New: Indomitable; Removed: Deadly Onslaught | |
| 19,444 → 11,000 | 90 → 100 | 68 → 6554 → 40 | 145 → 200435 → 500 | 2,600 → 5,4002,400 → 2,700 | Speed 85 → 90; Charge bonus 45 → 70; Melee attack interval 3.8 s → 4 s; Mass 6,700 → 6,000; Upkeep 650 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Ward save 0% → 10%; New: Indomitable; Removed: Deadly Onslaught | |
| 14,068 → 5,000 | 50 | 6545 → 50 | 260 → 250140 → 150 | 850 → 2,000850 → 1,000 | Mass 400 → 1,000; Ammunition 40 → 50; Missile base damage 190 → 300; Missile AP damage 80 → 150; Upkeep 213 → 250; New: Charge Defence vs. Large, Charge Reflection; Removed: Fire Whilst Moving | |
| 14,680 → 5,500 | 80 → 50 | 6545 → 40 | 260 → 250140 → 150 | 1,050 → 2,4001,100 → 1,200 | Speed 84 → 95; Mass 2,100 → 1,750; Ammunition 40 → 50; Missile base damage 190 → 300; Missile AP damage 80 → 150; Upkeep 263 → 300 | |
| 14,856 → 6,000 | 50 → 60 | 6535 → 40 | 264 → 275176 → 200 | 1,400 → 3,2001,400 → 1,600 | Speed 110 → 130; Mass 2,100 → 3,000; Ammunition 40 → 50; Missile base damage 190 → 300; Missile AP damage 80 → 150; Upkeep 350 → 400 | |
| 18,444 → 9,500 | 70 → 75 | 50 → 4544 → 45 | 140 → 150380 → 400 | 2,200 → 5,0002,000 → 2,500 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,800 → 5,000; Ammunition 40 → 50; Missile base damage 190 → 300; Missile AP damage 80 → 150; Upkeep 550 → 625; Physical resistance 0% → 20%; Missile resistance 25% → 0% | |
| 19,444 → 11,000 | 90 → 100 | 64 → 5550 → 40 | 145 → 200435 → 500 | 2,600 → 5,4002,400 → 2,700 | Speed 85 → 90; Charge bonus 45 → 70; Melee attack interval 3.8 s → 4 s; Mass 6,700 → 6,000; Ammunition 40 → 50; Missile base damage 190 → 300; Missile AP damage 80 → 150; Upkeep 650 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Fire resistance 0% → 20% | |
| 13,688 → 4,750 | 15 | 36 → 3528 → 35 | 168 → 175112 → 125 | 1,000 → 1,100450 → 550 | Speed 36 → 35; Mass 500 → 750; Upkeep 250 → 0; New: Arcane Mastery, Greater Magic Bond | |
| 14,184 → 5,000 | 50 | 36 → 3528 → 25 | 168 → 175112 → 125 | 1,300 → 1,500700 → 750 | Speed 84 → 85; Mass 1,800 → 2,000; Upkeep 337 → 0; New: Arcane Mastery, Greater Magic Bond | |
| 14,288 → 6,000 | 125 | 7560 | 140 → 100330 → 400 | 1,300 → 3,0001,300 → 1,500 | Speed 36 → 38; Charge bonus 45 → 50; Mass 800 → 1,500; Upkeep 325 → 0; Fire resistance 40% → 25%; New: Curse of Aenarion, Immune to Psychology; Removed: Foe-Seeker | |
| 14,900 → 6,500 | 125 | 7560 → 50 | 140 → 100330 → 400 | 1,600 → 3,6001,600 → 1,800 | Charge bonus 90 → 100; Mass 1,800 → 3,500; Upkeep 400 → 0; Fire resistance 40% → 25%; New: Curse of Aenarion, Immune to Psychology, Glorious Charge; Removed: Foe-Seeker | |
| 15,512 → 6,500 | 110 | 42 → 6024 → 40 | 120 → 150300 | 1,650 → 3,4001,550 → 1,700 | Speed 82 → 80; Charge bonus 68 → 70; Melee attack interval 4.6 s → 4 s; Mass 4,300 → 4,500; Upkeep 400 → 0; Missile resistance 30% → 40%; New: Vigorous | |
| 13,820 → 4,750 | 15 | 36 → 3528 → 40 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,148 → 5,000 | 45 → 15 | 36 → 3528 → 30 | 200 → 25085 → 100 | 1,200 → 1,600700 → 800 | Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,488 → 6,250 | 110 | 24 → 2518 → 30 | 20085 → 100 | 1,350 → 2,200900 → 1,100 | Speed 84 → 80; Charge bonus 64 → 65; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 300 → 425; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 15,080 → 5,750 | 30 | 44 → 3530 | 252 → 250168 → 175 | 1,500 → 2,4001,000 → 1,200 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 18,444 → 9,250 | 70 → 60 | 50 → 4544 → 40 | 140 → 150380 → 400 | 2,200 → 4,2002,000 → 2,100 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,300 → 4,750; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 13,820 → 4,750 | 15 | 36 → 3528 → 40 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,148 → 5,000 | 45 → 15 | 36 → 3528 → 30 | 200 → 25085 → 100 | 1,200 → 1,600700 → 800 | Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,488 → 6,250 | 110 | 24 → 2518 → 30 | 20085 → 100 | 1,350 → 2,200900 → 1,100 | Speed 84 → 80; Charge bonus 64 → 65; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 300 → 425; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 15,080 → 5,750 | 30 | 44 → 3530 | 252 → 250168 → 175 | 1,500 → 2,4001,000 → 1,200 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 18,444 → 9,250 | 70 → 60 | 50 → 4544 → 40 | 140 → 150380 → 400 | 2,200 → 4,2002,000 → 2,100 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,300 → 4,750; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 13,820 → 4,750 | 15 | 36 → 3528 → 40 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Mass 300 → 750; Upkeep 250 → 300; Fire resistance 0% → 25%; New: Greater Magic Bond | |
| 14,148 → 5,000 | 45 → 15 | 36 → 3528 → 30 | 200 → 25085 → 100 | 1,200 → 1,600700 → 800 | Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Fire resistance 0% → 25%; New: Greater Magic Bond | |
| 14,488 → 6,250 | 110 | 24 → 2518 → 30 | 20085 → 100 | 1,350 → 2,200900 → 1,100 | Speed 84 → 80; Charge bonus 64 → 65; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 300 → 425; Fire resistance 0% → 25%; New: Greater Magic Bond | |
| 15,080 → 5,750 | 30 | 44 → 3530 | 252 → 250168 → 175 | 1,500 → 2,4001,000 → 1,200 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Fire resistance 0% → 25%; New: Greater Magic Bond | |
| 18,444 → 9,250 | 70 → 60 | 50 → 4544 → 40 | 140 → 150380 → 400 | 2,200 → 4,2002,000 → 2,100 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,300 → 4,750; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%; New: Greater Magic Bond | |
| 13,820 → 4,750 | 15 | 36 → 3528 → 40 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,148 → 5,000 | 45 → 15 | 36 → 3528 → 30 | 200 → 25085 → 100 | 1,200 → 1,600700 → 800 | Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,488 → 6,250 | 110 | 24 → 2518 → 30 | 20085 → 100 | 1,350 → 2,200900 → 1,100 | Speed 84 → 80; Charge bonus 64 → 65; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 300 → 425; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 15,080 → 5,750 | 30 | 44 → 3530 | 252 → 250168 → 175 | 1,500 → 2,4001,000 → 1,200 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 18,444 → 9,250 | 70 → 75 | 50 → 4544 → 40 | 140 → 150380 → 400 | 2,200 → 4,2002,000 → 2,100 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,300 → 4,750; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 13,820 → 4,750 | 15 | 36 → 3528 → 40 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,148 → 5,000 | 45 → 15 | 36 → 3528 → 30 | 200 → 25085 → 100 | 1,200 → 1,600700 → 800 | Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,488 → 6,250 | 110 | 24 → 2518 → 30 | 20085 → 100 | 1,350 → 2,200900 → 1,100 | Speed 84 → 80; Charge bonus 64 → 65; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 300 → 425; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 15,080 → 5,750 | 30 | 44 → 3530 | 252 → 250168 → 175 | 1,500 → 2,4001,000 → 1,200 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 18,444 → 9,250 | 70 → 75 | 50 → 4544 → 40 | 140 → 150380 → 400 | 2,200 → 4,2002,000 → 2,100 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,300 → 4,750; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 13,820 → 4,750 | 15 | 36 → 3528 → 40 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,148 → 5,000 | 45 → 15 | 36 → 3528 → 30 | 200 → 25085 → 100 | 1,200 → 1,600700 → 800 | Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,488 → 6,250 | 110 | 24 → 2518 → 30 | 20085 → 100 | 1,350 → 2,200900 → 1,100 | Speed 84 → 80; Charge bonus 64 → 65; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 300 → 425; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 15,080 → 5,750 | 30 | 44 → 3530 | 252 → 250168 → 175 | 1,500 → 2,4001,000 → 1,200 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 18,444 → 9,250 | 70 → 75 | 50 → 4544 → 40 | 140 → 150380 → 400 | 2,200 → 4,2002,000 → 2,100 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,300 → 4,750; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 13,820 → 4,750 | 15 | 36 → 3528 → 40 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,148 → 5,000 | 45 → 15 | 36 → 3528 → 30 | 200 → 25085 → 100 | 1,200 → 1,600700 → 800 | Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,488 → 6,250 | 110 | 24 → 2518 → 30 | 20085 → 100 | 1,350 → 2,200900 → 1,100 | Speed 84 → 80; Charge bonus 64 → 65; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 300 → 425; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 15,080 → 5,750 | 30 | 44 → 3530 | 252 → 250168 → 175 | 1,500 → 2,4001,000 → 1,200 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 18,444 → 9,250 | 70 → 75 | 50 → 4544 → 40 | 140 → 150380 → 400 | 2,200 → 4,2002,000 → 2,100 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,300 → 4,750; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 13,820 → 4,750 | 15 | 36 → 3528 → 40 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,148 → 5,000 | 45 → 15 | 36 → 3528 → 30 | 200 → 25085 → 100 | 1,200 → 1,600700 → 800 | Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,488 → 6,250 | 110 | 24 → 2518 → 30 | 20085 → 100 | 1,350 → 2,200900 → 1,100 | Speed 84 → 80; Charge bonus 64 → 65; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 300 → 425; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 15,080 → 5,750 | 30 | 44 → 3530 | 252 → 250168 → 175 | 1,500 → 2,4001,000 → 1,200 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 18,444 → 9,250 | 70 → 75 | 50 → 4544 → 40 | 140 → 150380 → 400 | 2,200 → 4,2002,000 → 2,100 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,300 → 4,750; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 13,820 → 4,750 | 15 | 36 → 3528 → 40 | 200 → 25085 → 100 | 1,000 → 1,200450 → 600 | Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,148 → 5,000 | 45 → 15 | 36 → 3528 → 30 | 200 → 25085 → 100 | 1,200 → 1,600700 → 800 | Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,488 → 6,250 | 110 | 24 → 2518 → 30 | 20085 → 100 | 1,350 → 2,200900 → 1,100 | Speed 84 → 80; Charge bonus 64 → 65; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 300 → 425; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 15,080 → 5,750 | 30 | 44 → 3530 | 252 → 250168 → 175 | 1,500 → 2,4001,000 → 1,200 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 18,444 → 9,250 | 70 → 75 | 50 → 4544 → 40 | 140 → 150380 → 400 | 2,200 → 4,2002,000 → 2,100 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,300 → 4,750; Upkeep 575 → 675; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 10%; New: Greater Magic Bond | |
| 14,288 → 5,500 | 100 | 6555 | 290 → 300130 → 150 | 1,000 → 2,2001,000 → 1,100 | Speed 36 → 38; Mass 800 → 1,500; Upkeep 250 → 0; New: Immune to Psychology | |
| 14,900 → 6,000 | 100 | 6555 → 45 | 290 → 300130 → 150 | 1,250 → 2,8001,250 → 1,400 | Speed 84 → 85; Mass 1,800 → 2,750; Upkeep 312 → 0; New: Immune to Psychology | |
| 16,684 → 8,500 | 100 | 56 → 6544 → 45 | 150 → 200300 | 2,000 → 4,2002,000 → 2,100 | Speed 90 → 130; Charge bonus 80 → 100; Melee attack interval 4 s → 3.5 s; Mass 3,000 → 3,500; Upkeep 500 → 0; New: Bloodroar, Grim Discipline | |
| 14,130 → 5,250 | 110 | 60 → 5560 → 65 | 130 → 150290 → 300 | 1,200 → 2,4001,200 | Speed 36 → 38; Charge bonus 45 → 40; Mass 800 → 1,500; Upkeep 300 → 0; Fire resistance 25% → 50%; New: Immune to Psychology; Removed: Charge Defence vs. Large, Charge Reflection | |
| 14,864 → 6,250 | 110 | 60 → 5560 → 55 | 130 → 150290 → 300 | 1,450 → 3,2001,450 → 1,600 | Charge bonus 90 → 80; Mass 2,300 → 3,750; Upkeep 363 → 0; Fire resistance 25% → 50%; New: Immune to Psychology | |
| 19,578 → 11,250 | 90 → 100 | 74 → 6556 → 55 | 130 → 200450 → 500 | 2,750 → 5,8002,550 → 2,900 | Speed 85 → 90; Charge bonus 50 → 100; Melee attack interval 3.8 s → 4 s; Mass 6,400 → 6,500; Upkeep 688 → 0; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Fire resistance 25% → 50%; Ward save 0% → 10% | |
| 13,420 → 4,500 | 15 | 36 → 3528 → 35 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,848 → 4,750 | 45 → 25 | 36 → 3528 → 25 | 200 → 25085 → 100 | 1,100 → 1,300550 → 650 | Speed 84 → 95; Charge bonus 35 → 30; Mass 1,600 → 1,500; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 14,188 → 6,000 | 110 | 24 → 2518 → 25 | 20085 → 100 | 1,500 → 1,900750 → 950 | Speed 84 → 80; Charge bonus 64 → 60; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,420 → 4,500 | 15 | 36 → 3528 → 35 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,848 → 4,750 | 45 → 25 | 36 → 3528 → 25 | 200 → 25085 → 100 | 1,100 → 1,300550 → 650 | Speed 84 → 95; Charge bonus 35 → 30; Mass 1,600 → 1,500; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 14,188 → 6,000 | 110 | 24 → 2518 → 25 | 20085 → 100 | 1,500 → 1,900750 → 950 | Speed 84 → 80; Charge bonus 64 → 60; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,420 → 4,500 | 15 | 36 → 3528 → 35 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Mass 300 → 750; Upkeep 250 → 262; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,848 → 4,750 | 45 → 25 | 36 → 3528 → 25 | 200 → 25085 → 100 | 1,100 → 1,300550 → 650 | Speed 84 → 95; Charge bonus 35 → 30; Mass 1,600 → 1,500; Upkeep 275 → 312; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 14,188 → 6,000 | 110 | 24 → 2518 → 25 | 20085 → 100 | 1,500 → 1,900750 → 950 | Speed 84 → 80; Charge bonus 64 → 60; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 375 → 387; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 17,124 → 8,500 | 70 → 50 | 5044 → 30 | 135 → 500325 → 150 | 1,900 → 3,3001,750 → 1,650 | Melee attack interval 3.8 s → 3.5 s; Mass 4,300 → 4,750; Upkeep 500 → 562; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Fire resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,420 → 4,500 | 15 | 36 → 3528 → 35 | 200 → 25085 → 100 | 1,000 → 900300 → 450 | Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 13,848 → 4,750 | 45 → 25 | 36 → 3528 → 25 | 200 → 25085 → 100 | 1,100 → 1,300550 → 650 | Speed 84 → 95; Charge bonus 35 → 30; Mass 1,600 → 1,500; Upkeep 275 → 312; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 14,188 → 6,000 | 110 | 24 → 2518 → 25 | 20085 → 100 | 1,500 → 1,900750 → 950 | Speed 84 → 80; Charge bonus 64 → 60; Melee attack interval 4.6 s → 4 s; Mass 3,300 → 4,750; Upkeep 375 → 387; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond | |
| 16,112 → 7,000 | 80 | 54 → 5542 → 55 | 160 → 200290 → 300 | 1,550 → 3,6001,550 → 1,800 | Missile block 0% → 70%; Speed 90 → 110; Melee attack interval 4 s → 3.5 s; Mass 3,100 → 3,000; Upkeep 388 → 450; New: Indomitable, Bloodroar, Martial Prowess; Removed: Deadly Onslaught | |
| 16,112 → 7,000 | 80 | 50 → 6538 → 40 | 160 → 200290 → 300 | 1,550 → 3,6001,550 → 1,800 | Speed 90 → 110; Melee attack interval 4 s → 3.5 s; Mass 3,100 → 3,000; Ammunition 40 → 50; Missile base damage 190 → 300; Missile AP damage 80 → 150; Upkeep 388 → 450; New: Bloodroar, Martial Prowess | |
| 16,906 → 7,750 | 50 | 46 → 4540 → 45 | 140 → 150320 → 300 | 2,200 → 5,1002,200 → 2,550 | Charge bonus 58 → 60; Mass 2,800 → 2,500; Upkeep 550 → 0; Missile resistance 0% → 15%; Fire resistance 40% → 75%; New: Arcane Mastery, Greater Magic Bond | |
| 411,432 → 12,000 | 80 | 5032 → 30 | 100200 | 2,600 → 5,2002,600 | Speed 90 → 120; Charge bonus 45 → 50; Mass 3,100 → 3,000; Physical resistance 0% → 10%; Missile resistance 25% → 20%; New: Bolstered Leadership, Asur Trample Them, Vigorous, Martial Mastery, Bloodroar, Disciplined; Removed: Encourage | |
| 100 → 1407,000 → 15,400 | 60 → 50 | 35 → 2525 | 35 → 305 | 550 → 800550 → 400 | Leadership 65 → 70; Speed 43 → 42; Charge bonus 18 → 20; Melee attack interval 4.2 s → 4 s; Mass 140 → 150; Upkeep 138 → 100; Physical resistance 20% → 0%; Missile resistance 0% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Protectors of the Wood, Vigorous, Strider; Removed: Woodsman | |
| 1207,560 → 15,600 | 40 → 60 | 27 → 3048 → 45 | 19 → 256 → 10 | 800 → 1,800800 → 900 | Missile block 55% → 70%; Speed 33 → 34; Bonus vs large 15 → 20; Charge bonus 4 → 5; Melee attack interval 4.8 s → 4 s; Upkeep 200 → 225; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Asur Form Ranks | |
| 90 → 1005,670 → 9,500 | 15 → 30 | 16 → 2014 → 20 | 19 → 205 → 10 | 475 → 1,000450 → 500 | Speed 36 → 38; Charge bonus 4 → 5; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Ammunition 24 → 28; Missile base damage 16 → 17; Missile AP damage 3 → 5; Reload time 11 s → 8 s; Upkeep 119 → 125; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Take Aim | |
| 1207,560 → 15,600 | 40 → 50 | 20 → 3038 → 35 | 19 → 256 → 10 | 500 → 1,200500 → 600 | Missile block 55% → 65%; Speed 33 → 34; Charge bonus 4 → 5; Melee attack interval 4.8 s → 4 s; Upkeep 125 → 150; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Form Ranks | |
| 120 → 1007,560 → 13,000 | 30 | 30 → 3524 → 25 | 23 → 258 → 15 | 600 → 1,200600 | Bonus vs infantry 8 → 5; Melee attack interval 4.5 s → 4 s; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Flank Them, Strider, Immune to Flanking; Removed: Woodsman | |
| 605,520 → 9,900 | 40 → 50 | 38 → 4031 → 25 | 21 → 257 → 5 | 800 → 2,000800 → 1,000 | Leadership 74 → 75; Melee attack interval 4.4 s → 4 s; Mass 700 → 875; Range 140 m → 160 m; Ammunition 18 → 26; Missile base damage 16 → 12; Missile AP damage 3 → 16; Reload time 11 s → 5 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: Asur Take Aim | |
| 605,700 → 9,900 | 40 → 50 | 30 → 3526 → 25 | 21 → 257 → 10 | 550 → 1,200550 → 600 | Leadership 64 → 65; Speed 92 → 95; Bonus vs large 0 → 15; Charge bonus 40 → 45; Melee attack interval 4.5 s → 4 s; Mass 700 → 875; Upkeep 138 → 150; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Trample Them | |
| 605,520 → 9,900 | 40 → 50 | 30 → 3522 → 25 | 21 → 257 → 5 | 700 → 1,500600 → 750 | Leadership 64 → 65; Speed 92 → 95; Charge bonus 24 → 25; Melee attack interval 4.4 s → 4 s; Mass 700 → 875; Range 140 m → 160 m; Ammunition 18 → 26; Missile base damage 16 → 20; Missile AP damage 3 → 8; Reload time 11 s → 7 s; Upkeep 175 → 187; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Asur Take Aim | |
| 90 → 1005,670 → 9,500 | 40 | 16 → 2018 → 20 | 19 → 205 → 10 | 525 → 1,100475 → 550 | Speed 36 → 38; Charge bonus 4 → 5; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Range 180 m → 160 m; Ammunition 24 → 28; Missile base damage 16 → 10; Missile AP damage 3 → 12; Reload time 11 s → 12 s; Upkeep 131 → 137; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Take Aim | |
| 605,640 → 9,000 | 30 | 40 → 5032 → 30 | 24 → 2010 → 25 | 1,100 → 2,3001,000 → 1,150 | Bonus vs infantry 12 → 15; Charge bonus 12 → 30; Melee attack interval 4.6 s → 4 s; Ammunition 20 → 30; Missile AP damage 5 → 8; Reload time 11 s → 8 s; Upkeep 275 → 287; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Shadowblades, Asur Flank Them, Vigorous, Unspottable, Strider | |
| 806,400 → 10,000 | 30 | 36 → 4522 → 25 | 22 → 2010 → 25 | 850 → 1,800850 → 900 | Leadership 72 → 70; Charge bonus 10 → 25; Melee attack interval 4.3 s → 4 s; Ammunition 20 → 30; Missile base damage 18 → 22; Missile AP damage 4 → 8; Reload time 11 s → 8 s; Upkeep 213 → 225; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Dreadful Accuracy, Asur Take Aim, Vigorous, Strider | |
| 806,400 → 10,000 | 30 | 4529 → 35 | 22 → 2010 → 25 | 1,050 → 2,8001,050 → 1,400 | Leadership 82 → 80; Charge bonus 10 → 50; Melee attack interval 4.3 s → 4 s; Ammunition 20 → 30; Missile base damage 18 → 22; Missile AP damage 4 → 8; Reload time 11 s → 6 s; Upkeep 263 → 350; Missile resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Shadowblades, Dreadful Accuracy, Asur Take Aim, Vigorous, Strider | |
| 100 → 808,000 → 15,200 | 90 → 100 | 4536 → 35 | 9 → 2025 → 40 | 1,000 → 2,8001,000 → 1,400 | Leadership 85 → 100; Speed 33 → 34; Charge bonus 18 → 30; Melee attack interval 4.4 s → 4 s; Mass 150 → 125; Upkeep 250 → 350; Missile resistance 30% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Asur Flank Them, Vigorous, Unbreakable | |
| 90 → 1006,120 → 12,500 | 40 → 75 | 29 → 4041 → 40 | 20 → 108 → 25 | 800 → 2,100800 → 1,050 | Speed 36 → 38; Bonus vs large 16 → 20; Charge bonus 4 → 25; Melee attack interval 4.2 s → 4 s; Mass 100 → 125; Range 165 m → 160 m; Ammunition 22 → 12; Missile base damage 15 → 20; Missile AP damage 4 → 10; Reload time 11 s → 6 s; Upkeep 200 → 262; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Asur Flank Them | |
| 16 → 88,768 → 17,600 | 90 → 80 | 26 → 3046 → 40 | 60 → 026 → 100 | 900 → 2,400900 → 1,200 | Leadership 70 → 75; Speed 34 → 36; Charge bonus 12 → 35; Mass 1,500 → 2,000; Upkeep 225 → 300; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Protectors of the Wood, Charge Reflection, Immune to Flanking, Strider; Removed: Vanguard Deployment, Woodsman | |
| 43,536 → 8,640 | 40 | 10 → 1515 → 20 | 19 → 255 | 700 → 1,300700 → 650 | Speed 22 → 35; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Range 380 m → 400 m; Ammunition 24 → 40; Missile base damage 30 → 50; Missile AP damage 120 → 175; Reload time 12 s → 9 s; Upkeep 175 → 162; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Take Aim | |
| 606,240 → 13,200 | 100 → 90 | 34 → 3524 → 40 | 23 → 309 → 15 | 850 → 2,000900 → 1,000 | Missile block 0% → 45%; Leadership 72 → 70; Speed 84 → 85; Bonus vs infantry 0 → 10; Charge bonus 64 → 40; Melee attack interval 5 s → 4 s; Mass 1,100 → 1,375; Upkeep 225 → 250; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Trample Them | |
| 606,240 → 13,200 | 100 → 90 | 34 → 3532 → 35 | 23 → 209 → 25 | 950 → 2,0001,000 | Missile block 30% → 45%; Leadership 72 → 70; Speed 84 → 85; Charge bonus 64 → 60; Melee attack interval 5 s → 4 s; Mass 1,100 → 1,375; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Trample Them | |
| 90 → 1006,120 → 14,500 | 50 → 80 | 28 → 3032 → 40 | 21 → 259 → 15 | 850 → 2,000850 → 1,000 | Leadership 72 → 75; Speed 33 → 34; Bonus vs large 16 → 15; Charge bonus 4 → 5; Melee attack interval 4.2 s → 4 s; Range 180 m → 190 m; Ammunition 22 → 28; Missile base damage 16 → 18; Missile AP damage 3 → 10; Reload time 11 s → 10 s; Upkeep 213 → 250; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bolstered Marksmanship, Asur Form Ranks, Disciplined | |
| 90 → 1006,120 → 12,500 | 40 → 50 | 22 → 4032 → 30 | 20 → 258 → 10 | 650 → 1,600650 → 800 | Speed 36 → 38; Bonus vs large 16 → 20; Charge bonus 4 → 10; Melee attack interval 4.2 s → 4 s; Mass 100 → 125; Range 165 m → 160 m; Ammunition 22 → 24; Missile base damage 15 → 20; Missile AP damage 4 → 5; Upkeep 163 → 200; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Take Aim | |
| 90 → 1006,120 → 12,500 | 40 → 50 | 22 → 2540 | 20 → 258 → 10 | 750 → 1,600750 → 800 | Missile block 55% → 65%; Speed 33 → 34; Bonus vs large 16 → 20; Charge bonus 4 → 5; Melee attack interval 4.2 s → 4 s; Range 165 m → 160 m; Ammunition 22 → 24; Missile base damage 15 → 20; Missile AP damage 4 → 5; Reload time 11 s → 13 s; Upkeep 188 → 200; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Take Aim | |
| 100 → 808,000 → 15,200 | 90 → 80 | 36 → 4528 → 25 | 9 → 2025 → 40 | 800 → 2,200800 → 1,100 | Speed 33 → 34; Charge bonus 18 → 30; Melee attack interval 4.4 s → 4 s; Upkeep 200 → 275; Missile resistance 30% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Flank Them, Vigorous, Immune to Psychology | |
| 1 → 44,663 → 9,000 | 30 | 44 → 6530 → 40 | 234 → 125156 → 75 | 750 → 1,600750 → 800 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,300 → 2,000; Upkeep 187 → 200; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Hide (forest); Removed: Wounds | |
| 1208,760 → 15,600 | 80 | 34 → 3530 → 40 | 20 → 3012 → 10 | 1,000 → 2,0001,000 | Leadership 75 → 70; Speed 33 → 34; Melee attack interval 4.3 s → 4 s; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Flank Them, Coordinated Carnage | |
| 805,440 → 10,400 | 80 | 22 → 3040 → 55 | 20 → 258 → 10 | 750 → 3,000750 → 1,500 | Missile block 55% → 65%; Leadership 70 → 75; Speed 33 → 34; Bonus vs large 16 → 20; Charge bonus 4 → 5; Melee attack interval 4.2 s → 4 s; Range 215 m → 225 m; Ammunition 22 → 14; Missile base damage 18 → 20; Missile AP damage 22 → 40; Reload time 22 s → 25 s; Upkeep 188 → 375; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Form Ranks | |
| 604,920 → 11,400 | 80 | 42 → 4522 → 25 | 403 → 10 | 1,100 → 3,0001,100 → 1,500 | Bonus vs infantry 7 → 10; Charge bonus 24 → 25; Melee attack interval 4.6 s → 4 s; Ammunition 13 → 28; Missile base damage 14 → 20; Missile AP damage 3 → 5; Reload time 11 s → 6 s; Upkeep 275 → 375; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Flank Them | |
| 806,400 → 10,400 | 80 → 60 | 28 → 3032 → 30 | 21 → 259 → 15 | 850 → 2,000850 → 1,000 | Leadership 72 → 100; Speed 33 → 34; Bonus vs large 16 → 15; Charge bonus 2 → 5; Melee attack interval 4.2 s → 4 s; Ammunition 45 → 56; Missile base damage 14 → 17; Missile AP damage 8 → 5; Reload time 11 s → 8 s; Upkeep 213 → 250; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Take Aim | |
| 120 → 1008,160 → 15,500 | 75 | 28 → 3042 → 35 | 24 → 258 → 15 | 850 → 1,600850 → 800 | Missile block 55% → 65%; Leadership 75 → 70; Speed 33 → 34; Bonus vs large 20 → 10; Charge bonus 4 → 5; Melee attack interval 4.8 s → 4 s; Upkeep 213 → 200; Missile resistance 0% → 10%; Spell resistance 30% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Pursuit of Battle, Asur Form Ranks | |
| 24 → 326,336 → 12,800 | 35 | 34 → 4030 | 16 → 1534 → 40 | 825 → 1,700825 → 850 | Speed 82 → 80; Bonus vs infantry 12 → 10; Mass 1,500 → 1,000; Upkeep 206 → 212; Physical resistance 0% → 10%; Missile resistance 30% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous | |
| 80 → 606,720 → 12,000 | 40 → 50 | 45 → 3548 → 30 | 22 → 3010 | 1,300 → 3,2001,250 → 1,600 | Leadership 92 → 90; Speed 36 → 38; Charge bonus 7 → 10; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Range 180 m → 200 m; Ammunition 22 → 30; Missile base damage 4 → 15; Missile AP damage 18 → 25; Reload time 10 s → 6 s; Upkeep 325 → 400; 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: Asur Take Aim, Martial Mastery, Immune to Psychology, Immune to Contact Effects; Removed: Martial Prowess | |
| 80 → 606,720 → 12,000 | 40 → 50 | 36 → 3038 → 25 | 22 → 3010 | 1,100 → 2,6001,050 → 1,300 | Leadership 82 → 80; Speed 36 → 38; Charge bonus 7 → 10; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Range 180 m → 200 m; Ammunition 22 → 30; Missile base damage 4 → 15; Missile AP damage 18 → 25; Reload time 10 s → 8 s; Upkeep 275 → 325; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Take Aim, Immune to Psychology, Immune to Contact Effects | |
| 45,736 → 9,600 | 110 | 32 → 4030 → 25 | 38 → 4516 → 30 | 950 → 2,400950 → 1,200 | Speed 84 → 80; Bonus vs infantry 24 → 25; Charge bonus 70 → 75; Mass 3,100 → 4,125; Upkeep 238 → 300; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Trample Them, Strider | |
| 44,888 → 7,600 | 80 → 60 | 22 → 3022 → 20 | 29 → 3511 → 15 | 900 → 1,700900 → 850 | Speed 84 → 85; Bonus vs infantry 18 → 20; Mass 3,100 → 3,125; Range 165 m → 170 m; Ammunition 50 → 67; Missile base damage 18 → 30; Missile AP damage 11 → 10; Reload time 7 s → 6 s; Upkeep 225 → 212; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Asur Take Aim | |
| 100 → 608,400 → 13,500 | 100 | 46 → 5036 → 40 | 12 → 2028 → 30 | 1,250 → 3,3001,300 → 1,650 | Leadership 80 → 85; Speed 33 → 34; Bonus vs infantry 14 → 25; Charge bonus 28 → 20; Melee attack interval 4.3 s → 4 s; Upkeep 313 → 412; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Hoeth Mastery, Asur Flank Them, Immune to Psychology, Disciplined | |
| 15,828 → 7,000 | 30 | 42 → 5030 | 120 → 300260 → 100 | 1,350 → 2,7001,350 | Leadership 78 → 80; Speed 120 → 130; Charge bonus 54 → 50; Mass 1,300 → 1,500; Upkeep 338 → 337; Missile resistance 0% → 20%; Fire resistance 40% → 100%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → — | |
| 16,598 → 7,750 | 80 | 40 → 3048 → 45 | 120 → 100300 → 275 | 1,650 → 2,7001,500 → 1,350 | Leadership 85 → 80; Speed 100 → 110; Mass 1,400 → 1,500; Upkeep 413 → 337; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 17,008 → 10,000 | 70 → 50 | 46 → 5544 → 45 | 135 → 500325 → 150 | 1,700 → 4,0001,600 → 2,000 | Leadership 70 → 75; Charge bonus 65 → 80; Melee attack interval 3.8 s → 3.5 s; Upkeep 425 → 500; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Fire resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,898 → 9,000 | 50 | 46 → 5040 → 45 | 140 → 150320 → 300 | 1,850 → 3,7001,850 | Charge bonus 58 → 60; Mass 2,300 → 1,750; Upkeep 463 → 462; Fire resistance 40% → 75%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → — | |
| 46,592 → 9,600 | 80 | 34 → 5028 → 30 | 26 → 4044 → 60 | 1,250 → 3,0001,250 → 1,500 | Speed 82 → 80; Charge bonus 70 → 60; Upkeep 313 → 375; Missile resistance 30% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Asur Flank Them, Vigorous, Strider | |
| 60 → 326,840 → 11,200 | 120 → 110 | 45 → 5041 → 35 | 13 → 4031 → 60 | 1,850 → 5,0001,850 → 2,500 | Missile block 35% → 70%; Leadership 95 → 85; Speed 84 → 90; Bonus vs large 15 → 0; Charge bonus 80 → 100; Melee attack interval 5 s → 4 s; Mass 1,300 → 1,600; Upkeep 462 → 625; Fire resistance 35% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Dragon Prowess, Asur Trample Them, Immune to Psychology | |
| 100 → 328,400 → 16,000 | 110 → 100 | 48 → 5050 | 12 → 4028 → 50 | 1,500 → 4,4001,500 → 2,200 | Speed 33 → 34; Bonus vs large 20 → 35; Melee attack interval 4.9 s → 4 s; Mass 180 → 350; Upkeep 375 → 550; Physical resistance 30% → 0%; Ward save 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Aura of Dread, Witness of Destiny, Asur Form Ranks, Immune to Flanking | |
| 19,828 → 14,000 | 110 → 90 | 52 → 5056 → 40 | 140 → 200380 → 300 | 1,500 → 3,5001,500 → 1,750 | Leadership 90 → 80; Speed 35 → 36; Charge bonus 30 → 45; Mass 7,000 → 7,500; Upkeep 375 → 437; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Protectors of the Wood, Roots of Athel Loren, Wallbreaker, Charge Defence vs. Large, Strider; Removed: Expert Charge Defence, Vanguard Deployment, Woodsman | |
| 60 → 326,840 → 11,200 | 120 → 110 | 36 → 5032 → 35 | 31 → 4013 → 60 | 1,400 → 4,4001,400 → 2,200 | Missile block 35% → 70%; Leadership 85 → 75; Speed 84 → 90; Melee attack interval 5 s → 4 s; Mass 1,300 → 1,625; Upkeep 350 → 550; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Dragon Prowess, Asur Trample Them, Immune to Psychology | |
| 100 → 608,400 → 16,500 | 110 → 100 | 38 → 4540 | 12 → 4028 → 25 | 1,400 → 3,6001,300 → 1,800 | Speed 33 → 34; Bonus vs large 20 → 25; Melee attack interval 4.9 s → 4 s; Mass 180 → 250; Upkeep 350 → 450; Physical resistance 30% → 0%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Aura of Dread, Witness of Destiny, Asur Form Ranks; Removed: Causes Fear | |
| 18,324 → 11,500 | 70 → 75 | 50 → 4546 → 55 | 140 → 150380 → 400 | 2,000 → 4,6001,800 → 2,300 | Speed 95 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,000 → 4,000; Upkeep 500 → 575; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 19,424 → 12,500 | 90 → 100 | 64 → 6550 → 55 | 145 → 200435 → 500 | 2,400 → 5,7002,200 → 2,850 | Leadership 80 → 90; Speed 85 → 90; Charge bonus 45 → 70; Melee attack interval 3.8 s → 4 s; Mass 5,900 → 5,000; Upkeep 600 → 712; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 90 → 1005,670 → 9,500 | 40 | 22 → 2524 → 25 | 19 → 305 → 10 | 675 → 1,600675 → 800 | Leadership 70 → 60; Speed 36 → 38; Bonus vs infantry 0 → 5; Charge bonus 4 → 15; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Range 180 m → 160 m; Ammunition 24 → 42; Missile AP damage 3 → 2; Reload time 11 s → 5 s; Upkeep 169 → 200; Physical resistance 0% → 20%; Fire resistance 30% → 0%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Asur Take Aim, Fire Whilst Moving | |
| 16,898 → 9,000 | 50 | 57 → 6050 → 45 | 140 → 150320 → 300 | 2,250 → 4,6002,250 → 2,300 | Charge bonus 58 → 60; Mass 2,300 → 1,750; Upkeep 562 → 575; Fire resistance 40% → 75%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 110,824 → 12,000 | 100 → 80 | 54 → 6056 → 45 | 180 → 200400 | 0 → 6,0002,200 → 3,000 | Speed 95 → 100; Bonus vs infantry 0 → 25; Charge bonus 50 → 70; Melee attack interval 3.8 s → 4 s; Mass 5,000 → 4,000; Upkeep 575 → 750; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Spell resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Earthshake | |
| 18,408 → 13,000 | 80 | 46 → 5548 → 45 | 165 → 275315 → 325 | 0 → 6,2001,700 → 3,100 | Leadership 70 → 75; Speed 95 → 100; Bonus vs infantry 10 → 0; Bonus vs large 0 → 25; Charge bonus 60 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,000 → 4,000; Upkeep 500 → 775; Physical resistance 20% → 0%; Missile resistance 25% → 0%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Noxious Cloud, Protectors of the Wood, Roots of Athel Loren, Strider; Removed: Hide (forest) | |
| 19,904 → 12,500 | 85 → 75 | 50 → 4556 → 55 | 170 → 150380 → 400 | 0 → 5,6002,000 → 2,800 | Leadership 85 → 80; Speed 95 → 80; Bonus vs large 0 → 25; Charge bonus 55 → 50; Melee attack interval 3.8 s → 4 s; Mass 5,000 → 4,000; Upkeep 550 → 700; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Armour, Greater Magic Bond | |
| 111,166 → 13,500 | 110 → 100 | 80 → 6564 → 55 | 200490 → 600 | 0 → 6,7002,400 → 3,350 | Leadership 90 → 100; Speed 85 → 90; Bonus vs large 20 → 0; Charge bonus 55 → 70; Melee attack interval 3.8 s → 4 s; Mass 5,900 → 5,000; Upkeep 650 → 837; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Take Off | |
| 18,460 → 11,000 | 80 → 50 | 52 → 5550 → 45 | 155 → 500340 → 150 | 0 → 5,0001,800 → 2,500 | Bonus vs infantry 0 → 25; Charge bonus 65 → 80; Melee attack interval 3.8 s → 3.5 s; Upkeep 475 → 625; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Fire resistance 40% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 24 → 166,336 → 12,800 | 35 → 50 | 43 → 5038 → 40 | 16 → 2534 → 50 | 1,050 → 2,4001,050 → 1,200 | Speed 82 → 80; Bonus vs infantry 12 → 10; Charge bonus 40 → 50; Mass 1,500 → 1,000; Upkeep 263 → 300; Physical resistance 0% → 10%; Missile resistance 30% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous | |
| 14,068 → 5,500 | 110 | 48 → 5053 → 55 | 120 → 125300 | 1,000 → 2,000900 → 1,000 | Mass 800 → 1,500 | |
| 17,006 → 8,500 | 80 | 43 → 4051 → 50 | 120 → 125300 | 1,800 → 6,0001,800 → 3,000 | Mass 2,800 → 3,000 | |
| 15,438 → 7,000 | 110 | 38 → 4027 → 45 | 210 → 10090 → 225 | 1,450 → 3,0001,350 → 1,500 | Speed 84 → 80; Bonus vs infantry 20 → 25; Charge bonus 82 → 80; Melee attack interval 4.6 s → 4 s; Mass 3,500 → 4,500 | |
| 14,564 → 6,258 | 130 | 48 → 5053 → 45 | 120 → 125300 | 1,350 → 2,4001,150 → 1,200 | — | |
| 13,420 → 4,500 | 30 | 4032 → 30 | 200 → 25085 → 100 | 800 → 900350 → 450 | Mass 300 → 750; Upkeep 200 → 263; New: Greater Magic Bond | |
| 14,768 → 5,500 | 60 | 44 → 4530 | 252 → 250168 → 175 | 1,000 → 2,100900 → 1,050 | Speed 110 → 130; Charge bonus 62 → 60; Mass 1,800 → 2,500; Upkeep 250 → 413; New: Greater Magic Bond | |
| 16,460 → 7,500 | 80 | 4530 | 230 → 275220 → 225 | 1,200 → 2,3001,050 → 1,150 | Mass 3,100 → 3,750; Upkeep 300 → 438; New: Greater Magic Bond, Causes Fear | |
| 14,118 → 5,000 | 70 | 4060 | 235 → 250140 → 150 | 750 → 2,000750 → 1,000 | Missile block 55% → 70%; Speed 36 → 38; Mass 500 → 1,000; Upkeep 200 → 250; New: Asur Flank Them | |
| 14,856 → 6,000 | 60 | 4048 → 50 | 264 → 275176 → 200 | 1,350 → 3,2001,350 → 1,600 | Speed 110 → 130; Mass 1,800 → 2,500; Upkeep 338 → 400; New: Asur Flank Them | |
| 16,460 → 8,000 | 80 | 48 → 5038 → 40 | 230 → 275220 → 225 | 1,450 → 3,4001,450 → 1,700 | Mass 3,300 → 4,000; Upkeep 363 → 425; New: Asur Flank Them | |
| 14,288 → 5,500 | 90 | 5565 | 310 → 300150 | 1,000 → 2,400950 → 1,200 | Speed 36 → 38; Bonus vs infantry 28 → 30; Mass 1,000 → 1,500; Upkeep 250 → 0; New: Bolstered Leadership, Glorious Charge | |
| 19,450 → 11,500 | 90 → 100 | 69 → 6557 → 45 | 140 → 175440 → 475 | 2,600 → 5,8002,400 → 2,900 | Speed 85 → 90; Charge bonus 50 → 70; Melee attack interval 3.8 s → 4 s; Mass 6,900 → 6,500; Upkeep 650 → 0; Physical resistance 0% → 20%; Missile resistance 25% → 0%; Ward save 0% → 10%; New: Bolstered Leadership, Glorious Charge | |
| 16,760 → 8,500 | 80 | 52 → 5535 | 230 → 275220 → 225 | 1,600 → 3,8001,600 → 1,900 | Leadership 80 → 85; Bonus vs infantry 28 → 30; Charge bonus 75 → 100; Mass 3,800 → 4,500; Upkeep 400 → 0; New: Bolstered Leadership, Glorious Charge | |
| 169,440 → 16,000 | 0 | 24 → 2555 | 64 → 6031 → 40 | 1,100 → 2,2001,100 | Speed 54 → 55; Bonus vs infantry 14 → 15; Charge bonus 16 → 15; Mass 1,200 → 1,500; Physical resistance 30% → 50%; Missile resistance 20% → 0%; Fire resistance 20% → 40%; New: Immune to Flanking | |
| 1207,560 → 13,200 | 30 | 28 → 3024 → 30 | 23 → 257 → 10 | 400 → 850400 → 425 | Speed 33 → 34; Charge bonus 14 → 15; Melee attack interval 4.3 s → 4 s; Upkeep 100 → 106; Missile resistance 0% → 10%; New: Asur Flank Them, 360° Block | |
| 1207,560 → 13,200 | 30 | 36 → 4023 → 30 | 1020 → 25 | 625 → 1,250625 | Speed 33 → 34; Charge bonus 18 → 30; Melee attack interval 4.4 s → 4 s; Missile resistance 0% → 10%; New: Asur Flank Them, Executioner | |
| 100 → 408,400 → 14,000 | 100 | 57 → 6045 → 55 | 12 → 2528 → 50 | 1,600 → 3,8001,600 → 1,900 | Speed 33 → 34; Bonus vs infantry 14 → 0; Charge bonus 28 → 30; Melee attack interval 4.3 s → 4 s; Upkeep 400 → 475; Missile resistance 0% → 10%; Spell resistance 25% → 40%; New: Hoeth Mastery, Asur Flank Them, Grand Damage Reflection, Immune to Psychology, Disciplined, 360° Block; Removed: Guardian | |
| 112,600 → 17,500 | 70 | 59 → 6038 → 40 | 275 → 250425 → 500 | 2,500 → 5,0002,500 | Bonus vs large 30 → 50; Charge bonus 42 → 40; Missile resistance 25% → 40% | |
| 112,600 → 17,500 | 70 | 71 → 7048 → 50 | 275 → 250425 → 500 | 3,000 → 6,0003,000 | Bonus vs large 30 → 50; Charge bonus 42 → 40; Upkeep 725 → 750; Missile resistance 25% → 40% | |
| 110,400 → 15,000 | 0 | 4570 | 175 → 200300 | 1,650 → 3,8001,900 | Bonus vs infantry 20 → 0; Charge bonus 32 → 40; Melee attack interval 4 s → 3.5 s; Upkeep 413 → 475; Physical resistance 30% → 50%; Missile resistance 20% → 0%; Fire resistance 20% → 40%; New: Briney Breath, Immune to Flanking | |
| 46,192 → 10,064 | 80 | 30 → 4526 → 20 | 36 → 5018 → 25 | 1,400 → 3,0001,400 → 1,500 | Charge bonus 60 → 40; Mass 1,800 → 2,100; Ammunition 16 → 25; Missile base damage 20 → 50; Missile AP damage 90 → 175; Upkeep 350 → 375; New: Asur Trample Them | |
| 46,192 → 10,000 | 80 | 30 → 4526 → 30 | 36 → 5018 → 25 | 1,150 → 2,4001,150 → 1,200 | Mass 1,800 → 2,125; Range 140 m → 200 m; Ammunition 25 → 60; Missile base damage 18 → 40; Missile AP damage 11 → 10; Upkeep 288 → 300; New: Asur Trample Them |
New units in SFO
Maiden Guard (Sisters of Avelorn)hef_handmaidens100 models
15,500
80
90
40
50
50
60
30
20
2,000
Shadow-stridershef_shadow_spearmen60 models
9,000
30
75
38
40
55
45
30
20
10
1,150
Exalted Shadow Warriorshef_shadow_warriors_elite80 models
10,000
30
70
45
50
25
45
25
30
180
20
20
1,350
Exalted High Elven Rangershef_rangers_elite100 models
13,000
30
70
40
35
35
40
20
20
20
900
Exalted Silverin Guardhef_silverin_guard_elite100 models
15,500
75
70
34
30
35
40
5
10
50
1,200
Exalted Eagle Claw Bolt Throwershef_eagle_claw_bolt_thrower_elite6 models
11,860
75
75
35
15
20
30
2
225
400
10
975
Exalted Ellyrian Reavershef_ellyrian_reavers_elite60 models
9,900
50
65
95
35
25
35
75
10
900
Exalted Ellyrian Reaver Archershef_ellyrian_reavers_archers_elite60 models
9,900
50
65
95
35
25
30
25
28
160
10
1,125
Exalted Silver Helms (Swords)hef_silver_helms_elite80 models
17,600
90
70
85
35
40
45
40
10
1,500
Exalted Silver Helms (Lances)hef_silver_helms_shields_elite80 models
17,600
90
70
85
35
35
45
60
10
1,500
Exalted High Elven Archershef_archers_elite100 models
9,500
25
60
38
20
20
30
5
22
180
10
750
Exalted High Elven Archers (Heavy Arrowheads)hef_archers_light_elite100 models
9,500
75
60
34
20
20
30
5
44
200
10
825
Exalted Gate Guardhef_gate_guard_elite100 models
14,500
100
75
34
30
40
40
5
28
190
10
10
1,500
Exalted Lothern Sea Guardhef_lothern_sea_guard_elite100 models
12,500
50
100
38
40
30
35
10
25
160
10
10
1,200
Exalted Lothern Sea Guard (Shields)hef_lothern_sea_guard_shields_elite100 models
12,500
50
100
34
25
40
35
5
25
160
10
10
1,200
Exalted Spearmenhef_spearmen_elite120 models
15,600
75
75
34
30
35
35
5
25
900
Exalted White Lions of Chracehef_white_lions_of_chrace_elite100 models
19,000
80
75
34
45
25
60
25
40
1,650
Exalted Ithilmar Chariotshef_ithilmar_chariot_elite4 models
9,600
110
75
80
40
25
75
75
10
1,800
Exalted Tiranoc Chariotshef_tiranoc_chariot_elite6 models
11,400
60
70
85
30
20
50
55
40
170
10
1,275
Skills
Speed of Asuryan
- −Melee defence: +3
- −Speed: +15%
- +Level 1: Melee defence: +2
- +Level 1: Speed: +5%
- +Level 1: Vigour loss reduction: -5%
- +Level 2: Melee defence: +4
- +Level 2: Speed: +10%
- +Level 2: Vigour loss reduction: -10%
- +Level 3: Melee defence: +6
- +Level 3: Speed: +15%
- +Level 3: Vigour loss reduction: -15%
Royal Guard
- −Enemy Hero action success chance: -5% (enemy characters in region)
- −Leadership aura size: +30%
- −Missile resistance: 12%
- +Level 1: Enemy Hero action success chance: -5% (enemy characters in region)
- +Level 1: Leadership aura size: +50%
- +Level 1: Missile resistance: 10%
- +Level 2: Enemy Hero action success chance: -10% (enemy characters in region)
- +Level 2: Leadership aura size: +100%
- +Level 2: Missile resistance: 20%
Ward of Hoeth
- −Spell resistance: 10%
- +Spell resistance: 20%
Clearcutting Manoeuvres
- −Speed: +15% for White Lions of Chrace units (Lord's army)
- −Melee attack: +8 for White Lions of Chrace units (Lord's army)
- −Attribute: Strider (Lord's army)
- +Level 1: Speed: +10% for White Lions of Chrace units (Lord's army)
- +Level 1: Melee attack: +5 for White Lions of Chrace units (Lord's army)
- +Level 1: Attribute: Strider (Lord's army)
- +Level 2: Speed: +20% for White Lions of Chrace units (Lord's army)
- +Level 2: Melee attack: +10 for White Lions of Chrace units (Lord's army)
- +Level 2: Weapon strength: +10% when attacking
- +Level 2: Attribute: Strider (Lord's army)
Ancestral Axes
- −Bonus vs Large: +8 for White Lions of Chrace units (Lord's army)
- −Melee defence: +4 for White Lions of Chrace units (Lord's army)
- +Level 1: Bonus vs Large: +5 for White Lions of Chrace units (Lord's army)
- +Level 1: Melee defence: +5 for White Lions of Chrace units (Lord's army)
- +Level 2: Bonus vs Large: +10 for White Lions of Chrace units (Lord's army)
- +Level 2: Weapon strength: +10% when attacking
- +Level 2: Melee defence: +10 for White Lions of Chrace units (Lord's army)
Lion's Pride
- −Bonus vs Infantry: +8 for War Lions and Lion Chariot units (Lord's army)
- −Charge bonus: +20% for War Lions and Lion Chariot units (Lord's army)
- −Recruit rank: +2 War Lions and Lion Chariot units (Lord's army)
- +Level 1: Bonus vs Infantry: +5 for War Lions and Lion Chariot units (Lord's army)
- +Level 1: Charge bonus: +10% for War Lions and Lion Chariot units (Lord's army)
- +Level 1: Recruit rank: +1 War Lions and Lion Chariot units (Lord's army)
- +Level 2: Bonus vs Infantry: +10 for War Lions and Lion Chariot units (Lord's army)
- +Level 2: Charge bonus: +20% for War Lions and Lion Chariot units (Lord's army)
- +Level 2: Weapon strength: +10% when attacking
- +Level 2: Recruit rank: +2 War Lions and Lion Chariot units (Lord's army)
Militia Master
- −Level 1: Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- −Level 2: Melee attack: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- −Level 2: Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- −Level 3: Melee attack: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- −Level 3: Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- +Level 1: Melee defence: +4 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 2: Melee attack: +4 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 2: Melee defence: +4 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 3: Melee attack: +6 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 3: Melee defence: +6 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
Bow Master
- −Level 1: Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- −Level 2: Ammunition: +12% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- −Level 2: Reload time reduction: +4% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)
- −Level 3: Ammunition: +20% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- −Level 3: Reload time reduction: +8% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)
- +Level 1: Ammunition: +8% for Archers, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (Lord's army)
- +Level 2: Ammunition: +12% for Archers, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (Lord's army)
- +Level 2: Reload time reduction: +4% for Archers, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (Lord's army)
- +Level 3: Ammunition: +20% for Archers, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (Lord's army)
- +Level 3: Reload time reduction: +8% for Archers, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (Lord's army)
Vanguard Master
- −Level 1: Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- −Level 2: Charge bonus: +9 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- −Level 2: Melee attack: +4 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- −Level 2: Missile strength: +9% for Tiranoc Chariot units (Lord's army)
- −Level 3: Charge bonus: +12 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- −Level 3: Melee attack: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- −Level 3: Missile strength: +12% for Tiranoc Chariot units (Lord's army)
- +Level 1: Charge bonus: +6 for Chariot, Lothern Skycutter, War Lion and Dragon Princes units (Lord's army)
- +Level 2: Charge bonus: +9 for Chariot, Lothern Skycutter, War Lion and Dragon Princes units (Lord's army)
- +Level 2: Melee attack: +4 for Chariot, Lothern Skycutter, War Lion and Dragon Princes units (Lord's army)
- +Level 2: Missile strength: +9% for Tiranoc Chariot and Lothern Skycutter units (Lord's army)
- +Level 3: Charge bonus: +12 for Chariot, Lothern Skycutter, War Lion and Dragon Princes units (Lord's army)
- +Level 3: Melee attack: +6 for Chariot, Lothern Skycutter, War Lion and Dragon Princes units (Lord's army)
- +Level 3: Missile strength: +12% for Tiranoc Chariot and Lothern Skycutter units (Lord's army)
Favourable Winds
- −Armour: +10 for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- −Missile strength: +12% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- −Missile resistance: 15% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- +Armour: +10 for Archers, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers/striders, Sisters of Avelorn and Bolt Thrower units (Rank 7 and above) (Lord's army)
- +Missile strength: +12% for Archers, Gate Guard and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (Rank 7 and above) (Lord's army)
- +Missile resistance: 15% for Archers, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers/striders, Sisters of Avelorn and Bolt Thrower units (Rank 7 and above) (Lord's army)
Silver Torrent
- −Missile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- −Speed: +10% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- −Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- +Missile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Lothern Skycutter, and Ellyrian Reavers units (Rank 7 and above) (Lord's army)
- +Speed: +10% for Rangers, Great Eagle, War Lion, Chariot, Lothern Skycutter and Ellyrian Reavers units (Rank 7 and above) (Lord's army)
- +Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Lothern Skycutter and Ellyrian Reavers units (Rank 7 and above) (Lord's army)
Tradition Dictates
- −Income from all buildings: +5% (factionwide)
- +Income from all buildings: +5% (all regions factionwide)
Leader of the Court
- −Diplomatic relations: +15 with High Elves
- −Construction cost: -10% for all buildings (local province)
- +Level 1: Diplomatic relations: +25 with High Elves
- +Level 1: Construction cost: -10% for all buildings (local province)
- +Level 2: Diplomatic relations: +50 with High Elves
- +Level 2: Construction cost: -20% for all buildings (local province)
Servant of Isha
- −Level 1: Hero recruit rank: +1 for Handmaidens (all provinces)
- −Level 2: Hero recruit rank: +2 for Handmaidens (all provinces)
- +Level 1: Hero recruit rank: +2 for Handmaidens (all provinces)
- +Level 2: Hero recruit rank: +4 for Handmaidens (all provinces)
Spiritual Defender
- −Melee defence: +10 for Sisters of Avelorn units (armies in local province)
- −Local Recruitment duration: -1 turn for Sisters of Avelorn units (minimum 1) (all provinces)
- −Corruption: -6 (local province)
- +Level 1: Melee defence: +5 for Sisters of Avelorn units (own armies in province)
- +Level 1: Local Recruitment duration: -1 turn for Sisters of Avelorn units (minimum 1) (all provinces)
- +Level 1: Corruption: -4 (local province)
- +Level 2: Melee defence: +10 for Sisters of Avelorn units (own armies in province)
- +Level 2: Local Recruitment duration: -2 turn for Sisters of Avelorn units (minimum 1) (all provinces)
- +Level 2: Corruption: -8 (local province)
Blood & Fire
- −Campaign movement range: +5%
- +Campaign movement range: +10%
Beacon of Hope
- −Leadership: +6 (armies in local province)
- −Melee defence: +6 (armies in local province)
- +Level 1: Leadership: +3 (own armies in province)
- +Level 1: Melee defence: +3 (own armies in province)
- +Level 2: Leadership: +6 (own armies in province)
- +Level 2: Melee defence: +6 (own armies in province)
Gifts of Isha
- −Level 1: Ward save: +6%
- −Level 1: Casualty replenishment rate: +4% (Lord's army)
- −Level 2: Ward save: +12%
- −Level 2: Casualty replenishment rate: +8% (Lord's army)
- +Level 1: Ward save: +5%
- +Level 1: Casualty replenishment rate: +5% (Lord's army)
- +Level 2: Ward save: +10%
- +Level 2: Casualty replenishment rate: +10% (Lord's army)
Guardian of the Land
- −Melee attack: +9 for Forest Spirit units (Lord's army)
- −Cooldown: -15% to all spells
- −Winds of Magic power reserve capacity: +15 (own army)
- +Level 1: Melee attack: +5 for Forest Spirit units (Lord's army)
- +Level 1: Cooldown: -10% to all spells
- +Level 1: Winds of Magic power reserve capacity: +10
- +Level 2: Melee attack: +10 for Forest Spirit units (Lord's army)
- +Level 2: Cooldown: -20% to all spells
- +Level 2: Winds of Magic power reserve capacity: +20
Radiant
- −Level 1: Control: +2 (local province)
- −Level 2: Control: +4 (local province)
- −Level 3: Control: +6 (local province)
- +Level 1: Control: +2 (own local province)
- +Level 2: Control: +4 (own local province)
- +Level 3: Control: +6 (own local province)
No Rest for the Wicked
- −Replenishes 15% campaign movement range after winning a battle
- +Replenishes 10% campaign movement range after winning a battle
Revenant
- −Enemy leadership: -4 (local region)
- +Enemy leadership: -4 (enemy armies in region)
Sworn to Vengeance
- −Income from sacking and looting settlements: +30% (Lord's army)
- −Income from post-battle loot: +15%
- +Income from sacking and looting settlements: +25% (Lord's army)
- +Income from post-battle loot: +10%
Spectre
- −Melee defence: +12
- +Melee defence: +15
Renegade
- −Level 1: Diplomatic relations: -4 with High Elves
- −Level 1: Missile strength: +6% (all armies factionwide)
- −Level 2: Diplomatic relations: -8 with High Elves
- −Level 2: Missile strength: +12% (all armies factionwide)
- +Level 1: Diplomatic relations: -5 with High Elves
- +Level 1: Missile strength: +5% (all armies factionwide)
- +Level 2: Diplomatic relations: -10 with High Elves
- +Level 2: Missile strength: +10% (all armies factionwide)
Shadow King
- +Missile strength: +10%
Diplomat of the Everqueen
- −Diplomatic relations: +5 with High Elves
- +Diplomatic relations: +4 with High Elves
Tactful
- −Diplomatic relations: +2 with all factions
- +Diplomatic relations: +4 with all factions
Focused Mind
- −Hero action success chance: +4%
- −Miscast base chance: -15%
- +Level 1: Hero action success chance: +2%
- +Level 1: Miscast base chance: -5%
- +Level 2: Hero action success chance: +4%
- +Level 2: Miscast base chance: -10%
- +Level 3: Hero action success chance: +6%
- +Level 3: Miscast base chance: -15%
Student of the White Tower
- −Cooldown: -10% to all spells
- +Level 1: Speed: +5%
- +Level 1: Cooldown: -5% to all spells
- +Level 2: Speed: +10%
- +Level 2: Cooldown: -10% to all spells
- +Level 3: Speed: +15%
- +Level 3: Cooldown: -15% to all spells
Excellent Efficiency
- −Winds of Magic cost: -10% for all spells
- +Level 1: Missile resistance: 5%
- +Level 1: Winds of Magic cost: -5% for all spells
- +Level 2: Missile resistance: 10%
- +Level 2: Winds of Magic cost: -10% for all spells
- +Level 3: Missile resistance: 15%
- +Level 3: Winds of Magic cost: -15% for all spells
Peerless Abjuration
- −Enemy Winds of Magic power reserve capacity: -15 (local region)
- +Enemy Winds of Magic power reserve capacity: -15 (enemy armies in region)
Dedicated to Asuryan
- −Speed: +15%
- −Control: +2 (local province)
- +Speed: +20%
- +Control: +2 (own local province)
Dedicated to Hoeth
- −Winds of Magic power reserve capacity: +5 (own army)
- +Winds of Magic power reserve capacity: +10
Dedicated to Vaul
- −Income from Industry buildings: +1% (factionwide)
- +Income from Industry buildings: +1% (all regions factionwide)
Dedicated to Isha
- −Physical resistance: 3%
- +Physical resistance: 5%
Dedicated to Addaioth
- −Income from sacking settlements: +15% (Lord's army)
- +Leadership: +10
- +Income from sacking settlements: +20% (Lord's army)
Dedicated to Mathlann
- −Upkeep: -5% for Ship's Company and Lothern Sea Guard units (Lord's army)
- −Melee defence: +4
- −Income from Ports: +1% (factionwide)
- −Leadership: +5 for Ship's Company and Lothern Sea Guard units (Lord's army)
- +Upkeep: -5% for Gate Guard and Lothern Sea Guard units (Lord's army)
- +Melee defence: +5
- +Income from Ports: +1% (all regions factionwide)
- +Leadership: +5 for Gate Guard and Lothern Sea Guard units (Lord's army)
Dedicated to Hukon
- −Leadership: +5 for Chariot units (Lord's army)
- −Upkeep: -5% for Chariot units (Lord's army)
- −Campaign movement range: +5%
- −Charge bonus: +5
- +Leadership: +5 for Chariot and Lothern Skycutter units (Lord's army)
- +Upkeep: -5% for Chariot and Lothern Skycutter units (Lord's army)
- +Campaign movement range: +10%
- +Charge bonus: +10
Storm of Blades
- −Armour-piercing weapon damage: +55
- −Speed: +15%
- +Armour-piercing weapon damage: +50
- +Speed: +25%
Break Upon the Walls
- −Ability: "Unending Volley" for Missile units (Lord's army)
- −Armour: +10 for shielded units (Lord's army)
- +Level 1: Ability: "Unending Volley" for Missile units (Lord's army)
- +Level 1: Armour: +5 for shielded units (Lord's army)
- +Level 2: Ability: "Unending Volley" for Missile units (Lord's army)
- +Level 2: Armour: +15 for shielded units (Lord's army)
Wallwarden
- −Construction cost: -25% for Wall and Garrison buildings (all provinces)
- −Construction time: -2 for Wall and Garrison buildings (all provinces)
- −Armour: +15 when defending (Lord's army)
- +Level 1: Construction cost: -10% for Wall and Garrison buildings (all provinces)
- +Level 1: Construction time: -1 for Wall and Garrison buildings (all provinces)
- +Level 1: Armour: +10 when defending (Lord's army)
- +Level 2: Construction cost: -20% for Wall and Garrison buildings (all provinces)
- +Level 2: Construction time: -2 for Wall and Garrison buildings (all provinces)
- +Level 2: Armour: +20 when defending (Lord's army)
A World Asunder
- −Cooldown: -50% to "Mistwalker Barrage"
- −Enemy leadership: -8 (local region)
- −Control: -1 (local province)
- +Level 1: Cooldown: -25% to "Mistwalker Barrage"
- +Level 1: Enemy leadership: -4 (enemy armies in region)
- +Level 1: Control: -1 (own local province)
- +Level 2: Cooldown: -50% to "Mistwalker Barrage"
- +Level 2: Enemy leadership: -8 (enemy armies in region)
- +Level 2: Control: -2 (own local province)
Unyielding March
- −Campaign movement range: +10%
- −Recruitment cost: -25% (Lord's army)
- −Global recruitment capacity: +2
- +Level 1: Campaign movement range: +5%
- +Level 1: Recruitment cost: -10% for all units (Lord's army)
- +Level 1: Global recruitment capacity: +1
- +Level 2: Campaign movement range: +10%
- +Level 2: Recruitment cost: -20% for all units (Lord's army)
- +Level 2: Global recruitment capacity: +2
Dedicated to Ladrielle
- −Level 1: Vigour loss reduction: -20% for Mistwalkers units (Lord's army)
- −Level 2: Vigour loss reduction: -40% for Mistwalkers units (Lord's army)
- +Level 1: Vigour loss reduction: -10% for Mistwalkers units (Lord's army)
- +Level 2: Vigour loss reduction: -20% for Mistwalkers units (Lord's army)
Caledor Incumbent
- −Hero capacity: +3 for Nobles
- −Influence: +2 per turn
- +Hero capacity: +2 for Nobles
- +Influence: +5 per turn
Vaul's Armaments
- −Armour: +15 (Lord's army)
- −Spell resistance: 15% (Lord's army)
- −Research rate: +10
- +Level 1: Armour: +5 (Lord's army)
- +Level 1: Spell resistance: 5% (Lord's army)
- +Level 1: Research rate: +10
- +Level 2: Armour: +10 (Lord's army)
- +Level 2: Spell resistance: 10% (Lord's army)
- +Level 2: Research rate: +20
Dragonheart
- −Melee attack: +7
- −Fire resistance: 35% (Lord's army)
- −Leadership: +5 (Lord's army)
- +Level 1: Melee attack: +5
- +Level 1: Fire resistance: 10% (Lord's army)
- +Level 1: Leadership: +3 (Lord's army)
- +Level 2: Melee attack: +10
- +Level 2: Fire resistance: 20% (Lord's army)
- +Level 2: Leadership: +6 (Lord's army)
Astride the Battlefield
- −Charge bonus: +15% for Cavalry units (Lord's army)
- −Recruit rank: +2 for Cavalry units
- −Speed: +15% for Cavalry units (Lord's army)
- +Level 1: Charge bonus: +10% for Cavalry units (Lord's army)
- +Level 1: Recruit rank: +1 for Cavalry units
- +Level 1: Speed: +10% for Cavalry units (Lord's army)
- +Level 2: Charge bonus: +20% for Cavalry units (Lord's army)
- +Level 2: Recruit rank: +2 for Cavalry units
- +Level 2: Speed: +20% for Cavalry units (Lord's army)
Ancient Pride
- −Melee defence: +6 for Dragon Prince and Dragon units (Lord's army)
- −Physical resistance: 10% for Dragon Prince and Dragon units (Lord's army)
- −Vigour loss reduction: -50% for Dragon Prince and Dragon units (Lord's army)
- +Level 1: Melee defence: +4 for Dragon Prince and Dragon units (Lord's army)
- +Level 1: Physical resistance: 5% for Dragon Prince and Dragon units (Lord's army)
- +Level 1: Vigour loss reduction: -25% for Dragon Prince and Dragon units (Lord's army)
- +Level 2: Melee defence: +8 for Dragon Prince and Dragon units (Lord's army)
- +Level 2: Physical resistance: 10% for Dragon Prince and Dragon units (Lord's army)
- +Level 2: Vigour loss reduction: -50% for Dragon Prince and Dragon units (Lord's army)
Ashen Fields
- +Growth: -50 (enemy local province)
- +Control: -5 (enemy local province)
Blazing Lance
- −Charge bonus: +20
- +Charge bonus: +25
Student of Hoeth
- +Attribute: Flanking Immune
Knowledge of High Elf Affairs
- −Income from Entertainment buildings: +3% (factionwide)
- +Income from Entertainment buildings: +3% (all regions factionwide)
Knowledge of Man's Affairs
- −Income from Ports: +3% (factionwide)
- +Income from Ports: +3% (all regions factionwide)
Knowledge of Lizardmen Affairs
- −Income from Industry buildings: +3% (factionwide)
- +Income from Industry buildings: +3% (all regions factionwide)
Informed
- −Hero action cost: -50% (Heroes in local region)
- −Hero action success chance: +15% (Heroes in local region)
- +Hero action cost: -50% (own characters in region)
- +Hero action success chance: +15% (own characters in region)
Arcane Phoenix
- +Scholarly Tomes generated: +2 per turn
- Rank: 18 → 25
Master of the Order
- −Hero action success chance: +5% for Mages and Loremasters of Hoeth (all characters)
- −Ward save: +10% for Loremasters of Hoeth (all characters)
- −Ward save: +10% for Mages (all characters)
- −Hero action cost: -15% for Loremasters of Hoeth and Mages (all characters)
- +Hero action success chance: +5% for Mages and Loremasters of Hoeth (all characters factionwide)
- +Ward save: +10% for Loremasters of Hoeth (all characters factionwide)
- +Ward save: +10% for Mages (all characters factionwide)
- +Hero action cost: -15% for Loremasters of Hoeth and Mages (all characters factionwide)
Majesty of Ulthuan
- +Upkeep: -20% (Lord's army)
- +Upkeep: -10% for Exalted units (Lord's army)
Unifier
- −Income from all buildings: +13% (local province)
- −Control: +1 (all provinces)
- +Income from all buildings: +25% (local province)
- +Control: +2 (all provinces)
Sense of Urgency
- −Recruitment cost: -10% (all armies)
- +Recruitment cost: -10% for all units (own armies factionwide)
Righteous Cause
- −Upkeep: -10% (all armies)
- +Upkeep: -5% (own armies factionwide)
Bloodline of Aenarion
- −Melee attack: +12
- −Weapon strength: +20%
- +Melee attack: +10
- +Weapon strength: +25%
- +Armies replenish in foreign territory (Lord's army)
- +Melee and missile weapon damage: +10% for Exalted units (Lord's army)
Wrath of Khaine
- −Bonus vs Large: +10
- −Leadership: +20
- −Control: -1 (local province)
- +Bonus vs Large: +20
- +Leadership: +10
- +Control: -1 (own local province)
Aspect of the Banshee
- −Charge bonus: +15
- −Control: -1 (local province)
- +Charge bonus: +25
- +Leadership: -10 for enemy Lords and embedded Heroes (enemy armies in region)
- +Control: -1 (own local province)
Godly Perseverance
- −Control: -1 (local province)
- +Control: -1 (own local province)
- +Armour-piercing weapon damage: +50
Combined Elites
- −Level 1: Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- −Level 2: Melee attack: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- −Level 2: Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- −Level 3: Melee attack: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- −Level 3: Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- +Level 1: Melee defence: +4 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 2: Melee attack: +4 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 2: Melee defence: +4 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 3: Melee attack: +6 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 3: Melee defence: +6 for Spearmen, Silverin Guard, Rangers, Archers, Gate Guard and Lothern Sea Guard units (Lord's army)
The Pernicious
- −Enemy casualty replenishment rate: -20% (enemy armies in local province)
- −Attrition suffered by defender: +50% when laying siege or encircling (local region)
- −Enemy leadership: -5 (local region)
- +Enemy casualty replenishment rate: -20% (enemy armies in province)
- +Attrition suffered by defender: +50% when laying siege or encircling (enemy armies in region)
- +Enemy leadership: -5 (enemy armies in region)
Master of Mists
- −Ability: "Master of Mists"
- −Attribute: Stalk for Lothern Sea Guard units (Lord's army)
- −Replenishes 10% campaign movement range after winning a battle
- +Level 1: Ability: "Master of Mists"
- +Level 1: Attribute: Stalk for Lothern Sea Guard units (Lord's army)
- +Level 1: Replenishes 5% campaign movement range after winning a battle
- +Level 2: Ability: "Master of Mists"
- +Level 2: Attribute: Stalk for Lothern Sea Guard units (Lord's army)
- +Level 2: Replenishes 10% campaign movement range after winning a battle
- +Level 2: Upkeep: -10% for Gate Guard and Lothern Sea Guard units (Lord's army)
Excessive Measures
- −Ability number of uses: +1 for Dragonship army abilities (own army)
- −Dragonship Supply construction cost: -10% for all Dragonship buildings (own army)
- +Level 1: Ability number of uses: +1 for Dragonship army abilities (own army)
- +Level 1: Dragonship Supply construction cost: -5% for all Dragonship buildings (own army)
- +Level 2: Ability number of uses: +1 for Dragonship army abilities (own army)
- +Level 2: Dragonship Supply construction cost: -10% for all Dragonship buildings (own army)
- +Level 2: Dragonship crew growth: +4 (own army)
First Strike
- −Attribute: Vanguard Deployment for all units (Lord's army)
- −Campaign movement range: -50% for enemy armies starting their turn in this region (enemy armies in region)
- −Ambush success chance: +20% (Lord's army)
- +Level 1: Attribute: Vanguard Deployment for all units (Lord's army)
- +Level 1: Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in region)
- +Level 1: Ambush success chance: +10% (Lord's army)
- +Level 2: Attribute: Vanguard Deployment for all units (Lord's army)
- +Level 2: Campaign movement range: -50% for enemy armies starting their turn in this province (enemy armies in region)
- +Level 2: Ambush success chance: +25% (Lord's army)
High Navigator
- −Campaign movement range: +10%
- +Campaign movement range: +10% for armies
Blazing Sword of Rhuinnew
- +Army ability: "Blazing Sword of Rhuin" (Lord's army)
Dome of Protectionnew
- +Army ability: "Dome of Protection" (Lord's army)
Blood of Ghyrannew
- +Army ability: "Blood of Ghyran" (Lord's army)
Great Birona's Timewarpnew
- +Army ability: "Great Birona's Timewarp" (Lord's army)
The Radiantnew
- +Level 1: Miscast base chance: -5% (own armies in province)
- +Level 1: Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Level 1: Cooldown: -5% to all spells (own armies in province)
- +Level 2: Miscast base chance: -10% (own armies in province)
- +Level 2: Attrition: -20% casualties suffered from all attrition (own armies in province)
- +Level 2: Cooldown: -10% to all spells (own armies in province)
- +Level 3: Miscast base chance: -15% (own armies in province)
- +Level 3: Attrition: -30% casualties suffered from all attrition (own armies in province)
- +Level 3: Cooldown: -15% to all spells (own armies in province)
Heart of Darknessnew
- +Income from post-battle loot: +10% against Dark Elves
- +Income from post-battle loot: +10%
- +Diplomatic relations: -10 with High Elves
Loec’s Favournew
- +Missile strength: +10%
- +Post battle chance of stealing a magic item: +50%
Hidden in Shadownew
- +Missile strength: +10%
- +Enemy Hero action success chance: -25% (own characters in region)
Naggaroth’s Banenew
- +Control: -5 (enemy local province)
- +Missile strength: +10%
- +Growth: -30 (enemy local province)
Required Evilsnew
- +Attacks cause "Discouraged" effect, reducing leadership
- +Diplomatic relations: -10 with High Elves
- +Income from raiding: +50% (own armies factionwide)
- +Campaign movement range: +25%
Improved Trainingnew
- +Speed: +10% for Sisters of Avelorn units (Hero's army)
Enhanced Quiversnew
- +Ammunition: +10% for Sisters of Avelorn units (Hero's army)
Better Bladesnew
- +Melee attack: +4 for Sisters of Avelorn units (Hero's army)
Sacred Servicenew
- +Upkeep: -4% for Sisters of Avelorn units (Hero's army)
Arcane Finessenew
- +Miscast base chance: -5%
One With the Aethyrnew
- +Level 1: Winds of Magic power reserve capacity: +1 (own armies in province)
- +Level 1: Ward save: +1% for Phoenix units (Hero's army)
- +Level 2: Winds of Magic power reserve capacity: +3 (own armies in province)
- +Level 2: Ward save: +3% for Phoenix units (Hero's army)
- +Level 3: Winds of Magic power reserve capacity: +5 (own armies in province)
- +Level 3: Ward save: +5% for Phoenix units (Hero's army)
White Tower Sagenew
- +Level 1: Cooldown: -1% to all spells (own characters in province)
- +Level 1: Spell resistance: 5%
- +Level 2: Cooldown: -3% to all spells (own characters in province)
- +Level 2: Spell resistance: 10%
- +Level 3: Cooldown: -5% to all spells (own characters in province)
- +Level 3: Spell resistance: 15%
Distinguished Teachernew
- +Level 1: Miscast base chance: -1% (own characters in province)
- +Level 1: Leadership: +2
- +Level 2: Miscast base chance: -2% (own characters in province)
- +Level 2: Leadership: +4
- +Level 3: Miscast base chance: -4% (own characters in province)
- +Level 3: Leadership: +8
Warding of Qhayshnew
- +Spell resistance: 5% (own armies in province)
Blessing of Knowledgenew
- +Level 1: Hero action success chance: +1%
- +Level 1: Winds of Magic power reserve capacity: +3 (own armies in province)
- +Level 2: Hero action success chance: +3%
- +Level 2: Winds of Magic power reserve capacity: +6 (own armies in province)
- +Level 3: Hero action success chance: +5%
- +Level 3: Winds of Magic power reserve capacity: +10 (own armies in province)
Secrets of Mirainew
- +Level 1: Winds of Magic cost: -1% for all spells (own armies in province)
- +Level 1: Hero self-defence: +1% chance of wounding aggressors
- +Level 2: Winds of Magic cost: -3% for all spells (own armies in province)
- +Level 2: Hero self-defence: +3% chance of wounding aggressors
- +Level 3: Winds of Magic cost: -6% for all spells (own armies in province)
- +Level 3: Hero self-defence: +5% chance of wounding aggressors
High Magic: Asuryan’s Gracenew
- +Ability: "High Magic: Asruyan's Grace"
High Magic: Binding Marknew
- +Ability: "High Magic: Binding Mark"
Amber Rainnew
- +Army ability: "Amber Rain" (Lord's army)
True Fate of Bjunanew
- +Army ability: "True Fate of Bjuna" (Lord's army)
Wind Wavenew
- +Army ability: "Wind Wave" (Lord's army)
Curse of Rustnew
- +Army ability: "Curse of Rust" (Lord's army)
Breach of Shadesnew
- +Army ability: "Breach of Shades" (Lord's army)
Rare Tomesnew
- +Corruption: -2 (local province)
- +Research rate: +5
Influence the Aethyrnew
- +Enemy spell resistance: -5% (enemy armies in region)
- +Passive ability: "Bolstered Arcanum"
Exemplarnew
- +Recruit rank: +1 for Swordmasters of Hoeth units (own armies in province)
- +Spell resistance: 5% for Swordmasters of Hoeth units (own armies in province)
Eminent Swordmasternew
- +Leadership: +2 for Swordmasters of Hoeth units (own armies in province)
- +Upkeep: -4% for Swordmasters of Hoeth units (own armies in province)
Logisticsnew
- +Recruitment cost: -5% for all units (Hero's army)
Horse Masternew
- +Level 1: Weapon strength: +2% for Ellyrian Reavers and Silver Helms units (Hero's army)
- +Level 1: Missile strength: +2% for Ellyrian Reavers units (Hero's army)
- +Level 2: Weapon strength: +4% for Ellyrian Reavers and Silver Helms units (Hero's army)
- +Level 2: Missile strength: +4% for Ellyrian Reavers units (Hero's army)
- +Level 3: Weapon strength: +8% for Ellyrian Reavers and Silver Helms units (Hero's army)
- +Level 3: Missile strength: +8% for Ellyrian Reavers units (Hero's army)
Commandernew
- +Level 1: Leadership: +1 (own characters in province)
- +Level 2: Leadership: +2 (own characters in province)
- +Level 3: Leadership: +3 (own characters in province)
Experience of Yearsnew
- +Level 1: Melee defence: +2
- +Level 1: Leadership aura size: +10%
- +Level 2: Melee defence: +4
- +Level 2: Leadership aura size: +20%
- +Level 3: Melee defence: +6
- +Level 3: Leadership aura size: +30%
Call Upon Favorsnew
- +Level 1: Construction time: +5% for all buildings (local enemy province)
- +Level 1: Construction time: -5% for settlement buildings (local province)
- +Level 2: Construction time: +10% for all buildings (local enemy province)
- +Level 2: Construction time: -10% for settlement buildings (local province)
- +Level 3: Construction time: +20% for all buildings (local enemy province)
- +Level 3: Construction time: -20% for settlement buildings (local province)
Favored by Ishanew
- +Growth: -20 (enemy local province)
- +Growth: +10 (own local province)
- +Income from post-battle loot: +10% (accompanying Lord)
Favored by Khainenew
- +Weapon strength: +25%
- +Melee defence: -5
- +Attribute: Immune to Psychology
Favored by Hoethnew
- +Vigour loss reduction: -4% (Hero's army)
- +Construction cost: -4% for all buildings (local province)
Masterful Strategistnew
- +Level 1: Melee defence: +4 for Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 1: Campaign line of sight: +25%
- +Level 1: Melee attack: +4 for Silver Helms units (Lord's army)
- +Level 2: Melee defence: +8 for Gate Guard and Lothern Sea Guard units (Lord's army)
- +Level 2: Campaign line of sight: +50%
- +Level 2: Melee attack: +8 for Silver Helms units (Lord's army)
Korhandir's Descendentsnew
- +Level 1: Campaign movement range: +10% for armies
- +Level 1: Charge bonus: +10% when in foreign territory (Lord's army)
- +Level 2: Campaign movement range: +20% for armies
- +Level 2: Charge bonus: +20% when in foreign territory (Lord's army)
- +Level 2: Attribute: Strider
Always Readynew
- +Level 1: Weapon strength: +10% when attacking
- +Level 1: Casualty replenishment rate: +10%
- +Level 1: Character experience gain: +10%
- +Level 2: Casualty replenishment rate: +20%
- +Level 2: Weapon strength: +20% when attacking
- +Level 2: Character experience gain: +20%
Buildings
Graves of the DragonsHigh Elves
- −Upkeep: -10% for Dragons and Dragon Princes (all armies)
- −Control: +3
- +Upkeep: -4% for Dragons and Dragon Princes (own armies factionwide)
- +Unit capacity: +1 Dragon Princes
- +Control: +2
Purified Graves of the DragonsHigh Elves
- −Upkeep: -15% for Dragons and Dragon Princes (all armies)
- −Corruption: -5
- −Income generated: 450
- −Control: +5
- +Upkeep: -8% for Dragons and Dragon Princes (own armies factionwide)
- +Corruption: -6
- +Income generated: 600
- +Unit capacity: +2 Dragon Princes
- +Control: +4
Tor Yvresse (Elven Hamlet)High Elves
- −Defensive supplies: +1000
- −Grants 1 construction slot in the settlement
- −Attrition: -10% when under siege (armies in region)
- −Control: +3
- +Defensive supplies: +1200
- +Grants 1 construction slots in the settlement
- +Attrition: -10% when under siege (own armies in region)
- +Control: +5
Tor Yvresse (Elven Village)High Elves
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Control: +4
- +Defensive supplies: +1200
- +Attrition: -10% when under siege (own armies in region)
- +Control: +5
Tor Yvresse (Elven Town)High Elves
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Control: +4
- +Defensive supplies: +1200
- +Attrition: -10% when under siege (own armies in region)
- +Control: +5
Tor Yvresse (Elven City)High Elves
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- +Defensive supplies: +1200
- +Attrition: -10% when under siege (own armies in region)
Tor Yvresse (Spired Citadel)High Elves
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- +Defensive supplies: +1200
- +Attrition: -10% when under siege (own armies in region)
- Units: 2 → 3
City TunnelsHigh Elves
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 1 turns
- −Corruption: -3
- −Control: +3
- +Corruption: -2
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Control: +2
Tunnel WatchmenHigh Elves
- −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
Blockaded TunnelsHigh Elves
- −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
Militia CampHigh Elves
- +Melee defence: +1 when under siege (own armies in province)
Rally FieldHigh Elves
- +Melee defence: +2 when under siege (own armies in province)
- +Unit capacity: +1 Lothern Sea Guard
- Units: 4 → 5
War HallHigh Elves
- +Melee defence: +3 when under siege (own armies in province)
- +Unit capacity: +2 Lothern Sea Guard
- +Unit capacity: +6 Shadow Warriors
Elven GardensHigh Elves
- −Income from Entertainment buildings: +10% (local province)
- −Influence: +3 per turn
- +Income from Entertainment buildings: +25% (all regions in province)
- +Hero capacity: +1 for Nobles
- Cost: 2000 → 2500
Elven CourtHigh Elves
- −Hero recruit rank: +3 for Nobles
- −Income from Entertainment buildings: +30% (local province)
- −Influence: +6 per turn
- +Hero recruit rank: +1 for Nobles (all provinces)
- +Income from Entertainment buildings: +50% (all regions in province)
- +Global recruitment capacity: +1
- +Global recruitment duration: -1 turn for all units (own armies in province)
- Cost: 4000 → 7500
- Turns: 4 → 5
Stone WallsHigh Elves
- −Army ability: "Channelling Spire" (armies in region)
- −Cannot be constructed in minor settlements
- +Army ability: "Channelling Spire" (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Defensive supplies: +400
- +Attrition: -5% when under siege (own armies in region)
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Control: +1
- +Hidden armies will be visible (any armies in region)
Enchanted WallsHigh Elves
- −Army ability: "Channelling Spire" (armies in region)
- +Army ability: "Channelling Spire" (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Defensive supplies: +600
- +Attrition: -10% when under siege (own armies in region)
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Control: +2
- +Hidden armies will be visible (any armies in region)
Warded WallsHigh Elves
- −Army ability: "Channelling Spire" (armies in region)
- +Army ability: "Channelling Spire" (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Defensive supplies: +800
- +Attrition: -15% when under siege (own armies in region)
- +Enemy Hero action success chance: -20% (enemy characters in region)
- +Control: +3
- +Hidden armies will be visible (any armies in region)
WatchtowerHigh Elves
- −Cannot be constructed in major settlements
- −Defensive supplies: +50 per turn when under siege
- +Defensive supplies: +400
- +Income from all buildings: -10% (all regions in province)
- +Control: +1
- +Enemy Hero action success chance: -10% (enemy characters in region)
Royal GarrisonHigh Elves
- −Army ability: "Channelling Spire" (armies in region)
- −Cannot be constructed in major settlements
- −Defensive supplies: +100 per turn when under siege
- +Army ability: "Channelling Spire" (own armies in region)
- +Defensive supplies: +600
- +Income from all buildings: -10% (all regions in province)
- +Control: +2
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Hidden armies will be visible (any armies in region)
Dragon's LairHigh Elves
- −Lord recruit rank: +1 (factionwide)
- +Hero and Lord recruit rank: +1 (local province)
- +Unit capacity: +1 Sun and Moon Dragons
Dragon KeepHigh Elves
- −Rite cooldown: -1 turn(s) for Invocation of Vaul
- −Lord recruit rank: +2 (factionwide)
- +Hero and Lord recruit rank: +2 (local province)
- +Unit capacity: +1 Star Dragon
- +Unit capacity: +2 Sun and Moon Dragons
- +Unit capacity: +4 Dragon Princes
Elven EmbassyHigh Elves
- −Influence: +6 per turn
- −Hero action success chance: +10%
- −Enemy Hero action success chance: -10%
- −Income from Ports: +10% (local province)
- −Income from trade tariffs: +5%
- +Hero action success chance: +10% (own characters in region)
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Income from Ports: +10% (all regions in province)
- +Income from trade tariffs: +5% (factionwide)
- +Income from all buildings: +5% (all adjacent provinces)
- +Income from Entertainment buildings: +1% (all regions factionwide)
- +Influence: +1 per turn
HomesteadHigh Elves
- −Casualty replenishment rate: +3% (armies in province)
- −Growth: +18
- +Casualty replenishment rate: +1% (own armies in province)
- +Growth: +10
- +Growth: +1 (all adjacent provinces)
ManorHigh Elves
- −Casualty replenishment rate: +4% (armies in province)
- −Growth: +27
- +Casualty replenishment rate: +2% (own armies in province)
- +Growth: +20
- +Growth: +2 (all adjacent provinces)
EstateHigh Elves
- −Casualty replenishment rate: +5% (armies in province)
- −Growth: +36
- +Casualty replenishment rate: +3% (own armies in province)
- +Growth: +30
- +Construction cost: -5% for all buildings (all regions in province)
- +Growth: +1 (all provinces)
- +Growth: +3 (all adjacent provinces)
GroveHigh Elves
- +Attrition: -5% when under siege (own armies in province)
Greater GroveHigh Elves
- −Unlocks Hero recruitment: Handmaiden
- +Attrition: -10% when under siege (own armies in province)
- +Unit capacity: +4 White Lions of Chrace
Blessed GroveHigh Elves
- −Hero recruit rank: +3 for Handmaidens
- −Recruit rank: +2 for White Lions of Chrace units
- +Recruit rank: +1 for all units (own armies in province)
- +Attrition: -20% when under siege (own armies in province)
- +Unit capacity: +4 Sisters of Avelorn
- +Unit capacity: +4 White Lions of Chrace
Elven CraftsmanHigh Elves
- −When Control is 75 or more: Income generated: 50
- −Elven Trinkets resource production: 6 chests
- +When Control is 100: Income generated: 50
- +Elven Trinkets resource production: 5 chests
Elven ArtisanHigh Elves
- −Income generated: 200
- −When Control is 75 or more: Income generated: 100
- −Elven Trinkets resource production: 8 chests
- +Income generated: 150
- +When Control is 100: Income generated: 75
- +Elven Trinkets resource production: 10 chests
Elven FairgroundHigh Elves
- −Income generated: 300
- −When Control is 75 or more: Income generated: 150
- −Elven Trinkets resource production: 12 chests
- +Income generated: 200
- +When Control is 100: Income generated: 100
- +Construction cost: -5% for all buildings (all regions in province)
- +Elven Trinkets resource production: 15 chests
ArchiveHigh Elves
- −Cannot be constructed in minor settlements
- +Research rate: +2
- +Spell resistance: 5% when under siege (own armies in province)
- +Unit capacity: +2 Oceanids
Grand RepositoryHigh Elves
- −Hero recruit rank: +2 for Mages
- +Unit capacity: +2 Swordmasters of Hoeth
- +Spell resistance: 10% when under siege (own armies in province)
- +Unit capacity: +4 Oceanids
- +Unit capacity: +1 Sea Elemental
Tower of MagesHigh Elves
- −Hero recruit rank: +4 for Loremasters of Hoeth
- −Hero recruit rank: +4 for Mages
- +Unit capacity: +4 Swordmasters of Hoeth
- +Spell resistance: 20% when under siege (own armies in province)
- +Unit capacity: +6 Oceanids
- +Unit capacity: +2 Sea Elemental
- +Unit capacity: +1 Merwyrm
PlazaHigh Elves
- −Influence: +1 per turn
- −Income generated: 60
- −When Control is 75 or more: Income generated: 30
- +Income generated: 50
- +When Control is 100: Income generated: 25
- +Heir of Aenarion gain: +1 per turn (Eataine only)
- +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
- Cost: 1500 → 1000
ColonnadeHigh Elves
- −Influence: +2 per turn
- −Income generated: 90
- −When Control is 75 or more: Income generated: 45
- −Control: +3
- +Income generated: 100
- +When Control is 100: Income generated: 50
- +Heir of Aenarion gain: +1 per turn (Eataine only)
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +Control: +4
PromenadeHigh Elves
- −Influence: +3 per turn
- −When Control is 75 or more: Influence: +1 per turn
- −Income generated: 120
- −When Control is 75 or more: Income generated: 60
- −Control: +5
- +Income generated: 150
- +When Control is 100: Income generated: 75
- +Heir of Aenarion gain: +1 per turn (Eataine only)
- +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
- +Control: +6
- Cost: 2500 → 3000
TheatreHigh Elves
- −Influence: +4 per turn
- −When Control is 75 or more: Influence: +2 per turn
- −Income generated: 180
- −When Control is 75 or more: Income generated: 90
- +Income generated: 200
- +When Control is 100: Income generated: 100
- +Heir of Aenarion gain: +1 per turn (Eataine only)
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
AmphitheatreHigh Elves
- −Influence: +5 per turn
- −When Control is 75 or more: Influence: +3 per turn
- −Income generated: 240
- −When Control is 75 or more: Income generated: 120
- −Control: +12
- +Income generated: 250
- +When Control is 100: Income generated: 125
- +Heir of Aenarion gain: +1 per turn (Eataine only)
- +Campaign movement range: +25% for own armies starting their turn in this province (own armies in province)
- +Control: +10
DocksHigh Elves
- +Recruitment cost: -5% for all units (own armies in province)
- +Unit capacity: +1 Lothern Sea Guard
- +Control: +2
- +Income from trade tariffs: +1% (factionwide)
HarbourHigh Elves
- −Income generated: 300
- +Income generated: 200
- +Unit capacity: +2 Lothern Sea Guard
- +Recruitment cost: -10% for all units (own armies in province)
- +Control: +2
- +Income from trade tariffs: +3% (factionwide)
SeaportHigh Elves
- −Income generated: 500
- +Income generated: 400
- +Unit capacity: +3 Lothern Sea Guard
- +Recruitment cost: -20% for all units (own armies in province)
- +Control: +2
- +Income from trade tariffs: +5% (factionwide)
Exotic Animal TamerHigh Elves
- −Recruitment cost: -20% for Great Eagle, Phoenix and Dragon units (local province)
- −Exotic Animals resource production: 21 cages
- +Recruitment cost: -10% for Great Eagle, Phoenix and Dragon units
- +Exotic Animals resource production: 15 cages
Exotic Pet StoreHigh Elves
- −Recruitment cost: -25% for Great Eagle, Phoenix and Dragon units (local province)
- −Recruit rank: +1 for Great Eagle, Phoenix, War Lions and Dragon units (local province)
- −Exotic Animals resource production: 32 cages
- +Recruitment cost: -20% for Great Eagle, Phoenix and Dragon units
- +Recruit rank: +1 for Great Eagle, Phoenix, War Lions and Dragon units
- +Exotic Animals resource production: 30 cages
Exotic Animal BazaarHigh Elves
- −Recruitment cost: -30% for Great Eagle, Phoenix and Dragon units (local province)
- −Recruit rank: +2 for Great Eagle, Phoenix, War Lions and Dragon units (local province)
- −Upkeep: -3% for Great Eagle, Phoenix and Dragon units (all armies)
- −Exotic Animals resource production: 48 cages
- +Recruitment cost: -30% for Great Eagle, Phoenix and Dragon units
- +Recruit rank: +2 for Great Eagle, Phoenix, War Lions and Dragon units
- +Upkeep: -1% for Great Eagle, Phoenix and Dragon units (own armies factionwide)
- +Exotic Animals resource production: 45 cages
Cinnabar Mining PitHigh Elves
- −Dyes resource production: 21 ounces
- +Dyes resource production: 15 ounces
- +Ambush success chance: +5% (own armies in province)
- +Ambush defence chance: +5% (own armies in province)
Cinnabar MineHigh Elves
- −Dyes resource production: 32 ounces
- +Dyes resource production: 30 ounces
- +Ambush success chance: +10% (own armies in province)
- +Ambush defence chance: +10% (own armies in province)
DyemakerHigh Elves
- −Dyes resource production: 48 ounces
- +Dyes resource production: 45 ounces
- +Ambush success chance: +15% (own armies in province)
- +Ambush defence chance: +15% (own armies in province)
Hunting CampHigh Elves
- −Recruitment cost: -20% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
- −Furs resource production: 21 bundles
- +Recruitment cost: -10% for White Lions of Chrace, War Lions and Lion Chariot units
- +Furs resource production: 15 bundles
Hunting LodgeHigh Elves
- −Recruitment cost: -25% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
- −Recruit rank: +1 for White Lions of Chrace units (local province)
- −Furs resource production: 32 bundles
- +Recruitment cost: -20% for White Lions of Chrace, War Lions and Lion Chariot units
- +Recruit rank: +1 for White Lions of Chrace units
- +Furs resource production: 30 bundles
TanneryHigh Elves
- −Recruitment cost: -30% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
- −Recruit rank: +2 for White Lions of Chrace units (local province)
- −Upkeep: -3% for White Lions of Chrace, War Lions and Lion Chariot units (all armies)
- −Furs resource production: 48 bundles
- +Recruitment cost: -30% for White Lions of Chrace, War Lions and Lion Chariot units
- +Recruit rank: +2 for White Lions of Chrace units
- +Upkeep: -1% for White Lions of Chrace, War Lions and Lion Chariot units (own armies factionwide)
- +Furs resource production: 45 bundles
Gem MineshaftHigh Elves
- −Gemstones resource production: 21 sacks
- +Gemstones resource production: 15 sacks
- +Character experience gain: +1% (all characters factionwide)
Gem MineHigh Elves
- −Gemstones resource production: 32 sacks
- +Gemstones resource production: 30 sacks
- +Character experience gain: +3% (all characters factionwide)
Gemcutter's AtelierHigh Elves
- −Gemstones resource production: 48 sacks
- +Gemstones resource production: 45 sacks
- +Character experience gain: +5% (all characters factionwide)
Gold Mining PitHigh Elves
- −Income generated: 300
- +Income generated: 100
- +Experience gain: +1% for units (own armies factionwide)
Gold MineHigh Elves
- −Income generated: 450
- +Income generated: 200
- +Experience gain: +3% for units (own armies factionwide)
MintHigh Elves
- −Income generated: 600
- +Income generated: 400
- +Experience gain: +5% for units (own armies factionwide)
- +Hero recruit rank: +1 for Loremasters of Hoeth and Mages (all provinces)
Iron Mining PitHigh Elves
- −Recruitment cost: -20% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
- −Iron resource production: 21 ingots
- +Recruitment cost: -10% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes, Chariot and Lothern Skycutter units
- +Iron resource production: 15 ingots
Iron MineHigh Elves
- −Recruitment cost: -25% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
- −Recruit rank: +1 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
- −Iron resource production: 32 ingots
- +Recruitment cost: -20% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes, Chariot and Lothern Skycutter units
- +Recruit rank: +1 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes, Chariot and Lothern Skycutter units
- +Iron resource production: 30 ingots
Iron SmelterHigh Elves
- −Recruitment cost: -30% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
- −Recruit rank: +2 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
- −Upkeep: -3% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (all armies)
- −Iron resource production: 48 ingots
- +Recruitment cost: -30% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes, Chariot and Lothern Skycutter units
- +Recruit rank: +2 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes, Chariot and Lothern Skycutter units
- +Upkeep: -1% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes, Chariot and Lothern Skycutter units (own armies factionwide)
- +Iron resource production: 45 ingots
SawyerHigh Elves
- −Construction cost: -15% for all buildings (local province)
- −Marble resource production: 21 slabs
- +Construction cost: -1% for Province Capital/Settlement buildings (all regions factionwide)
- +Construction cost: -10% for all buildings (all regions in province)
- +Marble resource production: 15 slabs
Marble QuarryHigh Elves
- −Construction cost: -20% for all buildings (local province)
- −Marble resource production: 32 slabs
- +Construction cost: -2% for Province Capital/Settlement buildings (all regions factionwide)
- +Construction cost: -20% for all buildings (all regions in province)
- +Marble resource production: 30 slabs
Sculptor's WorkshopHigh Elves
- −Construction cost: -25% for all buildings (local province)
- −Marble resource production: 48 slabs
- +Construction cost: -3% for Province Capital/Settlement buildings (all regions factionwide)
- +Construction cost: -30% for all buildings (all regions in province)
- +Marble resource production: 45 slabs
Herb Gatherer's CampHigh Elves
- −Medicinal Plants resource production: 21 bundles
- +Medicinal Plants resource production: 15 bundles
- +Casualty replenishment rate: +2% (own armies in province)
Exotic HothouseHigh Elves
- −Medicinal Plants resource production: 32 bundles
- +Medicinal Plants resource production: 30 bundles
- +Casualty replenishment rate: +4% (own armies in province)
Alchemy WorkshopHigh Elves
- −Medicinal Plants resource production: 48 bundles
- +Medicinal Plants resource production: 45 bundles
- +Casualty replenishment rate: +6% (own armies in province)
Obsidian QuarryHigh Elves
- −Carved Obsidian resource production: 21 chests
- +Magic item drop chance from battle: +5% (all characters factionwide)
- +Carved Obsidian resource production: 15 chests
Obsidian Trinket MakerHigh Elves
- −Carved Obsidian resource production: 32 chests
- +Magic item drop chance from battle: +10% (all characters factionwide)
- +Carved Obsidian resource production: 30 chests
Obsidian Amulet CarverHigh Elves
- −Carved Obsidian resource production: 48 chests
- +Magic item drop chance from battle: +15% (all characters factionwide)
- +Carved Obsidian resource production: 45 chests
Grazing PasturesHigh Elves
- −Recruitment cost: -20% for Ellyrian Reavers and Silver Helms units (local province)
- +Recruitment cost: -10% for Ellyrian Reavers and Silver Helms units
Livestock PensHigh Elves
- −Recruitment cost: -25% for Ellyrian Reavers and Silver Helms units (local province)
- −Recruit rank: +1 for Ellyrian Reavers and Silver Helms units (local province)
- +Recruitment cost: -20% for Ellyrian Reavers and Silver Helms units
- +Recruit rank: +1 for Ellyrian Reavers and Silver Helms units
Cattle RanchHigh Elves
- −Recruitment cost: -30% for Ellyrian Reavers and Silver Helms units (local province)
- −Recruit rank: +2 for Ellyrian Reavers and Silver Helms units (local province)
- −Upkeep: -3% for Ellyrian Reavers and Silver Helms units (all armies)
- +Recruitment cost: -30% for Ellyrian Reavers and Silver Helms units
- +Recruit rank: +2 for Ellyrian Reavers and Silver Helms units
- +Upkeep: -1% for Ellyrian Reavers and Silver Helms units (own armies factionwide)
Clay PitHigh Elves
- −Pottery resource production: 21 kilnful
- +Pottery resource production: 15 kilnful
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
Pottery MakerHigh Elves
- −Pottery resource production: 32 kilnful
- +Pottery resource production: 30 kilnful
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
KilnsHigh Elves
- −Pottery resource production: 48 kilnful
- +Pottery resource production: 45 kilnful
- +Campaign movement range: +30% for own armies starting their turn in this province (own armies in province)
Salt FlatsHigh Elves
- −Salt resource production: 21 barrels
- +Salt resource production: 15 barrels
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
Salt PansHigh Elves
- −Salt resource production: 32 barrels
- +Salt resource production: 30 barrels
- +Attrition: -20% casualties suffered from all attrition (own armies in province)
Salt DistilleryHigh Elves
- −Salt resource production: 48 barrels
- +Salt resource production: 45 barrels
- +Attrition: -30% casualties suffered from all attrition (own armies in province)
Spice MarketHigh Elves
- −Spices resource production: 21 sacks
- +Spices resource production: 15 sacks
- +Upkeep: -5% (own armies in province)
Spice Trading PostHigh Elves
- −Spices resource production: 32 sacks
- +Spices resource production: 30 sacks
- +Upkeep: -10% (own armies in province)
Eastern BazaarHigh Elves
- −Spices resource production: 48 sacks
- +Spices resource production: 45 sacks
- +Upkeep: -20% (own armies in province)
OrchardsHigh Elves
- −Control: +3
- −Wine resource production: 21 barrels
- +Control: +4
- +Wine resource production: 15 barrels
VineyardHigh Elves
- −Control: +4
- −Wine resource production: 32 barrels
- +Control: +8
- +Wine resource production: 30 barrels
VintnerHigh Elves
- −Control: +5
- −Wine resource production: 48 barrels
- +Control: +12
- +Wine resource production: 45 barrels
Woodman's HutHigh Elves
- −Recruitment cost: -20% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
- −Timber resource production: 21 logs
- +Recruitment cost: -10% for Archers, Spearmen, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers/striders, Sisters of Avelorn and Bolt Thrower units
- +Timber resource production: 15 logs
Timber MillHigh Elves
- −Recruitment cost: -25% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
- −Recruit rank: +1 for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
- −Timber resource production: 32 logs
- +Recruitment cost: -20% for Archers, Spearmen, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers/striders, Sisters of Avelorn and Bolt Thrower units
- +Recruit rank: +1 for Archers, Spearmen, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers/striders, Sisters of Avelorn and Bolt Thrower units
- +Timber resource production: 30 logs
LumberyardHigh Elves
- −Recruitment cost: -30% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
- −Recruit rank: +2 for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
- −Upkeep: -3% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (all armies)
- −Timber resource production: 48 logs
- +Recruitment cost: -30% for Archers, Spearmen, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers/striders, Sisters of Avelorn and Bolt Thrower units
- +Recruit rank: +2 for Archers, Spearmen, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers/striders, Sisters of Avelorn and Bolt Thrower units
- +Upkeep: -1% for Archers, Spearmen, Silverin Guard, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers/striders, Sisters of Avelorn and Bolt Thrower units (own armies factionwide)
- +Timber resource production: 45 logs
HamletHigh Elves
- −Income generated: 100
- −Growth: +8
- +Income generated: 200
- +Growth: +5
HavenHigh Elves
- −Income generated: 150
- −Growth: +15
- +Income generated: 225
- +Growth: +10
TowerHigh Elves
- −Income generated: 200
- −Growth: +22
- +Income generated: 250
- +Growth: +15
CitadelHigh Elves
- −Income generated: 250
- −Growth: +30
- +Income generated: 275
- +Growth: +20
TorHigh Elves
- −Growth: +38
- +Growth: +25
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
HamletHigh Elves
- −Income generated: 100
- −Growth: +8
- +Income generated: 150
- +Growth: +5
HavenHigh Elves
- −Income generated: 150
- −Growth: +15
- +Income generated: 175
- +Growth: +10
TowerHigh Elves
- −Growth: +22
- +Growth: +15
Elven WorkshopHigh Elves
- +Recruitment cost: -5% for all units (own armies in province)
- +Unit capacity: +1 High Elves Chariots
- +Ammunition: +5% when under siege (own armies in province)
Elven ForgeHigh Elves
- +Ammunition: +10% when under siege (own armies in province)
- +Recruitment cost: -10% for all units (own armies in province)
- +Unit capacity: +2 High Elves Chariots
Ithilmar SmithHigh Elves
- +Ammunition: +20% when under siege (own armies in province)
- +Recruitment cost: -20% for all units (own armies in province)
- +Unit capacity: +4 High Elves Chariots
Grazing MeadowsHigh Elves
- +Melee defence: +2 when under siege (own armies in province)
FarrierHigh Elves
- +Melee defence: +3 when under siege (own armies in province)
Shrine of AsuryanHigh Elves
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Chance of a plague spreading: -25%
- Units: 1 → 0
Temple of AsuryanHigh Elves
- +Unit capacity: +1 Flamespyre and Frostheart Phoenixes
- +Unit capacity: +2 Phoenix Guard
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Chance of a plague spreading: -25%
Sanctuary of AsuryanHigh Elves
- +Unit capacity: +2 Flamespyre and Frostheart Phoenixes
- +Unit capacity: +2 Arcane Phoenix
- +Unit capacity: +4 Phoenix Guard
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Chance of a plague spreading: -25%
Peaks of ParravonHigh Elves
- −Recruitment cost: -30% for Great Eagle units
- −Upkeep: -5% for Great Eagle units (all armies)
- +Recruitment cost: -30% for Great Eagle units (own armies in province)
- +Upkeep: -4% for Great Eagle units (own armies factionwide)
Black Citadel of AnlecHigh Elves
- −Income from all buildings: +5% (local province)
- −Ammunition: +50% during siege defence battles (armies in region)
- +Income from all buildings: +10% (all regions in province)
- +Ammunition: +50% when under siege (own armies in region)
Ancient Subterranean PalaceHigh Elves
- −Hero recruit rank: +1 for Nobles (factionwide)
- −Income from Entertainment buildings: +5% (factionwide)
- −Income from Ports: +25% (local province)
- +Hero recruit rank: +2 for Nobles (factionwide)
- +Income from Entertainment buildings: +5% (all regions factionwide)
- +Income from Ports: +25% (all regions in province)
Temple of VaulHigh Elves
- −Upkeep: -10% (all armies)
- +Upkeep: -8% (own armies factionwide)
Royal Ellyrian StablesHigh Elves
- −Recruit rank: +2 for Ellyrian Reavers and Silver Helms units (factionwide)
- −Upkeep: -5% for Ellyrian Reavers and Silver Helms units (all armies)
- +Recruit rank: +2 for Ellyrian Reavers and Silver Helms units (own armies factionwide)
- +Upkeep: -4% for Ellyrian Reavers and Silver Helms units (own armies factionwide)
Court of the EverqueenHigh Elves
- −Recruitment cost: -10% (armies in region)
- −Casualty replenishment rate: +10% (armies in province)
- −Growth: +5 (factionwide)
- −Lord recruit rank: +1 (factionwide)
- +Recruitment cost: -10% for all units (own armies in province)
- +Casualty replenishment rate: +10% (own armies in province)
- +Growth: +10 (factionwide)
- +Character experience gain: +10% (all characters factionwide)
- Units: 0 → 1
Small Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +1000
- −Growth: +40
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Defensive supplies: +600
- +Leadership: +2 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
- Cost: 1200 → 1000
- Turns: 3 → 2
Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Growth: +50
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Leadership: +4 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
- Cost: 2500 → 5000
Grand Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Growth: +60
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Leadership: +6 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
- Cost: 5000 → 10000
- Turns: 5 → 6
Imposing Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +2200
- −Growth: +70
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Defensive supplies: +2400
- +Leadership: +8 when under siege (own armies in region)
- +Attrition: -40% when under siege (own armies in region)
- Cost: 10000 → 15000
- Turns: 6 → 8
Impregnable Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +2500
- −Growth: +80
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +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)
- Turns: 7 → 10
Small Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +1000
- −Growth: +40
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Defensive supplies: +600
- +Leadership: +2 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
- Cost: 1200 → 1000
- Turns: 3 → 2
Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Growth: +50
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Leadership: +4 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
- Cost: 2500 → 5000
Grand Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Growth: +60
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Leadership: +6 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
- Cost: 5000 → 10000
- Turns: 5 → 6
Imposing Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +2200
- −Growth: +70
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Defensive supplies: +2400
- +Leadership: +8 when under siege (own armies in region)
- +Attrition: -40% when under siege (own armies in region)
- Cost: 10000 → 15000
- Turns: 6 → 8
Impregnable Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +2500
- −Growth: +80
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +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)
- Turns: 7 → 10
Small Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +1000
- −Growth: +40
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Defensive supplies: +600
- +Leadership: +2 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
- Cost: 1200 → 1000
- Turns: 3 → 2
Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Growth: +50
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Leadership: +4 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
- Cost: 2500 → 5000
Grand Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Growth: +60
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Leadership: +6 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
- Cost: 5000 → 10000
- Turns: 5 → 6
Imposing Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +2200
- −Growth: +70
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Defensive supplies: +2400
- +Leadership: +8 when under siege (own armies in region)
- +Attrition: -40% when under siege (own armies in region)
- Cost: 10000 → 15000
- Turns: 6 → 8
Impregnable Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +2500
- −Growth: +80
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +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)
- Turns: 7 → 10
Small Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +1000
- −Growth: +40
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Defensive supplies: +600
- +Leadership: +2 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
- Cost: 1200 → 1000
- Turns: 3 → 2
Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Growth: +50
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Leadership: +4 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
- Cost: 2500 → 5000
Grand Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Growth: +60
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Leadership: +6 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
- Cost: 5000 → 10000
- Turns: 5 → 6
Imposing Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +2200
- −Growth: +70
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +Defensive supplies: +2400
- +Leadership: +8 when under siege (own armies in region)
- +Attrition: -40% when under siege (own armies in region)
- Cost: 10000 → 15000
- Turns: 6 → 8
Impregnable Fortress GateHigh Elves
- −Army ability: "Eagle Sanctuary" (armies in region)
- −Defensive supplies: +2500
- −Growth: +80
- +Army ability: "Eagle Sanctuary" (own armies in region)
- +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)
- Turns: 7 → 10
Tower of ProphecyHigh Elves
- −Winds of Magic power reserve capacity: +3 (all armies)
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
Purified Convent of SorceryHigh Elves
- −Winds of Magic power reserve capacity: +6 (all armies)
- +Winds of Magic power reserve capacity: +10 (own armies factionwide)
Captured Palace of HellebronHigh Elves
- −Hero recruit rank: +3 for Handmaidens
- −Income from all buildings: +10% (local province)
- +Hero recruit rank: +4 for Handmaidens
- +Income from all buildings: +10% (all regions in province)
Flaming Braziers of WarHigh Elves
- −Corruption: -1 (all provinces)
- +Corruption: -1 (all regions)
- +Unit experience gain per turn: +100 (own armies factionwide)
- +Recruitment cost: -10% for all units (own armies in province)
Straits of LothernHigh Elves
- −Tradable resources produced: +5% (factionwide)
- −Income from trade tariffs: +10%
- −Outside regions owned by Chaos Dwarfs: Growth: +20
- +Growth: +10
- +Recruit rank: +1 for Gate Guard and Lothern Sea Guard units (own armies in province)
- +Unit capacity: +1 Lothern Sea Guard
- +Exalted units capacity from this building tier: +1/+2/+3 per lord rank 10/20/30 (Eataine only)
- Units: 1 → 7
Harbour of LothernHigh Elves
- −Recruit rank: +1 for Ship's Company and Lothern Sea Guard units
- −Tradable resources produced: +10% (factionwide)
- −Income from trade tariffs: +20%
- −Outside regions owned by Chaos Dwarfs: Growth: +40
- +Recruit rank: +2 for Gate Guard and Lothern Sea Guard units (own armies in province)
- +Tradable resources produced: +5% (factionwide)
- +Growth: +20
- +Unit capacity: +2 Lothern Sea Guard
- +Exalted units capacity from this building tier: +1/+2 per lord rank 20/30 (Eataine only)
- Units: 2 → 13
Gates of LothernHigh Elves
- −Recruit rank: +4 for Ship's Company and Lothern Sea Guard units
- −Tradable resources produced: +20% (factionwide)
- −Income from trade tariffs: +30%
- −Outside regions owned by Chaos Dwarfs: Growth: +40
- +Recruit rank: +4 for Gate Guard and Lothern Sea Guard units (own armies in province)
- +Tradable resources produced: +10% (factionwide)
- +Growth: +30
- +Unit capacity: +3 Lothern Sea Guard
- +Exalted units capacity from this building tier: +1 per lord rank 30 (Eataine only)
- Units: 2 → 18
Occupied Black Tower of MalekithHigh Elves
- −Diplomatic relations: +30 with Dark Elves
- −Income from all buildings: +10% (local province)
- +Diplomatic relations: +100 with Dark Elves
- +Income from all buildings: +10% (all regions in province)
Court of the Phoenix KingHigh Elves
- −Influence: +25 per turn
- −Influence cost: -10% for Champion of Ulthuan actions (Eataine only)
- −Influence cost: -10% for "Take Patronage" and "Increase Standing" actions in Patrons of the Realms
- −Lord recruit rank: +2 (factionwide)
- +Character experience gain: +10% (all characters factionwide)
Laurelorn ForestHigh Elves
- −Recruitment cost: -30% for Archers units (armies in region)
- −Recruit rank: +1 for Archers units (factionwide)
- −Upkeep: -5% for Archers units (all armies)
- +Recruitment cost: -30% for Archers units (own armies in province)
- +Recruit rank: +1 for Archers units (own armies factionwide)
- +Upkeep: -4% for Archers units (own armies factionwide)
Asur SanctuaryHigh Elves
- −Income from Ports: +1% (factionwide)
- −Defensive supplies: +1000
- −Corruption: -2
- −Income generated: 100
- −Growth: +8
- +Income from Ports: +1% (all regions factionwide)
- +Defensive supplies: +1200
- +Income generated: 200
- +Growth: +5
Fledgling ColonyHigh Elves
- −Income from Ports: +2% (factionwide)
- −Defensive supplies: +1000
- −Corruption: -2
- −Income generated: 150
- −Growth: +15
- +Income from Ports: +2% (all regions factionwide)
- +Defensive supplies: +1200
- +Income generated: 225
- +Growth: +10
Asur ColonyHigh Elves
- −Income from Ports: +2% (factionwide)
- −Defensive supplies: +1000
- −Income generated: 200
- −Growth: +22
- +Income from Ports: +2% (all regions factionwide)
- +Defensive supplies: +1200
- +Income generated: 250
- +Growth: +15
Colony CitadelHigh Elves
- −Income from Ports: +3% (factionwide)
- −Defensive supplies: +1000
- −Income generated: 250
- −Growth: +30
- +Income from Ports: +3% (all regions factionwide)
- +Defensive supplies: +1200
- +Income generated: 275
- +Growth: +20
Colony TorHigh Elves
- −Income from Ports: +3% (factionwide)
- −Defensive supplies: +1000
- −Growth: +38
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
- +Income from Ports: +3% (all regions factionwide)
- +Defensive supplies: +1200
- +Growth: +25
Asur SanctuaryHigh Elves
- −Income from Ports: +1% (factionwide)
- −Defensive supplies: +1000
- −Income generated: 100
- −Growth: +8
- +Income from Ports: +1% (all regions factionwide)
- +Defensive supplies: +1200
- +Income generated: 150
- +Growth: +5
Fledgling ColonyHigh Elves
- −Income from Ports: +2% (factionwide)
- −Defensive supplies: +1000
- −Income generated: 150
- −Growth: +15
- +Income from Ports: +2% (all regions factionwide)
- +Defensive supplies: +1200
- +Income generated: 175
- +Growth: +10
Asur ColonyHigh Elves
- −Income from Ports: +2% (factionwide)
- −Defensive supplies: +1000
- −Growth: +22
- +Income from Ports: +2% (all regions factionwide)
- +Defensive supplies: +1200
- +Growth: +15
Gaean Vale (Elven Hamlet)High Elves
- −Defensive supplies: +1000
- −Grants 2 construction slots in the settlement
- −Growth: +10
- −Control: +3
- +Defensive supplies: +1200
- +Grants 1 construction slot in the settlement
- +Growth: +5
- +Control: +5
Gaean Vale (Elven Village)High Elves
- −Defensive supplies: +1000
- −Grants 4 construction slots in the settlement
- −Growth: +20
- −Control: +4
- +Defensive supplies: +1200
- +Grants 2 construction slots in the settlement
- +Growth: +10
- +Control: +5
Gaean Vale (Elven Town)High Elves
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Growth: +30
- −Control: +4
- +Defensive supplies: +1200
- +Grants 3 construction slots in the settlement
- +Growth: +15
- +Control: +5
Gaean Vale (Elven City)High Elves
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Growth: +40
- +Defensive supplies: +1200
- +Grants 5 construction slots in the settlement
- +Growth: +20
Gaean Vale (Spired Citadel)High Elves
- −Defensive supplies: +1000
- −Grants 9 construction slots in the settlement
- −Growth: +50
- +Defensive supplies: +1200
- +Grants 7 construction slots in the settlement
- +Growth: +25
Lothern (Elven Hamlet)High Elves
- −Defensive supplies: +1000
- −Income generated: 100
- −Growth: +10
- −Control: +3
- +Defensive supplies: +1200
- +Income generated: 200
- +Growth: +5
- +Control: +5
Lothern (Elven Village)High Elves
- −Defensive supplies: +1000
- −Income generated: 150
- −Growth: +20
- −Control: +4
- +Defensive supplies: +1200
- +Income generated: 225
- +Growth: +10
- +Control: +5
Lothern (Elven Town)High Elves
- −Defensive supplies: +1000
- −Income generated: 200
- −Growth: +30
- −Control: +4
- +Defensive supplies: +1200
- +Income generated: 250
- +Growth: +15
- +Control: +5
Lothern (Elven City)High Elves
- −Defensive supplies: +1000
- −Income generated: 250
- −Growth: +40
- +Defensive supplies: +1200
- +Income generated: 275
- +Growth: +20
Lothern (Spired Citadel)High Elves
- −Defensive supplies: +1000
- −Growth: +50
- +Defensive supplies: +1200
- +Growth: +25
Occupied Naggarond (Elven Hamlet)High Elves
- −Defensive supplies: +1000
- −Growth: +8
- +Defensive supplies: +1200
- +Growth: +10
Occupied Naggarond (Elven Village)High Elves
- −Improved tower projectiles: Bolt Thrower
- −Defensive supplies: +1000
- −Growth: +15
- +Defensive supplies: +1200
- +Growth: +20
Occupied Naggarond (Elven Town)High Elves
- −Improved tower projectiles: Magic Bolts
- −Defensive supplies: +1000
- −Growth: +22
- +Defensive supplies: +1200
- +Growth: +30
Occupied Naggarond (Elven City)High Elves
- −Improved tower projectiles: Greater Magic Bolts
- −Defensive supplies: +1000
- −Growth: +30
- +Defensive supplies: +1200
- +Growth: +40
Occupied Naggarond (Spired Citadel)High Elves
- −Improved tower projectiles: Greater Magic Bolts
- −Defensive supplies: +1000
- −Growth: +38
- +Defensive supplies: +1200
- +Growth: +50
Sacred Flame of AsuryanHigh Elves
- −Construction cost: -45% for Worship buildings (local province)
- −Construction cost: -5% for Worship buildings (factionwide)
- −Local Recruitment duration: -1 turn for Phoenix Guard units (minimum 1) (local province)
- −Recruit rank: +2 for Phoenix Guard units (factionwide)
- −Upkeep: -5% for Phoenix Guard units (all armies)
- −Control: +5
- +Construction cost: -50% for Worship buildings (all regions in province)
- +Construction cost: -5% for Worship buildings (all regions factionwide)
- +Local Recruitment duration: -1 turn for Phoenix Guard units (minimum 1)
- +Recruit rank: +2 for Phoenix Guard units (own armies factionwide)
- +Upkeep: -4% for Phoenix Guard units (own armies factionwide)
- +Control: +10
Abandoned Shrine of WidowmakerHigh Elves
- −Corruption: -5
- −Income from post-battle loot: +5% (factionwide)
Shrine of WidowmakerHigh Elves
- −Recruit rank: +1 for all units (factionwide)
- +Recruit rank: +1 for all units (own armies factionwide)
Hall of CharioteersHigh Elves
- −Recruit rank: +2 for Chariot units
- +Recruit rank: +2 for Chariot and Lothern Skycutter units (own armies in province)
Palace of TiranocHigh Elves
- −Recruit rank: +3 for Chariot units
- −Recruit rank: +2 for Chariot units (factionwide)
- −Upkeep: -5% for Chariot units (all armies)
- −Income from all buildings: +10% (local province)
- +Recruit rank: +2 for Chariot and Lothern Skycutter units (own armies in province)
- +Recruit rank: +2 for Chariot and Lothern Skycutter units (own armies factionwide)
- +Upkeep: -4% for Chariot and Lothern Skycutter units (own armies factionwide)
- +Income from all buildings: +10% (all regions in province)
White Lion Hunting GroundsHigh Elves
- −Recruit rank: +2 for White Lions of Chrace units (factionwide)
- −Upkeep: -5% for White Lions of Chrace, War Lions and Lion Chariot units (all armies)
- +Recruit rank: +2 for White Lions of Chrace units (own armies factionwide)
- +Upkeep: -4% for White Lions of Chrace, War Lions and Lion Chariot units (own armies factionwide)
Library of HoethHigh Elves
- −Winds of Magic power reserve capacity: +3 (all armies)
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
- +Unit capacity: +2 Swordmasters of Hoeth
White Tower of HoethHigh Elves
- −Recruit rank: +2 for Swordmasters of Hoeth units (factionwide)
- −Local Recruitment duration: -1 turn for Swordmasters of Hoeth units (minimum 1) (local province)
- −Winds of Magic power reserve capacity: +6 (all armies)
- +Recruit rank: +2 for Swordmasters of Hoeth units (own armies factionwide)
- +Local Recruitment duration: -1 turn for Swordmasters of Hoeth units (minimum 1)
- +Winds of Magic power reserve capacity: +10 (own armies factionwide)
- +Unit capacity: +4 Swordmasters of Hoeth
Warden's TowerHigh Elves
- −Army ability: "Invocation of Ending" (armies in province)
- −Leadership: +10 when defending (armies in region)
- +Army ability: "Invocation of Ending" (own armies in province)
- +Leadership: +10 when defending (own armies in region)
- +Missile resistance: 5% when under siege (own armies factionwide)
Anurell's TombHigh Elves
- −Diplomatic relations: +20 with High Elves
- −Influence: +4 per turn
- −Campaign movement range: +5% (all armies)
- +Diplomatic relations: +25 with High Elves
- +Influence: +5 per turn
- +Campaign movement range: +5% for armies (all armies)
Dawn's HarbourHigh Elves
- −Hero capacity: +1 for Mist Mages
- −Unlocks Hero recruitment: Mist Mage
Dawn's HarbourHigh Elves
- −Immune to Storm and Reef attrition (factionwide)
- −Hero capacity: +1 for Mist Mages
- −Unlocks Hero recruitment: Mist Mage
- −Hero recruit rank: +4 for Mist Mages
- +Immune to Storm and Reef attrition (own armies factionwide)
Blessed HullHigh Elves
- +Unit capacity: +2 Oceanids
Shrine of MathlannHigh Elves
- +Unit capacity: +4 Oceanids
- +Unit capacity: +1 Sea Elemental
Hold of the DeepsHigh Elves
- +Unit capacity: +6 Oceanids
- +Unit capacity: +2 Sea Elemental
- +Unit capacity: +1 Merwyrm
Skycutter LandingHigh Elves
- +Unit capacity: +2 Skycutter units
Skycutter PerchHigh Elves
- +Unit capacity: +4 Skycutter units
Soldier QuartersHigh Elves
- +Unit capacity: +2 Lothern Sea Guard
Specialist Training HallHigh Elves
- +Unit capacity: +4 Lothern Sea Guard
- +Unit capacity: +3 Shadow Warriors
Oathsworn SanctumHigh Elves
- +Unit capacity: +4 Phoenix Guard
- +Unit capacity: +4 Swordmasters of Hoeth
- +Unit capacity: +6 Lothern Sea Guard
- +Unit capacity: +6 Shadow Warriors
Primal SanctuaryHigh Elves
- +Unit capacity: +1 Flamespyre and Frostheart Phoenixes
- +Unit capacity: +2 White Lions of Chrace
- Units: 4 → 3
Hall of the EverqueenHigh Elves
- +Unit capacity: +2 Flamespyre and Frostheart Phoenixes
- +Unit capacity: +2 Sisters of Avelorn
- +Unit capacity: +3 White Lions of Chrace
Arcane AerieHigh Elves
- +Unit capacity: +2 Flamespyre and Frostheart Phoenixes
- +Unit capacity: +2 Arcane Phoenix
- +Unit capacity: +4 Sisters of Avelorn
- +Unit capacity: +4 White Lions of Chrace
Dragon MastHigh Elves
- +Unit capacity: +1 Sun and Moon Dragons
Dragon TowerHigh Elves
- +Unit capacity: +2 Sun and Moon Dragons
- +Unit capacity: +1 Star Dragon
Dragonship HallsHigh Elves
- +Unit capacity: +1 Lothern Sea Guard
Dragonship TowerHigh Elves
- +Unit capacity: +2 Lothern Sea Guard
Dragonship FortressHigh Elves
- +Unit capacity: +3 Lothern Sea Guard
Dragonship CitadelHigh Elves
- +Unit capacity: +4 Lothern Sea Guard
Halls of the KalendirianHigh Elves
- +Unit capacity: +1 Lothern Sea Guard
Tower of the KalendirianHigh Elves
- +Unit capacity: +2 Lothern Sea Guard
Fortress of the KalendirianHigh Elves
- +Unit capacity: +3 Lothern Sea Guard
Citadel of the KalendirianHigh Elves
- +Unit capacity: +4 Lothern Sea Guard
Lookout MastHigh Elves
- −Campaign movement range: +10%
- +Campaign movement range: +10% for armies
Elven SailsHigh Elves
- −Campaign movement range: +20%
- +Campaign movement range: +20% for armies
Navigator's DeckHigh Elves
- −Campaign movement range: +25%
- +Campaign movement range: +25% for armies
Gallant SailsHigh Elves
- −Campaign movement range: +20%
- +Campaign movement range: +20% for armies
Warder SailsHigh Elves
- −Campaign movement range: +30%
- +Campaign movement range: +30% for armies
Royal SailsHigh Elves
- −Campaign movement range: +25%
- +Campaign movement range: +25% for armies
Sojourner's LodgeHigh Elves
- −Casualty replenishment rate: +10% (armies in circle of influence)
- +Constant casualty replenishment rate: +10% (armies in circle of influence)
Breached Vault of EverpeakHigh Elves
- −Leadership: +10 (all armies)
- +Leadership: +10 (own armies factionwide)
Walls of ArnheimHigh Elves
- −Melee attack: +5 when fighting against Dark Elves (factionwide)
- −Defensive supplies: +300 (all provinces)
- +Melee attack: +5 when fighting against Dark Elves (own armies factionwide)
- +Defensive supplies: +400 (all provinces)
Hidden AnchorageHigh Elves
- −Campaign movement range: +10% whilst at sea (all armies)
- +Campaign movement range: +10% whilst at sea (own armies factionwide)
Great WaystoneHigh Elves
- −Winds of Magic power reserve: +5 per turn (all armies)
- −Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)
- +Winds of Magic power reserve: +5 per turn (own armies factionwide)
- +Chance of Winds of Magic increasing in strength when changing: +10% (all regions factionwide)
Warworn StrongholdHigh Elves
- −Armour-piercing weapon damage: +5 when fighting against Dwarfs (all armies)
- −Armour: +5 (factionwide)
- +Armour-piercing weapon damage: +5 when fighting against Dwarfs (own armies factionwide)
- +Armour: +5 (own armies factionwide)
Glittering PitsHigh Elves
- −Upkeep: -5% for Dragon units (all armies)
- +Upkeep: -5% for Dragon units (own armies factionwide)
Rebuilt CitadelHigh Elves
- −Attribute: Unbreakable during siege battles against Dark Elves (all armies)
- +Attribute: Unbreakable during siege battles against Dark Elves (own armies factionwide)
Loremaster's WatchHigh Elves
- −Cooldown: -5% to spells (factionwide)
- −Spell resistance: 20% for Spearmen units (all armies)
- +Cooldown: -5% to spells (own armies factionwide)
- +Spell resistance: 20% for Spearmen units (own armies factionwide)
Pilgrimage GroundsHigh Elves
- −Recruit rank: +1 for Dragon units (factionwide)
- +Recruit rank: +1 for Dragon units (own armies factionwide)
- +Unit capacity: +1 Sun and Moon Dragons
High Elf OutpostHigh Elves
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
High Elf DistrictHigh Elves
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
High Elf ColonyHigh Elves
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Animal StoreHigh Elves
- −Ivory resource production: 21 tusks
- +Ivory resource production: 15 tusks
- +Research rate: +10
Tusk MarketHigh Elves
- −Ivory resource production: 32 tusks
- +Ivory resource production: 30 tusks
- +Research rate: +20
Tusk CompoundHigh Elves
- −Ivory resource production: 48 tusks
- +Ivory resource production: 45 tusks
- +Research rate: +30
- +Defensive supplies: +800
- +Ammunition: +10% (own armies in province)
- +Leadership: +2 (own armies in province)
- +Unit capacity: +6 Gate Guard
- +Miscast base chance: -1% (all characters factionwide)
- +Winds of Magic power reserve capacity: +1 (own armies factionwide)
- +Enemy spell resistance: -10% (enemy armies in province)
- +Enables magical attacks (own armies in province)
- +Miscast base chance: -2% (all characters factionwide)
- +Winds of Magic power reserve capacity: +2 (own armies factionwide)
- +Enemy spell resistance: -20% (enemy armies in province)
- +Physical resistance: 1% when defending (own armies factionwide)
- +Enables magical attacks (own armies in province)
Technologies
Call the Great HerdsHigh Elves
- −Speed: +8% for Ellyrian Reavers, Silver Helms and Dragon Princes units
- −Speed: +8% for Chariots and Skycutter units
- +Speed: +20% for Ellyrian Reavers, Silver Helms and Dragon Princes units
- +Speed: +20% for Chariots and Skycutter units
Great WeaponsHigh Elves
- −Armour-piercing weapon damage: +4 for Phoenix Guard, Swordmasters of Hoeth, White Lions of Chrace and Dragon Princes units
- +Armour-piercing weapon damage: +10 for Phoenix Guard, Swordmasters of Hoeth, White Lions of Chrace and Dragon Princes units
- +Armour-piercing weapon damage: +50 (all characters factionwide)
GemsettingHigh Elves
- +Improves the rarity of items gained from battle
Marble StockpilesHigh Elves
- +Campaign line of sight: +25%
Healing SalveHigh Elves
- −Casualty replenishment rate: +5%
- +Wound recovery time: -2 turns
- +Chance of a plague spreading: -25%
- +Casualty replenishment rate: +4%
Light Ithilmar ArmouryHigh Elves
- −Armour: +10 for Spearmen, Archers, Ship's Company, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Rangers, Silverin Guard and Sisters of Avelorn units
- −Speed: +5% for Spearmen, Archers, Ship's Company, Lothern Sea Guard, Rangers, Silverin Guard, Sisters of Avelorn, Shadow Warriors and Shadow-walker units
- +Armour: +10 for Spearmen, Archers, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow Walkers, Rangers, Silverin Guard and Sisters of Avelorn units
- +Speed: +10% for Spearmen, Archers, Gate Guard, Lothern Sea Guard, Rangers, Silverin Guard, Shadow Warriors and Shadow-walker/striders units
- Research points: 400 → 600
TrumpetersHigh Elves
- −Melee attack: +5 for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
- +Melee attack: +4 for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
- Research points: 400 → 600
Forgemasters of VaulHigh Elves
- Research points: 400 → 600
Broadhead ArrowsHigh Elves
- −Armour-piercing missile damage: +1 for Lothern Sea Guard, Archers, Sisters of Avelorn, Shadow-Warriors and Shadow-walker units
- +Armour-piercing missile damage: +2 for Lothern Sea Guard, Archers, Sisters of Avelorn, Shadow-Warriors and Shadow-walker units
- Research points: 400 → 600
Starmetal BladesHigh Elves
- −Melee attack: +5 for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units
- +Melee attack: +4 for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units
- Research points: 600 → 1000
Hierarchical ManoeuvreHigh Elves
- Research points: 400 → 600
Trade AdvancementsHigh Elves
- −Diplomatic relations: +5 with all factions
- +Diplomatic relations: +10 with all factions
The Endless MusterHigh Elves
- −Recruit rank: +1 for Ship's Company and Lothern Sea Guard units
- −Leadership: +3 for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
- +Recruit rank: +1 for Gate Guard and Lothern Sea Guard units
- +Leadership: +2 for Ship's Company, Lothern Sea Guard, Archers, Silverin Guard, Rangers, Spearmen, Shadow-Warriors and Shadow-walker units
- Research points: 200 → 400
Archery ProwessHigh Elves
- −Reload time reduction: +5% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units
- +Reload time reduction: +5% for Archers, Gate Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units
- Research points: 400 → 600
SpearwallHigh Elves
- −Melee defence: +5 for Spearmen, Lothern Sea Guard and Silverin Guard units
- +Melee defence: +4 for Spearmen, Lothern Sea Guard and Silverin Guard units
- Research points: 400 → 600
Militia TrainingHigh Elves
- Research points: 400 → 600
Precise FletchingHigh Elves
- Research points: 400 → 600
Seasoned MilitiaHigh Elves
- −Bonus vs Infantry ammunition for Lothern Sea Guard, Archers, Sisters of Avelorn, Sentinels of Astaril, Spire Guard of Tor Yvresse, Shadow-Warriors and Shadow-walker units (Rank 7 and above)
- −Bonus vs Large: +5 for Spearmen, Lothern Sea Guard, Silverin Guard, Sentinels of Astaril and Spire Guard of Tor Yvresse units (Rank 7 and above)
- +Bonus vs Large: +8 for Spearmen, Lothern Sea Guard, Silverin Guard, Sentinels of Astaril and Spire Guard of Tor Yvresse units (Rank 7 and above)
- Research points: 400 → 600
Martial LawHigh Elves
- −Upkeep: -2% (all armies)
- −Control: +1 (all provinces)
- −Local recruitment capacity: +1 (all provinces)
- +Upkeep: -5% (own armies factionwide in owned territory)
- +Local recruitment capacity: +1
- Research points: 600 → 1000
The Path of KhaineHigh Elves
- Research points: 600 → 1000
Obligations of NobilityHigh Elves
- −Melee attack: +5 for Lords and embedded Heroes
- −Melee defence: +5 for Lords and embedded Heroes
- −Leadership: +5 for embedded Heroes
- +Melee attack: +10 for Loremasters of Hoeth
- +Bonus vs large: +15 for Nobles
- +Speed: +25% for Mages
- +Ward save: 10% for Handmaidens
- Research points: 400 → 600
Highborn ChampionsHigh Elves
- −Hero recruit rank: +3
- +Hero recruit rank: +2
- +Character experience gain: +10%
- Research points: 400 → 600
Elite ChampionsHigh Elves
- −Armour-piercing weapon damage: +50 for non-spellcaster Lords and Heroes
- −Character experience gain: +10% (all characters)
- −Wound recovery time: -1 turns (all characters)
- +Miscast base chance: -10% for Archmages
- +Spell resistance: 20% for Archmages
- +Reload time reduction: +20% for Princesses
- +Range: +20% for Princesses
- +Prince aura leadership effect: +5
- +Melee defence: +5 for Princes
- +Vigour loss reduction: -10% for Sea Helms
- +Speed: +10% for Sea Helms
- Research points: 500 → 800
Hardwood ConstructionHigh Elves
- −Melee defence: +5 for Chariot and Skycutter units
- +Melee defence: +4 for Chariot and Skycutter units
Eastern Trade ContractsHigh Elves
- −Diplomatic relations: +20 with Grand Cathay
- +Diplomatic relations: +25 with Grand Cathay
Extravagant MuralsHigh Elves
- +Control: +2
Porcelain KilnsHigh Elves
- +Income from faction capital settlement: +50%
Recall ColonistsHigh Elves
- Research points: 400 → 600
Chariot AnthemsHigh Elves
- Research points: 400 → 600
Blessings of AsuryanHigh Elves
- −Melee defence: +5 for Phoenix Guard units
- −Ward save: +5% for Phoenix Guard units
- +Melee defence: +4 for Phoenix Guard units
- +Ward save: +10% for Phoenix Guard units
- Research points: 400 → 600
Dragons' OfferingsHigh Elves
- −Unit mass: +15% for Dragon and Dragon Princes units
- +Unit mass: +20% for Dragon and Dragon Princes units
- Research points: 500 → 800
Upholders of OrderHigh Elves
- −Diplomatic relations: +10 with High Elves, Lizardmen, The Empire, Bretonnia, Kislev, Grand Cathay and Dwarf factions
- −Control: +1 (all provinces)
- +Diplomatic relations: +25 with High Elves, Lizardmen, The Empire, Bretonnia, Kislev, Grand Cathay and Dwarf factions
- +Control: +1
Court AdvisorsHigh Elves
- −Hero recruit rank: +2 for Handmaidens
- −Hero recruit rank: +2 for Nobles
- −Lord recruit rank: +2
- +Hero capacity: +2 for all Heroes
Rapid ResettlementHigh Elves
- −Construction cost: -15% for Province Capital/Settlement buildings
- +Construction cost: -20% for Province Capital/Settlement buildings
Appoint Sea MastersHigh Elves
- −Recruit rank: +1 for Ship's Company and Lothern Sea Guard units
- +Recruit rank: +1 for Gate Guard and Lothern Sea Guard units
- Research points: 400 → 600
Seaborn CreaturesHigh Elves
- −Melee attack: +5 for Oceanids and Sea Elemental units
- +Melee attack: +4 for Oceanids and Sea Elemental units
- Research points: 400 → 600
Behemoths of the SeasHigh Elves
- −Melee attack: +5 for Merwyrm units
- −Melee defence: +5 for Merwyrm units
- −Physical resistance: 5% for Merwrym units
- +Melee attack: +4 for Merwyrm units
- +Melee defence: +4 for Merwyrm units
- +Physical resistance: 10% for Merwrym units
- Research points: 600 → 1000
Cartridge AmmunitionHigh Elves
- −Reload time reduction: +10% for Tiranoc Chariot units
- +Reload time reduction: +10% for Tiranoc Chariot and Lothern Skycutter units
- Research points: 400 → 600
Enchanted ProjectilesHigh Elves
- −Missile strength: +10% for Tiranoc Chariots, Eagle Claw Bolt Throwers, Lothern Skycutter and Lothern Skycutter (Bolt Thrower) units
- −Enables Shieldbreaker Missiles for Lothern Skycutters, Lothern Skycutters (Bolt Throwers) and Eagle Claw Bolt Throwers units
- +Missile strength: +20% for Tiranoc Chariots, Eagle Claw Bolt Throwers, Lothern Skycutter and Lothern Skycutter (Bolt Thrower) units
- Research points: 400 → 600
Craft LogisticsHigh Elves
- Research points: 500 → 800
The Creator's GiftHigh Elves
- −Corruption: -2 (all provinces)
- −Attrition: -20% casualties suffered from all attrition (all armies)
- +Corruption: -2
- +Attrition: -25% casualties suffered from all attrition
- Research points: 400 → 600
Fire & WaterHigh Elves
- −Melee attack: +5 for Phoenix units
- +Melee attack: +4 for Phoenix units
- Research points: 400 → 600
Magical InfusionHigh Elves
- −Melee defence: +5 for Phoenix units
- +Melee defence: +4 for Phoenix units
- Research points: 600 → 1000
Dragon's BondHigh Elves
- Research points: 400 → 600
Ancient Lair WardingHigh Elves
- −Melee attack: +5 for Dragon units
- +Melee attack: +4 for Dragon units
- Research points: 500 → 800
Wardings of VaulHigh Elves
- −Melee defence: +5 for Dragon and Dragon Prince units
- −Missile resistance: 5% for Dragon units
- +Melee defence: +4 for Dragon and Dragon Prince units
- +Missile resistance: 10% for Dragon units
- Research points: 600 → 1000
Echelon ManipulationHigh Elves
- −Influence cost: -5% for Intrigue at Court actions
- +Influence cost: -10% for Intrigue at Court actions
Spy NetworksHigh Elves
- −Diplomatic relations: +5 with all factions
- +Diplomatic relations: +10 with all factions
Heralds of CivilisationHigh Elves
- −Construction cost: -15% for Ports
- +Construction cost: -20% for Ports
Unite Local NobilityHigh Elves
- −Construction cost: -15% for High Elf Industry and Resource buildings
- +Construction cost: -20% for High Elf Industry and Resource buildings
Pillars of AccordHigh Elves
- −Allegiance points gained: +20%
- +Allegiance points gained: +25%
Pinnacle of CivilisationHigh Elves
- −Construction cost: -15% for High Elf Entertainment, Aristocracy and Embassy buildings
- −Corruption: -2 (own provinces)
- +Construction cost: -20% for High Elf Entertainment, Aristocracy and Embassy buildings
- +Corruption: -2
Light Cavalry BardingHigh Elves
- −Melee defence: +5 for Ellyrian Reavers, Silver Helms and Dragon Princes units
- +Melee defence: +4 for Ellyrian Reavers, Silver Helms and Dragon Princes units
- Research points: 400 → 600
Hunter's InstinctsHigh Elves
- −Melee attack: +5 for White Lions of Chrace units
- −Speed: +8% for White Lions of Chrace units
- +Melee attack: +4 for White Lions of Chrace units
- +Speed: +10% for White Lions of Chrace units
- Research points: 400 → 600
Allies of the ElementsHigh Elves
- −Speed: +5% for Oceanids, Sea Elementals, Phoenix, Eagle and Merwyrm units
- −Melee defence: +5 for Oceanids and Sea Elemental units
- +Speed: +10% for Oceanids, Sea Elementals, Phoenix, Eagle and Merwyrm units
- +Melee defence: +4 for Oceanids and Sea Elemental units
- Research points: 400 → 600
Teachings of HoethHigh Elves
- −Speed: +5% for Swordmasters of Hoeth units
- +Speed: +10% for Swordmasters of Hoeth units
- Research points: 400 → 600
Wardens of UlthuanHigh Elves
- Research points: 500 → 800
Skirmishing SaddlesHigh Elves
- −Speed: +5% for Ellyrian Reavers, Silver Helms and Dragon Princes units
- +Speed: +10% for Ellyrian Reavers, Silver Helms and Dragon Princes units
- Research points: 400 → 600
Vows of FealtyHigh Elves
- −Melee attack: +5 for Ellyrian Reavers, Silver Helms and Dragon Princes units
- +Melee attack: +4 for Ellyrian Reavers, Silver Helms and Dragon Princes units
- Research points: 400 → 600
HorsemastersHigh Elves
- −Vigour loss reduction: -50% for Ellyrian Reavers, Silver Helms and Dragon Princes units
- +Vigour loss reduction: -25% for Ellyrian Reavers, Silver Helms and Dragon Princes units
- Research points: 500 → 800
SwiftsenseHigh Elves
- −Melee attack: +5 for Great Eagle and War Lion units
- −Speed: +5% for Great Eagle, White Lions of Chrace and War Lions units
- +Melee attack: +4 for Great Eagle and War Lion units
- +Speed: +10% for Great Eagle, White Lions of Chrace and War Lions units
- Research points: 400 → 600
Ward of KurnousHigh Elves
- −Physical resistance: 5% for War Lions of Chrace, White Lions of Chrace and Lion Chariots of Chrace units
- +Physical resistance: 10% for War Lions of Chrace, White Lions of Chrace and Lion Chariots of Chrace units
- Research points: 400 → 600
Strength of AvelornHigh Elves
- Research points: 500 → 800
Arcane StudiesHigh Elves
- −Winds of Magic power reserve capacity: +10 (all armies)
- −Winds of Magic power reserve: +3 per turn (all armies)
- +Winds of Magic power reserve capacity: +10
- +Winds of Magic power reserve: +4 per turn
- Research points: 400 → 600
ForetellingHigh Elves
- −Battle reinforcement time: -30% (all armies)
- −Magic item drop chance from battle: +15% (all characters)
- +Battle reinforcement time: -30%
- +Magic item drop chance from battle: +30%
- Research points: 400 → 600
Protection of LoecHigh Elves
- Research points: 400 → 600
Disciplines of HoethHigh Elves
- −Cooldown: -10% to all spells (all characters)
- −Winds of Magic cost: -10% for all spells (all characters)
- +Cooldown: -10% to all spells
- +Winds of Magic cost: -10% for all spells
- Research points: 500 → 800
Studies of the VortexHigh Elves
- −Spell intensity: +10% (all characters)
- +Miscast base chance: -10%
- +Spell intensity: +10%
- Research points: 600 → 1000