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

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

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Alarielle the Radiantwh2_dlc10_hef_cha_alarielle_the_radiant_013,888 → 4,500154555 → 602001001,000 → 1,600600 → 800Speed 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
Alarielle the Radiantwh2_dlc10_hef_cha_alarielle_the_radiant_214,296 → 5,000504555 → 502001001,200 → 2,200850 → 1,100Speed 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
Alarielle the Radiantwh2_dlc10_hef_cha_alarielle_the_radiant_315,080 → 5,50030 → 6045 → 6040 → 30252 → 300168 → 2001,500 → 2,8001,150 → 1,400Speed 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
Alith Anarwh2_dlc10_hef_cha_alith_anar_014,268 → 5,50040 → 506545 → 50260 → 275140 → 1501,000 → 2,400900 → 1,200Speed 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)
Handmaiden of the Everqueenwh2_dlc10_hef_cha_handmaiden_013,688 → 4,50040 → 5040 → 4552 → 55250110 → 150750 → 1,600700 → 800Charge 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
Handmaiden of the Everqueenwh2_dlc10_hef_cha_handmaiden_214,176 → 5,00070 → 8040 → 4552 → 45250110 → 1501,050 → 2,200950 → 1,100Speed 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
Mage (Heavens)wh2_dlc10_hef_cha_mage_heavens_013,420 → 4,5001536 → 3528 → 35200 → 25085 → 1001,000 → 900300 → 450Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond
Mage (Heavens)wh2_dlc10_hef_cha_mage_heavens_113,848 → 4,75045 → 2536 → 3528 → 25200 → 25085 → 1001,100 → 1,300550 → 650Speed 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
Mage (Heavens)wh2_dlc10_hef_cha_mage_heavens_214,188 → 6,00011024 → 2518 → 2520085 → 1001,500 → 1,900750 → 950Speed 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
Mage (Shadows)wh2_dlc10_hef_cha_mage_shadows_013,420 → 4,5001536 → 3528 → 35200 → 25085 → 1001,000 → 900300 → 450Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond
Mage (Shadows)wh2_dlc10_hef_cha_mage_shadows_113,848 → 4,75045 → 2536 → 3528 → 25200 → 25085 → 1001,100 → 1,300550 → 650Speed 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
Mage (Shadows)wh2_dlc10_hef_cha_mage_shadows_214,188 → 6,00011024 → 2518 → 2520085 → 1001,000 → 1,900750 → 950Speed 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
Hand of the Shadow Crownwh2_dlc10_hef_cha_shadow_walker13,688 → 4,5004040 → 6045 → 50260 → 275140 → 1501,200 → 2,4001,200Leadership 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
Alastar the White Lionwh2_main_hef_cha_alastair_014,068 → 5,00080 → 10063 → 7040 → 50120 → 150280 → 3001,000 → 2,4001,000 → 1,200Mass 500 → 1,500; Upkeep 300 → 0; Missile resistance 35% → 40%; New: Vigorous, Martial Mastery, Stand Your Ground!, Immune to Psychology; Removed: Martial Prowess, Woodsman
Alastar the White Lionwh2_main_hef_cha_alastair_314,856 → 6,0006063 → 7040264 → 275176 → 2001,400 → 3,6001,400 → 1,800Speed 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
Alastar the White Lionwh2_main_hef_cha_alastair_416,876 → 9,00080 → 5050 → 5544 → 35135 → 500325 → 1502,050 → 5,2001,950 → 2,600Charge 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!
Alastar the White Lionwh2_main_hef_cha_alastair_519,444 → 11,00090 → 10064 → 6550 → 40145 → 200435 → 5002,750 → 5,8002,550 → 2,900Speed 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!
Loremaster of Hoethwh2_main_hef_cha_loremaster_of_hoeth_013,688 → 5,50010055 → 6045135 → 125265 → 300800 → 2,000750 → 1,000Leadership 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
Mage (High)wh2_main_hef_cha_mage_high_013,420 → 4,5001536 → 3528 → 35200 → 25085 → 1001,000 → 900300 → 450Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond
Mage (High)wh2_main_hef_cha_mage_high_113,848 → 4,75045 → 2536 → 3528 → 25200 → 25085 → 1001,100 → 1,300550 → 650Speed 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
Mage (High)wh2_main_hef_cha_mage_high_414,188 → 6,00011024 → 2518 → 2520085 → 1001,500 → 1,900750 → 950Speed 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
Mage (Life)wh2_main_hef_cha_mage_life_013,420 → 4,5001536 → 3528 → 35200 → 25085 → 1001,000 → 900300 → 450Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond
Mage (Life)wh2_main_hef_cha_mage_life_113,848 → 4,75045 → 2536 → 3528 → 25200 → 25085 → 1001,100 → 1,300550 → 650Speed 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
Mage (Life)wh2_main_hef_cha_mage_life_414,188 → 6,00011024 → 2518 → 2520085 → 1001,500 → 1,900750 → 950Speed 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
Mage (Light)wh2_main_hef_cha_mage_light_013,420 → 4,5001536 → 3528 → 35200 → 25085 → 1001,000 → 900300 → 450Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond
Mage (Light)wh2_main_hef_cha_mage_light_113,848 → 4,75045 → 2536 → 3528 → 25200 → 25085 → 1001,100 → 1,300550 → 650Speed 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
Mage (Light)wh2_main_hef_cha_mage_light_414,188 → 6,00011024 → 2518 → 2520085 → 1001,500 → 1,900750 → 950Speed 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
Noblewh2_main_hef_cha_noble_013,688 → 5,0008042 → 4550 → 55120 → 150220 → 250750 → 1,400600 → 700Speed 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
Noblewh2_main_hef_cha_noble_214,176 → 5,50010042 → 4550 → 45120 → 150220 → 250950 → 1,800850 → 900Speed 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
Noblewh2_main_hef_cha_noble_314,768 → 6,0006047 → 4535 → 45252 → 270168 → 1501,250 → 2,6001,100 → 1,300Speed 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
Noblewh2_main_hef_cha_noble_415,012 → 6,50011032 → 2524 → 35210 → 10090 → 2251,200 → 2,4001,050 → 1,200Speed 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
Princewh2_main_hef_cha_prince_014,068 → 5,0008060 → 5560 → 65260 → 275140 → 150850 → 2,000850 → 1,000Missile block 55% → 70%; Speed 36 → 38; Mass 500 → 1,000; Upkeep 213 → 250; New: Indomitable; Removed: Deadly Onslaught
Princewh2_main_hef_cha_prince_214,680 → 5,75010060 → 5560 → 55260 → 275140 → 1501,100 → 2,4001,100 → 1,200Missile block 35% → 70%; Speed 84 → 85; Mass 2,100 → 2,250; Upkeep 275 → 300; New: Indomitable; Removed: Deadly Onslaught
Princewh2_main_hef_cha_prince_314,856 → 6,0006060 → 5550 → 55264 → 275176 → 2001,400 → 3,2001,400 → 1,600Missile block 0% → 70%; Speed 110 → 130; Mass 2,100 → 3,000; Upkeep 350 → 400; New: Indomitable; Removed: Deadly Onslaught
Princewh2_main_hef_cha_prince_417,124 → 9,00080 → 5050 → 5544 → 35135 → 500325 → 1501,900 → 4,8001,800 → 2,400Charge 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
Princewh2_main_hef_cha_prince_519,444 → 11,00090 → 10068 → 6554 → 40145 → 200435 → 5002,600 → 5,4002,400 → 2,700Speed 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
Princesswh2_main_hef_cha_princess_014,068 → 5,000506545 → 50260 → 250140 → 150850 → 2,000850 → 1,000Mass 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
Princesswh2_main_hef_cha_princess_114,680 → 5,50080 → 506545 → 40260 → 250140 → 1501,050 → 2,4001,100 → 1,200Speed 84 → 95; Mass 2,100 → 1,750; Ammunition 40 → 50; Missile base damage 190 → 300; Missile AP damage 80 → 150; Upkeep 263 → 300
Princesswh2_main_hef_cha_princess_314,856 → 6,00050 → 606535 → 40264 → 275176 → 2001,400 → 3,2001,400 → 1,600Speed 110 → 130; Mass 2,100 → 3,000; Ammunition 40 → 50; Missile base damage 190 → 300; Missile AP damage 80 → 150; Upkeep 350 → 400
Princesswh2_main_hef_cha_princess_418,444 → 9,50070 → 7550 → 4544 → 45140 → 150380 → 4002,200 → 5,0002,000 → 2,500Speed 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%
Princesswh2_main_hef_cha_princess_519,444 → 11,00090 → 10064 → 5550 → 40145 → 200435 → 5002,600 → 5,4002,400 → 2,700Speed 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%
Tecliswh2_main_hef_cha_teclis_013,688 → 4,7501536 → 3528 → 35168 → 175112 → 1251,000 → 1,100450 → 550Speed 36 → 35; Mass 500 → 750; Upkeep 250 → 0; New: Arcane Mastery, Greater Magic Bond
Tecliswh2_main_hef_cha_teclis_114,184 → 5,0005036 → 3528 → 25168 → 175112 → 1251,300 → 1,500700 → 750Speed 84 → 85; Mass 1,800 → 2,000; Upkeep 337 → 0; New: Arcane Mastery, Greater Magic Bond
Tyrionwh2_main_hef_cha_tyrion_014,288 → 6,0001257560140 → 100330 → 4001,300 → 3,0001,300 → 1,500Speed 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
Tyrionwh2_main_hef_cha_tyrion_114,900 → 6,5001257560 → 50140 → 100330 → 4001,600 → 3,6001,600 → 1,800Charge 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
Alastar the White Lionwh2_dlc15_hef_cha_alastair_115,512 → 6,50011042 → 6024 → 40120 → 1503001,650 → 3,4001,550 → 1,700Speed 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
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_013,820 → 4,7501536 → 3528 → 40200 → 25085 → 1001,000 → 1,200450 → 600Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_114,148 → 5,00045 → 1536 → 3528 → 30200 → 25085 → 1001,200 → 1,600700 → 800Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_214,488 → 6,25011024 → 2518 → 3020085 → 1001,350 → 2,200900 → 1,100Speed 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
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_315,080 → 5,7503044 → 3530252 → 250168 → 1751,500 → 2,4001,000 → 1,200Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Beasts)wh2_dlc15_hef_cha_archmage_beasts_418,444 → 9,25070 → 6050 → 4544 → 40140 → 150380 → 4002,200 → 4,2002,000 → 2,100Speed 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
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_013,820 → 4,7501536 → 3528 → 40200 → 25085 → 1001,000 → 1,200450 → 600Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_114,148 → 5,00045 → 1536 → 3528 → 30200 → 25085 → 1001,200 → 1,600700 → 800Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_214,488 → 6,25011024 → 2518 → 3020085 → 1001,350 → 2,200900 → 1,100Speed 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
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_315,080 → 5,7503044 → 3530252 → 250168 → 1751,500 → 2,4001,000 → 1,200Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Death)wh2_dlc15_hef_cha_archmage_death_418,444 → 9,25070 → 6050 → 4544 → 40140 → 150380 → 4002,200 → 4,2002,000 → 2,100Speed 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
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_013,820 → 4,7501536 → 3528 → 40200 → 25085 → 1001,000 → 1,200450 → 600Mass 300 → 750; Upkeep 250 → 300; Fire resistance 0% → 25%; New: Greater Magic Bond
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_114,148 → 5,00045 → 1536 → 3528 → 30200 → 25085 → 1001,200 → 1,600700 → 800Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Fire resistance 0% → 25%; New: Greater Magic Bond
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_214,488 → 6,25011024 → 2518 → 3020085 → 1001,350 → 2,200900 → 1,100Speed 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
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_315,080 → 5,7503044 → 3530252 → 250168 → 1751,500 → 2,4001,000 → 1,200Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Fire resistance 0% → 25%; New: Greater Magic Bond
Archmage (Fire)wh2_dlc15_hef_cha_archmage_fire_418,444 → 9,25070 → 6050 → 4544 → 40140 → 150380 → 4002,200 → 4,2002,000 → 2,100Speed 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
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_013,820 → 4,7501536 → 3528 → 40200 → 25085 → 1001,000 → 1,200450 → 600Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_114,148 → 5,00045 → 1536 → 3528 → 30200 → 25085 → 1001,200 → 1,600700 → 800Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_214,488 → 6,25011024 → 2518 → 3020085 → 1001,350 → 2,200900 → 1,100Speed 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
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_315,080 → 5,7503044 → 3530252 → 250168 → 1751,500 → 2,4001,000 → 1,200Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Heavens)wh2_dlc15_hef_cha_archmage_heavens_418,444 → 9,25070 → 7550 → 4544 → 40140 → 150380 → 4002,200 → 4,2002,000 → 2,100Speed 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
Archmage (High)wh2_dlc15_hef_cha_archmage_high_013,820 → 4,7501536 → 3528 → 40200 → 25085 → 1001,000 → 1,200450 → 600Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (High)wh2_dlc15_hef_cha_archmage_high_114,148 → 5,00045 → 1536 → 3528 → 30200 → 25085 → 1001,200 → 1,600700 → 800Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (High)wh2_dlc15_hef_cha_archmage_high_214,488 → 6,25011024 → 2518 → 3020085 → 1001,350 → 2,200900 → 1,100Speed 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
Archmage (High)wh2_dlc15_hef_cha_archmage_high_315,080 → 5,7503044 → 3530252 → 250168 → 1751,500 → 2,4001,000 → 1,200Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (High)wh2_dlc15_hef_cha_archmage_high_418,444 → 9,25070 → 7550 → 4544 → 40140 → 150380 → 4002,200 → 4,2002,000 → 2,100Speed 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
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_013,820 → 4,7501536 → 3528 → 40200 → 25085 → 1001,000 → 1,200450 → 600Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_114,148 → 5,00045 → 1536 → 3528 → 30200 → 25085 → 1001,200 → 1,600700 → 800Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_214,488 → 6,25011024 → 2518 → 3020085 → 1001,350 → 2,200900 → 1,100Speed 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
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_315,080 → 5,7503044 → 3530252 → 250168 → 1751,500 → 2,4001,000 → 1,200Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Life)wh2_dlc15_hef_cha_archmage_life_418,444 → 9,25070 → 7550 → 4544 → 40140 → 150380 → 4002,200 → 4,2002,000 → 2,100Speed 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
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_013,820 → 4,7501536 → 3528 → 40200 → 25085 → 1001,000 → 1,200450 → 600Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_114,148 → 5,00045 → 1536 → 3528 → 30200 → 25085 → 1001,200 → 1,600700 → 800Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_214,488 → 6,25011024 → 2518 → 3020085 → 1001,350 → 2,200900 → 1,100Speed 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
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_315,080 → 5,7503044 → 3530252 → 250168 → 1751,500 → 2,4001,000 → 1,200Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Light)wh2_dlc15_hef_cha_archmage_light_418,444 → 9,25070 → 7550 → 4544 → 40140 → 150380 → 4002,200 → 4,2002,000 → 2,100Speed 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
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_013,820 → 4,7501536 → 3528 → 40200 → 25085 → 1001,000 → 1,200450 → 600Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_114,148 → 5,00045 → 1536 → 3528 → 30200 → 25085 → 1001,200 → 1,600700 → 800Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_214,488 → 6,25011024 → 2518 → 3020085 → 1001,350 → 2,200900 → 1,100Speed 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
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_315,080 → 5,7503044 → 3530252 → 250168 → 1751,500 → 2,4001,000 → 1,200Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Metal)wh2_dlc15_hef_cha_archmage_metal_418,444 → 9,25070 → 7550 → 4544 → 40140 → 150380 → 4002,200 → 4,2002,000 → 2,100Speed 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
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_013,820 → 4,7501536 → 3528 → 40200 → 25085 → 1001,000 → 1,200450 → 600Mass 300 → 750; Upkeep 250 → 300; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_114,148 → 5,00045 → 1536 → 3528 → 30200 → 25085 → 1001,200 → 1,600700 → 800Speed 84 → 95; Mass 1,600 → 1,500; Upkeep 300 → 350; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_214,488 → 6,25011024 → 2518 → 3020085 → 1001,350 → 2,200900 → 1,100Speed 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
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_315,080 → 5,7503044 → 3530252 → 250168 → 1751,500 → 2,4001,000 → 1,200Speed 110 → 130; Charge bonus 62 → 60; Mass 1,600 → 2,750; Upkeep 375 → 450; Spell resistance 0% → 10%; New: Greater Magic Bond
Archmage (Shadows)wh2_dlc15_hef_cha_archmage_shadows_418,444 → 9,25070 → 7550 → 4544 → 40140 → 150380 → 4002,200 → 4,2002,000 → 2,100Speed 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
Eltharion the Grimwh2_dlc15_hef_cha_eltharion_the_grim_014,288 → 5,5001006555290 → 300130 → 1501,000 → 2,2001,000 → 1,100Speed 36 → 38; Mass 800 → 1,500; Upkeep 250 → 0; New: Immune to Psychology
Eltharion the Grimwh2_dlc15_hef_cha_eltharion_the_grim_114,900 → 6,0001006555 → 45290 → 300130 → 1501,250 → 2,8001,250 → 1,400Speed 84 → 85; Mass 1,800 → 2,750; Upkeep 312 → 0; New: Immune to Psychology
Eltharion the Grimwh2_dlc15_hef_cha_eltharion_the_grim_216,684 → 8,50010056 → 6544 → 45150 → 2003002,000 → 4,2002,000 → 2,100Speed 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
Imrikwh2_dlc15_hef_cha_imrik_014,130 → 5,25011060 → 5560 → 65130 → 150290 → 3001,200 → 2,4001,200Speed 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
Imrikwh2_dlc15_hef_cha_imrik_114,864 → 6,25011060 → 5560 → 55130 → 150290 → 3001,450 → 3,2001,450 → 1,600Charge bonus 90 → 80; Mass 2,300 → 3,750; Upkeep 363 → 0; Fire resistance 25% → 50%; New: Immune to Psychology
Imrikwh2_dlc15_hef_cha_imrik_219,578 → 11,25090 → 10074 → 6556 → 55130 → 200450 → 5002,750 → 5,8002,550 → 2,900Speed 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%
Mage (Beasts)wh2_dlc15_hef_cha_mage_beasts_013,420 → 4,5001536 → 3528 → 35200 → 25085 → 1001,000 → 900300 → 450Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond
Mage (Beasts)wh2_dlc15_hef_cha_mage_beasts_113,848 → 4,75045 → 2536 → 3528 → 25200 → 25085 → 1001,100 → 1,300550 → 650Speed 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
Mage (Beasts)wh2_dlc15_hef_cha_mage_beasts_214,188 → 6,00011024 → 2518 → 2520085 → 1001,500 → 1,900750 → 950Speed 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
Mage (Death)wh2_dlc15_hef_cha_mage_death_013,420 → 4,5001536 → 3528 → 35200 → 25085 → 1001,000 → 900300 → 450Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond
Mage (Death)wh2_dlc15_hef_cha_mage_death_113,848 → 4,75045 → 2536 → 3528 → 25200 → 25085 → 1001,100 → 1,300550 → 650Speed 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
Mage (Death)wh2_dlc15_hef_cha_mage_death_214,188 → 6,00011024 → 2518 → 2520085 → 1001,500 → 1,900750 → 950Speed 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
Mage (Fire)wh2_dlc15_hef_cha_mage_fire_013,420 → 4,5001536 → 3528 → 35200 → 25085 → 1001,000 → 900300 → 450Mass 300 → 750; Upkeep 250 → 262; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond
Mage (Fire)wh2_dlc15_hef_cha_mage_fire_113,848 → 4,75045 → 2536 → 3528 → 25200 → 25085 → 1001,100 → 1,300550 → 650Speed 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
Mage (Fire)wh2_dlc15_hef_cha_mage_fire_214,188 → 6,00011024 → 2518 → 2520085 → 1001,500 → 1,900750 → 950Speed 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
Mage (Fire)wh2_dlc15_hef_cha_mage_fire_317,124 → 8,50070 → 505044 → 30135 → 500325 → 1501,900 → 3,3001,750 → 1,650Melee 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
Mage (Metal)wh2_dlc15_hef_cha_mage_metal_013,420 → 4,5001536 → 3528 → 35200 → 25085 → 1001,000 → 900300 → 450Mass 300 → 750; Upkeep 250 → 262; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Greater Magic Bond
Mage (Metal)wh2_dlc15_hef_cha_mage_metal_113,848 → 4,75045 → 2536 → 3528 → 25200 → 25085 → 1001,100 → 1,300550 → 650Speed 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
Mage (Metal)wh2_dlc15_hef_cha_mage_metal_214,188 → 6,00011024 → 2518 → 2520085 → 1001,500 → 1,900750 → 950Speed 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
Princewh2_dlc15_hef_cha_prince_616,112 → 7,0008054 → 5542 → 55160 → 200290 → 3001,550 → 3,6001,550 → 1,800Missile 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
Princesswh2_dlc15_hef_cha_princess_616,112 → 7,0008050 → 6538 → 40160 → 200290 → 3001,550 → 3,6001,550 → 1,800Speed 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
Tecliswh2_dlc15_hef_cha_teclis_216,906 → 7,7505046 → 4540 → 45140 → 150320 → 3002,200 → 5,1002,200 → 2,550Charge 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
Knights of Tor Gavalwh2_dlc15_hef_inf_mistwalkers_griffon_knights_0411,432 → 12,000805032 → 301002002,600 → 5,2002,600Speed 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
Dryadswh2_dlc10_hef_inf_dryads_0100 → 1407,000 → 15,40060 → 5035 → 252535 → 305550 → 800550 → 400Leadership 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
The Scions of Mathlann (Spearmen)wh2_dlc10_hef_inf_the_scions_of_mathlann_ror_01207,560 → 15,60040 → 6027 → 3048 → 4519 → 256 → 10800 → 1,800800 → 900Missile 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
High Elven Archerswh2_main_hef_inf_archers_090 → 1005,670 → 9,50015 → 3016 → 2014 → 2019 → 205 → 10475 → 1,000450 → 500Speed 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
Spearmenwh2_main_hef_inf_spearmen_01207,560 → 15,60040 → 5020 → 3038 → 3519 → 256 → 10500 → 1,200500 → 600Missile 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
High Elven Rangerswh2_dlc15_hef_inf_rangers_0120 → 1007,560 → 13,0003030 → 3524 → 2523 → 258 → 15600 → 1,200600Bonus 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
Heralds of the Wind (Ellyrian Reavers – Bows)wh2_dlc10_hef_cav_the_heralds_of_the_wind_ror_0605,520 → 9,90040 → 5038 → 4031 → 2521 → 257 → 5800 → 2,000800 → 1,000Leadership 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
Ellyrian Reaverswh2_main_hef_cav_ellyrian_reavers_0605,700 → 9,90040 → 5030 → 3526 → 2521 → 257 → 10550 → 1,200550 → 600Leadership 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
Ellyrian Reaver Archerswh2_main_hef_cav_ellyrian_reavers_1605,520 → 9,90040 → 5030 → 3522 → 2521 → 257 → 5700 → 1,500600 → 750Leadership 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
High Elven Archers (Heavy Arrowheads)wh2_main_hef_inf_archers_190 → 1005,670 → 9,5004016 → 2018 → 2019 → 205 → 10525 → 1,100475 → 550Speed 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
Shadow-walkerswh2_dlc10_hef_inf_shadow_walkers_0605,640 → 9,0003040 → 5032 → 3024 → 2010 → 251,100 → 2,3001,000 → 1,150Bonus 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
Shadow Warriorswh2_dlc10_hef_inf_shadow_warriors_0806,400 → 10,0003036 → 4522 → 2522 → 2010 → 25850 → 1,800850 → 900Leadership 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
The Grey (Shadow Warriors)wh2_dlc10_hef_inf_the_grey_ror_0806,400 → 10,000304529 → 3522 → 2010 → 251,050 → 2,8001,050 → 1,400Leadership 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
The Puremane Company (White Lions of Chrace)wh2_dlc10_hef_inf_the_silverpelts_ror_0100 → 808,000 → 15,20090 → 1004536 → 359 → 2025 → 401,000 → 2,8001,000 → 1,400Leadership 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
The Storm Riders (Lothern Sea Guard)wh2_dlc10_hef_inf_the_storm_riders_ror_090 → 1006,120 → 12,50040 → 7529 → 4041 → 4020 → 108 → 25800 → 2,100800 → 1,050Speed 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
Tree Kinwh2_dlc10_hef_mon_treekin_016 → 88,768 → 17,60090 → 8026 → 3046 → 4060 → 026 → 100900 → 2,400900 → 1,200Leadership 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
Eagle Claw Bolt Throwerswh2_main_hef_art_eagle_claw_bolt_thrower43,536 → 8,6404010 → 1515 → 2019 → 255700 → 1,300700 → 650Speed 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
Silver Helms (Swords)wh2_main_hef_cav_silver_helms_0606,240 → 13,200100 → 9034 → 3524 → 4023 → 309 → 15850 → 2,000900 → 1,000Missile 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
Silver Helms (Lances)wh2_main_hef_cav_silver_helms_1606,240 → 13,200100 → 9034 → 3532 → 3523 → 209 → 25950 → 2,0001,000Missile 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
Gate Guardwh2_main_hef_inf_gate_guard90 → 1006,120 → 14,50050 → 8028 → 3032 → 4021 → 259 → 15850 → 2,000850 → 1,000Leadership 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
Lothern Sea Guardwh2_main_hef_inf_lothern_sea_guard_090 → 1006,120 → 12,50040 → 5022 → 4032 → 3020 → 258 → 10650 → 1,600650 → 800Speed 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
Lothern Sea Guard (Shields)wh2_main_hef_inf_lothern_sea_guard_190 → 1006,120 → 12,50040 → 5022 → 254020 → 258 → 10750 → 1,600750 → 800Missile 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
White Lions of Chracewh2_main_hef_inf_white_lions_of_chrace_0100 → 808,000 → 15,20090 → 8036 → 4528 → 259 → 2025 → 40800 → 2,200800 → 1,100Speed 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
Great Eagleswh2_main_hef_mon_great_eagle1 → 44,663 → 9,0003044 → 6530 → 40234 → 125156 → 75750 → 1,600750 → 800Speed 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
Athel Tamarha Faithbearerswh2_dlc15_hef_inf_mistwalkers_faithbearers_01208,760 → 15,6008034 → 3530 → 4020 → 3012 → 101,000 → 2,0001,000Leadership 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
Sentinels of Astarilwh2_dlc15_hef_inf_mistwalkers_sentinels_0805,440 → 10,4008022 → 3040 → 5520 → 258 → 10750 → 3,000750 → 1,500Missile 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
The Skyhawkswh2_dlc15_hef_inf_mistwalkers_skyhawks_0604,920 → 11,4008042 → 4522 → 25403 → 101,100 → 3,0001,100 → 1,500Bonus 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
Spire Guard of Tor Yvressewh2_dlc15_hef_inf_mistwalkers_spireguard_0806,400 → 10,40080 → 6028 → 3032 → 3021 → 259 → 15850 → 2,000850 → 1,000Leadership 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
Silverin Guardwh2_dlc15_hef_inf_silverin_guard_0120 → 1008,160 → 15,5007528 → 3042 → 3524 → 258 → 15850 → 1,600850 → 800Missile 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
War Lions of Chracewh2_dlc15_hef_mon_war_lions_of_chrace_024 → 326,336 → 12,8003534 → 403016 → 1534 → 40825 → 1,700825 → 850Speed 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
Everqueen's Court Guards (Sisters of Avelorn)wh2_dlc10_hef_inf_everqueens_court_guards_ror_080 → 606,720 → 12,00040 → 5045 → 3548 → 3022 → 30101,300 → 3,2001,250 → 1,600Leadership 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
Sisters of Avelornwh2_dlc10_hef_inf_sisters_of_avelorn_080 → 606,720 → 12,00040 → 5036 → 3038 → 2522 → 30101,100 → 2,6001,050 → 1,300Leadership 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
Ithilmar Chariotswh2_main_hef_cav_ithilmar_chariot45,736 → 9,60011032 → 4030 → 2538 → 4516 → 30950 → 2,400950 → 1,200Speed 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
Tiranoc Chariotswh2_main_hef_cav_tiranoc_chariot44,888 → 7,60080 → 6022 → 3022 → 2029 → 3511 → 15900 → 1,700900 → 850Speed 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
Swordmasters of Hoethwh2_main_hef_inf_swordmasters_of_hoeth_0100 → 608,400 → 13,50010046 → 5036 → 4012 → 2028 → 301,250 → 3,3001,300 → 1,650Leadership 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
Flamespyre Phoenixwh2_main_hef_mon_phoenix_flamespyre15,828 → 7,0003042 → 5030120 → 300260 → 1001,350 → 2,7001,350Leadership 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 → —
Frostheart Phoenixwh2_main_hef_mon_phoenix_frostheart16,598 → 7,7508040 → 3048 → 45120 → 100300 → 2751,650 → 2,7001,500 → 1,350Leadership 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 → —
Sun Dragonwh2_main_hef_mon_sun_dragon17,008 → 10,00070 → 5046 → 5544 → 45135 → 500325 → 1501,700 → 4,0001,600 → 2,000Leadership 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 → —
Arcane Phoenixwh2_dlc15_hef_mon_arcane_phoenix_016,898 → 9,0005046 → 5040 → 45140 → 150320 → 3001,850 → 3,7001,850Charge bonus 58 → 60; Mass 2,300 → 1,750; Upkeep 463 → 462; Fire resistance 40% → 75%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —
Lion Chariots of Chracewh2_dlc15_hef_veh_lion_chariot_of_chrace_046,592 → 9,6008034 → 5028 → 3026 → 4044 → 601,250 → 3,0001,250 → 1,500Speed 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
The Fireborn (Dragon Princes)wh2_dlc10_hef_cav_the_fireborn_ror_060 → 326,840 → 11,200120 → 11045 → 5041 → 3513 → 4031 → 601,850 → 5,0001,850 → 2,500Missile 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
Keepers of the Flame (Phoenix Guard)wh2_dlc10_hef_inf_keepers_of_the_flame_ror_0100 → 328,400 → 16,000110 → 10048 → 505012 → 4028 → 501,500 → 4,4001,500 → 2,200Speed 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
Treemanwh2_dlc10_hef_mon_treeman_019,828 → 14,000110 → 9052 → 5056 → 40140 → 200380 → 3001,500 → 3,5001,500 → 1,750Leadership 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
Dragon Princeswh2_main_hef_cav_dragon_princes60 → 326,840 → 11,200120 → 11036 → 5032 → 3531 → 4013 → 601,400 → 4,4001,400 → 2,200Missile 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
Phoenix Guardwh2_main_hef_inf_phoenix_guard100 → 608,400 → 16,500110 → 10038 → 454012 → 4028 → 251,400 → 3,6001,300 → 1,800Speed 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
Moon Dragonwh2_main_hef_mon_moon_dragon18,324 → 11,50070 → 7550 → 4546 → 55140 → 150380 → 4002,000 → 4,6001,800 → 2,300Speed 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 → —
Star Dragonwh2_main_hef_mon_star_dragon19,424 → 12,50090 → 10064 → 6550 → 55145 → 200435 → 5002,400 → 5,7002,200 → 2,850Leadership 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 → —
Talons of Tor Caleda (Archers – Light Armour)wh2_dlc15_hef_inf_archers_ror_090 → 1005,670 → 9,5004022 → 2524 → 2519 → 305 → 10675 → 1,600675 → 800Leadership 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
Omen of Asuryan (Arcane Phoenix)wh2_dlc15_hef_mon_arcane_phoenix_ror_016,898 → 9,0005057 → 6050 → 45140 → 150320 → 3002,250 → 4,6002,250 → 2,300Charge 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 → —
Shackolot the Calamitywh2_dlc15_hef_mon_black_dragon_imrik110,824 → 12,000100 → 8054 → 6056 → 45180 → 2004000 → 6,0002,200 → 3,000Speed 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
Bruwor, Protector of Lifewh2_dlc15_hef_mon_forest_dragon_imrik18,408 → 13,0008046 → 5548 → 45165 → 275315 → 3250 → 6,2001,700 → 3,100Leadership 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)
Lamoureux the Frozen Breathwh2_dlc15_hef_mon_moon_dragon_imrik19,904 → 12,50085 → 7550 → 4556 → 55170 → 150380 → 4000 → 5,6002,000 → 2,800Leadership 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
Ymwrath the Eternalwh2_dlc15_hef_mon_star_dragon_imrik111,166 → 13,500110 → 10080 → 6564 → 55200490 → 6000 → 6,7002,400 → 3,350Leadership 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
Gordinar, Champion of the Flamewh2_dlc15_hef_mon_sun_dragon_imrik18,460 → 11,00080 → 5052 → 5550 → 45155 → 500340 → 1500 → 5,0001,800 → 2,500Bonus 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 → —
Rahagra's Pride (War Lions of Chrace)wh2_dlc15_hef_mon_war_lions_of_chrace_ror_024 → 166,336 → 12,80035 → 5043 → 5038 → 4016 → 2534 → 501,050 → 2,4001,050 → 1,200Speed 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
Caradryanwh3_dlc27_hef_cha_caradryan14,068 → 5,50011048 → 5053 → 55120 → 1253001,000 → 2,000900 → 1,000Mass 800 → 1,500
Caradryanwh3_dlc27_hef_cha_caradryan_ashtari17,006 → 8,5008043 → 4051 → 50120 → 1253001,800 → 6,0001,800 → 3,000Mass 2,800 → 3,000
Caradryanwh3_dlc27_hef_cha_caradryan_chariot15,438 → 7,00011038 → 4027 → 45210 → 10090 → 2251,450 → 3,0001,350 → 1,500Speed 84 → 80; Bonus vs infantry 20 → 25; Charge bonus 82 → 80; Melee attack interval 4.6 s → 4 s; Mass 3,500 → 4,500
Caradryanwh3_dlc27_hef_cha_caradryan_steed14,564 → 6,25813048 → 5053 → 45120 → 1253001,350 → 2,4001,150 → 1,200—
Mist Magewh3_dlc27_hef_cha_mist_mage13,420 → 4,500304032 → 30200 → 25085 → 100800 → 900350 → 450Mass 300 → 750; Upkeep 200 → 263; New: Greater Magic Bond
Mist Magewh3_dlc27_hef_cha_mist_mage_eagle14,768 → 5,5006044 → 4530252 → 250168 → 1751,000 → 2,100900 → 1,050Speed 110 → 130; Charge bonus 62 → 60; Mass 1,800 → 2,500; Upkeep 250 → 413; New: Greater Magic Bond
Mist Magewh3_dlc27_hef_cha_mist_mage_skycutter16,460 → 7,500804530230 → 275220 → 2251,200 → 2,3001,050 → 1,150Mass 3,100 → 3,750; Upkeep 300 → 438; New: Greater Magic Bond, Causes Fear
Sea Helmwh3_dlc27_hef_cha_sea_helm14,118 → 5,000704060235 → 250140 → 150750 → 2,000750 → 1,000Missile block 55% → 70%; Speed 36 → 38; Mass 500 → 1,000; Upkeep 200 → 250; New: Asur Flank Them
Sea Helmwh3_dlc27_hef_cha_sea_helm_eagle14,856 → 6,000604048 → 50264 → 275176 → 2001,350 → 3,2001,350 → 1,600Speed 110 → 130; Mass 1,800 → 2,500; Upkeep 338 → 400; New: Asur Flank Them
Sea Helmwh3_dlc27_hef_cha_sea_helm_skycutter16,460 → 8,0008048 → 5038 → 40230 → 275220 → 2251,450 → 3,4001,450 → 1,700Mass 3,300 → 4,000; Upkeep 363 → 425; New: Asur Flank Them
Sea Lord Aislinnwh3_dlc27_hef_cha_sea_lord_aislinn14,288 → 5,500905565310 → 3001501,000 → 2,400950 → 1,200Speed 36 → 38; Bonus vs infantry 28 → 30; Mass 1,000 → 1,500; Upkeep 250 → 0; New: Bolstered Leadership, Glorious Charge
Sea Lord Aislinnwh3_dlc27_hef_cha_sea_lord_aislinn_dragon19,450 → 11,50090 → 10069 → 6557 → 45140 → 175440 → 4752,600 → 5,8002,400 → 2,900Speed 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
Sea Lord Aislinnwh3_dlc27_hef_cha_sea_lord_aislinn_skycutter16,760 → 8,5008052 → 5535230 → 275220 → 2251,600 → 3,8001,600 → 1,900Leadership 80 → 85; Bonus vs infantry 28 → 30; Charge bonus 75 → 100; Mass 3,800 → 4,500; Upkeep 400 → 0; New: Bolstered Leadership, Glorious Charge
Oceanidswh3_dlc27_hef_inf_oceanids169,440 → 16,000024 → 255564 → 6031 → 401,100 → 2,2001,100Speed 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
Ship's Companywh3_dlc27_hef_inf_ships_company1207,560 → 13,2003028 → 3024 → 3023 → 257 → 10400 → 850400 → 425Speed 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
Company of the Kalendirian (Ship's Company)wh3_dlc27_hef_inf_ships_company_ror1207,560 → 13,2003036 → 4023 → 301020 → 25625 → 1,250625Speed 33 → 34; Charge bonus 18 → 30; Melee attack interval 4.4 s → 4 s; Missile resistance 0% → 10%; New: Asur Flank Them, Executioner
Blades of Hoeth (Swordmasters of Hoeth)wh3_dlc27_hef_inf_swordmasters_of_hoeth_ror100 → 408,400 → 14,00010057 → 6045 → 5512 → 2528 → 501,600 → 3,8001,600 → 1,900Speed 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
Merwyrmwh3_dlc27_hef_mon_merwyrm112,600 → 17,5007059 → 6038 → 40275 → 250425 → 5002,500 → 5,0002,500Bonus vs large 30 → 50; Charge bonus 42 → 40; Missile resistance 25% → 40%
Silak One-eye (Merwyrm)wh3_dlc27_hef_mon_merwyrm_ror112,600 → 17,5007071 → 7048 → 50275 → 250425 → 5003,000 → 6,0003,000Bonus vs large 30 → 50; Charge bonus 42 → 40; Upkeep 725 → 750; Missile resistance 25% → 40%
Sea Elementalwh3_dlc27_hef_mon_sea_elemental110,400 → 15,00004570175 → 2003001,650 → 3,8001,900Bonus 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
Lothern Skycutters (Bolt Throwers)wh3_dlc27_hef_veh_skycutter_bolt_thrower46,192 → 10,0648030 → 4526 → 2036 → 5018 → 251,400 → 3,0001,400 → 1,500Charge 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
Lothern Skycutterswh3_dlc27_hef_veh_skycutter_bows46,192 → 10,0008030 → 4526 → 3036 → 5018 → 251,150 → 2,4001,150 → 1,200Mass 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 modelsHealth15,500Armour80Leadership90Speed40Melee attack50Melee defence50Weapon strength (base + AP)60Charge bonus30Ward save %20Multiplayer cost2,000
  • Shadow-stridershef_shadow_spearmen60 modelsHealth9,000Armour30Leadership75Speed38Melee attack40Melee defence55Weapon strength (base + AP)45Charge bonus30Missile resistance %20Ward save %10Multiplayer cost1,150
  • Exalted Shadow Warriorshef_shadow_warriors_elite80 modelsHealth10,000Armour30Leadership70Speed45Melee attack50Melee defence25Weapon strength (base + AP)45Charge bonus25Missile damage (base + AP)30Range180Physical resistance %20Missile resistance %20Multiplayer cost1,350
  • Exalted High Elven Rangershef_rangers_elite100 modelsHealth13,000Armour30Leadership70Speed40Melee attack35Melee defence35Weapon strength (base + AP)40Charge bonus20Physical resistance %20Missile resistance %20Multiplayer cost900
  • Exalted Silverin Guardhef_silverin_guard_elite100 modelsHealth15,500Armour75Leadership70Speed34Melee attack30Melee defence35Weapon strength (base + AP)40Charge bonus5Missile resistance %10Magic resistance %50Multiplayer cost1,200
  • Exalted Eagle Claw Bolt Throwershef_eagle_claw_bolt_thrower_elite6 modelsHealth11,860Armour75Leadership75Speed35Melee attack15Melee defence20Weapon strength (base + AP)30Charge bonus2Missile damage (base + AP)225Range400Missile resistance %10Multiplayer cost975
  • Exalted Ellyrian Reavershef_ellyrian_reavers_elite60 modelsHealth9,900Armour50Leadership65Speed95Melee attack35Melee defence25Weapon strength (base + AP)35Charge bonus75Missile resistance %10Multiplayer cost900
  • Exalted Ellyrian Reaver Archershef_ellyrian_reavers_archers_elite60 modelsHealth9,900Armour50Leadership65Speed95Melee attack35Melee defence25Weapon strength (base + AP)30Charge bonus25Missile damage (base + AP)28Range160Missile resistance %10Multiplayer cost1,125
  • Exalted Silver Helms (Swords)hef_silver_helms_elite80 modelsHealth17,600Armour90Leadership70Speed85Melee attack35Melee defence40Weapon strength (base + AP)45Charge bonus40Missile resistance %10Multiplayer cost1,500
  • Exalted Silver Helms (Lances)hef_silver_helms_shields_elite80 modelsHealth17,600Armour90Leadership70Speed85Melee attack35Melee defence35Weapon strength (base + AP)45Charge bonus60Missile resistance %10Multiplayer cost1,500
  • Exalted High Elven Archershef_archers_elite100 modelsHealth9,500Armour25Leadership60Speed38Melee attack20Melee defence20Weapon strength (base + AP)30Charge bonus5Missile damage (base + AP)22Range180Missile resistance %10Multiplayer cost750
  • Exalted High Elven Archers (Heavy Arrowheads)hef_archers_light_elite100 modelsHealth9,500Armour75Leadership60Speed34Melee attack20Melee defence20Weapon strength (base + AP)30Charge bonus5Missile damage (base + AP)44Range200Missile resistance %10Multiplayer cost825
  • Exalted Gate Guardhef_gate_guard_elite100 modelsHealth14,500Armour100Leadership75Speed34Melee attack30Melee defence40Weapon strength (base + AP)40Charge bonus5Missile damage (base + AP)28Range190Physical resistance %10Missile resistance %10Multiplayer cost1,500
  • Exalted Lothern Sea Guardhef_lothern_sea_guard_elite100 modelsHealth12,500Armour50Leadership100Speed38Melee attack40Melee defence30Weapon strength (base + AP)35Charge bonus10Missile damage (base + AP)25Range160Missile resistance %10Ward save %10Multiplayer cost1,200
  • Exalted Lothern Sea Guard (Shields)hef_lothern_sea_guard_shields_elite100 modelsHealth12,500Armour50Leadership100Speed34Melee attack25Melee defence40Weapon strength (base + AP)35Charge bonus5Missile damage (base + AP)25Range160Missile resistance %10Ward save %10Multiplayer cost1,200
  • Exalted Spearmenhef_spearmen_elite120 modelsHealth15,600Armour75Leadership75Speed34Melee attack30Melee defence35Weapon strength (base + AP)35Charge bonus5Missile resistance %25Multiplayer cost900
  • Exalted White Lions of Chracehef_white_lions_of_chrace_elite100 modelsHealth19,000Armour80Leadership75Speed34Melee attack45Melee defence25Weapon strength (base + AP)60Charge bonus25Missile resistance %40Multiplayer cost1,650
  • Exalted Ithilmar Chariotshef_ithilmar_chariot_elite4 modelsHealth9,600Armour110Leadership75Speed80Melee attack40Melee defence25Weapon strength (base + AP)75Charge bonus75Missile resistance %10Multiplayer cost1,800
  • Exalted Tiranoc Chariotshef_tiranoc_chariot_elite6 modelsHealth11,400Armour60Leadership70Speed85Melee attack30Melee defence20Weapon strength (base + AP)50Charge bonus55Missile damage (base + AP)40Range170Missile resistance %10Multiplayer cost1,275

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

  • −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
  • −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
  • −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
  • −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
  • −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
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • +Defensive supplies: +1200
  • +Attrition: -10% when under siege (own armies in region)
  • −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
  • −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
  • −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
  • −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)
  • −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
  • −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
  • −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
  • −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)
  • −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
  • −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
  • −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)
  • −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
  • −Carved Obsidian resource production: 32 chests
  • +Magic item drop chance from battle: +10% (all characters factionwide)
  • +Carved Obsidian resource production: 30 chests
  • −Carved Obsidian resource production: 48 chests
  • +Magic item drop chance from battle: +15% (all characters factionwide)
  • +Carved Obsidian resource production: 45 chests
  • −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)
  • −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)
  • +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
  • +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%
  • +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%
  • −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)
  • −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)
  • −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)
  • −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)
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −Winds of Magic power reserve capacity: +3 (all armies)
  • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • −Winds of Magic power reserve capacity: +6 (all armies)
  • +Winds of Magic power reserve capacity: +10 (own armies factionwide)
  • −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)
  • −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)
  • −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
  • −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
  • −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
  • −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)
  • −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)
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Growth: +40
  • +Defensive supplies: +1200
  • +Grants 5 construction slots in the settlement
  • +Growth: +20
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Growth: +50
  • +Defensive supplies: +1200
  • +Grants 7 construction slots in the settlement
  • +Growth: +25
  • −Defensive supplies: +1000
  • −Income generated: 100
  • −Growth: +10
  • −Control: +3
  • +Defensive supplies: +1200
  • +Income generated: 200
  • +Growth: +5
  • +Control: +5
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +20
  • −Control: +4
  • +Defensive supplies: +1200
  • +Income generated: 225
  • +Growth: +10
  • +Control: +5
  • −Defensive supplies: +1000
  • −Income generated: 200
  • −Growth: +30
  • −Control: +4
  • +Defensive supplies: +1200
  • +Income generated: 250
  • +Growth: +15
  • +Control: +5
  • −Defensive supplies: +1000
  • −Income generated: 250
  • −Growth: +40
  • +Defensive supplies: +1200
  • +Income generated: 275
  • +Growth: +20
  • −Defensive supplies: +1000
  • −Growth: +50
  • +Defensive supplies: +1200
  • +Growth: +25
  • −Defensive supplies: +1000
  • −Growth: +8
  • +Defensive supplies: +1200
  • +Growth: +10
  • −Improved tower projectiles: Bolt Thrower
  • −Defensive supplies: +1000
  • −Growth: +15
  • +Defensive supplies: +1200
  • +Growth: +20
  • −Improved tower projectiles: Magic Bolts
  • −Defensive supplies: +1000
  • −Growth: +22
  • +Defensive supplies: +1200
  • +Growth: +30
  • −Improved tower projectiles: Greater Magic Bolts
  • −Defensive supplies: +1000
  • −Growth: +30
  • +Defensive supplies: +1200
  • +Growth: +40
  • −Improved tower projectiles: Greater Magic Bolts
  • −Defensive supplies: +1000
  • −Growth: +38
  • +Defensive supplies: +1200
  • +Growth: +50
  • −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
  • −Corruption: -5
  • −Income from post-battle loot: +5% (factionwide)
  • −Recruit rank: +1 for all units (factionwide)
  • +Recruit rank: +1 for all units (own armies factionwide)
  • −Recruit rank: +2 for Chariot units
  • +Recruit rank: +2 for Chariot and Lothern Skycutter units (own armies in province)
  • −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)
  • −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)
  • −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
  • −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
  • +Unit capacity: +4 Oceanids
  • +Unit capacity: +1 Sea Elemental
  • +Unit capacity: +6 Oceanids
  • +Unit capacity: +2 Sea Elemental
  • +Unit capacity: +1 Merwyrm
  • +Unit capacity: +2 Skycutter units
Skycutter PerchHigh Elves
  • +Unit capacity: +4 Skycutter units
  • +Unit capacity: +2 Lothern Sea Guard
  • +Unit capacity: +4 Lothern Sea Guard
  • +Unit capacity: +3 Shadow Warriors
  • +Unit capacity: +4 Phoenix Guard
  • +Unit capacity: +4 Swordmasters of Hoeth
  • +Unit capacity: +6 Lothern Sea Guard
  • +Unit capacity: +6 Shadow Warriors
  • +Unit capacity: +1 Flamespyre and Frostheart Phoenixes
  • +Unit capacity: +2 White Lions of Chrace
  • Units: 4 → 3
  • +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
  • +Unit capacity: +1 Lothern Sea Guard
  • +Unit capacity: +2 Lothern Sea Guard
  • +Unit capacity: +3 Lothern Sea Guard
  • +Unit capacity: +4 Lothern Sea Guard
  • +Unit capacity: +1 Lothern Sea Guard
  • +Unit capacity: +2 Lothern Sea Guard
  • +Unit capacity: +3 Lothern Sea Guard
  • +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
  • −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
  • −Casualty replenishment rate: +10% (armies in circle of influence)
  • +Constant casualty replenishment rate: +10% (armies in circle of influence)
  • −Leadership: +10 (all armies)
  • +Leadership: +10 (own armies factionwide)
  • −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)
  • −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)
  • −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)
  • −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)
  • −Recruit rank: +1 for Dragon units (factionwide)
  • +Recruit rank: +1 for Dragon units (own armies factionwide)
  • +Unit capacity: +1 Sun and Moon Dragons
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
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
Gate Guard GarrisonHigh Elvesnew
  • +Defensive supplies: +800
  • +Ammunition: +10% (own armies in province)
  • +Leadership: +2 (own armies in province)
  • +Unit capacity: +6 Gate Guard
Library of HoethHigh Elvesnew
  • +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)
Grand AthenaeumHigh Elvesnew
  • +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

  • −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
  • +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%
  • −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
  • Research points: 400 → 600
  • −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
  • −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
  • Research points: 400 → 600
  • −Diplomatic relations: +5 with all factions
  • +Diplomatic relations: +10 with all factions
  • −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
  • Research points: 400 → 600
  • Research points: 400 → 600
  • −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
  • Research points: 600 → 1000
  • −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
  • −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
  • −Melee defence: +5 for Chariot and Skycutter units
  • +Melee defence: +4 for Chariot and Skycutter units
  • −Diplomatic relations: +20 with Grand Cathay
  • +Diplomatic relations: +25 with Grand Cathay
  • +Control: +2
Porcelain KilnsHigh Elves
  • +Income from faction capital settlement: +50%
  • Research points: 400 → 600
Chariot AnthemsHigh Elves
  • Research points: 400 → 600
  • −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
  • −Unit mass: +15% for Dragon and Dragon Princes units
  • +Unit mass: +20% for Dragon and Dragon Princes units
  • Research points: 500 → 800
  • −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
  • −Construction cost: -15% for Province Capital/Settlement buildings
  • +Construction cost: -20% for Province Capital/Settlement buildings
  • −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
  • −Melee attack: +5 for Oceanids and Sea Elemental units
  • +Melee attack: +4 for Oceanids and Sea Elemental units
  • Research points: 400 → 600
  • −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
  • −Reload time reduction: +10% for Tiranoc Chariot units
  • +Reload time reduction: +10% for Tiranoc Chariot and Lothern Skycutter units
  • Research points: 400 → 600
  • −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
  • −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
  • −Melee defence: +5 for Phoenix units
  • +Melee defence: +4 for Phoenix units
  • Research points: 600 → 1000
Dragon's BondHigh Elves
  • Research points: 400 → 600
  • −Melee attack: +5 for Dragon units
  • +Melee attack: +4 for Dragon units
  • Research points: 500 → 800
  • −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
  • −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
  • −Construction cost: -15% for Ports
  • +Construction cost: -20% for Ports
  • −Construction cost: -15% for High Elf Industry and Resource buildings
  • +Construction cost: -20% for High Elf Industry and Resource buildings
  • −Allegiance points gained: +20%
  • +Allegiance points gained: +25%
  • −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
  • −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
  • −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
  • −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
  • −Speed: +5% for Swordmasters of Hoeth units
  • +Speed: +10% for Swordmasters of Hoeth units
  • Research points: 400 → 600
  • Research points: 500 → 800
  • −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
  • 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
  • Research points: 400 → 600
  • −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
  • −Spell intensity: +10% (all characters)
  • +Miscast base chance: -10%
  • +Spell intensity: +10%
  • Research points: 600 → 1000