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

SFO items

908 items SFO: Grimhammer III adds or changes against patch 9.0.4: the game's effect lines that go (−, red) and SFO's that come (+, green), read from both sets of tables.

  • −Leadership: +4 for Night Goblin units (Lord's army)
  • +Leadership: +2 for Night Goblin units (Lord's army)
  • −Research rate: +10
  • +Research rate: +5
  • −Growth: +25 (local province)
  • +Growth: +25 (own local province)
  • −Recruitment cost: -10% (own army)
  • +Recruitment cost: -5% for all units (Lord's army)
  • −Income from all buildings: +12% (local province)
  • +Income from all buildings: +10% (local province)
Aged SageCommon
  • −Enemy Hero action success chance: -8%
  • +Enemy Hero action success chance: -10%
  • −Replenishes 7% campaign movement range after razing a settlement
  • +Replenishes 10% campaign movement range after razing a settlement
  • −Hero action success chance: +10%
  • +Hero action success chance: +5%
  • +Research rate: +5
  • −Post battle chance of stealing a magic item: +12%
  • +Post battle chance of stealing a magic item: +20%
AgitatorCommon
  • −Control: +1 (local province)
  • +Character experience gain: +5%
  • +Control: +1 (own local province)
  • −Campaign line of sight: +15%
  • +Campaign movement range: +5%
  • +Campaign line of sight: +10%
  • −Campaign line of sight: +15%
  • +Campaign line of sight: +30%
  • −Unit mass: +20%
  • −Armour: +35
  • +Armour: +20
  • +Unit mass: +50%
AlchemistCommon
  • −Casualty replenishment rate: +3% (own army)
  • +Casualty replenishment rate: +2% (all units in army)
AlchemistCommon
  • +Casualty replenishment rate: +2% (all units in army)
  • −Miscast base chance: +20% for all enemy spellcasters (enemy armies in local province)
  • +Miscast base chance: +20% for all enemy spellcasters (enemy armies in province)
  • −Missile resistance: 15%
  • +Missile resistance: 20%
  • −Enemy Hero action success chance: -10%
  • −Ward save: +20%
  • −Wound recovery time: -2 turns
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Enemy Hero action success chance: -25%
  • +Ward save: +10%
  • +Wound recovery time: -4 turns
  • +Casualty replenishment rate: +5% (Lord's army)
  • Quest rank: 4 → 10
Amber BowUnique
  • −Missile strength: +15%
  • +Missile strength: +10%
  • +Ammunition: +10%
  • +Reload time reduction: +10%
  • Quest rank: 7 → 15
  • −Ward save: +15%
  • +Ward save: +10%
  • Quest rank: 7 → 10
  • −Enemy Hero action success chance: -20%
  • −Missile resistance: 8%
  • −Ambush defence chance: +75% (Lord's army)
  • +Enemy Hero action success chance: -10%
  • +Missile resistance: 5%
  • +Physical resistance: 5%
  • +Ambush defence chance: +50% (Lord's army)
  • −Winds of Magic power reserve capacity: +10
  • −Spell resistance: 30%
  • +Winds of Magic power reserve capacity: +20
  • +Spell resistance: 25%
  • −Armour-piercing weapon damage: +10
  • −Ward save: +20%
  • +Armour-piercing weapon damage: +25
  • +Ward save: +10%
  • −Barrier hit points: +250
  • +Barrier hit points: +500
  • −Enemy Hero action success chance: -25%
  • −Spell resistance: 25%
  • +Enemy Hero action success chance: -10%
  • +Spell resistance: 20%
  • +Melee defence: +5
  • +Speed: +25%
  • Quest rank: 12 → 20
  • −Armour: +30
  • +Armour: +10
  • −Post battle chance of stealing a magic item: +12%
  • +Post battle chance of stealing a magic item: +25%
  • −Post battle chance of stealing a magic item: +12%
  • +Post battle chance of stealing a magic item: +15%
  • −Winds of Magic power reserve capacity: +18
  • +Winds of Magic power reserve capacity: +10
  • +Speed: +10%
ArchivistCommon
  • −Research rate: +10
  • +Research rate: +5
  • −Melee attack: +8 during ambushes (all units in army)
  • −Campaign line of sight: +15%
  • −Ambush success chance: +15%
  • +Melee attack: +5 during ambushes (all units in army)
  • +Campaign line of sight: +10%
  • +Ambush success chance: +20% (all units in army)
  • −Armour: +30
  • +Armour: +10
  • +Weapon strength: +10%
  • Quest rank: 3 → 10
  • −Character's aura leadership effect: +10
  • −Vigour loss reduction: -33% (own army)
  • +Character's aura leadership effect: +5
  • +Vigour loss reduction: -10% (own army)
  • Quest rank: 8 → 15
  • −Armour: +12
  • +Armour: +10
  • Quest rank: 8 → 10
  • −Armour: +8
  • −Melee defence: +6
  • −Wound recovery time: -1 turns
  • +Armour: +10
  • +Melee defence: +10
  • +Wound recovery time: -2 turns
  • Quest rank: 7 → 15
  • −Armour: +12
  • −Melee defence: +6
  • −Wound recovery time: -1 turns
  • +Armour: +10
  • +Melee defence: +10
  • +Wound recovery time: -2 turns
  • Quest rank: 4 → 10
  • −Melee defence: +6
  • −Wound recovery time: -1 turns
  • +Melee defence: +5
  • +Wound recovery time: -2 turns
  • Quest rank: 12 → 20
  • −Diplomatic relations: +20 with Grand Cathay
  • −Enemy Hero action success chance: -15%
  • −Armour: +15
  • +Diplomatic relations: +10 with Grand Cathay
  • +Enemy Hero action success chance: -10%
  • +Armour: +10
  • Quest rank: 8 → 10
  • −Melee defence: +8
  • −Wound recovery time: -1 turns
  • +Melee defence: +10
  • +Wound recovery time: -2 turns
  • +Upkeep: -5% (Lord's army)
  • Quest rank: 10 → 15
  • −Income from trade tariffs: +10% (factionwide)
  • +Income from trade tariffs: +8% (factionwide)
  • −Post battle chance of stealing a magic item: +15%
  • +Post battle chance of stealing a magic item: +10%
  • +Campaign movement range: +5%
ArtificerCommon
  • −Armaments output: +8% (local province)
  • +Armaments output: +8% (own local province)
ArtificerCommon
  • −Recruit rank: +3 for Leadbelchers units (own army)
  • +Recruit rank: +2 for Leadbelchers units (Lord's army)
  • −Assassinate action: Additional 8% success chance
  • +Assassinate action: Additional 10% success chance
  • −Assassinate action: Additional 8% success chance
  • +Assassinate action: Additional 10% success chance
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
  • +Casualty replenishment rate: +2% (all units in army)
  • −Armour: +6
  • +Armour: +10
  • +Upkeep: -5% (Lord's army)
  • Quest rank: 12 → 20
  • −Weapon strength: +3%
  • +Weapon strength: +10%
  • −Bonus vs Large: +6
  • −Melee attack: +6
  • −Recruitment cost: -10% (Lord's army)
  • +Bonus vs Large: +10
  • +Melee attack: +10
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 17 → 25
  • −Growth: +5 (all provinces)
  • −Armour-piercing weapon damage: +40
  • +Growth: +10 (all provinces)
  • +Armour-piercing weapon damage: +50
  • Quest rank: 12 → 15
  • −Armour: +15
  • −Melee defence: +6
  • −Physical resistance: 15%
  • −Ward save: +15%
  • −Wound recovery time: -1 turns
  • +Armour: +10
  • +Melee defence: +5
  • +Physical resistance: 5%
  • +Ward save: +5%
  • +Wound recovery time: -2 turns
  • Quest rank: 12 → 20
  • −Campaign movement range: +15%
  • +Campaign movement range: +15% for armies
BabushkaCommon
  • −Income from post-battle loot: +5%
  • +Income from post-battle loot: +10%
  • −Post battle chance of stealing a magic item: +8%
  • +Enemy leadership: -1 (enemy armies in region)
  • +Post battle chance of stealing a magic item: +10%
  • −Leadership: +4 for Marauder Berserker units (own army)
  • −Weapon strength: +10% for Marauder Berserker units (own army)
  • +Leadership: +2 for Marauder Berserker units (Lord's army)
  • +Weapon strength: +5% for Marauder Berserker units (Lord's army)
BailiffCommon
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • −Enemy Hero action success chance: -20%
  • −Melee defence: +8
  • +Enemy Hero action success chance: -25%
  • +Melee defence: +10
  • +Growth: +10 (all provinces)
  • Quest rank: 7 → 15
  • −Income from post-battle loot: +10% (all characters)
  • +Melee attack: +5 when fighting at sea (all units in army)
  • +Income from post-battle loot: +10% (all characters factionwide)
  • −Character's aura leadership effect: +15
  • −Speed: +10%
  • +Character's aura leadership effect: +10
  • +Speed: +25%
BarbarianCommon
  • −Income from post-battle loot: +6%
  • +Income from post-battle loot: +5%
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Casualty replenishment rate: +2% (all units in army)
BardCommon
  • −Control: +4 (local province)
  • +Casualty replenishment rate: +2% (all units in army)
  • +Control: +2 (own local province)
  • −Income from raiding: +7% (Lord's army)
  • +Upkeep: -1% (all units in army)
  • +Income from raiding: +10% (Lord's army)
  • −Upgrading cost of buildings: -25% (local province)
  • +Upgrading cost of buildings: -25% (all regions in province)
  • −Leadership: +4 when fighting against Dwarfs
  • +Leadership: +10 when fighting against Dwarfs
  • −Armour: +15
  • +Armour: +25
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +5
  • +Weapon strength: +10%
  • Quest rank: 7 → 15
  • +Recruit rank: +1 for war beast units (Lord's army)
  • +Casualty replenishment rate: +2% (all units in army)
BellowerUncommon
  • −Growth: +5 (local province)
  • +Income from all horde buildings: +5% (armies in local owned region)
  • +Growth: +5 (own local province)
BerserkerCommon
  • −Weapon strength: +8%
  • +Weapon strength: +10%
  • +Casualty replenishment rate: +2% (all units in army)
  • +Control: +1 (own local province)
  • +Passive ability: "Overzealous Attack"
  • −Armour-piercing weapon damage: +35
  • +Armour-piercing weapon damage: +25
  • +Weapon strength: +5%
  • −Armour-piercing weapon damage: +55
  • +Armour-piercing weapon damage: -50
  • +Base weapon damage: +100
  • −Base weapon damage: -20
  • −Armour-piercing weapon damage: +120
  • −Charge bonus: +45
  • +Base weapon damage: -25
  • +Armour-piercing weapon damage: +100
  • +Charge bonus: +50
  • −Base weapon damage: -15
  • −Armour-piercing weapon damage: +65
  • +Armour-piercing weapon damage: +100
  • +Base weapon damage: -25
  • −Melee attack: +8
  • −Weapon strength: +15%
  • −Income from post-battle loot: +25%
  • +Melee attack: +10
  • +Weapon strength: +25%
  • +Income from post-battle loot: +10%
  • +Upkeep: -5% (Lord's army)
  • Quest rank: 7 → 10
  • −Control: +3 (all provinces)
  • +Control: +2 (all provinces)
  • −Armour-piercing weapon damage: +15
  • −Weapon strength: +14%
  • +Armour-piercing weapon damage: +50
  • +Weapon strength: +10%
  • −Fire resistance: 30%
  • −Weapon strength: +15%
  • +Fire resistance: 40%
  • +Weapon strength: +10%
  • +Winds of Magic power reserve minimum: +10
  • −Winds of Magic power reserve capacity: +20
  • +Winds of Magic power reserve capacity: +25
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +5
  • +Weapon strength: +10%
  • −Wound recovery time: -1 turns (all characters)
  • −Casualty replenishment rate: +5% (all units in army)
  • +Wound recovery time: -2 turns (all characters factionwide)
  • +Casualty replenishment rate: +10% (all units in army)
  • Quest rank: 8 → 15
  • +Recruitment cost: -10% for all units (own army)
  • Quest rank: 7 → 15
  • −Melee defence: +6
  • −Ward save: +15%
  • −Wound recovery time: -1 turns
  • +Melee defence: +10
  • +Ward save: +10%
  • +Wound recovery time: -2 turns
  • Quest rank: 12 → 20
  • −Missile block chance: +35%
  • +Missile block chance: +40%
BoatmanCommon
  • −Income from trade tariffs: +6% (factionwide)
  • +Income from trade tariffs: +4% (factionwide)
BoggartCommon
  • −Upkeep: -20% for Goblin units (Lord's army)
  • +Upkeep: -10% for Goblin units (Lord's army)
  • −Casualties captured post-battle: +12%
  • +Casualties captured post-battle: +10%
  • −Magic item drop chance from battle: +5%
  • −Spell resistance: 15%
  • −Melee attack: +6
  • −Miscast base chance: -20%
  • +Magic item drop chance from battle: +10%
  • +Spell resistance: 25%
  • +Melee attack: +5
  • +Miscast base chance: -25%
  • Quest rank: 17 → 25
  • −Armour: +2
  • −Missile resistance: 12%
  • +Armour: +10
  • +Missile resistance: 10%
  • −Magic item drop chance from battle: +6%
  • +Magic item drop chance from battle: +10%
  • −Magic item drop chance from battle: +6%
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • +Magic item drop chance from battle: +10%
  • −Construction cost: -7% for all buildings (local region)
  • +Construction cost: -10% for all buildings (local region)
  • −Enemy leadership: -10 (local region)
  • +Enemy leadership: -10 (enemy armies in region)
  • Quest rank: 12 → 10
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +5
  • +Weapon strength: +10%
Brass HornCrafted
  • −Cooldown: -35% to "Stand or Die!"
  • −Leadership aura size: +25%
  • +Cooldown: -25% to "Stand or Die!"
  • +Leadership aura size: +50%
  • −Winds of Magic power reserve capacity: +10
  • +Winds of Magic power reserve capacity: +5
BreederCommon
  • −Growth: +5 (local province)
  • +Local recruitment capacity: +1 (local province)
  • +Food generated: 1
  • +Growth: +10 (own local province)
BrewerCommon
  • −Control: +1 (local province)
  • +Casualty replenishment rate: +2% (all units in army)
  • +Control: +1 (own local province)
  • −Income from Gem Cutters and Obsidian Quarries: +6% (local region)
  • +Income from Gem Cutters and Obsidian Quarries: +15% (local region)
  • −Spell resistance: 15%
  • −Speed: +15%
  • +Spell resistance: 10%
  • +Speed: +20%
  • −Upkeep: -20% for Nurglings units (Lord's army)
  • +Upkeep: -10% for Nurglings units (Lord's army)
  • −Vigour loss reduction: -15% (all units in army)
  • +Vigour loss reduction: -25% (all units in army)
  • +Attrition: -25% casualties suffered from all attrition (all units in army)
  • −Recruitment cost: -10% for Bull Centaur units (own army)
  • +Recruitment cost: -10% for Bull Centaur units (Lord's army)
BullyCommon
  • −Income from sacking settlements: +6%
  • +Control: -2 (enemy local province)
  • +Income from sacking settlements: +10%
BurgherCommon
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
BurgherCommon
  • −Control: +1 (local province)
  • +Speed: +10% for Steam Tank, War Wagon and Luminark of Hysh units (Lord's army)
  • +Control: +1 (own local province)
  • −Fire resistance: 35%
  • −Spell resistance: 35%
  • +Fire resistance: 5% (all characters factionwide)
  • +Spell resistance: 5% (all characters factionwide)
Camp CookCommon
  • −Casualty replenishment rate: +3% (own army)
  • +Casualty replenishment rate: +5% (all units in army)
  • −Wound recovery time: -1 turns
  • +Wound recovery time: -2 turns
  • −Upkeep: -5% (own army)
  • +Upkeep: -5% (Lord's army)
  • −Seduce Units budget: -15% (enemy Slaaneshi armies in local region)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • −Campaign line of sight: +8%
  • +Campaign line of sight: +10%
  • −Campaign line of sight: +50%
  • −Campaign movement range: +15%
  • +Campaign line of sight: +100%
  • +Vampiric corruption: +5 (local province)
  • +Upkeep: -5% (Lord's army)
  • +Campaign movement range: +50%
  • Quest rank: 12 → 15
  • −Income from post-battle loot: +10% (Lord's army)
  • +Income from post-battle loot: +5% (Lord's army)
  • −Armour: +15
  • −Ward save: +12%
  • +Armour: +10
  • +Ward save: +10%
  • +Bonus vs Large: +5 (all characters factionwide)
CarrionUncommon
  • −Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in region)
  • +Casualty replenishment rate: +2% (all units in army)
  • +Campaign line of sight: +10%
  • +Campaign movement range: -15% for enemy armies starting their turn in this province (enemy armies in region)
  • −Speed: +5%
  • +Speed: +10%
  • −Armour: +20 for Terracotta Sentinel units (Lord's army)
  • +Armour: +20 for Terracotta Sentinel and Terracotta Automatons units (Lord's army)
  • −Recruitment cost: -5% (own army)
  • −Control: +1 (local province)
  • +Recruitment cost: -5% for all units (Lord's army)
  • +Control: +1 (own local province)
  • −Explosive missile damage: +20%
  • +Explosive missile damage: +25%
  • Quest rank: 8 → 10
  • −Melee attack: +3
  • −Melee defence: +3
  • −Upkeep: -5% (Lord's army)
  • +Melee attack: +10
  • +Melee defence: +5
  • +Upkeep: -10% (Lord's army)
  • Quest rank: 10 → 15
  • −Character experience gain: +8%
  • +Character experience gain: +10%
  • −Spell resistance: 15% (Hero's army)
  • +Spell resistance: 10% (Hero's army)
  • −Miscast base chance: +20% for all enemy spellcasters (enemy armies in local province)
  • +Miscast base chance: +20% for all enemy spellcasters (enemy armies in province)
  • −Post battle chance of stealing a magic item: +10%
  • +Post battle chance of stealing a magic item: +25%
  • −Ward save: +5%
  • +Ward save: +10%
  • +Character's aura leadership effect: +5
  • +Leadership aura size: +25%
  • −Missile resistance: 15%
  • −Casualty replenishment rate: +15% (all units in army)
  • +Missile resistance: 10%
  • +Casualty replenishment rate: +10% (all units in army)
  • +Enemy weapon strength: -20% (enemy armies in region)
  • −Melee attack: +6
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Dark Insight generated: +1 per turn
  • +Melee attack: +5
  • +Casualty replenishment rate: +10% (Lord's army)
  • Quest rank: 7 → 15
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • −Construction cost: -15% for Infrastructure buildings (local province)
  • +Construction cost: -10% for Infrastructure buildings (local province)
  • −Attrition: -40% casualties suffered from all attrition (Lord's army)
  • +Attrition: -50% casualties suffered from all attrition (Lord's army)
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • −Campaign line of sight: +15%
  • −Ambush defence chance: +30% (own army)
  • +Campaign line of sight: +20%
  • +Ambush defence chance: +20% (all units in army)
  • −Winds of Magic cost: -2 for "Power of Darkness"
  • −Magic item drop chance from battle: +5%
  • −Armour: +5
  • +Winds of Magic cost: -5 for "Power of Darkness"
  • +Magic item drop chance from battle: +25%
  • +Armour: +10
  • Quest rank: 7 → 15
  • −Growth: +5 (local province)
  • +Construction cost: -5% for Province Capital/Settlement buildings (local province)
  • +Growth: +10 (own local province)
  • +Control: -1 (enemy local province)
  • −Campaign movement range: -25% for enemy armies starting their turn in this region (enemy armies in region)
  • +Campaign movement range: -25% for enemy armies starting their turn in this province (enemy armies in region)
ClerkCommon
  • −Assassinate action: Additional 8% success chance
  • +Assassinate action: Additional 10% success chance
  • −Spell resistance: 10%
  • +Spell resistance: 25%
  • Quest rank: 12 → 20
  • −Ambush success chance: +15% (Lord's army)
  • +Dark Insight generated: +1 per turn
  • +Ambush success chance: +10% (Lord's army)
  • Quest rank: 12 → 20
  • −Winds of Magic cost: -1 for "Glittering Robe"
  • −Winds of Magic cost: -2 for "Glittering Robe Upgraded"
  • −Missile resistance: 15%
  • −Physical resistance: 5%
  • +Winds of Magic cost: -5 for "Glittering Robe"
  • +Winds of Magic cost: -5 for "Glittering Robe Upgraded"
  • +Enemy Hero action success chance: -10%
  • +Fire resistance: 10%
  • +Melee defence: +5
  • +Missile resistance: 10%
  • +Physical resistance: 10%
  • Quest rank: 7 → 15
  • −Campaign movement range: +30%
  • +Campaign movement range: +30% for armies
  • −Melee defence: +6
  • −Physical resistance: 5%
  • +Melee defence: +5
  • +Physical resistance: 10%
  • Quest rank: 17 → 25
CoachmanCommon
  • −Income from trade tariffs: +6% (factionwide)
  • +Diplomatic relations: +1 with all factions
  • +Income from trade tariffs: +2% (factionwide)
  • −Weapon strength: +12%
  • +Weapon strength: +15%
  • Quest rank: 12 → 20
CollectorCommon
  • −Income from sacking settlements: +6%
  • +Income from sacking settlements: +10%
  • +Campaign movement range: +5%
CooperCommon
  • −Income from Gem Cutters and Obsidian Quarries: +6% (local region)
  • +Income from Gem Cutters and Obsidian Quarries: +10% (local region)
Corpse ThiefUncommon
  • −Post battle chance of stealing a magic item: +3%
  • +Enemy Hero action success chance: -5%
  • +Post battle chance of stealing a magic item: +10%
  • −Ambush success chance: +10% (Hero's army)
  • +Ambush success chance: +10% (all units in army)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
CourtesanCommon
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • −Armour-piercing weapon damage: +10
  • −Bonus vs Large: +12
  • −Melee defence: +5
  • +Armour-piercing weapon damage: +25
  • +Bonus vs Large: +10
  • +Melee defence: +10
  • Quest rank: 3 → 10
CroneRare
  • −Miscast base chance: +20% for all enemy spellcasters (enemy armies in local province)
  • +Hero recruitment cost: -25% for Banshees (own local province)
  • +Miscast base chance: +20% for all enemy spellcasters (enemy armies in province)
  • −Melee attack: +8
  • −Melee defence: +8
  • +Melee attack: +5
  • +Melee defence: +5
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +5
  • +Weapon strength: +10%
  • −Armour: +20
  • −Physical resistance: 10%
  • −Leadership: +6 (Lord's army)
  • −Control: +8 (local province)
  • +Corruption: -2 (local province)
  • +Armour: +10
  • +Physical resistance: 5%
  • +Leadership: +2 (Lord's army)
  • +Control: +2 (own local province)
  • Quest rank: 12 → 15
  • −Income from all buildings: +10% (local region)
  • +Upkeep: -1% (all units in army)
  • +Income from all buildings: +5% (local region)
CultistCommon
  • −Chaos Undivided corruption: +1 (local province)
  • +Chaos Undivided corruption: +2 (local province)
  • +Campaign line of sight: +10%
  • −Wound recovery time: -1 turns
  • +Wound recovery time: -4 turns
  • −Missile strength: +15% (Hero's army)
  • +Missile strength: +20% (Hero's army)
  • +Chaos Undivided corruption: +5 (local province)
  • −Melee attack: +5
  • +Melee attack: +10
  • +Upkeep: -5% (Lord's army)
  • +Speed: +10%
  • −Enemy leadership: -8 for Slaanesh (local region)
  • +Enemy leadership: -5 for Slaanesh (enemy armies in region)
  • +Enemy Hero action success chance: -10%
  • Quest rank: 12 → 20
  • −Targeting range: +10% for Lore of Hashut spells
  • −Spell resistance: 15%
  • +Targeting range: +25% for Lore of Hashut spells
  • +Spell resistance: 20%
  • Quest rank: 12 → 20
  • −Enemy leadership: -6 for Skaven units (local region)
  • +Enemy leadership: -6 for Skaven units (enemy armies in region)
  • −Campaign line of sight: +15%
  • +Seduce Units budget: +20% (enemy Slaaneshi armies in local region)
  • +Campaign line of sight: +25%
  • −Research rate: +10
  • +Research rate: +5
  • −Attrition: +50% casualties suffered from Athel Loren attrition (enemy armies in local province)
  • +Attrition: +50% casualties suffered from Athel Loren attrition (enemy armies in province)
  • −Income from all buildings: +7% (local region)
  • +Control: +1 (own local province)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • +Income from all buildings: +5% (local region)
  • −Winds of Magic power reserve: +3 per turn
  • +Winds of Magic power reserve: +4 per turn
  • +Enemy leadership: -5 (enemy armies in region)
  • −Melee attack: +3
  • +Melee attack: +5
  • +Vigour loss reduction: -10%
  • Quest rank: 12 → 15
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
DemagogueCommon
  • −Control: -4 (local enemy province)
  • +Control: -4 (enemy local province)
DestroyerUnique
  • −Post battle chance of stealing a magic item: +50%
  • −Melee attack: +12
  • −Weapon strength: +12%
  • +Post battle chance of stealing a magic item: +25%
  • +Melee attack: +10
  • +Weapon strength: +10%
  • +Income from post-battle loot: +10%
  • +Enables magical attacks
  • Quest rank: 12 → 25
  • −Armour-piercing weapon damage: +60
  • +Base weapon damage: -50
  • +Armour-piercing weapon damage: +125
  • −Armour-piercing weapon damage: +40
  • −Melee attack: +8
  • +Armour-piercing weapon damage: +100
  • +Melee attack: +5
  • −Control: +4 (local province)
  • +Control: +4 (own local province)
  • +Physical resistance: 10%
  • +Research rate: +5
  • −Winds of Magic power reserve capacity: +10
  • −Research rate: +10
  • +Winds of Magic power reserve capacity: +5
  • +Research rate: +5
  • +Enemy Hero action success chance: -5%
  • −Hero action success chance: +10% (characters in local region)
  • +Hero action success chance: +10% (own characters in region)
DoombellsUnique
  • −Enemy Winds of Magic power reserve: -3 per turn (enemy armies in local province)
  • +Enemy Winds of Magic power reserve: -3 per turn (enemy armies in province)
  • −Melee defence: +8
  • −Weapon strength: +5%
  • +Melee defence: +5
  • +Weapon strength: +10%
  • −Armour: +15
  • −Fire resistance: 25%
  • −Wound recovery time: -1 turns
  • +Armour: +20
  • +Fire resistance: 20%
  • +Wound recovery time: -2 turns
  • Quest rank: 7 → 15
  • −Bonus vs Large: +14
  • +Bonus vs Large: +15
  • −Fire resistance: 20%
  • −Melee defence: +5
  • −Ward save: +20%
  • −Wound recovery time: -1 turns
  • +Fire resistance: 25%
  • +Melee defence: +10
  • +Ward save: +10%
  • +Wound recovery time: -2 turns
  • Quest rank: 12 → 20
  • −Armour: +15
  • −Melee defence: +4
  • +Armour: +10
  • +Melee defence: +3
Dragon MaskUncommon
  • −Income from post-battle loot: +10% (Lord)
  • −Income from razing settlements: +10% (Lord)
  • +Income from post-battle loot: +5% (Lord)
  • +Income from razing settlements: +5% (Lord)
  • −Character's aura leadership effect: +12
  • +Character's aura leadership effect: +10
  • −Melee defence: +5
  • −Physical resistance: 10%
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Melee defence: +3
  • +Physical resistance: 5%
  • +Casualty replenishment rate: +2% (Lord's army)
  • −Weapon strength: +15%
  • +Weapon strength: +10%
  • −Charge bonus: +25
  • −Fire resistance: 30%
  • −Speed: +10%
  • +Charge bonus: +5
  • +Fire resistance: 10%
  • +Melee defence: +5
  • +Speed: +5%
  • +Fire resistance: 40%
Dragon SpearUncommon
  • −Armour-piercing weapon damage: +25
  • −Melee attack: +5
  • +Armour-piercing weapon damage: +20
  • +Melee attack: +2
  • +Charge bonus: +10
  • −Melee attack: +6
  • −Income from post-battle loot: +15%
  • −Control: +5 (local province)
  • +Melee attack: +5
  • +Income from post-battle loot: +10%
  • +Control: +5 (own local province)
  • −Income from raiding: +5% (own army)
  • +Income from raiding: +5% (Lord's army)
  • −Control: +4 (local province)
  • +Control: +4 (own local province)
  • −Speed: +5%
  • −Campaign movement range: +10%
  • −Growth: +10 (local province)
  • +Speed: +3%
  • +Campaign movement range: +10% for armies
  • +Growth: +10 (own local province)
Dreaming BowUncommon
  • −Construction cost: -10% for all buildings (local region)
  • −Missile strength: +10%
  • +Construction cost: -5% for all buildings (local region)
  • +Missile strength: +5%
  • −Upkeep: -5% (all units in army)
  • +Upkeep: -2% (all units in army)
  • −Casualty replenishment rate: +4% when in foreign territory (Lord's army)
  • +Casualty replenishment rate: +5% when in foreign territory (Lord's army)
DregCommon
  • +Income from post-battle loot: +10%
  • −Character experience gain: +7%
  • +Character experience gain: +10%
  • −Income from all buildings: +4% (local region)
  • +Ambush defence chance: +5% (all units in army)
  • +Income from all buildings: +5% (local region)
  • −Income from all buildings: +9% (local region)
  • +Income from all buildings: +10% (local region)
  • −Weapon strength: +20% when fighting against Dwarfs
  • −Recruitment cost: -10% (Lord's army)
  • +Weapon strength: +50% when fighting against Dwarfs
  • +Armour-piercing weapon damage: +50
  • +Upkeep: -5% (Lord's army)
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 12 → 20
  • −Miscast base chance: +15% for all enemy spellcasters (enemy armies in local province)
  • +Miscast base chance: +15% for all enemy spellcasters (enemy armies in province)
Eagle BowUncommon
  • −Missile strength: +15%
  • −Range: +10%
  • +Missile strength: +5%
  • +Range: +5%
Eagle MaskUncommon
  • −Ambush success chance: +15% (own army)
  • +Ambush success chance: +10% (own army)
Eagle QuiverUncommon
  • −Ammunition: +15%
  • −Reload time reduction: +15%
  • +Ammunition: +5%
  • +Reload time reduction: +5%
  • −Missile resistance: 10%
  • −Ambush defence chance: +20% (own army)
  • +Missile resistance: 5%
  • +Ambush defence chance: +10% (own army)
  • −Control: +4 (local province)
  • +Control: +4 (own local province)
EldireUnique
  • −Wound recovery time: -2 turns
  • +Wound recovery time: -4 turns
  • −Grimoires from all buildings: +20% (local province)
  • +Grimoires from all buildings: +20% (own local province)
ElfbaneUnique
  • +Spell resistance: 20%
  • −On turn start, Lords in this character's region have a chance to gain 1 loyalty (local region)
  • +On turn start, Lords in this character's region have a chance to gain 1 loyalty (own characters in region)
  • −Slaanesh corruption: +5 (local province)
  • −Character's aura leadership effect: +8
  • −Control: +4 (local province)
  • +Slaanesh corruption: +6 (local province)
  • +Character's aura leadership effect: +10
  • +Control: +4 (own local province)
  • −Ward save: +14%
  • +Enables poison attacks
  • +Ward save: +10%
  • −Armour: +15
  • −Melee defence: +4
  • −Ward save: +12%
  • +Armour: +10
  • +Melee defence: +5
  • +Ward save: +10%
  • −Weapon strength: +8%
  • +Weapon strength: +5%
  • −Campaign line of sight: +50%
  • +Campaign line of sight: +100%
  • −Growth: -5 (local province)
  • −Control: +3 (local province)
  • +Growth: -15 (own local province)
  • +Control: +3 (own local province)
  • −Armour: +5 for Warpfire Thrower, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units
  • +Armour: +5 for Warpfire Thrower, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (all units in army)
EngvinUnique
  • +Income from Slave Pens and Slave Markets: +5% (all provinces)
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
EnticerCommon
  • −Seduce Units cost: -5% (Lord's army)
  • +Seduce Units cost: -6% (Lord's army)
EntomologistUncommon
  • −Growth: +5 (local province)
  • +Casualty replenishment rate: +4% (all units in army)
  • +Growth: +10 (own local province)
EpicureanCommon
  • −Casualties captured post-battle: +12%
  • +Casualty replenishment rate: +2% (all units in army)
  • +Casualties captured post-battle: +10%
  • −Assassinate action: Additional 8% success chance
  • +Assassinate action: Additional 10% success chance
  • −Leadership: +4 for Eternal Guard units (own army)
  • +Leadership: +4 for Eternal Guard units (Lord's army)
  • −Campaign movement range: +10%
  • +Campaign movement range: +10% for armies
EunuchCommon
  • −On turn start, Lords in this character's region have a chance to gain 1 loyalty (local region)
  • +On turn start, Lords in this character's region have a chance to gain 1 loyalty (own characters in region)
  • −Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in region)
  • −Campaign movement range: +10% (own army)
  • +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in region)
  • +Campaign movement range: +10% for armies (own army)
  • −Control: +6 (local province)
  • +Control: +6 (own local province)
FactorCommon
  • −Income from trade tariffs: +5% (factionwide)
  • +Income from trade tariffs: +4% (factionwide)
Fan WaverCommon
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Casualty replenishment rate: +2% (all units in army)
  • −Melee attack: +8
  • +Melee attack: +4
  • +Speed: +10%
  • −Winds of Magic cost: -1 for "Okkam's Mindrazor"
  • −Winds of Magic cost: -2 for "Okkam's Mindrazor Upgraded"
  • +Winds of Magic cost: -5 for "Okkam's Mindrazor"
  • +Winds of Magic cost: -5 for "Okkam's Mindrazor Upgraded"
  • +Vigour loss reduction: -10%
  • Quest rank: 7 → 15
FangspikeUnique
  • −Armour-piercing weapon damage: +30
  • +Armour-piercing weapon damage: +50
  • −Speed: +15%
  • −Leadership: +8 when laying siege or encircling (all units in army)
  • +Speed: +10%
  • +Leadership: +5 when laying siege or encircling (all units in army)
  • Quest rank: 17 → 20
  • −Weapon strength: +15%
  • +Weapon strength: +10%
  • +Weapon strength: +10% when fighting against Humans
FerrymanCommon
  • −Campaign line of sight: +5%
  • +Campaign movement range: +5%
  • +Campaign line of sight: +10%
  • −Ambush defence chance: +10% (Lord's army)
  • +Ambush defence chance: +10% (all units in army)
  • −Income from raiding: +15% (Lord's army)
  • +Income from raiding: +25% (Lord's army)
FishermanCommon
  • −Income from trade tariffs: +5% (factionwide)
  • +Income from trade tariffs: +4% (factionwide)
  • +Campaign movement range: +5%
  • −Recruitment cost: -20% for Flesh Hounds of Khorne units (local province)
  • +Recruitment cost: -20% for Flesh Hounds of Khorne units (own local province)
  • +Attribute: Unbreakable
  • +Enemy Hero action success chance: -10%
  • −Enemy leadership: -3 (local region)
  • +Enemy leadership: -5 (enemy armies in region)
  • −Melee attack: +6
  • −Recruitment cost: -10% (Lord's army)
  • +Melee attack: +5
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 7 → 10
  • −Seduce Units budget: -15% (enemy Slaaneshi armies in local region)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • −Character experience per turn: +15
  • +Character experience gain per turn: +100
GardenerUnique
  • −Infections from all buildings: +30% (local province)
  • +Infections from all buildings: +30% (own local province)
  • −Armour: +20
  • +Armour: +5
  • −Melee defence: +10
  • +Melee defence: +15
  • −Armour: +20
  • +Armour: +10
  • +Weapon strength: +10% when fighting against Skaven
  • +Spell resistance: 10%
  • −Weapon strength: +15% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • −Armour-piercing weapon damage: +75
  • −Melee attack: +8
  • −Control: +1 (all provinces)
  • +Weapon strength: +50% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • +Armour-piercing weapon damage: +100
  • +Melee attack: +10
  • +Enables magical attacks
  • +Control: +2 (all provinces)
  • Quest rank: 12 → 20
  • −Spell resistance: 25% (Lord's army)
  • +Spell resistance: 40% (Lord's army)
  • −Campaign movement range: -50% for enemy armies starting their turn in this region (enemy armies in region)
  • +Campaign movement range: -50% for enemy armies starting their turn in this province (enemy armies in region)
  • −Control: +15 (local province)
  • −Control: -15 (local enemy province)
  • +Control: +15 (own local province)
  • +Control: -15 (enemy local province)
  • +Character experience gain per turn: +250
GitsnikUnique
  • −Bonus vs Large: +12
  • −Melee attack: +6
  • −Recruitment cost: -10% (Lord's army)
  • +Bonus vs Large: +15
  • +Melee attack: +10
  • +Recruitment cost: -10% for all units (Lord's army)
  • +Growth: +10 (all provinces)
  • Quest rank: 7 → 15
  • −Weapon strength: +18% when fighting against Undead factions
  • −Melee defence: +8
  • +Weapon strength: +10% when fighting against Undead factions
  • +Melee defence: +5
  • −Recruit rank: +2 for Gnoblars and Pigback Riders units (own army)
  • +Recruit rank: +2 for Gnoblars and Pigback Riders units (Lord's army)
  • −Income from all buildings: +10% (local region)
  • +Income from sacking settlements: +5% (Lord's army)
  • +Income from all buildings: +5% (local region)
  • −Melee attack: +6
  • +Melee attack: +5
  • −Melee attack: +5
  • +Melee attack: +4
  • +Weapon strength: +8%
  • −Armour: +20
  • −Melee defence: +5
  • −Ward save: +5%
  • +Armour: +4
  • +Melee defence: +4
  • +Ward save: +4%
  • −Charge bonus: +15
  • −Ward save: +10%
  • +Charge bonus: +20
  • +Ward save: +5%
  • +Upkeep: -10% (Lord's army)
  • Quest rank: 7 → 15
GoldsmithCommon
  • −Income from Iron Mines, Gold Mines and Stone Quarries: +8% (local region)
  • +Income from Iron Mines, Gold Mines and Stone Quarries: +10% (local region)
  • −Meat Construction Cost: -25% for Ogre Camp settlement chains (armies in local province)
  • −Construction Time: -1% for Ogre Camp settlement chains (armies in local province)
  • +Meat Construction Cost: -25% for Ogre Camp settlement chains (own armies in province)
  • +Construction Time: -1% for Ogre Camp settlement chains (own armies in province)
GourmandUncommon
  • −Growth: +5 (local province)
  • +Unit experience gain per turn: +50 (all units in army)
  • +Growth: +10 (own local province)
  • −Melee attack: +4 for Skin Wolf, Norscan Ice Wolves & Norscan Warhounds units (own army)
  • −Speed: +5% for Skin Wolves, Wolves & Warhounds units (own army)
  • +Melee attack: +2 for Skin Wolf, Norscan Ice Wolves & Norscan Warhounds units (Lord's army)
  • +Speed: +5% for Skin Wolves, Wolves & Warhounds units (Lord's army)
  • −Control: +4 (local province)
  • +Control: +4 (own local province)
Grave DiggerUncommon
  • +Raise dead cost: -10%
  • +Research rate: +5
  • +Income from all buildings: +5% (local region)
  • −Armour-piercing weapon damage: +30
  • +Armour-piercing weapon damage: +50
  • −Campaign line of sight: +15%
  • +Wound recovery time: -2 turns
  • +Campaign line of sight: +10%
  • −Attrition: +15% when under siege (enemy armies in local region)
  • −Research rate: +10
  • +Attrition: +10% when under siege (enemy armies in local region)
  • +Research rate: +5
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +5
  • +Weapon strength: +10%
  • −Income from trade tariffs: +5% (factionwide)
  • +Income from trade tariffs: +4% (factionwide)
  • −Growth: +35 (local province)
  • +Growth: +35 (own local province)
  • −Armour-piercing weapon damage: +10
  • −Melee attack: +3
  • −Melee defence: +6
  • −Income from post-battle loot: +20%
  • +Armour-piercing weapon damage: +50
  • +Melee attack: +5
  • +Melee defence: +5
  • +Income from post-battle loot: +10%
  • Quest rank: 12 → 20
  • −Control: +4 (local province)
  • +Campaign movement range: +5%
  • +Casualty replenishment rate: +2% (all units in army)
  • +Control: +1 (own local province)
HauclirUnique
  • −Armour: +20 when defending (all units in army)
  • −Melee defence: +8 when defending (all units in army)
  • +Armour: +10 when defending (all units in army)
  • +Melee defence: +10 when defending (all units in army)
  • −Range: +8%
  • +Range: +10%
  • −Spell resistance: 18%
  • +Spell resistance: 10%
  • Quest rank: 17 → 25
  • −Charge bonus: +30
  • −Weapon strength: +15%
  • −Control: +5 (local province)
  • +Charge bonus: +25
  • +Weapon strength: +10%
  • +Control: +5 (own local province)
  • Quest rank: 12 → 15
  • −Spell resistance: -10% (enemy armies in local province)
  • +Spell resistance: -10% (enemy armies in province)
  • −Replenishes 5% campaign movement range after winning a battle
  • +Replenishes 10% campaign movement range after winning a battle
  • −Winds of Magic power reserve capacity: +8
  • +Winds of Magic power reserve capacity: +5
  • −Research rate: +10
  • +Research rate: +5
HellheartCommon
  • −Miscast base chance: +10% for all enemy spellcasters (enemy armies in local province)
  • +Miscast base chance: +10% for all enemy spellcasters (enemy armies in province)
  • −Winds of Magic power reserve capacity: +5 (Lord's army)
  • −Ward save: +5% (Lord's army)
  • +Winds of Magic power reserve capacity: +10 (Lord's army)
  • +Enemy Hero action success chance: -10%
  • +Ward save: +10% (Lord's army)
  • −Physical resistance: 8%
  • +Armour: +5
  • +Melee attack: +5
  • +Physical resistance: 5%
  • −Armour: +15
  • +Armour: +25
  • +Enemy Hero action success chance: -10%
  • Quest rank: 12 → 15
  • −Control: +5 (local province)
  • +Control: +5 (own local province)
  • Quest rank: 12 → 10
  • +Range: +25% for Ushabti (Great Bow) units (Lord's army)
  • +Ammunition: +20% for Skeleton Archers units (Lord's army)
  • −Weapon strength: +12% for Tomb Guard units (Lord's army)
  • +Ward save: +10% for Hierotitan units (Lord's army)
  • +Weapon strength: +10% for Tomb Guard units (Lord's army)
  • −Attrition: -10% casualties suffered from storm attrition (own army)
  • +Campaign movement range: +5%
  • +Attrition: -10% casualties suffered from storm attrition (Lord's army)
  • +Missile resistance: 10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
  • −Bonus vs Infantry: +12 for Tomb Scorpion units (Lord's army)
  • +Ward save: +10% for Bone Giant units (Lord's army)
  • +Bonus vs Infantry: +15 for Tomb Scorpion units (Lord's army)
  • −Bonus vs Large: +12 for Necrosphinx and Khemrian Warsphinx units (Lord's army)
  • +Armour: +10 for Khemrian Warsphinx and Khemric Titan units (Lord's army)
  • +Bonus vs Large: +15 for Necrosphinx and Khemrian Warsphinx units (Lord's army)
  • +Weapon strength: +10% for Skeleton Chariots and Skeleton Archer Chariot units (Lord's army)
  • +Missile strength: +10% for Skeleton Archer Chariot units (Lord's army)
  • +Armour-piercing weapon damage: +5 for Carrion units (Lord's army)
HerbalistCommon
  • −Wound recovery time: +3 turns
  • +Wound recovery time: +2 turns
  • −Casualty replenishment rate: +3% (own army)
  • +Casualty replenishment rate: +2% (all units in army)
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
  • −Campaign line of sight: +15%
  • −Ambush defence chance: +10% (own army)
  • +Campaign line of sight: +25%
  • +Ambush defence chance: +10% (Lord's army)
  • −Physical resistance: 15%
  • +Physical resistance: 10%
  • −Leadership: +8 (Lord's army)
  • +Leadership: +10 (Lord's army)
  • Quest rank: 7 → 15
  • −Armour: +15
  • −Spell resistance: 30%
  • +Armour: +10
  • +Spell resistance: 10%
  • Quest rank: 3 → 10
  • −Recruitment cost: -15% for Cavalry units (Lord's army)
  • +Recruitment cost: -10% for Cavalry units (Lord's army)
HunterCommon
  • −Ambush success chance: +10% (Hero's army)
  • +Ambush success chance: +10% (all units in army)
HuscarlCommon
  • −Campaign movement range: +5%
  • +Campaign movement range: +10%
  • +Spell resistance: 50%
  • +Research rate: +25 (factionwide)
  • −Hero recruit rank: +1 for Bray-Shamans (Lord's army)
  • +Hero recruit rank: +4 for Bray-Shamans (own armies factionwide)
  • Quest rank: 7 → 15
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • −Campaign movement range: -20%
  • +Campaign movement range: -20% for armies
  • −Campaign movement range: +10%
  • +Campaign movement range: +10% for armies
  • −Recruitment cost: -10% for Artillery and War Machine units (own army)
  • +Recruitment cost: -10% for Artillery and War Machine units (Lord's army)
  • −Seduce Units budget: -15% (enemy Slaaneshi armies in local region)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • −Leadership: +5 (own army)
  • +Leadership: +2 (Lord's army)
  • −Melee defence: +5
  • +Melee defence: +4
  • +Weapon strength: +8%
  • −Spell resistance: 5%
  • +Spell resistance: 10%
  • −Armour: +40
  • −Fire resistance: 20%
  • +Armour: +15
  • +Fire resistance: 15%
  • −Melee defence: +8
  • −Weapon strength: +16%
  • +Melee defence: +10
  • +Weapon strength: +10%
  • −Armour: +15
  • +Armour: +5
  • −Fire resistance: 50%
  • +Fire resistance: 25%
  • +Armour: +5
  • +Melee defence: +4
  • −Ward save: +15% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen
  • +Ward save: +20% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen
IsilvarUnique
  • −Attrition: -30% casualties suffered from all attrition (all units in army)
  • +Physical resistance: 5% (all units in army)
  • +Attrition: -25% casualties suffered from all attrition (all units in army)
  • −Enemy leadership: -8 (local region)
  • +Enemy leadership: -8 (enemy armies in region)
  • −Ward save: +20%
  • +Ward save: +10%
  • Quest rank: 7 → 15
  • −Campaign movement range: +7%
  • +Hero action cost: -10%
  • +Campaign movement range: +5%
  • −Recruit rank: +3 for Jade Warriors and Jade Warriors (Halberds) units (local province)
  • +Recruit rank: +2 for Jade Warriors and Jade Warriors (Halberds) units (own local province)
JailerCommon
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • −Income from Gem Cutters and Obsidian Quarries: +6% (local region)
  • +Growth: +5 (own local province)
  • +Income from Gem Cutters and Obsidian Quarries: +5% (local province)
  • −Recruitment cost: -10% for K'daai units (own army)
  • +Recruitment cost: -10% for K'daai units (Lord's army)
KaraghulUnique
  • −Wound recovery time: -1 turns
  • +Wound recovery time: -2 turns
  • −Income from all buildings: +10% (local region)
  • −Income from Ports: +20% (local region)
  • −Control: +5 (local province)
  • +Income from all buildings: +10% (own local province)
  • +Income from Ports: +10% (own local province)
  • +Control: +5 (own local province)
  • −Campaign line of sight: +15%
  • +Character experience gain per turn: +50
  • +Campaign line of sight: +10%
  • −Diplomatic relations: +15 with Khornate factions
  • +Casualty replenishment rate: +2% (all units in army)
  • +Diplomatic relations: +10 with Khornate factions
  • −Seduce Units budget: -15% (enemy Slaaneshi armies in local region)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • −Campaign movement range: +7%
  • +Campaign movement range: +10%
  • −Campaign movement range: +7%
  • +Campaign movement range: +10%
  • −Control: +10 (local province)
  • +Control: +10 (own local province)
  • +Armour-piercing weapon damage: +100
  • +Enemy spell resistance: -10% (enemy armies in region)
  • Quest rank: 12 → 15
  • −Upkeep: -8% for Tzar Guard units (Lord's army)
  • +Upkeep: -5% for Acolytes of Ursun and Tzar Guard units (Lord's army)
  • −Upkeep: -8% for Tzar Guard units (Lord's army)
  • +Upkeep: -10% for Acolytes of Ursun and Tzar Guard units (Lord's army)
  • −Enemy Hero action success chance: -8%
  • +Enemy Hero action success chance: -10%
  • −Enemy Hero action success chance: -8%
  • +Enemy Hero action success chance: -10%
  • Quest rank: 12 → 15
  • +Casualty replenishment rate: +2% (all units in army)
  • −Income from post-battle loot: +10%
  • +Income from post-battle loot: +5%
  • −Speed: +8% for Feral Mammoth and War Mammoth units (Lord's army)
  • +Speed: +25% for Feral Mammoth and War Mammoth units (Lord's army)
  • −Campaign line of sight: +15%
  • +Casualty replenishment rate: +2% (all units in army)
  • +Campaign line of sight: +10%
  • −Upkeep: -20% for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (Lord's army)
  • +Upkeep: -10% for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (Lord's army)
LiarsbaneUnique
  • −Control: +3 (local province)
  • +Control: +3 (own local province)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • −Upkeep: -15% (all units in army)
  • +Upkeep: -5% (all units in army)
  • −Magic item drop chance from battle: +20%
  • −Post battle chance of stealing a magic item: +10%
  • −Ward save: +10%
  • +Magic item drop chance from battle: +25%
  • +Post battle chance of stealing a magic item: +25%
  • +Ward save: +5%
  • Quest rank: 7 → 10
  • −Speed: +10%
  • −Ambush success chance: +15% (Lord's army)
  • +Speed: +10% (Lord's army)
  • +Upkeep: -5% (Lord's army)
  • +Ambush success chance: +25% (Lord's army)
  • Quest rank: 7 → 10
  • −Campaign movement range: +50%
  • +Campaign movement range: +50% for armies
  • −Physical resistance: 18%
  • +Physical resistance: 25%
  • +Weapon strength: +25%
  • Quest rank: 3 → 10
  • Quest rank: 8 → 10
  • −Enemy leadership: -1 (local region)
  • +Enemy leadership: -1 (enemy armies in region)
  • −Recruitment cost: -10% for Mammoth units (own army)
  • −Recruit rank: +1 for Mammoth units (own army)
  • −Enemy leadership: -1 (local region)
  • +Recruitment cost: -10% for Mammoth units (Lord's army)
  • +Recruit rank: +1 for Mammoth units (Lord's army)
  • +Enemy leadership: -1 (enemy armies in region)
  • −Leadership: +5 when fighting against Humans (own army)
  • +Leadership: +4 when fighting against Humans (all units in army)
  • −Campaign movement range: +5%
  • +Campaign movement range: +10%
  • −Recruit rank: +1 for Marauder units (own army)
  • +Recruit rank: +1 for Marauder units (Lord's army)
MarineCommon
  • −Attrition: -15% casualties suffered from high seas attrition (Lord's army)
  • +Income from Ports: +5% (local province)
  • +Attrition: -25% casualties suffered from high seas attrition (Lord's army)
  • −Campaign movement range: +10%
  • +Campaign movement range: +25% for armies
  • Quest rank: 7 → 15
  • −Attribute: Unbreakable for Oceanids and Sea Elemental units (own army)
  • −Physical resistance: 5%
  • −Wound recovery time: -1 turns
  • +Attribute: Unbreakable for Oceanids and Sea Elemental units (Lord's army)
  • +Physical resistance: 10%
  • +Wound recovery time: -2 turns
  • −Growth: +5 (local province)
  • +Enemy battle reinforcement time: +25% (all units in army)
  • +Growth: +10 (own local province)
  • −Range: +15% for Zombie Pirate Gunnery Mob and Deck Droppers units (all units in army)
  • +Range: +25% for Zombie Pirate Gunnery Mob and Deck Droppers units (all units in army)
  • −Campaign movement range: +7%
  • +Campaign movement range: +10%
  • −Upkeep: -15% for Marauders and Marauder Horsemen of Slaanesh units (Lord's army)
  • +Upkeep: -10% for Marauders and Marauder Horsemen of Slaanesh units (Lord's army)
  • −Melee defence: +12
  • +Passive ability: "Overzealous Defence"
  • +Melee defence: +5
  • −Base weapon damage: -75
  • −Armour-piercing weapon damage: +75
  • +Base weapon damage: -50
  • +Armour-piercing weapon damage: +100
  • −Speed: +25%
  • +Speed: +50%
  • −Weapon strength: +30%
  • +Passive ability: "Overzealous Attack"
  • +Weapon strength: +10%
  • −Melee attack: +6
  • −Melee defence: +6
  • +Melee attack: +10
  • +Melee defence: +10
  • −Armour-piercing weapon damage: +40
  • −Bonus vs Large: +16
  • +Armour-piercing weapon damage: +75
  • +Bonus vs Large: +20
MercantilistUncommon
  • −Diplomatic relations: +15 with Empire
  • +Local recruitment capacity: +1 (local province)
  • +Diplomatic relations: +10 with Empire
MercenaryCommon
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Casualty replenishment rate: +5% (all units in army)
MercenaryCommon
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Casualty replenishment rate: +2% (all units in army)
MessengerCommon
  • −Campaign line of sight: +15%
  • +Casualties captured post-battle: +10%
  • +Campaign line of sight: +10%
MessengerCommon
  • −Campaign movement range: +6%
  • +Campaign movement range: +10%
MinerCommon
  • −Income from Iron Mines, Gold Mines and Stone Quarries: +15% (local region)
  • +Local recruitment capacity: +1 (local province)
  • +Income from Iron Mines, Gold Mines and Stone Quarries: +5% (local region)
  • +Leadership: +15
  • −Armour: +25
  • +Armour: +4
  • +Leadership: +8
  • −Armour-piercing weapon damage: +50
  • +Armour-piercing weapon damage: +25
  • −Armour-piercing weapon damage: +32
  • −Bonus vs Infantry: +6
  • +Armour-piercing weapon damage: +25
  • +Bonus vs Infantry: +10
MinstrelCommon
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
MinstrelCommon
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
  • −Winds of Magic cost: -3 for "Regrowth"
  • −Winds of Magic cost: -3 for "Regrowth Upgraded"
  • −Winds of Magic power reserve capacity: +15
  • +Winds of Magic cost: -5 for "Regrowth"
  • +Winds of Magic cost: -5 for "Regrowth Upgraded"
  • +Winds of Magic power reserve capacity: +20
  • Quest rank: 4 → 10
MoonbowUnique
  • −Ammunition: +15%
  • −Range: +15%
  • +Ammunition: +25%
  • +Range: +25%
  • Quest rank: 7 → 15
  • −Winds of Magic cost: -15% for Lore of Life spells
  • −Spell resistance: 30%
  • +Winds of Magic cost: -25% for Lore of Life spells
  • +Spell resistance: 10%
  • Quest rank: 3 → 10
  • +Melee defence: +10
  • +Magic item drop chance from battle: +10%
  • −Armour: +10
  • −Melee defence: +5
  • −Ward save: +5%
  • +Armour: +3
  • +Melee defence: +3
  • +Ward save: +3%
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +5
  • +Weapon strength: +10%
  • −Campaign movement range: +5%
  • +Campaign movement range: +10%
MutantCommon
  • −Enemy leadership: -4 (local region)
  • +Weapon strength: +5% for Forsaken units (all units in army)
  • +Enemy leadership: -2 (enemy armies in region)
  • −Casualties captured post-battle: +12%
  • +Casualties captured post-battle: +10%
  • −Enemy Winds of Magic power reserve capacity: -3 (enemy armies in local province)
  • +Income from Vampire Crypts, Vampire Keeps and Blood Tax buildings: +10% (local region)
  • +Enemy Winds of Magic power reserve capacity: -3 (enemy armies in province)
  • −Nurgle corruption: +5 (local province)
  • −Melee attack: +8
  • −Weapon strength: +8%
  • +Nurgle corruption: +10 (local province)
  • +Melee attack: +10
  • +Weapon strength: +10%
  • Quest rank: 10 → 15
NobleCommon
  • −Control: +1 (local province)
  • +Upkeep: -2% for Swordmen, Pikemen, Spearmen, Halberdiers, Archers, Huntsmen, Free Company Militia, Crossbowmen and Handgunners units (Lord's army)
  • +Control: +1 (own local province)
  • −Recruit rank: +2 for Cavalry units (Lord's army)
  • +Recruit rank: +1 for Cavalry units (Lord's army)
  • −Income from post-battle loot: +10% (Lord's army)
  • +Income from post-battle loot: +5% (Lord's army)
  • −Casualties captured post-battle: +12%
  • +Campaign movement range: +5%
  • +Casualties captured post-battle: +10%
  • −Campaign line of sight: +15%
  • +Ambush defence chance: +10% (all units in army)
  • +Campaign line of sight: +10%
  • −Enemy Hero action success chance: -8%
  • +Hero self-defence: +5% chance of wounding aggressors
  • +Enemy Hero action success chance: -5%
  • −Seduce Units budget: -15% (enemy Slaaneshi armies in local region)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • −Spell resistance: 10%
  • +Spell resistance: 20%
  • −Construction cost: -10% for all buildings (factionwide)
  • +Construction cost: -2% for all buildings (all regions factionwide)
  • +Income from all buildings: +10% (local region)
  • −Armour: +25
  • −Spell resistance: 15%
  • +Armour: +20
  • +Spell resistance: 20%
  • −Melee attack: +12 when fighting against Greenskins, Ogres and Skaven
  • −Weapon strength: +12% when fighting against Greenskins, Ogres and Skaven
  • +Melee attack: +10 when fighting against Greenskins, Ogres and Skaven
  • +Weapon strength: +10% when fighting against Greenskins, Ogres and Skaven
  • −Character's aura leadership effect: +10
  • +Character's aura leadership effect: +5
  • +Melee defence: +5
Orc HewerUnique
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +5
  • +Weapon strength: +10%
  • −Income from trade tariffs: +5% (factionwide)
  • +Income from trade tariffs: +4% (factionwide)
  • −Hero action cost: -15%
  • +Hero action cost: -20%
  • −Hero action cost: -15%
  • +Hero action cost: -25%
  • −Leadership: +5 (own army)
  • +Leadership: +5 (Lord's army)
  • +Spell resistance: 50%
OutlawCommon
  • −Income from raiding: +12% (Hero's army)
  • +Income from raiding: +25% (Hero's army)
OutlawCommon
  • −Income from raiding: +12% (Hero's army)
  • +Income from raiding: +25% (Hero's army)
OverseerCommon
  • −Casualties captured post-battle: +15%
  • +Casualties captured post-battle: +10%
  • −Control: +3 (all provinces)
  • +Allegiance points gained: +10% for alliances with Ogre Kingdoms
  • +Control: +2 (all provinces)
  • +Leadership aura size: +50%
  • Quest rank: 10 → 15
PeasantCommon
  • +Growth: +5 (own local province)
  • −Armour: +25
  • −Melee defence: +12
  • −Wound recovery time: -1 turns
  • +Armour: +30
  • +Melee defence: +9
  • +Wound recovery time: -3 turns
  • −Income from post-battle loot: +25% (Lord)
  • −Income from razing settlements: +25% (Lord)
  • +Income from post-battle loot: +15% (Lord)
  • +Income from razing settlements: +15% (Lord)
  • −Melee defence: +10
  • −Physical resistance: 20%
  • −Casualty replenishment rate: +7% (Lord's army)
  • +Melee defence: +9
  • +Physical resistance: 15%
  • +Casualty replenishment rate: +6% (Lord's army)
  • −Charge bonus: +25
  • −Melee attack: +15
  • +Charge bonus: +30
  • +Melee attack: +6
  • −Speed: +10%
  • −Campaign movement range: +20%
  • −Growth: +20 (local province)
  • +Speed: +9%
  • +Campaign movement range: +30% for armies
  • +Growth: +20 (own local province)
  • −Campaign line of sight: +40%
  • −Construction cost: -20% for all buildings (local region)
  • +Campaign line of sight: +60%
  • +Construction cost: -15% for all buildings (local region)
  • −Upkeep: -15% (all units in army)
  • +Upkeep: -6% (all units in army)
  • −Casualty replenishment rate: +12% when in foreign territory (Lord's army)
  • +Casualty replenishment rate: +15% when in foreign territory (Lord's army)
  • −Missile strength: +25%
  • −Range: +20%
  • +Missile strength: +15%
  • +Range: +15%
  • −Spell resistance: 20%
  • −Research rate: +20
  • +Spell resistance: 30%
  • +Research rate: +15
  • −Ammunition: +30%
  • −Reload time reduction: +25%
  • +Ammunition: +15%
  • +Reload time reduction: +15%
  • −Missile resistance: 20%
  • +Missile resistance: 15%
  • −Armour: +20
  • +Armour: +15
  • −Enemy leadership: -10 (local region)
  • −Control: +4 (local province)
  • +Enemy leadership: -6 (enemy armies in region)
  • +Control: +3 (own local province)
  • −Recruitment cost: -25% (own army)
  • −Vigour loss reduction: -44% (own army)
  • +Recruitment cost: -15% for all units (own army)
  • +Vigour loss reduction: -60% (own army)
  • −Unit experience gain per turn: +100 (own army)
  • +Unit experience gain per turn: +100 (Lord's army)
  • −Melee defence: +4
  • −Casualty replenishment rate: +3% (all units in army)
  • +Melee defence: +5
  • +Casualty replenishment rate: +5% (all units in army)
  • +Upkeep: -5% (Lord's army)
  • −Assassinate action: Additional 8% success chance
  • +Assassinate action: Additional 10% success chance
  • −Campaign movement range: +30%
  • +Campaign movement range: +30% for armies
  • −Income from post-battle loot: +5%
  • +Income from post-battle loot: +10%
Pit BossCommon
  • −Casualties captured post-battle: +15%
  • +Casualty replenishment rate: +2% (all units in army)
  • +Casualties captured post-battle: +10%
  • −Character experience gain: +5%
  • +Character experience gain: +10%
  • −Campaign movement range: +7%
  • +Construction time: -10% for all buildings (local province)
  • +Campaign movement range: +5%
  • −Control: +3 (all provinces)
  • +Control: +2 (all provinces)
  • +Ward save: +10%
  • +Attribute: Causes Terror
  • Quest rank: 7 → 15
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • +Research rate: +5
PoisonerUncommon
  • −Attrition: -10% casualties suffered from all attrition (Lord's army)
  • +Attrition: -10% casualties suffered from Nurgle Plagues and Corruption (Lord's army)
  • +Attrition: +5% casualties suffered from all attrition (enemy armies in province)
PossessedCommon
  • −Research rate: +10
  • +Research rate: +5
  • +Post battle chance of stealing a magic item: +10%
  • +Campaign line of sight: +25%
  • −Weapon strength: +8%
  • +Weapon strength: +10%
  • −Armour-piercing missile damage: +15% for Zombie Pirate Gunnery Mob and Deck Droppers units (all units in army)
  • +Armour-piercing missile damage: +25% for Zombie Pirate Gunnery Mob and Deck Droppers units (all units in army)
  • −Recruitment cost: -7% for Artillery units (local province)
  • +Recruitment cost: -10% for Artillery units (own local province)
  • −Melee attack: -12
  • −Ward save: +15%
  • −Weapon strength: +25%
  • +Melee attack: -10
  • +Ward save: +10%
  • +Weapon strength: +50%
  • +Speed: -10%
  • −Recruit rank: +2 for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (all armies factionwide)
  • +Recruit rank: +2 for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (factionwide)
  • −Corruption: -1 (local province)
  • −Campaign movement range: +6%
  • +Corruption: -2 (local province)
  • +Campaign movement range: +5%
  • +Devotion gained from fighting Chaos: +5% (factionwide)
  • −Control: +4 (local province)
  • +Ward save: +5%
  • +Control: +4 (own local province)
  • +Weapon strength: +10%
  • +Devotion gained from successful Hero actions: +10%
  • −Immune to all attrition (own army)
  • +Immune to all attrition (Lord's army)
  • +Armour: +5 (Lord's army)
  • −Immune to all attrition (own army)
  • +Immune to all attrition (Lord's army)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • +Corruption: -2 (local province)
  • −Upkeep: -10% for Terradon Riders, Cold One, Stegadon, Bastiladon, Carnosaur, Troglodon and Dread Saurian units (own army)
  • +Upkeep: -5% for Terradon Riders, Cold One, Stegadon, Bastiladon, Carnosaur, Troglodon and Dread Saurian units (Lord's army)
  • −Income from sacking settlements: +9%
  • +Upkeep: -1% (all units in army)
  • +Income from sacking settlements: +10%
  • +Enables magical attacks
  • +Leadership: +5
  • +Physical resistance: 5%
  • −Speed: +5%
  • +Speed: +10%
  • −Armour-piercing weapon damage: +80
  • +Armour-piercing weapon damage: +50
  • Quest rank: 7 → 10
  • −Missile resistance: 10%
  • +Melee defence: +5
  • +Missile resistance: 5%
  • +Weapon strength: +15%
  • +Spell resistance: 10%
  • +Missile resistance: 5%
  • +Reload time reduction: +10%
  • +Weapon strength: +5% when fighting against Skaven (Lord's army)
  • −Leadership: +5 when fighting against Skaven (own army)
  • +Leadership: +4 when fighting against Skaven (all units in army)
  • −Weapon strength: +15%
  • −Income from sacking settlements: +20%
  • +Weapon strength: +25%
  • +Income from sacking settlements: +25%
  • Quest rank: 3 → 10
  • −Upkeep: -15% (all units in army)
  • +Upkeep: -8% (all units in army)
  • −Recruitment cost: -30% (own army)
  • +Vigour loss reduction: -80% (own army)
  • +Recruitment cost: -20% for all units (own army)
  • −Melee defence: +8
  • −Wound recovery time: -1 turns
  • +Melee defence: +6
  • +Wound recovery time: -2 turns
  • −Income from post-battle loot: +15% (Lord)
  • −Income from razing settlements: +15% (Lord)
  • +Income from post-battle loot: +10% (Lord)
  • +Income from razing settlements: +10% (Lord)
  • −Melee defence: +5
  • −Physical resistance: 15%
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Melee defence: +6
  • +Physical resistance: 10%
  • +Casualty replenishment rate: +4% (Lord's army)
  • −Charge bonus: +10
  • −Melee attack: +10
  • +Charge bonus: +20
  • +Melee attack: +4
  • −Speed: +5%
  • −Campaign movement range: +15%
  • −Growth: +15 (local province)
  • +Speed: +6%
  • +Campaign movement range: +20% for armies
  • +Growth: +15 (own local province)
  • −Campaign line of sight: +30%
  • −Construction cost: -15% for all buildings (local region)
  • +Campaign line of sight: +40%
  • +Construction cost: -10% for all buildings (local region)
  • −Upkeep: -10% (all units in army)
  • +Upkeep: -4% (all units in army)
  • −Casualty replenishment rate: +8% when in foreign territory (Lord's army)
  • +Casualty replenishment rate: +10% when in foreign territory (Lord's army)
  • −Missile strength: +20%
  • −Range: +15%
  • +Missile strength: +10%
  • +Range: +10%
  • −Spell resistance: 15%
  • −Ambush success chance: +25% (own army)
  • +Spell resistance: 20%
  • +Ambush success chance: +20% (own army)
  • −Ammunition: +20%
  • −Reload time reduction: +20%
  • +Ammunition: +10%
  • +Reload time reduction: +10%
  • −Missile resistance: 15%
  • +Missile resistance: 10%
  • −Armour: +15
  • −Melee defence: +5 (own army)
  • +Armour: +10
  • +Melee defence: +4 (own army)
  • −Enemy leadership: -8 (local region)
  • −Control: +3 (local province)
  • +Enemy leadership: -4 (enemy armies in region)
  • +Control: +2 (own local province)
  • −Melee attack: +5 (own army)
  • +Melee attack: +4 (own army)
  • −Recruitment cost: -20% (own army)
  • −Vigour loss reduction: -33% (own army)
  • +Recruitment cost: -10% for all units (own army)
  • +Vigour loss reduction: -40% (own army)
  • −Armour: +50
  • −Fire resistance: 125%
  • −Melee defence: +15
  • −Wound recovery time: -3 turns
  • +Armour: +40
  • +Fire resistance: 100%
  • +Melee defence: +12
  • +Wound recovery time: -4 turns
  • −Income from post-battle loot: +100% (Lord)
  • −Income from razing settlements: +100% (Lord)
  • +Income from post-battle loot: +30% (Lord)
  • +Income from razing settlements: +30% (Lord)
  • −Melee defence: +15
  • −Ward save: +25%
  • −Casualty replenishment rate: +10% (Lord's army)
  • +Melee defence: +12
  • +Ward save: +15%
  • +Casualty replenishment rate: +8% (Lord's army)
  • −Charge bonus: +25
  • −Melee attack: +15
  • +Charge bonus: +40
  • +Melee attack: +8
  • −Speed: +15%
  • −Campaign movement range: +35%
  • +Speed: +12%
  • +Campaign movement range: +40% for armies
  • −Construction time: -33% for all buildings (local region)
  • −Construction cost: -33% for all buildings (local region)
  • −Missile strength: +15%
  • +Construction time: -20% for all buildings (local region)
  • +Construction cost: -20% for all buildings (local region)
  • +Missile strength: +20%
  • −Casualty replenishment rate: +25% when in foreign territory (Lord's army)
  • +Casualty replenishment rate: +20% when in foreign territory (Lord's army)
  • −Missile strength: +35%
  • −Range: +25%
  • +Missile strength: +30%
  • +Range: +30%
  • −Spell resistance: 25%
  • −Ambush success chance: +50% (own army)
  • −Research rate: +75
  • +Spell resistance: 40%
  • +Ambush success chance: +40% (own army)
  • +Research rate: +30
  • −Reload time reduction: +25%
  • +Ammunition: +20%
  • +Reload time reduction: +20%
  • −Range: +15% for Waywatcher units (own army)
  • −Missile resistance: 30%
  • −Ambush defence chance: +50% (own army)
  • +Range: +20% for Waywatcher units (own army)
  • +Missile resistance: 20%
  • +Ambush defence chance: +40% (own army)
  • −Melee defence: +10 (own army)
  • +Melee defence: +8 (own army)
  • −Enemy leadership: -10 (local region)
  • −Control: +4 (local province)
  • −Control: -50 (local enemy province)
  • +Enemy leadership: -8 (enemy armies in region)
  • +Control: +4 (own local province)
  • +Control: -50 (enemy local province)
  • −Weapon strength: +15%
  • −Melee attack: +10 (own army)
  • −Missile strength: +15% (own army)
  • +Weapon strength: +20%
  • +Melee attack: +8 (own army)
  • +Missile strength: +20% (own army)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • +Control: +1 (own local province)
  • −Armour-piercing weapon damage: +55
  • −Melee attack: +7
  • +Armour-piercing weapon damage: +50
  • +Melee attack: +10
  • −Bonus vs Large: +12
  • −Charge bonus: +30
  • −Melee attack: +7
  • −Weapon strength: +12%
  • −Control: +3 (all provinces)
  • +Bonus vs Large: +10
  • +Charge bonus: +25
  • +Melee attack: +5
  • +Weapon strength: +10%
  • +Control: +2 (all provinces)
  • Quest rank: 7 → 15
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • −Upkeep: -20% for Crushers units (Lord's army)
  • +Upkeep: -10% for Crushers units (Lord's army)
  • −Weapon strength: +6%
  • +Weapon strength: +10%
  • −Melee attack: +10
  • +Melee attack: +5
  • −Charge bonus: +20
  • −Income from post-battle loot: +30%
  • −Income from sacking settlements: +30%
  • +Charge bonus: +25
  • +Income from post-battle loot: +25%
  • +Income from sacking settlements: +25%
  • −Seduce Units budget: -15% (enemy Slaaneshi armies in local region)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • −Ambush defence chance: +15% (Lord's army)
  • +Ambush defence chance: +15% (all units in army)
  • +Vigour loss reduction: -10%
  • −Melee attack: +6
  • +Melee attack: +10
  • Quest rank: 12 → 15
RogueCommon
  • −Assassinate action: Additional 8% success chance
  • +Assassinate action: Additional 10% success chance
RogueCommon
  • −Assassinate action: Additional 8% success chance
  • +Assassinate action: Additional 10% success chance
  • −Campaign movement range: +2%
  • −Character's aura leadership effect: +4
  • +Campaign movement range: +5%
  • +Character's aura leadership effect: +2
  • −Armour-piercing weapon damage: +10
  • +Armour-piercing weapon damage: +25
  • −Armour-piercing weapon damage: +13
  • −Recruitment cost: -10% (Lord's army)
  • +Armour-piercing weapon damage: +50
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 12 → 20
  • −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +25%
  • Quest rank: 22 → 30
  • −Armour-piercing weapon damage: +50
  • +Armour-piercing weapon damage: +25
  • −Enemy leadership: -3 (enemy armies in region)
  • +Enemy leadership: -2 (enemy armies in region)
  • −Base weapon damage: +70
  • +Base weapon damage: +50
  • −Melee attack: +5
  • +Melee attack: +2
  • −Melee attack: +5
  • +Melee attack: +2
  • −Melee attack: +5
  • +Melee attack: +2
  • −Charge bonus: +25
  • +Charge bonus: +10
Rune of LuckUncommon
  • −Ward save: +10%
  • +Ward save: +5%
  • −Melee defence: +7
  • +Melee defence: +5
  • −Melee defence: +8
  • +Melee defence: +10
  • −Melee defence: +7
  • +Melee defence: +10
  • −Missile resistance: 15%
  • +Missile resistance: 10%
  • −Weapon strength: +20%
  • +Speed: +10%
  • +Weapon strength: +10%
  • −Weapon strength: +20%
  • +Weapon strength: +10%
  • +Speed: +10%
  • −Weapon strength: +20%
  • +Weapon strength: +10%
  • +Speed: +10%
  • −Melee attack: +8
  • +Melee attack: +10
  • Quest rank: 7 → 15
  • −Hero recruitment cost: -10% for Runesmiths (local province)
  • +Hero recruitment cost: -25% for Runesmiths (own local province)
  • −Research rate: +10
  • +Research rate: +5
  • Quest rank: 12 → 15
  • −Winds of Magic power reserve capacity: +10
  • +Winds of Magic power reserve capacity: +5
  • −Spell resistance: 45%
  • +Spell resistance: 40%
  • −Recruitment cost: -15% for Savage Orc units (local province)
  • +Recruitment cost: -15% for Savage Orc units (own local province)
  • −Recruit rank: +1 for Infantry units (own army)
  • +Recruit rank: +1 for Infantry units (Lord's army)
ScavengerCommon
  • −Leadership: +4 when fighting against Humans
  • +Leadership: +4 when fighting against Humans (all units in army)
  • −Melee attack: +15
  • +Melee attack: +5
  • −Income from post-battle loot: +15%
  • −Recruitment cost: -10% (Lord's army)
  • −Upkeep: -10% (Lord's army)
  • +Bonus vs Infantry: +10
  • +Income from post-battle loot: +10%
  • +Recruitment cost: -10% for all units (Lord's army)
  • +Upkeep: -5% (Lord's army)
  • Quest rank: 7 → 10
SchemerCommon
  • −Ambush success chance: +10% (Lord's army)
  • +Ambush success chance: +10% (all units in army)
  • −Miscast base chance: +20% for all enemy spellcasters (enemy armies in local province)
  • +Miscast base chance: +20% for all enemy spellcasters (enemy armies in province)
ScourgeUnique
  • Quest rank: 7 → 15
ScribeCommon
  • −Campaign movement range: +8%
  • −Recruitment cost: -10% (own army)
  • +Campaign movement range: +10%
  • +Recruitment cost: -10% for all units (Lord's army)
ScribeCommon
  • −Campaign movement range: +8%
  • +Research rate: +2
  • +Campaign movement range: +5%
ScrivenerCommon
  • −Research rate: +10
  • +Research rate: +5
  • −Cooldown: -20% to spells
  • −Spell resistance: 15%
  • +Cooldown: -25% to spells
  • +Spell resistance: 25%
  • Quest rank: 2 → 5
  • −Melee defence: +12
  • +Melee defence: +5
  • +Passive ability: "Exceptional Protection"
SeamanCommon
  • +Income from trade tariffs: +4% (factionwide)
  • −Campaign line of sight: +50%
  • −Campaign movement range: +10%
  • +Campaign line of sight: +100%
  • +Campaign movement range: +20%
  • −Upkeep: -10% for Terracotta Sentinel units (Lord's army)
  • +Upkeep: -5% for Terracotta Sentinel and Terracotta Automatons units (Lord's army)
  • −Income from looting settlements: +5%
  • +Unit experience gain per turn: +25 (Lord's army)
  • +Income from looting settlements: +10%
  • −Hero recruitment cost: -8% for Shamans (local province)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • +Hero recruitment cost: -25% for Shamans (own local province)
  • −Bonus vs Large: +12
  • −Melee attack: +6
  • −Recruitment cost: -10% (Lord's army)
  • +Bonus vs Large: +10
  • +Melee attack: +15
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 7 → 10
  • −Missile strength: +15%
  • +Missile strength: +25%
  • −Charge bonus: +15%
  • +Charge bonus: +25%
  • −Armour: +8
  • −Melee defence: +6
  • −Ward save: +15%
  • −Control: +5 (local province)
  • +Armour: +10
  • +Melee defence: +10
  • +Ward save: +10%
  • +Control: +5 (own local province)
  • Quest rank: 7 → 15
  • −Melee defence: +6
  • +Melee defence: +5
  • Quest rank: 7 → 10
  • −Recruitment cost: -10% (own army)
  • −Research rate: +4
  • +Recruitment cost: -5% for all units (Lord's army)
  • +Research rate: +5
  • −Attrition: -60% casualties suffered from high seas, reef and storm attrition (Lord's army)
  • +Attrition: -75% casualties suffered from high seas, reef and storm attrition (Lord's army)
  • −Control: +6 (local province)
  • +Control: +6 (own local province)
  • −Melee defence: +8
  • −Physical resistance: 12%
  • +Melee defence: +10
  • +Physical resistance: 10%
  • −Growth: +20 (local province)
  • −Control: +5 (local province)
  • +Growth: +20 (own local province)
  • +Control: +5 (own local province)
  • −Growth: +20 (local province)
  • −Control: +5 (local province)
  • +Growth: +20 (own local province)
  • +Control: +5 (own local province)
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
  • −Income from all buildings: +7% (local region)
  • +Income from all buildings: +10% (local region)
  • −Melee attack: +6
  • −Control: +3 (all provinces)
  • +Melee attack: +10
  • +Control: +2 (all provinces)
  • +Growth: +10 (all provinces)
  • Quest rank: 7 → 15
  • −Construction cost: -25% for Province Capital/Settlement buildings (local province)
  • +Construction cost: -10% for Province Capital/Settlement buildings (local province)
  • −Recruit rank: +3 for Skink and Chameleon Skinks units (local province)
  • +Recruit rank: +3 for Skink and Chameleon Skinks units (own local province)
  • −Armour: +4
  • −Physical resistance: 8%
  • +Armour: +5
  • +Physical resistance: 10%
  • −Enemy Winds of Magic power reserve: -5 per turn (enemy armies in local province)
  • +Enemy Winds of Magic power reserve: -5 per turn (enemy armies in province)
  • −Winds of Magic cost: -2 for "Vanhel's Danse Macabre"
  • −Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
  • −Spell resistance: 20%
  • −Miscast base chance: -15%
  • +Dark Insight generated: +1 per turn
  • +Winds of Magic cost: -5 for "Vanhel's Danse Macabre"
  • +Winds of Magic cost: -5 for "Vanhel's Danse Macabre Upgraded"
  • +Spell resistance: 25%
  • +Miscast base chance: -10%
  • Quest rank: 17 → 25
  • −Campaign line of sight: +15%
  • +Campaign line of sight: +30%
  • −Melee attack: +8
  • −Income from post-battle loot: +25%
  • −Recruitment cost: -10% (Lord's army)
  • +Melee attack: +10
  • +Income from post-battle loot: +10%
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 17 → 25
  • −Spell resistance: 20%
  • +Spell resistance: 50%
  • Quest rank: 12 → 15
  • −Khorne corruption: +5 (local province)
  • −Melee attack: +5
  • −Recruitment cost: -10% (Lord's army)
  • +Khorne corruption: +10 (local province)
  • +Melee attack: +10
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 10 → 15
  • −Construction cost: -7% for all buildings (local region)
  • +Construction cost: -10% for all buildings (local region)
  • −Recruitment cost: -2% (Lord's army)
  • +Recruitment cost: -5% for all units (Lord's army)
  • −Construction cost: -7% for all buildings (local region)
  • +Construction cost: -10% for all buildings (local region)
SlaverCommon
  • −Casualties captured post-battle: +15%
  • +Income from Slave Pens and Slave Markets: +5% (all provinces)
  • +Casualties captured post-battle: +10%
  • −Upkeep: -20% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
  • +Upkeep: -10% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (Lord's army)
Slayer's AxeUncommon
  • −Charge bonus: +20
  • +Bonus vs Large: +10
  • +Charge bonus: +10
  • +Physical resistance: 10%
  • −Charge bonus: +10
  • +Charge bonus: +5
  • +Melee attack: +5
  • −Melee attack: +8
  • −Weapon strength: +8%
  • +Melee attack: +10
  • +Weapon strength: +10%
  • Quest rank: 7 → 15
SmugglerCommon
  • −Income from trade tariffs: +6% (factionwide)
  • +Income from trade tariffs: +4% (factionwide)
  • +Campaign movement range: +5%
  • −Winds of Magic power reserve capacity: +10
  • +Winds of Magic power reserve capacity: +5
  • +Post battle chance of stealing a magic item: +10%
  • −Winds of Magic power reserve capacity: +18
  • +Winds of Magic power reserve capacity: +10
  • −Construction cost: -25% for Cult of Sotek and Cult of the Old Ones buildings (local province)
  • +Growth: +10 (own local province)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • +Construction cost: -5% for Cult of Sotek and Cult of the Old Ones buildings (local province)
  • −Missile strength: +10%
  • −Recruitment cost: -10% (Lord's army)
  • +Missile strength: +25%
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 17 → 25
  • −Bonus vs Large: +12
  • +Bonus vs Large: +15
  • −Casualties captured post-battle: +12%
  • +Casualties captured post-battle: +10%
  • −Leadership: +4 for Spider Riders units (Lord's army)
  • +Leadership: +2 for Spider Riders units (Lord's army)
  • −Control: +4 (local province)
  • +Control: +4 (own local province)
  • −Enemy leadership: -10 (local region)
  • +Enemy leadership: -10 (enemy armies in region)
  • −Leadership: +4 for Goblin units (Lord's army)
  • +Ambush success chance: +5% (all units in army)
  • +Leadership: +2 for Goblin units (Lord's army)
  • −Hero recruit rank: +5 for Shamans (all provinces)
  • −Physical resistance: 5%
  • +Hero recruit rank: +4 for Shamans (all provinces)
  • +Physical resistance: 10%
  • Quest rank: 12 → 20
SquireCommon
  • −Magic item drop chance from battle: +4%
  • +Wound recovery time: -2 turns
  • +Magic item drop chance from battle: +10%
  • −Leadership aura size: +35%
  • −Melee attack: +6
  • −Weapon strength: +12%
  • −Control: +3 (all provinces)
  • +Leadership aura size: +25%
  • +Melee attack: +5
  • +Weapon strength: +10%
  • +Control: +2 (all provinces)
  • Quest rank: 12 → 20
  • −Enemy melee defence: -5 (enemy armies in local province)
  • +Enemy melee defence: -5 (enemy armies in province)
  • −Magic item drop chance from battle: +20%
  • −Miscast base chance: -15%
  • −Research rate: +5
  • +Magic item drop chance from battle: +25%
  • +Miscast base chance: -25%
  • +Research rate: +25
  • +Vampiric corruption: +4 (local province)
  • Quest rank: 12 → 15
  • −Hero recruit rank: +1 for Cultists (local province)
  • −Tzeentch corruption: +5 (local province)
  • −Miscast base chance: -15%
  • +Hero recruit rank: +4 for Cultists (all provinces)
  • +Tzeentch corruption: +10 (local province)
  • +Miscast base chance: -25%
  • +Hero self-defence: +10% chance of wounding aggressors
  • +Campaign line of sight: +100%
  • Quest rank: 10 → 15
  • −Miscast base chance: -50%
  • +Hero capacity: +1 for Battle Wizards
  • +Hero recruit rank: +4 for Battle Wizards (all provinces)
  • +Melee attack: +10
  • +Miscast base chance: -25%
  • Quest rank: 17 → 25
  • −Leadership: +10 when fighting against Undead factions (Lord's army)
  • −Double experience gain for units when fighting against Undead factions (Lord's army)
  • +Leadership: +10 when fighting against Undead (Lord's army)
  • +Unit experience gain: +100% for units when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Lord's army)
  • −Casualty replenishment rate: +3% (Hero's army)
  • −Control: +3 (local province)
  • +Casualty replenishment rate: +2% (Hero's army)
  • +Control: +2 (own local province)
  • −Speed: +15%
  • −Charge bonus: +5% (Lord's army)
  • +Speed: +10%
  • +Charge bonus: +10% (Lord's army)
  • −Leadership aura size: +35%
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Leadership aura size: +100%
  • +Casualty replenishment rate: +10% (own armies in province)
  • +Battle healing cap: +10% (all armies factionwide)
  • Quest rank: 12 → 15
  • −Construction cost: -10% for Star Chamber buildings (all provinces)
  • +Construction cost: -10% for Star Chamber buildings (local province)
  • +Attrition: -10% when under siege (armies in local owned region)
  • −Melee attack: +6
  • +Melee attack: +10
  • −Melee attack: +16
  • −Weapon strength: +12%
  • +Melee attack: +15
  • +Weapon strength: +15%
  • +Upkeep: -5% (Lord's army)
  • Quest rank: 7 → 15
  • +Campaign movement range: +10% for armies
  • −Melee attack: +6
  • +Melee attack: +10
  • Quest rank: 7 → 15
  • −Growth: +5 (local province)
  • +Recruitment cost: -5% for all units (all units in army)
  • +Growth: +5 (own local province)
  • −Growth: +5 (local province)
  • +Growth: +10 (own local province)
  • −Melee attack: +15
  • −Melee defence: -15
  • −Weapon strength: +35%
  • +Melee attack: +10
  • +Melee defence: -10
  • +Weapon strength: +25%
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +5
  • +Weapon strength: +10%
  • −Miscast base chance: -10% (all characters)
  • +Miscast base chance: -10% (all characters factionwide)
  • Quest rank: 8 → 10
  • −Ward save: +17%
  • +Ward save: +10%
  • +Upkeep: -5% (Lord's army)
  • −Income from Iron Mines, Gold Mines and Stone Quarries: +8% (local region)
  • +Construction cost: -5% for all buildings (local province)
  • +Income from Iron Mines, Gold Mines and Stone Quarries: +5% (local region)
  • −Armour-piercing weapon damage: +25
  • +Armour-piercing weapon damage: +50
  • +Winds of Magic power reserve capacity: +20
  • +Upkeep: -5% (Lord's army)
  • Quest rank: 7 → 15
  • −Winds of Magic power reserve capacity: +10 (Lord's army)
  • −Armour: +15
  • −Wound recovery time: -1 turns
  • +Winds of Magic power reserve capacity: +10
  • +Armour: +10
  • +Melee defence: +10
  • +Wound recovery time: -2 turns
  • Quest rank: 3 → 10
  • −Campaign movement range: +20%
  • +Campaign movement range: +20% for armies
SunfangUnique
  • −Armour-piercing weapon damage: +30
  • −Control: +3 (all provinces)
  • +Enables flaming attacks
  • +Armour-piercing weapon damage: +100
  • +Enables magical attacks
  • +Control: +2 (all provinces)
  • +Income from post-battle loot: +10%
  • Quest rank: 12 → 20
  • −Winds of Magic cost: -2 for "Doombolt"
  • −Winds of Magic cost: -2 for "Doombolt Upgraded"
  • −Melee defence: +8
  • +Winds of Magic cost: -5 for "Doombolt"
  • +Winds of Magic cost: -5 for "Doombolt Upgraded"
  • +Melee defence: +5
  • Quest rank: 17 → 20
  • −Casualty replenishment rate: +5% (all units in army)
  • +Casualty replenishment rate: +10% (all units in army)
SwindlaCommon
  • −Income from post-battle loot: +7%
  • +Income from post-battle loot: +10%
  • −Upkeep: -8% for Jade Warriors and Jade Warriors (Halberds) units (Lord's army)
  • +Upkeep: -5% for Jade Warriors and Jade Warriors (Halberds) units (Lord's army)
  • −Recruitment cost: -10% (Lord's army)
  • +Recruitment cost: -10% for all units (Lord's army)
  • +Upkeep: -5% (Lord's army)
  • +Weapon strength: +10%
  • Quest rank: 7 → 15
  • −Winds of Magic cost: -3 for "Chain Lightning"
  • −Armour-piercing weapon damage: +40
  • −Melee defence: +10
  • −Missile resistance: 20%
  • +Winds of Magic cost: -5 for "Chain Lightning"
  • +Armour-piercing weapon damage: +25
  • +Melee defence: +5
  • +Missile resistance: 10%
  • −Control: +5 (all provinces)
  • +Bonus vs Large: +10
  • +Control: +2 (all provinces)
  • +Unit capacity: +1 Marauder Bearmen
  • Quest rank: 7 → 15
  • −Melee attack: +6
  • +Melee attack: +5
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 7 → 15
  • −Winds of Magic cost: -2 for "Hand of Glory"
  • −Winds of Magic cost: -2 for "Hand of Glory Upgraded"
  • −Miscast base chance: -20%
  • +Winds of Magic cost: -5 for "Hand of Glory"
  • +Winds of Magic cost: -5 for "Hand of Glory Upgraded"
  • +Miscast base chance: -25%
  • Quest rank: 7 → 15
  • −Control: +1 (local province)
  • +Casualty replenishment rate: +2% (all units in army)
  • +Control: +1 (own local province)
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • −Construction cost: -25% for Cult of Sotek and Cult of the Old Ones buildings (local province)
  • +Construction cost: -10% for Cult of Sotek and Cult of the Old Ones buildings (local province)
  • −Control: +2 (local province)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • +Control: +2 (own local province)
  • −Physical resistance: 12%
  • +Physical resistance: 20%
  • −Melee defence: +6
  • −Physical resistance: 15%
  • +Melee defence: +5
  • +Physical resistance: 10%
  • −Armour: +12
  • −Melee defence: +6
  • +Armour: +10
  • +Melee defence: +5
  • Quest rank: 12 → 20
  • −Armour: +12
  • −Melee defence: +6
  • −Wound recovery time: -1 turns
  • +Armour: +10
  • +Melee defence: +10
  • +Wound recovery time: -2 turns
  • Quest rank: 12 → 20
  • −Armour-piercing weapon damage: +12
  • −Bonus vs Large: +4
  • −Melee attack: +6
  • −Recruitment cost: -10% (Lord's army)
  • +Armour-piercing weapon damage: +50
  • +Bonus vs Large: +10
  • +Melee attack: +10
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 7 → 15
  • −Nurgle corruption: +6 (local province)
  • −Armour-piercing weapon damage: +40
  • +Nurgle corruption: +8 (local province)
  • +Armour-piercing weapon damage: +100
  • Quest rank: 17 → 15
  • −Weapon strength: +15%
  • −Control: +1 (all provinces)
  • +Weapon strength: +20%
  • +Control: +2 (all provinces)
  • +Construction cost: -10% for all buildings (local province)
  • +Hero self-defence: +10% chance of wounding aggressors
  • −Armour-piercing weapon damage: +40
  • −Weapon strength: +8%
  • +Armour-piercing weapon damage: +50
  • +Base weapon damage: -100
  • +Weapon strength: +10%
  • −Melee attack: +8
  • +Melee attack: +10
  • +Control: +2 (all provinces)
  • Quest rank: 12 → 15
  • −Magic item drop chance from battle: +40%
  • −Miscast base chance: -15%
  • +Magic item drop chance from battle: +100%
  • +Miscast base chance: -25%
  • Quest rank: 7 → 15
  • −Melee defence: +8
  • −Wound recovery time: -1 turns
  • +Melee defence: +10
  • +Wound recovery time: -2 turns
  • −Melee attack: +6
  • −Recruitment cost: -10% (Lord's army)
  • +Melee attack: +5
  • +Recruitment cost: -10% for all units (Lord's army)
  • +Leadership aura size: +25%
  • Quest rank: 10 → 15
  • −Melee attack: +6
  • −Melee defence: +6
  • +Melee attack: +2
  • +Melee defence: +2
  • Quest rank: 12 → 15
  • −Physical resistance: 15%
  • +Physical resistance: 20%
  • +Casualty replenishment rate: +5% (all units in army)
  • +Battle healing cap: +20%
  • Quest rank: 12 → 20
  • +Control: +5 (own local province)
  • +Casualty replenishment rate: +15% (Lord's army)
  • +Enemy Hero action success chance: -15%
  • Quest rank: 12 → 15
  • −Ambush success chance: +20% (Lord's army)
  • +Upkeep: -5% (Lord's army)
  • +Ambush success chance: +25% (Lord's army)
  • Quest rank: 7 → 15
  • −Melee attack: +3
  • −Melee defence: +3
  • −Control: +3 (all provinces)
  • +Melee attack: +5
  • +Melee defence: +5
  • +Control: +2 (all provinces)
  • −Melee attack: +3
  • −Melee defence: +3
  • +Melee attack: +5
  • +Melee defence: +5
  • +Upkeep: -5% (Lord's army)
  • Quest rank: 22 → 30
  • +Armour: +10
  • +Physical resistance: 10%
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +25%
  • +Character's aura leadership effect: +5
  • +Wound recovery time: -2 turns
  • Quest rank: 7 → 10
  • −Control: +5 (local province)
  • +Immune to Vampiric attrition (Lord's army)
  • +Control: +5 (own local province)
  • +Growth: +10 (all provinces)
  • +Whispers of Nagash capacity: +25
  • Quest rank: 7 → 15
  • −Armour: +6
  • −Melee defence: +6
  • −Wound recovery time: -1 turns
  • +Armour: +10
  • +Melee defence: +10
  • +Wound recovery time: -2 turns
  • Quest rank: 10 → 15
  • −Spell resistance: 20%
  • +Hero self-defence: +10% chance of wounding aggressors
  • +Spell resistance: 10%
  • Quest rank: 12 → 20
  • −Growth: +250 (local province)
  • −Control: -50 (local enemy province)
  • +Growth: +250 (own local province)
  • +Control: -50 (enemy local province)
  • −Melee attack: +3
  • −Melee defence: +3
  • −Control: +3 (all provinces)
  • −Recruit rank: +1 for Longbeards units (Lord's army)
  • +Melee attack: +5
  • +Melee defence: +5
  • +Control: +2 (all provinces)
  • +Recruit rank: +2 for Longbeards units (Lord's army)
  • Quest rank: 17 → 25
  • −Weapon strength: +8%
  • −Control: +4 (local province)
  • −Control: +1 (all provinces)
  • +Weapon strength: +10%
  • +Control: +5 (own local province)
  • +Control: +2 (all provinces)
  • +Armour-piercing weapon damage: +25
  • Quest rank: 12 → 15
  • −Barrier hit points: +800
  • +Barrier hit points: +1000
  • Quest rank: 17 → 25
  • Quest rank: 12 → 15
  • −Campaign movement range: +10%
  • +Campaign movement range: +10% for armies
  • +Ammunition: +10%
  • +Speed: +10%
  • Quest rank: 7 → 15
  • −Control: +3 (local province)
  • +Leadership aura size: +50%
  • +Control: +5 (own local province)
  • Quest rank: 8 → 10
  • −Melee attack: +3
  • −Melee defence: +3
  • −Upkeep: -5% (Lord's army)
  • +Melee attack: +5
  • +Melee defence: +5
  • +Upkeep: -10% (Lord's army)
  • Quest rank: 22 → 30
  • −Melee attack: +8
  • −Control: +3 (all provinces)
  • +Melee attack: +10
  • +Control: +2 (all provinces)
  • Quest rank: 12 → 20
  • −Undivided Authority: +2 (Hero's army)
  • +Undivided Authority: +2 (Lord's army)
  • −Control: +5 (local province)
  • +Control: +5 (own local province)
  • −Winds of Magic cost: -2 for "Plague"
  • −Winds of Magic cost: -2 for "Plague Upgraded"
  • −Skaven corruption: +3 (local province)
  • +Winds of Magic cost: -5 for "Plague"
  • +Winds of Magic cost: -5 for "Plague Upgraded"
  • +Upkeep: -5% (Lord's army)
  • +Skaven corruption: +5 (local province)
  • Quest rank: 7 → 15
  • −Winds of Magic cost: -4 for "Wind of Death"
  • −Winds of Magic cost: -4 for "Wind of Death Upgraded"
  • −Hero recruit rank: +5 for Necromancers (all provinces)
  • +Winds of Magic cost: -5 for "Wind of Death"
  • +Winds of Magic cost: -5 for "Wind of Death Upgraded"
  • +Hero recruit rank: +4 for Necromancers (all provinces)
  • Quest rank: 7 → 15
  • −Magic item drop chance from battle: +60%
  • −Miscast base chance: -15%
  • +Magic item drop chance from battle: +100%
  • +Miscast base chance: -25%
  • +Campaign movement range: +10% for armies
  • +Ward save: +10%
  • −Melee defence: +8
  • −Wound recovery time: -1 turns
  • +Melee defence: +10
  • +Wound recovery time: -2 turns
  • −Melee attack: +6
  • −Income from post-battle loot: +5%
  • −Control: +5 (local province)
  • +Melee attack: +5
  • +Income from post-battle loot: +10%
  • +Control: +5 (own local province)
  • −Control: +5 (local province)
  • +Control: +5 (own local province)
  • −Weapon strength: +25%
  • +Weapon strength: +10%
  • Quest rank: 12 → 20
  • −Corruption: -3 (local province)
  • −Casualty replenishment rate: +3% (Lord's army)
  • +Corruption: -5 (local province)
  • +Casualty replenishment rate: +10% (own armies in province)
  • Quest rank: 10 → 15
  • −Barrier hit points: +300
  • +Barrier hit points: +500
  • Quest rank: 12 → 10
  • −Growth: +15 (local province)
  • +Growth: +15 (own local province)
  • −Khorne corruption: +2 (local province)
  • −Armour: +15
  • −Ward save: +5%
  • +Khorne corruption: +5 (local province)
  • +Armour: +10
  • +Ward save: +10%
  • +Upkeep: -5% (Lord's army)
  • Quest rank: 8 → 10
  • −Control: +5 (local province)
  • +Control: +5 (own local province)
  • +Speed: +10%
  • Quest rank: 4 → 10
  • −Armour: +15
  • −Fire resistance: 30%
  • +Armour: +25
  • +Fire resistance: 50%
  • Quest rank: 7 → 15
  • −Spell resistance: 15%
  • −Ward save: +20%
  • −Wound recovery time: -1 turns
  • +Spell resistance: 10%
  • +Ward save: +10%
  • +Wound recovery time: -2 turns
  • Quest rank: 17 → 25
  • −Armour: +8
  • −Melee attack: +3
  • −Recruit rank: +1 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (Lord's army)
  • −Control: +5 (local province)
  • +Armour: +10
  • +Melee attack: +5
  • +Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (Lord's army)
  • +Control: +5 (own local province)
  • Quest rank: 7 → 15
  • −Chaos Undivided corruption: +5 (local province)
  • −Melee attack: +6
  • +Chaos Undivided corruption: +10 (local province)
  • +Armour-piercing weapon damage: +50
  • +Melee attack: +10
  • Quest rank: 7 → 15
  • −Skulls gained from kills: +15% (Lord's army)
  • −Melee attack: +8
  • −Weapon strength: +15%
  • +Skulls gained from kills: +20% (Lord's army)
  • +Melee attack: +10
  • +Weapon strength: +25%
  • Quest rank: 14 → 15
  • −Armour-piercing weapon damage: +50
  • +Armour-piercing weapon damage: +100
  • −Melee attack: +6
  • −Recruitment cost: -10% (Lord's army)
  • +Melee attack: +5
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 12 → 15
  • +Spell resistance: 10% (Lord's army)
  • +Enemy armour: -10 (enemy armies in region)
  • +Weapon strength: +25%
  • +Control: +5 (own local province)
  • +Enemy Hero action success chance: -10%
  • Quest rank: 7 → 15
  • −Weapon strength: +14%
  • −Income from post-battle loot: +15%
  • −Control: +5 (local province)
  • +Weapon strength: +20%
  • +Income from post-battle loot: +10%
  • +Control: +5 (own local province)
  • Quest rank: 7 → 10
  • −Tzeentch corruption: +4 (local province)
  • −Winds of Magic power reserve minimum: +20 (Lord's army)
  • +Tzeentch corruption: +5 (local province)
  • +Winds of Magic power reserve minimum: +25 (Lord's army)
  • +Enemy Hero action success chance: -10%
  • +Ward save: +10%
  • Quest rank: 12 → 15
  • −Armour-piercing weapon damage: +40
  • +Armour-piercing weapon damage: +100
  • +Vigour loss reduction: -25%
  • Quest rank: 12 → 15
  • −Income from raiding: +15% (Lord's army)
  • −Upkeep: -5% (Lord's army)
  • +Income from raiding: +25% (Lord's army)
  • +Upkeep: -10% (Lord's army)
  • +Unit capacity: +1 Marauder Bearmen
  • −Weapon strength: +15%
  • −Ambush defence chance: +40% (Lord's army)
  • +Weapon strength: +25%
  • +Ambush defence chance: +50% (Lord's army)
  • Quest rank: 7 → 15
  • −Melee attack: +8
  • −Weapon strength: +12%
  • +Melee attack: +10
  • +Weapon strength: +10%
  • +Charge bonus: +25
  • −Recruitment cost: -10% (Lord's army)
  • +Recruitment cost: -10% for all units (Lord's army)
  • +Leadership: +5 (Lord's army)
  • +Unit capacity: +1 Marauder Bearmen
  • Quest rank: 7 → 15
ThiefCommon
  • −Income from raiding: +15% (Hero's army)
  • +Income from raiding: +25% (Hero's army)
Thing ZapperUncommon
  • −Melee attack: +5
  • +Melee attack: +10
  • −Armour: +15
  • −Fire resistance: 15%
  • −Spell resistance: 15%
  • +Armour: +20
  • +Fire resistance: 20%
  • +Spell resistance: 20%
  • Quest rank: 7 → 10
  • −Income from all buildings: +12% (local province)
  • +Income from all buildings: +15% (local province)
  • −Income from all buildings: +12% (local province)
  • +Income from all buildings: +10% (local province)
  • −Campaign movement range: +10%
  • +Campaign movement range: +10% for armies
TradesmanCommon
  • −Income from trade tariffs: +8% (factionwide)
  • +Income from trade tariffs: +4% (factionwide)
  • +Upkeep: -1% (all units in army)
  • −Income from post-battle loot: +7%
  • +Income from post-battle loot: +10%
TricksterCommon
  • −Post battle chance of stealing a magic item: +12%
  • +Post battle chance of stealing a magic item: +15%
  • −Melee attack: +6
  • −Melee attack: +12 when attacking at sea (Lord's army)
  • +Melee attack: +5
  • +Melee attack: +10 when attacking at sea (Lord's army)
  • +Melee defence: +5
  • Quest rank: 7 → 15
  • −Melee attack: +10
  • −Weapon strength: +15%
  • +Melee attack: +5
  • +Weapon strength: +10%
  • −Recruitment cost: -15% for Trolls, River Trolls and Stone Trolls units (local province)
  • +Recruitment cost: -15% for Trolls, River Trolls and Stone Trolls units (own local province)
  • −Bonus vs Large: +14
  • +Bonus vs Large: +15
  • −Charge bonus: +25
  • +Charge bonus: +5
  • −Bonus vs Large: +20
  • +Bonus vs Large: +25
  • −Armour: +15
  • −Spell resistance: 25%
  • +Armour: +10
  • +Spell resistance: 10%
  • −Armour: +10
  • −Melee defence: +4 (own army)
  • +Armour: +5
  • +Melee defence: +2 (own army)
  • −Enemy leadership: -5 (local region)
  • −Control: +2 (local province)
  • +Enemy leadership: -2 (enemy armies in region)
  • +Control: +1 (own local province)
  • −Melee attack: +4 (own army)
  • +Melee attack: +2 (own army)
  • −Recruitment cost: -15% (own army)
  • −Vigour loss reduction: -22% (own army)
  • +Recruitment cost: -5% for all units (own army)
  • +Vigour loss reduction: -20% (own army)
  • −Campaign line of sight: +15%
  • +Magic item drop chance from battle: +5%
  • +Campaign line of sight: +20%
  • −Grimoires from all buildings: +25% (local province)
  • +Grimoires from all buildings: +25% (own local province)
  • −Seduce Units budget: -15% (enemy Slaaneshi armies in local region)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • −Casualty replenishment rate: +3% (own army)
  • +Control: +1 (own local province)
  • +Casualty replenishment rate: +2% (all units in army)
UrialUnique
  • −Construction cost: -30% for all buildings (local region)
  • −Control: +4 (local province)
  • +Construction cost: -15% for all buildings (local region)
  • +Control: +4 (own local province)
  • −Enemy Hero action success chance: -8%
  • +Enemy Hero action success chance: -10%
VagabondCommon
  • −Campaign line of sight: +7%
  • +Campaign line of sight: +20%
VagabondCommon
  • −Campaign line of sight: +7%
  • +Character experience gain per turn: +25
  • +Campaign line of sight: +10%
ValetCommon
  • −Magic item drop chance from battle: +8%
  • +Magic item drop chance from battle: +10%
ValetCommon
  • −Magic item drop chance from battle: +8%
  • +Magic item drop chance from battle: +10%
  • −Fire resistance: 80%
  • +Fire resistance: 25%
  • −Melee attack: +6
  • −Melee defence: +6
  • +Melee attack: +2 (Lord's army)
  • +Melee defence: +2 (Lord's army)
  • Quest rank: 12 → 15
  • −Recruitment cost: -4% for Norscan Giant, Chaos Frost Dragon and Mammoth units (own army)
  • +Recruitment cost: -10% for Norscan Giant, Chaos Frost Dragon and Mammoth units (Lord's army)
  • −Armour: +14
  • −Weapon strength: +14%
  • +Armour: +10
  • +Weapon strength: +10%
  • −Changing of the Ways cost: -100% for "Drain Magic" (enemy armies in local province)
  • −Ward save: +5%
  • +Changing of the Ways cost: -100% for "Drain Magic" (enemy armies in province)
  • +Ward save: +10%
  • +Upkeep: -5% (Lord's army)
  • −Control: +2 (local province)
  • +Control: +2 (own local province)
  • −Recruit rank: +2 for Infantry units (Lord's army)
  • +Recruit rank: +1 for Infantry units (Lord's army)
  • −Armour: +35
  • +Armour: +20
  • +Speed: -10%
  • −Melee attack: +3
  • −Melee defence: +3
  • +Melee attack: +4
  • +Melee defence: +4
  • −Armour: +20
  • −Melee defence: +3
  • +Armour: +5
  • +Melee defence: +5
  • −Melee defence: +6
  • +Melee defence: +5
  • −Control: +1 (local province)
  • +Control: +1 (own local province)
  • −Miscast base chance: +50% for all enemy spellcasters (enemy armies in local province)
  • +Miscast base chance: +50% for all enemy spellcasters (enemy armies in province)
  • −Cooldown: -15% to spells
  • −Winds of Magic cost: -2 for "Soulstealer"
  • −Winds of Magic power reserve capacity: +10
  • −Magic item drop chance from battle: +5%
  • +Cooldown: -25% to spells
  • +Winds of Magic cost: -5 for "Soulstealer"
  • +Winds of Magic power reserve capacity: +20
  • +Magic item drop chance from battle: +25%
  • Quest rank: 7 → 15
  • −Cooldown: -30% to spells
  • −Hero recruit rank: +2 for Mages (all provinces)
  • −Winds of Magic power reserve capacity: +15
  • +Cooldown: -25% to spells
  • +Hero recruit rank: +4 for Mages (all provinces)
  • +Winds of Magic power reserve capacity: +20
  • Quest rank: 7 → 15
  • −Melee attack: +4 for Wardancer and Bladesinger units (own army)
  • −Control: +2 (local province)
  • +Melee attack: +4 for Wardancer and Bladesinger units (Lord's army)
  • +Control: +2 (own local province)
  • +Ambush success chance: +5% (all units in army)
  • +Ambush defence chance: +5% (all units in army)
  • −Spell resistance: 15%
  • −Missile resistance: 15%
  • +Spell resistance: 20%
  • +Missile resistance: 20%
  • −Winds of Magic cost: -2 for "Warp Lightning"
  • −Winds of Magic cost: -3 for "Warp Lightning Upgraded"
  • +Winds of Magic cost: -4 for "Warp Lightning"
  • +Winds of Magic cost: -4 for "Warp Lightning Upgraded"
  • −Skaven corruption: +3 (local province)
  • +Skaven corruption: +5 (local province)
  • Quest rank: 7 → 15
  • −Bonus vs Infantry: +13
  • −Melee attack: +13
  • +Bonus vs Infantry: +10
  • +Melee attack: +10
  • +Winds of Magic power reserve capacity: +5 (all armies factionwide)
WarsmithCommon
  • −Recruitment cost: -10% for Infernal Guard units (own army)
  • +Recruitment cost: -10% for Infernal Guard units (Lord's army)
WatchmanCommon
  • −Enemy Hero action success chance: -4%
  • +Magic item drop chance from battle: +5%
  • +Enemy Hero action success chance: -5%
  • −Character experience gain: +7%
  • +Character experience gain: +10%
  • −Melee attack: +8
  • −Weapon strength: +12%
  • −Campaign movement range: +10%
  • +Melee attack: +10
  • +Weapon strength: +10%
  • +Campaign movement range: +10% for armies
  • Quest rank: 7 → 15
  • −Charge bonus: +15 for Skavenslaves units (Lord's army)
  • −Campaign movement range: +5%
  • +Charge bonus: +10 for Skavenslaves units (Lord's army)
  • +Upkeep: -5% (Lord's army)
  • +Campaign movement range: +10% for armies
  • Quest rank: 7 → 15
  • −Armour-piercing weapon damage: +20
  • −Weapon strength: +5%
  • +Armour-piercing weapon damage: +100
  • +Weapon strength: +10%
  • Quest rank: 3 → 10
  • −Melee defence: +8
  • −Missile resistance: 15%
  • −Speed: +10%
  • +Melee defence: +5
  • +Missile resistance: 10%
  • +Speed: +20%
  • +Weapon strength: +10%
  • +Magic item drop chance from battle: +50%
  • −Slaanesh corruption: +5 (local province)
  • −Melee attack: +6
  • −Recruitment cost: -10% (Lord's army)
  • +Slaanesh corruption: +10 (local province)
  • +Melee attack: +10
  • +Recruitment cost: -10% for all units (Lord's army)
  • Quest rank: 10 → 15
  • +Range: +10%
YasmirUnique
  • −On turn start, Lords in this character's region have a chance to gain 1 loyalty (local region)
  • +On turn start, Lords in this character's region have a chance to gain 1 loyalty (own characters in region)
  • −Campaign movement range: +7%
  • +Magic item drop chance from battle: +5%
  • +Campaign movement range: +5%
  • −Leadership: +3 (own army)
  • +Seduce Units budget: -20% (enemy Slaaneshi armies in local region)
  • +Leadership: +2 (Lord's army)
ZealotCommon
  • +Upkeep: -1% (all units in army)
ZealotCommon
  • −Chaos Undivided corruption: +1 (local province)
  • +Chaos Undivided corruption: +2 (local province)
  • +Upkeep: -1% (all units in army)
  • −Winds of Magic power reserve capacity: +10
  • −Post battle chance of stealing a magic item: +15%
  • +Winds of Magic power reserve capacity: +5
  • +Post battle chance of stealing a magic item: +10%
  • +Character's aura leadership effect: +10
  • +Leadership aura size: +10% (all characters factionwide)
  • +Passive ability: "Coordinated Carnage"
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Attrition: +25% casualties suffered from Vampiric territory attrition (enemy armies in province)
  • +Vampiric corruption: +10 (local province)
  • +Raise dead cost: -25%
  • +Research rate: +10
  • +Construction time: -20% for all buildings (local province)
  • +Construction cost: -10% for all buildings (local province)
  • +Winds of Magic cost: -2 for spells (Lord's army)
  • +Targeting range: +25% for spells (Lord's army)
  • +Spell resistance: 10% (Lord's army)
  • +Character experience gain: +10%
  • +Enemy leadership: -4 (enemy armies in region)
  • +Enemy vigour loss reduction: +10% (enemy armies in region)
  • +Vigour loss reduction: -10% (all units in army)
  • +Character experience gain: +10%
  • +Experience gain: +50% when fighting against Beastmen (all units in army)
  • +Diplomatic relations: +10 with Beastmen
  • +Weapon strength: +10%
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Bretonnia (all units in army)
  • +Diplomatic relations: +10 with Bretonnia
  • +Charge bonus: +10
Bretonnia SpyUniquenew
  • +Recruitment cost: -25% for Cavalry units (Lord's army)
  • +Recruit rank: +2 for Cavalry units (Lord's army)
  • +Unit experience gain per turn: +100 (Lord's army)
  • +Casualty replenishment rate: +10% (own armies in province)
  • +Growth: +100 (own local province)
  • +Passive ability: "Blood Frenzy"
  • +Weapon strength: +5% (all units in army)
  • +Base weapon damage: +50
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Ability: "Chains of Broken Will"
  • +Income from all buildings: +5% (local province)
  • +Construction time: -20% for all buildings (local province)
  • +Control: +2 (own local province)
  • +Character experience gain: +40%
  • +Bonus vs Large: +10
  • +Attribute: Charge Defence vs Large
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Chaos Dwarfs (all units in army)
  • +Diplomatic relations: +10 with Chaos Dwarfs
  • +Fire resistance: 10%
  • +Fire resistance: 25%
  • +Spell resistance: 25%
  • +Enemy Hero action success chance: -10%
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Bound spell: "Blast"
  • +Miscast base chance: -20%
  • +Campaign movement range: +5% (all armies factionwide)
  • +Magic item drop chance from battle: +5% (all characters factionwide)
  • +Queek's Awe generated: +1 per turn
  • +Control: -2 (enemy local province)
  • +Speed: +10%
  • +Ability: "Potion of Foolhardiness"
  • +Passive ability: "Frenzy"
  • +Miscast base chance: +50%
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Dark Elves (all units in army)
  • +Diplomatic relations: +10 with Dark Elves
  • +Speed: +20%
  • +Income from raiding: +25% (Lord's army)
  • +Casualties captured post-battle: +25%
  • +Hero self-defence: +10% chance of wounding aggressors
  • +All enemies have lowered speed by -20% during battles
  • +Ability: "Delusions of Grandeur"
  • +Passive ability: "Feral Call"
  • +Speed: +25%
  • +Weapon strength: +10% for Cold One units (all units in army)
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
Dwarf SpyUniquenew
  • +Construction time: -20% for all buildings (local province)
  • +Construction cost: -5% for all buildings (local province)
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Dwarfs (all units in army)
  • +Diplomatic relations: +10 with Dwarfs
  • +Armour: +10
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Empire (all units in army)
  • +Diplomatic relations: +10 with Empire
  • +Seduce Units budget: +10% (all units in army)
Empire SpyUniquenew
  • +Income from all buildings: +20% (local province)
Field DoctorUniquenew
  • +Corruption: -2 (local province)
  • +Control: +1 (own local province)
  • +Growth: +15 (own local province)
Field StewardUniquenew
  • +Campaign movement range: +10%
  • +Construction time: -25% for all buildings (local province)
  • +Income from trade tariffs: +10% (factionwide)
  • +Character experience gain: +10%
  • +Ability: "Foul Experiments"
  • +Research rate: +10
Grail ScribeUniquenew
  • +Character experience gain: +10%
  • +Diplomatic relations: +10 with Bretonnia
  • +Ward save: +10%
  • +Research rate: +10
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Cathay (all units in army)
  • +Diplomatic relations: +10 with Grand Cathay
  • +Melee attack: +4
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Greenskins (all units in army)
  • +Diplomatic relations: +10 with Greenskins
  • +Physical resistance: 5%
  • +Growth: +25 (own local province)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Income from post-battle loot: +5% (factionwide)
  • +Queek's Awe generated: +1 per turn
  • +Campaign line of sight: +25%
  • +Leadership aura size: +25%
  • +Ability: "Harvest Their Suffering"
  • +Chance of Winds of Magic increasing in strength when changing: +25% (local province)
  • +Enemy Hero action success chance: -10%
  • +Hero self-defence: +5% chance of wounding aggressors (all characters factionwide)
  • +Queek's Awe generated: +1 per turn
  • +Melee defence: +5
  • +Melee attack: +2 for Stormvermin units (all armies factionwide)
  • +Weapon strength: +10%
  • +Queek's Awe generated: +1 per turn
  • +Charge bonus: +25
  • +Armour-piercing weapon damage: -5 (enemy armies in province)
  • +Queek's Awe generated: +1 per turn
  • +Melee attack: +2 (all characters factionwide)
  • +Bound spell: "Assault of Stone"
  • +Ability: "Doom & Darkness"
  • +Enemy Winds of Magic power reserve capacity: -15 (enemy armies in region)
  • +Vampiric corruption: +4 (local province)
  • +Ward save: -5% (enemy characters in province)
  • +Ward save: +5% (own characters in province)
  • +Missile resistance: 20% for Steam Tank and Land Ship units (Lord's army)
  • +Character experience gain: +10%
  • +Upkeep: -25% (all units in army)
  • +Magic item drop chance from battle: +50%
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against High Elves (all units in army)
  • +Diplomatic relations: +10 with High Elves
  • +Spell resistance: 20%
  • +Winds of Magic power reserve capacity: +10 (own army)
  • +Income from trade tariffs: +10% (factionwide)
HistorianUniquenew
  • +Passive ability: "Coordinated Carnage"
  • +Melee defence: +5
  • +Melee attack: +5
  • +Ability: "Horn of the Ancestors"
  • +Vampiric corruption: +4 (local province)
  • +Army ability: "Feral Cold Ones" (all units in army)
  • +Ward save: +10%
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Khornate factions (all units in army)
  • +Diplomatic relations: +10 with Khornate factions
  • +Campaign movement range: +10%
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Kislev (all units in army)
  • +Diplomatic relations: +10 with all Kislev factions
  • +Melee defence: +4
Kitab al-AzifCommonnew
  • +Raise dead cost: -25%
  • +Ability: "Invocation of Nehek"
  • +Ability: "Vanhel's Danse Macabre"
  • +Ability: "Raise Dead"
  • +Character experience gain: +10%
  • +Control: +2 (own local province)
  • +Growth: +20 (own local province)
  • +Allegiance points gained: +10% (factionwide)
  • +Ability: "Invigorate"
  • +Cooldown: -10% to all spells (own armies in province)
  • +Casualties captured post-battle: +10% (all units in army)
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Lizardmen (all units in army)
  • +Diplomatic relations: +10 with Lizardmen
  • +Bonus vs Large: +8
Lizardmen SpyUniquenew
  • +Research rate: +10
  • +Magic item drop chance from battle: +25%
  • +Ward save: +5%
  • +Hero self-defence: +10% chance of wounding aggressors
  • +Passive ability: "Vigorous"
  • +Control: +3 (own local province)
  • +Campaign movement range: +50%
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Ability: "Potion of Toughness"
  • +Armour: +20
  • +Passive ability: "Wayfarer"
  • +Ability: "Potion of Speed"
  • +Ability: "Potion of Strength"
  • +Armour-piercing weapon damage: +75
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Norsca (all units in army)
  • +Diplomatic relations: +10 with Norsca
  • +Vigour loss reduction: -10%
Norscan SpyUniquenew
  • +Attrition: -25% casualties suffered from all attrition (Lord's army)
  • +Campaign movement range: +10% for armies
  • +Character experience gain: +10%
  • +Experience gain: +50% when fighting against Nurgle (all units in army)
  • +Diplomatic relations: +10 with Nurglish factions
  • +Battle healing cap: +25%
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Ogres (all units in army)
  • +Diplomatic relations: +10 with Ogre Kingdoms
  • +Unit mass: +20%
  • +Summons a unit of Empire Knights
  • +Summons a unit of Greatswords
  • +Summons a unit of Halberdiers
  • +Summons a unit of Handgunners
  • +Ability: "Pendant of Defiled Oaths"
  • +Attrition: +25% casualties suffered from Vampiric territory attrition (enemy armies in province)
  • +Ward save: -5% (enemy characters in province)
  • +Ability: "Potion of Blight"
  • +Vampiric corruption: +4 (local province)
  • +Range: +15% for Artillery units (Lord's army)
  • +Ammunition: +15% for Artillery units (Lord's army)
  • +Reload time reduction: +15% for Artillery units (Lord's army)
  • +Income from post-battle loot: +10%
  • +Melee defence: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen (all units in army)
  • +Leadership: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen (all units in army)
  • +Character experience gain: +10%
  • +Passive ability: "Guardian"
  • +Armour: +5
  • +Melee defence: +10
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Research rate: +10
  • +Unit experience gain per turn: +100 (own armies factionwide)
  • +Recruit rank: +1 for all units (all units in army)
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Ambush success chance: +10% (own armies in province)
  • +Ambush defence chance: +10% (own armies in province)
  • +Local recruitment capacity: +2 (local province)
  • +Unit experience gain per turn: +500 (Lord's army)
  • +Local recruitment capacity: +1 (local province)
  • +Experience gain: +5% for units (Hero's army)
  • +Attrition: -10% casualties suffered from all attrition (Hero's army)
  • +Growth: +30 (own local province)
  • +Casualty replenishment rate: +5% (own armies in province)
  • +Passive ability: "Star Gift"
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Enable contact effect: "Toxic Venom"
  • +Range: +25% (all units in army)
  • +Speed: +10% (all units in army)
  • +Ambush success chance: +10% (all units in army)
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Passive ability: "Watchful Stand"
  • +Missile resistance: 5% (all units in army)
  • +Vigour loss reduction: -10%
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
Shrine KeeperUniquenew
  • +Character experience gain: +10%
  • +Weapon strength: +20%
  • +Experience gain: +25% for units (all units in army)
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Skaven (all units in army)
  • +Diplomatic relations: +10 with Skaven
  • +Bonus vs Infantry: +4
Skaven SpyUniquenew
  • +Ambush defence chance: +10% (Lord's army)
  • +Ambush success chance: +10% (Lord's army)
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • +Upkeep: -5% (Lord's army)
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Slaanesh (all units in army)
  • +Diplomatic relations: +10 with Slaaneshi factions
  • +Magic item drop chance from battle: +25%
  • +Weapon strength: +20%
  • +Missile strength: +20%
  • +Income from post-battle loot: +5% (factionwide)
  • +Income from sacking settlements: +5% (factionwide)
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Research rate: +10
  • +Bound spell: "Gaze of Nagash"
  • +Bound spell: "Wind of Death"
  • +Hero action success chance: +10% (own characters in province)
  • +Enemy Hero action success chance: -10% (own characters in province)
  • +Campaign movement range: +40%
Stable MasterUniquenew
  • +Character experience gain: +10%
  • +Hero action success chance: +25%
  • +Campaign movement range: +50%
  • +Winds of Magic power reserve capacity: +10 (own army)
  • +Enemy Winds of Magic power reserve capacity: -25 (enemy armies in region)
  • +Research rate: +25
  • +Passive ability: "Greater Magic Bond"
  • +Ability: "The Profane Reliquary"
  • +Attrition: +10% casualties suffered from all attrition (enemy armies in local region)
  • +Charge bonus: +20
  • +Charge bonus: +10% (all units in army)
  • +Passive ability:"Envision"
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Tomb Kings (all units in army)
  • +Diplomatic relations: +10 with Tomb Kings
  • +Casualty replenishment rate: +5%
  • +Control: +2 (own local province)
  • +Casualty replenishment rate: +10% (Lord's army)
  • +Ability: "Tome of Withering"
  • +Research rate: +10
  • +Income from all buildings: +10% (local province)
  • +Construction cost: -25% for all buildings (local province)
  • +Construction time: -50% for all buildings (local province)
  • +Character experience gain: +10%
  • +Experience gain: +50% when fighting against Tzeentch (all units in army)
  • +Diplomatic relations: +10 with Tzeentchian factions
  • +Campaign line of sight: +50%
Unsealed RotCommonnew
  • +Ability: "Unsealed Rot"
  • +Growth: +20 (own local province)
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Vampire Coast (all units in army)
  • +Diplomatic relations: +10 with Vampire Coast
  • +Hero self-defence: +10% chance of wounding aggressors
  • +Attrition: -50% casualties suffered from high seas attrition (Lord's army)
  • +Post battle chance of stealing a magic item: +25%
  • +Local recruitment capacity: +2 (local province)
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Vampire Counts (all units in army)
  • +Diplomatic relations: +10 with Vampire Counts
  • +Enemy Hero action success chance: -10%
  • +Vampiric corruption: +5 (local province)
  • +Raise dead cost: -10%
Veil of NightCommonnew
  • +Ability: "Lightning Reflexes"
  • +Attribute: Stalk
  • +Attribute: Unspottable
  • +Diplomatic relations: +5 with all factions
  • +Ambush success chance: +20% (own army)
  • +Character experience gain: +10%
  • +Attrition: -25% casualties suffered from all attrition (all units in army)
  • +Casualty replenishment rate: +5% (all units in army)
  • +Physical resistance: 10%
  • +Battle healing cap: +25%
  • +Ward save: +10%
  • +Ability: "The Reikland Runefang"
  • +Upkeep: -20% (own armies in province)
  • +Control: +5 (own local province)
  • +Ability: "Wailstone Pendant"
  • +Enemy leadership: -5 (enemy armies in region)
  • +Armour-piercing weapon damage: +50
  • +Income from post-battle loot: +10%
  • +Control: +2 (all provinces)
  • +Enemy spell resistance: -20% (enemy armies in region)
  • +Enemy Hero action success chance: -10%
  • +Ability: "Warpstone Slash"
  • +Character experience gain: +10%
  • +Experience gain: +50% when fighting against Warriors of Chaos and Daemons of Chaos (all units in army)
  • +Diplomatic relations: +10 with Warriors of Chaos
  • +Leadership: +8
  • +Character experience gain: +10%
  • +Unit experience gain: +50% for units when fighting against Wood Elves (all units in army)
  • +Diplomatic relations: +10 with Wood Elves
  • +Missile resistance: 10%
  • +Income from sacking settlements: +10%
  • +Enemy Hero action success chance: -10% (own characters in province)
  • +Passive ability: "Exceptional Protection"
  • +Physical resistance: 5% (all units in army)
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)