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

SFO Kislev units

81 Kislev units SFO: Grimhammer III changes against patch 9.0.4, 6 it adds, and 71 skills, 191 buildings and 65 technologies. Vanilla → SFO: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Gryphon Legionwh3_main_ksl_cav_gryphon_legion_0606,960 → 13,800110 → 10034 → 3532 → 4028 → 3012 → 151,250 → 3,5001,250 → 1,750Missile block 30% → 40%; Charge bonus 72 → 75; Melee attack interval 5.1 s → 4 s; Mass 1,300 → 1,625; Upkeep 312 → 440; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Devastating Flanker, Disciplined, Immune to Psychology
Kossovite Archerswh3_main_ksl_cav_horse_archers_0605,460 → 10,20025 → 1526 → 3024 → 3021 → 207 → 10550 → 1,200600Speed 92 → 95; Bonus vs infantry 0 → 5; Melee attack interval 5.1 s → 4 s; Mass 600 → 1,125; Ammunition 18 → 22; Missile AP damage 3 → 6; Reload time 11 s → 10 s; Upkeep 138 → 150; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Woodsman
Kossovite Dervisheswh3_main_ksl_cav_horse_raiders_0605,640 → 10,20025 → 1528 → 4524 → 3021 → 207 → 10450 → 1,200525 → 600Speed 92 → 95; Bonus vs infantry 0 → 5; Melee attack interval 5.1 s → 3.5 s; Mass 600 → 1,125; Upkeep 113 → 150; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Woodsman
War Bear Riderswh3_main_ksl_cav_war_bear_riders_1168,256 → 16,80010046 → 5034 → 3033 → 2577 → 1001,600 → 3,5001,600 → 1,750Bonus vs large 23 → 25; Charge bonus 44 → 40; Mass 1,700 → 2,375; Upkeep 400 → 440; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology
Winged Lancerswh3_main_ksl_cav_winged_lancers_0606,480 → 13,8008026 → 3026 → 3521 → 309 → 151,000 → 2,5001,000 → 1,250Missile block 30% → 40%; Speed 84 → 85; Charge bonus 70 → 75; Melee attack interval 5.1 s → 4 s; Mass 1,100 → 1,625; Upkeep 250 → 315; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Disciplined, Immune to Psychology
Boris Ursuswh3_main_ksl_cha_boris_014,672 → 6,00085 → 10550 → 5555130 → 1503001,100 → 2,4001,050 → 1,200Leadership 80 → 75; Speed 34 → 33; Mass 1,100 → 1,500; Upkeep 275 → 0; New: Skald, Deadly Onslaught, Expert Charge Defence, Charge Reflection, Immune to Psychology, Glorious Charge; Removed: Colossal Strike
Boris Ursuswh3_main_ksl_cha_boris_115,080 → 6,500115 → 10550 → 5555 → 45130 → 1503001,300 → 2,8001,250 → 1,400Leadership 80 → 75; Speed 78 → 75; Mass 2,600 → 3,500; Upkeep 325 → 0; New: Skald, Deadly Onslaught, Immune to Psychology, Expert Charge Defence; Removed: Colossal Strike, Causes Fear, Glorious Charge
Boris Ursuswh3_main_ksl_cha_boris_216,380 → 8,000115 → 10550 → 4555150340 → 3501,500 → 3,4001,450 → 1,700Leadership 80 → 75; Speed 82 → 80; Mass 3,100 → 3,750; Upkeep 375 → 0; New: Skald, Deadly Onslaught, Immune to Psychology, Expert Charge Defence, Glorious Charge; Removed: Colossal Strike
Boyarwh3_main_ksl_cha_boyar_014,068 → 5,25085 → 10055 → 5045 → 40290 → 300140 → 1501,000 → 1,500700 → 750Speed 34 → 33; Mass 800 → 1,000; Upkeep 250 → 190; New: Skald, Flow of Battle; Removed: Foe-Seeker
Boyarwh3_main_ksl_cha_boyar_114,680 → 5,750115 → 10055 → 5045 → 30290 → 300140 → 1501,200 → 1,900900 → 950Speed 78 → 75; Mass 2,300 → 3,000; Upkeep 300 → 240; New: Skald, Flow of Battle; Removed: Foe-Seeker
Boyarwh3_main_ksl_cha_boyar_215,316 → 7,250115 → 10055 → 4045 → 40130 → 1503001,200 → 2,5001,200 → 1,250Mass 2,600 → 4,250; Upkeep 300 → 313; New: Skald, Flow of Battle; Removed: Foe-Seeker
Frost Maiden (Ice)wh3_main_ksl_cha_frost_maiden_ice_013,420 → 4,5001535 → 403020085 → 1001,000 → 600300Speed 46 → 45; Mass 600 → 750; Upkeep 250 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Frost Maiden (Ice)wh3_main_ksl_cha_frost_maiden_ice_113,828 → 5,0004535 → 4030 → 2020085 → 1001,100 → 1,000500Speed 78 → 75; Mass 2,100 → 2,750; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Frost Maiden (Ice)wh3_main_ksl_cha_frost_maiden_ice_214,428 → 6,5007545 → 303085 → 1002001,100 → 1,700850Mass 2,400 → 4,000; Upkeep 275 → 365; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Frost Maiden (Tempest)wh3_main_ksl_cha_frost_maiden_tempest_013,420 → 4,5001535 → 403020085 → 1001,000 → 600300Speed 46 → 45; Mass 600 → 750; Upkeep 250 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Ice Shard; Removed: Glacial Blast
Frost Maiden (Tempest)wh3_main_ksl_cha_frost_maiden_tempest_113,828 → 5,0004535 → 4030 → 2020085 → 1001,100 → 1,000500Speed 78 → 75; Mass 2,100 → 2,750; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Ice Shard; Removed: Glacial Blast
Frost Maiden (Tempest)wh3_main_ksl_cha_frost_maiden_tempest_214,428 → 6,5007545 → 303085 → 1002001,100 → 1,700850Mass 2,400 → 4,000; Upkeep 275 → 365; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Ice Shard; Removed: Glacial Blast
Ice Witch (Ice)wh3_main_ksl_cha_ice_witch_ice_013,688 → 4,7501540 → 4535220 → 2251001,000 → 800400Leadership 70 → 65; Speed 38 → 40; Mass 600 → 750; Upkeep 300 → 250; New: Glacial Blast; Removed: Ice Shard
Ice Witch (Ice)wh3_main_ksl_cha_ice_witch_ice_114,096 → 5,2504540 → 4535 → 25220 → 2251001,100 → 1,200600Leadership 70 → 65; Speed 78 → 75; Mass 2,100 → 2,750; New: Glacial Blast; Removed: Ice Shard
Ice Witch (Ice)wh3_main_ksl_cha_ice_witch_ice_214,696 → 6,7507550 → 353595 → 1002251,100 → 1,800900Leadership 70 → 65; Mass 2,400 → 4,000; Upkeep 300 → 375; New: Glacial Blast; Removed: Ice Shard
Ice Witch (Tempest)wh3_main_ksl_cha_ice_witch_tempest_013,688 → 4,7501540 → 4535220 → 2251001,000 → 800400Leadership 70 → 65; Speed 38 → 40; Mass 600 → 750; Upkeep 300 → 250
Ice Witch (Tempest)wh3_main_ksl_cha_ice_witch_tempest_114,096 → 5,2504540 → 4535 → 25220 → 2251001,100 → 1,200600Leadership 70 → 65; Speed 78 → 75; Mass 2,100 → 2,750
Ice Witch (Tempest)wh3_main_ksl_cha_ice_witch_tempest_214,696 → 6,7507550 → 353595 → 1002251,100 → 1,800900Leadership 70 → 65; Mass 2,400 → 4,000; Upkeep 300 → 375
Tzarina Katarinwh3_main_ksl_cha_katarin_013,888 → 5,000155045260 → 275140 → 1501,000 → 1,100550Speed 46 → 45; Mass 800 → 1,000; Upkeep 250 → 0; New: Arcane Mastery, Greater Arcane Conduit; Removed: Arcane Conduit
Tzarina Katarinwh3_main_ksl_cha_katarin_114,296 → 5,500455045 → 35260 → 275140 → 1501,100 → 1,500750Speed 78 → 75; Mass 2,300 → 3,000; Upkeep 275 → 0; New: Arcane Mastery, Greater Arcane Conduit; Removed: Arcane Conduit
Tzarina Katarinwh3_main_ksl_cha_katarin_215,096 → 7,0007550 → 4045120 → 100280 → 3001,450 → 2,0001,000Mass 2,600 → 4,250; Upkeep 362 → 0; New: Arcane Mastery, Greater Arcane Conduit; Removed: Arcane Conduit
Kostaltynwh3_main_ksl_cha_kostaltyn_015,072 → 6,500206040115 → 125265 → 2751,100 → 1,800900Speed 34 → 35; Melee attack interval 3 s → 3.5 s; Mass 800 → 1,000; Upkeep 300 → 0; New: Immune to Psychology; Removed: Enduring Devotion
Kostaltynwh3_main_ksl_cha_kostaltyn_115,716 → 7,000506040 → 30115 → 125265 → 2751,100 → 2,2001,100Speed 78 → 75; Melee attack interval 3 s → 3.5 s; Mass 2,300 → 3,000; Upkeep 325 → 0; New: Immune to Psychology; Removed: Enduring Devotion
Kostaltynwh3_main_ksl_cha_kostaltyn_216,116 → 8,5007560 → 5040140 → 150320 → 3251,300 → 2,6001,300Mass 2,600 → 4,250; Upkeep 325 → 0; New: Immune to Psychology; Removed: Enduring Devotion
Patriarchwh3_main_ksl_cha_patriarch_013,420 → 4,500203530240 → 250120 → 1251,000 → 700350Speed 34 → 35; Melee attack interval 3.6 s → 3.5 s; Mass 600 → 1,000; Upkeep 250 → 240; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Patriarchwh3_main_ksl_cha_patriarch_113,828 → 5,000503530 → 20240 → 250120 → 1251,100550Speed 78 → 75; Melee attack interval 3.6 s → 3.5 s; Mass 2,100 → 3,000; Upkeep 275 → 240; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Patriarchwh3_main_ksl_cha_patriarch_214,428 → 6,5007545 → 3530110 → 1002501,100 → 1,700850Mass 2,400 → 4,250; Upkeep 275 → 365; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Armoured Kossarswh3_main_ksl_inf_armoured_kossars_01008,200 → 14,0008032 → 304023 → 209 → 10650 → 1,500700 → 750Bonus vs infantry 0 → 5; Charge bonus 12 → 15; Ammunition 6 → 8; Missile AP damage 5 → 10; Reload time 11 s → 12 s; Upkeep 163 → 188; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Directional Shield
Armoured Kossars (Great Weapons)wh3_main_ksl_inf_armoured_kossars_11008,200 → 14,0008034 → 4034 → 351026 → 30700 → 1,500700 → 750Charge bonus 22 → 25; Ammunition 6 → 8; Missile AP damage 5 → 10; Reload time 11 s → 12 s; Upkeep 175 → 188; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Ice Guard (Glaives)wh3_main_ksl_inf_ice_guard_0807,040 → 11,2005032 → 3540 → 458 → 10201,100 → 2,5001,100 → 1,250Speed 36 → 40; Bonus vs large 17 → 20; Charge bonus 10 → 20; Ammunition 22 → 26; Missile base damage 18 → 20; Missile AP damage 6 → 10; Upkeep 275 → 315; Missile resistance 0% → 10%; Spell resistance 35% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Exceptional Protection
Ice Guard (Swords)wh3_main_ksl_inf_ice_guard_1807,040 → 11,2005042 → 4036 → 4022 → 2010 → 151,000 → 2,5001,000 → 1,250Speed 36 → 40; Bonus vs infantry 9 → 10; Charge bonus 16 → 30; Ammunition 22 → 26; Missile base damage 18 → 20; Missile AP damage 6 → 10; Upkeep 250 → 315; Missile resistance 0% → 10%; Spell resistance 35% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Exceptional Protection
Kossarswh3_main_ksl_inf_kossars_090 → 1206,390 → 15,0001528 → 3026 → 2521 → 207 → 10450 → 1,000450 → 500Bonus vs infantry 0 → 5; Charge bonus 12 → 10; Melee attack interval 4.2 s → 4 s; Ammunition 20 → 24; Missile AP damage 3 → 4; Upkeep 113 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Woodsman
Kossars (Spears)wh3_main_ksl_inf_kossars_190 → 1206,390 → 15,000152030205 → 10500 → 1,000500Charge bonus 4 → 5; Melee attack interval 5.7 s → 4 s; Ammunition 20 → 24; Missile AP damage 3 → 4; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Woodsman
Streltsiwh3_main_ksl_inf_streltsi_090 → 1007,470 → 14,0007032 → 3526 → 359 → 1025850 → 1,600850 → 800Charge bonus 16 → 10; Range 145 m → 140 m; Ammunition 20 → 24; Missile base damage 5 → 10; Missile AP damage 17 → 30; Reload time 13 s → 16 s; Upkeep 213 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Tzar Guardwh3_main_ksl_inf_tzar_guard_0808,800 → 16,00090 → 10036 → 35503012 → 151,000 → 2,2001,000 → 1,100Missile block 55% → 60%; Leadership 75 → 70; Bonus vs infantry 0 → 5; Charge bonus 18 → 15; Upkeep 250 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Skald, Expert Charge Defence, Immune to Psychology
Tzar Guard (Great Weapons)wh3_main_ksl_inf_tzar_guard_1808,800 → 16,00090 → 1004036 → 4015 → 2027 → 351,100 → 2,2001,100Leadership 75 → 70; Bonus vs infantry 14 → 10; Charge bonus 22 → 30; Melee attack interval 4.3 s → 4 s; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Skald, Expert Charge Defence, Immune to Psychology
Elemental Bearwh3_main_ksl_mon_elemental_bear_0110,988 → 14,000905034 → 301504501,800 → 4,4001,800 → 2,200Leadership 90 → 75; Speed 48 → 50; Mass 9,000 → 10,000; Upkeep 450 → 550; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unbreakable, Unstoppable Charge
Snow Leopardwh3_main_ksl_mon_snow_leopard_013,180 → 4,500205038 → 5085 → 100205 → 200650 → 1,500650 → 750Bonus vs large 20 → 25; Melee attack interval 2.9 s → 3 s; Mass 1,200 → 1,500; Upkeep 163 → 190; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Ravenous Hunger, Strider, Stalk
Heavy War Sledswh3_main_ksl_veh_heavy_war_sled_046,688 → 10,00011038 → 4026 → 2533 → 2555 → 1001,350 → 2,7001,450 → 1,350Speed 66 → 60; Charge bonus 46 → 50; Mass 4,500 → 5,375; Range 130 m → 140 m; Missile base damage 10 → 20; Missile AP damage 34 → 60; Reload time 13 s → 18 s; Upkeep 338 → 340; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Bolstered Armour
Light War Sledswh3_main_ksl_veh_light_war_sled_046,088 → 10,0005034 → 3526 → 2533 → 2555 → 1001,100 → 1,9001,150 → 950Charge bonus 38 → 40; Mass 4,100 → 3,875; Range 130 m → 140 m; Missile base damage 10 → 20; Missile AP damage 34 → 60; Reload time 13 s → 18 s; Upkeep 275 → 240; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Bolstered Attack
Little Gromwh3_main_ksl_veh_little_grom_015,228 → 8,0001054028 → 3033 → 2577 → 1001,400 → 2,8001,400Speed 35 → 40; Mass 4,100 → 4,350; Range 420 m → 450 m; Ammunition 22 → 30; Missile base damage 160 → 300; Reload time 14 s → 16 s; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Encourage
Dazh's Hearth-Blades (Tzar Guard – Great Weapons)wh3_twa06_ksl_inf_tzar_guard_ror_0808,800 → 16,00090 → 10050 → 454515 → 2027 → 351,400 → 3,0001,400 → 1,500Leadership 85 → 80; Bonus vs infantry 14 → 10; Charge bonus 22 → 30; Melee attack interval 4.3 s → 4 s; Upkeep 350 → 375; Fire resistance 40% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Skald, Expert Charge Defence, Immune to Psychology, Immune to Flanking
Oath-Brothers of Tor (War Bear Riders)wh3_twa07_ksl_cav_war_bear_riders_ror_0168,256 → 16,80010057 → 6043 → 4533 → 5077 → 1001,800 → 4,3001,850 → 2,150Bonus vs large 23 → 0; Charge bonus 44 → 40; Mass 1,700 → 2,375; Upkeep 450 → 540; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Causes Terror, Unbreakable
Felixwh2_pro08_neu_cha_felix14,168 → 5,000705055115 → 125265 → 175800 → 0800 → 1,000Speed 34 → 35; Mass 800 → 1,000; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Flow of Battle, Immune to Psychology; Removed: Foe-Seeker
Gotrekwh2_pro08_neu_cha_gotrek15,902 → 7,75007050120 → 1503501,100 → 01,150 → 1,300Speed 42 → 45; Melee attack interval 4 s → 3 s; Mass 1,500 → 2,000; Physical resistance 0% → 25%; Spell resistance 35% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Expert Charge Defence, Glorious Charge; Removed: Charge Defence vs. Large
Cave Batswh2_dlc16_wef_mon_cave_bats60 → 804,200 → 9,600019 → 2044 → 5020 → 356 → 0350 → 1,100350 → 550Charge bonus 6 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 50; Upkeep 88 → 137; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Cloud of Bats
Spider Hatchlingswh2_dlc16_wef_mon_spider_hatchlings_0604,380 → 6,6004522 → 3020 → 2518 → 105 → 20250 → 700250 → 350Speed 76 → 80; Charge bonus 19 → 25; Melee attack interval 4.3 s → 3.5 s; Mass 90 → 175; Upkeep 60 → 87; Missile resistance 0% → 10%; New: Vanguard Deployment, Stalk; Removed: Hide (forest)
Giant Spiderswh2_dlc16_wef_mon_giant_spiders_060 → 405,880 → 7,00070 → 4532 → 4030 → 2512 → 1025 → 20550 → 1,500550 → 750Speed 78 → 80; Charge bonus 30 → 25; Melee attack interval 4 s → 3.5 s; Upkeep 138 → 187; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk; Removed: Hide (forest)
Feral Bearswh3_main_monster_feral_bears167,328 → 12,00015504038 → 3035 → 40850 → 2,000850 → 1,000Speed 75 → 65; Charge bonus 26 → 30; Mass 1,600 → 1,750; Upkeep 213 → 250; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Removed: Vanguard Deployment
Feral Ice Bearswh3_main_monster_feral_ice_bears12 → 86,696 → 12,0001557 → 604042 → 3035 → 501,100 → 2,5001,100 → 1,250Bonus vs infantry 0 → 15; Bonus vs large 35 → 0; Charge bonus 32 → 30; Mass 1,900 → 2,000; Upkeep 275 → 313; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Removed: The Chilling Aura, Vanguard Deployment
The Frozen Heart of Winter (Elemental Bear)wh3_twa08_ksl_mon_elemental_bear_0_ror110,988 → 14,0009061 → 5043 → 501504502,200 → 5,2002,200 → 2,600Leadership 100 → 75; Speed 48 → 50; Mass 9,000 → 10,000; Upkeep 550 → 650; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Greater Magic Bond, Unstoppable Charge, Unbreakable
Ulrika Magdovawh3_dlc23_neu_cha_ulrika13,968 → 5,000505046 → 502502001,000 → 2,000900 → 1,000Speed 40 → 50; Ammunition 30 → 50; Missile base damage 124 → 200; Missile AP damage 84 → 100; Physical resistance 5% → 10%; Removed: Encourage
Ulrika Magdovawh3_dlc23_neu_cha_ulrika_warhorse14,580 → 5,50080 → 505046 → 402502001,150 → 2,4001,100 → 1,200Speed 78 → 75; Mass 2,100 → 3,250; Ammunition 30 → 75; Missile base damage 124 → 200; Missile AP damage 84 → 100; Physical resistance 5% → 10%; Removed: Encourage
The Watchmen in the Night (Armoured Kossars)wh3_twa10_ksl_inf_armoured_kossars_ror1008,200 → 14,0008041 → 504036 → 4012 → 10950 → 2,000950 → 1,000Bonus vs infantry 5 → 10; Charge bonus 26 → 15; Upkeep 238 → 250; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology
Hag Witch (Beasts)wh3_dlc24_ksl_cha_hag_witch_beast14,640 → 7,5163036 → 3528 → 25140 → 150160 → 1751,000 → 2,0001,000Charge bonus 62 → 60; Mass 3,800 → 4,250; Ammunition 28 → 40; Missile base damage 40 → 50; Missile AP damage 90 → 100; Upkeep 250 → 400; New: Woodsman
Hag Witch (Death)wh3_dlc24_ksl_cha_hag_witch_death14,640 → 7,5163036 → 3528 → 25140 → 150160 → 1751,000 → 2,0001,000Charge bonus 62 → 60; Mass 3,800 → 4,250; Ammunition 28 → 40; Missile base damage 40 → 50; Missile AP damage 90 → 100; Upkeep 250 → 400; New: Woodsman
Hag Witch (Shadows)wh3_dlc24_ksl_cha_hag_witch_shadow14,640 → 7,5163036 → 3528 → 25140 → 150160 → 1751,000 → 2,0001,000Charge bonus 62 → 60; Mass 3,800 → 4,250; Ammunition 28 → 40; Missile base damage 40 → 50; Missile AP damage 90 → 100; Upkeep 250 → 400; New: Woodsman
Hag Witch (Hag)wh3_dlc24_ksl_cha_hag_witch_hag14,640 → 7,5163036 → 3528 → 25140 → 150160 → 1751,000 → 2,0001,000Charge bonus 62 → 60; Mass 3,800 → 4,250; Ammunition 28 → 40; Missile base damage 40 → 50; Missile AP damage 90 → 100; Upkeep 250 → 400; New: Koldunja's Spirit, Woodsman; Removed: Fury of the Land
Mother Ostankyawh3_dlc24_ksl_cha_mother_ostankya15,436 → 9,0004044 → 4532 → 25110 → 150120 → 1751,450 → 2,9001,400 → 1,450Charge bonus 56 → 60; Mass 4,800 → 4,700; Ammunition 25 → 50; Missile base damage 40 → 50; Missile AP damage 90 → 100; Upkeep 360 → 0; Ward save 0% → 10%; New: Resist Chaos, Woodsman; Removed: Fury of the Land, Arcane Conduit
Akshina Ambusherswh3_dlc24_ksl_inf_akshina_ambushers90 → 1006,930 → 14,0003026 → 3026 → 3525 → 3010850 → 1,700850Speed 36 → 35; Range 150 m → 100 m; Missile base damage 18 → 30; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
The Wolfhearts (Akshina Ambushers)wh3_dlc24_ksl_inf_akshina_ambushers_ror90 → 1006,930 → 14,0003034 → 3534 → 4025 → 30101,150 → 2,3001,150Speed 36 → 35; Range 150 m → 100 m; Missile base damage 20 → 30; Missile AP damage 12 → 10; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Boydinov's Brawlers (Streltsi)wh3_dlc24_ksl_inf_streltsi_ror90 → 1007,470 → 14,0007045 → 4038 → 409 → 10251,150 → 2,2001,150 → 1,100Bonus vs infantry 0 → 10; Charge bonus 16 → 10; Range 90 m → 100 m; Ammunition 20 → 24; Missile base damage 5 → 4; Missile AP damage 13 → 16; Reload time 11 s → 18 s; Upkeep 288 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Skald
Incarnate Elemental of Beastswh3_dlc24_ksl_mon_incarnate_elemental_of_beasts19,008 → 10,0005062 → 65302504001,800 → 3,6001,900 → 1,800Bonus vs infantry 10 → 0; Bonus vs large 0 → 50; Charge bonus 64 → 65; Missile resistance 0% → 20%; Spell resistance 20% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Ravenous Hunger, Woodsman; Removed: Strider
The Things in the Woodswh3_dlc24_ksl_mon_the_things_in_the_woods24 → 206,168 → 10,00035 → 3038 → 4032 → 301547 → 50700 → 1,500875 → 750Bonus vs infantry 16 → 15; Charge bonus 46 → 50; Upkeep 175 → 188; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Unstoppable Charge
The Mordheim Balewolves (The Things in the Woods)wh3_dlc24_ksl_mon_the_things_in_the_woods_ror24 → 206,552 → 10,00035 → 3048 → 4541 → 351547 → 50950 → 2,0001,125 → 1,000Bonus vs infantry 16 → 15; Charge bonus 56 → 60; Upkeep 238 → 250; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Dauntless Fury, Vigorous, Unstoppable Charge
Druzhinawh3_dlc24_ksl_cha_druzhina14,268 → 5,250655040110 → 125335 → 325900 → 1,800900Speed 34 → 35; Mass 800 → 1,000; Missile base damage 240 → 300; Missile AP damage 160 → 150; New: Executioner
Druzhinawh3_dlc24_ksl_cha_druzhina_warhorse14,676 → 5,75095 → 655040 → 30110 → 125335 → 3251,100 → 2,2001,100Speed 78 → 75; Mass 2,300 → 3,000; Missile base damage 240 → 300; Missile AP damage 160 → 150; New: Executioner; Removed: Fire Whilst Moving
The Golden Knight Naryska Leysawh3_dlc24_ksl_cha_golden_knight14,668 → 5,75010055 → 6055290 → 300150 → 2001,000 → 2,0001,000Speed 30 → 33; Melee attack interval 4.2 s → 4 s; Mass 1,000 → 1,250; New: Immune to Flanking
The Golden Knight Naryska Leysawh3_dlc24_ksl_cha_golden_knight_warhorse15,062 → 6,250130 → 12055 → 6055 → 45290 → 300150 → 2001,200 → 2,5001,200 → 1,250Speed 78 → 80; Melee attack interval 4.2 s → 4 s; Mass 2,500 → 2,750; New: Immune to Flanking
Ice Witch (Ice)wh3_dlc24_ksl_cha_ice_witch_ice_frost_wyrm18,138 → 9,75090 → 8048 → 4535135 → 150310 → 3001,550 → 3,1001,650 → 1,550Bonus vs large 25 → 0; Melee attack interval 3.6 s → 4 s; Mass 4,100 → 5,750; Upkeep 387 → 537; Missile resistance 25% → 40%
Ice Witch (Tempest)wh3_dlc24_ksl_cha_ice_witch_tempest_frost_wyrm18,138 → 9,75090 → 8048 → 4535135 → 150310 → 3001,550 → 3,1001,650 → 1,550Bonus vs large 25 → 0; Melee attack interval 3.6 s → 4 s; Mass 4,100 → 5,750; Upkeep 387 → 537; Missile resistance 25% → 40%
Tzarina Katarinwh3_dlc24_ksl_cha_katarin_frost_wyrm18,362 → 10,00090 → 8048 → 5035 → 45135 → 150310 → 3001,600 → 3,2001,650 → 1,600Bonus vs large 25 → 0; Melee attack interval 3.6 s → 4 s; Mass 4,300 → 6,000; Upkeep 400 → 0; Missile resistance 25% → 40%
Tzarina Katarinwh3_dlc24_ksl_cha_katarin_ice_court_sled17,356 → 9,0001105025130 → 125320 → 3251,750 → 3,5001,750Speed 84 → 95; Mass 6,800 → 6,000; Ammunition 40 → 50; Missile base damage 25 → 50; Missile AP damage 75 → 100; Upkeep 437 → 0
Kislevite Warriorswh3_dlc24_ksl_inf_kislevite_warriors120 → 1408,400 → 17,5003023 → 2536 → 358 → 1017 → 20500 → 1,000500Charge bonus 8 → 10; Melee attack interval 4.4 s → 4 s; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Frost Wyrmwh3_dlc24_ksl_mon_frost_wyrm17,980 → 10,00090 → 8048 → 5035 → 40135 → 150310 → 3001,450 → 2,9001,500 → 1,450Bonus vs large 25 → 0; Melee attack interval 3.6 s → 4 s; Mass 3,500 → 5,000; Missile resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Shivering Trample, Elemental Instability, Fade Away!, Elemental, Unstoppable Charge
Atamanwh3_main_ksl_cha_ataman14,068 → 5,00095 → 1004060250130 → 1501,000 → 2,000700Speed 34 → 33; Mass 800 → 1,000; Ammunition 20 → 30; Missile base damage 33 → 50; Missile AP damage 117 → 150

New units in SFO

  • Hag Motherksl_cha_hag_lord1 modelHealth7,500Armour40Leadership75Speed70Melee attack45Melee defence25Weapon strength (base + AP)325Charge bonus60Missile damage (base + AP)150Range100Missile resistance %15Ward save %10Multiplayer cost600
  • Yepiskop Battalionksl_yepiskop100 modelsHealth12,500Armour30Leadership70Speed32Melee attack40Melee defence40Weapon strength (base + AP)40Charge bonus20Fire resistance %25Multiplayer cost800
  • Acolytes of Ursunksl_ursun100 modelsHealth20,000Armour30Leadership80Speed42Melee attack45Melee defence30Weapon strength (base + AP)60Charge bonus40Physical resistance %20Multiplayer cost1,100
  • Streltsi (Bardiches)cr_ksl_inf_streltsi_bardiche100 modelsHealth14,000Armour70Leadership70Speed30Melee attack30Melee defence35Weapon strength (base + AP)35Charge bonus10Missile damage (base + AP)40Range160Multiplayer cost800
  • Kossars (Sabers & Shields)ksl_kossars_molotov140 modelsHealth17,500Armour15Leadership60Speed33Melee attack30Melee defence35Weapon strength (base + AP)30Charge bonus10Range60Multiplayer cost500
  • Urugan Cannonsksl_urugan_cannon4 modelsHealth7,500Armour15Leadership50Speed30Melee attack20Melee defence20Weapon strength (base + AP)30Charge bonus5Missile damage (base + AP)60Range300Multiplayer cost700

Skills

One with Nature
  • −Campaign line of sight: +15%
  • −Growth: +8 (local province)
  • +Level 1: Campaign line of sight: +10%
  • +Level 1: Growth: +5 (own local province)
  • +Level 2: Campaign line of sight: +20%
  • +Level 2: Growth: +10 (own local province)
  • +Level 3: Campaign line of sight: +30%
  • +Level 3: Growth: +15 (own local province)
Woodwarden
  • −Attribute: Woodsman
  • −Physical resistance: 10% during forest battles
  • −Armour: +20
  • +Level 1: Attribute: Woodsman
  • +Level 1: Physical resistance: 5% during forest battles
  • +Level 1: Armour: +5
  • +Level 2: Attribute: Woodsman
  • +Level 2: Physical resistance: 10% during forest battles
  • +Level 2: Armour: +10
  • +Level 3: Attribute: Woodsman
  • +Level 3: Physical resistance: 20% during forest battles
  • +Level 3: Armour: +20
Protective Charms
  • −Spell resistance: 10%
  • −Missile resistance: 10%
  • +Level 1: Spell resistance: 5%
  • +Level 1: Missile resistance: 5%
  • +Level 2: Spell resistance: 10%
  • +Level 2: Missile resistance: 10%
  • +Level 3: Spell resistance: 15%
  • +Level 3: Missile resistance: 15%
Firing Drills
  • −Level 2: Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
  • −Level 3: Melee defence: +6 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
  • +Level 2: Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Yepiskop Battalion and Streltsi units (Lord's army)
  • +Level 3: Melee defence: +6 for Kossars, Armoured Kossars, Kislevite Warriors, Yepiskop Battalion and Streltsi units (Lord's army)
Best of the Court
  • −Level 1: Melee defence: +2 for Tzar Guard and Ice Guard units (Lord's army)
  • −Level 2: Melee attack: +4 for Tzar Guard units (Lord's army)
  • −Level 2: Melee defence: +4 for Tzar Guard and Ice Guard units (Lord's army)
  • −Level 3: Melee attack: +6 for Tzar Guard units (Lord's army)
  • −Level 3: Melee defence: +6 for Tzar Guard and Ice Guard units (Lord's army)
  • +Level 1: Melee defence: +2 for Acolytes of Ursun, Tzar Guard and Ice Guard units (Lord's army)
  • +Level 2: Melee attack: +4 for Acolytes of Ursun and Tzar Guard units (Lord's army)
  • +Level 2: Melee defence: +4 for Acolytes of Ursun, Tzar Guard and Ice Guard units (Lord's army)
  • +Level 3: Melee attack: +6 for Acolytes of Ursun and Tzar Guard units (Lord's army)
  • +Level 3: Melee defence: +6 for Acolytes of Ursun, Tzar Guard and Ice Guard units (Lord's army)
Skirmisher Traditions
  • −Melee attack: +5 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)
  • −Missile resistance: 15% for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)
  • +Melee attack: +5 for Kossars, Armoured Kossars, Yepiskop Battalion, Streltsi and Ice Guard units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 15% for Kossars, Armoured Kossars, Kislevite Warriors, Yepiskop Battalion, Streltsi and Ice Guard units (Rank 7 and above) (Lord's army)
Ursun's Favoured
  • −Armour: +10 for War Bear Riders, Elemental Bear, Snow Leopard, Spider, Fell Bats, Feral Bears, Tzar Guard units, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts (Rank 7 and above) (Lord's army)
  • −Spell resistance: 15% for War Bear Riders, Elemental Bears, Snow Leopard, Spider, Fell Bats, Feral Bears, Tzar Guard, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Rank 7 and above) (Lord's army)
  • −Melee defence: +5 for War Bear Riders, Elemental Bears, Snow Leopard, Spider, Fell Bats, Feral Bears, Tzar Guard, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Rank 7 and above) (Lord's army)
  • +Armour: +10 for War Bear Riders, Elemental Bear, Snow Leopard, Acolytes of Ursun, Tzar Guard units, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts (Rank 7 and above) (Lord's army)
  • +Spell resistance: 15% for War Bear Riders, Elemental Bears, Snow Leopard, Acolytes of Ursun, Tzar Guard, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Rank 7 and above) (Lord's army)
  • +Melee defence: +5 for War Bear Riders, Elemental Bears, Snow Leopard, Tzar Guard, Acolytes of Ursun, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Rank 7 and above) (Lord's army)
Ambusher
  • −"Falcon Fletched" ammunition (anti-infantry) for Horse Archer units (Lord's army)
  • +"Falcon Fletched" ammunition (Grave Wound) for Horse Archer units (Lord's army)
Upheaval of Earth
  • −Corruption: -1 (local province)
  • +Corruption: -2 (local province)
Sleigh Dirge
  • −Weapon strength: +20%
  • +Weapon strength: +10%
Wildkeeper
  • −Vigour loss reduction: -20% for Things in the Woods, Incarnate Elemental of Beasts, Bear, Frost Wyrm, Snow Leopard and Forest Animals units (Hero's army)
  • +Vigour loss reduction: -10% for Things in the Woods, Incarnate Elemental of Beasts, Bear, Frost Wyrm, Snow Leopard and Forest Animals units (Hero's army)
Mother Knows Best
  • −Character experience gain: +15% (accompanying Lord)
  • +Character experience gain: +10% (accompanying Lord)
Embodiment of the Forest
  • −Ammunition: +100% during forest battles
  • +Ammunition: +50% during forest battles
Forest Purity
  • −Attrition: -50% casualties suffered from Chaos attrition (all armies)
  • +Attrition: -25% casualties suffered from Chaos attrition (own armies factionwide)
Wildlings
  • −Charge Bonus: +16 for Things in the Woods, Incarnate Elemental of Beasts and Forest Animal units (Lord's army)
  • +Charge Bonus: +10 for Things in the Woods, Incarnate Elemental of Beasts and Forest Animal units (Lord's army)
Boszorka's Wrath
  • −Effect duration: +100% for Hex spells
  • −Winds of Magic cost: -33% for Hex spells
  • +Effect duration: +20% for Hex spells
  • +Winds of Magic cost: -20% for Hex spells
Coven's Will
  • −Spirit Essence cost: -20% for Hexes
  • −Winds of Magic power reserve capacity: +20
  • +Level 1: Spirit Essence cost: -10% for Hexes
  • +Level 1: Winds of Magic power reserve capacity: +15
  • +Level 2: Spirit Essence cost: -20% for Hexes
  • +Level 2: Winds of Magic power reserve capacity: +30
Mothers Rally
  • −Hero capacity: +2 for Hag Witches
  • −Unlocks Hero recruitment: Hag Witch (all provinces)
  • −Control: +5 (local province)
  • +Level 1: Hero capacity: +1 for Hag Witches
  • +Level 1: Unlocks Hero recruitment: Hag Witch (all provinces)
  • +Level 1: Control: +2 (own local province)
  • +Level 2: Hero capacity: +2 for Hag Witches
  • +Level 2: Unlocks Hero recruitment: Hag Witch (all provinces)
  • +Level 2: Control: +8 (own local province)
Forest's Lure
  • −Charge bonus: +18 (characters's army when in own territory)
  • −Ambush success chance: +25%
  • −Melee attack: +5 (characters's army when in own territory)
  • +Level 1: Charge bonus: +10 (characters's army when in own territory)
  • +Level 1: Ambush success chance: +10%
  • +Level 1: Melee attack: +2 (characters's army when in own territory)
  • +Level 2: Charge bonus: +20 (characters's army when in own territory)
  • +Level 2: Ambush success chance: +20%
  • +Level 2: Melee attack: +4 (characters's army when in own territory)
Inspiring Chant
  • −Cooldown: -25% to "Gulyas"
  • −Winds of Magic power reserve: +2 per turn (armies in region)
  • −Character's aura leadership effect: +5
  • +Level 1: Cooldown: -10% to "Gulyas"
  • +Level 1: Winds of Magic power reserve: +2 per turn (own armies in region)
  • +Level 1: Character's aura leadership effect: +2
  • +Level 2: Cooldown: -20% to "Gulyas"
  • +Level 2: Winds of Magic power reserve: +4 per turn (own armies in region)
  • +Level 2: Character's aura leadership effect: +4
Folklore
  • −Attribute: Causes Fear when fighting against Humans (Lord's army)
  • +Attribute: Causes Fear when fighting against Humans (own armies in region)
  • +Passive ability: "Resist Chaos"
Vigorous Drill
  • −Level 1: Vigour loss reduction: -33% (accompanying Lord)
  • −Level 2: Vigour loss reduction: -66% (accompanying Lord)
  • +Level 1: Vigour loss reduction: -50% (accompanying Lord)
  • +Level 2: Vigour loss reduction: -100% (accompanying Lord)
Ceremonial Adornments
  • −Level 1: Melee defence: +3 for Tzar Guard units (Hero's army)
  • −Level 2: Melee defence: +6 for Tzar Guard units (Hero's army)
  • +Level 1: Melee defence: +3 for Acolytes of Ursun and Tzar Guard units (Hero's army)
  • +Level 2: Melee defence: +6 for Acolytes of Ursun and Tzar Guard units (Hero's army)
Ataman
  • −Character experience per turn: +150
  • +Character experience gain per turn: +150
Leader of Renown
  • −Level 1: Recruitment cost: -15% (armies in province when Ataman)
  • −Level 2: Recruitment cost: -20% (armies in province when Ataman)
  • −Level 3: Recruitment cost: -25% (armies in province when Ataman)
  • +Level 1: Recruitment cost: -15% for all units (armies in province when Ataman)
  • +Level 2: Recruitment cost: -20% for all units (armies in province when Ataman)
  • +Level 3: Recruitment cost: -25% for all units (armies in province when Ataman)
Elemental Regeneration
  • +Immune to all attrition (Lord's army)
  • +Casualty replenishment rate: +10%
  • +Melee attack: +10 when attacking
Khan-King
  • −Diplomatic relations: +30 with all Kislev factions
  • −Enemy leadership: -7 (enemy armies in local province)
  • −Control: +8 (local province)
  • +Diplomatic relations: +25 with all Kislev factions
  • +Enemy leadership: -4 (enemy armies in province)
  • +Control: +4 (own local province)
Stout-Hearted
  • +Ice Court Support gained: +2 per turn
  • +Orthodoxy Support gained: +2 per turn
Fearless Fighter
  • −Attribute: Immune to Psychology
  • −Bonus vs Large: +24
  • +Level 1: Attribute: Immune to Psychology
  • +Level 1: Bonus vs Large: +15
  • +Level 1: Unit mass: +25%
  • +Level 2: Attribute: Immune to Psychology
  • +Level 2: Bonus vs Large: +30
  • +Level 2: Unit mass: +50%
Brother of Bears
  • −Recruit rank: +3 for War Bear Riders units (all armies factionwide)
  • −Bonus vs Large: +12 for War Bear Riders and Elemental Bear units (Lord's army)
  • −Weapon strength: +10% for War Bear Riders and Elemental Bear units (Lord's army)
  • +Level 1: Recruit rank: +1 for War Bear Riders units (all armies factionwide)
  • +Level 1: Bonus vs Large: +5 for War Bear Riders and Elemental Bear units (Lord's army)
  • +Level 1: Weapon strength: +10% for War Bear Riders and Elemental Bear units (Lord's army)
  • +Level 2: Recruit rank: +2 for War Bear Riders units (all armies factionwide)
  • +Level 2: Bonus vs Large: +10 for War Bear Riders and Elemental Bear units (Lord's army)
  • +Level 2: Weapon strength: +20% for War Bear Riders and Elemental Bear units (Lord's army)
Band of Brutes
  • −Armour: +20 for Tzar Guard units (Lord's army)
  • −Bonus vs Infantry: +8 for Tzar Guard units (Lord's army)
  • +Level 1: Armour: +10 for Tzar Guard units (Lord's army)
  • +Level 1: Bonus vs Infantry: +5 for Tzar Guard units (Lord's army)
  • +Level 2: Armour: +20 for Tzar Guard units (Lord's army)
  • +Level 2: Bonus vs Infantry: +10 for Tzar Guard units (Lord's army)
The Great Reclaimer
  • −Population surplus: +2 for newly-captured settlements (Lord's army)
  • −Campaign movement range: +10%
  • +Level 1: Population surplus: +1 for newly-captured settlements (Lord's army)
  • +Level 1: Campaign movement range: +15%
  • +Level 2: Population surplus: +2 for newly-captured settlements (Lord's army)
  • +Level 2: Campaign movement range: +30%
As One with Ursun
  • −Base weapon damage: +4 (Lord's army)
  • +Base weapon damage: +5 (Lord's army)
  • +Unit experience gain per turn: +100 (Lord's army)
  • +Experience gain: +10% for units (Lord's army)
Noble Connections
  • −Charge bonus: +16% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
  • +Charge bonus: +25% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
Wall of the North
  • −Missile block chance: +15% for Kislevite units with bronze level shields (Lord's army)
  • +Range: +40% for Kislev pistol units (Lord's army)
  • +Missile block chance: +20% for Kislevite units with bronze level shields (Lord's army)
War Delegation
  • −Character experience gain: +50% (characters in force)
  • −Melee attack: +10 (Heroes in Lord's army)
  • −Melee defence: +10 (Heroes in Lord's army)
  • +Character experience gain: +50% (characters in army)
  • +Melee attack: +8 (Heroes in Lord's army)
  • +Melee defence: +8 (Heroes in Lord's army)
Eagle Eye
  • −Scouting action: Magic item drop chance is increased by an additional 5%
  • −Campaign line of sight: +10%
  • −Ambush defence chance: +30% (Hero's army)
  • +Level 1: Scouting action: Magic item drop chance is increased by an additional 5%
  • +Level 1: Campaign line of sight: +10%
  • +Level 1: Ambush defence chance: +10% (Hero's army)
  • +Level 2: Scouting action: Magic item drop chance is increased by an additional 10%
  • +Level 2: Campaign line of sight: +20%
  • +Level 2: Ambush defence chance: +20% (Hero's army)
  • +Level 3: Scouting action: Magic item drop chance is increased by an additional 15%
  • +Level 3: Campaign line of sight: +30%
  • +Level 3: Ambush defence chance: +30% (Hero's army)
Magistrate
  • −Boost Income action: Income is modified by an additional 2%
  • −Construction cost: -10% for all buildings (local province)
  • +Level 1: Boost Income action: Income is modified by an additional 2%
  • +Level 1: Construction cost: -3% for all buildings (local province)
  • +Level 2: Boost Income action: Income is modified by an additional 4%
  • +Level 2: Construction cost: -6% for all buildings (local province)
  • +Level 3: Boost Income action: Income is modified by an additional 6%
  • +Level 3: Construction cost: -10% for all buildings (local province)
Scholar
  • −Steal Technology action: Research rate is increased by an additional 3
  • −Research rate: +3
  • +Level 1: Steal Technology action: Research rate is increased by an additional 4
  • +Level 1: Research rate: +4
  • +Level 2: Steal Technology action: Research rate is increased by an additional 8
  • +Level 2: Research rate: +8
  • +Level 3: Steal Technology action: Research rate is increased by an additional 12
  • +Level 3: Research rate: +12
Champion of the Ice Guard
  • −Melee attack: +7
  • −Weapon strength: +12%
  • +Level 1: Melee attack: +4
  • +Level 1: Weapon strength: +10%
  • +Level 2: Melee attack: +8
  • +Level 2: Weapon strength: +20%
  • +Level 3: Melee attack: +12
  • +Level 3: Weapon strength: +30%
Handmaiden of the Ice Queen
  • −Cooldown: -10% to spells
  • −Assault Units action: Additional 5% casualties inflicted
  • +Level 1: Cooldown: -10% to spells
  • +Level 1: Assault Unit action: Additional 5% damage caused
  • +Level 1: Assault Units action: Additional 5% casualties inflicted
  • +Level 2: Cooldown: -20% to spells
  • +Level 2: Assault Unit action: Additional 10% damage caused
  • +Level 3: Cooldown: -30% to spells
  • +Level 3: Assault Unit action: Additional 15% damage caused
Snow Leopard Stalk
  • −Attribute: Stalk for Snow Leopard units (Lord's army)
  • −Speed: +20% for Snow Leopard units (Lord's army)
  • +Speed: +40% for Snow Leopard units (own armies factionwide)
Embodiment of Winter
  • −Passive ability: "Permafrost Wards"
  • −Armour: +30
  • −Hit points: +15%
  • +Level 1: Passive ability: "Permafrost Wards"
  • +Level 1: Armour: +10
  • +Level 1: Hit points: +10%
  • +Level 2: Upkeep: -10% (army in owned territory)
  • +Level 2: Passive ability: "Permafrost Wards"
  • +Level 2: Armour: +20
  • +Level 2: Hit points: +20%
Indomitable Spirit
  • −Melee attack: +6 for Ice Guard units (Lord's army)
  • −Melee defence: +8 for Ice Guard units (Lord's army)
  • +Level 1: Leadership: +4 for Ice Guard units (Lord's army)
  • +Level 1: Melee attack: +4 for Ice Guard units (Lord's army)
  • +Level 1: Melee defence: +4 for Ice Guard units (Lord's army)
  • +Level 2: Leadership: +8 for Ice Guard units (Lord's army)
  • +Level 2: Melee attack: +8 for Ice Guard units (Lord's army)
  • +Level 2: Melee defence: +8 for Ice Guard units (Lord's army)
Frost Affinity
  • −Attribute: Strider
  • −Speed: +15%
  • −Campaign movement range: +10%
  • +Level 1: Attribute: Strider
  • +Level 1: Speed: +20%
  • +Level 1: Campaign movement range: +10% for armies
  • +Level 2: Spell: "Hailstorm"
  • +Level 2: Overcast spell: "Hailstorm Upgraded"
  • +Level 2: Spell: "Gust of True Flight"
  • +Level 2: Overcast spell: "Gust of True Flight Upgraded"
  • +Level 2: Attribute: Strider
  • +Level 2: Speed: +20%
  • +Level 2: Campaign movement range: +10% for armies
  • Ability icon: — → ui/battle ui/ability_icons/wh3_main_spell_tempest_hailstorm
Khan-Queen
  • −Allegiance points gained: +100% for alliances with Kislev
  • −Allowed +1 greater Tier difference in Support for the Ice Court before penalties are applied
  • −Diplomatic relations: +10 with all Kislev factions
  • −Enemy leadership: -7 (enemy armies in local province)
  • −Control: +8 (local province)
  • +Level 1: Allegiance points gained: +100% for alliances with Kislev
  • +Level 1: Allowed +1 greater Tier difference in Support for the Ice Court before penalties are applied
  • +Level 1: Diplomatic relations: +10 with all Kislev factions
  • +Level 1: Enemy leadership: -2 (enemy armies in province)
  • +Level 1: Control: +4 (own local province)
  • +Level 2: Spell: "Biting Wind"
  • +Level 2: Overcast spell: "Biting Wind Upgraded"
  • +Level 2: Spell: "Swiftwing"
  • +Level 2: Overcast spell: "Swiftwing Upgraded"
  • +Level 2: Allegiance points gained: +100% for alliances with Kislev
  • +Level 2: Allowed +1 greater Tier difference in Support for the Ice Court before penalties are applied
  • +Level 2: Diplomatic relations: +10 with all Kislev factions
  • +Level 2: Enemy leadership: -2 (enemy armies in province)
  • +Level 2: Control: +4 (own local province)
  • Ability icon: — → ui/battle ui/ability_icons/wh3_main_spell_tempest_biting_wind
Shield of Ice
  • +Spell: "Hawks of Miska"
  • +Overcast spell: "Hawks of Miska Upgraded"
  • +Spell: "Blizzard"
  • +Overcast spell: "Blizzard Upgraded"
  • Ability icon: — → ui/battle ui/ability_icons/wh3_main_spell_tempest_hawks_of_miska
Orthodoxy in Action
  • −Income from all buildings: +10% (factionwide)
  • +Income from all buildings: +10% (all regions factionwide)
A Strong Man
  • +Weapon strength: +20% for Yepiskop Battalion units (Lord's army)
Firebrand
  • −Allowed +1 greater Tier difference in Support for the Orthodoxy before penalties are applied
  • −Recruitment cost: -25% (Lord's army)
  • −Local recruitment capacity: +2 (local province)
  • +Level 1: Recruitment cost: -10% for all units (Lord's army)
  • +Level 1: Allowed +1 greater Tier difference in Support for the Orthodoxy before penalties are applied
  • +Level 1: Local recruitment capacity: +1 (local province)
  • +Level 2: Recruitment cost: -25% for all units (Lord's army)
  • +Level 2: Allowed +1 greater Tier difference in Support for the Orthodoxy before penalties are applied
  • +Level 2: Local recruitment capacity: +3 (local province)
Fiery Devotion
  • −Passive ability: "Blaze of Devotion"
  • −Passive ability: "Aura of Immolation"
  • +Level 1: Passive ability: "Blaze of Devotion"
  • +Level 1: Passive ability: "Aura of Immolation"
  • +Level 2: Upkeep: -10% for Kossars units (Lord's army)
  • +Level 2: Weapon strength: +10% for Kossars units (Lord's army)
  • +Level 2: Passive ability: "Blaze of Devotion"
  • +Level 2: Passive ability: "Aura of Immolation"
Promote the Pious
  • −Unlocks Hero recruitment: Patriarch (all provinces)
  • −Hero recruit rank: +2 for Patriarchs (local province)
  • −Hero recruitment cost: -30% (local province)
  • +Level 1: Unlocks Hero recruitment: Patriarch (all provinces)
  • +Level 1: Hero recruit rank: +2 for Patriarchs (all provinces)
  • +Level 1: Hero recruitment cost: -50% (own local province)
  • +Level 2: Unlocks Hero recruitment: Patriarch (all provinces)
  • +Level 2: Hero recruit rank: +4 for Patriarchs (all provinces)
  • +Level 2: Hero recruitment cost: -100% (own local province)
Howling Rage
  • −Attribute: Immune to Psychology (Lord's army)
  • −Charge bonus: +8 (Lord's army)
  • −Speed: +25% (Lord's army)
  • +Level 1: Attribute: Immune to Psychology (Lord's army)
  • +Level 1: Charge bonus: +5 (Lord's army)
  • +Level 1: Speed: +10% (Lord's army)
  • +Level 2: Income from razing settlements: +50%
  • +Level 2: Attribute: Immune to Psychology (Lord's army)
  • +Level 2: Charge bonus: +10 (Lord's army)
  • +Level 2: Speed: +20% (Lord's army)
For the People
  • +Enemy fire resistance: -10% (enemy armies in region)
Spirit of the Forestnew
  • +Level 1: Leadership: -10 for Patriarchs (all characters in region)
  • +Level 2: All negative effects are removed
  • +Level 2: Corruption: -2 (local province)
  • +Level 2: Control: +2 (own local province)
Buckler of the Wildnew
  • +Physical resistance: 10% during forest battles (Lord's army)
Spirit Walkernew
  • +Miscast base chance: -10% for Lore of the Ancient Widow spells
  • +Cooldown: -10% to Lore of the Ancient Widow spells
  • +Shared cooldown: -10% to Lore of the Ancient Widow spells
Vengeful Spiritsnew
  • +Income from raiding: +50% (Lord's army)
Natural Knowledgenew
  • +Attribute: Woodsman (Lord's army)
  • +Speed: +10% (Lord's army)
Purificationnew
  • +Melee attack: +5 when fighting against armies that spread corruption (Lord's army)
Born to Commandnew
  • +Orthodoxy Support gained: +1 per turn
  • +Ice Court Support gained: +1 per turn
Domestic Quartersnew
  • +Upkeep: -4% (army in owned territory)
  • +Leadership: +4 when in own territory (Lord's army)
Medical Corpsnew
  • +Attrition: -20% casualties suffered from all attrition (Lord's army)
  • +Growth: +10 (own local province)
Extra Platingnew
  • +Armour: +10
  • +Bonus vs Infantry: +10
Bunkersnew
  • +Ambush defence chance: +10% (Lord's army)
  • +Melee defence: +4 when defending (Lord's army)
Our Banner Flies Stillnew
  • +Passive ability: "Battle Banner"
  • +Effect range: +50% for "Battle Banner"
College of Icenew
  • +Level 1: Enemy speed: -5% (enemy armies in region)
  • +Level 1: Winds of Magic power reserve: +1 per turn
  • +Level 2: Enemy speed: -10% (enemy armies in region)
  • +Level 2: Winds of Magic power reserve: +2 per turn
Order of Winternew
  • +Level 1: Control: +2 (own local province)
  • +Level 1: Diplomatic relations: +1 with all factions
  • +Level 2: Control: +4 (own local province)
  • +Level 2: Diplomatic relations: +2 with all factions
Ice Guardnew
  • +Level 1: Physical resistance: 5% for Ice Guard units (Lord's army)
  • +Level 1: Recruitment cost: -10% for Ice Guard units (Lord's army)
  • +Level 2: Physical resistance: 10% for Ice Guard units (Lord's army)
  • +Level 2: Recruitment cost: -20% for Ice Guard units (Lord's army)
Great Orthodoxynew
  • +Level 1: Leadership: -10 for Hag Mothers (all characters in region)
  • +Level 2: All negative effects are removed
  • +Level 2: Corruption: -2 (local province)
  • +Level 2: Control: +2 (own local province)
Sons of Kislevnew
  • +Level 1: Upkeep: -4% for Kossars units (Hero's army)
  • +Level 1: Leadership: +2 for Kislevite Warriors, Kossars, Kossovite Dervishes and Horse Archers units (Hero's army)
  • +Level 2: Upkeep: -8% for Kossars units (Hero's army)
  • +Level 2: Leadership: +4 for Kislevite Warriors, Kossars, Kossovite Dervishes and Horse Archers units (Hero's army)
  • +Level 3: Upkeep: -8% for Kossars units (Hero's army)
  • +Level 3: Leadership: +4 for Kislevite Warriors, Kossars, Kossovite Dervishes and Horse Archers units (Hero's army)
  • +Level 3: Passive ability: "Red Warchant"

Buildings

  • −Income generated: 75
  • +Income generated: 25
  • +Growth: -10
  • −Unlocks Hero recruitment: Hag Witch
  • −Income generated: 100
  • +Unlocks Hero recruitment: Hag Witch (local province)
  • +Income generated: 50
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Growth: -10
  • −Unlocks Hero recruitment: Hag Witch
  • −Income generated: 125
  • +Unlocks Hero recruitment: Hag Witch (local province)
  • +Income generated: 100
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Growth: -10
  • +Unit capacity: +2 Incarnate Elemental of Beasts
  • −Recruit rank: +3 for Gryphon Legion and Tzar Guard units
  • +Control: +4 in adjacent provinces
  • +Control: +8 (local province)
  • +Recruit rank: +2 for Gryphon Legion and Tzar Guard units (local province)
  • +Unit capacity: +4 Tzar Guard and Gryphon Legion
  • +Melee attack: +4 when under siege (own armies in province)
  • +Melee defence: +4 when under siege (own armies in province)
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 1 turns
  • −Corruption: -3
  • +Corruption: -2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Control: +2
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 2 turns
  • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Control: +2
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 3 turns
  • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
  • −Corruption: -5
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Corruption: -6
  • +Attrition: -20% casualties suffered from all attrition (own armies in province)
  • +Control: +2
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
  • −Casualty replenishment rate: +4% (armies in region)
  • +Casualty replenishment rate: +4% (any armies in region)
ToolmakerKislev
  • −Local recruitment capacity: +1
  • +Local recruitment capacity: +1 (local province)
  • +Growth: -10
  • +Armour: +4 when under siege (own armies in province)
  • +Unit capacity: +2 Heavy War Sleds and Little Grom
SmitheryKislev
  • −Local recruitment capacity: +2
  • +Local recruitment capacity: +2 (local province)
  • +Growth: -10
  • +Armour: +8 when under siege (own armies in province)
  • +Unit capacity: +4 Heavy War Sleds and Little Grom
  • −When an Ataman is deployed in this province: Experience per turn: +1000 for Atamans deployed in this province
  • −Construction cost: -10% for all buildings (local province)
  • −When an Ataman is deployed in this province: Income from all buildings: -50% (local province)
  • +Construction cost: -10% for all buildings (all regions in province)
  • +When an Ataman is deployed in this province: Experience per turn: +1000 for Atamans deployed in this province (own characters in province)
  • +Unit capacity: +2 Winged Lancers
  • +Unit capacity: +1 Tzar Guard
  • +Growth: -10
  • +Weapon strength: +1% (own armies in province)
  • Units: 1 → 2
ChatazKislev
  • +Growth: -10
  • +Weapon strength: +2% (own armies in province)
  • Units: 3 → 4
CasernKislev
  • +Growth: -10
  • +Weapon strength: +4% (own armies in province)
  • Units: 4 → 6
  • +Furs resource production: 5 bundles
  • +Growth: -10
  • +Physical resistance: 2% when under siege (own armies in province)
  • −Recruit rank: +1 for Snow Leopard units
  • −Furs resource production: 8 bundles
  • +Furs resource production: 10 bundles
  • +Physical resistance: 4% when under siege (own armies in province)
  • +Growth: -10
  • +Unit capacity: +4 Acolytes of Ursun
  • +Unit capacity: +2 Frost Wyrm
  • Units: 2 → 3
Ur-SzalasKislev
  • −Recruit rank: +2 for Snow Leopard units
  • −Furs resource production: 12 bundles
  • +Furs resource production: 15 bundles
  • +Growth: -10
  • +Physical resistance: 6% when under siege (own armies in province)
  • +Unit capacity: +2 War Bear Riders
  • +Unit capacity: +5 Acolytes of Ursun
  • +Unit capacity: +3 Frost Wyrm
  • Units: 3 → 4
  • −Recruit rank: +3 for Snow Leopard units
  • −Recruit rank: +1 for War Bear Riders units
  • −Furs resource production: 24 bundles
  • +Recruit rank: +1 for War Bear Riders units (own armies in province)
  • +Furs resource production: 20 bundles
  • +Growth: -10
  • +Physical resistance: 8% when under siege (own armies in province)
  • +Unit capacity: +4 War Bear Riders
  • +Unit capacity: +2 Elemental Bear
  • +Unit capacity: +6 Acolytes of Ursun
  • +Unit capacity: +4 Frost Wyrm
  • Units: 4 → 5
  • +Growth: -10
  • +Vigour loss reduction: -2% for cavalry units (own armies in province)
  • +Growth: -10
  • +Vigour loss reduction: -4% for cavalry units (own armies in province)
  • +Growth: -10
  • +Vigour loss reduction: -8% for cavalry units (own armies in province)
  • +Unit capacity: +6 Winged Lancers
  • Units: 3 → 4
  • −Income from Farms: +10% (local province)
  • −Casualty replenishment rate: +3% (armies in region)
  • −Ambush success chance: +5% (armies in province)
  • +Income from Farms: +50% (local region)
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Ambush success chance: +5% (own armies in province)
  • +Chance of a plague spreading: -25%
  • −Income from Farms: +20% (local province)
  • −Casualty replenishment rate: +6% (armies in region)
  • −Ambush success chance: +8% (armies in province)
  • +Income from Farms: +75% (local region)
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Ambush success chance: +8% (own armies in province)
  • +Chance of a plague spreading: -25%
  • −Income from Farms: +30% (local province)
  • −Casualty replenishment rate: +9% (armies in region)
  • −Ambush success chance: +10% (armies in province)
  • +Income from Farms: +100% (local region)
  • +Casualty replenishment rate: +3% (own armies in province)
  • +Ambush success chance: +10% (own armies in province)
  • +Chance of a plague spreading: -25%
  • −Income from all buildings: +2% (local province)
  • +Income from all buildings: +2% (all regions in province)
  • −Income from all buildings: +3% (local province)
  • +Income from all buildings: +3% (all regions in province)
  • −Upkeep: -1% for Ice Guard units (all armies)
  • −Income from all buildings: +5% (local province)
  • +Upkeep: -1% for Ice Guard units (own armies factionwide)
  • +Income from all buildings: +5% (all regions in province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 300
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +2 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Arrows
  • −Income generated: 200
  • −Growth: +20
  • +Income generated: 300
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +4 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Ice Shards
  • −Growth: +30
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +6 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Tor's Lightning
  • −Income generated: 400
  • −Growth: +40
  • +Income generated: 300
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +8 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Tor's Lightning
  • −Income generated: 500
  • −Growth: +50
  • +Campaign movement range: +2% for armies (own armies factionwide in owned territory)
  • +Growth: +10 (all adjacent provinces)
  • +Income generated: 300
  • +Units locally recruited in this province gain a permanent +10 Armour bonus (local province)
  • Units: 0 → 1
  • Units: 0 → 1
  • Units: 0 → 1
  • Units: 0 → 1
RoadhouseKislev
  • −Growth: +20
  • −Control: +1
  • +Growth: +15
  • +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
  • +Control: +1 (local province)
KarczmazKislev
  • −Growth: +40
  • −Control: +2
  • +Growth: +30
  • +Control: +2 (local province)
  • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
GospodaKislev
  • −Growth: +60
  • −Control: +3
  • +Growth: +45
  • +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
  • +Control: +3 (local province)
FarmsteadKislev
  • −Recruitment cost: -20% (armies in region)
  • −Growth: +10
  • +Recruitment cost: -2% for all units (own armies in province)
  • +Growth: +5
Stud FarmKislev
  • −Income generated: 100
  • −Recruitment cost: -25% (armies in region)
  • −Growth: +20
  • +Income generated: 75
  • +Recruitment cost: -4% for all units (own armies in province)
  • +Growth: +10
  • −Income generated: 150
  • −Recruitment cost: -30% (armies in region)
  • −Growth: +30
  • +Income generated: 100
  • +Recruitment cost: -8% for all units (own armies in province)
  • +When kslhas supporters: Supporters generated: 1
  • +Growth: +1 (all provinces)
  • +Growth: +15
  • −Unit experience gain per turn: +100 (armies in province)
  • −Recruit rank: +3 for all units
  • +Recruit rank: +2 for all units (own armies in province)
  • +Growth: -10
  • +Spell resistance: 20% when under siege (own armies in province)
  • +Unit capacity: +4 Ice Guard
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 300
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +2 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Arrows
  • −Income generated: 200
  • −Growth: +20
  • +Income generated: 300
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +4 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Ice Shards
  • −Growth: +30
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +6 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Tor's Lightning
  • −Income generated: 400
  • −Growth: +40
  • +Income generated: 300
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +8 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Tor's Lightning
  • −Income generated: 500
  • −Growth: +50
  • +Campaign movement range: +2% for armies (own armies factionwide in owned territory)
  • +Growth: +10 (all adjacent provinces)
  • +Income generated: 300
  • +Units locally recruited in this province gain a permanent +10 Armour bonus (local province)
  • −Construction cost: -10% for all buildings (local province)
  • −Growth: +30
  • +Construction cost: -5% for all buildings (all regions in province)
  • +Growth: +20
  • +Construction cost: -1% for all buildings (all regions factionwide)
  • −Construction cost: -15% for all buildings (local province)
  • +Construction cost: -10% for all buildings (all regions in province)
  • +Construction cost: -2% for all buildings (all regions factionwide)
  • −Construction time: -1 for all buildings (local province)
  • −Construction cost: -20% for all buildings (local province)
  • −Construction cost: -2% for all buildings (factionwide)
  • −Growth: +50
  • +Construction time: -1 for all buildings (all regions in province)
  • +Construction cost: -15% for all buildings (all regions in province)
  • +Construction cost: -3% for all buildings (all regions factionwide)
  • +Growth: +60
  • −Construction time: -1 for all buildings (local province)
  • −Construction cost: -25% for all buildings (local province)
  • −Construction cost: -4% for all buildings (factionwide)
  • −Growth: +60
  • +Construction time: -1 for all buildings (all regions in province)
  • +Construction cost: -20% for all buildings (all regions in province)
  • +Construction cost: -4% for all buildings (all regions factionwide)
  • +Growth: +80
  • −Construction time: -1 for all buildings (local province)
  • −Construction cost: -30% for all buildings (local province)
  • −Construction cost: -6% for all buildings (factionwide)
  • −Growth: +70
  • +Construction time: -1 for all buildings (all regions in province)
  • +Construction cost: -25% for all buildings (all regions in province)
  • +Construction cost: -5% for all buildings (all regions factionwide)
  • +Growth: +5 (all provinces)
  • −Income from all buildings: +2% (local province)
  • +Income from all buildings: +2% (all regions in province)
  • −Income from all buildings: +3% (local province)
  • +Income from all buildings: +3% (all regions in province)
  • −Upkeep: -1% for Ice Guard units (all armies)
  • −Income from all buildings: +5% (local province)
  • +Upkeep: -1% for Ice Guard units (own armies factionwide)
  • +Income from all buildings: +5% (all regions in province)
  • −If the Ice Court is currently neglected: Income from all buildings: -100% (local province)
  • +If the Ice Court is currently neglected: Income from all buildings: -100% (all regions in province)
  • −Upkeep: -2% for Ice Guard units (all armies)
  • −Income from all buildings: +7% (local province)
  • +Upkeep: -2% for Ice Guard units (own armies factionwide)
  • +Income from all buildings: +10% (all regions in province)
StallKislev
  • −Income generated: 400
  • −Income from Markets: +1% (factionwide)
  • −Income from trade tariffs: +1%
  • +Income generated: 150
  • +Income from Markets: +1% (all regions factionwide)
  • +Income from trade tariffs: +1% (factionwide)
MarketKislev
  • −Income generated: 600
  • −Income from Markets: +2% (factionwide)
  • −Income from trade tariffs: +2%
  • +Income generated: 300
  • +Income from Markets: +2% (all regions factionwide)
  • +Income from trade tariffs: +2% (factionwide)
  • −Income generated: 800
  • −Income from Markets: +3% (factionwide)
  • −Income from trade tariffs: +3%
  • +Income generated: 450
  • +Income from Markets: +3% (all regions factionwide)
  • +Income from trade tariffs: +3% (factionwide)
  • −Income generated: 1000
  • −Income from Markets: +4% (factionwide)
  • −Income from trade tariffs: +4%
  • +Income generated: 600
  • +Income from Markets: +4% (all regions factionwide)
  • +Income from trade tariffs: +4% (factionwide)
  • −Income generated: 1200
  • −Income from Markets: +5% (factionwide)
  • −Income from trade tariffs: +5%
  • +Income generated: 750
  • +Income from Markets: +5% (all regions factionwide)
  • +Income from trade tariffs: +5% (factionwide)
  • −Recruitment cost: -20% (armies in region)
  • −Growth: +30
  • +Recruitment cost: -5% (own armies in region)
  • +Growth: +20
  • +Recruitment cost: -1% for all units (all armies)
  • −Recruitment cost: -22% (armies in region)
  • +Recruitment cost: -10% (own armies in region)
  • +Recruitment cost: -2% for all units (all armies)
  • −Recruitment cost: -25% (armies in region)
  • −Recruitment cost: -5% (all armies)
  • −Growth: +50
  • +Recruitment cost: -15% (own armies in region)
  • +Recruitment cost: -3% for all units (all armies)
  • +Growth: +60
  • −Recruitment cost: -28% (armies in region)
  • −Recruitment cost: -8% (all armies)
  • −Growth: +60
  • +Recruitment cost: -20% (own armies in region)
  • +Recruitment cost: -4% for all units (all armies)
  • +Growth: +80
  • +Global recruitment duration: -1 turn for all units (own armies in province)
  • −Recruitment cost: -30% (armies in region)
  • −Recruitment cost: -10% (all armies)
  • −Growth: +70
  • +Recruitment cost: -25% (own armies in region)
  • +Recruitment cost: -5% for all units (all armies)
  • +Growth: +5 (all provinces)
  • +Global recruitment duration: -2 turn for all units (own armies in province)
  • Units: 0 → 1
  • Units: 0 → 1
  • Units: 0 → 1
  • Units: 0 → 1
  • −If the Orthodoxy is currently neglected: Income from all buildings: -100% (local province)
  • +If the Orthodoxy is currently neglected: Income from all buildings: -100% (all regions in province)
  • Units: 0 → 1
  • Units: 0 → 1
  • −Control: +1
  • +Control: +1 (local province)
  • +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
  • +Income from all buildings: -10% (all regions in province)
  • −Control: +2
  • +Control: +2 (local province)
  • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
  • +Income from all buildings: -10% (all regions in province)
  • −Control: +3
  • +Control: +3 (local province)
  • +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
  • +Income from all buildings: -10% (all regions in province)
  • −Control: +4
  • +Control: +4 (local province)
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • +Income from all buildings: -10% (all regions in province)
  • −Control: +6
  • +Control: +5 (local province)
  • +Campaign movement range: +25% for own armies starting their turn in this province (own armies in province)
  • +Income from all buildings: -10% (all regions in province)
  • −Defensive supplies: +100 per turn when under siege
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Attrition: -10% when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • −Control: +1
  • +Defensive supplies: +600
  • +Income from all buildings: -10% (all regions in province)
  • +Attrition: -5% when under siege (own armies in region)
  • +Ammunition: +20% when under siege (own armies in region)
  • +Enemy Hero action success chance: -5% (enemy characters in region)
  • +Army ability: "Sons of Ursun" (own armies in region)
  • +Missile resistance: 2% when under siege (own armies in region)
  • +Hidden armies will be visible (any armies in region)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Defensive supplies: +200 per turn when under siege
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Attrition: -10% when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • −Control: +2
  • +Defensive supplies: +1200
  • +Income from all buildings: -10% (all regions in province)
  • +Attrition: -10% when under siege (own armies in region)
  • +Ammunition: +40% when under siege (own armies in region)
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Army ability: "Sons of Ursun" (own armies in region)
  • +Missile resistance: 4% when under siege (own armies in region)
  • +Hidden armies will be visible (any armies in region)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Defensive supplies: +300 per turn when under siege
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Attrition: -15% when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • −Control: +3
  • +Defensive supplies: +1800
  • +Attrition: -15% when under siege (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Ammunition: +60% when under siege (own armies in region)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Army ability: "Sons of Ursun" (own armies in region)
  • +Missile resistance: 6% when under siege (own armies in region)
  • +Hidden armies will be visible (any armies in region)
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Defensive supplies: +400 per turn when under siege
  • −Experience per turn: +400 for Atamans deployed in this province
  • −Attrition: -20% when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • −Control: +4
  • +Defensive supplies: +2400
  • +Attrition: -20% when under siege (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Ammunition: +80% when under siege (own armies in region)
  • +Enemy Hero action success chance: -20% (enemy characters in region)
  • +Army ability: "Sons of Ursun" (own armies in region)
  • +Missile resistance: 8% when under siege (own armies in region)
  • +Hidden armies will be visible (any armies in region)
  • +Experience per turn: +400 for Atamans deployed in this province (own characters in province)
  • −Defensive supplies: +500 per turn when under siege
  • −Experience per turn: +500 for Atamans deployed in this province
  • −Attrition: -20% when under siege
  • −Ammunition: +50% during siege defence battles (armies in region)
  • −Control: +6
  • +Experience per turn: +500 for Atamans deployed in this province (own characters in province)
  • +Defensive supplies: +3000
  • +Attrition: -25% when under siege (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Ammunition: +100% when under siege (own armies in region)
  • +Enemy Hero action success chance: -25% (enemy characters in region)
  • +Army ability: "Sons of Ursun" (own armies in region)
  • +Missile resistance: 10% when under siege (own armies in region)
  • +Hidden armies will be visible (any armies in region)
AnchorageKislev
  • −When technology "Improved Harbour Defences" researched: Defensive supplies: +500
  • −Growth: +10
  • +Growth: +5
  • +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
  • +Campaign line of sight: +15% (own characters in region)
  • +When technology "Improved Harbour Defences" researched: Defensive supplies: +400
HarbourKislev
  • −When technology "Improved Harbour Defences" researched: Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +20
  • +Income generated: 200
  • +Growth: +10
  • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
  • +Campaign line of sight: +30% (own characters in region)
  • +When technology "Improved Harbour Defences" researched: Defensive supplies: +600
SeaportKislev
  • −When technology "Improved Harbour Defences" researched: Defensive supplies: +1500
  • −Income generated: 500
  • −Growth: +30
  • +Income generated: 400
  • +Growth: +15
  • +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
  • +Campaign line of sight: +45% (own characters in region)
  • +When technology "Improved Harbour Defences" researched: Defensive supplies: +800
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 300
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +2 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Arrows
  • −Income generated: 200
  • −Growth: +20
  • +Income generated: 300
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +4 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Ice Shards
  • −Growth: +30
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +6 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Tor's Lightning
  • −Income generated: 400
  • −Growth: +40
  • +Income generated: 300
  • +Growth: +80
  • +Units locally recruited in this province gain a permanent +8 Armour bonus (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Improved tower projectiles: Tor's Lightning
  • −Income generated: 500
  • −Growth: +50
  • +Campaign movement range: +2% for armies (own armies factionwide in owned territory)
  • +Growth: +10 (all adjacent provinces)
  • +Income generated: 300
  • +Units locally recruited in this province gain a permanent +10 Armour bonus (local province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Recruitment cost: -5% for Cavalry and Monster units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Farms: +1% (factionwide)
  • −Exotic Animals resource production: 20 cages
  • +Recruitment cost: -10% for Cavalry and Monster units (own armies in province)
  • +Income from Farms: +0.5% (all regions factionwide)
  • +Exotic Animals resource production: 15 cages
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Recruitment cost: -10% for Cavalry and Monster units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Farms: +2% (factionwide)
  • +Recruitment cost: -20% for Cavalry and Monster units (own armies in province)
  • +Income from Farms: +1% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Recruitment cost: -15% for Cavalry and Monster units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Farms: +3% (factionwide)
  • +Recruitment cost: -30% for Cavalry and Monster units (own armies in province)
  • +Income from Farms: +2% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Markets: +1% (factionwide)
  • −Dyes resource production: 20 ounces
  • +Income from Markets: +0.5% (all regions factionwide)
  • +Dyes resource production: 15 ounces
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Markets: +2% (factionwide)
  • +Income from Markets: +1% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
DyemakerKislev
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Markets: +3% (factionwide)
  • +Income from Markets: +2% (all regions factionwide)
  • +Ambush defence chance: +2% (own armies factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Recruitment cost: -10% for Kossar and Light Cavalry units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income from Farms: +2% (factionwide)
  • −Furs resource production: 20 bundles
  • +Recruitment cost: -10% for Kossar and Light Cavalry units (own armies in province)
  • +Income from Farms: +1% (all regions factionwide)
  • +Furs resource production: 15 bundles
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Recruitment cost: -15% for Kossar and Light Cavalry units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income from Farms: +4% (factionwide)
  • +Recruitment cost: -20% for Kossar and Light Cavalry units (own armies in province)
  • +Income from Farms: +2% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
TanneryKislev
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Recruitment cost: -20% for Kossar and Light Cavalry units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income from Farms: +6% (factionwide)
  • +Recruitment cost: -30% for Kossar and Light Cavalry units (own armies in province)
  • +Income from Farms: +4% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Recruitment cost: -5% for Ice Guard units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Markets: +1% (factionwide)
  • −Gemstones resource production: 16 sacks
  • +Recruitment cost: -10% for Ice Guard units (own armies in province)
  • +Income from Markets: +0.5% (all regions factionwide)
  • +Gemstones resource production: 10 sacks
  • +Income generated: 25
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
Gem MineKislev
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Recruitment cost: -10% for Ice Guard units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 400
  • −Income from Markets: +2% (factionwide)
  • −Gemstones resource production: 24 sacks
  • +Recruitment cost: -20% for Ice Guard units (own armies in province)
  • +Income from Markets: +1% (all regions factionwide)
  • +Gemstones resource production: 20 sacks
  • +Income generated: 50
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Recruitment cost: -15% for Ice Guard units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 600
  • −Income from Markets: +3% (factionwide)
  • −Gemstones resource production: 32 sacks
  • +Recruitment cost: -30% for Ice Guard units (own armies in province)
  • +Income from Markets: +2% (all regions factionwide)
  • +Gemstones resource production: 30 sacks
  • +Income generated: 100
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • +Income generated: 100
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
Gold MineKislev
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 400
  • +Income generated: 200
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 600
  • +Income from all buildings: +10% (local region)
  • +Income generated: 400
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Recruitment cost: -5% for Armoured Kossars and Tzar Guard units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Upkeep: -1% (all armies)
  • −Iron resource production: 20 ingots
  • +Recruitment cost: -10% for Armoured Kossars, Yepiskop Battalion, Acolytes of Ursun and Tzar Guard units (own armies in province)
  • +Upkeep: -0.5% (own armies factionwide)
  • +Iron resource production: 15 ingots
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Recruitment cost: -10% for Armoured Kossars and Tzar Guard units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Upkeep: -2% (all armies)
  • +Recruitment cost: -20% for Armoured Kossars, Yepiskop Battalion, Acolytes of Ursun and Tzar Guard units (own armies in province)
  • +Upkeep: -1% (own armies factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Recruitment cost: -15% for Armoured Kossars and Tzar Guard units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Upkeep: -3% (all armies)
  • +Recruitment cost: -30% for Armoured Kossars, Yepiskop Battalion, Acolytes of Ursun and Tzar Guard units (own armies in province)
  • +Upkeep: -2% (own armies factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Markets: +1% (factionwide)
  • +Income from Markets: +0.5% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Markets: +2% (factionwide)
  • +Income from Markets: +1% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Markets: +3% (factionwide)
  • +Research rate: +10
  • +Income from Markets: +2% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
SawyerKislev
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Construction cost: -2% for Province Capital/Settlement buildings (factionwide)
  • −Income generated: 100
  • −Marble resource production: 20 slabs
  • +Construction cost: -1% for Province Capital/Settlement buildings (all regions factionwide)
  • +Marble resource production: 15 slabs
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Construction cost: -4% for Province Capital/Settlement buildings (factionwide)
  • −Income generated: 150
  • +Construction cost: -2% for Province Capital/Settlement buildings (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Construction cost: -6% for Province Capital/Settlement buildings (factionwide)
  • −Income generated: 200
  • +Construction cost: -3% for Province Capital/Settlement buildings (all regions factionwide)
  • +Construction cost: -10% for all buildings (all regions in province)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Casualty replenishment rate: +1% (factionwide)
  • −Medicinal Plants resource production: 20 bundles
  • +Casualty replenishment rate: +0.5% (own armies factionwide)
  • +Medicinal Plants resource production: 15 bundles
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Casualty replenishment rate: +2% (factionwide)
  • +Casualty replenishment rate: +1% (own armies factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Casualty replenishment rate: +3% (factionwide)
  • +Casualty replenishment rate: +2% (own armies factionwide)
  • +Vigour loss reduction: -10% (own armies in province)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Markets: +1% (factionwide)
  • −Carved Obsidian resource production: 20 chests
  • +Income from Markets: +0.5% (all regions factionwide)
  • +Carved Obsidian resource production: 15 chests
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Markets: +2% (factionwide)
  • +Income from Markets: +1% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Markets: +3% (factionwide)
  • +Income from Markets: +2% (all regions factionwide)
  • +Hero and Lord recruit rank: +2 (local province)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Farms: +2% (factionwide)
  • +Income from Farms: +1% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Farms: +4% (factionwide)
  • −Growth: +35
  • +Income from Farms: +2% (all regions factionwide)
  • +Growth: +50
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Farms: +6% (factionwide)
  • −Growth: +45
  • +Income from Farms: +4% (all regions factionwide)
  • +Growth: +75
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
Clay PitKislev
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Markets: +1% (factionwide)
  • −Pottery resource production: 20 kilnful
  • +Income from Markets: +0.5% (all regions factionwide)
  • +Pottery resource production: 15 kilnful
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Markets: +2% (factionwide)
  • +Income from Markets: +1% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
KilnsKislev
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Markets: +3% (factionwide)
  • +Income from Markets: +2% (all regions factionwide)
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Markets: +1% (factionwide)
  • −Salt resource production: 20 barrels
  • +Income from Markets: +0.5% (all regions factionwide)
  • +Salt resource production: 15 barrels
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Markets: +2% (factionwide)
  • +Income from Markets: +1% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
SaltworksKislev
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Markets: +3% (factionwide)
  • +Income from Markets: +2% (all regions factionwide)
  • +Recruitment cost: -10% for all units (own armies in province)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Markets: +1% (factionwide)
  • −Spices resource production: 20 sacks
  • +Income from Markets: +0.5% (all regions factionwide)
  • +Spices resource production: 15 sacks
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Markets: +2% (factionwide)
  • +Income from Markets: +1% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Markets: +3% (factionwide)
  • +Income from Markets: +2% (all regions factionwide)
  • +Tradable resources produced: +5%
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
OrchardsKislev
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Markets: +1% (factionwide)
  • −Wine resource production: 20 barrels
  • +Income from Markets: +0.5% (all regions factionwide)
  • +Wine resource production: 15 barrels
  • +Control: +1 (local province)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
VineyardKislev
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Markets: +2% (factionwide)
  • +Income from Markets: +1% (all regions factionwide)
  • +Control: +2 (local province)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
VintnerKislev
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Markets: +3% (factionwide)
  • +Income from Markets: +2% (all regions factionwide)
  • +Control: +3 (local province)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Recruitment cost: -5% for War Sled units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 100
  • −Income from Farms: +2% (factionwide)
  • −Timber resource production: 20 logs
  • +Recruitment cost: -10% for War Sled units (own armies in province)
  • +Income from Farms: +1% (all regions factionwide)
  • +Timber resource production: 15 logs
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Recruitment cost: -10% for War Sled units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 150
  • −Income from Farms: +4% (factionwide)
  • +Recruitment cost: -20% for War Sled units (own armies in province)
  • +Income from Farms: +2% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Recruitment cost: -15% for War Sled units (armies in province)
  • −Winds of Magic power reserve capacity: +1 (all armies) (Daughters of the Forest only)
  • −Income generated: 200
  • −Income from Farms: +6% (factionwide)
  • +Recruitment cost: -30% for War Sled units (own armies in province)
  • +Income from Farms: +4% (all regions factionwide)
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide) (Daughters of the Forest only)
  • +Income generated: 50
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
VillageKislev
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
StanitsaKislev
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
TownKislev
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
CityKislev
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
VillageKislev
  • +Upkeep: -3% (own armies in region) (Ursun Revivalists only)
  • +Casualty replenishment rate: +1% (own armies in region) (Ursun Revivalists only)
  • +Control: +1 (local province) (Ursun Revivalists only)
StanitsaKislev
  • +Upkeep: -6% (own armies in region) (Ursun Revivalists only)
  • +Casualty replenishment rate: +2% (own armies in region) (Ursun Revivalists only)
  • +Control: +2 (local province) (Ursun Revivalists only)
TownKislev
  • +Upkeep: -10% (own armies in region) (Ursun Revivalists only)
  • +Casualty replenishment rate: +3% (own armies in region) (Ursun Revivalists only)
  • +Control: +3 (local province) (Ursun Revivalists only)
  • −Recruit rank: +1 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion and War Bear Riders units
  • +Character experience gain per turn: +100 (own characters in province)
  • +Growth: -10
  • +Melee defence: +2 when under siege (own armies in province)
  • +Unit capacity: +2 Tzar Guard and Gryphon Legion
  • −Recruit rank: +2 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion and War Bear Riders units
  • +Recruit rank: +1 for Kossovite Dervishes, Horse Archers, Winged Lancers, Gryphon Legion and War Bear Riders units (own armies in province)
  • +Character experience gain per turn: +200 (own characters in province)
  • +Growth: -10
  • +Melee defence: +4 when under siege (own armies in province)
  • +Unit capacity: +4 Tzar Guard and Gryphon Legion
  • −Income generated: 300
  • +Income generated: 250
  • +Control: -1 (local province)
  • +Tradable resource production: +10% (all regions in province)
RoadsKislev
  • −Tradable resource production: +30% (local province)
  • −Income generated: 350
  • +Tradable resource production: +20% (all regions in province)
  • +Income generated: 300
  • +Control: -2 (local province)
  • +Income from all buildings: +5% (all adjacent provinces)
CaravansKislev
  • −Tradable resource production: +50% (local province)
  • +Tradable resource production: +40% (all regions in province)
  • +Income from all buildings: +10% (all adjacent provinces)
  • +Control: -3 (local province)
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Enemy Hero action success chance: -10%
  • −Attrition: -5% when under siege
  • −Leadership: +2 when under siege (armies in region)
  • −Control: +1
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Attrition: -5% when under siege (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Defensive supplies: +400
  • +Control: +1 (local province)
  • +Army ability: "Sons of Ursun" (own armies in region)
  • +Hidden armies will be visible (any armies in region)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Enemy Hero action success chance: -15%
  • −Attrition: -10% when under siege
  • −Leadership: +4 when under siege (armies in region)
  • −Control: +2
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Defensive supplies: +600
  • +Control: +2 (local province)
  • +Army ability: "Sons of Ursun" (own armies in region)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • +Hidden armies will be visible (any armies in region)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Experience per turn: +300 for Atamans deployed in this province
  • −Enemy Hero action success chance: -20%
  • −Attrition: -15% when under siege
  • −Leadership: +6 when under siege (armies in region)
  • −Control: +3
  • +Enemy Hero action success chance: -20% (enemy characters in region)
  • +Attrition: -15% when under siege (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Defensive supplies: +800
  • +Control: +3 (local province)
  • +Army ability: "Sons of Ursun" (own armies in region)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • +Hidden armies will be visible (any armies in region)
  • +Experience per turn: +300 for Atamans deployed in this province (own characters in province)
PalisadeKislev
  • −Defensive supplies: +50 per turn when under siege
  • −Experience per turn: +100 for Atamans deployed in this province
  • −Enemy Hero action success chance: -10%
  • −Control: +1
  • +Defensive supplies: +400
  • +Income from all buildings: -10% (all regions in province)
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Control: +1 (local province)
  • +Experience per turn: +100 for Atamans deployed in this province (own characters in province)
  • −Defensive supplies: +100 per turn when under siege
  • −Experience per turn: +200 for Atamans deployed in this province
  • −Enemy Hero action success chance: -15%
  • −Control: +2
  • +Defensive supplies: +600
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +2 (local province)
  • +Army ability: "Call of Motherland" (own armies in region)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • +Hidden armies will be visible (any armies in region)
  • +Experience per turn: +200 for Atamans deployed in this province (own characters in province)
  • −Construction cost: -10% for Ports (factionwide)
  • −Attrition: -25% casualties suffered from high seas, reef and storm attrition (factionwide)
  • −Melee attack: +5 when fighting at sea (factionwide)
  • +Construction cost: -5% for Ports (all regions factionwide)
  • +Attrition: -25% casualties suffered from high seas, reef and storm attrition (own armies factionwide)
  • +Melee attack: +2 when fighting at sea (own armies factionwide)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Construction cost: -15% for Ports (factionwide)
  • −Attrition: -50% casualties suffered from high seas, reef and storm attrition (factionwide)
  • −Melee attack: +7 when fighting at sea (factionwide)
  • +Construction cost: -10% for Ports (all regions factionwide)
  • +Attrition: -50% casualties suffered from high seas, reef and storm attrition (own armies factionwide)
  • +Melee attack: +4 when fighting at sea (own armies factionwide)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Immune to Storm and Reef attrition (factionwide)
  • −Construction cost: -25% for Ports (factionwide)
  • −Melee attack: +10 when fighting at sea (factionwide)
  • +Immune to Storm and Reef attrition (own armies factionwide)
  • +Construction cost: -15% for Ports (all regions factionwide)
  • +Melee attack: +6 when fighting at sea (own armies factionwide)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Hero and Lord recruit rank: +2
  • −Upkeep: -5% for War Sled and Little Grom units (all armies)
  • +Hero and Lord recruit rank: +1 (local province)
  • +Upkeep: -2% for War Sled and Little Grom units (own armies factionwide)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • +Unit capacity: +1 Heavy War Sleds and Little Grom
  • −Hero and Lord recruit rank: +3
  • −Hero capacity: +1 for Frost Maidens
  • −Upkeep: -10% for War Sled and Little Grom units (all armies)
  • +Hero and Lord recruit rank: +2 (local province)
  • +Hero capacity: +2 for Frost Maidens
  • +Upkeep: -4% for War Sled and Little Grom units (own armies factionwide)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • +Unit capacity: +2 Heavy War Sleds and Little Grom
FrosthomeKislev
  • −Hero and Lord recruit rank: +4
  • −Hero capacity: +1 for Frost Maidens
  • −Upkeep: -15% for War Sled and Little Grom units (all armies)
  • +Hero and Lord recruit rank: +4 (local province)
  • +Hero capacity: +3 for Frost Maidens
  • +Upkeep: -8% for War Sled and Little Grom units (own armies factionwide)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • +Unit capacity: +4 Heavy War Sleds and Little Grom
  • −When technology "Improved Harbour Defences" researched: Defensive supplies: +1000
  • −Income generated: 100
  • +Income generated: 150
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −When technology "Improved Harbour Defences" researched: Defensive supplies: +2000
  • −Income generated: 200
  • −Growth: +30
  • +Income generated: 300
  • +Growth: +40
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −When technology "Improved Harbour Defences" researched: Defensive supplies: +3000
  • −Income generated: 400
  • −Growth: +40
  • +Income generated: 450
  • +Growth: +60
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −When technology "Improved Harbour Defences" researched: Defensive supplies: +4000
  • −Growth: +50
  • +Growth: +80
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −When technology "Improved Harbour Defences" researched: Defensive supplies: +5000
  • −Income generated: 800
  • −Growth: +50
  • +Income generated: 750
  • +Growth: +10 (factionwide)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Income from all buildings: +20% (local region)
  • −Income from trade tariffs: +8%
  • +Income from all buildings: +25% (local region)
  • +Control: +2 (local province)
  • +Income from trade tariffs: +10%
  • +Upkeep: -4% (own armies in region)
  • +Unit capacity: +2 Heavy War Sleds and Little Grom
  • Units: 0 → 1
  • +Upkeep: -4% for Ice Guard units (own armies factionwide)
  • +Leadership: +2 when under siege (own armies in region)
  • +Unit capacity: +1 Ice Guard
  • +Unit capacity: +1 Tzar Guard
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • Units: 2 → 3
  • −Upkeep: -10% for Ice Guard units (all armies)
  • −Leadership: +7 when under siege (armies in region)
  • +Upkeep: -8% for Ice Guard units (own armies factionwide)
  • +Leadership: +4 when under siege (own armies in region)
  • +Unit capacity: +2 Ice Guard
  • +Unit capacity: +2 Tzar Guard
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • Units: 4 → 5
  • −Upkeep: -15% for Ice Guard units (all armies)
  • −Leadership: +10 when under siege (armies in region)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • +Upkeep: -15% for Ice Guard units (own armies factionwide)
  • +Leadership: +8 when under siege (own armies in region)
  • +Unit capacity: +3 Ice Guard
  • +Unit capacity: +3 Tzar Guard
  • −Income from all buildings: +12% (local province)
  • −Control: +4
  • +Income from all buildings: +5% (local region)
  • +Control: +1 in adjacent provinces
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Income from all buildings: +16% (local province)
  • −Control: +6
  • +Income from all buildings: +10% (local region)
  • +Control: +2 in adjacent provinces
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Income from all buildings: +20% (local province)
  • −Control: +8
  • −Control: +1 (factionwide)
  • +Income from all buildings: +20% (local region)
  • +Control: +4 in adjacent provinces
  • +Control: +2 (factionwide)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Upkeep: -3% for Elemental Bear and War Bear Riders units (all armies)
  • −Furs resource production: 40 bundles
  • +Upkeep: -2% for Elemental Bear and War Bear Riders units (own armies factionwide)
  • +Furs resource production: 25 bundles
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • Units: 0 → 1
  • −Upkeep: -6% for Elemental Bear and War Bear Riders units (all armies)
  • −Growth: +50
  • +Upkeep: -4% for Elemental Bear and War Bear Riders units (own armies factionwide)
  • +Growth: +80
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • +Unit capacity: +2 War Bear Riders
  • +Unit capacity: +2 Heavy War Sleds and Little Grom
  • Units: 0 → 4
  • −Upkeep: -10% for Elemental Bear and War Bear Riders units (all armies)
  • −Growth: +20 (factionwide)
  • −Furs resource production: 75 bundles
  • +Upkeep: -8% for Elemental Bear and War Bear Riders units (own armies factionwide)
  • +Growth: +10 (factionwide)
  • +Furs resource production: 100 bundles
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • +Unit capacity: +4 War Bear Riders
  • +Unit capacity: +2 Elemental Bear
  • +Unit capacity: +4 Heavy War Sleds and Little Grom
  • Units: 0 → 5
  • −Allegiance points gained: +5% for alliances with the Empire
  • −Income from trade tariffs: +5%
  • −Diplomatic relations: +10 with Empire
  • +Allegiance points gained: +20% for alliances with the Empire
  • +Diplomatic relations: +20 with Empire
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Allegiance points gained: +10% for alliances with the Empire
  • −Income from trade tariffs: +10%
  • −When Control is 50 or more: Income from trade tariffs: +10%
  • −Diplomatic relations: +5 with all factions
  • −Diplomatic relations: +20 with Empire
  • −When Control is 50 or more: Diplomatic relations: +5 with Empire
  • +Allegiance points gained: +40% for alliances with the Empire
  • +Unit experience gain: +100% for units when fighting against Norsca (own armies factionwide)
  • +Diplomatic relations: +40 with Empire
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Leadership: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide)
  • −Upkeep: -10% for Gryphon Legion units (all armies)
  • −Attrition: -5% casualties suffered from all attrition (factionwide)
  • +Leadership: +2 when fighting against Warriors of Chaos, Daemons of Chaos and Norsca (own armies factionwide)
  • +Upkeep: -4% for Gryphon Legion units (own armies factionwide)
  • +Attrition: -5% casualties suffered from all attrition (own armies factionwide)
  • +Unit capacity: +1 Gryphon Legion
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • Units: 1 → 2
  • −Leadership: +10 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide)
  • −Upkeep: -20% for Gryphon Legion units (all armies)
  • −Attrition: -10% casualties suffered from all attrition (factionwide)
  • +Leadership: +4 when fighting against Warriors of Chaos, Daemons of Chaos and Norsca (own armies factionwide)
  • +Upkeep: -8% for Gryphon Legion units (own armies factionwide)
  • +Attrition: -10% casualties suffered from all attrition (own armies factionwide)
  • +Unit capacity: +2 Gryphon Legion
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • +Unit capacity: +2 Elemental Bear
  • Units: 1 → 2
  • −Leadership: +4 when under siege (armies in region)
  • +Leadership: +4 when under siege (own armies in region)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • Units: 3 → 4
  • −Leadership: +8 when under siege (armies in region)
  • +Leadership: +8 when under siege (own armies in region)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • Units: 3 → 4
  • −Leadership: +12 when under siege (armies in region)
  • +Leadership: +12 when under siege (own armies in region)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • +Unit capacity: +2 Heavy War Sleds and Little Grom
  • Units: 3 → 5
  • −Hero and Lord recruit rank: +2
  • −Unlocks Hero recruitment: Patriarch
  • −Corruption in adjacent provinces: -1
  • +Hero and Lord recruit rank: +1 (local province)
  • +Unlocks Hero recruitment: Patriarch (local province)
  • +Corruption in adjacent provinces: -1 (local province)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Hero and Lord recruit rank: +3
  • −Hero capacity: +1 for Patriarchs
  • −Unlocks Hero recruitment: Patriarch
  • −Corruption in adjacent provinces: -2
  • +Hero and Lord recruit rank: +2 (local province)
  • +Hero capacity: +2 for Patriarchs
  • +Unlocks Hero recruitment: Patriarch (local province)
  • +Corruption in adjacent provinces: -2 (local province)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)
  • −Hero and Lord recruit rank: +4
  • −Hero capacity: +1 for Patriarchs
  • −Unlocks Hero recruitment: Patriarch
  • −Corruption in adjacent provinces: -3
  • +Hero and Lord recruit rank: +4 (local province)
  • +Hero capacity: +3 for Patriarchs
  • +Unlocks Hero recruitment: Patriarch (local province)
  • +Corruption in adjacent provinces: -3 (local province)
  • +Control: +2 (local province)
  • +Upkeep: -4% (own armies in region)

Technologies

  • −Weapon strength: +15% for Snow Leopard and Things in the Woods units
  • +Weapon strength: +20% for Snow Leopard and Things in the Woods units
  • +Speed: +10% for Snow Leopard units
  • Research points: 300 → 500
  • −Casualty replenishment rate: +3%
  • +Casualty replenishment rate: +4%
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Chance of a plague spreading: -25% (all armies)
  • +Chance of a plague spreading: -25%
  • Research points: 300 → 500
  • −Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units
  • +Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Yepiskop Battalion and Streltsi units
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • +Winds of Magic power reserve capacity: +10
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Hero action cost: -15% for Patriarchs
  • +Hero action cost: -25% for Patriarchs
  • Research points: 300 → 500
  • +Income from trade-good producing buildings: +10%
  • Research points: 300 → 500
  • −Local recruitment capacity: +1 (all provinces)
  • +Local recruitment capacity: +1
  • Research points: 300 → 500
  • −Construction cost: -15% for resource-producing buildings
  • +Construction cost: -20% for resource-producing buildings
  • Research points: 300 → 500
  • −Corruption: -2 (all provinces)
  • +Corruption: -2
  • Research points: 300 → 500
  • −Casualty replenishment rate: +2%
  • +Casualty replenishment rate: +4% (own armies factionwide in owned territory)
  • Research points: 300 → 500
  • −Speed: +15% for Akshina Ambushers units
  • −Campaign movement range: +5% (all armies)
  • +Speed: +20% for Akshina Ambushers units
  • +Campaign movement range: +10% for armies (own armies factionwide in owned territory)
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Armour-piercing missile damage: +6 for Kislev pistol units
  • +Armour-piercing missile damage: +8 for Kislev pistol units
  • Research points: 300 → 500
  • −Base missile damage: +2 for Kossars, Horse Archers and Akshina Ambushers
  • +Reload time reduction: +20% for Horse Archers and Akshina Ambushers units
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Armour-piercing weapon damage: +50 for Boyars, Atamans and Druzhina
  • +Armour-piercing weapon damage: +75 for Boyars, Atamans and Druzhina
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Income from trade tariffs: +15%
  • +Income from trade tariffs: +40%
  • Research points: 300 → 500
  • −Relief Columns commandment: additional -5% to recruitment cost
  • +Relief Columns commandment: additional -10% to recruitment cost
  • Research points: 300 → 500
  • −Awaken the Land commandment: additional 2% income
  • +Awaken the Land commandment: additional 10% income
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Corruption: -1 (all provinces)
  • −Leadership: +2 for Infantry units (all armies)
  • −Control: +2 (all provinces)
  • +Corruption: -1
  • +Leadership: +4 for Infantry units
  • +Control: +2
  • Research points: 300 → 500
  • −Bonus vs Large: +7 for Streltsi units
  • +Bonus vs Large: +8 for Streltsi units
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Defensive supplies: +500
  • +Defensive supplies: +1000
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Casualty replenishment rate: +12% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • +Casualty replenishment rate: +15% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • Research points: 300 → 500
  • −Physical resistance: 10% (all characters)
  • −Growth: -15
  • +Physical resistance: 10% (all characters factionwide)
  • +Melee and missile weapon damage: +10% (all characters factionwide)
  • +Growth: -20
  • Research points: 300 → 500
Ur-StonesKislev
  • Research points: 300 → 500
  • +Experience gain: +10% for units (own armies factionwide in owned territory)
  • Research points: 300 → 500
  • Research points: 300 → 500
Ice RitesKislev
  • −Spell resistance: 15% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • +Spell resistance: 20% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Growth: +15
  • +Growth: +30
  • Research points: 300 → 500
  • −Diplomatic relations: +20 with Empire
  • +Diplomatic relations: +25 with Empire
  • Research points: 300 → 500
  • −Income from all buildings: +5%
  • −Upkeep: -3%
  • +Income from all buildings: +10%
  • Research points: 300 → 500
  • −Range: +15% for Little Grom units
  • +Range: +20% for Little Grom units
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Charge bonus: +8 for Winged Lancer and Gryphon Legion units
  • −Weapon strength: +15% for Winged Lancer and Gryphon Legion units
  • +Charge bonus: +10 for Winged Lancer and Gryphon Legion units
  • +Weapon strength: +20% for Winged Lancer and Gryphon Legion units
  • Research points: 300 → 500
  • −Character experience gain: +15% (all characters)
  • −Wound recovery time: -1 turns (all characters)
  • +Character experience gain: +10%
  • +Wound recovery time: -2 turns
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • Research points: 300 → 500
  • −Melee defence: +4 for Tzar Guard units
  • +Melee defence: +4 for Acolytes of Ursun and Tzar Guard units
  • Research points: 300 → 500
  • Research points: 300 → 500