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

SFO Lizardmen units

121 Lizardmen units SFO: Grimhammer III changes against patch 9.0.4, 3 it adds, and 137 skills, 200 buildings and 91 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
Kroq-Garwh2_main_lzd_cha_kroq_gar_015,136 → 7,25095 → 8057 → 6044 → 50130 → 150310 → 3501,200 → 3,000900 → 1,500Leadership 80 → 75; Speed 34 → 35; Bonus vs large 30 → 20; Mass 1,300 → 1,750; Upkeep 300 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Bolstered Attack, Deadly Onslaught, Immune to Psychology; Removed: Primal Instincts, Colossal Strike, Charge Defence vs. Large
Kroq-Garwh2_main_lzd_cha_kroq_gar_118,676 → 12,25095 → 10055 → 6040 → 30130 → 2004002,200 → 5,0001,850 → 2,500Leadership 80 → 75; Bonus vs large 35 → 40; Charge bonus 67 → 75; Melee attack interval 3.6 s → 3.5 s; Mass 4,100 → 4,600; Upkeep 550 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Bolstered Attack, Deadly Onslaught, Strider, Hide (forest); Removed: Primal Instincts, Colossal Strike, Wallbreaker
Kroq-Garwh2_main_lzd_cha_kroq_gar_215,556 → 7,750110 → 8057 → 6044 → 40130 → 150310 → 3501,500 → 3,4001,200 → 1,700Leadership 80 → 75; Speed 68 → 65; Bonus vs large 30 → 20; Mass 1,900 → 2,100; Upkeep 375 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Bolstered Attack, Deadly Onslaught, Strider, Immune to Psychology; Removed: Primal Instincts, Colossal Strike
Kroq-Garwh2_main_lzd_cha_kroq_gar_315,824 → 8,000120 → 9057 → 6044 → 40130 → 150310 → 3501,600 → 3,6001,300 → 1,800Leadership 80 → 75; Speed 78 → 75; Bonus vs large 30 → 20; Mass 1,900 → 2,350; Upkeep 400 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Bolstered Attack, Vigorous, Deadly Onslaught, Strider, Immune to Psychology; Removed: Primal Instincts, Colossal Strike
Lord Mazdamundiwh2_main_lzd_cha_lord_mazdamundi_017,552 → 7,50045 → 1026 → 3532 → 35270 → 30090 → 2501,100 → 1,800650 → 1,200Missile block 0% → 25%; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 275 → 0; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Great Rumination, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Lord Mazdamundiwh2_main_lzd_cha_lord_mazdamundi_1110,100 → 12,500130 → 10026 → 3532 → 35140 → 150340 → 3251,900 → 3,3001,900 → 2,200Missile block 0% → 25%; Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Mass 5,600 → 7,100; Upkeep 475 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Great Rumination, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded, Primal Instincts
Saurus Oldbloodwh2_main_lzd_cha_saurus_old_blood_014,640 → 6,50095 → 5049 → 5052 → 60140 → 150290 → 3001,000 → 2,400750 → 1,200Speed 34 → 35; Mass 1,100 → 750; Upkeep 250 → 300; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Immune to Psychology; Removed: Primal Instincts
Saurus Oldbloodwh2_main_lzd_cha_saurus_old_blood_115,228 → 7,250110 → 6049 → 5052 → 50130 → 125320 → 3251,300 → 2,8001,050 → 1,400Speed 68 → 65; Mass 2,900 → 2,750; Upkeep 325 → 350; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Strider, Immune to Psychology; Removed: Primal Instincts
Saurus Oldbloodwh2_main_lzd_cha_saurus_old_blood_218,560 → 10,00095 → 8045 → 5044 → 35125 → 100370 → 4002,000 → 4,4001,750 → 2,200Bonus vs large 35 → 40; Charge bonus 50 → 60; Melee attack interval 3.6 s → 3.5 s; Mass 5,100 → 5,250; Upkeep 500 → 550; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Strider, Hide (forest); Removed: Primal Instincts
Saurus Scar-Veteranwh2_main_lzd_cha_saurus_scar_veteran_014,168 → 6,25085 → 5038 → 4047 → 55130 → 275250 → 1251,000 → 2,000650 → 1,000Leadership 75 → 70; Speed 34 → 35; Bonus vs large 30 → 35; Charge bonus 32 → 30; Mass 1,100 → 750; Upkeep 200 → 250; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Headhunter, Deadly Onslaught; Removed: Primal Instincts, Colossal Strike
Saurus Scar-Veteranwh2_main_lzd_cha_saurus_scar_veteran_114,636 → 7,000100 → 6043 → 4042 → 40120 → 125280 → 2751,000 → 2,400950 → 1,200Missile block 30% → 35%; Leadership 75 → 70; Speed 68 → 65; Bonus vs large 30 → 20; Charge bonus 52 → 50; Mass 1,900 → 2,100; Upkeep 275 → 300; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Headhunter, Deadly Onslaught; Removed: Primal Instincts, Colossal Strike
Saurus Scar-Veteranwh2_main_lzd_cha_saurus_scar_veteran_217,952 → 9,75095 → 8045 → 4040 → 30120 → 100360 → 4001,900 → 4,0001,750 → 2,000Leadership 75 → 70; Bonus vs large 35 → 40; Charge bonus 50 → 60; Melee attack interval 3.6 s → 3.5 s; Mass 4,100 → 4,600; Upkeep 475 → 500; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Headhunter, Deadly Onslaught, Strider, Hide (forest); Removed: Primal Instincts, Colossal Strike
Skink Chiefwh2_main_lzd_cha_skink_chief_013,572 → 5,50030 → 1533 → 3536 → 45230 → 22580 → 75400 → 900400 → 450Speed 46 → 45; Mass 160 → 750; Ammunition 82 → 110; Missile base damage 115 → 150; Missile AP damage 35 → 50; Upkeep 100 → 112; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded, Strider; Removed: Focus Instincts, Primal Instincts
Skink Chiefwh2_main_lzd_cha_skink_chief_114,008 → 6,00030 → 1533 → 3536 → 25230 → 22580 → 75750 → 1,400700Speed 90 → 100; Mass 1,100 → 850; Ammunition 82 → 110; Missile base damage 115 → 150; Missile AP damage 35 → 50; Upkeep 187 → 175; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts, Woodsman
Skink Chiefwh2_main_lzd_cha_skink_chief_219,244 → 11,500110 → 903032 → 35120 → 1503001,800 → 2,9001,650 → 1,450Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Mass 5,100 → 6,100; Range 360 m → 225 m; Ammunition 22 → 26; Missile base damage 125 → 150; Missile AP damage 350 → 300; Reload time 12 s → 8 s; Upkeep 450 → 362; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts
Skink Chiefwh2_main_lzd_cha_skink_chief_319,896 → 13,500130 → 10026 → 3032 → 35140 → 150340 → 3252,100 → 3,9001,950Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Range 115 m → 150 m; Ammunition 10 → 18; Missile base damage 41 → 50; Missile AP damage 14 → 20; Reload time 8 s → 5 s; Upkeep 525 → 487; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts
Skink Priest (Beasts)wh2_main_lzd_cha_skink_priest_beasts_013,256 → 5,00030 → 1522 → 3026 → 30210 → 20070 → 75600 → 800250 → 400Speed 46 → 45; Mass 250 → 500; Upkeep 150 → 250; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded, Strider; Removed: Focus Instincts, Primal Instincts
Skink Priest (Beasts)wh2_main_lzd_cha_skink_priest_beasts_113,692 → 5,75030 → 1522 → 3026 → 20220 → 20080 → 100800 → 1,300700 → 650Speed 90 → 100; Mass 1,100 → 850; Upkeep 200 → 312; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts, Woodsman
Skink Priest (Beasts)wh2_main_lzd_cha_skink_priest_beasts_219,244 → 11,000110 → 9030 → 2532 → 25120 → 1503001,800 → 2,8001,750 → 1,400Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Mass 5,100 → 6,100; Range 360 m → 225 m; Ammunition 22 → 26; Missile base damage 125 → 150; Missile AP damage 350 → 300; Reload time 12 s → 8 s; Upkeep 450 → 500; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts
Skink Priest (Beasts)wh2_main_lzd_cha_skink_priest_beasts_319,896 → 13,000130 → 10026 → 2532 → 25140 → 150340 → 3252,100 → 3,8002,050 → 1,900Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Range 115 m → 150 m; Ammunition 10 → 11; Missile base damage 41 → 50; Missile AP damage 14 → 20; Reload time 8 s → 5 s; Upkeep 525 → 625; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts
Skink Priest (Heavens)wh2_main_lzd_cha_skink_priest_heavens_013,256 → 5,00030 → 1522 → 3026 → 30210 → 20070 → 75600 → 800250 → 400Speed 46 → 45; Mass 250 → 500; Upkeep 150 → 250; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded, Strider; Removed: Focus Instincts, Primal Instincts
Skink Priest (Heavens)wh2_main_lzd_cha_skink_priest_heavens_113,692 → 5,75030 → 1522 → 3026 → 20220 → 20080 → 100800 → 1,300700 → 650Speed 90 → 100; Mass 1,100 → 850; Upkeep 200 → 312; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts, Woodsman
Skink Priest (Heavens)wh2_main_lzd_cha_skink_priest_heavens_219,244 → 11,000110 → 8030 → 2532 → 25120 → 1503001,800 → 2,8001,750 → 1,400Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Mass 5,100 → 6,100; Range 360 m → 225 m; Ammunition 22 → 26; Missile base damage 125 → 150; Missile AP damage 350 → 300; Reload time 12 s → 8 s; Upkeep 450 → 500; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts
Skink Priest (Heavens)wh2_main_lzd_cha_skink_priest_heavens_319,896 → 13,000130 → 10026 → 2532 → 25140 → 150340 → 3252,100 → 3,8002,050 → 1,900Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Range 115 m → 150 m; Ammunition 10 → 11; Missile base damage 41 → 50; Missile AP damage 14 → 20; Reload time 8 s → 5 s; Upkeep 525 → 625; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts
Slann Mage-Priest (Heavens)wh2_main_lzd_cha_slann_mage_priest_heavens_016,552 → 7,50045 → 1024 → 3032 → 30240 → 30080 → 2001,000 → 1,500650 → 1,000Missile block 0% → 25%; Leadership 85 → 80; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 250 → 750; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Slann Mage-Priest (High)wh2_main_lzd_cha_slann_mage_priest_high_016,552 → 7,50045 → 1024 → 3032 → 30240 → 30080 → 2001,000 → 1,500650 → 1,000Missile block 0% → 25%; Leadership 85 → 80; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 250 → 750; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Slann Mage-Priest (Light)wh2_main_lzd_cha_slann_mage_priest_light_016,552 → 7,50045 → 1024 → 3032 → 30240 → 30080 → 2001,000 → 1,500650 → 1,000Missile block 0% → 25%; Leadership 85 → 80; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 250 → 750; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Red Crested Skink Chiefwh2_dlc12_lzd_cha_skink_chief_red_crested_013,772 → 5,75050 → 405545 → 50120 → 125220 → 2251,000 → 1,500600 → 750Speed 46 → 45; Mass 330 → 750; Upkeep 163 → 187; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Calm Presence, Flow of Battle, Strider; Removed: Primal Instincts, Foe-Seeker
Red Crested Skink Chiefwh2_dlc12_lzd_cha_skink_chief_red_crested_114,380 → 6,50080 → 605545 → 40115 → 125265 → 2751,050 → 1,9001,000 → 950Speed 78 → 75; Mass 1,900 → 2,350; Upkeep 262 → 237; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Calm Presence, Flow of Battle, Vigorous; Removed: Primal Instincts, Foe-Seeker
Red Crested Skink Chiefwh2_dlc12_lzd_cha_skink_chief_red_crested_214,380 → 6,75050 → 405545 → 30120 → 100280 → 3001,150 → 2,3001,100 → 1,150Speed 90 → 100; Mass 1,200 → 1,600; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Calm Presence, Flow of Battle; Removed: Primal Instincts, Foe-Seeker
Red Crested Skink Chiefwh2_dlc12_lzd_cha_skink_chief_red_crested_319,896 → 13,750130 → 10026 → 3532 → 35140 → 150340 → 3252,200 → 4,5002,100 → 2,250Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Range 115 m → 150 m; Ammunition 10 → 11; Missile base damage 41 → 50; Missile AP damage 14 → 20; Reload time 8 s → 5 s; Upkeep 550 → 562; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Calm Presence, Flow of Battle; Removed: Primal Instincts, Foe-Seeker
Skink Priest (Beasts)wh2_dlc12_lzd_cha_skink_priest_beasts_419,896 → 10,000130 → 10026 → 2532 → 25140 → 150340 → 3252,100 → 3,8002,150 → 1,900Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Mass 5,600 → 6,100; Upkeep 525 → 625; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts
Skink Priest (Heavens)wh2_dlc12_lzd_cha_skink_priest_heavens_419,896 → 10,000130 → 10026 → 2532 → 25140 → 150340 → 3252,100 → 3,8002,150 → 1,900Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Mass 5,600 → 6,100; Upkeep 525 → 625; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts
Tehenhauinwh2_dlc12_lzd_cha_tehenhauin_014,348 → 5,75075 → 405545 → 55120 → 125280 → 3001,000 → 2,2001,000 → 1,100Leadership 85 → 100; Speed 46 → 45; Upkeep 250 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Calm Presence, Arcane Mastery, Unbreakable; Removed: Primal Instincts
Tehenhauinwh2_dlc12_lzd_cha_tehenhauin_114,956 → 6,500100 → 605545125295 → 3001,300 → 2,6001,300Leadership 85 → 100; Speed 78 → 75; Melee attack interval 3.8 s → 4 s; Mass 1,960 → 3,000; Upkeep 325 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Calm Presence, Arcane Mastery, Vigorous, Unbreakable; Removed: Primal Instincts
Tehenhauinwh2_dlc12_lzd_cha_tehenhauin_214,956 → 6,75075 → 405545 → 35130 → 100310 → 3251,500 → 3,0001,500Leadership 85 → 100; Speed 90 → 100; Mass 1,200 → 1,600; Upkeep 375 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Calm Presence, Arcane Mastery, Unbreakable; Removed: Primal Instincts
Tehenhauinwh2_dlc12_lzd_cha_tehenhauin_3110,116 → 10,750130 → 10026 → 4532 → 40140 → 150340 → 3252,100 → 5,2002,150 → 2,600Leadership 85 → 100; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Charge bonus 70 → 75; Mass 5,660 → 6,750; Upkeep 525 → 0; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Calm Presence, Arcane Mastery, Unbreakable; Removed: Primal Instincts
Tiktaq'towh2_dlc12_lzd_cha_tiktaqto_114,408 → 6,50030 → 5055 → 6550 → 45105 → 100245 → 300800 → 1,800800 → 900Speed 90 → 100; Charge bonus 75 → 60; Mass 1,160 → 2,250; Upkeep 200 → 0; Physical resistance 20% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Take Off, Flow of Battle, Immune to Flanking; Removed: Primal Instincts, Deadly Onslaught, Woodsman
Lord Kroakwh2_dlc12_lzd_lzd_cha_kroak_016,802 → 6,00045 → 1026 → 3012 → 0330 → 250120 → 5001,600 → 3,7501,350 → 2,500Speed 34 → 25; Charge bonus 4 → 0; Missile resistance 40% → 50%; Spell resistance 25% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Power of the Old Ones, Ancient Mind, Will of Itza, Eclipse; Removed: Cold-Blooded
Gor-Rokwh2_dlc13_lzd_cha_gor_rok_015,136 → 7,750100 → 804560 → 55160 → 150290 → 3001,100 → 2,400900 → 1,200Missile block 55% → 65%; Speed 34 → 32; Upkeep 275 → 0; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Immune to Flanking; Removed: Primal Instincts
Kroxigor Ancientwh2_dlc13_lzd_cha_kroxigor_ancient_016,368 → 7,750120 → 10049 → 5532 → 35140 → 150320 → 3501,200 → 2,4001,150 → 1,200Speed 46 → 45; Charge bonus 24 → 30; Mass 3,500 → 4,000; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Glorious Charge, Woodsman; Removed: Primal Instincts, Spawn-Kin
Nakai the Wandererwh2_dlc13_lzd_cha_nakai_017,368 → 9,500120 → 10060 → 6540140 → 200380 → 4001,550 → 3,7001,550 → 1,850Charge bonus 32 → 30; Mass 4,000 → 5,000; Upkeep 388 → 0; Physical resistance 0% → 15%; Missile resistance 25% → 10%; Spell resistance 0% → 10%; New: Unstoppable Charge, Glorious Charge, Immune to Flanking; Removed: Primal Instincts, Spawn-Kin, Vanguard Deployment, Woodsman
Slann Mage-Priest (Fire)wh2_dlc13_lzd_cha_slann_mage_priest_fire_016,552 → 7,50045 → 1024 → 3032 → 30240 → 30080 → 2001,000 → 1,500650 → 1,000Missile block 0% → 25%; Leadership 85 → 80; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 250 → 750; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Slann Mage-Priest (Life)wh2_dlc13_lzd_cha_slann_mage_priest_life_016,552 → 7,50045 → 1024 → 3032 → 30240 → 30080 → 2001,000 → 1,500650 → 1,000Missile block 0% → 25%; Leadership 85 → 80; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 250 → 750; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Oxyotlwh2_dlc17_lzd_cha_oxyotl_013,688 → 5,500305045 → 603001001,000 → 2,2001,050 → 1,100Speed 54 → 55; Mass 550 → 750; Ammunition 50 → 60; Missile base damage 24 → 50; Missile AP damage 72 → 100; Upkeep 250 → 0; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Close Aim, Cold-Blooded, Immune to Psychology; Removed: Focus Instincts, Primal Instincts
Skink Oraclewh2_dlc17_lzd_cha_skink_oracle_troglodon_017,528 → 9,50095 → 7539 → 4046 → 40120 → 150330 → 3002,150 → 4,3001,800 → 2,150Melee attack interval 3.6 s → 3.5 s; Mass 4,100 → 4,600; Range 120 m → 125 m; Ammunition 20 → 15; Missile AP damage 320 → 400; Reload time 8 s → 7 s; Upkeep 538 → 687; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Calm Presence, Cold-Blooded; Removed: Focus Instincts, Primal Instincts
Saurus Spearswh2_main_lzd_inf_saurus_spearmen_0100 → 8010,200 → 18,00060 → 4024 → 3532 → 3529 → 3513 → 20750 → 1,900750 → 950Speed 31 → 32; Bonus vs large 16 → 15; Charge bonus 10 → 30; Melee attack interval 4.1 s → 4 s; Mass 190 → 200; Upkeep 188 → 237; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Saurus Warriorswh2_main_lzd_inf_saurus_warriors_0100 → 8010,200 → 18,00060 → 4032 → 4028 → 3534 → 4518 → 20750 → 1,900750 → 950Speed 31 → 32; Charge bonus 16 → 35; Melee attack interval 3.7 s → 4 s; Mass 190 → 200; Upkeep 188 → 237; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Skink Cohortwh2_main_lzd_inf_skink_cohort_01608,000 → 19,20030 → 1020 → 3024 → 30205300 → 650325Speed 46 → 45; Charge bonus 10 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Upkeep 75 → 81; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Calm Presence, Woodsman; Removed: Primal Instincts
Red Crested Skinkswh2_dlc12_lzd_inf_skink_red_crested_0120 → 1608,040 → 19,20030 → 2026 → 4020 → 256 → 1021 → 20525 → 1,300525 → 650Leadership 62 → 65; Speed 46 → 45; Charge bonus 25 → 30; Melee attack interval 4.6 s → 4 s; Mass 80 → 100; Upkeep 131 → 162; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Calm Presence, Woodsman; Removed: Primal Instincts
Cohort of Sotek (Red Crested Skinks)wh2_dlc12_lzd_inf_skink_red_crested_ror_0120 → 1608,040 → 19,20030 → 2034 → 4027 → 356 → 1021 → 20775 → 1,800775 → 900Speed 46 → 45; Charge bonus 25 → 30; Melee attack interval 4.6 s → 4 s; Mass 80 → 100; Upkeep 193 → 225; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Calm Presence, Woodsman; Removed: Primal Instincts
Feral Cold Oneswh2_main_lzd_cav_cold_ones_feral_032 → 485,024 → 13,20090 → 5025 → 3024 → 2012 → 1534 → 25500 → 1,100500 → 550Speed 66 → 70; Bonus vs large 0 → 5; Charge bonus 28 → 40; Melee attack interval 4.5 s → 3.5 s; Mass 700 → 750; Upkeep 125 → 137; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Frenzy, Strider; Removed: Feral Rage I, Feral Rage II
Saurus Spears (Shields)wh2_main_lzd_inf_saurus_spearmen_1100 → 8010,200 → 18,00060 → 4024 → 3038 → 4529 → 3513 → 15800 → 1,900800 → 950Speed 31 → 32; Bonus vs large 16 → 15; Charge bonus 10 → 20; Melee attack interval 4.1 s → 4 s; Mass 190 → 200; Upkeep 200 → 237; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Blessed Saurus Spears (Shields)wh2_main_lzd_inf_saurus_spearmen_blessed_1100 → 8011,500 → 18,00070 → 4024 → 4046 → 4529 → 3513 → 150900 → 1,200Speed 31 → 32; Bonus vs large 16 → 15; Charge bonus 10 → 20; Melee attack interval 4.1 s → 4 s; Mass 190 → 200; Upkeep 225 → 300; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; New: Blessed Spawning of Tzunki, Blessed Spawning of Tlazcotl, Blessed Spawning of Quetzl, Strider; Removed: Primal Instincts, Woodsman
Saurus Warriors (Shields)wh2_main_lzd_inf_saurus_warriors_1100 → 8010,200 → 18,00060 → 4032 → 3534 → 4534 → 4518 → 15800 → 1,900800 → 950Speed 31 → 32; Charge bonus 16 → 25; Melee attack interval 3.7 s → 4 s; Mass 190 → 200; Upkeep 200 → 237; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Blessed Saurus Warriors (Shields)wh2_main_lzd_inf_saurus_warriors_blessed_1100 → 8011,500 → 18,00060 → 4040 → 3534 → 5034 → 4530 → 150900 → 1,200Leadership 75 → 80; Speed 31 → 32; Charge bonus 24 → 25; Melee attack interval 3.7 s → 4 s; Mass 190 → 200; Upkeep 225 → 300; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; New: Blessed Spawning of Chotec, Blessed Spawning of Sotek, Blessed Spawning of Huanchi, Vigorous, Strider; Removed: Primal Instincts, Perfect Vigour
Skink Cohort (Javelins)wh2_main_lzd_inf_skink_cohort_11608,000 → 19,20030 → 1020 → 2524 → 25205400 → 800450 → 400Speed 46 → 45; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Ammunition 3 → 8; Missile base damage 12 → 14; Missile AP damage 4 → 6; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Calm Presence, Woodsman; Removed: Primal Instincts
Skink Skirmisherswh2_main_lzd_inf_skink_skirmishers_01206,000 → 14,40030 → 516 → 2014 → 15205400 → 800425 → 400Speed 48 → 50; Charge bonus 8 → 10; Melee attack interval 4.3 s → 4 s; Mass 70 → 75; Range 70 m → 100 m; Ammunition 26 → 30; Missile base damage 6 → 8; Missile AP damage 2 → 3; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Calm Presence, Woodsman; Removed: Primal Instincts
Blessed Skink Skirmisherswh2_main_lzd_inf_skink_skirmishers_blessed_01206,960 → 14,40030 → 516 → 2014 → 252050500 → 525Leadership 55 → 50; Speed 48 → 50; Charge bonus 8 → 10; Melee attack interval 4.3 s → 4 s; Mass 70 → 75; Range 70 m → 125 m; Ammunition 26 → 30; Missile base damage 6 → 7; Missile AP damage 2 → 4; Upkeep 125 → 131; Missile resistance 0% → 10%; Spell resistance 70% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Blessed Spawning of Sotek, Blessed Spawning of Huanchi, Blessed Spawning of Tepok, Calm Presence, Close Aim, Woodsman; Removed: Primal Instincts
Legion of Chaqua (Saurus Spears)wh2_dlc12_lzd_inf_saurus_warriors_ror_010010,200 → 22,50075 → 5031 → 3048 → 4529 → 3513 → 151,100 → 2,7001,100 → 1,350Leadership 85 → 80; Speed 31 → 32; Bonus vs large 16 → 15; Charge bonus 10 → 20; Melee attack interval 4.1 s → 4 s; Mass 190 → 200; Upkeep 275 → 337; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Cold One Spear-Riderswh2_main_lzd_cav_cold_one_spearmen_1486,480 → 13,20090 → 7026 → 3028 → 3014 → 1534 → 251,000 → 1,7001,000 → 850Speed 66 → 65; Bonus vs large 14 → 15; Charge bonus 32 → 40; Melee attack interval 4.2 s → 4 s; Mass 1,600 → 1,625; Upkeep 250 → 215; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Woodsman; Removed: Primal Instincts
Blessed Cold One Spear-Riderswh2_main_lzd_cav_cold_one_spearriders_blessed_0487,344 → 13,200100 → 7036 → 3028 → 3014 → 1534 → 2501,100 → 1,200Bonus vs large 14 → 15; Charge bonus 40 → 65; Melee attack interval 4.2 s → 4 s; Mass 1,600 → 1,625; Upkeep 275 → 300; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Blessed Spawning of Tzunki, Blessed Spawning of Sotek, Blessed Spawning of Chotec, Vigorous, Woodsman; Removed: Primal Instincts
Cold One Riderswh2_main_lzd_cav_cold_ones_1486,480 → 13,20090 → 7031 → 3528 → 301535850 → 1,700850Speed 66 → 65; Charge bonus 32 → 40; Melee attack interval 4.4 s → 4 s; Mass 1,600 → 1,625; Upkeep 213 → 215; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Woodsman; Removed: Primal Instincts
Terradon Riderswh2_main_lzd_cav_terradon_riders_010 → 123,720 → 7,2001526 → 3522 → 2552 → 5013 → 15600 → 1,400600 → 700Speed 90 → 100; Charge bonus 16 → 15; Mass 470 → 825; Ammunition 26 → 35; Missile base damage 27 → 50; Missile AP damage 13 → 25; Upkeep 150 → 175; Physical resistance 0% → 10%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: Wounds; Removed: Primal Instincts, Woodsman
Chameleon Skinkswh2_main_lzd_inf_chameleon_skinks_090 → 1004,860 → 12,00030 → 1020 → 2522 → 30205650 → 1,200650 → 600Leadership 58 → 60; Speed 48 → 50; Melee attack interval 4.3 s → 4 s; Mass 70 → 75; Ammunition 26 → 30; Missile base damage 9 → 10; Missile AP damage 3 → 5; Upkeep 163 → 150; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Calm Presence, Snipe; Removed: Primal Instincts
Blessed Chameleon Skinkswh2_main_lzd_inf_chameleon_skinks_blessed_090 → 1005,850 → 12,00030 → 1020 → 2522 → 302050700 → 800Leadership 58 → 60; Speed 48 → 60; Charge bonus 20 → 10; Melee attack interval 4.3 s → 4 s; Mass 70 → 75; Range 95 m → 80 m; Ammunition 30 → 40; Missile base damage 9 → 10; Missile AP damage 4 → 5; Upkeep 175 → 200; Physical resistance 0% → 10%; Spell resistance 0% → 10%; New: Blessed Spawning of Quetzl, Blessed Spawning of Chotec, Blessed Spawning of Tepok, Calm Presence, Snipe; Removed: Primal Instincts
Feral Bastiladonwh2_main_lzd_mon_bastiladon_017,698 → 10,000140 → 10022 → 3028 → 4090 → 150160 → 100650 → 1,600650 → 800Bonus vs infantry 15 → 25; Charge bonus 34 → 25; Melee attack interval 3.7 s → 4 s; Mass 4,000 → 5,000; Upkeep 163 → 200; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; Removed: Feral Rage I, Feral Rage II
Feral Stegadonwh2_main_lzd_mon_stegadon_019,040 → 12,000110 → 9030 → 4032 → 30120 → 1503001,100 → 2,500950 → 1,250Leadership 60 → 55; Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Charge bonus 70 → 80; Mass 4,000 → 6,000; Upkeep 275 → 312; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Leadership; Removed: Feral Rage I, Feral Rage II
Tichi-Huichi's Raiders (Cold One Riders)wh2_dlc12_lzd_cav_cold_one_spearriders_ror_0486,480 → 13,20090 → 7034 → 5536 → 3014 → 1534 → 251,300 → 2,8001,300 → 1,400Missile block 30% → 0%; Leadership 85 → 75; Speed 66 → 90; Bonus vs large 14 → 15; Charge bonus 32 → 55; Melee attack interval 4.2 s → 4 s; Mass 1,600 → 1,625; Upkeep 325 → 350; Ward save 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Calm Presence, Envision, Old Ones Protection, Feral Call, Vigorous, Immune to Contact Effects; Removed: Primal Instincts
Pahaux Sentinels (Terradon Riders)wh2_dlc12_lzd_cav_terradon_riders_ror_010 → 123,720 → 7,2001534 → 3529 → 3552 → 5013 → 15850 → 1,900850 → 950Speed 90 → 100; Charge bonus 16 → 15; Mass 470 → 825; Range 90 m → 120 m; Ammunition 26 → 35; Missile base damage 27 → 50; Missile AP damage 13 → 25; Reload time 6 s → 4 s; Upkeep 213 → 237; Physical resistance 20% → 10%; Missile resistance 15% → 40%; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous, Wounds; Removed: Primal Instincts, Woodsman
Salamander Hunting Packwh2_dlc12_lzd_mon_salamander_pack_0324,160 → 6,40080 → 7025 → 4022 → 3012 → 2534 → 35850 → 2,000850 → 1,000Charge bonus 28 → 30; Mass 700 → 750; Range 140 m → 125 m; Ammunition 18 → 30; Missile base damage 80 → 75; Missile AP damage 17 → 30; Upkeep 213 → 250; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider
The Umbral Tide (Salamander Hunting Pack)wh2_dlc12_lzd_mon_salamander_pack_ror_0324,160 → 6,40080 → 7032 → 4029 → 3012 → 2534 → 351,100 → 2,5001,100 → 1,250Bonus vs infantry 0 → 10; Charge bonus 28 → 30; Mass 700 → 750; Range 140 m → 150 m; Ammunition 18 → 30; Missile base damage 80 → 75; Missile AP damage 17 → 30; Reload time 12 s → 8 s; Upkeep 275 → 312; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Strider
Razordon Hunting Packwh2_dlc13_lzd_mon_razordon_pack_0324,160 → 6,5609020 → 3029 → 4012 → 4534 → 35800 → 2,000800 → 1,000Speed 70 → 65; Mass 700 → 1,000; Range 100 m → 150 m; Ammunition 18 → 20; Missile base damage 8 → 20; Missile AP damage 24 → 30; Reload time 10 s → 12 s; Upkeep 200 → 250; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider
Chameleon Stalkerswh2_dlc17_lzd_inf_chameleon_stalkers_090 → 1205,940 → 14,40040 → 1026 → 3536 → 4020 → 155 → 10600 → 1,300600 → 650Speed 48 → 50; Melee attack interval 4.3 s → 4 s; Mass 70 → 75; Missile base damage 9 → 10; Missile AP damage 3 → 5; Upkeep 150 → 162; Physical resistance 20% → 0%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Calm Presence, Immune to Flanking; Removed: Primal Instincts
Terradon Riders (Fireleech Bolas)wh2_main_lzd_cav_terradon_riders_110 → 123,720 → 7,2001526 → 3022 → 2552 → 5013 → 15750 → 1,400750 → 700Speed 90 → 100; Charge bonus 16 → 15; Mass 470 → 825; Range 80 m → 70 m; Ammunition 22 → 30; Missile base damage 11 → 30; Missile AP damage 4 → 15; Upkeep 188 → 175; Physical resistance 0% → 10%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: Wounds; Removed: Primal Instincts, Woodsman
Blessed Terradon Riders (Fireleech Bolas)wh2_main_lzd_cav_terradon_riders_blessed_110 → 124,220 → 7,20015 → 3026 → 3022 → 2552 → 5013 → 150850 → 950Leadership 55 → 65; Speed 110 → 120; Charge bonus 16 → 30; Mass 570 → 825; Range 80 m → 70 m; Ammunition 44 → 30; Missile base damage 11 → 30; Missile AP damage 4 → 15; Upkeep 213 → 237; Physical resistance 0% → 10%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Blessed Spawning of Huanchi, Blessed Spawning of Sotek, Blessed Spawning of Quetzl, Wounds; Removed: Primal Instincts, Woodsman
Bastiladon (Revivification Crystal)wh2_main_lzd_mon_bastiladon_117,730 → 11,000140 → 10022 → 3028 → 3090 → 150160 → 1001,000 → 2,5001,000 → 1,250Bonus vs infantry 15 → 25; Charge bonus 34 → 25; Melee attack interval 3.7 s → 4 s; Mass 8,000 → 10,000; Upkeep 250 → 312; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; Removed: Primal Instincts
Kroxigorwh2_main_lzd_mon_kroxigors168,160 → 16,000100 → 8030 → 4032 → 3030 → 2570 → 751,000 → 2,4001,000 → 1,200Speed 46 → 45; Bonus vs infantry 15 → 20; Charge bonus 22 → 25; Melee attack interval 3.8 s → 4 s; Mass 1,400 → 2,000; Upkeep 250 → 300; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bolstered Attack, Woodsman
Blessed Kroxigorwh2_main_lzd_mon_kroxigors_blessed169,184 → 16,000100 → 8030 → 4532 → 3530 → 2570 → 7501,100 → 1,500Speed 46 → 45; Bonus vs infantry 15 → 20; Charge bonus 50 → 25; Melee attack interval 3.8 s → 4 s; Mass 1,400 → 2,000; Upkeep 275 → 375; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Blessed Spawning of Quetzl, Blessed Spawning of Sotek, Blessed Spawning of Tlazcotl, Bolstered Attack, Woodsman; Removed: Primal Instincts, Causes Terror
Stegadonwh2_main_lzd_mon_stegadon_119,244 → 13,000110 → 9030 → 4032 → 30120 → 1503001,550 → 3,4001,500 → 1,700Leadership 65 → 60; Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Charge bonus 70 → 40; Mass 5,100 → 6,100; Range 360 m → 225 m; Ammunition 22 → 30; Missile base damage 125 → 150; Missile AP damage 350 → 300; Reload time 12 s → 8 s; Upkeep 388 → 425; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Leadership; Removed: Primal Instincts
Blessed Stegadonwh2_main_lzd_mon_stegadon_blessed_1110,586 → 13,000110 → 9030 → 4032 → 40120 → 15030001,500 → 1,900Leadership 65 → 60; Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Charge bonus 70 → 40; Mass 5,100 → 6,100; Range 400 m → 225 m; Ammunition 44 → 30; Missile base damage 125 → 150; Missile AP damage 350 → 300; Reload time 12 s → 8 s; Upkeep 388 → 475; Physical resistance 0% → 15%; Missile resistance 15% → 10%; New: Blessed Spawning of Tlazcotl, Blessed Spawning of Tepok, Blessed Spawning of Tzunki, Bolstered Leadership; Removed: Primal Instincts, Perfect Vigour
Ripperdactyl Riderswh2_dlc12_lzd_cav_ripperdactyl_riders_010 → 126,250 → 10,20045 → 3044 → 502532 → 3094 → 1001,150 → 2,4001,100 → 1,200Speed 90 → 100; Bonus vs infantry 15 → 10; Charge bonus 52 → 55; Mass 1,070 → 1,075; Upkeep 288 → 300; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Take Off; Removed: Primal Instincts
Colossadon Hunters (Ripperdactyl Riders)wh2_dlc12_lzd_cav_ripperdactyl_riders_ror_010 → 126,250 → 10,20045 → 3054 → 5532 → 3032 → 3094 → 1001,400 → 3,1001,400 → 1,550Leadership 75 → 70; Speed 90 → 100; Bonus vs large 15 → 10; Charge bonus 52 → 60; Mass 1,070 → 1,075; Upkeep 350 → 387; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Take Off; Removed: Primal Instincts
Feral Dread Saurianwh2_dlc13_lzd_mon_dread_saurian_0114,992 → 20,000120 → 7052 → 6032 → 30220 → 500530 → 4002,400 → 5,2002,400 → 2,600Leadership 65 → 70; Speed 60 → 70; Melee attack interval 4 s → 2 s; Mass 12,000 → 12,500; Upkeep 600 → 650; Physical resistance 0% → 20%; Missile resistance 15% → 60%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Triumphant Cry, Unstoppable Charge; Removed: Feral Rage I, Feral Rage II, Wounds
Sacred Kroxigorwh2_dlc13_lzd_mon_sacred_kroxigors_016 → 88,992 → 16,000100 → 8038 → 4532 → 3036 → 5084 → 1251,250 → 2,9001,250 → 1,450Speed 46 → 50; Charge bonus 26 → 35; Mass 1,400 → 2,000; Upkeep 313 → 362; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Woodsman
Coatlwh2_dlc17_lzd_mon_coatl_017,620 → 10,00070 → 504048 → 40120 → 150310 → 3001,850 → 3,6001,700 → 1,800Speed 80 → 100; Melee attack interval 3.8 s → 0.5 s; Mass 2,500 → 5,000; Upkeep 463 → 450; Spell resistance 15% → 0%; Ward save 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Coming Thunder; Removed: Lesser Chain Lightning, Primal Instincts, Wallbreaker
Spirit of Tepok (Coatl)wh2_dlc17_lzd_mon_coatl_ror_017,620 → 10,00070 → 505059 → 50120 → 150310 → 3001,950 → 4,2001,950 → 2,100Speed 80 → 100; Melee attack interval 3.8 s → 0.5 s; Mass 2,500 → 5,000; Upkeep 488 → 525; Spell resistance 15% → 0%; Ward save 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Coming Thunder, Lesser Banishment; Removed: Earth Blood, Primal Instincts, Birona's Timewarp, Wallbreaker
Horned Oneswh2_main_lzd_cav_horned_ones_048 → 247,440 → 14,400100 → 8045 → 5534 → 5019 → 4041 → 501,500 → 3,8001,500 → 1,900Speed 78 → 75; Charge bonus 43 → 55; Melee attack interval 4.5 s → 4 s; Mass 1,600 → 1,625; Upkeep 375 → 475; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Feral Call, Vigorous, Strider; Removed: Primal Instincts
Blessed Horned Oneswh2_main_lzd_cav_horned_ones_blessed_048 → 248,448 → 14,40010060 → 5540 → 5019 → 4041 → 5001,600 → 2,200Speed 78 → 75; Charge bonus 43 → 70; Melee attack interval 4.5 s → 4 s; Mass 1,600 → 1,625; Upkeep 400 → 550; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; New: Blessed Spawning of Huanchi, Blessed Spawning of Sotek, Blessed Spawning of Tzunki, Feral Call, Strider, Perfect Vigour; Removed: Primal Instincts
Temple Guardwh2_main_lzd_inf_temple_guards100 → 6010,700 → 21,00085 → 6031 → 4038 → 4513 → 2029 → 351,200 → 3,2001,200 → 1,600Missile block 55% → 35%; Leadership 85 → 90; Speed 31 → 30; Bonus vs large 16 → 20; Charge bonus 14 → 20; Mass 210 → 300; Upkeep 300 → 400; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Spell resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Watchful Stand, Expert Charge Defence, Disciplined, Immune to Psychology; Removed: Guardian, Primal Instincts, Sacred Duty, Charge Defence vs. Large
Blessed Temple Guardwh2_main_lzd_inf_temple_guards_blessed100 → 6012,000 → 21,00095 → 6031 → 5046 → 4513 → 2029 → 3501,300 → 1,900Missile block 55% → 35%; Leadership 85 → 90; Speed 31 → 30; Bonus vs large 16 → 20; Charge bonus 28 → 40; Mass 210 → 300; Upkeep 325 → 475; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Spell resistance 0% → 20%; New: Blessed Spawning of Chotec, Blessed Spawning of Tepok, Blessed Spawning of Quetzl, Watchful Stand, Expert Charge Defence, Disciplined, Immune to Psychology; Removed: Guardian, Primal Instincts, Sacred Duty, Charge Defence vs. Large
Ancient Stegadonwh2_main_lzd_mon_ancient_stegadon19,894 → 14,000130 → 10026 → 4032 → 35140 → 150340 → 3251,950 → 4,0001,900 → 2,000Leadership 75 → 70; Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Charge bonus 70 → 50; Range 115 m → 150 m; Ammunition 10 → 18; Missile base damage 41 → 50; Missile AP damage 14 → 20; Reload time 8 s → 5 s; Upkeep 488 → 500; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Leadership; Removed: Primal Instincts
Bastiladon (Solar Engine)wh2_main_lzd_mon_bastiladon_217,730 → 11,000140 → 10022 → 3028 → 3090 → 150160 → 1001,200 → 2,5001,200 → 1,250Bonus vs infantry 15 → 25; Charge bonus 34 → 25; Melee attack interval 3.7 s → 4 s; Mass 8,000 → 10,000; Range 240 m → 300 m; Ammunition 20 → 25; Missile base damage 252 → 275; Missile AP damage 108 → 325; Reload time 16 s → 15 s; Upkeep 300 → 312; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Solar Vigour; Removed: Primal Instincts, Solar Engine
Blessed Bastiladon (Solar Engine)wh2_main_lzd_mon_bastiladon_blessed_218,715 → 12,000155 → 10022 → 3528 → 3090 → 150160 → 10001,200 → 1,500Bonus vs infantry 15 → 25; Charge bonus 34 → 25; Melee attack interval 3.7 s → 4 s; Mass 8,000 → 10,000; Range 240 m → 300 m; Ammunition 20 → 25; Missile base damage 301 → 275; Missile AP damage 129 → 325; Reload time 16 s → 15 s; Upkeep 300 → 375; Physical resistance 0% → 15%; Missile resistance 15% → 10%; New: Solar Vigour, Blessed Spawning of Chotec, Blessed Spawning of Tepok, Blessed Spawning of Tlazcotl, Bolstered Marksmanship; Removed: Primal Instincts, Solar Engine, Perfect Vigour
Feral Carnosaurwh2_main_lzd_mon_carnosaur_017,944 → 11,00095 → 7545 → 5540 → 30120 → 100360 → 4001,600 → 3,4001,450 → 1,700Bonus vs large 35 → 40; Charge bonus 50 → 70; Melee attack interval 3.6 s → 3.5 s; Mass 4,000 → 4,500; Upkeep 400 → 425; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Strider, Hide (forest); Removed: Feral Rage I, Feral Rage II
Blessed Carnosaurwh2_main_lzd_mon_carnosaur_blessed_018,468 → 11,00095 → 7557 → 5540 → 30120 → 100360 → 40001,600 → 2,100Speed 99 → 100; Bonus vs large 35 → 40; Charge bonus 60 → 70; Melee attack interval 3.6 s → 3.5 s; Mass 4,000 → 4,500; Upkeep 425 → 525; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 50% → 25%; New: Blessed Spawning of Tepok, Blessed Spawning of Chotec, Blessed Spawning of Huanchi, Strider, Hide (forest)
Star Chamber Guardians (Temple Guard)wh2_dlc12_lzd_inf_temple_guards_ror_0100 → 6010,700 → 21,00085 → 7039 → 4048 → 5513 → 2029 → 351,550 → 3,8001,550 → 1,900Missile block 55% → 35%; Leadership 95 → 100; Speed 31 → 30; Bonus vs large 16 → 20; Charge bonus 14 → 20; Mass 210 → 300; Upkeep 388 → 475; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Spell resistance 0% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Star Gift, Watchful Stand, Disciplined, Immune to Psychology; Removed: Guardian, Primal Instincts, Eternal Duty
Ancient Salamanderwh2_dlc12_lzd_mon_ancient_salamander_016,168 → 10,00095 → 8032 → 5029 → 30115 → 1502501,050 → 2,9001,050 → 1,450Leadership 65 → 60; Charge bonus 30 → 40; Melee attack interval 3.6 s → 3.5 s; Mass 2,000 → 3,500; Range 160 m → 200 m; Ammunition 25 → 20; Missile base damage 70 → 400; Missile AP damage 265 → 100; Upkeep 263 → 362; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Strider; Removed: Wallbreaker
Ancient Stegadon (Engine of the Gods)wh2_dlc12_lzd_mon_ancient_stegadon_119,894 → 11,000130 → 10026 → 4032 → 35140 → 150340 → 3252,050 → 4,0002,000Leadership 75 → 70; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Charge bonus 70 → 50; Mass 5,600 → 6,100; Upkeep 513 → 500; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Leadership; Removed: Primal Instincts
The Thunderous One (Ancient Stegadon)wh2_dlc12_lzd_mon_ancient_stegadon_ror_019,894 → 14,000130 → 10034 → 4041 → 35140 → 150340 → 3252,400 → 4,6002,400 → 2,300Leadership 85 → 80; Speed 50 → 45; Bonus vs infantry 18 → 0; Bonus vs large 0 → 25; Charge bonus 70 → 50; Mass 5,600 → 6,100; Range 115 m → 150 m; Ammunition 10 → 18; Missile base damage 41 → 50; Missile AP damage 14 → 20; Reload time 8 s → 5 s; Upkeep 600 → 575; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Leadership, Rod of the Storm; Removed: Primal Instincts
Bastiladon (Ark of Sotek)wh2_dlc12_lzd_mon_bastiladon_317,730 → 11,000140 → 10022 → 3028 → 3090 → 150160 → 1001,000 → 2,5001,000 → 1,250Bonus vs infantry 15 → 25; Charge bonus 34 → 25; Melee attack interval 3.7 s → 4 s; Mass 8,000 → 10,000; Upkeep 250 → 312; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; Removed: Primal Instincts
Dread Saurianwh2_dlc13_lzd_mon_dread_saurian_1115,088 → 20,000120 → 8052 → 6032 → 30220 → 500530 → 4003,100 → 6,4003,100 → 3,200Leadership 75 → 80; Melee attack interval 4 s → 2 s; Mass 12,100 → 12,600; Upkeep 775 → 800; Physical resistance 0% → 20%; Missile resistance 15% → 60%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Triumphant Cry, Unstoppable Charge; Removed: Primal Instincts, Wounds
The Shredder of Lustria (Dread Saurian)wh2_dlc13_lzd_mon_dread_saurian_ror_0115,088 → 20,000120 → 8064 → 7041 → 35220 → 500530 → 4003,700 → 7,6003,700 → 3,800Leadership 85 → 90; Melee attack interval 4 s → 2 s; Mass 12,100 → 12,600; Upkeep 925 → 950; Physical resistance 0% → 20%; Missile resistance 15% → 60%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Triumphant Cry, Unstoppable Charge; Removed: Primal Instincts, Wounds
Amaxon Barb (Razordon Hunting Pack)wh2_dlc13_lzd_mon_razordon_pack_ror_032 → 14,160 → 10,00090 → 10027 → 3537 → 5012 → 30034 → 1501,075 → 2,9001,075 → 1,450Leadership 65 → 60; Mass 700 → 4,000; Range 100 m → 175 m; Ammunition 18 → 23; Missile base damage 8 → 40; Missile AP damage 24 → 75; Reload time 10 s → 6 s; Upkeep 269 → 362; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Armour, Wounds, Causes Terror, Strider
Cohort of Huatl (Sacred Kroxigor)wh2_dlc13_lzd_mon_sacred_kroxigors_ror_016 → 88,992 → 16,00010047 → 4541 → 3036 → 5084 → 1251,700 → 3,4001,700Speed 46 → 50; Charge bonus 26 → 35; Mass 1,400 → 2,000; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Pursuit of Battle, Woodsman; Removed: Perfect Vigour
Geltblöm's Terror (Feral Carnosaur)wh2_dlc17_lzd_mon_carnosaur_ror_017,944 → 11,00095 → 7556 → 5550 → 45120 → 100360 → 4001,950 → 4,2001,800 → 2,100Bonus vs large 35 → 40; Charge bonus 50 → 70; Melee attack interval 3.6 s → 3.5 s; Mass 4,000 → 4,500; Upkeep 488 → 525; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Leader of the Pack; Removed: Primal Instincts
Feral Troglodonwh2_dlc17_lzd_mon_troglodon_017,520 → 9,50095 → 7539 → 4046 → 50120 → 150330 → 3001,700 → 3,4001,550 → 1,700Melee attack interval 3.6 s → 3.5 s; Mass 3,500 → 4,500; Range 120 m → 125 m; Missile AP damage 320 → 400; Reload time 8 s → 7 s; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; Removed: Feral Rage I, Feral Rage II
The Pale Death (Feral Troglodon)wh2_dlc17_lzd_mon_troglodon_ror_017,520 → 9,50095 → 7549 → 5057 → 60120 → 150330 → 3001,900 → 4,0001,800 → 2,000Melee attack interval 3.6 s → 3.5 s; Mass 3,500 → 4,500; Range 120 m → 125 m; Missile AP damage 320 → 400; Reload time 8 s → 5 s; Upkeep 475 → 500; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Feral Rage I, Feral Rage II
Slann Mage-Priest (Beasts)wh2_dlc13_lzd_cha_slann_mage_priest_beasts_016,552 → 7,50045 → 1024 → 3032 → 30240 → 30080 → 2001,000 → 1,500650 → 1,000Missile block 0% → 25%; Leadership 85 → 80; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 250 → 750; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Slann Mage-Priest (Death)wh2_dlc13_lzd_cha_slann_mage_priest_death_016,552 → 7,50045 → 1024 → 3032 → 30240 → 30080 → 2001,000 → 1,500650 → 1,000Missile block 0% → 25%; Leadership 85 → 80; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 250 → 750; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Slann Mage-Priest (Metal)wh2_dlc13_lzd_cha_slann_mage_priest_metal_016,552 → 7,50045 → 1024 → 3032 → 30240 → 30080 → 2001,000 → 1,500650 → 1,000Missile block 0% → 25%; Leadership 85 → 80; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 250 → 750; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Slann Mage-Priest (Shadows)wh2_dlc13_lzd_cha_slann_mage_priest_shadows_016,552 → 7,50045 → 1024 → 3032 → 30240 → 30080 → 2001,000 → 1,500650 → 1,000Missile block 0% → 25%; Leadership 85 → 80; Speed 34 → 35; Charge bonus 14 → 10; Upkeep 250 → 750; Physical resistance 0% → 15%; Missile resistance 40% → 30%; Spell resistance 0% → 30%; New: Power of the Old Ones, Ancient Mind, Calm Presence, Bolt of the Old Ones; Removed: Cold-Blooded
Blessed Ripperdactyl Riderswh2_dlc12_lzd_cav_ripperdactyl_riders_0_blessed10 → 127,160 → 10,20065 → 3055 → 602532 → 3094 → 10001,100 → 1,500Speed 90 → 100; Bonus vs infantry 15 → 10; Charge bonus 52 → 55; Mass 1,070 → 1,075; Upkeep 288 → 375; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Blessed Spawning of Tepok, Blessed Spawning of Chotec, Blessed Spawning of Huanchi, Take Off; Removed: Primal Instincts
Blessed Ancient Salamanderwh2_dlc12_lzd_mon_ancient_salamander_0_blessed17,092 → 10,00095 → 10032 → 5029 → 30115 → 15025001,050 → 1,650Leadership 65 → 60; Charge bonus 30 → 40; Melee attack interval 3.6 s → 3.5 s; Mass 2,000 → 3,500; Range 160 m → 200 m; Ammunition 25 → 20; Missile base damage 70 → 400; Missile AP damage 265 → 100; Upkeep 263 → 412; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Blessed Spawning of Tepok, Blessed Spawning of Sotek, Blessed Spawning of Huanchi, Wayfarer, Strider; Removed: Wallbreaker
Blessed Salamander Hunting Packwh2_dlc12_lzd_mon_salamander_pack_0_blessed324,736 → 6,40080 → 7025 → 4022 → 3012 → 2534 → 350850 → 1,250Speed 70 → 80; Charge bonus 28 → 30; Mass 700 → 750; Range 140 m → 150 m; Ammunition 18 → 30; Missile base damage 55 → 75; Missile AP damage 17 → 30; Upkeep 213 → 312; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Blessed Spawning of Huanchi, Blessed Spawning of Sotek, Blessed Spawning of Tzunki, Strider
Blessed Razordon Hunting Packwh2_dlc13_lzd_mon_razordon_pack_0_blessed324,736 → 6,560110 → 9020 → 3029 → 4012 → 4534 → 350800 → 1,300Leadership 55 → 65; Speed 70 → 65; Mass 700 → 1,000; Range 100 m → 150 m; Ammunition 18 → 20; Missile base damage 8 → 20; Missile AP damage 24 → 30; Reload time 10 s → 12 s; Upkeep 200 → 325; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Blessed Spawning of Huanchi, Blessed Spawning of Sotek, Blessed Spawning of Tzunki, Strider; Removed: Snipe
Blessed Sacred Kroxigorwh2_dlc13_lzd_mon_sacred_kroxigors_0_blessed16 → 810,320 → 16,00014038 → 4532 → 3036 → 5084 → 12501,250 → 1,700Speed 46 → 50; Charge bonus 26 → 35; Mass 1,400 → 2,000; Upkeep 313 → 425; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Spell resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Blessed Spawning of Quetzl, Blessed Spawning of Tepok, Blessed Spawning of Tlazcotl, Woodsman; Removed: 360 Missile Block
Blessed Chameleon Stalkerswh2_dlc17_lzd_inf_chameleon_stalkers_0_blessed32 → 1203,392 → 14,40040 → 1034 → 3546 → 4030 → 157 → 100600 → 800Leadership 75 → 65; Speed 48 → 60; Bonus vs infantry 15 → 10; Charge bonus 35 → 25; Melee attack interval 4.3 s → 4 s; Mass 70 → 75; Missile base damage 20 → 10; Missile AP damage 10 → 5; Upkeep 150 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Calm Presence, Blessed Spawning of Quetzl, Blessed Spawning of Chotec, Blessed Spawning of Tepok, Immune to Flanking; Removed: Primal Instincts
Blessed Terradon Riderswh2_main_lzd_cav_terradon_riders_0_blessed10 → 124,250 → 7,2001526 → 3522 → 2552 → 5013 → 150600 → 1,050Leadership 55 → 65; Speed 110 → 120; Bonus vs infantry 20 → 0; Charge bonus 16 → 15; Mass 570 → 825; Ammunition 26 → 35; Missile base damage 27 → 50; Missile AP damage 13 → 25; Upkeep 150 → 262; Physical resistance 0% → 10%; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: Blessed Spawning of Tepok, Blessed Spawning of Sotek, Blessed Spawning of Tzunki; Removed: Primal Instincts, Woodsman
Blessed Skink Cohort (Javelins)wh2_main_lzd_inf_skink_cohort_1_blessed1608,960 → 19,2003020 → 3024 → 302050450 → 500Speed 46 → 45; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Ammunition 6 → 8; Missile base damage 0 → 8; Missile AP damage 16 → 12; Upkeep 100 → 125; Missile resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Blessed Spawning of Tepok, Blessed Spawning of Chotec, Blessed Spawning of Tzunki, Calm Presence, Woodsman; Removed: Primal Instincts, Spawn-Kin
Blessed Ancient Stegadonwh2_main_lzd_mon_ancient_stegadon_blessed111,371 → 14,000130 → 10035 → 4032 → 35140 → 150340 → 32501,900 → 2,400Leadership 75 → 70; Speed 50 → 45; Bonus vs infantry 0 → 50; Bonus vs large 30 → 0; Range 115 m → 150 m; Ammunition 10 → 18; Missile base damage 41 → 50; Missile AP damage 14 → 20; Reload time 8 s → 5 s; Upkeep 488 → 600; Physical resistance 0% → 15%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Blessed Spawning of Quetzl, Blessed Spawning of Tepok, Blessed Spawning of Tlazcotl; Removed: Primal Instincts

New units in SFO

  • Honour Guard of Hexoatl (Temple Guard)lzd_eternity20 modelsHealth18,000Armour70Leadership90Speed30Melee attack65Melee defence50Weapon strength (base + AP)100Charge bonus20Physical resistance %10Missile resistance %20Magic resistance %20Multiplayer cost2,000
  • Red Crested Skinks (Shields)lzd_skinks_red160 modelsHealth19,200Armour20Leadership65Speed45Melee attack30Melee defence40Weapon strength (base + AP)30Charge bonus20Missile resistance %10Magic resistance %10Multiplayer cost650
  • Ancient Ripperdactyllzd_giant_ripperdactyl1 modelHealth11,000Armour30Leadership60Speed110Melee attack60Melee defence40Weapon strength (base + AP)550Charge bonus70Physical resistance %15Missile resistance %10Multiplayer cost2,000

Skills

Protection of the Old Ones
  • −Spell resistance: 10%
  • +Level 1: Spell resistance: 10%
  • +Level 1: Ambush defence chance: +5% (all units in army)
  • +Level 2: Spell resistance: 20%
  • +Level 2: Ambush defence chance: +10% (all units in army)
Becalming Cogitation
  • −Enemy Winds of Magic power reserve capacity: -15 (local region)
  • +Enemy Winds of Magic power reserve capacity: -20 (enemy armies in region)
  • Rank: 8 → 5
Arcane Convergence
  • Rank: 12 → 5
Unfathomable Presence
  • −Barrier hit points: +800
  • +Barrier hit points: +1000
  • Rank: 4 → 5
Soul of Stone
  • Rank: 8 → 5
The Harrowing Scrutiny
  • −Control: +3 (local province)
  • +Control: +3 (own local province)
  • Rank: 12 → 5
Transcendent Healing
  • Rank: 16 → 5
Higher State of Consciousness
  • Rank: 20 → 5
Geomantic Sustenance
  • −Level 1: Upkeep: -3% (Lord's army)
  • −Level 2: Upkeep: -6% (Lord's army)
  • −Level 3: Upkeep: -9% (Lord's army)
  • +Level 1: Upkeep: -2% (Lord's army)
  • +Level 2: Upkeep: -4% (Lord's army)
  • +Level 3: Upkeep: -8% (Lord's army)
Gifts of the Jungle
  • −Level 1: Casualty replenishment rate: +2% (Lord's army)
  • −Level 2: Casualty replenishment rate: +4% (Lord's army)
  • −Level 3: Casualty replenishment rate: +6% (Lord's army)
  • +Level 1: Constant casualty replenishment rate: +2% (Lord's army)
  • +Level 2: Constant casualty replenishment rate: +4% (Lord's army)
  • +Level 3: Constant casualty replenishment rate: +6% (Lord's army)
First Spawning
  • −Control: +5 (local province)
  • +Control: +5 (own local province)
Agility of the Lizard
  • −Missile resistance: 10%
  • +Level 1: Missile resistance: 5%
  • +Level 1: Speed: +5%
  • +Level 1: Campaign line of sight: +10%
  • +Level 2: Missile resistance: 10%
  • +Level 2: Speed: +10%
  • +Level 2: Campaign line of sight: +20%
Temple Builder
  • −Control: +4 (local province)
  • +Control: +4 (own local province)
Beast Tamer
  • −Recruit rank: +1 for Cold One, Ripperdactyl and Terradon Riders units (Lord's army)
  • +Recruit rank: +1 for Cold One, Terradon Riders and Ripperdactyl Riders units (Lord's army)
Blessing of Chotec
  • +Income from Province Capital/Settlement buildings: +2% (all regions factionwide)
Blessing of Quetzl
  • −Upkeep: -20% for Saurus Infantry and Temple Guard units (Lord's army)
  • +Weapon strength: +5% (Lord's army)
  • +Upkeep: -10% for Saurus Infantry and Temple Guard units (Lord's army)
Blessing of Tepok
  • −Winds of Magic power reserve capacity: +10 (own army)
  • +Winds of Magic power reserve capacity: +10
Blessing of Huanchi
  • −Income from post-battle loot: +20%
  • −Ambush success chance: +20% (Lord's army)
  • +Character's aura leadership effect: +5
  • +Income from post-battle loot: +10%
  • +Ambush success chance: +10% (Lord's army)
Blessing of Tlazcotl
  • −Corruption: -3 (local province)
  • −Casualty replenishment rate: +6% (Lord's army)
  • −Control: +5 (local province)
  • +Corruption: -2 (local province)
  • +Casualty replenishment rate: +4% (Lord's army)
  • +Control: +4 (own local province)
Blessing of Itzl
  • −Upkeep: -20% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (Lord's army)
  • −Leadership: +6 during ambushes (Lord's army)
  • +Upkeep: -10% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (Lord's army)
  • +Leadership: +5 during ambushes (Lord's army)
Fanatic
  • −Melee attack: +12
  • −Physical resistance: 10%
  • +Melee attack: +10
  • +Physical resistance: 5% (all characters factionwide)
Prophecy of Eradication
  • −Weapon strength: +10% when fighting against Skaven, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • −Bonus vs Infantry: +15
  • −Weapon strength: +10%
  • +Level 1: Weapon strength: +10% when fighting against Skaven, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • +Level 1: Bonus vs Infantry: +5
  • +Level 1: Weapon strength: +10%
  • +Level 2: Weapon strength: +20% when fighting against Skaven, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • +Level 2: Bonus vs Infantry: +10
  • +Level 2: Weapon strength: +20%
Disciples of Sotek
  • −Armour: +20 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • −Melee defence: +8 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • +Level 1: Armour: +10 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • +Level 1: Melee defence: +5 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
  • +Level 2: Armour: +20 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • +Level 2: Melee defence: +10 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Tide of Sotek
  • −Leadership: +6 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • −Melee attack: +8 for Skink, Chameleon Skink and Red Crested Skink units (Lord's army)
  • −Sacrificial Offerings gained post battle: +20% (faction leader)
  • +Level 1: Leadership: +5 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • +Level 1: Melee attack: +5 for Skink, Chameleon Skink and Red Crested Skink units (Lord's army)
  • +Level 1: Sacrificial Offerings gained post battle: +10% (faction leader)
  • +Level 2: Leadership: +10 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • +Level 2: Melee attack: +10 for Skink, Chameleon Skink and Red Crested Skink units (Lord's army)
  • +Level 2: Sacrificial Offerings gained post battle: +20% (faction leader)
Promises of Reconstruction
  • −Control: +2 (all provinces)
  • −Income from all buildings: +30% (local province)
  • +Control: +1 (all provinces)
  • +Income from all buildings: +10% (local province)
Sotek's Gifted
  • −Winds of Magic cost: -10% for Lore of Beasts spells
  • −Winds of Magic power reserve capacity: +10 (own army)
  • +Level 1: Winds of Magic cost: -20% for Lore of Beasts spells
  • +Level 1: Winds of Magic power reserve capacity: +20
  • +Level 2: Winds of Magic cost: -40% for Lore of Beasts spells
  • +Level 2: Winds of Magic power reserve capacity: +40
Reverence
  • −Casualty replenishment rate: +8% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • −Upkeep: -20% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • +Level 1: Casualty replenishment rate: +10% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • +Level 1: Upkeep: -10% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • +Level 2: Casualty replenishment rate: +20% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
  • +Level 2: Upkeep: -20% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
Enlighten
  • −Sacrificial Offerings generated: 25 per turn
  • −Global recruitment capacity: +1
  • −Local recruitment capacity: +1 (local province)
  • +Level 1: Sacrificial Offerings generated: 50 per turn
  • +Level 1: Global recruitment capacity: +1
  • +Level 1: Local recruitment capacity: +1 (local province)
  • +Level 2: Sacrificial Offerings generated: 100 per turn
  • +Level 2: Global recruitment capacity: +2
  • +Level 2: Local recruitment capacity: +2 (local province)
Precision Strike
  • −Melee attack: +6 when attacking (Lord's army)
  • −Leadership: +6 when attacking (Lord's army)
  • +Melee attack: +4 when attacking (Lord's army)
  • +Leadership: +4 when attacking (Lord's army)
Fearless Leader
  • −Charge bonus: +15
  • −Hit points: +10%
  • −Weapon strength: +10%
  • +Level 1: Charge bonus: +10
  • +Level 1: Hit points: +10%
  • +Level 1: Weapon strength: +10%
  • +Level 2: Charge bonus: +20
  • +Level 2: Hit points: +20%
  • +Level 2: Weapon strength: +20%
Aerial Superiority
  • −Physical resistance: 10% for Terradon Riders, Ripperdactyl Riders and Coatl units (Lord's army)
  • −Ammunition: +25% for Terradon Riders units (Lord's army)
  • −Speed: +15% for Terradon Riders, Ripperdactyl Riders and Coatl units (Lord's army)
  • +Level 1: Physical resistance: 5% for Terradon Riders, Ripperdactyl Riders and Coatl units (Lord's army)
  • +Level 1: Ammunition: +25% for Terradon Riders units (Lord's army)
  • +Level 1: Speed: +25% for Terradon Riders, Ripperdactyl Riders and Coatl units (Lord's army)
  • +Level 2: Physical resistance: 10% for Terradon Riders, Ripperdactyl Riders and Coatl units (Lord's army)
  • +Level 2: Ammunition: +50% for Terradon Riders units (Lord's army)
  • +Level 2: Speed: +50% for Terradon Riders, Ripperdactyl Riders and Coatl units (Lord's army)
Aeries’ Finest
  • −Casualty replenishment rate: +8% for Terradon Riders, Ripperdactyl Riders and Coatl units (Lord's army)
  • −Recruit rank: +3 for Terradon Riders and Ripperdactyl Riders units (Lord's army)
  • −Missile strength: +10% for Terradon Riders units (Lord's army)
  • +Level 1: Casualty replenishment rate: +5% for Terradon Riders, Ripperdactyl Riders and Coatl units (Lord's army)
  • +Level 1: Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders units (Lord's army)
  • +Level 1: Missile strength: +10% for Terradon Riders units (Lord's army)
  • +Level 2: Casualty replenishment rate: +10% for Terradon Riders, Ripperdactyl Riders and Coatl units (Lord's army)
  • +Level 2: Recruit rank: +4 for Terradon Riders and Ripperdactyl Riders units (Lord's army)
  • +Level 2: Missile strength: +20% for Terradon Riders units (Lord's army)
Skink Commander
  • −Hero capacity: +2 for Skink Chiefs
  • −Hero recruit rank: +3 for Skink Chiefs (factionwide)
  • +Level 1: Hero capacity: +1 for Skink Chiefs
  • +Level 1: Hero recruit rank: +4 for Skink Chiefs (own local province)
  • +Level 2: Hero capacity: +2 for Skink Chiefs
  • +Level 2: Hero recruit rank: +8 for Skink Chiefs (own local province)
Drop Sphere of Tepok Upgraded
  • +Campaign movement range: +20%
  • +Speed: +20%
  • +Attribute: Flanking Immune for Terradon and Ripperdactyl units (all armies factionwide)
Minor Blessing of Tlazcotl
  • −Wound recovery time: -1 turns
  • −Control: +1 (local province)
  • +Wound recovery time: -2 turns
  • +Control: +1 (own local province)
Honoured Elder
  • −Control: +1 (all provinces)
  • +Control: +2 (own local province)
Impassable Defences
  • −Spell resistance: 15%
  • −Melee defence: +10
  • +Level 1: Spell resistance: 25%
  • +Level 1: Melee defence: +5
  • +Level 2: Spell resistance: 50%
  • +Level 2: Melee defence: +10
Protector of Lustria
  • −Physical resistance: 10% for Saurus units (Lord's army)
  • −Melee defence: +5 for Saurus and Temple Guard units (Lord's army)
  • +Level 1: Physical resistance: 5% for Saurus units (Lord's army)
  • +Level 1: Melee defence: +5 for Saurus and Temple Guard units (Lord's army)
  • +Level 2: Physical resistance: 10% for Saurus units (Lord's army)
  • +Level 2: Melee defence: +10 for Saurus and Temple Guard units (Lord's army)
Unflinching
  • −Replaces: "To the Death"
  • −Passive ability: "Merely a Fleshwound"
  • +Level 1: Replaces: "To the Death"
  • +Level 1: Passive ability: "Merely a Fleshwound"
  • +Level 2: Enemy physical resistance: -10% (enemy armies in region)
  • +Level 2: Replaces: "To the Death"
  • +Level 2: Passive ability: "Merely a Fleshwound"
A Mighty Opponent
  • −Attribute: Causes Terror
  • −Melee attack: +10
  • −Speed: +5%
  • +Level 1: Attribute: Causes Terror
  • +Level 1: Melee attack: +10
  • +Level 1: Speed: +5%
  • +Level 2: Hero self-defence: +25% chance of wounding aggressors (own characters in province)
  • +Level 2: Attribute: Causes Terror
  • +Level 2: Melee attack: +10
  • +Level 2: Speed: +10%
The Great White Lizard
  • +Physical resistance: 10% (own armies in province)
Reptilian Instincts
  • −Charge bonus: +15
  • +Charge bonus: +10
  • +Vigour loss reduction: -10%
Intimidating Bulk
  • +Bonus vs Large: +10 (Heroes in Lord's army)
Meat Shield
  • +Unit mass: +25%
Dealer in Death
  • +Attrition: -10% casualties suffered from all attrition (Lord's army)
Legendary Warrior
  • −Leadership aura size: +20%
  • +Leadership aura size: +25%
  • +Attribute: Stalk during ambushes
Daemon Crusher
  • −Passive Ability: Daemon Crusher
  • −Charge bonus: +15
  • −Weapon strength: +10%
  • +Level 1: Charge bonus: +20
  • +Level 1: Weapon strength: +5%
  • +Level 1: Passive Ability: Daemon Crusher
  • +Level 2: Charge bonus: +50
  • +Level 2: Weapon strength: +20%
  • +Level 2: Passive Ability: Daemon Crusher
Cold-Blooded Reflexes
  • −Attacks cause "Discouraged" effect, reducing leadership
  • −Melee attack: +5
  • −Melee defence: +5
  • +Level 1: Attacks cause "Discouraged" effect, reducing leadership
  • +Level 1: Melee attack: +5
  • +Level 1: Melee defence: +5
  • +Level 1: Attribute: Causes Terror
  • +Level 2: Attacks cause "Discouraged" effect, reducing leadership
  • +Level 2: Passive ability: "Exceptional Offensive"
  • +Level 2: Hit points: +5%
  • +Level 2: Melee attack: +5
  • +Level 2: Melee defence: +5
  • +Level 2: Attribute: Causes Terror
  • Ability icon: — → ui/battle ui/ability_icons/wh_passive_wounded_attack
First Spawning
  • −Passive ability: "Frenzy" for Kroxigor and Sacred Kroxigor units (Lord's army)
  • −Speed: +10% (Lord's army)
  • +Level 1: Passive ability: "Frenzy" for Kroxigor and Sacred Kroxigor units (Lord's army)
  • +Level 1: Speed: +10% (Lord's army)
  • +Level 2: Passive ability: "Frenzy" for Kroxigor and Sacred Kroxigor units (Lord's army)
  • +Level 2: Speed: +20% (Lord's army)
  • +Level 2: Ambush success chance: +25% (Lord's army)
Adornments
  • −Casualty replenishment rate: +5% (Lord's army)
  • −Horde growth: +3 (Lord's army)
  • +Level 1: Constant casualty replenishment rate: +5% (Lord's army)
  • +Level 1: Horde growth: +2 (own armies factionwide)
  • +Level 2: Constant casualty replenishment rate: +10% (Lord's army)
  • +Level 2: Horde growth: +4 (own armies factionwide)
The Sacred Wanderer
  • +This character becomes able to see enemies hiding in forest regardless of distance
  • +Attribute: Devastating Flanker (Lord's army)
  • Ability icon: — → ui/battle ui/ability_icons/wh2_dlc16_character_abilities_tree_spotting
Ancient Knowledge
  • −Unit experience: +150 (Lord's army)
  • −Research rate: +15
  • +Unit experience: +200 (Lord's army)
  • +Research rate: +20
Hunter of Nightmares
  • −Attribute: Immune to Psychology when fighting Daemons of Chaos, Warriors of Chaos, Chaos Dwarfs, Beastmen and Norsca (Lord's army)
  • −Corruption: -4 (local province)
  • −Melee attack: +6 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • +Level 1: Attribute: Immune to Psychology when fighting Daemons of Chaos, Warriors of Chaos, Chaos Dwarfs, Beastmen and Norsca (Lord's army)
  • +Level 1: Corruption: -2 (local province)
  • +Level 1: Melee attack: +4 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • +Level 2: Attribute: Immune to Psychology when fighting Daemons of Chaos, Warriors of Chaos, Chaos Dwarfs, Beastmen and Norsca (Lord's army)
  • +Level 2: Corruption: -4 (local province)
  • +Level 2: Melee attack: +8 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
The Hidden Nuisance
  • −Greatly reduced chance of being detected while in ambush stance
  • −Attribute: Snipe for Chamelon Skinks (Lord's army)
  • −Attribute: Stalk for all Skink Infantry units (Lord's army)
  • −Attribute: Unspottable for Chamelon Stalker units (Lord's army)
  • +Level 1: Greatly reduced chance of being detected while in ambush stance
  • +Level 1: Attribute: Snipe for Chamelon Skinks (Lord's army)
  • +Level 1: Attribute: Stalk for all Skink Infantry units (Lord's army)
  • +Level 1: Attribute: Unspottable for Chamelon Stalker units (Lord's army)
  • +Level 2: Greatly reduced chance of being detected while in ambush stance
  • +Level 2: Attribute: Snipe for Chamelon Skinks (Lord's army)
  • +Level 2: Attribute: Stalk for all Skink Infantry units (Lord's army)
  • +Level 2: Attribute: Unspottable for Chamelon Stalker units (Lord's army)
  • +Level 2: Passive ability: "Close Aim" Chameleon Skinks units (all armies factionwide)
Explorer of Lost Worlds
  • −Unlocks Hero recruitment: Skink Oracle (all provinces)
  • −Missile resistance: 15% for Troglodon, Coatl and Skink Oracle units (Lord's army)
  • −Upkeep: -15% for Troglodon, Coatl, and Skink Oracle units (Lord's army)
  • +Level 1: Unlocks Hero recruitment: Skink Oracle (all provinces)
  • +Level 1: Missile resistance: 15% for Troglodon, Coatl and Skink Oracle units (Lord's army)
  • +Level 1: Upkeep: -5% for Troglodon, Coatl, and Skink Oracle units (Lord's army)
  • +Level 2: Unlocks Hero recruitment: Skink Oracle (all provinces)
  • +Level 2: Missile resistance: 30% for Troglodon, Coatl and Skink Oracle units (Lord's army)
  • +Level 2: Upkeep: -10% for Troglodon, Coatl, and Skink Oracle units (Lord's army)
Behind Enemy Lines
  • −Melee attack: +8 when in foreign territory (Lord's army)
  • −Casualty replenishment rate: +5% when in foreign territory (Lord's army)
  • −Missile Damage +10% when in foreign territory (Lord's army)
  • −Global recruitment capacity: +2
  • +Level 1: Melee attack: +4 when in foreign territory (Lord's army)
  • +Level 1: Casualty replenishment rate: +4% when in foreign territory (Lord's army)
  • +Level 1: Missile Damage +10% when in foreign territory (Lord's army)
  • +Level 1: Global recruitment capacity: +1
  • +Level 2: Melee attack: +8 when in foreign territory (Lord's army)
  • +Level 2: Casualty replenishment rate: +8% when in foreign territory (Lord's army)
  • +Level 2: Missile Damage +20% when in foreign territory (Lord's army)
  • +Level 2: Global recruitment capacity: +2
The Long Revenge
  • −Vigour loss reduction: -30% for all Skink and Chameleon Skink Infantry units (Lord's army)
  • −Campaign movement range: +15%
  • +Vigour loss reduction: -50% for all Skink and Chameleon Skink Infantry units (Lord's army)
  • +Campaign movement range: +10%
Inspiring Conundrum
  • −Enemy Winds of Magic power reserve capacity: -5 (local region)
  • +Enemy Winds of Magic power reserve capacity: -5 (enemy armies in region)
Honoured Elder
  • −Control: +1 (all provinces)
  • +Control: +2 (own local province)
Blessing of the Old Onesnew
  • +Ability: "Blessing of the Old Ones"
  • +Replaces "Bolt of the Old Ones"
Meticulous Plansnew
  • +Growth: +20 (own local province)
  • +Construction cost: -10% for all buildings (local province)
  • +Horde building construction cost: -10% (own armies in province)
  • +Horde growth: +2 (own armies in province)
Astral Oraclenew
  • +Research rate: +5
  • +Corruption: -1 (all provinces)
  • +Character experience gain: +10% (Heroes in Lord's army)
  • +Character will share +10% of experience earned between all other active Lords
Slann's Mandatenew
  • +Winds of Magic power reserve capacity: +2 (own armies factionwide)
  • +Hero recruit rank: +1 (all provinces)
Commanding Visagenew
  • +Enemy Hero action success chance: -10% (own characters in province)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Unit experience gain per turn: +50 (Lord's army)
Xokha's Vigournew
  • +Vigour loss reduction: -10% (Lord's army)
Quetzl's Designnew
  • +Level 1: Melee attack: +1 (Lord's army)
  • +Level 1: Weapon strength: +3% (Lord's army)
  • +Level 2: Melee attack: +2 (Lord's army)
  • +Level 2: Weapon strength: +6% (Lord's army)
  • +Level 3: Melee attack: +4 (Lord's army)
  • +Level 3: Weapon strength: +10% (Lord's army)
Tepok's Wisdomnew
  • +Level 1: Reload time reduction: +2% (Lord's army)
  • +Level 1: Ammunition: +2% (Lord's army)
  • +Level 1: Missile strength: +2% (Lord's army)
  • +Level 2: Reload time reduction: +4% (Lord's army)
  • +Level 2: Ammunition: +4% (Lord's army)
  • +Level 2: Missile strength: +4% (Lord's army)
  • +Level 3: Reload time reduction: +8% (Lord's army)
  • +Level 3: Ammunition: +8% (Lord's army)
  • +Level 3: Missile strength: +8% (Lord's army)
Huanchi's Speednew
  • +Level 1: Speed: +3% (Lord's army)
  • +Level 1: Charge bonus: +5% (Lord's army)
  • +Level 2: Speed: +7% (Lord's army)
  • +Level 2: Charge bonus: +10% (Lord's army)
  • +Level 3: Speed: +15% (Lord's army)
  • +Level 3: Charge bonus: +20% (Lord's army)
Slann Furynew
  • +Level 1: Weapon strength: +2% when attacking (Lord's army)
  • +Level 1: Missile damage: +2% when attacking (Lord's army)
  • +Level 2: Weapon strength: +4% when attacking (Lord's army)
  • +Level 2: Missile damage: +4% when attacking (Lord's army)
  • +Level 3: Weapon strength: +8% when attacking (Lord's army)
  • +Level 3: Missile damage: +8% when attacking (Lord's army)
Honour Guardsnew
  • +Melee and missile weapon damage: +1% per rank achieved (Lord's army)
Ancient Powernew
  • +Spell resistance: 10% (Lord's army)
Becalming Consciousnew
  • +Level 1: Melee defence: +1 (Lord's army)
  • +Level 1: Fire resistance: 3% (Lord's army)
  • +Level 2: Melee defence: +2 (Lord's army)
  • +Level 2: Fire resistance: 6% (Lord's army)
  • +Level 3: Melee defence: +4 (Lord's army)
  • +Level 3: Fire resistance: 10% (Lord's army)
Purpose Definednew
  • +Level 1: Leadership: +1 (Lord's army)
  • +Level 1: Missile resistance: 3% (Lord's army)
  • +Level 2: Leadership: +2 (Lord's army)
  • +Level 2: Missile resistance: 6% (Lord's army)
  • +Level 3: Leadership: +4 (Lord's army)
  • +Level 3: Missile resistance: 10% (Lord's army)
Geomantic Resistancenew
  • +Level 1: Physical resistance: 1% (Lord's army)
  • +Level 1: Armour: +2 (Lord's army)
  • +Level 2: Physical resistance: 2% (Lord's army)
  • +Level 2: Armour: +4 (Lord's army)
  • +Level 3: Physical resistance: 4% (Lord's army)
  • +Level 3: Armour: +8 (Lord's army)
Foreseen Consequencesnew
  • +Level 1: Leadership: +1 when defending (Lord's army)
  • +Level 1: Melee defence: +1 when defending (Lord's army)
  • +Level 2: Leadership: +3 when defending (Lord's army)
  • +Level 2: Melee defence: +3 when defending (Lord's army)
  • +Level 3: Leadership: +5 when defending (Lord's army)
  • +Level 3: Melee defence: +5 when defending (Lord's army)
Unified Consciousnessnew
  • +Armour: +1 per rank achieved (Lord's army)
  • +Spell resistance: 1% per rank achieved (Lord's army)
Enlightenment of Tepoknew
  • +Winds of Magic cost: -10% for all spells (own characters in province)
  • +Miscast base chance: -10% (own characters in province)
Returning Powernew
  • +Winds of Magic power reserve minimum: +25 (own armies in province)
Contemplation Concludednew
  • +Winds of Magic power reserve capacity: +10 (own armies factionwide)
  • +Hit points: +10%
Telepathic Linknew
  • +Number of uses: +2 for "Bolt of the Old Ones" and "Blessing of the Old Ones" (own armies factionwide)
Awakenmentnew
  • +Ward save: 10% for all Slann (own armies factionwide)
  • +Speed: +10% for all Slann (own armies factionwide)
Fury of the Old Onesnew
  • +Melee attack: +25 for all Slann (own armies factionwide)
Eldest of the First Generationnew
  • +Cooldown: -10% to all spells (own characters in province)
Spirit Guardiansnew
  • +Level 1: Ambush defence chance: +25% (own characters in province)
  • +Level 2: Ambush defence chance: +50% (own characters in province)
Geomantic Aidnew
  • +Level 1: Attrition: -20% casualties suffered from all attrition (own armies in province)
  • +Level 1: Casualty replenishment rate: +15%
  • +Level 2: Attrition: -40% casualties suffered from all attrition (own armies in province)
  • +Level 2: Casualty replenishment rate: +30%
Honor Guardnew
  • +Level 1: Enemy Hero action success chance: -10% (own characters in province)
  • +Level 2: Enemy Hero action success chance: -20% (own characters in province)
Grand Palanquinnew
  • +Level 1: Campaign movement range: +15% (accompanying Lord)
  • +Level 2: Campaign movement range: +30% (accompanying Lord)
Avenge the World-That-Wasnew
  • +Weapon strength: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Hero's army)
  • +Melee attack: +50 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
Enlightenment of Potecnew
  • +Passive ability: "Will of Itza"
Iron Willnew
  • +Passive ability: "Eclipse"
Perceptivenew
  • +Enemy Hero action success chance: -5%
  • +Hero self-defence: +5% chance of wounding aggressors
Efficient Managementnew
  • +Recruitment cost: -5% for all units (own armies in province)
  • +Control: +1 (own local province)
Hardy Spawningnew
  • +Attrition: -10% casualties suffered from all attrition (Hero's army)
  • +Enemy Hero action success chance: -5%
Master Scoutnew
  • +Campaign line of sight: +10% (own characters in province)
  • +Campaign movement range: +5% for armies (own armies in province)
Impressive Crestnew
  • +Diplomatic relations: +5 with Lizardmen
  • +Hero action success chance: +5%
Construction Overseernew
  • +Construction cost: -4% for all buildings (local province)
  • +Horde building construction cost: -4% (own armies in province)
Huanchi's Blessingnew
  • +Speed: +10%
  • +Missile resistance: 5%
Imposing Staturenew
  • +Level 1: Hit points: +2%
  • +Level 1: Melee defence: +1 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Hero's army)
  • +Level 2: Hit points: +4%
  • +Level 2: Melee defence: +2 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Hero's army)
  • +Level 3: Hit points: +8%
  • +Level 3: Melee defence: +3 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Hero's army)
Energeticnew
  • +Level 1: Weapon strength: +2% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Hero's army)
  • +Level 1: Missile strength: +2% for Skink, Chameleon Skink and Chameleon Stalker units (Hero's army)
  • +Level 1: Charge bonus: +5%
  • +Level 2: Weapon strength: +4% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Hero's army)
  • +Level 2: Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Hero's army)
  • +Level 2: Charge bonus: +10%
  • +Level 3: Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Hero's army)
  • +Level 3: Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Hero's army)
  • +Level 3: Charge bonus: +20%
Resilientnew
  • +Level 1: Missile resistance: 2% for Skink, Chameleon Skink and Red Crested Skink units (Hero's army)
  • +Level 1: Physical resistance: 2%
  • +Level 2: Missile resistance: 4% for Skink, Chameleon Skink and Red Crested Skink units (Hero's army)
  • +Level 2: Physical resistance: 4%
  • +Level 3: Missile resistance: 6% for Skink, Chameleon Skink and Red Crested Skink units (Hero's army)
  • +Level 3: Physical resistance: 8%
Marked for Servicenew
  • +Level 1: Leadership: +1 for Skink, Chameleon Skink and Red Crested Skink units (Hero's army)
  • +Level 1: Melee defence: +2
  • +Level 2: Leadership: +2 for Skink, Chameleon Skink and Red Crested Skink units (Hero's army)
  • +Level 2: Melee defence: +4
  • +Level 3: Leadership: +3 for Skink, Chameleon Skink and Red Crested Skink units (Hero's army)
  • +Level 3: Melee defence: +8
Swift Communicationnew
  • +Physical resistance: 5% for Skinks units (Hero's army)
  • +Leadership aura size: +25%
Blessing of Swiftnessnew
  • +Speed: +10%
  • +Spell resistance: 10%
Dynamismnew
  • +Level 1: Winds of Magic power reserve capacity: +2
  • +Level 1: Spell resistance: 1% (Hero's army)
  • +Level 2: Winds of Magic power reserve capacity: +4
  • +Level 2: Spell resistance: 3% (Hero's army)
  • +Level 3: Winds of Magic power reserve capacity: +8
  • +Level 3: Spell resistance: 5% (Hero's army)
Esteemed Priestnew
  • +Recruit rank: +1 for Skink and Chameleon Skinks units (Hero's army)
Herb Collectorsnew
  • +Casualty replenishment rate: +5% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Hero's army)
Supply Linesnew
  • +Upkeep: -5% for Skink and Chameleon Skinks units (Hero's army)
Reclaimed Poolsnew
  • +Recruitment cost: -10% for Skink and Chameleon Skinks units (Hero's army)
Apex Speciesnew
  • +Level 1: Weapon strength: +10% for Saurus units (Lord's army)
  • +Level 2: Recruit rank: +2 for Saurus units (Lord's army)
  • +Level 2: Weapon strength: +10% for Saurus units (Lord's army)
  • +Level 3: Armour: +10 for Saurus units (Lord's army)
  • +Level 3: Recruit rank: +2 for Saurus units (Lord's army)
  • +Level 3: Weapon strength: +10% for Saurus units (Lord's army)
Destroy the Skavennew
  • +Ward save: +5% when fighting against Skaven (Lord's army)
  • +Attribute: Immune to Contact Effects
  • +Weapon strength: +10% when fighting against Skaven (own armies factionwide)
Exterminate the Elvesnew
  • +Level 1: Weapon strength: +5%
  • +Level 1: Weapon strength: +5% when fighting against Elves (own armies factionwide)
  • +Level 2: Weapon strength: +10%
  • +Level 2: Weapon strength: +10% when fighting against Elves (own armies factionwide)
Annihilate the Beastsnew
  • +Level 1: Weapon strength: +5% when fighting against Greenskins (own armies factionwide)
  • +Level 1: Weapon strength: +5% when fighting against Ogre Kingdoms (own armies factionwide)
  • +Level 1: Charge bonus: +10%
  • +Level 2: Weapon strength: +10% when fighting against Greenskins (own armies factionwide)
  • +Level 2: Weapon strength: +10% when fighting against Ogre Kingdoms (own armies factionwide)
  • +Level 2: Charge bonus: +20%
Obliterate the Undeadnew
  • +Level 1: Weapon strength: +5% when fighting against Undead factions (own armies factionwide)
  • +Level 1: Physical resistance: 5%
  • +Level 2: Weapon strength: +10% when fighting against Undead factions (own armies factionwide)
  • +Level 2: Physical resistance: 10%
Purge the Rest!new
  • +Level 1: Weapon strength: +5% when fighting against Dwarfs (own armies factionwide)
  • +Level 1: Weapon strength: +5% when fighting against Humans (own armies factionwide)
  • +Level 1: Armour: +7
  • +Level 2: Weapon strength: +10% when fighting against Dwarfs (own armies factionwide)
  • +Level 2: Weapon strength: +10% when fighting against Humans (own armies factionwide)
  • +Level 2: Armour: +15
Neutralise Chaosnew
  • +Attribute: Devastating Flanker (Lord's army)
  • +Passive ability: "Spawning Vigour"
  • +Melee attack: +10 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen
  • +Ward save: +5% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (own armies factionwide)
Opening the Heavensnew
  • +Army spell: "Empowered Urannon's Thunderbolt" (Lord's army)
  • +Ward save: 5% when defending (own armies in province)
Sacred Beastkeepersnew
  • +Missile damage: +25% for Bastiladon and Stegadon units (Lord's army)
  • +Range: +25% for Bastiladon and Stegadon units (Lord's army)
Universal Perceptionnew
  • +Ward save: 5% when defending (all characters factionwide)
  • +Global recruitment capacity: +1 (factionwide)
  • +Local recruitment capacity: +1 (local province)
Telekinetic Forcenew
  • +Armour: -10 when defending (enemy armies in province)
  • +Bonus vs Large: +10
  • +Leadership aura size: +10% (all characters factionwide)
Hexoatl Unleashednew
  • +Army spell: "Empowered The Burning Head" (Lord's army)
Purpose Revealednew
  • +Army spell: "Empowered Light of Battle" (Lord's army)
Ruination of Citiesnew
  • +Construction cost: +25% for all buildings (local enemy province)
  • +Construction time: +100% for all buildings (local enemy province)
  • +Ability: "The Ruination of Cities"
  • +Attrition suffered by defender: +25% when laying siege or encircling (enemy armies in province)
Great Ruminationnew
  • +Casualty replenishment rate: +10% for Temple Guards units (Lord's army)
  • +Ability: "Great Rumination"
Forward Scoutnew
  • +Missile resistance: 10%
  • +Casualty replenishment rate: +10% for this Character
  • +Attribute: Vanguard Deployment
Commune with Beastsnew
  • +Bonus vs Large: +5
  • +Leadership aura size: +25%
Scornednew
  • +Passive ability: "Lone Hunter"
  • +Hit points: +10%
Obsinite Bladenew
  • +Level 1: Armour-piercing weapon damage: +20
  • +Level 2: Armour-piercing weapon damage: +40
  • +Level 3: Armour-piercing weapon damage: +60
Heirloom Shieldnew
  • +Level 1: Armour: +1
  • +Level 1: Melee defence: +1
  • +Level 2: Armour: +3
  • +Level 2: Melee defence: +3
  • +Level 3: Armour: +6
  • +Level 3: Melee defence: +6
Multichambered Lungsnew
  • +Level 1: Speed: +3%
  • +Level 1: Vigour loss reduction: -3%
  • +Level 2: Speed: +6%
  • +Level 2: Vigour loss reduction: -6%
  • +Level 3: Speed: +10%
  • +Level 3: Vigour loss reduction: -10%
Plated Scalesnew
  • +Level 1: Casualty replenishment rate: +3%
  • +Level 1: Missile resistance: 3%
  • +Level 2: Casualty replenishment rate: +6%
  • +Level 2: Missile resistance: 6%
  • +Level 3: Casualty replenishment rate: +10%
  • +Level 3: Missile resistance: 10%
Apex Hunternew
  • +Attribute: Stalk
  • +Passive ability: "Headhunter"
Sacred Adornmentsnew
  • +Passive ability: "Spawn Leader"
Revered Leadernew
  • +Level 1: Upkeep: -2% for Saurus Infantry and Temple Guard units (Hero's army)
  • +Level 2: Upkeep: -4% for Saurus Infantry and Temple Guard units (Hero's army)
  • +Level 3: Upkeep: -8% for Saurus Infantry and Temple Guard units (Hero's army)
Combat Reflexesnew
  • +Level 1: Melee attack: +1 for Saurus units (Hero's army)
  • +Level 1: Armour: +1 for Saurus units (Hero's army)
  • +Level 2: Melee attack: +2 for Saurus units (Hero's army)
  • +Level 2: Armour: +2 for Saurus units (Hero's army)
  • +Level 3: Melee attack: +3 for Saurus units (Hero's army)
  • +Level 3: Armour: +3 for Saurus units (Hero's army)
Ferocity of Agenew
  • +Level 1: Weapon strength: +1% when attacking (Hero's army)
  • +Level 2: Weapon strength: +3% when attacking (Hero's army)
  • +Level 3: Weapon strength: +5% when attacking (Hero's army)
Hunter's Instinctnew
  • +Level 1: Melee attack: +1 during ambushes (Hero's army)
  • +Level 2: Melee attack: +2 during ambushes (Hero's army)
  • +Level 3: Melee attack: +4 during ambushes (Hero's army)
Commence the Massacrenew
  • +Charge bonus: +20% when in foreign territory (Hero's army)

Buildings

Removed (1): Golden Ziggurat of Sotek

  • −Corruption: -10 (not for Cult of Pleasure)
  • −Slaanesh corruption: +10 (Cult of Pleasure only)
  • −Unit experience gain per turn: +200 (armies in province)
  • −Recruit rank: +2 for all units
  • +Corruption: -10
  • +Unit experience gain per turn: +1000 (own armies in province)
  • +Upkeep: -10% (own armies in province)
  • +Campaign line of sight: +50% (local province)
  • −Hero recruit rank: +2 (factionwide)
  • −Lord recruit rank: +2 (factionwide)
  • +Character experience gain: +10% (all characters factionwide)
  • +Experience gain: +10% for units (own armies factionwide)
Taming PenLizardmen
  • Cost: 4000 → 0
  • Units: 1 → 2
  • +Unit capacity: +1 Stegadon
  • +Unit capacity: +1 Special Bastiladons
  • Cost: 6000 → 0
  • Units: 4 → 5
  • +Unit capacity: +1 Ancient Stegadons
  • +Unit capacity: +2 Stegadon
  • +Unit capacity: +2 Special Bastiladons
  • Cost: 8000 → 0
  • Units: 5 → 6
  • +Unit capacity: +2 Ancient Stegadons
  • +Unit capacity: +3 Stegadon
  • +Unit capacity: +4 Special Bastiladons
  • Cost: 10000 → 0
  • Units: 6 → 7
  • Cost: 6000 → 0
  • +Unit capacity: +4 Horned Ones
  • Cost: 8000 → 0
TerrariumLizardmen
  • Cost: 4000 → 0
VivariumLizardmen
  • +Unit capacity: +4 Ripperdactyl
  • +Unit capacity: +2 Coatl
  • Cost: 8000 → 0
  • +Unit capacity: +2 Razordon and Salamander Hunting Packs
  • Cost: 6000 → 0
  • +Unit capacity: +2 Ancient Salamander
  • +Unit capacity: +4 Razordon and Salamander Hunting Packs
  • Cost: 8000 → 0
  • +Unit capacity: +4 Ancient Salamander
  • +Unit capacity: +2 Feral Carnosaur and Feral Troglodon
  • +Unit capacity: +6 Razordon and Salamander Hunting Packs
  • Cost: 10000 → 0
  • −Global recruitment duration: -2 turns for Feral Bastiladon and Feral Stegadon units
  • +Global recruitment duration: -1 turn for Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon, Ancient Salamander and Dread Saurian units (minimum 1)
  • Cost: 2000 → 2500
  • −Global recruitment duration: -2 turns for Bastiladon units
  • −Global recruitment duration: -2 turns for Feral Bastiladon and Feral Stegadon units
  • +Global recruitment duration: -2 turn for Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon, Ancient Salamander and Dread Saurian units (minimum 1)
  • +Unit capacity: +2 Special Bastiladons
  • +Unit capacity: +1 Stegadon
  • Cost: 4000 → 5000
  • −Global recruitment duration: -2 turns for Bastiladon units
  • −Global recruitment duration: -3 turns for Ancient Stegadon (Engine of the Gods), Feral Dread Saurian and Dread Saurian units
  • −Global recruitment duration: -2 turns for Feral Bastiladon and Feral Stegadon units
  • −Global recruitment duration: -2 turns for Stegadon, Ancient Stegadon, Feral Carnosaur and Feral Troglodon units
  • +Global recruitment duration: -3 turn for Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon, Ancient Salamander and Dread Saurian units (minimum 1)
  • +Unit capacity: +4 Special Bastiladons
  • +Unit capacity: +2 Ancient Stegadons
  • +Unit capacity: +2 Feral Carnosaur and Feral Troglodon
  • +Unit capacity: +2 Stegadon
  • Cost: 6000 → 7500
  • −Global recruitment duration: -1 turn for Skink Cohorts, Saurus Warriors and Saurus Spears units
  • +Global recruitment duration: -1 turn for Saurus and Temple Guards units (minimum 1)
  • +Global recruitment duration: -1 turn for Skink, Kroxigors and Sacred Kroxigors units (minimum 1)
  • Cost: 2000 → 2500
  • −Global recruitment duration: -1 turn for Red Crested Skinks, Saurus Warriors (Shields), Saurus Spears (Shields), Skink Skirmishers, Chameleon Stalkers and Chameleon Skinks units
  • −Global recruitment duration: -1 turn for Skink Cohorts, Saurus Warriors and Saurus Spears units
  • +Global recruitment duration: -2 turn for Saurus and Temple Guards units (minimum 1)
  • +Global recruitment duration: -2 turn for Skink, Kroxigors and Sacred Kroxigors units (minimum 1)
  • +Unit capacity: +2 Kroxigors and Sacred Kroxigors
  • Cost: 4000 → 5000
  • −Global recruitment duration: -1 turn for Red Crested Skinks, Saurus Warriors (Shields), Saurus Spears (Shields), Skink Skirmishers, Chameleon Stalkers and Chameleon Skinks units
  • −Global recruitment duration: -1 turn for Skink Cohorts, Saurus Warriors and Saurus Spears units
  • −Global recruitment duration: -2 turns for Temple Guard, Kroxigor and Ancient Kroxigor units
  • +Global recruitment duration: -3 turn for Skink, Kroxigors and Sacred Kroxigors units (minimum 1)
  • +Global recruitment duration: -3 turn for Saurus and Temple Guards units (minimum 1)
  • +Unit capacity: +4 Kroxigors and Sacred Kroxigors
  • +Unit capacity: +4 Temple Guard
  • Cost: 6000 → 7500
  • −Global recruitment duration: -1 turn for Terradons, Salamanders and Razordon Hunting Pack units
  • +Global recruitment duration: -1 turn for Cold One, Terradon Riders, Ripperdactyl Riders, Coatl, Salamander and Razordon Hunting Pack units (minimum 1)
  • +Unit capacity: +2 Razordon and Salamander Hunting Packs
  • Cost: 2000 → 2500
  • −Global recruitment duration: -2 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
  • −Global recruitment duration: -1 turn for Terradons, Salamanders and Razordon Hunting Pack units
  • +Global recruitment duration: -2 turn for Cold One, Terradon Riders, Ripperdactyl Riders, Coatl, Salamander and Razordon Hunting Pack units (minimum 1)
  • +Unit capacity: +2 Ancient Salamander
  • +Unit capacity: +4 Razordon and Salamander Hunting Packs
  • Cost: 4000 → 5000
  • −Global recruitment duration: -1 turn for Ancient Salamander units
  • −Global recruitment duration: -2 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
  • −Global recruitment duration: -1 turn for Terradons, Salamanders and Razordon Hunting Pack units
  • −Global recruitment duration: -2 turn for Ripperdactyl Riders and Coatl units
  • +Unit capacity: +4 Ancient Salamander
  • +Unit capacity: +4 Horned Ones
  • +Unit capacity: +4 Ripperdactyl
  • +Global recruitment duration: -3 turn for Cold One, Terradon Riders, Ripperdactyl Riders, Coatl, Salamander and Razordon Hunting Pack units (minimum 1)
  • +Unit capacity: +6 Razordon and Salamander Hunting Packs
  • +Unit capacity: +2 Coatl
  • Cost: 6000 → 7500
  • Cost: 2000 → 0
  • +Hero capacity: +1 for Saurus Scar-Veterans
  • +Unlocks Hero recruitment: Saurus Scar-Veteran
  • Cost: 4000 → 0
  • +Unit capacity: +4 Temple Guard
  • Cost: 6000 → 0
  • Units: 4 → 5
  • −Hero capacity: +1 for Saurus Scar-Veterans
  • −Unlocks Hero recruitment: Saurus Scar-Veteran
  • Cost: 8000 → 0
  • Units: 4 → 5
Sentinel HallLizardmen
  • −Horde growth: +1
  • +Horde growth: +3
  • Cost: 6000 → 7500
  • −Campaign movement range: +10%
  • −Horde growth: +1
  • +Campaign movement range: +10% for armies
  • +Horde growth: +3
  • +Hero recruit rank: +1 for Skink Chiefs (own armies factionwide)
  • Cost: 6000 → 7500
  • −Horde growth: +1
  • +Horde growth: +3
  • +Hero recruit rank: +1 for Skink Priests (own armies factionwide)
  • Cost: 6000 → 7500
  • Cost: 2000 → 0
  • Cost: 4000 → 0
  • Cost: 6000 → 0
  • Units: 6 → 7
  • +Winds of Magic power reserve: +2 per turn
  • +Research rate: +5
  • Cost: 6000 → 0
Star ChamberLizardmen
  • −Hero recruit rank: +1 for Skink Priests
  • +Research rate: +10
  • +Winds of Magic power reserve: +4 per turn
  • Cost: 8000 → 0
  • −Hero recruit rank: +2 for Skink Priests
  • +Research rate: +20
  • +Winds of Magic power reserve: +6 per turn
  • Cost: 10000 → 0
  • Cost: 2000 → 0
  • −Hero capacity: +1 for all Heroes
  • +Hero capacity: +2 for all Heroes
  • Cost: 6000 → 0
  • −Hero capacity: +1 for all Heroes
  • +Hero capacity: +3 for all Heroes
  • Cost: 10000 → 0
  • −Casualty replenishment rate: +2%
  • −Upkeep: -5%
  • +Casualty replenishment rate: +3%
  • +Upkeep: -2%
  • +Chance of a plague spreading: -10%
  • +Plague duration: -10%
  • Cost: 2000 → 0
Sky PlazaLizardmen
  • −Casualty replenishment rate: +4%
  • −Upkeep: -10%
  • +Casualty replenishment rate: +7%
  • +Upkeep: -4%
  • +Chance of a plague spreading: -20%
  • +Plague duration: -20%
  • Cost: 6000 → 0
  • −Casualty replenishment rate: +6%
  • −Upkeep: -15%
  • +Casualty replenishment rate: +15%
  • +Upkeep: -8%
  • +Chance of a plague spreading: -30%
  • +Plague duration: -30%
  • Cost: 10000 → 0
Portal NexusLizardmen
  • −Recruitment cost: -6%
  • +Recruitment cost: -10% for all units
  • Cost: 2000 → 2500
  • −Recruitment cost: -12%
  • −Horde growth: +2
  • +Recruitment cost: -20% for all units
  • +Horde growth: +3
  • Cost: 6000 → 7500
Training HallLizardmen
  • −Casualty replenishment rate: +2%
  • +Casualty replenishment rate: +5%
  • Cost: 2000 → 2500
Sacred ArenaLizardmen
  • −Spawning Sequence: +25 per turn
  • −Casualty replenishment rate: +4%
  • −Horde growth: +2
  • +Casualty replenishment rate: +10%
  • +Horde growth: +3
  • +Spawning Sequence: +10 per turn
  • Cost: 6000 → 7500
  • Cost: 2000 → 2500
  • −Horde growth: +2
  • +Horde growth: +3
  • Cost: 6000 → 7500
  • −Income generated: 250
  • −Upkeep: -5%
  • −Horde growth: +10
  • +Horde growth: +8
  • +Campaign movement range: +2% for armies
  • +Unit capacity: +2 Kroxigors and Sacred Kroxigors
  • +Spawning Sequence: +10 per turn
  • Cost: 2000 → 10000
  • Units: 0 → 2
  • −Income generated: 250
  • −Upkeep: -10%
  • +Campaign movement range: +4% for armies
  • +Unit capacity: +4 Kroxigors and Sacred Kroxigors
  • +Spawning Sequence: +20 per turn
  • Cost: 4000 → 20000
  • Units: 0 → 2
  • −Income generated: 250
  • −Campaign movement range: +10%
  • −Casualty replenishment rate: +1%
  • −Upkeep: -15%
  • −Horde growth: +10
  • +Campaign movement range: +6% for armies
  • +Horde growth: +12
  • +Unit capacity: +6 Kroxigors and Sacred Kroxigors
  • +Spawning Sequence: +30 per turn
  • Cost: 6000 → 30000
  • Units: 0 → 2
  • −Weapon strength: +10% for Kroxigor and Sacred Kroxigor units (Lord's army)
  • −Income generated: 250
  • −Campaign movement range: +10%
  • −Casualty replenishment rate: +1% (all armies)
  • −Upkeep: -20%
  • −Horde growth: +10
  • +Campaign movement range: +8% for armies
  • +Horde growth: +14
  • +Unit capacity: +8 Kroxigors and Sacred Kroxigors
  • +Spawning Sequence: +40 per turn
  • Cost: 8000 → 40000
  • Units: 0 → 2
  • −Physical resistance: 10% for Kroxigor and Sacred Kroxigor units (Lord's army)
  • −Weapon strength: +15% for Kroxigor and Sacred Kroxigor units (Lord's army)
  • −Income generated: 250
  • −Campaign movement range: +10%
  • −Casualty replenishment rate: +2% (all armies)
  • −Upkeep: -25%
  • −Horde growth: +10
  • +Campaign movement range: +10% for armies
  • +Horde growth: +20
  • +Unit capacity: +10 Kroxigors and Sacred Kroxigors
  • +Spawning Sequence: +50 per turn
  • Cost: 10000 → 50000
  • Units: 0 → 2
  • −Horde growth: +10
  • +Horde growth: +2
  • +Spawning Sequence: +10 per turn
  • +Increases the amount of Spawning Sequence earned by rites by: +25%
  • Cost: 2000 → 2500
  • −Upkeep: -2%
  • −Horde growth: +10
  • +Horde growth: +4
  • +Spawning Sequence: +10 per turn
  • +Increases the amount of Spawning Sequence earned by rites by: +50%
  • Cost: 4000 → 5000
Holy ZigguratLizardmen
  • −Upkeep: -5%
  • −Horde growth: +10
  • +Campaign movement range: +5% for armies (own armies factionwide)
  • +Horde growth: +6
  • +Cooldown: -5% to "Bolt of the Old Ones" and "Blessing of the Old Ones" (all characters factionwide)
  • +Weapon damage: +10% for all Slann (all characters factionwide)
  • +Barrier hit points: +5% for all Slann (all characters factionwide)
  • +Army capacity: +1
  • +Upkeep: -5% for all Slann (all characters factionwide)
  • +Spawning Sequence: +10 per turn
  • +Increases the amount of Spawning Sequence earned by rites by: +75%
  • Cost: 6000 → 10000
  • Units: 0 → 1
  • −Local Recruitment duration: -1 turn for all units (minimum 1) (armies in region)
  • −Immune to Snow attrition (all armies)
  • −Casualty replenishment rate: +15% (armies in region)
  • −Growth: +30
  • +Local Recruitment duration: -1 turn for all units (minimum 1) (own armies in region)
  • +Immune to Snow attrition (own armies factionwide)
  • +Casualty replenishment rate: +15% (own armies in region)
  • +Growth: +30 (local province)
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 1 turns
  • −Corruption: -3
  • −Control: +3
  • +Corruption: -2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Control: +2
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 2 turns
  • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
  • −Control: +3
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Control: +2
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 3 turns
  • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
  • −Corruption: -5
  • −Control: +3
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Corruption: -6
  • +Attrition: -20% casualties suffered from all attrition (own armies in province)
  • +Control: +2
Taming PenLizardmen
  • −Exotic Animals resource production: 4 cages
  • +Exotic Animals resource production: 5 cages
  • Units: 1 → 2
Beast LairLizardmen
  • −Exotic Animals resource production: 8 cages
  • +Exotic Animals resource production: 10 cages
  • +Unit capacity: +1 Stegadon
  • +Unit capacity: +1 Special Bastiladons
Corral-ArenaLizardmen
  • −Exotic Animals resource production: 12 cages
  • +Exotic Animals resource production: 15 cages
  • +Unit capacity: +2 Stegadon
  • +Unit capacity: +2 Special Bastiladons
  • +Unit capacity: +1 Feral Carnosaur and Feral Troglodon
  • −Exotic Animals resource production: 18 cages
  • +Exotic Animals resource production: 20 cages
  • +Unit capacity: +2 Ancient Stegadons
  • +Unit capacity: +3 Stegadon
  • +Unit capacity: +4 Special Bastiladons
  • +Unit capacity: +2 Feral Carnosaur and Feral Troglodon
  • +Speed: +10% for Cold One units (own armies in province)
  • +Recruitment cost: -5% for units from this building (own armies in province)
  • Cost: 2000 → 2500
  • Turns: 2 → 4
  • Units: 1 → 3
  • +Recruitment cost: -15% for units from this building (own armies in province)
  • +Unit capacity: +4 Horned Ones
  • +Speed: +20% for Cold One units (own armies in province)
  • Cost: 3000 → 4000
  • Turns: 3 → 5
  • −Army ability: "Holy Stela" (armies in region)
  • −Cannot be constructed in minor settlements
  • +Army ability: "Holy Stela" (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Defensive supplies: +400
  • +Attrition: -5% when under siege (own armies in region)
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Control: +1 (local province)
  • +Hidden armies will be visible (any armies in region)
Force WallsLizardmen
  • −Army ability: "Holy Stela" (armies in region)
  • +Army ability: "Holy Stela" (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Defensive supplies: +600
  • +Attrition: -10% when under siege (own armies in region)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Control: +2 (local province)
  • +Hidden armies will be visible (any armies in region)
Energy DomeLizardmen
  • −Army ability: "Holy Stela" (armies in region)
  • +Army ability: "Holy Stela" (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Defensive supplies: +800
  • +Attrition: -15% when under siege (own armies in region)
  • +Enemy Hero action success chance: -20% (enemy characters in region)
  • +Control: +3 (local province)
  • +Hidden armies will be visible (any armies in region)
  • −Cannot be constructed in major settlements
  • −Defensive supplies: +50 per turn when under siege
  • +Defensive supplies: +400
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +1 (local province)
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • −Army ability: "Holy Stela" (armies in region)
  • −Cannot be constructed in major settlements
  • −Defensive supplies: +100 per turn when under siege
  • +Army ability: "Holy Stela" (own armies in region)
  • +Defensive supplies: +600
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +2 (local province)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Hidden armies will be visible (any armies in region)
  • −Spawning Sequence: +10 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • −Income from all buildings: +8% (local province)
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • +Corruption in adjacent provinces: -1
  • +Income generated: 100
  • +Spawning Sequence: +5 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • Cost: 2000 → 6000
  • −Spawning Sequence: +25 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • −Income from all buildings: +10% (local province)
  • +Campaign movement range: +30% for own armies starting their turn in this province (own armies in province)
  • +Corruption in adjacent provinces: -1
  • +Income generated: 150
  • +Spawning Sequence: +10 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • Cost: 3000 → 8000
  • Turns: 5 → 6
  • −Spawning Sequence: +50 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • −Income from all buildings: +12% (local province)
  • +Campaign movement range: +40% for own armies starting their turn in this province (own armies in province)
  • +Corruption in adjacent provinces: -1
  • +Income generated: 200
  • +Spawning Sequence: +20 per turn (not for Cult of Sotek and Ghosts of Pahuax)
  • Cost: 4000 → 10000
  • Turns: 6 → 8
Stone MarkerLizardmen
  • −Income from all buildings: +5% (local province)
  • +Research rate: +2
  • +Income from Province Capital/Settlement buildings: +1% (all regions factionwide)
  • +Income generated: 25
  • Cost: 1000 → 2000
LodestoneLizardmen
  • −Cannot be constructed in major settlements
  • −Income from all buildings: +8% (local province)
  • +Research rate: +4
  • +Income from Province Capital/Settlement buildings: +2% (all regions factionwide)
  • +Income generated: 50
  • Cost: 1500 → 4000
  • Turns: 3 → 4
  • −Casualty replenishment rate: +2% (armies in province)
  • −Growth: +20
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Growth: +10
  • −Casualty replenishment rate: +3% (armies in province)
  • −Growth: +30
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Growth: +20
  • −Casualty replenishment rate: +4% (armies in province)
  • −Growth: +40
  • +Casualty replenishment rate: +3% (own armies in province)
  • +Growth: +30
  • +Growth: +1 (all provinces)
  • +Recruitment cost: -10% for all units (own armies in province)
Skink FavelasLizardmen
  • −Income generated: 150
  • +Income generated: 100
Skink BarriosLizardmen
  • −Income generated: 300
  • +Income generated: 200
  • −Income generated: 450
  • +Income generated: 300
  • +Golden Idols resource production: 1 chests
  • +Corruption: -1
  • +Income from all buildings: +4% (all regions in province)
  • +When Control is 75 or more: Upkeep: -2% (own armies in province)
Grand PlazaLizardmen
  • −Control: +3
  • +Control: +4
  • +Income from all buildings: +8% (all regions in province)
  • +When Control is 75 or more: Upkeep: -4% (own armies in province)
  • −Control: +4
  • +Control: +6
  • +Income from all buildings: +12% (all regions in province)
  • +When Control is 75 or more: Upkeep: -6% (own armies in province)
  • −When Control is 75 or more: Recruitment cost: -20% (armies in province)
  • −Control: +5
  • +Income from all buildings: +16% (all regions in province)
  • +Income from all buildings: +5% (all adjacent provinces)
  • +Control: +8
  • +When Control is 75 or more: Upkeep: -8% (own armies in province)
  • −When Control is 75 or more: Recruitment cost: -30% (armies in province)
  • −When Control is 75 or more: Upkeep: -10% (armies in province)
  • −Control: +6
  • +Income from all buildings: +20% (all regions in province)
  • +Income from all buildings: +10% (all adjacent provinces)
  • +Control: +10
  • +When Control is 75 or more: Upkeep: -10% (own armies in province)
  • −Income generated: 75
  • −Growth: +10
  • +Income generated: 50
  • +Growth: +5
  • +Construction cost: -2% for Province Capital/Settlement buildings (all adjacent provinces)
  • −Income generated: 150
  • −Growth: +20
  • +Income generated: 100
  • +Growth: +10
  • +Construction cost: -4% for Province Capital/Settlement buildings (all adjacent provinces)
Temple-PortLizardmen
  • −Income generated: 300
  • −Growth: +30
  • +Income generated: 200
  • +Growth: +15
  • +Construction cost: -8% for Province Capital/Settlement buildings (all adjacent provinces)
  • −Recruitment cost: -20% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • −Exotic Animals resource production: 20 cages
  • +Recruitment cost: -10% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (own armies in province)
  • +Exotic Animals resource production: 15 cages
  • −Recruitment cost: -25% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • −Recruit rank: +1 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • +Recruitment cost: -20% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (own armies in province)
  • +Recruit rank: +1 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units
  • −Recruitment cost: -30% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • −Recruit rank: +2 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
  • −Upkeep: -3% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (all armies)
  • +Recruitment cost: -30% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (own armies in province)
  • +Recruit rank: +2 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units
  • +Upkeep: -1% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (own armies factionwide)
  • −Income generated: 50
  • −Dyes resource production: 20 ounces
  • +Dyes resource production: 15 ounces
  • +Upkeep: -5% (own armies in province)
Cinnabar MineLizardmen
  • −Income generated: 100
  • +Upkeep: -10% (own armies in province)
DyemakerLizardmen
  • −Income generated: 150
  • +Upkeep: -20% (own armies in province)
  • −Furs resource production: 20 bundles
  • +Furs resource production: 15 bundles
  • +Upkeep: -5% (own armies in province)
Hunting CampLizardmen
  • +Upkeep: -10% (own armies in province)
TanneryLizardmen
  • −Attrition: -10% casualties suffered from snow attrition (factionwide)
  • +Upkeep: -20% (own armies in province)
Gem MineshaftLizardmen
  • −Income generated: 200
  • −Gemstones resource production: 20 sacks
  • +Income generated: 100
  • +Research rate: +5
  • +Gemstones resource production: 15 sacks
Gem MineLizardmen
  • −Income generated: 350
  • +Income generated: 200
  • +Research rate: +10
  • −Income generated: 500
  • +Income generated: 400
  • +Research rate: +15
  • −Recruitment cost: -20% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • −Golden Idols resource production: 6 chests
  • −Income generated: 200
  • +Recruitment cost: -10% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (own armies in province)
  • +Golden Idols resource production: 5 chests
  • +Income generated: 100
Gold MineLizardmen
  • −Recruitment cost: -25% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • −Recruit rank: +1 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • −Golden Idols resource production: 8 chests
  • −Income generated: 350
  • +Recruitment cost: -20% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (own armies in province)
  • +Recruit rank: +1 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units
  • +Golden Idols resource production: 10 chests
  • +Income generated: 200
Gold SmelterLizardmen
  • −Recruitment cost: -30% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • −Recruit rank: +2 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
  • −Upkeep: -3% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (all armies)
  • −Golden Idols resource production: 12 chests
  • −Income generated: 500
  • +Recruitment cost: -30% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (own armies in province)
  • +Recruit rank: +2 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units
  • +Upkeep: -1% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (own armies factionwide)
  • +Golden Idols resource production: 15 chests
  • +Income generated: 400
  • −Income generated: 100
  • −Iron resource production: 20 ingots
  • +Income generated: 25
  • +Iron resource production: 15 ingots
Iron MinesLizardmen
  • −Income generated: 150
  • +Income generated: 50
Iron SmelterLizardmen
  • −Income generated: 200
  • +Income generated: 100
  • +Armour: +1 (own armies factionwide)
SawyerLizardmen
  • −Construction cost: -5% for all buildings (local province)
  • −Income generated: 100
  • −Marble resource production: 20 slabs
  • +Construction cost: -10% for all buildings (all regions in province)
  • +Income generated: 25
  • +Marble resource production: 15 slabs
Marble QuarryLizardmen
  • −Construction cost: -10% for all buildings (local province)
  • −Income generated: 150
  • +Construction cost: -20% for all buildings (all regions in province)
  • +Income generated: 50
  • −Construction cost: -15% for all buildings (local province)
  • −Income generated: 200
  • +Construction cost: -30% for all buildings (all regions in province)
  • +Income generated: 100
  • −Recruitment cost: -20% for Skink and Chameleon Skinks units (local province)
  • −Medicinal Plants resource production: 20 bundles
  • +Recruitment cost: -10% for Skink and Chameleon Skinks units (own armies in province)
  • +Medicinal Plants resource production: 15 bundles
  • −Recruitment cost: -25% for Skink and Chameleon Skinks units (local province)
  • −Recruit rank: +1 for Skink and Chameleon Skinks units (local province)
  • +Recruitment cost: -20% for Skink and Chameleon Skinks units (own armies in province)
  • +Recruit rank: +1 for Skink and Chameleon Skinks units
  • −Recruitment cost: -30% for Skink and Chameleon Skinks units (local province)
  • −Recruit rank: +2 for Skink and Chameleon Skinks units (local province)
  • −Upkeep: -3% for Skink and Chameleon Skinks units (all armies)
  • +Recruitment cost: -30% for Skink and Chameleon Skinks units (own armies in province)
  • +Recruit rank: +2 for Skink and Chameleon Skinks units
  • +Upkeep: -1% for Skink and Chameleon Skinks units (own armies factionwide)
  • −Recruitment cost: -20% for Saurus units (local province)
  • −Income generated: 100
  • −Carved Obsidian resource production: 20 chests
  • +Recruitment cost: -10% for Saurus units (own armies in province)
  • +Income generated: 25
  • +Carved Obsidian resource production: 15 chests
  • −Recruitment cost: -25% for Saurus units (local province)
  • −Recruit rank: +1 for Saurus units (local province)
  • −Income generated: 150
  • +Recruitment cost: -20% for Saurus units (own armies in province)
  • +Recruit rank: +1 for Saurus units
  • +Income generated: 50
  • −Recruitment cost: -30% for Saurus units (local province)
  • −Upkeep: -3% for Saurus units (all armies)
  • −Recruit rank: +2 for Saurus units (local province)
  • −Income generated: 200
  • +Recruitment cost: -30% for Saurus units (own armies in province)
  • +Upkeep: -1% for Saurus units (own armies factionwide)
  • +Recruit rank: +2 for Saurus units
  • +Income generated: 100
  • −Income generated: 50
  • −Casualty replenishment rate: +4% (armies in province)
  • −Growth: +30
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Growth: +25
  • −Income generated: 100
  • −Casualty replenishment rate: +6% (armies in province)
  • −Growth: +40
  • +Casualty replenishment rate: +4% (own armies in province)
  • +Growth: +50
  • −Income generated: 150
  • −Casualty replenishment rate: +8% (armies in province)
  • −Growth: +50
  • +Casualty replenishment rate: +8% (own armies in province)
  • +Growth: +75
Clay PitLizardmen
  • −Income generated: 50
  • −Pottery resource production: 20 kilnful
  • +Income generated: 25
  • +Pottery resource production: 15 kilnful
Pottery MakerLizardmen
  • −Income generated: 100
  • +Income generated: 50
KilnsLizardmen
  • −Income generated: 150
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • −Attrition: -1% casualties suffered from all attrition (all armies)
  • −Salt resource production: 20 barrels
  • +Upkeep: -5% (own armies in province)
  • +Salt resource production: 15 barrels
  • −Attrition: -3% casualties suffered from all attrition (all armies)
  • +Upkeep: -10% (own armies in province)
SaltworksLizardmen
  • −Attrition: -5% casualties suffered from all attrition (all armies)
  • +Upkeep: -20% (own armies in province)
Spice MarketLizardmen
  • −Income generated: 50
  • −Spices resource production: 20 sacks
  • +Spices resource production: 15 sacks
  • +Upkeep: -5% (own armies in province)
  • −Income generated: 100
  • +Upkeep: -10% (own armies in province)
  • −Income generated: 150
  • +Upkeep: -20% (own armies in province)
  • −Income generated: 50
  • −Wine resource production: 20 barrels
  • +Wine resource production: 15 barrels
  • +Upkeep: -5% (own armies in province)
  • −Income generated: 100
  • +Upkeep: -10% (own armies in province)
  • −Income generated: 150
  • +Upkeep: -20% (own armies in province)
Logging CampLizardmen
  • −Income generated: 50
  • −Timber resource production: 20 logs
  • +Timber resource production: 15 logs
  • +Upkeep: -5% (own armies in province)
  • −Income generated: 100
  • +Upkeep: -10% (own armies in province)
  • −Income generated: 150
  • +Upkeep: -20% (own armies in province)
  • +Hero capacity: +1 for Saurus Scar-Veterans (Last Defenders only)
  • +Recruitment cost: -5% for units from this building (own armies in province)
  • +Hero capacity: +1 for Saurus Scar-Veterans
  • +Unlocks Hero recruitment: Saurus Scar-Veteran
  • +Recruitment cost: -10% for units from this building (own armies in province)
  • −Hero recruit rank: +1 for Saurus Scar-Veterans (local province) (not for Last Defenders)
  • +Hero capacity: +1 for Saurus Scar-Veterans (Last Defenders only)
  • +Unit capacity: +4 Temple Guard
  • +Recruitment cost: -15% for units from this building (own armies in province)
Scrying PoolLizardmen
  • −Campaign movement range: +15% for own armies starting their turn in this region
  • −Hero action success chance: +10%
  • −Enemy Hero action success chance: -10% (local characters)
  • −Ambush success chance: +10% (armies in province)
  • −Research rate: +5
  • −When technology "Elder Wisdom" researched: Research rate: +5
  • +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in province)
  • +Hero action success chance: +10% (own characters in province)
  • +Enemy Hero action success chance: -10% (enemy characters in province)
  • +Ambush success chance: +10% (own armies in province)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Control: +2
  • +Defensive supplies: +500
  • +Physical resistance: 5% when under siege (own armies in province)
  • +Chance of a plague spreading: -25%
  • −Income generated: 100
  • +Income generated: 50
  • +Control: +1
  • −Income generated: 150
  • −Control: +1
  • +Income generated: 100
  • +Control: +2
Holy ZigguratLizardmen
  • −Income generated: 200
  • −Control: +2
  • +Income generated: 150
  • +Control: +3
  • Units: 2 → 3
Temple-CityLizardmen
  • −Income generated: 250
  • −Control: +2
  • +Income generated: 200
  • +Control: +4
  • Units: 2 → 3
Temple-NexusLizardmen
  • −Income generated: 300
  • −Control: +3
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
  • +Income generated: 250
  • +Control: +5
  • Units: 2 → 3
  • −Income generated: 100
  • +Income generated: 50
  • +Control: +1
  • −Income generated: 150
  • −Control: +1
  • +Income generated: 100
  • +Control: +2
Holy ZigguratLizardmen
  • −Income generated: 200
  • −Control: +2
  • +Income generated: 150
  • +Control: +3
  • Units: 2 → 3
  • +Recruitment cost: -5% for units from this building (own armies in province)
  • +Hero capacity: +1 for Skink Chiefs
  • +Unit capacity: +2 Kroxigors and Sacred Kroxigors
  • +Recruitment cost: -10% for units from this building (own armies in province)
  • Units: 4 → 5
  • +Unit capacity: +4 Kroxigors and Sacred Kroxigors
  • +Recruitment cost: -15% for units from this building (own armies in province)
  • Cost: 2500 → 4000
  • Turns: 4 → 5
  • Units: 6 → 7
Star ChamberLizardmen
  • −Lord recruit rank: +3 for Slann-Mage Priests (factionwide)
  • −Hero recruit rank: +2 (factionwide)
  • −Income from all buildings: +5% (local province)
  • −Recruit rank: +1 for all units
  • −Attrition: -15% when under siege (armies in region)
  • +Lord recruit rank: +2 for Slann-Mage Priests (factionwide)
  • +Research rate: +10
  • +Spell resistance: 20% when under siege (own armies in province)
  • +Attrition: -20% when under siege (own armies in province)
  • +Control: +2 in adjacent provinces
  • +Global recruitment capacity: +1
  • +Construction time: -20% for all buildings (all regions in province)
  • +Cooldown: -1 turns for Rite of Awakening
  • Cost: 3000 → 10000
  • Turns: 4 → 5
  • −Global recruitment duration: -1 turn for all units (armies in region)
  • −Recruit rank: +1 for all units
  • −Local recruitment capacity: +1
  • +Construction cost: -10% for all buildings (all regions in province)
  • +Vigour loss reduction: -5% (own armies in province)
  • +Weapon strength: +5% when under siege (own armies in province)
  • +Experience gain: +1% for units (own armies factionwide)
  • +Character experience gain: +1% (all characters factionwide)
  • +Recruitment cost: -10% for all units (own armies in province)
  • +Ammunition: +10% for Terradon Riders units (own armies in province)
  • +Recruitment cost: -5% for units from this building (own armies in province)
  • +Unit capacity: +4 Ripperdactyl
  • +Ammunition: +20% for Terradon Riders units (own armies in province)
  • +Recruitment cost: -15% for units from this building (own armies in province)
  • +Unit capacity: +2 Coatl
  • −Corruption: -6
  • −Income from all buildings: +4% (local province)
  • +Corruption: -8
  • +Income from all buildings: +5% (all regions in province)
  • +Hero capacity: +1 for Skink Priests
  • +Leadership: +1 (own armies in province)
  • −Hero recruit rank: +1 for Skink Oracles (Ghosts of Pahuax only)
  • −Corruption: -8
  • −Income from all buildings: +8% (local province)
  • +Corruption: -10
  • +Income from all buildings: +10% (all regions in province)
  • +Hero capacity: +1 for Skink Oracles
  • +Leadership: +2 (own armies in province)
  • −Hero recruit rank: +2 for Skink Oracles (Ghosts of Pahuax only)
  • −Hero recruit rank: +1 for Skink Priests
  • −Corruption: -10
  • −Income from all buildings: +12% (local province)
  • +Hero recruit rank: +1 for Skink Priests (factionwide)
  • +Corruption: -12
  • +Income from all buildings: +20% (all regions in province)
  • +Leadership: +4 (own armies in province)
  • +Increases the amount of Spawning Sequence earned by rites by: +25%
  • −Income from post-battle loot: +2% (factionwide)
  • −Control: +1
  • +Income from post-battle loot: +0.5% (factionwide)
  • +Melee attack: +1 (own armies in province)
  • +Unit capacity: +2 Razordon and Salamander Hunting Packs
  • +Spawning Sequence: +5 per turn (Cult of Sotek only)
  • −Income from post-battle loot: +4% (factionwide)
  • −Control: +2
  • +Income from post-battle loot: +1% (factionwide)
  • +Melee attack: +2 (own armies in province)
  • +Unit capacity: +2 Ancient Salamander
  • +Unit capacity: +4 Razordon and Salamander Hunting Packs
  • +Spawning Sequence: +10 per turn (Cult of Sotek only)
  • −Income from post-battle loot: +6% (factionwide)
  • −Control: +3
  • +Income from post-battle loot: +2% (factionwide)
  • +Melee attack: +4 (own armies in province)
  • +Unit capacity: +4 Ancient Salamander
  • +Unit capacity: +6 Razordon and Salamander Hunting Packs
  • +Increases the amount of Spawning Sequence earned by rites by: +25%
  • +Spawning Sequence: +20 per turn (Cult of Sotek only)
  • −Recruit rank: +2 for Skink and Chameleon Skinks units (factionwide)
  • +Recruit rank: +1 for Skink and Chameleon Skinks units (own armies factionwide)
  • −Recruit rank: +2 for Temple Guard units (factionwide)
  • −Upkeep: -5% for Temple Guard units (all armies)
  • +Recruit rank: +2 for Temple Guard units (own armies factionwide)
  • +Upkeep: -4% for Temple Guard units (own armies factionwide)
  • −Income generated: 600
  • −Control: +5
  • −Research rate: +8
  • +Income generated: 750
  • +Control: +6
  • +Research rate: +10
  • −Recruit rank: +2 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • −Upkeep: -25% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (all armies)
  • +Speed: +10% for Cold One, Terradon Riders, Ripperdactyl Riders, Coatl, Salamander and Razordon Hunting Pack units (own armies factionwide)
  • +Casualty replenishment rate: +10% for Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon, Ancient Salamander and Dread Saurian units (own armies factionwide)
  • +Upkeep: -10% for Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon, Ancient Salamander and Dread Saurian units (own armies factionwide)
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • −Research rate: +15
  • −Lord recruit rank: +2 (factionwide)
  • +Lord recruit rank: +2 for Slann-Mage Priests (factionwide)
  • +Winds of Magic power reserve capacity: +25 (own armies factionwide)
  • +Research rate: +25
  • +Character experience gain per turn: +250 (all characters factionwide)
  • Units: 0 → 1
  • −Melee attack: +8 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies)
  • −Ward save: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies)
  • −Diplomatic relations: +20 with Lizardmen
  • −Attrition: -10% casualties suffered from Chaos attrition
  • −Diplomatic relations: -10 with Daemons of Chaos
  • +Melee attack: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (own armies factionwide)
  • +Ward save: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (own armies factionwide)
  • +Diplomatic relations: +25 with Lizardmen
  • +Corruption: -5 (all provinces)
  • −Upkeep: -15% for Terradon Riders, Ripperdactyl Riders and Coatl units (all armies)
  • −Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders units (factionwide)
  • −Ammunition: +20% for Terradon Riders units (all armies)
  • +Upkeep: -12% for Terradon Riders, Ripperdactyl Riders and Coatl units (own armies factionwide)
  • +Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders units (own armies factionwide)
  • +Ammunition: +20% for Terradon Riders units (own armies factionwide)
  • −Leadership: +20 when fighting against Skaven (armies in province)
  • −Income from post-battle loot: +15% (factionwide)
  • −Ambush success chance: +5% (all armies)
  • +Leadership: +20 when fighting against Skaven (own armies in province)
  • +Income from post-battle loot: +20% (factionwide)
  • +Ambush success chance: +5% (own armies factionwide)
  • −Income from all buildings: +10% (local province)
  • +Income from all buildings: +10% (all regions in province)
  • −Income from all buildings: +20% (local province)
  • +Income from all buildings: +20% (all regions in province)
  • −Income from all buildings: +30% (local province)
  • +Income from all buildings: +30% (all regions in province)
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +Control: +5
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • −Control: +1
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +Control: +5
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • −Control: +2
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +Control: +5
  • Units: 2 → 3
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • −Control: +2
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +Control: +5
  • Units: 2 → 3
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • −Control: +3
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +When technology "Determining the Great Plan" researched: All Climate penalties are nullified (local region)
  • +Control: +5
  • Units: 2 → 3
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +Control: +5
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • −Control: +1
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +Control: +5
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • −Control: +2
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +Control: +5
  • Units: 2 → 3
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • −Control: +2
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +Control: +5
  • Units: 2 → 3
  • −Army ability: "Geomantic Nexus" (armies in region)
  • −Defensive supplies: +1000
  • −Control: +3
  • +Army ability: "Geomantic Nexus" (own armies in region)
  • +Defensive supplies: +1200
  • +Control: +5
  • Units: 2 → 3
  • −Corruption: -1 (all provinces)
  • +Corruption: -1 (all regions)
  • −Army ability: "Temple of Mists" (all armies in local and adjacent regions)
  • −Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province)
  • −Melee defence: +5 when under siege (armies in province)
  • +Army ability: "Temple of Mists" (own armies in province)
  • +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee defence: +5 when under siege (own armies in province)
  • −Defensive supplies: +1000
  • −Income generated: 100
  • +Defensive supplies: +1200
  • +Income generated: 50
  • +Control: +1
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Control: +1
  • +Defensive supplies: +1200
  • +Income generated: 100
  • +Control: +2
  • −Defensive supplies: +1000
  • −Income generated: 200
  • −Control: +2
  • +Defensive supplies: +1200
  • +Income generated: 150
  • +Control: +3
  • Units: 2 → 3
  • −Defensive supplies: +1000
  • −Income generated: 250
  • −Control: +2
  • +Defensive supplies: +1200
  • +Income generated: 200
  • +Control: +4
  • Units: 2 → 3
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Control: +3
  • +Defensive supplies: +1200
  • +Income generated: 250
  • +Control: +5
  • Units: 2 → 3
Glacial CavesLizardmen
  • −Corruption in adjacent provinces: -3
  • −Income generated: 200
  • +Corruption in adjacent provinces: -5 (local province)
  • +Income generated: 400
HuatlLizardmen
  • −Hero action success chance: +5% (all characters)
  • −Income from all buildings: +5% (factionwide)
  • −Growth: +5 (all provinces)
  • +Hero action success chance: +5% (all characters factionwide)
  • +Income from all buildings: +5% (all regions factionwide)
  • +Growth: +10 (all provinces)
  • −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)
Animal StoreLizardmen
  • −Ivory resource production: 20 tusks
  • +Ivory resource production: 15 tusks
  • +Upkeep: -5% (own armies in province)
Tusk MarketLizardmen
  • +Upkeep: -10% (own armies in province)
Tusk CompoundLizardmen
  • −Character experience per turn: +250
  • +Upkeep: -20% (own armies in province)
Pools of HealingLizardmennew
  • +Melee and missile weapon damage: +1% for Blessed units (own armies factionwide)
  • +Casualty replenishment rate: +5% (own armies in province)
  • +Upkeep: -5% (own armies in province)
  • +Vigour loss reduction: -2% (all characters factionwide)
  • +Growth: +20 (all adjacent provinces)
  • +Global recruitment duration: -1 turn for all units (own armies in province)
  • +Melee and missile weapon damage: +2% for Blessed units (own armies factionwide)
  • +Casualty replenishment rate: +10% (own armies in province)
  • +Constant casualty replenishment rate: +1% (own armies factionwide)
  • +Upkeep: -10% (own armies in province)
  • +Vigour loss reduction: -4% (all characters factionwide)
  • +Growth: +40 (all adjacent provinces)
  • +Global recruitment duration: -2 turn for all units (own armies in province)
Totems of QuetliLizardmennew
  • +Hero and Lord recruit rank: +1 (local province)
  • +Income generated: 50
  • +Winds of Magic power reserve: +1 per turn (own armies in province)
Temple of QuetliLizardmennew
  • +Hero and Lord recruit rank: +2 (local province)
  • +Income generated: 100
  • +Winds of Magic power reserve: +2 per turn (own armies in province)
  • +Research rate: +4
  • +When technology "Elder Wisdom" researched: Research rate: +4
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide)

Technologies

  • −Increases the amount of Spawning Sequence earned by commandments by: +50%
  • −Lord recruit rank: +4 (all provinces)
  • +Increases the amount of Spawning Sequence earned by commandments by: +10%
  • +Hero and Lord recruit rank: +2
  • Research points: 400 → 1000
  • −Targeting range: +15% for spells
  • −Hero recruit rank: +2
  • +Targeting range: +25% for spells
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Battle reinforcement time: -25% (all armies)
  • −Leadership: +5 (all armies)
  • +Battle reinforcement time: -25%
  • +Leadership: +5
  • Research points: 400 → 1000
  • −Magic item drop chance from battle: +15%
  • +Magic item drop chance from battle: +25%
  • Research points: 400 → 1000
  • −Physical resistance: 5% for Lords and embedded Heroes
  • −Lord recruit rank: +2
  • +Melee and missile weapon damage: +10% (all characters factionwide)
  • Research points: 400 → 1000
  • −Diplomatic relations: +10 with Lizardmen
  • +Diplomatic relations: +25 with Lizardmen
  • Research points: 400 → 1000
  • −Chance of a plague spreading: -15% (all armies)
  • −Corruption: -3 (all provinces)
  • +Chance of a plague spreading: -25%
  • +Corruption: -2
  • Research points: 400 → 1000
  • −Corruption: -2 (all provinces)
  • −Ward save: +5% (all characters)
  • +Corruption: -2 (all characters factionwide)
  • +Ward save: +5% (all characters factionwide)
  • Research points: 400 → 1000
Elder WisdomLizardmen
  • Research points: 400 → 1000
  • +Recruitment duration: -1 turn for Saurus and Temple Guards units (minimum 1)
  • Research points: 400 → 1000
  • −Weapon strength: +10% for Saurus units
  • +Weapon strength: +15% for Saurus units
  • Research points: 400 → 1000
  • −Melee attack: +5 for Saurus units
  • +Melee defence: +4 for Saurus units
  • +Melee attack: +4 for Saurus units
  • Research points: 400 → 1000
  • −Enables poison attacks for all Skink Infantry units
  • +Casualty replenishment rate: +10% for Skink units
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Allegiance points gained: +15%
  • +Allegiance points gained: +25%
  • Research points: 400 → 1000
  • +Construction time: -1 for Ports
  • Research points: 400 → 1000
  • +Casualty replenishment rate: +5% for Saurus and Temple Guards units
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Melee defence: +3 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units
  • +Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units
  • Research points: 400 → 1000
  • Research points: 400 → 1000
Tablet of WarLizardmen
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Upkeep: -10% for Skink units
  • +Upkeep: -20% for Skink units
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Reinforcement range: +25% (all armies)
  • −Casualty replenishment rate: +5% (all armies)
  • +Reinforcement range: +25%
  • +Constant casualty replenishment rate: +5%
  • Research points: 400 → 1000
  • Research points: 600 → 1000
  • −Melee defence: +5 for Bastiladon and Stegadon units
  • +Melee defence: +4 for Bastiladon and Stegadon units
  • Research points: 600 → 1000
  • −Vigour loss reduction: -15% for mounted characters (all characters)
  • −Speed: +5% for mounted characters (all characters)
  • +Vigour loss reduction: -10% for mounted characters (all characters factionwide)
  • +Speed: +10% for mounted characters (all characters factionwide)
  • Research points: 600 → 1000
  • −Melee attack: +5 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • +Melee attack: +4 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • Research points: 600 → 1000
  • −Upkeep: -15% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • +Upkeep: -10% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
  • Research points: 600 → 1000
  • Research points: 600 → 1000
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Campaign movement range: +5% (all armies)
  • +Campaign movement range: +10% for armies (own armies factionwide in owned territory)
  • Research points: 400 → 1000
  • −Income from Cities: +15%
  • +Income from Cities: +20%
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Construction cost: -15% for Province Capital/Settlement buildings
  • +Construction cost: -20% for Province Capital/Settlement buildings
  • Research points: 400 → 1000
  • −Army ability: "Geomantic Nexus" (all armies)
  • −Control: +3
  • +Army ability: "Geomantic Nexus"
  • +Control: +4
  • −Melee attack: +5 for Cold One units
  • +Melee attack: +4 for Cold One units
  • Research points: 400 → 1000
  • +Ammunition: +20% for Terradon Riders units
  • Research points: 400 → 1000
  • −Construction cost: -15% for Star Chamber buildings
  • +Construction cost: -20% for Star Chamber buildings
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Construction cost: -15% for Cult of Sotek and Cult of the Old Ones buildings
  • +Construction cost: -20% for Cult of Sotek and Cult of the Old Ones buildings
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Replenishes 10% campaign movement range after winning a battle (all characters)
  • −Leadership +5 when fighting against armies that spread corruption (all armies)
  • +Replenishes 10% campaign movement range after winning a battle
  • +Leadership +5 when fighting against armies that spread corruption
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Unit mass: +10% for Kroxigor units
  • +Unit mass: +10%
  • Research points: 400 → 1000
  • −Passive ability: "Feral Rage" removed for Feral Cold One units
  • +Global recruitment duration: -1 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
  • Research points: 400 → 1000
  • Research points: 400 → 1000
Innate ZealLizardmen
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • −Melee attack: +5 for Temple Guard units
  • +Melee attack: +4 for Temple Guard units
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • Research points: 400 → 1000
  • Research points: 400 → 100
  • Cost: 2000 Gold → —
  • −Hero capacity: +2 for Skink Oracles
  • −Hero action cost: -15% (all characters)
  • −Hero action success chance: +10% (all characters)
  • +Hero capacity: +2 for all Heroes
  • +Hero action cost: -10%
  • +Hero action success chance: +10%
  • Research points: 400 → 100
  • Cost: 2000 Gold → —
  • −Cooldown: -10% to spells (all armies)
  • −Attribute: Immune to Psychology (all characters)
  • −Wound recovery time: -1 turns (all characters)
  • +Cooldown: -10% to spells
  • +Attribute: Immune to Psychology (all characters factionwide)
  • +Wound recovery time: -2 turns
  • Research points: 400 → 100
  • Cost: 2000 Gold → —
  • −Physical resistance: 5% for Lords and embedded Heroes
  • −Leadership: +4 (all characters)
  • +Ambush success chance: +20%
  • +Ambush defence chance: +20%
  • Research points: 400 → 100
  • Cost: 2000 Gold → —
Secrets of WarLizardmennew
  • +Old Ones Favour generated: +1 per turn
Secrets of OrderLizardmennew
  • +Old Ones Favour generated: +1 per turn
  • +Old Ones Favour generated: +1 per turn
Secrets of AgentsLizardmennew
  • +Old Ones Favour generated: +1 per turn
  • +Old Ones Favour generated: +1 per turn
Secrets of SaurusLizardmennew
  • +Old Ones Favour generated: +1 per turn
  • +Old Ones Favour generated: +1 per turn
Secrets of SkinksLizardmennew
  • +Old Ones Favour generated: +1 per turn
Secrets of BeastsLizardmennew
  • +Old Ones Favour generated: +1 per turn
Secrets of CavalryLizardmennew
  • +Old Ones Favour generated: +1 per turn
  • +Winds of Magic power reserve: +2 per turn
  • +Miscast base chance: -2%
  • +Campaign movement range: -10% for enemy armies starting their turn in your regions
  • +Enables magical attacks (own armies factionwide in owned territory)
  • +Miscast base chance: -2%
  • +Passive ability: "Recovery" (all characters factionwide)
  • +Immune to Chaos corruption and Chaos Wastes attrition
  • +Miscast base chance: -2%
  • +Miscast base chance: -2%
  • +Army ability: "Geomantic Healing"
  • +Casualty replenishment rate: +25% for all Slann
  • +Miscast base chance: -2%
  • +Attrition: -10% when under siege
  • +Defensive supplies: +1000
  • +Spell resistance: 10% when under siege
  • +Miscast base chance: -2%
  • +Corruption: -2 (all characters factionwide)
  • +Miscast base chance: -2%
  • +Winds of Magic cost: -10% for all spells
  • +Cooldown: -20% to all spells (own armies factionwide in owned territory)
  • +Miscast base chance: -2%
  • +Hero recruitment cost: -25%
  • +Lord recruitment cost: -25%
  • +Character experience gain per turn: +100
  • +Passive ability: "Bolstered Leadership" (all characters factionwide)
  • +Leadership: +10 (all characters factionwide)
  • +Character experience gain per turn: +100
  • +Armour-piercing weapon damage: +50 (all characters factionwide)
  • +Attribute: Strider (all characters factionwide)
  • +Physical resistance: 10% when defending (all characters factionwide)
  • +Character experience gain per turn: +100
  • +Melee and missile weapon damage: +10% for Blessed units
  • +Passive ability: "Obsinite Plate" (all characters factionwide)
  • +Character experience gain per turn: +100
  • +Upkeep: -10% for Lords and Heroes
  • +Character experience gain per turn: +100
  • +Hero self-defence: +10% chance of wounding aggressors
  • +Character experience gain per turn: +100
  • +Assassinate action: Additional 5% success chance
  • +Training action: Unit experience gain is increased by an additional 10%
  • +Steal Technology action: Research rate is increased by an additional 5
  • +Character experience gain per turn: +100
  • +Removes Cause Fear from all enemies
  • +Hit points: +5% (all characters factionwide)
  • +Character experience gain per turn: +100
Foretold GeomancyLizardmennew
  • +Campaign line of sight: +100%
  • +Reinforces the Geomantic Web to level 4, indirectly improving commandments