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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 15,136 → 7,250 | 95 → 80 | 57 → 6044 → 50 | 130 → 150310 → 350 | 1,200 → 3,000900 → 1,500 | Leadership 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 | |
| 18,676 → 12,250 | 95 → 100 | 55 → 6040 → 30 | 130 → 200400 | 2,200 → 5,0001,850 → 2,500 | Leadership 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 | |
| 15,556 → 7,750 | 110 → 80 | 57 → 6044 → 40 | 130 → 150310 → 350 | 1,500 → 3,4001,200 → 1,700 | Leadership 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 | |
| 15,824 → 8,000 | 120 → 90 | 57 → 6044 → 40 | 130 → 150310 → 350 | 1,600 → 3,6001,300 → 1,800 | Leadership 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 | |
| 17,552 → 7,500 | 45 → 10 | 26 → 3532 → 35 | 270 → 30090 → 250 | 1,100 → 1,800650 → 1,200 | Missile 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 | |
| 110,100 → 12,500 | 130 → 100 | 26 → 3532 → 35 | 140 → 150340 → 325 | 1,900 → 3,3001,900 → 2,200 | Missile 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 | |
| 14,640 → 6,500 | 95 → 50 | 49 → 5052 → 60 | 140 → 150290 → 300 | 1,000 → 2,400750 → 1,200 | Speed 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 | |
| 15,228 → 7,250 | 110 → 60 | 49 → 5052 → 50 | 130 → 125320 → 325 | 1,300 → 2,8001,050 → 1,400 | Speed 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 | |
| 18,560 → 10,000 | 95 → 80 | 45 → 5044 → 35 | 125 → 100370 → 400 | 2,000 → 4,4001,750 → 2,200 | Bonus 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 | |
| 14,168 → 6,250 | 85 → 50 | 38 → 4047 → 55 | 130 → 275250 → 125 | 1,000 → 2,000650 → 1,000 | Leadership 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 | |
| 14,636 → 7,000 | 100 → 60 | 43 → 4042 → 40 | 120 → 125280 → 275 | 1,000 → 2,400950 → 1,200 | Missile 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 | |
| 17,952 → 9,750 | 95 → 80 | 45 → 4040 → 30 | 120 → 100360 → 400 | 1,900 → 4,0001,750 → 2,000 | Leadership 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 | |
| 13,572 → 5,500 | 30 → 15 | 33 → 3536 → 45 | 230 → 22580 → 75 | 400 → 900400 → 450 | Speed 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 | |
| 14,008 → 6,000 | 30 → 15 | 33 → 3536 → 25 | 230 → 22580 → 75 | 750 → 1,400700 | Speed 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 | |
| 19,244 → 11,500 | 110 → 90 | 3032 → 35 | 120 → 150300 | 1,800 → 2,9001,650 → 1,450 | Speed 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 | |
| 19,896 → 13,500 | 130 → 100 | 26 → 3032 → 35 | 140 → 150340 → 325 | 2,100 → 3,9001,950 | Speed 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 | |
| 13,256 → 5,000 | 30 → 15 | 22 → 3026 → 30 | 210 → 20070 → 75 | 600 → 800250 → 400 | Speed 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 | |
| 13,692 → 5,750 | 30 → 15 | 22 → 3026 → 20 | 220 → 20080 → 100 | 800 → 1,300700 → 650 | Speed 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 | |
| 19,244 → 11,000 | 110 → 90 | 30 → 2532 → 25 | 120 → 150300 | 1,800 → 2,8001,750 → 1,400 | Speed 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 | |
| 19,896 → 13,000 | 130 → 100 | 26 → 2532 → 25 | 140 → 150340 → 325 | 2,100 → 3,8002,050 → 1,900 | Speed 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 | |
| 13,256 → 5,000 | 30 → 15 | 22 → 3026 → 30 | 210 → 20070 → 75 | 600 → 800250 → 400 | Speed 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 | |
| 13,692 → 5,750 | 30 → 15 | 22 → 3026 → 20 | 220 → 20080 → 100 | 800 → 1,300700 → 650 | Speed 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 | |
| 19,244 → 11,000 | 110 → 80 | 30 → 2532 → 25 | 120 → 150300 | 1,800 → 2,8001,750 → 1,400 | Speed 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 | |
| 19,896 → 13,000 | 130 → 100 | 26 → 2532 → 25 | 140 → 150340 → 325 | 2,100 → 3,8002,050 → 1,900 | Speed 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 | |
| 16,552 → 7,500 | 45 → 10 | 24 → 3032 → 30 | 240 → 30080 → 200 | 1,000 → 1,500650 → 1,000 | Missile 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 | |
| 16,552 → 7,500 | 45 → 10 | 24 → 3032 → 30 | 240 → 30080 → 200 | 1,000 → 1,500650 → 1,000 | Missile 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 | |
| 16,552 → 7,500 | 45 → 10 | 24 → 3032 → 30 | 240 → 30080 → 200 | 1,000 → 1,500650 → 1,000 | Missile 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 | |
| 13,772 → 5,750 | 50 → 40 | 5545 → 50 | 120 → 125220 → 225 | 1,000 → 1,500600 → 750 | Speed 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 | |
| 14,380 → 6,500 | 80 → 60 | 5545 → 40 | 115 → 125265 → 275 | 1,050 → 1,9001,000 → 950 | Speed 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 | |
| 14,380 → 6,750 | 50 → 40 | 5545 → 30 | 120 → 100280 → 300 | 1,150 → 2,3001,100 → 1,150 | Speed 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 | |
| 19,896 → 13,750 | 130 → 100 | 26 → 3532 → 35 | 140 → 150340 → 325 | 2,200 → 4,5002,100 → 2,250 | Speed 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 | |
| 19,896 → 10,000 | 130 → 100 | 26 → 2532 → 25 | 140 → 150340 → 325 | 2,100 → 3,8002,150 → 1,900 | Bonus 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 | |
| 19,896 → 10,000 | 130 → 100 | 26 → 2532 → 25 | 140 → 150340 → 325 | 2,100 → 3,8002,150 → 1,900 | Bonus 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 | |
| 14,348 → 5,750 | 75 → 40 | 5545 → 55 | 120 → 125280 → 300 | 1,000 → 2,2001,000 → 1,100 | Leadership 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 | |
| 14,956 → 6,500 | 100 → 60 | 5545 | 125295 → 300 | 1,300 → 2,6001,300 | Leadership 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 | |
| 14,956 → 6,750 | 75 → 40 | 5545 → 35 | 130 → 100310 → 325 | 1,500 → 3,0001,500 | Leadership 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 | |
| 110,116 → 10,750 | 130 → 100 | 26 → 4532 → 40 | 140 → 150340 → 325 | 2,100 → 5,2002,150 → 2,600 | Leadership 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 | |
| 14,408 → 6,500 | 30 → 50 | 55 → 6550 → 45 | 105 → 100245 → 300 | 800 → 1,800800 → 900 | Speed 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 | |
| 16,802 → 6,000 | 45 → 10 | 26 → 3012 → 0 | 330 → 250120 → 500 | 1,600 → 3,7501,350 → 2,500 | Speed 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 | |
| 15,136 → 7,750 | 100 → 80 | 4560 → 55 | 160 → 150290 → 300 | 1,100 → 2,400900 → 1,200 | Missile block 55% → 65%; Speed 34 → 32; Upkeep 275 → 0; Missile resistance 15% → 10%; Spell resistance 0% → 10%; New: Immune to Flanking; Removed: Primal Instincts | |
| 16,368 → 7,750 | 120 → 100 | 49 → 5532 → 35 | 140 → 150320 → 350 | 1,200 → 2,4001,150 → 1,200 | Speed 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 | |
| 17,368 → 9,500 | 120 → 100 | 60 → 6540 | 140 → 200380 → 400 | 1,550 → 3,7001,550 → 1,850 | Charge 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 | |
| 16,552 → 7,500 | 45 → 10 | 24 → 3032 → 30 | 240 → 30080 → 200 | 1,000 → 1,500650 → 1,000 | Missile 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 | |
| 16,552 → 7,500 | 45 → 10 | 24 → 3032 → 30 | 240 → 30080 → 200 | 1,000 → 1,500650 → 1,000 | Missile 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 | |
| 13,688 → 5,500 | 30 | 5045 → 60 | 300100 | 1,000 → 2,2001,050 → 1,100 | Speed 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 | |
| 17,528 → 9,500 | 95 → 75 | 39 → 4046 → 40 | 120 → 150330 → 300 | 2,150 → 4,3001,800 → 2,150 | Melee 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 | |
| 100 → 8010,200 → 18,000 | 60 → 40 | 24 → 3532 → 35 | 29 → 3513 → 20 | 750 → 1,900750 → 950 | Speed 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 → — | |
| 100 → 8010,200 → 18,000 | 60 → 40 | 32 → 4028 → 35 | 34 → 4518 → 20 | 750 → 1,900750 → 950 | Speed 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 → — | |
| 1608,000 → 19,200 | 30 → 10 | 20 → 3024 → 30 | 205 | 300 → 650325 | Speed 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 | |
| 120 → 1608,040 → 19,200 | 30 → 20 | 26 → 4020 → 25 | 6 → 1021 → 20 | 525 → 1,300525 → 650 | Leadership 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 | |
| 120 → 1608,040 → 19,200 | 30 → 20 | 34 → 4027 → 35 | 6 → 1021 → 20 | 775 → 1,800775 → 900 | Speed 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 | |
| 32 → 485,024 → 13,200 | 90 → 50 | 25 → 3024 → 20 | 12 → 1534 → 25 | 500 → 1,100500 → 550 | Speed 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 | |
| 100 → 8010,200 → 18,000 | 60 → 40 | 24 → 3038 → 45 | 29 → 3513 → 15 | 800 → 1,900800 → 950 | Speed 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 → — | |
| 100 → 8011,500 → 18,000 | 70 → 40 | 24 → 4046 → 45 | 29 → 3513 → 15 | 0900 → 1,200 | Speed 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 | |
| 100 → 8010,200 → 18,000 | 60 → 40 | 32 → 3534 → 45 | 34 → 4518 → 15 | 800 → 1,900800 → 950 | Speed 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 → — | |
| 100 → 8011,500 → 18,000 | 60 → 40 | 40 → 3534 → 50 | 34 → 4530 → 15 | 0900 → 1,200 | Leadership 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 | |
| 1608,000 → 19,200 | 30 → 10 | 20 → 2524 → 25 | 205 | 400 → 800450 → 400 | Speed 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 | |
| 1206,000 → 14,400 | 30 → 5 | 16 → 2014 → 15 | 205 | 400 → 800425 → 400 | Speed 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 | |
| 1206,960 → 14,400 | 30 → 5 | 16 → 2014 → 25 | 205 | 0500 → 525 | Leadership 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 | |
| 10010,200 → 22,500 | 75 → 50 | 31 → 3048 → 45 | 29 → 3513 → 15 | 1,100 → 2,7001,100 → 1,350 | Leadership 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 → — | |
| 486,480 → 13,200 | 90 → 70 | 26 → 3028 → 30 | 14 → 1534 → 25 | 1,000 → 1,7001,000 → 850 | Speed 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 | |
| 487,344 → 13,200 | 100 → 70 | 36 → 3028 → 30 | 14 → 1534 → 25 | 01,100 → 1,200 | Bonus 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 | |
| 486,480 → 13,200 | 90 → 70 | 31 → 3528 → 30 | 1535 | 850 → 1,700850 | Speed 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 | |
| 10 → 123,720 → 7,200 | 15 | 26 → 3522 → 25 | 52 → 5013 → 15 | 600 → 1,400600 → 700 | Speed 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 | |
| 90 → 1004,860 → 12,000 | 30 → 10 | 20 → 2522 → 30 | 205 | 650 → 1,200650 → 600 | Leadership 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 | |
| 90 → 1005,850 → 12,000 | 30 → 10 | 20 → 2522 → 30 | 205 | 0700 → 800 | Leadership 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 | |
| 17,698 → 10,000 | 140 → 100 | 22 → 3028 → 40 | 90 → 150160 → 100 | 650 → 1,600650 → 800 | Bonus 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 | |
| 19,040 → 12,000 | 110 → 90 | 30 → 4032 → 30 | 120 → 150300 | 1,100 → 2,500950 → 1,250 | Leadership 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 | |
| 486,480 → 13,200 | 90 → 70 | 34 → 5536 → 30 | 14 → 1534 → 25 | 1,300 → 2,8001,300 → 1,400 | Missile 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 | |
| 10 → 123,720 → 7,200 | 15 | 34 → 3529 → 35 | 52 → 5013 → 15 | 850 → 1,900850 → 950 | Speed 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 | |
| 324,160 → 6,400 | 80 → 70 | 25 → 4022 → 30 | 12 → 2534 → 35 | 850 → 2,000850 → 1,000 | Charge 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 | |
| 324,160 → 6,400 | 80 → 70 | 32 → 4029 → 30 | 12 → 2534 → 35 | 1,100 → 2,5001,100 → 1,250 | Bonus 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 | |
| 324,160 → 6,560 | 90 | 20 → 3029 → 40 | 12 → 4534 → 35 | 800 → 2,000800 → 1,000 | 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 → 250; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider | |
| 90 → 1205,940 → 14,400 | 40 → 10 | 26 → 3536 → 40 | 20 → 155 → 10 | 600 → 1,300600 → 650 | Speed 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 | |
| 10 → 123,720 → 7,200 | 15 | 26 → 3022 → 25 | 52 → 5013 → 15 | 750 → 1,400750 → 700 | Speed 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 | |
| 10 → 124,220 → 7,200 | 15 → 30 | 26 → 3022 → 25 | 52 → 5013 → 15 | 0850 → 950 | Leadership 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 | |
| 17,730 → 11,000 | 140 → 100 | 22 → 3028 → 30 | 90 → 150160 → 100 | 1,000 → 2,5001,000 → 1,250 | Bonus 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 | |
| 168,160 → 16,000 | 100 → 80 | 30 → 4032 → 30 | 30 → 2570 → 75 | 1,000 → 2,4001,000 → 1,200 | Speed 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 | |
| 169,184 → 16,000 | 100 → 80 | 30 → 4532 → 35 | 30 → 2570 → 75 | 01,100 → 1,500 | Speed 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 | |
| 19,244 → 13,000 | 110 → 90 | 30 → 4032 → 30 | 120 → 150300 | 1,550 → 3,4001,500 → 1,700 | Leadership 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 | |
| 110,586 → 13,000 | 110 → 90 | 30 → 4032 → 40 | 120 → 150300 | 01,500 → 1,900 | Leadership 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 | |
| 10 → 126,250 → 10,200 | 45 → 30 | 44 → 5025 | 32 → 3094 → 100 | 1,150 → 2,4001,100 → 1,200 | Speed 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 | |
| 10 → 126,250 → 10,200 | 45 → 30 | 54 → 5532 → 30 | 32 → 3094 → 100 | 1,400 → 3,1001,400 → 1,550 | Leadership 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 | |
| 114,992 → 20,000 | 120 → 70 | 52 → 6032 → 30 | 220 → 500530 → 400 | 2,400 → 5,2002,400 → 2,600 | Leadership 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 | |
| 16 → 88,992 → 16,000 | 100 → 80 | 38 → 4532 → 30 | 36 → 5084 → 125 | 1,250 → 2,9001,250 → 1,450 | Speed 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 | |
| 17,620 → 10,000 | 70 → 50 | 4048 → 40 | 120 → 150310 → 300 | 1,850 → 3,6001,700 → 1,800 | Speed 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 | |
| 17,620 → 10,000 | 70 → 50 | 5059 → 50 | 120 → 150310 → 300 | 1,950 → 4,2001,950 → 2,100 | Speed 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 | |
| 48 → 247,440 → 14,400 | 100 → 80 | 45 → 5534 → 50 | 19 → 4041 → 50 | 1,500 → 3,8001,500 → 1,900 | Speed 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 | |
| 48 → 248,448 → 14,400 | 100 | 60 → 5540 → 50 | 19 → 4041 → 50 | 01,600 → 2,200 | Speed 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 | |
| 100 → 6010,700 → 21,000 | 85 → 60 | 31 → 4038 → 45 | 13 → 2029 → 35 | 1,200 → 3,2001,200 → 1,600 | Missile 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 | |
| 100 → 6012,000 → 21,000 | 95 → 60 | 31 → 5046 → 45 | 13 → 2029 → 35 | 01,300 → 1,900 | Missile 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 | |
| 19,894 → 14,000 | 130 → 100 | 26 → 4032 → 35 | 140 → 150340 → 325 | 1,950 → 4,0001,900 → 2,000 | Leadership 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 | |
| 17,730 → 11,000 | 140 → 100 | 22 → 3028 → 30 | 90 → 150160 → 100 | 1,200 → 2,5001,200 → 1,250 | Bonus 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 | |
| 18,715 → 12,000 | 155 → 100 | 22 → 3528 → 30 | 90 → 150160 → 100 | 01,200 → 1,500 | Bonus 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 | |
| 17,944 → 11,000 | 95 → 75 | 45 → 5540 → 30 | 120 → 100360 → 400 | 1,600 → 3,4001,450 → 1,700 | Bonus 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 | |
| 18,468 → 11,000 | 95 → 75 | 57 → 5540 → 30 | 120 → 100360 → 400 | 01,600 → 2,100 | Speed 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) | |
| 100 → 6010,700 → 21,000 | 85 → 70 | 39 → 4048 → 55 | 13 → 2029 → 35 | 1,550 → 3,8001,550 → 1,900 | Missile 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 | |
| 16,168 → 10,000 | 95 → 80 | 32 → 5029 → 30 | 115 → 150250 | 1,050 → 2,9001,050 → 1,450 | Leadership 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 | |
| 19,894 → 11,000 | 130 → 100 | 26 → 4032 → 35 | 140 → 150340 → 325 | 2,050 → 4,0002,000 | Leadership 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 | |
| 19,894 → 14,000 | 130 → 100 | 34 → 4041 → 35 | 140 → 150340 → 325 | 2,400 → 4,6002,400 → 2,300 | Leadership 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 | |
| 17,730 → 11,000 | 140 → 100 | 22 → 3028 → 30 | 90 → 150160 → 100 | 1,000 → 2,5001,000 → 1,250 | Bonus 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 | |
| 115,088 → 20,000 | 120 → 80 | 52 → 6032 → 30 | 220 → 500530 → 400 | 3,100 → 6,4003,100 → 3,200 | Leadership 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 | |
| 115,088 → 20,000 | 120 → 80 | 64 → 7041 → 35 | 220 → 500530 → 400 | 3,700 → 7,6003,700 → 3,800 | Leadership 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 | |
| 32 → 14,160 → 10,000 | 90 → 100 | 27 → 3537 → 50 | 12 → 30034 → 150 | 1,075 → 2,9001,075 → 1,450 | Leadership 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 | |
| 16 → 88,992 → 16,000 | 100 | 47 → 4541 → 30 | 36 → 5084 → 125 | 1,700 → 3,4001,700 | Speed 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 | |
| 17,944 → 11,000 | 95 → 75 | 56 → 5550 → 45 | 120 → 100360 → 400 | 1,950 → 4,2001,800 → 2,100 | Bonus 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 | |
| 17,520 → 9,500 | 95 → 75 | 39 → 4046 → 50 | 120 → 150330 → 300 | 1,700 → 3,4001,550 → 1,700 | Melee 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 | |
| 17,520 → 9,500 | 95 → 75 | 49 → 5057 → 60 | 120 → 150330 → 300 | 1,900 → 4,0001,800 → 2,000 | Melee 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 | |
| 16,552 → 7,500 | 45 → 10 | 24 → 3032 → 30 | 240 → 30080 → 200 | 1,000 → 1,500650 → 1,000 | Missile 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 | |
| 16,552 → 7,500 | 45 → 10 | 24 → 3032 → 30 | 240 → 30080 → 200 | 1,000 → 1,500650 → 1,000 | Missile 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 | |
| 16,552 → 7,500 | 45 → 10 | 24 → 3032 → 30 | 240 → 30080 → 200 | 1,000 → 1,500650 → 1,000 | Missile 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 | |
| 16,552 → 7,500 | 45 → 10 | 24 → 3032 → 30 | 240 → 30080 → 200 | 1,000 → 1,500650 → 1,000 | Missile 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 | |
| 10 → 127,160 → 10,200 | 65 → 30 | 55 → 6025 | 32 → 3094 → 100 | 01,100 → 1,500 | Speed 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 | |
| 17,092 → 10,000 | 95 → 100 | 32 → 5029 → 30 | 115 → 150250 | 01,050 → 1,650 | Leadership 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 | |
| 324,736 → 6,400 | 80 → 70 | 25 → 4022 → 30 | 12 → 2534 → 35 | 0850 → 1,250 | Speed 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 | |
| 324,736 → 6,560 | 110 → 90 | 20 → 3029 → 40 | 12 → 4534 → 35 | 0800 → 1,300 | Leadership 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 | |
| 16 → 810,320 → 16,000 | 140 | 38 → 4532 → 30 | 36 → 5084 → 125 | 01,250 → 1,700 | Speed 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 | |
| 32 → 1203,392 → 14,400 | 40 → 10 | 34 → 3546 → 40 | 30 → 157 → 10 | 0600 → 800 | Leadership 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 | |
| 10 → 124,250 → 7,200 | 15 | 26 → 3522 → 25 | 52 → 5013 → 15 | 0600 → 1,050 | Leadership 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 | |
| 1608,960 → 19,200 | 30 | 20 → 3024 → 30 | 205 | 0450 → 500 | Speed 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 | |
| 111,371 → 14,000 | 130 → 100 | 35 → 4032 → 35 | 140 → 150340 → 325 | 01,900 → 2,400 | Leadership 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 models
18,000
70
90
30
65
50
100
20
10
20
20
2,000
Red Crested Skinks (Shields)lzd_skinks_red160 models
19,200
20
65
45
30
40
30
20
10
10
650
Ancient Ripperdactyllzd_giant_ripperdactyl1 model
11,000
30
60
110
60
40
550
70
15
10
2,000
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
Beacon of DawnLizardmen
- −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)
Lairs of Clar KarondLizardmen
- −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
Feral Beast LairLizardmen
- +Unit capacity: +1 Stegadon
- +Unit capacity: +1 Special Bastiladons
- Cost: 6000 → 0
- Units: 4 → 5
Stegadon ArenaLizardmen
- +Unit capacity: +1 Ancient Stegadons
- +Unit capacity: +2 Stegadon
- +Unit capacity: +2 Special Bastiladons
- Cost: 8000 → 0
- Units: 5 → 6
Ancient Stegadon ArenaLizardmen
- +Unit capacity: +2 Ancient Stegadons
- +Unit capacity: +3 Stegadon
- +Unit capacity: +4 Special Bastiladons
- Cost: 10000 → 0
- Units: 6 → 7
Cold One HollowLizardmen
- Cost: 6000 → 0
Building RemovedLizardmen
- +Unit capacity: +4 Horned Ones
- Cost: 8000 → 0
TerrariumLizardmen
- Cost: 4000 → 0
VivariumLizardmen
- +Unit capacity: +4 Ripperdactyl
- +Unit capacity: +2 Coatl
- Cost: 8000 → 0
Hunting Pack PenLizardmen
- +Unit capacity: +2 Razordon and Salamander Hunting Packs
- Cost: 6000 → 0
Salamander EnclosureLizardmen
- +Unit capacity: +2 Ancient Salamander
- +Unit capacity: +4 Razordon and Salamander Hunting Packs
- Cost: 8000 → 0
Giant Beast PitLizardmen
- +Unit capacity: +4 Ancient Salamander
- +Unit capacity: +2 Feral Carnosaur and Feral Troglodon
- +Unit capacity: +6 Razordon and Salamander Hunting Packs
- Cost: 10000 → 0
Lower Portal of ItzlLizardmen
- −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
Portal of ItzlLizardmen
- −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
Higher Portal of ItzlLizardmen
- −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
Lower Portal of QuetzlLizardmen
- −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
Portal of QuetzlLizardmen
- −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
Higher Portal of QuetzlLizardmen
- −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
Lower Portal of TlanxlaLizardmen
- −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
Portal of TlanxlaLizardmen
- −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
Higher Portal of TlanxlaLizardmen
- −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
Ruined Spawning ChamberLizardmen
- Cost: 2000 → 0
Restored Spawning ChamberLizardmen
- +Hero capacity: +1 for Saurus Scar-Veterans
- +Unlocks Hero recruitment: Saurus Scar-Veteran
- Cost: 4000 → 0
Grand NatatoriumLizardmen
- +Unit capacity: +4 Temple Guard
- Cost: 6000 → 0
- Units: 4 → 5
Building RemovedLizardmen
- −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
Meditation ChamberLizardmen
- −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
Altar of EnlightenmentLizardmen
- −Horde growth: +1
- +Horde growth: +3
- +Hero recruit rank: +1 for Skink Priests (own armies factionwide)
- Cost: 6000 → 7500
Lower Caste Spawning ChamberLizardmen
- Cost: 2000 → 0
Braves Spawning ChamberLizardmen
- Cost: 4000 → 0
Chosen Spawning ChamberLizardmen
- Cost: 6000 → 0
- Units: 6 → 7
Sacred Contemplation ChamberLizardmen
- +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
Exalted Star ChamberLizardmen
- −Hero recruit rank: +2 for Skink Priests
- +Research rate: +20
- +Winds of Magic power reserve: +6 per turn
- Cost: 10000 → 0
Rotating Disc of QuetzlLizardmen
- Cost: 2000 → 0
Gimbals of GoldLizardmen
- −Hero capacity: +1 for all Heroes
- +Hero capacity: +2 for all Heroes
- Cost: 6000 → 0
Gyroscope of Eternal RadianceLizardmen
- −Hero capacity: +1 for all Heroes
- +Hero capacity: +3 for all Heroes
- Cost: 10000 → 0
Old One MonumentLizardmen
- −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
Floating GardensLizardmen
- −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
Runic Portal AltarLizardmen
- −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
Communal GroundsLizardmen
- Cost: 2000 → 2500
Sanctuary to the Old OnesLizardmen
- −Horde growth: +2
- +Horde growth: +3
- Cost: 6000 → 7500
Ruined Ziggurat of CaxuatnLizardmen
- −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
Restored Ziggurat of CaxuatnLizardmen
- −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
Reactivated Ziggurat of CaxuatnLizardmen
- −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
Primed Ziggurat of CaxuatnLizardmen
- −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
Ascendant Ziggurat of CaxuatnLizardmen
- −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
Refurbished TempleLizardmen
- −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
Operational ZigguratLizardmen
- −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
Jungles of the Old OnesLizardmen
- −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)
Reclaimed TunnelsLizardmen
- −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
Mapped PassagewaysLizardmen
- −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
Rebuilt LabyrinthLizardmen
- −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
Pyramid of ItzlLizardmen
- −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
Cold One Nesting GroundsLizardmen
- +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
Cold One CavesLizardmen
- +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
Mystic BarriersLizardmen
- −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)
Skink LookoutsLizardmen
- −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)
Saurus GarrisonLizardmen
- −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)
Geomantic PylonLizardmen
- −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
Geomantic SpireLizardmen
- −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
Geomantic LocusLizardmen
- −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
Skink Foraging CampLizardmen
- −Casualty replenishment rate: +2% (armies in province)
- −Growth: +20
- +Casualty replenishment rate: +1% (own armies in province)
- +Growth: +10
Insect Breeding FarmLizardmen
- −Casualty replenishment rate: +3% (armies in province)
- −Growth: +30
- +Casualty replenishment rate: +2% (own armies in province)
- +Growth: +20
Meat Storage HallLizardmen
- −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
Kroxigor Labour DistrictLizardmen
- −Income generated: 450
- +Income generated: 300
- +Golden Idols resource production: 1 chests
- +Corruption: -1
Old One MonumentLizardmen
- +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)
Floating GardensLizardmen
- −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)
Inscrutable MonolithsLizardmen
- −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)
Pyramid VaultsLizardmen
- −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)
Pliodon LandingLizardmen
- −Income generated: 75
- −Growth: +10
- +Income generated: 50
- +Growth: +5
- +Construction cost: -2% for Province Capital/Settlement buildings (all adjacent provinces)
Ancient HarbourLizardmen
- −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)
Chameleon MenagerieLizardmen
- −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
Terradon CagesLizardmen
- −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
Dinosaur ReserveLizardmen
- −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)
Cinnabar Mining PitLizardmen
- −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)
Hunting GroundsLizardmen
- −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
Gemcutter's WorkshopLizardmen
- −Income generated: 500
- +Income generated: 400
- +Research rate: +15
Gold Mining PitLizardmen
- −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
Iron Mining PitLizardmen
- −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
Stone Mason's WorkshopLizardmen
- −Construction cost: -15% for all buildings (local province)
- −Income generated: 200
- +Construction cost: -30% for all buildings (all regions in province)
- +Income generated: 100
Glowing Berry PatchesLizardmen
- −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
Mystic Fern GroveLizardmen
- −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
Lotus Gathering CampLizardmen
- −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)
Obsidian QuarryLizardmen
- −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
Obsidian Trinket MakerLizardmen
- −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
Obsidian Amulet CarverLizardmen
- −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
Grazing PasturesLizardmen
- −Income generated: 50
- −Casualty replenishment rate: +4% (armies in province)
- −Growth: +30
- +Casualty replenishment rate: +2% (own armies in province)
- +Growth: +25
Livestock PensLizardmen
- −Income generated: 100
- −Casualty replenishment rate: +6% (armies in province)
- −Growth: +40
- +Casualty replenishment rate: +4% (own armies in province)
- +Growth: +50
Hothouse HatcheryLizardmen
- −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)
Brine Mining PansLizardmen
- −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
Brine Mining BasinLizardmen
- −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)
Spice Trading PostLizardmen
- −Income generated: 100
- +Upkeep: -10% (own armies in province)
Eastern BazaarLizardmen
- −Income generated: 150
- +Upkeep: -20% (own armies in province)
Fruit Draft CompressorsLizardmen
- −Income generated: 50
- −Wine resource production: 20 barrels
- +Wine resource production: 15 barrels
- +Upkeep: -5% (own armies in province)
Fruit Draft StorageLizardmen
- −Income generated: 100
- +Upkeep: -10% (own armies in province)
Fruit Libation FactorLizardmen
- −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)
Foresters' BarriosLizardmen
- −Income generated: 100
- +Upkeep: -10% (own armies in province)
Bastiladon Lumber CarriersLizardmen
- −Income generated: 150
- +Upkeep: -20% (own armies in province)
Underground LagoonLizardmen
- +Hero capacity: +1 for Saurus Scar-Veterans (Last Defenders only)
- +Recruitment cost: -5% for units from this building (own armies in province)
Sacred Spawning CavernsLizardmen
- +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)
Temple Guard BarracksLizardmen
- −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%
Coldblood CommuneLizardmen
- −Income generated: 100
- +Income generated: 50
- +Control: +1
Temple-PrecinctLizardmen
- −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
Lizardmen CommuneLizardmen
- −Income generated: 100
- +Income generated: 50
- +Control: +1
Lizardmen PlazaLizardmen
- −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
Spawn-Pools of the Lower CastesLizardmen
- +Recruitment cost: -5% for units from this building (own armies in province)
Spawn-Pools of the BravesLizardmen
- +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
Spawn-Pools of the ChosenLizardmen
- +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
Weapon-Crafters' CommuneLizardmen
- −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)
Terradon HatcheryLizardmen
- +Ammunition: +10% for Terradon Riders units (own armies in province)
- +Recruitment cost: -5% for units from this building (own armies in province)
Ripperdactyl HatcheryLizardmen
- +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
Shrine of the Old OnesLizardmen
- −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)
Temple of the Old OnesLizardmen
- −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)
Ziggurat of the Old OnesLizardmen
- −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%
Sacrificial Altar of SotekLizardmen
- −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)
Blood Shrines of SotekLizardmen
- −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)
Crimson Pyramid of SotekLizardmen
- −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)
Chameleon ShrineLizardmen
- −Recruit rank: +2 for Skink and Chameleon Skinks units (factionwide)
- +Recruit rank: +1 for Skink and Chameleon Skinks units (own armies factionwide)
Plateau of the Fallen GatesLizardmen
- −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)
Golden Tower of the GodsLizardmen
- −Income generated: 600
- −Control: +5
- −Research rate: +8
- +Income generated: 750
- +Control: +6
- +Research rate: +10
Blessed IncubatorLizardmen
- −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
Vaults of the Old OnesLizardmen
- −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)
Shrine of BirdsLizardmen
- −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)
Serpent Lairs of SotekLizardmen
- −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)
Catacombs of QuintexLizardmen
- −Income from all buildings: +10% (local province)
- +Income from all buildings: +10% (all regions in province)
Vaults of QuintexLizardmen
- −Income from all buildings: +20% (local province)
- +Income from all buildings: +20% (all regions in province)
Sanctum of QuintexLizardmen
- −Income from all buildings: +30% (local province)
- +Income from all buildings: +30% (all regions in province)
Hexoatl (Coldblood Commune)Lizardmen
- −Army ability: "Geomantic Nexus" (armies in region)
- −Defensive supplies: +1000
- +Army ability: "Geomantic Nexus" (own armies in region)
- +Defensive supplies: +1200
- +Control: +5
Hexoatl (Temple-Precinct)Lizardmen
- −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
Hexoatl (Holy Ziggurat)Lizardmen
- −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
Hexoatl (Temple-City)Lizardmen
- −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
Hexoatl (Temple-Citadel)Lizardmen
- −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
Itza (Lizardmen Commune)Lizardmen
- −Army ability: "Geomantic Nexus" (armies in region)
- −Defensive supplies: +1000
- +Army ability: "Geomantic Nexus" (own armies in region)
- +Defensive supplies: +1200
- +Control: +5
Itza (Lizardmen Plaza)Lizardmen
- −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
Itza (Holy Ziggurat)Lizardmen
- −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
Itza (Temple-City)Lizardmen
- −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
Itza (Temple-Citadel)Lizardmen
- −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
Temple of the EclipseLizardmen
- −Corruption: -1 (all provinces)
- +Corruption: -1 (all regions)
Temple of MistsLizardmen
- −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)
Konquata (Lizardmen Commune)Lizardmen
- −Defensive supplies: +1000
- −Income generated: 100
- +Defensive supplies: +1200
- +Income generated: 50
- +Control: +1
Konquata (Lizardmen Plaza)Lizardmen
- −Defensive supplies: +1000
- −Income generated: 150
- −Control: +1
- +Defensive supplies: +1200
- +Income generated: 100
- +Control: +2
Konquata (Holy Ziggurat)Lizardmen
- −Defensive supplies: +1000
- −Income generated: 200
- −Control: +2
- +Defensive supplies: +1200
- +Income generated: 150
- +Control: +3
- Units: 2 → 3
Konquata (Temple-City)Lizardmen
- −Defensive supplies: +1000
- −Income generated: 250
- −Control: +2
- +Defensive supplies: +1200
- +Income generated: 200
- +Control: +4
- Units: 2 → 3
Konquata (Temple-Citadel)Lizardmen
- −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)
Lizardmen OutpostLizardmen
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Lizardmen DistrictLizardmen
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Lizardmen ColonyLizardmen
- −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)
- +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)
- +Hero and Lord recruit rank: +1 (local province)
- +Income generated: 50
- +Winds of Magic power reserve: +1 per turn (own armies in province)
- +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
Tablet of SpawningLizardmen
- −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
Sequence of Projected PresenceLizardmen
- −Targeting range: +15% for spells
- −Hero recruit rank: +2
- +Targeting range: +25% for spells
- Research points: 400 → 1000
Tablet of OrderLizardmen
- Research points: 400 → 1000
Sequence of Absolute ObedienceLizardmen
- −Battle reinforcement time: -25% (all armies)
- −Leadership: +5 (all armies)
- +Battle reinforcement time: -25%
- +Leadership: +5
- Research points: 400 → 1000
Sequence of UtilitarianismLizardmen
- −Magic item drop chance from battle: +15%
- +Magic item drop chance from battle: +25%
- Research points: 400 → 1000
Sequence of StrengtheningLizardmen
- −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
Sequence of the Global PlanLizardmen
- −Diplomatic relations: +10 with Lizardmen
- +Diplomatic relations: +25 with Lizardmen
- Research points: 400 → 1000
Sequence of PurificationLizardmen
- −Chance of a plague spreading: -15% (all armies)
- −Corruption: -3 (all provinces)
- +Chance of a plague spreading: -25%
- +Corruption: -2
- Research points: 400 → 1000
Sequence of ProtectionLizardmen
- −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
Tablet of the SaurusLizardmen
- +Recruitment duration: -1 turn for Saurus and Temple Guards units (minimum 1)
- Research points: 400 → 1000
Sequence of Weapon CraftingLizardmen
- −Weapon strength: +10% for Saurus units
- +Weapon strength: +15% for Saurus units
- Research points: 400 → 1000
Sequence of Massed CombatLizardmen
- −Melee attack: +5 for Saurus units
- +Melee defence: +4 for Saurus units
- +Melee attack: +4 for Saurus units
- Research points: 400 → 1000
Tablet of the SkinksLizardmen
- −Enables poison attacks for all Skink Infantry units
- +Casualty replenishment rate: +10% for Skink units
- Research points: 400 → 1000
Sequence of Skink SpawningLizardmen
- Research points: 400 → 1000
Sequence of CoexistenceLizardmen
- Research points: 400 → 1000
Sequence of CivilisationLizardmen
- −Allegiance points gained: +15%
- +Allegiance points gained: +25%
- Research points: 400 → 1000
Sequence of the SeaLizardmen
- +Construction time: -1 for Ports
- Research points: 400 → 1000
Sequence of Saurus SpawningLizardmen
- +Casualty replenishment rate: +5% for Saurus and Temple Guards units
- Research points: 400 → 1000
Sequence of Armour CraftingLizardmen
- Research points: 400 → 1000
Sequence of Saurus InvigorationLizardmen
- Research points: 400 → 1000
Sequence of QuicknessLizardmen
- −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
Sequence of PurposeLizardmen
- Research points: 400 → 1000
Tablet of WarLizardmen
- Research points: 400 → 1000
Sequence of MarchingLizardmen
- Research points: 400 → 1000
Sequence of SkirmishingLizardmen
- Research points: 400 → 1000
Sequence of Skink InvigorationLizardmen
- −Upkeep: -10% for Skink units
- +Upkeep: -20% for Skink units
- Research points: 400 → 1000
Sequence of AnnihilationLizardmen
- Research points: 400 → 1000
Sequence of Geomantic HealingLizardmen
- −Reinforcement range: +25% (all armies)
- −Casualty replenishment rate: +5% (all armies)
- +Reinforcement range: +25%
- +Constant casualty replenishment rate: +5%
- Research points: 400 → 1000
Tablet of BeastsLizardmen
- Research points: 600 → 1000
- −Melee defence: +5 for Bastiladon and Stegadon units
- +Melee defence: +4 for Bastiladon and Stegadon units
- Research points: 600 → 1000
Sequence of Creature BondingLizardmen
- −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
Sequence of the BeastkeepersLizardmen
- −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
Sequence of ProwlingLizardmen
- Research points: 600 → 1000
Tablet of MonumentsLizardmen
- Research points: 400 → 1000
Sequence of the ArtisanLizardmen
- Research points: 400 → 1000
Sequence of ExpansionLizardmen
- −Campaign movement range: +5% (all armies)
- +Campaign movement range: +10% for armies (own armies factionwide in owned territory)
- Research points: 400 → 1000
Sequence of the LabourersLizardmen
- −Income from Cities: +15%
- +Income from Cities: +20%
- Research points: 400 → 1000
Tablet of CraftsLizardmen
- Research points: 400 → 1000
Sequence of the CityLizardmen
- −Construction cost: -15% for Province Capital/Settlement buildings
- +Construction cost: -20% for Province Capital/Settlement buildings
- Research points: 400 → 1000
Interpreting the Old Ones' MeaningLizardmen
- −Army ability: "Geomantic Nexus" (all armies)
- −Control: +3
- +Army ability: "Geomantic Nexus"
- +Control: +4
Sequence of the HuntLizardmen
- −Melee attack: +5 for Cold One units
- +Melee attack: +4 for Cold One units
- Research points: 400 → 1000
Sequence of Exotic WeaponsLizardmen
- +Ammunition: +20% for Terradon Riders units
- Research points: 400 → 1000
Sequence of the Star ChambersLizardmen
- −Construction cost: -15% for Star Chamber buildings
- +Construction cost: -20% for Star Chamber buildings
- Research points: 400 → 1000
Sequence of ConstructionLizardmen
- Research points: 400 → 1000
Sequence of ExploitationLizardmen
- Research points: 400 → 1000
Sequence of the Great TemplesLizardmen
- −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
Sequence of Geological ProspectingLizardmen
- Research points: 400 → 1000
Determining the Great PlanLizardmen
- −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
Sequence of Guardian SpawningLizardmen
- Research points: 400 → 1000
Sequence of the Honoured GuardiansLizardmen
- Research points: 400 → 1000
Sequence of Hardened ScalesLizardmen
- −Unit mass: +10% for Kroxigor units
- +Unit mass: +10%
- Research points: 400 → 1000
Preternatural SwiftnessLizardmen
- −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
The Sky Is BurningLizardmen
- Research points: 400 → 1000
Innate ZealLizardmen
- Research points: 400 → 1000
Sequence of the KroxigorLizardmen
- Research points: 400 → 1000
Sequence of Martial ExcellenceLizardmen
- −Melee attack: +5 for Temple Guard units
- +Melee attack: +4 for Temple Guard units
- Research points: 400 → 1000
Sequence of the FerocityLizardmen
- Research points: 400 → 1000
Sequence of Enhanced InstinctLizardmen
- Research points: 400 → 1000
Sequence of InfiltrationLizardmen
- Research points: 400 → 100
- Cost: 2000 Gold → —
Sequence of ScryingLizardmen
- −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 → —
Sequence of HeroismLizardmen
- −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 → —
Sequence of StoicismLizardmen
- −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 → —
- +Old Ones Favour generated: +1 per turn
- +Old Ones Favour generated: +1 per turn
- +Old Ones Favour generated: +1 per turn
- +Old Ones Favour generated: +1 per turn
- +Old Ones Favour generated: +1 per turn
- +Old Ones Favour generated: +1 per turn
- +Old Ones Favour generated: +1 per turn
- +Old Ones Favour generated: +1 per turn
- +Old Ones Favour generated: +1 per turn
- +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
- +Campaign line of sight: +100%
- +Reinforces the Geomantic Web to level 4, indirectly improving commandments