SFO Norsca units
104 Norsca units SFO: Grimhammer III changes against patch 9.0.4, 8 it adds, and 70 skills, 193 buildings and 64 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 |
|---|---|---|---|---|---|---|
| 18,176 → 10,000 | 30 → 40 | 6040 → 30 | 145 → 300325 → 250 | 200 → 01,650 → 1,750 | Charge bonus 40 → 60; Physical resistance 20% → 0%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Arcane Mastery, Unholy Pact with the Changer, Soul Leech of Tzeentch; Removed: Prismatic Plurality, Unbreakable | |
| 15,040 → 6,000 | 65 | 35 → 4035 | 80 → 100320 → 325 | 1,000550 → 500 | Leadership 70 → 60; Speed 54 → 55; Upkeep 188 → 275; Missile resistance 25% → 15%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Vigorous | |
| 15,040 → 6,000 | 65 | 35 → 4035 | 80 → 100320 → 325 | 1,000550 → 500 | Leadership 70 → 60; Speed 54 → 55; Upkeep 188 → 275; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Vigorous | |
| 16,900 → 10,000 | 70 → 100 | 42 → 5040 → 50 | 140 → 300380 → 300 | 200 → 02,100 → 2,000 | Leadership 60 → 100; Speed 95 → 100; Charge bonus 60 → 75; Mass 6,000 → 5,000; Missile resistance 25% → 0%; Ward save 0% → 10%; New: Arcane Mastery, Greater Magic Bond, Bloodroar | |
| 13,360 → 3,750 | 30 | 30 → 4030 | 220 → 25095 → 100 | 1,000 → 500275 → 250 | Speed 35 → 34; Mass 300 → 750; Upkeep 275 → 212; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm | |
| 13,748 → 4,000 | 30 | 3030 | 220 → 25095 → 100 | 1,100 → 900475 → 450 | Speed 78 → 80; Charge bonus 35 → 30; Mass 1,300 → 1,500; Upkeep 337 → 262; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm | |
| 14,156 → 4,750 | 90 → 85 | 3024 → 25 | 100 → 225200 → 100 | 1,350 → 1,500775 → 750 | Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Mass 3,600 → 4,000; Upkeep 300 → 337; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm, Arcane Conduit | |
| 13,360 → 3,750 | 30 | 30 → 4030 | 220 → 25095 → 100 | 1,000 → 500275 → 250 | Speed 35 → 34; Mass 300 → 750; Upkeep 275 → 212; Missile resistance 15% → 0%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm | |
| 13,748 → 4,000 | 30 | 3030 | 220 → 25095 → 100 | 1,100 → 900475 → 450 | Speed 78 → 80; Charge bonus 35 → 30; Mass 1,300 → 1,500; Upkeep 337 → 262; Missile resistance 15% → 0%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm, Arcane Conduit | |
| 14,156 → 4,750 | 90 → 85 | 3024 → 25 | 100 → 225200 → 100 | 1,350 → 1,500775 → 750 | Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Mass 3,600 → 4,000; Upkeep 300 → 337; Missile resistance 15% → 0%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm | |
| 13,360 → 3,750 | 30 | 30 → 4030 | 220 → 25095 → 100 | 1,000 → 500275 → 250 | Speed 35 → 34; Mass 300 → 750; Upkeep 275 → 212; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm | |
| 13,748 → 4,000 | 30 | 3030 | 220 → 25095 → 100 | 1,100 → 900475 → 450 | Speed 78 → 80; Charge bonus 35 → 30; Mass 1,300 → 1,500; Upkeep 337 → 262; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm, Arcane Conduit | |
| 14,156 → 4,750 | 90 → 85 | 3024 → 25 | 100 → 225200 → 100 | 1,350 → 1,500775 → 750 | Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Mass 3,600 → 4,000; Upkeep 300 → 337; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm | |
| 15,040 → 4,500 | 70 | 45 → 5532 → 30 | 140 → 125280 → 300 | 1,100 → 1,8001,100 → 900 | Speed 75 → 70; Bonus vs large 36 → 50; Charge bonus 40 → 50; Mass 1,500 → 2,000; Upkeep 275 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wolfen Vigour, Deadly Onslaught, Devastating Flanker, Immune to Flanking; Removed: Colossal Strike, Regeneration | |
| 18,008 → 11,000 | 55 | 60 → 6550 → 40 | 123 → 150372 → 400 | 1,550 → 3,2001,550 → 1,600 | Speed 56 → 55; Bonus vs infantry 0 → 30; Bonus vs large 28 → 0; Melee attack interval 4 s → 5 s; Mass 4,000 → 5,000; Upkeep 400 → 0; Missile resistance 15% → 10%; New: Troll Metabolism, Flow of Battle; Removed: Colossal Strike, Foe-Seeker, Regeneration | |
| 14,840 → 6,000 | 100 | 70 → 7550 → 55 | 320 → 350170 → 200 | 1,100 → 2,2001,000 → 1,100 | Missile block 55% → 60%; Bonus vs large 0 → 20; Mass 1,100 → 1,500; Upkeep 275 → 0; Missile resistance 15% → 0%; New: Challenge Me!, Weather the Storm, Immune to Psychology, Immune to Flanking | |
| 15,160 → 6,250 | 100 | 7050 | 320 → 350170 → 200 | 1,200 → 2,6001,200 → 1,300 | Missile block 35% → 60%; Bonus vs large 0 → 20; Mass 2,400 → 3,000; Upkeep 300 → 0; Missile resistance 15% → 0%; New: Challenge Me!, Weather the Storm, Immune to Psychology | |
| 15,824 → 6,750 | 100 → 120 | 48 → 6530 → 45 | 170 → 250320 → 150 | 1,400 → 3,2001,400 → 1,600 | Missile block 35% → 60%; Speed 78 → 75; Bonus vs infantry 20 → 30; Mass 4,100 → 4,500; Upkeep 350 → 0; Missile resistance 15% → 0%; New: Challenge Me!, Weather the Storm, Immune to Psychology | |
| 114,104 → 15,000 | 80 → 70 | 38 → 6534 → 40 | 155 → 150370 → 400 | 2,050 → 4,2002,000 → 2,100 | Speed 56 → 55; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 7,000 → 11,500; Upkeep 550 → 0; Missile resistance 15% → 10%; New: Challenge Me!, Weather the Storm, Wallbreaker | |
| 14,268 → 5,500 | 50 → 70 | 6040 → 55 | 300 → 150150 → 250 | 700 → 1,600700 → 800 | Missile block 35% → 60%; Charge bonus 55 → 45; Mass 600 → 1,000; Missile resistance 15% → 0%; New: Weather the Storm | |
| 14,676 → 5,750 | 50 → 70 | 6040 → 45 | 300 → 150150 → 250 | 900 → 2,000900 → 1,000 | Missile block 35% → 60%; Charge bonus 65 → 60; Mass 2,100 → 2,500; Upkeep 220 → 250; Missile resistance 15% → 0%; New: Weather the Storm | |
| 14,996 → 6,250 | 90 → 100 | 38 → 5020 → 45 | 145 → 250275 → 150 | 1,100 → 2,6001,100 → 1,300 | Missile block 35% → 60%; Speed 78 → 75; Bonus vs infantry 20 → 30; Mass 3,800 → 4,000; Upkeep 275 → 325; Missile resistance 15% → 0%; New: Weather the Storm | |
| 114,104 → 14,500 | 80 → 70 | 34 → 5030 → 45 | 155 → 150370 → 400 | 1,900 → 3,6001,900 → 1,800 | Speed 56 → 55; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 7,300 → 11,000; Upkeep 475 → 450; Missile resistance 15% → 10%; New: Weather the Storm, Wallbreaker | |
| 60 → 805,880 → 14,000 | 50 | 26 → 3526 → 35 | 21 → 307 → 15 | 850 → 2,000850 → 1,000 | Leadership 54 → 65; Bonus vs infantry 0 → 10; Charge bonus 30 → 50; Melee attack interval 5 s → 4 s; Mass 850 → 1,125; Range 90 m → 100 m; Ammunition 18 → 20; Missile base damage 18 → 25; Missile AP damage 8 → 15; Upkeep 213 → 250; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Weather the Storm | |
| 90 → 1006,030 → 12,000 | 15 → 40 | 36 → 4020 | 21 → 307 → 10 | 550 → 1,200550 → 600 | Leadership 50 → 60; Speed 35 → 40; Charge bonus 12 → 20; Melee attack interval 4.2 s → 4 s; Range 80 m → 70 m; Ammunition 12 → 15; Missile base damage 6 → 10; Missile AP damage 22 → 30; Reload time 8 s → 10 s; Upkeep 138 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm | |
| 120 → 1409,360 → 16,800 | 15 → 40 | 25 → 3037 → 35 | 20 → 255 → 10 | 425 → 1,000425 → 500 | Speed 35 → 40; Charge bonus 6 → 20; Melee attack interval 5.7 s → 4 s; Upkeep 113 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm | |
| 60 → 805,460 → 12,000 | 15 → 45 | 22 → 3020 → 25 | 19 → 305 → 10 | 600 → 1,400600 → 700 | Leadership 48 → 60; Bonus vs large 0 → 10; Charge bonus 24 → 40; Melee attack interval 5 s → 4 s; Mass 600 → 1,100; Range 80 m → 100 m; Ammunition 16 → 20; Missile base damage 15 → 20; Missile AP damage 7 → 10; Reload time 9 s → 12 s; Upkeep 150 → 175; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Weather the Storm | |
| 120 → 1409,360 → 16,800 | 15 → 40 | 34 → 3528 → 35 | 21 → 307 → 10 | 400 → 1,000400 → 500 | Missile block 35% → 40%; Speed 35 → 40; Charge bonus 18 → 20; Melee attack interval 4.2 s → 4 s; Upkeep 100 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm | |
| 806,080 → 8,800 | 15 → 25 | 26 → 2517 → 20 | 19 → 253 → 5 | 400 → 700400 → 350 | Leadership 38 → 55; Speed 95 → 100; Charge bonus 20 → 25; Melee attack interval 4.3 s → 3.5 s; Mass 150 → 250; Upkeep 100 → 87; Missile resistance 15% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous | |
| 806,080 → 8,800 | 15 → 25 | 36 → 3023 → 25 | 20 → 352 → 5 | 600 → 1,300600 → 650 | Leadership 48 → 60; Speed 95 → 100; Bonus vs large 14 → 15; Charge bonus 18 → 30; Melee attack interval 4 s → 3.5 s; Mass 175 → 250; Upkeep 150 → 162; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous | |
| 100 → 14010,200 → 16,800 | 15 → 20 | 4024 → 25 | 39 → 4013 → 15 | 750 → 1,600750 → 800 | Speed 40 → 42; Charge bonus 42 → 30; Mass 180 → 175; Upkeep 188 → 200; Physical resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm | |
| 90 → 1006,030 → 12,000 | 15 → 40 | 26 → 3022 → 20 | 21 → 257 → 10 | 500 → 1,000550 → 500 | Leadership 50 → 60; Speed 35 → 40; Bonus vs large 0 → 15; Charge bonus 8 → 15; Melee attack interval 4.2 s → 4 s; Range 90 m → 100 m; Ammunition 12 → 20; Missile base damage 18 → 10; Missile AP damage 7 → 15; Upkeep 138 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm | |
| 120 → 1409,360 → 16,800 | 15 → 40 | 34 → 3520 → 30 | 7 → 1523 → 25 | 475 → 1,000475 → 500 | Speed 35 → 40; Charge bonus 22 → 25; Melee attack interval 4.6 s → 4 s; Upkeep 119 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm | |
| 80 → 326,080 → 11,200 | 15 → 30 | 26 → 4017 → 20 | 19 → 403 → 10 | 450 → 1,600450 → 800 | Leadership 38 → 60; Speed 95 → 80; Bonus vs large 0 → 15; Charge bonus 20 → 40; Melee attack interval 4.3 s → 3.5 s; Mass 150 → 750; Upkeep 113 → 200; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Regeneration | |
| 1009,600 → 17,000 | 80 | 35 → 4053 → 50 | 32 → 2514 → 15 | 1,000 → 2,0001,000 | Missile block 35% → 50%; Mass 160 → 200; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm, Immune to Psychology, Disciplined | |
| 1009,600 → 17,000 | 80 | 35 → 5040 → 35 | 15 → 2035 → 30 | 1,100 → 2,0001,000 | Melee attack interval 4.3 s → 4 s; Mass 160 → 200; Upkeep 275 → 250; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm, Immune to Psychology, Disciplined | |
| 16 → 127,904 → 12,000 | 60 → 70 | 38 → 5032 → 20 | 40 → 10080 → 75 | 950 → 3,000950 → 1,500 | Leadership 45 → 50; Speed 54 → 50; Charge bonus 34 → 60; Melee attack interval 4 s → 5 s; Mass 1,500 → 2,000; Upkeep 238 → 375; Missile resistance 0% → 20%; Fire resistance -25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Troll Metabolism, Stupidity, The Chilling Aura; Removed: Regeneration | |
| 247,416 → 12,000 | 15 | 32 → 4528 → 35 | 40 → 3520 → 25 | 950 → 2,300950 → 1,150 | Speed 75 → 80; Bonus vs large 30 → 40; Charge bonus 32 → 50; Melee attack interval 4 s → 3.5 s; Mass 1,300 → 1,000; Upkeep 238 → 287; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Wolfen Vigour, Devastating Flanker, Vanguard Deployment, Immune to Flanking; Removed: Regeneration | |
| 48 → 606,864 → 10,500 | 15 | 3021 → 20 | 32 → 3016 → 15 | 625 → 1,300625 → 650 | Leadership 45 → 60; Speed 95 → 100; Charge bonus 38 → 40; Mass 700 → 250; Upkeep 156 → 162; Missile resistance 15% → 25%; Fire resistance -25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Vanguard Deployment | |
| 46,112 → 9,600 | 90 → 85 | 34 → 4032 → 25 | 50 → 4525 → 20 | 1,050 → 2,2001,050 → 1,100 | Bonus vs infantry 18 → 20; Charge bonus 76 → 100; Mass 4,100 → 3,100; Range 70 m → 80 m; Ammunition 12 → 20; Missile base damage 24 → 40; Reload time 10 s → 6 s; Upkeep 263 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm, Vigorous, Fire Whilst Moving | |
| 45,736 → 8,800 | 90 | 22 → 3528 → 30 | 29 → 5011 → 30 | 750 → 2,000750 → 1,000 | Speed 78 → 75; Bonus vs infantry 18 → 20; Charge bonus 76 → 115; Mass 3,100 → 3,125; Upkeep 188 → 250; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm, Causes Fear, Vanguard Deployment | |
| 60 → 805,460 → 12,000 | 15 → 45 | 22 → 3026 → 40 | 19 → 305 → 10 | 625 → 1,400600 → 700 | Missile block 30% → 40%; Leadership 48 → 60; Bonus vs large 0 → 10; Charge bonus 24 → 30; Melee attack interval 5 s → 4 s; Mass 600 → 1,100; Ammunition 12 → 20; Missile base damage 6 → 10; Missile AP damage 21 → 20; Upkeep 156 → 175; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Weather the Storm | |
| 16 → 127,904 → 12,000 | 40 | 34 → 5032 → 20 | 30 → 5070 → 75 | 800 → 2,200750 → 1,100 | Leadership 45 → 40; Speed 54 → 55; Charge bonus 24 → 45; Melee attack interval 3.8 s → 5 s; Mass 1,500 → 2,000; Upkeep 200 → 275; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Troll Metabolism, Stupidity; Removed: Regeneration | |
| 15,103 → 6,000 | 45 | 40 → 6034 → 30 | 290 → 300155 → 200 | 800 → 1,800800 → 900 | Leadership 56 → 60; Speed 85 → 95; Charge bonus 50 → 60; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 2,500; Upkeep 200 → 225; Physical resistance 0% → 10%; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Vigorous, Strider, Hide (forest) | |
| 168,224 → 13,600 | 110 | 30 → 4542 → 40 | 32 → 2568 → 50 | 1,200 → 2,6001,150 → 1,300 | Leadership 70 → 65; Bonus vs infantry 15 → 10; Charge bonus 30 → 40; Melee attack interval 3.8 s → 3.5 s; Mass 1,500 → 2,000; Upkeep 300 → 325; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous | |
| 247,416 → 12,000 | 70 | 32 → 3528 → 40 | 40 → 3520 → 25 | 1,100 → 2,3001,100 → 1,150 | Bonus vs large 30 → 40; Charge bonus 32 → 30; Melee attack interval 4 s → 3.5 s; Mass 1,400 → 1,500; Upkeep 275 → 287; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Wolfen Vigour, Devastating Flanker, Vanguard Deployment, Immune to Flanking; Removed: Regeneration | |
| 112,988 → 15,000 | 50 → 30 | 30 → 5028 → 30 | 155 → 150370 → 400 | 1,350 → 3,2001,300 → 1,600 | Speed 56 → 60; Bonus vs infantry 34 → 0; Bonus vs large 0 → 30; Charge bonus 68 → 100; Mass 6,000 → 10,000; Upkeep 362 → 400; Physical resistance 0% → 20%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Wallbreaker, Glorious Charge | |
| 114,144 → 18,000 | 80 → 70 | 34 → 5530 | 155 → 150370 → 400 | 1,900 → 4,6001,800 → 2,300 | Leadership 65 → 75; Speed 56 → 55; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 6,600 → 20,000; Upkeep 475 → 575; Physical resistance 0% → 25%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wallbreaker, Glorious Charge | |
| 513,460 → 17,500 | 50 → 30 | 34 → 6020 → 30 | 30 → 75100 → 125 | 2,000 → 3,6002,000 → 1,800 | Leadership 50 → 60; Speed 56 → 70; Bonus vs infantry 17 → 0; Bonus vs large 0 → 10; Charge bonus 73 → 100; Melee attack interval 3.2 s → 3 s; Mass 6,500 → 7,500; Upkeep 500 → 450; Physical resistance 0% → 20%; Missile resistance 30% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Frenzy, Feral Rage II, Feral Rage I, Unstoppable Charge, Glorious Charge, Wallbreaker; Removed: Enrage | |
| 415,828 → 19,750 | 30 → 60 | 18 → 2514 → 25 | 21 → 257 → 10 | 3,200 → 4,0003,200 → 2,000 | Leadership 70 → 100; Charge bonus 5 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 750; Range 420 m → 425 m; Ammunition 40 → 45; Missile base damage 72 → 150; Missile AP damage 262 → 250; Upkeep 800 → 500; Spell resistance 0% → 25%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Blooood!, Boom! | |
| 168,224 → 13,600 | 110 | 30 → 4032 → 45 | 32 → 6068 → 40 | 1,300 → 2,6001,300 | Leadership 70 → 65; Bonus vs large 25 → 20; Mass 1,500 → 2,000; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous | |
| 17,120 → 9,000 | 70 → 80 | 4541 → 40 | 155 → 200340 → 300 | 1,500 → 3,5001,500 → 1,750 | Leadership 70 → 60; Speed 90 → 100; Charge bonus 57 → 60; Melee attack interval 3.8 s → 4 s; Mass 3,800 → 3,500; Upkeep 375 → 437; Physical resistance 0% → 15%; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 17,120 → 9,000 | 70 → 80 | 56 → 5551 → 40 | 155 → 200340 → 300 | 1,800 → 4,3001,800 → 2,150 | Leadership 80 → 70; Speed 90 → 100; Charge bonus 57 → 60; Melee attack interval 3.8 s → 4 s; Mass 3,800 → 3,500; Upkeep 450 → 537; Physical resistance 0% → 15%; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Howling Winter; Removed: Frenzy, Immune to Contact Effects | |
| 112,620 → 14,000 | 50 | 65 → 7030 → 40 | 200500 → 325 | 1,500 → 3,2001,400 → 1,600 | Leadership 100 → 80; Speed 39 → 40; Charge bonus 40 → 35; Mass 6,500 → 7,500; Upkeep 375 → 400; Physical resistance 0% → 10%; Missile resistance 15% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Northern Roar, Bolstered Defence, Trample | |
| 114,144 → 16,000 | 80 → 70 | 34 → 5530 | 155 → 150370 → 400 | 1,900 → 5,0002,000 → 2,500 | Leadership 65 → 75; Speed 56 → 40; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 6,600 → 20,000; Upkeep 475 → 625; Physical resistance 0% → 25%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wallbreaker, Glorious Charge; Removed: Favour of the Ruinous Powers, Encourage | |
| 120 → 609,360 → 16,800 | 15 → 100 | 43 → 4036 → 55 | 21 → 257 → 30 | 575 → 2,500575 → 1,250 | Missile block 35% → 60%; Leadership 70 → 80; Speed 35 → 32; Charge bonus 18 → 20; Melee attack interval 4.2 s → 4 s; Mass 100 → 250; Upkeep 150 → 312; Physical resistance 0% → 10%; Spell resistance 0% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Command, Weather the Storm, Expert Charge Defence, Disciplined; Removed: Perfect Vigour | |
| 100 → 14010,200 → 16,800 | 35 → 20 | 5026 → 25 | 39 → 4013 → 25 | 1,000 → 2,2001,000 → 1,100 | Speed 40 → 42; Bonus vs infantry 5 → 10; Charge bonus 42 → 30; Mass 180 → 175; Upkeep 250 → 275; Physical resistance 0% → 20%; Spell resistance 35% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Weather the Storm, Sacrifice; Removed: Causes Fear | |
| 168,224 → 13,600 | 110 | 38 → 5052 → 40 | 32 → 2568 → 50 | 1,450 → 3,2001,400 → 1,600 | Leadership 80 → 70; Speed 45 → 50; Bonus vs infantry 15 → 10; Charge bonus 30 → 60; Melee attack interval 3.8 s → 3.5 s; Mass 1,500 → 2,000; Upkeep 362 → 400; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous, Perfect Vigour | |
| 24 → 127,416 → 12,000 | 70 | 41 → 4536 → 45 | 20 → 4040 → 60 | 1,500 → 3,0001,500 | Bonus vs infantry 0 → 30; Bonus vs large 30 → 0; Charge bonus 32 → 30; Melee attack interval 4 s → 3.5 s; Mass 1,400 → 1,500; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Wolfen Vigour, Causes Terror, Devastating Flanker, Stalk, Immune to Flanking; Removed: Regeneration | |
| 114,144 → 18,000 | 80 → 70 | 43 → 6538 → 40 | 155 → 150370 → 400 | 2,150 → 5,2002,150 → 2,600 | Leadership 75 → 85; Speed 56 → 55; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 6,600 → 20,000; Upkeep 575 → 650; Physical resistance 0% → 25%; Missile resistance 15% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Wallbreaker, Glorious Charge | |
| 113,620 → 17,500 | 50 | 6050 | 165 → 175385 → 400 | 2,000 → 4,6002,200 → 2,300 | Mass 7,000 → 7,500; New: Stench Lord, Greater Stench Lord; Removed: Blight Swarm, Foetid Stench, Pestilent Decay, Cloud of Flies, Wounds, Arcane Conduit | |
| 17,516 → 7,500 | 130 | 65 → 6045 → 35 | 125300 | 1,400 → 2,8001,400 | Speed 70 → 65; Charge bonus 70 → 65; Mass 2,800 → 4,250; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Chosen of Khorne, Blessing of Khorne, Unstoppable Charge; Removed: Frenzy | |
| 17,270 → 10,000 | 50 | 52 → 5530 → 40 | 265 → 275285 → 300 | 0 → 2,6001,225 → 1,300 | Melee attack interval 3.8 s → 4 s; Mass 1,800 → 2,000; Spell resistance 35% → 40%; Removed: Encourage | |
| 45,632 → 8,880 | 90 | 29 → 4536 → 40 | 11 → 5029 → 30 | 1,000 → 2,8001,000 → 1,400 | Speed 78 → 75; Bonus vs infantry 18 → 20; Charge bonus 76 → 115; Mass 3,100 → 3,125; Upkeep 250 → 350; New: Apex Magic, Weather the Storm, Greater Magic Bond, Causes Fear, Vanguard Deployment | |
| 60 → 805,880 → 12,000 | 15 | 29 → 4029 → 30 | 26 → 2011 → 10 | 700 → 1,500700 → 750 | Leadership 55 → 60; Speed 90 → 95; Melee attack interval 4 s → 3.5 s; Mass 600 → 1,100; Upkeep 175 → 188; Missile resistance 0% → 10%; New: Weather the Storm; Removed: Frenzy | |
| 605,880 → 13,500 | 15 → 30 | 29 → 5024 → 40 | 13 → 2029 → 40 | 750 → 3,000750 → 1,500 | Leadership 55 → 70; Speed 90 → 95; Charge bonus 44 → 40; Melee attack interval 4 s → 3.5 s; Mass 600 → 1,100; Upkeep 187 → 375; Missile resistance 0% → 10%; New: Weather the Storm, Pillage, Rend, Glorious Charge, Causes Fear; Removed: Frenzy | |
| 60 → 805,460 → 12,000 | 15 → 45 | 29 → 4027 → 25 | 19 → 305 → 10 | 900 → 1,900900 → 950 | Leadership 58 → 70; Speed 95 → 100; Bonus vs large 0 → 10; Charge bonus 24 → 50; Melee attack interval 5 s → 4 s; Mass 600 → 1,100; Range 80 m → 100 m; Ammunition 16 → 20; Missile base damage 15 → 20; Missile AP damage 7 → 10; Reload time 9 s → 12 s; Upkeep 225 → 238; Physical resistance 5% → 0%; Missile resistance 0% → 10%; New: Weather the Storm | |
| 16,170 → 7,500 | 90 | 4053 → 55 | 220 → 225230 → 250 | 1,300 → 2,6001,300 | Speed 56 → 55; Removed: Colossal Strike, Preyton Horns | |
| 15,440 → 6,750 | 110 | 52 → 5030 | 100350 | 900 → 2,000900 → 1,000 | Upkeep 237 → 250; Missile resistance 25% → 30%; New: Vigorous | |
| 13,660 → 4,500 | 35 | 3535 | 240 → 275105 → 100 | 1,000 → 800400 | Speed 35 → 34; Mass 300 → 750; New: Weather the Storm | |
| 14,456 → 5,250 | 90 | 3529 → 35 | 100 → 225200 → 100 | 1,600 → 1,800900 | Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Upkeep 400 → 375; New: Weather the Storm | |
| 113,604 → 12,500 | 80 | 34 → 3530 → 35 | 155 → 150370 → 400 | 2,250 → 2,8002,250 → 1,400 | Speed 56 → 40; Bonus vs infantry 34 → 30; Charge bonus 68 → 70; Mass 7,300 → 11,000; Upkeep 563 → 500; Missile resistance 15% → 10%; New: Weather the Storm | |
| 14,048 → 4,750 | 35 | 3535 | 240 → 275105 → 100 | 1,200600 | Speed 78 → 80; Mass 1,300 → 1,500; New: Weather the Storm | |
| 13,660 → 4,500 | 35 | 3535 | 240 → 275105 → 100 | 1,000 → 800400 | Speed 35 → 34; Mass 300 → 750; New: Weather the Storm | |
| 14,456 → 5,250 | 90 | 3529 → 35 | 100 → 225200 → 100 | 1,600 → 1,800900 | Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Upkeep 400 → 375; New: Weather the Storm | |
| 113,604 → 12,500 | 80 | 34 → 3530 → 35 | 155 → 150370 → 400 | 2,250 → 2,8002,250 → 1,400 | Speed 56 → 40; Bonus vs infantry 34 → 30; Charge bonus 68 → 70; Mass 7,300 → 11,000; Upkeep 563 → 500; New: Weather the Storm | |
| 14,048 → 4,750 | 35 | 3535 | 240 → 275105 → 100 | 1,200600 | Speed 78 → 80; Mass 1,300 → 1,500; New: Weather the Storm | |
| 13,660 → 4,500 | 35 | 3535 | 240 → 275105 → 100 | 1,000 → 800400 | Speed 35 → 34; Mass 300 → 750; New: Weather the Storm | |
| 14,456 → 5,250 | 90 | 3529 → 35 | 100 → 225200 → 100 | 1,600 → 1,800900 | Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Upkeep 400 → 375; New: Weather the Storm | |
| 113,604 → 12,500 | 80 | 34 → 3530 → 35 | 155 → 150370 → 400 | 2,250 → 2,8002,250 → 1,400 | Speed 56 → 40; Bonus vs infantry 34 → 30; Charge bonus 68 → 70; Mass 7,300 → 11,000; Upkeep 563 → 500; New: Weather the Storm | |
| 14,048 → 4,750 | 35 | 3535 | 240 → 275105 → 100 | 1,200600 | Speed 78 → 80; Mass 1,300 → 1,500; New: Weather the Storm | |
| 14,030 → 5,000 | 30 | 43 → 4536 → 35 | 270 → 275110 → 125 | 1,000 → 1,500450 → 750 | Speed 33 → 35; Upkeep 250 → 0; New: Weather the Storm | |
| 14,730 → 5,750 | 90 | 43 → 3528 → 25 | 120 → 125220 → 225 | 1,600 → 2,500900 → 1,250 | Speed 78 → 75; Bonus vs infantry 26 → 25; Upkeep 400 → 0; New: Weather the Storm | |
| 113,774 → 13,000 | 80 | 34 → 3530 → 25 | 155 → 150370 → 400 | 2,300 → 3,5002,300 → 1,750 | Speed 56 → 40; Bonus vs infantry 34 → 0; Bonus vs large 0 → 30; Charge bonus 68 → 70; Mass 7,500 → 11,000; Upkeep 575 → 0; New: Weather the Storm | |
| 14,398 → 5,250 | 30 | 43 → 4536 → 25 | 270 → 275110 → 125 | 1,200 → 1,900650 → 950 | Mass 2,300 → 2,500; Upkeep 300 → 0; New: Weather the Storm | |
| 120 → 14010,200 → 16,800 | 15 → 40 | 38 → 3532 → 40 | 7 → 1523 → 25 | 650 → 1,400650 → 700 | Speed 35 → 40; Charge bonus 22 → 25; Melee attack interval 4.6 s → 4 s; Mass 100 → 200; Upkeep 163 → 175; New: Weather the Storm, Damage Reflection | |
| 100 → 8011,200 → 16,000 | 45 → 50 | 32 → 4035 → 50 | 22 → 258 → 15 | 575 → 2,800575 → 1,400 | Missile block 35% → 40%; Leadership 65 → 75; Speed 31 → 35; Bonus vs infantry 0 → 10; Charge bonus 18 → 30; Melee attack interval 4.2 s → 4 s; Mass 120 → 200; Upkeep 144 → 350; Physical resistance 0% → 10%; New: Weather the Storm, Vigorous, Mark of Urslo | |
| 100 → 8011,200 → 16,000 | 45 → 50 | 32 → 5529 → 40 | 8 → 2525 → 15 | 650 → 2,800650 → 1,400 | Leadership 65 → 75; Speed 31 → 35; Bonus vs large 0 → 20; Charge bonus 24 → 30; Melee attack interval 4.6 s → 4 s; Mass 120 → 200; Upkeep 163 → 350; Physical resistance 0% → 10%; New: Weather the Storm, Vigorous, Mark of Urslo | |
| 16,390 → 8,000 | 80 | 52 → 5038 → 40 | 240 → 250280 → 300 | 1,500 → 3,0001,500 | Leadership 60 → 70; Charge bonus 45 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 3,000; Missile resistance 15% → 20% | |
| 16,390 → 8,000 | 80 | 64 → 6048 → 50 | 240 → 250280 → 300 | 1,900 → 3,7001,900 → 1,850 | Leadership 70 → 80; Charge bonus 45 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 3,000; Upkeep 475 → 463; Missile resistance 15% → 20% | |
| 114,320 → 17,500 | 35 | 6540 | 300350 | 1,500 → 3,2001,500 → 1,600 | Speed 39 → 40; Mass 7,500 → 8,500; Upkeep 375 → 400; Missile resistance 15% → 20%; Spell resistance 25% → 40% | |
| 111,820 → 15,000 | 35 | 6035 | 300250 | 1,600 → 3,2001,600 | Speed 39 → 40; Mass 6,500 → 8,500; Missile resistance 15% → 20%; Spell resistance 25% → 40% | |
| 19,640 → 11,500 | 80 | 65 → 7033 → 30 | 120 → 150280 → 300 | 1,200 → 2,0001,200 → 1,000 | Leadership 65 → 70; Melee attack interval 4.5 s → 4 s; Missile base damage 30 → 25; Missile AP damage 60 → 75; Upkeep 300 → 250; Missile resistance 25% → 40% | |
| 14,688 → 6,000 | 80 | 4560 | 360 → 350140 → 150 | 333 → 2,0001,000 | Speed 42 → 45; Mass 1,000 → 1,500; Physical resistance 5% → 20%; Missile resistance 15% → 0%; New: Bolstered Armour, Directional Shield | |
| 15,760 → 7,000 | 80 | 45 → 4060 → 55 | 140 → 150360 → 350 | 333 → 2,8001,450 → 1,400 | Mass 2,300 → 2,500; Physical resistance 20% → 0%; New: Bolstered Armour, Directional Shield | |
| 14,876 → 6,250 | 80 | 45 → 4055 | 360 → 350140 → 150 | 333 → 2,4001,200 | Speed 75 → 100; Mass 1,500 → 2,250; Physical resistance 20% → 0%; New: Bolstered Armour, Directional Shield; Removed: Causes Fear | |
| 16 → 88,672 → 16,000 | 60 → 50 | 29 → 3045 | 45 → 5070 → 100 | 1,050 → 3,0001,050 → 1,500 | Leadership 50 → 45; Speed 54 → 50; Charge bonus 24 → 40; Melee attack interval 3.8 s → 5 s; Mass 1,500 → 3,000; Upkeep 250 → 375; Physical resistance 0% → 20%; Fire resistance 0% → -10%; New: Stupidity | |
| 16 → 127,904 → 12,000 | 40 | 34 → 4032 → 30 | 30 → 5070 → 75 | 800 → 2,200800 → 1,100 | Leadership 45 → 40; Speed 54 → 55; Charge bonus 24 → 50; Melee attack interval 3.8 s → 5 s; Mass 1,500 → 2,000; Upkeep 200 → 275; Missile resistance 0% → 20%; New: Troll Metabolism, Stupidity; Removed: Regeneration | |
| 16 → 87,904 → 12,000 | 110 → 90 | 34 → 5032 → 25 | 30 → 5070 → 100 | 950 → 3,000900 → 1,500 | Speed 54 → 50; Bonus vs infantry 0 → 25; Charge bonus 24 → 50; Melee attack interval 3.8 s → 5 s; Mass 1,500 → 3,000; Upkeep 238 → 375; Missile resistance 0% → 20%; New: Troll Metabolism, Stupidity; Removed: Regeneration | |
| 16 → 127,904 → 12,000 | 40 → 30 | 34 → 5040 → 30 | 35 → 7570 → 50 | 900 → 2,800900 → 1,400 | Speed 54 → 55; Charge bonus 30 → 50; Melee attack interval 3.8 s → 4.5 s; Mass 1,500 → 2,000; Upkeep 225 → 350; Missile resistance 0% → 20%; New: Stupidity, Troll Metabolism; Removed: Regeneration | |
| 16 → 127,904 → 12,000 | 70 → 100 | 36 → 4032 → 40 | 40 → 2580 → 100 | 1,100 → 3,0001,100 → 1,500 | Speed 54 → 45; Charge bonus 34 → 40; Melee attack interval 4 s → 5 s; Mass 1,500 → 3,000; Upkeep 275 → 375; Missile resistance 25% → 20%; Spell resistance 25% → 0%; New: Stupidity, Troll Metabolism; Removed: Regeneration | |
| 15,970 | 90 | 5048 | 140290 | 1,2001,200 | Removed: Colossal Strike, Tendrils of the Sea, Impetuous Courage, Kraken Hunter, Wounds, Stand or Die! | |
| 112,790 → 12,782 | 60 | 4048 | 160250 | 1,6501,650 | Speed 38 → 30; Removed: Giver of Abundant Glory, Colossal Strike, Tendrils of the Sea, Impetuous Courage, Kraken Hunter, Wounds, Favour of the Ruinous Powers, Stand or Die! | |
| 908,460 | 15 | 3528 | 2814 | 625625 | Removed: Mutant Rush, Rage |
New units in SFO
Marauder Pathfindernor_cha_hunter_11 model
5,000
60
70
40
50
40
350
25
500
100
10
800
Fimir Mearghnor_cha_fimir1 model
6,500
110
70
55
50
45
425
35
15
25
1,000
Blessed Marauder Champions (Berserkers)nor_blessed40 models
14,000
80
75
45
50
25
70
40
10
1,800
Norscan Whalersnor_whaler80 models
11,600
60
70
35
35
30
40
15
35
100
10
1,000
Fimir Stalkersnor_fimir_pack60 models
14,400
80
60
45
40
30
50
30
10
10
800
Norscan Huscarlsnor_huscarls100 models
17,000
100
80
35
35
55
45
30
10
1,350
Norscan Ulfhednarnor_ulf100 models
17,000
40
80
42
40
25
55
30
80
70
10
1,350
Bile Troll Heraldnor_bile_troll1 model
12,500
50
65
55
55
30
550
50
20
-10
1,500
Skills
Unnatural Healing
- −Casualty replenishment rate: +4% (Lord's army)
- +Casualty replenishment rate: +5% (Lord's army)
Fuelled by War
- −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)
Spawn of Chaos
- +Hero self-defence: +25% chance of wounding aggressors
- +Local recruitment capacity: +1 (local province)
Eye of the Balefiend
- −Level 1: Spell resistance: 15%
- +Level 1: Spell resistance: 10%
Swamp Totems
- −Spell resistance: -10% (enemy armies in local province)
- −Missile resistance: -10% (enemy armies in local province)
- +Spell resistance: -5% (enemy armies in province)
- +Missile resistance: -5% (enemy armies in province)
Persuasion Tactics
- −Recruitment cost: -20% (Lord's army)
- +Recruitment cost: -20% for all units (Lord's army)
Swelling of Doom
- −Level 1: Growth: +8 (local province)
- −Level 2: Growth: +20 (local province)
- −Level 3: Growth: +36 (local province)
- +Level 1: Growth: +8 (own local province)
- +Level 2: Growth: +20 (own local province)
- +Level 3: Growth: +36 (own local province)
Backstabbing Sorcery
- −Enemy Winds of Magic power reserve capacity: -10 (enemy armies in local province)
- −Spell resistance: -20% (enemy armies in local province)
- +Enemy Winds of Magic power reserve capacity: -10 (enemy armies in province)
- +Spell resistance: -10% (enemy armies in province)
Imbued Durability
- −Passive ability: "Regeneration"
- −Ward save: +10%
- +Level 1: Passive ability: "Regeneration"
- +Level 1: Ward save: +5%
- +Level 2: Passive ability: "Regeneration"
- +Level 2: Ward save: +10%
- +Level 2: Battle healing cap: +50%
Fused with Dark Magic
- −Ability number of uses: +1 for "Nightmaw"
- −Enables magical attacks (Lord's army)
- −Spell resistance: 20% (Lord's army)
- −Weapon strength: +10% (Lord's army)
- +Level 1: Ability number of uses: +1 for "Nightmaw"
- +Level 1: Enables magical attacks (Lord's army)
- +Level 1: Spell resistance: 5% (Lord's army)
- +Level 1: Weapon strength: +5% (Lord's army)
- +Level 2: Ability number of uses: +1 for "Nightmaw"
- +Level 2: Enables magical attacks (Lord's army)
- +Level 2: Spell resistance: 20% (Lord's army)
- +Level 2: Weapon strength: +20% (Lord's army)
Empower & Exploit
- −Winds of Magic power reserve capacity: +10 (all armies factionwide)
- −Winds of Magic power reserve minimum: +10 (all armies factionwide)
- −Hero capacity: +2 for Shaman-Sorcerers
- +Level 1: Winds of Magic power reserve capacity: +10 (all armies factionwide)
- +Level 1: Winds of Magic power reserve minimum: +10 (all armies factionwide)
- +Level 1: Hero capacity: +1 for Shaman-Sorcerers
- +Level 2: Winds of Magic power reserve capacity: +20 (all armies factionwide)
- +Level 2: Winds of Magic power reserve minimum: +20 (all armies factionwide)
- +Level 2: Hero capacity: +2 for Shaman-Sorcerers
Motivation Through Fear
- −Campaign movement range: +10%
- −Upkeep: -10% (Lord's army)
- −Leadership: +8 (Lord's army)
- +Level 1: Campaign movement range: +5%
- +Level 1: Upkeep: -5% (Lord's army)
- +Level 1: Leadership: +4 (Lord's army)
- +Level 2: Campaign movement range: +10%
- +Level 2: Upkeep: -10% (Lord's army)
- +Level 2: Leadership: +8 (Lord's army)
Incitation to Slaughter
- −Campaign movement range: +10% (Hero's army)
- +Campaign movement range: +10% for armies (Hero's army)
Devious Flames
- −Weakness to Fire Damage: -20% for all units (enemy armies in local province)
- +Enemy fire resistance: -20% (enemy armies in province)
Mournful Howls
- −Enemy leadership: -3 (enemy armies in local province)
- +Enemy leadership: -3 (enemy armies in province)
Lord of Beasts
- −Leadership: +12 for all Trolls, Fimir and Skin Wolves units (Lord's army)
- −Upkeep: -10% for all Trolls, Fimir and Skin Wolves units (Lord's army)
- +Leadership: +5 for all Trolls, Fimir and Skin Wolves units (Lord's army)
- +Upkeep: -5% for all Trolls, Fimir and Skin Wolves units (Lord's army)
Primordial Might
- −Ability number of uses: +3 for "Copious Vomit"
- −Cooldown: -50% for "Copious Vomit"
- −Weapon strength: +20%
- +Level 1: Ability number of uses: +1 for "Copious Vomit"
- +Level 1: Cooldown: -25% for "Copious Vomit"
- +Level 1: Weapon strength: +10%
- +Level 2: Ability number of uses: +2 for "Copious Vomit"
- +Level 2: Cooldown: -50% for "Copious Vomit"
- +Level 2: Weapon strength: +20%
Mutant Regeneration
- −Passive ability: "Horrible Regeneration" for all Trolls and Skin Wolves units (Lord's army)
- −Passive ability: "Regeneration" for all Fimir units (Lord's army)
- −Missile resistance: 20% for all Trolls and Skin Wolves units (Lord's army)
- +Level 1: Passive ability: "Horrible Regeneration" for all Trolls and Skin Wolves units (Lord's army)
- +Level 1: Passive ability: "Regeneration" for all Fimir units (Lord's army)
- +Level 1: Missile resistance: 10% for all Trolls and Skin Wolves units (Lord's army)
- +Level 2: Passive ability: "Horrible Regeneration" for all Trolls and Skin Wolves units (Lord's army)
- +Level 2: Passive ability: "Regeneration" for all Fimir units (Lord's army)
- +Level 2: Missile resistance: 30% for all Trolls and Skin Wolves units (Lord's army)
Monstrous Fiends
- −Passive ability: "Frenzy" for Troll and Fimir units (Lord's army)
- −Melee defence: +8 for all Trolls, Fimir and Skin Wolves units (Lord's army)
- +Level 1: Passive ability: "Frenzy" for Troll and Fimir units (Lord's army)
- +Level 1: Melee defence: +4 for all Trolls, Fimir and Skin Wolves units (Lord's army)
- +Level 2: Passive ability: "Frenzy" for Troll and Fimir units (Lord's army)
- +Level 2: Melee defence: +8 for all Trolls, Fimir and Skin Wolves units (Lord's army)
- +Level 2: Charge bonus: +10 for all Trolls, Fimir and Skin Wolves units (Lord's army)
Juggernauts of the Sarl
- −"Wyrmpiercer" ammunition (improved anti-large) for all javelin units (Lord's army)
- −Bonus vs Large: +12 for all Marauder units (Lord's army)
- +Level 1: "Wyrmpiercer" ammunition (improved anti-large) for all javelin units (Lord's army)
- +Level 1: Bonus vs Large: +10 for all Marauder units (Lord's army)
- +Level 2: "Wyrmpiercer" ammunition (improved anti-large) for all javelin units (Lord's army)
- +Level 2: Ammunition: +10% for Marauder Hunter units (Lord's army)
- +Level 2: Speed: +10% for Marauder Hunter units (Lord's army)
- +Level 2: Bonus vs Large: +10 for all Marauder units (Lord's army)
The Eternal Challenger
- −Upgrades ability: "Hunter of Champions" (affected targets cannot move)
- −Attribute: Executioner
- −Physical resistance: 10%
- +Level 1: Upgrades ability: "Hunter of Champions" (affected targets cannot move)
- +Level 1: Attribute: Executioner
- +Level 1: Physical resistance: 5%
- +Level 2: Upgrades ability: "Hunter of Champions" (affected targets cannot move)
- +Level 2: Attribute: Executioner
- +Level 2: Physical resistance: 10%
- +Level 2: Passive ability: "Challenge Me!"
Gift of Tongues
- −Attacks cause "Discouraged" effect, reducing leadership
- −Enemy leadership: -5 (local region)
- +Level 1: Attacks cause "Discouraged" effect, reducing leadership
- +Level 1: Enemy leadership: -4 (enemy armies in region)
- +Level 2: Attacks cause "Discouraged" effect, reducing leadership
- +Level 2: Enemy melee defence: -4 (enemy armies in region)
- +Level 2: Enemy leadership: -4 (enemy armies in region)
Echoes of Ambition
- −Construction cost: -10% for Province Capital/Settlement buildings (all provinces)
- −Construction time: -1 for Province Capital/Settlement buildings (all provinces)
- −Upkeep: -15% (Lord's army)
- +Level 1: Construction cost: -5% for Province Capital/Settlement buildings (all provinces)
- +Level 1: Construction time: -1 for Province Capital/Settlement buildings (all provinces)
- +Level 1: Upkeep: -5% (own armies in province)
- +Level 2: Construction cost: -10% for Province Capital/Settlement buildings (all provinces)
- +Level 2: Construction time: -2 for Province Capital/Settlement buildings (all provinces)
- +Level 2: Upkeep: -10% (own armies in province)
Fervent Creatures
- −Charge bonus: +15 for Skin Wolves units (Lord's army)
- −Melee defence: +15 for Skin Wolves units (Lord's army)
- +Charge bonus: +10 for Skin Wolves units (Lord's army)
- +Melee defence: +10 for Skin Wolves units (Lord's army)
Mammoth Tamer
- −Recruit rank: +3 for Mammoth units (Lord's army)
- +Recruit rank: +2 for Mammoth units (Lord's army)
Warhorsenew
- +Mount: Norscan Warhorse
Marauder Chariot (Ice Wolves)new
- +Mount: Marauder Chariot
Storied Whalernew
- +Level 1: Missile strength: +5% for Marauder Hunter units (Lord's army)
- +Level 1: Range: +5% for Marauder Hunter units (Lord's army)
- +Level 1: Speed: +5% for Marauder Hunter units (Lord's army)
- +Level 1: Ammunition: +5% for Marauder Hunter units (Lord's army)
- +Level 2: Missile strength: +10% for Marauder Hunter units (Lord's army)
- +Level 2: Range: +10% for Marauder Hunter units (Lord's army)
- +Level 2: Speed: +10% for Marauder Hunter units (Lord's army)
- +Level 2: Ammunition: +10% for Marauder Hunter units (Lord's army)
Acclaimed Hunternew
- +Level 1: Weapon strength: +10% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
- +Level 1: Speed: +5% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
- +Level 1: Physical resistance: 5% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
- +Level 2: Weapon strength: +20% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
- +Level 2: Speed: +10% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
- +Level 2: Physical resistance: 10% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
Skaldnew
- +Level 1: Control: +1 (own local province)
- +Level 1: Recruitment cost: -5% for all units (Lord's army)
- +Level 2: Control: +2 (own local province)
- +Level 2: Recruitment cost: -10% for all units (Lord's army)
Legendary Trackernew
- +Speed: -10% for War Beasts and Monsters (enemy armies in region)
- +Weapon strength: -5% for War Beasts and Monsters (enemy armies in region)
- +"Wyrmpiercer" ammunition (improved anti-large) for all javelin units (Lord's army)
Trophiesnew
- +Passive ability: "Hunted"
Champion's Demandnew
- +Level 1: Campaign movement range: +5%
- +Level 1: Enemy Hero action success chance: -4%
- +Level 1: Campaign line of sight: +5%
- +Level 2: Campaign movement range: +10%
- +Level 2: Enemy Hero action success chance: -8%
- +Level 2: Campaign line of sight: +10%
Lying in Waitnew
- +Level 1: Missile resistance: 4%
- +Level 1: Melee attack: +2 during ambushes (Lord's army)
- +Level 1: Ambush success chance: +4% (Lord's army)
- +Level 2: Missile resistance: 8%
- +Level 2: Melee attack: +4 during ambushes (Lord's army)
- +Level 2: Ambush success chance: +8% (Lord's army)
Thrill of the Huntnew
- +Ability: "Hunt is On!"
Dark Offeringsnew
- +Level 1: Income from post-battle loot: +10%
- +Level 2: Income from post-battle loot: +10%
- +Level 2: Attribute: Strider
Breath of the Wildnew
- +Level 1: Vigour loss reduction: -10% (Lord's army)
- +Level 2: Vigour loss reduction: -20% (Lord's army)
The Bloodthirstnew
- +Passive ability: "Frenzy"
- +Attribute: Charge Defence vs Large
Clan-Mothernew
- +Level 1: Melee attack: +2 for Fimir units (Lord's army)
- +Level 1: Upkeep: -5% for Fimir units (Lord's army)
- +Level 1: Speed: +5% for Fimir units (Lord's army)
- +Level 1: Leadership: +2 for Fimir Warrior units (Lord's army)
- +Level 1: Melee defence: +2 for Fimir Warrior units (Lord's army)
- +Level 2: Melee attack: +4 for Fimir units (Lord's army)
- +Level 2: Upkeep: -10% for Fimir units (Lord's army)
- +Level 2: Speed: +10% for Fimir units (Lord's army)
- +Level 2: Leadership: +4 for Fimir Warrior units (Lord's army)
- +Level 2: Melee defence: +4 for Fimir Warrior units (Lord's army)
Dirachnew
- +Level 1: Recruit rank: +1 for Fimir units (Lord's army)
- +Level 1: Hero recruit rank: +1 for Fimir Balefiends (own local province)
- +Level 1: Winds of Magic power reserve capacity: +2 (Lord's army)
- +Level 2: Recruit rank: +2 for Fimir units (Lord's army)
- +Level 2: Hero recruit rank: +2 for Fimir Balefiends (own local province)
- +Level 2: Winds of Magic power reserve capacity: +4 (Lord's army)
Fimir Talismansnew
- +Level 1: Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- +Level 1: Enemy Hero action success chance: -2% (own characters in province)
- +Level 1: Enemy casualty replenishment rate: -2% (enemy armies in province)
- +Level 2: Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
- +Level 2: Enemy Hero action success chance: -4% (own characters in province)
- +Level 2: Enemy casualty replenishment rate: -4% (enemy armies in province)
Miasmanew
- +Casualty replenishment rate: +10% for this Lord (Lord's army)
- +Income from sacking settlements: +10%
- +Income from looting settlements: +10%
Honoured Ancientsnew
- +Leadership: +1 for Fimir Warrior units (all armies factionwide)
- +Melee attack: +1 for Norscan Giant and Curs'd Ettin units (all armies factionwide)
Defiantnew
- +Level 1: Wound recovery time: -1 turns
- +Level 1: Enemy Hero action success chance: -5%
- +Level 2: Wound recovery time: -2 turns
- +Level 2: Enemy Hero action success chance: -10%
Infamous Maraudernew
- +Campaign line of sight: +25%
- +Control: -2 (enemy local province)
Lightweight Skinsnew
- +Missile resistance: 5%
- +Speed: +5%
Eye of Chaosnew
- +Level 1: Enemy ward save: -1% (enemy armies in region)
- +Level 1: Winds of Magic power reserve capacity: +2
- +Level 2: Enemy ward save: -2% (enemy armies in region)
- +Level 2: Winds of Magic power reserve capacity: +4
- +Level 3: Enemy ward save: -3% (enemy armies in region)
- +Level 3: Winds of Magic power reserve capacity: +8
Beast Tamernew
- +Winds of Magic power reserve minimum: +5 (own armies in province)
- +Upkeep: -4% (Hero's army)
Feral and Honourednew
- +Level 1: Charge bonus: +4% (Hero's army)
- +Level 2: Charge bonus: +8% (Hero's army)
Terrifying Howlnew
- +Enemy weapon strength: -5% (enemy characters in region)
- +Enemy missile strength: -5% (enemy characters in region)
Unnatural Vigournew
- +Level 1: Speed: +3%
- +Level 1: Casualty replenishment rate: +3%
- +Level 2: Speed: +6%
- +Level 2: Casualty replenishment rate: +6%
- +Level 3: Speed: +10%
- +Level 3: Casualty replenishment rate: +10%
Savage Hungernew
- +Level 1: Melee attack: +3
- +Level 1: Casualty replenishment rate: +3%
- +Level 2: Melee attack: +6
- +Level 2: Casualty replenishment rate: +6%
- +Level 3: Melee attack: +10
- +Level 3: Casualty replenishment rate: +10%
Favoured by Khornenew
- +Enemy melee defence: -2 (enemy characters in region)
- +Enable contact effect: "Bonecrusher"
Horrid Blessingnew
- +Missile resistance: 2% (Hero's army)
Alpha Wolfnew
- +Level 1: Charge bonus: +2 for Skin Wolves units (Hero's army)
- +Level 1: Melee defence: +1 for Skin Wolves units (Hero's army)
- +Level 2: Charge bonus: +4 for Skin Wolves units (Hero's army)
- +Level 2: Melee defence: +2 for Skin Wolves units (Hero's army)
- +Level 3: Charge bonus: +8 for Skin Wolves units (Hero's army)
- +Level 3: Melee defence: +3 for Skin Wolves units (Hero's army)
Fetid Stenchnew
- +Level 1: Speed: +3% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Hero's army)
- +Level 1: Vigour loss reduction: +2% for cavalry units (enemy armies in region)
- +Level 2: Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Hero's army)
- +Level 2: Vigour loss reduction: +4% for cavalry units (enemy armies in region)
- +Level 3: Speed: +10% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Hero's army)
- +Level 3: Vigour loss reduction: +6% for cavalry units (enemy armies in region)
Sharpened Clawsnew
- +Bonus vs Large: -2 (enemy armies in region)
- +Enable contact effect: "Bleed"
Bog Blessednew
- +Level 1: Weapon strength: +2%
- +Level 1: Hit points: +2%
- +Level 2: Weapon strength: +4%
- +Level 2: Hit points: +4%
- +Level 3: Weapon strength: +8%
- +Level 3: Hit points: +6%
Ancient Pathfindernew
- +Level 1: Attrition: -5% casualties suffered from all attrition (Hero's army)
- +Level 1: Hit points: +2%
- +Level 2: Attrition: -10% casualties suffered from all attrition (Hero's army)
- +Level 2: Hit points: +4%
- +Level 3: Attrition: -15% casualties suffered from all attrition (Hero's army)
- +Level 3: Hit points: +6%
Friend of the Warrior Castenew
- +Level 1: Bonus vs Large: +2
- +Level 1: Hit points: +2%
- +Level 2: Bonus vs Large: +4
- +Level 2: Hit points: +4%
- +Level 3: Bonus vs Large: +8
- +Level 3: Hit points: +6%
Mist Walkernew
- +Passive ability: "Pursuit of Battle"
Taint the Soilnew
- +Attrition: +10% casualties suffered from Chaos Undivided corruption and Chaos Wastes attrition (enemy armies in province)
Drain the Landnew
- +Level 1: Winds of Magic power reserve capacity: +3
- +Level 1: Growth: -5 (enemy local province)
- +Level 2: Winds of Magic power reserve capacity: +6
- +Level 2: Growth: -10 (enemy local province)
- +Level 3: Winds of Magic power reserve capacity: +10
- +Level 3: Growth: -15 (enemy local province)
Divinernew
- +Level 1: Leadership: +1 when laying siege or encircling (Hero's army)
- +Level 2: Leadership: +2 when laying siege or encircling (Hero's army)
- +Level 3: Leadership: +3 when laying siege or encircling (Hero's army)
Tradition of the Viktinew
- +Control: +2 (own local province)
Revered by the Tribenew
- +Melee attack: +1 for Marauder units (Hero's army)
- +Melee defence: +1 for Marauder units (Hero's army)
Legendary Raidernew
- +Level 1: Casualties captured post-battle: +10%
- +Level 1: Income from raiding: +10% (Lord's army)
- +Level 2: Casualties captured post-battle: +20%
- +Level 2: Income from raiding: +20% (Lord's army)
Bringer of Ruinnew
- +Level 1: Leadership: +2 when in foreign territory (Lord's army)
- +Level 1: Chaos Undivided corruption: +1 (local province)
- +Level 2: Leadership: +4 when in foreign territory (Lord's army)
- +Level 2: Chaos Undivided corruption: +2 (local province)
Hound Scoutsnew
- +Level 1: Unit experience gain per turn: +50 (Lord's army)
- +Level 1: Reinforcement range: +25% (Lord's army)
- +Level 2: Unit experience gain per turn: +100 (Lord's army)
- +Level 2: Reinforcement range: +50% (Lord's army)
Mammoth Wrestlernew
- +Bonus vs Large: +20
- +Attrition: -20% casualties suffered from all attrition (Lord's army)
Buildings
Removed (4): Raiders' Bazaar, Chieftain’s Hold, Ice Troll Lair, Frozen Cairn Field
Shrine of Asavar KulNorsca
- −Construction cost: -20% for all buildings (factionwide)
- +Construction cost: -20% for all buildings (all regions factionwide)
Marauder PatrolsNorsca
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 1 turns
- −Chaos Undivided corruption: +3
- −Control: +3
- +Chaos Undivided corruption: +2
- +Control: +2
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +All other types of corruption: -1
Marauder TrackersNorsca
- −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)
- +Control: +2
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +All other types of corruption: -2
Marauder OutpostsNorsca
- −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)
- −Chaos Undivided corruption: +5
- −Control: +3
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chaos Undivided corruption: +6
- +Control: +2
- +Attrition: -20% casualties suffered from all attrition (own armies in province)
- +All other types of corruption: -3
Looted Lothern PalaceNorsca
- Units: 2 → 0
Losteriksson's LonghouseNorsca
- −Casualty replenishment rate: +5% (armies in province)
- +Casualty replenishment rate: +5% (own armies in province)
- Units: 4 → 0
- −Casualty replenishment rate: +10% (armies in province)
- +Casualty replenishment rate: +10% (own armies in province)
- Units: 6 → 0
- −Passive ability: "Guardian" for Marauder Champion units (factionwide)
- +Passive ability: "Guardian" for Marauder Champion units (own armies factionwide)
Marauding MilitiaNorsca
- +Melee attack: +4 when under siege (own armies in region)
Ravager CairnNorsca
- −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
- +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
Mock-GodNorsca
- −Maximum Level (Allegiance to the Hound): Upkeep: -4% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
- −Maximum Level (Allegiance to the Hound): Unit experience gain: +10% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
- +Maximum Level (Allegiance to the Hound): Upkeep: -4% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (own armies factionwide)
- +Maximum Level (Allegiance to the Hound): Unit experience gain: +10% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (own armies factionwide)
Carcass-HeapNorsca
- −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
- +When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% for all units (own armies in region)
- +Unit capacity: +1 Skin Wolves
Bleeding GroundsNorsca
- −Campaign movement range: +5% (all armies in local province)
- +Campaign movement range: +5% for armies (all armies in local province)
Warhowl BarrowNorsca
- −Campaign movement range: +10% (all armies in local province)
- −Recruitment cost: -5% (all your armies in adjacent regions)
- +Campaign movement range: +10% for armies (all armies in local province)
- +Recruitment cost: -5% for all units (all your armies in adjacent regions)
GorepitNorsca
- −Campaign movement range: +10% (all armies in local province)
- +Campaign movement range: +10% for armies (all armies in local province)
Ravager CairnNorsca
- −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
- +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
Mock-GodNorsca
- −Maximum Level (Allegiance to the Crow): Upkeep: -4% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
- −Maximum Level (Allegiance to the Crow): Unit experience gain: +10% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
- +Maximum Level (Allegiance to the Crow): Upkeep: -4% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (own armies factionwide)
- +Maximum Level (Allegiance to the Crow): Unit experience gain: +10% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (own armies factionwide)
Carcass-HeapNorsca
- −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
- +When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% for all units (own armies in region)
- +Unit capacity: +1 Skin Wolves
Bleeding GroundsNorsca
- −Campaign movement range: +5% (all armies in local province)
- +Campaign movement range: +5% for armies (all armies in local province)
Warhowl BarrowNorsca
- −Campaign movement range: +10% (all armies in local province)
- −Recruitment cost: -5% (all your armies in adjacent regions)
- +Campaign movement range: +10% for armies (all armies in local province)
- +Recruitment cost: -5% for all units (all your armies in adjacent regions)
Blighted VatNorsca
- −Campaign movement range: +10% (all armies in local province)
- +Campaign movement range: +10% for armies (all armies in local province)
Ravager CairnNorsca
- −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
- +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
Mock-GodNorsca
- −Maxumum Level (Allegiance to the Serpent): Upkeep: -4% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
- −Maxumum Level (Allegiance to the Serpent): Unit experience gain: +10% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
- +Maxumum Level (Allegiance to the Serpent): Upkeep: -4% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (own armies factionwide)
- +Maxumum Level (Allegiance to the Serpent): Unit experience gain: +10% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (own armies factionwide)
Carcass-HeapNorsca
- −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
- +When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% for all units (own armies in region)
- +Unit capacity: +1 Skin Wolves
Bleeding GroundsNorsca
- −Campaign movement range: +5% (all armies in local province)
- +Campaign movement range: +5% for armies (all armies in local province)
Warhowl BarrowNorsca
- −Campaign movement range: +10% (all armies in local province)
- −Recruitment cost: -5% (all your armies in adjacent regions)
- +Campaign movement range: +10% for armies (all armies in local province)
- +Recruitment cost: -5% for all units (all your armies in adjacent regions)
Ophidian ArchNorsca
- −Campaign movement range: +10% (all armies in local province)
- +Campaign movement range: +10% for armies (all armies in local province)
Lookout PostNorsca
- +Melee attack: +4 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
Chaos StrongholdNorsca
- +Melee attack: +8 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
Dark BulwarkNorsca
- +Melee attack: +12 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
Ravager CairnNorsca
- −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
- +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
Mock-GodNorsca
- −Maximum Level (Allegiance to the Eagle): Upkeep: -4% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
- −Maximum Level (Allegiance to the Eagle): Unit experience gain: +10% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
- +Maximum Level (Allegiance to the Eagle): Upkeep: -4% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (own armies factionwide)
- +Maximum Level (Allegiance to the Eagle): Unit experience gain: +10% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (own armies factionwide)
Carcass-HeapNorsca
- −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
- +When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% for all units (own armies in region)
- +Unit capacity: +1 Skin Wolves
Bleeding GroundsNorsca
- −Campaign movement range: +5% (all armies in local province)
- +Campaign movement range: +5% for armies (all armies in local province)
Warhowl BarrowNorsca
- −Campaign movement range: +10% (all armies in local province)
- −Recruitment cost: -5% (all your armies in adjacent regions)
- +Campaign movement range: +10% for armies (all armies in local province)
- +Recruitment cost: -5% for all units (all your armies in adjacent regions)
Scryer's HollowNorsca
- −Campaign movement range: +10% (all armies in local province)
- +Campaign movement range: +10% for armies (all armies in local province)
Ravager CairnNorsca
- −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
- +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
Bleeding GroundsNorsca
- −Campaign movement range: +5% (all armies in local province)
- +Campaign movement range: +5% for armies (all armies in local province)
Warhowl BarrowNorsca
- −Campaign movement range: +10% (all armies in local province)
- −Recruitment cost: -5% (all your armies in adjacent regions)
- −When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (local province)
- +Campaign movement range: +10% for armies (all armies in local province)
- +Recruitment cost: -5% for all units (all your armies in adjacent regions)
- +When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)
Creeping MorassNorsca
- −Campaign movement range: +10% (all armies in local province)
- +Campaign movement range: +10% for armies (all armies in local province)
Hall of UrsloNorsca
- −Upkeep: -5% for Marauder units (all armies)
- −Income from raiding: +10% (all armies)
- −Recruitment cost: -10% for Marauder units (all armies)
- +Upkeep: -4% for Marauder units (own armies factionwide)
- +Income from raiding: +10% (own armies factionwide)
- +Recruitment cost: -10% for Marauder units (own armies factionwide)
Mortkin's RestNorsca
- −Passive ability: "Frenzy" for all units in the settlement garrison. (settlement garrison)
- +Passive ability: "Frenzy" for all units in the settlement garrison. (armies in region)
Svengar's CairnNorsca
- −Campaign movement range: +25% whilst at sea (all armies)
- −Armour: +3 for Marauder units when fighting against Humans (all armies)
- −Leadership: +5 for Marauder units when fighting against Humans (all armies)
- +Campaign movement range: +25% whilst at sea (own armies factionwide)
- +Armour: +3 for Marauder units when fighting against Humans (own armies factionwide)
- +Leadership: +5 for Marauder units when fighting against Humans (own armies factionwide)
Tomb of ValmirNorsca
- −Melee attack: +5 when fighting against Dwarfs (all armies)
- −Attribute: Unyielding Assault for all units when fighting against Dwarfs (all armies)
- −Armour: +5 for all Marauder units (all armies)
- +Melee attack: +5 when fighting against Dwarfs (own armies factionwide)
- +Attribute: Unyielding Assault for all units when fighting against Dwarfs (own armies factionwide)
- +Armour: +5 for all Marauder units (own armies factionwide)
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Fanged MonolithNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
Ravenous MonolithNorsca
- −Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- +Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- −Casualty replenishment rate: +1% (armies in region)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
- +Casualty replenishment rate: +1% (own armies in region)
- −Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Casualty replenishment rate: +2% (armies in region)
- +Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Casualty replenishment rate: +2% (own armies in region)
- −Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Casualty replenishment rate: +3% (armies in region)
- +Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Casualty replenishment rate: +3% (own armies in region)
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Fanged MonolithNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
Ravenous MonolithNorsca
- −Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- +Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Blighted MonolithNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
Pestilent MonolithNorsca
- −Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- +Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- −Casualty replenishment rate: +1% (armies in region)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
- +Casualty replenishment rate: +1% (own armies in region)
- −Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Casualty replenishment rate: +2% (armies in region)
- +Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Casualty replenishment rate: +2% (own armies in region)
- −Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Casualty replenishment rate: +3% (armies in region)
- +Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Casualty replenishment rate: +3% (own armies in region)
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Blighted MonolithNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
Pestilent MonolithNorsca
- −Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- +Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Coiling MonolithNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
Undulant MonolithNorsca
- −Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- +Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- −Casualty replenishment rate: +1% (armies in region)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
- +Casualty replenishment rate: +1% (own armies in region)
- −Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Casualty replenishment rate: +2% (armies in region)
- +Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Casualty replenishment rate: +2% (own armies in region)
- −Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Casualty replenishment rate: +3% (armies in region)
- +Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Casualty replenishment rate: +3% (own armies in region)
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Coiling MonolithNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
Undulant MonolithNorsca
- −Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- +Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Many-Faced MonolithNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
Ever-Changing MonolithNorsca
- −Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- +Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- −Casualty replenishment rate: +1% (armies in region)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
- +Casualty replenishment rate: +1% (own armies in region)
- −Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Casualty replenishment rate: +2% (armies in region)
- +Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Casualty replenishment rate: +2% (own armies in region)
- −Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Casualty replenishment rate: +3% (armies in region)
- +Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Casualty replenishment rate: +3% (own armies in region)
Ruined Chaos AltarNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Many-Faced MonolithNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
Ever-Changing MonolithNorsca
- −Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
- −Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- +Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
Unshaped MonolithNorsca
- −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers (local province)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
- +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
- +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
Aberrant MonolithNorsca
- −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers (local province)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +6 per turn
- −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
- +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +4 per turn
- +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
Pandaemonic MonolithNorsca
- −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers (local province)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +10 per turn
- −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
- +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +6 per turn
- +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
Barricaded Chaos AltarNorsca
- −Spoils: +3 per turn
- −Global recruitment duration: -1 turn for all units (armies in region)
- +Spoils: +2 per turn
- +Global recruitment duration: -1 turn for all units (own armies in region)
Reinforced Chaos AltarNorsca
- −Melee attack: +1 for Chaos Warriors and Chaos Spawn units (factionwide)
- −Melee defence: +1 for Chaos Warriors and Chaos Spawn units (factionwide)
- −Spoils: +6 per turn
- −Global recruitment duration: -1 turn for all units (armies in region)
- +Melee attack: +1 for Chaos Warriors and Chaos Spawn units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors and Chaos Spawn units (own armies factionwide)
- +Spoils: +4 per turn
- +Global recruitment duration: -1 turn for all units (own armies in region)
Fortified Chaos AltarNorsca
- −Melee attack: +1 for Chaos Warriors and Chaos Spawn units (factionwide)
- −Melee defence: +1 for Chaos Warriors and Chaos Spawn units (factionwide)
- −Spoils: +10 per turn
- −Global recruitment duration: -2 turn for all units (armies in region)
- +Melee attack: +1 for Chaos Warriors and Chaos Spawn units (own armies factionwide)
- +Melee defence: +1 for Chaos Warriors and Chaos Spawn units (own armies factionwide)
- +Spoils: +6 per turn
- +Global recruitment duration: -2 turn for all units (own armies in region)
Unshaped MonolithNorsca
- −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers (local province)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +2 per turn
- −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
- +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +1 per turn
- +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
Aberrant MonolithNorsca
- −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers (local province)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Spoils: +3 per turn
- −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
- +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Spoils: +2 per turn
- +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
Pandaemonic MonolithNorsca
- −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers (local province)
- −Spoils can be transferred from Pillaging forces here to the faction
- −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
- +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
Cultist Camp (Dyes)Norsca
- −Income generated: 100
- −Speed: +5% for Marauder units (all armies)
- −Control: +2
- −Dyes resource production: 32 ounces
- +Income generated: 50
- +Speed: +5% for Marauder units (own armies factionwide)
- +Control: +4
- +Dyes resource production: 30 ounces
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Animals)Norsca
- −Recruitment cost: -10% for Norscan Monster and Beast units (all armies)
- −Income generated: 100
- −Exotic Animals resource production: 32 cages
- +Income generated: 50
- +Exotic Animals resource production: 30 cages
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Recruitment cost: -10% for Norscan Monster and Beast units (own armies factionwide)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Furs)Norsca
- −Melee attack: +2 for Marauder Berserker units (all armies)
- −Weapon strength: +5% for Marauder Berserker units (all armies)
- −Income generated: 100
- −Furs resource production: 32 bundles
- +Melee attack: +2 for Marauder Berserker units (own armies factionwide)
- +Weapon strength: +5% for Marauder Berserker units (own armies factionwide)
- +Income generated: 50
- +Furs resource production: 30 bundles
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Gems)Norsca
- −Income generated: 100
- −Gemstones resource production: 32 sacks
- −Diplomatic relations: +10 with Norsca
- +Income generated: 50
- +Gemstones resource production: 30 sacks
- +Diplomatic relations: +20 with Norsca
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Gold)Norsca
- −Income generated: 300
- +Income generated: 200
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Tusks)Norsca
- −Ivory resource production: 32 tusks
- −Recruit rank: +3 for Mammoth units
- −Income generated: 100
- +Ivory resource production: 30 tusks
- +Recruit rank: +1 for Mammoth units (own armies factionwide)
- +Income generated: 50
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Medicine)Norsca
- −Income generated: 100
- −Casualty replenishment rate: +8% (armies in province)
- −Medicinal Plants resource production: 32 bundles
- +Income generated: 50
- +Casualty replenishment rate: +8% (own armies in province)
- +Medicinal Plants resource production: 30 bundles
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Pasture)Norsca
- −Income generated: 100
- +Income generated: 50
- +Control: +4
- +Bonus vs Large: +2 for Marauder Hunters, Marauder Spearmen and all Marauder Cavalry units (own armies factionwide)
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Pottery)Norsca
- −Defensive supplies: +200 (factionwide)
- −Income generated: 100
- −Pottery resource production: 32 kilnful
- +Defensive supplies: +400 (all regions factionwide)
- +Income generated: 50
- +Pottery resource production: 30 kilnful
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Salt)Norsca
- −Attrition: -15% casualties suffered from high seas, reef and storm attrition (factionwide)
- −Income generated: 100
- −Salt resource production: 32 barrels
- +Attrition: -25% casualties suffered from high seas, reef and storm attrition (own armies factionwide)
- +Income generated: 50
- +Salt resource production: 30 barrels
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Spices)Norsca
- −Income generated: 100
- −Control: +5
- −Spices resource production: 32 sacks
- +Weapon strength: +10% for Fimir Warrior units (own armies factionwide)
- +Income generated: 50
- +Spices resource production: 30 sacks
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Wood)Norsca
- −Construction cost: -25% for all buildings (local province)
- −Income generated: 100
- −Timber resource production: 32 logs
- +Construction cost: -25% for all buildings (all regions in province)
- +Income generated: 50
- +Timber resource production: 30 logs
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Cultist Camp (Wine)Norsca
- −Income generated: 100
- −Wine resource production: 32 barrels
- +Income generated: 50
- +Wine resource production: 30 barrels
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Norscan OutpostNorsca
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Norscan DistrictNorsca
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Norscan ColonyNorsca
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Warhound KennelsNorsca
- +Ambush success chance: +5% (own armies in province)
- +Ambush defence chance: +5% (own armies in province)
- Units: 2 → 1
Warwolf DensNorsca
- +Ambush success chance: +10% (own armies in province)
- +Ambush defence chance: +10% (own armies in province)
- Units: 4 → 3
Cave of Dark OfferingsNorsca
- +Unit capacity: +3 Skin Wolves
- +Ambush success chance: +20% (own armies in province)
- +Ambush defence chance: +20% (own armies in province)
- Units: 6 → 5
Chaos TotemNorsca
- +Hero capacity: +1 for Shaman-Sorcerers
- +Spell resistance: 5% when under siege (own armies in province)
- −Winds of Magic power reserve: +3 per turn (all armies in local province)
- −Research rate: +3
- +Winds of Magic power reserve: +4 per turn (all armies in local province)
- +Research rate: +4
- +Spell resistance: 10% when under siege (own armies in province)
- +Unit capacity: +2 Feral Mammoth
Shamanic TributeNorsca
- −Winds of Magic power reserve: +10 per turn (all armies in local province)
- −Hero capacity: +2 for Shaman-Sorcerers
- −Weapon strength: +1% (all armies)
- −Research rate: +10
- +Winds of Magic power reserve: +8 per turn (all armies in local province)
- +Hero capacity: +1 for Shaman-Sorcerers
- +Weapon strength: +1% (own armies factionwide)
- +Research rate: +8
- +Spell resistance: 20% when under siege (own armies in province)
- +Unit capacity: +4 Feral Mammoth
- +Unit capacity: +2 War Mammoths
Shamanic PyreNorsca
- −Winds of Magic power reserve: +5 per turn (all armies in local province)
- −Research rate: +5
- +Winds of Magic power reserve: +8 per turn (all armies in local province)
- +Research rate: +8
- +Spell resistance: 20% when under siege (own armies in province)
- +Unit capacity: +2 War Mammoths
- +Unit capacity: +4 Feral Mammoth
Fog-Shrouded FensNorsca
- −Enables Hero recruitment: Fimir Noble
- +Local recruitment capacity: +1
- Units: 0 → 1
WyrmchasmNorsca
- +Hero capacity: +1 for Fimir Balefiends
- +Enables Hero recruitment: Fimir Balefiend
- +Unit capacity: +2 Feral Manticore and Dread Maw
Storm-Beaten CliffsNorsca
- −Local recruitment capacity: +2
- +Local recruitment capacity: +1
- +Unit capacity: +2 Fimir
- +Unit capacity: +1 Chaos Frost Dragon and Chimera
- +Unit capacity: +3 Feral Manticore and Dread Maw
- Units: 5 → 6
Henge of TotemsNorsca
- −Hero capacity: +2 for Fimir Nobles
- −Local recruitment duration: -1 turns for all Norscan Monsters (minimum 1) (armies in province)
- −Hero capacity: +2 for Fimir Balefiends
- −Missile resistance: 1% (all armies)
- −Local recruitment capacity: +3
- +Hero capacity: +1 for Fimir Nobles
- +Missile resistance: 1% (own armies factionwide)
- +Local recruitment capacity: +2
- +Unit capacity: +4 Fimir
- +Hero capacity: +1 for Fimir Balefiends
- +Unit capacity: +2 Chaos Frost Dragon and Chimera
- +Unit capacity: +4 Feral Manticore and Dread Maw
- Units: 6 → 7
Glacial PassagesNorsca
- −Hero capacity: +2 for Fimir Nobles
- −Hero capacity: +2 for Fimir Balefiends
- +Unit capacity: +4 Fimir
- +Hero capacity: +1 for Fimir Nobles
- +Hero capacity: +1 for Fimir Balefiends
- +Unit capacity: +2 Chaos Frost Dragon and Chimera
- +Unit capacity: +4 Feral Manticore and Dread Maw
- Units: 6 → 7
Guard ShackNorsca
- −Defensive supplies: +250
- +Income from all buildings: -10% (all regions in province)
- +Enemy Hero action success chance: -5% (enemy characters in region)
WatchtowerNorsca
- −Defensive supplies: +500
- −Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Control: +1 (local province)
- +Income from all buildings: -10% (all regions in province)
- +Army ability: "Lesser Norscan Spear Barrage" (own armies in region)
- +Defensive supplies: +400
Marauding MilitiaNorsca
- −Defensive supplies: +750
- −Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Army ability: "Norscan Spear Barrage" (own armies in region)
- +Control: +2 (local province)
- +Income from all buildings: -10% (all regions in province)
- +Defensive supplies: +600
- +Hidden armies will be visible (any armies in region)
Feral WardensNorsca
- −Defensive supplies: +1000
- −Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Army ability: "Norscan Spear Barrage" (own armies in region)
- +Control: +2 (local province)
- +Income from all buildings: -10% (all regions in province)
- +Defensive supplies: +600
- +Hidden armies will be visible (any armies in region)
Loot PileNorsca
- +Income from raiding: +1% (own armies factionwide)
Trophies of BattleNorsca
- −Income and Spoils from pillaging settlements: +1% (all characters)
- −Income from raiding: +2% (all armies)
- −Income from sacking settlements: +1% (factionwide)
- +Income and Spoils from pillaging settlements: +2% (all characters factionwide)
- +Income from sacking settlements: +2% (factionwide)
Hoard PitNorsca
- −Income from post-battle loot: +1% (factionwide)
- −Income from sacking settlements: +1% (factionwide)
- +Income from sacking settlements: +2% (factionwide)
- +Income from raiding: +1% (own armies factionwide)
- +Upkeep: -10% (own armies in province)
Plunder HallNorsca
- −Income and Spoils from pillaging settlements: +3% (all characters)
- −Income from raiding: +5% (all armies)
- −Income from sacking settlements: +2% (factionwide)
- +Income and Spoils from pillaging settlements: +4% (all characters factionwide)
- +Income from sacking settlements: +3% (factionwide)
Barrow HoardNorsca
- −Income from post-battle loot: +3% (factionwide)
- −Income from sacking settlements: +2% (factionwide)
- +Income from raiding: +3% (own armies factionwide)
- +Income from sacking settlements: +3% (factionwide)
- +Upkeep: -20% (own armies in province)
Proving PitsNorsca
- +Hero and Lord recruit rank: +1 (local province)
- +Melee defence: +1 (own armies in province)
- +Construction cost: +10% for military support buildings (all regions factionwide)
- +Casualty replenishment rate: +1% (own armies in province)
- Cost: 250 → 500
- Units: 2 → 0
Raiding CampsNorsca
- +Hero and Lord recruit rank: +2 (local province)
- +Melee defence: +2 (own armies in province)
- +Construction cost: +10% for military support buildings (all regions factionwide)
- +Casualty replenishment rate: +2% (own armies in province)
- Cost: 750 → 1000
- Units: 4 → 0
Warriors’ HallNorsca
- +Hero and Lord recruit rank: +3 (local province)
- +Melee defence: +4 (own armies in province)
- +Construction cost: +10% for military support buildings (all regions factionwide)
- +Physical resistance: 1% when attacking (own armies factionwide)
- +Casualty replenishment rate: +4% (own armies in province)
- Cost: 1500 → 2000
- Units: 7 → 1
Colossal OfferingsNorsca
- −Campaign movement range: -10% for enemy armies starting their turn in this region (all enemy armies in adjacent provinces)
- −Income from raiding: +3% (all armies)
- +Campaign movement range: -15% for enemy armies starting their turn in this province (all enemy armies in adjacent provinces)
- +Income from all buildings: +20% (all adjacent provinces)
- +Chance of a plague spreading: -25%
- +Unit capacity: +6 Norscan Trolls
- +Unit capacity: +2 Norscan Giant and Curs'd Ettins
- +Unit capacity: +4 Norscan Ice Trolls
Curs'd CavernNorsca
- −Campaign movement range: -10% for enemy armies starting their turn in this region (all enemy armies in adjacent provinces)
- −Income from raiding: +3% (all armies)
- +Campaign movement range: -15% for enemy armies starting their turn in this province (all enemy armies in adjacent provinces)
- +Income from all buildings: +20% (all adjacent provinces)
- +Chance of a plague spreading: -25%
- +Unit capacity: +6 Norscan Trolls
- +Unit capacity: +2 Norscan Giant and Curs'd Ettins
- +Unit capacity: +4 Norscan Ice Trolls
TattooistNorsca
- −Recruit rank: +1 for all units
- +Global recruitment duration: -1 turn for all units (own armies in province)
- +Chaos Undivided corruption: +1
- +Recruitment cost: -5% for all units (own armies in region)
Flesh BranderNorsca
- −Recruit rank: +2 for all units
- +Global recruitment duration: -1 turn for all units (own armies in province)
- +Chaos Undivided corruption: +2
- +Recruitment cost: -10% for all units (own armies in region)
Flesh CarverNorsca
- −Recruit rank: +3 for all units
- +Global recruitment duration: -1 turn for all units (own armies in province)
- +Chaos Undivided corruption: +3
- +Recruitment cost: -20% for all units (own armies in region)
Guard ShackNorsca
- −Leadership: +2 when under siege (armies in region)
- −Melee defence: +4 when under siege (armies in region)
- +Defensive supplies: +400
- +Enemy Hero action success chance: -5% (enemy characters in region)
WatchtowerNorsca
- −Leadership: +4 when under siege (armies in region)
- −Melee defence: +7 when under siege (armies in region)
- +Control: +1 (local province)
- +Army ability: "Lesser Norscan Spear Barrage" (own armies in region)
- +Defensive supplies: +600
- +Enemy Hero action success chance: -10% (enemy characters in region)
Marauding MilitiaNorsca
- −Leadership: +6 when under siege (armies in region)
- −Melee defence: +10 when under siege (armies in region)
- +Control: +2 (local province)
- +Army ability: "Norscan Spear Barrage" (own armies in region)
- +Defensive supplies: +800
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Hidden armies will be visible (any armies in region)
Ruinous AltarNorsca
- −Recruitment cost: -5% (armies in region)
- −Growth: +20
- −Control: +3
- +Attrition: -3% casualties suffered from all attrition (own armies in province)
- +Growth: +10
- +Control: +4
Chaos ShrineNorsca
- −Recruitment cost: -10% (armies in region)
- −Growth: +30
- +Attrition: -6% casualties suffered from all attrition (own armies in province)
- +Growth: +20
- +Control: +1 in adjacent provinces
Sacrificial PyreNorsca
- −Recruitment cost: -20% (armies in region)
- −Growth: +40
- −Control: +5
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Growth: +30
- +Growth: +1 (all provinces)
- +Control: +4
- +Income from post-battle loot: +1% (all your armies in adjacent regions)
Marauder Blood-GroveNorsca
- −Chaos Undivided corruption: +3
- +Chaos Undivided corruption: +2
- +Plunder generated: +1 per turn (World Walkers only)
- +Income from post-battle loot: +3% (all your armies in adjacent regions)
- +Spoils: +1 per turn
- −Chaos Undivided corruption: +5
- +Chaos Undivided corruption: +3
- +Plunder generated: +2 per turn (World Walkers only)
- +Income from post-battle loot: +5% (all your armies in adjacent regions)
- +Spoils: +1 per turn
Sparring FieldsNorsca
- +Casualty replenishment rate: +2% (own armies in province)
- +Melee attack: +1 (own armies in province)
- +Melee attack: +1 when under siege (own armies in region)
- Units: 1 → 0
Raiders' CampNorsca
- −Casualty replenishment rate: +5% (armies in province)
- +Casualty replenishment rate: +4% (own armies in province)
- +Melee attack: +2 (own armies in province)
- +Melee attack: +2 when under siege (own armies in region)
- Units: 4 → 0
Chieftain's HallNorsca
- −Casualty replenishment rate: +10% (armies in province)
- +Casualty replenishment rate: +8% (own armies in province)
- +Melee attack: +3 (own armies in province)
- +Melee attack: +3 when under siege (own armies in region)
- Units: 6 → 0
Coastal EnclaveNorsca
- −Control: +2
- Units: 1 → 0
Tribal AnchorageNorsca
- −Control: +3
- Units: 1 → 0
Manmade FjordNorsca
- −Chaos Undivided corruption: +2
- −Control: +4
- +Chaos Undivided corruption: +1
- +Defensive supplies: +1000
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- Units: 1 → 0
ShielingNorsca
- −Recruitment cost: -5% (armies in region)
- −Local recruitment capacity: +1
- +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
- +Charge bonus: +5% (own armies in province)
- +Charge bonus: +5% when under siege (own armies in region)
- Units: 2 → 0
CorralNorsca
- −Recruitment cost: -10% (armies in region)
- −Casualty replenishment rate: +5% (armies in province)
- −Local recruitment capacity: +2
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +Charge bonus: +10% (own armies in province)
- +Charge bonus: +10% when under siege (own armies in region)
- Units: 3 → 0
Ruinous StablesNorsca
- −Recruitment cost: -15% (armies in region)
- −Casualty replenishment rate: +10% (armies in province)
- −Global recruitment capacity: +1
- −Local recruitment capacity: +2
- +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
- +Charge bonus: +15% (own armies in province)
- +Charge bonus: +15% when under siege (own armies in region)
- Units: 5 → 0
Norsca WharfNorsca
- −Income generated: 100
- −Casualty replenishment rate: +5% (armies in province)
- −Growth: +15
- −Local recruitment capacity: +1
- +Income generated: 50
- +Casualty replenishment rate: +1% (own armies in province)
- +Growth: +10
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +Upkeep: -5% (own armies in province)
Longship BuilderNorsca
- −Income generated: 250
- −Casualty replenishment rate: +10% (armies in province)
- −Growth: +30
- −Local recruitment capacity: +1
- +Income generated: 100
- +Casualty replenishment rate: +2% (own armies in province)
- +Growth: +20
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
- +Upkeep: -5% (own armies in province)
Raiding PortNorsca
- −Income from trade-good producing buildings: +5% (all regions)
- −Income generated: 600
- −Tradable resources produced: +6% (factionwide)
- −Casualty replenishment rate: +15% (armies in province)
- −Growth: +60
- −Local recruitment capacity: +2
- +Income generated: 200
- +Casualty replenishment rate: +4% (own armies in province)
- +Growth: +30
- +Campaign movement range: +30% for own armies starting their turn in this province (own armies in province)
- +Upkeep: -5% (own armies in province)
Iron MineNorsca
- −Income generated: 100
- −Iron resource production: 32 ingots
- −Recruitment cost: -10% for Marauder units (all armies)
- +Income generated: 50
- +Iron resource production: 30 ingots
- +Recruitment cost: -10% for Marauder units (own armies factionwide)
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Marble QuarryNorsca
- −Income generated: 100
- −Marble resource production: 32 slabs
- +Income generated: 50
- +Income from all buildings: +25% (all regions in province)
- +Marble resource production: 30 slabs
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Obsidian QuarryNorsca
- −Chaos Undivided corruption in adjacent provinces: +3
- −Income generated: 100
- −Carved Obsidian resource production: 32 chests
- +Chaos Undivided corruption in adjacent provinces: +5 (local province)
- +Income generated: 50
- +Carved Obsidian resource production: 30 chests
- +Control: +4
- +Plunder generated: +2 per turn (World Walkers only)
- +Spoils: +1 per turn
- Cost: 750 → 500
Ruined VillageNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Chaos Undivided corruption: +2
- +Chaos Undivided corruption: +4
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Warrior GatheringNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Chaos Undivided corruption: +2
- −Income generated: 30
- −Control: +1
- +Chaos Undivided corruption: +1
- +Income generated: 25
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- Units: 1 → 3
Warband CampNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Income generated: 60
- −Control: +1
- +Income generated: 50
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- Units: 2 → 7
Clan EnclaveNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Defensive supplies: +1500
- −Income generated: 90
- −Control: +2
- +Defensive supplies: +1000
- +Income generated: 75
- +Unit capacity: +2 Marauder Champions, Norscan Whalers, Marauder Horsemasters and Kurgan Horsmen Champions
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- Units: 2 → 11
Tribal StrongholdNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Defensive supplies: +1500
- −Chaos Undivided corruption: +3
- −Grants 5 construction slots in the settlement
- −Income generated: 120
- −Control: +2
- +Defensive supplies: +1000
- +Chaos Undivided corruption: +4
- +Grants 4 construction slots in the settlement
- +Income generated: 100
- +Unit capacity: +3 Marauder Champions, Norscan Whalers, Marauder Horsemasters and Kurgan Horsmen Champions
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- Units: 2 → 15
- −Spoils can be transferred from Pillaging forces here to the faction
- −Defensive supplies: +2000
- −Chaos Undivided corruption: +4
- −Grants 7 construction slots in the settlement
- −Income generated: 150
- −Control: +3
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
- +Defensive supplies: +1000
- +Chaos Undivided corruption: +5
- +Grants 5 construction slots in the settlement
- +Income generated: 125
- +Unit capacity: +4 Marauder Champions, Norscan Whalers, Marauder Horsemasters and Kurgan Horsmen Champions
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- Units: 2 → 20
Ruined VillageNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Chaos Undivided corruption: +1
- +Chaos Undivided corruption: +2
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
Norse EncampmentNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Income generated: 30
- −Control: +1
- +Income generated: 25
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- Units: 1 → 3
Norse MootNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Income generated: 60
- −Control: +1
- +Income generated: 50
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- Units: 2 → 7
Norse VillageNorsca
- −Spoils can be transferred from Pillaging forces here to the faction
- −Defensive supplies: +1500
- −Chaos Undivided corruption: +2
- −Income generated: 90
- −Control: +2
- +Defensive supplies: +1000
- +Chaos Undivided corruption: +1
- +Income generated: 75
- +Unit capacity: +1 Marauder Champions, Norscan Whalers, Marauder Horsemasters and Kurgan Horsmen Champions
- +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
- Units: 2 → 11
Fur StashNorsca
- −Income generated: 80
- +Income generated: 50
Beast TannerNorsca
- −Income generated: 160
- +Income generated: 100
Slaver's CampNorsca
- −Income generated: 240
- +Income generated: 150
Longhouse Under-HallNorsca
- −Construction cost: -1% for all buildings (factionwide)
- −Income generated: 400
- +Growth: +1 (all provinces)
- +Construction cost: -1% for all buildings (all regions factionwide)
- +Income generated: 200
SmithyNorsca
- −Recruit rank: +1 for all units (local province)
- −Recruitment cost: -10% (armies in province)
- +Local recruitment capacity: +1
- +Recruitment cost: -5% for all units (own armies in province)
- +Recruit rank: +1 for all units (own armies in province)
Ruinous KilnNorsca
- −Recruit rank: +2 for all units (local province)
- −Recruitment cost: -15% (armies in province)
- +Local recruitment capacity: +2
- +Recruitment cost: -10% for all units (own armies in province)
- +Recruit rank: +2 for all units (own armies in province)
Dark FurnaceNorsca
- −Local Recruitment duration: -1 turn for Marauder Champions units (minimum 1) (armies in province)
- −Recruit rank: +3 for all units (local province)
- −Recruitment cost: -25% (armies in province)
- −Global recruitment capacity: +1 (factionwide)
- +Global recruitment capacity: +1
- +Local recruitment capacity: +3
- +Recruit rank: +3 for all units (own armies in province)
- +Global recruitment duration: -1 turn for all units (armies in province)
- +Recruitment cost: -20% for all units (own armies in province)
ShielingNorsca
- +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
- +Construction cost: +10% for military support buildings (all regions factionwide)
- +Melee attack: +1 (own armies in province)
- +Vigour loss reduction: -5% (own armies in province)
- Units: 1 → 0
CorralNorsca
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +Construction cost: +10% for military support buildings (all regions factionwide)
- +Melee attack: +2 (own armies in province)
- +Vigour loss reduction: -10% (own armies in province)
- Units: 3 → 0
Ruinous StablesNorsca
- +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
- +Construction cost: +10% for military support buildings (all regions factionwide)
- +Melee attack: +4 (own armies in province)
- +Weapon strength: +2% when attacking (own armies factionwide)
- +Vigour loss reduction: -20% (own armies in province)
- +Campaign movement range: +1% for armies (own armies factionwide)
- Units: 6 → 0
Bloody BulwarkNorsca
- −Defensive supplies: +500
- −Leadership: +2 when under siege (armies in region)
- −Melee defence: +4 when under siege (armies in region)
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Attrition: -5% when under siege (own armies in region)
- +Army ability: "Lesser Norscan Spear Barrage" (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +1 (local province)
- +Defensive supplies: +400
- +Hidden armies will be visible (any armies in region)
Skull-Laden EmbankmentNorsca
- −Defensive supplies: +750
- −Leadership: +4 when under siege (armies in region)
- −Melee defence: +7 when under siege (armies in region)
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Attrition: -10% when under siege (own armies in region)
- +Army ability: "Norscan Spear Barrage" (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +2 (local province)
- +Defensive supplies: +600
- +Hidden armies will be visible (any armies in region)
Wall of CarcassesNorsca
- −Defensive supplies: +1000
- −Leadership: +6 when under siege (armies in region)
- −Melee defence: +10 when under siege (armies in region)
- +Enemy Hero action success chance: -20% (enemy characters in region)
- +Attrition: -15% when under siege (own armies in region)
- +Army ability: "Greater Norscan Spear Barrage" (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +3 (local province)
- +Defensive supplies: +800
- +Hidden armies will be visible (any armies in region)
Figurehead PalisadeNorsca
- −Defensive supplies: +1250
- −Leadership: +8 when under siege (armies in region)
- −Melee defence: +14 when under siege (armies in region)
- +Enemy Hero action success chance: -25% (enemy characters in region)
- +Attrition: -20% when under siege (own armies in region)
- +Army ability: "Greater Norscan Spear Barrage" (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +4 (local province)
- +Defensive supplies: +1000
- +Hidden armies will be visible (any armies in region)
Ruinous AltarNorsca
- −Income generated: 25
- −Control: +1
- +Control: +4
- +Control: +1 for every concurrent war with a neighbouring faction
- +Control: +1 in adjacent provinces
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
Chaos ShrineNorsca
- −Hero and Lord recruit rank: +1 (local province)
- −Income generated: 75
- −Control: +2
- +Control: +4
- +Control: +2 for every concurrent war with a neighbouring faction
- +Control: +2 in adjacent provinces
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
Vitki TempleNorsca
- −Hero and Lord recruit rank: +1 (factionwide)
- −Income generated: 100
- +Control: +3 for every concurrent war with a neighbouring faction
- +Control: +3 in adjacent provinces
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- Units: 0 → 1
Technologies
Crafter's BardingNorsca
- Research points: 500 → 600
As the SerpentNorsca
- −Lord recruit rank: +5
- +Character experience gain per turn: +500
Dreams Become RealNorsca
- −Spell intensity: +10% (all characters)
- −Winds of Magic power reserve capacity: +10 (all armies)
- +Spell intensity: +10%
- +Winds of Magic power reserve capacity: +10
Chaos SurgeNorsca
- −Leadership: +4 for Marauder units
- +Leadership: +2 for Marauder units
Axemaker's StoneNorsca
- −Ammunition: +15% for Marauder Hunter units
- +Ammunition: +10% for Marauder Hunter units
Horsemaster's ClinchersNorsca
- Research points: 500 → 600
Metalworker's AnvilNorsca
- Research points: 600 → 800
Champions of WarNorsca
- Research points: 600 → 800
None Shall EnterNorsca
- −Defensive supplies: +500
- +Defensive supplies: +1000
The Call of the HornNorsca
- Research points: 500 → 600
Rousing AdvantageNorsca
- Research points: 500 → 600
Longer HullsNorsca
- −Income from Ports: +15%
- +Income from Ports: +10%
- Research points: 600 → 800
Ice-Blooded StrengthNorsca
- −Fire resistance: 50% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
- −Weapon strength: +15% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
- +Fire resistance: 40% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
- +Weapon strength: +10% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
- Research points: 700 → 1000
Untiring SentriesNorsca
- −Campaign line of sight: +15% for settlements
- +Campaign line of sight: +20% for settlements
Dark PurposeNorsca
- −Diplomatic relations: +15 with Chaos Dwarfs, Warriors of Chaos, Beastmen and Norsca
- −Allegiance points gained: +20%
- −Allied recruitment cost: -20%
- +Diplomatic relations: +25 with Chaos Dwarfs, Warriors of Chaos, Beastmen and Norsca
- +Allegiance points gained: +10%
- +Allied recruitment cost: -10%
Deliberate ServiceNorsca
- Research points: 500 → 600
- Research points: 500 → 600
The Eyes of the FourNorsca
- −Chaos Undivided corruption: +2 (all provinces)
- −Diplomatic relations: +15 with Daemons of Chaos
- +Chaos Undivided corruption: +2
- +Diplomatic relations: +25 with Daemons of Chaos
- Research points: 500 → 600
Under Their GazeNorsca
- Research points: 600 → 800
Those Who Are SeenNorsca
- Research points: 700 → 1000
Secrets of Dark SorceryNorsca
- −Winds of Magic cost: -10% for Lore of Fire spells (all armies)
- −Winds of Magic cost: -10% for Lore of Shadows spells (all armies)
- −Spell intensity: +5% (all characters)
- +Winds of Magic cost: -10% for Lore of Fire spells
- +Winds of Magic cost: -10% for Lore of Shadows spells
- +Spell intensity: +5%
- Research points: 600 → 800
Beware the CrowNorsca
- −Chance of a plague spreading: -25% (all armies)
- −Plague duration: -1 turns (all armies)
- −Growth: +15
- +Chance of a plague spreading: -25%
- +Plague duration: -1 turns
- +Growth: +10
A Reminder of StrengthNorsca
- −Venerate the Four commandment: additional +3 Control
- +Venerate the Four commandment: additional +2 Control
- Research points: 500 → 600
War ToolsNorsca
- Research points: 500 → 600
Tools of WarNorsca
- Research points: 600 → 800
- −Armour-piercing missile damage: +4 (all armies)
- +Armour-piercing missile damage: +4
Desolation of KislevNorsca
- −Chaos Undivided corruption in adjacent provinces: +1 (all provinces)
- +Chaos Undivided corruption in adjacent provinces: +1
Blood-Fuelled HungerNorsca
- −Vigour loss reduction: -50% for Skin Wolves units
- +Vigour loss reduction: -25% for Skin Wolves units
- Research points: 500 → 600
Seat at the TableNorsca
- Research points: 600 → 800
- −Winds of Magic power reserve: +2 per turn (all armies)
- +Winds of Magic power reserve: +2 per turn
- −Speed: +10% when fighting against Wood Elves
- −Reload time reduction: +15% (all armies)
- +Speed: +20% when fighting against Wood Elves
- +Reload time reduction: +10%
- −Battle healing cap: +25% (all armies)
- −Vigour loss reduction: -50% when fighting against Vampire Counts
- +Battle healing cap: +25%
- +Vigour loss reduction: -25% when fighting against Vampire Counts
Natural SelectionNorsca
- −Leadership: +4 for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units
- +Leadership: +2 for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units
Occasional AppeasementNorsca
- Research points: 500 → 600
Violent EvolutionNorsca
- −Missile resistance: 15% for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units (Rank 7 and above)
- +Missile resistance: 10% for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units (Rank 7 and above)
- Research points: 600 → 800
Rally the TribesNorsca
- −Recruitment cost: -25%
- −Local recruitment capacity: +1 (all provinces)
- +Recruitment cost: -10%
- +Local recruitment capacity: +1
- Research points: 600 → 800
Secrets of the IceNorsca
- −Character experience gain: +15% (all characters)
- −Unit mass: +15% (all armies)
- −Ward save: +5% (all characters)
- +Character experience gain: +15%
- +Unit mass: +15%
- +Ward save: +5% (all characters factionwide)
- Research points: 700 → 1000
Scourges of the WorldNorsca
- −Vigour loss reduction: -50% when defending
- +Vigour loss reduction: -25% when defending
What is TakenNorsca
- −Magic item drop chance from battle: +15%
- −Post battle chance of stealing a magic item: +15%
- +Magic item drop chance from battle: +10%
- +Post battle chance of stealing a magic item: +10%
- Research points: 500 → 600
Secrets of War & CoinNorsca
- Research points: 500 → 600
Corpulent SailsNorsca
- Research points: 600 → 800
What the Blood ShowsNorsca
- Research points: 600 → 800
Sagas of the StarsNorsca
- −Campaign line of sight: +15% (all characters)
- +Campaign line of sight: +20%
The WanderersNorsca
- −Battle reinforcement time: -25% (all armies)
- −Reinforcement range: +25% (all armies)
- +Battle reinforcement time: -25%
- +Reinforcement range: +25%
Sea Marauder's ToolsNorsca
- Research points: 500 → 600
Stronger OarsNorsca
- Research points: 500 → 600
Butcher's CaptivesNorsca
- Research points: 500 → 600
Sail With the WatersNorsca
- −Melee attack: +5 for embedded Heroes
- −Melee defence: +5 for embedded Heroes
- +Melee attack: +4 for embedded Heroes
- +Melee defence: +4 for embedded Heroes
- Research points: 600 → 800
The Hound WatchesNorsca
- −Hit points: +10% (all characters)
- −Wound recovery time: -2 turns (all characters)
- +Hit points: +10% (all characters factionwide)
- +Wound recovery time: -2 turns
- Research points: 700 → 1000
- −Immune to High Seas, Reef and Storm attrition (all armies)
- +Immune to High Seas, Reef and Storm attrition
What the Shamans KnowNorsca
- −Winds of Magic cost: -10% for Lore of Metal spells (all armies)
- −Winds of Magic cost: -10% for Lore of Death spells (all armies)
- −Spell intensity: +5% (all characters)
- +Winds of Magic cost: -10% for Lore of Metal spells
- +Winds of Magic cost: -10% for Lore of Death spells
- +Spell intensity: +5%
- Research points: 600 → 800
Norscan Hunter TrapsNorsca
- −Ambush success chance: +15%
- −Ambush defence chance: +25%
- +Ambush success chance: +20%
- +Ambush defence chance: +20%
- −Hero action success chance: +10%
- −Enemy Hero action success chance: -10%
- +Hero action success chance: +5%
- +Enemy Hero action success chance: -5%
- Research points: 500 → 600
Winds of the NorthNorsca
- −Winds of Magic power reserve capacity: +10 (all armies)
- −Winds of Magic power reserve: +2 per turn (all armies)
- +Winds of Magic power reserve capacity: +10
- +Winds of Magic power reserve: +2 per turn
- Research points: 500 → 600
The Fourfold VoiceNorsca
- −Miscast base chance: -25% (all characters)
- +Miscast base chance: -10%
- Research points: 600 → 800
- −Cooldown: -10% to all spells (all characters)
- +Cooldown: -10% to all spells
- −Income from post-battle loot: +15%
- +Income from post-battle loot: +10%
Baying to MorrsliebNorsca
- −Missile resistance: 15% for Dread Maw & Feral Manticore units
- +Missile resistance: 10% for Dread Maw & Feral Manticore units
Monster HunterNorsca
- Research points: 500 → 600
What Starts the WarNorsca
- −Battle healing cap: +50% for Norscan Trolls, Skin Wolf and Curs'd Ettin units
- +Battle healing cap: +25% for Norscan Trolls, Skin Wolf and Curs'd Ettin units
- Research points: 700 → 1000
Secrets of TamingNorsca
- −Leadership: +4 for Norscan Monster units
- +Leadership: +2 for Norscan Monster units
Everliving SpiteNorsca
- Research points: 500 → 600
Deadly PreyNorsca
- Research points: 600 → 800
Master of BeastsNorsca
- Research points: 600 → 800