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

SFO rituals

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

  • −Growth: +40 (all provinces)
  • −Food generated: 3 per turn
  • −Recruitment cost: -25%
  • −Control: +2 (all provinces)
  • +Food generated: 10 per turn
  • +Recruitment cost: -30% for all units
  • +Growth: +30
  • +Control: +3
  • Cost: 3000 Gold →
  • −Growth: +40 (all provinces)
  • −Food generated: 3 per turn
  • −A Verminlord will become available for recruitment.
  • −Recruitment cost: -25%
  • −Control: +2 (all provinces)
  • Cost: 3000 Gold →
  • +Infections: 13 per turn
  • +Chance of a plague spreading: +13%
  • +Casualty replenishment rate: +13% for Plague Monks and Plague Claw Catapult units
  • +Speed: +13% for Plague Monks and Plague Claw Catapult units
  • Cooldown: 15 → 20
  • Cost: 1000 Gold →
  • Duration: — → 13
  • Cooldown: 20 → 25
  • Cost: 1000 Gold →
  • Cooldown: 20 → 25
  • Cost: 800 Gold →
  • −Army ability: "Rictus Clanstone" (all armies)
  • −Hero action success chance: +13% (all characters)
  • −Enemy Hero action success chance: -13% (all characters)
  • +Army ability: "Rictus Clanstone"
  • +Hero action success chance: +13%
  • +Upkeep: -13%
  • +Enemy Hero action success chance: -13%
  • Cooldown: 13 → 30
  • Cost: 1313 Gold →
  • −Army ability: "Eshin Clanstone" (all armies)
  • −Hero action success chance: +13% (all characters)
  • −Enemy Hero action success chance: -13% (all characters)
  • +Army ability: "Eshin Clanstone"
  • +Hero action success chance: +13%
  • +Enemy Hero action success chance: -13%
  • +Upkeep: -13%
  • Cooldown: 13 → 30
  • Cost: 1313 Gold →
  • −Army ability: "Mors Clanstone" (all armies)
  • −Hero action success chance: +13% (all characters)
  • −Enemy Hero action success chance: -13% (all characters)
  • +Army ability: "Mors Clanstone"
  • +Hero action success chance: +13%
  • +Enemy Hero action success chance: -13%
  • +Upkeep: -13%
  • Cooldown: 13 → 30
  • Cost: 1313 Gold →
  • −Army ability: "Moulder Clanstone" (all armies)
  • −Hero action success chance: +13% (all characters)
  • −Enemy Hero action success chance: -13% (all characters)
  • +Army ability: "Moulder Clanstone"
  • +Hero action success chance: +13%
  • +Enemy Hero action success chance: -13%
  • +Upkeep: -13%
  • Cooldown: 13 → 30
  • Cost: 1313 Gold →
  • −Army ability: "Pestilens Clanstone" (all armies)
  • −Hero action success chance: +13% (all characters)
  • −Enemy Hero action success chance: -13% (all characters)
  • +Army ability: "Pestilens Clanstone"
  • +Hero action success chance: +13%
  • +Enemy Hero action success chance: -13%
  • +Upkeep: -13%
  • Cooldown: 13 → 30
  • Cost: 1313 Gold →
  • −Army ability: "Skryre Clanstone" (all armies)
  • −Hero action success chance: +13% (all characters)
  • −Enemy Hero action success chance: -13% (all characters)
  • +Army ability: "Skryre Clanstone"
  • +Hero action success chance: +13%
  • +Enemy Hero action success chance: -13%
  • +Upkeep: -13%
  • Cooldown: 13 → 30
  • Cost: 1313 Gold →
  • −On turn start, Lords have a chance to gain 2 loyalty
  • −Diplomatic relations: +13 with Skaven
  • −Army ability: "Scruten Clanstone" (all armies)
  • −Hero action success chance: +13% (all characters)
  • −Enemy Hero action success chance: -13% (all characters)
  • Cost: 1313 Gold →
  • +Blocks Alignments natural decline
  • Cooldown: 10 → 25
  • Duration: 5 → 10
  • Cost: 200 Old Ones' Favour → 250 Old Ones' Favour
  • Cooldown: 10 → 50
  • −Unit experience gain per turn: +75 (all armies)
  • −Recruit rank: +2 for all units
  • −Income from post-battle loot: +25%
  • −Local recruitment capacity: +1 (factionwide)
  • +Experience gain: +25% for units
  • +Leadership: +5 when in own territory
  • +Casualty replenishment rate: +10% (own armies factionwide in owned territory)
  • +Blocks Alignments natural decline
  • +Research rate: +40
  • Cooldown: 20 → 25
  • Duration: 5 → 10
  • Cost: 2000 Gold →
  • −Recruit rank: +1 for Kroxigor and Sacred Kroxigor units
  • −Weapon strength: +15% for Kroxigor and Sacred Kroxigor units
  • −Lord recruit rank: +2 for Kroxigor Ancients
  • −Armour: +20 for Kroxigor and Sacred Kroxigor units
  • +Lord recruit rank: +5 for Kroxigor Ancients
  • +Casualty replenishment rate: +20% for Kroxigors and Sacred Kroxigors units
  • +Melee attack: +10 for Kroxigor and Sacred Kroxigor units
  • +Melee defence: +10 for Kroxigor and Sacred Kroxigor units
  • Cooldown: 20 → 25
  • Duration: 5 → 10
  • Cost: 3000 Gold →
  • −Army ability: "Feral Cold Ones" (all armies)
  • +Army ability: "Feral Cold Ones"
  • +Speed: +25% for Cold One, Terradon Riders, Ripperdactyl Riders, Coatl, Salamander and Razordon Hunting Pack units
  • Cooldown: 25 → 50
  • Duration: 15 → 20
  • Cost: 350 Old Ones' Favour → 250 Old Ones' Favour
  • +Ability: "Pursuit of Battle" for Saurus and Temple Guards units
  • +Attribute: Unbreakable for Saurus and Temple Guard units
  • Cooldown: 15 → 25
  • Duration: 5 → 10
  • Cost: 2000 Gold →
Rite of SotekLizardmen
  • −Melee attack: +10 for Skink units (all armies)
  • −Missile strength: +20% for Skink and Terradon units (all armies)
  • −Weapon strength: +15% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (all armies)
  • +Weapon strength: +25% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units
  • +Missile strength: +25% for Skink, Chameleon Skink and Chameleon Stalker units
  • Duration: 15 → 10
  • Cost: 6000 Gold →
  • −Immune to High Seas attrition (all armies)
  • +Vigour loss reduction: -100% for Blessed units
  • Cooldown: 15 → 20
  • Cost: 2500 Gold →
  • −Control: +5 (all provinces)
  • +Control: +5
  • +Recruitment cost: -25% for all units
  • Cooldown: 15 → 30
  • Duration: 5 → 10
  • Cost: 2000 Gold →
  • Cooldown: 15 → 30
  • −Casualty replenishment rate: +15% (all armies)
  • +Casualty replenishment rate: +10%
  • +Range: +50% for Artillery units
  • Cooldown: 20 → 30
  • Cost: 1000 Gold →
  • −Immune to Cursed Mist attrition (all armies)
  • +Immune to Cursed Mist attrition
  • +Campaign movement range: +25% for armies
  • Cooldown: 20 → 30
  • Duration: 5 → 10
  • Cost: 3500 Gold →
Heed the WillTomb Kings
  • −Generates 2500 for the treasury when activated
  • +Generates 1500 for the treasury when activated
  • +Income from all buildings: +25% (all regions factionwide)
  • −Allows settlements to perform a Garrison Sally Attack with +1000 range (provincewide)
  • −Local recruitment capacity: +2 (local province)
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (all regions in province)
  • +Local recruitment capacity: +2
  • −Confederates Khatep's faction (if perished, Khatep is added to your Lord pool)
  • −Confederates Khalida's faction (if perished, Khalida is added to your Lord pool)
  • −Army ability: "Tomb Swarm" (all armies)
  • −Canopic Jars generated: 25 per turn
  • −Construction time: -25% for all buildings
  • −Growth: +25 (all provinces)
  • +Army ability: "Tomb Swarm"
  • +Canopic Jars generated: 20 per turn
  • +Construction time: -1 for all buildings (minimum of 1 turn)
  • +Growth: +30
  • Cost: 2000 Gold → 2500 Gold
  • −Army ability: "Sand Veil" (all armies)
  • +Army ability: "Sand Veil"
  • +Ambush defence chance: +50%
  • Cooldown: 20 → 25
  • Duration: 5 → 10
  • Cost: 3000 Gold → 2500 Gold
  • Cooldown: 15 → 25
  • Cost: 4000 Gold → 2500 Gold
  • −Recruit rank: +2 for all units
  • −Lord recruit rank: +3
  • +Experience gain: +25% for units
  • +Character experience gain: +25%
  • Cooldown: 10 → 25
  • Duration: 5 → 10
  • Cost: 2500 Gold → 5000 Gold
  • −Army ability: "Envelop in Mist"
  • −Army ability: "Summon the Sentinels"
  • −Replaces: "Martial Mastery and Martial Prowess"
  • +Army ability: "Envelop in Mist" (army)
  • +Army ability: "Summon the Sentinels" (army)
  • +Replaces: "Martial Mastery and Martial Prowess" (army)
  • −Immune to High Seas, Reef and Storm attrition (all armies)
  • +Immune to High Seas, Reef and Storm attrition (own armies factionwide)
  • −Hero action success chance: +60% for Mages and Loremasters of Hoeth
  • −Experience gain: +50% for Archmages, Mages and Loremasters of Hoeth
  • −Experience per turn: +300 for Archmages, Mages and Loremasters of Hoeth
  • −Winds of Magic power reserve: +15 per turn (all armies)
  • +Winds of Magic power reserve: +15 per turn
  • +Hero action success chance: +75% for Mages and Loremasters of Hoeth
  • +Experience gain: +75% for Archmages, Mages and Loremasters of Hoeth
  • +Experience per turn: +500 for Archmages, Mages and Loremasters of Hoeth
  • +Winds of Magic power reserve: +10 per turn
  • Cooldown: 15 → 30
  • Duration: 5 → 10
  • Cost: 2000 Gold → 2500 Gold
  • −Passive ability: "Regeneration" for Dryad, Tree Kin and Treemen units (all armies)
  • −Corruption: -10 (all provinces)
  • −Casualty replenishment rate: +8%
  • −Immune to all attrition (all armies)
  • +Passive ability: "Regeneration" for Dryad, Tree Kin, Grove Guardians and Treemen units
  • +Corruption: -10
  • +Constant casualty replenishment rate: +10%
  • +Immune to all attrition
  • Cost: 2000 Gold → 2500 Gold
  • −Ability number of uses: +3 for all Dragon Breath attacks (all armies)
  • −Army ability: "Vaul's Hammer" during siege battles (all armies)
  • −Enables flaming attacks (all armies)
  • −Armour: +15 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units (all armies)
  • +Ability number of uses: +2 for all Dragon Breath attacks
  • +Army ability: "Vaul's Hammer" during siege battles
  • +Enables flaming attacks
  • +Armour: +10
  • +Armour: +10 for all units (Rank 7 and above)
  • +Experience gain: +25% for units
  • Cooldown: 20 → 30
  • Cost: 1500 Gold → 5000 Gold
  • −Influence: +5 per turn
  • −Construction cost: -15% for all buildings
  • −Control: +4 (all provinces)
  • +Influence: +10 per turn
  • +Control: +5
  • +Construction time: -50% for all buildings
  • Cooldown: 15 → 30
  • Duration: 5 → 10
  • Cost: 2000 Gold → 2500 Gold
  • −Diplomatic relations: -15 with High Elves
  • −Experience per turn: +200 for Lords and Nobles
  • +Diplomatic relations: -20 with High Elves
  • +Experience per turn: +250 for Lords and Nobles
  • Cooldown: 20 → 30
  • Cost: 1500 Gold → 2500 Gold
  • −Hero action success chance: +40% for Mages and Loremasters of Hoeth
  • −Experience per turn: +200 for Archmages, Mages and Loremasters of Hoeth
  • −Winds of Magic power reserve: +10 per turn (all armies)
  • +Hero action success chance: +50% for Mages and Loremasters of Hoeth
  • +Experience per turn: +250 for Archmages, Mages and Loremasters of Hoeth
  • +Winds of Magic power reserve: +10 per turn
  • Cooldown: 15 → 30
  • Duration: 5 → 10
  • Cost: 2000 Gold → 2500 Gold
  • −Corruption: -10 (all provinces)
  • −Casualty replenishment rate: +8%
  • −Immune to all attrition (all armies)
  • +Corruption: -10
  • +Constant casualty replenishment rate: +10%
  • +Immune to all attrition
  • Cost: 2000 Gold → 2500 Gold
  • −Army ability: "Envelop in Mist" (all armies)
  • −Campaign movement range: -15% for enemy armies starting their turn in this region (regions within the Mists of Yvresse)
  • −Ambush success chance: +15% (all armies)
  • +Army ability: "Envelop in Mist"
  • +Campaign movement range: -15% for enemy armies starting their turn in this province (regions within the Mists of Yvresse)
  • +Ambush success chance: +25%
  • Cooldown: 20 → 30
  • Cost: 1500 Gold → 2500 Gold
  • −Magic item drop chance from battle: +50%
  • +Magic item drop chance from battle: +100%
  • Cooldown: 10 → 30
  • Duration: 5 → 10
  • Cost: 2000 Gold → 2500 Gold
  • −Attribute: Perfect Vigour for Merwyrm units (all armies)
  • −Attribute: Unbreakable for Ship's Company and Lothern Sea Guard units (all armies)
  • −Enables "Frozen" contact effect (unable to move) for Oceanids and Sea Elemental units (all armies)
  • −Speed: +20% when fighting at sea (all armies)
  • +Attribute: Perfect Vigour for Merwyrm units
  • +Attribute: Unbreakable for Ship's Company and Lothern Sea Guard units
  • +Enables "Frozen" contact effect (unable to move) for Oceanids and Sea Elemental units
  • +Speed: +20% when fighting at sea
  • +Campaign movement range: +20% for armies (faction leader's army)
  • Cooldown: 10 → 30
  • Duration: 3 → 10
  • Cost: 1500 Gold → 2500 Gold
  • +Melee and missile weapon damage: +20%
  • +Casualty replenishment rate: -10%
  • +Attribute: Vanguard Deployment
  • +Campaign movement range: +10% for armies
  • Cooldown: 15 → 40
  • Duration: — → 10
  • −Army ability: "Vaul's Hammer" during siege battles (all armies)
  • −Armour: +15 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units
  • −Recruit rank: +2 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units
  • −Recruitment cost: -10% for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units
  • +Army ability: "Vaul's Hammer" during siege battles
  • +Armour: +10
  • +Armour: +10 for all units (Rank 7 and above)
  • +Experience gain: +25% for units
  • Cooldown: 20 → 30
  • Cost: 1500 Gold → 5000 Gold
  • +Speed: +10% for all monsters from Monsters Pens
  • +Armour: +10 for all monsters from Monsters Pens
  • +Leadership: +10 for all monsters from Monsters Pens
  • Cooldown: 15 → 30
  • Duration: — → 10
  • +Armour: +10 for all units (Rank 7 and above)
  • +Control: +5 in own provinces where an army is present
  • +On turn start, Lords have a chance to gain 2 loyalty
  • Cooldown: 20 → 30
  • Cost: 800 Slaves → 500 Slaves
  • Duration: — → 10
  • Cooldown: 25 → 30
  • Cost: 12000 Gold → 1000 Slaves
  • −Attribute: Stalk for Corsairs units
  • −Armour: +20 for Kharibdyss units
  • −Armour-piercing missile damage: +100% for Black Ark Corsairs units
  • −Black Ark growth: +10
  • −Campaign movement range: +20%
  • +Armour: +25 for Kharibdyss units
  • +Black Ark growth: +5
  • +Replenishes 10% campaign movement range after winning a battle
  • Cooldown: 20 → 30
  • Cost: 800 Slaves → 500 Slaves
  • −Control: +8 (all provinces)
  • +Control: +10
  • +Diktats cost: -25%
  • Cooldown: 15 → 30
  • Duration: 5 → 10
  • Cost: 800 Slaves → 500 Slaves
  • −Weapon strength: +15% when fighting against High Elves (all armies)
  • −Recruit rank: +2 for Death Hags and Witch Elf units
  • −Leadership: +10 when fighting against High Elves (all armies)
  • −Diplomatic relations: -25 with High Elves
  • +Weapon strength: +25% when fighting against High Elves
  • +Character experience gain: +25%
  • +Unit experience gain: +100% for units when fighting against High Elves
  • +Diplomatic relations: -50 with High Elves
  • +Growth per region: +10 after winning a battle (all provinces)
  • Cooldown: 25 → 30
  • Cost: 800 Slaves → 500 Slaves
  • −Hero action success chance: +40% for Sorceresses
  • −Experience per turn: +200 for Sorceresses and Supreme Sorceresses
  • −Winds of Magic power reserve: +10 per turn (all armies)
  • +Hero action success chance: +50% for Sorceresses
  • +Experience per turn: +250 for Sorceresses and Supreme Sorceresses
  • +Winds of Magic power reserve: +10 per turn
  • Cooldown: 15 → 30
  • Duration: 5 → 10
  • Cost: 800 Slaves → 500 Slaves
  • −Army ability: "Dark Conduit" (all armies)
  • −Casualties captured post-battle: +25%
  • −Income from post-battle loot: +50%
  • −Casualty replenishment rate: +20%
  • +Army ability: "Dark Conduit"
  • +Casualties captured post-battle: +10%
  • +Income from post-battle loot: +10%
  • +Post-battle casualties replenished: +10% after winning a battle
  • +Passive ability: "Blood Frenzy"
  • Cooldown: 25 → 30
  • Duration: 15 → 10
  • Cost: 800 Slaves → 500 Slaves
  • Cooldown: 20 → 30
  • Cost: 800 Slaves → 500 Slaves
  • −Control: +10
  • +Experience gain: +10% for units (own armies factionwide)
  • +Control: +20
  • Duration: 5 → 10
  • Cost: 200 Slaves → 500 Slaves, 400 Slaves
Naval MarketsDark Elves
  • Cost: 400 Slaves → 500 Slaves, 400 Slaves
Open MarketsDark Elves
  • +Attrition: -50% casualties suffered from all attrition (own armies in province)
  • +Income from slaves: +25% (local province)
  • Duration: 1 → 10
  • Cost: 400 Slaves → 500 Slaves, 400 Slaves
ShipbuildingDark Elves
  • −Black Ark growth: +5 (armies in nearby sea region)
  • −Growth: +20
  • +Black Ark growth: +1 (own armies factionwide)
  • +Growth: +25
  • +Control: +10
  • Duration: 5 → 10
  • Cost: 300 Slaves → 500 Slaves, 400 Slaves
Slave-DriveDark Elves
  • +Construction cost: -10% for all buildings
  • Duration: 5 → 10
  • Cost: 300 Slaves → 500 Slaves, 400 Slaves
  • −Campaign movement range: +40% whilst at sea (armies in nearby sea region)
  • +Campaign movement range: +100% whilst at sea (armies in nearby sea region)
  • +Campaign movement range: +10% for armies (all navies)
  • +Campaign line of sight: +25% (all characters factionwide)
  • Duration: 3 → 10
  • Cost: 200 Slaves → 500 Slaves, 400 Slaves
  • −Only one Boon of Slaanesh can be active at a time
  • −Armour-piercing weapon damage: +4 (Lord's army)
  • +Only one Boon of Slaanesh can be active at a time (army)
  • +Melee and missile weapon damage: +25% (Lord's army)
  • Cost: 350 Thralls → 400 Thralls
  • −Unit experience gain: +50% (all units in army)
  • −Only one Boon of Slaanesh can be active at a time
  • −Character experience gain: +50% (characters in force)
  • +Unit experience gain: +50% (Lord's army)
  • +Only one Boon of Slaanesh can be active at a time (army)
  • +Character experience gain: +50% (Lord's army)
  • Cost: 125 Thralls → 400 Thralls
  • −Only one Boon of Slaanesh can be active at a time
  • +Only one Boon of Slaanesh can be active at a time (army)
  • Cost: 225 Thralls → 400 Thralls
  • Cost: 1000 Devotees → 2000 Devotees
  • −Income from all buildings: +20% (local province)
  • −Research rate: +12
  • +Income from all buildings: +10% (local province)
  • +Seduce Units cost: -5% (own armies factionwide)
  • +Experience gain: +10% for units (own armies factionwide)
  • +Upkeep: -10% (own armies in province)
  • +Casualty replenishment rate: +10% (own armies in province)
  • Cost: 100 Thralls → 250 Thralls
  • −Income from all buildings: +20% (local province)
  • −Research rate: +12
  • +Income from all buildings: +10% (local province)
  • +Seduce Units cost: -5% (own armies factionwide)
  • +Experience gain: +10% for units (own armies factionwide)
  • +Upkeep: -10% (own armies in province)
  • +Casualty replenishment rate: +10% (own armies in province)
  • Cost: 100 Devotees → 500 Devotees
  • −Control: +20
  • −Recruit rank: +2 for all units (local province)
  • −Recruitment cost: -25% (local province)
  • +Campaign movement range: +25% for own armies starting their turn in this province (own armies in province)
  • +Recruit rank: +2 for all units (own armies in province)
  • +Seduce Units cost: -5% (own armies factionwide)
  • +Experience gain: +10% for units (own armies factionwide)
  • +Recruitment cost: -25% for all units (own armies in province)
  • Cost: 200 Thralls → 250 Thralls
  • −Control: +20
  • −Recruit rank: +2 for all units (local province)
  • −Recruitment cost: -25% (local province)
  • +Campaign movement range: +25% for own armies starting their turn in this province (own armies in province)
  • +Recruit rank: +2 for all units (own armies in province)
  • +Seduce Units cost: -5% (own armies factionwide)
  • +Experience gain: +10% for units (own armies factionwide)
  • +Recruitment cost: -25% for all units (own armies in province)
  • Cost: 200 Devotees → 500 Devotees
  • −Control: +5
  • −Growth: +50
  • +Control: +20
  • +Growth: +69
  • +Seduce Units cost: -5% (own armies factionwide)
  • +Experience gain: +10% for units (own armies factionwide)
  • +Construction time: -20% for all buildings (local province)
  • Cost: 100 Thralls → 250 Thralls
  • −Control: +5
  • −Growth: +50
  • +Control: +20
  • +Growth: +69
  • +Seduce Units cost: -5% (own armies factionwide)
  • +Experience gain: +10% for units (own armies factionwide)
  • +Construction time: -20% for all buildings (local province)
  • Cost: 2000 Gold, 100 Devotees → 500 Devotees
DominateSlaanesh
  • Cost: 300 Devotees → 500 Devotees
  • −Slaanesh corruption: +33 (provincewide)
  • −Growth: -66 (provincewide)
  • +Slaanesh corruption: +33 (all regions in province)
  • +Growth: -60 (all regions in province)
  • −Campaign movement range: -66%
  • +Campaign movement range: +33% for armies (army)
  • −Seduce Units budget: +100%
  • −Casualties captured post-battle: +20%
  • +Slaanesh corruption: +6 (local province)
  • +Upkeep: -40% (army)
  • +Seduce Units cost: -20% (own armies factionwide)
  • Duration: 4 → 6
  • −All units in this army will instantly take 6% damage
  • −Campaign movement range: +6%
  • −Charge bonus: +6%
  • −Speed: +6%
  • −Weapon strength: +6%
  • +All units in this army will instantly take 6% damage (army)
  • +Replenishes 6% campaign movement range after winning a battle
  • +Leadership: +6 (army)
  • +Charge bonus: +6 (army)
  • +Speed: +6% (army)
  • +Melee attack: +6 (army)
Magic FlareTzeentch
  • −Barrier hit points: +25%
  • −Ammunition: +20%
  • −Range: +20%
  • +Barrier replenishment delay: -20% (army)
  • +Barrier hit points: +20% (army)
  • +Tzeentch corruption: +5 (all characters factionwide)
  • +Range: +20% (army)
  • +Reload time reduction: +20% (army)
  • Duration: 3 → 5
  • −Enables attrition for this army (regardless of immunities)
  • +Vigour loss reduction: +10% (army)
  • +Miscast base chance: +50% (army)
  • +All units in this army will take +10% damage per turn (army)
  • +Enables attrition for this army (regardless of immunities) (army)
  • Duration: 5 → 2
  • −Winds of Magic power reserve: +15 per turn
  • +Cooldown: -25% to all spells (all characters factionwide)
  • +Passive ability: "Feral Rage" (enemy armies in province)
  • +Winds of Magic power reserve: +10 per turn (army)
  • −Grimoires gained post-battle: +20%
  • +Ambush defence chance: +50% (army)
  • +Ambush success chance: +50% (army)
  • +Campaign line of sight: +100%
  • +Grimoires gained post-battle: +25% (army)
  • −Enables flaming attacks for all Elf units (all armies)
  • −Army ability: "Vaul's Hammer" during siege battles (all armies)
  • +Enables flaming attacks for all Elf units
  • +Army ability: "Vaul's Hammer" during siege battles
  • +Research rate: +25
  • −Immune to all attrition (all armies)
  • −Spell resistance: 25% (all armies)
  • +Immune to all attrition
  • +Spell resistance: 25%
  • +Replenishes 10% campaign movement range after winning a battle
  • −Missile strength: +10% for Glade Guard, Deepwood Scouts, and Waywatchers units (all armies)
  • +Reload time reduction: +10% during forest battles
  • +Character experience gain per turn: +250
  • +Charge bonus: +10% during forest battles
  • −Missile resistance: 15% for all Elf units (all armies)
  • −Armour: +15 for Elf Infantry and Cavalry units (all armies)
  • +Enemy Hero action success chance: -25%
  • +Missile resistance: 10% for all Elf units
  • +Armour: +10 for Elf Infantry and Cavalry units
  • Cost: 750 Dread → 1000 Dread
  • Cost: 2250 Dread → 3000 Dread
  • Cost: 375 Dread → 500 Dread
  • Cost: 1500 Dread → 2000 Dread
  • −Ammunition: +15% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • −Missile strength: +15% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • −Range: +15% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • +Ammunition: +10% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • +Missile strength: +10% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • +Range: +25% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • +Reload time reduction: +10% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • −Oathgold: 10 per turn (factionwide)
  • −Tradable resources produced: +100% (factionwide)
  • +Oathgold: 25 per turn
  • +Tradable resources produced: +100%
  • −Melee attack: +5 for Miners and Longbeards (Great Weapons) units
  • −Shared cooldown: -15% for all Rune Magic
  • +Melee attack: +10 for Miners and Longbeards (Great Weapons) units
  • +Shared cooldown: -25% for all Rune Magic
HammerersDwarfs
  • −Passive ability: "Frenzy"
  • −Enables frostbite attacks
  • +Passive ability: "Berserk"
  • +Enables Frostfire attacks (weakness to fire & slow)
  • −Enables flammable attacks
  • +Passive ability: "Dig In!"
  • −Attribute: Expert Charge Defence
  • +Passive ability: "Bolstered Defence"
SlayersDwarfs
  • −Enables sundering attacks
  • +Enable contact effect: "Cavalry Bane"
Astromantic BoonGrand Cathay
  • −Cooldown: -25% to all spells
  • −Winds of Magic cost: -20% for all spells
  • −Winds of Magic power reserve: +5 per turn
  • +Cooldown: -20% to all spells (army)
  • +Winds of Magic cost: -20% for all spells (army)
  • +Winds of Magic power reserve: +5 per turn (army)
  • −Army ability: "Celestial Intervention"
  • −Ability number of uses: +3 for "Celestial Intervention"
  • −Missile block chance: +15% (all units in army)
  • −Speed: +45% (all units in army)
  • +Army ability: "Celestial Intervention" (army)
  • +Ability number of uses: +3 for "Celestial Intervention" (army)
  • +Missile block chance: +10% (all units in army)
  • +Speed: +40% (all units in army)
  • −Immune to diplomatic penalties from trespassing
  • +Immune to diplomatic penalties from trespassing (army)
  • −Campaign movement range: +20%
  • −Ammunition: +50% (all units in army)
  • +Campaign movement range: +10% for armies (army)
  • +Ammunition: +40% (all units in army)
High CommissionerChaos Dwarfs
  • −Workload requirement for Raw Materials: -5% (all provinces)
  • −Raw Materials consumed per turn by buildings: -5% (all provinces)
  • +Workload requirement for Raw Materials: -5%
  • +Raw Materials consumed per turn by buildings: -5%
PreceptorChaos Dwarfs
  • −Grants a random follower or banner every 6 turns
  • +Grants a random follower or banner every 3 turns
TraffickerChaos Dwarfs
  • −Lord recruit rank: +5 for Convoy Overseer (factionwide)
  • +Lord recruit rank: +5 for Convoy Overseer
  • +-5% Labour loss per turn (minimum of 5) (all provinces)
Sell LabourChaos Dwarfs
  • +Income from all buildings: +20%
Set an ExampleChaos Dwarfs
  • −Control: +10
  • +Control: +20
Field MarshalChaos Dwarfs
  • −Spawns a temporary army of Hobgoblins when sacking enemy settlements (has 5 turn cooldown between spawns) (all armies)
  • +Spawns a temporary army of Hobgoblins when sacking enemy settlements (has 5 turn cooldown between spawns) (faction leader's army)
QuartermasterChaos Dwarfs
  • −Grants a random weapon or armour every 6 turns
  • +Grants a random weapon or armour every 3 turns
WarmongerChaos Dwarfs
  • −Replenishes 15% campaign movement range after winning a battle (all characters)
  • +Replenishes 10% campaign movement range after winning a battle
Black AlchemistChaos Dwarfs
  • −Grants a random enchanted item, talisman or arcane item every 6 turns
  • +Grants a random enchanted item, talisman or arcane item every 3 turns
ProphetChaos Dwarfs
  • −Casualty replenishment rate: +6% (all armies)
  • +Casualty replenishment rate: +5%
  • Cost: 50 Spirit Essence → 80 Spirit Essence
  • −Income gained based on the target settlement's income: 50% (provincewide)
  • +Income gained based on the target settlement's income: 50% (all regions in province)
  • Cost: 100 Spirit Essence → 160 Spirit Essence
  • −Winds of Magic cost: +40% for all spells
  • −Disables March, Tunnelling and Teleportation stances for the target
  • −Campaign movement range: -50%
  • +Winds of Magic cost: +40% for all spells (army)
  • +Disables March, Tunnelling and Teleportation stances for the target (army)
  • +Campaign movement range: -50% for armies (army)
  • Cost: 30 Spirit Essence → 40 Spirit Essence
  • −Winds of Magic cost: +70% for all spells
  • −Disables March, Tunnelling and Teleportation stances for the target
  • +Winds of Magic cost: +70% for all spells (army)
  • +Disables March, Tunnelling and Teleportation stances for the target (army)
  • Cost: 60 Spirit Essence → 80 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 40 Spirit Essence → 60 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • −Teleports the target army to a magical forest
  • +Teleports the target army to a magical forest (army)
  • Cost: 80 Spirit Essence → 120 Spirit Essence
  • Cost: 60 Spirit Essence → 100 Spirit Essence
  • Cost: 120 Spirit Essence → 200 Spirit Essence
  • −Melee defence: +3 for all units (Rank 7 and above)
  • +Melee defence: +2 for all units (Rank 7 and above)
  • −Armour-piercing weapon damage: +8 for Ice Guard units
  • −Base weapon damage: -8 for Ice Guard units
  • +Armour-piercing weapon damage: +6 for Ice Guard units
  • +Base weapon damage: -6 for Ice Guard units
  • −Defensive supplies: +6000 (all regions)
  • +Unit experience gain per turn: +500 (including garrisons)
  • +Defensive supplies: +1000
  • −Unit experience gain per turn: +100 (when in own territory)
  • +Unit experience gain per turn: +500 (when in own territory)
  • +Experience gain: +10% for units (when in own territory)
  • −Hero action success chance: +15% (all characters)
  • +Hero action success chance: +15%
  • −Character experience per turn: +200 (all Lords)
  • +Character experience gain per turn: +200 (all Lords)
  • −Recruit rank: +3 for Kossars, Armoured Kossars and Kislevite Warriors units
  • +Experience gain: +100% for Kislevite Warriors, Kossars and Armoured Kossars units
  • −Campaign movement range: +10% (all armies)
  • +Campaign movement range: +10% for armies
  • −Growth: +15 (all provinces)
  • +Growth: +15
DazhKislev
  • Cost: 80 Devotion → 100 Devotion
SalyakKislev
  • Cost: 80 Devotion → 100 Devotion
TorKislev
  • Cost: 80 Devotion → 100 Devotion
UrsunKislev
  • Cost: 80 Devotion → 100 Devotion
DazhKislev
  • −Attacks cause "Flammable" effect, reducing fire resistance (characters in force)
  • −Enables flaming attacks
  • −Character experience gain: +50%
  • −No additional Invocations may be performed for this army until the active one expires
  • +Army ability: "The Bitterness of Winter" (army)
  • +Attacks cause "Flammable" effect, reducing fire resistance (characters in army)
  • +Enables flaming attacks (army)
  • +Character experience gain: +100% (army)
  • +No additional Invocations may be performed for this army until the active one expires (army)
SalyakKislev
  • −Battle healing cap: +100%
  • −Armies replenish in foreign territory
  • −No additional Invocations may be performed for this army until the active one expires
  • −Casualty replenishment rate: +10%
  • +Army ability: "Passion of Salyak" (army)
  • +Battle healing cap: +100% (army)
  • +Armies replenish in foreign territory (army)
  • +No additional Invocations may be performed for this army until the active one expires (army)
  • +Casualty replenishment rate: +10% (army)
TorKislev
  • −Army ability: "Wrath of the Bear"
  • −No additional Invocations may be performed for this army until the active one expires
  • −Enables magical attacks
  • −Melee attack: +8
  • +Army ability: "Fury of Tor" (army)
  • +No additional Invocations may be performed for this army until the active one expires (army)
  • +Enables magical attacks (army)
  • +Melee attack: +8 (army)
UrsunKislev
  • −Army ability: "The Bitterness of Winter"
  • −Weapon strength: +15% for War Bear Riders and Elemental Bear units
  • −No additional Invocations may be performed for this army until the active one expires
  • −Campaign movement range: +20%
  • +Army ability: "The Land Awakened" (army)
  • +Weapon strength: +25% for War Bear Riders and Elemental Bear units (army)
  • +No additional Invocations may be performed for this army until the active one expires (army)
  • +Campaign movement range: +25% for armies (army)
SalyakKislev
  • −Growth: +50 (local province)
  • −Local recruitment capacity: +3 (local province)
  • +Growth: +50
  • +Local recruitment capacity: +4
TorKislev
  • −Barrier hit points: +800 for all units when defending settlements (armies in region)
  • −Army spell: "Thorsen's Thunderstorm" (armies in region)
  • −Vigour loss reduction: -50% during siege battles (armies in region)
  • −Weapon strength: +25% during siege battles (armies in region)
  • +Barrier hit points: +1000 for all units when defending settlements (own armies in region)
  • +Army spell: "Thorsen's Thunderstorm" (own armies in region)
  • +Vigour loss reduction: -25% during siege battles (own armies in region)
  • +Weapon strength: +25% during siege battles (own armies in region)
  • −Chance of a plague spreading: +20% (all armies)
  • +Chance of a plague spreading: +20% (own armies factionwide)
  • −Chance of a plague spreading: +20% (local province)
  • +Nurgle corruption: +15 (local province)
  • +Physical resistance: 10% (army)
  • +Chance of a plague spreading: +50% (local province)
  • Duration: 3 → 5
  • −Growth: +200
  • −Construction cost: -20% for all buildings
  • +Recruitment cost: -25% (own characters in region)
  • +Income from all buildings: +10% (all regions factionwide)
  • +Construction time: -1 for all buildings (minimum of 1 turn) (all regions factionwide)
  • +Growth: +250
  • Duration: 3 → 5
  • −Recruitment health: +10% for all units
  • −Recruitment cost: -15%
  • +Hit points: +10% (all characters factionwide)
  • +Casualty replenishment rate: +20% (local province)
  • +Passive ability: "Damage Reflection" (army)
  • Duration: 2 → 5
Bloody 'n' RawOgre Kingdoms
  • −Melee attack: +10
  • +Weapon strength: +30% (army)
Come 'n' Get ItOgre Kingdoms
  • −Campaign movement range: +20%
  • +Campaign movement range: +40% for armies (army)
Fill Yer BelliesOgre Kingdoms
  • −Global recruitment duration: -2 turn(s) (minimum 1)
  • +Upkeep: -20% (army)
Give Me Gut MagicOgre Kingdoms
  • −Winds of Magic power reserve: +5 per turn
  • +Enables magical attacks (army)
  • +Casualty replenishment rate: +5% (army)
BribeOgre Kingdoms
  • Cost: 20000 Gold → 30000 Gold
BuyoutOgre Kingdoms
  • Cost: 25000 Gold → 30000 Gold
OvertimeOgre Kingdoms
  • −Instantly replenishes the movement range of the target army
  • +Instantly replenishes the movement range of the target army (army)
  • Cost: 5000 Gold → 10000 Gold
Rough 'Em UpOgre Kingdoms
  • −Causes attrition
  • +All units in this army will take +10% damage per turn (army)
  • +Causes attrition (army)
Sticky FingersOgre Kingdoms
  • +Treasury: +1000 for Goldtooth (no initial cost)
  • Cost: 2500 Gold → 1000 Gold
Stompin' GroundsOgre Kingdoms
  • −Meat: +250
  • +Meat: +350 (army)
  • −Use this battle to increase an army's Bloodletting level or gain more movement range after battle
  • −Summons a small, hostile army that will attack the target army immediately
  • +Use this battle to increase an army's Bloodletting level or gain more movement range after battle (army)
  • +Summons a small, hostile army that will attack the target army immediately (army)
  • −Character experience gain: +150% (Lord)
  • +Experience gain: +100% for units (army)
  • +Character experience gain: +100% (Lord)
  • Duration: 3 → 5
  • −Global recruitment duration: -1 turn(s) (minimum 1) (factionwide)
  • −Recruit rank: +3 for all units (all armies)
  • +Global recruitment capacity: +1
  • +Global recruitment duration: -1 turn(s) (minimum 1)
  • +Local Recruitment duration: -1 turn (minimum 1)
  • +Recruit rank: +2 for all units
  • −Income from post-battle loot: +25% (all armies)
  • +Income from post-battle loot: +20%
  • −Khorne corruption: +5 (all provinces)
  • +Khorne corruption: +5
  • −Growth: +15 (all provinces)
  • −Control: +5 (all provinces)
  • +Growth per region: +20 after winning a battle (all provinces)
  • +Control: +5 for every concurrent war with a neighbouring faction
  • −Passive ability: "Hungering Blades" (all armies)
  • +Passive ability: "Hungering Blades"
  • −Construction time: -1 for all buildings (minimum of 1 turn)
  • −Replenishes 15% campaign movement range after razing a settlement
  • +Replenishes 25% campaign movement range after razing a settlement
  • +Control: +5
  • +Character experience gain: +10%
  • +Experience gain: +10% for units
  • −Army ability: "Summoned from Beyond" (all armies)
  • +Army ability: "Summoned from Beyond" (own armies factionwide)
  • −Generates additional +1250 Treasury for every foreign settlement in the province
  • +Generates additional +1500 Treasury for every foreign settlement in the province
  • −Enemy battle reinforcement time: +50% (armies in province)
  • +Enemy battle reinforcement time: +50% (enemy armies in province)
ProfanityNorsca
  • −Cooldown: -25% to all spells (armies in province)
  • −Spell intensity: +30% (armies in province)
  • −Winds of Magic power reserve: +10 per turn (armies in province)
  • +Cooldown: -25% to all spells (own armies in province)
  • +Spell intensity: +30% (own armies in province)
  • +Winds of Magic power reserve: +10 per turn (own armies in province)
Ritual of UndeathUndead Legions
  • −Climate of each Region within the Province is converted to Undead Wasteland
  • −Multiple buildings unlock powerful bonus effects
  • −The cost of the Ritual of Undeath increases each time it is cast, but can be reduced by Vampiric Corruption.
  • −Additional bonuses for each cast can be unlocked within the Black Pyramid
Arkhan the BlackUndead Legions
  • −Subjugation cost for other Mortarchs: +35%
  • −Empower 10 Sigils within the Black Pyramid
  • −Legendary Lord Subjugated: Arkhan the Black
  • −Regions owned by this Lord are converted to Burial Chambers, Ports are converted to Pirate Coves
  • −Unlocks access to all Tomb King Regiments of Renown once one of your Lords reaches the required rank
Dieter HelsnichtUndead Legions
  • −Subjugation cost for other Mortarchs: +35%
  • −Empower 5 Sigils within the Black Pyramid
  • −Legendary Hero Subjugated: Dieter Helsnicht
KrellUndead Legions
  • −Subjugation cost for other Mortarchs: +35%
  • −Empower 5 Sigils within the Black Pyramid
  • −Legendary Hero Subjugated: Krell
Luthor HarkonUndead Legions
  • −Subjugation cost for other Mortarchs: +35%
  • −Empower 10 Sigils within the Black Pyramid
  • −Legendary Lord Subjugated: Luthor Harkon
  • −Has access to Ship Buildings within Luthor Harkon's army
  • −Regions owned by this Lord are converted to Mausoleums, Ports are converted to Pirate Coves
  • −Unlocks access to all Vampire Coast Regiments of Renown once one of your Lords reaches the required rank
Mannfred von CarsteinUndead Legions
  • −Subjugation cost for other Mortarchs: +35%
  • −Empower 10 Sigils within the Black Pyramid
  • −Legendary Lord Subjugated: Mannfred von Carstein
  • −Regions owned by this Lord are converted to Mausoleums, Ports are converted to Pirate Coves
  • −Unlocks access to all Vampire Count Regiments of Renown once one of your Lords reaches the required rank
NeferataUndead Legions
  • −Subjugation cost for other Mortarchs: +35%
  • −Empower 10 Sigils within the Black Pyramid
  • −Grave Call Recruitment Unlock: Lahmian Handmaidens
  • −Unlocks construction of the Lahmian Halls building chain, enabling the recruitment of Lahmian Units and Heroes
  • −Legendary Lord Subjugated: Neferata
  • −Regions owned by this Lord are converted to Mausoleums, Ports are converted to Pirate Coves
The NamelessUndead Legions
  • −Subjugation cost for other Mortarchs: +35%
  • −Empower 5 Sigils within the Black Pyramid
  • −Legendary Follower Subjugated: The Nameless
  • −When The Nameless is equipped, unlocks the ability to posses enemy units before battle
Vlad von CarsteinUndead Legions
  • −Subjugation cost for other Mortarchs: +35%
  • −Empower 10 Sigils within the Black Pyramid
  • −Legendary Hero Isabella von Carstein will join your faction
  • −Regions owned by this Lord are converted to Mausoleums, Ports are converted to Pirate Coves
  • −Legendary Lord Subjugated: Vlad von Carstein
Walach HarkonUndead Legions
  • −Subjugation cost for other Mortarchs: +35%
  • −Empower 5 Sigils within the Black Pyramid
  • −Grave Call Recruitment Unlock: Blood Knights
  • −Unlocks construction of the Halls of Glories Past building chain, enabling the recruitment of Blood Knights
  • −Legendary Hero Subjugated: Walach Harkon
Heinrich KemmlerVampire Counts
  • −All of the faction's armies will be destroyed
  • −All of the faction's Legendary Lords and Legendary Heroes will be added to your recruitment pool
  • −Confederate Heinrich Kemmler's faction
  • −All of the faction's regions will be left behind
Helman GhorstVampire Counts
  • −All of the faction's armies will be destroyed
  • −All of the faction's Legendary Lords and Legendary Heroes will be added to your recruitment pool
  • −Confederate Helman Ghorst’s faction
  • −All of the faction's regions will be left behind
Mannfred von CarsteinVampire Counts
  • −All of the faction's armies will be destroyed
  • −All of the faction's Legendary Lords and Legendary Heroes will be added to your recruitment pool
  • −Confederate Mannfred von Carstein’s faction
  • −All of the faction's regions will be left behind
NeferataVampire Counts
  • −All of the faction's armies will be destroyed
  • −All of the faction's Legendary Lords and Legendary Heroes will be added to your recruitment pool
  • −Confederate Neferata’s faction
  • −All of the faction's regions will be left behind
  • −All of the faction's armies will be destroyed
  • −All of the faction's Legendary Lords and Legendary Heroes will be added to your recruitment pool
  • −Confederate Vlad & Isabella von Carstein's faction
  • −All of the faction's regions will be left behind
Sanguine WardsVampire Counts
  • −Barrier hit points: +500 for all units when defending settlements (local province)
  • −Unit experience gain: +100% (local province)
  • −Defensive supplies: +2000 (local province)
  • −Attrition: -50% when under siege (local province)
Tenebrous AuthorityVampire Counts
  • −Vampiric corruption: +20 (local province)
  • −Control: +10 (local province)
  • −Instantly replenish 50% movement range for all owned armies within the province
Dedicate – KhorneDaemons of Chaos
  • −All other glory gain will be halted
  • +The Chaos Gods will still grant you access to their lesser Daemonic Gifts
  • +Daemons Reforged: +10% hit points for destroyed Daemons of Khorne units restored after battle
Dedicate – NurgleDaemons of Chaos
  • −All other glory gain will be halted
  • +The Chaos Gods will still grant you access to their lesser Daemonic Gifts
  • +Daemons Reforged: +10% hit points for destroyed Daemons of Nurgle units restored after battle
Dedicate – SlaaneshDaemons of Chaos
  • −All other glory gain will be halted
  • +The Chaos Gods will still grant you access to their lesser Daemonic Gifts
  • +Daemons Reforged: +10% hit points for destroyed Daemons of Slaanesh units restored after battle
Dedicate – TzeentchDaemons of Chaos
  • −All other glory gain will be halted
  • +The Chaos Gods will still grant you access to their lesser Daemonic Gifts
  • +Daemons Reforged: +10% hit points for destroyed Daemons of Tzeentch units restored after battle
Dedicate – UndividedDaemons of Chaos
  • +Diplomatic relations: +25 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca
  • +Chaos Undivided corruption in adjacent provinces: +5
  • +Ward save: +10% for Chaos Warshrine units
  • +Unit experience gain: +25% for Chaos Warriors
  • +Army ability: "Summoned from Beyond"
  • +Daemons Reforged: +10% hit points for destroyed Daemonic units restored after battle