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.
The Dominating SchemeSkaven
- −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 →
The Dominating SchemeSkaven
- −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 →
The Pestilent SchemeSkaven
- +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
The Pestilent SchemeSkaven
- Cooldown: 20 → 25
- Cost: 1000 Gold →
The Scheme of DOOOOM!Skaven
- Cooldown: 20 → 25
- Cost: 800 Gold →
The Thirteenth SchemeSkaven
- −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 →
The Thirteenth SchemeSkaven
- −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 →
The Thirteenth SchemeSkaven
- −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 →
The Thirteenth SchemeSkaven
- −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 →
The Thirteenth SchemeSkaven
- −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 →
The Thirteenth SchemeSkaven
- −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 →
The Thirteenth SchemeSkaven
- −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 →
Rite of AllegianceLizardmen
- +Blocks Alignments natural decline
- Cooldown: 10 → 25
- Duration: 5 → 10
- Cost: 200 Old Ones' Favour → 250 Old Ones' Favour
Rite of AwakeningLizardmen
- Cooldown: 10 → 50
Rite of FerocityLizardmen
- −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 →
Rite of MasteryLizardmen
- −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 →
Rite of Primeval GloryLizardmen
- −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
Rite of RebirthLizardmen
- Cost: 350 Old Ones' Favour → 250 Old Ones' Favour
Rite of ResilienceLizardmen
- +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 →
Rite of TzunkiLizardmen
- −Immune to High Seas attrition (all armies)
- +Vigour loss reduction: -100% for Blessed units
- Cooldown: 15 → 20
- Cost: 2500 Gold →
Curse of Eternal ServiceVampire Coast
- −Control: +5 (all provinces)
- +Control: +5
- +Recruitment cost: -25% for all units
- Cooldown: 15 → 30
- Duration: 5 → 10
- Cost: 2000 Gold →
Curse of the Bountiful TreasureVampire Coast
- Cooldown: 15 → 30
Curse of the Queen’s CannonVampire Coast
- −Casualty replenishment rate: +15% (all armies)
- +Casualty replenishment rate: +10%
- +Range: +50% for Artillery units
- Cooldown: 20 → 30
- Cost: 1000 Gold →
Curse of the Sea MistVampire Coast
- −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)
Rightful ReclamationTomb Kings
- −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
Confederate the Grand HierophantTomb Kings
- −Confederates Khatep's faction (if perished, Khatep is added to your Lord pool)
Confederate the Warrior-QueenTomb Kings
- −Confederates Khalida's faction (if perished, Khalida is added to your Lord pool)
Great Incantation of GehebTomb Kings
- −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
Great Incantation of KhsarTomb Kings
- −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
Great Incantation of PtraTomb Kings
- Cooldown: 15 → 25
- Cost: 4000 Gold → 2500 Gold
Great Incantation of TahothTomb Kings
- −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
Mistwalker ReinforcementsHigh Elves
- −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)
Confederate High Elf Sea PatrolHigh Elves
- −Immune to High Seas, Reef and Storm attrition (all armies)
- +Immune to High Seas, Reef and Storm attrition (own armies factionwide)
Greater Invocation of HoethHigh Elves
- −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
Greater Invocation of IshaHigh Elves
- −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
Greater Invocation of VaulHigh Elves
- −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
Invocation of AsuryanHigh Elves
- −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
Invocation of EldrazorHigh Elves
- −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
Invocation of HoethHigh Elves
- −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
Invocation of IshaHigh Elves
- −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
Invocation of LadrielleHigh Elves
- −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
Invocation of LileathHigh Elves
- −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
Invocation of MathlannHigh Elves
- −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
Invocation of Morai-HegHigh Elves
- +Melee and missile weapon damage: +20%
- +Casualty replenishment rate: -10%
- +Attribute: Vanguard Deployment
- +Campaign movement range: +10% for armies
- Cooldown: 15 → 40
- Duration: — → 10
Invocation of VaulHigh Elves
- −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
Convocation of HuntersDark Elves
- +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
Gift to the Witch KingDark Elves
- +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
Rite of the WarmasterDark Elves
- Cooldown: 25 → 30
- Cost: 12000 Gold → 1000 Slaves
Sacrifice to Anath RaemaDark Elves
- −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
Sacrifice to AthartiDark Elves
- −Control: +8 (all provinces)
- +Control: +10
- +Diktats cost: -25%
- Cooldown: 15 → 30
- Duration: 5 → 10
- Cost: 800 Slaves → 500 Slaves
Sacrifice to DrakiraDark Elves
- −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
Sacrifice to HekartiDark Elves
- −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
Sacrifice to KhaineDark Elves
- −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
Sacrifice to MathlannDark Elves
- Cooldown: 20 → 30
- Cost: 800 Slaves → 500 Slaves
Fights to the DeathDark Elves
- −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
Wear Out the OarsDark Elves
- −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
A Keen EnticementSlaanesh
- −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
A Spur of EagernessSlaanesh
- −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
A Subtle EncouragementSlaanesh
- −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
Proliferate CultsSlaanesh
- Cost: 1000 Devotees → 2000 Devotees
Pleasure ArenaSlaanesh
- −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
Pleasure ArenaSlaanesh
- −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
Pleasure HuntSlaanesh
- −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
Pleasure HuntSlaanesh
- −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
Pleasure PartySlaanesh
- −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
Pleasure PartySlaanesh
- −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
Carnival of the DamnedSlaanesh
- −Slaanesh corruption: +33 (provincewide)
- −Growth: -66 (provincewide)
- +Slaanesh corruption: +33 (all regions in province)
- +Growth: -60 (all regions in province)
Cult UprisingSlaanesh
- −Campaign movement range: -66%
- +Campaign movement range: +33% for armies (army)
Infernal MartyrdomSlaanesh
- −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
Pain for PleasureSlaanesh
- −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
Mutagenic EnergiesTzeentch
- −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
Night of MadnessTzeentch
- −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)
Scriveners of InsanityTzeentch
- −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)
The Dragon's BreathWood Elves
- −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
The Dreamer's VisionWood Elves
- −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
The Eagle's TalonWood Elves
- −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
The Twilight's ShroudWood Elves
- −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
Bone-Strewn Herdstones UpgradeBeastmen
- Cost: 750 Dread → 1000 Dread
Great Herdstones UpgradeBeastmen
- Cost: 2250 Dread → 3000 Dread
Rune-Covered Herdstones UpgradeBeastmen
- Cost: 375 Dread → 500 Dread
Spired Herdstones UpgradeBeastmen
- Cost: 1500 Dread → 2000 Dread
Morgrim's Gears of WarDwarfs
- −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)
IrondrakesDwarfs
- −Enables flammable attacks
- +Passive ability: "Dig In!"
LongbeardsDwarfs
- −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)
Celestial InterventionGrand Cathay
- −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)
Diplomatic DeadlockGrand Cathay
- −Immune to diplomatic penalties from trespassing
- +Immune to diplomatic penalties from trespassing (army)
Supply Line OperationsGrand Cathay
- −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
Sacrifices for Zharr-NaggrundChaos Dwarfs
- +-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%
Bewitching LureKislev
- 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
Coven's CursemarkKislev
- −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
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed LandKislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 40 Spirit Essence → 60 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Jinxed Land (Empowered)Kislev
- −Teleports the target army to a magical forest
- +Teleports the target army to a magical forest (army)
- Cost: 80 Spirit Essence → 120 Spirit Essence
Recreant SpiritKislev
- Cost: 60 Spirit Essence → 100 Spirit Essence
- Cost: 120 Spirit Essence → 200 Spirit Essence
Battle BornKislev
- −Melee defence: +3 for all units (Rank 7 and above)
- +Melee defence: +2 for all units (Rank 7 and above)
Deathfrost BladesKislev
- −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
Frozen RedoubtKislev
- −Defensive supplies: +6000 (all regions)
- +Unit experience gain per turn: +500 (including garrisons)
- +Defensive supplies: +1000
No Idle HandsKislev
- −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)
Security SubsidiesKislev
- −Hero action success chance: +15% (all characters)
- +Hero action success chance: +15%
Treatise of WarKislev
- −Character experience per turn: +200 (all Lords)
- +Character experience gain per turn: +200 (all Lords)
Common SteelKislev
- −Recruit rank: +3 for Kossars, Armoured Kossars and Kislevite Warriors units
- +Experience gain: +100% for Kislevite Warriors, Kossars and Armoured Kossars units
Endless MarchKislev
- −Campaign movement range: +10% (all armies)
- +Campaign movement range: +10% for armies
Worthy OfferingsKislev
- −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)
Blessing of NurgleNurgle
- −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
Exponential GrowthNurgle
- −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
Pestilent GrowthNurgle
- −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)
Eternal WarKhorne
- −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)
Slaughter IncarnateKhorne
- −Character experience gain: +150% (Lord)
- +Experience gain: +100% for units (army)
- +Character experience gain: +100% (Lord)
- Duration: 3 → 5
Bred in BloodshedKhorne
- −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
Devotion's TitheKhorne
- −Income from post-battle loot: +25% (all armies)
- +Income from post-battle loot: +20%
Dissipation's DomainKhorne
- −Khorne corruption: +5 (all provinces)
- +Khorne corruption: +5
The Endless FuelKhorne
- −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
The Gift of GloryKhorne
- −Passive ability: "Hungering Blades" (all armies)
- +Passive ability: "Hungering Blades"
The Skull ThroneKhorne
- −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
The Wound in the WorldKhorne
- −Army ability: "Summoned from Beyond" (all armies)
- +Army ability: "Summoned from Beyond" (own armies factionwide)
DespoilmentNorsca
- −Generates additional +1250 Treasury for every foreign settlement in the province
- +Generates additional +1500 Treasury for every foreign settlement in the province
FearmongeringNorsca
- −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
Vlad & Isabella 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 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