SFO Tomb Kings units
91 Tomb Kings units SFO: Grimhammer III changes against patch 9.0.4, 25 it adds, and 132 skills, 133 buildings and 74 technologies. Vanilla → SFO: green makes the unit stronger or cheaper, red weaker or dearer.
Units
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 15,323 → 5,500 | 55 → 50 | 65 → 7060 → 65 | 270 → 275180 → 200 | 0950 → 1,200 | Leadership 80 → 85; Speed 46 → 45; Melee attack interval 3.7 s → 3.5 s; Mass 550 → 1,250; Fire resistance -15% → -25%; New: Sacral Spawn of Vengeful Asaph, Reanimate | |
| 15,943 → 6,750 | 110 → 90 | 65 → 7060 → 55 | 135 → 125315 → 325 | 01,400 → 1,600 | Leadership 80 → 85; Speed 66 → 85; Mass 2,350 → 3,750; Fire resistance -15% → -25%; New: Sacral Spawn of Vengeful Asaph, Reanimate | |
| 16,195 → 6,750 | 80 → 95 | 35 → 6026 → 55 | 260 → 225140 → 125 | 01,200 → 1,600 | Leadership 80 → 85; Speed 74 → 75; Bonus vs infantry 28 → 30; Mass 3,550 → 4,750; Fire resistance -15% → -25%; New: Sacral Spawn of Vengeful Asaph, Reanimate | |
| 13,888 → 4,500 | 40 | 28 → 3038 → 50 | 210 → 15090 → 200 | 0550 → 700 | Leadership 75 → 80; Speed 31 → 35; Mass 800 → 1,000; Spell resistance 0% → 15%; Fire resistance 0% → -25%; New: Arcane Mastery, Reanimate, Greater Arcane Conduit; Removed: Arcane Conduit | |
| 14,384 → 5,000 | 40 | 28 → 3038 → 40 | 210 → 15090 → 200 | 0750 → 900 | Leadership 75 → 80; Speed 76 → 75; Mass 1,800 → 2,750; Spell resistance 0% → 15%; Fire resistance 0% → -25%; New: Arcane Mastery, Reanimate, Greater Arcane Conduit; Removed: Arcane Conduit | |
| 15,048 → 5,750 | 80 → 95 | 28 → 2024 → 40 | 260 → 225140 → 125 | 0900 → 1,100 | Leadership 75 → 80; Speed 74 → 75; Bonus vs infantry 28 → 30; Mass 3,800 → 4,500; Spell resistance 0% → 15%; Fire resistance 0% → -25%; New: Arcane Mastery, Reanimate, Greater Arcane Conduit; Removed: Arcane Conduit | |
| 14,816 → 5,500 | 80 | 28 → 3020 → 40 | 230 → 250120 → 150 | 01,250 → 1,500 | Leadership 75 → 80; Speed 26 → 25; Charge bonus 8 → 10; Mass 4,800 → 6,000; Range 440 m → 500 m; Ammunition 20 → 35; Missile base damage 40 → 50; Missile AP damage 90 → 100; Reload time 18 s → 20 s; Spell resistance 0% → 15%; Fire resistance 0% → -25%; New: Arcane Mastery, Reanimate, Greater Arcane Conduit; Removed: Arcane Conduit | |
| 13,520 → 4,500 | 30 | 25 → 3030 | 210 → 20090 → 100 | 0300 | Leadership 60 → 65; Speed 31 → 35; Mass 600 → 750; Spell resistance 0% → 10%; Fire resistance 0% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,948 → 5,000 | 30 | 25 → 3030 → 20 | 210 → 20090 → 100 | 0500 | Leadership 60 → 65; Speed 76 → 75; Mass 1,600 → 2,500; Spell resistance 0% → 10%; Fire resistance 0% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,520 → 4,500 | 30 | 25 → 3030 | 210 → 20090 → 100 | 0300 | Leadership 60 → 65; Speed 31 → 35; Mass 600 → 750; Spell resistance 0% → 10%; Fire resistance 0% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,948 → 5,000 | 30 | 25 → 3030 → 20 | 210 → 20090 → 100 | 0500 | Leadership 60 → 65; Speed 76 → 75; Mass 1,600 → 2,500; Spell resistance 0% → 10%; Fire resistance 0% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,520 → 4,500 | 30 | 25 → 3030 | 210 → 20090 → 100 | 0300 | Leadership 60 → 65; Speed 31 → 35; Mass 600 → 750; Spell resistance 0% → 10%; Fire resistance 0% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,948 → 5,000 | 30 | 25 → 3030 → 20 | 210 → 20090 → 100 | 0500 | Leadership 60 → 65; Speed 76 → 75; Mass 1,600 → 2,500; Spell resistance 0% → 10%; Fire resistance 0% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,520 → 4,500 | 30 | 25 → 3030 | 210 → 20090 → 100 | 0300 | Leadership 60 → 65; Speed 31 → 35; Mass 600 → 750; Spell resistance 0% → 10%; Fire resistance 0% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,948 → 5,000 | 30 | 25 → 3030 → 20 | 210 → 20090 → 100 | 0500 | Leadership 60 → 65; Speed 76 → 75; Mass 1,600 → 2,500; Spell resistance 0% → 10%; Fire resistance 0% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,788 → 4,000 | 55 → 50 | 45 → 5030 → 35 | 240 → 225120 → 125 | 0500 | Leadership 65 → 70; Speed 31 → 35; Mass 600 → 1,000; Fire resistance -15% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 14,848 → 5,250 | 80 | 28 → 4024 → 25 | 260 → 225140 → 125 | 0850 → 900 | Leadership 65 → 70; Speed 74 → 75; Bonus vs infantry 28 → 30; Mass 3,600 → 4,500; Fire resistance -15% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 15,196 → 6,500 | 80 → 110 | 60 → 6555 → 60 | 140 → 100330 → 400 | 01,250 → 1,500 | Leadership 85 → 90; Speed 31 → 35; Bonus vs large 20 → 30; Mass 800 → 1,500; Fire resistance -15% → -25%; New: Reanimate Upgraded | |
| 15,604 → 7,000 | 80 → 110 | 60 → 6555 → 50 | 140 → 100330 → 400 | 01,450 → 1,700 | Leadership 85 → 90; Speed 76 → 75; Bonus vs large 20 → 30; Mass 1,800 → 3,250; Fire resistance -15% → -25%; New: Reanimate Upgraded | |
| 17,452 → 9,000 | 110 | 45 → 5530 → 50 | 150 → 0350 → 450 | 02,100 → 2,200 | Leadership 85 → 90; Speed 84 → 85; Bonus vs infantry 30 → 25; Charge bonus 100 → 125; Mass 6,800 → 6,000; Fire resistance -15% → -25%; New: Reanimate Upgraded, Hide (forest), Unstoppable Charge; Removed: Causes Terror | |
| 110,016 → 11,000 | 95 → 110 | 40 → 3538 → 65 | 145 → 125345 → 350 | 02,200 | Leadership 85 → 90; Speed 68 → 70; Charge bonus 64 → 80; Melee attack interval 4 s → 5 s; Mass 6,300 → 7,000; Fire resistance -15% → -25%; New: Reanimate Upgraded | |
| 14,840 → 5,250 | 80 | 5060 → 70 | 290 → 300160 → 150 | 0900 → 1,000 | Leadership 80 → 85; Speed 31 → 35; Mass 800 → 1,000; Fire resistance -15% → -25% | |
| 15,248 → 5,750 | 80 | 5060 | 290 → 300160 → 150 | 01,100 → 1,200 | Missile block 35% → 55%; Leadership 80 → 85; Speed 76 → 75; Mass 1,800 → 2,750; Fire resistance -15% → -25% | |
| 15,836 → 6,500 | 80 → 110 | 34 → 4026 → 50 | 260 → 225140 → 125 | 01,150 → 1,400 | Missile block 35% → 55%; Leadership 80 → 85; Speed 74 → 75; Bonus vs infantry 28 → 30; Mass 3,800 → 4,500; Fire resistance -15% → -25% | |
| 19,816 → 9,750 | 95 → 110 | 38 → 3038 → 70 | 145 → 125345 → 350 | 02,100 → 1,700 | Leadership 80 → 85; Speed 68 → 70; Charge bonus 64 → 80; Melee attack interval 4 s → 5 s; Mass 6,300 → 6,500; Fire resistance -15% → -25% | |
| 14,268 → 5,000 | 70 | 38 → 4048 → 60 | 110 → 100260 → 275 | 0600 → 700 | Leadership 70 → 75; Speed 31 → 35; Mass 600 → 1,000; Fire resistance -15% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Heir Command: Dominance, Heir Command: Persevere, Guardian; Removed: Hold the Line! | |
| 14,676 → 5,500 | 70 | 38 → 4048 → 50 | 110 → 100260 → 275 | 0800 → 900 | Missile block 35% → 55%; Leadership 70 → 75; Speed 76 → 75; Mass 1,600 → 2,750; Fire resistance -15% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Heir Command: Dominance, Heir Command: Persevere, Guardian; Removed: Hold the Line! | |
| 15,248 → 6,250 | 80 → 100 | 3024 → 50 | 260 → 225140 → 125 | 0850 → 1,100 | Missile block 0% → 55%; Leadership 70 → 75; Speed 74 → 75; Bonus vs infantry 28 → 30; Mass 3,600 → 4,500; Fire resistance -15% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Heir Command: Dominance, Heir Command: Persevere, Guardian; Removed: Hold the Line! | |
| 1206,840 → 10,200 | 20 | 10 → 1514 → 20 | 17 → 153 → 5 | 0425 → 450 | Leadership 35 → 40; Speed 31 → 35; Charge bonus 3 → 5; Melee attack interval 4.4 s → 4 s; Mass 80 → 100; Ammunition 22 → 26; Missile AP damage 1 → 5; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 1609,760 → 13,600 | 20 | 14 → 2030 → 40 | 18 → 256 → 5 | 0325 → 400 | Missile block 55% → 45%; Leadership 35 → 40; Speed 28 → 35; Bonus vs large 14 → 15; Charge bonus 3 → 10; Melee attack interval 4.5 s → 4 s; Mass 80 → 100; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 1609,760 → 13,600 | 20 | 18 → 2522 → 35 | 20 → 256 → 5 | 0300 → 400 | Missile block 55% → 45%; Leadership 35 → 40; Speed 28 → 35; Bonus vs infantry 0 → 5; Charge bonus 5 → 15; Melee attack interval 4.3 s → 4 s; Mass 80 → 100; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 806,080 → 9,200 | 0 | 31 → 4014 → 15 | 22 → 254 → 5 | 0525 → 450 | Speed 116 → 95; Charge bonus 40 → 20; Melee attack interval 4.6 s → 3 s; Mass 150 → 250; Physical resistance 10% → 0%; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous; Removed: Strider | |
| 60 → 804,200 → 6,400 | 20 → 0 | 19 → 1549 → 50 | 20 → 357 → 0 | 0350 → 425 | Leadership 30 → 35; Speed 123 → 110; Charge bonus 30 → 10; Mass 150 → 50; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Cloud of Bats, Frenzy | |
| 127,032 → 10,200 | 80 → 60 | 22 → 3024 → 30 | 24 → 2010 → 15 | 0850 | Leadership 55 → 70; Speed 74 → 75; Bonus vs infantry 12 → 15; Charge bonus 58 → 70; Mass 3,080 → 3,600; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 60 → 805,340 → 10,400 | 30 → 20 | 24 → 2526 → 35 | 21 → 207 → 5 | 0400 | Missile block 30% → 45%; Leadership 45 → 50; Speed 76 → 75; Bonus vs large 0 → 10; Charge bonus 34 → 20; Melee attack interval 4.5 s → 4 s; Mass 780 → 1,100; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 60 → 805,160 → 10,400 | 30 → 20 | 2022 → 20 | 17 → 153 → 5 | 0500 | Leadership 45 → 50; Speed 76 → 75; Charge bonus 25 → 15; Melee attack interval 4.4 s → 4 s; Mass 780 → 1,100; Ammunition 18 → 20; Missile base damage 14 → 20; Missile AP damage 3 → 5; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → — | |
| 120 → 1809,000 → 16,200 | 30 → 10 | 40 → 3038 → 30 | 40 → 3510 → 5 | 0600 → 525 | Leadership 54 → 45; Speed 40 → 50; Charge bonus 16 → 15; Mass 90 → 100; Physical resistance 10% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 1209,120 → 15,600 | 45 | 32 → 3522 → 25 | 26 → 257 → 15 | 0525 → 575 | Leadership 45 → 60; Speed 28 → 40; Bonus vs infantry 7 → 10; Charge bonus 15 → 20; Melee attack interval 4.5 s → 4 s; Mass 80 → 100; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Flanking | |
| 24 → 405,040 → 10,000 | 20 | 26 → 3046 → 45 | 35 → 3012 → 10 | 0350 → 400 | Leadership 35 → 50; Speed 100 → 110; Charge bonus 12 → 25; Mass 80 → 100; Missile resistance 0% → 20%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III | |
| 127,032 → 8,400 | 80 → 60 | 22 → 2524 → 25 | 24 → 2010 → 15 | 01,000 → 850 | Leadership 55 → 70; Speed 74 → 75; Bonus vs infantry 12 → 15; Charge bonus 58 → 50; Mass 3,100 → 3,600; Ammunition 30 → 50; Missile base damage 29 → 25; Missile AP damage 16 → 15; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → — | |
| 44,356 → 7,920 | 20 | 106 → 10 | 17 → 153 → 5 | 0800 → 650 | Leadership 40 → 55; Melee attack interval 4.4 s → 4 s; Mass 2,080 → 3,080; Range 380 m → 375 m; Ammunition 22 → 30; Missile base damage 30 → 50; Missile AP damage 120 → 150; Reload time 16 s → 12 s; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III | |
| 60 → 806,840 → 14,800 | 50 | 28 → 3534 → 40 | 28 → 2510 → 15 | 0650 → 750 | Missile block 30% → 45%; Leadership 50 → 65; Speed 78 → 80; Charge bonus 26 → 25; Melee attack interval 5 s → 4 s; Mass 1,080 → 1,350; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Directional Shield | |
| 120 → 1009,840 → 14,500 | 55 → 60 | 32 → 4041 → 50 | 33 → 309 → 15 | 0750 → 950 | Leadership 65 → 70; Speed 28 → 35; Bonus vs infantry 0 → 5; Charge bonus 8 → 15; Melee attack interval 4.4 s → 4 s; Mass 120 → 150; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 120 → 1009,840 → 14,500 | 55 → 60 | 25 → 3047 → 55 | 9 → 1520 | 0850 → 950 | Leadership 65 → 70; Speed 28 → 35; Bonus vs large 19 → 20; Charge bonus 5 → 10; Melee attack interval 4.9 s → 4 s; Mass 120 → 150; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 16 → 207,040 → 12,000 | 80 → 70 | 22 → 2530 → 35 | 23 → 2052 → 60 | 01,200 | Leadership 50 → 65; Speed 50 → 75; Bonus vs large 18 → 20; Melee attack interval 4.7 s → 4 s; Mass 900 → 1,000; Range 80 m → 100 m; Ammunition 12 → 8; Missile base damage 26 → 0; Missile AP damage 104 → 10; Physical resistance 0% → 10%; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Strider | |
| 168,128 → 12,000 | 90 → 100 | 23 → 4535 | 22 → 2057 → 60 | 0900 → 1,000 | Leadership 50 → 60; Speed 54 → 55; Bonus vs infantry 12 → 10; Charge bonus 18 → 25; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 2,000; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 13,968 → 4,250 | 80 | 2014 → 15 | 20 → 306 → 10 | 01,200 → 1,500 | Leadership 60 → 75; Speed 26 → 25; Charge bonus 8 → 10; Melee attack interval 4.3 s → 4 s; Mass 4,080 → 5,100; Range 440 m → 500 m; Ammunition 20 → 30; Missile base damage 40 → 50; Missile AP damage 90 → 100; Reload time 18 s → 20 s; Missile resistance 15% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Hide (forest); Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III | |
| 607,440 → 7,800 | 0 | 36 → 4534 → 25 | 0 → 1553 → 40 | 01,475 → 1,525 | Leadership 50 → 45; Speed 94 → 85; Bonus vs infantry 0 → 10; Charge bonus 61 → 40; Mass 850 → 3,000; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Spell resistance 15% → 0%; Ward save 8% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk, Perfect Vigour, Immune to Contact Effects; Removed: Hide (forest) | |
| 24 → 327,464 → 13,600 | 110 → 90 | 4043 → 45 | 25 → 3042 → 35 | 01,400 | Missile block 30% → 45%; Leadership 60 → 75; Speed 66 → 70; Bonus vs infantry 0 → 15; Charge bonus 52 → 50; Melee attack interval 5.4 s → 4 s; Mass 1,380 → 1,850; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 16,020 → 7,750 | 90 → 100 | 35 → 4533 → 25 | 120 → 125300 → 275 | 01,000 → 1,300 | Leadership 55 → 60; Bonus vs infantry 15 → 30; Melee attack interval 3.7 s → 3 s; Mass 2,400 → 2,000; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Spell resistance 20% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Vigorous, Mechanical Stinger | |
| 126,096 → 9,000 | 90 → 100 | 23 → 3535 | 18 → 2047 → 50 | 01,100 → 1,200 | Leadership 40 → 60; Speed 54 → 55; Charge bonus 18 → 25; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 2,000; Range 255 m → 250 m; Ammunition 21 → 30; Missile base damage 18 → 25; Missile AP damage 104 → 100; Reload time 11 s → 14 s; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 24 → 327,464 → 13,600 | 110 → 90 | 32 → 3537 → 45 | 19 → 2036 → 30 | 01,450 → 1,400 | Leadership 60 → 75; Speed 66 → 70; Bonus vs large 32 → 30; Melee attack interval 5.4 s → 4 s; Mass 1,380 → 1,850; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 24 → 3210,560 → 20,000 | 110 | 55 → 4056 → 50 | 25 → 3042 → 35 | 01,700 → 2,000 | Missile block 30% → 45%; Leadership 75 → 90; Speed 76 → 85; Bonus vs infantry 0 → 15; Charge bonus 74 → 80; Melee attack interval 5.4 s → 4 s; Mass 1,380 → 1,850; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 60 → 809,780 → 14,800 | 80 | 43 → 4552 → 40 | 28 → 2510 → 15 | 0900 → 1,100 | Missile block 30% → 45%; Leadership 65 → 80; Speed 85 → 100; Charge bonus 50 → 60; Melee attack interval 5 s → 4 s; Mass 1,080 → 1,350; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Strider, Directional Shield | |
| 120 → 808,760 → 10,000 | 0 | 48 → 4532 → 30 | 0 → 3542 → 15 | 0950 → 975 | Leadership 55 → 65; Speed 35 → 40; Bonus vs infantry 9 → 10; Charge bonus 15 → 20; Melee attack interval 4.5 s → 4 s; Mass 80 → 1,000; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Stalk, Vanguard Deployment, Perfect Vigour, Immune to Contact Effects, Immune to Flanking; Removed: Hide (forest) | |
| 1206,840 → 10,200 | 30 → 45 | 14 → 2019 → 25 | 17 → 153 → 5 | 0625 → 600 | Leadership 45 → 50; Speed 31 → 35; Charge bonus 3 → 5; Melee attack interval 4.4 s → 4 s; Mass 80 → 100; Ammunition 22 → 26; Missile AP damage 1 → 5; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 1609,760 → 13,600 | 45 | 19 → 2042 → 50 | 19 → 255 | 0550 → 575 | Missile block 55% → 45%; Leadership 45 → 50; Speed 28 → 35; Bonus vs large 14 → 15; Charge bonus 3 → 10; Melee attack interval 4.5 s → 4 s; Mass 80 → 100; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 120 → 609,840 → 14,400 | 70 → 80 | 41 → 5551 → 35 | 33 → 359 → 30 | 01,100 → 1,200 | Leadership 75 → 80; Speed 28 → 35; Bonus vs infantry 9 → 10; Charge bonus 15 → 25; Melee attack interval 4.5 s → 4 s; Mass 120 → 150; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Regeneration | |
| 10 → 205,400 → 10,000 | 45 | 38 → 4046 → 45 | 17 → 1552 → 45 | 0450 → 600 | Leadership 50 → 65; Speed 120 → 130; Charge bonus 22 → 35; Missile resistance 0% → 20%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Heaven's Flash; Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III | |
| 112,620 → 19,000 | 100 → 110 | 56 → 5045 → 50 | 140 → 0430 → 600 | 02,000 → 2,200 | Leadership 60 → 65; Speed 32 → 25; Melee attack interval 4 s → 5 s; Mass 6,500 → 7,500; Physical resistance 0% → 20%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wallbreaker, Perfect Vigour | |
| 18,960 → 10,000 | 100 → 110 | 48 → 5040 → 35 | 180 → 150460 → 400 | 02,000 | Speed 68 → 70; Bonus vs large 35 → 100; Charge bonus 52 → 60; Melee attack interval 3.6 s → 3.5 s; Mass 5,500 → 6,000; Physical resistance 0% → 20%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Charge Defence vs. Large, Glorious Charge | |
| 19,780 → 10,000 | 100 → 110 | 59 → 6050 → 45 | 180 → 150460 → 400 | 02,450 → 2,500 | Speed 68 → 70; Bonus vs large 35 → 100; Charge bonus 52 → 60; Melee attack interval 3.6 s → 3.5 s; Mass 5,500 → 6,000; Physical resistance 0% → 20%; Missile resistance 0% → 10%; Fire resistance 20% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Valley of Death, Charge Defence vs. Large, Unstoppable Charge, Glorious Charge | |
| 16 → 207,040 → 12,000 | 80 → 70 | 29 → 3038 → 40 | 23 → 2052 → 60 | 01,400 → 1,500 | Leadership 60 → 75; Speed 50 → 75; Bonus vs large 18 → 25; Melee attack interval 4.7 s → 4 s; Mass 900 → 1,000; Range 80 m → 100 m; Ammunition 12 → 8; Missile base damage 26 → 0; Missile AP damage 104 → 10; Reload time 10 s → 7 s; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous, Strider, Unspottable | |
| 126,096 → 9,000 | 90 → 100 | 30 → 3544 → 45 | 18 → 2047 → 50 | 01,350 → 1,400 | Leadership 50 → 70; Speed 54 → 55; Charge bonus 18 → 25; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 2,000; Range 255 m → 250 m; Ammunition 21 → 30; Missile base damage 4 → 25; Missile AP damage 16 → 50; Reload time 11 s → 14 s; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 19,652 → 13,000 | 95 → 110 | 38 → 3538 → 50 | 140 → 125340 → 350 | 01,950 → 2,000 | Leadership 60 → 55; Speed 68 → 70; Charge bonus 64 → 80; Melee attack interval 4 s → 5 s; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; Removed: Disintegrating, Crumbling | |
| 112,620 → 12,500 | 80 | 30 → 5028 → 25 | 100300 | 01,600 | Leadership 55 → 50; Speed 32 → 35; Mass 6,500 → 7,500; Ammunition 20 → 30; Missile base damage 90 → 150; Missile AP damage 360 → 300; Reload time 11 s → 10 s; Physical resistance 0% → 15%; Missile resistance 0% → 15%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 606,720 → 6,240 | 0 | 4234 | 0 → 2044 → 40 | 0850 | Speed 48 → 45; Melee attack interval 4.3 s → 4 s; Mass 90 → 1,000; Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III, Disintegrating, Crumbling | |
| 2009,200 | 0 | 208 | 018 | 0450 | Removed: Disintegrating, Crumbling | |
| 2012,440 → 12,280 | 30 | 3928 | 18 → 8052 → 40 | 0900 | Speed 50 → 65; Bonus vs infantry 0 → 10; Melee attack interval 4.2 s → 4 s; Mass 1,500 → 2,000; Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III, Disintegrating, Crumbling, Regeneration | |
| 129,096 | 100 | 4045 | 3684 | 01,900 | Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III, Disintegrating, Crumbling, Frenzy | |
| 129,096 | 80 | 4535 | 3684 | 01,800 | Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III, Disintegrating, Crumbling | |
| 14,840 | 90 | 4050 | 290 → 300160 → 150 | 0900 | Removed: The Liber Mortis, My Will Be Done, The Curse, Disintegrating, Crumbling, Wounds | |
| 15,248 → 5,240 | 90 | 4050 | 290 → 300160 → 150 | 01,100 | Speed 76 → 75; Mass 1,600 → 2,350; Removed: The Liber Mortis, My Will Be Done, The Curse, Disintegrating, Crumbling, Wounds | |
| 15,684 → 5,588 | 110 | 3036 | 260 → 225140 → 125 | 01,200 | Speed 84 → 85; Bonus vs infantry 28 → 30; Mass 4,600 → 4,500; Removed: The Liber Mortis, My Will Be Done, The Curse, Disintegrating, Crumbling, Wounds | |
| 13,888 → 3,880 | 40 | 3238 | 21090 | 0400 | Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 14,384 → 4,368 | 40 | 3238 | 21090 | 0600 | Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 13,888 → 3,880 | 40 | 3238 | 21090 | 0400 | Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 14,384 → 4,368 | 40 | 3238 | 21090 | 0600 | Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 13,888 → 3,880 | 40 | 3238 | 21090 | 0400 | Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 14,384 → 4,368 | 40 | 3238 | 21090 | 0600 | Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 13,888 → 3,880 | 40 | 3238 | 21090 | 0400 | Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 14,384 → 4,368 | 40 | 3238 | 21090 | 0600 | Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 13,888 → 3,880 | 40 | 3238 | 21090 | 0400 | Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 14,384 → 4,368 | 40 | 3238 | 21090 | 0600 | Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds | |
| 13,520 → 3,512 | 30 | 2530 | 210 → 20090 → 100 | 0300 | Speed 31 → 35; Mass 600 → 750; Removed: Curse of Khsar, Disintegrating, Crumbling, Wounds | |
| 13,948 → 3,932 | 30 | 2530 | 210 → 20090 → 100 | 0500 | Speed 76 → 75; Mass 1,600 → 2,500; Removed: Curse of Khsar, Disintegrating, Crumbling, Wounds | |
| 13,968 → 3,960 | 50 | 4540 | 240160 | 0500 | Speed 31 → 35; Mass 600 → 1,000; Removed: Disintegrating, Crumbling, Guardian, Endless Service, Call of the Herald, Wounds | |
| 14,448 → 4,432 | 50 | 4540 | 240160 | 0700 | Speed 76 → 75; Mass 1,600 → 2,750; Removed: Disintegrating, Crumbling, Guardian, Endless Service, Call of the Herald, Wounds | |
| 14,936 → 4,888 | 80 | 3024 | 260 → 225140 → 125 | 0750 | Speed 74 → 75; Bonus vs infantry 28 → 30; Mass 3,600 → 4,500; Removed: Disintegrating, Crumbling, Guardian, Endless Service, Call of the Herald, Wounds | |
| 115,000 | 120 | 5840 | 200400 | 02,600 | Removed: Crumbling, Disintegrating, Flesh-eating Scarabs, The Gaze of Dust, Wrath of the Sands, Curse of the Fallen, Wounds | |
| 115,000 | 120 | 7050 | 200400 | 03,050 | Removed: Crumbling, Disintegrating, Soul-slaying Hunger, The Gaze of Dust, Wrath of the Sands, Curse of the Fallen, Wounds |
New units in SFO
King Seteptmb_cha_setep1 model
5,000
50
85
75
50
40
400
40
15
15
-25
1,000
King Thuteptmb_cha_thutep1 model
10,000
110
85
70
30
60
400
80
15
-25
1,700
King Lahmizzashtmb_cha_lahmizzash1 model
5,000
80
85
35
50
45
350
20
450
200
15
-25
1,000
King Rakhashtmb_cha_rakhas1 model
6,000
110
85
75
65
50
400
50
15
-25
1,200
King Wakhaftmb_cha_wakhaf1 model
5,500
110
85
35
65
50
500
30
15
-25
1,000
King Alkhazzar IItmb_cha_alkhazaar1 model
6,750
110
85
75
50
50
350
80
15
-25
1,400
Liche High Priesttmb_cha_arch_liche1 model
4,500
50
75
75
40
30
350
10
15
10
-25
750
Cairn Wraithstmb_cairn_wraiths80 models
9,600
0
45
45
45
30
60
25
75
50
1,100
Crypt Horrorstmb_crypt_horrors10 models
15,000
60
55
65
45
30
150
40
10
1,250
Mortis Enginetmb_mortis_engine1 model
190,008
65
60
48
35
15
250
30
15
25
10
1,700
Hawk Legion of Settra (Nehekhara Warriors)tmb_hawk_legion120 models
16,200
55
70
45
45
35
40
20
10
-10
800
Mahrak Guard (Tomb Guard)tmb_mahrak_guard100 models
14,500
70
75
35
40
60
40
10
10
10
-10
1,200
Wights of Stonewrath Tarn (Skeleton Warriors)tmb_wights120 models
15,600
90
60
28
40
35
35
15
25
75
-10
1,000
Golden Host of Mahrak (Nehekhara Warriors)tmb_golden_host120 models
22,200
80
100
35
35
35
30
10
40
10
-10
800
Sphinx Legion of Numas (Tomb Guard)tmb_sphinx100 models
14,500
60
80
35
40
55
40
20
10
10
-10
1,200
Bright Shields (Skeleton Warriors)tmb_bright160 models
14,400
20
45
35
30
35
35
15
10
-10
600
Zandri Blackshields (Skeleton Spearmen)tmb_black160 models
14,400
20
50
35
20
45
30
25
10
-10
600
Sepulchrex (Ushabti)tmb_sepul16 models
12,000
100
75
60
50
35
100
40
10
1,750
Crocogar Legion (Skeleton Archers)tmb_serpent120 models
10,200
20
50
35
15
20
20
5
18
150
10
-10
525
Glowing Ghouls (Crypt Ghouls)tmb_ghouls180 models
16,200
10
45
50
40
25
40
25
30
725
Guardians of the Alabaster Tower (Tomb Guard)tmb_guardians100 models
14,500
70
75
35
35
60
40
10
10
10
-10
1,200
Legion of the Asp (Skeleton Archers)tmb_asp120 models
10,200
60
50
35
25
30
30
5
18
180
10
-10
1,000
The Green Skulls (Skeleton Warriors)tmb_skulls200 models
17,000
20
50
35
30
30
45
15
25
25
-10
525
Nagashizzar Guard (Skeleton Warriors)tmb_nagashguard120 models
15,600
100
70
28
40
35
40
15
25
-10
1,200
Tomb Barquecr_tmb_veh_tomb_barque_01 model
7,500
70
65
55
30
20
250
30
20
25
-10
1,250
Skills
Returned in Madness
- −Physical resistance: 5%
- +Physical resistance: 10%
Ancient Tyrant
- −Control: -4 (local enemy province)
- +Control: -4 (enemy local province)
Geheb the God of Earth
- −Melee attack: +5 for Ushabti and Ushabti (Great Bows) units (Lord's army)
- −Melee defence: +5 for Ushabti and Ushabti (Great Bows) units (Lord's army)
- +Melee attack: +4 for Ushabti and Ushabti (Great Bows) units (Lord's army)
- +Melee defence: +4 for Ushabti and Ushabti (Great Bows) units (Lord's army)
Usirian the God of the Underworld
- −Missile strength: +15% for Casket of Souls units (Lord's army)
- −Casualty replenishment rate: +6% (Lord's army)
- +Missile strength: +20% for Casket of Souls units (Lord's army)
- +Casualty replenishment rate: +5% (Lord's army)
Asaph the Goddess of Magic & Vengeance
- −Missile strength: +12% for Skeleton Archers, and Sepulchral Stalkers units (Lord's army)
- −Winds of Magic power reserve capacity: +15 (own army)
- −Ambush success chance: +15% (Lord's army)
- +Missile strength: +20% for Skeleton Archers, and Sepulchral Stalkers units (Lord's army)
- +Winds of Magic power reserve capacity: +20
- +Ambush success chance: +20% (Lord's army)
Passage to the Soul Realm
- −Unit experience gain per turn: +75 (Lord's army)
- +Unit experience gain per turn: +100 (Lord's army)
Canopic Jar Hoarder
- −Level 1: Canopic Jars generated: 5 per turn
- −Level 1: Canopic Jars gained post-battle +1% (own army)
- −Level 2: Canopic Jars generated: 10 per turn
- −Level 2: Canopic Jars gained post-battle +2% (own army)
- −Level 3: Canopic Jars generated: 15 per turn
- −Level 3: Canopic Jars gained post-battle +3% (own army)
- +Level 1: Canopic Jars generated: 3 per turn
- +Level 1: Canopic Jars gained post-battle +3% (own army)
- +Level 2: Canopic Jars generated: 6 per turn
- +Level 2: Canopic Jars gained post-battle +6% (own army)
- +Level 3: Canopic Jars generated: 10 per turn
- +Level 3: Canopic Jars gained post-battle +10% (own army)
Imperishable
- −Level 2: Attrition: -25% casualties suffered from all attrition (Lord's army)
- −Level 3: Attrition: -35% casualties suffered from all attrition (Lord's army)
- +Level 2: Attrition: -30% casualties suffered from all attrition (Lord's army)
- +Level 3: Attrition: -60% casualties suffered from all attrition (Lord's army)
The Dead Sand Sentinel
- −Level 2: Ambush success chance: +13% (Lord's army)
- −Level 3: Ambush success chance: +25% (Lord's army)
- +Level 1: Campaign line of sight: +10%
- +Level 2: Ambush success chance: +16% (Lord's army)
- +Level 2: Campaign line of sight: +20%
- +Level 3: Ambush success chance: +30% (Lord's army)
- +Level 3: Campaign line of sight: +40%
Renowned & Feared
- +Construction cost: -10% for Province Capital/Settlement buildings (local region)
- +Experience gain: +10% for units (Lord's army)
Trapped Soul
- −Spell resistance: 15%
- +Spell resistance: 20%
Vengeful
- +Enemy leadership aura size: -25% (enemy characters in region)
The Curse of Undeath
- −Passive ability: "The Curse of Undeath"
- −Casualty replenishment rate: +9% (Lord's army)
- +Level 1: Passive ability: "The Curse of Undeath"
- +Level 1: Casualty replenishment rate: +10% (Lord's army)
- +Level 2: Passive ability: "The Curse of Undeath"
- +Level 2: Vampiric corruption: +5 (local province)
- +Level 2: Casualty replenishment rate: +15% (Lord's army)
Martial Prowess
- −Armour: +12
- −Melee defence: +8
- +Level 1: Armour: +10
- +Level 1: Spell resistance: 5%
- +Level 1: Melee defence: +5
- +Level 2: Melee defence: +10
- +Level 2: Armour: +20
- +Level 2: Spell resistance: 10%
Legions of Death
- −Level 1: Leadership: +4 (Lord's army)
- −Level 2: Leadership: +8 (Lord's army)
- +Level 1: Leadership: +2 (Lord's army)
- +Level 2: Leadership: +4 (Lord's army)
Liche King
- −Hero capacity: +2 for Liche Priests
- −Hero recruit rank: +3 for Liche Priests (factionwide)
- +Level 1: Hero capacity: +2 for Liche Priests
- +Level 1: Hero recruit rank: +4 for Liche Priests (factionwide)
- +Level 2: Hero recruit rank: +8 for Liche Priests (factionwide)
- +Level 2: Hero capacity: +2 for Liche Priests
Right-Hand of Nagash
- −Winds of Magic power reserve capacity: +15 (own army)
- −Hit points: +10%
- +Recruit rank: +4 for all vampiric units (all armies factionwide)
- +Winds of Magic power reserve capacity: +25
- +Enemy vigour loss reduction: +25% (enemy armies in region)
- +Hit points: +20%
True Blessing of Asaph
- +Weapon strength: +10% when attacking (Lord's army)
Purified
- −Level 2: Attrition: -25% casualties suffered from all attrition (Lord's army)
- +Level 1: Campaign movement range: +10%
- +Level 2: Campaign movement range: +20%
- +Level 2: Attrition: -50% casualties suffered from all attrition (Lord's army)
Lybaras' Best
- −Unit capacity: +6 Skeleton Archers
- −Recruit rank: +3 for Skeleton Archer units
- −Ammunition: +20% (all armies factionwide)
- +Level 1: Unit capacity: +4 Skeleton Archers
- +Level 1: Recruit rank: +2 for Skeleton Archer units
- +Level 1: Ammunition: +5% (all armies factionwide)
- +Level 2: Unit capacity: +8 Skeleton Archers
- +Level 2: Recruit rank: +4 for Skeleton Archer units
- +Level 2: Ammunition: +10% (all armies factionwide)
Legions of the Asp Goddess
- −Army ability: "Legionary Barrage" (armies in local province)
- +Level 1: Army ability: "Legionary Barrage" (own armies in province)
- +Level 2: Melee attack: +10 when in foreign territory (Lord's army)
- +Level 2: Army ability: "Legionary Barrage" (own armies in province)
Embodiment of Asaph
- −Melee attack: +5 for Sepulchral Stalkers and Necropolis Knights units (Lord's army)
- −Melee defence: +5 for Sepulchral Stalkers and Necropolis Knights units (Lord's army)
- −Attribute: Immune to Contact Effects for Sepulchral Stalkers and Necropolis Knight units (Lord's army)
- +Level 1: Melee attack: +4 for Sepulchral Stalkers and Necropolis Knights units (Lord's army)
- +Level 1: Melee defence: +4 for Sepulchral Stalkers and Necropolis Knights units (Lord's army)
- +Level 1: Attribute: Immune to Contact Effects for Sepulchral Stalkers and Necropolis Knight units (Lord's army)
- +Level 2: Experience gain: +10% for units (own armies in province)
- +Level 2: Melee attack: +8 for Sepulchral Stalkers and Necropolis Knights units (Lord's army)
- +Level 2: Melee defence: +8 for Sepulchral Stalkers and Necropolis Knights units (Lord's army)
- +Level 2: Attribute: Immune to Contact Effects for Sepulchral Stalkers and Necropolis Knight units (Lord's army)
Warrior-Queen
- +Ability: "Sacral Spawn of Vengeful Asaph"
Arcane Knowledge
- −Enemy Winds of Magic power reserve capacity: -10 (local region)
- −Spell resistance: 15%
- +Spell resistance: 30%
- +Enemy Winds of Magic power reserve capacity: -10 (enemy armies in region)
Mortuary Cult Scholar
- −Hero capacity: +2 for Liche Priests
- +Hero capacity: +1 for Liche Priests
- +Unlocks Hero recruitment: Liche Priest (all provinces)
- +Canopic Jars generated: 2 per turn
Reanimator
- −Leadership aura size: +15%
- +Local Recruitment duration: -1 turn (minimum 1) (local province)
- +Leadership aura size: +25%
Sandstorm
- −Cooldown: -30% to "Sandstorm"
- −Ability number of uses: +1 for "Sandstorm"
- +Level 1: Cooldown: -20% to "Sandstorm"
- +Level 1: Ability number of uses: +1 for "Sandstorm"
- +Level 2: Cooldown: -40% to "Sandstorm"
- +Level 2: Ability number of uses: +2 for "Sandstorm"
Steed Reanimation
- −Leadership: +6 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- −Melee attack: +6 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- +Level 1: Campaign line of sight: +10%
- +Level 1: Leadership: +5 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- +Level 1: Melee attack: +5 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- +Level 2: Campaign line of sight: +20%
- +Level 2: Leadership: +10 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- +Level 2: Melee attack: +10 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
Tomb Protector
- −Casualty replenishment rate: +10% for Tomb Guard units (Lord's army)
- −Attribute: Formed Attack for Tomb Guard units (all armies)
- −Unit capacity: +2 Tomb Guard Tomb Guard (Halberds)
- +Level 1: Casualty replenishment rate: +20% for Tomb Guard units (Lord's army)
- +Level 1: Unit capacity: +2 Tomb Guard
- +Level 1: Attribute: Formed Attack for Tomb Guard units (own armies factionwide)
- +Level 1: Unit capacity: +2 Tomb Guard Tomb Guard (Halberds)
- +Level 2: Casualty replenishment rate: +40% for Tomb Guard units (Lord's army)
- +Level 2: Unit capacity: +4 Tomb Guard
Liche Lord
- −Hero capacity: +2 for Liche Priests
- −Hero recruit rank: +3 for Liche Priests (factionwide)
- +Level 1: Hero capacity: +1 for Liche Priests
- +Level 1: Hero recruit rank: +2 for Liche Priests (factionwide)
- +Level 2: Hero capacity: +2 for Liche Priests
- +Level 2: Hero recruit rank: +4 for Liche Priests (factionwide)
The Grand Hierophant
- −Cooldown: -20% to Lore of Nehekhara spells (all characters)
- −Attribute: Mastery of Elemental Winds for Liche Priests (all characters)
- −Winds of Magic power reserve capacity: +10 (own army)
- +Hero action success chance: +10% for Liche Priests (all characters factionwide)
- +Canopic Jars generated: 10 per turn
- +Research rate: +25
- +Winds of Magic power reserve capacity: +25
- +Cooldown: -20% to Lore of Nehekhara spells (all characters factionwide)
- +Attribute: Mastery of Elemental Winds for Liche Priests (all characters factionwide)
Incantation of Preservation
- −Recruit rank: +2 for all units (Hero's army)
- +Recruit rank: +1 for all units (Hero's army)
Keeper of Lore
- −Winds of Magic power reserve capacity: +10 (own army)
- +Winds of Magic power reserve capacity: +10
Guardian Gargantua
- +Unit capacity: +1 Sepulchral Stalkers
The Scorpion's Sting
- −Unit capacity: +2 Tomb Scorpion
- +Unit capacity: +3 Tomb Scorpion
Statuesque Sentinels
- +Unit capacity: +1 Ushabti (Great Bows)
Master Builder
- −Construction cost: -10% for all buildings (local province)
- +Construction cost: -5% for all buildings (local province)
- Rank: 10 → 15
Unyielding Will
- +Enemy weapon strength: -10% (enemy armies in region)
Conqueror of the Past
- −Control: +2 (all provinces)
- −Recruit rank: +1 for all units (Lord's army)
- −Control: -3 (local enemy province)
- +Level 1: Control: +1 (all provinces)
- +Level 1: Recruit rank: +1 for all units (Lord's army)
- +Level 1: Control: -3 (enemy local province)
- +Level 2: Control: +2 (all provinces)
- +Level 2: Recruit rank: +2 for all units (Lord's army)
- +Level 2: Control: -6 (enemy local province)
Restless Minions
- −Level 1: Melee attack: +4 for Tomb Guard and Chariot units (Lord's army)
- −Level 1: Unit capacity: +2 Tomb Guard Tomb Guard (Halberds) Skeleton Chariot Skeleton Archer Chariot
- −Level 2: Melee attack: +6 for Tomb Guard and Chariot units (Lord's army)
- −Level 2: Unit capacity: +4 Tomb Guard Tomb Guard (Halberds) Skeleton Chariot Skeleton Archer Chariot
- +Level 1: Melee attack: +5 for Tomb Guard and Chariot units (Lord's army)
- +Level 1: Unit capacity: +2 Tomb Guard Tomb Guard (Halberds) Tomb Barque Skeleton Chariot Skeleton Archer Chariot
- +Level 2: Melee attack: +10 for Tomb Guard and Chariot units (Lord's army)
- +Level 2: Unit capacity: +2 Tomb Guard Tomb Guard (Halberds) Tomb Barque Skeleton Chariot Skeleton Archer Chariot
Trampler of the Ages
- −Charge bonus: +10% (Lord's army)
- −Speed: +15% (Lord's army)
- +Level 1: Charge bonus: +10% (Lord's army)
- +Level 1: Speed: +10% (Lord's army)
- +Level 2: Charge bonus: +20% (Lord's army)
- +Level 2: Speed: +20% (Lord's army)
Immortal King of Nehekhara
- −Charge bonus: +12%
- −Physical resistance: 10%
- +Passive ability: "Heir Command: Dominance"
- +Charge bonus: +25%
- +Leadership: +10 for all legion units (own armies factionwide)
- +Physical resistance: 10% (Lord's army)
- Ability icon: — → ui/battle ui/ability_icons/tmb_passive_aura_winning
The Endless March
- −Campaign movement range: +5% (Lord's army)
- +Campaign movement range: +5% for armies (Lord's army)
Soul Beacon
- −Local Recruitment duration: -1 turn (minimum 1) (local province)
- −Local recruitment capacity: +1 (local province)
- +Local Recruitment duration: -1 turn (minimum 1) (own local province)
- +Local recruitment capacity: +1 (own local province)
Renowned Chariot Hostnew
- +Canopic Jars generated: 2 per turn
- +Charge bonus: +5 for Skeleton Chariots and Skeleton Archer Chariots units (all armies factionwide)
- +Unit capacity: +1 Skeleton Archer Chariot
- +Unit capacity: +1 Skeleton Chariot
- +Campaign movement range: +20%
Updated Constructionnew
- +Armour: +5 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Chariot units (all armies factionwide)
- +Missile strength: +10% for Skeleton Archer Chariot units (all armies factionwide)
- +Weapon strength: +10% for Skeleton Chariots and Skeleton Archer Chariot units (all armies factionwide)
- +Unit capacity: +1 Skeleton Archer Chariot
- +Unit capacity: +1 Skeleton Chariot
Revivified Charioteersnew
- +Melee attack: +5 on Skeleton Chariot mount (all characters factionwide)
- +Recruit rank: +2 for Tomb Barque, Skeleton Chariot and Skeleton Archer Chariot units (all armies factionwide)
- +Unit capacity: +1 Skeleton Archer Chariot
- +Unit capacity: +1 Skeleton Chariot
The Anvilnew
- +Unit capacity: +1 Skeleton Archer Chariot
- +Unit capacity: +1 Skeleton Chariot
- +Missile resistance: 5% for Infantry units (Lord's army)
- +Weapon strength: +10% for Infantry units (Lord's army)
- +Attribute: Vanguard Deployment
- +Attribute: Stalk
Warrior Commandernew
- +Unit capacity: +1 Skeleton Archer Chariot
- +Unit capacity: +1 Skeleton Chariot
- +Armour: +10
- +Speed: +10%
- +Charge bonus: +10
Desert Legionsnew
- +Passive ability: "Avalanche"
- +Reinforcement range: +10% (all characters factionwide)
- +Control: -2 (enemy local province)
Rulers of Nehekharanew
- +Level 1: Unit capacity: +1 for Fell Bats, Dire Wolves, Carrion, all Skeleton Horsemen and Skeleton Archer units
- +Level 2: Unit capacity: +2 for Fell Bats, Dire Wolves, Carrion, all Skeleton Horsemen and Skeleton Archer units
- +Level 2: Unit capacity: +1 for all Skeleton Chariots, Sepulchral Stalkers, Nehekhara Horsemen, Crypt Ghouls, Nehekhara Warriors, Screaming Skull Catapults, Cairn Wraiths and Crypt Horrors units
- +Level 3: Unit capacity: +3 for Fell Bats, Dire Wolves, Carrion, all Skeleton Horsemen and Skeleton Archer units
- +Level 3: Unit capacity: +2 for all Skeleton Chariots, Sepulchral Stalkers, Nehekhara Horsemen, Crypt Ghouls, Nehekhara Warriors, Screaming Skull Catapults, Cairn Wraiths and Crypt Horrors units
- +Level 3: Unit capacity: +1 for all Ushabti, Tomb Scorpion, all Necropolis Knights, Hexwraiths and all Tomb Guard units
- +Level 4: Unit capacity: +4 for Fell Bats, Dire Wolves, Carrion, all Skeleton Horsemen and Skeleton Archer units
- +Level 4: Unit capacity: +3 for all Skeleton Chariots, Sepulchral Stalkers, Nehekhara Horsemen, Crypt Ghouls, Nehekhara Warriors, Screaming Skull Catapults, Cairn Wraiths and Crypt Horrors units
- +Level 4: Unit capacity: +2 for all Ushabti, Tomb Scorpion, all Necropolis Knights, Hexwraiths and all Tomb Guard units
- +Level 4: Unit capacity: +1 for Khemrian Warsphinx, Necrosphinx, Hierotitan, Bone Giant and Mortis Engine units
- +Level 5: Unit capacity: +5 for Fell Bats, Dire Wolves, Carrion, all Skeleton Horsemen and Skeleton Archer units
- +Level 5: Unit capacity: +4 for all Skeleton Chariots, Sepulchral Stalkers, Nehekhara Horsemen, Crypt Ghouls, Nehekhara Warriors, Screaming Skull Catapults, Cairn Wraiths and Crypt Horrors units
- +Level 5: Unit capacity: +3 for all Ushabti, Tomb Scorpion, all Necropolis Knights, Hexwraiths and all Tomb Guard units
- +Level 5: Unit capacity: +2 for Khemrian Warsphinx, Necrosphinx, Hierotitan, Bone Giant and Mortis Engine units
Khsar the Facelessnew
- +Speed: +20% when in own or allied territory (Lord's army)
- +Campaign movement range: +20%
- +Melee attack: +4 when fighting in desert terrain (Lord's army)
Phakth the God of the Sky & Justicenew
- +Leadership: +5 when in foreign territory (Lord's army)
- +Control: +4 (own local province)
- +Magic item drop chance from battle: +25%
Disciple of Ualatpnew
- +Armour-piercing weapon damage: +10 for Carrion units (Lord's army)
- +Charge bonus: +10 for Carrion units (Lord's army)
- +Unit capacity: +2 Fell Bats
- +Unit capacity: +2 Dire Wolves
- +Melee attack: +10 for Dire Wolves and Fell Bats units (Lord's army)
- +Unit capacity: +2 Carrion
- +Income from post-battle loot: +5%
Neru the Goddess of the Moonnew
- +Ward save: 5% when in foreign territory (Lord's army)
- +Income from all buildings: +10% (local province)
Retained Necrotectnew
- +Canopic Jars generated: 2 per turn
- +Unit capacity: +1 Ushabti
- +Unit capacity: +1 Ushabti (Great Bows)
- +Construction cost: -5% for Infrastructure buildings (all provinces)
Reclaimer of Khemrinew
- +Unit capacity: +1 Hierotitan
- +Diplomatic relations: +5 with all factions
- +Campaign movement range: +5% for armies (all armies factionwide)
- +Control: +1 (all provinces)
Fall of Nagashnew
- +Weapon strength: +10% when fighting against Vampires (all armies factionwide)
Hieroglyphs of Preservationnew
- +Unit capacity: +2 Tomb Scorpion
- +Physical resistance: 5% (own armies in province)
Sacred Quivernew
- +Ammunition: +40%
- +Armour: -20
- +Range: +40%
Soul-Bound Heroesnew
- +Melee defence: +5 for Ushabti units (Lord's army)
- +Unit capacity: +1 Bone Giant
- +Unit capacity: +2 Sepulchral Stalkers
- +Construction time: -10% for all buildings (all regions factionwide)
Plunderer of the Eastnew
- +Canopic Jars generated: 2 per turn
- +Immune to Mountain attrition (Lord's army)
- +Speed: +5% (all armies factionwide)
- +Vigour loss reduction: +5% (enemy characters in region)
Tribute Collectorsnew
- +Leadership: -5 (all armies factionwide)
- +Income from all buildings: +10% (all regions factionwide)
Cursed Weaponsnew
- +Weapon strength: +20% (Lord's army)
- +Income from all buildings: -10% (local province)
Servants of Ualatepnew
- +Magic item drop chance from battle: +10%
- +Casualties captured post-battle: +10%
- +Income from post-battle loot: +10%
Poison of Sokthnew
- +Ability: "Heroic Killing Blow"
- +Enemy speed: -10% (enemy characters in region)
- +Bonus vs Large: +10
Sacrifices for Ptranew
- +Income from sacking settlements: +10% (all characters factionwide)
- +Vigour loss reduction: -10% (Lord's army)
- +Passive ability: "Headhunter"
Consult with Qu'aphnew
- +Canopic Jars generated: 2 per turn
- +Income from razing settlements: +50%
- +Attrition suffered by defender: +10% when laying siege or encircling (enemy armies in region)
The Finest Materialsnew
- +Armour: +10 (Lord's army)
- +Leadership: +5 (Lord's army)
- +Casualty replenishment rate: -5%
Slaves for the Necropolisnew
- +Unit capacity: +1 Necropolis Knights
- +Unit capacity: +1 Necropolis Knights (Halberds)
- +Unit capacity: +1 Tomb Guard
- +Unit capacity: +1 Tomb Guard (Halberds)
- +Income from sacking settlements: +25%
- +Diplomatic relations: -10 with all factions
Agitated Tomb Swarmsnew
- +Enemy leadership: -5 (enemy armies in region)
Enchantments of Gehebnew
- +Armour: +10
- +Speed: -25%
- +Ward save: +10%
Bargain with Sakhmetnew
- +Cooldown: -25% to "Sakhmet's Incantation of the Skullstorm Upgraded"
- +Cooldown: -25% to "Sakhmet's Incantation of the Skullstorm"
- +Winds of Magic cost: -5 for "Sakhmet's Incantation of the Skullstorm Upgraded"
- +Winds of Magic cost: -5 for "Sakhmet's Incantation of the Skullstorm"
Bloodline Redeemednew
- +Canopic Jars generated: 2 per turn
- +Unit capacity: +2 Screaming Skull Catapult
- +Research rate: +20
Arabyan Merchantnew
- +Tradable resources produced: +10%
- +Income from trade tariffs: +10%
- +Casualty replenishment rate: +5% (Lord's army)
Neru's Protectionnew
- +Control: +3 (own local province)
- +Armour-piercing weapon damage: +25 when defending (all characters factionwide)
Well-Regardednew
- +Diplomatic relations: +10 with Tomb Kings
- +Melee attack: +10 for embedded Heroes (Lord's army)
Blessed by the Aspnew
- +Speed: +25%
- +Vigour loss reduction: -25%
Virtuous Kingnew
- +Hero capacity: +1 for all Heroes
- +Hero action success chance: +5% (all characters factionwide)
- +Enemy Hero action success chance: -5% (all characters factionwide)
Repel the Vagabondsnew
- +Canopic Jars generated: 2 per turn
- +Passive ability: "Banner of Eternal Flame"
- +Leadership: +5 during ambushes (all armies factionwide)
Garrison the Wallsnew
- +Unit capacity: +4 Skeleton Archers
- +Growth: +30 (own local province)
Unleash Scorpionsnew
- +Fire resistance: 25% (Lord's army)
Ride Them Down!new
- +Speed: +10% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (all armies factionwide)
- +Missile strength: +5% for Skeleton Archers and Horsemen units (all armies factionwide)
- +Weapon strength: +5% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (all armies factionwide)
Master of Desert Warfarenew
- +Armour-piercing weapon damage: +25
- +Melee attack: +10
- +Spell resistance: 10%
- +Missile resistance: 10%
Strength of the First Dynastynew
- +Speed: +20%
- +Attrition: -10% casualties suffered from all attrition (all armies factionwide)
- +Passive ability: "Dauntless Fury"
Evasionnew
- +Passive ability: "Evasion"
Fifth Generation Priestnew
- +Level 1: Research rate: +2
- +Level 1: Control: +1 (own local province)
- +Level 2: Research rate: +4
- +Level 2: Control: +2 (own local province)
- +Level 3: Research rate: +8
- +Level 3: Control: +3 (own local province)
Rites of Awakeningnew
- +Level 1: Growth: +5 (own local province)
- +Level 1: Leadership: +2 (Lord's army)
- +Level 2: Growth: +10 (own local province)
- +Level 2: Leadership: +4 (Lord's army)
- +Level 3: Growth: +20 (own local province)
- +Level 3: Leadership: +8 (Lord's army)
Usirian's Bargainnew
- +Level 1: Hit points: +5%
- +Level 1: Cooldown: -0.5% to all spells (all characters factionwide)
- +Level 2: Hit points: +10%
- +Level 2: Cooldown: -1% to all spells (all characters factionwide)
- +Level 3: Hit points: +20%
- +Level 3: Cooldown: -2% to all spells (all characters factionwide)
Loyal Servant of Tahothnew
- +Level 1: Canopic Jars generated: 3 per turn
- +Level 1: Enemy Hero action success chance: -0.5% (all characters factionwide)
- +Level 2: Canopic Jars generated: 6 per turn
- +Level 2: Enemy Hero action success chance: -1% (all characters factionwide)
- +Level 3: Canopic Jars generated: 10 per turn
- +Level 3: Enemy Hero action success chance: -2% (all characters factionwide)
Lore of Nehekharanew
- +Bound spell: "Djaf's Incantation of Cursed Blades"
- +Cooldown: -5% to all spells
- +Vigour loss reduction: -10%
Lore of Deathnew
- +Bound spell: "Spirit Leech"
- +Cooldown: -5% to all spells
- +Enemy leadership: -2 (enemy armies in region)
Lore of Lightnew
- +Bound spell: "Shem's Burning Gaze"
- +Cooldown: -5% to all spells
- +Physical resistance: 5%
Grand Vizier's Commandnew
- +Recruit rank: +1 for all vampiric units (Lord's army)
- +Leadership: +5 for all vampiric units (Lord's army)
- +Weapon strength: +10% for all vampiric units (Lord's army)
- +Armour: +5 for all vampiric units (Lord's army)
Disciple of Ptranew
- +Ability: "Will of Ptra"
Disciple of Usiriannew
- +Ability: "Justice of Usirian"
High Priestnew
- +Leadership aura size: +25%
Ornamented Headdressnew
- +Level 1: Leadership: +2
- +Level 1: Fire resistance: 2%
- +Level 2: Leadership: +4
- +Level 2: Fire resistance: 4%
- +Level 3: Leadership: +8
- +Level 3: Fire resistance: 8%
Runic Staffnew
- +Level 1: Armour: +3
- +Level 1: Spell resistance: 3%
- +Level 2: Armour: +6
- +Level 2: Spell resistance: 6%
- +Level 3: Armour: +10
- +Level 3: Spell resistance: 10%
Incantations of Preservationnew
- +Character's aura leadership effect: +5
Vicious Cursesnew
- +Missile strength: +5% for Casket of Souls units (own armies factionwide)
- +Ammunition: +10% for Screaming Skull Catapult and Casket of Souls units (Hero's army)
Disciple of Ualatpnew
- +Armour-piercing weapon damage: +1 for Carrion units (own armies factionwide)
- +Charge bonus: +1 for Carrion units (own armies factionwide)
- +Unit capacity: +1 Carrion
- +Unit capacity: +1 Fell Bats
- +Unit capacity: +1 Dire Wolves
- +Charge bonus: +2 for Dire Wolves and Fell Bats units (own armies factionwide)
- +Income from post-battle loot: +1% (factionwide)
Disciple of Sokthnew
- +Speed: +5% for Tomb Scorpion units (own armies factionwide)
- +Passive ability: "Scorpion Armour"
- +Melee attack: +1 for Tomb Scorpion units (own armies factionwide)
Loving Creatornew
- +Spell resistance: 10% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Hero's army)
- +Hit points: -5%
Graceful Constructsnew
- +Level 1: Melee defence: +2 for Khemrian Warsphinx and Khemric Titan units (Hero's army)
- +Level 2: Melee defence: +4 for Khemrian Warsphinx and Khemric Titan units (Hero's army)
- +Level 3: Melee defence: +8 for Khemrian Warsphinx and Khemric Titan units (Hero's army)
Strengthened Incantationsnew
- +Level 1: Missile strength: +2% for Ushabti (Great Bows) units (Hero's army)
- +Level 1: Weapon strength: +2% for Ushabti and Ushabti (Great Bows) units (Hero's army)
- +Level 2: Missile strength: +4% for Ushabti (Great Bows) units (Hero's army)
- +Level 2: Weapon strength: +4% for Ushabti and Ushabti (Great Bows) units (Hero's army)
- +Level 3: Missile strength: +8% for Ushabti (Great Bows) units (Hero's army)
- +Level 3: Weapon strength: +8% for Ushabti and Ushabti (Great Bows) units (Hero's army)
Spring the Trapnew
- +Level 1: Weapon strength: +2% for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Hero's army)
- +Level 2: Weapon strength: +4% for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Hero's army)
- +Level 3: Weapon strength: +8% for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Hero's army)
Empower the Titansnew
- +Level 1: Melee attack: +1 for Hierotitan units (Hero's army)
- +Level 1: Melee defence: +1 for Hierotitan units (Hero's army)
- +Level 1: Missile damage: +2% for Bone Giant units (Hero's army)
- +Level 2: Melee attack: +2 for Hierotitan units (Hero's army)
- +Level 2: Melee defence: +2 for Hierotitan units (Hero's army)
- +Level 2: Missile damage: +4% for Bone Giant units (Hero's army)
- +Level 3: Melee attack: +3 for Hierotitan units (Hero's army)
- +Level 3: Melee defence: +3 for Hierotitan units (Hero's army)
- +Level 3: Missile damage: +8% for Bone Giant units (Hero's army)
A True Grandmasternew
- +Leadership: +5 for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Hero's army)
- +Cooldown: -10% to all Necrotect abilities
Master Bone Giant Sculptornew
- +Unit capacity: +1 Bone Giant
Tomb Kingnew
- +Leadership aura size: +10%
Unyieldingnew
- +Hit points: +10%
- +Spell resistance: 10%
Martial Disciplinenew
- +Armour: +10 when defending (Lord's army)
Reclaim Lost Treasuresnew
- +Income from post-battle loot: +5%
- +Income from raiding: +5% (Lord's army)
- +Income from razing settlements: +5%
- +Income from sacking settlements: +5%
Restore Nehekharan Glorynew
- +Growth: +10 (own local province)
- +Control: +2 (own local province)
Unleash Ragenew
- +Missile damage: +10% when attacking (Lord's army)
- +Weapon strength: +10% when attacking (Lord's army)
Exercise Restraintnew
- +Missile resistance: 10% when attacking (Lord's army)
Favor the Necrotectsnew
- +Construction cost: -10% for all buildings (local province)
Favor the Liche Priestsnew
- +Casualty replenishment rate: +10% (Lord's army)
Qu'aph's Incantations of Wrathnew
- +Enemy armour: -10 (enemy armies in region)
Geheb's Rituals of Protectionnew
- +Fire resistance: 10% (Lord's army)
- +Vigour loss reduction: -10% (Lord's army)
Relentless and Immovablenew
- +Ability: "Indomitable"
Will of the Kingnew
- +Reinforcement range: +25% (Lord's army)
- +Attrition: -50% casualties suffered from all attrition (Lord's army)
Disciple of Khsarnew
- +Speed: +10% when in own or allied territory
- +Enemy Hero action success chance: -1% (all characters factionwide)
- +Melee attack: +4 when fighting in desert terrain
Disciple of Phakthnew
- +Control: +2 (own local province)
- +Magic item drop chance from battle: +5% (all characters factionwide)
Phalanxesnew
- +Melee defence: +5 when defending
Ancient Cachesnew
- +Level 1: Armour: +1 when under siege (Hero's army)
- +Level 1: Ammunition: +2% when under siege (Hero's army)
- +Level 2: Armour: +2 when under siege (Hero's army)
- +Level 2: Ammunition: +4% when under siege (Hero's army)
- +Level 3: Armour: +4 when under siege (Hero's army)
- +Level 3: Ammunition: +8% when under siege (Hero's army)
Infamous Legionnew
- +Level 1: Leadership: -1 when attacking (enemy armies in province)
- +Level 2: Leadership: -2 when attacking (enemy armies in province)
- +Level 3: Leadership: -3 when attacking (enemy armies in province)
Dutiful Guardiannew
- +Level 1: Melee defence: +2 when under siege
- +Level 1: Leadership: +2 when in own territory
- +Level 2: Melee defence: +4 when under siege
- +Level 2: Leadership: +4 when in own territory
- +Level 3: Melee defence: +8 when under siege
- +Level 3: Leadership: +8 when in own territory
Fearless in Deathnew
- +Level 1: Melee attack: -1 during ambushes (enemy armies in province)
- +Level 1: Leadership: -1 during ambushes (enemy armies in province)
- +Level 2: Melee attack: -2 during ambushes (enemy armies in province)
- +Level 2: Leadership: -2 during ambushes (enemy armies in province)
- +Level 3: Melee attack: -3 during ambushes (enemy armies in province)
- +Level 3: Leadership: -3 during ambushes (enemy armies in province)
Heir Command: Dominancenew
- +Passive ability: "Heir Command: Dominance"
Heir Command: Perseverenew
- +Passive ability: "Heir Command: Persevere"
Buildings
Removed (2): Lost Tomb Excavation, Lost Tombs
City of BronzeTomb Kings
- −Unit capacity: +2 Ushabti Ushabti (Great Bows)
- −Local Recruitment duration: -1 turn for all units (minimum 1)
- −Income generated: 100
- +Unit capacity: +1 Ushabti
- +Local Recruitment duration: -1 turn for all units (minimum 1) (local province)
- +Income generated: 200
- Units: 2 → 3
Black Tower of ArkhanTomb Kings
- −Army ability: "Legionary Barrage" (all armies)
- −Canopic Jars generated: 5
- −Income from all buildings: +10% (local province)
- +Army ability: "Legionary Barrage" (own armies in province)
- +Canopic Jars generated: +10 per turn
- +Income from all buildings: +25% (all regions in province)
- +Control: +1 (factionwide)
- Cost: 8000 → 12500
- Turns: 5 → 10
Pyramid of King AlcadizaarTomb Kings
- −Canopic Jars generated: 10
- −Winds of Magic power reserve capacity: +5 (all armies)
- −Post battle chance of stealing a magic item: +10%
- −Income from post-battle loot: +10% (factionwide)
- −Control: +1 (all provinces)
- +Canopic Jars generated: +10 per turn
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
- +Replenishes 5% campaign movement range after winning a battle
- +Income from post-battle loot: +5% (factionwide)
- +Control: +4
- +Control: +2 in adjacent provinces
- +Hero capacity: +1 for all Heroes
- Cost: 6000 → 12500
- Units: 0 → 1
Pyramid of King AmenemhetumTomb Kings
- −Canopic Jars generated: 10
- −Winds of Magic power reserve capacity: +5 (all armies)
- −Tradable resources produced: +5% (factionwide)
- −Control: +1 (all provinces)
- +Canopic Jars generated: +10 per turn
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
- +Tradable resources produced: +5%
- +Control: +4
- +Control: +2 in adjacent provinces
- +Hero capacity: +1 for all Heroes
- Cost: 6000 → 12500
- Units: 0 → 1
Pyramid of King KhatepTomb Kings
- −Canopic Jars generated: 10
- −Construction time: -20% for all buildings (factionwide)
- −Unit mass: +20% for Necropolis Knight units
- −Winds of Magic power reserve capacity: +5 (all armies)
- −Construction cost: -5% for all buildings (factionwide)
- −Control: +1 (all provinces)
- +Canopic Jars generated: +10 per turn
- +Construction time: -20% for all buildings (all regions factionwide)
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
- +Construction cost: -5% for all buildings (all regions factionwide)
- +Control: +4
- +Control: +2 in adjacent provinces
- +Unit mass: +25% for Necropolis Knight units
- +Hero capacity: +1 for all Heroes
- Cost: 6000 → 12500
- Units: 0 → 1
Pyramid of King PharTomb Kings
- −Canopic Jars generated: 20
- −Melee Defence: +4 when fighting against Greenskins (all armies)
- −Phar's Curse: Battle healing cap: -15% for Settra the Imperishable
- −Unit capacity: +2 Nehekharan Warriors Skeleton Archer Chariot Skeleton Chariot
- −Income from all buildings: +5% (factionwide)
- −Campaign movement range: +10% (all armies in local province)
- +Canopic Jars generated: +10 per turn
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
- +Enemy Hero action success chance: -5% (all characters factionwide)
- +Campaign line of sight: +25% (all characters factionwide)
- +Control: +4
- +Control: +2 in adjacent provinces
- +Phar's Curse: Battle healing cap: -10% for Settra the Imperishable
- +Melee Defence: +4 when fighting against Greenskins (own armies factionwide)
- +Hero capacity: +1 for all Heroes
- Cost: 6000 → 12500
- Units: 0 → 1
Great Pyramid of SettraTomb Kings
- −Unit capacity: +2 Tomb Guard Tomb Guard (Halberds) Skeleton Chariot Skeleton Archer Chariot
- −Canopic Jars generated: 50
- −Winds of Magic power reserve capacity: +5 (all armies)
- −Unit experience gain per turn: +200 (armies in province)
- −Control: +1 (all provinces)
- −Local recruitment capacity: +2
- +Unit capacity: +4 Tomb Guard Tomb Guard (Halberds) Tomb Barque Skeleton Chariot Skeleton Archer Chariot
- +Canopic Jars generated: +10 per turn
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
- +Experience gain: +10% for units (own armies factionwide)
- +Control: +4
- +Control: +2 in adjacent provinces
- +Attribute: Expendable for Skeleton Warrior and Skeleton Spearmen units
- +Hero capacity: +1 for all Heroes
- Cost: 6000 → 12500
- Units: 0 → 1
Pyramid of Prince TutankhanutTomb Kings
- −Canopic Jars generated: 10
- −Attribute: Glorious Charge for Skeleton Chariot units (Rank 7 and above) (all armies)
- −Winds of Magic power reserve capacity: +5 (all armies)
- −Casualty replenishment rate: +5% (armies in province)
- −Control: +1 (all provinces)
- +Canopic Jars generated: +10 per turn
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
- +Casualty replenishment rate: +4% (own armies factionwide)
- +Growth: +10 (all provinces)
- +Control: +4
- +Control: +2 in adjacent provinces
- +Attribute: Glorious Charge for Skeleton Chariot units (Rank 7 and above) (own armies factionwide)
- +Hero capacity: +1 for all Heroes
- Cost: 6000 → 12500
- Units: 0 → 1
Ruined KhemriTomb Kings
- +Vampiric corruption: +2 (Followers of Nagash only)
Khemri (Crypts)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 50
- −Control: +3
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 200
- +Control: +5
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
Khemri (Mastaba)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 100
- −Control: +4
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 200
- +Control: +5
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
Khemri (Mausoleum)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 150
- −Control: +4
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 200
- +Control: +5
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
- Units: 2 → 3
Khemri (Tomb City)Tomb Kings
- −Defensive supplies: +1000
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
- Units: 2 → 3
Khemri (Necropolis)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 250
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 200
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
- Units: 2 → 3
Ruined LahmiaTomb Kings
- +Vampiric corruption: +2 (Followers of Nagash only)
Lahmia (Crypts)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 50
- −Control: +3
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 200
- +Control: +5
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
Lahmia (Mastaba)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 100
- −Control: +4
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 200
- +Control: +5
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
Lahmia (Mausoleum)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 150
- −Control: +4
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 200
- +Control: +5
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
- Units: 2 → 3
Lahmia (Tomb City)Tomb Kings
- −Defensive supplies: +1000
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
- Units: 2 → 4
Lahmia (Necropolis)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 250
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 200
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
- Units: 2 → 4
RuinsTomb Kings
- +Vampiric corruption: +2 (Followers of Nagash only)
Black Pyramid of Nagash (Dormant)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 50
- −Growth: +10
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 400
- +Growth: +80
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
Black Pyramid of Nagash (Awakened)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 100
- −Growth: +20
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 400
- +Growth: +80
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
Black Pyramid of Nagash (Roused)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 150
- −Growth: +30
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 400
- +Growth: +80
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
Black Pyramid of Nagash (Mighty)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 200
- −Growth: +40
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 400
- +Growth: +80
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
- Units: 2 → 3
Black Pyramid of Nagash (Exalted)Tomb Kings
- −Defensive supplies: +1000
- −Income generated: 250
- −Growth: +50
- +Defensive supplies: +1200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 400
- +Growth: +10 (all adjacent provinces)
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
- Units: 2 → 3
Quicksand SwampTomb Kings
- +Attrition: -2% when under siege (own armies in province)
- +Income from Province Capital/Settlement buildings: +10% (local region) (Followers of Nagash only)
Ancient Battle SiteTomb Kings
- −Unit capacity: +2 Skeleton Horsemen Skeleton Horse Archers
- +Unit capacity: +2 Skeleton Horsemen
- +Unit capacity: +2 Skeleton Horse Archers
- +Leadership: -1 when laying siege or encircling (enemy armies in province)
- +Attrition: -4% when under siege (own armies in province)
- +Control: +1 (Court of Lybaras only)
- +Income from Province Capital/Settlement buildings: +20% (local region) (Followers of Nagash only)
Necroserpent NestTomb Kings
- −Unit capacity: +1 Necropolis Knights Sepulchral Stalkers
- −Unit capacity: +2 Nehekharan Horsemen Skeleton Horsemen Skeleton Horse Archers
- +Unit capacity: +1 Necropolis Knights
- +Unit capacity: +2 Nehekhara Horsemen
- +Unit capacity: +2 Skeleton Horsemen
- +Unit capacity: +2 Skeleton Horse Archers
- +Unit capacity: +2 Sepulchral Stalkers
- +Leadership: -2 when laying siege or encircling (enemy armies in province)
- +Attrition: -6% when under siege (own armies in province)
- +Control: +2 (Court of Lybaras only)
- +Income from Province Capital/Settlement buildings: +30% (local region) (Followers of Nagash only)
- Units: 5 → 4
Royal MenagerieTomb Kings
- −Unit capacity: +2 Necropolis Knights Nehekharan Horsemen Skeleton Horsemen Skeleton Horse Archers Sepulchral Stalkers
- +Unit capacity: +2 Necropolis Knights
- +Unit capacity: +2 Nehekhara Horsemen
- +Unit capacity: +2 Skeleton Horsemen
- +Unit capacity: +2 Skeleton Horse Archers
- +Unit capacity: +2 Sepulchral Stalkers
- +Leadership: -3 when laying siege or encircling (enemy armies in province)
- +Attrition: -8% when under siege (own armies in province)
- +Control: +3 (Court of Lybaras only)
- +Income from Province Capital/Settlement buildings: +40% (local region) (Followers of Nagash only)
Bone ShaperTomb Kings
- +Attrition: -2% when under siege (own armies in province)
Brass WorksTomb Kings
- −Unit capacity: +2 Skeleton Chariot Skeleton Archer Chariot
- +Unit capacity: +2 Skeleton Archer Chariot
- +Unit capacity: +2 Skeleton Chariot
- +Leadership: -1 when laying siege or encircling (enemy armies in province)
- +Attrition: -4% when under siege (own armies in province)
- +Control: +1 (Court of Lybaras only)
Skull RepositoryTomb Kings
- −Unit capacity: +2 Skeleton Chariot Skeleton Archer Chariot
- +Unit capacity: +2 Skeleton Archer Chariot
- +Unit capacity: +2 Skeleton Chariot
- +Leadership: -2 when laying siege or encircling (enemy armies in province)
- +Attrition: -6% when under siege (own armies in province)
- +Control: +2 (Court of Lybaras only)
Ruined Nehekharan CitadelTomb Kings
- −Recruit rank: +1 for all units
- −Casualty replenishment rate: +3% (armies in province)
- −Ammunition: +50% during siege defence battles (armies in region)
- −Leadership: -5 when laying siege or encircling (enemy armies in region)
- +Recruit rank: +1 for all units (own armies in province)
- +Ammunition: +50% when under siege (own armies in province)
- +Melee defence: +5 when under siege (own armies in province)
Restored Nehekharan CitadelTomb Kings
- −Recruit rank: +2 for all units
- −Casualty replenishment rate: +5% (armies in province)
- −Ammunition: +50% during siege defence battles (armies in region)
- −Leadership: -8 when laying siege or encircling (enemy armies in region)
- +Recruit rank: +2 for all units (own armies in province)
- +Ammunition: +50% when under siege (own armies in province)
- +Melee defence: +5 when under siege (own armies in province)
Skeletal GarrisonTomb Kings
- −Army ability: "Legionary Barrage" (armies in region)
- −Cannot be constructed in minor settlements
- +Hidden armies will be visible (any armies in region)
- +Army ability: "Legionary Barrage" (own armies in region)
- +Defensive supplies: +400
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -5% when under siege (own armies in region)
- +Control: +1 (local province)
- Turns: 5 → 4
Sandstone WallsTomb Kings
- −Army ability: "Legionary Barrage" (armies in region)
- +Army ability: "Legionary Barrage" (own armies in region)
- +Defensive supplies: +600
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -10% when under siege (own armies in region)
- +Control: +2 (local province)
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Hidden armies will be visible (any armies in region)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- Turns: 6 → 5
Engraved WallsTomb Kings
- −Army ability: "Legionary Barrage" (armies in region)
- +Army ability: "Legionary Barrage" (own armies in region)
- +Defensive supplies: +800
- +Enemy Hero action success chance: -20% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -15% when under siege (own armies in region)
- +Control: +3 (local province)
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Hidden armies will be visible (any armies in region)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- Turns: 7 → 6
Desert LookoutTomb Kings
- −Cannot be constructed in major settlements
- −Defensive supplies: +50 per turn when under siege
- +Defensive supplies: +400
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Control: +1 (local province)
- +Income from all buildings: -10% (all regions in province)
- Turns: 5 → 4
Tower of BoneTomb Kings
- −Army ability: "Legionary Barrage" (armies in region)
- −Cannot be constructed in major settlements
- −Defensive supplies: +100 per turn when under siege
- +Defensive supplies: +600
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Army ability: "Legionary Barrage" (own armies in region)
- +Control: +2 (local province)
- +Income from all buildings: -10% (all regions in province)
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Hidden armies will be visible (any armies in region)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- Turns: 6 → 5
Royal Burial ChamberTomb Kings
- −Canopic Jars generated: 10
- −Corruption in adjacent provinces: -2
- −Hero recruit rank: +2
- −Control: +2 in adjacent provinces
- −Lord recruit rank: +1 (factionwide)
- +Unit capacity: +1 Tomb Guard (Halberds)
- +Unit capacity: +1 Tomb Guard
- +Canopic Jars generated: +5 per turn
- +Character experience gain per turn: +100 (own characters in province)
- +Construction cost: -1% for all buildings (all regions factionwide)
- +Spell resistance: 20% when under siege (own armies in province)
Mortuary HouseTomb Kings
- −Corruption: -1
- −Casualty replenishment rate: +3% (armies in province)
- −Growth: +25
- +Income generated: 20 (not for Followers of Nagash)
- +Casualty replenishment rate: +1% (own armies in province)
- +Growth: +30
- +Vampiric corruption: +1 (Followers of Nagash only)
- +Chance of a plague spreading: -25%
Regnant CatacombsTomb Kings
- −Corruption: -2
- −Casualty replenishment rate: +4% (armies in province)
- −Growth: +35
- +Income generated: 40 (not for Followers of Nagash)
- +Casualty replenishment rate: +2% (own armies in province)
- +Growth: +30
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Chance of a plague spreading: -25%
Grand OssuaryTomb Kings
- −Corruption: -3
- −Casualty replenishment rate: +5% (armies in province)
- −Growth: +45
- +Income generated: 80 (not for Followers of Nagash)
- +Casualty replenishment rate: +3% (own armies in province)
- +Growth: +30
- +Casualty replenishment rate: +1% for all vampiric units (own armies factionwide) (Followers of Nagash only)
- +Vampiric corruption: +3 (Followers of Nagash only)
- +Growth: +1 (all provinces)
- +Chance of a plague spreading: -25%
Damaged Hierotitan StatueTomb Kings
- +Corruption: -1 (not for Followers of Nagash)
- +Leadership: -3 when laying siege or encircling (enemy armies in province)
- +Attrition: -8% when under siege (own armies in province)
- +Control: +2 (Court of Lybaras only)
- +Vampiric corruption in adjacent provinces: +1 (Followers of Nagash only)
- +Income from Province Capital/Settlement buildings: +50% (local region) (Followers of Nagash only)
Restored Hierotitan StatueTomb Kings
- −Corruption: -2
- −Ward save: +1% for Hierotitan units
- +Corruption: -1 (not for Followers of Nagash)
- +Leadership: -4 when laying siege or encircling (enemy armies in province)
- +Attrition: -10% when under siege (own armies in province)
- +Control: +4 (Court of Lybaras only)
- +Vampiric corruption in adjacent provinces: +1 (Followers of Nagash only)
- +Income from Province Capital/Settlement buildings: +50% (local region) (Followers of Nagash only)
Charnel PlazaTomb Kings
- −Campaign movement range: +5% for own armies starting their turn in this region (armies in region)
- −Income generated: 100
- +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
- +Unit experience gain per turn: +5 (own armies factionwide)
- +Income generated: 20 (not for Followers of Nagash)
- +Vampiric corruption: +1 (Followers of Nagash only)
Funerary DistrictTomb Kings
- −Campaign movement range: +10% for own armies starting their turn in this region (armies in region)
- −Income generated: 150
- +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
- +Unit experience gain per turn: +10 (own armies factionwide)
- +Income generated: 40 (not for Followers of Nagash)
- +Vampiric corruption: +2 (Followers of Nagash only)
Avenue of MonumentsTomb Kings
- −Campaign movement range: +15% for own armies starting their turn in this region (armies in region)
- −When technology "Proclamation of the First Dynasty" researched: Campaign movement range: -10% for own armies starting their turn in this region (enemy armies in local region)
- −Income generated: 200
- +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
- +Unit experience gain per turn: +20 (own armies factionwide)
- +Income generated: 80 (not for Followers of Nagash)
- +Missile resistance: 1% for all vampiric units (own armies factionwide) (Followers of Nagash only)
- +Vampiric corruption: +3 (Followers of Nagash only)
- +When technology "Proclamation of the First Dynasty" researched: Campaign movement range: -10% for own armies starting their turn in this province (enemy armies in local region)
Open GravesTomb Kings
- −Unit capacity: +2 Nehekharan Warriors Skeleton Archers
- +Unit capacity: +2 Nehekharan Warriors
- +Unit capacity: +4 Skeleton Archers
- +Attrition: -2% when under siege (own armies in province)
- +Income from Province Capital/Settlement buildings: +10% (local region) (Followers of Nagash only)
Crypt BarracksTomb Kings
- +Leadership: -1 when laying siege or encircling (enemy armies in province)
- +Attrition: -4% when under siege (own armies in province)
- +Control: +1 (Court of Lybaras only)
- +Income from Province Capital/Settlement buildings: +20% (local region) (Followers of Nagash only)
Royal BarracksTomb Kings
- +Leadership: -2 when laying siege or encircling (enemy armies in province)
- +Attrition: -6% when under siege (own armies in province)
- +Control: +2 (Court of Lybaras only)
- +Income from Province Capital/Settlement buildings: +30% (local region) (Followers of Nagash only)
Damaged Necrosphinx StatueTomb Kings
- −Corruption: -1
- +Corruption: -1 (not for Followers of Nagash)
- +Leadership: -3 when laying siege or encircling (enemy armies in province)
- +Attrition: -8% when under siege (own armies in province)
- +Control: +2 (Court of Lybaras only)
- +Vampiric corruption in adjacent provinces: +1 (Followers of Nagash only)
- +Income from Province Capital/Settlement buildings: +50% (local region) (Followers of Nagash only)
Restored Necrosphinx StatueTomb Kings
- −Corruption: -2
- −Missile resistance: 1% for Necrosphinx units
- +Corruption: -1 (not for Followers of Nagash)
- +Leadership: -4 when laying siege or encircling (enemy armies in province)
- +Attrition: -10% when under siege (own armies in province)
- +Control: +4 (Court of Lybaras only)
- +Vampiric corruption in adjacent provinces: +1 (Followers of Nagash only)
- +Income from Province Capital/Settlement buildings: +50% (local region) (Followers of Nagash only)
Bone WharfTomb Kings
- −Income generated: 75
- −Income from trade tariffs: +1%
- −Growth: +10
- +Income generated: 50
- +Growth: +5
- +Construction cost: -1% for all buildings (all regions in province)
Grave PortTomb Kings
- −Income generated: 150
- −Income from trade tariffs: +2%
- −Growth: +20
- +Income generated: 100
- +Income from trade tariffs: +1%
- +Growth: +10
- +Construction cost: -3% for all buildings (all regions in province)
- +Unit capacity: +1 Tomb Barque
- Units: 0 → 1
Undead FleetportTomb Kings
- −Income generated: 300
- −Income from trade tariffs: +3%
- −Growth: +30
- +Income generated: 200
- +Income from trade tariffs: +2%
- +Growth: +15
- +Construction cost: -5% for all buildings (all regions in province)
- +Unit capacity: +2 Tomb Barque
- Units: 0 → 1
ObeliskTomb Kings
- −Unit capacity: +2 Carrion
- −Corruption: -1
- +Unit capacity: +1 Carrion
- +Corruption: -2 (not for Followers of Nagash)
- +Winds of Magic power reserve capacity: +2 (own armies in province)
- +Income generated: 20 (not for Followers of Nagash)
- +Vampiric corruption: +1 (Followers of Nagash only)
- Cost: 750 → 250
SepulchreTomb Kings
- −Unit capacity: +3 Carrion
- −Corruption: -2
- −Control: +6
- +Unit capacity: +2 Carrion
- +Corruption: -4 (not for Followers of Nagash)
- +Control: +4
- +Winds of Magic power reserve capacity: +4 (own armies in province)
- +Income generated: 40 (not for Followers of Nagash)
- +Vampiric corruption: +2 (Followers of Nagash only)
- Cost: 1000 → 500
Mortiferous SanctuaryTomb Kings
- −Unit capacity: +4 Carrion
- −Corruption: -3
- −Control: +8
- −Control: +1 in adjacent provinces
- +Unit capacity: +3 Carrion
- +Corruption: -6 (not for Followers of Nagash)
- +Control: +4
- +Winds of Magic power reserve capacity: +8 (own armies in province)
- +Income generated: 80 (not for Followers of Nagash)
- +Vampiric corruption: +3 (Followers of Nagash only)
- Cost: 1500 → 1000
Taxidermist TombTomb Kings
- +Character experience gain: +1% (all characters factionwide)
- +Experience gain: +1% for units (own armies factionwide)
- +Canopic Jars generated: +5 per turn
Cinnabar Mining PitTomb Kings
- +Character experience gain: +1% (all characters factionwide)
- +Experience gain: +1% for units (own armies factionwide)
- +Canopic Jars generated: +5 per turn
TanneryTomb Kings
- +Character experience gain: +1% (all characters factionwide)
- +Experience gain: +1% for units (own armies factionwide)
- +Canopic Jars generated: +5 per turn
Gemstone MineTomb Kings
- −Second Book of Nagash owned: Spell resistance: 3% for Ushabti, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (all armies)
- −Spell Resistance: +2% for Corpse Cart, Black Coach, Mortis Engine and Coven Throne units (all armies)
- +Character experience gain: +1% (all characters factionwide)
- +Experience gain: +1% for units (own armies factionwide)
- +Canopic Jars generated: +5 per turn
Gold MineTomb Kings
- −Second Book of Nagash owned: Physical resistance: 3% for Tomb Guard units (all armies)
- −Income generated: 150
- +Income generated: 100
- +Character experience gain: +1% (all characters factionwide)
- +Experience gain: +1% for units (own armies factionwide)
- +Canopic Jars generated: +5 per turn
Iron MineTomb Kings
- −Hero recruit rank: +1 for Tomb Princes
- −Armour-piercing weapon damage: +1 (all armies)
- +Character experience gain: +1% (all characters factionwide)
- +Experience gain: +1% for units (own armies factionwide)
- +Canopic Jars generated: +5 per turn
Marble QuarryTomb Kings
- −Hero recruit rank: +1 for Necrotects
- −Armour: +5 for Construct units (all armies)
- −Second Book of Nagash owned: Construction cost: -1% for all buildings (all regions)
- +Character experience gain: +1% (all characters factionwide)
- +Experience gain: +1% for units (own armies factionwide)
- +Canopic Jars generated: +5 per turn
Alchemy WorkshopTomb Kings
- +Experience gain: +1% for units (own armies factionwide)
- +Character experience gain: +1% (all characters factionwide)
- +Canopic Jars generated: +5 per turn
Obsidian QuarryTomb Kings
- +Experience gain: +1% for units (own armies factionwide)
- +Character experience gain: +1% (all characters factionwide)
- +Canopic Jars generated: +5 per turn
Parched OasisTomb Kings
- +Experience gain: +1% for units (own armies factionwide)
- +Character experience gain: +1% (all characters factionwide)
- +Canopic Jars generated: +5 per turn
Potter's HutTomb Kings
- −Hero recruit rank: +1 for Tomb Heralds
- +Experience gain: +1% for units (own armies factionwide)
- +Character experience gain: +1% (all characters factionwide)
- +Canopic Jars generated: +5 per turn
Salt MineTomb Kings
- −Hero recruit rank: +1 for Liche Priests
- +Experience gain: +1% for units (own armies factionwide)
- +Character experience gain: +1% (all characters factionwide)
- +Canopic Jars generated: +5 per turn
Caravan MasterTomb Kings
- +Experience gain: +1% for units (own armies factionwide)
- +Character experience gain: +1% (all characters factionwide)
- +Canopic Jars generated: +5 per turn
VineyardTomb Kings
- +Experience gain: +1% for units (own armies factionwide)
- +Character experience gain: +1% (all characters factionwide)
- +Canopic Jars generated: +5 per turn
Lumber CampTomb Kings
- +Experience gain: +1% for units (own armies factionwide)
- +Character experience gain: +1% (all characters factionwide)
- +Canopic Jars generated: +5 per turn
Scorpion NestTomb Kings
- +Leadership: -2 when laying siege or encircling (enemy armies in province)
- +Attrition: -6% when under siege (own armies in province)
- +Control: +2 (Court of Lybaras only)
- +Income from Province Capital/Settlement buildings: +30% (local region) (Followers of Nagash only)
Ancient Scarab DunesTomb Kings
- −Unit capacity: +2 Tomb Scorpion
- −Unit capacity: +1 Khemric Titan
Ruined CityTomb Kings
- +Vampiric corruption: +2 (Followers of Nagash only)
CryptsTomb Kings
- −Income generated: 50
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 250
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
MastabaTomb Kings
- −Income generated: 100
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 250
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
MausoleumTomb Kings
- −Income generated: 150
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 250
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
Tomb CityTomb Kings
- −Income generated: 200
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Income generated: 250
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
NecropolisTomb Kings
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Unit capacity: +1 Sepulchral Stalkers (Court of Lybaras only)
Ruined TownTomb Kings
- +Vampiric corruption: +1 (Followers of Nagash only)
CryptsTomb Kings
- −Income generated: 50
- +Vampiric corruption: +1 (Followers of Nagash only)
- +Income generated: 125
MastabaTomb Kings
- −Income generated: 100
- +Vampiric corruption: +1 (Followers of Nagash only)
- +Income generated: 125
MausoleumTomb Kings
- −Income generated: 150
- +Vampiric corruption: +1 (Followers of Nagash only)
- +Income generated: 125
Statuary of KhemriTomb Kings
- +Leadership: -1 when laying siege or encircling (enemy armies in province)
- +Attrition: -4% when under siege (own armies in province)
- +Control: +1 (Court of Lybaras only)
- +Income from Province Capital/Settlement buildings: +20% (local region) (Followers of Nagash only)
Statue of PhakthTomb Kings
- −Unit capacity: +2 Ushabti
- +Unit capacity: +1 Ushabti
- +Leadership: -2 when laying siege or encircling (enemy armies in province)
- +Attrition: -6% when under siege (own armies in province)
- +Control: +2 (Court of Lybaras only)
- +Income from Province Capital/Settlement buildings: +30% (local region) (Followers of Nagash only)
Damaged Warsphinx StatueTomb Kings
- −Corruption: -1
- +Corruption: -1 (not for Followers of Nagash)
- +Leadership: -3 when laying siege or encircling (enemy armies in province)
- +Attrition: -8% when under siege (own armies in province)
- +Control: +2 (Court of Lybaras only)
- +Vampiric corruption in adjacent provinces: +1 (Followers of Nagash only)
- +Income from Province Capital/Settlement buildings: +50% (local region) (Followers of Nagash only)
Restored Warsphinx StatueTomb Kings
- −Corruption: -2
- −Physical resistance: 1% for Warsphinx units
- +Corruption: -1 (not for Followers of Nagash)
- +Leadership: -4 when laying siege or encircling (enemy armies in province)
- +Attrition: -10% when under siege (own armies in province)
- +Control: +4 (Court of Lybaras only)
- +Vampiric corruption in adjacent provinces: +1 (Followers of Nagash only)
- +Income from Province Capital/Settlement buildings: +50% (local region) (Followers of Nagash only)
Catacomb WatchersTomb Kings
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 1 turns
- −Corruption: -3
- −Control: +3
- +Corruption: -2 (not for Followers of Nagash)
- +Control: +2
- +Vampiric corruption: +2 (Followers of Nagash only)
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
Vault GuardsTomb Kings
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 2 turns
- −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
- −Corruption: -4
- −Control: +3
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Corruption: -4 (not for Followers of Nagash)
- +Control: +2
- +Vampiric corruption: +4 (Followers of Nagash only)
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
Tomb PatrolTomb Kings
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 3 turns
- −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
- −Corruption: -5
- −Control: +3
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Corruption: -6 (not for Followers of Nagash)
- +Vampiric corruption in adjacent provinces: +2 (Followers of Nagash only)
- +Vampiric corruption: +6 (Followers of Nagash only)
- +Control: +2
- +Attrition: -20% casualties suffered from all attrition (own armies in province)
Lairs of Clar KarondTomb Kings
- −Exotic Animals resource production: 50 cages
- +Exotic Animals resource production: 100 cages
Golden Tower of the GodsTomb Kings
- −Canopic Jars generated: 5
- −Income generated: 225
- −Control: +5
- +Canopic Jars generated: +10 per turn
- +Income generated: 400
- +Control: +6
Harbour of LothernTomb Kings
- +Unit capacity: +1 Tomb Barque
- Units: 0 → 1
Gates of LothernTomb Kings
- +Unit capacity: +2 Tomb Barque
- Units: 0 → 1
Catacombs of QuintexTomb Kings
- −Canopic Jars generated: 5
- −Income generated: 150
- −Income from all buildings: +2% (local province)
- −Growth: +20 (all provinces)
- +Income generated: 100
- +Income from all buildings: +10% (all regions in province)
- +Growth: +10 (all provinces)
- +Canopic Jars generated: +10 per turn
Vaults of QuintexTomb Kings
- −Canopic Jars generated: 10
- −Income generated: 300
- −Income from all buildings: +5% (local province)
- −Growth: +30 (all provinces)
- +Canopic Jars generated: +20 per turn
- +Income generated: 200
- +Income from all buildings: +20% (all regions in province)
- +Growth: +15 (all provinces)
Sanctum of QuintexTomb Kings
- −Canopic Jars generated: 25
- −Income generated: 450
- −Income from all buildings: +10% (local province)
- −Growth: +40 (all provinces)
- +Canopic Jars generated: +40 per turn
- +Income generated: 400
- +Income from all buildings: +40% (all regions in province)
- +Growth: +20 (all provinces)
House of Everlasting LifeTomb Kings
- −Vigour loss reduction: -25% when fighting in own territory (all characters)
- −Wound recovery time: -1 turns (all Lords)
- +Vigour loss reduction: -25% when fighting in own territory (all characters factionwide)
- +Wound recovery time: -2 turns (all Lords)
Khemian OutpostTomb Kings
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Khemian DistrictTomb Kings
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Khemian ColonyTomb Kings
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Animal StoreTomb Kings
- +Character experience gain: +1% (all characters factionwide)
- +Experience gain: +1% for units (own armies factionwide)
- +Canopic Jars generated: +5 per turn
Morceaux Valley OrchardsTomb Kings
- −Control: +3
- +Control: +4
Morceaux Valley VineyardsTomb Kings
- −Control: +4
- +Control: +6
Morceaux Valley VintnersTomb Kings
- −Control: +5
- +Control: +8
Bordeleaux Wine MarketTomb Kings
- −Control: +8
- +Control: +10
Erengrad HarbourTomb Kings
- +Unit capacity: +1 Tomb Barque
- Units: 0 → 1
Erengrad PortTomb Kings
- +Unit capacity: +2 Tomb Barque
- Units: 0 → 1
Marienburg HarbourTomb Kings
- +Unit capacity: +1 Tomb Barque
- Units: 0 → 1
Marienburg PortTomb Kings
- +Unit capacity: +2 Tomb Barque
- Units: 0 → 1
- +Income from post-battle loot: +1% (factionwide)
- +Income from all buildings: +10% (all regions in province)
- +Magic item drop chance from battle: +1% (all characters factionwide)
- +Income from all buildings: +5% (all adjacent provinces)
- +Income from all buildings: +0.2% (all regions factionwide)
- +Leadership: -5 (own armies in region)
- +Casualty replenishment rate: +0.2% (own armies factionwide)
- +Income from Ancient Stonecraft: +20% (local region)
- +Income from all buildings: +0.4% (all regions factionwide)
- +Leadership: -5 (own armies in region)
- +Casualty replenishment rate: +0.4% (own armies factionwide)
- +Income from Ancient Stonecraft: +40% (local region)
- +Income from all buildings: +0.6% (all regions factionwide)
- +Leadership: -5 (own armies in region)
- +Casualty replenishment rate: +0.6% (own armies factionwide)
- +Income from Ancient Stonecraft: +60% (local region)
- +Income from all buildings: +0.8% (all regions factionwide)
- +Leadership: -5 (own armies in province)
- +Casualty replenishment rate: +0.8% (own armies factionwide)
- +Income from Ancient Stonecraft: +80% (local region)
- +Income from all buildings: +1% (all regions factionwide)
- +Leadership: -5 (own armies in province)
- +Casualty replenishment rate: +1% (own armies factionwide)
- +Global recruitment duration: -1 turn for all units (own armies in province)
- +Income from Ancient Stonecraft: +100% (local region)
- +Unit capacity: +2 for Fell Bats, Dire Wolves, Carrion, all Skeleton Horsemen and Skeleton Archer units
- +Unit capacity: +1 for all Skeleton Chariots, Sepulchral Stalkers, Nehekhara Horsemen, Crypt Ghouls, Nehekhara Warriors, Screaming Skull Catapults, Cairn Wraiths and Crypt Horrors units
- +Canopic Jars used: -1 per turn
- +Unit capacity: +3 for Fell Bats, Dire Wolves, Carrion, all Skeleton Horsemen and Skeleton Archer units
- +Unit capacity: +2 for all Skeleton Chariots, Sepulchral Stalkers, Nehekhara Horsemen, Crypt Ghouls, Nehekhara Warriors, Screaming Skull Catapults, Cairn Wraiths and Crypt Horrors units
- +Unit capacity: +1 for all Ushabti, Tomb Scorpion, all Necropolis Knights, Hexwraiths and all Tomb Guard units
- +Canopic Jars used: -2 per turn
- +Unit capacity: +4 for Fell Bats, Dire Wolves, Carrion, all Skeleton Horsemen and Skeleton Archer units
- +Unit capacity: +3 for all Skeleton Chariots, Sepulchral Stalkers, Nehekhara Horsemen, Crypt Ghouls, Nehekhara Warriors, Screaming Skull Catapults, Cairn Wraiths and Crypt Horrors units
- +Unit capacity: +2 for all Ushabti, Tomb Scorpion, all Necropolis Knights, Hexwraiths and all Tomb Guard units
- +Unit capacity: +1 for Khemrian Warsphinx, Necrosphinx, Hierotitan, Bone Giant and Mortis Engine units
- +Canopic Jars used: -4 per turn
- +Income generated: 40
- +Marble resource production: 1 slabs
- +Canopic Jars used: -1 per turn
- +Income from Ancient Stonecraft: +0.25% (all regions factionwide)
- +Income generated: 80
- +Marble resource production: 2 slabs
- +Canopic Jars used: -1 per turn
- +Income from Ancient Stonecraft: +0.5% (all regions factionwide)
- +Income generated: 120
- +Marble resource production: 4 slabs
- +Canopic Jars used: -1 per turn
- +Income from Ancient Stonecraft: +1% (all regions factionwide)
- +Melee and missile weapon damage: +1% (all characters factionwide)
- +Character experience gain per turn: +50 (all characters factionwide)
- +Winds of Magic power reserve capacity: +1 (own armies factionwide)
- +Canopic Jars used: -1 per turn
- +Melee and missile weapon damage: +2% (all characters factionwide)
- +Character experience gain per turn: +100 (all characters factionwide)
- +Winds of Magic power reserve capacity: +2 (own armies factionwide)
- +Canopic Jars used: -2 per turn
- +Growth: +30
- +Growth: +3 (all adjacent provinces)
- +Growth: +1 (all provinces)
- +Research rate: +1
- +Canopic Jars used: -1 per turn
- +Growth: +30
- +Growth: +6 (all adjacent provinces)
- +Growth: +2 (all provinces)
- +Research rate: +2
- +Canopic Jars used: -1 per turn
- +Growth: +30
- +Growth: +10 (all adjacent provinces)
- +Growth: +3 (all provinces)
- +Research rate: +4
- +Canopic Jars used: -1 per turn
Technologies
Wakhaf of the First DynastyTomb Kings
- −Adds the Tomb King Wakhaf to your faction's Lord pool
- +Adds the Tomb King Wakhaf to your faction's Lord pool (on foot with dual swords)
- Cost: 500 Canopic Jars → 1000 Canopic Jars
Rakhash of the Second DynastyTomb Kings
- −Adds the Tomb King Rakhash to your faction's Lord pool
- +Adds the Tomb King Rakhash to your faction's Lord pool (on steed with sword and halberd )
- Cost: 500 Canopic Jars → 1000 Canopic Jars
Thutep of the Third DynastyTomb Kings
- −Adds the Tomb King Thutep to your faction's Lord pool
- +Adds the Tomb King Thutep to your faction's Lord pool (on warsphinx)
- Cost: 500 Canopic Jars → 1000 Canopic Jars
Lahmizzash of the Fourth DynastyTomb Kings
- −Adds the Tomb King Lahmizzash to your faction's Lord pool
- +Adds the Tomb King Lahmizzash to your faction's Lord pool (on foot with bow)
- Cost: 500 Canopic Jars → 1000 Canopic Jars
Setep of the Fifth DynastyTomb Kings
- −Adds the Tomb King Setep to your faction's Lord pool
- +Adds the Tomb King Setep to your faction's Lord pool (on steed with sword and staff )
- Cost: 500 Canopic Jars → 1000 Canopic Jars
Alkhazzar II of the Sixth DynastyTomb Kings
- −Adds the Tomb King Alkhazzar II to your faction's Lord pool
- +Adds the Tomb King Alkhazzar II to your faction's Lord pool (on chariot with halberd and shield)
- Cost: 500 Canopic Jars → 1000 Canopic Jars
Priesthood of PtraTomb Kings
- Research points: 200 → 400
Priesthood of NeruTomb Kings
- Research points: 200 → 400
Priesthood of DjafTomb Kings
- Research points: 200 → 400
Priesthood of KhsarTomb Kings
- Research points: 200 → 400
Priesthood of SokthTomb Kings
- Research points: 200 → 400
Priesthood of AsaphTomb Kings
- Research points: 200 → 400
Herald of RasetraTomb Kings
- Research points: 200 → 400
Apprenticeship of PehennaTomb Kings
- Research points: 200 → 400
Apprenticeship of BekaTomb Kings
- Research points: 200 → 400
Apprenticeship of ThutmosaTomb Kings
- Research points: 200 → 400
Apprenticeship of HemiunusTomb Kings
- Research points: 200 → 400
Apprenticeship of ImhetopTomb Kings
- Research points: 200 → 400
Apprenticeship of InennaTomb Kings
- Research points: 200 → 400
Herald of DjafTomb Kings
- Research points: 200 → 400
Patronage of WakhafTomb Kings
- Research points: 200 → 400
Patronage of Queen RasutTomb Kings
- Research points: 200 → 400
Patronage of KhetepTomb Kings
- Research points: 200 → 400
Patronage of LahmizzashTomb Kings
- Research points: 200 → 400
Patronage of SetepTomb Kings
- Research points: 200 → 400
Patronage of AlkhazzarTomb Kings
- Research points: 200 → 400
Herald of MahrakTomb Kings
- Research points: 200 → 400
Wisdom of the First DynastyTomb Kings
- −Hero capacity: +1 for Tomb Heralds
- −Hero recruit rank: +2 for Tomb Heralds
- +Unit experience gain per turn: +100 for garrisons
- +Control: +1
- Cost: 250 Canopic Jars → —
Wisdom of the Second DynastyTomb Kings
- −Hero capacity: +1 for Tomb Heralds
- −Hero recruit rank: +2 for Tomb Heralds
- −Growth: +15
- +Growth: +20
- +Unit experience gain per turn: +100 for garrisons
- +Control: +1
- Cost: 250 Canopic Jars → —
Wisdom of the Third DynastyTomb Kings
- −Hero capacity: +1 for Tomb Heralds
- −Hero recruit rank: +2 for Tomb Heralds
- −Corruption: -5 (all provinces)
- +Casualty replenishment rate: +4%
- +Unit experience gain per turn: +100 for garrisons
- +Control: +1
- Cost: 250 Canopic Jars → —
Wisdom of the Fourth DynastyTomb Kings
- −Hero capacity: +1 for Tomb Heralds
- −Hero recruit rank: +2 for Tomb Heralds
- −Vampiric corruption: +5
- −Wound recovery time: -1 turns (all characters)
- +Unit capacity: +1 for all vampiric units
- +Vampiric corruption: +2
- +Unit experience gain per turn: +100 for garrisons
- +Control: +1
- Cost: 250 Canopic Jars → —
Wisdom of the Fifth DynastyTomb Kings
- −Hero capacity: +1 for Tomb Heralds
- −Hero recruit rank: +2 for Tomb Heralds
- −Control: +2
- +Unit experience gain per turn: +100 for garrisons
- +Melee and missile weapon damage: +10% when under siege
- +Control: +1
- Cost: 250 Canopic Jars → —
Wisdom of the Sixth DynastyTomb Kings
- −Hero capacity: +1 for Tomb Heralds
- −Hero recruit rank: +2 for Tomb Heralds
- −Vampiric corruption: +5
- +Vampiric corruption: +2
- +Unit experience gain per turn: +100 for garrisons
- +Control: +1
- Cost: 250 Canopic Jars → —
The Heralds EmpoweredTomb Kings
- −Corruption: -4
- −Global recruitment capacity: +3
- +Leadership: +10 for all legion units
- +Chance of a plague spreading: -25%
- +Global recruitment capacity: +2
- Research points: 800 → 1000
Herald of the SphinxTomb Kings
- Research points: 200 → 400
Runic InscriptionsTomb Kings
- Research points: 400 → 800
The QuickeningTomb Kings
- Research points: 400 → 800
The Boon of UalatpTomb Kings
- −Melee defence: +5 for Carrion units
- +Melee defence: +4 for Carrion units
- +Melee attack: +4 for Dire Wolves and Fell Bats units
- +Charge bonus: +10 for Dire Wolves and Fell Bats units
- +Speed: +10% for Dire Wolves and Fell Bats units
- Research points: 400 → 800
Pride in ServiceTomb Kings
- −Melee attack: +5 for embedded Heroes
- −Melee attack: +5 for Tomb Guard units
- −Melee defence: +5 for embedded Heroes
- −Melee defence: +5 for Tomb Guard units
- +Melee attack: +4 for embedded Heroes
- +Melee attack: +4 for Tomb Guard units
- +Melee defence: +4 for embedded Heroes
- +Melee defence: +4 for Tomb Guard units
- Research points: 400 → 800
Ancient Battle SitesTomb Kings
- Research points: 400 → 800
Clothed in the DivineTomb Kings
- −Melee attack: +5 for Ushabti units
- −Melee defence: +5 for Ushabti units
- +Melee attack: +4 for Ushabti units
- +Melee defence: +4 for Ushabti units
- Research points: 400 → 800
Herald of ZandriTomb Kings
- Research points: 200 → 400
The Ossuary DirgeTomb Kings
- −Melee attack: +5 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Chariot units
- −Melee defence: +5 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Chariot units
- +Melee attack: +4 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Chariot units
- +Melee defence: +4 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Chariot units
- Research points: 400 → 800
Nomad StockTomb Kings
- −Melee attack: +5 for Skeleton Horsemen and Nehekhara Horsemen units
- −Melee defence: +5 for Skeleton Horsemen and Nehekhara Horsemen units
- +Melee attack: +4 for Skeleton Horsemen and Nehekhara Horsemen units
- +Melee defence: +4 for Skeleton Horsemen and Nehekhara Horsemen units
- Research points: 400 → 800
The Ritual of SokthTomb Kings
- −Melee attack: +5 for Tomb Scorpion units
- −Melee defence: +5 for Tomb Scorpion units
- +Melee attack: +4 for Tomb Scorpion units
- +Melee defence: +4 for Tomb Scorpion units
- Research points: 400 → 800
Dark BrotherhoodTomb Kings
- −Melee defence: +5 for Hierotitan units
- −Melee attack: +5 for Hierotitan units
- +Melee defence: +4 for Hierotitan units
- +Melee attack: +4 for Hierotitan units
- Research points: 400 → 800
Invocation of Qu'AphTomb Kings
- −Melee attack: +5 for Necropolis Knights units
- −Melee defence: +5 for Necropolis Knights units
- +Melee attack: +4 for Necropolis Knights units
- +Melee defence: +4 for Necropolis Knights units
- Research points: 400 → 800
Underworld GateTomb Kings
- −Melee attack: +5 for Necrosphinx units
- −Melee defence: +5 for Necrosphinx units
- +Melee attack: +4 for Necrosphinx units
- +Melee defence: +4 for Necrosphinx units
- Research points: 400 → 800
Herald of KhemriTomb Kings
- Research points: 200 → 400
First Dynasty PlansTomb Kings
- Research points: 400 → 800
Bone EdificeTomb Kings
- −Melee attack: +5 for Bone Giant units
- +Melee attack: +4 for Bone Giant units
- Research points: 400 → 800
Liche AdministratorsTomb Kings
- −Melee defence: +5 for Sepulchral Stalkers units
- −Melee attack: +5 for Sepulchral Stalkers units
- +Melee defence: +4 for Sepulchral Stalkers units
- +Melee attack: +4 for Sepulchral Stalkers units
- Research points: 400 → 800
Stronger BindingTomb Kings
- Research points: 400 → 800
Ancient QuarriesTomb Kings
- Research points: 400 → 800
The Lost Gold of AlkharadTomb Kings
- −Melee defence: +5 for Khemrian Warsphinx and Khemric Titan units
- −Weapon strength: +10% for Khemric Titan units
- +Melee defence: +4 for Khemrian Warsphinx and Khemric Titan units
- Research points: 400 → 800
Herald of the ScorpionTomb Kings
- Research points: 200 → 400
Unremitting DevotionTomb Kings
- Research points: 200 → 400
Ageless ColossiTomb Kings
- Research points: 200 → 400
Tireless ScavengingTomb Kings
- Research points: 200 → 400
Magical LociTomb Kings
- Research points: 200 → 400
Coiling AlacrityTomb Kings
- Research points: 200 → 400
Hearts of StoneTomb Kings
- −Attribute: Immune to Flanking (all characters)
- −Hit points: +5% (all characters)
- +Attribute: Immune to Flanking (all characters factionwide)
- +Hit points: +5% (all characters factionwide)
- Research points: 200 → 400
Proclamation of the First DynastyTomb Kings
- Research points: 200 → 100
- Cost: 250 Canopic Jars → —
Patronage of the First DynastyTomb Kings
- Research points: 400 → 100
- Cost: 500 Canopic Jars → —
Proclamation of the Second DynastyTomb Kings
- Research points: 200 → 100
- Cost: 250 Canopic Jars → —
Patronage of the Second DynastyTomb Kings
- Research points: 400 → 100
- Cost: 500 Canopic Jars → —
Proclamation of the Third DynastyTomb Kings
- Research points: 200 → 100
- Cost: 250 Canopic Jars → —
Patronage of the Third DynastyTomb Kings
- Research points: 400 → 100
- Cost: 500 Canopic Jars → —
Proclamation of the Fourth DynastyTomb Kings
- Research points: 200 → 100
- Cost: 250 Canopic Jars → —
Patronage of the Fourth DynastyTomb Kings
- Research points: 400 → 100
- Cost: 500 Canopic Jars → —
Proclamation of the Fifth DynastyTomb Kings
- Research points: 200 → 100
- Cost: 250 Canopic Jars → —
Patronage of the Fifth DynastyTomb Kings
- Research points: 400 → 100
- Cost: 500 Canopic Jars → —
Proclamation of the Sixth DynastyTomb Kings
- −Winds of Magic power reserve capacity: +5 (all armies)
- −Local recruitment capacity: +1 (all provinces)
- +Winds of Magic power reserve capacity: +10
- +Local recruitment capacity: +1
- Research points: 200 → 100
- Cost: 250 Canopic Jars → —
Patronage of the Sixth DynastyTomb Kings
- −Unit capacity: +1 Khemric Titan
- Research points: 400 → 100
- Cost: 500 Canopic Jars → —