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

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

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
High Queen Khalidawh2_dlc09_tmb_cha_khalida_015,323 → 5,50055 → 5065 → 7060 → 65270 → 275180 → 2000950 → 1,200Leadership 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
High Queen Khalidawh2_dlc09_tmb_cha_khalida_115,943 → 6,750110 → 9065 → 7060 → 55135 → 125315 → 32501,400 → 1,600Leadership 80 → 85; Speed 66 → 85; Mass 2,350 → 3,750; Fire resistance -15% → -25%; New: Sacral Spawn of Vengeful Asaph, Reanimate
High Queen Khalidawh2_dlc09_tmb_cha_khalida_216,195 → 6,75080 → 9535 → 6026 → 55260 → 225140 → 12501,200 → 1,600Leadership 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
Grand Hierophant Khatepwh2_dlc09_tmb_cha_khatep_013,888 → 4,5004028 → 3038 → 50210 → 15090 → 2000550 → 700Leadership 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
Grand Hierophant Khatepwh2_dlc09_tmb_cha_khatep_114,384 → 5,0004028 → 3038 → 40210 → 15090 → 2000750 → 900Leadership 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
Grand Hierophant Khatepwh2_dlc09_tmb_cha_khatep_215,048 → 5,75080 → 9528 → 2024 → 40260 → 225140 → 1250900 → 1,100Leadership 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
Grand Hierophant Khatepwh2_dlc09_tmb_cha_khatep_314,816 → 5,5008028 → 3020 → 40230 → 250120 → 15001,250 → 1,500Leadership 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
Liche Priest (Death)wh2_dlc09_tmb_cha_liche_priest_death_013,520 → 4,5003025 → 3030210 → 20090 → 1000300Leadership 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 → —
Liche Priest (Death)wh2_dlc09_tmb_cha_liche_priest_death_113,948 → 5,0003025 → 3030 → 20210 → 20090 → 1000500Leadership 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 → —
Liche Priest (Light)wh2_dlc09_tmb_cha_liche_priest_light_013,520 → 4,5003025 → 3030210 → 20090 → 1000300Leadership 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 → —
Liche Priest (Light)wh2_dlc09_tmb_cha_liche_priest_light_113,948 → 5,0003025 → 3030 → 20210 → 20090 → 1000500Leadership 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 → —
Liche Priest (Nehekhara)wh2_dlc09_tmb_cha_liche_priest_nehekhara_013,520 → 4,5003025 → 3030210 → 20090 → 1000300Leadership 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 → —
Liche Priest (Nehekhara)wh2_dlc09_tmb_cha_liche_priest_nehekhara_113,948 → 5,0003025 → 3030 → 20210 → 20090 → 1000500Leadership 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 → —
Liche Priest (Shadows)wh2_dlc09_tmb_cha_liche_priest_shadow_013,520 → 4,5003025 → 3030210 → 20090 → 1000300Leadership 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 → —
Liche Priest (Shadows)wh2_dlc09_tmb_cha_liche_priest_shadow_113,948 → 5,0003025 → 3030 → 20210 → 20090 → 1000500Leadership 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 → —
Necrotectwh2_dlc09_tmb_cha_necrotect_013,788 → 4,00055 → 5045 → 5030 → 35240 → 225120 → 1250500Leadership 65 → 70; Speed 31 → 35; Mass 600 → 1,000; Fire resistance -15% → -25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Necrotectwh2_dlc09_tmb_cha_necrotect_114,848 → 5,2508028 → 4024 → 25260 → 225140 → 1250850 → 900Leadership 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 → —
Settra the Imperishablewh2_dlc09_tmb_cha_settra_015,196 → 6,50080 → 11060 → 6555 → 60140 → 100330 → 40001,250 → 1,500Leadership 85 → 90; Speed 31 → 35; Bonus vs large 20 → 30; Mass 800 → 1,500; Fire resistance -15% → -25%; New: Reanimate Upgraded
Settra the Imperishablewh2_dlc09_tmb_cha_settra_115,604 → 7,00080 → 11060 → 6555 → 50140 → 100330 → 40001,450 → 1,700Leadership 85 → 90; Speed 76 → 75; Bonus vs large 20 → 30; Mass 1,800 → 3,250; Fire resistance -15% → -25%; New: Reanimate Upgraded
Settra the Imperishablewh2_dlc09_tmb_cha_settra_217,452 → 9,00011045 → 5530 → 50150 → 0350 → 45002,100 → 2,200Leadership 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
Settra the Imperishablewh2_dlc09_tmb_cha_settra_3110,016 → 11,00095 → 11040 → 3538 → 65145 → 125345 → 35002,200Leadership 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
Tomb Kingwh2_dlc09_tmb_cha_tomb_king_014,840 → 5,250805060 → 70290 → 300160 → 1500900 → 1,000Leadership 80 → 85; Speed 31 → 35; Mass 800 → 1,000; Fire resistance -15% → -25%
Tomb Kingwh2_dlc09_tmb_cha_tomb_king_115,248 → 5,750805060290 → 300160 → 15001,100 → 1,200Missile block 35% → 55%; Leadership 80 → 85; Speed 76 → 75; Mass 1,800 → 2,750; Fire resistance -15% → -25%
Tomb Kingwh2_dlc09_tmb_cha_tomb_king_215,836 → 6,50080 → 11034 → 4026 → 50260 → 225140 → 12501,150 → 1,400Missile block 35% → 55%; Leadership 80 → 85; Speed 74 → 75; Bonus vs infantry 28 → 30; Mass 3,800 → 4,500; Fire resistance -15% → -25%
Tomb Kingwh2_dlc09_tmb_cha_tomb_king_319,816 → 9,75095 → 11038 → 3038 → 70145 → 125345 → 35002,100 → 1,700Leadership 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%
Tomb Princewh2_dlc09_tmb_cha_tomb_prince_014,268 → 5,0007038 → 4048 → 60110 → 100260 → 2750600 → 700Leadership 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!
Tomb Princewh2_dlc09_tmb_cha_tomb_prince_114,676 → 5,5007038 → 4048 → 50110 → 100260 → 2750800 → 900Missile 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!
Tomb Princewh2_dlc09_tmb_cha_tomb_prince_215,248 → 6,25080 → 1003024 → 50260 → 225140 → 1250850 → 1,100Missile 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!
Skeleton Archerswh2_dlc09_tmb_inf_skeleton_archers_01206,840 → 10,2002010 → 1514 → 2017 → 153 → 50425 → 450Leadership 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 → —
Skeleton Spearmenwh2_dlc09_tmb_inf_skeleton_spearmen_01609,760 → 13,6002014 → 2030 → 4018 → 256 → 50325 → 400Missile 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 → —
Skeleton Warriorswh2_dlc09_tmb_inf_skeleton_warriors_01609,760 → 13,6002018 → 2522 → 3520 → 256 → 50300 → 400Missile 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 → —
Dire Wolveswh2_dlc09_tmb_mon_dire_wolves806,080 → 9,200031 → 4014 → 1522 → 254 → 50525 → 450Speed 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
Fell Batswh2_dlc09_tmb_mon_fell_bats60 → 804,200 → 6,40020 → 019 → 1549 → 5020 → 357 → 00350 → 425Leadership 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
Skeleton Chariotswh2_dlc09_tmb_veh_skeleton_chariot_0127,032 → 10,20080 → 6022 → 3024 → 3024 → 2010 → 150850Leadership 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 → —
Skeleton Horsemenwh2_dlc09_tmb_cav_skeleton_horsemen_060 → 805,340 → 10,40030 → 2024 → 2526 → 3521 → 207 → 50400Missile 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 → —
Skeleton Horse Archerswh2_dlc09_tmb_cav_skeleton_horsemen_archers_060 → 805,160 → 10,40030 → 202022 → 2017 → 153 → 50500Leadership 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 → —
Crypt Ghoulswh2_dlc09_tmb_inf_crypt_ghouls120 → 1809,000 → 16,20030 → 1040 → 3038 → 3040 → 3510 → 50600 → 525Leadership 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 → —
Nehekharan Warriorswh2_dlc09_tmb_inf_nehekhara_warriors_01209,120 → 15,6004532 → 3522 → 2526 → 257 → 150525 → 575Leadership 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
Carrionwh2_dlc09_tmb_mon_carrion_024 → 405,040 → 10,0002026 → 3046 → 4535 → 3012 → 100350 → 400Leadership 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
Skeleton Archer Chariotswh2_dlc09_tmb_veh_skeleton_archer_chariot_0127,032 → 8,40080 → 6022 → 2524 → 2524 → 2010 → 1501,000 → 850Leadership 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 → —
Screaming Skull Catapultswh2_dlc09_tmb_art_screaming_skull_catapult_044,356 → 7,92020106 → 1017 → 153 → 50800 → 650Leadership 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
Nehekharan Horsemenwh2_dlc09_tmb_cav_nehekhara_horsemen_060 → 806,840 → 14,8005028 → 3534 → 4028 → 2510 → 150650 → 750Missile 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
Tomb Guardwh2_dlc09_tmb_inf_tomb_guard_0120 → 1009,840 → 14,50055 → 6032 → 4041 → 5033 → 309 → 150750 → 950Leadership 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 → —
Tomb Guard (Halberds)wh2_dlc09_tmb_inf_tomb_guard_1120 → 1009,840 → 14,50055 → 6025 → 3047 → 559 → 15200850 → 950Leadership 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 → —
Sepulchral Stalkerswh2_dlc09_tmb_mon_sepulchral_stalkers_016 → 207,040 → 12,00080 → 7022 → 2530 → 3523 → 2052 → 6001,200Leadership 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
Ushabtiwh2_dlc09_tmb_mon_ushabti_0168,128 → 12,00090 → 10023 → 453522 → 2057 → 600900 → 1,000Leadership 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 → —
Casket of Soulswh2_dlc09_tmb_art_casket_of_souls_013,968 → 4,250802014 → 1520 → 306 → 1001,200 → 1,500Leadership 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
Hexwraithswh2_dlc09_tmb_cav_hexwraiths607,440 → 7,800036 → 4534 → 250 → 1553 → 4001,475 → 1,525Leadership 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)
Necropolis Knightswh2_dlc09_tmb_cav_necropolis_knights_024 → 327,464 → 13,600110 → 904043 → 4525 → 3042 → 3501,400Missile 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 → —
Tomb Scorpionwh2_dlc09_tmb_mon_tomb_scorpion_016,020 → 7,75090 → 10035 → 4533 → 25120 → 125300 → 27501,000 → 1,300Leadership 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
Ushabti (Great Bows)wh2_dlc09_tmb_mon_ushabti_1126,096 → 9,00090 → 10023 → 353518 → 2047 → 5001,100 → 1,200Leadership 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 → —
Necropolis Knights (Halberds)wh2_dlc09_tmb_cav_necropolis_knights_124 → 327,464 → 13,600110 → 9032 → 3537 → 4519 → 2036 → 3001,450 → 1,400Leadership 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 → —
Venom Knights of Asaph (Necropolis Knights)wh2_dlc09_tmb_cav_necropolis_knights_ror24 → 3210,560 → 20,00011055 → 4056 → 5025 → 3042 → 3501,700 → 2,000Missile 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 → —
Storm Riders of Khsar (Nehekharan Horsemen)wh2_dlc09_tmb_cav_nehekhara_horsemen_ror60 → 809,780 → 14,8008043 → 4552 → 4028 → 2510 → 150900 → 1,100Missile 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
Usirian's Legion of the Netherworld (Nehekharan Warriors)wh2_dlc09_tmb_inf_nehekhara_warriors_ror120 → 808,760 → 10,000048 → 4532 → 300 → 3542 → 150950 → 975Leadership 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)
Blessed Legion of Phakth (Skeleton Archers)wh2_dlc09_tmb_inf_skeleton_archers_ror1206,840 → 10,20030 → 4514 → 2019 → 2517 → 153 → 50625 → 600Leadership 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 → —
King Nekhesh's Scorpion Legion (Skeleton Spearmen)wh2_dlc09_tmb_inf_skeleton_spearmen_ror1609,760 → 13,6004519 → 2042 → 5019 → 2550550 → 575Missile 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 → —
The Khepra Guard (Tomb Guard)wh2_dlc09_tmb_inf_tomb_guard_ror120 → 609,840 → 14,40070 → 8041 → 5551 → 3533 → 359 → 3001,100 → 1,200Leadership 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
The Flock of Djaf (Carrion)wh2_dlc09_tmb_mon_carrion_ror10 → 205,400 → 10,0004538 → 4046 → 4517 → 1552 → 450450 → 600Leadership 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
Hierotitanwh2_dlc09_tmb_mon_heirotitan_0112,620 → 19,000100 → 11056 → 5045 → 50140 → 0430 → 60002,000 → 2,200Leadership 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
Necrosphinxwh2_dlc09_tmb_mon_necrosphinx_018,960 → 10,000100 → 11048 → 5040 → 35180 → 150460 → 40002,000Speed 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
The Sphinx of Usekph (Necrosphinx)wh2_dlc09_tmb_mon_necrosphinx_ror19,780 → 10,000100 → 11059 → 6050 → 45180 → 150460 → 40002,450 → 2,500Speed 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
Eyes of the Desert (Sepulchral Stalkers)wh2_dlc09_tmb_mon_sepulchral_stalkers_ror16 → 207,040 → 12,00080 → 7029 → 3038 → 4023 → 2052 → 6001,400 → 1,500Leadership 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
Chosen of the Gods (Ushabti – Great Bows)wh2_dlc09_tmb_mon_ushabti_ror126,096 → 9,00090 → 10030 → 3544 → 4518 → 2047 → 5001,350 → 1,400Leadership 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 → —
Khemrian Warsphinxwh2_dlc09_tmb_veh_khemrian_warsphinx_019,652 → 13,00095 → 11038 → 3538 → 50140 → 125340 → 35001,950 → 2,000Leadership 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
Bone Giantwh2_pro06_tmb_mon_bone_giant_0112,620 → 12,5008030 → 5028 → 2510030001,600Leadership 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 → —
Cairn Wraithswh2_dlc09_tmb_inf_cairn_wraiths606,720 → 6,240042340 → 2044 → 400850Speed 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
Spirit Hostwh2_dlc09_tmb_inf_spirit_host2009,20002080180450Removed: Disintegrating, Crumbling
Crypt Horrorswh2_dlc09_tmb_mon_crypt_horrors2012,440 → 12,28030392818 → 8052 → 400900Speed 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
Morghast Archaiwh2_dlc09_tmb_mon_morghast_archai129,0961004045368401,900Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III, Disintegrating, Crumbling, Frenzy
Morghast Harbingerswh2_dlc09_tmb_mon_morghast_harbingers129,096804535368401,800Removed: Realm of Souls I, Realm of Souls II, Realm of Souls III, Disintegrating, Crumbling
Arkhan the Blackwh3_dlc29_tmb_cha_arkhan_the_black_mp14,840904050290 → 300160 → 1500900Removed: The Liber Mortis, My Will Be Done, The Curse, Disintegrating, Crumbling, Wounds
Arkhan the Blackwh3_dlc29_tmb_cha_arkhan_the_black_skeletal_steed_mp15,248 → 5,240904050290 → 300160 → 15001,100Speed 76 → 75; Mass 1,600 → 2,350; Removed: The Liber Mortis, My Will Be Done, The Curse, Disintegrating, Crumbling, Wounds
Arkhan the Blackwh3_dlc29_tmb_cha_arkhan_the_black_skeleton_chariot_mp15,684 → 5,5881103036260 → 225140 → 12501,200Speed 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
Liche High Priest (Death)wh3_dlc29_tmb_cha_liche_high_priest_death13,888 → 3,880403238210900400Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche High Priest (Death)wh3_dlc29_tmb_cha_liche_high_priest_death_skeletal_steed14,384 → 4,368403238210900600Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche High Priest (Light)wh3_dlc29_tmb_cha_liche_high_priest_light13,888 → 3,880403238210900400Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche High Priest (Light)wh3_dlc29_tmb_cha_liche_high_priest_light_skeletal_steed14,384 → 4,368403238210900600Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche High Priest (Nehekhara)wh3_dlc29_tmb_cha_liche_high_priest_nehekhara13,888 → 3,880403238210900400Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche High Priest (Nehekhara)wh3_dlc29_tmb_cha_liche_high_priest_nehekhara_skeletal_steed14,384 → 4,368403238210900600Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche High Priest (Shadows)wh3_dlc29_tmb_cha_liche_high_priest_shadow13,888 → 3,880403238210900400Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche High Priest (Shadows)wh3_dlc29_tmb_cha_liche_high_priest_shadow_skeletal_steed14,384 → 4,368403238210900600Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche High Priest (Undeath)wh3_dlc29_tmb_cha_liche_high_priest_undeath13,888 → 3,880403238210900400Speed 31 → 35; Mass 600 → 750; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche High Priest (Undeath)wh3_dlc29_tmb_cha_liche_high_priest_undeath_skeletal_steed14,384 → 4,368403238210900600Speed 76 → 75; Mass 1,600 → 2,500; Removed: My Will Be Done, Disintegrating, Crumbling, Eternal Gaze, Gust of the Grave, Wounds
Liche Priest (Undeath)wh3_dlc29_tmb_cha_liche_priest_undeath13,520 → 3,512302530210 → 20090 → 1000300Speed 31 → 35; Mass 600 → 750; Removed: Curse of Khsar, Disintegrating, Crumbling, Wounds
Liche Priest (Undeath)wh3_dlc29_tmb_cha_liche_priest_undeath_skeletal_steed13,948 → 3,932302530210 → 20090 → 1000500Speed 76 → 75; Mass 1,600 → 2,500; Removed: Curse of Khsar, Disintegrating, Crumbling, Wounds
Tomb Heraldwh3_dlc29_tmb_cha_tomb_herald13,968 → 3,9605045402401600500Speed 31 → 35; Mass 600 → 1,000; Removed: Disintegrating, Crumbling, Guardian, Endless Service, Call of the Herald, Wounds
Tomb Heraldwh3_dlc29_tmb_cha_tomb_herald_skeletal_steed14,448 → 4,4325045402401600700Speed 76 → 75; Mass 1,600 → 2,750; Removed: Disintegrating, Crumbling, Guardian, Endless Service, Call of the Herald, Wounds
Tomb Heraldwh3_dlc29_tmb_cha_tomb_herald_skeleton_chariot14,936 → 4,888803024260 → 225140 → 1250750Speed 74 → 75; Bonus vs infantry 28 → 30; Mass 3,600 → 4,500; Removed: Disintegrating, Crumbling, Guardian, Endless Service, Call of the Herald, Wounds
Khemric Titanwh3_dlc29_tmb_mon_khemric_titan115,000120584020040002,600Removed: Crumbling, Disintegrating, Flesh-eating Scarabs, The Gaze of Dust, Wrath of the Sands, Curse of the Fallen, Wounds
Icon of Usirian (Khemric Titan)wh3_dlc29_tmb_mon_khemric_titan_ror115,000120705020040003,050Removed: 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 modelHealth5,000Armour50Leadership85Speed75Melee attack50Melee defence40Weapon strength (base + AP)400Charge bonus40Missile resistance %15Magic resistance %15Fire resistance %-25Multiplayer cost1,000
  • King Thuteptmb_cha_thutep1 modelHealth10,000Armour110Leadership85Speed70Melee attack30Melee defence60Weapon strength (base + AP)400Charge bonus80Missile resistance %15Fire resistance %-25Multiplayer cost1,700
  • King Lahmizzashtmb_cha_lahmizzash1 modelHealth5,000Armour80Leadership85Speed35Melee attack50Melee defence45Weapon strength (base + AP)350Charge bonus20Missile damage (base + AP)450Range200Missile resistance %15Fire resistance %-25Multiplayer cost1,000
  • King Rakhashtmb_cha_rakhas1 modelHealth6,000Armour110Leadership85Speed75Melee attack65Melee defence50Weapon strength (base + AP)400Charge bonus50Missile resistance %15Fire resistance %-25Multiplayer cost1,200
  • King Wakhaftmb_cha_wakhaf1 modelHealth5,500Armour110Leadership85Speed35Melee attack65Melee defence50Weapon strength (base + AP)500Charge bonus30Missile resistance %15Fire resistance %-25Multiplayer cost1,000
  • King Alkhazzar IItmb_cha_alkhazaar1 modelHealth6,750Armour110Leadership85Speed75Melee attack50Melee defence50Weapon strength (base + AP)350Charge bonus80Missile resistance %15Fire resistance %-25Multiplayer cost1,400
  • Liche High Priesttmb_cha_arch_liche1 modelHealth4,500Armour50Leadership75Speed75Melee attack40Melee defence30Weapon strength (base + AP)350Charge bonus10Missile resistance %15Magic resistance %10Fire resistance %-25Multiplayer cost750
  • Cairn Wraithstmb_cairn_wraiths80 modelsHealth9,600Armour0Leadership45Speed45Melee attack45Melee defence30Weapon strength (base + AP)60Charge bonus25Physical resistance %75Missile resistance %50Multiplayer cost1,100
  • Crypt Horrorstmb_crypt_horrors10 modelsHealth15,000Armour60Leadership55Speed65Melee attack45Melee defence30Weapon strength (base + AP)150Charge bonus40Missile resistance %10Multiplayer cost1,250
  • Mortis Enginetmb_mortis_engine1 modelHealth190,008Armour65Leadership60Speed48Melee attack35Melee defence15Weapon strength (base + AP)250Charge bonus30Physical resistance %15Missile resistance %25Magic resistance %10Multiplayer cost1,700
  • Hawk Legion of Settra (Nehekhara Warriors)tmb_hawk_legion120 modelsHealth16,200Armour55Leadership70Speed45Melee attack45Melee defence35Weapon strength (base + AP)40Charge bonus20Missile resistance %10Fire resistance %-10Multiplayer cost800
  • Mahrak Guard (Tomb Guard)tmb_mahrak_guard100 modelsHealth14,500Armour70Leadership75Speed35Melee attack40Melee defence60Weapon strength (base + AP)40Charge bonus10Physical resistance %10Missile resistance %10Fire resistance %-10Multiplayer cost1,200
  • Wights of Stonewrath Tarn (Skeleton Warriors)tmb_wights120 modelsHealth15,600Armour90Leadership60Speed28Melee attack40Melee defence35Weapon strength (base + AP)35Charge bonus15Missile resistance %25Magic resistance %75Fire resistance %-10Multiplayer cost1,000
  • Golden Host of Mahrak (Nehekhara Warriors)tmb_golden_host120 modelsHealth22,200Armour80Leadership100Speed35Melee attack35Melee defence35Weapon strength (base + AP)30Charge bonus10Physical resistance %40Missile resistance %10Fire resistance %-10Multiplayer cost800
  • Sphinx Legion of Numas (Tomb Guard)tmb_sphinx100 modelsHealth14,500Armour60Leadership80Speed35Melee attack40Melee defence55Weapon strength (base + AP)40Charge bonus20Physical resistance %10Missile resistance %10Fire resistance %-10Multiplayer cost1,200
  • Bright Shields (Skeleton Warriors)tmb_bright160 modelsHealth14,400Armour20Leadership45Speed35Melee attack30Melee defence35Weapon strength (base + AP)35Charge bonus15Missile resistance %10Fire resistance %-10Multiplayer cost600
  • Zandri Blackshields (Skeleton Spearmen)tmb_black160 modelsHealth14,400Armour20Leadership50Speed35Melee attack20Melee defence45Weapon strength (base + AP)30Charge bonus25Missile resistance %10Fire resistance %-10Multiplayer cost600
  • Sepulchrex (Ushabti)tmb_sepul16 modelsHealth12,000Armour100Leadership75Speed60Melee attack50Melee defence35Weapon strength (base + AP)100Charge bonus40Physical resistance %10Multiplayer cost1,750
  • Crocogar Legion (Skeleton Archers)tmb_serpent120 modelsHealth10,200Armour20Leadership50Speed35Melee attack15Melee defence20Weapon strength (base + AP)20Charge bonus5Missile damage (base + AP)18Range150Missile resistance %10Fire resistance %-10Multiplayer cost525
  • Glowing Ghouls (Crypt Ghouls)tmb_ghouls180 modelsHealth16,200Armour10Leadership45Speed50Melee attack40Melee defence25Weapon strength (base + AP)40Charge bonus25Physical resistance %30Multiplayer cost725
  • Guardians of the Alabaster Tower (Tomb Guard)tmb_guardians100 modelsHealth14,500Armour70Leadership75Speed35Melee attack35Melee defence60Weapon strength (base + AP)40Charge bonus10Physical resistance %10Missile resistance %10Fire resistance %-10Multiplayer cost1,200
  • Legion of the Asp (Skeleton Archers)tmb_asp120 modelsHealth10,200Armour60Leadership50Speed35Melee attack25Melee defence30Weapon strength (base + AP)30Charge bonus5Missile damage (base + AP)18Range180Missile resistance %10Fire resistance %-10Multiplayer cost1,000
  • The Green Skulls (Skeleton Warriors)tmb_skulls200 modelsHealth17,000Armour20Leadership50Speed35Melee attack30Melee defence30Weapon strength (base + AP)45Charge bonus15Missile resistance %25Magic resistance %25Fire resistance %-10Multiplayer cost525
  • Nagashizzar Guard (Skeleton Warriors)tmb_nagashguard120 modelsHealth15,600Armour100Leadership70Speed28Melee attack40Melee defence35Weapon strength (base + AP)40Charge bonus15Missile resistance %25Fire resistance %-10Multiplayer cost1,200
  • Tomb Barquecr_tmb_veh_tomb_barque_01 modelHealth7,500Armour70Leadership65Speed55Melee attack30Melee defence20Weapon strength (base + AP)250Charge bonus30Physical resistance %20Missile resistance %25Fire resistance %-10Multiplayer cost1,250

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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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)
  • −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)
  • −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
  • −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
  • −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)
  • −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)
  • −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
  • −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
  • −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)
  • −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)
  • −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)
  • −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)
  • −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
  • −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)
  • −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)
  • −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)
  • −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)
  • −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)
  • −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)
  • −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
  • −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%
  • −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%
  • +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)
  • −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)
  • −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)
  • −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)
  • −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)
  • −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
  • −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
  • −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
  • +Character experience gain: +1% (all characters factionwide)
  • +Experience gain: +1% for units (own armies factionwide)
  • +Canopic Jars generated: +5 per turn
  • +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
  • +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)
  • −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
  • +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)
  • −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)
  • −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)
  • −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)
  • −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)
  • −Exotic Animals resource production: 50 cages
  • +Exotic Animals resource production: 100 cages
  • −Canopic Jars generated: 5
  • −Income generated: 225
  • −Control: +5
  • +Canopic Jars generated: +10 per turn
  • +Income generated: 400
  • +Control: +6
  • +Unit capacity: +1 Tomb Barque
  • Units: 0 → 1
  • +Unit capacity: +2 Tomb Barque
  • Units: 0 → 1
  • −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
  • −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)
  • −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)
  • −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)
  • −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
  • −Control: +3
  • +Control: +4
  • −Control: +4
  • +Control: +6
  • −Control: +5
  • +Control: +8
  • −Control: +8
  • +Control: +10
  • +Unit capacity: +1 Tomb Barque
  • Units: 0 → 1
Erengrad PortTomb Kings
  • +Unit capacity: +2 Tomb Barque
  • Units: 0 → 1
  • +Unit capacity: +1 Tomb Barque
  • Units: 0 → 1
Marienburg PortTomb Kings
  • +Unit capacity: +2 Tomb Barque
  • Units: 0 → 1
Treasure TombTomb Kingsnew
  • +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)
Faded PyramidionTomb Kingsnew
  • +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)
Crumbling TempleTomb Kingsnew
  • +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)
Mortuary SanctumTomb Kingsnew
  • +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)
Restored TombTomb Kingsnew
  • +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)
Grand PyramidTomb Kingsnew
  • +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)
Burial PitsTomb Kingsnew
  • +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
Revered MausoleumTomb Kingsnew
  • +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
Eternal SentinelsTomb Kingsnew
  • +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
Undead QuarrymenTomb Kingsnew
  • +Income generated: 40
  • +Marble resource production: 1 slabs
  • +Canopic Jars used: -1 per turn
  • +Income from Ancient Stonecraft: +0.25% (all regions factionwide)
Memorial MasonsTomb Kingsnew
  • +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)
Hidden SanctumTomb Kingsnew
  • +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
Lone ColumnTomb Kingsnew
  • +Growth: +30
  • +Growth: +3 (all adjacent provinces)
  • +Growth: +1 (all provinces)
  • +Research rate: +1
  • +Canopic Jars used: -1 per turn
Marble MonolithTomb Kingsnew
  • +Growth: +30
  • +Growth: +6 (all adjacent provinces)
  • +Growth: +2 (all provinces)
  • +Research rate: +2
  • +Canopic Jars used: -1 per turn
Golden Age MonumentTomb Kingsnew
  • +Growth: +30
  • +Growth: +10 (all adjacent provinces)
  • +Growth: +3 (all provinces)
  • +Research rate: +4
  • +Canopic Jars used: -1 per turn

Technologies

  • −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
  • −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
  • −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
  • −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
  • −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
  • −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
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
Herald of DjafTomb Kings
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • Research points: 200 → 400
  • −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 → —
  • −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 → —
  • −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 → —
  • −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 → —
  • −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 → —
  • −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 → —
  • −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
  • Research points: 200 → 400
  • Research points: 400 → 800
The QuickeningTomb Kings
  • Research points: 400 → 800
  • −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
  • −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
  • Research points: 400 → 800
  • −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
  • Research points: 200 → 400
  • −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
  • −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
  • −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
  • −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
  • Research points: 200 → 400
  • 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
  • −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
  • Research points: 400 → 800
  • Research points: 400 → 800
  • −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
  • Research points: 200 → 400
  • Research points: 200 → 400
Ageless ColossiTomb Kings
  • Research points: 200 → 400
  • Research points: 200 → 400
Magical LociTomb Kings
  • Research points: 200 → 400
  • 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
  • Research points: 200 → 100
  • Cost: 250 Canopic Jars → —
  • Research points: 400 → 100
  • Cost: 500 Canopic Jars → —
  • Research points: 200 → 100
  • Cost: 250 Canopic Jars → —
  • Research points: 400 → 100
  • Cost: 500 Canopic Jars → —
  • Research points: 200 → 100
  • Cost: 250 Canopic Jars → —
  • Research points: 400 → 100
  • Cost: 500 Canopic Jars → —
  • Research points: 200 → 100
  • Cost: 250 Canopic Jars → —
  • Research points: 400 → 100
  • Cost: 500 Canopic Jars → —
  • Research points: 200 → 100
  • Cost: 250 Canopic Jars → —
  • Research points: 400 → 100
  • Cost: 500 Canopic Jars → —
  • −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 → —
  • −Unit capacity: +1 Khemric Titan
  • Research points: 400 → 100
  • Cost: 500 Canopic Jars → —