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

SFO Tzeentch units

87 Tzeentch units SFO: Grimhammer III changes against patch 9.0.4, 1 it adds, and 38 skills, 122 buildings and 50 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
Chaos Knights of Tzeentchwh3_main_tze_cav_chaos_knights_060 → 408,100 → 15,00012042 → 405037 → 3016 → 251,500 → 3,6001,400 → 1,800Missile block 30% → 55%; Leadership 75 → 70; Bonus vs infantry 0 → 10; Charge bonus 44 → 60; Melee attack interval 4.6 s → 4 s; Mass 1,330 → 1,800; Upkeep 375 → 450; Spell resistance 0% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology
Doom Knights of Tzeentchwh3_main_tze_cav_doom_knights_024 → 255,880 → 12,500120 → 10044 → 4036 → 5056 → 6024 → 401,600 → 3,6001,500 → 1,800Speed 95 → 110; Bonus vs large 8 → 0; Charge bonus 52 → 70; Mass 1,300 → 1,000; Upkeep 400 → 450; Spell resistance 0% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology
Cultist of Tzeentchwh3_main_tze_cha_cultist_013,688 → 4,50015253020085 → 1001,000 → 600400 → 300Mass 600 → 750; Upkeep 250 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Apex Magic, Banner of Eternal Flame
Cultist of Tzeentchwh3_main_tze_cha_cultist_114,096 → 5,00045253020085 → 1001,000600 → 500Speed 78 → 75; Mass 1,600 → 2,000; Upkeep 250 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Apex Magic, Banner of Eternal Flame
Exalted Lord of Change (Metal)wh3_main_tze_cha_exalted_lord_of_change_metal_017,828 → 10,0003050 → 4550 → 45135 → 150315 → 3001,000 → 4,5001,900 → 2,250Upkeep 500 → 712; Missile resistance 0% → 20%; New: Greater Magic Bond, Soul Leech of Tzeentch
Exalted Lord of Change (Tzeentch)wh3_main_tze_cha_exalted_lord_of_change_tzeentch_017,828 → 10,0003050 → 4550 → 45135 → 150315 → 3001,000 → 4,5001,900 → 2,250Upkeep 500 → 712; Missile resistance 0% → 20%; New: Greater Magic Bond, Soul Leech of Tzeentch
Herald of Tzeentch (Metal)wh3_main_tze_cha_herald_of_tzeentch_metal_013,808 → 4,75035 → 2535352501251,000 → 1,600800Speed 38 → 40; Mass 600 → 750; Range 130 m → 125 m; Ammunition 20 → 25; Missile base damage 225 → 200; Missile AP damage 75 → 100; Reload time 8 s → 6 s; Upkeep 250 → 350
Herald of Tzeentch (Metal)wh3_main_tze_cha_herald_of_tzeentch_metal_114,208 → 5,75035 → 2535352501251,200 → 2,4001,200Speed 95 → 110; Mass 1,300 → 1,000; Range 130 m → 125 m; Ammunition 20 → 25; Missile base damage 225 → 200; Missile AP damage 75 → 100; Reload time 8 s → 6 s; Upkeep 300 → 450
Herald of Tzeentch (Metal)wh3_main_tze_cha_herald_of_tzeentch_metal_215,396 → 6,75035 → 253528 → 30125 → 1002751,500 → 3,0001,400 → 1,500Bonus vs infantry 20 → 0; Mass 2,100 → 1,600; Range 130 m → 125 m; Ammunition 20 → 25; Missile base damage 225 → 200; Missile AP damage 75 → 100; Reload time 8 s → 6 s; Upkeep 375 → 525
Herald of Tzeentch (Tzeentch)wh3_main_tze_cha_herald_of_tzeentch_tzeentch_013,808 → 4,75035 → 2535352501251,000 → 1,600800Speed 38 → 40; Mass 600 → 750; Range 130 m → 125 m; Ammunition 20 → 25; Missile base damage 225 → 200; Missile AP damage 75 → 100; Reload time 8 s → 6 s; Upkeep 250 → 350
Herald of Tzeentch (Tzeentch)wh3_main_tze_cha_herald_of_tzeentch_tzeentch_114,208 → 5,75035 → 2535352501251,200 → 2,4001,200Speed 95 → 110; Mass 1,300 → 1,000; Range 130 m → 125 m; Ammunition 20 → 25; Missile base damage 225 → 200; Missile AP damage 75 → 100; Reload time 8 s → 6 s; Upkeep 300 → 450
Herald of Tzeentch (Tzeentch)wh3_main_tze_cha_herald_of_tzeentch_tzeentch_215,396 → 6,75035 → 253528 → 30125 → 1002751,500 → 3,0001,400 → 1,500Bonus vs infantry 20 → 0; Mass 2,100 → 1,600; Range 130 m → 125 m; Ammunition 20 → 25; Missile base damage 225 → 200; Missile AP damage 75 → 100; Reload time 8 s → 6 s; Upkeep 375 → 525
Iridescent Horror (Metal)wh3_main_tze_cha_iridescent_horror_metal_013,408 → 4,00035 → 253030210 → 20090 → 100900 → 1,400500 → 700Speed 38 → 40; Melee attack interval 4 s → 3.5 s; Range 130 m → 150 m; Ammunition 20 → 25; Missile base damage 203 → 200; Missile AP damage 67 → 100; Reload time 8 s → 6 s; Upkeep 225 → 325; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Iridescent Horror (Metal)wh3_main_tze_cha_iridescent_horror_metal_113,808 → 5,00035 → 253030210 → 20090 → 1001,100 → 2,200900 → 1,100Speed 95 → 110; Melee attack interval 4 s → 3.5 s; Mass 1,300 → 1,000; Range 130 m → 150 m; Ammunition 20 → 25; Missile base damage 203 → 200; Missile AP damage 67 → 100; Reload time 8 s → 6 s; Upkeep 275 → 425; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Iridescent Horror (Metal)wh3_main_tze_cha_iridescent_horror_metal_214,996 → 6,00035 → 2535 → 3028 → 25125 → 1002751,400 → 2,8001,100 → 1,400Bonus vs infantry 20 → 0; Mass 2,100 → 1,600; Range 130 m → 150 m; Ammunition 20 → 25; Missile base damage 203 → 200; Missile AP damage 67 → 100; Reload time 8 s → 6 s; Upkeep 350 → 500; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Iridescent Horror (Tzeentch)wh3_main_tze_cha_iridescent_horror_tzeentch_013,408 → 4,00035 → 253030210 → 20090 → 100900 → 1,400500 → 700Speed 38 → 40; Melee attack interval 4 s → 3.5 s; Range 130 m → 150 m; Ammunition 20 → 25; Missile base damage 203 → 200; Missile AP damage 67 → 100; Reload time 8 s → 6 s; Upkeep 225 → 325; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Iridescent Horror (Tzeentch)wh3_main_tze_cha_iridescent_horror_tzeentch_113,808 → 5,00035 → 253030210 → 20090 → 1001,100 → 2,200900 → 1,100Speed 95 → 110; Melee attack interval 4 s → 3.5 s; Mass 1,300 → 1,000; Range 130 m → 150 m; Ammunition 20 → 25; Missile base damage 203 → 200; Missile AP damage 67 → 100; Reload time 8 s → 6 s; Upkeep 275 → 425; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Iridescent Horror (Tzeentch)wh3_main_tze_cha_iridescent_horror_tzeentch_214,996 → 6,00035 → 2535 → 3028 → 25125 → 1002751,400 → 2,8001,100 → 1,400Bonus vs infantry 20 → 0; Mass 2,100 → 1,600; Range 130 m → 150 m; Ammunition 20 → 25; Missile base damage 203 → 200; Missile AP damage 67 → 100; Reload time 8 s → 6 s; Upkeep 350 → 500; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Kairos Fateweaverwh3_main_tze_cha_kairos_fateweaver_custom_battle_018,048 → 10,0005035 → 4520 → 45125 → 200295 → 3001,000 → 4,5001,500 → 2,250Leadership 85 → 100; Charge bonus 20 → 40; Upkeep 100 → 0; Missile resistance 0% → 20%; New: Arcane Mastery, Soul Leech of Tzeentch, Greater Magic Bond
Blue Horrors of Tzeentchwh3_main_tze_inf_blue_horrors_01607,680 → 11,200520 → 2522 → 2521 → 203 → 5500 → 800500 → 400Leadership 50 → 45; Speed 38 → 40; Melee attack interval 4 s → 3.5 s; Mass 70 → 75; Range 90 m → 100 m; Ammunition 4 → 5; Missile base damage 13 → 10; Missile AP damage 2 → 5; Reload time 8 s → 6 s; Upkeep 125 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Winds of Warpfire
Chaos Furies (Tzeentch)wh3_main_tze_inf_chaos_furies_060 → 485,28025 → 2036 → 3518 → 4032 → 3512 → 10550 → 1,100650 → 550Leadership 50 → 45; Charge bonus 24 → 30; Upkeep 138 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Guardian
Forsaken of Tzeentchwh3_main_tze_inf_forsaken_0808,000 → 15,20085 → 8032 → 302044 → 3514 → 25825 → 2,000825 → 1,000Leadership 70 → 60; Speed 46 → 50; Bonus vs infantry 0 → 10; Charge bonus 36 → 40; Melee attack interval 4.3 s → 3.5 s; Mass 230 → 200; Upkeep 206 → 250; Spell resistance 0% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: No Time No Death, Causes Fear; Removed: Frenzy
Pink Horrors of Tzeentchwh3_main_tze_inf_pink_horrors_080 → 1006,400 → 14,00025 → 1522 → 3026 → 25208 → 10700 → 1,600700 → 800Leadership 70 → 60; Speed 38 → 40; Charge bonus 12 → 15; Melee attack interval 4 s → 3.5 s; Range 130 m → 125 m; Ammunition 20 → 25; Missile base damage 15 → 5; Missile AP damage 5 → 15; Reload time 8 s → 6 s; Upkeep 175 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Winds of Warpfire
Exalted Pink Horrors of Tzeentchwh3_main_tze_inf_pink_horrors_180 → 1007,200 → 14,00035 → 2530 → 4038 → 3522 → 30101,000 → 2,4001,000 → 1,200Leadership 75 → 70; Speed 38 → 40; Charge bonus 14 → 15; Melee attack interval 4 s → 3.5 s; Mass 130 → 125; Range 130 m → 125 m; Missile base damage 17 → 5; Missile AP damage 8 → 15; Reload time 8 s → 6 s; Upkeep 250 → 300; Physical resistance 20% → 30%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Winds of Warpfire, Disciplined
Exalted Flamer of Tzeentchwh3_main_tze_mon_exalted_flamers_013,180 → 3,5001034 → 2520 → 25115 → 275250 → 3251,300 → 2,2001,300 → 1,100Leadership 70 → 60; Charge bonus 6 → 5; Mass 1,400 → 1,500; Ammunition 15 → 20; Missile base damage 25 → 20; Missile AP damage 55 → 60; Upkeep 325 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bolstered Marksmanship
Flamers of Tzeentchwh3_main_tze_mon_flamers_012 → 163,084 → 5,6001028 → 2012 → 2012 → 2034 → 40800 → 1,700800 → 850Leadership 60 → 55; Charge bonus 8 → 10; Mass 700 → 750; Range 90 m → 100 m; Ammunition 12 → 20; Missile AP damage 13 → 15; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Lord of Changewh3_main_tze_mon_lord_of_change_017,028 → 9,000304545 → 35125 → 100295 → 3001,700 → 4,0001,450 → 2,000Leadership 75 → 70; Charge bonus 35 → 40; Upkeep 425 → 500; Missile resistance 0% → 20%; New: Unholy Pact with the Changer, Magic Bond, Fires of Change; Removed: Seer of Destiny
Screamers of Tzeentchwh3_main_tze_mon_screamers_0164,880 → 4,80030 → 2026 → 3022 → 3020 → 3040700 → 1,400700Charge bonus 26 → 25; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Soul Grinder of Tzeentchwh3_main_tze_mon_soul_grinder_018,188 → 9,0009042 → 4535135 → 150315 → 3001,900 → 3,8001,750 → 1,900Leadership 70 → 65; Ammunition 15 → 20; Missile base damage 24 → 0; Missile AP damage 96 → 40; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wallbreaker
Spawn of Tzeentchwh3_main_tze_mon_spawn_of_tzeentch_016 → 248,768 → 13,20010 → 4036 → 3528 → 35120 → 7550 → 251,000 → 1,8001,050 → 900Speed 42 → 55; Charge bonus 35 → 45; Melee attack interval 3.8 s → 4 s; Upkeep 250 → 225; Physical resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Apex Magic, Strider, Causes Terror; Removed: Hide (forest)
Burning Chariot of Tzeentchwh3_main_tze_veh_burning_chariot_014,980 → 5,000203528 → 25125 → 100275 → 2001,600 → 3,4001,600 → 1,700Leadership 70 → 60; Bonus vs infantry 20 → 0; Charge bonus 35 → 30; Mass 3,400 → 3,000; Range 90 m → 100 m; Ammunition 12 → 26; Missile AP damage 55 → 75; Upkeep 400 → 425; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Blazing Squealers (Exalted Pink Horrors of Tzeentch)wh3_twa06_tze_inf_pink_horrors_ror_080 → 1007,200 → 14,00035 → 2538 → 5048 → 3522 → 30101,250 → 3,2001,250 → 1,600Leadership 85 → 80; Speed 38 → 50; Charge bonus 14 → 15; Melee attack interval 4 s → 3.5 s; Mass 130 → 125; Range 130 m → 125 m; Missile base damage 17 → 5; Missile AP damage 8 → 15; Reload time 8 s → 4 s; Upkeep 337 → 400; Physical resistance 20% → 30%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Winds of Warpfire, Disciplined
Knights of Immolation (Doom Knights of Tzeentch)wh3_twa07_tze_cav_doom_knights_ror_024 → 255,880 → 12,500120 → 10054 → 4045 → 5056 → 6024 → 401,700 → 4,4001,700 → 2,200Speed 95 → 110; Bonus vs large 8 → 0; Charge bonus 52 → 70; Mass 1,300 → 1,000; Upkeep 425 → 550; Spell resistance 0% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Immune to Psychology
Chaos Chariots of Tzeentchwh3_dlc20_chs_cav_chaos_chariot_mtze45,736 → 8,40011022 → 3028 → 3029 → 5011 → 30850 → 2,000850 → 1,000Speed 78 → 75; Bonus vs infantry 18 → 20; Charge bonus 76 → 115; Mass 3,130 → 3,150; Upkeep 213 → 250; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Causes Fear
Chaos Knights of Tzeentch (Lances)wh3_dlc20_chs_cav_chaos_knights_mtze_lances60 → 408,100 → 15,00012042 → 3538 → 4536 → 2017 → 301,600 → 3,6001,400 → 1,800Missile block 30% → 55%; Leadership 75 → 70; Bonus vs large 0 → 20; Charge bonus 80 → 75; Melee attack interval 5 s → 4 s; Mass 1,330 → 1,800; Upkeep 400 → 450; Spell resistance 0% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology
Marauder Horsemen of Tzeentchwh3_dlc20_chs_cav_marauder_horsemen_mtze_javelins60 → 805,460 → 12,00015 → 5522 → 2520 → 3019 → 305 → 10700 → 1,400700Leadership 48 → 60; Bonus vs large 0 → 10; Charge bonus 24 → 40; Melee attack interval 5 s → 4 s; Mass 600 → 1,100; Range 80 m → 100 m; Ammunition 16 → 20; Missile base damage 15 → 20; Missile AP damage 7 → 10; Reload time 9 s → 12 s; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —
Chaos Sorcerer Lord of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze13,808 → 5,00080 → 11048 → 4544 → 50240 → 300120 → 1501,000 → 1,700800 → 850Speed 33 → 35; Charge bonus 20 → 30; Mass 1,000 → 1,250; Upkeep 250 → 363; New: Soul Leech of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_chaos_steed14,296 → 5,250100 → 11048 → 4044 → 45240 → 300120 → 1501,200 → 2,1001,000 → 1,050Speed 78 → 75; Mass 2,500 → 3,250; Upkeep 300 → 413; New: Soul Leech of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_disc14,288 → 6,00080 → 11048 → 4544 → 50240 → 300120 → 1501,600 → 2,5001,200 → 1,250Speed 95 → 110; Charge bonus 35 → 45; Mass 1,300 → 1,250; Upkeep 400 → 463; New: Soul Leech of Tzeentch; Removed: Strider
Chaos Sorcerer Lord of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_warshrine111,550 → 13,500603530 → 352501251,100 → 3,3001,500 → 1,650Speed 38 → 35; Mass 5,000 → 5,250; Upkeep 425 → 563; New: Soul Leech of Tzeentch; Removed: Favour of the Ruinous Powers
Chaos Sorcerer Lord of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_lord_tzeentch_mtze13,808 → 5,00080 → 11048 → 4544 → 50240 → 300120 → 1501,000 → 1,700800 → 850Speed 33 → 35; Charge bonus 20 → 30; Mass 1,000 → 1,250; Upkeep 250 → 363; New: Soul Leech of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_lord_tzeentch_mtze_chaos_steed14,296 → 5,250100 → 11048 → 4044 → 45240 → 300120 → 1501,200 → 2,1001,000 → 1,050Speed 78 → 75; Mass 2,500 → 3,250; Upkeep 300 → 413; New: Soul Leech of Tzeentch
Chaos Sorcerer Lord of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_lord_tzeentch_mtze_disc14,288 → 6,00080 → 11048 → 4544 → 50240 → 300120 → 1501,600 → 2,5001,200 → 1,250Speed 95 → 110; Charge bonus 35 → 45; Mass 1,300 → 1,250; Upkeep 400 → 463; New: Soul Leech of Tzeentch; Removed: Strider
Chaos Sorcerer Lord of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_lord_tzeentch_mtze_warshrine111,550 → 13,500603530 → 352501251,100 → 3,3001,500 → 1,650Speed 38 → 35; Mass 5,000 → 5,250; Upkeep 425 → 563; New: Soul Leech of Tzeentch; Removed: Favour of the Ruinous Powers
Chaos Sorcerer of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze13,520 → 4,75080 → 11042 → 4540 → 45220 → 25095 → 1001,000 → 1,100500 → 550Speed 33 → 35; Charge bonus 20 → 30; Mass 1,000 → 1,250; Upkeep 250 → 288; New: Chosen of Tzeentch
Chaos Sorcerer of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze_chaos_steed13,976 → 5,000100 → 11042 → 4040220 → 25095 → 1001,200 → 1,500700 → 750Speed 78 → 75; Mass 2,500 → 3,250; Upkeep 300 → 338; New: Chosen of Tzeentch
Chaos Sorcerer of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze_disc13,968 → 5,75080 → 11048 → 4544 → 45220 → 25095 → 1001,600 → 2,100900 → 1,050Speed 95 → 110; Charge bonus 35 → 45; Mass 1,300 → 1,250; Upkeep 400 → 413; New: Chosen of Tzeentch; Removed: Strider
Chaos Sorcerer of Tzeentch (Metal)wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze_warshrine111,250 → 12,500603530 → 352501251,300 → 2,7001,400 → 1,350Speed 38 → 35; Mass 5,000 → 5,250; Upkeep 425 → 488; New: Chosen of Tzeentch; Removed: Favour of the Ruinous Powers
Chaos Sorcerer of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_tzeentch_mtze13,520 → 4,75080 → 11042 → 4540 → 45220 → 25095 → 1001,000 → 1,100500 → 550Speed 33 → 35; Charge bonus 20 → 30; Mass 1,000 → 1,250; Upkeep 250 → 288; New: Chosen of Tzeentch
Chaos Sorcerer of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_tzeentch_mtze_chaos_steed13,976 → 5,000100 → 11042 → 4040220 → 25095 → 1001,200 → 1,500700 → 750Speed 78 → 75; Mass 2,500 → 3,250; Upkeep 300 → 338; New: Chosen of Tzeentch
Chaos Sorcerer of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_tzeentch_mtze_disc13,968 → 5,75080 → 11048 → 4544 → 45220 → 25095 → 1001,600 → 2,100900 → 1,050Speed 95 → 110; Charge bonus 35 → 45; Mass 1,300 → 1,250; Upkeep 400 → 413; New: Chosen of Tzeentch; Removed: Strider
Chaos Sorcerer of Tzeentch (Tzeentch)wh3_dlc20_chs_cha_chaos_sorcerer_tzeentch_mtze_warshrine111,250 → 12,500603530 → 352501251,300 → 2,7001,400 → 1,350Speed 38 → 35; Mass 5,000 → 5,250; Upkeep 425 → 488; New: Chosen of Tzeentch; Removed: Favour of the Ruinous Powers
Daemon Prince of Tzeentchwh3_dlc20_chs_cha_daemon_prince_mtze17,600 → 10,00030 → 505555200 → 300250 → 2001,900 → 5,1001,900 → 2,550Leadership 80 → 85; Upkeep 475 → 750
The Severed Claw (Aspiring Champions)wh3_dlc20_chs_inf_aspiring_champions_mtze_ror169,040 → 17,6001204052 → 5530 → 5060 → 751,500 → 5,0001,500 → 2,500Leadership 90 → 95; Speed 32 → 40; Charge bonus 16 → 30; Mass 600 → 400; Upkeep 375 → 625; Spell resistance 0% → 40%; New: Bolstered Command, Greater Magic Bond, Causes Terror, Causes Fear; Removed: Encourage
Marauders of Tzeentchwh3_dlc20_chs_inf_chaos_marauders_mtze1209,360 → 16,80015 → 5034 → 3528 → 3521 → 307 → 10425 → 1,000425 → 500Missile block 35% → 40%; Leadership 60 → 65; Speed 35 → 40; Charge bonus 18 → 20; Melee attack interval 4.2 s → 4 s; Upkeep 106 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Marauders of Tzeentch (Spears)wh3_dlc20_chs_inf_chaos_marauders_mtze_spears1209,360 → 16,80015 → 5025 → 3037 → 3520 → 255 → 10500 → 1,000475 → 500Leadership 60 → 65; Speed 35 → 40; Charge bonus 6 → 20; Melee attack interval 5.7 s → 4 s; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Chaos Warriors of Tzeentchwh3_dlc20_chs_inf_chaos_warriors_mtze100 → 809,000 → 18,000100 → 11036 → 4044 → 5526 → 3010 → 15825 → 2,300800 → 1,150Speed 28 → 32; Charge bonus 20 → 25; Mass 160 → 200; Upkeep 200 → 290; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology, Causes Fear
Chaos Warriors of Tzeentch (Halberds)wh3_dlc20_chs_inf_chaos_warriors_mtze_halberds100 → 809,000 → 18,000100 → 11030 → 3542 → 4510 → 1524 → 25925 → 2,300900 → 1,150Speed 28 → 32; Bonus vs large 19 → 20; Charge bonus 10 → 25; Melee attack interval 4.4 s → 4 s; Mass 160 → 200; Upkeep 231 → 290; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology, Causes Fear
Chosen of Tzeentchwh3_dlc20_chs_inf_chosen_mtze80 → 4010,480 → 17,60012046 → 4560 → 5534 → 4014 → 301,350 → 3,8001,350 → 1,900Missile block 60% → 55%; Leadership 85 → 80; Speed 28 → 32; Charge bonus 26 → 30; Melee attack interval 3.8 s → 4 s; Mass 160 → 300; Upkeep 338 → 475; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Causes Terror, Expert Charge Defence, Causes Fear
Chosen of Tzeentch (Halberds)wh3_dlc20_chs_inf_chosen_mtze_halberds80 → 4010,480 → 17,60012036 → 4556 → 4515 → 2531 → 351,500 → 3,8001,500 → 1,900Leadership 85 → 80; Speed 28 → 32; Bonus vs large 26 → 40; Charge bonus 16 → 30; Melee attack interval 4.3 s → 4 s; Mass 210 → 300; Upkeep 375 → 475; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Expert Charge Defence, Causes Terror, Causes Fear; Removed: Charge Defence vs. Large
Chaos Warshrine of Tzeentchwh3_dlc20_chs_mon_warshrine_mtze111,250 → 13,5006035302501251,300 → 2,4001,300 → 1,200Speed 38 → 35; Upkeep 325 → 300; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; Removed: Encourage
Cultist of Tzeentchwh3_dlc20_tze_cha_cultist_mtze_warshrine111,250 → 12,5006035302501253,000 → 2,8001,400Speed 38 → 35; Mass 5,300 → 5,500; Upkeep 250 → 350; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; Removed: Favour of the Ruinous Powers
Vilitch the Curselingwh3_dlc20_tze_cha_vilitch15,000 → 6,500805555330 → 325140 → 1501,000 → 2,000900 → 1,000Bonus vs infantry 0 → 20; Mass 1,200 → 1,500; Upkeep 250 → 0; New: Weather the Storm, Immune to Flanking
Sarthorael the Everwatcherwh_main_chs_cha_lord_of_change_018,048 → 10,0004056 → 6056 → 30145 → 300325 → 2501,000 → 4,2001,950 → 2,100Leadership 85 → 100; Upkeep 100 → 675; Physical resistance 20% → 0%; Missile resistance 0% → 40%; Spell resistance 0% → 25%; New: Chaotic Blessing, Arcane Mastery, Unholy Pact with the Changer, Soul Leech of Tzeentch, Greater Magic Bond; Removed: Prismatic Plurality, Daemonic Instability, Banished!
Wyrd Spawn (Chaos Spawn)wh_pro04_chs_mon_chaos_spawn_ror_016 → 18,768 → 11,00010 → 6045 → 6036 → 30120 → 40050 → 2001,300 → 2,6001,250 → 1,300Speed 42 → 50; Charge bonus 35 → 60; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 5,000; Physical resistance 20% → 0%; Missile resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Sapping Regeneration, Regeneration, Wounds, Strider; Removed: Hide (forest)
The Golden Griffin of Theurgy (Lord of Change)wh3_twa08_tze_mon_lord_of_change_0_ror17,028 → 9,0009056 → 4556 → 55125 → 100295 → 3001,850 → 4,8001,800 → 2,400Leadership 85 → 80; Charge bonus 35 → 40; Upkeep 463 → 600; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Unholy Pact with the Changer, Magic Bond; Removed: Seer of Destiny
The Chromatic Abominations (Blue Horrors of Tzeentch)wh3_twa10_tze_inf_blue_horrors_ror1607,680 → 11,200527 → 3529 → 2521 → 203 → 5750 → 1,600750 → 800Leadership 60 → 55; Speed 38 → 40; Melee attack interval 4 s → 3.5 s; Mass 70 → 75; Range 90 m → 100 m; Ammunition 16 → 10; Missile base damage 13 → 10; Missile AP damage 2 → 5; Reload time 8 s → 6 s; Upkeep 188 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Winds of Warpfire, 360° Block; Removed: 360 Missile Block
Aekold Helbrasswh3_dlc24_tze_cha_aekold_helbrass15,808 → 7,5001206040 → 50140 → 150330 → 3502,000 → 2,7001,350Removed: Deadly Onslaught, Foe-Seeker
The Blue Scribeswh3_dlc24_tze_cha_blue_scribes13,520 → 4,500203525115 → 125265 → 3751,200 → 2000 → 100Speed 95 → 105; Charge bonus 22 → 25
The Changelingwh3_dlc24_tze_cha_changeling14,321 → 5,5002530502501251,000 → 00 → 500Mass 600 → 750; Upkeep 250 → 0; New: Arcane Mastery
The Sourguts (Pink Horrors of Tzeentch)wh3_dlc24_tze_inf_pink_horrors_ror80 → 1007,200 → 14,0002529 → 3034 → 3520 → 108 → 20950 → 2,000950 → 1,000Leadership 80 → 70; Speed 38 → 40; Charge bonus 12 → 15; Melee attack interval 4 s → 3.5 s; Mass 70 → 100; Range 130 m → 125 m; Ammunition 20 → 25; Missile base damage 15 → 5; Missile AP damage 5 → 15; Reload time 8 s → 6 s; Upkeep 237 → 250; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Winds of Warpfire
Tzaangorswh3_dlc24_tze_inf_tzaangors120 → 1609,600 → 18,40050 → 7026 → 3038 → 3021 → 259 → 5650 → 1,500650 → 750Leadership 62 → 65; Speed 38 → 50; Charge bonus 26 → 25; Melee attack interval 4.4 s → 4 s; Mass 130 → 200; Upkeep 175 → 188; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider; Removed: Woodsman
Cockatricewh3_dlc24_tze_mon_cockatrice16,120 → 9,0003546 → 5038 → 35125 → 100295 → 2501,100 → 2,6001,050 → 1,300Mass 1,600 → 2,500; Upkeep 275 → 325; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Mutalith Vortex Beastwh3_dlc24_tze_mon_mutalith_vortex_beast18,088 → 12,0007045 → 5540 → 45140 → 150320 → 3252,000 → 4,0002,000Speed 66 → 65; Charge bonus 32 → 30; Melee attack interval 3.6 s → 3.5 s; Mass 5,500 → 6,000; Upkeep 525 → 500; Missile resistance 15% → 0%; New: Wallbreaker
Aeson the Fallen (Mutalith Vortex Beast)wh3_dlc24_tze_mon_mutalith_vortex_beast_ror18,088 → 12,0007056 → 6550 → 45140 → 150320 → 3252,600 → 4,8002,500 → 2,400Speed 66 → 65; Charge bonus 32 → 30; Melee attack interval 3.6 s → 3.5 s; Mass 5,500 → 6,000; Upkeep 650 → 600; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Berserk, Wallbreaker
Shrieking Skyrays (Screamers of Tzeentch)wh3_dlc24_tze_mon_screamers_ror164,880 → 4,8003034 → 4029 → 3020 → 30401,000 → 1,9001,000 → 950Speed 85 → 100; Charge bonus 26 → 25; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Chaos Lord of Tzeentchwh3_dlc24_chs_cha_chaos_lord_mtze14,640 → 5,7501005060180 → 200310 → 3001,000 → 2,3001,150Speed 33 → 35; Mass 1,000 → 1,250
Chaos Lord of Tzeentchwh3_dlc24_chs_cha_chaos_lord_mtze_chaos_chariot15,472 → 7,2501104035 → 40170 → 175320 → 3251,300 → 3,0001,450 → 1,500Speed 78 → 75; Mass 4,000 → 4,250
Chaos Lord of Tzeentchwh3_dlc24_chs_cha_chaos_lord_mtze_chaos_steed15,228 → 6,25012050 → 4560 → 55180 → 200310 → 3001,200 → 2,7501,350Speed 78 → 75; Charge bonus 50 → 45; Mass 2,500 → 3,250
Chaos Lord of Tzeentchwh3_dlc24_chs_cha_chaos_lord_mtze_disc15,220 → 6,7501005060180 → 200310 → 3001,400 → 3,1001,550Speed 95 → 105; Mass 1,300 → 1,500
Exalted Hero of Tzeentchwh3_dlc24_chs_cha_exalted_hero_mtze14,068 → 5,25010045 → 5050135 → 150285 → 3001,000 → 1,700925 → 850Speed 33 → 35; Mass 1,000 → 1,250
Exalted Hero of Tzeentchwh3_dlc24_chs_cha_exalted_hero_mtze_chaos_chariot15,380 → 6,7501104035 → 30145 → 1502751,300 → 2,4001,225 → 1,200Speed 78 → 75; Mass 4,000 → 4,250
Exalted Hero of Tzeentchwh3_dlc24_chs_cha_exalted_hero_mtze_chaos_steed14,680 → 5,7501204550 → 45135 → 150285 → 3001,200 → 2,1001,125 → 1,050Speed 78 → 75; Mass 2,500 → 3,250
Exalted Hero of Tzeentchwh3_dlc24_chs_cha_exalted_hero_mtze_disc14,672 → 6,25010045 → 5050135 → 150285 → 3001,400 → 2,5001,325 → 1,250Speed 95 → 105; Mass 1,300 → 1,500
Centigors of Tzeentchwh3_dlc24_tze_inf_centigors_great_weapons60 → 806,720 → 12,8003522 → 2522 → 257 → 1527 → 301,200 → 2,2001,200 → 1,100Speed 84 → 85; Charge bonus 42 → 40; Melee attack interval 4.6 s → 4 s; Mass 950 → 1,250; Upkeep 300 → 275; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider; Removed: Woodsman
Changebringerswh3_dlc24_tze_mon_flamers_changebringers12 → 163,216 → 5,6001028 → 3012 → 1012 → 2034 → 401,500 → 3,0001,500Speed 95 → 110; Range 90 m → 100 m; Ammunition 10 → 15; Missile base damage 5 → 0; Missile AP damage 13 → 1; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Followers of the Great Eagle (Marauder Chariots)wh3_dlc27_nor_cav_chaos_chariot_ror45,632 → 8,8809029 → 4536 → 4011 → 5029 → 301,000 → 2,8001,000 → 1,400Speed 78 → 75; Bonus vs infantry 18 → 20; Charge bonus 76 → 115; Mass 3,100 → 3,125; Upkeep 250 → 350; New: Apex Magic, Weather the Storm, Greater Magic Bond, Causes Fear, Vanguard Deployment

New units in SFO

  • Great Chaos Dragonchs_chaos_dragon1 modelHealth13,000Armour100Leadership70Speed100Melee attack65Melee defence40Weapon strength (base + AP)750Charge bonus100Ward save %10Multiplayer cost2,700

Skills

Invulnerable Through Change
  • −Missile resistance: 10%
  • +Level 1: Missile resistance: 10%
  • +Level 2: Missile resistance: 10%
  • +Level 2: Enemy miscast base chance: +10% (enemy armies in region)
  • +Level 3: Missile resistance: 10%
  • +Level 3: Enemy miscast base chance: +10% (enemy armies in region)
  • +Level 3: Enemy Hero action success chance: -10%
Spread Corruption
  • −Level 1: Spread Corruption action: Tzeentch corruption is increased by an additional 1
  • −Level 2: Spread Corruption action: Tzeentch corruption is increased by an additional 2
  • −Level 3: Spread Corruption action: Tzeentch corruption is increased by an additional 3
  • +Level 1: Spread Corruption action: Tzeentch corruption is increased by an additional 2
  • +Level 2: Spread Corruption action: Tzeentch corruption is increased by an additional 4
  • +Level 3: Spread Corruption action: Tzeentch corruption is increased by an additional 6
Picture of Health
  • −Hit points: +15%
  • +Hit points: +10%
Unlimited Spirit
  • −Battle healing cap: +50% (Hero's army)
  • −Speed: +20% (Hero's army)
  • −Vigour loss reduction: -50% (Hero's army)
  • +Level 1: Battle healing cap: +10% (Hero's army)
  • +Level 1: Speed: +10% (Hero's army)
  • +Level 1: Vigour loss reduction: -10% (Hero's army)
  • +Level 2: Battle healing cap: +20% (Hero's army)
  • +Level 2: Speed: +10% (Hero's army)
  • +Level 2: Vigour loss reduction: -10% (Hero's army)
  • +Level 3: Battle healing cap: +30% (Hero's army)
  • +Level 3: Speed: +30% (Hero's army)
  • +Level 3: Vigour loss reduction: -30% (Hero's army)
Cacophony of Horrors
  • −Barrier: +600 for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Hero's army)
  • −Enemy leadership: -5 (enemy armies in local province)
  • +Barrier: +500 for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Hero's army)
  • +Enemy leadership: -4 (enemy armies in province)
Wandering Wizards
  • −Campaign movement range: +10% (own army)
  • +Campaign movement range: +10% for armies (own army)
Tzeentch's Quaestors
  • −Hero action cost: -60%
  • +Hero action cost: -50%
Squabble Pros
  • −Melee attack: +15
  • −Melee defence: +25
  • +Melee attack: +10
  • +Melee defence: +20
Corruption
  • −Level 1: Tzeentch corruption: +1 (local province)
  • −Level 2: Tzeentch corruption: +2 (local province)
  • −Level 3: Tzeentch corruption: +4 (local province)
  • +Level 1: Tzeentch corruption: +2 (local province)
  • +Level 1: All other types of corruption: -1 (local province)
  • +Level 2: Tzeentch corruption: +4 (local province)
  • +Level 2: All other types of corruption: -2 (local province)
  • +Level 3: Tzeentch corruption: +6 (local province)
  • +Level 3: All other types of corruption: -3 (local province)
Called by Change
  • −Level 1: Upkeep: -3% (Lord's army)
  • −Level 2: Upkeep: -6% (Lord's army)
  • −Level 3: Upkeep: -9% (Lord's army)
  • +Level 1: Upkeep: -2% (Lord's army)
  • +Level 2: Upkeep: -4% (Lord's army)
  • +Level 3: Upkeep: -8% (Lord's army)
Scrolls of Destiny
  • −Level 2: Grimoires from all buildings: +50% (local province)
  • −Level 3: Grimoires from all buildings: +100% (local province)
  • +Level 2: Grimoires from all buildings: +50% (own local province)
  • +Level 3: Grimoires from all buildings: +100% (own local province)
Void Wrangler
  • −Speed: +15% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
  • +Speed: +10% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
Perplexing Meddler
  • −Speed: -15% (enemy armies in local region)
  • −Armour: -20 (enemy armies in local region)
  • +Speed: -10% (enemy armies in local region)
  • +Armour: -10 (enemy armies in local region)
Master Schemer
  • −Hero action success chance: +10% (all characters)
  • −Diplomatic relations: +30 with all factions
  • +Hero action success chance: +5% (all characters factionwide)
  • +Diplomatic relations: +25 with all factions
Adherents of the Trickster
  • −Hero action cost: -33% for Cultists
  • +Hero action cost: -25% for Cultists (all characters factionwide)
Parasitosis
  • −Enemy casualty replenishment rate: -10% (enemy armies in local province)
  • −Upkeep: +25% (enemy armies in local province)
  • −Upkeep: -20% (when in enemy or razed territory)
  • +Enemy casualty replenishment rate: -10% (enemy armies in province)
  • +Upkeep: +25% (enemy armies in province)
  • +Upkeep: -10% (when in enemy or razed territory)
Symbiosis
  • −Request army cost: -50%
  • −Allegiance points gained: +50%
  • −Upkeep: -50% (allied armies in the local province)
  • +Request army cost: -25%
  • +Allegiance points gained: +25%
  • +Upkeep: -25% (allied armies in the local province)
I Come in Peace! No, Really…
  • −Melee attack: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
  • −Melee defence: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
  • −Reload time reduction: +25% for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
  • −Allied recruitment cost: -50% (factionwide)
  • +Melee attack: +8 for units recruited via allied recruitment (excluding Tzeentch units) (own armies factionwide)
  • +Melee defence: +8 for units recruited via allied recruitment (excluding Tzeentch units) (own armies factionwide)
  • +Reload time reduction: +10% for units recruited via allied recruitment (excluding Tzeentch units) (own armies factionwide)
  • +Allied recruitment cost: -25% (factionwide)
First Come, First Served
  • −Campaign movement range: +10% (when in enemy or razed territory)
  • −Campaign movement range: -10% (enemy armies in local province)
  • −Control: -8 (local enemy province)
  • +Campaign movement range: +10% for armies (when in enemy or razed territory)
  • +Campaign movement range: -10% (enemy armies in province)
  • +Control: -5 (enemy local province)
Now You See Me…
  • −Reinforcement range: +50% (Lord's army)
  • +Reinforcement range: +25% (Lord's army)
Horrifying Revelation
  • −Enemy leadership: -6 (enemy armies in local region)
  • +Enemy leadership: -4 (enemy armies in local region)
Skip the Boring Part
  • −Ammunition: +30% (while transformed)
  • −Reload time reduction: +30% (while transformed)
  • +Ammunition: +25% (while transformed)
  • +Reload time reduction: +25% (while transformed)
Fool the Wind
  • −Cooldown: -20% to all spells
  • +Cooldown: -10% to all spells
Red Hot Jape
  • −Replenishes 20% campaign movement range after winning a battle
  • −Post battle chance of stealing a magic item: +100%
  • +Replenishes 10% campaign movement range after winning a battle
  • +Post battle chance of stealing a magic item: +50%
Turtle, Hare & Boar
  • −Armour: +40 (while transformed)
  • −Charge bonus: +30% (while transformed)
  • −Speed: +30% (while transformed)
  • +Armour: +25 (while transformed)
  • +Charge bonus: +25% (while transformed)
  • +Speed: +25% (while transformed)
Locus of Change
  • −Ability: "Locus of Change"
  • +Level 1: Ability: "Locus of Change"
  • +Level 2: Ability: "Locus of Change"
  • +Level 2: Range: +5% (all units in army)
  • +Level 2: Missile resistance: 5%
  • +Level 3: Ability: "Locus of Change"
  • +Level 3: Range: +10% (all units in army)
  • +Level 3: Missile resistance: 10%
Locus of Conjuration
  • −Ability: "Locus of Conjuration"
  • +Level 1: Ability: "Locus of Conjuration"
  • +Level 2: Ability: "Locus of Conjuration"
  • +Level 2: Winds of Magic power reserve minimum: +5
  • +Level 2: Miscast base chance: -5%
  • +Level 3: Ability: "Locus of Conjuration"
  • +Level 3: Winds of Magic power reserve minimum: +10
  • +Level 3: Miscast base chance: -10%
Locus of Transmogrification
  • −Ability: "Locus of Transmogrification"
  • +Level 1: Ability: "Locus of Transmogrification"
  • +Level 2: Ability: "Locus of Transmogrification"
  • +Level 2: Barrier replenishment delay: -5% (all units in army)
  • +Level 2: Barrier: +20% during battles
  • +Level 3: Ability: "Locus of Transmogrification"
  • +Level 3: Barrier replenishment delay: -10% (all units in army)
  • +Level 3: Barrier: +40% during battles
Oracle of Eternity
  • −Barrier: +40% during battles
  • +Barrier: +100% during battles
The Oracle
  • −Chance of Winds of Magic increasing in strength when changing: +10% (local province)
  • −Miscast base chance: -40%
  • +Level 1: Chance of Winds of Magic increasing in strength when changing: +25% (local province)
  • +Level 1: Miscast base chance: -25%
  • +Level 2: Chance of Winds of Magic increasing in strength when changing: +50% (local province)
  • +Level 2: Miscast base chance: -50%
Thaumaturgic Rejuvenation
  • −Barrier replenishment delay: -25% (Lord's army)
  • −Barrier replenishment rate: +25% (Lord's army)
  • +Level 1: Barrier replenishment delay: -20% (Lord's army)
  • +Level 1: Barrier replenishment rate: +20% (Lord's army)
  • +Level 2: Barrier replenishment delay: -40% (Lord's army)
  • +Level 2: Barrier replenishment rate: +40% (Lord's army)
Wind Summoner
  • −Winds of Magic power reserve: +3 per turn
  • −Physical resistance: 10%
  • +Level 1: Winds of Magic power reserve: +3 per turn
  • +Level 1: Physical resistance: 10%
  • +Level 2: Winds of Magic power reserve: +6 per turn
  • +Level 2: Physical resistance: 20%
Irridescent Scriveners
  • −Hero action success chance: +20% for Iridescent Horrors (all characters)
  • −Hero recruit rank: +3 for Iridescent Horrors (factionwide)
  • −Attribute: Causes Terror for embedded Iridescent Horror Heroes (all armies factionwide)
  • −Tzeentch corruption: +2 (local province)
  • +Level 1: Hero action success chance: +10% for Iridescent Horrors (all characters factionwide)
  • +Level 1: Hero recruit rank: +2 for Iridescent Horrors (factionwide)
  • +Level 1: Attribute: Causes Terror for embedded Iridescent Horror Heroes (all armies factionwide)
  • +Level 1: Tzeentch corruption: +2 (local province)
  • +Level 2: Hero action success chance: +20% for Iridescent Horrors (all characters factionwide)
  • +Level 2: Hero recruit rank: +4 for Iridescent Horrors (factionwide)
  • +Level 2: Attribute: Causes Terror for embedded Iridescent Horror Heroes (all armies factionwide)
  • +Level 2: Tzeentch corruption: +4 (local province)
Boons of Change
  • −Winds of Magic cost: -15% for Lore of Tzeentch spells (Lord's army)
  • −Barrier: +20% for Lord of Change units (Lord's army)
  • +Level 1: Winds of Magic cost: -10% for Lore of Tzeentch spells (own armies in province)
  • +Level 1: Barrier: +25% for Lord of Change units (Lord's army)
  • +Level 2: Winds of Magic cost: -20% for Lore of Tzeentch spells (own armies in province)
  • +Level 2: Barrier: +50% for Lord of Change units (Lord's army)
Bewitching Potency
  • +Attribute: Revealed (enemy armies in province)
  • +Missile resistance: 10%
  • +Attribute: Executioner
All Intents & Purposes
  • −Changing of the Ways cost: -33% for "Track Army" and "Reveal Shroud"
  • +Changing of the Ways cost: -50% for "Track Army" and "Reveal Shroud"
Prismatic Pluralitynew
  • +Passive ability: "Prismatic Plurality"
Acolytes of Changenew
  • +Level 1: Upkeep: -3% for Tzeentch units (Lord's army)
  • +Level 2: Upkeep: -6% for Tzeentch units (Lord's army)
  • +Level 3: Upkeep: -10% for Tzeentch units (Lord's army)
  • +Level 3: Upkeep: -1% for Tzeentch units (own armies factionwide)

Buildings

  • −Grimoires: 15 per turn
  • −Chance of Winds of Magic increasing in strength when changing: +5% (factionwide)
  • −Income generated: 600
  • +Grimoires: 15 per turn (local province)
  • +Chance of Winds of Magic increasing in strength when changing: +10% (all regions factionwide)
  • +Income generated: 750
  • −Barrier: +20% for Chaos Furies, Screamers of Tzeentch, Spawn of Tzeentch and Flamers of Tzeentch units (all armies)
  • +Barrier: +25% for Chaos Furies, Screamers of Tzeentch, Spawn of Tzeentch and Flamers of Tzeentch units (own armies factionwide)
  • −Income generated: 100
  • −Research rate: +10
  • +Income generated: 200
  • +Research rate: +25
  • −Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca (factionwide)
  • −Control: +3 (factionwide)
  • +Diplomatic relations: +20 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca (factionwide)
  • +Control: +2 (factionwide)
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 1 turns
  • −Tzeentch corruption: +3
  • +Tzeentch corruption: +2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Control: +2
  • +All other types of corruption: -1
  • −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)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Control: +2
  • +All other types of corruption: -2
  • −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)
  • −Tzeentch corruption in adjacent provinces: +2
  • −Tzeentch corruption: +5
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Tzeentch corruption in adjacent provinces: +2 (local province)
  • +Tzeentch corruption: +6
  • +Attrition: -20% casualties suffered from all attrition (own armies in province)
  • +Control: +2
  • +All other types of corruption: -3
  • −Control: +3
  • +Control: +4 (local province)
  • +Hero and Lord recruit rank: +1 (all provinces)
  • +Reload time reduction: +10% (own armies factionwide)
  • −Tzeentch corruption in adjacent provinces: +3
  • −Campaign line of sight: +50% (all Heroes)
  • −Control: +4
  • +Tzeentch corruption in adjacent provinces: +4 (local province)
  • +Campaign line of sight: +50% (all heroes factionwide)
  • +Control: +4 (local province)
  • −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)
  • −Casualty replenishment rate: +4% (armies in region)
  • +Casualty replenishment rate: +4% (any armies in region)
  • −Unlocks Hero recruitment: Cultist of Tzeentch
  • −Tzeentch corruption: +4
  • +Unlocks Hero recruitment: Cultist of Tzeentch (local province)
  • +Tzeentch corruption: +2
  • +When Winds of Magic is Strong or higher: Barrier hit points: +2% (own armies in province)
  • +Cooldown: -5% to spells (own armies in province)
  • Cost: 3000 → 2000
  • Turns: 4 → 3
  • Units: 0 → 1
Cult of LiesTzeentch
  • −Unlocks Hero recruitment: Cultist of Tzeentch
  • +Unlocks Hero recruitment: Cultist of Tzeentch (local province)
  • +When Winds of Magic is Strong or higher: Barrier hit points: +3% (own armies in province)
  • +Cooldown: -10% to spells (own armies in province)
  • +Unit capacity: +4 Cockatrice
  • Cost: 5000 → 3000
  • Turns: 5 → 4
  • Units: 0 → 3
  • −Unlocks Hero recruitment: Cultist of Tzeentch
  • −Tzeentch corruption: +6
  • +Unlocks Hero recruitment: Cultist of Tzeentch (local province)
  • +Tzeentch corruption: +8
  • +When Winds of Magic is Strong or higher: Barrier hit points: +5% (own armies in province)
  • +Hero and Lord recruit rank: +1 (local province)
  • +Cooldown: -20% to spells (own armies in province)
  • +Unit capacity: +2 Lord of Change
  • +Unit capacity: +6 Cockatrice
  • Units: 1 → 4
Stygian WellTzeentch
  • −Tzeentch corruption in adjacent provinces: +1
  • −Income from all buildings: +5% (local province)
  • −When Winds of Magic is Strong or higher: Income from all buildings: +5% (local province)
  • +Tzeentch corruption in adjacent provinces: +1 (local province)
  • +When Winds of Magic is Strong or higher: Income from all buildings: +5% (local region)
  • +Income from all buildings: +5% (all regions in province)
  • −Tzeentch corruption in adjacent provinces: +1
  • −Income from all buildings: +10% (local province)
  • −When Winds of Magic is Strong or higher: Income from all buildings: +10% (local province)
  • +Tzeentch corruption in adjacent provinces: +1 (local province)
  • +When Winds of Magic is Strong or higher: Income from all buildings: +10% (local region)
  • +Income from all buildings: +10% (all regions in province)
WarplinthTzeentch
  • −Tzeentch corruption in adjacent provinces: +1
  • −Income from all buildings: +15% (local province)
  • −When Winds of Magic is Strong or higher: Income from all buildings: +15% (local province)
  • +Tzeentch corruption in adjacent provinces: +1 (local province)
  • +When Winds of Magic is Strong or higher: Income from all buildings: +15% (local region)
  • +Income from all buildings: +15% (all regions in province)
  • −Hero action success chance: +50% (characters in province)
  • −Attribute: Vanguard Deployment (armies in province)
  • −Enables lightning strike battles when reinforcements are present (characters in province)
  • +Hero action success chance: +50% (own characters in province)
  • +Attribute: Vanguard Deployment (own armies in province)
  • +When Tzeentch corruption is 50 or more: Barrier hit points: +2% (all characters factionwide)
  • +Barrier hit points: +2% (all characters factionwide)
  • +Enables lightning strike battles when reinforcements are present (own characters in province)
  • Cost: 500 → 0
  • Turns: 2 → 5
  • Cost: 2000 → 0
  • Turns: 2 → 5
  • −Grimoires: -20 per turn
  • −Changing of the Ways cost: -80% (factionwide)
  • +Miscast base chance: -10% (all characters factionwide)
  • +Barrier hit points: +1000 (own armies in province)
  • +Changing of the Ways cost: -10% (factionwide)
  • Cost: 2500 → 0
  • Turns: 2 → 9
  • Cost: 2000 → 0
  • Turns: 2 → 1
  • −Tzeentch corruption: +5 (local region)
  • −When own Hero is present: Tzeentch corruption: +10 (local region)
  • +Range: +2% (own armies factionwide)
  • +Tzeentch corruption: +6 (local region)
  • +When own Hero is present: Tzeentch corruption: +12 (local region)
  • Cost: 1000 → 0
  • Turns: 2 → 5
  • −When Tzeentch corruption is 50 or more: Character experience gain: +5% (all characters)
  • −Tzeentch corruption: +5 (local region)
  • −When Tzeentch corruption is 50 or more: Tzeentch corruption: +3 (all adjacent provinces)
  • −Hero action success chance: +30% (characters in province)
  • −When Tzeentch corruption is 50 or more: Enemy Hero action success chance: -90% (local characters)
  • +Income generated: 100
  • +Character experience gain: +25% (own characters in province)
  • +When Tzeentch corruption is 50 or more: Character experience gain: +5% (all characters factionwide)
  • +Tzeentch corruption: +6 (local region)
  • +When Tzeentch corruption is 50 or more: Hero action success chance: +1% (all characters factionwide)
  • +Enemy Hero action success chance: -100% (enemy characters in region)
  • Cost: 1500 → 0
  • Turns: 2 → 5
  • −When Tzeentch corruption is 50 or more: Hero and Lord recruit rank: +1 (factionwide)
  • −When Tzeentch corruption is 50 or more: Hero capacity: +1 for Cultists
  • −Tzeentch corruption: +3 (local region)
  • −When Tzeentch corruption is 75 or more: Tzeentch corruption: +5 (local region)
  • −Income generated: 50
  • +Hero and Lord recruit rank: +1 (factionwide)
  • +Hero capacity: +1 for Cultists
  • +Tzeentch corruption: +6 (local region)
  • +When Tzeentch corruption is 75 or more: Tzeentch corruption: +6 (local region)
  • +When Tzeentch corruption is 75 or more: Construction cost: -4% for Province Capital/Settlement buildings (all regions factionwide)
  • +Construction cost: -4% for Province Capital/Settlement buildings (all regions factionwide)
  • +Income generated: 100
  • Cost: 500 → 0
  • Turns: 1 → 5
The SparkTzeentch
  • +When Winds of Magic is Strong or higher: Barrier hit points: +2% (own armies in province)
  • +Reload time reduction: +5% (own armies in province)
Blue BonfireTzeentch
  • +When Winds of Magic is Strong or higher: Barrier hit points: +3% (own armies in province)
  • +Reload time reduction: +10% (own armies in province)
  • +Unit capacity: +2 Exalted Flamer
Pink BlazeTzeentch
  • +When Winds of Magic is Strong or higher: Barrier hit points: +4% (own armies in province)
  • +Reload time reduction: +15% (own armies in province)
  • +Unit capacity: +4 Exalted Flamer
  • +Unit capacity: +2 Burning Chariot and Changebringers
  • +When Winds of Magic is Strong or higher: Barrier hit points: +5% (own armies in province)
  • +Hero and Lord recruit rank: +1 (local province)
  • +Reload time reduction: +20% (own armies in province)
  • +Unit capacity: +4 Burning Chariot and Changebringers
  • +Unit capacity: +8 Exalted Flamer
  • +Unit capacity: +2 Mutalith Vortex Beast
  • −Barrier replenishment rate: +15% (armies in region)
  • −Growth: +20
  • −When Winds of Magic is Strong or higher: Growth: +10
  • +Barrier replenishment rate: +5% (own armies in province)
  • +Growth: +15
  • +When Winds of Magic is Strong or higher: Growth: +7
  • +Casualty replenishment rate: +1% (own armies in province)
  • −Barrier replenishment rate: +25% (armies in region)
  • −Growth: +40
  • −When Winds of Magic is Strong or higher: Growth: +20
  • +Barrier replenishment rate: +10% (own armies in province)
  • +Growth: +30
  • +When Winds of Magic is Strong or higher: Growth: +15
  • +Casualty replenishment rate: +2% (own armies in province)
  • −Barrier replenishment rate: +35% (armies in region)
  • −Growth: +60
  • −When Winds of Magic is Strong or higher: Growth: +30
  • +Barrier replenishment rate: +15% (own armies in province)
  • +Growth: +50
  • +When Winds of Magic is Strong or higher: Growth: +25
  • +Casualty replenishment rate: +3% (own armies in province)
  • −Income generated: 150
  • −When Winds of Magic is Strong or higher: Income generated: 50
  • −When Winds of Magic is Tempestuous: Income generated: 50
  • +Income generated: 50
  • +When Winds of Magic is Strong or higher: Income generated: 25
  • +When Winds of Magic is Tempestuous: Income generated: 25
  • +Construction time: -10% for all buildings (all regions in province)
  • −Income generated: 200
  • −When Winds of Magic is Strong or higher: Income generated: 75
  • −When Winds of Magic is Tempestuous: Income generated: 75
  • +Income generated: 100
  • +When Winds of Magic is Strong or higher: Income generated: 50
  • +When Winds of Magic is Tempestuous: Income generated: 50
  • +Construction time: -20% for all buildings (all regions in province)
  • −Income generated: 250
  • −When Winds of Magic is Strong or higher: Income generated: 100
  • −When Winds of Magic is Tempestuous: Income generated: 100
  • +Income generated: 150
  • +When Winds of Magic is Strong or higher: Income generated: 75
  • +When Winds of Magic is Tempestuous: Income generated: 75
  • +Growth: +1 (all provinces)
  • +Construction time: -30% for all buildings (all regions in province)
  • +When Winds of Magic is Strong or higher: Barrier replenishment delay: -4% (own armies in province)
  • +Spell resistance: 2% when under siege (own armies in province)
  • +When Winds of Magic is Strong or higher: Barrier replenishment delay: -8% (own armies in province)
  • +Spell resistance: 4% when under siege (own armies in province)
  • −Unlocks Hero recruitment: Iridescent Horror
  • +Unlocks Hero recruitment: Iridescent Horror (local province)
  • +When Winds of Magic is Strong or higher: Barrier replenishment delay: -12% (own armies in province)
  • +Spell resistance: 6% when under siege (own armies in province)
  • +Unit capacity: +6 Exalted Pink Horrors
  • Units: 4 → 5
  • −Grimoires: 4 per turn
  • −When Winds of Magic is Strong or higher: Grimoires: 3 per turn
  • −Income from all buildings: +5% (local province)
  • −When Winds of Magic is Strong or higher: Income from all buildings: +5% (local province)
  • −Research rate: +5
  • +Grimoires: 2 per turn (local province)
  • +When Winds of Magic is Strong or higher: Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +Research rate: +2
  • −Grimoires: 6 per turn
  • −When Winds of Magic is Strong or higher: Grimoires: 5 per turn
  • −Income from all buildings: +10% (local province)
  • −When Winds of Magic is Strong or higher: Income from all buildings: +10% (local province)
  • −Research rate: +6
  • +Grimoires: 4 per turn (local province)
  • +When Winds of Magic is Strong or higher: Grimoires: 4 per turn (local province)
  • +Income from all buildings: +20% (all regions in province)
  • +Research rate: +4
  • −Grimoires: 8 per turn
  • −When Winds of Magic is Strong or higher: Grimoires: 7 per turn
  • −Income from all buildings: +15% (local province)
  • −When Winds of Magic is Strong or higher: Income from all buildings: +15% (local province)
  • +Grimoires: 8 per turn (local province)
  • +When Winds of Magic is Strong or higher: Grimoires: 8 per turn (local province)
  • +Income from all buildings: +30% (all regions in province)
  • +Local recruitment duration: -1 turn(s) (minimum 1) (armies in province)
  • +When Winds of Magic is Strong or higher: Barrier replenishment delay: -8% (own armies in province)
  • +Spell resistance: 2% when under siege (own armies in province)
  • Cost: 1500 → 1000
  • Turns: 2 → 1
  • Units: 5 → 3
  • −Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch
  • −Unlocks Hero recruitment: Exalted Hero of Tzeentch
  • +When Winds of Magic is Strong or higher: Barrier replenishment delay: -12% (own armies in province)
  • +Spell resistance: 6% when under siege (own armies in province)
  • +Unit capacity: +2 Chaos Warriors
  • +Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch (local province)
  • +Hero capacity: +1 for Chaos Sorcerers of Tzeentch
  • Cost: 2500 → 3000
  • Units: 8 → 6
  • −Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch
  • −Hero capacity: +1 for Exalted Heroes of Tzeentch
  • −Unlocks Hero recruitment: Exalted Hero of Tzeentch
  • +When Winds of Magic is Strong or higher: Barrier replenishment delay: -16% (own armies in province)
  • +Spell resistance: 8% when under siege (own armies in province)
  • +Unit capacity: +1 Chosen
  • +Unit capacity: +3 Chaos Warriors
  • +Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch (local province)
  • Cost: 4000 → 5000
  • Units: 10 → 8
Doom's HoldTzeentch
  • −Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch
  • −Hero capacity: +1 for Exalted Heroes of Tzeentch
  • −Unlocks Hero recruitment: Exalted Hero of Tzeentch
  • +When Winds of Magic is Strong or higher: Barrier replenishment delay: -20% (own armies in province)
  • +Spell resistance: 10% when under siege (own armies in province)
  • +Unit capacity: +2 Chosen
  • +Unit capacity: +4 Doom Knights
  • +Unit capacity: +4 Chaos Warriors
  • +Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch (local province)
  • Cost: 8000 → 10000
  • Units: 11 → 9
  • −Recruit rank: +1 for all units
  • −Local recruitment capacity: +1
  • +Local recruitment capacity: +1 (local province)
  • +When Winds of Magic is Strong or higher: Barrier hit points: +3% (own armies in province)
  • +Winds of Magic cost: -1 for spells (own armies in province)
  • +Hero capacity: +1 for Exalted Heroes of Tzeentch
  • +Unlocks Hero recruitment: Exalted Hero of Tzeentch
  • Units: 3 → 2
  • −Recruit rank: +2 for all units
  • −Local recruitment capacity: +2
  • +Recruit rank: +1 for all units (own armies in province)
  • +Local recruitment capacity: +2 (local province)
  • +When Winds of Magic is Strong or higher: Barrier hit points: +4% (own armies in province)
  • +Winds of Magic cost: -2 for spells (own armies in province)
  • +Unit capacity: +2 Chaos Knights
  • +Hero capacity: +1 for Exalted Heroes of Tzeentch
  • +Unlocks Hero recruitment: Exalted Hero of Tzeentch
  • Units: 6 → 5
  • −Recruit rank: +3 for all units
  • −Local recruitment capacity: +2
  • +Recruit rank: +2 for all units (own armies in province)
  • +Local recruitment capacity: +2 (local province)
  • +When Winds of Magic is Strong or higher: Barrier hit points: +5% (own armies in province)
  • +Hero and Lord recruit rank: +1 (local province)
  • +Winds of Magic cost: -3 for spells (own armies in province)
  • +Unit capacity: +2 Soul Grinder
  • +Unit capacity: +3 Chaos Knights
  • +Hero capacity: +1 for Exalted Heroes of Tzeentch
  • +Unlocks Hero recruitment: Exalted Hero of Tzeentch
  • Units: 7 → 6
  • −Defensive supplies: +10 per turn when under siege
  • −Campaign line of sight: +30%
  • −Control: +2
  • −When Winds of Magic is Strong or higher: Control: +1
  • +Defensive supplies: +100
  • +Campaign line of sight: +10% (local province)
  • +Control: +2 (local province)
  • +When Winds of Magic is Strong or higher: Control: +1 (local province)
  • −Defensive supplies: +20 per turn when under siege
  • −Campaign line of sight: +40%
  • −Control: +4
  • −When Winds of Magic is Strong or higher: Control: +2
  • +Defensive supplies: +200
  • +Campaign line of sight: +20% (local province)
  • +Control: +4 (local province)
  • +When Winds of Magic is Strong or higher: Control: +2 (local province)
  • −Defensive supplies: +30 per turn when under siege
  • −Campaign line of sight: +50%
  • −Control: +6
  • −When Winds of Magic is Strong or higher: Control: +3
  • +Defensive supplies: +400
  • +Campaign line of sight: +30% (local province)
  • +Control: +6 (local province)
  • +When Winds of Magic is Strong or higher: Control: +3 (local province)
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 75
  • +Enemy miscast base chance: +3% (enemy armies in province)
  • +Growth: +5
Hell PortTzeentch
  • −Income generated: 300
  • −Growth: +20
  • +Income generated: 150
  • +Enemy miscast base chance: +6% (enemy armies in province)
  • +Growth: +10
  • −Income generated: 500
  • −Growth: +30
  • +Income generated: 300
  • +Enemy miscast base chance: +10% (enemy armies in province)
  • +Growth: +15
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Grimoires: 1 per turn
  • −Income from all buildings: +5% (local province)
  • +Grimoires: 1 per turn (local province)
  • +Income from all buildings: +5% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +2
  • −Grimoires: 2 per turn
  • −Income from all buildings: +10% (local province)
  • +Grimoires: 2 per turn (local province)
  • +Income from all buildings: +10% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +4
  • −Grimoires: 3 per turn
  • −Income from all buildings: +15% (local province)
  • +Grimoires: 3 per turn (local province)
  • +Income from all buildings: +15% (all regions in province)
  • +When Winds of Magic is Strong or higher: Research rate: +6
  • +Spell resistance: -10% (enemy armies in province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Tzeentch corruption in adjacent provinces: +2
  • −Can be converted into a Bastion
  • −Construction cost: -5% for Military Recruitment buildings (local province)
  • −Recruitment cost: -5% (armies in region)
  • +Tzeentch corruption in adjacent provinces: +2 (local province)
  • +Can be converted into a Bastion (local province)
  • +Construction cost: -5% for Military Recruitment buildings (all regions in province)
  • +Recruitment cost: -5% for all units (own armies in region)
Soul KeepTzeentch
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Can be converted into a Portal
  • −Construction cost: -10% for Infrastructure buildings (local province)
  • −Control: +1
  • +Can be converted into a Portal (local province)
  • +Construction cost: -10% for Infrastructure buildings (all regions in province)
  • +Control: +1 (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Tzeentch corruption in adjacent provinces: +3
  • −Can be converted into a Bastion
  • −Construction cost: -10% for Military Recruitment buildings (local province)
  • −Income generated: 150
  • −Recruitment cost: -10%
  • +Tzeentch corruption in adjacent provinces: +3 (local province)
  • +Can be converted into a Bastion (local province)
  • +Construction cost: -10% for Military Recruitment buildings (all regions in province)
  • +Income generated: 200
  • +Recruitment cost: -10% for all units (local province)
Dark BastionTzeentch
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Can be converted into a Portal
  • −Construction cost: -20% for Infrastructure buildings (local province)
  • −Income generated: 150
  • −Control: +2
  • +Can be converted into a Portal (local province)
  • +Construction cost: -20% for Infrastructure buildings (all regions in province)
  • +Income generated: 200
  • +Control: +2 (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Tzeentch corruption in adjacent provinces: +4
  • −Can be converted into a Bastion
  • −Construction cost: -15% for Military Recruitment buildings (local province)
  • −Income generated: 200
  • −Recruitment cost: -15%
  • +Tzeentch corruption in adjacent provinces: +4 (local province)
  • +Can be converted into a Bastion (local province)
  • +Construction cost: -15% for Military Recruitment buildings (all regions in province)
  • +Income generated: 300
  • +Recruitment cost: -15% for all units (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Can be converted into a Portal
  • −Construction cost: -30% for Infrastructure buildings (local province)
  • −Income generated: 200
  • −Control: +3
  • +Can be converted into a Portal (local province)
  • +Construction cost: -30% for Infrastructure buildings (all regions in province)
  • +Income generated: 300
  • +Control: +3 (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Tzeentch corruption in adjacent provinces: +5
  • −Can be converted into a Bastion
  • −Construction cost: -20% for Military Recruitment buildings (local province)
  • −Income generated: 250
  • −Recruitment cost: -20%
  • +Tzeentch corruption in adjacent provinces: +5 (local province)
  • +Can be converted into a Bastion (local province)
  • +Construction cost: -20% for Military Recruitment buildings (all regions in province)
  • +Income generated: 400
  • +Recruitment cost: -20% for all units (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Can be converted into a Portal
  • −Construction cost: -40% for Infrastructure buildings (local province)
  • −Income generated: 250
  • −Control: +4
  • +Can be converted into a Portal (local province)
  • +Construction cost: -40% for Infrastructure buildings (all regions in province)
  • +Income generated: 400
  • +Control: +4 (local province)
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Tzeentch corruption in adjacent provinces: +6
  • −Can be converted into a Bastion
  • −Construction cost: -25% for Military Recruitment buildings (local province)
  • −Income generated: 300
  • −Recruitment cost: -25%
  • +Tzeentch corruption in adjacent provinces: +6 (local province)
  • +Can be converted into a Bastion (local province)
  • +Construction cost: -25% for Military Recruitment buildings (all regions in province)
  • +Income generated: 500
  • +Recruitment cost: -25% for all units (local province)
  • +Unit capacity: +1 Great Chaos Dragon
  • Units: 2 → 3
  • −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Can be converted into a Portal
  • −Construction cost: -50% for Infrastructure buildings (local province)
  • −Income generated: 300
  • −Control: +5
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
  • +Can be converted into a Portal (local province)
  • +Construction cost: -50% for Infrastructure buildings (all regions in province)
  • +Income generated: 500
  • +Control: +5 (local province)
  • +Unit capacity: +1 Great Chaos Dragon
  • Units: 2 → 3
Soul KeepTzeentch
  • −Income generated: 50
  • +Income generated: 100
Dark BastionTzeentch
  • −Income generated: 100
  • +Income generated: 200
  • −Income generated: 150
  • +Income generated: 300
  • −Enemy Hero action success chance: -10%
  • −Attrition: -5% when under siege
  • −Leadership: +2 when under siege (armies in region)
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Attrition: -5% when under siege (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +1 (local province)
  • +Defensive supplies: +400
  • +Army ability: "Rhythm of Immortality" (own armies in region)
  • +Hidden armies will be visible (any armies in region)
  • −Enemy Hero action success chance: -15%
  • −Attrition: -10% when under siege
  • −Leadership: +4 when under siege (armies in region)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +2 (local province)
  • +Defensive supplies: +600
  • +Army ability: "Rhythm of Immortality" (own armies in region)
  • +Hidden armies will be visible (any armies in region)
  • −Enemy Hero action success chance: -20%
  • −Attrition: -15% when under siege
  • −Leadership: +6 when under siege (armies in region)
  • +Enemy Hero action success chance: -20% (enemy characters in region)
  • +Attrition: -15% when under siege (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +3 (local province)
  • +Defensive supplies: +800
  • +Army ability: "Rhythm of Immortality" (own armies in region)
  • +Hidden armies will be visible (any armies in region)
  • −Defensive supplies: +50 per turn when under siege
  • −Enemy Hero action success chance: -10%
  • +Defensive supplies: +400
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +1 (local province)
  • −Defensive supplies: +100 per turn when under siege
  • −Enemy Hero action success chance: -15%
  • +Defensive supplies: +600
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +2 (local province)
  • +Army ability: "Rhythm of Immortality" (own armies in region)
  • +Hidden armies will be visible (any armies in region)
Scrying OrbTzeentchnew
  • +When Winds of Magic is Strong or higher: Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +When Winds of Magic is Strong or higher: Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
  • +All other types of corruption: -1
  • +Winds of Magic power reserve: +1 per turn (own armies in province)
  • +Miscast base chance: -2% (own armies in province)
  • +Spell resistance: -2% (enemy armies in province)
  • +Winds of Magic power reserve minimum: +1 (own armies factionwide)
  • +Chance of a plague spreading: -25%
  • +When Winds of Magic is Strong or higher: Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in province)
  • +When Winds of Magic is Strong or higher: Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • +All other types of corruption: -2
  • +Winds of Magic power reserve: +2 per turn (own armies in province)
  • +Miscast base chance: -4% (own armies in province)
  • +Spell resistance: -4% (enemy armies in province)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • +Winds of Magic power reserve minimum: +2 (own armies factionwide)
  • +Chance of a plague spreading: -25%

Technologies

  • Cost: 50 Grimoires → 100 Grimoires
  • Cost: 50 Grimoires → 100 Grimoires
Word SeekerTzeentch
  • −Construction time: -1 for Library buildings
  • +Campaign movement range: +10% for armies
  • +Construction time: -2 for Library buildings
  • Research points: 400 → 800
  • −Melee defence: +5 for Cockatrice units
  • −Charge bonus: +9 for Screamers of Tzeentch units
  • +Charge bonus: +10 for Screamers of Tzeentch units
  • Research points: 400 → 800
  • −Hero recruit rank: +3 for Iridescent Horrors
  • +Missile resistance: 10% (all characters factionwide)
  • +Hero recruit rank: +4 for Iridescent Horrors
  • Research points: 400 → 800
  • −Casualty replenishment rate: +8% for Forsaken of Tzeentch, Spawn of Tzeentch and Mutalith Vortex Beast units
  • +Spell resistance: 20% for Forsaken of Tzeentch, Spawn of Tzeentch and Mutalith Vortex Beast units
  • +Charge bonus: +10 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units
  • Research points: 400 → 800
  • −Construction cost: -15% for Province Capital/Settlement buildings
  • +Construction cost: -10% for all buildings
  • Research points: 400 → 800
  • Research points: 400 → 800
  • −Winds of Magic power reserve capacity: +20 (all armies)
  • +Winds of Magic power reserve capacity: +20
  • Research points: 600 → 800
  • +Barrier hit points: +500 (all characters factionwide)
  • Research points: 1200 → 400
  • Cost: 10 Grimoires → 100 Grimoires
  • −Spread Corruption action: Tzeentch corruption is increased by an additional 1 (all Cultist Heroes)
  • −Growth: +5
  • +Spread Corruption action: Tzeentch corruption is increased by an additional 2 (all Cultist Heroes)
  • +All other types of corruption: -2
  • Research points: 600 → 800
  • −Lord and Hero recruit rank: +3 for Lore of Metal spellcasters
  • −Income from all buildings: +5%
  • +Lord and Hero recruit rank: +4 for Lore of Metal spellcasters
  • +Armour: +10 when under siege
  • Research points: 400 → 800
  • −Spell resistance: 40% for Forsaken of Tzeentch, Spawn of Tzeentch and Mutalith Vortex Beast units
  • −Upkeep: -3%
  • +Global recruitment capacity: +2
  • Research points: 400 → 800
  • −Lord recruit rank: +3
  • +Lord recruit rank: +4
  • Research points: 400 → 800
  • −Income from raiding: +50%
  • +Income from all buildings: +15%
  • Research points: 400 → 800
  • −Army ability: "Bolt of Change" (all armies)
  • +Army ability: "Bolt of Change"
  • Research points: 400 → 800
Glean MagicTzeentch
  • −Spell resistance: 40% for Tzaangor and Centigors of Tzeentch units
  • +Cooldown: -10% to all spells
  • Cost: 20 Grimoires → 100 Grimoires
Arcane SurgeTzeentch
  • −Cooldown: -10% to Lores of Tzeentch and Metal spells (all armies)
  • +Cooldown: -20% to Lores of Tzeentch and Metal spells
  • Research points: 600 → 800
TeleportTzeentch
  • Research points: 600 → 400
  • −Income from sacking and looting settlements: +25%
  • +Construction cost: -10% for Province Capital/Settlement buildings
  • +Construction time: -1 for Province Capital/Settlement buildings
  • Research points: 400 → 800
  • −Armour: +10 for Chaos Warriors of Tzeentch, Chosen of Tzeentch and Chaos Knights of Tzeentch units
  • +Weapon strength: +10% for Chaos Knights of Tzeentch, Doom Knights of Tzeentch and Burning Chariot of Tzeentch units
  • +Barrier: +20% for Chaos Knights of Tzeentch, Doom Knights of Tzeentch and Burning Chariot of Tzeentch units
  • Research points: 400 → 800
  • −Army ability: "Storm of Fire" (all armies)
  • +Army ability: "Storm of Fire"
  • Research points: 400 → 800
  • −Lord recruit rank: +3
  • +Barrier: +20% for Lord of Change units
  • +Armour: +10 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units
  • +Barrier: +20% for Soul Grinder (Tzeentch) units
  • Research points: 400 → 800
  • −Hero action success chance: +10% for Cultists
  • +Campaign line of sight: +25%
  • +Hero action success chance: +20% for Cultists
  • Research points: 400 → 800
  • +Upkeep: -10% for Lords and Heroes
  • +Tzeentch corruption: +2
  • Cost: 30 Grimoires → 100 Grimoires
  • −Tzeentch corruption: +2 (all provinces)
  • +Winds of Magic power reserve: +2 per turn
  • +Winds of Magic cost: -2 for spells
  • +Winds of Magic power reserve minimum: +10
  • Research points: 400 → 800
  • Research points: 400 → 800
  • Cost: 50 Grimoires → 100 Grimoires
  • −Recruitment cost: -9%
  • +Recruitment cost: -25% for Spawn of Tzeentch units
  • +Casualty replenishment rate: +10% for Forsaken of Tzeentch, Spawn of Tzeentch and Mutalith Vortex Beast units
  • Research points: 400 → 800
  • Cost: 25 Grimoires → 100 Grimoires
  • Research points: 400 → 800
Way of TimeTzeentch
  • Cost: 50 Grimoires → 100 Grimoires
  • +Diplomatic relations: +10 with all factions
  • Cost: 20 Grimoires → 100 Grimoires
  • −Hero recruit rank: +3 for Cultists
  • +Character's aura leadership effect: +5
  • +Hero recruit rank: +4 for Cultists
  • Research points: 400 → 800
  • +Grimoires from all buildings: +10%
  • +Tzeentch corruption: +2 (all characters factionwide)
  • Cost: 30 Grimoires → 100 Grimoires
  • −Missile strength: +9% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units
  • −Upkeep: -9% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units
  • +Missile strength: +10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units
  • +Upkeep: -10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units
  • Research points: 400 → 800
  • −Recruitment cost: -5% for Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
  • +Recruitment cost: -10% for Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
  • Research points: 400 → 800
  • −Chance of a plague spreading: -15% (all armies)
  • −Leadership: +8 when fighting against Nurglish factions
  • +Chance of a plague spreading: -25%
  • +Leadership: +10 when fighting against Nurglish factions
  • Research points: 400 → 800
  • +Chance to gain a magic item: 50% per turn
  • Research points: 400 → 800
Scatter LociTzeentch
  • −Daemons Reforged: +5% chance for destroyed Daemons of Tzeentch units to be restored after battle
  • −Local recruitment capacity: +1 (all provinces)
  • +Ambush defence chance: +10%
  • +Local recruitment capacity: +1
  • +Daemons Reforged: +10% chance for destroyed Daemons of Tzeentch units to be restored after battle
  • Research points: 400 → 800
Disc TamingTzeentch
  • −Recruitment cost: -15% for Doom Knights of Tzeentch units
  • +Armour: +10 for Chaos Warriors of Tzeentch, Chosen of Tzeentch and Chaos Knights of Tzeentch units
  • Research points: 400 → 800
  • +All enemies have increased miscast chance by +10% during battles
  • +Miscast base chance: -20%
  • +Gain +9 Research Rate Points after winning a battle
  • +Hero capacity: +1 for all Heroes
  • +Spell intensity: +10%
  • +Gain +9 Research Rate Points after winning a battle
  • +Passive ability: "Apex Magic" (all Lords)
  • +Targeting range: +10% for spells
  • +Cooldown: -10% to spells
  • +Gain +9 Research Rate Points after winning a battle
Warped TeleportTzeentchnew
  • +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +75%
  • +Gain +9 Research Rate Points after winning a battle
  • +Melee attack: +5 for units recruited via allied recruitment (excluding Tzeentch units)
  • +Melee defence: +5 for units recruited via allied recruitment (excluding Tzeentch units)
  • +Reload time reduction: +15% for units recruited via allied recruitment (excluding Tzeentch units)
  • +Allegiance points gained: +25%
  • +Gain +9 Research Rate Points after winning a battle
  • +Reinforcement range: +25%
  • +Attrition: -50% casualties suffered from all attrition
  • +Gain +9 Research Rate Points after winning a battle
Fires of ChangeTzeentchnew
  • +Barrier replenishment delay: -20%
  • +Barrier replenishment rate: +20%
  • +Gain +9 Research Rate Points after winning a battle
Gift of MutationTzeentchnew
  • +Local recruitment capacity: +1
  • +Local Recruitment duration: -1 turn (minimum 1)
  • +Gain +9 Research Rate Points after winning a battle
Glean MagicTzeentchnew
  • +Cooldown: -20% to "Chosen of Tzeentch"
  • +Cooldown: -20% to "Soul Leech of Tzeentch"
  • +Range: +10%
  • +Cooldown: -20% to "Unholy Pact with the Changer"
  • +Gain +9 Research Rate Points after winning a battle