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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 60 → 408,100 → 15,000 | 120 | 42 → 4050 | 37 → 3016 → 25 | 1,500 → 3,6001,400 → 1,800 | Missile 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 | |
| 24 → 255,880 → 12,500 | 120 → 100 | 44 → 4036 → 50 | 56 → 6024 → 40 | 1,600 → 3,6001,500 → 1,800 | Speed 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 | |
| 13,688 → 4,500 | 15 | 2530 | 20085 → 100 | 1,000 → 600400 → 300 | Mass 600 → 750; Upkeep 250 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Apex Magic, Banner of Eternal Flame | |
| 14,096 → 5,000 | 45 | 2530 | 20085 → 100 | 1,000600 → 500 | Speed 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 | |
| 17,828 → 10,000 | 30 | 50 → 4550 → 45 | 135 → 150315 → 300 | 1,000 → 4,5001,900 → 2,250 | Upkeep 500 → 712; Missile resistance 0% → 20%; New: Greater Magic Bond, Soul Leech of Tzeentch | |
| 17,828 → 10,000 | 30 | 50 → 4550 → 45 | 135 → 150315 → 300 | 1,000 → 4,5001,900 → 2,250 | Upkeep 500 → 712; Missile resistance 0% → 20%; New: Greater Magic Bond, Soul Leech of Tzeentch | |
| 13,808 → 4,750 | 35 → 25 | 3535 | 250125 | 1,000 → 1,600800 | Speed 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 | |
| 14,208 → 5,750 | 35 → 25 | 3535 | 250125 | 1,200 → 2,4001,200 | Speed 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 | |
| 15,396 → 6,750 | 35 → 25 | 3528 → 30 | 125 → 100275 | 1,500 → 3,0001,400 → 1,500 | Bonus 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 | |
| 13,808 → 4,750 | 35 → 25 | 3535 | 250125 | 1,000 → 1,600800 | Speed 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 | |
| 14,208 → 5,750 | 35 → 25 | 3535 | 250125 | 1,200 → 2,4001,200 | Speed 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 | |
| 15,396 → 6,750 | 35 → 25 | 3528 → 30 | 125 → 100275 | 1,500 → 3,0001,400 → 1,500 | Bonus 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 | |
| 13,408 → 4,000 | 35 → 25 | 3030 | 210 → 20090 → 100 | 900 → 1,400500 → 700 | Speed 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 → — | |
| 13,808 → 5,000 | 35 → 25 | 3030 | 210 → 20090 → 100 | 1,100 → 2,200900 → 1,100 | Speed 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 → — | |
| 14,996 → 6,000 | 35 → 25 | 35 → 3028 → 25 | 125 → 100275 | 1,400 → 2,8001,100 → 1,400 | Bonus 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 → — | |
| 13,408 → 4,000 | 35 → 25 | 3030 | 210 → 20090 → 100 | 900 → 1,400500 → 700 | Speed 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 → — | |
| 13,808 → 5,000 | 35 → 25 | 3030 | 210 → 20090 → 100 | 1,100 → 2,200900 → 1,100 | Speed 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 → — | |
| 14,996 → 6,000 | 35 → 25 | 35 → 3028 → 25 | 125 → 100275 | 1,400 → 2,8001,100 → 1,400 | Bonus 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 → — | |
| 18,048 → 10,000 | 50 | 35 → 4520 → 45 | 125 → 200295 → 300 | 1,000 → 4,5001,500 → 2,250 | Leadership 85 → 100; Charge bonus 20 → 40; Upkeep 100 → 0; Missile resistance 0% → 20%; New: Arcane Mastery, Soul Leech of Tzeentch, Greater Magic Bond | |
| 1607,680 → 11,200 | 5 | 20 → 2522 → 25 | 21 → 203 → 5 | 500 → 800500 → 400 | Leadership 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 | |
| 60 → 485,280 | 25 → 20 | 36 → 3518 → 40 | 32 → 3512 → 10 | 550 → 1,100650 → 550 | Leadership 50 → 45; Charge bonus 24 → 30; Upkeep 138 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Guardian | |
| 808,000 → 15,200 | 85 → 80 | 32 → 3020 | 44 → 3514 → 25 | 825 → 2,000825 → 1,000 | Leadership 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 | |
| 80 → 1006,400 → 14,000 | 25 → 15 | 22 → 3026 → 25 | 208 → 10 | 700 → 1,600700 → 800 | Leadership 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 | |
| 80 → 1007,200 → 14,000 | 35 → 25 | 30 → 4038 → 35 | 22 → 3010 | 1,000 → 2,4001,000 → 1,200 | Leadership 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 | |
| 13,180 → 3,500 | 10 | 34 → 2520 → 25 | 115 → 275250 → 325 | 1,300 → 2,2001,300 → 1,100 | Leadership 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 | |
| 12 → 163,084 → 5,600 | 10 | 28 → 2012 → 20 | 12 → 2034 → 40 | 800 → 1,700800 → 850 | Leadership 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 → — | |
| 17,028 → 9,000 | 30 | 4545 → 35 | 125 → 100295 → 300 | 1,700 → 4,0001,450 → 2,000 | Leadership 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 | |
| 164,880 → 4,800 | 30 → 20 | 26 → 3022 → 30 | 20 → 3040 | 700 → 1,400700 | Charge bonus 26 → 25; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 18,188 → 9,000 | 90 | 42 → 4535 | 135 → 150315 → 300 | 1,900 → 3,8001,750 → 1,900 | Leadership 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 | |
| 16 → 248,768 → 13,200 | 10 → 40 | 36 → 3528 → 35 | 120 → 7550 → 25 | 1,000 → 1,8001,050 → 900 | Speed 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) | |
| 14,980 → 5,000 | 20 | 3528 → 25 | 125 → 100275 → 200 | 1,600 → 3,4001,600 → 1,700 | Leadership 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 → — | |
| 80 → 1007,200 → 14,000 | 35 → 25 | 38 → 5048 → 35 | 22 → 3010 | 1,250 → 3,2001,250 → 1,600 | Leadership 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 | |
| 24 → 255,880 → 12,500 | 120 → 100 | 54 → 4045 → 50 | 56 → 6024 → 40 | 1,700 → 4,4001,700 → 2,200 | Speed 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 | |
| 45,736 → 8,400 | 110 | 22 → 3028 → 30 | 29 → 5011 → 30 | 850 → 2,000850 → 1,000 | Speed 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 | |
| 60 → 408,100 → 15,000 | 120 | 42 → 3538 → 45 | 36 → 2017 → 30 | 1,600 → 3,6001,400 → 1,800 | Missile 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 | |
| 60 → 805,460 → 12,000 | 15 → 55 | 22 → 2520 → 30 | 19 → 305 → 10 | 700 → 1,400700 | Leadership 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 → — | |
| 13,808 → 5,000 | 80 → 110 | 48 → 4544 → 50 | 240 → 300120 → 150 | 1,000 → 1,700800 → 850 | Speed 33 → 35; Charge bonus 20 → 30; Mass 1,000 → 1,250; Upkeep 250 → 363; New: Soul Leech of Tzeentch | |
| 14,296 → 5,250 | 100 → 110 | 48 → 4044 → 45 | 240 → 300120 → 150 | 1,200 → 2,1001,000 → 1,050 | Speed 78 → 75; Mass 2,500 → 3,250; Upkeep 300 → 413; New: Soul Leech of Tzeentch | |
| 14,288 → 6,000 | 80 → 110 | 48 → 4544 → 50 | 240 → 300120 → 150 | 1,600 → 2,5001,200 → 1,250 | Speed 95 → 110; Charge bonus 35 → 45; Mass 1,300 → 1,250; Upkeep 400 → 463; New: Soul Leech of Tzeentch; Removed: Strider | |
| 111,550 → 13,500 | 60 | 3530 → 35 | 250125 | 1,100 → 3,3001,500 → 1,650 | Speed 38 → 35; Mass 5,000 → 5,250; Upkeep 425 → 563; New: Soul Leech of Tzeentch; Removed: Favour of the Ruinous Powers | |
| 13,808 → 5,000 | 80 → 110 | 48 → 4544 → 50 | 240 → 300120 → 150 | 1,000 → 1,700800 → 850 | Speed 33 → 35; Charge bonus 20 → 30; Mass 1,000 → 1,250; Upkeep 250 → 363; New: Soul Leech of Tzeentch | |
| 14,296 → 5,250 | 100 → 110 | 48 → 4044 → 45 | 240 → 300120 → 150 | 1,200 → 2,1001,000 → 1,050 | Speed 78 → 75; Mass 2,500 → 3,250; Upkeep 300 → 413; New: Soul Leech of Tzeentch | |
| 14,288 → 6,000 | 80 → 110 | 48 → 4544 → 50 | 240 → 300120 → 150 | 1,600 → 2,5001,200 → 1,250 | Speed 95 → 110; Charge bonus 35 → 45; Mass 1,300 → 1,250; Upkeep 400 → 463; New: Soul Leech of Tzeentch; Removed: Strider | |
| 111,550 → 13,500 | 60 | 3530 → 35 | 250125 | 1,100 → 3,3001,500 → 1,650 | Speed 38 → 35; Mass 5,000 → 5,250; Upkeep 425 → 563; New: Soul Leech of Tzeentch; Removed: Favour of the Ruinous Powers | |
| 13,520 → 4,750 | 80 → 110 | 42 → 4540 → 45 | 220 → 25095 → 100 | 1,000 → 1,100500 → 550 | Speed 33 → 35; Charge bonus 20 → 30; Mass 1,000 → 1,250; Upkeep 250 → 288; New: Chosen of Tzeentch | |
| 13,976 → 5,000 | 100 → 110 | 42 → 4040 | 220 → 25095 → 100 | 1,200 → 1,500700 → 750 | Speed 78 → 75; Mass 2,500 → 3,250; Upkeep 300 → 338; New: Chosen of Tzeentch | |
| 13,968 → 5,750 | 80 → 110 | 48 → 4544 → 45 | 220 → 25095 → 100 | 1,600 → 2,100900 → 1,050 | Speed 95 → 110; Charge bonus 35 → 45; Mass 1,300 → 1,250; Upkeep 400 → 413; New: Chosen of Tzeentch; Removed: Strider | |
| 111,250 → 12,500 | 60 | 3530 → 35 | 250125 | 1,300 → 2,7001,400 → 1,350 | Speed 38 → 35; Mass 5,000 → 5,250; Upkeep 425 → 488; New: Chosen of Tzeentch; Removed: Favour of the Ruinous Powers | |
| 13,520 → 4,750 | 80 → 110 | 42 → 4540 → 45 | 220 → 25095 → 100 | 1,000 → 1,100500 → 550 | Speed 33 → 35; Charge bonus 20 → 30; Mass 1,000 → 1,250; Upkeep 250 → 288; New: Chosen of Tzeentch | |
| 13,976 → 5,000 | 100 → 110 | 42 → 4040 | 220 → 25095 → 100 | 1,200 → 1,500700 → 750 | Speed 78 → 75; Mass 2,500 → 3,250; Upkeep 300 → 338; New: Chosen of Tzeentch | |
| 13,968 → 5,750 | 80 → 110 | 48 → 4544 → 45 | 220 → 25095 → 100 | 1,600 → 2,100900 → 1,050 | Speed 95 → 110; Charge bonus 35 → 45; Mass 1,300 → 1,250; Upkeep 400 → 413; New: Chosen of Tzeentch; Removed: Strider | |
| 111,250 → 12,500 | 60 | 3530 → 35 | 250125 | 1,300 → 2,7001,400 → 1,350 | Speed 38 → 35; Mass 5,000 → 5,250; Upkeep 425 → 488; New: Chosen of Tzeentch; Removed: Favour of the Ruinous Powers | |
| 17,600 → 10,000 | 30 → 50 | 5555 | 200 → 300250 → 200 | 1,900 → 5,1001,900 → 2,550 | Leadership 80 → 85; Upkeep 475 → 750 | |
| 169,040 → 17,600 | 120 | 4052 → 55 | 30 → 5060 → 75 | 1,500 → 5,0001,500 → 2,500 | Leadership 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 | |
| 1209,360 → 16,800 | 15 → 50 | 34 → 3528 → 35 | 21 → 307 → 10 | 425 → 1,000425 → 500 | Missile 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 → — | |
| 1209,360 → 16,800 | 15 → 50 | 25 → 3037 → 35 | 20 → 255 → 10 | 500 → 1,000475 → 500 | Leadership 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 → — | |
| 100 → 809,000 → 18,000 | 100 → 110 | 36 → 4044 → 55 | 26 → 3010 → 15 | 825 → 2,300800 → 1,150 | Speed 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 | |
| 100 → 809,000 → 18,000 | 100 → 110 | 30 → 3542 → 45 | 10 → 1524 → 25 | 925 → 2,300900 → 1,150 | Speed 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 | |
| 80 → 4010,480 → 17,600 | 120 | 46 → 4560 → 55 | 34 → 4014 → 30 | 1,350 → 3,8001,350 → 1,900 | Missile 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 | |
| 80 → 4010,480 → 17,600 | 120 | 36 → 4556 → 45 | 15 → 2531 → 35 | 1,500 → 3,8001,500 → 1,900 | Leadership 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 | |
| 111,250 → 13,500 | 60 | 3530 | 250125 | 1,300 → 2,4001,300 → 1,200 | Speed 38 → 35; Upkeep 325 → 300; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; Removed: Encourage | |
| 111,250 → 12,500 | 60 | 3530 | 250125 | 3,000 → 2,8001,400 | Speed 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 | |
| 15,000 → 6,500 | 80 | 5555 | 330 → 325140 → 150 | 1,000 → 2,000900 → 1,000 | Bonus vs infantry 0 → 20; Mass 1,200 → 1,500; Upkeep 250 → 0; New: Weather the Storm, Immune to Flanking | |
| 18,048 → 10,000 | 40 | 56 → 6056 → 30 | 145 → 300325 → 250 | 1,000 → 4,2001,950 → 2,100 | Leadership 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! | |
| 16 → 18,768 → 11,000 | 10 → 60 | 45 → 6036 → 30 | 120 → 40050 → 200 | 1,300 → 2,6001,250 → 1,300 | Speed 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) | |
| 17,028 → 9,000 | 90 | 56 → 4556 → 55 | 125 → 100295 → 300 | 1,850 → 4,8001,800 → 2,400 | Leadership 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 | |
| 1607,680 → 11,200 | 5 | 27 → 3529 → 25 | 21 → 203 → 5 | 750 → 1,600750 → 800 | Leadership 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 | |
| 15,808 → 7,500 | 120 | 6040 → 50 | 140 → 150330 → 350 | 2,000 → 2,7001,350 | Removed: Deadly Onslaught, Foe-Seeker | |
| 13,520 → 4,500 | 20 | 3525 | 115 → 125265 → 375 | 1,200 → 2000 → 100 | Speed 95 → 105; Charge bonus 22 → 25 | |
| 14,321 → 5,500 | 25 | 3050 | 250125 | 1,000 → 00 → 500 | Mass 600 → 750; Upkeep 250 → 0; New: Arcane Mastery | |
| 80 → 1007,200 → 14,000 | 25 | 29 → 3034 → 35 | 20 → 108 → 20 | 950 → 2,000950 → 1,000 | Leadership 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 | |
| 120 → 1609,600 → 18,400 | 50 → 70 | 26 → 3038 → 30 | 21 → 259 → 5 | 650 → 1,500650 → 750 | Leadership 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 | |
| 16,120 → 9,000 | 35 | 46 → 5038 → 35 | 125 → 100295 → 250 | 1,100 → 2,6001,050 → 1,300 | Mass 1,600 → 2,500; Upkeep 275 → 325; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 18,088 → 12,000 | 70 | 45 → 5540 → 45 | 140 → 150320 → 325 | 2,000 → 4,0002,000 | Speed 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 | |
| 18,088 → 12,000 | 70 | 56 → 6550 → 45 | 140 → 150320 → 325 | 2,600 → 4,8002,500 → 2,400 | Speed 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 | |
| 164,880 → 4,800 | 30 | 34 → 4029 → 30 | 20 → 3040 | 1,000 → 1,9001,000 → 950 | Speed 85 → 100; Charge bonus 26 → 25; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,640 → 5,750 | 100 | 5060 | 180 → 200310 → 300 | 1,000 → 2,3001,150 | Speed 33 → 35; Mass 1,000 → 1,250 | |
| 15,472 → 7,250 | 110 | 4035 → 40 | 170 → 175320 → 325 | 1,300 → 3,0001,450 → 1,500 | Speed 78 → 75; Mass 4,000 → 4,250 | |
| 15,228 → 6,250 | 120 | 50 → 4560 → 55 | 180 → 200310 → 300 | 1,200 → 2,7501,350 | Speed 78 → 75; Charge bonus 50 → 45; Mass 2,500 → 3,250 | |
| 15,220 → 6,750 | 100 | 5060 | 180 → 200310 → 300 | 1,400 → 3,1001,550 | Speed 95 → 105; Mass 1,300 → 1,500 | |
| 14,068 → 5,250 | 100 | 45 → 5050 | 135 → 150285 → 300 | 1,000 → 1,700925 → 850 | Speed 33 → 35; Mass 1,000 → 1,250 | |
| 15,380 → 6,750 | 110 | 4035 → 30 | 145 → 150275 | 1,300 → 2,4001,225 → 1,200 | Speed 78 → 75; Mass 4,000 → 4,250 | |
| 14,680 → 5,750 | 120 | 4550 → 45 | 135 → 150285 → 300 | 1,200 → 2,1001,125 → 1,050 | Speed 78 → 75; Mass 2,500 → 3,250 | |
| 14,672 → 6,250 | 100 | 45 → 5050 | 135 → 150285 → 300 | 1,400 → 2,5001,325 → 1,250 | Speed 95 → 105; Mass 1,300 → 1,500 | |
| 60 → 806,720 → 12,800 | 35 | 22 → 2522 → 25 | 7 → 1527 → 30 | 1,200 → 2,2001,200 → 1,100 | Speed 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 | |
| 12 → 163,216 → 5,600 | 10 | 28 → 3012 → 10 | 12 → 2034 → 40 | 1,500 → 3,0001,500 | Speed 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 → — | |
| 45,632 → 8,880 | 90 | 29 → 4536 → 40 | 11 → 5029 → 30 | 1,000 → 2,8001,000 → 1,400 | Speed 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 model
13,000
100
70
100
65
40
750
100
10
2,700
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
Golden Tower of the GodsTzeentch
- −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
Agrammon's MenagerieTzeentch
- −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)
Glacial CavesTzeentch
- −Income generated: 100
- −Research rate: +10
- +Income generated: 200
- +Research rate: +25
The Throne of ChaosTzeentch
- −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)
Warpstone LocusTzeentch
- −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
Warpstone TrapsTzeentch
- −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
Guarded WarpstoneTzeentch
- −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
Court of the CovenantTzeentch
- −Control: +3
- +Control: +4 (local province)
- +Hero and Lord recruit rank: +1 (all provinces)
- +Reload time reduction: +10% (own armies factionwide)
The Inevitable CityTzeentch
- −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)
Tzeentchian OutpostTzeentch
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Tzeentchian DistrictTzeentch
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Tzeentchian ColonyTzeentch
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Cult of DeceitsTzeentch
- −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
Cult of ChangeTzeentch
- −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)
Crystalline ArchTzeentch
- −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)
Complex StratagemsTzeentch
- −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
Branching PlansTzeentch
- Cost: 2000 → 0
- Turns: 2 → 5
Intricate PreparationsTzeentch
- −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
Ritual of the WindsTzeentch
- Cost: 2000 → 0
- Turns: 2 → 1
Tzeentchian TrickeryTzeentch
- −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
Tzeentch's MasteryTzeentch
- −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
Cult Magus ChambersTzeentch
- −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
Iridescent ConflagrationTzeentch
- +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
Thaumaturgic LodeTzeentch
- −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)
Thaumaturgic FissureTzeentch
- −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)
Thaumaturgic ReefTzeentch
- −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)
Web of SecretsTzeentch
- −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)
Lattice of DistortionTzeentch
- −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)
Weave of TimeTzeentch
- −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)
Slither of PotentialTzeentch
- +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)
Flicker of PotentialTzeentch
- +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)
Moment of PotentialTzeentch
- −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
Hidden LibraryTzeentch
- −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
Forgotten ScriptoriumTzeentch
- −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
Lost AthenaeumTzeentch
- −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)
Many-Eyed TributeTzeentch
- +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
Puzzle-Maker's HovelTzeentch
- −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
Chapterhouse of KnowledgeTzeentch
- −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
Transmogrification LocusTzeentch
- −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
Inchoate ArmouryTzeentch
- −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
Inchoate ForgeTzeentch
- −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
A ConvolutionTzeentch
- −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)
Unending MazeTzeentch
- −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)
Silver LabyrinthTzeentch
- −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)
Infernal HarbourTzeentch
- −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
Eye of TerrorTzeentch
- −Income generated: 500
- −Growth: +30
- +Income generated: 300
- +Enemy miscast base chance: +10% (enemy armies in province)
- +Growth: +15
Cultist Camp (Animals)Tzeentch
- −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
Cultist Outpost (Animals)Tzeentch
- −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
Cultist Enclave (Animals)Tzeentch
- −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)
Cultist Camp (Dyes)Tzeentch
- −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
Cultist Outpost (Dyes)Tzeentch
- −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
Cultist Enclave (Dyes)Tzeentch
- −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)
Cultist Camp (Furs)Tzeentch
- −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
Cultist Outpost (Furs)Tzeentch
- −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
Cultist Enclave (Furs)Tzeentch
- −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)
Cultist Camp (Gems)Tzeentch
- −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
Cultist Outpost (Gems)Tzeentch
- −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
Cultist Enclave (Gems)Tzeentch
- −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)
Cultist Camp (Gold)Tzeentch
- −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
Cultist Outpost (Gold)Tzeentch
- −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
Cultist Enclave (Gold)Tzeentch
- −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)
Cultist Camp (Iron)Tzeentch
- −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
Cultist Outpost (Iron)Tzeentch
- −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
Cultist Enclave (Iron)Tzeentch
- −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)
Cultist Camp (Tusks)Tzeentch
- −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
Cultist Outpost (Tusks)Tzeentch
- −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
Cultist Enclave (Tusks)Tzeentch
- −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)
Cultist Camp (Marble)Tzeentch
- −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
Cultist Outpost (Marble)Tzeentch
- −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
Cultist Enclave (Marble)Tzeentch
- −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)
Cultist Camp (Medicine)Tzeentch
- −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
Cultist Outpost (Medicine)Tzeentch
- −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
Cultist Enclave (Medicine)Tzeentch
- −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)
Cultist Camp (Obsidian)Tzeentch
- −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
Cultist Outpost (Obsidian)Tzeentch
- −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
Cultist Enclave (Obsidian)Tzeentch
- −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)
Cultist Camp (Pasture)Tzeentch
- −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
Cultist Outpost (Pasture)Tzeentch
- −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
Cultist Enclave (Pasture)Tzeentch
- −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)
Cultist Camp (Pottery)Tzeentch
- −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
Cultist Outpost (Pottery)Tzeentch
- −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
Cultist Enclave (Pottery)Tzeentch
- −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)
Cultist Camp (Salt)Tzeentch
- −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
Cultist Outpost (Salt)Tzeentch
- −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
Cultist Enclave (Salt)Tzeentch
- −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)
Cultist Camp (Spices)Tzeentch
- −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
Cultist Outpost (Spices)Tzeentch
- −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
Cultist Enclave (Spices)Tzeentch
- −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)
Cultist Camp (Wine)Tzeentch
- −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
Cultist Outpost (Wine)Tzeentch
- −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
Cultist Enclave (Wine)Tzeentch
- −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)
Cultist Camp (Wood)Tzeentch
- −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
Cultist Outpost (Wood)Tzeentch
- −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
Cultist Enclave (Wood)Tzeentch
- −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)
Dimensional TearTzeentch
- −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)
Dimensional BreachTzeentch
- −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)
Dimensional RiftTzeentch
- −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)
Infernal CitadelTzeentch
- −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)
Dimensional NexusTzeentch
- −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)
Daemonic FortressTzeentch
- −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)
Dimensional CascadeTzeentch
- −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
Chaos DreadholdTzeentch
- −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
Infernal CitadelTzeentch
- −Income generated: 150
- +Income generated: 300
Daemonic LurkersTzeentch
- −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)
Daemonic GatheringTzeentch
- −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)
Daemonic LocusTzeentch
- −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)
Glittering BartizanTzeentch
- −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)
Crystalline WallsTzeentch
- −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)
- +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
Way of ScryingTzeentch
- Cost: 50 Grimoires → 100 Grimoires
Way of PrognosticationTzeentch
- 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
Piercing ScreamsTzeentch
- −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
Blinding IridescentTzeentch
- −Hero recruit rank: +3 for Iridescent Horrors
- +Missile resistance: 10% (all characters factionwide)
- +Hero recruit rank: +4 for Iridescent Horrors
- Research points: 400 → 800
Endless MutationTzeentch
- −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
Fluxion ConstructsTzeentch
- −Construction cost: -15% for Province Capital/Settlement buildings
- +Construction cost: -10% for all buildings
- Research points: 400 → 800
Exalted Locus of ConjurationTzeentch
- Research points: 400 → 800
Thaumatic LocusTzeentch
- −Winds of Magic power reserve capacity: +20 (all armies)
- +Winds of Magic power reserve capacity: +20
- Research points: 600 → 800
Fires of ChangeTzeentch
- +Barrier hit points: +500 (all characters factionwide)
- Research points: 1200 → 400
- Cost: 10 Grimoires → 100 Grimoires
Cult WhispererTzeentch
- −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
Stannic DevianceTzeentch
- −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
Locus of ContrivanceTzeentch
- −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
Champions of ChangeTzeentch
- −Lord recruit rank: +3
- +Lord recruit rank: +4
- Research points: 400 → 800
Eye CollectingTzeentch
- −Income from raiding: +50%
- +Income from all buildings: +15%
- Research points: 400 → 800
Bolt of ChangeTzeentch
- −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
Secret of ChrysopeiaTzeentch
- −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
Metallurgical MorphismTzeentch
- −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
Storm of FireTzeentch
- −Army ability: "Storm of Fire" (all armies)
- +Army ability: "Storm of Fire"
- Research points: 400 → 800
The Architect’s ChosenTzeentch
- −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
Inscrutable DemagogueryTzeentch
- −Hero action success chance: +10% for Cultists
- +Campaign line of sight: +25%
- +Hero action success chance: +20% for Cultists
- Research points: 400 → 800
Infernal GatewayTzeentch
- +Upkeep: -10% for Lords and Heroes
- +Tzeentch corruption: +2
- Cost: 30 Grimoires → 100 Grimoires
Iridescent TouchTzeentch
- −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
Transmutation of OreTzeentch
- Research points: 400 → 800
Way of DeceitTzeentch
- Cost: 50 Grimoires → 100 Grimoires
Gift of MutationTzeentch
- −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
Way of DeceptionTzeentch
- Cost: 25 Grimoires → 100 Grimoires
Locus of TransmogrificationTzeentch
- Research points: 400 → 800
Way of TimeTzeentch
- Cost: 50 Grimoires → 100 Grimoires
Treason of TzeentchTzeentch
- +Diplomatic relations: +10 with all factions
- Cost: 20 Grimoires → 100 Grimoires
Awaken the SleeperTzeentch
- −Hero recruit rank: +3 for Cultists
- +Character's aura leadership effect: +5
- +Hero recruit rank: +4 for Cultists
- Research points: 400 → 800
Tzeentch’s FirestormTzeentch
- +Grimoires from all buildings: +10%
- +Tzeentch corruption: +2 (all characters factionwide)
- Cost: 30 Grimoires → 100 Grimoires
Warpflame FormulaeTzeentch
- −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
Greater Locus of ChangeTzeentch
- −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
Pestilent HatredTzeentch
- −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
Persistent ChangeTzeentch
- +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
- +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
- +Barrier replenishment delay: -20%
- +Barrier replenishment rate: +20%
- +Gain +9 Research Rate Points after winning a battle
- +Local recruitment capacity: +1
- +Local Recruitment duration: -1 turn (minimum 1)
- +Gain +9 Research Rate Points after winning a battle
- +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