SFO Vampire Coast units
73 Vampire Coast units SFO: Grimhammer III changes against patch 9.0.4, 4 it adds, and 60 skills, 151 buildings and 44 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 |
|---|---|---|---|---|---|---|
| 14,288 → 4,750 | 20 | 60 → 6560 | 130 → 100300 | 1,000 → 2,000800 → 1,000 | Speed 44 → 45; Charge bonus 35 → 40; Mass 900 → 1,250; Upkeep 250 → 0; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Mutant!, Immune to Flanking | |
| 15,216 → 6,250 | 120 | 5060 | 130 → 100300 | 1,000 → 2,6001,100 → 1,300 | Charge bonus 35 → 40; Mass 2,400 → 3,250; Upkeep 250 → 0; Physical resistance 0% → 20%; Missile resistance 15% → 0%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Mutant!, Immune to Flanking | |
| 14,532 → 3,750 | 0 | 44 → 4535 | 0 → 200300 → 100 | 1,000 → 1,600850 → 800 | Mass 400 → 1,000; Upkeep 250 → 0; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Arcane Mastery, Perfect Vigour, Immune to Contact Effects; Removed: Wounds | |
| 19,862 → 10,250 | 150 | 52 → 4542 → 35 | 120 → 150360 → 300 | 1,000 → 4,4002,300 → 2,200 | Bonus vs infantry 15 → 20; Charge bonus 24 → 30; Melee attack interval 3.2 s → 3.5 s; Mass 5,900 → 8,500; Upkeep 575 → 0; Physical resistance 10% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Armour, Arcane Mastery, Wallbreaker; Removed: Wounds | |
| 14,242 → 4,000 | 0 | 45 → 5040 → 45 | 0 → 300390 → 150 | 1,000 → 1,400900 → 700 | Missile block 35% → 50%; Leadership 45 → 50; Speed 34 → 60; Bonus vs large 20 → 0; Melee attack interval 4 s → 3.5 s; Mass 600 → 2,000; Upkeep 250 → 0; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Flow of Battle, Headhunter, Coordinated Carnage, Perfect Vigour, Immune to Contact Effects | |
| 14,774 → 4,500 | 0 | 4540 | 0 → 300390 → 150 | 1,200 → 1,8001,100 → 900 | Missile block 35% → 50%; Leadership 45 → 50; Bonus vs large 20 → 0; Melee attack interval 4 s → 3.5 s; Mass 1,600 → 5,000; Upkeep 300 → 0; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Flow of Battle, Headhunter, Coordinated Carnage, Perfect Vigour, Immune to Contact Effects | |
| 13,972 → 3,750 | 30 | 34 → 3538 → 40 | 260 → 250140 → 150 | 1,000 → 1,400600 → 700 | Speed 40 → 35; Charge bonus 15 → 20; Mass 900 → 750; Ammunition 45 → 50; Missile base damage 60 → 75; Missile AP damage 180 → 250; Reload time 8 s → 10 s; Upkeep 250 → 175; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 14,980 → 5,250 | 120 | 38 → 3546 → 40 | 105 → 100245 → 250 | 1,000 → 2,000950 → 1,000 | Charge bonus 30 → 35; Melee attack interval 3.8 s → 4 s; Mass 2,400 → 2,750; Ammunition 45 → 50; Missile base damage 60 → 75; Missile AP damage 180 → 250; Reload time 8 s → 10 s; Upkeep 275 → 250; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; Removed: Charge Defence vs. Large | |
| 14,208 → 5,250 | 90 | 70 → 7550 | 310 → 125170 → 325 | 1,000 → 2,200900 → 1,100 | Leadership 80 → 60; Speed 40 → 60; Charge bonus 20 → 25; Mass 900 → 1,500; Ammunition 30 → 55; Missile base damage 40 → 75; Missile AP damage 120 → 200; Reload time 4 s → 5 s; Upkeep 250 → 0; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Fractured Mind, All Hands Hoay! | |
| 18,497 → 8,000 | 80 | 45 → 6547 → 25 | 145 → 150385 → 325 | 2,300 → 4,2002,400 → 2,100 | Speed 90 → 100; Bonus vs infantry 0 → 30; Bonus vs large 25 → 0; Charge bonus 40 → 45; Mass 4,400 → 3,500; Ammunition 30 → 55; Missile base damage 40 → 75; Missile AP damage 120 → 200; Reload time 4 s → 5 s; Upkeep 575 → 0; Fire resistance 0% → 10%; New: Fractured Mind, Terrorgheist Shriek, All Hands Hoay! | |
| 16,568 → 5,000 | 40 → 50 | 48 → 6538 → 35 | 140 → 150280 → 300 | 1,200 → 2,5001,150 → 1,250 | Speed 54 → 55; Bonus vs infantry 25 → 40; Charge bonus 40 → 50; Mass 2,500 → 1,500; Upkeep 325 → 312; Physical resistance 0% → 50%; Missile resistance 30% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Haunters of the Dark, Ravenous Hunger, Vigorous; Removed: The Hunger, Encourage, Hide (forest) | |
| 14,068 → 5,000 | 70 | 45 → 5060 | 120 → 125280 → 275 | 1,000 → 1,900950 | Leadership 75 → 60; Speed 38 → 55; Charge bonus 25 → 30; Mass 600 → 1,000; Upkeep 250 → 387; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,980 → 6,500 | 120 | 35 → 4060 | 120 → 125280 → 275 | 1,000 → 2,5001,250 | Leadership 75 → 60; Charge bonus 25 → 30; Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Upkeep 312 → 462; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Charge Defence vs. Large | |
| 14,068 → 5,000 | 70 | 45 → 5060 | 120 → 125280 → 275 | 1,000 → 1,900950 | Leadership 75 → 60; Speed 38 → 55; Charge bonus 25 → 30; Mass 600 → 1,000; Upkeep 250 → 387; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,980 → 6,500 | 120 | 35 → 4060 | 120 → 125280 → 275 | 1,000 → 2,5001,250 | Leadership 75 → 60; Charge bonus 25 → 30; Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Upkeep 312 → 462; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Charge Defence vs. Large | |
| 14,068 → 5,000 | 70 | 45 → 5060 | 120 → 125280 → 275 | 1,000 → 1,900950 | Leadership 75 → 60; Speed 38 → 55; Charge bonus 25 → 30; Mass 600 → 1,000; Upkeep 250 → 387; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,980 → 6,500 | 120 | 35 → 4060 | 120 → 125280 → 275 | 1,000 → 2,5001,250 | Leadership 75 → 60; Charge bonus 25 → 30; Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Upkeep 312 → 462; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Charge Defence vs. Large | |
| 14,068 → 5,000 | 70 | 65 → 7045 | 310 → 300170 → 150 | 1,000 → 1,900950 | Leadership 75 → 60; Speed 40 → 55; Charge bonus 35 → 40; Mass 600 → 1,000; Ammunition 40 → 45; Missile base damage 30 → 100; Missile AP damage 120 → 150; Reload time 4 s → 5 s; Upkeep 250 → 387; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,980 → 6,500 | 120 | 55 → 6050 → 45 | 120 → 125280 → 275 | 1,000 → 2,5001,250 | Leadership 75 → 60; Charge bonus 35 → 40; Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Ammunition 40 → 45; Missile base damage 30 → 100; Missile AP damage 120 → 150; Reload time 4 s → 5 s; Upkeep 312 → 462; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Charge Defence vs. Large | |
| 14,068 → 5,000 | 70 | 65 → 7045 | 310 → 300170 → 150 | 1,000 → 1,900950 | Leadership 75 → 60; Speed 40 → 55; Charge bonus 35 → 40; Mass 600 → 1,000; Ammunition 40 → 45; Missile base damage 30 → 100; Missile AP damage 120 → 150; Reload time 4 s → 5 s; Upkeep 250 → 387; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,980 → 6,500 | 120 | 55 → 6050 → 45 | 120 → 125280 → 275 | 1,000 → 2,5001,250 | Leadership 75 → 60; Charge bonus 35 → 40; Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Ammunition 40 → 45; Missile base damage 30 → 100; Missile AP damage 120 → 150; Reload time 4 s → 5 s; Upkeep 312 → 462; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Charge Defence vs. Large | |
| 14,068 → 5,000 | 70 | 65 → 7045 | 310 → 300170 → 150 | 1,000 → 1,900950 | Leadership 75 → 60; Speed 40 → 55; Charge bonus 35 → 40; Mass 600 → 1,000; Ammunition 40 → 45; Missile base damage 30 → 100; Missile AP damage 120 → 150; Reload time 4 s → 5 s; Upkeep 250 → 387; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,980 → 6,500 | 120 | 55 → 6050 → 45 | 120 → 125280 → 275 | 1,000 → 2,5001,250 | Leadership 75 → 60; Charge bonus 35 → 40; Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Ammunition 40 → 45; Missile base damage 30 → 100; Missile AP damage 120 → 150; Reload time 4 s → 5 s; Upkeep 312 → 462; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Charge Defence vs. Large | |
| 13,572 → 5,000 | 30 | 60 → 6540 | 300130 → 100 | 1,000 → 1,400600 → 700 | Speed 38 → 55; Charge bonus 35 → 40; Mass 600 → 1,000; Upkeep 250 → 325; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,580 → 6,500 | 120 | 50 → 5548 → 40 | 115 → 125265 → 275 | 1,250 → 2,2001,000 → 1,100 | Charge bonus 35 → 40; Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Upkeep 275 → 425; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Charge Defence vs. Large | |
| 13,572 → 5,000 | 30 | 60 → 6540 | 300130 → 100 | 1,000 → 1,400600 → 700 | Speed 38 → 55; Charge bonus 35 → 40; Mass 600 → 1,000; Upkeep 250 → 325; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,580 → 6,500 | 120 | 50 → 5548 → 40 | 115 → 125265 → 275 | 1,250 → 2,2001,000 → 1,100 | Charge bonus 35 → 40; Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Upkeep 275 → 425; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Charge Defence vs. Large | |
| 13,572 → 5,000 | 30 | 60 → 6540 | 300130 → 100 | 1,000 → 1,400600 → 700 | Speed 38 → 55; Charge bonus 35 → 40; Mass 600 → 1,000; Upkeep 250 → 325; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 14,580 → 6,500 | 120 | 50 → 5548 → 40 | 115 → 125265 → 275 | 1,250 → 2,2001,000 → 1,100 | Charge bonus 35 → 40; Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Upkeep 275 → 425; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Charge Defence vs. Large | |
| 14,996 → 6,500 | 95 → 110 | 45 → 5060 | 130 → 150300 | 1,000 → 2,6001,400 → 1,300 | Leadership 75 → 60; Speed 38 → 45; Bonus vs large 20 → 25; Charge bonus 25 → 30; Melee attack interval 4.3 s → 4 s; Mass 1,000 → 1,500; Upkeep 350 → 0; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 19,875 → 10,500 | 75 | 46 → 4034 → 50 | 125 → 100350 → 300 | 1,000 → 4,6002,100 → 2,300 | Leadership 75 → 60; Charge bonus 20 → 30; Mass 6,500 → 7,500; Ammunition 22 → 26; Missile base damage 35 → 100; Missile AP damage 145 → 200; Upkeep 525 → 0; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; Removed: Encourage | |
| 16012,000 → 17,600 | 15 | 17 → 3015 | 22 → 207 → 10 | 250 → 600250 → 300 | Leadership 35 → 40; Speed 23 → 25; Bonus vs infantry 0 → 5; Charge bonus 10 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Upkeep 62 → 75; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 16012,000 → 17,600 | 15 | 25 → 3520 → 15 | 22 → 207 → 10 | 425 → 900425 → 450 | Leadership 45 → 50; Speed 23 → 25; Bonus vs infantry 0 → 5; Charge bonus 10 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Upkeep 106 → 112; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Berserk; Removed: Frenzy | |
| 120 → 1607,560 → 14,400 | 15 | 14 → 256 → 10 | 13 → 202 → 0 | 325 → 600325 → 300 | Speed 23 → 25; Charge bonus 7 → 10; Melee attack interval 4.4 s → 4 s; Mass 90 → 75; Ammunition 22 → 26; Missile base damage 12 → 15; Missile AP damage 2 → 5; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Vanguard Deployment | |
| 60 → 804,200 → 6,400 | 0 | 19 → 2544 → 40 | 20 → 356 → 0 | 350 → 850350 → 425 | Leadership 30 → 35; Charge bonus 6 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 50; Upkeep 88 → 106; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Cloud of Bats, Frenzy | |
| 806,080 → 8,000 | 0 | 26 → 4014 → 10 | 19 → 253 → 5 | 500 → 800475 → 400 | Leadership 35 → 40; Charge bonus 28 → 20; Melee attack interval 4.6 s → 3 s; Mass 150 → 250; Upkeep 125 → 100; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous; Removed: Strider | |
| 44,356 → 7,120 | 20 | 10 → 206 → 10 | 16 → 202 → 0 | 600 → 800600 → 400 | Leadership 40 → 35; Melee attack interval 4.3 s → 4 s; Mass 2,090 → 2,600; Range 380 m → 375 m; Ammunition 22 → 30; Missile AP damage 30 → 50; Reload time 20 s → 15 s; Upkeep 150 → 100; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 1207,920 → 10,800 | 25 → 30 | 32 → 3526 → 30 | 20 → 256 → 10 | 450 → 800450 → 400 | Leadership 60 → 55; Speed 36 → 40; Bonus vs infantry 6 → 5; Charge bonus 18 → 20; Melee attack interval 4.8 s → 4 s; Mass 90 → 100; Upkeep 113 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Executioner; Removed: Vanguard Deployment | |
| 1207,320 → 10,800 | 25 → 30 | 28 → 3025 → 30 | 21 → 257 → 5 | 450 → 800450 → 400 | Speed 36 → 40; Charge bonus 14 → 15; Melee attack interval 4.2 s → 4 s; Mass 90 → 100; Range 90 m → 70 m; Ammunition 18 → 15; Missile base damage 12 → 2; Missile AP damage 2 → 10; Upkeep 113 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Vanguard Deployment | |
| 16012,000 → 17,600 | 15 | 14 → 2520 → 15 | 8 → 1019 → 15 | 400 → 600375 → 300 | Leadership 35 → 40; Speed 23 → 25; Bonus vs large 13 → 15; Charge bonus 3 → 10; Melee attack interval 4.5 s → 4 s; Mass 90 → 75; Upkeep 100 → 75; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 120 → 1607,560 → 14,400 | 15 | 8 → 206 → 10 | 13 → 202 → 0 | 550 → 1,100550 | Speed 23 → 25; Charge bonus 2 → 5; Melee attack interval 4.4 s → 4 s; Mass 90 → 75; Ammunition 22 → 26; Missile base damage 8 → 10; Reload time 13 s → 16 s; Upkeep 138 → 137; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → — | |
| 120 → 1607,560 → 14,400 | 15 | 14 → 206 → 10 | 13 → 202 → 0 | 450 → 800450 → 400 | Speed 23 → 25; Charge bonus 7 → 5; Melee attack interval 4.4 s → 4 s; Mass 90 → 75; Range 55 m → 60 m; Ammunition 5 → 8; Missile base damage 1 → 0; Reload time 10 s → 8 s; Upkeep 113 → 100; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → — | |
| 120 → 1607,560 → 14,400 | 15 | 20 → 3014 → 15 | 8 → 1019 → 15 | 800 → 1,600800 | Speed 23 → 25; Bonus vs large 13 → 15; Charge bonus 2 → 5; Melee attack interval 4.5 s → 4 s; Mass 90 → 75; Ammunition 22 → 26; Missile base damage 8 → 10; Reload time 13 s → 16 s; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 16 → 209,632 → 16,000 | 30 → 40 | 28 → 7524 → 25 | 28 → 5062 → 100 | 750 → 1,000500 | Leadership 35 → 50; Speed 42 → 38; Charge bonus 12 → 25; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 2,000; Upkeep 188 → 125; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Call of the Maw, Unstoppable Charge; Removed: Hide (forest) | |
| 11,608 → 2,000 | 0 | 75 → 5040 | 150 → 200300 → 400 | 400 → 1,000350 → 500 | Bonus vs infantry 0 → 25; Charge bonus 34 → 30; Melee attack interval 4.3 s → 4 s; Mass 1,500 → 2,000; Upkeep 100 → 125; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: Immune to Contact Effects | |
| 44,356 → 7,120 | 20 | 10 → 206 → 10 | 16 → 202 → 0 | 750 → 1,000750 → 500 | Leadership 40 → 35; Melee attack interval 4.3 s → 4 s; Mass 2,090 → 2,600; Ammunition 22 → 30; Missile base damage 88 → 150; Missile AP damage 352 → 350; Reload time 22 s → 15 s; Upkeep 188 → 125; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 16 → 403,008 → 9,000 | 15 → 30 | 26 → 3522 → 20 | 20 → 356 → 0 | 450 → 900450 | Speed 80 → 100; Charge bonus 16 → 15; Melee attack interval 4.3 s → 4 s; Mass 490 → 500; Missile base damage 24 → 40; Missile AP damage 6 → 10; Reload time 9 s → 11 s; Upkeep 113 → 112; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → — | |
| 16 → 403,008 → 9,000 | 15 → 30 | 26 → 3522 → 20 | 20 → 356 → 0 | 500 → 1,200500 → 600 | Speed 80 → 100; Charge bonus 16 → 15; Melee attack interval 4.3 s → 4 s; Mass 490 → 500; Ammunition 7 → 16; Missile base damage 1 → 0; Reload time 14 s → 12 s; Upkeep 125 → 150; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → — | |
| 16 → 403,008 → 9,000 | 15 → 30 | 26 → 3522 → 20 | 20 → 356 → 0 | 700 → 1,400650 → 700 | Speed 80 → 100; Charge bonus 16 → 15; Melee attack interval 4.3 s → 4 s; Mass 490 → 500; Ammunition 18 → 20; Missile base damage 13 → 20; Missile AP damage 31 → 50; Reload time 13 s → 16 s; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → — | |
| 16 → 403,008 → 9,000 | 15 → 30 | 34 → 3529 → 40 | 20 → 356 → 0 | 750 → 1,800750 → 900 | Speed 80 → 100; Charge bonus 16 → 15; Melee attack interval 4.3 s → 4 s; Mass 490 → 500; Ammunition 7 → 16; Missile AP damage 1 → 0; Reload time 14 s → 8 s; Upkeep 188 → 225; Missile resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 607,800 → 13,500 | 90 → 100 | 5036 → 35 | 46 → 5018 → 30 | 1,200 → 3,0001,100 → 1,500 | Speed 36 → 50; Bonus vs infantry 5 → 15; Melee attack interval 3.8 s → 3.5 s; Mass 160 → 175; Upkeep 300 → 375; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Death Wave, Vigorous | |
| 607,800 → 13,500 | 90 → 100 | 42 → 3544 → 50 | 14 → 2030 → 40 | 1,300 → 3,0001,200 → 1,500 | Speed 36 → 50; Bonus vs large 28 → 25; Charge bonus 20 → 15; Melee attack interval 4.4 s → 4 s; Mass 160 → 175; Upkeep 325 → 375; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Death Wave, Vigorous | |
| 607,800 → 13,500 | 90 → 100 | 52 → 3554 → 60 | 14 → 2030 → 40 | 1,500 → 3,6001,500 → 1,800 | Speed 36 → 50; Bonus vs large 28 → 25; Charge bonus 20 → 15; Melee attack interval 4.4 s → 4 s; Mass 160 → 225; Upkeep 375 → 450; Spell resistance 0% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Death Wave, Vigorous | |
| 1207,560 → 10,800 | 15 | 8 → 206 → 10 | 13 → 202 → 0 | 600 → 1,100500 → 550 | Speed 23 → 25; Charge bonus 2 → 5; Melee attack interval 4.4 s → 4 s; Mass 90 → 75; Range 90 m → 80 m; Ammunition 22 → 26; Missile base damage 4 → 10; Missile AP damage 12 → 2; Upkeep 150 → 137; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → — | |
| 16 → 128,960 → 7,800 | 30 → 40 | 36 → 5026 → 25 | 30 → 4070 → 60 | 950 → 2,000950 → 1,000 | Speed 54 → 45; Bonus vs infantry 20 → 40; Charge bonus 28 → 40; Melee attack interval 4 s → 3.5 s; Upkeep 238 → 250; Physical resistance 0% → 50%; Missile resistance 30% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Haunters of the Dark, Ravenous Hunger, Vigorous; Removed: The Hunger, Hide (forest) | |
| 16 → 128,960 → 7,800 | 30 → 40 | 52 → 6033 → 25 | 36 → 5084 → 100 | 1,200 → 2,4001,200 | Leadership 72 → 75; Speed 54 → 55; Bonus vs infantry 20 → 40; Charge bonus 34 → 40; Melee attack interval 4 s → 3.5 s; Physical resistance 0% → 50%; Missile resistance 30% → 0%; Spell resistance 35% → 0%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Haunters of the Dark, Ravenous Hunger, Vigorous, Feral Rage I, Feral Rage II, Unstoppable Charge; Removed: The Hunger, The Chilling Aura, Hide (forest) | |
| 36 → 323,888 → 4,480 | 15 | 5 → 1510 | 16 → 202 → 0 | 700 → 1,600700 → 800 | Leadership 45 → 40; Speed 23 → 25; Charge bonus 1 → 5; Melee attack interval 4.3 s → 4 s; Range 245 m → 250 m; Ammunition 22 → 30; Missile base damage 8 → 25; Missile AP damage 39 → 50; Reload time 11 s → 18 s; Upkeep 175 → 200; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 36 → 323,888 → 3,840 | 0 | 17 → 2518 → 20 | 0 → 2018 → 5 | 1,050 → 2,4001,050 → 1,200 | Leadership 55 → 50; Speed 23 → 25; Charge bonus 1 → 5; Melee attack interval 4.3 s → 4 s; Mass 150 → 1,000; Range 245 m → 250 m; Ammunition 22 → 80; Missile base damage 6 → 0; Missile AP damage 30 → 75; Reload time 11 s → 6 s; Upkeep 263 → 300; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Perfect Vigour, Immune to Contact Effects | |
| 606,720 → 8,700 | 0 | 26 → 2534 → 50 | 0 → 532 → 25 | 850 → 1,700850 | Leadership 50 → 40; Speed 48 → 50; Charge bonus 20 → 15; Mass 90 → 1,000; Upkeep 213 → 212; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Recovery, Stalk, Vanguard Deployment, Perfect Vigour, Immune to Contact Effects; Removed: Hide (forest) | |
| 127,920 → 12,000 | 120 | 38 → 3548 → 70 | 25 → 065 → 70 | 1,000 → 2,2001,000 → 1,100 | Leadership 45 → 50; Charge bonus 22 → 25; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 2,000; Upkeep 250 → 275; Physical resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Expert Charge Defence, Immune to Flanking; Removed: Charge Defence vs. Large | |
| 128,112 → 12,000 | 120 | 38 → 3548 → 60 | 25 → 065 → 70 | 1,300 → 2,7001,300 → 1,350 | Leadership 45 → 50; Charge bonus 22 → 25; Melee attack interval 3.8 s → 4 s; Mass 3,000 → 4,000; Upkeep 325 → 337; Physical resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 4 → —; New: Expert Charge Defence; Removed: Charge Defence vs. Large | |
| 128,112 → 12,000 | 120 | 48 → 4559 → 60 | 25 → 065 → 70 | 1,700 → 3,3001,700 → 1,650 | Leadership 55 → 60; Charge bonus 22 → 25; Melee attack interval 3.8 s → 4 s; Mass 3,000 → 4,000; Upkeep 425 → 412; Physical resistance 0% → 20%; Fire resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Defence | |
| 17,392 → 10,845 | 30 → 15 | 14 → 209 → 10 | 22 → 207 → 10 | 0 → 4,0001,600 → 2,000 | Leadership 40 → 35; Bonus vs infantry 0 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,090 → 5,150; Range 450 m → 550 m; Ammunition 16 → 20; Missile base damage 72 → 50; Missile AP damage 262 → 250; Reload time 18 s → 28 s; Upkeep 400 → 500; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 19,507 → 13,500 | 75 | 42 → 4534 → 30 | 125 → 100350 → 300 | 1,800 → 3,6001,800 | Leadership 50 → 60; Mass 11,000 → 12,000; Ammunition 22 → 26; Missile base damage 35 → 100; Missile AP damage 145 → 200; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Perfect Vigour, Hide (forest), Disciplined; Removed: Fire Whilst Moving | |
| 19,507 → 13,500 | 75 | 52 → 5543 → 40 | 125350 → 375 | 2,000 → 4,4002,000 → 2,200 | Leadership 60 → 70; Mass 11,000 → 12,000; Ammunition 88 → 15; Missile base damage 10 → 0; Upkeep 500 → 550; Missile resistance 15% → 10%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Fire Whilst Moving, Perfect Vigour, Hide (forest), Disciplined | |
| 19,894 → 11,000 | 150 | 52 → 5042 → 50 | 120 → 150360 → 300 | 2,100 → 4,0002,100 → 2,000 | Missile block 0% → 25%; Leadership 55 → 60; Bonus vs infantry 15 → 20; Charge bonus 24 → 25; Melee attack interval 3.2 s → 3.5 s; Mass 11,000 → 15,000; Upkeep 535 → 500; Physical resistance 0% → 20%; Missile resistance 0% → 10%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Armour, Wallbreaker | |
| 18,289 → 8,500 | 80 | 41 → 5547 → 15 | 145 → 150385 → 325 | 2,000 → 3,4002,000 → 1,700 | Leadership 45 → 60; Speed 90 → 100; Bonus vs infantry 0 → 30; Bonus vs large 25 → 0; Charge bonus 40 → 65; Mass 3,500 → 2,000; Upkeep 500 → 425; Missile resistance 0% → 20%; Fire resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Terrorgheist Shriek | |
| 14,068 → 4,060 | 70 | 6545 | 310 → 300170 → 150 | 1,000950 | Speed 40 → 55; Mass 600 → 1,000; Missile base damage 30 → 100; Missile AP damage 120 → 150; Reload time 4 s → 5 s; Removed: All Hands Hoay!, Black Powder Aplenty, Wounds, The Hunger, Crumbling, Disintegrating | |
| 14,980 → 4,964 | 120 | 5550 | 120 → 125280 → 275 | 1,0001,250 | Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Missile base damage 30 → 100; Missile AP damage 120 → 150; Reload time 4 s → 5 s; Removed: All Hands Hoay!, Black Powder Aplenty, Wounds, The Hunger, Crumbling, Disintegrating | |
| 14,068 → 4,060 | 70 | 4560 | 120 → 125280 → 275 | 1,000950 | Speed 38 → 35; Mass 600 → 750; Removed: All Hands Hoay!, Wounds, The Hunger, Crumbling, Disintegrating | |
| 14,980 → 4,964 | 120 | 3560 | 120 → 125280 → 275 | 1,0001,250 | Melee attack interval 3.8 s → 4 s; Mass 2,100 → 2,750; Removed: All Hands Hoay!, Wounds, The Hunger, Crumbling, Disintegrating | |
| 13,572 → 3,564 | 30 | 6040 | 300130 → 100 | 1,000600 | Speed 38 → 55; Mass 600 → 1,000; Removed: Taunt, Wounds, The Hunger, Crumbling, Disintegrating | |
| 14,580 → 4,564 | 120 | 5048 | 115 → 125265 → 275 | 1,2501,000 | Melee attack interval 3.8 s → 4 s; Mass 2,100 → 3,000; Removed: Taunt, Wounds, The Hunger, Crumbling, Disintegrating |
New units in SFO
Sartosa Pirate Mercenariescst_pirate_merc100 models
13,000
65
65
38
35
35
35
20
20
85
10
800
Sartosa Norscan Raiderscst_raiders100 models
16,000
30
65
40
35
30
55
15
15
800
Sartosa Carronade (Grapeshot)cst_carronade4 models
8,080
30
55
20
15
15
30
5
75
300
775
Zombie Pirate Boarding Crewcst_boarding_crew120 models
15,000
30
50
28
35
20
35
15
18
100
20
10
700
Skills
Tenacity
- −Hit points: +8%
- +Level 1: Hit points: +5%
- +Level 1: Upkeep: -1% (army in enemy territory)
- +Level 2: Hit points: +10%
- +Level 2: Upkeep: -3% (army in enemy territory)
- +Level 3: Hit points: +15%
- +Level 3: Upkeep: -5% (army in enemy territory)
Forger
- −Control: -5 (local enemy province)
- +Control: -5 (enemy local province)
Binded to Service
- −Level 1: Recruitment cost: -3% (Lord's army)
- −Level 2: Recruitment cost: -8% (Lord's army)
- −Level 3: Recruitment cost: -15% (Lord's army)
- +Level 1: Recruitment cost: -3% for all units (Lord's army)
- +Level 2: Recruitment cost: -8% for all units (Lord's army)
- +Level 3: Recruitment cost: -15% for all units (Lord's army)
Coaming & Preservative
- −Level 1: Upkeep: -3% (Lord's army)
- −Level 2: Upkeep: -8% (Lord's army)
- −Level 3: Upkeep: -15% (Lord's army)
- +Level 1: Upkeep: -2% (Lord's army)
- +Level 2: Upkeep: -4% (Lord's army)
- +Level 3: Upkeep: -8% (Lord's army)
Mutant
- −Hit points: +8%
- +Hit points: +10%
Sawfish Peg-Leg
- −Armour: +15
- −Weapon strength: +8%
- +Level 1: Armour: +10
- +Level 1: Weapon strength: +10%
- +Level 2: Armour: +20
- +Level 2: Weapon strength: +20%
Creatures of Manann
- −Upkeep: -10% for Sartosan, Rotting Prometheans and Rotting Leviathan units (Lord's army)
- −Missile resistance: 10% for Rotting Prometheans and Rotting Leviathan units (Lord's army)
- +Level 1: Upkeep: -5% for Sartosan, Rotting Prometheans and Rotting Leviathan units (Lord's army)
- +Level 1: Missile resistance: 10% for Rotting Prometheans and Rotting Leviathan units (Lord's army)
- +Level 2: Upkeep: -10% for Sartosan, Rotting Prometheans and Rotting Leviathan units (Lord's army)
- +Level 2: Missile resistance: 20% for Rotting Prometheans and Rotting Leviathan units (Lord's army)
Gifted Sailor
- −Leadership: +8 for Sartosan units (Lord's army)
- −Campaign movement range: +5%
- −Casualty replenishment rate: +6% (Lord's army)
- +Level 1: Leadership: +5 for Sartosan units (Lord's army)
- +Level 1: Campaign movement range: +5%
- +Level 1: Casualty replenishment rate: +5% (Lord's army)
- +Level 2: Leadership: +10 for Sartosan units (Lord's army)
- +Level 2: Campaign movement range: +10%
- +Level 2: Casualty replenishment rate: +10% (Lord's army)
Self-Taught Gunner
- −Ammunition: +15% for Carronade, Mortar and Queen Bess units (Lord's army)
- +Ammunition: +25% for Carronade, Mortar and Queen Bess units (Lord's army)
Your Worst Nightmare
- −Melee attack: +8
- −Ward save: +5%
- +Melee attack: +10
- +Ward save: +10%
- +Melee attack: +5 when fighting against Humans (Lord's army)
Conjuration Through Hate
- −Hero recruit rank: +2 for Mourngul Haunters (factionwide)
- −Hero capacity: +1 for Mourngul Haunters
- +Level 1: Hero recruit rank: +2 for Mourngul Haunters (factionwide)
- +Level 1: Hero capacity: +1 for Mourngul Haunters
- +Level 2: Hero recruit rank: +4 for Mourngul Haunters (factionwide)
- +Level 2: Hero capacity: +2 for Mourngul Haunters
Fiery Diva
- −Cooldown: -20% to overcast spells
- −Winds of Magic cost: -2 for overcast spells
- +Level 1: Cooldown: -10% to overcast spells
- +Level 1: Winds of Magic cost: -2 for overcast spells
- +Level 2: Cooldown: -20% to overcast spells
- +Level 2: Winds of Magic cost: -4 for overcast spells
Emerging Terror
- −Upkeep: -90% for Bloated Corpse units (Lord's army)
- −Physical resistance: 10% for Bloated Corpse, Syreens and Mournguls units (Lord's army)
- +Level 1: Upkeep: -25% for Bloated Corpse units (Lord's army)
- +Level 1: Physical resistance: 5% for Bloated Corpse, Syreens and Mournguls units (Lord's army)
- +Level 1: Melee defence: +5 for Syreens units (Lord's army)
- +Level 2: Upkeep: -50% for Bloated Corpse units (Lord's army)
- +Level 2: Physical resistance: 10% for Bloated Corpse, Syreens and Mournguls units (Lord's army)
- +Level 2: Melee defence: +10 for Syreens units (Lord's army)
Siren of the Storm
- −Winds of Magic power reserve capacity: +10 (own army)
- −Miscast base chance: -15%
- +Winds of Magic power reserve capacity: +10
- +Miscast base chance: -20%
- +Unit capacity: +2 Knights Errant units
- +Unit capacity: +1 Knights of the Realm units
- +Unit capacity: +1 Questing Knights units
- +Morale, melee attack and defence: +5 for all Bretonnia Ghost Knights units (Lord's army)
Fractured Mind
- −Leadership: +5
- +Leadership: +5 (Lord's army)
Man-o-War
- −Hero recruit rank: +1 for Vampire Fleet Captains (all provinces)
- −Hero capacity: +1 for Vampire Fleet Captains
- −Leadership: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- +Level 1: Hero recruit rank: +1 for Vampire Fleet Captains (all provinces)
- +Level 1: Hero capacity: +1 for Vampire Fleet Captains
- +Level 1: Leadership: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- +Level 2: Hero recruit rank: +2 for Vampire Fleet Captains (all provinces)
- +Level 2: Hero capacity: +2 for Vampire Fleet Captains
- +Level 2: Leadership: +8 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Severed from the Winds
- −Spell resistance: 15%
- +Level 1: Post battle chance of stealing a magic item: +25%
- +Level 1: Spell resistance: 10%
- +Level 2: Spell resistance: 20%
- +Level 2: Post battle chance of stealing a magic item: +50%
Hand Cannon
- −"Explosive Bullets" ammunition (projectiles will cause explosive damage)
- −Missile strength: +8% for Zombie Pirate Gunnery Mob and Rotting Prometheans Gunnery Mob units (Lord's army)
- −Missile strength: +8%
- +Level 1: "Explosive Bullets" ammunition (projectiles will cause explosive damage)
- +Level 1: Missile strength: +10% for Zombie Pirate Gunnery Mob and Rotting Prometheans Gunnery Mob units (Lord's army)
- +Level 1: Missile strength: +10%
- +Level 2: "Explosive Bullets" ammunition (projectiles will cause explosive damage)
- +Level 2: Missile strength: +20% for Zombie Pirate Gunnery Mob and Rotting Prometheans Gunnery Mob units (Lord's army)
- +Level 2: Missile strength: +20%
Moment of Lucidity
- −Armour: +15
- −Melee defence: +8
- +Level 1: Armour: +5
- +Level 1: Speed: +10%
- +Level 1: Melee defence: +5
- +Level 2: Armour: +10
- +Level 2: Speed: +20%
- +Level 2: Melee defence: +10
Pirate King
- −Upkeep: -10% (Lord's army)
- −Global recruitment capacity: +1
- +Upkeep: -10% (own armies in province)
- +Passive ability: "Bolstered Marksmanship" (own characters in province)
- +Global recruitment capacity: +2
- Ability icon: — → ui/battle ui/ability_icons/wh_passive_aura_buff_attack_range
Master of the Dreadfleet
- −Lord recruit rank: +2 (factionwide)
- +Lord recruit rank: +4 (all provinces)
- +Enemy leadership: -2 (enemy armies in region)
Regenerative Hull
- −Casualty replenishment rate: +8% (Lord's army)
- −Local recruitment capacity: +1 (local province)
- +Level 1: Casualty replenishment rate: +10% (Lord's army)
- +Level 1: Local recruitment capacity: +1 (local province)
- +Level 2: Casualty replenishment rate: +20% (Lord's army)
- +Level 2: Local recruitment capacity: +2 (local province)
Vandal
- −Pirate crew growth: +5 (Lord's army)
- −Income from raiding: +8% (Lord's army)
- −Income from sacking settlements: +8% (Lord's army)
- +Level 1: Pirate crew growth: +5 (Lord's army)
- +Level 1: Income from raiding: +10% (Lord's army)
- +Level 1: Income from sacking settlements: +10% (Lord's army)
- +Level 2: Pirate crew growth: +10 (Lord's army)
- +Level 2: Income from raiding: +20% (Lord's army)
- +Level 2: Income from sacking settlements: +20% (Lord's army)
Of the von Carstein Line
- −Passive ability: "Regeneration"
- −Attribute: Causes Terror
- +Level 1: Passive ability: "Regeneration"
- +Level 1: Attribute: Causes Terror
- +Level 2: Enemy vigour loss reduction: +20% (enemy armies in province)
- +Level 2: Passive ability: "Regeneration"
- +Level 2: Attribute: Causes Terror
Sea-Curse
- −Leadership: +4 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
- −Melee defence: +8 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
- +Level 1: Leadership: +5 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
- +Level 1: Melee defence: +5 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
- +Level 2: Leadership: +10 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
- +Level 2: Melee defence: +10 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
Invincible Fleet
- −Leadership: +5 (Lord's army)
- +Number of uses: +1 for "Bloody Wave" (Lord's army)
- +Passive ability: "Overzealous Attack"
- +Leadership: +5 (own armies in region)
- Ability icon: — → ui/battle ui/ability_icons/wh_passive_healthy_damage
Bonded by Blood
- −Control: +5 (local province)
- +Control: +5 (own local province)
Corsair Noble
- −Melee attack: +8 for Black Ark Corsairs units (Lord's army)
- +Melee attack: +4 for Black Ark Corsairs units (Lord's army)
Master of the Blessed Dread
- −Income from Ports: +5% (factionwide)
- +Income from Ports: +5% (all regions factionwide)
Slaver
- −Casualties captured post-battle: +12%
- +Casualties captured post-battle: +10%
Patriarch of the Fellhearts
- −Lord recruit rank: +3 (factionwide)
- +Lord recruit rank: +2 (all provinces)
Beyond the Realmnew
- +Ability: "Beyond the Realm"
Sacrilegenew
- +Ability: "Sacrilege"
Raise Yer Cutlassesnew
- +Melee defence: +2 for Zombie Pirate Deckhands Mob and Zombie Pirate Gunnery Mob units (Hero's army)
Feed the Fishnew
- +Weapon strength: +5% for large units (Hero's army)
Old Saltnew
- +Missile resistance: 5% for Scurvy Dogs, Fell Bats, Deck Droppers, and Death Shriek Terrorgheist units (Hero's army)
Fire in the Holenew
- +Speed: +10% for Bloated Corpse units (own armies in province)
- +Upkeep: -20% for Bloated Corpse units (own armies in province)
From the Depthsnew
- +Magic item drop chance from battle: +25% (accompanying Lord)
Forward to Victorynew
- +Campaign movement range: +10% for armies (own armies factionwide)
- +Unit capacity: +4 Knights Errant units
Vestiges of Chivalrynew
- +Unit capacity: +4 Knights Errant units
- +Diplomatic relations: +25 with all factions
Cold Graspnew
- +Unit capacity: +4 Knights Errant units
- +Post battle chance of stealing a magic item: +25% (all characters factionwide)
Ever Watchfulnew
- +Unit capacity: +4 Knights Errant units
- +Ambush defence chance: +10% (own armies factionwide)
Lessons Learnednew
- +Unit capacity: +2 Knights of the Realm units
- +Unit capacity: +2 Questing Knights units
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
- +Miscast base chance: -10% (own armies factionwide)
Military Architecturenew
- +Unit capacity: +2 Knights of the Realm units
- +Unit capacity: +2 Questing Knights units
- +Construction time: -25% for all buildings (all regions factionwide)
- +Wound recovery time: -2 turns (all characters factionwide)
Anti-Magic Fieldnew
- +Unit capacity: +2 Knights of the Realm units
- +Unit capacity: +2 Questing Knights units
- +Spell resistance: 20% when under siege (own armies factionwide)
Unwilling Convertnew
- +Unit capacity: +2 Knights of the Realm units
- +Unit capacity: +2 Questing Knights units
- +Vampiric corruption: +2 (all provinces)
- +Attrition: -20% casualties suffered from all attrition (own armies factionwide)
Knight's Final Chargenew
- +Charge bonus: +40% for all Bretonnia Ghost Knights units (own armies factionwide)
All Hands Fire!new
- +Reload time reduction: +4% for all Missile units (Hero's army)
- +Reload time reduction: +4% for Artillery units (Hero's army)
Powder Wetnew
- +Level 1: Missile strength: +2% (Hero's army)
- +Level 2: Missile strength: +4% (Hero's army)
- +Level 3: Missile strength: +8% (Hero's army)
Ammo Sacksnew
- +Level 1: Ammunition: +2% (Hero's army)
- +Level 2: Ammunition: +4% (Hero's army)
- +Level 3: Ammunition: +8% (Hero's army)
Scupper 'emnew
- +Level 1: Missile strength: +2% for Artillery units (Hero's army)
- +Level 2: Missile strength: +4% for Artillery units (Hero's army)
- +Level 3: Missile strength: +8% for Artillery units (Hero's army)
Open the Bung Holenew
- +Level 1: Ammunition: +2% for Artillery units (Hero's army)
- +Level 2: Ammunition: +4% for Artillery units (Hero's army)
- +Level 3: Ammunition: +8% for Artillery units (Hero's army)
Lucky Spyglassnew
- +Range: +10% (Hero's army)
Ravenousnew
- +Melee attack: +5 when in foreign territory
Ghastlynew
- +Level 1: Enemy melee defence: -1 (enemy characters in region)
- +Level 2: Enemy melee defence: -2 (enemy characters in region)
- +Level 3: Enemy melee defence: -3 (enemy characters in region)
Frigid Airnew
- +Level 1: Enemy armour: -1 (enemy characters in region)
- +Level 2: Enemy armour: -3 (enemy characters in region)
- +Level 3: Enemy armour: -5 (enemy characters in region)
Specternew
- +Level 1: Enemy leadership aura size: -3% (enemy characters in region)
- +Level 1: Character's aura leadership effect: -1 (enemy characters in region)
- +Level 2: Enemy leadership aura size: -7% (enemy characters in region)
- +Level 2: Character's aura leadership effect: -2 (enemy characters in region)
- +Level 3: Enemy leadership aura size: -15% (enemy characters in region)
- +Level 3: Character's aura leadership effect: -3 (enemy characters in region)
Hideous Grinnew
- +Level 1: Enemy charge bonus: -7% (enemy characters in region)
- +Level 2: Enemy charge bonus: -15% (enemy characters in region)
- +Level 3: Enemy charge bonus: -25% (enemy characters in region)
Wretchednew
- +Melee defence: +4 for Syreens units (Hero's army)
Hunters in the Darknew
- +Speed: +10% for Mournguls units (Hero's army)
- +Vigour loss reduction: -10% for Mournguls units (Hero's army)
Buildings
Dart LauncherVampire Coast
- −Missile strength: +5% for Carronade, Mortar and Queen Bess units
- −Melee defence: +2 when defending
- +Range: +2%
- +Physical resistance: 2% when defending
- +Infamy gained: 20 per turn
- Cost: 1000 → 0
Barb LauncherVampire Coast
- −Missile strength: +5% for Carronade, Mortar and Queen Bess units
- −Infamy gained: 5 per turn (Vampire Coast only)
- −Melee defence: +4 when defending
- +Range: +4%
- +Infamy gained: 40 per turn
- +Physical resistance: 4% when defending
- Cost: 2000 → 0
Gaff LauncherVampire Coast
- −Missile strength: +10% for Carronade, Mortar and Queen Bess units
- −Infamy gained: 10 per turn (Vampire Coast only)
- −Melee defence: +6 when defending
- +Range: +6%
- +Infamy gained: 60 per turn
- +Physical resistance: 6% when defending
- Cost: 4000 → 0
Trident LauncherVampire Coast
- −Missile strength: +10% for Carronade, Mortar and Queen Bess units
- −Infamy gained: 15 per turn (Vampire Coast only)
- −Hero recruit rank: +1
- −Melee defence: +8 when defending
- +Range: +8%
- +Infamy gained: 80 per turn
- +Physical resistance: 8% when defending
- Cost: 6000 → 0
Harpoon LauncherVampire Coast
- −Missile strength: +15% for Carronade, Mortar and Queen Bess units
- −Infamy gained: 20 per turn (Vampire Coast only)
- −Hero recruit rank: +2
- −Melee defence: +10 when defending
- +Range: +10%
- +Infamy gained: 100 per turn
- +Physical resistance: 10% when defending
- +Army ability: "Amanar's Wrath" (own armies factionwide in enemy territory)
- Cost: 8000 → 0
Heavy BallastVampire Coast
- −Pirate crew growth: +2
- −Unit experience gain per turn: +20
- +Experience gain: +10% for units
- +Ship can have only one anchor upgrade
- Cost: 1500 → 1000
Stone WeightVampire Coast
- −Pirate crew growth: +4
- −Unit experience gain per turn: +40
- +Experience gain: +20% for units
- Cost: 2500 → 2000
Steel AnchorVampire Coast
- −Pirate crew growth: +6
- −Unit experience gain per turn: +80
- +Experience gain: +30% for units
- Cost: 5000 → 4000
BombardsVampire Coast
- −Unit capacity: +1 Mortars Carronades (Undead Legions only)
CarronadesVampire Coast
- −Unit capacity: +2 Mortars Carronades (Undead Legions only)
CannonsVampire Coast
- −Unit capacity: +3 Mortars Carronades (Undead Legions only)
- −Unit capacity: +2 Deck Gunners (Undead Legions only)
- +Unit capacity: +4 Deck Gunners
- Units: 3 → 4
General CabinVampire Coast
- −Pirate crew growth: +10
- +Pirate crew growth: +5
- +Leadership: +2 for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
Officers' CabinVampire Coast
- −Pirate crew growth: +10
- −Upkeep: -5%
- +Unlocks Hero recruitment: Vampire Fleet Captain
- +Hero capacity: +1 for Vampire Fleet Captains
- +Pirate crew growth: +5
- +Leadership: +4 for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
Captain's CabinVampire Coast
- −Pirate crew growth: +10
- −Upkeep: -10%
- +Hero capacity: +1 for Vampire Fleet Captains
- +Pirate crew growth: +5
- +Leadership: +6 for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
Sea CabinVampire Coast
- −Hero capacity: +1 for Vampire Fleet Captains (Vampire Coast only)
- −Pirate crew growth: +10
- −Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains (Undead Legions only)
- −Upkeep: -15%
- +Hero capacity: +2 for Vampire Fleet Captains
- +Pirate crew growth: +5
- +Leadership: +8 for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
Great CabinVampire Coast
- −Hero capacity: +1 for Vampire Fleet Captains (Vampire Coast only)
- −Pirate crew growth: +10
- −Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains (Undead Legions only)
- −Upkeep: -20%
- +Hero capacity: +2 for Vampire Fleet Captains
- +Pirate crew growth: +5
- +Plague duration: -25%
- +Leadership: +10 for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
PortholesVampire Coast
- −Unit capacity: +1 Zombie Pirate Gunnery Mob (Handgunners) Zombie Pirate Gunnery Mob (Bombers) Zombie Pirate Gunnery Mob (Hand Cannons) (Undead Legions only)
- +Unlocks Hero recruitment: Gunnery Wight
- +Hero capacity: +1 for Gunnery Wights
GunportsVampire Coast
- −Unit capacity: +2 Zombie Pirate Gunnery Mob (Handgunners) Zombie Pirate Gunnery Mob (Bombers) Zombie Pirate Gunnery Mob (Hand Cannons) (Undead Legions only)
- +Hero capacity: +1 for Gunnery Wights
Shuttered GunportsVampire Coast
- −Hero capacity: +1 for Gunnery Wights (Vampire Coast only)
- −Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights (Undead Legions only)
- −Unit capacity: +3 Zombie Pirate Gunnery Mob (Handgunners) Zombie Pirate Gunnery Mob (Bombers) Zombie Pirate Gunnery Mob (Hand Cannons) (Undead Legions only)
- −Unit capacity: +1 Rotting Prometheans Rotting Prometheans (Gunnery Mob) (Undead Legions only)
- +Hero capacity: +2 for Gunnery Wights
- +Unit capacity: +2 Rotting Prometheans
TillerVampire Coast
- −Vampiric corruption: +4 (local province)
- −Upkeep: -5%
- +Vampiric corruption: +5 (local province)
- +Ship can have only one helm upgrade
WhipstaffVampire Coast
- −Vampiric corruption: +6 (local province)
- −Upkeep: -10%
- +Vampiric corruption: +10 (local province)
- Cost: 3000 → 2000
Ship's WheelVampire Coast
- −Vampiric corruption: +8 (local province)
- −Upkeep: -15%
- +Vampiric corruption: +15 (local province)
- Cost: 10000 → 4000
Ship's HoldVampire Coast
- −Unit capacity: +2 Animated Hulks (Undead Legions only)
Cargo HoldVampire Coast
- −Unlocks Hero recruitment: Mourngul Haunter (Vampire Coast only)
- −Unlocks Hero recruitment: Mourngul Haunter (Undead Legions only)
- −Unit capacity: +3 Animated Hulks (Undead Legions only)
- −Unit capacity: +2 Mournguls Crypt Horrors (Undead Legions only)
- −Unit capacity: +1 Rotting Prometheans Rotting Prometheans (Gunnery Mob) (Undead Legions only)
- −Unit capacity: +2 Syreens Cairn Wraiths (Undead Legions only)
- +Unlocks Hero recruitment: Mourngul Haunter
- +Hero capacity: +1 for Mourngul Haunters
- +Unit capacity: +2 Rotting Prometheans
- +Unit capacity: +4 Mournguls
Bulk Cargo HoldVampire Coast
- −Hero capacity: +1 for Mourngul Haunters (Vampire Coast only)
- −Unlocks Hero recruitment: Mourngul Haunter (Vampire Coast only)
- −Hero capacity: +1 for Mourngul Haunters and Banshees (Undead Legions only)
- −Unlocks Hero recruitment: Mourngul Haunter (Undead Legions only)
- −Unit capacity: +4 Animated Hulks (Undead Legions only)
- −Unit capacity: +3 Mournguls Crypt Horrors (Undead Legions only)
- −Unit capacity: +2 Rotting Prometheans Rotting Prometheans (Gunnery Mob) (Undead Legions only)
- −Unit capacity: +3 Syreens Cairn Wraiths (Undead Legions only)
- −Unit capacity: +1 Rotting Leviathan (Undead Legions only)
- +Hero capacity: +2 for Mourngul Haunters
- +Unlocks Hero recruitment: Mourngul Haunter
- +Unit capacity: +2 Rotting Leviathan
- +Unit capacity: +4 Rotting Prometheans
- +Unit capacity: +6 Mournguls
Basic Wooden HullVampire Coast
- −Casualty replenishment rate: +4%
- +Ship can have only one hull upgrade
Wooden Hull with KeelVampire Coast
- −Casualty replenishment rate: +6%
- Cost: 3000 → 2000
Composite HullVampire Coast
- −Casualty replenishment rate: +8%
- +Unit capacity: +2 Necrofex Colossus
- Cost: 10000 → 4000
Topgallant RoyalVampire Coast
- −Campaign movement range: +10%
- +Campaign movement range: +15% for armies
- +Ship can have only one sail upgrade
SkysailVampire Coast
- −Campaign movement range: +20%
- +Campaign movement range: +30% for armies
- Cost: 3000 → 2000
MoonrakerVampire Coast
- −Campaign movement range: +30%
- +Campaign movement range: +45% for armies
- Cost: 10000 → 4000
Exotic Animal MarketVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Pigment Grinder's ShopVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Poaching CampVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Gemstone MineVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Gold MineVampire Coast
- −Income generated: 150
- +Control: +5
- +Income generated: 200
Iron MineVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Brimstone Cutter's WorkshopVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Alchemy WorkshopVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Obsidian QuarryVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Clay PitVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Salt PansVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Eastern BazaarVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Thorny OrchardVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Forester's ShackVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (armies in region)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
Corrupted TavernVampire Coast
- −Infamy gained: 20 per turn
- −Vampiric corruption: +5
- +Infamy gained: 50 per turn
- +Research rate: +10
- +Vampiric corruption: +6
- Turns: 1 → 2
Picaroons' HideoutVampire Coast
- −Infamy gained: 10 per turn
- +Infamy gained: 25 per turn
- Cost: 5000 → 2500
- Turns: 1 → 2
Pirates' RestVampire Coast
- −Hero capacity: +1 for Mourngul Haunters
- −Hero capacity: +1 for Gunnery Wights
- −Infamy gained: 20 per turn
- −Lord recruit rank: +1 (factionwide)
- +Hero capacity: +1 for all Heroes
- +Infamy gained: 100 per turn
- +Hero recruit rank: +1 (all provinces)
- +Lord recruit rank: +1 (all provinces)
- Turns: 1 → 2
Smugglers' CoveVampire Coast
- −Infamy gained: 10 per turn
- −Research rate: +3
- +Infamy gained: 25 per turn
- Turns: 1 → 2
Dragon Tooth LighthouseVampire Coast
- +Campaign line of sight: +25% (all characters factionwide)
- +Construction cost: -10% for ship buildings (own armies factionwide)
- +Pirate crew growth: +2 (own armies factionwide)
Wreck of the HeldenhammerVampire Coast
- −Missile strength: +10% for Carronade, Mortar and Queen Bess units (all armies)
- −Recruit rank: +4 for Artillery units (all characters)
- −Recruitment cost: -15% for Artillery units (all armies)
- +Missile strength: +10% for Carronade, Mortar and Queen Bess units (own armies factionwide)
- +Recruit rank: +4 for Artillery units (all characters factionwide)
- +Recruitment cost: -20% for Artillery units (own armies factionwide)
- +Unit capacity: +2 Necrofex Colossus
The Maelstrom (Dormant)Vampire Coast
- −Immune to Reef attrition (armies in region)
- −Defensive supplies: +1000
- −Income generated: 160
- −Growth: +10
- +Immune to Reef attrition (own armies in region)
- +Defensive supplies: +1200
- +Income generated: 500
- +Growth: +80
The Maelstrom (Stirring)Vampire Coast
- −Immune to Reef attrition (armies in region)
- −Defensive supplies: +1000
- −Income generated: 240
- −Growth: +20
- +Immune to Reef attrition (own armies in region)
- +Defensive supplies: +1200
- +Income generated: 500
- +Growth: +80
- +Improved tower projectiles: Bones
The Maelstrom (Active)Vampire Coast
- −Immune to Reef attrition (armies in region)
- −Defensive supplies: +1000
- −Income generated: 320
- −Growth: +30
- +Immune to Reef attrition (own armies in region)
- +Defensive supplies: +1200
- +Income generated: 500
- +Growth: +80
- +Improved tower projectiles: Caged Bats
- Units: 0 → 1
The Maelstrom (Powerful)Vampire Coast
- −Immune to Reef attrition (armies in region)
- −Defensive supplies: +1000
- −Income generated: 400
- −Growth: +40
- +Immune to Reef attrition (own armies in region)
- +Defensive supplies: +1200
- +Income generated: 500
- +Growth: +80
- +Improved tower projectiles: Corpse Ball
- Units: 0 → 1
The Maelstrom (Raging)Vampire Coast
- −Immune to Reef attrition (armies in region)
- −Defensive supplies: +1000
- −Income generated: 480
- −Growth: +50
- +Immune to Reef attrition (own armies in region)
- +Defensive supplies: +1200
- +Income generated: 500
- +Improved tower projectiles: Corpse Ball
- Units: 0 → 1
Zombie Watch PostsVampire Coast
- −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)
Haunted BlockhouseVampire Coast
- −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)
- +Army ability: "Wraith Storm" (own armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +2 (local province)
- +Hidden armies will be visible (any armies in region)
PalisadesVampire Coast
- −Attrition: -5% when under siege (armies in region)
- −Leadership: +2 when under siege (armies in region)
- +Army ability: "Wraith Storm" (own armies in region)
- +Defensive supplies: +400
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -5% when under siege (own armies in region)
- +Control: +1 (local province)
- +Hidden armies will be visible (any armies in region)
Barricade of DebrisVampire Coast
- −Attrition: -10% when under siege (armies in region)
- −Leadership: +4 when under siege (armies in region)
- +Army ability: "Wraith Storm" (own armies in region)
- +Defensive supplies: +600
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -10% when under siege (own armies in region)
- +Control: +2 (local province)
- +Hidden armies will be visible (any armies in region)
ParapetsVampire Coast
- −Attrition: -15% when under siege (armies in region)
- −Leadership: +6 when under siege (armies in region)
- +Army ability: "Wraith Storm" (own armies in region)
- +Defensive supplies: +800
- +Enemy Hero action success chance: -20% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -15% when under siege (own armies in region)
- +Control: +3 (local province)
- +Hidden armies will be visible (any armies in region)
Dead Pirate’s TotemsVampire Coast
- +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
- +Chance of a plague spreading: -25%
Effigies of UndeathVampire Coast
- +All other types of corruption: -2
- +Campaign movement range: -10% for enemy armies starting their turn in this province (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)
- +Chance of a plague spreading: -25%
Night PyresVampire Coast
- +All other types of corruption: -4
- +Campaign movement range: -20% for enemy armies starting their turn in this province (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)
- +Chance of a plague spreading: -25%
Tree & NooseVampire Coast
- −Enemy Hero action success chance: -10%
- −Control: +3
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Upkeep: -1% (own armies in province)
Lynching PostVampire Coast
- −Enemy Hero action success chance: -15%
- −Control: +3
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Upkeep: -2% (own armies in province)
Pirate GallowsVampire Coast
- −Enemy Hero action success chance: -20%
- −Control: +3
- +Enemy Hero action success chance: -20% (enemy characters in region)
- +Growth: +1 (all provinces)
- +Upkeep: -4% (own armies in province)
Slave PitsVampire Coast
- +Casualty replenishment rate: +2% (own armies in province)
Meat MarketVampire Coast
- +Casualty replenishment rate: +4% (own armies in province)
Plunder PileVampire Coast
- −Income generated: 100
- +Income from Slave Pits and Meat Markets (minor settlements): +20% (all regions in province)
- +Income from raiding: +2% (own armies factionwide)
Swag SacksVampire Coast
- −Income generated: 150
- +Income from Slave Pits and Meat Markets (minor settlements): +40% (all regions in province)
- +Income from raiding: +4% (own armies factionwide)
Hoard of BootyVampire Coast
- −Income generated: 200
- +Income from Slave Pits and Meat Markets (minor settlements): +60% (all regions in province)
- +Income from raiding: +6% (own armies factionwide)
Bullion CoffersVampire Coast
- −Income generated: 250
- +Income from Slave Pits and Meat Markets (minor settlements): +80% (all regions in province)
- +Spell resistance: 10% when under siege (own armies in province)
- +Income from raiding: +8% (own armies factionwide)
Buried Treasure ChestVampire Coast
- −Income generated: 300
- +Income from Slave Pits and Meat Markets (minor settlements): +100% (all regions in province)
- +Spell resistance: 20% when under siege (own armies in province)
- +Income from raiding: +10% (own armies factionwide)
Scurvy Dog PitsVampire Coast
- −Income generated: 20
- −Control: +4
- +Control: +3
- +Local recruitment capacity: +1
- +Income from Ports: +5% (all regions in province)
Midnight Gambling DenVampire Coast
- −Income generated: 40
- −Control: +6
- +Income generated: 25
- +Control: +4
- +Local recruitment capacity: +1
- +Income from Ports: +10% (all regions in province)
Buccaneer’s TavernVampire Coast
- −Income generated: 60
- −Control: +6
- −Control: +2 in adjacent provinces
- +Income generated: 50
- +Control: +5
- +Control: +1 in adjacent provinces
- +Local recruitment capacity: +1
- +Pirate crew growth: +1 (own armies factionwide)
- +Income from Ports: +20% (all regions in province)
Lagoon of Drowned SailorsVampire Coast
- +Leadership: +1 when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
Deckhands’ BoneyardVampire Coast
- +Leadership: +2 when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- +Unit capacity: +2 Zombie Pirate Boarding Crew
- +Recruitment cost: -5% for all units (own armies in province)
- +Unit capacity: +2 Sartosan Norscan Raiders (Pirates of Sartosa only)
- +Unit capacity: +2 Sartosan Pirate Mercenaries (Pirates of Sartosa only)
Tomb of First MatesVampire Coast
- +Leadership: +3 when under siege (own armies in province)
- +Recruitment cost: -10% for all units (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- +Winds of Magic power reserve: +1 per turn (own armies in province)
- +Unit capacity: +4 Zombie Pirate Boarding Crew
- +Unit capacity: +4 Sartosan Norscan Raiders (Pirates of Sartosa only)
- +Unit capacity: +4 Sartosan Pirate Mercenaries (Pirates of Sartosa only)
- Units: 4 → 6
Admirals' MausoleumVampire Coast
- +Leadership: +4 when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- +Winds of Magic power reserve: +2 per turn (own armies in province)
- +Recruitment cost: -20% for all units (own armies in province)
- +Unit capacity: +4 Depth Guard
- +Unit capacity: +8 Zombie Pirate Boarding Crew
- +Unit capacity: +8 Sartosan Norscan Raiders (Pirates of Sartosa only)
- +Unit capacity: +8 Sartosan Pirate Mercenaries (Pirates of Sartosa only)
- Units: 5 → 8
Fell HollowsVampire Coast
- +Missile resistance: 2% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
Roosting TreesVampire Coast
- +Missile resistance: 4% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- Cost: 2500 → 1500
- Turns: 3 → 2
Cave of Flying HorrorsVampire Coast
- +Missile resistance: 8% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
Giant Feeding CavernVampire Coast
- +Missile resistance: 10% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- +Unit capacity: +2 Death Shriek Terrorgheist
Rusty Pistol-TroveVampire Coast
- +Reload time reduction: +5% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
Hoard of Filched FirearmsVampire Coast
- +Unlocks Hero recruitment: Gunnery Wight
- +Reload time reduction: +10% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
Armoury of the SoullessVampire Coast
- +Reload time reduction: +15% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
Dead Pirates' WorkshopVampire Coast
- +Reload time reduction: +20% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- +Unit capacity: +2 Rotting Prometheans
Smugglers' LandingVampire Coast
- −Income from Ports: +1% (factionwide)
- −Income generated: 200
- +Income from Ports: +1% (all regions factionwide)
- +Income generated: 100
- +Income from all buildings: +10% (all regions in province)
- +Control: +2
Smugglers' JettyVampire Coast
- −Income from Ports: +1% (factionwide)
- −Income generated: 400
- +Income from Ports: +2% (all regions factionwide)
- +Income generated: 200
- +Income from all buildings: +10% (all regions in province)
- +Control: +2
- +Unit capacity: +2 Maneaters (Pirates of Sartosa only)
Pirate WharfVampire Coast
- −Hero capacity: +1 for Vampire Fleet Captains
- −Income from Ports: +4% (factionwide)
- −Income generated: 800
- +Income from Ports: +4% (all regions factionwide)
- +Income generated: 400
- +Income from all buildings: +10% (all regions in province)
- +Control: +2
- +Unit capacity: +4 Maneaters (Pirates of Sartosa only)
Slums of the CursedVampire Coast
- −Income generated: 100
- +Income generated: 25
Haunted Shanty TownVampire Coast
- −Income generated: 200
- +Income generated: 50
Dead Pirates' HoldoutVampire Coast
- −Income generated: 300
- +Income generated: 75
Dead Pirates' LairVampire Coast
- −Income generated: 400
- +Income generated: 100
Dead Pirates' StrongholdVampire Coast
- −Income generated: 500
- +Income generated: 125
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
Ghetto of the CursedVampire Coast
- −Income generated: 30
- −Growth: +8
- +Income generated: 25
- +Growth: +10
Haunted HovelsVampire Coast
- −Income generated: 45
- −Growth: +15
- +Income generated: 50
- +Growth: +20
Dead Pirates' HamletVampire Coast
- −Income generated: 60
- −Growth: +22
- +Income generated: 75
- +Growth: +30
Lookout CradleVampire Coast
- Cost: 3000 → 2000
Crow's CastleVampire Coast
- +Unit capacity: +2 Death Shriek Terrorgheist
Upper DeckVampire Coast
- +Unit capacity: +2 Zombie Pirate Boarding Crew
- +Unit capacity: +2 Sartosan Norscan Raiders (Pirates of Sartosa only)
- +Unit capacity: +2 Sartosan Pirate Mercenaries (Pirates of Sartosa only)
Weather DeckVampire Coast
- +Unit capacity: +4 Zombie Pirate Boarding Crew
- +Unit capacity: +4 Sartosan Norscan Raiders (Pirates of Sartosa only)
- +Unit capacity: +4 Sartosan Pirate Mercenaries (Pirates of Sartosa only)
- Units: 4 → 6
Main DeckVampire Coast
- +Unit capacity: +4 Depth Guard
- +Unit capacity: +8 Zombie Pirate Boarding Crew
- +Unit capacity: +8 Sartosan Norscan Raiders (Pirates of Sartosa only)
- +Unit capacity: +8 Sartosan Pirate Mercenaries (Pirates of Sartosa only)
- Units: 5 → 8
Munitions HutVampire Coast
- −Army ability: "Zhufbar 42 Pounders" (armies in region)
- +Army ability: "Zhufbar 42 Pounders" (own armies in region)
- +Ammunition: +5% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
Cannonry ShedVampire Coast
- −Army ability: "Sartosa Grapeshot" (armies in region)
- +Army ability: "Sartosa Grapeshot" (own armies in region)
- +Ammunition: +10% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
Black Powder DepotVampire Coast
- −Army ability: "Norse Roar" (armies in region)
- +Army ability: "Norse Roar" (own armies in region)
- +Ammunition: +20% when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- +Unit capacity: +4 Deck Gunners
- Units: 3 → 4
Desolate ShoalVampire Coast
- +Melee defence: +2 when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
Mangrove of MonstersVampire Coast
- +Melee defence: +3 when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- +Unit capacity: +2 Rotting Prometheans
- +Unit capacity: +4 Mournguls
Cape of ConjuringVampire Coast
- +Melee defence: +5 when under siege (own armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- +Unit capacity: +2 Rotting Leviathan
- +Unit capacity: +4 Rotting Prometheans
- +Unit capacity: +6 Mournguls
Great Altar of the NecrarchsVampire Coast
- +Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in province)
- +Construction time: +10% for all buildings (all regions in province)
- +Unit capacity: +2 Necrofex Colossus
Low LighthousesVampire Coast
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 1 turns
- −Vampiric corruption: +3
- −Control: +3
- +Vampiric corruption: +2
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Control: +2
- +All other types of corruption: -1
Crows' NestsVampire Coast
- −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)
- −Control: +3
- +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
Lighthouse KeeperVampire Coast
- −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)
- −Vampiric corruption: +5
- −Control: +3
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Vampiric corruption: +6
- +Attrition: -20% casualties suffered from all attrition (own armies in province)
- +Control: +2
- +All other types of corruption: -3
Occupied Drakenhof Level 1Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 240
- +Defensive supplies: +1200
- +Income generated: 500
Occupied Drakenhof Level 2Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 360
- −Improved tower projectiles: Bones
- +Defensive supplies: +1200
- +Income generated: 500
Occupied Drakenhof Level 3Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 480
- −Improved tower projectiles: Caged Bats
- +Defensive supplies: +1200
- +Income generated: 500
Occupied Drakenhof Level 4Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 600
- −Improved tower projectiles: Corpse Ball
- +Defensive supplies: +1200
- +Income generated: 500
Occupied Drakenhof Level 5Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 720
- −Improved tower projectiles: Corpse Ball
- +Defensive supplies: +1200
- +Income generated: 500
Sartosa (Pirate Slums)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 240
- −Growth: +10
- +Upkeep: -2% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Experience gain: +5% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Defensive supplies: +1200
- +Income generated: 500
- +Growth: +80
Sartosa (Pirate Shanty Town)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 360
- −Growth: +20
- +Upkeep: -4% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Experience gain: +10% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Defensive supplies: +1200
- +Income generated: 500
- +Growth: +80
Sartosa (Pirate Holdout)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 480
- −Growth: +30
- +Upkeep: -6% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Experience gain: +15% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Defensive supplies: +1200
- +Income generated: 500
- +Growth: +80
Sartosa (Pirate Lair)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 600
- −Growth: +40
- +Upkeep: -8% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Experience gain: +20% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Defensive supplies: +1200
- +Income generated: 500
- +Growth: +80
Sartosa (Pirate Stronghold)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 720
- −Growth: +50
- +Upkeep: -10% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Experience gain: +25% for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
- +Defensive supplies: +1200
- +Income generated: 500
The Awakening (Pirate Slums)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 240
- +Defensive supplies: +1200
- +Income generated: 500
The Awakening (Pirate Shanty Town)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 360
- +Defensive supplies: +1200
- +Income generated: 500
The Awakening (Pirate Holdout)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 480
- +Defensive supplies: +1200
- +Income generated: 500
The Awakening (Pirate Lair)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 600
- +Defensive supplies: +1200
- +Income generated: 500
The Awakening (Pirate Stronghold)Vampire Coast
- −Defensive supplies: +1000
- −Income generated: 720
- +Defensive supplies: +1200
- +Income generated: 500
Undead OutpostVampire Coast
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Undead DistrictVampire Coast
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Undead ColonyVampire Coast
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Animal StoreVampire Coast
- −Construction cost: -10% for all buildings (local province)
- −Recruitment cost: -10% (local province)
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruitment cost: -10% for all units (own armies in province)
- +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
- +Attrition: -3% when under siege (own armies in province)
- +Income from all buildings: +2% (all adjacent provinces)
- +Income from raiding: +15% (all your armies in adjacent regions)
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +Attrition: -6% when under siege (own armies in province)
- +Income from all buildings: +4% (all adjacent provinces)
- +Income from raiding: +30% (all your armies in adjacent regions)
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
- +Attrition: -10% when under siege (own armies in province)
- +Income from all buildings: +8% (all adjacent provinces)
- +Income from raiding: +50% (all your armies in adjacent regions)
- +Recruit rank: +1 for all units (own armies in province)
- +Income from sacking and looting settlements: +5% (factionwide)
- +Enemy Hero action success chance: -10% (enemy characters in province)
- +Local recruitment capacity: +1
- +Infamy gained: 25 per turn
- +Infamy gained: 50 per turn
- +Income from sacking and looting settlements: +10% (factionwide)
- +Recruit rank: +2 for all units (own armies in province)
- +Local recruitment capacity: +2
- +Global recruitment capacity: +1
- +Enemy Hero action success chance: -20% (enemy characters in province)
- +Leadership: +1 when fighting at sea (own armies factionwide)
- +Hero capacity: +1 for all Heroes
- +Pirate crew growth: +4
- +Ship can have only one anchor upgrade
- +Pirate crew growth: +8
- +Pirate crew growth: +12
- +Attrition: +33% casualties suffered from Vampiric territory attrition (enemy armies in province)
- +Ship can have only one helm upgrade
- +Attrition: +66% casualties suffered from Vampiric territory attrition (enemy armies in province)
- +Attrition: +100% casualties suffered from Vampiric territory attrition (enemy armies in province)
- +Growth: +25 (local province)
- +Ship can have only one hull upgrade
- +Growth: +50 (local province)
- +Growth: +75 (local province)
- +Unit capacity: +2 Necrofex Colossus
- +Winds of Magic power reserve: +2 per turn
- +Ship can have only one sail upgrade
- +Winds of Magic power reserve: +4 per turn
- +Winds of Magic power reserve: +6 per turn
Technologies
Dominion Over MortalsVampire Coast
- +Chance of a plague spreading: -25%
- Research points: 600 → 100
- Cost: — → 500 Infamy
The Pirate CodeVampire Coast
- Research points: 800 → 100
- Cost: — → 500 Infamy
Serrated HarpoonVampire Coast
- −Bonus vs Large: +3 for Zombie Pirate Deckhands Mob (Polearms) and Depth Guard (Polearms) units
- +Bonus vs Large: +5 for Zombie Pirate Deckhands Mob (Polearms) and Depth Guard (Polearms) units
- Research points: 800 → 100
- Cost: — → 500 Infamy
The ConvertedVampire Coast
- −Hero recruit rank: +5
- +Hero action success chance: +5%
- +Character experience gain: +10% (own characters factionwide in enemy territory)
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Command CrewsVampire Coast
- −Leadership: +5 for Zombie Pirate Deckhands Mob units
- +Leadership: +4 for Zombie Pirate Deckhands Mob units
- +Research rate: -25
- Research points: 300 → 1000
Foreign ArchitectsVampire Coast
- −Construction cost: -15% for Infrastructure buildings
- +Construction cost: -20% for Infrastructure buildings
- Research points: 600 → 100
- Cost: — → 500 Infamy
Silver Musket-Balls & CutlassesVampire Coast
- −Bonus vs Infantry: +3 for Zombie Pirate Deckhands Mob, Zombie Pirate Gunnery Mob and Deck Droppers units
- +Bonus vs Infantry: +5 for Zombie Pirate Deckhands Mob, Zombie Pirate Gunnery Mob and Deck Droppers units
- Research points: 800 → 100
- Cost: — → 500 Infamy
Marines' UpkeepVampire Coast
- −Upkeep: -15% for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units
- +Upkeep: -10% for Zombie Pirate Deckhands Mob, Boarding Crew, Depth Guard and Zombie Pirate Gunnery Mob units
- Research points: 800 → 100
- Cost: — → 500 Infamy
Unliving ReflexesVampire Coast
- −Melee defence: +5 for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units
- +Melee defence: +8 for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Admirals’ AstrolabesVampire Coast
- −Immune to Storm and Reef attrition (all armies)
- +Underworld Sea travel time: -1
- +Sea Lanes journey duration: -1 turns
- +Immune to Storm and Reef attrition
- Research points: 600 → 1000
Protection RacketVampire Coast
- +Campaign line of sight: +10%
- Research points: 600 → 100
- Cost: — → 500 Infamy
Hardened Pirate ScumVampire Coast
- +Missile resistance: 5% for Infantry units
- Research points: 800 → 100
- Cost: — → 500 Infamy
Raise the MassesVampire Coast
- −Growth: +5
- +Growth per region: +5 after winning a battle (all provinces)
- Research points: 800 → 100
- Cost: — → 500 Infamy
Centuries in CommandVampire Coast
- −Lord recruit rank: +5
- +Enemy Hero action success chance: -5%
- +Character experience gain: +10% (own characters factionwide in enemy territory)
- Research points: 1000 → 100
- Cost: — → 500 Infamy
QuartermasterVampire Coast
- +Grants the Quartermaster follower to your faction
- +Income from sacking settlements: +10%
- Research points: 600 → 100
- Cost: — → 500 Infamy
First MateVampire Coast
- +Grants the First Mate follower to your faction
- +Leadership: +2 when in foreign territory
- Research points: 800 → 100
- Cost: — → 500 Infamy
Seascape ArtistVampire Coast
- +Grants the Seascape Artist follower to your faction
- +Campaign movement range: +25% for armies (all navies)
- Research points: 800 → 100
- Cost: — → 500 Infamy
Unliving Labour ForceVampire Coast
- −Construction time: -35% for all buildings
- +Construction time: -40% for all buildings
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Maintained CannonsVampire Coast
- −Missile strength: +10% for Mortar, Carronade, Deck Gunners, and Queen Bess units
- +Missile strength: +20% for Mortar, Carronade, Deck Gunners, and Queen Bess units
- Research points: 600 → 100
- Cost: — → 500 Infamy
MagazineVampire Coast
- Research points: 800 → 100
- Cost: — → 500 Infamy
Trained Gun HandsVampire Coast
- +Missile resistance: 10% for Artillery units
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Corrupt the LandVampire Coast
- −Vampiric corruption: +2 (all provinces)
- +Vampiric corruption: +2
- +Miscast base chance: -5%
- Research points: 600 → 100
- Cost: — → 500 Infamy
Supernatural RegenerationVampire Coast
- −Casualty replenishment rate: +10%
- +Constant casualty replenishment rate: +5%
- +Armies replenish in foreign territory
- Research points: 800 → 100
- Cost: — → 500 Infamy
Straining at the LeashVampire Coast
- −Speed: +10% for Animated Hulks, Mournguls, Rotting Prometheans, and Rotting Leviathan units
- +Speed: +15% for Animated Hulks, Mournguls, Rotting Prometheans, and Rotting Leviathan units
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Gunnery CrewsVampire Coast
- −Missile strength: +5% for Zombie Pirate Gunnery Mob units
- +Missile strength: +10% for Zombie Pirate Gunnery Mob units
- +Research rate: -25
- Research points: 300 → 1000
Clean Yer Bores!Vampire Coast
- −Upkeep: -15% for Mortar, Carronade, Deck Gunners and Queen Bess units
- +Upkeep: -10% for Mortar, Carronade, Deck Gunners and Queen Bess units
- Research points: 600 → 100
- Cost: — → 500 Infamy
Stolen Imperial OrdnanceVampire Coast
- −Armour-piercing missile damage: +20% for Zombie Pirate Gunnery Mob and Deck Droppers units
- +Armour-piercing missile damage: +25% for Zombie Pirate Gunnery Mob and Deck Droppers units
- Research points: 800 → 100
- Cost: — → 500 Infamy
Steadier AimVampire Coast
- −Range: +10% for Zombie Pirate Gunnery Mob and Deck Droppers units
- +Range: +20% for Zombie Pirate Gunnery Mob and Deck Droppers units
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Salvage CrewsVampire Coast
- −Casualty replenishment rate: +10% for Zombie Pirate Deckhands Mob and Zombie Pirate Gunnery Mob units
- +Casualty replenishment rate: +5% for Zombie Pirate Deckhands Mob, Boarding Crew and Zombie Pirate Gunnery Mob units
- +Upkeep: -50% for Bloated Corpse units
- +Research rate: -25
- Research points: 300 → 1000
Efficient NecromancyVampire Coast
- −Raise dead cost: -10%
- +Raise dead cost: -20%
- Research points: 600 → 100
- Cost: — → 500 Infamy
Protection from the ElementsVampire Coast
- +Melee defence: +10 for Syreens units
- Research points: 800 → 100
- Cost: — → 500 Infamy
Reinforced CarcassesVampire Coast
- −Physical resistance: 20% for Rotting Prometheans, Rotting Prometheans Gunnery Mob, Rotting Leviathan and Necrofex Colossus units
- +Physical resistance: 15% for Rotting Prometheans, Rotting Prometheans Gunnery Mob, Rotting Leviathan and Necrofex Colossus units
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Black Powder OxidesVampire Coast
- −Missile strength: +5% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units
- +Missile strength: +10% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units
- Research points: 600 → 100
- Cost: — → 500 Infamy
Percussion CapsVampire Coast
- −Ammunition: +15% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units
- +Ammunition: +20% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units
- Research points: 800 → 100
- Cost: — → 500 Infamy
Forged-Steel ShotVampire Coast
- −Armour-piercing missile damage: +10% for Necrofex Colossus units
- +Armour-piercing missile damage: +25% for Necrofex Colossus units
- +Upkeep: -5% for Necrofex Colossus units
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Salvaged ArsenalVampire Coast
- Research points: 600 → 100
- Cost: — → 500 Infamy
Protective HideVampire Coast
- Research points: 800 → 100
- Cost: — → 500 Infamy
Enduring ReanimationVampire Coast
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Throwing-BombsVampire Coast
- +Grants the Throwing Bombs banner to your faction
- +Armour: +5 (all characters factionwide)
- Research points: 600 → 100
- Cost: — → 500 Infamy
Powder MonkeyVampire Coast
- +Grants the Powder Monkey follower to your faction
- +Missile strength: +10% (all characters factionwide)
- Research points: 800 → 100
- Cost: — → 500 Infamy
Master GunnerVampire Coast
- +Grants the Master Gunner follower to your faction
- +Range: +10% (all characters factionwide)
- Research points: 1000 → 100
- Cost: — → 500 Infamy
Skull & CrossbonesVampire Coast
- +Grants the Skull & Crossbones banner to your faction
- +Speed: +10% (all characters factionwide)
- Research points: 600 → 100
- Cost: — → 500 Infamy
Spell of the Necromancer’s ApprenticeVampire Coast
- +Grants the Spell of the Necromancer's Apprentice banner to your faction
- +Winds of Magic power reserve capacity: +5
- Research points: 800 → 100
- Cost: — → 500 Infamy
Ship's CarpenterVampire Coast
- +Grants the Ship's Carpenter follower to your faction
- +Construction time: -1 for Province Capital/Settlement buildings
- Research points: 1000 → 100
- Cost: — → 500 Infamy