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

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

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Aranessa Saltspitewh2_dlc11_cst_cha_aranessa_014,288 → 4,7502060 → 6560130 → 1003001,000 → 2,000800 → 1,000Speed 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
Aranessa Saltspitewh2_dlc11_cst_cha_aranessa_115,216 → 6,2501205060130 → 1003001,000 → 2,6001,100 → 1,300Charge 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
Cylostra Direfinwh2_dlc11_cst_cha_cylostra_direfin_014,532 → 3,750044 → 45350 → 200300 → 1001,000 → 1,600850 → 800Mass 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
Cylostra Direfinwh2_dlc11_cst_cha_cylostra_direfin_119,862 → 10,25015052 → 4542 → 35120 → 150360 → 3001,000 → 4,4002,300 → 2,200Bonus 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
Damned Paladinwh2_dlc11_cst_cha_damned_paladin_014,242 → 4,000045 → 5040 → 450 → 300390 → 1501,000 → 1,400900 → 700Missile 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
Damned Paladinwh2_dlc11_cst_cha_damned_paladin_114,774 → 4,500045400 → 300390 → 1501,200 → 1,8001,100 → 900Missile 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
Gunnery Wightwh2_dlc11_cst_cha_gunnery_wight_013,972 → 3,7503034 → 3538 → 40260 → 250140 → 1501,000 → 1,400600 → 700Speed 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 → —
Gunnery Wightwh2_dlc11_cst_cha_gunnery_wight_114,980 → 5,25012038 → 3546 → 40105 → 100245 → 2501,000 → 2,000950 → 1,000Charge 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
Luthor Harkonwh2_dlc11_cst_cha_luthor_harkon_014,208 → 5,2509070 → 7550310 → 125170 → 3251,000 → 2,200900 → 1,100Leadership 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!
Luthor Harkonwh2_dlc11_cst_cha_luthor_harkon_118,497 → 8,0008045 → 6547 → 25145 → 150385 → 3252,300 → 4,2002,400 → 2,100Speed 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!
Mourngul Haunterwh2_dlc11_cst_cha_mourngul_haunter16,568 → 5,00040 → 5048 → 6538 → 35140 → 150280 → 3001,200 → 2,5001,150 → 1,250Speed 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)
Vampire Fleet Admiral (Polearms – Vampires)wh2_dlc11_cst_cha_vampire_fleet_admiral_014,068 → 5,0007045 → 5060120 → 125280 → 2751,000 → 1,900950Leadership 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 → —
Vampire Fleet Admiral (Polearms – Vampires)wh2_dlc11_cst_cha_vampire_fleet_admiral_114,980 → 6,50012035 → 4060120 → 125280 → 2751,000 → 2,5001,250Leadership 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
Vampire Fleet Admiral (Polearms – Death)wh2_dlc11_cst_cha_vampire_fleet_admiral_death_014,068 → 5,0007045 → 5060120 → 125280 → 2751,000 → 1,900950Leadership 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 → —
Vampire Fleet Admiral (Polearms – Death)wh2_dlc11_cst_cha_vampire_fleet_admiral_death_114,980 → 6,50012035 → 4060120 → 125280 → 2751,000 → 2,5001,250Leadership 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
Vampire Fleet Admiral (Polearms – Deep)wh2_dlc11_cst_cha_vampire_fleet_admiral_deeps_014,068 → 5,0007045 → 5060120 → 125280 → 2751,000 → 1,900950Leadership 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 → —
Vampire Fleet Admiral (Polearms – Deep)wh2_dlc11_cst_cha_vampire_fleet_admiral_deeps_114,980 → 6,50012035 → 4060120 → 125280 → 2751,000 → 2,5001,250Leadership 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
Vampire Fleet Admiral (Pistol – Vampires)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_014,068 → 5,0007065 → 7045310 → 300170 → 1501,000 → 1,900950Leadership 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 → —
Vampire Fleet Admiral (Pistol – Vampires)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_114,980 → 6,50012055 → 6050 → 45120 → 125280 → 2751,000 → 2,5001,250Leadership 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
Vampire Fleet Admiral (Pistol – Death)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_death_014,068 → 5,0007065 → 7045310 → 300170 → 1501,000 → 1,900950Leadership 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 → —
Vampire Fleet Admiral (Pistol – Death)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_death_114,980 → 6,50012055 → 6050 → 45120 → 125280 → 2751,000 → 2,5001,250Leadership 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
Vampire Fleet Admiral (Pistol – Deep)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_deeps_014,068 → 5,0007065 → 7045310 → 300170 → 1501,000 → 1,900950Leadership 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 → —
Vampire Fleet Admiral (Pistol – Deep)wh2_dlc11_cst_cha_vampire_fleet_admiral_female_deeps_114,980 → 6,50012055 → 6050 → 45120 → 125280 → 2751,000 → 2,5001,250Leadership 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
Vampire Fleet Captain (Vampires)wh2_dlc11_cst_cha_vampire_fleet_captain_013,572 → 5,0003060 → 6540300130 → 1001,000 → 1,400600 → 700Speed 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 → —
Vampire Fleet Captain (Vampires)wh2_dlc11_cst_cha_vampire_fleet_captain_114,580 → 6,50012050 → 5548 → 40115 → 125265 → 2751,250 → 2,2001,000 → 1,100Charge 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
Vampire Fleet Captain (Death)wh2_dlc11_cst_cha_vampire_fleet_captain_death_013,572 → 5,0003060 → 6540300130 → 1001,000 → 1,400600 → 700Speed 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 → —
Vampire Fleet Captain (Death)wh2_dlc11_cst_cha_vampire_fleet_captain_death_114,580 → 6,50012050 → 5548 → 40115 → 125265 → 2751,250 → 2,2001,000 → 1,100Charge 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
Vampire Fleet Captain (Deep)wh2_dlc11_cst_cha_vampire_fleet_captain_deeps_013,572 → 5,0003060 → 6540300130 → 1001,000 → 1,400600 → 700Speed 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 → —
Vampire Fleet Captain (Deep)wh2_dlc11_cst_cha_vampire_fleet_captain_deeps_114,580 → 6,50012050 → 5548 → 40115 → 125265 → 2751,250 → 2,2001,000 → 1,100Charge 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
Count Noctiluswh2_dlc11_cst_inf_count_noctilus_014,996 → 6,50095 → 11045 → 5060130 → 1503001,000 → 2,6001,400 → 1,300Leadership 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 → —
Count Noctiluswh2_dlc11_cst_inf_count_noctilus_119,875 → 10,5007546 → 4034 → 50125 → 100350 → 3001,000 → 4,6002,100 → 2,300Leadership 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
Zombie Pirate Deckhand Mobwh2_dlc11_cst_inf_zombie_deckhands_mob_016012,000 → 17,6001517 → 301522 → 207 → 10250 → 600250 → 300Leadership 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 → —
The Tide of Skjold (Zombie Pirate Deckhand Mob)wh2_dlc11_cst_inf_zombie_deckhands_mob_ror_016012,000 → 17,6001525 → 3520 → 1522 → 207 → 10425 → 900425 → 450Leadership 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
Zombie Pirate Gunnery Mobwh2_dlc11_cst_inf_zombie_gunnery_mob_0120 → 1607,560 → 14,4001514 → 256 → 1013 → 202 → 0325 → 600325 → 300Speed 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
Fell Batswh2_dlc11_cst_mon_fell_bats60 → 804,200 → 6,400019 → 2544 → 4020 → 356 → 0350 → 850350 → 425Leadership 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
Scurvy Dogswh2_dlc11_cst_mon_scurvy_dogs806,080 → 8,000026 → 4014 → 1019 → 253 → 5500 → 800475 → 400Leadership 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
Mortarswh2_dlc11_cst_art_mortar44,356 → 7,1202010 → 206 → 1016 → 202 → 0600 → 800600 → 400Leadership 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 → —
Sartosa Free Companywh2_dlc11_cst_inf_sartosa_free_company_01207,920 → 10,80025 → 3032 → 3526 → 3020 → 256 → 10450 → 800450 → 400Leadership 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
Sartosa Militiawh2_dlc11_cst_inf_sartosa_militia_01207,320 → 10,80025 → 3028 → 3025 → 3021 → 257 → 5450 → 800450 → 400Speed 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
Zombie Pirate Deckhand Mob (Polearms)wh2_dlc11_cst_inf_zombie_deckhands_mob_116012,000 → 17,6001514 → 2520 → 158 → 1019 → 15400 → 600375 → 300Leadership 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 → —
Zombie Pirate Gunnery Mob (Handgunners)wh2_dlc11_cst_inf_zombie_gunnery_mob_1120 → 1607,560 → 14,400158 → 206 → 1013 → 202 → 0550 → 1,100550Speed 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 → —
Zombie Pirate Gunnery Mob (Bombers)wh2_dlc11_cst_inf_zombie_gunnery_mob_3120 → 1607,560 → 14,4001514 → 206 → 1013 → 202 → 0450 → 800450 → 400Speed 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 → —
The Black Spot (Zombie Pirate Gunnery Mob – Handgunners)wh2_dlc11_cst_inf_zombie_gunnery_mob_ror_0120 → 1607,560 → 14,4001520 → 3014 → 158 → 1019 → 15800 → 1,600800Speed 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 → —
Animated Hulkswh2_dlc11_cst_mon_animated_hulks_016 → 209,632 → 16,00030 → 4028 → 7524 → 2528 → 5062 → 100750 → 1,000500Leadership 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)
Bloated Corpsewh2_dlc11_cst_mon_bloated_corpse_011,608 → 2,000075 → 5040150 → 200300 → 400400 → 1,000350 → 500Bonus 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
Carronadeswh2_dlc11_cst_art_carronade44,356 → 7,1202010 → 206 → 1016 → 202 → 0750 → 1,000750 → 500Leadership 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 → —
Deck Dropperswh2_dlc11_cst_cav_deck_droppers_016 → 403,008 → 9,00015 → 3026 → 3522 → 2020 → 356 → 0450 → 900450Speed 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 → —
Deck Droppers (Bombers)wh2_dlc11_cst_cav_deck_droppers_116 → 403,008 → 9,00015 → 3026 → 3522 → 2020 → 356 → 0500 → 1,200500 → 600Speed 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 → —
Deck Droppers (Handgunners)wh2_dlc11_cst_cav_deck_droppers_216 → 403,008 → 9,00015 → 3026 → 3522 → 2020 → 356 → 0700 → 1,400650 → 700Speed 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 → —
Salt Lord Scuttlers (Deck Droppers – Bombers)wh2_dlc11_cst_cav_deck_droppers_ror_016 → 403,008 → 9,00015 → 3034 → 3529 → 4020 → 356 → 0750 → 1,800750 → 900Speed 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 → —
Depth Guardwh2_dlc11_cst_inf_depth_guard_0607,800 → 13,50090 → 1005036 → 3546 → 5018 → 301,200 → 3,0001,100 → 1,500Speed 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
Depth Guard (Polearms)wh2_dlc11_cst_inf_depth_guard_1607,800 → 13,50090 → 10042 → 3544 → 5014 → 2030 → 401,300 → 3,0001,200 → 1,500Speed 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
The Bloody Reaver Deck Guard (Depth Guard)wh2_dlc11_cst_inf_depth_guard_ror_0607,800 → 13,50090 → 10052 → 3554 → 6014 → 2030 → 401,500 → 3,6001,500 → 1,800Speed 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
Zombie Pirate Gunnery Mob (Hand Cannons)wh2_dlc11_cst_inf_zombie_gunnery_mob_21207,560 → 10,800158 → 206 → 1013 → 202 → 0600 → 1,100500 → 550Speed 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 → —
Mourngulswh2_dlc11_cst_mon_mournguls_016 → 128,960 → 7,80030 → 4036 → 5026 → 2530 → 4070 → 60950 → 2,000950 → 1,000Speed 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)
Night Terrors (Mournguls)wh2_dlc11_cst_mon_mournguls_ror_016 → 128,960 → 7,80030 → 4052 → 6033 → 2536 → 5084 → 1001,200 → 2,4001,200Leadership 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)
Deck Gunnerswh2_dlc11_cst_inf_deck_gunners_036 → 323,888 → 4,480155 → 151016 → 202 → 0700 → 1,600700 → 800Leadership 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 → —
Shadewraith Gunners (Deck Gunners)wh2_dlc11_cst_inf_deck_gunners_ror_036 → 323,888 → 3,840017 → 2518 → 200 → 2018 → 51,050 → 2,4001,050 → 1,200Leadership 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
Syreenswh2_dlc11_cst_inf_syreens606,720 → 8,700026 → 2534 → 500 → 532 → 25850 → 1,700850Leadership 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)
Rotting Prometheanswh2_dlc11_cst_mon_rotting_prometheans_0127,920 → 12,00012038 → 3548 → 7025 → 065 → 701,000 → 2,2001,000 → 1,100Leadership 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
Rotting Prometheans (Gunnery Mob)wh2_dlc11_cst_mon_rotting_prometheans_gunnery_mob_0128,112 → 12,00012038 → 3548 → 6025 → 065 → 701,300 → 2,7001,300 → 1,350Leadership 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
The Lamprey's Revenge (Rotting Promethean Gunnery Mob)wh2_dlc11_cst_mon_rotting_prometheans_gunnery_mob_ror128,112 → 12,00012048 → 4559 → 6025 → 065 → 701,700 → 3,3001,700 → 1,650Leadership 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
Queen Besswh2_dlc11_cst_art_queen_bess17,392 → 10,84530 → 1514 → 209 → 1022 → 207 → 100 → 4,0001,600 → 2,000Leadership 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 → —
Necrofex Colossuswh2_dlc11_cst_mon_necrofex_colossus_019,507 → 13,5007542 → 4534 → 30125 → 100350 → 3001,800 → 3,6001,800Leadership 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
Gallows Giant (Necrofex Colossus)wh2_dlc11_cst_mon_necrofex_colossus_ror_019,507 → 13,5007552 → 5543 → 40125350 → 3752,000 → 4,4002,000 → 2,200Leadership 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
Rotting Leviathanwh2_dlc11_cst_mon_rotting_leviathan_019,894 → 11,00015052 → 5042 → 50120 → 150360 → 3002,100 → 4,0002,100 → 2,000Missile 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
Death Shriek Terrorgheistwh2_dlc11_cst_mon_terrorgheist18,289 → 8,5008041 → 5547 → 15145 → 150385 → 3252,000 → 3,4002,000 → 1,700Leadership 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
Vampire Fleet Admiral (Pistol – Undeath)wh3_dlc29_cst_cha_vampire_fleet_admiral_female_undeath14,068 → 4,060706545310 → 300170 → 1501,000950Speed 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
Vampire Fleet Admiral (Pistol – Undeath)wh3_dlc29_cst_cha_vampire_fleet_admiral_female_undeath_rotting_promethean14,980 → 4,9641205550120 → 125280 → 2751,0001,250Melee 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
Vampire Fleet Admiral (Polearms – Undeath)wh3_dlc29_cst_cha_vampire_fleet_admiral_undeath14,068 → 4,060704560120 → 125280 → 2751,000950Speed 38 → 35; Mass 600 → 750; Removed: All Hands Hoay!, Wounds, The Hunger, Crumbling, Disintegrating
Vampire Fleet Admiral (Polearms – Undeath)wh3_dlc29_cst_cha_vampire_fleet_admiral_undeath_rotting_promethean14,980 → 4,9641203560120 → 125280 → 2751,0001,250Melee attack interval 3.8 s → 4 s; Mass 2,100 → 2,750; Removed: All Hands Hoay!, Wounds, The Hunger, Crumbling, Disintegrating
Vampire Fleet Captain (Undeath)wh3_dlc29_cst_cha_vampire_fleet_captain_undeath13,572 → 3,564306040300130 → 1001,000600Speed 38 → 55; Mass 600 → 1,000; Removed: Taunt, Wounds, The Hunger, Crumbling, Disintegrating
Vampire Fleet Captain (Undeath)wh3_dlc29_cst_cha_vampire_fleet_captain_undeath_rotting_promethean14,580 → 4,5641205048115 → 125265 → 2751,2501,000Melee 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 modelsHealth13,000Armour65Leadership65Speed38Melee attack35Melee defence35Weapon strength (base + AP)35Charge bonus20Missile damage (base + AP)20Range85Physical resistance %10Multiplayer cost800
  • Sartosa Norscan Raiderscst_raiders100 modelsHealth16,000Armour30Leadership65Speed40Melee attack35Melee defence30Weapon strength (base + AP)55Charge bonus15Physical resistance %15Multiplayer cost800
  • Sartosa Carronade (Grapeshot)cst_carronade4 modelsHealth8,080Armour30Leadership55Speed20Melee attack15Melee defence15Weapon strength (base + AP)30Charge bonus5Missile damage (base + AP)75Range300Multiplayer cost775
  • Zombie Pirate Boarding Crewcst_boarding_crew120 modelsHealth15,000Armour30Leadership50Speed28Melee attack35Melee defence20Weapon strength (base + AP)35Charge bonus15Missile damage (base + AP)18Range100Missile resistance %20Fire resistance %10Multiplayer cost700

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
  • −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
  • −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)
  • −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)
  • −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
  • +Campaign line of sight: +25% (all characters factionwide)
  • +Construction cost: -10% for ship buildings (own armies factionwide)
  • +Pirate crew growth: +2 (own armies factionwide)
  • −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
  • −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
  • −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
  • −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
  • −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
  • −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)
  • +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)
  • −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)
  • −Income generated: 40
  • −Control: +6
  • +Income generated: 25
  • +Control: +4
  • +Local recruitment capacity: +1
  • +Income from Ports: +10% (all regions in province)
  • −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)
  • +Leadership: +1 when under siege (own armies in province)
  • +Construction time: +10% for all buildings (all regions in province)
  • +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
  • +Missile resistance: 8% when under siege (own armies in province)
  • +Construction time: +10% for all buildings (all regions in province)
  • +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)
  • +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)
  • +Reload time reduction: +15% when under siege (own armies in province)
  • +Construction time: +10% for all buildings (all regions in province)
  • +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
  • −Income generated: 300
  • +Income generated: 75
Dead Pirates' LairVampire Coast
  • −Income generated: 400
  • +Income generated: 100
  • −Income generated: 500
  • +Income generated: 125
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
  • −Income generated: 30
  • −Growth: +8
  • +Income generated: 25
  • +Growth: +10
Haunted HovelsVampire Coast
  • −Income generated: 45
  • −Growth: +15
  • +Income generated: 50
  • +Growth: +20
  • −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)
  • +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
  • +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
  • −Defensive supplies: +1000
  • −Income generated: 240
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −Defensive supplies: +1000
  • −Income generated: 360
  • −Improved tower projectiles: Bones
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −Defensive supplies: +1000
  • −Income generated: 480
  • −Improved tower projectiles: Caged Bats
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −Defensive supplies: +1000
  • −Income generated: 600
  • −Improved tower projectiles: Corpse Ball
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −Defensive supplies: +1000
  • −Income generated: 720
  • −Improved tower projectiles: Corpse Ball
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −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
  • −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
  • −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
  • −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
  • −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
  • −Defensive supplies: +1000
  • −Income generated: 240
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −Defensive supplies: +1000
  • −Income generated: 360
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −Defensive supplies: +1000
  • −Income generated: 480
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −Defensive supplies: +1000
  • −Income generated: 600
  • +Defensive supplies: +1200
  • +Income generated: 500
  • −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)
Back AlleysVampire Coastnew
  • +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)
Secret TunnelsVampire Coastnew
  • +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)
Hidden FencesVampire Coastnew
  • +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)
Pirate HallVampire Coastnew
  • +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
Pirate FortressVampire Coastnew
  • +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
KillickVampire Coastnew
  • +Pirate crew growth: +4
  • +Ship can have only one anchor upgrade
Mutineers’ RestVampire Coastnew
  • +Pirate crew growth: +8
Promethean AnchorVampire Coastnew
  • +Pirate crew growth: +12
RiggingVampire Coastnew
  • +Attrition: +33% casualties suffered from Vampiric territory attrition (enemy armies in province)
  • +Ship can have only one helm upgrade
BittacleVampire Coastnew
  • +Attrition: +66% casualties suffered from Vampiric territory attrition (enemy armies in province)
Midnight RudderVampire Coastnew
  • +Attrition: +100% casualties suffered from Vampiric territory attrition (enemy armies in province)
Crow’s NestVampire Coastnew
  • +Growth: +25 (local province)
  • +Ship can have only one hull upgrade
Haunted KeelVampire Coastnew
  • +Growth: +50 (local province)
Shrouded HullVampire Coastnew
  • +Growth: +75 (local province)
  • +Unit capacity: +2 Necrofex Colossus
ForemastVampire Coastnew
  • +Winds of Magic power reserve: +2 per turn
  • +Ship can have only one sail upgrade
MainmastVampire Coastnew
  • +Winds of Magic power reserve: +4 per turn
MizzenmastVampire Coastnew
  • +Winds of Magic power reserve: +6 per turn

Technologies

  • +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
  • −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
  • −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
  • +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
  • −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
  • −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
  • −Casualty replenishment rate: +10%
  • +Constant casualty replenishment rate: +5%
  • +Armies replenish in foreign territory
  • Research points: 800 → 100
  • Cost: — → 500 Infamy
  • −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
  • −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
  • −Raise dead cost: -10%
  • +Raise dead cost: -20%
  • Research points: 600 → 100
  • Cost: — → 500 Infamy
  • +Melee defence: +10 for Syreens units
  • Research points: 800 → 100
  • Cost: — → 500 Infamy
  • −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
  • 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
  • +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