SFO Vampire Counts units
131 Vampire Counts units SFO: Grimhammer III changes against patch 9.0.4, 13 it adds, and 104 skills, 220 buildings and 158 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 |
|---|---|---|---|---|---|---|
| 14,608 → 4,750 | 15 | 30 → 4044 → 45 | 220 → 275120 → 150 | 1,000 → 2,000500 → 1,000 | Leadership 70 → 65; Speed 34 → 35; Charge bonus 13 → 30; Mass 900 → 1,000; Upkeep 250 → 0; Spell resistance 0% → 10%; New: Binding Winds of Blood, Arcane Mastery, Raise Dead, Undeath Resurgent; Removed: Magical Animus | |
| 15,908 → 7,000 | 45 | 30 → 4044 → 45 | 220 → 350120 → 125 | 1,200 → 2,8001,000 → 1,400 | Leadership 70 → 65; Speed 23 → 25; Charge bonus 13 → 34; Mass 2,000 → 2,600; Upkeep 300 → 0; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; New: Binding Winds of Blood, Arcane Mastery, Raise Dead, Undeath Resurgent; Removed: Magical Animus | |
| 15,708 → 6,250 | 45 | 33 → 4033 → 35 | 210 → 27590 → 125 | 900 → 1,400450 → 700 | Leadership 66 → 65; Speed 23 → 25; Charge bonus 12 → 30; Mass 2,000 → 2,600; Upkeep 175 → 325; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; New: Binding Winds of Blood, Undeath Resurgent; Removed: Magical Animus | |
| 15,708 → 6,250 | 45 | 33 → 4033 → 35 | 210 → 27590 → 125 | 990 → 1,500650 → 750 | Leadership 66 → 65; Speed 23 → 25; Charge bonus 12 → 30; Mass 2,000 → 2,600; Upkeep 190 → 337; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; New: Binding Winds of Blood, Undeath Resurgent; Removed: Magical Animus | |
| 15,708 → 6,250 | 45 | 33 → 4033 → 35 | 210 → 27590 → 125 | 1,080 → 1,600650 → 800 | Leadership 66 → 65; Speed 23 → 25; Charge bonus 12 → 30; Mass 2,000 → 2,600; Upkeep 210 → 350; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; New: Binding Winds of Blood, Undeath Resurgent; Removed: Magical Animus | |
| 15,708 → 6,000 | 45 | 33 → 3533 → 35 | 210 → 20090 → 50 | 1,000 → 1,200500 → 600 | Leadership 55 → 60; Speed 23 → 25; Charge bonus 12 → 25; Mass 2,000 → 2,600; Upkeep 250 → 300; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Necromantic Binding | |
| 15,708 → 6,000 | 45 | 33 → 3533 → 35 | 210 → 20090 → 50 | 1,000 → 1,300700 → 650 | Leadership 55 → 60; Speed 23 → 25; Charge bonus 12 → 25; Mass 2,000 → 2,600; Upkeep 275 → 312; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Necromantic Binding | |
| 15,708 → 6,000 | 45 | 33 → 3533 → 35 | 210 → 20090 → 50 | 1,000 → 1,400700 | Leadership 55 → 60; Speed 23 → 25; Charge bonus 12 → 25; Mass 2,000 → 2,600; Upkeep 300 → 325; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Necromantic Binding | |
| 15,376 → 7,000 | 15 | 75 → 7050 → 45 | 120 → 200290 → 250 | 1,000 → 2,0001,100 → 1,000 | Speed 50 → 65; Bonus vs large 0 → 20; Charge bonus 35 → 40; Mass 750 → 2,000; Upkeep 300 → 400; Missile resistance 15% → 20%; New: Binding Winds of Blood | |
| 18,297 → 8,000 | 80 | 52 → 6047 → 25 | 145 → 175385 → 275 | 2,100 → 3,6002,100 → 1,800 | Speed 90 → 100; Bonus vs large 35 → 30; Charge bonus 45 → 60; Mass 4,250 → 2,600; Upkeep 525 → 600; Fire resistance 0% → -10%; New: Terrorgheist Shriek, Binding Winds of Blood | |
| 15,496 → 5,500 | 90 → 100 | 70 → 6550 | 130 → 225300 → 275 | 1,000 → 3,4001,200 → 1,700 | Leadership 85 → 65; Speed 40 → 60; Charge bonus 35 → 45; Mass 900 → 1,500; Upkeep 250 → 0; New: Binding Winds of Blood, Vigorous, Wings of the Night, Red Fury | |
| 14,208 → 5,500 | 90 → 95 | 7048 → 40 | 330 → 200180 → 250 | 1,150 → 2,8001,150 → 1,400 | Missile block 35% → 50%; Leadership 80 → 60; Speed 38 → 60; Charge bonus 35 → 45; Mass 600 → 750; Upkeep 275 → 0; New: Binding Winds of Blood, Red Fury, Undeath Resurgent; Removed: Frenzy | |
| 14,860 → 6,250 | 90 | 7048 → 30 | 330 → 200180 → 250 | 1,600 → 3,4001,600 → 1,700 | Missile block 35% → 50%; Leadership 80 → 60; Speed 105 → 110; Charge bonus 60 → 75; Mass 1,600 → 1,750; Upkeep 375 → 0; New: Binding Winds of Blood, Red Fury, Undeath Resurgent; Removed: Frenzy | |
| 14,860 → 6,000 | 110 → 115 | 7048 → 30 | 330 → 200180 → 250 | 1,300 → 3,8001,400 → 1,900 | Missile block 35% → 50%; Leadership 80 → 60; Speed 78 → 70; Mass 2,100 → 2,750; Upkeep 325 → 0; New: Binding Winds of Blood, Red Fury, Undeath Resurgent; Removed: Frenzy | |
| 18,244 → 10,508 | 90 → 70 | 52 → 6048 → 30 | 135 → 225405 → 325 | 2,250 → 5,6002,250 → 2,800 | Leadership 80 → 60; Charge bonus 40 → 70; Melee attack interval 3.8 s → 4 s; Mass 5,600 → 5,100; Upkeep 537 → 0; Missile resistance 25% → 20%; Fire resistance 0% → -10%; New: Binding Winds of Blood, Red Fury, Undeath Resurgent; Removed: Frenzy | |
| 13,572 → 5,000 | 90 → 95 | 6040 | 300130 → 100 | 1,000 → 2,000650 → 1,000 | Leadership 65 → 60; Speed 40 → 60; Charge bonus 30 → 35; Mass 900 → 750; Upkeep 250 → 400; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,916 → 5,500 | 110 → 115 | 60 → 5540 → 35 | 300130 → 100 | 1,100 → 2,400900 → 1,200 | Leadership 65 → 60; Speed 78 → 70; Mass 2,400 → 2,750; Upkeep 275 → 450; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,916 → 5,750 | 90 | 60 → 5540 → 35 | 300130 → 100 | 1,350 → 3,0001,100 → 1,500 | Leadership 65 → 60; Speed 105 → 110; Charge bonus 60 → 70; Mass 1,900 → 1,750; Upkeep 337 → 525; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 14,626 → 3,750 | 0 → 15 | 50 → 5545 → 40 | 0 → 100320 → 250 | 1,000 → 1,200750 → 600 | Leadership 55 → 45; Charge bonus 35 → 25; Mass 400 → 2,000; Upkeep 250 → 150; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Tomb Scream, Recovery, Unspottable, Stalk, Vanguard Deployment, Perfect Vigour, Immune to Contact Effects; Removed: Ghostly Howl, Encourage, Hide (forest) | |
| 13,808 → 5,000 | 15 → 20 | 38 → 4045 → 50 | 220 → 275120 → 150 | 1,200 → 1,400400 → 700 | Leadership 75 → 65; Speed 34 → 35; Charge bonus 25 → 30; Mass 900 → 1,000; Upkeep 300 → 0; Spell resistance 0% → 10%; New: Shadow of the Lichmaster, Binding Winds of Blood, Arcane Mastery, Greater Arcane Conduit, Lord of Undeath; Removed: Eternal Vigour, Invocation of the Lichemaster | |
| 13,688 → 4,750 | 15 | 30 → 4038 → 45 | 210 → 27590 → 125 | 900 → 800350 → 400 | Leadership 66 → 65; Speed 34 → 35; Mass 600 → 1,000; Upkeep 175 → 250; Spell resistance 0% → 10%; New: Binding Winds of Blood, Undeath Resurgent; Removed: Magical Animus | |
| 14,168 → 5,500 | 15 | 30 → 4038 → 35 | 210 → 27590 → 125 | 1,215 → 1,800750 → 900 | Leadership 66 → 65; Speed 105 → 110; Charge bonus 35 → 40; Mass 1,600 → 2,000; Upkeep 210 → 375; Spell resistance 0% → 10%; New: Binding Winds of Blood, Undeath Resurgent; Removed: Magical Animus | |
| 14,168 → 5,000 | 45 | 30 → 4038 → 35 | 210 → 27590 → 125 | 990 → 1,400600 → 700 | Leadership 66 → 65; Speed 78 → 70; Charge bonus 35 → 30; Mass 2,100 → 3,000; Upkeep 190 → 325; Spell resistance 0% → 10%; New: Binding Winds of Blood, Undeath Resurgent; Removed: Magical Animus | |
| 13,420 → 4,500 | 15 | 25 → 3530 → 45 | 210 → 20090 → 50 | 1,000 → 600300 | Leadership 55 → 65; Speed 34 → 35; Mass 600 → 750; Upkeep 250 → 225; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Necromantic Binding | |
| 13,916 → 4,750 | 15 | 25 → 3530 → 35 | 210 → 20090 → 50 | 1,100 → 1,000500 | Leadership 55 → 65; Speed 78 → 80; Charge bonus 35 → 30; Mass 1,600 → 1,500; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Necromantic Binding | |
| 13,572 → 5,000 | 90 → 95 | 6040 | 300130 → 100 | 1,000 → 2,000650 → 1,000 | Leadership 65 → 60; Speed 40 → 60; Charge bonus 30 → 35; Mass 900 → 750; Upkeep 250 → 400; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,916 → 5,500 | 110 → 115 | 60 → 5540 → 35 | 300130 → 100 | 1,100 → 2,400900 → 1,200 | Leadership 65 → 60; Speed 78 → 70; Mass 2,400 → 2,750; Upkeep 275 → 450; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,916 → 5,750 | 90 | 60 → 5540 → 35 | 300130 → 100 | 1,350 → 3,0001,100 → 1,500 | Leadership 65 → 60; Speed 105 → 110; Charge bonus 60 → 70; Mass 1,900 → 1,750; Upkeep 337 → 525; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 14,068 → 5,000 | 90 → 95 | 70 → 6550 → 45 | 310 → 300170 → 150 | 1,000 → 2,200900 → 1,100 | Missile block 35% → 50%; Leadership 80 → 60; Speed 38 → 60; Charge bonus 25 → 35; Mass 600 → 750; Upkeep 250 → 425; New: Binding Winds of Blood, Foe-Seeker, Red Fury | |
| 14,680 → 5,750 | 90 | 70 → 6550 → 35 | 310 → 300170 → 150 | 1,350 → 3,2001,350 → 1,600 | Missile block 35% → 50%; Leadership 80 → 60; Speed 105 → 110; Charge bonus 50 → 70; Mass 1,600 → 1,750; Upkeep 337 → 550; New: Binding Winds of Blood, Foe-Seeker, Red Fury | |
| 18,244 → 10,008 | 90 → 70 | 52 → 5550 → 35 | 135 → 200405 → 325 | 2,050 → 5,0002,050 → 2,500 | Leadership 80 → 60; Charge bonus 40 → 75; Melee attack interval 3.8 s → 4 s; Mass 5,600 → 5,100; Upkeep 513 → 775; Missile resistance 25% → 20%; Fire resistance 0% → -10%; New: Binding Winds of Blood, Foe-Seeker, Red Fury | |
| 14,680 → 5,500 | 110 → 115 | 70 → 6550 → 35 | 310 → 300170 → 150 | 1,100 → 2,8001,150 → 1,400 | Missile block 35% → 50%; Leadership 80 → 60; Speed 78 → 70; Charge bonus 50 → 60; Mass 2,100 → 2,750; Upkeep 275 → 500; New: Binding Winds of Blood, Foe-Seeker, Red Fury | |
| 14,896 → 5,500 | 90 → 95 | 44 → 4548 → 55 | 260 → 175150 → 225 | 1,000 → 1,200600 | Missile block 55% → 50%; Speed 33 → 34; Bonus vs infantry 14 → 0; Charge bonus 15 → 30; Mass 700 → 1,000; Upkeep 250 → 150; Missile resistance 15% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Defence, Flow of Battle, Deadly Onslaught; Removed: Foe-Seeker | |
| 15,268 → 6,000 | 110 → 115 | 44 → 4048 → 50 | 260 → 175150 → 225 | 1,200 → 1,800850 → 900 | Missile block 35% → 50%; Speed 72 → 75; Bonus vs infantry 14 → 0; Charge bonus 35 → 50; Mass 2,200 → 3,000; Upkeep 300 → 225; Missile resistance 15% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bolstered Defence, Flow of Battle, Deadly Onslaught; Removed: Foe-Seeker | |
| 14,208 → 5,500 | 90 → 95 | 50 → 6565 → 50 | 310 → 300170 → 175 | 950 → 2,500950 → 1,250 | Leadership 80 → 65; Speed 40 → 60; Charge bonus 25 → 40; Mass 600 → 1,250; Upkeep 250 → 0; Physical resistance 0% → 10%; Missile resistance 15% → 10%; New: Binding Winds of Blood, Coordinated Carnage, Undeath Resurgent | |
| 14,860 → 6,500 | 90 | 50 → 6565 → 40 | 310 → 300170 → 175 | 1,300 → 3,5001,400 → 1,750 | Leadership 80 → 65; Speed 105 → 110; Charge bonus 50 → 70; Mass 1,600 → 2,250; Upkeep 325 → 0; Physical resistance 0% → 10%; Missile resistance 15% → 10%; New: Binding Winds of Blood, Coordinated Carnage, Undeath Resurgent | |
| 14,860 → 6,000 | 110 → 115 | 50 → 6565 → 40 | 310 → 300170 → 175 | 1,100 → 3,1001,200 → 1,550 | Leadership 80 → 65; Speed 78 → 70; Charge bonus 50 → 60; Mass 2,100 → 3,250; Upkeep 275 → 0; Physical resistance 0% → 10%; Missile resistance 15% → 10%; New: Binding Winds of Blood, Coordinated Carnage, Undeath Resurgent | |
| 14,068 → 5,500 | 90 → 95 | 70 → 7540 | 310 → 200170 → 250 | 1,100 → 2,8001,050 → 1,400 | Leadership 80 → 60; Speed 38 → 60; Bonus vs infantry 20 → 25; Charge bonus 35 → 45; Mass 600 → 750; Upkeep 275 → 750; New: Binding Winds of Blood | |
| 14,680 → 6,250 | 110 → 120 | 70 → 7540 → 30 | 310 → 200170 → 250 | 1,300 → 3,4001,300 → 1,700 | Leadership 80 → 60; Speed 78 → 70; Bonus vs infantry 20 → 25; Charge bonus 60 → 75; Mass 2,100 → 2,750; Upkeep 325 → 750; New: Binding Winds of Blood | |
| 14,680 → 6,000 | 90 → 95 | 70 → 7540 → 30 | 310 → 200170 → 250 | 1,500 → 3,8001,500 → 1,900 | Leadership 80 → 60; Speed 105 → 110; Bonus vs infantry 20 → 25; Mass 1,600 → 1,750; Upkeep 375 → 750; New: Binding Winds of Blood | |
| 18,244 → 10,508 | 90 → 70 | 52 → 7544 → 30 | 135 → 225405 → 325 | 2,200 → 5,6002,200 → 2,800 | Leadership 80 → 60; Charge bonus 40 → 70; Melee attack interval 3.8 s → 4 s; Mass 5,600 → 5,100; Upkeep 550 → 750; Missile resistance 25% → 20%; Fire resistance 0% → -10%; New: Binding Winds of Blood | |
| 14,068 → 4,750 | 70 → 90 | 65 → 6050 → 60 | 300180 → 150 | 1,000 → 2,400950 → 1,200 | Leadership 80 → 60; Speed 46 → 65; Mass 600 → 1,000; Upkeep 250 → 750; New: Binding Winds of Blood, Lightning Reflexes, Seduction, Vanguard Deployment; Removed: Bewilderment, Quickblood, Mist Form, Transfix | |
| 14,676 → 5,250 | 110 | 65 → 6050 | 310 → 300170 → 150 | 1,200 → 3,0001,200 → 1,500 | Leadership 80 → 60; Speed 78 → 70; Charge bonus 50 → 60; Mass 2,100 → 3,000; Upkeep 300 → 750; New: Binding Winds of Blood, Lightning Reflexes, Seduction, Vanguard Deployment; Removed: Bewilderment, Quickblood, Mist Form, Transfix | |
| 14,676 → 5,500 | 90 → 80 | 65 → 6050 | 310 → 300170 → 150 | 1,400 → 3,4001,400 → 1,700 | Leadership 80 → 60; Speed 105 → 110; Charge bonus 50 → 70; Mass 1,600 → 2,000; Upkeep 350 → 750; New: Binding Winds of Blood, Lightning Reflexes, Seduction, The Hunger, Vanguard Deployment; Removed: Bewilderment, Quickblood, Mist Form, Transfix | |
| 18,244 → 9,758 | 90 → 70 | 5050 | 135 → 200405 → 325 | 2,100 → 5,2002,100 → 2,600 | Leadership 80 → 60; Charge bonus 40 → 75; Melee attack interval 3.8 s → 4 s; Mass 5,600 → 5,100; Upkeep 525 → 750; Missile resistance 25% → 20%; Fire resistance 0% → -10%; New: Binding Winds of Blood, Lightning Reflexes, Seduction, Swarm of Flies, Vanguard Deployment; Removed: Bewilderment, Quickblood, Mist Form, Transfix | |
| 15,068 → 4,500 | 20 → 70 | 40 → 5550 → 40 | 280 → 275150 | 650 → 1,600650 → 800 | Leadership 80 → 60; Speed 38 → 60; Mass 600 → 750; Upkeep 250 → 750; New: Binding Winds of Blood, Greater Magic Bond, Grim Cycle, Dark Protection, Arcane Conduit; Removed: Greater Arcane Conduit, Hellish Vigour, The Awakening, Arcane Leech, The Darkness Wards | |
| 15,680 → 5,000 | 90 | 40 → 5550 → 30 | 280 → 275150 | 900 → 2,200900 → 1,100 | Leadership 80 → 60; Speed 78 → 70; Mass 2,100 → 2,750; Upkeep 300 → 750; New: Binding Winds of Blood, Greater Magic Bond, Grim Cycle, Arcane Conduit; Removed: Greater Arcane Conduit, Hellish Vigour, The Awakening, Arcane Leech | |
| 15,680 → 5,250 | 70 | 40 → 5550 → 30 | 280 → 275150 | 1,100 → 2,4001,100 → 1,200 | Leadership 80 → 60; Speed 105 → 110; Charge bonus 45 → 55; Mass 1,600 → 1,750; Upkeep 350 → 750; New: Binding Winds of Blood, Greater Magic Bond, Grim Cycle, Arcane Conduit; Removed: Greater Arcane Conduit, Hellish Vigour, The Awakening, Arcane Leech | |
| 18,244 → 9,508 | 90 → 70 | 42 → 4550 → 30 | 135 → 200405 → 325 | 1,950 → 4,4001,950 → 2,200 | Leadership 80 → 60; Charge bonus 40 → 60; Melee attack interval 3.8 s → 4 s; Mass 5,600 → 5,100; Upkeep 525 → 750; Missile resistance 25% → 20%; Fire resistance 0% → -10%; New: Binding Winds of Blood, Greater Magic Bond, Grim Cycle, Arcane Conduit; Removed: Greater Arcane Conduit, Hellish Vigour, The Awakening, Arcane Leech | |
| 15,776 → 7,000 | 15 | 7550 | 120 → 200290 → 250 | 1,000 → 2,5001,200 → 1,250 | Leadership 70 → 60; Speed 50 → 65; Bonus vs large 0 → 20; Charge bonus 35 → 40; Mass 750 → 2,000; Upkeep 325 → 750; Missile resistance 15% → 20%; New: Binding Winds of Blood | |
| 18,297 → 8,000 | 80 | 52 → 6547 → 30 | 145 → 175385 → 275 | 2,200 → 3,9002,200 → 1,950 | Leadership 70 → 60; Speed 90 → 100; Bonus vs large 35 → 30; Charge bonus 45 → 60; Mass 4,250 → 4,500; Upkeep 550 → 750; Fire resistance 0% → -10%; New: Binding Winds of Blood, Terrorgheist Shriek | |
| 14,068 → 5,250 | 90 → 95 | 7045 → 50 | 310 → 300170 → 150 | 1,000 → 2,700950 → 1,350 | Missile block 35% → 50%; Leadership 80 → 60; Speed 38 → 60; Mass 600 → 750; Upkeep 250 → 750; New: Binding Winds of Blood | |
| 14,680 → 5,750 | 110 → 115 | 7045 → 40 | 310 → 300170 → 150 | 1,200 → 3,5001,200 → 1,750 | Missile block 35% → 50%; Leadership 80 → 60; Speed 78 → 70; Mass 2,100 → 2,750; Upkeep 300 → 750; New: Binding Winds of Blood | |
| 14,680 → 6,000 | 90 → 95 | 7045 → 40 | 310 → 300170 → 150 | 1,400 → 3,7001,400 → 1,850 | Missile block 35% → 50%; Leadership 80 → 60; Speed 105 → 110; Charge bonus 50 → 60; Mass 1,600 → 1,750; Upkeep 350 → 750; New: Binding Winds of Blood | |
| 18,244 → 10,008 | 90 → 70 | 52 → 6048 → 40 | 135 → 200405 → 325 | 2,100 → 5,5002,100 → 2,750 | Leadership 80 → 60; Charge bonus 40 → 65; Melee attack interval 3.8 s → 4 s; Mass 5,600 → 5,100; Upkeep 525 → 750; Missile resistance 25% → 20%; Fire resistance 0% → -10%; New: Binding Winds of Blood | |
| 14,680 → 5,500 | 35 → 45 | 38 → 4045 → 40 | 220 → 275120 → 150 | 1,400 → 2,400650 → 1,200 | Leadership 75 → 65; Speed 78 → 70; Charge bonus 40 → 55; Mass 2,400 → 3,000; Upkeep 300 → 0; Spell resistance 0% → 10%; New: Shadow of the Lichmaster, Binding Winds of Blood, Arcane Mastery, Greater Arcane Conduit, Lord of Undeath; Removed: Eternal Vigour, Invocation of the Lichemaster | |
| 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) | |
| 160 → 2009,760 → 17,000 | 20 | 18 → 2522 → 25 | 20 → 256 → 5 | 300 → 700300 → 350 | Missile block 35% → 30%; Leadership 35 → 40; Speed 31 → 30; Bonus vs infantry 0 → 5; Charge bonus 6 → 10; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Upkeep 75 → 87; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 160 → 22012,320 → 22,000 | 0 → 10 | 5 → 106 → 0 | 16 → 202 → 0 | 100 → 400100 → 200 | Leadership 35 → 40; Speed 23 → 25; Charge bonus 3 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Upkeep 25 → 50; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Expendable | |
| 806,080 → 9,200 | 0 | 26 → 4014 → 15 | 19 → 253 → 5 | 500 → 900475 → 450 | Leadership 35 → 40; Charge bonus 28 → 20; Melee attack interval 4.6 s → 3 s; Mass 150 → 250; Upkeep 125 → 112; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous; Removed: Strider | |
| 60 → 804,200 → 6,400 | 0 | 19 → 1544 → 50 | 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% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Cloud of Bats, Frenzy | |
| 607,080 → 11,400 | 80 → 90 | 30 → 2536 → 35 | 30 → 2512 → 20 | 950 → 1,800950 → 900 | Missile block 30% → 40%; Speed 78 → 85; Bonus vs infantry 12 → 10; Charge bonus 34 → 40; Melee attack interval 4.9 s → 4 s; Mass 1,100 → 1,125; Upkeep 237 → 225; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Strider | |
| 120 → 1809,000 → 16,200 | 30 → 10 | 32 → 3025 → 30 | 32 → 358 → 5 | 600 → 1,050600 → 525 | Leadership 54 → 45; Speed 38 → 50; Charge bonus 16 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Upkeep 150 → 131; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Woodsman | |
| 160 → 2009,760 → 17,000 | 20 | 14 → 2030 | 18 → 206 → 5 | 325 → 700325 → 350 | Missile block 35% → 30%; Leadership 35 → 40; Speed 31 → 30; Bonus vs large 14 → 15; Charge bonus 4 → 5; Melee attack interval 4.5 s → 4 s; Mass 90 → 100; Upkeep 81 → 87; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 90 → 1406,210 → 13,300 | 20 → 45 | 14 → 2517 → 25 | 21 → 253 → 5 | 650 → 0475 → 800 | Leadership 50 → 60; Speed 33 → 34; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 160 m → 170 m; Ammunition 22 → 26; Missile base damage 18 → 15; Missile AP damage 6 → 8; Reload time 13 s → 10 s; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 14,940 → 6,000 | 45 | 10 → 2522 → 35 | 20 → 606 → 40 | 250 → 900300 → 450 | Speed 23 → 25; Charge bonus 8 → 20; Mass 1,200 → 1,700; Upkeep 63 → 113; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Exceptional Protection | |
| 607,080 → 11,400 | 110 | 3028 → 30 | 30 → 2012 → 25 | 1,050 → 1,8001,050 → 900 | Missile block 30% → 40%; Speed 72 → 75; Charge bonus 75 → 65; Melee attack interval 5.1 s → 4 s; Mass 1,100 → 1,375; Upkeep 263 → 225; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Strider | |
| 1209,840 → 15,600 | 90 | 26 → 3036 → 35 | 28 → 2012 → 15 | 850 → 1,600850 → 800 | Missile block 55% → 40%; Speed 27 → 28; Bonus vs infantry 8 → 5; Charge bonus 8 → 15; Melee attack interval 4.4 s → 4 s; Mass 100 → 125; Upkeep 225 → 200; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 1209,840 → 15,600 | 90 | 26 → 3526 → 30 | 13 → 2029 → 25 | 950 → 1,600950 → 800 | Speed 27 → 28; Bonus vs infantry 13 → 10; Charge bonus 12 → 20; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Upkeep 225 → 200; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 16 → 129,952 → 15,600 | 30 → 60 | 39 → 4528 → 30 | 18 → 8052 → 40 | 800 → 2,500900 → 1,250 | Leadership 50 → 55; Speed 50 → 65; Bonus vs infantry 0 → 10; Charge bonus 30 → 40; Melee attack interval 4.2 s → 4 s; Mass 1,500 → 2,000; Upkeep 200 → 312; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider | |
| 90 → 1406,750 → 13,300 | 20 → 45 | 16 → 2517 → 25 | 21 → 253 → 5 | 800 → 0600 → 1,000 | Leadership 50 → 60; Speed 33 → 34; Charge bonus 4 → 10; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Range 145 m → 165 m; Ammunition 22 → 26; Missile base damage 5 → 11; Missile AP damage 17 → 27; Reload time 13 s → 18 s; Upkeep 250 → 0; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 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) | |
| 14,940 → 6,000 | 45 → 60 | 10 → 2522 → 35 | 20 → 606 → 40 | 400 → 1,200500 → 600 | Speed 23 → 25; Charge bonus 8 → 20; Mass 1,200 → 1,700; Upkeep 100 → 150; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Enfeeble Attack | |
| 14,940 → 6,000 | 45 → 60 | 10 → 2522 → 35 | 20 → 606 → 40 | 500 → 1,200500 → 600 | Speed 23 → 25; Charge bonus 8 → 20; Mass 1,200 → 1,700; Upkeep 125 → 150; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Enfeeble Defence | |
| 17,236 → 190,008 | 40 → 65 | 30 → 3513 → 15 | 50 → 10070 → 150 | 1,400 → 3,4001,400 → 1,700 | Bonus vs infantry 15 → 0; Charge bonus 12 → 30; Upkeep 350 → 425; Missile resistance 0% → 25%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Encourage, Perfect Vigour, Hide (forest) | |
| 607,440 → 7,800 | 0 | 34 → 4532 → 25 | 0 → 1542 → 40 | 1,400 → 3,0501,400 → 1,525 | Leadership 50 → 45; Speed 94 → 85; Bonus vs infantry 0 → 10; Charge bonus 55 → 40; Melee attack interval 4.6 s → 4 s; Mass 850 → 3,000; Upkeep 350 → 381; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk, Perfect Vigour, Immune to Contact Effects; Removed: Hide (forest) | |
| 60 → 806,720 → 9,600 | 0 | 34 → 4530 | 0 → 2044 → 40 | 850 → 2,200850 → 1,100 | Leadership 50 → 45; Speed 48 → 45; Charge bonus 30 → 25; Melee attack interval 4.3 s → 4 s; Mass 90 → 1,000; Upkeep 213 → 275; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk, Vanguard Deployment, Perfect Vigour, Immune to Contact Effects; Removed: Hide (forest) | |
| 16 → 66,320 → 12,000 | 10 → 20 | 40 → 5025 → 20 | 30 → 12570 → 50 | 1,000 → 2,8001,050 → 1,400 | Leadership 62 → 55; Speed 92 → 110; Charge bonus 26 → 50; Mass 1,300 → 2,000; Upkeep 250 → 350; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Cloud of Bats | |
| 18,248 → 9,500 | 40 → 60 | 50 → 5542 → 40 | 105 → 200205 → 300 | 1,400 → 2,9001,400 → 1,450 | Leadership 45 → 60; Charge bonus 50 → 55; Melee attack interval 2.9 s → 3.5 s; Mass 2,700 → 4,000; Upkeep 350 → 362; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Bolstered Attack, Wallbreaker, Strider, Glorious Charge | |
| 60 → 247,200 → 13,200 | 110 | 32 → 4042 → 45 | 32 → 2517 → 50 | 1,700 → 4,6001,650 → 2,300 | Missile block 30% → 50%; Leadership 65 → 70; Speed 70 → 75; Bonus vs large 22 → 30; Charge bonus 72 → 90; Melee attack interval 5.1 s → 4 s; Mass 1,330 → 1,650; Upkeep 425 → 575; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Disciplined | |
| 607,440 → 8,280 | 0 | 43 → 4540 → 45 | 0 → 1542 → 40 | 1,700 → 3,4501,700 → 1,725 | Leadership 60 → 50; Speed 94 → 95; Bonus vs infantry 0 → 10; Charge bonus 55 → 50; Melee attack interval 4.6 s → 4 s; Mass 850 → 3,000; Upkeep 425 → 431; Physical resistance 55% → 75%; Missile resistance 0% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Stalk, Perfect Vigour, Immune to Contact Effects; Removed: Hide (forest) | |
| 607,080 → 15,900 | 110 | 38 → 4036 → 30 | 30 → 2012 → 35 | 1,300 → 2,7001,300 → 1,350 | Missile block 30% → 0%; Speed 72 → 75; Charge bonus 75 → 50; Melee attack interval 5.1 s → 4 s; Mass 1,100 → 1,375; Upkeep 325 → 337; Missile resistance 0% → 25%; Spell resistance 0% → 25%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 120 → 1809,000 → 16,200 | 30 → 10 | 41 → 4032 → 30 | 32 → 358 → 10 | 800 → 1,400800 → 700 | Leadership 64 → 50; Speed 42 → 55; Charge bonus 16 → 20; Melee attack interval 4.3 s → 4 s; Mass 90 → 125; Upkeep 200 → 175; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Woodsman; Removed: Frenzy, Hide (forest) | |
| 160 → 2009,760 → 20,000 | 80 → 70 | 24 → 2529 → 35 | 206 → 10 | 475 → 1,200475 → 600 | Leadership 45 → 50; Speed 31 → 30; Bonus vs infantry 0 → 5; Charge bonus 6 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 200; Upkeep 119 → 150; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 1209,840 → 15,600 | 90 → 105 | 34 → 3045 | 28 → 2012 → 15 | 1,150 → 2,0001,150 → 1,000 | Speed 27 → 28; Bonus vs infantry 8 → 5; Charge bonus 8 → 15; Melee attack interval 4.4 s → 4 s; Mass 100 → 125; Upkeep 288 → 250; Missile resistance 0% → 25%; Spell resistance 0% → 10%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Overzealous Defence; Removed: Regeneration | |
| 200 → 22015,400 → 27,500 | 15 → 10 | 8 → 209 → 10 | 16 → 02 → 20 | 200 → 1,000200 → 500 | Leadership 45 → 55; Charge bonus 3 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 100; Upkeep 50 → 125; Physical resistance 20% → 0%; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Expendable | |
| 16 → 46,320 → 13,000 | 10 → 20 | 50 → 5532 → 25 | 30 → 17570 → 75 | 1,300 → 3,6001,300 → 1,800 | Leadership 72 → 60; Speed 92 → 110; Charge bonus 26 → 60; Mass 1,300 → 3,000; Upkeep 325 → 450; Missile resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Cloud of Bats | |
| 80 → 326,080 → 14,400 | 0 | 34 → 4019 → 25 | 19 → 503 → 5 | 650 → 1,700625 → 850 | Leadership 45 → 50; Speed 95 → 100; Bonus vs large 14 → 20; Charge bonus 28 → 30; Melee attack interval 4.6 s → 3 s; Mass 200 → 500; Upkeep 163 → 212; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous; Removed: Strider | |
| 17,236 → 209,008 | 40 → 65 | 38 → 3518 → 15 | 50 → 10070 → 150 | 1,700 → 4,0001,700 → 2,000 | Leadership 70 → 60; Bonus vs infantry 15 → 0; Charge bonus 12 → 60; Upkeep 425 → 500; Missile resistance 0% → 25%; Spell resistance 25% → 0%; Ward save 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Encourage, Perfect Vigour, Hide (forest) | |
| 18,289 → 8,500 | 80 | 41 → 4547 → 25 | 145 → 175385 → 300 | 2,000 → 3,4002,000 → 1,700 | Leadership 45 → 60; Speed 90 → 100; Bonus vs large 25 → 50; Charge bonus 40 → 60; Mass 3,500 → 2,500; Upkeep 500 → 425; Missile resistance 0% → 20%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Terrorgheist Shriek | |
| 15,980 → 6,500 | 60 | 29 → 4025 → 20 | 80 → 50200 → 65 | 1,100 → 2,8001,100 → 1,400 | Leadership 50 → 60; Speed 78 → 80; Bonus vs infantry 20 → 25; Charge bonus 80 → 100; Melee attack interval 3.2 s → 4 s; Mass 4,100 → 4,600; Upkeep 275 → 350; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Stalk, Vanguard Deployment, Perfect Vigour | |
| 13,968 → 5,000 | 50 | 5046 → 50 | 250200 | 1,000 → 2,000900 → 1,000 | Speed 40 → 50; Ammunition 30 → 50; Missile base damage 124 → 200; Missile AP damage 84 → 100; Physical resistance 5% → 10%; Removed: Encourage | |
| 14,580 → 5,500 | 80 → 50 | 5046 → 40 | 250200 | 1,150 → 2,4001,100 → 1,200 | Speed 78 → 75; Mass 2,100 → 3,250; Ammunition 30 → 75; Missile base damage 124 → 200; Missile AP damage 84 → 100; Physical resistance 5% → 10%; Removed: Encourage | |
| 1209,840 → 15,600 | 90 | 22 → 2536 → 40 | 10 → 1526 → 25 | 900 → 1,600900 → 800 | Speed 27 → 28; Bonus vs large 19 → 20; Charge bonus 4 → 20; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Upkeep 225 → 200; Missile resistance 0% → 25%; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 60 → 247,200 → 13,200 | 110 | 36 → 4054 → 45 | 35 → 3019 → 20 | 1,600 → 4,6001,550 → 2,300 | Missile block 30% → 50%; Leadership 65 → 70; Speed 70 → 75; Bonus vs infantry 16 → 15; Charge bonus 48 → 50; Melee attack interval 4.3 s → 4 s; Mass 1,330 → 1,650; Upkeep 400 → 575; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Disciplined | |
| 327,168 | 110 | 3848 | 3026 | 1,4001,400 | Removed: The Hunger, Drakenhof Banner, Crumbling, Disintegrating | |
| 17,228 → 127,520 | 40 | 3032 | 80200 | 1,6501,650 | Mass 2,600 → 2,750; Removed: Bewilderment, Quickblood, Mist Form, Transfix, Battle of Wills, Blood Omens, Scrying Pool, Wounds, The Hunger, Crumbling, Disintegrating | |
| 13,808 | 15 | 4045 | 21090 | 400400 | Removed: Empowered by Death, Doom Lord, Wounds, Crumbling, Disintegrating | |
| 15,516 → 5,508 | 80 | 4036 | 280210 | 1,1001,100 | Speed 85 → 95; Mass 3,200 → 4,400; Removed: Empowered by Death, Doom Lord, Wounds, Crumbling, Disintegrating | |
| 15,000 → 4,992 | 100 | 5542 | 210 → 0260 → 500 | 1,0001,000 | Speed 33 → 34; Bonus vs large 20 → 25; Melee attack interval 4.3 s → 4 s; Mass 1,000 → 1,500; Removed: Champion of Undeath, Legion Commander, Mortarch of Despair, Wounds, Crumbling, Disintegrating | |
| 13,572 | 20 | 5060 | 300130 → 100 | 1,000650 | Removed: Whispering Mist, Domination, Bewilderment, Entice, Wounds, The Hunger, Crumbling, Disintegrating | |
| 13,916 → 3,900 | 40 | 5060 | 300130 → 100 | 1,100900 | Speed 78 → 70; Mass 2,100 → 2,750; Removed: Whispering Mist, Domination, Bewilderment, Entice, Wounds, The Hunger, Crumbling, Disintegrating | |
| 13,916 → 3,900 | 20 | 5060 | 300130 → 100 | 1,3501,100 | Speed 105 → 110; Mass 1,600 → 1,750; Removed: Whispering Mist, Domination, Bewilderment, Entice, Wounds, The Hunger, Crumbling, Disintegrating | |
| 14,860 → 4,844 | 110 | 7050 | 310 → 300170 → 150 | 1,3001,200 | Speed 78 → 70; Mass 2,300 → 3,000; Removed: Wounds, Arcane Conduit, The Hunger, Crumbling, Disintegrating | |
| 14,860 → 4,844 | 90 | 7050 | 310 → 300170 → 150 | 1,5501,400 | Speed 105 → 110; Mass 1,800 → 2,000; Removed: Wounds, Arcane Conduit, The Hunger, Crumbling, Disintegrating | |
| 14,208 → 4,200 | 90 | 7050 | 310 → 300170 → 150 | 1,200950 | Speed 40 → 35; Mass 900 → 750; Removed: Wounds, Arcane Conduit, The Hunger, Crumbling, Disintegrating | |
| 18,244 → 8,236 | 90 | 5250 | 135 → 200405 → 325 | 2,1502,150 | Melee attack interval 3.8 s → 4 s; Mass 5,800 → 6,000; Removed: Pestilential Breath, Wounds, Arcane Conduit, Swarm of Flies, The Hunger, Crumbling, Disintegrating | |
| 13,688 | 15 | 3038 | 210 → 20090 → 50 | 900350 | Removed: Lesser Raise Dead, Wounds, Magical Animus, Master of the Dead, Crumbling, Disintegrating | |
| 14,168 → 4,160 | 45 | 3038 | 210 → 20090 → 50 | 990600 | Speed 78 → 70; Mass 2,100 → 2,600; Removed: Lesser Raise Dead, Wounds, Magical Animus, Master of the Dead, Crumbling, Disintegrating | |
| 15,708 → 5,668 | 45 | 3333 | 210 → 20090 → 50 | 900450 | Speed 23 → 25; Mass 2,000 → 2,500; Removed: Lesser Raise Dead, Wounds, Vigour Mortis, Magical Animus, Master of the Dead, Regeneration, Crumbling, Disintegrating | |
| 15,708 → 5,668 | 45 | 3333 | 210 → 20090 → 50 | 990650 | Speed 23 → 25; Mass 2,000 → 2,500; Removed: Lesser Raise Dead, Wounds, Balefire, Vigour Mortis, Magical Animus, Master of the Dead, Regeneration, Crumbling, Disintegrating | |
| 15,708 → 5,668 | 45 | 3333 | 210 → 20090 → 50 | 1,080650 | Speed 23 → 25; Mass 2,000 → 2,500; Removed: Lesser Raise Dead, Wounds, Unholy Lodestone, Vigour Mortis, Magical Animus, Master of the Dead, Regeneration, Crumbling, Disintegrating | |
| 14,168 → 4,160 | 15 | 3038 | 210 → 20090 → 50 | 1,215750 | Speed 105 → 110; Removed: Lesser Raise Dead, Wounds, Magical Animus, Master of the Dead, Crumbling, Disintegrating | |
| 13,420 | 15 | 2530 | 210 → 20090 → 50 | 1,000300 | Removed: Lesser Raise Dead, Wounds, Master of the Dead, Crumbling, Disintegrating | |
| 13,916 → 3,908 | 15 | 2530 | 210 → 20090 → 50 | 1,100500 | Speed 78 → 80; Mass 1,600 → 1,350; Removed: Lesser Raise Dead, Wounds, Master of the Dead, Crumbling, Disintegrating | |
| 15,708 → 5,668 | 45 | 3333 | 210 → 20090 → 50 | 1,000500 | Speed 23 → 25; Mass 2,000 → 2,500; Removed: Lesser Raise Dead, Wounds, Vigour Mortis, Master of the Dead, Regeneration, Crumbling, Disintegrating | |
| 15,708 → 5,668 | 45 | 3333 | 210 → 20090 → 50 | 1,000700 | Speed 23 → 25; Mass 2,000 → 2,500; Removed: Lesser Raise Dead, Wounds, Balefire, Vigour Mortis, Master of the Dead, Regeneration, Crumbling, Disintegrating | |
| 15,708 → 5,668 | 45 | 3333 | 210 → 20090 → 50 | 1,000700 | Speed 23 → 25; Mass 2,000 → 2,500; Removed: Lesser Raise Dead, Wounds, Unholy Lodestone, Vigour Mortis, Master of the Dead, Regeneration, Crumbling, Disintegrating | |
| 15,280 → 5,272 | 90 | 7060 | 290190 | 1,3501,350 | Speed 78 → 70; Mass 2,100 → 2,600; Removed: Bastet, Shadowblood, Twilight's Allure, Wounds, The Hunger, Crumbling, Disintegrating | |
| 17,228 | 40 | 3032 | 80200 | 1,8001,800 | Removed: Bastet, Shadowblood, Twilight's Allure, Battle of Wills, Blood Omens, Scrying Pool, Wounds, The Hunger, Crumbling, Disintegrating | |
| 15,280 → 5,272 | 70 | 7060 | 290190 | 1,5501,550 | Speed 105 → 110; Removed: Bastet, Shadowblood, Twilight's Allure, Wounds, The Hunger, Crumbling, Disintegrating | |
| 14,768 | 70 | 7060 | 290190 | 1,1001,100 | Removed: Bastet, Shadowblood, Twilight's Allure, Wounds, The Hunger, Crumbling, Disintegrating | |
| 18,244 → 8,236 | 90 | 5254 | 135 → 200405 → 325 | 2,3002,300 | Melee attack interval 3.8 s → 4 s; Mass 5,600 → 5,750; Removed: Pestilential Breath, Bastet, Shadowblood, Twilight's Allure, Wounds, Swarm of Flies, The Hunger, Crumbling, Disintegrating | |
| 15,068 | 90 | 6545 | 150320 | 1,0001,000 | Removed: Blood Chalice, Wounds, The Hunger, Frenzy, Crumbling, Disintegrating | |
| 15,676 → 5,668 | 110 | 6545 | 150320 | 1,2501,250 | Speed 78 → 70; Mass 2,400 → 2,900; Removed: Blood Chalice, Wounds, The Hunger, Frenzy, Crumbling, Disintegrating | |
| 326,656 | 50 | 4856 | 5025 | 1,3001,300 | Removed: The Hunger, Soulblight, Crumbling, Disintegrating | |
| 326,656 | 50 | 4848 | 5025 | 1,3501,350 | Removed: The Hunger, Okkam's Mindrazor, Crumbling, Disintegrating | |
| 2009,200 | 0 | 208 | 018 | 450450 | Removed: Crumbling, Disintegrating | |
| 18,236 | 90 | 4650 | 135 → 200405 → 325 | 2,0002,000 | Melee attack interval 3.8 s → 4 s; Removed: Pestilential Breath, Wounds, Swarm of Flies, Crumbling, Disintegrating | |
| 17,228 → 127,520 | 40 | 3838 | 80200 | 1,4001,400 | Removed: The Hunger, Battle of Wills, Blood Omens, Scrying Pool, Wounds, Crumbling, Disintegrating |
New units in SFO
Black Grail Knights (Blood Knights)vmp_black_grail12 models
11,100
110
70
70
50
50
200
85
-10
2,500
Blood Dragon Warriorsvmp_blood_dragon40 models
12,000
110
65
60
45
40
80
40
2,000
Zombie Dragonvmp_zombie_dragon1 model
11,000
100
60
85
60
40
550
70
20
-10
2,300
Barrow Guardiansvmp_grave_halberd120 models
15,600
100
50
28
35
30
40
20
25
-10
800
Dire Batsvmp_dire_bats40 models
9,600
0
60
110
30
50
70
50
50
1,000
Spirit Hostsvmp_spirit_hosts180 models
12,600
0
45
45
25
30
30
10
75
50
800
Knights of the Red Death (Blood Knights)vmp_red_death_knights24 models
13,200
110
80
110
45
45
75
90
2,500
Drakenhof Guard (Grave Guards)vmp_drakenhof_guard120 models
15,600
90
65
35
35
45
45
15
25
-10
1,200
Spectres of Corpse Wood (Hexwraiths)vmp_spectre_wood60 models
8,280
0
45
95
50
35
45
40
75
50
1,725
Spellbreakers (Necrarch Bloodline)vmp_bloodline_necrarch160 models
17,600
40
50
30
35
25
35
10
25
40
-10
800
Scarlet Knights (Blood Dragon Bloodline)vmp_bloodline_dragon40 models
16,000
110
60
75
40
25
60
50
1,600
Border Mercenaries (Lahmian Bloodline)vmp_bloodline_lahmia100 models
13,000
65
65
38
35
35
35
20
20
100
10
800
Feral Strigoi (Strigoi Bloodline)vmp_bloodline_strigoi12 models
15,600
15
55
65
45
35
120
40
40
1,600
Skills
Where Battle Calls
- −Campaign movement range: +10% (own army)
- +Campaign movement range: +10% for armies (own army)
Grave Ward
- +Speed: +10%
Doomrider
- +Construction cost: -50% for Binding Circle chain buildings (local region)
- +Construction time: -1 for Binding Circle chain buildings (local region)
- +Local Recruitment duration: -1 turn for Black Knights (Lances & Barding) units (minimum 1) (Lord's army)
- +Upkeep: -20% for Black Knights units (Lord's army)
Orders of the Immortals
- +Recruitment duration: -1 turn for Blood Dragon Warriors and Blood Knights units (minimum 1) (Lord's army)
- +Upkeep: -20% for Blood Knight units (Lord's army)
- +Recruitment cost: -20% for Blood Knight units (Lord's army)
- +Income from post-battle loot: +10%
Aura of Supremacy
- −Enemy leadership: -4 (enemy armies in local province)
- +Enemy leadership: -2 (enemy armies in province)
Evil Souls
- −Level 1: Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Level 2: Spell resistance: 10% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Level 2: Melee attack: +4 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Level 3: Spell resistance: 15% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Level 3: Melee attack: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 1: Spell resistance: 5% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 2: Spell resistance: 10% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 2: Melee attack: +4 for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 3: Spell resistance: 15% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 3: Melee attack: +8 for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
Legions of Dead
- −Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- −Melee attack: +5 for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- −Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- +Spell resistance: 15% for Zombies, Skeletons, Grave Guard, Spirit Hosts and Cairn Wraiths units (Rank 7 and above) (Lord's army)
- +Melee attack: +5 for Zombies, Skeletons, Grave Guard, Spirit Hosts and Cairn Wraiths units (Rank 7 and above) (Lord's army)
- +Weapon strength: +12% for Zombies, Skeletons, Grave Guard, Spirit Hosts and Cairn Wraiths units (Rank 7 and above) (Lord's army)
Guile & Glamour
- −Level 1: Vampiric corruption: +1 (local province)
- −Level 2: Vampiric corruption: +3 (local province)
- +Level 1: Vampiric corruption: +2 (local province)
- +Level 1: All other types of corruption: -1 (local province)
- +Level 2: Vampiric corruption: +4 (local province)
- +Level 2: All other types of corruption: -2 (local province)
- +Level 3: All other types of corruption: -3 (local province)
Necrarch
- −Level 1: Growth: +8 (local province)
- −Level 2: Growth: +20 (local province)
- −Level 3: Growth: +36 (local province)
- +Level 1: Growth: +8 (own local province)
- +Level 2: Growth: +20 (own local province)
- +Level 3: Growth: +36 (own local province)
Uncanny Prescience
- −Winds of Magic power reserve minimum: +15 (Lord's army)
- −Upkeep: -8% (Lord's army)
- +Winds of Magic power reserve minimum: +20
- +Upkeep: -4% (Lord's army)
- +Raise dead cost: -10%
- +Enemy Hero action success chance: -10%
- +Hero self-defence: +25% chance of wounding aggressors
Queen Bee
- −Enemy Hero action success chance: -25% (Heroes in local region)
- −Hero action cost: -50% (Heroes in local region)
- −Hero action success chance: +50% (Heroes in local region)
- +Enemy Hero action success chance: -25% (own characters in region)
- +Hero action cost: -50% (own characters in region)
- +Hero action success chance: +50% (own characters in region)
Exquisite Servitude
- −Control: +2 (local province)
- −Growth: +10 (local province)
- +Control: +2 (own local province)
- +Growth: +10 (own local province)
Cynosure
- +Passive ability: "Grim Cycle"
- Ability icon: — → ui/battle ui/ability_icons/wh_dlc03_unit_passive_soul_eater
Hellish Vigour
- −Campaign movement range: +10% (Lord's army)
- +Campaign movement range: +10% for armies (Lord's army)
Bestial Monstrosity
- +Hit points: +20%
- +Leadership: +5
Grave Eaters
- +Attrition: -10% casualties suffered from all attrition (Lord's army)
- +Recruit rank: +2 for Crypt Ghouls units (Lord's army)
Curse of Vorag
- +Physical resistance: 5%
- +Melee defence: +5
Fell Nest
- −Upkeep: -100% for Fell Bats units (Lord's army)
- +Upkeep: -50% for Fell Bats units (Lord's army)
Sylvanian Marksmen
- −Missile strength: +15% for Sylvanian Crossbowmen and Sylvanian Handgunners units (Lord's army)
- −Range: +15% for Sylvanian Crossbowmen and Sylvanian Handgunners units (Lord's army)
- +Missile strength: +15% for Sylvanian Crossbowmen units (Lord's army)
- +Range: +15% for Sylvanian Crossbowmen units (Lord's army)
Storm of the Night
- −Enemy leadership: -4 (local region)
- +Enemy leadership: -4 (enemy armies in region)
Brooding Horrors
- +Local Recruitment duration: -1 turn for Vargheists units (minimum 1) (Lord's army)
- +Recruit rank: +2 for Fell Bat and Vargheist units (Lord's army)
Benevolent Overlord
- −Control: +3 (local province)
- +Control: +3 (own local province)
Spread Corruption
- −Level 1: Spread Corruption action: Vampiric corruption is increased by an additional 1
- −Level 2: Spread Corruption action: Vampiric corruption is increased by an additional 2
- −Level 3: Spread Corruption action: Vampiric corruption is increased by an additional 3
- +Level 1: Spread Corruption action: Vampiric corruption is increased by an additional 2
- +Level 2: Spread Corruption action: Vampiric corruption is increased by an additional 4
- +Level 3: Spread Corruption action: Vampiric corruption is increased by an additional 6
Queen Bee
- −Enemy Hero action success chance: -25% (Heroes in local region)
- −Hero action cost: -50% (Heroes in local region)
- −Hero action success chance: +50% (Heroes in local region)
- +Enemy Hero action success chance: -25% (own characters in region)
- +Hero action cost: -50% (own characters in region)
- +Hero action success chance: +50% (own characters in region)
Twilight's Allure
- −Enemy melee defence: -5 (local region)
- −Enemy leadership: -5 (local region)
- +Enemy melee defence: -5 (enemy armies in region)
- +Enemy leadership: -5 (enemy armies in region)
Path to Ruin
- −Speed: +15%
- −Speed: +15% (Lord's army)
- +Speed: +10%
- +Speed: +10% (Lord's army)
Unholy Fury
- −Melee attack: +12 for Zombies units (all armies factionwide)
- −Melee attack: +15
- −Melee defence: +15
- +Level 1: Melee attack: +4 for Zombies units (all armies factionwide)
- +Level 1: Melee attack: +4
- +Level 1: Melee defence: +4
- +Level 2: Melee attack: +8 for Zombies units (all armies factionwide)
- +Level 2: Melee attack: +8
- +Level 2: Melee defence: +8
Unnatural Toughness
- −Ward save: +10% for Zombies units (all armies factionwide)
- −Armour: +25
- −Missile resistance: 20%
- +Level 1: Ward save: +5% for Zombies units (all armies factionwide)
- +Level 1: Armour: +10
- +Level 1: Missile resistance: 10%
- +Level 2: Ward save: +10% for Zombies units (all armies factionwide)
- +Level 2: Armour: +20
- +Level 2: Missile resistance: 20%
Uncanny Resilience
- −Battle healing cap: +50%
- −Battle healing cap: +500% for Zombies units (all armies factionwide)
- −Hit points: +25%
- +Level 1: Battle healing cap: +10%
- +Level 1: Battle healing cap: +100% for Zombies units (all armies factionwide)
- +Level 1: Hit points: +5%
- +Level 2: Battle healing cap: +20%
- +Level 2: Battle healing cap: +200% for Zombies units (all armies factionwide)
- +Level 2: Hit points: +10%
Ever Onward
- −Passive ability: "The Ravenous Dead" for Zombies units (all armies)
- −Weapon strength: +50% for Zombies units (all armies factionwide)
- +Passive ability: "The Ravenous Dead" for Zombies units (own armies factionwide)
- +Weapon strength: +25% for Zombies units (all armies factionwide)
- +Casualty replenishment rate: +20% for all bloodline units (Lord's army)
Cloud of Horror
- −Speed: +15%
- +Speed: +10%
- +Ability: "Wings of the Night"
- Ability icon: — → ui/battle ui/ability_icons/vmp_active_vlad_bat
Coven of Undeath
- −Unit experience gain per turn: +230 (armies in local province)
- −Unit experience gain per turn: +150 (all armies factionwide)
- +Level 1: Unit experience gain per turn: +125 (own armies in province)
- +Level 1: Unit experience gain per turn: +125 (all armies factionwide)
- +Level 2: Unit experience gain per turn: +250 (own armies in province)
- +Level 2: Unit experience gain per turn: +250 (all armies factionwide)
Mesmerising Aura
- −Cooldown: -33% for "Master of Beguilement"
- −Improves "Aura of Dark Grandeur" with a penalty to enemy melee attack
- −Enemy Hero action success chance: -20%
- +Level 1: Cooldown: -20% for "Master of Beguilement"
- +Level 1: Improves "Aura of Dark Grandeur" with a penalty to enemy melee attack
- +Level 1: Enemy Hero action success chance: -10%
- +Level 2: Cooldown: -40% for "Master of Beguilement"
- +Level 2: Improves "Aura of Dark Grandeur" with a penalty to enemy melee attack
- +Level 2: Enemy Hero action success chance: -20%
Mortal Levies
- −Missile strength: +20% for Sylvanian Crossbowmen and Sylvanian Handgunners units (own army)
- −Range: +20% for Sylvanian Crossbowmen and Sylvanian Handgunners units (own army)
- −Diplomatic relations: +40 with Empire
- +Level 1: Missile strength: +20% for Sylvanian Crossbowmen units (own army)
- +Level 1: Range: +20% for Sylvanian Crossbowmen units (own army)
- +Level 1: Diplomatic relations: +25 with Empire
- +Level 2: Missile strength: +40% for Sylvanian Crossbowmen units (own army)
- +Level 2: Range: +40% for Sylvanian Crossbowmen units (own army)
- +Level 2: Diplomatic relations: +50 with Empire
Storm of the Night
- −Enemy leadership: -4 (local region)
- +Enemy leadership: -4 (enemy armies in region)
Monstrous Strength
- −Base weapon damage: +5 (own army)
- +Base weapon damage: +10 (own army)
- +Leadership: +10 for all bloodline units (own army)
Barrow Kings
- −Hero action success chance: +10% for Wight Kings (all characters)
- −Hero capacity: +2 for Wight Kings
- −Unlocks Hero recruitment: Wight King (all provinces)
- +Level 1: Hero action success chance: +10% for Wight Kings (all characters factionwide)
- +Level 1: Hero capacity: +2 for Wight Kings
- +Level 1: Unlocks Hero recruitment: Wight King (all provinces)
- +Level 2: Hero action success chance: +20% for Wight Kings (all characters factionwide)
- +Level 2: Hero capacity: +4 for Wight Kings
- +Level 2: Unlocks Hero recruitment: Wight King (all provinces)
Wightblades
- −Bonus vs Infantry: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Attribute: Stalk for Spirit Host, Cairn Wraiths and Hexwraiths units (Lord's army)
- −Attribute: Devastating Flanker for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 1: Bonus vs Infantry: +5 for Spirit Hosts, Cairn Wraith and Hexwraiths units (Lord's army)
- +Level 1: Attribute: Devastating Flanker for Spirit Hosts, Cairn Wraith and Hexwraith units (Lord's army)
- +Level 1: Attribute: Stalk for Spirit Host, Cairn Wraiths and Hexwraiths units (Lord's army)
- +Level 2: Bonus vs Infantry: +10 for Spirit Hosts, Cairn Wraith and Hexwraiths units (Lord's army)
- +Level 2: Casualty replenishment rate: +10% for Mournguls Hexwraiths, Cairn Wraiths and Spirit Hosts units (Lord's army)
- +Level 2: Attribute: Devastating Flanker for Spirit Hosts, Cairn Wraith and Hexwraith units (Lord's army)
Perpetual Regeneration
- −Passive ability: "Horrible Regeneration" for Spirit Host, Cairn Wraith and Hexwraiths units (Rank 7 and above) (Lord's army)
- −Passive ability: "Regeneration"
- −Hit points: +10%
- +Level 1: Passive ability: "Horrible Regeneration" for Spirit Hosts, Cairn Wraith and Hexwraiths units (Rank 7 and above) (Lord's army)
- +Level 1: Passive ability: "Regeneration"
- +Level 1: Hit points: +10%
- +Level 2: Passive ability: "Horrible Regeneration" for Spirit Hosts, Cairn Wraith and Hexwraiths units (Rank 7 and above) (Lord's army)
- +Level 2: Passive ability: "Regeneration"
- +Level 2: Unit capacity: +2 Cairn Wraiths and Hexwraiths
Seeker of Secrets
- −Magic item drop chance from battle: +15%
- −Post battle chance of stealing a magic item: +15%
- −Income from post-battle loot: +20%
- −Research rate: +10
- +Level 1: Campaign movement range: +10%
- +Level 1: Magic item drop chance from battle: +25%
- +Level 1: Post battle chance of stealing a magic item: +25%
- +Level 1: Income from post-battle loot: +20%
- +Level 1: Research rate: +10
- +Level 2: Campaign movement range: +20%
- +Level 2: Magic item drop chance from battle: +50%
- +Level 2: Post battle chance of stealing a magic item: +50%
Return of the Lichemaster
- −Winds of Magic power reserve capacity: +20 (own army)
- +Winds of Magic power reserve capacity: +25
- +Passive ability: "Greater Arcane Conduit"
- +Raise dead cost: -25%
- +Melee and missile weapon damage: +25% for all bloodline units (Lord's army)
- Ability icon: — → ui/battle ui/ability_icons/wh_main_character_abilities_arcane_conduit
Midnight's Children
- −Leadership: +8 for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
- −Melee attack: +8 for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
- +Leadership: +5 for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
- +Melee Attack: +5 for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
At Dawn They Sleep
- −Passive ability: "The Hunger" for Dire Wolves and Fell Bats units (own army)
- −Armour-piercing weapon damage: +5 for Dire Wolves and Fell Bats units (all armies factionwide)
- +Level 1: Passive ability: "The Hunger" for Dire Wolves and Fell Bats units (own army)
- +Level 1: Armour-piercing weapon damage: +5 for Dire Wolves and Fell Bats units (own army)
- +Level 2: Passive ability: "The Hunger" for Dire Wolves and Fell Bats units (own army)
- +Level 2: Armour-piercing weapon damage: +10 for Dire Wolves and Fell Bats units (own army)
- +Level 2: Upkeep: -10% for Fell Bats and Dire Wolves units (own army)
Court of Blood
- −Vampiric corruption: +2 (factionwide)
- −Hero action cost: -33% for Vampires (all characters factionwide)
- −Hero capacity: +2 for Vampires
- +Level 1: Vampiric corruption: +2 (all regions factionwide)
- +Level 1: Hero action cost: -20% for Vampires (all characters factionwide)
- +Level 1: Hero capacity: +2 for Vampires
- +Level 2: Vampiric corruption: +4 (all regions factionwide)
- +Level 2: Hero action cost: -40% for Vampires (all characters factionwide)
- +Level 2: Hero capacity: +4 for Vampires
The Ravening Beast
- −Cooldown: -33% to "Red Fury" and "Bloodlust" (all characters)
- −Vigour loss reduction: -33% (own army)
- +Level 1: Cooldown: -15% to "Red Fury" and "Bloodlust" (all characters factionwide)
- +Level 1: Vigour loss reduction: -15% (own army)
- +Level 2: Cooldown: -30% to "Red Fury" and "Bloodlust" (all characters factionwide)
- +Level 2: Vigour loss reduction: -30% (own army)
Time of Arising
- −Speed: +30% for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
- −Attacks cause "Discouraged" effect, reducing leadership
- +Speed: +50% for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
- +Vigour loss reduction: -25%
- +Attacks cause "Discouraged" effect, reducing leadership (removed)
- +Speed: +20% for all bloodline units (own army)
Court of Blood
- −Vampiric corruption: +2 (local province)
- −Hero action cost: -33%
- −Hero capacity: +1 for Vampires
- +Level 1: Vampiric corruption: +2 (local province)
- +Level 1: Hero action cost: -20%
- +Level 1: Hero capacity: +1 for Vampires
- +Level 2: Vampiric corruption: +4 (local province)
- +Level 2: Hero action cost: -40%
- +Level 2: Hero capacity: +2 for Vampires
Trait: Wraith-touchednew
- +Physical resistance: 20%
- +Weapon strength: +20% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Upkeep: -20% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
Trait: Castellannew
- +Ward save: 10% when laying siege (Lord's army)
- +Armour: +10 (Lord's army)
- +Replenishes 10% campaign movement range after winning a battle
Trait: Blood Stridernew
- +Melee attack: +10 for Blood Knight units (Lord's army)
- +Upkeep: -20% for Blood Knight units (Lord's army)
- +Ability: "Flow of Battle"
Trait: Nightbornenew
- +Upkeep: -20% for Varghulf and Vargheists units (Lord's army)
- +Upkeep: -20% for Terrorgheist and Zombie Dragon units (Lord's army)
- +Ability: "Terrorgheist Shriek"
Trait: Houndmasternew
- +Melee defence: +10
- +Missile resistance: 20%
- +Armour-piercing weapon damage: +10 for Dire Wolves and Fell Bats units (Lord's army)
Trait: Slavernew
- +Battle healing cap: +20%
- +Hit points: +20%
- +Passive ability: "Ravenous Hunger" (Lord's army)
Trait: Bogfallennew
- +Enable contact effect: "Toxic Venom"
- +Attribute: Stalk
- +Attribute: Unspottable
- +Weapon strength: +20% for Crypt Ghouls and Crypt Horrors units (Lord's army)
Trait: Veterannew
- +Control: -5 (enemy local province)
- +Ward save: +10% for Zombies units (Lord's army)
- +Leadership: +10 for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- +Passive ability: "Hold the Line!"
Trait: Rottennew
- +Melee attack: +5 for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- +Melee defence: +5 for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- +Leadership: +5 (Lord's army)
- +Character experience gain: +10%
Trait: Blackheartnew
- +Upkeep: -20% for Corpse Cart, Black Coach and Mortis Engine units (Lord's army)
- +Melee defence: +5 for Corpse Cart and Mortis Engine units (Lord's army)
- +Speed: +25% (Lord's army)
Loyalty Neverendingnew
- +Level 1: Upkeep: -2% for Grave Guard and Black Knights units (Hero's army)
- +Level 2: Upkeep: -4% for Grave Guard and Black Knights units (Hero's army)
- +Level 3: Upkeep: -8% for Grave Guard and Black Knights units (Hero's army)
Memories of Warnew
- +Weapon strength: +10% when fighting against High Elves, Lizardmen, Dwarfs and men
Ancient Treasurenew
- +Level 1: Armour: +6 when attacking
- +Level 2: Armour: +12 when attacking
- +Level 3: Armour: +24 when attacking
Baleful Wardingnew
- +Level 1: Physical resistance: 1% when under siege (own armies in region)
- +Level 2: Physical resistance: 3% when under siege (own armies in region)
- +Level 3: Physical resistance: 5% when under siege (own armies in region)
Dark Originsnew
- +Level 1: Leadership: +2 when attacking
- +Level 1: Leadership aura size: +10% when attacking
- +Level 2: Leadership: +4 when attacking
- +Level 2: Leadership aura size: +20% when attacking
- +Level 3: Leadership: +8 when attacking
- +Level 3: Leadership aura size: +30% when attacking
Imbued Offeringsnew
- +Level 1: Fire resistance: 3%
- +Level 1: Melee defence: +2
- +Level 2: Fire resistance: 6%
- +Level 2: Melee defence: +4
- +Level 3: Fire resistance: 10%
- +Level 3: Melee defence: +6
Unnatural Imagenew
- +Melee defence: -2 for Cavalry units (enemy armies in province)
Barrow Guardiansnew
- +Ability: "Grave Bodyguard"
Legion of the Damnednew
- +"Grave Bodyguard": double unit size
- +Hit points: -10%
Cache of Weaponsnew
- +"Grave Bodyguard": +10 melee attack
- +Hit points: -10%
Cache of Armornew
- +"Grave Bodyguard": +10 melee defence
- +Hit points: -10%
Death Lordnew
- +Armour-piercing weapon damage: +150
- +Leadership aura size: -25%
Corrupted Landnew
- +Attrition: -25% casualties suffered from all attrition (Lord's army)
- +Vampiric corruption: +4 (local province)
Blood of the Ancientsnew
- +Level 1: Speed: +5%
- +Level 1: Melee attack: +4
- +Level 1: Vigour loss reduction: -10%
- +Level 2: Speed: +10%
- +Level 2: Melee attack: +8
- +Level 2: Vigour loss reduction: -20%
- +Level 3: Speed: +15%
- +Level 3: Melee attack: +12
- +Level 3: Vigour loss reduction: -30%
Teaching of the Necrarchsnew
- +Level 1: Miscast base chance: -5%
- +Level 1: Enemy Winds of Magic power reserve capacity: -5 (enemy armies in province)
- +Level 1: Casualty replenishment rate: +10%
- +Level 2: Miscast base chance: -10%
- +Level 2: Enemy Winds of Magic power reserve capacity: -10 (enemy armies in province)
- +Level 2: Casualty replenishment rate: +20%
- +Level 3: Miscast base chance: -15%
- +Level 3: Enemy Winds of Magic power reserve capacity: -15 (enemy armies in province)
- +Level 3: Casualty replenishment rate: +30%
Seduction of the Lahmiansnew
- +Level 1: Post battle chance of stealing a magic item: +10% (accompanying Lord)
- +Level 1: Research rate: +4
- +Level 1: Diplomatic relations: +1 with all factions
- +Level 1: Enable contact effect: "Charmed"
- +Level 2: Post battle chance of stealing a magic item: +20% (accompanying Lord)
- +Level 2: Research rate: +8
- +Level 2: Diplomatic relations: +2 with all factions
- +Level 2: Enable contact effect: "Charmed"
- +Level 3: Post battle chance of stealing a magic item: +30% (accompanying Lord)
- +Level 3: Research rate: +12
- +Level 3: Diplomatic relations: +3 with all factions
- +Level 3: Enable contact effect: "Charmed"
Martial Practice of the Blood Dragonsnew
- +Level 1: Armour-piercing weapon damage: +15
- +Level 1: Bonus vs Infantry: +4
- +Level 1: Melee defence: +4
- +Level 2: Armour-piercing weapon damage: +30
- +Level 2: Bonus vs Infantry: +8
- +Level 2: Melee defence: +8
- +Level 3: Armour-piercing weapon damage: +45
- +Level 3: Bonus vs Infantry: +12
- +Level 3: Melee defence: +12
Subtlety of the Strigoinew
- +Level 1: Hero action cost: -10%
- +Level 1: Hero action success chance: +5%
- +Level 1: Enemy Hero action success chance: -5%
- +Level 2: Hero action cost: -20%
- +Level 2: Hero action success chance: +10%
- +Level 2: Enemy Hero action success chance: -10%
- +Level 3: Hero action cost: -30%
- +Level 3: Hero action success chance: +15%
- +Level 3: Enemy Hero action success chance: -15%
Ghostly Camaraderienew
- +Level 1: Melee attack: +1 for Mournguls, Hexwraiths, Cairn Wraiths and Spirit Hosts units (Hero's army)
- +Level 2: Melee attack: +2 for Mournguls, Hexwraiths, Cairn Wraiths and Spirit Hosts units (Hero's army)
- +Level 3: Melee attack: +4 for Mournguls, Hexwraiths, Cairn Wraiths and Spirit Hosts units (Hero's army)
Chilling Auranew
- +Enemy miscast base chance: +5% (enemy armies in province)
Wail of Griefnew
- +Level 1: Enemy Winds of Magic power reserve capacity: -2 (enemy armies in province)
- +Level 2: Enemy Winds of Magic power reserve capacity: -4 (enemy armies in province)
- +Level 3: Enemy Winds of Magic power reserve capacity: -8 (enemy armies in province)
Neverending Remorsenew
- +Level 1: Cooldown: +2% to all spells (enemy armies in province)
- +Level 2: Cooldown: +4% to all spells (enemy armies in province)
- +Level 3: Cooldown: +8% to all spells (enemy armies in province)
Bony Visagenew
- +Level 1: Enemy vigour loss reduction: +2% (enemy armies in region)
- +Level 2: Enemy vigour loss reduction: +4% (enemy armies in region)
- +Level 3: Enemy vigour loss reduction: +8% (enemy armies in region)
Greater Tomb Screamnew
- +Cooldown: -25% to "Tomb Scream"
Swirling Windsnew
- +Level 1: Spell resistance: 3%
- +Level 1: Enemy speed: -1% (enemy armies in province)
- +Level 2: Spell resistance: 6%
- +Level 2: Enemy speed: -3% (enemy armies in province)
- +Level 3: Spell resistance: 10%
- +Level 3: Enemy speed: -5% (enemy armies in province)
Bending Reednew
- +Level 1: Enemy reload time reduction: -1% (enemy armies in province)
- +Level 1: Speed: +4%
- +Level 2: Enemy reload time reduction: -3% (enemy armies in province)
- +Level 2: Speed: +8%
- +Level 3: Enemy reload time reduction: -5% (enemy armies in province)
- +Level 3: Speed: +12%
Piercing Lamentnew
- +Attribute: Executioner
Skeletal Minionsnew
- +Experience gain: +250% for Grave Guard units (Lord's army)
Carrion Swarmsnew
- +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
- +Casualty replenishment rate: +10% (Lord's army)
Practised Casternew
- +Miscast base chance: -10%
- +Passive ability: "Arcane Conduit"
- +Winds of Magic power reserve capacity: +10
Worthy Masternew
- +Level 1: Armour: +5 for Grave Guard and Black Knights units (Lord's army)
- +Level 1: Upkeep: -5% for Grave Guard, Black Knight and Blood Knight units (Lord's army)
- +Level 2: Armour: +10 for Grave Guard and Black Knights units (Lord's army)
- +Level 2: Upkeep: -10% for Grave Guard, Black Knight and Blood Knight units (Lord's army)
Strategic Brutalitynew
- +Level 1: Assassinate action: Additional 10% success chance (own characters in province)
- +Level 1: Income from raiding: +25% (Lord's army)
- +Level 2: Assassinate action: Additional 20% success chance (own characters in province)
- +Level 2: Income from raiding: +50% (Lord's army)
Guile of the Nightnew
- +Level 1: Local recruitment capacity: +1 (local province)
- +Level 1: Enemy Winds of Magic power reserve capacity: -10 (enemy armies in province)
- +Level 1: Post battle chance of stealing a magic item: +25%
- +Level 2: Local recruitment capacity: +2 (local province)
- +Level 2: Enemy Winds of Magic power reserve capacity: -20 (enemy armies in province)
- +Level 2: Post battle chance of stealing a magic item: +50%
Unending Ambitionnew
- +Enemy armour: -25 (enemy characters in region)
- +Research rate: +25
- +Vampiric corruption: +5 (local province)
- +Diplomatic relations: -10 with all factions
- +Physical resistance: 20% for all bloodline units (Lord's army)
Necromancer Supremenew
- +Level 1: Overcast spell: "Invocation of Nehek Upgraded"
- +Level 1: Cooldown: -30% to "Invocation of Nehek" and "Invocation of Nehek Upgraded"
- +Level 1: Overcast spell: "Spirit Leech Upgraded"
- +Level 1: Cooldown: -30% to "Spirit Leech"
- +Level 2: Miscast base chance: -15% for "Invocation of Nehek Upgraded"
- +Level 2: Overcast spell: "Invocation of Nehek Upgraded"
- +Level 2: Winds of Magic cost: -1 for "Invocation of Nehek"
- +Level 2: Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
- +Level 2: Cooldown: -50% to "Invocation of Nehek" and "Invocation of Nehek Upgraded"
- +Level 2: Miscast base chance: -15% for "Spirit Leech Upgraded"
- +Level 2: Overcast spell: "Spirit Leech Upgraded"
- +Level 2: Winds of Magic cost: -2 for "Spirit Leech"
- +Level 2: Winds of Magic cost: -2 for "Spirit Leech Upgraded"
- +Level 2: Cooldown: -50% to "Spirit Leech"
Lord of Darknessnew
- +Passive ability: "Life Leeching"
- +Passive ability: "The Curse of Undeath"
Dark Shepherdnew
- +Raise dead cost: -10%
- +Leadership aura size: +25%
- +Character's aura leadership effect: +5
Student of the Dark Artsnew
- +Enemy Winds of Magic power reserve capacity: -10 (enemy armies in region)
- +Winds of Magic power reserve capacity: +10
- +Income from all buildings: +5% (local province)
Dark Desiresnew
- +Leadership: +5
Fell Ritualsnew
- +Level 1: Vampiric corruption: +1 (local province)
- +Level 1: Spell resistance: 3% (accompanying Lord)
- +Level 2: Vampiric corruption: +1 (local province)
- +Level 2: Spell resistance: 6% (accompanying Lord)
- +Level 3: Vampiric corruption: +1 (local province)
- +Level 3: Spell resistance: 10% (accompanying Lord)
Ghoulish Tendenciesnew
- +Level 1: Hit points: +2%
- +Level 1: Melee defence: +2
- +Level 2: Hit points: +4%
- +Level 2: Melee defence: +4
- +Level 3: Hit points: +8%
- +Level 3: Melee defence: +8
Ghastly Ambitionsnew
- +Level 1: Leadership aura size: +10%
- +Level 1: Winds of Magic power reserve capacity: +2
- +Level 2: Leadership aura size: +20%
- +Level 2: Winds of Magic power reserve capacity: +4
- +Level 3: Leadership aura size: +30%
- +Level 3: Winds of Magic power reserve capacity: +8
Mend Fleshnew
- +Casualty replenishment rate: +4% (Hero's army)
Stash of Organsnew
- +Level 1: Weapon strength: +2% for Crypt Ghouls and Crypt Horrors units (Hero's army)
- +Level 2: Weapon strength: +4% for Crypt Ghouls and Crypt Horrors units (Hero's army)
- +Level 3: Weapon strength: +8% for Crypt Ghouls and Crypt Horrors units (Hero's army)
Let Them Roamnew
- +Level 1: Upkeep: -2% for Crypt Horrors units (Hero's army)
- +Level 2: Upkeep: -4% for Crypt Horrors units (Hero's army)
- +Level 3: Upkeep: -8% for Crypt Horrors units (Hero's army)
Friends in Dark Placesnew
- +Level 1: Melee defence: +1 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Hero's army)
- +Level 1: Speed: +3% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Hero's army)
- +Level 2: Melee defence: +2 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Hero's army)
- +Level 2: Speed: +6% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Hero's army)
- +Level 3: Melee defence: +3 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Hero's army)
- +Level 3: Speed: +10% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Hero's army)
Ancient Binding Ritualsnew
- +Melee defence: +2 for Corpse Cart units (own armies factionwide)
- +Upkeep: -5% for Corpse Cart units (own armies factionwide)
Buildings
Tower of the BloodytoothVampire Counts
- −Unit capacity: +3 Mournguls Crypt Horrors (Undead Legions only)
- −Unit capacity: +4 Crypt Ghouls (Vampire Counts only)
- −Unit capacity: +2 Crypt Horrors (Vampire Counts only)
- −Weapon strength: +10% for Crypt Ghouls and Crypt Horrors units (all armies)
- −Upkeep: -15% for Crypt Ghouls and Crypt Horrors units (all armies)
- +Weapon strength: +10% for Crypt Ghouls and Crypt Horrors units (own armies factionwide)
- +Upkeep: -8% for Crypt Ghouls and Crypt Horrors units (own armies factionwide)
Dilapidated Court HallVampire Counts
- −Hero recruit rank: +1 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) (Undead Legions only)
- −Necromantic Energy: +50 per turn (land of the dead) (Undead Legions only)
- −Hero capacity: +1 for Lahmian Vampires (Vampire Counts only)
- −Unlocks Hero recruitment: Lahmian Vampire (Vampire Counts only)
- −Hero recruit rank: +2 for Lahmian Vampires (factionwide) (Vampire Counts only)
- −Hero capacity: +1 for Vampires (Vampire Counts only)
- −Unlocks Hero recruitment: Vampire (Vampire Counts only)
- −Hero recruit rank: +2 for Vampires (factionwide) (Vampire Counts only)
Von Carstein Court HallVampire Counts
- −Hero recruit rank: +3 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) (Undead Legions only)
- −Necromantic Energy: +100 per turn (land of the dead) (Undead Legions only)
- −Hero capacity: +3 for Lahmian Vampires (Vampire Counts only)
- −Hero recruit rank: +4 for Lahmian Vampires (factionwide) (Vampire Counts only)
- −All characters will no longer gain any traits associated with being wounded (factionwide)
- −Blood: 100 per turn (Vampire Counts only)
- −Hero capacity: +3 for Vampires (Vampire Counts only)
- −Hero recruit rank: +4 for Vampires (factionwide) (Vampire Counts only)
Flayed TowerVampire Counts
- −Battle healing cap: +50% for Necromancers and Master Necromancers
- −Winds of Magic power reserve capacity: +5 (factionwide)
- +Battle healing cap: +50% for Necromancers and Master Necromancers (own armies factionwide)
- +Winds of Magic power reserve capacity: +10 (own armies factionwide)
- +Control: +5 (all provinces)
Hall of RebirthVampire Counts
- −Double experience gain for units when fighting against Vampire Coast (factionwide) (Tomb Kings only)
- −Double experience gain for units when fighting against Tomb Kings (factionwide) (Vampire Counts only)
- −Recruit Rank: +1 for units recruited via Grave Call (all armies) (Undead Legions only)
- −Empower 5 Sigils within the Black Pyramid (Undead Legions only)
- −Blood: 100 per turn (Vampire Counts only)
- −Double experience gain for units when fighting against Vampire Counts (factionwide) (Tomb Kings only)
- −Income generated: 500 (Undead Legions only)
- −Tradable resources produced: +5% (factionwide)
- −Research rate: +20 (not for Undead Legions)
- +In a region owned by Tomb Kings: Unit experience gain: +100% for units when fighting against Vampire Coast (own armies factionwide)
- +In a region owned by Vampire Counts: Unit experience gain: +100% for units when fighting against Tomb Kings (own armies factionwide)
- +In a region owned by Tomb Kings: Unit experience gain: +100% for units when fighting against Vampire Counts (own armies factionwide)
- +Tradable resources produced: +10% (factionwide)
- +Research rate: +10
Dragonbone MoundVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
HoardwailVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
HoardwailVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
HoardwailVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
The Flayed WyrmfieldVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
The Flayed WyrmfieldVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
The Flayed WyrmfieldVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Dawnlit BarrowsVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Dawnlit BarrowsVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Dawnlit BarrowsVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Dragonbone MoundVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Dragonbone MoundVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Bones Beneath the Bad MoonVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Bones Beneath the Bad MoonVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Bones Beneath the Bad MoonVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Hoarfrost OssuaryVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Hoarfrost OssuaryVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Hoarfrost OssuaryVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Undead Legions only)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
Glittering HallsVampire Counts
- −Unlocks Hero recruitment: Lahmian Vampire
- −Vampiric corruption: +1 (local region)
- −Gemstones resource production: 20 sacks
- −Research rate: +5 (Vampire Counts only)
Opulent ChambersVampire Counts
- −Hero capacity: +1 for Lahmian Vampires
- −Unlocks Hero recruitment: Lahmian Vampire
- −Vampiric corruption: +3 (local region)
- −Unit capacity: +2 Lahmian Handmaidens (Vampire Counts only)
- −Gemstones resource production: 40 sacks
- −Research rate: +10 (Vampire Counts only)
Corrupted Standing StonesVampire Counts
- −Melee attack: +4 when fighting against Dwarfs, Elves and Humans (factionwide)
- −Growth: +20
- +Melee attack: +4 when fighting against Dwarfs, Elves and Humans (own armies factionwide)
- +Growth: +25
Great Halls of NagashizzarVampire Counts
- −Cooldown: -20% to spells (all armies)
- −Income generated: 450
- +Cooldown: -20% to spells (own armies factionwide)
- +Income generated: 500
- +Raise dead cost: -20% (all characters factionwide)
Dragon GraveVampire Counts
- −Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies)
- −Ward save: +2% for Zombie Dragon units (all armies)
- −Weapon strength: +5% for Zombie Dragon units (all armies)
- −Unit capacity: +1 Zombie Dragon (Vampire Counts only)
- +Vampiric corruption: +5
- +Lord recruit rank: +3 (factionwide)
Vault of NagashVampire Counts
- −Vampiric corruption: +50 (local region)
- −Winds of Magic power reserve capacity: +15 (all armies)
- −Hero recruit rank: +3 (all provinces)
- −Income generated: 800
- −Spell resistance: 10% (all armies)
- −Lord recruit rank: +3 (factionwide)
- +Vampiric corruption: +50
- +Winds of Magic power reserve capacity: +50 (own armies factionwide)
- +Income generated: 1000
- +Spell resistance: 10% (own armies factionwide)
- +Enemy leadership: -10 (enemy armies in province)
- +Winds of Magic power reserve: +1 per turn (own armies factionwide)
Lost Necropolis of MourkainVampire Counts
- −Unit capacity: +2 Crypt Horrors
- −Recruit rank: +2 for Crypt Ghouls and Crypt Horrors units (all armies)
- −Upkeep: -5% for Crypt Ghouls and Crypt Horrors units (all armies)
- +Recruit rank: +4 for Crypt Ghouls and Crypt Horrors units (own armies in province)
- +Upkeep: -4% for Crypt Ghouls and Crypt Horrors units (own armies factionwide)
- +Local recruitment capacity: +1
Exotic Animal TamerVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Exotic Animals resource production: 16 cages
- +Recruitment cost: -10% for Terrorgheist and Zombie Dragon units (own armies in province)
- +Income generated: 25
- +Exotic Animals resource production: 10 cages
Exotic Animal PenVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Exotic Animals resource production: 24 cages
- +Recruitment cost: -20% for Terrorgheist and Zombie Dragon units (own armies in province)
- +Recruit rank: +1 for Terrorgheist and Zombie Dragon units (own armies in province)
- +Income generated: 50
- +Exotic Animals resource production: 20 cages
Exotic Animal MarketVampire Counts
- −Upkeep: -3% for Terrorgheist units (all armies)
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Exotic Animals resource production: 32 cages
- +Recruitment cost: -30% for Terrorgheist and Zombie Dragon units (own armies in province)
- +Recruit rank: +2 for Terrorgheist and Zombie Dragon units (own armies in province)
- +Income generated: 100
- +Exotic Animals resource production: 30 cages
Cursed Gemstone MineshaftVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 300
- −Gemstones resource production: 16 sacks
- +Recruitment cost: -10% for Corpse Cart, Black Coach and Mortis Engine units (own armies in province)
- +Income generated: 100
- +Gemstones resource production: 10 sacks
Hexed Gemstone PitVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 450
- −Gemstones resource production: 24 sacks
- +Recruitment cost: -20% for Corpse Cart, Black Coach and Mortis Engine units (own armies in province)
- +Recruit rank: +1 for Corpse Cart, Black Coach and Mortis Engine units (own armies in province)
- +Income generated: 200
- +Gemstones resource production: 20 sacks
Haunted Gemstone MineVampire Counts
- −Upkeep: -3% for Corpse Cart, Black Coach and Mortis Engine units (all armies)
- −Corpses: 100 per turn (local province)
- −Income generated: 600
- −Gemstones resource production: 32 sacks
- +Recruitment cost: -30% for Corpse Cart, Black Coach and Mortis Engine units (own armies in province)
- +Recruit rank: +2 for Corpse Cart, Black Coach and Mortis Engine units (own armies in province)
- +Income generated: 300
- +Gemstones resource production: 30 sacks
Herb Gatherer's CampVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Medicinal Plants resource production: 16 bundles
- +Income generated: 25
- +Medicinal Plants resource production: 10 bundles
Exotic HothouseVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Medicinal Plants resource production: 24 bundles
- +Income generated: 50
- +Medicinal Plants resource production: 20 bundles
Alchemy WorkshopVampire Counts
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Medicinal Plants resource production: 32 bundles
- +Income generated: 100
- +Upkeep: -2% for Fell Bat and Vargheist units (own armies factionwide)
- +Medicinal Plants resource production: 30 bundles
Obsidian QuarryVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Carved Obsidian resource production: 16 chests
- +Income generated: 25
- +Carved Obsidian resource production: 10 chests
- +Recruitment and Raise Dead cost: -10% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (own armies in province)
Obsidian Trinket MakerVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Carved Obsidian resource production: 24 chests
- +Income generated: 50
- +Carved Obsidian resource production: 20 chests
- +Recruitment and Raise Dead cost: -20% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (own armies in province)
- +Recruit rank: +1 for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (own armies in province)
Obsidian Amulet CarverVampire Counts
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Carved Obsidian resource production: 32 chests
- −Upkeep: -3% for Cairn Wraiths, Mournguls and Hexwraiths units (all armies)
- +Income generated: 100
- +Carved Obsidian resource production: 30 chests
- +Recruitment and Raise Dead cost: -30% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (own armies in province)
- +Recruit rank: +2 for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (own armies in province)
Spirit WellVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
- −Unit capacity: +2 Cairn Wraiths
- +Income generated: 25
- +Control: -2
- +Unit capacity: +2 Cairn Wraiths and Hexwraiths
- +Hero capacity: +1 for Banshees
Font of NightmaresVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
- −Unit capacity: +2 Hexwraiths
- −Unit capacity: +3 Cairn Wraiths
- −Unit capacity: +1 Mortis Engine
- −Hero capacity: +2 for Banshees
- −Hero recruit rank: +1 for Banshees (factionwide)
- +Hero capacity: +1 for Banshees
- +Unlocks Hero recruitment: Banshee
- +Income generated: 50
- +Control: -3
- +Unit capacity: +4 Cairn Wraiths and Hexwraiths
- Units: 2 → 4
Crypt KeepersVampire Counts
- −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
Undercroft SentriesVampire Counts
- −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
Grave GuardiansVampire Counts
- −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 in adjacent provinces: +2
- −Vampiric corruption: +5
- −Control: +3
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Vampiric corruption in adjacent provinces: +2 (local province)
- +Vampiric corruption: +6
- +Attrition: -20% casualties suffered from all attrition (own armies in province)
- +Control: +2
- +All other types of corruption: -3
The Altar of Ultimate DarknessVampire Counts
- −Hero recruit rank: +1 for Lahmian Vampires (all provinces)
- −Winds of Magic power reserve capacity: +3 (all armies)
- −Income from all buildings: +5% (local province)
- −Lord recruit rank: +1 (factionwide)
- +Winds of Magic power reserve capacity: +10 (own armies factionwide)
- +Income from all buildings: +10% (all regions in province)
- +Character experience gain: +10% (all characters factionwide)
- +Attrition: -10% casualties suffered from all attrition (all characters factionwide)
Occupied Imperial PalaceVampire Counts
- −Unlocks Hero recruitment: Lahmian Vampire
- −Vampiric corruption in adjacent provinces: +2
- −Unit capacity: +2 Blood Knights
- −Income from all buildings: +5% (local province)
- −Diplomatic relations: +30 with Empire
- +Vampiric corruption in adjacent provinces: +5
- +Lord recruitment cost: -25% (factionwide)
- +Diplomatic relations: +100 with Empire
- +Unit capacity: +2 Blood Knights and Blood Dragon Warriors
- Units: 2 → 3
The Blood KeepVampire Counts
- −Leadership: +10 for Blood Knight units (all armies)
- −Recruit rank: +1 for Blood Knights and Drakenhof Templar units (all armies)
- −Upkeep: -5% for Blood Knights and Drakenhof Templar units (all armies)
- −Raise Dead cost: -10% for Blood Knights and Drakenhof Templar units (all armies)
- −Unlocks Hero recruitment: Lahmian Vampire
- −Hero recruit rank: +1 for Lahmian Vampires (factionwide)
- −Unit capacity: +2 Blood Knights
- −Unit capacity: +2 Drakenhof Templars
- −Income from all buildings: +5% (local province)
- +Local Recruitment duration: -1 turn for Blood Knight units (minimum 1) in this province
- +Leadership: +10 for Blood Knight units (own armies factionwide)
- +Upkeep: -5% for Blood Knight units (own armies factionwide)
- +Local Recruit rank: +3 for Blood Knight units (own armies in province)
- +Recruitment cost: -8% for Blood Knight units (own armies factionwide)
- +Income from all buildings: +5% (all regions in province)
- +Unit capacity: +2 Blood Knights and Blood Dragon Warriors
- Units: 3 → 4
Castle Drachenfels' CatacombsVampire Counts
- −Control: +3
- +Control: +4
Castle Drachenfels' LibraryVampire Counts
- −Vampiric corruption: +5
- −Unit capacity: +1 Mortis Engine
- +Vampiric corruption: +6
- +Unlocks Hero recruitment: Necromancer
- +Unit capacity: +2 Mortis Engine
- Units: 1 → 2
Lairs of Clar KarondVampire Counts
- −Upkeep: -25% for Terrorgheist units (all armies)
- −Unit capacity: +1 Terrorgheist
- +Upkeep: -15% for Terrorgheist and Zombie Dragon units (own armies factionwide)
- +Unit capacity: +2 Terrorgheist
Ruins of MourkainVampire Counts
- −Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (all armies)
- −Weapon strength: +8% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (all armies)
- −Unit experience gain: +10% (all armies)
- −Unit capacity: +4 Crypt Ghouls
- −Unit capacity: +2 Crypt Horrors
- +Spell resistance: 20% for Zombies, Skeletons, Grave Guard, Spirit Hosts and Cairn Wraiths units (Rank 7 and above) (own armies factionwide)
- +Weapon strength: +10% for Zombies, Skeletons, Grave Guard, Spirit Hosts and Cairn Wraiths units (Rank 7 and above) (own armies factionwide)
- +Recruit rank: +1 for all units (own armies in province)
Dark Tower of ProphecyVampire Counts
- −Winds of Magic power reserve capacity: +3 (all armies)
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
Dark Convent of NecromancyVampire Counts
- −Winds of Magic power reserve capacity: +6 (all armies)
- +Winds of Magic power reserve capacity: +10 (own armies factionwide)
- +Unlocks Hero recruitment: Necromancer
Fortress of MerovechVampire Counts
- −Unit capacity: +2 Black Knights
- −Recruit rank: +2 for Grave Guard and Black Knight units (factionwide)
- −Upkeep: -5% for Grave Guard and Black Knights units (all armies)
- +Recruit rank: +2 for Grave Guard and Black Knight units (own armies factionwide)
- +Upkeep: -4% for Grave Guard and Black Knights units (own armies factionwide)
Abandoned Shrine of WidowmakerVampire Counts
- −Vampiric corruption: +5
- −Income from post-battle loot: +5% (factionwide)
The Plains of BonesVampire Counts
- +Raise dead cost: -5% (all characters factionwide)
Beacon of DawnVampire Counts
- −Unit experience gain per turn: +100 (all armies)
- −Recruit rank: +2 for Cairn Wraiths, Mournguls and Hexwraiths units (all armies)
- −Research rate: +10
- +Unit experience gain per turn: +1000 (own armies in province)
- +Upkeep: -10% (own armies in province)
- +Campaign line of sight: +50% (local province)
Spice MarketVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Spices resource production: 16 sacks
- +Income generated: 25
- +Spices resource production: 10 sacks
Spice Trading PostVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Spices resource production: 24 sacks
- +Income generated: 50
- +Spices resource production: 20 sacks
Eastern BazaarVampire Counts
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Spices resource production: 32 sacks
- +Income generated: 100
- +Upkeep: -2% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units (own armies factionwide)
- +Spices resource production: 30 sacks
Hanged Man's OakVampire Counts
- −Passive ability: "Regeneration" for Fell Bat units (factionwide)
- −When Vampiric corruption is 50 or more: Corpses: 100 per turn (local province)
- −Vampiric corruption in adjacent provinces: +2
- −Control: +5
- +Passive ability: "Regeneration" for Fell Bat units (own armies factionwide)
- +Vampiric corruption in adjacent provinces: +2 (local province)
- +Control: +5 (local province)
Vampire Lair (Blood Dragon)Vampire Counts
- −A Blood Dragon Vampire Lord has previously been awakened from this Lair
- −While the region is owned by you: Blood: 20 per turn
- −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
- −While the region is owned by you: Upkeep: -1% (factionwide)
Vampire Lair (Lahmian)Vampire Counts
- −A Lahmian Vampire Lord has previously been awakened from this Lair
- −While the region is owned by you: Blood: 20 per turn
- −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
- −While the region is owned by you: Upkeep: -1% (factionwide)
Vampire Lair (Necrarch)Vampire Counts
- −A Necrarch Vampire Lord has previously been awakened from this Lair
- −While the region is owned by you: Blood: 20 per turn
- −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
- −While the region is owned by you: Upkeep: -1% (factionwide)
Vampire Lair (Strigoi)Vampire Counts
- −A Strigoi Vampire Lord has previously been awakened from this Lair
- −While the region is owned by you: Blood: 20 per turn
- −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
- −While the region is owned by you: Upkeep: -1% (factionwide)
Vampire Lair (Von Carstein)Vampire Counts
- −A von Carstein Vampire Lord has previously been awakened from this Lair
- −While the region is owned by you: Blood: 20 per turn
- −While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
- −While the region is owned by you: Upkeep: -1% (factionwide)
Vampire Lair (Unknown Bloodline)Vampire Counts
- −When technology "Lairs of the Forgotten" is researched: Send a Hero to use the 'Occupy Vampire Lair' action on this settlement and you will gain access to this Vampire's Lair
- −Occupy this settlement and you will gain access to this Vampire's Lair
Vampire Lair (Unknown Bloodline)Vampire Counts
- −A Vampire is resting in this Lair, however their Bloodline is not yet known...
Vampire Lair (Blood Dragon)Vampire Counts
- −When this upgrade is completed: Awaken a Blood Dragon Vampire Lord
Vampire Lair (Lahmian)Vampire Counts
- −When this upgrade is completed: Awaken a Lahmian Vampire Lord
Vampire Lair (Necrarch)Vampire Counts
- −When this upgrade is completed: Awaken a Necrarch Vampire Lord
Vampire Lair (Strigoi)Vampire Counts
- −When this upgrade is completed: Awaken a Strigoi Vampire Lord
Vampire Lair (Von Carstein)Vampire Counts
- −When this upgrade is completed: Awaken a von Carstein Vampire Lord
The Awakened RetinueVampire Counts
- −When a Lord is Awakened from this Lair: The Lord will spawn with a small army nearby instead of being added to the recruitment pool
The Fallen Set AsideVampire Counts
- −When a Lord is Awakened from this Lair: 3000 Corpses will be added to this province
Gathered for the AwakeningVampire Counts
- −When a Lord is Awakened from this Lair: 4000 Corpses will be added to this province
- −When a Lord is Awakened from this Lair: 2000 Corpses will be added to the province in which the faction leader is located
Undeath's ChariotVampire Counts
- −When a Lord is Awakened from this Lair: The Lord will spawn with a random Mount already unlocked
The Faithful ServantVampire Counts
- −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Spawn a new Necromancer hero)
- −When a Lord is Awakened from this Lair: The Necromancer will spawn with 10 additional ranks
The Deathly AdvisorVampire Counts
- −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Spawn a new Necromancer hero)
- −When a Lord is Awakened from this Lair: The Necromancer will spawn with 20 additional ranks
The Eternal ConfidantVampire Counts
- −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Spawn a new Necromancer hero)
- −When a Lord is Awakened from this Lair: The Necromancer will spawn with 30 additional ranks
Keeper of Dark LoreVampire Counts
- −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Gain a Rare Necromancer follower)
The Deathless SavantVampire Counts
- −When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Gain a Legendary Necromancer follower)
Gravebound RelicsVampire Counts
- −When a Lord is Awakened from this Lair: The Lord will spawn with 2 random Uncommon items already equipped
Re-Burial RitesVampire Counts
- −When a Lord is Awakened from this Lair: The Lord will spawn with 2 random Uncommon items already equipped
- −When a Lord is Awakened from this Lair: The Lord will spawn with 2 random Rare items already equipped
The Ancient HoardVampire Counts
- −When a Lord is Awakened from this Lair: The Lord will spawn with 4 random Rare items already equipped
Enduring LairVampire Counts
- −When a Lord is Awakened from this Lair: You will maintain control of this Vampire Lair instead of abandoning it
Shadows Take RootVampire Counts
- −When a Lord is Awakened from this Lair: Immediately discover a new Vampire Lair hidden somewhere in the world
- −When a Lord is Awakened from this Lair: You will maintain control of this Vampire Lair instead of abandoning it
The Awakened CustodianVampire Counts
- −When a Lord is Awakened from this Lair: Immediately discover a new Vampire Lair hidden somewhere in the world
- −When a Lord is Awakened from this Lair: You will maintain control of this Vampire Lair instead of abandoning it
- −When a Lord is Awakened from this Lair: Any Necromancer Hero raised alongside this Lord will spawn near the newly discovered Lair
Lessons of the RisenVampire Counts
- −When a Lord is Awakened from this Lair: This Lord's faction will gain 3 Lexicon of Unlearning items (These items allow you to reroll a Lords background trait)
Memories of BloodVampire Counts
- −When a Lord is Awakened from this Lair: The Lord will spawn with 10 additional ranks
Wisdom of the Long NightVampire Counts
- −When a Lord is Awakened from this Lair: The Lord will spawn with 20 additional ranks
Mastery ReawakenedVampire Counts
- −When a Lord is Awakened from this Lair: The Lord will spawn with 30 additional ranks
The LuckyVampire Counts
- −The Awakened Lord will gain the following trait:
The UndefeatedVampire Counts
- −The Awakened Lord will gain the following trait:
The CorruptedVampire Counts
- −The Awakened Lord will gain the following trait:
The SilentVampire Counts
- −The Awakened Lord will gain the following trait:
The InflamedVampire Counts
- −The Awakened Lord will gain the following trait:
The CommanderVampire Counts
- −The Awakened Lord will gain the following trait:
Shadow StalkerVampire Counts
- −The Awakened Lord will gain the following trait:
Master of DeathVampire Counts
- −The Awakened Lord will gain the following trait:
A Fixated MindVampire Counts
- −The Awakened Lord will gain the following trait:
Magically AdeptVampire Counts
- −The Awakened Lord will gain the following trait:
A Love of BattleVampire Counts
- −The Awakened Lord will gain the following trait:
Immense ConstitutionVampire Counts
- −The Awakened Lord will gain the following trait:
Desecrated GroveVampire Counts
- −Recruit rank: +1 for Crypt Ghouls units (all armies)
- −Recruit rank: +2 for Zombie units (all armies)
- +Recruit rank: +1 for Crypt Ghouls units
- +Recruit rank: +4 for Zombie units
Copse of SacrilegeVampire Counts
- −Recruit rank: +2 for Crypt Ghouls units (all armies)
- −Vampiric corruption: +1 (all provinces)
- −Recruit rank: +4 for Zombie units (all armies)
- +Recruit rank: +2 for Crypt Ghouls units
- +Vampiric corruption: +1 (all regions factionwide)
- +Recruit rank: +6 for Zombie units
Silver Pinnacle RuinsVampire Counts
- −Vampiric corruption: +2
Silver Pinnacle (Forgotten)Vampire Counts
- −Defensive supplies: +1000
- −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- −Vampiric corruption: +2
- −Grants 2 construction slots in the settlement
- −Income generated: 250
- −Growth: +10
- −Control: +1
- −Control: +1 in adjacent provinces
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Silver Pinnacle (Growing Shadow)Vampire Counts
- −Defensive supplies: +1000
- −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- −Vampiric corruption: +2
- −Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
- −Grants 4 construction slots in the settlement
- −Income generated: 375
- −Growth: +20
- −Control: +2
- −Control: +1 in adjacent provinces
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- −Improved tower projectiles: Bones
Silver Pinnacle (Deeper Shadow)Vampire Counts
- −Defensive supplies: +1000
- −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- −Vampiric corruption: +2
- −Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
- −Grants 6 construction slots in the settlement
- −Income generated: 500
- −Growth: +30
- −Control: +3
- −Control: +1 in adjacent provinces
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- −Improved tower projectiles: Caged Bats
Silver Pinnacle (Enveloping Shadow)Vampire Counts
- −Defensive supplies: +1000
- −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- −Vampiric corruption: +2
- −Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
- −Grants 8 construction slots in the settlement
- −Income generated: 625
- −Growth: +40
- −Control: +4
- −Control: +2 in adjacent provinces
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- −Improved tower projectiles: Corpse Ball
Silver Pinnacle (All-Encompassing Shadow)Vampire Counts
- −Defensive supplies: +1000
- −Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- −Vampiric corruption: +2
- −Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
- −Grants 9 construction slots in the settlement
- −Income generated: 750
- −Growth: +50
- −Control: +5
- −Control: +2 in adjacent provinces
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- −Improved tower projectiles: Corpse Ball
Crumbling Library RuinsVampire Counts
- −Diplomatic relations: -50 with Skaven
- −Skaven corruption: +40 (local region)
Excavated LibraryVampire Counts
- −An event will trigger highlighting what you have found within the ruined library
- −The ruins of the library will be destroyed upon completion of this building
Undead OutpostVampire Counts
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Undead DistrictVampire Counts
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Undead ColonyVampire Counts
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Animal StoreVampire Counts
- −Ivory resource production: 16 tusks
- −Income generated: 100
- +Ivory resource production: 10 tusks
- +Income generated: 25
Tusk MarketVampire Counts
- −Ivory resource production: 24 tusks
- −Income generated: 150
- +Ivory resource production: 20 tusks
- +Income generated: 50
Tusk CompoundVampire Counts
- −Ivory resource production: 32 tusks
- −Income generated: 200
- +Ivory resource production: 30 tusks
- +Upkeep: -2% for Terrorgheist and Zombie Dragon units (own armies factionwide)
- +Income generated: 100
Balefire BrazierVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
- −Vampiric corruption in adjacent provinces: +2
- −Growth: +20
- +Income from all buildings: +2.5% (all regions in province)
- +Leadership: +2 when under siege (own armies in region)
Balefire HearthVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
- −Vampiric corruption in adjacent provinces: +3
- −Vampiric corruption: +3
- −Growth: +25
- −Control: +3
- +Vampiric corruption in adjacent provinces: +2 (local province)
- +Income from all buildings: +5% (all regions in province)
- +Control: +4
- +Vampiric corruption: +4
- +All other types of corruption: -2
- +Leadership: +4 when under siege (own armies in region)
Witch HouseVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
- −Vampiric corruption in adjacent provinces: +4
- −Vampiric corruption: +4
- −Growth: +30
- −Control: +4
- +Vampiric corruption in adjacent provinces: +4 (local province)
- +Income from all buildings: +10% (all regions in province)
- +Control: +6
- +All other types of corruption: -4
- +Vampiric corruption: +8
- +Income from all buildings: +5% (all adjacent provinces)
- +Leadership: +8 when under siege (own armies in region)
Defiled CairnVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
- −Unit capacity: +1 Crypt Ghouls
Binding CircleVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
- −Unit capacity: +3 Crypt Ghouls
- −Unit capacity: +2 Corpse Cart
- −Unlocks Hero recruitment: Necromancer
- +Control: -1
- +Unit capacity: +3 Crypt Horrors
Lodestone of DarknessVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
- −Unit capacity: +3 Crypt Ghouls
- −Unit capacity: +1 Crypt Horrors
- −Unit capacity: +1 Black Coach
- −Unit capacity: +2 Corpse Cart
- −Hero capacity: +1 for Necromancers
- +Control: -2
- +Unit capacity: +6 Crypt Horrors
- +Unit capacity: +4 Black Coach
Sanctum of SummoningVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
- −Unit capacity: +4 Crypt Ghouls
- −Unit capacity: +2 Crypt Horrors
- −Unit capacity: +1 Black Coach
- −Unit capacity: +3 Corpse Cart
- −Hero capacity: +2 for Necromancers
- −Hero recruit rank: +1 for Necromancers (factionwide)
GraveyardVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
- −Unit capacity: +2 Grave Guard
- −Unlocks Hero recruitment: Wight King
BarrowVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
- −Unit capacity: +1 Black Knights
- −Unit capacity: +3 Grave Guard
- −Hero capacity: +1 for Wight Kings
MausoleumVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
- −Unit capacity: +2 Black Knights
- −Unit capacity: +4 Grave Guard
- −Hero capacity: +2 for Wight Kings
- −Hero recruit rank: +1 for Wight Kings (factionwide)
- +Control: -2
Dragon Burial GroundsVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 25 per turn (local province)
- −Unit capacity: +3 Black Knights
- −Unit capacity: +5 Grave Guard
- −Unit capacity: +1 Zombie Dragon
- −Hero capacity: +2 for Wight Kings
- −Hero recruit rank: +1 for Wight Kings (factionwide)
Deathshroud SpireVampire Counts
- −Converts the Climate of all regions in the local province to Undead Wasteland (only while this building is present)
- −If the 'Evocation of Nagash' commandment is not active in this province: Vampiric corruption in adjacent provinces: -100
- −Vampiric corruption: +100 (local region)
Bone PitsVampire Counts
- −When Vampiric corruption is 50 or more: Corpses: 100 per turn (local province)
- −When Vampiric corruption is less than 50: Corpses: 50 per turn (local province)
Mortuary CaravansVampire Counts
- −When this province has 5000 or more Corpses: Each turn 2000 Corpses in this province will be transported to the location of the Mortis Nexus building
- −Due to your current Corpse Transport research: Corpses lost during transport: 80/75/70/65/60/55/50/45/40%
Mass GraveVampire Counts
- −When Vampiric corruption is 50 or more: Corpses: 200 per turn (local province)
- −When Vampiric corruption is less than 50: Corpses: 100 per turn (local province)
Sinister CopseVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
- −Unit capacity: +2 Dire Wolves
Abyssal WoodVampire Counts
- −Unlocks Hero recruitment: Mourngul Haunter
- −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
- −Unit capacity: +3 Dire Wolves
- −Unit capacity: +1 Mournguls
- +Unit capacity: +2 Vargulf and Vargheists
- +Control: -2
- +Unit capacity: +4 Mournguls
Sepulchral GroveVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
- −Hero capacity: +1 for Mourngul Haunters
- −Unit capacity: +3 Dire Wolves
- −Unit capacity: +2 Mournguls
- −Unit capacity: +1 Vargheists
- +Unit capacity: +4 Vargulf and Vargheists
- +Control: -3
- +Unit capacity: +6 Mournguls
Withered ForestVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
- −Hero recruit rank: +1 for Mourngul Haunters (factionwide)
- −Hero capacity: +2 for Mourngul Haunters
- −Unit capacity: +4 Dire Wolves
- −Unit capacity: +2 Mournguls
- −Unit capacity: +2 Vargheists
- −Unit capacity: +1 Varghulf
The Haunted WildsVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 25 per turn (local province)
- −Hero recruit rank: +1 for Mourngul Haunters (factionwide)
- −Hero capacity: +2 for Mourngul Haunters
- −Unit capacity: +5 Dire Wolves
- −Unit capacity: +3 Mournguls
- −Unit capacity: +1 Terrorgheist
- −Unit capacity: +3 Vargheists
- −Unit capacity: +2 Varghulf
Corpse PileVampire Counts
- −When technology "Bastions of Darkness" is researched: Defensive supplies: +50 per turn when under siege
- −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -10%
- −When technology "Bastions of Darkness" is researched: Leadership: +2 when under siege (armies in region)
- +Defensive supplies: +400
- +Income from all buildings: -10% (all regions in province)
- +Control: +1 (local province)
- +Enemy Hero action success chance: -10% (enemy characters in region)
Grave Guard WatchtowerVampire Counts
- −When technology "Bastions of Darkness" is researched: Defensive supplies: +100 per turn when under siege
- −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -15%
- −When technology "Bastions of Darkness" is researched: Leadership: +4 when under siege (armies in region)
- +Defensive supplies: +600
- +Income from all buildings: -10% (all regions in province)
- +Control: +2 (local province)
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Army ability: "Face of Death" (own armies in region)
- +Hidden armies will be visible (any armies in region)
Crumbling WharfVampire Counts
- −Growth: +10
- +Growth: +5
- +Campaign movement range: -2% for enemy armies starting their turn in this province (enemy armies in province)
- +Enemy vigour loss reduction: +2% (enemy armies in province)
Murky HarbourVampire Counts
- −Income generated: 300
- −Growth: +20
- +Income generated: 200
- +Growth: +10
- +Campaign movement range: -4% for enemy armies starting their turn in this province (enemy armies in province)
- +Enemy vigour loss reduction: +4% (enemy armies in province)
Dark PortVampire Counts
- −Income generated: 500
- −Growth: +30
- +Income generated: 400
- +Growth: +15
- +Campaign movement range: -8% for enemy armies starting their turn in this province (enemy armies in province)
- +Enemy vigour loss reduction: +8% (enemy armies in province)
GibbetVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
- −Income generated: 400
- +Upkeep: -2% (own armies in province)
- +Income generated: 100
GallowsVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
- −Income generated: 600
- +Upkeep: -4% (own armies in province)
- +Income generated: 200
- +Upkeep: -1% for Zombies, Skeleton Warriors and Skeleton Spearmen units (own armies factionwide)
ScaffoldVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
- −Income generated: 800
Red PitVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Dyes resource production: 16 ounces
- +Income generated: 25
- +Dyes resource production: 10 ounces
Blood MinesVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Dyes resource production: 24 ounces
- +Income generated: 50
- +Dyes resource production: 20 ounces
Pigment Grinder's ShopVampire Counts
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Dyes resource production: 32 ounces
- +Income generated: 100
- +Dyes resource production: 30 ounces
- +Upkeep: -2% for Corpse Cart, Black Coach and Mortis Engine units (own armies factionwide)
Hunting GroundsVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Furs resource production: 16 bundles
- +Recruitment cost: -10% for Dire Wolf and Varghulf units (own armies in province)
- +Income generated: 25
- +Furs resource production: 10 bundles
Poaching CampVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Furs resource production: 24 bundles
- +Recruitment cost: -20% for Dire Wolf and Varghulf units (own armies in province)
- +Recruit rank: +1 for Dire Wolf and Varghulf units (own armies in province)
- +Income generated: 50
- +Furs resource production: 20 bundles
Flayer's LairVampire Counts
- −Upkeep: -3% for Dire Wolf and Varghulf units (all armies)
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Furs resource production: 32 bundles
- +Recruitment cost: -30% for Dire Wolf and Varghulf units (own armies in province)
- +Recruit rank: +2 for Dire Wolf and Varghulf units (own armies in province)
- +Income generated: 100
- +Furs resource production: 30 bundles
Tarnished Gold ShaftVampire Counts
- −Corpses: 20 per turn (local province)
- −Income from all buildings: +4% (local province)
- −Income generated: 300
- +Income generated: 100
- +Income from all buildings: +5% (all regions in province)
Tarnished Gold MineVampire Counts
- −Corpses: 50 per turn (local province)
- −Income from all buildings: +7% (local province)
- −Income generated: 400
- +Income generated: 200
- +Income from all buildings: +10% (all regions in province)
Balefire Gold SmelteryVampire Counts
- −Corpses: 100 per turn (local province)
- −Income from all buildings: +10% (local province)
- −Income generated: 500
- +Income generated: 400
- +Income from all buildings: +15% (all regions in province)
Dark Iron PitVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Iron resource production: 16 ingots
- +Recruitment cost: -10% for Grave Guard, Black Knight and Blood Knight units (own armies in province)
- +Income generated: 25
- +Iron resource production: 10 ingots
Zombie-Infested Iron MineVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Iron resource production: 24 ingots
- +Recruitment cost: -20% for Grave Guard, Black Knight and Blood Knight units (own armies in province)
- +Recruit rank: +1 for Grave Guard, Black Knight and Blood Knight units (own armies in province)
- +Income generated: 50
- +Iron resource production: 20 ingots
Scoured Iron MineVampire Counts
- −Upkeep: -3% for Grave Guard, Black Knight and Blood Knight units (all armies)
- −Corpses: 100 per turn (local province)
- −Hero recruit rank: +1 for Wight Kings (all provinces)
- −Income generated: 200
- −Iron resource production: 32 ingots
- +Recruitment cost: -30% for Grave Guard, Black Knight and Blood Knight units (own armies in province)
- +Recruit rank: +2 for Grave Guard, Black Knight and Blood Knight units (own armies in province)
- +Upkeep: -3% for Grave Guard, Black Knight and Blood Knight units (own armies factionwide)
- +Hero recruit rank: +2 for Wight Kings (all provinces)
- +Income generated: 100
- +Iron resource production: 30 ingots
Brimstone Cutter's WorkshopVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Marble resource production: 16 slabs
- +Income generated: 25
- +Marble resource production: 10 slabs
Tombstone Maker's AtelierVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Marble resource production: 24 slabs
- +Income generated: 50
- +Marble resource production: 20 slabs
Gargoyle Sculptor's GarretVampire Counts
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Marble resource production: 32 slabs
- +Income generated: 100
- +Upkeep: -2% for Grave Guard, Black Knight and Blood Knight units (own armies factionwide)
- +Marble resource production: 30 slabs
Cursed FieldsVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Control: +3
- +Income generated: 25
- +Control: +2
Wretched FarmsteadVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- +Income generated: 50
Haunted MillVampire Counts
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Control: +5
- +Income generated: 100
- +Upkeep: -2% for Dire Wolf and Varghulf units (own armies factionwide)
- +Control: +6
Flooded Clay PitVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Pottery resource production: 16 kilnful
- +Income generated: 25
- +Pottery resource production: 10 kilnful
Urn Maker's PotteryVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Pottery resource production: 24 kilnful
- +Income generated: 50
- +Pottery resource production: 20 kilnful
Screeching KilnsVampire Counts
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Pottery resource production: 32 kilnful
- +Income generated: 100
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
- +Pottery resource production: 30 kilnful
Brackish PondVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Salt resource production: 16 barrels
- +Income generated: 25
- +Salt resource production: 10 barrels
Salt MarshVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Salt resource production: 24 barrels
- +Income generated: 50
- +Salt resource production: 20 barrels
Desolate Salt PansVampire Counts
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Salt resource production: 32 barrels
- +Income generated: 100
- +Upkeep: -1% (own armies factionwide)
- +Salt resource production: 30 barrels
Forester's ShackVampire Counts
- −Corpses: 20 per turn (local province)
- −Income generated: 100
- −Timber resource production: 16 logs
- +Recruitment cost: -10% for Fell Bat and Vargheist units (own armies in province)
- +Income generated: 25
- +Timber resource production: 10 logs
Ruined SawmillVampire Counts
- −Corpses: 50 per turn (local province)
- −Income generated: 150
- −Timber resource production: 24 logs
- +Recruitment cost: -20% for Fell Bat and Vargheist units (own armies in province)
- +Recruit rank: +1 for Fell Bat and Vargheist units (own armies in province)
- +Income generated: 50
- +Timber resource production: 20 logs
Abandoned Wood ShedsVampire Counts
- −Upkeep: -3% for Fell Bat and Vargheist units (all armies)
- −Corpses: 100 per turn (local province)
- −Income generated: 200
- −Timber resource production: 32 logs
- +Recruitment cost: -30% for Fell Bat and Vargheist units (own armies in province)
- +Recruit rank: +2 for Fell Bat and Vargheist units (own armies in province)
- +Income generated: 100
- +Timber resource production: 30 logs
Tangled Vine PatchVampire Counts
- −Corpses: 20 per turn (local province)
- −Control: +3
- −Wine resource production: 16 barrels
- +Control: +2
- +Wine resource production: 10 barrels
- +Income generated: 25
Thorny OrchardVampire Counts
- −Corpses: 50 per turn (local province)
- −Wine resource production: 24 barrels
- +Wine resource production: 20 barrels
- +Income generated: 50
Animated WinepressVampire Counts
- −Corpses: 100 per turn (local province)
- −Control: +5
- −Wine resource production: 32 barrels
- +Control: +6
- +Wine resource production: 30 barrels
- +Income generated: 100
- +Hero action success chance: +2% (all characters factionwide)
Crumbling HamletVampire Counts
- −Income generated: 100
- +Income generated: 300
Corrupted VillageVampire Counts
- −Income generated: 150
- +Income generated: 350
Shady TownshipVampire Counts
- −Income generated: 200
- +Income generated: 400
- Units: 0 → 5
Accursed CityVampire Counts
- −Income generated: 300
- +Income generated: 450
- Units: 0 → 5
Dark CastleVampire Counts
- −Income generated: 400
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
- +Income generated: 500
- Units: 0 → 7
Crumbling HamletVampire Counts
- −Income generated: 100
- +Income generated: 200
Corrupted VillageVampire Counts
- −Income generated: 150
- +Income generated: 250
Shady TownshipVampire Counts
- −Income generated: 200
- +Income generated: 300
Necrotic MorgueVampire Counts
- −When this province has more than zero Corpses: Convert up to 50 Corpses in this province into an equal amount of Blood per turn
- −Blood: 10 per turn
Catacomb of WoesVampire Counts
- −When this province has more than zero Corpses: Convert up to 100 Corpses in this province into an equal amount of Blood per turn
- −Blood: 20 per turn
Mortis NexusVampire Counts
- −When this province has 5000 or more Corpses: Each turn convert 2000 Corpses in this province into Blood with a conversion rate of 50%
- −This building can only be built in one location in your faction at a time
Sylvanian OutpostVampire Counts
- −Allows settlements to perform a Garrison Sally Attack with +1500 range
- −Ammunition: +100% when under siege (armies in region)
Vampire CryptsVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
- −Unlocks Hero recruitment: Lahmian Vampire
- +Hero capacity: +1 for Vampires
- +Income generated: 50
- +Control: +2
- +Hero recruit rank: +2 for Vampires
- +Unit capacity: +1 Blood Knights and Blood Dragon Warriors
- +Enemy leadership: -2 (enemy armies in province)
- +Diplomatic relations: +1 with all factions
- Units: 0 → 1
Vampire's KeepVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
- −Hero capacity: +1 for Lahmian Vampires
- −Unit capacity: +2 Lahmian Handmaidens
- +Unlocks Hero recruitment: Vampire
- +Hero recruit rank: +4 for Vampires
- +Income generated: 100
- +Control: +4
- +Unit capacity: +2 Blood Knights and Blood Dragon Warriors
- +Enemy leadership: -4 (enemy armies in province)
- +Diplomatic relations: +2 with all factions
- Units: 2 → 3
Citadel of the NightVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 25 per turn (local province)
- −Hero capacity: +1 for Lahmian Vampires
- −Hero recruit rank: +1 for Lahmian Vampires (factionwide)
- −Unit capacity: +2 Drakenhof Templars
- −Unit capacity: +3 Lahmian Handmaidens
- −Unit capacity: +1 Coven Throne
- −Hero capacity: +1 for Vampires
- −Hero recruit rank: +1 for Vampires (factionwide)
Vampiric PalaceVampire Counts
- −When technology "Grave Robbing" is researched: Corpses: 30 per turn (local province)
- −Hero capacity: +2 for Lahmian Vampires
- −Hero recruit rank: +1 for Lahmian Vampires (factionwide)
- −Unit capacity: +2 Blood Knights
- −Unit capacity: +3 Drakenhof Templars
- −Unit capacity: +4 Lahmian Handmaidens
- −Unit capacity: +2 Coven Throne
- −Hero capacity: +2 for Vampires
- −Hero recruit rank: +1 for Vampires (factionwide)
Ghost FenceVampire Counts
- −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -10%
- −When technology "Bastions of Darkness" is researched: Attrition: -5% when under siege (armies in region)
- −When technology "Bastions of Darkness" is researched: Leadership: +2 when under siege (armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +1 (local province)
- +Defensive supplies: +400
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Attrition: -5% when under siege (own armies in region)
- +Army ability: "Face of Death" (own armies in region)
- +Hidden armies will be visible (any armies in region)
Skeletal WallsVampire Counts
- −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -15%
- −When technology "Bastions of Darkness" is researched: Attrition: -10% when under siege (armies in region)
- −When technology "Bastions of Darkness" is researched: Leadership: +4 when under siege (armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +2 (local province)
- +Defensive supplies: +600
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Attrition: -10% when under siege (own armies in region)
- +Army ability: "Face of Death" (own armies in region)
- +Hidden armies will be visible (any armies in region)
Blasphemous BulwarkVampire Counts
- −When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -20%
- −When technology "Bastions of Darkness" is researched: Attrition: -15% when under siege (armies in region)
- −When technology "Bastions of Darkness" is researched: Leadership: +6 when under siege (armies in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +3 (local province)
- +Defensive supplies: +800
- +Enemy Hero action success chance: -20% (enemy characters in region)
- +Attrition: -15% when under siege (own armies in region)
- +Army ability: "Face of Death" (own armies in region)
- +Hidden armies will be visible (any armies in region)
Altdorf Conclave of Forbidden MagicVampire Counts
- −Hero recruit rank: +1 for Lahmian Vampires (all provinces)
- −Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
- −Winds of Magic power reserve capacity: +5 (all armies)
- −Unit capacity: +1 Mortis Engine
- −Research rate: +6
- +Research rate: +5
- +Winds of Magic power reserve: +10 per turn (armies in local province)
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
- +Unit capacity: +2 Terrorgheist
- +Unit capacity: +2 Mortis Engine
Altdorf College of Forbidden MagicVampire Counts
- −Hero recruit rank: +2 for Lahmian Vampires (all provinces)
- −Winds of Magic power reserve: +20 per turn [PH] (armies in local province)
- −Winds of Magic power reserve capacity: +10 (all armies)
- −Unit capacity: +1 Terrorgheist
- −Research rate: +12
- +Research rate: +10
- +Winds of Magic power reserve: +20 per turn (armies in local province)
- +Winds of Magic power reserve capacity: +10 (own armies factionwide)
- +Unit capacity: +2 Terrorgheist
- Units: 2 → 3
Occupied Altdorf (Crumbling Hamlet)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 250
- +Defensive supplies: +1200
- +Income generated: 300
Occupied Altdorf (Corrupted Village)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 375
- −Improved tower projectiles: Bones
- +Defensive supplies: +1200
- +Income generated: 350
Occupied Altdorf (Shady Township)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 500
- −Improved tower projectiles: Caged Bats
- +Defensive supplies: +1200
- +Income generated: 400
- Units: 0 → 5
Occupied Altdorf (Accursed City)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 625
- −Improved tower projectiles: Corpse Ball
- +Defensive supplies: +1200
- +Income generated: 450
- Units: 0 → 5
Occupied Altdorf (Dark Castle)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 750
- −Improved tower projectiles: Corpse Ball
- +Defensive supplies: +1200
- +Income generated: 500
Drakenhof (Crumbling Hamlet)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 250
- −Control: +1
- +Defensive supplies: +1200
- +Income generated: 300
- +Control: +5
Drakenhof (Corrupted Village)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 375
- −Control: +2
- +Defensive supplies: +1200
- +Income generated: 350
- +Control: +5
Drakenhof (Shady Township)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 500
- −Control: +3
- +Defensive supplies: +1200
- +Income generated: 400
- +Control: +5
- Units: 0 → 5
Castle Drakenhof (Accursed City)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 625
- −Control: +4
- +Defensive supplies: +1200
- +Income generated: 450
- +Control: +5
- Units: 0 → 5
Castle Drakenhof (Dark Castle)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 750
- +Defensive supplies: +1200
- +Income generated: 500
- Units: 0 → 6
Occupied Couronne (Crumbling Hamlet)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 250
- +Defensive supplies: +1200
- +Income generated: 300
Occupied Couronne (Corrupted Village)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 375
- −Improved tower projectiles: Bones
- +Defensive supplies: +1200
- +Income generated: 350
Occupied Couronne (Shady Township)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 500
- −Improved tower projectiles: Caged Bats
- +Defensive supplies: +1200
- +Income generated: 400
- Units: 0 → 5
Occupied Couronne (Accursed City)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 625
- −Improved tower projectiles: Corpse Ball
- +Defensive supplies: +1200
- +Income generated: 450
- Units: 0 → 5
Occupied Couronne (Dark Castle)Vampire Counts
- −Defensive supplies: +1000
- −Income generated: 750
- −Improved tower projectiles: Corpse Ball
- +Defensive supplies: +1200
- +Income generated: 500
- Units: 0 → 6
- +When any Lord is present: Income generated: 50
- +Income generated: 50
- +Casualty replenishment rate: +2% (own armies in province)
- +Growth: -5 (all adjacent provinces)
- +Control: +2
- +Construction cost: -5% for Province Capital/Settlement buildings (all adjacent provinces)
- +When any Lord is present: Income generated: 100
- +Income generated: 100
- +Casualty replenishment rate: +4% (own armies in province)
- +Growth: -10 (all adjacent provinces)
- +Control: +4
- +Construction cost: -5% for Province Capital/Settlement buildings (all adjacent provinces)
- +When any Lord is present: Income generated: 200
- +Income generated: 200
- +Casualty replenishment rate: +8% (own armies in province)
- +Growth: -15 (all adjacent provinces)
- +Control: +6
- +Construction cost: -10% for Province Capital/Settlement buildings (all adjacent provinces)
Technologies
Blood DecreesVampire Counts
- −Enables the use of Blood Decrees within your provinces
Master of ShyishVampire Counts
- −Gain access to the Undead Wasteland climate type
- −Enable construction of the Deathshroud Spire building
Oaths of SylvaniaVampire Counts
- −Missile strength: +10% for Sylvanian Crossbowmen and Sylvanian Handgunners units
- −Unit capacity: +3 Sylvanian Crossbowmen Sylvanian Handgunners
- −Enable construction of the Sylvanian Outpost garrison building
Necrotic ConstructionVampire Counts
- −Enables the factionwide ability to Rush Construction by spending Blood
Shambling VanguardVampire Counts
- −_
- −Armour-piercing weapon damage: +5 for Zombies units
- −Melee attack: +10 for Zombies units
- −Speed: +20% for Zombies units
- −This technology is mutually exclusive with the following: Implacable Puppets Unfeeling Dead _
- −Attribute: Vanguard Deployment for Zombies units
Implacable PuppetsVampire Counts
- −_
- −Melee attack: +2 for Zombies units
- −Melee defence: +3 for Zombies units
- −Speed: +10% for Zombies units
- −Battle healing cap: +50% for Zombies units
- −This technology is mutually exclusive with the following: Shambling Vanguard Unfeeling Dead _
- −Armour: +10 for Zombies units
Unfeeling DeadVampire Counts
- −_
- −Leadership: +8 for Zombies units
- −Weapon strength: -80% for Zombies units
- −Battle healing cap: +250% for Zombies units
- −Physical resistance: 20% for Zombies units
- −This technology is mutually exclusive with the following: Shambling Vanguard Implacable Puppets _
Unending FeastVampire Counts
- −Attribute: Strider for Crypt Ghoul and Crypt Horror units
- −Battle healing cap: +50% for Crypt Ghouls and Crypt Horrors
- −Unit capacity: +1 Crypt Horrors
Graves of the EliteVampire Counts
- −Battle healing cap: +20% for Grave Guard units
- −Attribute: Immune to Flanking for Grave Guard units
- −Unit capacity: +1 Grave Guard
Unnatural ResilienceVampire Counts
- −Missile resistance: 10% for Dire Wolves and Fell Bats units
- −Battle healing cap: +20% for Dire Wolves units
- −Battle healing cap: +20% for Fell Bats units
- −Unit capacity: +1 Dire Wolves
Well Kept GravesVampire Counts
- −Starting rank for all Vampires Awakened from Vampire Lairs: +3
Loyal Beyond DeathVampire Counts
- −Immediately discover and occupy a new Vampire Lair hidden somewhere in the world
- −Gain access to all locked 'Their Followers' category of Vampire Lair upgrades
Necromantic ConclaveVampire Counts
- −Battle healing cap: +50% for Necromancers and Master Necromancers
- −Attribute: Perfect Vigour for Zombies, Skeleton Warriors and Skeleton Spearmen units
- −Hero recruit rank: +5 for Necromancers
Necromancy UnboundVampire Counts
- −Changes the maximum allowed replenishment rate to 100% (factionwide)
- −Casualty replenishment rate: +5% (all armies)
Mastery of Death MagicVampire Counts
- −Winds of Magic cost: -20% for Lore of Death spells (all armies)
- −Cooldown: -20% to Lore of Death spells (all armies)
Immortality's AllureVampire Counts
- −Reduce the cost of confederating Necromancer Legendary Lords by 50%
- −Diplomatic relations: +40 with Vampiric factions and Host of Nagash
Drowned in DeathVampire Counts
- −The Dead Rise Again: +50% chance for destroyed Tier 1 units to be restored after battle
- −The Dead Rise Again: +50% chance for destroyed Tier 2 units to be restored after battle
Rotten GiftsVampire Counts
- −Physical resistance: 10% for Zombies units
- −Armour: +10 for Zombies units
Unleashed HungerVampire Counts
- −Leadership: +3 for Crypt Ghouls and Crypt Horrors units
- −Passive ability: "The Hunger" for Crypt Ghouls and Crypt Horror units
- −Unit capacity: +1 Crypt Ghouls
- −Unit capacity: +1 Crypt Horrors
Barrow-Wrought ArmsVampire Counts
- −Armour: +10 for Grave Guard units
- −Melee defence: +5 for Grave Guard units
- −Unit capacity: +1 Grave Guard
- −Weapon strength: +10% for Grave Guard units
Stalkers of the DarkVampire Counts
- −Armour-piercing weapon damage: +2 for Dire Wolves and Fell Bats units
- −Attribute: Devastating Flanker for Dire Wolves and Fell Bats units
- −Unit capacity: +2 Dire Wolves
Lairs of the ForgottenVampire Counts
- −Enables the 'Occupy Vampire Lair' Hero action for all Heroes
Crypt ExcavationVampire Counts
- −When discovering a new Vampire Lair 2500 Corpses will be added to the province
- −Gain access to all locked 'Their Artefacts' category of Vampire Lair upgrades
Legacies of DarknessVampire Counts
- −Immediately discover and occupy a new Vampire Lair hidden somewhere in the world
- −Gain access to all locked 'Their Legacy' category of Vampire Lair upgrades
BloodrightVampire Counts
- −Next Vampire Bloodline Empower action is free
- −Starting rank for all Vampires Awakened from Vampire Lairs: +1
- −You will be able to research one additional technology from the Ascendant Legacies section
Legendary NecromancyVampire Counts
- −Hero capacity: +1 for Necromancers
- −Hero recruit rank: +2 for Necromancers
- −Experience gain: +10% for Necromancer Heroes
Ranks of Bone and RustVampire Counts
- −Armour: +10 for Skeleton Warriors and Skeleton Spearmen units
- −Weapon strength: +10% for Skeleton Warriors and Skeleton Spearmen units
The Shambling HordesVampire Counts
- −Leadership: +3 for Zombies, Skeleton Warriors and Skeleton Spearmen units
- −Melee attack: +2 for Zombies, Skeleton Warriors and Skeleton Spearmen units
- −Melee defence: +2 for Zombies, Skeleton Warriors and Skeleton Spearmen units
The Dead Never TireVampire Counts
- −Vigour loss reduction for Zombies, Skeleton Warriors and Skeleton Spearmen units
- −Battle healing cap: +20% for Skeleton Warriors and Skeleton Spearmen units
Scuttling HorrorsVampire Counts
- −Unit capacity: +2 Crypt Ghouls
- −Speed: +10% for Crypt Ghoul and Crypt Horror units
- −Weapon strength: +10% for Crypt Ghoul and Crypt Horror units
GravewardensVampire Counts
- −Leadership: +5 for Grave Guard units
- −Melee attack: +5 for Grave Guard units
- −Unit capacity: +1 Grave Guard
Hunters of the NightVampire Counts
- −Charge bonus: +4 for Fell Bats and Dire Wolves units
- −Leadership: +5 for Dire Wolves and Fell Bats units
- −Speed: +10% for Fell Bats and Dire Wolves units
- −Unit capacity: +1 Dire Wolves
Endless LegionsVampire Counts
- −_
- −This technology is mutually exclusive with the following: Countless Souls _
- −Upkeep: -10% (all armies)
Countless SoulsVampire Counts
- −_
- −This technology is mutually exclusive with the following: Endless Legions _
- −Upkeep: -25% for all Tier 1 units
- −Upkeep: -25% for all Tier 2 units
- −Upkeep: +5% for all Tier 3 units
- −Upkeep: +5% for all Tier 4 units
- −Upkeep: +5% for all Tier 5 units
Iron-Shod CartsVampire Counts
- −Reduces the amount of Corpses lost when transporting them to the capital by an additional 10%
- −Speed: +10% for Corpse Cart units
- −Battle healing cap: +10% for Corpse Cart units
- −Armour: +10 for Corpse Cart units
- −Fire resistance: 10% for Corpse Cart units
Cart GuardiansVampire Counts
- −Reduces the amount of Corpses lost when transporting them to the capital by an additional 10%
- −Speed: +10% for Corpse Cart units
- −Battle healing cap: +10% for Corpse Cart units
- −Armour: +10 for Corpse Cart units
- −Fire resistance: 10% for Corpse Cart units
Ancient WealthVampire Counts
- −Income from all buildings: +10%
- −Income from post-battle loot: +5%
BloodrightVampire Counts
- −Next Vampire Bloodline Empower action is free
- −Starting rank for all Vampires Awakened from Vampire Lairs: +1
- −You will be able to research one additional technology from the Ascendant Legacies section
Frenzied by BloodshedVampire Counts
- −Replenishes 20% campaign movement range after winning a battle (all characters)
- −Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)
- −Income from sacking settlements: +10%
Unholy VigourVampire Counts
- −Chance of a plague spreading: -20% (all armies)
- −Battle reinforcement time: -30% (all armies)
- −Campaign movement range: +10% (all armies)
- −Reinforcement range: +20% (all armies)
Order of the Blood DragonVampire Counts
- −Legendary Hero Walach Harkon will join your faction
Puppet MasterVampire Counts
- −Recruit rank: +1 for all Tier 1 units
- −Recruit rank: +1 for all Tier 2 units
- −Upkeep: -5% (all armies)
Mastery of the Dark ArtsVampire Counts
- −Enable construction of the Mortuary Caravans building
- −Enable construction of the Mortis Nexus building
- −Hero capacity: +1 for Necromancers
- −Hero recruit rank: +2 for Necromancers
- −Experience gain: +10% for Necromancer Heroes
Empty Their GraveyardsVampire Counts
- −An additional Strigoi Ghoul King Lord will become available for recruitment
- −When a faction declares war on you 3000 Corpses will instantly be added to all of their provinces
Counsel of the Doom LordVampire Counts
- −Legendary Hero Dieter Helsnicht will join your faction
Cloaked In DeathVampire Counts
- −Blood: 50 per turn
- −Gain infinite Unit Capacity for Spirit Host units
Twisted MajestyVampire Counts
- −Character experience gain: +5% (all characters)
- −Growth: +5
Bastions of DarknessVampire Counts
- −Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +700 (all regions)
- −Walls and Garrison buildings gain additional effects
The Cycle of DeathVampire Counts
- −Blood cost to recruit units: -10% for all units
- −Disbanding units will refund the Blood used to create them
All Shall JoinVampire Counts
- −Reduce the cost of confederating Vampire Legendary Lords by 50%
- −Diplomatic relations: +40 with Vampiric factions and Host of Nagash
BloodrightVampire Counts
- −Next Vampire Bloodline Empower action is free
- −Starting rank for all Vampires Awakened from Vampire Lairs: +1
- −You will be able to research one additional technology from the Ascendant Legacies section
Lords of Long-Dead DynastiesVampire Counts
- −Physical resistance: 10% for Lords and embedded Heroes
- −An additional Strigoi Ghoul King Lord will become available for recruitment
- −Hero recruit rank: +5 for Wight Kings
- −Hero recruit rank: +5 for Banshees
Dark LaboratoriumsVampire Counts
- −Disbanding units will refund the Corpses used to create them
- −Corpse cost to recruit units: -10% for all units
Nightmarish SpectresVampire Counts
- −Barrier hit points: +300 for Spirit Host, Cairn Wraiths and Hexwraiths units
- −Battle healing cap: +50% for Spirit Host, Cairn Wraiths and Hexwraiths units
- −Unit capacity: +1 Hexwraiths
Oathed in BloodVampire Counts
- −Vigour loss reduction: -25% for Black Knights, Blood Knights and Drakenhof Templars units
- −Battle healing cap: +20% for Black Knights, Blood Knights and Drakenhof Templars units
- −Unit capacity: +1 Blood Knights
Unholy ResilienceVampire Counts
- −Battle healing cap: +20% for Varghulf, Mourngul and Vargheists units
- −Unit capacity: +1 Varghulf
- −Armour: +20 for Varghulf, Mourngul and Vargheist units
Ritual Hide MarkingVampire Counts
- −Ward save: +10% for Terrorgheist units
- −Ward save: +10% for Zombie Dragon units
- −Battle healing cap: +20% for Terrorgheist units
- −Battle healing cap: +20% for Zombie Dragon units
- −Unit capacity: +1 Terrorgheist
Loci of the UnlivingVampire Counts
- −Physical resistance: 10% for Black Coach, Mortis Engine and Coven Throne units
- −Battle healing cap: +20% for Black Coach units
- −Battle healing cap: +20% for Coven Throne units
- −Battle healing cap: +20% for Mortis Engine units
- −Unit capacity: +1 Mortis Engine
The Eternal SisterhoodVampire Counts
- −Physical resistance: 10% for Lahmian Handmaiden units
- −Battle healing cap: +20% for Handmaiden units
- −Unit capacity: +1 Lahmian Handmaidens
Preternatural SensesVampire Counts
- −Speed: +5% for Lords and embedded Heroes
- −Missile resistance: 10% for Lords and embedded Heroes
- −Melee defence: +10 for Lords and embedded Heroes
BloodrightVampire Counts
- −Next Vampire Bloodline Empower action is free
- −Starting rank for all Vampires Awakened from Vampire Lairs: +1
- −You will be able to research one additional technology from the Ascendant Legacies section
Resilience of the GraveVampire Counts
- −An additional Strigoi Ghoul King Lord will become available for recruitment
- −Hit points: +10% (all characters)
- −Casualty replenishment rate: +2% (all armies)
- −Attrition: -50% casualties suffered from non-Vampiric territory attrition
What Once WasVampire Counts
- −Allegiance points gained: +20%
- −+2 Allied Recruitment Unit capacity per army
- −Diplomatic relations: +20 with all factions
The Scourge of AquitaineVampire Counts
- −The Red Duke of Mousillon will join your faction
- −Any regions owned by Mousillon will be transfered to the Undead Remnants faction
The Moonlit CapitalVampire Counts
- −_
- −Income from all buildings: +50% (capital province)
- −This technology is mutually exclusive with the following: Lands of Death _
- −Growth: +50 (capital province)
- −Research rate: +10
Lands of DeathVampire Counts
- −_
- −This technology is mutually exclusive with the following: The Moonlit Capital _
- −Income from all buildings: +5% (all regions)
- −Growth: +10 (all provinces)
Advancements of the Dark ArtsVampire Counts
- −Enable construction of the Mass Grave building
- −Hero capacity: +1 for Necromancers
- −Hero recruit rank: +2 for Necromancers
- −Experience gain: +10% for Necromancer Heroes
Life Strengthens DeathVampire Counts
- −Casualty replenishment rate: +2% for Lords and Heroes
- −The Dead Rise Again: +10% chance for destroyed Tier 4 units to be restored after battle
- −The Dead Rise Again: +10% chance for destroyed Tier 5 units to be restored after battle
- −Upkeep: +3% for all Tier 4 units
- −Upkeep: +3% for all Tier 5 units
Sustenance In BloodVampire Counts
- −Casualty replenishment rate: +2% for Lords and Heroes
- −The Dead Rise Again: +20% hit points for destroyed Tier 4 units restored after battle
- −The Dead Rise Again: +20% hit points for destroyed Tier 5 units restored after battle
- −Upkeep: +2% for all Tier 4 units
- −Upkeep: +2% for all Tier 5 units
Legacies of the TombsVampire Counts
- −Passive ability: "Wightblades" for Spirit Host, Cairn Wraiths and Hexwraiths units (Rank 7 and above)
- −Barrier hit points: +200 for Spirit Host, Cairn Wraiths and Hexwraiths units
- −Unit capacity: +1 Cairn Wraiths
Crimson LancesVampire Counts
- −Unit capacity: +1 Drakenhof Templars
- −Charge bonus: +10% for Black Knights, Blood Knights and Drakenhof Templars units
- −Weapon strength: +10% for Black Knights, Blood Knights and Drakenhof Templars units
Frenzied FangsVampire Counts
- −Unit capacity: +1 Vargheists
- −Melee defence: +5 for Varghulf, Mourngul and Vargheist units
- −Weapon strength: +10% for Varghulf, Mourngul and Vargheist units
Death on Tattered WingsVampire Counts
- −Charge bonus: +20% for Zombie Dragon units
- −Weapon strength: +10% for Zombie Dragon units
- −Charge bonus: +20% for Terrorgheist units
- −Weapon strength: +10% for Terrorgheist units
Cursed WardsVampire Counts
- −Attribute: Expert Charge Defence for Black Coach, Mortis Engine and Coven Throne units
- −Missile resistance: 10% for Black Coach, Mortis Engine and Coven Throne units
- −Unit capacity: +1 Black Coach
Scarlet DisciplineVampire Counts
- −Bonus vs Infantry: +10 for Handmaiden units
- −Leadership: +5 for Handmaiden units
- −Unit capacity: +1 Lahmian Handmaidens
Not an End, a BeginningVampire Counts
- −Corpses gained from battle: +10%
Restorative RitualsVampire Counts
- −The Dead Rise Again: +10% chance for destroyed Tier 3 units to be restored after battle
- −Upkeep: +3% for all Tier 3 units
Restorative Blood RitesVampire Counts
- −The Dead Rise Again: +20% hit points for destroyed Tier 3 units restored after battle
- −Upkeep: +2% for all Tier 3 units
Restless RevenantsVampire Counts
- −Barrier hit points: +200 for Spirit Host, Cairn Wraiths and Hexwraiths units
- −Unit capacity: +1 Cairn Wraiths
Ironclad DeathVampire Counts
- −Armour: +20 for Black Knights, Blood Knights and Drakenhof Templars units
- −Unit capacity: +2 Black Knights
Nightmare ProwlersVampire Counts
- −Unit capacity: +1 Mournguls
- −Charge bonus: +10% for Varghulf, Mourngul and Vargheist units
- −Speed: +10% for Varghulf, Mourngul and Vargheist units
Terrors in the NightVampire Counts
- −Leadership: +5 for Zombie Dragon units
- −Missile resistance: 10% for Terrorgheist units
- −Missile resistance: 10% for Zombie Dragon units
- −Leadership: +5 for Terrorgheist units
Funeral IronworkVampire Counts
- −Armour: +15 for Black Coach, Mortis Engine and Coven Throne units
- −Fire resistance: 10% for Black Coach, Mortis Engine and Coven Throne units
Lethal WaltzVampire Counts
- −Passive ability: "A Respectable Distance" for all Lahmian Handmaiden units
- −Speed: +10% for Handmaiden units
- −Unit capacity: +1 Lahmian Handmaidens
Return to GloryVampire Counts
- −Hero recruit rank: +3 for Lahmian Vampires
- −Hero recruit rank: +3 for Vampires
- −Wound recovery time: -1 turns (all characters)
- −Experience gain: +20% for Vampire and Lahmian VampireHeroes
Veteran VampiresVampire Counts
- −Unit experience gain: +10% (all armies)
- −Spell intensity: +5% (all characters)
- −Ward save: +5% (all characters)
Master of VampiresVampire Counts
- −Winds of Magic cost: -20% for Lore of Vampires (all armies)
- −Cooldown: -20% to Lore of Vampires spells (all armies)
BloodrightVampire Counts
- −Next Vampire Bloodline Empower action is free
- −Starting rank for all Vampires Awakened from Vampire Lairs: +1
- −You will be able to research one additional technology from the Ascendant Legacies section
Grave RobbingVampire Counts
- −Enables a small amount of Corpses to be gained from all Infrastructure and Recruitment buildings
Corpse CollectingVampire Counts
- −Vampiric corruption: +2 (all provinces)
- −Casualty replenishment rate: +3% (all armies)
Proficiency in the Dark ArtsVampire Counts
- −Hero capacity: +1 for Necromancers
- −Hero recruit rank: +2 for Necromancers
- −Experience gain: +10% for Necromancer Heroes
- −Casualty replenishment rate: +1% (all armies)
Replaceable RanksVampire Counts
- −The Dead Rise Again: +10% chance for destroyed Tier 1 units to be restored after battle
- −The Dead Rise Again: +10% chance for destroyed Tier 2 units to be restored after battle
- −Upkeep: +3% for all Tier 1 units
- −Upkeep: +3% for all Tier 2 units
Bodies for the PileVampire Counts
- −The Dead Rise Again: +20% hit points for destroyed Tier 1 units restored after battle
- −The Dead Rise Again: +20% hit points for destroyed Tier 2 units restored after battle
- −Upkeep: +2% for all Tier 1 units
- −Upkeep: +2% for all Tier 2 units
Deathly WindsVampire Counts
- −Winds of Magic power reserve capacity: +10 (all armies)
- −Winds of Magic power reserve: +5 per turn (all armies)
Horror of the ShadowsVampire Counts
- −Cooldown: -20% to Lore of Shadows spells (all armies)
- −Winds of Magic cost: -20% for Lore of Shadows spells (all armies)
Practice of the Dark ArtsVampire Counts
- −Corpses: 200 per turn (in your faction capital's province)
- −Gain infinite Unit Capacity for all Zombie, Skeleton and Fell Bats units
- +Melee defence: +4 for Zombies, Skeleton Warriors and Skeleton Spearmen units
- +Recruit rank: +2 for Skeletal and Zombie units
- +Weapon strength: +10% for Skeleton Warriors and Skeleton Spearmen units
- +Character experience gain per turn: +100
- +Diplomatic relations: +25 with Empire, Kislev, Cathay and Bretonnia
- +Upkeep: -10% (subjugated human factions)
- +Hero self-defence: +10% chance of wounding aggressors
- +Hero capacity: +1 for all Heroes
- +Casualties captured post-battle: +25%
- +Hero action cost: -25%
- +Hero action success chance: +10%
- +Winds of Magic power reserve minimum: +10
- +Winds of Magic power reserve capacity: +10
- +Chance of a plague spreading: -25%
- +Raise dead cost: -25%
- +Leadership: +5 for Zombies, Skeleton Warriors and Skeleton Spearmen units
- +Upkeep: -10% for Zombies units
- +Casualty replenishment rate: +5% (subjugated human factions)
- +Speed: +25% for Zombies units
- +The Dead Rise Again: +10% chance for destroyed Undead units to be restored after battle
- +Melee attack: +4 for Zombies, Skeleton Warriors and Skeleton Spearmen units
- +Diplomatic relations: +50 with Vampire Counts
- +Unit experience gain: +100% for units when fighting against Vampire Counts
- +Unit experience gain: +100% for units when fighting against Vampire Coast
- +Diplomatic relations: +50 with Vampire Coast
- +Research rate: +10
- +Leadership: +8 when fighting against Humans
- +Post battle chance of stealing a magic item: +25%
- +Immune to Desert attrition
- +Leadership: +4 when fighting against Tomb Kings
- +Battle healing cap: +100% for Zombies units
- +Upkeep: -10% for Skeleton Warriors and Skeleton Spearmen units
- +Armour: +10 for Skeleton Warriors and Skeleton Spearmen units
- +Armour: +5 for Grave Guard and Black Knights units
- +Experience gain: +25% for all bloodline units
- +Casualty replenishment rate: +25% for all bloodline units
- +Upkeep: -5% for all bloodline units
- +Melee attack: +4 for Vargheist units
- +Physical resistance: 20% for Zombies units
- +Attribute: Perfect Vigour for Zombies, Skeleton Warriors and Skeleton Spearmen units
- +Raise Dead pool capacity: +2 for Skeleton Warriors and Skeleton Spearmen units (own provinces)
- +Local Recruitment duration: -1 turn for Grave Guard units (minimum 1)
- +Upkeep: -5% for Grave Guard and Black Knights units
- +Experience gain: +25% for all bloodline units
- +Melee and missile weapon damage: +25% for all bloodline units
- +Speed: +10% for Dire Wolves units
- +Leadership: +5 for Dire Wolves and Fell Bats units
- +Vampiric corruption: +10 (subjugated human factions)
- +Charge bonus: +10% during forest battles
- +Upkeep: -5% for Fell Bats and Dire Wolves units
- +Missile resistance: 20% for Dire Wolves units
- +Weapon strength: +10% for Dire Wolves units
- +Physical resistance: 5% during forest battles
- +Upkeep: -5% for Varghulf and Vargheists units
- +Leadership: +4 for Varghulf units
- +Charge bonus: +20% for Terrorgheist units
- +Melee attack: +4 for Terrorgheist units
- +Weapon strength: +10% for Terrorgheist units
- +Raise Dead pool capacity: +8 for Zombies units (own provinces)
- +Attribute: Vanguard Deployment for Zombies units
- +Experience gain: +25% for all bloodline units
- +Leadership: +10 for all bloodline units
- +Ammunition: +25% for all bloodline units
- +Upkeep: -5% for all bloodline units
- +Armour-piercing weapon damage: +4 for Fell Bats units
- +Armour: +10 for Fell Bats units
- +Melee defence: +4 for Fell Bats units
- +Recruit rank: +2 for units from the Forest building chain
- +Recruit rank: +2 for Terrorgheist and Zombie Dragon units
- +Upkeep: -5% for Terrorgheist and Zombie Dragon units
- +Experience gain: +25% for all bloodline units
- +Speed: +25% for all bloodline units
- +Upkeep: -5% for all bloodline units
- +Speed: +5% for Crypt Ghoul and Crypt Horror units
- +Physical resistance: 5% for Crypt Ghouls and Crypt Horrors units
- +Weapon strength: +10% for Crypt Ghouls and Crypt Horrors units
- +Passive ability: "The Hunger" for Crypt Ghouls and Crypt Horror units
- +Battle healing cap: +50% for Crypt Ghouls and Crypt Horrors
- +The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle
- +Armour-piercing weapon damage: +25 (all characters factionwide)
- +Hit points: +5% (all characters factionwide)
- +Experience gain: +25% for all bloodline units
- +Physical resistance: 20% for all bloodline units
- +Upkeep: -5% for all bloodline units
- +Income from Cities: +10%
- +Charge bonus: +10% for Blood Knight units
- +Melee attack: +4 for Blood Knight units
- +Melee defence: +4 for Blood Knight units
- +Charge bonus: +10% for Black Coach, Corpse Cart, and Mortis Engine units
- +Recruit rank: +2 for Black Coach, Corpse Cart, Mortis Engine, and Blood Knight units
- +Upkeep: -5% for Black Coach, Corpse Cart, Mortis Engine, and Blood Knight units
- +The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle
- +Attrition: -20% casualties suffered from non-Vampiric territory attrition
- +Immune to Vampiric attrition (subjugated human factions)
- +Recruit rank: +2 for Crypt Ghouls and Crypt Horrors units
- +Upkeep: -5% for Crypt Ghouls and Crypt Horrors units
- +Battle reinforcement time: -50%
- +Campaign movement range: +10%
- +Missile resistance: 10% during siege battles
- +Leadership: +4 when laying siege or encircling
- +Leadership: +4 when under siege
- +Experience gain: +25% for all bloodline units
- +Vigour loss reduction: -25% for all bloodline units
- +Upkeep: -5% for all bloodline units
- +Growth per region: +5 after winning a battle (all provinces)
- +Control: +10 (subjugated human factions)
- +Income from Repression buildings: +10%
- +Control: +2
- +All other types of corruption: -2
- +Vampiric corruption: +2
- +Allegiance points gained: +25%
- +Hero recruit rank: +2 for Vampires
- +Hero recruit rank: +2 for Necromancers
- +Leadership aura size: +25%
- +Leadership: +4 for Lords and embedded Heroes
- +Lord recruit rank: +2
- +Recruit rank: +2 for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units
- +Upkeep: -5% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units
- +Melee attack: +8 for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths units
- +Barrier hit points: +500 for Spirit Hosts, Cairn Wraiths, Mourngul and Hexwraiths units
- +Battle healing cap: +100% for Spirit Hosts, Cairn Wraiths, Mournguls and Hexwraiths
- +Income from Vengeful Spirit buildings: +50%
- +Hero recruit rank: +2 for Wight Kings
- +Hero recruit rank: +2 for Banshees
- +Income from looting settlements: +25%
- +Diplomatic relations: +10 with all factions
- +Income from Forbidden Libraries and Necromancer's Towers: +50%
- +Income from Vampire Crypts, Vampire Keeps and Blood Tax buildings: +25%