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

SFO Wood Elves units

108 Wood Elves units SFO: Grimhammer III changes against patch 9.0.4, 8 it adds, and 78 skills, 118 buildings and 29 technologies. Vanilla → SFO: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Ancient Treemanwh_dlc05_wef_cha_ancient_treeman_019,828 → 14,000110 → 9042 → 4048 → 45150 → 200320 → 2501,300 → 2,9001,300 → 1,450Leadership 90 → 80; Speed 35 → 36; Charge bonus 30 → 45; Mass 7,000 → 7,500; Upkeep 325 → 362; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; Fire resistance -25% → -40%; New: Protectors of the Wood, Indomitable, Deadly Onslaught, Wallbreaker, Charge Defence vs. Large, Strider; Removed: Lamentation of Despairs (Empowered), Call of the Woods, Foe-Seeker, Expert Charge Defence, Vanguard Deployment, Woodsman
Branchwraithwh_dlc05_wef_cha_branchwraith_014,168 → 5,00060 → 5047 → 4035 → 45230 → 275100 → 1251,000450 → 500Leadership 60 → 80; Speed 43 → 38; Charge bonus 32 → 30; Mass 500 → 750; Upkeep 250 → 275; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Protectors of the Wood, Vigorous, Strider; Removed: Woodsman
Durthuwh_dlc05_wef_cha_durthu_0110,328 → 15,500110 → 9065 → 5552 → 35160 → 2004002,000 → 3,4002,000 → 1,700Leadership 90 → 80; Speed 35 → 36; Charge bonus 40 → 50; Mass 7,000 → 7,500; Upkeep 500 → 0; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Spell resistance 0% → 10%; Fire resistance -25% → -40%; New: Protectors of the Wood, Howl of the Forest, Wallbreaker, Strider; Removed: Vanguard Deployment, Woodsman
Lady of the Gladewh_dlc05_wef_cha_female_glade_lord_013,908 → 4,50050 → 6065 → 6060 → 55260 → 300100 → 1501,000 → 2,000850 → 1,000Leadership 75 → 70; Speed 46 → 45; Charge bonus 30 → 35; Mass 400 → 750; Ammunition 30 → 50; Missile base damage 196 → 150; Missile AP damage 84 → 250; Reload time 8 s → 7 s; Missile resistance 15% → 0%; Ward save 0% → 5%; New: Gifts of the Forest, Strider, Stalk; Removed: Hide (forest), Woodsman
Lady of the Gladewh_dlc05_wef_cha_female_glade_lord_114,576 → 4,50050 → 6065 → 5560 → 50260 → 300100 → 1501,000 → 2,4001,050 → 1,200Leadership 75 → 70; Speed 94 → 100; Charge bonus 45 → 50; Mass 1,000 → 1,500; Ammunition 30 → 50; Missile base damage 196 → 150; Missile AP damage 84 → 250; Reload time 8 s → 7 s; Upkeep 275 → 300; Missile resistance 15% → 0%; Ward save 0% → 5%; New: Gifts of the Forest, Strider; Removed: Vanguard Deployment, Woodsman
Lady of the Gladewh_dlc05_wef_cha_female_glade_lord_214,856 → 5,5005065 → 5540 → 50264 → 200176 → 2501,100 → 3,2001,400 → 1,600Leadership 75 → 70; Speed 110 → 130; Charge bonus 70 → 90; Mass 1,700 → 2,750; Ammunition 30 → 50; Missile base damage 196 → 150; Missile AP damage 84 → 250; Reload time 8 s → 7 s; Upkeep 350 → 400; Missile resistance 15% → 0%; Ward save 0% → 5%; New: Gifts of the Forest, Strider
Lady of the Gladewh_dlc05_wef_cha_female_glade_lord_317,624 → 9,50060 → 8048 → 5042 → 40135 → 275305 → 3252,200 → 5,2002,000 → 2,600Leadership 75 → 70; Speed 95 → 100; Charge bonus 60 → 65; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,750; Ammunition 30 → 50; Missile base damage 196 → 150; Missile AP damage 84 → 250; Reload time 8 s → 7 s; Upkeep 550 → 650; Physical resistance 20% → 0%; Missile resistance 25% → 0%; Ward save 0% → 10%; New: Gifts of the Forest, Strider
Glade Lordwh_dlc05_wef_cha_glade_lord_013,908 → 5,00050 → 606560 → 55260 → 250100 → 2001,000 → 2,000850 → 1,000Leadership 75 → 70; Speed 46 → 45; Bonus vs large 0 → 20; Charge bonus 30 → 45; Mass 400 → 750; Ammunition 30 → 50; Missile base damage 196 → 225; Missile AP damage 84 → 150; Reload time 8 s → 7 s; Missile resistance 15% → 0%; Ward save 0% → 5%; New: Gifts of the Forest, Strider, Stalk; Removed: Hide (forest), Woodsman
Glade Lordwh_dlc05_wef_cha_glade_lord_114,576 → 5,25050 → 6065 → 6060 → 50260 → 250100 → 2001,000 → 2,4001,050 → 1,200Leadership 75 → 70; Speed 94 → 100; Bonus vs large 0 → 20; Charge bonus 45 → 60; Mass 1,000 → 1,500; Ammunition 30 → 50; Missile base damage 196 → 225; Missile AP damage 84 → 150; Reload time 8 s → 7 s; Upkeep 275 → 300; Missile resistance 15% → 0%; Ward save 0% → 5%; New: Gifts of the Forest, Strider; Removed: Vanguard Deployment, Woodsman
Glade Lordwh_dlc05_wef_cha_glade_lord_214,856 → 6,0005065 → 6040 → 50264 → 175176 → 2751,100 → 3,2001,400 → 1,600Leadership 75 → 70; Speed 110 → 130; Charge bonus 70 → 100; Mass 1,700 → 2,750; Ammunition 30 → 50; Missile base damage 196 → 225; Missile AP damage 84 → 150; Reload time 8 s → 7 s; Upkeep 350 → 400; Missile resistance 15% → 0%; Ward save 0% → 5%; New: Gifts of the Forest, Strider
Glade Lordwh_dlc05_wef_cha_glade_lord_317,624 → 10,00060 → 8048 → 5542 → 40135 → 275305 → 3252,200 → 5,2002,000 → 2,600Leadership 75 → 70; Speed 95 → 100; Charge bonus 60 → 75; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,750; Ammunition 30 → 50; Missile base damage 196 → 225; Missile AP damage 84 → 150; Reload time 8 s → 7 s; Upkeep 550 → 650; Physical resistance 20% → 0%; Missile resistance 25% → 0%; Ward save 0% → 10%; New: Gifts of the Forest, Strider
Orionwh_dlc05_wef_cha_orion_017,436 → 7,75030 → 5065 → 6040200350 → 3001,600 → 3,4001,600 → 1,700Speed 55 → 60; Bonus vs large 15 → 25; Mass 2,000 → 3,000; Range 140 m → 250 m; Ammunition 12 → 40; Missile base damage 80 → 150; Missile AP damage 280 → 300; Reload time 8 s → 6 s; Upkeep 250 → 0; Physical resistance 20% → 0%; Ward save 0% → 10%; New: Gifts of the Forest, Protectors of the Wood, Sight Beyond Sight, Strider; Removed: Woodsman
Spellsinger (Beasts)wh_dlc05_wef_cha_spellsinger_beasts_013,420 → 4,0001533 → 4534 → 40180 → 22560 → 751,000 → 800300 → 400Leadership 60 → 70; Speed 34 → 60; Charge bonus 20 → 30; Mass 400 → 500; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Strider; Removed: Woodsman
Spellsinger (Beasts)wh_dlc05_wef_cha_spellsinger_beasts_113,848 → 4,2501533 → 4034 → 40180 → 22560 → 751,100 → 1,200500 → 600Leadership 60 → 70; Speed 94 → 100; Charge bonus 34 → 40; Mass 1,000 → 1,250; Upkeep 275 → 300; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Strider; Removed: Woodsman
Spellsinger (Beasts)wh_dlc05_wef_cha_spellsinger_beasts_214,680 → 5,00030 → 3544 → 4030 → 35234 → 150156 → 2501,500 → 2,000850 → 1,000Leadership 60 → 70; Speed 110 → 130; Charge bonus 62 → 90; Mass 1,700 → 2,500; Upkeep 375 → 400; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Hide (forest)
Spellsinger (Beasts)wh_dlc05_wef_cha_spellsinger_beasts_314,404 → 4,750154034 → 40180 → 22560 → 1251,200 → 1,400600 → 700Leadership 60 → 70; Charge bonus 50 → 70; Mass 1,700 → 1,750; Upkeep 300 → 325; Missile resistance 15% → 0%; Spell resistance 40% → 50%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Strider, Vanguard Deployment, Stalk, Perfect Vigour; Removed: Hide (forest), Woodsman
Spellsinger (Life)wh_dlc05_wef_cha_spellsinger_life_013,420 → 4,0001533 → 4534 → 40180 → 22560 → 751,000 → 800300 → 400Leadership 60 → 70; Speed 34 → 60; Charge bonus 20 → 30; Mass 400 → 500; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Strider; Removed: Woodsman
Spellsinger (Life)wh_dlc05_wef_cha_spellsinger_life_113,848 → 4,2501533 → 4034 → 40180 → 22560 → 751,100 → 1,200500 → 600Leadership 60 → 70; Speed 94 → 100; Charge bonus 34 → 40; Mass 1,000 → 1,250; Upkeep 275 → 300; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Strider; Removed: Woodsman
Spellsinger (Life)wh_dlc05_wef_cha_spellsinger_life_214,680 → 5,00030 → 3544 → 4030 → 35234 → 150156 → 2501,500 → 2,000850 → 1,000Leadership 60 → 70; Speed 110 → 130; Charge bonus 62 → 90; Mass 1,700 → 2,500; Upkeep 375 → 400; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Hide (forest)
Spellsinger (Life)wh_dlc05_wef_cha_spellsinger_life_314,404 → 4,750154034 → 40180 → 22560 → 1251,200 → 1,400600 → 700Leadership 60 → 70; Charge bonus 50 → 70; Mass 1,700 → 1,750; Upkeep 300 → 325; Missile resistance 15% → 0%; Spell resistance 40% → 50%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Strider, Vanguard Deployment, Stalk, Perfect Vigour; Removed: Hide (forest), Woodsman
Spellsinger (Shadows)wh_dlc05_wef_cha_spellsinger_shadows_013,420 → 4,0001533 → 4534 → 40180 → 22560 → 751,000 → 800300 → 400Leadership 60 → 70; Speed 34 → 60; Charge bonus 20 → 30; Mass 400 → 500; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Strider; Removed: Woodsman
Spellsinger (Shadows)wh_dlc05_wef_cha_spellsinger_shadows_113,848 → 4,2501533 → 4034 → 40180 → 22560 → 751,100 → 1,200500 → 600Leadership 60 → 70; Speed 94 → 100; Charge bonus 34 → 40; Mass 1,000 → 1,250; Upkeep 275 → 300; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Strider; Removed: Woodsman
Spellsinger (Shadows)wh_dlc05_wef_cha_spellsinger_shadows_214,680 → 5,00030 → 3544 → 4030 → 35234 → 150156 → 2501,500 → 2,000850 → 1,000Leadership 60 → 70; Speed 110 → 130; Charge bonus 62 → 90; Mass 1,700 → 2,500; Upkeep 375 → 400; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Hide (forest)
Spellsinger (Shadows)wh_dlc05_wef_cha_spellsinger_shadows_314,404 → 4,750154034 → 40180 → 22560 → 1251,200 → 1,400600 → 700Leadership 60 → 70; Charge bonus 50 → 70; Mass 1,700 → 1,750; Upkeep 300 → 325; Missile resistance 15% → 0%; Spell resistance 40% → 50%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Arcane Conduit, Strider, Vanguard Deployment, Stalk, Perfect Vigour; Removed: Hide (forest), Woodsman
Waystalkerwh_dlc05_wef_cha_waystalker_013,688 → 4,5004055 → 5045 → 40235 → 27590 → 1501,000 → 1,600600 → 800Leadership 60 → 65; Speed 42 → 50; Charge bonus 28 → 30; Melee attack interval 4 s → 3.5 s; Mass 400 → 500; Range 190 m → 200 m; Ammunition 30 → 50; Missile base damage 196 → 175; Missile AP damage 84 → 125; Reload time 8 s → 5 s; Upkeep 250 → 200; Missile resistance 15% → 0%; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Gifts of the Forest, Prey of Anath Raema, Hawkish Finesse, Strider; Removed: The Eye of Kurnous, Encourage, Woodsman
Coeddilwh2_dlc16_wef_cha_ancient_treeman_coeddil_0110,328 → 14,000110 → 9065 → 7052 → 30160 → 150400 → 3501,800 → 3,6001,800Speed 35 → 36; Charge bonus 40 → 60; Melee attack interval 3.8 s → 4 s; Mass 7,000 → 7,500; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; New: Protectors of the Wood, Wallbreaker, Charge Defence vs. Large, Strider; Removed: Wounds, Expert Charge Defence, Vanguard Deployment, Woodsman, Unbreakable
Arielwh2_dlc16_wef_cha_ariel_016,660 → 7,500304050280 → 0160 → 3001,200 → 2,8001,150 → 1,400Leadership 90 → 100; Mass 1,800 → 2,000; Physical resistance 20% → 0%; Missile resistance 15% → 0%; Ward save 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Gifts of the Forest, Protectors of the Wood, Arcane Mastery, Unbreakable
Drychawh2_dlc16_wef_cha_drycha_014,918 → 6,50080 → 756040300 → 5501001,000 → 1,7001,000 → 850Speed 43 → 45; Charge bonus 48 → 50; Mass 500 → 1,000; Upkeep 250 → 0; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Protectors of the Wood, Vigorous, Immune to Flanking
Lady of the Gladewh2_dlc16_wef_cha_female_glade_lord_414,792 → 6,7506065 → 5560 → 50130 → 250250 → 2001,300 → 3,0001,200 → 1,500Leadership 75 → 70; Bonus vs large 0 → 20; Charge bonus 60 → 100; Mass 2,200 → 2,750; Ammunition 30 → 50; Missile base damage 196 → 225; Missile AP damage 84 → 150; Reload time 8 s → 7 s; Upkeep 325 → 375; Physical resistance 20% → 0%; Missile resistance 15% → 0%; Ward save 0% → 10%; New: Vigorous, Gifts of the Forest, Strider; Removed: Woodsman
Glade Lordwh2_dlc16_wef_cha_glade_lord_414,792 → 6,5006065 → 6060 → 50130 → 250250 → 2001,300 → 3,0001,200 → 1,500Leadership 75 → 70; Bonus vs large 0 → 20; Charge bonus 60 → 100; Mass 2,200 → 2,750; Ammunition 30 → 50; Missile base damage 196 → 225; Missile AP damage 84 → 150; Reload time 8 s → 7 s; Upkeep 325 → 375; Physical resistance 20% → 0%; Missile resistance 15% → 0%; Ward save 0% → 10%; New: Gifts of the Forest, Vigorous, Strider; Removed: Woodsman
Malevolent Ancient Treeman (Beasts)wh2_dlc16_wef_cha_malicious_ancient_treeman_beasts_019,828 → 14,000110 → 9042 → 4048 → 45150 → 200320 → 2501,300 → 2,9001,350 → 1,450Leadership 90 → 80; Speed 35 → 36; Charge bonus 30 → 45; Mass 7,000 → 7,500; Upkeep 325 → 362; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; New: Protectors of the Wood, Wallbreaker, Charge Defence vs. Large, Strider; Removed: Expert Charge Defence, Vanguard Deployment, Woodsman
Malevolent Ancient Treeman (Life)wh2_dlc16_wef_cha_malicious_ancient_treeman_life_019,828 → 14,000110 → 9042 → 4048 → 45150 → 200320 → 2501,300 → 2,9001,350 → 1,450Leadership 90 → 80; Speed 35 → 36; Charge bonus 30 → 45; Mass 7,000 → 7,500; Upkeep 325 → 362; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; New: Protectors of the Wood, Wallbreaker, Charge Defence vs. Large, Strider; Removed: Expert Charge Defence, Vanguard Deployment, Woodsman
Malevolent Ancient Treeman (Shadows)wh2_dlc16_wef_cha_malicious_ancient_treeman_shadows_019,828 → 14,000110 → 9042 → 4048 → 45150 → 200320 → 2501,300 → 2,9001,350 → 1,450Leadership 90 → 80; Speed 35 → 36; Charge bonus 30 → 45; Mass 7,000 → 7,500; Upkeep 325 → 362; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; New: Protectors of the Wood, Wallbreaker, Charge Defence vs. Large, Strider; Removed: Expert Charge Defence, Vanguard Deployment, Woodsman
Malevolent Branchwraith (Beasts)wh2_dlc16_wef_cha_malicious_branchwraith_beasts_014,168 → 5,00060 → 5049 → 4035 → 45230 → 275100 → 1251,000450 → 500Leadership 60 → 80; Speed 43 → 45; Charge bonus 32 → 30; Mass 500 → 750; Upkeep 250 → 275; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Protectors of the Wood, Vigorous
Malevolent Branchwraith (Life)wh2_dlc16_wef_cha_malicious_branchwraith_life_014,168 → 5,00060 → 5049 → 4035 → 45230 → 275100 → 1251,000450 → 500Leadership 60 → 80; Speed 43 → 45; Charge bonus 32 → 30; Mass 500 → 750; Upkeep 250 → 275; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Protectors of the Wood, Vigorous
Malevolent Branchwraith (Shadows)wh2_dlc16_wef_cha_malicious_branchwraith_shadows_014,168 → 5,00060 → 5049 → 4035 → 45230 → 275100 → 1251,000450 → 500Leadership 60 → 80; Speed 43 → 45; Charge bonus 32 → 30; Mass 500 → 750; Upkeep 250 → 275; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Protectors of the Wood, Vigorous
Sisters of Twilightwh2_dlc16_wef_cha_sisters_of_twilight_014,788 → 6,500506040 → 50264 → 200176 → 2501,000 → 3,3001,650Speed 110 → 130; Charge bonus 60 → 100; Mass 1,700 → 2,500; Ammunition 15 → 25; Missile base damage 30 → 50; Missile AP damage 90 → 100; Reload time 10 s → 8 s; Upkeep 250 → 0; Missile resistance 15% → 0%; Ward save 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Gifts of the Forest, Strider
Sisters of Twilightwh2_dlc16_wef_cha_sisters_of_twilight_117,688 → 10,50060 → 8048 → 5042 → 40165 → 275315 → 3251,800 → 4,9002,450Speed 95 → 90; Charge bonus 60 → 75; Melee attack interval 3.8 s → 4 s; Mass 5,400 → 4,500; Ammunition 15 → 25; Missile base damage 30 → 50; Missile AP damage 90 → 100; Reload time 10 s → 8 s; Upkeep 450 → 0; Physical resistance 20% → 0%; Missile resistance 25% → 0%; Ward save 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Gifts of the Forest, Strider
Spellweaver (Beasts)wh2_dlc16_wef_cha_spellweaver_beasts_013,720 → 4,5001533 → 5534 → 40180 → 22560 → 751,000 → 1,200400 → 600Speed 34 → 60; Charge bonus 20 → 30; Mass 400 → 500; Upkeep 250 → 300; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Gifts of the Forest, Greater Arcane Conduit, Strider; Removed: Arcane Conduit, Woodsman
Spellweaver (Beasts)wh2_dlc16_wef_cha_spellweaver_beasts_114,148 → 4,75015 → 5033 → 5034 → 40180 → 22560 → 751,200 → 1,600600 → 800Speed 94 → 100; Charge bonus 34 → 40; Mass 1,000 → 1,250; Upkeep 300 → 350; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Strider; Removed: Woodsman
Spellweaver (Beasts)wh2_dlc16_wef_cha_spellweaver_beasts_214,704 → 5,2501540 → 5034 → 40180 → 22560 → 1251,550 → 1,800700 → 900Charge bonus 50 → 70; Mass 1,700 → 1,750; Upkeep 387 → 375; Missile resistance 15% → 0%; Spell resistance 40% → 50%; Ward save 0% → 5%; New: Strider, Vanguard Deployment, Stalk, Perfect Vigour; Removed: Hide (forest), Woodsman
Spellweaver (Beasts)wh2_dlc16_wef_cha_spellweaver_beasts_314,980 → 5,50030 → 3544 → 5030 → 35234 → 150156 → 2501,450 → 2,400950 → 1,200Speed 110 → 130; Charge bonus 62 → 90; Mass 1,700 → 2,500; Upkeep 372 → 450; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Hide (forest)
Spellweaver (Dark)wh2_dlc16_wef_cha_spellweaver_dark_013,720 → 4,5001533 → 5534 → 40180 → 22560 → 751,000 → 1,200400 → 600Speed 34 → 60; Charge bonus 20 → 30; Mass 400 → 500; Upkeep 250 → 300; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Gifts of the Forest, Greater Arcane Conduit, Strider; Removed: Arcane Conduit, Woodsman
Spellweaver (Dark)wh2_dlc16_wef_cha_spellweaver_dark_114,148 → 4,75015 → 5033 → 5034 → 40180 → 22560 → 751,200 → 1,600600 → 800Speed 94 → 100; Charge bonus 34 → 40; Mass 1,000 → 1,250; Upkeep 300 → 350; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Strider; Removed: Woodsman
Spellweaver (Dark)wh2_dlc16_wef_cha_spellweaver_dark_214,704 → 5,2501540 → 5034 → 40180 → 22560 → 1251,550 → 1,800700 → 900Charge bonus 50 → 70; Mass 1,700 → 1,750; Upkeep 387 → 375; Missile resistance 15% → 0%; Spell resistance 40% → 50%; Ward save 0% → 5%; New: Strider, Vanguard Deployment, Stalk, Perfect Vigour; Removed: Hide (forest), Woodsman
Spellweaver (Dark)wh2_dlc16_wef_cha_spellweaver_dark_314,980 → 5,50030 → 3544 → 5030 → 35234 → 150156 → 2501,450 → 2,400950 → 1,200Speed 110 → 130; Charge bonus 62 → 90; Mass 1,700 → 2,500; Upkeep 372 → 450; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Hide (forest)
Spellweaver (High)wh2_dlc16_wef_cha_spellweaver_high_013,720 → 4,5001533 → 5534 → 40180 → 22560 → 751,000 → 1,200400 → 600Speed 34 → 60; Charge bonus 20 → 30; Mass 400 → 500; Upkeep 250 → 300; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Gifts of the Forest, Greater Arcane Conduit, Strider; Removed: Arcane Conduit, Woodsman
Spellweaver (High)wh2_dlc16_wef_cha_spellweaver_high_114,148 → 4,75015 → 5033 → 5034 → 40180 → 22560 → 751,200 → 1,600600 → 800Speed 94 → 100; Charge bonus 34 → 40; Mass 1,000 → 1,250; Upkeep 300 → 350; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Strider; Removed: Woodsman
Spellweaver (High)wh2_dlc16_wef_cha_spellweaver_high_214,704 → 5,2501540 → 5034 → 40180 → 22560 → 1251,550 → 1,800700 → 900Charge bonus 50 → 70; Mass 1,700 → 1,750; Upkeep 387 → 375; Missile resistance 15% → 0%; Spell resistance 40% → 50%; Ward save 0% → 5%; New: Strider, Vanguard Deployment, Stalk, Perfect Vigour; Removed: Hide (forest), Woodsman
Spellweaver (High)wh2_dlc16_wef_cha_spellweaver_high_314,980 → 5,50030 → 3544 → 5030 → 35234 → 150156 → 2501,450 → 2,400950 → 1,200Speed 110 → 130; Charge bonus 62 → 90; Mass 1,700 → 2,500; Upkeep 372 → 450; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Hide (forest)
Spellweaver (Life)wh2_dlc16_wef_cha_spellweaver_life_013,720 → 4,5001533 → 5534 → 40180 → 22560 → 751,000 → 1,200400 → 600Speed 34 → 60; Charge bonus 20 → 30; Mass 400 → 500; Upkeep 250 → 300; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Gifts of the Forest, Greater Arcane Conduit, Strider; Removed: Arcane Conduit, Woodsman
Spellweaver (Life)wh2_dlc16_wef_cha_spellweaver_life_114,148 → 4,75015 → 5033 → 5034 → 40180 → 22560 → 751,200 → 1,600600 → 800Speed 94 → 100; Charge bonus 34 → 40; Mass 1,000 → 1,250; Upkeep 300 → 350; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Strider; Removed: Woodsman
Spellweaver (Life)wh2_dlc16_wef_cha_spellweaver_life_214,704 → 5,2501540 → 5034 → 40180 → 22560 → 1251,550 → 1,800700 → 900Charge bonus 50 → 70; Mass 1,700 → 1,750; Upkeep 387 → 375; Missile resistance 15% → 0%; Spell resistance 40% → 50%; Ward save 0% → 5%; New: Strider, Vanguard Deployment, Stalk, Perfect Vigour; Removed: Hide (forest), Woodsman
Spellweaver (Life)wh2_dlc16_wef_cha_spellweaver_life_314,980 → 5,50030 → 3544 → 5030 → 35234 → 150156 → 2501,450 → 2,400950 → 1,200Speed 110 → 130; Charge bonus 62 → 90; Mass 1,700 → 2,500; Upkeep 372 → 450; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Hide (forest)
Spellweaver (Shadows)wh2_dlc16_wef_cha_spellweaver_shadows_013,720 → 4,5001533 → 5534 → 40180 → 22560 → 751,000 → 1,200400 → 600Speed 34 → 60; Charge bonus 20 → 30; Mass 400 → 500; Upkeep 250 → 300; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Gifts of the Forest, Greater Arcane Conduit, Strider; Removed: Arcane Conduit, Woodsman
Spellweaver (Shadows)wh2_dlc16_wef_cha_spellweaver_shadows_114,148 → 4,75015 → 5033 → 5034 → 40180 → 22560 → 751,200 → 1,600600 → 800Speed 94 → 100; Charge bonus 34 → 40; Mass 1,000 → 1,250; Upkeep 300 → 350; Missile resistance 15% → 0%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Strider; Removed: Woodsman
Spellweaver (Shadows)wh2_dlc16_wef_cha_spellweaver_shadows_214,704 → 5,2501540 → 5034 → 40180 → 22560 → 1251,550 → 1,800700 → 900Charge bonus 50 → 70; Mass 1,700 → 1,750; Upkeep 387 → 375; Missile resistance 15% → 0%; Spell resistance 40% → 50%; Ward save 0% → 5%; New: Strider, Vanguard Deployment, Stalk, Perfect Vigour; Removed: Hide (forest), Woodsman
Spellweaver (Shadows)wh2_dlc16_wef_cha_spellweaver_shadows_314,980 → 5,50030 → 3544 → 5030 → 35234 → 150156 → 2501,450 → 2,400950 → 1,200Speed 110 → 130; Charge bonus 62 → 90; Mass 1,700 → 2,500; Upkeep 372 → 450; Missile resistance 15% → 10%; Spell resistance 0% → 10%; Ward save 0% → 5%; New: Hide (forest)
Glade Captainwh2_twa02_wef_cha_glade_captain_013,688 → 4,500505045130 → 1502001,000 → 1,400650 → 700Speed 46 → 45; Charge bonus 30 → 35; Mass 400 → 750; Range 190 m → 200 m; Ammunition 30 → 50; Missile base damage 147 → 150; Missile AP damage 67 → 100; Reload time 9 s → 8 s; Upkeep 250 → 175; Missile resistance 15% → 0%; Ward save 0% → 5%; New: Gifts of the Forest, Deadly Onslaught, Strider; Removed: Guardian, Woodsman
Glade Captainwh2_twa02_wef_cha_glade_captain_114,176 → 4,7505050 → 4545 → 40130 → 1502001,200 → 1,800850 → 900Speed 94 → 100; Charge bonus 45 → 50; Mass 1,000 → 1,500; Range 190 m → 200 m; Ammunition 30 → 50; Missile base damage 147 → 150; Missile AP damage 67 → 100; Reload time 9 s → 8 s; Upkeep 300 → 225; Missile resistance 15% → 0%; Ward save 0% → 5%; New: Gifts of the Forest, Deadly Onslaught, Strider; Removed: Guardian, Woodsman
Glade Captainwh2_twa02_wef_cha_glade_captain_214,768 → 5,7505050 → 4535 → 40252 → 250168 → 1751,550 → 2,6001,200 → 1,300Speed 110 → 130; Bonus vs large 35 → 0; Charge bonus 70 → 90; Mass 1,700 → 2,750; Range 190 m → 200 m; Ammunition 30 → 50; Missile base damage 147 → 150; Missile AP damage 67 → 100; Reload time 9 s → 8 s; Upkeep 387 → 325; Missile resistance 15% → 0%; Ward save 0% → 5%; New: Gifts of the Forest, Deadly Onslaught, Strider; Removed: Guardian
Glade Captainwh2_twa02_wef_cha_glade_captain_314,656 → 6,25060 → 5050 → 5545 → 40130 → 150230 → 2501,450 → 2,4001,000 → 1,200Charge bonus 60 → 100; Mass 2,200 → 2,750; Range 190 m → 200 m; Ammunition 30 → 50; Missile base damage 147 → 150; Missile AP damage 67 → 100; Reload time 9 s → 8 s; Upkeep 372 → 300; Physical resistance 20% → 0%; Missile resistance 15% → 0%; Ward save 0% → 10%; New: Gifts of the Forest, Vigorous, Deadly Onslaught, Strider; Removed: Guardian, Woodsman
Dryadswh_dlc05_wef_inf_dryads_0100 → 1407,000 → 15,40060 → 5035 → 252535 → 305550 → 800550 → 400Leadership 65 → 70; Speed 43 → 42; Charge bonus 18 → 20; Melee attack interval 4.2 s → 4 s; Mass 140 → 150; Upkeep 138 → 100; Physical resistance 20% → 0%; Missile resistance 0% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Protectors of the Wood, Vigorous, Strider; Removed: Woodsman
Eternal Guardwh_dlc05_wef_inf_eternal_guard_0100 → 807,200 → 11,2004026 → 4036 → 454 → 2020475 → 1,200475 → 600Leadership 80 → 70; Speed 33 → 38; Bonus vs large 15 → 10; Charge bonus 10 → 20; Melee attack interval 4.5 s → 4 s; Mass 100 → 150; Upkeep 119 → 150; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Disciplined, Strider; Removed: Woodsman
Glade Guardwh_dlc05_wef_inf_glade_guard_090 → 805,940 → 8,8001520 → 3527 → 2019 → 305500 → 900500 → 450Leadership 60 → 65; Speed 36 → 42; Charge bonus 7 → 15; Melee attack interval 4.3 s → 4 s; Range 170 m → 190 m; Ammunition 22 → 32; Missile base damage 18 → 14; Missile AP damage 4 → 5; Reload time 11 s → 8 s; Upkeep 125 → 112; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Strider; Removed: Woodsman
Wraiths of the Frozen Heart (Dryads)wh2_dlc16_wef_inf_dryads_ror_0100 → 807,000 → 17,60060 → 5044 → 3032 → 3035 → 55 → 30825 → 1,500825 → 750Leadership 75 → 80; Speed 43 → 42; Charge bonus 18 → 20; Melee attack interval 4.2 s → 4 s; Mass 140 → 150; Upkeep 206 → 187; Physical resistance 20% → 0%; Missile resistance 0% → 25%; Fire resistance -25% → -40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Protectors of the Wood, Vigorous, Strider; Removed: The Chilling Aura, Frenzy, Woodsman
Malevolent Dryadswh2_dlc16_wef_inf_malicious_dryads_0100 → 1407,000 → 15,40060 → 5035 → 252535 → 305550 → 800600 → 400Leadership 65 → 70; Speed 43 → 42; Charge bonus 18 → 20; Melee attack interval 4.2 s → 4 s; Mass 140 → 150; Upkeep 138 → 100; Physical resistance 20% → 0%; Missile resistance 0% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Protectors of the Wood, Vigorous, Strider; Removed: Woodsman
Cave Batswh2_dlc16_wef_mon_cave_bats60 → 804,200 → 9,600019 → 2044 → 5020 → 356 → 0350 → 1,100350 → 550Charge bonus 6 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 50; Upkeep 88 → 137; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Cloud of Bats
Glade Riderswh_dlc05_wef_cav_glade_riders_0605,280 → 9,0001528 → 4024 → 3021 → 357 → 10600 → 1,550600 → 775Leadership 60 → 65; Speed 94 → 100; Charge bonus 24 → 40; Mass 700 → 1,500; Range 150 m → 175 m; Ammunition 20 → 30; Missile base damage 18 → 15; Missile AP damage 4 → 6; Reload time 11 s → 8 s; Upkeep 150 → 193; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Gifts of the Forest, Strider; Removed: Woodsman
Deepwood Scoutswh_dlc05_wef_inf_deepwood_scouts_080 → 605,520 → 6,9001518 → 3522 → 3019 → 255 → 10700 → 1,350700 → 675Leadership 68 → 70; Speed 38 → 40; Charge bonus 7 → 15; Melee attack interval 4.3 s → 4 s; Range 180 m → 190 m; Ammunition 22 → 36; Missile base damage 20 → 16; Missile AP damage 4 → 6; Reload time 11 s → 8 s; Upkeep 175 → 168; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Close Aim, Strider; Removed: Woodsman
Eternal Guard (Shields)wh_dlc05_wef_inf_eternal_guard_1100 → 807,200 → 11,2004026 → 3544 → 504 → 2020 → 15550 → 1,200550 → 600Missile block 55% → 65%; Leadership 80 → 70; Speed 33 → 38; Bonus vs large 15 → 10; Charge bonus 6 → 15; Melee attack interval 4.5 s → 4 s; Mass 100 → 150; Upkeep 138 → 150; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Disciplined, Strider; Removed: Woodsman
Glade Guard (Starfire Shafts)wh_dlc05_wef_inf_glade_guard_190 → 805,940 → 8,8001520 → 3527 → 2019 → 305650 → 1,150650 → 575Leadership 60 → 65; Speed 36 → 42; Charge bonus 7 → 15; Melee attack interval 4.3 s → 4 s; Range 170 m → 190 m; Ammunition 22 → 32; Missile base damage 2 → 1; Missile AP damage 16 → 18; Reload time 11 s → 8 s; Upkeep 163 → 143; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Strider; Removed: Woodsman
Glade Guard (Hagbane Tips)wh_dlc05_wef_inf_glade_guard_290 → 805,940 → 8,8001520 → 3527 → 2019 → 305600 → 1,050600 → 525Leadership 60 → 65; Speed 36 → 42; Charge bonus 7 → 15; Melee attack interval 4.3 s → 4 s; Range 170 m → 190 m; Ammunition 22 → 32; Missile base damage 15 → 14; Missile AP damage 7 → 5; Reload time 11 s → 8 s; Upkeep 150 → 131; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Strider; Removed: Woodsman
Wardancerswh_dlc05_wef_inf_wardancers_0100 → 406,800 → 12,00015 → 1040 → 5538 → 6026 → 5010 → 30750 → 2,700750 → 1,350Speed 46 → 50; Bonus vs infantry 12 → 30; Charge bonus 24 → 35; Melee attack interval 4.5 s → 3.5 s; Mass 110 → 125; Upkeep 200 → 337; Physical resistance 20% → 0%; Ward save 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Vigorous, Strider; Removed: Woven Mist, Woodsman
Glade Riders (Spears)wh2_dlc16_wef_cav_glade_riders_2605,460 → 9,00015 → 2028 → 4032 → 3021 → 207 → 25550 → 1,550550 → 775Leadership 60 → 65; Speed 94 → 100; Charge bonus 40 → 60; Melee attack interval 4.5 s → 4 s; Mass 700 → 1,500; Upkeep 138 → 193; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Strider; Removed: Woodsman
Glade Riders (Hagbane Tips)wh_dlc05_wef_cav_glade_riders_1605,280 → 9,0001528 → 4024 → 3021 → 357 → 10700 → 1,750700 → 875Leadership 60 → 65; Speed 94 → 100; Charge bonus 24 → 40; Mass 700 → 1,500; Range 150 m → 175 m; Ammunition 20 → 30; Missile AP damage 7 → 6; Reload time 11 s → 8 s; Upkeep 175 → 218; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Gifts of the Forest, Strider; Removed: Woodsman
Hawk Riderswh_dlc05_wef_cav_hawk_riders_0244,560 → 7,2001532 → 4028 → 3011 → 3034 → 401,000 → 3,0001,000 → 1,500Leadership 60 → 70; Speed 110 → 135; Charge bonus 55 → 60; Range 140 m → 175 m; Ammunition 22 → 36; Missile base damage 19 → 30; Missile AP damage 8 → 0; Reload time 7 s → 6 s; Upkeep 250 → 375; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest; Removed: Woodsman
Wild Riderswh_dlc05_wef_cav_wild_riders_040 → 324,760 → 8,80040 → 3034 → 5525 → 3527 → 4513 → 301,000 → 3,3001,000 → 1,650Speed 90 → 110; Bonus vs infantry 0 → 30; Charge bonus 62 → 90; Melee attack interval 5 s → 4 s; Mass 1,300 → 2,500; Upkeep 250 → 412; Physical resistance 20% → 0%; Ward save 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Vigorous, Immune to Psychology, Strider; Removed: Woodsman
Wild Riders (Shields)wh_dlc05_wef_cav_wild_riders_140 → 324,760 → 8,80040 → 3034 → 5031 → 4027 → 3013 → 351,100 → 3,3001,100 → 1,650Missile block 55% → 65%; Speed 90 → 110; Bonus vs large 0 → 30; Charge bonus 62 → 80; Melee attack interval 5 s → 4 s; Mass 1,300 → 2,500; Upkeep 275 → 412; Physical resistance 20% → 0%; Ward save 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Vigorous, Immune to Psychology, Strider; Removed: Woodsman
Deepwood Scouts (Swiftshiver Shards)wh_dlc05_wef_inf_deepwood_scouts_180 → 605,520 → 6,9001518 → 3522 → 3019 → 255 → 10875 → 1,350875 → 675Leadership 68 → 70; Speed 38 → 40; Charge bonus 7 → 15; Melee attack interval 4.3 s → 4 s; Range 155 m → 160 m; Ammunition 22 → 32; Missile AP damage 4 → 6; Reload time 11 s → 9 s; Upkeep 218 → 168; Ward save 0% → 5%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Close Aim, Strider; Removed: Woodsman
Wardancers (Asrai Spears)wh_dlc05_wef_inf_wardancers_1100 → 406,800 → 12,00015 → 1030 → 5049 → 6012 → 4020 → 60850 → 2,700850 → 1,350Speed 46 → 50; Bonus vs large 23 → 0; Charge bonus 12 → 35; Melee attack interval 4.6 s → 3.5 s; Mass 110 → 125; Upkeep 212 → 337; Physical resistance 20% → 0%; Ward save 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Vigorous, Strider; Removed: Storm of Blades, Charge Reflection, Woodsman
Wildwood Rangerswh_dlc05_wef_inf_wildwood_rangers_0100 → 808,400 → 11,6004040 → 5036 → 4510 → 2026 → 30900 → 2,000900 → 1,000Leadership 80 → 75; Speed 38 → 45; Bonus vs infantry 10 → 0; Bonus vs large 0 → 20; Charge bonus 22 → 25; Melee attack interval 4.3 s → 4 s; Mass 110 → 175; Upkeep 225 → 250; Missile resistance 0% → 10%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Strider; Removed: Woodsman
Tree Kinwh_dlc05_wef_mon_treekin_016 → 88,768 → 17,60090 → 8026 → 3046 → 4060 → 026 → 100900 → 2,400900 → 1,200Leadership 70 → 75; Speed 34 → 36; Charge bonus 12 → 35; Mass 1,500 → 2,000; Upkeep 225 → 300; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Protectors of the Wood, Charge Reflection, Immune to Flanking, Strider; Removed: Vanguard Deployment, Woodsman
Giant Spiderswh2_dlc16_wef_mon_giant_spiders_060 → 405,880 → 7,00070 → 4532 → 4030 → 2512 → 1025 → 20550 → 1,500550 → 750Speed 78 → 80; Charge bonus 30 → 25; Melee attack interval 4 s → 3.5 s; Upkeep 138 → 187; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk; Removed: Hide (forest)
Gwindalorwh2_dlc16_wef_mon_gwindalor_summoned14,848 → 6,50060 → 5044 → 5530 → 45264 → 200176 → 2500 → 2,200800 → 1,100Leadership 65 → 70; Speed 110 → 130; Charge bonus 62 → 75; Mass 1,300 → 2,000; Upkeep 0 → 275; Missile resistance 0% → 25%; New: Protectors of the Wood
Great Hawkswh2_dlc16_wef_mon_hawks_0244,368 → 6,6001530 → 4024 → 4011 → 3034 → 40800 → 2,000800 → 1,000Leadership 60 → 65; Speed 110 → 135; Charge bonus 46 → 60; Upkeep 200 → 250; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Protectors of the Wood; Removed: Woodsman
Malevolent Tree Kinwh2_dlc16_wef_mon_malicious_treekin_016 → 88,768 → 17,60090 → 8028 → 3046 → 4060 → 026 → 100900 → 2,400950 → 1,200Leadership 70 → 75; Speed 34 → 36; Charge bonus 12 → 35; Mass 1,500 → 2,000; Upkeep 225 → 300; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Protectors of the Wood, Charge Reflection, Immune to Flanking, Strider; Removed: Vanguard Deployment, Woodsman
Giant Wolveswh2_dlc16_wef_mon_wolves_048 → 606,864 → 10,5001526 → 3021 → 2029 → 3013 → 15650 → 1,500650 → 750Leadership 45 → 60; Speed 95 → 100; Bonus vs large 0 → 15; Charge bonus 38 → 40; Mass 150 → 250; Upkeep 163 → 187; Missile resistance 15% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous
Waywatcherswh_dlc05_wef_inf_waywatchers_060 → 485,640 → 9,6001528 → 4528 → 4025 → 307 → 251,150 → 3,0001,150 → 1,500Leadership 72 → 70; Speed 40 → 45; Charge bonus 12 → 20; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Range 190 m → 200 m; Ammunition 24 → 40; Missile base damage 10 → 20; Missile AP damage 20 → 22; Reload time 11 s → 6 s; Upkeep 287 → 375; Missile resistance 0% → 10%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Hawkish Finesse, Snipe, Strider; Removed: Woodsman
Great Forest Eagleswh_dlc05_wef_mon_great_eagle_01 → 44,663 → 9,0003044 → 5530 → 45234 → 75156 → 125750 → 2,200750 → 1,100Leadership 60 → 65; Speed 110 → 130; Charge bonus 62 → 75; Mass 1,300 → 2,000; Upkeep 187 → 275; Missile resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Protectors of the Wood; Removed: Wounds
Great Stag Knightswh2_dlc16_wef_cav_great_stag_knights_032 → 207,040 → 10,0006035 → 5532 → 4521 → 4042 → 601,450 → 3,8001,450 → 1,900Missile block 35% → 65%; Charge bonus 70 → 90; Mass 1,600 → 2,125; Upkeep 362 → 475; Physical resistance 20% → 0%; Ward save 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Vigorous, Immune to Psychology, Strider; Removed: Woodsman
Lost Sylvan Knights (Great Stag Knights)wh2_dlc16_wef_cav_great_stag_knights_ror_032 → 207,040 → 7,000044 → 5541 → 450 → 4053 → 601,850 → 4,6001,850 → 2,300Missile block 35% → 65%; Leadership 85 → 100; Charge bonus 70 → 90; Mass 1,600 → 3,250; Upkeep 462 → 575; 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: Gifts of the Forest, Stalk, Perfect Vigour, Immune to Contact Effects, Unbreakable; Removed: Hide (forest), Woodsman
Bladesingerswh2_dlc16_wef_inf_bladesingers_0100 → 208,400 → 10,0001548 → 5542 → 5510 → 5026 → 751,200 → 3,2001,200 → 1,600Speed 46 → 50; Bonus vs infantry 12 → 0; Charge bonus 34 → 50; Melee attack interval 4.5 s → 3.5 s; Mass 110 → 200; Upkeep 300 → 400; Physical resistance 20% → 0%; Ward save 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Dauntless Fury, Vigorous, Glorious Charge, Strider; Removed: The Shadow's Coil, Woodsman
Feral Manticorewh2_dlc16_wef_mon_feral_manticore15,103 → 6,0004540 → 6034 → 30290 → 350155 → 200800 → 1,800800 → 900Leadership 56 → 60; Speed 85 → 95; Charge bonus 50 → 60; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 2,500; Upkeep 200 → 225; Physical resistance 0% → 10%; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Vigorous, Strider, Hide (forest)
Zoatswh2_dlc16_wef_mon_zoats16 → 88,416 → 16,0006030 → 4540 → 4530 → 7070 → 801,600 → 3,2001,500 → 1,600Leadership 75 → 65; Speed 64 → 70; Bonus vs large 26 → 0; Charge bonus 28 → 50; Mass 1,700 → 2,500; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Magic Bond, Protectors of the Wood, Strider, Wallbreaker; Removed: Woodsman
Enigmas of Ghyran (Zoats)wh2_dlc16_wef_mon_zoats_ror_016 → 88,416 → 16,0006038 → 4550 → 5530 → 7070 → 802,000 → 3,9001,900 → 1,950Leadership 85 → 75; Speed 64 → 70; Bonus vs large 26 → 0; Charge bonus 28 → 50; Mass 1,700 → 2,500; Upkeep 500 → 487; Spell resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Magic Bond, Protectors of the Wood, Ghyran's Aid, Strider, Wallbreaker; Removed: Flesh to Stone, Woodsman
Sisters of the Thornwh_dlc05_wef_cav_sisters_thorn_060 → 326,600 → 8,8001534 → 4033 → 3519 → 409 → 201,200 → 2,8001,200 → 1,400Leadership 85 → 70; Speed 90 → 110; Charge bonus 30 → 50; Melee attack interval 4 s → 4.5 s; Mass 1,300 → 1,425; Range 90 m → 125 m; Ammunition 18 → 24; Missile base damage 20 → 15; Missile AP damage 10 → 30; Reload time 8 s → 10 s; Upkeep 300 → 350; Physical resistance 40% → 0%; Ward save 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Gifts of the Forest, Strider; Removed: Woodsman
Forest Dragonwh_dlc05_wef_forest_dragon_017,508 → 12,00060 → 8046 → 5538 → 45135 → 275305 → 3251,800 → 5,2001,600 → 2,600Leadership 65 → 70; Speed 95 → 100; Charge bonus 60 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,000 → 4,000; Upkeep 450 → 650; Physical resistance 20% → 0%; Missile resistance 25% → 0%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Protectors of the Wood, Strider
Treemanwh_dlc05_wef_mon_treeman_019,828 → 14,000110 → 9052 → 5056 → 40140 → 200380 → 3001,500 → 3,5001,500 → 1,750Leadership 90 → 80; Speed 35 → 36; Charge bonus 30 → 45; Mass 7,000 → 7,500; Upkeep 375 → 437; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Protectors of the Wood, Roots of Athel Loren, Wallbreaker, Strider; Removed: Vanguard Deployment, Woodsman
Wild Hunters of Kurnous (Wild Riders – Shields)wh_pro04_wef_cav_wild_riders_ror_040 → 324,760 → 8,80040 → 5043 → 6039 → 4013 → 4527 → 551,550 → 4,0001,550 → 2,000Missile block 55% → 65%; Speed 90 → 110; Bonus vs large 15 → 0; Charge bonus 62 → 80; Melee attack interval 5 s → 4 s; Mass 1,300 → 1,375; Upkeep 387 → 500; Physical resistance 20% → 0%; Ward save 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Gifts of the Forest, Coordinated Carnage, Vigorous, Immune to Psychology, Strider; Removed: Woodsman
Winterheart Guard (Eternal Guard – Shields)wh_pro04_wef_inf_eternal_guard_ror_0100 → 807,200 → 12,8004034 → 4054 → 554 → 2520850 → 2,000800 → 1,000Missile block 55% → 70%; Speed 33 → 38; Bonus vs large 15 → 10; Charge bonus 6 → 15; Melee attack interval 4.5 s → 4 s; Mass 100 → 150; Upkeep 213 → 250; Ward save 0% → 5%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Gifts of the Forest, Disciplined, Strider; Removed: Encourage, Woodsman
Loec's Tricksters (Wardancers – Asrai Spears)wh_pro04_wef_inf_wardancers_ror_0100 → 406,800 → 12,00015 → 1040 → 606012 → 4020 → 601,150 → 3,4001,150 → 1,700Speed 46 → 60; Bonus vs large 23 → 0; Charge bonus 12 → 35; Melee attack interval 4.6 s → 3.5 s; Mass 110 → 125; Upkeep 288 → 425; Physical resistance 20% → 0%; Ward save 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Gifts of the Forest, Vigorous, Strider; Removed: The Shadow's Coil, Charge Reflection, Woodsman
Hawk-Eyes of Drakira (Waywatchers)wh_pro04_wef_inf_waywatchers_ror_060 → 485,640 → 9,6001536 → 5536 → 4025 → 307 → 251,450 → 3,6001,450 → 1,800Leadership 82 → 70; Speed 40 → 45; Charge bonus 12 → 30; Melee attack interval 4.3 s → 4 s; Mass 100 → 125; Range 190 m → 175 m; Ammunition 24 → 40; Missile base damage 10 → 20; Missile AP damage 20 → 5; Reload time 11 s → 6 s; Upkeep 362 → 450; Missile resistance 0% → 10%; Ward save 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Gifts of the Forest, Hawkish Finesse, Snipe, Strider; Removed: Smoke Bomb, Woodsman
Wardens of Cythral (Wildwood Rangers)wh_pro04_wef_inf_wildwood_rangers_ror_0100 → 808,400 → 11,6004046 → 50557 → 24261,200 → 2,8001,200 → 1,400Missile block 55% → 70%; Leadership 90 → 85; Speed 38 → 45; Bonus vs large 20 → 30; Charge bonus 12 → 25; Melee attack interval 4.5 s → 4 s; Mass 110 → 175; Upkeep 300 → 350; Missile resistance 0% → 10%; Ward save 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Gifts of the Forest, Vigorous, Recovery, Charge Defence vs. Large, Strider; Removed: Expert Charge Defence, Woodsman
Firebark Elders (Tree Kin)wh_pro04_wef_mon_treekin_ror_016 → 88,768 → 17,6009034 → 3057 → 5060 → 026 → 1001,100 → 3,0001,100 → 1,500Speed 34 → 36; Charge bonus 12 → 35; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 2,000; Upkeep 275 → 375; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance 40% → 70%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Protectors of the Wood, Charge Reflection, Immune to Flanking, Strider; Removed: Vanguard Deployment, Woodsman
Ceithin-Harwh2_dlc16_wef_mon_ceithin_har_summoned17,116 → 10,50070 → 8046 → 5538 → 45165 → 275315 → 3250 → 5,2001,600 → 2,600Leadership 70 → 75; Speed 95 → 100; Charge bonus 60 → 80; Melee attack interval 3.8 s → 4 s; Mass 5,000 → 4,000; Upkeep 0 → 650; Physical resistance 20% → 0%; Missile resistance 25% → 0%; Ward save 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Protectors of the Wood
Malevolent Treemanwh2_dlc16_wef_mon_malicious_treeman_019,828 → 14,000110 → 9052 → 5056 → 40140 → 200380 → 3001,500 → 3,5001,550 → 1,750Leadership 90 → 80; Speed 35 → 36; Charge bonus 30 → 45; Mass 7,000 → 7,500; Upkeep 375 → 437; Physical resistance 20% → 0%; Missile resistance 15% → 25%; Fire resistance -25% → -40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Protectors of the Wood, Roots of Athel Loren, Wallbreaker, Strider; Removed: Vanguard Deployment, Woodsman
Feral Bearswh3_main_monster_feral_bears167,328 → 12,00015504038 → 3035 → 40850 → 2,000850 → 1,000Speed 75 → 65; Charge bonus 26 → 30; Mass 1,600 → 1,750; Upkeep 213 → 250; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Removed: Vanguard Deployment

New units in SFO

  • Shadowdancerwef_cha_shadowdancer1 modelHealth4,000Armour40Leadership100Speed55Melee attack60Melee defence55Weapon strength (base + AP)400Charge bonus50Ward save %25Multiplayer cost800
  • Eternal Wardenswef_eternal_sword40 modelsHealth12,000Armour60Leadership75Speed40Melee attack45Melee defence55Weapon strength (base + AP)45Charge bonus20Ward save %10Multiplayer cost950
  • Wildwood Wardenswef_wildwood_warden40 modelsHealth11,000Armour60Leadership75Speed45Melee attack50Melee defence45Weapon strength (base + AP)75Charge bonus35Missile resistance %10Ward save %10Multiplayer cost1,250
  • Grove Guardians (Swords)wef_kurnoth8 modelsHealth12,400Armour60Leadership70Speed36Melee attack40Melee defence30Weapon strength (base + AP)125Charge bonus50Missile resistance %25Fire resistance %-40Multiplayer cost1,200
  • Heralds of Talyn (Great Forest Eagles )wef_warhawks8 modelsHealth11,200Armour50Leadership75Speed130Melee attack55Melee defence45Weapon strength (base + AP)125Charge bonus80Ward save %25Multiplayer cost1,600
  • Durthu's Wargrove (Treeman)wef_wargrove4 modelsHealth18,000Armour80Leadership80Speed36Melee attack60Melee defence30Weapon strength (base + AP)275Charge bonus60Missile resistance %25Fire resistance %-40Multiplayer cost2,000
  • Grove Guardians (Great Bows)wef_kurnoth_bow8 modelsHealth12,400Armour60Leadership70Speed36Melee attack30Melee defence30Weapon strength (base + AP)100Charge bonus25Missile damage (base + AP)150Range250Missile resistance %25Fire resistance %-40Multiplayer cost1,200
  • Malevolent Dryads (Bows)wef_dryad_bow100 modelsHealth11,000Armour50Leadership70Speed42Melee attack25Melee defence20Weapon strength (base + AP)35Charge bonus10Missile damage (base + AP)15Range150Missile resistance %25Fire resistance %-40Multiplayer cost400

Skills

The Evergreen
  • −Control: +4 (local province)
  • +Control: +4 (own local province)
Eternal Sisterhood
  • −Level 1: Global and Local Recruitment duration: -1 turn for Sisters of the Thorn units (minimum 1 turn) (armies in local province)
  • −Level 2: Global and Local Recruitment duration: -2 turn for Sisters of the Thorn units (minimum 1 turn) (armies in local province)
  • +Level 1: Global and Local Recruitment duration: -1 turn for Sisters of the Thorn units (minimum 1 turn) (own armies in province)
  • +Level 2: Global and Local Recruitment duration: -2 turn for Sisters of the Thorn units (minimum 1 turn) (own armies in province)
Writhing Branches
  • −Enables Awakened Forest attrition (enemy armies in local province)
  • +Enables Awakened Forest attrition (enemy armies in province)
Exile's Return
  • −Armour: +10 for Dryad, Tree Kin and Treeman units (Hero's army)
  • +Armour: +10 for Dryad, Tree Kin, Grove Guardians and Treeman units (Hero's army)
The Skewering Branch
  • −Armour-piercing weapon damage: +10 for Tree Kin units (Lord's army)
  • +Armour-piercing weapon damage: +10 for Tree Kin and Grove Guardians units (Lord's army)
Skin of the Woods
  • −Ward save: +20% for Tree Kin units (Lord's army)
  • +Ward save: 10% for Tree Kin and Grove Guardians units (Lord's army)
Nature’s Vengeance
  • −"Roused to Wrath" ability gains increased range, and the summoned Dryads no longer degrade
  • −Charge bonus: +10 for Dryad, Tree Kin and Treeman units (Lord's army)
  • +Level 1: "Roused to Wrath" ability gains increased range, and the summoned Dryads no longer degrade
  • +Level 1: Charge bonus: +10 for Dryad, Tree Kin, Grove Guardians and Treeman units (Lord's army)
  • +Level 2: "Roused to Wrath" ability gains increased range, and the summoned Dryads no longer degrade
  • +Level 2: Charge bonus: +30 for Dryad, Tree Kin, Grove Guardians and Treeman units (Lord's army)
Roots of Woe
  • −Weapon strength: +12%
  • +Weapon strength: +10%
  • +Leadership: +5 when fighting against Wood Elves (Lord's army)
Indoctrinator
  • −Replaces the "Glamoured" passive ability with "Insidious Glamour" for all Elf units (Lord's army)
  • −Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
  • −Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
  • +Level 1: Replaces the "Glamoured" passive ability with "Insidious Glamour" for all Elf units (Lord's army)
  • +Level 1: Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
  • +Level 1: Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
  • +Level 2: Research rate: +5
  • +Level 2: Replaces the "Glamoured" passive ability with "Insidious Glamour" for all Elf units (Lord's army)
  • +Level 2: Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma"
  • +Level 2: Winds of Magic cost: -4 for "Melkoth's Mystifying Miasma Upgraded"
Shifting Woods
  • −Ambush success chance: +15% (Lord's army)
  • +Ambush success chance: +25% (Lord's army)
The Natural Order
  • −Hero action cost: -25% for Branchwraiths
  • −Unlocks Hero recruitment: Branchwraith (all provinces)
  • −Hero recruit rank: +3 for Branchwraiths (factionwide)
  • +Level 1: Hero action cost: -25% for Branchwraiths (all characters factionwide)
  • +Level 1: Unlocks Hero recruitment: Branchwraith (all provinces)
  • +Level 1: Hero recruit rank: +2 for Branchwraiths (all provinces)
  • +Level 2: Hero action cost: -25% for Branchwraiths (all characters factionwide)
  • +Level 2: Unlocks Hero recruitment: Branchwraith (all provinces)
  • +Level 2: Casualties captured post-battle: +10% (own armies factionwide)
  • +Level 2: Hero recruit rank: +4 for Branchwraiths (all provinces)
Mantra of the Fallen
  • −Enemy leadership: -8 for Elven units (enemy armies in local province)
  • −Leadership: +8 for Dryads, Tree Kin and Treemen units (Lord's army)
  • +Enemy leadership: -10 for Elven units (enemy armies in province)
  • +Leadership: +5 for Dryads, Tree Kin, Grove Guardians and Treemen units (Lord's army)
  • +Bonus vs Large: -10 (enemy armies in region)
Ancient Bark
  • −Level 1: Armour: +6 for Tree Kin and Treeman units (Lord's army)
  • −Level 2: Armour: +9 for Tree Kin and Treeman units (Lord's army)
  • −Level 2: Physical resistance: 3% for Tree Kin and Treeman units (Lord's army)
  • −Level 3: Armour: +12 for Tree Kin and Treeman units (Lord's army)
  • −Level 3: Physical resistance: 6% for Tree Kin and Treeman units (Lord's army)
  • +Level 1: Armour: +6 for Tree Kin, Grove Guardians and Treeman units (Lord's army)
  • +Level 2: Armour: +9 for Tree Kin, Grove Guardians and Treeman units (Lord's army)
  • +Level 2: Physical resistance: 3% for Tree Kin, Grove Guardians and Treeman units (Lord's army)
  • +Level 3: Armour: +12 for Tree Kin, Grove Guardians and Treeman units (Lord's army)
  • +Level 3: Physical resistance: 6% for Tree Kin, Grove Guardians and Treeman units (Lord's army)
The Forest's Roar
  • −Melee attack: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
  • −Melee defence: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
  • −Missile resistance: 15% for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
  • +Melee attack: +5 for Tree Kin, Grove Guardians, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
  • +Melee defence: +5 for Tree Kin, Grove Guardians, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 15% for Tree Kin, Grove Guardians, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
Nature's Salve
  • −Level 1: Corruption: -1 (local province)
  • −Level 2: Corruption: -2 (local province)
  • −Level 3: Corruption: -3 (local province)
  • +Level 1: Corruption: -2 (local province)
  • +Level 2: Corruption: -4 (local province)
  • +Level 3: Corruption: -6 (local province)
Growth of the Forest
  • −Level 1: Growth: +5 (local province)
  • −Level 1: Control: +1 (local province)
  • −Level 2: Growth: +12 (local province)
  • −Level 2: Control: +1 (local province)
  • −Level 3: Growth: +20 (local province)
  • −Level 3: Control: +2 (local province)
  • +Level 1: Growth: +5 (own local province)
  • +Level 1: Control: +1 (own local province)
  • +Level 2: Growth: +12 (own local province)
  • +Level 2: Control: +1 (own local province)
  • +Level 3: Growth: +20 (own local province)
  • +Level 3: Control: +2 (own local province)
Home Amongst the Boughs
  • −Campaign movement range: +5%
  • −Upkeep: -8% (Lord's army)
  • +Campaign movement range: +15%
  • +Upkeep: -4% (Lord's army)
Inseverable
  • −Wound recovery time: -2 turns
  • +Wound recovery time: -4 turns
The Queen’s Emissaries
  • −Diplomatic relations: +15 with Dark Elves, High Elves and Wood Elves
  • −Growth: +20 (local province)
  • −Control: +2 (local province)
  • +Level 1: Diplomatic relations: +10 with Dark Elves, High Elves and Wood Elves
  • +Level 1: Growth: +20 (own local province)
  • +Level 1: Control: +2 (own local province)
  • +Level 2: Diplomatic relations: +20 with Dark Elves, High Elves and Wood Elves
  • +Level 2: Growth: +40 (own local province)
  • +Level 2: Control: +4 (own local province)
Naestra’s Vigilance
  • −Passive ability: "Guardian"
  • −Campaign line of sight: +15%
  • −Campaign movement range: +10%
  • −Casualty replenishment rate: +10% (Lord's army)
  • +Level 1: Passive ability: "Guardian"
  • +Level 1: Campaign line of sight: +25%
  • +Level 1: Campaign movement range: +10%
  • +Level 1: Casualty replenishment rate: +5% (Lord's army)
  • +Level 2: Passive ability: "Guardian"
  • +Level 2: Campaign line of sight: +50%
  • +Level 2: Campaign movement range: +20%
  • +Level 2: Casualty replenishment rate: +10% (Lord's army)
Arahan’s Reckoning
  • −Gain +1 additional Forest Health for winning battles in Magical Forests or their Heathlands (Lord's army)
  • −Income from post-battle loot: +15%
  • −Income from razing settlements: +15%
  • −Ambush success chance: +10% (Lord's army)
  • +Level 1: Gain +1 additional Forest Health for winning battles in Magical Forests or their Heathlands (Lord's army)
  • +Level 1: Income from post-battle loot: +5%
  • +Level 1: Income from razing settlements: +10%
  • +Level 1: Ambush success chance: +10% (Lord's army)
  • +Level 2: Gain +1 additional Forest Health for winning battles in Magical Forests or their Heathlands (Lord's army)
  • +Level 2: Income from post-battle loot: +10%
  • +Level 2: Income from razing settlements: +20%
  • +Level 2: Ambush success chance: +20% (Lord's army)
Masters of the Aeries
  • −Physical resistance: 10% for Flying units (Lord's army)
  • −Upkeep: -10% for Flying units (Lord's army)
  • −Attribute: Vanguard Deployment for Great Eagle and Forest Dragon units (Lord's army)
  • −Attribute: Vanguard Deployment
  • +Level 1: Physical resistance: 5% for Flying units (Lord's army)
  • +Level 1: Upkeep: -5% for Flying units (Lord's army)
  • +Level 1: Attribute: Vanguard Deployment for Great Eagle and Forest Dragon units (Lord's army)
  • +Level 1: Attribute: Vanguard Deployment
  • +Level 2: Attrition: -10% casualties suffered from all attrition (Lord's army)
  • +Level 2: Physical resistance: 10% for Flying units (Lord's army)
  • +Level 2: Upkeep: -10% for Flying units (Lord's army)
  • +Level 2: Attribute: Vanguard Deployment for Great Eagle and Forest Dragon units (Lord's army)
  • +Level 2: Attribute: Vanguard Deployment
Otherworldly of Spirit
  • −Ability number of uses: +1 for all Dragon Breath attacks (all armies)
  • −Ability number of uses: +1 for "Volley of Kurnous" (all armies)
  • +Ability number of uses: +1 for all Dragon Breath attacks (own armies factionwide)
  • +Ability number of uses: +1 for "Volley of Kurnous" (own armies factionwide)
  • +Enemy range: -10% (enemy armies in region)
Born to Ride
  • +Vigour loss reduction: -10% for cavalry units (Hero's army)
Wildwood Veteran
  • +Melee attack: +2 for Wildwood Ranger units (Hero's army)
  • +Melee defence: +2 for Wildwood Ranger units (Hero's army)
Ancient Enmity
  • −Cooldown: -33% to "Lamentation of Despairs"
  • −Leadership: +8 when laying siege or encircling (Lord's army)
  • +Cooldown: -25% to "Lamentation of Despairs"
  • +Leadership: +10 when laying siege or encircling (Lord's army)
Boughwarden
  • −Physical resistance: 10% during forest battles (Lord's army)
  • −Winds of Magic power reserve capacity: +10 (own army)
  • −Melee defence: +5 when defending (Lord's army)
  • +Level 1: Physical resistance: 5% during forest battles (Lord's army)
  • +Level 1: Winds of Magic power reserve capacity: +20
  • +Level 1: Melee defence: +4 when defending (Lord's army)
  • +Level 2: Physical resistance: 10% during forest battles (Lord's army)
  • +Level 2: Winds of Magic power reserve capacity: +40
  • +Level 2: Melee defence: +8 when defending (Lord's army)
Wardbark
  • −Armour: +15 for Dryad, Tree Kin and Treeman units (Lord's army)
  • −Fire resistance: 20% for Dryad, Tree Kin and Treeman units (Lord's army)
  • +Level 1: Armour: +10 for Dryad, Tree Kin, Grove Guardians and Treeman units (Lord's army)
  • +Level 1: Fire resistance: 20% for Dryad, Tree Kin, Grove Guardians and Treeman units (Lord's army)
  • +Level 2: Armour: +20 for Dryad, Tree Kin, Grove Guardians and Treeman units (Lord's army)
  • +Level 2: Fire resistance: 40% for Dryad, Tree Kin, Grove Guardians and Treeman units (Lord's army)
Oaken Hearts
  • −Leadership: +5 when attacking (Lord's army)
  • −Vigour loss reduction: -33% (Lord's army)
  • +Level 1: Leadership: +5 when attacking (Lord's army)
  • +Level 1: Vigour loss reduction: -25% (Lord's army)
  • +Level 2: Leadership: +5 when attacking (Lord's army)
  • +Level 2: Cooldown: -25% to "The Amber Spear"
  • +Level 2: Vigour loss reduction: -25% (Lord's army)
  • +Level 2: Winds of Magic cost: -4 for "The Amber Spear Upgraded"
  • +Level 2: Winds of Magic cost: -4 for "The Amber Spear"
Awaken the Woods
  • +Construction cost: -10% for all buildings (local province)
  • +Attribute: Expert Charge Defence (Lord's army)
  • +Fire resistance: 40%
Asuryan's Command
  • +Bonus vs Large: +5 (Lord's army)
Bounty of Kurnous
  • −Ability number of uses: +2 for "Hawk's Talon"
  • −Ammunition: +100%
  • +Level 1: Ability number of uses: +2 for "Hawk's Talon"
  • +Level 1: Ammunition: +100%
  • +Level 2: Ability number of uses: +2 for "Hawk's Talon"
  • +Level 2: Ammunition: +80%
  • +Level 2: Ammunition: +20% (Lord's army)
The Hunters Gather
  • −Construction cost: -33% for Military Recruitment buildings (all provinces)
  • −Construction time: -33% for Military Recruitment buildings (all provinces)
  • −Local recruitment capacity: +2 (local province)
  • +Level 1: Construction cost: -25% for Military Recruitment buildings (all provinces)
  • +Level 1: Construction time: -25% for Military Recruitment buildings (all provinces)
  • +Level 1: Local recruitment capacity: +1 (local province)
  • +Level 2: Construction cost: -50% for Military Recruitment buildings (all provinces)
  • +Level 2: Construction time: -50% for Military Recruitment buildings (all provinces)
  • +Level 2: Local recruitment capacity: +2 (local province)
Eyes of the Forest
  • −Attribute: Stalk during ambushes (Lord's army)
  • −Campaign line of sight: +25%
  • −Ambush success chance: +15% (Lord's army)
  • +Level 1: Attribute: Stalk during ambushes (Lord's army)
  • +Level 1: Campaign line of sight: +25%
  • +Level 1: Ambush success chance: +25% (Lord's army)
  • +Level 2: Attribute: Stalk during ambushes (Lord's army)
  • +Level 2: Campaign line of sight: +50%
  • +Level 2: Ambush success chance: +50% (Lord's army)
Part the Boughs
  • −This character becomes able to see enemies hiding in forest regardless of distance
  • +Level 1: This character becomes able to see enemies hiding in forest regardless of distance
  • +Level 2: Upkeep and recruitment cost: -20% for Wild Riders units (Lord's army)
  • +Level 2: This character becomes able to see enemies hiding in forest regardless of distance
Neverending Hunt
  • +Orion regain his full strength during winter
  • +Hit points: +10%
Swiftnew
  • +Attribute: Vanguard Deployment
Shadows Everywherenew
  • +Attribute: Stalk
Travel All Pathsnew
  • +Level 1: Campaign movement range: +5% (accompanying Lord)
  • +Level 2: Campaign movement range: +10% (accompanying Lord)
  • +Level 3: Campaign movement range: +20% (accompanying Lord)
Devotee of Loecnew
  • +Income from post-battle loot: +5% (accompanying Lord)
  • +Cooldown: -5% to all Shadowdancer abilities
Storm of Bladesnew
  • +Ability: "Storm of Blades"
Illusivenew
  • +Enemy Hero action success chance: -5%
  • +Cooldown: -5% to all Shadowdancer abilities
Elusivenew
  • +Level 1: Missile resistance: 10%
  • +Level 2: Missile resistance: 20%
  • +Level 3: Missile resistance: 30%
The Shadow's Coilnew
  • +Ability: "The Shadow's Coil"
Loec’s Chosennew
  • +Leadership aura size: +25%
  • +Cooldown: -5% to all Shadowdancer abilities
Dark Deedsnew
  • +Level 1: Control: -2 (enemy local province)
  • +Level 2: Control: -4 (enemy local province)
  • +Level 3: Control: -6 (enemy local province)
Whirling Deathnew
  • +Ability: "Whirling Death"
Misdirectionnew
  • +Ambush success chance: +10% (own armies in region)
  • +Cooldown: -5% to all Shadowdancer abilities
Shadows Fallnew
  • +Level 1: Enemy range: -3% (enemy armies in province)
  • +Level 2: Enemy range: -6% (enemy armies in province)
  • +Level 3: Enemy range: -10% (enemy armies in province)
Woven Mistnew
  • +Ability: "Woven Mist"
Tricksternew
  • +Miscast base chance: +8% (enemy armies in province)
  • +Cooldown: -5% to all Shadowdancer abilities
Protected by Loecnew
  • +Level 1: Spell resistance: 6%
  • +Level 2: Spell resistance: 12%
  • +Level 3: Spell resistance: 25%
Shadow Illusionnew
  • +Ability: "Shadow Illusion"
Scouting Aheadnew
  • +Campaign line of sight: +50%
Cleanse the Forestnew
  • +Level 1: Charge bonus: +5% when attacking (Hero's army)
  • +Level 2: Charge bonus: +10% when attacking (Hero's army)
  • +Level 3: Charge bonus: +20% when attacking (Hero's army)
Sabotagenew
  • +Level 1: Enemy armour: -1 (enemy armies in province)
  • +Level 2: Enemy armour: -2 (enemy armies in province)
  • +Level 3: Enemy armour: -4 (enemy armies in province)
Pick Them Offnew
  • +Level 1: Range: +1% (Hero's army)
  • +Level 1: Reinforcement range: +5% (accompanying Lord)
  • +Level 2: Range: +3% (Hero's army)
  • +Level 2: Reinforcement range: +10% (accompanying Lord)
  • +Level 3: Range: +5% (Hero's army)
  • +Level 3: Reinforcement range: +15% (accompanying Lord)
Cunningnew
  • +Enemy Hero action success chance: -25%
The Huntnew
  • +Level 1: Ammunition: +1% (Hero's army)
  • +Level 1: Reinforcement range: +3% (accompanying Lord)
  • +Level 2: Ammunition: +2% (Hero's army)
  • +Level 2: Reinforcement range: +6% (accompanying Lord)
  • +Level 3: Ammunition: +4% (Hero's army)
  • +Level 3: Reinforcement range: +10% (accompanying Lord)
Shift the Rootsnew
  • +Level 1: Construction cost: -1% for all buildings (local region)
  • +Level 2: Construction cost: -3% for all buildings (local region)
  • +Level 3: Construction cost: -6% for all buildings (local region)
One with the Forestnew
  • +Level 1: Research rate: +3
  • +Level 2: Research rate: +6
  • +Level 3: Research rate: +10
Spells of Protectionnew
  • +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
Invigoratenew
  • +Level 1: Income from all buildings: +1% (local province)
  • +Level 2: Income from all buildings: +3% (local province)
  • +Level 3: Income from all buildings: +5% (local province)
Scrynew
  • +Level 1: Hero action success chance: +3% (own characters in province)
  • +Level 2: Hero action success chance: +6% (own characters in province)
  • +Level 3: Hero action success chance: +10% (own characters in province)
Ariel’s Favornew
  • +Level 1: Wound recovery time: -1 turns
  • +Level 2: Wound recovery time: -3 turns
  • +Level 3: Wound recovery time: -6 turns
Life of Ishanew
  • +Level 1: Casualty replenishment rate: +1% (Hero's army)
  • +Level 2: Casualty replenishment rate: +2% (Hero's army)
  • +Level 3: Casualty replenishment rate: +4% (Hero's army)
Glamour Ragenew
  • +Weapon strength: +15% when attacking (own armies in province)
Taintednew
  • +Attrition suffered by defender: +50% when laying siege or encircling (enemy armies in region)
Wildwood Madnessnew
  • +Missile resistance: 25% when fighting against Wood Elves
  • +Melee attack: +5 when fighting against Wood Elves (own armies factionwide)
Connected to the Weavenew
  • +Enemy spell resistance: -10% (enemy armies in province)
  • +Spell resistance: 10% (own armies in province)
Recompense Demandednew
  • +Income from raiding: +50% (own armies factionwide)
Dark Spiritnew
  • +Weapon strength: +25%
  • +Character's aura leadership effect: -5
  • +Control: -4 (own local province)
  • +Hit points: +10%
  • +Enemy leadership: -2 (enemy armies in region)
No Wallsnew
  • +Attrition suffered by defender: +10% when laying siege or encircling (enemy armies in region)
  • +Siege towers: +1 per siege item constructed (Lord's army)
Ancient Attendantnew
  • +Level 1: Growth: +1 (all provinces)
  • +Level 2: Growth: +2 (all provinces)
  • +Level 3: Growth: +4 (all provinces)
Birchnew
  • +Level 1: Armour-piercing weapon damage: +4 for Dryads units (Hero's army)
  • +Level 2: Melee attack: +10
  • +Level 2: Armour-piercing weapon damage: +4 for Dryads units (Hero's army)
  • +Level 3: Melee attack: +10
  • +Level 3: Weapon strength: +20% when attacking
  • +Level 3: Armour-piercing weapon damage: +4 for Dryads units (Hero's army)
Oaknew
  • +Level 1: Armour: +4 for Dryads units (Hero's army)
  • +Level 2: Hit points: +10%
  • +Level 2: Armour: +4 for Dryads units (Hero's army)
  • +Level 3: Hit points: +10%
  • +Level 3: Armour: +15
  • +Level 3: Armour: +4 for Dryads units (Hero's army)
Willownew
  • +Level 1: Speed: +8% for Dryads units (Hero's army)
  • +Level 2: Speed: +25%
  • +Level 2: Speed: +8% for Dryads units (Hero's army)
  • +Level 3: Speed: +25%
  • +Level 3: Bonus vs Large: +10
  • +Level 3: Speed: +8% for Dryads units (Hero's army)
Protectornew
  • +Level 1: Armour: +5 for Lords and embedded Heroes (Lord's army)
  • +Level 2: Armour: +10 for Lords and embedded Heroes (Lord's army)
  • +Level 3: Armour: +15 for Lords and embedded Heroes (Lord's army)

Buildings

  • −Lord and Hero recruit rank: +3 for Lore of Shadows spellcasters (all provinces)
  • −Recruit rank: +3 for Wardancer and Bladesinger units (factionwide)
  • −Hero action success chance: +10% (all characters)
  • +Lord and Hero recruit rank: +2 for Lore of Shadows spellcasters (all provinces)
  • +Recruit rank: +2 for Wardancer and Bladesinger units (own armies factionwide)
  • +Hero action success chance: +10% (all characters factionwide)
  • +Hero capacity: +1 for all Heroes
  • −Immune to Plague attrition (all armies)
  • −Lord and Hero recruit rank: +3 for Lore of Life spellcasters (all provinces)
  • −Immune to Swamp attrition (all armies)
  • −Wound recovery time: -2 turns (all characters)
  • +Immune to Plague attrition (own armies factionwide)
  • +Lord and Hero recruit rank: +2 for Lore of Life spellcasters (all provinces)
  • +Immune to Swamp attrition (own armies factionwide)
  • +Wound recovery time: -2 turns (all characters factionwide)
  • +Hero capacity: +1 for all Heroes
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 1 turns
  • −Corruption: -3
  • −Control: +3
  • +Corruption: -2
  • +Control: +2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Diplomatic relations: +1 with all factions (Realm of Chaos campaign only)
  • −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)
  • +Control: +2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Diplomatic relations: +2 with all factions
Forest CavesWood Elves
  • −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)
  • −Corruption: -5
  • −Control: +3
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Corruption: -6
  • +Control: +2
  • +Attrition: -20% casualties suffered from all attrition (own armies in province)
  • +Diplomatic relations: +4 with all factions
  • −Recruitment cost: -30% for Great Eagle and Hawk Rider units (armies in region)
  • −Recruit rank: +3 for Great Eagle and Hawk Rider units
  • −Upkeep: -5% for Great Eagle and Hawk Rider units (all armies)
  • +Recruitment cost: -30% for Great Eagle and Hawk Rider units (own armies in province)
  • +Recruit rank: +4 for Great Eagle and Hawk Rider units
  • +Upkeep: -4% for Great Eagle and Hawk Rider units (own armies factionwide)
  • +Unit capacity: +4 Hawk Riders
  • +Unit capacity: +4 Great Forest Eagles
Temple of IshaWood Elves
  • −Immune to Chaos corruption and Chaos Wastes attrition (all armies)
  • −Winds of Magic power reserve capacity: +5 (all armies)
  • −Physical resistance: 5% (all armies)
  • +Immune to Chaos corruption and Chaos Wastes attrition (own armies factionwide)
  • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • +Physical resistance: 5% (own armies factionwide)
  • +Hero capacity: +1 for all Heroes
  • −Hero recruit rank: +3 for Waystalkers (all provinces)
  • +Hero recruit rank: +3 for Waystalkers (own armies factionwide)
  • −Winds of Magic power reserve: +3 per turn (armies in region)
  • −Grants 3 construction slots in the settlement
  • −Income from all buildings: +10% (factionwide)
  • −Growth: +10
  • +Grants 3 construction slot in the settlement
  • +Income from all buildings: +2% (all regions factionwide)
  • +Growth: +20
  • +Income generated: 500
  • +Winds of Magic power reserve: +5 per turn (own armies in region)
  • +Control: +2
  • Cost: 1200 → 5000
  • −Corruption: -2
  • −Winds of Magic power reserve: +6 per turn (armies in region)
  • −Income from all buildings: +1% (factionwide)
  • −Income generated: 350
  • −Growth: +10
  • +Corruption: -4
  • +Income from all buildings: +4% (all regions factionwide)
  • +Income generated: 500
  • +Growth: +20
  • +Winds of Magic power reserve: +10 per turn (own armies in region)
  • +Control: +4
  • Cost: 2500 → 10000
  • −Corruption: -2
  • −Winds of Magic power reserve: +9 per turn (armies in region)
  • −Income from all buildings: +2% (factionwide)
  • −Income generated: 400
  • −Growth: +10
  • +Corruption: -6
  • +Income from all buildings: +6% (all regions factionwide)
  • +Income generated: 500
  • +Growth: +20
  • +Winds of Magic power reserve: +15 per turn (own armies in region)
  • +Control: +6
  • Cost: 5000 → 15000
  • −Corruption: -2
  • −Winds of Magic power reserve: +12 per turn (armies in region)
  • −Income from all buildings: +3% (factionwide)
  • −Income generated: 450
  • −Growth: +10
  • +Corruption: -8
  • +Income from all buildings: +8% (all regions factionwide)
  • +Income generated: 500
  • +Growth: +20
  • +Winds of Magic power reserve: +20 per turn (own armies in region)
  • +Control: +8
  • Cost: 10000 → 20000
  • −Corruption: -2
  • −Winds of Magic power reserve: +15 per turn (armies in region)
  • −Income from all buildings: +4% (factionwide)
  • −Growth: +10
  • +Corruption: -10
  • +Income from all buildings: +10% (all regions factionwide)
  • +Growth: +20
  • +Winds of Magic power reserve: +25 per turn (own armies in region)
  • +Control: +10
  • Cost: 20000 → 25000
Mossy HellpitWood Elves
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
Occupied ItzaWood Elves
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
Occupied KhemriWood Elves
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
Occupied LahmiaWood Elves
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Recruit rank: +1 for all units (factionwide)
  • +Recruit rank: +1 for all units (own armies factionwide)
  • −Income generated: 100
  • −Exotic Animals resource production: 24 cages
  • +Income generated: 200
  • +Exotic Animals resource production: 30 cages
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Gem MineWood Elves
  • −Income generated: 100
  • +Income generated: 200
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • −Income generated: 100
  • +Income generated: 200
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Obsidian QuarryWood Elves
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Spice MarketWood Elves
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Purified OakWood Elves
  • −Corruption in adjacent provinces: -2
  • −Upkeep: -10% for Dryads units (factionwide)
  • −Casualty replenishment rate: +10% (armies in province)
  • +Corruption in adjacent provinces: -2 (local province)
  • +Upkeep: -10% for Dryads units (own armies factionwide)
  • +Casualty replenishment rate: +10% (own armies in province)
Bamboo GroveWood Elves
  • −Immune to Chaos corruption and Chaos Wastes attrition (all armies)
  • −Recruit rank: +4 for forest spirit and flying monster units (factionwide)
  • −Upkeep: -30% for forest spirit units (all armies)
  • +Immune to Chaos corruption and Chaos Wastes attrition (own armies factionwide)
  • +Recruit rank: +2 for forest spirit and flying monster units (own armies factionwide)
  • +Upkeep: -10% for forest spirit units (own armies factionwide)
  • +Hero capacity: +1 for all Heroes
Gnoblar OutpostWood Elves
  • −Immune to Vampiric attrition (all armies)
  • −Income generated: 600
  • −Income from trade tariffs: +50%
  • +Immune to Vampiric attrition (own armies factionwide)
  • +Income generated: 250
  • +Income from trade tariffs: +25%
  • +Hero capacity: +1 for all Heroes
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • −Control: +6
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • +Control: +6 (local province)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • −Control: +6
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • +Control: +6 (local province)
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
Wood Elf ColonyWood Elves
  • −Casualty replenishment rate: +4% (armies in region)
  • +Casualty replenishment rate: +4% (any armies in region)
Animal StoreWood Elves
  • −Income generated: 50
  • +Income generated: 100
Asrai LookoutWood Elves
  • −Control: +6
  • +Income generated: 100
  • +Defensive supplies: +600
  • +Control: +10
  • Units: 0 → 3
Elven HavenWood Elves
  • −Income generated: 100
  • −Income from trade tariffs: +5%
  • +Income generated: 200
  • +Income from trade tariffs: +4%
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
Occupied KislevWood Elves
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
  • −Defensive supplies: +1000
  • −Income from all buildings: +10% (factionwide)
  • +Defensive supplies: +1200
  • +Income from all buildings: +10% (all regions factionwide)
Elven HavenWood Elves
  • −Income generated: 100
  • −Income from trade tariffs: +5%
  • +Income generated: 200
  • +Income from trade tariffs: +4%
Elven HavenWood Elves
  • −Income generated: 100
  • −Income from trade tariffs: +5%
  • +Income generated: 200
  • +Income from trade tariffs: +4%
Forest LookoutsWood Elves
  • −Enemy Hero action success chance: -20%
  • −Campaign line of sight: +40%
  • −Control: +3
  • +Enemy Hero action success chance: -20% (enemy characters in region)
  • +Control: +2
  • +Melee attack: +2 (own armies in region)
  • +Leadership: +2 (own armies in region)
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • +Hidden armies will be visible (any armies in region)
  • +Chance of a plague spreading: -25%
Forest PatrolsWood Elves
  • −Enemy Hero action success chance: -50%
  • −Campaign line of sight: +50%
  • −Control: +3
  • +Hero recruit rank: +1 for Shadowdancers (factionwide)
  • +Unlocks Hero recruitment: Shadowdancers
  • +Hero capacity: +1 for Glade Captains and Shadowdancers (does not stack)
  • +Enemy Hero action success chance: -50% (enemy characters in region)
  • +Control: +5
  • +Melee attack: +5 (own armies in region)
  • +Leadership: +5 (own armies in region)
  • +Campaign movement range: +50% for own armies starting their turn in this province (own armies in province)
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • +Hidden armies will be visible (any armies in region)
  • +Chance of a plague spreading: -25%
Asrai ForgeWood Elves
  • −Construction cost: -4% for all buildings (local province)
  • −Recruitment cost: -5% (armies in region)
  • +Construction cost: -10% for all buildings (all regions in province)
  • +Upkeep: -10% (own armies in region)
  • +Local recruitment capacity: +1
  • +Recruitment cost: -10% for all units (own armies in region)
  • +Income from all buildings: +10% (local region)
  • Cost: 3000 → 4000
  • Turns: 5 → 4
Asrai ArmouryWood Elves
  • −Construction cost: -8% for all buildings (local province)
  • −Construction cost: -2% for all buildings (factionwide)
  • −Recruitment cost: -10% (armies in region)
  • +Construction cost: -20% for all buildings (all regions in province)
  • +Global recruitment duration: -1 turn for all units (own armies in region)
  • +Local recruitment capacity: +1
  • +Recruitment cost: -20% for all units (own armies in region)
  • +Upkeep: -20% (own armies in region)
  • +Global recruitment capacity: +1
  • +Income from all buildings: +20% (local region)
  • Cost: 4000 → 8000
Muster StoneWood Elves
  • +Experience gain: +2% for units (own armies factionwide)
  • +Experience gain: +3% for units (own armies factionwide)
  • +Unit capacity: +2 Sisters of the Thorn
  • Units: 5 → 4
  • +Experience gain: +4% for units (own armies factionwide)
  • +Unit capacity: +4 Sisters of the Thorn
  • +Unit capacity: +2 Wild Riders
  • −Recruit rank: +2 for Cavalry units
  • +Experience gain: +5% for units (own armies factionwide)
  • +Unit capacity: +6 Sisters of the Thorn
  • +Unit capacity: +5 Great Stag Knights
  • +Unit capacity: +4 Wild Riders
EyrieWood Elves
  • +Experience gain: +2% for units (own armies factionwide)
  • +Unit capacity: +2 Great Forest Eagles
Warhawk CragsWood Elves
  • +Experience gain: +3% for units (own armies factionwide)
  • +Unit capacity: +4 Great Forest Eagles
  • +Unit capacity: +4 Hawk Riders
Dragon LairWood Elves
  • +Experience gain: +5% for units (own armies factionwide)
  • +Unit capacity: +2 Forest Dragon
  • +Unit capacity: +6 Great Forest Eagles
  • +Unit capacity: +6 Hawk Riders
Guard PlatformWood Elves
  • −Ammunition: +100% when under siege (armies in region)
  • −Reload time reduction: +10% when under siege (armies in region)
  • −Upkeep: -5% (armies in region)
  • +Ammunition: +5% when under siege (own armies in region)
  • +Reload time reduction: +5% when under siege (own armies in region)
  • +Army ability: "Rain of Arrows" (own armies in region)
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Spell resistance: 5% when under siege (own armies in region)
  • +Missile resistance: 3% when under siege (own armies in region)
Arbiter's PerchWood Elves
  • −Ammunition: +100% when under siege (armies in region)
  • −Reload time reduction: +20% when under siege (armies in region)
  • −Upkeep: -10% (armies in region)
  • +Ammunition: +10% when under siege (own armies in region)
  • +Reload time reduction: +10% when under siege (own armies in region)
  • +Army ability: "Rain of Arrows" (own armies in region)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Spell resistance: 10% when under siege (own armies in region)
  • +Missile resistance: 6% when under siege (own armies in region)
  • −Ammunition: +100% when under siege (armies in region)
  • −Reload time reduction: +30% when under siege (armies in region)
  • −Upkeep: -15% (armies in region)
  • +Ammunition: +20% when under siege (own armies in region)
  • +Reload time reduction: +20% when under siege (own armies in region)
  • +Army ability: "Rain of Arrows" (own armies in region)
  • +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in province)
  • +Spell resistance: 20% when under siege (own armies in region)
  • +Missile resistance: 10% when under siege (own armies in region)
Trapper's DenWood Elves
  • −Income generated: 300
  • −Casualty replenishment rate: +3% (armies in province)
  • −Growth: +20
  • −Furs resource production: 8 bundles
  • +Income generated: 25
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Growth: +10
  • +Furs resource production: 5 bundles
Game LodgeWood Elves
  • −Income generated: 400
  • −Casualty replenishment rate: +5% (armies in province)
  • −Growth: +40
  • −Furs resource production: 12 bundles
  • +Income generated: 50
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Growth: +20
  • +Furs resource production: 10 bundles
Hunter's VaultWood Elves
  • −Income generated: 500
  • −Casualty replenishment rate: +8% (armies in province)
  • −Growth: +60
  • −Furs resource production: 16 bundles
  • +Income generated: 100
  • +Casualty replenishment rate: +4% (own armies in province)
  • +Growth: +40
  • +Furs resource production: 20 bundles
Grape VinesWood Elves
  • −Income generated: 600
  • +Income generated: 100
  • +Income from Grape Vines: +1% (all regions factionwide)
VineyardWood Elves
  • −Income generated: 700
  • +Income generated: 200
  • +Income from Grape Vines: +2% (all regions factionwide)
WineryWood Elves
  • −Income generated: 800
  • +Income generated: 300
  • +Income from Grape Vines: +3% (all regions factionwide)
Wine NexusWood Elves
  • −Income generated: 1000
  • −Wine resource production: 8 barrels
  • +Income generated: 500
  • +Wine resource production: 10 barrels
  • +Income from Grape Vines: +5% (all regions factionwide)
  • +Experience gain: +1% for units (own armies factionwide)
  • −Hero capacity: +1 for Glade Captains
  • +Hero capacity: +1 for Glade Captains and Shadowdancers (does not stack)
  • +Experience gain: +3% for units (own armies factionwide)
  • +Unit capacity: +4 Wardancers and Bladesingers
  • Cost: 2000 → 3000
  • Turns: 2 → 3
  • Units: 4 → 5
Forest LookoutWood Elves
  • −Hero capacity: +1 for Glade Captains
  • +Hero capacity: +1 for Glade Captains and Shadowdancers (does not stack)
  • +Experience gain: +4% for units (own armies factionwide)
  • +Unit capacity: +6 Wardancers and Bladesingers
  • +Unit capacity: +4 Wildwood Wardens and Eternal Wardens
  • Cost: 3000 → 4000
  • Turns: 3 → 4
  • Units: 6 → 8
  • −Defensive supplies: +1000
  • −Corruption: -1 (all adjacent provinces)
  • −Winds of Magic power reserve: +3 per turn (armies in region)
  • +Corruption: -2 (all adjacent provinces)
  • +Winds of Magic power reserve: +10 per turn (own armies in region)
  • +Ward save: 2% when defending (own armies in region)
  • +Defensive supplies: +600
  • +Corruption: -5
  • Cost: 1200 → 10000
  • Turns: 4 → 5
  • −Defensive supplies: +1000
  • −Corruption: -3 (all adjacent provinces)
  • −Growth: +20 (all provinces)
  • −Winds of Magic power reserve: +6 per turn (armies in region)
  • −Unlocks Confederation missions with Torgovann and Wydrioth (not for Wargrove of Woe)
  • −Control: +2 (factionwide)
  • +Corruption: -4 (all adjacent provinces)
  • +Growth: +10 (all provinces)
  • +Unlocks Confederation missions with Torgovann and Wydrioth
  • +Control: +1 (factionwide)
  • +Winds of Magic power reserve: +20 per turn (own armies in region)
  • +Ward save: 4% when defending (own armies in region)
  • +Defensive supplies: +1200
  • +Corruption: -10
  • Cost: 2500 → 20000
  • Turns: 8 → 10
  • −Defensive supplies: +1000
  • −Growth: +40 (all provinces)
  • −Winds of Magic power reserve: +9 per turn (armies in region)
  • −Unlocks Confederation missions with Argwylon, Talsyn and the Heralds of Ariel (not for Wargrove of Woe)
  • −Control: +3 (factionwide)
  • +Growth: +20 (all provinces)
  • +Unlocks Confederation missions with Argwylon, Talsyn and the Heralds of Ariel
  • +Control: +2 (factionwide)
  • +Winds of Magic power reserve: +30 per turn (own armies in region)
  • +Ward save: 6% when defending (own armies in region)
  • +Defensive supplies: +1800
  • +Corruption: -15
  • Cost: 5000 → 30000
  • Turns: 12 → 15
  • −Defensive supplies: +1000
  • −Corruption: -9 (all adjacent provinces)
  • −Growth: +80 (all provinces)
  • −Winds of Magic power reserve: +12 per turn (armies in region)
  • −Control: +4 (factionwide)
  • +Corruption: -8 (all adjacent provinces)
  • +Growth: +40 (all provinces)
  • +Control: +3 (factionwide)
  • +Winds of Magic power reserve: +40 per turn (own armies in region)
  • +Ward save: 8% when defending (own armies in region)
  • +Defensive supplies: +2400
  • +Corruption: -20
  • Cost: 10000 → 40000
  • Turns: 16 → 20
  • −Ammunition: +100% during forest battles (all armies)
  • −Attribute: Vanguard Deployment during forest battles (all armies)
  • −Defensive supplies: +1000
  • −Corruption: -12 (all provinces)
  • −Growth: +160 (all provinces)
  • −Winds of Magic power reserve: +15 per turn (armies in region)
  • −Ward save: +10% during forest battles (all armies)
  • −Control: +5 (factionwide)
  • +Passive ability: "Recovery" (own armies factionwide)
  • +Attribute: Vanguard Deployment during forest battles (own armies factionwide)
  • +Corruption: -10 (all adjacent provinces)
  • +Growth: +80 (all provinces)
  • +Ward save: +10% during forest battles (own armies factionwide)
  • +Control: +4 (factionwide)
  • +Winds of Magic power reserve: +50 per turn (own armies in region)
  • +Ward save: 10% when defending (own armies in region)
  • +Defensive supplies: +3000
  • +Corruption: -25
  • Cost: 20000 → 50000
  • Turns: 20 → 25
Foraging GrovesWood Elves
  • +Income from all buildings: +25% (all regions in province)
  • +Attrition: -10% when under siege (own armies in province)
  • Cost: 1000 → 2000
  • Turns: 1 → 2
  • −Global recruitment duration: -1 turn(s) (minimum 1) (armies in region)
  • −Recruitment cost: -50% (armies in region)
  • −Growth: +20 (all adjacent provinces)
  • +Global recruitment duration: -1 turn for all units (own armies in region)
  • +Recruitment cost: -10% for all units (own armies in province)
  • +Upkeep: -5% (own armies in province)
  • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
  • +Growth: +10 (all adjacent provinces)
  • Cost: 1000 → 2000
  • Turns: 1 → 2
  • Units: 1 → 0
WaystoneWood Elves
  • −Casualty replenishment rate: +10% (armies in region)
  • −Growth: +5 (all provinces)
  • +Winds of Magic power reserve: +2 per turn (own armies in province)
  • +Control: +2
  • +Corruption: -2
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Growth: +2 (all provinces)
  • Cost: 1000 → 2000
  • Turns: 1 → 2
  • −Income from post-battle loot: +15% (all your armies in adjacent regions)
  • −Income from razing settlements: +50% (all your armies in adjacent regions)
  • −Control: +1 (all adjacent provinces)
  • +Income from post-battle loot: +10% (all your armies in adjacent regions)
  • +Income from sacking settlements: +10% (all your armies in adjacent regions)
  • +Income from razing settlements: +10% (all your armies in adjacent regions)
  • +Chance of a plague spreading: -50%
  • +Control: +2 (all adjacent provinces)
  • Cost: 1000 → 2000
  • Turns: 1 → 2
  • Units: 2 → 0
Elven HavenWood Elves
  • −Income from trade tariffs: +5%
  • +Income from trade tariffs: +4%
Craftmen's TreeWood Elves
  • −Income generated: 300
  • −Control: +2
  • −Pottery resource production: 3 kilnful
  • −Timber resource production: 3 logs
  • −Elven Trinkets resource production: 3 chests
  • +Income generated: 50
  • +Control: +4
  • +Pottery resource production: 2 kilnful
  • +Timber resource production: 2 logs
  • +Elven Trinkets resource production: 2 chests
  • −Income generated: 400
  • −Control: +3
  • +Income generated: 100
  • +Control: +8
Artisan's NexusWood Elves
  • −Income generated: 500
  • −Control: +4
  • +Income generated: 200
  • +Control: +12
  • +Experience gain: +1% for units (own armies factionwide)
Deepwood CampWood Elves
  • +Experience gain: +2% for units (own armies factionwide)
  • +Experience gain: +4% for units (own armies factionwide)
  • +Unit capacity: +6 Waywatchers
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Hunting CampWood Elves
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Gold Mining PitWood Elves
  • −Income generated: 100
  • +Income generated: 200
Iron Mining PitWood Elves
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Stone CutterWood Elves
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Cattle PasturesWood Elves
  • −Income generated: 50
  • −Recruit rank: +1 for Cavalry units (all characters)
  • +Income generated: 100
  • +Recruit rank: +1 for Cavalry units (all characters factionwide)
Clay PitWood Elves
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Woodman's HutWood Elves
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
OrchardsWood Elves
  • −Income generated: 50
  • +Income generated: 100
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
CopseWood Elves
  • −Winds of Magic power reserve: +3 per turn (armies in region)
  • −Income generated: 300
  • −Growth: +10
  • +Income generated: 500
  • +Growth: +20
  • +Control: +2
  • +Winds of Magic power reserve: +5 per turn (own armies in region)
  • Cost: 1200 → 5000
  • Turns: 2 → 6
GladeWood Elves
  • −Corruption: -2
  • −Winds of Magic power reserve: +6 per turn (armies in region)
  • −Income from all buildings: +1% (factionwide)
  • −Income generated: 350
  • −Growth: +10
  • +Corruption: -4
  • +Control: +4
  • +Income generated: 500
  • +Growth: +20
  • +Winds of Magic power reserve: +10 per turn (own armies in region)
  • Cost: 2500 → 10000
  • Turns: 6 → 8
HollowWood Elves
  • −Corruption: -2
  • −Winds of Magic power reserve: +9 per turn (armies in region)
  • −Income from all buildings: +2% (factionwide)
  • −Income generated: 400
  • −Growth: +10
  • +Corruption: -6
  • +Control: +6
  • +Income generated: 500
  • +Growth: +20
  • +Winds of Magic power reserve: +15 per turn (own armies in region)
  • Cost: 5000 → 15000
HallWood Elves
  • −Corruption: -2
  • −Winds of Magic power reserve: +12 per turn (armies in region)
  • −Income from all buildings: +3% (factionwide)
  • −Income generated: 450
  • −Growth: +10
  • +Corruption: -8
  • +Control: +8
  • +Income generated: 500
  • +Growth: +20
  • +Winds of Magic power reserve: +20 per turn (own armies in region)
  • Cost: 10000 → 20000
  • Turns: 14 → 12
Great HallWood Elves
  • −Corruption: -2
  • −Winds of Magic power reserve: +15 per turn (armies in region)
  • −Income from all buildings: +4% (factionwide)
  • −Growth: +10
  • +Campaign movement range: +2% for armies (own armies factionwide in owned territory)
  • +Corruption: -10
  • +Control: +10
  • +Growth: +10 (all adjacent provinces)
  • +Winds of Magic power reserve: +25 per turn (own armies in region)
  • Cost: 20000 → 25000
  • Turns: 18 → 14
Roots of GhyranWood Elves
  • −Hero recruit rank: +2 for Malevolent Branchwraiths
  • +Character experience gain per turn: +50 (own characters in province)
  • −Hero recruit rank: +1 for Spellsingers
  • −Hero recruit rank: +3 for Malevolent Branchwraiths
  • +Character experience gain per turn: +100 (own characters in province)
Canopy of HyshWood Elves
  • −Hero recruit rank: +2 for Spellsingers
  • −Hero recruit rank: +3 for Malevolent Branchwraiths (all provinces)
  • +Character experience gain per turn: +200 (own characters in province)
  • −Lord and Hero recruit rank: +3 for Lore of Beasts spellcasters (all provinces)
  • −Missile strength: +5% (all armies)
  • +Lord and Hero recruit rank: +1 for Lore of Beasts spellcasters (all provinces)
  • +Missile strength: +4% (own armies factionwide)
  • +Unit capacity: +4 Hawk Riders
  • Cost: 3000 → 2000
  • Turns: 3 → 2
  • −Lord and Hero recruit rank: +3 for Lore of Beasts spellcasters (all provinces)
  • −Immune to Mountain attrition (all armies)
  • −Immune to Snow attrition (all armies)
  • −Missile strength: +10% (all armies)
  • +Lord and Hero recruit rank: +2 for Lore of Beasts spellcasters (all provinces)
  • +Immune to Mountain attrition (own armies factionwide)
  • +Immune to Snow attrition (own armies factionwide)
  • +Missile strength: +8% (own armies factionwide)
  • +Hero capacity: +1 for all Heroes
  • +Unit capacity: +4 Hawk Riders
  • Cost: 4000 → 8000
  • Units: 1 → 2
  • −Immune to Vampiric attrition (all armies)
  • −Hero recruit rank: +3 for Branchwraiths (all provinces)
  • −Control: +3
  • +Immune to Vampiric attrition (own armies factionwide)
  • +Hero recruit rank: +2 for Branchwraiths (all provinces)
  • +Control: +10
  • +Hero capacity: +1 for all Heroes
  • −Immune to Desert attrition (all armies)
  • −Hero recruit rank: +2 for Glade Captains (all provinces)
  • −Immune to Barren Wasteland attrition (all armies)
  • −Weapon strength: +10% (all armies)
  • +Immune to Desert attrition (own armies factionwide)
  • +Hero recruit rank: +2 for Glade Captains and Shadowdancers (all provinces)
  • +Immune to Barren Wasteland attrition (own armies factionwide)
  • +Weapon strength: +8% (own armies factionwide)
  • +Hero capacity: +1 for all Heroes
Haunted GrovesWood Elves
  • +Experience gain: +1% for units (own armies factionwide)
Tribal StonesWood Elves
  • +Experience gain: +3% for units (own armies factionwide)
  • +Unit capacity: +2 Tree Kin and Grove Guardians
  • +Experience gain: +4% for units (own armies factionwide)
  • +Unit capacity: +4 Tree Kin and Grove Guardians
  • +Unit capacity: +4 Zoats
  • +Experience gain: +5% for units (own armies factionwide)
  • +Unit capacity: +6 Tree Kin and Grove Guardians
  • +Unit capacity: +3 Treeman
  • +Unit capacity: +6 Zoats

Technologies

  • −Casualty replenishment rate: +5% for Dryad, Tree Kin and Treeman units
  • +Casualty replenishment rate: +5% for Dryad, Tree Kin, Grove Guardians and Treeman units
  • −Upkeep: -10% for all Elf units
  • −Leadership: +10 when laying siege or encircling
  • +Upkeep: -5% for all Elf units
  • +Leadership: +8 when laying siege or encircling
  • +Hero action cost: -25%
  • −Diplomatic relations: +20 with Bretonnia
  • +Diplomatic relations: +25 with Bretonnia
  • −Hero recruit rank: +2
  • −Lord recruit rank: +2
  • +Hero and Lord recruit rank: +2
  • +Spell resistance: 20% for Zoats units
  • −Charge bonus: +15% for Elf Cavalry, Hawk and Eagle units
  • +Charge bonus: +10% for Elf Cavalry, Hawk and Eagle units
  • −Diplomatic relations: +15 with High Elves
  • −Construction cost: -15% for all buildings
  • +Diplomatic relations: +10 with High Elves
  • +Construction cost: -10% for all buildings
  • −Winds of Magic power reserve minimum: +10 (all armies)
  • +Miscast base chance: -5%
CadaiWood Elves
  • −Diplomatic relations: +15 with High Elves
  • +Diplomatic relations: +10 with High Elves
  • −Upkeep: -15% for all Dryad, Tree Kin and Treeman units
  • −Construction time: -25% for all buildings
  • +Upkeep: -10% for all Dryad, Tree Kin, Grove Guardians and Treeman units
  • +Construction time: -50% for Infrastructure buildings
  • −Growth: +25
  • +Growth: +30
  • +Armour: +10 for Eternal Guard and Glade Guard units
  • −Control: +1
  • +Upkeep: -10% (own armies factionwide in owned territory)
  • −Missile resistance: 10% for Dryad, Tree Kin and Treeman units
  • −Casualty replenishment rate: +5% when in foreign territory
  • +Missile resistance: 10% for Dryad, Tree Kin, Grove Guardians and Treeman units
  • +Casualty replenishment rate: +10% when in foreign territory
  • +Speed: +10%
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
  • −Ammunition: +35% (all armies)
  • −Diplomatic relations: +10 with all factions
  • +Ammunition: +25%
  • +Diplomatic relations: +25 with all factions
  • −Passive ability: "Yewberry Infusion" for Dryads, Tree Kin and Treeman units
  • −Reload time reduction: +15% (all armies)
  • +Ability: Yewberry Infusion for Dryads, Tree Kin, Grove Guardians and Treeman units
  • +Range: +10%
  • +Reload time reduction: +10%
  • −Fire resistance: 25% for Dryad, Tree Kin and Treeman units
  • −Vigour loss reduction: -25% for melee Infantry units
  • +Campaign movement range: -20% for enemy armies starting their turn in your regions
  • +Vigour loss reduction: -20% for melee infantry units
  • +Melee defence: +4 for all non-Elf units and characters
  • −Corruption: -4 (all provinces)
  • −Casualty replenishment rate: +10%
  • +Chance of a plague spreading: -25%
  • +Corruption: -4
  • +Casualty replenishment rate: +5%
CytharaiWood Elves
  • −Diplomatic relations: +15 with Dark Elves
  • +Diplomatic relations: +25 with Dark Elves
  • −Missile strength: +10%
  • +Reload time reduction: +5% for Missile Infantry units
  • −Melee attack: +6 during ambushes
  • −Ambush success chance: +20%
  • −Ambush defence chance: +20%
  • +Melee attack: +5 during ambushes
  • +Ambush success chance: +10%
  • +Ambush defence chance: +10%
  • −Physical resistance: 10% for Elf Infantry units
  • −Melee attack: +5 for Elf Infantry units
  • +Physical resistance: 5% for Elf Infantry units
  • +Melee attack: +4 for Elf Infantry units
  • −Fire resistance: 25% for all Elf units
  • −Weapon strength: +15% for Forest Dragons (units and mounts)
  • +Fire resistance: 20% for all Elf units
  • +Weapon strength: +10% for Forest Dragons (units and mounts)
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • +Winds of Magic power reserve capacity: +10
  • −Speed: +5% (all armies)
  • +Armour: +10 for Zoats, Treemen and Forest Dragon units
  • −Leadership: +5 for all Elf units
  • −Magic item drop chance from battle: +15%
  • +Leadership: +4 for all Elf units
  • +Magic item drop chance from battle: +10%