Patch 9.0: skills
211 changed, 411 new — every skill patch 9.0 touched, found by comparing the game's data tables of patches 8.1.1 and 9.0. Red lines are gone, green lines are new.
Changed 211
- −Level 1: Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (Lord's army)
- −Level 2: Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (Lord's army)
- −Level 2: Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (Lord's army)
- −Level 3: Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (Lord's army)
- −Level 3: Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (Lord's army)
- +Level 1: Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- +Level 2: Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- +Level 2: Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- +Level 3: Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- +Level 3: Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- +Level 1: Armour: +6 for Cauldron of a Thousand Poxes units (Lord's army)
- +Level 2: Armour: +9 for Cauldron of a Thousand Poxes units (Lord's army)
- +Level 3: Armour: +12 for Cauldron of a Thousand Poxes units (Lord's army)
- −Level 1: Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
- −Level 2: Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
- −Level 2: Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
- −Level 3: Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
- −Level 3: Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
- +Level 1: Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- +Level 2: Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- +Level 2: Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- +Level 3: Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- +Level 3: Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- −Level 1: Reload time reduction: +3% for Doomwheels, Plagueclaw Catapult and Warp Lightning Cannon units (Lord's army)
- −Level 2: Ammunition: +12% for Doomwheels, Plagueclaw Catapult and Warp Lightning Cannon units (Lord's army)
- −Level 2: Reload time reduction: +6% for Doomwheels, Plagueclaw Catapult and Warp Lightning Cannon units (Lord's army)
- −Level 3: Ammunition: +20% for Doomwheels, Plagueclaw Catapult and Warp Lightning Cannon units (Lord's army)
- −Level 3: Reload time reduction: +9% for Doomwheels, Plagueclaw Catapult and Warp Lightning Cannon units (Lord's army)
- +Level 1: Reload time reduction: +3% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- +Level 2: Ammunition: +12% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- +Level 2: Reload time reduction: +6% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- +Level 3: Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- +Level 3: Reload time reduction: +9% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- −Leadership: +5 for Skavenslaves, Clanrats and Stormvermin units (Rank 7 and above) (Lord's army)
- −Melee attack: +5 for Skavenslaves, Clanrats and Stormvermin units (Rank 7 and above) (Lord's army)
- −Missile resistance: 15% for Skavenslaves, Clanrats and Stormvermin units (Rank 7 and above) (Lord's army)
- +Leadership: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- +Melee attack: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- +Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- −Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult and Warp Lightning Cannon units (Rank 7 and above) (Lord's army)
- −Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult and Warp Lightning Cannon units (Rank 7 and above) (Lord's army)
- −Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult and Warp Lightning Cannon units (Rank 7 and above) (Lord's army)
- +Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- +Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- +Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- −Armour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Plague Monks units (Rank 7 and above) (Lord's army)
- −Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Plague Monks units (Rank 7 and above) (Lord's army)
- −Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Plague Monks units (Rank 7 and above) (Lord's army)
- +Armour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- +Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- +Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Rank: 10 → —
- −Level 1: Charge bonus: +12 for Dire Wolves and Hexwraiths units (all armies factionwide)
- −Level 1: Melee attack: +7 for Fell Bats and Crypt Ghouls units (all armies factionwide)
- −Level 2: Charge bonus: +20 for Dire Wolves and Hexwraiths units (all armies factionwide)
- −Level 2: Melee attack: +15 for Fell Bats and Crypt Ghouls units (all armies factionwide)
- +Level 1: Charge bonus: +12 for Dire Wolves, Crypt Horrors, Morghasts and Hexwraiths units (all armies factionwide)
- +Level 1: Melee attack: +7 for Cairn Wraiths, Spirit Host, Fell Bats and Crypt Ghouls units (all armies factionwide)
- +Level 2: Charge bonus: +20 for Dire Wolves, Crypt Horrors, Morghasts and Hexwraiths units (all armies factionwide)
- +Level 2: Melee attack: +15 for Cairn Wraiths, Spirit Host, Fell Bats and Crypt Ghouls units (all armies factionwide)
- −Recruit rank: +3 for Fell Bats, Dire Wolves, Crypt Ghouls and Hexwraiths units (all armies factionwide)
- +Recruit rank: +2 for Vampiric units (all armies factionwide)
- +Level 1: Spell: "The Purple Sun of Xereus"
- −Level 1: Armour: +6 for Nehekhara Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- −Level 2: Armour: +6 for Nehekhara Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- −Level 2: Melee defence: +4 for Nehekhara Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- −Level 3: Armour: +8 for Nehekhara Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- −Level 3: Melee defence: +6 for Nehekhara Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- +Level 1: Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- +Level 2: Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- +Level 2: Melee defence: +4 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- +Level 3: Armour: +8 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- +Level 3: Melee defence: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- −Level 1: Charge bonus: +6 for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)
- −Level 2: Charge bonus: +6 for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)
- −Level 2: Melee attack: +4 for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)
- −Level 3: Charge bonus: +8 for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)
- −Level 3: Melee attack: +6 for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)
- +Level 1: Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- +Level 2: Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- +Level 2: Melee attack: +4 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- +Level 3: Charge bonus: +8 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- +Level 3: Melee attack: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- −Armour: +10 for Nehekhara Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Rank 7 and above) (Lord's army)
- −Missile resistance: 15% for Nehekhara Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- −Speed: +10% for Nehekhara Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- +Armour: +10 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Rank 7 and above) (Lord's army)
- +Missile resistance: 15% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- +Speed: +10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- −Leadership: +5 for Ushabti, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- −Spell resistance: 15% for Ushabti, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- −Weapon strength: +12% for Ushabti, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- +Leadership: +5 for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- +Spell resistance: 15% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- +Weapon strength: +12% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- −Physical resistance: 10% for Nehekhara Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- −Recruit rank: +2 for Nehekhara Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- −Attribute: Unyielding Assault for Nehekhara Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- +Physical resistance: 10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- +Recruit rank: +2 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- +Attribute: Unyielding Assault for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- −Leadership: +4 for Nehekhara Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- +Leadership: +4 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- −When normally killed in action, this Hero will be wounded instead
- +This Character will be wounded instead of killed in battle
- −Ward save: 10%
- +Ward save: +10%
- −Melee attack: +4 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Lord's army)
- +Melee attack: +4 when fighting against Undead factions (Lord's army)
- −Level 1: Ward save: 6%
- −Level 2: Ward save: 12%
- +Level 1: Ward save: +6%
- +Level 2: Ward save: +12%
- −Ward save: 5%
- +Ward save: +5%
- −Recruit rank: +2 for Zombie Pirate Gunnery Mob units (Lord's army)
- +Local Recruitment rank: +2 for Zombie Pirate Gunnery Mob units (Lord's army)
- −Ward save: 5%
- +Ward save: +5%
- +Diplomatic relations: -15 with Vampire Counts, Vampire Coast and Followers of Nagash
- −Recruit rank: +2 for Zombie Pirate Gunnery Mob units (Lord's army)
- +Local Recruitment rank: +2 for Zombie Pirate Gunnery Mob units (Lord's army)
- −Ward save: 5%
- +Ward save: +5%
- −Ward save: 20%
- +Ward save: +20%
- −Bonus vs Infantry: +10
- +Battle healing cap: +20%
- +Hit points: +10%
- −Hit points: +8%
- −Weapon strength: +12%
- +Assassinate action: Additional 9% success chance
- +Bonus vs Infantry: +15
- +Attribute: Unspottable
- −Melee defence: +6
- +Weapon strength: +10%
- +Melee attack: +10
- Rank: — → 12
- −Construction cost: -50% for Binding Circle chain buildings (local region)
- −Construction time: -1 for Binding Circle chain buildings (local region)
- −Local Recruitment duration: -1 turn for Black Knights (Lances & Barding) units (minimum 1) (Lord's army)
- −Upkeep: -50% for Black Knights units (Lord's army)
- +The Dead Rise Again: +5% chance for destroyed Vampire Cavalry units to be restored after battle (Lord's army)
- +The Dead Rise Again: +10% hit points for destroyed Vampire Cavalry units restored after battle (Lord's army)
- +Upkeep: -20% for Vampire Cavalry units (Lord's army)
- Rank: 10 → —
- −Armour-piercing weapon damage: +25
- −Armour: +20
- −Bonus vs Large: +22
- +Melee defence: +5 for Vampire Cavalry units (Lord's army)
- +Armour: +15 for Vampire Cavalry units (Lord's army)
- −Local Recruitment duration: -1 turn for Blood Knights units (minimum 1) (Lord's army)
- −Upkeep: -40% for Blood Knight units (Lord's army)
- −Recruitment cost: -40% for Blood Knight units (Lord's army)
- −Income from post-battle loot: +10%
- +Vigour loss reduction: -10% for Black Knights, Blood Knights and Drakenhof Templars units (own army)
- +Recruit rank: +2 for Blood Knights and Drakenhof Templar units (own army)
- +Unit capacity: +1 Blood Knights
- +Unit capacity: +1 Drakenhof Templars
- +Charge bonus: +10% for Black Knights, Blood Knights and Drakenhof Templars units (own army)
- Name: The Ordo Draconis → Orders of the Immortals
- Rank: 10 → —
- +Cooldown: -33% to "Heart Piercing"
- +Armour-piercing weapon damage: +40
- +Armour: +20
- −Level 1: Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls and Grave Guard units (Lord's army)
- −Level 2: Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls and Grave Guard units (Lord's army)
- −Level 2: Melee attack: +6 for Zombies, Skeletons, Crypt Ghouls and Grave Guard units (Lord's army)
- −Level 3: Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls and Grave Guard units (Lord's army)
- −Level 3: Melee attack: +8 for Zombies, Skeletons, Crypt Ghouls and Grave Guard units (Lord's army)
- +Level 1: Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- +Level 2: Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- +Level 2: Melee attack: +6 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- +Level 3: Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- +Level 3: Melee attack: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- −Level 1: Spell resistance: 5% for Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Level 2: Spell resistance: 10% for Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Level 2: Melee attack: +4 for Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Level 3: Spell resistance: 15% for Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Level 3: Melee attack: +8 for Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 1: Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 2: Spell resistance: 10% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 2: Melee attack: +4 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 3: Spell resistance: 15% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Level 3: Melee attack: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Level 1: Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs and Terrorgheist units (Lord's army)
- −Level 2: Charge bonus: +9 for Crypt Horrors, Vargheists, Varghulfs and Terrorgheist units (Lord's army)
- −Level 2: Weapon strength: +6% for Crypt Horrors, Vargheists, Varghulfs and Terrorgheist units (Lord's army)
- −Level 3: Charge bonus: +12 for Crypt Horrors, Vargheists, Varghulfs and Terrorgheist units (Lord's army)
- −Level 3: Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs and Terrorgheist units (Lord's army)
- +Level 1: Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- +Level 2: Charge bonus: +9 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- +Level 2: Weapon strength: +6% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- +Level 3: Charge bonus: +12 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- +Level 3: Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- −Level 1: Melee attack: +4 for Black Knights and Blood Knights units (Lord's army)
- −Level 2: Armour: +6 for Black Knights and Blood Knights units (Lord's army)
- −Level 2: Melee attack: +6 for Black Knights and Blood Knights units (Lord's army)
- −Level 3: Armour: +12 for Black Knights and Blood Knights units (Lord's army)
- −Level 3: Melee attack: +8 for Black Knights and Blood Knights units (Lord's army)
- +Level 1: Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- +Level 2: Armour: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- +Level 2: Melee attack: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- +Level 3: Armour: +12 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- +Level 3: Melee attack: +8 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- −Level 1: Melee defence: +4 for Black Coach, Corpse Cart and Mortis Engine units (Lord's army)
- −Level 2: Melee defence: +6 for Black Coach, Corpse Cart and Mortis Engine units (Lord's army)
- −Level 2: Speed: +6% for Black Coach, Corpse Cart and Mortis Engine units (Lord's army)
- −Level 3: Melee defence: +8 for Black Coach, Corpse Cart and Mortis Engine units (Lord's army)
- −Level 3: Speed: +12% for Black Coach, Corpse Cart and Mortis Engine units (Lord's army)
- +Level 1: Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- +Level 2: Melee defence: +6 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- +Level 2: Speed: +6% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- +Level 3: Melee defence: +8 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- +Level 3: Speed: +12% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- −Spell resistance: 15% for Zombies, Skeletons, Grave Guard and Cairn Wraiths units (Rank 7 and above) (Lord's army)
- −Melee attack: +5 for Zombies, Skeletons, Grave Guard and Cairn Wraiths units (Rank 7 and above) (Lord's army)
- −Weapon strength: +12% for Zombies, Skeletons, Grave Guard and Cairn Wraiths units (Rank 7 and above) (Lord's army)
- +Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- +Melee attack: +5 for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- +Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- −Charge bonus: +12 for Black Coach, Black Knights, Blood Knights, Corpse Cart, Hexwraiths and Mortis Engine units (Rank 7 and above) (Lord's army)
- −Ward save: 8% for Black Coach, Black Knights, Blood Knights, Corpse Cart, Hexwraiths and Mortis Engine units (Rank 7 and above) (Lord's army)
- −Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Corpse Cart, Hexwraiths and Mortis Engine units (Rank 7 and above) (Lord's army)
- +Charge bonus: +12 for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- +Ward save: +8% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- +Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- −Charge bonus: +12 for Fell Bats, Terrorgheist and Vargheists units (Rank 7 and above) (Lord's army)
- −Melee attack: +5 for Fell Bats, Terrorgheist and Vargheists units (Rank 7 and above) (Lord's army)
- −Missile resistance: 15% for Fell Bats, Terrorgheist and Vargheists units (Rank 7 and above) (Lord's army)
- +Charge bonus: +12 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- +Melee attack: +5 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- +Missile resistance: 15% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- −Raise dead cost: -15%
- +Corpse cost to recruit units: -15% for all units (own army)
- Rank: 10 → 12
- −Bonus vs Infantry: +25
- +Melee attack: +5 for Lahmian Handmaiden units (Lord's army)
- +Melee defence: +5 for Lahmian Handmaiden units (Lord's army)
- +Casualty replenishment rate: +10% for Lahmian Handmaiden units (Lord's army)
- Rank: — → 8
- Rank: — → 8
- −Level 1: Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
- −Level 1: Winds of Magic cost: -2 for "Invocation of Nehek"
- −Level 1: Miscast base chance: -10%
- −Level 2: Spell number of uses: +3 for "Raise Dead" and "Raise Dead Upgraded"
- −Level 2: Winds of Magic cost: -2 for "Invocation of Nehek"
- −Level 2: Winds of Magic cost: -3 for "Invocation of Nehek Upgraded"
- −Level 2: Miscast base chance: -20%
- +Cooldown: -20% to all spells
- +Winds of Magic cost: -2 for "Invocation of Nehek"
- +Winds of Magic cost: -3 for "Invocation of Nehek Upgraded"
- +Spell number of uses: +2 for "Raise Dead", "Raise Dead Upgraded" and "The Awakening"
- +Hit points: +20%
- Rank: — → 12
- −Hit points: +20%
- +Armour-piercing weapon damage: +4 for Crypt Ghouls units (Lord's army)
- +Armour-piercing weapon damage: +8 for Crypt Horrors units (Lord's army)
- +Armour-piercing weapon damage: +60
- −Recruit rank: +1 for Crypt Ghouls units (Lord's army)
- −Upkeep: -25% for Crypt Ghouls units (Lord's army)
- +Attribute: Stalk (Lord's army)
- +Casualties captured post-battle: +15% (Lord's army)
- +Ambush success chance: +25% (Lord's army)
- Rank: 6 → —
- +Melee attack: +10
- −Physical resistance: 10%
- +Ability number of uses: +2 for "Command of the Unliving" and "Command of the Unliving Upgraded"
- +Unit capacity: +2 Crypt Ghouls
- +Unit capacity: +1 Crypt Horrors
- Rank: 10 → —
- −Melee attack: +10
- +Passive ability: "Horrible Regeneration" for Crypt Ghouls and Crypt Horror units (Lord's army)
- +The Dead Rise Again: +10% chance and hit points for destroyed Crypt Ghouls and Crypt Horrors units restored after battle (Lord's army)
- +Battle healing cap: +25% for Crypt Ghouls and Crypt Horrors (Lord's army)
- Rank: 10 → —
- Rank: 10 → 8
- −Missile strength: +10% for Sylvanian Crossbowmen and Sylvanian Handgunners units (Lord's army)
- −Range: +10% for Sylvanian Crossbowmen and Sylvanian Handgunners units (Lord's army)
- +Missile strength: +15% for Sylvanian Crossbowmen and Sylvanian Handgunners units (Lord's army)
- +Range: +15% for Sylvanian Crossbowmen and Sylvanian Handgunners units (Lord's army)
- +Gain: 1 additional Sylvanian Crossbowmen and Sylvanian Handgunner
- Rank: 5 → 10
- −Local Recruitment duration: -1 turn for Vargheists units (minimum 1) (Lord's army)
- −Upkeep: -40% for Vargheists units (Lord's army)
- −Recruit rank: +2 for Fell Bat and Vargheist units (Lord's army)
- +Upkeep: -20% for Fell Bats, Vargheists and Dire Wolves units (Lord's army)
- +Attribute: Causes Terror for Vargheists (Lord's army)
- +Melee attack: +8 for Fell Bats, Vargheists and Dire Wolves units (Lord's army)
- +Weapon strength: +10% for Fell Bats, Vargheists and Dire Wolves units (Lord's army)
- −Missile resistance: 10% for Dire Wolves units (Lord's army)
- −Physical resistance: 10% for Dire Wolves units (Lord's army)
- +Attribute: Vanguard Deployment
- +Physical resistance: 15%
- Name: Mist Form → Inhuman Form
- −Passive ability: "Guardian"
- +Vampiric corruption: +2 (local province)
- +Income from all buildings: +15% (local province)
- +Control: +3 (local province)
- Ability icon: ui/battle ui/ability_icons/wh2_dlc09_unit_passive_guardian → —
- Rank: 10 → —
- −Ward save: 5% (Hero's army)
- +Ward save: +5% (Hero's army)
- −Wound recovery time: -5 turns
- +Wound recovery time: -3 turns
- −Wound recovery time: -2 turns
- +Wound recovery time: -1 turns
- Rank: — → 6
- −Level 1: Melee defence: +4 for Spearmen, Swordsmen, Flagellants, and Halberdiers units (Lord's army)
- −Level 2: Melee attack: +4 for Spearmen, Swordsmen, Flagellants, and Halberdiers units (Lord's army)
- −Level 2: Melee defence: +4 for Spearmen, Swordsmen, Flagellants, and Halberdiers units (Lord's army)
- −Level 3: Melee attack: +6 for Spearmen, Swordsmen, Flagellants, and Halberdiers units (Lord's army)
- −Level 3: Melee defence: +6 for Spearmen, Swordsmen, Flagellants, and Halberdiers units (Lord's army)
- +Level 1: Melee defence: +4 for Melee Infantry units (Lord's army)
- +Level 2: Melee attack: +4 for Melee Infantry units (Lord's army)
- +Level 2: Melee defence: +4 for Melee Infantry units (Lord's army)
- +Level 3: Melee attack: +6 for Melee Infantry units (Lord's army)
- +Level 3: Melee defence: +6 for Melee Infantry units (Lord's army)
- −Level 1: Charge bonus: +6 for Empire Knights, Reiksguard, Knights of the Black Rose and Knights of the Blazing Sun units (Lord's army)
- −Level 2: Charge bonus: +6 for Empire Knights, Reiksguard, Knights of the Black Rose and Knights of the Blazing Sun units (Lord's army)
- −Level 2: Speed: +5% for Empire Knights, Reiksguard, Knights of the Black Rose and Knights of the Blazing Sun units (Lord's army)
- −Level 3: Charge bonus: +9 for Empire Knights, Reiksguard, Knights of the Black Rose and Knights of the Blazing Sun units (Lord's army)
- −Level 3: Speed: +10% for Empire Knights, Reiksguard, Knights of the Black Rose and Knights of the Blazing Sun units (Lord's army)
- +Level 1: Charge bonus: +6 for Melee Cavalry units (Lord's army)
- +Level 2: Charge bonus: +6 for Melee Cavalry units (Lord's army)
- +Level 2: Speed: +5% for Melee Cavalry units (Lord's army)
- +Level 3: Charge bonus: +9 for Melee Cavalry units (Lord's army)
- +Level 3: Speed: +10% for Melee Cavalry units (Lord's army)
- −Level 1: Ward save: 7% for War Wagon, Steam Tank, Marienburg Land Ship and Luminark of Hysh units (Lord's army)
- −Level 2: Reload time reduction: +4% for War Wagon, Steam Tank, Marienburg Land Ship and Luminark of Hysh units (Lord's army)
- −Level 2: Ward save: 11% for War Wagon, Steam Tank, Marienburg Land Ship and Luminark of Hysh units (Lord's army)
- −Level 3: Reload time reduction: +8% for War Wagon, Steam Tank, Marienburg Land Ship and Luminark of Hysh units (Lord's army)
- −Level 3: Ward save: 15% for War Wagon, Steam Tank, Marienburg Land Ship and Luminark of Hysh units (Lord's army)
- +Level 1: Ward save: +7% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- +Level 2: Reload time reduction: +4% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- +Level 2: Ward save: +11% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- +Level 3: Reload time reduction: +8% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- +Level 3: Ward save: +15% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- −Armour: 10 for Spearmen, Swordsmen, Halberdiers, Greatswords and Flagellants (Rank 7 and above) (Lord's army)
- −Physical resistance: 10% for Spearmen, Swordsmen, Halberdiers, Greatswords and Flagellants (Rank 7 and above) (Lord's army)
- −Melee defence: +5 for Spearmen, Swordsmen, Halberdiers, Greatswords and Flagellants (Rank 7 and above) (Lord's army)
- +Armour: 10 for Melee Infantry (Rank 7 and above) (Lord's army)
- +Physical resistance: 10% for Melee Infantry (Rank 7 and above) (Lord's army)
- +Melee defence: +5 for Melee Infantry (Rank 7 and above) (Lord's army)
- −Melee attack: +5 for Empire Knight and Demigryph units (Rank 7 and above) (Lord's army)
- −Leadership: +5 for Empire Knight and Demigryph units (Rank 7 and above) (Lord's army)
- −Charge bonus: +12 for Empire Knight and Demigryph units (Rank 7 and above) (Lord's army)
- +Melee attack: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- +Leadership: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- +Charge bonus: +12 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- −Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- −Missile strength: +12% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- −Reload time reduction: +10% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- +Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- +Missile strength: +12% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- +Reload time reduction: +10% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- −Level 1: Ward save: 5%
- −Level 2: Ward save: 10%
- +Level 1: Ward save: +5%
- +Level 2: Ward save: +10%
- −Ward save: 5%
- +Ward save: +5%
- −Melee attack: +8 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Lord's army)
- −Enables flaming attacks when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Lord's army)
- +Melee attack: +8 when fighting against Undead factions (Lord's army)
- +Enables flaming attacks when fighting against Undead factions (Lord's army)
- −Ward save: 10%
- +Ward save: +10%
- −Ward save: 8% for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)
- +Ward save: +8% for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)
- −Ward save: 10% (While transformed into Tz'arkan)
- +Ward save: +10% (While transformed into Tz'arkan)
- −Ward save: 8% for Orc units (Rank 7 and above) (Lord's army)
- +Ward save: +8% for Orc units (Rank 7 and above) (Lord's army)
- −Wound recovery time: -2 turns
- +Wound recovery time: -1 turns
- −Ward save: 10%
- +Ward save: +10%
- −Ward save: 10% when fighting against armies that spread corruption (Lord's army)
- +Ward save: +10% when fighting against armies that spread corruption (Lord's army)
- −Ward save: 5% (accompanying Lord)
- +Ward save: +5% (accompanying Lord)
- −Weapon strength: +12% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
- −Melee defence: +8 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
- −Missile resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord's army)
- +Weapon strength: +12% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
- +Melee defence: +8 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
- +Missile resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
- −Ward save: 10%
- +Ward save: +10%
- −Level 1: Ward save: 5% (accompanying Lord)
- −Level 2: Ward save: 10% (accompanying Lord)
- +Level 1: Ward save: +5% (accompanying Lord)
- +Level 2: Ward save: +10% (accompanying Lord)
- −Ward save: 20% for Tree Kin units (Lord's army)
- +Ward save: +20% for Tree Kin units (Lord's army)
- −Ward save: 10%
- −Wound recovery time: -3 turns
- +Ward save: +10%
- +Wound recovery time: -2 turns
- −Ward save: 5% (Lord's army)
- +Ward save: +5% (Lord's army)
- −Ward save: 10%
- +Ward save: +10%
- −Ward save: 5%
- +Ward save: +5%
- −Level 1: Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts and Ghorgon units (Lord's army)
- −Level 2: Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts and Ghorgon units (Lord's army)
- −Level 2: Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts and Ghorgon units (Lord's army)
- −Level 3: Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts and Ghorgon units (Lord's army)
- −Level 3: Weapon strength: +9% for Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts and Ghorgon units (Lord's army)
- +Level 1: Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- +Level 2: Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- +Level 2: Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- +Level 3: Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- +Level 3: Weapon strength: +9% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- −Weapon strength: +12% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts and Ghorgon units (Rank 7 and above) (Lord's army)
- −Melee attack: +5 for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts and Ghorgon units (Rank 7 and above) (Lord's army)
- −Missile resistance: 15% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts and Ghorgon units (Rank 7 and above) (Lord's army)
- +Weapon strength: +12% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
- +Melee attack: +5 for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
- +Missile resistance: 15% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
- −Melee attack: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings
- −Weapon strength: +10% when fighting against Vampire Counts, Vampire Coast and Tomb Kings
- −Leadership: +4 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all units in army)
- +Melee attack: +10 when fighting against Undead factions
- +Weapon strength: +10% when fighting against Undead factions
- +Leadership: +4 when fighting against Undead factions (all units in army)
- −Ward save: 5%
- +Ward save: +5%
- −Ward save: 5% (Lord's army)
- +Ward save: +5% (Lord's army)
- −Ward save: 10%
- +Ward save: +10%
- −Ward save: 5% (accompanying Lord)
- +Ward save: +5% (accompanying Lord)
- −Ward save: 8%
- −Wound recovery time: -2 turns
- +Ward save: +8%
- +Wound recovery time: -1 turns
- −Ward save: 10% for Loremasters of Hoeth (all characters)
- −Ward save: 10% for Mages (all characters)
- +Ward save: +10% for Loremasters of Hoeth (all characters)
- +Ward save: +10% for Mages (all characters)
- −Melee attack: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings
- −Weapon strength: +10% when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Lord's army)
- −Leadership: +6 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Lord's army)
- +Melee attack: +10 when fighting against Undead factions
- +Weapon strength: +10% when fighting against Undead factions (Lord's army)
- +Leadership: +6 when fighting against Undead factions (Lord's army)
- −Level 2: Ward save: 5% for Temple Guard units in Lord Mazdamundi's army
- +Level 2: Ward save: +5% for Temple Guard units in Lord Mazdamundi's army
- −Ward save: 5%
- +Ward save: +5%
- −Level 1: Recruit rank: +2 for Plague Monks and Plague Claw Catapult units (Lord's army)
- −Level 2: Upkeep: -10% for Plague Monks and Plagueclaw Catapult units (all armies)
- −Level 2: Recruit rank: +4 for Plague Monks and Plague Claw Catapult units (Lord's army)
- +Level 1: Recruit rank: +2 for Plague Monks, Plague Claw Catapult, Cauldron of a Thousand Poxes and Pusbag units (Lord's army)
- +Level 2: Upkeep: -10% for Plague Monk, Plagueclaw Catapult, Cauldron of a Thousand Poxes and Pusbag units (all armies)
- +Level 2: Recruit rank: +4 for Plague Monks, Plague Claw Catapult, Cauldron of a Thousand Poxes and Pusbag units (Lord's army)
- −Weapon strength: +10% when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Hero's army)
- +Weapon strength: +10% when fighting against Undead factions (Hero's army)
- −Wound recovery time: -2 turns
- +Wound recovery time: -1 turns
- −Wound recovery time: -2 turns
- +Wound recovery time: -1 turns
- −Ward save: 5%
- +Ward save: +5%
- −Ward save: 5%
- +Ward save: +5%
- −Ward save: 5%
- +Ward save: +5%
- −Ward save: 5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- +Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- −Ward save: 5%
- +Ward save: +5%
- Rank: — → 1
- −Winds of Magic power reserve: +3 per turn (Lord's army)
- +Winds of Magic power reserve: +3 per turn (own army)
- −Wound recovery time: -3 turns
- +Wound recovery time: -2 turns
- −Level 1: Weapon strength: +4% for Great Taurus, Lammasu, Bale Taurus, K'daai and Skullcracker units (Lord's army)
- −Level 2: Melee attack: +3 for Great Taurus, Lammasu, Bale Taurus, K'daai and Skullcracker units (Lord's army)
- −Level 2: Weapon strength: +8% for Great Taurus, Lammasu, Bale Taurus, K'daai and Skullcracker units (Lord's army)
- −Level 3: Melee attack: +6 for Great Taurus, Lammasu, Bale Taurus, K'daai and Skullcracker units (Lord's army)
- −Level 3: Weapon strength: +12% for Great Taurus, Lammasu, Bale Taurus, K'daai and Skullcracker units (Lord's army)
- +Level 1: Weapon strength: +4% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- +Level 2: Melee attack: +3 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- +Level 2: Weapon strength: +8% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- +Level 3: Melee attack: +6 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- +Level 3: Weapon strength: +12% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- −Ward save: 10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
- +Ward save: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
- −Charge bonus: +12 for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
- −Physical resistance: 10% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
- −Weapon strength: +12% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
- +Charge bonus: +12 for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
- +Physical resistance: 10% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
- +Weapon strength: +12% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
- −Ward save: 5%
- +Ward save: +5%
- −Wound recovery time: -2 turns
- +Wound recovery time: -1 turns
- −Ward save: 10%
- +Ward save: +10%
- −Wound recovery time: -2 turns
- +Wound recovery time: -1 turns
- −Ward save: 5%
- +Ward save: +5%
- −Wound recovery time: -3 turns
- +Wound recovery time: -2 turns
- −Ward save: 10%
- +Ward save: +10%
- −Ward save: 5%
- −Ward save: 5% (accompanying Lord)
- +Ward save: +5%
- +Ward save: +5% (accompanying Lord)
- +All spells from the Lore of Undeath are added to the Scrolls of Sorcery
- +Wound recovery time: -10 turns
- −Ward save: 5%
- +Ward save: +5%
- −Ward save: 5% when fighting against Daemons of Chaos (Lord's army)
- +Ward save: +5% when fighting against Daemons of Chaos (Lord's army)
- −Wound recovery time: -2 turns
- +Wound recovery time: -1 turns
- −Ward save: 15%
- −Wound recovery time: -2 turns
- +Ward save: +15%
- +Wound recovery time: -1 turns
- −Level 1: Armour: +4 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- −Level 2: Armour: +8 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- −Level 2: Melee defence: +4 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- −Level 3: Armour: +12 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- −Level 3: Melee defence: +6 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- +Level 1: Armour: +4 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Putrid Blightkings, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- +Level 2: Armour: +8 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Putrid Blightkings, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- +Level 2: Melee defence: +4 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Putrid Blightkings, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- +Level 3: Armour: +12 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Putrid Blightkings, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- +Level 3: Melee defence: +6 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Putrid Blightkings, Chaos Warriors, Chosen and Forsaken of Nurgle units (Lord's army)
- −Melee attack: +5 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Chaos Warriors, Chosen and Forsaken of Nurgle units (Rank 7 and above) (Lord's army)
- −Missile resistance: 15% for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Chaos Warriors, Chosen and Forsaken of Nurgle units (Rank 7 and above) (Lord's army)
- −Speed: +15% for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Chaos Warriors, Chosen and Forsaken of Nurgle units (Rank 7 and above) (Lord's army)
- +Melee attack: +5 for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Putrid Blightkings, Chaos Warriors, Chosen and Forsaken of Nurgle units (Rank 7 and above) (Lord's army)
- +Missile resistance: 15% for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Putrid Blightkings, Chaos Warriors, Chosen and Forsaken of Nurgle units (Rank 7 and above) (Lord's army)
- +Speed: +15% for Plaguebearers of Nurgle, Nurglings, Marauders of Nurgle, Pestigors, Putrid Blightkings, Chaos Warriors, Chosen and Forsaken of Nurgle units (Rank 7 and above) (Lord's army)
- −Ward save: 5% for Great Unclean One, Chaos Warshrine of Nurgle, Beast of Nurgle, Bile Trolls, Toad Dragon and Soul Grinder of Nurgle units (Rank 7 and above) (Lord's army)
- +Ward save: +5% for Great Unclean One, Chaos Warshrine of Nurgle, Beast of Nurgle, Bile Trolls, Toad Dragon and Soul Grinder of Nurgle units (Rank 7 and above) (Lord's army)
- −Ward save: 10%
- +Ward save: +10%
- −Wound recovery time: -4 turns
- +Wound recovery time: -3 turns
- −Ward save: 5% (accompanying Lord)
- +Ward save: +5% (accompanying Lord)
- −Ward save: 5%
- +Ward save: +5%
- −Ward save: 20% when fighting at sea (Lord's army)
- +Ward save: +20% when fighting at sea (Lord's army)
- −Ward save: 10%
- +Ward save: +10%
- −Ward save: 10%
- −Ward save: 5% (accompanying Lord)
- +Ward save: +10%
- +Ward save: +5% (accompanying Lord)
- −Ward save: 10% for Phoenix Guard units (Hero's army)
- +Ward save: +10% for Phoenix Guard units (Hero's army)
- −Wound recovery time: -3 turns
- +Wound recovery time: -2 turns
- −Ward save: 5%
- +Ward save: +5%
- −Level 1: Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen and Marauder Champions units (Lord's army)
- −Level 2: Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen and Marauder Champions units (Lord's army)
- −Level 2: Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen and Marauder Champions units (Lord's army)
- −Level 3: Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen and Marauder Champions units (Lord's army)
- −Level 3: Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen and Marauder Champions units (Lord's army)
- +Level 1: Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- +Level 2: Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- +Level 2: Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- +Level 3: Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- +Level 3: Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- −Armour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen and Marauder Champions units (Rank 7 and above) (Lord's army)
- −Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen and Marauder Champions units (Rank 7 and above) (Lord's army)
- −Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen and Marauder Champions units (Rank 7 and above) (Lord's army)
- +Armour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- +Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- +Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- −Ward save: 8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- +Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- −Ward save: 10%
- +Ward save: +10%
- +Replaces Poison attacks
- −Ward save: 15%
- +Ward save: +15%
- −Ward save: 5%
- +Ward save: +5%
- +Replaces: Soporific Musk attacks
- −Level 1: Upkeep: -25% for Zombies units (Lord's army)
- −Level 2: Upkeep: -25% for Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- −Level 2: Upkeep: -25% for Zombies units (Lord's army)
- +Level 1: Upkeep: -10% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- +Level 2: Upkeep: -25% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- −Level 1: The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (Lord's army)
- −Level 1: Recruitment cost: -7% (Lord's army)
- −Level 1: Raise dead cost: -7%
- −Level 2: The Dead Rise Again: +10% chance for destroyed Undead units to be restored after battle (Lord's army)
- −Level 2: Recruitment cost: -15% (Lord's army)
- −Level 2: Raise dead cost: -15%
- +Level 1: The Dead Rise Again: +3% chance for destroyed Undead units to be restored after battle (Lord's army)
- +Level 1: The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
- +Level 1: Corpse cost to recruit units: -7% for all units (own army)
- +Level 2: The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (Lord's army)
- +Level 2: The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
- +Level 2: Corpse cost to recruit units: -15% for all units (own army)
- −Ward save: 4% when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos (Lord's army)
- +Ward save: +4% when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos (Lord's army)
- −Ward save: 10% (accompanying Lord)
- +Ward save: +10% (accompanying Lord)
- +Weapon strength: +10% for War Bear Riders and Elemental Bear units (Lord's army)
- −Ward save: 5%
- +Ward save: +5%
- Rank: 12 → —
- −Ward save: 10%
- +Ward save: +10%
- Rank: 6 → 12
- Rank: 6 → 12
- −Ward save: 10% for Keeper of Secrets units (Lord's army)
- +Ward save: +10% for Keeper of Secrets units (Lord's army)
- Rank: 6 → 12
- Rank: 6 → 12
- −Ward save: 25%
- +Ward save: +25%
- Rank: 6 → 12
- Rank: 6 → 12
- −Leadership: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Hero's army)
- +Leadership: +10 when fighting against Undead factions (Hero's army)
- −Double experience gain for units when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Hero's army)
- +Double experience gain for units when fighting against Undead factions (Hero's army)
- −Ward save: 10%
- +Ward save: +10%
- −Ward save: 5% when fighting against Slaanesh (Hero's army)
- +Ward save: +5% when fighting against Slaanesh (Hero's army)
- Rank: 2 → 4
- Rank: 5 → —
- Rank: 11 → 5
- Rank: 15 → 10
- −Hero action success chance: +15% for Warrior Priests and Witch Hunters (local region)
- −Hero capacity: +1 for Warrior Priests
- +Hero action success chance: +15% for Priests and Witch Hunters (local region)
- +Hero capacity: +1 for Priests
- +Spell resistance: 10% (Lord's army)
- −Hero capacity: +1 for Warrior Priests
- +Hero capacity: +1 for Priests
- +Character experience gain: +20%
- −Raise dead cost: -15%
- +Corpses gained from battle: +5% (Lord's army)
- +Reduces the amount of Corpses lost when transporting them to the capital by an additional 5% (factionwide)
- −Ward save: 10% for Zombies units (all armies factionwide)
- +Ward save: +10% for Zombies units (all armies factionwide)
- +Leadership: +10 for Zombies units (all armies factionwide)
- +Attribute: Causes Terror
- Rank: 10 → —
- −Missile strength: +15% for Sylvanian Crossbowmen and Sylvanian Handgunners units (own army)
- −Range: +15% for Sylvanian Crossbowmen and Sylvanian Handgunners units (own army)
- +Missile strength: +20% for Sylvanian Crossbowmen and Sylvanian Handgunners units (own army)
- +Range: +20% for Sylvanian Crossbowmen and Sylvanian Handgunners units (own army)
- +Enemy leadership: -4 (local region)
- +Weapon strength: +10%
- −Ammunition: +200% Miners units (Lord's army)
- +Ammunition: +200% for Miners units (Lord's army)
- −Ward save: 10%
- +Ward save: +10%
- −Ward save: 15%
- +Ward save: +15%
- −Ward save: 10% for Prophetess Lords and embedded Damsel Heroes (all armies)
- +Ward save: +10% for Prophetess Lords and embedded Damsel Heroes (all armies)
- −Wound recovery time: -2 turns
- +Wound recovery time: -1 turns
- −Melee attack: +5 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Lord's army)
- −Leadership: +4 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Lord's army)
- +Melee attack: +5 when fighting against Undead factions (Lord's army)
- +Leadership: +4 when fighting against Undead factions (Lord's army)
- −Ward save: 5% when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
- +Ward save: +5% when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
- −Wound recovery time: -2 turns
- +Wound recovery time: -1 turns
- −Ward save: 10%
- +Ward save: +10%
- Rank: 5 → —
- Rank: 11 → 5
- Rank: 15 → 10
- −Level 2: Armour-piercing weapon damage: +50
- −Level 2: Vigour loss reduction: -20% (Lord's army)
- −Level 1: Ward save: 3% for Steam Tank, Marienburg Land Ship and Demigryph Knights units (Lord's army)
- −Level 2: Ward save: 8% for Steam Tank, Marienburg Land Ship and Demigryph Knights units (Lord's army)
- −Level 3: Ward save: 15% for Steam Tank, Marienburg Land Ship and Demigryph Knights units (Lord's army)
- +Level 1: Ward save: +3% for Steam Tank, Marienburg Land Ship and Demigryph Knights units (Lord's army)
- +Level 2: Ward save: +8% for Steam Tank, Marienburg Land Ship and Demigryph Knights units (Lord's army)
- +Level 3: Ward save: +15% for Steam Tank, Marienburg Land Ship and Demigryph Knights units (Lord's army)
- −Melee attack: +5
- +Attacks cause "Discouraged" effect, reducing leadership
- +Ability: "Ghostly Howl"
- Rank: 6 → —
- Ability icon: — → ui/battle ui/ability_icons/wh3_dlc29_hero_active_ghostly_howl
- Rank: — → 9
- Rank: — → 10
- −Bonus vs Infantry: +8 for Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Attribute: Devastating Flanker for Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Bonus vs Infantry: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- +Attribute: Stalk for Spirit Host, Cairn Wraiths and Hexwraiths units (Lord's army)
- +Attribute: Devastating Flanker for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- −Passive ability: "Horrible Regeneration" for Cairn Wraith and Hexwraiths units (Rank 7 and above) (Lord's army)
- +Passive ability: "Horrible Regeneration" for Spirit Host, Cairn Wraith and Hexwraiths units (Rank 7 and above) (Lord's army)
- +Hit points: +10%
- −Campaign movement range: +15%
- −Magic item drop chance from battle: +10%
- +Magic item drop chance from battle: +15%
- +Income from post-battle loot: +20%
- +Research rate: +10
- −Winds of Magic power reserve capacity: +10 (own army)
- −Passive ability: "Greater Arcane Conduit"
- −Raise dead cost: -35%
- +Winds of Magic cost: -20% for Lore of Vampires
- +Winds of Magic power reserve: +3 per turn (own army)
- +Winds of Magic power reserve capacity: +20 (own army)
- +Cooldown: -20% to Lore of Vampires spells
- Ability icon: ui/battle ui/ability_icons/wh_main_character_abilities_arcane_conduit → —
- −Wound recovery time: -3 turns
- +Wound recovery time: -2 turns
- −Leadership: +8 for Dire Wolves, Fell Bats, Varghulfs, Vargheists and Terrorgheist units (own army)
- −Melee attack: +8 for Dire Wolves, Fell Bats, Varghulfs, Vargheists and Terrorgheist units (own army)
- +Leadership: +8 for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
- +Melee attack: +8 for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
- −Armour-piercing weapon damage: +5 for Dire Wolves and Fell Bats units (own army)
- +Armour-piercing weapon damage: +5 for Dire Wolves and Fell Bats units (all armies factionwide)
- −Passive ability: "Wayfarer" for Dire Wolves, Fell Bats, Varghulfs, Vargheists and Terrorgheist units (own army)
- −Speed: +30% for Dire Wolves, Fell Bats, Varghulfs, Vargheists and Terrorgheist units (own army)
- +Passive ability: "Wayfarer" for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
- +Speed: +30% for Dire Wolves, Fell Bats, Varghulfs, Vargheists, Zombie Dragon and Terrorgheist units (own army)
New 411
New (411): Army of Renown, Razarak, the Doom of Traitors, Absolute, No Magic but His, The Elixir's Creator, Inexhorable, The Fallen Follow Still, Soul Material, No Will But His, Pinnacle of Servitude, Soldiers of Renown, Deathly Rime, Beyond Affliction, Apex Horror, Wraithclaws, Hoard of the Haunter, Where Battle Calls, Red Plunder, Coven Throne, Eager for Blood, Bewilderment, Exquisite Servitude, Mist Form, Quickblood, Transfix, Arcane Leech, The Darkness Wards, The Awakening, Hellish Vigour, Grave Sentinels, Renewed Flesh, Ravenous Vitality, Storm of the Night, Aristocrat of the Blade, Call of the Night Beast, The Pulse of Darkness, Noble Beasts, Martial Authority, Ancient Bulwark, Champion of Ruin, Master of the Shield, Terror of the Barrows, Ceaseless Warden, The Undead Fire, The Undead Edge, Assault Formation, Deathly Guard, Cauldron of a Thousand Poxes, Cauldron of a Thousand Poxes, Vampireslayer, Bloodborn, Bilespurter, Lord of the Daemon Flies, The Long Contagion, Blightward Carapace, Arcane Contamination, Perfected in Filth, Veil of Flies, Bilious Deprivation, Swollen Swarm, Blessings of the Sky Host, The Plague March, Patron of Mortal Legions, The Living Blight, Lords of Nurgle, Onslaught of Blight, Pestilent Endurance, Rot Made Manifest, Nurgle's Rot, Rot-Bound Colossus, Poxbound Fury, Refinement Through Rot, Triune Dominance, Paragon of Decay, Chaos Warshrine, Impetuous Courage, Rotbringer’s Authority, Tendrils of the Sea, Corrupt Sustenance, Relentless Reavers, Reaver of the Corrupt Tides, Kraken Hunter, Terror of the Rotting Sea, Rot-Driven Supremacy, Tripletongue, Nurgle's Rot, Lord of Nurglings, The Wall of Flesh, Twiceborn Resilience, Overseer of the Unseen, Prolific Infestation, Brood Persistence, Festered Bulk, Patron of the Teeming Host, Enduring Manifestation, Whippermaw, Paragon of Decay, Glory Seeker, Rotflow, Disciplined Ferocity, Hammer of Decay, Ruinous Tribute, Ascendant Domination, Lashing Terror, Putrid Onslaught, Blight-Hardened Warhost, Rotting Promethean, Breath of Darkness, Raise the Dead, The Hand of Dust, The Soulstealer, The Abyssal Swarm, The Harbinger, The Dark Riders, Rotting Promethean, Rotting Promethean, Breath of Darkness, The Hand of Dust, The Soulstealer, The Abyssal Swarm, The Harbinger, The Dark Riders, Barded Warhorse, Ulric’s Ward, The Ar-Ulric, Chosen of Ulric, Ulric's Bulwark, Blessed Fangs, Ulric's Faithful, Pillar of Faith, Fury of Ulric, Battle Howl, Winter’s Chill, Destruction, Ferocious Battle Howl, Ferocious Winter’s Chill, Ferocious Destruction, Obliterate the Weak, Frostbite's Strike, Wanderer’s Path, Barded Warhorse, Cold-Hardened, Ulric's Presence, Cold Embrace, Exalted Invocations, Frostbite's Strike, Barded Warhorse, Commanding Presence, Riders of Middenland, Middenland War Levy, Ride the Wayward Winds, Martial Ferocity, Frost-Hardened Resolve, Killing Run, Crushing Charge, Wilderness' Bastion, Undeath to All, Death to All, Absolute Supremacy, Loremaster, Lore of Undeath, Arch-master of Shyish, The Great Necromancer, Heralds of the Accursed One, The Undying Lord, Architect of the Black Pyramid, Supreme Lord of the Undead, Survivalist, Predestined, Carriers of Souls, As the Sky Rains Death, Hungering Skies, Shyish Tears Across the Earth, Death in Monstrous Form, Eternal Guard, The Black Arsenal, Nightmare Incarnate, Waking Nightmares, Dread Behemoths, Screaming Bell, Inspiring Presence, Scavenger’s Eye, Trickery, Man-Thing Hoards, Teeming Prosperity, Rat-Fu, Doom-Flayer, Doomwheel, Specimen Collector, Vehicle Engineer, Weapons Engineer, Construction Engineer, Bonebreaker, Brood Horror, Life is Cheap, Profitable Savagery, Hollow-Eyed Fury, Master of Ruin, The Horned Rat's Watchers, Ruinous Arsenal, Conquest Below, Patron of Great Skaven, Will of the Verminking, Plaguereaper, Doom Glaive, Black-Clad Killers, Imposing Commanders, Disciples of Disease and Decay, Infernal Inventors, Master Mutators, Prophets of the Great Horned Rat, Boneripper (Warpfire Braziers), Boneripper (Warpfire Projectors), Blessings of the Horned Rat, Hasty Redirection, Insatiable Greed, Replaceable Fodder, Chittering Masses, Unrivalled Arcane Might, Juggernaut, Devastating Weaponry, Savage Instincts, Musclebound, Pox Sorcery, Plaguemaster, Pestilent Reapers, Tiny Parasites, Cullers of Civilisation, Otherworldly Pestilence, Ploys & Trickery, Red Eyes in Darkness, Blurring Switfness, Clouds of Shadow, Lord of Assassins, Imperceivable, Warpstiletto, Verminous Fury, Chittering Tumult, In the Name of War, Belligerent & Territorial, Tyrant of Battle, Great Stabber-Slicer, Punch-Dagger, Warp Stars, Lord of Black Lightning, Purest Warpstone, Great Manipulators, Great Arcane Power, Inscrutable Genius, Engulfed by Warp-Energy, Scry-Orb, Skeletal Steed, Eternal Gaze, Gust of the Grave, Conflagrant Invocation, Mortuary Cult Adept, Thousandfold Insight, The Light of the Tomb, Eternal Persistence, The Endless March, Soul Beacon, Guardians of the Guard, Skeletal Steed, Skeletal Steed, Skeletal Steed, Skeletal Steed, Skeletal Steed, Skeletal Steed, Skeleton Chariot, The Killing Art, Last in Defeat, Lethal Duelist, Call of the Herald, Endless Service, Soul Vigil, The Herald’s Arrival, Undeterred by Death, Symbol of Permanence, Undead Manticore, Profane Construction, Empowered by Death, Master of Reanimation, Unbound Necromancy, Arcane Reinforcement, Cloaked in Death, Forbidden Knowledge, Undeath Resurgent, Legion Commander, Lord of the Barrows, Engine of War, Battle, Eternal, Chosen of the Grave, Deathless Juggernaut, Barded Nightmare, Hellsteed, Entice, Whispering Mist, Noble Grace, Domination, The Absolute Pinnacle, My Treasures, Diamond Claws, Barded Nightmare, Hellsteed, Corpse Cart, Corpse Cart (Balefire), Corpse Cart (Unholy Lodestone), Master of the Dead, Graveborn Expansion, Bound in Death, The Unwearied Dead, One Voice in Death, Sustained Unlife, Necromantic Supremacy, Nightmare, Corpse Cart, Corpse Cart (Balefire), Corpse Cart (Unholy Lodestone), Gravecraft, Harvest of the Dead, Procession of the Damned, Profane Warding, Forbidden Mastery, Preservation, Reanimation, Barded Nightmare, Hellsteed, Zombie Dragon, Coven Throne, Nagadron, the Adevore, Blood Harvest, Queen Bee, Court of the Veiled Queen, Web of Intrigue, Lethal Glamour, Queen of Mysteries, Twilight's Allure, Twilight Ascendant, Barded Nightmare, Breaker of Ranks, Orders of the Immortals, Coat in Blood, Crucible of Might, Bloody Spoils, Elite of the Blood Keep, Blood Banquet, Crushing Momentum, Necrotised Flesh, Seeping Ichor, The Verdi-grease Ritual, Cadaverous Resilience, Prodigious Plague-craft, Sorcerous Sludge, Potentialite, Greater Locii, Blessed Distension, Ebullient Tactics, Mildewed Nidus, Hates Beastmen, Eye Gouger, Banners of Middenheim, Awe & Terror, Unyielding, The Wolf's Call, Protector of the Empire, Ceremonial Vestments, Righteous Fury, Sigmar's Leader, Acts of Heroism, Devoted to Sigmar, Bestial Monstrosity, Ghoul King of Ushoran, Emperor of Bones, The Duke’s Vengeance, The End of the Path, The Hunger, Immortal Flesh, The Red Thirst, Ageless Instinct, Sorcerous Blood, Fangs Bared, Ceremonial Vestments, War Oaths, Sigmar's Presence, Summoned Faith, Righteous Fury, Spiritual Healing, Deathly Rime, Mistress of Lost Souls, Restless Spirit, Incorporeal Presence, Spectral Stalker, Murderous Apparition, Screaming Death, Whispers of the Doomed, Call of the Cairn Hosts, Eternal Vigour, Harvest of Renewal, Undying Hunger, Mastery of Death, The Final Strike, Deathly Conduit, Marshal of the Dread Host, The Endless Host, Ashigaroth, Gorger Upon the Meek, One Voice in Death, Sustained Unlife, Necromantic Supremacy, Gravecraft, Forbidden Mastery, The Countess’ Brood, The Countess Commands