All 685 character traits the game shows (hidden ones left out), from the character_traits table for patch 9.0.4, with what the trait does at its highest level. With the Console Commands mod, select a lord or hero and type at <key> to give the trait, rt <key> to take it away. 58 traits have levels: the number after the key is the trait's points, and each level's command carries the points that reach it (character_trait_levels.threshold_points).
Inveterate BrawlerAssault Unit action: Additional 20% damage caused
Inveterate BrawlerAssault Units action: Additional 15% casualties inflicted
KidnapperIncome from post-battle loot: +5%
LiberatorReinforcement range: +20%
LoremasterMagic item drop chance from battle: +15%; Speed: +10% (all units in army); Research rate: +10
MercilessDamage Building action: Additional 20% damage caused
MustererRecruitment cost: -5% (Lord's army)
Mutant BetrayerAttribute: Causes Fear when fighting against Humans; Melee attack: +15 when fighting against Humans; Diplomatic relations: -20 with Empire
Rogue HunterLeadership: +5 when fighting against Rogue Armies (Lord's army)
Sapper → Beleaguer → Adept BesiegerLeadership: +5 when laying siege or encircling (Lord's army)
SeafarerCampaign movement range: +5% (Lord's army)
Seasoned CampaignerAttribute: Perfect Vigour; Campaign movement range: +10%; Attrition: -5% casualties suffered from all attrition (Lord's army)
Skipper → Admirable Admiral → Master & CommanderLeadership: +12 when fighting at sea (Lord's army); Melee attack: +8 when fighting at sea (Lord's army)
Slave TraderSlaves: 10 per turn
Sleight of HandSteal Technology action: Research rate is increased by an additional 5
SupervisorCampaign line of sight: +5%; Campaign movement range: +5% (Lord's army)
TunnellerLeadership: +5 during subterranean intercept battles (Lord's army); Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
A 'Fitting' End?Winds of Magic power reserve capacity: +10 (Lord's army); Research rate: +10
A Rose by Any Other NameExplosive missile damage: +5% (Lord's army); Missile explosion radius: +10% (Lord's army)
Air FreshenerChance of a plague spreading: -20% (Lord's army); Growth: +30 (local province)
Arbaal the DefeatedLeadership: +4 (Lord's army); Vigour loss reduction: -15% (Lord's army)
Arkhan the BlackenedDiplomatic relations: +20 with Tomb Kings; Weapon strength: +25% when fighting against Vampire Counts
AstragoneEffect duration: +10% for Lores of Hashut, Death, Fire and Metal spells; Effect range: +10% for Lores of Hashut, Death, Fire and Metal spells; Spell resistance: 15%
Avenge the Skull-LessPhysical resistance: 10%; Melee attack: +2 (Lord's army)
BeardhammerAttribute: Causes Terror when fighting against Dwarfs
Beastmaster of NoneLeadership: -5 for enemy monstrous units (enemy armies in local province); Bonus vs Large: +8
BeastscourgeChivalry: +2 per turn; Ambush defence chance: +20% (Lord's army); Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20% (Lord's army)
BeastscourgeAmbush defence chance: +20% (Lord's army); Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20% (Lord's army)
Bel'of'the'BallWinds of Magic power reserve capacity: +5 (Lord's army); Casualty replenishment rate: +5% (Lord's army); Weapon strength: +5% (Lord's army)
Black Heart DownImmune to Storm and Reef attrition (Lord's army)
Blood FeuderBonus vs Infantry: +5; Charge bonus: +10%
Bone of a RipperWeapon strength: +10% when fighting against Skaven (Lord's army); Miscast base chance: +25% for all enemy spellcasters (enemy armies in local province)
Destroyer of DryadsImmune to Athel Loren attrition (Lord's army); Control: -5 (local enemy province)
Didn’t See That ComingWinds of Magic power reserve capacity: +5 (Lord's army); Spell resistance: 15% (Lord's army)
Doctor RetiredCasualty replenishment rate: +5% (Lord's army); Vigour loss reduction: -15% (Lord's army)
DoomslayerChivalry: +2 per turn; Attribute: Immune to Psychology
DoomslayerMelee attack: +2 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (Lord's army); Spell resistance: 10%; Physical resistance: 5%
DragonslayerFire resistance: 25%; Bonus vs Large: +8
Dreadfleet DrownedLeadership: +5 when fighting against Vampire Coast (Lord's army); Leadership: +5 when fighting at sea (Lord's army)
Duty Over BeautyLeadership: +4 (Lord's army); Weapon strength: +3% for Lords and embedded Heroes (Lord's army)
Easy Come, Easy GoneMagic item drop chance from battle: +10%; Post battle chance of stealing a magic item: +5%
End of an ErrantDouble experience gain for units when fighting against Bretonnia (all units in army); Growth: +5 (local province); Research rate: +5
Enumerator's EndAttribute: Immune to Contact Effects; Research rate: +10
Faith-BreakerEnables flaming attacks; Leadership: +6 when in own territory (Lord's army)
Final TrickHero action success chance: +5% (local region); Post battle chance of stealing a magic item: +10%
First, Not FinestEnemy Hero action success chance: -50% (characters in local region); Ambush success chance: +10% (Lord's army); Ambush defence chance: +30% (Lord's army)
From Predator to PreyAttribute: Unspottable; Armour-piercing weapon damage: +20
Ghorst or Ghost?Enables poison attacks
Gonebad IronclawLeadership aura size: +25%; Recruit rank: +1 for all units (Lord's army)
Good EyeAmbush defence chance for the targeted faction: +10% (own army); Leadership: +10 during forest battles (own army)
NeverqueenChance of Winds of Magic increasing in strength when changing: +5% (local province); Growth: +10 (local province); Control: +4 (local province)
Not So Grand HierophantImmune to Desert attrition (Lord's army); Immune to Sandstorm attrition (Lord's army); Winds of Magic power reserve capacity: +8 (Lord's army)
Not So PerniciousAttrition: -50% casualties suffered from high seas, reef and storm attrition (Lord's army); Leadership: +10 when fighting against High Elves (Lord's army); Campaign movement range: +10% whilst at sea
Old GrumpslayerMagic item drop chance from battle: +15%; Armour-piercing weapon damage: +3 (Lord's army)
One Down, X to GoLeadership: +10 when fighting at sea; Spell resistance: 15%
One Dragon DownWinds of Magic cost: -20% for all spells (Lord's army)
One That Hunts the UnseenAttribute: Vanguard Deployment
Out of the SkiesCampaign line of sight: +10%; Campaign movement range: +10%
Plaguefather's LegacyChance of a plague spreading: +10% (Lord's army); Plague duration: +1 turns (Lord's army)
A Quiet Life → Reluctant Hero → Slayer's ApprenticeAbility: "Deadly Onslaught"; Melee attack: +30; Melee defence: +30
A Taste For Dreamwine → A Taste For Dreamwine → A Taste For DreamwineSlaanesh corruption: +20 (local province); Leadership aura size: -100%; Leadership: -5 (Lord's army)
Access to Stolen Weaponry
Amber SymbiosisSpell resistance: 25% for Cavalry, Chariots and Mounted High Elf Lords & Heroes (Hero's army)
Arcane FontWinds of Magic power reserve capacity: +10 (armies in local province); Winds of Magic power reserve capacity: +20 (Hero's army)
Ascended Adept of AqshyWinds of Magic cost: -10% for Lore of Fire spells
Ascended Adept of ChamonWinds of Magic cost: -10% for Lore of Metal spells
Ascended Adept of NurgleWinds of Magic cost: -10% for Lore of Nurgle spells
Ascended Adept of ShyishWinds of Magic cost: -10% for Lore of Death spells
Ascended Adept of SlaaneshWinds of Magic cost: -10% for Lore of Slaanesh spells
Ascended Adept of TzeentchWinds of Magic cost: -10% for Lore of Tzeentch spells
Ascended Adept of UlguWinds of Magic cost: -10% for Lore of Shadows spells
Attunement to HorrorAttribute: Immune to Psychology (Hero's army)
Bilingual
Blessed by Ind – BladesEnables frostbite attacks (all units in army); Enables magical attacks (all units in army)
Blessed by Ind – RichesMaximum Caravan cargo capacity: +30%; Sale value of cargo: +100%
Bolstered by the LightSpeed: +10% (Hero's army)
Brave Beyond ReasonAttribute: Unbreakable (all units in army)
Captain of the Royal Chariot GuardMelee attack: +15 on Skeleton Chariot mount; Melee defence: +15 on Skeleton Chariot mount; Unit capacity: +1
Skeleton Chariot
Concealed by DarknessRange: -10% (enemy armies in local region)
Confidence Trickster
CreatorMagic item drop chance from battle: +15% (accompanying Lord); Post battle chance of stealing a magic item: +10% (accompanying Lord)
Deflecting GaleMissile resistance: 10% for all High Elf units (Hero's army)
Former Adept of AqshyPassive ability: "Kindleflame"
Former Adept of ChamonPassive ability: "Metalshifting"
Former Adept of ShyishPassive ability: "Life Leeching"
Former Adept of UlguPassive ability: "Smoke & Mirrors"
Gambler
Green
Herbalist
HonestLeadership aura size: +5%
Hunter
Incantation of XetlipocutzlEnemy leadership: -5 (enemy armies in region)
Inevitable EndReplenishes 15% campaign movement range after enemy retreats from battle (Hero's army)
Map of Under-EmpireSchemes at start of а Steal-Take Masterplan: +1
Marked HeroUndivided Authority: +1 (own army)
Marked LordUndivided Authority: +2 (own army)
MercifulHero action success chance: +8%; Upkeep: -10% for Infantry units (all units in army)
Misguiding ShadowsCampaign movement range: -20% (enemy armies in local province)
Mistwalker SentinelGives the character the epithet: "the Sentinel"; Leadership aura size: +100% when defending; Melee defence: +8
Mistwalker ShadowGives the character the epithet: "the Shadow"; Attribute: Causes Terror when fighting against Greenskins (Lord's army); Enemy Hero action success chance: -70%
Mistwalker WatcherGives the character the epithet: "the Watcher"; Corruption: -6 (local province); Campaign line of sight: +5%
Navigator
Obscurer
Oglok the 'OrribleMelee attack: +5 for Orc Infantry units (Lord's army); This Lord will be wounded instead of killed in battle; Charge bonus: +50% for Orc Boar units (Lord's army)
Pack LeaderAttribute: Unbreakable for all High Elf monstrous and beast units (Hero's army)
Punctual
PursuerAttribute: Perfect Vigour; Campaign line of sight: +10%
Raknik SpiderclawCharge bonus: +10 for all spider units (Lord's army); Melee attack: +10 for Spider and Spider Rider units (Lord's army); This Lord will be wounded instead of killed in battle
Rampart of BrillianceBarrier hit points: +600 for High Elf melee Infantry units (Hero's army)
Reforged for the GorequeenPath to Glory: -50% Souls cost to devote to Khorne
Risk Taker
Root WhispererThis character becomes able to see enemies hiding in forest regardless of distance
Starving Gobbo → Binge Eater → Heavyweight Warboss → Great Gourmet Boss → King GromAttribute: Perfect Vigour; Leadership: +8 for Goblin units (Lord's army); Hero capacity: +2 for Goblin Big Bosses
StormyCooldown: -10% to all spells; Ward save: +10%
Sulfurous ReekWeakness to Fire Damage: -10% for all units (enemy armies in local region)
Supreme PatriarchGives the character the title: "Supreme Patriarch"
Sworn to WulfhartAttribute: Expert Charge Defence; Speed: +5% for Infantry units (all units in army)
Targeted by Duke TudualHero self-defence: +5% chance of wounding aggressors; Ambush success chance: +10%
The Blessing of the LadyDiplomatic relations: +5 with Bretonnia; Passive ability: "The Blessing of the Lady"
The GreatBonus vs Large: +18; Weapon strength: +15%
Time ManipulatorLocal recruitment duration: -1 turn(s) (minimum 1) (Hero's army)
Two-in-OneWinds of Magic power reserve capacity: +5 (own army); Spell: "Viletide"
A Boon for AllGrowth: +10 (local province when Ataman)
A Fixated MindAttribute: Perfect Vigour; Passive ability: "Wayfarer"; Replenishes campaign movement range to exactly 50% after winning a battle (Lord's army)
A Love of BattleAttribute: Revealed; Spell intensity: -20%; Passive ability: "Berserk"
A Thousand FingersMagic item drop chance from battle: +10%
AbducterChivalry: -2 per turn; Recruit rank: -1 for all units (Lord's army); Recruitment cost: +10% (Lord's army)
Absolute Insanity → Gifting Eyes → Constant MutilationWinds of Magic power reserve: -5 per turn (Lord's army); Campaign line of sight: -25%; Weapon strength: -25%
Agent of BrutalityHero action success chance: +15% for Frost Maidens (own Heroes in local province)
AgriculturalistChivalry: +2 per turn; Income from Farms: +5% (local province)
Alkhazzar II of the Sixth DynastyPassive ability: "The Curse"; Missile strength: +20% for Skeleton Archer Chariot units (Lord's army); Weapon strength: +20% for Skeleton Chariots and Skeleton Archer Chariot units (Lord's army)
Ancient Spawn
ArchitectConstruction cost: -10% for all buildings (local province); Growth: +10 (local province)
ArchitectConstruction cost: -5% for all buildings (local province); Growth: +5 (local province)
Army of One → The Brazen OneCasualty replenishment rate: +20% for this Lord (Lord's army); Ward save: +10%
ArtilleristUpkeep: -30% for Little Grom units (Lord's army)
ArtilleristUpkeep: -30% for Little Grom units (Hero's army)
Ashamed → DisgracedChivalry: -10 per turn; Leadership: -8 for Knight units (Lord's army); Leadership: -10
Asur AnnihilatorLeadership: +5 when fighting against High Elves (Lord's army)
AuthoritarianChivalry: +2 per turn; Control: +5 (local province)
AvariceSlaanesh corruption: +1 (local province)
Avatar of AgonyEnemy leadership: -6 (local region)
Badly MutatedPassive ability: "Frenzy"; Melee attack: +5; Hit points: +20%
BanisherCorruption: -3 (local province when Ataman)
BattlerArmour: +5; Melee defence: +4
Beast MasterLeadership: +5 when fighting against Beastmen (Lord's army)
Beast TamerChivalry: +2 per turn; Leadership: +3 when fighting against Beastmen
BeastfearChivalry: -2 per turn; Leadership: -3 when fighting against Beastmen
Bellatash of TileaWhen normally killed in action, this Hero will be wounded instead; Enables the 'Establish Vampire Coven' Hero action
Better BowsMissile strength: +10% for Ice Guard units (Lord's army)
Better BowsMissile strength: +10% for Ice Guard units (Hero's army)
Better SwordsMelee attack: +8 for Ice Guard units (Lord's army)
Better SwordsMelee attack: +8 for Ice Guard units (Hero's army)
Blessed are the FootsoldiersWeapon strength: +7% for Infantry units (Lord's army)
Blessed CavalryCharge bonus: +10% for Cavalry units (Lord's army)
Blind RampageRampage earned from winning battles: +20%
BolstererControl: +1 (local province when Ataman)
Bone Breaker (Aligned) → Bone Breaker (Committed) → A Time for Breaking Bones And Stones (Devoted)Replenishes 25% campaign movement range after razing a settlement (accompanying Lord); Income from razing settlements: +20% (factionwide)
Bone Breaker (Pledged)Replenishes 25% campaign movement range after razing a settlement (accompanying Lord); Income from razing settlements: +5% (factionwide)
Boom MasterMissile strength: +5% for Plagueclaw Catapult and Warp Lightning Cannon units (Lord's army); Upkeep: -10% for Plagueclaw Catapult and Warp Lightning Cannon units (Lord's army)
Breath of the Black DragonAbility number of uses: +1 for all Dragon Breath attacks (all armies); Attribute: Immune to Psychology
Brutally HonestIncome from Salvage buildings: +25% (factionwide)
BuilderConstruction cost: -20% for all buildings (local province)
CampaignerEnemy Hero action success chance: -8%
CarnalitySlaanesh corruption: +1 (local province)
Cavalry-FocusedRecruitment cost: -15% for Cavalry units (Lord's army); Upkeep: -10% for Cavalry units (Lord's army)
Cavalry-FocusedCharge bonus: +10% for Cavalry units (Hero's army)
Celestial StrengthPassive ability: "Regeneration"; Hit points: +10%
Champion of ZanbaijinAllegiance points gained: +50% for alliances and vassalage with Warriors of Chaos and Norsca (factionwide); Diplomatic relations: +80 with Warriors of Chaos and Norsca; Diplomatic relations: +40 with Slaaneshi factions
Champion of ZanbaijinAllegiance points gained: +50% for alliances and vassalage with Warriors of Chaos and Norsca (factionwide); Diplomatic relations: +80 with Warriors of Chaos and Norsca; Diplomatic relations: +40 with Nurglish factions
Champion of ZanbaijinAllegiance points gained: +50% for alliances and vassalage with Warriors of Chaos and Norsca (factionwide); Diplomatic relations: +80 with Warriors of Chaos and Norsca; Diplomatic relations: +40 with Khornate factions
Champion of ZanbaijinAllegiance points gained: +50% for alliances and vassalage with Warriors of Chaos and Norsca (factionwide); Diplomatic relations: +80 with Warriors of Chaos and Norsca; Diplomatic relations: +40 with Tzeentchian factions
Chaos BreakerLeadership: +5 when fighting against Warriors of Chaos, Daemons of Chaos and Norsca (Lord's army)
Chariot MasterReload time reduction: +10% for Tiranoc Chariot units (Lord's army); Speed: +10% for Chariot units (Lord's army); Upkeep: -30% for Chariot units (Lord's army)
Clerical ConspiratorHero capacity: +1 for Patriarchs
Confident Attacker → Good Attacker → Superior AttackerChivalry: +8 per turn; Leadership aura size: +50% when attacking; Leadership: +4 when attacking (Lord's army)
Confident Defender → Good Defender → Superior DefenderChivalry: +8 per turn; Leadership aura size: +50% when defending; Leadership: +4 when defending (Lord's army)
CrusaderAttribute: Perfect Vigour; Chivalry: +2 per turn; Campaign movement range: +10%
Curse of the Sword of KhaineAttribute: Causes Fear when fighting against High Elves; Attribute: Causes Fear when fighting against Wood Elves; Character's aura leadership effect: -5
Dark AcolyteCooldown: -10% to "Invocation of Nehek" and "Invocation of Nehek Upgraded"
Dark Manipulator
Dawi-Zharr DoomLeadership: +5 when fighting against Chaos Dwarfs (Lord's army)
DefenderEnemy Hero action success chance: -25% (local province when Ataman)
DevotedCorruption: -3 (local province); Chivalry: +2 per turn; Leadership: +5
Dick Half-MastConstruction time: -50% for all buildings (local province); Character experience gain: +20%; Diplomatic relations: +10 with all factions
Dieter Helsnicht (Doom Lord of Middenheim)Ability: "Doom Lord"; Barrier hit points: +400 (Hero's army); Winds of Magic power reserve capacity: +15 (Hero's army)
Drawer of BloodAbility: "Deadly Onslaught"
DrillmasterRecruit rank: +1 for all units (local province when Ataman)
Druchii DestroyerLeadership: +5 when fighting against Dark Elves (Lord's army)
Dwarfen DreadLeadership: +5 when fighting against Dwarfs (Lord's army)
EconomistIncome from all buildings: +12% (local province)
EconomistIncome from all buildings: +10% (local province); Recruitment cost: -20% (Lord's army)
EconomistIncome from all buildings: +10% (local province); Recruitment cost: -2% (all armies factionwide)
Eldritch DefenderAttrition: -15% casualties suffered from all attrition (Hero's army)
Emissary of the Celestial CourtWinds of Magic cost: -25% for all spells; Winds of Magic power reserve capacity: +25 (own army); Hero action success chance: +25%
Essence of the EclipseMelee attack: +12; Weapon strength: +20%
Ever-WatcherTargeting range: +15% for spells; Winds of Magic power reserve capacity: +15 (own army)
Favoured of Nurgle: Champion of Zanbaijin → Favoured of Nurgle: Bringer of Desolation → Favoured of NurgleArmy ability: "Pandemicium" for Tamurkhan's army (own army); Ability number of uses: 1 for "Pandemicium" (own army); Physical resistance: 15%
Favoured of Nurgle: Fated SonPhysical resistance: 5%
Favours CavalryRecruitment cost: -15% for Cavalry units (local province when Ataman)
Favours InfantryRecruitment cost: -15% for Infantry units (local province when Ataman)
Fear of RuinChivalry: -2 per turn; Leadership: -3 when fighting against Warriors of Chaos and Norsca
Fears BeastmenLeadership: -3 when fighting against Beastmen (Lord's army)
Fears CathayLeadership: -3 when fighting against Cathay (Lord's army)
Fears ChaosLeadership: -3 when fighting against Warriors of Chaos, Chaos Dwarfs, Norsca and Daemons of Chaos (Lord's army)
Fears Chaos DwarfsLeadership: -3 when fighting against Chaos Dwarfs (Lord's army)
Fears DaemonsLeadership: -3 when fighting against Daemons of Chaos (Lord's army)
Fears Dark ElvesLeadership: -3 when fighting against Dark Elves (Lord's army)
Fears DwarfsLeadership: -3 when fighting against Dwarfs (Lord's army)
Fears GreenskinsLeadership: -3 when fighting against Greenskins (Lord's army)
Fears High ElvesLeadership: -3 when fighting against High Elves (Lord's army)
Fears KhorneLeadership: -3 when fighting against Khornate factions (Lord's army)
Fears KislevLeadership: -3 when fighting against Kislev (Lord's army)
Fears LizardmenLeadership: -3 when fighting against Lizardmen (Lord's army)
Fears MenLeadership: -3 when fighting against Humans (Lord's army)
Fears NurgleLeadership: -3 when fighting against Nurglish factions (Lord's army)
Fears OgresLeadership: -3 when fighting against Ogre Kingdoms (Lord's army)
Fears SkavenLeadership: -3 when fighting against Skaven (Lord's army)
Fears SlaaneshLeadership: -3 when fighting against Slaaneshi factions (Lord's army)
Fears Tomb KingsLeadership: -3 when fighting against Tomb Kings (Lord's army)
Fears TzeentchLeadership: -3 when fighting against Tzeentchian factions (Lord's army)
Fears Vampire Coast
Fears VampiresLeadership: -3 when fighting against Vampire Counts (Lord's army)
Fears Wood ElvesLeadership: -3 when fighting against Wood Elves (Lord's army)
FighterMelee attack: +4; Weapon strength: +8%
Fiscally PrudentIncome from all buildings: +10% (local province when Ataman)
Flayed TailCharacter's aura leadership effect: -3
Frost Maiden AllyHero recruit rank: +3 for Frost Maidens (local province when Ataman)
Full o'GutsMeat generated: 2 (Lord's army)
Giselle of MarienburgWhen normally killed in action, this Hero will be wounded instead; Enables the 'Establish Vampire Coven' Hero action
Glacial BlasterAbility: "Glacial Blast"
Glacial BlasterWinds of Magic cost: -4% for all spells; Ability: "Glacial Blast"; Winds of Magic power reserve capacity: +20 (Lord's army)
Glacial BlasterWinds of Magic cost: -4% for all spells; Ability: "Glacial Blast"; Winds of Magic power reserve capacity: +20 (Hero's army)
Hates BeastmenAttribute: Causes Fear when fighting against Beastmen
Hates CathayAttribute: Causes Fear when fighting against Cathay
Hates ChaosAttribute: Causes Fear when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Norsca
Hates Chaos DwarfsAttribute: Causes Fear when fighting against Chaos Dwarfs
Hates DaemonsAttribute: Causes Fear when fighting against Daemons of Chaos
Hates Dark ElvesAttribute: Causes Fear when fighting against Dark Elves
Hates DwarfsLeadership: +5 when fighting against Dwarfs
Hates DwarfsAttribute: Causes Fear when fighting against Dwarfs
Hates GreenskinsLeadership: +5 when fighting against Greenskins
Hates GreenskinsAttribute: Causes Fear when fighting against Greenskins
Hates High ElvesAttribute: Causes Fear when fighting against High Elves
Hates KhorneAttribute: Causes Fear when fighting against Khornate factions
Hates KislevAttribute: Causes Fear when fighting against Kislev
Hates LizardmenAttribute: Causes Fear when fighting against Lizardmen
Hates MenAttribute: Causes Fear when fighting against Humans
Hates NurgleAttribute: Causes Fear when fighting against Nurglish factions
Hates OgresAttribute: Causes Fear when fighting against Ogre Kingdoms
Hates SkavenAttribute: Causes Fear when fighting against Skaven
Hates SlaaneshAttribute: Causes Fear when fighting against Slaaneshi factions
Hates Tomb KingsAttribute: Causes Fear when fighting against Tomb Kings
Hates TzeentchAttribute: Causes Fear when fighting against Tzeentchian factions
Hates Vampire CoastAttribute: Causes Fear when fighting against Vampire Coast
Hates VampiresAttribute: Causes Fear when fighting against Vampire Counts
Hates Wood ElvesAttribute: Causes Fear when fighting against Wood Elves
Hesitant Defender → Poor Defender → Incompetent DefenderChivalry: -10 per turn; Leadership aura size: -50% when defending; Leadership: -4 when defending (Lord's army)
Heterneb of LahmiaWhen normally killed in action, this Hero will be wounded instead; Enables the 'Establish Vampire Coven' Hero action
High Mistress of the HandmaidensChanges Imentet's title to: "High Mistress"; Vampire Covens established by this Handmaiden gain an additional +1 Concealment per turn; Increase the initial Concealment of any Vampire Coven established by this Handmaiden by 30
Horse ComradeRecruit rank: +2 for Cavalry units (local province when Ataman)
Ice CharioteerUpkeep: -30% for War Sleds units (Lord's army)
Ice CharioteerUpkeep: -30% for War Sleds units (Hero's army)
Ice Court InformerHero recruit rank: +3 for Frost Maidens (local province when Ataman); Ice Court Support gained: +5 per turn
Ice Guard CaptainMelee attack: +10 for Ice Guard units (Lord's army); Missile strength: +10% for Ice Guard units (Lord's army); Leadership: +6
Ice Guard CaptainMelee attack: +10 for Ice Guard units (Hero's army); Missile strength: +10% for Ice Guard units (Hero's army); Leadership: +6
Ice Shard WielderAbility: "Ice Shard"
Ice Shard WielderCooldown: -10% to spells; Ability: "Ice Shard"; Enemy Winds of Magic power reserve capacity: -20 (local region)
Ice Shard WielderCooldown: -10% to spells; Ability: "Ice Shard"; Enemy Winds of Magic power reserve capacity: -20 (local region)
Immense ConstitutionChance of a plague spreading: -80% (Lord's army); Attribute: Immune to Contact Effects; Hit points: +20%
Impervious to RevengeEnemy Hero action success chance: -100%; Campaign movement range: +10%
Incompetent Besieger → Confounded by Siegecraft → Terrified of WallsChivalry: -10 per turn; Leadership aura size: -50% when laying siege or encircling; Leadership: -4 when laying siege or encircling (Lord's army)
Indecisive Attacker → Poor Attacker → Incompetent AttackerChivalry: -10 per turn; Leadership aura size: -50% when attacking; Leadership: -4 when attacking (Lord's army)
Independent → Lone WolfChivalry: +5 per turn; Campaign movement range: +10%; Attribute: Strider
IndolenceSlaanesh corruption: +1 (local province)
IndustrialistChivalry: +2 per turn; Income from Industry: +5% (local province)
Infantry CommanderWeapon strength: +10% for Infantry units (Lord's army); Upkeep: -10% for Infantry units (Lord's army)
Infantry CommanderWeapon strength: +5% for Infantry units (Hero's army); Upkeep: -10% for Infantry units (Hero's army)
Infantry-FocusedRecruitment cost: -15% for Infantry units (Lord's army); Upkeep: -10% for Infantry units (Lord's army)
Infantry-FocusedWeapon strength: +7% for Infantry units (Hero's army)
Khemrikhara → High King of Nehekhara → The King of KingsBattle reinforcement time: -50%; Wound recovery time: -3 turns; Income from all buildings: +10% (all provinces)
KingslayerChivalry: -10 per turn; Hero self-defence: +10% chance of wounding aggressors; Character's aura leadership effect: -10
Krell (Lord of Undeath)Passive ability: "Frenzy" for Grave Guard units (Hero's army); Physical resistance: 10% for Grave Guard units (Hero's army); Ward save: +5% (accompanying Lord)
Lahmizzash of the Fourth DynastyPassive ability: "The Curse"; Ability: "Restore"; Passive ability: "Stone Shaper"
Legendary PhysicianAbility: "Hunter's Call"; Ability: "Patch Up"; Hit points: +15%
Likes BeastmenDiplomatic relations: +10 with Beastmen
Likes CathayDiplomatic relations: +10 with Grand Cathay
Likes ChaosDiplomatic relations: +10 with Warriors of Chaos
Likes Chaos DwarfsDiplomatic relations: +10 with Chaos Dwarfs
Likes DaemonsDiplomatic relations: +10 with Daemons of Chaos
Likes Dark ElvesDiplomatic relations: +10 with Dark Elves
Likes DwarfsDiplomatic relations: +10 with Dwarfs
Likes GreenskinsDiplomatic relations: +10 with Greenskins
Likes High ElvesDiplomatic relations: +10 with High Elves
Likes KhorneDiplomatic relations: +10 with Khornate factions
Likes KislevDiplomatic relations: +10 with all Kislev factions
Likes LizardmenDiplomatic relations: +10 with Lizardmen
Likes MenDiplomatic relations: +10 with Bretonnia; Diplomatic relations: +10 with Empire
Likes NurgleDiplomatic relations: +10 with Nurglish factions
Likes Ogre KingdomsDiplomatic relations: +10 with Ogre Kingdoms
Likes SkavenDiplomatic relations: +10 with Skaven
Likes SlaaneshDiplomatic relations: +10 with Slaaneshi factions
Likes Tomb KingsDiplomatic relations: +10 with Tomb Kings
Likes TzeentchDiplomatic relations: +10 with Tzeentchian factions
Likes Vampire CoastDiplomatic relations: +10 with Vampire Coast
Likes VampiresDiplomatic relations: +10 with Vampire Counts
Likes Wood ElvesDiplomatic relations: +10 with Wood Elves
Living ContagionNurgle corruption: +4 (local province)
LogisticianCampaign movement range: +20% (Lord's army); Upkeep: -2% (Lord's army)
LogisticianCampaign movement range: +20% (own army); Upkeep: -2% (Hero's army)
Looter → Butcher → DestroyerChivalry: -20 per turn; Income from sacking settlements: +50%; Control: -4 (local province)
Low-BornChivalry: +2 per turn; Leadership: +4 for Peasant units (Lord's army); Recruitment cost: -10% (Lord's army)
LumberjackLeadership: +5 when fighting against Wood Elves (Lord's army)
Lycindia of MalstoniaWhen normally killed in action, this Hero will be wounded instead; Enables the 'Establish Vampire Coven' Hero action
Magical WarriorCooldown: -10% to spells
Magical WarriorCooldown: -10% to spells
Magically AdeptSpell intensity: +25%; Targeting range: +50% for spells; Hit points: -50%
Magnificent EngineerAbility: "Big Boom"; Upkeep: -10% for Artillery units (Hero's army); Range: +15% for Artillery units (Hero's army)
Man-Hater (Aligned) → Man-Hater (Committed) → Man-Hater (Devoted)Raiding stance causes Nurgle corruption: +2 (own army); Income from raiding: +20% (factionwide)
Man-Hater (Pledged)Raiding stance causes Nurgle corruption: +2 (own army); Income from raiding: +5% (factionwide)
Martial MagicianWinds of Magic power reserve capacity: +10 (own army)
Master BuilderConstruction cost: -15% for all buildings (local province when Ataman)
Master of DeathCorpses gained from battle: +50% (Lord's army); Ability: "Heroic Killing Blow"; Hit points: +10%
Masterful GovernanceCorruption: -4 (local province when Ataman); Growth: +4 (local province when Ataman); Control: +3 (local province when Ataman)
Memoriam MortusWhen normally killed in action, this Hero will be wounded instead; Upkeep: -5% (Hero's army); Research rate: +5
Merciful MasterIncome from all buildings: +10% (local province)
MoonfearChivalry: -2 per turn; Leadership: -5 when fighting against Vampire Counts
Mortal World's Torment → Mortal World's Torment → Mortal World's TormentRecruitment cost: -80% for Dryads, Tree Kin and Treeman units (Lord's army); Bonus vs Large: +15 when fighting against Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos; Miscast base chance: +80% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
Naaima of CathayWhen normally killed in action, this Hero will be wounded instead; Enables the 'Establish Vampire Coven' Hero action
Name of Power: "Barbedlash"Name of Power: "Barbedlash"; Control: +8 (local province); Income from Province Capital/Settlement buildings: +10% (local province)
Name of Power: "Barbstorm"Name of Power: "Barbstorm"; Ammunition: +40% (Lord's army); Missile strength: +10% (Lord's army)
Name of Power: "Beastbinder"Charge bonus: +20 for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army); Leadership: +10 for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (Lord's army); Upkeep: -20% for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (Lord's army)
Name of Power: "Blackstone"Name of Power: "Blackstone"; Enemy Hero action success chance: -10%; Physical resistance: 15%
Name of Power: "Bloodscourge"Name of Power: "Bloodscourge"; Passive ability: "Frenzy"; Passive ability: "The Hunger"
Name of Power: "Darkpath"Name of Power: "Darkpath"; Campaign movement range: +10%; Ambush success chance: +20% (Lord's army)
Name of Power: "Drakecleaver"Name of Power: "Drakecleaver"; Bonus vs Large: +30
Name of Power: "Dreadtongue"Diplomatic relations: +5 with Dark Elves; Name of Power: "Dreadtongue"; Construction cost: -5% for all buildings (local province)
Name of Power: "Emeraldeye"Income from Industry buildings: +10% (local province); Name of Power: "Emeraldeye"; Campaign line of sight: +15%
Name of Power: "Fangshield"Leadership: +10 for Bleakswords, Dreadspears and Darkshards (Shields) units (Lord's army); Physical resistance: 10% for Bleakswords, Dreadspears and Darkshards (Shields) units (Lord's army); Name of Power: "Fangshield"
Name of Power: "Fatedshield"Name of Power: "Fatedshield"; Ward save: +10%
Name of Power: "Gatesmiter"Reload time reduction: +15% for Reaper Bolt Thrower and Scourgerunner Chariot units (Lord's army); Name of Power: "Gatesmiter"; Leadership: +10 when laying siege or encircling (Lord's army)
Name of Power: "Granitestance"Name of Power: "Granitestance"; Passive ability: "Hold the Line!"; Ability: "Stand or Die!"
Name of Power: "Griefbringer"Attacks cause "Discouraged" effect, reducing leadership; Name of Power: "Griefbringer"
Name of Power: "Grimgaze"Attribute: Causes Fear for Black Guard of Naggarond units (Lord's army); Armour: +10 for Black Guard of Naggarond units; Recruit rank: +2 for Black Guard of Naggarond units (Lord's army)
Name of Power: "Headreaper"Name of Power: "Headreaper"; Enables magical attacks; Missile strength: +10%
Name of Power: "Hydrablood"Passive ability: "Regeneration"; Name of Power: "Hydrablood"
Name of Power: "Khainemarked"Upkeep: -15% for Har Ganeth Executioners units (Lord's army); Ward save: +15% for Har Ganeth Executioners units (Lord's army); Local Recruitment duration: -1 turn for Har Ganeth Executioner units (minimum 1) (local province)
Name of Power: "Krakenclaw"Armour-piercing weapon damage: +100% for Black Ark Corsairs units (Lord's army); Armour-piercing missile damage: +100% for Black Ark Corsairs units (Lord's army); Name of Power: "Krakenclaw"
Name of Power: "Leviathanrage"Upkeep: -15% for Black Ark Corsairs units (Lord's army); Name of Power: "Leviathanrage"; Income from Ports: +10% (local province)
Name of Power: "Lifequencher"Recruit rank: +2 for Witch Elves and Sisters of Slaughter units (Lord's army); Upkeep: -15% for Witch Elves and Sisters of Slaughter units (Lord's army); Ward save: +10% for Witch Elves and Sisters of Slaughter units (Lord's army)
Name of Power: "Moonshadow"Name of Power: "Moonshadow"; Leadership: +15 during ambushes; Speed: +5% (Lord's army)
Name of Power: "Pathguard"Name of Power: "Pathguard"; Immune to all attrition
Name of Power: "Poisonblade"Name of Power: "Poisonblade"; Ammunition: +25%; Enables poison attacks
Name of Power: "Shadowdart"Attribute: Causes Fear for Shades units (Lord's army); Range: +35% for Shades units (Lord's army); Recruit rank: +2 for Shades units (Lord's army)
Name of Power: "Soulblaze"Enables flaming attacks; Name of Power: "Soulblaze"; Armour: +10
Name of Power: "Spiteheart"Cooldown: -50% to "Deadly Onslaught"; Cooldown: -50% to "Foe Seeker"; Cooldown: -50% to "Volley of Dark Arrows"
Name of Power: "the Black Conqueror"Income from sacking and looting settlements: +50%; Name of Power: "the Black Conqueror"; Magic item drop chance from battle: +15%
Name of Power: "the Dark Marshall"Recruit rank: +2 for Dreadspears, Darkshards and Bleakswords units (Lord's army); Upkeep: -30% for Dreadspears, Darkshards and Bleakswords units (Lord's army); Name of Power: "the Dark Marshall"
Name of Power: "the Dire Overseer"Name of Power: "the Dire Overseer"; Tradable resources produced: +5% (factionwide); Income from trade tariffs: +5% (factionwide)
Name of Power: "the Grey Vanquisher"Armour: +30 for Shades and Dark Riders units; Melee attack: +5 for Shades and Dark Riders units; Upkeep: -15% for Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Lord's army)
Name of Power: "the Hand of Wrath"Name of Power: "the Hand of Wrath"; Ability: "Blood Lust"; Charge bonus: +60
Name of Power: "the Tempest of Talons"Leadership: +10 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army); Weapon strength: +10% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army); Upkeep: -15% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)
Name of Power: "the Tormentor"Name of Power: "the Tormentor"; Casualties captured post-battle: +15%; Income from post-battle loot: +10%
Name of Power: "Wrathbringer"Name of Power: "Wrathbringer"; Character's aura leadership effect: +10; Leadership aura size: +100% when attacking
Name of Power: "Wyrmscale"Name of Power: "Wyrmscale"; Armour: +15; Melee defence: +8
Nature's BlessingArmour: +18; Melee defence: +12
No Politician
Noble SeductionHero action cost: -100% when using the Establish Vampire Coven action; Upkeep: -1% (all armies factionwide)
NoblemanChivalry: +2 per turn; Leadership: +4 for Knight units (Lord's army); Recruit rank: +1 for all units (Lord's army)
ObservantConstruction time: -35% for all buildings (local province when Ataman)
Once Man, Now Beast (Aligned) → Once Man, Now Beast (Committed) → Once Man, Now Beast (Devoted)Attribute: Stalk during ambushes (all units in army); Ambush success chance: +40% (own army); Ambush defence chance: +40% (own army)
Once Man, Now Beast (Pledged)Attribute: Stalk during ambushes (all units in army); Ambush success chance: +10% (own army); Ambush defence chance: +10% (own army)
One-EyedOn turn start, Lords have a chance to gain 1 loyalty (local characters)
OrcsbaneChivalry: +2 per turn; Leadership: +3 when fighting against Greenskins
OrcsbaneLeadership: +5 when fighting against Greenskins (Lord's army)
Orthodoxy LoyalistHero recruitment cost: -30% for Patriarchs (local province when Ataman)
Ownership is TheftSteal Technology action: Research rate is increased by an additional 10
ParanoiaSlaanesh corruption: +1 (local province)
Paternal Instincts (Aligned) → Paternal Instincts (Committed) → Paternal Instincts (Devoted)Recruit rank: +2 for all Chieftain units (factionwide); Income from looting settlements: +20% (factionwide)
Paternal Instincts (Pledged)Recruit rank: +1 for all Chieftain units (factionwide); Income from looting settlements: +5% (factionwide)
Perfect VigourAttribute: Perfect Vigour
Personal CarriageCampaign line of sight: +10%; Campaign movement range: +50%
SackerIncome from sacking settlements: +30% (Lord's army)
Savage Savant (Aligned) → Savage Savant (Committed) → Savage Savant (Devoted)Winds of Magic power reserve: +5 per turn (own army); Income from sacking settlements: +20% (factionwide)
Savage Savant (Pledged)Winds of Magic power reserve: +5 per turn (own army); Income from sacking settlements: +5% (factionwide)
Shrewd InterrogatorConstruction cost: -5% for all buildings (factionwide)
Siege Expert → Sapper → Into the Breach!Chivalry: +8 per turn; Leadership aura size: +50% when laying siege or encircling; Leadership: +4 when laying siege or encircling (Lord's army)
Something Within → Incessant Bloating → Eternal StenchChance of a plague spreading: +20% (Lord's army); Plague duration: +3 turns (Lord's army); Melee defence: -15% (Lord's army)
StalkerAttribute: Stalk
Stolen PowerPhysical resistance: 10% for Dryads, Tree Kin and Treeman units (Lord's army); Ward save: +10%
Stomach Reduction SurgeryUpkeep: -10% (all units in army)
Student of the Black ArtsAbility: "Master of the Black Arts"
Summon Creatures of the NightMelee attack: +10 for Dire Wolves and Fell Bats units (Lord's army)
Taint of KhorneLeadership aura size: -50%; Control: -5 (local province)
Taint of SlaaneshLeadership: -8; Control: -5 (local province)
Taint of TzeentchWinds of Magic power reserve: -3 per turn (Lord's army); Campaign line of sight: -15%
Tapestry of WoundsMelee defence: +15
The AncientGives the character the epithet: "the Ancient"; Vampire Covens established by this Handmaiden gain an additional +1 Concealment per turn
The BadCooldown: +50% to "Kraken's Pull"; Spell: "Kraken's Pull"; Missile strength: -15%
The BeautifulGives the character the epithet: "the Beautiful"; Instantly gain a large diplomacy bonus with the region owner wherever this Handmaiden establishes a Vampire Coven
The CommanderWeapon strength: +12% for all units (Rank 7 and above) (Lord's army); Leadership: -10 for all units (Rank 6 and below) (Lord's army); Leadership: +8 for all units (Rank 7 and above) (Lord's army)
The CorruptedCharacter experience gain: +10% (characters in force); Instantly set Vampiric corruption to maximum in all regions conquered by this character; Any region conquered by this character will have its climate converted into Undead Wasteland
The CowardLeadership: -15; Missile strength: +15%; Speed: +15%
The CruelGives the character the epithet: "the Cruel"; Instantly add 5000 Corpses to any province where this Handmaiden establishes a Vampire Coven
The CunningGives the character the epithet: "the Cunning"; Increase the initial Concealment of any Vampire Coven established by this Handmaiden by 30
The DefeatedDiplomatic relations: -30 with Khornate factions
The First HandmaidenWhen normally killed in action, this Hero will be wounded instead; Gives the character the epithet: "the First"; Enables the 'Establish Vampire Coven' Hero action
The ImperishableWound recovery time: -1 turns
The InflamedEnables flaming attacks; Weakness to Fire Damage: +100% for all units (Lord's army); Ability: "Enrage"
The Lucky1% chance per turn to lose this trait; Ability: "Slippery"; Enemy Hero action success chance: -100%
The NarcissistCooldown: +50% to "Vangheist's Revenge"; Spell: "Vangheist's Revenge"; Melee defence: +15
The PaleGives the character the epithet: "the Pale"; Any region where this Handmaiden establishes a Vampire Coven will have its climate converted to Undead Wasteland
The Prince's MarkLeadership: +4
The Red Duke (Scourge of Aquitaine)Ability: "El Syf"; Attribute: Glorious Charge for Black Knights and Blood Knights units (Lord's army); Weapon strength: +25% when fighting against Bretonnia
The SilentCooldown: +100% to all spells (characters in force); Winds of Magic cost: +100% for all spells (characters in force); Attribute: Silenced (enemy armies in local region)
The ThunderhornAttribute: Causes Terror when fighting against Greenskins; Attribute: Causes Terror when fighting against Skaven; Melee attack: +5 when fighting against Greenskins, Ogres and Skaven (all units in army)
The UndefeatedUnit experience gain: +20% (Lord's army); Ward save: +10% for all units (Rank 7 and above) (Lord's army); Losing any battle permanently kills this Lord and their entire army
(ignores any immortality)
The Urfather's ClownAttribute: Perfect Vigour; Chance of a plague spreading: +100% (Lord's army); Plague duration: +10 turns (Lord's army)
The Winds-WrackedReplaces: "Arcane Conduit"; Targeting range: +40% for spells; Winds of Magic power reserve: +5 per turn
Thutep of the Third DynastyPassive ability: "The Curse"; Armour: +10 for Khemrian Warsphinx and Necrosphinx units (Lord's army); Unit capacity: +1
Khemrian Warsphinx
Tomb RaiderLeadership: +5 when fighting against Tomb Kings (Lord's army)
TraditionalistRecruit rank: +2 for Infantry units (local province when Ataman)
Victory Over CathayLeadership: +5 when fighting against Cathay (Lord's army)
Victory Over DaemonsLeadership: +5 when fighting against Daemons of Chaos (Lord's army)
Victory Over KhorneLeadership: +5 when fighting against Khornate factions (Lord's army)
Victory Over KislevLeadership: +5 when fighting against Kislev (Lord's army)
Victory Over NurgleLeadership: +5 when fighting against Nurglish factions (Lord's army)
Victory Over SlaaneshSeduce Units budget: -50% (enemy Slaaneshi armies in local region); Leadership: +5 when fighting against Slaaneshi factions (Lord's army)
Victory Over the OgresLeadership: +5 when fighting against Ogre Kingdoms (Lord's army)
Victory Over TzeentchLeadership: +5 when fighting against Tzeentchian factions (Lord's army)
VillainLeadership: +3 when fighting against Bretonnia (Lord's army); Chivalry: -2 per turn; Control: -2 (local province)
Wakhaf of the First Dynasty → Huntsmarshal of the Empire → The Great White Lizard → The Wanderer
Walach Harkon (Blood of Abhorash)Passive ability: "Honour or Death"; Upkeep: -20% for Blood Knight units (Hero's army); Ability: "Blood Chalice"
Wants It All → SchemerHigh chance of rebellion when disbanded; Campaign movement range: -5%; Upkeep: +10% (Lord's army)