
Health
4,321
Armour
25
Leadership
75
Speed
50
Melee attack
30
Melee defence
50
Weapon strength
250 base + 125 armour-piercing
375
Charge bonus
30
Attributes

Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
Formless HorrorTransformactiveFormless HorrorTransformCooldown 60 s · Duration 5 s · Wind-up 5 sFeatures shift and morph, skin and cloth ripples, until the facsimile form is flawless.
Cowled & CloakedHiding · +25% Speed, +10 Damage ResistancepassiveCowled & CloakedHiding+25% Speed+10 Damage ResistancePassiveNone, save perhaps Tzeentch himself, know the Changeling’s true form, for his figure is indiscernible and indistinguishable to the naked eye.
Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Lore of magic
Defeat trait
Beat The Changeling in battle and your lord can earn the trait
Final Trick
Hero action success chance: +5% (local region)
Post battle chance of stealing a magic item: +10%
Fortunately, playing dead isn't another one of his pranks... Er, hopefully.
The Changeling skill tree
68 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Void WranglerVoid Wrangler
Barrier: +500 for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
Speed: +15% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
Weapon strength: +10% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
Perplexing MeddlerPerplexing Meddler
Winds of Magic cost: +25% for all enemy spells (enemy armies in local region)
Speed: -15% (enemy armies in local region)
Armour: -20 (enemy armies in local region)
Invulnerable Through ChangeInvulnerable Through Change
Missile resistance: 10%
Authority of ChangeAuthority of Change3 levelsLevel 1
Nurgle Authority: -2 (Lord's army)
Tzeentch Authority: +2 (Lord's army)
Nurgle Authority: -2 (Lord's army)
Tzeentch Authority: +3 (Lord's army)
Nurgle Authority: -3 (Lord's army)
Tzeentch Authority: +4 (Lord's army)
Army of RenownArmy of Renown3 levelsLevel 1
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +4 (own army)
Regiments of Renown army capacity: +6 (own army)
Master SchemerMaster Schemer
Hero action success chance: +10% (all characters)
Diplomatic relations: +30 with all factions
MentorMentor3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active Lords
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active Lords
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active Lords
Adherents of the TricksterAdherents of the Trickster
Passive ability: "Guardian" for Lords and embedded Heroes (Lord's army)
Hero action cost: -33% for Cultists
Hero recruit rank: +5 for Cultists
ParasitosisParasitosis
Enemy casualty replenishment rate: -10% (enemy armies in local province)
Upkeep: +25% (enemy armies in local province)
Casualty replenishment rate: +5% (when in enemy or razed territory)
Upkeep: -20% (when in enemy or razed territory)
SymbiosisSymbiosis
Request army cost: -50%
Allegiance points gained: +50%
Reinforcement range: +50% (Allied armies in the local province)
Casualty replenishment rate: +10% (allied armies in the local region)
Upkeep: -50% (allied armies in the local province)
I Come in Peace! No, Really…I Come in Peace! No, Really…
Melee attack: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
Melee defence: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
Reload time reduction: +25% for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
Allied recruitment cost: -50% (factionwide)
First Come, First ServedFirst Come, First Served
Campaign movement range: +10% (when in enemy or razed territory)
Campaign movement range: -10% (enemy armies in local province)
Control: -8 (local enemy province)
Now You See Me…Now You See Me…
Attribute: Stalk (Lord's army)
Reinforcement range: +50% (Lord's army)
Blue Fire of TzeentchBlue Fire of Tzeentch2 levelsLevel 1
Overcast spell: "Blue Fire of Tzeentch Upgraded" (when in the form of the Changeling)
Cooldown: -30% to "Blue Fire of Tzeentch"
Overcast spell: "Blue Fire of Tzeentch Upgraded" (when in the form of the Changeling)
Cooldown: -50% to "Blue Fire of Tzeentch"
Miscast base chance: -15% for "Blue Fire of Tzeentch Upgraded"
Winds of Magic cost: -1 for "Blue Fire of Tzeentch"
Winds of Magic cost: -2 for "Blue Fire of Tzeentch Upgraded"
Fires of ChangeFires of Change
Passive ability: "Fires of Change"
Pink Fire of TzeentchPink Fire of Tzeentch2 levelsLevel 1
Overcast spell: "Pink Fire of Tzeentch Upgraded" (when in the form of the Changeling)
Cooldown: -30% to "Pink Fire of Tzeentch"
Overcast spell: "Pink Fire of Tzeentch Upgraded" (when in the form of the Changeling)
Cooldown: -50% to "Pink Fire of Tzeentch"
Miscast base chance: -15% for "Pink Fire of Tzeentch Upgraded"
Winds of Magic cost: -1 for "Pink Fire of Tzeentch"
Winds of Magic cost: -2 for "Pink Fire of Tzeentch Upgraded"
Glean MagicGlean Magic2 levelsLevel 1
Spell: "" (when in the form of the Changeling)
Overcast spell: "Glean Magic Upgraded" (when in the form of the Changeling)
Cooldown: -30% to "Glean Magic"
Overcast spell: "Glean Magic Upgraded" (when in the form of the Changeling)
Cooldown: -50% to "Glean Magic"
Miscast base chance: -15% for "Glean Magic Upgraded"
Winds of Magic cost: -2 for "Glean Magic"
Winds of Magic cost: -3 for "Glean Magic Upgraded"
Treason of TzeentchTreason of Tzeentch2 levelsLevel 1
Spell: "" (when in the form of the Changeling)
Overcast spell: "Treason of Tzeentch Upgraded" (when in the form of the Changeling)
Cooldown: -30% to "Treason of Tzeentch"
Overcast spell: "Treason of Tzeentch Upgraded" (when in the form of the Changeling)
Cooldown: -50% to "Treason of Tzeentch"
Miscast base chance: -15% for "Treason of Tzeentch Upgraded"
Winds of Magic cost: -2 for "Treason of Tzeentch"
Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"
Prismatic PluralityPrismatic Plurality
Passive ability: "Prismatic Plurality"
Tzeentch's FirestormTzeentch's Firestorm2 levelsLevel 1
Spell: "" (when in the form of the Changeling)
Overcast spell: "Tzeentch's Firestorm Upgraded" (when in the form of the Changeling)
Cooldown: -30% to "Tzeentch's Firestorm"
Overcast spell: "Tzeentch's Firestorm Upgraded" (when in the form of the Changeling)
Cooldown: -50% to "Tzeentch's Firestorm"
Miscast base chance: -15% for "Tzeentch's Firestorm Upgraded"
Winds of Magic cost: -2 for "Tzeentch's Firestorm"
Winds of Magic cost: -3 for "Tzeentch's Firestorm Upgraded"
Infernal GatewayInfernal Gateway2 levelsLevel 1
Spell: "" (when in the form of the Changeling)
Overcast spell: "Infernal Gateway Upgraded" (when in the form of the Changeling)
Cooldown: -30% to "Infernal Gateway"
Overcast spell: "Infernal Gateway Upgraded" (when in the form of the Changeling)
Cooldown: -50% to "Infernal Gateway"
Miscast base chance: -15% for "Infernal Gateway Upgraded"
Winds of Magic cost: -2 for "Infernal Gateway"
Winds of Magic cost: -3 for "Infernal Gateway Upgraded"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Horrifying RevelationHorrifying Revelation
Attribute: Causes Terror
Enemy leadership: -6 (enemy armies in local region)
I'm You, Just BetterI'm You, Just Better
Melee attack: +5 (while transformed)
Melee defence: +5 (while transformed)
Weapon strength: +10% (while transformed)
Skip the Boring PartSkip the Boring Part
Ammunition: +30% (while transformed)
Reload time reduction: +30% (while transformed)
Fool the WindFool the Wind
Cooldown: -20% to all spells
Winds of Magic cost: -10% for all spells
Red Hot JapeRed Hot Jape
Access the assumed form's battle abilities when using ""
Replenishes 20% campaign movement range after winning a battle
Post battle chance of stealing a magic item: +100%
Turtle, Hare & BoarTurtle, Hare & Boar
Armour: +40 (while transformed)
Charge bonus: +30% (while transformed)
Speed: +30% (while transformed)
Armour of LiesArmour of Lies
Physical resistance: 20% (while transformed)
Top of the ClassTop of the Class
Spell intensity: +10%
One Thousand FacesOne Thousand Faces
Cooldown: -50% to ""
Access the assumed form's spells when using ""
Attribute: Vanguard Deployment (Lord's army)
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Accursed HorrorsAccursed Horrors3 levelsLevel 1
Missile strength: +8% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Barrier: +5% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Missile strength: +12% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Barrier: +10% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Missile strength: +16% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Myriad ServantsMyriad Servants3 levelsLevel 1
Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Charge bonus: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Speed: +10% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Charge bonus: +8 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Melee attack: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Speed: +15% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Many-Coloured FiresMany-Coloured Fires3 levelsLevel 1
Missile strength: +4% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Missile strength: +6% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Range: +5% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Missile strength: +8% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Range: +10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Riders of ChangeRiders of Change3 levelsLevel 1
Weapon strength: +8% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Charge bonus: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Weapon strength: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Charge bonus: +18% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Weapon strength: +16% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Warped RetainersWarped Retainers3 levelsLevel 1
Armour: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Armour: +9 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Melee attack: +4 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Armour: +12 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Melee attack: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Seer of DestinySeer of Destiny
Passive ability: "Seer of Destiny"
Horrific AdvancementHorrific Advancement
Leadership: +6 for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
Speed: +10% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
Arsenal of InsanityArsenal of Insanity
Bonus vs Infantry: +6 for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
Incendiary AscentIncendiary Ascent
Leadership: +6 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
Armour of DeliriumArmour of Delirium
Armour: +12 for Chaos Warriors of Tzeentch, Chosen of Tzeentch, Chaos Knights of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
Leadership: +6 for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
Master of FatesMaster of Fates
Replaces: "Seer of Destiny"
Passive ability: "Master of Fates"
Route MarcherRoute Marcher
Campaign movement range: +5%
Route MarcherRoute Marcher
Campaign movement range: +5%
DespoilersDespoilers3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from sacking settlements: +5% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from sacking settlements: +10% (Lord's army)
Income from raiding: +30% (Lord's army)
Income from sacking settlements: +15% (Lord's army)
Serve or DieServe or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruitment cost: -15% (Lord's army)
Serve or DieServe or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Unit Upgrades cost: -5% for all units
Recruitment cost: -10% (Lord's army)
Unit Upgrades cost: -10% for all units
Recruitment cost: -15% (Lord's army)
Arch-ManipulatorArch-Manipulator3 levelsLevel 1
Chance of Winds of Magic changing in strength: +5% (local province)
Chance of Winds of Magic increasing in strength when changing: +5% (local province)
Chance of Winds of Magic changing in strength: +10% (local province)
Chance of Winds of Magic increasing in strength when changing: +10% (local province)
Chance of Winds of Magic changing in strength: +15% (local province)
Chance of Winds of Magic increasing in strength when changing: +15% (local province)
Devoted of ChaosDevoted of Chaos3 levelsLevel 1
Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)
Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +10%
Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +15%
DespoilersDespoilers3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from sacking settlements: +5% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from sacking settlements: +10% (Lord's army)
Income from raiding: +30% (Lord's army)
Income from sacking settlements: +15% (Lord's army)
RuinationRuination3 levelsLevel 1
Attrition suffered by defender: +10% when laying siege or encircling (local region)
Attrition suffered by defender: +20% when laying siege or encircling (local region)
Control: -4 (local enemy province)
Attrition suffered by defender: +40% when laying siege or encircling (local region)
Control: -8 (local enemy province)
CorruptionCorruption3 levelsLevel 1
Tzeentch corruption: +1 (local province)
Tzeentch corruption: +2 (local province)
Tzeentch corruption: +4 (local province)
Unholy ResilienceUnholy Resilience
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turns
IrrepressibleIrrepressible
Casualty replenishment rate: +30% for this Lord (Lord's army)
Character experience gain: +15%
Wound recovery time: -1 turns
Lightning StrikeLightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are present
Lightning StrikeLightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are present
Foetid GallipotFoetid Gallipot3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)
Called by ChangeCalled by Change3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -9% (Lord's army)
Blessed by EvilBlessed by Evil3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +5%
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +10%
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%
Scrolls of DestinyScrolls of Destiny3 levelsLevel 1
Grimoires: 1 per turn
Grimoires from all buildings: +50% (local province)
Grimoires: 2 per turn
Grimoires from all buildings: +100% (local province)
Grimoires: 3 per turn
PremonitionPremonition3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
Ambush defence chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%
Storm of ChangeStorm of Change3 levelsLevel 1
Tzeentch glory gained: +3%
Tzeentch glory gained: +8%
Tzeentch glory gained: +15%
Legions of MadnessLegions of Madness3 levelsLevel 1
Daemons Reforged: +3% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)
Casualty replenishment rate: +2% (Lord's army)
Daemons Reforged: +6% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Daemons Reforged: +10% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Fate in FluxFate in Flux
Souls gained from battles: +10%
Tzeentch corruption: +1 (local province)
Campaign movement range: +5%
Income from post-battle loot: +10%
Renowned & FearedRenowned & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)
Who can field it
- Oracles of Tzeentch
The game also has 1 summoned or scripted copy of this unit that players don't recruit directly (wh3_dlc24_tze_cha_changeling_quest_battle).
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.