Total War: WARHAMMER

Total War: WARHAMMER

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Warhammer: Total War Encyclopedia [LONG]
By The Jamie
The Ultimate Warhammer Total War guide by AusieJamster! Contains everything from strategy to the extreme basics. Please help to fill in any missing or incorrect information as I will update it as soon as possible.
   
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General Resources
Public Order
A variable that is clamped between the values +100 and -100. When the variable hits -100 a rebel army will spawn. No other values have an affect.

Treasury
The treasury is the main resource for all six factions. It is used for units, buildings and on rare occasions technology. If the treasury value reaches zero or below your forces will begin to desert and public order will plummet across your faction. The best way to improve income would be to disband units, removing their per turn upkeep cost and returning that money to your faction.
General Building Information
Repair Cost
Repair cost of buildings is equal to 40% of the buildings cost but jumps to 80% when ruined.
Army Stances
March (Not Available to Beastmen)
Min Remaining Movement Requirement - 0%
  • +50% Movement
  • Recruitment is Disabled
  • Starts Battles Tired
  • Cannot Trigger Combat
Raiding (Not Available to Greenskins / Beastmen)
Min Remaining Movement Requirement - 50%
  • Generates income when on enemy tile
  • Negative Impact on Public Order & Growth for the province you are in
  • Immune to Attrition Damage (damage taken on/off corruption)
  • -25% Movement
  • Starts Battles Winded
  • Negative Impact on Public Order (if you are raiding yourself)
  • Faction you are Raiding Likes you Less
Raidin' Camp (Unique to Greenskins)
Min Remaining Movement Requirement - 50%
  • Generates income when on enemy tile
  • Access to the Global Recruitment Pool
  • Negative Impact on Public Order & Growth for the province you are in
  • Immune to Attrition Damage (damage taken on/off corruption)
  • Movement Disabled
  • Leadership + Melee Defence + Fightiness Bonus
  • Faction you are Raiding Likes you Less
Encampment (Not Available to Vampire Counts / Beastmen / Greenskins)
Min Remaining Movement Requirement - 50%
  • Cannot Move
  • Replenishment Unit Numbers
  • Access to the Global Recruitment Pool
  • Immune to Attrition Damage (damage taken on/off corruption)
  • Boost to Leadership
  • Boost to Melee Defence
Ambush (Not Available to Beastmen / Chaos)
Min Remaining Movement Requirement - 25%
  • Cannot Move
  • More Likely to Spot Enemy Armies
  • Hidden from Enemies on Campaign Map
  • If enemy army walks close enough too you without spoting you, a ambush attack is sprung. An ambush attack doesn't allow the opponent to reorganise their troops and they will start in a marching stance formation.
Use Underway (Unique to Greenskins / Dwarfs)
Min Remaining Movement Requirement - 100%
  • Travel over unpassable terrain
  • Immune to Attrition Damage (damage taken on/off corruption)
  • Enemy armies may intercept, meeting you underways. If your army is intercepted you cannot retreat from the fight. If you lose this battle your entire army will be wiped out.
  • Cannot Trigger Combat
Channelling (Not Available to Greenskins / Beastmen / Dwarfs)
Min Remaining Movement Requirement - 50%
  • -25% Movement
  • Winds of Magic Power Reserve +15
Beastmen Ambush (Unique to Beastmen)
None
  • Chance of ambushing any enemy army this force attacks
Raiding [Beastmen]
Min Remaining Movement Requirement - 25%
  • Income Generation
  • Bestial Rage: +2
  • Growth: -5 in the raided province
  • Immune to attrition
  • Starts Battles Winded
  • Diplomacy Penalties with Raided Factions
Use Beast-Paths (Unique to Beastmen)
Min Remaining Movement Requirement - 100%
  • Traverse terrain that would normally be impassable
  • Immune to attrition
  • Nearby hostile armies may intercept, meeting on the beast-path for battle
  • Should the army be intercepted, retreat will be impossible. If it loses the battle it will be wiped out
  • Cannot Start Battles
Hidden Encampment (Unique to Beastmen)
Min Remaining Movement Requirement - 25%
  • Bestial Rage: -1
  • Immune to attrition
  • Hidden until discovered
  • Movement disabled
Victory Objectives!
The Empire
Short Victory Objectives
  • Control all provinces of the Empire either by direct ownership or through vassals and military allies: Nordland, Ostland, Hochland, Middenland, Talabecland, Ostermark, Reikland, Stirland, Averland, Wissenland, The Wasteland
  • Reclaim Sylvania either by direct ownership or through vassals and military allies: Eastern Sylvania and Western Sylvania
  • Limit the following factions to the Chaos Wastes region: Warriors of Chaos, Warherd of Chaos
  • Ensure that Archaon the Everchosen is in a wounded state.
Long Victory Objectives
  • Short Victory Objectives
  • Destroy the following faction(s): Vampire Counts
Dwarfs
Short Victory Objectives
  • Ensure that the total severity of grudges in the Great Book of Grudges is no greater than 9.
  • Unite the following Dwarfholds either by direct ownership or through vassals and military allies: Karaz-A-Karak, Barak Varr, Varenka Hills, Dringorackaz, Kradtommen, Misty Mountain, Karak Azul, Spitepeak, Karak Hirn, Mighdal Vongalbarak, Karak Izor, Karak Kadrin, Karak Norn, Grimhold, Karak Ziflin, Blackstone Post, Karag Dromar, Oakenhammer, Zhufbar
  • Destroy the following faction(s): Greenskins
  • Limit the following factions to the Chaos Wastes region: Warriors of Chaos, Warherd of Chaos
  • Ensure that Archaon the Everchosen is in a wounded state.
Long Victory Objectives
  • Short Victory Objectives
  • Ensure that there are no active grudges remaining in The Great Book of Grudges.
  • Unite the following Dwarfholds either by direct ownership or through vassals and military allies:
    Kraka Drak, Khazid Bordkarag, Sjoktraken
  • Reclaim the following fallen Dwarfholds either by direct ownership or through vassals and military allies: Karak Ungor, Mount Gunbad, Black Crag, Ekrund, Karak Eight Peaks, Karak Azgal, Galbaraz

Greenskins
Short Victory Objectives
  • Destroy the following faction(s): Black Venom, Bloody Spearz, Broken Nose, Crooked Moon, Necksnappers, Orcs of the Bloody Hand, Red Eye, Red Fangs, Scabby Eye, Skullsmasherz, Teef Snatchaz, Top Knotz
  • Occupy, loot, raze or sack 25 different settlements
  • Destroy the following faction(s): Humans, Dwarfs
  • Earn the following amount from raiding: 10,000
  • Ensure that Archaon the Everchosen is in a wounded state.
Long Victory Objectives
  • Short Victory Objectives
  • Control all of the following Dwarfholds either by direct ownership or through vassals and military allies: Karak Ziflin, Karak Norn, Karak Izor, Karak Hirn, Karak Dromar, Oakenhammer, Zhufbar, Karak-A-Karak, The Pillars of Grungni, Karak Kadrin, Barak Varr, Varenka Hills, Dingorackaz, Kradtommen, Kraka Drak, Khazid Bordkarag, Sjoktraken, Karak Azul
  • Occupy, loot, raze or sack 50 different settlements
  • Earn the following amount from raiding: 20,000

Vampire Counts
Short Victory Objectives
  • Maintain control of 12 provinces, either by direct ownership or through vassals and military allies
  • Destroy the following faction(s): The Empire
  • Limit the following factions to the Chaos Wastes region: Warriors of Chaos, Warherd of Chaos
  • Ensure that Archaon the Everchosen is in a wounded state.
Long Victory Objectives
  • Short Victory Objectives
  • Maintain control of 20 provinces, either by direct ownership or through vassals and military allies
  • Destroy the following faction(s): Dwarfs, Bretonnia

Warriors of Chaos
Short Victory Objectives
  • Raze or sack the following number of settlements: 15
  • Destroy the following faction(s): The Empire, Bretonnia
Long Victory Objectives
  • Raze or sack the following number of settlements: 40
  • Destroy the following faction(s): The Empire, Bretonnia, Dwarfs

Beastmen
Short Victory Objectives
  • Raze or sack the following number of settlements: 25
  • Earn the following amount from raiding: 10,000
  • Destroy the following faction(s): The Empire, Bretonnia, Averland, Hochland, Middenland, Nordland, Ostland, Ostermark, Stirland, Talabecland, Wissenland
  • Win the following battle: The Fall of Man
Long Victory Objectives
  • Short Victory Objectives
  • Raze or sack the following number of settlements: 50
  • Earn the following amount from raiding: 20,000
  • Destroy the following faction(s): The Dwarfs
Empire Units - Category Descriptions
Sword Infantry
The sword's main advantage in combat is flexibility. It can be used offensively and defensively, and it offers good compromise between regular and armour-piercing damage.

Spear Infantry
Spears offer superior reach over swords and axes, generally making them the better choice against large enemies.

Halberd Infantry
Similar to spears, halberds are a good choice against large enemies. They are heavier than spears, giving them the edge against armour.

Greatsword Infantry
The greatsword is a large, balanced weapon with improved armour-piercing capabilities

Missile Infantry
Long-range units that provide support for melee infantry, but are comparatively weak in close

Missile Cavalry
Fast moving and with a long range, missile cavalry excel at harassing their enemies, but are weak if pinned in melee

Shock Cavalry
A well-timed charge by these near-unstoppable cavalry units can cause devastating damage.

Siege Artillery
Cannons and mortars are accurate artillery pieces that cause a lot of damage to a very focused area, making them ideal for taking out strong, single targets

War Machine
A steam-powered, full metal war machine boasting a cannon and an autonomous, short-range turret.

Magic Chariot
These special chariots support surrounding units with auras or strike with powerful magical attacks

Magic Chariot
These special chariots support surrounding units with auras or strike with powerful magical attacks

Rocket Battery
Rockets' inaccuracy does not matter much considering the wide area of devastation they cause

Field Gun
These smaller cannons, guns and flamethrowers are primarily used against units, not buildings
Empire Units (Lords)
Balthasar Gelt
No Mount / Imperial Pegasus
Battle Wizard Hero Capacity +1
Upkeep for Battle Wizard Heroes: -25%
  • Upkeep Cost: 300 / 350
  • Armour: 20 / 50
  • Leadership: 65 / 65
  • Speed: 35 / 110
  • Melee Attack: 34 / 34
  • Melee Defence: 38 / 38
  • Weapon Strength: 300 / 300
  • Charge Bonus: 30 / 70
  • Spellcaster
  • Very Fast (Imperial Pegasus Only)
  • 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) (No Mount Only) - This unit can hide in forests until enemy units get too close.
Individual Skills
  • Cloak of Molten Metal - Enemy Hero Action Success Chance -10% & Melee Defence +5 Missile Resistance 25%
  • Amulet of Sea Gold - Enemy Hero Action Success Chance -10% & Melee Defence +5 Magic Resistance 15% & Reduction in Vampiric and Chaos corruption +5
  • Staff of Volans - Ability "Staff of Volans" & Battle Wizards Hero Capacity +1 & Hero Recruit Rank +1 for Battle Wizards & Melee Attack +5

  • Imperial Pegasus - Mount: Imperial Pegasus

  • Loremaster, Lore of Metal - Cooldown -10% to Lore of Metal Spells

Karl Franz
No Mount / Warhorse / Barded Warhorse / Imperial Pegasus / Deathclaw
Campaign Movement Range: +5%
Upkeep for Reiksguard and Greatswords: -10%
  • Upkeep Cost: 300 / 325 / 350 / 375 / 425
  • Armour: 100 / 100 / 120 / 100 / 100
  • Leadership: 80 / 80 / 80 / 80 / 80
  • Speed: 35 / 80 / 66 / 110 / 90
  • Melee Attack: 65 / 65 / 65 / 65 / 45
  • Melee Defence: 30 / 30 / 30 / 30 / 30
  • Weapon Strength: 450 / 450 / 450 / 450 / 450
  • Charge Bonus: 60 / 80 / 80 / 85 / 90
  • Armour-Piercing
  • Armoured
  • Duellist
  • Very Fast (Imperial Pegasus Only)
  • Bloodroar (Deathclaw Only)
  • Causes Fear (Deathclaw Only) - This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror (Deathclaw Only) - This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • 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) (No Mount / Warhorse / Barded Warhorse Only) - This unit can hide in forests until enemy units get too close.
  • Immune to Psychology - The unit is immune to psychological attacks (fear and terror).
Individual Skills
  • The Reikland Runefang - Ability "The Reikland Runefang" & Melee Attack + 6 & Post-Battle loot amount +5% & Public Order +5
  • Ghal Maraz - Ability "Ghal Maraz" & Melee Attack +8 & Post-Battle loot amount +10% & Public Order +5
  • The Silver Seal - Enemy Hero Action Success Chance -10% & Melee Defence +5 & Ward Save +20% & Magic Resistance 15% & Wound Recovery Time -1 & Reduction in Vampiric and Chaos corruption +5

  • Warhorse - Mount: Lv1:Warhorse / Lv2:Barded Warhorse
  • Imperial Pegasus - Lv1: Mount: Imperial Pegasus & Lv2: Charge Bonus (Imperial Pegasus Mount) +10% & Lv3: Speed (Imperial Pegasus Mount) +10%
  • Deathclaw - Mount: Deathclaw

  • Leader of Men - Aura Size +25%

General of the Empire
No Mount / Warhorse / Barded Warhorse / Imperial Pegasus / Imperial Griffon
  • Upkeep Cost: 250 / 275 / 300 / 337 / 375
  • Armour: 85 / 85 / 100 / 85 / 85
  • Leadership: 70 / 70 / 70 / 70 / 70
  • Speed: 35 / 80 / 66 / 110 / 90
  • Melee Attack: 55 / 55 / 55 / 55 / 40
  • Melee Defence: 45 / 45 / 45 / 45 / 30
  • Weapon Strength: 450 / 450 / 450 / 450 / 450
  • Charge Bonus: 45 / 70 / 70 / 85 / 90
  • Bloodroar (Imperial Griffon Only)
  • Armoured & Shielded (All but Imperial Griffon)
  • Armour-Piercing (Imperial Griffon Only)
  • Armoured (Imperial Griffon Only)
  • Very Fast (Imperial Pegasus / Imperial Griffin Only)
  • Causes Fear (Imperial Griffon Only) - This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror (Imperial Griffon Only) - This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • 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) (Unmounted / Warhorse / Barbed Warhorse Only) - This unit can hide in forests until enemy units get too close.
Individual Skills
  • Warhorse - Lv1: Mount: Warhorse & Lv2: Mount: Barded Warhorse
  • Imperial Pegasus - Mount: Imperial Pegasus & Charge bonus +0 / 10 / 20 & Speed +0 / 0 / 20
  • Imperial Griffon - Mount: Imperial Griffon
Empire Units (Lord's Skills)
Lord Skills
  • Inspiring Presence - Character's Aura Leadership effect: +5
  • Hold the Line! - Ability "Hold The Line!"
  • Honest Steel - Melee Defence: +3 / 7 / 12 for Spearmen, Swordsmen and Halberdiers & Melee Attack: +0 / 7 / 12 for Spearmen, Swordsmen and Halberdiers
  • Pistolkorps - Ammunition: +3 / 7 / 12% for Missile Infantry & Missile Damage: +0 / 7 / 12% for Missile Infantry
  • Speed of Horse - Charge Bonus: +3 / 7 / 12% for Pistoliers and Outriders Speed: +0 / 4 / 10% for Pistoliers and Outriders
  • Rally! - Ability "Rally"
  • Brass-Lunged - Aura Size +10 / 20 / 40%
  • Emperor's Finest - Charge Bonus: +3 / 7 / 12% for Greatswords, Empire Knights and Reiksguard & Weapon Strength: +0 / 7 / 12% for Greatswords, Empire Knights and Reiksguard
  • Imperial Gunnery - Missile Damage: +3 / 7 / 12% for artillery & Ammunition: +0 / 7 / 12% for artillery
  • Mighty Force - Ward Save: +3 / 8 / 15% for Steam Tank and Demigryph Knights & Charge Bonus: +0 / 5 / 10% for Steam Tank and Demigryph Knights
  • Stand Your Ground! - Replaces: "Rally" with "Stand Your Ground!"

  • Route Marcher - Campaign Movement Range +10%
  • Iron Disciplinarian - Public Order +1 / 2 / 3 (local province)
  • Leader of Renown - Recruitment Cost: -3 / -8 / -15% (Lord's Army)
  • Reassuring Presence - Attrition -3 / -8 / -15% casualities suffered from all attrition (Lord's Army)
  • Fervent - Reduction in Vampiric and Chaos corruption: +1 / 2 / 3 (local province)
  • Irrepressible - Wound Recovery Time -1
  • Lightning Strike - Enables lightning strike battles when reinforcements are present Reinforcement Range: +0 / 10 / 20% (Lord's Army)
  • Quartermaster - Upkeep -3 / -8 / -15% for all units (Lord's Army)
  • Logistician - Casualty Replenishment Rate +3 / 8 / 15% (Lord's Army)
  • Alert - Ambush Defence Chance +6 / 16 / 30% (Lord's Army) & Chance of intercepting an army using the underway or the beast-paths +0 / 5 / 10%
  • Headhunter - Unit Experience +2 for all recruits (Lord's Army) & Local Recruitment Capacity +1 (local province)

  • Sigmar's Ward - Missile Resistance 10%

Wizard Lord Skills
  • Searing Doom - Cooldown -50% to "Searing Doom"
  • Metalshifting - Passive Ability "Metalshifting"
  • Plague of Rust - Lv1: Spell: "Plague of Rust" & Lv2: Cooldown -50% to "Plague of Rust"
  • Glittering Robe - Lv1: Spell: "Glittering Robe" & Lv2: Cooldown -50% to "Glittering Robe"
  • Gehenna's Golden Hounds - Lv1: Spell: "Gehenna's Golden Hounds" & Lv2: Cooldown -50% to "Gehenna's Golden Hounds"
  • Evasion - Passive Ability "Evasion"
  • Earthing - Miscast Chance -25%
  • Power Drain - Winds of Magic Power Reserve +15
  • Transmutation of Lead - Lv1: Spell: "Transmutation of Lead" & Lv2: Cooldown -50% to "Transmutation of Lead"
  • Final Transmutation - Lv1: Spell: "Final Transmutation" & Lv2: Cooldown -50% to "Final Transmutation"
  • Arcane Condult - Ability "Arcane Condult"

Melee Lord Skills
  • Hard to Hit - Melee Defense +5
  • Devastating Charge - Charge Bonus +6 / 16 / 30
  • Full Plate Armour - Armour +3 / 8 / 15
  • Scarred Veteran - Hit Points +6 / 16 / 30%
  • Deadly Blade - Melee Attack +4 / 10 / 18
  • Foe Seeker - Ability "Foe-Seeker"
  • Wound-Maker - Weapon Strength +6 / 16 / 30%
  • Blade Master - Melee Attack +4 / 10 / 18
  • Indomitable - Leadership +2 / 5 / 9
  • Blade Shield - Melee Defence + 2 / 5 / 9
  • Deadly Onslaught - Ability "Deadly Onslaught"
Empire Units (Melee & Missile Heroes)
All Heroes
  • Hardy - Wound Recovery Time -1
  • Sigmar's Ward - Missile resistance 10%

Empire Captain
No Mount / Warhorse / Barded Warhorse / Imperial Pegasus
  • Upkeep Cost: 250 / 275 / 300 / 337
  • Armour: 85 / 85 / 100 / 85
  • Leadership: 65 / 65 / 65 / 65
  • Speed: 35 / 80 / 66 / 110
  • Melee Attack: 50 / 50 / 50 / 50
  • Melee Defence: 40 / 40 / 40 / 40
  • Weapon Strength: 375 / 375 / 375 / 375
  • Charge Bonus: 40 / 70 / 70 / 85
  • Armoured & Shielded
  • Very Fast (Imperial Pegasus)
  • Encourage
  • Hide (forest) (Not Imperial Pegasus)
Skills
  • Martial - Inspire Populace action: Public Order is increased by an additional 1 - Deploy: Own province
  • Patrol Ambusher - Assault Units action: Additional +4 / 10 / 18% casualties inflicted - Target: Foreign army
  • Authoritarian - Discourage Populace action: Public ORder is modified by an additional -1 / -2 / -3 - Deploy: Foreign province
  • Defender - Siege holdout time: +1 / 2 / 3 - (local region)
  • Inspirational - Recruitment cost: -3 / -8 / -15% - (forces in local owned region)
  • Champion - Assassinate action: Additional 8% chance of killing target - Target: Any foreign character
  • Exemplar - Unit experience: +1 for all recruits - (forces in local owned region)
  • Barracks Raider - Assault Garrison action: Additional 5 / 15 / 30% casualties inflicted - Target: Foreign settlement
  • Drill Master - Action: Training - Target: Own army & Training action: Experience per turn is increased by an additional 0 / 10 / 15 - Target: Own army
  • Steadfast - Enemy siege holdout time: -1 / -2 / -3 - (local region)

  • Blade Master - Melee Attack +5
  • Devastating Charge - Charge Bonus +6 / 16 / 30
  • Thick-Skinned - Armour: +3 / 8 / 15
  • Hard to Hit - Melee Defense +2 / 5 / 9
  • Deadly Blade - Melee Attack +2 / 5 / 9
  • Foe Seeker - Ability "Foe-Seeker"
  • Wound-Maker - Weapon Strength +3 / 8 / 15%
  • Scarred Veteran - Hit Points +6 / 16 / 30%
  • Indomitable - Leadership +2 / 5 / 9
  • Blade Shield - Melee Defence + 2 / 5 / 9
  • Deadly Onslaught - Ability "Deadly Onslaught"

  • Warhouse - Lv1: Mount: Warhorse & Lv2: Mount: Barded Warhorse
  • Imperial Pegasus - Mount: Imperial Pegasus

  • Hold the Line! - Ability: "Hold the Line!"
  • The Pious - Reduction in Vampiric and Chaos corruption: +1 / 2 / 3 (local province)
  • Full Plate Armour - Armour +6 / 16 / 30

Warrior Priest
No Mount / Warhorse / Barded Warhorse
  • Upkeep Cost: 250 / 275 / 300
  • Armour: 30 / 30 / 60
  • Leadership: 70 / 70 / 70
  • Speed: 35 / 80 / 66
  • Melee Attack: 45 / 45 / 45
  • Melee Defence: 30 / 30 / 30
  • Weapon Strength: 360 / 360 / 360
  • Charge Bonus: 30 / 50 / 50
  • Battle Prayers
  • Encourage
  • Hide (forest)
Skills
  • Expansionist - Pray action: Growth is increased by an additional 30 - Deploy: Own province
  • Dissenter - Inhibit action: Growth is modified by an additional -15 - Deploy: Foreign province
  • Restorer - Casualty replenishment rate: +3 / 8 / 15% - (forces in local owned region)
  • Influential - Reduction in Vampiric and Chaos corruption: +1 / 2 / 3 - (local province)
  • Bastion - Attrition: -3 / -8 / -15% when under siege - (forces in local owned region)
  • Replenisher - Attrition: -3 / -8 / -15% casualties suffered from all attrition - (forces in local enemy region)
  • Debilltator - Demoralise Army action: Leadership is modified by an additional -2 / -5 / -9 - Target: Foreign army
  • Despoiler - Damage Building action: Additional 5 / 15 / 30% damage caused - Target: Foreign settlement
  • Provider - Action: Heal Troops - Target: Own army & Heal Troops action: Replenishment rate is increased by an additional 0 / 5 / 10% - Target: Own army
  • Accuser - Assassinate action: Additional 8% chance of killing target - Target: Any Foreign Character

  • Safeguard - Armour +6
  • Impassioned - Melee Defence: +2 / 5 / 9
  • Wild-Eyed - Melee attack: +2 / 5 / 9
  • Conviction - Leadership: +2 / 5 / 9
  • Soothsaying - Aura size: +10 / 20 / 40%
  • Faith's Bastion - Ability: "Faith's Bastion"
  • Tenacity - Hit Points: +3 / 8 / 15%
  • Augury - Character's aura leadership effect: +2 / 5 / 9
  • Inviolable - Armour: +3 / 8 / 15
  • Fervour - Weapon strength: +3 / 8 / 15%
  • Benediction - Passive ability: "Benediction"

  • Warhorse - Mount: Warhorse / Barded Warhorse

  • Hammer of Sigmar - Bound spell: "Hammer of Sigmar"
  • Shield of Faith - Bound spell: "Shield of Faith"
  • Soulfire - Bound spell: "Soulfire"
  • Righteous Fury - Melee attack: +5

Witch Hunter
No Mount
  • Upkeep Cost: 250
  • Armour: 30
  • Leadership: 65
  • Speed: 35
  • Melee Attack: 36
  • Melee Defence: 34
  • Weapon Strength: 310
  • Charge Bonus: 30
  • Ammunition: 60
  • Range: 90
  • Missile Damage: 362
  • Armour-Piercing Missiles
  • Duellist
  • Encourage
  • Hide (forest) - This unit can hide in forests until enemy units get too close.
Skills
  • Spy - Scout action: Enemy Hero success chance is modified by an additional -8% - Deploy: Own province
  • Assassin - Assassinate action: Additional 3 / 8 / 15% chance of killing target - Target: Any foreign character
  • Harassment - Attrition: -3 / -8 / -15% when under siege - (forces in local owned region)
  • Inspector - Income from all buildings: +3 / 8 / 15% - (local region)
  • Despoiler - Infiltrate action: Income is modified by an additional -3 / -8 / -15% - Deploy: Foreign province
  • Infiltrator - Damage Walls action: 2 additional wall breaches - Target: Foreign settlement
  • Watcher - Action: Guard - Target: Own army & Guard action: Enemy Hero success chance is modified by an additional 0 / -3 / -8% - Target: Own army
  • Misdirector - Block Army action: Movement range is modified by an additional -3 / -8 / -15% - Target: Foreign army
  • Propagandist - Reduction in Vampiric and Chaos corruption +1 / 2 / 3 (local province)
  • Bodyguard - Enemy Hero action success chance -3 / -8 / -15% (characters in local enemy region)

  • Bloody Blade - Weapon strength: +6%
  • Gutter Fighter - Melee attack: +2 / 5 / 9
  • Elusive - Melee defence: +2 / 5 / 9
  • Precise - Weapon strength: +3 / 8 / 15%
  • Fleet-Footed - Speed +3 / 8 / 15%
  • Stalker - Chance of spotting nearby foreign armies: +7%
  • Opportunist - Charge bonus: +2 / 5 / 9
  • Counter-Striker - Melee attack: +2 / 5 / 9
  • Survivalist - Hit Points: +3 / 8 / 15%
  • Cornered Rat - Leadership: +2 / 5 / 9
  • Slippery - Ability: "Slippery"

  • Blessed by Volkmar - Reduction in Vampiric and Chaos corruption: +1 / 2 / 3 (local province)
  • Silver Bullets - Missile damage +3 / 8 / 15%
  • Accusation - Ability "Accusation"
  • Grim Resolve - Leadership +2 / 5
  • Magic Resistance - Ward save 5 / 10%
  • Tools of Judgement - Bonus vs Large +6 / 15
Empire Units (Wizard Heroes)
Amber Wizard
No Mount / Warhorse / Barded Warhorse / Imperial Pegasus / Imperial Griffon
  • Upkeep Cost: 250 / 275 / 300 / 337 / 375
  • Armour: 20 / 20 / 50 / 50 / 50
  • Leadership: 55 / 55 / 55 / 55 / 55
  • Speed: 33 / 80 / 66 / 110 / 90
  • Melee Attack: 50 / 50 / 50 / 50 / 40
  • Melee Defence: 13 / 13 / 13 / 13 / 30
  • Weapon Strength: 300 / 300 / 300 / 300 / 450
  • Charge Bonus: 12 / 12 / 12 / 12 / 90
  • Spellcaster
  • Bloodroar (Imperial Griffon Only)
  • Causes Fear (Imperial Griffon Only)
  • Causes Terror (Imperial Griffon Only)
  • Encourage
  • Hide (forest) (Not Imperial Pegasus / Imperial Griffon)
Individual Skills
  • Wyssan's Wildform - Cooldown -50% to "Wyssan's Wildform"
  • Wild Heart - Passive ability: "Wild Heart"
  • Flock of Doom - Lv1: Spell: "Flock of Doom" & Lv2: Cooldown -50% to "Flock of Doom"
  • Pann's Impenetrable Pelt - Lv1: Spell: "Pann's Impenetrable Pelt" & Lv2: Cooldown -50% to "Pann's Impenetrable Pelt"
  • The Amber Spear - Lv1: Spell: "The Amber Spear" & Lv2: Cooldown -50% to "The Amber Spear"
  • The Curse of Anraheir - Lv1: Spell: "The Curse of Anraheir" & Lv2: Cooldown -50% to "The Curse of Anraheir"
  • Transformation of Kadon - Spell: "Transformation of Kadon"

  • Imperial Griffon - Mount: "Imperial Griffon"

Bright Wizard
No Mount / Warhorse / Barded Warhorse / Imperial Pegasus
  • Upkeep Cost: 250 / 275 / 300 / 337
  • Armour: 20 / 20 / 50 / 50
  • Leadership: 55 / 55 / 55 / 55
  • Speed: 33 / 80 / 66 / 110
  • Melee Attack: 25 / 25 / 25 / 25
  • Melee Defence: 30 / 30 / 30 / 30
  • Weapon Strength: 300 / 300 / 300 / 300
  • Charge Bonus: 15 / 30 / 30 / 30
  • Spellcaster
  • Very Fast (Imperial Pegasus Only)
  • 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) (Not Imperial Pegasus) - This unit can hide in forests until enemy units get too close.
Individual Skills
  • Fireball - Cooldown -50% to "Fireball"
  • Kindleflame - Passive ability: "Kindleflame"
  • Cascading Fire-Cloak - Lv1: Spell: "Cascading Fire-Cloak" & Lv2: Cooldown -50% to "Cascading Fire-Cloak"
  • Flaming Sword of Rhuin - Lv1: Spell: "Flaming Sword of Rhuin" & Lv2: Cooldown -50% to "Flaming Sword of Rhuin"
  • The Burning Head - Lv1: Spell: "The Burning Head" & Lv2: Cooldown -50% to "The Burning Head"
  • Piercing Bolts of Burning - Lv1: Spell: "Piercing Bolts of Burning" & Lv2: Cooldown -50% to "Piercing Bolts of Burning"
  • Flame Storm - Lv1: Spell: "Flame Storm" & Lv2: Cooldown -50% to "Flame Storm"

Celestial Wizard
No Mount / Warhorse / Barded Warhorse / Imperial Pegasus
  • Upkeep Cost: 250 / 275 / 300 / 337
  • Armour: 20 / 20 / 50 / 50
  • Leadership: 55 / 55 / 55 / 55
  • Speed: 33 / 80 / 66 / 110
  • Melee Attack: 25 / 25 / 25 / 25
  • Melee Defence: 30 / 30 / 30 / 30
  • Weapon Strength: 300 / 300 / 300 / 300
  • Charge Bonus: 15 / 30 / 30 / 30
  • Spellcaster
  • Very Fast (Imperial Pegasus Only)
  • Encourage
  • Hide (forest) (Not Imperial Pegasus)
Individual Skills
  • Harmonic Convergence - Cooldown: -50% to "Harmonic Convergence"
  • Rolling Skies - Passive ability: "Rolling Skies"
  • Wind Blast - Lv1: Spell: "Wind Blast" & Lv2: Cooldown -50% to "Wind Blast"
  • Curse of the Midnight Wind - Lv1: Spell: "Curse of the Midnight Wind" & Lv2: Cooldown -50% to "Curse of the Midnight Wind"
  • Urannon's Thunderbolt - Lv1: Spell: "Urannon's Thunderbolt" & Lv2: Cooldown -50% to "Urannon's Thunderbolt"
  • Comet of Casandora - Lv1: Spell: "Comet of Casandora" & Lv2: Cooldown -50% to "Comet of Casandora"
  • Chain Lightning - Lv1: Spell: "Chain Lightning" & Lv2: Cooldown -50% to "Chain Lightning"

Light Wizard
No Mount / Warhorse / Barded Warhorse / Imperial Pegasus
  • Upkeep Cost: 250 / 275 / 325 / 337
  • Armour: 20 / 20 / 50 / 50
  • Leadership: 55 / 55 / 55 / 55
  • Speed: 33 / 80 / 66 / 110
  • Melee Attack: 25 / 25 / 25 / 25
  • Melee Defence: 30 / 30 / 30 / 30
  • Weapon Strength: 300 / 300 / 300 / 300
  • Charge Bonus: 15 / 30 / 30 / 30
  • Spellcaster
  • Very Fast (Imperial Pegasus Only)
  • Encourage
  • Hide (forest) (Not Imperial Pegasus)
Skills
  • Shem's Burning Gaze - Cooldown: -50% to "Shem's Burning Gaze"
  • Exorcism - Passive ability: "Exorcism"
  • Pha's Protection - Lv1: Spell: "Pha's Protection" & Lv2: Cooldown -50% to "Pha's Protection"
  • Light of Battle - Lv1: Spell: "Light of Battle" & Lv2: Cooldown -50% to "Light of Battle"
  • Net of Arnyntok - Lv1: Spell: "Net of Arnyntok" & Lv2: Cooldown -50% to "Net of Arnyntok"
  • Banishment - Lv1: Spell: "Banishment" & Lv2: Cooldown -50% to "Banishment"
  • Birona's Timewarp - Lv1: Spell: "Birona's Timewarp" & Lv2: Cooldown -50% to "Birona's Timewarp"

Wizard Heroes
  • Prime Mover - Planning action: Construction cost is modified by an additional -10% - Deploy: Own province
  • Comet-Struck - Reduction in Vampiric and Chaos corruption +1 / 2 / 3 (local province)
  • Adept - Assault Unit action: Additional +5 / 15 / 30% damage caused - Target: Foreign army
  • Advisor - Income from all buildings +3 / 8 / 15% (local region)
  • Storm of Magic - Damage Building action: Additional 5 / 15 / 30% damage caused - Target: Foreign Settlement
  • Zzapp! - Assassinate action: Additional 8% chance of killing target - Target: Any foreign character
  • Magic Detection - Action: Scouting - Target: Own Army & Scouting action: Magic item drop chance is increased by an additional 0 / 5 / 10% - Target: Own Army
  • Counsellor - Public Order +1 / 2 / 3 (local province)
  • Aide - Hero self-defence: +3 / 8 / 15% chance of wounding aggressors
  • Advocate - Magical Interference Action: Winds of Magic power reserve is modified by an additional -2 / -5 / -9 Deploy: Foreign Province

  • Evasion - Passive Ability "Evasion"
  • Earthing - Miscast Chance -25%
  • Power Drain - Winds of Magic power reserve +15
  • Arcane Condult - Ability "Arcane Condult"

  • Warhouse - Lv1: Mount: Warhorse & Lv2: Mount: Barded Warhorse
  • Imperial Pegasus - Mount: Imperial Pegasus
Empire Units (Inf., Missile Inf., Missile Cav.)
Infantry

Swordsmen
Sword Infantry
  • Recruitment Cost - 400
  • Upkeep Cost - 100
  • Armour - 30
  • Leadership - 60
  • Speed - 31
  • Melee Attack - 32
  • Melee Defence - 32
  • Weapon Strength - 28
  • Charge Bonus - 16
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Shielded
Requires
  • Training Field
Spearmen
Spear Infantry
  • Recruitment Cost - 300
  • Upkeep Cost - 75
  • Armour - 30
  • Leadership - 60
  • Speed - 31
  • Melee Attack - 24
  • Melee Defence - 34
  • Weapon Strength - 25
  • Charge Bonus - 5
  • Charge Defence vs Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Anti-Large
Requires
  • Training Field
Spearmen (Shields)
Spear Infantry
  • Recruitment Cost - 400
  • Upkeep Cost - 100
  • Armour - 30
  • Leadership - 60
  • Speed - 31
  • Melee Attack - 24
  • Melee Defence - 40
  • Weapon Strength - 25
  • Charge Bonus - 5
  • Charge Defence vs Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Anti-Large
  • Charge Defence Against Large Foes
  • Shielded
Requires
  • Rally Field
Halberdiers
Halberd Infantry
  • Recruitment Cost - 650
  • Upkeep Cost - 163
  • Armour - 30
  • Leadership - 64
  • Speed - 31
  • Melee Attack - 25
  • Melee Defence - 42
  • Weapon Strength - 27
  • Charge Bonus - 8
  • Charge Defence vs Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Anti-Large
  • Armour-Piercing
  • Charge Defence Against Large Foes
Requires
  • Rally Field
  • Blacksmith
Greatswords
Greatsword Infantry
  • Recruitment Cost - 950
  • Upkeep Cost - 237
  • Armour - 100
  • Leadership - 70
  • Speed - 28
  • Melee Attack - 30
  • Melee Defence - 30
  • Weapon Strength - 32
  • Charge Bonus - 20
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Anti-Infantry
  • Armour-Piercing
  • Armoured
Requires
  • Barracks
  • Armoury

Missile Infantry
Crossbowmen
Missile Infantry
  • Recruitment Cost - 525
  • Upkeep Cost - 131
  • Armour - 20
  • Leadership - 50
  • Speed - 33
  • Melee Attack - 14
  • Missile Damage - 21
  • Range - 155
  • Melee Defence - 17
  • Ammunition - 24
  • Weapon Strength - 24
  • Charge Bonus - 4
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Good Range
Requires
  • Rally Field
Handgunners
Missile Infantry
  • Recruitment Cost - 600
  • Upkeep Cost - 150
  • Armour - 20
  • Leadership - 50
  • Speed - 33
  • Melee Attack - 16
  • Missile Damage - 16
  • Range - 135
  • Melee Defence - 17
  • Ammunition - 24
  • Weapon Strength - 24
  • Charge Bonus - 4
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Armour-Piercing Missiles
Requires
  • Barracks
  • Gunsmith

Missile Cavalry & Chariots
Pistoliers
Missile Cavalry
  • Recruitment Cost - 600
  • Upkeep Cost - 150
  • Armour - 30
  • Leadership - 50
  • Speed - 92
  • Melee Attack - 12
  • Missile Damage - 33
  • Range - 60
  • Melee Defence - 10
  • Ammunition - 24
  • Weapon Strength - 24
  • Charge Bonus - 8
  • Vanguard Deployment: This unity can deploy outside the deployment zone.
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Fire Whilst Moving: This unit can fire when mounted and moving.
  • Very Fast
  • Weak Against Armour
Requires
  • Stables
Outriders
Missile Cavalry
  • Recruitment Cost - 700
  • Upkeep Cost - 175
  • Armour - 30
  • Leadership - 50
  • Speed - 80
  • Melee Attack - 16
  • Missile Damage - 32
  • Range - 135
  • Melee Defence - 12
  • Ammunition - 20
  • Weapon Strength - 24
  • Charge Bonus - 8
  • Vanguard Deployment: This unity can deploy outside the deployment zone.
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Fire Whilst Moving: This unit can fire when mounted and moving.
  • Armour-Piercing Missiles
Requires
  • Livery
  • Gunsmith
Outriders (Grenade Launcher)
Missile Cavalry
  • Recruitment Cost - 800
  • Upkeep Cost - 200
  • Armour - 30
  • Leadership - 50
  • Speed - 80
  • Melee Attack - 16
  • Missile Damage - 49
  • Range - 80
  • Melee Defence - 12
  • Ammunition - 20
  • Weapon Strength - 24
  • Charge Bonus - 8
  • Vanguard Deployment: This unity can deploy outside the deployment zone.
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Fire Whilst Moving: This unit can fire when mounted and moving.
  • Anti-Infantry
  • Can't Attack Air
Requires
  • Livery
  • Foundry
Empire Units (Cavalry, Artillery)
Cavalry & Chariots
Empire Knights
Shock Cavalry
  • Recruitment Cost - 900
  • Upkeep Cost - 225
  • Armour - 100
  • Leadership - 70
  • Speed - 66
  • Melee Attack - 26
  • Melee Defence - 26
  • Weapon Strength - 30
  • Charge Bonus - 48
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Anti-Infantry
  • Armoured & Shielded
Requires
  • Blazing Sun Chapterhouse OR Knights Panther Chapterhouse OR Couronne Tournament Grounds OR Livery
  • Blacksmith
Reiksguard
Shock Cavalry
  • Recruitment Cost - 1200
  • Upkeep Cost - 300
  • Armour - 120
  • Leadership - 70
  • Speed - 66
  • Melee Attack - 32
  • Melee Defence - 28
  • Weapon Strength - 40
  • Charge Bonus - 62
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Anti-Infantry
  • Armoured & Shielded
Requires
  • Reiksfort
  • Armoury
Demigryph Knights
Shock Cavalry
  • Recruitment Cost - 1500
  • Upkeep Cost - 375
  • Armour - 125
  • Leadership - 70
  • Speed - 76
  • Melee Attack - 42
  • Melee Defence - 36
  • Weapon Strength - 65
  • Charge Bonus - 58
  • Causes Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Anti-Infantry
  • Armour-Piercing
  • Armoured & Shielded
Requires
  • Menagerie
  • Armoury
Demigryph Knights (Halberds)
Shock Cavalry
  • Recruitment Cost - 1500
  • Upkeep Cost - 375
  • Armour - 125
  • Leadership - 70
  • Speed - 76
  • Melee Attack - 34
  • Melee Defence - 32
  • Weapon Strength - 56
  • Charge Bonus - 46
  • Causes Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide (forest): This unit can hide in forest until enemy units get too close.
  • Anti-Large
  • Armour-Piercing
  • Armoured
Requires
  • Menagerie
  • Armoury

Artillery & War Machines
Mortar
Siege Artillery
  • Recruitment Cost - 750
  • Upkeep Cost - 188
  • Armour - 20
  • Leadership - 50
  • Speed - 20
  • Melee Attack - 10
  • Missile Damage - 115
  • Range - 380
  • Melee Defence - 6
  • Ammunition - 22
  • Weapon Strength - 24
  • Charge Bonus - 5
  • Cannot Run: This unit cannot run and will only move at walking pace
  • Anti-Infantry
Requires
  • Gunsmith
Great Cannon
Siege Artillery
  • Recruitment Cost - 800
  • Upkeep Cost - 200
  • Armour - 20
  • Leadership - 50
  • Speed - 20
  • Melee Attack - 10
  • Missile Damage - 192
  • Range - 450
  • Melee Defence - 6
  • Ammunition - 22
  • Weapon Strength - 24
  • Charge Bonus - 5
  • Anti-Large
  • Armour-Piercing Missiles
  • Good Range
Requires
  • Foundry
Helstorm Rocket Battery
Rocket Battery
  • Recruitment Cost - 1350
  • Upkeep Cost - 337
  • Armour - 20
  • Leadership - 50
  • Speed - 20
  • Melee Attack - 10
  • Missile Damage - 304
  • Range - 480
  • Melee Defence - 6
  • Ammunition - 66
  • Weapon Strength - 24
  • Charge Bonus - 5
  • Cannot Run: This unit cannot run and will only move at walking pace
  • Anti-Infantry
  • Good Range
  • Poor Accuracy
Requires
  • Gunsmith
Helblaster Volley Gun
Field Gun
  • Recruitment Cost - 1450
  • Upkeep Cost - 362
  • Armour - 20
  • Leadership - 50
  • Speed - 20
  • Melee Attack - 10
  • Missile Damage - 251
  • Range - 230
  • Melee Defence - 6
  • Ammunition - 198
  • Weapon Strength - 24
  • Charge Bonus - 5
  • Cannot Run: This unit cannot run and will only move at walking pace
  • Armour-Piercing Missiles
Requires
  • Gunsmith
Luminark of Hysh
Magic Chariot
  • Recruitment Cost - 2200
  • Upkeep Cost - 550
  • Armour - 40
  • Leadership - 60
  • Speed - 50
  • Melee Attack - 12
  • Missile Damage - 1208
  • Range - 300
  • Melee Defence - 8
  • Ammunition - 10
  • Weapon Strength - 26
  • Charge Bonus - 18
  • Locus of Hysh
  • Aura of Protection
  • Armour-Piercing Missiles
  • Low Rate of Fire
  • Magical Aura
  • Solheim's Bolt of Illumination
Requires
  • Wizard's Tower OR Altdorf Colleges of Magic
  • Gunsmith
Steam Tank
War Machine
  • Recruitment Cost - 2200
  • Upkeep Cost - 550
  • Armour - 160
  • Leadership - 110
  • Speed - 50
  • Melee Attack - 35
  • Missile Damage - 405
  • Range - 380
  • Melee Defence - 10
  • Ammunition - 40
  • Weapon Strength - 140
  • Charge Bonus - 80
  • Causes Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. fear penalties do not stack.
  • Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Unbreakable: This unit does not suffer any form of leadership loss and will never rout
Requires
  • Engineer's Workshop
  • Armoury
Empire Buildings (Capital, Military Req.)
Altdorf Buildings
Ruined Altdorf / Altdorf (Hamlet) / Altdorf (Village) / Altdorf (Town) / Altdorf (City) Altdorf (City-State)
  • Surplus Cost: 0 / 0 / 1 / 2 / 4 / 5
  • Create Cost: 0 / 800 / 1600 / 3200 / 4800 / 7200
  • Create Time: 1 / 2 / 3 / 4 / 5 / 6
  • Construction Slots: 0 / 1 / 2 / 3 / 4 / 5
  • Income all Buildings in this Province: +0 / 30 / 35 / 40 / 45 / 50%
  • Income all Buildings in Adjacent Provinces: +0 / 15 / 18 / 20 / 23 / 25%
  • Income Generation: +0 / 100 / 150 / 200 / 250 / 300
  • Growth: +0 / 10 / 20 / 30 / 40 / 50
  • Public Order: 0 / 1 / 2 / 3 / 4 / 5
  • Adds X Turns of Siege Holdout to Province Capitals: +0 / 2 / 2 / 2 / 2 / 2
Garrison
  • None
  • Empire Knights x 2 + Crossbowmen x 4 + Greatswords x 2 + Spearmen (Shields) x 4
  • Mortar x 1 + Empire Knights x 2 + Reiksguard x 1 + Crossbowmen x 4 + Greatswords x 2 + Halberdiers x 2 + Spearmen (Shields) x 2
  • Mortar x 2 + Empire Knights x 2 + Reiksguard x 2 + Crossbowmen x 3 + Greatswords x 2 + Halberdiers x 3 + Handgunners x 2
  • Mortar x 2 + Demigryph Knights x 2 + Reiksguard x 3 + Greatswords x 2 + Halberdiers x 3 + Handgunners x 6
  • Mortar x 2 + Demigryph Knights x 2 + Reiksguard x 3 + Greatswords x 6 + Handgunners x 6 + Steam Tank x 1

Provincial Capital Buildings
Ruined City / Hamlet / Village / Town / City / City-State

Coastal Ruined City / Coastal Hamlet / Coastal Village / Coastal Town / Coastal City / Coastal City-State

Drakenhof Ruins / Drakenhof Hamlet / Drakenhof (Village) / Drakenhof (Town) / Drakenhof (City) / Drakenhof (City-State)

Kislev Ruins / Occupied Kislev (Hamlet) / Occupied Kislev (Village) / Occupied Kislev (Town) / Occupied Kislev (City) / Occupied Kislev (City-State)

Miragliano Ruins / Occupied Miragliano (Hamlet) / Occupied Miragliano (Village) / Occupied Miragliano (Town) / Occupied Miragliano (City) / Occupied Miragliano (City-State)

Couronne Ruins / Occupied Couronne (Hamlet) / Occupied Couronne (Village) / Occupied Couronne (Town) / Occupied Couronne (City) / Occupied Couronne (City-State)
  • Surplus Cost: 0 / 0 / 1 / 2 / 4 / 5
  • Create Cost: 0 / 800 / 1600 / 3200 / 4800 / 7200
  • Create Time: 1 / 2 / 3 / 4 / 5 / 6
  • Construction Slots: 0 / 1 / 2 / 3 / 4 / 5
  • Income Generation: +0 / 40 / 60 / 80 / 100 / 120
  • Growth: +0 / 10 / 20 / 30 / 40 / 50
  • (Only If Coastal) Public Order: 0 / 0 / 1 / 2 / 2 / 3
  • (Only If Drakenhof / Couronne / Kislev / Miragliano) Public Order: 0 / 0 / 1 / 2 / 3 / 4
  • Adds X Turns of Siege Holdout to Province Capitals: +0 / 2 / 2 / 2 / 2 / 2
Garrison
  • None
  • Crossbowmen x 2 + Spearmen x 4 + Swordsmen x 2
  • Crossbowmen x 2 + Spearmen (Shields) x 3 + Swordsmen x 3
  • Crossbowmen x 2 + Halberdiers x 3 + Swordsmen x 3
  • Greatswords x 1 + Halberdiers x 3 + Handgunners x 2 + Swordsmen x 2
  • Greatswords x 3 + Halberdiers x 3 + Handgunners x 2

Settlement Buildings
Ruined Village / Hamlet / Village / Town
  • Surplus Cost: 0 / 0 / 1 / 2
  • Create Cost: 0 / 800 / 1600 / 3200
  • Create Time: 1 / 2 / 3 / 4
  • Construction Slots: 0 / 1 / 2 / 3
  • Income Generation: +0 / 40 / 60 / 80
  • Growth: +0 / 10 / 20 / 30
  • Public Order: 0 / 0 / 1 / 2
Garrison
  • None
  • Spearmen x 3 + Swordsmen x 2
  • Crossbowmen x 2 + Spearmen (Shields) x 2 + Swordsmen x 2
  • Crossbowmen x 2 + Halberdiers x 2 + Swordsmen x 2

Knightly Order Buildings
Knights Panther Chapterhouse
  • Required Settlement Level:
  • Create Cost: 5000
  • Create Time: 4
  • Unit Experience: +4 for Empire Knights, Reiksguard and Demigryph unit recruits
  • Public Order: +4
  • Garrison Units: Empire Knights x 3
  • Recruitable Units: Empire Knights

Barracks Buildings
Training Field / Rally Field / Barracks
  • Required Settlement Level: 1 / 2 / 3
  • Create Cost: 1000 / 2000 / 4000
  • Create Time: 1 / 2 / 3
  • (Barracks Only) Captain Hero Capacity: +1
  • (Barracks Only) Enables Hero Recruitment: Empire Captain + Captain
Unlocks Units
  • Spearmen + Swordsmen
  • Crossbowmen + Halberdiers + Spearmen (Shields)
  • Greatswords + Handgunners

Stables Buildings
Stables / Livery / Menagerie
  • Required Settlement Level: 2 / 3 / 4
  • Create Cost: 2500 / 5000 / 7500
  • Create Time: 2 / 3 / 4
Unlocks Units
  • Pistoliers
  • Empire Knights + Outriders + Outriders (Grenade Launcher)
  • Demigryph Knights + Demigryph Knights (Halberds)

Knightly Order Buildings
Blazing Sun Chapterhouse
  • Required Settlement Level:
  • Create Cost: 16000
  • Create Time: 5
  • Unit Experience: +1 for Empire Knights, Reiksguard, and Demigryph unit recruits
  • Public Order: +4
  • Reduction in Vampiric and Chaos Corruption: +3

Special Forges Buildings
Nuln Cannon Foundry / Nuln Gunnery School
  • Required Settlement Level:
  • Create Cost: 3000 / 10000
  • Create Time: 3 / 6
  • Unit Experience: +2 / 4 for artillery recruits
  • Upkeep: -5 / -10% for artillery (all forces)
  • (Nuln Gunnery School Only) Recruitment Cost: -15% for artillery
Garrison
  • Mortar x 2
  • Great Cannon x 2 + Helblaster Volly Gun

Reiksguard Buildings
Reiksguard
  • Required Settlement Level: 3
  • Create Cost: 4000
  • Create Time: 3
  • Recruitable Units: Reiksguard
Garrison
  • Reiksguard x 2

Forges Buildings
Gunsmith / Foundry / Engineer's Workshop
  • Required Settlement Level: 3 / 4 / 5
  • Create Cost: 5000 / 7500 / 11250
  • Create Time: 3 / 4 / 5
Unlocks Units
  • Mortar
  • Great Cannon + Helstorm Rocket Battery
  • Helblaster Volley Gun + Steam Tank
Empire Buildings (Port, Military Sup, Def.)
Port Buildings
Ruined Docks / Imperial Wharf / Imperial Harbour / Imperial Port
  • Required Settlement Level: 0 / 1 / 3 / 5
  • Create Cost: 0 / 1000 / 4000 / 9000
  • Create Time: 1 / 1 / 3 / 5
  • Income Generation: +0 / 200 / 400 / 800
  • Growth: +0 / 10 / 20 / 30

Special Port Buildings
Ruined Erengrad Harbour / Erengrad Harbour / Erengrad Port / Erengrad Port
Ruined Marienburg Harbour / Marienburg Harbour / Marienburg Port / Marienburg Port
  • Required Settlement Level: 1 / 3 / 5
  • Create Cost: 0 / 1500 / 6000 / 13500
  • Create Time: 0 / 2 / 4 / 6
  • Trade Profit: +0 / 0 / 5 / 10%
  • Income Generation: +0 / 500 / 1000 / 2000
  • Growth: +0 / 10 / 20 / 30

Metal Upgrades Buildings
Master Swordsmith's Forge
  • Required Settlement Level:
  • Create Cost: 4000
  • Create Time: 3
  • Recruitment Cost: -20% for Empire Swordsmen, Greatswords and Knight recruits
  • Unit Experience: +3 for Empire Swordsmen and Greatsword unit recruits.

Horse Upgrades Buildings
Warhorse Breeder's Stables
  • Required Settlement Level: 3
  • Create Cost: 4000
  • Create Time: 3
  • Recruitment Cost: -20% for Empire horse cavalry units
  • Unit Experience: +2 for Empire Knights and Reiksguard unit recruits & +3 for Pistolier and Outrider unit recruits

Smithy Buildings
Blacksmith / Armoury
  • Required Settlement Level: 3 / 4
  • Create Cost: 4000 / 6000
  • Create Time: 3 / 4
  • Local recruitment capacity: +1
  • (Armoury Only) Global recruitment capacity: +1
  • (Armoury Only) Unit Experience: +1 for Empire infantry units

Battle Wizards Buildings
Wizard's Conclave / Wizard's Tower
  • Required Settlement Level: 4 / 5
  • Create Cost: 7500 / 11250
  • Create Time: 4 / 5
  • Battle Wizard Hero capacity: +1
  • Enables Hero recruitment: Amber Wizard, Bright Wizard, Celestial Wizard, Light Wizard, Celestial Wizard, Bright Wizard
  • (Wizard's Tower Only) Hero recruit rank: +4 for Battle Wizards
  • (Wizard's Tower Only) Unlocks Units - Luminark of Hysh

Worship Buildings
Shrine of Sigmar / Temple of Sigmar / Cathedral of Sigmar
  • Required Settlement Level: 3 / 4 / 5
  • Create Cost: 4000 / 6000 / 9000
  • Create Time: 3 / 4 / 5
  • Warrior Priest Hero capacity: +1
  • (Level 3 Only) Witch Hunter Hero capacity: +1
  • Enables Recruitment: Warrior Priest
  • (Level 2+ Only) Enables Recruitment: Witch Hunter
  • (Level 2 / 3 Only) Hero Recruit Rank: +2 / 4 for Warrior Priests
  • (Level 3 Only) Hero Recruit Rank: +4 for Witch Hunter
  • Reduction in Vampiric and Chaos Corruption: +6 / 9 / 12

Worship Buildings
Worship Level 1 / Worship Level 2
  • Required Settlement Level:
  • Create Cost: 4000 / 6000
  • Create Time: 3 / 4
  • Enables Recruitment: Warrior Priest
  • (Level 2 Only) Hero Recruit Rank: +2 for Warrior Priests
  • Reduction in Vampiric and Chaos Corruption: +6 / 9

Cult of Myrmidia Buildings
Archecclesiatium of Myrmidia
  • Required Settlement Level:
  • Create Cost: 16000
  • Create Time: 6
  • Enables Recruitment: Warrior Priest
  • Hero Recruit Rank: +2 for Warrior Priests
  • Public Order: +5
  • Public Order: +1 from established authority (faction wide)
  • Reduction in Vampiric and Chaos Corruption: +3

Battle Wizards Buildings
Altdorf Conclave of Battle Wizards / Altdorf Colleges of Magic
  • Required Settlement Level: 4 / 5
  • Create Cost: 10000 / 15000
  • Create Time: 4 / 6
  • Enables Hero Recruitment: Amber Wizard, Bright Wizard, Celestial Wizard, Light Wizard
  • Battle Wizard Hero Capacity: +1 / 2
  • Public Order: +10
  • Lord Recruit Rank: +2
  • (Altdorf Colleges of Magic Only) Hero Recruit Rank: +6 for Battle Wizards

Carpentry Upgrades Buildings
Woodworker's Shop
  • Required Settlement Level: 3
  • Create Cost: 4000
  • Create Time: 3
  • Recruitment Cost: -20% for Empire Crossbowmen and Spearmen recruits
  • Unit Experience: +3 for Empire Crossbowmen and Spearmen recruits

Cult of Ulric Buildings
Middenheim Great Temple of Ulric
  • Required Settlement Level: 5
  • Create Cost: 15000
  • Create Time: 6
  • Enables Hero Recruitment: Warrior Priest
  • Enables Hero Recruitment (faction wide): Witch Hunter
  • Hero Recruitment Rank for Witch Hunter & Warrior Priest: +6
  • Public Order: +4
  • Reduction in Vampiric and Chaos corruption: +15
  • Reduction in Vampiric and Chaos corruption for Adjacent Provinces: +4
  • Garrison Units: Greatswords x 2

Garrison Buildings
Guard House / City Watch
  • Required Settlement Level: 2 / 3
  • Create Cost: 1500 / 3000
  • Create Time: 2 / 3
  • Enemy Hero Action Success Chance: -10 / -15%
  • (City Watch Only) Adds Walls to the Settlement
Garrison
  • Pistoliers x 2 + Crossbowmen x 2 + Swordsmen x 2
  • Mortar x 1 + Outriders x 2 + Halberdiers x 2 + Handgunners x 2

Walls Buildings
Basic Walls / Tall Walls / Reinforced Walls
  • Required Settlement Level: 2 / 3 / 4
  • Create Cost: 2500 / 5000 / 7500
  • Create Time: 3 / 4 / 5
  • Empire Hero Action Success Chance: -10 / -15 / -20%
  • Leadership (when under Siege): +2 / 4 / 6
  • Siege Holdout Time: +1 / 2 / 3
  • Improved Tower Projectiles: Bullets / Cannon Balls / Clockwork Bombs
Garrison
  • Empire Knights x 2 + Crossbowmen x 2 + Spearmen (Shields) x 2 + Swordsmen x 2
  • Mortar x 1 + Empire Knights x 2 + Halberdiers x 2 + Handgunners x 2 + Swordsmen x 1
  • Mortar x 2 + Empire Knights x 2 + Greatswords x 2 + Handgunners x 2
Empire Buildings (Infrastructure)
Farm
Fields / Farm / Landed Estate
  • Required Settlement Level: 1 / 2 / 3
  • Create Cost: 500 / 1000 / 2000
  • Create Time: 1 / 2 / 3
  • Casualty Replenishment Rate: +2 / 3 / 4%
  • Growth: +20 / 30 / 40

Industry
Weaving House / Clothier / Tailors' Guild
  • Required Settlement Level: 1 / 2 / 3
  • Create Cost: 750 / 1500 / 2500
  • Create Time: 2 / 3 / 4
  • Income Generated: +250 / 375 / 500

Dye Production
Cinnabar Mining Pit / Cinnabar Mine / Drymaker
  • Required Settlement Level: 1 / 2 / 3
  • Create Cost: 750 / 1500 / 2500
  • Create Time: 2 / 3 / 4
  • Dye Generated: 28 / 42 / 64 ounces
  • Income Generated: +100 / 150 / 200

Wild Game Buildings
Hunting Camp / Hunting Lodge / Tannery
  • Required Settlement Level:
  • Create Cost: 500 / 1000 / 2000
  • Create Time: 1 / 2 / 3
  • Growth: +5 / 8 / 10
  • Fur Generated: 28 / 42 / 64 bundles

Gold Mining Buildings
Gold Mining Pit / Gold Mine / Gold Smelter
  • Required Settlement Level:
  • Create Cost: 500 / 1000 / 2000
  • Create Time: 3 / 4 / 5
  • Income Generated: +600 / 900 / 1200

Iron Mining Buildings
Iron Mining Pit / Iron Mine / Iron Smelter
  • Required Settlement Level:
  • Create Cost: 750 / 1500 / 2500
  • Create Time: 2 / 3 / 4
  • Income Generated: +750 / 1500 / 2500
  • Iron Generated: +28 / 42 / 64

Marble Quarry Buildings
Stone Cutter / Marble Quarry / Mason
  • Required Settlement Level:
  • Create Cost: 750 / 1500 / 2500
  • Create Time: 2 / 3 / 4
  • Income Generated: +100 / 150 / 200
  • Marble Generated: +28 / 42 / 64

Pastures Buildings
Cattle Pastures / Cow Pens / Cattle Ranch
  • Required Settlement Level: 1 / 2 / 3
  • Create Cost: 500 / 1000 / 2000
  • Create Time: 1 / 2 / 3
  • Casualty Replenishment Rate: +4 / 6 / 8%
  • Growth: +30 / 40 / 50

Pottery Production Buildings
Clay Pit / Pottery Maker / Kilns
  • Required Settlement Level: 1 / 2 / 3
  • Create Cost: 750 / 1500 / 2500
  • Create Time: 2 / 3 / 4
  • Income Generation: 100 / 150 / 200
  • Pottery Generation: +28 / 42 / 64

Saltmaking Buildings
Brine Mining Pit / Brine Mine / Saltworks
  • Required Settlement Level:
  • Create Cost: 750 / 1500 / 2500
  • Create Time: 2 / 3 / 4
  • Income Generation: 100 / 150 / 200
  • Salt Generation: +28 / 42 / 64

Woodlands Buildings
Woodman's Hut / Timber Mill / Lumberyard
  • Required Settlement Level: 1 / 2 / 3
  • Create Cost: 750 / 1500 / 2500
  • Create Time: 2 / 3 / 4
  • Income Generation: 100 / 150 / 200
  • Timber Generation: +28 / 42 / 64

Orchards Buildings
Orchards / Vineyard / Vintner
  • Required Settlement Level:
  • Create Cost: 750 / 1500 / 2500
  • Create Time: 2 / 3 / 4
  • Public Order: +3 / 4 / 5
  • Wine Generation: +28 / 42 / 64

Hostelry Buildings
Tap Room / Tavern / Coaching Inn
  • Required Settlement Level: 2 / 3 / 4
  • Create Cost: 15000
  • Create Time: 2 / 3 / 4
  • Income Generated: 1500 / 3000 / 4500
  • Public Order: +4 / 6 / 8

Bordeleaux Winemaking Buildings
Morceaux Valley Orchards / Morceaux Valley Vineyards / Morceaux Valley Vintners / Bordeleaux Valley Market
  • Required Settlement Level:
  • Create Cost: 500 / 1000 / 2000 / 3750
  • Create Time: 2 / 3 / 4 / 5
  • Public Order: +3 / 4 / 5 / 6
  • Growth: +20 / 30 / 40 / 50
  • Vine Generation: +42 / 64 / 96 / 144

Bretonnian Culture Buildings
Couronne Tournament Grounds
  • Required Settlement Level: 5
  • Create Cost: 15000
  • Create Time: 6
  • Income Generated: 1200
  • Unit Experience: +2 for cavalry unit recruits
  • Public Order: +10
  • Recruitable Units: Empire Knights
Garrison
  • Empire Knights x 3

Kislev Palace Buildings
Bokha Palace
  • Required Settlement Level:
  • Create Cost: 16000
  • Create Time: 6
  • Income from all buildings: +50% (all regions in this province)
  • Public Order: +10
  • Lord Recruit Rank: +2
Empire Technology
Rally Field
  • State Troop Sergeants - Unit experience: +2 for Empire infantry unit recruits
  • State Troop Standards - Leadership: +5 for Empire infantry units
  • State Troop Musicians - Speed: +5 for Empire infantry units

Barracks
  • Draft Irregulars - Upkeep: -5% for Empire infantry units
  • Supply Wagons - Global recruitment capacity: +1 & Local recruitment capacity: +1
  • Volley Fire - Reload time reduction: +15% for infantry units

Livery
  • Rally Lesser Nobles - Recruitment cost & Upkeep: -5% for Pistoliers and Outriders units
  • Warhorse Breeding - Vigour loss reduction for all cavalry units + Recruitment cost & Upkeep: -5% for Empire Knights and Reiksguard units
  • Mounted Musicians - Charge bonus: +10% for cavalry units & Speed: +5% for cavalry units

Menagerie
  • Knightly Preceptors - Unit experience: +2 for Empire Knights, Reiksguard and Demigryph unit recruits
  • Reiksguard Standard Bearers - Leadership: +5 for cavalry units
  • The Inner Circle - Melee attack & Melee defence: +5 for Empire Knights, Reiksguard and Demigyph units

Foundry
  • Mass-Produced Small Ammunition - Ammunition: +10% for Pistoliers, Outriders, Crossbowmen and Handgunners
  • Gunnery School Siege Masters - Leadership: +10 when laying/under siege & Enemy siege holdout time -1
  • Rifled Barrels - Missile damage: +10% for Pistoliers, Outriders and Handgunners

Engineer's Workshop
  • Veteran Gunners - Unit experience: +2 for Empire artillery and Steam Tank unit recruits
  • Imperial Architects - Construction cost: -10% for all buildings
  • Firing Drills - Reload time reduction: +15% for artillery & Ammunition: +20% for artillery

Blacksmith
  • State-Issued Infantry Armour - Armour: +10 for Empire infantry units excluding Greatswords
  • State-Issued Weapons - Weapon strength: +10% for Empire units with spears / swords
  • Improved Light Cavalry Armour - Armour: +10 for Pistoliers and Outrider units

Armoury
  • Improved Heavy Weapons - Weapon strength: +10% for Empire units with greatswords / halberds / lances
  • Full Plate Mail Forging - Armour: +5 for Greatswords, Empire Knights, Reiksguard and Demigryph units
  • Thick Tank Plating - Armour: +15 for Empire war machines units

Imperial Harbour
  • Fishing Fleet - Growth: +10
  • Mercantile Fleet - Additional tradable resources produced: +5% & Income from trade: +5% trade agreement tariffs
  • Sea Charts - Income form Ports: +10%

Temple of Sigmar
  • Purge Dark Cults - Reduction in Vampiric and Chaos corruption: +2
  • Divine Sanction - Public Order: +2
  • Ecclesial Writ - Hero action cost: -20% & Hero recruit rank: +2 for Warrior Priests / Witch Hunters & Leadership: +5 for Lords and embedded Heroes
Dwarf Units (Lords)
Thorgrim Grudgebearer
No Mount
Construction cost: -10% for Military Recruitment buildings
Upkeep: -10% for Longbeards and Hammerers units
  • Upkeep Cost: 300
  • Armour: 120
  • Leadership: 85
  • Speed: 30
  • Melee Attack: 50
  • Melee Defence: 60
  • Weapon Strength: 450
  • Charge Bonus: 22
  • Armoured
  • Melee Expert
  • 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.
Individual Sills
  • The Axe of Grimnir - Armour-piercing damage +12 & Bonus vs Large +4 & Melee attack +6 & Post-Battle loot amount +10% & Recruitment cost -10% & Upkeep -5% for all units
  • The Armour of Skaldour - Enemy Hero action success chance -10% & Armour +12 & Melee Defence +6 & Ward save 15% + Wound recovery time -1
  • The Dragon Crown of Karaz - Melee attack: +3 & Melee Defence +3 & Chance of intercepting an army using the Underway or the beast-paths: +10% & Public Order +5 & Unit experience +1 for Longbeards unit recruits & Attribute Immune to Psychology
  • The Great Book of Grudges - Passive ability: "The Great Book of Grudges" & Melee attack +3 & Melee Defence +3 & Upkeep -5% for all units & reduction in Vampiric and Chaos corruption +5

  • High King - Passive Ability "High King"

  • Obdurate - Leadership: +2 / 5 / 9

Ungrim Ironfist
No Mount
Recruitment cost: -25% for Slayers units
Upkeep: -50% for Slayers units
  • Upkeep Cost: 300
  • Armour: 120
  • Leadership: 100
  • Speed: 32
  • Melee Attack: 70
  • Melee Defence: 35
  • Weapon Strength: 430
  • Charge Bonus: 50
  • Armoured
  • Melee Expert
  • Armour-Piercing
  • Charge Defence vs Large - When bracing, this unit negates the charge bonus of any large attacker.
  • 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
  • Unbreakable - This unit does not suffer any form of leadership loss and will never rout
Individual Sills
  • The Slayer Crown - Armour +8 & Melee attack +3 & Melee defence +3 & Unit experience +1 for Slayers unit recruits & Chance of intercepting an army using the underway or the beast-paths +10% & Public Order +5 & Reduction in Vampiric and Chaos corruption +5
  • Dragon Cloak of Fyrskar - Enemy Hero action success chance -10% & Melee defence +5 & Ward save 20% & Fire resistance 20% & Wound recovery time -1
  • Axe of Dargo - Ability "Axe of Dargo" & Melee attack +6 & Post-battle loot amount +10% Recruitment cost -10% & Upkeep -5% for all units

  • Slayer King - Melee attack +3 / 6 / 9 for Slayers units (Lord's army)
  • Slayer - Melee attack +3 / 6 / 9
  • Daemon Slayer - Melee attack +5 / 10 / 15 versus Chaos and Norsca
  • Dragon Slayer - Bonus vs Large +5 / 10 / 15

  • Deathblow - Ability "Deathblow"

Lord
No Mount
  • Upkeep Cost: 250
  • Armour: 120
  • Leadership: 75
  • Speed: 32
  • Melee Attack: 45
  • Melee Defence: 60
  • Weapon Strength: 420
  • Charge Bonus: 18
  • Armoured & Shielded
  • Melee Expert
  • Expert Charge Defence - When bracing, this unit negates the charge bonus of any attacker.
  • 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
Individual Sills
  • Obdurate - Leadership +2 / 5 / 9
Dwarf Units (Lord's Skills)
Lord's Skills
  • Inspiring Presence - Character's aura leadership effect +5
  • Lord of the Deeps - Leadership +3 / 7 / 12 during subterranean siege & intercept battles (Lord's army)
  • Axe Lord - Melee defence: +3 / 7 / 12 for Dwarf Warriors and Miners units (Lord's army) & Melee attack: +0 / 7 / 12 for Dwarf Warriors and Miners units (Lord's army)
  • Tactician - Ammunition: +3 / 7 / 12% for Quarrellers, Thunderers and Grudge Thrower units (Lord's army) & Missile Damage: +0 / 7 / 12% for Quarrellers, Thunderers and Grudge Thrower units (Lord's army)
  • Obstinacy - Vigour loss reduction: Small / Medium / Large (Lord's army)
  • Rally! - Ability "Rally!"
  • Brass-Lunged - Aura size +10 / 20 / 40%
  • Grimnir's Heirs - Melee defence: +3 / 7 / 12 for Longbeards, Hammerers, Ironbreakers and Slayers units (Lord's army) & Melee attack: +0 / 7 / 12 for Longbeards, Hammerers, Ironbreakers and Slayers units (Lord's army)
  • Thunderer - Ammunition: +3 / 7 / 12% for Irondrakes, Cannon, Flame Cannon and Organ Gun units (Lord's army) & Missile Damage: +0 / 7 / 12% for Irondrakes, Cannon, Flame Cannon and Organ Gun units (Lord's army)
  • Thwoppa, Thwoppa - Armour: +3 / 8 / 14 for Gurocopter and Gyrobomber units (Lord's army) & Missile Damage: +0 / 7 / 12% for Gurocopter and Gyrobomber units (Lord's army)
  • Stand Your Ground! - Replaces "Rally!" with "Stand Your Ground!"

  • Route Marcher - Campaign movement range +10%
  • Miner's Instinct - Chance of intercepting an arrmy using the Underway or the beast-paths +6 / 16 / 30%
  • Wall Breaker - Enemy siege holdout time -1 & Attrition suffered by defender +0 / 8 / 15% when laying siege (local region)
  • Pure-Beard - Reduction in Vampiric and Chaos corruption +1 / 2 / 3 (local province)
  • Mason - Construction cost: -2 / -5 / -9% for Province Capital/Settelment buildings (local region)
  • Iron-Willed - Wound recovery time -1
  • Lightning Strike - Enables lightning strike battles when reinforcements are present & Reinforcement range +0 / 10 / 20% (Lord's army)
  • Reassuring Presence - Attrition -3 / -8 / -15% casualties suffered from all attrition (Lord's army)
  • Inspirational Leader - Casualty replenishment rage +3 / +8 / +15% (Lord's army)
  • Alert - Ambush defence chance +6 / 16 / 30% (Lord's army) & Chance of intercepting an army using the Underway or the beast-paths +0 / 5 / 10%
  • Enquiring Mind - Research rate +10% (factionwide)

  • Full Plate Armour - Armour +6
  • Hard To Hit - Melee defence +2 / 5 / 9
  • Scarred Veteran - Hit Points +6 / 16 / 30%
  • Foe-Seeker - Ability "Foe-seeker"
  • Wound-Maker - Weapon strength +6 / 16 / 30%
  • Blade Master - Melee attack +2 / 5 / 9
  • Blade Shield - Melee defence +4 / 10 / 18
  • Deadly Onslaught - Ability "Deadly Onslaught"

Lord AND Hero Skills
  • Ancestral Grudge - Weapon strength +3 / 8 / 15% versus Greenskins
  • Resolute - Charge bonus +2 / 5 / 9
  • Relentless - Speed +3 / 8 / 15%
  • Rune of Grimnir - Missile resistance: 10%
Dwarf Units (Heroes)
Thane
No Mount
  • Upkeep Cost: 250
  • Armour: 120
  • Leadership: 70
  • Speed: 32
  • Melee Attack: 45
  • Melee Defence: 50
  • Weapon Strength: 375
  • Charge Bonus: 25
  • Armoured & Shielded
  • Ballistics Expert
  • 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
Individual Sills
  • Martial - Inspire Populace action: Public Order is increased by an additional 1 - Deploy: Own province
  • Patrol Ambusher - Assault Units action: +4 / 10 / 18% casualties inflicted - Target: Foreign army
  • Authoritarian - Discourage Populace action: Public Order is modified by an additional -1 / -2 / -3 - Deploy: Foreign province
  • Defender - Siege holdout time +1 / 2 / 3 (local region)
  • Inspirational - Recruitment cost -3 / -8 / -15% (forces in local owned region)
  • Champion - Assassinate action +8% chance of killing target - Target: Any foreign character
  • Exemplar - Unit experience +1 / 2 / 3 for all recruits (forces in local owned region)
  • Barrack Raider - Assault Garrison action: Additional 5% casualties inflicted - Target: Foreign settlement
  • Drill Master - Action: Training -Target: Own army & Training action: Experience per turn is increased by an additional +0 / 10 / 15
  • Steadfast - Enemy siege holdout time -1 / -2 / -3 (local region)
  • Hardy - Wound recovery time -1

  • Blade Master - Melee attack +5
  • Devastating Charge - Charge bonus +6 / 16 / 30
  • Thick-Skinned - Armour +3 / 8 / 15
  • Hard to Hit - Melee defence +2 / 5 / 9
  • Deadly Blade - Melee attack +2 / 5 / 9
  • Foe-Seeker - Ability "Foe-seeker"
  • Wound-Maker - Weapon strength +3 / 8 / 15
  • Scarred Veteran - Hit Points +6 / 16 / 30%
  • Indomitable - Leadership +2 / 5 / 9
  • Blade Shield - Melee defence +2 / 5 / 9
  • Deadly Onslaught - Ability "Deadly Onslaught"

  • Iron-Willed Defiance - Reduction in Vampiric and Chaos corruption +1 / 2 / 3 (local province)
  • Full Plate Armour - Armour +6 / 16 / 30

Master Engineer
No Mount
  • Upkeep Cost: 250
  • Armour: 120
  • Leadership: 72
  • Speed: 32
  • Melee Attack: 38
  • Melee Defence: 30
  • Weapon Strength: 280
  • Charge Bonus: 14
  • Ammunition: 45
  • Range: 135
  • Missile Damage: 334
  • Armour-Piercing
  • Armoured
  • Ballistics Expert
  • 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
Individual Sills
  • Master of Works - Knuckle Down action: Construction cost is modified by an additional -10% - Deploy: Own province
  • Prospector - Additional tradable resources produced: +2 / 5 / 9% (factionwide)
  • Saboteur - Tinker action: Ammunition is modified by an additional -5 / 10 / 15% - Deploy: Foreign province
  • Karak Blood - Reduction in Vampiric and Chaos corruption +1 / 2 / 3 (local province)
  • Damage Control - Siege holdout time +1 / 2 / 3 (local region)
  • Hardy - Wound recovery time -1
  • Time & Motion - Hero action cost -3 / 8 / 15%
  • Logistical Engineer - Action: Heavy Lifting - Target: Own army & Heavy Lifting action: movement range is increased by an additional +0 / 5 / 10% - Target: Own army
  • Confounder - Sabotage action: Movement range is modified by an additional -3 / -8 / -15% - Target: Foreign army
  • Underminer - Damage Walls action: +1 / 2 / 3 wall breaches - Target: Foreign settlement
  • Deadly Contraptions - Assassinate action: Additional 8% chance of killing target - Target: Any foreign character

  • Standardised Firing Drill - Reload time reduction: +8% for artillery & infantry units - (Hero's army)
  • Requisition - Ammunition +3 / 7 / 12% for artillery & missile infantry (Hero's army)
  • Technical Enhancements - Armour +3 / 8 / 15
  • Triangulation - Missile damage +3 / 7 / 12% for artillery & missile infantry units (Hero's army)
  • Dead Eye - Range +3 / 8 / 15%
  • Ballistics Calibration - Ability "Ballistics Calibration"
  • Overseer - Aura size: +10 / 20 / 40%
  • Defensive Coordinator - Reload time reduction: +3 / 8 / 15% for towers in siege battles (Hero's army)
  • Ballistics Instructor - Range +2 / 5 / 9% for artillery (Hero's army)
  • Sapper - Speed: +3 / 8 / 15% for artillery & missile infantry units (Hero's army)
  • Extra Powder - Passive ability: "Extra Powder"

Runesmith
No Mount
  • Upkeep Cost: 250
  • Armour: 120
  • Leadership: 70
  • Speed: 32
  • Melee Attack: 40
  • Melee Defence: 32
  • Weapon Strength: 320
  • Charge Bonus: 16
  • Armoured
  • Runic Magic
  • 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
Individual Sills
  • Rune of Shielding - Runic Seal action: Enemy Hero success chance is modified by an additional -10% Deploy: Own province
  • Rune of Fortitude - Public Order +1 / 2 / 3 (local province)
  • Stalwart Rune - Growth +8 / 20 / 36 (local province)
  • Rune of Warding - Reduction in Vampiric and Chaos corruption +1 / 2 / 3 (local province)
  • Ancestor Rune - Runic Protection action: Chaos and Vampiric corruption is reduced by an additional 1 / 2 / 3 - Deploy: Foreign province
  • Rune of Preservation - Wound recovery time -1
  • Master Rune of Valaya - Enemy Winds of Magic power reserve -2 / -5 / -9 (local region)
  • Master Rune of Immolation - Damage Settlement action: +5 / 15 / 30% damage caused - Target: Foreign settlement
  • Rune of Spellbreaking - Action: Awareness - Target: Own army
  • Master Rune of Breaking - Block Magic action Winds of Magic power reserve is modified by -2 / -5 / -9 Target Foreign army
  • Dreng Rkunki - Assassinate action: Additional 7% chance of killing target - Target: Any foreign character

  • Rune of Hearth & Home - Character's aura leadership effect +5
  • Rune of Oath & Steel - Ability "Rune of Oath & Steel"
  • Damping - Enemy Winds of magic power reserve -2 / -5 / -9 (local region)
  • Strike the Runes - Cooldown: -3 / -8 / -15% to Rune abilities (Hero's army)
  • Forgefire - Passive ability "Forgefire"
  • Rune of Wrath & Ruin - Ability "Rune of Wrath & Ruin"
  • Rune of Striking - Grants Rune "Rune of Striking" & Melee attack +6
  • Rune of Might - Grants Rune "Rune of Might" & Weapon strength +6%
  • Rune of Parrying - Grants Rune "Rune of Parrying" & Melee defence +6
  • Rune of Fury - Grants Rune "Rune of Fury" & Charge bonus +5
  • Rune of Negation - Ability "Rune of Negation"
Dwarf Units (Infantry)
Dwarf Warriors
Axe Infantry
  • Recruitment Cost - 475
  • Upkeep Cost - 119
  • Armour - 80
  • Leadership - 70
  • Speed - 28
  • Melee Attack - 22
  • Melee Defence - 38
  • Weapon Strength - 28
  • Charge Bonus - 9
  • Armoured & Shielded
  • Charge Defence vs Large - When bracing, this unit negates the charge bonus of any large attacker
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Sparring Chamber

Dwarf Warriors (Great Weapons)
Great Axe Infantry
  • Recruitment Cost - 525
  • Upkeep Cost - 131
  • Armour - 80
  • Leadership - 70
  • Speed - 28
  • Melee Attack - 20
  • Melee Defence - 26
  • Weapon Strength - 28
  • Charge Bonus - 16
  • Armoured
  • Armour-Piercing
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Sparring Chamber
  • Armoury

Hammers
Hammer Infantry
  • Recruitment Cost - 1200
  • Upkeep Cost - 300
  • Armour - 95
  • Leadership - 80
  • Speed - 28
  • Melee Attack - 44
  • Melee Defence - 28
  • Weapon Strength - 50
  • Charge Bonus - 16
  • Armoured
  • Damage Dealer
  • Armour-Piercing
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Hall of Oaths
  • Gromril Forge

Ironbreakers
Axe Infantry
  • Recruitment Cost - 1300
  • Upkeep Cost - 325
  • Armour - 120
  • Leadership - 85
  • Speed - 26
  • Melee Attack - 30
  • Melee Defence - 68
  • Weapon Strength - 30
  • Missile Damage - 55
  • Ammunition - 2
  • Charge Bonus - 8
  • Armoured & Shielded
  • Can't Attack Air
  • Special Ranged Weapon
  • Charge Defence vs All - When bracing, this unit negates the charge bonus of any attacker
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Hall of Oaths
  • Gromril Forge

Longbeards
Axe Infantry
  • Recruitment Cost - 650
  • Upkeep Cost - 162
  • Armour - 95
  • Leadership - 76
  • Speed - 26
  • Melee Attack - 30
  • Melee Defence - 47
  • Charge Bonus - 12
  • Armoured & Shielded
  • Old Grumblers
  • Special Ranged Weapon
  • 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.
  • Immune to Psychology - The unit is immune to psychological attacks (fear and terror)
  • Charge Defence vs Large - When bracing, this unit negates the charge bonus of any large attacker
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Mustering Hall

Longbeards
Great Axe Infantry
  • Recruitment Cost - 750
  • Upkeep Cost - 188
  • Armour - 95
  • Leadership - 76
  • Speed - 26
  • Melee Attack - 28
  • Melee Defence - 35
  • Charge Bonus - 18
  • Armoured
  • Armour-Piercing
  • Old Grumblers
  • Encourage - This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will recieve the larger of the two bonuses.
  • Immune to Psychology - The unit is immune to psychological attacks (fear and terror)
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Mustering Hall
  • Armoury

Miners
Pickaxe Infantry
  • Recruitment Cost - 350
  • Upkeep Cost - 88
  • Armour - 80
  • Leadership - 68
  • Speed - 28
  • Melee Attack - 18
  • Melee Defence - 18
  • Charge Bonus - 6
  • Armoured
  • Armour-Piercing
  • Good Against Gates
  • Vanguard Deployment
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Sparring Chamber

Miners (Blasting Charges)
Pickaxe Infantry
  • Recruitment Cost - 425
  • Upkeep Cost - 106
  • Armour - 80
  • Leadership - 68
  • Speed - 28
  • Melee Attack - 18
  • Melee Defence - 18
  • Missile Damage - 55
  • Ammunition - 1
  • Range - 55
  • Charge Bonus - 6
  • Armoured
  • Armour-Piercing
  • Good Against Gates
  • Special Ranged Weapon
  • Vanguard Deployment
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Sparring Chamber
  • Gunsmith's Forge

Slayers
Axe Infantry
  • Recruitment Cost - 1000
  • Upkeep Cost - 250
  • Armour - 0
  • Leadership - 100
  • Speed - 40
  • Melee Attack - 38
  • Melee Defence - 32
  • Charge Bonus - 26
  • Anti-Large
  • Deathblow
  • Fast (For a Dwarf)
  • Whirling Axes
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
  • Unbreakable - This unit does not suffer any form of leadership loss and will never rout
Requirements
  • Slayer Shrine OR Great Slayer Shrine of Karak Kadrin
  • Armoury
Dwarf Units (Missile Infantry)
Irondrakes
Flamethrower Infantry
  • Recruitment Cost - 900
  • Upkeep Cost - 225
  • Armour - 120
  • Leadership - 85
  • Speed - 26
  • Melee Attack - 20
  • Melee Defence - 27
  • Weapon Strength - 28
  • Missile Damage - 139
  • Ammunition - 25
  • Range - 80
  • Charge Bonus - 6
  • Armoured
  • Anti-Infantry
  • Weak Against Armour
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Foundry
  • Engineer's Workshop

Irondrakes (Trollhammer Torpedo)
Torpedo Launcher Infantry
  • Recruitment Cost - 1100
  • Upkeep Cost - 275
  • Armour - 120
  • Leadership - 85
  • Speed - 26
  • Melee Attack - 20
  • Melee Defence - 27
  • Weapon Strength - 18
  • Missile Damage - 82
  • Ammunition - 20
  • Range - 90
  • Charge Bonus - 6
  • Anti-Large
  • Armour-Piercing Missiles
  • Armoured
  • Low Rate of Fire
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Foundry
  • Engineer's Guild Hall

Quarrellers
Missile Infantry
  • Recruitment Cost - 575
  • Upkeep Cost - 144
  • Armour - 80
  • Leadership - 66
  • Speed - 28
  • Melee Attack - 16
  • Melee Defence - 28
  • Weapon Strength - 28
  • Missile Damage - 21
  • Ammunition - 22
  • Range - 155
  • Charge Bonus - 4
  • Armoured & Shielded
  • Decent Melee Combatant
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Clan Barracks

Quarrellers (Great Weapons)
Missile Infantry
  • Recruitment Cost - 650
  • Upkeep Cost - 162
  • Armour - 80
  • Leadership - 66
  • Speed - 28
  • Melee Attack - 16
  • Melee Defence - 18
  • Weapon Strength - 26
  • Missile Damage - 21
  • Ammunition - 22
  • Range - 155
  • Charge Bonus - 12
  • Armoured
  • Armour-Piercing Melee
  • Decent Melee Combatant
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Clan Barracks
  • Armoury

Thunderers
Missile Infantry
  • Recruitment Cost - 700
  • Upkeep Cost - 175
  • Armour - 80
  • Leadership - 66
  • Speed - 28
  • Melee Attack - 20
  • Melee Defence - 28
  • Weapon Strength - 28
  • Missile Damage - 16
  • Ammunition - 22
  • Range - 135
  • Charge Bonus - 4
  • Armoured & Shielded
  • Armour-Piercing Missiles
  • Decent Melee Combatant
  • Hide (forest) - This unit can hide in forests unit enemy units get too close
Requirements
  • Gunsmith's Forge
Dwarf Units (Artillery & War Machines)
Cannon
Siege Artillery
  • Recruitment Cost - 800
  • Upkeep Cost - 200
  • Armour - 40
  • Leadership - 66
  • Speed - 20
  • Melee Attack - 12
  • Melee Defence - 17
  • Weapon Strength - 28
  • Missile Damage - 192
  • Ammunition - 22
  • Range - 420
  • Charge Bonus - 2
  • Anti-Large
  • Armour-Piercing Missiles
  • Cannot Run
Requirements
  • Gunsmith's Forge

Flame Cannon
Field Gun
  • Recruitment Cost - 1400
  • Upkeep Cost - 350
  • Armour - 40
  • Leadership - 66
  • Speed - 20
  • Melee Attack - 12
  • Melee Defence - 17
  • Weapon Strength - 28
  • Missile Damage - 267
  • Ammunition - 25
  • Range - 150
  • Charge Bonus - 2
  • Anti-Infantry
  • Cannot Run
Requirements
  • Hangar
  • Engineers' Guild Hall

Grudge Thrower
Catapult
  • Recruitment Cost - 700
  • Upkeep Cost - 175
  • Armour - 40
  • Leadership - 66
  • Speed - 20
  • Melee Attack - 12
  • Melee Defence - 17
  • Weapon Strength - 28
  • Missile Damage - 148
  • Ammunition - 22
  • Range - 440
  • Charge Bonus - 2
  • Anti-Infantry
  • Armour-Piercing Missiles
  • Cannot Run
Requirements
  • Siege Workshop

Organ Gun
Field Gun
  • Recruitment Cost - 1000
  • Upkeep Cost - 250
  • Armour - 40
  • Leadership - 66
  • Speed - 20
  • Melee Attack - 12
  • Melee Defence - 17
  • Weapon Strength - 28
  • Missile Damage - 203
  • Ammunition - 96
  • Range - 275
  • Charge Bonus - 2
  • Armour-Piercing Missiles
  • Cannot Run
Requirements
  • Foundry
  • Engineer's Workshop

Gyrobomber
Flying War Machine
  • Recruitment Cost - 1150
  • Upkeep Cost - 287
  • Armour - 100
  • Leadership - 66
  • Speed - 90
  • Melee Attack - 40
  • Melee Defence - 4
  • Weapon Strength - 84
  • Missile Damage - 312
  • Ammunition - 210
  • Range - 120
  • Charge Bonus - 30
  • Anti-Infantry
  • Armour-Piercing Missiles
  • Armoured
  • Ability: Gyrobomber Bomb
Requirements
  • Hangar
  • Engineer's Guild Hall

Gyrocopter
Flying War Machine
  • Recruitment Cost - 700
  • Upkeep Cost - 175
  • Armour - 100
  • Leadership - 66
  • Speed - 110
  • Melee Attack - 30
  • Melee Defence - 6
  • Weapon Strength - 66
  • Missile Damage - 68
  • Ammunition - 28
  • Range - 70
  • Charge Bonus - 25
  • Anti-Infantry
  • Armoured
  • Poor Accuracy
  • Ability: Gyrocopter Bomb
Requirements
  • Foundry

Gyrocopter (Brimstone Gun)
Flying War Machine
  • Recruitment Cost - 800
  • Upkeep Cost - 200
  • Armour - 100
  • Leadership - 66
  • Speed - 110
  • Melee Attack - 30
  • Melee Defence - 6
  • Weapon Strength - 66
  • Missile Damage - 99
  • Ammunition - 24
  • Range - 100
  • Charge Bonus - 25
  • Anti-Large
  • Armour-Piercing Missiles
  • Armoured
  • Ability: Gyrocopter Bomb
Requirements
  • Foundry
  • Engineer's Workshop
Dwarf Buildings (Capital, Military Rec/Sup)
Karaz-a-Karak Buildings
Ruined Karaz-a-Karak / Karaz-a-Karak (Mining Settlement) / Karaz-a-Karak (Outpost) / Karaz-a-Karak (Dwarf Keep) / Karaz-a-Karak (Dwarfhold) / Karaz-a-Karak (Great Hold)
  • Surplus Cost: 0 / 0 / 1 / 2 / 4 / 5
  • Create Cost: 0 / 800 / 1600 / 3200 / 4800 / 7200
  • Create Time: 1 / 2 / 3 / 4 / 5 / 6
  • Construction Slots: 0 / 1 / 2 / 3 / 4 / 5
  • Income from all buildings +0 / 30 / 35 / 40 / 45 / 50% (province)
  • Income from all buildings +0 / 15 / 18 / 20 / 23 / 25% (adjacent province)
  • Income Generation: +0 / 100 / 150 / 200 / 250 / 300
  • Growth: +0 / 10 / 20 / 30 / 40 / 50
  • Public Order: +0 / 1 / 2 / 3 / 4 / 5
  • Adds X Turns of Siege Holdout to Province Capitals: +0 / 2 / 2 / 2 / 2 / 2
Garrison
  • None
  • Dwarf Warriors x 3 + Hammerers x 2 + Miners x 3 + Quarrellers x 4
  • Grudge Thrower x 1 + Hammerers x 2 + Longbeards x 3 + Miners x 3 + Quarrellers x 3 + Thunderers x 2
  • Grudge Thrower x 2 + Dwarf Warriors x 3 + Hammerers x 2 + Longbeards x 3 + Quarrellers (Great Weapons) x 3 + Thunderers x 3
  • Grudge Thrower x 2 + Organ Gun x 1 + Hammerers x 2 + Ironbreakers x 3 + Longbeards x 3 + Quarrellers (Great Weapons) x 3 + Slayers x 1 + Thunderers x 3
  • Grudge Thrower x 2 + Organ Gun x 2 + Hammerers x 3 + Ironbreakers x 4 + Quarrellers (Great Weapons) x 4 + Slayers x 2 + Thunderers x 3

Major Settlement
Ruined Dwarfhold / Dwarf Mining Colony / Dwarf Outpost / Dwarf Keep / Dwarfhold / Great Hold

Ruined Karak Drazh / Karak Drazh (Mining Settlement) / Karak Drazh (Outpost) / Karak Drazh (Dwarf Keep) / Karak Drazh (Dwarfhold) / Karak Drazh (Great Hold)
  • Surplus Cost: 0 / 0 / 1 / 2 / 4 / 5
  • Create Cost: 0 / 800 / 1600 / 3200 / 4800 / 7200
  • Create Time: 1 / 2 / 3 / 4 / 5 / 6
  • Construction Slots: 0 / 1 / 2 / 3 / 4 / 5
Basic
  • Income Generation: +0 / 80 / 120 / 160 / 200 / 240
  • Growth: +0 / 5 / 7 / 10 / 13 / 15
  • Adds X Turns of Siege Holdout to Province Capitals: +0 / 2 / 2 / 2 / 2 / 2
Karak Drazh
  • Income Generation: +0 / 100 / 150 / 200 / 250 / 300
  • Growth: +0 / 10 / 20 / 30 / 40 / 50
  • Local recruitment capacity: +0 / 0 / 0 / 0 / 1 / 1
Garrison
  • None
  • Dwarf Warriors x 3 + Miners x 2 + Quarrellers x 3
  • Dwarf Warriors x 2 + Miners x 2 + Quarrellers x 2 + Thunderers x 2
  • Longbeards x 3 + Miners x 1 + Quarrellers x 2 + Thunderers x 2
  • Longbeards x 2 + Longbeards (Great Weapons) x 2 + Quarrellers x 2 + Thunderers x 2
  • Longbeards x 2 + Longbeards (Great Weapons) x 2 + Quarrellers x 2 + Thunderers x 2

Minor Settlement
Ruined Dwarfhold / Dwarf Mining Colony / Dwarf Outpost / Dwarf Keep
  • Surplus Cost: 0 / 0 / 1 / 2
  • Create Cost: 0 / 800 / 1600 / 3200
  • Create Time: 1 / 2 / 3 / 4
  • Construction Slots: 0 / 1 / 2 / 3
  • Income Generation: +0 / 80 / 120 / 160
  • Growth: +0 / 5 / 7 / 10
  • Adds X Turns of Siege Holdout to Province Capitals: +0 / 2 / 2 / 2
Garrison
  • None
  • Dwarf Warriors x 2 + Miners x 3
  • Dwarf Warriors x 1 + Miners x 3 + Quarrellers x 2
  • Longbeards x 2 + Miners x 2 + Quarrellers x 2

Port
Ruined Docks / Dwarf Wharf / Dwarf Docks / Dwarf Shipyard
  • Surplus Cost: 0 / 0 / 2 / 5
  • Create Cost: 0 / 1000 / 4000 / 9000
  • Create Time: 1 / 1 / 3 / 5
  • Income Generation: +0 / 200 / 400 / 800
  • Growth: +0 / 10 / 20 / 30

Barracks Buildings
Sparring Chamber / Clan Barracks / Mustering Hall
  • Create Cost: 1000 / 2000 / 4000
  • Create Time: 1 / 2 / 3
  • Growth: +15 / 22 / 30 / 38
  • (Mustering Hall Only) Enables Hero recruitment: Thane
Unlocks Units
  • Dwarf Warriors + Dwarf Warriors (Great Weapons) + Miners + Miners (Blasting Charges)
  • Quarrellers + Quarrellers (Great Weapons)
  • Longbeards + Longbeards (Great Weapons)

Royal Guard Buildings
Royal Guard
  • Create Cost: 7500
  • Create Time: 4
  • Thane Hero capacity +1
  • Enables Hero recruitment: Thane
  • Hero recruit rank +3 for Thanes
Unlocks Units
  • Hammerers + Ironbreakers

Guild Workshops Buildings
Siege Workshop / Gunsmith's Forge / Foundry / Hangar
  • Create Cost: 2500 / 5000 / 7500 / 11250
  • Create Time: 2 / 3 / 4 / 5
Unlocks Units
  • Grudge Thrower
  • Cannon + Thunderers
  • Organ Gun + Ironbreakers + Ironbreakers (Trollhammer Torpedo) + Gyrocopter + Gyrocopter (Brimstone Gun)
  • Flame Cannon + Gyrobomber

Engineering Buildings
Engineer's Workshop / Engineers' Guild Hall
  • Create Cost: 7500 / 11250
  • Create Time: 4 / 5
  • Enables Hero Recruitment: Master Engineer
  • (Guild Hall Only) Master Engineer Hero Capacity +1
  • (Guild Hall Only) Hero recruit rank: +4 for Master Engineers
  • Research rate: +4 / 8%

Metal Upgrades Buildings
Arsenal
  • Create Cost: 4000
  • Create Time: 3
  • Recruitment cost: -20% for all dwarf melee units recruits
  • Unit Experience: +3 for Miners, Dwarf Warriors, Hammerers, Ironbreakers, Longbeards

Blackpowder Upgrades Buildings
Powder Hall
  • Create Cost: 4000
  • Create Time: 3
  • Recruitment cost: -20% for Dwarf blackpowder and firebased unit recruits
  • Unit Experience: +3 for Dwarf blackpowder and firebased unit recruits

Slayer Cult Buildings
Slayer Shrine / Monument of Grimnir
  • Create Cost: 10000 / 15000
  • Create Time: 4 / 5
  • Reduction in Vampiric and Chaos corruption +3 / 5
  • (Monument of Grimnir Only)Unit experience +2 for Slayers unit recruits
Unlocks Units
  • Slayers

Smithy Buildings
Armoury / Gromril Forge / Runeforge
  • Create Cost: 4000 / 6000 / 9000
  • Create Time: 3 / 4 / 5
  • (Gromril Forge & Runeforge) Enables Hero Recruitment Runesmith
  • Local recruitment capacity +1
  • (Runeforge) Runesmith Hero capacity +1
  • (Runeforge) Hero recruit rank +4 for Runesmiths
  • (Runeforge) Global recruitment capacity +1
Unlocks Units
  • Slayers

Home of the Slayer Cult Buildings
Great Slayer Shrine of Karak Kadrin
  • Create Cost: 15000
  • Create Time: 6
  • Unit Experience +2 for infantry & Slayer unit recruits
  • Reduction in Vampiric and Chaos corruption +6
  • Reduction in Vampiric and Chaos corruption +3 (adjacent provinces)
Garrison
  • Slayers x 4
Unlocks Units
  • Slayers
Dwarf Buildings (Defence, Infrastructure)
Garrison Buildings
Watch Room / Guard Hall
  • Create Cost: 1500 / 3000
  • Create Time: 2 / 3
  • Enemy Hero action success chance -10 / -15%
  • (Guard Hall) Adds walls to the settlement
Garrison
  • Grudge Thrower x 1 + Dwarf Warriors (Great Weapons) x 2 + Quarrellers (Great Weapons) x 3
  • Cannon x 1 + Grudge Thrower x 1 + Dwarf Warriors (Great Weapons) x 2 + Quarrellers (Great Weapons) x 3

Walls Buildings
Gate / Reinforced Gate / Runic Gate
  • Create Cost: 2500 / 5000 / 7500
  • Create Time: 3 / 4 / 5
  • Enemy Hero action success chance -10 / -15 / -20%
  • Leadership when under siege +2 / 4 / 6
  • Siege holdout time +1 / 2 / 3
  • Improved Tower Projectiles: Bullets / Cannon Balls / Fused Beer Kegs
Garrison
  • Grudge Thrower x 1 + Dwarf Warriors x 3 + Dwarf Warriors (Great Weapons) x 2 + Quarrellers (Great Weapons) x 2
  • Grudge Thrower x 1 + Longbeards (Great Weapons) x 2 + Quarrellers (Great Weapons) x 2 + Thunderers x 3
  • Organ Gun x 1 + Ironbreakers x 2 + Irondrakes x 1 + Slayers x 1 + Thunderers x 3

Farm Buildings
Barley Field / Granary / Stone Bread Bakery / Bakers' Guild Hall
  • Create Cost: 500 / 1000 / 2000 / 3000
  • Create Time: 1 / 2 / 3 / 4
  • Casualty replenishment rate: +2 / 3 / 4 / 5%
  • Growth: +15 / 22 / 30 / 38

Industry Buildings
Trinket Maker / Dwarf Tinkerer's Shop / Toolmaker's Workshop / Toolmakers' Guild Hall
  • Create Cost: 650 / 1300 / 2200 / 3200
  • Create Time: 1 / 2 / 3 / 4
  • Income Generated: 200 / 300 / 400 / 600

Brewing Buildings
Ale Store / Dwarf Brewery / Renowned Brewery / Brewmaster's Kettles
  • Create Cost: 750 / 1500 / 2500 / 3500
  • Create Time: 2 / 3 / 4 / 5
  • Growth: 15 / 22 / 30 / 38
  • Public Order: 3 / 4 / 5 / 6
  • Income Generated: 200 / 300 / 400 / 600
  • Dwarf Beer resources: 28 / 42 / 64 / 96 kegs

Cinnabar Mining Buildings
Cinnabar Mining Pit / Cinnabar Mine / Dye-Makers' Plant / Dyers' Guild Hall
  • Create Cost: 750 / 1500 / 2500 / 3500
  • Create Time: 1 / 2 / 3 / 4
  • Income Generated: 200 / 300 / 400 / 600
  • Dyes Resource Production: 28 / 42 / 64 / 96 ounces

Wild Game Buildings
Hunting Lodge / Hunting Camp / Tannery / Leatherworkers' Guild Hall
  • Create Cost: 600 / 1200 / 2200 / 3200
  • Create Time: 1 / 2 / 3 / 4
  • Casualty replenishment rate: +2 / 3 / 4 / 5%
  • Growth: 15 / 22 / 30 / 38
  • Furs Resource Production: 28 / 42 / 64 / 96 ounces

Gem Mining Buildings
Gem Mineshaft / Gem Mine / Gemcutter's Workshop / Gemcutters' Guild Hall
  • Create Cost: 1000 / 2000 / 4000 / 6000
  • Create Time: 3 / 4 / 5 / 6
  • Income Generated: 300 / 450 / 600 / 900
  • Gemstones Resource Production: 28 / 42 / 64 / 96 sacks

Gold Mining Buildings
Gold Mining Pit / Gold Mine / Gold Smelter / Goldsmiths' Guild Hall
  • Create Cost: 1000 / 2000 / 4000 / 6000
  • Create Time: 3 / 4 / 5 / 6
  • Income Generated: 600 / 900 / 1200 / 1800

Iron Mining Buildings
Iron Mining Pit / Iron Mines / Iron Smelter / Iron Miners' Guild Hall
  • Create Cost: 1000 / 2000 / 4000 / 6000
  • Create Time: 1 / 2 / 3 / 4
  • Income Generated: 100 / 150 / 200 / 300
  • Gemstones Resource Production: 28 / 42 / 64 / 96 ingots

Marble Quarry Buildings
Stonecutter's Shop / Marble Quarry / Mason / Masons' Guild Hall
  • Create Cost: 750 / 1500 / 2500 / 3500
  • Create Time: 1 / 2 / 3 / 4
  • Income Generated: 100 / 150 / 200 / 300
  • Gemstones Resource Production: 28 / 42 / 64 / 96 slabs

Pastures Buildings
Goat Pastures / Goat Herd / Goat Farm / Herders' Guild Hall
  • Create Cost: 600 / 1200 / 2200 / 3200
  • Create Time: 1 / 2 / 3 / 4
  • Growth: 30 / 40 / 50 / 60
  • Casualty replenishment rate: +4 / 6 / 8 / 10%

Brine Buildings
Brine Mining Pit / Brine Mine / Saltworks / Saltworkers' Guild Hall
  • Create Cost: 750 / 1500 / 2500 / 3500
  • Create Time: 1 / 2 / 3 / 4
  • Income generated: 100 / 150 / 200 / 300
  • Salt Resource Production: 28 / 42 / 64 / 96 Barrels

Timber Buildings
Woodman's Hut / Timber Mill / Lumberyard / Carpenters' Guild Hall
  • Create Cost: 750 / 1500 / 2500 / 3500
  • Create Time: 1 / 2 / 3 / 4
  • Income generated: 100 / 150 / 200 / 300
  • Timber Resource Production: 28 / 42 / 64 / 96 logs

Trade Buildings
Trading Depot / Guild Marketplace
  • Create Cost: 1500 / 4500
  • Create Time: 3 / 4
  • Income generated: 1500 / 4500
  • Income from all buildings: +5 / 10% (province)
  • Additional tradable resources produced +2 / 5% (factionwide)
  • Income from trade +2 / 5% trade agreement tariffs

Special Mine Buildings
Brightstone Mine
  • Create Cost: 10000
  • Create Time: 5
  • Income Generated: 1500
  • Income from trade: +10% trade agreement tariffs
  • Unit experience: +6 for artillery recruits
Garrison
  • Ironbreakers x 2

Seat of Power Buildings
Throne Hall of the High King
  • Create Cost: 15000
  • Create Time: 6
  • Tax Rate: +5% (factionwide)
  • Public Order: +10
  • Public Order: +10 from established authority (factionwide)
  • Unit experience +1 for Hammerers unit recruits (all characters)
  • Lord recruit rank +2 (factionwide)

Hostelry Buildings
Refectory / Drinking Hall / Feast Hall
  • Create Cost: 1500 / 3000 / 4500
  • Create Time: 2 / 3 / 4
  • Public Order: +5 / 8 / 10
Dwarf Technology
Military Technology
  • The Way of the Clans - No Effect
  • Gather the Throngs - Recruitment cost: -5% for Dwarf Warriors & Miners units
  • Levy Missile Warriors - Recruitment cost: -5% for Quarrellers & Thunderers units
  • Masterwork Crossbows - Missile damage: +10% for Quarrellers units
  • Militia Training - Melee attack & defence: +5 for Dwarf Warriors and Miners units
  • Ammunition Wagons - Ammunition: +20% for Dwarf ranged infantry units
  • Call to Clan - Unit experience: +2 for Dwarf Warriors & Miners unit recruits
  • Dwarfen Resolve - Leadership: +5 for Dwarf infantry units
  • Renowned Deadeyes - Unit experience: +2 for Quarrellers & Thunderers unit recruits
  • Oath Stones - Leadership: +5 & Melee defence: +3 for Lords and embedded Heroes
  • Interlocking Shields - Armour & Melee defence: +5 for Dwarf shield units
  • Retainers' Vows - Hero recruit rank: +1 for Thanes + Armour: +3 & Weapon strength: +3% for Lords and embedded Heroes
  • Superior Black Powder - Missile damage: +10% for Thunderers units
  • Volley Fire - Reload time reduction: +15% for Quarrellers & Thunderers units
  • Call Upon Oaths of Old - Recruitment cost: -5% for Longbeards units
  • Master-Crafted Weapons - Weapon strength: +10% for Dwarf units with hand weapons & Dwarf units with mining picks
  • Veterans' Pride - Upkeep: -5% for Longbeards units
  • Volatile Volley - Missile damage +8% & Range +5% for Irondrakes units
  • Interchangeable Parts - Recruitment cost -5% & Upkeep -5% for artillery
  • Large Scale Shell Production - Ammunition +10% & Upkeep -5% for artillery
  • Marching Songs - Speed: +5% for infantry units
  • Rune-Bearing Relics - Weapon strength: +10% for Dwarf units with two-handed axes & Dwarf units with hammers
  • Tales of Many Wars - Unit experience: +2 for Hammerers & Longbeards unit recruits
  • Assembly Lines - Recruitment cost -10% & Recruitment duration -1 for Gyrocopter and Gyrobomber units
  • Field Engineers - Reload time reduction: +15% for artillery
  • Iron Price - Recruitment cost: -5% for Ironbreakers & Irondrakes units
  • Iron Readiness - Recruitment duration: -1 for Irondrake units
  • Master-Crafted Armour - Armour: +5 for infantry units
  • Artillery Entrenchment - Missile resistance: 30% for artillery
  • Iron Veterans - Unit experience: +2 for Ironbreakers & Irondrakes unit recruits
  • Forge-Proven Armour - Armour: +5 for Irondrakes and Ironbreakers units + Melee defence: +5 for Ironbreakers and Hammerers units
  • Operations Training - Unit experience: +2 for artillery, Gyrocopter & Gyrobomber recruits
  • Sacred Duty - Upkeep: -5% for Hammerers, Ironbreakers & Irondrakes units
  • Heavy Armour Plating - Armour: +10 for Gyrocopter and Gyrobomber units
  • Improved Gyrocopter Engines - Ammunition: +20% & Speed: +10% for Gyrocopter and Gyrobomber units
  • Recite Ancient Grudges - Casualty replenishment rate: +3% & Local recruitment capacity: +1
  • Royal Guard - Leadership: +15 & Melee attack: +6 for Hammerer units
  • Grimnir's Favour - Unit experience: +1 for all recruits & Local recruitment capacity: +1
  • Pressure-Regulating Valves - Range: +15% for Flame Cannon units + Range: +10% for Gyrocopter and Gyrobomber units
  • The Slayer Oath - Melee attack: +5 & Melee defence: +5 for Slayers units
  • Slayer's Onslaught - Charge bonus: +20% & Weapon strength: +5% for Slayers units

Civil Technology
  • The Way of the Guilds - No Effect
  • Dwarf Treasuries - Income from Settlements: +10%
  • Dwarfen Diplomats - Diplomatic relations: +2 with all factions (factionwide)
  • Include Related Families - Public Order: +1 (all provinces)
  • Khazid Subsidies - Income from Settlements: +5%
  • Dwarfen Emissaries - Diplomatic relations: +3 with all factions (factionwide)
  • Scrutinise Guild Leaders - Masters of Steel and Stone commandment: additional -5% to recruitment cost
  • Thane's Authority - Hero action cost: -20%
  • Tool Market - Income from Toolmakers: +5%
  • Toolmakers' Guild - Income from Toolmakers: +10%
  • Autonomy of the Holds - Empower the Guilds commandment: additional 15 growth
  • Heavy Quernstones - Growth: +10 (all provinces)
  • Oaths of Loyalty - Public Order: +1 (all provinces)
  • Storage Vaults - Leadership: +10 when under siege
  • Underway Trade Caravans - Income from trade: +5% trade agreement tariffs (factionwide)
  • High King's Authority - Public Order: +2 (all provinces)
  • Improved Blast Charges - Income from Iron Mines, Gold Mines and Stone Quarries: +10%
  • Gromril Picks - Income from Iron Mines, Gold Mines and Stone Quarries: +5%
  • The King's Share - Income from trade: +10% trade agreement tariffs (factionwide)
  • Ancestral Tombs - Venerate the Ancestors commandment: additional 1 reduction to Vampiric and Chaos corruption
  • Construction Duty - Construction cost: -10% for all buildings
  • Sealstones - Reduction in Vampiric and Chaos corruption: +1 (factionwide)
  • Steam Drills - Income from Iron Mines, Gold Mines and Stone Quarries: +15%
  • Prospecting - Income from Salt Mines and Dyemakers: +5%
  • Grand Throne Chamber - High King's Tribute commandment: additional 5% tax rate
  • Construction Guilds - Hero recruit rank: +2 for Master Engineers + Construction time: -2 for Province Capital/Settlement buildings
  • Dwarfen Grims - Income from Breweries and Gem Cutters: +10%
  • Valaya's Protection - Hero recruit rank: +2 for Runesmiths + Reduction in Vampiric and Chaos corruption: +3 (factionwide)
  • Water-Proof Packaging - Income from Salt Mines and Dyemakers: +10%
  • Deep Resource Extraction - Income from Salt Mines and Dyemakers: +15%
  • Grungni's Blessing - Income from all buildings: +5%
  • Halls of Great Guilds - Income from Breweries and Gem Cutters: +20%
Greenskins
Coming Up Next!
Beastmen Information
Moon Cycle
When One Falls...
  • Lasts: 2 days
  • Casualty replenishment rate: +10% / All damaged units will be fully replenished
  • Horde Growth: -20 (all forces)
Ruinous Incentive
  • Lasts: 3 days
  • Bestial rage: +10
  • Upkeep: +33% for all units
The Cost of Skill
  • Lasts: 5 days
  • Unit experience: +2 for all recruits
  • Recruitment cost: +100% (all forces)
Endless Herd
  • Lasts: 6 days
  • Horde Growth: +6 (all forces)
  • None of your units will replenish
All Must Fight
  • Lasts: 3 days
  • Recruitment cost: -25% / 90% (all forces)
  • Melee defence: -25 (all forces)
Beastly Inclination
  • Lasts: 3 days
  • Campaign movement range: -50%
  • Weapon Strength +15% for melee infantry units (all forces)
  • Melee attack: +50 (all forces)
No Matter How Far
  • Lasts: 3 days
  • Campaign movement range: +50%
  • Vigour in battle: Winded (all forces)

Bestial Rage
Inactivity and military defeats will cause your warherd's bestial rage to drop, leading to infighting. Keep bestial rage high by winning battles or adopting the raiding stance.
  • Brayherd - If bestial rage reaches 80, and if the army has 17 units or more, a new brayherd army will emerge to aid in man's destruction.
  • Unruly - If bestial rage drops below 40, with no one to fight, the warherd will fight amongst themselves and begin to suffer attrition
  • Quarrelsome - If bestial rage drops below 20, the warherds in-fighting will lead to severe attrition

Quell Animosity
Bash the warherd's heads together in order to restore some bestial rage to the army. This will cause some casualties.
Spell Browser (Little and Big Waaagh!)
Little Waaagh! > Sneaky Stabbin'
Power Cost: 6
Cooldown: 24s
Description: The targets of this spell are driven to go right after "hurty bitz" or sneak up on opponents at unexpected angles.
Type: Augment - Instantly affects targets in area
Duration: 15s
Target: Ground, Ally Affects allies in range 200m
Effect Range: 45m
Effects:
  • +18% Armour-Piercing Damage
  • +34 Melee Attack

Little Waaagh! > Vindictive Glare
Power Cost: 9 / 13
Cooldown: 25s
Description: Green bolts of purest spite burst forth from the shaman and streak towards the enemy.
Type: Magic Missiles
Target: Enemy 250m
Cannot use if: Climbing, Manning Equipment
Projectile Range: 250m
Miscast Chance: 50% (Upgraded Only)
Effects:
  • Good from a high angle
  • Causes magical damage
  • Good against large combatants
  • Strong vs a single combatant
  • Poor penetration

Little Waaagh! > Itchy Nuisance
Power Cost: 8
Cooldown: 44s
Description: By vigorously scratching his armpits - cackling maniacally as he does so - the Shaman projects painful chafing onto a nearby foe.
Type: Hex - Instantly affects targets in area
Duration: 36s
Target: Ground, Enemy (Affects enemies in range) 200m
Effect Range: 45m
Effects:
  • -22% Weapon Damage
  • -34 Melee Attack

Little Waaagh! > Gork'll Fix It
Power Cost: 8
Cooldown: 44s
Description: The Shaman points a bony finger at a nearby enemy, cursing them in the name of Gork.
Type: Hex - Instantly affects targets in area
Duration: 38s
Target: Ground, Enemy (Affects enemies in range) 200m
Effect Range: 45m
Effects:
  • -24% Speed
  • -18% Charge Bonus
  • -18% Vigour

Little Waaagh! > Night Shroud
Power Cost: 9
Cooldown: 63s
Description: The Shaman throws a black-capped nightshade mushroom into the air, which bursts into a cloud of murky darkness.
Type: Hex (Area) - Only acts on targets when in area
Duration: 36s
Target: Ground, Enemy (Affects enemies in range) 200m
Effect Range: 45m
Miscast Chance: 50% (Upgraded Only)
Effects:
  • Increased effect area (Upgraded Only)
  • -24% Visibility Range
  • -20% Accuracy

Little Waaagh! > Curse of Da Bad Moon
Power Cost: 16 / 25
Cooldown: 56s
Description: With a chilling, howl, the Shaman summons a great pale moon with a leering goblinoid face and large, tusk-like fangs.
Type: Vortex
Duration: 26s / 52s
Target: Ground 150m
Cannot use if: Climbing
Cannot target if: On a Wall
Miscast Chance: 50% (Upgraded Only)
Effects:
  • Extended effect duration (Upgraded Only)
  • Causes magical damage
  • Strong vs multiple units
  • Can disrupt unit formation
  • Large, moving area of effect
  • Weak vs a single combatant
Contact Effects:
  • Da Nasty Curse! (26s)
  • -34 Melee Attack
  • -15 Armour
  • -24% Speed

Big Waaagh! > Brain Bursta
Power Cost: 6 / 10
Cooldown: 23s
Description: Projecting violence in a mental wave, the Shaman glowers at this target and lets loose a bolt of brain-melting force.
Type: Explosion
Duration: 7s
Target: Ground 200m / 600m
Cannot use if: Climbing
Cannot target if: Flying
Miscast Chance: 50% (Upgraded Only)
Effects:
  • Extended cast range (Upgraded Only)
  • Increased armour-piercing explosion damage (Upgraded Only)
  • Strong vs a unit
  • Large explosion area
  • Causes magical damage
  • Weak vs a single combatant

Big Waaagh! > Gaze of Mork
Power Cost: 7 / 13
Cooldown: 25s
Description: Mork gives the Shaman the ability to project beams of coruscating energy from his eyes.
Type: Magic Missiles
Target: Enemy 250m / 400m
Cannot use if: Climbing, Manning Equipment
Projectile Range: 250m / 500m
Miscast Chance: 50% (Upgraded Only)
Effects:
  • Extended cast range (Upgraded Only)
  • Strong vs a single combatant
  • Good from a high angle
  • Causes magical damage
  • Good against large combatants
  • Poor penetration

Big Waaagh! > Fists of Gork
Power Cost: 7
Cooldown: 44s
Description: In a fit of fighting fury the target unit becomes harder than iron, increasing both its attack and defence capabilities.
Type: Augment
Target: Ally 200m
Effects:
  • +36 Melee Defence
  • +22% Weapon Damage
  • +34 Melee Attack

Big Waaagh! > 'Eadbutt
Power Cost: 11 / 21
Cooldown: 37s
Description: A wave of green energy emanates outwards, forming a shockwave of power that assaults any unfortunate foe.
Type: Breath
Duration: 18s
Target: Ground 150m
Cannot use if: Climbing
Cannot target if: Flying
Miscast Chance: 50% (Upgraded Only)
Effects:
  • Increased damage (Upgraded Only)
  • Can disrupt unit formation
  • Strong vs multiple units
  • Causes magical damage
  • Expanding tear-shaped attack
  • Weak vs a single combatant

Big Waaagh! > 'Ere We Go
Power Cost: 10
Cooldown: 52s
Description: As the Shaman chants, he leaks fighty-energy, boosting the fierceness and prowess of friendly units nearby.
Type: Augment (Area) - Instantly affects targets in area
Duration: 36s
Target: Ally (Affects allies in range) 200m
Effect Range: 45m
Effects:
  • +58 Melee Attack

Big Waaagh! > Foot of Gork
Power Cost: 18 / 28
Cooldown: 56s
Description: The Shaman implores the sky with wild gesticulations. The almighty green foot of the Orc god descends to crush the foe
Type: Explosion
Duration: 8s
Target: Ground 200m
Cannot use if: Climbing
Cannot target if: Flying
Miscast Chance: 50% (Upgraded Only)
Effects:
  • Increased armour-piercing explosion damage (Upgraded Only)
  • Increased explosion damage (Upgraded Only)
  • Large strike area
  • Can disrupt unit formation
  • Causes magical damage
  • Strong vs multiple units
  • Weak vs a single combatant
Spell Browser (Lore of Light / Heavens)
Lore of Light > Pha's Protection
Power Cost: 5 / 8
Cooldown: 24s
Description: The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.
Type: Augment
Type: Augment - Only acts on targets when in area (Upgrade Only)
Duration: 17s
Target: Ally 200m
Target: Ground, Ally (Affects allies in range) 200m (Upgrade Only)
Effect Range: 45m (Upgrade Only)
Effects:
  • Added effect area (Upgrade Only)
  • +36 Melee Defence
  • +15 Armour

Lore of Light > Shem's Burning Gaze
Power Cost: 7 / 13
Cooldown: 23s
Description: Bolts of cleansing energy fly from the Wizard's hands, searing evil wherever they strike.
Type: Magic Missiles
Target: Enemy 250m
Cannot use if: Climbing, Manning Equipment
Projectile Range: 250m
Miscast Chance: 50% (Upgrade Only)
Effects:
  • Increased armour-piercing damage (Upgrade Only)
  • Good from a high angle
  • Causes magical damage
  • Good against large combatants
  • Strong vs a single combatant
  • Poor penetration

Lore of Light > Light of Battle
Power Cost: 9 / 14
Cooldown: 45s
Description: Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts - augmenting allies with courage.
Type: Augment (Area) - Instantly affects targets in area
Duration: 25s / 50s
Target: Ground, Ally (Affects allies in range) 200m
Effect Range: 45m
Miscast Chance: 50% (Upgrade Only)
Effects:
  • Unbreakable

Lore of Light > Net of Amyntok
Power Cost: 10 / 15
Cooldown: 37s
Description: The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.
Type: Hex (Area) - Instantly affects targets in area
Duration: 21s / 45s
Target: Ground, Enemy (Affects enemies in range) 200m
Effect Range: 45m
Miscast Chance: 50% (Upgrade Only)
Effects:
  • Cannot move

Lore of Light > Birona's Timewarp
Power Cost: 11 / 21
Cooldown: 53s
Description: The Wizard infuses his allies with Light Magic, freeing them from the passage of time and pseeding up their actions.
Type: Augment (Area) - Instantly affects targets in area
Duration: 41s
Target: Ground, Ally (Affects allies in range) 200m
Effect Range: 45m / 60m
Miscast Chance: 50% (Upgrade Only)
Effects:
  • +24% Speed
  • +34 Melee Attack

Lore of Light > Banishment
Power Cost: 12 / 22
Cooldown: 54s
Description: Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of white wizardry
Type: Vortex
Duration: 18s
Target: Ground 150m
Cannot use if: Climbing
Cannot target if: On a Wall
Miscast Chance: 50% (Upgrade Only)
Effects:
  • Increased damage (Upgrade Only)
  • Causes magical damage
  • Strong vs multiple units
  • Can disrupt unit formation
  • Large, moving area of effect
  • Weak vs a single combatant

Lore of Heavens > Harmonic Convergence
Power Cost: 6 / 9
Cooldown: 24s
Description: Divining auspicious signs, the caster guides the minds of targets, augmenting them with the foresight needed for victory.
Type: Augment
Duration: 24s
Target: Ally 200m
Miscast Chance: 50% (Upgrade Only)
Effects:
  • +30 Armour (Upgrade Only)
  • +36 Melee Defence
  • +34 Melee Attack

Lore of Heavens > Wind Blast
Power Cost: 7 / 11
Cooldown: 27s
Description: The Astromancer seizes the winds of the battlefield, directing them against the foe to batter the targets with unhallowed gales.
Type: Breath
Duration: 6s
Target: Ground 80m
Cannot use if: Climbing
Cannot target if: Flying
Miscast Chance: 50% (Upgrade Only)
Effects:
  • Increased armour-piercing damage (Upgrade Only)
  • Causes magical damage.
  • Expanding tear-shaped attack
  • Strong vs multiple units
  • Can disrupt unit formation
  • Weak vs a single combatant

Lore of Heavens > Urannon's Thunderbolt
Power Cost: 8 / 12
Cooldown: 45s
Description: The caster calls down a mighty ball of lightning and hurls it - should the foe be struck they will surely be shattered!
Type: Bombardment
Duration: 4s
Target: Ground 200m
Cannot use if: Climbing
Miscast Chance: 50% (Upgrade Only)
Effects:
  • Increased armour-piercing explosion damage (Upgrade Only)
  • Increased armour-piercing damage (Upgrade Only)
  • Good against artillery pieces
  • Small strike area
  • Causes magical damage
  • Strong vs multiple combatants
  • Weak vs a single combatant

Lore of Heavens > Curse of the Midnight Wind
Power Cost: 9 / 13
Cooldown: 37s
Description: The Wizard issues a three word curse, hexing the target unit and blighting their ability to attack and defend.
Type: Hex (Area) - Instantly affects targets in area
Duration: 26s / 52s
Target: Ground, Enemy (Affects enemies in range) 200m
Effect Range: 45m
Miscast Chance: 50% (Upgrade Only)
Effects:
  • -15 Armour
  • -34 Melee Attack

Lore of Heavens > Comet of Casandora
Power Cost: 12 / 24
Cooldown: 53s
Description: Reaching to the highest heavens, the Wizard draws a wandering meteorite down upon the battlefield
Type: Bombardment
Duration: 7s
Target: Ground 200m
Cannot use if: Climbing
Miscast Chance: 50% (Upgrade Only)
Effects:
  • Increased armour-piercing explosion damage (Upgrade Only)
  • Strong vs multiple units
  • Causes magical damage
  • Large strike area
  • Weak vs a single combatant

Lore of Heavens > Chain Lightning
Power Cost: 15
Cooldown: 56s
Description: Lightning arcs across the battlefield, leaping from foe-to-foe with crackling fury until these are none left within the storm
Type: Vortex
Duration: 21s
Target: Ground 150m
Cannot use if: Climbing
Cannot target if: On a Wall
Effects:
  • Strong vs multiple units
  • Large, moving area of effect
  • Causes magical damage
  • Weak vs a single combatant
Spell Browser (Lore of Fire / Death)
Lore of Fire > Cascading Fire Cloak
Power Cost: 5
Cooldown: 23s
Description: A blazing aura surrounds the Pyromancer's chosen ally, shielding them with protective flame and augmenting their abilities
Type: Augment - Only acts on targets when in area
Duration: 19s
Target: Ally (Affects allies in range) 200m
Effect Range: 45m
Effects:
  • +36% Armour-Piercing Damage
  • +36 Melee Defence

Lore of Fire > Fireball
Power Cost: 8 / 12
Cooldown: 23s
Description: The Wizard conjures a boiling ball of magical flame and hurls it at a nearby foe
Type: Magic Missile
Target: Enemy 300m
Cannot use if: Climbing, Manning Equipment
Projectile Range: 300m
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased armour-piercing damage (Upgrade Only)
  • Increased damage (Upgrade Only)
  • Powerful explosion
  • Effective at long range
  • Causes magical & fire damage
  • Strong vs multiple combatants
  • Weak vs multiple units

Lore of Fire > Flaming Swords of Rhuin
Power Cost: 8 / 12
Cooldown: 17s
Description: The Wizard ensorcels allied weapons, making them burn with a savage fire. The targets of the spell area augmented with superior flaming blades
Type: Augment (Area) - Instantly affects targets in area
Duration: 17s / 34s
Target: Ground, Ally (Affects allies in range) 200m
Effect Range: 45m
Miscast chance: 50% (Upgrade Only)
Imbues: Magical Damage, Fire Damage
Effects:
  • +22% Weapon Damage
  • +22% Missile Damage

Lore of Fire > The Burning Head
Power Cost: 11 / 19
Cooldown: 20s
Description: A cackling, flaming visage appears before the Wizard. With a gleeful screech, it swirls around the battlefield, immolating anything in its way.
Type: Vortex
Duration: 20s / 40s
Target: Ground 150m
Cannot use if: Climbing
Cannot target if: Flying, On a Wall
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased effect area (Upgrade Only)
  • Strong vs multiple units
  • Causes magical & fire damage
  • Large, moving area of effect
  • Weak vs a single combatant
Contact Effects:
  • Burnt (10s)
  • -8 Leadership

Lore of Fire > Piercing Bolts of Burning
Power Cost: 12 / 18
Cooldown: 32s
Description: Focusing all his mustical might, the Pyromancer strikes the foe with a flurry of incandescent missiles
Type: Bombardment
Duration: 9s
Target: Ground 200m
Cannot use if: Climbing
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased number of missiles (Upgrade Only)
  • Wider strike area (Upgrade Only)
  • Strong vs a unit
  • Causes magical & fire damage
  • Large strike area
  • Weak vs a single combatant

Lore of Fire > Flame Storm
Power Cost: 15 / 26
Cooldown: 26s
Description: Conjured by a Bright Wizard or Chaos Sorcerer, a column of churning fire erupts form the battlefield, causing much destruction!
Type: Vortex
Duration: 27s / 54s
Target: Ground 150m
Cannot use if: Climbing
Cannot target if: On a Wall
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased effect area (Upgrade Only)
  • Strong vs multiple units
  • Large, moving area of effect
  • Causes magical & fire damage
  • Weak vs a single combatant

Lore of Death > Aspect of the Dreadknight
Power Cost: 4 / 6
Cooldown: 22s
Description: An invisible aura of horror surrounds the Wizard's allies. Only the bravest foes now stand before him.
Type: Augment / Augment - Only acts on targets when in area (Upgrade Only)
Duration: 17s / 31s
Target: Ally 200m
Target: Ground, Ally (Affects allies in range) 200m (Upgrade Only)
Effect Range: 45m (Upgrade Only)
Miscast chance: 50% (Upgrade Only)
Effects:
  • +8 Leadership
  • Can Cause Terror

Lore of Death > Spirit Leech
Power Cost: 8 / 11
Cooldown: 25
Description: The Wizard extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery
Type: Direct Damage
Duration: 13s
Target: Enemy 100m / 300m
Miscast chance: 50% (Upgrade Only)
Effects:
  • Causes damage to combatants
  • Strong vs a single combatant
  • Weak vs multiple combatants
  • Chance opponent will resist damage

Lore of Death > Soulblight
Power Cost: 8 / 13
Cooldown: 45
Description: Harnessing the sickly power of Shyish, the Wizard weakens his foes' will to survive the battle
Type: Hex (Area) - Instantly affects targets in area
Duration: 16s / 32s
Target: Ground Enemy (Affects enemies in range) 200m
Effect Range: 45m
Miscast chance: 50% (Upgrade Only)
Effects:
  • -15 Armour
  • -8 Leadership
  • -22% Weapon Damage
  • -22% Missile Damage

Lore of Death > Doom & Darkness
Power Cost: 9 / 14
Cooldown: 37
Description: Spirits of the departed assail the Wizard's foes, sapping their resolve and causing dread among their members.
Type: Hex / Hex - Only acts on targets when in area
Duration: 36s
Target: Enemy 200m
Target: Ground, Enemy (Affects enemies in range) 200m (Upgrade Only)
Effect Range: 45m (Upgrade Only)
Miscast chance: 50% (Upgrade Only)
Effects:
  • -16 Leadership

Lore of Death > The Purple Sun of Xereus
Power Cost: 12 / 17
Cooldown: 56
Description: A colossal orb of purple-edged darkness materialises - those who do not escape its crystalline touch are doomed for eternity!
Type: Vortex
Duration: 11s / 22s
Target: Ground 150m
Cannot use if: Climbing
Cannot target if: On a Wall
Effect Range: 45m (Upgrade Only)
Miscast chance: 50% (Upgrade Only)
Effects:
  • Causes magical damage
  • Strong vs multiple units
  • Large, moving area of effect
  • Can disrupt unit formation
  • Weak vs a single combatant
Lore of Death > The Fate of Bjuna
Power Cost: 15
Cooldown: 54
Description: Following the fate of the unsmiling warrior, Bjuna, the target of the caster's ire will laugh himself to death.
Type: Direct Damage
Duration: 20s
Target: Enemy 100m
Effects:
  • Strong vs multiple combatants
  • Causes damage to combatants
  • Chance opponent will resist damage
  • Weak vs a single combatant
Spell Browser (Lore of Vampires / Metal)
Lore of Vampires > Vanhel's Danse Macabre
Power Cost: 5 / 8
Cooldown: 24s
Description: Friendly targets are filled with magical energy, making them even more aggressive!
Type: Augment
Type: Augment - Only acts on targets when in area (Upgrade Only)
Duration: 25s
Target: Ally 200m
Target: Ally (Affects allies in range) 200m (Upgrade Only)
Effect Range: 45m (Upgrade Only)
Miscast chance: 50% (Upgrade Only)
Effects:
  • +24% Speed
  • +34 Melee Attack

Lore of Vampires > Invocation of Nehek
Power Cost: 6 / 11
Cooldown: 24s
Description: The caster intones the dread sullables once uttered by Nagash, restoring friendly targets.
Type: Augment
Type: Augment - Only acts on targets when in area (Upgrade Only)
Duration: 21s
Target: Ally 200m
Target: Ground Ally (Affects allies in range) 200m (Upgrade Only)
Target if: Undead
Cannot use if: Leadership is Broken (Upgrade Only)
Cannot target if: On a Wall
Effect Range: 30m (Upgrade Only)
Miscast chance: 50% (Upgrade Only)
Effects:
  • Resurrects dead combatants
  • Heals injured before resurrecting
  • Replenishes hit points of combatants

Lore of Vampires > Gaze of Nagash
Power Cost: 9 / 16
Cooldown: 43s
Description: Bolts of Dark Magic leap from the caster's eyes, withering flesh and blackening the bone beneath.
Type: Magic Missiles
Target: Enemy 250m
Cannot use if: Climbing, Manning Equipment
Projectile Range: 250m
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased number of missiles (Upgrade Only)
  • Causes magical damage
  • Good against large combatants
  • Strong vs a single combatant
  • Good from a high angle
  • Poor Penetration

Lore of Vampires > Raise Dead
Power Cost: 9 / 13
Number of Uses in Battle: 2
Cooldown: 45s
Description: The Necromancer can awaken mortal remains to reinforce the Undead legions under his control.
Type: Augment
Duration: 19s
Target: Ground, Ally 60m
Cannot use if: Army is Full
Cannot target if: On a Wall
Projectile Range: 250m
Miscast chance: 50% (Upgrade Only)
Effects:
  • Spawns a unit of Zombies / Skeleton Warriors
  • Good at defending spellcaster

Lore of Vampires > Curse of Years
Power Cost: 12
Cooldown: 53s
Description: The Wizard spits out an ancient curse, cuasing this enemies to age at an incredible rate - their hair turning while and skin shrivelling up.
Type: Hex (Area) - Instantly affects targets in area
Duration: 27s
Target: Ground, Enemy (Affects enemies in range) 200m
Effect Range: 45m
Effects:
  • -34 Melee Attack
  • -24% Speed
  • +15 Ability Recharge (seconds)

Lore of Vampires > Wind of Death
Power Cost: 16 / 28
Cooldown: 56s
Description: The Wizard calls forth spectral winds that howl through the enemy ranks, tearing their souls from their bodies.
Type: Wind
Duration: 8s
Target: Ground 150m
Cannot use if: Climbing
Cannot target if: Flying, On a Wall
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased damage (Upgrade Only)
  • Causes magical damage
  • Strong vs multiple units
  • Large area of effect
  • Weak vs a single combatant

Lore of Metal > Plague of Rust
Power Cost: 5 / 7
Cooldown: 25s
Description: The enemy target's armour begins to rust, disappearing in clouds of tiny flakes and weakening his defensive abilities.
Type: Hex
Duration: 27s
Target: Enemy 200m
Miscast chance: 50% (Upgrade Only)
Effects:
  • -15 / -30 Armour

Lore of Metal > Searing Doom
Power Cost: 6 / 9
Cooldown: 23s
Description: A spray of sizzling silver slivers rain from the sky to impale the caster's enemy
Type: Bombardment
Duration: 9s
Target: Ground 200m
Cannot use if: Climbing
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased number of missiles (Upgrade Only)
  • Wider strike area (Upgrade Only)
  • Strong vs a unit
  • Large strike area
  • Causes magical damage
  • Weak vs a single combatant

Lore of Metal > Glittering Robe
Power Cost: 8 / 12
Cooldown: 45s
Description: The Alchemist conjures a gaudy cloak of shimmering scale to improve his allies' defensive stance.
Type: Augment
Type: Augment - Only acts on targets when in area (Upgrade Only)
Duration: 31s
Target: Ally 200m
Target: Ground, Ally (Affects allies in range) 200m (Upgrade Only)
Effect Range: 45m (Upgrade Only)
Miscast chance: 50% (Upgrade Only)
Effects:
  • +15 Armour
  • +8 Leadership

Lore of Metal > Gehenna's Golden Hounds
Power Cost: 9 / 15
Cooldown: 45s
Description: Blowing on a glimmering golden whistle, the Wizard summons the spirit of Gehenna's metal hounds to hunt down his prey
Type: Vortex
Duration: 13s / 26s
Target: Ground 150m
Cannot use if: Climbing
Cannot target if: Flying, On a Wall
Miscast chance: 50% (Upgrade Only)
Effects:
  • Strong vs multiple units
  • Large, moving area of effect
  • Causes magical damage
  • Weak vs a single combatant

Lore of Metal > Transmutation of Lead
Power Cost: 11 / 16
Cooldown: 53s
Description: The enemies' weapons become heavy, cumbersome, and almost impossible to wield in battle
Type: Hex (Area) - Instantly affects targets in area
Duration: 30s
Target: Ground, Enemy (Affects enemies in range) 200m
Effect Range: 45m
Miscast chance: 50% (Upgrade Only)
Effects:
  • -22% / -44% Weapon Damage
  • -34 Melee Attack

Lore of Metal > Final Transmutation
Power Cost: 16 / 26
Cooldown: 56s
Description: The Wizard unleashes a hail of magical energy, transmuting his foes into Unliving golden statues.
Type: Direct Damage (Area) - Instantly affects targets in area
Duration: 8s / 16s
Target: Ground, Enemy (Affects enemies in range) 100m
Effect Range: 30m
Miscast chance: 50% (Upgrade Only)
Effects:
  • Strong vs a single combatant
  • Causes damage to combatants
  • Weak vs a single unit
  • Chance opponent will resist damage
Spell Browser (Lore of the Wild / Beasts)
Lore of the Wild > Viletide
Power Cost: 6 / 10
Cooldown: 34s
Description: This spell calls to the creeping things of the undergrowth, sending a swarm of spiders, centipedes and slug-beetles onto the foe.
Type: Explosion
Duration: 3s
Target: Ground 200m / 600m
Cannot use if: Climbing
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased armour-piercing damage
  • Strong vs multiple combatants
  • Causes magical damage
  • Large explosion area
  • Weak vs single combatants

Lore of the Wild > Bray Scream
Power Cost: 7 / 11
Cooldown: 55s
Description: This spell unleashes a howling roar of such intensity that it mashes brains and bursts eyeballs.
Type: Breath
Target: Ground 50m / 150m
Cannot use if: Climbing
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased armour-piercing damage
  • Causes magical damage
  • Expanding tear-shaped attack
  • Strong vs multiple units
  • Weak vs a single combatant

Lore of the Wild > Devolve
Power Cost: 9 / 16
Cooldown: 63s
Description: The Bray-Shaman magnifies the savage and animalistic parts of the foes psyche until they are nothing more than growling beasts.
Type: Direct Damage (Area) - Only acts on targets when in area
Duration: 11s / 22s
Target: Ground, Enemy (Affects enemies in range) 100m
Effect Range: 30m
Miscast chance: 50% (Upgrade Only)
Effects:
  • Strong vs multiple combatants
  • Causes damage to combatants
  • Weak vs a single combatant
  • High chance opponents will resist damage
  • -8 Leadership

Lore of the Wild > Traitor-Kin
Power Cost: 11 / 19
Cooldown: 55s
Description: The Bray-Shaman drives a spear of wrath into enemy hearts, unlocking the beast within and causing them to turn against their own.
Type: Direct Damage (Area) - Only acts on targets when in area
Duration: 12s
Target: Ground, Enemy (Affects enemies in range) 200m
Effect Range: 30m
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased damage (Upgrade Only)
  • Strong vs single combatants
  • Causes damage to combatants
  • Chance opponent will resist damage
  • Weak vs multiple combatants
  • -24 / -48% Speed

Lore of the Wild > Mantle of Ghorok
Power Cost: 12
Cooldown: 81s
Description: Ghorok was a legendary Minotaur, ferocious as a storm. His spirit-mantle is terrible but dangerous to the bearer.
Type: Augment
Duration: 55s
Target: Ally 200m
Effects:
  • Causes damage to combatants
  • Chance damage will be resisted
  • +58 Melee Attack
  • +44% Weapon Damage

Lore of the Wild > Savage Dominion
Power Cost: 16
Number of uses in Battle: 1
Cooldown: 84s
Description: The Bray-Shaman sends his mind winging into the wilds to posses a Cygor, then summons it to the battlefield
Type: Augment
Duration: 11s
Target: Ground, Ally 60m
Cannot use if: Army is Full
Cannot target if: On a Wall
Effects:
  • Spawns a Cygor

Lore of Beasts > Wyssan's Wildform
Power Cost: 5 / 8
Cooldown: 33s
Description: The Wizard unleashes the beast within, using its fury to transform his allies into bestial forms
Type: Augment
Type: Augment - Only acts on targets when in area (Upgrade Only)
Duration: 14s
Target: Ally 200m
Target: Ground, Ally (Affects allies in range) 300m (Upgrade Only)
Effect Range: 45m
Miscast chance: 50% (Upgrade Only)
Effects:
  • +22% Weapon Damage
  • +15 Armour

Lore of Beasts > Flock of Doom
Power Cost: 6 / 9
Cooldown: 32s
Description: With a mighty bellow, the Wizard invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
Type: Direct Damage - Instantly affect targets in area
Duration: 7s / 14s
Target: Ground, Enemy (Affects enemies in range) 100m / 300m
Effect Range: 30m
Miscast chance: 50% (Upgrade Only)
Effects:
  • Causes damage to combatants
  • Strong vs multiple combatants
  • High chance opponent will resist damage.
  • Weak vs a single combatant

Lore of Beasts > Pann's Impenetrable Pelt
Power Cost: 8 / 13
Cooldown: 62s
Description: Calling upon the beast-spirits of the wild, the Wizard sheathes his vulnerable flesh in unyielding fur and hide.
Type: Augment
Duration: 50s
Target: Ally 200m
Target: Ground, Ally (Affects allies in range) 200m (Upgrade Only)
Effect Range: 45m (Upgrade Only)
Miscast chance: 50% (Upgrade Only)
Effects:
  • +22% Damage Resistance
  • +24% Speed

Lore of Beasts > The Amber Spear
Power Cost: 10 / 14
Cooldown: 63s
Description: Sounding a gnarled horn, the Wizard summons a glowing amber spear and hurls it at the doe with uncanny accuracy.
Type: Magic Missile
Target: Enemy 200m
Cannot use if: Climbing, Manning Equipment
Projectile Range: 200m
Miscast chance: 50% (Upgrade Only)
Effects:
  • Increased armour piercing damage
  • Increased armour piercing explosion damage
  • Causes armour-piercing damage
  • Effective at all ranges
  • Good penetration
  • Can cause damage to friendly combatants

Lore of Beasts > The Curse of Anraheir
Power Cost: 11 / 14
Cooldown: 78s
Description: At the Wizard's Command, nebulous nature spirits assail the foe, clawing with hands not nearly as insubstantial as they first appear.
Type: Hex - Only acts on targets when in area
Duration: 36s
Target: Ground, Enemy (Affects enemies in range) 200m / 400m
Effect Range: 45m
Miscast chance: 50% (Upgrade Only)
Effects:
  • -24% Speed
  • -20% Accuracy

Lore of Beasts > Transformation of Kadon
Power Cost: 16
Number of uses in Battle: 1
Cooldown: 84s
Description: Kadon was able to shift his shape to that of any monster, even a Manticore. One day he found he could not change back...
Type: Augment
Duration: 11s
Target: Ground, Ally 60m
Cannot use if: Army is Full
Cannot target if: On a Wall
Effects:
  • Powerful unit that can be used throughout this battle
  • Spawns a Manticore
Glossary
Unit
A unit is a group of combatants in an army. An example of a unit would be a swordsmen.

Combatant
A creature from a unit, it is unable to be individually controlled, however the unit itself can be controlled.
F.A.Q
16 Comments
drus Jan 9, 2020 @ 11:27am 
Задумка понятна. Жаль, что ты не осилил этот проект.:winter2019sadbulb: Было бы интересно увидеть результат. В этой игре слишком много материала для того чтобы составить по ней энциклопедию. :RTFB:
Slimegirl Pawjob Jun 4, 2017 @ 7:17am 
and allso instructions unclear dick stuck in gyrocopter
Slimegirl Pawjob Jun 4, 2017 @ 7:16am 
here is a question why cant I repair a ruined settlement (playing as the empire)
Fishing4Trains Apr 21, 2017 @ 9:04am 
For gawd sake whiners show some appreciation for what this guy has done. Nice work mate.
Dr. Party P3opl3 9 Oct 18, 2016 @ 9:15am 
@E. Madness, Yeah yeah :| . Just trying to help :P
Madness Oct 18, 2016 @ 9:06am 
@AusieJamster, Ah I see. well truth be told, your guide is still a very good tool for new and older players alike and if anything could spur players into finding out more by themselves (like the expansion stuff). +1 and an official E.Madness tip of the hat to you for your work :)
The Jamie  [author] Oct 17, 2016 @ 8:20pm 
@E. Madness The issue with this is I'm doing it for free and it takes hours and hours to do. Its hard to find time where its worth doing anymore, since I'm working three casual jobs and at university with a baby on the way... xD

However if I could find the time, or some website picked me up I would definitely add ALL aspects of the game to the guide.
Madness Oct 16, 2016 @ 9:09am 
@Party P3opl3 9. "curse" of years, since we're spellchecking ^^

@ AusieJamster this is a great tool for beginners. Will you add the expansion units and lords as well?
Dr. Party P3opl3 9 Oct 14, 2016 @ 11:37am 
You also spelled white 'while' in the cure of years spell. But, who cares. Good work
The Jamie  [author] Aug 26, 2016 @ 8:40am 
@Keegan Dawg Fixed :) Thanks for the feedback