by Ashley Elizabeth on Jul 15, 2021
TOTAL WAR: WARHAMMER II
Welcome to the latest patch for Total War: WARHAMMER II – version 1.12, Hammers & Herdstones. As well as support for our various DLC and FLC offerings coming out tomorrow, this update has plenty of new bits and pieces to get your teeth into, be they beastly fangs or dwarfen denchers. Visit Olybet.
Updated 14/07: Removed erroneous entries and added some missing minor balance changes, added details for new auto-resolve functionality and updated skill trees for various Lords.
This automatic update arrives alongside The Silence & The Fury Lords Pack, bringing with it many content revisions, balances, bug fixes, and quality of life improvements to the Eye of the Vortex and Mortal Empires campaigns. There is also a batch of Free-LC available with this update – the Great Bray Shaman and Ogre Mercenaries via Total War Access and Thorek Ironbrow via Steam.
Even if you haven’t purchased The Silence & The Fury, Taurox and Oxyotl and their attendant factions will appear in your campaigns under AI control.
Alongside a huge number of fixes, quality-of-life improvements and unit balance-changes, both the Beastmen and the Dwarfs have had substantial updates to bring their campaign experiences in line with newer content.
Please note, this update may affect your current campaigns and make any mods you’re using unstable. We’ve released an opt-in beta for the previous version of the game to enable you to finish any current campaign saves you have on the go:
In your Steam games library, right-click Total War: WARHAMMER II and select Properties In the Properties window, select the Betas tab Select warhammerii_1.11.1 from the list Total War: WARHAMMER II will now update to the beta versionWhen you want to get the current version, simply opt back out of the beta and your client will auto-update.
We want to highlight that this patch is dedicated to the memory of Kevin Lloyd, QA Functionality Tester. He will be immortalised in-game with a starting hero for the Vampire Counts (Sylvania factions) named Kevon Lloydstein, with some special traits that represent the man himself. This dedication comes from his family:
“For Kevin, a loving husband, father, son and brother. We will always remember how you followed your dreams in life and work, your passion for games and Warhammer. So happy you found your place. You will be forever missed.”
To Kevin!
The Silence and the Fury DLC and accompanying content tackles a lot of areas that have been long requested for a do-over by our community. So a big shout-out to to the fantastic modding community, who’ve provided some awesome options for players in the meantime. In particular:
Dwarf Runecrafting: Drunk Flamingo, Vandy, ZombieFlanders, Mase, Commissar, the alraz_ka Dwarf Grudge reworks: Drunk Flamingo Skink Oracle + Troglodon: Meh Thorek/Taurox/Oxyotl/Doombull: Mixu Jabberslythe: Urgat Ghorgon: ChaosRobie & Scroon Billets Coatl: ChaosRobie Great Bray Shaman/Tuskgor/Wargor: Decomposed. Beastmen reworks: There are too many to call out, but our love and respect goes out to you all!Emboldened by the rampaging of Taurox, the Beastmen explode from the shadows to wreak HAVOC! The Beastmen have undergone some ferocious faction furtling in order to make their campaigns more fun, engaging and lore-thentic in execution. Their new features, systems and resources focus on high mobility, with rewards and progression gained through expanding levels of bestial destruction.
Dread is a new resource for Beastmen and is gained through completing missions, razing settlements and winning battles, where higher casualties bring greater rewards. Dread can be spent invoking the favour of the Dark Gods using the new Rewards of Dread panel, where many elements of your faction’s progression are unlocked. These rewards unlock Legendary Lords and heroes for use, grant new magic items and upgrade many aspects of your faction. Upkeep costs have also been removed from all Beastmen units, so unit caps are now the chief limiting factor for armies, and these can also be expanded via The Rewards of Dread.
The Beastmen can select regions of the map and turn them into their own personal playgrounds for slaughter and mayhem. These are known as Bloodgrounds.
A Bloodground is created when the player wins a settlement battle and erects a Herdstone in the settlement’s place. This converts the region, plus nearby regions, into a Bloodground. As the player engages in destructive activities within the Bloodground, such as raiding, winning battles and razing settlements, its Devastation level rises. Certain technologies, Herdstone buildings, and skills can further increase these Devastation gains. When enough Devastation has been generated, the player can perform a Ritual of Ruin.
Performing a Ritual of Ruin changes the Bloodground into a Devastated Bloodground. All generated Devastation is converted into Marks of Ruination, a key progression resource, and increases the player’s Herdstone cap by one.
Ruination is tracked at the top of the campaign screen. When certain Ruination thresholds are met, key bonuses are granted, including increased unit and army caps, reduced construction costs and further Herdstone Shards.
A Devastated Bloodground is a chaos-tainted, corpse-strewn hellhole which is very difficult for any non-Beastmen factions to function within. As long as a Herdstone remains standing, other factions cannot colonise any ruined regions in its associated Bloodground. The Herdstone can be removed by attacking and destroying it like any other settlement.
The Dark Moon feature has been updated! Now Beastmen receive constant effects based on the state of the Moon, and there are no longer downsides associated with the Full Moon dilemmas.
All existing Beastmen lords now lead their own, separate factions on the campaign map.
Additionally, all Beastmen Legendary Lords and generic characters have received revamped faction and lord effects. Some of the highlights:
Khazrak now grants Vanguard Deployment to Bestigors and Poison Attacks to Ungors Malagor now uses a hybrid Lore of Magic, and has greatly increased movement range in Beast-Paths stance Morghur grants additional buffs to Chaos Spawn, including the ability to hand them powerful banners. He now also applies attrition to nearby enemy forces while raiding.…Oh, and Malagor can also fly now.
Look at him go!
With the arrival of Thorek Ironbrow (and his intense frown of disapproval), we had no choice but to grant the redoubtable Dawi the same love and attention that other Old World races have received. This overhaul touches nearly all aspects of the Dwarf factions’ shared mechanics, not least Grudges and Runecrafting.
The Grudge bar has been expanded with more tiers and more significant effects granted at each tier. Clearing Grudges is now more attainable, making the system more balanced and rewarding. Your Legendary Lord’s Grudge level grants increasing stat boosts, and influences how many Wandering Slayers he can recruit.
Slayers may still be recruited in settlements as normal. However, they will also become available in the Regiments of Renown recruitment pool, in direct relation to your faction’s Grudge level:
When the Grudge bar is full, many Dwarfs will feel shame, and will choose to walk the path of the Slayer When it is low, fewer Dwarfs will feel the need to swear Slayer oaths, and the pool will replenish more slowlySome post-battle options for Dwarfs have been altered to improve them thematically, given the Dawi’s relationships with and attitudes towards specific races. These can grant bonuses for defensive play, and provide a valid new source of Oathgold:
Victory VS Dwarfs:
Ransom captives: Ransoms prisoners for Oathgold Drink to Victory! Province buff Take On Captives: ReplenishmentVictory VS hated races (EG Greenskins, Skaven, Vampire Counts, Chaos etc):
Execute and loot: Oathgold Drink to Victory! Province buffVictory VS not-so-hated races (EG Humans, Elves etc):
Ransom captives: Ransoms prisoners for Oathgold Drink to Victory! Province buffAs High King of the Dwarfs, all of Thorgrim’s provincial commandments are now more powerful. Thorgrim also gains additional bonuses from settling Grudges, with four unique follow-up incidents for all grudge missions:
Tribute from the Craft-guilds: gold Tribute from the Thanes: Oathgold and diplomatic bonuses with Dwarf factions Tribute from the Brewers: factionwide Public Order and Growth Tribute from the Slayers: More Wandering Slayers added to the RoR poolLord Effects:
Bonus Physical Resistance and Guardian effect for Hammerers Thorgrim now begins play with a Master Engineer HeroGrombrinal now begins with a Master Engineer Hero
Thane Heroes now have three new skills:
Keeper of the Gate Guardian effect for self Vigour Loss Reduction for Hammerers Ironbeard Bonus fire resistance Imbues Flammable effect Bonus ammo for Ironbreakers and Irondrakes Wanderer Vanguard and Stalk effects for Self Grants Snipe to RangersThe Engineer skill tree has been reworked, allowing you to specialise a character as a long-range sniper or a close-quarters, shotgun-wielding bruiser.
Runesmiths now have a new skill tree to reflect the changes to Rune Magic (see below), and can now unlock two special embedded army actions: Harden Armour and Sharpen Weapons.
The Runecrafting system has been much expanded, with the goal of allowing players to create Rune combos for characters in order to customise them with interesting, varied, and powerful upgrades.
A large number of new Character Runes and Banner Runes have been added to the game. Players now have a broader choice for character and army improvement through Character Runes (buffing the character’s performance) and Banner Runes (unit banners and artillery buffs). Players can craft these Runes through the new Character Rune and Banner Rune tabs in the Forge. Each Runecrafting ritual in the Forge can only be performed once, but each ritual will generate three Runes for use across multiple characters. Master Runes can also be crafted, which produces a single, powerful Rune. Dwarf characters now have three dedicated Character Rune slots, so equipping Character Runes doesn’t take up any other equipment slots. However, Banner Runes which benefit units in their army can also be added under the Followers, Runes and Banners pane in the in the character panel.Rune Magic has had an overhaul to bring its effectiveness and tactical flexibility in battle into line with the Lores of Magic wielded by other races, whilst still very pointedly being NOT MAGIC.
There are six Runes of Magic which can be used by Runelords, Runesmiths and Thorek. There are also six Master Runes of Magic – more powerful versions with longer cooldowns, which can only be used by Runelords and Thorek Ironbrow. When a Rune is used in battle, it puts all that character’s Runes into a shared cooldown period.
Several Legendary Lords have had major updates to their unique skill trees! Here are which lords to take a look at if you want something new to play with, we’ll leave you to discover the specifics in-game:
Dwarfs – Grombrindal, Belegar Ironhammer Beastmen – Khazrak the One-Eye, Malagor the Dark Omen, Morghur the Shadowgave Empire – Volkmar the Grim Vampire Counts – Heinrich Kemmler, Vlad von Carstein, Isabella von Carstein Norsca – Wulfrik the Wanderer, ThroggIn addition, with the ever-growing complexity of the game, it can be hard to find exactly the bonus you’re looking for when perusing skill and tech trees. We’ve added a searchable field in the top right of these menus which will highlight all tech and skill nodes that contain any words you enter. For example, search ‘Untainted’ to find all skills that improve the untainted stat!
We’ve vastly improved how auto-resolve works, giving you more information. Now you can better decide when to auto-resolve, and when you think you can out-fight an algorithm to keep key troops alive, devastate your enemies more spectacularly, or simply watch the arrows fly.
Auto-resolve will now show the result of the battle before clicking – Decisive Victory, Close Victory, Pyrrhic Victory, Valiant Defeat, Close Defeat, or Decisive Defeat. You will also be given a casualties estimate for your forces, indicating how many troops will need to be replenished. Unit cards that flash red while mousing over the auto-resolve button indicate that they will be wiped out.For almost five years, the Crowfather has been waiting for the right moment to take to the skies. With the Beastmen rework now in full effect, the time has come to spread his wings…
Malagor now flies by default but works like any other flying unit in the sense that he must land to fight enemies on the ground. While flying he can still cast spells, which opens up a whole realm of possibilities for Beastmen spell-focused gameplay.
We hope that this long-requested change elicits a raucous chorus of mooing amongst Beastmen players.
The Beastmen can now recruit Feral Manticores in both Campaign and Battle.
We have taken on board the community feedback regarding the unit cards from the past two DLC releases and we are pleased to announce that alongside the new Unit cards in The Silence & the Fury, the unit cards from both Warden & Paunch and Twisted & Twilight have been remade to a higher quality. We hope you enjoy them!
For the Wood Elves:
The Greenskins:
The High Elves:
And the Skaven:
Previously it was difficult gauging the performance of units such as the Black Coach, which has passive abilities that require charging up in combat before they are activated. These abilities simply would not appear in the bottom section of the unit info panel until they had been activated.
To alleviate this problem, any passive ability that is currently recharging is now displayed on the unit info panel in the same area that abilities currently affecting a unit are displayed. When a recharging ability is hovered over, the recharge time and recharge context are displayed. In the case of the Black Coach for example, the UI will communicate the time needed to recharge the ability and that the Coach needs to be in melee combat in order to recharge it. Once the context has been met and the Coach is in melee, the tooltip will feature a dynamic countdown as well, so players can see exactly how much time is left before the ability kicks in.
The recharge contexts and recharge times are also displayed in the tooltips for Active Abilities as well. This is a change that exposes more information to players using these abilities, that we hope will aid in tactical decision making.
The way active and recharging abilities were displayed in the past was fairly unintuitive, so we have changed this behaviour.
Abilities had either a red or green ring around the icon when they were active based on if they had negative debuff effects (red) or positive buff effects (green). Also the way that the shaded radial timer on the ability icon displayed the same regardless of whether the ability was active or recharging. All in all, it was tricky to figure out whether an ability was recharging at a glance.
Now, when an ability is active, it has a green ring around the icon and the shaded radial display on the button fills up.
When an ability is recharging, it will now have a red ring around the icon and the shaded radial display on the button gradually un-fills.
This shaded radial and icon ring colour behaviour is now also true for passive abilities that are currently in effect or recharging as well.
Our aim was to enable players to quickly tell what abilities are currently active and what is currently recharging, even if they were reading it from a static screenshot of the game. Achieving this before was a lot trickier, but now the interaction is easier to follow.
Tl;dr:
Green Ring on Ability Icon = Ability is Active Red Ring on Ability Icon = Ability is Recharging.Precursor missile weapons have been improved. Although this only applies to the Chameleon Stalkers unit right now, we thought it would be worth mentioning what the interactions are, since it is a type of missile weapon that has existed for a while in the database.
Here are the details of how it interacts now, based on whether Fire-At-Will is enabled or not:
If Fire-At-Will is enabled, the unit will have more flexibility to skirmish and will automatically attack any unit that is within its missile weapon range (50m for the Stalkers). This means that you can use the unit defensively if you so wish If Fire-At-Will is disabled, the unit will only fire at the target that it is explicitly ordered to attack and will only attack when charging. The charge distance on Stalkers has been made equal to their missile weapon range, so there will be no disadvantage to being a bit more precise.The Chameleon Stalkers also have a new bullet point on their unit info panel that explains this as well.
The soft collision volumes on the Tuskgor Chariot, Razorgor chariot, and Orc Boar Chariots have been optimised. Here is a quick explanation:
In WARHAMMER II, chariots have collision volumes that cover each of the three elements that the unit consists of: the draught animals, the articulation point (the point at which the chariot bends) and the chariot itself.
We discovered that the collision volume on the articulation point was typically a lot longer than it needed to be, so when the chariot made a turn, a whole bunch of collision would be sticking out of the side of the unit.
When enemy units are bunched up against your chariot unit’s collision volume, it slows them down exponentially based on how many entities are touching the collision volumes. You can now imagine that a turning chariot with massive collision on it’s articulation point would expose a lot of additional collision for enemies to bunch up against and slow the chariot down.
The collision on the articulation point has now been re-configured to an appropriate size, which has significantly increased to collision attack performance and lessened the “stickiness” of these chariots (Razorgors in particular).
The Lizardmen roster has undergone a noticeable change this time around.
A lot of monstrous units have been moved around into more appropriate categories that make the roster feel a lot more intuitive to access.
All of the single entity Lizardmen monsters have their own bespoke Unit Category Icons now, from the mighty Dread Saurian right down to the spiny Razordons. This way players should be able to tell the difference between these units at a glance.
Manticores also have their own unique unit category icon now!
All Spells and Abilities that affect Movement Speed have had their values adjusted. The previous standard for the vast majority of abilities was 24%, 48% and 72%; this has been changed to 25%, 45% and 60%. This affects both positive and negative effects.
This change should now make it easier to calculate the speed changes for units on-the-fly during a battle.
Speed increases beyond a certain threshold for units do not always increase their speed (due to animation limitations and ensuring unit cohesion when moving as a group), so this change brings the number displayed closer to reality of the speed the unit will move at.
The more dramatic reduction of 72% to 60% also serves as a balancing tweak to abilities that previously felt too punishing.
All Spells and Abilities that affect the various types of Resistances (Physical, Magic, Flame, Missile, Ward Save) have had their values adjusted. The previous standard for the vast majority of abilities was 22%, 44%, and 66%; this has been changed to 20%, 40% and 60%. This affects both positive and negative effects.
This change should now make it easier to calculate changes in damage mitigation for units on-the-fly during a battle.
Khazrak (Razorgor Chariot)
Cost 1350 to 1450 Melee Defence 26 to 34 Melee Attack 34 to 40 Charge 105 to 100 Armour-Piercing damage 280 to 300 Anti-Infantry 28 to 30Beastlord (Razorgor Chariot)
Melee Defence 20 to 32 Melee Attack 32 to 38 Charge 95 to 90 Anti-Infantry 28 to 25 Cost 1200 to 1250Malagor
Cost 600 to 1000 Mass 800 to 1200 Malagor can now fly Spell lore changed from Lore of Wild to Mixed Lore with the following spells: Enfeebling Foe Flock of Doom Penumbral Pendulum Doom & Darkness Mantle of Ghorok Savage DominionMorghur
Mass 800 to 1200Bray Shaman (Razorgor Chariot)
Cost 700 to 850 Armour 80 to 100 Melee Defence 18 to 30 Melee Attack 24 to 34 Charge 70 to 80 Armour-Piercing damage 200 to 210 Anti-Infantry 24 to 25Gorebull
Leadership 65 to 75 Charge 50 to 46 Melee Attack 36 to 34 Mass 1800 to 2500Razorgor Chariot
Cost 1000 to 1150 Melee Defence 28 to 30 Melee Attack 24 to 34 Leadership 60 to 70 Charge 74 to 80Minotaurs
Leadership 65 to 75 Charge 38 to 34 Melee Attack 36 to 34Minotaurs (Shield)
Leadership 65 to 75 Charge 34 to 32 Melee Attack 36 to 34Minotaurs (Great Weapon)
Leadership 65 to 75 Charge 44 to 40 Melee Attack 36 to 34Butchers of Kalkengard (Minotaurs – Shields)
Leadership 75 to 85 Charge 34 to 32 Melee Attack 45 to 43Manticore
Can now be recruited like other units (no longer only summoned via Lore of Beasts for Beastmen)Cygor
Cost 1600 to 1550 Hit points 10888 to 9800 (Ultra unit size)The Eye of Morrslieb (Cygor)
Cost 1950 to 1900 Hit points 10888 to 9800 (Ultra unit size)Chaos Warhounds (Poison)
Cost 475 to 450Destroyers of the Drakwald (Ungor Spearmen Herd – Shields)
Cost 600 to 575Defenders of the Fleur-de-lis (Knight Errant)
Cost 850 to 925Battle Pilgrims
Melee Attack 32 to 30 Armour-Piercing damage 7 to 6The Holy Wardens of La Maisontaal (Battle Pilgrims)
Melee Attack 41 to 38Grail Reliquae
Melee Attack 24 to 22Blessed Field Trebuchet
Melee Defence from 5 to 6.Hellebron
Melee Attack 70 to 68Hellebron (Dark Steed)
Melee Attack 70 to 68Hellebron (Cauldron of Blood)
Melee Attack 40 to 38 Melee Defence 22 to 28 Cost 2000 to 1950Hellebron (Manticore)
Melee Attack 60 to 58Death Hag
Melee Attack 62 to 60 Bonus vs Infantry 25 to 20Death Hag (Cauldron of Blood)
Cost 1400 to 1350 Melee Attack 34 to 32 Melee Defence 22 to 28Hellebronai (Dreadspears)
Cost 700 to 650Witch Elves
Melee Attack 38 to 36Sisters of the Singing Doom (Witch Elves)
Melee Attack 48 to 45Bloodwrack Medusa
Projectile Calibration Distance 45 to 65 (more accurate) Tweaked projectile spawn position to help fire over allies Missile Bonus vs Infantry 0 to 10Doomfire Warlocks
Melee Defence 22 to 26Slaanesh Harversters (Doomfire Warlocks)
Melee Defence 29 to 34War Hydra
Cost 1650 to 1600 Melee Defence 26 to 32Chill of Sontar (War Hydra)
Cost 2000 to 1950 Melee Defence 34 to 41Kharibdyss
Cost 1700 to 1650 Melee Defence 30 to 38Sisters of Slaughter
Melee Attack 37 to 39 Melee Defence 57 to 58Ravagers of Rakarth (Scourgerunner Chariot)
Cost 1250 to 1200Thorgrim Grudgebearer
Can now Hide in Forest Mass 900 to 2500Grombrindal
Removed ability “Flash Bomb” in Custom battleRune Lord (Anvil of Doom)
Mass 900 to 2500Runesmith
Swapped Item “Master Rune of Groth One-Eye” for “Ironwarden’s Shield” in Custom Battle Swapped Item “The Hammer of Karak Drazh” for “Ironbeard’s Ring” in Custom BattleRunesmith (Ghost)
Cost 1000 to 1100 Swapped Item “Master Rune of Groth One-Eye” for “Ironwarden’s Shield” in Custom Battle Swapped Item “The Hammer of Karak Drazh” for “Ironbeard’s Ring” in Custom BattleMaster Engineer
Removed passive ability “Extra Powder” in Custom battle Added ability “Flash Bomb” in Custom battle Added ability “Restock” in Custom battleMaster Engineer (Ghost)
Removed passive ability “Extra Powder” in Custom battle Added ability “Flash Bomb” in Custom battle Added ability “Restock” in Custom battleNorgrimlings Ironbreakers
Cost 1600 to 1650 Melee Attack 38 to 43Peak Gate Guard (Hammerers)
Cost 1450 to 1550 Melee Defence 44 to 48Hammerers
Cost 1100 to 1200 Max Splash Attacks 1 to 2 Melee Defence 35 to 38Ironbreakers
Cost 1200 to 1250 Melee Attack 30 to 34Ekrund Miners (Miners with Blasting Charges)
Removed passive ability “Frenzy”Gyrocopters
Improved response times when ordered to stop and fireGyrobombers
Improved response times when ordered to stop and fireFlagellants
Melee Attack 32 to 30The Tattersouls (Flagellants)
Melee Attack 41 to 38Wurrzag
Melee Attack 43 to 41Wurrzag (Boar)
Melee Attack 43 to 41 Charge speed 100 to 104 Run speed 62 to 70Grom
Mass 1400 to 1300Black Orc Big Boss (Boar)
Charge speed 100 to 104 Run speed 62 to 70Orc Shaman (Boar)
Charge speed 100 to 104 Run speed 62 to 70Orc Warboss (Boar)
Charge speed 100 to 104 Run speed 62 to 70Snotling Pump Wagon Flappas
Charge 80 to 75Snotling Pump Wagon Roller
Charge 40 to 50Savage Orc Boar Boy Big ‘Uns
Leadership 58 to 60 Melee Attack 28 to 26 Charge speed 100 to 104 Run speed 66 to 70Savage Orc Boar Boyz
Melee Attack 26 to 24 Charge speed 100 to 104 Run speed 64 to 70Savage Orc Arrer Boyz
Leadership 52 to 55 Melee Attack 24 to 22Savage Orc Big ‘Uns
Melee Attack 40 to 38Savage Orcs
Leadership 58 to 60 Melee Attack 28 to 26Orc Boar Boy Big ‘Uns
Charge speed 95 to 104 Run speed 62 to 70Broken Tusks Mob (Orc Boar Boy Big ‘Uns)
Charge speed 95 to 104 Run speed 62 to 70Orc Boar Boyz
Charge speed 95 to 104 Run speed 60 to 70Orc Boar Chariot
Cost 950 to 750 Charge 80 to 72 Charge speed 95 to 104 Run speed 62 to 70 Mass 1400 to 1300Goblin Wolf Rider Archers
Cost 375 to 400Mogrubb’s Mangy Marauders (Goblin Wolf Rider Archers)
Cost 600 to 625Forest Goblin Spider Riders
Cost 400 to 425Forest Goblin Spider Rider Archers
Cost 450 to 475Deff Creepers (Forest Goblin Spider Rider Archers)
Cost 600 to 625Mistwalkers Faithbearers
Melee Attack 39 to 37Nakai
Mass 2700 to 4000 Cost 1650 to 1550Tehenhauin
Melee Attack 55 to 53Tehenhauin (Horned One)
Melee Attack 55 to 53Tehenhauin (Ripperdactyl)
Melee Attack 55 to 53Tehenhauin (Ancient Stegadon)
Melee Attack 26 to 24Kroq Gar (Grymloq)
Melee Attack 55 to 53 Armour-Piercing damage 375 to 360 Base damage 165 to 120Tiktaq’to
Cost 900 to 800Mazdamundi (Zlaaq)
Cost 1800 to 1900Ancient Kroxigor
Mass 2100 to 3500Saurus Old Blood (Carnosaur)
Melee Attack 45 to 43 Armour-Piercing damage 375 to 330 Base damage 125 to 110Red Crested Skink Chief
Melee Attack 55 to 53Red Crested Skink Chief (Horned One)
Melee Attack 55 to 53Red Crested Skink Chief (Ripperdactyl)
Melee Attack 55 to 53Red Crested Skink Chief (Ancient Stegadon)
Melee Attack 26 to 24Saurus Scar Veteran (Carnosaur)
Melee Attack 41 to 39 Armour-Piercing damage 350 to 315 Base damage 115 to 105Skink Chief
Cost 350 to 400Feral Carnosaur
Melee Attack 41 to 39 Armour-Piercing damage 350 to 315 Base damage 115 to 105Ripperdactyl Riders
Melee Attack 44 to 42 Armour-Piercing damage 98 to 94 Bonus vs Infantry 10 to 15 Cost 1200 to 1150Colossadon Hunters (Ripperdactyl Riders)
Melee Attack 54 to 52 Armour-Piercing damage 98 to 94 Bonus vs Large 10 to 15 Cost 1500 to 1450Pahuax Sentinels (Terradon Riders)
Cost 800 to 850Red Crested Skinks
Melee Attack 26 to 24 Armour-Piercing damage 20 to 19 Cost 600 to 575Cohort of Sotek (Red Crested Skinks)
Melee Attack 34 to 31 Armour-Piercing damage 20 to 19 Cost 850 to 825Feral Stegadon
Charge Bonus 76 to 70Ancient Salamander
Charge Bonus 40 to 30 Melee Attack 34 to 32 Melee Defence 32 to 29 Leadership 60 to 65 Ammunition 18 to 20 Cost 1250 to 1050Salamander Hunting Pack
Cost 950 to 850The Umbral Tide (Salamander Hunting Pack)
Cost 1200 to 1100Razordon Hunting Pack
Cost 900 to 800Amaxon Barbs (Razordon Hunting Pack)
Cost 1200 to 1075Bastiladon (Solar Engine)
Cost 1100 to 1200Stegadon
Cost 1600 to 1550The Thunderous One (Ancient Stegadon)
Cost 2400 to 2450Chameleon Skinks
Cost 600 to 650Throgg
Mass 5000 to 4000Skin Wolf Werekin
Melee Attack 45 to 43Beasts of Tashnar (Norscan Warwhounds)
Cost 650 to 700Maws of Savagery (Skin Wolves)
Cost 1450 to 1500 Armour-Piercing damage 39 to 40 Base damage 21 to 20Skin Wolves
Melee Attack 32 to 30 Armour-Piercing damage 21 to 20 Base damage 39 to 40Skin Wolves (Armoured)
Melee Attack 32 to 30 Armour-Piercing damage 21 to 20 Base damage 39 to 40Marauder Berserkers
Melee Attack 40 to 38Brutes of the Hound (Marauder Berserkers)
Melee Attack 50 to 48Skaven Chieftain (Bonebreaker)
Melee Attack 50 to 48 Armour-Piercing damage 312 to 290 Base damage 118 to 120Ghoritch
Melee Attack 60 to 58Packmaster (Brood Horror)
Melee Attack 40 to 38 Armour-Piercing damage 275 to 250Throt (Brood Horror)
Melee Attack 50 to 48 Armour-Piercing damage 305 to 275Skaven Warlord (Brood Horror)
Melee Attack 50 to 40 Armour-Piercing damage 275 to 250Skrolk
Melee Attack 54 to 52Plague Priest
Melee Attack 40 to 38Plague Priest (Plague Furnace)
Melee Attack 30 to 28Skaven Warlord (Bonebreaker)
Melee Attack 50 to 48 Armour-Piercing damage 322 to 320 Base damage 138 to 140Brood Horror
Melee Attack 40 to 38 Armour-Piercing damage 275 to 250Mutant Rat Ogre
Armour-Piercing damage 345 to 320 Melee Attack 52 to 50Morskittar’s Hellion (Mutant Rat Ogre)
Melee Attack 64 to 61 Armour-Piercing damage 345 to 320Rat Ogres
Melee Attack 26 to 24 Armour-Piercing damage 58 to 55 Base damage 22 to 20Pit Fighters of Hell’s Deep (Rat Ogres)
Melee Attack 34 to 31 Armour-Piercing damage 58 to 55 Base damage 22 to 20The Thing-Thing (Hell Pit Abomination)
Cost 2250 to 2200Plague Monk Censer Bearers
Melee Attack 31 to 29Plague Monks
Melee Attack 28 to 26Blightscab’s Plaguepack (Plague Monk Censer Bearers)
Melee Attack 39 to 37Gutter Runners (Poison)
Cost 850 to 825Gutter Runners Slingers (Poison)
Cost 850 to 825Settra (Chariot of the Gods)
Can no longer hide in forestKing Nekhesh’s Scorpion Legion (Skeleton Spearmen)
Cost 600 to 550Necropolis Knights
Cost 1450 to 1425Necropolis Knights (Halberds)
Cost 1600 to 1575Vampire Fleet Captain
Number of projectiles 0 to 1 (no gameplay change just a data bug fix)The Tide of Skjold (Zombie Pirate Deckhands Mob)
Cost 450 to 475Depth Guard
Melee Attack 50 to 48Depth Guard Halberds
Melee Attack 42 to 40The Bloody Reaver Deck Guard (Depth Guard)
Melee Attack 52 to 50Red Duke
Melee Attack 70 to 68Red Duke (Barded Nightmare)
Melee Attack 70 to 68Red Duke (Hellsteed)
Melee Attack 70 to 68Red Duke (Zombie Dragon)
Melee Attack 44 to 42Vampire Blood Dragon Lord
Melee Attack 70 to 68Vampire Blood Dragon Lord (Barded Nightmare)
Melee Attack 70 to 68Vampire Blood Dragon Lord (Hellsteed)
Melee Attack 70 to 68Vampire Blood Dragon Lord (Zombie Dragon)
Melee Attack 44 to 42The Konigstein Stalkers (Skeleton Warriors)
Cost 500 to 475Varghiests
Melee Attack 40 to 38The Devils of Schwartzhafen (Vargheists)
Melee Attack 50 to 48Blood Knights
Melee Attack 32 to 30Crypt Horrors
Armour 15 to 30 Melee defence 25 to 26Corpse Cart (All variants)
Mass 450 to 1100Archaon
Melee Attack 70 to 68Archaon (Dorghar)
Melee Attack 70 to 68Lord of Change
Mass 5000 to 4000Forsaken
Melee Attack 32 to 30The Daemonspew (Forsaken)
Melee Attack 41 to 38Chaos Warhounds (Poison)
Cost 475 to 450Sisters of Twilight (Ceithin-Har – Forest Dragon)
Melee Defence 40 to 42Glade Lord (Forest Dragon)
Melee Defence 40 to 42Glade Lord Female (Forest Dragon)
Melee Defence 40 to 42Durthu
Melee Attack 65 to 63Orion
Melee Attack 65 to 63Drycha
Cost 850 to 1000 Melee Attack 60 to 58Wraiths of the Frozen Heart (Dryads)
Cost 800 to 825Loec’s Tricksters (Wardancers – Asrai Spears)
Cost 1300 to 1350Great Stag Knights
Melee Attack 35 to 33 Armour-Piercing damage 44 to 42 Base damage 22 to 21Lost Sylvan Knights (Great Stag Knights)
Melee Attack 44 to 42 Armour-Piercing damage 44 to 42 Base damage 22 to 21Glade Riders (Hagbane Tips)
Cost 800 to 825Wild Riders
Melee Attack 34 to 32 Armour-Piercing damage 14 to 13 Base damage 28 to 27Wild Riders (Shields)
Melee Attack 34 to 32 Armour-Piercing damage 14 to 13 Base damage 28 to 27Wild Hunters of Kurnous (Wild Riders – Shields)
Melee attack 43 to 41 Armour-Piercing damage 14 to 13 Base damage 28 to 27Forest Dragon
Melee Defence 36 to 38Hawk Riders
Cost 950 to 1000There was an inconsistency in how much damage WH2 and WH1 spell lore’s miscast explosion would do. All spells have now been unified to do the following damage:
Explosive base damage 288 Explosive AP damage 300The Dwarfs have been without a comparable magic system to Spells used by all other races. The Runic Magic system has been created to bring the Dwarfs into parity with other races while keeping their playstyle unique.
Key differences between Spells and Rune Magic:
Rune Magic does not use Winds of Magic Once a character uses a Rune, all other Runes on that character will also be put on a shared cooldown The Rune that has been used exhibits a longer individual cooldown to prevent repeated recasting of the same Rune Rune Magic resource is character bound, not army bound like Winds of Magic Rune Magic has a shorter range than Spells in general, emphasising good Runesmith/Rune Lord positioning.Notable changes between the old Rune abilities and the new Rune Magic system:
Runes can now be overcast to become Master Runes (like Spells these are stronger versions of Rune but have a risk of miscasting and increased cooldown time) The Anvil of Doom mount’s innate ability Locus of Power now damages any Spellcaster that casts Spells within range of the Anvil of Doom (100m range) The existing three Runes (Wrath & Ruin, Oath & Steel, Negation) effects have been modified for the new system Most notably Rune of Wrath & Ruin is now a targeted Explosion, and no longer a slow Three new Runes have been created to bring Rune Magic on par with Spells: Rune of Breaking – grants Armour-Sundering and increased Weapon Strength to target ally Rune of Speed – grants Melee Attack and Speed to target allies Rune of Slowness – reduces Speed and Charge Bonus of target enemy.Vindictive Glare upgraded
AP missile damage 25 to 65 Base missile damage 65 to 25 Projectile number 10 to 5 Explosive missile AP damage 25 to 55 Explosive missile base damage 55 to 25 Mana cost 8 to 7Burning Head
Base damage 14 to 12Burning Head Upgraded
Base damage 21 to 18Aspect of the Dreadknight
Added Causes Fear Added Magical AttacksAspect of the Dreadknight Upgraded
Added Causes Fear Added Magical Attacks Mana cost 9 to 8 Recharge time 28s to 29sSoulblight
Duration 25s to 18s Base weapon damage -30% to -25% AP weapon damage 0% to -25%Soulblight upgraded
Duration 50s to 36s Base weapon damage -30% to -25% AP weapon damage 0% to -25%Enfeebling Foe
Duration 22s to 17sEnfeebling Foe Upgraded
Duration 44s to 34sSmoke and Mirrors
Speed 12% to 10%Bestial Surge
Charge bonus 18% to 15%Devolve
Rarity Uncommon to Common Mana cost 11 to 4 Duration 11s to 20s Recharge time 45s to 30s Changed from AoE to Single Target Melee attack 0 to -24 Leadership -8 to 0 Speed 0% to -25% Charge speed 0% to -25%Devolve Upgraded
Rarity Uncommon to Common Mana cost 20 to 9 Duration 22s to 20s Recharge time 45s to 30s Overcast changed to effect range Melee attack 0 to -24 Leadership -8 to 0 Speed 0% to -25% Charge speed 0% to -25%Viletide
Rarity Common to Uncommon Mana cost 7 to 9 Target range 200m to 100m Base explosive damage 15 to 20Viletide Upgraded
Rarity Common to Uncommon Mana cost 9 to 13 Target range 200m to 100m Base explosive damage 15 to 20 AP explosive damage 7 to 10Traitorkin
Mana cost 12 to 11Traitorkin Upgraded
Mana cost 20 to 18 Speed -48% to -25%Mantle of Ghorok
Mana cost 11 to 12 Duration 29s to 26sWe have also added an Upgraded version of Mantle of Ghorok.
Wyssan’s Wildform
Duration 22s to 19s Base weapon damage 30% to 25% AP weapon damage 0% to 25%Wyssan’s Wildform Upgraded
Duration 22s to 19s Base weapon damage 30% to 25% AP weapon damage 0% to 25%Pann’s Impenetrable Pelt
Duration 44s to 31s Speed 24% to 0% Melee defence 0 to 24Pann’s Impenetrable Pelt Upgraded
Duration 44s to 31s Speed 24% to 0% Melee defence 0 to 24Curse of Anraheir
Duration 39s to 21s Accuracy -30 to 0 Melee defence 0 to -24Curse of Anraheir Upgraded
Duration 39s to 21s Accuracy -30 to 0 Melee defence 0 to -24Transformation of Kadon (Manticore)
Mana cost 18 to 20Shield of Saphery
Ward save 11% to 10%Plague Rash
Speed -12% to -10%Bless with Filth
Mana cost 5 to 4Bless with Filth Upgraded
Mana cost 8 to 7Pestilent Birth
Mana cost 14 to 16Toxic Rain
Speed -12% to -10%Forgefire
Cost 158 to 150 Changed from targeting allies to target enemies Armour 0 to -15 AP weapon damage 12% to 0%Rune of Negation
Duration 25s to 24s AoE to Single Target Recharge time 90s to 120s Wind up time 0s to 3s Ward save 22% to 40%Master Rune of Negation
Duration 18s to 40s AoE to Single Target Recharge time 120s to 180s Wind up time 0s to 3s Ward save 44% to 40%Rune of Oath and Steel
Duration 25s to 44s Recharge time 90s to 120s Wind up time 0s to 3sMaster Rune of Oath and Steel
Duration 25s to 44s Recharge time 120s to 180s Wind up time 0s to 3s Armour 30 to 60Rune of Wrath & Ruin
Duration 15s to 10s Removed number of uses cap Recharge time 90s to 120s Wind up time 0s to 3s Changed from Hex to ExplosionMaster Rune of Wrath & Ruin
Duration 30s to 10s Removed number of uses cap Recharge time 120s to 180s Wind up time 0s to 3s Changed from Hex to ExplosionLocus of Power
Effect range Mapwide to 100m Recharge time 0s to 6s Changed from targeting allies to targeting enemies Magic resistance 15% to 0% Enemy Spellcasters suffer Miscast explosion when in rangeFrenzy
Melee Attack 8 to 10 This has been counterbalanced by a reduction in Melee Attack by 2 on the majority of units with Frenzy, as noted above. Charge bonus 8% to 10% Base weapon strength 15% to 10% AP weapon strength 0% to 10%Poison
Speed -24% to -15% Base weapon damage -20% to -15% AP weapon damage -20% to -15% Base missile damage -20% to -15% AP missile damage -20% to -15%The Brass Cleaver
Melee attack 9 to 10Featherfoe Torc
Melee defence -9 to -10Potion of Foolhardiness
Charge bonus 36% to 40%Deadly Onslaught
Charge bonus 36% to 40% Cost 158 to 150Flammable
Speed -36% to -35%Evasion
Speed 6% to 5%Chilling Aura
Speed -36% to -35%Aura of Protection
Ward save 12% to 10%Primal Fury
Charge bonus 8% to 10% Speed 12% to 10%Bloodgreed
Cost 244 to 100 Leadership 15 to 4 Melee attack 0 to 5 Charge bonus 0% to 10% Auto-deactivate “Out of Melee” removed Recharge time 0s to 60s Added recharge context “Recharge in Melee”Slaughterer’s Call
Cost 239 to 200 Melee attack 9 to 10 Charge bonus 8% to 10%The Unrelenting Warherd
Condensed 4 abilities to 1 (Single version based off version III) Melee attack 16 to 15Strength of the Land
Condensed 4 abilities to 1 (Single version based off version III) Missile resistance 0% to 5%Horn of the First Beast
Charge bonus 18% to 20%Beloved Son of Bretonnia
Charge bonus 8% to 10%Lance (Formation)
Charge bonus 36% to 40% Charge speed 12% to 10%Fleur de Lys Banner
Melee attack 9 to 10 Melee defence 9 to 10Aura of the Lady
Magic resistance 12% to 10%Spirit of the Tempest
Charge bonus 8% to 10%Heartrender and the Darksword
Melee attack -9 to -10 Melee defence -9 to -10Enchanting Beauty
Melee attack -9 to -10Bloodshield of Khaine
Physical resistance 6% to 5%Fury of Khaine
Charge bonus 18% to 20%Barbed Net
Missile resistance -12% to -10% Speed -12% to -10%Whiplash
Charge bonus 18% to 20%Helm of the Kraken
Melee defence 9 to 10Kindle the Fury
Melee attack 9 to 10 Charge bonus -8% to -10%Chillblade
Speed -12% to -10%The Trial of the Blades
Melee attack 9 to 10Rune of Stoicism
Removed Unbreakable Added Charge Defence vs Large Changed from active to passiveFlash Bomb
Changed from self-target to target enemyRune of Courage
Changed from Active to PassiveAncestor Rune
Rarity Common to Uncommon Changed to passive Activates when below 25% healthThe Great Book of Grudges
Melee attack 9 to 10Hammer of Angrund
Melee attack 9 to 10 Charge bonus 16% to 15%High King
Charge bonus 8% to 10%Ironwardens Shield
Ward save 12% to 10%Ironbeards Bracer
Physical resistance 33% to 20% Speed 12% to 10%Gate Keeper’s Helm
Missile resistance 11% to 20%Gate Keeper’s Belt
Ward save 33% to 40%Starmetal Plate
Melee attack -9 to -10The Stirland Runefang
Melee attack 9 to 10Kaboom!
Explosion now counts as fire damageEmergency Vent
Explosion now counts as fire damageFleet-Footed
Speed 18% to 20%The White Cloak of Ulric
Melee Attack -9 to -10 Speed -6% to -5%Da Boss’ Loons
Initial recharge 0s to 15s Recharge time 90s to 45s Added recharge context “In Melee”Spinning Loons
Initial recharge 0s to 15s Recharge time 90s to 45s Added recharge context “In Melee”The Loons of the Eight Peaks
Initial recharge 0s to 15s Recharge time 90s to 45s Added recharge context “In Melee”Language of da Boyz
AoE effect range 40m to 30m Duration 30s to 16s Cost 159 to 150Lucky Banner
Cost 238 to 200 Duration 30 to 25 Melee attack 40 to 24Da Great ‘Un Iz ‘Ere
Cost 162 to 150 Duration 20 to 21 Leadership 16 to 8Waaagh!
Charge bonus 18% to 20%Warpaint of Wurrzag
Physical resistance 6% to 5%Bonewood Staff
Charge bonus 18% to 20%Pump Harder Ladz
Charge bonus 18% to 20%Best of Da Best
Ward save 11% to 10%Dragon Slayers Fang
Melee defence 9 to 10War Paint
Magic resistance 12% to 10%Mither
Target range from 100m to 75mBlizzard Aura
Melee attack -9 to -10Attuned to Magic
Ward save 12% to 10%Star Lance
Charge bonus 50% to 60%Guardian Phoenix
Magic resistance 12% to 10%Sacred Incense
Missile resistance 12% to 10%Ruby Guardian Phoenix
Fire resistance 12% to 10%Diamond Guardian Phoenix
Physical resistance 12% to 10%The Shadow Crown
Speed 18% to 20%Shieldstone of Isha
Physical resistance 12% to 10%Swiftness of Itzl
Duration 35s to 32s Speed 36% to 25%Protection of Quetzl
Duration 12s to 35sProtection of Quetzl Upgraded
Duration 20s to 55sWar Drum of Xahutec
Speed 6% to 5% Charge bonus 4% to 5%Sunburst Standard of Hexoatl
Missile resistance 12% to 10% Melee defence 6 to 5Mask of Heavens
Melee defence 9 to 10Ark of Sotek
Base weapon damage 5 to 0 Removed “Poison” contact effect Added Damage over Time contact effect “Sotek’s Poison”Blade of the Ancient Skies
Melee attack 16 to 15 Charge bonus 8% to 10% Base weapon damage 18% to 20% AP weapon damage 18% to 20%Golden Death Mask
Melee attack -9 to -10The Horn of Kygor
Charge bonus 18% to 20%Primal Instincts
Charge bonus 16% to 15%Frostbite
Speed -36% to -35%Rage Stage Two
Physical resistance 11% to 10%Stage Three
Physical resistance 11% to 10%Berserk Stage One
Physical resistance 22% to 20%Stage Two
Physical resistance 22% to 20%Stage Three
Physical resistance 22% to 20%Ruinous Flesh
Missile resistance 11% to 10%Frenzied Assault
Charge bonus 36% to 40%Flaming Axe of Cormac
Melee Attack 9 to 10Vicious Assault II
Melee attack 9 to 10Warp Discharge
Rarity Uncommon to Rare Cost 150 to 200Strength in Numbers
Speed -12% to -10%Snare Net
Speed -12% to -10% Charge speed -12% to -10%Scurry Away
Speed 12% to 10%Tretch’s Raiders
Melee attack 9 to 10Lucky Skullhelm
Ward save 33% to 40%Duck and Weave
Speed 12% to 10%Pipes of Piebald
Charge bonus -8% to -10%The Cloak of Shadows
Melee defence -9 to -10Crown of Nehekhara
Charge bonus 8% to 10%Magical Void
Magic resistance 33% to 30%Charmed
Melee attack -9 to -10Vambraces of the Sun
Melee attack -9 to -10Helman’s blight
Speed -36% to -35%Heart Piercing
Charge bonus 36% to 40%Honour or Death
Ward save 11% to 10%Red Fury
Charge bonus 18% to 20%Black Scythe
Charge bonus 36% to 40%Mark of Khorne
Charge bonus 8% to 10%Howl of the Forest
Melee attack 9 to 10Horn of the Wild Hunt
Charge bonus 54% to 60%Banner of the Hunter King
Charge bonus 8% to 10%Banner of the Eternal Queen
Ward save 6% to 5%Ceithin Har’s Tenacity
Charge bonus 9% to 10%Twilight Helm
Physical resistance 6% to 5%Dragon Mask I
Melee defence -9 to -10Dragon Mask II
Melee defence -9 to -10Dragon Mask III
Melee defence -9 to -10Twilight Horn I
Charge bonus 18% to 20%Twilight Horn II
Charge bonus 18% to 20%