Casa›blog›Total War: WARHAMMER II – Hammers and Herdstones Update
Guerra Total: WARHAMMER II
Total war
July 13, 2021
Welcome to the latest patch for Total War: WARHAMMER II, version 1.12, Hammers & Herdstones. In addition to support for our various DLC and FLC offerings released tomorrow, this update has plenty of new parts to learn, whether it's beastly fangs or dwarven denchers.
Updated on 7/14:Removed erroneous entries and some minor missing balance changes, added details for new auto-resolve functionality, and updated skill trees for several Lords.
This automatic update comes bundled with, bringing with it many content overhauls, balances, bug fixes, and quality of life improvements for the Eye of the Vortex and Mortal Empires campaigns. There is also a Free-LC pack available with this update: Great Bray Shaman andmercenary ogresacrossfull access to waryThorek CejaférreaacrossVapor.
Even if you haven't purchased The Silence & The Fury, Taurox and Oxyotl and their auxiliary factions will appear in your campaigns under AI control.
Along with a host of fixes, quality of life improvements, and unit balance changes, both Beastmen and Dwarves have seen substantial updates to bring their campaign experiences in line with the latest content.
Please note that this update may affect your current campaigns and make any mods you may be using unstable. We've released an optional beta version for the older version of the game that allows you to finish any current campaign saves in real-time:
- In your Steam games library, right clickGuerra Total: WARHAMMER IIand selectproperties
- In the Properties window, select thebetaseyelash
- selectwarhammerii_1.11.1from the list
- Total War: WARHAMMER II will now be updated to beta
When you want to get the current version, just turn off the beta version and your client will update automatically.
in loving memory
We want to highlight that this patch is dedicated to the memory of Kevin Lloyd, QA Functionality Tester. He will be immortalized in the game with an early hero of the Vampire Counts (factions of Sylvania) named Kevon Lloydstein, with some special features that represent the man himself. This dedication comes from his family:
“To 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 glad you found your place. You will be missed forever."
¡A Kevin!
Greetings to modders
The Silence and the Fury DLC and accompanying content addresses many areas that our community has long requested a revamp. So a big thank you to the fantastic modding community who have provided some amazing options for players in the meantime. In particular:
- Dwarven rune crafting:Drunk Flamingo, Vandy, ZombieFlanders, Mase, Commissioner, the alraz_ka
- Dwarf's Grudge Reworks: drunk flamenco
- Oráculo Skink + Troglodon: Meh
- Thorek/Taurox/Oxyotl/Doombull: Mix
- Jabberslythe: Urge
- the gorgon: ChaosRobie e Scroon Billets
- Coat: ChaosRobie
- Great Shaman Bray/Tuskor/Wargor: Decomposed.
- Beastmen Reworks: There are too many to name, but our love and respect goes out to you all!
Beastmen rework
Emboldened by Taurox's rage, the Beastmen burst from the shadows to wreak havoc! Beastmen have gone through fierce faction fighting to make their campaigns more fun, engaging, and run in keeping with tradition. Its new features, systems, and capabilities focus on high mobility, with rewards and progression gained through expanding levels of beastly destruction.

the rewards of dread
Dread is a new resource for Beastmen and is obtained by completing quests, destroying settlements, and winning battles, with higher kills bringing greater rewards. Dread can be spent by invoking the dark gods' favor using the new Dread Rewards panel, which unlocks many items from your faction's progress. These rewards unlock legendary lords and heroes for use, grant new magic items, and improve many aspects of your faction. Maintenance costs have also been removed from all Beastmen units, so unit limits are now the main limiting factor for armies, and they can also be expanded through The Rewards of Dread.
fields of blood
Beastmen can select regions of the map and turn them into their own personal playgrounds for carnage and mayhem. These are known as Bloodgrounds.
A field of blood is created when the player wins a settlement battle and places a Herdstone at the settlement site. This turns the region, as well as any nearby regions, into a Bloodground. As the player engages in destructive activities within the Bloodground, such as raiding, winning battles, and destroying settlements, their Rampage level increases. Certain technologies, Herdstone buildings, and abilities can further increase these Havoc gains. When enough Havoc has been generated, the player can perform a Ritual of Ruin.
ruin rituals
Performing a Ritual of Ruin changes the Blood Field to a Ravaged Blood Field. All devastation generated is converted into Marks of Doom, a key progression resource, and increases the player's Herdstone cap by one.
The ruin is tracked at the top of the campaign screen. Major bonuses are awarded when certain ruin thresholds are reached, including increased unit and army limits, reduced construction costs, and more Herdstone shards.
Devastated Fields of Blood
A ravaged bloodfield is a chaos-tainted, corpse-filled hell that is very difficult for any faction other than Beastmen to function. While a Herdstone remains standing, other factions cannot colonize any Blighted Region in its associated Bloodground. Herdstone can be removed by attacking and destroying it like any other settlement.
dark Moon
The Dark Moon feature has been updated! Beastmen now receive constant effects based on the state of the Moon, and there are no more downsides associated with Full Moon dilemmas.
Character and faction effects
All existing Beastmen Lords now lead their own separate factions on the campaign map.
Additionally, all Legendary Beastmen Lords and Generic characters 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 greatly increased range of motion in Beast-Paths Stance
- Morghur grants Chaos Spawn additional benefits, including the ability to throw powerful banners. Now also applies attrition to nearby enemy forces while attacking.
…Oh, and Malagor can fly now too.
See it go!
dwarf rework
With the arrival of Thorek Ironbrow (and his intense frown of disapproval), we had no choice but to give the fearsome Dawi the same love and attention other Old World races have received. This hotfix addresses almost all aspects of the Dwarven faction shared mechanics, most notably Spite and Runecrafting.

grudges
The grudge bar has been expanded with more levels and more significant effects granted at each level. Clearing grudges is now more viable, making the system more balanced and rewarding. The Legendary Lord's Rancor level grants increasing stat boosts and influences the number of Wandering Assassins he can recruit.
wandering assassins
Slayers can still be recruited from settlements as normal. However, they will also be available in the Renowned Regiments recruitment pool, in direct relation to your faction's Rancor level:
- When the Rancor bar is full, many Dwarves will feel ashamed and choose to follow the Assassin's path.
- When low, fewer Dwarves will feel the need to take Slayer Oaths, and the pool will replenish more slowly.
legendary grudges
- Each Dwarven Legendary Lord starts the game with four unique Legendary Rancors in Dammaz Kron that inform the flow of their campaigns.
- Thorek Ironbrow starts with eight, related to the artifacts he needs to locate.
- These grudges have a higher severity rating and add a sense of progression to grudges.
- Legendary grudges grant considerably more Oath Gold than spawned grudges and, in some cases, powerful buffs or unique master runes (see below).
New post-battle options
Some post-battle options for dwarves have been tweaked to improve them thematically, given the Dawi's relationships and attitudes towards specific races. These can grant bonuses to defensive play and provide a new valid source of Oathgold:
Victory VS Dwarves:
- Rescue captives: Rescue prisoners for Oathgold
- Drink to victory! like the province
- Confront the Captives: Resupply
Victory VS razas odiadas (EG Greenskins, Skaven, Vampire Counts, Chaos, etc.):
- Run and Loot: Oathgold
- Drink to victory! like the province
Victory VS not-so-hated races (e.g. humans, elves, etc.):
- Rescue captives: Rescue prisoners for Oathgold
- Drink to victory! like the province
Character and faction effect tweaks.
Thorgrim
As High King of the Dwarves, all of Thorgrim's provincial commands are now more powerful. Thorgrim also gains additional bonuses when resolving grudges, with four accompanying incidents unique to all grudge quests:
- Crafting Guild Tribute: Gold
- Tribute to Thanes: Oath Gold and Diplomatic Buffs with Dwarf Factions
- Tribute to the Brewers: Law, Order, and Faction-wide Growth
- Slayers Tribute – Added more Wandering Slayers to the RoR pool
Mister Effects:
- Physical resistance and protection effect bonus for Hammerers
- Thorgrim now starts playing as Hero Master Engineer
Grombrindal
Grombrinal now starts with a Master Engineer Hero
Thane
Thane Heroes now have three new abilities:
- gate keeper
- Guardian effect for yourself
- Stamina loss reduction for Hammerers
- iron beard
- Fire resistance bonus
- Imbues flammable effect
- Ammo bonus for Ironbreakers and Irondrakes
- Tramp
- Vanguard and Stalk effects for yourself
- Concede Snipe para Rangers
engineers
The Engineer's skill tree has been redesigned, allowing you to specialize a character as a long-range sniper or a shotgun-wielding bandit.
rune smiths
Runesmiths now have a new skill tree to reflect changes to Rune Magic (see below), and you can now unlock two special army actions: Strengthen Armor and Sharpen Weapons.
rune creation
The Runecrafting system has been greatly expanded, with the aim of allowing players to create rune combos for characters to customize them with interesting, varied and powerful upgrades.
- A number of new character runes and banner runes have been added to the game. Players now have a wider choice to upgrade their character and army through Character Runes (which improve character performance) and Banner Runes (unit banners and artillery upgrades).
- Players can craft these runes through the new Character Rune and Banner Rune tabs in the forge. Each runecrafting ritual in Forge can only be performed once, but each ritual will generate three runes to use on multiple characters. Master Runes can also be created, producing a unique and powerful Rune.
- Dwarven characters now have three dedicated character rune slots, so equipping character runes doesn't take up any other equipment slots. However, Banner Runes that benefit units in your army can also be added from the Followers, Runes and Banners panel in the character panel.
rune magic
Rune Magic has had an overhaul so that its effectiveness and tactical flexibility in battle is in line with the Lords of Magic used by other races, while remaining deliberately NON-MAGICAL.
There are six Magic Runes that 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 of that character's Runes on a shared cooldown.
campaign changes
Skill Tree Rework
Several Legendary Lords have had major upgrades to their unique skill trees! These are the gentlemen you should check out if you want something new to play, we'll let you find out the in-game details:
- Dwarves – Grombrindal, Belegar Ironhammer
- Beastmen: Khazrak the One-Eyed, Malagor the Dark Omen, Morghur the Dark Eye
- Empire-Volkmarthe Grim
- Condes vampiros: Heinrich Kemmler, Vladvon Carstein, Isabella von Carstein
- Norsca-Wulfrik the Wanderer, Throgg
Skill Tree and Tech Research
Also, with the game's ever-increasing complexity, it can be difficult to find exactly the bonus you're looking for when perusing the skill and technology trees. We've added a search field in the top right corner of these menus that will highlight all technology and skill nodes that contain any word you enter. For example, search for 'Immaculate' to find all abilities that improve the incorruptible stat.
Auto resolution improvements
We have greatly improved how the automatic solution works by providing more information. You can now better decide when to auto-resolve and when you think you can beat an algorithm to keep key troops alive, devastate your enemies more spectacularly, or just watch the arrows fly.
- Auto resolve will now display the result of the battle before clicking: Decisive Victory, Near Victory, Pyrrhic Victory, Valiant Defeat, Near Defeat or Decisive Defeat.
- You will also receive a casualty estimate for your forces, indicating how many troops you will need to resupply.
- Unit cards that flash red when hovering over the auto-resolve button indicate that they will be removed.

Characteristics
- Floating Feet – Trait removed from Lord and Hero trait generation
- Foul Nurgle Stink: Formerly: Enemy Leadership (Local Region) -5. Now: Enemy Leadership (Local Region) -4
- Alcohol Craving: Formerly: -10% Centigor Maintenance and +3 Centigor Recruit Range. Now: Passive Skill: "Rowdy" and +4 Leadership.

tech tree
- "Oath of Allegiance" now also provides +10 Dwarven Diplomacy
- "Authority of the High Kings" now also provides +20 Dwarven Diplomacy
- "Storage Vaults" now also provide +2 siege cooldown
- Lord of the “Great Throne Chamber” Recruitment Range: +1 to +3
- "Seastones" now also provide +10% chance to defend against ambushes
- “Militia Training” Melee Attack/Defense: +2 for Dwarven Warriors and Miners at +3
- Speed "March Songs": +5% for infantry units up to +10%
- "Tales of Many Wars" now also provides +1 recruit rating for Thanes
- "Improved Gyro Engines" now also allow "Fire while moving" for Gyro units
buildings
- Minor tweak to unit/build chain positions to allow for a wider range of units and easier access to hero drafts.
- Added two new landmark buildings: "Lost Underway Junction" and "Ironbrow's Weapon Shops".

- Added new tech effects that grant all Skink units Poison attacks and Vanguard Deployment.
- Most Skink units now have the Quick Learner trait, which reduces the amount of XP they need to gain ranks.
- Several changes to the build chain:
- Removed secondary building requirements for multiple units
- Saurus is now only available in Tier 2 (formerly Tier 1)
- Bastilodons and Terradon Riders are now available at tier 2 (previously tier 3).

- Minor reorganization of Norscan units within the build tree to allow for a greater variety of units.
battle changes
Changes in quality of life
Malagor is cleared for take off!

For nearly five years, Crowfather has been waiting for the right moment to take to the skies. With the Beastmen redesign now in full effect, the time has come to spread your wings...
Malagor now flies by default, but functions like any other flying unit as it must land to fight enemies on the ground. While flying, he can still cast spells, which opens up a whole range of possibilities for Beastmen's spell-focused gameplay.
We hope this long-requested change elicits a raucous chorus of screams from Beastmen players.
Beastmen now have wild manticores.
Beastmen can now recruit Feral Manticores in both Campaign and Battle.
unit cards
We've taken into account community feedback on the unit cards from the last two DLC releases and are happy to announce that, along with the new unit cards in The Silence & the Fury, Warden & Paunch and Twisted & Twilight have been reworked into a better quality. . We hope you enjoy!
For Wood Elves:


The green ones:


The High Elves:


E os Skaven:

Passive skill cooldown screen
Previously, it was difficult to gauge the performance of units like the Black Coach, which have passive abilities that require combat charge before they can be activated. These abilities would simply not appear in the bottom section of the unit's info panel until activated.
To alleviate this issue, all passive abilities that are recharging are now displayed on the unit's info panel in the same area that abilities currently affecting a unit are displayed. When you hover over a cooldown skill, the cooldown time and cooldown context are displayed. In the case of the Black Coach, for example, the UI will communicate how long it takes to recharge the skill and that the Coach must be in melee to recharge it. Once the context is met and the trainer is in melee, the tooltip will also feature a dynamic countdown, so players can see exactly how much time is left before the ability activates.

Cooldown contexts and cooldown times are also displayed in tooltips for active skills. This is a change that exposes more information to players using these abilities, which we hope will help with tactical decision-making.
Active skill and reload screen and radials
The way active and cooldown skills were displayed in the past was not intuitive, so we changed this behavior.
Skills had a red or green ring around the icon when active, depending on whether they had negative debuffs (red) or positive buffs (green). Also, the way the shaded radial timer on the skill's icon displayed the same thing regardless of whether the skill was active or recharging. In general, it was hard to tell if a skill was reloading at a glance.
Now, when a skill is active, it has a green ring around the icon and the shaded radial screen on the button fills.

When a skill is recharging it will now have a red ring around the icon and the shaded radial screen on the button will fade out.
This shaded radial behavior and icon ring color now also holds true for passive skills that are currently active or also recharging.
Our goal was to let players know at a glance which abilities are currently active and which are recharging, even if they were reading from a static in-game screenshot. Achieving this was much more complicated before, but now the interaction is easier to follow.
Dra.:
- Green ring on skill icon = skill is active
- Red ring on skill icon = Skill is recharging.
missile precursor weapons
Precursor missile weapons have been improved. While this only applies to the Chameleon Stalkers unit at the moment, we thought it would be worth mentioning what the interactions are as this is a missile weapon type that has been around in the database for some time.
Here are the details of how it now interacts, based on whether or not Fire-At-Will is enabled:
- If Fire-At-Will is on, the unit will have more flexibility for skirmishes and will automatically attack any unit within range of its missile weapon (50m for Stalkers). This means you can use the unit defensively if you wish.
- If Fire-At-Will is disabled, the unit will only fire at the target it was explicitly ordered to attack and will only attack when charging. The Stalkers' charging distance has been matched to the range of their missile weapons, so there's no downside to being a little more precise.
Chameleon Stalkers also have a new marker on their unit info panel that explains this as well.
car collisions
Smooth collision volumes on Tuskgor Chariot, Razorgor chariot and Orc Boar Chariots have been optimized. Here's a quick explanation:
In WARHAMMER II, carriages have collision volumes that encompass each of the three elements that make up the unit: the draft animals, the pivot point (the point where the carriage bends), and the carriage itself.
We found that the collision volume at the pivot point was typically much larger than necessary; therefore, when the tank took a turn, a large amount of bump came off the side of the unit.
When enemy units crowd against your carriage unit's collision volume, they are reduced exponentially based on the number of entities touching the collision volumes. Now you can imagine that a spinning cart with a massive bump on its pivot point would expose a lot of extra bumps for enemies to pile up and slow the cart down.
The pivot point collision has now been reconfigured to an appropriate size, which significantly increased the collision attack performance and decreased the "stickiness" of these tanks (Razogors in particular).
Unit categories and icons
The Lizardmen roster underwent a notable change this time around.
Many monster units have been moved to more appropriate categories, which makes accessing the list much more intuitive.
All single entity Lizardmen monsters now have their own custom unit category icons, from the mighty Dread Saurian to the thorny Razordons. That way, players should be able to tell the difference between these units quickly.
Manticores also now have their own unique unit category icon!
Spells and Abilities: Movement Speed
All spells and abilities that affect movement speed have had their values adjusted. The previous default for the vast majority of skills 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 unit speed changes 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 in a group), so this change brings the number closer to reality. the speed at which the unit will move.
The more dramatic reduction from 72% to 60% also serves as a balancing adjustment to abilities that previously felt too harsh.
Spells and Abilities – Resistances
Adjusted the values of all spells and abilities that affect the different types of resistances (physical, magical, flame, projectile, save). The previous default for the vast majority of skills 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 damage mitigation changes for units on the fly during a battle.
Unit Balance

Khazrak (Carro Razorgor)
- Cost 1350 to 1450
- Melee Defense 26 to 34
- Melee Attack 34 to 40
- Charge 105 to 100
- Armor Piercing Damage 280 to 300
- Anti-infantry 28 to 30
Beastmaster (Razorgor Chariot)
- Melee Defense 20 to 32
- Melee Attack 32 to 38
- Charge 95 to 90
- Anti-infantry 28 to 25
- Cost 1200 to 1250
malagor
- Cost 600 to 1000
- Miss 800 a 1200
- Malagor can now fly
- Spell Lore changed from Wild Lore to Mixed Lore with the following spells:
- debilitating enemy
- herd of doom
- penumbral pendulum
- death and darkness
- Ghorok's Mantle
- wild domain
morning
- Miss 800 a 1200
Shaman Bray (Carruagem Razorgor)
- Cost 700 to 850
- Armor 80 to 100
- Melee Defense 18 to 30
- Melee Attack 24 to 34
- Charge 70 to 80
- Armor Piercing Damage 200 to 210
- Anti-infantry 24 to 25

gorebull
- Leadership 65 to 75
- Charge 50 to 46
- Melee Attack 36 to 34
- Mass from 18:00 to 25:00
Knife cart
- Cost 1000 to 1150
- Melee Defense 28 to 30
- Melee Attack 24 to 34
- Leadership 60 to 70
- Charge 74 to 80
minotaurs
- Leadership 65 to 75
- Load 38 to 34
- Melee Attack 36 to 34
Minotaurs (shield)
- Leadership 65 to 75
- Load 34 to 32
- Melee Attack 36 to 34
Minotaurs (Big Weapon)
- Leadership 65 to 75
- Load 44 to 40
- Melee Attack 36 to 34
Kalkengard Butchers (Minotaurs – Shields)
- Leadership 75 to 85
- Load 34 to 32
- Melee Attack 45 to 43
manticore
- Can now be recruited like other units (no longer just summoned through Lore of Beasts for Beastmen)
Cigor
- Cost 1600 to 1550
- Hitpoints 10888 to 9800 (Ultra unit size)
Eye of Morrslieb (Cygor)
- Cost 1950 to 1900
- Hitpoints 10888 to 9800 (Ultra unit size)
Chaos War Hounds (Poison)
- Cost 475 to 450
Drakwald Destroyers (Flock of Ungor Spearmen – Shields)
- Cost 600 to 575

Defenders of the Fleur de Lis (Knight Errant)
- Cost 850 to 925
battle pilgrims
- Melee Attack 32 to 30
- Armor Piercing Damage 7 to 6
The Holy Guardians of the House (Battle Pilgrims)
- Melee Attack 41 to 38
The Remains of the Grail
- Melee Attack 24 to 22
Trebuchet of the Blessed Field
- Melee defense from 5 to 6.

Hellebron
- Melee Attack 70 to 68
Hellebron (Black Steed)
- Melee Attack 70 to 68
Hellebron (blood cauldron)
- Melee Attack 40 to 38
- Melee Defense 22 to 28
- Cost 2000 to 1950
Hellebron (Mantícora)
- Melee Attack 60 to 58
death witch
- Melee Attack 62 to 60
- Bonus vs Infantry 25 to 20
Death Witch (Blood Cauldron)
- Cost 1400 to 1350
- Melee Attack 34 to 32
- Melee Defense 22 to 28
Hellebronai (Dreadspears)
- Cost 700 to 650

elves witches
- Melee Attack 38 to 36
Sisters of the Singing Doom (Elfos brujos)
- Melee Attack 48 to 45
fuchsia jellyfish
- Projectile calibration distance 45 to 65 (more accurate)
- Changed projectile spawn position to help fire at allies.
- Missile vs Infantry Bonus 0 to 10
Apocalyptic Fire Witches
- Melee Defense 22 to 26
Slaanesh Reapers (Doomfire Warlocks)
- Melee Defense 29 to 34
war hydra
- Cost 1650 to 1600
- Melee Defense 26 to 32
Sontar's Chill (Hydra War)
- Cost 2000 to 1950
- Melee Defense 34 to 41
caribdyss
- Cost 1700 to 1650
- Melee Defense 30 to 38
slaughter sisters
- Melee Attack 37 to 39
- Melee Defense 57 to 58
Rakarth Ravagers (Chariot Scourgerunner)
- Cost 1250 to 1200

Thorgrim Keeper of Grudges
- Now you can hide in the woods
- Miss 900 a 2500
Grombrindal
- Removed "Flash Bomb" skill in custom battle
Lord of Runes (Anvil of Doom)
- Miss 900 a 2500
rune smith
- Item trocado "Master Rune of Groth One-Eye" por "Ironwarden's Shield" em Custom Battle
- Alterado o item "Karak Drazh's Hammer" para "Ironbeard's Ring" na Custom Battle
Runesmith (fantasma)
- Cost 1000 to 1100
- Item trocado "Master Rune of Groth One-Eye" por "Ironwarden's Shield" em Custom Battle
- Alterado o item "Karak Drazh's Hammer" para "Ironbeard's Ring" na Custom Battle
master engineer
- Removed "Extra Dust" passive skill in custom battle
- Added "Flash Bomb" skill in custom battle
- Added "Resupply" skill in custom battle
Master Engineer (Ghost))
- Removed "Extra Dust" passive skill in custom battle
- Added "Flash Bomb" skill in custom battle
- Added "Resupply" skill in custom battle
Norgrimling Ironbreaker
- Cost 1600 to 1650
- Melee Attack 38 to 43
Peak Gate Guard (Hackers)
- Cost 1450 to 1550
- Melee Defense 44 to 48
hammers
- Cost 1100 to 1200
- Max splash attacks 1 to 2
- Melee Defense 35 to 38
ironbreaker
- Cost 1200 to 1250
- Melee Attack 30 to 34
Ekrund Miners (miners with explosive charges)
- Removed passive skill "Frenzy"
gyrocopters
- Improved response times when commanded to stop and fire
gyropumps
- Improved response times when commanded to stop and fire

flagelantes
- Melee Attack 32 to 30
Los Tattersouls (Flagelantes)
- Melee Attack 41 to 38

worr viu
- Melee Attack 43 to 41
saw (boar)
- Melee Attack 43 to 41
- Charge Speed 100 to 104
- Running Speed 62 to 70
Grom
- Mass from 2:00 pm to 1:00 pm
Black Orc Great Boss (Boar)
- Charge Speed 100 to 104
- Running Speed 62 to 70
Orc Shaman (Wild Boar)
- Charge Speed 100 to 104
- Running Speed 62 to 70
Orc Warchief (Boar)
- Charge Speed 100 to 104
- Running Speed 62 to 70
Snotling Pump Wagon Flappas
- Charge 80 to 75
Snotling Bomb Cart Roller
- Charge 40 to 50
Savage Orc Boar Boy Big 'Uns
- Leadership 58 to 60
- Melee Attack 28 to 26
- Charge Speed 100 to 104
- Running Speed 66 to 70
Wild Orc Boar Boys
- Melee Attack 26 to 24
- Charge Speed 100 to 104
- Running Speed 64 to 70
Savage Orc Arrer Boyz
- Leadership 52 to 55
- Melee Attack 24 to 22
Wild Orc Big 'Uns
- Melee Attack 40 to 38
wild orcs
- Leadership 58 to 60
- Melee Attack 28 to 26
Orc Boar Big Boy 'Uns
- Charge speed 95 to 104
- Running Speed 62 to 70
Broken Tusk Mob (Orc Boar Boy Big 'Uns)
- Charge speed 95 to 104
- Running Speed 62 to 70
boar orc boys
- Charge speed 95 to 104
- Running Speed 60 to 70
orc boar cart
- Cost 950 to 750
- Charge 80 to 72
- Charge speed 95 to 104
- Running Speed 62 to 70
- Mass from 2:00 pm to 1:00 pm
Goblin Wolf Rider Archers
- Cost 375 to 400
Mogrubb's Mangy Marauders (Goblin Wolfrider Archers)
- Cost 600 to 625
Forest Goblin Spider Riders
- Cost 400 to 425
Wood Goblin Spider Knight Archers
- Cost 450 to 475
Deff Creepers (Wood Goblin Spider Rider Archers)
- Cost 600 to 625

mist walkers
- Melee Attack 39 to 37

Nakai
- Hours 2700 to 4000
- Cost 1650 to 1550
Teenhauin
- Melee Attack 55 to 53
Tehenhauin (O Chifrudo)
- Melee Attack 55 to 53
Tehenhauin (Dactyl Ripper)
- Melee Attack 55 to 53
Tehenhauin (Antiguo Stegadon)
- Melee Attack 26 to 24
Kroq Gar (Grymloq)
- Melee Attack 55 to 53
- Armor Piercing Damage 375 to 360
- Base Damage 165 to 120
Tiktaq'to
- Cost 900 to 800
Mazdamundi (Zlaq)
- Cost 1800 to 1900
Former Kroxigor
- Miss 2100 a 3500
Old Blood Saurus (Carnosauro)
- Melee Attack 45 to 43
- Armor Piercing Damage 375 to 330
- Base Damage 125 to 110
red crested skink boss
- Melee Attack 55 to 53
Red-crested skink boss (the one with horns)
- Melee Attack 55 to 53
Red-crested Boss Skink (Ripperdactyl)
- Melee Attack 55 to 53
Red-crested skink boss (former stegadon)
- Melee Attack 26 to 24
Saurus Scar Veterano (Carnosaurio)
- Melee Attack 41 to 39
- Armor Piercing Damage 350 to 315
- Base Damage 115 to 105
boss ham
- Cost 350 to 400
wild carnosaurus
- Melee Attack 41 to 39
- Armor Piercing Damage 350 to 315
- Base Damage 115 to 105
Ripperdactyl Riders
- Melee Attack 44 to 42
- Armor Piercing Damage 98 to 94
- Bonus against Infantry 10 to 15
- Cost 1200 to 1150
Colossadon Hunters (Ripperdactyl Riders)
- Melee Attack 54 to 52
- Armor Piercing Damage 98 to 94
- Bono vs Big 10 to 15
- Cost 1500 to 1450
Pahuax Sentinels (Knights of Terradon)
- Cost 800 to 850
red crested skinks
- Melee Attack 26 to 24
- Armor Piercing Damage 20 to 19
- Cost 600 to 575
Sotek Cohort (Red Crested Lizards)
- Melee Attack 34 to 31
- Armor Piercing Damage 20 to 19
- Cost 850 to 825
wild estegadon
- Charge Bonus 76 to 70
ancient salamander
- Charge Bonus 40 to 30
- Melee Attack 34 to 32
- Melee Defense 32 to 29
- Leadership 60 to 65
- Ammo 18 to 20
- Cost 1250 to 1050
Salamander Hunting Pack
- Cost 950 to 850
The Umbral Tide (Salamander Hunting Pack)
- Cost 1200 to 1100
Razordon Hunting Pack
- Cost 900 to 800
Amaxon Barbs (Razordon Hunting Pack)
- Cost 1200 to 1075
Bastiladon (Motor solar)
- Cost 1100 to 1200
ladder
- Cost 1600 to 1550
The Thunder (Old Stegadon)
- Cost 2400 to 2450
chameleonic slizones
- Cost 600 to 650

Throgg
- Time 5000 to 4000
skin werewolf
- Melee Attack 45 to 43
Beasts of Tashnar (Norse War Dogs)
- Cost 650 to 700
Mouth of Savagery (Wolfskin)
- Cost 1450 to 1500
- Armor Piercing Damage 39 to 40
- Base Damage 21 to 20
fur wolves
- Melee Attack 32 to 30
- Armor Piercing Damage 21 to 20
- Base Damage 39 to 40
Furry Wolves (Armored)
- Melee Attack 32 to 30
- Armor Piercing Damage 21 to 20
- Base Damage 39 to 40
Berserkers looters
- Melee Attack 40 to 38
Brutos do Hound (Marauder Berserkers)
- Melee Attack 50 to 48

Boss Skaven (Bonebreaker)
- Melee Attack 50 to 48
- Armor Piercing Damage 312 to 290
- Base Damage 118 to 120
Ghoritch
- Melee Attack 60 to 58
Packmaster (Brood Horror)
- Melee Attack 40 to 38
- Armor Piercing Damage 275 to 250
Throat (Brothing Horror)
- Melee Attack 50 to 48
- Armor Piercing Damage 305 to 275
Skaven Warlord (Brood Horror)
- Melee Attack 50 to 40
- Armor Piercing Damage 275 to 250
Skrolk
- Melee Attack 54 to 52
father prague
- Melee Attack 40 to 38
Plague Priest (Plague Furnace)
- Melee Attack 30 to 28
Warlord Skaven (Bonebreaker)
- Melee Attack 50 to 48
- Armor Piercing Damage 322 to 320
- Base damage 138 to 140

brooding terror
- Melee Attack 40 to 38
- Armor Piercing Damage 275 to 250
ogre mutant plot
- Armor Piercing Damage 345 to 320
- Melee Attack 52 to 50
Demon of Morskittar (mutant rat ogre)
- Melee Attack 64 to 61
- Armor Piercing Damage 345 to 320
Ogros rata
- Melee Attack 26 to 24
- Armor Piercing Damage 58 to 55
- Base Damage 22 to 20
Pit Fighters of Hell's Deep (ratas ogros)
- Melee Attack 34 to 31
- Armor Piercing Damage 58 to 55
- Base Damage 22 to 20
The Thing-Thing (Abomination of the Hell Pit)
- Cost 2250 to 2200
Plague Monk's Censer Bearers
- melee attack 31 to 29
plague monks
- Melee Attack 28 to 26
Blightscab Plaguepack (Plague Monk's Censer Chargers)
- Melee Attack 39 to 37
Sewer Corridors (Poison)
- Cost 850 to 825
Fundirais Sewer Corridors (Poison)
- Cost 850 to 825

Settra (Chariot of the Gods)
- I can no longer hide in the woods
King Nekhesh's Scorpion Legion (Skeleton Spearmen)
- Cost 600 to 550
Knights of the Necropolis
- Cost 1450 to 1425
Knights of the Necropolis (halberds)
- Cost 1600 to 1575

captain of the vampire fleet
- Number of projectiles 0 to 1 (no gameplay changes, just a data bug fix)
La marea de Skjold (Zombie Pirate Deckhands Mob)
- Cost 450 to 475
depth protector
- Melee Attack 50 to 48
Deepguard Halberds
- Melee Attack 42 to 40
The Bloody Reaver Deck Guard (Deep Guard)
- Melee Attack 52 to 50

red duke
- Melee Attack 70 to 68
Red Duke (Barded Nightmare)
- Melee Attack 70 to 68
Red Duke (Infernal Steed)
- Melee Attack 70 to 68
Red Duke (Zombie Dragon)
- Melee Attack 44 to 42
Vampiro Blood Dragon Lord
- Melee Attack 70 to 68
Vampiro Blood Dragon Lord (Barded Nightmare)
- Melee Attack 70 to 68
Vampiro Blood Dragon Lord (Hell Steed)
- Melee Attack 70 to 68
Vampire Blood Dragon Lord (Zombie Dragon)
- Melee Attack 44 to 42
Konigstein's Pursuers (skeletal warriors)
- Cost 500 to 475
Varghiest
- Melee Attack 40 to 38
The Devils of Schwartzhafen (Vargheists)
- Melee Attack 50 to 48
Blood Knights
- Melee Attack 32 to 30
horrors of the crypt
- Armor 15 to 30
- Melee Defense 25 to 26
Corpse Cart (All Variants)
- Miss 450 a 1100

arcaon
- Melee Attack 70 to 68
Archaon (Dorghar)
- Melee Attack 70 to 68
lord of change
- Time 5000 to 4000
the abandoned
- Melee Attack 32 to 30
The Daemonspew (Abandoned)
- Melee Attack 41 to 38
Chaos War Hounds (Poison)
- Cost 475 to 450

Twilight Sisters (Ceihin-Har - Forest Dragon)
- Melee Defense 40 to 42
Glade Lord (Forest Dragon)
- Melee Defense 40 to 42
Female Glade Lord (Forest Dragon)
- Melee Defense 40 to 42
Durthu
- Melee Attack 65 to 63
orion
- Melee Attack 65 to 63
A mirror
- Cost 850 to 1000
- Melee Attack 60 to 58
Frozen Heart Wraiths (dryads)
- Cost 800 to 825
The Tricksters of Loec (Wardancers – Asrai Spears)
- Cost 1300 to 1350
great deer knights
- Melee Attack 35 to 33
- Armor Piercing Damage 44 to 42
- Base damage 22 to 21
Lost Wild Knights (Great Stag Knights)
- Melee Attack 44 to 42
- Armor Piercing Damage 44 to 42
- Base damage 22 to 21
Knights of the Glade (Hagbane Tips)
- Cost 800 to 825
wild knights
- Melee Attack 34 to 32
- Armor Piercing Damage 14 to 13
- Base damage 28 to 27
Wild Riders (shields)
- Melee Attack 34 to 32
- Armor Piercing Damage 14 to 13
- Base damage 28 to 27
The Wild Riders of Kurnous (Wild Riders – Shields)
- Melee Attack 43 to 41
- Armor Piercing Damage 14 to 13
- Base damage 28 to 27
forest dragon
- Melee Defense 36 to 38
falcon pilots
- Cost 950 to 1000
spells
SpellCostUnification
- All Spell Lore passives cost 100
- All common spells cost 100
- All uncommon spells cost 150
- All rare spells cost 200
Wrong Unification Blast Spell
There was an inconsistency in how much damage the misplaced explosion would deal from WH2 and WH1 lore. All spells have now been unified to deal the following damage:
- Explosive Base Damage 288
- Explosive AP Damage 300
rune magic system
Dwarves did not have a magic system comparable to the Spells used by all other races. The Runic Magic system was created to put Dwarves on an equal footing with other races and maintain their unique play style.
Key differences between spells and rune magic:
- Rune Magic does not use Winds of Magic
- After a character uses a rune, all other runes for that character also go on a shared cooldown.
- The rune that was used has a longer individual cooldown to prevent the same rune from being recast over and over again.
- The Rune Magic resource is bound to the character, not the army like Winds of Magic
- Rune Magic has a shorter range than spells in general, which emphasizes Runesmith/Rune Lord's good position.

Notable changes between the old Rune skills and the new Rune Magic system:
- Runes can now be obscured to become Master Runes (just like spells, they are stronger versions of the Rune, but risk missing and increasing cooldown)
- The Anvil of Doom mount's innate ability Locus of Power now deals damage to any caster who casts spells within range of Anvil of Doom (100m range)
- The effects of the three existing runes (Wrath and Ruin, Oath and Steel, Negation) have been changed for the new system.
- Notably, Rune of Wrath & Ruin is now a targeted blast and no longer slowed
- Three new runes were created to match rune magic with spells:
- Rune of Rupture: Grants Armor Destruction and increases Weapon Strength to hit ally
- Speed Rune - Grants melee attack and speed to hit allies
- Slow Rune: Reduces target enemy speed and bonus charge.
Little Waagh!
Improved Vengeful Gaze
- Missile damage AP 25 to 65
- Missile base 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 7
know about fire
burning head
- Base Damage 14 to 12
Improved Burning Head
- Base Damage 21 to 18
know about death
Dread Knight Aspect
- Added causes fear
- Aggregated Magic Attacks
Improved Dread Knight Skin
- Added causes fear
- Aggregated Magic Attacks
- Mana cost 9 to 8
- Reload time 28s to 29s
prague soul
- Duration 25s to 18s
- Base Weapon Damage -30% to -25%
- Weapon Damage AP 0% to -25%
updated soulblight
- Duration 50s to 36s
- Base Weapon Damage -30% to -25%
- Weapon Damage AP 0% to -25%
meet the shadows
debilitating enemy
- Duration 22s to 17s
Improved Debilitating Enemy
- Duration 44s to 34s
smoke and mirrors
- Speed 12% to 10%
you know about the wild
onda bestial
- 18% to 15% Charge Bonus
Delegate
- Rarity Uncommon to Common
- Mana cost 11 to 4
- Duration 11s to 20s
- Reload 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%
updated return
- Rarity Uncommon to Common
- Mana cost 20 to 9
- Duration 22s to 20s
- Reload 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%
silbabas
- Rarity Common to Uncommon
- Mana cost 7 to 9
- Alcance alvo 200m a 100m
- Base burst damage 15 to 20
updated viletide
- Rarity Common to Uncommon
- Mana cost 9 to 13
- Alcance alvo 200m a 100m
- Base burst damage 15 to 20
- AP Explosive Damage 7 to 10
Traitor
- Mana Cost 12 to 11
improved traitor
- Mana cost 20 to 18
- Speed -48% to -25%
Ghorok's Mantle
- Mana cost 11 to 12
- Duration 29s to 26s
We've also added an improved version of Ghorok's Cloak.
knowledge of beasts
Salvaje de Wyssan form
- Duration 22s to 19s
- Base weapon damage 30% to 25%
- Weapon Damage AP 0% to 25%
Improved Wyssan Wild Shape
- Duration 22s to 19s
- Base weapon damage 30% to 25%
- Weapon Damage AP 0% to 25%
Pann's Impenetrable Skin
- Duration 44s to 31s
- Speed 24% to 0%
- Melee Defense 0 to 24
Improved Pann's Impenetrable Skin
- Duration 44s to 31s
- Speed 24% to 0%
- Melee Defense 0 to 24
Anraheir's Curse
- Duration 39s to 21s
- Accuracy -30 to 0
- Melee Defense 0 to -24
Improved Curse of Anraheir
- Duration 39s to 21s
- Accuracy -30 to 0
- Melee Defense 0 to -24
Transformation of Kadon (Manticora)
- Mana cost 18 to 20
know from above
Shield of Saphery
- Guardian saves 11% to 10%
fish saber
plague eruption
- Speed -12% to -10%
bless with dirt
- Mana cost 5 to 4
Bless with Dirt Improved
- Mana cost 8 to 7
pestilential birth
- Mana cost 14 to 16
knowledge of discretion
toxic rain
- Speed -12% to -10%
rune magic
forge fire
- Cost 158 to 150
- Changed from targeting allies to targeting enemies
- Armor 0 to -15
- Weapon Damage AP 12% to 0%
negation rune
- Duration 25s to 24s
- AoE to single objective
- Reload time 90s to 120s
- Winding time 0s to 3s
- Guardian saves from 22% to 40%
Master Rune of Negation
- Duration 18s to 40s
- AoE to single objective
- Reload time 120s to 180s
- Winding time 0s to 3s
- Guardian saves from 44% to 40%
Rune of oath and steel
- Duration 25s to 44s
- Reload time 90s to 120s
- Winding time 0s to 3s
Rune of Oath and Master of Steel
- Duration 25s to 44s
- Reload time 120s to 180s
- Winding time 0s to 3s
- Armor 30 to 60
Rune of Wrath and Ruin
- Duration 15s to 10s
- Number of uses limit removed
- Reload time 90s to 120s
- Winding time 0s to 3s
- Changed from Hex to Explosion
Rune Master of Wrath and Ruin
- Duration 30s to 10s
- Number of uses limit removed
- Reload time 120s to 180s
- Winding time 0s to 3s
- Changed from Hex to Explosion
place of power
- Range of effect across the map up to 100m
- Cooldown time 0s to 6s
- Changed from targeting allies to targeting enemies
- Magic Resistance 15% to 0%
- Enemy spellcasters suffer a burst of Miscast when in range.
Skills
Frenzy
- Melee Attack 8 to 10
- This was countered by reducing melee attack by 2 on most frenzied units as noted above.
- 8% to 10% load bonus
- Base Weapon Strength 15% to 10%
- Weapon Strength AP 0% to 10%
Poison
- Speed -24% to -15%
- Base Weapon Damage -20% to -15%
- Weapon Damage AP -20% to -15%
- Base missile damage -20% to -15%
- AP Missile Damage -20% to -15%
brass knife
- melee attack 9 to 10
Feather Enemy Torque
- Melee Defense -9 to -10
potion of recklessness
- Load bonus 36% to 40%
mortal attack
- Load bonus 36% to 40%
- Cost 158 to 150
Flammable
- Speed -36% to -35%
Evasion
- Speed 6% to 5%
creepy aura
- Speed -36% to -35%
Protection Aura
- Guardian saves 12% to 10%

primal fury
- 8% to 10% load bonus
- Speed 12% to 10%
bloodlust
- Cost 244 to 100
- Leadership 15 to 4
- melee attack 0 to 5
- Load bonus 0% to 10%
- Removed the “Out of Melee” auto-disable.
- Cooldown time 0s to 60s
- Added reload context "Reload in melee"
slaughterhouse call
- Cost 239 to 200
- melee attack 9 to 10
- 8% to 10% load bonus
The relentless war pack
- 4 skills condensed into 1 (single version based on version III)
- Melee Attack 16 to 15
ground force
- 4 skills condensed into 1 (single version based on version III)
- Missile Resistance 0% to 5%
Horn of the First Beast
- 18% to 20% load bonus

Beloved Son of Bretonnia
- 8% to 10% load bonus
harpoon training)
- Load bonus 36% to 40%
- Charge speed 12% to 10%
fleur de lis flag
- melee attack 9 to 10
- Melee Defense 9 to 10
Lady's Aura
- Magic Resistance 12% to 10%
Storm Spirit
- 8% to 10% load bonus

Heartrender and the Black Sword
- Melee Attack -9 to -10
- Melee Defense -9 to -10
beautiful beauty
- Melee Attack -9 to -10
Khaine's Blood Shield
- Physical resistance 6% to 5%
Furia de Khaine
- 18% to 20% load bonus
barbed net
- Missile Resistance -12% to -10%
- Speed -12% to -10%
Whip
- 18% to 20% load bonus
Yelmo del Kraken
- Melee Defense 9 to 10
ignite the fury
- melee attack 9 to 10
- Charge Bonus -8% to -10%
folha de gelo
- Speed -12% to -10%
The Judgment of Swords
- melee attack 9 to 10

rune of stoicism
- removed unbreakable
- Added charge defense against large
- Changed from active to passive
flash fire
- Changed from auto target to enemy target
rune of courage
- Changed from Active to Passive
runa ancestral
- Rarity Common to Uncommon
- changed to passive
- Activates when below 25% health
The Big Book of Grudges
- melee attack 9 to 10
Martillo de Angrund
- melee attack 9 to 10
- 16% to 15% Charge Bonus
your highness
- 8% to 10% load bonus
Iron Guardians Shield
- Guardian saves 12% to 10%
Ironbeard's Bracer
- Physical resistance 33% to 20%
- Speed 12% to 10%
Gatekeeper's Helm
- Missile Resistance 11% to 20%
Doorman's Belt
- Guardian saves from 33% to 40%
star metal plate
- Melee Attack -9 to -10

Runefang the Stirland
- melee attack 9 to 10
Kaboom!
- The explosion now counts as fire damage.
emergency ventilation
- The explosion now counts as fire damage.
light footed
- Speed 18% to 20%
Ulric's White Mantle
- Melee Attack -9 to -10
- Speed -6% to -5%

Da Boss Rascals
- Initial cooldown 0s to 15s
- Reload time 90s to 45s
- Added "In Melee" reload context
spinning rascals
- Initial cooldown 0s to 15s
- Reload time 90s to 45s
- Added "In Melee" reload context
The Knaves of the Eight Peaks
- Initial cooldown 0s to 15s
- Reload time 90s to 45s
- Added "In Melee" reload context
da boyz's language
- AoE effect range 40m to 30m
- Duration 30s to 16s
- Cost 159 to 150
lucky flag
- Cost 238 to 200
- Duration 30 to 25
- Melee Attack 40 to 24
Sim Grande 'Un Iz' Ere
- Cost 162 to 150
- Duration 20 to 21
- Leadership 16 to 8
Wow!
- 18% to 20% load bonus
Wurrzag War Paint
- Physical resistance 6% to 5%
bonewood people
- 18% to 20% load bonus
Ladz strongest bomb
- 18% to 20% load bonus
The best of the best
- Guardian saves 11% to 10%
Dragonslayer's Fang
- Melee Defense 9 to 10
War Paint
- Magic Resistance 12% to 10%
madre
- Target range from 100m to 75m

blizzard aura
- Melee Attack -9 to -10
in tune with the magic
- Guardian saves 12% to 10%
starspear
- 50% to 60% Charge Bonus
phoenix guardian
- Magic Resistance 12% to 10%
holy incense
- Missile Resistance 12% to 10%
phoenix guardian ruby
- Fire resistance 12% to 10%
Phoenix Guardian Diamond
- Physical resistance 12% to 10%
the crown of shadows
- Speed 18% to 20%
Isha's Stone Shield
- Physical resistance 12% to 10%

itzl speed
- Duration 35s to 32s
- Speed 36% to 25%
Quetzal protection
- Duration 12s to 35s
Quetzl's Enhanced Protection
- Duration 20s to 55s
Xahutec War Drum
- Speed 6% to 5%
- 4% to 5% load bonus
Estandarte Hexoatl Sunburst
- Missile Resistance 12% to 10%
- Melee Defense 6 to 5
sky mask
- Melee Defense 9 to 10
Sotek's Ark
- Base weapon damage 5 to 0
- Removed the "Poison" contact effect.
- Added "Sotek's Poison" damage over time on-hit effect
Ancient Heavenly Blade
- Melee Attack 16 to 15
- 8% to 10% load bonus
- Base weapon damage 18% to 20%
- Weapon Damage AP 18% to 20%
golden mask of death
- Melee Attack -9 to -10
The Horn of Kygor
- 18% to 20% load bonus
primitive instincts
- 16% to 15% Charge Bonus

freezing
- 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 meat
- Missile resistance 11% to 10%
frantic attack
- Load bonus 36% to 40%
Cormac's Flaming Ax
- melee attack 9 to 10
vicious assault II
- melee attack 9 to 10

dobra download
- Rarity Uncommon to Rare
- Cost 150 to 200
strength in numbers
- Speed -12% to -10%
honey net
- Speed -12% to -10%
- Charge speed -12% to -10%
sneak out
- Speed 12% to 10%
Tretch Raiders
- melee attack 9 to 10
helmet of fate
- Guardian saves from 33% to 40%
duck and fabric
- Speed 12% to 10%
Picazo pipes
- Charge Bonus -8% to -10%
the cloak of shadows
- Melee Defense -9 to -10

Corona de Nehekhara
- 8% to 10% load bonus

magic void
- Magic Resistance 33% to 30%
Charmed
- Melee Attack -9 to -10
Vambraces of the Sun
- Melee Attack -9 to -10

Prague of Helman
- Speed -36% to -35%
heart piercing
- Load bonus 36% to 40%
honor or death
- Guardian saves 11% to 10%
red fury
- 18% to 20% load bonus
black sickle
- Load bonus 36% to 40%

Khorne's Mark
- 8% to 10% load bonus

forest howl
- melee attack 9 to 10
Horn of the Wild Hunt
- Load bonus 54% to 60%
Banner of the Hunter King
- 8% to 10% load bonus
Banner of the Eternal Queen
- Guardian saves 6% to 5%
Kevin Har's Tenacity
- 9% to 10% load bonus
Twilight Elmo
- Physical resistance 6% to 5%
dragon mask i
- Melee Defense -9 to -10
dragon mask II
- Melee Defense -9 to -10
Dragon Mask III
- Melee Defense -9 to -10
Twilight Horn I
- 18% to 20% load bonus
Twilight Horn II
- 18% to 20% load bonus
bug fix
Battle
- Fixed an issue where interrupting a projectile-type spell could allow the player to cast it with no cost or cooldown and out of casting range.
- Fixed an issue that stalled 360 fire on Great Stag Mounts for Glade Lords and Glade Captains
- Fixed an issue where Glade Riders would T pose while part of the Hunters of Kurnous Rogue army.
- Fixed an issue causing Dragon Ogres to use Zoat visual effects for their animations.
- Carts will no longer collide with invisible corpses.
- Throgg's Fimir Linebreakers attachments now apply the 'Rattled' effect
- Fixed some cases where units would not break their hidden state when shooting while moving.
- Prevented the damage value tracker from tracking friendly fire damage
- The skill "Whip of Agony" can no longer be cast on artillery.
- 'Eagle Bow' skill now has its VFX displayed correctly
- Fixed an issue where a very severe morale penalty was applied when the player had only flying units left.
- Fixed a situation where the player was unable to cover Magic Missile spells.
- Fixed some cases where naval battles loaded incorrectly.
- Fixed a mod issue where the unit variant color behavior did not match the schematic data
- Mousing quickly between shot type tooltips will no longer cause text to scroll.
- Replaced some placeholder icons that appeared on characters in the post-battle screen for the 'Court of the Nighthawk' faction
- Spellweavers no longer go bald when they die.
- Fixed some issues with unexpected holes appearing in Grimgor Ironhide, Black Orc Warboss and Orc Warboss after playing their kill animations.
- Fixed an issue where unit icons could appear below terrains on Black Ark Landing maps
- Fixed some terrain height issues on Blue Reach River MP map.
- Addressed an issue where opening and closing settlement gates in some small settlements would be too noisy.
- Arachnarok spiders no longer share the same 3D/2D porthole in battles
- Warden's Cage skill sound effects no longer persist after the Lord is injured/killed in battle.
- Fixed a variety of crashes and text issues.
Campaign
- Fixed an issue where players were unable to complete campaign objectives for certain factions during matches where Chaos Invasion was disabled.
- Army reinforcement lines now show when an army is nearby.
- Fixed an issue where the player could instantly confederate with Wydrioth and Torgovann as Orion or Durthu in a Mortal Empires multiplayer campaign.
- Explosive Squig kills are now calculated on the post-battle screen.
- Fixed an instance of broken terrain next to Witchwood in the Mortal Empires campaign.
- Fixed a crash that could occur when capturing a lord with the Warden's Cage skill.
- Fixed an issue where very difficult/legendary settlements required less growth points per level than lower difficulty levels.
- The UI will now accurately reflect the army unit count when teleporting between deep root locations during recruitment
- Whoaagh! the counter no longer remains indefinitely if the faction that called it is destroyed
- the active Waaagh! destination button can no longer be clicked and dragged across the map
- Fixed an instance where Waaagh! armies would spawn larger armies than the parent army
- Fixed issues where Waaagh! armies caused their main armies' movement point bars to display incorrectly and allowed the use of Ambush Stance with no movement points left
- Fixed an issue with Clan Eshin where Eshin's Action information is displayed in the center panel while Clan Contracts are selected
- Fixed an issue where the upgrade button for Athel Tamarha Buildings would not instantly refresh when selecting to upgrade a prison
- Fixed an issue where the UI would not close or open correctly when confederating a faction with an army without a Lord.
- Fixed a variety of crashes and text issues.
- Nakai will no longer incorrectly gift certain regions to Empire factions.
MP unit limit fixes
- All Slann units no longer count towards rare unique entities.
- Large mounts of deer counted as unique rare entities
- Vampire fleet captains no longer count towards the ranged unit limit.
- Fixed an issue where some Wood Elf character eagles counted towards High Elf Eagle hats.
FAQs
How do you get Herdstones in Warhammer 2? ›
Look for a beastmen settlement in regions adjacent. The herdstones are in settlements. If you see a bunch of settlements with the mark that prevent settling there surrounding a settlement that doesn't have that mark, the one without the mark is probably the one with the herdstone. did you look under the bed?
How do you get rid of Herdstone in Warhammer 2? ›The Herdstone can be removed by attacking and destroying it like any other settlement.
How do I get rid of Beastmen Herdstone? ›Just attack the herdstone-settlement as you would attack every other one. When the herstone is destroyed, the bloodground will be purged and you can occupy ruined settlements within the destroyed herdstone-region. If you play beatment, however, you will get the herdstone-resource back, when the herstone is destroyed.
Why can't i find the Herdstone in Total War Warhammer 2? ›Look for a beastmen settlement in regions adjacent. The herdstones are in settlements. If you see a bunch of settlements with the mark that prevent settling there surrounding a settlement that doesn't have that mark, the one without the mark is probably the one with the herdstone.
How do I get another Herdstone? ›Completing the herdstone ritual refunds the herdstone. The general loop is to pick a city, take it and raise a herdstone. Then raze everything in the bloodground to build up the score and once it's high enough trigger the ritual and get the herdstone back.
What happens if you lose a Herdstone? ›If the Herdstone is destroyed before completing a Ritual of Ruin, then the Herdstone Shards are returned to the Beastmen faction, and the Blood-grounds end.
How do you get rid of slaanesh? ›When you defeat an enemy Lord in battle, they also gain a Gift of Slaanesh. This is a trait that provides benefits to the Slaanesh faction that granted the trait (which is listed on the trait itself). This trait can be removed by defeating a Slaanesh army in battle with the affected character.
What do herdstones look like warhammer 2? ›It is depicted as a tall rock, with beastlike faces and runes carved into the sides, skulls and bones lashed around with rope and an enormous, graven animal skull dominating the top of the structure, with large horns made from scavenged wood finishing the whole Herdstone off.
What is the toughest unit in Warhammer? ›One of the strongest units in Warhammer 40k is the Eradicators with their MeltaRifles. They are a tank cracking force, and for a good price, too: only 45 points per model. Getting 2 Melta shots per model at 24″ (doing Strength 8, AP -4, and D6+2 Damage), but if they're within 12″ that damage goes to D6+4.
What is the biggest map in total war Warhammer 2? ›The Immortal Empires map is MASSIVE: the biggest map any Total War game has featured to date, and nearly twice as large as the Mortal Empires map first introduced in 2017 to Total War: WARHAMMER II.
Which God do Beastmen worship? ›
The Beastmen all worship the Chaos Gods as the one true divine power of the World. They are the product of their corruption and as such are wholly dedicated to the spreading of their will to all lands of the Old World and beyond.
Does the silence and the fury give you Beastmen? ›In that case you will get access to Taurox and the Beastmen faction in Vortex and Mortal Empires with the purchase of The Silence & The Fury (including all the new units), but won't be able to play the other Legendary Lord starts (Khazrak, Malagor, and Morghur) in Mortal Empires unless you own Call of the Beastmen.
How do I recruit Lord Beastmen? ›Beastmen units no longer cost money to recruit or maintain, but in order to be able to recruit them you have to build the necessary Horde building, and in order to increase unit capacity you have to spend dread. Probably the hardest part of playing the Beastmen now is deciding when and how to spend your dread.
Is Total War: Warhammer replayable? ›Harness the Winds of Magic to turn the tide of battle with huge fireballs, devastating hexes, and even necromancy. Fight for the Old World in an endlessly replayable campaign that unravels differently depending on your faction and choice of Legendary Lord.
How do you unlock Ghoritch in Warhammer 2? ›He is obtained by completing Throt's quest battle for the Whip of Domination.
How do you unlock all factions in total Warhammer 2? ›You may unlock individual factions by capturing all of their settlements in a Grand Campaign. Completing the victory conditions for any faction's Grand Campaign will unlock all playable factions at once.
Where is Beastmen herdstone? ›A Herdstone or Chaos Heart are circles of monoliths that are sacred to the Beastmen. Most are hidden deep in the wilderness, at the dark heart of forests, the depths of cave networks or atop mountains. Minotaurs often become guardians of these shrines, rightly feared by the beastmen worshippers.
How do you colonize ruins in Warhammer 2? ›Ruined settlements can be colonized by an army. This takes a turn, money and many troops (ie: your army will become damaged). Skaven and Tomb Kings have the ability to colonize ruins and start them off at a higher level than other races, by spending food or using a Ptra's Necrotect.
How do you recruit hero total war in Warhammer 2? ›Heroes and Lords can be recruited on their respective recruitment panels, located on the Province Overview panel.
Is Slaanesh the weakest? ›Slaanesh is the Chaos God of pain and lust. He is the weakest of the four chaos gods and the fastest fighter from his speedster movement.
What happens when Slaanesh eats an Eldar? ›
Therefore, even though the Eldar exist in the Materium, Slaanesh is still able to slowly feed on their souls, and once an Eldar's soul is separated from its body and returns to the Immaterium, Slaanesh consumes it in it's entirety, torturing the fallen Eldar for all eternity.
Is Slaanesh a good guy? ›Slaanesh is the most sadistic and depraved of the Chaos Gods and he consumes the souls of all Eldar after death to torture them for eternity (for that reason, all Eldar carry soulstones that capture their souls). Slaanesh also encourages things like extremely depraved forms of rape, torture, slavery, etc.
What are Doomstacks Warhammer 2? ›A doomstack simply refers to an army that can 1) comfortably win 1v1 against any single army the AI will throw at you barring extreme hard counters, 2) can fight semi-evenly with 2-3 armies at once and 3) fight and win multiple separate battles a turn.
What is Warhammer rarity? ›Rarity is a descriptor that applies to all ancillaries, such as items and banners, in the game to indicate how powerful they are. Ancillaries are divided into categories according to how likely they are to appear: Common. Uncommon.
How do you remove defiled blood grounds? ›How do I remove the blood grounds? You have to kill the Herdstone in the area. It should be 1-2 regions away from the settlement that is Defiled.
What is the weakest faction in Warhammer Total War? ›Although no faction in our Total War: Warhammer 3 tier list is unplayably bad, the Poxmakers of Nurgle are the weakest of the bunch.
What is the most powerful race in Warhammer? ›The Orks can also be considered to be the most successful and powerful in Warhammer 40K due to their partial immunity to chaos, ability to reproduce quickly, and ever-growing strength when facing powerful threats.
Who is the strongest 1v1 lord in Warhammer? ›Tyrion in Warhammer lore is a massive powerhouse who turned into a god near the end of the High Elf storyline. In Total War: Warhammer 3, he's also quite arguably the best duelist lord in the game. With the Sword of Khaine, nothing can kill him.
Who is the strongest lord in total war? ›Total War: WARHAMMER III. Belakor is the strongest LL overall.
Who is the strongest Skaven Lord? ›Warlord Queek Headtaker
Raised from birth to be the ultimate Skaven warrior, he's a bloodthirsty savage, renowned for his fiery temper and ability to survive any battle he's thrown into. He has been trained all his life for martial perfection, assassination attempts being used as regular tests.
What game had the largest map? ›
Minecraft has the largest land-based open-world to explore out of any game in this list – by far. The world of Minecraft is approximately 1.5 billion sq.
What is the biggest city in Warhammer? ›A visitor to Marienburg can quickly be overwhelmed by the sheer size of this metropolis, with its innumerable islands, canals, and labyrinthine streets. So large is the city that many of its denizens rarely venture beyond their own districts, and can only speculate about what happens on the other side of the city.
What is the biggest mod in Total War? ›1) Divide et Impera ( Rome 2)
The Divide et Impera mod completely changed everything about Total War Rome 2 by not only getting rid of the glitches but introducing a ton of new units, provinces and factions by extending the campaign map a little further and even slotting in the mighty Mauryan Empire of India.
In reality, despite their grotesque appearance, the Beasts of Nurgle are extremely friendly and playful creatures, yet due to their natures as carriers of disease, they inevitably kill those that wish to be their friend.
What is the lifespan of a beastman? ›Beastmen have varying lifespans, with some races like the Rabbitmen being comparable to Humans, while others such as Elves can live for centuries, but typically only live for 200 years. Depending on their individual race, a beastman's stats can range from 300 to 600.
Who is the most powerful Beastmen in Warhammer? ›History. The most powerful Bray-Shaman in the Reikwald, the Beastman known as the Harbinger rose to prominence after conducting a ritual of summoning so powerful it shattered the Ripper-horn herdstone and left a portal to the Realm of Chaos in its wake.
Why do Beastmen leave at night? ›Due to their inability to produce spiral power, they pilot Gunmen by using solar powered batteries, which prevents them from operating at night.
What level should I be to fight Beastman? ›Name | Recommended Level | Locations |
---|---|---|
Beastman of Farum Azula | 9 | Groveside Cave |
— | Dragonbarrow Cave |
Beastmen speak a mix of the Dark Tongue and crude grunts, roars and gestures, as their bestial faces, in a myriad of different forms, often have a difficult time conjugating pure Dark Tongue. As mentioned, the Dark Tongue is rich in phrases and words that express the complex nature of Chaos.
Can you ally with chaos as Beastmen? ›Also, considering AI beastmen factions - ddo they build herdstones too? The Chaos invasion is mostly friendly towards you. You can engage in diplomacy with them and ally them if you want. And yes, AI beastmen also build herdstones.
Can you recruit Sarthorael? ›
Sarthorael cannot be obtained as a lord when playing as the Warriors of Chaos. However, he can appear during the chaos invasion fighting along side them. Since his introduction as a faction leader in Total War: Warhammer III, he can be gained through confederation by Tzeentch factions.
Do Beastmen have upkeep? ›Beastmen have no upkeep.
What is a Herdstone? ›Herdstone. A Herdstone or Chaos Heart are circles of monoliths that are sacred to the Beastmen. [1a] Most are hidden deep in the wilderness, at the dark heart of forests, the depths of cave networks or atop mountains. Minotaurs often become guardians of these shrines, rightly feared by the beastmen worshippers.
How do you get Ghoritch in Warhammer 2? ›He is obtained by completing Throt's quest battle for the Whip of Domination.
How do you recruit dragons in Warhammer 2? ›Play an elf faction. They are tier 5 units but can be also used as mounts by some characters.
Where do Beastmen come from? ›Origins of Chaos
The birth of the Beastmen from the magical energies of Chaos that flooded into the Known World due to the destruction of the polar Warp Gates.
If the Herdstone is destroyed before completing a Ritual of Ruin, then the Herdstone Shards are returned to the Beastmen faction, and the Blood-grounds end.
What is the great herdstone of cold? ›Great Herdstone of Cold is a Herdstone settlement building in Total War: Warhammer II only available to Beastmen in Naggarond. "The slavers become the enslaved. The sacrificers will become the sacrificed."
Are Skaven overpowered in Warhammer 2? ›If you are playing VH battle difficulty the skaven are going to feel very op, because the difficulty boosts ai melee units by a lot, and skaven are already very powerful at range, so they can easily beat you at both.
Can you play as Norsca in Warhammer 2? ›The Norsca DLC Pack is playable in The Old World (Total War: WARHAMMER), Mortal Empires (Total War: WARHAMMER II), and Immortal Empires (Total War: WARHAMMER III). The Norsca Campaign Pack introduces the Norsca as a playable race to Total War: WARHAMMER.
Is Eltharion good in Warhammer 2? ›
Eltharion, also called Eltharion the Grim, is the Prince of Yvresse and the Warden of Tor Yvresse. He is one of the greatest of all High Elven lords. Many times has he achieved what would have been thought impossible.
How many dragons can Imrik get? ›Although Imrik has no spellcasting abilities, he and his Star Dragon mount, Minaithnir, are a force to be reckoned with on the battlefield. Additionally, he has the ability to gain 5 unique dragon units in the campaign, see the Knights of Caledor page for details.
How do you fly a Dragon in sod? ›Similar to Gliding, the player need to jump then hit jump again to trigger the flight, because the Dragon can fly at any point, the player doesn't need a running start.
How do I recruit Imrik? ›Capture imrik's starting settlement, then make sure, that there is no corruption higher than 30%. Then let the settlement revolt. Then a Knights of caledor rebellion (not a high elf) will spawn. Let the rebellion capture the settlement.