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Total War: Warhammer Wiki
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Warhammer I
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===Unit Balancing=== ;General <ul> <li>Halved impact of summoned units on balance bar</li> <li>Adjusted RoR stats to match new rank 9 unit stats more correctly</li> <li>Increased mass for most infantry lords and heroes (patch notes will only highlight the biggest changes)</li> <li>Pass on heavy cavalry mount entity mass</li> </ul> ;Tomb Kings <ul> <li>Doubled the healing amount of Realm of Souls.</li> <li>Arkhan – Tomb Blade of Arkhan now summons a large unit of Skeleton Warriors instead of healing. Liber Mortis now gives +8 leadership, duration reduced from 20 to 15.</li> <li>Settra – Khemrian Warsphinx: -15 armour, -292 health, -8 charge bonus</li> <li>Settra – Chariot of the Gods: -5 melee attack, -3 melee Defense, +35 ap melee damage, +5 bonus vs. infantry, +15 base melee damage.</li> <li>Tomb King – Khemrian Warsphinx mount: -15 armour, -292 health, -8 charge bonus</li> <li>Khalida (Necroserpent): +350 mass</li> <li>Khemrian Warsphinx: -15 armour, -480 health, -8 charge bonus.</li> <li>Necrosphinx: -10 armour, -408 health, -8 charge bonus, -7 melee Defense, +3 melee attack</li> <li>Sphinx of Usepkh: -10 armour, -472 health, -8 charge bonus, -7 melee Defense, +1 melee attack</li> <li>Hierotitan: -10 armour, -7 melee Defense.</li> <li>Skeleton Chariots: -150 mp cost</li> <li>Skeleton Archer Chariots: -150 mp cost</li> <li>Blessed Legion of Phakth: -7 melee attack, -3 melee Defense.</li> <li>King Nekhesh’s Scorpion Legion: -1 charge bonus, -6 melee attack, -1 melee Defense.</li> <li>Sepulchral Stalkers RoR: -1 melee attack, +6 melee Defense.</li> <li>Tomb Scorpion: -10 armour, -320 health.</li> <li>Ushabti: -10 armour</li> <li>Ushabti (Great Bows): -10 armour</li> <li>Chosen of the Gods: -10 armour, -5 melee attack, +2 melee Defense.</li> <li>Necropolis Knights (all): +350 mass</li> <li>Screaming Skull Catapult: Slightly increased accuracy</li> </ul> ;Vampire Counts <ul> <li>Hexwraiths: +2 health per entity</li> <li>Cairnwraiths: +2 health per entity</li> <li>Dire Wolves: +7 health per entity, +4 charge bonus</li> <li>Direpack: +7 health per entity, +4 charge bonus, -2 melee Defense</li> <li>Terrorgheist: -100 health, -2 charge bonus</li> <li>Vampire Lord: +4 melee attack, +30 ap melee damage, +20 base melee damage</li> <li>Vampire Lord – Barded Nightmare: +4 melee attack, +30 ap melee damage, +20 base melee damage</li> <li>Vampire Lord – Hellsteed: +4 melee attack, +30 ap melee damage, +20 base melee damage</li> <li>Mannfred von Carstein: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage</li> <li>Mannfred von Carstein – Barded Nightmare: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage</li> <li>Mannfred von Carstein – Hellsteed: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage</li> <li>Helman Ghorst: Liber Noctus now deals on average 30% less damage to self.</li> <li>Krell: +20 bonus vs. large, +5 hit reaction ignore chance, +5 knock interrupt chance, +450 mass. Removed wind up time from Lord of Undeath.</li> <li>Wight King (all): +14 bonus vs. infantry</li> <li>Chillgheists: +2 health per entity, -2 melee Defense</li> <li>Verek’s Reavers: -3 melee Defense</li> <li>Strigoi Ghoul King – Terrorgheist: -32 health</li> <li>Vlad von Carstein: +4 melee attack, +30 ap melee damage, +20 base melee damage, added Arcane Conduit in mp</li> <li>Feasters in the Dusk: -2 melee Defense</li> <li>Konigstein Stalkers: -3 melee Defense, -50 cost</li> <li>Sternsmen: -3 melee Defense</li> <li>Tithe: -1 melee Defense</li> <li>Devils of Swartzhafen: -2 melee Defense, +10 ap melee damage, -10 base melee damage</li> <li>Vargheists: +10 ap melee damage, -10 base melee damage</li> <li>Mortis Engine: Reliquary Corruption aura now deactivates out of melee.</li> <li>Claw of Nagash: -1 melee Defense. Reliquary Corruption aura now deactivates out of melee.</li> <li>Red Duke – Foot: +10 charge bonus, +20 ap melee damage, +30 base melee damage</li> <li>Red Duke – Barded Nightmare: +10 charge bonus, +20 ap melee damage, +30 base melee damage</li> <li>Red Duke – Hellsteed: +10 charge bonus, +20 ap melee damage, +30 base melee damage</li> <li>Vampire (all): +50 cost, +30 ap melee damage, +20 melee base damage</li> <li>Varghulf: -50 cost</li> <li>Skeleton Spearmen: -25 cost</li> <li>Blood Knights: +2 ap melee damage, +330 mass</li> </ul> ;Dark Elves <ul> <li>Death Hag (on foot): -15 missile resistance, +20 physical resistance</li> <li>Death Hag – Blood Cauldron: Bloodshield of Khaine changed from +11% physical resistance to +6% physical resistance.</li> <li>Dreadlord (Sword & Shield) – Black Dragon: +4 melee attack</li> <li>Dreadlord (Sword & Crossbow) – Black Dragon: +4 melee attack</li> <li>Malekith – Cold One Chariot: + 3 melee attack, -8 melee Defense, -2 bonus vs. infantry, +70 ap melee damage, +30 base melee damage.</li> <li>Sorceress – Cold One: Removed Primal Instinct ability</li> <li>Khainite Assassin: +20 ap melee damage</li> <li>Cold One Dread Knights: -50 cost</li> <li>Shades (Dual Weapons): -50 cost</li> <li>Shades (Greatswords): -50 cost</li> <li>Hydra: Fiery Breath now targets unit centre by default.</li> </ul> ;Lizardmen <ul> <li>Kroq-gar (foot): +600 mass</li> <li>Horned Ones: +1 melee attack, +100 mass</li> <li>Kroq-gar – Grymloq: -412 health, -8 charge bonus</li> <li>Saurus Old Blood – Carnosaur: -396 health, -8 charge bonus</li> <li>Saurus Scar Veteran – Carnosaur: -376 health, -8 charge bonus</li> <li>Feral Carnosaur: -374 health, -8 charge bonus</li> <li>Skink Priest – Terradon: increased rider projectile hit box</li> <li>Skink Chief: -5 ap missile damage, -5 missile base damage.</li> <li>Skink Chief – Terradon: increased rider projectile hit box</li> <li>Kroxigors: +3 ap melee damage, +1 base melee damage</li> <li>Saurus Warriors (all): +30 mass</li> <li>Saurus Spearmen: +2 melee Defense, +30 mass</li> <li>Saurus Spearmen (Shields): +2 melee Defense, +30 mass</li> <li>Temple Guard: +20 mass</li> </ul> ;High Elves <ul> <li>Princess (all): +30 ap missile damage, +20 base missile damage.</li> <li>Prince – Sun Dragon: -100 cost</li> <li>Sun Dragon: -100 cost</li> <li>Tyrion: +1 run speed, +2 charge speed</li> <li>Mage – Ithilmar Chariot: -1 collision attack max targets</li> </ul> ;Skaven <ul> <li>Plague Priest – Plague Furnace: -10 armour, Billowing Death aura now deactivates out of melee.</li> <li>Death Globe Bombardiers: +1 explosion base damage, +3 explosion ap damage.</li> <li>Warpfire Throwers: +2 explosion base damage, +1 explosion ap damage.</li> <li>Plagueclaw Catapult: slightly increased accuracy</li> <li>Gutter Runner Slingers (both): +2 missile base damage</li> <li>Night Runner Slingers: +1 missile base damage</li> </ul> ;Warriors of Chaos <ul> <li>Archaon – Foot: +750 mass</li> <li>Archaon – Dorghar: +12 run speed, +300 mass</li> <li>Chaos Lord (all): +5 leadership</li> <li>Chaos Sorcerer Lord – Manticore: +164 health, +25 ap melee damage, +40 base melee damage</li> <li>Chaos Sorcerer – Manticore: +45 ap melee damage, +65 base melee damage</li> <li>Exalted Hero – Foot: +260 health, +4 leadership</li> <li>Exalted Hero – Chaos Steed: +10 armour, +384 health, +4 leadership</li> <li>Exalted Hero – Barded Chaos Steed: +384 health, +4 leadership</li> <li>Exalted Hero – Manticore: +164 health, +4 leadership, +15 ap melee damage, +15 base melee damage</li> <li>Chaos Feral Manticore: +10 ap melee damage, +5 base melee damage</li> <li>Kholek: -432 health, -8 charge bonus</li> <li>Sarthorael the Ever-Watcher: reduced collision height, increased projectile hit box, added Arcane Conduit in mp</li> <li>Dragon Ogre Shaggoth: -430 health, -8 charge bonus</li> <li>Dragon Ogres: +5 armour, +34 health per entity</li> <li>Marauder Horsemen (javelins): +25 cost</li> <li>Hellcannon: now uses a fixed trajectory corrected by homing. Improves Hellcannon projectile homing.</li> </ul> ;Greenskins <ul> <li>Waaagh! is now a map-wide ability that gives +26 melee attack, +18% charge bonus and +24% speed for 30 seconds, which recharges in melee.</li> <li>Wurrzag: Added Waaagh! Ability in mp. Wurrzag’s Warpaint changed from +11% physical resistance to +6% physical resistance.</li> <li>Goblin Great Shaman: Added Waaagh! Ability in mp</li> <li>Grimgor: +500 mass, +3 melee Defense</li> <li>Skarsnik: +1300 mass (Gobbla has been eating a lot of stunties as of late)</li> <li>Orc Boar Boyz: +2 melee attack</li> <li>Savage Orc Boar Boy Big Uns: +2 melee attack, +100 mass</li> <li>Savage Orc Boar Boyz: +2 melee attack, +100 mass,</li> <li>Hammer of Gork: -4 melee attack, -2 melee Defense</li> <li>Broken Tusks Mob: -3 melee attack, +3 melee Defense, +2 leadership</li> <li>Deff Creepers: -5 melee attack, -1 melee attack</li> <li>Durkit’s Squigs: -2 melee Defense</li> <li>Mogrubb’s Mangy Marauders: -5 melee attack, -1 melee Defense, +1 leadership</li> <li>Moon-Howlers: -3 melee attack, +1 melee Defense, -50 cost</li> <li>Teef Robbers: +3 melee Defense</li> <li>Da Eight Peaks Loonies: -4 melee attack, +1 melee Defense</li> <li>Da Rusty Arrerz: -4 melee attack</li> <li>Da Warlordz Boyz: -2 melee Defense, +4 leadership</li> <li>Krimson Killerz: +2 leadership</li> <li>Venom Queen: -4 melee attack, +1 melee Defense</li> <li>Goblin Rock Lobber: slightly increased accuracy</li> </ul> ;Wood Elves <ul> <li>Forest Stalker forest melee Defense modifier changed from +20% to +15%</li> <li>Ancient Treeman: -432 health</li> <li>Durthu: -432 health</li> <li>Orion: +15 bonus vs. large, +134 ap missile damage, +30 base missile damage.</li> <li>Wild Riders: -100 mass</li> <li>Sisters of the Thorn: max 2 uses on Shield of Thorns, max 1 use on Curse of Anraheir</li> </ul> ;Beastmen <ul> <li>Khazrak – Foot: +650 mass. Dark Mail now always affects wizards in a 40m radius rather than relying on them to be casting inside the range. Debuff changed to -18 armour and -9 melee Defense.</li> <li>Khazrak – Razorgor Chariot: added vanguard deployment, +2 melee attack, +40 ap melee damage, -1 collision attack max targets, +10 base melee damage, +0.2 melee attack interval.</li> <li>Beastlord – Razorgor Chariot: +2 melee attack, replaced Call of Violence with Apocalyptic Vision, +40 ap melee damage, -1 collision attack max targets, +10 base melee damage, +0.2 melee attack interval.</li> <li>Bray-Shaman Chariot: -1 collision attack max targets, +0.2 melee attack interval.</li> <li>Minotaurs (all): +2 charge bonus</li> <li>Feral Manticore: +10 ap melee damage, +5 base melee damage</li> <li>Centigors: -50 mass</li> <li>Cygor: slightly reduced accuracy</li> </ul> ;Empire <ul> <li>Balthasar Gelt – Barded Warhorse: added Hide in forest</li> <li>Balthasar Gelt – Warhorse: added Hide in forest</li> <li>Empire Wizards (all): Changed Channelling Staff item to new Scroll of Blast item.</li> <li>Boris Todbringer (all): +5 leadership</li> <li>Boris Todbringer – Barded Warhorse: +5 armour</li> <li>Karl Franz: +3 melee Defense</li> <li>Witch Hunter: added immune to psychology, added magical attacks, reduced missile penetration. Accusation now has 3 max uses.</li> <li>Empire Captain – Barded Warhorse: +5 armour</li> <li>Empire General – Barded Warhorse: +5 armour</li> <li>Warrior Priests (all): +35 armour, +100 cost.</li> <li>Empire Knights: +50 mass</li> <li>Reiksguard: +50 mass</li> <li>Knights of the Blazing Sun: +50 mass</li> <li>Crossbowmen: +1 ap missile damage, -1 base missile damage</li> <li>Handgunners: +1 ap missile damage, +1 base missile damage.</li> <li>Great Cannon: slightly increased accuracy</li> <li>Steam Tank: +1537 health, -5 melee attack, +15 bonus vs infantry</li> <li>Luminark of Hysh: +2 ammo, -95 ap missile damage, -55 base missile damage, -30 explosion base damage, -70 explosion ap damage, improved long range accuracy, -1 sec reload time, -400 cost. Aura of Protection now gives +12% ward save in 40m radius and deactivates when available magic power is below 15. Locus of Hysh now passively reduces enemy magic power recharge rate by -20% for each wizard in play.</li> <li>Templehof Luminark: +2 ammo, -95 ap missile damage, -55 base missile damage, -30 explosion base damage, -70 explosion ap damage, improved long range accuracy, -1 sec base reload time, +4 melee attack, +3 melee Defense, -300 cost. (ability changes as above)</li> <li>Hammer of the Witches: -4 melee attack, -2 melee Defense, -100 cost, slightly increased accuracy.</li> <li>Sunmaker: -4 melee attack, -2 melee Defense, -150 cost, slightly reduced accuracy, projectile now 70% ap damage, explosion damage is now 70% armour piercing, -20 explosion base damage, +25 explosion ap damage, +1 detonation radius.</li> <li>Helstorm Rocket Battery: -150 cost, projectile now 70% ap damage, -20 explosion base damage, +25 explosion ap damage, +1 detonation radius.</li> <li>Helblaster Volley Gun: -100 cost, +6 ap missile damage, +4 base missile damage.</li> <li>Royal Altdorf Gryphites: -4 melee attack, +3 melee Defense</li> <li>Zintler’s Reiksguard: -2 charge bonus, -3 melee attack, +3 melee Defense, +2 leadership</li> <li>Sigmar’s Sons: -2 melee Defense, -50 cost</li> <li>Silver Bullets: -2 melee Defense, +1 base missile damage</li> <li>Stirland’s Revenge: -4 melee attack, -25 cost</li> <li>Pistoliers: +10 range, increased accuracy</li> </ul> ;Dwarfs <ul> <li>Thorgrim: Added new Oath of Vengeance ability, allowing Thorgrim to reduce the melee Defense of an enemy unit.</li> <li>Ungrim: Added new Red Ruin ability, allowing Ungrim to trade melee Defense for significantly more weapon strength.</li> <li>Grombrindal: +2 melee Defense</li> <li>Tweaked Dwarf generic character item choices for multiplayer battles</li> <li>Runelord – Anvil of Power: +150 cost, added Locus of Power ability to be automatic</li> <li>Master Engineer: Improved accuracy, increased range by +35, increased projectile mass and velocity,</li> <li>Grumbling Guard: added charge Defense vs large, -2 charge bonus, +2 melee attack, -1 melee Defense, -40 mass</li> <li>Longbeards (all): -40 mass</li> <li>Gob Lobber: -2 melee attack, +4 melee Defense, slightly increased accuracy</li> <li>Grudge Thrower: slightly increased accuracy</li> <li>Dragonback Slayers: -2 charge bonus, -5 melee attack, +12 melee Defense</li> <li>Ekrund Miners: -2 melee Defense</li> <li>Ironbreakers: -20 mass</li> <li>Norgrimlings Ironbreakers: -4 melee attack, +4 melee Defense, -1 leadership, -20 mass</li> <li>Skoldr Guard: -3 melee Defense</li> <li>Peak Gate Guard: -4 charge bonus, -2 melee Defense, -50 cost.</li> <li>Ulthar’s Raiders: -3 melee attack, +3 melee Defense, +6 leadership</li> <li>Warriors of Dragonfire Pass: -3 melee attack, +3 melee Defense</li> <li>Skyhammer: -1 melee Defense, increased clattergun accuracy</li> <li>Gyrobomber: increased clattergun accuracy</li> <li>Bugman’s Rangers: -20 mass</li> </ul> ;Bretonnia <ul> <li>All non-flying knights: +50 mount mass</li> <li>Alberic: Spirit of the Tempest is now an uncommon ability, costing 162</li> <li>Prophetess (all): Changed Sceptre of Stability item to new Scroll of Assault of Stone item.</li> <li>Pegasus Knights & Royal Pegasus Knights: reduced unit spacing distance, allowing more men to connect with their charge</li> <li>Questing Knights: +5 charge bonus, -100 cost.</li> <li>Battle Pilgrims: +1 health per entity</li> <li>Foot Squires: +1 health per entity</li> <li>Grail Relique: -866 health, -100 cost.</li> <li>Knights of the Realm: -50 cost.</li> <li>Paladin – Barded Warhorse: +5 armour</li> <li>Green Knight: +600 mass</li> <li>Blessed Field Trebuchet: +16 explosion ap damage, -10 explosion base damage, +1 explosion radius, slightly improved accuracy.</li> <li>Field Trebuchet: slightly improved accuracy</li> </ul>
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