The Claim Free Content button for Tiktaq\u2019to should now direct to the Steam page correctly.<\/li>\n<\/ul>\nCharacter and Unit Balancing in Total War: Warhammer II The Empire Undivided<\/h2>\n Note:<\/strong>\u00a0Single entity health adjustments display the health change on ultra unit size.<\/em><\/p>\nBEASTMEN<\/h3>\n\nBeastlord \u2013 Foot: -100 cost<\/li>\n Khazrak One-eye \u2013 Foot: -100 cost<\/li>\n Morghur: -50 cost<\/li>\n Gorebull: +1 walk speed, +6 run speed, +5 leadership<\/li>\n Minotaurs (all): +1 walk speed, +6 run speed, can now hide in forests, +5 leadership<\/li>\n Minotaurs: -4 melee attack, +18 bonus vs infantry, +100 cost<\/li>\n Minotaurs (Great Weapons): +1 splash attack max targets, +0.05 splash attack power<\/li>\n Butchers of Kalkengard: +1 walk speed, +6 run speed, can now hide in forests, +5 leadership, +2 melee attack, -3 melee defence<\/li>\n Chaos Spawn: -100 cost<\/li>\n Giant: -100 cost<\/li>\n Ungor Spearmen (all): added Vanguard Deployment and Stalk, +1 health per entity, +50 cost<\/li>\n Destroyers of Drakwald: added Vanguard Deployment and Stalk, +1 health per entity, +2 melee attack, -2 melee defence<\/li>\n Eye of Morrslieb: +2 melee attack, -2 melee defence<\/li>\n Sons of Ghorros: +2 melee attack, -2 melee defence, -50 cost<\/li>\n Black-Horn\u2019s Ravagers; +3 melee attack, -3 melee defence<\/li>\n<\/ul>\nBRETONNIA<\/h3>\n\nAlberic \u2013 Foot: -100 cost<\/li>\n Alberic \u2013 Barded Warhorse: -50 cost<\/li>\n Louen Leoncouer \u2013 Foot: -100 cost<\/li>\n Louen Leoncouer \u2013 Barded Warhorse: -50 cost<\/li>\n Lord \u2013 Foot: -100 cost<\/li>\n Lord \u2013 Barded Warhorse: -50 cost<\/li>\n Paladin \u2013 Foot: -50 cost<\/li>\n Paladin \u2013 Barded Warhorse: -25 cost<\/li>\n Prophetess \u2013 Warhorse: +100 cost<\/li>\n Prophetess \u2013 Barded Warhorse: +50 cost<\/li>\n Damsels \u2013 Warhorse: +100 cost<\/li>\n Damsels \u2013 Unicorn: +50 cost<\/li>\n Green Knight: Sacred Guardian is now a free, non-optional ability in custom battle<\/li>\n Grail Guardians: +1 melee attack, +1 ap melee damage<\/li>\n Pegasus Knights: +5 leadership, tweaked animations for charging into land units to improve charges<\/li>\n Royal Pegasus Knights: +10 leadership, tweaked animations for charging into land units to improve charges<\/li>\n Defenders of Fleur-de-Lis: +2 melee attack, -2 melee defence<\/li>\n Knights of the Lionhearted: +3 melee attack, -2 melee defence<\/li>\n Wardens of Montfort: +1 melee attack, -2 melee defence<\/li>\n Questing Knights RoR: +3 melee attack, -3 melee defence<\/li>\n Beastslayers of Bastonne: +2 melee attack, -3 melee defence<\/li>\n Blessed Field Trebuchet: projectile explosions ignore allies<\/li>\n<\/ul>\nDARK ELVES<\/h3>\n\nCrone Hellebron \u2013 Foot: -100 cost<\/li>\n Lokhir Fellheart \u2013 Foot: -100 cost<\/li>\n Malekith \u2013 Foot: -100 cost<\/li>\n Malekith \u2013 Cold One: -50 cost<\/li>\n Morathi \u2013 Sulephet: now uses large entity ground stat effect group<\/li>\n Sorceress \u2013 Dark Steed: +50 cost<\/li>\n Sorceress \u2013 Cold One: +50 cost<\/li>\n Supreme Sorceress \u2013 Dark Steed: +50 cost<\/li>\n Supreme Sorceress \u2013 Cold One: +100 cost<\/li>\n Death Hag \u2013 Foot: -100 cost<\/li>\n Dreadlord (Sword & Shield) \u2013 Foot: -100 cost<\/li>\n Dreadlord (Sword & Shield) \u2013 Cold One: -50 cost<\/li>\n Dreadlord (Sword & Crossbow) \u2013 Foot: -100 cost<\/li>\n Dreadlord (Sword & Crossbow) \u2013 Cold One: -50 cost<\/li>\n Raven Heralds: can no longer hide in forest, +16 health per entity, +2 melee attack, -2 melee defence<\/li>\n Cold One Chariot: +100 cost<\/li>\n Knights of the Ebon Claw: +2 melee attack, -5 melee defence<\/li>\n Slaanesh\u2019s Harvesters: +3 melee attack, -2 melee defence<\/li>\n Sisters of the Singing Doom: +3 melee attack, -2 melee defence<\/li>\n Blades of the Blood Queen: +3 melee attack, -3 melee defence<\/li>\n Bolt Fiends: +2 melee attack, -2 melee defence<\/li>\n Hellebronai: +1 melee attack, -3 melee defence<\/li>\n Chill of Sontar: +1 melee attack, -2 melee defence<\/li>\n Reaper Bolt Thrower: multi-shot +3 bonus vs infantry per projectile<\/li>\n<\/ul>\nDWARFS<\/h3>\n\nEthereal Dwarf heroes: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, -100 cost<\/li>\n Lord: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, -100 cost, -2 splash attack max targets, +10 ap melee damage, -10 base melee damage<\/li>\n Runelord: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -5 melee defence, -50 cost<\/li>\n Runelord \u2013 Anvil of Doom: now uses large entity ground stat effect group, -5 melee defence, -50 cost<\/li>\n Runesmith: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -2 melee defence, -50 cost<\/li>\n Thane: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, +1 melee defence, -100 cost, -2 splash attack max targets, +15 ap melee damage, +10 base melee damage<\/li>\n Master Engineer: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, -100 cost<\/li>\n Grombrindal: +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost<\/li>\n Belegar: +5 melee defence, +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost, -2 splash attack max targets<\/li>\n Ungrim: +10 hit reaction ignore chance, +10 knock interrupt ignore chance, +600 mass, -100 cost<\/li>\n Thorgrim Grudgebearer: -100 cost, +25 ap melee damage, -25 base melee damage<\/li>\n Flame Cannon: +150 cost, +65 ap projectile damage, +100 base projectile damage, -36% projectile calibration area (-6.6), +20 projectile expiry range<\/li>\n Organ Gun: +10 calibration distance, -5% projectile calibration area (-0.4)<\/li>\n Gob-Lobber: +2 melee attack, -2 melee defence<\/li>\n Dragonback Slayers: +3 melee attack, -3 melee defence<\/li>\n Miners: +2 melee attack<\/li>\n Miners (Blasting Charges): +2 melee attack, +25 cost<\/li>\n Bugman\u2019s Rangers: +50 cost, +2 ap projectile damage, +2 projectile damage, +3 reload time<\/li>\n Rangers: +25 cost, +2 ap projectile damage, +2 projectile damage, +2 reload time<\/li>\n Quarrellers: +2 ap projectile damage, +2 projectile damage, +2 reload time<\/li>\n Quarrellers (Great Weapons): +2 melee attack, +2 ap projectile damage, +2 projectile damage, +2 reload time<\/li>\n Ekrund Miners: +3 melee attack, -2 melee defence<\/li>\n Norgrimlings Ironbreakers: +2 melee attack, -4 melee defence<\/li>\n Skoldr Guard: +2 melee attack, -2 melee defence<\/li>\n Grumbling Guard: +2 melee attack, -3 melee defence<\/li>\n Peak Gate Guard: +3 melee attack, -3 melee defence<\/li>\n Ulthar\u2019s Raiders: +2 melee attack, -2 melee defence<\/li>\n Warriors of Dragonfire Pass: +2 melee attack, -3 melee defence<\/li>\n Gyrocopters (Brimstone Guns): +15 bonus vs large (projectile)<\/li>\n Skyhammer: +3 melee attack, -1 melee defence<\/li>\n Dwarf Warriors (Great Weapons): +2 melee attack<\/li>\n<\/ul>\nEMPIRE<\/h3>\n\nKarl Franz \u2013 Foot: -150 cost<\/li>\n Karl Franz \u2013 Warhorse: -50 cost<\/li>\n Karl Franz \u2013 Barded Warhorse: -100 cost<\/li>\n TODDY ON \/!$%!\u00a3@ FOOT: -100 cost<\/li>\n TODDY ON A \/!$%!\u00a3@ BARDED WARHORSE: \u201350 cost<\/li>\n Balthasar Gelt \u2013 Foot: -100 cost<\/li>\n Balthasar Gelt \u2013 Barded Warhorse: -50 cost<\/li>\n Volkmar the Grim \u2013 Foot: -100 cost<\/li>\n Volkmar the Grim \u2013 Barded Warhorse: -50 cost<\/li>\n Arch Lector \u2013 Foot: -100 cost<\/li>\n Arch Lector \u2013 Barded Warhorse: -50 cost<\/li>\n Empire General \u2013 Foot: -150 cost<\/li>\n Empire General \u2013 Warhorse: -50 cost<\/li>\n Empire General \u2013 Barded Warhorse: -100 cost<\/li>\n Empire Captain \u2013 Foot: -75 cost<\/li>\n Empire Captain \u2013 Warhorse: +25 cost<\/li>\n Empire Captain \u2013 Barded Warhorse: -25 cost<\/li>\n Warrior Priest \u2013 Foot: -50 cost<\/li>\n Warrior Priest \u2013 Warhorse: +50 cost<\/li>\n Empire Wizards \u2013 Warhorse: +100 cost<\/li>\n Empire Wizards \u2013 Barded Warhorse: +50 cost<\/li>\n Jade Wizard \u2013 Pegasus: can no longer hide in forests<\/li>\n Grey Wizard \u2013 Pegasus: can no longer hide in forests<\/li>\n Amber Wizard \u2013 Imperial Griffon: +560 health on Ultra<\/li>\n Crossbowmen: +25 cost, +2 ap projectile damage, +2 projectile damage, +2 reload time<\/li>\n Sunmaker: +1 melee attack, -1 melee defence<\/li>\n Royal Altdorf Gryphites: +3 melee attack, -3 melee defence<\/li>\n Zintler\u2019s Reiksguard: +2 melee attack, -3 melee defence<\/li>\n Sigmar\u2019s Sons: +3 melee attack, -3 melee defence<\/li>\n Silver Bullets: +2 melee attack, -2 melee defence<\/li>\n Stirland\u2019s Revenge: +2 melee attack, -3 melee defence<\/li>\n Tattersouls: +3 melee attack, -2 melee defence<\/li>\n Templehof Luminark : +1 melee attack, -1 melee defence<\/li>\n Steam Tank: +2 melee attack<\/li>\n Helblaster Volley Gun: -50 cost, +20% base and ap projectile damage.<\/li>\n Helstorm Rocket Battery: +4 base explosion damage, +9 ap explosion damage<\/li>\n Sunmaker: +4 base explosion damage, +9 ap explosion damage<\/li>\n Demigryph Knights: -50 cost<\/li>\n Outriders: fixed issue where reloading transitions were capping rate of fire<\/li>\n Pistoliers: fixed issue where reloading transitions were capping rate of fire<\/li>\n<\/ul>\nGREENSKINS<\/h3>\n\nGrimgor: Increased acceleration and deceleration, +10 hit reaction ignore chance, +10 knock interrupt ignore chance, -100 cost<\/li>\n Night Goblin Warboss \u2013 Foot: -50 cost<\/li>\n Skarsnik \u2013 Foot: -100 cost<\/li>\n Azhag \u2013 Foot: -100 cost<\/li>\n Orc Warboss \u2013 Foot: -100 cost<\/li>\n Orc Warboss \u2013 Boar: -50 cost<\/li>\n Goblin Big Boss \u2013 Foot: -50 cost<\/li>\n Goblin Great Shaman \u2013 Foot: -50 cost<\/li>\n Goblin Great Shaman \u2013 Great Wolf: -50 cost<\/li>\n Hammer of Gork: +1 melee attack, -1 melee defence<\/li>\n Deff Creepers: +1 melee attack, -2 melee defence<\/li>\n Durkit\u2019s Squigs: +2 melee attack, -2 melee defence<\/li>\n Mogrubb\u2019s Mangy Marauders: +1 melee attack, -2 melee defence<\/li>\n Moon Howlers: +2 melee attack, -2 melee defence<\/li>\n Teef Robbers: +2 melee attack, -2 melee defence<\/li>\n Da Eight Peak Loonies: +2 melee attack, -3 melee defence<\/li>\n Rusty Arrers: +1 melee attack, -2 melee defence<\/li>\n Warlord\u2019s Boyz: +2 melee attack, -3 melee defence<\/li>\n Krimson Killerz: +2 melee attack, -2 melee defence<\/li>\n Arachnarok Queen: +3 melee attack, -3 melee defence<\/li>\n Doom Diver Catapults: +50 cost<\/li>\n Giant: -100 cost<\/li>\n<\/ul>\nHIGH ELVES<\/h3>\n\nAlarielle \u2013 Foot: -50 cost<\/li>\n Alarielle \u2013 Elven Steed: +50 cost<\/li>\n Alith Anar: -100 cost<\/li>\n Prince \u2013 Foot: -100 cost<\/li>\n Prince \u2013 Barded Elven Steed: -50 cost<\/li>\n Princess \u2013 Foot: -100 cost<\/li>\n Princess (all): +5 projectile mass<\/li>\n Teclis \u2013 Barded Elven Steed: +50 cost<\/li>\n Tyrion \u2013 Foot: -100 cost<\/li>\n Handmaiden: -100 cost<\/li>\n Handmaiden \u2013 Barded Elven Steed: -50 cost<\/li>\n Mage \u2013 Elven Steed: +50 cost<\/li>\n Noble \u2013 Foot: -50 cost<\/li>\n Dragon Princes: -100 mass<\/li>\n Fireborn: -100 mass, +2 melee attack, -3 melee defence<\/li>\n Heralds of the Wind: +2 melee attack, -5 melee defence<\/li>\n Everqueen\u2019s Court Guards: +2 melee attack, -3 melee defence<\/li>\n Keepers of the Flame: +3 melee attack, -3 melee defence<\/li>\n The Grey: +2 melee attack, -5 melee defence, -50 cost<\/li>\n Scions of Mathlann: +2 melee attack, -3 melee defence<\/li>\n Puremane Company: +2 melee attack, -3 melee defence<\/li>\n Storm Riders: +2 melee attack, -3 melee defence, -50 cost<\/li>\n Eagle Claw Bolt Thrower: multi-shot +3 bonus vs infantry per projectile<\/li>\n<\/ul>\nLIZARDMEN<\/h3>\n\nKroq-gar: +5 leadership<\/li>\n Kroq-gar \u2013 Foot: -100 cost<\/li>\n Lord Mazdamundi \u2013 Palanquin: +50 cost<\/li>\n Saurus Old Blood \u2013 Foot: -100 cost<\/li>\n Red Crested Skink Chief \u2013 Foot: -100 cost<\/li>\n Tehenhauin \u2013 Foot: -100 cost<\/li>\n Saurus Scar Veteran \u2013 Foot: -100 cost<\/li>\n Slann Mage Priest: +100 cost<\/li>\n Skink Chief \u2013 Foot: -100 cost<\/li>\n Skink Priest \u2013 Terradon: +200 cost<\/li>\n Lord Kroak: +300 mp cost<\/li>\n Salamander Hunting Pack: slightly increased turn speed, -10 armour, now uses splash attacks against small targets, -8 ap projectile damage, +8 base projectile damage, +3 base explosion damage, -2 ap explosion damage<\/li>\n Umbral Tide: slightly increased turn speed, -10 armour, +1 melee attack, -2 melee defence, now uses splash attacks against small targets, -8 ap projectile damage, +8 base projectile damage, +3 base explosion damage, 2 ap explosion damage<\/li>\n Ancient Salamander: +3 ap projectile damage, -3 base projectile damage<\/li>\n Kroxigors: reduced charge distance from 45m to 30m, +2 ap melee damage, +1 base melee damage<\/li>\n Stegadons (all): -10 armour<\/li>\n Ancient Stegadons (all): -10 armour, +1 reload time for giant blowpipes<\/li>\n The Thunderous One: -10 armour, +2 melee attack, -3 melee attack<\/li>\n Feral Stegadon: now uses large entity ground stat effect group, -100 cost<\/li>\n Stegadon: -50 cost<\/li>\n Feral Cold Ones: +8 health per entity<\/li>\n Feral Bastiladon: now uses large entity ground stat effect group<\/li>\n Bastiladon (Ark of Sotek): -50 cost<\/li>\n Bastiladon (Revivification Crystal): added casting animations<\/li>\n Feral Carnosaur: now uses large entity ground stat effect group<\/li>\n Pok-Hopak Cohort: +2 melee attack, -3 melee defence<\/li>\n Colossadon Hunters: +2 melee attack, -2 melee defence<\/li>\n Pahaux Sentinels: +2 melee attack, -2 melee defence<\/li>\n Legion of Chaqua: +2 melee attack, -3 melee defence<\/li>\n Red Crested Skinks: +25 cost<\/li>\n Cohort of Sotek: +2 melee attack, -2 melee defence, +25 cost<\/li>\n Temple Guards: -1 melee attack<\/li>\n Star Chamber Guardians: +1 melee attack, -3 melee defence +5 missile block chance<\/li>\n<\/ul>\nNORSCA<\/h3>\n\nWulfrik \u2013 Foot: -100 cost<\/li>\n Wulfrik \u2013 Chariot: +50 cost<\/li>\n Wulfrik \u2013 Mammoth: -712 health, -2 melee defence, +200 cost<\/li>\n Marauder Chieftain \u2013 Foot: -100 cost<\/li>\n Marauder Chieftain \u2013 Mammoth: -712 health, now has forest terrain penalties for being a large entity, -2 melee defence, +200 cost<\/li>\n Feral Mammoth: now has forest terrain penalties for being a large entity, -2 melee defence<\/li>\n War Mammoth: -672 health, now has forest terrain penalties for being a large entity, -2 melee defence<\/li>\n Soulcrusher: -672 health, now has forest terrain penalties for being a large entity, +1 melee attack, -5 melee defence<\/li>\n War Mammoth (Warshrine): +20 charge speed, +16 run speed, -500 mass, now has forest terrain penalties for being a large entity<\/li>\n Hounds of Tashnar: +2 melee attack, -2 melee defence<\/li>\n Norscan Warhounds: added vanguard deployment<\/li>\n Ice Horn Marauders: +2 melee attack, -3 melee defence, -50 cost<\/li>\n Marauder Hunters (Javelins): +50 cost<\/li>\n Marauder Hunters (Throwing Axes): -50 cost<\/li>\n Brutes of the Hound: +3 melee attack, -3 melee defence<\/li>\n Fimir Warriors: -5 charge bonus, -4 melee attack, +10 leadership, +100 cost<\/li>\n Mist Stalkers: -5 charge bonus, +10 leadership, -2 melee attack, -4 melee defence, +100 cost<\/li>\n Fimir Warriors (Great Weapons): -8 charge bonus, -3 melee attack, -1 melee defence, +10 leadership, +100 cost<\/li>\n Norscan Giant: -100 cost<\/li>\n Skinwolves: +2 charge bonus<\/li>\n Skinwolves (Armoured): +2 charge bonus<\/li>\n Maws of Savagery: +2 charge bonus, +3 melee attack, -3 melee defence<\/li>\n Shaman Sorcerer \u2013 Norscan Warhorse: now uses large entity ground stat effect group<\/li>\n Skin Wolf Werekin: now uses large entity ground stat effect group<\/li>\n<\/ul>\nSKAVEN<\/h3>\n\nTretch Craventail: -100 mp cost<\/li>\n Ikit Claw \u2013 Foot: -100 cost<\/li>\n Ikit Claw \u2013 Doomflayer: now uses large entity ground stat effect group, removed Scurry Away<\/li>\n Queek Headtaker: -100 cost<\/li>\n Warlock Master \u2013 Foot: -50 cost<\/li>\n Warlock Master \u2013 Doomflayer: now uses large entity ground stat effect group<\/li>\n Warlock Master \u2013 Doomwheel: now uses large entity ground stat effect group, +1 melee defence, removed Scurry Away<\/li>\n Assassin: -50 cost<\/li>\n Plague Priest: -50 cost<\/li>\n Warlock Engineer: +50 cost<\/li>\n Warlord \u2013 Bonebreaker: +0.3 entity radius, increased splash attack force by 50%<\/li>\n Warpfire Throwers (all): +25 health per entity<\/li>\n Hell Pit Abomination: now uses large entity ground stat effect group<\/li>\n Rat Ogres: now uses large entity ground stat effect group<\/li>\n Ikit\u2019s Zzzap-zzzap!: +2 melee attack, -2 melee defence<\/li>\n Clan Vulkn Tailslashers: +2 melee attack, -2 melee defence<\/li>\n Plaguemonk Censer Bearers: -50 cost<\/li>\n Blightscab\u2019s Plaguepack: +2 melee attack, -3 melee defence<\/li>\n Poison Wind Globadiers: -2 reload time<\/li>\n Teethbreakers: +2 melee attack, -2 melee defence<\/li>\n Stormvermin (Halberds): +1 melee defence<\/li>\n Council Guard: +2 melee attack, -2 melee defence, +50 cost<\/li>\n Natty Buboe\u2019s Sharpshooters: +2 melee attack, -10 melee defence, -25 projectile range, +50 cost, +20% increase in projectile calibration area (+0.1), increased projectile expiry range to 550 meters<\/li>\n Warplock Jezzails: -25 projectile range, -6 melee defence, +20% increase in projectile calibration area (+0.1), increased projectile expiry range to 550 meters<\/li>\n Dwarf-Thing Menace: +2 melee attack, -2 melee defence<\/li>\n Wheelz of Doom: +2 melee attack, -3 melee defence<\/li>\n<\/ul>\nTOMB KINGS<\/h3>\n\nArkhan \u2013 Foot: -100 cost<\/li>\n Khalida \u2013 Foot: -100 cost<\/li>\n Khatep \u2013 Foot: -100 cost<\/li>\n Khatep \u2013 Casket of Souls: +2 projectiles per volley<\/li>\n Liche Priest \u2013 Skeletal Steed: +100 cost<\/li>\n Settra \u2013 Foot: -100 cost<\/li>\n Tomb King \u2013 Foot: -100 cost<\/li>\n Tomb Prince \u2013 Foot: -100 cost<\/li>\n Nehekhara Horsemen: -100 mass, +1 charge bonus, -3 melee defence<\/li>\n Necropolis Knights: +2 charge bonus, +1 melee defence, +2 ap melee damage, +1 base melee damage, +1 max splash attack targets<\/li>\n Necropolis Knights (Halberds): +1 melee defence, +3 ap melee damage, +2 base melee damage<\/li>\n Necrosphinx: now has forest terrain penalties for being a large entity<\/li>\n Sphinx of Usepkh: now has forest terrain penalties for being a large entity, +3 melee attack<\/li>\n Tomb Scorpion: now has forest terrain penalties for being a large entity<\/li>\n Carrion: +25 cost<\/li>\n Blessed Legion of Phakht: +1 melee attack, +20 reload skill, -2 melee defence, -25 cost<\/li>\n Skeleton Spearmen: +1 bonus vs large, -1.2 secs melee attack interval<\/li>\n King Nekhesh\u2019s Scorpion Legion: +1 melee attack, -3 melee defence, +1 bonus vs large<\/li>\n Khepra Guard: +3 melee attack, +7 melee defence, -6 ap melee damage, +9 bonus vs infantry, -1 base melee damage<\/li>\n Sepulchral Stalkers: +1 ammo<\/li>\n Eyes of the Desert: +2 melee attack, -3 melee defence, +1 ammo<\/li>\n Chosen of the Gods: +2 melee attack, -3 melee defence, +50 cost<\/li>\n Casket of Souls: +2 projectiles per volley<\/li>\n<\/ul>\nVAMPIRE COAST<\/h3>\n\nAranessa \u2013 Foot: -50 cost<\/li>\n Aranessa \u2013 Rotting Promethean: -50 cost<\/li>\n Cylostra Direfin \u2013 Floating: -50 cost<\/li>\n Cylostra Direfin \u2013 Rotting Leviathan: -50 cost, +20 base melee damage<\/li>\n Gunnery Wight \u2013 Foot: -100 cost<\/li>\n Bloated Corpse: -75 mp cost<\/li>\n Depth Guard (all): +4 health per entity<\/li>\n Bloody Reaver Deck Guard: +2 melee attack, +1 melee defence, +4 health per entity<\/li>\n Syreens: +2 leadership<\/li>\n Rotting Leviathan: +20 base melee damage<\/li>\n Zombie Deckhand Mobs (all): -5 health per entity, -5 leadership<\/li>\n Tide of Skjold: +2 melee attack, -5 health per entity, -5 leadership<\/li>\n The Black Spot: +2 melee attack, -2 melee defence<\/li>\n The Lamprey\u2019s Revenge: +3 melee attack, -4 melee defence<\/li>\n Night Terrors: -3 melee defence<\/li>\n Gallows Giant: -2 melee defence, projectile expiry range increase to 170 meters<\/li>\n Aranessa: now uses small aquatic terrain stat effect group<\/li>\n Queen Bess: +2 melee attack, -1 melee defence<\/li>\n Deck Droppers (Bombers): -50 cost<\/li>\n Deck Droppers (Handguns): +50 cost<\/li>\n Salt Lord\u2019s Scuttlers: +2 melee attack, -2 melee defence, -100 cost<\/li>\n Shadewraith Gunners: +2 melee attack, -2 melee defence<\/li>\n<\/ul>\nVAMPIRE COUNTS<\/h3>\n\nVlad von Carstein: -100 cost<\/li>\n The Red Duke \u2013 Foot: -100 cost<\/li>\n Heinrich Kemmler: -50 cost<\/li>\n Isabella von Carstein: -50 cost<\/li>\n Mannfred von Carstein: -50 cost<\/li>\n Blood Dragon Vampire Lord \u2013 Foot: -50 cost<\/li>\n Lahmian Vampire Lord \u2013 Foot: -50 cost<\/li>\n Necrarch Vampire Lord \u2013 Foot: -50 cost<\/li>\n Strigoi Vampire Lord \u2013 Foot: -50 cost<\/li>\n Von Carstein Vampire Lord \u2013 Foot: -50 cost<\/li>\n Strigoi Ghoul King: -100 cost<\/li>\n Vampire Lord: -50 cost<\/li>\n Master Necromancer \u2013 Barded Nightmare: +150 cost<\/li>\n Necromancer \u2013 Nightmare: +100 cost<\/li>\n Vampires \u2013 Foot: -50 cost<\/li>\n Banshee: -100 cost<\/li>\n Wight King: -100 cost<\/li>\n Wight King \u2013 Barded Skeletal Steed: -50 cost<\/li>\n Cairn Wraiths: +2 charge bonus, +2 leadership<\/li>\n Hexwraiths: +2 melee attack, +2 leadership<\/li>\n Chillgheists: +5 melee attack, +2 leadership<\/li>\n Skeleton Spearmen: +1 bonus vs large<\/li>\n Crypt Horrors: +2 ap melee damage, +3 base melee damage<\/li>\n Verek\u2019s Reavers: +2 melee attack, -2 melee defence<\/li>\n Feasters in the Dusk: +2 melee attack, -3 melee defence<\/li>\n Konigstein Stalkers: +1 melee attack, -2 melee defence<\/li>\n Sternsmen: +2 melee attack, -3 melee defence<\/li>\n Tithe: +1 melee attack, -1 melee defence<\/li>\n Devils of Swartzhafen: +3 melee attack, -3 melee defence<\/li>\n Direpack: +2 melee attack, -2 melee defence<\/li>\n Claw of Nagash: +2 melee attack, -2 melee defence<\/li>\n<\/ul>\nWARRIORS OF CHAOS<\/h3>\n\nArchaon \u2013 Foot: -100 cost<\/li>\n Prince Sigvald the Magnificent: -100 cost<\/li>\n Chaos Sorcerer Lords \u2013 Foot: -50 cost<\/li>\n Chaos Sorcerer Lords \u2013 Chaos Steed: +50 cost<\/li>\n Chaos Lord \u2013 Foot: -100 cost<\/li>\n Chaos Lord \u2013 Barded Chaos Steed: -50 cost<\/li>\n Chaos Sorcerers \u2013 Foot: -50 cost<\/li>\n Chaos Sorcerers \u2013 Chaos Steed: +50 cost<\/li>\n Exalted Hero \u2013 Foot: -100 cost<\/li>\n Exalted Hero \u2013 Barded Chaos Steed: -50 cost<\/li>\n Dragon Ogres: +15 armour<\/li>\n Summoners of Rage: +15 armour, +3 melee attack, -3 melee defence, +50 cost<\/li>\n Swords of Chaos: +10 melee attack, +3 melee defence, +10 ap melee damage, -15 bonus vs infantry, +5 base melee damage, +100 cost<\/li>\n Chaos Knights: +2 ap melee damage, +4 base melee damage<\/li>\n Mirror Guard: +2 melee attack, -4 melee defence<\/li>\n Soul of Damnation: +1 melee attack, -2 melee defence<\/li>\n Chaos Giant: -100 cost<\/li>\n Chaos Spawn: -100 cost<\/li>\n Wyrdspawn: +2 melee attack, -3 melee attack<\/li>\n Plaguespew: +3 melee attack, -2 melee defence<\/li>\n Chaos Warhounds (both): added vanguard deployment<\/li>\n Sarthorael the Everwatcher: -10 missile resistance<\/li>\n<\/ul>\nWOOD ELVES<\/h3>\n\nOrion: added Vanguard Deployment, +50 cost<\/li>\n Durthu: +10 armour<\/li>\n Ancient Treeman: +10 armour, -100 cost<\/li>\n Branchwraith: -50 cost, added Immune to Psychology<\/li>\n Glade Lord \u2013 Foot: -100 cost<\/li>\n Spellsingers \u2013 Elven Steed: +50 cost<\/li>\n Waystalker: -100 cost<\/li>\n Wild Hunters of Kurnous: Removed Guardian ability, added magical attacks and +13 bonus vs large, +50 cost, +2 melee attack, -3 melee defence<\/li>\n Waywatchers: -2 run speed, -6 health per entity, +4 charge bonus, -4 melee defence, +50 cost<\/li>\n Hawk-eyes of Drakira: -2 run speed, -6 health per entity, +2 melee attack, -8 melee defence, +8 bonus vs infantry (melee)<\/li>\n Treekin: +0.2 entity radius, +10 armour<\/li>\n Firebark Elders: +0.2 entity radius, +10 armour, +2 melee attack, -4 melee defence<\/li>\n Treeman: +10 armour<\/li>\n Orion: added vanguard deployment<\/li>\n Hawk Riders: made entity 12% wider, improved firing animations to make first volley faster<\/li>\n Glade Riders (both): +2 leadership<\/li>\n Wildwood Rangers: -3 base melee damage, -5 ap melee damage, +2 run speed, +4 charge speed, -100 cost, increased unit spacing<\/li>\n Wardens of Cythral: +3 melee attack, -3 melee defence, +2 run speed, +4 charge speed, -100 cost<\/li>\n Wardancers (Dual Swords): -4 melee attack, +4 melee defence<\/li>\n Loec\u2019s Trickster\u2019s: +2 melee attack, -4 melee defence, -50 cost<\/li>\n<\/ul>\nABILITIES AND SPELLS balancing in Total War: Warhammer II The Empire Undivided<\/h3>\n\nSummon unbindings: now split into three phases with different colours, blue for stable, orange for weak (30 seconds), red for critical (5 seconds)<\/li>\n Deliverance of Itza I: -8% ap vortex damage, +1 power cost<\/li>\n Deliverance of Itza II: -5% ap vortex damage, +1 power cost<\/li>\n Deliverance of Itza III: -3% ap vortex damage, +2 power cost<\/li>\n Shadows of Anlec: -14% base vortex damage<\/li>\n Fiery Convocation: +100% ap vortex damage, now deals fire damage<\/li>\n Bound Fiery Convocation: +100% ap vortex damage, now deals fire damage<\/li>\n Fiery Convocation Upgraded: +100% ap vortex damage, now deals fire damage<\/li>\n Pestilent Breath: -14% base vortex damage<\/li>\n Pestilent Breath Upgraded: -14% base vortex damage<\/li>\n Wind Blast: -14% base vortex damage, +75 detonation force<\/li>\n Wind Blast Upgraded: -14% base vortex damage, -16% ap vortex damage, +75 detonation force<\/li>\n Exorcism (Lore of Light lore passive): Changed to map-wide AoE augment that affects all allies. Gives Immune to Psychology and +4 leadership for 11 seconds whenever the wizard casts a spell<\/li>\n Bestial Surge: +9% vigour changed to +5% vigour<\/li>\n Plague Rash: -9% vigour changed to -5% vigour<\/li>\n Sunfang: -15% base vortex damage<\/li>\n Soulfire: Projectile damage from 26 to 1. +200% explosion radius (+2m). Explosion damage no longer affects allies. Removed magic resistance increase in radius<\/li>\n Grand Soulfire: Projectile damage from 26 to 1. Explosion damage no longer affects allies. Removed magic resistance increase in radius. Reduced bombardment spread area from 30m to 15m<\/li>\n Divine Power: now has a map-wide radius, reduced miscast chance increase from +50% to +25%<\/li>\n Fireball: -25% ap projectile damage (from 200 to 150), -26% projectile base damage (-125), -50% projectile penetration<\/li>\n Fireball Upgraded: +300 ap projectile damage (was previously 0), -70% base projectile damage (-798), -50% projectile penetration<\/li>\n Liber Bubonicus: -0.1 damage chance<\/li>\n Spirit Leech & Spirit Leech Upgraded: -0.1 damage chance<\/li>\n Soul Stealer: -0.1 damage chance<\/li>\n Arcane Unforging & Upgraded: -0.1 damage chance<\/li>\n Web of Shadows: -0.1 damage chance<\/li>\n Effagee of Da Git: -0.1 damage chance<\/li>\n Final Transmutation & Upgraded: -0.1 damage chance<\/li>\n Warpstone Armour: Hp Change frequency change from 0.5 seconds to 1 seconds (dps is halved)<\/li>\n Rune of Wrath and Ruin: -48% speed changed to -72% speed and -72% charge speed. No longer deals direct damage. Duration from 18 to 19 seconds. Increased target range from 150m to 200m<\/li>\n Master Rune of Wrath and Ruin: -48% speed changed to -72% speed and -72% charge speed. No longer deals direct damage. Duration from 36 to 38 seconds. Increased target range from 150m to 200m<\/li>\n Doombolts (all version): +200% projectile shockwave radius (+2 meters)<\/li>\n Dreaded Thirteenth Spell: +6 base explosion damage (+12%), +3 ap explosion damage (+12%)<\/li>\n Gyrocopter Bombs: +14 base explosion damage, +26 ap explosion damage<\/li>\n Comet of Casandora: +33% ap explosion damage, +2m explosion radius<\/li>\n Comet of Casandora Upgraded: +33% ap explosion damage, +2m explosion radius<\/li>\n Urannon\u2019s Thunderbolt: +41% ap explosion damage, changed target range to 300 meters<\/li>\n Urannon\u2019s Thunderbolt Upgraded: +45% ap explosion damage, changed target range to 300 meters<\/li>\n Giver of Glory (War Mammoth \u2013 Warshrine): Removed unbreakable attribute effect, added +26 melee attack, +16 leadership, +13 seconds duration, added max 3 uses, added +30 seconds recharge, increased target range to 60 meters<\/li>\n Lord of Undeath: +40 seconds summon duration<\/li>\n Spider Hatchlings: -30 seconds summon duration<\/li>\n Spiteful Shot: +9 seconds duration<\/li>\n Spiteful Shot Upgraded: + 18 seconds duration<\/li>\n Okkam\u2019s Mindrazor: +4 seconds duration<\/li>\n Okkam\u2019s Mindrazor Upgraded: +4 seconds duration<\/li>\n Cloak of Mists and Shadows: +5 seconds duration<\/li>\n Fists of Gork: +7 seconds duration<\/li>\n Flaming Sword of Rhuin: +3 seconds duration<\/li>\n Flaming Sword of Rhuin Upgraded: +6 seconds duration<\/li>\n Gaze of Nagash: -1 power cost<\/li>\n Gaze of Nagash Upgraded: -1 power cost<\/li>\n Night Shroud: -2 power cost<\/li>\n Night Shroud Upgraded: -2 power cost<\/li>\n Shem\u2019s Burning Gaze: -1 power cost<\/li>\n Shem\u2019s Burning Gaze Upgraded: -1 power cost<\/li>\n Banishment: -1 power cost<\/li>\n Birona\u2019s Timewarp Upgraded: -1 power cost<\/li>\n Dweller\u2019s Below: -1 power cost<\/li>\n Dweller\u2019s Below Upgraded: -1 power cost<\/li>\n Awakening of the Wood: -1 power cost<\/li>\n Pann\u2019s Impenetrable Pelt Upgraded: -1 power cost<\/li>\n Curse of Anraheir: -1 power cost<\/li>\n Warp Lightning: +1 power cost<\/li>\n Warp Lightning Upgraded: +1 power cost<\/li>\n Skitterleap: -3 power cost<\/li>\n Skitterleap Upgraded: -3 power cost<\/li>\n Scorch: -1 power cost<\/li>\n Vermintide: +1 power cost<\/li>\n Pearl of Infinite Bleakness: +16 duration<\/li>\n Hand of Glory Upgraded: removed +24% speed effect, now gives a bigger +60 reload skill effect instead<\/li>\n Stone Shaper: from +10 armour to +15 armour<\/li>\n Dragon Slayer\u2019s Fang: from +18 armour to +23 armour<\/li>\n Mask of Heavens: from +18 armour to +23 armour<\/li>\n Warpshard Armour: from -18 armour to -23 armour<\/li>\n Dark Mail: from +24 armour to +30 armour, from +22% magic resistance to +25% magic resistance<\/li>\n Helm of Many Eyes: from +6 armour to +7 armour<\/li>\n Totem of Rust: from -6 armour to -7 armour<\/li>\n Strength of the Land I: from +6 armour to +7 armour<\/li>\n Strength of the Land II: from +12 armour to +15 armour<\/li>\n Strength of the Land III: from +18 armour to +23 armour<\/li>\n Strength of the Land IV: from +18 armour to +23 armour<\/li>\n Twisted Flesh I: from +6 armour to +7 armour<\/li>\n Twisted Flesh II: from +12 armour to +15 armour<\/li>\n Twisted Flesh III: from +18 armour to +23 armour<\/li>\n Ruinous Flesh: from +18 armour to +23 armour<\/li>\n Featherfoe Torc: from -12 armour to -15 armour<\/li>\n Bloodgreed: Activation condition changed to \u2018In Melee\u2019. Removed speed bonus, increased leadership bonus from +12 to +15<\/li>\n Tretch\u2019s Raiders: is now always active and targets other units that are winning combat<\/li>\n Quicksilver Shot: changed to a common ability, reduced cost from 164 to 82<\/li>\n Shield of Chaqua: reduced effect range from 40 to 30m, added max 3 uses<\/li>\n Potion of Charoi: added max 4 uses.<\/li>\n<\/ul>\nThat’s all there is the massive Total War: Warhammer II The Empire Undivided update.<\/p>\n
What do you think about the Total War: Warhammer II The Empire Undivided<\/a> patch notes? Let us know in the comments below and share your thoughts.<\/p>\n","protected":false},"excerpt":{"rendered":"The Total War: Warhammer II The Empire Undivided is the latest update for the highly popular entry of the franchise. Now the patch notes for the upcoming update have been officially revealed. The Patch Notes are massive and include tons of additions, bug fixes, improvements and more. Total War: Warhammer II The Empire Undivided Patch Notes Without further ado, here are the patch notes for the upcoming Total War: Warhammer II The Empire Undivided update. Empire Overhaul (Mortal Empires Campaign) […]<\/p>\n","protected":false},"author":68,"featured_media":61628,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[185],"tags":[2847,750,301,2802,2844,7819,7818,8314],"yoast_head":"\n
Total War: Warhammer II The Empire Undivided Patch Notes Revealed<\/title>\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\t \n\t \n\t \n \n \n \n \n \n\t \n\t \n\t \n