
Health
6,660
Armour
30
Leadership
90
Speed
55
Melee attack
40
Melee defence
50
Weapon strength
280 base + 160 armour-piercing
440
Charge bonus
40
Attributes

Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Vanguard Deployment
This unit can deploy outside the deployment zone.

Hide (forest)
This unit can hide in forests until enemy units get too close.

Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Abilities
Greater Arcane ConduitAugment of the Winds · +15% Spell MasterypassiveGreater Arcane ConduitAugment of the Winds+15% Spell MasteryPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Blessing of the AncientsAugment · +20% Spell MasterypassiveBlessing of the AncientsAugment+20% Spell MasteryPassiveThe magical power permeating the forests is bestowed upon those who defend it.
Lore of magic
Ariel skill tree
30 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
The EvergreenThe EvergreenUnlocks at rank 4
Corruption: -4 (local province)
Control: +4 (local province)
On Fertile GroundOn Fertile GroundUnlocks at rank 4
Construction time: -20% for all buildings (local province)
Construction cost: -20% for all buildings (local province)
Income from all buildings: +5% (local province)
Forest’s CallingForest’s CallingUnlocks at rank 4
Hero recruit rank: +3 (factionwide)
Lord recruit rank: +3 (factionwide)
Isha's Blessings IIsha's Blessings IUnlocks at rank 7
Winds of Magic power reserve capacity: +10 (own army)
Attribute: Unbreakable
Spell resistance: 25%
Isha's Blessings IIIsha's Blessings IIUnlocks at rank 11
Cooldown: -15% to all spells
Winds of Magic cost: -10% for all spells
Miscast base chance: -50%
Aspects of Isha IAspects of Isha IUnlocks at rank 7
Armour-piercing weapon damage: +25
Hit points: +10%
Aspects of Isha IIAspects of Isha IIUnlocks at rank 11
Enables charmed attacks
Bonus vs Infantry: +25
Forest's GiftsForest's GiftsUnlocks at rank 5 · 2 levelsLevel 1
Cooldown: -25% to "Dart of Doom" and "Acorns of the Oak of Ages"
Ability number of uses: +1 for "Dart of Doom" and "Acorns of the Oak of Ages"
Cooldown: -50% to "Dart of Doom" and "Acorns of the Oak of Ages"
Ripe PickingsRipe PickingsUnlocks at rank 8 · 2 levelsLevel 1
Ability number of uses: +1 for "Berry Wine"
Cooldown: -25% to "Berry Wine"
Ability number of uses: +1 for "Berry Wine"
Cooldown: -50% to "Berry Wine"
Passive ability: "Regeneration"
Terrible & BeautifulTerrible & BeautifulUnlocks at rank 10
Ability: "Blight of Terrors"
Passive ability: "Resplendence of Luminescents"
ApotheosisApotheosis2 levelsLevel 1
Cooldown: -30% to "Apotheosis"
Overcast spell: "Apotheosis Upgraded"
Cooldown: -50% to "Apotheosis"
Miscast base chance: -15% for "Apotheosis Upgraded"
Overcast spell: "Apotheosis Upgraded"
Winds of Magic cost: -1 for "Apotheosis"
Winds of Magic cost: -2 for "Apotheosis Upgraded"
Word of PainWord of Pain2 levelsLevel 1
Cooldown: -30% to "Word of Pain"
Spell: "Word of Pain"
Overcast spell: "Word of Pain Upgraded"
Cooldown: -50% to "Word of Pain"
Miscast base chance: -15% for "Word of Pain Upgraded"
Overcast spell: "Word of Pain Upgraded"
Winds of Magic cost: -2 for "Word of Pain"
Winds of Magic cost: -3 for "Word of Pain Upgraded"
Shield of ThornsShield of Thorns2 levelsLevel 1
Overcast spell: "Shield of Thorns Upgraded"
Cooldown: -30% to "Shield of Thorns"
Spell: "Shield of Thorns"
Miscast base chance: -15% for "Shield of Thorns Upgraded"
Overcast spell: "Shield of Thorns Upgraded"
Winds of Magic cost: -2 for "Shield of Thorns"
Winds of Magic cost: -2 for "Shield of Thorns Upgraded"
Cooldown: -50% to "Shield of Thorns"
TempestTempest2 levelsLevel 1
Cooldown: -30% to "Tempest"
Spell: "Tempest"
Overcast spell: "Tempest Upgraded"
Cooldown: -50% to "Tempest"
Miscast base chance: -15% for "Tempest Upgraded"
Overcast spell: "Tempest Upgraded"
Winds of Magic cost: -2 for "Tempest"
Winds of Magic cost: -2 for "Tempest Upgraded"
Soul StealerSoul Stealer
Cooldown: -50% to "Soul Stealer"
Spell: "Soul Stealer"
Winds of Magic cost: -4 for "Soulstealer"
The Dwellers BelowThe Dwellers Below2 levelsLevel 1
Overcast spell: "The Dwellers Below Upgraded"
Cooldown: -30% to "The Dwellers Below"
Spell: "The Dwellers Below"
Miscast base chance: -15% for "The Dwellers Below Upgraded"
Overcast spell: "The Dwellers Below Upgraded"
Winds of Magic cost: -3 for "Dwellers Below"
Winds of Magic cost: -3 for "Dwellers Below Upgraded"
Cooldown: -50% to "The Dwellers Below"
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Life BloomLife Bloom
Passive ability: "Life Bloom"
Ancients' ProtectionAncients' Protection
Passive ability: "Ancients' Protection"
Wrath of the WoodWrath of the Wood
Passive ability: "Wrath of the Wood"
Greater Arcane ConduitGreater Arcane Conduit
Passive ability: "Greater Arcane Conduit"
Eternal SisterhoodEternal Sisterhood2 levelsLevel 1
Armour-piercing missile damage: +15% for Sisters of the Thorn units (Hero's army)
Global and Local Recruitment duration: -1 turn for Sisters of the Thorn units (minimum 1 turn) (armies in local province)
Armour-piercing missile damage: +30% for Sisters of the Thorn units (Hero's army)
Attribute: Perfect Vigour for Sisters of the Thorn units (Hero's army)
Global and Local Recruitment duration: -2 turn for Sisters of the Thorn units (minimum 1 turn) (armies in local province)
Chosen ChampionChosen Champion2 levelsLevel 1
Leadership aura size: +10% (accompanying Lord)
Ward save: +5% (accompanying Lord)
Leadership aura size: +20% (accompanying Lord)
Ward save: +10% (accompanying Lord)
Tapestry of MagicTapestry of Magic2 levelsLevel 1
Winds of Magic cost: -10% for all spells (Hero's army)
Cooldown: -25% for bound spells on Sisters of the Thorn units (Hero's army)
Winds of Magic cost: -10% for all spells (Hero's army)- Number of uses: +1 for bound spells on Sisters of the Thorn units (Hero's army)
Cooldown: -50% for bound spells on Sisters of the Thorn units (Hero's army)
WoundWound3 levelsLevel 1
Wound action: Additional 5% chance of wounding target
Wound action: Additional 12% chance of wounding target
Wound action: Additional 21% chance of wounding target
Block ArmyBlock Army3 levelsLevel 1
Block Army action: Movement range is modified by an additional -3%
Block Army action: Movement range is modified by an additional -8%
Block Army action: Movement range is modified by an additional -15%
Replenish TroopsReplenish Troops3 levelsLevel 1
Replenish Troops action: Replenishment rate is increased by an additional 3%
Replenish Troops action: Replenishment rate is increased by an additional 6%
Replenish Troops action: Replenishment rate is increased by an additional 9%
Cleanse CorruptionCleanse Corruption3 levelsLevel 1
Cleanse Corruption action: Corruption is reduced by an additional 1
Corruption: -1 (local province)
Cleanse Corruption action: Corruption is reduced by an additional 2
Corruption: -2 (local province)
Cleanse Corruption action: Corruption is reduced by an additional 3
Corruption: -3 (local province)
Spread ControlSpread Control3 levelsLevel 1
Spread Control action: Control is modified by an additional 1
Control: -1 (local enemy province)
Control: +1 (local province)
Spread Control action: Control is modified by an additional 2
Control: -2 (local enemy province)
Control: +2 (local province)
Spread Control action: Control is modified by an additional 3
Control: -3 (local enemy province)
Control: +3 (local province)
SpecialistSpecialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%
Hero action cost: -20%
Hero action success chance: +3%
Hero action cost: -40%
Hero action success chance: +6%
Who can field it
- Talsyn
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.