
Health
9,304
Armour
45
Leadership
90
Speed
90
Melee attack
70
Melee defence
55
Weapon strength
150 base + 350 armour-piercing
500
Charge bonus
55
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.

Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

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.

Can Fly
This unit can fly.
Abilities
Shadow ShroudWard Save · +60 Damage ResistanceactiveShadow ShroudWard Save+60 Damage ResistanceCooldown 120 s · Duration 22 sThe Father-in-Shadow wraps himself in a cloak of murk that protects him from lesser magicks.
The Dark MasterHex · -40 Melee AttackactiveThe Dark MasterHex-40 Melee AttackCooldown 90 s · Duration 33 sIf you unwisely choose not to run, strike far harder than you dare, for Be'lakor wields Ruin's combined might to confuse and tempt and rot and slaughter his foes.
Lord of TormentRegeneration · Effect intensity increases by each enemy unit in range with leadership wavering or lower., Replenishes hit points of combatantspassiveLord of TormentRegenerationEffect intensity increases by each enemy unit in range with leadership wavering or lower.Replenishes hit points of combatantsPassiveThe greater Be'lakor's power, the weaker his adversaries' resolve becomes, until they are but fodder for the Dark Master's blade.
Whispers in the DarknessHex (Area) · -6 LeadershippassiveWhispers in the DarknessHex (Area)-6 LeadershipPassive · Range 35 mEven the most steadfast among a warband may find their morale waver when the Harbinger's voice whispers persistently in their ears.
Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
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.
Blade of ShadowAugment · +20 Melee Attack, +50% Armour-Piercing Weapon Damage…passiveBlade of ShadowAugment+20 Melee Attack+50% Armour-Piercing Weapon Damage+50% Base Weapon DamageEffect intensity increases with each kill made by the unit. (Maximum intensity at 300 kills)PassiveAs more and more hapless opponents fall to Be'lakor's Daemonic blade, so its hunger increases and its bite becomes ever more savage.
Lore of magic
Defeat trait
Beat Be'lakor in battle and your lord can earn the trait
Bel'of'the'Ball
Winds of Magic power reserve capacity: +5 (Lord's army)
Casualty replenishment rate: +5% (Lord's army)
Weapon strength: +5% (Lord's army)
Control: +2 (local province)
The First Damned is the last to know that his time is up once more. Cast off and cursed by the Ruinous Powers, until they can perhaps find a use for him in a few millennia.
Be'lakor skill tree
38 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 Dark MasterThe Dark MasterUnlocks at rank 5
Ability: "The Dark Master"
Voice of the Dark GodsVoice of the Dark Gods
Leadership aura size: +40%
Hearts of IronHearts of Iron
Vigour loss reduction: -15% (Lord's army)
Aura of ChaosAura of ChaosUnlocks at rank 8
Missile resistance: 10%
Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +4 (own army)
Regiments of Renown army capacity: +6 (own army)
MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active Lords
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active Lords
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active Lords
Rapid RuinationRapid Ruination
Speed: +12%
Devastating ChargeDevastating Charge2 levelsLevel 1
Charge bonus: +15
Charge bonus: +30
Thick-SkinnedThick-Skinned2 levelsLevel 1
Armour: +7
Armour: +15
Hard to HitHard to Hit2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Deadly BladeDeadly Blade2 levelsLevel 1
Melee attack: +6
Melee attack: +12
Foe-SeekerFoe-Seeker
Ability: "Foe-Seeker"
Wound-MakerWound-Maker2 levelsLevel 1
Weapon strength: +10%
Weapon strength: +20%
Scarred VeteranScarred Veteran2 levelsLevel 1
Hit points: +7%
Hit points: +15%
IndomitableIndomitable2 levelsLevel 1
Leadership: +6
Leadership: +12
Blade ShieldBlade Shield2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Deadly OnslaughtDeadly Onslaught
Ability: "Deadly Onslaught"
Melkoth's Mystifying MiasmaMelkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"
Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -50% to "Melkoth's Mystifying Miasma"
Smoke & MirrorsSmoke & Mirrors
Passive ability: "Smoke & Mirrors"
The Enfeebling FoeThe Enfeebling Foe2 levelsLevel 1
Overcast spell: "The Enfeebling Foe Upgraded"
Cooldown: -30% to "The Enfeebling Foe"
Miscast base chance: -15% for "The Enfeebling Foe Upgraded"
Overcast spell: "The Enfeebling Foe Upgraded"
Winds of Magic cost: -1 for "The Enfeebling Foe"
Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"
Cooldown: -50% to "The Enfeebling Foe"
The WitheringThe Withering2 levelsLevel 1
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"
Spell: "The Withering"
Miscast base chance: -15% for "The Withering Upgraded"
Overcast spell: "The Withering Upgraded"
Winds of Magic cost: -1 for "The Withering"
Winds of Magic cost: -2 for "The Withering Upgraded"
Cooldown: -50% to "The Withering"
The Penumbral PendulumThe Penumbral Pendulum2 levelsLevel 1
Overcast spell: "The Penumbral Pendulum Upgraded"
Cooldown: -30% to "The Penumbral Pendulum"
Spell: "The Penumbral Pendulum"
Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
Overcast spell: "The Penumbral Pendulum Upgraded"
Winds of Magic cost: -2 for "The Penumbral Pendulum"
Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
Cooldown: -50% to "The Penumbral Pendulum"
EvasionEvasion
Passive ability: "Evasion"
Pit of ShadesPit of Shades2 levelsLevel 1
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"
Spell: "Pit of Shades"
Miscast base chance: -15% for "Pit of Shades Upgraded"
Overcast spell: "Pit of Shades Upgraded"
Winds of Magic cost: -3 for "Pit of Shades"
Winds of Magic cost: -3 for "Pit of Shades Upgraded"
Cooldown: -50% to "Pit of Shades"
Okkam's MindrazorOkkam's Mindrazor2 levelsLevel 1
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"
Spell: "Okkam's Mindrazor"
Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
Overcast spell: "Okkam's Mindrazor Upgraded"
Winds of Magic cost: -2 for "Okkam's Mindrazor"
Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
Cooldown: -50% to "Okkam's Mindrazor"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Route MarcherRoute Marcher
Campaign movement range: +5%
Relentless AdvanceRelentless Advance3 levelsLevel 1
Daemons Reforged: +3% chance for destroyed Daemonic units to be restored after battle (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Daemons Reforged: +6% chance for destroyed Daemonic units to be restored after battle (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Daemons Reforged: +10% chance for destroyed Daemonic units to be restored after battle (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)
Devious PlottingDevious Plotting3 levelsLevel 1
Ambush success chance: +10% (Lord's army)
Ambush success chance: +20% (Lord's army)
Ambush success chance: +30% (Lord's army)
RuinationRuination3 levelsLevel 1
Attrition suffered by defender: +10% when laying siege or encircling (local region)
Attrition suffered by defender: +20% when laying siege or encircling (local region)
Control: -4 (local enemy province)
Attrition suffered by defender: +40% when laying siege or encircling (local region)
Control: -8 (local enemy province)
Unholy ResilienceUnholy Resilience
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turns
Lightning StrikeLightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are present
Sustained by SlaughterSustained by Slaughter3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -10% (Lord's army)
LogisticianLogistician3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Arch-ManipulatorArch-Manipulator3 levelsLevel 1
Chance of Winds of Magic changing in strength: +5% (local province)
Chance of Winds of Magic increasing in strength when changing: +5% (local province)
Chance of Winds of Magic changing in strength: +10% (local province)
Chance of Winds of Magic increasing in strength when changing: +10% (local province)
Chance of Winds of Magic changing in strength: +15% (local province)
Chance of Winds of Magic increasing in strength when changing: +15% (local province)
Renowned & FearedRenowned & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)
Who can field it
- Legion of Chaos
- Warhost of the Apocalypse
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.