
Health
13,620
Armour
50
Leadership
80
Speed
36
Melee attack
60
Melee defence
50
Weapon strength
165 base + 385 armour-piercing
550
Charge bonus
20
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.
Abilities
Blight SwarmChain Hex · -20 Melee Defence, Will spread to enemies within the Spread Range metres of affected unit…activeBlight SwarmChain Hex-20 Melee DefenceWill spread to enemies within the Spread Range metres of affected unitAffects up to five unitsCooldown 60 s · Duration 20 s · 4 usesFlies, drenched in the pustulent gore of rotting intestines, swarm and surround the foe, hampering their blows and haltering their attacks.
Foetid StenchHex (Area) · -8 LeadershippassiveFoetid StenchHex (Area)-8 LeadershipPassive · Range 35 mThe malodorous stink of decay eventually wears down even the hardest, most experienced combatants, dampening their spirits and resolve to press on.
Pestilent DecayDirect Damage (Area) · Causes damage to combatantspassivePestilent DecayDirect Damage (Area)Causes damage to combatantsPassive · Range 35 mDeath comes to us all in the end. None can resist the Urfather's gift of vile decomposition forever…
Cloud of FliesAugment · +9 Melee DefencepassiveCloud of FliesAugment+9 Melee DefencePassive · Cooldown 15 sThrough His endless pestilent blessings, the Plague Lord's followers thrive and surge forward when others would simply wither and die.
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.
Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA 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.
Burplesmirk Spewpit skill tree
63 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.
Hates TzeentchHates Tzeentch
Melee attack: +10 when fighting against Tzeentchian factions
Weapon strength: +15% when fighting against Tzeentchian factions
Bloated CarcassBloated Carcass
Missile resistance: 10%
Hardened MonstrositiesHardened Monstrosities
HIDDEN Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
HIDDEN Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
HIDDEN Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
Army of RenownArmy of Renown3 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)
ImmortalityImmortalityUnlocks at rank 19
This Lord will be wounded instead of killed in battle
MentorMentor3 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
Gifts of BlightGifts of Blight
Population surplus: +1 for newly-captured settlements (Lord's army)
Casualty replenishment rate: +5% (Lord's army)
Locus of VirulenceLocus of Virulence
Ability: "Locus of Virulence"
Instruments of FilthInstruments of Filth
Armour: +25
Weapon strength: +15%
Defiling DelugeDefiling Deluge
Battle healing cap: +50%
Ability: "Defiling Deluge"
Necrotised FleshNecrotised FleshUnlocks at rank 13
Battle healing cap: +25% (Lord's army)
Melee defence: +5 (Lord's army)
Missile resistance: 10% (Lord's army)
Seeping IchorSeeping IchorUnlocks at rank 13
Passive ability: "Horrible Regeneration" for Plague Toads, Rot Flies, Pox Riders, Plague Drones and Plague Drones (Death's Heads) units (Lord's army)
Melee attack: +7 for Plague Toads, Rot Flies, Pox Riders, Plague Drones and Plague Drones (Death's Heads) units (Lord's army)
Melee defence: +7 for Plague Toads, Rot Flies, Pox Riders, Plague Drones and Plague Drones (Death's Heads) units (Lord's army)
The Verdi-grease RitualThe Verdi-grease RitualUnlocks at rank 13
Passive ability: "Blisterback" for Great Unclean One units (Lord's army)
Physical resistance: 10% for Great Unclean One units (Lord's army)
Armour: +15 (Lord's army)
Cadaverous ResilienceCadaverous ResilienceUnlocks at rank 13
Unit mass: +30%
Melee defence: -5
Hit points: +20%
Prodigious Plague-craftProdigious Plague-craftUnlocks at rank 13
Chance of a plague spreading: +15% (Lord's army)
Campaign movement range: -20% (enemy armies in local province)
Enables replenishment in foreign territory (Lord's army)
Sorcerous SludgeSorcerous SludgeUnlocks at rank 13
Winds of Magic cost: -20% for Lores of Nurgle and Death spells
Ward save: +10%
Enemy leadership: -5 (enemy armies in local province)
Infernal ChampionInfernal Champion
Weapon strength: +10%
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
Foetid StenchFoetid Stench
Passive ability: "Foetid Stench"
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
Pestilent DecayPestilent Decay
Passive ability: "Pestilent Decay"
Miasma of PestilenceMiasma of Pestilence2 levelsLevel 1
Cooldown: -30% to "Miasma of Pestilence"
Overcast spell: "Miasma of Pestilence Upgraded"
Cooldown: -50% to "Miasma of Pestilence"
Miscast base chance: -15% for "Miasma of Pestilence Upgraded"
Overcast spell: "Miasma of Pestilence Upgraded"
Winds of Magic cost: -1 for "Miasma of Pestilence"
Winds of Magic cost: -2 for "Miasma of Pestilence Upgraded"
Children of NurgleChildren of Nurgle
Passive ability: "Children of Nurgle"
Stream of CorruptionStream of Corruption2 levelsLevel 1
Cooldown: -30% to "Stream of Corruption"
Overcast spell: "Stream of Corruption Upgraded"
Cooldown: -50% to "Stream of Corruption"
Miscast base chance: -15% for "Stream of Corruption Upgraded"
Overcast spell: "Stream of Corruption Upgraded"
Winds of Magic cost: -1 for "Stream of Corruption"
Winds of Magic cost: -2 for "Stream of Corruption Upgraded"
Curse of the LeperCurse of the Leper2 levelsLevel 1
Cooldown: -30% to "Curse of the Leper"
Spell: "Curse of the Leper"
Overcast spell: "Curse of the Leper Upgraded"
Cooldown: -50% to "Curse of the Leper"
Miscast base chance: -15% for "Curse of the Leper Upgraded"
Overcast spell: "Curse of the Leper Upgraded"
Winds of Magic cost: -2 for "Curse of the Leper"
Winds of Magic cost: -3 for "Curse of the Leper Upgraded"
Rancid VisitationsRancid Visitations2 levelsLevel 1
Cooldown: -30% to "Rancid Visitations"
Spell: "Rancid Visitations"
Overcast spell: "Rancid Visitations Upgraded"
Cooldown: -50% to "Rancid Visitations"
Miscast base chance: -15% for "Rancid Visitations Upgraded"
Overcast spell: "Rancid Visitations Upgraded"
Winds of Magic cost: -2 for "Rancid Visitations"
Winds of Magic cost: -3 for "Rancid Visitations Upgraded"
EvasionEvasion
Passive ability: "Evasion"
Fleshy AbundanceFleshy Abundance2 levelsLevel 1
Cooldown: -30% to "Fleshy Abundance"
Spell: "Fleshy Abundance"
Overcast spell: "Fleshy Abundance Upgraded"
Cooldown: -50% to "Fleshy Abundance"
Miscast base chance: -15% for "Fleshy Abundance Upgraded"
Overcast spell: "Fleshy Abundance Upgraded"
Winds of Magic cost: -2 for "Fleshy Abundance"
Winds of Magic cost: -3 for "Fleshy Abundance Upgraded"
Blight BoilBlight Boil2 levelsLevel 1
Cooldown: -30% to "Blight Boil"
Spell: "Blight Boil"
Overcast spell: "Blight Boil Upgraded"
Cooldown: -50% to "Blight Boil"
Miscast base chance: -15% for "Blight Boil Upgraded"
Overcast spell: "Blight Boil Upgraded"
Winds of Magic cost: -2 for "Blight Boil"
Winds of Magic cost: -3 for "Blight Boil Upgraded"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Dominating PresenceDominating Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Fearsome WarriorsFearsome Warriors3 levelsLevel 1
Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Beast SlayersBeast Slayers3 levelsLevel 1
Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Ammunition: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Ammunition: +20% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Unnatural SelectionUnnatural Selection3 levelsLevel 1
Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Charge bonus: +6 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Speed: +9% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Speed: +12% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
FrostbittenFrostbitten3 levelsLevel 1
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)
Melee attack: +6 for Skin Wolves and Troll units (Lord's army)
Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)
Hail of TeethHail of Teeth3 levelsLevel 1
Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Armour: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Armour: +12 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Melee attack: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Monsters of the NorthMonsters of the North3 levelsLevel 1
Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee attack: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Champions of the NorthChampions of the North
Armour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
Hardened HuntersHardened Hunters
Missile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Icy WrathIcy Wrath
Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Hulks of DeathHulks of Death
Armour: +12 for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Stand or Die!Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"
Fight or Die!Fight or Die!
Ability: "Fight or Die!"
Replaces: "Rally!"
Route MarcherRoute Marcher
Campaign movement range: +5%
Takers of AllTakers of All3 levelsLevel 1
Income from post-battle loot: +5%
Income from post-battle loot: +10%
Income from post-battle loot: +15%
Serve or DieServe or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruitment cost: -15% (Lord's army)
Norse ResilienceNorse Resilience
Casualty replenishment rate: +5% (Lord's army)
Swelling of DoomSwelling of Doom3 levelsLevel 1
Growth: +8 (local province)
Growth: +20 (local province)
Growth: +36 (local province)
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
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)
Savage SkillsSavage Skills3 levelsLevel 1
Recruit rank: +1 for all units (Lord's army)
Recruit rank: +2 for all units (Lord's army)
Recruit rank: +3 for all units (Lord's army)
Unnatural HealingUnnatural Healing
Casualty replenishment rate: +4% (Lord's army)
Fuelled by WarFuelled by War3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -9% (Lord's army)
Spawn of ChaosSpawn of Chaos
Unit experience gain per turn: +200 (Lord's army)
Enemy Hero action success chance: -10%
Campaign movement range: +5%
Who can field it
- World Walkers
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.