
Burplesmirk Spewpit
Lord· Wizard Lord· 1 model at Ultra size
Comes with Norsca(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Burplesmirk Spewpit is Norsca lord: 13,620 HP, armour 50, melee attack 60, melee defence 50, weapon strength 550. It costs 2,000 in the campaign and 2,200 in multiplayer. It comes with Norsca. Unit key wh3_main_ie_nor_cha_exalted_great_unclean_one_burplesmirk_spewpit. Patch 9.0.4, from the game's data tables.
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.
Lore of magic
Counters
Good against
- Heavily armoured units — 385 of 550 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Norsca: Fimir Warriors
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Norsca: Skin Wolves
- Light infantry-sized units — large, mass 7,000e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Norsca: Marauder Bearmen, Marauder Berserkers
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Norsca: Skin Wolves, Fimir Warriors (Great Weapons)
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Norsca: Curs'd Ettin (Runecaller), Chimera
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Burplesmirk Spewpit skill tree
60 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.
Plan Burplesmirk Spewpit's skills
- Hates TzeentchHates TzeentchUnlocks at rank 4
- Melee attack: +10 when fighting against Tzeentchian factions
- Weapon strength: +15% when fighting against Tzeentchian factions
- Bloated CarcassBloated CarcassUnlocks at rank 7
- Missile resistance: 10%
- Hardened MonstrositiesHardened MonstrositiesUnlocks at rank 15
- Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
- Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
- Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
- 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)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- 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
- Gifts of BlightGifts of BlightUnlocks at rank 12
- 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 14
- Battle healing cap: +25% (Lord's army)
- Melee defence: +5 (Lord's army)
- Missile resistance: 10% (Lord's army)
- Cadaverous ResilienceCadaverous ResilienceUnlocks at rank 14
- Unit mass: +30%
- Melee defence: -5
- Hit points: +20%
- Sorcerous SludgeSorcerous SludgeUnlocks at rank 14
- Winds of Magic cost: -20% for all 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
- Norsca · World Walkers · extended roster
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.