
Health
4,532
Armour
0
Leadership
60
Speed
40
Melee attack
44
Melee defence
35
Weapon strength
0 base + 300 armour-piercing
300
Charge bonus
30
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.

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.

Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
Ghosts of the PastSummon Unit · Summons a unit of Damned Knights Errant, Summoned units degrade over timeactiveGhosts of the PastSummon UnitSummons a unit of Damned Knights ErrantSummoned units degrade over timeCooldown 120 s · Duration 1 s · 1 use · Wind-up 3 s"Pale warriors, death-pale were they all; They cried—‘La Belle Dame sans Merci thee hath in thrall!"
Song of EnthrallmentHex (Area) · -45% Speed, -24 Melee AttackactiveSong of EnthrallmentHex (Area)-45% Speed-24 Melee AttackCooldown 90 s · Duration 22 s · Range 35 m"From which tide do you hide? The dark moon’s tide is not on our side, so that is the tide that you must bribe."
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.
CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Lore of magic
Defeat trait
Beat Cylostra Direfin in battle and your lord can earn the trait
Siren Extinguished
Winds of Magic power reserve capacity: +10 (Lord's army)
Miscast base chance: -10%
"Right, earplugs out, lads - she's gone down to Stromfels' Chest, where she belongs, the harpy!"
Cylostra Direfin skill tree
61 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.
Rotting LeviathanRotting LeviathanUnlocks at rank 17
Mount: Rotting Leviathan
Lucky CharmLucky CharmUnlocks at rank 4
Missile resistance: 15%
TenacityTenacityUnlocks at rank 9
Hit points: +8%
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)
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
Ghosts of the PastGhosts of the Past
Ability: "Ghosts of the Past"
Slaughter in the DeepSlaughter in the Deep
Upgrades ability: "Ghosts of the Past"
Increased melee stats for Damned Knights Errant
Watery GravesWatery Graves
Upgrades ability: "Ghosts of the Past"
Increased entities for Damned Knights Errant
Beyond the RealmBeyond the Realm
Ability: "Beyond the Realm"
Upgrades ability: "Ghosts of the Past"
SacrilegeSacrilege
Upgrades ability: "Ghosts of the Past"
Ability: "Sacrilege"
From the DepthsFrom the Depths
Recruit rank: +1 for all units (Lord's army)
Raise dead cost: -10%
Conjuration Through HateConjuration Through Hate
Hero recruit rank: +2 for Mourngul Haunters (factionwide)
Hero capacity: +1 for Mourngul Haunters
Fiery DivaFiery Diva
Cooldown: -20% to overcast spells
Winds of Magic cost: -2 for overcast spells
Emerging TerrorEmerging Terror
Upkeep: -90% for Bloated Corpse units (Lord's army)
Physical resistance: 10% for Bloated Corpse, Syreens and Mournguls units (Lord's army)
Siren of the StormSiren of the Storm
Winds of Magic power reserve capacity: +10 (own army)
Miscast base chance: -15%
Spiteful ShotSpiteful Shot2 levelsLevel 1
Cooldown: -30% to "Spiteful Shot"
Overcast spell: "Spiteful Shot Upgraded"
Cooldown: -50% to "Spiteful Shot"
Miscast base chance: -15% for "Spiteful Shot Upgraded"
Overcast spell: "Spiteful Shot Upgraded"
Winds of Magic cost: -1 for "Spiteful Shot"
Winds of Magic cost: -2 for "Spiteful Shot Upgraded"
Kiss of the DeepKiss of the Deep
Passive ability: "Kiss of the Deep"
TidecallTidecall2 levelsLevel 1
Cooldown: -30% to "Tidecall"
Spell: "Tidecall"
Overcast spell: "Tidecall Upgraded"
Cooldown: -50% to "Tidecall"
Miscast base chance: -15% for "Tidecall Upgraded"
Overcast spell: "Tidecall Upgraded"
Winds of Magic cost: -1 for "Tidecall"
Winds of Magic cost: -2 for "Tidecall Upgraded"
Denizens of the DeepDenizens of the Deep
Cooldown: -30% to "Denizens of the Deep"
Spell: "Denizens of the Deep"
Winds of Magic cost: -2 for "Denizens of the Deep"
Fog of the DamnedFog of the Damned2 levelsLevel 1
Cooldown: -30% to "Fog of the Damned"
Spell: "Fog of the Damned"
Overcast spell: "Fog of the Damned Upgraded"
Cooldown: -50% to "Fog of the Damned"
Miscast base chance: -15% for "Fog of the Damned Upgraded"
Overcast spell: "Fog of the Damned Upgraded"
Winds of Magic cost: -2 for "Fog of the Damned"
Winds of Magic cost: -3 for "Fog of the Damned Upgraded"
EvasionEvasion
Passive ability: "Evasion"
Kraken's PullKraken's Pull2 levelsLevel 1
Cooldown: -30% to "Kraken's Pull"
Spell: "Kraken's Pull"
Overcast spell: "Kraken's Pull Upgraded"
Cooldown: -50% to "Kraken's Pull"
Miscast base chance: -15% for "Kraken's Pull Upgraded"
Overcast spell: "Kraken's Pull Upgraded"
Winds of Magic cost: -3 for "Kraken's Pull"
Winds of Magic cost: -3 for "Kraken's Pull Upgraded"
Vangheist’s RevengeVangheist’s Revenge2 levelsLevel 1
Cooldown: -30% to "Vangheist's Revenge"
Spell: "Vangheist's Revenge"
Overcast spell: "Vangheist's Revenge Upgraded"
Cooldown: -50% to "Vangheist's Revenge"
Miscast base chance: -15% for "Vangheist's Revenge Upgraded"
Overcast spell: "Vangheist's Revenge Upgraded"
Winds of Magic cost: -3 for "Vangheist's Revenge"
Winds of Magic cost: -3 for "Vangheist's Revenge Upgraded"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Held Together by ScrewsHeld Together by Screws3 levelsLevel 1
Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Leadership: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Leadership: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Melee defence: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Reanimated MarksmanReanimated Marksman3 levelsLevel 1
Ammunition: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Ammunition: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Missile strength: +6% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Ammunition: +18% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Missile strength: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Black Powder OverloadBlack Powder Overload3 levelsLevel 1
Ammunition: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
Ammunition: +12% for Carronade, Mortar and Queen Bess units (Lord's army)
Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)
Ammunition: +18% for Carronade, Mortar and Queen Bess units (Lord's army)
Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
Rotten DeathRotten Death3 levelsLevel 1
Physical resistance: 3% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Melee defence: +4 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Physical resistance: 4% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Melee defence: +6 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Physical resistance: 6% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Haunting HorrorHaunting Horror3 levelsLevel 1
Missile strength: +4% for Deck Droppers units (Lord's army)
Charge bonus: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Melee attack: +4 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Missile strength: +6% for Deck Droppers units (Lord's army)
Charge bonus: +12 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Melee attack: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Missile strength: +8% for Deck Droppers units (Lord's army)
Drowned & BoundDrowned & Bound3 levelsLevel 1
Weapon strength: +6% for Animated Hulks and Mournguls units (Lord's army)
Melee attack: +4 for Animated Hulks and Mournguls units (Lord's army)
Speed: +6% for Bloated Corpse units (Lord's army)
Weapon strength: +9% for Animated Hulks and Mournguls units (Lord's army)
Charge bonus: +10 for Bloated Corpse units (Lord's army)
Melee attack: +8 for Animated Hulks and Mournguls units (Lord's army)
Speed: +12% for Bloated Corpse units (Lord's army)
Weapon strength: +12% for Animated Hulks and Mournguls units (Lord's army)
Avast Ye!Avast Ye!
Ability: "Avast Ye!"
Deadly MarchDeadly March
Armour: +18 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Melee attack: +8 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Ensorcelled WeaponsEnsorcelled Weapons
Armour: +12 for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Masterly SplicingMasterly Splicing
Leadership: +8 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Speed: +10% for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Hardened by DeathHardened by Death
Spell resistance: 15% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
Melee attack: +8 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
All Hands Hoay!All Hands Hoay!
Replaces: "Avast Ye!"
Ability: "All Hands Hoay!"
Route MarcherRoute Marcher
Campaign movement range: +5%
The Restless DeadThe Restless Dead
Campaign movement range: +5%
Binded to ServiceBinded to Service3 levelsLevel 1
Recruitment cost: -3% (Lord's army)
Recruitment cost: -8% (Lord's army)
Recruitment cost: -15% (Lord's army)
Undying HordeUndying Horde3 levelsLevel 1
The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +2% (Lord's army)
The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
The Dead Rise Again: +15% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Ghost FleetGhost Fleet3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
AbsoluteAbsolute3 levelsLevel 1
Construction cost: -3% for all buildings (local province)
Control: +2 (local province)
Construction cost: -6% for all buildings (local province)
Control: +3 (local province)
Construction cost: -10% for all buildings (local province)
Control: +4 (local province)
FreebooterFreebooter3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +9%
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +12%
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%
No Magic but HisNo Magic but His3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +5%
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +10%
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%
Sea DogsSea Dogs3 levelsLevel 1
Leadership: +2 when fighting at sea (Lord's army)
Income from sacking settlements: +4% (Lord's army)
Leadership: +4 when fighting at sea (Lord's army)
Income from sacking settlements: +8% (Lord's army)
Leadership: +6 when fighting at sea (Lord's army)
Income from sacking settlements: +12% (Lord's army)
The Elixir's CreatorThe Elixir's Creator3 levelsLevel 1
Vampiric corruption: +1 (local province)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Vampiric corruption: +2 (local province)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Vampiric corruption: +3 (local province)
Attrition: -30% casualties suffered from all attrition (Lord's army)
Go on AccountGo on Account
Diplomatic relations: -15 with Vampire Counts, Vampire Coast and Followers of Nagash
Recruit rank: +1 for all units (Lord's army)
Raise dead cost: -15%
Local recruitment capacity: +1 (local province)
InexhorableInexhorable
Casualty replenishment rate: +30% for this Lord
Battle healing cap: +50%
Hero self-defence: +25% chance of wounding aggressors
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
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
Living ShipLiving Ship3 levelsLevel 1
Pirate crew growth: +1 (Lord's army)
Construction cost: -4% for ship buildings (Lord's army)
Pirate crew growth: +3 (Lord's army)
Construction cost: -7% for ship buildings (Lord's army)
Pirate crew growth: +5 (Lord's army)
Construction cost: -10% for ship buildings (Lord's army)
The Fallen Follow StillThe Fallen Follow Still3 levelsLevel 1
Grave Call cost: -5%
The Dead Rise Again: +3% chance for destroyed units to be restored after battle (Lord's army)
Grave Call cost: -10%
The Dead Rise Again: +6% chance for destroyed units to be restored after battle (Lord's army)
Grave Call cost: -15%
The Dead Rise Again: +10% chance for destroyed units to be restored after battle (Lord's army)
Gambler's WitGambler's Wit3 levelsLevel 1
Enemy Hero action success chance: -4%
Ambush defence chance: +5% (Lord's army)
Enemy Hero action success chance: -7%
Ambush defence chance: +10% (Lord's army)
Enemy Hero action success chance: -10%
Ambush defence chance: +15% (Lord's army)
Soul MaterialSoul Material3 levelsLevel 1
gain from battles: +5% (Lord's army)
gain from battles: +10% (Lord's army)
gain from battles: +15% (Lord's army)
Coaming & PreservativeCoaming & Preservative3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -8% (Lord's army)
Upkeep: -15% (Lord's army)
No Will But HisNo Will But His3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -10% (Lord's army)
Black FlagBlack Flag
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)
Raise dead cost: -10%
Pinnacle of ServitudePinnacle of Servitude
Grave Call cost: -10% (Lord's army)
Campaign movement range: +5%
Recruit rank: +2 for all units (Lord's army)
Upkeep: -5% (Lord's army)
Every version of Cylostra Direfin
2 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire CoastWizard Lord | 4,532 | 1 | 0 | 60 | 40 | 44 | 35 | 300 | 30 | 1,000 | 250 | wh2_dlc11_cst_cha_cylostra_direfin_0 |
| Vampire CoastWizard Lord | 9,862 | 1 | 150 | 60 | 50 | 52 | 42 | 480 | 24 | 1,000 | 575 | wh2_dlc11_cst_cha_cylostra_direfin_1 |
Who can field it
- The Awakened
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.