
Cylostra Direfin
Lord· Wizard Lord· 1 model at Ultra size
Comes with Vampire Coast(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Cylostra Direfin is a legendary lord of Vampire Coast, leading The Drowned at the start of a campaign: 4,532 HP, armour 0, melee attack 44, melee defence 35, weapon strength 300. It costs 1,000 in the campaign and 850 in multiplayer. It comes with Vampire Coast. Beating this lord in battle can earn the defeat trait Siren Extinguished. Unit key wh2_dlc11_cst_cha_cylostra_direfin_0. Patch 9.0.4, from the game's data tables.
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
Counters
Good against
- Heavily armoured units — 300 of 300 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rogue Idol · Vampire Coast: Rotting Leviathan, Rotting Prometheans
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Spirit Host · Vampire Coast: Syreens
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Coast: Mournguls, Rotting Leviathan
- Magical attacks — physical resistance +55%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Vampire Coast: Syreens
- Missile fire — armour 0, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Coast: Zombie Pirate Gunnery Mob (Hand Cannons), Sartosa Militia
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
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
50 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 Cylostra Direfin's skills
- Rotting LeviathanRotting LeviathanUnlocks at rank 18
- Mount: Rotting Leviathan
- Lucky CharmLucky CharmUnlocks at rank 5
- Missile resistance: 15%
- TenacityTenacityUnlocks at rank 10
- Hit points: +8%
- 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
- Ghosts of the PastGhosts of the PastUnlocks at rank 12
- Ability: "Ghosts of the Past"
- Slaughter in the DeepSlaughter in the DeepUnlocks at rank 3
- Upgrades ability: "Ghosts of the Past"
- Increased melee stats for Damned Knights Errant
- Watery GravesWatery GravesUnlocks at rank 6
- Upgrades ability: "Ghosts of the Past"
- Increased entities for Damned Knights Errant
- Beyond the RealmBeyond the RealmUnlocks at rank 9
- Ability: "Beyond the Realm"
- Upgrades ability: "Ghosts of the Past"
- SacrilegeSacrilegeUnlocks at rank 12
- Upgrades ability: "Ghosts of the Past"
- Ability: "Sacrilege"
- From the DepthsFrom the DepthsUnlocks at rank 12
- 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%
- 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)
- 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)
- 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%
- 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)
- 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)
- 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)
- 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)
- Coaming & PreservativeCoaming & Preservative3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -8% (Lord's army)
- Upkeep: -15% (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%
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
- Vampire Coast · The Awakened
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.
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.