
Health
4,368
Armour
30
Leadership
70
Speed
38
Melee attack
55
Melee defence
40
Weapon strength
280 base + 120 armour-piercing
400
Charge bonus
30
Attributes

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.

Mastery of Elemental Winds
When two or more units in the same army share this attribute, intensity increases the power of spells cast.
Abilities
Will of the DragonsAugment (Area) · +4 LeadershippassiveWill of the DragonsAugment (Area)+4 LeadershipPassive · Range 35 mThe Dragons have ruled Cathay for centuries. Their power will never be questioned by their imperial subjects, who understand their place and role in the world perfectly.
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
Dragon-blooded Shugengan Lord (Yin) skill tree
54 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.
WarhorseWarhorse
Mount: Warhorse
Jade LongmaJade Longma
Mount: Jade Longma
Will of the DragonsWill of the Dragons
Passive ability: "Will of the Dragons"
Wind HarmonyWind Harmony
Spell resistance: 10%
Ranged DisciplineRanged Discipline
Missile resistance: 10%
Harmonious Presence (Yin)Harmonious Presence (Yin)
Harmony: +1 Yin (local province)
Soldiers of RenownSoldiers of Renown3 levelsLevel 1
Regiments of Renown army capacity: +1 (own army)
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +3 (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
Dragon-Blooded DefenceDragon-Blooded Defence
Armour: +20
Melee defence: +6
Speed: +15%
Potent BloodlinePotent Bloodline
Cooldown: -20% to All Lore of Yin spells and unlockable Bound Spells
Spell intensity: +10%
Protection of the Celestial HostProtection of the Celestial Host
Physical resistance: 10% for Celestial Dragon Crossbows and Great Longma Riders units (Lord's army)
Spell resistance: 15% for Celestial Dragon Crossbows and Great Longma Riders units (Lord's army)
Master of YinMaster of Yin
Global recruitment duration: -2 turn for Celestial Dragon Guard Crossbows and Great Longma units (Lord's army)
Local Recruitment duration: -1 turn for Celestial Dragon Guard Crossbows and Great Longma units (minimum 1) (Lord's army)
Upkeep: -10% for Celestial Dragon Guard Crossbows and Great Longma units (Lord's army)
Resonant PresenceResonant Presence
Harmony Amplifier increased by +50%
Empowered SorcererEmpowered Sorcerer
Barrier hit points: +600
Winds of Magic power reserve: +2 per turn
Winds of Magic power reserve capacity: +20
Cloak of JetCloak of Jet2 levelsLevel 1
Cooldown: -30% to "Cloak of Jet"
Overcast spell: ""
Cooldown: -50% to "Cloak of Jet"
Miscast base chance: -15% for "Cloak of Jet Upgraded"
Overcast spell: ""
Winds of Magic cost: -1 for "Cloak of Jet"
Winds of Magic cost: -2 for "Cloak of Jet Upgraded"
Power of YinPower of Yin
Passive ability: "Power of Yin"
Storm of ShadowsStorm of Shadows2 levelsLevel 1
Cooldown: -30% to "Storm of Shadows"
Overcast spell: ""
Cooldown: -50% to "Storm of Shadows"
Miscast base chance: -15% for "Storm of Shadows Upgraded"
Overcast spell: ""
Winds of Magic cost: -1 for "Storm of Shadows"
Winds of Magic cost: -2 for "Storm of Shadows Upgraded"
Blossom WindBlossom Wind2 levelsLevel 1
Cooldown: -30% to "Blossom Wind"
Spell: "Blossom Wind"
Overcast spell: ""
Cooldown: -50% to "Blossom Wind"
Miscast base chance: -15% for "Blossom Wind Upgraded"
Overcast spell: ""
Winds of Magic cost: -2 for "Blossom Wind"
Winds of Magic cost: -3 for "Blossom Wind Upgraded"
Missile MirrorMissile Mirror2 levelsLevel 1
Cooldown: -30% to "Missile Mirror"
Spell: "Missile Mirror"
Overcast spell: ""
Cooldown: -50% to "Missile Mirror"
Miscast base chance: -15% for "Missile Mirror Upgraded"
Overcast spell: ""
Winds of Magic cost: -2 for "Missile Mirror"
Winds of Magic cost: -3 for "Missile Mirror Upgraded"
EvasionEvasion
Passive ability: "Evasion"
Talons of NightTalons of Night2 levelsLevel 1
Cooldown: -30% to "Talons of Night"
Spell: "Talons of Night"
Overcast spell: ""
Cooldown: -50% to "Talons of Night"
Miscast base chance: -15% for "Talons of Night Upgraded"
Overcast spell: ""
Winds of Magic cost: -2 for "Talons of Night"
Winds of Magic cost: -3 for "Talons of Night Upgraded"
Ancestral WarriorsAncestral Warriors2 levelsLevel 1
Cooldown: -30% to "Ancestral Warriors"
Spell: "Ancestral Warriors"
Overcast spell: ""
Cooldown: -50% to "Ancestral Warriors"
Miscast base chance: -15% for "Ancestral Warriors Upgraded"
Overcast spell: ""
Winds of Magic cost: -2 for "Ancestral Warriors"
Winds of Magic cost: -3 for "Ancestral Warriors Upgraded"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
wh3_main_skill_cth_dragon_blooded_shugengan_self_metalwh3_main_skill_cth_dragon_blooded_shugengan_self_metal2 levelsLevel 1
Bound spell: "Plague of Rust"
Bound spell: "Plague of Rust"
Bound spell: "Transmutation of Lead"
Ability number of uses: +1 for "Bound Plague of Rust"
wh3_main_skill_cth_dragon_blooded_shugengan_self_deathwh3_main_skill_cth_dragon_blooded_shugengan_self_death2 levelsLevel 1
Bound spell: "Spirit Leech"
Bound spell: "Spirit Leech"- Bound spell: "The Fate of Bjuna"
Ability number of uses: +1 for "Bound Spirit Leech"
wh3_main_skill_cth_dragon_blooded_shugengan_self_beastswh3_main_skill_cth_dragon_blooded_shugengan_self_beasts2 levelsLevel 1
Bound spell: "Flock of Doom"
Bound spell: "Flock of Doom"
Bound spell: "The Curse of Anraheir"
Ability number of uses: +1 for "Bound Flock of Doom"
wh3_main_skill_cth_dragon_blooded_shugengan_self_shadowwh3_main_skill_cth_dragon_blooded_shugengan_self_shadow2 levelsLevel 1
Bound spell: "Enfeebling Foe"
Bound spell: "Enfeebling Foe"- Bound spell: "Pit of Shades"
Ability number of uses: +1 for "Bound Enfeebling Foe"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
UnyieldingUnyielding3 levelsLevel 1
Melee attack: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
Melee attack: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
Melee defence: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
Melee attack: +6 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
Melee defence: +6 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
Sure AimSure Aim3 levelsLevel 1
Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
Range: +5% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
Missile strength: +9% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
Range: +10% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
Eastern FiresEastern Fires3 levelsLevel 1
Ammunition: +5% for Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadiers, Grand Cannon and Fire Rain Rocket units (Lord's army)
Ammunition: +12% for Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadiers, Grand Cannon and Fire Rain Rocket units (Lord's army)
Missile strength: +6% for Iron Hail Gunners, Crane Gunners, Grand Cannon and Fire Rain Rocket units (Lord's army)
Ammunition: +20% for Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadiers, Grand Cannon and Fire Rain Rocket units (Lord's army)
Missile strength: +8% for Iron Hail Gunners, Crane Gunners, Grand Cannon and Fire Rain Rocket units (Lord's army)
Mighty ChargeMighty Charge3 levelsLevel 1
Charge bonus: +12% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
Charge bonus: +12% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
Weapon strength: +6% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
Charge bonus: +18% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
Weapon strength: +8% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
Stone GazeStone Gaze3 levelsLevel 1
Weapon strength: +4% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
Armour: +6 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
Weapon strength: +8% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
Armour: +12 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
Weapon strength: +12% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
Sky FireSky Fire3 levelsLevel 1
Weapon strength: +4% for Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
Speed: +5% for Sky Lantern, Sky-junk, Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
Weapon strength: +8% for Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
Missile strength: +8% for Sky Lantern and Sky-junk units (Lord's army)
Speed: +10% for Sky Lantern, Sky-junk, Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
Weapon strength: +12% for Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
Missile strength: +12% for Sky Lantern and Sky-junk units (Lord's army)
Speed: +15% for Sky Lantern, Sky-junk, Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Blades of the BastionBlades of the Bastion
Leadership: +6 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Rank 7 and above) (Lord's army)
Spell resistance: 10% for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Rank 7 and above) (Lord's army)
Fast HandsFast Hands
Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows, Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadier, Grand Cannon and Fire Rain Rocket units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows, Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadier, Grand Cannon and Fire Rain Rocket units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows, Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadier, Grand Cannon and Fire Rain Rocket units (Rank 7 and above) (Lord's army)
Unified ChargeUnified Charge
Melee attack: +5 for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
Speed: +10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
Looming LanternsLooming Lanterns
Leadership: +6 for Sky Lantern, Sky-junk, Onyx Crowmen and Great Moon Bird units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Sky Lantern, Sky-junk, Onyx Crowmen and Great Moon Bird units (Rank 7 and above) (Lord's army)
Range: +15% for Sky Lantern and Sky-junk units (Rank 7 and above) (Lord's army)
Stand Your Ground!Stand Your Ground!
Replaces: "Rally!"
Ability: "Stand Your Ground!"
Route MarcherRoute Marcher
Campaign movement range: +5%
Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
Control: +1 (local province)
Control: +2 (local province)
Control: +3 (local province)
Inspiring RecruitmentInspiring Recruitment3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruitment cost: -15% (Lord's army)
Reassuring PresenceReassuring Presence3 levelsLevel 1
Attrition: -10% casualties suffered from all attrition (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)
FerventFervent3 levelsLevel 1
Corruption: -1 (local province)
Corruption: -2 (local province)
Corruption: -3 (local province)
IrrepressibleIrrepressible
Casualty replenishment rate: +30% for this Lord (Lord's army)
Character experience gain: +15%
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
QuartermasterQuartermaster3 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)
AlertAlert3 levelsLevel 1
Ambush defence chance: +6% (Lord's army)
Ambush defence chance: +16% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
The Great BastionThe Great Bastion
Recruit rank: +2 for all units (Lord's army)
Upkeep: -6% (Lord's army)
Local recruitment capacity: +2 (local province)
Every version of Dragon-blooded Shugengan Lord (Yin)
3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Grand CathayWizard Lord | 4,368 | 1 | 30 | 70 | 38 | 55 | 40 | 400 | 30 | 1,000 | 300 | wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_0 |
| Grand CathayWizard Lord | 4,980 | 1 | 70 | 70 | 78 | 55 | 40 | 400 | 50 | 1,100 | 300 | wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_1 |
| Grand CathayWizard Lord | 5,580 | 1 | 70 | 70 | 105 | 55 | 40 | 440 | 70 | 1,400 | 300 | wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_2 |
Who can field it
- The Northern Provinces
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.