
Health
4,918
Armour
80
Leadership
80
Speed
43
Melee attack
60
Melee defence
40
Weapon strength
300 base + 100 armour-piercing
400
Charge bonus
48
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.

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.

Vanguard Deployment
This unit can deploy outside the deployment zone.

Hide (forest)
This unit can hide in forests until enemy units get too close.

Woodsman
This unit can pass through trees.

Immune to Psychology
The unit is immune to psychological attacks (Fear & Terror).
Abilities
Roused to WrathSummon Unit · Summons a unit of Malevolent Dryads, Summoned units degrade over timeactiveRoused to WrathSummon UnitSummons a unit of Malevolent DryadsSummoned units degrade over timeCooldown 90 s · Duration 1 s · 1 use · Wind-up 1 sA sudden sprouting of savage Dryads is often the first tangible warning that the forest’s savagery has truly been unleashed.
Fanatical ResolveAugment · +20 Melee Attack, +50% Armour-Piercing Weapon Damage…passiveFanatical ResolveAugment+20 Melee Attack+50% Armour-Piercing Weapon Damage+50% Base Weapon DamageEffect intensity increases as the unit takes damagePassive · Range 35 mDrycha’s soul eternally seethes, her external wounds only further fuelling her vindictive, murderous intent.
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.
Blessing of the AncientsAugment · +20% Spell MasterypassiveBlessing of the AncientsAugment+20% Spell MasteryPassiveThe magical power permeating the forests is bestowed upon those who defend it.
FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
Drycha skill tree
53 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.
The Skewering BranchThe Skewering BranchUnlocks at rank 4
Armour-piercing weapon damage: +3 for Dryads units (Lord's army)
Armour-piercing weapon damage: +10 for Tree Kin units (Lord's army)
Skin of the WoodsSkin of the WoodsUnlocks at rank 7
Ward save: +20% for Tree Kin units (Lord's army)
Dark HeartDark Heart2 levelsLevel 1
Armour-piercing weapon damage: +3 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Charge bonus: +6 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Speed: +5% for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Armour-piercing weapon damage: +6 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Charge bonus: +12 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Speed: +10% for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Scent of BloodScent of BloodUnlocks at rank 13
Passive ability: "Frenzy" for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Recruitment cost: -25% for units recruited from the Wild Spirits panel
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
Nature’s VengeanceNature’s VengeanceUnlocks at rank 11
"Roused to Wrath" ability gains increased range, and the summoned Dryads no longer degrade
Charge bonus: +10 for Dryad, Tree Kin and Treeman units (Lord's army)
Roots of WoeRoots of Woe
Ability: "Pageant of Shrikes"
Charge bonus: +20
Weapon strength: +12%
IndoctrinatorIndoctrinator
Replaces the "Glamoured" passive ability with "Insidious Glamour" for all Elf units (Lord's army)
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Shifting WoodsShifting Woods
Ability: "Befuddlement of Mischiefs"
Attribute: Causes Fear and Terror when ambushing in forests (Lord's army)
Ambush success chance: +15% (Lord's army)
The Natural OrderThe Natural Order
Hero action cost: -25% for Branchwraiths
Unlocks Hero recruitment: Branchwraith (all provinces)
Hero recruit rank: +3 for Branchwraiths (factionwide)
Mantra of the FallenMantra of the Fallen
Enemy leadership: -8 for Elven units (enemy armies in local province)
"Roused to Wrath" ability gains an additional charge and infinite range
Leadership: +8 for Dryads, Tree Kin and Treemen units (Lord's army)
Foe-SeekerFoe-Seeker
Ability: "Foe-Seeker"
Endurance of the OakEndurance of the Oak2 levelsLevel 1
Hit points: +7%
Hit points: +15%
Impenetrable BarkImpenetrable Bark2 levelsLevel 1
Armour: +15
Armour: +30
Tempered RigourTempered Rigour2 levelsLevel 1
Melee attack: +6
Melee defence: +6
Melee attack: +12
Melee defence: +12
Violent DelightsViolent Delights2 levelsLevel 1
Weapon strength: +15%
Weapon strength: +30%
Deadly OnslaughtDeadly Onslaught
Ability: "Deadly Onslaught"
Melkoth's Mystifying MiasmaMelkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"
Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -50% to "Melkoth's Mystifying Miasma"
Smoke & MirrorsSmoke & Mirrors
Passive ability: "Smoke & Mirrors"
The Enfeebling FoeThe Enfeebling Foe2 levelsLevel 1
Overcast spell: "The Enfeebling Foe Upgraded"
Cooldown: -30% to "The Enfeebling Foe"
Miscast base chance: -15% for "The Enfeebling Foe Upgraded"
Overcast spell: "The Enfeebling Foe Upgraded"
Winds of Magic cost: -1 for "The Enfeebling Foe"
Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"
Cooldown: -50% to "The Enfeebling Foe"
The WitheringThe Withering2 levelsLevel 1
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"
Spell: "The Withering"
Miscast base chance: -15% for "The Withering Upgraded"
Overcast spell: "The Withering Upgraded"
Winds of Magic cost: -1 for "The Withering"
Winds of Magic cost: -2 for "The Withering Upgraded"
Cooldown: -50% to "The Withering"
The Penumbral PendulumThe Penumbral Pendulum2 levelsLevel 1
Overcast spell: "The Penumbral Pendulum Upgraded"
Cooldown: -30% to "The Penumbral Pendulum"
Spell: "The Penumbral Pendulum"
Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
Overcast spell: "The Penumbral Pendulum Upgraded"
Winds of Magic cost: -2 for "The Penumbral Pendulum"
Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
Cooldown: -50% to "The Penumbral Pendulum"
EvasionEvasion
Passive ability: "Evasion"
Pit of ShadesPit of Shades2 levelsLevel 1
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"
Spell: "Pit of Shades"
Miscast base chance: -15% for "Pit of Shades Upgraded"
Overcast spell: "Pit of Shades Upgraded"
Winds of Magic cost: -3 for "Pit of Shades"
Winds of Magic cost: -3 for "Pit of Shades Upgraded"
Cooldown: -50% to "Pit of Shades"
Okkam's MindrazorOkkam's Mindrazor2 levelsLevel 1
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"
Spell: "Okkam's Mindrazor"
Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
Overcast spell: "Okkam's Mindrazor Upgraded"
Winds of Magic cost: -2 for "Okkam's Mindrazor"
Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
Cooldown: -50% to "Okkam's Mindrazor"
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
Piercing ThornsPiercing Thorns3 levelsLevel 1
Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)
Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)
Weapon strength: +6% for Eternal Guard and Dryads units (Lord's army)
Melee attack: +6 for Eternal Guard and Dryads units (Lord's army)
Weapon strength: +12% for Eternal Guard and Dryads units (Lord's army)
Bolts of the ForestBolts of the Forest3 levelsLevel 1
Missile strength: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Missile strength: +6% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Reload time reduction: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Missile strength: +8% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Reload time reduction: +8% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Striking BranchesStriking Branches3 levelsLevel 1
Speed: +6% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
Charge bonus: +6 for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
Speed: +9% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
Charge bonus: +12 for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
Speed: +12% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
Swinging BoughsSwinging Boughs3 levelsLevel 1
Melee attack: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Melee attack: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Melee defence: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Melee attack: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Melee defence: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Ancient BarkAncient Bark3 levelsLevel 1
Armour: +6 for Tree Kin and Treeman units (Lord's army)
Armour: +9 for Tree Kin and Treeman units (Lord's army)
Physical resistance: 3% for Tree Kin and Treeman units (Lord's army)
Armour: +12 for Tree Kin and Treeman units (Lord's army)
Physical resistance: 6% for Tree Kin and Treeman units (Lord's army)
Wings of the ForestWings of the Forest3 levelsLevel 1
Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Charge bonus: +6 for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Reload time reduction: +4% for Hawk Riders units (Lord's army)
Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Charge bonus: +12 for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Reload time reduction: +8% for Hawk Riders units (Lord's army)
Weapon strength: +9% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Shield of the ForestShield of the Forest
Armour: +12 for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
Nature's QuiverNature's Quiver
Ammunition: +20% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
Range: +10% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
Swift & SturdySwift & Sturdy
Charge bonus: +12 for Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
Melee defence: +5 Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Glade Riders, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
Weapon strength: +12% Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
The Forest's RoarThe Forest's Roar
Melee attack: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
Stand Your Ground!Stand Your Ground!
Replaces: "Rally!"
Ability: "Stand Your Ground!"
Ever-Reaching TendrilsEver-Reaching Tendrils
Campaign movement range: +5%
Wonders of the ForestWonders of the Forest3 levelsLevel 1
Income from post-battle loot: +10%
Income from raiding: +5% (Lord's army)
Income from razing settlements: +2%
Income from post-battle loot: +20%
Income from raiding: +12% (Lord's army)
Income from razing settlements: +5%
Income from post-battle loot: +30%
Income from raiding: +20% (Lord's army)
Income from razing settlements: +10%
Nature's SalveNature's Salve3 levelsLevel 1
Corruption: -1 (local province)
Corruption: -2 (local province)
Corruption: -3 (local province)
Obscuring CanopyObscuring Canopy3 levelsLevel 1
Ambush success chance: +5% (Lord's army)
Missile strength: +5% during ambushes (Lord's army)
Ambush success chance: +10% (Lord's army)
Missile strength: +10% during ambushes (Lord's army)
Ambush success chance: +20% (Lord's army)
Growth of the ForestGrowth of the Forest3 levelsLevel 1
Growth: +5 (local province)
Control: +1 (local province)
Growth: +12 (local province)
Control: +1 (local province)
Growth: +20 (local province)
Control: +2 (local province)
Open BranchesOpen Branches
Recruit rank: +1 for all units
Global recruitment capacity: +1
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
SwiftfingersSwiftfingers3 levelsLevel 1
Magic item drop chance from battle: +5%
Post battle chance of stealing a magic item: +5%
Magic item drop chance from battle: +10%
Post battle chance of stealing a magic item: +10%
Magic item drop chance from battle: +15%
Post battle chance of stealing a magic item: +15%
PerennialityPerenniality3 levelsLevel 1
Casualty replenishment rate: +4% (Lord's army)
Casualty replenishment rate: +8% (Lord's army)
Casualty replenishment rate: +15% (Lord's army)
QuartermasterQuartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -10% (Lord's army)
Home Amongst the BoughsHome Amongst the Boughs
Enemy Hero action success chance: -10%
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)
Who can field it
- Talsyn
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.