
Durthu
Lord· Wizard Lord· 1 model at Ultra size
Comes with Realm of the Wood Elves(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Durthu is a legendary lord of Wood Elves, leading Argwylon at the start of a campaign: 10,328 HP, armour 110, melee attack 65, melee defence 52, weapon strength 560. It costs 2,000 in the campaign and in multiplayer. It comes with Realm of the Wood Elves. Beating this lord in battle can earn the defeat trait Tree Surgeon. Unit key wh_dlc05_wef_cha_durthu_0. Patch 9.0.4, from the game's data tables.
Health
10,328
Armour
110
Leadership
90
Speed
35
Melee attack
65
Melee defence
52
Weapon strength
160 base + 400 armour-piercing
560
Charge bonus
40
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.
- Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker.
- 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.
Abilities
- 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.
- Lamentation of DespairsMagic Missiles · Strikes any combatants in its path, Causes armour-piercing damage…activeLamentation of DespairsMagic MissilesStrikes any combatants in its pathCauses armour-piercing damageStrong vs a single unitWeak vs a single combatantCooldown 90 s · Wind-up 1 sThe Despairs are among the most feared Spites within Athel Loren, their arrival always foretelling imminent death.
- Ancient ProtectorHex (Area)passiveAncient ProtectorHex (Area)Passive · Range 35 mFrom the deepest, dankest forest depths a Treeman Ancient rises, charged with protecting its forest-kin from harm.
- Foe-SeekerAugment · +25% Charge Speed, +25% SpeedactiveFoe-SeekerAugment+25% Charge Speed+25% SpeedCooldown 60 s · Duration 25 sThere are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- 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!
Lore of magic
Counters
Good against
- Heavily armoured units — 400 of 560 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Wood Elves: Malevolent Treeman, Treeman
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Wood Elves: Sisters of the Thorn, Ceithin-Har
- Light infantry-sized units — large, mass 7,000e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Wood Elves: Bladesingers, Wildwood Rangers
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Wood Elves: Zoats, Wardancers (Asrai Spears)
- Armour-piercing — armour 110e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · Wood Elves: Malevolent Treeman, Treeman
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Wood Elves: Deepwood Scouts (Swiftshiver Shards), Glade Guard (Hagbane Tips)
- Flaming attacks — fire weakness −25%e.g. Chameleon Stalkers, Blessed Chameleon Stalkers, Stormfiends (Warpfire Projectors) · Wood Elves: Glade Guard (Starfire Shafts)
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 Durthu in battle and your lord can earn the trait
Tree Surgeon
- Enables flaming attacks when fighting against Wood Elves
Even the mightiest tree in the forest can be felled - you just need a big enough axe!
Durthu skill tree
56 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 5
- 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 8
- Ward save: +20% for Tree Kin units (Lord's army)
- Rain of SpinesRain of SpinesUnlocks at rank 10
- Reload time reduction: +8% (Lord's army)
- Speed of the HunterSpeed of the HunterUnlocks at rank 10
- Speed: +15% for Elven units (Lord's army)
- Howl of the ForestHowl of the ForestUnlocks at rank 6
- Passive ability: "Howl of the Forest"
- Sight Beyond SightSight Beyond SightUnlocks at rank 6
- Passive ability: "Sight Beyond Sight"
- Possessed by the Trickster GodPossessed by the Trickster GodUnlocks at rank 6
- Passive ability: "Possessed by the Trickster God"
- 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
- Ancient EnmityAncient EnmityUnlocks at rank 12
- Cooldown: -33% to "Lamentation of Despairs"
- Leadership: +8 when laying siege or encircling (Lord's army)
- BoughwardenBoughwarden
- Physical resistance: 10% during forest battles (Lord's army)
- Winds of Magic power reserve capacity: +10 (own army)
- Melee defence: +5 when defending (Lord's army)
- WardbarkWardbark
- Armour: +15 for Dryad, Tree Kin and Treeman units (Lord's army)
- Fire resistance: 20% for Dryad, Tree Kin and Treeman units (Lord's army)
- Rage of KurnousRage of Kurnous
- Winds of Magic cost: -2 for "Pann's Impenetrable Pelt"
- Winds of Magic cost: -4 for "Pann's Impenetrable Pelt Upgraded"
- Winds of Magic cost: -2 for "Wyssan's Wildform"
- Winds of Magic cost: -4 for "Wyssan's Wildform Upgraded"
- Oaken HeartsOaken Hearts
- Leadership: +5 when attacking (Lord's army)
- Vigour loss reduction: -33% (Lord's army)
- Awaken the WoodsAwaken the Woods
- Enables Awakened Forest attrition (enemy armies in region)
- 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"
- Wyssan's WildformWyssan's Wildform2 levelsLevel 1
- Overcast spell: "Wyssan's Wildform Upgraded"
- Cooldown: -30% to "Wyssan's Wildform"
- Miscast base chance: -15% for "Wyssan's Wildform Upgraded"
- Overcast spell: "Wyssan's Wildform Upgraded"
- Winds of Magic cost: -1 for "Wyssan's Wildform"
- Winds of Magic cost: -1 for "Wyssan's Wildform Upgraded"
- Cooldown: -50% to "Wyssan's Wildform"
- Wild HeartWild Heart
- Passive ability: "Wild Heart"
- Flock of DoomFlock of Doom2 levelsLevel 1
- Overcast spell: "Flock of Doom Upgraded"
- Cooldown: -30% to "Flock of Doom"
- Spell: "Flock of Doom"
- Miscast base chance: -15% for "Flock of Doom Upgraded"
- Overcast spell: "Flock of Doom Upgraded"
- Winds of Magic cost: -1 for "Flock of Doom"
- Winds of Magic cost: -2 for "Flock of Doom Upgraded"
- Cooldown: -50% to "Flock of Doom"
- Pann's Impenetrable PeltPann's Impenetrable Pelt2 levelsLevel 1
- Overcast spell: "Pann's Impenetrable Pelt Upgraded"
- Cooldown: -30% to "Pann's Impenetrable Pelt"
- Spell: "Pann's Impenetrable Pelt"
- Miscast base chance: -15% for "Pann's Impenetrable Pelt Upgraded"
- Overcast spell: "Pann's Impenetrable Pelt Upgraded"
- Winds of Magic cost: -1 for "Pann's Impenetrable Pelt"
- Winds of Magic cost: -2 for "Pann's Impenetrable Pelt Upgraded"
- Cooldown: -50% to "Pann's Impenetrable Pelt"
- The Amber SpearThe Amber Spear2 levelsLevel 1
- Overcast spell: "The Amber Spear Upgraded"
- Cooldown: -30% to "The Amber Spear"
- Spell: "The Amber Spear"
- Miscast base chance: -15% for "The Amber Spear Upgraded"
- Overcast spell: "The Amber Spear Upgraded"
- Winds of Magic cost: -2 for "The Amber Spear"
- Winds of Magic cost: -2 for "The Amber Spear Upgraded"
- Cooldown: -50% to "The Amber Spear"
- EvasionEvasion
- Passive ability: "Evasion"
- The Curse of AnraheirThe Curse of Anraheir2 levelsLevel 1
- Overcast spell: "The Curse of Anraheir Upgraded"
- Cooldown: -30% to "The Curse of Anraheir"
- Spell: "The Curse of Anraheir"
- Miscast base chance: -15% for "The Curse of Anraheir Upgraded"
- Overcast spell: "The Curse of Anraheir Upgraded"
- Winds of Magic cost: -2 for "The Curse of Anraheir"
- Winds of Magic cost: -2 for "The Curse of Anraheir Upgraded"
- Cooldown: -50% to "The Curse of Anraheir"
- Transformation of KadonTransformation of Kadon
- Winds of Magic cost: -6 for "Transformation of Kadon"
- Spell: "Transformation of Kadon"
- 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
- Wood Elves · Talsyn
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.