
Fay Enchantress
Lord· Wizard Lord· 1 model at Ultra size
Comes with Bretonniafree(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Fay Enchantress is a legendary lord of Bretonnia, leading Carcassonne at the start of a campaign: 3,688 HP, armour 15, melee attack 38, melee defence 34, weapon strength 300. It costs 1,200 in the campaign and 550 in multiplayer. It comes with Bretonnia. Beating this lord in battle can earn the defeat trait Witchfinder General. Unit key wh_dlc07_brt_cha_fay_enchantress_0. Patch 9.0.4, from the game's data tables.
Health
3,688
Armour
15
Leadership
70
Speed
34
Melee attack
38
Melee defence
34
Weapon strength
200 base + 100 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.
- 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.
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.
- Favour of the FayAugment · +40 Melee AttackactiveFavour of the FayAugment+40 Melee AttackCooldown 90 s · Duration 44 s"I didn't know how empty was my soul... until it was filled."
- Mist of the LadyHex (Area) · -5 Melee Attack, Causes damage to combatantspassiveMist of the LadyHex (Area)-5 Melee AttackCauses damage to combatantsPassive · Range 35 mThe unearthly vapour moves around the foe, in between and inside – those found wanting are scarred by the Lady’s enchanted touch.
- 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.
- The Blessing of the LadyWard Save · +15% Damage ResistancepassiveThe Blessing of the LadyWard Save+15% Damage ResistancePassive · 1 useThe Lady's blessing is a wondrous gift freely graced upon all Bretonnian subjects, should they but kneel and utter their devotion.
Lore of magic
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Bretonnia: Foot Squires
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Bretonnia: Peasant Bowmen (Fire Arrows), Mounted Yeomen Archers
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 Fay Enchantress in battle and your lord can earn the trait
Witchfinder General
- Casualty replenishment rate: +10%
At this rate, the Lady of the Lake is going to have to find another representative…
Fay Enchantress 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.
- SilvaronSilvaronUnlocks at rank 5
- Mount: Silvaron
- Loremaster, Lore of LifeLoremaster, Lore of LifeUnlocks at rank 10
- Winds of Magic cost: -2 for "Dwellers Below Upgraded"
- Winds of Magic cost: -2 for "Regrowth Upgraded"
- Winds of Magic cost: -2 for "Shield of Thorns Upgraded"
- Cooldown: -25% to Lore of Life spells
- Power FamiliarPower FamiliarUnlocks at rank 12
- Winds of Magic power reserve capacity: +15 (own army)
- Blessed WaterBlessed Water
- Charge bonus: +30% for Battle Pilgrim and Grail Reliquae units (Lord's army)
- Secrets of the GrailSecrets of the Grail
- Spell resistance: 20% for Battle Pilgrim and Grail Reliquae units (Lord's army)
- Virtue of EmpathyVirtue of Empathy
- Leadership aura size: +25%
- LionheartedLionhearted
- Cooldown: -50% to "Rally!" and "Stand Your Ground"
- Basic TrainingBasic Training
- Vigour loss reduction: -15% (Lord's army)
- Girdle of GoldGirdle of GoldUnlocks at rank 15
- Ward save: +15%
- 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
- Beacon of DevotionBeacon of DevotionUnlocks at rank 10
- Construction cost: -25% for Worship buildings
- Construction time: -1 for Worship buildings
- Sacred DutySacred DutyUnlocks at rank 10
- Recruit rank: +2 for Grail Knights and Grail Guardians units (Lord's army)
- Melee attack: +5 for Grail Knights and Grail Guardians units (Lord's army)
- Melee defence: +5 for Grail Knights and Grail Guardians units (Lord's army)
- Lady of the LandLady of the LandUnlocks at rank 10
- Corruption: -10 (local province)
- Growth: +5 (all provinces)
- Control: +3 (local province)
- Secrets of the OtherworldSecrets of the OtherworldUnlocks at rank 10
- Ward save: +10% for Prophetess Lords and embedded Damsel Heroes (all armies)
- Winds of Magic power reserve capacity: +15 (own army)
- Awakening of the WoodAwakening of the Wood2 levelsLevel 1
- Cooldown: -30% to "Awakening of the Wood"
- Spell: "Awakening of the Wood"
- Winds of Magic cost: -1 for "Awakening of the Wood"
- Cooldown: -50% to "Awakening of the Wood"
- Spell: "Awakening of the Wood"
- Life BloomLife Bloom
- Passive ability: "Life Bloom"
- Earth BloodEarth Blood2 levelsLevel 1
- Overcast spell: "Earth Blood Upgraded"
- Cooldown: -30% to "Earth Blood"
- Spell: "Earth Blood"
- Miscast base chance: -15% for "Earth Blood Upgraded"
- Overcast spell: "Earth Blood Upgraded"
- Winds of Magic cost: -2 for "Earth Blood"
- Winds of Magic cost: -3 for "Earth Blood Upgraded"
- Cooldown: -50% to "Earth Blood"
- Shield of ThornsShield of Thorns2 levelsLevel 1
- Overcast spell: "Shield of Thorns Upgraded"
- Cooldown: -30% to "Shield of Thorns"
- Spell: "Shield of Thorns"
- Miscast base chance: -15% for "Shield of Thorns Upgraded"
- Overcast spell: "Shield of Thorns Upgraded"
- Winds of Magic cost: -2 for "Shield of Thorns"
- Winds of Magic cost: -2 for "Shield of Thorns Upgraded"
- Cooldown: -50% to "Shield of Thorns"
- Flesh to StoneFlesh to Stone2 levelsLevel 1
- Overcast spell: "Flesh to Stone Upgraded"
- Cooldown: -30% to "Flesh to Stone"
- Spell: "Flesh to Stone"
- Miscast base chance: -15% for "Flesh to Stone Upgraded"
- Overcast spell: "Flesh to Stone Upgraded"
- Winds of Magic cost: -1 for "Flesh to Stone"
- Winds of Magic cost: -1 for "Flesh to Stone Upgraded"
- Cooldown: -50% to "Flesh to Stone"
- EvasionEvasion
- Passive ability: "Evasion"
- RegrowthRegrowth2 levelsLevel 1
- Overcast spell: "Regrowth Upgraded"
- Cooldown: -30% to "Regrowth"
- Spell: "Regrowth"
- Miscast base chance: -15% for "Regrowth Upgraded"
- Overcast spell: "Regrowth Upgraded"
- Winds of Magic cost: -2 for "Regrowth"
- Winds of Magic cost: -3 for "Regrowth Upgraded"
- Cooldown: -50% to "Regrowth"
- The Dwellers BelowThe Dwellers Below2 levelsLevel 1
- Overcast spell: "The Dwellers Below Upgraded"
- Cooldown: -30% to "The Dwellers Below"
- Spell: "The Dwellers Below"
- Miscast base chance: -15% for "The Dwellers Below Upgraded"
- Overcast spell: "The Dwellers Below Upgraded"
- Winds of Magic cost: -3 for "Dwellers Below"
- Winds of Magic cost: -3 for "Dwellers Below Upgraded"
- Cooldown: -50% to "The Dwellers Below"
- 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
- Low-Born MilitiaLow-Born Militia3 levelsLevel 1
- Leadership: +4 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)
- Leadership: +4 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)
- Melee defence: +4 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)
- Leadership: +6 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)
- Melee defence: +6 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)
- Peasant ProficiencyPeasant Proficiency3 levelsLevel 1
- Ammunition: +10% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)
- Ammunition: +15% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)
- Reload time reduction: +4% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)
- Ammunition: +20% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)
- Reload time reduction: +8% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)
- Worshippers of the GrailWorshippers of the Grail3 levelsLevel 1
- Armour: +6 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)
- Armour: +9 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)
- Melee attack: +4 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)
- Armour: +12 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)
- Melee attack: +6 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)
- Glorfinial's ProgenyGlorfinial's Progeny3 levelsLevel 1
- Charge bonus: +6 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)
- Charge bonus: +9 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)
- Weapon strength: +6% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)
- Charge bonus: +12 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)
- Weapon strength: +12% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)
- Guardians of the LadyGuardians of the Lady3 levelsLevel 1
- Charge bonus: +6 for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)
- Charge bonus: +9 for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)
- Speed: +6% for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)
- Charge bonus: +12 for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)
- Speed: +12% for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)
- Engines of WarEngines of War3 levelsLevel 1
- Missile strength: +4% for Field Trebuchet units (Lord's army)
- Ammunition: +10% for Field Trebuchet units (Lord's army)
- Missile strength: +6% for Field Trebuchet units (Lord's army)
- Ammunition: +20% for Field Trebuchet units (Lord's army)
- Missile strength: +8% for Field Trebuchet units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- The Peasant's DutyThe Peasant's Duty
- Armour: +12 for Peasant Mob, Men-at-Arms, Spearmen-at-Arms, Grail Reliquae, Battle Pilgrims, and Foot Squires units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Peasant Mob, Men-at-Arms, Spearmen-at-Arms, Grail Reliquae, Battle Pilgrims, and Foot Squires units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Peasant Mob, Men-at-Arms, Spearmen-at-Arms, Grail Reliquae, Battle Pilgrims, and Foot Squires units (Rank 7 and above) (Lord's army)
- Protectors of the RealmProtectors of the Realm
- Armour: +12 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, and Pegasus Knights units (Rank 7 and above) (Lord's army)
- Charge bonus: +12 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, and Pegasus Knights units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, and Pegasus Knights units (Rank 7 and above) (Lord's army)
- Chivalric CodeChivalric Code
- Melee attack: +5 for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)
- Guided by the LadyGuided by the Lady
- Missile strength: +12% for Peasant Bowmen, Mounted Yeomen Archers, and Field Trebuchet units (Rank 7 and above) (Lord's army)
- Range: +10% for Peasant Bowmen, Mounted Yeomen Archers, and Field Trebuchet units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Peasant Bowmen, Mounted Yeomen Archers, and Field Trebuchet 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%
- JusticiarJusticiar3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Tenth-ShareTenth-Share3 levelsLevel 1
- Income from Farms: +4% (local region)
- Income from Farms: +8% (local region)
- Income from Farms: +10% (local region)
- Income from Industry: +5% (local region)
- Devoted of the GoddessDevoted of the Goddess3 levelsLevel 1
- Corruption: -1 (local province)
- Casualty replenishment rate: +2% (Lord's army)
- Corruption: -2 (local province)
- Casualty replenishment rate: +4% (Lord's army)
- Corruption: -3 (local province)
- Casualty replenishment rate: +6% (Lord's army)
- Gifted BeginningsGifted Beginnings
- Corruption: -4 (local province)
- Hero capacity: +1 for Damsels
- Hero recruit rank: +5 for Damsels (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
- Steward of the RealmSteward of the Realm3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- Lordly ConquerorLordly Conqueror3 levelsLevel 1
- Attrition: -3% when under siege (Lord's army)
- Attrition: -8% when under siege (Lord's army)
- Attrition: -15% when under siege (Lord's army)
- PremonitionPremonition3 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: +8%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
- BailiffBailiff
- 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)
Every version of Fay Enchantress
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| BretonniaWizard Lord | 3,688 | 1 | 15 | 70 | 34 | 38 | 34 | 300 | 30 | 1,200 | 300 | wh_dlc07_brt_cha_fay_enchantress_0 |
| BretonniaWizard Lord | 4,576 | 1 | 15 | 70 | 95 | 46 | 34 | 300 | 74 | 1,500 | 375 | wh_dlc07_brt_cha_fay_enchantress_1 |
Who can field it
- Bretonnia · Couronne
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.