
Festus the Leechlord
Lord· Wizard Lord· 1 model at Ultra size
Comes with Champions of Chaos(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Festus the Leechlord is a legendary lord of Nurgle and Warriors of Chaos, leading The Fecundites at the start of a campaign: 6,220 HP, armour 30, melee attack 45, melee defence 50, weapon strength 380. It costs 850 in the campaign and 1,250 in multiplayer. It comes with Champions of Chaos. Beating this lord in battle can earn the defeat trait Doctor Retired. Unit key wh3_dlc20_nur_cha_festus. Patch 9.0.4, from the game's data tables.
Health
6,220
Armour
30
Leadership
70
Speed
33
Melee attack
45
Melee defence
50
Weapon strength
260 base + 120 armour-piercing
380
Charge bonus
20
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.
- Mark of Nurgle
A unit with the Mark of Nurgle has: Poison Contact Effect Increased Hit Points Increased Melee Defence Reduced Melee Attack
Abilities
- Harbinger of PestilenceDirect Damage (Area) · Mutually exclusive with Healing Elixirs., Causes damage to combatantsactiveHarbinger of PestilenceDirect Damage (Area)Mutually exclusive with Healing Elixirs.Causes damage to combatantsCooldown 30 s · Range 35 mThe Leechlord exudes waves of putrid infection, sickening his enemies as disease overcomes them.
- Healing ElixirsRegeneration (Area) · Mutually exclusive with Harbinger of Pestilence., Replenishes hit points of combatantsactiveHealing ElixirsRegeneration (Area)Mutually exclusive with Harbinger of Pestilence.Replenishes hit points of combatantsCooldown 30 s · Range 35 mDoktor Festus can heal as well as harm, he simply finds it far less enjoyable.
- 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.
Lore of magic
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Nurgle: Soul Grinder of Nurgle, Great Unclean One
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Nurgle: Plague Ogres, Toad Dragon
- Missile fire — armour 30, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Nurgle: Exalted Plaguebearers of Nurgle, Plague Drones of Nurgle (Death's Heads)
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 Festus the Leechlord in battle and your lord can earn the trait
Doctor Retired
- Casualty replenishment rate: +5% (Lord's army)
- Vigour loss reduction: -15% (Lord's army)
The Dark Apothecary may be in need of a doctor himself after tangling with this one!
Festus the Leechlord skill tree
46 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 Festus the Leechlord's skills
- Voice of the Dark GodsVoice of the Dark Gods
- Leadership aura size: +40%
- Hearts of IronHearts of Iron
- Vigour loss reduction: -15% (Lord's army)
- Aura of ChaosAura of ChaosUnlocks at rank 8
- Missile resistance: 10%
- 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
- Sage of ContagionSage of ContagionUnlocks at rank 12
- Infection cost to create a Plague: -25% (armies in local province)
- Casualties captured post-battle: +25%
- Doctor's OrdersDoctor's Orders
- Battle healing cap: +25% (Lord's army)
- Winds of Magic cost: -2 for "Fleshy Abundance"
- Winds of Magic cost: -3 for "Fleshy Abundance Upgraded"
- Bedside MannerBedside Manner
- Diplomatic relations: +10 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca
- Attribute: Causes Fear
- Casualty replenishment rate: +5% (Lord's army)
- An Apple a Day...An Apple a Day...
- Passive ability: "Slime Trail"
- Unit mass: +25%
- Hit points: +25%
- Clinical HygieneClinical Hygiene
- Chance of a plague spreading: +15% (armies in province)
- Attribute: Immune to Contact Effects (Lord's army)
- Gardener of NurgleGardener of Nurgle
- Attribute: "Daemonic"
- Speed: -15% (enemy armies in local province)
- Nurgle Authority: +2 (Lord's army)
- Miasma of PestilenceMiasma of Pestilence2 levelsLevel 1
- Cooldown: -30% to "Miasma of Pestilence"
- Overcast spell: "Miasma of Pestilence Upgraded"
- Cooldown: -50% to "Miasma of Pestilence"
- Miscast base chance: -15% for "Miasma of Pestilence Upgraded"
- Overcast spell: "Miasma of Pestilence Upgraded"
- Winds of Magic cost: -1 for "Miasma of Pestilence"
- Winds of Magic cost: -2 for "Miasma of Pestilence Upgraded"
- Children of NurgleChildren of Nurgle
- Passive ability: "Children of Nurgle"
- Stream of CorruptionStream of Corruption2 levelsLevel 1
- Cooldown: -30% to "Stream of Corruption"
- Overcast spell: "Stream of Corruption Upgraded"
- Cooldown: -50% to "Stream of Corruption"
- Miscast base chance: -15% for "Stream of Corruption Upgraded"
- Overcast spell: "Stream of Corruption Upgraded"
- Winds of Magic cost: -1 for "Stream of Corruption"
- Winds of Magic cost: -2 for "Stream of Corruption Upgraded"
- Curse of the LeperCurse of the Leper2 levelsLevel 1
- Cooldown: -30% to "Curse of the Leper"
- Spell: "Curse of the Leper"
- Overcast spell: "Curse of the Leper Upgraded"
- Cooldown: -50% to "Curse of the Leper"
- Miscast base chance: -15% for "Curse of the Leper Upgraded"
- Overcast spell: "Curse of the Leper Upgraded"
- Winds of Magic cost: -2 for "Curse of the Leper"
- Winds of Magic cost: -3 for "Curse of the Leper Upgraded"
- Rancid VisitationsRancid Visitations2 levelsLevel 1
- Cooldown: -30% to "Rancid Visitations"
- Spell: "Rancid Visitations"
- Overcast spell: "Rancid Visitations Upgraded"
- Cooldown: -50% to "Rancid Visitations"
- Miscast base chance: -15% for "Rancid Visitations Upgraded"
- Overcast spell: "Rancid Visitations Upgraded"
- Winds of Magic cost: -2 for "Rancid Visitations"
- Winds of Magic cost: -3 for "Rancid Visitations Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- Fleshy AbundanceFleshy Abundance2 levelsLevel 1
- Cooldown: -30% to "Fleshy Abundance"
- Spell: "Fleshy Abundance"
- Overcast spell: "Fleshy Abundance Upgraded"
- Cooldown: -50% to "Fleshy Abundance"
- Miscast base chance: -15% for "Fleshy Abundance Upgraded"
- Overcast spell: "Fleshy Abundance Upgraded"
- Winds of Magic cost: -2 for "Fleshy Abundance"
- Winds of Magic cost: -3 for "Fleshy Abundance Upgraded"
- Blight BoilBlight Boil2 levelsLevel 1
- Cooldown: -30% to "Blight Boil"
- Spell: "Blight Boil"
- Overcast spell: "Blight Boil Upgraded"
- Cooldown: -50% to "Blight Boil"
- Miscast base chance: -15% for "Blight Boil Upgraded"
- Overcast spell: "Blight Boil Upgraded"
- Winds of Magic cost: -2 for "Blight Boil"
- Winds of Magic cost: -3 for "Blight Boil Upgraded"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Dominating PresenceDominating Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Chaos VanguardChaos Vanguard3 levelsLevel 1
- Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)
- Armour: +6 for all non-Daemonic Infantry units (Lord's army)
- Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)
- Armour: +12 for all non-Daemonic Infantry units (Lord's army)
- Melee attack: +8 for all non-Daemonic Infantry units (Lord's army)
- Savage BloodlustSavage Bloodlust3 levelsLevel 1
- Armour: +4 for all Daemonic melee units (Lord's army)
- Armour: +8 for all Daemonic melee units (Lord's army)
- Charge bonus: +8 for all Daemonic melee units (Lord's army)
- Armour: +12 for all Daemonic melee units (Lord's army)
- Charge bonus: +12 for all Daemonic melee units (Lord's army)
- Warp FireWarp Fire3 levelsLevel 1
- Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)
- Melee defence: +6 for all Daemonic Missile and Flying units (Lord's army)
- Missile strength: +8% for all Daemonic Missile units (Lord's army)
- Speed: +4% for all Daemonic Flying units (Lord's army)
- Melee defence: +8 for all Daemonic Missile and Flying units (Lord's army)
- Missile strength: +12% for all Daemonic Missile units (Lord's army)
- Speed: +6% for all Daemonic Flying units (Lord's army)
- Hammer into AnvilHammer into Anvil3 levelsLevel 1
- Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Melee defence: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Charge bonus: +12 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Melee defence: +8 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Monstrous StrengthMonstrous Strength3 levelsLevel 1
- Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- Melee attack: +6 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
- Weapon strength: +6% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- Melee attack: +8 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
- Weapon strength: +10% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- DoomfireDoomfire3 levelsLevel 1
- Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Ammunition: +15% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Missile strength: +8% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Ammunition: +20% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Missile strength: +12% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Legion of DoomLegion of Doom
- Armour: +10 for all Infantry units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for all Infantry units (Rank 7 and above) (Lord's army)
- Spell resistance: 20% for all Infantry units (Rank 7 and above) (Lord's army)
- Speed & MaliceSpeed & Malice
- Melee attack: +5 for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Speed: +10% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Freakish MutationsFreakish Mutations
- Leadership: +8 for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for all war beasts, monstrous, and monster units (Rank 7 and above) (Lord's army)
- Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- Malevolent RangerMalevolent Ranger
- Armour: +10 for all Missile units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for all Missile units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for all Missile units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- DespoilersDespoilers3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from sacking settlements: +5% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from sacking settlements: +10% (Lord's army)
- Income from raiding: +30% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Unit Upgrades cost: -5% for all units
- Recruitment cost: -10% (Lord's army)
- Unit Upgrades cost: -10% for all units
- Recruitment cost: -15% (Lord's army)
- Devoted of ChaosDevoted of Chaos3 levelsLevel 1
- Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)
- Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)
- Souls gained from battles: +10%
- Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)
- Souls gained from battles: +15%
- RuinationRuination3 levelsLevel 1
- Attrition suffered by defender: +10% when laying siege or encircling (local region)
- Attrition suffered by defender: +20% when laying siege or encircling (local region)
- Control: -4 (local enemy province)
- Attrition suffered by defender: +40% when laying siege or encircling (local region)
- Control: -8 (local enemy province)
- Unholy ResilienceUnholy Resilience
- Casualty replenishment rate: +30% for this Lord
- 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
- Foetid GallipotFoetid Gallipot3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Blessed by EvilBlessed by Evil3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +5%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +10%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +15%
- PremonitionPremonition3 levelsLevel 1
- Ambush defence chance: +10% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- Ambush defence chance: +20% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%
- Disease BearerDisease Bearer
- Souls gained from battles: +10%
- Nurgle corruption: +1 (local province)
- Campaign movement range: +5%
- Income from post-battle loot: +10%
Who can field it
- Nurgle · Poxmakers of Nurgle
- Warriors of Chaos · Warhost of the Apocalypse
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.