
Health
4,972
Armour
15
Leadership
65
Speed
110
Melee attack
50
Melee defence
45
Weapon strength
265 base + 135 armour-piercing
400
Charge bonus
50
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.

Can Fly
This unit can fly.

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.
Something Wicked This Way ComesHex (Area) · -4 LeadershippassiveSomething Wicked This Way ComesHex (Area)-4 LeadershipPassive · Range 35 mThe presence of the Dark Omen is an awful thing that saps the foe's will to fight on.
Unholy PowerAugment of the WindspassiveUnholy PowerAugment of the WindsPassiveMalagor has a dread agenda given unto him by the Dark Gods themselves.
Primal FuryAugment · +10% Speed, +10% Charge Bonus…passivePrimal FuryAugment+10% Speed+10% Charge Bonus+5 Melee AttackPassiveGoaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!
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.
Malagor the Dark Omen 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.
Fuelled by BloodFuelled by BloodUnlocks at rank 4
Speed: +5% for all units (Lord's army)
Vigour loss reduction: -15% (Lord's army)
Voice of the Dark GodsVoice of the Dark GodsUnlocks at rank 4 · 2 levelsLevel 1
Leadership aura size: +25%
Character's aura leadership effect: +5
Leadership: +5
Leadership aura size: +25%
Uncanny SensesUncanny SensesUnlocks at rank 9
Spell resistance: 15%
Shadow HideShadow HideUnlocks at rank 9
Missile resistance: 10%
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
Something Wicked This Way ComesSomething Wicked This Way ComesUnlocks at rank 11 · 2 levelsLevel 1
Enemy leadership: -5 (local region)
Replaces: "Something Wicked This Way Comes"
Passive ability: "Something Wicked This Way Comes Upgraded"
Attribute: Causes Fear
Enemy leadership: -9 (local region)
Unholy PowerUnholy PowerUnlocks at rank 14
Winds of Magic power reserve capacity: +10
CrowfatherCrowfatherUnlocks at rank 24
Unit capacity: +4
Harpies
Speed: +15%
Missile resistance: 20% (Lord's army)
Portents of DoomPortents of Doom
Attribute: Causes Terror
Control: -10 (local enemy province)
Nightmarish CabalNightmarish Cabal
Hero action cost: -25% for Bray-Shamans (all characters)
Hero action success chance: +10% for Bray-Shamans (all characters)
Mantle of CrowsMantle of Crows
Passive ability: "Unending Flock of Doom"
Dreads & CharmsDreads & CharmsUnlocks at rank 4
Armour: +15
Melee defence: +5
Hardened PeltsHardened Pelts
Armour: +15 for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor, and Manticore units (all units in army)
Dual WielderDual WielderUnlocks at rank 4
Charge bonus: +15
Weapon strength: +15%
Bellows of the DiscordantBellows of the Discordant
Weapon strength: +15% for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor and Manticore units (all units in army)
Flock of DoomFlock of Doom2 levelsLevel 1
Overcast spell: "Flock of Doom Upgraded"
Cooldown: -30% to "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"
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 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"
Doom & DarknessDoom & Darkness2 levelsLevel 1
Overcast spell: "Doom & Darkness Upgraded"
Cooldown: -30% to "Doom & Darkness"
Spell: "Doom & Darkness"
Miscast base chance: -15% for "Doom & Darkness Upgraded"
Overcast spell: "Doom & Darkness Upgraded"
Winds of Magic cost: -1 for "Doom & Darkness"
Winds of Magic cost: -2 for "Doom & Darkness Upgraded"
Cooldown: -50% to "Doom & Darkness"
Mantle of GhorokMantle of Ghorok2 levelsLevel 1
Overcast Spell: "Mantle of Ghorok Upgraded"
Cooldown: -50% to "Mantle of Ghorok"
Overcast Spell: "Mantle of Ghorok Upgraded"
Miscast base chance: -15% for "Mantle of Ghorok Upgraded"
Winds of Magic cost: -3 for "Mantle of Ghorok Upgraded"
Winds of Magic cost: -2 for "Mantle of Ghorok"
Cooldown: -50% to "Mantle of Ghorok"
Savage DominionSavage Dominion
Winds of Magic cost: -5 for "Savage Dominion"
Spell: "Savage Dominion"
Greater Arcane ConduitGreater Arcane Conduit
Passive ability: "Greater Arcane Conduit"
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Bestial SurgeBestial Surge
Passive ability: "Bestial Surge"
Wild HeartWild Heart
Passive ability: "Wild Heart"
Life-LeechingLife-Leeching
Passive ability: "Life Leeching"
Smoke & MirrorsSmoke & Mirrors
Passive ability: "Smoke & Mirrors"
Doom of MankindDoom of Mankind
Winds of Magic cost: -10% for all spells
Presence of MorrsliebPresence of Morrslieb
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Fury of the HerdFury of the Herd3 levelsLevel 1
Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
Leadership: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
Leadership: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
Melee defence: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
Leader of the Raucous HostLeader of the Raucous Host3 levelsLevel 1
Charge bonus: +6 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
Charge bonus: +9 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
Weapon strength: +6% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
Speed: +6% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
Charge bonus: +12 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
Weapon strength: +12% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
Speed: +12% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
Beastlord’s SpiteBeastlord’s Spite3 levelsLevel 1
Ammunition: +10% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
Ammunition: +15% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
Speed: +6% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
Reload time reduction: +5% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Lord's army)
Ammunition: +20% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
Speed: +12% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
Reload time reduction: +10% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Lord's army)
Beastlord's LashBeastlord's Lash3 levelsLevel 1
Charge bonus: +6 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
Charge bonus: +9 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
Melee attack: +4 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
Charge bonus: +12 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
Melee attack: +6 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
Hoofed HeavyweightsHoofed Heavyweights3 levelsLevel 1
Melee defence: +4 for Minotaurs units (Lord's army)
Melee attack: +4 for Minotaurs units (Lord's army)
Melee defence: +4 for Minotaurs units (Lord's army)
Melee attack: +6 for Minotaurs units (Lord's army)
Melee defence: +6 for Minotaurs units (Lord's army)
Freakish MutationsFreakish Mutations3 levelsLevel 1
Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
Weapon strength: +9% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
Call of ViolenceCall of Violence
Ability: "Call of Violence"
Unrelenting SavageryUnrelenting Savagery
Melee attack: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)
Creatures of the HerdCreatures of the Herd
Charge bonus: +12 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore and, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)
Speed: +10% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)
Bestial ButchersBestial Butchers
Weapon strength: +12% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
Mage HunterMage Hunter
Spell resistance: 15% for Ungor Raiders, Centigors (Throwing Axes), and Cygor units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Ungor Raiders, Centigors (Throwing Axes), and Cygor units (Rank 7 and above) (Lord's army)
Apocalyptic VisionApocalyptic Vision
Replaces: "Call of Violence"
Ability: "Apocalyptic Vision"
Gargantuan HoovesGargantuan Hooves
Campaign movement range: +10%
Feasting Upon ManFeasting Upon Man3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from razing settlements: +3% (Lord's army)
Income from raiding: +30% (Lord's army)
Income from razing settlements: +8% (Lord's army)
Blessed by EvilBlessed by Evil3 levelsLevel 1
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +5%
Post battle chance of stealing a magic item: +20%
Income from post-battle loot: +10%
Post battle chance of stealing a magic item: +30%
Income from post-battle loot: +15%
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)
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 (Lord's army)
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
CorruptionCorruption3 levelsLevel 1
Chaos Undivided corruption: +1 (local province)
Magic item drop chance from battle: +5%
Chaos Undivided corruption: +2 (local province)
Magic item drop chance from battle: +10%
Chaos Undivided corruption: +4 (local province)
Magic item drop chance from battle: +15%
Gathering of BeastsGathering of Beasts3 levelsLevel 1
Horde recruitment capacity +1
Horde recruitment capacity +2
Horde recruitment capacity +3
Foul PremonitionsFoul Premonitions3 levelsLevel 1
Ambush success chance: +3% (Lord's army)
Ambush defence chance: +3% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%
Ambush success chance: +6% (Lord's army)
Ambush defence chance: +8% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
Ambush success chance: +10% (Lord's army)
Ambush defence chance: +15% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
Children of ChaosChildren of Chaos
Bestial rage: +1 (Lord's army)
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units
Who can field it
- Warherd of the One-Eye
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.