
Health
9,828
Armour
110
Leadership
90
Speed
35
Melee attack
42
Melee defence
48
Weapon strength
150 base + 320 armour-piercing
470
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.

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.
Call of the WoodsAugment · +5 Melee AttackpassiveCall of the WoodsAugment+5 Melee AttackPassive · Range 35 mThe living embodiment of the forest; through them, their warriors feel a greater call to war.
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!
Malevolent Ancient Treeman (Beasts) 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
Soldiers of RenownSoldiers of Renown3 levelsLevel 1
Regiments of Renown army capacity: +1 (own army)
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +3 (own army)
ImmortalityImmortalityUnlocks at rank 19
This Lord will be wounded instead of killed in battle
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
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"
Call of the WoodsCall of the Woods
Passive ability: "Call of the Woods"
Howl of the ForestHowl of the Forest
Replaces: "Call of the Woods"
Passive ability: "Howl of the Forest"
Greater Aspect of the OakGreater Aspect of the OakUnlocks at rank 6
Armour: +10 for Dryad, Tree Kin and Treeman units (Lord's army)
Armour: +35
Greater Aspect of the BirchGreater Aspect of the BirchUnlocks at rank 6
Enables sundering attacks
Charge bonus: +15 for Dryads, Tree Kin and Treemen units (Lord's army)
Greater Aspect of the WillowGreater Aspect of the WillowUnlocks at rank 6
Missile resistance: 10% for Dryad, Tree Kin and Treeman units (Lord's army)
Physical resistance: 15%
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.