
Sayl the Faithless
Lord· Wizard Lord· 1 model at Ultra size
Comes with Tides of Torment – Norsca(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Sayl the Faithless is a legendary lord of Norsca, leading Dolgan at the start of a campaign: 4,030 HP, armour 30, melee attack 43, melee defence 36, weapon strength 380. It costs 1,000 in the campaign and 450 in multiplayer. It comes with Tides of Torment – Norsca. Beating this lord in battle can earn the defeat trait Sayl the Lifeless. Unit key wh3_dlc27_nor_cha_sayl_the_faithless. Patch 9.0.4, from the game's data tables.
Health
4,030
Armour
30
Leadership
75
Speed
33
Melee attack
43
Melee defence
36
Weapon strength
270 base + 110 armour-piercing
380
Charge bonus
15
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.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- NightmawWind · Good against armour, Small, forward-moving area of effect…activeNightmawWindGood against armourSmall, forward-moving area of effectStrong vs multiple unitsWeak vs a single combatantCooldown 45 s · Duration 5 s · 3 uses · Wind-up 3 sBetrayed, torn to pieces, and fused together as one, what was once Sayl’s fellow seer-apprentices is now something monstrous that awaits beckoning from the shadows…
- Backstabbing SorceryHex (Area) · Causes damage to combatantspassiveBackstabbing SorceryHex (Area)Causes damage to combatantsPassive · Duration 18 sIt is not until the most opportune moment that Sayl reveals to his enemies that their occult power was in fact in his hands all along.
- 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.
- Fight or Die!Augment (Area) · +24 Melee Attack, +16 LeadershipactiveFight or Die!Augment (Area)+24 Melee Attack+16 LeadershipCooldown 90 s · Duration 18 s · Range 35 mThere is no other choice. There never was.
- RageAugment · +5 Melee Attack, +8 Leadership…passiveRageAugment+5 Melee Attack+8 Leadership+10% Physical ResistanceEffect intensity increases with time spent engaged in melee.PassiveAll it takes is the white-hot heat of battle to turn the issue of poor anger management into a violent advantage.
- 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.
Lore of magic
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Norsca: Skin Wolves
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, Morghast Harbingers, Exalted Seeker Chariot · Norsca: War Mammoth, Feral Mammoth
- Missile fire — armour 30, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Norsca: Marauder Hunters, Marauder Ice Wolf Chariots
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 Sayl the Faithless in battle and your lord can earn the trait
Sayl the Lifeless
- Spell resistance: 20% for Infantry units (Lord's army)
- Diplomatic relations: +10 with Norsca
Strangled by paranoia and hubris, the Faithless One's betrayals could take but one shape – a downward spiral without respite, save the oblivion of death.
Sayl the Faithless skill tree
55 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 Sayl the Faithless's skills
- Norscan WarhorseNorscan WarhorseUnlocks at rank 4
- Mount: Norscan Warhorse
- Marauder ChariotMarauder ChariotUnlocks at rank 10
- Mount: Marauder Chariot
- War Mammoth (Warshrine)War Mammoth (Warshrine)Unlocks at rank 22
- Mount: War Mammoth (Warshrine)
- Voice of the Dark GodsVoice of the Dark GodsUnlocks at rank 15
- Cooldown: -33% to "Stand or Die!"
- Cooldown: -33% for "Fight or Die!"
- Character's aura leadership effect: +4
- Leadership aura size: +80%
- Leader of the DolganLeader of the DolganUnlocks at rank 8
- Attribute: Perfect Vigour for Kurgan Horsemen units (Lord's army)
- Physical resistance: 15% for Kurgan Horsemen units (Lord's army)
- Ardent AbominationsArdent AbominationsUnlocks at rank 10
- Charge bonus: +15 for Curs'd Ettin units (Lord's army)
- Melee defence: +15 for Curs'd Ettin units (Lord's army)
- Dreadful MasterDreadful MasterUnlocks at rank 10
- Chaos Undivided corruption: +4 (local province)
- Attribute: Immune to Psychology (Lord's army)
- Eye of the GodsEye of the GodsUnlocks at rank 7
- Weapon strength: +10%
- Hardened MonstrositiesHardened MonstrositiesUnlocks at rank 15
- Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
- Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
- Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
- Aura of ChaosAura of ChaosUnlocks at rank 9
- 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
- Backstabbing SorceryBackstabbing SorceryUnlocks at rank 12
- Passive ability: "Backstabbing Sorcery"
- Enemy Winds of Magic power reserve capacity: -10 (enemy armies in local province)
- Spell resistance: -20% (enemy armies in local province)
- Imbued DurabilityImbued Durability
- Passive ability: "Regeneration"
- Ward save: +10%
- Fused with Dark MagicFused with Dark Magic
- Ability number of uses: +1 for "Nightmaw"
- Enables magical attacks (Lord's army)
- Spell resistance: 20% (Lord's army)
- Weapon strength: +10% (Lord's army)
- Empower & ExploitEmpower & Exploit
- Winds of Magic power reserve capacity: +10 (all armies factionwide)
- Winds of Magic power reserve minimum: +10 (all armies factionwide)
- Hero capacity: +2 for Shaman-Sorcerers
- Motivation Through FearMotivation Through Fear
- Campaign movement range: +10%
- Upkeep: -10% (Lord's army)
- Leadership: +8 (Lord's army)
- Twisted Seer of the WastesTwisted Seer of the Wastes
- Cooldown: -20% for Lore of Shadows and Lore of Heavens spells
- Ability number of uses: +2 for "Nightmaw"
- Winds of Magic cost: -2 for Lore of Shadows and Lore of Heavens Magic
- Spell intensity: +20%
- 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"
- Roiling SkiesRoiling Skies
- Passive ability: "Roiling Skies"
- Smoke & MirrorsSmoke & Mirrors
- Passive ability: "Smoke & Mirrors"
- Wind BlastWind Blast2 levelsLevel 1
- Overcast spell: "Wind Blast Upgraded"
- Cooldown: -30% to "Wind Blast"
- Miscast base chance: -15% for "Wind Blast Upgraded"
- Overcast spell: "Wind Blast Upgraded"
- Winds of Magic cost: -1 for "Wind Blast"
- Winds of Magic cost: -2 for "Wind Blast Upgraded"
- Cooldown: -50% to "Wind Blast"
- 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"
- Urannon's ThunderboltUrannon's Thunderbolt2 levelsLevel 1
- Overcast spell: "Urannon's Thunderbolt Upgraded"
- Cooldown: -30% to "Urannon's Thunderbolt"
- Spell: "Urannon's Thunderbolt"
- Miscast base chance: -15% for "Urannon's Thunderbolt Upgraded"
- Overcast spell: "Urannon's Thunderbolt Upgraded"
- Winds of Magic cost: -2 for "Urannon's Thunderbolt"
- Winds of Magic cost: -2 for "Urannon's Thunderbolt Upgraded"
- Cooldown: -50% to "Urannon's Thunderbolt"
- EvasionEvasion
- Passive ability: "Evasion"
- Okkam's MindrazorOkkam's Mindrazor2 levelsLevel 1
- Overcast spell: "Okkam's Mindrazor Upgraded"
- Cooldown: -30% to "Okkam's Mindrazor"
- Spell: "Okkam's Mindrazor"
- Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
- Overcast spell: "Okkam's Mindrazor Upgraded"
- Winds of Magic cost: -2 for "Okkam's Mindrazor"
- Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
- Cooldown: -50% to "Okkam's Mindrazor"
- Chain LightningChain Lightning
- Winds of Magic cost: -3 for "Chain Lightning"
- Cooldown: -50% to "Chain Lightning"
- Spell: "Chain Lightning"
- 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
- Fearsome WarriorsFearsome Warriors3 levelsLevel 1
- Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Beast SlayersBeast Slayers3 levelsLevel 1
- Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Ammunition: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Ammunition: +20% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Unnatural SelectionUnnatural Selection3 levelsLevel 1
- Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Charge bonus: +6 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Speed: +9% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Speed: +12% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- FrostbittenFrostbitten3 levelsLevel 1
- Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
- Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
- Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)
- Melee attack: +6 for Skin Wolves and Troll units (Lord's army)
- Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)
- Hail of TeethHail of Teeth3 levelsLevel 1
- Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Armour: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Armour: +12 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Melee attack: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Monsters of the NorthMonsters of the North3 levelsLevel 1
- Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee attack: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Champions of the NorthChampions of the North
- Armour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- Hardened HuntersHardened Hunters
- Missile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
- Icy WrathIcy Wrath
- Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
- Hulks of DeathHulks of Death
- Armour: +12 for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Fight or Die!Fight or Die!
- Ability: "Fight or Die!"
- Replaces: "Rally!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- DespoilersDespoilers3 levelsLevel 1
- Income and Spoils from pillaging settlements: +3% (Lord's army)
- Income from sacking settlements: +3% (Lord's army)
- Income and Spoils from pillaging settlements: +6% (Lord's army)
- Income from sacking settlements: +8% (Lord's army)
- Income and Spoils from pillaging settlements: +9% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Norse ResilienceNorse Resilience
- Casualty replenishment rate: +5% (Lord's army)
- Swelling of DoomSwelling of Doom3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- Wielders of the MistsWielders of the Mists
- Hero capacity: +1 for Fimir Nobles
- Hero recruit rank: +5 for Fimir Nobles (all provinces)
- 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
- Savage SkillsSavage Skills3 levelsLevel 1
- Recruit rank: +1 for all units (Lord's army)
- Recruit rank: +2 for all units (Lord's army)
- Recruit rank: +3 for all units (Lord's army)
- Unnatural HealingUnnatural Healing
- Casualty replenishment rate: +4% (Lord's army)
- Fuelled by WarFuelled by War3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- Spawn of ChaosSpawn of Chaos
- Unit experience gain per turn: +200 (Lord's army)
- Enemy Hero action success chance: -10%
- Campaign movement range: +5%
Every version of Sayl the Faithless
4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NorscaWizard Lord | 4,030 | 1 | 30 | 75 | 33 | 43 | 36 | 380 | 15 | 1,000 | 250 | wh3_dlc27_nor_cha_sayl_the_faithless |
| NorscaWizard Lord | 4,730 | 1 | 90 | 75 | 78 | 43 | 28 | 340 | 50 | 1,600 | 400 | wh3_dlc27_nor_cha_sayl_the_faithless_chariot |
| NorscaWizard Lord | 13,774 | 1 | 80 | 75 | 56 | 34 | 30 | 525 | 68 | 2,300 | 575 | wh3_dlc27_nor_cha_sayl_the_faithless_mammoth |
| NorscaWizard Lord | 4,398 | 1 | 30 | 75 | 90 | 43 | 36 | 380 | 35 | 1,200 | 300 | wh3_dlc27_nor_cha_sayl_the_faithless_warhorse |
Who can field it
- Norsca · World Walkers
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.