
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…
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.
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.
Norscan WarhorseNorscan Warhorse
Mount: Norscan Warhorse
Marauder ChariotMarauder Chariot
Mount: Marauder Chariot
wh3_dlc27_skill_nor_sayl_mount_war_mammoth_warshrinewh3_dlc27_skill_nor_sayl_mount_war_mammoth_warshrine
Mount: War Mammoth (Warshrine)
Voice of the Dark GodsVoice of the Dark Gods
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 Dolgan
Attribute: Perfect Vigour for Kurgan Horsemen units (Lord's army)
Physical resistance: 15% for Kurgan Horsemen units (Lord's army)
Ardent AbominationsArdent Abominations
Charge bonus: +15 for Curs'd Ettin units (Lord's army)
Melee defence: +15 for Curs'd Ettin units (Lord's army)
Dreadful MasterDreadful Master
Chaos Undivided corruption: +4 (local province)
Attribute: Immune to Psychology (Lord's army)
Eye of the GodsEye of the GodsUnlocks at rank 6
Weapon strength: +10%
Hardened MonstrositiesHardened Monstrosities
HIDDEN Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
HIDDEN Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
HIDDEN Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
Aura of ChaosAura of ChaosUnlocks at rank 8
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
Backstabbing SorceryBackstabbing Sorcery
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
- World Walkers
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.