
Health
6,552
Armour
45
Leadership
85
Speed
34
Melee attack
24
Melee defence
32
Weapon strength
240 base + 80 armour-piercing
320
Charge bonus
14
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.

Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Abilities
Cold-BloodedAugment · +16 LeadershipactiveCold-BloodedAugment+16 LeadershipCooldown 60 s · Duration 40 sWhile Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
Shield of the Old OnesWard Save (Area) · +8 Leadership, +20 Damage ResistanceactiveShield of the Old OnesWard Save (Area)+8 Leadership+20 Damage ResistanceCooldown 90 s · Duration 17 s · Range 35 mThe resilience of the Old Ones is channelled into an energy barrier that protects its users from the full brunt of magical attacks against them.
Greater Arcane ConduitAugment of the Winds · +15% Spell MasterypassiveGreater Arcane ConduitAugment of the Winds+15% Spell MasteryPassiveA 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.
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.
BanishmentVortex · Good against armour, Huge, randomly-moving area of effect…activeBanishmentVortexGood against armourHuge, randomly-moving area of effectStrong vs multiple unitsCooldown 120 s · Duration 17 s · 2 uses · Wind-up 5 sCreatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.
Slann Mage-Priest (Life) skill tree
48 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.
TelekinesisTelekinesisUnlocks at rank 7
Missile resistance: 15%
Protection of the Old OnesProtection of the Old OnesUnlocks at rank 7
Spell resistance: 10%
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
Reserves of Eldritch EnergyReserves of Eldritch EnergyUnlocks at rank 3
Winds of Magic power reserve minimum: +10
Becalming CogitationBecalming CogitationUnlocks at rank 7
Enemy Winds of Magic power reserve capacity: -15 (local region)
Arcane ConvergenceArcane ConvergenceUnlocks at rank 11
Winds of Magic power reserve capacity: +20 (own army)
Focus of MysteriesFocus of MysteriesUnlocks at rank 15
Bound spell: "Banishment"
Unfathomable PresenceUnfathomable PresenceUnlocks at rank 3
Barrier hit points: +800
Soul of StoneSoul of StoneUnlocks at rank 7
Miscast base chance: -40%
The Harrowing ScrutinyThe Harrowing ScrutinyUnlocks at rank 11
Attribute: Causes Terror
Control: +3 (local province)
Transcendent HealingTranscendent HealingUnlocks at rank 15
Passive ability: "Regeneration"
Wound recovery time: -1 turns
Awakening of the WoodAwakening of the Wood2 levelsLevel 1
Cooldown: -30% to "Awakening of the Wood"
Spell: "Awakening of the Wood"
Winds of Magic cost: -1 for "Awakening of the Wood"
Cooldown: -50% to "Awakening of the Wood"
Spell: "Awakening of the Wood"
Flesh to StoneFlesh to Stone2 levelsLevel 1
Overcast spell: "Flesh to Stone Upgraded"
Cooldown: -30% to "Flesh to Stone"
Spell: "Flesh to Stone"
Miscast base chance: -15% for "Flesh to Stone Upgraded"
Overcast spell: "Flesh to Stone Upgraded"
Winds of Magic cost: -1 for "Flesh to Stone"
Winds of Magic cost: -1 for "Flesh to Stone Upgraded"
Cooldown: -50% to "Flesh to Stone"
Life BloomLife Bloom
Passive ability: "Life Bloom"
Earth BloodEarth Blood2 levelsLevel 1
Overcast spell: "Earth Blood Upgraded"
Cooldown: -30% to "Earth Blood"
Spell: "Earth Blood"
Miscast base chance: -15% for "Earth Blood Upgraded"
Overcast spell: "Earth Blood Upgraded"
Winds of Magic cost: -2 for "Earth Blood"
Winds of Magic cost: -3 for "Earth Blood Upgraded"
Cooldown: -50% to "Earth Blood"
Shield of ThornsShield of Thorns2 levelsLevel 1
Overcast spell: "Shield of Thorns Upgraded"
Cooldown: -30% to "Shield of Thorns"
Spell: "Shield of Thorns"
Miscast base chance: -15% for "Shield of Thorns Upgraded"
Overcast spell: "Shield of Thorns Upgraded"
Winds of Magic cost: -2 for "Shield of Thorns"
Winds of Magic cost: -2 for "Shield of Thorns Upgraded"
Cooldown: -50% to "Shield of Thorns"
EvasionEvasion
Passive ability: "Evasion"
RegrowthRegrowth2 levelsLevel 1
Overcast spell: "Regrowth Upgraded"
Cooldown: -30% to "Regrowth"
Spell: "Regrowth"
Miscast base chance: -15% for "Regrowth Upgraded"
Overcast spell: "Regrowth Upgraded"
Winds of Magic cost: -2 for "Regrowth"
Winds of Magic cost: -3 for "Regrowth Upgraded"
Cooldown: -50% to "Regrowth"
The Dwellers BelowThe Dwellers Below2 levelsLevel 1
Overcast spell: "The Dwellers Below Upgraded"
Cooldown: -30% to "The Dwellers Below"
Spell: "The Dwellers Below"
Miscast base chance: -15% for "The Dwellers Below Upgraded"
Overcast spell: "The Dwellers Below Upgraded"
Winds of Magic cost: -3 for "Dwellers Below"
Winds of Magic cost: -3 for "Dwellers Below Upgraded"
Cooldown: -50% to "The Dwellers Below"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Greater Arcane ConduitGreater Arcane Conduit
Passive ability: "Greater Arcane Conduit"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Proud WarriorProud Warrior3 levelsLevel 1
Melee attack: +4 for Saurus units (Lord's army)
Armour: +3 for Saurus units (Lord's army)
Melee attack: +4 for Saurus units (Lord's army)
Armour: +6 for Saurus units (Lord's army)
Melee attack: +6 for Saurus units (Lord's army)
SkirmisherSkirmisher3 levelsLevel 1
Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
Weapon strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Melee defence: +4 for Salamander and Razordon Hunting Pack units (Lord's army)
Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)
Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Weapon strength: +9% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)
Missile strength: +8% for Salamander and Razordon Hunting Pack units (Lord's army)
Weapon strength: +12% for Salamander and Razordon Hunting Pack units (Lord's army)
Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Weapon strength: +12% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Swift RiderSwift Rider3 levelsLevel 1
Speed: +5% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Missile strength: +6% for Terradon Riders units (Lord's army)
Speed: +7% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Missile strength: +8% for Terradon Riders units (Lord's army)
Speed: +10% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Weapon strength: +8% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Sacred GuardianSacred Guardian3 levelsLevel 1
Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee defence: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee attack: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Hunt LeaderHunt Leader3 levelsLevel 1
Melee attack: +4 for Feral Carnosaur and Dread Saurian units (Lord's army)
Melee attack: +6 for Feral Carnosaur and Dread Saurian units (Lord's army)
Weapon strength: +9% for Feral Carnosaur and Dread Saurian units (Lord's army)
Melee attack: +8 for Feral Carnosaur and Dread Saurian units (Lord's army)
Weapon strength: +12% for Feral Carnosaur and Dread Saurian units (Lord's army)
Beast DriverBeast Driver3 levelsLevel 1
Missile strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Melee defence: +4 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Missile strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Weapon strength: +9% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Missile strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Weapon strength: +12% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Jungle DominionJungle Dominion
Armour: +10 for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
Spawn-KinSpawn-Kin
Leadership: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
Soul BoundSoul Bound
Melee attack: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
EpicentristEpicentrist
Armour: +10 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
Charge bonus: +12 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
Leadership: +5 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Slann ForcefieldSlann Forcefield
Ability: "Shield of the Old Ones"
Replaces: "Rally!"
Route MarcherRoute Marcher
Campaign movement range: +5%
Spawned of ItzaSpawned of Itza3 levelsLevel 1
Horde growth: +1 (Lord's army)
Horde growth: +3 (Lord's army)
Horde growth: +5 (Lord's army)
FerventFervent3 levelsLevel 1
Corruption: -1 (local province)
Corruption: -2 (local province)
Corruption: -3 (local province)
Bonded ServiceBonded Service3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruitment cost: -15% (Lord's army)
Ancient CunningAncient Cunning3 levelsLevel 1
Ambush success chance: +6% (Lord's army)
Ambush success chance: +16% (Lord's army)
Ambush success chance: +30% (Lord's army)
DraftmasterDraftmaster
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
Geomantic SustenanceGeomantic Sustenance3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -9% (Lord's army)
WaryWary3 levelsLevel 1
Enemy Hero action success chance: -3%
Ambush defence chance: +8% (Lord's army)
Enemy Hero action success chance: -8%
Ambush defence chance: +16% (Lord's army)
Enemy Hero action success chance: -15%
Ambush defence chance: +30% (Lord's army)
Gifts of the JungleGifts of the Jungle3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Renowned & FearedRenowned & Feared
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
- Hexoatl
The game also has 1 summoned or scripted copy of this unit that players don't recruit directly (wh2_main_lzd_cha_slann_mage_priest_life_0_qb).
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.