
Health
8,188
Armour
30
Leadership
75
Speed
70
Melee attack
50
Melee defence
50
Weapon strength
212 base + 318 armour-piercing, +25 vs large
530
Charge bonus
50
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.

Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

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.
Abilities
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.
Scurry Away!Augment · +10% SpeedpassiveScurry Away!Augment+10% SpeedPassive"He who runs away lives to fight another day!" - so the foul, craven adage goes.
Warp JunctionVortex · Good against armour, Huge, stationary area of effect…activeWarp JunctionVortexGood against armourHuge, stationary area of effectAfter use, the vortex emits an explosion.Strong vs multiple unitsCooldown 120 s · Duration 14 s · 2 uses · Wind-up 3 sA concentrated burst of Ruin from the warp, with all the worst possibilities culminating into one reality.
Protection of the Horned RatAugment · +60 Missile Resistance, Effect intensity increases as the unit takes damagepassiveProtection of the Horned RatAugment+60 Missile ResistanceEffect intensity increases as the unit takes damagePassiveUnder an unholy gaze, the split twin tails of the Verminlords stay forever protected.
Master of LightningBombardment · Good against armour, Causes moderate magical damage…activeMaster of LightningBombardmentGood against armourCauses moderate magical damageMedium strike areaStrong vs multiple combatantsWeak vs a single combatantCooldown 30 s · Duration 5 s · 3 uses · Wind-up 1 sDire greenish-black lightning strikes at the Skaven’s chittered command.
Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
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.
Lore of magic
Patch changes
New unit in this patch.
Verminlord Warpseer skill tree
60 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.
Warpstone TokensWarpstone TokensUnlocks at rank 3
Winds of Magic power reserve capacity: +13 (own army)
Miscast base chance: +5%
SneakySneakyUnlocks at rank 7
Missile resistance: 10%
TricksyTricksyUnlocks at rank 7
Spell resistance: 10%
Prophets of the Great Horned RatProphets of the Great Horned RatUnlocks at rank 13
Cooldown: -10% to all spells (Hero's army)
Winds of Magic cost: -10% for all spells (Hero's army)
Spell intensity: +10%
Control: +3 (all provinces)
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
Lord of Black LightningLord of Black Lightning
Winds of Magic cost: -2 for "Cracks Call"
Winds of Magic cost: -2 for "Flensing Ruin"- Bound spell: ""
Purest WarpstonePurest Warpstone
Recruit rank: +2 for Skryre units (local province)
Ammunition: +10% for Skryre units (Lord's army)
Missile strength: +15% for Skryre units (Lord's army)
Great ManipulatorsGreat Manipulators
Construction time: -25% for all buildings (local province)
Diplomatic relations: +5 with Skaven
Control: +5 (local province)
Income from all buildings: +15% (provincewide)
Great Arcane PowerGreat Arcane Power
Cooldown: -25% to all spells
Winds of Magic power reserve: +5 per turn (Lord's army)
Enemy Winds of Magic power reserve: -5 per turn (local region)
Spell resistance: 30%
Inscrutable GeniusInscrutable Genius
Hero capacity: +2 for Warlock Engineers
Unlocks Hero recruitment: Warlock Engineer (local province)
Hero recruit rank: +4 for Warlock Engineers (all provinces)
Experience per turn: +25% for Warlock Engineers (Heroes in Lord's army)
Engulfed by Warp-EnergyEngulfed by Warp-Energy
Passive ability: "Toxic Rain"
Passive ability: "Plague Rash"
Army ability number of uses: +2 for ""
Ability: ""
Spell intensity: +15%
Tail WeaponTail Weapon
Melee attack: +3
Weapon strength: +4%
Ruin & DecayRuin & Decay2 levelsLevel 1
Weapon strength: +10% when fighting against Dwarfs
Weapon strength: +10% when fighting against Lizardmen
Weapon strength: +2%
Weapon strength: +10% when fighting against High Elves, Lizardmen, Dwarfs and men
Weapon strength: +5%
Thick-SkinnedThick-Skinned2 levelsLevel 1
Armour: +7
Armour: +15
Blade MasterBlade Master2 levelsLevel 1
Melee attack: +6
Melee attack: +12
IndomitableIndomitable2 levelsLevel 1
Leadership: +6
Leadership: +12
wh3_dlc29_skill_skv_verminlord_self_scry_orbwh3_dlc29_skill_skv_verminlord_self_scry_orb
Ability: ""
Wound-MakerWound-Maker2 levelsLevel 1
Weapon strength: +10%
Weapon strength: +20%
Scarred VeteranScarred Veteran2 levelsLevel 1
Hit points: +7%
Hit points: +15%
Blade ShieldBlade Shield2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
Speed: +7%
Speed: +15%
Doom GlaiveDoom Glaive
Ability: ""
Bless with FilthBless with Filth2 levelsLevel 1
Cooldown: -30% to "Bless with Filth"
Overcast spell: "Bless with Filth Upgraded"
Cooldown: -50% to "Bless with Filth"
Miscast base chance: -15% for "Bless with Filth Upgraded"
Overcast spell: "Bless with Filth Upgraded"
Winds of Magic cost: -1 for "Bless with Filth"
Winds of Magic cost: -2 for "Bless with Filth Upgraded"
Musk of FearMusk of Fear
Passive ability: "Musk of Fear"
Howling WarpgaleHowling Warpgale2 levelsLevel 1
Cooldown: -30% to "Howling Warpgale"
Overcast spell: "Howling Warpgale Upgraded"
Cooldown: -50% to "Howling Warpgale"
Miscast base chance: -15% for "Howling Warpgale Upgraded"
Overcast spell: "Howling Warpgale Upgraded"
Winds of Magic cost: -1 for "Howling Warpgale"
Winds of Magic cost: -2 for "Howling Warpgale Upgraded"
Death FrenzyDeath Frenzy2 levelsLevel 1
Cooldown: -30% to "Death Frenzy"
Spell: "Death Frenzy"
Overcast spell: "Death Frenzy Upgraded"
Cooldown: -50% to "Death Frenzy"
Miscast base chance: -15% for "Death Frenzy Upgraded"
Overcast spell: "Death Frenzy Upgraded"
Winds of Magic cost: -2 for "Death Frenzy"
Winds of Magic cost: -3 for "Death Frenzy Upgraded"
ScorchScorch2 levelsLevel 1
Cooldown: -30% to "Scorch"
Spell: "Scorch"
Overcast spell: "Scorch Upgraded"
Cooldown: -50% to "Scorch"
Miscast base chance: -15% for "Scorch Upgraded"
Overcast spell: "Scorch Upgraded"
Winds of Magic cost: -2 for "Scorch"
Winds of Magic cost: -3 for "Scorch Upgraded"
EvasionEvasion
Passive ability: "Evasion"
Flensing RuinFlensing Ruin2 levelsLevel 1- Spell: "Flensing Ruin"
- Spell: "Flensing Ruin"
Overcast spell: "Flensing Ruin Upgraded"
Cracks CallCracks Call2 levelsLevel 1
Cooldown: -30% to "Cracks Call"
Spell: "Crack's Call"
Overcast spell: "Cracks Call Upgraded"
Cooldown: -50% to "Cracks Call"
Miscast base chance: -15% for "Cracks Call Upgraded"
Overcast spell: "Cracks Call Upgraded"
Winds of Magic cost: -3 for "Cracks Call"
Winds of Magic cost: -4 for "Cracks Call Upgraded"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Pack LeaderPack Leader3 levelsLevel 1
Melee attack: +4 for Clanrats units (Lord's army)
Leadership: +3 for Clanrats units (Lord's army)
Melee attack: +4 for Clanrats units (Lord's army)
Leadership: +5 for Clanrats units (Lord's army)
Melee attack: +6 for Clanrats units (Lord's army)
InfiltratorInfiltrator3 levelsLevel 1
Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)
Reload time reduction: +6% for Night Runners and Gutter Runners units (Lord's army)
Speed: +7% for Night Runners and Gutter Runners units (Lord's army)
Reload time reduction: +9% for Night Runners and Gutter Runners units (Lord's army)
Speed: +10% for Night Runners and Gutter Runners units (Lord's army)
BlastmasterBlastmaster3 levelsLevel 1
Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
Respected & FearedRespected & Feared3 levelsLevel 1
Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Armour: +6 for Cauldron of a Thousand Poxes units (Lord's army)
Melee attack: +4 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Armour: +9 for Cauldron of a Thousand Poxes units (Lord's army)
Melee attack: +6 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Weapon strength: +9% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Armour: +12 for Cauldron of a Thousand Poxes units (Lord's army)
Moulder KnowledgeMoulder Knowledge3 levelsLevel 1
Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
Engineering SkillEngineering Skill3 levelsLevel 1
Charge bonus: +6% for Doomwheel and Doom-Flayers units (Lord's army)
Speed: +3% for Warp-Grinders units (Lord's army)
Reload time reduction: +3% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
Armour: +6 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
Charge bonus: +9% for Doomwheel and Doom-Flayers units (Lord's army)
Speed: +7% for Warp-Grinders units (Lord's army)
Ammunition: +12% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
Reload time reduction: +6% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
Armour: +12 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
Charge bonus: +12% for Doomwheel and Doom-Flayers units (Lord's army)
Speed: +12% for Warp-Grinders units (Lord's army)
Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
Reload time reduction: +9% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Whip-SmartWhip-Smart
Leadership: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
Gutter-WiseGutter-Wise
Leadership: +5 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
Range: +15% for Gutter Runners and Night Runners units (Rank 7 and above) (Lord's army)
Speed: +20% for Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
Warp-SmartWarp-Smart
Bonus vs Infantry: +5 for Doomwheel, Doom-Flayers and Warp-Grinders units (Rank 7 and above) (Lord's army)
Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
Mutagenic ElixirsMutagenic Elixirs
Armour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
Stand or Die!Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"
Route MarcherRoute Marcher
Campaign movement range: +5%
LooterLooter3 levelsLevel 1
Income from looting settlements: +3% (Lord's army)
Income from looting settlements: +8% (Lord's army)
Income from looting settlements: +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)
Bonded ServiceBonded Service3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruitment cost: -15% (Lord's army)
DictatorialDictatorial3 levelsLevel 1
Corruption: -1 (when in own province)
Corruption: -2 (when in own province)
Corruption: -3 (when in own province)
CorruptiveCorruptive3 levelsLevel 1
Skaven corruption: +1 (local enemy province)
Skaven corruption: +2 (local enemy province)
Skaven corruption: +3 (local enemy province)
DraftmasterDraftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)
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
QuartermasterQuartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -10% (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)
"Miiine All Miiine!""Miiine All Miiine!"3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +10%
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +20%
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +30%
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
- Clan Mors
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.