
Vilitch the Curseling
Lord· Wizard Lord· 1 model at Ultra size
Comes with Champions of Chaos(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Vilitch the Curseling is a legendary lord of Tzeentch and Warriors of Chaos, leading Puppets of Misrule at the start of a campaign: 5,000 HP, a magic barrier of 1,000 on top, armour 80, melee attack 55, melee defence 55, weapon strength 470. It costs 1,000 in the campaign and 900 in multiplayer. It comes with Champions of Chaos. Beating this lord in battle can earn the defeat trait Conjoined Separated. Unit key wh3_dlc20_tze_cha_vilitch. Patch 9.0.4, from the game's data tables.
Health
5,000
Barrier
+20% on top of health, taken first
1,000
Armour
80
Leadership
70
Speed
35
Melee attack
55
Melee defence
55
Weapon strength
330 base + 140 armour-piercing
470
Charge bonus
30
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.
- Mark of Tzeentch
A unit with the Mark of Tzeentch has: Barrier Magical Attacks
Abilities
- Paragon of ChangeRegeneration (Area) · Replenishes barrier points of combatantspassiveParagon of ChangeRegeneration (Area)Replenishes barrier points of combatantsPassive · Range 35 mThe magic of Tzeentch forms a protective barrier, continually strengthened according to the Wind-Lord's whims.
- The Twisted TwinAugment · +30% Spell Mastery, +10 Melee Attack…passiveThe Twisted TwinAugment+30% Spell Mastery+10 Melee Attack+10 Melee DefenceEffect intensity increases with time spent in melee or casting spells.PassiveVilitch thrives in the midst of battle, revelling in the use of his strength and sorcery combined.
- 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
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Tzeentch: Soul Grinder of Tzeentch, Burning Chariot of Tzeentch
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Tzeentch: Mutalith Vortex Beast, Burning Chariot of Tzeentch
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 Vilitch the Curseling in battle and your lord can earn the trait
Conjoined Separated
- Winds of Magic power reserve capacity: +10 (Lord's army)
- Melee defence: +5
Neither Thomin's strength nor Vilitch's sorcery could hope match this one's martial power.
Vilitch the Curseling skill tree
57 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 Vilitch the Curseling's skills
- Voice of the Dark GodsVoice of the Dark Gods
- Leadership aura size: +40%
- Hearts of IronHearts of Iron
- Vigour loss reduction: -15% (Lord's army)
- Invulnerable Through ChangeInvulnerable Through ChangeUnlocks at rank 7
- 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
- Sword & SorcerySword & SorceryUnlocks at rank 12
- Enables Warpflame attacks
- Barrier hit points: +200
- Twist of FateTwist of Fate
- Passive ability: "Paragon of Change"
- Casualty replenishment rate: +15% for Forsaken of Tzeentch, Spawn of Tzeentch and Mutalith Vortex Beast units (Lord's army)
- Upkeep: -50% for Forsaken and Spawn of Tzeentch units (Lord's army)
- MindwipeMindwipe
- Changing of the Ways cost: -50% for "Muddle Minds" (enemy armies in local province)
- Winds of Magic cost: -2 for "Treason of Tzeentch"
- Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"
- Pawns of FortunePawns of Fortune
- Diplomatic relations: +20 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca
- Souls gained from own casualties: +25% (Lord's army)
- Request army cost: -25%
- Mine, All Mine!Mine, All Mine!
- Steal Technology action: Research rate is increased by an additional 10 (all characters)
- Post battle chance of stealing a magic item: +50%
- Income from post-battle loot: +10%
- Master of MisruleMaster of Misrule
- Attribute: "Daemonic"
- Tzeentch Authority: +2 (Lord's army)
- Ability: "Winds of Change"
- Infernal ChampionInfernal Champion
- Weapon strength: +10%
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Blue Fire of TzeentchBlue Fire of Tzeentch2 levelsLevel 1
- Cooldown: -30% to "Blue Fire of Tzeentch"
- Overcast spell: "Blue Fire of Tzeentch Upgraded"
- Cooldown: -50% to "Blue Fire of Tzeentch"
- Miscast base chance: -15% for "Blue Fire of Tzeentch Upgraded"
- Overcast spell: "Blue Fire of Tzeentch Upgraded"
- Winds of Magic cost: -1 for "Blue Fire of Tzeentch"
- Winds of Magic cost: -2 for "Blue Fire of Tzeentch Upgraded"
- Fires of ChangeFires of Change
- Passive ability: "Fires of Change"
- Pink Fire of TzeentchPink Fire of Tzeentch2 levelsLevel 1
- Cooldown: -30% to "Pink Fire of Tzeentch"
- Overcast spell: "Pink Fire of Tzeentch Upgraded"
- Cooldown: -50% to "Pink Fire of Tzeentch"
- Miscast base chance: -15% for "Pink Fire of Tzeentch Upgraded"
- Overcast spell: "Pink Fire of Tzeentch Upgraded"
- Winds of Magic cost: -1 for "Pink Fire of Tzeentch"
- Winds of Magic cost: -2 for "Pink Fire of Tzeentch Upgraded"
- Glean MagicGlean Magic2 levelsLevel 1
- Cooldown: -30% to "Glean Magic"
- Spell: "Glean Magic"
- Overcast spell: "Glean Magic Upgraded"
- Cooldown: -50% to "Glean Magic"
- Miscast base chance: -15% for "Glean Magic Upgraded"
- Overcast spell: "Glean Magic Upgraded"
- Winds of Magic cost: -2 for "Glean Magic"
- Winds of Magic cost: -3 for "Glean Magic Upgraded"
- Treason of TzeentchTreason of Tzeentch2 levelsLevel 1
- Cooldown: -30% to "Treason of Tzeentch"
- Spell: "Treason of Tzeentch"
- Overcast spell: "Treason of Tzeentch Upgraded"
- Cooldown: -50% to "Treason of Tzeentch"
- Miscast base chance: -15% for "Treason of Tzeentch Upgraded"
- Overcast spell: "Treason of Tzeentch Upgraded"
- Winds of Magic cost: -2 for "Treason of Tzeentch"
- Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"
- Prismatic PluralityPrismatic Plurality
- Passive ability: "Prismatic Plurality"
- Tzeentch's FirestormTzeentch's Firestorm2 levelsLevel 1
- Cooldown: -30% to "Tzeentch's Firestorm"
- Spell: "Tzeentch's Firestorm"
- Overcast spell: "Tzeentch's Firestorm Upgraded"
- Cooldown: -50% to "Tzeentch's Firestorm"
- Miscast base chance: -15% for "Tzeentch's Firestorm Upgraded"
- Overcast spell: "Tzeentch's Firestorm Upgraded"
- Winds of Magic cost: -2 for "Tzeentch's Firestorm"
- Winds of Magic cost: -3 for "Tzeentch's Firestorm Upgraded"
- Infernal GatewayInfernal Gateway2 levelsLevel 1
- Cooldown: -30% to "Infernal Gateway"
- Spell: "Infernal Gateway"
- Overcast spell: "Infernal Gateway Upgraded"
- Cooldown: -50% to "Infernal Gateway"
- Miscast base chance: -15% for "Infernal Gateway Upgraded"
- Overcast spell: "Infernal Gateway Upgraded"
- Winds of Magic cost: -2 for "Infernal Gateway"
- Winds of Magic cost: -3 for "Infernal Gateway Upgraded"
- 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"
- Dominating PresenceDominating Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Chaos VanguardChaos Vanguard3 levelsLevel 1
- Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)
- Armour: +6 for all non-Daemonic Infantry units (Lord's army)
- Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)
- Armour: +12 for all non-Daemonic Infantry units (Lord's army)
- Melee attack: +8 for all non-Daemonic Infantry units (Lord's army)
- Savage BloodlustSavage Bloodlust3 levelsLevel 1
- Armour: +4 for all Daemonic melee units (Lord's army)
- Armour: +8 for all Daemonic melee units (Lord's army)
- Charge bonus: +8 for all Daemonic melee units (Lord's army)
- Armour: +12 for all Daemonic melee units (Lord's army)
- Charge bonus: +12 for all Daemonic melee units (Lord's army)
- Warp FireWarp Fire3 levelsLevel 1
- Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)
- Melee defence: +6 for all Daemonic Missile and Flying units (Lord's army)
- Missile strength: +8% for all Daemonic Missile units (Lord's army)
- Speed: +4% for all Daemonic Flying units (Lord's army)
- Melee defence: +8 for all Daemonic Missile and Flying units (Lord's army)
- Missile strength: +12% for all Daemonic Missile units (Lord's army)
- Speed: +6% for all Daemonic Flying units (Lord's army)
- Hammer into AnvilHammer into Anvil3 levelsLevel 1
- Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Melee defence: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Charge bonus: +12 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Melee defence: +8 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Monstrous StrengthMonstrous Strength3 levelsLevel 1
- Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- Melee attack: +6 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
- Weapon strength: +6% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- Melee attack: +8 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
- Weapon strength: +10% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- DoomfireDoomfire3 levelsLevel 1
- Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Ammunition: +15% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Missile strength: +8% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Ammunition: +20% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Missile strength: +12% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Legion of DoomLegion of Doom
- Armour: +10 for all Infantry units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for all Infantry units (Rank 7 and above) (Lord's army)
- Spell resistance: 20% for all Infantry units (Rank 7 and above) (Lord's army)
- Speed & MaliceSpeed & Malice
- Melee attack: +5 for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Speed: +10% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Freakish MutationsFreakish Mutations
- Leadership: +8 for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for all war beasts, monstrous, and monster units (Rank 7 and above) (Lord's army)
- Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- Malevolent RangerMalevolent Ranger
- Armour: +10 for all Missile units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for all Missile units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for all Missile 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%
- DespoilersDespoilers3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from sacking settlements: +5% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from sacking settlements: +10% (Lord's army)
- Income from raiding: +30% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Unit Upgrades cost: -5% for all units
- Recruitment cost: -10% (Lord's army)
- Unit Upgrades cost: -10% for all units
- Recruitment cost: -15% (Lord's army)
- Devoted of ChaosDevoted of Chaos3 levelsLevel 1
- Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)
- Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)
- Souls gained from battles: +10%
- Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)
- Souls gained from battles: +15%
- RuinationRuination3 levelsLevel 1
- Attrition suffered by defender: +10% when laying siege or encircling (local region)
- Attrition suffered by defender: +20% when laying siege or encircling (local region)
- Control: -4 (local enemy province)
- Attrition suffered by defender: +40% when laying siege or encircling (local region)
- Control: -8 (local enemy province)
- Unholy ResilienceUnholy Resilience
- Casualty replenishment rate: +30% for this Lord
- Wound recovery time: -1 turns
- 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
- Foetid GallipotFoetid Gallipot3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Blessed by EvilBlessed by Evil3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +5%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +10%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +15%
- PremonitionPremonition3 levelsLevel 1
- Ambush defence chance: +10% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- Ambush defence chance: +20% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%
- Fate in FluxFate in Flux
- Souls gained from battles: +10%
- Tzeentch corruption: +1 (local province)
- Campaign movement range: +5%
- Income from post-battle loot: +10%
Who can field it
- Tzeentch · Oracles of Tzeentch
- Warriors of Chaos · Warhost of the Apocalypse
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.