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HomeHome / Total War: WARHAMMER / Wood Elves (The Season of Revelation) / Units / Spellsinger (Beasts) (Great Eagle)
Spellsinger (Beasts) (Great Eagle) Wood Elves (The Season of Revelation)Wood Elves (The Season of Revelation) Command

Spellsinger (Beasts) (Great Eagle)

Whether casting supportive spells or waves of destruction, victory is carried by the song of spells.

Elves are intrinsically magical beings. In most, this talent is too weak to be developed, presenting itself as occasional forebodings, but in truly gifted Elves it can be shaped into a tool of great power. Such a boon is not without danger, for raw magic is a destructive thing if drawn upon unwisely. Whilst other Elves protect themselves from such ravages through ritual, the Spellweavers and Spellsingers of Athel Loren shield themselves by joining their minds to the forest's sleeping consciousness. Mages sometimes take to the field in pairs composed of one Highweaver and one Darkweaver. Whilst the Darkweaver unleashes flesh-shredding storms of sorcery, her Highweaver counterpart employs High Magic to bolster their allies. Yet the Highweaver has another duty - should the Darkweaver show signs of being overcome by the sorceries she wields, the Highweaver becalms the Winds of Magic, shutting off the flow of corrupting power, and thus holding the incipient madness at bay, at least for a while...

Spellsinger (Beasts) (Great Eagle)

Unit Name

Spellsinger (Beasts) (Great Eagle)

Main Unit Key

wh_dlc05_wef_cha_spellsinger_beasts_2

Land Unit Key

wh_dlc05_wef_cha_spellsinger_beasts_2

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Hero

Category

War Beast

Class

Command

Custom Battle Cost

750

Recruitment Cost

1500

Upkeep Cost

375

Melee Attack

18

Weapon Strength (Weapon Damage)

270

├ Melee Weapon

wh_dlc05_wef_great_eagle_caster

├ Melee Damage Base

200

├ Melee Damage Ap

70

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

49

Melee Defence

12

├ Base Defence

12

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh_dlc05_wef_cloth

├ Armour Defence

15

└ Shield Armour

0

Health

4056

├ Man Entity

wh_dlc05_wef_spellsinger_blood

├ Man Speed

40

├ Man Health

8

├ Bonus Hit Points

4040

├ Mount

wh_dlc05_wef_mnt_great_eagle

├ Mount Entity

wh_dlc05_wef_mon_great_eagle_blood

├ Mount Speed

70

└ Mount Health

8

Leadership (Base Morale)

60

Abilities

  • Blessing of the Ancients
    The magical power permeating the forests is bestowed upon those who defend it.
  • Arcane Conduit
    A 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.

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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Very Fast
    This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.