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HomeHome / Total War: WARHAMMER / Wood Elves / Units / Spellsinger (Shadows) (Elven Steed)
Spellsinger (Shadows) (Elven Steed) Wood ElvesWood Elves Command

Spellsinger (Shadows) (Elven Steed)

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 (Shadows) (Elven Steed)

Unit Name

Spellsinger (Shadows) (Elven Steed)

Main Unit Key

wh_dlc05_wef_cha_spellsinger_shadows_1

Land Unit Key

wh_dlc05_wef_cha_spellsinger_shadows_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

450

Recruitment Cost

1100

Upkeep Cost

275

Melee Attack

23

Weapon Strength (Weapon Damage)

240

├ Melee Weapon

wh_dlc05_wef_sword_wizard

├ Melee Damage Base

180

├ Melee Damage Ap

60

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

34

Melee Defence

34

├ Base Defence

34

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh_dlc05_wef_cloth

├ Armour Defence

15

└ Shield Armour

0

Health

3518

├ Man Entity

wh_dlc05_wef_spellsinger_blood

├ Man Speed

40

├ Man Health

8

├ Bonus Hit Points

3502

├ Mount

wh_dlc05_wef_mnt_elven_steed

├ Mount Entity

wh_dlc05_wef_cavalry_fast_360_blood

├ Mount Speed

95

└ 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

  • Encourage
    This unit provides a 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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
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