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HomeHome / Total War: WARHAMMER / Clan Angrund / Units / Runesmith
Runesmith Clan AngrundClan Angrund Command

Runesmith

Forged Runes give the Runesmiths power to enhance allied weapons and armour, and nullify enemy magic to harmless lights.

Runesmiths work spells with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot and jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items - weapon, armour, rings and talismans - of greater potency than items wrought by any other mortal race. In battle, Runesmiths aid their side by dampening enemy magic - earthing spells harmlessly before they can wreak havoc amongst the Dwarfs. They do this in the same manner as they capture the Winds of Magic to forge magic items, and they often bring along rune-covered talismans to aid in this endeavour. Many Runesmiths bear weapons and armour of their own crafting, and they are eager to show their comrades exactly how effective they can be. Whether by some gift of Grugni, or perhaps as a side effect of centuries of beating white-hot metal, when a Runesmith feels the rage of battle, his weapons, and those of friendly foes around him, begin to glow and radiate heat as if remembering the forgefires from which they were created. This aura of power has proven effective in helping blades penetrate the armoured or toughened hides of any foe.

Runesmith

Unit Name

Runesmith

Main Unit Key

wh_main_dwf_cha_rune_smith_0

Land Unit Key

wh_main_dwf_cha_rune_smith_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Support Specialist

Naval Unit Group

Support Specialist

Soldiers

1

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

600

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

40

Weapon Strength (Weapon Damage)

320

├ Melee Weapon

wh_main_dwf_hammer_runesmith

├ Melee Damage Base

230

├ Melee Damage Ap

90

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

16

Melee Defence

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

120

├ Armour

wh_main_dwf_gromril

├ Armour Defence

120

└ Shield Armour

0

Health

3548

├ Man Entity

wh_main_dwf_cha_dwarf_hero_blood_dismembers

├ Man Speed

32

├ Man Health

8

└ Bonus Hit Points

3540

Leadership (Base Morale)

70

Abilities

  • Forgefire
    The fires of a Runesmith’s forge burn brighter and hotter, its blessing upon an ally’s weapons increasing their potency.
  • Rune of Negation
    The secret of this powerful rune was given to a Runelord by Valaya herself, insulating all under its auspices with protection from magic.
  • Rune of Oath & Steel
    Armour inscribed with the Rune of Oath and Steel will not bend or buckle.
  • Rune of Wrath & Ruin
    As the Runelord hammers upon the Anvil of Doom, he shapes the Rune of Wrath and Ruin - causing the earth to crack, venting forth fire and sulphur.

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

  • Runic Magic
    This unit can bind magic into powerful runes which can be activated during battle.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.