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HomeHome / Total War: WARHAMMER / Norsca / Units / Shaman-Sorcerer (Fire) (Norscan Warhorse)
Shaman-Sorcerer (Fire) (Norscan Warhorse) NorscaNorsca Command

Shaman-Sorcerer (Fire) (Norscan Warhorse)

Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.

The Shaman-Sorcerer is, more often than not, a practiced murderer. He pursues dark pacts and bargains with numerous petty Chaos godlings and daemons as the source of his arcane powers, and uses his prophetic influence to guide the tribes towards war. Shaman Sorcerers are rightly feared due to their prophetic seer-craft and unholy mastery of the stormy Winds of the frozen north, conducting Daemonic rituals as a way of gaining favour from the Dark Gods. That is not to say they are incapable of face-to-face combat – they take to the battlefield with both staff and axe, wielding magic as well as cutting down any unfortunate foe who happens to get too close.

Shaman-Sorcerer (Fire) (Norscan Warhorse)

Unit Name

Shaman-Sorcerer (Fire) (Norscan Warhorse)

Main Unit Key

wh_dlc08_nor_cha_shaman_sorcerer_fire_1

Land Unit Key

wh_dlc08_nor_cha_shaman_sorcerer_fire_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Hero

Category

Cavalry

Class

Command

Custom Battle Cost

480

Recruitment Cost

1100

Upkeep Cost

337

Melee Attack

30

Weapon Strength (Weapon Damage)

315

├ Melee Weapon

wh_main_chs_sword_caster_hero

├ Melee Damage Base

220

├ Melee Damage Ap

95

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

30

Melee Defence

30

├ Base Defence

30

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh_main_chs_light

├ Armour Defence

30

└ Shield Armour

0

Health

3568

├ Man Entity

wh_main_infantry_standard_wizard_blood_dismembers

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

3552

├ Mount

wh_main_nor_mnt_warhorse

├ Mount Entity

wh_main_cavalry_standard_360_blood

├ Mount Speed

80

└ Mount Health

8

Leadership (Base Morale)

60

Abilities

  • Rage
    These warriors have something of an anger management problem. Funnily enough, no one has yet found a safe way to broach the issue.
  • 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.