Fimir Balefiend (Fire)Balefiends revel in the instability they create between worlds, urging the Dark Gods to favour the Fimir once again.
A millennia ago, amphibious humanoids known as the Fimir were favoured by the Chaos Gods. Then, as the Gods turned their attentions to the more vibrant and amusing race of man, the Fimir were abandoned. Having since existed in reclusion, they now have a common cause with the Norscan tribes, doing the bidding of the Ruinous Powers as way of regaining their favour. Their mysterious Balefiends wield a powerful magic that appears crude and ritualistic to outsiders, but is incredibly potent. They spend prolonged periods away from the swamps, harvesting power from daemons to destabilise the barrier between the mortal world and the Realm of Chaos.
Unit NameFimir Balefiend (Fire)
Main Unit Keywh_dlc08_nor_cha_fimir_balefiend_fire_0
Land Unit Keywh_dlc08_nor_cha_fimir_balefiend_fire_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost550
├ Melee Weaponwh_dlc08_nor_balefiend_staff
├ Melee Damage Base80
├ Melee Damage Ap320
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence35
└ Shield Defence0
├ Armour Defence65
└ Shield Armour0
├ Man Entitywh_main_monster_troll_blood
├ Man Speed54
├ Man Health8
└ Bonus Hit Points4793
Leadership (Base Morale)60
- From the Mist
Dark figures move and twist within the magical miasma woven by the Fimir Balefiends as additional protection against the foe.
- 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.
Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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
This unit can cast spells.
Armoured units can block damage from any source apart from Armour-Piercing damage.