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HomeHome / Total War: WARHAMMER II / Followers of Chaos / Units / Sarthorael the Everwatcher
Sarthorael the Everwatcher Followers of ChaosFollowers of Chaos Command

Sarthorael the Everwatcher

Spoken of for many ages, this Lord of Change is favoured by Tzeentch himself, and fulfils his dark, malicious purpose.

Although no Daemon’s true name can ever be known, there has been talk for aeons of the one called “Sarthorael”. Like all Lords of Change, the Ever-Watcher revels in his contriving and devious nature, hiding his true manipulative genius behind a screen of erratic and fickle behaviour. Yet Sarthorael is more than a mere Lord of Change - he is one of Tzeentch’s favoured, sent to spread mayhem to those that the Great Changer deems deserving. Whilst the world of mortals should tremble when a Lord of Change appears before them, so too should Daemons be wary, for Tzeentch does not discriminate – all are fair targets in his game. And so Sarthorael is sent, watching and waiting, with all the craft and slyness of his master, to judge whether the end can really be brought about and, when the time is right, to see if those who stand upon the wastes really have the strength to do it.

Sarthorael the Everwatcher

Unit Name

Sarthorael the Everwatcher

Main Unit Key

wh_main_chs_cha_lord_of_change_0

Land Unit Key

wh_main_chs_cha_lord_of_change_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

1650

Recruitment Cost

1000

Upkeep Cost

100

Melee Attack

60

Weapon Strength (Weapon Damage)

440

├ Melee Weapon

wh_main_chs_lord_of_change

├ Melee Damage Base

300

├ Melee Damage Ap

140

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

40

Melee Defence

40

├ Base Defence

40

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh2_main_leather_30

├ Armour Defence

30

└ Shield Armour

0

Health

8176

├ Man Entity

wh_main_chs_lord_of_change_blood

├ Man Speed

60

├ Man Health

8

└ Bonus Hit Points

8168

Leadership (Base Morale)

100

Abilities

  • 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.
  • Stand or Die!
    Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.

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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Causes Terror
    This unit can fear themselves.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.