Tomb King (Khemrian Warsphinx)The Tomb Kings know nothing but rage and the desire to reclaim their lost kingdoms.
Tomb Kings are the ancient, long-dead rulers of Nehekhara. Their mummified corpses have been awakened by magical incantations, and their bodies are now inhabited by their undying, vengeful spirits. Reborn to a mocking imitation of life, transformed into hideous cadavers whose kingdoms have been plundered and lost, the Tomb Kings' rage fuels an unremitting need to conquer; they are the true monarchs of the dead, and they are coming to reclaim their rightful dominion. Revived by the rituals of the Liche Priests, a Tomb King awakens from the sleep of death possessing all the ambition and lust for power he had in life. Every Tomb King seeks to reclaim his plundered treasures and restore his ancient glory. If this means the subjugation and destruction of foreign lands, then his army, loyal even in death, rises from its rest at his command. Although it is the magic of the Liche Priests that animates the Tomb King's army, it is by the indomitable will of the Tomb King himself that they move and fight. Every Tomb King is an aggressive warlord, able to instil their warriors with their own unyielding vigour.
Unit NameTomb King (Khemrian Warsphinx)
Main Unit Keywh2_dlc09_tmb_cha_tomb_king_3
Land Unit Keywh2_dlc09_tmb_cha_tomb_king_3
Naval Unit Keywh_main_shp_transport
Land Unit GroupMonster
Naval Unit GroupMonster
Custom Battle Cost2000
├ Melee Weaponwh2_dlc09_tmb_warsphinx_lord
├ Melee Damage Base145
├ Melee Damage Ap345
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry15
├ Base Defence42
└ Shield Defence0
├ Armour Defence95
└ Shield Armour0
├ Man Entitywh2_dlc09_tmb_skeleton_infantry_hero_lord
├ Man Speed31
├ Man Health8
├ Bonus Hit Points9800
├ Mount Entitywh2_dlc09_tmb_mon_warsphinx
├ Mount Speed68
└ Mount Health8
Leadership (Base Morale)80
He whose will transcends death can strike out from beyond the grave, to devastating effect.
It takes an iron will and unnatural - supernatural - strength to rally bound troops routed by magical means.
- My Will Be Done
Death is no obstacle to those with unalterable, unassailable determination.
- The Curse
Like an insect sting at the point of death, striking out at the killer, sapping their strength as if shot by a thousand arrows.
The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.
In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
- 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.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Strengths & Weaknesses
Armoured units can block damage from any source apart from Armour-Piercing damage.
- Causes Terror
This unit can fear themselves.
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
- Melee Expert
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.