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HomeHome / Total War: WARHAMMER II / Cult of Pleasure / Units / Supreme Sorceress (Fire) (Manticore)
Supreme Sorceress (Fire) (Manticore) Cult of PleasureCult of Pleasure Command

Supreme Sorceress (Fire) (Manticore)

The hot, searing Red Wind blows down from the north to inflame passions and, if not used carefully, the spellcasters themselves.

Chief amongst the magic-wielders of Naggaroth are the sisters of the Dark Convent of Sorceresses, gathered in the great fortress of Ghrond. Competition for positions in the Dark Convent is bloody and fierce. Those that survive their sisters' ambitions learn some of the most powerful magic in the world. They can call upon ancient daemonic entities to devour their enemies, hurl storms of wicked shards at their foes or engulf them in dark energy. The Dark Magics of sorcery are but one of the disciplines studied by the Sorceresses of Ghrond, and they can call upon the Lores of Battle Magic with just as much skill as the stiff-souled mages of Ulthuan.

Supreme Sorceress (Fire) (Manticore)

Unit Name

Supreme Sorceress (Fire) (Manticore)

Main Unit Key

wh2_dlc10_def_cha_supreme_sorceress_fire_4

Land Unit Key

wh2_dlc10_def_cha_supreme_sorceress_fire_4

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

1200

Recruitment Cost

1900

Upkeep Cost

475

Melee Attack

40

Weapon Strength (Weapon Damage)

445

├ Melee Weapon

wh_dlc01_chs_manticore

├ Melee Damage Base

290

├ Melee Damage Ap

155

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

50

Melee Defence

34

├ Base Defence

34

├ Shield

none

└ Shield Defence

0

Armour

80

├ Armour

wh2_main_body_80

├ Armour Defence

80

└ Shield Armour

0

Health

5276

├ Man Entity

wh2_main_def_infantry_hero_blood

├ Man Speed

36

├ Man Health

8

├ Bonus Hit Points

5260

├ Mount

wh2_dlc10_def_mnt_manticore

├ Mount Entity

wh_dlc01_flying_manticore_blood

├ Mount Speed

70

└ Mount Health

8

Leadership (Base Morale)

75

Abilities

  • Murderous Prowess
    Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
  • Murderous Prowess Indicator
    Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
  • 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

  • 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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
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