Morathi
The mother of the Witch King is more than a match for most other magic-users on the field.Morathi, the Hag Sorceress of Ghrond and First of the Hag Queens, is the mother of Malekith and one-time consort of Aenarion, who rescued her from a warband of Slaanesh in the days of the first Chaos invasion, before the Sundering. She is not only the lone Witch Elf allowed to use Dark Magic but is also one of the most powerful magic-users in the world, rivalling perhaps even Nagash the Great Necromancer, the Lords of Change, and Teclis of Ulthuan. She has struck Daemonic pacts with many vile and disturbing forces, and can unleash the terrible power of Chaos upon those who displease her. Morathi's entire existence has been one of scheming and manipulation. Who knows how many of Aenarion's darker deeds sprang from seeds she planted within his mind, or how the history of the Elves might have been different if he had not taken her as his wife. Yet for all her beauty, she was ultimately spurned by the Phoenix King. Heartbroken, Morathi swore that if her husband could no longer rule the Elves, her son would do so in his place. Since that day, Morathi has pursued that goal with supernatural determination, spending millennia teaching Malekith all she knows of statecraft and magic, and working tirelessly to maintain his grip on Naggaroth's throne.
Unit Name Morathi |
Main Unit Key wh2_main_def_cha_morathi_0 |
Land Unit Key wh2_main_def_cha_morathi_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 750 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
Melee Attack 55 |
340 |
├ Melee Weapon wh2_main_def_morathi_staff |
├ Melee Damage Base 100 |
├ Melee Damage Ap 240 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 15 |
└ Bonus vs Infantry 0 |
Charge Bonus 55 |
40 |
├ Base Defence 40 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh2_main_leather_15 |
├ Armour Defence 15 |
└ Shield Armour 0 |
3688 |
├ Man Entity wh2_main_def_infantry_hero_fast_blood |
├ Man Speed 43 |
├ Man Health 8 |
└ Bonus Hit Points 3680 |
Leadership (Base Morale) 85 |
Abilities
- Greater 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. - 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! - Enchanting Beauty
Morathi's strange, magical allure enchants opponents, making them question their loyalties and allegiances. - Deadly Onslaught
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
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. - 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. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.