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HomeHome / Total War: WARHAMMER II / Avelorn / Units / Archmage (Beasts) (Great Eagle)
Archmage (Beasts) (Great Eagle) AvelornAvelorn Command

Archmage (Beasts) (Great Eagle)

As proven by the battle-weathered Archmages of Ghur, even the most advanced military designs benefit from the presence of feral Sorcerers.

In Ulthuan, those who devote their lives to magic are treated with the highest respect and honour. Though each kingdom has its own magical traditions and methods of scholarship, Saphery is the realm most famed for its mages, and it is at the White Tower of Hoeth that Ulthuan's seat of magical learning can be found. There, the greatest collection of Mages, Loremasters and scholars in the world endeavour to perfect their mastery of the sorcerous arts. It is a place of wonders unbounded, where mages strive to harness every aspect of the Winds of Magic.

Archmage (Beasts) (Great Eagle)

Unit Name

Archmage (Beasts) (Great Eagle)

Main Unit Key

wh2_dlc15_hef_cha_archmage_beasts_3

Land Unit Key

wh2_dlc15_hef_cha_archmage_beasts_3

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

War Beast

Class

Command

Cost

1000

Recruitment Cost

1500

Upkeep Cost

375

Melee Attack

44

Weapon Strength (Weapon Damage)

420

├ Melee Weapon

wh2_main_hef_hero_great_eagle

├ Melee Damage Base

252

├ Melee Damage Ap

168

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

62

Melee Defence

30

├ Base Defence

30

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh2_main_body_30

├ Armour Defence

30

└ Shield Armour

0

Health

5080

├ Man Entity

wh2_main_infantry_standard_wizard_blood_dismembers_beasts

├ Man Speed

35

├ Man Health

8

├ Bonus Hit Points

5064

├ Mount

wh2_main_hef_mnt_great_eagle

├ Mount Entity

wh_dlc05_wef_mon_great_eagle_blood

├ Mount Speed

70

└ Mount Health

8

Leadership (Base Morale)

75

Abilities

  • Martial Prowess
    High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
  • 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.
  • 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.
  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.