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HomeHome / Total War: WARHAMMER II / Lizardmen / Units / Lord Mazdamundi
Lord Mazdamundi LizardmenLizardmen Command

Lord Mazdamundi

With singular determination, Mazdamundi will enact the Great Plan - the complete extermination of the unfit races!

Lord Mazdamundi is the oldest and most powerful of the living Slann Mage-Priests. At the Dawn of Creation he was instructed by none other than Lord Kroak himself. With a matchless mind unfathomable to others, Mazdamundi is obstinate in his way and will not be deterred from that upon which he has decided. Although it took many interruptions to his thoughtful contemplations, at last the great Slann has fully bestirred himself, shaking off the lethargy that has afflicted so many of his kind. In the last few centuries he has become the most proactive of all the Mage-Priests. When riled, the Lord of the Solar-City will levitate his palanquin-throne atop the largest Stegadon that can be found. The current beast, a colossal specimen named Zlaaq, has served Mazdamundi for almost five hundred years. Once aloft on his mount, Mazdamundi will march out at the head of the armies of Hexoatl. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. His Great Purpose does not allow for mercy.

Lord Mazdamundi

Unit Name

Lord Mazdamundi

Main Unit Key

wh2_main_lzd_cha_lord_mazdamundi_0

Land Unit Key

wh2_main_lzd_cha_lord_mazdamundi_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

War Machine

Class

Command

Cost

650

Recruitment Cost

1100

Upkeep Cost

275

Engine Missile Damage

0

├ Engine

wh2_main_lzd_mazdamundi_palanquin

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

10

Range

Reload

0

Shots Per Minute

Ammunition

0

Melee Attack

26

Weapon Strength (Weapon Damage)

360

├ Melee Weapon

wh2_main_lzd_cha_mazdamundi_lord

├ Melee Damage Base

270

├ Melee Damage Ap

90

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

14

Melee Defence

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

45

├ Armour

wh2_main_body_45

├ Armour Defence

45

└ Shield Armour

0

Health

7744

├ Man Entity

wh2_main_lzd_infantry_standard_mazdamundi_rider

├ Man Speed

30

├ Man Health

8

└ Bonus Hit Points

7736

Leadership (Base Morale)

85

Abilities

  • Cold-Blooded
    While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
  • Shield of the Old Ones
    The resilience of the Old Ones is channelled into an energy barrier that protects its users from the full brunt of magical attacks against them.
  • 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.
  • The Ruination of Cities
    The Lord unleashes a force of seismic power like no other, causing the tectonic plates themselves to shift and buckle at his behest.
  • Banishment
    Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.

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.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).
  • Strider
    This unit ignores speed and combat penalties caused by terrain and can move through trees.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.