Runesmith
Forged Runes give the Runesmiths power to enhance allied weapons and armour, and nullify enemy magic to harmless lights.Runesmiths work spells with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot and jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items - weapon, armour, rings and talismans - of greater potency than items wrought by any other mortal race. In battle, Runesmiths aid their side by dampening enemy magic - earthing spells harmlessly before they can wreak havoc amongst the Dwarfs. They do this in the same manner as they capture the Winds of Magic to forge magic items, and they often bring along rune-covered talismans to aid in this endeavour. Many Runesmiths bear weapons and armour of their own crafting, and they are eager to show their comrades exactly how effective they can be. Whether by some gift of Grungni, or perhaps as a side effect of centuries of beating white-hot metal, when a Runesmith feels the rage of battle, his weapons, and those of friendly foes around him, begin to glow and radiate heat as if remembering the forgefires from which they were created. This aura of power has proven effective in helping blades penetrate the armoured or toughened hides of any foe.
Unit Name Runesmith |
Main Unit Key wh_main_dwf_cha_rune_smith_0 |
Land Unit Key wh_main_dwf_cha_rune_smith_0 |
Land Unit Group Parents Heroes |
Land Unit Group Support Specialist |
Caste Hero |
Category Melee Infantry |
Class Command |
Custom Battle Cost 450 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
3908 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu3_dwarf_hammer |
├ Man Entity wh_main_dwf_cha_dwarf_hero_blood_dismembers_medium_kb_resist |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3900 |
1100 |
└ Man Mass 1100.0000 |
120 |
├ Armour wh2_main_chainmail_120 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
32 |
└ Man Speed 32 |
Melee Attack 40 |
30 |
320 |
├ Melee Weapon wh_main_dwf_hammer_runesmith |
├ Base Weapon Damage 230 |
├ Armour-Piercing Weapon Damage 90 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 16 |
Abilities
-
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Forgefire
The fires of a Runesmith’s forge burn brighter and hotter, its blessing upon an ally’s weapons increasing their potency.
Armour -15
Attributes
-
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the 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
- Runic Magic
This unit can bind magic into powerful runes which can be activated during battle. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |