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HomeHome / Total War: WARHAMMER III / Exiles of Nehek / Units / Liche Priest (Light)
Liche Priest (Light) Exiles of NehekExiles of Nehek Heroes

Liche Priest (Light)

The savage desert itself obeys the one who summons the dunes and the dead to fight for him.

Liche Priests and Master Necromancers are the undying members of Nehekhara's Mortuary Cult, and they hold the secrets to Unlife. They know the rituals needed to draw forth spirits from the Realm of Souls and bind them once more into corporeal bodies. It is they who rouse the Tomb Kings and their courts from their slumber and awaken their armies for war. Liche Priests and Master Necromancers are also the keepers of Nehekhara's arcane lore. Through ritualistic incantations, they call upon the power of ancient gods to bestow blessings upon the warriors of the Tomb Kings, infusing their ancient bones with magical energy. Similarly, they cast terrible curses upon their foes, summoning vengeful desert spirits to feast on their souls.

Liche Priest (Light)

Unit Name

Liche Priest (Light)

Main Unit Key

wh2_dlc09_tmb_cha_liche_priest_light_0

Land Unit Key

wh2_dlc09_tmb_cha_liche_priest_light_0

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

300

Recruitment Cost

0

Upkeep Cost

0

Number of Units

1

Hit Points

3520

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_liche_priest_staff_and_sword

├ Man Entity

wh2_dlc09_tmb_skeleton_infantry_hero_liche_priest

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3512

Mass

600

└ Man Mass

600.0000

Armour

30

├ Armour

wh2_main_bone_30

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

31

└ Man Speed

31

Melee Attack

25

Melee Defence

30

Weapon Strength

300

├ Melee Weapon

wh2_dlc09_tmb_staff_hero

Base Weapon Damage

210

Armour-Piercing Weapon Damage

90

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

10

Abilities

  • Curse of Khsar
    The harsh, howling desert winds cut through everything, be it armour or clothing or raw flesh.
    Armour -60
  • Disintegrating
    The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.
  • Crumbling
    In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
  • 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%

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 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.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.