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HomeHome / Total War: WARHAMMER III / Slaanesh / Units / N'Kari
N'Kari SlaaneshSlaanesh Lords

N'Kari

A notorious and ancient Keeper of Secrets, N'Kari has broken empires and countless minds in his ceaseless quest for new depraved sensations.

N’Kari is a ruiner of purity, a despoiler of the faithful and a harbinger of damnation. To him, fear and lust are the most succulent of dishes, but any mortal rapture provides sustenance – particularly if the victim can be propelled from the heights of one to the depths of another. Nothing is more delectable to N’Kari than the act of snatching a prideful popinjay from the adulation of his followers, drowning him in stark terror, then returning him, broken-minded and wallowing in his own involuntary filth, to the mockery of the comrades who once roared his praises.

N'Kari

Unit Name

N'Kari

Main Unit Key

wh3_main_sla_cha_nkari_0

Land Unit Key

wh3_main_sla_cha_nkari_0

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

2400

Recruitment Cost

2400

Upkeep Cost

600

Number of Units

1

Hit Points

8048

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu16b_wh3_nkari

├ Man Entity

wh3_main_monster_keeper_of_secrets_nkari

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

8040

Mass

4000

└ Man Mass

4000.0000

Armour

15

├ Armour

wh2_main_body_15

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

100

└ Man Speed

100

Melee Attack

70

Melee Defence

60

Weapon Strength

520

├ Melee Weapon

wh3_main_sla_nkari_sword

Base Weapon Damage

130

Armour-Piercing Weapon Damage

390

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

40

Abilities

  • Willing Prey
    Some beings, in their darkest heart, have a deep-seated desire for an agonising death.
    Melee Attack -24
    Melee Defence -40
  • Harvester of Souls
    "Distributor of pain... Your loss shall be my gain!"
  • Soul Siphon
    Along with the will to fight on, fleeing enemies find their very souls drawn from their broken bodies.
  • Daemonic Instability
    As the Daemon's courage falters, their mortal form crumbles and fades from this reality.
  • Banished!
    Once the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
  • 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%
  • 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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Daemonic
    This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low)
  • Devastating Flanker
    Entities with this attribute double their charge bonus when attacking the rear or flank of an entity.
  • 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.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • 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.