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HomeHome / Total War: WARHAMMER III / Legion of the Gorequeen / Units / Sarthorael the Everwatcher
Sarthorael the Everwatcher Legion of the GorequeenLegion of the Gorequeen Lords

Sarthorael the Everwatcher

Spoken of for many ages, this Lord of Change is favoured by Tzeentch himself, and fulfils his dark, malicious purpose.

Although no Daemon’s true name can ever be known, there has been talk for aeons of the one called “Sarthorael”. Like all Lords of Change, the Ever-Watcher revels in his contriving and devious nature, hiding his true manipulative genius behind a screen of erratic and fickle behaviour. Yet Sarthorael is more than a mere Lord of Change - he is one of Tzeentch’s favoured, sent to spread mayhem to those that the Great Changer deems deserving. Whilst the world of mortals should tremble when a Lord of Change appears before them, so too should Daemons be wary, for Tzeentch does not discriminate – all are fair targets in his game. And so Sarthorael is sent, watching and waiting, with all the craft and slyness of his master, to judge whether the end can really be brought about and, when the time is right, to see if those who stand upon the wastes really have the strength to do it.

Sarthorael the Everwatcher

Unit Name

Sarthorael the Everwatcher

Main Unit Key

wh_main_chs_cha_lord_of_change_0

Land Unit Key

wh_main_chs_cha_lord_of_change_0

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

1700

Recruitment Cost

1000

Upkeep Cost

100

Number of Units

1

Hit Points

7028

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu10c_lord_of_change_staff

├ Man Entity

wh_main_chs_lord_of_change_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

7020

Mass

3500

└ Man Mass

3500.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

54

└ Man Speed

54

Melee Attack

45

Melee Defence

45

Weapon Strength

420

├ Melee Weapon

wh_main_chs_lord_of_change

Base Weapon Damage

125

Armour-Piercing Weapon Damage

295

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

35

Abilities

  • 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.
    Spell Mastery x 110%
  • 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%
  • Stand or Die!
    Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.
    Melee Defence +24
    Leadership +16

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)
  • 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.
  • Can Fly
    This unit can fly.

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.