Left Panel
menu
HomeHome / Total War: WARHAMMER III / Oracles of Tzeentch / Units / Exalted Lord of Change (Metal)
Exalted Lord of Change (Metal) Oracles of TzeentchOracles of Tzeentch Lords

Exalted Lord of Change (Metal)

The greatest of Tzeentch's Daemon legion, a towering master of sorcery and trickery alike, able to unravel minds as easily as it gouges flesh.

A Lord of Change is hideously unpredictable and manipulative. Behind its gaze lies a curious and wreckful mind, deeply intelligent, yet as uncaring of consequence as it is fascinated by it. It is like a child playing upon some gigantic anthill, poking with a stick at its inhabitants and laughing at the hopeless antics of their defence. Nothing pleases him more than to see the world broken and made anew, to redirect the course of a life or even history itself, spilling hope upon the ground while raising the ambition of others up to an unexpected pinnacle of power.

Exalted Lord of Change (Metal)

Unit Name

Exalted Lord of Change (Metal)

Main Unit Key

wh3_main_tze_cha_exalted_lord_of_change_metal_0

Land Unit Key

wh3_main_tze_cha_exalted_lord_of_change_metal_0

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

2000

Recruitment Cost

1000

Upkeep Cost

500

Number of Units

1

Hit Points

7828

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu10c_exalted_lord_of_change_staff

├ Man Entity

wh3_main_tze_cha_exalted_lord_of_change

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

7820

Mass

3500

└ Man Mass

3500.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

54

└ Man Speed

54

Melee Attack

50

Melee Defence

50

Weapon Strength

450

├ Melee Weapon

wh3_main_tze_exalted_lord_of_change_staff

Base Weapon Damage

135

Armour-Piercing Weapon Damage

315

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

40

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%
  • Prismatic Plurality
    No matter the incantation, others' abilities are restored far quicker than would normally be the case.
  • 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%

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.
  • Barrier
    This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health.