Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)
Azrik the Maze Keeper unit card

Azrik the Maze Keeper

Lord· Wizard Lord· 1 model at Ultra size

Health

8,176

top 14% of class

Armour

30

bottom 12% of class

Leadership

100

top 1% of class

Speed

90

top 27% of class

Melee attack

60

top 25% of class

Melee defence

40

bottom 39% of class

Weapon strength

145 base + 325 armour-piercing

470

top 29% of class

Charge bonus

40

bottom 36% of class

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

    Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

  • 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.

  • Unbreakable

    This unit does not suffer any form of leadership loss and will never rout.

Abilities

  • Prismatic PluralityAugment of the Windspassive
  • WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passive
  • Fight or Die!Augment (Area) · +24 Melee Attack, +16 Leadershipactive

Lore of magic

Azrik the Maze Keeper skill tree

51 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.

  1. Gaze of Fate
  2. Hidden in Time
  3. Invulnerable Through Change
  4. Hates Nurgle
  5. Hardened Monstrosities
  6. Army of Renown
  7. Immortality
  8. Mentor
  1. Unstoppable Channeller
  2. Locus of Conjuration
  3. Devious Flames
  4. Confounding Barriers
  1. Impossible Egotist
  2. Touch of Dust
  3. Projected Self
  1. Blue Fire of Tzeentch
  2. Pink Fire of Tzeentch
  3. Glean Magic
  4. Treason of Tzeentch
  5. Fires of Change
  6. Prismatic Plurality
  7. Tzeentch's Firestorm
  8. Infernal Gateway
  9. Earthing
  10. Magical Reserves
  11. Greater Arcane Conduit
  1. Dominating Presence
  2. Fearsome Warriors
  3. Beast Slayers
  4. Unnatural Selection
  5. Frostbitten
  6. Hail of Teeth
  7. Monsters of the North
  8. Rally!
  9. Champions of the North
  10. Hardened Hunters
  11. Icy Wrath
  12. Hulks of Death
  13. Stand or Die!
  14. Fight or Die!
  1. Route Marcher
  2. Takers of All
  3. Serve or Die
  4. Norse Resilience
  5. Swelling of Doom
  6. Lightning Strike
  7. Ruination
  8. Savage Skills
  9. Unnatural Healing
  10. Fuelled by War
  11. Spawn of Chaos

Who can field it

  • World Walkers

Where these numbers come from

Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.