
Azrik the Maze Keeper
Lord· Wizard Lord· 1 model at Ultra size
Comes with Norsca(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Azrik the Maze Keeper is Norsca lord: 8,176 HP, armour 30, melee attack 60, melee defence 40, weapon strength 470. It costs 200 in the campaign and 1,650 in multiplayer. It comes with Norsca. Unit key wh_dlc08_nor_cha_arzik_0. Patch 9.0.4, from the game's data tables.
Health
8,176
Armour
30
Leadership
100
Speed
90
Melee attack
60
Melee defence
40
Weapon strength
145 base + 325 armour-piercing
470
Charge bonus
40
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 WindspassivePrismatic PluralityAugment of the WindsPassive · Duration 33 sNo matter the incantation, others' abilities are restored far quicker than would normally be the case.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven 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.
- Fight or Die!Augment (Area) · +24 Melee Attack, +16 LeadershipactiveFight or Die!Augment (Area)+24 Melee Attack+16 LeadershipCooldown 90 s · Duration 18 s · Range 35 mThere is no other choice. There never was.
Lore of magic
Counters
Good against
- Heavily armoured units — 325 of 470 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Norsca: Fimir Warriors
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Norsca: Skin Wolves
- Light infantry-sized units — large, mass 3,500e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Norsca: Marauder Bearmen, Marauder Berserkers
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Norsca: Skin Wolves, Fimir Warriors (Great Weapons)
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Norsca: Curs'd Ettin (Runecaller), Chimera
- Missile fire — armour 30, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Norsca: Marauder Hunters, Marauder Ice Wolf Chariots
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
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.
Plan Azrik the Maze Keeper's skills
- Gaze of FateGaze of FateUnlocks at rank 7
- Ability: "Gaze of Fate"
- Hidden in TimeHidden in TimeUnlocks at rank 10
- Ability: "Hidden in Time"
- Invulnerable Through ChangeInvulnerable Through ChangeUnlocks at rank 7
- Missile resistance: 10%
- Hates NurgleHates NurgleUnlocks at rank 4
- Melee attack: +10 when fighting against Nurglish factions
- Weapon strength: +15% when fighting against Nurglish factions
- Hardened MonstrositiesHardened MonstrositiesUnlocks at rank 15
- Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
- Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
- Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Unstoppable ChannellerUnstoppable ChannellerUnlocks at rank 12
- Winds of Magic power reserve capacity: +10
- Miscast base chance: -20%
- Locus of ConjurationLocus of Conjuration
- Ability: "Locus of Conjuration"
- Devious FlamesDevious Flames
- Weakness to Fire Damage: -20% for all units (enemy armies in local province)
- Melee attack: +8
- Weapon strength: +10%
- Confounding BarriersConfounding Barriers
- Barrier hit points: +60%
- Barrier replenishment delay: -30%
- Barrier replenishment rate: +30%
- Impossible EgotistImpossible Egotist
- Winds of Magic cost: +20% for all spells
- Attribute: Silenced (Heroes in Lord's army)
- Spell intensity: +100%
- Touch of DustTouch of Dust
- Attribute: Executioner
- Attacks cause "Unravelling Existence" effect (draining hit points and instantly killing units below 20% hit points)
- Projected SelfProjected Self
- Attribute: 360 Missile Block
- Barrier hit points: +1000
- Missile block chance: +50%
- Wound recovery time: -10 turns
- Blue Fire of TzeentchBlue Fire of Tzeentch2 levelsLevel 1
- Cooldown: -30% to "Blue Fire of Tzeentch"
- Overcast spell: "Blue Fire of Tzeentch Upgraded"
- Cooldown: -50% to "Blue Fire of Tzeentch"
- Miscast base chance: -15% for "Blue Fire of Tzeentch Upgraded"
- Overcast spell: "Blue Fire of Tzeentch Upgraded"
- Winds of Magic cost: -1 for "Blue Fire of Tzeentch"
- Winds of Magic cost: -2 for "Blue Fire of Tzeentch Upgraded"
- Pink Fire of TzeentchPink Fire of Tzeentch2 levelsLevel 1
- Cooldown: -30% to "Pink Fire of Tzeentch"
- Overcast spell: "Pink Fire of Tzeentch Upgraded"
- Cooldown: -50% to "Pink Fire of Tzeentch"
- Miscast base chance: -15% for "Pink Fire of Tzeentch Upgraded"
- Overcast spell: "Pink Fire of Tzeentch Upgraded"
- Winds of Magic cost: -1 for "Pink Fire of Tzeentch"
- Winds of Magic cost: -2 for "Pink Fire of Tzeentch Upgraded"
- Glean MagicGlean Magic2 levelsLevel 1
- Cooldown: -30% to "Glean Magic"
- Spell: "Glean Magic"
- Overcast spell: "Glean Magic Upgraded"
- Cooldown: -50% to "Glean Magic"
- Miscast base chance: -15% for "Glean Magic Upgraded"
- Overcast spell: "Glean Magic Upgraded"
- Winds of Magic cost: -2 for "Glean Magic"
- Winds of Magic cost: -3 for "Glean Magic Upgraded"
- Treason of TzeentchTreason of Tzeentch2 levelsLevel 1
- Cooldown: -30% to "Treason of Tzeentch"
- Spell: "Treason of Tzeentch"
- Overcast spell: "Treason of Tzeentch Upgraded"
- Cooldown: -50% to "Treason of Tzeentch"
- Miscast base chance: -15% for "Treason of Tzeentch Upgraded"
- Overcast spell: "Treason of Tzeentch Upgraded"
- Winds of Magic cost: -2 for "Treason of Tzeentch"
- Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"
- Fires of ChangeFires of Change
- Passive ability: "Fires of Change"
- Prismatic PluralityPrismatic Plurality
- Passive ability: "Prismatic Plurality"
- Tzeentch's FirestormTzeentch's Firestorm2 levelsLevel 1
- Cooldown: -30% to "Tzeentch's Firestorm"
- Spell: "Tzeentch's Firestorm"
- Overcast spell: "Tzeentch's Firestorm Upgraded"
- Cooldown: -50% to "Tzeentch's Firestorm"
- Miscast base chance: -15% for "Tzeentch's Firestorm Upgraded"
- Overcast spell: "Tzeentch's Firestorm Upgraded"
- Winds of Magic cost: -2 for "Tzeentch's Firestorm"
- Winds of Magic cost: -3 for "Tzeentch's Firestorm Upgraded"
- Infernal GatewayInfernal Gateway2 levelsLevel 1
- Cooldown: -30% to "Infernal Gateway"
- Spell: "Infernal Gateway"
- Overcast spell: "Infernal Gateway Upgraded"
- Cooldown: -50% to "Infernal Gateway"
- Miscast base chance: -15% for "Infernal Gateway Upgraded"
- Overcast spell: "Infernal Gateway Upgraded"
- Winds of Magic cost: -2 for "Infernal Gateway"
- Winds of Magic cost: -3 for "Infernal Gateway Upgraded"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Greater Arcane ConduitGreater Arcane Conduit
- Passive ability: "Greater Arcane Conduit"
- Dominating PresenceDominating Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Fearsome WarriorsFearsome Warriors3 levelsLevel 1
- Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Beast SlayersBeast Slayers3 levelsLevel 1
- Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Ammunition: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Ammunition: +20% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Unnatural SelectionUnnatural Selection3 levelsLevel 1
- Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Charge bonus: +6 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Speed: +9% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Speed: +12% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- FrostbittenFrostbitten3 levelsLevel 1
- Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
- Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
- Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)
- Melee attack: +6 for Skin Wolves and Troll units (Lord's army)
- Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)
- Hail of TeethHail of Teeth3 levelsLevel 1
- Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Armour: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Armour: +12 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Melee attack: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Monsters of the NorthMonsters of the North3 levelsLevel 1
- Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee attack: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Champions of the NorthChampions of the North
- Armour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- Hardened HuntersHardened Hunters
- Missile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
- Icy WrathIcy Wrath
- Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
- Hulks of DeathHulks of Death
- Armour: +12 for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Fight or Die!Fight or Die!
- Ability: "Fight or Die!"
- Replaces: "Rally!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Takers of AllTakers of All3 levelsLevel 1
- Income from post-battle loot: +5%
- Income from post-battle loot: +10%
- Income from post-battle loot: +15%
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Norse ResilienceNorse Resilience
- Casualty replenishment rate: +5% (Lord's army)
- Swelling of DoomSwelling of Doom3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- RuinationRuination3 levelsLevel 1
- Attrition suffered by defender: +10% when laying siege or encircling (local region)
- Attrition suffered by defender: +20% when laying siege or encircling (local region)
- Control: -4 (local enemy province)
- Attrition suffered by defender: +40% when laying siege or encircling (local region)
- Control: -8 (local enemy province)
- Savage SkillsSavage Skills3 levelsLevel 1
- Recruit rank: +1 for all units (Lord's army)
- Recruit rank: +2 for all units (Lord's army)
- Recruit rank: +3 for all units (Lord's army)
- Unnatural HealingUnnatural Healing
- Casualty replenishment rate: +4% (Lord's army)
- Fuelled by WarFuelled by War3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- Spawn of ChaosSpawn of Chaos
- Unit experience gain per turn: +200 (Lord's army)
- Enemy Hero action success chance: -10%
- Campaign movement range: +5%
Who can field it
- Norsca · World Walkers · extended roster
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.