
Chaos Sorcerer Lord (Metal)
Lord· Wizard Lord· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Chaos Sorcerer Lord (Metal) is Warriors of Chaos lord: 3,808 HP, armour 80, melee attack 48, melee defence 44, weapon strength 360. It costs 1,000 in the campaign and 700 in multiplayer. Unit key wh_dlc01_chs_cha_chaos_sorcerer_lord_metal_0. Patch 9.0.4, from the game's data tables.
Health
3,808
Armour
80
Leadership
70
Speed
33
Melee attack
48
Melee defence
44
Weapon strength
240 base + 120 armour-piercing
360
Charge bonus
20
Attributes
- 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.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- Paragon of RuinAugment (Area) · +5% Charge BonuspassiveParagon of RuinAugment (Area)+5% Charge BonusPassive · Range 35 mThe Warriors of Chaos gather behind a force of almighty carnage, empowered by the very presence of their barbarous Lord.
- 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.
- Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA 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.
- EvasionAugment · +10% Speed, +5 Melee DefencepassiveEvasionAugment+10% Speed+5 Melee DefencePassiveThose with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Warriors of Chaos: Gorebeast Chariots, Chaos Chariots of Khorne
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
Chaos Sorcerer Lord (Metal) skill tree
53 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 Chaos Sorcerer Lord (Metal)'s skills
- Chaos SteedChaos SteedUnlocks at rank 4
- Mount: Chaos Steed
- Chaos WarshrineChaos WarshrineUnlocks at rank 14
- Mount: Warshrine
- ManticoreManticoreUnlocks at rank 18
- Mount: Manticore
- Chaos DragonChaos DragonUnlocks at rank 22
- Mount: Chaos Dragon
- Undivided AuthorityUndivided Authority3 levelsLevel 1
- Khorne Authority: -2 (Lord's army)
- Undivided Authority: +2 (Lord's army)
- Khorne Authority: -2 (Lord's army)
- Undivided Authority: +3 (Lord's army)
- Khorne Authority: -2 (Lord's army)
- Undivided Authority: +4 (Lord's army)
- Infernal ChampionInfernal ChampionUnlocks at rank 15
- Weapon strength: +10%
- Hearts of IronHearts of Iron
- Vigour loss reduction: -15% (Lord's army)
- Voice of the Dark GodsVoice of the Dark Gods
- Leadership aura size: +40%
- Aura of ChaosAura of ChaosUnlocks at rank 8
- Missile resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (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
- Corrupt MageCorrupt MageUnlocks at rank 10
- Miscast base chance: +15% for all enemy spellcasters (enemy armies in local province)
- Winds of Magic power reserve: +3 per turn (own army)
- Malefic SorcererMalefic Sorcerer
- Armour: +10
- Melee attack: +5
- Melee defence: +7
- Vile EnchanterVile Enchanter
- Attribute: Perfect Vigour for Forsaken (Lord's army)
- Melee attack: +5 for Forsaken, Chaos Spawn and Chaos Feral Manticore units (Lord's army)
- Chaos MarkedChaos MarkedUnlocks at rank 16
- Armour-piercing weapon damage: +50
- Armour: +15
- Ruinous SealRuinous Seal
- Undivided Authority: +1 (Lord's army)
- Physical resistance: 10%
- Brand of TurmoilBrand of Turmoil
- Passive ability: "Paragon of Ruin"
- Missile resistance: 5% (Lord's army)
- Searing DoomSearing Doom2 levelsLevel 1
- Overcast spell: "Searing Doom Upgraded"
- Cooldown: -30% to "Searing Doom"
- Miscast base chance: -15% for "Searing Doom Upgraded"
- Overcast spell: "Searing Doom Upgraded"
- Winds of Magic cost: -1 for "Searing Doom"
- Winds of Magic cost: -2 for "Searing Doom Upgraded"
- Cooldown: -50% to "Searing Doom"
- MetalshiftingMetalshifting
- Passive ability: "Metalshifting"
- Plague of RustPlague of Rust2 levelsLevel 1
- Overcast spell: "Plague of Rust Upgraded"
- Cooldown: -30% to "Plague of Rust"
- Miscast base chance: -15% for "Plague of Rust Upgraded"
- Overcast spell: "Plague of Rust Upgraded"
- Winds of Magic cost: -1 for "Plague of Rust"
- Winds of Magic cost: -1 for "Plague of Rust Upgraded"
- Cooldown: -50% to "Plague of Rust"
- Glittering RobeGlittering Robe2 levelsLevel 1
- Overcast spell: "Glittering Robe Upgraded"
- Cooldown: -30% to "Glittering Robe"
- Spell: "Glittering Robe"
- Miscast base chance: -15% for "Glittering Robe Upgraded"
- Overcast spell: "Glittering Robe Upgraded"
- Winds of Magic cost: -1 for "Glittering Robe"
- Winds of Magic cost: -2 for "Glittering Robe Upgraded"
- Cooldown: -50% to "Glittering Robe"
- Gehenna's Golden HoundsGehenna's Golden Hounds2 levelsLevel 1
- Overcast spell: "Gehenna's Golden Hounds Upgraded"
- Cooldown: -30% to "Gehenna's Golden Hounds"
- Spell: "Gehenna's Golden Hounds"
- Miscast base chance: -15% for "Gehenna's Golden Hounds Upgraded"
- Overcast spell: "Gehenna's Golden Hounds Upgraded"
- Winds of Magic cost: -2 for "Gehenna's Golden Hounds"
- Winds of Magic cost: -3 for "Gehenna's Golden Hounds Upgraded"
- Cooldown: -50% to "Gehenna's Golden Hounds"
- EvasionEvasion
- Passive ability: "Evasion"
- Transmutation of LeadTransmutation of Lead2 levelsLevel 1
- Overcast spell: "Transmutation of Lead Upgraded"
- Cooldown: -30% to "Transmutation of Lead"
- Spell: "Transmutation of Lead"
- Miscast base chance: -15% for "Transmutation of Lead Upgraded"
- Overcast spell: "Transmutation of Lead Upgraded"
- Winds of Magic cost: -2 for "Transmutation of Lead"
- Winds of Magic cost: -3 for "Transmutation of Lead Upgraded"
- Cooldown: -50% to "Transmutation of Lead"
- Final TransmutationFinal Transmutation2 levelsLevel 1
- Overcast spell: "Final Transmutation Upgraded"
- Cooldown: -30% to "Final Transmutation"
- Spell: "Final Transmutation"
- Miscast base chance: -15% for "Final Transmutation Upgraded"
- Overcast spell: "Final Transmutation Upgraded"
- Winds of Magic cost: -2 for "Final Transmutation"
- Winds of Magic cost: -4 for "Final Transmutation Upgraded"
- Cooldown: -50% to "Final Transmutation"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Dominating PresenceDominating Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Chaos VanguardChaos Vanguard3 levelsLevel 1
- Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)
- Armour: +6 for all non-Daemonic Infantry units (Lord's army)
- Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)
- Armour: +12 for all non-Daemonic Infantry units (Lord's army)
- Melee attack: +8 for all non-Daemonic Infantry units (Lord's army)
- Savage BloodlustSavage Bloodlust3 levelsLevel 1
- Armour: +4 for all Daemonic melee units (Lord's army)
- Armour: +8 for all Daemonic melee units (Lord's army)
- Charge bonus: +8 for all Daemonic melee units (Lord's army)
- Armour: +12 for all Daemonic melee units (Lord's army)
- Charge bonus: +12 for all Daemonic melee units (Lord's army)
- Warp FireWarp Fire3 levelsLevel 1
- Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)
- Melee defence: +6 for all Daemonic Missile and Flying units (Lord's army)
- Missile strength: +8% for all Daemonic Missile units (Lord's army)
- Speed: +4% for all Daemonic Flying units (Lord's army)
- Melee defence: +8 for all Daemonic Missile and Flying units (Lord's army)
- Missile strength: +12% for all Daemonic Missile units (Lord's army)
- Speed: +6% for all Daemonic Flying units (Lord's army)
- Hammer into AnvilHammer into Anvil3 levelsLevel 1
- Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Melee defence: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Charge bonus: +12 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Melee defence: +8 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Monstrous StrengthMonstrous Strength3 levelsLevel 1
- Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- Melee attack: +6 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
- Weapon strength: +6% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- Melee attack: +8 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
- Weapon strength: +10% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- DoomfireDoomfire3 levelsLevel 1
- Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Ammunition: +15% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Missile strength: +8% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Ammunition: +20% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Missile strength: +12% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Legion of DoomLegion of Doom
- Armour: +10 for all Infantry units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for all Infantry units (Rank 7 and above) (Lord's army)
- Spell resistance: 20% for all Infantry units (Rank 7 and above) (Lord's army)
- Speed & MaliceSpeed & Malice
- Melee attack: +5 for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Speed: +10% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Freakish MutationsFreakish Mutations
- Leadership: +8 for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for all war beasts, monstrous, and monster units (Rank 7 and above) (Lord's army)
- Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- Malevolent RangerMalevolent Ranger
- Armour: +10 for all Missile units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for all Missile units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for all Missile units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- DespoilersDespoilers3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from sacking settlements: +5% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from sacking settlements: +10% (Lord's army)
- Income from raiding: +30% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Unit Upgrades cost: -5% for all units
- Recruitment cost: -10% (Lord's army)
- Unit Upgrades cost: -10% for all units
- Recruitment cost: -15% (Lord's army)
- Devoted of ChaosDevoted of Chaos3 levelsLevel 1
- Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)
- Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)
- Souls gained from battles: +10%
- Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)
- Souls gained from battles: +15%
- 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)
- Unholy ResilienceUnholy Resilience
- Casualty replenishment rate: +30% for this Lord
- Wound recovery time: -1 turns
- 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
- Foetid GallipotFoetid Gallipot3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Blessed by EvilBlessed by Evil3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +5%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +10%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +15%
- PremonitionPremonition3 levelsLevel 1
- Ambush defence chance: +10% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- Ambush defence chance: +20% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%
- Chaos UnchainedChaos Unchained
- Souls gained from battles: +10%
- Chaos Undivided corruption: +1 (local province)
- Campaign movement range: +5%
- Income from post-battle loot: +10%
Every version of Chaos Sorcerer Lord (Metal)
5 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Warriors of ChaosWizard Lord | 3,808 | 1 | 80 | 70 | 33 | 48 | 44 | 360 | 20 | 1,000 | 250 | wh_dlc01_chs_cha_chaos_sorcerer_lord_metal_0 |
| Warriors of ChaosWizard Lord | 5,276 | 1 | 80 | 70 | 85 | 42 | 36 | 445 | 50 | 1,500 | 375 | wh_dlc01_chs_cha_chaos_sorcerer_lord_metal_9 |
| Warriors of ChaosWizard Lord | 8,316 | 1 | 70 | 70 | 95 | 46 | 40 | 520 | 45 | 2,000 | 500 | wh_dlc01_chs_cha_chaos_sorcerer_lord_metal_10 |
| Warriors of ChaosWizard Lord | 4,296 | 1 | 100 | 70 | 78 | 48 | 44 | 360 | 40 | 1,100 | 275 | wh_dlc01_chs_cha_chaos_sorcerer_lord_metal_12 |
| Warriors of ChaosWizard Lord | 11,550 | 1 | 60 | 70 | 38 | 35 | 30 | 375 | 25 | 1,100 | 425 | wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_warshrine |
Who can field it
- Warriors of Chaos · Warhost of the Apocalypse
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.
The game also has 3 summoned or scripted copies of this unit that no building or mercenary pool recruits (wh_dlc01_nor_cha_chaos_sorcerer_lord_0, wh_dlc01_nor_cha_chaos_sorcerer_lord_1, wh_dlc01_nor_cha_chaos_sorcerer_lord_2).
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.