
Chaos Sorcerer Lord of Tzeentch (Metal)
Lord· Wizard Lord· 1 model at Ultra size
Comes with Champions of Chaos(Warhammer III)
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.

Mark of Tzeentch
A unit with the Mark of Tzeentch has: Barrier Magical Attacks
Abilities
Paragon of ChangeRegeneration (Area) · Replenishes barrier points of combatantspassiveParagon of ChangeRegeneration (Area)Replenishes barrier points of combatantsPassive · Range 35 mThe magic of Tzeentch forms a protective barrier, continually strengthened according to the Wind-Lord's whims.
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
Chaos Sorcerer Lord of Tzeentch (Metal) skill tree
52 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 of Tzeentch (Metal)'s skills
Chaos SteedChaos SteedUnlocks at rank 4
Mount: Chaos Steed
Disc of TzeentchDisc of TzeentchUnlocks at rank 10
Mount: Disc of Tzeentch
Chaos WarshrineChaos WarshrineUnlocks at rank 14
Mount: Warshrine
Authority of ChangeAuthority of Change3 levelsLevel 1
Nurgle Authority: -2 (Lord's army)
Tzeentch Authority: +2 (Lord's army)
Nurgle Authority: -2 (Lord's army)
Tzeentch Authority: +3 (Lord's army)
Nurgle Authority: -3 (Lord's army)
Tzeentch 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)
Fate MarkedFate MarkedUnlocks at rank 16
Ability: "Gaze of Fate"
Changer's SealChanger's Seal
Tzeentch Authority: +1 (Lord's army)
Barrier hit points: +200
Brand of TcharBrand of Tchar
Passive ability: "Paragon of Change"
Winds of Magic power reserve capacity: +10 (own 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"
Prismatic PluralityPrismatic Plurality
Passive ability: "Prismatic Plurality"
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%
Fate in FluxFate in Flux
Souls gained from battles: +10%
Tzeentch corruption: +1 (local province)
Campaign movement range: +5%
Income from post-battle loot: +10%
Every version of Chaos Sorcerer Lord of Tzeentch (Metal)
4 units share this name across races (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 Chaos, TzeentchWizard Lord | 3,808 | 1 | 80 | 70 | 33 | 48 | 44 | 360 | 20 | 1,000 | 250 | wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze |
| Warriors of Chaos, TzeentchWizard Lord | 4,288 | 1 | 80 | 70 | 95 | 48 | 44 | 360 | 35 | 1,600 | 400 | wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_disc |
| Warriors of Chaos, TzeentchWizard Lord | 11,550 | 1 | 60 | 70 | 38 | 35 | 30 | 375 | 25 | 1,100 | 425 | wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_warshrine |
| Warriors of Chaos, TzeentchWizard Lord | 4,296 | 1 | 100 | 70 | 78 | 48 | 44 | 360 | 40 | 1,200 | 300 | wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_chaos_steed |
Who can field it
- Oracles of Tzeentch
- Warhost of the Apocalypse
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.