
Health
7,828
Armour
30
Leadership
80
Speed
90
Melee attack
50
Melee defence
50
Weapon strength
135 base + 315 armour-piercing
450
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.
Abilities
Greater Arcane ConduitAugment of the Winds · +15% Spell MasterypassiveGreater Arcane ConduitAugment of the Winds+15% Spell MasteryPassiveA 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.
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.
Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
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.
Exalted Lord of Change (Metal) skill tree
47 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.
Gaze of FateGaze of Fate
Ability: "Gaze of Fate"
Hidden in TimeHidden in Time
Invulnerable Through ChangeInvulnerable Through Change
Missile resistance: 10%
Hates NurgleHates Nurgle
Melee attack: +10 when fighting against Nurglish factions
Weapon strength: +15% when fighting against Nurglish factions
Soldiers of RenownSoldiers of Renown3 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)
MentorMentor3 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
Remade From DustRemade From Dust
Armour-piercing missile damage: +2 (Lord's army)
Melee attack: +30 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Melee defence: +30 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Missile strength: +15% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Sorcerous DominionSorcerous Dominion
Barrier replenishment delay: -25% (Lord's army)
Barrier replenishment rate: +50% (Lord's army)
Spell resistance: 50% (Lord's army)
Winds of ChangeWinds of Change
Attribute: Glorious Charge for Tzeentch flying units (Lord's army)
Bonus vs Large: +15 for Tzeentch flying units (Lord's army)
Charge bonus: +20 for Tzeentch flying units (Lord's army)
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
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"
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"
MetalshiftingMetalshifting
Passive ability: "Metalshifting"
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
Greater Arcane ConduitGreater Arcane Conduit
Passive ability: "Greater Arcane Conduit"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Accursed HorrorsAccursed Horrors3 levelsLevel 1
Missile strength: +8% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Barrier: +5% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Missile strength: +12% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Barrier: +10% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Missile strength: +16% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
Myriad ServantsMyriad Servants3 levelsLevel 1
Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Charge bonus: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Speed: +10% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Charge bonus: +8 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Melee attack: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Speed: +15% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
Many-Coloured FiresMany-Coloured Fires3 levelsLevel 1
Missile strength: +4% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Missile strength: +6% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Range: +5% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Missile strength: +8% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Range: +10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
Riders of ChangeRiders of Change3 levelsLevel 1
Weapon strength: +8% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Charge bonus: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Weapon strength: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Charge bonus: +18% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Weapon strength: +16% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
Warped RetainersWarped Retainers3 levelsLevel 1
Armour: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Armour: +9 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Melee attack: +4 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Armour: +12 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Melee attack: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
Seer of DestinySeer of Destiny
Passive ability: "Seer of Destiny"
Horrific AdvancementHorrific Advancement
Leadership: +6 for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
Speed: +10% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
Arsenal of InsanityArsenal of Insanity
Bonus vs Infantry: +6 for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
Incendiary AscentIncendiary Ascent
Leadership: +6 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
Armour of DeliriumArmour of Delirium
Armour: +12 for Chaos Warriors of Tzeentch, Chosen of Tzeentch, Chaos Knights of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
Leadership: +6 for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
Master of FatesMaster of Fates
Replaces: "Seer of Destiny"
Passive ability: "Master of Fates"
Route MarcherRoute Marcher
Campaign movement range: +5%
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)
Arch-ManipulatorArch-Manipulator3 levelsLevel 1
Chance of Winds of Magic changing in strength: +5% (local province)
Chance of Winds of Magic increasing in strength when changing: +5% (local province)
Chance of Winds of Magic changing in strength: +10% (local province)
Chance of Winds of Magic increasing in strength when changing: +10% (local province)
Chance of Winds of Magic changing in strength: +15% (local province)
Chance of Winds of Magic increasing in strength when changing: +15% (local province)
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)
CorruptionCorruption3 levelsLevel 1
Tzeentch corruption: +1 (local province)
Tzeentch corruption: +2 (local province)
Tzeentch corruption: +4 (local province)
DraftmasterDraftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (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
Called by ChangeCalled by Change3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -9% (Lord's army)
Scrolls of DestinyScrolls of Destiny3 levelsLevel 1
Grimoires: 1 per turn
Grimoires from all buildings: +50% (local province)
Grimoires: 2 per turn
Grimoires from all buildings: +100% (local province)
Grimoires: 3 per turn
Storm of ChangeStorm of Change3 levelsLevel 1
Tzeentch glory gained: +3%
Tzeentch glory gained: +8%
Tzeentch glory gained: +15%
Legions of MadnessLegions of Madness3 levelsLevel 1
Daemons Reforged: +3% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)
Casualty replenishment rate: +2% (Lord's army)
Daemons Reforged: +6% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Daemons Reforged: +10% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Renowned & FearedRenowned & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)
Who can field it
- Legion of Chaos
- Oracles of Tzeentch
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.