
Great Shaman-Sorcerer (Fire)
Lord· Wizard· 1 model at Ultra size
Comes with Tides of Torment – Norsca(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Great Shaman-Sorcerer (Fire) is Norsca lord: 3,660 HP, armour 35, melee attack 35, melee defence 35, weapon strength 345. It costs 1,000 in the campaign and 400 in multiplayer. It comes with Tides of Torment – Norsca. Unit key wh3_dlc27_nor_cha_great_shaman_sorcerer_fire. Patch 9.0.4, from the game's data tables.
Health
3,660
Armour
35
Leadership
70
Speed
35
Melee attack
35
Melee defence
35
Weapon strength
240 base + 105 armour-piercing
345
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
- Offering to the GodsAugment · +40 Melee Attack, +20% Armour-Piercing Weapon Damage…activeOffering to the GodsAugment+40 Melee Attack+20% Armour-Piercing Weapon Damage+20% Base Weapon Damage+16 LeadershipKills entities of targeted allyCooldown 120 s · Duration 43 sIn true Norscan fashion, whatever cunning pacts and bargains the Shaman Sorcerers pursue, they must seal them with blood. Not theirs, of course…
- 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.
- RageAugment · +5 Melee Attack, +8 Leadership…passiveRageAugment+5 Melee Attack+8 Leadership+10% Physical ResistanceEffect intensity increases with time spent engaged in melee.PassiveAll it takes is the white-hot heat of battle to turn the issue of poor anger management into a violent advantage.
- 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, Morghast Harbingers, Exalted Seeker Chariot · Norsca: War Mammoth, Feral Mammoth
- Missile fire — armour 35, 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
Great Shaman-Sorcerer (Fire) 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 Great Shaman-Sorcerer (Fire)'s skills
- Norscan WarhorseNorscan WarhorseUnlocks at rank 4
- Mount: Norscan Warhorse
- Marauder ChariotMarauder ChariotUnlocks at rank 10
- Mount: Marauder Chariot
- War Mammoth (Warshrine)War Mammoth (Warshrine)Unlocks at rank 26
- Mount: War Mammoth (Warshrine)
- Voice of the Dark GodsVoice of the Dark GodsUnlocks at rank 15
- Cooldown: -33% to "Stand or Die!"
- Cooldown: -33% for "Fight or Die!"
- Character's aura leadership effect: +4
- Leadership aura size: +80%
- Ritualistic FuryRitualistic FuryUnlocks at rank 10
- Melee attack: +5
- Melee defence: +5
- 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)
- Aura of ChaosAura of ChaosUnlocks at rank 9
- 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
- Practiced MurdererPracticed MurdererUnlocks at rank 12
- Charge bonus: +20
- Weapon strength: +10%
- Eager for SlaughterEager for Slaughter
- Melee attack: +4 for all units (Rank 7 and above) (Lord's army)
- Passive ability: "Frenzy"
- Vigour loss reduction: -20% (Lord's army)
- Persuasion TacticsPersuasion Tactics
- Recruitment cost: -20% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Local recruitment capacity: +1 (local province)
- Accomplished RitualistAccomplished Ritualist
- Winds of Magic cost: -2 for rare spells
- Winds of Magic power reserve capacity: +10
- Offering to the GodsOffering to the Gods
- Ability: "Offering to the Gods"
- Income from post-battle loot: +30%
- Leadership: +6 (Lord's army)
- FireballFireball2 levelsLevel 1
- Overcast spell: "Fireball Upgraded"
- Cooldown: -30% to "Fireball"
- Miscast base chance: -15% for "Fireball Upgraded"
- Overcast spell: "Fireball Upgraded"
- Winds of Magic cost: -1 for "Fireball"
- Winds of Magic cost: -2 for "Fireball Upgraded"
- Cooldown: -50% to "Fireball"
- KindleflameKindleflame
- Passive ability: "Kindleflame"
- Cascading Fire-CloakCascading Fire-Cloak
- Winds of Magic cost: -1 for "Cascading Fire Cloak"
- Cooldown: -50% to "Cascading Fire Cloak"
- Spell: "Cascading Fire Cloak"
- Flaming Sword of RhuinFlaming Sword of Rhuin2 levelsLevel 1
- Overcast spell: "Flaming Sword of Rhuin Upgraded"
- Cooldown: -30% to "Flaming Sword of Rhuin"
- Spell: "Flaming Sword of Rhuin"
- Miscast base chance: -15% for "Flaming Sword of Rhuin Upgraded"
- Overcast spell: "Flaming Sword of Rhuin Upgraded"
- Winds of Magic cost: -2 for "Flaming Sword of Rhuin"
- Winds of Magic cost: -2 for "Flaming Sword of Rhuin Upgraded"
- Cooldown: -50% to "Flaming Sword of Rhuin"
- The Burning HeadThe Burning Head2 levelsLevel 1
- Overcast spell: "The Burning Head Upgraded"
- Cooldown: -30% to "The Burning Head"
- Spell: "The Burning Head"
- Miscast base chance: -15% for "The Burning Head Upgraded"
- Overcast spell: "The Burning Head Upgraded"
- Winds of Magic cost: -2 for "The Burning Head"
- Winds of Magic cost: -3 for "The Burning Head Upgraded"
- Cooldown: -50% to "The Burning Head"
- EvasionEvasion
- Passive ability: "Evasion"
- Piercing Bolts of BurningPiercing Bolts of Burning2 levelsLevel 1
- Overcast spell: "Piercing Bolts of Burning Upgraded"
- Cooldown: -30% to "Piercing Bolts of Burning"
- Spell: "Piercing Bolts of Burning"
- Miscast base chance: -15% for "Piercing Bolts of Burning Upgraded"
- Overcast spell: "Piercing Bolts of Burning Upgraded"
- Winds of Magic cost: -2 for "Piercing Bolts of Burning"
- Winds of Magic cost: -3 for "Piercing Bolts of Burning Upgraded"
- Cooldown: -50% to "Piercing Bolts of Burning"
- Flame StormFlame Storm2 levelsLevel 1
- Overcast spell: "Flame Storm Upgraded"
- Cooldown: -30% to "Flame Storm"
- Spell: "Flame Storm"
- Miscast base chance: -15% for "Flame Storm Upgraded"
- Overcast spell: "Flame Storm Upgraded"
- Winds of Magic cost: -3 for "Flame Storm"
- Winds of Magic cost: -3 for "Flame Storm Upgraded"
- Cooldown: -50% to "Flame Storm"
- 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
- 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%
Every version of Great Shaman-Sorcerer (Fire)
4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NorscaWizard | 3,660 | 1 | 35 | 70 | 35 | 35 | 35 | 345 | 20 | 1,000 | 250 | wh3_dlc27_nor_cha_great_shaman_sorcerer_fire |
| NorscaWizard | 4,456 | 1 | 90 | 70 | 78 | 35 | 29 | 300 | 52 | 1,600 | 400 | wh3_dlc27_nor_cha_great_shaman_sorcerer_fire_chariot |
| NorscaWizard | 13,604 | 1 | 80 | 70 | 56 | 34 | 30 | 525 | 68 | 2,250 | 563 | wh3_dlc27_nor_cha_great_shaman_sorcerer_fire_mammoth |
| NorscaWizard | 4,048 | 1 | 35 | 70 | 78 | 35 | 35 | 345 | 45 | 1,200 | 300 | wh3_dlc27_nor_cha_great_shaman_sorcerer_fire_warhorse |
Who can field it
- Norsca · World Walkers
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.
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.