
Kairos Fateweaver
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.
Kairos Fateweaver is Tzeentch lord: 8,048 HP, a magic barrier of 1,200 on top, armour 50, melee attack 35, melee defence 20, weapon strength 420. It costs 1,000 in the campaign and 1,500 in multiplayer. Unit key wh3_main_tze_cha_kairos_fateweaver_custom_battle_0. Patch 9.0.4, from the game's data tables.
Health
8,048
Barrier
+15% on top of health, taken first
1,200
Armour
50
Leadership
85
Speed
90
Melee attack
35
Melee defence
20
Weapon strength
125 base + 295 armour-piercing
420
Charge bonus
20
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.
- Scroll of DestinyAugment of the Winds (Area)activeScroll of DestinyAugment of the Winds (Area)Cooldown 120 s · Duration 46 s · 1 usePossession of this scroll enables the bearer – just once during a battle – to reset the Winds of Magic to their former levels.
- Gaze of FateHex · -40 Melee AttackactiveGaze of FateHex-40 Melee AttackCooldown 90 s · Duration 14 s · 3 usesSometimes, the abyss stares right back at you, and true perspective is revealed. The shock freezes the foe where they stand.
- Oracle of EternityWard Save · +44% Damage ResistanceactiveOracle of EternityWard Save+44% Damage ResistanceCooldown 90 s · Duration 22 sWhilst Kairos is consulting with the infinite he is temporarily protected from harm.
- 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.
Lore of magic
Counters
Good against
- Heavily armoured units — 295 of 420 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Tzeentch: Doom Knights of Tzeentch, Chaos Knights of Tzeentch
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Tzeentch: Soul Grinder of Tzeentch, Burning Chariot of Tzeentch
- Light infantry-sized units — large, mass 3,500e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Tzeentch: Tzaangors, Blue Horrors of Tzeentch
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Tzeentch: Soul Grinder of Tzeentch, Screamers of Tzeentch
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Tzeentch: Mutalith Vortex Beast, Soul Grinder of Tzeentch
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
Kairos Fateweaver skill tree
46 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 Kairos Fateweaver's skills
- Hates NurgleHates NurgleUnlocks at rank 4
- Melee attack: +10 when fighting against Nurglish factions
- Weapon strength: +15% when fighting against Nurglish factions
- Gaze of FateGaze of FateUnlocks at rank 7
- Ability: "Gaze of Fate"
- Invulnerable Through ChangeInvulnerable Through ChangeUnlocks at rank 7
- Missile resistance: 10%
- Hidden in TimeHidden in TimeUnlocks at rank 10
- Ability: "Hidden in Time"
- 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)
- 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
- Oracle of EternityOracle of EternityUnlocks at rank 14
- Ability: "Oracle of Eternity"
- Barrier: +40% during battles
- The OracleThe Oracle
- Chance of Winds of Magic increasing in strength when changing: +10% (local province)
- Miscast base chance: -40%
- Thaumaturgic RejuvenationThaumaturgic Rejuvenation
- Barrier replenishment delay: -25% (Lord's army)
- Barrier replenishment rate: +25% (Lord's army)
- Wind SummonerWind Summoner
- Winds of Magic power reserve: +3 per turn
- Physical resistance: 10%
- Irridescent ScrivenersIrridescent Scriveners
- Hero action success chance: +20% for Iridescent Horrors (all characters)
- Hero recruit rank: +3 for Iridescent Horrors (factionwide)
- Attribute: Causes Terror for embedded Iridescent Horror Heroes (all armies factionwide)
- Tzeentch corruption: +2 (local province)
- Boons of ChangeBoons of Change
- Winds of Magic cost: -15% for Lore of Tzeentch spells (Lord's army)
- Barrier: +20% for Lord of Change units (Lord's army)
- Bewitching PotencyBewitching Potency
- Barrier: +20% during battles (Lord's army)
- Attribute: Mastery of the Elemental Winds for Iridescent Horrors, Cultists and Lords of Change (Lord's army)
- Fate…Fate…Unlocks at rank 1
- Unlocks the Fragments of Sorcery slot for the first group of common spells
- Unlocks the Fragments of Sorcery slot for the second group of common spells
- Is…Is…Unlocks at rank 5
- Unlocks the Fragments of Sorcery slot for the first group of uncommon spells
- Mine…Mine…Unlocks at rank 10
- Unlocks the Fragments of Sorcery slot for the second group of uncommon spells
- To…To…Unlocks at rank 15
- Unlocks the Fragments of Sorcery slot for the first group of rare spells
- Command!Command!Unlocks at rank 20
- Unlocks the Fragments of Sorcery slot for the second group of rare spells
- Greater Arcane ConduitGreater Arcane ConduitUnlocks at rank 7
- Passive ability: "Greater Arcane Conduit"
- Gaze to the PastGaze to the Past2 levelsLevel 1
- Winds of Magic cost: -15% for Lores of Life, Metal, Light and Heavens spells
- Winds of Magic cost: -25% for Lores of Life, Metal, Light and Heavens spells
- Passive ability: "Life Bloom"
- Passive ability: "Exorcism"
- Passive ability: "Metalshifting"
- Passive ability: "Roiling Skies"
- Dwell in the PresentDwell in the Present
- Passive ability: "Fires of Change"
- Passive ability: "Prismatic Plurality"
- Winds of Magic cost: -15% for Lore of Tzeentch spells
- Miscast base chance: -20%
- Gaze to the FutureGaze to the Future2 levelsLevel 1
- Winds of Magic cost: -15% for Lores of Death, Beasts, Shadows and Fire spells
- Winds of Magic cost: -25% for Lores of Death, Beasts, Shadows and Fire spells
- Passive ability: "Wild Heart"
- Passive ability: "Smoke & Mirrors"
- Passive ability: "Kindleflame"
- Passive ability: "Life Leeching"
- Prescient CantPrescient Cant
- Cooldown: -25% to all spells
- Spell intensity: +20%
- 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%
- 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
- Control Through ConfusionControl Through Confusion3 levelsLevel 1
- Control: +1 (all provinces)
- Control: +2 (all provinces)
- Control: +3 (all provinces)
- Elementals of SurpriseElementals of Surprise3 levelsLevel 1
- Ambush success chance: +10% (Lord's army)
- Ambush success chance: +20% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Binding of the WillsBinding of the Wills3 levelsLevel 1
- Changing of the Ways cooldown: -1 turns
- Changing of the Ways cooldown: -2 turns
- Changing of the Ways cooldown: -3 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
- Called by ChangeCalled by Change3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- All Intents & PurposesAll Intents & Purposes
- Changing of the Ways cost: -33% for "Track Army" and "Reveal Shroud"
- Reckoning of TransmogrificationReckoning of Transmogrification3 levelsLevel 1
- Changing of the Ways cost: -3% (factionwide)
- Changing of the Ways cost: -6% (factionwide)
- Changing of the Ways cost: -9% (factionwide)
- 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
- Tzeentch · Oracles of Tzeentch
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 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh3_main_tze_cha_kairos_fateweaver_0).
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.