
Health
7,552
Armour
45
Leadership
85
Speed
34
Melee attack
26
Melee defence
32
Weapon strength
270 base + 90 armour-piercing
360
Charge bonus
14
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.

Immune to Psychology
The unit is immune to psychological attacks (Fear & Terror).

Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Abilities
Cold-BloodedAugment · +16 LeadershipactiveCold-BloodedAugment+16 LeadershipCooldown 60 s · Duration 40 sWhile Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
Shield of the Old OnesWard Save (Area) · +8 Leadership, +20 Damage ResistanceactiveShield of the Old OnesWard Save (Area)+8 Leadership+20 Damage ResistanceCooldown 90 s · Duration 17 s · Range 35 mThe resilience of the Old Ones is channelled into an energy barrier that protects its users from the full brunt of magical attacks against them.
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.
The Ruination of CitiesWind · Random launch directions, Three damaging rifts spreading outwards…activeThe Ruination of CitiesWindRandom launch directionsThree damaging rifts spreading outwardsStrong vs multiple unitsWeak vs a single combatantCooldown 120 s · Duration 7 s · 2 uses · Wind-up 5 sThe Lord unleashes a force of seismic power like no other, causing the tectonic plates themselves to shift and buckle at his behest.
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.
BanishmentVortex · Good against armour, Huge, randomly-moving area of effect…activeBanishmentVortexGood against armourHuge, randomly-moving area of effectStrong vs multiple unitsCooldown 120 s · Duration 17 s · 2 uses · Wind-up 5 sCreatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.
Lord Mazdamundi 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.
ZlaaqZlaaqUnlocks at rank 17
Mount: Zlaaq
TelekinesisTelekinesisUnlocks at rank 7
Missile resistance: 15%
Protection of the Old OnesProtection of the Old OnesUnlocks at rank 7
Spell resistance: 10%
Vehement ZealotryVehement Zealotry2 levelsLevel 1
Local Recruitment duration: -1 turn for Temple Guard units (minimum 1) (own army)
Ward save: +5% for Temple Guard units in Lord Mazdamundi's army
Local Recruitment duration: -1 turn for Temple Guard units (minimum 1) (own army)
Army of RenownArmy of Renown3 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)
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
Reserves of Eldritch EnergyReserves of Eldritch EnergyUnlocks at rank 3
Winds of Magic power reserve minimum: +10
Becalming CogitationBecalming CogitationUnlocks at rank 7
Enemy Winds of Magic power reserve capacity: -15 (local region)
Arcane ConvergenceArcane ConvergenceUnlocks at rank 11
Winds of Magic power reserve capacity: +20 (own army)
Focus of MysteriesFocus of MysteriesUnlocks at rank 15
Bound spell: "Banishment"
Ruination of CitiesRuination of CitiesUnlocks at rank 19
Ability: "The Ruination of Cities"
Unfathomable PresenceUnfathomable PresenceUnlocks at rank 3
Barrier hit points: +800
Soul of StoneSoul of StoneUnlocks at rank 7
Spell resistance: 20%
Spell resistance: 10% (all armies factionwide)
The Harrowing ScrutinyThe Harrowing ScrutinyUnlocks at rank 11
Attribute: Causes Terror
Control: +3 (local province)
Transcendent HealingTranscendent HealingUnlocks at rank 15
Passive ability: "Regeneration"
Wound recovery time: -1 turns
Higher State of ConsciousnessHigher State of ConsciousnessUnlocks at rank 19
Barrier replenishment delay: -50%
Soul QuenchSoul Quench2 levelsLevel 1
Cooldown: -30% to "Soul Quench"
Overcast spell: "Soul Quench Upgraded"
Cooldown: -50% to "Soul Quench"
Miscast base chance: -15% for "Soul Quench Upgraded"
Overcast spell: "Soul Quench Upgraded"
Winds of Magic cost: -2 for "Soul Quench"
Winds of Magic cost: -2 for "Soul Quench Upgraded"
Roiling SkiesRoiling Skies
Passive ability: "Roiling Skies"
ApotheosisApotheosis2 levelsLevel 1
Cooldown: -30% to "Apotheosis"
Overcast spell: "Apotheosis Upgraded"
Cooldown: -50% to "Apotheosis"
Miscast base chance: -15% for "Apotheosis Upgraded"
Overcast spell: "Apotheosis Upgraded"
Winds of Magic cost: -2 for "Apotheosis"
Winds of Magic cost: -3 for "Apotheosis Upgraded"
Net of AmyntokNet of Amyntok2 levelsLevel 1
Overcast spell: "Net of Amyntok Upgraded"
Cooldown: -30% to "Net of Amyntok"
Spell: "Net of Amyntok"
Miscast base chance: -15% for "Net of Amyntok Upgraded"
Overcast spell: "Net of Amyntok Upgraded"
Winds of Magic cost: -2 for "Net of Amyntok"
Winds of Magic cost: -3 for "Net of Amyntok Upgraded"
Cooldown: -50% to "Net of Amyntok"
Curse of the Midnight WindCurse of the Midnight Wind2 levelsLevel 1
Overcast spell: "Curse of the Midnight Wind Upgraded"
Cooldown: -30% to "Curse of the Midnight Wind"
Spell: "Curse of the Midnight Wind"
Miscast base chance: -15% for "Curse of the Midnight Wind Upgraded"
Overcast spell: "Curse of the Midnight Wind Upgraded"
Winds of Magic cost: -2 for "Curse of the Midnight Wind"
Winds of Magic cost: -3 for "Curse of the Midnight Wind Upgraded"
Cooldown: -50% to "Curse of the Midnight Wind"
EvasionEvasion
Passive ability: "Evasion"
Arcane UnforgingArcane Unforging2 levelsLevel 1
Cooldown: -30% to "Arcane Unforging"
Spell: "Arcane Unforging"
Overcast spell: "Arcane Unforging Upgraded"
Cooldown: -50% to "Arcane Unforging"
Miscast base chance: -15% for "Arcane Unforging Upgraded"
Overcast spell: "Arcane Unforging Upgraded"
Winds of Magic cost: -2 for "Arcane Unforging"
Winds of Magic cost: -3 for "Arcane Unforging Upgraded"
Comet of CasandoraComet of Casandora2 levelsLevel 1
Overcast spell: "Comet of Casandora Upgraded"
Cooldown: -30% to "Comet of Casandora"
Spell: "Comet of Casandora"
Miscast base chance: -15% for "Comet of Casandora Upgraded"
Overcast spell: "Comet of Casandora Upgraded"
Winds of Magic cost: -2 for "Comet of Casandora"
Winds of Magic cost: -4 for "Comet of Casandora Upgraded"
Cooldown: -50% to "Comet of Casandora"
Shield of SapheryShield of Saphery
Passive ability: "Shield of Saphery"
ExorcismExorcism
Passive ability: "Exorcism"
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
Proud WarriorProud Warrior3 levelsLevel 1
Melee attack: +4 for Saurus units (Lord's army)
Armour: +3 for Saurus units (Lord's army)
Melee attack: +4 for Saurus units (Lord's army)
Armour: +6 for Saurus units (Lord's army)
Melee attack: +6 for Saurus units (Lord's army)
SkirmisherSkirmisher3 levelsLevel 1
Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
Weapon strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Melee defence: +4 for Salamander and Razordon Hunting Pack units (Lord's army)
Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)
Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Weapon strength: +9% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)
Missile strength: +8% for Salamander and Razordon Hunting Pack units (Lord's army)
Weapon strength: +12% for Salamander and Razordon Hunting Pack units (Lord's army)
Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Weapon strength: +12% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Swift RiderSwift Rider3 levelsLevel 1
Speed: +5% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Missile strength: +6% for Terradon Riders units (Lord's army)
Speed: +7% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Missile strength: +8% for Terradon Riders units (Lord's army)
Speed: +10% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Weapon strength: +8% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Sacred GuardianSacred Guardian3 levelsLevel 1
Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee defence: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee attack: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Hunt LeaderHunt Leader3 levelsLevel 1
Melee attack: +4 for Feral Carnosaur and Dread Saurian units (Lord's army)
Melee attack: +6 for Feral Carnosaur and Dread Saurian units (Lord's army)
Weapon strength: +9% for Feral Carnosaur and Dread Saurian units (Lord's army)
Melee attack: +8 for Feral Carnosaur and Dread Saurian units (Lord's army)
Weapon strength: +12% for Feral Carnosaur and Dread Saurian units (Lord's army)
Beast DriverBeast Driver3 levelsLevel 1
Missile strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Melee defence: +4 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Missile strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Weapon strength: +9% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Missile strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Weapon strength: +12% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Jungle DominionJungle Dominion
Armour: +10 for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
Spawn-KinSpawn-Kin
Leadership: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
Soul BoundSoul Bound
Melee attack: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
EpicentristEpicentrist
Armour: +10 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
Charge bonus: +12 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
Leadership: +5 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Slann ForcefieldSlann Forcefield
Ability: "Shield of the Old Ones"
Replaces: "Rally!"
Route MarcherRoute Marcher
Campaign movement range: +5%
Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
Control: +1 (local province)
Control: +2 (local province)
Control: +3 (local province)
FerventFervent3 levelsLevel 1
Corruption: -1 (local province)
Corruption: -2 (local province)
Corruption: -3 (local province)
Bonded ServiceBonded Service3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruitment cost: -15% (Lord's army)
Ancient CunningAncient Cunning3 levelsLevel 1
Ambush success chance: +6% (Lord's army)
Ambush success chance: +16% (Lord's army)
Ambush success chance: +30% (Lord's army)
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
Geomantic SustenanceGeomantic Sustenance3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -9% (Lord's army)
WaryWary3 levelsLevel 1
Enemy Hero action success chance: -3%
Ambush defence chance: +8% (Lord's army)
Enemy Hero action success chance: -8%
Ambush defence chance: +16% (Lord's army)
Enemy Hero action success chance: -15%
Ambush defence chance: +30% (Lord's army)
Gifts of the JungleGifts of the Jungle3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Casualty replenishment rate: +4% (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)
Every version of Lord Mazdamundi
2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LizardmenWizard Lord | 7,552 | 1 | 45 | 85 | 34 | 26 | 32 | 360 | 14 | 1,100 | 275 | wh2_main_lzd_cha_lord_mazdamundi_0 |
| LizardmenWizard Lord | 10,100 | 1 | 130 | 85 | 50 | 26 | 32 | 480 | 70 | 1,900 | 475 | wh2_main_lzd_cha_lord_mazdamundi_1 |
Who can field it
- Hexoatl
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.