
Health
3,420
Armour
15
Leadership
60
Speed
35
Melee attack
36
Melee defence
28
Weapon strength
200 base + 85 armour-piercing
285
Charge bonus
15
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
Martial ProwessAugment · +2 Melee Attack, +12 Melee DefencepassiveMartial ProwessAugment+2 Melee Attack+12 Melee DefencePassiveHigh Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
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
Mage (High) skill tree
27 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.
Barded Ithilmar SteedBarded Ithilmar SteedUnlocks at rank 6
Mount: Elven Steed
Ithilmar ChariotIthilmar ChariotUnlocks at rank 13
Mount: Ithilmar Chariot
Lileath's BlessingLileath's BlessingUnlocks at rank 3
Winds of Magic power reserve capacity: +8 (own army)
Ward of LoecWard of LoecUnlocks at rank 7
Missile resistance: 10%
Ward of HoethWard of HoethUnlocks at rank 7
Spell resistance: 10%
ImmortalityImmortalityUnlocks at rank 19
When normally killed in action, this Hero will be wounded instead
MentorMentor3 levelsLevel 1
Character will share +15% of experience earned between all other active Heroes of the same type
Character will share +30% of experience earned between all other active Heroes of the same type
Character will share +50% of experience earned between all other active Heroes of the same type
Focused MindFocused Mind
Hero action success chance: +4%
Miscast base chance: -15%
Student of the White TowerStudent of the White Tower
Cooldown: -10% to all spells
Excellent EfficiencyExcellent Efficiency
Winds of Magic cost: -10% for all spells
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: -1 for "Apotheosis"
Winds of Magic cost: -2 for "Apotheosis Upgraded"
Shield of SapheryShield of Saphery
Passive ability: "Shield of Saphery"
Hand of GloryHand of Glory3 levelsLevel 1
Spell: "Hand of Glory"
Cooldown: -30% to "Hand of Glory"
Overcast spell: "Hand of Glory Upgraded"
Cooldown: -50% to "Hand of Glory"
Miscast base chance: -15% for "Hand of Glory Upgraded"
Overcast spell: "Hand of Glory Upgraded"
Winds of Magic cost: -1 for "Hand of Glory"
Winds of Magic cost: -2 for "Hand of Glory Upgraded"
Soul QuenchSoul Quench3 levelsLevel 1
Spell: "Soul Quench"
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"
TempestTempest3 levelsLevel 1
Spell: "Tempest"
Cooldown: -30% to "Tempest"
Overcast spell: "Tempest Upgraded"
Cooldown: -50% to "Tempest"
Miscast base chance: -15% for "Tempest Upgraded"
Overcast spell: "Tempest Upgraded"
Winds of Magic cost: -2 for "Tempest"
Winds of Magic cost: -2 for "Tempest Upgraded"
EvasionEvasion
Passive ability: "Evasion"
Arcane UnforgingArcane Unforging3 levelsLevel 1
Spell: "Arcane Unforging"
Cooldown: -30% to "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"
Fiery ConvocationFiery Convocation3 levelsLevel 1
Spell: "Fiery Convocation"
Cooldown: -30% to "Fiery Convocation"
Overcast spell: "Fiery Convocation Upgraded"
Cooldown: -50% to "Fiery Convocation"
Miscast base chance: -15% for "Fiery Convocation Upgraded"
Overcast spell: "Fiery Convocation Upgraded"
Winds of Magic cost: -3 for "Fiery Convocation"
Winds of Magic cost: -4 for "Fiery Convocation Upgraded"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
ScoutingScouting3 levelsLevel 1
Scouting action: Magic item drop chance is increased by an additional 5%
Scouting action: Magic item drop chance is increased by an additional 10%
Scouting action: Magic item drop chance is increased by an additional 15%
Cleanse CorruptionCleanse Corruption3 levelsLevel 1
Cleanse Corruption action: Corruption is reduced by an additional 1
Corruption: -1 (local province)
Cleanse Corruption action: Corruption is reduced by an additional 2
Corruption: -2 (local province)
Cleanse Corruption action: Corruption is reduced by an additional 3
Corruption: -3 (local province)
Steal TechnologySteal Technology3 levelsLevel 1
Steal Technology action: Research rate is increased by an additional 3
Steal Technology action: Research rate is increased by an additional 6
Steal Technology action: Research rate is increased by an additional 10
WoundWound3 levelsLevel 1
Wound action: Additional 5% chance of wounding target
Wound action: Additional 12% chance of wounding target
Wound action: Additional 21% chance of wounding target
Block ArmyBlock Army3 levelsLevel 1
Block Army action: Movement range is modified by an additional -3%
Block Army action: Movement range is modified by an additional -8%
Block Army action: Movement range is modified by an additional -15%
SpecialistSpecialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%
Hero action cost: -20%
Hero action success chance: +3%
Hero action cost: -40%
Hero action success chance: +6%
Every version of Mage (High)
3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| High ElvesWizard | 3,420 | 1 | 15 | 60 | 35 | 36 | 28 | 285 | 15 | 1,000 | 250 | wh2_main_hef_cha_mage_high_0 |
| High ElvesWizard | 3,848 | 1 | 45 | 60 | 84 | 36 | 28 | 285 | 35 | 1,100 | 275 | wh2_main_hef_cha_mage_high_1 |
| High ElvesWizard | 4,188 | 1 | 110 | 60 | 84 | 24 | 18 | 285 | 64 | 1,500 | 375 | wh2_main_hef_cha_mage_high_4 |
Who can field it
- Lothern
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.