
Slann Mage-Priest (Life)
Lord· Wizard Lord· 1 model (crew of 1) at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Slann Mage-Priest (Life) is Lizardmen lord: 6,552 HP, armour 45, melee attack 24, melee defence 32, weapon strength 320. It costs 1,000 in the campaign and 650 in multiplayer. Unit key wh2_dlc13_lzd_cha_slann_mage_priest_life_0. Patch 9.0.4, from the game's data tables.
Health
6,552
Armour
45
Leadership
85
Speed
34
Melee attack
24
Melee defence
32
Weapon strength
240 base + 80 armour-piercing
320
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.
- 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.
- 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.
Lore of magic
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Lizardmen: Blessed Chameleon Stalkers, Chameleon Stalkers
- Light infantry-sized units — large, mass 2,600e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Lizardmen: Blessed Saurus Spears (Shields), Blessed Saurus Warriors (Shields)
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Warp Lightning Cannons, Bolt Throwers · Lizardmen: Feral Troglodon, Blessed Stegadon
- Missile fire — armour 45, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Stormfiends (Warpfire Projectors) · Lizardmen: Chameleon Stalkers, Blessed Chameleon Stalkers
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
Slann Mage-Priest (Life) skill tree
48 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 Slann Mage-Priest (Life)'s skills
- TelekinesisTelekinesisUnlocks at rank 8
- Missile resistance: 15%
- Protection of the Old OnesProtection of the Old OnesUnlocks at rank 8
- Spell 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
- Reserves of Eldritch EnergyReserves of Eldritch EnergyUnlocks at rank 4
- Winds of Magic power reserve minimum: +10
- Becalming CogitationBecalming CogitationUnlocks at rank 8
- Enemy Winds of Magic power reserve capacity: -15 (local region)
- Arcane ConvergenceArcane ConvergenceUnlocks at rank 12
- Winds of Magic power reserve capacity: +20 (own army)
- Focus of MysteriesFocus of MysteriesUnlocks at rank 16
- Bound spell: "Banishment"
- Unfathomable PresenceUnfathomable PresenceUnlocks at rank 4
- Barrier hit points: +800
- Soul of StoneSoul of StoneUnlocks at rank 8
- Miscast base chance: -40%
- The Harrowing ScrutinyThe Harrowing ScrutinyUnlocks at rank 12
- Attribute: Causes Terror
- Control: +3 (local province)
- Transcendent HealingTranscendent HealingUnlocks at rank 16
- Passive ability: "Regeneration"
- Wound recovery time: -1 turns
- Awakening of the WoodAwakening of the Wood2 levelsLevel 1
- Cooldown: -30% to "Awakening of the Wood"
- Spell: "Awakening of the Wood"
- Winds of Magic cost: -1 for "Awakening of the Wood"
- Cooldown: -50% to "Awakening of the Wood"
- Spell: "Awakening of the Wood"
- Flesh to StoneFlesh to Stone2 levelsLevel 1
- Overcast spell: "Flesh to Stone Upgraded"
- Cooldown: -30% to "Flesh to Stone"
- Spell: "Flesh to Stone"
- Miscast base chance: -15% for "Flesh to Stone Upgraded"
- Overcast spell: "Flesh to Stone Upgraded"
- Winds of Magic cost: -1 for "Flesh to Stone"
- Winds of Magic cost: -1 for "Flesh to Stone Upgraded"
- Cooldown: -50% to "Flesh to Stone"
- Life BloomLife Bloom
- Passive ability: "Life Bloom"
- Earth BloodEarth Blood2 levelsLevel 1
- Overcast spell: "Earth Blood Upgraded"
- Cooldown: -30% to "Earth Blood"
- Spell: "Earth Blood"
- Miscast base chance: -15% for "Earth Blood Upgraded"
- Overcast spell: "Earth Blood Upgraded"
- Winds of Magic cost: -2 for "Earth Blood"
- Winds of Magic cost: -3 for "Earth Blood Upgraded"
- Cooldown: -50% to "Earth Blood"
- Shield of ThornsShield of Thorns2 levelsLevel 1
- Overcast spell: "Shield of Thorns Upgraded"
- Cooldown: -30% to "Shield of Thorns"
- Spell: "Shield of Thorns"
- Miscast base chance: -15% for "Shield of Thorns Upgraded"
- Overcast spell: "Shield of Thorns Upgraded"
- Winds of Magic cost: -2 for "Shield of Thorns"
- Winds of Magic cost: -2 for "Shield of Thorns Upgraded"
- Cooldown: -50% to "Shield of Thorns"
- EvasionEvasion
- Passive ability: "Evasion"
- RegrowthRegrowth2 levelsLevel 1
- Overcast spell: "Regrowth Upgraded"
- Cooldown: -30% to "Regrowth"
- Spell: "Regrowth"
- Miscast base chance: -15% for "Regrowth Upgraded"
- Overcast spell: "Regrowth Upgraded"
- Winds of Magic cost: -2 for "Regrowth"
- Winds of Magic cost: -3 for "Regrowth Upgraded"
- Cooldown: -50% to "Regrowth"
- The Dwellers BelowThe Dwellers Below2 levelsLevel 1
- Overcast spell: "The Dwellers Below Upgraded"
- Cooldown: -30% to "The Dwellers Below"
- Spell: "The Dwellers Below"
- Miscast base chance: -15% for "The Dwellers Below Upgraded"
- Overcast spell: "The Dwellers Below Upgraded"
- Winds of Magic cost: -3 for "Dwellers Below"
- Winds of Magic cost: -3 for "Dwellers Below Upgraded"
- Cooldown: -50% to "The Dwellers Below"
- 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
- 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)
Who can field it
- Lizardmen · Hexoatl
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 (wh2_main_lzd_cha_slann_mage_priest_life_0_qb).
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.