
Sorcerer-Prophet (Death)
Lord· Wizard Lord· 1 model at Ultra size
Comes with Forge of the Chaos Dwarfs(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Sorcerer-Prophet (Death) is Chaos Dwarfs lord: 4,048 HP, armour 120, melee attack 44, melee defence 42, weapon strength 330, range 110 m, missile damage 135 per 10 s for the whole unit. It costs 1,000 in the campaign and 900 in multiplayer. It comes with Forge of the Chaos Dwarfs. Unit key wh3_dlc23_chd_cha_sorcerer_prophet_death. Patch 9.0.4, from the game's data tables.
Health
4,048
Armour
120
Leadership
75
Speed
32
Melee attack
44
Melee defence
42
Weapon strength
230 base + 100 armour-piercing
330
Charge bonus
16
Ranged
Range
110 m
Ammunition
45
Missile damage
22 base + 64 AP, explosion 34 + 15 AP
135
Reload time
10 s
Damage per 10 s
135
Attributes
- Contempt
Witnessing other friendly units rout will only affect this unit's leadership if they also have the Contempt attribute.
- 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).
Abilities
- Infernal EngineerAugment (Area) · +15 Accuracy, +20 Reload SkillpassiveInfernal EngineerAugment (Area)+15 Accuracy+20 Reload SkillPassive · Range 35 mThere are always improvements that can be made to any process; this one ensures the Chaos Dwarfs' war machines and artillery are calibrated to perfection.
- 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 — 64 of 86 missile damage armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Chaos Dwarfs: Infernal Ironsworn, Iron Daemon – Dreadquake Mortar
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens
- Units weak to fire — flaming missilese.g. Malevolent Treeman, Chaos Frost Dragon, Treeman
- Lightly armoured units without shields — 135 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Chaos Dwarfs: Orc Labourers, Goblin Labourers
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Chaos Dwarfs: Deathshrieker Rocket Launcher, Iron Daemon – Dreadquake Mortar
- Armour-piercing — armour 120e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · Chaos Dwarfs: Chaos Siege Giant, K'daai Destroyer
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
Sorcerer-Prophet (Death) skill tree
55 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 Sorcerer-Prophet (Death)'s skills
- Great TaurusGreat TaurusUnlocks at rank 10
- Mount: Great Taurus
- LammasuLammasuUnlocks at rank 15
- Mount: Lammasu
- Bale TaurusBale TaurusUnlocks at rank 19
- Mount: Bale Taurus
- Unyielding CommandUnyielding CommandUnlocks at rank 8
- Character's aura leadership effect: +5
- Leadership aura size: +20%
- Careful CastingCareful CastingUnlocks at rank 17 · 2 levelsLevel 1
- Cooldown: -10% to all spells
- Cooldown: -10% to all spells
- Winds of Magic cost: -10% for all spells
- Sorcerer's CurseSorcerer's CurseUnlocks at rank 17 · 2 levelsLevel 1
- Miscast base chance: +10%
- Physical resistance: 10%
- Miscast base chance: +20%
- Physical resistance: 20%
- Hashut's ScalesHashut's ScalesUnlocks at rank 8
- Spell resistance: 10%
- Headdress of ZharrHeaddress of ZharrUnlocks at rank 8
- 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
- Thirst for MagicThirst for MagicUnlocks at rank 12
- Cooldown: -10% to all spells
- Winds of Magic power reserve: +3 per turn
- Magic item drop chance from battle: +10%
- Flesh SacrificeFlesh SacrificeUnlocks at rank 12
- Attribute: Perfect Vigour
- Attribute: Unbreakable
- Voice of HashutVoice of HashutUnlocks at rank 12
- Recruit rank: +3 for centaurs and monsters (Lord's army)
- Casualty replenishment rate: +5% (Lord's army)
- Vigour loss reduction: -15% (Lord's army)
- Spirit LeechSpirit Leech2 levelsLevel 1
- Overcast spell: "Spirit Leech Upgraded"
- Cooldown: -30% to "Spirit Leech"
- Miscast base chance: -15% for "Spirit Leech Upgraded"
- Overcast spell: "Spirit Leech Upgraded"
- Winds of Magic cost: -2 for "Spirit Leech"
- Winds of Magic cost: -2 for "Spirit Leech Upgraded"
- Cooldown: -50% to "Spirit Leech"
- Aspect of the Dread KnightAspect of the Dread Knight2 levelsLevel 1
- Overcast spell: "Aspect of the Dread Knight Upgraded"
- Cooldown: -30% to "Aspect of the Dread Knight"
- Miscast base chance: -15% for "Aspect of the Dread Knight Upgraded"
- Overcast spell: "Aspect of the Dread Knight Upgraded"
- Winds of Magic cost: -1 for "Aspect of the Dread Knight"
- Winds of Magic cost: -2 for "Aspect of the Dread Knight Upgraded"
- Cooldown: -50% to "Aspect of the Dread Knight"
- Life-LeechingLife-Leeching
- Passive ability: "Life Leeching"
- SoulblightSoulblight2 levelsLevel 1
- Overcast spell: "Soulblight Upgraded"
- Cooldown: -30% to "Soulblight"
- Spell: "Soulblight"
- Miscast base chance: -15% for "Soulblight Upgraded"
- Overcast spell: "Soulblight Upgraded"
- Winds of Magic cost: -2 for "Soulblight"
- Winds of Magic cost: -3 for "Soulblight Upgraded"
- Cooldown: -50% to "Soulblight"
- Doom & DarknessDoom & Darkness2 levelsLevel 1
- Overcast spell: "Doom & Darkness Upgraded"
- Cooldown: -30% to "Doom & Darkness"
- Spell: "Doom & Darkness"
- Miscast base chance: -15% for "Doom & Darkness Upgraded"
- Overcast spell: "Doom & Darkness Upgraded"
- Winds of Magic cost: -1 for "Doom & Darkness"
- Winds of Magic cost: -2 for "Doom & Darkness Upgraded"
- Cooldown: -50% to "Doom & Darkness"
- EvasionEvasion
- Passive ability: "Evasion"
- The Fate of BjunaThe Fate of Bjuna
- Winds of Magic cost: -3 for "The Fate of Bjuna"
- Cooldown: -50% to "The Fate of Bjuna"
- Spell: "The Fate of Bjuna"
- The Purple Sun of XereusThe Purple Sun of Xereus2 levelsLevel 1
- Overcast spell: "The Purple Sun of Xereus Upgraded"
- Cooldown: -30% to "The Purple Sun of Xereus"
- Spell: "The Purple Sun of Xereus"
- Miscast base chance: -15% for "The Purple Sun of Xereus Upgraded"
- Overcast spell: "The Purple Sun of Xereus Upgraded"
- Winds of Magic cost: -2 for "The Purple Sun of Xereus"
- Winds of Magic cost: -3 for "The Purple Sun of Xereus Upgraded"
- Cooldown: -50% to "The Purple Sun of Xereus"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- SurvivalistSurvivalist
- Hit points: +5%
- Always ReadyAlways Ready2 levelsLevel 1
- Reload time reduction: +7%
- Reload time reduction: +15%
- BandolierBandolier2 levelsLevel 1
- Ammunition: +15%
- Ammunition: +30%
- Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- Piercing ShotsPiercing Shots2 levelsLevel 1
- Explosive missile damage: +7%
- Missile strength: +7%
- Explosive missile damage: +15%
- Missile strength: +15%
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Fervent FodderFervent Fodder3 levelsLevel 1
- Leadership: +2 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
- Leadership: +4 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
- Melee defence: +3 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
- Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
- Melee defence: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
- Blackshard BulwarkBlackshard Bulwark3 levelsLevel 1
- Armour: +4 for Chaos Dwarf Melee Infantry units (Lord's army)
- Armour: +8 for Chaos Dwarf Melee Infantry units (Lord's army)
- Melee attack: +3 for Chaos Dwarf Melee Infantry units (Lord's army)
- Armour: +12 for Chaos Dwarf Melee Infantry units (Lord's army)
- Melee attack: +6 for Chaos Dwarf Melee Infantry units (Lord's army)
- Firing DrillsFiring Drills3 levelsLevel 1
- Missile strength: +4% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
- Ammunition: +10% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
- Missile strength: +8% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
- Ammunition: +20% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
- Missile strength: +12% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
- Hellforged OrdnanceHellforged Ordnance3 levelsLevel 1
- Ammunition: +6% for Iron Daemon and Artillery units (Lord's army)
- Ammunition: +12% for Iron Daemon and Artillery units (Lord's army)
- Range: +5% for Iron Daemon and Artillery units (Lord's army)
- Ammunition: +20% for Iron Daemon and Artillery units (Lord's army)
- Range: +10% for Iron Daemon and Artillery units (Lord's army)
- Crushing ChargeCrushing Charge3 levelsLevel 1
- Weapon strength: +4% for Bull Centaur Renders units (Lord's army)
- Charge bonus: +4 for Bull Centaur Renders units (Lord's army)
- Weapon strength: +8% for Bull Centaur Renders units (Lord's army)
- Charge bonus: +9 for Bull Centaur Renders units (Lord's army)
- Weapon strength: +12% for Bull Centaur Renders units (Lord's army)
- Hellish BlowsHellish Blows3 levelsLevel 1
- Weapon strength: +4% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- Melee attack: +3 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- Weapon strength: +8% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- Melee attack: +6 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- Weapon strength: +12% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Lucky LackeysLucky Lackeys
- Melee attack: +5 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
- Speed: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
- Ward save: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
- Marshalled MilitaryMarshalled Military
- Melee attack: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
- Bloodied BombardmentBloodied Bombardment
- Explosive missile damage: +12% for Iron Daemon and Artillery units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Iron Daemon, Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
- Wretched WarhostWretched Warhost
- Charge bonus: +12 for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- CunningCunning3 levelsLevel 1
- Ambush success chance: +10% (Lord's army)
- Ambush success chance: +20% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- Ambush success chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
- LogisticianLogistician3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Ruthless DisciplinarianRuthless Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Chaos Undivided corruption: +1 (local province)
- Control: +2 (local province)
- Chaos Undivided corruption: +2 (local province)
- Control: +3 (local province)
- TyrantTyrant3 levelsLevel 1
- Labour gained post-battle: +5%
- Income from post-battle loot: +5%
- Labour gained post-battle: +10%
- Income from post-battle loot: +10%
- Labour gained post-battle: +15%
- Income from post-battle loot: +15%
- Iron-WilledIron-Willed
- Casualty replenishment rate: +30% for this Lord
- Wound recovery time: -1 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
- AlertAlert3 levelsLevel 1
- Ambush defence chance: +10% (Lord's army)
- Ambush defence chance: +20% (Lord's army)
- Evasion chance when using Tunnelling: +10%
- Ambush defence chance: +30% (Lord's army)
- Evasion chance when using Tunnelling: +20%
- DespoilersDespoilers3 levelsLevel 1
- Income from razing settlements: +5% (Lord's army)
- Income from sacking settlements: +5% (Lord's army)
- Income from razing settlements: +10% (Lord's army)
- Income from sacking settlements: +10% (Lord's army)
- Income from razing settlements: +15% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruit rank: +1 for all units (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruit rank: +2 for all units (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Unbridled CrueltyUnbridled Cruelty
- Chaos Undivided corruption: +1 (local province)
- Campaign movement range: +5%
- Casualty replenishment rate: +4% (Lord's army)
- Upkeep: -10% (Lord's army)
Every version of Sorcerer-Prophet (Death)
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chaos DwarfsWizard Lord | 4,048 | 1 | 120 | 75 | 32 | 44 | 42 | 330 | 16 | 1,000 | 250 | wh3_dlc23_chd_cha_sorcerer_prophet_death |
| Chaos DwarfsWizard Lord | 6,056 | 1 | 60 | 75 | 85 | 40 | 48 | 450 | 40 | 1,000 | 250 | wh3_dlc23_chd_cha_sorcerer_prophet_death_lammasu |
| Chaos DwarfsWizard Lord | 8,266 | 1 | 70 | 75 | 90 | 56 | 40 | 540 | 80 | 1,000 | 250 | wh3_dlc23_chd_cha_sorcerer_prophet_death_bale_taurus |
| Chaos DwarfsWizard Lord | 6,676 | 1 | 60 | 75 | 80 | 46 | 28 | 450 | 80 | 1,000 | 250 | wh3_dlc23_chd_cha_sorcerer_prophet_death_great_taurus |
Who can field it
- Chaos Dwarfs · The Legion of Azgorh
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.