
The Blue Scribes
Hero· Wizard· 1 model at Ultra size
Comes with Shadows of Change(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
The Blue Scribes is a legendary hero of Tzeentch and Daemons of Chaos: 3,520 HP, a magic barrier of 600 on top, armour 20, melee attack 35, melee defence 25, weapon strength 380, range 130 m, missile damage 375 per 10 s for the whole unit. It costs 1,200 in the campaign. It comes with Shadows of Change. Unit key wh3_dlc24_tze_cha_blue_scribes. Patch 9.0.4, from the game's data tables.
Health
3,520
Barrier
+17% on top of health, taken first
600
Armour
20
Leadership
70
Speed
95
Melee attack
35
Melee defence
25
Weapon strength
115 base + 265 armour-piercing
380
Charge bonus
22
Ranged
Range
130 m
Ammunition
30
Missile damage
225 base + 75 AP
300
Reload time
8 s
Damage per 10 s
375
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.
- 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.
- Fire Whilst Moving
This unit can fire while on the move.
- Scrolls of Sorcery
When this unit casts a spell, all of their spells will be randomly replaced by another spell.
Abilities
- Spell SyphonAugment · +60% Spell Mastery, Effect intensity increases when nearby allies or enemies cast spells.passiveSpell SyphonAugment+60% Spell MasteryEffect intensity increases when nearby allies or enemies cast spells.PassiveAny small morsel of magic is a feast for the mind, for Tzeentch leeches power from nearby spells to gift upon his Sorcerers.
- 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 — 265 of 380 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
- Units weak to fire — flaming missilese.g. Malevolent Treeman, Chaos Frost Dragon, Treeman
- Lightly armoured units without shields — 375 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Tzeentch: Spawn of Tzeentch, 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
- Missile fire — armour 20, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Tzeentch: Changebringers, Flamers 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
The Blue Scribes skill tree
30 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 The Blue Scribes's skills
- The Power of TwoThe Power of TwoUnlocks at rank 10
- Ammunition: +100%
- Missile strength: +50%
- Invulnerable Through ChangeInvulnerable Through ChangeUnlocks at rank 7
- Missile resistance: 10%
- Blueflame BombardmentBlueflame BombardmentUnlocks at rank 15
- Adds Blue-flame explosions to the Blue Scribe's attacks
- Cacophony of HorrorsCacophony of HorrorsUnlocks at rank 6
- Attribute: Causes Terror for Horror units (Hero's army)
- Barrier: +600 for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Hero's army)
- Enemy leadership: -5 (enemy armies in local province)
- Wandering WizardsWandering WizardsUnlocks at rank 6
- Campaign movement range: +40% (when not embedded)
- Campaign movement range: +10% (own army)
- Tzeentch's QuaestorsTzeentch's QuaestorsUnlocks at rank 8
- Assassinate action: Additional 10% success chance
- Steal Technology action: Research rate is increased by an additional 25
- Funnel Magic action: Winds of Magic power reserve is increased by an additional 5
- Siphon Winds action: Winds of Magic power reserve is modified by an additional -10
- Hero action cost: -60%
- Squabble ProsSquabble ProsUnlocks at rank 12
- Armour-piercing weapon damage: +100
- Melee attack: +15
- Melee defence: +25
- The Changer's ToolsThe Changer's Tools
- All spells from the Lore of Tzeentch are added to the Scrolls of Sorcery
- AqshyAqshy
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Fire are added to the Scrolls of Sorcery
- AzyrAzyr
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Heavens are added to the Scrolls of Sorcery
- ChamonChamon
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Metal are added to the Scrolls of Sorcery
- GhurGhur
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Beasts are added to the Scrolls of Sorcery
- GhyranGhyran
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Life are added to the Scrolls of Sorcery
- HyshHysh
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Light are added to the Scrolls of Sorcery
- ShyishShyish
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Death are added to the Scrolls of Sorcery
- UlguUlgu
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Shadows are added to the Scrolls of Sorcery
- Rat MagicRat Magic
- Winds of Magic cost: -4% for all spells
- All spells from the Skaven Spells of Plague are added to the Scrolls of Sorcery
- All spells from the Skaven Spells of Ruin are added to the Scrolls of Sorcery
- All spells from the Skaven Spells of Stealth are added to the Scrolls of Sorcery
- Primal MagicPrimal Magic
- Winds of Magic cost: -4% for all spells
- All spells of the Big Waaagh! are added to the Scrolls of Sorcery
- All spells of the Little Waaagh! are added to the Scrolls of Sorcery
- All spells from the Lore of the Great Maw are added to the Scrolls of Sorcery
- All spells from the Lore of the Wild are added to the Scrolls of Sorcery
- Dead MagicDead Magic
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Nehekhara are added to the Scrolls of Sorcery
- All spells from the Lore of the Deep are added to the Scrolls of Sorcery
- All spells from the Lore of Vampires are added to the Scrolls of Sorcery
- All spells from the Lore of Undeath are added to the Scrolls of Sorcery
- Harmonious MagicHarmonious Magic
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Yang are added to the Scrolls of Sorcery
- All spells from the Lore of Yin are added to the Scrolls of Sorcery
- Elf MagicElf Magic
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Dark Magic are added to the Scrolls of Sorcery
- All spells from the Lore of High Magic are added to the Scrolls of Sorcery
- All spells from the Lore of Mists are added to the Scrolls of Sorcery
- Daemon MagicDaemon Magic
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Hashut are added to the Scrolls of Sorcery
- All spells from the Lore of Nurgle are added to the Scrolls of Sorcery
- All spells from the Lore of Slaanesh are added to the Scrolls of Sorcery
- Ice MagicIce Magic
- Winds of Magic cost: -4% for all spells
- All spells from the Lore of Ice are added to the Scrolls of Sorcery
- All spells from the Lore of Tempest are added to the Scrolls of Sorcery
- All spells from the Lore of the Hag are added to the Scrolls of Sorcery
- Scrolls of the ApocalypseScrolls of the Apocalypse
- Each turn, the army will have access to a randomly chosen Cataclysm Spell (accompanying Lord)
- Funnel MagicFunnel Magic3 levelsLevel 1
- Funnel Magic action: Winds of Magic power reserve is increased by an additional 5
- Funnel Magic action: Winds of Magic power reserve is increased by an additional 10
- Funnel Magic action: Winds of Magic power reserve is increased by an additional 15
- Spread CorruptionSpread Corruption3 levelsLevel 1
- Spread Corruption action: Tzeentch corruption is increased by an additional 1
- Spread Corruption action: Tzeentch corruption is increased by an additional 2
- Spread Corruption action: Tzeentch corruption is increased by an additional 3
- 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
- AssassinateAssassinate3 levelsLevel 1
- Assassinate action: Additional 3% success chance
- Assassinate action: Additional 8% success chance
- Assassinate action: Additional 15% success chance
- Siphon WindsSiphon Winds3 levelsLevel 1
- Siphon Winds action: Winds of Magic power reserve is modified by an additional -5
- Siphon Winds action: Winds of Magic power reserve is modified by an additional -10
- Siphon Winds action: Winds of Magic power reserve 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%
Who can field it
- Daemons of Chaos · Legion of Chaos
- 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.
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.