
The Changeling
Lord· Wizard Lord· 1 model at Ultra size
Comes with Shadows of Change - Tzeentch(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
The Changeling is a legendary lord of Tzeentch, leading The Deceivers at the start of a campaign: 4,321 HP, a magic barrier of 600 on top, armour 25, melee attack 30, melee defence 50, weapon strength 375. It costs 1,000 in the campaign. It comes with Shadows of Change - Tzeentch. Beating this lord in battle can earn the defeat trait Final Trick. Unit key wh3_dlc24_tze_cha_changeling. Patch 9.0.4, from the game's data tables.
Health
4,321
Barrier
+14% on top of health, taken first
600
Armour
25
Leadership
75
Speed
50
Melee attack
30
Melee defence
50
Weapon strength
250 base + 125 armour-piercing
375
Charge bonus
30
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.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- Formless HorrorTransformactiveFormless HorrorTransformCooldown 60 s · Duration 5 s · Wind-up 5 sFeatures shift and morph, skin and cloth ripples, until the facsimile form is flawless.
- Cowled & CloakedHiding · +25% Speed, +10% Damage ResistancepassiveCowled & CloakedHiding+25% Speed+10% Damage ResistancePassiveNone, save perhaps Tzeentch himself, know the Changeling’s true form, for his figure is indiscernible and indistinguishable to the naked eye.
- 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
- 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 melee attackse.g. Malevolent Treeman, Chaos Frost Dragon, Treeman
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Tzeentch: Mutalith Vortex Beast, Burning Chariot 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 25, 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
Defeat trait
Beat The Changeling in battle and your lord can earn the trait
Final Trick
- Hero action success chance: +5% (local region)
- Post battle chance of stealing a magic item: +10%
Fortunately, playing dead isn't another one of his pranks... Er, hopefully.
The Changeling 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.
- Void WranglerVoid WranglerUnlocks at rank 7
- Barrier: +500 for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
- Speed: +15% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
- Weapon strength: +10% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)
- Perplexing MeddlerPerplexing MeddlerUnlocks at rank 9
- Winds of Magic cost: +25% for all enemy spells (enemy armies in local region)
- Speed: -15% (enemy armies in local region)
- Armour: -20 (enemy armies in local region)
- Invulnerable Through ChangeInvulnerable Through ChangeUnlocks at rank 7
- Missile resistance: 10%
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 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)
- Master SchemerMaster SchemerUnlocks at rank 5
- Hero action success chance: +10% (all characters)
- Diplomatic relations: +30 with all factions
- 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
- Adherents of the TricksterAdherents of the TricksterUnlocks at rank 12
- Passive ability: "Guardian" for Lords and embedded Heroes (Lord's army)
- Hero action cost: -33% for Cultists
- Hero recruit rank: +5 for Cultists
- ParasitosisParasitosis
- Enemy casualty replenishment rate: -10% (enemy armies in local province)
- Upkeep: +25% (enemy armies in local province)
- Casualty replenishment rate: +5% (when in enemy or razed territory)
- Upkeep: -20% (when in enemy or razed territory)
- SymbiosisSymbiosis
- Request army cost: -50%
- Allegiance points gained: +50%
- Reinforcement range: +50% (Allied armies in the local province)
- Casualty replenishment rate: +10% (allied armies in the local region)
- Upkeep: -50% (allied armies in the local province)
- I Come in Peace! No, Really…I Come in Peace! No, Really…
- Melee attack: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
- Melee defence: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
- Reload time reduction: +25% for units recruited via allied recruitment (excluding Tzeentch units) (all armies)
- Allied recruitment cost: -50% (factionwide)
- First Come, First ServedFirst Come, First Served
- Campaign movement range: +10% (when in enemy or razed territory)
- Campaign movement range: -10% (enemy armies in local province)
- Control: -8 (local enemy province)
- Now You See Me…Now You See Me…
- Attribute: Stalk (Lord's army)
- Reinforcement range: +50% (Lord's army)
- Blue Fire of TzeentchBlue Fire of Tzeentch2 levelsLevel 1
- Overcast spell: "Blue Fire of Tzeentch Upgraded" (when in the form of the Changeling)
- Cooldown: -30% to "Blue Fire of Tzeentch"
- Overcast spell: "Blue Fire of Tzeentch Upgraded" (when in the form of the Changeling)
- Cooldown: -50% to "Blue Fire of Tzeentch"
- Miscast base chance: -15% for "Blue Fire of Tzeentch Upgraded"
- Winds of Magic cost: -1 for "Blue Fire of Tzeentch"
- Winds of Magic cost: -2 for "Blue Fire of Tzeentch Upgraded"
- Fires of ChangeFires of Change
- Passive ability: "Fires of Change"
- Pink Fire of TzeentchPink Fire of Tzeentch2 levelsLevel 1
- Overcast spell: "Pink Fire of Tzeentch Upgraded" (when in the form of the Changeling)
- Cooldown: -30% to "Pink Fire of Tzeentch"
- Overcast spell: "Pink Fire of Tzeentch Upgraded" (when in the form of the Changeling)
- Cooldown: -50% to "Pink Fire of Tzeentch"
- Miscast base chance: -15% for "Pink Fire of Tzeentch Upgraded"
- Winds of Magic cost: -1 for "Pink Fire of Tzeentch"
- Winds of Magic cost: -2 for "Pink Fire of Tzeentch Upgraded"
- Glean MagicGlean Magic2 levelsLevel 1
- Spell: "Glean Magic" (when in the form of the Changeling)
- Overcast spell: "Glean Magic Upgraded" (when in the form of the Changeling)
- Cooldown: -30% to "Glean Magic"
- Overcast spell: "Glean Magic Upgraded" (when in the form of the Changeling)
- Cooldown: -50% to "Glean Magic"
- Miscast base chance: -15% for "Glean Magic Upgraded"
- Winds of Magic cost: -2 for "Glean Magic"
- Winds of Magic cost: -3 for "Glean Magic Upgraded"
- Treason of TzeentchTreason of Tzeentch2 levelsLevel 1
- Spell: "Treason of Tzeentch" (when in the form of the Changeling)
- Overcast spell: "Treason of Tzeentch Upgraded" (when in the form of the Changeling)
- Cooldown: -30% to "Treason of Tzeentch"
- Overcast spell: "Treason of Tzeentch Upgraded" (when in the form of the Changeling)
- Cooldown: -50% to "Treason of Tzeentch"
- Miscast base chance: -15% for "Treason of Tzeentch Upgraded"
- Winds of Magic cost: -2 for "Treason of Tzeentch"
- Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"
- Prismatic PluralityPrismatic Plurality
- Passive ability: "Prismatic Plurality"
- Tzeentch's FirestormTzeentch's Firestorm2 levelsLevel 1
- Spell: "Tzeentch's Firestorm" (when in the form of the Changeling)
- Overcast spell: "Tzeentch's Firestorm Upgraded" (when in the form of the Changeling)
- Cooldown: -30% to "Tzeentch's Firestorm"
- Overcast spell: "Tzeentch's Firestorm Upgraded" (when in the form of the Changeling)
- Cooldown: -50% to "Tzeentch's Firestorm"
- Miscast base chance: -15% for "Tzeentch's Firestorm Upgraded"
- Winds of Magic cost: -2 for "Tzeentch's Firestorm"
- Winds of Magic cost: -3 for "Tzeentch's Firestorm Upgraded"
- Infernal GatewayInfernal Gateway2 levelsLevel 1
- Spell: "Infernal Gateway" (when in the form of the Changeling)
- Overcast spell: "Infernal Gateway Upgraded" (when in the form of the Changeling)
- Cooldown: -30% to "Infernal Gateway"
- Overcast spell: "Infernal Gateway Upgraded" (when in the form of the Changeling)
- Cooldown: -50% to "Infernal Gateway"
- Miscast base chance: -15% for "Infernal Gateway Upgraded"
- Winds of Magic cost: -2 for "Infernal Gateway"
- Winds of Magic cost: -3 for "Infernal Gateway Upgraded"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Horrifying RevelationHorrifying Revelation
- Attribute: Causes Terror
- Enemy leadership: -6 (enemy armies in local region)
- I'm You, Just BetterI'm You, Just Better
- Melee attack: +5 (while transformed)
- Melee defence: +5 (while transformed)
- Weapon strength: +10% (while transformed)
- Skip the Boring PartSkip the Boring Part
- Ammunition: +30% (while transformed)
- Reload time reduction: +30% (while transformed)
- Fool the WindFool the Wind
- Cooldown: -20% to all spells
- Winds of Magic cost: -10% for all spells
- Red Hot JapeRed Hot Jape
- Access the assumed form's battle abilities when using "Formless Horror"
- Replenishes 20% campaign movement range after winning a battle
- Post battle chance of stealing a magic item: +100%
- Turtle, Hare & BoarTurtle, Hare & Boar
- Armour: +40 (while transformed)
- Charge bonus: +30% (while transformed)
- Speed: +30% (while transformed)
- Armour of LiesArmour of Lies
- Physical resistance: 20% (while transformed)
- Top of the ClassTop of the Class
- Spell intensity: +10%
- One Thousand FacesOne Thousand Faces
- Cooldown: -50% to "Formless Horror"
- Access the assumed form's spells when using "Formless Horror"
- Attribute: Vanguard Deployment (Lord's army)
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Accursed HorrorsAccursed Horrors3 levelsLevel 1
- Missile strength: +8% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- Barrier: +5% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- Missile strength: +12% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- Barrier: +10% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- Missile strength: +16% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)
- Myriad ServantsMyriad Servants3 levelsLevel 1
- Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
- Charge bonus: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
- Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
- Speed: +10% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
- Charge bonus: +8 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
- Melee attack: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
- Speed: +15% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)
- Many-Coloured FiresMany-Coloured Fires3 levelsLevel 1
- Missile strength: +4% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- Missile strength: +6% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- Range: +5% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- Missile strength: +8% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- Range: +10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)
- Riders of ChangeRiders of Change3 levelsLevel 1
- Weapon strength: +8% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- Charge bonus: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- Weapon strength: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- Charge bonus: +18% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- Weapon strength: +16% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)
- Warped RetainersWarped Retainers3 levelsLevel 1
- Armour: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
- Armour: +9 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
- Melee attack: +4 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
- Armour: +12 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
- Melee attack: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)
- Seer of DestinySeer of Destiny
- Passive ability: "Seer of Destiny"
- Horrific AdvancementHorrific Advancement
- Leadership: +6 for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
- Speed: +10% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)
- Arsenal of InsanityArsenal of Insanity
- Bonus vs Infantry: +6 for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)
- Incendiary AscentIncendiary Ascent
- Leadership: +6 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)
- Armour of DeliriumArmour of Delirium
- Armour: +12 for Chaos Warriors of Tzeentch, Chosen of Tzeentch, Chaos Knights of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
- Leadership: +6 for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)
- Master of FatesMaster of Fates
- Replaces: "Seer of Destiny"
- Passive ability: "Master of Fates"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Arch-ManipulatorArch-Manipulator3 levelsLevel 1
- Chance of Winds of Magic changing in strength: +5% (local province)
- Chance of Winds of Magic increasing in strength when changing: +5% (local province)
- Chance of Winds of Magic changing in strength: +10% (local province)
- Chance of Winds of Magic increasing in strength when changing: +10% (local province)
- Chance of Winds of Magic changing in strength: +15% (local province)
- Chance of Winds of Magic increasing in strength when changing: +15% (local province)
- DespoilersDespoilers3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from sacking settlements: +5% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from sacking settlements: +10% (Lord's army)
- Income from raiding: +30% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- CorruptionCorruption3 levelsLevel 1
- Tzeentch corruption: +1 (local province)
- Tzeentch corruption: +2 (local province)
- Tzeentch corruption: +4 (local province)
- IrrepressibleIrrepressible
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Character experience gain: +15%
- 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
- Called by ChangeCalled by Change3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- Scrolls of DestinyScrolls of Destiny3 levelsLevel 1
- Grimoires: 1 per turn
- Grimoires from all buildings: +50% (local province)
- Grimoires: 2 per turn
- Grimoires from all buildings: +100% (local province)
- Grimoires: 3 per turn
- Legions of MadnessLegions of Madness3 levelsLevel 1
- Daemons Reforged: +3% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)
- Casualty replenishment rate: +2% (Lord's army)
- Daemons Reforged: +6% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Daemons Reforged: +10% chance for destroyed Daemons of Tzeentch units to be restored after battle (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
- 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.
The game also has 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh3_dlc24_tze_cha_changeling_quest_battle).
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.