Tactical Warlocks
Race Dark Elves
Req. Town Buildings Wizards' Guild
Construction Cost Icon Production.png 240
Upkeep Cost Icon Gold.png 5
Icon Food.png1
Unit Properties
# of figures Icon MultiFigureUnit.png 4
Moves Icon Movement Ground1
Melee Attack per figure Icon Melee Normal.png 1
Ranged Attack per figure Icon Ranged Magic.png 7
Defense per figure Icon Defense.png 4
Resistance Icon Resist.png 9
Hit Points per figure Icon Hits.png 1
Unit Abilities

Ability Quiver Ranged Attack x4

Ability MissileImmunity Missile Immunity

Ability DoomBoltSpell Doom Bolt Spell x1

Warlocks are a type of Normal Unit. This unit is unique to the Dark Elf race, and may only be created at a Dark Elf town, for the Construction Cost of Icon Production.png 240. The town must already contain a Wizards' Guild for this to be possible.

Warlocks possess one of the strongest Ranged Attacks of any Normal Unit. This attack is powerful enough to do damage to almost any other unit, and will easily wipe out enemy low-tier Normal Units. Furthermore, Warlocks possess the ability to cast the Doom Bolt spell once per battle, causing exactly Icon Damage.png 10 points of Damage to a single target regardless of its defenses! Warlocks are also extremely Resistant to magic, and are constantly surrounded by a magical barrier that provides Missile Immunity.

On the downside, Warlocks are very easy to kill, and are also prohibitively expensive - having one of the highest construction and upkeep costs of any Normal Unit. They require an Upkeep Cost of Icon Gold.png 5 and Icon Food.png1 to maintain. Failure to pay these costs will result in the unit being disbanded automatically.

Unit Properties Edit

Physical Description Edit

Warlocks are a group of Dark Elves - slender humanoids with violet-colored skin and white hair. They wear dark-red leather clothes and carry magical staves which allow them to channel magical energy into a destructive force. Dark Elves are inherently magical beings, and are incredibly resistant to magic and other ill effects. This magical energy also protects the Warlocks from enemy arrows and bullets.

Warlocks are a Icon MultiFigureUnit.png Multi-Figure unit, containing Icon Figure.png 4 figures when fully healed.

Attack Properties Edit

Warlocks rely primarily on a strong Magical Ranged Attack, one of the strongest in the game. They can use this attack up to 4 times in each battle. In emergencies, they will switch to a very basic Melee Attack which is significantly weaker.

Each Warlock's Ranged Attack has a strength of Icon Ranged Magic.png 7. With no additional bonuses, each Warlock inflicts about Icon Damage.png 2.1 points of Damage with each attack - a very high amount of damage overall, especially with all Icon Figure.png 4 Warlocks attacking in unison. Note that because this is a Icon Ranged Magic.png Magical Ranged Attack, it does not suffer from distance penalties and is accurate against any target on the battlefield.

With such a high damage output, Warlocks stand a good chance of utterly wiping out any low-tier Normal Unit with a single attack, and they are likely to cause some damage even to well-armored opponents, including Fantastic Creatures. The damage only increases with each Icon Experience Level.png Experience Level gained by the Warlocks, to a point where they pose a serious threat to virtually any unit.

When they run out of ammunition and/or are forced to do Melee combat, each Warlock attacks with a strength of Icon Melee Magic.png 1. With no additional bonuses this amounts to only about Icon Damage.png 0.3 per Warlock, and will struggle to get through any armor. Warlocks are therefore discouraged from doing hand-to-hand combat if at all possible.

Defense Properties Edit

The Warlocks possess a surprisingly high Defense score of Icon Defense.png 4. They can deflect about Icon Damage.png 1.2 points of Damage from any damage source, on average. This is sufficient to block most low-tier Normal Units' attacks, particularly Ranged Attacks, but will not protect the Warlocks from any serious opponent.

As with most Normal Units, each Warlock possesses only Icon Hits.png 1 Hit Point. In other words, each point of Icon Damage.png Damage inflicted on this unit will kill off one of its Icon Figure.png figures.

The combination of low Hit Points with a low number of figures (Icon Figure.png 4 Warlocks per unit) means that Warlocks are very poorly defended, and will die very easily when attacked. This is one more reason why they should avoid Melee combat at all costs.

Fortunately, Warlocks are surrounded by a magical field that will almost completely deflect any Icon Ranged Bow.png Ranged Missile Attack directed at them. When such an attack is made on the Warlocks, their Defense score is temporarily boosted to Icon Defense.png 50 (!), making it almost completely impossible for any damage to go through.

Finally, Warlocks possess a very high Resistance score of Icon Resist.png 9. This makes them some of the more resistant Normal Units, having a very good chance to avert enemy Curses, and to survive some spell effects and enemy Special Attacks. With their first Experience Level the Warlocks will reach Icon Resist.png 10, becoming completely immune to a handful of such effects. Each additional level beyond that will increase the variety of effects to which Warlocks are immune. They can potentially become immune to most ill effects the game has to offer.

Other Properties Edit

Warlocks move at a slow Icon Movement Ground1, and can only traverse land tiles. The unit has no special movement properties.

Doom Bolt Spell Edit

Once per battle, the Warlocks can cast a single Doom Bolt spell at a targeted enemy unit.

The Doom Bolt inflicts exactly Icon Damage.png 10 on the selected target. The target does not get to make any Defense or Resistance rolls to avert this damage, and so will suffer exactly Icon Damage.png 10. Only targets with Magic Immunity will avert this damage (automatically suffering none).

Doom Bolt is therefore best targeted at the strongest units on the battlefield, because even a well-armored opponent will take massive damage. Naturally, weaker units may be completely destroyed by the spell.

Basic Strategy Edit

Warlocks are possibly the most powerful Ranged Attack units in the Dark Elf military. They are slightly stronger than Priests, and the additional use of the Doom Bolt Spell can greatly help to tip the battle in your favor. On the other hand, Warlocks are the most expensive unit to produce and maintain, making their use less prevalent.

At the start of a battle, Warlocks (like most Dark Elf units) will begin by expending their Ranged Attacks at whichever enemy target seems most suitable. This attack is powerful enough to do damage to nearly any target, so it is up to you to decide whether you'd rather kill several low-tier Normal Units or concentrate all attacks on one of the more powerful units. This depends entirely on the situation and the composition of both opposing armies.

Once the Warlocks have run out of Ranged Attacks, they become somewhat useless. They are way too expensive to throw away on Melee combat, in which they will likely lose to any opponent. On occasion, Warlocks may be able to pounce on a severely-weakened Normal Unit and kill it, but the risk is often too great.

The Doom Bolt spell should be used early in the battle to take out (or seriously injure) the most threatening enemy unit on the battlefield. Again, this spell ignores the target's defenses, so feel free to cast it even on the most well-armored enemy. Remember that this spell costs you nothing, so never forget to cast it!

With a few Warlocks in an army, it is possible to cause plenty of damage to an advancing opponent or his Ranged Attack troops before Melee combat erupts. On the other hand, any enemy unit that reaches the Warlocks themselves can kill them very easily, so it is important to have other, stronger units in support - or withdraw the Warlocks quickly when the enemy draws near.

Always remember that enemies possessing Magic Immunity will shrug off the Warlocks' attack. In these cases, all Dark Elf units are at a serious disadvantage.

Ability Overview Edit

Ability Quiver Ranged Attack x4 Edit

  • This unit may use a Icon Ranged Magic.png Magical Ranged Attack instead of a Melee Attack 4 times in each battle. Once the unit's ammo is expended, it must resort to Melee Attacks.

Ability MissileImmunity Missile Immunity Edit

  • Any Icon Ranged Bow.png Missile Attack performed against this unit will temporarily raise the unit's Defense score to Icon Defense.png 50 - allowing it to block virtually any incoming damage.
  • Icon Ranged Magic.png Magical or Icon Ranged Boulder.png Boulder attacks do not trigger this effect, and will damage the unit as normal.

Ability DoomBoltSpell Doom Bolt Spell x1 Edit

  • This unit may cast the Doom Bolt spell once per combat at any enemy target.
  • This spell-casting does not take Icon Mana.png Mana out of the Wizard's pool, nor does it reduce the Wizard's Spell Skill for this battle.
  • Immediately after casting the spell, the unit's turn ends. It may not move or attack until its next turn.

Experience Table Edit

The following table illustrates how Warlocks improves as they gain Experience. Any properties that are not listed here do not improve with Experience in any way.

Level Icon Level Name EP Melee Ranged To Hit Defense Resist Hits
Experience 0 Recruit Icon Experience.png 0 - Icon Experience.png 19 Icon Melee Normal.png 1 Icon Ranged Magic.png 7 Icon ToHit.png 30% Icon Defense.png 4 Icon Resist.png 9 Icon Hits.png 1
Experience 1 Regular Icon Experience.png 20 - Icon Experience.png 59 Icon Melee Normal.png 2 Icon Ranged Magic.png 8 Icon ToHit.png 30% Icon Defense.png 4 Icon Resist.png 10 Icon Hits.png 1
Experience 2 Veteran Icon Experience.png 60 - Icon Experience.png 119 Icon Melee Normal.png 2 Icon Ranged Magic.png 8 Icon ToHit.png 30% Icon Defense.png 5 Icon Resist.png 11 Icon Hits.png 1
Experience 3 Elite Icon Experience.png 120 Icon Melee Normal.png 3 Icon Ranged Magic.png 9 Icon ToHit.png 40% Icon Defense.png 5 Icon Resist.png 12 Icon Hits.png 2
Experience 4 Ultra-Elite Icon Experience.png 120 * Icon Melee Normal.png 3 Icon Ranged Magic.png 9 Icon ToHit.png 50% Icon Defense.png 6 Icon Resist.png 13 Icon Hits.png 2
Experience 5 Champion Icon Experience.png 120 ** Icon Melee Normal.png 4 Icon Ranged Magic.png 10 Icon ToHit.png 60% Icon Defense.png 6 Icon Resist.png 14 Icon Hits.png 3

* To achieve this level, either the Warlord Retort or the Crusade spell must be in play.
** To achieve this level, both the Warlord Retort and the Crusade spell must be in play simultaneously.

Average Damage Output Edit

The table below details the average amount of damage that each Icon Figure.png Figure in a Warlocks unit will deliver with each type of attack, based on Icon Experience Level.png Experience Level. It can be used in comparison to the target's Defense rating to figure out the chance of hurting that target.

Select weapons:
Level Icon Level Name Melee Ranged * Thrown Breath
Experience 0 Recruit
Experience 1 Regular
Experience 2 Veteran
Experience 3 Elite
Experience 4 Ultra-Elite
Experience 5 Champion

* Icon Ranged Magic.png Magical Ranged Attacks do not suffer Icon ToHit.png To Hit penalties for distance. Therefore, the values in this column apply at any distance.<img src="Icon_Melee_Normal.png"><img src="Icon_Melee_Magic.png"><img src="Icon_Melee_Mithril.png"><img src="Icon_Melee_Adamantium.png">

Acquisition Edit

Warlocks are unique to the Dark Elf race, and thus may be produced in any Dark Elf Town.

A town must contain a Wizards' Guild to be able to produce Warlocks. Should a town lose an existing Wizards' Guild, it can no longer produce Warlocks until a replacement structure is built.

The Construction Cost of this unit is Icon Production.png 240.

Warlocks may appear for hire as Mercenaries. They may already have some Experience on being hired, and several units may be hired simultaneously. Hiring these units requires a certain cost in Icon Gold.png Gold that depends on many different factors. Warlock Mercenaries have the same Upkeep Cost as a normally-constructed unit.