“ | With singular determination, Mazdamundi will enact the Great Plan - the complete extermination of the unfit races! | „ |
Lord Mazdamundi is a Lizardmen Legendary Lord unit introduced in Total War: Warhammer II. In the campaign, he leads the Hexoatl faction.
Description[ | ]
Lord Mazdamundi is the oldest and most powerful of the living Slann Mage-Priests. At the Dawn of Creation he was instructed by none other than Lord Kroak himself. With a matchless mind unfathomable to others, Mazdamundi is obstinate in his way and will not be deterred from that upon which he has decided. Although it took many interruptions to his thoughtful contemplations, at last the great Slann has fully bestirred himself, shaking off the lethargy that has afflicted so many of his kind. In the last few centuries he has become the most proactive of all the Mage-Priests. When riled, the Lord of the Solar-City will levitate his palanquin-throne atop the largest Stegadon that can be found. The current beast, a colossal specimen named Zlaaq, has served Mazdamundi for almost five hundred years. Once aloft on his mount, Mazdamundi will march out at the head of the armies of Hexoatl. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. His Great Purpose does not allow for mercy.
Attributes[ | ]
- Wizard
- ▲ Spellcaster: This unit can cast spells.
Spells[ | ]
Mazdamundi can cast three spells from the Lore of Heavens, two spells from the Lore of High Magic and one spell from the Lore of Light:
- Harmonic Convergence
- Apotheosis
- Net of Amyntok
- Curse of Midnight Wind
- Arcane Unforging
- Comet of Cassandora
Bound Spells[ | ]
- Banishment (2x)
Unit Abilities[ | ]
Active Abilities[ | ]
Campaign only[ | ]
Passive Abilities[ | ]
Campaign only[ | ]
Item Abilities[ | ]
Unique Items[ | ]
Unique Ancillaries[ | ]
Mounts[ | ]
Campaign starting units[ | ]
Eye of the Vortex[ | ]
Mortal Empires[ | ]
Immortal Empires[ | ]
Lord Effects[ | ]
- Targeting range: +50% for spells
- Winds of Magic power reserve capacity: +15
- Unit experience gain per turn: +50 (Lord's army)
- Upkeep: -50% for Temple Guards units (Lord's army)
- Miscast base chance: -50%
WH2[ | ]
- Miscast base chance: -50%
- Unit experience gain per turn: +50 (Lord's army)
- Upkeep: -50% for Temple Guards units (Lord's army)
- Winds of Magic power reserve: +40
Character Traits[ | ]
Personal Trait[ | ]
Venerated: Oldest and most powerful of the living Mage-Priests, Mazdamundi is a figure of awe even amongst his own kind.
- Targeting range: +50% for spells
- Winds of Magic power reserve capacity: +15
- Unit experience gain per turn: +50 (Lord's army)
- Upkeep: -50% for Temple Guards units (Lord's army)
- Miscast base chance: -50%
Defeat Trait[ | ]
Spawnkiller: It would seem that the lizard king can't always do everything; winning, for instance.
Talent Tree[ | ]
Strategy[ | ]
In battle, Mazdamundi is a powerful and versatile spellcaster, and can perform well in melee with his mount Zlaaq. As is typical of all Slann mage priests in the game, Lord Mazdamundi is not in the best of shapes right at campaign start, but properly trained and leveled up is one of the most versatile, deadly and enduring spellcasters there are. Starting out with just a basic healing spell (Apotheosis) and without his signature mount, Zlaaq, he must be carefully protected in the early game and used mainly as a supporting caster and to bolster your frontline with his Encourage ability. Once he has unlocked his regeneration ability, Zlaaq and the poisonous Cobra Mace, he can be used like a spellcasting Stegadon; throwing him right into the melee with your frontline will no longer be a problem.
If you also level up all his resistance traits from his unique and Slann skill trees, he becomes a charging, spell-slinging, poison-inducing, regenerating living fortress that can easily tank half an enemy army´s damage output and tear them to shreds with his Banishment, Comet of Cassandora and Ruination of Cities while your army mops up the rest.
Gallery[ | ]