Warlock
From RelicWiki
Warlock | |||||||||||||
Race | Eldar | ||||||||||||
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Version | Soulstorm v1.2 | ||||||||||||
Build Info | |||||||||||||
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Unit Stats | |||||||||||||
Hitpoints | 250/1 | ||||||||||||
Armour | Infantry Medium | ||||||||||||
Morale Bonus | +100/+1 | ||||||||||||
Death Penalty | -37.5 | ||||||||||||
Unit Mass | 15 | ||||||||||||
Move Speed | 16 | ||||||||||||
Sight Radius | 30 (detection 30) | ||||||||||||
Weapons | |||||||||||||
Ranged | Shuriken Pistol | ||||||||||||
Melee | Sword |
Contents |
Warlock
"The burden of leadership lies with us."
Warlocks are powerful psykers that lead their fellow Eldar into battle.
Tactics
Warlocks are the leaders of Guardian Squads that initially do little other than provide a damage bonus and detection. However, a Guardian squad without a Warlock will perform rather poorly as the Warlock provides the best damage bonus out of all squad leaders. It is essential to research Mysticism if you plan on making serious use of your Guardian Squad or later the Seer Council. Mysticism provides better damage for the Warlock, better defense for the squad, and access to the abilities Entanglement and Embolden. Use Embolden to provide extra morale for your squad before an engagement and Entanglement to trap melee squads. Entanglement is especially devastating if used in conjunction with Dark Reaper Squads or Warp Spider Squads and is even effective against jump troops.
Abilities
Leadership
Leadership | ||||
Requires | Mysticism | |||
Target Types | Self | |||
Range | 0 | |||
Area of effect | Entire squad | Cooldown time | Passive ability | |
Effects | The Warlock inspires his squad to fight harder. The squad's Weapon Damage is increased by 20%. | |||
Embolden
Embolden | Hotkey: B | |||
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Requires | Mysticism | |||
Target Types | Self | |||
Range | 0 | |||
Area of effect | Entire squad | Cooldown time | 150 s | |
Effects | The Warlock uses his psychic powers to lift the hearts of his fellow soldiers. The maximum morale of the squad is increased by 200 for 20 seconds. | |||
Entanglement
Entanglement | Hotkey: N | |||
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Requires | Mysticism | |||
Target Types | Enemy Infantry, Heavy Infantry, Commander, and Daemon Medium | |||
Range | 30 | |||
Area of effect | Entire targeted squad | Cooldown time | 150 s | |
Effects | The Warlock ensnares an enemy squad, holding them fast for 5 seconds. The affected squad cannot move for the duration of the ability, including the use of jumps. | |||
Conceal
Conceal | ||||
Requires | Mysticism | |||
Target Types | Self | |||
Range | 0 | |||
Area of effect | Entire squad | Cooldown time | Passive ability | |
Effects | The Warlock shrouds his squad with his psychic powers reducing the damage they take from ranged fire by 25%. This is a passive ability and is always active after Mysticism is researched. Unlike the Seer Council variant, the Warlock's Conceal effects an attached Farseer as well. | |||
Weapons
Shuriken Pistol
Shuriken Pistol | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 25 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 70% (100% w/ Guide which increases the DPS by 42.9%) | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Sword
Sword | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | melee | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 65% (95% w/ Guide which increases the DPS by 46.2%) | Refire Rate | 0.8 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Weapon Upgrades
Power Sword
Power Sword | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | See Mysticism | Range | Melee | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | See Mysticism | Accuracy | 65% (95% w/ Guide which increases the DPS by 46.2%) | Refire Rate | 0.8 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Mysticism | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | The Power Sword permanently replaces the Sword when researched |
Researchable Upgrades
Mysticism
Mysticism | Hotkey: C | |||
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Cost | 125 65 | Research Time | 50 s | |
Researched From | Webway Assembly | |||
Requires | Nothing | |||
Effects |
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Fleet of Foot Research
Fleet of Foot Research | Hotkey: F | |||
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Cost | 50 50 | Research Time | 60 s | |
Researched From | Webway Assembly | |||
Requires | Nothing | |||
Effects | Activates the Fleet of Foot ability for Guardian Squads, Ranger Squads, Howling Banshee Squads, Dark Reaper Squads, Fire Dragon Squads, Farseer, and the Seer Council. |
Farseer Veteran Upgrade
Farseer Veteran Upgrade | Hotkey: H | |||
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Cost | 100 25 | Research Time | 39 s | |
Researched From | Soul Shrine | |||
Requires | Nothing | |||
Effects |
Farseer Hero Upgrade
Farseer Hero Upgrade | Hotkey: H | |||
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Cost | 125 50 | Research Time | 50 s | |
Researched From | Soul Shrine | |||
Requires | Farseer Veteran Upgrade | |||
Effects |
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The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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