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HomeHome / Total War: WARHAMMER / Mercenaries / Templehof Luminark (Luminark of Hysh)
Templehof Luminark (Luminark of Hysh) Mercenaries Chariot

Templehof Luminark (Luminark of Hysh)

The Wind is stored and harnessed, resulting in the bursting forth of a lethal energy.

A Luminark of Hysh is a large and complex magical war machine created by the Wizards of the College of Light Magic. Each consists of an array of enchanted mirrors and aether-lenses, resembling the innards of a vast magical telescope mounted atop a great wheeled platform. These mystical weapons are crewed by a pair of Acolytes - students of the Patriarch of the Light College himself - who tend to the machine's array of precision instruments. As the Acolytes set about focussing lenses, tilting prisms and polishing mirrors, they continuously intone spells to channel the Wind of Hysh. As the invocations gain in tempo and volume, the Orb of Sorcery at the machine's core glows with increasing ferocity until a blinding white light leaps through the Luminarium's arcane optics, manifesting in a destructive beam of soulfire so intense that it vaporises anything in its path.

Templehof Luminark (Luminark of Hysh)

Unit Name

Templehof Luminark (Luminark of Hysh)

Main Unit Key

wh_dlc04_emp_veh_templehof_luminark_0

Land Unit Key

wh_dlc04_emp_veh_templehof_luminark_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Magic Chariot

Naval Unit Group

Magic Chariot

Soldiers

2

Caste

Chariot

Category

War Machine

Class

Chariot

Custom Battle Cost

2325

Recruitment Cost

2325

Upkeep Cost

660

Missile Damage

1500

├ Missile Weapon

wh_test_templehof_luminark

├ Projectile

wh_main_bound_spell_solheims_bolt_of_illumination

├ Missile Damage

550

├ Missile Ap Damage

950

└ Base Reload Time

1

Accuracy

200

Range

300

Reload

80

Shots Per Minute

300

Ammunition

10

Engine Missile Damage

0

├ Engine

wh_dlc04_emp_veh_templehof_luminark_0

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

200

Range

Reload

80

Shots Per Minute

Ammunition

10

Melee Attack

12

Weapon Strength (Weapon Damage)

26

├ Melee Weapon

wh_main_emp_luminark

├ Melee Damage Base

20

├ Melee Damage Ap

6

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

18

Melee Defence

10

├ Base Defence

10

├ Shield

none

└ Shield Defence

0

Armour

40

├ Armour

wh_main_emp_chariot

├ Armour Defence

40

└ Shield Armour

0

Health

3816

├ Man Entity

wh_main_infantry_standard_blood_dismembers

├ Man Speed

31

├ Man Health

8

├ Bonus Hit Points

3800

├ Mount

wh_emp_warhorse_armoured_luminark

├ Mount Entity

wh_main_emp_luminark_draught_blood

├ Mount Speed

50

└ Mount Health

8

Leadership (Base Morale)

70

Abilities

  • Net of Amyntok
    The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.
  • Locus of Hysh
    As Hysh gathers and swirls around the Luminark, it creates a becalming eddy that other magical winds struggle to penetrate.
  • Aura of Protection
    The Light Magic aura that surrounds the Luminark gives protection to those the Acolyte of Hysh deems worthy.

Attributes

  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Strengths & Weaknesses

  • Low Rate of Fire
    This unit has a very low rate of missile fire.
  • Armour-Piercing Missiles
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Solheim's Bolt of Illumination
    The Luminark fires a highly-accurate beam over large distances, causing tremendous damage to its target but with a small area of effect, making it a poor choice against weak infantry.
  • Magical Aura
    This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Recuitment Requirement
Maximum Number 1
Faction Availability
Warhammer

Faction Mercenaries Pool

Mercenaries Pool
No. Pool Faction Initial Unit Count Chance To Replenish Max Replenish Per Turn Max Count
1 wh_dlc04_emp_units_of_renown_pool 1 100 1 1
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