Amber Wizard (Imperial Griffon)The Amber Wizard commands the Lore of Beasts, ranging the forces of nature itself against the enemy.
The Wizards of the Amber Order use the symbol of the Arrow and are devotees of the Lore of Beasts, which is heard as an eagle's cry upon the Wind of Ghur. Amber Wizards are renowned for their savage appearance; their hair is wild and unkempt and they dress in furs adorned with bones, feathers, amber beads, and primitive talismans. Few wizards can withstand the touch of Amber Magic, for it is the magic of bestial minds and untamed places, caring little for the ways of civilised cultures. The power of the Wind of Ghur resides most strongly in the thoughts of savage creatures and, as a result, Amber Wizards can commune with animals of all kinds. They also have the ability to assume the strength of the greatest beasts and can induce primal states of terror in others.
Unit NameAmber Wizard (Imperial Griffon)
Main Unit Keywh_dlc03_emp_cha_wizard_beasts_3
Land Unit Keywh_dlc03_emp_cha_wizard_beasts_3
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost1000
├ Melee Weaponwh_main_emp_imperial_griffon
├ Melee Damage Base160
├ Melee Damage Ap290
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence30
└ Shield Defence0
├ Armour Defence50
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_wizard_rider_blood_dismembers
├ Man Speed33
├ Man Health8
├ Bonus Hit Points3780
├ Mount Entitywh_main_flying_griffon_blood
├ Mount Speed70
└ Mount Health8
Leadership (Base Morale)55
- Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
The mighty griffon lets out a blood-curdling roar, chilling his enemies.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Strengths & Weaknesses
This unit can cast spells.
- Causes Terror
This unit can fear themselves.