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Amber Wizard (Imperial Griffon) The EmpireThe Empire Command

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.

Amber Wizard (Imperial Griffon)

Unit Name

Amber Wizard (Imperial Griffon)

Main Unit Key

wh_dlc03_emp_cha_wizard_beasts_3

Land Unit Key

wh_dlc03_emp_cha_wizard_beasts_3

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Hero

Category

War Beast

Class

Command

Custom Battle Cost

1000

Recruitment Cost

1600

Upkeep Cost

375

Melee Attack

40

Weapon Strength (Weapon Damage)

450

├ Melee Weapon

wh_main_emp_imperial_griffon

├ Melee Damage Base

160

├ Melee Damage Ap

290

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

60

Melee Defence

30

├ Base Defence

30

├ Shield

none

└ Shield Defence

0

Armour

50

├ Armour

wh_main_emp_leather_barded

├ Armour Defence

50

└ Shield Armour

0

Health

3796

├ Man Entity

wh_main_infantry_standard_wizard_rider_blood_dismembers

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

3780

├ Mount

wh_dlc03_emp_mnt_amber_wizard_griffon

├ Mount Entity

wh_main_flying_griffon_blood

├ Mount Speed

70

└ Mount Health

8

Leadership (Base Morale)

55

Abilities

  • 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.
  • Bloodroar
    The mighty griffon lets out a blood-curdling roar, chilling his enemies.

Attributes

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

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Causes Terror
    This unit can fear themselves.
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