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Celestial Wizard The EmpireThe Empire Command

Celestial Wizard

Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.

The Comet of Power is the symbol of the Celestial Order, which is made up of Wizards who study the Lore of the Heavens that comes from the Wind of Azyr. Celestial Wizards, also known as astromancers, spend most of their time gazing into the night skies, plotting the movements of astral bodies. They are experts in divining the future and the most powerful of the order can even scry portents by peering into crystal balls. Celestial Wizards are equally feared and respected for the awesome powers that lie at their disposal; their spells are able to call lightning from the skies and summon meteorites to smite their enemies. The sixteen towers of the Celestial College are the tallest buildings in Altdorf. A shimmering dome of enchanted glass encloses the peak of each spire. The information gathered from these towers is fed into a vast, magical astrolabe at the heart of the college that spins on the head of a mystical silver needle. From this, the masters of the Celestial college read the myriad signs and portents in their bid to understand the Empire's potential futures.

Celestial Wizard

Unit Name

Celestial Wizard

Main Unit Key

wh_main_emp_cha_wizard_heavens_0

Land Unit Key

wh_main_emp_cha_wizard_heavens_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Hero

Category

Missile Infantry

Class

Command

Custom Battle Cost

250

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

25

Weapon Strength (Weapon Damage)

300

├ Melee Weapon

wh_main_emp_sword_caster

├ Melee Damage Base

210

├ Melee Damage Ap

90

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

15

Melee Defence

30

├ Base Defence

30

├ Shield

none

└ Shield Defence

0

Armour

20

├ Armour

wh_main_emp_leather

├ Armour Defence

20

└ Shield Armour

0

Health

3138

├ Man Entity

wh_main_infantry_standard_wizard_blood_dismembers

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

3130

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.

Attributes

  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.