Left Panel
HomeHome / Total War: WARHAMMER / The Empire / Units / Light Wizard (Warhorse)
Light Wizard (Warhorse) The EmpireThe Empire Command

Light Wizard (Warhorse)

Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.

The Lore of Light lies under the province of the Wind of Hysh and the symbol of the Light Order is the Serpent of Light. The Wizards of the Light College - also known as Light Wizards - are rarely seen without treasured tomes and arcane scrolls in hand. Light Magic is renowned for its powers of protection, yet a Light Wizard can also conjure blazing lights to bind and burn the enemy. This lore is the hardest to master, for the Wind of Hysh is particularly diffuse. To compensate, the Order employs many acolytes to aid its more senior wizards. This is unusual amongst the Colleges, for wizards of other Orders rarely take on more than a single apprentice at once. The pyramidal hall of the College of Light itself goes largely unseen; it exists within a magical aether realm, parallel to, but separate from, the mundane world. Deep in its labyrinthine dungeons lies the greatest sorcerous treasure vault in the Old World, which also serves as a prison for many evil artefacts. It is the sacred duty of the Guardians of the Light, an arcane society of the Order's most powerful wizards, to keep them locked safely away from the world.

Light Wizard (Warhorse)

Unit Name

Light Wizard (Warhorse)

Main Unit Key

wh_main_emp_cha_wizard_light_1

Land Unit Key

wh_main_emp_cha_wizard_light_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Hero

Category

Cavalry

Class

Command

Custom Battle Cost

450

Recruitment Cost

1100

Upkeep Cost

275

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

30

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

3576

├ Man Entity

wh_main_infantry_standard_wizard_rider_blood_dismembers

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

3560

├ Mount

wh_main_emp_mnt_warhorse_360

├ Mount Entity

wh_main_cavalry_standard_360_blood

├ Mount Speed

80

└ 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.

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.
Disqus
Facebook