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HomeHome / Total War: WARHAMMER II / The Empire (Mortal Empires) / Units / Balthasar Gelt (Quicksilver)
Balthasar Gelt (Quicksilver) The Empire (Mortal Empires)The Empire (Mortal Empires) Command

Balthasar Gelt (Quicksilver)

The way of fire is nothing compared to the fluid power of metal!

Balthasar Gelt's research into new formulations of black powder even made him popular with the Imperial Engineers School, an organisation that often dismisses magic as superstitious nonsense. However, during these studies, a freak explosion almost ended Balthasar's quest for knowledge forever. Somehow he survived, and from that day on has only ever been seen swathed in shimmering, metallic robes and wearing a golden face mask. Some say that beneath his mask his skin has turned pure gold, while others whisper that he is horribly disfigured, though the truth of the matter is known only to Balthasar. One thing is certain: the accident only furthered his will to succeed, and this determination increased his power to new heights. After defeating Thyrus Gormann of the Bright Order in a ritual magic duel, Balthasar became Supreme Patriarch of the Colleges of Magic, replacing the long-standing prominence of Fire with that of Metal.

Balthasar Gelt (Quicksilver)

Unit Name

Balthasar Gelt (Quicksilver)

Main Unit Key

wh_main_emp_cha_balthasar_gelt_1

Land Unit Key

wh_main_emp_cha_balthasar_gelt_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

Cavalry

Class

Command

Custom Battle Cost

750

Recruitment Cost

1400

Upkeep Cost

350

Melee Attack

34

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

70

Melee Defence

38

├ Base Defence

38

├ Shield

none

└ Shield Defence

0

Armour

50

├ Armour

wh2_main_plate_50

├ Armour Defence

50

└ Shield Armour

0

Health

4464

├ Man Entity

wh_main_infantry_standard_hero_blood

├ Man Speed

34

├ Man Health

8

├ Bonus Hit Points

4448

├ Mount

wh_main_emp_mnt_pegasus

├ Mount Entity

wh_main_flying_pegasus_hero_blood

├ Mount Speed

65

└ Mount Health

8

Leadership (Base Morale)

65

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.
  • Evasion
    Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.

Attributes

  • 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.
  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.