Balthasar Gelt
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.
Unit Name Balthasar Gelt |
Main Unit Key wh_main_emp_cha_balthasar_gelt_0 |
Land Unit Key wh_main_emp_cha_balthasar_gelt_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 350 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
3688 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_empire_staff_and_sword |
├ Man Entity wh2_dlc16_infantry_standard_hero_blood_low_kb_resist |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3680 |
800 |
└ Man Mass 800.0000 |
20 |
├ Armour wh2_main_leather_20 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 65 |
34 |
└ Man Speed 34 |
Melee Attack 34 |
38 |
300 |
├ Melee Weapon wh_main_emp_sword_caster |
├ Base Weapon Damage 210 |
├ Armour-Piercing Weapon Damage 90 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 30 |
Abilities
-
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
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.
Speed x 105%
Melee Defence +5
Attributes
-
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |