Left Panel
menu
HomeHome / Total War: WARHAMMER III / The Golden Order / Units / Balthasar Gelt (Quicksilver)
Balthasar Gelt (Quicksilver) The Golden OrderThe Golden Order Lords

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

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Cavalry

Class

Command

Custom Battle Cost

750

Recruitment Cost

1400

Upkeep Cost

350

Number of Units

1

Hit Points

4456

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_hr1_pegasus_staff_and_sword

├ Man Entity

wh2_dlc16_infantry_standard_hero_blood_low_kb_resist

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4448

Mass

800

└ Man Mass

800.0000

Armour

50

├ Armour

wh2_main_plate_50

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

34

└ Man Speed

34

Melee Attack

34

Melee Defence

38

Weapon Strength

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

70

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.
  • Can Fly
    This unit can fly.

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.