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HomeHome / Total War: WARHAMMER III / Reikland / Units / Bright Wizard (Warhorse)
Bright Wizard (Warhorse) ReiklandReikland Heroes

Bright Wizard (Warhorse)

The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.

The Lore of Fire, or Pyromancy, is borne upon the searing Wind of Aqshy - the study of the Bright Order. The Key of Secrets is their symbol, representing the unlocking of knowledge. Fire Wizards are easily recognised for their red robes and wild orange hair and beards. They are ruddy of skin and are frequently adorned with tattoos that writhe with the weaving of their spells. They are of a fiery temperament, their anger capable of changing from a guttering flame to a raging inferno in a split second. The Bright College is a marvel of architecture. Blazing towers rise like pillars of fire into Altdorf's sky. At the heart of the college, a gigantic beacon burns both day and night, and once cast an eerie scarlet glow over neighbouring districts. The college now stands alone, however, surrounded by a blackened wasteland where, according to hearsay, a warren of streets once stood.

Bright Wizard (Warhorse)

Unit Name

Bright Wizard (Warhorse)

Main Unit Key

wh_main_emp_cha_wizard_fire_1

Land Unit Key

wh_main_emp_cha_wizard_fire_1

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

Cavalry

Class

Command

Custom Battle Cost

450

Recruitment Cost

1100

Upkeep Cost

275

Number of Units

1

Hit Points

3840

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_fire_hr1_warhorse_staff_and_sword

├ Man Entity

wh_main_infantry_standard_wizard_rider_blood_dismembers_fire

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3832

Mass

300

└ Man Mass

300.0000

Armour

20

├ Armour

wh2_main_leather_20

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

33

└ Man Speed

33

Melee Attack

25

Melee Defence

30

Weapon Strength

300

├ Melee Weapon

wh3_dlc23_emp_sword_caster_fire

Base Weapon Damage

210

Armour-Piercing Weapon Damage

90

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

35

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%

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.