Amber Wizard is an Empire hero unit. It was added as a free update on 28th July 2016 alongside the Call of the Beastmen DLC. The Amber Wizard commands the Lore of Beasts, ranging the forces of nature itself against the enemy.
The Wizards of the Amber Order use the symbol of the Arrow and are devotees of the Lore of Beasts, which is heard as an eagle's cry upon the Wind of Ghur. Amber Wizards are renowned for their savage appearance; their hair is wild and unkempt and they dress in furs adorned with bones, feathers, amber beads, and primitive talismans. Few wizards can withstand the touch of Amber Magic, for it is the magic of bestial minds and untamed places, caring little for the ways of civilised cultures. The power of the Wind of Ghur resides most strongly in the thoughts of savage creatures and, as a result, Amber Wizards can commune with animals of all kinds. They also have the ability to assume the strength of the greatest beasts and can induce primal states of terror in others.
One thing to note in the stats is the absurdly high melee attack for casters alongside the low melee defence. This unit will excel at hitting enemies, but will take many hits if surrounded.
The Amber Wizard is notable for having an Imperial Griffon mount option. Most other casters only have Imperial Pegasus mounts. This gives the Amber Wizard a stronger battlefield presence on top of their magical power. In multiplayer it is a strategy to bring a Lord on a flying mount, (Karl Franz, General of the Empire, or Boris Todbringer) an Amber Wizard on his Griffon, and then a regular spellcaster as well (Lore of Life perhaps). This allows a flying goon squad that can deliver strong shock damage to enemy infantry or lords. As the Amber wizard can also summon a Feral Manticore, this aerial power is further enhanced.