Bright Wizard
Bright Wizard | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bright Wizard is an Empire spellcaster hero unit introduced in Total War: Warhammer. The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.
Contents
Description[edit | edit source]
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.
Abilities[edit | edit source]
- ↑ Spellcaster: This unit can cast spells.
Spells[edit | edit source]
Items[edit | edit source]
Mounts[edit | edit source]
Strategy[edit | edit source]
The Bright Wizard probably produces the most variety of damaging magic, if not the most impressive looking. The Lore of Fire is well suited to destroying clumps of enemies, sniping enemy characters, buffing units, etc. Because of their kindleflame ability, they will pair well with units that deal fire damage or imbue fire damage onto allies. Examples of this are the Warrior Priest, Knights of the Blazing Sun, and Huntsman General. They also exacerbate and exploit the weakness to fire that regeneration imbues, meaning that if regenerating enemies are giving you a hard time its a good idea to bring such a fiery wizard.
Actions[edit | edit source]
This Hero can perform the following actions on the campaign map:
- Embed Hero
- Embeds the Hero into the army, joining it in battle
- Planning
- Modifies construction costs in the local province by -10%
- Deploy in local province
- Does not stack with other heroes of the same type
- Assault Unit
- Inflicts damage upon a unit in the target army
- Positive outcome base chance: 45%
- Assassinate
- Kills the target character
- Positive outcome base chance: 25%
- Magical Interference
- Modifies the Winds of Magic power reserve for enemy armies in the local province by -10
- Deploy in foreign province
- Damage Building
- Inflicts damage upon a building in the target settlement
- Positive outcome base chance: 45%
- Scouting (Requires skill)
- Increases the chance of post-battle magic item drops for the parent army by 10%
- Cleanse Corruption
Some of these actions can be improved by putting points into the relevant skills in the character's campaign skill tree.
Skill Tree[edit | edit source]
Standalone Skills[edit | edit source]
Fireball | |||
Cooldown: -50% to Fireball | |||
↓ | |||
Kindleflame | Cascading Fire-Cloak | Flaming Sword of Rhuin | The Burning Head |
Grants the passive ability Kindleflame | Grants the ability Cascading Fire-Cloak | Grants the ability Flaming Sword of Rhuin | Grants the ability The Burning Head |
Cooldown: -50% to Cascading Fire-Cloak | Cooldown: -50% to Flaming Sword of Rhuin | Cooldown: -50% to The Burning Head | |
↓ | |||
Evasion | |||
Grants the passive ability Evasion | |||
↓ | |||
Earthing | Power Drain | Piercing Bolts of Burning | Flame Storm |
Miscast chance: -25% | Winds of Magic power reserve: +15 | Grants the ability Piercing Bolts of Burning | Grants the ability Flame Storm |
Cooldown: -50% to Piercing Bolts of Burning | Cooldown: -50% to Flame Storm | ||
↓ | |||
Arcane Conduit | |||
Grants the ability Arcane Conduit |
Prime Mover | |||
Planning action: Construction cost is modified by an additional -10% (Deploy: own province) | |||
↓ | |||
Comet-Struck | Adept | Advisor | Storm of Magic |
Reduction in ![]() ![]() |
Assault Unit action: Additional +5% damage caused | Income from all buildings: +3% (local region) | Damage Building action: Additional +5% damage caused |
+2 | +15% | +8% | +15% |
+3 | +30% | +15% | +30% |
↓ | |||
Zzapp! | |||
Assassinate action: Additional 8% chance of killing target | |||
↓ | |||
Magic Detection | Counsellor | Aide | Advocate |
Grants the ability to perform the Scouting action.
Scouting: Increases the chance of post-battle magic item drops for the parent army by 10% |
Public Order: +1 (local province) | Hero self-defence: +3% chance of wounding aggressors | Magical Interference action: Winds of Magic power reserve is modified by an additional -2 |
Scouting action: Magic item drop chance is increased by an additional +5% | +2 | +8% | -5 |
+10% | +3 | +15% | -9 |
↓ | |||
Hardy | |||
Wound recovery time: -1 |