Balthasar Gelt (Warhorse)
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 (Warhorse) |
Main Unit Key wh_main_emp_cha_balthasar_gelt_2 |
Land Unit Key wh_main_emp_cha_balthasar_gelt_2 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Lord |
Category Cavalry |
Class Command |
Cost 550 |
Recruitment Cost 1275 |
Upkeep Cost 310 |
Melee Attack 34 |
300 |
├ Melee Weapon wh_main_emp_sword_caster |
├ Melee Damage Base 210 |
├ Melee Damage Ap 90 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 55 |
38 |
├ Base Defence 38 |
├ Shield none |
└ Shield Defence 0 |
20 |
├ Armour wh2_main_leather_20 |
├ Armour Defence 20 |
└ Shield Armour 0 |
3796 |
├ Man Entity wh2_dlc16_infantry_standard_hero_blood_low_kb_resist |
├ Man Speed 34 |
├ Man Health 8 |
├ Bonus Hit Points 3780 |
├ Mount wh_main_emp_mnt_warhorse_360 |
├ Mount Entity wh_main_cavalry_standard_360_blood_hero |
├ Mount Speed 78 |
└ Mount Health 8 |
Leadership (Base Morale) 65 |
Abilities
- 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.
Attributes
- Encourage
This unit provides a 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.