Mage (Heavens) (Ithilmar Chariot)
High Elves have been studying the night skies long before the astromancers of the Empire, and so can freely manipulate the Wind of Azyr.In Ulthuan, those who devote their lives to magic are treated with the highest respect and honour. Though each kingdom has its own magical traditions and methods of scholarship, Saphery is the realm most famed for its mages, and it is at the White Tower of Hoeth that Ulthuan's seat of magical learning can be found. There, the greatest collection of Mages, Loremasters and scholars in the world endeavour to perfect their mastery of the sorcerous arts. It is a place of wonders unbounded, where mages strive to harness every aspect of the Winds of Magic.
Unit Name Mage (Heavens) (Ithilmar Chariot) |
Main Unit Key wh2_dlc10_hef_cha_mage_heavens_2 |
Land Unit Key wh2_dlc10_hef_cha_mage_heavens_2 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 2 |
Caste Hero |
Category War Machine |
Class Command |
Cost 800 |
Recruitment Cost 1500 |
Upkeep Cost 375 |
0 |
├ Engine wh2_dlc15_hef_ithilmar_chariot_hero |
├ Missile Weapon |
├ Projectile |
├ Missile Damage |
├ Missile Ap Damage |
└ Base Reload Time |
Accuracy 10 |
Range |
Reload 10 |
Shots Per Minute |
Ammunition 0 |
Melee Attack 24 |
285 |
├ Melee Weapon wh2_main_hef_mage_chariot |
├ Melee Damage Base 200 |
├ Melee Damage Ap 85 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 30 |
Charge Bonus 64 |
18 |
├ Base Defence 18 |
├ Shield none |
└ Shield Defence 0 |
110 |
├ Armour wh2_main_plate_110 |
├ Armour Defence 110 |
└ Shield Armour 0 |
4156 |
├ Man Entity wh2_main_infantry_standard_wizard_blood_dismembers_heavens |
├ Man Speed 35 |
├ Man Health 8 |
├ Bonus Hit Points 4140 |
├ Mount wh2_main_hef_mnt_barded_steed_chariot |
├ Mount Entity wh2_main_hef_ithilmar_chariot_draught |
├ Mount Speed 78 |
└ Mount Health 8 |
Leadership (Base Morale) 60 |
Abilities
- Martial Prowess
High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
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. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.