Bright Wizard

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Bright Wizard
Emp wizard fire campaign 01 0.png
Wh main lore fire.png
CategoryEmpire hero spellcaster
Unit size1
Icon treasury.png Cost (MP): 1000 (250)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 250
Icon stat health.png Health: 2565
Icon stat morale.png Leadership: 55
Icon stat speed.png Speed: 35
Icon stat attack.png Melee Attack: 25
Icon stat defence.png Melee Defence: 30
Icon stat charge bonus.png Charge Bonus: 15
Resistance missile.png Missile Resistance: 15
Icon stat damage.png Weapon Damage: 210
Modifier icon armour piercing.png Armour-Piercing Damage: 90
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Icon stat armour.png
  • Encourages.png Encourage: This unit provides a Icon stat morale.pngleadership 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.png Hide (forest): This unit can hide in forests until enemy units get too close.

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.

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]

Spells[edit | edit source]

Items[edit | edit source]

Mounts[edit | edit source]

Strategy[edit | edit source]

Click here to add a strategy!

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
    • Reduces the amount of Icon corruption chs.pngChaos and Icon corruption vmp.pngVampiric corruption in the local province by 2
    • Constant passive effect

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]

  1. Mount warhorse.pngWarhorse (Requires rank 9)
  2. Mount barded warhorse.pngBarded Warhorse
  3. Mount imperial pegasus.pngImperial Pegasus (Requires rank 21)
  • Sigmar's Ward
    • Resistance missile.pngMissile resistance: 10%

Character Skills
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
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

Campaign Skills
Prime Mover
Planning action: Construction cost is modified by an additional -10% (Deploy: own province)
Comet-Struck Adept Advisor Storm of Magic
Reduction in Icon corruption chs.pngChaos and Icon corruption vmp.pngVampiric corruption: +1 (local province) 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%
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
Wound recovery time: -1