Luminark of Hysh

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Luminark of Hysh
Wh main emp luminark.png
Magic chariot.png
CategoryMagic Chariot
Crew size2
Artillery pieces1
Icon treasury.png Cost (MP): 1700 (1700)
Icon hourglass.png Turns: 3
Icon income.png Upkeep: 425
Buildings required:
Engineer's Workshop
Icon stat health.png Health: 3171
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 50
Icon stat attack.png Melee Attack: 12
Icon stat defence.png Melee Defence: 8
Icon stat charge bonus.png Charge Bonus: 18
Icon stat damage.png Weapon Damage: 20
Modifier icon armour piercing.png Armour-Piercing Damage: 6
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Icon stat ranged damage.png Missile Damage: 495
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 855
Weapon damage.png Explosive Damage: 270
Modifier icon armour piercing.png Explosive Armour-Piercing Damage: 630
Icon stat ammo.png Reload Time: 19.8
Icon stat ammo.png Ammunition: 12
Icon stat range.png Range: 300
Modifier icon magical.png Magical Attacks: Yes
Modifier icon flaming.png Flaming Attacks: Yes
Icon stat armour.png

Luminark of Hysh is a Empire war machine unit in Total War: Warhammer. A weapon from the College of Light, Luminarks vaporise enemies with pure energy by channelling the Wind of Hysh.

Description[edit | edit source]

A Luminark of Hysh is a large and complex magical war machine created by the Wizards of the College of Light Magic. Each consists of an array of enchanted mirrors and aether-lenses, resembling the innards of a vast magical telescope mounted atop a great wheeled platform. These mystical weapons are crewed by a pair of Acolytes - students of the Patriarch of the Light College himself - who tend to the machine's array of precision instruments. As the Acolytes set about focusing lenses, tilting prisms and polishing mirrors, they continuously intone spells to channel the Wind of Hysh. As the invocations gain in tempo and volume, the Orb of Sorcery at the machine's core glows with increasing ferocity until a blinding white light leaps through the Luminarium's arcane optics, manifesting in a destructive beam of soulfire so intense that it vaporises anything in its path.

Abilities[edit | edit source]

  • Low Rate of Fire: This unit has a very low rate of missile fire.
  • Magical Aura: This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
  • Solheim's Bolt of Illumination: The Luminark fires a highly-accurate beam over large distances, causing tremendous damage to its target but with a small area of effect, making it a poor choice against weak infantry.

Abilities[edit | edit source]

Strategy[edit | edit source]

Click here to add a strategy!

Where the Great cannon can be used to snipe out armored enemy units, it is still not the most accurate. The Luminark is a sniper though and should only be used as such. It does magical flaming armor piercing damage meaning there are few targets it won't put a dent in. Conserve its ammo and save its shots for ideal times when an enemy is vulnerable. Targets should always be enemy lords and large single entity monsters, don't waste your shots on infantry. This unit claims to be a chariot, but do not use it as such unless you are desperate. It will take a large amount of damage with its horrific melee stats.

The abilities on the Luminark should not be discounted either. The Locus passively hampers the recharge of the enemy Winds as long as the unit is on the battlefield. It is not horrifically debilitating, but if your enemy is angling towards high cost spells like Burning Head, Overcast Invocation of Nehek, Soul Stealer, etc., it helps lengthen their ability to cast a pivotal spell again. Secondly, the Aura of Protection gives a passive 12% damage resistance which can help if the Luminark is near a flank or has protecting units engaged in a fight.

Siege attack[edit | edit source]

Use to take down towers with other artillery. Once towers are down put unit at the gate to support infantry with its magical aura. Cant find exactly what aura does but seems to heal and/or armor allies. Seems to have trouble firing over the walls so its better inside the gates.