Templehof Luminark (Luminark of Hysh)

From Total War: WARHAMMER Wiki
Jump to: navigation, search
Templehof Luminark
Wh dlc04 emp templehof luminark.png
Magic chariot.png
CategoryMagic Chariot
Crew size2
Artillery pieces1
Icon treasury.png Cost (MP): 1900 (1900)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 475
Icon stat health.png Health: 3171
Icon stat morale.png Leadership: 70
Icon stat speed.png Speed: 50
Icon stat attack.png Melee Attack: 16
Icon stat defence.png Melee Defence: 13
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: 15.4
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
  • 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.

Templehof Luminark (Luminark of Hysh) is a Empire war machine unit. The Wind is stored and harnessed, resulting in the bursting forth of a lethal energy.

Description[edit | edit source]

Led by the prime magus Jovi Sunscryer, a cabal of wizards from the Light Order took up residence in Templehof, Sylvania and set up the Templehof Order. At first the people of the township were suspicious to the point of hostility. But the wizards were generous with their coin and were grudgingly allowed to stay, provided they kept themselves hidden away from "proper folk".

Since an incendiary demonstration of the cabal's talent during the Ghoul Raids of 2521, the townspeople have taken the Light Order to their flea-bitten bosoms, calling them "the White Wizards" and, at suppertime, bring bowls of hare and turnip stew to their manse atop the crag.

Officially, the Light Order established a rural collegium in Sylvania because theirs is the College of Magic best suited to banish the Undead. It is a fact they have proven dozens of time since the Great Darkness fell.

Attributes[edit | edit source]

  • Armour-Piercing Missiles: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • 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!

This Luminark comes with a bound Net of Amyntok from the Lore of Light. In this way, it can net down a target for it to devastate with its massive damage. Or to stop a unit from harassing it so it can level its laser beam at its target.

Do NOT allow this to fire at will. It is unlike other war machines in that it is highly accurate yet has low area of effect. Left to its own devices it can kill maybe ten units a battle with its incredibly low rate of fire... so target units with high hitpoints, don’t let that be 10 zombies! (it can pretty much level a giant with one hit!)