About
Unit Description
A weapon from the College of Light, vaporising their enemies by channelling the Wind of Hysh.
Historical Description
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 focussing 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
Locus of Hysh
As Hysh gathers and swirls around the Luminark, it creates a becalming eddy that other magical winds struggle to penetrate.
Aura of Protection
The magical aura surrounding this unit protects allies from harm.
Strengths & Weaknesses
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.
Detailed Stats
Battle Entity Stats |
Unit Size |
Small |
Unit Type |
Man |
Hit Points |
8 |
Walk Speed |
1.50 |
Run Speed |
3.00 |
Acceleration |
3.00 |
Deceleration |
4.00 |
Charge Speed |
3.80 |
Ch. Dist. to Commence Run |
30.00 |
Ch. Dist. to Adopt Pose |
25.00 |
Ch. Dist. to Pick Target |
25.00 |
Turn Speed |
120 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
War Machine |
Unit Class |
Chariot |
Move Action Points |
2100 |
Melee Attack |
12 |
Melee Defence |
8 |
Charge Bonus |
18 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
1 |
Morale |
60 |
Bonus Hit Points |
4600 |
Unit Stats |
Unit Caste |
Chariot |
Unit Weight |
Medium |
Unit Group |
Magic Chariot |
Unit Group Parent |
Artillery & War Machines |
Recruitment Turns |
3 |
Recruitment Cost |
1700 |
Upkeep Cost |
425 |
Unit Size |
2 |
Melee CP |
170 |
Missile CP |
1530 |
Equipment
Melee Weapon |
Weapon Size |
Very Large |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
|
Weapon Damage |
20 |
Weapon AP Damage |
6 |
Building Damage |
40 |
Missile Weapon |
Projectile Number |
1 |
Effective Range |
320 |
Minimum Range |
20 |
Marksmanship Bonus |
100 |
Projectile Spread |
|
Damage |
495 |
Armor-Piercing Damage |
855 |
Base Reload Time |
22 |
Shield |
Missile Block Chance |
0 |