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Wizards
Oct 31, 2014 9:19:27 GMT -5
Post by The Architect on Oct 31, 2014 9:19:27 GMT -5
Wizard Aliases: None Appearance: HeroQuest (Atari ST, Commodore 64, ZX01 Spectrum, PC), HeroQuest 2: Legacy of Sorasil (Amiga), Warhammer: Shadow of The Horned Rat (PS1, PC), Warhammer: Dark Omen (PS1, PC), Warhammer: Battle For Atluma (PSP), Warhammer: Mark of Chaos (PC), Warhammer: Battle March (PC, Xbox 360), Warhammer The End Times: Vermintide (PS4, Xbox One, PC), Total War: Warhammer (PC), Total War: Warhammer 2 (PC), Warhammer: Vermintide 2 (PS4, Xbox One), Total War: Warhammer 3 (PC) Origin: Humans that became trained in magic. Origination Point: Mallus, Old World, Holy Empire Origin Type: Paranormal Order Type: Order Good Danger Level: 9 Abilities: -Foresight: Wizards can look into the near future. -Magic Staff: Wizards equipped with a magic staff that allows them to commands the natural elements, control non-sentient plants and animals, teleport, and gives them a high resistance to cold temperatures.
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Wizards
Oct 31, 2014 9:19:52 GMT -5
Post by The Architect on Oct 31, 2014 9:19:52 GMT -5
Necromancer Aliases: None Appearance: Warhammer: Dark Omen (PS1, PC), Mordheim: City of The Damned (PC), Total War: Warhammer (PC), Total War: Warhammer 2 (PC), Total War: Warhammer 3 (PC) Origin: Wizards that became corrupt by dark magic that serve the vampires. Origination Point: Mallus, Old World, Sylvania Origin Type: Paranormal/Mutant Order Type: Order Evil Danger Level: 9 Abilities: -Magic Bone Staff: Necromancers are equipped with a magic staff made of bone that allows them to teleport, raise the dead, and emit dark magic blasts.
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