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playing empire, doomstack of steamtank/hypogryph/arty will get life wizard, and rush army like karl franz one will get a beast wizard, for me
High, beasts, death and metal are pretty trash and should be avoided.
Life gets much better once your characters become 1 man killing machines. Being able to keep your elite units and characters topped up is very valuable. Not so useful when you've got a budget army and your lords aren't soloing half a garrison themselves with no help.
Then you throw regrowth on them and they never die late game. Pretty hard to top that. Plus it has other good supporting spells and even a nice AoE damage spell in Dwellers.
Heavens is just very easy to use effectively. Overcasted Midnight Wind on the most enemy units possible and your frontline will win the combat. Drop a comet on blobs. Ezpz.
some lores are "better" but not all races have acess to every lore and for some races certain lores just dont synergize at all with there roster
dark elves use lore of beasts a lot "at least in my experience" despite having acess to "better" lores as manticore summons are so good for so many reasons
i mean lore of beasts should be renamed to lore of manticores lol
another example is tomb kings who despite having acess to both light and death "both really strong lores" regularly use lore of nehekara as nehekara synergizes with the tomb kings roster really well in a way that net of amyntok just does not synergize
ultimately what lore you pick depends on roster and army synergy and you can make any lore work with the right build
i mean i get it in quick battles bring it... but in campaign? why? especialy with dark elves,,,, if you want a manticore recruit one, you dont a hero to waste a slot just to summon 2 manticores that aint gonna last long anyway... when you could be using some real magic instead
beast lore rly just has the manticores as its kicker, and thats not saying much
High Elves: If running large numbers of missile units, Light. If running Dragons or other single entities, Life. If going for damage, Heavens or Fire.
Dark Elves: Fire or Shadows
Lizardmen: Heavens for your Skink Priests. Life Slann for single entity armies.
Skaven: all three lores are good for damage, Plague useful for summoning units to block enemies
Vampire Coast: Vampires
Tomb Kings: Shadows once you get access to it; their other magic sucks
Bretonnia: Life for Hippogryph Knight doomstacks, Heavens otherwise.
Empire: Light for your typical armies with lots or artillery and missile units, Life for Steam Tanks
Greenskins: You'll generally want a River Troll Hag, so you'll have Death from that. Big Waaagh! is also good.
Vampire Counts: Vampires
Norsca: Fire or Shadows
Beastmen: Shadows
Wood Elves: Life for single entities, Shadows for damage
Chaos: Fire or Shadows.
The general idea is: you're typically going for one of three things, either damage, rooting the enemy with Light, or healing. Damage is what you go for when you don't have a specific reason to use Light or healing. The two best Lores for this are Fire and Heavens. Shadows is the next best after the two of them. Anywhere I said Fire or Shadows, Fire will generally be better. Missile heavy armies will favor Light for its ability to slow down enemies and make them more vulnerable to your missiles. If you don't have access to Light in a missile heavy army, go for damage. Armies with single entity units or units with a low model count will favor Life for its healing abilities. If you're using a lot of single entities and don't have access to Life, you use Fire (any faction with access to Heavens also has access to Life).
Outside of the above paragraph is the Lore of Vampires. If you have access to it, use it. It has both the best damaging spell in the game and the best healing spell in the game.