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Fire is also great against the AI for damage dealers (especially against undead). Death is great for monster armies if you go for routing your enemies off with leadership debuff.
Summoned Manticores(or Eagles) is an additional unit in a 20 stack army(so it is 21 vs 20). You can throw them into the thick of things without care, because losing it will cost you nothing.
They can often deal a few thousand points of damage(around 2000 is pretty normal), which is good value for 7 WoM. You can even send them in against enemy spell heroes(especially wizards) and artillery, potentially forcing them to leave the battlefield.
Their ability to hold up and disrupt enemy units means that your actual units dont have to engage as many enemies at once.
Curse of Anraheir is one of the most flexible debuffs in the game, since it is AoE and effects MA, Speed and ranged Accuracy. On top of that, it has a good duration and cheap.
Amber Spear has very high AP damage for a magic missile, especially when overcasted. It is very effective against high armored targets.
Wyssan's Wildform can be used either as a defensive tool against low AP attacks or to enhance your melee attack power. When overcast, it can buff your entire frontline for fairly cheap.
The only spell I have trouble defending is Pann's Impenetrable Pelt. It is fairly niche.
It can, however, be pretty good on Chariots or cavalry that have to cross the distance to enemy archers/artillery as fast as possible, and can be overcast for an AoE effect. Casting it on a lord or hero caught in a bad situation can be a lifesaver. And it has a fairly long duration and a decent cost.
Once maxed out, there is not a single spell in the lore that cost over 15 WoM, and every cast provides you with more WoM and a faster recharge. This means it is fairly spammable and can easily be added as a secondary wizard in an army. With the right magical items and followers, this can create complete magic superiority by decreasing enemy WoM, increase enemy miscast chance and having an extra set of bound spells to add to the carnage.
Having a Manticore(or Eagle) engage 2-3 units ahead of your army, then cast a vortex-, breath- or big bombardment spell from another Wizard on the blob only cost you about 20 WoM(or less) and creates huge value.
Death gets lots of leadership debuffs including Fate of Bjuna which basically can delete one important unit with almost no thought to its cast, this in turns ruins their morale and the unit's around them.
Where it really shines is causing the enemy to route by debuffing their leadership so much. If you are facing units that cause terror, giving terror to your units will make them immune to fear and terror.
Death also excels at leader sniping, so if you are fighting units that are very leader dependent like undead, Bretonnia, Tomb Kings, Greenskins, Norsca then Death allows you to remove their Lord.
Combine things like banners, followers, artillery, ranged fire, rear attacks, fear and terror, then add Lore of Death's heavy damage and Doom and Darkness(-16 leadership, potentially in an AoE) and you will send most units running after just a few seconds of fighting.
That's now how winds of magic work. You're expending winds of magic every time you cast no matter what passives or abilities you use.
By the time Flock of Doom(5 WoM for base cast) has come off cooldown, you have generated more Winds of Magic than you spent casting it due to the passive.
I wouldn't say I overlook that. I just don't have a high opinion of it, because you're expending a lot of resources to rout one unit that's just going to come back unless you dedicate a fast unit to chasing it down. You're not going to get the cascading rout that you can get in other Total War games, because the leadership penalty for seeing friends rout is relatively small.
This is the forum for the second game, not the first game. Fate of Bjuna is nowhere near that strong in this game.
No, that's now how it works. The additional winds of magic are temporary. You have not generated any winds of magic. You are not gaining any in your reserves from the passive.
Since Lore of Death can do AoE leadership bomb and terror(enemy at or below 13 leadership gets terrified) this can control the flow of battle fairly easy and potentially get "free kills" when units eventually shatters.
Also, Fate of Bjuna can still deal about 3000 damage to infantry on single cast(about 3-4x as potent as Spirit Leech). It is still very effective at dealing with high tier infantry. It is quite costly though.
Power reserves are not a supply that is slowly filling up your active winds of magic pool at the cost of it's own.
If you start a fight with 8 WoM in your active pool and 60 in reserve, you can choose to not cast a single spell, reach 30 WoM in your active pool and still have 60 in reserve. How fast you reach 30 in your active pool depends on how much you have in reserve.
The reserve is only ever depleted when you cast spells.
This means that once you cast a Beast spell and the passive triggers, it temporarily add to the reserve pool on top of the recharge bonus, which means it will quickly fill up additional WoM in your active pool. Instead of roughly 7 seconds recharge for a single WoM, it will become 4 seconds(in the example above).
This means that the amount of WoM generated between casts will be much higher, providing you with overall more WoM to use over the course of a battle.
When casting Flock of Doom(5 WoM when fully upgraded) it will have generated 5-6 extra WoM, compared to if you didnt have the passive.
BUT it is guaranteed damage
cast it on any unit that has over 45 models and aprox 50-60% of its HP goes down FOR FREE
spirit leech and bjuna are just...boring
"click here to delete this unit plz comes in 2 flavours one for single entities and one for elite infantry"
the "value" of the spell is that it cant miss like a fireball
it cant backfire like a vortex
it has literally no counterplay other than if said unit has magic resist its just...guaranteed damage
thats the value of lore of death is its much more consistent than any other lore as there is little gambling involved
vampire coast has acess to lore of vampires
lore of vampires simply outclasses EVERY other lore of magic in the game by such a margin that its never worth using
you are correct lore of deeps is a very solid lore...but it belongs to a race that has acess to the best lore of magic in the game so it never gets used