Editing
Total War: Warhammer/Tactics/Magic
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Lore of Vampires (Vampire Coast, Vampire Counts)=== Summary of Strengths: everything is good? seriously everyone knows how amazing it is. skip gaze of Nagash and curse of years probably but other than that its great, extremely versatile and powerful. :'''Passive - ''The Curse of Undeath''''': Heals every undead unit on the map for a small amount over the course of 5 seconds, but in contrast to the Lore of Lifes passive, it can also bring models back. Not a game changer, but free healing is always nice. *'''Curse of Years''': Not worth it. A big AoE debuff that lowers Melee Defense and Speed at a whopping cost of 16 Winds of Magic. Its general effectiveness is additionally offset by the fact that your Skellies or Deckhands are not all that good at melee in the first place and the debuff just too weak against Lords and Heroes (which are usually the preferred targets for debuffs). *'''Gaze of Nagash''': Practically interchangeable with Shen's burning gaze from the Lore of Light. Meek Projectile with mediocre damage that also has a hard time even hitting its intended target. Skip. *'''Invocation of Nehek''': This and Wind of Death are the main reason why the Lore of Vampires is so extremely powerful. Invocation of Nehek brings a very cost-effective heal to the table at a meager 6 Winds of Magic that also resurrects dead models - for 12 on the overcast variant, you get a very big AoE heal that helps especially the many monstrous, low entity units the Counts are able to field. Pumping a half-dead Vargheist or Mourngul unit up a few models can really swing encounters in your favor, not to mention the amount of cheese you can get out of this spell by combining it with the multitude of passive regeneration abilities the Counts have on a lot of units. Maxing it out on Campaign also makes it even cheaper (bringing down the cost from 6/12 down to 5/10) and since it's your first spell, there is no reason to not do so. *'''Raise Dead (Vampire Counts)''': Summons undead, what exactly depending on the lord. Most of them summon Zombies to tie down the enemy or block a charge, or Skeleton Warriors with swords when overcast, which isn't worth the cost as it won't do anything the zombies won't. Strigoi lords summon Crypt Ghouls, which should be used to inflict poison on as many enemies as they can before expiring, or Crypt Horrors when overcast, when you want something that actually does damage. Helman Ghorst has a unique version that summons Grave Guard with swords when you need to kill units and a Wight King when overcast, who won't have the chance to win any duel but can tie down a lord and give it quite some damage too. *'''Drowned Dead (Vampire Coast)''': Similar to its Vampire Count cousin, Drowned Dead summons forth a squad of Zombie Gunmen to help shoot down your foes. Fitting for the Vampire Coast considering how much they love guns. The overcast version summons forth a Zombie Pirate Gunnery Mob, but with handguns so they have more fire power, giving you a stronger edge. How useful this spell is depends on where they are summoned. *'''Vanhel's Danse Macabre''': Sweet Little and extremely cheap buff (only 4 winds, 6 when overcast) that grants +24 Melee Attack and Speed like an inverse Curse of Years. Can be worth it on units like Grave Guard or Black Knights, usually situational, unlike Curse of Years its very low costs make it very useful in a pinch or as last resort spell, when your Magic Reserves have dried up and there's nothing else left to cast. *'''Wind of Death''': A great wind spell, but Immortal Empires nerfed it's damage and mana cost to be more in line with other armor piercing wind spells like pendulum and cracks call. You'll still get your money's worth out of it, just don't expect it to single handedly win battles like it could in Warhammer 1 and 2.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information