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===Magic=== Taking a page out of earlier editions, half of the Lores of Battle Magic are removed as well as High and Dark. In exchange for the throwback lore of Athel Loren. The loss of Metal makes it even harder to deal with +1 Knights and Steamtanks, and impossible to give any of your units a decent armour save. It can still take Shadow to make your shooting even better. Overall, another nerf to the Woodies. '''Lore of Life:''' This Lore is really good for Wood Elves as you can restore wounds on your best units (ie: Warhawks and arguably Treekin). It provides you with a way to give your Glade Guard saves, revive your most expensive units, kill your foes with a characteristic test, and have a safety net for you if you miscast. It is best taken on a lvl 3/4, so you can get the throne of vines up and not have to worry about any more miscasts. '''Lore of Shadow:''' The Lore of Shadow allows you to switch and save the most important characters while debuffing your foes. It helps your shooting by reducing your opponent's toughness and weakens them in combat by reducing their strength, weapon skill and initiative. Withering is the must-have spell for Wood Elves, as it solves their greatest weakness - Str 3 bows. By using Melkoth's Mystifying Miasma you can slow down your foes, giving you more time to fire. It can make one your heroes fly but that isn't as useful as the others. It also comes with a semi-cannon ball and a blast initiative test spell which can destroy your enemy's tougher units. Finally, it comes with a buff that allows you to shred through tougher units. It is useful since it works on any wizard of any level. The Lore attribute can be good but it is very situational. Some calculations can be seen in the Talk page. '''Lore of Beasts''': The Lore of Beasts lets you run a train on things that you normally would not be able to run a train on. Arguably, it has the best signature spell of the 8 base Lores. +1 Strength and Toughness make even glade guard dangerous in hand to hand. They are still rubbish, but they may hurt someone. If applied to Treekin, they will each have Dragon-like stats, and go from being 'decent' to 'good' super fast. It really shines on wild riders and Warhawks, though, since it takes them from squishy, to survivable, and from dangerous to just Morderus. High initiative Strength 5 will scare anything. It will also give you the amber spear which helps you deal with monsters and a couple of character buffing spells that can help your shadow dancers. Curse of Anraheir has great synergy with all the forests you might bring along (Acorn of Ages). Making a third of an enemy unit that follows you into a forest die is pretty great. '''Lore of Light''': It's quite good against Undead and Daemons and could still be considered against other armies. With the loss of universal ASF, it's much better than previously during elf vs elf. '''Lore of Heavens:''' '''Lore of Athel Loren:''' combines lore of Life healing and Reg Save with other needed Wood-elves Flare: Gives Fear/Terror + double unit Strength so you win CC, let an expensive units cant be damaged in the shooting phase, Create forests, or put a unit into a murder frenzy.
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