Basic (stand 13.12.2015)
Empire: (stand 29.02.2016)
Lore of Heavens
Lore of Light
Bonus: Luminark of Hush
Balthasar Gelt and the Lore of Metal
Lore of Metal
Balthasar Gelt (stand: 16.02.2016)
Revisiting Balthasar Gelt
The Greenskins: (Stand 17.12.15)
Spells of da big WAAAGH!
Spell of DA little WAAAHG!
Lore of Death
High Level Spells
Azhag the Slaughterer
Update to the lore of Death, base on Azhags questbattle video.
Contains also general informations about Energy.
Vampire Counts: (stand 24.03.16)
Mannfred von Carnstein
Chaos Warriors (Stand 27.12.2015)
Lore of Fire
Lore of Metal
Lore of Death
Archaon the Eveerchosen
Dwarfs: (stand: 25.01.2016)
Anvil of Doom!
Lore of Life
Lore of the Beast
Transformation of Kadon
Lore of the Heavens
Summary Bretonnia Magic
The Fay Enchantress
Empire main Lore's Overview
Fire Update: 12.01.16
Tomb Kings: (stand: 25.01.2016)
The Lore of Nehekhara
Main Lore's Overview
Casket of Souls
Settra the imperishable
Grand Hierophant Khatep
Arkhan the Black:
Lore of Ruin
Lore of Plague
The Dreaded Thirteenth Spell
Grey Seer Thanquol
Hello dear fellows!
While the game is still a bit away and we don't have all the information’s yet, but still I believe that those new to the winds of magic can’t start early enough to study them.
And to help those unfamiliar to those powers the 8 winds offer, I want give them a bit on inside of how these spell work in the TT, how CA will likely implement them (recent news shows a dedication to stay faithful to the source for all of this) and they uses to prevent your foes to overcome you.
In order to do this great work to the greatest care, I will not just talk about the lores and spells, not just about possible uses in field or siege battles, but also how different a lore could be in one army and how it changes in the use of another army.
Should other with knowledge of those arts, disagree what I have to say, come raise your voice and an eventually glass of wine or beer jug for the discussion my friends.
The great mysteries of those arts are too big and too much in flow to be appeared by just one mind.
Now now, let’s begin...
Not by a lore for a race, but with some more fundamentally knowledge.
The spells can be categorized into three big groups:
Destroy your foes, with strange and unbound forces.
Make the dime light in the inner of your men burn with the heat of thousand suns.
Make enemy steel dull, arms weak and mind desperate!
While all of these have they own advantages, this maestro believes that one has a advantages neither of the other has.
The one I talk is the group of the Augments. All your enemies are known to magic will have seen it many times and often used it themselves. Thou it is to little surprises that few, if any of your foes, will be unprepared for it.
Be it the natural resistance of Dwarfs or banners or items they use. They will tweak the might of your spells even before they are in effect.
Augments on the other hand are not affected by those. They don't need to over come the enemy's attempts of defence, by the simple fact that they don't be cast on those, but your own.
This is both lesson and warning: I firmly believe the truth in my argument and so it may hinder my judgement of the strengths of spells of damage and hex and those who are augments.
There a certain things we don’t know enough details for judgment.
That is important especially for the duration of spells. In the TT, most spells last “till the next magic phase”. How much time this is in TW, is unknown and it is quite likely that CA will not all spells last the same length, even they would in the TT.
Additionally there is the concept of “remains in play”, which means that it doesn’t end once cast, as long the enemy doesn’t dispel. Since the game is missing the dispel mechanic, I will assume that they will last long, but not forever.
Another point which is a bit unknown is the relative cost of each spell. For that reason I will just name the TT price of energy and let people set this in perspective themselves.
To the general way 8th lore’s are to say that they contain 7 spells, one of them is the signature spell which in the game every spellcaster seem to have.
Additionally have all “modern” lore’s attributes which modify they spell in same way. Those appear to be “skill able” as well in the Game and perhaps need to be unlocking first.
But enough of the basics let us finally begin with the first race!