In the campaign, Lord Kroak can be acquired via the Lord Kroak quest chain, which culminates in the Lord Kroak (set piece battle) which pits you against powerful Skaven armies. An exception is made when playing as Gor-Rok who, as one of his campaign perks, begins the game in control of Lord Kroak.
Description[edit | edit source]
Lord Kroak is believed to be the eldest of the fabled First Generation of Slann Mage-Priests, created by the mysterious Old Ones to help them implement the Great Plan. Shortly before the Old Ones created the first of the warm-blooded races, the Elves, Kroak and his fellow Slann helped reshape the world to accommodate this new race, raising mountains and shifting continents, and it was Kroak and his contemporaries who eventually taught the first Elves how to wield magic.
When the Great Plan went awry, leading to the collapse of the Polar Gates and the emergence of Chaos, Kroak was at the forefront of the battle to stem the tide of Daemons. Wielding magics that were far beyond even the mighty Teclis or Nagash, Kroak single-handedly incinerated waves of Greater Daemons at the temple city of Itza, buying his fellow Mage-Priests time to complete the Geomantic Web and aid the Elves of Ulthuan in the creation of the Great Vortex that would siphon the lifeblood of Chaos - magic - from the world.
Before the Daemons were vanquished, they managed to finally break through Kroak's exhausted magic barriers, tearing his body apart, but his indomitable spirit would not concede defeat and refused to leave the world. In the wake of Itza's defence, Kroak's loyal Skink attendants diligently collected every last scrap of his ravaged body and pieced them together again, swathing them in resin-soaked wrappings.
Today, Kroak's mummified corpse, still housing his relentless spirit, keeps watch over the world, whispering commands into the minds of his subjects, and continuing to wield powerful magics in service of the Great Plan. Kroak's powers may now only be a shadow of what they once were, but they are still great enough that his name continues to be among the few able to strike fear into a Daemon's heart.
Attributes[edit | edit source]
- ↑ Spellcaster: This unit can cast spells.
- ↑ Unbreakable: This unit does not suffer any form of leadership loss and will never rout.
Actions[edit | edit source]
- Replenish Troops
- Stimulate Growth
- Boost Income
Abilities[edit | edit source]
Spells[edit | edit source]
Lord Kroak has 3 unique spells:
- Roiling Skies
- Shield of Saphery
Items[edit | edit source]
- Ceremonial Mace of Malachite
- Glyph of Potec
- Amulet of Itza
- Standard of the Sacred Serpent
- Golden Death Mask
Character traits[edit | edit source]
- The Spirit of the Venerable Lord Kroak: +20 Growth, +10 Leadership, +3 Untainted
Notable campaign skills[edit | edit source]
- Colossal Deliverance: Heavily damages the walls of the targeted settlement. Can be upgraded with Trancendental State (reduces cooldown by 50%) or to Ultimate Deliverance (adds effects of downgrading the settlement's level by 1 tier and damaging all buildings).
Strategy[edit | edit source]
Lord Kroak is a strong hero with a nuke with no friendly fire. His spells are incredibly effective at eviscerating blobs of infantry. Find a way to get your enemies to clump, either by sending a lord or monster unit in and then unleash the Deliverance of Itza around them. His spells are three tiers of powerful but all do the same basic thing of blowing enemies up in a radius. If a blob does not seem super big or you don't have enough winds of magic for the third level, consider using the first or second levels. If winds of magic aren't an issue though the third level should be used liberally against the enemies of the Lizardmen. Notably, Gor-Rok starts with Lord Kroak in his army, giving him a major power boost early in the game.