Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki

The Lore of Beasts is a lore of magic in Total War: Warhammer.

Lore Attribute[]

Wild Heart[]

Wh dlc03 lore passive wild heart.png The spellcaster attunes the magic of the wild, channelling its ancient and arcane power.

  • The Passive of the Lore, active mapwide on casting another spell.
  • Increase to power reserves for 29 seconds
  • Inproved power recharge rate for 29 seconds

Spells[]

Flock of Doom[]

Wh dlc03 spell beasts flock of doom.png With a mighty bellow, the Wizard invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.

Overview
Type: Direct Damage
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 6
Recharge Time: 30 seconds
Wind up Time: 3 seconds
Duration: 7 Seconds
Target: Enemy, Ground
Effect Range: 30m
Range: 100m
Direct damage
Damage: ?
Armour-piercing damage: ?
Overcast
Duration: 14 Seconds
Range: 300m

Pann's Impenetrable Pelt[]

Wh dlc03 spell beasts panns impenetrable pelt.png Calling upon the beast-spirits of the wild, the Wizard sheathes his vulnerable flesh in unyielding fur and hide.

Overview
Type: Augment
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 7
Recharge Time: 43 seconds
Wind up Time: 3 seconds
Duration: 44 Seconds
Target: Ally
Effected Units: 1
Range: 200m
Augment
Effect:
+24% Movement Speed
+22 Physical resistance
Overcast
Power Cost: 13
Effect Range: 40m

The Amber Spear[]

Wh dlc03 spell beasts the amber spear.png Sounding a gnarled horn, the Wizard summons a glowing amber spear and hurls it at the foe with uncanny accuracy.

Overview
Type: Magic Missiles
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 7
Recharge Time: 43 seconds
Wind up Time: 3 seconds
Target: Enemy
Effected Units: No Limit
Range: 200m
Overcast
Power Cost: 11
Increased armour-piercing damage
Projectile
Number of Projectiles: 1
Damage: 0
AP Damage: 432
Minimum Range: 10
Maximum Range: 200
Velocity: 75
Collision Radius: 1
Explosion
Damage: 0
AP Damage: 108
Radius: 2
Force: 125

The Curse of Anraheir[]

Wh dlc03 spell beasts the curse of anraheir.png At the Wizard's command, nebulous nature spirits assail the foe, clawing with hands not nearly as insubstantial as they first appear.

Overview
Type: Hex
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 11
Recharge Time: 47 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Area of Effect: 40m
Range: 200m
Hex
Duration: 39 seconds
Effect:
-24% Movement Speed
-30 Accuracy
-24 Melee attack
Overcast
Power Cost: 14
Effect Range: 55m

Transformation of Kadon[]

There is also a unique spell version of Transformation of Kadon, which summons a Varghulf instead for the Von Carstein Vampire Lord. Elven mages also summon Great Eagles instead of Manticores (Cost 14 Winds rather than 18).

Wh dlc03 spell beasts transformation of kadon.png Kadon was able to shift his shape to that of any monster, even a Manticore. One day he found he could not change back...

Overview
Type: Augment
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 18
Recharge Time: 45 seconds
Wind up Time: 5 seconds
Target: Ally, Ground
Effected Units: 1
Range: 60m
Augment
Duration: ?
Effect: Summons a beast unit to the battlefield:

Wyssan's Wildform[]

Wh dlc03 spell beasts wyssans wildform.png The Wizard unleashes the beast within, using its fury to transform his allies into bestial forms.

Overview
Type: Augment
Strength: Weak and disposable, can help in a pinch. Low costs and recharge.
Cast
Power Cost: 4
Recharge Time: 28 seconds
Wind up Time: 1 seconds
Target: Ally
Effected Units: 1
Range: 200m
Augment
Duration: 22 Seconds
Effect:
+15 Armour
+22% Weapon Damage
Overcast
Power Cost: 8
Effect Range: 40m

Strategy[]

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The lore attribute is notable for adding magic to the reserve as well as increasing recharge rate, simultaneously giving you more magic as well as improving the rate at which you get it. The recharge rate is only half as effective as the attributes from the Lore of Death and Lore of the Big Waaagh! However, the increase to reserves helps maintain your pool of magic. While this is not exploitable for Infinite magic, the additional casting it provides is useful.

Flock of Doom is a solid direct damage spell in an area of effect. It can do good damage against clumps of enemies or units vulnerable to magic. It does not do the most damage, however the fact that it is guaranteed magic ensures its value. Pann's Impenetrable Pelt, is good for protecting a unit from incoming damage as well as giving them the movement to engage with foes or disengage. Generally best used for damage resistance rather than speed. The Amber spear is a cheap and useful missile spell that penetrates deep into unit formations so if lined up correctly can go through multiple models of elite infantry, killing them instantly. The Curse of Anraheir has a number of different effects, but is generally good for lowering melee attack and speed of enemies. Transformation of Kadon is very valuable for the ability to manifest a terror causing flying unit. Notably, the manticore rampages quite easily, so you really get one chance to target it onto a foe before you lose control. Finally, Wyssan's Wildform is a good hybrid spell that boosts damage and armour of a unit. This can be valuable, but be aware of the armour piercing of your enemy and how much armour they are wearing as both can mitigate the spell's effectiveness.

Overall, a diverse lore of magic that can accomplish a variety of tasks. Its spells generally cover a variety of roles, but makes it harder for them to excel at one role in particular. For example, you can boost the armour and weapon damage of a unit, but neither to absurd heights. Or you can boost the movement speed and physical resistance of a unit, but neither super well.

In Multiplayer, many people bring the Lore of Beasts purely to summon Manticores. However, it is a good idea to bring an additional spell as well. Only two manticores can be summoned per game and it is easy to have winds of magic left over. If the battle does not end quickly, there is a good chance you will have unused magic left over which can be spent on a cheap second spell like Wyssan's Wildform or the Amber Spear.

Lore Attributes[]

The Wild Heart improve to recharge rate boosts regen by .075. This is half of Life Leeching (Lore of Death) and Power of Da Waaagh! (Lore of Big Waaagh!) which improve regen by .15. This makes sense as Wild Heart also improves power reserves by 10 winds. What is also interesting is that Sneaky Stealin' (Lore of Little Waagh!) reduced recharge rates also does .075. This means that if Wild Heart and Sneaky Stealin' were active at the same time they would cancel each other out. Whereas Sneaky Stealin would only halve the effectiveness of the other two mentioned above.

Source: https://twwstats.com/abilities?q=&right=2049963969484436867

Trivia[]

With the Shadow and the Blade dlc, CA introduced a transformation ability for Malus and Tz'arkan. As the flavor text for Transformation of Kadon suggests, it is supposed to turn your caster into a manticore rather than summon one. Upon release of the dlc, CA made a statement that they considered changing the spell to a transformation rather than a summon. However, they thought that players would usually opt to keep their caster rather than turn it into a manticore (Having a spellcaster is much more useful than having a single manticore usually). As such, they decided not to change the spell.

The Lore of Beasts is the third-most-widespread lore in the game, being available in full to generic casters of seven races, and in part to eight thanks to the Vampire Count's Von Carstein Vampire Lord. The first most common is Death, which is available to ten races, while the second, Shadows, is available to nine.

Units[]

High Elves[]

Empire[]

Beastmen[]

Bretonnia[]

Wood Elves[]

Lizardman[]

Dark Elves[]

Magic

Videos[]