The Lore of High Magic is a lore of magic introduced in Total War: Warhammer II.
Lore Attribute[ | ]
Ancients' Protection[ | ] | |
---|---|
The warding powers of the Ancients are manifested to harden the Asrai in times of their greatest need. | |
Passive Ability
Lore of High Magic | |
Type | Augment (Area) |
Target | Self, Allies |
Physical Resistance | +10% |
Effect range | Map-wide |
Duration | 12 seconds |
Affected units | Affects allies in range(all) |
Enabled if | Casting |
Triggers when casting spell | |
Available to Wood Elves only |
Spells[ | ]
Units[ | ]
Daemons of Chaos[ | ]
Unit | |||||||
---|---|---|---|---|---|---|---|
🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
High Elves[ | ]
Unit | |||||||
---|---|---|---|---|---|---|---|
🗙 | 🗙 | 🗙 | 🗙 | ✔ | 🗙 | ✔ | |
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
✔ | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 | |
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Lizardmen[ | ]
Unit | |||||||
---|---|---|---|---|---|---|---|
✔ | 🗙 | ✔ | 🗙 | 🗙 | 🗙 | ✔ | |
✔ | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 | |
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Tzeentch[ | ]
Unit | |||||||
---|---|---|---|---|---|---|---|
(Formless Horror: Alarielle the Radiant) |
🗙 | 🗙 | 🗙 | 🗙 | ✔ | 🗙 | ✔ |
(Formless Horror: Eltharion) |
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
(Formless Horror: Teclis) |
✔ | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 |
(Formless Horror: Lord Mazdamundi) |
✔ | 🗙 | ✔ | 🗙 | 🗙 | 🗙 | ✔ |
(Formless Horror: Ariel) |
🗙 | 🗙 | ✔ | 🗙 | ✔ | 🗙 | 🗙 |
(Formless Horror: The Blue Scribes) |
🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Wood Elves[ | ]
Unit | |||||||
---|---|---|---|---|---|---|---|
🗙 | 🗙 | ✔ | 🗙 | ✔ | 🗙 | 🗙 | |
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Warriors of Chaos[ | ]
Unit | |||||||
---|---|---|---|---|---|---|---|
🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Bound Spells[ | ]
Unit abilities[ | ]
- High Elves
- Teclis (Fiery Convocation)
Items[ | ]
Items with bound spells from this lore:
- Burning Phoenix Pinion
- Khaine's Ring of Fury
- Radiant Gem of Hoeth
- Ring of Corin
- The Seerstaff of Saphery
Strategy[ | ]
The Lore of High Magic is a well rounded lore that does a bit of everything, it is almost because of this that it does not truly excel at anything.
- Shield of Saphery provides damage resistance mapwide which is good for the High Elves as they want to always keep their units above 50% health for Martial Prowess. For Lizardmen this is useful for their large monsters, but not super significant.
- Hands of Glory boosts the Melee attack and reload skill of a unit. It is a decent spell, but not amazing.
- Apotheosis is a solid healing spell which is valuable to both Lizardmen and High Elves. The spell allows the healing unit to causing fear which is a niche trait, but it may help in certain situations.
- Soul Quench is actually a pretty good missile spell relatively speaking. Good for blasting an enemy for relatively cheap and triggering the lore passive.
- Tempest is good when you know the enemy will be fielding several air units. If they put a key Lord or elite units in the air, bring Tempest and some archers to keep them in check.
- Fiery Convocation causes extreme damage, but takes a long time to go into effect. Only use it on a target if you are certain that they will not be moving for several seconds.
- Arcane Unforging is a direct damage spell that also increases enemy cooldowns. It has its uses but the skill points are likely better spent elsewhere.
|