Total War: WARHAMMER Wiki
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Total War: WARHAMMER Wiki

Lore of Ice is a lore of magic added to the game with Total War: Warhammer III.

Lore Passive[]

  • Frost Shield
  • Water vapour is frozen into a shield to protect the entire force from magical attack for the duration of the spell ranged against it.
  • Type: Augment
  • Target: Self, affects allies in range
  • Effect Range: Map-wide
  • Duration: 11 Seconds
  • Active if: Casting
  • +15 Armour
  • +12 Missile block chance

Spells[]

Ice Maiden's Kiss[]

The spellcaster breathes forth purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.

  • Cost: 6 Winds of magic
  • Type: Breath
  • Cooldown: 21 Seconds
  • 12 Damage per second (2 Seconds)
  • 24m/s Movement speed
  • 12m Damage radius
  • Short, wide expanding tear-shaped attack
  • Overcast: 10 Winds of magic
  • Increased armour-piercing damage
  • 24 Damage per second (2 Seconds)

Ice Sheet[]

A thin but slippery layer of ice forms on the battlefield. Those able to stay upright can only traverse it slowly or risk falling through.

  • Cost: 2 Winds of Magic
  • Type: Hex (area)
  • Duration: 17 Seconds
  • Cooldown: 18 Seconds
  • Speed -48%
  • Charge Speed -48%

Frost Blades[]

Crackling magical energy envelopes the weapons of this unit, imbuing mundane weapons with deadly new properties. Those impaled on these murderous blades will die in frozen agony

  • Cost: 7 Winds of magic
  • Type: Augment
  • Duration: 26 Second
  • Cooldown: 30 Seconds
  • Base weapon damage +25%
  • Armour-piercing damage +25%
  • +24 Melee attack
  • Overcast cost: 10
  • +50% Base weapon damage
  • +50% Armour-piercing damage

Death Frost[]

Reaching out, the spellcaster passes on a touch of murderous old that slowly but steadily kills the victim as it flows through their veins.

  • Cost: 12 Winds of magic
  • Type: Direct damage
  • Duration: 27 Seconds
  • 1.8k Damage (over 27 Seconds)
  • Cooldown: 26 Seconds
  • Overcast: 18 Winds of magic
  • Extended cast range

Crystal Sanctuary[]

A temporary crystal dome is generated around the spellcaster and their allies warding them against magical attacks but rooting them to the spot in the process

  • Cost: 14 Winds of magic
  • Type: Augment
  • Duration: 35 Seconds
  • Cooldown: 35 Seconds
  • +66% Damage resistance
  • Cannot move
  • Overcast: 26 Winds
  • Added effect area

Heart of Winter[]

Those caught by this spell are gradually slowed to a frozen stop as they reach the very epicentre of winter's glacial cold.

  • Cost: 24 Winds of magic
  • Type: Direct Damage (area)
  • Duration: 32 Seconds
  • Effect Range: 30m
  • Phase 1 (8 Seconds): -15% Speed and 24 damage
  • Phase 2 (8 Seconds): -30% Speed and 40 damage
  • Phase 3 (8 Seconds): -45% Speed and 64 damage
  • Phase 4 (8 Seconds): -60% Speed and 88 damage
  • This effect increases over time
  • Overcast: 28 Winds
  • Increased speed impact (-20%, -40%, -60%, and -80%)

Units[]

Strategy[]

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Magic
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