Total War: WARHAMMER Wiki

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

Lore Attribute[]

Life Bloom[]

Even the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding.
Passive AbilityThis ability targets allies or self
Lore of Life
Type Regeneration (Area)
Target Self and Multiple Allies
Heal Per Second +0.20%
Effect range Infinite
Duration 4 seconds
Affected units Affects allies in range(all)
Enabled if Casting
Triggers when casting spell
Replenishes hit points of combatants

Spells[]

Awakening of the Wood[]

Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed.
Spell
Lore of Life
Cost 6 Winds
Type Explosion
Target Ground, All
Damage 19 (0%)
Duration 1 second
Radius 15 metres
Contact Awakening of the Wood
Range 200 metres
Duration 2 seconds
Cooldown 31 seconds
Affects units if Grounded
Large explosion area
Awakening of the Wood (12s)
Speed: -45%

Awakening of the Wood does not have an overcast version.

Earth Blood[]

The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.
SpellThis ability targets allies or self
Lore of Life
Cost 6 Winds
Type Regeneration (Area)
Target Ground, Self or Single Ally (Initial Spell Target) and Three/Four Allies
Heal Per Second +0.80%
Range 200 metres
Effect range 35 metres
Duration 7 seconds
Cooldown 30 seconds
Affected units Affects allies in range(max: 4)
Affects units if Hit point replenishment cap not reached
Replenishes hit points of combatants

Earth Blood Upgraded[]

The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.
SpellThis ability targets allies or self
Lore of Life
Cost 11 Winds
Type Regeneration (Area)
Target Ground, Self or Single Ally (Initial Spell Target) and Three/Four Allies
Heal Per Second +0.80%
Range 200 metres
Effect range 35 metres
Duration 14 seconds
Cooldown 30 seconds
Miscast chance 50%
Affected units Affects allies in range(max: 4)
Affects units if Hit point replenishment cap not reached
Extended effect duration
Replenishes hit points of combatants

Flesh to Stone[]

This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.
SpellThis ability targets allies or self
Lore of Life
Cost 8 Winds
Type Augment
Target Self or Single Ally
Physical Resistance +60%
Range 200 metres
Duration 19 seconds
Cooldown 43 seconds
Affected units Affects allies in range(max: 1)

Flesh to Stone Upgraded[]

This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.
SpellThis ability targets allies or self
Lore of Life
Cost 14 Winds
Type Augment
Target Self or Single Ally
Physical Resistance +60%
Range 200 metres
Duration 38 seconds
Cooldown 43 seconds
Miscast chance 50%
Affected units Affects allies in range(max: 1)
Extended effect duration

Shield of Thorns[]

Prickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield.
SpellThis ability targets allies or self
Lore of Life
Cost 7 Winds
Type Augment
Target Self or Single Ally
Melee Damage Reflection +14
Range 200 metres
Duration 30 seconds
Cooldown 44 seconds
Affected units Affects allies in range(max: 1)
Reflects melee damage dealt to unit back at the attacker

Shield of Thorns Upgraded[]

Prickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield.
SpellThis ability targets allies or self
Lore of Life
Cost 10 Winds
Type Augment
Target Self or Single Ally
Melee Damage Reflection +28
Range 200 metres
Duration 30 seconds
Cooldown 44 seconds
Miscast chance 50%
Affected units Affects allies in range(max: 1)
Greater effect on melee damage
Increased melee damage reflection

Reflects melee damage dealt to unit back at the attacker

Regrowth[]

By speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.
SpellThis ability targets allies or self
Lore of Life
Cost 13 Winds
Type Regeneration
Target Self or Single Ally
Heal Per Second +0.80%
Vigour per second -1%
Range 200 metres
Duration 26 seconds
Cooldown 48 seconds
Affected units Affects allies in range(max: 1)
Affects units if Hit point replenishment cap not reached
Replenishes hit points of combatants

Regrowth Upgraded[]

By speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.
SpellThis ability targets allies or self
Lore of Life
Cost 18 Winds
Type Regeneration
Target Self or Single Ally
Heal Per Second +1.20%
Vigour per second -1%
Range 200 metres
Duration 26 seconds
Cooldown 48 seconds
Miscast chance 50%
Affected units Affects allies in range(max: 1)
Affects units if Hit point replenishment cap not reached
Greater effect on replenishment
Replenishes hit points of combatants

The Dwellers Below[]

This spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end.
Spell
Lore of Life
Cost 20 Winds
Type Vortex
Target Ground, All
Projectile
Number of projectiles
30
Vortex
Damage Per Second
4 (100%)
Duration 15 seconds
Radius 20 metres
Contact Dwellers Below
Range 200 metres
Duration 15 seconds
Cooldown 45 seconds
Affects units if Grounded
Not on or below a platform
Causes severe damage to combatants
Multiple, expanding areas of effect
Strong vs multiple combatants

Weak vs a single combatant
Dwellers Below (5s)
Speed: -25%

The Dwellers Below Upgraded[]

This spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end.
Spell
Lore of Life
Cost 24 Winds
Type Vortex
Target Ground, All
Projectile
Number of projectiles
50
Vortex
Damage Per Second
6 (100%)
Duration 15 seconds
Radius 20 metres
Contact Dwellers Below
Range 200 metres
Duration 15 seconds
Cooldown 45 seconds
Miscast chance 50%
Affects units if Grounded
Not on or below a platform
Greater effect on speed
Spawns additional areas of effect

Causes severe damage to combatants
Multiple, expanding areas of effect
Strong vs multiple combatants

Weak vs a single combatant
Dwellers Below (5s)
Speed: -50%

Units with the Lore of Life[]

Bretonnia[]

Unit

Daemons of Chaos[]

Unit
🗙

Grand Cathay[]

Unit
🗙 🗙 🗙

High Elves[]

Unit
🗙 🗙 🗙 🗙
🗙 🗙 🗙 🗙 🗙
🗙 🗙 🗙 🗙 🗙 🗙

Lizardmen[]

Unit
🗙 🗙 🗙 🗙 🗙

The Empire[]

Unit

Tzeentch[]

Unit
🗙 🗙 🗙 🗙

(Formless Horror: Fay Enchantress)

(Formless Horror: Alarielle the Radiant)
🗙 🗙 🗙 🗙

(Formless Horror: Teclis)
🗙 🗙 🗙 🗙 🗙

(Formless Horror: Miao Ying, the Storm Dragon)
🗙 🗙 🗙

(Formless Horror: Ariel)
🗙 🗙 🗙 🗙

(Formless Horror: The Blue Scribes)
🗙
🗙

Warriors of Chaos[]

Unit
🗙

Wood Elves[]

Unit
🗙 🗙 🗙 🗙
🗙 🗙 🗙 🗙

Bound spells[]

Unit abilities[]

Grand Cathay:

Strategy[]

Click here to add a strategy!

The Lore of Life is the most defensive and support oriented lore of magic. The passive is good for mapwide healing whenever a spell is cast. Generally useful if you have a more defensive build or if your units are generally more quality over quantity, but you can't really go wrong with mapwide healing. Notably, it heal units regardless of if their Leadership is broken or not, which can help bring a unit back from routing.

  • Awakening of the Wood is a weak explosion spell, but cheap and useful for triggering the passive. It has a large radius and reduces the enemy's speed by a good amount, which can be useful for slowing down retreating units. Best used on clumps of enemies.
  • Earth Blood is a solid healing spell, best used to keep elite or valuable units alive. Notably it does not resurrect models, so if a unit has taken damage and has lost many models there is only so much healing that can be done as each entity has a maximum health. Note: The AI tends to use this as soon as a nearby unit within the spellcaster's range is wounded. Utilize this to waste their Winds of Magic if possible to reduce the damage taken from other spells, go as far as targetting low-value units with your shock cavalry, chariots, skirmishers,...to make sure the enemies get the least out of this.
  • Shield of Thorns is a good way of boosting the damage output of units that will likely be hit often in combat, without normally dealing much damage back (such as Peasant Mob, Spearmen, or Peasant Long Spearmen). Particularly effective against elite units, as the reflected damage bypasses all armour and most resistances.
  • Flesh to Stone is a strong boost to a single unit's defences against nonmagical attacks. It is somewhat niche, and often overshadowed by the healing spells of the Lore, but not taking damage in the first place is arguably better than healing damage already taken. The spell is particularly useful against units with high armour-piercing damage.
  • Regrowth is a powerful healing spell that also refreshes the vigour of a unit, putting them at full energy. As it does not resurrect models and only targets a single unit, it is especially useful on elite cavalry, low-entity units, characters or single-entity monsters.
  • Finally, The Dwellers Below is a stationary Vortex spell that camouflages itself as a Direct Damage spell. It deals little damage, but it applies the Contact Effect "Dwellers Below", which deals respectable damage per second and slows the enemy down. Very good at clearing out blobs of infantry, but unlike most other Vortex spells, it also deals non-negligible damage to monstrous infantry.

See also[]

  • Regeneration, for specific abilities that restore the health of a targeted unit.
  • Replenishment, for recovery of lost units after a battle or attrition in the campaign map.
Magic