“ | The Hag Witches draw from the power from the woodlands, fens and oblasts of Kislev, holding those who stray into them terminally accountable. Incantations and curses take shape to summon forth the spirit-magic of the land, blessing the Kislevites who fight for it and cursing those who may see it harmed. | „ |
The Lore of the Hag is a lore of magic introduced in Total War: Warhammer III with Shadows of Change. It was retroactively added with Patch 4.2.0. It is unique to
Kislev. This Lore of Magic is unique in that overcasting results in a different spell, usually shifting from negative effects (hex or damage) against enemies to positive effects for allies (augments, regeneration).
Lore Attribute[]
Spells[]
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The Hag's cauldron erupts in a bubbling crescendo, splashing its contents – and the Motherland’s boundless wrath – all over her hopeless enemies. | |
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Spell Lore of the Hag |
Cost | 6 Winds |
Type | ![]() |
Target | Ground, Enemies |
Damage Per Second | 23 (0%![]() ![]() |
Duration | 2 seconds |
Radius | 12 metres |
Movement Speed | 24 metre per second |
Contact | ![]() |
Range | 100 metres |
Duration | 2 seconds |
Cooldown | 29 seconds |
Affects units if | Grounded |
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"A Witchbroth a day keeps the gangrene away…" | |
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Spell Lore of the Hag |
Cost | 8 Winds |
Type | ![]() |
Target | Ground, Self, Allies |
Duration | 2 seconds |
Radius | 12 metres |
Movement Speed | 24 metre per second |
Contact | ![]() |
Range | 100 metres |
Duration | 2 seconds |
Cooldown | 30 seconds |
Affects units if | Grounded |
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Carried upon the Hag’s breath are incantations that emanate betwixt the trees, lightening the burden of those chosen to receive her blessings. | |
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Spell![]() Lore of the Hag |
Cost | 6 Winds |
Type | ![]() |
Target | Ground, Self, Allies |
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+25% |
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+25% |
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-1% |
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Range | 200 metres |
Effect range | 55 metres |
Duration | 21 seconds |
Cooldown | 32 seconds |
Affected units | Affects enemies in range(all) |
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The Hag channels a malevolent spirit into an enemy’s soul to saturate their being and gradually tear them to bloody, miniscule shreds from the inside out. | |
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Spell![]() Lore of the Hag |
Cost | 12 Winds |
Type | ![]() |
Target | Ground, Enemies |
Damage Per Second | 66-113 |
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Range | 200 metres |
Effect range | 35 metres |
Duration | 11 seconds |
Cooldown | 38 seconds |
Affected units | Affected units: Affects enemies in range(all) |
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The Hag invokes an ancient Sorcerer’s spirit, enthralling it to her bidding and sending it forth to siphon additional magical potency. | |
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Spell![]() Lore of the Hag |
Cost | 8 Winds |
Type | ![]() |
Uses | 3 |
Target | Ground, Self, Allies |
Damage Per Second | 66-33 |
Power Recharge | +60% |
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Range | 200 metres |
Effect range | 35 metres |
Duration | 19 seconds |
Cooldown | 39 seconds |
Affected units | Affected units: Affects allies in range(all) |
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A sudden rush of nightmarish visions floods the victim’s psyche, driving them to a fleeting madness that debilitates even the hardiest warrior. | |
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Spell![]() Lore of the Hag |
Cost | 16 Winds |
Type | ![]() |
Target | Enemy |
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-50% |
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-50% |
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-24 |
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Range | 100 metres |
Duration | 15 seconds |
Cooldown | 46 seconds |
Affected units | Affected units: Affects enemies in range(max: 1) |
Affects units if: | Not on or below a platform |
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On the Hag’s word, flashes of spectral moonlight reflect from blades and spearheads murderously thrust forth in a near-mindless bloodlust. | |
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Spell![]() Lore of the Hag |
Cost | 16 Winds |
Type | ![]() |
Target | Self, Ally |
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+50% |
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+50% |
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+24 |
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Range | 100 metres |
Duration | 43 seconds |
Cooldown | 46 seconds |
Affected units | Affected units: Affects allies in range(max: 1) |
Units with the Lore of the Hag[]
Daemons of Chaos[]
Unit | ![]() |
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🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Kislev[]
Unit | ![]() |
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✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Tzeentch[]
Unit | ![]() |
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(Formless Horror: Mother Ostankya) |
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
(Formless Horror: The Blue Scribes) |
🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Warriors of Chaos[]
Unit | ![]() |
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🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Strategy[]
Lore of the Hag is a very unique Lore of Magic, as it's overcast does not buff the normal casting but usually, activate the "opposite" variant of it.
Witchbrew is a breath-attack that damages enemies, there isn't much to say about it while Witchbroth allows you to heal, something that other than Patriarch Heroes can only do until now. Use this on your masses of Infantry or blob-up all of your single-entities to patch them up after battles. Very useful.
The Forbidden Fens slow enemies down, if combined with Ice Sheet can pretty much immobilize the enemies, allowing you to use Kislev's powerful ranged units to absolutely destroy anything before they can even reach your frontline. Whispers in the Woods to utilize the most out of your Kislevite Dervishes or The Things in the Woods. Place them in woods then use the spell on them before moving out so that enemy's ranged units will never know what's coming (the answer is their routing and/or death).
Curse of the Ancient Witch makes enemies more vulnerable to ranged units while Blessing of the Ancient Witch empowers your own ranged units. It might be worth it to combine those with Forbidden Fens/Ice Sheet if you have the Winds of Magic to spare.
Vengeance of Spirits deal AOE damage along with Silenced. Best used when enemy's Lord is near another unit to ensure most damage and to stop the said Lord from using their abilities, use them on your Everchosen today. Omen of Spirits allow regeneration of Winds of Magic and it's damage on self-use can be negated with Patriarch's ability or Witchbroth.
Malediction of Madness is very useful against powerful melee Lords, giving them Rampage and weakens their combat efficiency, which are known to be residing in areas around Kislev such as Archaon, Sigvald, Arbaal,.., allowing the said Lord to be easily seperated from their army and sniped. Incantation of Mania is a risky spell to use, as the unit will not withdraw during Madness and replacing a lost unit can be costly. Best used for Boris Ursus since he already has an ability that gives him Rampage, your frontline units that are having a "fair" fight or your Boyar/Druzhina/Heroes's dueling another Lord/Hero/S.E.M. Or use them on a dying unit that is about to rout if you want to buy as much time as possible.
Cursed Cauldron is quite easy to understand as it's just "bombardment" over an area. Use it on blob of enemy's highly-armored infantry. It's overcast just deal more damage while negating friendly fire, use it if avoiding friendly damage is a concern.
It's weakness is probably not having access to "buffed, overcasted" version of it's normal spells.
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