Lore of the Deep

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The Lore of the Deep is a lore of magic introduced in Total War: Warhammer II with the Curse of the Vampire Coast DLC. It can only be used by some Vampire Coast units.

For the Drowned Dead spell, see unique spells.

Lore attribute[edit | edit source]

Kiss of the Deep

  • Causes damage to combatants. (4 seconds)
  • No matter how far away, none can escape the Kiss of the Deep, nor breathe again with lungs full of seawater.

Spells[edit | edit source]

Tidecall[edit | edit source]

Breath Spell that slows down the enemy, disrupts their formation and deals some damage. Similiar to Wind Blast.

  • Type: Breath
  • Duration: 6 seconds
  • Target: Ground
  • Cannot use if: Climbing
  • Cannot target if: Flying, on a wall
  • Effects:
    • Moderate magical damage
    • Disrupt formation
    • Expanding tear-shaped attack
    • Weak vs armour
  • Contact: Tidecall (6s) -24% speed

Spiteful Shot[edit | edit source]

  • +90 accuracy
  • Sheer, undiluted spite sharpens the dead eye further.

Denizens of the Deep[edit | edit source]

Fog of the Damned[edit | edit source]

  • Debuff spell, that reduces leadership and lowers the speed of the enemy.

Vangheist's Revenge[edit | edit source]

  • Summons a large ethereal ship which fires cannons on the enemy.

Kraken's Pull[edit | edit source]

  • Vortex Spell (16 seconds)
  • -48% speed on contact (10 seconds)
  • Few have the strength to break free once the kraken has them within its horrid, tentacled grasp

Table[edit | edit source]

Name Type Duration Target Imbues Effects Contact
Wh2 dlc11 spell deep tidecall.pngTidecall Breath 6 seconds Ground 100m Causes moderate Modifier icon magical.pngmagical damage
Can disrupt unit formation
Expanding tear-shaped attack
Weak against armour
Tidecall (10 seconds) Icon stat speed.png-24% speed
Wh2 dlc11 spell deep spiteful shot.pngSpiteful Shot Augment 27 seconds Self/Ally 200m Modifier icon magical.pngMagical Damage Icon stat range.png+90 Accuracy
Wh2 dlc11 spell deep fog of the damned.pngFog of the damned Hex (Area) 35 seconds Ground/Enemy 200m
Affects enemies in range
-8 Icon stat morale.pngLeadership
-26 Icon stat attack.pngMelee Attack
Wh2 dlc11 spell deep denizens of the deep.pngDenizens of the Deep Augment 3 seconds Ground 60m Summons a unit of Rotting Prometheans
Summoned unit degrade over time
Wh2 dlc11 spell deep krakens pull.pngKraken's Pull Vortex 16 seconds Ground 200m Kraken's Pull (10 seconds) -48% Icon stat speed.pngspeed
Wh2 dlc11 spell deep ghost ship.pngVangheist's Revenge Wind 7 seconds Ground 150m Causes massive Modifier icon magical.pngmagical damage
Medium, forward-moving area of effect
Strong vs. multiple units
Weak vs. a single combatant

Units[edit | edit source]

Units which can cast spells from this lore:

Items[edit | edit source]

Items which have bound spells from this lore:

  • Kraken's Tusk: Tidecall

Strategy[edit | edit source]

Click here to add a strategy!

The Lore of Deeps is a solid lore of magic that is usually not taken due to the strength of Lore of Vampires. Tidecall is similar to wind blast in terms of destroying unarmored infantry, be careful though, your infantry will be hurt by it if you aim it poorly. Spiteful shot can be useful as the Vampire Coast is usually reliant on their missile and artillery pieces to carry the battle. It is especially effective on artillery like Queen Bess which ensures that each of its limited shots make maximum impact. Fog of the Damned is a decent debuff ability, not incredibly notable. Denizens if useful in the way that any summon spell is useful for stopping an enemy's advance or disrupting archer lines. Kraken's Pull is similarly not very notable. Vangheist's Revenge is certainly the flashiest spell in the lore and can put out crazy damage against groups of infantry. Although it is expensive and slow to cast.

Magic