Lore of the Wild

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The Lore of the Wild is a lore of magic unique to the Beastmen. The Lore of the Wild was introduced to Total War: Warhammer along with the Call of the Beastmen DLC.

Lore Attribute[edit | edit source]

Bestial Surge[edit | edit source]

Wh dlc03 lore passive bestial surge.png The Bray-Shaman inflames the Beastmen's urge to rend the foe, causing them to surge forward in a roaring bellowing mass.

  • The Passive of the Lore, active mapwide on casting another spell.
  • +18 Charge Bonus
  • + 5% Vigor
  • Duration: 9 Seconds

Spells[edit | edit source]

Bray Scream[edit | edit source]

Wh dlc03 spell wild bray scream.png This spell unleashes a howling roar of such intensity that it mashes brains and bursts eyeballs.

Overview
Type: Breath
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 7
Recharge Time: 55 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: No Limit
Range: 50m

Devolve[edit | edit source]

Wh dlc03 spell wild devolve.png The Bray-Shaman magnifies the savage and animalistic parts of the foe's psyche until they are nothing more than growling beasts.

Overview
Type: Direct Damage
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 9
Recharge Time: 63 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: No Limit
Area of Effect: 45
Range: 200m
Direct Damage
Duration: 11 seconds
Frequency: 1
Chance: 25%
AP Damage: 36
Maximum Damaged Entities:: 4

Mantle of Ghorok[edit | edit source]

Wh dlc03 spell wild mantle of ghorok.png Ghorok was a legendary Minotaur, ferocious as a storm. His spirit-mantle is terrible but dangerous to the bearer.

Overview
Type: Augment
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 12
Recharge Time: 81 seconds
Wind up Time: 5 seconds
Target: Ally
Effected Units: 1
Range: 200m
Augment
Duration: 55 seconds
Effect:
+58 Melee Attack
+44% Weapon Damage

Savage Dominion[edit | edit source]

Wh dlc03 spell wild savage dominion.png The Bray-Shaman sends his mind winging into the wilds to possess a Cygor, then summons it to the battlefield.

Overview
Type: Augment
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 16
Recharge Time: 84 seconds
Wind up Time: 5 seconds
Target: Ally, Ground
Effected Units: 1
Range: 60m
Augment
Duration: 11 seconds
Effect:

Traitor-Kin[edit | edit source]

Wh dlc03 spell wild traitor kin.png The Bray-Shaman drives a spear of wrath into enemy hearts, unlocking the beast within and causing them to turn against their own.

Overview
Type: Direct Damage
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 11
Recharge Time: 55 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: No Limit
Area of Effect: 30
Range: 200m
Direct Damage
Duration: 12 seconds
Frequency: 1
Chance: 75%
AP Damage: 36
Maximum Damaged Entities:: 1

Viletide[edit | edit source]

Wh dlc03 spell wild viletide.png This spell calls to the creeping things of the undergrowth, sending a swarm of spiders, centipedes and slug-beetles onto the foe.

Overview
Type: Explosion
Strength: Weak and disposable, can help in a pinch. Low costs and recharge.
Cast
Power Cost: 6
Recharge Time: 34 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: 1
Range: 200m

Units[edit | edit source]

Beastmen[edit | edit source]

Strategy[edit | edit source]

The Lore of Wild is a decent lore that synergizes well with the strength of the Beastmen. The lore attribute is good for the vigour boost that keeps your units at fighting effectiveness and the boost to charge bonus does not hurt either. This gives incentive to casting cheap spells like Viletide and Devolve to keep triggering the bonus. One of the more notable spells is Call of the Wild, which gives the player a summonable Cygor, this is useful for having the option to have a long range artillery piece or another monster in the middle if a fight.

Magic