The Lore of Fire is a category of magic spells introduced in Total War: Warhammer, and present in it's sequels as well. The lore is focused on offense, it is mostly damage spells with a few augments.
Lore Attribute
Kindleflame
Fire feeds fire, two blazes together are stronger and hotter than two apart. The Kindleflame intensifies such fire.
- The Passive of the Lore, active mapwide on casting another spell.
- +12% Weakness to fire damage
Spells
Cascading Fire Cloak
A blazing aura surrounds the Pyromancer's chosen ally, shielding them with protective flame and augmenting their abilities.
Overview | |||
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Type: | Augment | ||
Strength: | Weak and disposable, can help in a pinch. Low costs and recharge. | ||
Cast | |||
Power Cost: | 5 | ||
Recharge Time: | 23 seconds | ||
Wind up Time: | 1 seconds | ||
Target: | Ally | ||
Effected Units: | 1 | ||
Range: | 200m | ||
Augment | |||
Duration: | 19 seconds | ||
Effect: |
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Fireball
The Wizard conjures a boiling ball of magical flame and hurls it at a nearby foe.
Overview | |
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Type: | Magic Missiles |
Strength: | Weak and disposable, can help in a pinch. Low costs and recharge. |
Cast | |
Power Cost: | 8 |
Recharge Time: | 23 seconds |
Wind up Time: | 1 seconds |
Target: | Enemy |
Effected Units: | No Limit |
Range: | 300m |
Projectile | |
Number of Projectiles: | 1 |
Damage: | 720 |
AP Damage: | 0 |
Minimum Range: | 10 |
Maximum Range: | 300 |
Velocity: | 30 |
Collision Radius: | 1 |
Explosion | |
Damage: | 180 |
AP Damage: | 0 |
Radius: | 3 |
Force: | 70 |
Flame Storm
Conjured by a Bright Wizard or Chaos Sorcerer, a column of churning fire erupts from the battlefield, causing much destruction!
Overview | |
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Type: | Vortex |
Strength: | Strong and long lasting effects. High costs and recharge. |
Cast | |
Power Cost: | 15 |
Recharge Time: | 26 seconds |
Wind up Time: | 5 seconds |
Target: | Enemy, Ground |
Effected Units: | No Limit |
Range: | 150m |
Vortex | |
Duration: | 27 seconds |
Damage: | 12 |
AP Damage: | 6 |
Radius: | 7m |
Movement Speed: | 1.5 |
Movement Change Frequency: | 1 |
Movement Change Maximum Angle: | 170° |
Detonation Force: | 40 |
Flaming Sword of Rhuin
The Wizard ensorcels allied weapons, making them burn with a savage fire. The targets of the spell are augmented with superior flaming blades.
Overview | |||
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Type: | Augment | ||
Strength: | Useful in the right context. Balanced cost and recharge. | ||
Cast | |||
Power Cost: | 8 | ||
Recharge Time: | 17 seconds | ||
Wind up Time: | 3 seconds | ||
Target: | Ally, Ground | ||
Effected Units: | No Limit | ||
Area of Effect: | 45 | ||
Range: | 200m | ||
Augment | |||
Duration: | 17 seconds | ||
Effect: |
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Piercing Bolts of Burning
Focusing all his mystical might, the Pyromancer strikes the foe with a flurry of incandescent missiles.
Overview | |
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Type: | Bombardment |
Strength: | Strong and long lasting effects. High costs and recharge. |
Cast | |
Power Cost: | 12 |
Recharge Time: | 32 seconds |
Wind up Time: | 3 seconds |
Target: | Enemy, Ground |
Effected Units: | No Limit |
Range: | 200m |
The Burning Head
A cackling, flaming visage appears before the Wizard. With a gleeful screech, it swirls around the battlefield, immolating anything in its way.
Overview | ||
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Type: | Vortex | |
Strength: | Useful in the right context. Balanced cost and recharge. | |
Cast | ||
Power Cost: | 11 | |
Recharge Time: | 20 seconds | |
Wind up Time: | 3 seconds | |
Target: | Enemy, Ground | |
Effected Units: | No Limit | |
Range: | 150m | |
Vortex | ||
Duration: | 20 seconds | |
Damage: | 22 | |
AP Damage: | 0 | |
Radius: | 4.5m | |
Movement Speed: | 3 | |
Movement Change Frequency: | 1 | |
Movement Change Maximum Angle: | 90° | |
Detonation Force: | 30 | |
Effect: |
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Units
Units which can use spells from this lore:
The Empire
Warriors of Chaos
Norsca
Lizardmen
High Elves
Dark Elves
Bound spells
Unit abilities
High Elves:
- Teclis (Fireball)
Items
- Ruby Ring of Ruin (Fireball)
- Fiery Ring of Thori (Fireball)
Strategy
The Lore of Fire is a great lore that is difficult to go wrong with. The lore attribute makes all units 12% weaker to fire damage which compounds on other fire weaknesses like regeneration or Tomb Kings lords for example.
Cascading Fire Cloak is a defensive and offensive spell that boosts melee defence and armour piercing damage. Both are very useful stats to have in combat, taking less hits and dealing more armour piercing damage.
Fireball is a useful snipe spell that is good for blasting enemies. Very straightforward.
Flame Storm is a fiery vortex that is very random, but destroys blobs of infantry. It is a costly spell and there are better spells in the lore.
Flaming Sword of Rhuin is a raw damage upgrade that also imbues fire damage on affected units. This is great when coupled with the lore passive allowing all units to do more damage. It also affects missile damage, so can be used to give fire attacks to ranged units as well.
Piercing bolts is a straightforward bombardment spell. It can do a decent amount of damage to blobs, but also to large units if it falls directly on them.
Finally, the Burning Head is one of the better wind spells in the game. It lasts for a long time, so it can end up impacting enemies who seemed out of reach from the initial path. Its movement can also send it careening towards friends or foes, so be wary. That being said, it does a tremendous amount of damage and can tear through all but the most heavily armoured infantry in the game.
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