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===Lore of Dark Magic (Dark Elves, Wood Elves)=== Summary of Strengths: a good damage lore that has a very powerful AOE Spirit leech equivalent and self-healing combo Spell, some good damage spells for both single entities and hordes, and a powerful winds recharge buff along side a strong single target debuff. Fairly versatile/powerful offensive lore but completely lacking in any form of support. About even overall with the other damage focused lore's, each own has their own niche. :'''Passive - ''Spiteful Conjuration''''': Reduces armor map wide, it’s ok, works out to 11% less damage resistance for 18 seconds. Almost the same as the lore of metal attribute effectively but almost always better. It affects missile and spell damage not just melee with a longer duration than metal does. Doesn’t actually affect any of the spells from this lore except bladewind however since the rest do pure AP damage. :'''Passive (Wood Elves) - ''Wrath of the Woods''''': 12% more missile damage map wide for 8 seconds, it’s nice. Like a free half strength flaming sword and stacks with all other boosts. *'''Power of Darkness''': Basically a 4 times as strong arcane conduit that causes 500ish damage to a unit over time. Which unit is chosen doesn’t matter. 3 use limit per battle. Very underrated, easily the strongest winds recharge skill in the game. Cast on a hydra and it will just regen through most of the damage or on a bolt thrower out of the way. Don’t ever put the damage on your wizard. in campaign you can consider running dark plus a second lore to have the dark act as a winds battery, recommend to combine with other winds boost like knowledgeable sorceresses *'''Chillwind''': Cheap wind spell that does 24 points of PURE Ap damage. That’s 2/3rds of a pendulum’s AP component. Also slows and lowers reload speed so multi use. Honestly a bargain, it’s pure AP would be worth the cost alone. Plus triggers lore attribute cheaply. Overcast isn’t worth it. it looks weaker than it is, remember that it wont kill many models but will significantly weaken them, its hard to tell but it adds up to a lot of lost health on infantry. best used on heavily armored infantry and cavalry with lower per model health. *'''Word of Pain''': A single target only debuff isn’t ideal but it can claim to be probably the best lord or hero off switch in the game. -44 melee attack is massive. Overcast adds a melee defense hit as well. Sometimes worth overcasting. Situational but nice to have. *'''Blade Wind''': Pretty cheap, pretty damaging vortex. Lowish ap damage but helped by the lore attribute, short duration but that rarely matters. It does it’s job well for its cost. Won’t win any awards but its cheap enough to justify just dropping it on only 1 or 2 units. same cost as base Doombolt so use this on bigger units or blobs usually but Doombolt vs single entities or monstrous units. Overcast doubles duration but unlikely to hit anything long enough for that to matter, not worth overcasting really. *'''Doombolt''': Does just over 800 pure AP on a direct hit with an decent AOE detonation as well. Plus it’s a bombardment with pretty good tracking. It is like a cheaper comet of casadora with the tradeoff of less AOE range but better single target damage. Comparable damage/efficiency to Amber Spear overcast. Its ideal situation is hitting a lord or monster while surrounded by troops to take advantage of both damage portions. Overcast is proportionate, it only boosts the single target damage though. Against units just use the base version. *'''Soul Stealer''': AOE spirit leech combined with a caster only heal identical to High Magic’s but with about 50 more healing. Damage is the exact same as Spirit leech, but because it hits every target with their own version it’s more efficient than Spirit Leech with just 2-3 good targets. Plus only healing Dark Elves get. Great spell. Better on Morathi, Malekith, and a black dragon sorceress to make the self healing more valuable.
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