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==Faction Traits== *'''Barrier''': You know how on the table top Tzeentch's mark typically gave an invulnerable save or +1 to an existing save? This is exactly that. A magical barrier that all Tzeentch units have. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It's not too big, but it'll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat that Tzeentch loves. Make sure you keep it up because the vast majority of your units are squishy and won't take much of a beating from pretty much anything. *'''Mark of Tzeentch''': All the mortals in your army come with this, giving them Barrier and magical attacks. See above why Barrier is good, and Magic Attacks makes it so anything with a physical resistance isn't going to benefit from it. This means your mortals are great at dealing with ethereal units, Daemons or anything that could benefit from taking less physical damage. *'''Daemonic''': Undead with extra steps, really. Once your daemonic units lose enough leadership, they'll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they'll at least stick in and fight to the last model. *'''The Eye of Tzeentch''': As you cast spells a meter on the right hand side of the screen fills up, unlocking three different abilities at three tiers. This meter can fill up more than once, meaning that as long as you keep casting spells you can unlock these abilities pretty much endlessly. **''Arcane Surge'': This is the first ability, granting an 80% Winds of Magic recharge for 14 seconds with a 60 second cooldown. This ability encourages you to spam lots of low cost spells like Pink Fire or Blue Fire so that you can fill the meter quickly and replenish your Winds. **''Bolt of Change'': The second ability is essentially just a Doombolt from the Lore of Dark, only it applies a Sundered Armor effect. Can be cast anywhere on the battlefield and has a 90 second cooldown. **''Storm of Fire'': The final tier unlocks a bombardment spell with a massive area of effect and plenty of armor piercing damage. Can also be cast anywhere on the map but has a 120 second cooldown
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