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===Lore of Metal=== Summary of strengths: good to buff or debuff armor, and has possibly the most powerful AOE direct damage spell versus small units and single entities, searing doom is a decent bombardment spell vs lightly armored units and glittering robe is very strong if your facing an army with poor ap. Be aware that this is usually considered one of the weaker lores in the game unless your playing as Gelt. :'''Passive - ''Metalshifting''''': Your lore attribute that gives your units +10% AP and Weapon Strength for 13 second. Used best on elite units who already have high AP and damage as something like an Empire Swordsman probably won't be noticing the effects too much. *'''Searing Doom''': A fairly cost effective bombardment ability against low armor. At only 6 winds of magic it can help destroy early game blobs of crappy infantry. It's biggest disadvantage is the wind up time so any opponent who's paying attention should be able to get out of the way. Fortunately the AI doesn't bother with dodging these most of the time. Low projectile damage means wont do shit to higher health models, kroxigors, dragon ogres etc. *'''Plague of Rust''': One of the most cost effective armor debuffs in the game, especially if you don't have a lot of affordable AP. Being able to get rid of 30 armor for 4 winds (Or 60 for 6 if you overcast) is situationally good. Plus it lasts 44 seconds so you have plenty of time to deal with them before their defensive stats return to normal. It's certainly better against some factions (this can be a god send against Dwarfs and Bretonnia) than others (Beastmen and Wood Elves will laugh if you bring this). In the campaign almost every unit worth using should have AP anyway, really only good situationally/early game. single target is the biggest problem, at least its cheap with good duration. kind of mediocre. I would rather use soul blight with shorter duration, at least's its AOE. a single armored unit is only ever going to matter enough in multiplayer. *'''Glittering Robes''': it got buffed. now 60 armor for 44 seconds (no leadership effect anymore), overcast for AOE, actually pretty good if fighting non AP. 6 base/12 overcast. AOE is the big deal, much better than the life equivalent. *'''Gehenna's Golden Hounds''': You can spend an extra 3 winds of magic for a mediocre vortex that only hurts low armor units and might even kill some of your own troops. Doesn't that sound fun? Use Searing Doom, you'll get better bang for your buck. It actually has the same AP damage per tick as Purple Sun, its mostly just small and hard to aim. Cheap though. Not great *'''Transmutation of Lead''': A fairly solid -24 melee attack and -30% weapon damage for 38 seconds can really put enemy momentum to a halt (if you overcast, -60% weapon damage). costs 11 base, 16 overcast. unfortunately debuffing melee attack and weapon strength while good is somewhat counter synergistic, because if they don't hit the strength doesn't matter, but its just doubling down rather than redundant. Probably don't overcast unless you really think you need it. *'''Final Transmutation''': Ok so take Spirit Leech, make it a massive AOE and you have a pretty good idea of how Final Transmutation works. This can win you games if you get a big blob in it but at 18 (28 overcast) Winds of Magic it'll probably be all you're casting in multiplayer. In campaign, build up those reserves and you can win battles with this alone. Even if you only hit 2 targets, it has higher damager per winds ratio than Spirit Leech. The overcast version does 2300 damage on average vs Spirit Leech's 834 average. If you can weaken a lord to the 2000 health range this will quickly destroy them. Assuming they have no significant magic resist/healing/wards of course, but still incredibly potent none-the-less. (all direct damage spells bypass armor FYI, so Bejuna, Flock of Doom, Miasma etc., they all do).
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