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===Amber: Wind of [[Ghur]], Lore of Beasts=== The second druid lore. This is a kind of druid/shaman with sacrificial knife, covered in pelts, horns and skulls of sacrificial victims. The Lore for everyone who wants to buff his units, especially the heroes. The Lore Attribute will mostly affect you if you play Beastmen or Bretonnia, but even then it's not so much of an effect. Available to: Empire, Beastmen, Ogres, Vampires with Forbidden Lore, Lizardmen, all Elves, Bretonnia. * ''Lore Attribute:'' '''Wildheart:''' Basically, your spells are easier to cast at cavalry, warbeasts or Beastmen. Can be nice if you are playing Beastmen (duh), Bretonnia or run a cavalry High or Wood Elf list. But still sub-par. *'''Wyssan's Wildform:''' The signature spell and WHAT a spell this is! It will make your measly humans go and win against other units and it will make your Bestigors or Minotaurs go rapetrain against nearly everything for one round. Another spell it is worth taking level 1 wizards for. *'''The Flock of Doom:''' Yeah ''doom'' sounds nice, but it's only doom if your enemy is afraid of birds. It is like a new episode of hitchcocks "the birds" with a few crows pecking on the enemy unit, good enough to make this stupid harpies go away but there are better options. Useless spell. ''It's one of the cheapest spells in the game, and has a decent range (and range is boostable). Sure, S2 is terrible... but 6s always wound. Can be cast on one die (don't forget the Wildheart bonus when applicable) to deal with annoying chaff units. With some lucky 6s, you could even destroy a cannon. That said, you're still probably better off dropping this for Wildform. '' *'''Pann's Impenetrable Pelt:''' Make one or more heroes harder to wound, it won't save your unit, because the enemy can hit something else most times, but if your hero is currently challenging a dragon or so this spell will make his chance to survive go over the 0%. *'''The Amber Spear:''' Magic, auto-hitting bolt thrower with pretty good damage. Can be boosted to start with S10 doing D6 wounds. Awesome? Yes. Use in any situation you would normally use a bolt thrower (monsters, elite units, etc). *'''The Curse of Anraheir:''' Making your enemy stumble over roots and die, is one funny thing to do, especially against these tree-loving wood elves (except that they have Forest Strider so they don't take Dangerous Tests from forests...). Also it makes your people harder to hit, what more do you want? Awesome spell. *'''The Savage Beast of Horrors:''' Yeah now we're talking. Giving one or more heroes way more strength and attacks and he will rip entire units in two. Really if you have a lot of cheap heroes and can make this spell hit them all at once its good-bye for your enemy. Especially awesome with the new end times rules: build an army out of characters, have one person cast panns impenetrable pelt and the Savage Beast (And stack wildform if it is a unit) and you will just win. Everything. 100% of the time. ++ for casting on the Incarnate host. *'''Transformation of Kadon:''' What was that about more strength and attacks? Forget it, this will turn your mage into a fricking MONSTER, what do you want? A Hydra? A Dragon? A Chimaera? Everything is possible. Ok it prevents your mage from casting (and also temporarily negates any gear carried- so byebye Talisman of Preservation!), but you will only ever cast this in cc so who cares? Just remember - it can be dispelled, possibly leaving your mage in close combat, and all wounds are carried over - two wounds may not seem a lot for Chimaera, but will kill a hero-level mage. Oh and it can be boosted, in case you want a statline that informs a star dragon it can fuck off and die.
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