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===Lore of Beasts=== Summary of strengths- good at buffing single entities and monsters especially, ok anti horde damage spell, and for many armies their only access to summoning. :'''Passive - ''Wild Heart''''': Your power recharge rate and power reserves increase for 29 seconds upon casting a spell from this lore, a nice tool that helps maintain the overall combat effectiveness of your Beasts caster over the course of the battle, you'll notice its effect more easily in multiplayer than in the campaign. *'''Flock of Doom''': Recreate The Birds by siccing flocks of crows on all enemy units within the casting reticle. Has a low winds cost and a rather quick cooldown, but is virtually useless against single entities or smaller units. Save this for the enemy hordes that might try to tie down your forces, armored or not. This affects all units that have so much as a single model within its cast radius, making it highly efficient against infantry-based armies. *'''Pann's Impenetrable Pelt''': Buff the physical resistance of a target unit by 20% and their melee defense by 24 for 31 seconds. Compared to how it worked before, this makes a unit substantially more durable in melee combat and, especially if combined with other spells like Shield of Thorns, can turn a key frontline unit into an absolute tank. Overcasting turns it into an AoE spell, which might very well be worth it in the opening stages of a frontline engagement to mitigate damage. *'''The Amber Spear''': The only other damage dealing spell you have, this time as a single projectile geared towards character/monster sniping. It deals pretty hefty damage and is a great option against more heavily armored beasts that would otherwise shrug off other artillery or missile fire from more conventional units. Can pierce smaller infantry models which means you can potentially have a horse mounted caster shoot it down an enemy line and hit multiple units like a railgun. It has a powerful but short range explosion effect as well, so it can technically nuke an elite unit but getting the positioning to hit anything other than single targets is often more trouble than its worth. *'''The Curse of Anraheir''': A hex that debilitates enemies with -24 Melee Attack and Defense while also crippling them with a 25% speed debuff. Use this to effectively defang enemy units or combine/alternate with Pann's Impenetrable Pelt to keep your key units alive. Alternatively, when used offensively, this will make it easier to pin down and knock around enemy units that you really need cleaned off the board. *'''Transformation of Kadon''': This is pretty much ''the'' reason most players bother taking the Lore of Beasts in multiplayer at all. After a brief windup period, the Beast Caster summons either a Feral Manticore (standard), Great Eagle (High/Wood Elves) or Varghulf (Von Carstein). As they can be summoned anywhere within 60m of the caster, this allows you to throw a relatively potent combat monster into an opponent's more vulnerable backline while they can do little more than scramble to address the sudden incursion. With a limit of two casts per battle and a moderately short timer on the monsters before they despawn, each cast should be considered wisely. *'''Wyssan's Wildform''': A surprisingly vicious combat supplement, this spell grants a target unit +25% Base and AP damage as well as +30 Armor for 19 seconds. Due to the offensive portion of this spell's buffs being percentage-based, Wyssan's Wildform gets ''far'' more bang for your buck when cast on elite units or single entity monstrous units that have naturally high weapon/ap damage. The armor supplement helps, though shouldn't really be a major consideration when you could get better defensive utility out of Pann's Impenetrable Pelt (though pairing the two is hardly ill-advised). Much like Pann's Impenetrable Pelt, overcasting Wyssan's Wildform turns it into an AoE spell and can make single-entity doomstacks disgustingly potent.
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