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===Magic=== *'''Fire:''' Always the damaging lore. The main draw is grabbing the ''Flaming Sword of Rhuin'' and putting it on a large block of Chotosa Samurai Longbows. Most of the other spells are for poking away the opposing infantryman. *'''Life:''' Keep your money investments safe, making them more durable while recovering missing wounds and models. *'''Heavens:''' at low levels it's support lore with ''Harmonic Convergence'' and ''Iceshard Blizzard'' not only protects the moving elements of the army but lets the samurai better hit opponents of the same weapon skill. If your struggling against a more heavily armored army, higher level Lore of the Heavens helps a lot. *'''Light:''' Both protection and heavy damage especially against unnatural things. ''The Speed of Light'' gives rerolls to hit against most opponents for samurai. ''Net of Amyntok'' is always good at stopping a unit from doing things as long as they have only human strength. *'''Shadows:''' As explained with the kitsune, it fixes the Shugenja on foot only problem with its lore attribute. Basic Hero Shugenja lowers enemy stats to improve samurai's chances of killing them. The high level has more tools, the kitsune being ''The Penumbral Pendulum'' and ''Pit of Shades'' is highly effective at deleting low initiative armies, like dwarfs and Greenskin. You always have ''Melkoth's Mystifying Miasma'' which is super cheap and versatile in putting the fight in your favor. Any Bow faction knows how good ''The Withering'' is at marking an enemy for death. *'''Kami:'''Lore that has about everything except strong ranged damage. Low ends help in fights, with ''Light of the Sun Goddess'' being a protective measure in addition to being a magic missile. Higher levels are for mobility with ''Borne of the Wind'' granting additional move and ''Void of Emptiness'' holding a unit in place. Casing ''Call of the War God'' when making a hefty charge.
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