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===Lore of Shadows=== Summary of Stregnths: a versatile lore with two exceptional damage spells, and only one bad spell. Pit of Shades and Pendulum alone allow you to devastate units. Has all around useful spells and is very versatile and all its damage spells work great on both elite units and chaff. :'''Passive - ''Smoke & Mirrors''''': A mapwide movement speed buff for 24 seconds whenever you cast a shadows spell is a nice perk that can give you a slight edge in maneuverability over your opponent, though this is very largely dependent on the factions at play. Remember the mediocre speed boosts of pelt or timewarp? This is better, map wide, and free. Still not that great. *'''Melkoth's Mystifying Miasma''': A Single target direct damage spell that deals damage to one unit while also slowing them down in the process. At 5 winds of magic for a quick cast, it's a great precursor to an engagement or to help prevent your opponent from fleeing. Averages around 1764 direct damage, quite good but only on a large unit, ideally with about 100 or more models. Ok to speed debuff a lord or monster if you really need to as well, otherwise doesn't overcast. Best spammed to wear down large units, compare to flock of doom for example. *'''The Enfeebling Foe''': A 22 second melee defense/attack debuff that cripples a single enemy unit of your choice. Ideally used against characters or monsters who might be trying to wreak havoc in your lines or to give your own lord a step up in a duel against them. Probably worth overcasting for the double duration. One of the best debuffs in the game for a single target. Hit a lord with it then buff your duelist monster, hero, or lord with Mindrazor and you get a nasty killing combo. *'''The Withering''': Yet another hex that targets a single unit and reduces their armor and leadership for 40 seconds. It only has a prominent niche if you stack lots of leadership debuffs to force opposing units to route, but Doom and Darkness from death does that twice as well (if that discipline is available). all races that can leadership bomb (beastmen, dark elves, norsca, warriors of chaos, and vampires) have access to death, except lizardmen which cant use shadow or death. Generally a very mediocre spell. *'''The Penumbral Pendulum''': A potent wind spell that is perfect for slicing through frontline units while they're tied up in combat. It's not quite as powerful as the Burning Head or the Winds of Death against unarmored foes, but anything wearing a tin can will get cracked open. This does 36 AP damage base or a whopping 72 if overcast. It actually does more AP damage than wind of death, but usually gets fewer kills due to shorter duration, travel distance, and AOE. Wrecks elite infantry and cavalry. *'''Pit of Shades''': One of the very select few stationary vortex spells in the game. With a 13 second duration, the Pit of Shades is a fantastic tool in maps that have natural choke points or if you manage to box in a particularly large clump of units. It deals 7 points of pure AP, same as Purple Sun's or Banishment's AP damage, though it has no base damage paired with it. Overcasting doubles the ap to 14, but this is generally unnecessary in most circumstances. It traps enemies inside of it, so not only does it immobilize clumps of enemies for follow-up attacks, it tends to deal tons of damage as long as you get a direct hit. Very reliable. *'''Okkam's Mindrazor''': A very nasty buff that grants magical attacks to an allied unit as well as a ''very'' substantial 40% buff to weapon and armor piercing damage. Overcast for an expensive but powerful AOE buff. Use on monsters, heroes and lords for best results because it's percentage based; you're gonna get a lot more mileage out of it that way. Good for a goon squad to kill monsters/lords, not worth it for killing infantry usually. Remember weapon strength doesn’t matter if you can’t hit, try to combine it with an a melee attack boost or melee defense debuff for best results. Enfeebling foe for example.
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