Lore of the Deep

The Lore of the Deep is a lore of magic introduced in Total War: Warhammer II with the Curse of the Vampire Coast DLC. It is unique to the race.
== Lore attribute ==
=== Kiss of the Deep=== 	
=== Kiss of the Deep===
No matter how far away, none can escape the Kiss of the Deep, nor breathe again with lungs full of seawater.	No matter how far away, none can escape the Kiss of the Deep, nor breathe again with lungs full of seawater.
 	Passive AbilityLore of the Deep
Type 	Hex (Area)
Target 	Enemies
Damage Per Second 	8-16
Effect range 	Map-wide
Duration 	4 seconds
Affected units 	Affects enemies in range(all)
Enabled if 	Casting
Triggers when casting spell Causes damage to combatants Strong vs character 	Triggers when casting spell Causes damage to combatants Strong vs character
== Spells ==
=== Spiteful Shot=== 	
=== Spiteful Shot===
Sheer, undiluted spite sharpens the dead eye further.	Sheer, undiluted spite sharpens the dead eye further.
 	SpellLore of the Deep
Cost 	4 Winds6 Winds (Overcast)
Type 	Augment
Target 	Self, Ally
Imbuement 	Magical Attacks
Accuracy 	
Range 	200 metres
Duration 	36 seconds72 seconds (Overcast)
Cooldown 	28 seconds
Miscast chance 	50% (Overcast)
Affected units 	Affects allies in range(max: 1)
Affects units if 	Missile attack possible
Extended effect duration 	Extended effect duration
=== Tidecall=== 	
=== Tidecall===
The sea is summoned, and a great tide coalesces upon the battlefield to drench all those that oppose the caster.	The sea is summoned, and a great tide coalesces upon the battlefield to drench all those that oppose the caster.
 	SpellLore of the Deep
Cost 	5 Winds8 Winds (Overcast)
Type 	Breath
Target 	Ground, All
Damage Per Second 	20 (0%) 30 (33%) (Overcast)
Duration 	2 seconds
Radius 	12 metres
Movement Speed 	24m/s
Contact 	Tidecall
Range 	100 metres
Duration 	2 seconds
Cooldown 	32 seconds
Miscast chance 	50% (Overcast)
Affects units if 	Grounded
Increased armour-piercing damage 	Increased armour-piercing damage
Expanding, tear-shaped attack 	Expanding, tear-shaped attack
Tidecall (10s) Speed: -25% 	Tidecall (10s) Speed: -25%
=== Denizens of the Deep=== 	
=== Denizens of the Deep===
Some things should never rise above the waves or be seen by mortal eyes.	Some things should never rise above the waves or be seen by mortal eyes.
 	SpellLore of the Deep
Cost 	12 Winds
Type 	Summon Unit
Uses 	2
Target 	Ground
Range 	50 metres
Duration 	3 seconds
Cooldown 	43 seconds
Affected units 	Affects allies in range(max: 1)
Summons a unit of Rotting Prometheans Summoned units degrade over time 	Summons a unit of Rotting Prometheans Summoned units degrade over time
=== Fog of the Damned=== 	
=== Fog of the Damned===
"They'll never know how many we are in this fog… Attack!"	"They'll never know how many we are in this fog… Attack!"
 	SpellLore of the Deep
Cost 	8 Winds11 Winds (Overcast)
Type 	Hex (Area)
Target 	Enemies
Leadership 	
Melee Attack 	
Range 	200 metres
Effect range 	35 metres
Duration 	35 seconds
Cooldown 	44 seconds
Miscast chance 	50% (Overcast)
Affected units 	Affects enemies in range(all)
Affects units if 	Grounded
Greater effect on melee attack 	Greater effect on melee attack
=== Kraken's Pull=== 	
=== Kraken's Pull===
Few have the strength to break free once the kraken has them within its horrid, betentacled grasp.	Few have the strength to break free once the kraken has them within its horrid, betentacled grasp.
 	SpellLore of the Deep
Cost 	18 Winds23 Winds (Overcast)
Type 	Vortex
Target 	Ground, All
Damage Per Second 	4 (100%)
Duration 	15 seconds30 seconds (Overcast)
Radius 	15 metres
Contact 	Kraken's Pull
Range 	200 metres
Duration 	16 seconds31 seconds (Overcast)
Cooldown 	49 seconds
Miscast chance 	50% (Overcast)
Affected units 	Affects enemies in range(max: 1)
Affects units if 	Grounded
Extended effect duration 	Extended effect duration
Huge, stationary area of effect Good against armour Strong vs multiple units 	Huge, stationary area of effect Good against armour Strong vs multiple units
Kraken's Pull (10s) Speed: -45% 	Kraken's Pull (10s) Speed: -45%
=== Vangheist's Revenge=== 	
=== Vangheist's Revenge===
Every mariner has heard the tale of Vangheist, and now his restless spirit is summoned on board the Shadewraith to deliver a devastating broadside.	Every mariner has heard the tale of Vangheist, and now his restless spirit is summoned on board the Shadewraith to deliver a devastating broadside.
 	SpellLore of the Deep
Cost 	20 Winds26 Winds (Overcast)
Type 	Wind
Target 	Ground, All
Damage Per Second 	72 (100%) 108 (100%) (Overcast)
Duration 	3 seconds
Radius 	7 metres
Movement Speed 	40m/s
Range 	150 metres
Duration 	7 seconds
Cooldown 	54 seconds
Miscast chance 	50% (Overcast)
Affects units if 	Grounded
Increased armour-piercing damage 	Increased armour-piercing damage
Medium, foward-moving area of effect Strong vs multiple units Weak vs a single combatant 	Medium, foward-moving area of effect Strong vs multiple units Weak vs a single combatant
== Units ==
=== Daemons of Chaos ===
dae_blue_scribes_0_1.png|The Blue Scribes(campaign only)
=== Tzeentch ===
dae_changeling_0_1.png|The Changeling(Formless Horror: When transforming into Cylostra Direfin or The Blue Scribes)
dae_blue_scribes_0_1.png|The Blue Scribes
=== Vampire Coast ===
cst_cylostra_0.png|Cylostra Direfin
cst_cha_luthor_harkon_0.png|Luthor Harkon(campaign only)
cst_vampire_fleet_admiral_male_campaign_02_0.png|O'Bones Macdonald
cst_cha_vampire_fleet_admiral_female_campaign_04_0.png|Two Toes Adley
cst_vampire_fleet_admiral_male_campaign_02_0.png|Vampire Fleet Admiral (Polearm-Deep)
cst_cha_vampire_fleet_admiral_female_campaign_02_0.png|Vampire Fleet Admiral (Pistol-Deep)
cst_fleet_captain_campaign_02_0.png|Vampire Fleet Captain (Deep)
=== Warriors of Chaos ===
dae_blue_scribes_0_1.png|The Blue Scribes(campaign only)
== Bound spells ==
=== Items ===
Spell	Item	Type	Race	Faction	Notes
 	 	 	 	All 	
 	 	 	 	 	Schemes
== Strategy ==
The Lore of Deeps is a solid lore of magic that is usually not taken due to the strength of Lore of Vampires. The attribute is the reverse of the healing magic of Lore of Life, damaging all enemies. Useful given that the Vampire Coast armies are generally quantity over quality.
*Tidecall is similar to wind blast in terms of destroying unarmored infantry, be careful though, your infantry will be hurt by it if you aim it poorly. Spiteful shot is decent, but is mostly useful as a cheap spammable spell to proc the Kiss of the Deep augment. It is especially effective on artillery like Queen Bess which ensures that each of its limited shots make maximum impact.
*Fog of the Damned is a decent debuff ability that lasts for a good while and reduces melee attack by a significant amount. The leadership debuff is less useful, but it can lead to some breaks if the unit is wavering. The usefulness of this is questionable as the Vampire Coast typically does not aim to win the infantry battle.
*Denizens of the Deep is useful in the way that any summon spell is useful for stopping an enemy's advance or disrupting archer lines. Rotting Prometians are particularly hard to kill, and will likely survive most attacks until they begin unbinding. A great tarpit unit spell.
*Kraken's Pull is a good slowing vortex, but otherwise not very notable.
*Vangheist's Revenge is certainly the flashiest spell in the lore and can put out crazy damage against groups of infantry. However, it is expensive and slow to cast.
== Trivia ==
*Vangheist is a character from the lore: Every mariner that sails that Great Ocean has heard the tale of Vangheist and his turncoat crew, for it is a tale of bitter treachery and greed. Lured by promises of immortality, Vangheist slew his wizard master in cold blood, not wishing to share that which he sought. And immortality he received on reaching journey's end, though it was not in the manner that Vangheist expected. When the warship returned to the mortal plane, both crew and vessel had long since rotted away, leaving nothing but a ghost ship. It had become the Shadewraith, doomed to spread the misery of its eternal curse to all who look upon it.
Category:Lores of Magic