How To View Warhammer Ii’S Heroes And Lords Spells?

In Total War: Warhammer II, players can access equipment and the tree of abilities by clicking on the character details icon next to the portrait of the hero or Lord. Heroes and Lords can be recruited on their respective recruitment panels located on the Province Overview panel. Unlocking 44 unique characters such as Karanak, Naryska, Aekold, Gorduz, Ulrika, Boris, Be’lakor through quests is possible.

To use heroes, players need to connect skill nodes to the character. Each lord and hero has a character skill node set, which allows for connecting skill nodes to the character. The campaign map has a section dedicated to showing off each individual lore of magic in the game.

Wild Lords have access to a magical lore specific to their race and draw on the Winds of Magic to cast their spells. Melee Lords are hardier and more powerful fighters. When a spellcaster is selected, the spells available to them are shown on the Winds of Magic panel, on the bottom right.

Add/remove spells in individual battles, not campaign mode. The state of Winds of Magic in a given area can be looked up at any moment by rolling the mouse over it. Winds of Magic are simply mana.

In Total War: Warhammer II, wind spells can be aimed in a specific direction by holding down the left mouse button and rotating the cursor when targeting. The title “All” suggests taking a Lord and two heroes for each army, but some people pull up with five heroes at a time. If a Lord and a Hero both have a Leadership of 8, the Hero can be chosen as the Army General.


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How To View Warhammer Ii'S Heroes And Lords Spells
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27 comments

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  • My provinces are not computing my necromancers contributions to their currency, and I see no button to “activate” their skills, not only that, but turn after turn the UI tells me they are just standing around. How do I make them start generating money in the local province, and, if they already are, how do I make the UI stop bothering me with their innaction?

  • I liked the article overall but personally missed a few important points (pun intended): – Always take route marcher as the first point, no better first point to spend – Its optimal to spend minimum points on the first section of the red line. Its better to focus your army on 2 categories then waste skillpoints on a big mix (especially higher difficulty). – In general I would say its better to buff the army then to buff the lord (unless its a caster). Army buffs improve 19 units while lord buffs only improve 1. (especially higher difficulty) – Rush arcane conduit on any caster hero, the faster you get it the better because you can simply use more spells in battle. – Lightning strike is very powerfull against factions that like to turtle their settlements (dwarves), i would advise to get it if you are going to face them.

  • While I agree with the general idea – don’t waste skill points but for a beginner it is as useful as “get good”. So here’s some of the stuff I had to figure out and had issues when I started out: 1. For mages always rush towards arcane conduit ASAP. Invest only points to unlock arcane conduit so that you can get it at level 12. Arcane conduit is one of the strongest abilities and benefits all other mages in your army. 1.1. Always invest fully into the spells that you will be using to reduce winds of magic cost. Also consider if you really need ‘Earthing’ (decreased miscast chance) as the majority of spells are not worth overcasting with their increased winds of magic cost and cool down. There are of course exceptions like ‘Wind of Death’ or ‘Net of Amyntok’ which should almost always be used with over cast. 2. Training skill I think is useless, it offers so little additional exp to your units that only a few battles will offset 40 turns of training skill. It’s almost certain you would have found more use of other skills before it ever pays off. 3. Personal combat skills are some of the least priority skills you should invest in, especially for Lords. Army, campaign and magic skills usually outweighs a Lord’s or Heroe’s individual fighting capability. 3.1. Never found much use in personal leadership bonuses. If you are scared of your Lord’s/Heroe’s combat capabilities and the possibility of them routing don’t engage them in dangerous combat or instead buff their direct combat capabilities instead of Leadership buffs.

  • LIghtning strike, reduced upkeep, replenishment and sometimes infantry melee defense. The latter so they can actually live while holding the line, works great for especially Dawi warriors. Ambush effectiveness defensive/offensive for those who can take it. I don´t usually bother much with the lords effectiveness in combat, some melee defense and that´s it. I usually go for army utilities depending on the army the Lord is leading.

  • Zerkovich, I’d would like to say that Flexibility is an important attribute in determining a skill’s potential value. Kroq-Gar is an example of a character that has situational (inflexible) skills. He has a whole line of Skills that give +10% Weapon Strength, +8 Leadership, and +10 Melee Attack to every unit in his army. But the problem is that each skill will only activate when fighting a specific race on the battlefield. So if Kroq-Gar is going to be fighting for a long time against let’s say the Skaven, then “Destroy all Skaven” will provide a good return on the invested skill point. But as soon as there are no more Skaven to fight, for a while or even forever, then the skill becomes useless.

  • Get Route Marcher immediately Get Lightning Strike early Immortal at lv20 If you have Arcane Conduit try to get that ASAP while still fulfilling the above Replenishment is usually a good idea Try to hold out for your preferred mount instead of buying multiple Get whatever unique lord skills you fancy See if the lord provides buffs to any good units, take red line buffs for those units, build army around them Red line buffs that provide ammo or range to your preferred ranged units is good and necessary Red line buffs can be taken 3/3 or 2/2/2; the 2nd rank is most important, 3rd rank is just a minor increase Remember that Ranged, Magic and Monsters pretty much dominate Total Warhammer campaign, and this becomes more true the higher the Battle Difficulty

  • Good article. It’s good guidance for those characters who have far more than 30 places for points. Always a bit frustrating, or maybe just “huh?” when a character has more points that slots. And, I’m going to keep asking you to please make a article explaining the different mounts and their effects? This, to me, remains one of the biggest mysteries. And yes, I do get it that taking the last most powerful mount is usually obvious, but there are some characters (say the Wood Elves Glade Lord) where various mounts seem to have equal potential. What I am most curious about, and think newer players in particular would benefit from knowing about, is how the mount seems to have a negative effect on your character when you mouse over in selection. What does each mount really do for the character, and should someone take it? I’ve heard some people say that a horse mount is a terrible choice; ok, but why (other than what you said here about not putting too many mounts into mounts, not wasting a point)?

  • Usually the latter tree skills are better(not always) but I pick my end skills then map the quickest way there with the most useful skills along the way. I usually only drop more than necessary to move on when it comes to important spells or when I’ve already got the important stuff so I’m picking the most useful of what’s left

  • I started to relax a bit about skill points in Warhammer 2 when I realised (non-caster) Lords have (just) enough to get to the end of all three trees. So you can “have it all” if you are disciplined and only put enough points into a tree segment to get to the next segment of the tree. Whether it’s worth doing depends partly on how good the capstone skill is for each tree (I have some doubts about the usual one for the personal combat yellow tree). The main decisions for me are normally which tree to go down first (lightning strike or troops) and which units to buff on the red tree. Yellow is normally something I only fill up in the endgame, perhaps because, as Zerkovich described, I have more skill points than I really need. Still, it can be fun to have a tough Lord who can have a big personal influence on the battlefield. Agents I tend to get campaign skills first as active skill use is a good way to level them. They are probably more useful later in battle when they have ranked up a bit.

  • This also depends on difficulty. Lightning strike is absolute musthave on VeryHigh/Legendary, but can be avoided on lower difficulties. LS is SO important, that you need to rush on it even if 4 skills in first blue section are bad(dwarf lord for example). Second musthave on VH/Leg – skills of Legendary Lords that provide public order per faction. If your army is(or is going to be) almost of single entity units(dragons, stegadons, etc) and you have lore of Life – Earth Blood is your best friend. Also, you can heal your army when battle is over and enemy forces run away. Ah, and most important – for LLs, dont waste your skill points for MULTIPLE MOUNTS.

  • Zerko a appreciate, what you are doing, and this guide is fine if you arent playing legendary. But on legendary, you need to exploit the game, and MUST take some skills. Lightning strike being one of them. Also I think you should have mentioned that with mage lords you want to have te wind spells maxed out, and with vampire lords you need raise dead and invo ASAP.

  • I would add also for newbies to look to play to the inherent strengths of the Lords and Heroes. So for example Grimgor is set up to annihilate enemy lords and heroes in 1 on 1’s. O speccing him to sit behind the front line and buff you gobbo archers is missing a trick. Similarly, the common or garden Lords and Heroes have their own inherent strengths. Taking green skins again, black ork big bosses are excellent tanks. So spec for tankiness and use them in armies, whereas goblin big bosses make excellent campaign map assassins so spec accordingly. For Legendary Lords, look also at their traits, some (like Ratnik Spiderclaw) buff particular units (spiders in this case).

  • I hope in warhammer 3 they change hero skill trees to allow there skill points to matter more, particularly with the dwarfs, as they are so slow to get heros that by it takes like 5 turns for you tk get from heros are now around, to you don’t really need to worry about there equipment or skills because you are unbeatable

  • Kinda feel blue line is the most useful, lighting strike one of the best skills u can get u can defeat 4 armies if u need with that skill, upkeep reduction very good, replenishment quite important when you play higher diff., ambush chance for skaven quite useful, only line i would prefer over blue is magic line maybe

  • You absolutely can get enough winds of magic to use all spells in a battle, I mean if you are playing high elves and you don’t have at least 300 winds for a battle you are doing something wrong. There are also skills you always need to get, lightning strike, replenishment skills. In any faction that has decent ranged potential you always need to boost that in red line.

  • After 500+ hours, this is what I do most of the time: – blue to lightning strike – Unique legendary traits (almost always extremely strong) – magic to Arcane conduit – Red to buff what lord uses primarily (this is usually late enough, to know this) – Yellow Generic This is the priority, and I rarely deviate. Very few have magic so strong I don’t give them lightning strike first, or legendary traits so shit i go into red and leave them. I also highly approve Gruuts’ Comment

  • I feel like you are describing the trees in the way that CA hoped they would work. Whilst there is truth and logic to what you are saying, ultimately ‘Lightning Strike’ and ‘Upkeep Reduction’ are the best and most important talents and if you manage to spend all of your points and not have them, you will pretty much want to scrap the lord when you reach the mid-late game, due to the fact that their army will cost so much relative to what they could (and this is a huge deal as you will need multiple armies to defend your now huge empire), and the fact that the way the AI plays the game is to spam armies that you can never hope to match in numbers due to upkeep increases for every lord you have, it makes ‘Lightning Strike’ very important unless you want long, grindy and difficult fights all the time.

  • Honestly, beginners will start campaign on easy/normal difficulty, and these are usually so easy that wasting a few points here and there doesn’t make a big difference. So to new people: these are good tips, however you don’t have to worry too much about it because the common sense to spend them on things useful to you will come automaticly when you play the game for a while.

  • Get the following mods : Nitz max level 60 Nnobbs never obsolete ai lords Skill point dump Sfo grimhammer 2 The first increase max level to 60 so that you can make really legendary lords and heroes. The last one is a great overhaul, that give you a lot of new skill trees with balanced and interesting skills. So much better than vanilla choices. Do it!

  • okay a few more tips… Unless you are going for something very specific or are using the last few skill points, try not to spend more points than neccecary in a line. For example – in the redline take the six points you think you are going to need, and then progress the red bar or stop there. hell if you are doomstacking sometimes it might be usefull to just use 3 points in the red line. point being dont put 5 points into the melee line in your early game because chances are you are not going to get a lot more out of it, and those are points you might want elsewhere to make sure you get those other buffs, mounts or lightningstrikes. Always go for route marcher first, the ai gets more movement range than you do by default. For your hero wizzards(in armies), almost always b-line for that arcane conduit, that extra winds of magic i great, and the earlier the better. Lightningstrike is great and almost all factions can benifit from it, but not all factions should go for that first For your campaign map heroes, if they have a special skillset you want them to be good at, like assasinating, put points in there, but remeber the specialist skill. it reduces the hero action costs and increases base succeschance, which can be more important than increasing amount of holes made in a settlement wall.

  • I see people suggesting 2 or 3 SP per level, but that is too much IMO. something like the improved skill points progression mod, that gives Lords 56 total points ( instead of 39 ) and heroes 43 is better. It also gives those extra points early on, so noob lords and heroes will be more useful and harder to defeat, which helps both player and AI.

  • I really don’t like the way they do mounts. I think they should keep the level prerequisites, but give mount unlocks a gold cost rather than a skill point cost. As it stands, most people just have them run around on foot until they unlock the best mount because skill points are too valuable to waste on stuff that will eventually be obsolete. If we could spend money on mounts (which makes sense seeing as that’s what we do for units with the same mounts/monsters) there is more incentive to collect and use them earlier in the campaign.

  • this is the very first article by Zerkovich that I felt like actually disliking. I clicked on it because I like exceptions, lol: all others I’ve watched so far (and they are many!) were absolutely awesome. I too feel like the emphasis on Lightning Strike was insufficient, and stuff. Comments are actually more informative here. Oh well. Still counts for the algorithm 😛

  • Skillpoints are a problem for total war. Too top heavy if you ever loose the general its an automatic reload. Alsp they have too heavy an effect on the campaign and tip i things over part of what makes late game booring. I agree in principle a lord should level up and have some effect; better at commanding an army and some infrastructure buffs like public order. But its too much. The war The way heros and lords work in general are clashing.

  • Step 1 : pick a mod that gives 2 points per level, at least for lords ! Heroes can do without, but it allows you to pick all the skills you wished you could, without blindly filling the skill tree with excess points. Even with that, you have to think ahead about which skills you’d like first and which ones aren’t worth pursuing, thus, not rendering the whole levelling system “pointless”. Or, pick one that does 100 points per level and DUuuuurrrrrrrr you way through the tree…(censored)…

  • I once wanted to live the meme and used Groms Skillpoints only on goblin unit buffing skills and also Groms cauldron on full on Goblin buffing Lemme tell you, those fuckers bitch slapped every elf from Lothern to Naggarond Maybe not the best army, but who am I to judge if I pay 1000 gold for having an army that beats 4 out of 5 enemy armies

  • You missed one thing about proper leveling: you don’t have to spend skillpoints immediately when you got them. It’s usually very effective to keep some points until lord reaches like level 13, where you can immediately get the entire line of his strong unique abilities. Rather than spend those points on yet another +6 ATK or -4% upkeep.

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