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Total War Warhammer 3 Guide by gamepressure.com

Total War Warhammer 3 Guide

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Total War Warhammer 3: Winds of Magic and spells Total War Warhammer 3 guide, walkthrough

On this Total War Warhammer 3 guide page you will learn all about Winds of Magic and spells.

Last update: 07 April 2022

The following page contains information about Winds of Magic and spells in Total War Warhammer 3.

Winds of Magic

Winds of Magic are the mana equivalent of the Warhammer world. It is a changing element that affects your soldiers' magical energy reserves.

As the name suggests, it is a wind, which means that it will change - Total War Warhammer 3: Winds of Magic and spells - Military - Total War Warhammer 3 Guide

As the name suggests, it is a wind, which means that it will change. If you hover your mouse over any province and stop the cursor for a moment, you should see a box with some information about the area. At the very bottom is a description of the strength of the Winds of Magic.

This information is important as it will give you an idea of the rate at which your army will regain "mana". Just remember that the wind power will change from turn to turn.

The strength of the Winds of Magic is especially important to the daemon races, as they derive additional powers from them!

You can check the current state of magical energy of your army after selecting it - Total War Warhammer 3: Winds of Magic and spells - Military - Total War Warhammer 3 Guide

You can check the current state of magical energy of your army after selecting it. You will see an indicator to the right. The current amount of "mana" is below it, as well as how much of it is added every turn (the maximum amount is 100).

You can use this energy mainly in battles. Mainly, because thanks to the Winds of Magic, the Tzeentch race can also teleport their armies on the campaign map.

Winds of Magic in battles

At the beginning of each battle, a mana pool with which you can start the game is drawn randomly - Total War Warhammer 3: Winds of Magic and spells - Military - Total War Warhammer 3 Guide

At the beginning of each battle, a mana pool with which you can start the game is drawn randomly. It is an additional energy that does not contribute to your maximum reserve of magical energy.

This roulette does not occur if your army doesn't have mages, or in quest-related battles (in this case, magic energy is pre-allocated).

However, if you decide that the draw did not go your way, you can risk the Buy magic option. It will allow you to play the "magic roulette" again. However, the new pool will already be drawing on your current maximum Winds of Magic (and may be smaller than it was originally), so it will reduce it in the long run.

Therefore, it is worth using this option only if you have a really small amount of energy or you want to use your strongest spells as soon as possible. We do not recommend using this in battles that will stretch over time!

When the game starts, check the bottom right corner of the screen - Total War Warhammer 3: Winds of Magic and spells - Military - Total War Warhammer 3 Guide

When the game starts, check the bottom right corner of the screen. There is an "hourglass" there. Its bottom value shows how much magical energy you have ready to use for spells at the moment. Every few seconds, this value will increase by 1, thus depleting your maximum mana until it runs out completely.

Spells

There are three types of "spells" in Total War Warhammer 3.

After selecting a hero, take a look at their portrait - Total War Warhammer 3: Winds of Magic and spells - Military - Total War Warhammer 3 Guide

After selecting a hero, take a look at their portrait. Their skills are there. They are linked to your current equipment. More importantly, they don't cost mana, but have longer cooldown times than traditional magic.

The second type of spells can be found above the hourglass that shows your current state of Winds of Magic (you will see them after selecting your character) - Total War Warhammer 3: Winds of Magic and spells - Military - Total War Warhammer 3 Guide

The second type of spells can be found above the hourglass that shows your current state of Winds of Magic (you will see them after selecting your character). These are spells related to a lord (or hero) and their skills. You have to pay with mana to cast them, and they vary depending on the character.

The third type of magic are army skills - Total War Warhammer 3: Winds of Magic and spells - Military - Total War Warhammer 3 Guide

The third type of magic are army skills. They are not assigned to a specific hero, but to the entire army. These can be factional spells or ones acquired through technologies, achievements, or other such ways. They do not need mana, but there usually is a "catch" when using them. Sometimes your lord needs to take the right amount of damage, other times you have to defeat the right number of enemies, and other times you will have a limit to the number of spells you can cast in a single battle.

Spells and their operation

You probably won't be surprised that there are different types of spells. You can choose from spells that will harm your enemies (directly or just weaken them), help your allies or summon new units.

Each faction has different spells, but their basic effects often remain the same. Some spells are cast directly at the enemy. There are also cones that deal damage in the indicated direction, as well as various magical influences. Selecting a spell will be easier due to the small circles above each spell (for example, a white cross on a green background is healing, and a white triangle on a red background will make the enemy feel worse, etc.).

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