Warsword Conquest

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Warsword Wiki

Wiki Magic Basics

Magic School Explanations

  • Light: The most powerful school against Vampire Counts and Tomb Kings, decent against chaos, meh against everything else in terms of damage output. If you like the solo fighter/mage gameplay it may be worth a look though as mace of years is a powerful summon and the spell "shimmering cloak" gives you an 83% chance of absorbing all ranged damage. Phas and net of Amyntok can be strong against Skaven.
  • Gold: Good against chaos as the lore attribute means the base projectile causes considerable damage to their chaos warriors and plague of rust can remove the armour. The attack buff will also mean that your middling troops can take down the big guys too. Powerful but unreliable AOE and inconsistent missiles means this is not a popular school. Worth considering if you want to be an offensive support character.
  • Jade: Lack of missiles may be a turn off but it has 2 aoe spells and incredible support ability. Teleportation, hit absorbing and the lore attribute can help the caster stay long in the fight and regrowth is broken combined with surgery (even after nerf). Will be broken under the player in siege defence. Doesn't seem to popular with players, probably because it is not Michael Bay enough.
  • Celestial: Arguably the best school. Top quality aoe combined with Burspa's quality effects. Harmonic convergence is a hidden gem of a spell. Damage output of the school is probably top 3 and the cerulean shield can be used whilst casting without penalty for those times when you are really worried about ranged attacks. Lore attribute can prevent horrible moments.
  • Grey: The best debuff school in the game. If you want to play a support class that focuses on messing with your enemy then nothing else comes close. Limited damage output from yourself but if you max leadership then Okkams will see your allies causing major damage to everything. If you want to be a mounted caster then shadow steed is another reason to go for shadow.
  • Amethyst: Purple sun is a monster spell and especially powerful against dwarves . They have 3 high power missiles (which have been buffed in terms of success chance and each has an additional benefit to the caster) which can each take down high tier units but not many tech spells. The school can feel a bit clunky and is considered by many to be on the weak side. The summoned weapon is very powerful, like equipping one of Markas' weapons at the higher level. Lore attribute is strong but inconsistent.
  • Amber: Quality buff class with great options both offensively and defensively and a mixture. You are likely to have the right spell for the right situation. No aoe or major magic missile but their minor magic missile is the second most powerful of all the schools. Summon powerful bears for maximum value and fleeting bower will make you as fast as a horse. New lore attribute gives you +1 in riding every 2 magic control levels but lack of spell diversity may lose some appeal.
  • Bright: All out attack, maximum boomage and satisfies many players need to cause havoc. Piercing bolts of burning is insane with elves and will be busted in sieges defence. Lore attribute is nothing special and the school lacks spell diversity or any real tech spells.
  • High Magic: Takes the essence of all the above 8 and combines them into one school to make a swiss army knife of schools. High magic is the only school outside of the greenskins' which can dispel magic. Walk between worlds is really strong with heavily armoured troops as it gives dodge effect of wearing nothing. Arcane banishment only works against undead and daemons but can annihilate entire waves of top tier troops at higher levels. Lore attribute is fantastic, ridiculously easy to achieve and can save you again and again.
  • Dark magic: This is school has 3 aoes (one which heals) and 2 powerful missiles. Only available for dark elves but on par with any other of the big damage power schools.Word of pain is one of the strongest melee buffs in the game and teleportation available to get you out of a tight spot. One of the best lore attributes which perfectly suits the school. Unlike high magic though, the school lacks versatility.
  • Undeath: Very popular school which has been buffed for the next patch after feedback that not enough troops spawn with the spells. There is good synergy for your undead troops with Vansels and Morkharn which will heal them and the school has 2 strong major missiles (but no minor missiles). Their one aoe is weak but it is caster based in radius so no chance of missing the target area. Lore attribute synergises with summoning spells.
  • Tzeentch: The most powerful aoe school in the mod with the most powerful major magic missile too. If you want to be an offensive chaos sorcerer then this is a must try school. Shield of fire gives 83% of absorbing all melee hits which is insanely powerful in the midst of a melee skirmish. Boon of tzeentch will give all of your tzeencth troops magic resistance which is very powerful in sieges. School lacks support spells and the lore attribute is not that exciting.
  • Slaanesh: The lore attribute is very strong and can be buffed using the best staff. Free daemonettes all battle could be the difference. Contains 2 aoes and 2 missiles but damage wise is not quite as strong as the other offensive schools like tzeentch or bright but will likely do what you need. The school's debuffs are great at neutralising enemy effectiveness and phantasmagoria can stop all elves dodging which can be devastating. Summon even more daemonettes alongside the lore attributes with the only chaos spell which summons.
  • Nurgle: The chaos support class which can heal allies to full and give them poisonous attacks. 2 good aoes, one cheap one which devastates low – mid tier troops and another powerful one which poisons those who survive. The poisonous effects the school gives means that the long battles of attrition are likely to go in your favour. Minor magic missile is weak unless they fail the constitution test in which case it is really strong. Lore attribute is amazing if you invest in ironflesh, before long in battle you will be absorbing a large chunk of incoming damage with advanced ignore pain.
  • Orc Magic: The ultimate win more magic school. Every magic phase the game takes note of how many times your allied orcs hit their opponents and how many times your allied orcs get hit by your opponents during that phase and potentially applies a bonus for the next phase. The higher a positive number, the more bonus damage your spells will have. 3 magic missiles and a decent but unspectacular aoe means that the school can fulfill your carnage needs. Fists of gork is the best self buff out of all the schools and the ability to dispel all magic effects is priceless (unless you are fighting the dwarves).
  • Goblin magic: Spells are cheaper and weaker than most others but alongside the lore attribute casters will have no shortage of mana to constantly cast them. Their only aoe is relatively weak but it is cheap with a shorter cool down time so you can cast it more often. Goblin magic can give your troops poisonous attacks and sneaky stabbin turns your archers into killing machines. Can also dispel magic although one spell only works at night.
  • Lore of ruin: Skavens offensive school with 3 aoes and an incredibly powerful minor magic missile. Curse of the horned rat turn enemies into allied skaven and death frenzy makes your skaven hit a lot harder than normal. Howling warpgale can slow down your entire opponents army ready for your gunners to mow them down. Not much in the way of support spells although the lore attribute will help you build siege towers faster.
  • Lore of plague: This school has 3 aoes like ruin but they all have conditions. Plague is really powerful and there is a chance affected enemies will cause another explosion when they die. Plague school can summon waves of skaven and give them poisoned attacks too. Also has the curse of the horned one spell and can turn enemies into allies like grey magic. Overall a very powerful and diverse school. Lore attribute helps you raid villages quicker.
  • Nehekhara Magic: The best synergy any school has with their faction troops. Each buff is like a mini heal spell and Djedra's can resummon all your fallen tomb kings troops in a small area. The buffs you have for your tomb king troops are diverse although not more than middling in effect. Usekphs is very expensive but hands down the best debuff in the mod, makes your enemies useless and easy to take down. The school does have a missile and aoe which are both quite powerful.
  • Ice magic: The lore attribute means you just need to travel a bit on snow to be back to full health. Cold shock is the most powerful minor magic missile in the mod and the frost bears you can summon are a strong as an epic unit. The aoe is weak although the frostblade you can summon is extremely powerful. That alongside frozen skin make ice magic a great choice for a fighter/caster hybrid.
  • Desert magic: Unlikely to be used much as araby are a legitimate but mostly unknown faction. Like Nehekhara this school has massive synergy so long as your are using mostly the schools native troops which is araby. Holy shield can be used without casting penalty and the lore attribute is strong when fighting on the desert. No aoe spells but the major missile is quite good and while the minor missile it weak it can be fired cheaply at a very fast firing rate. The buff spells are top quality and can make killing machines of your troops and curse of the genie is one of the best debuffs in the mod.
  • Wild magic: If you choose wild magic you start with magic resistance 5+ from the start which is worth thousands of gold and very useful. The school itself has an interesting mix of spells including traitor kin which will dismount all enemy cavalry (brutal against Bretonnia) and savage dominion which summons a doombull, the beastmen retinue troops which is by far and wide the most powerful summoned minion in the mod. The doombull is the only summoned troop who dies when their caster does. Their 1 aoe is not that powerful but has a big radius and the radius comes from the caster so you can pinpoint the target area. Has a weak but frequent to cast minor missile and a decent major missile. Overall not a not too powerful but interesting school.
  • Vampire magic: Conditional summoning because it requires dead bodies both for enemies (broken at the top of a siege ladder) and allied undead but has 2 very powerful AOEs and is an amazing choice for fighter/mage hybrid because of the spells ethereal and transfix, the former which will give you maximum dodge and melee damage boost and the latter because it roots all nearby enemies to the spot which can get you out of a tight spot and/or also leave them sitting ducks. Lore attribute is the same as jade which further helps the fighter/mage hybrid as it heals every cast.

Magic Passives

  • Light - Double damage vs Daemons or undead
  • Gold - Bonus damage vs heavily armoured troops and attacks count as flaming
  • Jade- Each successful cast heals caster
  • Celestial - Ignore all weather events
  • Grey - +10% escape chance after battle per magic control up to 70%
  • Amethyst - Kill enemies with spells for bonus mana next phase
  • Bright - Flaming attacks
  • Amber - 1 riding every 2 magic control levels
  • Qhasyh - Shield of protection absorbs a hit per spell cast
  • Dhar - 17% chance of bonus damage
  • Undeath - Successful casts increase quality chance of summons
  • Tzeentch - Bonus mana on winds of magic 8 roll
  • Slaanesh - 17% chance of daemonette spawn per kill
  • Nurgle - 17% chance of gaining ignore pain per cast and then advanced ignore pain.
  • Orc - Bonus damage if your orcs deal more damage to enemy in the last phase
  • Goblin - 33% chance of stealing mana from enemy casters per phase
  • Ruin - +10% siege build time per magic control up to 70%
  • Plague - +10% village loot time per magic control up to 70%
  • Ice- Heal faster when on snowy terrain on world map
  • Desert - +1 to casting roll when on desert
  • Nehekhara - All buffs will also heal tomb kings troops
  • Wild - Gain 5 magic resistance immediately
  • Vampires - Heal with every successful cast
  • Hedge - No attribute as it is unofficial school

Magic Manual