Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)
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Deliverance of Itza

Lore of magic · 3 spells · Total War: Warhammer III, patch 9.0

Spells

As the in-game tooltip reads; overcast values in blue. Damage is base + armour-piercing per hit.

Deliverance of Itza I

Explosion · magical

Winds of Magic
7
Cooldown
15 s
Cast range
200 m
Duration
2 s
Wind-up
5 s
  • 40 damage per second (10 armour-piercing) for 1 s, radius 15 m
  • Explosion does not affect friendly troops
  • Strong vs a single unit
  • Large explosion area

Mighty Lord Kroak spawns a small sun that, when it explodes, causes abject devastation… funnily enough.

Deliverance of Itza II

Explosion · magical

Winds of Magic
13
Cooldown
20 s
Cast range
200 m
Duration
2 s
Wind-up
5 s
  • 50 damage per second (20 armour-piercing) for 1 s, radius 20 m
  • Huge explosion area
  • Explosion does not affect friendly troops
  • Strong vs multiple units

Mighty Lord Kroak spawns a small sun that, when it explodes, causes abject devastation… funnily enough.

Deliverance of Itza III

Explosion · magical

Winds of Magic
20
Cooldown
25 s
Cast range
200 m
Duration
2 s
Wind-up
5 s
  • 60 damage per second (30 armour-piercing) for 1 s, radius 25 m
  • Good against armour
  • Huge explosion area
  • Explosion does not affect friendly troops
  • Strong vs multiple units

Mighty Lord Kroak spawns a small sun that, when it explodes, causes abject devastation… funnily enough.

Who casts Deliverance of Itza

Source: special_ability_groups (wh2_dlc12_lore_lord_kroak), unit_abilities, unit_special_abilities, projectiles, projectile_bombardments and battle_vortexs, patch 9.0, via the WH3-Dump export. Fireball and Flame Storm are checked against the Total War Warhammer wiki in our tests.