Total War: WARHAMMER II

Total War: WARHAMMER II

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funkmonster7 Apr 28, 2019 @ 4:59am
Life Bloom and Curse of Undeath
Do they actually do anything? Because I have been casting spells and I can't find any tool tip saying that my units are being healed by either of these map-wide passives. Also, there are no animation whatsoever either.

And where do I find the hp healed numbers? People in forums compare between the two all the time, I have no idea where they get those numbers from. If anything, CA also mentions some of those nerfs every now and then. How would any of that make any sense if we don't even know what the original numbers were?
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Showing 1-14 of 14 comments
Elitewrecker PT Apr 28, 2019 @ 5:01am 
You should find a modifier for life bloom at the bottom of the card if I'm not mistaken. Even if you can't find you should be able to see the HP increase in a wounded unit

Also remember they're active while "casting" a spell, not while a spell is active.
Last edited by Elitewrecker PT; Apr 28, 2019 @ 5:02am
Wh♂♂par Apr 28, 2019 @ 5:02am 
If you cast, you should look for the active effects bar at the bottom of the unit card. Pretty quickly. It would need PFM to find the values per model.
Last edited by Wh♂♂par; Apr 28, 2019 @ 5:03am
funkmonster7 Apr 28, 2019 @ 5:04am 
Doesn't the tool tip for the passive say that Life Bloom lasts for 5 seconds?
enricofermi2 Apr 28, 2019 @ 5:25am 
I thought all the spell passives proced on any spell cast even bounds ones, but lasted for the duration stated. If they only last for the cast time of the spell they would be pretty worthless, since spell cast are pretty short most of the time.
Elitewrecker PT Apr 28, 2019 @ 5:27am 
They might have a minimum duration, can't remember now, but the tooltip says all you need. One thing I'm sure they don't last for the duration of the cast spell, otherwise you'd have like 20s duration heals with lore of life buff spells
But I can guarantee life bloom was working last time I played.
Last edited by Elitewrecker PT; Apr 28, 2019 @ 5:29am
funkmonster7 Apr 28, 2019 @ 5:38am 
Originally posted by Elitewrecker PT:
They might have a minimum duration, can't remember now, but the tooltip says all you need. One thing I'm sure they don't last for the duration of the cast spell, otherwise you'd have like 20s duration heals with lore of life buff spells
But I can guarantee life bloom was working last time I played.

No, I think they last for the duration of the spell "while it is being cast" i.e. during the cast time, Life Bloom activates. I have to test this because I normally eyeball the cast timer and not look at the screen. I'll have to pause battle to see this...

But the tooltip does say "5 seconds duration" under Life Bloom. It might be maximum 5 seconds. I know for Curse of Undeath, it's 7 seconds, although I don't know what spell takes 7 seconds to cast...
Wh♂♂par Apr 28, 2019 @ 5:40am 
Maybe cast twice and reach it? Maximum duration - this. Recharge then. Or something?
Last edited by Wh♂♂par; Apr 28, 2019 @ 5:40am
Elitewrecker PT Apr 28, 2019 @ 5:40am 
Yes, maybe they last for the cast duration + the time in the tooltip then.
funkmonster7 Apr 28, 2019 @ 7:11am 
When Life Bloom activates, is there supposed to be an icon on the unit cards in battle? Because I checked, there aren't any. When the battle was over, I cast Earth Blood 3 times, made sure some other wounded unit is across the map and won't be in Earth Blood's AoE. Still nothing. The hp bar didn't change at all, at least not for the unit far across the map.

Granted, I tested in campaign with Alarielle. No mods.
Wyvern Apr 28, 2019 @ 7:59am 
Life bloom and curse of undeath do work, they just dont last long at all. Its only 5 seconds worth of heals so you dont get that much though.

As for where people get the stats, some root around in the files, otherwise twwstats.com tends to have numbers for spells, though i forget if it has exacthealing numbers
Toby Larone Apr 28, 2019 @ 8:10am 
Originally posted by funkmonster7:
When Life Bloom activates, is there supposed to be an icon on the unit cards in battle? Because I checked, there aren't any. When the battle was over, I cast Earth Blood 3 times, made sure some other wounded unit is across the map and won't be in Earth Blood's AoE. Still nothing. The hp bar didn't change at all, at least not for the unit far across the map.

Granted, I tested in campaign with Alarielle. No mods.

Note that life blood does not resurect models, if a unit doesn't have any models that lack health it wont heal at all.
archmag Apr 28, 2019 @ 8:15am 
The curse of undeath activates when you cast a spell:
https://steamcommunity.com/sharedfiles/filedetails/?id=1726152903
It was activated as soon as I casted a buff on one skeleton. Both skeletons and caster got the curse of undeath buff.

https://steamcommunity.com/sharedfiles/filedetails/?id=1726159101
If you have a spell that is casted for a long time, you spend required amount of wind at the very beginning of the cast and the curse of undeath triggers at the same moment.

It does not matter how long the actual spell that you casted lasts. The curse of undeath lasts for 7 seconds after you spent winds on any spell.

You can check how much it heals by activating a spell on a damaged unit and then waiting until it is over, but it depends on number of models in a unit. Units with a single model are healed by much less than units with multiple models as far as I remember.
[FTJ] Otto Apr 28, 2019 @ 11:14am 
Little tip that I wished I knew from the beginning:
casting a spell while a passive is still ongoing will not refresh it.
So when you play Vampires and you want every drop of value from The Curse of Undeath, you have to cast a spell at least seven seconds after the last one.

It becomes a nightmare when you play Teclis, because he has so many passives and some of them last more than twenty seconds. I always hesitate between milking them dry or casting spells earlier but losing some effeciency.
Last edited by [FTJ] Otto; Apr 28, 2019 @ 11:16am
Cacomistle Apr 28, 2019 @ 11:25am 
You can see the units regen health, and there should be a thing on their stat cards that show they're under the affect of the passive effects. It regens about 4 hp per tick, and it seems like maybe 1.5 ticks per second or so. There's probably an exact value this regens, but I've never counted it out so I'd say expect like 32 health regen from life bloom (and I think undeath lasts 2 more seconds, so multiply by 7/5ths).

Also of note, this is almost useless as there is never a practical situation to do this, but it seems like these effects in general trigger when you start a spell. Not when its actually cast. So for example playing Cylostra, you can sit there switching between 2 spells (so that neither actually gets cast). After like 15 minutes the enemy army will die. Lore of deeps damage is the same damage per second as life bloom is healing per second, so that should give you an idea that its a small amount of health that is being healed. But you can get a ton of winds in this game, so you might have a minute or 2 of uptime, which means you might get a 10 percent health increase on all your units. So its still pretty nice.
Last edited by Cacomistle; Apr 28, 2019 @ 11:26am
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Date Posted: Apr 28, 2019 @ 4:59am
Posts: 14