Total War: WARHAMMER III

Total War: WARHAMMER III

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Dwarfs Expanded Hero Skill Trees
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File Size
Posted
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883.616 KB
Nov 7, 2023 @ 11:29am
May 21 @ 11:14am
14 Change Notes ( view )

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Dwarfs Expanded Hero Skill Trees

In 1 collection by maffers
Expanded Hero Skill Trees Collection (Steam Workshop List)
23 items
Description
This mod adds some additional skills to each of the Dwarf Hero's skill trees. It is intended to fill out the skill trees a bit and make them more interesting/loreful. Does not affect Lords.


Thane
- Grudge Ender (attack focused), Mountain Defender (defense focused), and Wise Beard (army focused)
- Can choose between army wide buffs for shield units or great weapon units

Runesmith
- Anvil Ringer, Ancestral Artisan, and Forge Keeper, that each provide different army buffs and on-cast effects

Master Engineer
- Tinkerer (buffs ranged/melee attack/speed) or Demolitionist (buffs armor and armor piercing damage)
- Choose between buffs for specific technological categories (flame units/gun units/gyros/ect.)

Dragon Slayer
- Dragon Forged - bonuses themed around fighting dragons (buff armor/fire resist, cooldown for Colossal Strike)
- Unrelenting Assault - focus on movement/fatigue with cooldown reduction for Foe Seeker/Deadly Onslaught
- Slayer's Frenzy - passive bonuses for staying in combat/getting kills

Compatibility
Mods that change skill trees for Dwarf heroes will not be compatible if they use the same space on the skill tree as this mod.

Related Mods
Expanded Hero Skill Trees Compilation (Mod)
Expanded Hero Skill Trees Collection (Steam Workshop List)


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44 Comments
KennyKen11B Apr 14 @ 12:45pm 
subscribe and find out.
Sin Jan 24 @ 2:57pm 
This still work?
Gaizaz Dec 17, 2024 @ 7:42am 
Hi. love the mod. poor hans gets no skills. but the other ancenstrial heros do.
Yeongumsulsa Aug 28, 2024 @ 3:10pm 
@Maffers Thanks for getting back so quickly. To be honest with you I have no idea how it actually works, all a bit too complicated for my aging brain haha, but when I googled it before posting my comment it seemed that increasing reload skill has some clever ratio effect on reload speed.

Hopefully I haven't accidentally given you the wrong idea and broken anything! I could completely believe CA changing something behind the scenes without thinking to put it in patch notes.
themilkman074 Aug 28, 2024 @ 12:33pm 
sorry am a boomer and have no idea about discord and all that :( Back in my day we would use smoke Signals!
themilkman074 Aug 28, 2024 @ 12:33pm 
@maffers sorry to bother you about this as you have nothing to do with it but, ive been looking to see if anyone has done an Ikits Workshop For Vamp Coast.
maffers  [author] Aug 27, 2024 @ 6:23pm 
@Yeongumsulsa
I checked and the ability was using a multiplier for the reload variable instead of addition. I'm not actually sure if it was helping or hurting but I changed it to the addition form which is the same as all of the other abilities in the base game. Maybe CA changed how those skills worked in some patch or maybe it was an oversight on my part.
Yeongumsulsa Aug 27, 2024 @ 5:25pm 
Hey - I love these mods, I've been playing with your compilation. Just had a question though:

The tooltip for the engineer's "critical path analysis" indicates that it decreases reload skill, with each stage giving a higher penalty (i.e. phase 1: speed +3%, reload skill -3% | phase 2: speed +6%, reload skill -6% and so on) - is this intentional?

The tooltip is in green, so it looks like it's meant to be a buff, but as I understand it -10% reload skill would be a pretty substantial nerf to the master engineer's damage?
maffers  [author] Aug 21, 2024 @ 4:52pm 
@lego116
The game has some default unit groupings in the game files that those other mods probably use. Unfortunately they did not line up with the units I wanted to group together so I had to make my own groupings. If I added or removed units from the default groupings it would mess up other abilities so there isn't really another way to do it.
lego116 Aug 21, 2024 @ 3:32pm 
Could you change the engineer skills to work better with modded units? Most modded units count as a unit type and so most skills effect them. But that does not seem to work with this mod for some reason. Great mod either way though!