Total War: WARHAMMER

Total War: WARHAMMER

207 ratings
[DISCONTINUED]Molay's Spells & Artifacts
 
Rate  
Favorite
Favorited
Unfavorite
Tags: Mod, Campaign
File Size
Posted
Updated
0.612 MB
May 31, 2016 @ 9:27pm
Jun 30, 2016 @ 5:49pm
16 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[DISCONTINUED]Molay's Spells & Artifacts

Subscribed
Unsubscribe
In 1 collection by Molay
TW:W Mods by Molay
5 items
Description
Check out Cataph's cruel revision of my mod here: http://steamcommunity.com/sharedfiles/filedetails/?id=720729515
He swung that nerf bat hard, perhaps you enjoy that sort of thing.

This mod aims to make magic more useful in a variety of ways. It not only changes the spells themselves to have more of an impact, but also affects the skill trees to offer more Winds of Magic to the dedicated spellcaster heroes, meaning they will be casting more.
Designed to be played in campaign.
Designed around Ultra unit size (spell effects don't scale with unit sizes...).

Now also includes my Artifact overhaul, which synergizes with the Spell Overhaul

Ever felt like magic was underwhelming? Been training all your necromancers spellcasters in anything but magic, to keep them useful? Then this might be for you.

This mod rewards you for dedicating yourself to magic! Remember those puny -10% -15% cooldown reduction skills? What if they gave you more winds of magic to work with instead? What if the dedicated, experienced necromancer spellcaster added some 90 winds of magic to your magic pool? Right. You would feel like it would be worthwhile to cast spells; many spells. And what if you wanted to cast even more spells? Bring two necromancers spellcasters and have even more magic at your disposal!

But that's not all, of course. What good is it to cast spells often, if the spells barely do anything anyway? Ah yes, Molay thought of everything! So the spells got a rework in power; some have had effects added to them, most had their effects tweaked, mana costs adjusted and damage amplified. It's not too crazy though, mind you. It's for the most part a moderate increase in power, meant to make spells relevant on ultra unit size.

Overview of changes (not exhaustive):
Skill tress reworked:
- Cooldown reductions improved from rank 2 spells
- Increase to Winds of Magic pool from rank 2 spells
- Master of the Dead, Metalshifting, Kindleflame and similar skills improved.
Spells:
- Increased durations
- Tweaked mana costs (sometimes more, sometimes less)
- Increased area of effect for area of effect spells (Invocation of Nehek, Flaming Sword of Rhuin, ...)
- Increased damage of underwhelming spells (Purple Sun of Xereus, Searing Doom, ...)
- Added various effects to various spells (Invocation of Nehek reduces Fatigue, Transmutation of Lead reduces missile block chance (damn heavy shields!), ...)
- More charges on Raise Dead
- Spirit Leech range significantly lowered (commander sniping less potent!) to avoid encouraging cheesy play.
- Cooldowns have generally been increased, encouraging bringing multiple casters if you want to go the path of magic.
- Cast times increased in some cases; Overcasts almost always have increased cast time compared to normal cast.
- Damage values increased in almost all cases, to make them fit with Ultra Unit sizes.
- Spells that cast single targets normally, but an area of effect in overcast, will generally have a reduced effect in overcast. Single cast effect is... significant, however.

Clarification on winds of magic regeneration rate in battle:
Although the exact formula is unknown and I have not found anything in the database, it would appear that the rate of Winds of Magic you regenerate is a function of your [maximum winds of magic reserve] / [winds of magic spent].
This means that, if you have a very large winds of magic reserve due to many skills or wizards and cast a spell for 10 winds of magic, your regeneration will only slow down a little bit. If You only have the base amount of winds of magic, your regeneration will be drastically slowed even after casting a little spell.
Also note that skills improving regeneration rate, such as arcane conduit, are very effective with a large winds of magic reserve.

NOTE: Savegame compatible. You can load the mod in the middle of your campaign, as well as turn it off.
NOTE: To avoid confusion: Invocation of Nehek has a stronger heal when used on a single target; the overcast that affects a now large area does heal less. This is a comon theme in this mod. Single target spells are stronger, overcast versions tend to have the area effect but at dilluted effect.
NOTE: Incompatible with other mods that affect items, retainers, spells or projectiles; this includes some ranged combat overhaul mods and some tactical battle overhaul mods.

NOTE: Should now be compatible with most other mods out there. If another mod overrides a value my mod does too, then my value should be the one in the game.
RADIOUS is compatible with my mod according to user Greekfire. Haven't tested it myself, though.
Edit: According to user Mallek, Radious does overwrite many of my changes, hence it's probably a bad idea to use both mods simultaneously.

All Legendary Lord artifacts have received an overhaul. While most battle stats have remained largely similar, other effects have been added or changed. Most notably, Legendary Lords that are also Wizards will now receive a large bonus to Winds of Magic Reserve from unlocking their artifacts. Further effects affecting the campaign have also been added; for example, the Skull Staff for Heinrich Kemmler now gives all your provinces a small Vampiric Corruption Osmosis, while Kemmler wears the staff.

Please give me feedback.

Enjoy!
Popular Discussions View All (1)
54
Jul 6, 2016 @ 1:47pm
PINNED: Feedback
Molay
< >
283 Comments
CandyAngel Aug 21, 2017 @ 4:37am 
i see, thnk you!
Molay  [author] Aug 20, 2017 @ 3:03am 
No update will come. Take a look at Cataph's mod (first link in my mod description), it's pretty similar and 100% awesome.
CandyAngel Aug 19, 2017 @ 9:59pm 
Thanks Great mod, but don't work.....
I am looking forward to the update.
Molay  [author] Mar 1, 2017 @ 2:15am 
Thank you Dummy for your kind works. It's a shame I couldn't maintain it through all the update, but I'm happy to see others have picked up the torch :)
Dummy Feb 28, 2017 @ 3:27pm 
You have done a great job on this mod. Thanks for inspiring me.
elijaht6 Jan 21, 2017 @ 6:20pm 
update please
Cataph Nov 20, 2016 @ 10:44am 
@LaQtoz: Molay himself linked my version at the top of the description, there are some differences of course but the idea is still a magic buff/overhaul.
LaQtoz Nov 4, 2016 @ 4:54pm 
This was one of the best mods for the game! magic is just stupid weak i dont want my bright wizards fireball doing nothing vs the enemies armies hope you the best of luck and i hope someone will pick this mod up and continute your good work
Lockewood Sep 15, 2016 @ 12:19am 
Wish you the best, loved this mod.
PM_Zigg Price Aug 30, 2016 @ 8:33pm 
Well, with this mod dead, is someone picking it up, or can someone recommend a good alternate?