Total War: WARHAMMER

Total War: WARHAMMER

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Legendary Wizard Lords
   
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Tags: mod, Units
File Size
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12.669 KB
Dec 13, 2016 @ 9:26pm
Mar 10, 2017 @ 10:29am
7 Change Notes ( view )

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Legendary Wizard Lords

Description
This mod adds a tree of 3 unique abilities to Balthasar Gelt and Heinrich Kemmler. Both of them suffer from having no real unique abilities or traits, ill befitting such powerful magical figures.
Each skill is 1 rank, and unlock at levels 2, 4 and 8.


Balthasar Gelt
Level 2 - Black Powder Pioneer
Unlike most wizards, Gelt has a keen interest in Black Powder, and has many allies among the College of Engineers
(+10% missile damage for infantry and artillery in the lord's army)
Level 4 - Gold Patriarch
Balthasar Gelt is the head of the Gold Order of wizards, and has mastery over the wind of Chamon few can match
+10 armor for the lord's army, +10 magic reserve
Level 8 - Supreme Patriarch
Gelt is head of the magical orders of the Empire, and has an unsurpassed mastery of magic for a human
+20 magic reserve, -25% miscast, +2 wizard recruit rank in his region


Heinrich Kemmler
Level 2 - Scars of Madness
Kemmler is decorated with scars from his mad experiments. Through the pain, he has gained greater insight into the nature of undeath and how to harness it
-15% raise dead cost
Level 4 - Disciple of Nagash
Kemmler is following in Nagash's footsteps in the path to becoming a great Necromancer. His magical power grows ever stronger, and his minions crush all in their path
+10 melee attack for tier 1 infantry, +5 for tier 2, +10 magic reserve
Level 8 - Lichemaster
Heinrich Kemmler has achieved the title of Lichemaster, and none save Nagash himself can rival his power. He goes now to train others to follow him, and master their power as well
Raise dead cost -10%, +20 magic reserve, +2 necromancer recruit rank for the local province



Master Necromancer now gets two abilities. The first acts as a mini-Loremaster, reducing the cooldown on Invocation and Raise Dead. The second adds winds of magic and reduces upkeep by 20%.





Still to come:
Minor skills for non-legendary wizard Lords (such as Necromancers and goblin Shamans)
Ghorst and Malagor already have unique skills, so I don't plan to do them
35 Comments
Kaza  [author] Apr 25, 2017 @ 6:57am 
@SIGMAR it should be. Cataph's magic only modifies the effects of the spells, while this adds in standalone skills
Malykriss Apr 25, 2017 @ 1:02am 
is this mod compatible with cataph´s magic by any chance? :)
Zephyr Apr 13, 2017 @ 4:05pm 
@Kaza Eh, the mod was outdated now i think and the author does not update it anymore. (for the time being). anyways, thanks.
Kaza  [author] Apr 13, 2017 @ 3:48pm 
@xUnHolyGod There is an existing mod that adds the ability for Kemmler to summon a unit of Grave Guard. This mod won't be adding in any additional spells for the characters, focusing instead on passive abilities
Zephyr Apr 13, 2017 @ 2:55am 
Hmm, is it possible for you to kinda have Heinrich or the Master Necromancer summon a Batallion of Grave guards and what not? that'll be really great! and also, beasts as well! like the Crypt Horrors. If possible, 2 units of them or 3 would be great!
Manticores as well if you could, Vargheists as well! just anything so that it could match their title or something!

if you could then do it please! however, if you don't, please at least leave a reply! thanks!.
Doc_Calm Mar 19, 2017 @ 8:35am 
Hi DelightfullyMAD, I wanted to see what mods you've posted, or if you have any pointers for the mods I'm writing, but your profile is super Private. Please add me as a friend, or set up a Public DelightfullyMAD collection.
DelightfullyMAD Mar 13, 2017 @ 10:58pm 
Sorry, it's me again. I caught another mistake. For both Kemmler and Gelt, their ability which boosts the level of recruitable necromancers/wizards does not work. It should be set as Character_to_Province_own, rather than Character_to_Region_own
DelightfullyMAD Mar 10, 2017 @ 10:55am 
Though, if you don't mind me offering a suggestion, but I think thematically that Scars of Madness might work better if it instead gave a moderate physical resistance buff, due to the fact that Kemmler survived such wounds. Feel free to take or leave this suggestion as you will, but I figure I'd throw this out there so that it makes all three abilities stand out rather than having Scars and Lichemaster just sort of stack with each other.
DelightfullyMAD Mar 10, 2017 @ 10:52am 
You're very welcome. I had already fixed that using the Pack File Manage myself, but figure I should point it out. Other than that, this mod is fantasitc, as it finally makes Kemmler worthwhile to play, which was badly needed. He is still my favorite lord, given that he was the first legendary lord model I ever used in tabletop, so he has a special place in my heart. Nice to see him getting some love.
Kaza  [author] Mar 10, 2017 @ 10:29am 
@DelightfullyMAD Yeah, I made a mistake in the table. It's been corrected now and I confirmed that it's working. Thanks for spotting that!