Total War: WARHAMMER

Total War: WARHAMMER

Legendary Wizard Lords
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@Kaza Eh, the mod was outdated now i think and the author does not update it anymore.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!
Kaza  [author] Mar 10, 2017 @ 8:17am 
@DelightfullyMAD I'll check the tables later today, I could have the wrong scope attached to the power
@gongoozler I recommend Gejnor's mod Give Gelt back his wings! A Balthasar Gelt Bug Fix. It corrects the bug until CA can patch it
gongoozler Mar 10, 2017 @ 2:41am 
Gelt can't mount the peaasus at rank 11, can u check it out plz ??
DelightfullyMAD Mar 9, 2017 @ 8:04pm 
Scars of Madness for Heinrich Kemmler doesn't do anything, from what I can tell. If the intention was to decrease the cost of Raise Dead on the Campaign map, it doesn't do that. If it decreases the cost of the Raise Dead spell in battle, it doesn't do that either.
Kaza  [author] Mar 6, 2017 @ 5:51pm 
@Uberguy I just tested the mod by itself and it loads fine. Turn off any other mods you may have in case there's a conflict
< blank > Mar 6, 2017 @ 5:17pm 
CRASHES MAH GAME! xO
Moorgeist Mar 4, 2017 @ 7:13am 
Update would be really cool. This mod is important :)
Matthias Jan 27, 2017 @ 5:38am 
@Kaza ok thanks in advance
Kaza  [author] Jan 26, 2017 @ 9:40pm 
@Matthias I do intend to, but it's not a high priority at the moment. Probably will get to it in a week or two
Matthias Jan 26, 2017 @ 10:05am 
@Kaza are you still going to include the still to come part?
Kaza  [author] Jan 23, 2017 @ 3:46pm 
@Thali unfortunately, he's the best the Empire's got until we finally get Elspeth
Kassandra Jan 20, 2017 @ 2:37pm 
Gelt and his lore is still ♥♥♥♥ :D
bergomi Dec 25, 2016 @ 3:08am 
Thank you! I really like Gelt, so this mod finally gives me a chance to restart a campaign with him as my main LL.
Kaza  [author] Dec 21, 2016 @ 12:21pm 
@Stellyios This mod will stay focused on the wizard lords
@Uberguy I agree, but I'd rather do it through added skills rather than changing stats. That way it stays as compatible as possible.
< blank > Dec 21, 2016 @ 7:46am 
The game needs to beef Gelt up since he suck and are merely a cosmetic difference from a standard wizard.
DonsK Dec 21, 2016 @ 1:46am 
works great! any chance of adding the talon of kurnos perk to all elf lords and treemen?
kelstr Dec 19, 2016 @ 9:35pm 
Great idea !!!
RIP AND TEAR Dec 19, 2016 @ 3:19pm 
I second Azhag getting some love, would love to see what you could do with him.
Kaza  [author] Dec 19, 2016 @ 10:31am 
I'm not adding new spells with this mod, just some skills to bring the older caster LLs up to snuff. Azhag definitely deserves something, although I think wurrzag is fine where he is
Aprosule Dec 19, 2016 @ 6:02am 
This seems like a great concept. Can we get a special tree for The Everchosen? He is a dedicated master of his own schools of magic and seems rather lackluster in vanilla. Also Wurrzag and Azhag need some TLC. Not enough Mork-n-Gork spells tbh. Lastly I'd like Malagor to have a few of his own unique spells.

Just some ideas. So far I really like this, but I'd like fairness if I'm going to have OP abilities as either alive or undead humans. ;)
Frei Dec 18, 2016 @ 2:19pm 
Great, thanks for keeping it balanced. Few modders have an eye for makign mods that fit with the balance of the game. I love Gelt and this gives me a reason to use him.
RIP AND TEAR Dec 16, 2016 @ 4:31pm 
this is a very good mod, not extremely overpowered changes but enough to add flavour. I love the idea of Kemmler bolstering lower tier units to give them some more oomph.
Kaza  [author] Dec 15, 2016 @ 5:08pm 
@BurgundyEagle It is compatible as far as I know, I've tested it with a few

@BohemianRomantic I'm not sure of how or if you can buff HP on tier 1 units. I may lower the boost to melee attack, but the idea was to make Kemmler the master of summoning hordes of weak chaff, which his abilities buff up to high attack while retaining low armor and damage so they don't eclipse later armies entirely. I'll test it some more, and may lower it
BohemianRomantic Dec 15, 2016 @ 4:36pm 
I love the idea here. One sugestion, with lord trees already having the ability to buff the crap out of their armies, perhaps a +20 melee attack for tier 1 infantry is going too far. +5 would be far less OP, though to be honest I think it would be better if he buffed their HP.
BurgundyEagle Dec 15, 2016 @ 3:22pm 
Is this compatible with other custom skill adding mods? Most probably not I presume
TobasscoJelly Dec 15, 2016 @ 5:33am 
This is a really awesome idea. Thanks for this. I was surprised Legendary Wizards don't play more....Legendary.