Total War: WARHAMMER II

Total War: WARHAMMER II

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Lord Specializations
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Tags: mod, Campaign
File Size
Posted
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3.168 MB
Jul 8, 2020 @ 5:50pm
Jul 18, 2021 @ 2:15pm
39 Change Notes ( view )

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Lord Specializations

Description
While the skill system of vanilla is generally balanced, I found myself chafing at how few options I had to customize and specialize lords at times; red line and blue line pretty much always beat yellow, half the blue line skills (especially for old world lords) kinda suck, and many lords/factions have little or no meaningful access to replenishment or ability to specialize meaningfully - if you've built one Sisters of Avelorn doomstack, you've built 'em all.

This mod adds 58 new skills to the game, with a few locked to certain lord types and races but most available to all lords, that offer a wide variety of options to make a lord better at specific tasks. Most of them are 3-pointers and most are less efficient than similar vanilla skills so without skill point mods this shouldn't ENORMOUSLY increase power, but if you want to make a lord who really specialized in melee units, or one specializing in artillery, or an incredible duelist, or buff the faction at the cost of their own prowess, there are skills here to do any of those things and more besides.

The first level of each skill unlocks at lord rank 10 and are split into six main categories, from top to bottom;

  • Faction utility skills offer factionwide bonuses, from growth bonuses to research speed or hero caps. These skills generally have very high requirements for second and third ranks, so only level 30-40 lords can max them. Some races have access to unique skills, like Wood Elves being able to get Amber, Vampire Counts getting access to a Blood Kiss skill, Tomb Kings being able to get extra armies, etc. There is also a Regiments of Renown cap increase skill. The AI will not acquire these unique skills and if you are concerned about their balance impact you can ignore them too.
  • Doctrines focus on a single unit type, granting bonuses similar to the redline to "cavalry" or "artillery". While relatively point efficient, they are very targeted and will only benefit a portion of most armies; using them effectively will require very specialized armies. A lord can only specialize in a single doctrine.
  • Duelist skills enhance the lord directly - bonus vs infantry/large, physical resist, ward save, etc. They exist in addition to normal yellow-line skills, not to replace them, and are very point-inefficient but can make Kholek or Tyrion into an even more unkillable monster.
  • Magic skills are only accessible to mages, but can increase the Winds of Magic available to you or decrease them for enemies, lower spell cooldowns and costs, or reduce miscast chance. Again, generally not incredibly efficient, but great to make Teclis or Archaon the arcane demigods they are in lore.
  • Battle skills are roughly split into melee boosts (melee attack, weapon damage, etc), utility/survivability (speed, vigor, armor, etc) and missile buffs (range, damage, ammo, etc). While these bonuses work on ALL units in the army regardless of type, they are only roughly half as efficient as a redline skill, and obviously melee infantry aren't getting much value from a missile damage buff.
  • Army utility skills involve unit recruitment, campaign map mechanics like replenishment or reinforcement range, and upkeep reduction. Recruit units faster, lower or eventually negate attrition, move further on the map, etc. While the replenishment skill will be the primary draw for many Old World factions desperate for decent replenishment, you can also use this line to replace losses via quick global recruitment or for high level lords, adventure in Norsca without a care in the world.

Most army-focused skills grant around 15% boost to whatever they help with, while faction bonuses tend to be smaller.

I won't BS y'all and pretend this is perfectly balanced, especially if you use mods that grant extra skill points, but I set up the AI to use it as intelligently as possible, considering skill synergies; if they get melee infantry doctrine, they'll be more likely to get more melee buffs, and will consider situational skills like reinforcement range less valuable than universally good stuff like replenishment. From my experience doing several campaigns with it, lords like Archaon, Kholek, Tyrion, Malekith etc. tend to get pretttty scary.

General Compatibility
  • These skills will show up to the right of all vanilla skills and to the right of most mod skills.
  • Should work fine with major overhauls like SFO, Radious, Lucky's, and CTT, though balance may get weird if they limit availability of replenishment or makes 2 melee attack much more valuable than vanilla.
  • Skill effects SHOULD work with most/all modded units just fine, no compatibility patch needed.

Supported Mods
Mixu's lords, SFO, and most other popular/popular-ish lord mods, there's 20-30 of them now and I don't have the space to list them all here.

I have temporarily ceased taking requests to add mod lords due to life issues.
Popular Discussions View All (2)
1
Aug 15, 2020 @ 3:56pm
PINNED: Comprehensive Skill & Effect List
Cryswar
0
1
Jan 17, 2021 @ 4:48am
PINNED: Compatible Mods
Chalex
379 Comments
pointman Jun 12, 2023 @ 10:39am 
This mod along with Ash's 33 New Skills mod, I've been using, but there is a mystifying problem. The skills do not appear (from any skill mod) on Empire wizard lords, Dwarf rune lords, etc... They only appear on LLs and on each factions hybrid melee/ranged lords. On magic users, the new skills don't appear. Can anyone help?
Cryswar  [author] Nov 2, 2022 @ 11:26am 
Aww, thank you!
LNJ_Billie Jean Nov 2, 2022 @ 9:04am 
Simply fantastic, you are the true legendary lord
Cryswar  [author] Oct 26, 2022 @ 12:33pm 
Finally got this mod rebuilt for game 3, mixed with Leaders of Legend; >200 new traits, ~200-250 new skills, and the goal of giving every lord - legendary or otherwise - multiple valid 'builds' with plenty of customization.

Open beta status for now to see how balance and bugs turn out.

Link; https://steamcommunity.com/sharedfiles/filedetails/?id=2880244265
Cryswar  [author] Oct 23, 2022 @ 1:41pm 
Appreciate it man, I'll try to make it the best I can!
Iceciro Oct 23, 2022 @ 10:06am 
As a modder in previous times I know how sometimes positive feedback can get drowned out by the "update? update!" and request spam, but yeah, running a different less-polished spec mod in WH3 right now really puts into perspective how much work has been put on this one.
Cryswar  [author] Oct 22, 2022 @ 12:24pm 
Aw, thank you for the kind words! I'm *hoping* to have a beta for it this weekend, but no promises yet - still, almost done with the first wave of changes I wanted to do.
Iceciro Oct 22, 2022 @ 12:04pm 
I am really, really glad to see you're working on this mod for IE. I'm a huge fan of it, and can't wait to see it there too. :steamthumbsup:
Cryswar  [author] Oct 2, 2022 @ 4:02pm 
Sure thing! I'm trying to learn from previous mods to make the port as awesome as possible, but it's been a lot of work lol.
5th Metal Oct 2, 2022 @ 3:42pm 
@Cryswar Really appreciate the work. Loved this mod.