Total War: WARHAMMER III

Total War: WARHAMMER III

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Magic And Traits
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overhaul
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20 Sep, 2022 @ 4:54pm
29 Jul, 2024 @ 1:06pm
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Magic And Traits

Description
Hello!

In WH3 the Magic and Trait systems saw some pretty large changes, This mod makes some changes to those changes.

Overview: The point of this mod is to increase magic usage and to make traits more unique and interesting, without being completely game breaking (although abuse-able if you really stack it, just like wh2!!). Both AI and Player will receive these benefits, but mainly only the player will benefit from these changes.

Traits are on both heros and lords (including Cathay equivalents) and most traits can be stacked, perceptive reinforcement range does not stack.

Mod does not give infinite magic recharge rate, simply raises the cap so you can have higher magic pools like in WH2. I prefer this way so skills like arcane conduit and items like wand of jet can still serve a purpose.

Mod is save game friendly and able to be added and removed mid campaign.

Change list:

Base winds of Magic Cap changed to 150
Base Winds of magic minimum changed to 40

Magic Reserves Skill: gives +20 winds of magic to army, basically one more spell cast per caster.

Knowledgeable: Provides 10 winds of magic faction wide. Essentially like WH2 but stronger so you do not have to spend so much time trying to farm it to increase your magic pool. This bonus magic is not bugged like other magic gaining skills. yay!

Tactician: Adds 10% range to all units in army. Yes this can be abused by factions like dwarves and skaven who have a hero that can already increase range, but for the sake of playing other races, I feel 10% is a good number.

Discipline: Adds +5 melee attack, +5 Melee defense to all units in army. Essentially reverted back to wh2 effect.

Aggressive: weapon strength 15%, +20 charge bonus, All units in army gain vanguard deploy.

Tough: +7%HP, 25 armor, +10 melee defense, +5% army casualty replenishment rate (replenishment is mainly for factions without a hero that does this, such as bretonnia).

Strong: +15 Armor, +10 Melee attack, +20% Weapon Strength

Strategist: -8% local Enemy army movement Range, -5 Local enemy Leadership

Perceptive: +50% army reinforcement range. (this effect does not stack and maxes out at 50% hence the higher percentage) +33% Magic Item Drop Chance.

Confident: +10 Leadership all units in army.

Determined: +6% Campaign Movement range after wining a battle, +10% Speed All units in army.

Fleet Footed: +10% campaign movement range. The game has a natural cap to movement range built in; around double the starting amount when boosting movement via heroes. When used as a hero joining an army, the effect takes place at the start of the next turn. Trait will say Heroes army, but it will still work on lords.

Intelligent: -10% construction cost local province, -20% Construction time local province.

Weapon Master: +20 Melee attack, +100 Armor Piercing Damage.

High Elf Entrepreneur: 15% income from buildings in local province, 5% income from buildings faction wide.
Boosted income effect to 5% (up from 3% in wh2) because the way the effect is applied is less effective then how it was applied in WH2, so its increased to compensate.

Added similair modifications to some of the High Elf traits so they can join the fun too! There are an awful lot of high elf traits to list so play the game to find out! The High Elf traits Primed, Conductor, Negator all act as knowledgeable.

Hochland Scopes: 15% range to whole army, both lord and hero. Essentially reverted to original 5.0 release stats.

Warriors of Chaos and Chaos Dwarfs have similar effects.
Kislev Frost Maidens/Ice Witches now have similar effects.

Some Norsca traits have been modified due to trait spawns favoring Norsca specific traits over generic traits (makes it less tedious to get a good trait).


Special notes:
Thanks for checkin out my mod, even if you didn't subscribe

I made this mod shortly after WH3 first release for personal use. Originally it only changed the magic cap and knowledgeable + discipline skills. But as I played I figured, why not just change the other skills too? and so I did. I recently decided to publish my mods so that people who wanted to play the game like me could.

I do not plan on changing Race specific traits.

Here is a variant of the mod that only makes changes to winds of magic cap and Knowledgeable traits!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868249813&searchtext=wind+of+magic

Check out my other Mod that makes sieges more fun!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2865643909&searchtext=siege+redo








65 Comments
TorquevonThorne 26 May @ 8:17am 
The single most important mod to download after the extended map. Adds a new layer of tactics because with this your lords and heores traits (and those of your enemies) actually matter.
SSRB - Papermoon 27 Mar @ 6:24am 
does this mod and the other one need an update? i heard the newest game update bricked all the mod with uppercase in their game file.
raneyfish  [author] 20 Aug, 2024 @ 1:17pm 
with this mod the High Elf Trait vigorous will additionally give +10 speed to whole army and extra campaign movement after a battle, along with the ward save and perfect vigor.
0cclus 19 Aug, 2024 @ 5:52am 
Does this mod include Vigorous? The Trait for High Elf Princes which gives 15% Ward and Perfect Vigor.
raneyfish  [author] 29 Jul, 2024 @ 1:18pm 
hello and thanks, the Better magic collection will work fine. SFO uses its own traits and overwrites these ones. the game wont crash but this mod will be useless and wont change anything.
Kassorax 27 Jul, 2024 @ 3:16pm 
Wow what a great mod! Fantastic work good sir. Is this per chance compatible with SFO and or "Better magic collection 5.0" by starprincess?
Haruno Sakura 5 Jul, 2024 @ 3:42am 
my mod manager says the download/update date is 1 year ago, even if I unsubscribed and resubscriped, anyone knows a fix for that?:)
TorquevonThorne 25 Jun, 2024 @ 7:37pm 
Thank you very much! :))
raneyfish  [author] 25 Jun, 2024 @ 6:44pm 
Also, Hochland scopes has been reverted to its previous stats of 15% range to the whole army, for both hero and lord.
raneyfish  [author] 25 Jun, 2024 @ 5:53pm 
Also if anyone was playing a Chaos Dwarf campaign, you will have to start a new one for the changes to take effect. Otherwise the effected traits will be show up as blank.