Total War: WARHAMMER III

Total War: WARHAMMER III

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Empire Battle Wizard Regiments
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Tags: mod
File Size
Posted
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11.904 MB
19 Dec, 2022 @ 1:54pm
2 Oct, 2024 @ 11:41am
4 Change Notes ( view )

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Empire Battle Wizard Regiments

In 1 collection by prop joe
Prop Joe Mods
20 items
Description
“Battle Wizards are nothing more than weapons. They are rare, thank Sigmar, and they are more powerful than other Wizards. For our good and in respect to Sigmar’s Word, these foul creatures are kept locked in the bowels of their College buildings, only to be released under the strictest controls and supervision in those times when the pure steel and honest sweat of Sigmar’s chosen people face the Powers of the Old Dark. Where the loss of any good citizen’s life is loss to the Empire, the loss of some Collegiate filth is not. Let the damned destroy the damned with their own weapons, so long as Sigmar’s people are saved from the contamination of Chaos.”
Johann Nider, Templar of Sigmar



This mod allows Empire factions to recruit Battle Wizard Regiments, units that can cast spell from each of the Winds of Magic available to the Empire. There are 7 unit variants, one for each Wind of Magic. First recruit a Battle Wizard Bodyguards unit and then upgrade it with a Battle Wizard.

Battle Wizards serve in the Imperial armies as ordered by their College of Magic, both in times of war and as part of their training. Unlike the Hero versions of Battle Wizards, these novice Battle Wizards are not as advanced in their craft, so on the battlefield they are protected by Greatsword bodyguards. They can cast each of their spells only once per battle, all their spells cost 2 WoM less, they can't overcast and they unlock the missing 2 spells at experience ranks 5 and 7.

The amount of wizard regiments you can have as a faction is capped by the wizard chain buildings, the mod also adds a new building to the beginning of the chain.

Some notes:
- new spells are unlocked on the start of the next turn, not immediately when a unit gains rank 5 for example
- there are 3 projectile spells in the empire lores, the way the game is coded each soldier in a unit fires a projectile so these units use rebalanced projectile versions of those 3 spells

Thanks to ChaosRobie for the gold wizard model.
Thanks to crisord for the mod thumbnail.
Thanks to Wolfremio for porting ChaosRobie's gold wizard textures from WH2 into WH3.

Compatibility:
Overhauls that change unit stats need a separate submod, otherwise things will work fine but the new units from this mod won't be balanced stat-wise.
Should be compatible with other Warband mods.

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33 Comments
sigmars_disciple 12 Jan @ 7:02pm 
Or does it? I guess @Solaire has found problems with 6.0 but it's not crystal clear to me <3
sigmars_disciple 7 Jan @ 7:40pm 
Sounds like this one would need an update for 6.0, Mr.Joe.... Is it possible? <3
Solaire 29 Dec, 2024 @ 12:47am 
Hope to see this make a return
TroupeMasterSilas 17 Oct, 2024 @ 2:10am 
Tried playing with this mod as gelt and while the building is there I cant actually recruit the unit, any help?
ChopChop 3 Oct, 2024 @ 3:47pm 
Thank you for the update King :TalismanCrown:
prop joe  [author] 2 Oct, 2024 @ 11:03am 
updated, sorry for the wait

thanks you ChopChop for your work on submods and fixes
ChopChop 24 Aug, 2024 @ 1:32pm 
Submod to Sigmar's Heirs now contains also patch for 5.2.1
[Submod] Sigmar's Heirs, an Empire Overhaul + Empire Battle Wizard Regiments
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3180918476 :WH3_clasp:
Reuz 17 Aug, 2024 @ 8:31am 
having the same problem as sawdust
sawdust_covered_man 23 Jun, 2024 @ 4:09pm 
Is it normal for only Karl Franz to have access to the battle wizards? I've tried both Elspeth and Gelt, but neither of them the option to recruit battle wizards.
Joeyjoejoe17 11 Jun, 2024 @ 3:01am 
Really great mod, I love it.
Is it normal for the unit cap to only affect the base version of those regiments? I have several regiments with different Lores of Magic in my armies but the cap still says I have 0/XY.