Total War: WARHAMMER III

Total War: WARHAMMER III

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Thalandor Doomstar - MEEP Skill Points Edition [OoD]
   
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File Size
Posted
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12.106 MB
5 Jul, 2023 @ 2:34pm
25 Mar @ 7:54pm
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Thalandor Doomstar - MEEP Skill Points Edition [OoD]

Description
Unique recruitable Wood Elf Legendary Lord.
MEEP version of Original Mod. This just awards Thalandor 10 of his unique skills free as he levels, in line with my MEEP Mod. Standalone, doesn't require MEEP or Thalandor original.
  • Unique personal skills and skill tree.
  • Flying mage, strong melee combatant.
  • Based on the Lore.
  • An actual Asrai! Works in all Wood Elf (including custom) factions, except Drycha.
Will work in an ongoing campaign or a new save.

August Update
  • More distinctive and interesting!
  • Now starts with 1 bound cast of Transformation of Kadon (summon Great Eagle).
  • Talisman of Gwar and his set bonus, add 1 further each (total 3).
  • Now works in WE office positions (new games only).
  • Dukes Damned Nations version available.



He was my favourite lord from my favourite faction(4th edition) as a kid, just thought he had a cool name, I felt actual Asrai were underrepresented in the Lord roster, so I made the man himself as a grounded option to the other fantastical lords. There actually already is a character in the game with the same name, but that nobody leading the rogue army, Hunters of Kurnous, is clearly 3-skaven-in-a-trench-coat trying to profit off of his heralded name!

Not a big character in the lore he's none-the-less interesting, having led campaigns against the undead, famously harrying Greenskins, and most ominously his betrayal at the hands of the filthy Dawi, Slayer-King Ungrim Ironfist. As the lord of Argwylon and its aeries, he is inextricably linked with the great eagles, particularly his imposing mount, the mighty Gwandor the Black!
<check his wiki>[warhammerfantasy.fandom.com]

Distinct in the Asrai roster as a durable male spellcaster who is also proficient in mixing it in melee. I've tried to reflect all these little tidbits in his skills while carving out a somewhat unique battle profile.




With bonus to great eagles, and free summon! I envisage him with a couple by his side, acting as a cadre, rapidly deploying to plug gaps in your lines, bolstering your troops, and turning the tide, before pulling out and seeking out new priority targets to hunt down. This is a flexible playstyle meaning Thalandor should be good at leading the majority of wood elf armies in battles.

Thalandor is High Mage, who navigates the battlefield atop his great eagle Gwandor, who he receives at level 6. He has decent melee stats and will be effective primarily against less resilient rank-and-file troops, he can also stack multiple AoE buffs to those around him, raising their combat effectiveness. He has a good chunk of HP and increased healing cap.

So he's fast, casts spells, buffs those around him, can take some punishment and heal a bit. Gwandor provides Vanguard Deployment and Devastating Flanker, making it pertinent to keep Thalandor moving and roving for favourable engagements.

His army is unaffected by undead attrition, sieges efficiently, and has bonuses vs both Greenskins and Dwarves.

One neat thing is that his starting trait is randomized (from a select (good)) pool, meaning he'll play a little differently each campaign, from personally strong, to tough. fleet-footed or boosting missle troops range and so on.


On recruit his stats are considerably stronger than a Spellweaver lord, but weaker than a Glade Lord. Mounted on Gwandor, he's about 10% stronger than a Glade Lord on a great eagle, but without a ranged attack, instead he has the Lore of High Magic. Whereas a Glade Lord has access to a Dragon mount, Gwandor instead can have ALL 3 WE buff spells, Howl/Possessed/Sight Beyond Sight, meaning he empowers your troops locally.

I've tried to make his items strong but not OP, because, as per lore, they're locked to him and can't be removed... until 123 turns after u first equip them. I figure if you're playing a campaign that deep you deserve to play around and put whatever items on you see fit for late game.

His army buffs are situational and not pervasive, while his eagle buffs should make recruiting a few a viable strategy but not enforce doomstacking. His personal 1 turn global recruitment in particular ensures a few make it into your play-kit!

Anyway balance was a big concern when designing this mod, but I'm very open to feedback.

>SFO VERSION<
>Dukes Damned Nations<
Korean translation(compilation page) 한국어 Thanks soon&mot!



Works with Stratovarius's Legendy Characters, and Mixu's LL's:
  • Oreon, Bowmen of Oreon
  • Daith, Torgovann
  • Naieth, Wydrioth
  • Queen M, Laurelorn Forest
NOT: > Wychwethyl the Wild, Masque of Loec;use OPTIONAL version <link>[www.nexusmods.com].

How it works is, Thalandor will be spawn in the recruit pool once and once only for one player WE faction (not Drycha), if no humans are controlling, he should end up in Argwylon.

Oddities: card display "can fire while moving" despite having no ranged attack, and his bombardment spell is displayed when on foot (un-useable).

His model is a standard kit-bash but it is unique, animates and Gwandor the Black is represented in his full midnight glory.

Technically all table-calls involve unique "tallyy" so is compatible with every other mod out there.

I would like him to lead his own faction out of the Forest of Gloom, but that's a job for the future, or any other kind modder, hint hint!

Thanks to Cryswars guides and the modding den discord, mod would simply not exist without those heroes!

My Mods






Please comment, like, subscribe, phone your mothers and eat the rich!
~Neil
2 Comments
Neil  [author] 6 Jul, 2023 @ 11:15pm 
I tried adding a link to a file mirror and the link got auto-flagged by steam, just gotta wait on the automod to clear it I guess. Can add pics here too sure.
Who 6 Jul, 2023 @ 11:07pm 
The link to the original mod doesn't work. Would it be possible or would you consider adding screenshots of the lord with his stats and skilltree?