Total War: WARHAMMER III

Total War: WARHAMMER III

92 ratings
The Rising Prince - Asur Legendary Lord & Elves Casters new abilities
   
Award
Favorite
Favorited
Unfavorite
units
Tags: mod
File Size
Posted
Updated
918.923 MB
15 Feb @ 11:32pm
17 Feb @ 7:49am
6 Change Notes ( view )

Subscribe to download
The Rising Prince - Asur Legendary Lord & Elves Casters new abilities

Description
The Rising Prince - Asur Legendary Lord & Elf Casters new abilities.

From the amazing mod by NoKhaineNoGain "The Asur - High Elf Character Armory" based on JGCarter The Norscan (Build-a-Chaos-Lord), which I have enjoy playing and been adjusting thing over the year for personal use. Now decided to published it in hope that other might enjoy


What change from the original mod?

- Nearly every single gear you can acquire have been re-adjust/re-design. Now every headgear will have the same face no matter which one you choose, so you don't get a weird feeling when switching gears, like changing from young lad in spearman regiment then turn into thousand year old grandpa from Ellyrion the next turn.

- Now all the legendary gears can be acquired without the need of confederation. Yes you can still get it early by condederation early game, but due to some bugs while playing with many mods, sometime the legendary item does not trigger after confederate. So, I have change it that by level 30 you should be able to automatically get every gears available.

- Many armors are heavily inspired toward Yvresse/Saphery theme. However, you can still get the other realm gears like the old mod, i haven't touch it much except for resize it for smaller frame to match with the new face, or else you will get a small head but body of a gym bro, which look pretty weird. (Also don't forget to play with resize mod, unless you okay with other giant heroes standing beside you.)

What is new?

- Skills tree have been added, with normal blue/red line same as normal Prince.
- 3 Custom Skill Trees have been added, one is combat, another is for magic, and unique one is for you to choose whether you want to specialize as ranger-mage or ranger-knight.

- Combat Tree: At level 17, you can push further in an advanced swordsmanship and choose to become the Swordmaster of Hoeth. This will lead you to 6 unique abilities, 3 is Offensive Forms, while other 3 is Defensive Forms. you can only choose 1 from each archetype. Whatever you choose will lead you to 'Bladelord' at lv40, which granted you a super-duper single target killing ability and nice buff to Swordmaster of Hoeth.

Swordmaster Forms:
- Way of the Swooping Eagle - Offensive Form - Charge and Speed, good when combine with stalk attribute, speed gears, and do a flanking around, good for mobility since The Rising Prince can't have mount. (with good gears and buff, you can run faster than the silverhelm themself, I have test it, just choose a weapon with good animation so you don't look janky lol)

- Way of the Waves - Offensive Form - Focus on Single Target, good against large/armour, and sometimes got a nice scene of sending infantry unit flying around.

- Way of the Dragon - Offensive Form - AoE melee goat, better than Sunfang, combine with Mastery of High Magic and you can spam. (Tyrion can just go cry at the corner, or maybe I will add unique ability for him later but idk.)

- Way of the Winds - Defensive/Balance form - good overall, low cooldown, master of none, good against infantry, foot duellist.

- Way of the Mountain - for lazy lad who don't want to move your lord around, pretty tanky and won't get interrupt easily while casting spell.

- Way of Light - Blinding infused, help debuff enemy to help your unit get an easier fight.


- Magic Tree: The Rising Prince was design to be support mage similar to loremaster of hoeth. However, at lv17 onward, you will have a choice to choose a school of High Magic, whether to push further as support mage in the Path of Hoeth, top-tier healer in the Path of Isha, a mob destroyer in Path of Asuryan, or an absolute killing machine as melee-mage in the Path of Khaine. The choice is your.


Additions Content

- All 40 influence Loremaster of Hoeth will have a swordsmanship form that represent their trait. with 'Bladelord' trait will have the most powerful ability among all of them.

- Swordmasters of Hoeth got a simple 'Defensive' and 'Offensive' forms abilities, with 'Wall of Darting Steel' as addition to boost missiles block chance, now they can stand at the frontline and tank a volley of fire like a true swordmaster should be able to do(except artillery fire of couse). Also, These three swordmasters abilities are similar to Wardancers mechanic, you can only choose one at a time.

- Fire Mage will got an innate Path of Asuryan ablity. Life Mage, Life Spellweaver & Alarielle will get Path of Isha, while High Mage and Teclis will get Mastery of High Magic passive and 1 Path of Hoeth ability, only High Archmage & Teclis got Wrath of Hoeth, Magical Infusion is unique to the Rising Prince.

- Light Archmage & Alarielle got added AoE Healing ability, Cleansing Light.

- Teclis, Eltharion, Astromancer, Empire Heaven Wizard, and Several Mage (Foot only, no mount) got Azyr Blast. this ability have no damage but stagger and send everyone flying around, giving your spellcaster a chance to escape mobs, not doing well against large unit sadly.

- Elf Beast mage (Asur, Asrai & Druchii) got Passive 'Pack Synergy', increase beast/monsters unit ward save significantly but only if your mage is stand very close to them, only affect 1 unit per 1 beast mage.

- Druchii Supreme Fire & Dark Sorceress will also got Path of Khaine Abilities, So now be very careful when fighting them, They can now shutdown any lord very easily if you are not careful, and can silence you from using any spell for 2 whole minute.

- Empire Fire Wizard will got similar passive and ability but slightly weaker version.

- Life Damsel & Empire Life Wizard got similar passive and ability but slightly weaker version

- Rangers, White Lion, and Alastar(foot only) got 'Charge!' ability, similar to the Rising Prince if you go for Ranger-Knight specialization.


Compatibility

- I am currently playing with 135 mods and got no problem, the only thing that will affect this mod is probably reskin mod since I use asset from several unit. If you saw a weird color/texture, then that is probably the reason.
- The Original mod 'The Asur' - of couse it not compatible since it use the same script.
- It should work fine even the game update, but if I wasn't around to update if CA decide to add mod breaking table, feel free to re-upload if you want, I don't mind getting take over, the point of making mod is to have fun with the game anyway.

Credit

This is personal mod I use over the year for fun, add thing little by little. Beside the original mod, I have already forget which asset from which mod I have use in some model(really sorry). From what I remembered is probably Dragon Legion by Macho Chunko for that neat helmet at lv30 and early guide, that mod is a big help for me when I trying to learn how to use asset editor, and Expanded Hero Skill Trees Compilation by Maffers which I use as based to study how to add a custom skill trees.
If you saw your asset in the mod, plz feel free to contact me so I can give a proper credit.

Base Script and literally every technical thing - The Asur - High Elf Character Armory by NoKhaineNoGain
4k detailed asset on model base on Eltharion Helm - Classically Beautiful Eltharion by Aishua
Shield and Caledor theme assets - Dragon Legion by Macho Chunko
Cool looking helmet I use for Yvresse Winghelm - Imrik the Majestic and his Fancy Helmet by Macho Chunko, Shield Captain Akael Auro

List of things to fix:
- Spirit Blade Imbue got overwrite
--testing with 134 mod, work as intend(it work?... why?)
--testing with vanilla, imbue got overwrite(it doesn't work... why??(I am confused))
-Combat trees requirement for bladelord - need to adjust the node table, but it still work without issue.
38 Comments
House_Murphy 16 May @ 1:14am 
This mod crashes my game, not sure what it's conflicting with in my load order yet
sigmars_disciple 4 May @ 3:09pm 
Which ones are the "other" lords which adjust to your double unit size mod?
Let me guess, the ones in vanilla, that the double unit size mod was made for, like every mod here on the Workshop? You're funny bro <3 There's a max 1-in-20 chance that the maker of this mod plays with double unit sizes - YOU shouild be the one making this comp patch or the dude who makes all the other comp patches you use (!). Try it though, there's no better/simpler first mod that you could make <3

@Qo Like any other Elven faction that is not in vanilla who also can't recruit him, you mean? You and Morgan should add each other <3 All love guys, I'm just sayin'
Morgan Le Fay 4 May @ 3:16am 
Hello, love the mod but can you make a compatibility patch for the True Unit Size mods that increases the unit size? Currently the health of the lord doesn't scale like the other lords
The Dweller 30 Apr @ 4:27am 
Hello, as of April 30th the UI for selection of the "gear" is invisible and no items can be quipped to the lord.
I know you are busy, but any chance to have a look at this and update?
Thanks!
Sherlock2155 28 Apr @ 9:14am 
Do you think you'll be able to make a similar mod but for dark elves
Qo 22 Mar @ 10:47am 
Just to let you know. This doesnt work with IEE High Elf faction - Guardians of Calith
The faction is unable to recruit him
NowiJ 11 Mar @ 7:13am 
The Item UI doesn't display any of the items he should have :/
NowiJ 10 Mar @ 9:30pm 
It seems like sometimes the ability to select his gear is not working. Like you don't see any of his gear...
gongoozler 9 Mar @ 12:33am 
Hi, I made a Chinese translation patch, thx for your mod :dssmile:
Gibborim 3 Mar @ 5:38pm 
Could you make a dark elf version?