Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Hero Skill Trees
Showing 11-20 of 26 entries
< 1  2  3 >
Update: 1 Feb, 2023 @ 1:34pm

Hotfix 2.3.22

- Iridescent Horror (Tzeentch) again has the "Army Barrier" skill thanks to huey30's report

Update: 1 Feb, 2023 @ 12:45pm

Hotfix 2.3.21

- Assault Units and Assault Unit are now properly differentiated with a different icon (both vanilla and my additions) and the values have been adjusted
P.S. I didn't even realize these were 2 different things - wat... Assault Unit targets individual lords and heroes and damages them while Assault Units targets the armies
- Assault Unit (vanilla) was buffed from 5/15/30% to 10/25/50%
- Assault Unit (extended) has values of 8/16/25%
- all special nodes located on the top right of each Hero skill tree have been standardized from lvl 20 requirement to lvl 15 requirement
- Iridescent Horror (Tzeentch) now properly has "Assault Unit" as it was in vanilla (accidentaly was overwritten with "Assault Units" by my mistake

Update: 1 Feb, 2023 @ 2:59am

update 2.3.2

Vampire Counts
- now a part of the Extended Hero Skill Trees

Dwarfs
- Ghosts now also have Extended Hero Skill Trees

General
- added new icons
- improved some old icons
- new node in the blue tree "Scout" that gives 15/30/50% increased line of sight to the agent (P.S. this is not much)
- warrior priest blue line order of nodes correctly rearanged

Buffs:
- Blue tree nodes "Lieutenant, Captain and General" have recieved buffs
- all 3 nodes have gained the Supplies bonus in local region (in order): 50/100/150 (additive so it rounds up to 300 supplies in local region)
- all 3 nodes have had their Line of sight increased from 5/10/15% to 10/15/25% (additive so it rounds up to 50% LoS increase)
- all 3 nodes no longer have the campaign movement node as it wasn't working anyway, it was intended to give the agents movement range on the campaign map but that seems to be impossible (P.S. Strategist trait and the Ancillaries that are supposed to give campaign movement range to heroes do not work in the base game either, it's a vanilla game bug that agents cannot gain extra movement on the campaign map and I found no way of changing it - trust me I tried... if anyone knows how, let me know)
P.S.P.S I know it's possible to give the Lords campaign movement speed but that wasn't the intention of these nodes so it wont be added
- Second Damage building node: 6/12/20% to 5/15/30%

Nerfs:
- Blue tree node "Logistics" changed from 100/200/400 to 100/200/300
- requirement for "General" increased from 6 to 9 nodes in the previous group (previous group has recieved a new node "Scout" to compensate)
- Light wizard's "Winds of Hysh" Barrier to all units in the army changed from 45/90/150 to 30/60/100 Barrier
- Empire captain's "Rugged" Physical damage reduction changed from 1/3/5% to 1/2/4% (prevents invulnerability stacking)
- Empire captain's "Machine Spirit" movement speed changed from 2/4/8% to 2/4/6%
Blue nodes that serve as upgrades to the original ones have had their effect reduced to half of the value of the original nodes, except "damage building" that was buffed.
- assault garrison: 6/12/20% to 5/10/15%
- assault units: 3/6/10% to 2/4/8%
- assassinate: 3/6/10% to 2/4/8%
- block army: 3/6/10% to 2/4/8%
- hinder replenish: 10/20/30% to 6/12/20%
- steal tech: 2/4/6% to 1/3/5%
- wound: 5/10/15% to 3/7/12%

Update: 28 Dec, 2022 @ 3:41am

- Warrior priest now properly has his Replenishment node in the blue tree (was missing)

Update: 5 Dec, 2022 @ 1:39pm

update 2.3.1

- fixed all Empire Wizards not being able to take the Magic Mastery skill
- fixed Amber wizard Combat mastery perk not being locked at the end of the skill line

Update: 4 Dec, 2022 @ 9:48am

update 2.3.0

Empire
- now a part of the Extended Hero Skill Trees!
- Empire Captains have a unique skill tree
- Witch hunters have a unique skill tree
- Warrior Priests have a unique skill tree
- each Wizard has a unique unlockable skill at lvl20

Dwarfs
- added the missing "Block Army" extended upgrade to the Engineer


General
- improved some icons
- added new icons
- removed a whole table because it (probably) wasn't doing anything
- extended the magic skill tree even further, a continuation that specialises in Barriers (all Heroes that have magic)
- last node on the Magic skill tree is now either "Resonance" that improves all spells by 40% or "Transcendence" that reduces Magic resistance of all enemy armies in the local region by -5% (both nodes have a level 30 requirement)
- magic cost reduction node on the magic tree increased from 3%/7%/12% to 5%/10%/15%

- "Magic Attunement" skill (new!)
- is located before "Magic mastery"
- increases magic resistance of the Hero by 6%/12%/20%

- "Magic Mastery" skill
- magic cost reduction increased from 3% to 5%
- now also increases magic resistance by 5%

- "Mercenary" skill
- reduced success chance of Hero actions from 4%/9%/15% to 3%/7%/12%
- reduced enemy hero action success chance from -1%/-3%/-5% to -1%/-2%/-3%
- increased the cost of the hero actions from 15%/30%/60% to 20%/45%/80%
- reasoning: it was OP -> the original skill increases success chance by 6% and reduces cost by 40%, Mercenary increases the succes chance by 12% (double) and prevents enemy heroes from performing negative actions by 3%, additionally it stacks on top of the original, which in turn warrants the high +80% cost of Hero actions

- "Assault Garrison" skill
- increased effect from 5%/10%/15% to 6%/12%/20%

- "Reinforced Armour" skill
- increased from 3/7/12 to 6/12/20

Update: 29 Oct, 2022 @ 1:41pm

- fixed an oversight on the Runesmiths "Strollaz" rune

Update: 29 Oct, 2022 @ 1:18pm

Updated for 2.2.1
- added extended skill trees for Dwarf Heroes (excluding ghosts for now)
- Runesmith and Engineer have very unique skill trees now

Update: 3 Jul, 2022 @ 1:03am

- updated for 1.3

Update: 18 May, 2022 @ 8:32am

v 1.21

- updated for new patch
- added a new blue skill "Logistics" which increases defensive supplies in local regions by +100, +200. +400