Total War: WARHAMMER

Total War: WARHAMMER

[DISCONTINUED]Molay's Spells & Artifacts
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Update: 2 Jun, 2016 @ 6:11pm

Fixed various spells showing wrong effects in the spell browser. Can't seem to fix them all, as some spells are showing effects that have no entry in the table for showing those effects...



Comet of Casandora:
Increased damage somewhat.
Reduced mana costs and cooldowns.

Urannon's Thunderbolt:
Increased damage somewhat.



Major Addition: Molay's Artifacts

Reworked all the legendary lord artifacts, similar to my mod "Molay's Artifacts: Vampire Counts"
Now includes all legendary artifacts, for all factions.
Will make Legendary Lords more impactful; often inclusions are campaign map bonuses, slight increases to combat values
to keep regular Legendary Lords special, compared to the Wizard Legendary Lord counterparts.
Wizard Legendary Lords will have access to more Winds of Magic by acquiring their Legendary Artifacts! They should feel more powerful than your average wizard as a result.
Fully savegame compatible of course.

Update: 2 Jun, 2016 @ 2:00pm

Other:

Fixed most displays of effects for spells; like "improved area of effect", "increased duration", etc.
Had to fix some spells mistakingly giving armor. Had to resort to forcing those spells to give +0 armour instead.
It's an ugly way to do it, but I see no other way for now.


Spellchanges:

Metal:

Final Transmution: (@Aleks: You mean this by hand of lead, yes?)
Now deals less damage per tick. Ticks happen twice as fast. Overall more damage.
Should be able to kill more single unit models now; 24 ork big uns would die, 36 on overcast.
Still not good against multiple enemies, but much better than before. Great against isolated targets.
Please test

Searing Doom:
Minimally increased area. Significantly increased number of projectiles.
Slightly increased damage per projectile.
Please test

Plague of Rust:
Significantly improved duration. Minimally increased effect.


Heavens:

Comet of Casandora:
Increased explosion radius. Increased explosion AP damage. Increased comet impact. Whatever takes it on the head is likely to fall over dead.
Overcast: Now calls down 3 comets. They land somewhere in a large area; harder to aim than normal cast. More expensive than before.
Please test


Wind Blast:
Significantly lowered damage.

Urannon's Thunderbolt:
Now deals increased damage to the main target. Very high AP dmg. Hard to aim.
Force of the impact (small area) deals some damage to nearby targets.
Should be usable on immobile commanders or giants to snipe; otherwise too hard to aim.
Please test

Curse of the midnight wind:
Now properly target a single unit on normal cast. Overcast is still aoe.
No longer affects armor.


Fire:

Fireball:
Slightly increased explosion area and damage.
Should still be mostly useful for targeting single targets, like giants.

Piercing Bolts of Burning:
Slightly increased number of projectiles. Slightly increased radius of projectiles.
Now applies the "Burnt!"-effect, reducing targets morale for a short duration.
Please test

Cascading Fire Cloak:
No longer affects armour piercing damage as was intended.


Light:
Birona's Timewarp:
Slightly reduced mana cost. Increased duration significantly.
Significantly reduced melee attack and speed gain. Added moderate charge bonus. Added acceleration bonus.

Pha's Protection:
No longer affects armor.


Death:
Aspect of the Dreadknight:
Mana cost increased to more reasonable levels.




Update: 1 Jun, 2016 @ 10:58pm

High King (Thorgrimm unique skill):
Now properly affects size of the personal leader aura.
Added morale bonus, similar to Karl Franz.

Curse Of Da Bad Moon:
Damage significantly reduced.

Purple Sun of Xereus:
Slightly increased damage on normal cast.
Minor decrease to damage on overcast.

Foot of Gork:
Moderate increase to damage. Still not armor piercing.

'eadbutt:
Slight decrease to damage, to reflect cheap mana cost.

Fate of Bjuna:
Removed high damage variance. Now deals approximately 2600 damage.
NOTE: Against multiple enemies. Still very weak on single targets.
Reduced damage per tick, increased targets affected. Increased damage chance to reliable levels.

Comet of Casandora:
Improved collision radius.

Burning Head:
Minimal increase to damage.

Light of Battle:
Should now properly display on the spell tooltip, that light of battle heals a unit.
If this works, going to rework the UI tooltips for spells where required.
(shows on the spell and in the spellbook, if it works how I think it does)
NOTE: Both versions heal, but it should only show it for the upgraded version. Just testing.
PS: Single target heal heals more, area of effect less. Just like Invocation of nehek. But obviously no resurrects :)

Update: 1 Jun, 2016 @ 7:54pm

Skill changes:

Get on Wiv' it: (Azhag unique)
Additionally increases campaign movement range.
Increased charge bonus. Increased area of effect for charge bonus.

Dodgy Geezer: (Orc)
Increased missile resistance. Added movement speed.

Rune of Grimnir: (Dwarf)
Improved missile resistance. Added magic resistance. Added fatigue resistance (less vigour loss).



Spell changes:

"Lore of" Big Waaagh! :

Gaze of Mork:
Slightly increased damage. Very similar to Gaze of Nagash, but is not armor piercing. Longer range on overcast.

Power of da Waaagh!:
Slightly reduced effect. It synergizes greatly with a bigger mana pool. Still very potent!

Brain Bursta:
Significantly improved Damage; still mostly useful for disruption. Improved radius slightly. Slight cast range adjustments.
Overcast does slightly more damage; much longer cast range!

Fists of Gork: (spell is insane in vanilla!)
slightly more expensive; slightly longer duration; slightly improved damage bonus

'eatbutt:
Improved damage. Overcast has slightly more damage and increase area of effect.

Ere we go!:
Slightly increased area. That's it boyz, spell is gud as is.

Foot of Gork:
Totally kills everything on the battlefield. STOMP!
Decent bonus to damage. Not AP. Somewhat more expensive. Relatively long cooldown.
Overcast deals more damage.


"Lore of" Little Waaagh! : (general theme: cheap, short cooldown, low effect - spammy magic)

Sneaky Stabbin':
Slightly improved area of effect; slightly more expensive; slightly increased duration.
Short cooldown.

Sneaky Stealin':
Slightly reduced effect. Synergizes greatly with bigger mana pool. Still very potent!

Vindictive Glare:
Short cooldown. Minimally reduced damage. Cheap. With more winds of magic, easy to cast often.

Itchy Nuisance:
Slightly increased area of effect. Low cooldown.

Gork'll Fix It:
Slightly increased area of effect. Slow increased. Charge bonus decrease improved.

Night Shroud:
Increased cost; Increased area of effect; Increased effect. Overcast covers a very large area.

Curse Of Da Bad Moon:
Doubled damage, but is still low, non-AP. Increased duration. Overcast lasts a minute!
Curse of Da Bad Moon debuff enhanced in effect and duration; overcast version more potent!


Lore of Dwarfs:

Rune of Oath and Steel:
Increased area of effect, similar to most area of effect spells.
Increased duration. Increased armor bonus somewhat. Grants increased magical resistance for the duration.

Damping:
Significantly increases reduction to enemy winds of magic. (counteracts about one mage with bonuses)

Strike The Runes:
Improved reduction to cooldowns, similar to cooldown reduction for spells (still requires 3 points for -30%)

Forgefire:
Significantly increased area affected. Increased armor bonus slightly.
Provides small fire-damage bonus to attacks!

Rune of Negation:
Additionally adds large amount of magic resistance; consider your dwarfs immune to magic for the short duration it lasts.
Slightly increased range. Slightly increased duration.

High King: (Thorgrimm Unique)
Made battlefield-wide (was 250m anyway). Improved charge bonus: FOR THE KING!
Increased inspiration aura size.


Adjusments:

Lowered Fate of Bjuna damage potential. (Remember, spell has high variance; can sometimes do much, sometimes little!)
Lowered Purple Sun of Xereus damage minimally.
Burning Head damage reduced minimally.
Increased Searing Doom damage somewhat.
Increased Piercing Bolts of Fire damage somehwat.

Update: 1 Jun, 2016 @ 3:48pm

Skill changes:

Sigmar's Ward: (Empire)
Characters aura increase and gives better leadership bonus within aura.
Slightly improved missile resistance. Added small magic resistance.
Reduces corruption in current province slightly.

Leader of Mean: (Karl Franz unique)
Vastly improved aura size, greatly improved morale bonus.
Reduces upkeep for parent army -15%.

Accusation: (Witch Hunter)
Reduced damage; now similar to spirit leech, but more reliable (less variance).
Reduced range, similar to spirit leech. Think of it as a melee ability.



Spell changes:

Lore of Vampires:
Vanhels Danse Macabre:
Normal cast no longer affects an area. Has increased effect.
Overcast affects large area, has dilluted effect.


Lore of Heavens:

Harmonic Convergence:
Made overcast affect an area; at a dilluted effect.
Removed armour bonus, improved other stats.

Roiling Skies:
Slightly improved values

Wind Blast:
Slightly improved damage. Has short cooldown.
Overhast has more damage in the form AP. Overcast has a slightly bigger radius.

Curse Of The Midnight Wind:
Removed armour reduction, replaced with defense penalty.
Normal cast no longer affects an area, has improved effect.
Overcast affects larger area, has diluted effect. No longer has extended duration.
(Did armor bonus go away? Or same problem as Cascading Fire Cloak? Verify.)

Urannon's Thunder Bolt:
High armor piercing damage.
Overcast has increased damage.

Comet Of Casandora:
Somewhat increased damage. Bigger impact on landing.
Overcast: Calls down 2(!) comets. Needs testing whether it works; multiple fields specify amount of projectiles; wouldn't want to end up with 8 by accident.

Chain Lightning: (please test and give feedback)
High AP damage. Best used against armored units for full effect.
Stronger but more expensive.


Lore of Light:

Shem's Burning Gaze:
Increased damage; no AP damage at all.

Exorcism:
Slightly buffed morale penalty.
Was intending to have it deal damage to undead; but thought it too strong. Thoughts?
(thought could be abused in siege battles by waiting it out; encouraging boring/unfun play)
Could have it damage undead within small range instead; risking the life of the light wizard?

Pha's Protection:
Removed armour bonus.
Added Ward Save bonus (resistance to all damage).
Normal cast targets single unit, very potent.
Overcast targets area, dilluted effect.

Light Of Battle:
Normal cast no longer affects an area.
Normal cast has a stronger effect, Overcast affects an area with a dilluted effect.
Additionally heals targets, although slower than the vampires could. Also does not resurrect!
Long duration for both casts. Single target has a potent heal, considering it's not a vampire spell.
(normal: about 600hp; overcast: about 15hp per unit)

Net of Amyntok:
Slightly increased range. Slightly increased duration.

Banishment:
Increased damage. Decent AP damage.
Overcast deals more damage, last longer.

Birona's Timewarp:
Normal cast affects single target, more potent; overcast affects large area, dilluted effect.
Effect lasts longer than most buffs.
note: comparable to vanhels danse macabre, but more powerful, last longer and more expensive to cast.

Update: 31 May, 2016 @ 9:27pm

WARNING: Messy formatting inbound!

General changes:

All spells:
Unlocking rank 2 reduces cooldown by 30% and gives +5 winds of magic reserve.
Exception is Lore of Vampires, whose Rank2 skills give +7, to reflect their reliance on magic.
Readjusted cooldown; generally increased, but cooldown reduction more significant now.
Readjusted mana cost for most spells. Not going to list all individual costs.
Increased most area of effects (buff and debuff)
Usually overcast has a longer casting time; exceptions exist, such as hard to hit spells like searing doom and similar.



Lore of Vampires and Lore of Death:

Changes:

Invocation Of Nehek:
Rank2: -30: cooldown and +7 starting winds of magic
Normal:
Fatigue -40%;heal 1920hp; Cost 7
Overcast (area effect):
Fatigue -15%;heal 864hp; 200% area affected; Cost 10

Curse of Undeath:
Fatigue -3%; heal 4;

Vanhels Danse Macabre:
Rank2: -30% cooldown and +7 starting winds of magic
Normal:
Duration 24; Fatigue -20%;
Overcast:
Duration 24; Fatigue -10%; 200% area affected;

Gaze of Nagash:
Rank2: -30% cooldown and +7 starting winds of magic
Normal:
Increased damage (pure AP damage)
Overcast:
Increased damage (pure AP damage)

Raise Dead:
Rank2: -30% cooldown and +7 starting winds of magic
Normal and Overcast: 5 uses; takes longer to cast; More expensive;

Earthing (all factions):
-35% miscast; +10 starting winds of magic

Power Drain (all):
Drains 20 winds of magic, instead of 15.

Curse Of Years:
Rank2: -30% cooldown and +7 starting winds of magic
+25% fatigue; slight damage over time; 200 area affected; slow increased

Wind Of Death:
Rank2: -30% cooldown and +7 starting winds of magic
Normal:
Active +3sec;
Overcast:
Active +3sec;

Arcane Conduit: Longer CD, stronger effect

Master of the Dead:
Improved replenishment rate on campaign map (hidden effect)
Affects whole battlefield now; slight change to heal (battlefield-wide will make it good as is!)
+30 starting winds of magic (means they will be able to cast more than vamps! Now, 2 of them in one army... :) )

Grave Ward:
20% missile reduction; 15% ward save (reduction to ALL damage)

Loremaster, Lore of Vampires (Heinrich Kemmler and Mannfred unique):
30% cd reduction for vampire spells (stacks with rank2 reduction!); +15 starting winds of magic

---

The Hunger:
Regeneration increased to 12hp/sec

Spirit Leech:
Rank2: -30% cooldown and +5 starting winds of magic
Normal:
+25% Fatigue; About 1000 damage; very low range!
Overcast:
+25% Fatigue; About 1500 damage; very low range!

Life Leeching:
Slight increase to mana regen rate while casting;

Aspect Of The Dreadknight:
Rank2: -30% cooldown and +5 starting winds of magic
Normal:
24sec effect; Freeze Fatigue; Unbreakable; +20 attack vs infantry
Overcast:
24sec effect; 200% area of effect; Freeze Fatigue; Unbreakable; +20 attack vs infantry

Soulblight:
Rank2: -30% cooldown and +5 starting winds of magic
Normal:
+25% Fatigue; reduced armor, reduced melee and missile damage, reduced morale
Overcast:
200% area of effect; +25% Fatigue;

Doom and Darkness:
Rank2: -30% cooldown and +5 starting winds of magic
Normal:
45sec active; decreases morale
Overcast:
45sec active; 200% area of effect; decreases morale

The Fate of Bjuna:
Rank2: -30% cooldown and +5 starting winds of magic
Normal:
Higher cooldown; expensive; somewhat reduced range; has 50% miscast chance; About 3200 damage (can vary! 0-6400)

Purple Sun Of Xereus:
Rank2: -30% cooldown and +5 starting winds of magic
Very expensive! Probably deadly, though.
Normal:
15sec duration; high AP damage
Overcast:
30sec duration; high AP damage

Loremaster, Lore of Death (Mannfred von Carstein unique)
30% cd reduction for death spells (stacks with rank2 reduction!); +15 starting winds of magic


Changes 1.1:

Curse of Years: Significantly reduced damage (was broken!)
Mainly used for stat changes; damage negligible.

Spirit Leech: Slightly reduced damage on normal cast. Reduced range some more. Consider it a melee ability, unless overcast.
Overcast should remain similar. More variance; less predictable damage output. Could be more than previously, sometimes, unreliable.
normal: 0-2400; average 960
Overcast: 0-3840; average 1536

Changed how cooldown behave for spells: (not arcane conduit and similar "neutral" abilities)
Cooldowns are no longer split in two phases. Now only one phase, the proper cooldown, which is affected by cooldown reducing effects (loremaster, rank2 upgrades)

Changes 1.2:

Improved Wind of Death and Purple Sun of Xereus slightly.



Lore of Metal and Lore of Fire:

Skill changes:

Aura of Chaos:
Reduces morale of enemies. Adds armor.

Lord of the Storm (Kholek Suneater special):
Slightly increased amount of projectiles. Similar in effect to gaze of nagash; which is pretty solid.

Lord of the End Times (Archaeon):
Increased leadership radius. +40 winds of power.

Chosen of the Gods (Archaeon):
Adds winds of magic per rank. +10/20/30

Diviner:
+20 winds of power



Spell changes:

Lore of Metal:

Searing Doom:
Increased amount of projectiles (bombardment).
Slightly increased damage per projectile.
Overcast has more projectiles; deals some more AP damage.

Metalshifting:
Slight increase to %AP modifier.
Slight flat damage bonus added to melee. Better for weaker units, obviously.

Plage of Rust:
Significantly increased armor reduction. (-50/-75)

Glittering Robe:
Significantly improved armor/morale bonus. Bonus stronger on single unit; overcast has dilluted effect, but larger area than before.
Added fire resistance. Single target is immune to fire! Overcast gives some protection.

Gehenna's Golden Hounds:
Improved damage; low AP damage; worse than purple sun of xereus, particularly against armor, but cheaper
Overcast lasts longer and deals more damage. AP remains low.

Transmutation of Lead:
Added effects: Reduces speed and makes shields really, really heavy, so they won't quite be able to lift it to block incoming missiles...
Fatigues the targets. The added weight helps in not budging when charged, however.

Final Transmutation:
Comparable to Spirit Leech, but extremely reliable. Does fixed damage.
Longer cast range than spirit leech.
NOTE: Despite being an area spell, only deals damage to one model at a time. Harder to snipe leader while inside armies; hence better damage.
Isolated generals are prime targets!

Loremaster, Lore of Metal (Balthasar)
Improved cooldown reduction (stacks); +15 winds of magic


Lore of Fire:

Fireball:
More damage. No AP dmg at all. Please test this one... It's fairly cheap for what it does.

Kindleflame:
Unchanged (benefits from all other changes to fire spells; indirect buff).

Cascading Fire Cloak:
Removed AP bonus. Added missile resistance (cloaks are really hot, missiles just evaporate or something).
Very resistant to fire.
Still shows that it gives a bonus to Armor Piercing damage. Should not be the case, but haven't tested it yet. It really shouldn't show that...

Flaming Sword of Rhuin:
Normal cast only affects a single unit now (that is to say, one lord, or a whole group of 120 soldiers or something. Just not an area)
Normal cast is stronger, aoe effect is diluted.
Slightly increased fire damage. Added increase to AP% damage (moved from Cascading Fire Cloak)

The Burning Head:
Not the best damage. No AP damage. Has a very long duration for a vortex spell.
Increased duration and effect of morale effect. Being burnt ain't no joke.

Piercing Bolts of Burning:
More projectiles. Slightly higher AP damage. Please test this one!

Flame Storm:
Chaotic spell. Stays on the battlefield a very long time.
Deals high damage, but not armor piercing. Overcast deals more damage and lasts longer.