Total War: WARHAMMER III

Total War: WARHAMMER III

Prepared Spells: Lizardman submod
10 Comments
TToKKang 5 Jun @ 1:09am 
Hello! I received a request and translated this mod into Korean and uploaded it. If you don't like what I uploaded, I will delete it!
Roque the Rogue 8 Mar @ 6:44pm 
Yeah, its not really compatible with Lustria Rises, if you use this mod and that mod, Mazdamundi only get 1 spell slot for the whole game
TheGrandSirPiggy 15 Feb @ 3:08pm 
Also, I feel that current bonuses are way to overpowered. 50% movement speed and 1000 shields is just crazy
TheGrandSirPiggy 15 Feb @ 11:46am 
This mod is peak! It makes me so sad it hasn't received the attention it really deserves. By far the best power up mod to make the Slanns feel like the powerhouses they are supposed to be.

One small suggestion: Any chance for a compatability patch with this mod:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2940793412

Lustria Rises has become a mandatory mod for me when playing as the lizards, but its skill changes don't mesh to well with this mod
Gwyned 18 Jan @ 6:34pm 
i wish someone created mod letting us spawn hero & lord with magic abilities but we choose which ones are added to skill tree xD
leek 15 Jan @ 10:35am 
:winter2019angrydog:
ccccccccccc 6 Jan @ 5:42pm 
Brilliant mod, incorporating the geomantic web is nice a touch! This probably isn't a priority right now, but minor balance suggestions for Maz, maybe split off the passives into separate points (ie. multiple +1 slot with a few of the passives). Also, is it possible to lock certain spells behind level/ point restriction like in vanilla?
Aristocratic Astorian 6 Jan @ 1:38am 
Amazing idea!
mmi.05 5 Jan @ 1:53pm 
Cool, let's give the other factions the same look from the board game, I'd also increase the power of slan spells.
Thunder  [author] 5 Jan @ 8:15am 
Next submod will be for Kairos which will take a while.