Total War: WARHAMMER

Total War: WARHAMMER

[DISCONTINUED]Molay's Spells & Artifacts
283 Comments
Candy★Angel 21 Aug, 2017 @ 4:37am 
i see, thnk you!
Molay  [author] 20 Aug, 2017 @ 3:03am 
No update will come. Take a look at Cataph's mod (first link in my mod description), it's pretty similar and 100% awesome.
Candy★Angel 19 Aug, 2017 @ 9:59pm 
Thanks Great mod, but don't work.....
I am looking forward to the update.
Molay  [author] 1 Mar, 2017 @ 2:15am 
Thank you Dummy for your kind works. It's a shame I couldn't maintain it through all the update, but I'm happy to see others have picked up the torch :)
Dummy 28 Feb, 2017 @ 3:27pm 
You have done a great job on this mod. Thanks for inspiring me.
elijaht6 21 Jan, 2017 @ 6:20pm 
update please
Cataph 20 Nov, 2016 @ 10:44am 
@LaQtoz: Molay himself linked my version at the top of the description, there are some differences of course but the idea is still a magic buff/overhaul.
LaQtoz 4 Nov, 2016 @ 4:54pm 
This was one of the best mods for the game! magic is just stupid weak i dont want my bright wizards fireball doing nothing vs the enemies armies hope you the best of luck and i hope someone will pick this mod up and continute your good work
Fahrenheidt 15 Sep, 2016 @ 12:19am 
Wish you the best, loved this mod.
Zigg Price 30 Aug, 2016 @ 8:33pm 
Well, with this mod dead, is someone picking it up, or can someone recommend a good alternate?
Lord Justinian 29 Aug, 2016 @ 8:50pm 
Sorry to hear that Molay. Thank you for all of your hardwork, and for stopping in and letting us know. Hopefully, someone will be able to step up where you left off. Take care.
Molay  [author] 29 Aug, 2016 @ 7:07pm 
I can't afford to keep the mod up to date after all. If someone wishes to carry on the work, I'm happy to make them a contributor on the mod. Or just start your own version of the mod similar to how Cataph made his own vision of a magic overhaul.

Sorry about the disappointment.
Styles 28 Aug, 2016 @ 12:45pm 
Can someone else update this mod if the author isnt going to continue it ?
LordKazuya 25 Aug, 2016 @ 5:57pm 
best mod ever not even alive
Sionae 25 Aug, 2016 @ 11:10am 
Why is it dlc forced :(
Sebastian [GER] 22 Aug, 2016 @ 4:14pm 
Where is the Magic Molay ?
He must update the mod so that we can punish the enemy with hot fire and other cool stuff.
Devito 21 Aug, 2016 @ 7:17pm 
I think the mod is dead :(
Alex250 19 Aug, 2016 @ 2:17am 
Hi, Molay you'll update this mod finally?
LordKazuya 18 Aug, 2016 @ 4:28pm 
bump
Styles 16 Aug, 2016 @ 6:29am 
Mod seems dead
Sir Snuffles 13 Aug, 2016 @ 8:03am 
can't seem to play this mod anymore without the loading screen freezing on start up :(
Leomark 12 Aug, 2016 @ 12:12am 
Hello Molay, just letting you know if this is updated I still cant run it as it says its not updated. Hope you can iron this all out because you're my go to - Magicfix - Have a good one mate
Cyric 7 Aug, 2016 @ 4:17pm 
Any ETA?
Ipsen 4 Aug, 2016 @ 4:23pm 
would it be possible to get a non dlc version of this mod?
Sebastian Alfonso 1 Aug, 2016 @ 9:22pm 
Can u tweak Kholek Suneater's ability: Lord of the Storm as well, it is considered a spell, but its super weak.
Maddy2012 1 Aug, 2016 @ 4:49pm 
Excellent mod, playing without it atm makes you realize how pathetic magic is in vanilla. The Artefacts make it worth it as well, Malagors in vanilla is a joke.
Lord Alexander 30 Jul, 2016 @ 12:59am 
No need to hurry mate. You should be looking forward to try the Beastmen, they're so cool imo!!
Telmorial 29 Jul, 2016 @ 9:05pm 
Thanks for the comments/update on what's happening with the mod. Real life always has to come first :)
Publius 29 Jul, 2016 @ 7:23pm 
Great mod. Looking forward to the updates! Cheers! :steamhappy:
Cela 29 Jul, 2016 @ 3:57pm 
thanks molay, really looking forward to this! one of my favorite mods if not my favorite over all =)
Argus von Stein 29 Jul, 2016 @ 2:37pm 
Could u update it simply so as it would work as it used to, without beast lore
Molay  [author] 29 Jul, 2016 @ 2:06pm 
Eventually this mod will be updated and include the new lores and lords, however, do not expect it soon. It will probably take me at least a week to look at the changes made by the CA, the new additions of the DLC and get a general feeling for the new lores. And then I got to actually mod the tables after that. So yeah, I'm still alive, but the mod got delayed by life (life is always in the way it appears!).

Cheers!
Molay  [author] 29 Jul, 2016 @ 2:06pm 
Hello everyone. As you may have noticed I was lacking time to update the mod, for the last couple weeks actually ('eatbutt still didn't get that change I wanted to make, what, 2 weeks ago?).

I haven't had a chance to play the beastmen yet either. I'm hopeful that I will get time to play the game a bit on the weekend and during the next week, after which I will update my mod and also include the new spells and legendary lords. Apparently there have been some changes to the tables, so I'll have to look into that as well. I don't even know whether my mod currently still works as designed, due to the changes CA made.

Dax 29 Jul, 2016 @ 1:06pm 
Any chance you might consider adding a nerf to devolve if you're going to involve the beastmen? I hate having to force myself to not use this overpowered madness.
Lord Alexander 29 Jul, 2016 @ 11:10am 
If you're going to update this mod, will you be making additions to the Beastmen as well? Fingers crossed, it just gives that extra "legendary" feeling to the lords which I really think is needed :3
Argus von Stein 29 Jul, 2016 @ 10:35am 
Yeah, man, please, update! Your mod is awesome!
Telmorial 29 Jul, 2016 @ 3:45am 
I really miss your mod, please update :)
Boerewors 28 Jul, 2016 @ 11:27pm 
yes, pretty please update, I really enjoy being a caster and actually having an impact.
The Raid Man 28 Jul, 2016 @ 1:52pm 
Please Update
Palomero31 28 Jul, 2016 @ 7:04am 
This is a great mod, but needs an update because it crashes. Thanks a lot!
Argus von Stein 22 Jul, 2016 @ 3:32pm 
Well. everything seemed nice to me, untill i've hired a celestial wizard. After a bloody battle against 3000 men chaos horde and using about 120 mana he's killed 50 men. And none was killed by the comet, I've casted at the fighting crouds. It seems... A bit unfair ) Whie every single fire viz kills at least 200 men per battle (and in some cases this amount might rise up to a 1000 men). In my opinion, the comet should be the most powerfull spell in the game. Or at least as powerful as the burning head.
Exeunt 19 Jul, 2016 @ 1:40pm 
Thanks for your work. I love a lot of changes.

However, playing a Vampires campaign, and some things just seem a bit over-tuned. Winds of death killing everything. Gaze of Nagash 2-3 shotting generals (basically replacing Spirit Leech).

I love the spirit leech change, as you actually had to be up close and it still did good damage, and if Gaze did less damage, it'd be an interesting trade off trying to decide between the two (more damage up close, or a ranged version). As it is now though, I have a hard time justifying using leech if I can just gaze and do the same thing more efficiently.

Also, do you think FoB still needs the 50% miscast chance?

Just some thoughts, thanks again for the mod!

Ronarch 15 Jul, 2016 @ 9:50am 
My wizard can easily get over 400 kills, while the total kills of my side is around 1000 in a single battle. Maybe a little bit OP?
Molay  [author] 9 Jul, 2016 @ 1:02am 
Check out Cataph's cruel revision of my mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=720729515
He swung that nerf bat hard, perhaps you enjoy that sort of thing.

In the meantime, I still haven't had time to do an update.
Telmorial 8 Jul, 2016 @ 10:07pm 
Some feedback. I just finished a very long VC campaign (more than 600 turns LOL!) I didn't do any very detailed tests but the Death and Vampire spells seemed to me to be pretty well balanced, nothing felt 'broken'.
I still don't tend to use vortex spells though, they don't seem very reliable damage wise but maybe I need to pick my targets better (yes I've read it's something to do with the mass of the units).
Anyway, great job on the mod, I'm starting a Greenskin campaign next and will report any issues I find.
ajaxjs 8 Jul, 2016 @ 2:59pm 
Any chance of getting this with just a spell overhaul?
Morholt 8 Jul, 2016 @ 12:15am 
@ [Lod]Garalan Frankly I did test it only before I uploaded this to workshop so this may be issue. Will look on it tomorrow night.
Lyvewyrez 7 Jul, 2016 @ 9:16pm 
Is anyone else finding that the reduction to cooldown on the spells isn't taking effect? With the lores plus the individual skill cooldowns, that is either -60% to cooldown or -49% (additive/multiplicative respectively, can't figure out which) yet my cooldowns still start at the same amount each time. I'm not sure if the 'cooldown reduction' works by simply making the countdown tick faster to factor it in, but I would have thought it simply reduce the cooldown.

For example, Nehek overcharged has a base cooldown of 48. at 60% reduction it should have a cooldown of 19.2 seconds, except when ever I cast it, it starts at 48 every time. Anyone else come across this?

@Ragnar, the adjacent corruption definitely works for my campaigns that start new. Immediately noticeable when Archaon strolls around, suddenly half the map is at 50%+ corruption.

[Lod]Garalan 7 Jul, 2016 @ 5:13pm 
@ Morholt it crashes, i love molay but also love radious
Morholt 7 Jul, 2016 @ 3:00pm 
For those who want to use this mod with Radious - you may check this out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=719769242