Total War: WARHAMMER III

Total War: WARHAMMER III

316 ratings
Units of Naggaroth (Dark Elf unit expansion)
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File Size
Posted
Updated
222.852 MB
26 Dec, 2023 @ 9:27pm
13 Jul @ 5:21pm
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Units of Naggaroth (Dark Elf unit expansion)

In 2 collections by Samarai
Morathi Gelt lore of VSync campaign
62 items
Pirate Life 4 me
63 items
Description
Description
This mod contains 1 generic hero and 5 units for the Dark Elves. They are balanced for vanilla and are designed to reward good micro and synergize well with the rest of the Dark Elf roster.



New Hero: Khainite Magister
Bring fire to the enemies of Malekith with the Khanite Magister. Elevated from the ranks of Har Ganeth Executioners, the Magister is a foot-only hero that can support his fellow Druchii with magical auras invigorating them and granting them protection against fire attacks. While slow, he is extremely tenacious and deadly against anything weak to fire. Through his skill tree, he can dedicate himself to a number of the Cytharai and gain several custom abilities including summoning beasts, or reflecting enemy missiles. Once they reach rank 20, they can even heal their fellow druchii while murderous prowess is active with the powerful 'Murderous Resurgence' passive!
(Note: If playing with a entirely newly created Dark Elf faction (unlocked through Mixer, LCCP, etc.), the Magister hero WILL NOT APPEAR without a submod)



New Units
Anlec Raiders: Veteran marauders that camp in the vast wilderness of Naggaroth and Ulthuan, these swift black-clad tricksters will join you... for a price. These are skirmish infantry focused on damaging and debuffing high-tier units with their poison attacks, as well as a selection of bombs that can conceal themselves, slow pursuers, and even be hurled at the foe for a nasty surprise attack.
They count as Black Ark Corsairs (Handbows) for the purposes of redline skills and technology buffs.

Witch Knights: Some Witch Elves are known for training in the discipline of the spear rather than the traditional dual daggers of the Khainite order. The WItch Knights are primarily focused on shredding cavalry and monstrous infantry with their charge reflection and unique 'Crippling Blows' contact effect that reduces mass and charge bonus to disincentivize cycle-charging. With their stalk and concealment bombs, the enemy won't get a glimpse of them until it's too late.
They count as Witch Elves for the purposes of redline skills and technology buffs.

Dire Lions: Black-furred reflections of the majestic lions of Ulthuan, the sorceresses' experiments have turned them into fonts of Ghyran magic. The lions have a unique passive aura of regeneration thanks to their affinity for the lore of life. When pressed, however, their claws and teeth are more than enough to make mincemeat of any unarmored foes.
They count as Cold One Chariots for the purposes of redline skills and technology buffs.

Darkwing Lancers: Bretonnia thinks she can own the skies with her flying cavalry? Ridiculous! Darkwing Lancers fulfill a similar role to Pegasus Knights on the Bretonnian roster. While they won't beat their counterparts 1-on-1, they have couple tricks to turn the tide such as the chilling aura to slow nearby foes, and devastating flanker to punish unprepared enemy units.
They count as Dark Riders for the purposes of redline skills and technology buffs.

Northern Drake: The beastmasters have flushed out elusive magical drakes from their snow-bound caves and forest perches. it's time to wield their predatory instinct against any who dare cross you! The Drakes are smaller and have less hp than most single entity monsters, but they have high speed to escape from bad engagements and a small mortis engine effect to drain and slow nearby units.
They count as Hydras for the purposes of redline skills and technology buffs.




Compatibility
Compatible with:
Tabletop Caps: Reborn
Variant Selector

Will technically function with total stat overhaul mods, but will be unbalanced.



Credits and more
Thanks to the folks at the Modding Den who didn't hesitate to help fix a problem, big or small. Special mention should go to Cataph for his advice on the unit cards, and Alshua for her input and ideas for custom icons.

I hope you enjoy the units, the painstakingly handcrafted icons, unit cards, and other ui elements, and the gorgeous models courtesy of Kou. Asur, Asrai, Empire, or otherwise, none can hope to stand against Malekith's fury!

Known issues
- Magister's unique campaign ability 'Drakira's Sigh' imbues a unit with a missile mirror aura. This aura does not work in custom battle (though it works fine in campaign). Unfortunately this is not a bug, it's a consequence of the weird way CA encoded missile mirror in the db, so there's little i can do to fix it.
- Balance: Some units may overperform or underperform. If you have balance suggestions, feel free to leave them in the comments!

Will you make a submod for SFO/Radious/my super-duper awesome overhaul?
I have no plans to make overhaul submods at this time. There are some great modders out there who are dedicated to submodding, feel free to give them an ask or make one yourself!
55 Comments
"Witch Knights" is such a weird name.
falx 23 May @ 6:25am 
Would you be so kind as to update your wonderful mod.
Canadian Leaves 22 May @ 6:04pm 
Update, please
aurore.auger 18 Apr @ 5:13am 
Update Please !
Cadillac 28 Mar @ 3:06am 
thank you,they are cool,but could you make the Magister stronger?he looks like a soccer hero not a sword hero
RexJayden 19 Mar @ 8:25pm 
So...I tried to hire a Magister, and my game crashed immediately. Am I the only one in this situation? :Monokuma2_DGR::critical:
Cerberus 17 Mar @ 6:52am 
hi i cant seem to find where to recruit the anlec raiders in what building chain do they come from ive check the hole building browser but cant find them
Goldberg 15 Mar @ 10:05am 
The mod is insane! Thank you
Papashoulz 30 Dec, 2024 @ 11:41am 
Thank you Samarai :)
Samarai  [author] 30 Dec, 2024 @ 9:37am 
@Papashoulz Your wish is my command. Now compatible with the excellent Tabletop Caps mod.