Total War: WARHAMMER III

Total War: WARHAMMER III

Normal Traits Extended
Sir_Isenhart  [developer] 17 Apr, 2022 @ 8:33am
List of changes
************Heroes*************

Assassinate
Assassinate skill +10% success
+5% Weapon Strength
+3 Melee Attack
+3% Agent Success Chance

Assault Garrison
+25% Stronger Assault Garrison Damage
+8 Charge Bonus
+12 Bonus vs infantry
+3% Agent Success Chance

Assault Units
+25% Stronger Assault Units Damage
+8 Charge Bonus
+12 Bonus vs Infantry
+3% Agent Success Chance

Assault Unit
+25% Stronger Assault Unit Damage
+8 Charge Bonus
+12 Bonus vs Infantry
+3% Agent Success Chance

Block Army
10% more movement blocked
+8 Charge Bonus
+8% Health
+3 Melee Defence

Damage Building
+25% More Building Damage
+8 Charge Bonus
+12 Bonus vs Infantry
+3% Agent Success Chance

Damage Walls
2 more wall segments destroyed
+5 Melee Defence
+4% Weapon Strength
+3% Agent Success Chance

Hinder Replenishment
20% more replenishment removed
+8% Health
+3 Melee Defence
+4% Weapon Strength

Steal Technology
15% more technology stolen
+10% research for faction
+10% when gaining winds of magic
-5% miscast chance

Wound
Wound Skill +10% more success rate
+5% Weapon Strength
+3 Melee Attack
+3% Agent Success Rate

***Hero Actions vs Races***

All Have Cause Fear vs particular race (as per normal)
All Have -15% Agent Action Cost (cumulative as you unlock more of these traits)

Extra added Effects per race

Actions vs Beastmen
+5 physical resistance for Hero
+10 raiding income for Accompanying Lord

Actions against Cathay
+10% experience earned for the Hero
+3% Missile resistance for embedded army

Actions vs Chaos
+5% Weapon Strength
+3% Embedded Army Combat Movement speed

Actions vs Chaos Undivided
+8% base weapon damage
+8% Ap damage

Actions vs Dark Elves
+6% research
-10% all spell cooldowns for Hero

Actions vs Dark Dwarves
+5 Fire resistance
+4% captives caught for embedded army

Actions vs Dwarves
+20 armor
+20 AP Damage

Actions vs Greenskins
+8% item drop for embedded army
+8% Sacking income for embedded army

Actions vs High Elves
+5% ammo for embedded army
Strider skill for Hero

Actions vs Humans
+1 rank for unit recruiting for embedded army
+25 xp/turn for embedded army

Actions vs Lizards
+6 Bonus va Large for Hero
+4% movement for accompanying Lord

Actions vs Khorne
+25% splash attack damage
+6 Bonus vs infantry for Hero

Actions vs Kislev
-4% upkeep cost for embedded army infantry
+6% weapon strength for embedded army infantry
+10% spell range for Hero.

Actions vs Nurgle
+3% replenishment rate for embedded army
-5% all attrition damage for embedded army
+15% healing cap for hero

Actions vs Ogre Kingdoms
+8% health
+20% mass for Hero
+3% weapon damage for embedded army

Actions vs Skaven
-5% Enemy Agent Success Rate on Hero
+6% Chance to Steal Item for Embedded Army

Actions vs Slaanesh
+10% combat speed for Hero
+25% Weapon Strength vs Slaanesh for Hero
Devastating Charge Attribute for Hero

Actions vs Tomb Kings
-1 wound recovery time
+5% missile resistance for Hero
+5 Armor

Actions vs Tzeentch
+300 barrier for the hero
+3 Winds of magic cap for embedded army
+5% magic resistance for embedded hero army when fighting Tzeentch

Actions vs Vampire Coast
-1 wound recovery time
+5 melee attack at sea for hero
Regeneration at sea

Actions Vs Vampires
+5% Magic Resistance for the hero
+6% Research for faction
+3 winds of magic when increasing

Actions vs Wood Elves
+4% missile damage for embedded army
+4% missile firing rate for embedded army



************Lord Traits*************


Attacking Victory
4 ranks
+1/2/3/5 Melee Attack
+1/2/3/5 Morale for army when attacking
+10/20/30/50% for Lord Morale Aura Size when attacking
Rank 3 and 4 give +1 Lord Recruitment Level for Faction
Rank 4 Gives +5% Weapon Strength

Suffering heavy casualties
Added +5% weapon strength for Lord and Heroes for rank 3

Builder
4 Ranks
3/6/9/12% less building build cost for province
3/6/9/12% more province tax
3/6/9/15 growth for province
Rank 3/4 Give -5/10% building times for province

Defending Victory
4 Ranks
+2/3/4/6 Morale for army when defending
+10/20/30/40% for Lord Morale Aura Size when defending
+1/2/4/6 Melee Defence
+2/4/7/10% Health
Rank 4 Gives +1 Lord and Hero Recruitment Level for Faction!

Campaigner (win fights far from the capital)
2 Ranks
+8/15% army movement range
5/10% less army all attrition damage
+5/10 army replenishment rate
-4/8% Army upkeep
Both ranks give Perfect Vigour for the Lord

Lone Wolf (Spend consecutive turns in enemy territory)
3 Ranks (This Trait is really tough to get and sustain so I buffed it significantly)
+3/6/10% army movement range
-3/6/10% enemy agent success chance
Rank 3 Gives Strider Ability for Lord
Rank 3 Gives -1 global recruitment duration for the Lord

Fighter (General gets involved in fights, lessened by getting routed in fights)
4 ranks
+2/4/7/10 Charge
+2/4/7/10% Weapon Strength
+2/4/7/10 Morale
Rank 3/4 Gives +1 Hero Recruitment Level for Faction
Rank 4 Gives +5% Ward Save

Executioner (Execute Captives after battle)
2 Ranks
-1/3 Enemy Army Morale for Province
-2/4 Public Order for Enemy Province
+3/10% Sacking income for Army
Rank 2 Gives -5% agent action success for enemy agents to the Lord

Abducter (Ransom Captives after battle)
2 Ranks
+4/12% Post-battle loot
+8/20% Raiding Income for Army
-2/4% Army Upkeep
Rank 2 Give you 10% more captured troops after battle

Public Order (Spend Turns GARRISONED Settlements with Low Public Order)
4 Ranks
+2/3/4/6 Public Order for Province
+2/3/4/6% More province tax rate
+2/4/7/10 Growth
Rank 3 and 4 Give -5/10% construction time for province
Rank 3 and 4 give +2/5% More Army Movement

Razing Settlements
4 Ranks
+5/10/15/20 attrition caused to defending army when sieging/encircling
-1/2/2/3 Enemy Morale for Province
-1/3/5/8 Public Order for Enemy Province
+10/20/30/35 Razing Income
-5% battle healing cap for enemies in the region.

Saviour (Reinforce your own armies several times)
3 ranks
+20/40/75 Campaign Reinforcement Range for Army
+2/4/8% Movement Range
+2/4/8% Army Battle Speed
Rank 2 gives +1 Public order for province for every war with neighbour factions,
rank 3 gives +3.

Sacking
4 Ranks
+6/12/20/25% Sacking Income
+6/10/15/20% Raiding Income
-1/2/3/4 Public Order for Enemy Province
-1/2/3/4 Enemy Army Morale for Province
Rank 3/4 Gives +5/10% More Post-battle Loot

Sea Legs (Spend turns in the sea)
3 Ranks
+2/4/6 Movement Range
1/2/3% Extra income from ports factionwide
+1/2/4 Melee attack at sea for the army
Rank 2/3 Give +25/50% High Seas attrition resistance

Wins at sea
3 Ranks
+2/6/12 army morale when fighting at sea
+2/4/8 Melee attack at sea for army
Rank 3 Gives +50% High Seas attrition resistance making it 100% with the above

Siege Victories
4 Ranks
+1/2/3/5 Army Morale in Sieges
+2/4/7/10% attrition damage for defenders
+0/4/7/10% artillery damage
Rank 3/4 give -2/5 public order for enemy province


***Army Stances***


Ambushing
2 Ranks
+4/10% ambush attack success chance
+8/20% ambush defence success chance
+4/10 morale for army during ambushes
Rank 2 gives +5% speed for army during combat

High elf channeling /Lizardmen astromancy not sure if the new factions have anything similar.
2 Ranks
+2/5% post battle item steal
+5/10 added to winds cap
+2/5% research for faction
-2/5% miscast chance
Rank 2 High elf Channeling Gives +5 Winds of Magic per turn
Rank 2 Lizardmen Astromancy Gives +10% Campaign field line of sight

Forced march
3 Ranks
+5/10/15% Campaign field line of sight
+2/5/8% Movement Range
-1/2/3% Army Upkeep
Rank 3 gives 5% charge bonus to army.

Raiding
2 Ranks
+15/40% Raiding Income
-2/5 Public Order for Enemy Province
+5/15% Sacking Income
Rank 2 Gives +10% Post battle loot

Recruiting
3 Ranks
-5/10/15% Unit Recruiting Cost
-1/-3/-5% Army Upkeep
Rank 2 Gives +1 Unit Level When Recruiting (Not Stacking with other Lords in province)
Rank 3 Gives +1 Province Recruitment points (Stacking with other Lords in Province)

Tunneling
2 Ranks
+2/5 Army Morale during subterranean battles
+4/10% tunnel interception chance
+5/15% tunnel evasion chance
Rank 2 gives +10% ambushing chance

**********Lord wins versus various races*************

All of them give +5 Army Morale When fighting each race on top of all those below
If they have second rank the first rank will give +2, the second +5

Wins vs Beastmen
2 Ranks
+2/4 Melee Attack for Army
+2/6% Movement Range
+1/2 xp levels when recruiting beasts

Wins vs Cathay
2 ranks
+4/10% extra experience for Lord
+4/10% accuracy for Army
+5/15% extra income for province
Rank 2 gives +10 armor for army when defending.

Wins vs Chaos
3 Ranks
+1/2/3 Army Melee Defence
+5/10/15% Army Charge Bonus
Rank 3 gives +10 Melee Attack vs Chaos/Noscha

Wins vs Chaos Undivided
2 Ranks
4/10% more ap damage for the Lord
1/3% ward save for army
+20/50% Chaos Undivided and Chaos Wastes attrition resistance
10% more base melee dmg on rank 2.

Wins vs Dark Elves
2 Ranks
+2/5% Missile Block chance for army
+4/10% research rate
-4/10% cooldown on all spells for Lord

Wins vs Dark Dwarves
2 Ranks
-5/15% Artillery Upkeep for the army
+5/15 Armor for Lord and embedded Heroes
+4/10% Captives caught after battle

Wins vs Dwarves
2 Ranks
+5/12% Artillery Damage for army
+4/10 Armor for Army
+5/12% Artillery ammo for army

Wins vs Greenskins
2 Ranks
+6/15% Sacking Income
+4/10% Health for Lord
+2/6% Movement Range

Wins vs High Elves
2 Ranks
+5/12 growth for province
+4/10% Ammo for Army
+2/6% Missile Resistance for Lord
+5% chance of positive change for Winds of magic for province when changing at rank 2

Wins vs Humans
2 Ranks
+5/12% Artillery Firing Rate for Army
+5/12% Charge Bonus for Army
Rank 2 gives +1 unit Level When Recruiting

Wins vs Khorne
2 ranks
+4/10% razing income
+15/35% splash attack damage
+15/35% movement restored after victory
Rank 2 gives -5% battle healing cap for enemies in region.

Wins vs Kislev
2 Ranks
+4/10% leadership aura size
+2/5 leadership aura effect
+1/3 melee defence for infantry for the army
Rank 2 gives +10% spell range for the Lord.

Wins vs Nurgle
2 Ranks
+25/75% plague resistance
+5/15% income when looting settlements
+5/15% weapon strength against Nurgle for Lord
+20% healing cap for Lord at rank 2

Wins vs Ogre Kingdoms
2 ranks
+3/8 bonus vs large
+5/15% weapon strength against Ogres for Lord
+4/10% Fire resistance for Army
+20% Unit Mass for Lord
Rank 2 gives +4 attack and defence for regiments of renown in the army.

Wins vs Lizardmen
2 Ranks
+3/8 Bonus vs Large for Lord
+3/8% Army Replenishment Rate
+4/10% Ambush Defence Rate

Wins vs Rogue Armies
2 Ranks
+4/12% Post Battle Item Drop Chance
+2/6% Movement Range
+4/10% Post Battle Loot

Wins vs Skaven
2 Ranks (9/7/2018 update)
+5/12% Sacking Income
+5/15% Melee Damage vs Skaven
+5/12 Bonus vs Infantry for Lord

Wins vs Slaanesh
2 ranks
20/50% more expensive when being seduced
+5/15% weapon strength against Slaanesh for Lord
-4/10% movement range for enemy armies in the province
Ranks 2 gives Devastating Flanker Attribute for Lord

Wins vs Tomb Kings
2 Ranks
+1/3 Public Order for Province
-1/2 Wound Recovery Time
+1/3% Missile Resistance for Army

Wins vs Tzeentch
2 ranks
+2/5 winds of magic per turn
+4/10 winds of magic cap
-6/15 winds of magic cap for enemies in region
+2/5 Magic resistance for the army when against Tzeentch
Rank 2 gives 500 barrier for Lord

Wins vs Vampire Coast
2 Ranks
+2/5 Melee Attack at Sea for Army
+6/15% Field Line of Sight
+2/5% Income from Ports factionwide

Wins vs Vampires
2 Ranks
+5/10%When gaining winds of magic
+4/10% Research for Faction
+2/5 winds of magic cap
20/50% Less Vampire Attrition Casualties for Army

Wins vs Wood Elves
2 Ranks
+4/10% missile strength in ambush battles
+10/25% ammo for forest battles
+4/10% missile range for Army
Last edited by Sir_Isenhart; 30 Dec, 2024 @ 12:15pm
< >
Showing 1-3 of 3 comments
mrhyms 18 Sep, 2022 @ 5:11pm 
Loving your mod! Many thanks for putting this together.

Just a quick note on the hero action "hates the XX" traits :- "Causes Fear" is pretty useless against Vampires & Tomb Kings. Any chance it could be switched out for a different bonus?
Sir_Isenhart  [developer] 24 Sep, 2022 @ 9:56am 
It's not useless, it makes you immune to their fear. But yeah I might add a little something.
Sir_Isenhart  [developer] 24 Sep, 2022 @ 10:49am 
Added +5 armor for Tomb Kings trait, regeneration at sea for Vampire coast and 3% increased winds of magic for Vampire Counts.
< >
Showing 1-3 of 3 comments
Per page: 1530 50