Legendary Lords, Legendary Mastery [REMADE AND EXPANDED]
Hey, everybody. It’s your favorite talentless hack here, reviving another once-popular, now-dead mod. It actually took me a few days to remember this mod existed at some point, having not been subscribed to it for well over a year. Content will be forthcoming as I complete LL’s. Check patch notes for content updates to the mod.
The original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1179261445
Please check the original description there if you do not know what the old mod does, as I am sick of how absurdly long it is. It completely removes my ability to provide new information about the mod in the description.
Now that I’ve gone over the mod structure and done some thinking, I’ve decided that some changes will be coming to new Legendary Lords added to this mod. There’s honestly not a huge amount of variety between the lords already covered by the mod, especially when some of them have most or all of the Lores for their faction and have the same Lores as other caster LL’s of their faction. The old mod also did not account for all of the new effects and skills that have been added in the past 18 months, so the following changes have been made.
- Initial bugfixes: Alarielle and Tomb Kings have their magic back. This took 3 seconds to fix and I’m shocked it went unfixed for 18 months. My disappointment is immeasurable and my day is ruined.
- Compatibility work: Slann and Mazdamundi should no longer have messed up lore trees if you use Ash’s 33 skills or New faction and race skills.
- New lords added: Tehenhauin, Alarielle, Arkhan the Black, DJ Khatep, and Settra
- Alarielle starts with a fully upgraded Lore of Life tree and access to the Lores of Light and Heavens trees. She is further able to unlock the Loremaster, Lore of Life skill to further augment her healing prowess.
- Tehenhuain starts with three spells from the Lores of Life and Heavens, has access to extra on-cast procs, and starts with additional health and regeneration.
- Arkhan the Black starts with the Lores of Death and Shadows fully unlocked, but suffers penalties to miscast, WoM, spell cooldown, and health until he reaches level 10, at which point he can unlock Lore of Vampires, which will remove the penalties and give Arkhan additional bonuses.
- Khatep starts with the Lore of DOOT fully unlocked and the buffs from Lore of Light. He can also unlock the Lore of Death, at a cost of some of his cooldown, WoM, and miscast. Khatep’s unique skills give him perfect vigor and unbreakable attributes, as well as bonuses to WoM, miscast reduction, and cooldown reduction.
- Settra starts with four Lore of DOOT spells and three Lore of Light spells unlocked. His lore of DOOT tree includes the on-cast-procs for both Lore of DOOT and Lore of Vampires to aid with healing. Like Khatep, his unique skills grant him WoM, miscast reduction, and cooldown reduction, as well as the unbreakable and perfect vigor attributes.
- Count Noctilus starts with 4 Lore of Vampirates spells and 3 Lore of Shadows spells. The vanilla hybrid tree is removed. Noctilus has 4 on-cast procs. Noctilus’ unique masteries grant him bonuses to WoM, miscast and cooldown reduction, fire resistance, and additionally grant him Regeneration, The Hunger, and Perfect Vigor innately.
- Cylostra starts with three Lore of the Deep and threee Lore of Death spells. Cylosta’s unique masteries grant her some extra ward save, as well as reductions to miscast chance and spell cooldown and the unbreakable trait. They also provide her army with 15% extra speed in battle. There is a cost to this, however, as Cylostra suffers a small malus to her WoM pool and her army suffers a small malus to its leadership. If only she could stop singing for 5 seconds.
- Luthor Harkon still starts with no magical abilities, but restoring his mind now provides him with most of the Lore of Vampirates spells, as well as bonuses to WoM, spell cooldown, and miscast chance reduction.
- Ikit Claw starts with the full Lore of Ruin and a unique Loremaster skill that provides him with cost reductions to some of his most dangerous spells, as well as miscast chance reduction and extra WoM.
- The WH1 Legendary Lords that were already present in LL, LM have all been given an overhaul to account for new skills and abilities added in the past two years. Excessive bonuses to certain lords WoM pools, as well as miscast/cooldown reductions have been nerfed. However, all WH1 content lords have been given a few lore appropriate bonuses, either to themselves, their army, or (in a couple cases) their faction.
- Mod structure updates: Now that Greater Arcane Conduit is a thing, most LL’s have been moved over to it, which is even more reason to minimize use of +WoM modifiers.
Ikit Claw’s Loremaster skill has over the maximum listable effects. The effects are still visible in the lord effects panel. Nothing can be done about this other than breaking up the skill into two or more other skills.
This mod should be compatible with anything that does not modify the skill trees of legendary lords. That said, I’ve made some effort to ensure compatibility with Ash’s 33 New Skills, new race and faction specific skills, and JR’s Old World Skill Overhaul. Because spell trees are a block with dependencies, I cannot guarantee full compatibility with all skill mods.
Because I had to add the traits_effects table to add the desired effects to Harkon (PFM refuses to allow a magic skill tree to be added to Harkon), this mod is now incompatible with anything that modifies Harkon’s personalities and probably anything that modifies existing lord traits in general.
It’s come to my attention that this is not compatible with SFO. It will never be compatible with SFO because I’d have to remake the mod completely and it would probably break compatibility with everything I have accounted for already. If you use this with SFO, expect some or all of your legendary lords to have messed up skill trees.
Do yourself a favor.
https://github.com/Kaedrin/warhammer-mod-manager/releases
I will not support issues caused by CA’s garbage tier mod manager.
Q: Will you make a SFO/Radious/etc. version?
A: No. Do it yourself. I spend too much time working on things I care about. The tools needed to do it yourself are easy as sin to use and all you need to do is balance the mod against whatever you want to balance it against, since I’ve already done all the irritating stuff.
Q: Why does this crash on start/in battle/other situation?
A: Unless I literally just put out an update and fethed it up due to sleep deprivation, you broke cardinal rule #1 because you didn’t read the compatibility section. Use Kaedrin’s Mod Manager. It will literally solve 99%+ of issues with crashes/mods not working.
Q: I found a bug!
A: That’s not a question, Billy. Put as accurate a description of the issue and situation in which it occurred below and it’ll get looked at Soon™ if it’s a plausible issue within the scope of this mod.
Q: Can I use X in another mod?
A: Knock yourself out. The idea of intellectual monopoly is so 1715 AD. Just be sure to give credit where credit is due, and let me know (if you’d be so kind).
I’ve restored and expanded a few other overhauls as well as made a couple of my own.
Check them out here: https://steamcommunity.com/profiles/76561198039493969/myworkshopfiles/?appid=594570
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Revisions:
Old revisions of this mod are available below. Click the link to download.