

* Tzeentch: Activated spells, long-range damage, debuffing. * Khorne: Heavy melee damage, lord and hero killing. This will allow you to mix and match the abilities and bonuses from all the Chaos Gods to hopefully come up with creative and engaging builds.

Additionally, you are no longer locked out of the other trees when spending a point instead, the lock will only occur when you have fully committed to being a Champion of that specific god by purchasing the final skill.
#Total war warhammer norsca rage full#
He also has a Fleet mechanic and access to a unique army ability.Īs for the Marauder Chieftains, their personal skill trees based around the 4 Chaos Gods have been massively extended into full on individual yellow trees all their own, each culminating in a massively powerful ability or passive that allows them to inflict terrible amounts of damage on the battlefield. His Seafang skill can also be upgraded to become even more devastating in combat, and his Hunter of Champions can still be upgraded to become a root that makes the opponent even less capable of withstanding him just as it can in the base game. Wulfrik in particular is the melee beast his lore makes him out to be, with massively buffed melee stats and a personal skill tree aimed at making him even more lethal as a duellist. Norscan primary buildings now provide an increasing number of Huskarls and Whalers to beef up your defenses.Īll Norscan LL and normal Lords have been given a complete mechanic and visual makeover. Achieving the final rank of devotion will also provide game-changing Army Abilities, such as Fist of Khorne, which functions akin to Vaul’s Anvil, or a myriad of Vortex spells from Tzeentch. In addition to more weighty enhancements in battle, like WS from Khorne, they will now give thematically appropriate campaign benefit, like increased global recruitment and recruit rank. God Devotion is the key campaign mechanic for Norsca, and I felt it needed some adjustments to remain truly impactful in the late game. Stage 3 of both passives is now permanent for the duration of the battle as well. Rage and Berserk now give high, progressive bonuses to WS along with MA, and refresh the unit’s vigour the longer the rage goes on. As the primary faction battle mechanic underpinning Norsca, I felt it needed to be much more impactful than nothing at all. Rage and Berserk have both been heavily revised by this mod. For example, the Khorne War-Mammoth provides a constant WS and MA buff to all units near it, while also having incredibly high melee stats and benefits from Berserk, while the Nurgle War-Mammoth has increased physical resistance and a healing ability.
#Total war warhammer norsca rage mod#
This mod adds in a number of new Heavy Infantry, Ranged Infantry, and Monstrous units to all Norscan factions:

It is intended specifically to do two things – Firstly, to bring the faction as a whole up to the same level as my Lord Mortkin LL mod, and secondly, to create a framework in which my future LL mod projects (which will be revealed in the third game) shall operate within. This is my attempt, in lieu of an official overhaul, to create a mod that brings Norsca as a whole on level with the other factions in Warhammer II and III.
