Total War: Warhammer II
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TheMetalOne

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shrap666

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About this mod

Mod adds new cavalry unit: Death Knight. Only applies to the Vampire Count factions, and requires a Reliquary + Lodestone of Darkness in order to recruit. Very good compatibility, and adds a valuable new unit to the roster.

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Vampire Counts: Death Knight
"Elite Wraith-Knights gifted with unholy magic. As hard to stop as death itself..."
1, Introduction

Inspired by the (in)famous hero class from the Warcraft universe, this mod will let you bring an approximation of their power into Warhammer. Each Death Knight unit (only 1 individual per unit) is not only powerful enough to defeat nearly any unit in a 1v1 melee battle, they also bring some solid magic and passive abilities to the table (more on that below). This power comes with a pretty steep price tag, as well as the requirement of needing a 3rd tier building and a 4th tier building in order to recruit them. Because of this, they should be considered an end-game unit (though a strong economy in the mid-game could get you enough money to pick up 1 or 2, from time to time). Each Death Knight costs 6,000 (not including cost reduction effects), with an upkeep of 300 per turn. Personally, I like seeing single units stand against huge numbers and still come out on top, which is why each unit only comes with 1 of these guys. One last thing, I'm not very artistically gifted, so these look almost identical to the Hexwraiths. The difference is that Death Knights only come with 1 per unit, and they're mounted on purple wraith horses.
Lets get into the unit info...

2, Unit Stat/Ability/Spell Overview
While they do have some pretty impressive stats, it is their abilities that round them out. They have access to Wraith Storm; a cost-free, 200m range, magical attack. They are also able to use Dreaded Duelist, which gives them a temporary buff to attack and defense, as well as a Raise Dead spell that summons Crypt Horrors (this ability mimics the Warcraft Death Knight spell: Army of the Dead), though Raise Dead does require the use of some of your Winds of Magic. In addition, they have quite a few passive abilities that help to interfere with your enemy's army (see details below). Another interesting quirk is that these units don't suffer lingering damage after a battle; they either die, or instantly heal back to full once the battle is over, which makes you a bit less likely to lose these powerful and expensive units. So, to summarize, they each are able to occasionally deal mid-range magic damage, can stand toe-to-toe with nearly any unit in the game, can summon backup in the form of summoned minions, instantly heal to full at the end of a battle, and cause irritation for your enemy. They are strong, but their cost is no joke. Since they are affected by any buffs and cost reductions that affect Blood Knights, they will become more attainable as the game progresses.

3, Detailed Stats (Without Buffs)
Health: 8,016
Armor: 130
Leadership: 100
Speed: 94
Melee Attack: 235 (Magical and Fire effects)
Melee Defense: 175
Weapon Strength: 42 (Armor Piercing)
Charge Bonus: 175

4, Detailed Abilities/Spells
Fear: Reduces enemy leadership
to those susceptible to this effect.
Terror: Reduces enemy leadership to those susceptible to this effect.
Perfect Vigor: This unit never tires during battle.
Hide in Forest: Unit can hide from enemy sight in forests (unit also has reduced spot distance, making them more difficult to see even when outside forests).
Unbreakable: This unit never flees.
Undead: No added effects since other abilities on this list do the same thing (without stacking). Only added for lore accuracy.
Ogre Charge: Only loses half of its charge bonus when attacking defenders that are braced.
Frenzy: Increases attack damage, armor piercing, and charge bonus of unit.
Something Wicked This Way Comes: unit reduces the leadership of enemy units near it.
Unholy Power: Unit has reduced spell cooldowns.
Soul Eater: Adds 50% miscast chance for opponent when casting spells.
Crush the Weak: When near an enemy unit with less than 50% leadership, gives that unit a debuff that reduces their melee attack and defense.
Vicious Assault III: Allies in range get a small melee damage increase.
Command of the Unliving (upgraded): Summons a pack of Crypt Horrors to the target location (can be use to instantly summon flankers when surrounded and losing). Uses Winds of Magic, and only has 2 charges per battle.
BONUS: If unit takes damage during a battle, it will instantly heal back to full health once the battle ends—but only if it survives. In other words, they can fight an endless number of battles...but only if they aren't killed during those battles. Once you lose one, they're gone.

5, Detailed Spells
Wraith Storm: Moderate magic damage, in the form of a bombardment from the sky. Good against single targets, and armor. 3 charges per battle; costs no winds of magic.
Dreaded Duelist: Increases melee attack and defense for 22 secs. Costs nothing, and can be use whenever not on cooldown.

Thank you for downloading; have fun!