Total War: WARHAMMER III

Total War: WARHAMMER III

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Necromancy
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Tags: mod
File Size
Posted
Updated
755.512 MB
1 Oct, 2022 @ 10:01am
6 Aug @ 6:03pm
58 Change Notes ( view )

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Necromancy

Description
If you like necromancy killing your enemies to make them fight for you and you like skeletons then this mod is for you.
This mod adds a new unit recruit mechanic to all undead factions and 41 new units (36 that use the new recruitment). The mechanic is simple, when you kill a unit in battle you get the bones of that unit as a pooled resource and you raise a skeleton version of that unit.
Exemple you kill a dragon, you get dragon bones, in the recruitment tab of your army you can add the unit.
The other way to get bones is to get digging, find a interesting climate (any will give bones) and use the dig stance for a chance to find bones.

list of units HERE

How the mechanic works
A new mechanic for all the undead factions:
1-When you kill an enemy unit or living allied unit in your army that has a correspondence to units of this mod you get a pool resource their bones.
2-When you "Dig for skeletons" you have a chance to gain a pool resource (their bones) depending on the climate you are in.
3- You can recruit the unit in a pool when you are in your's or allied territory.
4- Recruit cost depends on the level of the lord that is recruiting, the higher the level of the lord you use to recruit the units, the lower the recruit cost of those units. This is a soft lock on what unit you can recruit since these units don't require any buildings.

Factions that gain this mechanic
All Tomb kings
All vampire Counts
All vampire Coast
Modded: All undead custom factions, (Nagash, Champions of undead, both jade vampire mods, etc )

Races/Units currently not supported
Won't be supported:
Demons(they most of the time don't leave bones behind)
Undead (you only get one shot at life and one shot at death)
Humans (most of the normal skeletons represent humans and you can get them via the usual way)

Haven't made the models:
boars, spiders(?), phonix(?), bears, bastiladons, stegadons, troglodon, salamander, razorback, terradon, skin wolves, gnoblars, mournfang, stonehorn, bats, helk, wyverns, fimirs, skaven, beastmen, slans

Q&A Answers to often asked questions

Can be played in multiplayer just don't use MCT.

The AI uses the mechanic, both to get bones to recruit units, etc.

The units are affected by techs and skills related with their class or the fact they are skeletons.


Updates and balance
Every update stuff breakes DON'T play with this mod for a week after each patch, so that I have the time to update it.
Balance is hard having a lot of units doesn't help if you find something very unbalanced tell me I will try my best to fix it.
If you find a bug tell me a descriptin in how you found it, details help a lot

Buggs
No 2D portholes of units
Multiplayer has been tested and it seems to work sample size of 2 you need to disable MCT thou.
Recruit costs stack with other similar effects like reduced raise dead cost etc...

Mods that add units supported
If you have a mod that when you kill a unit it doesnt drop anything tell me and I will check it out
All units that use vanilla animations/animset should give bones


Submods
Skeleton voices for humanoids
SFO by Nertanef
Mixer's factions don't need submods
Tabletop Caps doesn't need submod
Popculture Necromancy! Armies disintigrate on lord death, but have perfect vigour and unbreakable!
unit size single entity health, reload and ammo is increaased by 50%
unit size single entity health, reload and ammo is increaased by 100%
Secrets of Nagash
Necromancy Recruitment Cost Reworked - Submod


Translations
To chinese !!洛阳侯兵种汉化合集(10月11号汉化康拉德·冯·卡斯坦因)
To russian Перевод мода Necromancy
To french [FR] Necromancy

Contributions

I'm part of a modding group called Skeleton Crew Modding you can talk to me directly in Da Modding Den[discord.gg]



Popular Discussions View All (3)
27
26 May, 2024 @ 8:01am
PINNED: Unit List
All is Dust
0
27 Jul, 2023 @ 8:19am
PINNED: Contributions
All is Dust
0
4 Oct, 2022 @ 1:59pm
PINNED: Influencers covering this mod
All is Dust
788 Comments
Emperor01 17 Aug @ 5:47pm 
Does this mod add units for the Legions of Nagash mod? I don't see them, unless load order matters?
All is Dust  [author] 6 Aug @ 6:04pm 
@Iceobeasty thanks for the bug report I've reverted to the previous update please tell me if you still have this bug.
Iceobeasty 3 Aug @ 6:44am 
i get all units available turn one
MeraxesUrrax 29 Jul @ 11:06pm 
I see I can use MCT to select which factions have access to which units. Is there an easy way to disable all units for Tom King factions?
Dream Traveler 28 Jul @ 8:50am 
Aye, perhaps it can be another project for the future sometime then. 😊 Me and likely many others would love to have them!
All is Dust  [author] 28 Jul @ 6:43am 
@Dream Traveler I have consider doing liches as upgrades for necromancers but it seems like something outside of the scope of this mod.
Dream Traveler 27 Jul @ 7:20pm 
Have you ever considered adding Liches and Liche Lords to this mod? Maybe not as buildable undead, but as either creatures you can recruit or as forms your Necromancers and Master Necromancers can work to become? I think they would be really cool since they're like the ultimate skeletons. (At least some of them are depicted as them.)

https://whfb.lexicanum.com/wiki/Lich

https://medias.community.creative-assembly.com/forums/dreamtraveler3-2244/ChatGPT_Image_Jul_21,_2025,_04_11_33_PM.png

https://medias.community.creative-assembly.com/forums/dreamtraveler3-2244/ChatGPT_Image_Jul_21,_2025,_04_11_41_PM-1.png
Dream Traveler 27 Jul @ 7:20pm 
And on a side note:
I also had the idea of other types of augmented undead. Like burning skeletons or skeleton constructs that have lost their arms but have had them be replaced by blades. Basic zombie varieties like diseased ones, spitting/puking ones, screaming ones (that attract the horde), armored ones, and running ones floated through my head. And just dismembered skeletons or zombies that keep crawling or are headless or one armed, etc. Just a bunch of variations on the plain, basic types lol.

It was a whole brainstorming thing I was doing while working on an original Necromancers faction:

https://community.creative-assembly.com/total-war/total-war-warhammer/forums/8-general-discussion/threads/10628-creating-a-lore-of-magic-for-each-vampire-bloodline-a-necromancer-faction-creative-exercise?page=2#post-160683
All is Dust  [author] 24 Jul @ 1:24am 
@arytom04 balancing reasons.

@Kienen0101TT you can use the one of the mod managers to do that for you.
Hothammer 23 Jul @ 6:22pm 
I was just wondering why there's a unit cap on them? Otherwise great mod would recoup the losses of my army with dead skaven so I can continue to create more dead skaven again.