Total War: WARHAMMER III

Total War: WARHAMMER III

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More Legendary Heroes (All-Faction Random) [BETA]
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Tags: mod
File Size
Posted
Updated
2.851 MB
7 Mar @ 11:22am
3 Sep @ 5:35am
42 Change Notes ( view )
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More Legendary Heroes (All-Faction Random) [BETA]

Description
This mod introduces 65+ legendary heroes (not part of the official lore), who are variants of vanilla heroes or lords, featuring unique traits and skill trees. Since the recruited heroes are randomly selected each time, every campaign will feature a different combination of heroes, making your gameplay experience more diverse and dynamic.

The purpose of this mod is to allow every faction to collect and develop legendary heroes from different cultures in the campaign, just like Tamurkhan. There are many legendary hero mods out there, but they often have limitations: some only offer one or two heroes, while others provide a large number but make recruitment difficult. Additionally, when spread across all factions, each faction ends up with only a handful of legendary heroes.

I also wanted every campaign to feel like a roguelike experience, where each playthrough offers different legendary heroes rather than the same ones every time. That’s why I created this mod. Since I am a solo mod creator without a team and with limited free time, I chose to create legendary variants of existing vanilla heroes and lords. This helps save time on modeling and art so I can focus more on gameplay design and mechanics.

Balance
These legendary heroes retain the same base stats as their original counterparts, but they have unlocked previously mutually exclusive skills and gained unique traits and abilities.

Most of these heroes can summon units in battle that do not degrade over time. This design choice was made considering that many players prefer large-scale, multi-unit battles over single-entity stacking. Even if your army consists of multiple single-entity heroes, you can still witness massive armies clashing on the battlefield. Additionally, many underused units in the vanilla campaign, which players rarely recruit, will now have a chance to appear and make an impact.

The overall power level of these legendary heroes is benchmarked against Markus Wulfhart's Hunters and Tamurkhan’s Chieftains. My goal is to make them strong but not overpowered, ensuring they enhance rather than trivialize the player's experience. If you feel that any hero is too strong or too weak, feel free to share your feedback in the comments!

Compatibility
This mod should be compatible with almost all other mods. Please report any compatibility issues in the comments.

In overhaul mods such as SFO and ATC, the stats of these legendary heroes will be automatically adjusted to match the overhaul's balance.

This mod supports multiplayer.

Future Plans
• More legendary heroes.

• Progression mechanics for heroes (growth traits, special missions).

• Expanded lore and legendary artifacts for heroes.

• Personalized recruitment and progression quests for each hero.

Important Update
You can now use the Mod Configuration Tool (MCT) to disable heroes. This allows you to prevent certain heroes from appearing—for example, if you don’t want to recruit Chaos heroes while playing an Order faction (or vice versa).

Frequently Asked Questions
Why does this mod show as requiring certain DLCs? Can I still play without them?
This mod includes some legendary variants of lords and heroes from various DLCs, as well as skills that summon units from those DLCs. You don’t necessarily need all the DLCs to start the game, but I can’t guarantee that you won’t encounter bugs. If you do run into any issues, please leave a comment to report them.

I use mods that grant more skill points. Why don’t heroes have a skill point refund system?
That’s intentional. I too enjoy watching a hero grow from level 0 to level 50, slowly becoming stronger. But if excess skill points are simply refunded and spent on the same attributes for every hero, it strips away what makes each of them unique. I want every hero’s progression to feel distinct and meaningful.
For example, if a hero reaches level 25 and completes their entire skill tree, a refund system might grant them +2% hit points per level—resulting in +50% HP by level 50. Instead of that, I prefer giving heroes new meaningful skills, legendary gear, and powerful quests between levels 25 to 50. By the time they hit level 50, the attributes and abilities they’ve gained will far surpass any simple health bonus.

I’ve recruited too many heroes during the campaign and don’t want more. What can I do?
You can disable all new hero spawns at any time using the Mod Configuration Tool (MCT). You’re free to change this at any time—disable the heroes when you need a break, and re-enable them later if you change your mind.

Why do some heroes have recruitment and artifact quests, while others don’t?
Because I’m a solo mod creator. My time, energy, and workload are limited, so I have to develop heroes in stages. But don’t worry—this mod is actively and continuously updated! Your likes and support are what keep me going!

So... all these heroes are just pawns of a Tzeentch daemon? I support Order—I don’t like that ending.
I plan to implement multiple endings for heroes from Order-aligned factions, depending on the choices players make early in the campaign. One possible outcome is falling entirely into Thazurach’s scheme. But the other? Being awakened—enlightened—by Aotian Long, and joining the Legendary Celestial General in resisting Thazurach.

Useful Tools
Submod: Recruit All Heroes on Turn 1
Rename Legendary Characters
Immortal Characters Can Die

This mod will be continuously updated, made purely out of passion. All I ask is for your support—please leave a like! Thank you all!
English-speaking players should enable [English Patch] mod and ensure that it is placed above this main mod in your mod manager.
355 Comments
ArthasL1  [author] 20 hours ago 
Update:
1. In the vanilla game, the following heroes or lords received new skill trees with the Patch 6.3 update, so their legendary versions now also gain the corresponding skills: Tomb King, Liche Priest (Lore of Nehekhara), Tomb Necrotect, River Troll Hag, Skink Oracle, and Saurus Scar-Veteran.
2. The automatic replenishment rate of Oathbound units has been significantly increased. For example, a unit that previously required 50 turns to replenish now only requires 25 turns.

更新:
1. 在原版游戏中,以下英雄或领主在6.3版本更新后获得了新的技能树,所以他们的传奇版本现在也获得了相应的技能:古墓王,巫妖祭司(尼赫喀拉系),古墓技师,河巨魔巫婆,灵蜥先知,蜥人疤痕老兵。
2. 英雄亲卫的自动补充速度大幅度提高,例如原本需要50回合补充一个的部队现在仅需要25回合。
ArthasL1  [author] 2 Sep @ 8:46pm 
@juanangelbbvwth
重新订阅Mod确保是最新版本。然后看一下报错信息是什么?会不会是其他Mod报错?
juanangelbbvwth 2 Sep @ 8:38pm 
还是会报错啊 进不去游戏
ArthasL1  [author] 2 Sep @ 7:50pm 
Update:
1. This mod has now been adapted for Patch 6.3 and will no longer cause issues preventing the game from launching.
2. Added recruitment quests and battles for 4 new heroes: Kroxigor Ancient, Saurus Scar-Veteran, Vampire Lord, and Slann Mage-Priest. (There are now a total of 60 heroes with recruitment quests.)

更新:
1. 此Mod现已适配6.3版本,不会造成无法进入游戏的问题。
2. 新增了4位英雄的招募任务和战斗:远古巨蜥,蜥人疤痕老兵,吸血鬼领主,史兰魔祭司。(现在共有60位英雄有招募任务了)
ArthasL1  [author] 2 Sep @ 7:50pm 
@壬生終名 如果你第一次玩这个Mod,那么建议开新档。如果你是之前就在玩,但是问6.3版本更新后旧档还能不能用,那我觉得是可以用的。
壬生終名 2 Sep @ 11:26am 
要重开新档吗?
ArthasL1  [author] 2 Sep @ 10:13am 
已知在6.3版本更新后,本Mod会出现报错问题。目前我正在修复中,请大家耐心等待。感谢各位的支持与反馈!

It’s known that after the 6.3 update, this mod is currently causing errors. I’m working on a fix right now, so please be patient. Thank you all for your support and feedback!
MochiLord 2 Sep @ 7:38am 
更新后单独开启此模组时会报错:
The following mods cause a crash to the Database:Random_Legendary_Heroes_Arthas.pack
The first invalid database record is
arthas_trait spell_mastery_plus100wh3_dlc24_effect_spell_mastery_dummyin table trait_level_effects_tables
and pack file Random_Legendary_Heroes_Arthas.pack
The application will terminate now.
Bop 2 Sep @ 1:03am 
@ArthasL1 Ohhh wait really! Yeah it's probably some other mod then xD I'll have to find it and make them all compatible now lolll. Thank you again!
ArthasL1  [author] 1 Sep @ 5:19pm 
@Bop
All of the heroes in my mod already have their vanilla mounts available. If you don’t see them, it’s most likely a mod conflict on your end.