Total War: WARHAMMER II

Total War: WARHAMMER II

More Winds Of Magic
81 Comments
Toryentem 15 Jul, 2024 @ 10:50am 
So the mod boosts base power up to 240?
akeean 26 Feb, 2022 @ 11:47am 
Would this .pack work when thrown into WH3?
Villas 17 Jul, 2021 @ 3:37pm 
Thanks for the update!
Chaos Guardian 16 Jul, 2021 @ 6:07am 
update?
Villas 14 Jul, 2021 @ 6:59pm 
Oh sorry I didn't answer you that day, thanks author!
Unnamed_Shadow  [author] 6 Jun, 2021 @ 11:07am 
Not really. CA hasn't changed the Magic Tables all the way since Warhammer I. Unless drastic changes are made to Winds of Magic, this mod should always work.
Villas 5 May, 2021 @ 11:58am 
Does this need update?
Tweetyvssylvester 23 Feb, 2021 @ 6:16am 
Hello. Great job with this mod. Thank you. I wonder if you think possible to increase the recharge rate. I sought to get information about how it really works because they say it's depending on your mana reserve but even in vanilla with 200 in mana bar, i get 1 per 4 sec in recharge rate (quite the same recharge rate that I have in early campaign with 60 in mana bar). I'm always sad to see I still have 100 mana in reserve and get a 1/30 sec recharge rate.
GIGroundNPound 5 Jan, 2021 @ 12:34pm 
@Unnamed_Shadow, man, THANK YOU SO MUCH for this mod! I honestly can't imagine playing with vanilla rates anymore! Any chance on making a version for SFO when it updates? Thanks again for your great work!
Unnamed_Shadow  [author] 28 Dec, 2020 @ 10:08am 
You can use the Pack File Manager or Rusted Pack File Manager to edit the mod to your liking.
Once you open the mod i recommend you to only mod the lines 5 to 9, since those the ones that affect the magic generation, magic pool and recharge rate.

Without having to mod the mod, i do recommend getting spellcasters that increase the Magic Reserves factionwide, as well as Arcane Conduit.
Rythir 28 Dec, 2020 @ 2:00am 
Hey, thanks for this mod. This has made my Total war: DOOMSTACK edition campaigns really fun. Is there a way to increase the maximum amount of mana allowed? Having 3 spell casters with amazing traits and builds as well as combining research and other boosts means I could start with much more Winds than currently allowed. I know I should probably split the spell casters up, but it's just so fun knocking an entire army down with spells.
Unnamed_Shadow  [author] 3 Dec, 2020 @ 5:51pm 
The mod has been updated to the latest DLC.
Azi_Dahaka12th 1 Mar, 2020 @ 8:06pm 
the green mana and the colorless are in the wrong spot, they need to be swapped...and now i want a Lizerdman deck
Dr. Deathmurder 25 Jan, 2020 @ 9:44am 
The mod seems to half work for me, i get the extra winds of magic but it doesnt affect recharge rate. So im sitting here with 179 "battery" energy and 0 recharge rate
Iry 4 Jan, 2020 @ 10:38am 
it was my launhcer who was buggy my apologies
Unnamed_Shadow  [author] 3 Jan, 2020 @ 4:38pm 
its working for me, ill have to test it.
Iry 2 Jan, 2020 @ 2:36pm 
it don't work anymore even when this mod is the only one running
Angry Twilight 13 Dec, 2019 @ 5:34pm 
thx
Unnamed_Shadow  [author] 13 Dec, 2019 @ 3:55pm 
It has been updated!
Unnamed_Shadow  [author] 24 Oct, 2019 @ 6:40pm 
Yes, its an overall change to Winds of Magic. So if you're fighting spell casters, they will cast more spells. Makes for a more challenging battle. And more fun IMO.
jpinard 24 Oct, 2019 @ 10:44am 
Does this also give the AI more Winds of Magic?
Angry Twilight 25 Jul, 2019 @ 3:49am 
great work!
Holy Fool Sehrael 10 Jun, 2019 @ 5:02am 
"More Base WoM" - is it intended that I have more than 200 base? :D I am not sure what exactly that influences in battle, but shouldn't 100-150 be sufficient enough considering that casters get massive buffs to that anyways through their skill tree and sometimes items?^^
Kerizma 3 May, 2019 @ 2:12pm 
Thank you
MiLo 18 Apr, 2019 @ 11:02am 
thank you ^^
Koios 17 Apr, 2019 @ 5:29pm 
Thanks for the fast update! :)
Unnamed_Shadow  [author] 17 Apr, 2019 @ 3:07pm 
It has been updated. Mod is working properly. Tested in Campaign and Custom Battle.
heavystorm 27 Feb, 2019 @ 12:19am 
time to start another vlad campaign lol
Tomo 10 Nov, 2018 @ 6:31pm 
Thank you very much
Snoop Waffle 10 Nov, 2018 @ 1:49pm 
@unnamed_shadow thanks for the update! You're a saint. Have a nice weekend.
Unnamed_Shadow  [author] 9 Nov, 2018 @ 10:57pm 
the mod is working properly. The actual DLC didn't change any of the Winds of Magic tables as such it was just a re-upload.
less1630 9 Nov, 2018 @ 10:45pm 

But.... it still not updated....?
Unnamed_Shadow  [author] 9 Nov, 2018 @ 9:30pm 
It has been updated!
Tomo 9 Nov, 2018 @ 7:40pm 
could you please update this mod, just cannot enjoy warhammer without your mod
Snoop Waffle 9 Nov, 2018 @ 11:40am 
Any possibility for an update with the vampire coast dlc? Thanks for your work really like this mod.
Floppy 21 Oct, 2018 @ 8:12am 
Any chance of a cheat style winds of magic mod with 1000 winds and a lot of stuff in reserve like the eternal winds of magic mod for TWWH1?
JCLoveLess 17 Oct, 2018 @ 4:57am 
Could we get an endless winds of magic mod? if not, no worries!
DrinkEnemyBlood 5 Oct, 2018 @ 1:45pm 
thanks for the response.
Unnamed_Shadow  [author] 4 Oct, 2018 @ 10:37pm 
yup it works both ends
DrinkEnemyBlood 3 Oct, 2018 @ 1:38pm 
hello, can i assume this is for ai and players?
Questing Kiwi 11 Aug, 2018 @ 6:53pm 
Okay, I was really struggling with decpihering the first one, the depletion factor could be useful for "increasing magic" without changing skills etc i guess, rather than doulbing max pools or reserves but would be complicated, Thanks for your help :
Unnamed_Shadow  [author] 11 Aug, 2018 @ 11:15am 
the 1st is how fast they will recharge. That is the base stat, so always leave it untouched.

depletion factor is the cost of spells. If a spell costs 20 winds of magic the depletion factor will multiply it by 1, so 20 winds of magic will be spent. Never put 0 it will crash the game. Putting higher number will increase the cost of spells.
Questing Kiwi 10 Aug, 2018 @ 9:32pm 
@Unnamed_Shadow

In the kv_winds_table etc

What do the the 1st row and 4th row numbers actually do? For the life of me I cant figure it out exactly
Kroq-Gar 1 Aug, 2018 @ 8:32am 
could you make it radious compatible? =)
temeraire785 29 Jun, 2018 @ 4:23am 
IS there anything that could conflict with this mod? Because it seems to only work intermittently for me, even when WH2 MM says there are no conflicts :/
TALOS2789 1 Jun, 2018 @ 11:19pm 
thank u
Unnamed_Shadow  [author] 1 Jun, 2018 @ 11:15pm 
it's been updated!
Unnamed_Shadow  [author] 31 May, 2018 @ 5:46pm 
i will, also plz let me know if it works for you guys. As far as i have read in the patch notes CA didn't change Winds of Magic. So i believe this mod should still work, so its just a matter of re-uploading for updating.
TALOS2789 31 May, 2018 @ 5:42pm 
plz update
Unnamed_Shadow  [author] 4 Apr, 2018 @ 7:47pm 
this is just a mod for the winds of magic. for you to mod individual spells you would need to look for the projectiles table. i think there are mods that overhaul magic.