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In future, i might take a look at these skills - maybe chop Experimental Alloys and give wizards some bound spells, but my time is currently more limited as I've gone into teaching.
It does not even need to be things that increase the power, but maybe things that just make it cleaner for Battle wizards since you would not want to do campaign based things, it would still have some artillery things, since he does still have some bonuses for them, but also have some maybe global BW bonuses, and WOM bonuses, nothing major, but just enough to boost them. not sure, but it’s always a bit of a bummer to play him and realize I never get those traits since I never keep any of the units that they are for in my army.
regardless, i love the mods. they have made playing these games fun for the last couple of years so thanks.
If I can think of things to actually do with that, sure. I should note though, in lore he is still an explodey artillery guy
Eldred's Guard is replaced with something new, just haven't updated it yet.
After empire rework, by combining Luminarks and Light Wizards passives, you can give 30% wardsave to everyone within 55 meter of p.mentioned units. 55 meters is a lot. Usual frontline is 100ish, so 2 wizards 2 luminarks cover it all.
With this mod, Eldred's guard get 40% on top of everything else they have. Then you add Warrior Priests, and that turns into 60%.
Mind, Volkmar can get something like passive 80% damage resistance to his flagellants with this, so maybe not actually all that impressive. But if you really want your staunch line of elector troops, well.
BTW, Luminarks themselves also get stupid tanky with this, and CA been buffing their shootiness over past year. They aren't shit anymore.
Yeah, I need to change it
I think its just this mod in particular. Unless I've got a weird compatibility issue.