Total War: WARHAMMER III

Total War: WARHAMMER III

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Arkhan the Black: Expanded
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Tags: mod
File Size
Posted
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22.488 MB
22 Aug, 2022 @ 2:01pm
1 Jan @ 5:35am
66 Change Notes ( view )

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Arkhan the Black: Expanded

Description
Version: 2.0.2





This is the vanilla version of Arkhan the Black: Expanded for Total War: Warhammer III.

This mod adds new technologies, skills and abilities to Lords & Heroes. Arkhan also has his own variants of the vanilla Tomb King units with unique unit cards and a mirrored Realm of Souls ability with a different visual effect. Also included are new buildings that allow recruitment for additional units not found amongst the other Tomb King factions.












Lore of Vampires
Tomb Kings: Extended
SFO
Radious Submod



Please report bugs here.

I could not have done this mod without the help of other amazing modders from C&C Modding Den! Come join me and chat with other modders. C&C Modding Den[discord.gg]

I'd also like to say a bit thank you to everyone who's helped me over the years; notably: im_mortal All is Dust

All images and assets used on this page are property of Creative Assembly.


Popular Discussions View All (7)
103
23 Dec, 2024 @ 11:55am
PINNED: Bugs
Stephen
4
22 Sep, 2024 @ 10:03am
Preliminary Version 2.0 Patch Notes
Stephen
2
8 Feb, 2023 @ 9:25am
Tainted Liche Priest Feedback
Stephen
831 Comments
Shanda 4 Jan @ 4:26am 
Nice to read that, keep up the good work :), ur mod its one the best ones running out here!

About the Realm of Souls removed, I understand the Arkhan reasons, but Arkhan its just 1 of the lords u are running, all the rest of them dont have his strong healing skills and replenishment.
Stephen  [author] 4 Jan @ 2:54am 
I will be adding a new technology lord that will focus on buffing Grave Guard in particular.
Shanda 3 Jan @ 4:02pm 
Dunno the magic items stuff, thx for the info. Grave Guard with halberds is not worth at this moment against Tomb Guard.
Stephen  [author] 3 Jan @ 2:02pm 
I removed the Realm of Souls passive from the non skeleton VC units as Arkhan gets plenty of healing outside of what he should normally get. Also, magic drop chance for Tomb Kings is vastly inferior and reduced by design by CA and not something that is changed bu this mod.

At some point I would like to give the Grave Guard as a whole a reskin.
Shanda 3 Jan @ 1:56pm 
I ve noticed than the units coming from the "vampire counts" building haven`t the "Invocation of Nagash" trait, so they dont regenerate with the army passive trait of the faction. Also, I am recieving almost no magic items or followers, just the mission ones and may be 1 more, turn 15 and I ve literally 3 magic items. Also, I think Grave Guards with halbers should get a look, they are vastly inferior than Tomb Guard with halberds (-5 attack, -13 defense for +7 damage and +35 armour, but they havent silver shields like the tomb guard).
Stephen  [author] 3 Jan @ 12:41pm 
I'll have a look this weekend.
I'm Physically Disabled 3 Jan @ 11:26am 
just wondering if you plan on updating the radious submod?
Hoo the fool 1 Jan @ 11:55pm 
Oh, I see.
Stephen  [author] 1 Jan @ 11:52pm 
They gain bonuses from new red skills and not the vanilla skills.
Hoo the fool 1 Jan @ 7:22pm 
Hello, I have another question; I read changelog it shows "Arkhan's vampiric units now gain bonuses from new red skills", but it seems that none of the red skill line improves the vampire units. Is this just missing of description? I checked all the red skill tree, but no vampire units are included.