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Total War: Warhammer Wiki
10,652
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
General info
Warhammer I
Warhammer II
Warhammer III
DLC
Patches and updates
Campaign
Battle
Multiplayer
Legendary lords
Immortal Empires
The Realm of Chaos
Special buildings
Events
Items
Set piece battles
Races
The Empire
Dwarfs
Greenskins
Vampire Counts
Warriors of Chaos
Beastmen
Wood Elves
Bretonnia
Norsca
High Elves
Dark Elves
Lizardmen
Skaven
Tomb Kings
Vampire Coast
Kislev
Grand Cathay
Khorne
Nurgle
Tzeentch
Slaanesh
Chaos Undivided
Ogre Kingdoms
Chaos Dwarfs
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The Total Waaagh! Update
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The Total Waaagh! Update
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== SPELLS AND ABILITIES == '''Projectile spell damage reliability''' Previously these abilities had a hidden rule which prevented them from causing friendly fire for the first 2 seconds of their lifetime and shrunk them for the first 3 seconds of their lifetime. Both of these rules have been removed as they were unintentional. The net result is that the following abilities should feel more reliable when cast at short ranges, with moderate increases to the size of their projectiles: * Bloodwrack Cauldron * Sky Cauldron * Brazen Cauldron * Chalice of Potions * Comet of Casandora * Arrows of Aqshy * Fire arrow * Storm Daemon * Bow of the seafarer * The Amber Spear * Lamentation of despair * Soul Quench * Fireball * Frost breath * Hydra breath * Dragon Breath (all types) * Hunting spear * Spear of Kurnous * Skarsniks Prodder * Copious Vomit * Venom staff * Volley of Dark arrows * Volley of High arrows * Arrow of Kurnous * Shems burning gaze * Gaze of mork * Vindictive glare * Gaze of Nagash * Pyromaniac * Big boom * Reaver bow * Hail of Doom arrow '''Summoning spells army capacity limit''' Previously some summoning spells could not be cast if the army was already at its 20-unit cap. This was inconsistently rolled out and negatively impacted gameplay. This cap has now been removed and all summon spells can be cast regardless of if the army is at capacity or not. Quick Battle and MP Winds of Magic change Previously Winds of Magic followed the same rules as campaign and the starting amount was randomly rolled between 2 numbers. This has now changed in MP and Quick battle, where the starting amount should now always be 15. '''Spells rebalance''' * Flesh to Stone: Winds of Magic cost reduced from 7 to 6 Overcasted Winds of Magic cost reduced from 11 to 10 * Windblast: Overcasted AP damage reduced from 5 to 4 * Brain Bursta: Overcasted range increase removed from spell. * Okkam’s Mindrazor: Winds of Magic cost reduced from 10 to 9 Overcasted Winds of Magic cost reduced from 18 to 16 * Warp Lightning: Explosion radius reduced from 6m to 5m * Savage Dominion: Winds of Magic cost increased from 15 to 18 Summoned Cygor Stable Binding duration increased from 66 to 72 * Transformation of Kadon: Winds of Magic cost increased from 13 to 14 * Vermintide: Reduced number of uses from 6 to 5
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