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So, I do have a few questions about magic and magical learning.

Just to get it straight, this is what I know about the magic system:

You need to have "magic blood" which is passed down in your dynasty, although you can have recessiv potential (meaning you can pass the magic blood down your line, but can't use it yourself). If you don't have magical blood, there is no way you can learn to cast spells (save for divine intervention/undeath)

IF you have magic blood, you CAN learn magic through several means - studying (for elves), apprenticeships or trying to teach yourself (as a Hedge Wizard).

Now, my biggest question so far is how traits and flags work together. There are hidden character flag called magic_potential_X (X being a number from 1 to 4). This character flags are the important ones that actually enable you to be succsessfull in your magical learning. Then there is a "Magic Potential X" character modifier. You can see this modifier in your character panel and those character modifiers are the ones that tell you how strong you are magically. However, even someone with the hidden character flag "magic_potential_1" was able to get the modifier "Magic Potential 3" through a lot of studying (and from the code, there doesn't seem to be anything that prevents me from reaching "Magic Potential 4" with this characters, if he manages to get his learning to 39). Now, the question is: What is the difference between having the hidden character flag "magic_potential_1" and having the flag "magic_potential_3"?
Then there are also traits called "Scarce/Average/whatever Magic Potential". You get this trait once you have succsesfully completed your magical training and they give a incremential bonus to Personal Combat and Experimentality, but that's it. I have no idea how the play together with the rest of the magic system.

Second question: how do I get the various lores? Necromancy is rather easy to get, as are the demonic lores. Fire and Ice seem to be the basic lores you can get by trying to teach magic to yourself. Are there any other possible lores that can result from learning Hedge Magic? And how do you get the other lores, like the Dark Lore? Also, which lore will an Apprentice get after his training? A cultural one or the one from his teacher? Also, what's the difference between the lores? I get that Dark Lore and the demonic lores allow you to summon demons, but the rest just differs in the name of your combat spells, as crafting possiblities seem to be the same across the board.
 
So, I do have a few questions about magic and magical learning.

Just to get it straight, this is what I know about the magic system:

You need to have "magic blood" which is passed down in your dynasty, although you can have recessiv potential (meaning you can pass the magic blood down your line, but can't use it yourself). If you don't have magical blood, there is no way you can learn to cast spells (save for divine intervention/undeath)

IF you have magic blood, you CAN learn magic through several means - studying (for elves), apprenticeships or trying to teach yourself (as a Hedge Wizard).

Now, my biggest question so far is how traits and flags work together. There are hidden character flag called magic_potential_X (X being a number from 1 to 4). This character flags are the important ones that actually enable you to be succsessfull in your magical learning. Then there is a "Magic Potential X" character modifier. You can see this modifier in your character panel and those character modifiers are the ones that tell you how strong you are magically. However, even someone with the hidden character flag "magic_potential_1" was able to get the modifier "Magic Potential 3" through a lot of studying (and from the code, there doesn't seem to be anything that prevents me from reaching "Magic Potential 4" with this characters, if he manages to get his learning to 39). Now, the question is: What is the difference between having the hidden character flag "magic_potential_1" and having the flag "magic_potential_3"?
Then there are also traits called "Scarce/Average/whatever Magic Potential". You get this trait once you have succsesfully completed your magical training and they give a incremential bonus to Personal Combat and Experimentality, but that's it. I have no idea how the play together with the rest of the magic system.

Second question: how do I get the various lores? Necromancy is rather easy to get, as are the demonic lores. Fire and Ice seem to be the basic lores you can get by trying to teach magic to yourself. Are there any other possible lores that can result from learning Hedge Magic? And how do you get the other lores, like the Dark Lore? Also, which lore will an Apprentice get after his training? A cultural one or the one from his teacher? Also, what's the difference between the lores? I get that Dark Lore and the demonic lores allow you to summon demons, but the rest just differs in the name of your combat spells, as crafting possiblities seem to be the same across the board.

Those aren't quite quick question. :p

"Magic Potential" is going to be renamed "Magic Affinity" make it more clear what it what it actually does (originally it was going to be a hard limit on magic power, but it's role changed during development and the name wasn't updated). @Silfae would have to give a more in depth description of the difference between level 1 and level 3 potential.

As for getting the different lores it depends on how you are trained. When they get developed in more depth the various spells will have different effects as well.
 
The Magic Power modifier determines how much you know about magic and what are the spells you have access to.
The Magic Potential/Affinity determines how much are you gifted in magic and makes your spells more likely to work and, in some cases, increases their effect. Having magic potential as a flag or as a trait is the same, the only difference is, if it's a trait, Witch Hunters can see it and treat you accordingly.

The lore you learn is the one your master taught you. If you learned from a fire wizard, you will learn the lore of fire. The only two exceptions are the High Magic and Dark Magic lores, available for elves, which can only be learned in their respective academies ( Hoeth and Ghrond). If an elven mage teaches an apprentice, he will get the lore of heavens (rather than high magic) or the lore of shadows (rather than Dark Magic).
 
When a non-vampire steals the carstein ring is it gone forever or there is a way to get it back?
Also does magic potential influence the casting of spells if the caster is someone who doesn't really need that trait to get magic, like a vampire?
 
Yes and yes.
The Ring is lost forever, the potential can still influence the casting.
 
Hi! I have one guestion. Will you add errase greenskins type holding decision also aggainst not greenskins? For example aggainst humans if your character is druchii/cult of pleasue/ hidden cultist/chaos dwarf(...) and aggainst chaos dwarfs if yor character is human/dwarf(...)? Of course if you erese as low feltility creature, porvince will get long time negative modifiers. Are you planning something like this? Its quite borring when you have norscans in your elven provinces even after 100 years of enslaving/eliminating those barbaric creatures.
 
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Hi! I have one guestion. Will you add errase greenskins type holding decision also aggainst not greenskins? For example aggainst humans if your character is druchii/cult of pleasue/ hidden cultist/chaos dwarf(...) and aggainst chaos dwarfs if yor character is human/dwarf(...)? Of course if you erese as low feltility creature, porvince will get long time negative modifiers. Are you planning something like this? Its quite borring when you have norscans in your elfen provinces even after 100 years of enslaving/eliminating those barbaric creatures.

Just Holy War them, that gives you all of the holdings in a duchy when you win. Why would you really bother De Jure claiming, unless you're tiny and can't fight off religious allies?
 
I thought about greenskins erase holdings decision (this to gather marshal's army and instant convert culture and religion :p)
 
You click on the main holding and take the decision "Cleanse Beastmen Presence". Then hope that you succeed.
 
You click on the main holding and take the decision "Cleanse Beastmen Presence". Then hope that you succeed.
Will you add something similar aggainst other cultures? ;P
Hi! I have one guestion. Will you add errase greenskins type holding decision also aggainst not greenskins? For example aggainst humans if your character is druchii/cult of pleasue/ hidden cultist/chaos dwarf(...) and aggainst chaos dwarfs if yor character is human/dwarf(...)? Of course if you erese as low feltility creature, porvince will get long time negative modifiers. Are you planning something like this? Its quite borring when you have norscans in your elven provinces even after 100 years of enslaving/eliminating those barbaric creatures.
 
Sorry, I've read it, but no, I don't think so.
Beastmen and Greenskins are infestations, concentrated but secluded and isolated. They can be dealt with without any other repercussion.
If a Druchii conquered Norsca and started slaughtering sistematically its population, you'd need then to script events for all Norscans everywhere to start fighting back. They wouldn't just lay low as you delete them, one county at a time.
 
Well, I have another question. If I will write mechanic for mixing races (elf/dwarf/human/halfling) and then make it compatibile with events and decisons (of course everything made for newest version when you will finally release it :p) and then upload this eddited version could you integrate it to main mod (I will do it for less lorefriendly startup option of course)? Im asking, because editing most of event in every your update/release to make it compatibile will be very painful and tiring. :p
 
No, we're likely won't, because it's not lore accurate.
 
Well, because its not lore accurate i fought about only this option with: "I value player choice over canon sometimes" ;). Also, This option should work only/nearly only for player and player's chosen one. Ai humans shouldnt marry/copulate with every elven girl on sight. :0
 
You're free to make a submod for it, but we're keeping the races separated.
Adding an half-breed would create all sorts of issues, as previously explained. I see no reason to spend time solving those issue for something that doesn't even exist in Warhammer.
 
:/ Ok, well, this type submod should be updated (or even partialy rewrited :/) after every main mod relase, even small and i dont have enought time and patience for this. Sad :( So I will start making other submod (more special weapons and armors submod :D) for characters. :) Just i hope you will compleatly errase pregnancies for mixrace copulations and mariages, because as I said some time ago, watching my children murdered makes me depressed :C
 
If we could do that, we would have done a long time ago. There is no command to delete a pregnancy, only one to kill the child on birth.
 
Gods! I think i finally found a easy solution without compatibility issues to fix problem with mixed kids in B option :D. Im starting writing this submod. :)