Miscast Mod - Big Loud Exciting Miscasts
Miscasts will no longer be the forgotten mechanic you scroll past on character screens, or only notice in fine-tooth combed reviews of battle replays. Out from underneath the hood and on to centre stage, Miscast Mod gives miscasts:
- Huge swirling lightshows
- Detonation effects to ragdoll the mage and surrounding units with mild damage (40 HP damage per entity, 20 non-AP plus 20 AP)
- Terrain scorch effects
- Applies a 20 second contact effect (with unit and banner vfx) to the mage and other victims of the magic energy discharge, stumbling around blindly as Surge Struck
- For Greenskins, instead the Madness of Mork (or Gork), a 20 second contact effect mini-waaagh rampage of greentide surge
- NEW: For Dwarfs a new Petrification effect that adds physical resistance and unbreakable
- NEW: 20 second recharge cooldown contact effect on spells and abilities implemented, always intended for the TWW2 version and now works in TWW3
The vanilla detonation damage applied to the immediate tiny radius around the mage of 588 HP (288 non-AP + 300 AP) is removed in favour of a dramatic large radius detonation intended to hit and ragdoll more unit entities with mild damage of 40 HP (20 non-AP and 20 AP) but not slaughtering everything it touches.
Some spells and abilities have a unique miscast effect, usually reversing the spells HP or stat effect. Those miscasts are left as is and not changed by this mod. They are Soul Stealer, Rebirth, Doppelgang, Reaper of Souls, Mislead, The Amber Trance, The Daemons Curse, Heroic Fortitude, and Stay Here I'll Get Help.