Crusader Kings III

Crusader Kings III

631 ratings
Witchcraft
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File Size
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Updated
29.193 MB
20 Jul, 2022 @ 6:50am
4 Sep @ 11:18am
81 Change Notes ( view )

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Witchcraft

Description
Witchcraft
Witchcraft mod introduces a lot of new content and an additional layer of gameplay for witch lords. It includes new events, items, decisions, interactions and rules related to the theme of witchcraft, including many fantasy elements and its own magic mechanics. Powerful powers and dark secrets await those who dare to reach for them...


New Opportunities
The mod comes with new lifestyle and two perks trees. The mechanics of developing trees are made according to a different philosophy than other lifestyles. Each tree requires unlocking the associated focus, with unlocking the Sorcery tree may be a challenge. True magic is a powerful tool, but only a few are able to wield it.


Magical Artifacts
There are eight magical artifacts in the world that can open the way to true magic and endow you with unique powers. Remember that such an item is priceless to every witch, and many of them want to acquire it at any cost.


New Threats
Being a witch is not easy. Even in vanilla, in most places in the world it is stigmatized and can be a reason for imprisonment and execution. Now witches also have to face witch hunters and other witches, including ruthless sorcerers. Using powerful magic can also attract the attention of the inhabitants of the abyss... Be prepared for further dangers, both physical and magical.


Localization
English - full
French - full
Russian - full
Korean - partial
Spanish - partial
German - partial
Simplified Chinese - check here
Portuguese - check here


Info
Current version: 1.88 (for ckIII: v.1.12)
Mod compatibility: high
Have any questions? Check FAQ.
Additional informations about last major update: check here.


Team
  • ryciebani666 (designer/developer)
  • Emma [FR] (translator)
  • CN_LZY and squad from paratranz.cn (translators)
  • [LEO] Blas de Lezo/SalasM (translator)
  • Akula99 (translator)
  • Hyperion (translator)
  • Dlonem (translator/consultant)
  • jibril5543 (translator)
  • Kebab (translator/consultant)
  • Хихирюсюкака (translator)
  • Freakshow (translator)
  • ANGEL (translator)
  • UndeFR (translator)

Special thanks to BigBrother, Helixyos, Shet, Coushy, Lavie, Golden Child, Argus von Stein, Selesio, Dragonxxx, no ♥♥♥♥♥ plz, kwonth1000, ThogThag, Harabec, Iffaran, Zarbargethe1st, EAP Power, WhyldChyld, Some name, aznereth and to others who wrote constructive suggestions and feedback :)


Last Update
Update 1.88
- the calculation of the magic potential of children has been slightly modified (in general, high values will occur less frequently)
- the decision to abdicate also transfers the position of house head
Popular Discussions View All (39)
9
15 Aug @ 1:07am
Artifact theft and a feeling of helplessness - suggestion/perhaps just a complaint
Gronk
14
23 hours ago
About Update 1.8
ryciebani666
7
11 Aug @ 11:05am
Ring of Life suppressed Question
bizzle1212
2,147 Comments
ryciebani666  [author] 3 Sep @ 2:04am 
@半山
Thanks for your observation.
I fully agree that high potential should be the exception rather than the rule, and that there should be one pick in the world (or none at all). The algorithm that sets the potential will have to be adjusted again. As for the game rules, we will see in the future.
半山 3 Sep @ 1:01am 
Although other guys say it's difficult to get high source potential in their game,my personal experience is getting tired of too many children with high potential. I really don't need three or five "chosen one" character whole world at same time,even do not need another.
So is it possible to provide several kinds of game rules to fullfill different needs in this theme?
ryciebani666  [author] 1 Sep @ 3:04pm 
@ortiz.afk
This mod lets you do things even if they don't make a lot of sense mechanically - but they can still make sense from a role-play perspective. Surrounding the world with a barrier won't give you much if you've defeated Abdul and Bael, it will even limit your options because demons won't be able to be summoned. But that's exactly what a good sorcerer would want to achieve, right?;) Summoning will be prevented for every mage in the entire world, and fewer demons could mean calmer and better times ;p
Of course, this is a matter of personal point of view.
ortiz.afk 1 Sep @ 1:25pm 
Hi, what does the ultimate spell barrier do if I've already beat abdul? I haven't done it cause I don't know if there's a positive reward in exchange for not having my demon summons. Also wondering if it stops me from summoning demonic armies. Is it any good? Thanks
ryciebani666  [author] 1 Sep @ 12:42pm 
@Proud Lemming
1) Set the game rules to delay crises for 200 years.
or
2) Cast the ultimate spell as a legendary mage to completely prevent Abdul from entering your world. (Although I think in the future this will only slow him down rather than prevent him from appearing).

@Darkstar151
Well... Sometimes much evil must be done for the greater good.... your greater good :D
Darkstar151 1 Sep @ 12:02pm 
On the topic of source... I made a sweat shop after getting immortality and just kept breeding mages and stealing their kids to drain their source for decades.... I made it to 100 source and in the process kinda fought the world coalition and just cursed half the planet to death with fire, plagues, and singularities. What a mod allowing me to RP as the evil god emperor of man.... I do not protect.
Proud Lemming 1 Sep @ 11:41am 
Anyway to forbid abdul from spawning for the first 200 years?
ryciebani666  [author] 1 Sep @ 11:22am 
@WolfWhiteFire
You can use mage duel to take over the house head position, without killing the old character (as long as you win, and as long as it works as it should ;p). Yes, abdication was introduced in this mod, it makes sense in the context of immortal characters. Besides, it's the first decision I made when I learned modding, it has sentimental value :) In fact, maybe it should be changed to pass on the title of head of the house as well.
WolfWhiteFire 1 Sep @ 11:05am 
Huh, didn't know magical research was an option. As for abdication, not sure which mod added that (sounds like it might be this one based on what you just mentioned), but it doesn't really work well because the decision, at least in whatever mod I have that added that decision, doesn't actually transfer house head, leaving your previous character as an immortal guy that everyone likes with house head until you kill him. Then since they don't have any titles or land, they don't keep the succession for those titles, so there is a pretty high chance that whoever inherits won't actually be your new character but some other random relative.

Honestly on my end I just installed a mod for the sole purpose of killing my character with a mod option when they get too old.
ryciebani666  [author] 1 Sep @ 10:45am 
@DarkEvangeli
For such situations you have magical research (power development) - the other worlds exploration. As a result you will have the decision to travel to other worlds. Then your character disappears from the game world (technically, dies), and you play as an heir.
Travel to other worlds research path requires mystic trait (XP >= 30).

And, of course, there is always abdication. After that, you just have to do a mage duel to take over the position of head of house, and watch out for factions who think the old character was a better liege.
I like this way because looking at how your old character is doing is fun too.