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Isengard Faction Plan


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#1 Dúnedain76

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Posted 31 January 2017 - 12:03 AM

Isengard v2.00
Age of the Ring
Rough write-up 
 
Isengard Furnace
Resource Structure
 
Lumbermill
Collects Lumber for Resources
 

Uruk-Hai Pit

Recruits Uruk-hai warriors.

Rank 1: Recruit Uruk Scouts  - 375

Early game scout units. May receive Banner Carrier upgrade.

Rank 2: Sword/Bow Toggle

Rank 3: Bloodlust

Grants Uruk-hai +25 damage. Passive.

Rank 4: Hunting Arrows

Requires Lurtz to be recruited. Uruk Scouts temporarily slow enemy units by 33%.

Rank 2: Recruit Fighting Uruk-Hai - 500

Swordsmen unit. May receive Banner Carrier, Forged Blades and Heavy Armor upgrades.

Rank 1: Shield Wall Formation

Fighting Uruk-hai gain +33% armor at the cost of -20% damage and -40% movement speed.

Rank 3: Bloodlust

Rank 2: Recruit Uruk-Hai Crossbowmen - 450

Ranged unit. May receive Banner Carrier, Fire Arrows and Heavy Armor upgrades.

Rank 2: Recruit Uruk-Hai Pikemen - 500

Spearman unit. May receive Banner Carrier, Forged Blades and Heavy Armor upgrades.

Rank 1: Phalanx Formation

Uruk-hai Pikemen lose -40% speed, gain resistance to knockback and trample effects, and gain +33% armor, +60% armor to cavalry

Rank 2: Recruit Uruk-Hai Berserker - 300

Can be upgraded to improve health and abilities

Rank 1: Mansblood - 150

Each consecutive attack slightly raises the Berserker's damage

Rank 1: Thick Skin - 300

Grants +33% armor

Rank 1: Iron Fist - 450

Nearby Uruks gain +15% attack damage and +15% movement speed

Rank 2: Recruit Uruk-Hai Sapper - 500

Berserker with mines strapped to him. Explodes on enemy impact. High resistance to arrows. Requires rank 3 Siege Works. 

Rank 3: Recruit Uruk Man-Slayers - 1600 ; hero unit

Hero unit. Limited to 3.

Rank 1: Twisted Frenzy

Man Slayers receive a bonus to damage but receive a small damage to their armor

Rank 2: Smell of Blood

Experience gain

Rank 8: Scourge of Man

Strikes regain health

 
Dunland Clan-steading
Rank 1: Recruit Wildmen of Dunland - 150
Rank 1: Recruit Wildmen Spears - 200 ; new Isengard early anti-cav, low armor
Rank 2: Recruit Wildmen Axe-throwers - 250
 
Warg Pit
Rank 1: Recruit Eregion Warg Pack - 275
Rank 1: Recruit Warg Riders - 500
 
Siege Factory
Rank 1: Construct Battering Ram- 300
Rank 2: Construct Siege Ballista- 500
Rank 3: Construct Black-powder Mine- 600
 
Isengard Armory
Rank 1: Research Banner Carriers - 400
Rank 2: Research Forged Blades - 1000
Rank 2: Research Heavy Armor - 1000
Rank 3: Research Flaming Arrows - 1000
 
Dunlending Longhouse - Summoned
Rank 1: Recruit Wulfgar, Dunlending Chieftain - 1800
Carries axe and spiked Dunlending shield
Once a noble warrior-chief, Wulfgar refused Saruman's demands of sworn allegiance, 
until the White Wizard demonstrated his absolute power by crushing the Rohirrim at the Fords of Isen.
Rank 1: Shield Bash
An area-of-effect attack that slams enemies backwards and can be used to briefly pin enemy heroes.
Rank 3: King of the Hills
Nearby Wildmen gain a stack bonus similar to Mordor Orcs.
Rank 7: Crow Banner
Causes enemy units to flee, and summons a battalion of Household Guards.
Rank 1: Dunlending Outriders - 700
Heavy cavalry, may enter Wedge Formation
At rank 2, gain Wild Charge, which temporarily increases their speed and trample at the cost of armor
Rank 1: Dunlending Longbowmen - 550
Elite archers, may enter Skirmish Formation
At rank 2, gain Eyes of the Crow, which temporarily increases their range and damage at the cost of attack speed
 
Warg Sentry
Vanilla
 
Wall Hub
Vanilla
 
Fortress
Murder of Crows
Excavations
Burning Forges
Orcfire Munitions
Iron Plating
Wisdom of Curunir - Requires Iron Plating - 1000
Unlocks Focus System for Isengard: new command set selectable from main fortress menu.
Only one focus may be used at a time. Once a new focus is bought the old focus must be bought again.
150 - Focus: Fighting Uruk-hai
Provides bonuses to Uruk-hai Warriors and Pikemen \n +30% Damage, +70% Combat Experience \n Decreases price by 20% 
150 - Focus: Fury of Frecalund
Provides bonuses to Wildmen and Dunlendings \n +30% Damage, +70% Combat Experience \n Decreases price by 20%
150 - Focus: Wicked Marksmen
Provides bonuses to Uruk-Hai Scouts and Crossbowmen \n +20% Damage, +80% Combat Experience \n Decreases price by 20%
150 - Focus: Wolves of Isengard
Provides bonuses to Warg Riders \n +30% Damage, +100% Combat Experience \n Decreases price by 25%
150 - Focus: Metal and Wheels
Provides bonuses to Siege Equipment \n +30% Damage, +5% Speed \n Decreases price by 15%
150 - Focus: Black Steel 
Decreases the cost of upgrades \n Also increases global Armor by 3% and Damage by 4% \n Decreases upgrade price by 20%
 
Heroes
 
Wormtongue
Vanilla for now
 
Sharku
Vanilla for Now
 
Uglúk
Rank 1: Orcish Medicine
Heals nearby Troops
Rank 3: Hunt for the Ring
Ugluk urges his Uruks forward in Saruman's hunt for the Ring
Nearby Uruks gain a large speed boost as well as stealth detection for a short time
Rank 5: Headhunter
Ugluk strikes hard and fast, savoring in the blood of his enemies. Uglúk's strikes regen health and boost the attack power of nearby Uruks.
Rank 7: Reinforcements from Saruman
Summons Mauhúr and Uruk Raiders
 
Lurtz
Vanilla for now
 
Saruman - 4000
Rank 1: Lord of Orthanc
Nearby units gain +50% damage and fear immunity.
Can be used to blast back enemy units.
Rank 2: Fire Blast
Saruman blasts the enemy with fire. Sets surrounding area on fire.
Rank 4: Speechcraft
Gives targeted units experience.
Rank 6: Lightning Strike
Saruman strikes enemy units with a bolt of lightning.
Rank 10: Voice of Curunír
Temporarily converts enemy units in the radius.
 
Saruman of Many Colours - requires The One Ring
Rank 1: Saruman of Many Colours
Nearby units gain +50% damage, +50% armor, increased experience gain, and fear immunity.
Nearby enemies are terrified.
Allows Saruman to attack from great range.
Can be used to blast back enemy units.
Rank 2: Orodruin's Wrath
Flame erupts from the ground beneath the targeted enemies.
Rank 4: Dark Eloquence
Gives targeted experience and a temporary damage increase.
Rank 6: Redhorn's Wrath
Summons a moveable cloud that shoots lightning.
Rank 10: The Ruling Ring
Permanently converts enemy units in the radius.
 
Grishnákh - Summoned from Scum from Lugburz
Rank 1: Orcish Tenacity
Grishnákh is hard to kill. Ranged damage has a high chance of missing, and melee attacks have a chance of being negated.
Rank 1: Wicked Jab
Targeted enemy temporarily takes damage over time and shares vision with the player.
 
Spellbook
Tier 1
- Crebain from Dunland
- Warchant
- Vision of the Palantir
Tier 2
- Scum from Lugbúrz - Mordor Orc summon
- Devastation
- Tainted Land
- Fires of industry
Tier 3
- Fuel the Fires
- Freezing Rain
- Subjugation of Dunland
Tier 4
- Fell Storm - Lightning strikes in large radius
- Wrath of Caradhras
 
================================================================================================================
================================================================================================================
 

Isengard v3.00

Age of the Ring

Rough write-up 


Heroes


Gríma Wormtongue - 1000

Rank 1: Escape

Wormtongue becomes stealthed and cannot be attacked nor make an attack. Left click to activate.

Rank 3: Venomous Words

Targeted enemy units lose 25% damage and 20% armour, nullifies enemy leadership. Does not stack with other debuffs. Left click icon then left click target units.

Rank 5: Backstab  

High damage melee attack that also poisons targeted enemy. Left click icon then left click target.

Rank 8: Maligned Leechcraft

Targeted enemy hero cannot gain experience, has its damage output reduced by 50%, and loses 25% movement speed for 30 seconds. Ability timers are set to just used. 


Sharku - 1200

Rank 1: Blood Hunt

Allied Wargs and Warg Riders gain +33% damage, +33% armour and gain experience +50% faster. Stacks with buffs and spells. Passive ability.

At rank 4, can be cast on target Warg Rider battalion to permanently grant them +20% health and armour

Rank 3: Send in the Wargs

Summons a wave of charging Wargs to crush the enemy.

Rank 5: Man Eater

Kill target enemy which restores Sharku's health and temporarily grants +50% damage and +100% armour.

Rank 8: Summon Warg Matriarch

Summons the wild Warg Matriarch to the battlefield. She is hostile to all but Sharku.


Uglúk - 1300

Rank 1: Orcish Medicine

Heals nearby friendly infantry and heroes

Rank 3: Hunt for the Ring

Nearby units temporarily gain +15% speed and +50% experience

Rank 5: Headhunter

Nearby units temporarily gain +100% damage and Uglúk temporarily recovers health per hit.

Rank 7: Reinforcements from Saruman

Summons several hordes of Uruk Raiders


Lurtz - 1400

Rank 1: Toggle Bow/Sword

Rank 1: Leader of the Hunt

Allies near Lurtz gain +33% damage and armor. Can be cast on enemy heroes to track their movements for a time.

Rank 3: Relentless Warrior

Lurtz briefly gains +75% damage and deals splash damage. Requires Sword.

With each level gained, damage is increased by 25% up to a maximum of 225%. 

Rank 4: Crippling Arrow

Pins enemy hero in place. Requires Bow.

At rank 8, also instills fear into nearby enemies.

Rank 10: Uruk Chief

Lurtz is clad in thick armor. Permanently gains +100% armor.


Wulfgar, Chief of Wulfborg - 1500

Rank 1: Dunlending Subjugation

Though hesitant, Wulfgar was left with no choice but to pledge his warriors to Saruman’s cause.

Unlocks the Dunlending Longhouse.

At rank 3, nearby Dunlendings and Wildmen units near Wulfgar gain +50% damage. Stacks with buffs and spells. Passive ability.

Rank 1: Shield Bash

An area-of-effect attack that slams enemies backwards and can be used to briefly pin enemy heroes.

Rank 3: Dark Wings, Dark Words

Summons two Crebain birds. They can scout and deal strong damage vs. heroes and monsters.

Rank 5: Crow Banner

Causes enemy units to flee and summons a battalion of Huskarls.

Rank 8: King of the Hills

Rallies nearby Dunlendings and Wildmen, temporarily increasing their armor by 200%.


Saruman - 4000

Rank 1: Lord of Orthanc

Nearby units gain +50% damage and fear immunity.

Can be used to blast back enemy units.

Rank 2: Fire Blast

Saruman blasts the enemy with fire. Sets surrounding area on fire.

Rank 4: Voice of Saruman

Gives targeted units experience.

Rank 6: Lightning Strike

Saruman strikes enemy units with a bolt of lightning.

Rank 10: Voice of Curunír

Temporarily converts enemy units in the radius.


Saruman of Many Colours - requires The One Ring

Rank 1: Saruman of Many Colours

Nearby units gain +50% damage, +50% armor, increased experience gain, and fear immunity. At rank 5, nearby furnaces gain +50% resources.

Nearby enemies are terrified.

Allows Saruman to attack from great range [TDH]

Can be used to crush enemy units [TDH]

Rank 2: Ruinous Wrath

Flame erupts from the ground beneath the targeted enemies.

Rank 4: Dark Eloquence

Gives targeted experience and a temporary damage increase.

Rank 6: Storm of Orthanc

Summons a moveable cloud that shoots lightning, enemies below are slowed.

Rank 10: The Ruling Ring

Permanently converts enemy units in the radius.


Grishnákh - Summoned from Scum from Lugburz

Rank 1: Orcish Tenacity

Grishnákh is hard to kill. Ranged damage has a high chance of missing, and melee attacks have a chance of being negated.

Rank 1: Wicked Jab

Targeted enemy temporarily takes damage over time and shares vision with the player.

 

Structures


Isengard Furnace - 300

Primary resource structure.

Rank 2: Heat Blast

Knocks back nearby enemy units and sets the surrounding area on fire. 


Isengard Armory - 400

Primary resource structure.

Rank 1: Research Banner Carriers - 400

Rank 2: Research Forged Blades - 1000

Rank 2: Research Heavy Armor - 1000

Rank 3: Research Fire Arrows - 1000


Lumbermill - 350

Collects Lumber for Resources


Uruk-hai Pit

Recruits Uruk-hai warriors.

Rank 1: Recruit Uruk-hai Scouts  - 375

Early game scout units. May receive Banner Carrier upgrade.

Rank 2: Sword/Bow Toggle

Rank 3: Bloodlust

Grants Uruk-hai +25 damage. Passive.

Rank 4: Hunting Arrows

Requires Lurtz to be recruited. Uruk Scouts temporarily slow enemy units by 33%.

Rank 2: Recruit Fighting Uruk-hai - 500

Swordsmen unit. May receive Banner Carrier, Forged Blades and Heavy Armor upgrades.

Rank 1: Shield Wall Formation

Fighting Uruk-hai gain +33% armor at the cost of -20% damage and -40% movement speed.

Rank 3: Bloodlust

Rank 2: Recruit Uruk-hai Crossbowmen - 450

Ranged unit. May receive Banner Carrier, Fire Arrows and Heavy Armor upgrades.

Rank 2: Recruit Uruk-hai Pikemen - 500

Spearman unit. May receive Banner Carrier, Forged Blades and Heavy Armor upgrades.

Rank 1: Phalanx Formation

Uruk-hai Pikemen lose -40% speed, gain resistance to knockback and trample effects, and gain +33% armor, +60% armor to cavalry

Rank 2: Recruit Uruk-hai Berserker - 300

Can be upgraded to improve health and abilities

Rank 1: Mansblood - 150

Each consecutive attack slightly raises the Berserker's damage

Rank 1: Thick Skin - 300

Grants +33% armor

Rank 1: Iron Fist - 450

Nearby Uruks gain +15% attack damage and +15% movement speed

Rank 2: Recruit Uruk-hai Sapper - 500

Berserker with mines strapped to him. Explodes on enemy impact. High resistance to arrows. Requires rank 3 Siege Works. 

Rank 3: Recruit Uruk-hai Shieldbearers - 600

A small horde of Uruk-hai carrying tower shields. May receive Banner Carrier, Forged Blades and Heavy Armor upgrades.

Rank 1: Broad Shields

Nearby friendly units gain +10% armor. Stacks with other Shieldbearers.

Rank 3: Recruit Uruk Man-slayers - 1600 ; hero unit

Hero unit. 5 in a horde. Limited to 3.

Rank 1: Bane of the Rohirrim

Uruk Man-slayers are highly resistant to knockback and deal powerful trample revenge damage

Rank 3: Twisted Frenzy

Man-slayers temporarily gain +150% damage at the cost of -33% armor

Rank 5: Scent of Blood

Uruk Man-slayers regain health per hit. Can be activated to temporarily increase movement speed by 33%


Wildmen Clan Steading - 300

Rank 1: Recruit Wildmen of Dunland - 200

Early-game spam unit. May receive Banner Carriers and Heavy Armor.

Rank 1: Pillage

Wildmen steal resources when attacking enemy structures

Rank 1: Torches - 200

Increases damage done by melee attacks. Has a small chance to set an enemy unit on fire.

Rank 1: Recruit Wildmen Spears - 250

Rank 1: Pillage

Wildmen steal resources when attacking enemy structures

Rank 2: Recruit Wildmen Axe-throwers - 250


Dunlending Longhouse - 500, requires Wulfgar to have been recruited

Rank 1: Dunlending Axemen - 350

Dunlendings carrying axes and round shields. May briefly trample enemy units. High resistance to ranged damage and trample. May receive Banner Carriers, Forged Blades and Heavy Armor upgrades. 

Rank 2: Rallying Cry

Nearby Wildmen and Dunlendings gain +15% movement speed and +50% resistance to being trampled.

Rank 2: Dunlending Longbowmen - 450

Elite archers, may receive Banner Carriers, Fire Arrows and Heavy Armor upgrades.

Rank 2: Eyes of the Crow

Temporarily increases range and damage at the cost of attack speed

Rank 3: Dunlending Outriders - 700

Heavy cavalry, may receive Banner Carriers, Forged Blades and Heavy Armor upgrades.

Rank 2: Wild Charge

Temporarily increases speed and trample at the cost of armor

Rank 3: Dunlending Huskarls - 900

Semi-heroic unit carrying two-handed longswords.

Rank 1: Mordhau Toggle

Dunlending Huskarls can toggle between regular and mordhau grip. Regular grip deals splash damage, mordhau grip pierces armor, bonus damage vs heroes

Rank 1: Noble Lineage

Nearby Wildmen and Dunlendings receive +50% experience gain and fear resistance

Rank 3: Reckless Swings

Increases damage by 10% per swing, up to a maximum of 50%. When maximum is reached, armor is reduced by 25%.


Warg Pit

Rank 1: Recruit Warg Riders - 500

Cavalry unit. May receive Banner Carriers and Forged Blade upgrades.

Rank 1: Howls of Isengard

Warg Riders gain increased +50% damage and increased speed for a short time


Siege Factory

Rank 1: Construct Battering Ram - 300

Rank 2: Construct Siege Ballista - 500

Rank 3: Construct Black-powder Mine- 600


Warg Sentry

Vanilla


Wall Hub

Vanilla


Fortress

Murder of Crows - 500

Increases the vision range of the Fortress and provides stealth detection.

Excavations - 600

Reduces cost of Isengard structures and walls.

  • 1 Fortress with Excavations = 17% cheaper

  • 2 Fortresses with Excavations = 21% cheaper

  • 3 Fortresses with Excavations = 25% cheaper

  • 4 Fortresses with Excavations = 29% cheaper

  • 5 Fortresses with Excavations = 33% cheaper

Burning Forges - 1000

Reduces cost of Isengard unit upgrades. 

  • 1  Fortress with forges = 33% cheaper

  • 2 Fortresses with forges = 41% cheaper

  • 3 Fortresses with forges = 49% cheaper

  • 4 Fortresses with forges = 58% cheaper

  • 5 Fortresses with forges = 67% cheaper

Orcfire Munitions - 1500

Arms defensive towers with Fire Arrows.

Iron Plating - 1500, prerequisite to Wisdom of Curunir

Increases Fortress and Wall armour.

Wisdom of Curunir - Requires Iron Plating - 1000

Unlocks Focus System for Isengard: new command set selectable from main fortress menu.

Only one focus may be used at a time. Once a new focus is bought the old focus must be bought again

  • 150 - Focus: Fighting Uruk-hai

Provides bonuses to Uruk-hai Warriors and Pikemen \n +30% Damage, +70% Combat Experience \n Decreases price by 20% 

  • 150 - Focus: Fury of Frecalund

Provides bonuses to Wildmen and Dunlendings \n +30% Damage, +70% Combat Experience \n Decreases price by 20%

  • 150 - Focus: Wicked Marksmen

Provides bonuses to Uruk-Hai Scouts and Crossbowmen \n +20% Damage, +80% Combat Experience \n Decreases price by 20%

  • 150 - Focus: Wolves of Isengard

Provides bonuses to Warg Riders \n +30% Damage, +100% Combat Experience \n Decreases price by 25%

  • 150 - Focus: Metal and Wheels

Provides bonuses to Siege Equipment \n +30% Damage, +5% Speed \n Decreases price by 15%

  • 150 - Focus: Black Steel 

Decreases the cost of upgrades \n Also increases global Armor by 3% and Damage by 4% \n Decreases upgrade price by 20%


Spellbook


------------------

5 - Crebain from Dunland

Reveals shroud and detects stealthed enemies. Nearby enemies suffer -25% damage and -20% armor.

5 - Warchant

Target allies gain +50% damage and armor

5 - Vision of the Palantir

Reveals a portion of the shroud. Friendly units within its vision gain +15% movement speed.

------------------

10 - Scum from Lugbúrz

Summons several hordes of Mordor Orcs and Grishnákh.

10 - Devastation

Trees within the radius are instantly turned into resources.

10 - Tainted Land

All allied units gain +50% damage and armor and gain resources upon kills

10 - Fires of Industry

Selected structure’s resource output is temporarily increased by 300%

------------------

15 - Fuel the Fires

Resources gained from harvesting trees are increased by +70%

15 - Freezing Rain

Cancels other Weather effects. Enemy units suffer -20% armor, -25% damage, and all enemy leaderships are nullified

15 - Build Me An Army

Summons a number of spears and tattered banners. Every 15 seconds, a horde of Fighting Uruk-hai is spawned. Lasts until destroyed.

------------------

25 - Fell Storm - Lightning strikes in large radius

25 - Wrath of Caradhras

 



#2 sTRiker34

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Posted 01 February 2017 - 08:15 PM

What about adding a new upgrade to the armory ? Called "Mark of the White Hand". http://comicvine.gam...-uruk-hai armor Like in the picture it will add white hand mark on armors buffing their stats maybe ? I dont know I thought it will be cool :D



#3 Elessar_the_King

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Posted 06 February 2017 - 01:15 PM

I thought Dunlendings need something more original, more fiting than their "axe throwers".

 

I don't know if you'll like it, but since they were shepherds, hunters and living in the woods and open plains, javelins, made of simple wood and an iron tip, would be more efficient against armour. Those weapons would be an efficient way to repel any wolf or warg getting too close of their huts or livestock.


“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”

 

ettenmoors.jpg

 


#4 kingsjewel

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Posted 05 March 2017 - 06:45 AM

Who will be Isengard's ring hero?



#5 Rider of Rohan

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Posted 06 March 2017 - 03:00 AM

Sauron will be Isengard's ring hero.


99dxc486ltde132zg.jpgh5je9noaofg3o26zg.jpg

No parent should have to bury their child - King Theoden


#6 MattTheLegoman

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Posted 06 March 2017 - 03:59 AM

 

 

The power of Isengard is at your command, Sauron, Lord of the Earth. 

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#7 saruman_the_wise

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Posted 01 May 2017 - 01:56 PM

I have a proposal for a good early game hero to help out the wildmen:

 

Wulf, Warchief of Dunland.

 

Cost: 1100

Attack Type: Melee

Animations: Dunlanding Warrior's

 

Abilities: 

 

- Can stealth near trees.

 

- Rank 1: Torch Throw:

Wulf throws a flaming torch at the target point, causing a medium fire to break out for 30?? seconds. The fires lifespan and area of effect is increased when fueled by timber a.k.a ents & trees.

 

- Rank 3: Warchief:

Grants the generic leadership boost to nearby Dunland units.

 

- Rank 6: Raid: Wulf and nearby dunlanding warriors and spearmen gain resources from slaying enemies, lasts 60?? seconds. (temporary Outlaw-ish ability, not in anyway a leadership though)

 

- Rank 8: (Optional) To War, For Saruman!: Temporarily decreases the build speeds of Dunland units. (Call of the Horde)

 

References: http://lotr.wikia.com/wiki/Wulf_I & http://lotr.wikia.co...wers_character)

 

Inspiration:

ttt0105.jpg

 

- Furthermore, I'd suggest making Ugluks AOE heal only effect Uruk units because right now its a little OP.

 

- And I'd recommend adding into the descriptions of resource buildings such as Farms, Slaughter Houses, Furnaces, Tunnels, etc... by how much they increase the command point limit by, because currently they do but, are the only buildings that don't say by how much


Edited by saruman_the_wise, 01 May 2017 - 04:55 PM.


#8 saruman_the_wise

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Posted 01 May 2017 - 11:24 PM

I’ve got yet another hero suggestion with some heavy ties to the lore, film and the WotR PC game.

 

Grishnákh

 

Reason for implementation: Currently almost every one of Gondors summon’s feature heroes, some of which are very insignificant (Forlong). And so with isengard only having one unit summoning spell “Scum from Lugbúrz”, which summons three hordes of Mordor Orcs with the passive “Pillage” ability, I’d recommend adding the following hero: Grishnákh, in the “Scum from Lugbúrz” summon to one; boost its effectiveness, cool factor, and add to the immersive War of the Ring era theme and two; to be the perfect evil version spell of Gondor’s Denethor summon.

 

Duration on the field: same as the other orcs.

 

Stats can be based off of: the vanilla ROTWK Azog.

 

Attack Type: Melee

 

Abilities:

 

- Pillage (Passive): The exact same ability as the orcs he is summoned with, to further enforce the theme of the summon; “Fast cash grab and good building harassment”.

 

- Explosive Trap: Has Grishnákh hide an explosive trap on the battlefield. The player can activate it at will, yet it will automatically explode should too much time elapse without player action (20 seconds before detonation). The trap is also invisible to the enemy. [Cooldown = 15 seconds]

 

- Torch Throw: Allows Grishnákh to throw a torch at a selected enemy building, setting it aflame instantly, which causes the structure to loose a decent amount of hitpoints over a short amount of time and be out of order for the duration. (effects can be cancelled if a builder throws water over the torched building). [Cooldown = 8 seconds] [Duration = 30 seconds]

 

- Speed of the Wolf: Gives Grishnákh a speed boost in both movement and attack rate by +60%, for a short amount of time, while also making his attacks deal two times their normal damage against heroes. (30??-60?? Seconds). [Cooldown = 18 Seconds]

 

 

HERO COMMENT:

Grishnákh is quite the hero, with abilities focusing solely on pillaging and offense. He can best be used against structures, seeing that he has the ability to set them ablaze with the “Torch Throw” ability. Explosive Trap has to be timed carefully but is very useful in ambushes. And “Speed of the Wolf” can give Grishnákh more attack power by boosting his attack rate and can help him bring in more resources with his “Pillage” ability, when attack enemy structures. 

 

_vyrp13_23148obrazok02.jpglotr016d-z.jpg


Edited by saruman_the_wise, 02 May 2017 - 11:36 AM.


#9 Mathijs

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Posted 02 May 2017 - 01:18 PM

I like the idea of adding Wulf (or a similar character), but those power suggestions need a little more oomph. I've seen several Wulfs in other mods and they're all kind of the same thing. A savage ultra-Wildman that's really more of an orc-type character than a man. That's not really what Dunland was, though. They were very similar to the Rohirrim, and have actual reasons for hating them. Peter Jackson portrayed them in a very flat way (by necessity) that I think we can rise above a little bit.

 

My take:

Wulfgar, Dunlending Chieftain - 1200

Carries axe and spiked Dunlending shield

Once a noble warrior-chief, Wulfgar refused Saruman's demands of sworn allegiance, until the White Wizard demonstrated his absolute power by crushing the Rohirrim at the Fords of Isen.

Rank 1: Shield Bash

An area-of-effect attack that slams enemies backwards and can be used to briefly pin enemy heroes.

Rank 3: King of the Hills

Nearby Wildmen gain a stack bonus similar to Mordor Orcs.

Rank 7: Black Horn

Causes enemy units to flee, and summons a battalion of Household Guards.

 

Wulfgar is a different character than the 'Wulf' we see in The Two Towers. He's an actual chief, similar to a King of Rohan (but with much less land and power), who bravely refused to answer to Saruman's attempts to persuade him to send his best warriors, which resulted in Saruman only obtaining poor peasants and rabble he mooched off of lesser chiefs, until he showed his might at the Fords of Isen, after which Wulfgar could either pledge allegiance and get a piece of Rohan after its destruction, or be next on Saruman's list of enemies.

 

Note that all of this is just ideas and speculation and will not be in the next release.


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#10 kingsjewel

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Posted 03 May 2017 - 03:26 PM

I just would like to suggest a new Wormtongue palantir: 

https://image.ibb.co..._Wormtongue.jpg



#11 saruman_the_wise

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Posted 03 May 2017 - 03:41 PM

I just would like to suggest a new Wormtongue palantir: 

https://image.ibb.co..._Wormtongue.jpg

That back stabbing son of a bitch.



#12 kingsjewel

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Posted 29 July 2017 - 03:12 PM

I try to suggest abilities for Lurtz  

Level 3 Scouts -  Lurtz and nearby uruks temporary gain +20% movement speed

Level 5 Servant of the White Hand - Lurtz gains 25% armour and 100% damage

Level 7 The First Uruk-Hai - nearby uruks get +50% armor and damage

Level 10 Deadly shot - Pins enemy hero in place and causes medium damage



#13 PrinceImrahil

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Posted 30 July 2017 - 02:00 PM

I have a proposal for a good early game hero to help out the wildmen:

 

Wulf, Warchief of Dunland.

 

Cost: 1100

Attack Type: Melee

Animations: Dunlanding Warrior's

 

Abilities: 

 

- Can stealth near trees.

 

- Rank 1: Torch Throw:

Wulf throws a flaming torch at the target point, causing a medium fire to break out for 30?? seconds. The fires lifespan and area of effect is increased when fueled by timber a.k.a ents & trees.

 

- Rank 3: Warchief:

Grants the generic leadership boost to nearby Dunland units.

 

- Rank 6: Raid: Wulf and nearby dunlanding warriors and spearmen gain resources from slaying enemies, lasts 60?? seconds. (temporary Outlaw-ish ability, not in anyway a leadership though)

 

- Rank 8: (Optional) To War, For Saruman!: Temporarily decreases the build speeds of Dunland units. (Call of the Horde)

 

References: http://lotr.wikia.com/wiki/Wulf_I & http://lotr.wikia.co...wers_character)

 

Inspiration:

ttt0105.jpg

 

- Furthermore, I'd suggest making Ugluks AOE heal only effect Uruk units because right now its a little OP.

 

- And I'd recommend adding into the descriptions of resource buildings such as Farms, Slaughter Houses, Furnaces, Tunnels, etc... by how much they increase the command point limit by, because currently they do but, are the only buildings that don't say by how much

 

I really like the idea of having a Wildman hero, so I'm all for this. Kind of replaces angmars Hillman hero. 



#14 Mathijs

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Posted 30 July 2017 - 02:14 PM

We plan to add Wulfgar, but it won't be that concept. You'll find mine a little further down the page - that's what will happen.


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#15 PrinceImrahil

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Posted 30 July 2017 - 03:49 PM

We plan to add Wulfgar, but it won't be that concept. You'll find mine a little further down the page - that's what will happen.

 

Ahh okay nice, I'm just glad one is being added. I also really like the addition of Ugluk, feels like he is a no brainer and im surprised he wasn't in vanilla tbh. 



#16 sTRiker34

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Posted 31 July 2017 - 06:57 AM

I saw on the mod page some people say Isengard a bit lack of spice compared to the other factions. I have some ideas and wanted to put them in a proper place.

Here it goes :

Unit suggestion: Isengard orc band
Description: Isengard send out some orcs to pillage the farms of Rohan with Dunlandings which bear the white hand of Saruman.
Unit role: Early game unit with pillage ability and we saw them in Two Towers movie pillaging the farms of Rohan with Dunlandings.

Isengard Warg riders when you upgrade them with Heavy Armor have the Vanilla golden armor look btw. Maybe new Heavy Armor model?

Building suggestion: Caves of Isengard.
Building Description: In the caves of Isengard Saruman forged his weapons of war, breed orcs and uruks to fight and burned the old world in the fires of Industry.
Building Role: Buff to some elements in the faction.
Breeding grounds: Decreases the cost of orcs and uruks
Weapons of War: Decreases the cost of Siege machines and unit upgrades.
Burning of old world: Buff to economical structures.

And limited to only 1 with high building cost and upgrades which balances the Isengard being too OP.

#17 ahd0ver

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Posted 31 July 2017 - 07:26 AM

Here it goes :

Unit suggestion: Isengard orc band
Description: Isengard send out some orcs to pillage the farms of Rohan with Dunlandings which bear the white hand of Saruman.
Unit role: Early game unit with pillage ability and we saw them in Two Towers movie pillaging the farms of Rohan with Dunlandings.
 

 

The Wildmen of Dunland fill this role already, I don't see a need for another unit too similar. (:

 

Building suggestion: Caves of Isengard.
Building Description: In the caves of Isengard Saruman forged his weapons of war, breed orcs and uruks to fight and burned the old world in the fires of Industry.
Building Role: Buff to some elements in the faction.
Breeding grounds: Decreases the cost of orcs and uruks
Weapons of War: Decreases the cost of Siege machines and unit upgrades.
Burning of old world: Buff to economical structures.

And limited to only 1 with high building cost and upgrades which balances the Isengard being too OP.

 

Sounds like the Steelworks from Edain. However, I haven't really seen a need for this while playing.


Edited by ahd0ver, 31 July 2017 - 07:27 AM.

kQWAa6r.jpgbRO6JZe.png


#18 sTRiker34

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Posted 31 July 2017 - 07:57 AM

ahdOver,

Well orc band can have worse stats and cant be upgraded like wildman. So this can put some difference between them.

And for the caves. Actually it is quite different from Edain steelworks. Because their building only buff their arms and armor but my suggestion is more economical oriented it just decreases costs.

#19 Mathijs

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Posted 31 July 2017 - 11:40 PM

I don't see a real need for these things. It feels like adding things for the sake of adding them. Ain't nobody got time for that.


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#20 sTRiker34

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Posted 01 August 2017 - 06:36 AM

Well okey thanks anyway for your answer Mathijs :)




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