Haradwaith Faction Plan
Haradwaith is a mobile faction, able to quickly summon bases across the map using various spellbook powers, as well as having moveable resources structures (caravans), and the ability to quickly summon units using Warlords.
The plan right now is still a work in progress.
Heroes
Sûladan, the Serpent Lord - 1700
A powerful warlord from the wartorn lands of Harondor, Sûladan has won renown throughout his many skirmishes with the Gondorian oppressors, clearing them out of Harondor to claim it for his own people.
Though seemingly loyal to the Golden King, Sûladan has made private plans to overthrow his liege once the War is won and negotiate a better position for his people within the Dark Lord's dominion.
Rank 1: The Black Serpent
Passive Ability: When mounted, Harondor Raiders near Sûladan gain +15% armor and -15% trample deceleration. When dismounted, Harondor Spearmen and Archers gain +33% armour and damage and +50% experience
Can be activated to toggle between mounted and dismounted.
Rank 1: Severing Strike
A single sword strike that deals strong damage to unit or hero. If a targeted enemy dies from Severing Strike, nearby Harondor units temporarily gain +33% damage. At rank 3, target enemy takes damage over time and is slowed by -33%; At rank 6, damage of initial strike is increased.
Rank 3: Serpent Lord's Gaze
Nearby enemy units suffer -15% Speed.
Rank 5: Lands Retaken
Summons the Banner of the Black Serpent, defended by various single Harondor infantry. Nearby enemy structures lose -33% armour. Nearby enemy farms produce fewer resources.
Rank 8: Onslaught
Requires Sûladan to be mounted. Sûladan and nearby cavalry units temporarily gain +50% armor and -100% trample deceleration.
Design cue: Bronze-armored version of Harondor-like wicker breastplate design over tunic of various fabrics, all a different shade of dark red/purple. Plumed helmet, curved blade, bronze crescent-shaped shield.
rueomer_skl
Câssimir, Lord of Stones - 2000
One of the two rivaling sons of Kathuphazgân, the last Black Lord of Umbar. Cassimir is a harsh, cruel man that commands the loyalty of the Black Númenorean nobility that still live in Umbar.
Rank 1: Lord of Stones
Nearby Black Númenórean units gain +33% Armor and Damage and +50% Experience. At level 8, can be activated to grant all nearby friendly units +50% armour.
Rank 1: Mount
Cassimir mounts his heavily armored steed
Rank 10: Hewer of Ranks
Câssimir knocks down and pins target hero for 15 seconds. Normal units are knocked down and damaged. Subsequently, Câssimir's damage and armor are increased by 50% for 30 seconds.
Design cue: Long coat of chain mail, flowing sleeves of chain mail, covered by sophisticated-looking breastplate, similar to old Númenorean designs. Carries a long, two-handed sword, its handle inlaid with red jewels, its blade made of blackened steel
guaragorn_skl
Burôdapân, Lord of Waves - 1800
One of the two rivaling sons of Kathuphazgân, the last Black Lord of Umbar. Burôdapân is a fierce corsair-lord, demanding tribute and taxes from a vast majority of Umbar's raiding fleet.
Rank 1: Lord of Waves
Nearby Corsairs gain +33% Armor and Damage and +50% Experience. At level 5, Burôdapân and nearby Corsairs earn resources per kill.
Rank 3: Take What You Can
Temporarily gain control of single enemy battalion for 30 seconds. Cannot be used on heroic units.
Rank 6: Give Nothing Back
Set fire to selected area, dealing heavy damage to enemy units and structures.
Rank 8: Watery Graves
Deals significant damage over time to structures. Can be cast from a large distance.
Rank 10: Horn of Kârna
Burôdapân summons the Horn of Kârna. When sounded, the Horn invokes the Fury of the Deep, which causes nearby units to fight amongst themselves for 45 seconds.
Design cue: Middle-earth's version of the famous pirate known as Blackbeard
euglorfindel_skl
Berúthiel, Black Queen of Umbar - 1000
Concubine to both Câssimir and Burôdapân, the Black Queen stole her name from an ancient Black Numenorean Queen that was exiled into Umbar by her husband, a King of Gondor.
Rank 1: Rise to Power
Berúthiel manipulates her way into the higher echelons of Black Númenórean society. Allows Berúthiel to rank up. Becomes more expensive the higher Berúthiel ranks up.
Rank 1: Eyes and Ears
The Black Queen summons one of her cats to spy upon the enemy (basically a Gollum unit)
Rank 3: Disdain
Enemy units near the Black Queen are unable to gain experience
Rank 6: Feigned Hysteria
Nearby enemy units temporarily lose all leadership and -25% armor. Berúthiel becomes invisible, allowing her to escape
Rank 8: Queens Escort
Summons two fully armed battalions of Black Numenorean Warriors
Design cue: iuwormtongue_skl
Caran-Lambar, Terror of Nâfarat - 2500
Once a respected chief of a prominent Nâfarati tribe, Caran-Lambar has been transformed by the Golden King into a brutal champion to his cause.
Rank 1: The Mad Chieftain
For every 20 allied Haradwaith units nearby, Caran-Lambar gains +5% damage and movement speed to a maximum of 25%;
Rank 3: Breaker of Stone
Caran-Lambar slams the ground, damaging and knocking back enemy units and dealing heavy damage to structures in a small radius.
Rank 5: Derangement
Nearby friendly units gain resistance to fear and terror. When activated, Caran-Lambar deals damage to himself. Nearby enemy units temporarily lose -50% attack damage and attack speed.
Rank 8: Dire Straits
Once Caran-Lambar’s health reaches less than 20% he goes into a terrifying rage, dealing 150% more damage and regaining health per hit for 15 seconds.
Rank 10: Ensorcelled Rage
Caran-Lambar pulls all nearby enemies towards him. For 30 seconds, Caran-Lambar gains +50% armour and movement speed and can crush enemy units.
Design cue: A brutish-looking Man with dark skin covered in red and white warpaint. He carries a weapon inspired by the Tuareg sugar hammer.
iulurtz_skl (probably)
Syâr-Rhul, The Black Vizier - 1200
Lore to come later
Rank 1: Golden King's Vizier
Tribal and Harondor units gain +15% Experience, +15% Armor and +15% Damage. Rank 3: leadership expands to include Mahûd units. Rank 6: leadership expands to include units from the Sanctum of Zigûr. Rank 10: Leadership expands to include Black Númenorean units. When near the Golden King, the Black Vizier gains +100% armor.
Rank 3: Enforcer
Can be cast on a friendly or enemy resource structure to pause production for 60 seconds. Spawns a Tribute Chest which can be decommissioned at the Fortress for 250 resources. If the Tribute Cart is killed before reaching the Fortress, it drops a treasure chest of 125 resources.
Rank 6: Dark Sacrifice
The Black Vizier brands friendly units within the radius as traitors to Melkor, killing them and providing nearby friendly units +15% attack damage for a short time. For every 5 units sacrificed, an additional +15% attack damage is added. Stacks to a maximum of +60% attack damage.
Rank 9: Arbiter of Faith
Syâr-Rhul spreads the faith to a target hero. If used on an allied hero, they temporarily have double experience gain and their abilities will cool down 50% faster. If used on an enemy hero, they will temporarily be unable to gain experience and their abilities will cool down 50% slower.
Rank 10: False Promises
Give targeted units excellent experience.
iusaruman_skl
The Golden King of Harad – 3000
An immensely cruel King, responsible for uniting countless warring desert tribes under his banner. Wears black robes over golden lamellar armor as well as a golden masked helmet. His armies are endless, and his unquestionable might has caused the Lords of Umbar and the Men of Harondor to pledge their warriors to his sinister cause.
Design cue: Wears black robes over golden lamellar armor as well as a golden masked helmet under a black, swirling turban topped with a bronze bowl. No facial features visible.
munazgul_skl
Zigûr - 3000 - Ring Hero
Sauron as he presented himself to the King's Men on Númenor, and the shape in which he demands worship from the Haradrim tribes.
Rank 1: High Priest of Morgoth
Nearby enemy units lose -50% armor and -15% movement speed.
Rank 1: Sacrificial Rites
Enemy units within the radius take damage over time. If a unit dies, Zigûr receives +5% armor and damage for 8 seconds. Stacks up to 25% armor and damage.
Rank 1: Fell Whispers
Causes targeted units to become hostile towards each other
Rank 1: Dread Tyrant
Cancels all leadership effects across the map for 30 seconds. Nearby allied and enemy units are frozen in fear for 5 seconds.
Rank 1: Pillar of Flame
Targeted enemy units burst into flames. Sets fire to surrounding terrain.
The Black Matriarch - Spellbook Summon
An ancient, towering Mûmak, black of skin with fiery red eyes. A heavily armored, nigh unstoppable beast of destruction
Rank 1: Mighty Stomp
The Black Matriarch stomps down, sending a shockwave that knocks down enemy units in front of her.
Rank 1: Deafening Trumpet
The Black Matriarch sounds an ear-splitting trumpeting, stunning surrounding enemies.
Rank 1: Single-minded Charge
The Black Matriarch singles out an enemy hero and will stop at nothing to trample it into the dust.
Rank 1: Black Matriarch
Nearby War Mûmakil are granted +20% speed and +33% armor.
Structures
Fortress
Threat of Mordor - 500
Nearby enemies suffer -25% damage and -20% armour. Reduces Hero cost by 10%. Reduces Hero recruit time by 10%. Reduces cost of builders by 20%.
Visual cue: Haradrim-style standing banners of the Eye
Subjugation: Near Harad - 800
Permanently decreases build time of Harondor units by 20%. Allows Tribal Camps to summon Harondor units.
Visual cue: Banners of the Serpent hanging from towers
Subjugation: Nâfarat - 1000
Provides healing to nearby troops.
Visual cue: Drinking fountains on the Fortress (Nâfarat is a lush oasis-area)
Subjugation: Mahûd - 1500
Permanently decreases cost and build time of Mûmakil units by 20%. Unlocks the Summon Oliphaunt power, which allows the Fortress to temporarily summon and Oliphaunt.
Visual cue: Mûmak tusks around the fortress. Prerequisite to Hegemony.
Hegemony - 1500
Increases fortress armor. Reduces recruitment cost of Umbar units by 15%. Unlocks the Sauron's Reward upgrade, which permanently empowers a targeted hero (minus the Golden King and Zigûr).
Castle Expansions
Domed Spire - 400
Catapult – 600
Den of Scorpions - 600
Bazaar - 300
Basic resource structure
May recruit Trade Caravans that generate resources and provide nearby friendly units with the ability to purchase upgrades.
Rank 1: Recruit Southron Trade Caravan - 600
Mobile economy structure.
Rank 1: Deploy Caravan/Pack up
The Caravan can be deployed to generate resources and gain experience and pack up to become mobile and stop resource production. Cannot be used while under attack.
Rank 1: Fierce Competition
When nearby Haradwaith structures and allied Trade Caravans, Caravans lose -75% resource production. Summoned structures are excluded.
Rank 1: Trade: Silken Banners
Units nearby the Caravan can be upgraded with Silken Banners.
Rank 2: Trade: Steel-forged Blades
The Caravan trades with Khand for Steel-forged Blades. Units nearby the Caravan can be upgraded with Steel-forged Blades. Once unlocked, all other caravans may trade this upgrade. Also upgrades building patrols.
Rank 2: Trade: Bronze Cuirasses
The Caravan trades with Rhûn for Bronze Cuirasses. Units nearby the Caravan can be upgraded with Bronze Cuirasses. Once unlocked, all other caravans may trade this upgrade. Also upgrades building patrols.
Rank 3: Trade: Oil-tipped Arrows
The Caravan trades with Rhûn for Bronze Cuirasses. Units nearby the Caravan can be upgraded with Bronze Cuirasses. Once unlocked, all other caravans may trade this upgrade. Also upgrades building patrols.
Rank 1: Recruit Âmazhir Caravan - 600
Mobile support structure.
Rank 1: Make Camp/Pack up
Toggles between Nomad Camp and Âmazhir Caravan. The Âmazhir Caravan can move, but doesn't provide any buffs. Cannot be used while under attack.
Rank 1: Blackest of Teas
Caravan must be deployed. Replenishes one fallen unit in nearby battalions.
Rank 1: Blessing of Mâhan
Caravan must be deployed. Allies near the Camp gain +33% Armor.
Rank 1: Blessing of Shâhad
Caravan must be deployed. Allies near the Camp gain +33% Damage.
Rank 1: Wind Demon's Favour
Allies near the Camp earn experience 50% faster.
Design cue: an open-spaced marketplace - colorful stalls and goods on a square, raised piece of pavement, similar to Gondor Marketplace.
Harondor Outpost - 400
Outpost recruiting units from Harondor and Near Harad
Rank 1: Recruit Harondor Warlord - 200
Messengers from Mordor stirred up great unrest in the vast tribal lands of Haradwaith. Those chiefs that bowed the deepest were elevated to powerful warlords, subjugating tribes and driving them to their doom in the northern wars.
Harondor Warlords may summon a variety of Tribal warriors from the wartorn land of Harondor (ie. Angmar Thrall Master).
Rank 1: Lies and Threats - Requires Lies and Threats upgrade. Harondor Warlords have increased armour. Passive ability.
Rank 1: Submit! - Requires Lies and Threats upgrade. Harondor Warlords can sacrifice members of their hordes for +10% speed and +10% damage. Lasts 30 seconds.
Rank 1: Tribal Axemen - basic melee unit - Free
Rank 1: Tribal Archers - basic ranged unit - 50
Rank 1: Tribal Spearmen - basic anti-cav unit - 50
Rank 1: Research Lies and Threats - 500
Increases Harondor Warlords' armour. Unlocks the "Submit!" ability for tribal hordes.
Rank 2: Recruit Harondor Raiders - 500
These raiders were known in Gondor for striking hard and fast, then retreating ere any retaliation could be organised.
Strong cavalry from Near Harad. Can use Serpent's Lunge Formation, which grants +25% damage at the cost of -25% armour.
Rank 2: Recruit Harondor Spearmen - 600
The brunt of Sûladan's forces was made up of spear-warriors capable of marching across vast distances at great speed.
Strong anti-cavalry units from Near Harad. Can use Serpent's Coil Formation, which grants -35% Speed, +33% Armor, Resistance to Trample and Bonus damage vs cavalry .
Rank 2: Recruit Harondor Archers - 550
The archers in Sûladan's ranks were known for their use of poison-tipped arrows, which they extracted themselves at great risk from Haradwaith's many venomous species such as snakes and scorpions.
Strong ranged units from Near Harad. Can use Serpent's Bite Formation, which grants +15% Damage, +20% Range, -15% Armor, -33% Speed.
Rank 3: Guards of the Serpent - 1800
Heroic unit. Requires Sûladan to have been recruited. Limited to 1.
Rank 1: Mount/Dismount
Rank 3: Serpent's Sting
Guards of the Serpent temporarily deal poison damage
Rank 5: Unbending Charge
Nearby Haradrim Raiders, Black Numenorean Vanguard, and Sûladan all gain +100% armour against specialist damage.
Structure design cue: A sandstone keep built around a domed tower.
Mahûd Gathering - 450
Recruits Mahûd units and Mûmakil - note that Rank 2 upgrade is very expensive.
Rank 1: Recruit Mahûd Warriors - 350
Primitive, fierce warriors carrying wicker shields and bone weapons. Low armor, high attack, attack speed, and movement speed. Large horde.
Rank 2: Warchant
Mahûd Warriors gain +25% damage for 20 seconds.
Rank 1: Recruit Mahûd Headhunters - 450
Fast-moving ranged infantry carrying blowpipes and poison darts. Low armor, high attack, attack, and movement speed.
Rank 2: Twilight's Mistress
The Headhunters dip their darts in the poison of the Twilight's Mistress, causing poison damage to enemy units for 20 seconds.
Rank 5: Red Serpent's Venom
The Headhunters dip their darts in the Red Serpent's venom, temporarily stunning targeted enemy units.
Rank 2: Recruit Mahûd Chieftain - 500
A single unit that serves as a captain for the Mahûd units
Rank 1: Chieftain's Banner
The presence of Mahûd Chieftains decreases the cost of Mûmakil by 5% for each Mahûd on the field, up to a maximum of 20%. Whenever the Chieftain attacks, Mahûd troops gain +33% damage for 6 seconds. At rank 3, Mahûd troops also receive +33% damage per swing. At rank 3, also receive +5% damage per swing.
Rank 1: Tame the Beast - 500
Once purchased, can be cast on a creep lair to convert it to the player's side.
Rank 3: War Mûmak - 1800
Similar to Mordor’s Mûmak unit. Can be garrisoned by ranged units.
Warbeast of the South
Nearby friendly units gain +15% armour against ranged attacks. Nearby structures gain +15% armour. Can be cast to order Mûmak to trample the enemy.
War Paint - 500
Increases resistance to ranged attacks
Armored Tusks - 500
Increases resistance to specialist damage
Mahûd Mastery - 500
The Mûmak and nearby Mûmakil permanently gain +35% damage.
Rank 3: Siege Mûmak - 1600
Requires Subjugation: Harondor upgrade from the Fortress
A Mûmak bearing a catapult on its back. Catapult can fire while moving.
Toggle Melee/Ranged
The Siege Mûmak toggles between melee and ranged attacks.
War Paint - 500
Increases resistance to ranged attacks
Armored Tusks - 500
Increases resistance to specialist damage
Structure design cue: A ring of huts and tents surrounding a Mûmak graveyard
Pavillion of the Golden King - 800
Recruits specialist and siege units
Rank 1: Great Scorpion - 600
Similar to Giant Spiders, but much harder to kill. Giant Scorpions are venomous and deal good damage to structures.
Rank 1: Engorged Stinger
The Great Scorpion will periodically attack heroes with its stinger, dealing heavy initial damage, then poisoning its target for a short while\n Passive ability
Rank 2: Camouflage - active ability
Scorpions become invisible while standing still.
Rank 3: Venom Spray
Targeted structure is sprayed by the Great Scorpion's venom, causing it to take strong damage over time and temporarily lose -20% armour.
Rank 5: Hardened Carapace
The Great Scorpion's carapace has hardened after many battles. Armor is permanently increased by 25%. Structural armor is permanently increased by 25%.
Rank 2: Carrion Feeder - 350
Single flying unit. Useful for debuffing enemies and taking out elites.
Rank 1: Harbingers of Death
Nearby enemy units lose -10% armor, -10% damage and -15% movement speed.
Rank 1: Putrid Talons
When activated, Carrion Feeders' attacks poison target enemies, dealing damage over time.
Rank 2: Kâradd Patriarch - 800
A great ape, mutated and driven to madness by the Golden King's dark magic.
Rank 2: Blood-crazed Howl
The Kâradd Patriarch howls, causing enemy units to flee in terror.
Rank 3: Thundering Leap
The Kâradd jumps to a location causing area-effect damage.
Rank 1: Nafârati Beastmaster - 400
Single ranged unit. Protected by several Jungle Wargs.
Rank 1: Beastmaster
Nearby Pavillion beasts gain +33% armour.
Rank 1: Kill Command
The Beastmaster shoots a fell arrow at an enemy. Affected enemy units are knocked back and temporarily take +50% damage from all Pavillion Beasts.
Rank 3: Warg Tamer
The Beastmaster summons three additional Jungle Wargs to protect him upon a targeted enemy. Jungle Wargs partially ignore a enemy armor and are resistant to fear and terror effects.
Rank 3: Nafârati Marauders - 1200
Heroic unit. Strong versus infantry, cavalry and structures. Limited to 3.
In his conquest of Far Harad, the Golden King has corrupted the Nafârati tribe, and through dark magic turned their greatest warriors into beastly, troll-like Men.
Rank 1: Blackened Blood
Nafârati Marauders heal quickly once out of combat. At rank 3, can be activated to temporarily cause attacks to drain health from enemy units.
Rank 5: Accursed Bastion
Umbarian Citadel - 600
Recruits elite units from the Black Numenorean port of Umbar
Rank 1: Corsairs of Umbar - 350
Largely identical to the vanilla unit
Rank 1: Toggle Knife/Fire Bombs
Rank 1: Coastal Raiders
Rank 2: Black Numenorean Warriors - 700
Elite infantry unit carrying long swords
Rank 1: Stern Gaze
Rank 2: Black Numenorean Vanguard - 1000
Elite cavalry unit carrying swords and kite shields
Rank 1: Stern Gaze
Rank 3: Watchers of Kârna - 1200
Hero unit. Requires Bûrodapân to be on the field. Limited to 3
The Order of Kârna is made up of great warriors sent to them by various tribes; to appease a sinister evil lying deep in the Nâfarat jungle \n After killing the chief protector of the Nâfarat temple, Burôdapân inherited the loyalty of the warriors, who now deify him.
Rank 1: Toggle Crescent/Line Formation
The units form a Crescent. Level 1: Warriors of Kârna gain +25% damage but lose 25% speed. Level 2: +25% damage, resistance to knockback and decelerate crush, -25% speed. Level 3: +25% damage, +25% armour, resistance to knockback and decelerate crush, -25% speed. Level 4: +25% damage, +50% armour, resistance to knockback and decelerate crush, -25% speed. Level 5: +50% damage, +50% armour, resistance to knockback and decelerate crush, -25% speed.
Rank 1: Ritual of Sacrifice
Rank 2: Ancient Guardians
Warriors of Kârna grant nearby friendly structures +50% armour.
Rank 5: Chant of the Deeps
Warriors of Karna sound an unnerving warcry. Nearby enemy units temporarily lose -50% armour. Nearby friendly units temporarily gain knockback resistance and +15% movement speed.
Design cue: A towering, highly defensible structure made out of black stone. Lots of banners, maybe rope elements.
Sanctum of Zigûr - 500
Recruits mysterious cultists and Hasharin
Rank 1: Zigûr Cultists - 500
Casting spells sacrifices a number of Cultists. Spells are purchased from the Sanctum to be unlocked in the Cultists' commandset
Rank 1: Desolation - Unit Cost: 3
Target area is covered in blistering heat. Enemy units that enter the area lose -33% movement speed.
Rank 1: Fist of the Underworld - Unit Cost: 3
Summons the Fist of the Underworld from the ground \n Enemies in targeted area are knocked back and suffer moderate damage.
Rank 1: Specialization: Zealotry - 200
Unlocks the Zealotry Ability. Requires Dark Worship: Zealotry to have been researched at the Sanctum.
Rank 1: Zealotry - Unit Cost: 5
Targeted friendly units temporarily gain +50% attack and lose -75% armor
Rank 1: Specialization: Hearts of Fire - 200
Unlocks the Hearts of Fire Ability. Requires Dark Worship: Hearts of Fire to have been researched at the Sanctum.
Rank 1: Hearts of Fire - Unit Cost: 3
Targeted friendly units permanently deal added fire damage.
Rank 1: Specialization: Spirit of Zigûr - 300
Unlocks the Spirit of Zigur Ability. Requires Dark Worship: Spirit of Zigûr to have been researched at the Sanctum.
Rank 1: Spirit of Zigûr - Unit Cost: Full Horde
Zigûr Cultists are consumed by a sudden burst of expanding flame. Nearby enemies are blasted back. Terrain is set on fire.
Rank 1: Dark Worship: Zealotry - 500
Allows specialization in the Zealotry spell for the Zigûr Cultists
Rank 1: Dark Worship: Hearts of Fire - 400
Allows specialization in the Hearts of Fire spell for the Zigûr Cultists
Rank 2: Dark Worship: Spirit of Zigûr - 600
Allows specialization in the Spirit of Zigûr spell for the Zigûr Cultists
Rank 2: Hasharin Blade - 750
Semi-heroic single unit.
A powerful single unit that can deal devastating damage to heroes and severely disrupt an enemy base
Can 'specialize' by switching stances, granting access to different final abilities.
The Hasharin are order of assassins founded by the wicked Syâr-Rhul in order to silence and intimidate the Golden King's adversaries amongst the Haradrim tribes.
Rank 3: Blessing of Belegûr
Requires four full battalions of Zigûr Cultists
Sacrifice all cultists on the battlefield to summon the wrath of Melkor.
Desert Lookout - 400
Guard tower. Can be upgraded with fire arrows and sentries.
Spellbook
Edited by OdoProudfoot, 22 January 2022 - 07:24 PM.