Jump to content


Photo

Dol Guldur Faction Plan [WIP]


  • Please log in to reply
30 replies to this topic

#1 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,758 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 22 April 2018 - 08:17 PM

Dol Guldur Faction Plan

 

Basic gameplay premise:

Most Dol Guldur units suffer from a basic, constant damage over time effect due to the Necromancer’s magic draining them and their surroundings. To counter this, each Dol Guldur structure has a leadership – ‘Dark Presence’ – that counters this and buffs Dol Guldur units. This results in a need to constantly and aggressively expand across the map, turning forward base-building into a core mechanic. To aid with this, builders are cheaper and more disposable. Another core mechanic is the use of various sources of necromancy to create Risen Dead – the only unit immune to the Necromancer’s draining magic – and to turn your enemies into Wraiths under your control. Spread the corruption. 

 

Heroes

 

Thráin the Broken – 500

'The once proud son of Thrór was captured near the Eaves of Mirkwood while on his quest to reclaim the riches of Erebor,

taken to the dungeons of Dol Guldur, and tortured for long decades until he finally broke.'

Rank 1: Diminished

Thrain is but a thin shadow of his former self, and is able to skulk about unnoticed.

[design note: Thráin is a useful tool for finding places to build Dol Guldur's forward bases]

Rank 2: Dark Memories

Broken Rabble nearby Thráin gain +33% experience and +33% armor

[design note: Thráin allows Broken Rabble to rank up faster and survive longer to gain access to Eternal Servitude]
Rank 5: No Escape
When Thráin reaches low health he becomes temporarily invulnerable

 

Design cue: Ragged old Dwarf, similar to what we see in the Hobbit. iugrima_skl.

 

Krimpûl the Torturer – 1400

'An orc of exceptional cruelty, Krimpûl rose ruthlessly through the ranks of Dol Guldur's Orc-garrison,

until his Lieutenant finally took notice and put him to work in a place where his talents could come to full fruition.'

Rank 1: Orcish Chief

Summons a battalion of Orcish Hunters and Goalers. At rank 3, includes an additional battalion of Orc Ravagers.

Rank 1: Master's Command

Krimpûl has been tasked with retrieving the Rings of Power. Deals +33% additional damage versus Gandalf the White, Elrond, Galadriel, and Thorin Oakenshield.

At rank 3, his strikes also lower the armor of enemies within a small radius by 5% up to a maximum of 25%.

Rank 5: Dungeon Master

Summons a small Gaol that casts Dark Presence and may recruit Broken Rabble.

Rank 8: Imprison

Krimpûl cripples an enemy hero. Causes surrounding enemy units to cower in fear.

 

Design cue: One of the unused Weta designs for Azog. kuhlftrll_skl.

 

Queen Saenathra – 2000

'Shelob's greatest daughter, Saenathra tried to supplant the great matron within her lair, but failed and was cast out.

Now she dwells in Southern Mirkwood, where she rules over her own vile brood.'

Rank 1: Burrow

Queen Saenathra can quickly move underground.

Rank 3: Feast, My Children!
Enemy units within the radius are slowed and take increased damage from Spiders. At rank 6, also summons a horde of Fell Brood.

Rank 5: Web of Lies

Targeted enemy units become hostile to one another.

Rank 8: Endless Hunger

Like Ungoliant, Saenathra possesses an insatiable hunger for flesh and precious objects. Saenathra can now trample, and steals resources when dealing damage to enemy units and structures. 

When activated, Saenathra regains 30% health.

 

Design cue: shelob_skl

 

Khamûl, Lieutenant of Dol Guldur – 2500

'Once a great king of the Eastern Wastes, Khamûl was ensnared by Sauron through one of his Great Rings. For many long centuries

Khamûl has served, performing acts of great terror and cruelty with solemn dedication to his Master.'

Rank 1: Mount/Dismount
Rank 1: Screech
Causes enemy units to flee in terror.

Rank 2: Black Breath
Khamûl gains +10% armor and damage per nearby Nazgûl

Nearby enemy units suffer -25% damage and -20% armor. At rank 6 also causes damage-over-time to nearby enemies.

Rank 3: Lieutenant of Dol Guldur

Nearby Undead units gain +33% damage. At rank 5 Khamûl equips his own armor, granting him +50% armor.

Rank 8: The Black Easterling

Khamûl and nearby friendly units gain +50% damage and +20% speed but lose -50% armour and gain no experience for a small time. Also summons 4 single Ancient Easterlings.

Stacks with leaderships and spells.

 

Design cue: Already exists in current Mordor faction.

 

Cargást, Lord of the Barrows - 1800

'A great King of Rhovanion in life, Cargást has long forgotten his true name. He was among the first to rise when the Necromancer discovered the barrows of his kin, and serves his master with dark fervor.'

Rank 1: Barrow-lord

Nearby enemies are slowed passively. The radius of this effect increases with each level. Can be activated to deal a heavy strike against a targeted enemy, draining some life and knocking them over.

At rank 5, spawns several Restless Warriors as bodyguards to Cargást.

Rank 3: March of the Dead

Nearby friendly Undead gain +15% movement speed.

Rank 5: Cursed Treasure

Target Slave Mill earns more resources but all nearby units have reduced armour for a time.

Rank 7: Spell of the Barrows

Target enemies are stunned in fear. Any Risen Dead in the target area deal more damage.

Rank 10: Dark Awakening

Cargást slowly but continually summons temporary, single Restless Warriors from the earth. While in this state, Cargást is unable to move until he is ordered to move or attack.

(coding cue: 1 every 2 seconds, each Restless Warrior lasts 20 seconds, Restless Warriors have Risen Dead stats)

 

The Necromancer – 3500

Becomes Ring Hero once the Ring is collected and given to him.

'After Sauron's defeat at the hands of Isildur, he fled into the far east, to lick his wounds and slowly rebuild his strength. A millenium later, his power had become great enough to once

again cast a shadow across Middle-earth. He began to dwell in southern Greenwood the Great, taking the long-abandoned Sindar fortress atop the hill of Amon Lanc. In time, the hill and

fortress came to be known as Dol Guldur, and the surrounding forests, once free and green, were slowly changed into the dark and treacherous Mirkwood.'

Starts at rank 5

Rank 1: Dark Presence

Rank 1: Lord of Wolves

Summons a large, black Warg. A maximum of three may be out at any time.

Rank 3: The Abhorred Dread

The Necromancer casts a necromantic spell on enemies within the radius, dealing heavy damage and resurrecting the dead as Risen Dead under the player’s control. This spell has a relatively short cooldown and is the Necromancer’s main source of danger. 

At rank 6, grows in strength.

At rank 8, can be cast on Restless Barrows to summon a horde of Restless Warriors.

Rank 5: Shapeless Malice

The Necromancer becomes incorporeal, allowing him to move quickly across the map while terrifying nearby enemy units. Shapeless Malice does not allow him to attack (this is basically a mount).

Rank 8: Wreathed in Flame

The Necromancer erupts in flame, blasting back enemies and setting the surrounding area on fire.

 

Black Warg - summoned by the Necromancer

Rank 1: Lunge 

Deals strong damage to selected enemy and causes temporary bleeding. The warg is healed for a small amount.

 

Design cue: musauron_skl

 

The Necromancer - Ring Hero

Visual cue: the Necromancer is wearing parts of Sauron's Prologue armor.

The Necromancer deals strong splash damage as his basic attack, and can attack from great range.

Rank 1: Dark Presence

Rank 1: Master of the Nine
Summons a Ringwraith. A maximum of three may be out at any time.

Rank 3: The Abhorred Dread
Same as before, but with a larger radius.

Rank 5: Shapeless Malice

Same as before, but deals damage to nearby enemies.

Rank 8: Wreathed in Flame
Same as before, but with a shorter cooldown.

 

Design cue: musauron_skl

 

Ringwraith - summoned by the Necromancer

Rank 1: The Nine are Abroad

As more Nazgûl gather, their strength grows. +10% Damage and +10% Armor per every Nazgûl nearby.

 

Undead Monstrosity - summoned from the Spellbook

Rank 1: Putrid Presence
Armor of nearby enemies is reduced by 15%

Rank 1: Toxic Bile

The Undead Monstrosity spews out a load of toxic bile within the selected radius. Enemies caught within take strong damage over time.

Rank 1: Hooked!

Target enemy hero or unit is hooked and rooted in place for a short time, during which its armor and attack damage is decreased by 50%.

Rank 1: Corpse Explosion
The Undead Monstrosity explodes if not killed before its timer runs out. The explosion knocks down nearby enemies and leaves a cloud of poisonous fumes.

 

Gwanthaur - summoned from the Spellbook

Rank 1: Soul Trap

Enemy units within the radius take damage. If a unit dies, the Gwanthaur receives +5% armor and damage for a limited time.

Visual cue: swirling mists engulf the area of effect.

Rank 1: Sacrifice

The Gwanthaur can target a friendly unit to devour them and regain some health.

Rank 1: Dark Reclamation

Targeted structure is destroyed. Twisted trees appear in its place.

Rank 1: Expulsion
Summons a wave of Shades to clear out the enemy.

 

Design cue: kuwwolf_skl

 

Structures

 

Fortress – 4000

Upgrades

Swarm of Bats – 300

Vanilla.

Pale Torches – 600

Fire arrows from fortress

Dark Encroachment - 800

When activated, reduces all structure costs by 33% for a limited time.

[design note: this upgrade makes it much easier to fulfill Dol Guldur's ability to expand across the map]

Blight – 800

Enemy units surrounding the fortress take damage and turn into Wraiths upon dying. Prerequisite to Hill of Sorcery.

Guldur Palantir - 600

Can be cast to reveal part of the map. Enemy units caught in the radius take minor damage over time.

Hill of Sorcery – 1500

Castable, destructive spell that sunders the earth beneath the enemy and causes it to erupt in pale flame.

Expansions

Unquiet Ruin – 150

Arrow tower.

Boneyard – 300

Spawns Risen Dead that attack nearby enemies.

Forlorn Statue - 600

Nearby enemies suffer -25% damage and -20% armor. Causes enemy units to flee in terror.

May purchase Restless Bones upgrade, which allows the Forlorn Statue to summon a horde of skeletal warriors onto enemy battalions and siege engines.

 

Visual cue: An eight-sided central tower (4 sides being broad, 4 being narrow), mostly intact, surrounded by 4-6 tall, crumbling spires connected through stairs and dangerous bridges. Each broad side of the tower has an entrance at about 1/3rd its total height, with a treacherous staircase leading down to ground level. Swarm of Bats adds bats swarming the zenith, Pale Torches places torches in various places all around the model, Dark Encroachment adds a dark, swirly FX at the fortress' base, Blight adds a Morgul-like FX to the extant spires, Guldur Palantir adds statues holding Palantiri to the tops of each extant spire, Hill of Sorcery breaks off the top of the central tower to reveal crumbling inside filled with skulls and skeletons and lit standing torches. 

 

Slave Mill – 300

Basic resource structure. May use Refresh Slaves, which temporarily disables the Mill but spawns a horde of Broken Rabble.

Misery Bonus: Reduced cost of Guldur Orcs

Rank 1: Dark Presence

Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.

 

Visual cue: an edited version of RotWK's Angmar Mill structure.

 

Fount of Corruption - 450

Advanced resource structure. Collects fewer resources than the Slave Mill, but may cast Mirkwood on trees in a small radius, corrupting them and extracting additional resources from them. 

Corruption Bonus: Reduced cost of Spider units
Rank 1: Dark Presence

Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.

Rank 1: Blighted Trappers - 350

'Parasitic spores that spread from the corrupted pools of Southern Mirkwood have infected parts of the native Woodsmen population. They were last seen shambling towards the haunted fortress upon the barren hill...'

A small horde of shambling woodsmen carrying throwing spears. Low armor, high damage, slow reload time.

Rank 1: Noxious Darts

Infected Woodsmen temporarily deal poison damage. Deals added damage to structures.

Rank 2: Parasitic Embrace

Units in the targeted area become infected, heavily reducing their vision range, ranged damage, and reload speed for a short time.
Rank 2: Corrupted Entwife - 650

'During the War of the Last Alliance, Sauron set fire to the Brown Lands, which had long been the home of the Entwives. Most perished in the inferno, but some were captured by the Dark Forces and subsequently corrupted.'

A single Corrupted Entwife. Similar to Ents, but faster and with less armor. Once killed, they drop a Tumorous Acorn, which will respawn the Entwife if left alone.

Rank 1: Twisted Botany

Nearby Founts of Corruption gain +10% resources. Stacks up to 5 times.

 

Visual cue: a slightly raised pool of black, oily water. A gnarled tree grows at its side, dipping some roots into the pool. Around it grow many poisonous flowering plants and mushrooms. 

 

;Lumbermill – 350

Vanilla, with new worker models based on Broken Rabble.

 

Guldur Gaol - 350

Rank 1: Dark Presence

Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.

Rank 1: Broken Rabble - 100

'The Necromancer's servants hunted and ensnared countless wanderers in and around the borders of southern Mirkwood. Tortured and broken, they were sent out with Dol Guldur's legions, to make war on their former friends and family.'

Horde consisting of tortured and enslaved Elves, Woodsmen, and Dwarves. At rank 2, Broken Rabble gains Eternal Servitude, which causes each killed unit to be reanimated as Risen Dead. Risen Dead do not suffer from the Necromancer’s corruption and are durable, fast-moving units.

Design cue - Broken Rabble: rupsnt_skl

Design cue - Risen Dead: muorcwar_skl

Rank 1: Orc Gaolers - 250

'Dol Guldur's jailors are not granted fates much improved from those they capture. In the end, all must bend and crawl before the Necromancer's dark might.'

Orc spearmen that may stealth near trees.

Design cue: Mordor Orc Pikeman.

Rank 1: Black Banners - [standard banner carrier price]

Upgrades Orc and Spider units to rank 2.

Rank 2: Orc Hunters - 300

'When evil stirs, orcs are gathered to it like moths to a flame. It did not take long for them to answer the call of their master and swarm towards southern Mirkwood.'

Orcish archers that may stealth near trees. At rank 2, Orc Hunters gain Bring It Down!, which temporarily increases damage to Flying units.

Design cue: muarcher_skl

Rank 3: Orc Ravagers - 600

'The Necromancer took a special interest in the largest and toughest of his minions, cursing them with fell magic and turning them into senseless, unstoppable husks tailored strictly to his will.'

Heavily armored, zombified Orcs carrying blacksteel axes. Siege units that are largely immune to ranged damage. 

Rank 2: Appetite for Destruction

Orc Ravagers temporarily regain health per hit against structures

Design cue: kuhtroll_skl

Rank 3: Tomb Guard - 800
'Many dark tunnels and tombs were dug into Amon Lanc to house the Necromancer's subjects and keep them hidden from the prying eyes of the White Council. They were guarded by ancient orcs of singular mind, rotted and decayed.'

Zombified, decomposed orcs wearing rusted mail and carrying crooked halberds.

Rank 1: Porcupine Formation

Rank 2: Heavy Duty

When a Tomb Guard dies, the rest of the horde temporarily gains a small, stackable armor boost.

Design cue: duphalanx_skl, scaled up and with custom idles/select/run animations

Rank 3: Flaming Arrows - 1500

Vanilla.

 

Visual cue: an asymmetrical ruin heavily fortified and changed by orcish hands. There is a row of evil-looking prison cells to one side, with hanging cages and corpses/skulls throughout. 

 

Spider Lair – 500

Rank 1: Dark Presence

Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.

Rank 1: Infestation

Once constructed, Spider Lairs allow most structures to use the Infestation power. Infestation summons a swarm of spiders around a structure that slows nearby enemies' attack and movement speed and deals minor damage.

Rank 1: Fell Brood - 450

A horde of large Mirkwood spiders. May trample enemy units. May receive Black Banners upgrade, renamed 'Matriarch' in their commandset.

Rank 1: Venom Sacs - 250
Grants Fell Brood additional poison damage.

Rank 2: Shriek
Nearby enemy units are terrified.

Rank 3: Saenathra's Sister - 600
A single giant spider that tramples enemy units and deals powerful siege damage. 
Rank 1: Burrow
Allows the Sister to tunnel below the earth.
Rank 3: Encasing Webs
Disables enemy structures and deals minor damage over time.

 

Visual cue: heavily overgrown ruins strung together by cobwebs. Egg-sacks, moss, tiny spiders spawning and crawling everywhere (will require a low-poly, tiny spider model). This structure should give arachnophobes the creeps.

 

Ruinous Tower – 150

Basic defense structure. Weak and cheap, spammable. Stealthed near trees.

Rank 1: Dark Presence

Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.

 

Visual cue: a ruined tower held together by thick, thorny vines wrapping up and around it like coiling snakes.

 

Restless Barrow - 400

Secondary defense structure. Similar to a Warg Sentry, but spawns numerous Restless Warriors to defend the area.

Rank 1: Dark Presence

Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.

Rank 2: Unburied Wights - 1000

A horde of wights. Powerful late-game unit that can negate enemy upgrades. When ordered to attack, they gain a speed bonus, allowing them to quickly rush the enemy down.

Rank 1: Biting Cold

Nearby enemy units suffer -10% armor and damage, improves as Unburied Wights rank up. 

Rank 2: Ravenous Hunger

Attacks against living units restore health to the Unburied Wights.

Rank 3: Black Winds

For 10 seconds, the Unburied Wights gain +300% armor, +50% damage, and fear immunity. After 10 seconds has passed, the Unburied Wights battalion is destroyed. Enemies near to the destroyed battalion take damage and temporarily lose x% attack damage and armour.

 

Visual cue: a disturbed burial ground of the woodsmen native to Southern Mirkwood. Similar in appearance to Neolithic hunebedden (or dolmen) - a jagged rock surrounded by an earthen mound. The Restless Warriors are skeletal warriors dressed in the ancient garb of the Éothéod nobility: spangenhelms, rusted mail coats, and carrying bronze-covered shields.

 

Tower of Sorcery – 600

Upgradeable structure that can be used both offensively and defensively.

Rank 1: Dark Presence

Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.

Rank 1: Blight

Small radius around the Tower is constantly blighted.

Rank 1: Necromancy – 1500

Upgrade. Orc Hunters and Gaolers may be ‘upgraded’ to be turned into Risen Dead. Risen Dead are fast-moving shock troops. See entry at the bottom of the plan for details on Risen Dead.

Also spawns Risen Dead to defend Dol Guldur structures. 

Rank 1: Harbinger of Shadow

Recruits a battalion of Harbingers of Shadow. They wear ruined mail and tattered cloth, with a conical, mail-lined helmet covering a withered, dead face. Slow-moving, slow-attacking. 6 in a battalion, limited to 3 battalions. Harbingers of Shadow are resistant to trample and knockback.

Rank 1: Deep Rot

Can be cast on a structure to deal damage over time. At rank 3, spawns several uncontrollable wraiths around the targeted structure. These Wraiths last a short time but can turn enemy units into Wraiths. 

Rank 2: Cold Steel

The Harbingers' attacks passively decrease armor and movement speed. 

Level 3: Withering Touch

Units within the radius take damage over time. Affects both enemies and allies. Risen Dead are immune. 

Design cue: Mouth of Sauron skl

Rank 2: Greater Blight - 1200

Blight radius is greatly increased.

Rank 3: Armored Castellan - 1800

Recruits an Armored Castellan. Hero unit. Limited to three.

Rank 1: Castellan of Guldur

Provides armor to nearby structures. The Castellan will terrify those in a radius around them. Those who strike the Castellan will be poisoned and have reduced armour. Passive.

Rank 3: Incorporeal

The Armored Castellan becomes immune to damage but cannot move or attack.

Rank 5: Necromantic Blast

Enemy units are blasted back and take damage – if killed, they become wraiths.

 

Visual cue: likely the most intact structure in the faction. A dark tower not dissimilar to but much less refined than Barad-dûr. Surrounded by evil statues and laden with corpse-cages hanging from ledges. As it ranks up, has bat swarms around its zenith.

 

Spellbook

 

Carnage – 5pp

Friendly units within the radius gain +100% damage at the cost of -50% armor.

[design cue: this power synergizes well with Broken Rabble's rank 3 ability 'Eternal Servitude', allowing the player to temporarily boost the Broken Rabble horde at the likely cost of losing them, but obtaining Risen Dead in return]

Dead Marsh – 5pp

Summons a festering marshland. All units caught in the area lose leadership and lose -15% armor

Chill of the Grave – 5pp

Enemy units are slowed and take damage over time. 

 

Forest of Fear – 10pp

Targeted trees are twisted and corrupted. Provides vision range and spawns a large number of wild spiders that attack anything in sight.

Spell of Concealment – 10pp

Vanilla Elven Mist, also affects structures

Ensnare – 10pp

Temporarily take control of enemy units within the radius. When Ensnare runs out, ensnared enemies take damage.

Summon Black Wargs – 10pp

Summons three hordes of Black Wargs lead by their Great Alpha.

 

Darkness – 15pp

Vanilla.

Undead Monstrosity – 15pp

Summons an armored, undead Troll. 

Wither – 15pp

Disables and damages structures in a radius.

 

Gift of the Necromancer – 25pp

Summons a controllable, swirling green mist. All units, friend and foe, take damage and are turned into Wraiths upon death. 

Summon Gwanthaur* – 25pp

Summons the Gwanthaur.

 

 *A corrupted, ancient spirit of the forest. Broken, bony antlers on a horrifying head, long-reaching limbs and a bent back upon which grow many mushrooms and strange trees. The Gwanthaur preys on lost travelers, claiming their souls for sustenance.

 

Misc. entries

 

Risen Dead - various sources, primarily fallen Broken Rabble and Guldur Orcs with Necromancy upgrade.

Risen Dead are powerful, fast-moving units whose attacks can pierce armor.

Rank 1: Intrepid Corpse - passive
Risen Dead are immune to all fear and terror effects
Rank 2: Dark Sustenance - passive
Risen Dead quickly regain health and restore their horde while outside of combat
Rank 5: Down with the Sickness - passive
Enemies slain by Risen Dead have a small chance to be temporarily reanimated on the player's side

 


No fuel left for the pilgrims


#2 MattTheLegoman

MattTheLegoman

    LEGO Knight of Minas Ithil

  • T3A Staff
  • 3,669 posts
  • Location:Tomorrow, when the War began
  • Projects:Mapping this Middle-earth
  •  Mapper
  • Division:BFME
  • Job:T3A Staff

Posted 23 April 2018 - 09:14 AM

This is a power that I'd like to see, I was thinking of a Dol Guldur campaign mission, but depending on how powerful it could become it might fit your missing 15pp spell.

 

Spell of Concealment

Cast on Dol Guldur building, allies around the building are now cloaked when still.

 

I like this spell because it creates a lovely conundrum for a besieging enemy - there could be a large army hidden around a forward tower or perhaps a secret defender at a lonely Mill.


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


#3 Kaieman

Kaieman
  • Members
  • 36 posts
  • Location:Belgium

Posted 23 April 2018 - 11:14 AM

First of all i want to say the plan is really sick, Dol Guldur = pure evil.

Second i have some suggestions for Thrains abilities. I would give him a backstab power kinda like Wormtongue but without the poison effect. For another one i would give him a sneak/stealth ability, (passive or active) since he attacked Gandalf from above and then concealed himself, actually sneaked upon him.

Maybe for a third one a kind of madness power, which give him briefly an attack boost.

Don't know what you think of the suggestions, i based his abilities on his little skirmish with Gandalf in Dol Guldur.

#4 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,758 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 23 April 2018 - 11:26 AM

@Matt

There's Black Shroud already in the spellbook, which does essentially the same (if we could make it affect buildings) - I could rename that to Spell of Concealment.

 

@Kaieman

Yeah, he'd get abilities similar to those. I just haven't hashed out any details on them to make them 'original'.


No fuel left for the pilgrims


#5 Kaieman

Kaieman
  • Members
  • 36 posts
  • Location:Belgium

Posted 23 April 2018 - 12:59 PM

@Matt
There's Black Shroud already in the spellbook, which does essentially the same (if we could make it affect buildings) - I could rename that to Spell of Concealment.
 
@Kaieman
Yeah, he'd get abilities similar to those. I just haven't hashed out any details on them to make them 'original'.


Okay cool.
I just thought of a name for Krimpul last ability: keeper of the dungeons. But what it should do i don't know, a massive debuff/buff, a summoning or experience gain. Probably you wan't something more unique.

#6 Ectheldir

Ectheldir
  • Members
  • 27 posts

Posted 23 April 2018 - 09:49 PM

This is amazing! Truly!

 

I didn't expect any further factions, but this Dol Guldur plan actually exceeds anything I could have imagined. The general themes of draining your own minions for power, corrupting and turning everyone into wraith just seem really fitting and presents the evil that lurks in southern Mirkwood really well. Also: Spider-riders! Move those legs! Yay!

 

I also really like your choices of heroes. Yet, I have a question there: In what form will the ring-necromancers Ringwraiths appear? Will they be fully clad in black like in  LotR or will they appear in their ghostly form as shown in Dol Guldur in the Hobbit movies?

 

Additionally, just know that I'm really exited that we might actually see this kind of Dol Guldur in AotR somewhen in the future. Alas, as this is the last faction, I realise this might still take some time, but I trust that you will indeed bring these concepts to their fullest.



#7 Sharkey

Sharkey
  • Members
  • 25 posts

Posted 24 April 2018 - 11:38 AM

This is a great idea for a faction with a unique theme; it allows for good coverage of the 'Necromancer' side of Sauron, while the Mordor faction covers his 'fire and fury' side.

I like the idea of having more individual ring heroes - the Necromancer here, Saruman the Many-Coloured for Isengard, and of course we already have Smaug - which distinguishes each faction further.

 

This is perhaps an outlandish thought, but is there any way of including vampires or werewolves here to go with the general 'undead' theme of this faction? We know Sauron was partial to turning into a vampire from time to time (while he was still able to do so) and dribbling blood all over the carpet when the mood took him. The challenge would be making the design fit in with the rest of this established world (and Tolkien said so little about his vampires, other than that they could fly, and presumably drank blood, so they wouldn't even need to be humanoid). I say outlandish because there is no mention of vampires or werewolves in this era of Middle Earth (as far as I know), and such units may well seem out of place.



#8 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,758 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 24 April 2018 - 04:15 PM

I follow the theory of vampires and werewolves still existing (Gandalf references the latter in the late Third Age) but being greatly diminished both in number and size/power. To that end, I view the Giant Bats in Misty Mountains to be whatever is left over of the vampires of the First Age (they have a Vampirism skill) and Wargs (Black Wargs in Dol Guldur especially) to be what's left of werewolves.

 

So they're there, certainly in spirit.


No fuel left for the pilgrims


#9 saruman_the_wise

saruman_the_wise

    SarumanTheWise

  • Project Team
  • 281 posts
  • Location:Orthanc - Bitchez
  • Projects:Proud Beta/Alpha-tester of SaF and AotR

Posted 24 April 2018 - 10:57 PM

Thrain the Broken – 300

 

 

Animation set: Gollom

 

Rank 1: Fervent Stalking 

For a limited duration, Thrain becomes stealth while moving and gains a large increase in movement speed

 

Rank 3: Pounce 

Thrain pounces on the target enemy unit dealing moderate damage and briefly stunning it 

 

 

Rank 5: Rabble Rouser

Nearby Broken Rabble gain +60% damage and +15% speed but have their armor reduced by -33% for a limited time.

 

 

Just some thoughts.



#10 Thranduil_King

Thranduil_King
  • Members
  • 60 posts

Posted 25 April 2018 - 05:57 AM

Waoo i'm really excited for this faction also, i have not been expect more factions, in fact i prefer Dol Guldur than Mordor. As always i have some questions and ideas...
 
1) One idea, would be... if Dol Guldur will be a faction, i think will be better then leave the orcs as you said in misty mountains "Gundabad orcs" here in this faction, and instead leave the real "gundabad orcs" in this faction... I Mean... look at this differents orcs
 
* Dol Guldur Orcs:
 
 
* Gundabad Orcs:
 
i have a book "The Battle of the Five Armies - The art of war" if you want a photo with better resolution.
As you can see, "in movies" they were the fifth army, so, you can put this new orcs as the real Gundabad Orcs and the others only move to this new faction. Because in movie Sauron said "You command my army"; Gundabad orcs look better in extended edition, different helmet and weapons and also they're cool. Andddd... you have a new orc version
 
2) Another question and idea would be "the nazguls", i would be cool if you put the nazguls like the hobbit movies?, that's will be a good adition and desing.
 
3) I think would be better to leave Sauron as Hero Ring as Mordor, because he only need his ring for be again corporeal. In my opinion of course. But if you put Smaug as Hero Ring in misty mountains i think is ok.
 
4) Thrain and Krimpûl the Torture as the movies of course also.
 
As always just my opinions and ideas, i like this mod and this new faction will be cool also.


#11 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,758 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 25 April 2018 - 08:17 AM

I appreciate the effort put into this post, but I must tell you that we will not be using Hobbit designs for the Dol Guldur orcs, nor for the Nazgul. I'm tired of copying other people's designs and would rather design them myself. My Dol Guldur orcs will not look like heavily armored Uruk-hai, but like thin, ghastly scavengers under the corrupting influence of the Necromancer, wearing bone and hide armor and carrying bone weapons.

 

I might make an exception for Krimpûl - the original Bolg design from The Hobbit was neat and there's a lot of concept art of the creation process available, so he might get based on those.

 

As to the book, I have it too.  ;)


No fuel left for the pilgrims


#12 MattTheLegoman

MattTheLegoman

    LEGO Knight of Minas Ithil

  • T3A Staff
  • 3,669 posts
  • Location:Tomorrow, when the War began
  • Projects:Mapping this Middle-earth
  •  Mapper
  • Division:BFME
  • Job:T3A Staff

Posted 25 April 2018 - 02:04 PM

Dol Guldur has a long history and was destroyed a number of times. I guess that the orcs that occupied it after the events of The Hobbit are different.

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


#13 Thranduil_King

Thranduil_King
  • Members
  • 60 posts

Posted 25 April 2018 - 02:50 PM

I appreciate the effort put into this post, but I must tell you that we will not be using Hobbit designs for the Dol Guldur orcs, nor for the Nazgul. I'm tired of copying other people's designs and would rather design them myself. My Dol Guldur orcs will not look like heavily armored Uruk-hai, but like thin, ghastly scavengers under the corrupting influence of the Necromancer, wearing bone and hide armor and carrying bone weapons.

 

I might make an exception for Krimpûl - the original Bolg design from The Hobbit was neat and there's a lot of concept art of the creation process available, so he might get based on those.

 

As to the book, I have it too.  ;)

 

 

Ok no problem, understand and thanks for reply me. I just want to say ideas if i have, personally i like gundabad orcs design also, that's it. However, it will have been a long time to see this new faction, some things could be change, but i will be so happy and excited to see all factions complete.
 
Thanks, have a good day!


#14 OneofNine

OneofNine
  • New Members
  • 3 posts

Posted 26 April 2018 - 04:26 AM

Greetings,

 

I like many of the ideas in the plans, in fact Dol Guldur is one of my favorite evil forces thematically, more than Mordor itself.

 

Are there plans to include a hero unit of "Castellans of Dol Guldur" that you can recruit only a number of times? I think they fit greatly the decay and tortured spirits esthetic of this faction 

 

"Nameless and with no will of their own, the Castellans of Dol Guldur are but one facet of that cursed tower's sleepless malice. Formless, save for the armour that binds them, they stalk the paths about Dol Guldur, slaying those they find." -From games Workshop site

 

http://i42.tinypic.com/vfavli.jpg

https://botwt.files..../castellans.jpg

 

Regarding the Vampires and Werewolves discussion, i agree with the thought that the Bats and Wargs are the descendants of these ancient races.

Maybe as a hero, or as a final tier Spellbook Power similar to the summoning of Balrog what would you think of Gûlavhar? He is supposed to be an ally of Angmar but since it doesn't exist anymore he could have found refugee in the dark of the abandoned fortress of Dol Guldur drawn there by the evil of the Necromancer.

 

https://www.games-wo...fArnorNEW01.jpg

 

Thank you for taking the time to share you plans and engage with the community, this is a very promising mod and i eagerly await your future updates!



#15 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,758 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 26 April 2018 - 09:01 AM

Hey - the Castellans are already in the plan as hero units! 

 

 

Rank 3: Armored Castellan - 1800

Recruits an Armored Castellan. Hero unit. Limited to three.

Rank 1: Castellan of Guldur

Provides armor to nearby structures.

Decreases armor of nearby enemy structures.

Rank 3: Incorporeal

The Armored Castellan becomes immune to damage but cannot move or attack.

Rank 5: Necromantic Blast

Enemy units are blasted back and take damage – if killed, they become wraiths.

 

As to Gûlavhar - that's a no from me. I've always loved its design but I prefer my original creature, the Gwanthaur.


No fuel left for the pilgrims


#16 kingsjewel

kingsjewel
  • Members
  • 74 posts
  • Location:Erebor

Posted 26 April 2018 - 05:05 PM

I might make an exception for Krimpûl - the original Bolg design from The Hobbit was neat and there's a lot of concept art of the creation process available, so he might get based on those.

 

Cool :thumbsuphappy:



#17 OneofNine

OneofNine
  • New Members
  • 3 posts

Posted 27 April 2018 - 01:15 AM

Great, i don't know how i missed the Castellan name entry on the top, i was used to read their name as "Castellan of Dol Guldur" and probably misread the "Armored Castellan"

 

The Gwanthaur sounds like an interesting concept, its description reminds me of something like the Incarnate Elemental of Beasts from warhammer https://vignette.wik...=20170722102504 but with fungus and vegetation on it's back.

 

Not sure how you will implement it into the lore of Dol Guldur as there are no living Ents in Mirkwood or other gigantic creatures that could be corrupted but certainly looking forward to it since poor Gulavhar doesn't get a pass.

 

I bet if your team ever decided to include a playable Angmar that it would be epic as well!

 

Cheers!



#18 ConTheJedi

ConTheJedi
  • Members
  • 13 posts

Posted 10 October 2018 - 07:25 AM

Just noticed that the Necromancer is both a normal hero AND ring hero - does that mean you have figured out a way of 'giving' the ring to a character and changing their abilities?  If so, is this a good time to open the whole 'Saruman for Isengard ring hero' debate again?



#19 OdoProudfoot

OdoProudfoot
  • Global Moderators
  • 40 posts

Posted 10 October 2018 - 01:08 PM

I don't think there's need for a debate, ring hero Saruman is already a part of Isengard's faction plan.

#20 ConTheJedi

ConTheJedi
  • Members
  • 13 posts

Posted 10 October 2018 - 01:17 PM

Ha! Well, that serves me right for not checking first! Awesome news though!






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users