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Dol Guldur Faction Plan [WIP]

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#21 OdoProudfoot

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Posted 11 October 2018 - 04:01 PM


#22 OakenShield224

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Posted 15 December 2018 - 06:24 PM

Durubdyr (meaning “animal ruler”) was an orc with an affinity for the various dark beasts that were attracted to the darkness of Dol Guldur. No other orc in Mirkwood was as skilled at taming the vicious wargs of the forest, or at handling the great spiders in their nests. The Necromancer discovered this talent and placed the creatures under his command, preparing them for the day when they may one day be unleashed on the Free Peoples of Middle Earth.

Appearance: mainly wearing bones, furs and pelts. A few spider webs on him. Maybe a few “trophies” from animals (teeth and claws maybe?). Is scarred. Wields a long weapon (spear) with a whip hanging from his belt.
Alt Appearance: could be a corrupted, scarred Beorning. Similar clothing/weapon aesthetic.


Level 1: The Beastmaster – hero deals extra damage to mounted units, mounted heroes and creatures (warg, trolls, mumakil, drakes, spiders etc.). Passive
Level 3: Warg Pen – summons a small enclosure with 2 wargs that attack nearby enemies. Relatively short cooldown. Enclosures would have low armour. (maybe also add Dark Presence to the enclosure)
Level 5: Vicious Creatures – wargs in the target enclosure will permanently gain reduced crush deceleration and will gain health per strike.
Level 8: Animal Tamer – target cavalry/monsters are unable to trample for a small time OR have much higher crush deceleration
Level 10: Beast Rush – all nearby spiders and spider riders will trample better and will deal increased damage for a time.

#23 YE4M4N

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Posted 20 May 2019 - 12:32 PM

Will Khamul for this faction wear the armour he has in BOTFA?


#24 Mathijs


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Posted 20 May 2019 - 01:22 PM

He will not!

No fuel left for the pilgrims

#25 LittleCritter

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Posted 03 October 2019 - 12:56 PM

My suggestion for Dol Guldur Spellbook:




Maybe you could rename Krimpul as Ungwûk, bc Krimpul just mean ties, while Ungwale means "torture" & ûk "all".


PS: Btw, the Necromancer could summon Adûnaphel, this Nazgûl was summoned to help Khamûl attacking Lórien & Woodland Realm, and after the Pélennor Fields battle with the Witch-King defeat, he came back to Mordor to defend Morannon with the eight remaining Nazgûl.

Edited by LittleCritter, 04 October 2019 - 06:16 PM.

#26 TV2019

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Posted 07 December 2019 - 06:51 PM

Is it just me or does Dol Guldur not have a lot  of units? Especially powerful units that aren't affected by the weakening effect thing? I love the units that you have shown and talked about so far, but I feel like there's something missing. Maybe a magical unit? Or something Beastly?  Something that isn't  an undead Orc variation, cause it seems like there are enough of those kind of enemies. I dunno. Maybe it's just on paper that it reads as a bit paltry. Btw, do you plan on giving them walls? Since Dol Guldur is basically a fortress that would make sense, no? Also if you don't, that would mean like that there very few evil factions with walls and that seems a bit unbalanced? 


In any way, thanks for all your work on this and I hope to see  and learn more of the faction in the near future. Keep up the cool stuff! 

#27 LittleCritter

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Posted 06 January 2020 - 01:26 AM

If there's still any place for some other heroe for Dol Guldur, maybe you could add other spider heroes, Drûzhag, the Beastcaller and/or Ashrâk, the Spiderkin, i think both of the goblins could fit for Dol Guldur, although they're a little combo together.



Edited by LittleCritter, 20 March 2020 - 11:15 PM.

#28 LelouchAK

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Posted 16 August 2020 - 09:14 AM

Idea for DG building
Dungeons of Dol Guldur
(Building would use model of old 15pp Mordor spell)
Cost 500
Much wider range of dark presence passive, comparable to fortress' one
Passively reduces hero cost by 5%
Passively increases sauron movement speed by 5%
(Not sure which one fits more)
Limited to 4 buildings
building would enhance early game spam and late game army push by various upgrades
300 - There is no peace
-upgrade time: 15s
On the top of the building arrive orcs archers defending structure, range of view of structure is increased
300 - There is no life
- upgrade time: 6s
Dungeons of Dol Guldur gain access to a web of catacombs, those are too narrow for everyone though, can be accessed only by the lowest of the scums and those who are moving in single units
Tunnels can be used only by broken rabble, orcs gaolers, orcs archers, risen death and heroes 
600 - There is no light
-upgrade time:60s(!sic)
Ally units receive leadership bonus comparable to the statue one but on a much wider range, enemy units are slowed down by 5%, this debuff is low but can stack with other debuffs
700 -  There is no rescue
-upgrade time:60s(!sic)
Reduces armor of ALL surrounding units by the same amount it is increased by "There is no light", this means it can be nullified for your units if you get "There is no light" upgrade at the same time. Additionally units in close range of the DG dungeons are quickly replenished (but not healed)
Dol Guldur dungeons are being built by ghosts amazingly fast but it's upgrades take enormous amount of time. This building would be able to gain experience by getting upgrades. On first level (when built) it would be paper like, 1000hp so any unit would be able to quickly ruin it. After getting 2 of 4 upgrades dungeons reach its 2nd level, gaining high hp bonus. Now on 2500hp it would be much tankier but still comparable to high level resource buildings (maybe some black mist to show it is on 2nd level). After getting all of the upgrades building is empowered by Dark Lord, reaches 5500hp and gains a blight in close proximity of the building. This level is extremy hard to get as those upgrades cost a lot and require a lot of precious time, therefore those arent made for an early game and should be considered a lategamie option for DG

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