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SEE Spellbooks


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#21 Nazgûl

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Posted 03 June 2007 - 08:05 PM

Grond would be too poerful as a spell... Cause then you could summon it right at the target. It's slow and has HIGH armor but makes DEVASTATING damage... so for the "balance" (and realism) it needs to be transported to the enemy giving the enemy a chance to counter attack ;)

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#22 Athem

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Posted 04 June 2007 - 12:12 PM

some spells:

for Dwarves:
Blessing of Aule - dwarves units became +150% speed(because they are extremly slow ;) )

for MotW:
Destiny of Dunedain (?? or something like that :lol: ) - (permanently spell) all units became +60% damage +60% defense :p

Edited by Athem, 04 June 2007 - 12:12 PM.

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#23 Uruk King

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Posted 04 June 2007 - 03:34 PM

Is the Dwarf power passive?

Eitherway I like it, but lower it to 100%. But the "Destiny of Dunedain" is a bit too powerful, plus it singles out the Men of Gondor. MotW harbours not only the Dunedain of Gondor, but also the Glorious Rohirrim.
I will remember Rhovanion Alliance, RIP .

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#24 Athem

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Posted 04 June 2007 - 04:19 PM

Blessing of Aule is not passive, but with great radius :p ;) dwarves RULEZ :p

and Destiny of Dunedain then only for Gondor Soldiers, Gondor Archers and Tower Guards :lol:
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#25 Uruk King

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Posted 04 June 2007 - 05:28 PM

Why not something to increase the presense of Rohan.
I will remember Rhovanion Alliance, RIP .

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#26 Nazgûl

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Posted 04 June 2007 - 05:36 PM

but lower it to 100%.


Just so you know... in codes, 200% equals the double amount, so 150% is "only" 50% more. 100% would be the same = no difference ;)

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#27 Uruk King

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Posted 04 June 2007 - 06:29 PM

Nazgul, I may not have played the game for a bad stretch of time but i can stil remember my statistics. I was just saying 150% is a bit high.
I will remember Rhovanion Alliance, RIP .

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#28 Nazgûl

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Posted 04 June 2007 - 09:35 PM

Aha? ook...

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#29 Strider

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Posted 06 June 2007 - 02:53 PM

I remember in RotK it was mentioned how being near the mountains of shadow scared some of the soldiers into leaving back for Minas Tirith, or Cair Andros. Perhaps some sort of terror power for mordor, like a targeted area of units freeze in fear and you hear a Nazgul screech. We could say that the Fell Beast are flying over that area and you have to edmit that would terrify most soldiers. Of course the effect wouldnt be temporary.

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Deep roots are not reached by the frost.


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#30 Uruk King

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Posted 10 June 2007 - 02:48 PM

I decided to renew my list of spellbook suggestions, with my own set of original ideas:

Men

* Heal (keep the normal healing spell the same cuz it has an appropriate Gondor soldier being healed)
* Valour of Men (Same as rallying call but less amour and slightly more damage)
* Rebuild
* Unlikely allies (summons Legolas and Gimli)
* Lone Tower
* Horn of Rohan (Summons 3 batalions of special Westfold Infantry)
* Hobbit Allies
* Dunedain allies (changes could include the ability to toggle sword/bow, and being stouter that Itilien Rangers)
* Wind of the West (Bad weather effects are expelled, with a wind sound effect)
* Knights of Dol Amroth
* Army of the Dead
* Draw Swords together (summons the best troops of Gondor and Rohan)

Elves

* Elven Refuge (summons a Mirror of Galadriel)
* Elven wood
* Farsight
* Elven Gifts (hobbit damage is increased by 65%, passive)
* Gush of Air (prevents enemy movement)
* Arrow volley
* Mist
* Summon Huorons (Summons 3 animated large Fnagorn trees)
* Springtime (Sun breaks through darkness or rain. Slowly heals all friendly units throughout the map)
* Tornado
* Sunflare
* Flood

Dwarves

* Fortification (the terrain turns to a stone floor with statues, adds an armor bonus)
* Rebuild
* Ravens (summons a flock of ravens similar to crebain to scout the map)
* Dwarven Riches
* Iron Hills Warriors (summons special units with high armor and speed)
* Raw Materials (passive, upgrades and seige weapons are produced and researched quicker)
* Dwarven Haste (Dwarf speed is increased by 100%)
* Undermine
* Cloud Break
* Barrage
* Citadel
* Earthquake

Mordor

* Eye of Sauron
* Tainted land
* Fell strength (same as Warchant)
* Barricade
* Wild allies (summons large numbers of Trolls, Wargs and Wights)
* Industry
* Sudden Fire (the terrain ignites causing units, allies or enemy to burn)
* Call the Horde
* Darkness
* Legion of Sauron (Summon 3 Black Uruk hordes)
* Rain of Fire
* United Darkness (new units for Mordor are unlocked to be purchassed, but when

Isengard

* Palantir
* Crebain
* War Chant
* Devestation
* Spoiled Land (the land turns to grey dirt, and scaffolding is errected)
* Snaga (Summon Moria orcs, based on the fact that numerous orcs were Saruman's slaves)
* Industry
* Fuel in the Fires
* Freezing Rain
* Dark influence (Gives targeted units 70% Fear Resistance, resist Knockback and a 15% speed increase)
* Churning Pits (Unit production time decreased by 75%
* Balrog (the Balrog is used by this faction only)

Wild

* Cave Bats
* Drums of the Deep (targeted units are gain 50% armor and strength)
* Untamed alleigance
* Scavenger
* Fresh Slaves (targeted strutures are repaired)
* Wargs (instaed of spiderlings, 15 wild wargs are summoned to fight)
* Wildmen
* Shadow and Flame (same as darkness)
* Watcher in the Water
* Awaken Wyrm
* Summon Dragon
* Summon Smaug
I will remember Rhovanion Alliance, RIP .

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#31 CapnAstroSponge

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Posted 10 June 2007 - 04:43 PM

Wow, I like the sound of that, especially the MotW powers.
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#32 Bruno62339

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Posted 10 June 2007 - 05:14 PM

Uruk King, some of those ideas are going to be in the RA mod, so it's better to have original spells for SEE. the ones you thought of are pretty nice though.
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#33 Mordor Slayer

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Posted 10 June 2007 - 07:04 PM

I still don't agree about the Balrog going to Isengard...
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#34 Nazgûl

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Posted 10 June 2007 - 07:18 PM

I love most of it... very good post UK. I just hope it won't cause any collisions with any other mod/team? I ahve no idea what spells and stuff other mods use cause I have zero time checking them out :rolleyes:

Although, the Balrog will never be an exclusive for Isengard though. Balrog is for Mordor and Goblins. Other than that I like 95% of it all =)

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#35 Uruk King

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Posted 10 June 2007 - 08:54 PM

Uruk King, some of those ideas are going to be in the RA mod, so it's better to have original spells for SEE. the ones you thought of are pretty nice though.

The only Powers that come from the RA mod are the "Wind of the West" and "Springtime" are from RA, everything else is original or otherwise.

@ Nazgul, I told why the Balrog was givin to Isengard, Because the Goblins might have the Balrog as the Ring-hero. And Isengard's current powers are Dragon Powers. But the Balrog has more to do with Isengard then Dragons
I will remember Rhovanion Alliance, RIP .

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#36 Xingdao Fan

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Posted 10 June 2007 - 09:30 PM

I recognize many of the spells from Rhovanion Alliance, yes. Unlikely Allies is good though, summoning Legolas and Gimli seems ok, but they should cost a bit more spell points.

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#37 Sûlherokhh

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Posted 10 June 2007 - 09:46 PM

I am not at all for summoning units that are unique to another faction and also individuals. Maybe if there was something implemented that would prohibit the spell from spawning heroes that can already be built by any player. In that case it could easily be able to summon the whole fellowship, minus those that the player, or any other player, can build.

That could be a spell for all good factions, cheapest for the elves (they already would have a maximum of 4 fellowship heroes), most expensive for the dwarves (since there could be up to 8 heroes being spawned).

Call it something like: 'The Fellowship Reunited', make it last only a few minutes, make the heroes summoned level 6 or 7 (so they will have some but not all powers), set the recharge to at least 5 minutes, if not longer; We'd be good to go.

That would be my take on it, just for the movie flair. :rolleyes:

Edited by Sûlherokhh, 10 June 2007 - 09:47 PM.

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#38 Servant of Sauron

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Posted 10 June 2007 - 09:53 PM

I have a couple of suggestions for Isengard's last tier powers.

1. Blasting Fire
Isengard's equivalent of Dragon Strike or Rain of Fire, except that a few mines are dropped on an area simueltaneously, exploding on impact. If that's not "realistic" enough you could always animate them so it looks like they're being lobbed from off map.

Another version of this would be what I would refer to as Sorcery of Orthanc, it would be lightning similar to the Wizard's Tower spell except on a larger scale.

2.Second high level could be "The Butchers of Isengard" which summons a large army of Dunlendings, Uruk-hai, Warg Riders and maybe even a couple of Battering Rams or Ballistae.

Edited by Servant of Sauron, 10 June 2007 - 09:53 PM.

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#39 Sûlherokhh

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Posted 10 June 2007 - 10:21 PM

What is the point exactly? These are all only duplicates of what isengard can muster already.

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#40 Servant of Sauron

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Posted 11 June 2007 - 12:09 AM

The point was more or less to make the powers more true to Isengard's style(if only visually). Sorcery of Orthanc was not a particulary well thought out idea admittedly.

That said I was trying to keep the style of the spells. If you want drastically different high level spells for Isengard I'll come up with some more innovative ideas. Currently their high levels spells are Dragon Strike and Summon Dragon and yet neither suit Isengard's style. So I was trying to do a summons and an assault spell that were more "in line" with the factions lore.

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