Spellbook Power Ideas
#1
Posted 18 June 2007 - 08:19 AM
Now that that's out of the way... the staff, who are unfortunately not always full of ideas, would appreciate your input. Knock yourselves out .
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#2
Posted 18 June 2007 - 08:45 AM
Edit: actually (on the topic of summons) Erebor and Dale should be able to summon units from the other faction (Erebor summons units of Dale and vice-versa). From my point of view, this is a must. Then again, who am I to dictate the workings of this mod?
Edited by Olorin, 18 June 2007 - 09:01 AM.
...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...
...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...
...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King
#3
Posted 18 June 2007 - 09:34 AM
I think a kind of "Elven Wood" power would be good. Except, instead of just the texture, maybe it could summon a model (made to look mountainous) that the dwarves can walk over, giving them a slight height/range/vision and armour bonus?
Uber-Massively-Powerful-Earthquake-Of-Doom ... just kidding For the final power, what if units or buildings across the map became indestructable for 15 seconds? Or got some kind of map-wide boost?
A Heal power that heals structures, like BfME2 (one of the most useful powers if you're under siege)
A summon Allies spell. I suppose it could be a Rhovanion summoning, Dale or Iron Hills summoning.
Something like "Cloud Break" would probably be needed to make things balanced. "Wind of the Mountains"? ...
#4
Posted 18 June 2007 - 09:51 AM
#6
Posted 18 June 2007 - 10:36 AM
...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...
...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...
...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King
#7
Posted 18 June 2007 - 11:54 AM
How about a tier 1 power called "The Horn of Erebor". Basicly a warchant for them, but i dont know if there was a horn of Erebor because im not someone who read all the books. Just Lord of the Rings
#8
Posted 18 June 2007 - 12:10 PM
"Deposit" - mid to late game spell - allows construction of mine on selected place (cant be summon anywhere near the castle our outpost) that mine gives more resources than normal one but if enemy destroy it then rather then big treasure is uncover
#9
Posted 18 June 2007 - 12:17 PM
What is wrong with this? Like 5 point power which gives +50% range, +150% damage and -25% attack speed. They will be still more powerful...much more powerful then before.^^ I don't know; that one sounds more like a unit ability rather than a spellbook power. Just saying this, but when have you ever seen a spellbook power that temporarily decreases unit stats (apart from other mods)?
#10
Posted 18 June 2007 - 03:16 PM
Edited by Alsch, 18 June 2007 - 03:19 PM.
No, Jimmy Page is god.
#11
Posted 18 June 2007 - 03:44 PM
Elven healing
Dale employs the healing skill of the Mirkwood Elves
Lush Valley
A lush green thicket thicket sprouts, similar to Elven Wood
Dwarven Jewels
A passive resource power, boosting resource structures by 3 resources
Rhovanion Alliance
Summons a group of Dwarven Mirkwood Maethor and Dwarven Warriors to aid you.
Elven Bows
Passive: Dale marksman arccuracy is increased by 60%
Cloud Break
Sun Beams break the clouds
Dwarven Masonary
Passive: Dale Strucure health is increased by 55%
Morning Fog
Large radius spell which decreases enemy vision by 100%, Dale units become stealthed
I'll come up with spells for harad and the Dwarves later
Edited by Uruk King, 19 June 2007 - 10:31 AM.
#12
Posted 18 June 2007 - 11:33 PM
#13
Posted 19 June 2007 - 12:45 AM
#14
Posted 19 June 2007 - 02:43 AM
Harad
Bounty: summons a small group of assasins that automaticaly try to kill enemy hereos, assasins have powerful attack but low health
Great charge: (needs a better name) causes all selected units to charge toward an enemy unit or units, all units in the charge have a greatly increased attack and speed, ability ends when all soldiers come to a stop
Erebor
Eagle strike: suummons uncontrolable giant eagles to swoop down on an enemy unit and tear it to pieces
Dwarven craftmenship: permenently increases the attack and defense of all dwarven warriors
I would like to publicy anounce that I'm totaly insane.
I'm the little man living in your ceiling fan. I like it up here.
#15
Posted 19 June 2007 - 04:06 AM
Moonlight: dispels all other weather effects and cloaks all stationary dwarves?
Dragon Scales: All heroes increases their Def by 30%
Arkenstone Legend: Selected units increase their Dam by 50%
Bombardment: Fires volleys of stone onto an area
#16
Posted 19 June 2007 - 04:49 AM
Oh and some of these ideas [particularly Shifting Sands (reminds me of AoM), Morning Fog, Bounty and Deposit (also reminds me of AoM)] are actually very interesting (in my opinion). Keep them coming.
Edited by Bard, 19 June 2007 - 04:59 AM.
The beginning of knowledge is the discovery of something we do not understand.
#17
Posted 19 June 2007 - 06:08 AM
Hearth
a hearth is summoned, dwarven units will heal if nearby.
Horn of the Mountain
Bonuses to targeted troops, as well are resistence to fear.
Deposit
Summons a mine anywhere on the map.
Rhovanion Alliance
Summons a group of Meathor from Mirkwood and Men-at-arms from Dale to aid you.
Dragon Scales
Hero armour is increased by 65%
Light of Durin's Day
Supernormal light which paralyses enemies, and cancels stealth
Stout Hearts
Dwarven units become 100% resistent to fear
The Best Power for the Dwarves is in the hands of RA.
Edited by Uruk King, 19 June 2007 - 06:09 AM.
#18
Posted 19 June 2007 - 06:13 AM
Don't copy cahik's, Canterbury's or anyone else's power idea(s) please.
The beginning of knowledge is the discovery of something we do not understand.
#19
Posted 19 June 2007 - 06:20 AM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#20
Posted 19 June 2007 - 06:24 AM
heres one for Harad
Hideout: creates bandit hideout that works like a neutral goblin lair, except the bandits are on your side. the hideout can be placed anywhere on the map and bandits spawn automaticaly.
I would like to publicy anounce that I'm totaly insane.
I'm the little man living in your ceiling fan. I like it up here.
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