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Spellbook Power Ideas


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#81 Canterbury

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Posted 26 June 2007 - 06:43 PM

Secret doors?
secret doors to what?


Outside the castle, I forgot the real name.

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#82 Mathijs

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Posted 26 June 2007 - 07:24 PM

We're only missing one power for Erebor now, it's not a weather power and is one of the second tier (3/4 pp) ones.


When you say Dwarfs I think of beer so perhaps this could be some kind of power. Every Dwarf that fights gets an attack boost and is immune to fear for a period.

That's Warcraft I think. :p I think all races in Middle-earth liked ale, not specifically the dwarves.

Edit: Well except for the elves, but they liked Dorwinian wine. ;)

Edited by Matias, 26 June 2007 - 07:24 PM.

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#83 Azrael

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Posted 27 June 2007 - 04:57 PM

I had a sudden idea for a Dwarven weather power, even thought you don't need it :xcahik_:

EREBOR:

(8) [Name, preferably "Moonlight"] ~ 3rd Tier
Dispels weather effects, increases allied damage by +25% and reveals stealthed enemies across the map.

(4) Hidden Fortunes ~ 2nd Tier
Choose a resource structure from OUTSIDE of your base and it becomes stealthed, hidden from enemy view for 2 minutes

HARAD: ~ (Look up the one I've already suggested, on page two)

1st Tier
(1) Serpent Banner
(2) Oasis ~ Summons a lush terrain with a pool of water and some palm trees. Increases allied armour by 50%, and negates enemy leaderships. Heals allies over time.

2nd Tier
(3) Dark Alliegence
(4) Trade Route ~ +25% resource production to all buildings. Passive power.
(5) Drought ~ Stops enemy resource production in a target radius for 1 minute

3rd Tier
(8) Stampede
(8) Heatwave

4th Tier
(12) Desert Storm

Just a re-adjustment of my power tree, and including an amalgamation of other suggestions for the Drought power :D

Edited by Azrael, 28 June 2007 - 09:09 AM.


#84 Canterbury

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Posted 28 June 2007 - 12:58 AM

^sadly some of those ideas were already mentioned in some form. I guess everyone is entitled to their own opinion ;)
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#85 Azrael

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Posted 28 June 2007 - 09:09 AM

Maybe because I was the first to suggest a few of them ;) For others, I just modified existing ideas, E.g, "Moonlight". A name that has already been suggested, but I gave it a different function.

To the staff:
Could you give us a hint at the type of powers you're looking for?

#86 Uruk King

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Posted 28 June 2007 - 10:33 AM

I thought we've established that the Light of Durin's Day power was gonna be a possible power for the Erebor Spellbook. Besides most battles are in Daylight and getting moonlight during the middle day is a bit wierd. I understand it was moonlight that revealed the doors of Moria, and it's relevence to the Dwarves, but its wierd to get moonlight in the day.
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#87 Azrael

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Posted 28 June 2007 - 12:09 PM

I'm suddenly not allowed to post ideas? I'm sure Nertea said it was a possibility, not definite. And besides, having Springtime pop up in the middle of December might be weird, but the Elves still have that power. I don't see what's wrong with Moonlight.

#88 Bard

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Posted 28 June 2007 - 01:01 PM

Yes, but Mirkwood's "Springtime" does not alter the day and night cycle and is a 'spell' (Middle-earth subtle "magic") that only temporarily grants the "essence of spring", it doesn't shift the entire season to spring.

Not that I have anything against the Moonlight power, just thought I'd give my say in this.

Could you give us a hint at the type of powers you're looking for?


For Dale:
Anything that's not too complicated for the earlier tiers that can either give:
-Healing.
-A stats bonus for units.
-A defensive boost (for the bases/buildings/units).
-Something that might undermine the enemy's early game (and possibly mid and late game as well) but preferably does not deal out direct damage.

All of the above can either be passive or active.
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#89 Uruk King

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Posted 28 June 2007 - 03:20 PM

I'm suddenly not allowed to post ideas?

I don't recall saying that.
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#90 Azrael

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Posted 28 June 2007 - 03:45 PM

To me, it implied that since your idea might be implemented into the mod that no other ideas on the same lines should be suggested.

@ Bard:
I was just using Springtime as a comparison ;) But you might want to change the information on the Mirkwood Spellbook page. It says "Sun breaks through darkness or rain. Slowly heals all friendly units throughout the map." It kind of contradicts what you said ;)

#91 Canterbury

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Posted 28 June 2007 - 06:53 PM

Weather effects i think should have a wide array of possiblities since its just a game. Its not like you are only limited to fight in sunlight, rain, etc. Anything is possible
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#92 Azrael

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Posted 28 June 2007 - 08:00 PM

That's a fair point ;) But it depends if weather is hard-coded or not. Even if it is, ched > SAGE Engine :p

#93 cahik_

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Posted 28 June 2007 - 09:09 PM

ched > SAGE Engine

QFT :p

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#94 Bard

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Posted 29 June 2007 - 04:49 AM

@ Bard:
I was just using Springtime as a comparison :p But you might want to change the information on the Mirkwood Spellbook page. It says "Sun breaks through darkness or rain. Slowly heals all friendly units throughout the map." It kind of contradicts what you said ;)


Heh, I would if I could. :popcorn:
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#95 Canterbury

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Posted 01 July 2007 - 02:40 AM

just asking if anyone knows, if for example, someone aquires a spellbook power of the "elven gifts" esque, will there be skin changes to go along with it?
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#96 Fuh Q

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Posted 23 August 2007 - 01:42 PM

level 6 or so spellbook power idea for erebor.. gives dwarven units within a small radius the heavy armor upgrade.. called something like 'Mithril of Khazad'.. the radius should be about the size of isengards war chant.
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#97 Glorfindel

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Posted 08 September 2007 - 04:44 PM

@ Bard's earlier posts regarding powers for Dale:
Well these are just three that i've come up with , and yes, i know they're bad but please bear with me-
1)Elven Influence:Heals units in targeted area and replaces one dead chap per battalion
2)Descendents of Dragonslayer:Well this can either be used to temporarily increase stats of units, sort of like War Chant, or to temporarily stop all enemy unit production and resource gathering
3)Dwarven Masonry:For a defensive boost for buildings(im not sure whether you wanted one that is temporary or permanent)
So, whats the general opinion? :p
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#98 Duplo

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Posted 24 September 2007 - 03:49 PM

how 'bout "awsome riches" it could make dwrves happier or increase productivity or something
:cool:

also maybe a hoard bonus for evil when there is loads of groups there happier :grin:

just sum thoughts cos i love the hobbit. also if not already mentioned, eagle summon, but there should be more eagles.

i have no idea whats going on with this mod so il check it out.

#99 UltimateRanger

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Posted 26 September 2007 - 04:46 PM

Harad
Note:Numbers are the amount of points I think they should need not the order
1. Scout-Stealthed unit that would appear in the middle of enemy base for ten seconds(has no attack)
2. Scorched Sand-Agree with power some one else mentioned
6. Desert Treasures-Adds 20% of the players money to funds
9.Desert Thieves-Steals 30% of other players money
12.Silent Kills-Summons 5 Hasharin(Harad Assasin) (I have no Idea if theses are in the techtree)
15.Quick Sand-holds enemys in place and kills them over a long period of time(I think has been mentioned)
18.Poisoned Ground(or other)-Creates a permanetly poisoned bit of land that kills units ten seconds after touching it but is easily visible
20.Haradrim Sorcery(or other)-Kills all enemy units on screeen

Thats all I can think of

Edited by UltimateRanger, 27 September 2007 - 06:40 PM.

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#100 Lauri

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Posted 26 September 2007 - 05:07 PM

woah, noah.... well, atleast not that last one :)

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