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Spellbook Power Ideas


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#101 UltimateRanger

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Posted 28 September 2007 - 07:20 PM

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


I couldn't think of a decent last power so I went random
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#102 Gothmog14

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Posted 01 October 2007 - 12:00 AM

Okay, here are my ideas for Harad. I tried to make them as unique and far off from what is already in as possible. Maybe you could use some of the ideas :xcahik_: :

Harad

Traps of the Haradrim - 2 PP
Summons a trapped area in any un-shrouded area of the map. Enemies cannot see it, and when enemy units are moved over or placed on it, they fall into the ground and are trapped (or merely die if falling into the ground is not doable). The area of the trap should be fairly small.

March of War - 1 PP
Haradrim gain a +40% Damage and +20% Armor boost when moving in a group of 80 or greater (or however many is balanced, I don't really know what the Command Points are like now). Passive Power.

Civil Strife - 3 PP
Sacrifice two (maybe one, as two is kind of a big sacrifice) of your own buildings to destroy the enemies most expensive building (barring the Citadels)(based on Harad being a divided land, after you conquer your divisions, you get stronger, not really logical though, perhaps sacrifice two of your buildings to upgrade 4 hordes of Haradrim to Rank 3 or 4 as an experience buff type thing).

Shades of the Harad - 6 PP
Garrisons all non-base resource buildings with five archers. The resource buildings become stealth-ed and appear as build plots. The archers can then kill all enemies that come to the build plots. After a unit is killed (the archers should be able to one hit most units), the building becomes un-stealth-ed and attackable until all of those units are killed, after which the enemy must sacrifice more units to un-stealth it (maybe this should be a 15 Point Power...). Long recharge.

The Black Alliance - 3 PP
Allows you to purchase additional units from conventional Haradrim barracks (some new Orcs or something). Also, slightly increases the cost of basic infantry while giving them a modest boost to Health and Damage. Passive Power.

Desert Heat - 7 PP
Map wide effect. When enemy units are moving they very slowly loose their health. When enemy units are attacking they loose their health a little faster. They will gain it back if they stop moving or attacking. A very strong defensive move, as enemies should die before they can take out a building (of exhaustion). Note, as their health decreases, they should loose some speed and damage when reaching intervals (like 75%, 50% etc.). Has no effect on elites or heroes. Possibly get some reddish rust color FX over the map too.

Creed of Assassins - 9 PP
Summons two highly professional assassins. They cannot be seen by the enemy and they cannot be controlled. They will target enemy heroes by themselves and scout the map until they find some (so the AI better buy lots of heroes now :p). After finding one they can kill him, at which point they become un-stealth-ed and attackable. Only one is needed to kill the hero, so if there is more than one hero, they will each target a different one. However, if only one assassin is targeting a hero, he (the targeted hero that is) has a 20% chance of survival (10% maybe). Should be a fast recharge.

Deserts of the East - 18 PP
Creates a fairly large area of dense sand. Enemies that are found in this area gradually sink into it until death (it is a slow process, so archers can still do some damage). Your own units can walk over it, but allies will be drawn in too. It has two uses really, it can be a slow army killing summoning, but it's main use should be as a defense, as it is easily avoidable, so it can be used to block off your outposts while you rebuild from an attack. Also, it can be cast on enemy outposts to stop production buildings in said outposts from working (well they can but it'd be a waste of money). Cannot be cast on an enemy base, that would be too crippling. When in use with Desert Heat enemies sink faster.

Khand

Eastern Sands - 7 PP
Creates an area around the mini-faction building with 3-4 build plots in which you can build sentry towers or resource buildings. Passive Power.

Oasis of the Desert - 4 PP
Summons an oasis that can heal friendly units. When the Desert Heat power is active enemy units are drawn to the oasis (it should be fairly large) and made delirious around it. They should not be able to defend themselves, so these two powers combined will make for easy kills. Has a recharge, but Oasis's last a long time, so you can have multiple ones out at once.

Umbar

Fisheries of the Haven - 4 PP
Grants an extra 1000 (I dunno, maybe two) resources every minute or so (whatever is balanced, for you guys to find out I guess). Decreases the cost of beasts (Mûmaks) and calvary (if there are some) by 15%. Passive Power.

Flames of the Port - 3 PP
Equips Corsairs with flaming projectiles (firebombs?) and equips Haradrim archers with Fire Arrows (Umbar was known for fire wasn't it?).

Edited by Gothmog14, 04 October 2007 - 06:37 PM.

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#103 Bereghond

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Posted 01 October 2007 - 02:26 AM

What about a power for Erebor called "Glow of Orcrist"? A passive power that give a defensive bonus for units that are close to the base (Castle/Camp). Because when Thorin Oakenshield die, Orcrist was placed upon his tomb in Erebor, where, as Tolkien wrote, it "gleamed ever in the dark if foes approached".

Edited by Bereghond, 01 October 2007 - 02:28 AM.


#104 Olorin

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Posted 02 October 2007 - 01:57 AM

Both your ideas are pretty cool. Nice thinking. :xd: Though I don't really understand the concept or the purpose of the 'Civil Strife' power.
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#105 MorgoththeMight

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Posted 02 October 2007 - 02:10 PM

hey gothmog 14, some of your Ideas are really cool, but why do you have this much powerpoints for each power?. In BFME 1, the starting powers cost 1 pp, then the second line costs between 2 and 4 pp, then between 5 and 8 pp, en the last one 10 (good) 20 (evil). And btw is march of war a passive power or not ?

#106 Gothmog14

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Posted 02 October 2007 - 08:50 PM

... Woops, I'm use to playing BFME II now, and they cost that much in BFME II. Oh well I'll edit that... and yes I thought March of War should be Passive (so that it's not so much like War Chant or the other buffs).

About Civil Strife, well I read somewhere that Harad was a very divided place, with many separate and warring kingdoms, so that's where I got the idea. The power is supposed to be like a buff at a cost (like once they settled their own problems they would be stronger and have a fuller attention), only I didn't want to use another Damage / Armor increase type power, so I said taking out enemy buildings. I changed it now... a little, it is a little more useful I guess.

Edited by Gothmog14, 02 October 2007 - 08:56 PM.

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#107 Olorin

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Posted 03 October 2007 - 01:27 AM

Ah, I see. Interesting, very unique, but I think it would make more sense for your units to gain experience when the building has been destroyed. That's just my opinion though.
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...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

#108 UltimateRanger

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Posted 04 October 2007 - 05:57 PM

I love those Ideas, The Deserts of the east is cool,could be useful to block gate from attack so enemys could only attack walls,also would it be permanent or timed
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#109 Gothmog14

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Posted 04 October 2007 - 06:35 PM

Well, it would sort of have to be timed, because if you cast it on one of your outposts, it could become very difficult for a someone to take it out. It should last pretty long though. Also, it being permanent would make it much less useful because if the battle changes (like you use it to defend against the enemies coming from the east, and after you destroy them you have to deal with the ones from the south), you'll want to move it. And it being permanent with multiple casts would make it far too overpowering ;).

There should only be like a minute between one disappearing and being able to cast another one. Just my speculations on it ;)

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#110 snoopyzero

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Posted 05 October 2007 - 09:19 PM

-"Might of the Arkjewel"- 6 points

-The old wonderful jewel of Thorin affectet all dwarves on the Battlefield to fight harder-

Thorin gets a arkjewel in the right hand or a podest with the jewel in the citadel

all units became faster[5%] and fight harder[5%]
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#111 Olorin

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Posted 06 October 2007 - 09:57 AM

I believe you're talking about the Arkenstone. :lol: Sorry, I'm a little picky when it comes to these things. :p Sounds good, very unique (unlike normal 'War Chant'-esque abilites). I like it. ;)
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...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

#112 Alsch

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Posted 07 October 2007 - 09:56 PM

I like the idea of that power, refering to the Arkenstone, but - and I'm sorry to be a buzzkill - Thorin was dead during the war of the ring, so it might be a good idea to give it to a different one of the Dwarven heroes.
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#113 Mathijs

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Posted 07 October 2007 - 10:54 PM

Wasn't the Arkenstone buried deep under Mt. Erebor, along with Thorin and Orcrist? Don't think the Dwarves would see it fit to ''use'' the Stone, as it would defile Thorin's grave.

Edited by Matias, 07 October 2007 - 10:55 PM.

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#114 Alsch

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Posted 08 October 2007 - 03:50 AM

Oh, yes. I forgot that part. *forehead slap* :)

Edited by Alsch, 08 October 2007 - 03:50 AM.

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#115 Olorin

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Posted 09 October 2007 - 06:20 AM

'Memory of the Arkenstone' then? :p What I wouldn't mind seeing is something to do with the glow Orcrist produced when orcs were near. Something like 'Warning of Orcrist' that gives all units near a selected base a balanced defensive and speed bonus.
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...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

#116 mike_

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Posted 09 October 2007 - 01:12 PM

Maybe it could be an upgrade for the castle, giving the castle itself an extended vision boost?
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#117 Olorin

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Posted 10 October 2007 - 06:28 AM

Or something along the lines of that, yeah. :lol: But like in TEA with Cirdan, you can only purchase the upgrade for one base only; it would be pretty stupid having multiple Orcrists all over the map. :p
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...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

#118 Just west

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Posted 21 October 2007 - 11:15 PM

hmm something different.

Dale
Did anyone mention an "eye of the thrush" ability? This ability could give the archers of Dale a Range boost
Or maybe a "Shadow of the woods" makes units stealth for a short time.

Dwarves
This is a weird name but "Charge" I remember Gimli saying something about fast over short distances. Something that gives them a speed boost would be useful for a normally slow faction.

I'll think more on Harad but Sand Storm is a fitting final power. It could be coded as a wave

#119 Dain Ironfoot

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Posted 22 October 2007 - 09:27 AM

Well Gondor swordsmen have a charge ability actually..

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#120 Nertea

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Posted 22 October 2007 - 02:21 PM

Dwarves have a good deal of speed-buffing abilities and upgrades that will let them match or exceed other factions' infantry speeds for a short time.

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