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#1 Elendil the High

Elendil the High

    High King of Dunédain

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  • Location:Denmark
  • Projects:Coding and Idea making for Wars of the East mod
  •  Coder, Skinner and Loremaster

Posted 15 July 2007 - 10:20 PM

Here is some of my suggestions to make Wars of the east better than it already is. the suggestions are mainly for the good factions, men, elves and Dwarves, but also for some of the evil factions.
The Ideas is in this order: Heroes, Units, Buildings, Powers, Changes.

The suggestions will come in this order:

-Men of the West:
-Heroes:
Imrahil (implented)
Halbarad
Beregond
-Units:
Dol Amroth warrior
Citadel Guard
Rohirrim lancer
Lossarnach axemen
Morthon bowmen (implented)
Pelagir wardens (implented)
Numenor knights
The Grey Company
-Buildings:
Fiefdom barrack
-Changes:
Aragorn
Boromir
Denethor
Gandalf
Theoden
Eomer
Eowyn
Faramir
Knights of Dol Amroth
Tower Guards
-Powers:
Legions of Arnor
Muster of the Fiefdoms (implented)

-Elves:
-Heroes:
Erestor
Gil-galad (implented)
-Units:
Rivendell Guard
Elvenking's Guard
Mirkwood Defenders
Rivendell Archers
Lorien Spearmen
-Buildings:
Noldor Barrack
-Changes:
Haldir
Glorfindel
Legolas
Thranduil
Elrond
Galadriel
Noldor warriors
Mithlond Sentry
-Powers:

-Dwarves:
-Heroes:
Dwalin
Bard the Sekond
-Units:
Iron Hill warrior
Iron Hill axethrowers
Soldiers of Dale
Knights of Dale (implented)
Erebor Guards
-Buildings:
Dale tower
Hall of skill (implented)
-Changes:
King Brand
Gloin
King Dain II Iron food
Gimli
Thorin III Stonehelm
-Powers:
Army of the Iron hills
Ancient stonework

-Angmar:
-Heroes:
Mathor
Durbuz
Lorgan
-Units:
Black Knight
Gundabad axemen
Gundabad bowmen
Carn Dûm defenders
-Buildings:
Gundabad cave (implented)
-Changes:
Rogash
The Witch-king
Morgomir
Hwaldar
Karsh
-Powers

-Dorwinion:
-Heroes:
Borlach
Tulamdir
King bladorthin II
Rathvith
-Units
Dorwinian knight

-Mordor:
-Heroes:
Voranur
-Units:
Morgul Vanguard
Morannon Orcs
Men of Barad-Dur
-Buildings:
-Changes:
Gothmog
The Witch-king
Morgomir
Mouth of Sauron
-Powers:

-Isengard:
-Changes:
Lurtz
Sharku
Saruman
Wormtounge

-Evil men:
-Heroes:
Rornath
Dornath
-Units
Variag horsearchers
Rhun Swordsmen
Rhun Horsemen
-Changes:
Ulwarth
Vronkar
______________________________________________________________________________

Men of the west:

Heroes:

Name: Imrahil

Race: Man

Cost: 2500

Health: 3200

Damage: 300

CP: 50

Powers:
lvl 1: Mount
lvl 3: Royal Blood (Imrahil gains 150% damage, 50% armor)
lvl 5: Prince of Dol Amroth (Nearby Fiefdom units gains 100% damage, 50% armor, 100% fear resist) Passive
lvl 7: Charge of the Swan (sends out a group of Knights to crush your enemies)
lvl 10: Amroth for Gondor (Imrahil and nearby cavalry gain 25% speed and 99% reduced crush deceleration and takes only 10% damage)

Stragedy:
Imrahil is a lategame hero, he is best used cavalry/support hero with hes Leadership and Amroth for Gondor. When you get him in level 10 he can win the battle for you with his Prince of Dol Amroth.
______________________________________________________________________________

Name: Halbarad

Cost: 1600

Health: 2800

Damage:
Sword: 250

CP: 25

Powers:
lvl 1: Mount/Dimount
lvl 3: Banner of the King (permantly places a Banner on selected area, nearby allies gain 30% armor, 20% attack speed and becomes immune against fear)
lvl 6: Captain of the Company (nearby Grey Companies and Aragorn gains 50% damage, 25% armor and their power recharge 50% faster) Passive
lvl 7: Strength of the Dunedain (Halbarad gains 25% damage, 50% armor, a little AoE damage and 100% knockback resist) Passive (not in palantir)
lvl 10: Ride from the North (Halbarad and nearby Grey Companies gains 75% armor, 50% movement speed and 99% reduced crush deceleration and becomes immune against ranged attacks)

Stragedy:
Halbarad is best used as leader for The Grey Company, but with his Banner of the King, he can also boost other troops.
______________________________________________________________________________

Name: Beregond

Cost: None

Health: 1200

Damage: 200

CP: 0

Powers:
lvl 1: Captain of the Citadel (nearby Citadel Guards gain 50% damage, 50% armor, 20% attack speed and 100% fear resist) Passive
lvl 3: For Faramir (Beregond gains 75% damage, 40% armor, 30% attack and movement speed)
lvl 5: Defender of the Citadel (When near Gondorian buildings, Beregond gains
______________________________________________________________________________

Units:

Name: Dol Amroth Warrior

Class: Heavy Swordman

Horde size: 10

Cost: 600

Health: 600

Damage: 80/170

CP: 80

Strong vs: pikemen and swordsmen

Powers:
lvl 3: Glory of Dol Amroth (the warriors gains 50% damage)
lvl 5: Shield of steel (25% Armor Against Arrows) passive

upgrades: Forged Blades, Heavy Armor, Banner

Build From: lvl 3 Fiefdom Barrack

Stragedy:
The warriors are very Heavy swordsman that can take heavy attacks, and because of there Shields they are very Resistant to Arrows.
______________________________________________________________________________

Name: Citadel Guard

Class: Elite Swordman/Archer

Side: Men

Horde size: 10

Cost: 800

Health: 500

Damage Bow: 60/100

Damage Sword: 90/160

CP: 80

Strong vs: Infantry and monsters

Powers:
lvl 1: weapon toggle (Bow and Sword)
lvl 5: Defender of the citadel (The guards gains 20% Armor) passive

Upgrades:
Forged Blades, Fire Arrows, Banner (not Heavy Armor, they start with a strong armor)

Summoned by Faramir's White Guard ability
______________________________________________________________________________

Name: Rohirrim Lancers

Class: Light Cavalry

Horde size: 10

Cost: 300-400

Health: 300

Damage: 60/120

Strong vs: Archers

Powers:
lvl 3: Ride (25% speed) passive

Upgrades:
Forged Blades, Banner

Build from: lvl 1 Stables

Stragedy:
Rohirrim Lancers are only used for Harass and Recon, not for big fights because of their low health and armor
______________________________________________________________________________

Name: Lossarnach Axemen (Replacement of Hildorien axemen)

Class: Heavy swordsmen

Horde size: 8

Cost: 500

Health: 500

Damage: 100/200

CP: 48

Strong vs: Pikemen and struktures

Powers:
lvl 4: Lethal axe (20% Damage) passive

Upgrades:
Forged Blades, Heavy Armor, Banner

Build from: lvl 2 Fiefdom Barrack

Stragedy:
The axemen have a really slow and heavy attack that can easy destroy Building , but they doesn't Have such a good armor so they very vulnable to arrows
______________________________________________________________________________

Name: Morthon bovmen

Class: Basic Archers

Horde size: 12

Cost 300

Health: 200

Damage: 50/90

CP: 48

Powers:
None

Uprades:
Fire arrows, Heavy armor, Banner

Build from: lvl 1 Fiefdom barrack
______________________________________________________________________________

Name: Pelagir wardens

Class: bassic pikemen

Horde size: 15

Cost: 300

Health: 300

Damage: 55/100

CP: 60

Strong vs: Cavalry

Powers:
lvl 1: Purcupine formation

Upgrades:
Forged Blades, Heavy Armor, Banner

Build from: lvl 1 Fiefdom barrack
______________________________________________________________________________

Name: Numenor knights

Class: Heavy cavalry

Cost: 1000

Horde size: 8

Health: 800

Damage: 100/200

CP: 80

Strong vs: Swordsmen, archers, heroes, siege weapons

Powers:
lvl 3: Numenorian blades (Increases damage against heroes and siege) Passive
lvl 5: Numenorian heavy armor (Increases armor with 20%) passive

Upgrades:
Forged Blades, Heavy Armor, Banner

Build from: lvl 3 stable
______________________________________________________________________________

Name: The Grey Company

Class: Hero Horde

Cost: 2500

Horde size: 6

Health: 2000

Damage:
Spear: 250
Bow: 150

CP: 120

Strong vs: All except heroes

Powers:
lvl 1: Weapon toogle (Spear and bow)
lvl 3: Lords of Men (nearby Dunedains gain 35% damage, 20% attack speed and 100% fear resist) Passive
lvl 4: Arrows of Steel (powerfull ranged attack, double damage against heroes)
lvl 7: Athelas (The Grey Company fully heals and revives every member)
lvl 10: The Grey Company (The Grey Company gains 25% movement speed, 50% reduced crush deceleration, knock back on their attacks, immunity against piercing and fire and a 200% damage boost against Orc-type units and heroes)

Build from: lvl 3: House of the Seven Stars
______________________________________________________________________________

Name: Protectors of Anuminas

Class: Elite Pikemen

Cost: 700

Horde size: 8

Health: 750

Damage: 100

CP: 48

Powers:
lvl 1: Shield Formation (The protectors gains 75% armor and becomes immune against arrows, but loses 25% damage and can't move)
lvl 4: Stand Strong (the protectors can't be crushed and they stop all cavalry charged) Passive

Upgrades:
Numenorian Heritage, Banners of Arnor
______________________________________________________________________________

Buildings:

Name: House of the Seven Stars

Cost: 800

Health: 3000

Recruits:
lvl 1: Dunedain swordsmen, Protectors of Anuminas
lvl 2: Dunedain Rangers
lvl 3: The Grey Company

Upgrades:
lvl 2: Banners of Arnor (Same as "Banner Carrier", but upgraded dunedains also gains auto healing)
lvl 3: Numenorian Heritage (Dunedain units gains 50% damage, 25% armor, 15% attack speed and 20% health)
______________________________________________________________________________

Changes:

Aragorn is renamed to King Elessar and has gained new abilities

Name: King Elessar

Cost: 4000

Health: 3500

Damage: 500

CP: 50 or 75

Powers:
lvl 1: King of the west (Nearby allies gains 200% damage, 100% armor, 200% exp, 100% fear resist) Passive
lvl 3: Mount
lvl 5: Sword of Kings (Elessar gains 300% damage, 100% Armor)
lvl 5: Royal Armor (50% armor) passive (not in palantir)
lvl 7: Stand, Men of the West (Nearby allies gains 200% damage, 200% armor, 25% speed)
lvl 10: Army of the Dead (summons 3 batt of Oathbreakers)

Note:
King Elessar is the best leader in the game with his insane leadership ability, King of the west.
______________________________________________________________________________

Boromir has gained two new abilities, and i took a notice of MorrisB's comment so i changed the army of Osgiliath

Cost: 2000

Health: 3200

Powers:
lvl 1: Horn of Gondor
lvl 3: Mount
lvl 4: True warrior (Continues to fight after death) Passive
lvl 4: Captain's Armor (Boromir gains 50% armor) Passive (not in palantir)
lvl 5: Captain of Osgiliath (nearby allies gains 100% damage, 100% exp) Passive
lvl 10: Stand for Gondor (nearby allied units and heroes gains 150% damage, 100% armor, 25% attack speed)
lvl 10: Shield of Gondor (Boromir becomes imune against arrows) Passive (not in palantir)
______________________________________________________________________________

Denethor has gained a new ability

Name: Denethor

Cost: 1200

Health: 2400

Damage: 150

CP: 25

Powers:
lvl 1: Steward of Gondor (nearby allies gains 75% armor, 100% exp) passive
lvl 4: Madness (Denethor 100% damage, 50% speed)
lvl 7: Steward's guard (Summons two Batt of Citadel Guards, no upgrades)
lvl 10: Pyre of Denethor (same)
______________________________________________________________________________

Gandalf is another Hero that i think ea has destroyed. so here is what i have in thoughts of Gandalf.

Name: Gandalf

Cost: 5000-6000

Health: 4000/5000

Damage: 500-600

CP: 75-100

Powers:
lvl 1: Glamdring of Gondolin (Lightning sword, very strong against Balrogs)
lvl 4: Narya the great (Selected Area burst in flames)
lvl 5: Shadowfaxe (Mount)
lvl 5: Gandalf the white (+1000 Health, double spell damage, half spell recharge)Passive (not in palantir)
lvl 7: Light of Istari (Bombards an area with light, destroying all units within)
lvl 10: Flames of the Istari (sends out a ring of white fire to kill nearby enemies)
______________________________________________________________________________

Theoden is fine but has way too low health, so this is my version:

Name: Theoden

Cost: 1500

Health: 2400

Damage: 200

CP: 50

Power:
lvl 1: Mount
lvl 1: King of Rohan (Nearby units gains 75% damage, 50% armor, 100% exp) Passive
lvl 4: A sword day, a red day (selected allies gains exp)
lvl 7: For death and glory (nearby allies takes only 10% damage)
lvl 10: Riders of the Rittermark (summons 3 batt of Rohirrim, Fully upgraded)
______________________________________________________________________________

Eomer has gained a large damage increase and a new ability

Name: Eomer

Cost: 1500

Health: 2800

Damage: 250

CP: 50

Powers:
lvl 1: Mount
lvl 3: Horse lord (Nearby cavalry gains 75% damage, 50% armor vs pikes, half crush deceleration) Passive
lvl 5: Finest of All riders (Eomer Gains 100% damage, 50% armor, half crush deceleration)
lvl 5: Armored horse (Eomer takes less damage from pikes) Passive (not in palantir)
lvl 7: Spear of Rohan (spearthrow, 750% damage vs monsters, 250% damage vs heroes)
lvl 10: Break the spears (sends cavalry to crush you enemies)
______________________________________________________________________________

Eowyn is fine just a health increase

Name: Eowyn

Cost: 1200

Health: 2000

Damage: 150

CP: 25

Powers:
lvl 1: Princess of Rohan (nearby allies gains 100% exp) Passive
lvl 3: Mount
lvl 3: Heavy armor (Eowyn gains her armor, gains 30% armor) Passive (not in palantir)
lvl 4: Smite (spearthrow, 200% damage monsters and heroes)
lvl 6: Shield maiden (Eowyn gains 90% armor and becomes imune against arrows)
______________________________________________________________________________

Name: Faramir

Cost: 1500

Health: 2500

Damage:
Sword: 250
Bow: 150

CP: 50

Powers:
lvl 1: Weapon toogle (Sword/Bow)
lvl 3: Wounding Arrow (Tripple damage against monsters) Bow only
lvl 3: Mount
lvl 5: Captain's armor (Faramir gains 50% armor) Passive (not in palantir)
lvl 6: Prince of Ithilien (Nearby allies gains 75% armor, 100% exp, 100% fear resist)
lvl 10: Knights of Gondor (Summons 3 batt of Gondor knights, Fully upgraded)
______________________________________________________________________________

Knights of Dol Amroth is to weak for a Hero horde.

Name: Knights of Dol Amroth

Class: Elite cavalry/infantry

Cost: 1000

Horde size: 8

Health: 800

Damage: 120/250

CP: 48

Strong vs: swordsmen, archers and other cavalry

Powers:
lvl 1: Mount/Dismount
lvl 5: Ride forward (The knights gain 25% speed and 50% reduced crush deceleration) Mounted only
______________________________________________________________________________

The Tower Guard should be the elite pikemen of men so here is my thoughts for them

Name: Fountain Guard (Renamed)

Class: Elite Pikemen

Cost: 800

Horde size: 8

Health: 700

Damage: 80/170

CP: 80

Strong vs: cavalry, archers, infantry and siege

Powers:
lvl 1: Shield wall formation (The Fountain guards gains 75% armor, but loses 80% speed)
lvl 3: Inspirational words (nearby Gondor infantry gains 50% damage, 25% armor, 10% speed) Passive
______________________________________________________________________________

Powers:

Name: Legions of Arnor

Cost: 15 Power points

Replace: Dunedain allies

Summons:
3 batt of Dunedain swordsmen
2 batt of Dunedain rangers
______________________________________________________________________________

Name: Muster of the fiefdoms

Cost: 10 Power points

Replace: Summon lone tower

Summons:
1 Batt of Lossarnach axemen
1 Batt of Morthon bowmen
1 Batt of Pelagir wardens

No upgrades
______________________________________________________________________________

Name: The Grey Company

Cost: 15 points

Replace: Summon Rohirrim allies

Summons:
Halbarad
3 batt of Dunedain riders

Fully upgraded
______________________________________________________________________________

Elves:

Heroes:

Name: Erestor

Cost: 2000

Health: 3200

Damage: 300

CP: 50

Powers:
lvl 1: Guard Captain (Nearby Rivendell units gains 75% armor)
lvl 3: Mount
lvl 5: Sword of the Noldor (Blast back nearby Enemies)
lvl 5: Armor of the Noldor (Erestor Gains 50% Armor) Passive (not in palantir)
lvl 6: Magic of Imladris (nearby allies becomes slowly healed) Passive
lvl 10: Defend the House of Elrond (Erestor becomes Invulnable)

Stragedy:
Erestor is midgame hero. He is a Heavy Infatry hero who can fight alone because of Damage and armor Powers
______________________________________________________________________________

Name: Gil-galad

Cost: 10000

Health: 12000

damage: 1200

CP: 0

Powers:
lvl 10: Power of Aiglos (Instantly kills enemy hero)
lvl 10: Vilya the Blue (Word of power)
lvl 10: High king of Noldor (Summons 3 batt of Noldor Warriors)

this is my suggestion for the Ringhero
______________________________________________________________________________

Units:

Name: Rivendell Guard

Class: Heavy Swordsmen

Horde size: 10

Cost: 500

Health: 400/500

Damage: 80/140

CP: 60

Strong vs: Infantry

Powers
lvl 4: Wisdom of the Noldor (Gains a Health bonus)

Upgrades:
Forged Blades, Elven Armor, Banner

Build from: lvl 2 Noldor Barrack
______________________________________________________________________________

Name: Elvenking's Guard

Class: Stealthed elite swordsmen

Cost: 400

Horde size: 10

Health: 300

Damage: 90/ 180

CP: 60

Powers:
lvl 3: battle armor (The Guards gain 20% armor) passive

Upgrades:
Forged Blades, Banner

Build from: lvl 2 Lorien barrack

Stragedy:
While the Rivendell guards are low damageing units with high health and armor, Elvenking's guard have very high damage but low health and armor. You need to get them lvl 3 as fast as possible, so they get their armor bonus, so they withstand attacks batter.
____________________________________________________________________________

Name: Mirkwood defenders

Class: Elite cavalry

Cost: 600

Horde size: 10

Health: 450

Damage:
Spear: 80/140
Bow: 60/120

Strong vs: Archers and swordsmen

Powers:
lvl 1: Weapon toogle (Spear and bow)
lvl 3: Battle armor (The defenders gains 20% armor)

Upgrades:
Forged Blades, Silverthorn Arrow, Banner

Build from: lvl 3 Stable

Description:
Mirkwood has never been in need of horses, because the enemy was located in the north behind The grey Mountains, but when Sauron rose again and settled in Dol Guldur, King Thranduil ordered his people to mount horses. Because he knew that now, where they had enemies at two fronts, he should have a large force of reinforcements, who could ride fast. These new battalions became known through out whole Rhovanion as Mirkwood defenders, and they destroyed all The dark lord's plans about conquering Mirkwood.
____________________________________________________________________________

Name: Rivendell archers

Class: Heavy archers

Cost: 400

Horde size: 10

Health: 300/400

Damage: 60/100

Strong vs: Infantry

Powers:
lvl 4: Wisdom of the Noldor (Gains a health bonus)

Upgrades:
Silverthorn Arrow, Elven Armor, Banner

Build from: lvl 2 Noldor Barrack
____________________________________________________________________________

Name: Lorien spearmen

Class: Basic pikemen

Cost: 300

Horde size: 15

Health: 250

Damage: 60/100

Strong vs: cavalry

Powers:
lvl 1: Purcupine formation

Upgrades:
Forged blades, Elven armor, Banner

Build from: lvl 1 Lorien Barrack
____________________________________________________________________________

Buildings:

Name: Noldor Barrack

Cost: 600

Health: 3000

Recruits:
lvl 1: Mitlond Sentry
lvl 2: Rivendell Guards, Rivendell Archers
lvl 3: Noldor warriors
____________________________________________________________________________

Changes:

Haldir was a very useless hero except for his leadership, so here is my idea for him.

Name: Haldir

Cost: 1200

Health: 2500

Damage:
Bow: 120
Sword: 200

CP: 50

Powers:
lvl 1: Weapon toogle (Bow and sword)
lvl 3: Captain of Lorien (Nearby allies gains 50% armor, 75% exp, 20% speed)
lvl 6: Defender of Lorien (Powerfull shot, lethal damage to Heroes and monsters)
lvl 10: Captain of Elves (summons 3 batt of Elven Warriors)
______________________________________________________________________________

Glorfindel has, what i think, the weakest lvl 10 ability so here is my thoughts for him.

Name: Glorfindel

Cost: 2500

Health: 3000

damage: 350

CP: 50

Powers:
lvl 1: Mount
lvl 3: Sword of Gondolin (Glorfindel gains 150% damage, 50% armor)
lvl 5: Noldorin Lord (Nearby allies gains 75% damage, 20% speed, 100% Fear resist) Passive
lvl 7: Ride Asfaloth, ride (Glorfindel gains double speed and 50% armor) Mounted only
lvl 10: Light of Valinor (A ray of white light, strong vs Balrogs, Nazguls and Buildings)
______________________________________________________________________________

Legolas is a fine hero maybe a little expensive so here is my version of him

Name: Legolas

Cost: 2500

Health: 2500

Damage:
Bow: 200
Knifes: 150

CP: 50

Powers:
lvl 1: Weapon toogle (Bow/knifes)
lvl 3: Mount
lvl 5: Archer of Mirkwood (Legolas gains 75% damage) bow only
lvl 7: Bow of Galadrim (Legolas gains 30% Damage, 25% range) Passive (not in palantir)
lvl 7: Arrow wind (Same)
lvl 10: Arrow of Mirkwood (Kill enemy Monsters, High damage to heroes)
______________________________________________________________________________

Thranduil should be a better leader, because he is the king of Mirkwood

Name: Thranduil

Cost: 2500

Health: 3000

Damage: 300 (Uses sword now)

Powers:
lvl 1: Wild Walk (Thranduil is stealthed near trees) Passive (not in palantir)
lvl 1: King of the Woodland realm (Nearby allies gains 100% damage, 50% armor, 150% exp, 20% speed) passive
lvl 3: Mount (mount a horse)
lvl 4: Hardened sword (Thranduil gains 200% damage)
lvl 6: Woods of Mirkwood (Creates a forest that provides stealth and gives 50% armor)
lvl 10: Elvenking's Guard (Summons 3 batt of Elvenking's guard, fully upgraded)

Stragedy:
Thranduil has become a leader and a swordsman, use him to buff your units with his King of Mirkwood ability, and reinforce you army with his Elvenking's guard.
______________________________________________________________________________

Elrond is a hero, that i think doesn't match the story, so here is my ideas for him.

Name: Elrond

Cost: 3000

Health: 3200

Damage: 300

CP: 50-75

Powers:
lvl 1: Farsight (same)
lvl 3: Lord of Imladris (Nearby allies gains 75% armor, 250% exp)
lvl 5: Wisdom of Elves (selected units gain Exp)
lvl 7: Skills of the Noldor (Restornation)
lvl 10: Vilya the Blue (A powerfull light that breaks the clouds and burn you enemies)

Stragedy:
Use Elrond to scout the enemy with his Farsight, and attack him where he is weakest. Elrond has many abilities to get you army up in level, use them.

Note:
He isn't the best leader in the game but he can level up you army faster then any other hero, use it.
______________________________________________________________________________

Galadriel will be a normal hero now when Gil-galad will be the Ringhero of Elves

Name: Galadriel

Cost: 4000-5000

Health: 3500

Damage: 400-500

CP: 75

Powers:
lvl 1: Nenya the White (nearby allies becomes slowly healed) Passive
lvl 3: Wrath of Nenya (Blast back and kills nearby enemies)
lvl 5: Light of Nenya (Powerfull ray of light, strong vs Heroes and buldings)
lvl 7: Natures Wrath (summons a hurricane)
lvl 10: Power of the Queen (Word of Power)
______________________________________________________________________________

Noldor Warriors has gained a new ability

Name: Noldor warriors

Class: Hero horde

Cost: 1500

Horde size: 6

Health: 800

Damage:
Bow: 150
Sword: 200

CP: 96

Strong vs: All normal troops

Powers:
lvl 1: Weapon toogle (Bow/sword)
lvl 6: Weapon song (Noldor warriors gains 50% damage, 50% armor, 20% speed)
lvl 10: Power of the Noldor (Noldor warriors becomes invulnabel)
______________________________________________________________________________

Someone has told me that the Mithlond Sentry will be the new elite pikemen so here is an idea for them.

Name: Mithlond Sentry

Class: Elite pikemen

Cost: 400

Horde size: 10

Health: 400

Damage: 70/120

Strong vs: Cavalry

Powers:
lvl 1: Purcupine formation.
lvl 4: Gifts of the sea (The sentries gains 25% armor)

Build from: lvl 1 Noldor Barrack
______________________________________________________________________________

Dwarves:

Heroes:

Name: Dwalin

Cost: 1600

Health: 2800

Damage: 175

CP: 50

Powers:
lvl 1: Hard axe (Powerful axethrow, 200% damage vs heroes)
lvl 4: Axe of Steel (Crippels a Hero in place)
lvl 5: Axe Master (Dwalin gains 25% damage and 20% Range)Passive
lvl 8: Firery axe (Sets Nearby Enemies on flames)

Stragedy:
Dwalin is a new ranged hero of the dwarves. He is best used to take down heroes with his Hard axe and Axe of steel.
______________________________________________________________________________

Name: Bard the Sekond

Cost: 1200

Health: 2500

Damage bow: 150

Damage sword: 250

CP: 25

Powers:
lvl 1: Weapon toogle (sword/bow)
lvl 1: Son of the king (Bard gains 50% damage and gives King Brand 50% armor when near him) Passive
lvl 4: Prince of Dale (Nearby allies gains 200% exp) Passive
lvl 8: Black Arrow (Powerfull arrow, very strong against heroes and monsters)
______________________________________________________________________________

Units:

Name: Iron Hills Warriors

class: Heavy elite Swordsman

Horde size: 8

Cost: 700-800

Health: 700

Damage Sword: 70/150

Damage Hammer: 200 Siege (doesn't use forged blades)

CP: 80

Strong vs: siege weapons, infantry, buildings

Powers:
lvl 1: Weapon toogle (Hammer/Sword and shield)
lvl 3: Haste of war (20% speed)Passive

Upgrades:
Forged Blades, Mithril mail, Banner

Build from: lvl 2 Hall of Warriors
______________________________________________________________________________

Name: Iron Hills axethrowers

Class: Heavy Archer

Horde size: 10

Cost: 500-600

Health: 450

Damage: 60/100

CP: 80

Strong vs: Infantry and heroes

Powers:
lvl 3: Silver axe (High damage against heroes)

Upgrades:
Fire arrows, Mithril Mail, Banner

Build from: lvl 2 Hall of skill
______________________________________________________________________________

Name: Soldier of Dale

Class: Basic Infantry

Horde size: 15

Cost: 250

Health: 200

Damage: 60/110

CP: 60

Strong vs: Pikemen

Powers:
lvl 1: Block formation

Upgrades:
Forged Blades, Mithril Mail, Banner

Build from: lvl 1 Dale tower
______________________________________________________________________________

Name: Knight of Dale

Class: Basic Cavalry

Horde Size: 10

Cost: 500

Health: 400

Damage: 70/140

CP: 60

Strong vs: Archers and Swordsmen

Powers:
None

Upgrades:
Forged blades, Mithril Mail, Banner

Build from: Dale tower
______________________________________________________________________________

Name: Erebor Guards

Class: Hero horde

Cost: 1500

Horde size: 4

Health: 1000

Damage: 250

CP: 80

Powers:
lvl 2: Dwarven might (nearby enemies loses 30% damage, 25% armor) passive
lvl 5: Defenders of Erebor (Nearby struktures gains 25% armor) passive
lvl 7: Glory of Erebor (The guards gains 75% damage, 75% armor)

Build from: lvl 3 Hall of warriors
______________________________________________________________________________

Buildings:

Name: Dale tower

Cost: 300-400

Health: 3000

Recruits:
lvl 1: Soldier of Dale, Knight of Dale
lvl 2: Archer of Dale (Renamed Men of Dale)

Upgrades:
lvl 3: Fire arrows
______________________________________________________________________________

Name: Hall of skill

Cost: 400

Health: 5000

Recruits:
lvl 1: Dwarven axethrowers
lvl 2: Iron hill axethrowers

Upgrades:
None
______________________________________________________________________________

Changes:

i've always hated ea's version of Brand so here a suggestion for how he could be

Name: King Brand

Cost: 1800

Health: 2800

Damage sword: 250

Damage bow: 150

CP: 50

Powers:
lvl 1: Piercing arrow (Powerfull arrow, good damage agains monsters)
lvl 3: Mount
lvl 5: King of Dale (Nearby allies gains 75% damage, 50% armor) Passive
lvl 7: Weapon expert (Brand gains 150% damage, 50% armor, 25% speed)
lvl 10: Men of Dale (Summons 1 Batt of Knights, soldiers and archers of Dale)

Note:
Brand uses bow on foot and sword when mounted
______________________________________________________________________________

Gloin is a pure siege hero but can deastroy units as well.

Name: Gloin

Cost: 2000

Health: 3000

Damage:
Vs units: 300 Hero
Vs Struktures: 300 Siege

CP: 25

Powers:
lvl 1: Slam (same)
lvl 4: Shake fundation (same)
lvl 7: Dwarven siegemaster (Nearby siegeweapons gains 50% damage, 25% Armor, 20% Range, 20 Speed) Passive
lvl 10: Shatter hammer (same)
______________________________________________________________________________

Dain is a hero that disapointet me so here is my ideas for him

Name: King Dain

Cost: 3000

Health: 3200

Damage: 350

CP: 50

Powers:
lvl 1: King of Erebor (Nearby allies gains 150% damage, 75% armor, 100% exp, 100% fear resist) passive
lvl 3: Red axe (Dain gains 150% damage)
lvl 5: Make ready for war (nearby barracks and forges produce 50% faster) Passive
lvl 7: preparer the defenses (Selected structures take only 20% damage)
lvl 10: Defenders of Erebor (summons 3 batt of Erebor Guards)
______________________________________________________________________________

Gimli has gained some new abilities

Name: Gimli

Cost: 3500

Health: 4000

Damage: 400

CP: 50

Powers:
lvl 1: Hard axe (Axethrow, 200% damage vs heroes)
lvl 3: Nobody panic (Nearby allies becomes immune to fear) Passive
lvl 4: Leap (same)
lvl 6: Khazad ai menu (Gimli gains 200% damage, 100% attack speed)
lvl 8: Mithril of Aglarond (Gimli gains 200% armor) Passive
______________________________________________________________________________

Thorin is a hero that could be better.

Name: Thorin III Stonehelm

Cost: 2500

Health: 3500

Damage: 300

CP: 50

Powers:
lvl 1: Lord of the Iron Hills (Nearby allies gains 100% damage, 20% speed) Passive
lvl 3: Might of the Dwarves (Nearby enemies loses 50% damage, 25% speed) Passive
lvl 6: Mithril spear (Powerfull attack, 200% damage vs heroes, 400% damage vs dragons)
lvl 8: Dragon helm of Belegost (Same)
lvl 10: The Dragons are here (Summons 3 batt of Dragonslayers, fully upgrades)

Stragedy:
Thorin III is the anti-dragon hero of the dwarves, but he also a good learder and fighter
______________________________________________________________________________

Powers:

Name: Army of the Iron hills

Cost: 25 Power Points

Replace: Summon citadel

Summons:
2 batt of Iron hill warrior
2 batt of Iron hill axethrowers
2 batt of Dragon slayers (MorrisB's)
2 Iron hill Catapults

All FULLY upgraded
______________________________________________________________________________

Name: Ancient stonework

Cost: 10 Power points

Replace: Summon lone tower

Increases the Dwarven buildings health with 15%, armor by 20% (Passive)
______________________________________________________________________________

Angmar:

Heroes:

Name: Mathor the Cruel

Race: Dark Dunedain (Me too always wanted a Evil Dunedain Hero in-game)

Cost: 1500

Health: 2500

Damage sword: 250

Damage bow: 150

CP: 50

Powers:
lvl 1: Weapon Toogle (Between Bow and sword)
lvl 3: Sword of Darkness (Mathor gains 200% damage but loses 30% Armor)sword only
lvl 5: Dunedain chieftain (75% damage, 50% armor, 20% speed to nearby Dark dunedains, Black Numenorians and Black Knights) passive
lvl 7: Fire the Arrows (Mathor and nearby Dark Rangers gains double damage and Attack speed)bow only
lvl 10: Leutenant of the witch-king (Summons 3 batt of Dark Rangers)

Stragedy:
Mathor is midgame leader Hero, use his Fire the Arrows to Slaugter the enemies and turn the tide of the battle with the Leutenant of the Witch-king

Story:
Mathor was the leader of the dark dunedains when the WK came to Angmar. Mathor offered his service to the WK and the WK ekpanded his life until his death at Fornost by the hand of Earnur
______________________________________________________________________________

Name: Durbuz

Race: Orc (Angmar needed a Orc Hero)

Cost: 1200

Health: 2000

Damage: 150

CP: 25

powers:
lvl 3: Headman of Gundabad (50% damage, 75% Exp to nearby Gundabad orcs)
lvl 5: Rage of the Mountain (Durbuz Gains 50% damage and 50% armor)
lvl 8: Leader of the orcs (Summons 3 batt of Gundabad orcs, fully upgraded)

Description:
The first orc that were spawned by The witch-king, also became the strongest, so strong that he inspired the other orcs to do even more damage. The Witch-king made him the leader of the orcs. Durbuz became a strong servant of the witch-king, but he survived the fall of Angmar and ruled over Gundabad in the name of the dark lord
______________________________________________________________________________

Name: Lorgan the Black

Race: Unknown

Cost: 2000

Health: 3200

Damage: 300

CP: 50

Powers:
lvl 1: Captain of Carn Dûm (Nearby Carn Dûm defenders gains 100% damage, 50% armor) Passive
lvl 4: Black Axe (Lorgan gains 200% damage)
lvl 5: Defender of Carn Dûm (Lorgan continues to fight after death) passive
lvl 7: Servant of darkness (Nearby enemies loses leadership, 30% damage, 25% armor) Passive
lvl 10: Captain of the Defenders (Summons 3 batt of Carn Dûm defenders)

Description:
Lorgan is the only man of the Carn Dûm defenders who has fought outside the fortress. He made his apperance in the battle at Fornost, where he killed King Arvedui's ungest son Aranuir. The Witch-king saw his great power and gave Lorgan the position as captain of the defenders. When the attack from elves and men came, Lorgan stood for the last defence of the Citadel. It is said that Lorgan slayed hunderes of men and elves, and had several arrows shot in his chest, when Glorfindel finally stept forward against him. The battle between Lorgan and Glorfindel lastet for hours. At the end Lorgan looked like a living dead, because the Witch-kings power was in him. Finally Glorfindel killed him by chopping his head of.
______________________________________________________________________________

Units:

Name: Black knight

Class: Elite Cavalry

Horde size: 10

Cost: 600

Health: 500

Damage: 80/170

CP: 70

Powers:
lvl 3: Death mask (Nearby enemies loses 25% damage)
lvl 5: Heavy Charge (Crush deceleration decreased to 75%) passive

Upgrades:
Dark iron blades, Dark iron Mail, Banner

Build from: lvl 2 Hall of king's men

Decription:
When Angmar had invaded Rhudaur, The Witch-king realized that the strong cavalry of Arthedain should have an opponent. He ordered Morgomir to train the Black Numenorians in Horsemanship. The new Black Knight became feared by whole Arnor, even by the elves of Rivendell
______________________________________________________________________________

Name: Gundabad axemen

Class: basic swordsmen

Horde size: 15

Cost: 300

Health: 250

Damage: 60/110

CP: 60

strong vs: pikemen

Powers:
block formation

Upgrades:
Dark iron blades, Dark iron mail, Banner

build from: lvl 1 Gundabad cave

Description:
The first orcs from Gundabad were weak without diciplin, so they were thrown into the ranks of the thrall master. But later The Witch-king spawned some new, strong orcs who wield great axes. These Gundabad axemen forms the bulk of Angmars army.
______________________________________________________________________________

Name: Gundabad Bowmen

class: Basic archer

Horde size: 15

Cost: 300

Health: 200

Damage: 40/70

CP: 60

Strong vs: Infantry

Powers:
None

Upgrades:
Ice arrows, Dark iron mail, Banner

Build from: lvl 1 Gundabad cave

Description:
Unlike their brothers, the Gundabad axemen, the Gundabad Bowmen were trained in archery, as they became quite good for. They could even stand against the archers of Arthedain.
_____________________________________________________________________________

Name: Carn Dûm defenders

Class: Heavy Swordsmen

Cost: 600

Horde size: 8

Health: 600

Damage: 80/160

Strong vs: Pikemen and swordsmen

Powers:
lvl 3: Black Armor (Increases armor against arrows) Passive
lvl 5: Black Axe (Gains 50% damage, 25% armor)

Upgrades:
Dark iron blades, Dark iron mail, Banner.

Build from: lvl 3 Hall of king's men

Description:
After Carn Dûm were attacked the first time by the elves, the Witch-king ordered his leutinant Morgomir to train some special troops, who wear heavy armors and large axes. No one knew who these new troops was or where they came from, because thay didn't look like the other Black Numenorians. It were those who made the invasion of Carn Dûm almost impossible until the men of Gondor arrived.
_____________________________________________________________________________

Buildings:

Name: Gundabad cave

Cost: 300

Health: 1500

Recruits:
lvl 1: Gundabad axemen, Gundabad Bowmen
______________________________________________________________________________

Changes:

I think that Rogash i to overpowered and unrealistic because of his Jump ability so here is my version.

Cost: 4000

Health: 5000

Damage: 400

CP: 50-75

Powers:
lvl 3: Troll of the north (Enemies loses Leadership) passive
lvl 5: Roar (Nearby enemies flees)
lvl 6: Trollchieftain (150% damage to nearby trolls) passive
lvl 10: Rage of the north (Rogash becomes invulnable and gains tripple damage)
______________________________________________________________________________

Witch-king doesn't live up to his name so here is my ideas for him.

Cost: 5000-6000

Health: 8000

Damage: 800

CP: 75

Powers on foot:
lvl 1: Mount
lvl 3: Black sorcerer (nearby enemies loses 50% damage, 30% armor, 20% speed)
lvl 5: Morgul power (The Witch-king gains 300% damage, 100% armor)
lvl 7: This is my hour (Nearby heroes loses 80% damage, 80% armor and have power timers reset)
lvl 10: Fall of Arnor (Earthquake)

Powers on horse:
lvl 1: Dismount
lvl 3: Black sorcerer
lvl 5: Riders of Darkness (sends out ghost riders to destroy your enemies)
lvl 7: This is my hour
lvl 10: A sorcerer of great power (A very large corpse rain, nearly as big an earthquake)
______________________________________________________________________________

Morgomir should be the leader of the Black Numenorians

Cost: 2500

Health: 3500

Damage: 300

CP: 50

Powers:
lvl 1: Witch-king's right hand (Nearby allies gains 100% damage, 100% exp, 100% fear resist) Passive
lvl 3: Deathness (nearby enemies loses 30% damage, 20% armor, 10% speed)
lvl 4: Morgul blade (Same)
lvl 7: It will fall (Ruin)
lvl 10: First of the King's men (summons 1 batt of Black knights, Black Numenorians, Dark rangers, Fully upgraded)
______________________________________________________________________________

Hwaldar is a fine hero but i gave some new abilities

Cost: 1500

Health: 2800

Damage: 250

CP: 50

Powers:
lvl 1: leader of the hillmen (Nearby hillmen gains 50% damage, 100% exp, 20% speed) passive
lvl 3: Heavy blast (blast back enemies)
lvl 4: Hillmen raider (nearby hillmen gains resourses when killing)
lvl 7: Hillmen lvl 1 (summons 2 batt of Rhudaur pikemen)
lvl 10: Hillmen lvl 2 (summons 2 batt of Rhudaur pikemen and axethrowers) 4 batt in all
______________________________________________________________________________

Karsh need some inprovement overall

Name: Karsh

Cost: 1500

Health: 3000

Damage: 100 (attacks 3 times)

CP: 50

Powers:
lvl 1: Chill soul (Same)
lvl 4: Disappear (Karsh teleports to a selected spot)
lvl 7: Join my faith (selected unit becomes a wight, heavy damage against heroes)
lvl 10: Wights (Summons 8 wights)
______________________________________________________________________________

Dorwinion:

Heroes:

Name: Borlach

Race: Man

Cost: 2000

Health: 3000

Damage: 300

CP: 50

Powers:
lvl 1: Leader of Hildorien (Nearby allies gains 75% damage, 150% exp)
lvl 4: Heavy blow (Blast back enemies)
lvl 6: Raid the treasures (pillage)
lvl 10: Men of Hildorien (Sumons 3 batt of Hildorien axemen)
______________________________________________________________________________

Name: Tulamdir

Race: Elf

Cost: 2500

Health: 3200

Damage: 300

CP: 50

Powers:
lvl 1: Revenge of Targon (Tulamdir gains 75% damage, 25% speed)
lvl 3: Mount
lvl 4: Lord of Cuivien (Nearby allies gains 100% damage, 50% armor, 100% exp) Passive
lvl 7: March for war (gives selected units exp)
lvl 10: Riders of Cuivien (Summons 3 Batt of Cuivien riders)
______________________________________________________________________________

Name: King Bladorthin II

Race: Man

Cost: 2000

Health: 2800

Damage: 250

CP: 50

Powers:
lvl 1: Encouraging words (Nearby allies becomes imune to fear) passive
lvl 4: Leader of Dorwinion (Nearby allies gains 100% armor, 50% exp) passive
lvl 7: Retreat, retreat (Nearby allies gains 100% armor, 30% speed)
lvl 10: War will come (Nearby struktures takes 50% less damage) Passive
______________________________________________________________________________

Name: Rathvith

Race: Dwarf

Cost: 3000

Health: 3500

Damage: 400

CP: 50-75

Powers:
lvl 1: King of Orocarni (Nearby allies gains 100% damage, 75% armor, 100% fear resist) Passive
lvl 3: Preparer the weapons (Selected units becomes fully upgraded)
lvl 5: Mines of The read Mountain (Nearby resourse buildings output increased to 300%) Passive
lvl 7: Rise for war (Nearby allies gains 200% damage,50% armor, 30% speed)
lvl 10: Khazad lord (Earthquake)
______________________________________________________________________________

Units:

Name: Dorwinion knight

Class: Heavy cavalry

Cost: 600

Horde size: 10

Health: 600

Damage: 80/160

strong vs: infantry and heroes

Powers:
lvl 3: Dorwinian weapons (increases damage against heroes) passive
lvl 5: Dorwinian shields (increases armor against pikes and arrows) passive

Upgrades:
Forged Blades, Heavy armor, Banner

Build from: lvl 2 stables
______________________________________________________________________________

Mordor:

Heroes:

Name: Voranur

Race: Black Numenorian

Cost: 2500

Health: 3200

Damage: 300

CP: 50

Powers:
lvl 1: Mount
lvl 3: Vanguard captain (Nearby Vanguards gains 75% damage, 75% armor, 100% fear resist) Passive
lvl 5: The Vanguard (Voranur gains 200% damage, 75% armor)
lvl 7: Vanguards of Morgul (Selected vanguards continues to fight after death)
lvl 10: Leader of the Vanguards (Summons 2 Batt of Vanguards, fully upgraded)
______________________________________________________________________________

Units:

Name: Morgul Vanguard

Class: Heavy cavalry

Cost: 700

Horde size: 8

Health: 700

Damage: 90/180

CP: 80

Strong vs: Swordsmen, achers and siege

Powers:
lvl 3: Morgul light (Nearby enemies loses 25% damage, 25% armor) Passive
lvl 5: Morgul wrath (The Vanguards gain 50% damage, 25% armor)

Upgrades:
Forged Blades, Heavy Armor, Banner

Note:
You can only 5 battalions of Morgul Vanguards at any time
______________________________________________________________________________

Name: Morannon Orcs

Class: Elite archers/ swordsmen

Cost: 500

Horde size: 10

Health: 350

Damage:
Axe: 70/130
Bow: 50/90

CP: 60

Strong vs: Swordsmen and Pikemen

Powers:
lvl 1: Weapon toogle (Axe/Bow)
lvl 5: Advanced training (The orcs gains 20% damage, 20% armor)

Upgrades:
Forged Blades, Fire Arrows, Banner

Build from: lvl 3 Orc pit
______________________________________________________________________________

Name: Dol Guldur sentries

Class: Elite pikemen

Cost: 500

Horde size: 10

Health: 500

Damage: 80/150

CP: 60

Strong vs: cavalry

Powers:
lvl 1: Purcupine formation
lvl 4: Move on (The sentries gains 20% speed) passive

Upgrades:
Forged Blades, Heavy Armor, Banner
______________________________________________________________________________

Name: Men of Barad-dur

Class: Elite swordsmen

Cost: 600

Horde size: 10

Health: 600

Damage: 80/160

CP: 60

Strong vs: pikemen, swordsmen and siege weapons

Powers:
lvl 2: Charge (Charge against the enemy, gaining 50% damage, 50% armor)
lvl 5: Black sorcery (The men gains 20% damage, 20% vision) Passive

Upgrades:
Forged Blades, Heavy Armor, Banner
______________________________________________________________________________

Changes:

Gothmog is another hero that disapointed me so here is what thought for him.

Name: Gothmog

Cost: 1500

Health: 2800

Damage: 200

CP: 25

Powers:
lvl 1: Mount warg
lvl 3: Fury (Gothmog gains 100% damage,50% armor)
lvl 5: Keep ranks (Nearby allies gains 75% armor, 100% exp) Passive
lvl 7: Bombard (Nearby siege weapons gains 50% damage, 25% armor, 20% range, 20% speed) Passive
lvl 10: Orcs of Minas Morgul (Summons 3 batt of Morgul orcs, fully upgraded)
______________________________________________________________________________

Witch-king should have some more fire power.

Name: The Witch-king

Cost: 5000

Health: 8000

Damage: 600

CP: 75

Powers on foot:
lvl 1: Mount Fellbeast
lvl 3: Black Captain (Nearby enemies loses leadership, 30% damage, 25% armor) Passive
lvl 5: Lord of the Nazgul (Witch-king and nearby Nazgul gains 200% damage, 75% armor)
lvl 7: This is my hour (Nearby enemy heroes loses 80% damage, 80% armor and set their powers to just used)
lvl 10: Lord of Minas Morgul (Send out a shockwave of green light that kills nearby enemies)

Powers on fellbeast:
lvl 1: Dismount
lvl 1: Screech
lvl 4: Black shadow (nearby enemies loses 50% speed, 50% sight, 50% range) Passive
lvl 6: Hardened skin (The witch-king gains 50% armor vs arrows) Passive
lvl 10: Fell winds (Summons a destrutive storm, destroyes all enemy units)
______________________________________________________________________________

Morgomir has gained some new abilities

Name: Morgomir

Cost: 4000

Health: 6000

Damage: 300

CP: 50

Powers on foot:
lvl 1: Mount horse
lvl 1: Right hand (Morgomir gains 50% damage when near Witch-King)
lvl 3: Master of Dol Guldur (Nearby allies gains 100% damage, 50% armor, 25% speed) Passive
lvl 5: Morgul blade (Pins an enemy hero in place)
lvl 10: Ring of Men (Sends out a shockwave of fire)

Powers on horse:
lvl 1: Dismount
lvl 1: Right hand
lvl 3: Master of Dol Guldur
lvl 6: Sentries of Dol Guldur (Summons 2 batt of Dol Guldur Sentries, no upgrades)
lvl 10: Ring of Men
______________________________________________________________________________

Mouth of Sauron isn't a usefull hero at any way, ecxept for his high health

Name: Mouth of Sauron

Cost: 2500

Health: 3200

Damage: 300

CP: 50

Powers:
lvl 1: Mount
lvl 3: Leutenant of Barad-dur (Nearby allies gains 100% damage, 25% speed, 100% fear resist) Passive
lvl 5: End of All hope (selected enemies loses 80% damage, 80% armor, 25% speed)
lvl 7: Evil eye (same but more powerfull)
lvl 10: Heir of the Dark lord (Mouth of Sauron gains 200% damage, 100% armor, 50% attack speed, 25% speed, 500 health and gains a little area damage) Passive
______________________________________________________________________________

Isengard:

Changes:

Lurtz is one of the best heroes in the game but i gave him a new ability

Name: Lurtz

Cost: 1800

Health: 3000

Damage Bow: 150/225

Damage sword: 250/375

CP: 50

Powers:
lvl 1: Weapon toogle (Bow/Sword)
lvl 1: Cripple (same)
lvl 3: Carnage (Same)
lvl 5: Uruk-Hai leader (Nearby allies gains 75% damage, 50% armor, 20% speed) Passive
lvl 7: Pillage (Same)
lvl 10: Strongest Uruk (Lurtz gains 50% damage) passive (Not in palantir)
______________________________________________________________________________

Sharku is proably the worst hero EA has made so here is my ideas for him.

Name: Sharku

Cost: 1500

Health: 2800

Damage: 250

CP: 25

Powers:
lvl 1: Hard run (Sharku gains 50% damage, 25% speed)
lvl 4: Warg captain (Nearby warg and warg riders gains 75% damage, 20% speed, 50% crush deceleration) Passive
lvl 6: Run for it (selected warg and warg riders gains exp)
lvl 10: Leader of the warg riders (summons 3 batt of warg riders, no upgrades)
______________________________________________________________________________

Saruman is to weak for what is suposed to the head of the Istari.

Name: Saruman

Cost: 4000

Health: 4000

Damage: 350

CP: 75

Powers:
lvl 1: Flames of Curunir (a fireball that sets nearby enemies on fire, strong against buildings and heroes)
lvl 3: Words of Curunir (selected enemies comes under you control)
lvl 5: Lightning (Blast back and damages enemies)
lvl 5: Industry (Nearby resourse buildings output increased to 300%) Passive (Not in palatir)
lvl 7: Master of Orthan (Selected units gains exp)
lvl 10: Storm of Curunir (Creates a storm on selected area to strike with lightning)
______________________________________________________________________________

Wormtounge doesn't the story so here is my thoughts for him

Name: Wormtounge

Cost: 1200

Health: 2000

Damage: 150

CP: 25

powers:
lvl 1: Escape (Wormtounge becomes invisible and gains 20% speed, but can't attack)
lvl 3: Withless worm (nearby enemies and enemy heroes loses 20% damage, 20% speed) Passive
lvl 4: Backstab (targeted heroes becomes crippled, and takes damage over time)
lvl 8: Wenomus words (Nearby heroes becomes stunned)
______________________________________________________________________________

Evil men:

Heroes:

Name: Rornath

Race: Man

Cost: 2000

Health: 3000

Damage: 300

CP: 50

Powers:
lvl 1: Hunt the Traitors (Rornath gains 75% damage, 25% speed)
lvl 3: Shield blast (Blast back nearby enemies)
lvl 5: Battle hardened (nearby allies gains 100% damage) Passive
lvl 7: Raider of Rhun (Nearby allies gains resourses when killing) Passive
lvl 10: The enemy is weak (Nearby enemies loses leadership, 90% armor and becomes stunned)
______________________________________________________________________________

Name: Dornath

Cost: 2500

Health: 3200

Damage: 300

CP: 50

Powers:
lvl 1: Mount
lvl 3: Glory of Rhun (nearby allies gains 75% damage, 100% fear resist) Passive
lvl 5: Wisdom of Rornath (Selected allies gains exp)
lvl 7: Lord of war (Nearby enemies loses 50% damage, 50% armor) Passive
lvl 10: Rise of Rhun (summons 1 batt of Easterling pikemen, swordsmen, archers and horsemen, fully upgraded)
______________________________________________________________________________

Units:

Name: Variag horsearchers

Class: cavalry archer

Cost: 600

Horde size: 10

Health: 400

Damage: 60/100

CP: 70

Strong vs: Infantry

Powers:
lvl 3: Shoot the arrows (gain 20% attack speed)

Upgrades:
Fire arrows, Heavy armor, Banner

Build from: lvl 2 stable
______________________________________________________________________________

Name: Rhun swordsmen

Class: Basic swordsmen

Cost: 300

Horde: 15

Health: 300

Damage: 60/110

CP: 60

Strong vs: pikemen

Powers:
lvl 1: block formation

Upgrades:
Forged blades, Heavy armor, Banner
______________________________________________________________________________

Name: Rhun Horsemen

Class: Heavy cavalry

Cost: 700

Health: 700

Horde size: 8

Damage: 80/170

CP: 64

Powers:
lvl 3: Rhunic power (The horsemen gains 50% damage)
lvl 5: Rhunic shields (Increased armor against pikes) Passive

Upgrades:
Forged blades, Heavy armor, Banner

Build from: lvl 3 stable
______________________________________________________________________________

Changes:

Ulwarth is a fine hero, but i thought the he needed a leadership.

Name: Ulwarth

Cost: 2500

Health: 3500

Damage: 350

CP: 50

Powers:
lvl 1: Royal Captain (Nearby allies gains 75% armor, 100% fear resist) Passive
lvl 3: Sinister terror (Nearby enemies loses leadeship, 25% damage) Passive
lvl 5: Shield breaker (Blast back nearby enemies and loses 60% armor)
lvl 6: Pillage (Nearby allies gains resourses when killing)
lvl 10: Captain of Rhun (Summons 4 batt of Dark Easterlings, fully upgraded)
______________________________________________________________________________

Vronkar is proably the weakest hero for Evil men so here is my ideas for him.

Name: Vronkar

Cost: 1500

Health: 2500

Damage: 200

CP: 25

Powers:
lvl 1: Variag captain (Nearby allies gains 50% damage, 100% exp, 20% speed)
lvl 4: Herbs of Khand (Heals nearby allies)
lvl 7: Spear master (Vronkar gains 50% damage, 90% armor, 200% damage vs cavalry)
lvl 10: Leader of the Variags (summons 3 batt of Axemen of Khand, fully upgraded)
______________________________________________________________________________

Hope you like them Ithron, give feedbacks

Edited by Elendil the High, 04 May 2008 - 10:05 AM.

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Wars of the East is the Best

#2 MorrisB

MorrisB

    Wanderer of the East

  • Project Team
  • 884 posts
  • Location:Szombathely, Hungary
  • Projects:Wars of the East mod
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Posted 16 July 2007 - 06:19 AM

It seems I was faster than Ithron ;)

By the way, let me see...

Imrahil: not too well-balanced. I'm not good at balancing, but I know when an idea is overpowered. His last powers - "Amroth for Gondor" and "Prince of Dol Amroth" - are just too strong for such a mid-game hero, I think. Imrahil should be a late-game hero with such skills.

Erestor: this guy is fine as it is :wub:

Randor: I see you used my own evil dunedain ranger's name; no problem. It's like when I named my ring hero for Dorwinion as "IthronAiwendil" :p ; but back to the case. A bit cheap, I think, and maybe he could have a skill with his sword.

Dol Amroth Warriors: tell me if I'm wrong, but aren't there the Dunedain Swordsmen for that role ? Or they were taken out of the mod (I saw only a very early version of it) ?

Citadel Guard: That's not a bad one, but they should come from the barracks, I think.

Rivendell Guard: Hmm... I dunno... not too original, but nobody said that you HAVE to be original ;)

However, basically not bad ideas, they are promising. And maybe I could help you with skills/names/descriptions if you want :dry:
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#3 IthronAiwendil

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Posted 16 July 2007 - 06:27 AM

Nice ideas, the more people sharing their thoughts and suggestions, the better :p

And MorrisB, Dunedain Swordsmen aren't taken out, in fact nothing from WotE v1.00 has been deleted.

#4 Elendil the High

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Posted 16 July 2007 - 10:28 AM

I was thinking that the Dol Amroth warriors would be a more offensiv horde than the Dunedain who would be more defensiv with their block formation

Here i have some sugestions to make some of the Heroes more Useful in the Lategame

Boromir would gain 2 new Abilities and start with his horn at lvl 1, here it is

lvl 1 Horn of Gondor

lvl 3 True Warrior (Last Stand)

lvl 5 Leadership

lvl 7 Captain of Gondor

lvl 10 Army of Osgiliath (Summons 4 Batt of Gondor Soldiers)

Hes cost would be increased to about 1800-2000
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Denethor would gain one new ability

lvl 10 Denethors guard (Summons 2 batt Citadel Guards)

Cost increased to 1200
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#5 MorrisB

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Posted 16 July 2007 - 01:43 PM

Boromir shouldn't have "Army of Osgiliath". But the "True Warrior" sounds good.

Denethor's new ability is fitting, he could have it before he would gain "Pyre of Denethor". But maybe the name should be "King's Guard".
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#6 Elendil the High

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Posted 16 July 2007 - 01:54 PM

No it shouldn´t because Denethor isn´t a king but maybe Steward´s Guard

About Boromir why do you think that he shouldn´t have army of Osgiliath

Edited by Elendil the High, 18 July 2007 - 02:45 PM.

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#7 The Best Guest

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Posted 16 July 2007 - 10:53 PM

will the axe of steel be ranged or melee?
Firey axe good idea.
does wote have an animator? because otherwise the iron hills warriors would be impossible.
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#8 Elendil the High

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Posted 17 July 2007 - 10:02 AM

Dwalin does only have ranged attacks
And for the Iron Hills Warrior, You can make a mixture between the guardian and gimli
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#9 MorrisB

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Posted 18 July 2007 - 06:11 AM

I thought that the "Army of Osgiliath" isn't really fitting to Boromir because... well, okay, he's a leade-type guy, but not really like Theoden or Denethor, hope you understand what I mean.

Dwalin: Not a bad idea, I didn't like King Brand back then anyway. Well-made.

Iron Hills Warrior: This is alright.

Ered Luin Siegemaster: Aren't they going to game as Inn units ?

PS: please, could you EDIT the first post and put everything there ? Sooner or later, it will be hard to find your ideas if you don't organize them somehow (like me :) ).
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#10 IthronAiwendil

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Posted 18 July 2007 - 06:43 AM

Ered Luin Siegemasters are Inn units, and they are specialised in placing bombs and repairing/upgrading siege weapons :)

#11 Elendil the High

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Posted 18 July 2007 - 03:47 PM

MorrisB i thought on what you said about making storys to the different units and that's fine with me

Edited by Elendil the High, 18 July 2007 - 03:48 PM.

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#12 Elendil the High

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Posted 19 July 2007 - 10:51 PM

New update see the first post
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#13 IthronAiwendil

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Posted 20 July 2007 - 06:23 AM

Dale Knights! That's what the Dwarven faction needed! Nice ideas, keep them coming :)

#14 Elendil the High

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Posted 20 July 2007 - 01:17 PM

Another update see first post

Edited by Elendil the High, 20 July 2007 - 03:35 PM.

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#15 Elendil the High

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Posted 20 July 2007 - 03:35 PM

New ideas check under MotW Changes
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#16 Elendil the High

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Posted 21 July 2007 - 12:11 PM

A new update for Angmar
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#17 IthronAiwendil

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Posted 21 July 2007 - 02:45 PM

Thanks for the great ideas :grin: Gundbad Cave will be implemented, but I'm planning that you can train Goblin Fighters, Spearmen and Gundabad Royal Guard from there. But maybe I could change it so that the Royal Guard wields axes...

#18 Elendil the High

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Posted 22 July 2007 - 01:44 PM

New update check Elves Changes
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#19 MorrisB

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Posted 22 July 2007 - 04:38 PM

Okay, from now on I'll read your topic more to avoid problems in the future.

As for the Fiefdom units, they sound good ! Originally I myself wanted to suggest them, but you were faster (again :p ). These units would make a nice addition to MotW !

As for hero changes (at MotW), I agree with most. Details later.

But please (PLEASE !) could you organize your suggies a bit (like me) ? I find it very hard to find your suggies. Make an index (see an exmple at the top of my topic: "Complete List of Ideas"), and when you report an update say exactly WHAT is the update. For example, don't just tell that you made an update for Angmar or such but say WHAT did you make for Angmar. Give more detailed update reports ! Thank you :p
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#20 Elendil the High

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Posted 22 July 2007 - 04:40 PM

Ok i make it more Organized
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