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#1 khamulrulz

khamulrulz

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Posted 23 October 2009 - 09:29 AM

I'm really impressed with what is coming out with beta 4.7, and i'm already looking forward to the next one. i am posting all the faction units and heroes i think would be nice in this version of the mod. all basic soldiers are made from level 1 production buildings, elite soldiers from level 2 buildings, and anti-heroes from level 3 buildings.

Units with * next to them will be new units. the heroes are listed in the order of early to mid to late game, except for the heroes that require a monument to be built (gwaihir, drogoth, and royal mumak), and are placed at the end. units with a weapon toggle have their better weapon in italics. all the factions now have at least 7 heroes and 10 units. yay! it's even!

For aerial units, other than gwaihir and drogoth, all factions will have access to a flying unit - an eagle (for good) or fell beast (for evil) if they capture a neutral building called an eyrie (this is new).

Every faction has two anti-hero units, one that is limited to 3 battalions (with the exception of berserkers), and a "more elite" one that is limited to 2 battalions

For ring heroes, when you get the ring, you have the option of giving it to a hero, greatly enhancing their attacks and powers. All heroes can get the ring, but some will be more effective than others. Existing ring-bearers (Galadriel, Gandalf, Witch-king, etc) get a larger bonus, and the ring affects heroes differently based on their power and their nobility. More powerful heroes such as Aragorn will get a larger improvement than say Pippin. Evil heroes generally get a better ring bonus, as they have no problem with using the evil power of the ring, showing less restraint, and thus producing more devastating results Be careful - these ring heroes will go out of your control and attack everyone near them if they have the ring too long, and evil heroes go the fastest. Usually less powerful heroes last longer, because the ring affects those with power the most. However, some powerful heroes, like those of the elves, dwarves, and gondor heroes like aragorn, are pure of heart (or more resistant to the ring, in the dwarves' case), and so the ring will take longer to control them. If you give the ring to someone like Boromir or Wormtongue, or an orc hero (people more easily corrupted), they will go out of control earlier than say Elrond or Aragorn. No matter what though, all heroes eventually succumb to the will of the ring, and become independent, possibly eliminating you. If you use these ring heroes, you should focus on using it in the endgame to finish off the enemy's base, before the ring hero betrays you.

However, good factions can instead choose to create Frodo, or Frodo with Sam (for higher cost). If Frodo and/or Sam make it to the enemy fortress without dying, the enemy fortress is destroyed, and the ring with it. Evil factions can also choose to create the Balrog OR Sauron, with their super-powerful attacks and powers (bring back the balrog power where he picks up a guy and burns him to a cinder)

the new inn system works as follows: each inn can be used to purchase an alliance with ONE minifaction. each faction has two of these, each with a unique hero and unit.

there will have to be some new palantir art for the new units, as well as current units that need their art replaced. some new models and skins will have to be made as well. button art for the many new powers will have to be made as well.

spam/defence units work as following: a level 1 primary resource building has 6 defenders patrolling the building (similar to the wild creeps and their lairs), a level 2 primary resource building has 12, and a level 3 primary resource building has 18 of these weak defenders walking around. while this sounds like a lot, they can't hold their own for too long, and even goblin warriors or gorgoroth orc skirmishers are more than a match for these simple peasants or snagas. miners are the most powerful of these units. these units are unselectable, unless you use rohan's draft ability or grishnakh's snaga uprising power. they do benefit from leadership bonuses though.

There are 8 factions: 4 good vs 4 evil. They come out to real battles in the War of the Ring:

Gondor v Mordor
Rohan v Isengard
Erebor v Rhun
Lothlorien v Moria


GONDOR

Units: (10)

Basic Infantry - Gondor Soldiers [Barracks]
Basic Pikemen - Gondor Spearmen [Barracks]
Basic Ranged - Gondor Archers [Archery Range]
Basic Cavalry - Gondor Knights [Stables]
Elite Ranged - Ithilien Rangers [Lvl. 2 Archery Range]
Elite Pikemen/Infantry - Citadel Guard * [Lvl. 2 Barracks] - has spear/double-handed sword, no shield, cloak, CaH helmet (wings stick out slightly), wears pippin's uniform (black tunic with silver white tree) for LA skin, gets plate armor for HA (could use rotwk black numenorean warrior model)
Anti-Hero Cavalry - Knights of Dol Amroth * [Lvl. 3 Stables] Limited to 3 battalions
Anti-Hero Pikemen - Fountain Guard [Lvl. 3 Barracks] Limited to 2 battalions
Siege - Battering Ram * [Workshop]
Siege - Trebuchet [Lvl 2 Workshop]
Inn Unit (Lossarnarch): Lossarnarch Axemen*, limited to 2 battalions (better damage, lighter armor than regular soldiers)
Inn Unit (Osgiliath Garrison): Ithilien Scouts*, limited to 2 battalions (light armor, can stealth in trees)

Heroes: (8)
Pippin - Recruit the Hobbit Guard of the Citadel
-Lvl 1: Sword/Stone Toggle
-Lvl 3: Elven Cloak
-Lvl 5: Find Mushrooms (heals, resets ability timers of nearby troops)
-Lvl 8: Troll Bane (high damage attack vs trolls and giants) - at lvl 8 also armor upgr
Denethor * - Recruit the shrewd Steward of Gondor
-Lvl 1: Vision of the Palantir
-Lvl 3: Abandon Your Posts (enemy troops run away)
-Lvl 5: No Wizard's Pupil (greatly lowers enemy hero's stats)
-Lvl 7: Drop Oil / Light Fire (cah power)
-Lvl 10: Summon Tower Guard
Beregond * - Recruit this loyal Guard of the White Tower
-Lvl 2: Fear Resistance (grants to nearby troops)
-Lvl 4: Servant of the Steward (grants heroes armor upgrade)
-Lvl 6: Smite (single powerful melee attack)
-Lvl 8: Guard of the Citadel (Beregond gains a damage bonus when fighting near Gondor structures, uruk king's idea)
Faramir - Recruit the noble Captain of Gondor
-Lvl 1: Sword/Bow Toggle
-Lvl 2: Wounding Arrow
-Lvl 4: Truesight
-Lvl 6: Mount
-Lvl 8: Captain of Gondor (grants exp) - at Lvl 8 also gets armor upgrade
Boromir - Recruit the valiant Captain-General of Gondor
-Lvl 2: Horn of Gondor
-Lvl 4: Leadership (minas tirith units only)
-Lvl 6: Fiery Temper
-Lvl 8: For Gondor! (boromir plants flag, similar effect to skull totem) - at Lvl 8 also gets armor upgrade
-Lvl 10: Last Stand
Imrahil * - Recruit the Prince of Dol Amroth
-Lvl 1: Mount
-Lvl 2: Athelas
-Lvl 4: Leadership (DA units only)
-Lvl 8: Heroic Charge
Aragorn - Recruit the heir to the throne of Gondor
-Lvl 1: Sword/Bow Toggle
-Lvl 2: Athelas
-Lvl 5: Elendil (both elendil and blade master combined)
-Lvl 7: Leadership - at Lvl 7 also skin change from strider to king elessar, damage and armor bonus
-Lvl 10: Summon Oathbreakers
Gandalf - Recruit the most powerful of the Istari
-Lvl 1: Mount Shadowfax
-Lvl 2: Wizard Blast
-Lvl 4: Lightning Sword
-Lvl 7: Istari Light - at Lvl 7 also Gandalf the White upgrade
-Lvl 10: Word of Power
Inn Hero (Lossarnarch): Forlong the Fat * - Recruit the lord of Lossarnarch
-Lvl 1: Mount
-Lvl 2: Leadership (to Lossarnarch guys only)
-Lvl 4: Spear Throw
-Lvl 7: Heroic Charge
Inn Hero (Osgiliath Garrison): Madril * - Recruit Faramir's veteran lieutenant (uses bow)
-Lvl 1: Cripple Shot
-Lvl 2: Leadership (to ithilien units only)
-Lvl 4: Map Reader (farsight)
-Lvl 7: Ambush (grants stealth to selected units)

Buildings (12):

Farm
-Resource building
-Defended by citizens
-Increases cp limit
Marketplace
-Secondary resource building
-Produces "merchants" that go to ally base and take resources from farms / take resources from outposts
-Grand Harvest
-Iron Ore
-Siege Materials
Barracks
-Lvl 1: Gondor Soldiers (may receive HA, FB)
-Lvl 1: Gondor Spearmen (may receive HA, FB)
-Lvl 2: Citadel Guard (may receive HA, FB)
-Lvl 3: Fountain Guard (requires HA, FB)
Archery Range
-Lvl 1: Gondor Archers (may receive HA, NL, FA)
-Lvl 2: Ithilien Rangers (may receive NL, FA)
-Lvl 2: Research Numenor Longbows (grant greater shot power, and thus greater damage)
-Lvl 3: Research Fire Arrows
Stables
-Lvl 1: Gondor Knights (may receive HS, HA, FB)
-Lvl 2: Research Horse Shields
-Lvl 3: Knights of Dol Amroth (requires HS, HA, FB)
Workshop
-Lvl 1: Battering Ram
-Lvl 2: Trebuchet (may receive FS)
-Lvl 3: Research Flaming Shot
Blacksmith
-Lvl 1: Research Banner Carriers
-Lvl 2: Research Heavy Armor
-Lvl 3: Research Forged Blades
Heroic Statue
-Damage, Exp bonus
-Decreases troop cost
Well
-Heals nearby troops
Watchtower
-Defence
Wall Hub
-Wall Upgrades: arrow tower, trebuchet, postern gate, gate
Fortress
-Fortress Upgrades: banners, cobbled stone pavement, house of healing, boiling oil, flaming munitions, numenorean stonework, ivory tower
-Fortress Expansions: arrow tower, trebuchet, dormitory, wall hub

Powers: (Themes: Duty, Allies)

5-Healing Well
5-Horn of the West (same as rallying call, but inspires fear in enemies as well)
5-Eyes of the White Tower (Denethor had a palantir)
-----
12-Tribute of the South (summons 1 bat each of lossarnarch axemen, lamedon clansmen [strong damage, erratic fighting style, low armor], and bowmen of blackroot vale [between regular archers and rangers in skill, but very effective vs monsters, esp. mumakil])
12-Summon the Sons of Elrond (both have bow/sword toggle, athelas, blade master, golden arrow)
10-Hobbit Allies (5 bats, bow/stone/staff toggle)
10-Arrow Volley
-----
15-Fair Wind (weather power)
17-Oath of Eorl (summons 4 bats rohirrim cavalry)
16-Rangers of the North (4 bats, sword/bow toggle)
-----
30-Summon Oathbreakers
25-Blessing of the Dunedain (selected units take only 50% of damage, and none die for a period of time)


ROHAN

Units: (12)

Basic Infantry: Westfold Militia * [Barracks] (axes and swords)
Basic Pikemen: Rohan Spearmen * (could be from rotwk) [Barracks]
Basic Ranged: Yeoman Archers [Archery Range]
Basic Cavalry: Peasant Outriders [Stables] (armed with light spears)
Elite Cavalry: Riders of the Mark [Lvl 2 Stables] (armed with heavy spears and axes)
Elite Cavalry: Rohirrim Horse-Archers *[Lvl 2 Stables]
Elite Ranged: Yeoman Spear-throwers * [Lvl. 2 Archery Range]
Anti-Hero Infantry/Pikemen: Edoras Door-wardens [Lvl. 3 Barracks] Limited to 3 battalions
Anti-Hero Cavalry: Royal Guards (have bow toggle) [Lvl. 3 Stables] Limited to 2 battalions
Siege: Yeoman Stone-throwers * [Lvl. 2 Archery Range] (at helms deep, ppl threw stones down on the uruk hai breaching the gate) they could be scaled down, heavily reskinned mountain giants
Siege: Horse Ram * [Lvl 2 Smithy]
Inn Unit (Druedain): Druedain Scouts *- armed with poison arrows, can stealth in trees, limited to 3 battalions (can use orc model because they are built similarly)
Inn Unit (Fangorn): Ent, limited to 1

Heroes: (8)

Merry: Recruit the Hobbit esquire of Rohan
-Lvl 1: Sword/Stone Toggle
-Lvl 3: Elven Cloak
-Lvl 5: Selfless Distraction (all nearby enemies stop attacking allies, go after merry)
-Lvl 8: Wraith Bane (high damage attack vs wraiths, wights) - lvl 8 also armor upgr
Hama * : Recruit the captain of Theoden's Guard
-Lvl 1: Mount
-Lvl 2: Cripple Strike
-Lvl 4: Detect Stealth
-Lvl 6: Doorwarden (gains damage bonus near rohan structures)
-Lvl 8: Confiscate (reduces enemy hero armor, damage)
Gamling * : Recruit the war-hardened guardian of Helm's Deep
-Lvl 1: Mount
-Lvl 1: Bow Toggle
-Lvl 4: Wounding Arrow
-Lvl 6: Sound the Charge (blows horn, nearby allies lose fear)
-Lvl 8: Page of the King (grants great armor bonus to nearby heroes)
Eowyn: Recruit the fearless niece of King Theoden
-Lvl 1: Mount
-Lvl 2: Dernhelm
-Lvl 4: Peasant's Hope (leadership to peasants, yeomen)
-Lvl 6: Smite (melee attack, like when she stabs witch-king in face)
-Lvl 8: Two-bladed Strike (powerful attack against monsters, esp. mumakil)
Erkenbrand *: Recruit the valiant Marshal of the West-mark
-Lvl 1: Mount
-Lvl 3: Horn of the Mark (same as boromir's horn)
-Lvl 6: Shield Crush
-Lvl 8: Dawn on the Fifth Day (starlight)
-Lvl 10: Summon Rohirrim
Theodred * : Recruit the heir to the throne of Rohan
-Lvl 1: Mount
-Lvl 3: Leadership (to cavalry only)
-Lvl 5: Train Allies
-Lvl 7: Invulnerability
-Lvl 9: Last Stand
Eomer: Recruit the third Marshal of the Mark and nephew of Theoden
-Lvl 1: Mount
-Lvl 1: Spear/Sword Toggle
-Lvl 3: Outlaw Leadership
-Lvl 5: Spear Throw
-Lvl 7: Guthwine for the Mark (blade master, captain beremir's idea)
Theoden: Recruit the King of Rohan and Marshal of the Mark
-Lvl 1: Mount
-Lvl 3: Leadership
-Lvl 5: Renewed Strength (heals self, captain beremir's idea)
-Lvl 8: Glorious Charge
-Lvl 10: Royal Guard
Inn Hero (Druedain): Ghan-buri-ghan *- Recruit the chief of the Woses of Druadan Forest
-Lvl 1: Stealth
-Lvl 2: Leadership (only to Woses)
-Lvl 4: Poisoned Blade (passive)
-Lvl 7: Assassin
Inn Hero (Fangorn): Quickbeam *- Recruit this young and battle-eager Ent of Fangorn Forest
-Lvl 1: Stone/Melee Toggle
-Lvl 2: Leadership (to Ents)
-Lvl 4: Throw Orc
-Lvl 7: Stomp

Buildings (12):

Farm
-Resource building
-Defended by peasants
-Increases cp limit
Hunter's Lodge
-Secondary resource building
-Produces hunters that kill animals
Barracks
-Lvl 1: Westfold Militia
-Lvl 1: Rohan Spearmen (may receive HM, FB)
-Lvl 2: Research Draft
-Lvl 3: Edoras Door-wardens (requires HM, FB)
Archery Range
-Lvl 1: Yeoman Archers (may receive HM, FA)
-Lvl 2: Yeoman Spear-throwers (may receive HM, FB)
-Lvl 2: Yeoman Stone-throwers (may receive HM)
-Lvl 3: Research Flaming Arrows
Stables
-Lvl 1: Peasant Outriders (may receive HM, FB)
-Lvl 2: Riders of the Mark (may receive HS, HM, FB)
-Lvl 2: Rohirrim Horse-Archers (may receive HM, FA)
-Lvl 2: Research Horse Shields
-Lvl 3: Royal Guards (requires HS, HM, FB, FA)
Smithy
-Lvl 1: Research Banner Carriers
-Lvl 2: Research Heavy Mail
-Lvl 2: Horse Ram
-Lvl 3: Research Forged Blades
Golden Hall
-Draft (turns peasants into selectable westfold militia)
-Can be garrisoned
-Lowers hero revive costs
-Increases nearby resource production
Heroic Statue
-Grants Damage, Exp bonus
-Decreases troop cost
Well
-Heals nearby allies
Watchtower
-Defence
Wall Hub
-Wall Upgrades: arrow tower, stonethrower platform, postern gate, gate
Fortress
-Fortress Upgrades: flags, open plains, siege kegs, burning oil, flaming arrows, reinforced walls, horn of helm hammerhand (causes all enemies in a huge radius to cower in fear for an extended time, cavalry get heroic charge and triple trample damage)
-Fortress Expansions: arrow tower, defender platform (spearthrowers and stonethrowers), vigilant ent, wall hub

Powers: (Themes: War, Horses)

5-Peasant Stew (heal)
5-Horn of the Mark (rallying call)
5-Great Meadow (equivalent of tainted land/elven wood)
-----
10-Spirit of the Mearas (selected cavalry gain +100% speed)
10-Druedain Stonering (defended by 3 bats unselectable woses)
10-Muster the Rohirrim (call the horde)
12-Mount Your Steeds (converts units in radius into riders of rohan)
-----
15-A New Sunrise (weather power)
17-They Return the Favour (summons 1 bat each of gondorian warriors, spearmen, archers, and knights)
15-That is no Orc Horn (summons 3 battalions of galadhrim warriors)
-----
27-Wrath of the Ents (summons six ents led by treebeard, who charge before being selectable)
25-Ride to Ruin! (huge wave of riders come from offscreen and charge through selected area, sort of like flood but not as effective vs structures, more effective vs infantry units)


EREBOR

Units: (11)

Basic Infantry: Swordsmen of Dale [Dale Archery Range]
Basic Ranged: Dwarven Archers [Dale Archery Range]
Basic Pikemen: Phalanx [Hall of Warriors]
Basic Cavalry: Battlewagon [Forge Works] (can upgrade with axe-throwers, dwarven archers (not dale), hearth, bc)
Elite Infantry: Guardians [Lvl. 2 Hall of Warriors]
Elite Ranged: Archers of Dale [Lvl. 2 Dale Archery Range]
Elite Pikemen: Wardens of the Hoard * [Lvl 2 Hall of Warriors] (small battalion (10-12) of heavy pikemen with shields)
Anti-Hero Ranged: Axe-Throwers [Lvl. 3 Dale Archery Range] Limited to 3 battalions
Anti-Hero Infantry: Khazad Guard [Lvl. 3 Hall of Warriors] Limited to 2 battalions
Siege: Demolisher [Lvl. 2 Forge Works]
Siege: Iron Hills Catapult [Lvl. 2 Forge Works]
Inn Unit (Beornings): Beorning Skinchangers *- bear/man toggle, limited to 2 battalions
Inn Unit (Iron Hills): Iron Hills Fighters * limited to 3 battalions (armed with sword/shield, two-handed mattocks)

Heroes: (8)

Bilbo - Recruit the Hobbit burglar of Thorin Oakenshield's party
-Lvl 1: Sword/Stone Toggle
-Lvl 3: Elven Cloak
-Lvl 5: Steal Resources
-Lvl 8: Spider Bane (effective against all spiders) - at lvl 8 also receives sting and mithril coat, so big damage, armor upgrade
Bard II - Recruit the prince of Dale (archer - can use the elf cah model)
-Lvl 2: Summon Familiar (cah power)
-Lvl 4: Cripple Shot
-Lvl 6: Train Archers (same as legolas)
-Lvl 8: Summon Reinforcements (battalions of dale archers and swordsmen)
Thorin III Stonehelm - Recruit the crown prince of Erebor
-Lvl 2: Battle Cry (elendil)
-Lvl 4: Train Allies
-Lvl 6: Toughness (permanent increase in health)
-Lvl 8: Seek Refuge (thorin can hide in any dwarven building)
Brand - Recruit the King of the Men of Dale
-Lvl 1: Bow/Sword Toggle
-Lvl 2: Companion Raven
-Lvl 4: Slam Shot (rotwk)
-Lvl 6: King of Dale (leadership to dale units)
-Lvl 10: Beast Slayer
Gloin - Recruit the father of Gimli
-Lvl 2: Slam
-Lvl 4: Shake Foundation
-Lvl 7: Drop Oil / Light Fire (him and oin were the company's fire-starters in the hobbit)
-Lvl 10: Earthshaker
Dain II Ironfoot- Recruit the King Under the Mountain
-Lvl 2: Leadership
-Lvl 4: Stubborn Pride
-Lvl 6: Mighty Rage
-Lvl 8: Red Axe (powerful single attack)
-Lvl 10: Summon Khazad Guard
Gimli - Recruit the Dwarven representative in the Fellowship
-Lvl 1: Axe Throw
-Lvl 3: Leap
-Lvl 5: Friendly Competition (increases nearby hero stats)
-Lvl 8: Battle Rage
Durin VII- Recruit the final reincarnation of the Father of the Dwarves
-Lvl 2: Charge
-Lvl 4: Leadership (to dwarves only, not men of dale)
-Lvl 6: Invulnerability
-Lvl 8: Fury of the Fathers (huge battle rage)
-Lvl 10: Deathless (last stand)
Inn Hero (Beornings): Grimbeorn *- Recruit the leader of the Anduin Vale skinchangers
-Lvl 1: Skinchanger (bear/man toggle)
-Lvl 2: Leadership (to beornings only)
-Lvl 4: Honey Cakes (heals nearby troops)
-Lvl 7: Battle Rage
Inn Hero (Iron Hills): Dwalin - Recruit this member of Thorin Oakenshield's company
-Lvl 1: Detect Stealth
-Lvl 2: Leadership (to Iron Hills fighters)
-Lvl 4: Cripple Strike
-Lvl 7: Viol Melody (increases damage and resets ability timers of nearby troops)

Buildings (10):

Mine Shaft
-Resource building
-Defended by miners
-Decreases structure cost
Stoneworker
-Secondary resource building
-Produces prospectors that mine rock
-Reinforced Gates (increases gate armor)
-Garrisoned Axe-Towers (makes wall and fortress towers garrisonable)
-Mithril Stonework (requires dwarven stonework, greatly increases fortress and wall armor)
Hall of Warriors
-Lvl 1: Phalanx (may receive FB, MM)
-Lvl 2: Guardians (may receive SH or FB, MM)
-Lvl 2: Research Banner Carriers
-Lvl 2: Wardens of the Hoard (may receive FB, MM)
-Lvl 3: Khazad Guard (requires FB, MM)
Dale Archery Range
-Lvl 1: Dale Swordsmen (may receive FB, MM)
-Lvl 1: Dwarven Archers (may receive FA, MM)
-Lvl 2: Archers of Dale (may receive FA or BA, MM)
-Lvl 2: Research Black Arrows
-Lvl 3: Research Flaming Arrows
-Lvl 3: Axe-Throwers (requires FB, MM)
Forge Works
-Lvl 1: Battlewagon (may receive banner carrier, hearth, axe-throwers, dwarven archers)
-Lvl 2: Demolisher
-Lvl 2: Research Siege Hammers
-Lvl 2: Iron Hills Catapult (may receive FS)
-Lvl 3: Research Forged Blades
-Lvl 3: Research Mithril Mail
-Lvl 3: Research Flaming Shot
Heroic Statue
-Grants damage, exp bonus
-Decreases troop cost
Hearth
-Heals nearby troops
-Grants hero revive discount
Axe Tower
-Defence
Wall Hub
-Wall upgrades: axe tower, catapult, postern gate, gate
Fortress
-Fortress upgrades: banners, marble pavement, siege kegs, oil casks, masterwork munitions, dwarven stonework, mighty catapult
-Fortress expansions: axe tower, catapult, hall, wall hub

Powers: (Themes: Economy, Underground)

5-Rallying Call (emphasis on armor)
5-Rebuild
5-Raven's View
-----
10-Dwarven Riches
11-Fortification (their version of elven wood, with some dwarven buildings and pavement, includes some garrisonable axe towers)
12-Summon Esgaroth Scouts (1 bat archers [similar to dale archers, but lighter armor and better vs monsters, esp dragons] and 2 bats horse archers [similar to rohirrim archers, but not as fast, and better damage] - slight reskins from dale)
10-Mining Expedition (all forge works stuff - upgrades and siege - are cheaper and faster)
-----
18-Barrage
16-Summon Beorning Allies (2 bats, bear/man toggle)
15-Undermine
-----
30-Earthquake
25-Citadel

LOTHLORIEN

Units: (11) [Lorien infantry units are made from barracks, while foreign (rivendell, mirkwood) infantry units are made at dormitory, which is a rivendell building model. all cavalry is made at green pasture.]

Basic Infantry: Lorien Swordsmen [Barracks]
Basic Ranged: Lorien Archers [Barracks]
Basic Pikemen: Mirkwood Spearmen * [Dormitory]
Basic Cavalry: Rivendell Lancers [Green Pasture]
Support: Galadhrim Healer [Lvl. 2 Barracks] (1 elf, heals nearby troops)
Elite Pikemen: Mithlond Sentries [Lvl. 2 Dormitory]
Elite Ranged: Mirkwood Archers [Lvl. 2 Dormitory]
Elite Cavalry: Lindon Horse Archers * [Lvl. 2 Green Pasture] (could use rotwk)
Anti-Hero Infantry/Ranged: Galadhrim Marchwardens [Lvl. 3 Barracks] Limited to 3 battalions
Anti-Hero Infantry: Noldor Warriors [Lvl. 3 Dormitory] Limited to 2 battalions
Siege: Ballista * [Lvl 2 Eregion Forge] - the model from the ship ballista, can be upgraded with silverthorn arrows
Inn Unit (Dunedain): Rangers of the North: sword/bow toggle, limited to 2 battalions
Inn Unit (Hobbits): Hobbit Sherrifs: staff/stone/bow toggle, limited to 3 battalions

Heroes: (9+1)

Arwen - Recruit the daughter of Elrond
-Lvl 1: Mount
-Lvl 3: Athelas
-Lvl 6: Gift of the Evenstar (passive, makes nearby heroes last longer than they normally would when close to death)
-Lvl 10: Flood
Haldir - Recruit the marchwarden of Lothlorien
-Lvl 1: Bow/Sword Toggle
-Lvl 3: Truesight (detect stealth)
-Lvl 5: Build Flet (makes tree that has arrow platform) - at Lvl 5 also armor upgrade from fotr skin to ttt skin
-Lvl 8: Golden Arrow
Cirdan *- Recruit the wise keeper of the Grey Havens (weapon is spear)
-Lvl 2: Train Allies
-Lvl 4: Leadership (to mithlond/lindon units only)
-Lvl 6: Shipwright (reduces build cost and time of ships)
-Lvl 8: Perception (sees through disguises)
-Lvl 10: Ring of Fire (burns units around Cirdan)
Thranduil - Recruit the King of the Elves in Northern Mirkwood
-Lvl 1: Elven Cloak
-Lvl 3: Move Unseen
-Lvl 5: Dead Eye
-Lvl 7: Wild Walk
-Lvl 10: Thorn of Vengeance
Glorfindel - Recruit the great elf-lord strong enough to ride against the Nine
-Lvl 1: Mount
-Lvl 3: Blade of Purity
-Lvl 5: Fear Resistance (to nearby troops)
-Lvl 7: Wind Rider
-Lvl 10: Starlight
Legolas - Recruit the sharp-eyed Prince of Mirkwood
-Lvl 2: Hawk Strike
-Lvl 4: White Knives
-Lvl 6: Friendly Competition (same as gimli's power)
-Lvl 8: Train Archers
-Lvl 10: Arrow Wind
Celeborn - Recruit the wise Lord of Lorien
-Lvl 1: Elven Cloak
-Lvl 3: Gifts of Lorien (resets hero ability timers, uruk king's idea)
-Lvl 5: Leadership (to lorien units only)
-Lvl 7: Lord of Lorien (grants exp to units, uruk king's idea)
-Lvl 10: Summon Marchwardens
Galadriel - Recruit the powerful Lady of Light (powers thanks to ralphdamiani)
-Lvl 2: Enthralling Gaze (Nearby enemies flee)
-Lvl 4: Fury of the Noldor (similar to dain's great battle rage - grants damage bonus to selected troops)
-Lvl 6: The Mirror of Galadriel (Reveals the map)
-Lvl 8: The Ring of Adamant (A golden mist encases all nearby allies and structures, healing and repairing them)
-Lvl 10: Shake Foundation (deals a massive amount of damage to a structure, cripples it) - at Lvl 10 also gets storm queen upgrade with much stronger attacks
Elrond - Recruit the learned Lord of Rivendell
-Lvl 1: Self-Heal
-Lvl 3: Leadership
-Lvl 6: Farsight - at Lvl 6 also gets armor upgrade from robes to last alliance armor
-Lvl 8: Restoration
-Lvl 10: Tornado
Gwaihir (Req. Eagle's Nest)
-Screech
-Eagle Eye (reveals map)
-Wing Blast
-Talon Fury (claws at enemy for longer period of time)
Inn Hero (Dunedain): Halbarad *- Recruit Aragorn's second-in-command of the northern Dunedain
-Lvl 1: Spear/Bow Toggle
-Lvl 2: Leadership (to rangers only)
-Lvl 4: Blade Master
-Lvl 7: Banner of the King (starlight)
Inn Hero (Hobbits): Farmer Maggot *- Recruit this intimidating Hobbit farmer (weapon is scythe)
-Lvl 1: Pack of Hounds (Maggot is always surrounded by three hounds)
-Lvl 2: Leadership (to hobbits)
-Lvl 4: Mushroom Farm (Maggot plants a mushroom farm, which heals and resets ability timers of nearby units)
-Lvl 7: Extend Hospitality (All nearby allies are have battalions restored, lose fear, poison)

Buildings (12):

Mallorn Tree
-Resource building
-Repairs nearby structures
-Heals nearby units
-Defended by gardeners
Garden (farm model)
-Secondary resource building
-Produces gatherers that collect shrubs
Lorien Barracks
-Lvl 1: Lorien Swordsmen (may receive EE, RB)
-Lvl 1: Lorien Archers (may receive EE, SA)
-Lvl 2: Galadhrim Healer (may receive EC)
-Lvl 3: Galadhrim Marchwardens (requires RB, SA)
Dormitory
-Lvl 1: Mirkwood Spearmen (may receive EC, RB)
-Lvl 2: Mithlond Sentries (may receive EE, RB)
-Lvl 2: Mirkwood Archers (may receive EC, SA)
-Lvl 3: Noldor Warriors (requires RB, EE)
Green Pasture
-Lvl 1: Rivendell Lancers (may receive HS, RB, EE)
-Lvl 2: Lindon Horse Archers (may receive EE, SA)
-Lvl 2: Research Horse Shields
Eregion Forge
-Lvl 1: Research Banner Carriers
-Lvl 2: Ballista (may receive SA)
-Lvl 2: Research Elven Armor
-Lvl 2: Research Elven Cloaks (grant little armor upgrade, but allow much greater stealth)
-Lvl 3: Research Reforged Blades
-Lvl 3: Research Silverthorn Arrows
Mirror of Galadriel
-Grants vision bonus to nearby units
-Gives fear to enemies
Heroic Statue
-Grants damage, exp bonus
-Decreases troop cost
Treehouse
-Defence
Wall Hub
-Wall upgrades: arrow tower, ballista, postern gate, gate
Fortress
-Fortress upgrades: blessed mist (made cheap), garden of paradise, mystic fountains, crystal moat, enchanted anvil (also grants silverthorn upgrade to arrow towers and ballista platforms), encasing vines, eagle's nest
-Fortress expansions: arrow tower, ballista, floodgate, wall hub

Powers: (Themes: Forests, Forces of Nature)

5-Elven Gifts (rallying call, plus stealth)
5-Farsight
5-Grace of the Valar (heal)
-----
10-Cloud Break
11-Summon Tom Bombadil
10-Elven Wood
10-Enshrouding Mist
-----
16-Ent Moot (creates Ent Moot that can build ents)
16-Summon Radagast (powers are mount eagle, disguise, summon familiar, call the herd)
17-Tornado
-----
25-Sunflare
27-Flood


RHUN/HARAD

Units: (14)

Basic Infantry: Haradrim Skirmishers [Haradrim Tent]
Basic Pikemen: Easterling Pikemen [Rhun Warrior Hall]
Basic Ranged: Haradrim Lancers [Haradrim Tent]
Basic Cavalry: Haradrim Raiders *[Steed Pen]
Basic Infantry/Siege: Corsairs of Umbar [Tavern]
Elite Infantry: Easterling Warriors (sword and shield) [Lvl 2 Rhun Warrior Hall]
Elite Cavalry: Kataphrakts [Lvl 2 Steed Pen]
Elite Cavalry: Wainriders (upgradable with archers, banner carriers, javelin throwers)[Lvl 2 Steed Pen]
Elite Ranged: Haradrim Archers [Lvl 2 Haradrim Tent]
Anti-Hero Pikemen: Soldiers of Rhun (spearmen with shields) [Lvl 3 Rhun Warrior Hall] Limited to 3 battalions
Anti-Hero Infantry: Hasharii [Lvl 3 Haradrim Tent] Limited to 2 battalions
Siege: Corsair Ballista * [Lvl 2 Tavern]
Monster: Mumak [Mumakil Pen]
Inn Unit (Khand): Khand Mercenaries *, have axes, limited to 2 battalions
Inn Unit (Corsair Fleets): Corsair Arbelesters *, have heavy crossbows, limited to 2 battalions

Heroes: (8+1)

Captain Jackson - Recruit the pirate-lord of Umbar
-Lvl 1: Knives/Firebomb Toggle
-Lvl 3: Leadership (to corsairs)
-Lvl 5: Pillage
-Lvl 7: Steal Resources
Ubayy [or other Harad name]* - Recruit this cunning assassin from Harad
-Lvl 1: Sword/Bow Toggle
-Lvl 2: Climb Walls
-Lvl 4: Stealth
-Lvl 6: Poisoned Blade (passive)
-Lvl 8: Assassin
Oldur [or other Khand name]* - Recruit the Variag king of Khand
-Lvl 1: Mount Chariot
-Lvl 3: Train Allies
-Lvl 6: Upgrade Chariot (with archers)
-Lvl 8: Reckless Charge (heroic charge)
Muthanna [or other Far Harad name]- Recruit this champion of the Mahud from Far Harad
-Lvl 2: Battle Frenzy
-Lvl 4: Horn of the South
-Lvl 7: Summon Mahud (camel riders and bludgeoners)
-Lvl 10: Mount Mumak (boosts stats of mumak tremendously)
Lorgan [or other Rhun name] - Recruit the most dominant of the Rhunnic kings
-Lvl 2: Blade Master
-Lvl 4: Glorious Presence (enemies cower in fear, passive)
-Lvl 6: Leadership (to easterlings)
-Lvl 8: Attach Spy
-Lvl 10: Convert Hero
Suladan* - Recruit the Serpent Warlord of Harad
-Lvl 1: Mount
-Lvl 3: Cripple Strike
-Lvl 5: Leadership (to haradrim)
-Lvl 8: Scorpion Brood
-Lvl 10: Summon Guard (mounted serpent guards with bow/sword toggle)
Pallando* - Recruit Alatar's companion in his Eastern travels
-Lvl 1: Bolt Lightning
-Lvl 3: Fireball
-Lvl 5: Dissent (Mouth of Sauron power)
-Lvl 8: Well of Souls (rotwk sorcerer power)
-Lvl 10: Corpse Rain (rotwk sorcerer power)
Alatar* - Recruit the first of the two Blue Istari chosen by Orome
-Lvl 1: Wizard Blast
-Lvl 3: Truesight (detect stealth)
-Lvl 5: Dragon Strike (drogoth dragon flame attack)
-Lvl 8: Fell Strength (rotwk sorcerer power)
-Lvl 10: Convert Enemy
Royal Mumak (Req. Mumak Monument)
-Bellow (enemies cower in fear)
-Barbed Wire Upgrade
-Stomp
-Charge
Inn Hero (Khand): Maltok [or other Khand name]*- Recruit the greedy mercenary from Khand
-Lvl 1: Bow/Axe Toggle
-Lvl 2: Leadership (to mercenaries)
-Lvl 4: Cripple Shot
-Lvl 7: Reward (resources per kill)
Inn Hero (Corsair Fleets): Dalamyr (or other Umbar name)* - Recruit the shrewd fleetmaster of Umbar (has sword)
-Lvl 1: Man the Ships (Dalamyr increases production rate of tavern)
-Lvl 2: Leadership (to arbelesters)
-Lvl 4: Map Reader (farsight)
-Lvl 7: Boarding Party (if Dalamyr is in a transport ship, nearby enemy ships automatically switch allegiances)

Buildings (13):

Slave Mill
-Resource building
-Defended by slaves
-Increases cp limit
Water Hole
-Secondary resource building
-Produces servants that collect water in buckets from lakes/rivers
-Heals nearby troops
Rhun Warrior Hall
-Lvl 1: Easterling Pikemen (may receive HA, FB)
-Lvl 2: Easterling Warriors (may receive HA, FB)
-Lvl 2: Research Banner Carriers
-Lvl 3: Soldiers of Rhun (requires HA, FB)
Haradrim Tent
-Lvl 1: Haradrim Skirmishers (may receive HA, FB)
-Lvl 1: Haradrim Lancers (may receive HA, FB)
-Lvl 2: Haradrim Archers (may receive HA, BA or FA)
-Lvl 2: Research Barbed Arrows
-Lvl 3: Hasharii (requires FB)
Steed Pen
-Lvl 1: Haradrim Raiders (may receive HS, HA, FB)
-Lvl 2: Kataphrakts (may receive HS, HA, FB)
-Lvl 2: Wainriders (may receive archers, javelin throwers, banner carrier)
-Lvl 2: Research Horse Shields
Tavern
-Lvl 1: Corsairs of Umbar (may receive FB)
-Lvl 2: Research Heavy Armor
-Lvl 2: Corsair Ballista (may receive FA)
-Lvl 3: Research Forged Blades
-Lvl 3: Research Flaming Arrows
Mumakil Pen
-Lvl 1: Mumak (may receive WG, FA)
-Lvl 2: Research War Gear
Harad Monument
-grants damage, exp bonus to nearby troops
-resistace to fear
-decreases troop cost
Watchtower
-Defence
Wall Hub
-Wall upgrades: arrow tower, ballista, postern gate, gate
Fortress
-Fortress upgrades: vulture swarm, scorched desert ground, burning sand (like boiling oil), barbed trench, fire arrows, brass plating, mumak monument
-Fortress expansions: arrow tower, ballista, altar of sacrifice (skeleton in cage, functions like watchers), shieldmaiden hall (provides unselectable women fighters, rather like the rohan peasant women)

Powers: (Themes: Corruption, Desert)

5-Vulture Flight
5-Desert Wind (bunches units together, they lose their vision)
5-Stirred Hatred (rallying call, emphasis on damage)
-----
10-Nomad Hardiness (selected allies are invulnerable for a while)
10-Bountiful Oasis (industry)
10-Corruption (same as blight, slows down enemy production building)
10-Aid from Mordor (tribute carts from bfme1 arrive off map, resources increase)
-----
15-Awaken Wyrm (in the hobbit it said there were "were-worms" in the eastern desert)
17-Sinkhole
15-Summon Khand Allies (3 battalions of khand horsemen with bow/axe toggle)
-----
30-Mumak Rampage (5 enter the map and just run wild)
28-Sandstorm

For names of Easterling and Haradrim heroes, I used http://www.darkshire...rings/names.pdf, which bases their names off actual characters in the books, middle-earth languages, or the real-world languages like old english ( for northmen names) that tolkien based his names off of.

ISENGARD

Units: (14)

Basic Infantry/Ranged: Uruk Scouts [Uruk Pit]
Basic Pikemen: Wild-men Spearmen [Dunland Tent] (upgrade with long torches)
Basic Cavalry: Dunland Horsemen [Warg Pen] (light cavalry, get torches)
Basic Infantry: Wild-men Pillagers [Dunland Tent]
Elite Pikemen: Uruk Pikemen [Lvl 2 Uruk Pit]
Elite Infantry: Uruk Warriors [Lvl 2 Uruk Pit]
Elite Cavalry: Warg Riders [Lvl 2 Warg Pen]
Elite Ranged: Uruk Crossbowmen [Lvl 2 Uruk Pit]
Anti-Hero Infantry: Berserkers [Lvl 3 Uruk Pit] Req FB; Limited to 12 units
Anti-Hero Infantry: Uruk Deathbringers [Lvl 3 Uruk Pit] (with 2 rotwk abilities, but may be remodelled/skinned) Req FB, HA; Limited to 2 battalions
Siege: Battering Ram [Siege Works]
Siege: Ballista [Lvl 2 Siege Works]
Siege: Siege Ladder [Lvl 2 Siege Works] (fortress maps only)
Siege: Explosive Mine [Lvl 3 Siege Works]
Inn Unit (Ruffians): Ruffians* , have clubs, can steal resources, limited to 3 battalions
Inn Unit (Orc Allies): Orc Axemen, have light fire ability (effective in forests and against structures), limited to 3 battalions

Heroes: (7)

Wormtongue - Recruit Saruman's spy in Rohan
-Lvl 1: Escape
-Lvl 3: Venomous Words
-Lvl 6: Backstab
-Lvl 8: Corrode Allegiance
Sharku - Recruit the leader of the warg riders
-Lvl 2: Tame the Beast
-Lvl 4: Blood Hunt
-Lvl 6: Piercing Howl (enemies flee)
-Lvl 8: Man Eater
Wulf *- Recruit the leader of the Dunlendings
-Lvl 2: Pillage (money gained while attacking buildings)
-Lvl 4: Steal Resources
-Lvl 6: Sacking of Rohan (huge damage to building)
-Lvl 8: Outlaw Leadership (resources per kill)
Mauhur - Recruit Ugluk's second-in-command of the Uruk scouts
-Lvl 2: Cripple Shot
-Lvl 4: Detect Stealth
-Lvl 6: They're On Our Trail (increases speed of troops)
-Lvl 8: Summon Reinforcements (several battalions of uruk scouts)
Ugluk - Recruit the leader of the Uruk scouts
-Lvl 2: Carnage (battle rage)
-Lvl 4: Meat's Back on the Menu (Ugluk kills battalion, nearby troops are healed and have huge damage bonus)
-Lvl 6: Leadership (to scouts)
-Lvl 8: Orc Draught (heals nearby heroes)
Lurtz - Recruit Saruman's perfect Uruk warrior
-Lvl 1: Sword/Bow Toggle
-Lvl 3: Cripple Strike (with sword)
-Lvl 5: Leadership
-Lvl 8: Execute (single arrow shot with huge damage to enemy hero)
Saruman - Recruit the skilled leader of the Order of Istari.
-Lvl 1: Wizard Blast
-Lvl 3: Fireball
-Lvl 5: Speech Craft
-Lvl 7: Swear Your Allegiance
-Lvl 10: Thunderbolt
Inn Hero (Ruffians): Bill Ferny* - Recruit the ruffian leader from Bree
-Lvl 1: Club/Whip Toggle
-Lvl 2: Leadership (to ruffians)
-Lvl 4: Coerce
-Lvl 7: Crack the Whip (makes enemies cower in fear)
Inn Hero (Orc Allies): Grishnakh - Recruit the captain of the Orcs of Barad-Dur who joins Ugluk's company
-Lvl 1: Attach Spy
-Lvl 2: Leadership (to orc axemen)
-Lvl 4: Cannibalism (eats an orc, replenishes health)
-Lvl 8: Mordor Backup (summons some morannon orcs)

Buildings (13):

Furnace
-Resource building
-Defended by snagas
-Decreases cost of upgrades
Lumber Mill
-Secondary resource building
-Produces labourers that chop trees
Uruk Pit
-Lvl 1: Uruk Scouts (may receive HA, FB, FA)
-Lvl 2: Uruk Pikemen (may receive HA, FB)
-Lvl 2: Uruk Warriors (may receive US, HA, FB)
-Lvl 2: Uruk Crossbowmen (may receive HA, FA)
-Lvl 3: Berserker (requires FB)
-Lvl 3: Uruk Deathbringers (require HA, FB)
Dunland Tent
-Lvl 1: Wildmen Pillagers (may receive FT, HA)
-Lvl 1: Wildmen Spearmen (may receive FT, HA)
-Lvl 2: Research Flaming Torches
Warg Pen
-Lvl 1: Dunland Horsemen (may receive FT, HA)
-Lvl 2: Warg Riders (may receive HA, FB)
Siege Works
-Lvl 1: Battering Ram
-Lvl 2: Ballista (may receive FA)
-Lvl 2: Siege Ladder
-Lvl 3: Explosive Mine
Armory
-Lvl 1: Research Banner Carriers
-Lvl 2: Research Uruk Shields (large shields, makes uruk warriors into shieldbearers, best armor in game)
-Lvl 2: Research Heavy Armor
-Lvl 3: Research Forged Blades
-Lvl 3: Research Flaming Arrows
White Hand Pillar
-grants damage bonus to nearby troops
-causes nearby enemies to cower in fear
Warg Sentry
-defence
Sentry Tower
-defence
Wall Hub
-Wall Upgrades: arrow tower, ballista, postern gate, gate
Fortress
-Fortress Upgrades: murder of crows, gravel pavement, burning forges, excavations, orcfire munitions, iron plating, wizard's tower
-Fortress Expansions: ballista, arrow tower, wall hub, mine launcher

Powers: (Themes: Economy, Industrialization)

5-Vision of the Palantir
5-Crebain of Dunland
5-Ravaged Land (tainted land)
-----
10-Industry
10-Urgency (200% speed for selected infantry units)
11-Summon Dunlendings (1 bat each pillagers, spearmen, and horsemen)
11-Devastation
-----
15-Fuel the Fires
16-Voice of Saruman (coerce, but large radius)
15-Choking Fumes (same as freezing rain, but also slows down enemy units) - can include rain in the power as well
-----
28-Fury of Caradhras (avalanche)
30-Mine Volley


MORIA

Units: (12)

Basic Infantry: Goblin Warriors [Goblin Cave]
Basic Ranged: Goblin Archers [Goblin Cave]
Basic Pikemen: Goblin Spearmen [Goblin Cave]
Basic Cavalry: Warg Pack (isengard one from rotwk, full pack, recoloured) [Wolf Den]
Elite Infantry: Gundabad Fighters [Lvl 2 Goblin Cave] (can use rotwk models, but a little larger, have tougher armor, longer swords, some with clubs, slightly slower, more powerful)
Elite Cavalry: Warg Riders [Lvl 2 Wolf Den] (bow/spear toggle, like spider riders - this makes them unique from isengard warg riders)
Support: Goblin Drummer [Lvl 2 Goblin Cave]
Anti-Hero Infantry: Hobgoblin Champions *[Lvl 3 Goblin Cave] (scaled-down and reskinned half-troll swordsmen from rotwk) Limited to 3 battalions
Anti-Hero Pikemen: Goblin Bodyguard (half-troll marauders) [Lvl 3 Goblin Cave] Limited to 2 battalions
Monster: Cave Troll [Fissure]
Siege: Troll Stonethrowers * [Lvl 2 Fissure] (tolkien stated that goblins made destructive machines, this fits their theme, can use rotwk model, no frost upgrade
Monster: Mountain Giant [Lvl 3 Fissure]
Inn Unit (Wolves of the North): Wolf Pack*, limited to 3 battalions - from angmar rotwk, cannot trample as opposed to warg pack.
Inn Unit (Trolls of Angmar): Snow Trolls, limited to 2 battalions - from angmar

Heroes: (7+1)

Golfimbul - Recruit the leader of the goblins of Mount Gram
-Lvl 2: Battle Frenzy
-Lvl 4: Steal Resources
-Lvl 6: Leadership (to goblins only)
-Lvl 8: Poison Blade (passive)
-Lvl 10: Assassin Strike
Bolg - Recruit the bloodthirsty son of Azog
-Lvl 1: Mount Warg (after all, it was he who mounted a warg in the hobbit, not azog)
-Lvl 3: Summon Cave Bats
-Lvl 5: Poison Mist
-Lvl 7: Wolf Master (grants exp. to wolf/warg units)
-Lvl 10: Summon Bodyguards
Azog - Recruit the Goblin King of Moria
-Lvl 2: Skull Totem
-Lvl 4: Crack the Whip (gives exp to selected troops)
-Lvl 6: Leadership
-Lvl 8: Execution (single strike with lots of damage)
Great Goblin - Recruit the cruel lord of Goblintown in the High Pass
-Lvl 2: Brigandage (troops near him gain resources per kill)
-Lvl 4: Front Porch (creates tunnel that connects to tunnel network)
-Lvl 6: Great Battle Rage (huge boost to damage and armor)
-Lvl 8: Summon Cave trolls
Zaghur - Recruit this mighty cave troll of Moria
-Lvl 1: Chain/Hammer Toggle
-Lvl 3: Spear Attack (good against heroes)
-Lvl 5: Battle Roar (boosts damage of nearby units)
-Lvl 7: Cause Fear (passive)
2 Drakes - Recruit a flightless dragon of the Withered Heath (from fortress)
-Lvl 2: Fire Breather (prior to this is cold drake, attacks with jaws)
-Lvl 4: Dominate Drake
-Lvl 6: Gold Lust (passive - while he attacks resource building, those resources being collected are stolen for drake's team)
-Lvl 10: Inferno
Drogoth - (Req. Dragon Nest)
-Fireball
-Fire Flight
-Wing Blast
-Incinerate
Inn Hero (Wolves of the North): Alpha Warg (or suitable name) - Recruit a vicious warg of the mountains
-Lvl 1: Wild Pack (passive, pack surrounds him)
-Lvl 2: Leadership (to wolf pack)
-Lvl 4: Howl (fear, especially to horses)
-Lvl 7: Bloodlust (damage bonus)
Inn Hero (Trolls of Angmar): Rogash (or suitable name) - Recruit this savage Troll of the North (model and skin could change from rotwk)
-Lvl 1: Dominate Troll
-Lvl 2: Leadership (to snow trolls)
-Lvl 4: Leap
-Lvl 7: Dying Rage (last stand)

Buildings (10):

Tunnel
-Resource building
-Defended by tunnelers
-Decreases upgrades cost
Treasure Trove
-Secondary resource building
-Produces scavengers that mine rock
-Lvl 1: Research Banner Carriers
-Lvl 2: Research Poisoned Weapons
-Lvl 2: Research Scavenged Armor
-Lvl 3: Research Scavenged Blades
-Lvl 3: Research Fire Arrows
Goblin Cave
-Lvl 1: Goblin Warriors (may receive PW or FA)
-Lvl 1: Goblin Archers (may receive PW)
-Lvl 1: Goblin Pikemen (may receive PW)
-Lvl 2: Gundabad Fighters (may receive SA, PW or SB)
-Lvl 2: Drummer (may receive SA)
-Lvl 3: Hobgoblin Champions (requires SA, SB)
-Lvl 3: Goblin Bodyguards (requires SA, SB)
Wolf Den
-Lvl 1: Warg Pack
-Lvl 2: Warg Riders (may receive SA, SB, FA)
Fissure
-Lvl 1: Cave Troll
-Lvl 2: Troll Stone-thrower
-Lvl 3: Mountain Giant
Drum
-grants exp and damage bonuses
-calls the horde
Warg Sentry
-defence
Arrow Den
-defence
Wall Hub
-Wall Upgrades: arrow tower, stone-thrower, postern gate, gate
Fortress
-Fortress Upgrades: bat cloud, defiled earth, delved rock (makes all buildings have building rubble), razor spines, fire arrows, scavenged plating, dragon's nest
-Fortress Expansions: arrow den, giant sentry, tunnel, wolf cage (either reskinned angmar, or wolves in existing spider hole)

Powers: (Themes: Wild Monsters, Moria Creatures)

5-Cave Bats
5-Tainted Land
5-Drums in the Deep (war chant, gives fear to enemies)
-----
10-Scavenger
12-Summon Spiders of Mirkwood (2 bats spiderlings, plus 1 bat spider riders)
10-Freeze Building (angmar)
10-Untamed Allegiance
-----
15-Darkness (vision bonus to units as well)
16-Watcher in the Water
17-Summon Mountain Giants (3 of them)
-----
30-Summon Dragon
28-Summon Smaug (dragon strike)


MORDOR

Units: (13)

Basic Infantry: Gorgoroth Orc Skirmishers [Orc Pit]
Basic Ranged: Gorgoroth Orc Trackers [Orc Pit]
Basic Pikemen: Gorgoroth Orc Pikemen [Orc Pit]
Elite Infantry: Morannon Guard [Lvl 2 Orc Pit] - no elite orc pit
Elite Ranged: Morannon Orc Archers [Lvl 2 Orc Pit]
Anti-Hero Infantry: Black Uruks [Lvl 3 Orc Pit] Limited to 3 battalions
Anti-Hero Cavalry: Black Numenorean Knights* [Lvl 3 Morgul War-hall] Limited to 2 battalions- (morgul hall is new building, researches upgrades and produces black numenoreans)
Monster: Mountain Troll [Troll Cage]
Support/Monster: Drummer Troll [Lvl 2 Troll Cage]
Monster: Attack Troll [Lvl 3 Troll Cage]
Siege: Battering Ram [Great Siege Works]
Siege: Siege Tower [Lvl 2 Great Siege Works] only on fortress maps
Siege: Catapult [Lvl 2 Great Siege Works]
Inn Unit (Minas Morgul): Morgul Orcs, limited to 2 battalions
Inn Unit (Angmar): Barrow Wights, limited to 8

Heroes: (14)

Gothmog - Recruit the lieutenant of Barad-dur
-Lvl 1: Mount Warg
-Lvl 3: Fear Resistance
-Lvl 5: Leadership (towards orcs and siege)
-Lvl 7: Time of the Orc (grants exp to orcs)
-Lvl 10: Bring Out the Wolf's Head (summons Grond, this replaces Grond being made at siege works)
Shagrat - Recruit the orc commander of Cirith Ungol
-Lvl 2: Fury
-Lvl 4: Leadership (to black uruks)
-Lvl 6: Steal Resources
-Lvl 8: Confiscate (greatly reduces enemy hero armor and damage)
Mouth of Sauron - Recruit Sauron's Black Numenorean emissary
-Lvl 1: Mount
-Lvl 3: Doubt
-Lvl 5: Dissent
-Lvl 7: Black Numenorean Bodyguards
-Lvl 10: Evil Eye
Shelob - Recruit the spider who guards the pass of Cirith Ungol
-Lvl 2: Instill Terror
-Lvl 4: Spider Brood
-Lvl 6: Cocoon Hero
-Lvl 8: Poison Stinger
-Lvl 10: Tunnel
8 Nazgul - Recruit one of the Ringwraiths bound to Sauron's will who can perform ____ ____ (used to tell nazgul apart. the blank is their special ability)
-Lvl 1: Mount Toggle (Horse/Foot/Fell Beast (fellbeast unlocked at level 8))
-Lvl 2: Dread Visage
-Lvl 4: Screech
-Lvl 6: Morgul Blade
-Lvl 10: Unique Special Ability (isledebananas):
*Black Breath - enemy units in a certain radius take constant damage per second. More than Moria poison
*Shade - takes no damage for short while save from certain heroes
*Life Drain - absorbs hp from a target units that replenishes the Nazgul's life.
*Morgul Strength - anyone who attacks the Nazgul takes damage whether they are ranged or melee.
*Morgul Speed - increases the movement and attack speed of the Nazgul. Adds area damage passive
*Mind Shadow - greatly increases units chance to miss an attack directed at the Nazgul(all in radius). Doesn't work on some heroes
*Dark Touch - prevents enemy unit healing(fountain,ability, spell book, Elven) in a radius around the Nazgul not some heroes innate, passively increases his regen considerably
*Dark Sorcery - Nazgul becomes invisible, his own previous abilities are stronger.
Mollock - Recruit the leader of the Olog-hai of Gorgoroth
-Lvl 2: Dominate Troll
-Lvl 4: Leadership (to trolls)
-Lvl 6: Cripple Strike
-Lvl 8: Great Rage
-Lvl 10: Leap
Witch-King - Recruit the Lord of the Nazgul, Sauron's most powerful weapon
-Lvl 1: Mount Toggle (Horse/Foot/Fell Beast (fellbeast unlocked at level 8))
-Lvl 2: Dread Visage
-Lvl 4: Screech
-Lvl 6: Morgul Blade
-Lvl 10: Hour of the Witch-King (refills hero timers, at the same time as fire sword)
Inn Hero (Minas Morgul): Gorbag* - Recruit the leader of the Morgul Orcs
-Lvl 1: Slave Driver (uses whip to increase speed of orcs)
-Lvl 2: Leadership (to morgul orcs)
-Lvl 4: Covet (weakens enemy armor)
-Lvl 7: Assassin
Inn Hero (Angmar): Karsh (or suitable name)* - Recruit the wight possessing the body of the last prince of Cardolan (use karsh)
-Lvl 1: Chill Soul (same as karsh)
-Lvl 2: Leadership (to barrow wights)
-Lvl 4: Blink (same as karsh)
-Lvl 7: Whisper of Death (same as karsh)

Buildings (10):

Slaughter House
-Resource building
-Defended by snagas
-Reduces cost of troops
Lumber Mill
-Secondary resource building
-Produces labourers that chop trees
Orc Pit
-Lvl 1: Gorgoroth Orc Skirmishers
-Lvl 1: Gorgoroth Orc Trackers
-Lvl 1: Gorgoroth Orc Pikemen
-Lvl 2: Morannon Guard (may receive HA, FB)
-Lvl 2: Morannon Orc Archers (may receive HA, FA)
-Lvl 3: Black Uruks (requires HA, FB)
Troll Cage
-Lvl 1: Mountain Troll
-Lvl 2: Drummer Troll
-Lvl 3: Attack Troll (may receive SM)
-Lvl 3: Research Siege Mace
Morgul War-hall
-Lvl 1: Research Banner Carriers
-Lvl 2: Research Heavy Armor
-Lvl 2: Research Forged Blades
-Lvl 3: Research Flaming Arrows
-Lvl 3: Morgul Knights (requires HA, FB)
Great Siege Works
-Lvl 1: Battering Ram
-Lvl 2: Catapult (may receive FS)
-Lvl 2: Siege Tower
-Lvl 3: Flaming Shot
Sauron Statue
-grants damage, exp bonus
-makes enemies flee, like silent watcher
Watchtower
-Defence
Wall Hub
-wall upgrades: arrow tower, catapult, postern gate, gate
Fortress
-Fortress Upgrades: doom pyres, volcanic foundations, magma cauldrons, lava moat, flaming munitions, morgul sorcery, gorgoroth spire (also provides vision bonus)
-Fortress Expansions: catapult, barricade, watchers, garrison (like dormitory)

Powers: (Themes: Corruption, Mount Doom)

5-Eye of Sauron
5-War Chant (emphasis on damage)
5-Accursed Land (tainted land)
-----
10-Call the Horde
10-Barricade
12-Build Me An Army Worthy of My Command (name is a bit long, controls next unit spawned from an enemy infantry barracks)
10-Coerce
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15-Ash and Shadow (darkness)
17-First Through the Gate (summons 3 attack trolls and a warg pack)
17-Summon Human Vassals (1 bat each haradrim archers, wainriders, corsairs, and easterling pikemen)
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30-Volcano (bursts out of ground, spits lava everywhere)
30-Rain of Fire


Wow that took a long time to write! well, i hope that these changes are taken into consideration. many are minor, but i feel that it will be great for the game, with the new heroes, units, powers, and factions.

Edited by khamulrulz, 03 August 2010 - 11:17 AM.

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#2 Dant

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Posted 23 October 2009 - 09:46 AM

Nice Read :thumbsdownsmiley: , But alot of things in you suggestions "SEE" already have it..however i think most faction that need buffed in 4.8 is Rohan..since Naz has confirm he going to split it from Gondor in 4.8.
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#3 Hermoor

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Posted 23 October 2009 - 09:52 AM

I think this looks like a perfect plan for the next beta. Also I would like to add, besides units and Heroes and powers...

-Upgraded buildings with better animation/textures.
-Fix the main menu, green buttons and barad dur video in background. (Either change back to the original and add SEE mod, or make the buttons red.)
-Remove the zoom buttons some of the maps has, it's not necessary. It just lags the game.

And of course the ring heroes, but there is another thread for that.
This is just a suggestion...the text above.

#4 khamulrulz

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Posted 26 October 2009 - 10:24 PM

i made some minor changes, like citadel guard added, mirkwood archers added (how did i forget them). i hope you like it.

i also renamed gorgoroth orc warriors and archers into skirmishers and trackers, respectively.

also, since the balrog has become a ring hero, i moved summon dragon from mordor to moria, and gave mordor "volcano". basically a volcano sprouts up from the ground and spits lava everywhere, destroying units and structures.

edit: i also have added cirdan, ithilien swordsmen (lightly armored, but stealthy), and several elven and isengard units.

Edited by khamulrulz, 14 February 2010 - 07:03 AM.

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#5 khamulrulz

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Posted 24 December 2009 - 05:04 AM

i have remerged the rhun and harad factions, because i think that the rohan split is more important, and i heard that rohan is the last split to be done in 4.8

i would rather the mod be completed with rhun and harad together than have the mod freeze in production trying to make another faction split.
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#6 ttandchotmail

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Posted 24 December 2009 - 07:48 AM

:good: Love ya work mate

Had you thought of any powers for the heroes?

Edited by ttandchotmail, 24 December 2009 - 07:52 AM.

No chance of returning....Zero chance of surviving....Well!? When do we get started?
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#7 khamulrulz

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Posted 24 December 2009 - 02:59 PM

i have put powers for all the heroes, both the existing ones and the new ones. i tweaked the existing ones a bit as well, so they are worth checking out as well. all heroes have 4-5 powers.

edit: as far as i know, almost all those powers have existing fx.
it should be a pretty much complete tech tree of my vision for beta 4.8. hope you guys like it. merry christmas

Edited by khamulrulz, 01 August 2010 - 08:27 AM.

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#8 isledebananas

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Posted 24 December 2009 - 05:18 PM

I think the main problem with all this Rhun Harad business is basically the buildings. For units we can always look at Games Workshop, descriptions from the book, or WETA concepts. However, buildings are rarely mentioned when it comes to things like Rhun and Harad. We know Rhun was a very prosperous kingdom which can be reflected by their warriors armament. Harad on the other hand looks very tribal and nomadic. When you look at them you get a feeling of ancient Persian warriors. However, even those civilizations were able to make more traditional buildings. Look at Egypt they had huge monuments and things all made of hard, dry mud.

Egypt and Persia however used lots of metals and the such which doesn't seem to be apart of the peoples of Harad. They seem to use mostly bone and the like for ornaments and armaments. However, technologies and goods could have been stolen or traded for. Unfortunately, though their main allies are Mordor and Rhun. While I do see both of them sharing technological ideas I don't see them being so open about giving away resources especially since I can't possible fathom what Harad could trade for. The only thing they have there is the sea which might offer certain kinds of fish or maybe even things such as Pearls. However, that is still not enough Rhun itself has a "sea" nearby which should have fish and maybe even things like Pearls.

Weta documentary says that Harad is based on Aztec and Kirbati peoples. Kirbati seem to be an island nation and its people similar to other Pacific Island peoples. I don't see too much of a link to either. However, Aztecs did have lots of buildings however they had lots of stone to work with.

#9 ttandchotmail

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Posted 25 December 2009 - 01:27 AM

Good work K :)

I like th einn hero for the dwarves :good: haha Beorn would be good to see :p

Edited by ttandchotmail, 25 December 2009 - 01:28 AM.

No chance of returning....Zero chance of surviving....Well!? When do we get started?
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#10 khamulrulz

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Posted 25 December 2009 - 03:32 AM

the buildings shouldn't be much of a problem for the mod, isledebananas, because they are all based off of the rhun and harad buildings in the game. these don't really look like any existing civilization, so it's okay. they are all constructed already, except for the water hole (edain mod have a great model for it - they call it the oasis) and the temple of worship, which can be a reskinned temple of twilight.

i think that the dev team actually went above and beyond what was required. they basically created enough buildings for two different factions, so they came up with loads of buildings that are not needed. there is no need for a separate rhun stables, or a harad watch tower, or the windmill, or a harad archery range, or the rhun and harad armories (they get the tavern) and sauron heroic statue. there is also no need for a separate harad fortress, as the harad heroes should be available from the rhun fortress. i also think that one builder commandset is enough. i hope that with my evil men faction, i have crunched it down to the point where almost all of the units are already created, and take little creative license (they are mainly easterlings and haradrim we see from the films)

the two special buildings for evil men are the water hole, which acts as a well, in addition to increasing the max health of heroes, and the temple of worship, which gives fear resistance to units around it in addition to acting as a heroic statue (it doesn't give cost bonuses though - that is only for the harad monument).

Edited by khamulrulz, 26 December 2009 - 12:42 AM.

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#11 isledebananas

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Posted 25 December 2009 - 06:40 PM

My point was that the most difficult part of splitting in this case is the buildings. While there many units for both sides already there aren't really many buildings especially for Harad. Now I know that there is still all the coding that needs to be done but that is just tedious and time consuming( oh and soul crushing for some lol). However, if you run into conceptual block and don't know how to fill up a certain integral unit or building then everything can grind to a halt. If that happens you have no idea what to model or code and your just stuck.

#12 khamulrulz

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Posted 26 December 2009 - 12:41 AM

yeah. rhun and harad are being kept together though as far as I know, so we won't have that problem. the rhun/harad faction actually looks pretty sweet. i think that because most of the rohan buildings are already ingame, and some of the units were in bfme1, the rohan split shouldn't be as hard as the evil men one, so i think that 4.8 should be out quite soon after 4.7

i don't think we can ask for too much more than beta 4.8 from the dev team, because like tt said a while ago, mods can outgrow themselves, and freeze in production. i hope that with the rhun fortress out the way, the mod can progress further at a quicker pace.

Edited by khamulrulz, 26 December 2009 - 12:47 AM.

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#13 witchkingshour

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Posted 26 December 2009 - 02:58 PM

Very nice Ideas! Only one I kinda disagree with is the scorerers.. I just don;'t really like the fact to put them in this game.. I am sure we could find something else to replace that... Also instead of summoning attack trolls, Mordor should have summoning the Hardrim and Mumakiil and the men of the east could have summoning of the Orcs and trolls... Since they do have a alliance between each other..
"The world of Men will fall"



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#14 isledebananas

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Posted 26 December 2009 - 06:31 PM

I forget, exactly how many slots are available for hero abilities? Perhaps to save room on some heroes palantir slots we can remove auras on there and simply give some sort of effect under the hero to show they are giving off an aura. I remember there being some sort of circular effect with runes in the game I think it was whoever possessed the ring. In the hero purchase thing though the aura name and effect will be given. I think that's useful for those who haven't memorized auras.

I think all the Nazgul should have some unique abilities only to that Nazgul.
Lvl 1: Mount Horse?
Lvl 2: Dread Visage(aura) - gives slight fear to enemies and armor redux; no enemy hero leadership cancel
Lvl 4: Morgul Blade
Lvl 6: Screech - decreases enemy move and attack speed for some time.
Lvl 8: Mount Felbeast?
Lvl 10: Special unique ability for each Nazgul. I'll explain further at bottom

Witch King: I'll only list differences (could horse mount version look similar to felbeast mount version?)
Lvl 2: Dread Visage(aura) - prevents fear in allies and cause fear to enemies and armor redux plus cancels enemy hero auras
Lvl 6: Screech - his screech will be similar to Boromir's Horn of Gondor in addition to attack move speed redux.
Lvl 8: Mount Felbeast? - just changed level
Lvl 8: Witch King's Hour - huge damage to heroes, timer's reset, and reduces that heroes attack damage for a while
Lvl 10: Witch King's Strength - he takes heavily reduced damage from non-female units.

Mouth of Sauron:
Lvl 1: Mount
Lvl 4: Emissary of Sauron: Cancel fear and enemy auras both to their allies and against your units
Lvl 6: Doubt - targeted units lose move and attack speed
Lvl 8: Evil Eye - gives off a black fire blast instead of the usual color
Lvl 10: Dissent - same as usual

? - I put the question marks on the Nazgul mounts because I remember in a BFME 1 mod that mount was one ability that could be switched from foot-horse-felbeast. Mostly this is to save space but doesn't have to be done. It certainly would be trouble seeing as how the felbeast mount is too powerful early on. I don't know if it could be coded that the second half of the mount is only available at later levels but I doubt it. It isn't really necessary to save space though since dread visage being similar to an aura can be done as I said above about auras.

* - Each Nazgul will have a unique ability as I said that aren't shared with their fellow Nazgul. I know the Nazgul are tough but I think they need a little power and uniqueness. Heck even some heroes in the movies are scared of them which I thought isn't well represented in game. Some ideas I had are:
1. Black Breath(passive?) - enemy units in a certain radius take constant damage per second. More than Moria poison
2. Shade - takes no damage for short while save from certain heroes
3. Life Drain - absorbs hp from a target units that replenishes the Nazgul's life.
4. Morgul Strength(passive) - anyone who attacks the Nazgul takes damage whether they are ranged or melee.
5. Morgul Speed - increases the movement and attack speed of the Nazgul. Adds area damage passive
6. Mind Shadow - greatly increases units chance to miss an attack directed at the Nazgul(all in radius). Doesn't work on some heroes
7. Dark Touch(passive?) - prevents enemy unit healing(fountain,ability, spell book, Elven) in a radius around the Nazgul not some heroes innate, passively increases his regen considerably
8. Dark Sorcery - once casting allied abilities recharge faster in a radius around him, his own previous abilities are stronger.

#15 khamulrulz

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Posted 27 December 2009 - 03:13 AM

i have changed the sorcerer power to summoning barrow wights, since the barrow-wights are more powerful now, and actually potentially useful lol. it was an angmar power, so it shouldn't be too hard to put in.

i think the mouth of sauron and the witch-king are fine as they are, but i'm interested in those unique nazgul powers. i think those ideas are nice, as long as we don't go and rename the nazgul with some fake games workshop or card game name. and there are five slots for hero abilities, and i would rather keep hero abilities between 4 and 5. that is why the special ability thing for nazgul would go over that amount. i wish there was one button for toggling mount, where you press it and three options come up (sort of like the stance button). then you pick horse, foot, or fellbeast. that would keep the abilities down to 5. so it would look like this for each nazgul:

Lvl 1: Mount Toggle (Horse/Foot/Fell Beast (unlocked at Level 8)
Lvl 2: Dread Visage
Lvl 4: Screech
Lvl 6: Morgul Blade
Lvl 10: Special Ability (Hour of the Witch-King for witch-king; those other ideas isledebananas came up with for other nazgul)

personally, i use my nazgul in a pack of 9, and they are VERY effective, riding through anything. they weaken troops with dread visage, make them flee with screech (set on auto), trample the fleeing troops from behind, and morgul blade heroes, giving me a wight mini-army lol.

EDIT: i updated the tech tree post with the new nazgul, who should be a bit more expensive.

Edited by khamulrulz, 27 December 2009 - 04:25 AM.

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#16 isledebananas

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Posted 27 December 2009 - 04:44 AM

The reason I changed Mouth of Sauron and Witch-King is for balance, gameplay, and movie/lore connection. The fear system is really not well since lots of heroes have the ability to cancel it. If all the Nazgul have anti-fear then fear no longer is very important. This way I think fear is made important and so are the heroes who can cancel it out. Frankly though the orcs would probably be more scared with the Nazgul around because they are creepy. The Mouth of Sauron really needs more use so I gave him a job - he is basically sort of like Wormtongue just not so much a bane of hero abilities. He is mainly there to weaken the enemies efforts I think that fits with his psychological warfare theme he had going in books and Extended DVD.

The Witch King in my opinion while certainly strong just doesn't seem the power-house he was in books/movies. The AI often send him in and even with backup he goes down pretty fast or retreats. I think he needs that Lvl 10 ability I mentioned because that is like one of his main strengths. I don't think its overpowered since he is still vulnerable to special abilities. Only Dwarves would have somewhat of a problem with him since they aren't big on special attacks nor do they have women units(but with the beards you can't really differentiate lol ).

When you gave the slot count was that including the spot taken by the stances? I thought I remember that some abilities can be there but don't have to take up a spot. Besides most auras have the same icon which gets redundant so I thought removing their spot on the palantir and just having an effect under the hero that shows up denoting they give off an aura. I know Nazgul are strong but I really don't know what it is like to get all 9 knocking on my door. Certainly all as fels would be trouble but whatever form they are weak to max lvl archers especially with the fire arrows.

Isengard heroes I think need to be redone especially their abilities in order to be closer to the movies. I will only mention the ones I actually have an idea about for now.

Wormtongue: Should be really devastating to heroes and their use on battlefield
Lvl 1: Escape - gives him the usual invisiblity for a duration.
Lvl 3: Venomous Words - in a radius around Wormtongue no enemy heroes auras work
Lvl 7: Crippling Influence - would be similar to Witch King's hour but very little damage on attack
Lvl 10: Aging Lethargy - cast in an area any targeted heroes recharge timers slower and move slower

Lurtz: he is the main combat leader for Isengard
Lvl 1: Toggle
Lvl 3: Crippling Strike - the usual move maybe instead have a Uruk shield being tossed instead of arrow
Lvl 5: Carnage - should give attack speed and damage bonus plus slight life steal per attack
Lvl 7: Fighting Uruk-Hai- Leadership that gives 175% damage to all units, also reskins him with armor and gives passive armor to him

Ugluk: he is more of a support leader but still good in battle
Lvl 1: Orc Draught - same as khamulrulz suggestion but gives a slight damage increase
Lvl 3: Fury - this is more like the old carnage but less damage and more armor
Lvl 5: Hasten - increases move and attack speed for a short time to himself and allied units
Lvl 8: Meat on the Menu - just like khamulrulz suggestion

Saruman: he while strong is not really a more attack orientated hero similar to the movies.
Lvl 1: Wizard Blast
Lvl 3: Fireball
Lvl 5: Industry - huge aura that boosts output of buildings -> resources, unit production, upgrade purchase
Lvl 7: Speech Craft - boosts allies armor and move speed and reduces enemy the same(if uncodeable then split into two)
Lvl 10: Silver Tongue - could be one of several things makes Saruman untargetable for some time or converts enemy targets

Rohan also needs some boost to and variety to its heroes. I personally think Rohan should have no aerial units save for with the summon. To counter this most heroes will have some sort of spear attack. All Rohan heroes can mount save Merry I guess but Stables are needed to unlock it. Only the ones needing changes are listed.

Theoden: he is mostly support but very good at it.
Lvl 1: Mount Snowmane
Lvl 3: King of the Horse Lords: fear resistance and 200% armor aura
Lvl 6: Ride of Red Dawn: greatly increases Rohirrim armor and attack for a set duration
Lvl 9: Ride of World's Ruin: greatly increases Rohirrim speed and trample(even pikes) for a set duration

Eomer: he is support too but is more decent at combat
Lvl 1: Mount Firefoot
Lvl 3: Spear Throw
Lvl 5: 3rd Marshal of the Mark - leadership bonus that increases movement speed of all units
Lvl 7: Wise Tactician(change name?) - targeted units gain a slight attack multiplier for a short time

Theodred: he is support as well but good at combat
Lvl 1: Mount
Lvl 3: Spear Throw
Lvl 5: 2nd Marshal of the Mark - leadership bonus that increases armor of all units
Lvl 7: Horn - decreases enemy armor in an area around Theodred for a short time

Erkenbrand: he is mainly support
Lvl 1: Mount
Lvl 3: Lord of the Westfold - leadership fear resistance and experience 200%
Lvl 5: Helm's Horn - similar to Boromir's horn power
Lvl 8: Wise Marshal - increases unit production speed of targeted structures

Hama: he is also more support
Lvl 1: Mount
Lvl 5: Wise Guardian(passive)- all ability timers recharge faster in a radius around Hama
Lvl 7: Eodred Commander - * I will explain at bottom
Lvl 8: Confiscate - what khamulrulz suggested

Gamling: some support but mainly a good warrior compared to other Rohan heroes
Lvl 1: Mount
Lvl 3: Wounding Shot - he pulls out a bow and lets an arrow lose(bigger range and faster reload than spear)
Lvl 5: Fury - increases his attack damage and speed for a short time
Lvl 7: Eodred Commander - * I will explain at bottom

Grimbold: he has support but can fight as well
Lvl 1: Mount
Lvl 5: Stubborn Strength - can increase his armor greatly for a short time
Lvl 5: Holding the Line - targeted allies gain armor but reduced speed
Lvl 7: Eodred Commander - * I will explain at bottom

Elfhelm: is decent both as support and fighting
Lvl 1: Mount
Lvl 3: Swift Rider - passively increases his own attack and move speed
Lvl 5: Positioning - increases target unit speed for a short time
Lvl 7: Eodred Commander - * I will explain at bottom

* Eodred Commander is a very special skill. Rohirrim are split into Eodred's(1000-2000 Rohirrim) and there is usually a commander for each one. Much like in the film each commander will carry out the King's command. To reflect this is that this ability buffs up the auras of other heroes(the buff is small but is cumulative). If Theoden, Theodred, Eomer, and Erkenbrand are within the influence of this aura their own auras become stronger(size and effect) and maybe even abilities effect a wider radius too. I think that's how Rohan heroes should work anyways since they aren't as strong but together they complement each other well to make their army stronger.

Edited by isledebananas, 27 December 2009 - 05:44 AM.


#17 khamulrulz

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Posted 27 December 2009 - 05:06 AM

i chose the powers that i did after a lot of thought and consideration over the characters' roles in the films and books (except for the rhun/harad heroes). i also tried to make them as diverse as possible, so heroes don't have the same powers within the faction. the end product was heroes that are diverse and lore-correct. so while i respect your proposals, i am sticking with mine, at least for the rohan and isengard heroes. i did like your nazgul proposals though

Edited by khamulrulz, 27 December 2009 - 05:06 AM.

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#18 khamulrulz

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Posted 09 January 2010 - 08:54 AM

i put full building tech trees on there, as well as making minor changes to some units and powers.

edit: a note - black arrow, barbed arrow, flaming arrow are full upgrades, not special abilities. flaming arrow has a slower rate of fire. also, the barbed arrow fx could be toned down a bit. numenorean longbows were made of hollow steel (i think - namo can correct me on this one), shooting arrows much faster and harder.

Edited by khamulrulz, 09 January 2010 - 09:20 AM.

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#19 Arveanor

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Posted 14 January 2010 - 01:15 AM

Bananas you never cease to amaze me, great posts!

#20 khamulrulz

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Posted 14 February 2010 - 07:11 AM

comments from guys on the dev team would be greatly appreciated. after all, i'm just trying to create my image of what you guys want for the mod.
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