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SEE Spell Books (OBSOLETE)


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#1 Nazgûl

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Posted 05 November 2010 - 10:29 PM

Updated: 2010-11-05
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S.E.E. Beta 4.7 Spell Books - Powers
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Red = Needs to be changed/altered!
Yellow = Special notes!
Green = Done!

The way I SEE it, the player is sort of a "god" of their own in Middle Earth controlling and micro managing his/her faction, issuing orders and casting spells. But the powers of the Spell Book should still reflect the "theme" of the faction... their concept, heritage and ambitions - their soul if you will! So in another attempt to further highten the overall quality of SEE - here is the place where I will list what we decide upon for all the faction's Spell Books of powers - all according to the rules and ideas above!

NOTE: Regarding the split of Rohan from Gondor: see separate topic HERE!





S.E.E. new Spell Books ;)

GONDOR
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Tier 1

- MEDICAL ATTENTION
Heals units completely (100%)! Replaces 1 dead man per battalion!

- NUMENOR CRAFTSMANSHIP
Repairs structures completely (100%)!

- MEN OF GONDOR
Targeted allies gain +50% damage and are immune to fear!

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Tier 2

- HOBBIT MILITIA
Summons a large group of stone throwing hobbits under the caster's control!
(NOTE: Both male and female hobbits!)

- AMBUSH
Summons a small posse of Ithilien Rangers under the caster's control!

- GUARD OF THE CITADEL
Massive fighting bonus for the hobbit hero Pippin!
(NOTE: Changes Pippin into new model wearing Gondor Citadel Guard armor!)

- TOWER OF THE DOME
Erects a defensive osgilian battle tower garrisoned with archers, anywhere on the map!

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Tier 3

- DISTANT COUSINS
Summons several hordes of the legendary Dunedain Rangers under the caster's control!

- OATH OF EORL
Summons a large group of Rohirrim under the caster's control!

- KNIGHTS OF DOL AMROTH
Summons a large group of Knights of Dol Amroth under the caster's control!

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Tier 4

- ARRIVAL OF THE EAGLES
Summons five Giant Eagles - the harbingers of Manwë - under the caster's control! Very strong vs Fellbeasts!

- ARMY OF THE DEAD
Summons the unstoppable and allmighty Army of the Dead! Pair with King of the Dead (via Aragorn) for +50% damage!

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ROHAN
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Tier 1

- HEALING OF THE SHIELDMAIDENS
Heals units completely (100%)! Replaces 1 dead man per battalion!

- EXTINGUISHER
Puts out all fires in the vicinity and repairs structures completely (100%)!

- HORN OF THE EORLINGS
Targeted allies gain +50% damage and +10% speed!

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Tier 2

- HOBBIT MILITIA
Summons a large group of stone throwing hobbits under the caster's control!
(NOTE: Both male and female hobbits!)

- GIVE THEM A VOLLEY
Lauches a far reaching deadly volley of arrows, with massive damage to units!

- ESQUIRE OF ROHAN
Massive fighting bonus for the hobbit hero Merry!
(NOTE: Changes Merry into new model wearing Rohirrim armor!)

- MEADOWS OF THE MARK
Taints an area of terrain with the meadows of Edoras. All ally units gain +75% armor! Enemy units loses leadership bonuses!

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Tier 3

- LAST MARCH OF THE ENTS
Summons a group of the ancient and powerful Ents of Fangorn Forest, under the caster's control!

- LOOK TO THE EAST
Sunlight that cancels Freezing Rain or Darkness! Stuns enemy units and reduces their armor with -50%!

- MUSTER THE ROHIRRIM
Increased Rohirrim production speed!

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Tier 4

- HALL OF KINGS
Erects a large Rohan citadel anywhere on the battlefield, garrisoned with archers! Can muster 4 hordes of Rohan's Royal Guard!

- RIDE TO RUIN
Summons a massive army of Rohirrim under the caster's control, ready to trample anything in it's path!

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LOTHLÓRIEN
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Tier 1

- ELVEN HEALING
Heals units in a large area completely (100%)! Replaces 1 dead man per battalion!

- FARSIGHT OF THE ELDARS
Reveals shroud in targeted area!

- ELVEN GIFTS
Targeted allies gain +10% speed, +25% damage and +50% armor!

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Tier 2

- GALADHRIM VOLLEY
Lauches a far reaching deadly volley of arrows, with massive damage to units!

- ELVEN WOOD
Taints an area of terrain with lush elven forest! All ally units gain +100% (double) armor! Enemy units loses leadership bonuses!

- ENSHROUDING MIST
Friendly units within the mist become stealthed. Significantly reduces enemy armor and damage with -50%!

- HUORNS OF FANGORN
Summons the deadly Huorns of Fangorn Forest!
(NOTE: Functions basically like the Watcher!)

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Tier 3

- GIANT EAGLES
Summons two Giant Eagles under the caster's control! Strong vs Fellbeasts!

- CLOUD BREAK
Sunlight that cancels Freezing Rain or Darkness! Stuns enemy units and heals allies with 50%!

- WINDS OF RIVENDELL
Gather strong storm winds, throwing enemy units around and causing heavy damage!
(NOTE: Use the tornado FX, way toned down, to look like really strong gushes of air, instead of a tornado with lightning!)

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Tier 4

- RAYS OF HOPE
Calls upon blazing beams of midday sunlight to severely scorch all evil units on the battlefield, turn Trolls into stone and damage enemy structures! The sun also heals all allied units on the battlefield completely (100%)!

- ELVEN FLOOD
Raises a relentless flood of powerful elven magic that crushes enemy buildings into smitherines and drown their units, even heroes!

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EREBOR
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Tier 1

- SOOTHING OF THE MINES
Heals units completely (100%)! Replaces 1 dead man per battalion!

- DWARVEN SKILLS
Repairs structures completely (100%)!

- RAVENS
Reveals the shroud and detects stealthed units. Reduces enemy armor and damage with -25%!

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Tier 2

- MITHRIL FINDINGS
Selected structure's resource output is permanently raised with +200% (x3)!

- MEN OF DALE ALLIES
Summons several hordes of Men of Dale archers under the caster's control!

- DWARVEN STOUTNESS
Permanently raises damage and armor of dwarven units with +25%! Passive power!

- BATTLE TOWER
Erects a defensive dwarven battle tower garrisoned with axe throwers, anywhere on the map!

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Tier 3

- BARRAGE
Bombard target area with devastating dwarven artillery!
(EDIT: Should use the blue FX!)

- DAWN OF EREBOR
Sunlight that cancels Freezing Rain or Darkness. Stuns enemy units and heals allies with 50%!

- UNDERMINE
Places a Mine Shaft anywhere on the map that becomes immediately connected to the tunnel network!

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Tier 4

- CITADEL OF EREBOR
Erects a massive dwarven citadel anywhere on the battlefield, garrisoned with axe throwers! Can muster 4 hordes of The Guardians of Khazad-dûm!

- EARTHQUAKE
Creates an earthquake on an area of terrain, causing severe damage to structures and units!

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MORDOR
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Tier 1

- IGNITE
Sets fire to an area of terrain!

- EYE OF SAURON
Calls upon the Eye of Sauron! Reveals stealthed enemies and causes fear! Allies gain +25% damage and earn experience 50% faster!

- MORDOR SOIL
Taints an area of terrain with soils of Mordor. All ally units gain +50% armor! Enemy units loses leadership bonuses!

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Tier 2

- WORTHY OF MORDOR
Increases Orc production speed!

- CORSAIRS OF ÛMBAR
Summons several hordes of Corsairs under the caster's control!

- MORDOR INDUSTRY
Selected structure's resource output is permanently raised with +100% (double)!

- POWER OF THE RING
Converts targeted enemies to your side, for a short duration of time!

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Tier 3

- ATTACK TROLLS
Summons a group of Attack Trolls under the caster's control!

- DARKNESS
Temporarily covers the entire map in darkness. All ally units gain +25% damage, +50% armor and earn experience 75% faster!

- BARRAGE
Bombard target area with devastating mordor artillery!

--------------------------------------------------------------------------------------------------

Tier 4

- IN SERVICE OF THE DARK LORD
Summons several hordes of Orcs, Easterlings and Haradrim, accompanied by 2 Mûmakil!

- RAIN OF FIRE
Calls down a hail of molten rock of Mount Doom, annihilating everything below!

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ISENGARD
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Tier 1

- URUK BREW
Heals units completely (100%)! Target allies gain +25% speed!

- VISION OF THE PALANTIR
Spy on the enemy forces anywhere on the map!

- CREBAIN
Reveals the shroud and detects stealthed units. Reduces enemy armor and damage with -25%!

--------------------------------------------------------------------------------------------------

Tier 2

- ISENGARD ORC RABBLE
Summons several hordes of Orc Snagas under the caster's control!

- BURN IT ALL
Trees are instantly turned into resources. Stuns every unit in target area for short duration!

- TAINTED LAND
Taints an area of terrain with scorched soil of Isengard! All ally units gain +75% armor! Enemy units loses leadership bonuses!

- ISENGARD INDUSTRY
Selected structure's resource output is permanently raised with +100% (double)!

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Tier 3

- BOMD RAID
Places an Isengard Mine anywhere on the map along with two Uruk-hai Berserkers!

- FREEZING RAIN
Temporarily covers the map in heavy rain. Stuns enemy units and heals allies with 50%! All enemy units lose their leadership bonuses!

- FUEL THE FIRES
Gives +100% (double) resources from harvesting trees!

--------------------------------------------------------------------------------------------------

Tier 4

- AVALANCHE OF CARADHRAS
Creates a massive avalanche that will crush enemies and structures beneath tons of snow and ice!

- TORNADO
Amasses a destructive tornado, with devastating lightning strikes!
(NOTE: Use the tornado power of Galadriel! Possibly even mixed with Saruman's lightning power FX!)

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MORIA
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Tier 1

- DRUMS OF THE DEEP
Targeted allies gain +50% damage and +50% armor!

- PLUNDER
Enemy target resource structures lose 75% income to your faction!

- CAVE BATS
Reveals the shroud and detects stealthed units. Reduces enemy armor and damage with -25%!

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Tier 2

- CALL THE HORDE
Increased Goblin production speed!

- SCAVENGER
All kills earn extra resources by looting the fallen units!

- UNTAMED ALLEGIANCE
Cast on a lair gains control of the lair and associated creatures!

- GIANT SPIDERS
Summons a horde of Giant Spiders from the dark forests of Mirkwood under the caster's control!

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Tier 3

- SHELOB
Summons the giant spider queen, Shelob - quardian of the Pass of Cirith Ungol, under the caster's control!

- DARKNESS
Temporarily covers the entire map in darkness. All ally units gain +25% damage, +50% armor and earn experience 75% faster!

- WATCHER IN THE WATER
Summons the giant water creature from the gates of Moria, killing anyone who comes close!

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Tier 4

- STONE GIANTS
Summons a group of the extremely powerful Stone Giants of the Misty Mountains under the caster's control!

- LAVA FLOOD
Opens up a deadly flood of burning lava, sweaping the battlefield, destroying structures and killing everything in its path!
(NOTE: Use the Elven Flood as base for this, changed into lava and fire FX!)

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RHUN/HARAD
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Tier 1

- WHIP THE SLAVES
Repairs structures completely (100%)!

- EYE OF SAURON
Calls upon the Eye of Sauron! Reveals stealthed enemies and causes fear! Allies gain +25% damage and earn experience 50% faster!

- BARREN LANDS
Taints an area of terrain with desert lands. All ally units gain +50% armor! Enemy units loses leadership bonuses!

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Tier 2

- TRIBESMEN OF FAR HARAD
Summons several hordes of Mahûd Tribesmen under the caster's control!

- SCAVENGER
All kills earn extra resources by looting the fallen units!

- TRIBAL WAR CHANT
Targeted allies gain +100% damage and +100% armor (double)!

- GIANT SCORPIONS
Summons a horde of Giant Scorpions from Far Harad under the caster's control!

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Tier 3

- SCORCHING SUN
Brings the unforgiving sun and scorching heat of Harad to severely scorch units and damage structures!

- SANDSTORM
Creates a devastating sand storm, ripping flesh from bones and tearing buildings apart!

- DUNE WYRM
Summons a subterranian giant Wyrm from the desert dunes of Harad under the caster's control!

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Tier 4

- DRAGONS OF OLD
Summons a fire breathing Dragon of the 1st Age under the caster's control! Very strong against units!
(NOTE: This will be changed into "PLAGUE OF THE EAST" (massive area attack with poison damage) later on, using the landing anims for Drogoth instead (and hopefully even Fellbeasts))

- AWAKENING OF SMAUG
Summons the legendary and mighty Dragon of Erebor to fly-by and scorch the battlefield, annihilating everything in its path!

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BFME2 original Spell Books :thumbsupsmiley: *for comparisons/reference*

MEN
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Tier 1

- HEAL
Partially heals units, replaces 1 dead man per battalion

- RALLYING CALL
Targeted allies gain +50% Damage

- ELVEN WOOD
Creates lush terrain. All ally units gain +50% Armor. All enemy units lose their leadership bonuses. Does not affect Heroes

--------------------------------------------------------------------------------------------------

Tier 2

- LONE TOWER
Summons a defensive tower

- ARROW VOLLEY
Lauches a volley of arrows anywhere on the map

- SUMMON TOM BOMBADIL
Summons Tom Bombadil

- SUMMON HOBBIT ALLIES
Summons a group of hobbits

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Tier 3

- SUMMON ROHAN ALLIES
Summons a group of Rohirrim

- CLOUD BREAK
Cancels Freezing Rain or Darkness. Stuns enemy units

- SUMMON DUNEDAIN ALLIES!
Summons a group of Dunedain Rangers

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Tier 4

- SUMMON ARMY OF THE DEAD!
Summons the Army of the Dead

- EARTHQUAKE
Creates an Earthquake on an area of terrain, causing heavy damage to structures

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ELVES
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Tier 1

- RALLYING CALL
Targeted allies gain +50% Damage

- HEAL
Partially heals units, replaces 1 dead man per battalion

- FARSIGHT
Spy on the enemy forces. Gives a temporary range bonus to units at its target area

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Tier 2

- ENSHROUDING MIST
Friendly units within the mist become stealthed. Significantly reduces enemy Armor and Damage

- ARROW VOLLEY
Launches a volley of arrows anywhere on the map

- ELVEN WOOD
Creates lush terrain. All ally units gain +50% Armor. All enemy units lose their leadership bonuses. Does not affect Heroes

- SUMMON TOM BOMBADIL
Summons Tom Bombadil

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Tier 3

- SUMMON ENT ALLIES
Summons Ents

- CLOUD BREAK
Cancels Freezing Rain or Darkness. Stuns enemy units

- SUMMON EAGLE ALLIES
Summons Giant Eagles

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Tier 4

- SUN FLARE
Calls a fiery beam of sunlight to scorch the battlefield

- FLOOD
Summons a powerful flood to crush enemy units

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DWARVES
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Tier 1

- RALLYING CALL
Targeted allies gain +50% Damage

- REBUILD
Heals structures

- HEAL
Partially heals units, replaces 1 dead man per battalion

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Tier 2

- SUMMON MEN OF DALE ALLIES
Summons the Men of Dale

- SUMMON HOBBIT ALLIES
Summons a group of hobbits

- LONE TOWER
Summons a defensive tower

- DWARVEN RICHES
Selected structure's resource output is temporarily raised to 300%

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Tier 3

- BARRAGE
Bombard target area with devastating artillery

- UNDERMINE
Places a Mine Shaft anywhere on the map. Mine Shaft becomes immediately connected to tunnel network

- CLOUD BREAK
Cancels Freezing Rain or Darkness. Stuns enemy units

--------------------------------------------------------------------------------------------------

Tier 4

- EARTHQUAKE
Creates an Earthquake on an area of terrain, causing heavy damage to structures

- SUMMON CITADEL
Places a Citadel Fortress anywhere on the battlefield

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MORDOR
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Tier 1

- TAINTED LAND
Taints an area of terrain. All ally units gain 50% Armor

- EYE OF SAURON
Summons the Eye of Sauron. Reveals stealthed enemies. Allies gain +25% Damage and earn experience 25% faster

- WAR CHANT
Target allies gain +50% Damage

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Tier 2

- INDUSTRY
Selected structure's resource output is temporarily raised to 300%

- UNTAMED ALLEGIANCE
Cast on a Lair to gain control of the Lair and associated creatures

- BARRICADE
Summons a defensive tower garrisoned with archers

- ARROW VOLLEY
Launches a volley of arrows anywhere on the map

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Tier 3

- BARRAGE
Bombard target area with devastating artillery

- DARKNESS
Temporarily covers the entire map in darkness. All ally units gain +25% Damage, +25% Armor and earn experience 50% faster

- AWAKEN WYRM
Summons a subterranian Wyrm under the caster's control

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Tier 4

- SUMMON BALROG
Summons the Balrog

- RAIN OF FIRE
Calls down a hail of molten rock on selected area

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ISENGARD
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Tier 1

- VISION OF THE PALANTIR
Spy on the enemy forces

- WAR CHANT
Target allies gain +50% Damage

- CREBAIN
Reveals the shroud and detects stealthed units. Significantly reduces enemy Armor and Damage

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Tier 2

- SUMMON WILDMEN OF DUNLAND
Summons several hordes of Wildmen under the caster's control

- TAINTED LAND
Taints an area of terrain. All ally units gain 50% Armor

- DEVASTATION
Trees are instantly turned into resources. Stuns every unit in target area for short duration

- INDUSTRY
Selected structure's resource output is temporarily raised to 300%

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Tier 3

- FUEL THE FIRES
+100% resources from harvesting trees. Passive power

- FREEZING RAIN
Temporarily covers the map in rain. All enemy units lose their leadership bonuses

- SUMMON WATCHER
Summon the Watcher under your control

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Tier 4

- SUMMON DRAGON
Summons the fire breathing Dragon to the battle field

- DRAGON STRIKE
Summons a fire breathing Dragon to fly-by and scorch the battlefield

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GOBLINS
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Tier 1

- WAR CHANT
Target allies gain +50% Damage

- TAINTED LAND
Taints an area of terrain. All ally units gain 50% Armor

- CAVE BATS
Reveals the shroud and detects stealthed units. Significantly reduces enemy Armor and Damage

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Tier 2

- SUMMON SPIDERLING ALLIES
Summons a horde of Spiderlings under the caster's control

- SCAVENGER
All kills earn extra resources

- UNTAMED ALLEGIANCE
Cast on a Lair to gain control of the Lair and associated creatures

- SUMMON WILDMEN OF DUNLAND
Summons several hordes of Wildmen under the caster's control

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Tier 3

- AWAKEN WYRM
Summons a subterranian Wyrm under the caster's control

- DARKNESS
Temporarily covers the entire map in darkness. All ally units gain +25% Damage, +25% Armor and earn experience 50% faster

- SUMMON WATCHER
Summon the Watcher under your control!

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Tier 4

- SUMMON DRAGON
Summons the fire breathing Dragon to the battle field

- SUMMON BALROG
Summons the Balrog

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Edited by Nazgûl, 04 October 2011 - 04:13 PM.

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#2 Gfire

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Posted 05 November 2010 - 10:36 PM

Will you be working to make the spells more diverse between factions? That is, having fewer spells that multiple factions use and just in general making them less similar to each other?
Greetings, community.

#3 khamulrulz

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Posted 06 November 2010 - 01:40 AM

Here's my ideas of diverse and unique faction spellbooks:

GONDOR (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 similar to cloud break, increases speed of ships)
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 (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 similar to cloud break, increases damage of cavalry as well)
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 (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

LORIEN (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 (not divided at this point) (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

ISENGARD (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 (Themes: Wild Monsters, Misty Mountains)

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 (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
-----
15-Ash and Shadow (darkness, gives damage bonus to orcs)
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)
-----
30-Volcano (bursts out of ground, spits lava everywhere)
30-Rain of Fire


So those are the spellbooks from my tech tree, hope you like some of the ideas

Edited by khamulrulz, 06 November 2010 - 01:42 AM.

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#4 Nazgûl

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Posted 06 November 2010 - 10:32 AM

Will you be working to make the spells more diverse between factions? That is, having fewer spells that multiple factions use and just in general making them less similar to each other?


That is the plan yes...

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#5 Nazgûl

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Posted 08 November 2010 - 10:13 PM

WOHOOO! Several days of:

- Reading topics and posts...
- Taking notes...
- Talking to the team (mostly the Main Coder)...
- Taking more notes...
- Sorting them out, and making descisions...
- Comparing them and changing even more...
...etc...

...led me to the feeling of having a completely refurbished Spell Book collection for all new Spell Book powers of the SEE factions! :xcahik_:
It's higly unlikely I'd change any of this since I spent ages making these plans, partiallly along with RB who had a lot of great ideas and improvements, very much aligned with my perception of how things should be - diversified and faction specific powers! So don't bother yourself with posting more ideas, unless you think they are superior (and doable)... :p

I dread the day we have to do the same for heroes... omg ;)

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#6 khamulrulz

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Posted 12 November 2010 - 01:05 PM

great ideas with the powers, naz. some suggestions though:

- the powers that boost only pippin and merry seem like they would not be as useful as the others, so I propose that "Guard of the Citadel" also boost Beregond and Denethor as well, while "Esquire of Rohan" boosts Hama, Gamling, and Theoden in addition to Merry. The 'guards' (Pippin, Beregond, Merry, Hama, and Gamling) gain attack and defence bonuses, while the steward/king they are defending (Denethor, Theoden) get defence bonuses.

-second: small question - the 'whip the slaves' power for rhun/harad is a repair power, but given the name shouldn't it act more like a war chant? (EDIT: actually yeah I see how whip the slaves could be used for repair - moment of stupidity has passed)

and I hope that my tech tree thread can ease some of the burden off your shoulders as far as unique and lore-respecting hero powers go.

Edited by khamulrulz, 13 November 2010 - 05:58 AM.

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#7 Lauri

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Posted 12 November 2010 - 02:58 PM

"Whip the slaves" as a warchant?

Who sends slaves to fight?

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#8 isledebananas

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Posted 12 November 2010 - 10:34 PM

This is the Spellbook for 4.7 right? For later versions you will make a more unique and revised version with more time?

That aside the current spellbooks have severe weaknesses. Mostly for the Good Factions. Gondor has nothing to cancel out weather powers. Rohan and Erebor don't have a good counter to Nazgul. Both of them only have one good hero for dealing with flying units and in the case of Rohan its only a spell from Eowyn. Neither have great archers, 3-4 Fels can easily deal with most archer compliments those two factions have which are usually less than other 2 Good Factions.

#9 Nazgûl

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Posted 13 November 2010 - 02:10 AM

"Whip the slaves" as a warchant?

Who sends slaves to fight?


Fight? It's a REPAIR spell... :p

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#10 Ridder Blauw

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Posted 13 November 2010 - 08:03 AM

I think Lauri was reacting to Khamulrz. :p

#11 Nazgûl

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Posted 13 November 2010 - 10:22 AM

Ah right.. :p

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#12 Mordor Slayer

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Posted 13 November 2010 - 10:46 AM

- DUNE WYRM
Summons a subterranian giant Wyrm from the desert dunes of Harad under the caster's control!


Is that an easter egg :p ?
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#13 Ridder Blauw

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Posted 13 November 2010 - 11:54 AM

How so? :p

#14 Arthadan

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Posted 13 November 2010 - 12:06 PM

- DUNE WYRM
Summons a subterranian giant Wyrm from the desert dunes of Harad under the caster's control!


With a more lizard-like face, this would be cool:

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#15 Arthadan

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Posted 13 November 2010 - 12:18 PM

MORIA
Tier 2
- GIANT SPIDERS
Summons a horde of Giant Spiders from the dark forests of Mirkwood under the caster's control!
Tier 3
- SHELOB
Summons the giant spider queen, Shelob - quardian of the Pass of Cirith Ungol, under the caster's control!


I'll move these to Mordor and replace them in the Goblin faction with Wargs and a Werewolf (in ME is a real giant and vicious wolf like Carcharoth, not a shapeshifter).

And I'll remove the Hobbit militia and Tom Bombadil since they only would fight to protect their homes and they are completely out of place in any other battlefield... but i guess that's just me :p
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#16 Arthadan

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Posted 13 November 2010 - 02:23 PM

I think a tier 4 power for Harad could be the Razarac, a kind of desert balrog made by the guys of the old ME-RPG:

Razarac.
The demonic Razarac is the most terrible monster in Far Harad, the most awful denizen of the Haradwaith. Known as "The Destroyer" by the Haradrim, it is a powerful, gruesome holdover from the armies of Morgoth in the Elder Days. Legends say that the Razarac was placed under the stone of the Ogladalo Vatra when the desert was formed, to prevent the water from being returned to the surface. However, in recent years Men have broken the seals to those deep caverns, and now this terror prowls the night under the open sky. Physically, the beast is shaped like a Great Mountain Troll. Its hide is thick, tough, and coarse, giving it the protection of plate armor. For combat, it is armed with fierce talons hand and foot, as well as fangs set into huge and powerful jaws. From the massive shoulders spread leathery wings which, though they will not carry the monster on long journeys, will allow extended leaps of up to 200 yards.

The terrifying aspect of the beast's demeanor is further enhanced by its fiendish intellect. It has mastery of all Essence spells dealing with fire or light to twenty-fifth level, and is capable of advanced tactical thinking, as well as employing devilish cleverness in toying with its intended victims. The Razarac's years ofcaptivity guarding the stolen waters of Harad have burned into its mind a continuing desire to prevent men from reaching water sources, and in this pursuit it shows a dogged singularity of purpose. Thus far. The Destroyer has limited its hunting to the Mirror itself, where it attacks bands of desert men as they drink by wells. It is only a matter of time, though, before the greater oases of the land beckon to the beast, offering much greater opportunities for destruction. Then the
nomads and caravans of the land will quake with fear with the
first footstep of each desert journey


And here you are how he should look like (sorry, I couldn't find a better picture):

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#17 Mordor Slayer

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Posted 13 November 2010 - 03:44 PM

How so? :p


http://en.wikipedia....Sandworm_(Dune)
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#18 Nazgûl

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Posted 14 November 2010 - 08:41 PM

Hm, well the dune whyrm suggests that Harad is full of sand dunes... desert :)

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#19 Emperor of the East

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Posted 02 January 2011 - 10:42 PM

That is a nice spell book for Rhun and Harad, but I also have a good spell book that is also very similar:

Tier 1
5 - Discipline the Engineers - repairs target buildings back to full health
5 - Trained Vultures - summons vultures who can spy on enemies, and also steal food from enemies, dropping it on allies for healing
5 - Barren Lands - cooks an area of terrain into desert, giving allies +50% armor, damage, and experience
Tier 2
10 - Mercenaries of Khand - summons several hordes of Variag Mercenaries under the caster's control
12 - Allies from the Far ends - summons several hordes of Mahud Tribesmen or several hordes of Far Eastern "bearded axemen" under the caster's control
10 - Drums & Horns - all allies gain the ability to earn resources from their kills, activated the way freezing rain is
13 - Giant Scorpions - summons a horde of giant scorpions under the caster's control
Tier 3
16 - Sandstorm - causes a controllable sand storm (like Galadriel's tornado) that tears up everything in its path
15 - Scorching Sun - activates an oppressive heat that reduces enemy morale and increases allied morale
17 - Sear Bones - target enemies in a large radius lose their skin and all body systems except for the circulatory and nervous, making animate skeletons with a few organs in them
Tier 4
30 - Dragons - summons several drogoth-like dragons who can fly or walk, and can fight with fire
25 - Serpents - summons several serpentine dragons who can only walk, but can also swallow their enemies whole

Your spell book is most likely better than mine though.....

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#20 KingElessar2384

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Posted 05 January 2011 - 12:55 AM

Just change the names for some to more Tolkien-ish type names:
Ex- Gondor: Medical Attention=> "Hand of the King" or "Elfstone Grace"
Ambush=> "Silent Whispers" or "Call of Ithilien"
Also, Hobbit Militia in every Good Faction spell book doesn't feel right to me. Hobbits were of pure, peace loving race. Rohan should include Treebeard in the LMOTE power and I think that the "Esquire of Rohan" and "Citadel Guard of Gondor powers" should be added to Merry and Pippin's palantir, making room for a more suitable and useful spell that will benefit the entire faction. And Lava Flood should also be implemented in Mordor as well.
Thx
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