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Member Since 21 Dec 2012
Offline Last Active May 19 2018 11:43 PM

#1082735 Rohan Faction Plan

Posted by saruman_the_wise on 28 April 2018 - 11:57 PM

Elfhelm – 1100

Archer hero

Rank 1: Mount - would still use a bow as primary weapon

Rank 3: Flaming Shot

deals moderate damage and causes a small fire to break out and location.


Rank 5: Marksman of the Riddermark

Nearyby Yeomen and Firenholt archers gain +15% range and +50% experience gain


Rank 7: Brazier 

Places a Brazier at target location making nearby range units deal +25% fire damage.

#1081967 Erebor Faction Plan

Posted by saruman_the_wise on 13 April 2018 - 10:21 PM

For Stonehelm's Rank 3 why not use the old TDH Tier 1 spell for inspiration? i.e


Rank 3: Dwarven Grudge 

 Target hero temporarily receives +50% damage from all Dwarves. 


For Hadhod's Rank 6:


Rank 6: Barrage (same as vanilla)

 Hadhod orders a bombardment of flaming rocks in a medium sized area (does extra damage to structures)



Just my two cents since I see Stonehelm as an expert duelist and Hadhod as the commander of mighty siege-machines   

#1063452 Mordor Faction Plan

Posted by saruman_the_wise on 04 August 2017 - 11:21 PM

i have a sugestion about mordor archers, since you have morgul orc and the normal orc archers are just crap maybe you can make morgul archers for a bit more stronger orc ranged units?

so you can also build on a strong orc army without the easterlings and haradrim

and maybe place orc or morgul archers on grond like in the movies


The last thing Mordor needs is another range unit.

#1061319 Showcase & Sneak Peeks

Posted by saruman_the_wise on 02 July 2017 - 03:10 PM

Revealing the new Create a Champion: Leaders of the West in both Captain of Gondor and Horse Lord  attire:

















#1061052 Misty Mountains Faction Plan

Posted by saruman_the_wise on 28 June 2017 - 12:41 AM

I have an ability suggestion for the Great Goblin;



-     Contract Kill:


     Requires: Rank 7


     The Great Goblin puts out a bounty on the head of a target enemy hero ;thereby, reducing its armor by -25% and swarming it with some Goblin Town mercenaries, which will attack both the hero and nearby enemy units until killed or the contract expires. Furthermore, when a contracted hero is killed the killers  will receive a 500$ reward.  

#1059577 Gondor Faction Plan

Posted by saruman_the_wise on 02 June 2017 - 02:55 PM

I Have an ability suggestion for Pippin:
Requires: Rank 10
Troll Bane:
Instantly kills a target enemy or allied troll setting it into it's raging death. deals decent damage to mollok, but does not kill him.(edited)
can be set to auto-cast and if possible makes him jump at the troll.
Inspiration: The scene when the fellowship are in ballins tomb and pippin owns that bitch.

#1057696 Showcase & Sneak Peeks

Posted by saruman_the_wise on 08 May 2017 - 02:19 PM


Rivendell's fortress model



King Theoden and some Rohirrim



The Mouth of Sauron swaying the Easterlings 



A Brutal Mordor Ai Base



Rivendell Elves in heavy armor



Mollok leading Morgul Orcs (and others).

#1057370 Isengard Faction Plan

Posted by saruman_the_wise on 01 May 2017 - 11:24 PM

I’ve got yet another hero suggestion with some heavy ties to the lore, film and the WotR PC game.




Reason for implementation: Currently almost every one of Gondors summon’s feature heroes, some of which are very insignificant (Forlong). And so with isengard only having one unit summoning spell “Scum from Lugbúrz”, which summons three hordes of Mordor Orcs with the passive “Pillage” ability, I’d recommend adding the following hero: Grishnákh, in the “Scum from Lugbúrz” summon to one; boost its effectiveness, cool factor, and add to the immersive War of the Ring era theme and two; to be the perfect evil version spell of Gondor’s Denethor summon.


Duration on the field: same as the other orcs.


Stats can be based off of: the vanilla ROTWK Azog.


Attack Type: Melee




- Pillage (Passive): The exact same ability as the orcs he is summoned with, to further enforce the theme of the summon; “Fast cash grab and good building harassment”.


- Explosive Trap: Has Grishnákh hide an explosive trap on the battlefield. The player can activate it at will, yet it will automatically explode should too much time elapse without player action (20 seconds before detonation). The trap is also invisible to the enemy. [Cooldown = 15 seconds]


- Torch Throw: Allows Grishnákh to throw a torch at a selected enemy building, setting it aflame instantly, which causes the structure to loose a decent amount of hitpoints over a short amount of time and be out of order for the duration. (effects can be cancelled if a builder throws water over the torched building). [Cooldown = 8 seconds] [Duration = 30 seconds]


- Speed of the Wolf: Gives Grishnákh a speed boost in both movement and attack rate by +60%, for a short amount of time, while also making his attacks deal two times their normal damage against heroes. (30??-60?? Seconds). [Cooldown = 18 Seconds]




Grishnákh is quite the hero, with abilities focusing solely on pillaging and offense. He can best be used against structures, seeing that he has the ability to set them ablaze with the “Torch Throw” ability. Explosive Trap has to be timed carefully but is very useful in ambushes. And “Speed of the Wolf” can give Grishnákh more attack power by boosting his attack rate and can help him bring in more resources with his “Pillage” ability, when attack enemy structures. 



#1057337 Isengard Faction Plan

Posted by saruman_the_wise on 01 May 2017 - 01:56 PM

I have a proposal for a good early game hero to help out the wildmen:


Wulf, Warchief of Dunland.


Cost: 1100

Attack Type: Melee

Animations: Dunlanding Warrior's




- Can stealth near trees.


- Rank 1: Torch Throw:

Wulf throws a flaming torch at the target point, causing a medium fire to break out for 30?? seconds. The fires lifespan and area of effect is increased when fueled by timber a.k.a ents & trees.


- Rank 3: Warchief:

Grants the generic leadership boost to nearby Dunland units.


- Rank 6: Raid: Wulf and nearby dunlanding warriors and spearmen gain resources from slaying enemies, lasts 60?? seconds. (temporary Outlaw-ish ability, not in anyway a leadership though)


- Rank 8: (Optional) To War, For Saruman!: Temporarily decreases the build speeds of Dunland units. (Call of the Horde)


References: http://lotr.wikia.com/wiki/Wulf_I & http://lotr.wikia.co...wers_character)





- Furthermore, I'd suggest making Ugluks AOE heal only effect Uruk units because right now its a little OP.


- And I'd recommend adding into the descriptions of resource buildings such as Farms, Slaughter Houses, Furnaces, Tunnels, etc... by how much they increase the command point limit by, because currently they do but, are the only buildings that don't say by how much

#1057040 Misty Mountains Faction Plan

Posted by saruman_the_wise on 26 April 2017 - 05:04 PM

I'd suggest giving the Gundabad BodyGuards the following ability.


- Rank 1: BodyGuard (Passive):

Nearby allied heroes receive +50% armor.

#1056367 Erebor Faction Plan

Posted by saruman_the_wise on 14 April 2017 - 03:10 PM

For the Erebor wyrm slayers, i'd suggest a passive which makes them resistant to fire. So that they can be the perfect counter for MM's Wyrms and not be completely wiped out in a raging fire unlike most infantry.

#1050534 Showcase & Sneak Peeks

Posted by saruman_the_wise on 12 February 2017 - 03:39 PM

Speaking of which...



Any witty captions?

If you want it, put a ring on it.