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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: LotR Mod?
Thread: LotR Mod?
treykapfer
treykapfer

Tavern Dweller
posted June 16, 2014 11:14 PM
Edited by treykapfer at 00:11, 17 Jun 2014.

LotR Mod?

I have planned out a mod that would basically revamp the entire game to turn HoMM3 into HoMM - Lord of the Rings. Each of the 8 towns are replaced. Some of them are completely different and some of them look similar (like Castle). The problem is I don't have the capability to do the Mod myself because I don't own a PC, so Era won't run on my computer.

I wan't to put all my ideas out there to see if anyone is interested in implementing them, taking their own spin on them, etc.

New Features in the Game:
Alignment System
- You are now either "Good" or "Evil" aligned. There isn't any inbetween. I thought the dwarves could be neutral, but 3 good, 1 neutral, and 4 evil for the towns didn't seem right. You receive a huge morale decrease for mixing Evil and Good units, but no morale decrease for mixing Good and Good units, or Evil and Evil units.

Two New Schools of Magic
I'm not sure if this is even possible to program into the game (someone creative could, I'm sure), but I've added two new schools of magic, light and black magic, as well as rearranging and adding a few spells into each of the other schools, as I took some spells like Hypnotize and put them into the school of black magic.

School of Black Magic
Level 1
-Poison- Poisons an enemy unit
Level 2
-Dark Shroud - Shifts morale in favor of evil aligned units
-Invigorate - Gives unit a +50% chance to cripple for 3 rounds.
-Disguise
-Mana Drain - Drains small amount of mana from enemy hero.
-Protection from Black
-Death Ripple
Level 3
-Animate Dead
-Soul Harvest - Deals damage to an enemy unit stack, then restores all friendly units HP to full.
-Hypnotize
Level 4
-Black Plague - Damages and poisons large area of units.
-Decimate - Destroys 1/10th of a unit stack.
-Summon Grond - Summons Grond to attempt to smash down the enemy gate during a siege. If it is successful, all enemy units get -1 luck.
Level 5
-Shadow Speed - Refills your movement points to maximum.
-Mind Control - Allows you to take control of an enemy’s turn. Castable only once per combat.
-Summon Shadow Elemental

School of Light Magic
Level 1
-Cure
-Bless
-Sunwalk - Allows hero to move as if they were on grass.
Level 2
-Cloud Break - Shifts morale in favor of good aligned units
-Devotion - Negates all negative effects, and causes unit to be immune to mind spells.
-Divination - Regains some of your hero’s mana.
-Protection from Light
Level 3
-Adorn - Unit gains, “no enemy retaliation” and gains (X+Spell Power) defense.
-Destroy Undead
-Teleport
Level 4
-Prayer
-Eagle's Eye - Allows player to view all information that would be available at the Den of Thieves.
-Light of the Valar - Deals damage to all evil aligned units.
-Smite - Deals insane amount of damage to a single evil aligned unit.
Level 5
-Magic Mirror
-Summon Light Elemental

School of Fire Magic
Level 1
-Curse
-Bloodlust
-Greed - Gives a unit the pillaging ability.
Level 2
-Protection from Fire
-Blind
-Fire Wall
Level 3
-Fire Ball
-Land Mine
-Misfortune
Level 4
-Armageddon
-Slayer
-Inferno
-Berserk
-Fire Shield
-Frenzy
Level 5
-Sacrifice
-Summon Fire Elemental

School of Air Magic
Level 1
-Haste
-Quicken - Gives unit an additional 20% chance to evade an attack for 3 rounds.
-View Air
Level 2
-Disrupting Ray
-Fortune
Level 3
-Lightning Bolt
-Precision
-Protection from Air
-Air Shield
Level 4
-Chain Lightning
-Counterstrike
Level 5
-Fly
-Dimension Door
-Summon Air Elemental

School of Earth Magic
Level 1
-Slow
-Shield
-Stone Skin
-View Earth
Level 2
-Quicksand
-Anti-Magic
-Bind - Binds a unit to the ground.
Level 3
-Earthquake
-Resurrection
-Forcefield
-Protection from Earth
Level 4
-Meteor Shower
-Sorrow
-Town Portal
Level 5
-Implosion
-Summon Earth Elemental

School of Water Magic
Level 1
-Dispel
-Chill - Selected unit freezes in panic for one round
-Protection from Water
-Summon Boat
Level 2
-Ice Bolt
-Remove Obstacle
-Scuttle Boat
Level 3
-Weakness
-Forgetfulness
-Frost Ring
-Mirth
Level 4
-Transform
-Clone
-Water Walk
Level 5
-Flood - Deals massive damage to all units that are not behind castle walls.
-Summon Water Elemental


Heroes are more powerful -
- Since it's lord of the rings heroes should be a bigger deal. Each hero has better starting abilities, as well as a better special, akin to upgrading wood elves/grand elves into sharpshooters, etc.

Before I go over more stuff -- Some Keywords -
Evade - If a creature evades an attack, 50% of the damage is prevented. The same animation for blocking is used.
Crippling - The creatures speed, defense, and attack skill are reduced by 1. Also brings any chance of evading attacks to zero.
Pillaging - Each time the unit attacks, it steals 50 gold from its enemy.
Taxpayer - You earn gold equal to the number of units in this unit stack each day.
Poison - One stack of poison does 1 damage per unit that inflicted the damage each round, regardless of the tier of unit. It ignores enemy defense. (Lower tier units with poison are better as they stack up faster). Poison wears off after 3 rounds.
Magic Channel - This stack of units drains mana from the enemy hero and adds to your mana each time the opposing hero casts a spell.

New Secondary Skills -
Evasion - Creatures in your hero’s garrison have a chance to evade an attack. (5% basic, 10% advanced, 15% expert). Works best with units that already have the ability.
Brutality - Gives all creatures in your hero’s garrison a chance to cripple their target. If the creature already has a crippling ability, this ability adds to it. (5% basic, 10% advanced, 15% expert). Works best with units that already have the ability.
Charming - Wandering monsters are more likely to join you. Hypnotize works to greater effect. (15% more HP basic, 25% more HP advanced, 50% more HP expert).
Pillaging - You earn a percentage of experience back in gold. (10% basic, 20% advanced, 30% expert). Expert level gives all of your units the Pillaging combat ability.
Foresight - Reveals a random small part of the map each week as long as you control this hero. (basic = 1 spot per week, advanced = 2 spots per week, expert = 3 spots per week)
Intimidation - At the beginning of each round, there is a chance that one enemy unit will be paralyzed in fear. (10% basic, 15% advanced, 20% expert)

Secondary Skills Reworked -
Eagle Eye and Scouting - Merged into one Ability called "Eagle Eye."
Ballistics and Artillery - Merged into one Ability with the Arrow tower effect removed called "Ballistics."
Scholar and Learning - Merged into one Ability called "Scholar."
Mysticism - Effects greatly increased
Diplomacy - Has been replaced with Charming.

Alternate Units
All units Tier 3-5 in all of the towns have alternate selections, and each alternate has an upgrade. This means you can sort of customize your town and tailor it to how your opponent is playing. However, once you purchase that building in that town, you cannot switch back.

Tier 8 Units in Each Town
Each town has either a Balrog, Uruloki, Maia, or Great Beast that it can unlock once it has purchased ALL of its buildings. It is basically the "8th" unit in the town. All of the Good aligned teams have Maia, except dwarves who have Great Beasts because they're dwarves and they aren't very holy. The Evil aligned side gets a good mix of Balrog, Uruloki, and Great Beast, with Balrog getting the double.

Alright Now onto the towns. There are 8. We have...

Castle - Gondor/Rohan. It isn't changed much. They could look the same, however they could easily be stylized and touched up a bit to be easily given a LotR feel, the town especially. Here is the line up.

Tier 1
Peasant - Walker, Taxpayer ability
Conscript - Walker, Taxpayer ability
Tier 2
Archer - Shooter
Marksman - Shooter, Shoots twice
Tier 3
Monk - Flyer (Teleports)
Mage - Flyer, Can cast bless an allied units
Alt Tier 3
Squire - Walker, Retaliates twice
Guardsman - Walker, Unlimited retaliations
Tier 4
Ranger - Shooter
Sharpshooter - Shooter, No range or obstacle penalty
Alt Tier 4
Swordsman - Walker
Paladin - Walker, Strikes twice, No enemy retaliation
Tier 5
Cavalier - Walker
Champion - Walker, +1 to hero movement, Always positive morale
Alt Tier 5
Hawk - Flyer (Has wings)
Great Hawk - Flyer
Tier 6
Citadel Guard - Walker, 10% chance to evade enemy attack
Castle Guard - Walker, 20% chance to evade enemy attack
Tier 7
Emissary - Flyer (Teleports) Hates Dark Dwellers
Grand Emissary - Flyer, +1 morale, Can resurrect fallen allies, Hates Dark Dwellers and Demons.
Tier 8
Maia - Flyer, +1 morale and luck, 40% chance to evade attacks. Hates Evil Aligned units.

Commander
Captain - Casts Haste, Gains +50% of Hero’s Attack and Defense
War Machine - Ballista

As I said, its not all that different, aside from the fact that you now have the option to have alternate builds, however that is an option with each class. The heroes for this town are called Knights (Might) and Clerics (Magic).

Rampart - This is also a human town, but it is supposed to have some creatures mixed in as well. These are the humans in the north. They ended up being a lot like the "Tower" town and not like rampart at all. Here is the line up.

Tier 1
Halfling - Shooter
Hobbit - Shooter, Positive Luck
Tier 2
Shaman - Flyer (Teleports)
High Shaman - Flyer
Tier 3
Clansman - Walker
Northman - Shooter
Alt Tier 3
Footman - Walker
Strider - Walker, +1 to hero’s scouting ability
Tier 4
Outrider - Walker, Deals more damage the longer the distance it travels to attack
Outlander - Walker, Deals more damage the longer the distance it travels to attack
Alt Tier 4
Priest - Shooter, No melee penalty.
Amon Priest - Shooter, No melee penalty, Fully restores health of an allied unit at start of round.
Tier 5
Ent - Walker, Binds enemies to ground
Huorn - Walker, Binds enemies to ground, No enemy retaliation.
Alt Tier 5
Skinshifter - Walker, 20% chance to cripple enemy.
Beorning - Walker, 40% chance to cripple enemy.
Tier 6
Giant Eagle - Flyer (Has wings)
Great Eagle - Flyer, +1 to hero’s Luck
Tier 7
Magus - Shooter, Auto-casts low level mass defensive spell every 3 rounds.
Greybeard - Shooter, Auto-casts high level defensive spell at expert skill every 2 rounds, Hero combat earth and air magic spells cost 2 mana less.
Tier 8
Maia - Flyer, +1 morale and luck, 40% chance to evade attacks. Hates Evil Aligned units.

Commander
Istari - Casts Cure, Gains +50% of Hero’s Experience
War Machine - Ammo Cart

So it is sort of a mix between tower and rampart. It can focus on either might or magic, though its Tier 7 tends to lend towards magic. Its Tier 7 unit should be the weakest in the game and have a +2 population rather than a +1, like the Phoenix. It is basically a support unit for the heavy hitters in Tier 5 and 6 rather than a huge unit to lean on. The heroes for this town are called Rangers (Might) and Wizards (Magic).

Haven - Here we go its the Elves. Everything is expensive, slightly lower population, and packs a powerful punch, well, because they're elves. That is, except for their Tier 1 unit, which is basically supposed to be a whispy, non-living forest spirit. It is the cannon fodder. Haven is a lot like Conflux, except it relies even MORE on magic. Yes. Even more.

Tier 1
Sprite - Flyer (Whisps)
Spirit - Flyer, Magic Channel
Tier 2
Apprentice - Walker
Forerunner - Walker
Tier 3
Wood Elf - Shooter
Sylvan Ranger - Shooter, Shoots twice
Alt Tier 3
Elf Warrior - Walker, 10% chance to evade enemy attack.
Elf Mystic - Flyer (Uses air magic to levitate), 15% chance to evade enemy attack, Dispels beneficial spells.
Tier 4
Teleri - Shooter, No melee penalty.
Teleri Diviner - Shooter, No melee penalty. Hero combat light magic spells cost 2 mana less
Alt Tier 4
Quendi - Shooter, +50% Healing power to the first aid tent
Quendi Sentry - Shooter, +100% Healing power to first aid tent, Allows first aid tent to heal twice each round.
Tier 5
Mearas - Walker, 20% chance to blind enemy
War Mearas - Walker, 40% chance to blind enemy
Alt Tier 5
Noldor - Walker
Noldor Lord - Walker, Can cast protection from black
Tier 6
Eldar - Flyer (Teleports), Can cast random defensive spell on allied units.
Eldar Mystic - Flyer, Can cast random defensive spell on allied units, Hero combat water magic spells cost 2 mana less.
Tier 7
Elf King - Walker, Gets +1 to its attack and defense skill whenever you cast a spell in combat, Hates Stone Kings.
High Elf King - Shooter, No melee penalty, Gets +1 to its attack and defense skill whenever any spell is cast in combat, Hates Stone Kings and Arken Kings.
Tier 8
Maia - Flyer, +1 morale and luck, 40% chance to evade attacks. Hates Evil Aligned units.

Commander
Sentinel - Casts Precision, Restores spell points to hero each turn
War Machine - First Aid Tent

Notice the Tier 7 Elves hate the Tier 7 dwarves, which you haven't seen yet. But they do. A lot of these units are spell casters themselves, so turning off spell casting in battle with a certain artifact can cripple this town really really hard. It is supposed to be a very magic heavy town, that has a very clear weakness, that if you fail to exploit, then they will absolutely destroy you. You aren't supposed to be able to beat elven magic. The heroes are called Druids (Might) and Enchanters (Magic)

Fortress - Onto the mighty dwarves. This is the last of the good aligned units. These guys can collect resources really fast, and are really good at defending. Hey! Just like dwarves!

Tier 1
Miner - Walker, Increases mine production rate by a % when placed into a mine garrison.
Stone Miner - Walker, Increases mine production rate by a % when placed into a mine garrison.
Tier 2
Axe Lord - Walker
Axe Master - Shooter, No melee penalty
Tier 3
Lakeman - Shooter
Dale Bowman - Shooter
Alt Tier 3
Erebor Warrior - Walker, 15% chance to evade enemy attack.
Grim Hammer - Walker, 25% chance to evade enemy attack.
Tier 4
Pony Rider - Walker
Pony Cavalier - Walker
Alt Tier 4
Cormorant - Flyer
Great Cormorant - Flyer, 20% chance to cripple enemy
Tier 5
Stone Forger - Walker, Can cast stone skin on allies.
Mithril Forger - Walker, Doubles it defense when in defensive stance, Can cast Stone Skin on allies.
Alt Tier 5
Rune Priest - Shooter, All allied units get +10% magic resistance.
Rune Mage - Shooter, All allied units get +15% magic resistance, No melee penalty.
Tier 6
Wurm - Flyer (Burrows underground), Earth magic immunity
Great Wurm - Flyer, Earth magic immunity
Tier 7
Stone King - Walker, 25% chance to cripple, Hates Elf Kings
Arken King - Walker, Permanent magic mirror, 50% chance to cripple, Hates High Elf Kings
Tier 8
Great Beast - Walker, Always cripples on attack, Can attack siege walls.

Commander
Siege Master - Casts Shield, Gives control of ballista and catapult to player
War Machine - Ballista

The dwarves can also build a structure which allows them access to ALL available war machines. Basically they get a war machine factory inside their town. It is an upgrade from the blacksmith. The dwarves are great against the elves, because they are very resistant to magic, so they can't be targeted by theirs. The dwarves are best when they have a wall to hide behind, or if they are tearing down a wall, however they are terrible at open combat. All of their strong units are slow and you can run circles around them. Heroes are called Prospectors (Might) and Rune Lords (Magic). However I admit I hate the "prospector" name I came up with." I couldn't come up with anything else that fit properly.

Onto the EVIL towns.

Bastion - The Dark Men, the Men of Sauron, the Haradrim, what have you. These are the men of the south. They are pretty much ground up as far as how they work mechanically. If you go the direction of might, you might want to choose a build that has all the units with Pillaging, however if you go with Magic, you might do differently. Here is the line-up.

Tier 1
Thrall - Walker
Ruffian - Walker, Pillaging
Tier 2
Southron - Shooter
Haradrim - Shooter
Tier 3
Bandit - Walker, Pillaging
Rogue - Walker, Pillaging, Spying
Alt Tier 3
Corsair - Walker, +1 to hero’s movement at sea.
Madcap - Shooter, +1 to hero’s movement at sea, Adds to power of fire magic spells based on number of units in stack.
Tier 4
Nomad - Walker, Sandwalker
Viarag - Walker, Sandwalker
Alt Tier 4
Vulture - Flyer
Grey Vulture - Flyer
Tier 5
Dark Acolyte - Flyer (Teleports)
Dark Adept - Flyer, 50% chance to Curse enemy.
Alt Tier 5
Half-Troll - Walker, Wound regeneration
Half-Troll Lancer - Shooter, Wound regeneration
Tier 6
Sorceress - Shooter, Casts random offensive spells.
High Sorceress - Shooter, Casts random offensive spells.
Tier 7
Oliphaunt - Walker, Always cripples on attack.
Mumakil - Walker, Always cripples on main attack, Arrow towers auto-shoot enemies in all adjacent hexes at the start of each round.
Tier 8
Great Beast - Walker, Always cripples on attack, Can attack siege walls.

Commander
Black Numenorean - Casts Bloodlust, Gives 50% of battle experience in gold.
War Machine - First Aid Tent

So these guys start out pretty basic, but on the top end they get a little fancy with the Sorceress and the Mumakil and it's arrow-towers. These guys can get gold really fast, however a lot of their stuff costs heavy amounts of special resources as opposed to gold, so the pillaging doesn't get to out of hand. This town should never have a problem having enough gold each week to buy out all the units in its town if the pillaging is used right. The Heroes are called Outlaws (Might) and Heretics (Magic).

Stronghold - These are the savage Goblins. They are less organized than the orcs in mordor, and work a lot like how the Stronghold works in normal HoMM3.

Tier 1
Goblin - Walker
Hobgoblin - Walker, Poison immunity
Tier 2
Orc Tracker - Walker, 25% chance to poison enemy
Orc Hunter - Shooter, 25% chance to poison enemy
Tier 3
Moors Raider - Walker
Gundabad Raider - Walker, Reduces rough terrain movement penalties by 25%
Alt Tier 3
Grey Orc - Shooter
Pale Orc - Shooter, Shoots twice
Tier 4
Crebain Flock - Flyer
Crebain Swarm - Flyer, 25% chance to blind enemy.
Alt Tier 4
Hill Troll - Walker, 20% chance to cripple enemy.
Battle Troll - Walker, 40% chance to cripple enemy.
Tier 5
Wyvern - Flyer, (Has wings)
Cold Drake - Flyer, Air magic immunity
Alt Tier 5
Cave Troll - Walker, +2 to attack and defense skill in subterranean terrain.
Mountain Troll - Walker, +2 to attack and defense skill in subterranean terrain. 33% chance to cripple.
Tier 6
Mountain Giant - Shooter, Can attack castle walls
Caradhras Giant - Shooter, Can attack castle walls twice each round
Tier 7
Red Dragon - Flyer, (Has wings) Level 1-3 Spell Immunity, 2-hex fire attack
Gold Dragon - Flyer, Level 1-4 Spell Immunity, 2-hex fire attack
Tier 8
Uruloki - Flyer, Spell Immunity, 2-hex fire attack, Can cast Hypnotize.

Commander
Great Goblin - Casts Stone Skin, Gives goblins and hobgoblins +1 attack/defense
War Machine -Ammo Cart

The goblins aren't that fancy. They are pretty straight forward compared to all of the other things we have seen so far. They don't care too much for having a ton of effects on their units, they just want to get in their and bash some skulls in. Goblins are the weakest units in the game (weaker than peasants, which are very slightly stronger), and have a very high population count. Expect legions and legions of goblins, and hope they don't bring a Cave Troll. The heroes are called Brutes (Might) and Battle Mages (Magic)

Dark Tower - Here are the big iconic Evil mordor dudes, who need no introduction, other than the fact that they get a mortar launcher because why not?

Tier 1
Orc - Walker
Orc Warrior - Walker
Tier 2
Warg Rider - Walker
Warg Raider - Walker, Strikes twice
Tier 3
Uruk-hai - Shooter
Uruk-hai Captain - Shooter, No melee penalty, +1 morale to Orcs, Orc Warriors, and Morgul Orcs.
Alt Tier 3
Redshield - Shooter, No melee penalty
Blackshield - Shooter, No melee penalty, Magic Channel
Tier 4
Berserker - Walker, No enemy retaliation
Kamikaze - Walker, No enemy retaliation, Strikes twice, When the group dies it auto casts an expert level inferno at a spell power based on the number in the group at the start of combat.
Alt Tier 4
Orc Shaman - Shooter, Lowers enemy defense by 15%
Pyromaster - Shooter, Lowers enemy defense by 25%. Hero combat fire magic spells cost 2 mana less.
Tier 5
Olog-hai Troll - Walker, 10% chance to cripple.
Troll Drummer - Walker, 25% chance to cripple, Can cast bloodlust on allied units.
Alt Tier 5
Foul Beast - Flyer (Has wings)
Fell Beast - Flyer
Tier 6
Morgul Servant - Walker, Undead, Undead, 20% chance to cause immediate death of a single unit in an enemy stack.
Morgul Knight - Walker, Undead, 40% chance to cause immediate death of a small % of units in an enemy stack and lower its morale by 1.
Tier 7
Dark Dweller - Flyer, Attack reduces enemy’s defense by 40% temporarily, Hates Emissaries.
Demon - Flyer, Attack reduces enemy’s defense by 80% temporarily. No enemy retaliation. Hates Emissaries and Grand Emissaries.
Tier 8
Balrog - Flyer, Permanent Fire Shield, Removes enemy defenses when it attacks. 40% chance to cripple. Hates Good Aligned units.

Commander
Tyrant - Casts Hypnotize, Reduces cost of surrendering by 15%
War Machine - Mortar Launcher

This town can cause some damage. It is powerful, and it supposed to be powerful. It has solid guys all around, however its top end can get pretty expensive resource wise. The Uruk-hai Captain should be the best Tier 3 shooter in the game. These guys are a mix between Inferno and Stronghold, but their looks are a lot more like the Inferno. The Heroes are called Overlords (Might) and Warlocks (Magic)

This is the final town.

Foundation - This is our Necropolis. It is identical to Necropolis mechanically in many-many ways, except its all swampy because it is supposed to be like Dol Guldur.

Tier 1
Skeleton - Walker, Undead
Risen Dead - Walker, Undead
Tier 2
Morgai - Walker, Undead, 20% chance to poison enemy.
Dredge - Walker, Undead, 40% chance to poison enemy.
Tier 3
Wight - Flyer, Undead, Wound regeneration
Wraith - Flyer, Undead, Wound regeneration, Mana drain
Alt Tier 3
Dark Elf - Shooter, Undead
Betrayer - Shooter, Undead, Leeches moderate amount of enemy mana when an enemy unit stack dies.
Tier 4
Lurker - Undead, Flyer
Foul Lurker - Undead, Flyer, No enemy retaliation
Alt Tier 4
Spiderling - Walker, Poison immunity
Poison Spiderling - Walker, Poison immunity, 50% chance to poison enemy
Tier 5
Lich - Shooter, Undead, 2-4 hex poison cloud
Power Lich - Shooter, Undead, 2-4 hex poison cloud, Hero combat black magic spells cost 2 mana less.
Alt Tier 5
Vampire - Flyer, Undead, Attacks then returns to original location.
Blood Reaper - Flyer, Undead, Drains life from units, Attacks then returns to original location, No enemy retaliation.
Tier 6
Marsh Troll - Walker, 20% chance to cripple.
Skeleton Troll - Walker, Undead, 20% chance to deal double damage, 20% chance to cripple.
Tier 7
Werewolf - Flyer, Undead, 15% chance to half enemy HP.
Draugluin - Flyer, Undead, 30% chance to half enemy HP, Can resurrect fallen groups of friendly units as skeletons.
Tier 8
Balrog - Flyer, Permanent Fire Shield, Removes enemy defenses when it attacks. 40% chance to cripple. Hates Good Aligned units.

Commander
Ringwraith - Undead, Casts Invigorate, Wound Regeneration
War Machine - Ballista

Some of the units have some abstract names, just because this is the more experimental town. For instance the Tier 2 unit is an Undead Orc. The Tier 4 unit is some sort of creepy gargoyle-like thing, and the werewolf and vampire don't look much like normal werewolves/vampires at all. Tolkien just use those names for convenience. The heroes in this town are called Necromancers (Magic) and Death Knights (Might).

Now the neutral units. Remember how I said heroes are more powerful in this game? Well you will see the "neutral" units name (some of these are still "Good" or "Evil", it should be obvious which), then in parenthesis, all of the units that can be upgraded into that unit by certain heroes. The heroes are unspecified as of now, but here is the list. The (1H) or (2H) simply indicates how many heroes can upgrade units into that unit.

List of All Hero Units/Neutral Units
Tier 1
Wild Man - Walker
Tier 1.5
Morgul Orc (Orc, Orc Warrior) Walker, 40% chance to poison enemy. (1H)
Tier 2
Shireling (Halflings, Hobbits) Shooter, Shoots twice. (32 Shots) (1H)
Tier 2
Dunlending (Thrall, Ruffian) Walker, Pillaging. (1H)
Tier 2
Wild Warg - Walker
Tier 2.5
Mining Captain (Axe Lord, Axe Master) Shooter, No melee penalty, +1 morale to Miners and Stone Miners. (1H)
Tier 3.5
Eorling (Squire, Guardsman, Footman, Strider) Walker, Unlimited retaliations, +1 to hero’s scouting ability (2H)
Tier 3.5
Mirkwood Ranger (Wood Elf, Sylvan Elf) Shooter, Shoots twice, No melee penalty (48 shots) (1H)
Tier 3.5
Easterling (Bandit, Rouge, Morgai, Dredge) Walker, 50% chance to cripple enemy, Pillaging, Spying. (2H)
Tier 3.5
Shipwright (Elf Warrior, Elf Mystic) Flyer, +2 to hero’s movement at sea, Dispels beneficial spells and inflicts weakness, 20% chance to evade attacks. (1H)
Tier 3.5
White Warg (Moors Raider, Gundabad Raider, Warg Rider, Warg Raider, Wild Warg) Snow-Walker (2H)
Tier 3.5
Black Uruk (Grey Orc, Pale Orc, Uruk-hai, Uruk-hai Captain) Shooter, no melee penalty, +1 morale to all friendly tier 1 units (2H)
Tier 3.5
Barrow Wight (Wight, Wraith) Flyer, Wound regeneration, Drains moderate amounts of enemy mana each round. (1H)
Tier 4
Marauder (Corsiar, Madcap) Shooter, +2 to hero’s movement at sea, Adds to power of fire magic spells based on number of units in stack. (1H)
Tier 4
Moriquendi (Dark Elf, Betrayer) Shooter, Undead, Flyer, Undead, Leeches high amounts of enemy mana when an enemy unit stack dies. (1H)
Tier 4.5
Giant Spider (Spiderling, Poison Spiderling) Walker, 50% chance to poison enemy, Paralyzes enemy when it attacks, Poison Immunity (1H)
Tier 4.5
Dunedain (Clansman, Northman, Ranger, Sharpshooter, Lakeman, Dale Bowman) Shooter, No range or obstacle penalty, Can use ranged attack on units adjacent to it. (24 shots) (3H)
Tier 4.5
Conjuror (Monk, Mage, Priest, Amon Priest, Teliri, Teleri Diviner) Shooter, Permanent magic mirror, Attack bounces to nearest enemy target for 50% damage. (24 Shots) (3H)
Tier 4.5
War Chariot (Pony Rider, Pony Cavalier, Nomad, Viarag) Walker, Doubles as Ammo Cart. (2H)
Tier 6.5
Tower Guard (Citadel Guard, Castle Guard) Walker, 50% chance to evade an attack, Retaliates twice. (1H)
Tier 5.5
Rohirrim (Outrider, Outlander, Cavalier, Champion) Walker, Deals more damage the longer the distance it travels to attack, +1 to hero’s movement. (2H)
Tier 6
Longbeard (Stone Forger, Mithril Forger) Walker, Doubles its defense when in defensive stance, Can cast stone skin on allies, Increases mine production rate by a % when placed into a mine garrison. (1H)
Tier 6
Whitemane (Mearas, War Mearas) Walker, Blinds enemy on attack. (1H)
Tier 6
Galadhrim (Noldor, Noldor Lord) Walker, Grants an allied unit spell immunity for one round. (1H)
Tier 6
Troll Chieftain (Any Troll) Walker, Can cast bloodlust on allied units, 40% Chance to cripple. (5H)
Tier 6
Fire Drake (Wyvern, Cold Drake) Flyer, Air magic immunity, 2-hex fire attack.
Tier 6.5
Vaynar (Eldar, Eldar Mystic) Flyer, Can cast random defensive spell on allied units, Hero combat water magic spells cost 3 mana less, 50% chance to evade an attack. (1H)
Tier 8
Uruloki - Flyer, Spell Immunity, 2-hex fire attack, Can cast Hypnotize.
Tier 8
Great Beast - Walker, Always cripples on attack, Can attack siege walls.
Tier 9
Maia - Flyer, +1 morale and luck, 40% chance to evade attacks. Hates Evil Aligned units.
Tier 9
Balrog - Flyer, Permanent Fire Shield, Removes enemy defenses when it attacks. 40% chance to cripple. Hates Good Aligned units.
Tier 10
Nameless Thing - Flyer, Fear, Immune to Fear

I have more, like all of the buildings, but I'll spare you all that. I'll leave this all here. Hopefully someone things its cool and runs with it. As I said before, I have no means to make any of this happen by myself. I am very willing to help though. But I don't think I can be much help except for ideas.
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