Board Thread:Suggestions forum/@comment-26553378-20180702124307

Going to try something smoregoth did recently for kudos. This post will be for approve of all, following posts will be for certain features.

So... The Tauredain soon to be the Taurewaith. They don't really have much going for them as far as culture is concerned. This suggestion is to fix that, and maybe get some stats changed up. A few notes first: Obsidian can be honed to be many times sharper than steel, some sources say 50-500x. Obsidian is roughly 1 point below other common rocks often thought of when someone says "stone" on the mohs scale of hardness. Additionally, the Macuahuitl, the meso-american sword that the tauredain use is able to cut a horse's head off at the thickest part of its neck. Just a "random" fun fact...

I will start with reworking current features, then move on to bettering the culture/adding new features. Any new items in the section that is mainly changing current items will be bolded. (and crafting recipe, so...)

Weapons
As previously noted, obsidian is a very sharp, moderately hard, brittle substance. This doesn't really fit in with current weapon stats. Each sharp item has a 1% chance to take 10 durability damage instead of 1 (doesn't stack on morgul armor)

Bludgeon
Damage: 8.5, Range: 100, Speed: 68, Durability: 250

Macuahuitl
Optional rename Damage: 7.5, Range: 100, Speed: 100, Durability: 300 (it uses short obsidian studs on a solid wood base so that they don't break)

Dagger
Damage: 4.5, Range: 50, Speed: 150, Durability: 200

Sacrificial Knife
special use, read on. Damage: .5, Range: 50, Speed: 50, Durability: 50

Pike
Damage: 7, Range: 200, Speed: 50, Durability: 200

Battleaxe
Damage: 9, Range: 100, Speed: 75, Durability: 180

Atlatl
Textures: https://lotrminecraftmod.wikia.com/wiki/Thread:314859 Draw Speed: 150%, Ranged Damage: 165%, Durability: 384 Each projectile has 1 pierce and has a 75% chance of being damaged when it hits ground. 1 durability (breaks at -1). stack up to 16.

Blowgun
dart has 75% break chance on impact with ground. Possible 5-10% damage increase.

Spear
Texture change to obsidian tip Damage: 6.5, Range: 150, Speed: 83, Durability: 75, Draw Speed: 100, Ranged Damage: 210

Bolas
Draw Speed: 150% (plays whooshing noise), Ranged Damage: 130%, Durability: 131 Gives 5s slowness II. Drops when slowness wears off.

Tools
preferably leave as is. I like not losing tools

drop durability by 100, increase damage by 1.

Golden
Change repair material to gilded iron to make stats make sense, optional rename to gilded.

That should be it for items. Now, I foresee a few complaints about the pure damage output this will give the tauredain... and its a fair point. To balance it somewhat obsidian would now be ground into 1-4 obsidian gravel, and the obsidian re-crafting recipe would become 4 obsidian shards.

For those who thought taurethrim got their endless obsidian from the gravel... no, no-one does, that stuff is stupidly rare, and even then is a pain to get the shards out of, obsidian blocks yield 9 shards a piece, and there are convenient volcanoes with tons of the stuff. Trust me, that will make it a lot harder

Shaman
Buys Man-flesh, no longer buys bananas, sells cooked man-flesh

Farmer
Possibly now sells saplings of the fruit trees of far haradm, sells pepper seeds

Achieve Reflavors (very low priority)
Tauredain Warrior -> Jaguar (title/achieve)

hmm that's really it actually. Now on to the fun stuff

Big Changes/New Items
There are a few random things that I would like to include to just kinda give the faction more of a culture.

Prisoners/Slaves
This has been suggested many times, so I will be brief on this. In order to take a slave, you right click a unit of an opposing faction (which has slaves taken by its enemies) with a lead. This will have a 100% - hp*5% chance of success. If the attempt works they will be bound into a "slave" NPC keeping data of what they were before in case of release, or ...darker things. If the attempt fails, the target will deal damage to you equivilant to its attack, and will gain a temporary speed boost. In case of civilians they would then flee. Regardless of success, the lead is used up. If you succeed, the new "slave" NPC will appear to have arms bound, and lead tied around its neck connected to the player. They will follow you like a hired farmhand might (just to make it less painful than an actual lead). Slave NPCs will have 1hp which can recharge up to 12. While above 6 health they will periodically attempt to escape with a hp*3% chance of success (periodically being rare, and typically in groups). Civilian slaves can be set to use as slow hired hands as can farmer NPCs. shamans, traders, chieftans, and warriors will all be fairly useless, but can be pawned off to other factions (players) for a ransom.

Sacrifice
Who said that sauron is the only dark god in the world of middle earth? (well, technically there have been theories about Bombadil, but those are being ignored atm). Who said the great mumak is a spirit of good? He isn't. It's not. I'm sure a few of us have heard of the sacrifices made by the various meso-american tribes of prisoners to their gods. Well, the taurethrim have a god, and they are meso-american culture in ME. Should you tie a prisoner to an altar, you will be able to slowly slash them to death with a sacrificial knife, gaining double align, no drops, and the [Dark Secrets] taurethrim achieve (description hidden until aquired). If we don't care about gore, or gain a gore setting, this would also stain the altar crimson, and perhaps each slash would give off a red line. While stained you cannot make sacrifices on an altar, it takes 5 minutes to cool down.

Brewing
This is iffy. The Taurethrim (and the other far-harad factions) would each recieve a similar, yet unique brewing method for various potions and tonics. For the Taurethrim, this would be the Witchdoctor's Cauldron (or Taurethrim Cauldron). It would be filled with milk or water to start. After this you would add either jungle mud to make water into watery mud for a salve, or red meat to water to make blood.

Recipes
The cauldron is placed over a fire, and the color of the mixture will slowly saturate then darken while it cooks. After maximum saturation the next ingredient can be added, when it hits maximum darkness acrid smoke will begin to pour out of the cauldron, and the potion is ruined (won't burn while simply bubbling). You will gain the ability to use the cauldron at +300, and the "tonic of speed" will be made available to you to learn how to make at the shaman (at this point you can make any potion). At 400 tonic of strength, at 450 tonic of relentless agility, 500 tauredain cocoa, at 600 fire salve, at 700 tonic of the poisondrinker, at 800 jungle remedy, and at 1000 mending salve

It yields 4 light potions which evaporates to 3 moderate, 2 strong, 1 potent

Tonic of Speed
Water (bubbles) Sugar (white to light blue) Thistle (white to lavender) Blue Dye (Catalyst, gives off deep blue poof, yields a moderate blue potion which darkens with each step. gives 1 minute speed +30s for each tier)

Tonic of Strength
Water (bubbles) Blood (bubbles) Rhino Horn (pale yellow to white) Lion Fur (white back to a rich yellow) Yellow Dye (Catalyst, Gives off a deep yellow poof, yields a moderate yellow potion which darkens each step. Gives 1:30 strength +30s for each tier)

Tonic of Relentless Agility
Milk (bubbles) Wildberries (white to pale green to white) Sugar (bubbles, fades to light blue (will burn)) Mango (pale green to yellow) Gunpowder (starts to smoke white to medium gray) White Dye (Catalyst, gives off a light blue poof with a few light green, yields a light blue potion which yields 30s per tier of immunity to slowness

Tauredain Cocoa
Water (bubbles) Cocoa (browns) Sugar (tan) Pepper (starts giving off little flames) Cocoa (flames die down, browns) Corn (froths) Brown Dye (Catalyst. You know this one)

Firesalve
Water (bubbles) Mud (bubbles) Durnaur/Naurite (Huge poof of fire particles, dies down) Red Sand Gem (reddens into a pale red paste) Red Dye (Catalyst, becomes a pale red salve which is scooped into bowls. Darkens with each tier, gives 2m/tier fire resist.

Tonic of the Poisondrinker
Milk (bubbles) Wildberries (white to pale green to white) Dandelion (white to pale yellow) Milk (whitens) Lime Dye (Catalys, yields a pale green drink that darkens with each tier. Grants immunity to poison for 30s/tier

Jungle Remedy
Milk (bubbles) Wildberries (white to pale green to white) (x3, yields a darker green each time) Flame of Harad (to red) Hibiscus (to lavender) Milk (goes to pale green) Green Dye (Catalyst, you know first tier. Subsequent tiers grant immunity to all debuffs for 15s/tier.

Mending Salve
Water (bubbles) Mud (bubbles) Southbells (brownish purple to lavender) Poppy (purple to red) Mango (red to yellow) Hibiscus (yellow to lavender) Flame of Harad (pink to red) Harad Daisy (red to violet) Magenta Dye (catalyst, yields a lavender salve with darkens with each tier. Gives regen II which dissapates when hit for 30s (+15s/tier, last tier becomes 1m regen III rather than bonus time)

Chilli Pepper
Farmed by the tauredain. Gives "warmth" buff increasing heat damage frequency, and eliminating cold damage. gives 1hp fire damage upon consumption.

Possibly usable to spice tequila into an "explosive" warning rather than volatile, greatly increasing chance of drink being fancy.

Altar
2x4x1.5 (wxlxh). It features intricate engravings of gold and various gemstones of things such as mumak heads and other culty things. If a slave is pushed into it they are forced down, and gain a texture of bound to the altar. You then sacrifice them to great and mighty mumak. It spawns naturally as a rare building off of the temple. it has a hidden entrance that uses a stone door/mechanical door when gears are added.

Cook-fire
Used by Morwaith/Taurethrim, hobbit oven with 7 slots. Capable of cooking man-flesh.

It must be lit after placement before fuel/food can be placed in it. The open fire cannot dry weed/reeds.

Atlatl/Darts
Stats covered above... Actually, crafting should still be the same as that other thread I mentioned. The only thing I changed from there was stats.

Tlacochtli(Aztec)/Hador(Sindar) will now be hired out from the chieftain. To those of you that didn't realize from section header, the Hador would be atlatlists. I'm not sure on if draw-speed should be nerfed... it probably should be for the unit.

Bolas
Tauredain Blowgunner now changed to tauredain hunter, and rarely wields 3 bolas that they will slowly recharge out of combat as well as a knife.

Cooked Man-Flesh
Nommy :P, yields the same as a steak, gives the "cannibal" achieve/title upon consumption.

Sacrificial Knife
Used by shaman instead of an actual dagger. The only real purpose is to sacrifice stuff.

Misc.

 * Taurethrim weapons now yield man-flesh
 * Taurethrim can eat cooked man-flesh, but are still sickened by the raw form

Wow, thanks for sticking with it to the end. Constructive Criticism, Improvement suggestions, and kudos welcome.

Note: I wrote this over 2 days including a somewhat late night (for myself at least), and was jumping around a little with whatever piqued my interest at the time. If you see anything that seems incomplete, please tell me so that I can fix it.

Textures will probably show up eventually. 