Board Thread:General Mod Discussion/@comment-26841670-20180310184629

Hello everyone,

I was thinking about the magical felling there is in Middle-earth when you read the books, and thought it isn’t that much represented in this mod. Here are my ideas fo it, and tell me what you think about it. I’ll make a suggestionwith that if it is apreciated enough.



Some sort of ‘’skill-trees’’ would be implemented there would be 4 different kinds that could be connected to each-other for a couple of things :

- an elvish skill-tree,

- a dwarven skill-tree,

- an evil/orcish skill-tree,

- a smithing skill-tree.



Each part of the trees would be unlocked by spending skill points that you could obtain throught making hight tier stuff or making one of the actions enabled in your skill tree. When you choose to obtain a skill, you would first have to unlock all the skills that are before the one you want to have in the said skill tree.



Here are what each skill-tree would enable :



The elvish skill tree would enable :

- all crafts with eldhemir,

- the possibility to obtain the eölian modifier when reforging,

<p style="margin-bottom: 0cm; line-height: 100%">- galvorn crafting,

<p style="margin-bottom: 0cm; line-height: 100%">- making doors that would close automaticly if there isn’t an allied NPC or a player in a small radius (like 5 or 10 blocks), as the door at Thranduil’s Halls,

<p style="margin-bottom: 0cm; line-height: 100%">- the blades that have a bane modifier to glow when a bane’s NPC is near (like in this suggestion)

<p style="margin-bottom: 0cm; line-height: 100%">- the cration of palantiri (when and if added),

<p style="margin-bottom: 0cm; line-height: 100%">- the possibilty to bless a land (again, when and if added) : the grass would be more green, orcs would not spawn there (unless there is an invasion), maybe there could be more light there as well. (Mordor, Angmar and Dol Guldur could not be blessed)

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<p style="margin-bottom: 0cm; line-height: 100%">The dwarven skill-tree would enable :

<p style="margin-bottom: 0cm; line-height: 100%">- the crafting of glowing dwarven bricks,

<p style="margin-bottom: 0cm; line-height: 100%">- the possibility to obtain the belegostian modifier when reforging,

<p style="margin-bottom: 0cm; line-height: 100%">- mithril crafting (so mithril stuff would be harder to obtain, as in the endorsed suggestion by AlteOgre about mithril),

<p style="margin-bottom: 0cm; line-height: 100%">- making dwarven doors that need a pass-word to be opened, like the West Gate of Moria (there was a suggestion about it once, but I don’t remember if it was endorsed),

<p style="margin-bottom: 0cm; line-height: 100%">- making near-indestructible doors (like the secret door in the Hobbit) : there could be indestructible or very slow to destroy, and when broken, could give massive damage to the tool used and hurt the player.

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<p style="margin-bottom: 0cm; line-height: 100%">The crafting of ithildin would need both dwarven and elven skill trees.

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<p style="margin-bottom: 0cm; line-height: 100%">The evel/orcish skill-tree would enable :

<p style="margin-bottom: 0cm; line-height: 100%">- the crafting of morgul armour and everything that is crafted with gulduril or durnaur,

<p style="margin-bottom: 0cm; line-height: 100%">- the crafting of orc bombs and khamul’s fire,

<p style="margin-bottom: 0cm; line-height: 100%">- the immunity to morgul flowers,

<p style="margin-bottom: 0cm; line-height: 100%">- making of doors that hurts and give knockback to ennemy players and NPCs that try to cross it (like with the ‘’guardians’’ at the entrance of the tower at Cirith Ungol),

<p style="margin-bottom: 0cm; line-height: 100%">- optional :a fear ability (ennemies would flee like gundabad orcs when you have -500 alignement with them, high elves would not flee, and at random chance, some dwarves,men and orcs would not ),

<p style="margin-bottom: 0cm; line-height: 100%">- optional : the possibility to curse a land : the grass would be darker and there could be less light (high elven biomes could nor be cursed)

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<p style="margin-bottom: 0cm; line-height: 100%">The smithing skill-tree would enable :

<p style="margin-bottom: 0cm; line-height: 100%">- the possibility to get the enduring modifier,

<p style="margin-bottom: 0cm; line-height: 100%">- if you want to unlock galvorn and mithril crafting, the eölan and belegostian modifiers, you would alos have to spend points here,

<p style="margin-bottom: 0cm; line-height: 100%">- choosing what modifier you put on a weapon or create a modifier blueprint,

<p style="margin-bottom: 0cm; line-height: 100%">- giving some sort of personality to weapons, as many blades in the books. That would enable these weapons to get the bane modifier, as normal weapons would always stay the same,

<p style="margin-bottom: 0cm; line-height: 100%">- ring forging when added

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<p style="margin-bottom: 0cm; line-height: 100%">It would be great if, when you make one of these actions, some of your hunger points and health would be consumed (and maybe the vanilla XP too).

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<p style="margin-bottom: 0cm; line-height: 100%">The elven, dwarven and elvil/orcish skill-trees would be unlocked when you reach 1000 (or more) alignement with those factions. If you don’t have the alignement, but want to have access to ennemy skill-trees, you would have to unlock all a skill tree (not the forging one) and spend a lot of skill points. Unlocking skills in this skill tree would need also more points as usual. (this would enable evil players to have access to mithril and the eölian and belegostian modifiers)

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<p style="margin-bottom: 0cm; line-height: 100%">The smithing skill-tree would be unlocked by forging a high tier tool ar weapon (such as a legendary sword, a masterful pickaxe,…).

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<p style="margin-bottom: 0cm; line-height: 100%">PS: I am sorry if I made any mistakes, I will try to correct it if you tell me about it. <ac_metadata title="Of the magical feeling in Midlle-earth"> </ac_metadata>