Board Thread:Suggestions forum/@comment-33009418-20170905215211

I have a few ideas for improving Mordor. While it is a big & very strong nation, it’s fairly lacking in detail. So here’s my ideas:

Morgul vale sub-faction

This doesn’t really need explaining, so…

Morgul orc armor

13 armor (6.5 mail shirts) provided. Made of 13 Orc steel & 9 leather (same recipe as Rohirric/Dunlend armor, just replace iron with Orc steel). This is for a cheaper version of normal Mordor armor.

Mordor crossbow

Strength - 110%, Range - 100%, speed - 40%, made of orc steel, sticks, & string.

Morgul dagger

4.5 damage, 75% rng, 150% speed, inflicts wither for 0:07 & maybe it could be poisoned? Could be built on Angmar, Dol Guldur, & Morgul crafting tables. I suggest this because both swords & daggers are mentioned in the books.

MI – Morgul ingot	S – stick

MI

S

Also, the Morgul armor should inflict wither 0:05 at health ≥20% while wearing the full set. This isn’t actually that much {2 wither damage over 4 seconds}, just enough to make up for it having only 15 armor points, while being more expensive that the 17 point providing black uruk/uruk-hai/Gundabad uruk armor. It’s more like a: “If I’m going down, you’re going with me!” type of addition to a weak, expensive armor.

Morgul orc

Hp- 18

Weapons-	Melee: Mordor scimitar, war scythe, battle-axe, war hammer, dagger (19.5% chance each), Morgul blade, knife (1.25% each). Range: orc bow (75%) or Mordor crossbow (25%) using poison arrows

Armor:		Morgul orc (80%), Morgul (20%)

Behavior-	Doesn’t attack players w. ≥ +50 alignment. Skirmishes occur less often among these orcs. Doesn’t inflict wither for as long as a player does while using a Morgul blade (3-5 seconds maybe?)

Morgul orc warrior

Hp-18

Weapons-	Melee: Morgul sword, knife (50% each) Range: none

Armor- 		Morgul orc (50%), Morgul (50%)

Behavior- 	Doesn’t attack players w. ≥+50 alignment. Skirmishes occur less often among these orcs. Doesn’t inflict wither for as long as a player does

NOTE: I know about the Angmar orc warrior. It’s what I based this orc on. The random combination of armor, use of daggers, weaker wither, lack of mounted version, low health, & higher cost should make it much more balanced.

Morgul banner bearer

Same as normal Morgul orc, but holding a banner.

Morgul orc chieftain

Hp- 26

Weapon- 	skull staff

Armor- 		Morgul without the helm

Behavior- 	usual trader/hirer Ai

Hiring-

Morgul orc (+150, $20)

Morgul orc archer (+200, $40)

Morgul bombardier (+250, $45)

Mordor warg (+150, $20)

Morgul warg rider (+250, $40)

Morgul warg archer (+300, $60)

Mordor warg bombardier (+400, $50)

Morgul orc warrior (+500, $45)

Olog-hai (+500, $120)

Minas Morgul banner bearer (+300, $40)

Add in a Barad-dur sub-biome around said waypoint for ≈1,000 (?) meters. Black uruks (normal, archer, banner bearer) removed from Mordor orc chief’s hire list. Add this:

Black uruk chieftain

Hp-		26

Weapon- 	skull staff

Armor- 		Black uruk without helm

Behavior- 	usual trader/hirer Ai

Hiring-        Same as current Mordor orc chief (without the Minas Morgul & Mordor banner bearers)

The reason is that the black uruks are Sauron’s elite troops, & stationed at Barad-dur. So why would an orcish mercenary captain have such ready access to them? Also, they should be removed from standard Mordor invasions, since those aren’t real invasions, but suicide raids. Black uruks are too valuable to waste on such an attack. The Black uruk invasions would be real attacks, maybe into Ithilien, east Gondor, (doubtfully) Pelennor fields, & of course summoned from the Black uruk horn of conquest.

And this:

Orc slave driver

Hp-	18

Weapon-	Lead

Armor-	IDK, maybe fur or Mordor?

Behavior- acts as a banner bearer for the slaves, increasing their working speed by 5% - 7.5% for each one presently hired (max 5, +25% - 37.5%). I think this may be hard to code, but I’m not sure.

Hiring- Orc slaver: +300, $60

Once again, this’s fairly obvious, so it doesn’t need explaining. NOTE: I will make changes if asked & adequate reason is given. 