I have two suggestions which together are rather lengthy. I hope that Mevans is simply burnt out from the mod; in which case, perhaps a few good ideas will spark the creative mind back into action. In general, I have a brief idea for a Moria dungeon and a longer idea for ring forging.
Moria Dungeon:
The idea I have is to make a sort of a combination between the mineshafts from Vanilla Minecraft and the far harad pyramid labyrinths: similar in structure to the mineshafts with lots of complex tunnels and a wide area covered, but similar to the pyramids because it has a definite entrance and exit and definite layers. There would be distinct levels like in Utumno, but the enemies would be less powerful. The purpose of this would be to give a sort of mid-late game dungeon like Utumno, but with stakes that aren’t so high. There would be loot chests in the lowest level with gear like “Glamdring” or “Orcist”. There should be lots of hidden rooms with red-stone puzzles to get into (as is fitting for an ancient dwarf stronghold) as well as new mobs. The mines of Moria should be a good dungeon for both evil-aligned and good-aligned players, so there should be a new set of orcs, trolls, and wargs which have no alignment to other factions and are impossible to gain alignment with. The idea would be that the inhabitants of Moria at this point don’t care who or what you are; they simply want to eat you. In the lowest levels, there might be room for some additional boss-mobs (some sort of wereworm or ghastly monster, giant spiders/centipedes, Tolkien just says ancient monsters which ought not be named). There should also be just one chamber in the lowest level that houses a Balrog that spawns when you enter the chamber. But only one spawns, so there will still be good reason to enter Utumno to get a whip etc.
Ring Forging Idea:
Requirements:
High alignment with either an elf-faction or Mordor, let’s say 2000
A book of information explaining how to forge rings of power, possibly acquired by visiting a faction-specific biome after reaching the required alignment. An elf-ally would enter Eriador and be greeted by an elf (like Gandalf in the beginning) who would give the player the book.
A non-craftable item (let’s call it: the Heart of the Forge) that would cost lots of money to buy or be difficult to acquire through theft (killing a trader). My thoughts are to make a new dwarf trader appear occasionally in dwarf settlements in the Misty Mountains once the player reaches the required alignment. The trader could sell expensive items, including the non-craftable item necessary to build a ring-forge. The item would have to be as expensive as it would be difficult for a Mordor-ally to enter the dwarf fortress and kill the trader who would drop the item for him. The item would not drop for good-allies.
A multi-block ring-forge would have to be built. One section would be for fuel, another for the metals, and another for the molten metals to pour out into a cast. I envision this as working similarly to Tinker’s smeltery, but perhaps the heat of the forge will need more attention, forcing players to find ways to maximize the heat out-put of fuel.
A cast or mold would have to be built which would affect the kind of ring of power obtainable. Lesser rings can be forged from gold molds obtained by pouring molten gold onto a regular ring obtained by crafting; greater rings require mithril casts obtained by pouring molten mithril over lesser rings of power (thus forcing players to first dabble in lesser rings before discovering greater rings). After a mold is made, the ring used to make the mold is destroyed. After using a mold to forge a ring of power, the mold is destroyed.
An additional mechanic: When molten metal is poured into a ring mold, the metal passes through two stages: liquid stage where it cannot be removed from the cast, and red-hot stage where the ring is solid but too hot to hold. If the player is wearing special armor or gloves of some sort, or maybe is equipped with a special tool, he may remove the ring and bring it to a special anvil, perhaps made of elven steel or something. While the ring remains red-hot, he can place a gem stone on it and hammer it into place with a special hammer.
Alternate:
I am not a programmer, so I have no idea how possible this idea is. But this idea requires the implementation of a magic system.
Magic: The magic of Middle Earth is centered around language and commands. My idea is to add a status bar similar to health, hunger, and armor which would indicate the amount of “magic” usable by a player. This status bar would begin at zero, like armor, and could be increased by wearing certain items with enchantments or it could be more temporarily increased via potions/elixirs/brews/special food. Using magic would be reduce the amount of usable magic slots, similar to taking damage and losing hearts. Temporary magic from food would be permanently gone whereas magic from worn items would return after a period of time. The magic itself would take the form of certain magic phrases which players could learn. Perhaps players could receive magic scrolls for completing quests which could come in various tiers: some scrolls would allow a player to use a spell a finite number of times, whereas higher tier scrolls would give a player permanent knowledge of the spell. Learned spells would be viewable in a menu and some small number could be assigned hot keys for speedy use. Each spell uses a certain amount of magic, and once a player’s magic is depleted, they cannot use any more until their supply recharges.
Possible spells:
Fire ball: basically Blaze fire-balls, but players need to sacrifice some wooden object in their hand (think Gandalf with the pine-cones).
Ice blast: same as fire-ball, but it’s ice.
Peace: All hostile entities within a 20 block radius of the player can no longer damage other entities
Rage: All entities within a 20 block radius begin attacking any visible entities for a period of 5 seconds, except for the player. Other players become Slow
Submit: All entities within a 5 block radius become tame like dogs and attack what the player attacks or sit still or simply follow the player around. Other players become Weak.
Depart: Entities tamed via Submit command are released
Flee: All entities within a 20 block radius will attempt to flee from the player for a period of 10 seconds. Other players become Blind.
Drop: All entities within a 20 block radius drop their held item. If a player is forced to drop their item and an NPC picks it up, the NPC will drop it again once they are slain. Traders will drop one of their offered goods.
Madness: All entities within a 20 block radius become puffer-fish poisoned/drunk
Lightning: summons a bolt of lightning
Open: a space 5 blocks wide, 4 blocks high, and 3 blocks deep in front of and centered on the player become semi-transparent and the player is able to walk through them as though they were water. All doors open.
Weather: allows players to make weather-changing commands
Other potion effects/temporary enchantments like haste etc.
Rings: After completing the main quest, player receives a book explaining how to Ring-craft. One requirement is to find a spell of Power, which will be used during the ring-forging. Players would be told that certain main characters in certain regions will teach them the spell for a price. This would require some new structures and mobs. An evil player might need to travel to Dol Guldur and complete some large quest for a ring wraith (like slay 150 elves and return with 20 of their heads) or a good player might need to travel to the Grey Havens and complete a large quest for Cirdan the Shipwright.
Crafting: As for the crafting itself, players would have to construct a multi-block structure: some part for melting metals, another for heating the forge, another for catching the liquid in a mold, another for scroll slots. Rings themselves would either be lesser rings: rings combined with a permanent spell scroll which would allow the player to use that given spell without draining magic, or perhaps very little magic. Perhaps lesser rings could come in different tiers and hold up to three permanent spells. Greater rings would be more limited and predetermined, but they would require a lesser ring and would assume at least one of the permanent spells of the ring it consumed. Lesser rings would have no stones, but greater rings would be determined by metal and stone used. Metal would be given by the lesser ring and the stone would be imbued with another spell which the player would have to learn from an NPC or something.
As for rings in general, I think it would be good if players could only have one ring active in their inventory. Maybe a ring slot could be added so players could wear the ring itself and be limited to the powers of the one ring they can hold at a time. Also, rings of power should require some high level of alignment to indicate that a player is strong enough to wield it. Players without the required alignment who put on a great ring should take some kind of damage. Possibly they could slowly wither away into a wraith where the colors in their game fade to black and grey and sun light blinds them more easily but darkness is less dark and they move slower and elves shine bright to them etc. Rings should also all increase the wearer’s health to some extent and give minor bonuses like speed, feather-falling, etc.
Some ideas for great rings are:
Ring of Earth:
Striking the ground produces a wave-like attack that knocks-back entities nearby.
Mining speed bonus
Right click while holding shift on an empty space creates a block of dirt/stone.
Right click while holding shift on a block of dirt/stone destroys it.
Ring of Water:
Unlimited breath under water
Water turns to ice under player’s feet. Holding shift and walking on water turns off ice feet.
Increased movement speed under water.
Night vision under water.
Ring of Fire:
Unlimited breath under lava
Lava, magma stone, and fire do not harm player
Lava turns into magma stone under player’s feet. Entering lava while holding shift turns off magma stone feet.
Lava is not opaque to player but looks like under water but orange
Ring of Air:
Creative flight
Ring of Brilliance:
Lightning strikes do not harm player
Striking the ground or an entity while holding the ring summons a lightning strike
Player can fire a purple ball like a ghast fire-ball that summons a lightning strike where it lands.
Ring of Weather:
Player can use weather-changing commands that take effect after a short period of time. (always raining, always day, always night, always stormy, always twilight) Weather changes in all the chunks within a 5-chunk radius of the player.
Weather lasts until player leaves the affected area or commands it to stop.
Perhaps the wearer could determine a specific area that always has the given weather regardless of the ring’s presence.
Ring of Strength:
Damage bonus
Knock-back bonus
Enemies are afflicted with wither effect when struck
Right + Shift click ignites any weapon held by the player on fire which burns enemies when struck. Fire remains until player switches weapon or repeats Right + Shift click.
Weapons do not use durability
Ring of the Iron Will:
health bonus
knock-back resistance
fire-resistance
extra armor
armor does not use durability
Enemies take partial damage occasionally when striking player
Ring of Wealth:
Extra mining bonus
All blocks mined have a chance of dropping a precious metal or stone. Gold is the most likely to be dropped
Fortune III or higher
Ring of Excavation:
Extra mining bonus
All blocks mined have a chance of dropping iron, coal, red stone, and other useful materials
Can mine a 3x3 square
Ring of Realms (maybe Ring of Weather could be simply merged with this one):
Player can Right click his own banner to double its protection volume
Player receives a chat alert anytime an entity enters a larger sphere surrounding his banners. What entities the player receives alerts about can be altered using commands (like: only alert when other players enter or hostile entities etc.)
Player can control the weather and day light within his banner protected areas. Weather and day light change to regular once a player leaves the realm. Ring of Weather does not affect the weather of a realm.
The One Ring:
A One Ring is inscribed with the name of the player who created it. Instead of a stone, the One Ring requires a golden lesser ring with the spell: invisible, and a block of corrupt gold: gold obtained by a spell that turns a block of gold into corrupt gold at the cost of health.
The One Ring makes the user invisible and allows him to wield the power of some number of other Great Rings found in the player’s inventory, maybe only one or two.
If a player other than the one who made the One Ring tries to use it, he will receive all of the benefits but he will have slow and weakness effects for as long as he wears it. The ring will also occasionally drop out of the player’s inventory and will teleport back to the maker if no player picks it up after a period of time, say 15 seconds. After some period of time, the player will start to receive the Wither effect for as long as it is in their inventory. All human, dwarf, and orc factions will attack the player on sight; but if the player is allied to one, the NPC will have a chance each tick of turning against the player and attacking him.
A player may slay the maker of a One Ring and the One Ring will be renamed and aligned to the one who slew the original owner.
Perhaps too the One Ring could make any scrolls with spells have unlimited use for the player.