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  • There are a few factions in Middle-Earth that have been a bit neglected in this mod, and one of them is Dol Guldur. Currently, Dol Guldur has nothing unique about it except poisonous Olog-hai that are extremely expensive and have the same weaknesses as any other Olog. As such, I have a suggestion to fix this, and make Dol Guldur a truly interesting faction, without making it overpowered.

    Instead of a series, I decided to make a one-off for DG, and as such this one will be rather long. Next up will be Isengard.

    Biomes

    Dol Guldur itself is currently a nice start, but it needs some improvement. The biome would be split into two variants: normal and cleared. The cleared parts of Dol Guldur would be much the same as the current biome, albeit with many of the new mobs and structures proposed below. The normal variant, however, would be more of a forest with the same mobs and structures but with the structures being less common. The forest here and in the rest of DG would be predominantly Mirk-Fir, a new tree that would be a darker version of firs, save with roots like the Mirk-Oak and vines. In addition, naurite would now spawn at the same rate as gold here.

    One of two new biomes that would be added is Southern Mirkwood, which would replace the current Mirkwood biome south of the Narrows of the Forest. Southern Mirkwood would be like Mirkwood, but with a larger amount of Dark Firs, and with Dol Guldur Orcs, which spawn here alongside the spiders at night. Dol Guldur Camps would occasionally spawn here as well.

    The other new biome would be the Eastern Vales of Anduin. This would replace all of the current Anduin biome between the Anduin itself and Mirkwood south of the Gladden Fields. The terrain would be very similar to the Anduin Vales, but with fewer flowers, slightly darker grass, and with all sorts of Dol Guldur Orcs. (Spiders and Mirk-Trolls would not spawn here.) Many Dol Guldur structures and camps would generate here as well, as this is an occupied land preparing for an assault on Lothlorien.

    East Bight would remain chiefly as it is, but with a few major changes. It would be home to the Balchoth of Dol Guldur, the last warriors of that race that remained in the region they conquered. Balchoth NPCs would spawn here uncommonly, as would their structures.

    Crafting

    • Hanging Corpse - What a wonderfully not-depressing way to start a section! Hanging corpses would be 1x2 blocks that can be hung from the bottom of blocks, and would look like skeletons hung upside-down in webs of Ungoliant. They would generate in Spider Dens in both Mirkwood and Nan Ungol. Naturally-generated corpses would drop random items when broken, like mystery webs. They can be crafted for decor with eight string surrounding a skull. (Crafted ones don’t drop anything.)
    • Orc Napalm - The liquid fire mentioned in ROTK at the Siege of Minas Tirith. Buckets of it can be crafted with a bucket of lava and four naurite crystals, and when used would make a redder type of lava that spreads as fast as water. This can be crafted on both the Dol Guldur and Mordor crafting tables.
    • Guldur-Berserker Armor - A new set of armor worn by Guldur-Berserkers. It would be crafted with Black Uruk Steel in the usual manner and give uruk-level protection. It would have the original color of Dol Guldur armor, and would feature large spikes and a helmet that looks like a cross between a Moria Orc’s and an Uruk Berserker’s.
    • Guldur-Berserker Warhammer - Crafted by surrounding a DG warhammer with Black Uruk Steel, this warhammer would deal 10.5 damage (the equivalent of an Utumno warhammer) and would deal twice the knockback of the normal warhammer.
    • Dol Guldur Captain Helmet - Like all Orc Unit Hirers, Dol Guldur Captains would get their own helmets, crafted with an Orc Steel Ingot, the normal DG helmet, and a Naurite crystal. The helm would have spikes with the crystal set into the top of the helmet.
    • Dol Guldur Raiding-Torch (for lack of a better term) - Unlike other torches, these don’t just give off light. Raiding-torches would be crafted with a stick beneath a bucket of Orc Napalm, with an orc steel ingot on either side. Right-clicking a block with the torch would start a fire - but not just any fire. This would be Orc Fire, which would spread and burn things faster than normal, but would not spread to anything beyond a certain distance from the ignition point (so that you can’t start crazy forest fires.) Left-clicking enemies with this would set them on fire. They would have an attack cooldown of two seconds.
    • Balchoth Crafting Table - a new crafting table crafted with two wood and two stone bricks on the Balchoth crafting table.
    • Balchoth Armor - Crafted with a Rohirric mix of iron and orc steel, Balchoth armor would give iron-level protection and would be used by Balchoth Warriors. They would appear similar to the armor of the men of Rhúdel, but with dark accents instead of red ones and a more evil feel.
    • Balchoth Equipment - Crafted with iron and sticks, this equipment set would be used by the Balchoth. It includes a sword, a dagger, a mace, and a battleaxe.
    • Balchoth Sorcerer Armor - Similar to Balchoth Armor, but with gilded iron replacing the regular iron. It would have a more ornate look, but also a thoroughly evil one.
    • Balchoth Warlord Helmet - Ornate helmets crafted with gilded iron on the Balchoth crafting table. They would have crowns of large spikes.
    • Banner of the Balchoth - Banners featuring a burning battleaxe on a black field.
    • Dol Guldur Brewing-Pot - Cauldrons crafted with orc steel on the Dol Guldur crafting table. When filled with water and in Mirkwood, right-clicking the pot with ingredients will brew Guldur-draughts. Guldur-draughts take two minutes to properly brew, and each pot can hold eight mugs’ worth at a time.
    • Guldur-Draughts - Foul brews created by the Balchoth Sorcerers that grant effects on the wearer. They can only be used by those with +250 Dol Guldur alignment or higher. Mixing a naurite crystal into the Brewing-pot will create a Draught of Fire Resistance, skulls (credit to S'moregoth for suggesting the change in ingredients) will create a Draught of Combat, which will grant strength and resistance, and gulduril crystals will make the Draught of Shadow, which will allow brief immunity to the effects of Hithlain ladders (and similar elven items), as well as the same effect wearing Elven Cloaks grants.

    Mobs

    • Dol Guldur Snaga - (Shamelessly copied from my Udûn suggestion) Short Orcs (dwarf-size) with 16 health. Snagae would be very common and would spawn in Dol Guldur, Southern Mirkwood, the Mirkwood Mountains, East Bight, Wilderland, and the Eastern Anduin Vale. Snagae would wear a mix of leather, fur, and Dol Guldur armor and would use Dol Guldur daggers. They would be extremely cheap swarm units. Normal Dol Guldur Orcs (soldier-orcs) would be slightly less common except in Dol Guldur and the Eastern Anduin Vales.
    • Dol Guldur Spider-riders - ...should be removed. We’ve seen the reasoning many times before. Spiders should still be rideable by players, however.
    • Dol Guldur Raider - Dol Guldur Orcs armed with raiding torches. They would spawn only in Dol Guldur and Southern Mirkwood. Essentially, they would run around setting enemies on fire. Due to NPCs’ natural reactions to fire, this would be much more effective than it sounds, especially en masse.
    • Guldur-Berserker - Powerful warrior-orcs that spawn in Dol Guldur only, Guldur-Berserkers have Guldur-Berserker armor and use their warhammers to deadly effect. They would be very rare, have 28 health, and would have speed and strength effects.
    • Dol Guldur Captain - Renamed Dol Guldur Chieftains. Dol Guldur is more of a military state than an orc tribe.
    • Dol Guldur Mirk-Troll Tamer - New NPCs that would spawn in Mirk-Troll Dens in Dol Guldur. They would allow you to hire Mirk-Trolls, and would use Dol Guldur armor with berserker helmets, as well as an Orc Skull Staff.
    • Balchoth Warrior - Mannish warriors with 20 health that use Balchoth equipment and armor. The Balchoth would have no civilians, as the Dol Guldur version of them is purely military. Their skins would appear similar to the men of Rhúdel, but with slightly paler skin, darker eyes and hair, and black clothing. They only spawn in the East Bight uncommonly, and very rarely in Wilderland.
    • Balchoth Sorcerer - Though not truly sorcerers, these powerful Balchoth know the secrets of creating Morgul-Draughts, and their ancestors were taught many secrets by the Necromancer of Dol Guldur. They would be like normal Balchoth Warriors, but with their own armor, 25 health, and Guldur-Draughts of Combat. They spawn rarely in East Bight
    • Balchoth Warlord - Hirers of the Balchoth that spawn in Balchoth Castles in the East Bight. They use Balchoth armor, Orc Skull Staffs, and their warlord helmets.

    Structures

    • Dol Guldur Camps - (also shamelessly copied from Udûn) Camps of all sorts need MAJOR improvement, especially since those of Dol Guldur are the closest Dol Guldur will come to villages. They now would have two sizes of camp: small camps, which would be the current ones and would generate in Dol Guldur, Southern Mirkwood, Wilderland, and the Eastern Anduin Vales, and large camps, which would be four small camps with additional structures that would generate in Eastern Anduin, Southern Mirkwood, and Dol Guldur. Small camps would remain the same, but with trader stalls. Large camps would have up to 16 tents (up to four of which are forge tents), a fire-pit, a trader stall, four farms, a crafting table, and a mess tent. Unlike Mordor Camps, there would not be a city variant.
      • Tent - Normal tents should at least have 1-2 orc beds in them.
      • Trader Stall - Instead of being free-roaming, Dol Guldur Orc Traders would spawn in these. These would be little charred wood shacks, with a loot chest, a barrel of orc draught, an armor stand, and a sword rack.
      • Fire-pit - 3x3 campfires, complete with cut logs for benches, a chest, and a logpile.
      • Mess-tent - Large tents supported by four full wood beams, and containing a table with seats and food/drink for orcs. There would be barrels, furnaces, and chests along the walls.
    • Dol Guldur Ruins - Ruined structures that would generate around the Dol Guldur biome. They would have two variants. One would be a small tower of stone bricks, long weathered away and with a spider den like those in Ruined Wood-Elven Towers beneath the ground floor. The other would be a small fort, with four turrets, a ruined gate, and not much else, aside from scattered loot chests.
    • Mirk-Troll Den - Large open-air caves that generate uncommonly in Dol Guldur. These would have Mirk-Trolls and an Mirk-Troll Tamer, as well as a Dol Guldur Crafting Table, two stone chests of loot, and a Dol Guldur banner.
    • Mirkwood Spider Den - Large caves in Mirkwood, the Mirkwood Mountains, and Southern Mirkwood home to a group of Mirkwood Spiders. The caves would be mostly unremarkable, save for skulls, hanging corpses, and respawners set to spawn more spiders.
    • Dol Guldur Watchtower - Small wooden towers that generate in the Eastern Anduin Vales. They have two levels accessed by ladders after the style of my previously suggested Hunter Orc Watchtowers. They would have a few chests in them, but would mostly be for detail.
    • Dol Guldur Watchfort - Wooden forts that generate in the Eastern Anduin Vales. They would be similar to Dunlending Hill Forts, but the inside would be a mess of storage and war machines. A turret would generate in each corner, and would have a rickety upper flet above the top floor. Dol Guldur captains would spawn here.
    • Balchoth Castle - Stone brick fortresses that would rarely spawn in the East Bight. These castles were once built by the Men of Rhovanion, and as such are similar to Dalish Fortresses, but were commandeered by the Balchoth during their takeover of Wilderland. Balchoth Warriors, many loot chests and crafting tables, and a Warlord would spawn here.

    Other

    Titles

    [Dol Guldur Snaga] - Get 100 Dol Guldur alignment.

    [Dol Guldur Raider] - Get 100 Dol Guldur alignment.

    [Guldur Berserker] - Get 100 Dol Guldur alignment.

    [Balchoth] - Get 100 Dol Guldur (or Wainrider too, in the future) alignment.

    [East Bight] - Get 100 Dol Guldur alignment.

    [Southern Mirkwood] - Get 100 Dol Guldur alignment.

    [Pyromaniac] - Set an enemy on fire with a Dol Guldur Raiding Torch.

    Achievements

    [Rottings Firs] - Enter Southern Mirkwood.

    [Conquered Vales] - Enter the Eastern Vales of Anduin.

    [The Dark Mountains] - Enter the Mountains of Mirkwood.

    [Pyromaniac] - Same as the title.

    [Berserker of the Forest] - Equip a set of Guldur-Berserker Armor.

    [The Beasts of Dol Guldur] - Kill a Guldur-Berserker.

    [Tree-killers] - Kill a Dol Guldur Raider.

    [Man of the Shadow] - Equip a full set of Balchoth armor.

    [Foes of Eorl] - Kill a Balchoth Warrior.

    [Sorcerer] - Equip a full set of Balchoth Sorcerer Armor.

    [He’s a witch!] - Kill a Balchoth Sorcerer.

    Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 01:22, April 23, 2017 (UTC)

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    • One thing I would add is woodelven ruins. There are from when the elves occupied the hill. These structeres would spawn all across Mirkwood ,but be most common in Dol Guldor, in these chests would spawn: woodelven weapons and tools, silver and gold ingots and nuggets, silver and gold rings, string, arrows, coins, copper, tin, bronze, iron, ingots, and ancient woodelven armor which would be rare. When you equip the armor you will get the Achievement "Greener Times"

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    • I think the alignment for draughts should be increased to 350 or a bit more, resistance and strength is pretty strong.

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    • Good suggestion!  Not a huge fan of hanging corpi, but I understand the point - as long as they aren't too gross.

      You may want to make it so that the Combat draft requires skulls, or something like that as bones are REALLY easy to obtain.

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    • Maddog0089 wrote: One thing I would add is woodelven ruins. There are from when the elves occupied the hill.

      The normal DG ruins are supposed to be to this effect. The idea is that Wood-Elf brick wasn't used until later and doesn't fit the atmosphere at all.

      +Smoregoth: Good idea. Added.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 02:00, April 23, 2017 (UTC)

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    • Gen. Grievous1138 wrote:

      Maddog0089 wrote: One thing I would add is woodelven ruins. There are from when the elves occupied the hill.

      The normal DG ruins are supposed to be to this effect. The idea is that Wood-Elf brick wasn't used until later and doesn't fit the atmosphere at all.

      +Smoregoth: Good idea. Added.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 02:00, April 23, 2017 (UTC)

      Thanks!  Glad I could help!

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    • I would love this!! Dol Guldur is one of my favorite evil-aligned factions, and it makes me sad it's so neglected. I really hope that at least some of this gets added!

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    • PhoenixFire42 wrote: I would love this!! Dol Guldur is one of my favorite evil-aligned factions, and it makes me sad it's so neglected. I really hope that at least some of this gets added!

      Thanks!

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 02:25, April 23, 2017 (UTC)

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    • The Balchoth Sorcerers should be able to turn people into Newts!

      (Kidding, of course!)

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    • Will they weigh the same as ducks?

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    • Pretty much.  You would be able to build bridges outta 'em too.

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    • The balchoth should also have small villages and normal npcs and trading npcs.

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    • I don't think evil needs more explosives.

      And is there any proof this napalm came from Dol Guldur as opposed to Mordor?

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    • Eoros wrote:
      I don't think evil needs more explosives.

      And is there any proof this napalm came from Dol Guldur as opposed to Mordor?


      It isn't explosives, Eoros.  It's a super lava.

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    • Which did, in fact, come from Mordor. However, it is logical that Dol Guldur had it too.

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 04:47, April 23, 2017 (UTC)

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    • Gen. Grievous1138 wrote:

      The cleared parts of Dol Guldur would be much the same as the current biome, albeit with many of the new mobs and structures proposed below. The normal variant, however, would be more of a forest with the same mobs and structures but with the structures being less common. The forest here and in the rest of DG would be predominantly Mirk-Fir, a new tree that would be a darker version of firs, save with roots like the Mirk-Oak and vines.

      Amon Lanc, ‘Naked Hill’ was the highest point in the highlands at the south-west corner of the Greenwood, and was so called because no trees grew on its summit. In later days it was called Dol Guldur, the first stronghold of Sauron after his awakening.

      Unfinished Tales, Disaster of the Gladden Fields, Notes

      As the above quote tells us, no trees should grow on Dol Guldur. If they could not take root when the land was inhabited by Elves, why should they when it was inhabited by Orcs?

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    • I know you prepare all well Grievous, but I urge you to at least honour the proposals already made in the two threads linked below, by either referring to them or carefully ensuring you don't double specific, concrete proposals already included in them.

      [Endorsed] Southern Mirkwood and Dol Guldur

      [Endorsed] Improvements to Dol Guldur

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    • Eoros wrote: I don't think evil needs more explosives.

      And is there any proof this napalm came from Dol Guldur as opposed to Mordor?

      It came from both here. And then there's the part of either the appendixes or ROTK that mentions swaths of Mirkwood being destroyed by fire. It's not explosive either: it's fire.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 12:06, April 23, 2017 (UTC)

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    • Rayn Turammarth wrote:

      Gen. Grievous1138 wrote:

      The cleared parts of Dol Guldur would be much the same as the current biome, albeit with many of the new mobs and structures proposed below. The normal variant, however, would be more of a forest with the same mobs and structures but with the structures being less common. The forest here and in the rest of DG would be predominantly Mirk-Fir, a new tree that would be a darker version of firs, save with roots like the Mirk-Oak and vines.

      Amon Lanc, ‘Naked Hill’ was the highest point in the highlands at the south-west corner of the Greenwood, and was so called because no trees grew on its summit. In later days it was called Dol Guldur, the first stronghold of Sauron after his awakening.

      Unfinished Tales, Disaster of the Gladden Fields, Notes

      As the above quote tells us, no trees should grow on Dol Guldur. If they could not take root when the land was inhabited by Elves, why should they when it was inhabited by Orcs?

      You're right, but the biome contains more than the hill out of necessity. Of course, they could be evil trees. :-P

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 12:07, April 23, 2017 (UTC)

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    • Why is it necessary to have trees?

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 12:25, April 23, 2017 (UTC)

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    • Love this suggestion. Especially the part about 

      • Guldur-Berserker Armor - A new set of armor worn by Guldur-Berserkers. It would be crafted with Black Uruk Steel in the usual manner and give uruk-level protection. It would have the original color of Dol Guldur armor, and would feature large spikes and a helmet that looks like a cross between a Moria Orc’s and an Uruk Berserker’s.

      as I am currently doing a Dul-Guldor playthrough, and am noticing how terrible their armour is.

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    • yay! other people like the idea of berserker warhammers in the mod too!


      The draught of combat seems a little OP to me. after all skulls are much more common to an evil player (or really any player) than fangorn flowers are to a good player, and even then nothing in the mod gives resistance. other than that any other brew which gives strength is harder to get than either ent draught or this suggested draught, i think it should be something fiery and invigorating (yes, similar to orc draught) perhaps with something rich in iron. a skull would be a nice touch, but it shouldn't just be brew a skull and boom you're a god in combat. naurite would be an interesting darnuar i think its called now, anyway, i think it could make an interesting addition, or more likely a fire based flower, envisioning 3 flowers twining up from a single stem that throw off fire from time to time, although it isn't very realistic. probably manflesh would be found in the vile brew... well, can't really think of anything for it too much now, maybe later


      although something i think would be cool is if the sorcerers were armed with a more extensive "magical" arsenal, flashbang type items and some cool lights/particles, as well as perhaps giving enemies a fear effect.

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    • I think DG should get wargs too

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    • High King Ithilion wrote: Why is it necessary to have trees?

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 12:25, April 23, 2017 (UTC)

      It's a forest, and the biome is much more than the Bald Hill itself.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:46, April 23, 2017 (UTC)

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    • Minecraftmage113 wrote: yay! other people like the idea of berserker warhammers in the mod too!


      The draught of combat seems a little OP to me. after all skulls are much more common to an evil player (or really any player) than fangorn flowers are to a good player, and even then nothing in the mod gives resistance. other than that any other brew which gives strength is harder to get than either ent draught or this suggested draught, i think it should be something fiery and invigorating (yes, similar to orc draught) perhaps with something rich in iron. a skull would be a nice touch, but it shouldn't just be brew a skull and boom you're a god in combat. naurite would be an interesting darnuar i think its called now, anyway, i think it could make an interesting addition, or more likely a fire based flower, envisioning 3 flowers twining up from a single stem that throw off fire from time to time, although it isn't very realistic. probably manflesh would be found in the vile brew... well, can't really think of anything for it too much now, maybe later


      although something i think would be cool is if the sorcerers were armed with a more extensive "magical" arsenal, flashbang type items and some cool lights/particles, as well as perhaps giving enemies a fear effect.

      My goal was to go through this without adding flowers anywhere. It's evil; flowers seem more natural and good. Adding in odd crystals and bones is both evil, surreal, and gives the sense of something that was not meant to be made.

      Of course, we could go with Morgul Iron for this, but that seems a bit weird. More balanced, though. I will note though: one of the Ent Draughts gives speed, strength and haste at once. That's more overpowered than strength and resistance to me.

      Derp, I forgot about the durnaur name change.

      Sorcerers aren't real sorcerers; only the Istari are. They just use brews to enhance themselves.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:58, April 23, 2017 (UTC)

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    • Gen. Grievous1138 wrote:

      High King Ithilion wrote: Why is it necessary to have trees?

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 12:25, April 23, 2017 (UTC)

      It's a forest, and the biome is much more than the Bald Hill itself.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:46, April 23, 2017 (UTC)

      Then why don't we split the southern part of Mirkwood to Southern Mirkwood and reduce the size of Dol Guldur? BTW, Tolkien call the mirk fir as dark fir, and I don't think it is necessary to change that.

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    • Wargaz cc wrote:

      Gen. Grievous1138 wrote:

      High King Ithilion wrote: Why is it necessary to have trees?

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 12:25, April 23, 2017 (UTC)

      It's a forest, and the biome is much more than the Bald Hill itself.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:46, April 23, 2017 (UTC)

      Then why don't we split the southern part of Mirkwood to Southern Mirkwood and reduce the size of Dol Guldur? BTW, Tolkien call the mirk fir as dark fir, and I don't think it is necessary to change that.

      Dol Guldur has unique features that wouldn't work well in all of Southern Mirkwood. Dark Fir works too.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 18:26, April 23, 2017 (UTC)

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    • Gen. Grievous1138 wrote:

      Minecraftmage113 wrote: yay! other people like the idea of berserker warhammers in the mod too!


      The draught of combat seems a little OP to me. after all skulls are much more common to an evil player (or really any player) than fangorn flowers are to a good player, and even then nothing in the mod gives resistance. other than that any other brew which gives strength is harder to get than either ent draught or this suggested draught, i think it should be something fiery and invigorating (yes, similar to orc draught) perhaps with something rich in iron. a skull would be a nice touch, but it shouldn't just be brew a skull and boom you're a god in combat. naurite would be an interesting darnuar i think its called now, anyway, i think it could make an interesting addition, or more likely a fire based flower, envisioning 3 flowers twining up from a single stem that throw off fire from time to time, although it isn't very realistic. probably manflesh would be found in the vile brew... well, can't really think of anything for it too much now, maybe later


      although something i think would be cool is if the sorcerers were armed with a more extensive "magical" arsenal, flashbang type items and some cool lights/particles, as well as perhaps giving enemies a fear effect.

      My goal was to go through this without adding flowers anywhere. It's evil; flowers seem more natural and good. Adding in odd crystals and bones is both evil, surreal, and gives the sense of something that was not meant to be made.

      Of course, we could go with Morgul Iron for this, but that seems a bit weird. More balanced, though. I will note though: one of the Ent Draughts gives speed, strength and haste at once. That's more overpowered than strength and resistance to me.

      Derp, I forgot about the durnaur name change.

      Sorcerers aren't real sorcerers; only the Istari are. They just use brews to enhance themselves.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:58, April 23, 2017 (UTC)

      K, i suppose that works.

      as far as the ent draught being more OP... no, sorry, but i disagree, it is 6 ent draughts from 1 rather rare flower with 1 minute of each effect, and haste doesn't help in battle, strength and speed don't help while mining, so i am still saying the 16 draughts from some skulls that spawn like crazy around most orc structures (camps mainly) that gives strength and resistance, likely longer than 1 minute because of fermenting is more OP. although yeah, i agree that it should probably be split between some flowers. also in my mind resistance is probably the most powerful buff under strength and possibly, but unlikely regen.

      as far as the sorcerers not being real ones i know that and don't see where you got that i didn't i am just suggesting some items that utilize chemical reactions or unique uses of evil plants such as the morgul flower used by the cult of sorcerers to make it seem like they have not lost control of their magic.

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    • Minecraftmage113 wrote:

      Gen. Grievous1138 wrote:

      Minecraftmage113 wrote: yay! other people like the idea of berserker warhammers in the mod too!


      The draught of combat seems a little OP to me. after all skulls are much more common to an evil player (or really any player) than fangorn flowers are to a good player, and even then nothing in the mod gives resistance. other than that any other brew which gives strength is harder to get than either ent draught or this suggested draught, i think it should be something fiery and invigorating (yes, similar to orc draught) perhaps with something rich in iron. a skull would be a nice touch, but it shouldn't just be brew a skull and boom you're a god in combat. naurite would be an interesting darnuar i think its called now, anyway, i think it could make an interesting addition, or more likely a fire based flower, envisioning 3 flowers twining up from a single stem that throw off fire from time to time, although it isn't very realistic. probably manflesh would be found in the vile brew... well, can't really think of anything for it too much now, maybe later


      although something i think would be cool is if the sorcerers were armed with a more extensive "magical" arsenal, flashbang type items and some cool lights/particles, as well as perhaps giving enemies a fear effect.

      My goal was to go through this without adding flowers anywhere. It's evil; flowers seem more natural and good. Adding in odd crystals and bones is both evil, surreal, and gives the sense of something that was not meant to be made.

      Of course, we could go with Morgul Iron for this, but that seems a bit weird. More balanced, though. I will note though: one of the Ent Draughts gives speed, strength and haste at once. That's more overpowered than strength and resistance to me.

      Derp, I forgot about the durnaur name change.

      Sorcerers aren't real sorcerers; only the Istari are. They just use brews to enhance themselves.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:58, April 23, 2017 (UTC)

      K, i suppose that works.

      as far as the ent draught being more OP... no, sorry, but i disagree, it is 6 ent draughts from 1 rather rare flower with 1 minute of each effect, and haste doesn't help in battle, strength and speed don't help while mining, so i am still saying the 16 draughts from some skulls that spawn like crazy around most orc structures (camps mainly) that gives strength and resistance, likely longer than 1 minute because of fermenting is more OP. although yeah, i agree that it should probably be split between some flowers. also in my mind resistance is probably the most powerful buff under strength and possibly, but unlikely regen.

      as far as the sorcerers not being real ones i know that and don't see where you got that i didn't i am just suggesting some items that utilize chemical reactions or unique uses of evil plants such as the morgul flower used by the cult of sorcerers to make it seem like they have not lost control of their magic.

      I said I didn't want it to involve flowers. :-P

      Resistance is not more powerful than speed and strength. The Ent Draught's combination is more powerful than strength and resistance. In addition, reread the brewing section: this doesn't ferment, the process gives eight, and never lasts more than a minute.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 19:30, April 23, 2017 (UTC)

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    • Gen. Grievous1138 wrote:

      Minecraftmage113 wrote:

      Gen. Grievous1138 wrote:

      Minecraftmage113 wrote: yay! other people like the idea of berserker warhammers in the mod too!


      The draught of combat seems a little OP to me. after all skulls are much more common to an evil player (or really any player) than fangorn flowers are to a good player, and even then nothing in the mod gives resistance. other than that any other brew which gives strength is harder to get than either ent draught or this suggested draught, i think it should be something fiery and invigorating (yes, similar to orc draught) perhaps with something rich in iron. a skull would be a nice touch, but it shouldn't just be brew a skull and boom you're a god in combat. naurite would be an interesting darnuar i think its called now, anyway, i think it could make an interesting addition, or more likely a fire based flower, envisioning 3 flowers twining up from a single stem that throw off fire from time to time, although it isn't very realistic. probably manflesh would be found in the vile brew... well, can't really think of anything for it too much now, maybe later


      although something i think would be cool is if the sorcerers were armed with a more extensive "magical" arsenal, flashbang type items and some cool lights/particles, as well as perhaps giving enemies a fear effect.

      My goal was to go through this without adding flowers anywhere. It's evil; flowers seem more natural and good. Adding in odd crystals and bones is both evil, surreal, and gives the sense of something that was not meant to be made.

      Of course, we could go with Morgul Iron for this, but that seems a bit weird. More balanced, though. I will note though: one of the Ent Draughts gives speed, strength and haste at once. That's more overpowered than strength and resistance to me.

      Derp, I forgot about the durnaur name change.

      Sorcerers aren't real sorcerers; only the Istari are. They just use brews to enhance themselves.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:58, April 23, 2017 (UTC)

      K, i suppose that works.

      as far as the ent draught being more OP... no, sorry, but i disagree, it is 6 ent draughts from 1 rather rare flower with 1 minute of each effect, and haste doesn't help in battle, strength and speed don't help while mining, so i am still saying the 16 draughts from some skulls that spawn like crazy around most orc structures (camps mainly) that gives strength and resistance, likely longer than 1 minute because of fermenting is more OP. although yeah, i agree that it should probably be split between some flowers. also in my mind resistance is probably the most powerful buff under strength and possibly, but unlikely regen.

      as far as the sorcerers not being real ones i know that and don't see where you got that i didn't i am just suggesting some items that utilize chemical reactions or unique uses of evil plants such as the morgul flower used by the cult of sorcerers to make it seem like they have not lost control of their magic.

      I said I didn't want it to involve flowers. :-P

      Resistance is not more powerful than speed and strength. The Ent Draught's combination is more powerful than strength and resistance. In addition, reread the brewing section: this doesn't ferment, the process gives eight, and never lasts more than a minute.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 19:30, April 23, 2017 (UTC)

      ok, i still think that resistance and strength is better than speed and strength, especially in closed combat, if you want to flee, sure speed would be better, but if you want to deal damage to the enemy resistance would allow you to do it longer, while speed only allows doing it sooner

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    • Gen. Grievous1138 wrote:

      Wargaz cc wrote:

      Gen. Grievous1138 wrote:

      High King Ithilion wrote: Why is it necessary to have trees?

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 12:25, April 23, 2017 (UTC)

      It's a forest, and the biome is much more than the Bald Hill itself.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:46, April 23, 2017 (UTC)

      Then why don't we split the southern part of Mirkwood to Southern Mirkwood and reduce the size of Dol Guldur? BTW, Tolkien call the mirk fir as dark fir, and I don't think it is necessary to change that.

      Dol Guldur has unique features that wouldn't work well in all of Southern Mirkwood. Dark Fir works too.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 18:26, April 23, 2017 (UTC)

      Which unique features? Olog-hai exist in Southern Mirkwood, and orcs certainly do. Orc chieftains can spawn in camps with traders like other evil factions. What else unique features does Dol Guldur have?

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    • Wargaz cc wrote:

      Gen. Grievous1138 wrote:

      Wargaz cc wrote:

      Gen. Grievous1138 wrote:

      High King Ithilion wrote: Why is it necessary to have trees?

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 12:25, April 23, 2017 (UTC)

      It's a forest, and the biome is much more than the Bald Hill itself.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:46, April 23, 2017 (UTC)

      Then why don't we split the southern part of Mirkwood to Southern Mirkwood and reduce the size of Dol Guldur? BTW, Tolkien call the mirk fir as dark fir, and I don't think it is necessary to change that.

      Dol Guldur has unique features that wouldn't work well in all of Southern Mirkwood. Dark Fir works too.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 18:26, April 23, 2017 (UTC)

      Which unique features? Olog-hai exist in Southern Mirkwood, and orcs certainly do. Orc chieftains can spawn in camps with traders like other evil factions. What else unique features does Dol Guldur have?

      Dol Guldur Towers and similar structures were what I was thinking of. Per this suggestion, Mirk-Troll dens don't make much sense elsewhere, since ideally they should be in some sort of hill.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 21:47, April 23, 2017 (UTC)

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    • MCmage, I have to say, you can get Fangorn flowers in much higher quantities than you can get skulls. Skulls are found everywhere, but are much rarer than the flowers are in Fangorn. 30 minutes of running around Fangorn in scout armour can get you almost a stack of each type.

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    • I dont know if adding the Balchoth as an subfaction of DG is a good idea. Its unlikely that they still life there after the battle of the field of celebrant, since nothing was heared of them after that. I think it would be more logical if they would be back in Rhun, where they originaly came from, and where may their ancestors life at. 

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    • Antonconandoyle wrote: I dont know if adding the Balchoth as an subfaction of DG is a good idea. Its unlikely that they still life there after the battle of the field of celebrant, since nothing was heared of them after that. I think it would be more logical if they would be back in Rhun, where they originaly came from, and where may their ancestors life at. 

      For the most part they did go back to Rhûn. The majority of the Balchoth will be part of the Wainriders. However, some of the strongest could have stayed, and become soldiers of DG. They worshipped the Necromancer after all.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 20:07, April 24, 2017 (UTC)

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    • Gen. Grievous1138 wrote:

      Antonconandoyle wrote: I dont know if adding the Balchoth as an subfaction of DG is a good idea. Its unlikely that they still life there after the battle of the field of celebrant, since nothing was heared of them after that. I think it would be more logical if they would be back in Rhun, where they originaly came from, and where may their ancestors life at. 

      For the most part they did go back to Rhûn. The majority of the Balchoth will be part of the Wainriders. However, some of the strongest could have stayed, and become soldiers of DG. They worshipped the Necromancer after all.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 20:07, April 24, 2017 (UTC)

      Well. If the Balchoth woul have stayed there then there would have been heared something about them, and way more often. Its most likely that most of them would have gone back to Rhun, most likely to the rest of their volk, since its not unlikely that a part of their population stayed in Rhun. therefore its also unlikely that they became a part of the Wainriders, which are a conferdacy and unlikely to take the whole volk of the Balchoth. so its most likely that the Balchoth just used their 500 years to repopulate and to advance their culture and life-style.

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    • Antonconandoyle wrote:

      Gen. Grievous1138 wrote:

      Antonconandoyle wrote: I dont know if adding the Balchoth as an subfaction of DG is a good idea. Its unlikely that they still life there after the battle of the field of celebrant, since nothing was heared of them after that. I think it would be more logical if they would be back in Rhun, where they originaly came from, and where may their ancestors life at. 

      For the most part they did go back to Rhûn. The majority of the Balchoth will be part of the Wainriders. However, some of the strongest could have stayed, and become soldiers of DG. They worshipped the Necromancer after all.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 20:07, April 24, 2017 (UTC)

      Well. If the Balchoth woul have stayed there then there would have been heared something about them, and way more often. Its most likely that most of them would have gone back to Rhun, most likely to the rest of their volk, since its not unlikely that a part of their population stayed in Rhun. therefore its also unlikely that they became a part of the Wainriders, which are a conferdacy and unlikely to take the whole volk of the Balchoth. so its most likely that the Balchoth just used their 500 years to repopulate and to advance their culture and life-style.

      The Balchoth that remained with DG are by no means an army, simply a small number of loyalists to Sauron, locked up in castles and worshipping their Necromancer.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 23:27, April 24, 2017 (UTC)

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    • Gen. Grievous1138 wrote:

      Wargaz cc wrote:

      Gen. Grievous1138 wrote:

      Wargaz cc wrote:

      Gen. Grievous1138 wrote:

      High King Ithilion wrote: Why is it necessary to have trees?

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 12:25, April 23, 2017 (UTC)

      It's a forest, and the biome is much more than the Bald Hill itself.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:46, April 23, 2017 (UTC)

      Then why don't we split the southern part of Mirkwood to Southern Mirkwood and reduce the size of Dol Guldur? BTW, Tolkien call the mirk fir as dark fir, and I don't think it is necessary to change that.

      Dol Guldur has unique features that wouldn't work well in all of Southern Mirkwood. Dark Fir works too.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 18:26, April 23, 2017 (UTC)

      Which unique features? Olog-hai exist in Southern Mirkwood, and orcs certainly do. Orc chieftains can spawn in camps with traders like other evil factions. What else unique features does Dol Guldur have?

      Dol Guldur Towers and similar structures were what I was thinking of. Per this suggestion, Mirk-Troll dens don't make much sense elsewhere, since ideally they should be in some sort of hill.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 21:47, April 23, 2017 (UTC)

      "But at the end of the Third Age a troll-race not before seen appeared in southern Mirkwood and in the mountain borders of Mordor. Olog-hai they were called in the Black Speech." (The Return of the King, Appendix F) Whether it makes sense or not, Tolkien did state that Olog-hai are present in Southern Mirkwood and Mordor Mountains. I believe Mirk-trolls just mod form of Olog-hai in Mirkwood for Mevans doesn't want to name them as "Mordor Olog-hai" and "Mirkwood Olog-hai". (actually they can be the same name, but maybe Mevans doesn't want to make any confusion.)

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    • Wargaz cc wrote:

      Gen. Grievous1138 wrote:

      Wargaz cc wrote:

      Gen. Grievous1138 wrote:

      Wargaz cc wrote:

      Gen. Grievous1138 wrote:

      High King Ithilion wrote: Why is it necessary to have trees?

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 12:25, April 23, 2017 (UTC)

      It's a forest, and the biome is much more than the Bald Hill itself.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 16:46, April 23, 2017 (UTC)

      Then why don't we split the southern part of Mirkwood to Southern Mirkwood and reduce the size of Dol Guldur? BTW, Tolkien call the mirk fir as dark fir, and I don't think it is necessary to change that.

      Dol Guldur has unique features that wouldn't work well in all of Southern Mirkwood. Dark Fir works too.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 18:26, April 23, 2017 (UTC)

      Which unique features? Olog-hai exist in Southern Mirkwood, and orcs certainly do. Orc chieftains can spawn in camps with traders like other evil factions. What else unique features does Dol Guldur have?

      Dol Guldur Towers and similar structures were what I was thinking of. Per this suggestion, Mirk-Troll dens don't make much sense elsewhere, since ideally they should be in some sort of hill.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 21:47, April 23, 2017 (UTC)

      "But at the end of the Third Age a troll-race not before seen appeared in southern Mirkwood and in the mountain borders of Mordor. Olog-hai they were called in the Black Speech." (The Return of the King, Appendix F) Whether it makes sense or not, Tolkien did state that Olog-hai are present in Southern Mirkwood and Mordor Mountains. I believe Mirk-trolls just mod form of Olog-hai in Mirkwood for Mevans doesn't want to name them as "Mordor Olog-hai" and "Mirkwood Olog-hai". (actually they can be the same name, but maybe Mevans doesn't want to make any confusion.)

      Aye, you are correct. But open-air cavernous dens should really only be present in a more mountainous biome, not a forest.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 10:05, April 25, 2017 (UTC)

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    • Are the Balchoth Women warriors too?

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    • Jurassic Sean wrote: Are the Balchoth Women warriors too?

      I suspect the Balchoth are more patriarchal, as most men would be at that stage of societal advancement.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 12:25, March 18, 2018 (UTC)

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    • Ah, OK. But where live their women? Because they can't just build an Army without women. So can you please add simple wooden Shacks where Balchoth Women with Fur Armor spawn? Just to make it more realistic. Thanks!

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    • Snacks?! Erm... just gonna slowly walk away now...

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    • Oh sorry. I will change that. I hate autocorrect.

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    • Guldur Balchoth Women have only two jobs: hunting animals and get water for their families.

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    • Jurassic Sean wrote: Ah, OK. But where live their women? Because they can't just build an Army without women. So can you please add simple wooden Shacks where Balchoth Women with Fur Armor spawn? Just to make it more realistic. Thanks!

      There are no female Balchoth in Dol Guldur. The Balchoth present have come to DG from the east, where the women are.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 01:42, March 19, 2018 (UTC)

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    • Ah, good. Thank you.

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    • A FANDOM user
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