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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old November 8th, 2009, 06:22 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

The units seem to be going as follows:

Rhudaur Men: 3 varieties, all share mountain survival and cold resistance 50.
Wild Man: Slightly better equipped barbarian with great club, berserk +0, pillaging bonus (1)
Hunter: Shortbowman with prec 11, stealth, forest survival
Savage: 2 hatchets on a berserker +3 which serves as a heavy hitter that will be consumed by arrow fire; pillaging bonus (3), ambidex 2

Angmar Men: 2 varieties, both have mountain survival. A premium is paid for either type.
Swordsman: broadsword/kite shield with chain hauberks, pretty good stats (atk 12 def 12 base)
Bowman: composite bow at prec 11

Gundabad Orcs: 3 varieties, capitol-only. All of these orcs are hardy, having reinvigoration 3, which serves to make their very heavy armor somewhat more practical. They all have gluttony 2, cold resistance, mountain survival, darkvision 50% and berserk +3. They are expensive gold- and resource-wise.
Orc Warrior: Morning star/Kite shield, plate hauberk
Elite Warrior: Flail/Kite shield, full plate mail. These elites have berserk +4, which will make them tough as nails.
Warg Rider: Light lance, broadsword, kite shield, plate hauberk. Addition of bite attack from warg makes these effective shock troops.

Cap-only Gundabad Shaman will be F1D1H2 +110% EFDW. It still has the reinvig 3, but also has the berserk +3, which could be a distinct disadvantage for a mage. Is equipped with armor and weapons anyway.
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Old November 8th, 2009, 12:37 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Hmm, a quick test reveals that the bright pink does NOT actually become shadow in the game... So, I'll just get rid of it or something. Does it have to be an exact color?
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