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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 February 27th, 2010, 03:34 AM

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

Ooh, nice. You really get the sense that the Rhudaur Shaman is not very eager to be there.

As for the encumbrance thing, usually mounted guys just have a basic enc 2 higher than normal--so 5 base encumbrance would be just fine. You also may want to make the warg rider a bit 'stouter', as he looks thin in comparison with the other orcs.

If the Rhudaur Shaman doesn't have a research malus then this nation is in a better place than I thought--their main hurdle to getting thugging going is a complete lack of earth magic. Specifically, you can only forge shields if you get lucky with indies or get up to Const-6 for Lantern Shields.

All in all, looking great! I can't wait to play them.
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Old February 27th, 2010, 01:43 PM

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

Quote:
Originally Posted by kianduatha View Post
their main hurdle to getting thugging going is a complete lack of earth magic. Specifically, you can only forge shields if you get lucky with indies or get up to Const-6 for Lantern Shields.

All in all, looking great! I can't wait to play them.
I agree that their lack of earth magic is a problem for them, but it's a very good path to take on your pretender. Also, you can forge a rather good shield at Const-2: the Enchanted Shield. Low enc and high parry, though admittedly the witch king doesn't really care about the encumbrance.
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