Torrent Search. Torrents.me combines popular torrent sites and specialized private trackers in a torrent multisearch. Beside The Pirate Bay, Kickass Torrents and.Edain Mod for Battle for Middle- earth II: Rise of the Witch King. Greetings, companions of Edain,Today we want to present you the next overhauled spellbook: SPELLBOOK OF THE DWARVESNaturally the dwarves also get a reworked spellbook. Because there are 3 different dwarven factions, but only one spellbook, it was not easy to find spells that fit all factions. But all dwarven houses have a focus on architecture and so does the spellbook. In other media. Figwit does not appear in Tolkien's writings and was created exclusively for the films; thus there is little authentic information regarding him, save. UpdateStar is compatible with Windows platforms. UpdateStar has been tested to meet all of the technical requirements to be compatible with Windows 10, 8.1, Windows 8. The Wars of Arda is a (very) large expansion mod for the EA Games title "The Lord of the Rings: The Rise of the Witchking". We will first be heavily reworking the. The Two Towers is the second volume of J. Tolkien's high fantasy novel The Lord of the Rings. It is preceded by The Fellowship of the Ring and followed by The. Cookies are enabled on this site to give you the best browsing experience. You can modify your cookie settings to disable them. Tell me more. ![]() ![]() A few spells already led in this direction. But we also wanted to include the craftsmanship of the dwarves and their readiness to fight. So we removed 3 spells and added 2 new ones. One of these is the central spell, which is unique. Furthermore 4 spells were reworked. You can read more about the new spellbook structure in general, including the new long- term and short- term strategic trees, in our first Edain 4. Update. THE FIRST ROWAs you might guessed the healing- spell, . It always was more a fill- in spell than a fitting spell for the dwarves. Also it was in too many spellbooks. Forum: Political Mudpit. Use this forum to discuss current events and specific individuals in politics today. We had the feeling that the ravens were often only used as a debuff and not for scouting. So we changed the concept of the spell. Carc's Ravens: Control the ravens and send them to an own structure. Nearby enemies loose 2. Nearby allied buildings gain +5. Does not affect walls. Now the ravens have a more passive role, because you cannot control them actively. If you use the spell on a building the ravens change their location. So you can only move them if the spell is ready and you can only guard one building. The spell is in EG very good, because you get a lot of sight. Because of the debuff it is still useful in LG. Yes it is same as Gondors but also blends well with the other spells of the dwarves, like the . Because of a slightly debuff, the tower should not be as powerful as before. On the right branch there is also a building summon to strengthen the significance of buildings and defenses in the dwarven spellbook. It costs 2 spellpoints now. THE THIRD ROWIn the third row there are 2 spells from the old second row and there is also a new spell on the left: Weapon Art of the Dwarves: Dwarven units with Heavy Armour and Forged Blades/Fire Arrows gain additionally +1. It is a spell which focuses on the smithery of the dwarves, which was important for us in the new spellbook. This spell enables the player to upgrade his units in LG even further. The . Rune of Inviolability: The chosen building gets +5. Rune of Inspiration: Allies nearby the chosen building gain +1. As before the effect stays even if the units leave the area of influence. Rune of Power: The chosen building gets every frequently repaired. Every 2. 0s 5. 00. HP are restored. 4. Rune of Productivity: The chosen training building trains units 3. Economy buildings produce 3. Because of it's diversity the spell is useful in every game situation. You can boost your economy, train troops faster or generally play a defensive tactic. It also is a good spell to upgrade the dwarven defenses to get them as strong as they should be. You can use all four runes on one building and all runes have their separate timer. So you can use them quite often, unlike Radagst. Runes do not work on the citadel. On the right side there are two known spells. Now there are 4 beornings and Beorn spawned, which can change their form. THE CENTRAL SPELLIt was difficult to find a central spell for the dwarves, because of the three factions. At the end we found a common ground: All dwarves fight to the last man. The new central spell is: Final Stand: Allies in the target area gain four times as much armour, are immune against knock- back and slow down cavalry twice as much for 2. The central spell of the dwarves is special. It is the only one which is active. The spell can be deciding a fight, when your troops are surrounded or slightly weaker than the enemy. So even a hopeless battle can be won. We thought this is a good spell for the fiercely- fighting dwarves. THE FINAL SPELLSThe final spells were already quite fitting for the dwarves. We hope you enjoyed the update and look forward to your feedback.
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