Dawn of Arnor is a friendly modification for the Rise of the Witch-king (Patch 2.01) with the primary objective of add new elements to the game in order to bring more strategies but focusing on vanilla gameplay.
What you can expect:
1. new fxs
2. new powers
3. friendly revamp for the create-a-hero classes (abilities)
4. Arnor playable
5. balanced gameplay (as former member of the Patch 2.02 staff this is a primary objective)
6. new maps
What you should not expect:
1. release dates
2. new factions apart from Arnor
3. new models for standard units already ingame
Now, when summoned, he deals flame damage.
Tips: Powerfull against mines, Ents and Mumakils.
Surrounded by shadow and flame and still not be able to burn enemies?! Not anymore!
Burn your enemies to the death and explode near mines!
Tips: Powerfull against Ents, Mumakils and the Balrog + mine combo.
Not only when summoned but when using Ignite he deals flame damage:
He deals now flame damage when landing after using leap.
Tips: Powerfull against Ents, Mumakils and the Balrog + mine combo.
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How's progress?
Quite busy atm :/
I am just being curious, though i know you said that we shouldn't expect release dates, neither do i ask for that, is there any possibility that this mod will be released soon?
Hi, been working on it and I want to release the mod as soon as possible but RL is my priority right now.
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Do you have new Information for us ?
Indeed I have. If everything goes as planned I might upload the mod before x-mas.
How is it goin? Can we expect som updates on your progress in the near future? I know it takes time, not expecting the actual release soon, just wondering.
Hello there. Been working on it, just not posting content due to my limited time at the moment.
is this still being worked on?
Thank you for keep in touch with us. Andy-San.