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.
Will you put all those factions
Arnor
Gondor
Rohan
Lothlorien
Mirkwood
Imladris
Erebor
Mordar
Isengard
Misty mountins
Gundabad
Angmar
Evil Men
the description says no new factions besides Arnor, so most likely no.
Golfimbul is right, apart from Arnor most likely not. But never say never.
Well I'm looking forward to having a fun release
We have a deal.
When they will be completed
What you should not expect:
1. release dates
Well, do your best
a simple good luck does the trick.
hello, if you are planning add abilities to heroes, greatly will help rise of wizards mod. this is small mod in heavens forum who completely revampes create a hero abilities adding many new ones.
I wish you everything best here and i wish you will complete it.
Good luck
Thank you!
Wizards will probably get the most unique powers of all the classes, I can assure you.