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The new spellbook for Isengard has been finished and has some interesting changes in it that complete what the core of Isengard represents.

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Edain Mod 4.5: The Spellbook of Isengard

Greetings, companions of Edain,


Today we want to present you the third overhauled spellbook:

SPELLBOOK OF ISENGARD


Since there have been some complications concerning the Rohan spellbook, we are presenting the Isengard spellbook prior to it.
The core of Isengard in the Edain is the economy. It is a faction, which has risen through the fires of industry with a central figure, called Saruman. Most of the spells were already fitted for that image, but some were very farfetched. Ultimately, the spellbook was structured quite well, but needed the certain fine tuning.
Now, two spells have been completely removed, 1 new central spell has been added and 6 spells have been reworked and balanced.

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 4.5 spellbook Update.

THE FIRST ROW


The first row always means to lose one of the three spells. In the case of Isengard, it was very difficult, since all three were compatible. Saruman does have and use the Palantir, the previously green Isengard became a wasteland of industry and the Uruk-Hai definitely had some kind of war cry, which meant that all three spells were matching.
Nevertheless, we felt that the war cry spell was a spell that has been seen in other spellbooks as well. To prevent some kind of repetition, we thought that the Vision of the Palantir and Tainted Land spells were more unique.
The Vision of the Palantir spell received a minor buff as well, since we received feedback that it was too weak for the first row. It now reveals a very large area, which can be made very useful.
The Tainted Land spell received a new thumbnail, which is more fitting for Isengard.

THE SECOND ROW


You will probably recognize both spells located in the second row.
On the one hand, we have the spell Industry: It is a temporary economy upgrade, which, in the long-run, will definitely help your economy.
A more offensive and direct alternative to boosting your economy can be found on the right side of the spellbook. The spell Devastation now costs only 2 spellpoints and therefore received a smaller effect radius.

THE THIRD ROW



The third row has been almost completely overhauled, as you can see.
First of all, you notice the Fuel The Fires spell, which has been completely reworked, and the Saruman of Many Colours spell, which was moved from the second to the third row and therefore was buffed:

Saruman of Many Colours:Saruman of Many Colours is a puppet of Sauron. Permanently gains +50% magic damage, -25% cooldown on all skills and +1000 lifepoints.

As stated, the spell was buffed, but it can't be bought as early as before, because of the higher price.

Fuel the Fires:Summons a lumber mill which depletes the environment.

The spell now serves a similar role, but has a very unique execution.
Since the role of it, to buff the lumber mills of Isengard in the LG, was very fitting, we didn't want to change it. But, what bothered us was the boring execution of the spell, since it was only a passive effect on all lumber mills before.
Whereas other factions can summon offensive buildings in the spellbook, we thought it would be cool if Isengard could summon an economy building, to increase its economy in the long-run.
Also, we thought it would be funny to give the player a small taste of free building, which is not very present in the static building system of 4.0. The user will be able to threaten his opponent with his map control.
Nevertheless, it is possible to counter this spell by knowing what your opponent builds and not letting him get map control.

On the other side of the spellbook, we see a well-known weather-spell (Freezing Rain) which fitted Isengard and had a very iconic role.
Moreover, we see a seemingly new spell, which is actually a revised version of Grishnákhs Orcs. We weren't very happy with the concept of it and there was not a clear role applied to it. So we moved it one row down and reworked it.
It is now called:

Minions of the White Hand:Summons Dunlending plunderers, Traitors of Rohan and Grishnákhs Orcs.

By buying this spell, you will have three separate summons with two battalions each (and Grishnákh), who all have different objectives and strengths in a battle.

The Dunlending plunderers have a model, which was unused for long time and matched very good. Like other dunlendings, they are very strong against buildings and further against heavy armors.


The Traitors of Rohan are mounted and, if correctly used, can deal a lot of damage and focus single archer battalions. Furthermore, they are very useful at harassing.

Grishnákhs Orcs will remain mostly the same except for Grishnákhs abilities and the role of the summon, which will be now to kill and weaken heroes.
His new abilities are:

Poisoned Blade (passive): Grishnákhs attacks now deal poison damage.
Underhanded Strike: Grishnákh attacks an enemy hero, dealing small damage, slowing the hero by 50% and reducing the armor against poison by 50% for 10 seconds.
Inciting: Grishnákh stimulates his boys for a future mission. Doubles the damage of Grishnákhs orcs for 10 seconds.

Now, Isengard can summon very different kind of troops, which shouldn't lack from any spellbook, but also an interesting aspect of the history of Isengard is highlighted.

THE CENTRAL SPELL



There was a lot to discuss when it came to the central spell of Isengard. The core of Isengard is definitely the economy, but the economy is already very present in the spellbook of Isengard as it is and there is also Saruman as THE main figure of Isengard and his position in his wizard tower, the Orthanc.
On the one hand, we were sure that it would be too simple and expectable to use a simple passive economy buff as the central ability.
On the other hand, it was too tedious to put the Saruman of Many Colours spell as the central spell.

That's when we decided to go out on a limb and put the Wizard Tower spell as the central ability for Isengard!

Wizard Tower:Improves Citadels to Wizard Towers and enables the research of special upgrades. When on the Wizard Tower, Saruman can use his abilities without level constraints.

Interestingly, the thing that differs this spell from the already presented central abilities, is that you have the choice in which order to upgrade your citadel passively. You can choose from three upgrades, when the spell is bought:
- An increase of the citadel production for your economy
- A spying ability for a more offensive gameplay
- An enhancement of your buildings/base for a more defensive gameplay
All three upgrades can be very useful. The tactical aspect is that you have to choose the order in which you buy the upgrades.
Furthermore, your citadel turns into the very iconic appearance of the Orthanc.
Lastly, do not forget that Saruman is able to use his abilities without level constraints, when he is on top of the Wizard Tower.

THE FINAL SPELLS


The final spells haven't changed, except for one detail. We already had very iconic and individual spells, which is why we only had to sort them in the right column of the spellbook.
Fires of Isengard has been taken over unaltered. It has been sorted in the more offensive side, because it is able to cause a lot of direct and instant damage to units and buildings.
Isengard is unleashed has been a very offensive spell in the past, that was able to summon strong troops temporarily in any area. Obviously, this spell was inspired by the amazing scene, where Saruman sends his army to Helms Deep.
When you think twice about this scene, you notice, that the troops were standing around the Orthanc, when Saruman send them off, which was the idea for this alteration.
Now, the spell can be used on a citadel. Around that citadel, multiple battalion of Isengards Finest will be permanently summoned. Consequently, this spell can't be used for ambushes anymore, but having the units permanently the spell has a much longer effect than before and therefore fits in the more defensively oriented side of the spellbook.

Here a screenshot of how that spell looks:


We hope you enjoyed this update and we are eager to hear your feedback.

Your Edain Team

Post comment Comments
jfpoliveira12
jfpoliveira12 - - 3,725 comments

Wow, that Uruk industry and permanent summons is going to be great.

Lay the World unto the Orcfires! End the Age of Man!

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Hiarch
Hiarch - - 22 comments

So ready to use Saruman to take over the world! And maybe get The One Ring while I'm at it. So stoked for this update, I'm enjoying the planned changes so far, can't wait to see them implemented!

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Stahlrim
Stahlrim - - 24 comments

This looks great guys! Keep up the great work! I think this is the first spellbook where I am going to be actually wanting to take both sides of the powers tree. You guys are so great at what you do.

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AnDyBranDy
AnDyBranDy - - 33 comments

Tainted land is very op .. + i think uruk hai - RC more important vs boromir horn or haldir arrow.

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ulfricstormcloak148
ulfricstormcloak148 - - 590 comments

I've got one question what happened to the (archer) warg ? Are they implemented in the game in the warg pits ?

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-Trapper- Author
-Trapper- - - 61 comments

No they were completely removed.
They don't really fit in the lore and we wanted matching spells that represent the faction.

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Guest
Guest - - 689,573 comments

Amazing Edain team! Coupple of thoughts and questions: is there a maximal amount of lumbermill summos you can do? Do you have to have free command points to summon isengard unleashed since they are permanent now? Love the med spel though. And the 3rd tier summon with grishnakh feels a bit op against heros if you are winning a battle and they are trying to flee, and you can slow them down and summon 6 battalion around them.
Can't wait for more epic news!

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FG15
FG15 - - 3,557 comments

There is no limit, but they grant neither CP nor count for the cost reduction. And the number of trees is limited, so an infinte number of lumbermills does not help.
I guess they need CP.
The 3 sub spells have different cooldowns, therefore it is unlikely to summon them at the same time.

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Potysvk
Potysvk - - 173 comments

Another really well made change. However, there is one "issue" i think. All Isengard spells cost 53 spell points, while all mordor spells cost 57 spell points. Difference is 4 points which is a lot, it's basically 3 spells. Does that mean mordor spellbook is stronger so the compensation is 4 more points?

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-Trapper- Author
-Trapper- - - 61 comments

I dont think that you can compare spellbooks that easily.
However, Mordor does indeed have slightly stronger spells, like Shelob (strong early hero summon) or strong MG reinforcement spell (Harad).

Comparing spellbook directly to each other is very difficult. You have to find spells with similiar objectives in a match and try to compare them, although most spells after the overhaul are very close to the core/idea of that certain faction, which is what we wanted to achieve in the first place with the overhaul. :)

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Starwarsfan8
Starwarsfan8 - - 218 comments

A couple of questions

1. Saruman of Many Colors costs five points while the Gandalf the White power costs four but both provide the same benefits? Is there a reason why Saruman of Many Colors cost 1 more than Gandalf's or is the Gandalf power being nerfed?

2. The Wizard Tower power is going to enable upgrades for Isengard, I am assuming upgrades that existed in the older version of the Citadel will be removed so you can only acquire them through the ring power. May I also ask what you mean by enhancement of buildings, do you mean the buildings gain more health or produce units faster?

3. You guys said in an earlier post that terrain altering powers like Tainted Land is not healthy for the game as it encourages players to save the ability to counter an opponent's terrain altering power. I am assuming Lorien will be keeping there's so my question is, wouldn't it be better to only have one faction have a terrain altering power for variety's sake?

Another note this is more of a personal opinion, I do think that Freezing rain should cost less due to well, enemies losing leadership is no where near as good as having three summons, even in a large scale battle. Unless the spell gets buff I think it should cost 4 or 5 points at most.

Anyway glad to see a new update for the mod, look forward to seeing how Rohan's Spellbook turns out.

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-Trapper- Author
-Trapper- - - 61 comments

1. Not easy to compare since we are talking about two completely different factions. And in different factions "similiar seeming" heroes come at different stages of game, which makes it hard to compare.
Nevertheless, we received similiar feedback from our testers, so we might be changing it, cant say yet.

2.We must leave some things for you to discover, right ? ;)

3.Only the most crucial and fitting terrain altering spells were kept. And while it is true, that if Lorien and Isengart play against each other they might overlap, these spell battles(where everyone tries to cover anyones land) are a thing of the past. :)

4. We might look into it.

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Starwarsfan8
Starwarsfan8 - - 218 comments

Thanks for the reply

I will admit although I am biased towards weather spells since well, I like every spellbook to be as unique as possible. But at the same time, I can understand while some of the factions have to have weather spells.

Anyway whether Freezing rain is cheaper or not that's up to you guys, but I do think the power does have value and it would be all the more valuable if it was slightly cheaper so the player could get access to the Fires of Isengard power faster.

That and also Freezing rain is on the right so the player would be losing the ability to access Saruman of Many Colors and Isengard Unleashed unless they get the Faction Spell, which is a HUGE disadvantage. Anyway you guys do what you all think is best.

One more question if I may ask, your getting feedback from testers, does that mean we will be able to see videos of Edain 4.5 BETA in the near future? Or is it too early to say? Because I think the fan base would be really hyped to see footage of 4.5 if possible.

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DieWalküre
DieWalküre - - 1,583 comments

Generally, once the completion of a patch approaches, some members of the internal staff eventually get permission to showcase some bits or more of the content. There are exactly some members of our team that do have YouTube channels and regularly post videos. Showcasing therefore means that the update is really close.

I can't foretell the future, but I think nothing will be shown to the Community before all spellbooks are successfully overhauled and presented to you.

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TiberiusOgden
TiberiusOgden - - 2,061 comments

1) I have the same thoughts, Saruman's spell should be stronger: Modding-union.com
I've posted it on MU so take it as an invitation and I hope that you'll support my minor suggestion there! ;o)

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Goldbum
Goldbum - - 1 comments

Grishnakh stimulates his boys??

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JjForcebreaker
JjForcebreaker - - 907 comments

Sweet update, ISENGARD is one of my favs.

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Guest
Guest - - 689,573 comments

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Naroko
Naroko - - 133 comments

Love the work you guys have done! Great to see there are still some mods alive for these games. About the isengard unleashed spell do those troops stay guarding the citadel or are they moveable? and do they cost CP?

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Odysseus95
Odysseus95 - - 1,162 comments

For your questions, the answers are yes and yes.

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gokhan_aydin
gokhan_aydin - - 28 comments

hey admin when add you goblins subfaction? you make this mod toooooooo slowly......

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Guest
Guest - - 689,573 comments

aga harbi bunedir ya ne zamandan beri bekliyoruz birde bu 4.5 i indirebiliyormuyuz ben bulamadım ındırme lınkını daha dagorusu çıktımı bu patch

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gokhan_aydin
gokhan_aydin - - 28 comments

yok reis launcherında güncelle dediysen güncelemezse demekki yeni bişi yok.Burda büyük çaplı olanları paylaşılıyor ama download files falan sekmesinde yeni bişi yok. Öldülermi ne yaptılar anlamadım.4.5 ile bizi şaşırtıp goblinleri getirseler bari kaç ay oldu...

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Guest
Guest - - 689,573 comments

when 4.5 will be released ? İ cant wait to play ..

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DieWalküre
DieWalküre - - 1,583 comments

When it is ready to be released. They never give precise indications of time, because they can't predict that themselves. I advise you follow the development progress in this page, so that you can have official information about it.

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gripcocuk
gripcocuk - - 102 comments

Thank all guys !

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gokhan_aydin
gokhan_aydin - - 28 comments

hey
When are you going to bring the goblins?

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Belgareth
Belgareth - - 13 comments

Hi, You do such a good job of recognising what makes each faction unique, great job!

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emolewson
emolewson - - 22 comments

Summoning the minions of the white hand, each of the three can be summoned at once or by summoning one gives cooldown to the others like Radagast's summon? And are they permanent?

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Guest
Guest - - 689,573 comments

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Guest
Guest - - 689,573 comments

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