Book 10: The City of the Kings - Battle for the Ettenmoors
[09-Aug-2007]
Book 10: The City of
the Kings, the second major update to The
Lord of the RingsTM: Shadows of AngmarTM, features a massive overhaul to the
Ettenmoors keep system. The update boasts over forty new quests, all with major
impact on the forces defending or assailing the different keeps available
When planning for Book 10, we took a look at the feedback we've
received from the community since launch and compared this with our data. Through
this process we discovered that some pretty aggressive changes were needed to
make monster play an even more compelling system. I'll explain the different
and new dynamics introduced to the area, along with several other enhancements.
Login and Logout
Monster players can now log directly into their monster
player character from the character selection screen! Upon reaching level 10,
the "Monster Play" button will become active and players can click it to enter
monster play. Logging out of monster play in the Ettenmoors will leave the
monster player at that location; no longer will monster characters return to
Gramsfoot after logging out.
Support Quests
Quests to call support into Tol Ascarnen, Lugazag, and the
Grimwood Lumber Camp have had the number of objects needed to enlist the aid of
the assailants reduced to 25% of their previous numbers. In addition, new
quests have been added to provide more opportunity for smaller groups of
monster players and player characters to assail these locations.
Monster Tribes
Monster Tribes are the analog for player kinships. You can
forge tribes to stalk the Ettenmoors and gain the rudimentary benefits
available to player kinships, including tribal chat and the ability to have up
to one thousand members in your tribe. Just like a player-created kinship,
monster tribes require a charter (available for purchase in Gramsfoot) and must
have a minimum of six members to maintain the tribe. They are completely
independent of your player's kinship, and you can belong to only one tribe at a
time.
Monster Maps
In an effort to assist monsters in their prowling of the
Ettenmoors, we've updated the functionality of the maps given out as rewards for
completing quests for the different take and hold locations. Crude maps still
have a thirty minute inclusive cooldown timer and direct monster players to the
same location that they always have. Poor maps have a ten minute cooldown timer
(shared with any other poor maps you're carrying) and drop you at new locations
near the different take and hold locations. Good maps have five minute
independent cooldown timers and deliver you to a third location near the
different take and hold locations.
Monster Consumables
All consumable items used by monster players have had their
costs reduced by 50%, and food has been reduced even further. This addresses the
problem of needing to cannibalize the different resources used to acquire
destiny points to purchase these items, and will help bring these items into
more mainstream use. In addition to the reduction in cost, the stack size for
these items has been increased to allow monster players to carry more items in
less space.
Items used to remove mesmerize, stun, and root effects
applied to monster players have had their cooldown timers reduced to one
minute. Further, the morale cost for using these items has been reduced by 25%.
(Click for larger image)
Regeneration and
Stats
In an effort to bring monster players closer to their player
counterparts, we have increased base health, power and damage for all monster
players by 5%. In addition, the out-of-combat regeneration rates of all monster
players have been increased, and the bonuses of many passive skill ranks have
had their bonuses adjusted upward slightly.
Corruption Traits
The first set of changes to corruptions is introduced in
this update to address some of the community's concerns that have been brought
to our attention. Corruptions no longer carry multiple detriments in addition
to their enhancement, and the bonuses for some have been increased. Detrimental
effects have been reduced, and you can compensate for negative effects by
slotting overlapping corruptions.
The corruption Stealth
Detection now reduces the stealth ability of the monster player utilizing
it, but increases their stealth detection, instead of reducing their movement as
it did previously.
Orc Reavers
In an effort to make the Orc Reaver more of the offensive
juggernaut he's meant to be, we reduced the cooldown on his skills Devastating Strike and Disarm to 60 seconds, from 90 and 120 seconds respectively.
Uruk Blackarrows
We corrected a modifier to the Blackarrow's Deadly Aim trait to yield the correct
ranged critical chance.
Warg Stalkers
We lowered the cooldown timer of Throat Rip to 60 seconds and fixed a bug with the skill trait,
reducing the cooldown timer of Sprint
from 7 minutes to 5 minutes.
Uruk Warleader
Because of the lack of a true healer and the dual role of
the Uruk Warleader, we made some significant changes to the class in the Book
10 update to increase its primary role as healer in the Ettenmoors. Baseline
healing for the Warleader was increased by 25%, and the trait Harsh Language now further increases the
magnitude of Warleader healing by another 25%. The resurrection trait On Your Feet now revives targets with
higher health and power, and the enhancing trait that accompanies it further increases the power and health that
revived targets gain upon successfully returning to battle. Finally, we
increased the in-combat power regeneration of the Warleader's Empowering trait.
Player Character
Changes
There are far fewer player character changes made to the
battle for the Ettenmoors, but we have begun to address some of the major feedback
received from the community. Glān
Vraig now boasts three different
types of chests. The baseline chest, now called the Chest of the Second Marshal, contains the same loot previously
offered in the Ettenmoors. The second tier of chest, Chest of the First Marshal, now contains a slight chance to drop
epic pieces of loot for players. The third tier chest, Chest of Glān Vraig, now has an increased chance of dropping one or
more epic pieces of loot. In addition, new items have been made available from
the vendors at Glān
Vraig.
New Dynamics
The City of the Kings will
also see several changes and improvements to the gameplay available in the
Ettenmoors; as the area evolves, we intend to continue adding unique and
interesting gameplay elements to the zone.
Hot Points
While not the most important of the new additions to the
Ettenmoors, one feature is certain to appeal to monster players: new locations, called hot points. Each take and hold location in the Ettenmoors now has a
number of points of interest surrounding the main location. Each of these locations
enhances the ability of the monster players to assail it individually, and
should monster players control all of the related hot points, they are afforded
an even better chance. Of course, controlling these locations will take some
effort -- and holding them will take even more.
Hot points require monster players to control the location
for thirty seconds, after which time a small defense force is called to the
location and regular players can then attempt to wrest the location from
monster player control.
Reinforcements
Keeps changing hands from one side of the battle to the
other will now face dire straits until reinforcements can be called to the
field. For the outlying areas of Lugazag, Tirith Rhaw, the Isendeep Mine and
the Grimwood Lumber Camp, word must be returned to Gramsfoot or Glān Vraig in
order for the leaders of the forces to acknowledge the need for assistance.
Once this is achieved, the outlying defenders will return to the location and
take up their posts once again.
Until that time, only the forces immediately necessary for
the defense of the Tyrant or Captain-General and all quest bestowers for the
location will appear at the hold location. For Tirith Rhaw
and Lugazag this means that the top floor and guards at the entrance will
arrive immediately after the locations are recovered. For the Isendeep Mine and
Grimwood Lumber camp, only the area immediately surrounding the leaders -
inside the barricade for the Grimwood and in the final alcove of the cavern for
the Isendeep - will appear for the defense.
Boiling Oil
Monsters and players controlling Tol Ascarnen, Lugazag or
Tirith Rhaw can now complete quests to build and fuel cauldrons of boiling oil
on the parapets overlooking the main entrance to the towers or keep.
Controlling one of these cauldrons will provide a major benefit to the
defending side and will last until the keep falls to the control of the
attackers. Once a location falls, the cauldron must be built anew. Cauldrons
will spill their fiery death once every thirty seconds and the fires will burn
at the entrance for nearly as long.
Murder Holes
Like the addition of boiling oil, murder holes are another
new addition that can be added to Tol Ascarnen. As with boiling oil, a series
of quests must be completed to access the murder holes. Once they are unlocked
they'll stay at the first tunnel until the keep is taken by an opposing force. Every
five seconds, murder holes will fire upon enemies attempting to take Tol
Ascarnen; they are a powerful defensive boon to whomever controls the keep.
Tol Ascarnen
Players and monster can also acquire a horn within the
bounds of Tol Ascarnen. To obtain the Horn
of Tol Ascarnen, players or monster players must complete a third set of
quests at the location. Completion provides a horn manned by a single defender.
This defender will blow the horn in response to seeing attackers within the
bounds of the keep, initiating a powerful patrol which sweeps through the keep
in an effort to drive out attackers.
The outlying camps to the west and south of Tol Ascarnen
also get a small boon in the form of new support units and quests available to assist
in retaking the keep. Monster players can gain the support of a small force
that will attack alongside their number in an attempt to retake the keep; player
characters can enlist the aid of a First Marshal to assault the keep.
Isendeep Mine
Players and monster players can add reinforcements to the
mines by escorting their respective miners into the mines. To alleviate the
issues concerning quest target miners not being present within the mines, two
small camps of miners - one goblin and one dwarf - have been added to the eastern and western
edges of the mine.
Lastly, the forces of good and evil alike can turn the
powerful drakes patrolling the mine into a force to assail their enemy. By
completing quests, players or monster players can draw the drakes in the mine
into direct conflict with the opposition's leaders.
Grimwood Lumber Camp
Players and monster players alike can now increase the number
of defenders in the area of the Grimwood Lumber Camp by escorting spiders or
Little Folk to it. These new additions will go about their business collecting
wood from the nearby trees, and will assist the defenders against an enemy
attack when called upon.
Finally, other enemies in the immediate area of the Lumber
Camp can be called to battle the current controllers by completing a small set
of quests. These assistants will aid those that call them to the fight, but
could as easily turn against them.
Troll vs. Ranger!
Now, the bit for which you've all been patiently reading: Trolls
and Rangers! Along with all of the above-mentioned changes, we're also adding
the ability for monster players and player characters to call powerful allies
to the field of conflict.
Taking on the control of a Troll or Ranger requires that a
player expend a number of destiny points and
leave their character or monster character behind. While in the guise of a Troll
or Ranger, players will become potent adversaries on the battlefield, with
skills far exceeding those of their normal counterparts. Players can only
undertake these quests once every few days but their benefits are without
question in regards to the battle. Each session lasts for an hour. There are
several deeds that players can complete to recover and perhaps even regain the
destiny points expended in accepting the role of Troll or Ranger.
To ensure that this mechanism remains fair and equal, the
greatest beneficiary from the Troll and Ranger characters will be the side
which is currently losing. Each side can have a maximum of seven and a minimum
of two elite troops at any one time.
For the Creeps!
After all that information, I'm certain that you're just
begging for more, right? Okay then! This is the roadmap to the future;
certainly not the distant future, but the nearer future, extending to our next
major updates and touching on some of the possibilities available thereafter.
Bear in mind that some of these are subject to change as time and resources
allow, but these are some changes we are hoping to implement.
Corruptions
We are planning on adding another tier of corruptions for
monster players. These corruptions will further enable players to mitigate
damage, increase resistances and add new levels of enhancement to their monster
characters.
New Consumables
We're also planning on creating a larger array of
consumables, some with less severe restrictions and detriments to use. These
consumables will cover the full array of morale enhancement, power enhancement,
and removal/immunities.
Traits
Monster player legendary traits! Cheer! Shout for joy! The
mechanism is still under development, but we're planning on adding monster
player legendary traits. We're also considering expanding the number of racial
traits available to monster players. More details on when these will be added
as we get closer to releasing them.
And some for the
Freeps!
Rewards
More rewards are inbound for players! These rewards will
include new set items (for weapons and jewellery), new consumables, new craft
rewards, alternative methods to obtain raid armor, and much more.
Update #3 - The
Meaning of Keeps
One of the questions we've been seeing more often is: What purpose is there to holding the keeps?
In our third major update, we hope to answer that question by creating an area
of the world that is only accessible to players who control the majority of
keeps. New trophies will drop inside of this area, enabling players and monster
players to purchase new items and corruptions.
Players and monsters will compete for this location, within
which they can find materials that will allow them to obtain the new rewards.
Our hope is to make this the first of several improvements available as
incentives for controlling the different areas of the Ettenmoors.
But Wait, There's
More...
It's a little soon to go into true particulars, but we're
already thinking ahead, and the front-runner is the addition of at least one
new monster play class: the Orc Shaman. The Shaman is slated to fill the role
of primary healer for the monster players, providing an analog to the player
Minstrel.
In Closing
We hope you like the new changes in monster play, and we'll
continue to improve it over the next few updates. Good luck out there and
remember that Sauron is watching.
Allan "Orion" Maki hails from parts unknown. He spent his youth cradled in the company of the Knights of Ni and has no problem saying "Ni" to old women or Floon Beetle. Schooled by life, he rescued Princess Peach, discovered Samus Aran's identity and saved Zelda – all before the age of sixteen. By twenty, he had crumbled the Roman Empire, sailed along the Spanish Main and shot the Red Baron out of the sky.
After many failed attempts at becoming the uncontested ruler of the universe, he accepted the position of OCR on a little game named Asheron's Call. Soon after, he moved into a role as designer finishing his tenure on the project as the Lead Designer, before moving to DDO and finally to LOTRO, where he now serves as a Content Designer. His favorite color is purple – royal purple not lilac, though lilacs smell nice in spring – his favorite movie of all time is Citizen Kane and he wears a size 10 ½ shoe.
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