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** Beornings: Men. Has two troop trees: one for the woodsmen the other for the berserker Beornings themselves. Lacks cavalry, but one of their top-tier units can summon a bear in battle.

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** Beornings: Vale of the Anduin: Men. Has two troop trees: one for the woodsmen of Mirkwood the other for the berserker Beornings themselves.Beornings. Lacks cavalry, but one of their top-tier units can summon a bear in battle.



* Not every faction stack on the map is led by a lord; all settlements spit out unled stacks in 3 basic size categories: scouts; foragers/raiders; patrols. They are deceptively important - every stack defeated and removed from the map reduces that faction's faction strength rating, which affects its lords' stack strength and when its settlements can be sieged.

to:

* Not every faction stack on the map is led by a lord; all settlements spit out unled stacks in 3 basic size categories: scouts; foragers/raiders; patrols. They are deceptively important - every stack defeated and removed from the map reduces that faction's faction strength rating, which affects its lords' stack strength and when its settlements can be sieged.besieged.



* Marriage, diplomacy and faction creation are disabled. You are not here to politick and found a kingdom, you are here to help your side save (or conquer) the world.

All the many changes contribute to a markedly different gameplay experience than Native Mount & Blade. Beyond the obvious changes, there is an inobvious change on focus. While in Native ''Mount & Blade'' you are encouraged to play selfishly, preserving and developing your forces and your fiefs - even at the expense of your allies'- so that you can become strong enough to form your own faction, in ''the Last Days'' you will find that you need to play unselfishly, giving away your hard-trained units or expending them in battle to protect an allied lord who rushed headlong into danger. The course of the war is heavily affected by combat between roaming AI stacks and giving your troops to an allied stack can help them chase down and defeat enemy unled stacks and tilt faction strength in your favor. The mod takes away the sting of giving away troops you've spent days training up by removing the promotion fee that Native had, and having the receiving faction give you resource points for every soldier given to one of their stacks. Overall this leads to gameplay which involves a lot more reserve action, swooping in to save a doomed allied stack or settlement, or holding near a siege so that you can move in to join your forces to the besiegers and crush the enemy settlement.

to:

* Marriage, diplomacy diplomacy, and faction creation are disabled. You are not here to politick and found a kingdom, you are here to help your side save (or conquer) the world.

All the many changes contribute to a markedly different gameplay experience than Native Mount & Blade. Beyond the obvious changes, there is an inobvious obvious change on in focus. While in Native ''Mount & Blade'' you are encouraged to play selfishly, preserving and developing your forces and your fiefs - even at the expense of your allies'- so that you can become strong enough to form your own faction, in ''the Last Days'' you will find that you need to play unselfishly, giving away your hard-trained units or expending them in battle to protect an allied lord who rushed headlong into danger. The course of the war is heavily affected by combat between roaming AI stacks and giving your troops to an allied stack can help them chase down and defeat enemy unled stacks and tilt faction strength in your favor. The mod takes away the sting of giving away troops you've spent days training up by removing the promotion fee that Native had, and having the receiving faction give you resource points for every soldier given to one of their stacks. Overall this leads to gameplay which involves a lot more reserve action, swooping in to save a doomed allied stack or settlement, or holding near a siege so that you can move in to join your forces to the besiegers and crush the enemy settlement.



** Dale and Beornings: Scottish or Celtic peoples

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** Dale and Dale: Medieval North-Eastern Europe
**
Beornings: Scottish or Celtic peoples
Tabs MOD

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* UnfortunateNames: One of the Beornings NPC is called "Pierre Woodman". It is also the name of [[http://en.wikipedia.org/wiki/Pierre_Woodman a French porn movie maker]]...
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TRS has renamed Our Elves Are Better to Our Elves Are Different. Link changed accordingly.


* OurElvesAreBetter: At archery at least, though their dominance has been toned down by the mod team over the years.

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* OurElvesAreBetter: At archery OurElvesAreDifferent: The elves are great at least, archery, though their dominance has been toned down by the mod team over the years.
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Woman In White is no longer a trope


* WomanInWhite: Galadriel.

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TRS Cleanup for Good Colors Evil Colors- Removed misused example (examples should show contrast between moralities; I kept the example that demonstrated this, and removed the list of colors)


* GoodColorsEvilColors: As of the latest update, played fairly straight.
** Lothlórien is sky blue, and Imladris is an even lighter shade of blue
** Mirkwood and the Beornings are different shades of light green
** Gondor, Erebor, and Dale are all white or whitish
** Rohan is green
** Khand, Rhûn, and Harad are purple or pink
** Moria, Mt. Gundabad, Umbar and Dunlanders are different shades of orange
** Isengard is yellow
** Mordor and Dol Guldur are red
** Considering the field itself instead of the map, Orcs, Uruks, and Goblins have dark grey or pale skin and wear black armor, as do Black Númenóreans. Men of Good, Dwarves, and Elves generally wear white or faction colored armor, and the various Men of Evil tribes wear dark cloths and furs with the exception of the Haradrim wearing lots of red and gold.

to:

* GoodColorsEvilColors: As of the latest update, played fairly straight.
** Lothlórien is sky blue, and Imladris is an even lighter shade of blue
** Mirkwood and the Beornings are different shades of light green
** Gondor, Erebor, and Dale are all white or whitish
** Rohan is green
** Khand, Rhûn, and Harad are purple or pink
** Moria, Mt. Gundabad, Umbar and Dunlanders are different shades of orange
** Isengard is yellow
** Mordor and Dol Guldur are red
**
Considering the field itself instead of the map, Orcs, Uruks, and Goblins have dark grey or pale skin and wear black armor, as do Black Númenóreans. Men of Good, Dwarves, and Elves generally wear white or faction colored armor, and the various Men of Evil tribes wear dark cloths and furs with the exception of the Haradrim wearing lots of red and gold.
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* ActionGirl: Elves and most Human player characters can choose to be one, although this isn't advised because of graphical issues (see ObviousBeta below). There are also a few female commanders and hired blade among the Elven and Human NPCs:

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* ActionGirl: Elves and most Human player characters can choose to be one, although this isn't advised because of graphical issues (see ObviousBeta below). There are also a few female commanders and hired blade among the Elven and Human NPCs:[=NPCs=]:
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Quicksand Box is now YMMV per TRS


* QuicksandBox: While in contrast to the base game, the mod has a direct goal (win the War of the Ring), the war does not start until you hit a certain level threshold (defaults to 8) and so the early levels can be paralyzing in the same way as the base Mount & Blade.

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* AnnoyingArrows: Played straight with archers, especially mounted ones. They typically don't deal as much damage as a melee weapon provided you have decent gear, but horse archers will run away if you try to chase after them while continuing to pelt you with arrows.



* ArmorIsUseless: Played straight with orc gear. They have much lower ratings than comparable gear from good factions such as Gondor. Which means an orc player will have a much tougher time fighting in melee if they stick to orc gear instead of swapping it for armor from a different faction.



* CurbStompBattle: Typically fights where you have high level cavalry. Not only can they hit fairly hard with decent defense, their mounts give them a huge speed advantage over infantry. It wouldn't be unheard of for a well disciplined cavalry group to wipe out enemy groups 2-3 times bigger, provided you can rally them and prevent them from running away due to the sheer size difference.



* TheDreaded:
** In general, fighting a much bigger army can do this to your troops, causing some to run away if you don't rally them and kill troops to inspire them to stick around. A huge number of mounted troops rushing into your lines can also end up this way.
** Trolls and Olag-hai can invoke this if they get close enough to your troops as a Good faction. They're slow, but they can hit multiple troops at once, often killing or knocking them out in the process. Horses are also scared of them, so if you don't run away fast enough they can faint from sticking around too long, and you can get knocked off your mount if you get hit by them while mounted.



* TheEnemyWeaponsAreBetter: Played straight with orc weapons and armor. It's typically lower damage and the armor has lower defensive ratings, so a player playing as an orc may find that weapons used by Gondor may be better than what the orc towns offer. Can be averted if you use gear from an allied evil human town, since they're close to what the Good factions have in terms of gear.



* EvilVersusEvil: If all the Good factions are defeated, Mordor and Isengard turn on eachother to determine who truly rules Middle-Earth

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* EvilVersusEvil: If all the Good factions are defeated, Mordor and Isengard turn on eachother each other to determine who truly rules Middle-EarthMiddle-Earth. You can also pick fights with a faction by insulting the random NPC's wandering around the town maps as an evil character.



* GlassCannon: Archer units. In sufficient numbers, they can rain a lot of arrows down on you, which can decimate troops that don't have a shield. But if you can close in on them and force them into melee, their lighter armor means you can kill them rather quickly.



* HitAndRunTactics: A very useful tactic is to pelt away at the enemy army with horse archers, and run if they start chasing after you. Foot soldiers won't be able to catch you, and a pursuing enemy cavalry can also be shot at. Additionally, with a mount you can quickly hit enemy troops to break up their formation, or force them to turn their attention to you and expose their backs to your archers, and then quickly escape after killing a few of their soldiers.



* LightningBruiser: Typically high end cavalry, including the player if they're wearing heavy armor with a mount. Not only can they hit hard and take some blows, but the mounts allow them to quickly escape before the infantry can normally react.



* MightyGlacier: Trolls and Olag-hai. They're incredibly slow, but have a lot of health and if they get into range can wreak havoc on your troops. While they're usually less threatening in open field fights if there isn't a lot of them, they can be really bad news if you spot them in a siege fight, especially on maps where there's not a lot of room to maneuver, such as inside a castle or cave.



** There is some occasional problems of game crash and corrupt saves.

to:

** There is some occasional problems of game crash and corrupt saves. Additionally, some siege maps have spots where a player can get stuck, or enemies spawn behind a wall, making them nearly impossible to hit/kill, forcing either the use of a cheat or abandoning the siege fight when the player is otherwise on the verge of winning.


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* WeAreStrugglingTogether: Averted with the Good factions, can be played straight with the Evil factions. As an evil member, you can pick fights with your allies by insulting them when talking to them in town. Additionally, Isengard and Mordor factions will turn on each other after they wipe out the Good factions. In contrast, the Good factions do not have the ability/dialogue to pick a fight with their allies, and will win once they've defeated all the Evil factions.

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It features three sides (Good, Sauron, Saruman - Sauron and Saruman begin as allies) divided in several smaller factions which act as traditional Mount & Blade factions(Gondor, Rohan, Mirkwood, Harad, Rhûn, Mordor, Moria, etc). The player creates a character and begins alone near a camp or town of the faction which he chose, already attached to it, and equipped with the gear of a tier-1 unit of that faction (or tier-2 if you chose that in game creation). Then, like in the original ''VideoGame/MountAndBlade'', the character will have to hire soldiers, buy gears, and do quests to gain fame with the factions of his side. When he reaches level 8[[note]]by default, can be set from level 6-20 [[/note]], the War of the Ring begins.

to:

It features three sides (Good, Sauron, Saruman - Sauron and Saruman begin as allies) divided in several smaller factions which act as traditional Mount & Blade factions(Gondor, Rohan, Mirkwood, Harad, Rhûn, Mordor, Moria, etc). The player creates a character and begins alone near a camp or town of the faction which he chose, already attached to it, and equipped with the gear of a tier-1 unit of that faction (or tier-2 if you chose that in game creation). Then, like in the original ''VideoGame/MountAndBlade'', the character will have to hire soldiers, buy gears, and do quests to gain fame with the factions of his side. When he reaches level 8[[note]]by default, can be set from level 6-20 [[/note]], the War of the Ring begins.
begins. New Shadow settlements will appear all over the map, generals from every faction will begin campaigning, and small unled stacks will begin departing settlements and doing battle with each other all over the map.



The mod features many sharp variances from Native Mount & Blade gameplay in keeping with its theme and purpose. You begin aligned with a specific faction (determined during character creation) rather than a free agent; there will only ever be one war ongoing and faction alliances will not change (until the Free Peoples lose at which point Sauron and Saruman go to war); rather than a universal "denars" currency, each faction has its own currency called "resource points" which is acquired and spent in their settlements[[note]] though several of the minor Shadow factions share resource points: Moria & Mt. Gundabad; Rhun & Khand; Dol Guldur uses Mordor resource points[[/note]]; almost all settlements are razed rather than captured; there is a small chance on defeat that a lord will be killed and permanently removed, likewise companions can be killed and will be if their home settlements are destroyed before they are recruited; the player cannot initiate sieges himself but must wait for an allied lord to do so; post-battle looting is reworked to prevent Free Peoples and Shadow characters from using each others' gear - loot will generally be generic tokens called metal scraps rather than gear; marriage, diplomacy and faction creation are disabled. You are not here to politick and found a kingdom, you are here to help your side save (or conquer) the world. All the many changes contribute to a markedly different gameplay experience than Native Mount & Blade.

to:

The mod features many sharp variances from Native Mount & Blade gameplay in keeping with its theme and purpose. purpose:
*
You begin aligned with a specific faction (determined during character creation) rather than a free agent; there agent, nor can you change faction.
* There
will only ever be one war ongoing and faction alliances will not change (until the Free Peoples lose at which point Sauron and Saruman go to war); rather war).
* Rather
than a universal "denars" currency, each faction has its own currency called "resource points" which is acquired and spent in their settlements[[note]] settlements.[[note]] though several of the minor Shadow factions share resource points: Moria & Mt. Gundabad; Rhun & Khand; Dol Guldur uses Mordor resource points[[/note]]; almost points[[/note]]
* Almost
all settlements are razed rather than captured; there captured.
* There
is a small chance on defeat that a lord will be killed and permanently removed, likewise companions can be killed and always will be if their home settlements are destroyed before they are recruited; recruited.
* Not every faction stack on
the map is led by a lord; all settlements spit out unled stacks in 3 basic size categories: scouts; foragers/raiders; patrols. They are deceptively important - every stack defeated and removed from the map reduces that faction's faction strength rating, which affects its lords' stack strength and when its settlements can be sieged.
* The
player cannot initiate sieges himself but must wait for an allied lord to do so; post-battle so and then join him.
* Post-battle
looting is reworked to prevent Free Peoples and Shadow characters from using each others' gear - loot will generally be generic tokens called metal scraps rather than gear; marriage, gear
* Marriage,
diplomacy and faction creation are disabled. You are not here to politick and found a kingdom, you are here to help your side save (or conquer) the world. world.

All the many changes contribute to a markedly different gameplay experience than Native Mount & Blade.
Blade. Beyond the obvious changes, there is an inobvious change on focus. While in Native ''Mount & Blade'' you are encouraged to play selfishly, preserving and developing your forces and your fiefs - even at the expense of your allies'- so that you can become strong enough to form your own faction, in ''the Last Days'' you will find that you need to play unselfishly, giving away your hard-trained units or expending them in battle to protect an allied lord who rushed headlong into danger. The course of the war is heavily affected by combat between roaming AI stacks and giving your troops to an allied stack can help them chase down and defeat enemy unled stacks and tilt faction strength in your favor. The mod takes away the sting of giving away troops you've spent days training up by removing the promotion fee that Native had, and having the receiving faction give you resource points for every soldier given to one of their stacks. Overall this leads to gameplay which involves a lot more reserve action, swooping in to save a doomed allied stack or settlement, or holding near a siege so that you can move in to join your forces to the besiegers and crush the enemy settlement.

Added: 1475

Changed: 1077

Removed: 417

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wrote up a bigger intro; removed spoiler tags re. Sauron vs Saruman as it's openly stated when you start a new game now


The mod features many sharp variances from Native Mount & Blade gameplay in keeping with its theme and purpose. You begin aligned with a specific faction (determined during character creation) rather than a free agent; there will only ever be one war ongoing and faction alliances will not change (until the Free Peoples lose at which point Sauron and Saruman go to war); rather than a universal "denars" currency, each faction has its own currency called "resource points" which is acquired and spent in their settlements[[note]] though several of the minor Shadow factions share resource points: Moria & Mt. Gundabad; Rhun & Khand; Dol Guldur uses Mordor resource points[[/note]]; almost all settlements are razed rather than captured; there is a small chance on defeat that a lord will be killed and permanently removed, likewise companions can be killed and will be if their home settlements are destroyed before they are recruited; the player cannot initiate sieges himself but must wait for an allied lord to do so; post-battle looting is reworked to prevent Free Peoples and Shadow characters from using each others' gear - loot will generally be generic tokens called metal scraps rather than gear; marriage, diplomacy and faction creation are disabled. You are not here to politick and found a kingdom, you are here to help your side save (or conquer) the world. All the many changes contribute to a markedly different gameplay experience than Native Mount & Blade.



* BigDamnHeroes: The player can be one.

to:

* BigDamnHeroes: The player can be one.player's most important role, even more than in Native. Breaking a siege, or finding an ongoing battle where your side is outnumbered and re-tilting the odds are key to faction survival. Frequently you will find yourself traveling from one end of the map to the other desperately trying to prop up collapsing allies.



* CivilWarcraft:
** Not a true civil war according to the setting and plot, but the wandering always hostile parties are independent Orcs and deserters from the various evil factions. Fighting them when playing a servant of Sauron or Saruman will looks a bit like this
** [[spoiler: It can end like this. If the Good side is defeated, the Sauron and Saruman factions will turn against each other until there is only one left standing]]

to:

* CivilWarcraft:
** Not a true civil war according to the setting and plot, but the wandering always hostile parties are independent Orcs and deserters from the various evil factions. Fighting them when playing a servant of Sauron or Saruman will looks a bit like this
** [[spoiler: It can end like this.
CivilWarcraft: If the Good side is defeated, the Sauron and Saruman factions will turn against each other until there is only one left standing]]standing.



* DangerousDeserter: After the beginning of the War of the Ring, there is a lot of deserters from the armies of evil factions, which are hostile against all the sides.

to:

* DangerousDeserter: After the beginning of the War of the Ring, there is are a lot of deserters deserter stacks from the armies of evil factions, which are hostile against all the sides.



** Erebor, the Dwarven capital

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** Erebor, the Dwarven capitalcapital.



** Henneth Annun, the hidden settlement which serves as headquarter for the Ithilien rangers of Gondor

to:

** Henneth Annun, the hidden settlement which serves as headquarter for the Ithilien rangers of GondorGondor.



* EndlessGame: Averted, in the most important change from ''VideoGame/MountAndBlade''. The game ends when one of the two sides have been annihilated (by siege of all the factions capital towns). [[spoiler: The Good side wins when all the Sauron and Saruman factions are destroyed. For the evil ones, if the Good factions disappear then Sauron and Saruman will fight against each other until one crushes the other.]]

to:

* EndlessGame: Averted, in the most important change from ''VideoGame/MountAndBlade''. The game ends when one of the two sides have been annihilated (by siege of all the factions capital towns). [[spoiler: The Good side wins when all the Sauron and Saruman factions are destroyed. For the evil ones, if the Good factions disappear then Sauron and Saruman will fight against each other until one crushes the other.]]



* EvilVersusEvil: [[spoiler:If all the Good factions are defeated, Mordor and Isengard turn on eachother to determine who truly rules Middle-Earth]]

to:

* EvilVersusEvil: [[spoiler:If If all the Good factions are defeated, Mordor and Isengard turn on eachother to determine who truly rules Middle-Earth]]Middle-Earth



* OurDwarvesAreAllTheSame
* OurElvesAreBetter

to:

* OurDwarvesAreAllTheSame
OurDwarvesAreAllTheSame: Dwarves are portrayed very faithfully to the books, and so the elements of the 'generic dwarf' trope that stem directly from Tolkien are present but later accretions are not. Their smithing skill is represented by having high-quality weapons & armor, and their lords and top-tier units wear fearsome war masks as described in the Silmarillion.
* OurElvesAreBetterOurElvesAreBetter: At archery at least, though their dominance has been toned down by the mod team over the years.



* VideoGameCrueltyPunishment: An option allows the player to stop outside a city to review the troops and the prisoners of the party. Then, it is possible to slay prisoners, but any experience gained this way will be cancelled when exiting this mod.

to:

* VideoGameCrueltyPunishment: An option allows the player to stop outside a city to review the troops and the prisoners of the party. Then, it is possible to slay prisoners, but any experience gained this way will be cancelled when exiting this mod.mode.



* WeHaveReserves: Implied from dialog when recruiting soldiers in the Mordor barracks. Most evil army troops are also weaker than their good counterparts, so have to rely on numbers to win.

to:

* WeHaveReserves: Implied from dialog when recruiting soldiers in the Mordor barracks. Most evil army troops are also weaker than their good counterparts, so have to rely on numbers to win. Shadow lords have higher Tactics skill than Free Peoples lords to ensure that they can actually make use of their greater numbers on the battlefield.



* WhatIf: The mod being a wide open sandbox trying to reenact the War of the Ring, deviations from the original are impossible to avoid. They can be quite small (when the war actually starts - depending on how long the player character reaches level 8) to major (commanders killed instead of surviving or the opposite, factions wiped, or even a final victory of Evil). [[spoiler: This comes to a head with the final conflict between Isengard and Mordor, if evil wins with both factions still alive.]]

to:

* WhatIf: The mod being a wide open sandbox trying to reenact the War of the Ring, deviations from the original are impossible to avoid. They can be quite small (when the war actually starts - depending on how long the player character reaches level 8) to major (commanders killed instead of surviving or the opposite, factions wiped, or even a final victory of Evil). [[spoiler: This comes to a head with the final conflict between Isengard and Mordor, if evil wins with both factions still alive.]]

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** Gondor: Men. Has the widest variety of troop trees in the game, with a different one available in each of its 7 towns.

to:

** Gondor: Men. Has the widest variety of troop trees in the game, game ''(7!)'', with a different the main two trees (one cavalry & one available infantry) recruitable in half their settlements and each of its 7 towns.the other branches recruitable in a specific settlement.



** Imladris: Elves & Men. Has two troop trees, one for Elrond's Noldor and one for the Dunédain of the North.

to:

** Imladris: Elves & Men. Has two troop trees, one for Elrond's Noldor and one for the Dunédain of the North. Has fantastic foot archers and strong but hard to acquire cavalry.



** Mirkwood: Elves. One of the factions to lack cavalry.
** Beornings: Men. Has two troop trees: one for the woodsmen the other for the berserker Beornings themselves.
** Erebor: Dwarves. Boasts some of the sturdiest infantry in the game. Lacks cavalry. Reminiscent of Rhodoks from the base game.
** Dale: Men. Has the best non-Elven archers and strong anti-cavalry infantry.

to:

** Mirkwood: Elves. One of the factions to lack cavalry.
cavalry. Like the other elves, has fantastic foot archers.
** Beornings: Men. Has two troop trees: one for the woodsmen the other for the berserker Beornings themselves.
themselves. Lacks cavalry, but one of their top-tier units can summon a bear in battle.
** Erebor: Dwarves. Boasts some of the sturdiest infantry in the game. Lacks game, but lacks cavalry. Reminiscent of Rhodoks from the base game.
** Dale: Men. Has the best non-Elven archers and strong anti-cavalry infantry.infantry, but mediocre cavalry.



** Isengard: Orcs & Uruk-hai. Orcs can become warg-riders.
** Moria: Orcs. Orcs can become warg-riders.

to:

** Isengard: Orcs & Uruk-hai. Orcs can become warg-riders.\n** Moria: Orcs. Orcs can become warg-riders. The Uruk-hai branch becomes either one of the strongest infantry units in the game or the best archer on the Shadow side.
** Moria: Orcs. Has a warg-rider branch.



** Dunlendings: Men. Boasts some of the best anti-cavalry infantry in the game.

to:

** Dunlendings: Men. Boasts some of the best anti-cavalry infantry in the game.game and the ability to summon wolves on their top-tier units.



** Khand: Men. Eastern barbarians with powerful heavy cavalry.
** Rhûn: Men. Eastern barbarians with dangerous horse archers. Reminiscent of Khergits from the base game, but with afterthought infantry rather than no infantry.
** Harad: Men. Hail from the far south of Middle-Earth.
** Umbar:Men. Pirates & corsairs.

The current version (3.22) have been released in December 2012.

to:

** Khand: Men. Eastern barbarians with powerful heavy cavalry.
cavalry and hard-hitting infantry.
** Rhûn: Men. Eastern barbarians with dangerous horse archers. Reminiscent of Khergits from the base game, Native, but with afterthought infantry rather than no infantry.
** Harad: Men. Hail from the far south of Middle-Earth.
Middle-Earth. Reminiscent of Sarranids from Native.
** Umbar:Men.Umbar: Men. Pirates & corsairs.

The current version (3.22) have been 5) was released in December 2012.
March 2017 and has been receiving regular updates since.



** Three skills of the core of ''VideoGame/MountAndBlade'' ("spotting": increase field of view on the world map; "tracking": studying the tracks on the ground; "path-finding": increase the speed of travel on the world map) are scout-oriented; they still can be used in the mod.

to:

** Three skills of the core of ''VideoGame/MountAndBlade'' ("spotting": increase field of view on the world map; "tracking": studying the tracks on the ground; "path-finding": increase the speed of travel on the world map) are scout-oriented; they still can be used in the mod. A fourth, mod-specific skill, "Wildcraft" adds a nature magic flavor to the role.



* AuthorityEqualsAsskicking

to:

** The Iron Hills are well to the east of the Lonely Mountain, but the location Iron Hills Quarry is slightly to the west of it; if it were in the correct location the entire map would need to be extended eastward and a great deal of blank space would be created.
* AuthorityEqualsAsskickingAuthorityEqualsAsskicking: Just like in Native, lords will tear through multiple enemies on their own.



* TheBerserker: Isengard has a few units of this kind. There is also some berserker footmen in the Beornings faction.

to:

* TheBerserker: Isengard has a few units of this kind. Uruk-hai who can go berserk, while Moria and Gundabad have orcs who can. There is also some a berserker footmen branch in the Beornings faction.faction tree.
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* HaveAGayOldTime: Beornings refer themselves as the "[[http://en.wikipedia.org/wiki/Bear_%28gay_culture%29 Bear people]]".

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* QuicksandBox: Maybe more than the unmodded game (although there is an actual long-term goal).
** There is eighteen factions, up to half of them could be joined in the same game, depending on the side chosen at the creation of the character.
** The map is bigger than the ''VideoGame/MountAndBlade'' one and contains a lot more empty spaces.

to:

* QuicksandBox: Maybe more than While in contrast to the unmodded game (although there is an actual long-term goal).
** There is eighteen factions, up
base game, the mod has a direct goal (win the War of the Ring), the war does not start until you hit a certain level threshold (defaults to half of them could 8) and so the early levels can be joined paralyzing in the same game, depending on way as the side chosen at the creation of the character.
** The map is bigger than the ''VideoGame/MountAndBlade'' one and contains a lot more empty spaces.
base Mount & Blade.



* RatStomp: One of the first received quests is to destroy a (rather huge for a lone level 1 character) party of goblins.



* RedSkyTakeWarning: Around Mordor the sky is partly black.



* StormingTheCastle
* SuicidalOverconfidence: From time to time, a commander tries to break a siege (of several hundred units) by charging the enemy when leading a few dozen units.

to:

* StormingTheCastle
StormingTheCastle: Every siege will eventually end in this.
* SuicidalOverconfidence: From time to time, a commander tries to break a siege (of several hundred units) by charging the enemy when leading a few dozen units. On the other hand, AI lords will frequently try to siege holdings even if the war is going badly for them and they can only muster half the garrison strenth.

Added: 184

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* GlobalCurrency: Averted. Each faction gives its own money ("resources") to the player and can only be paid with it. In fact, there is no way to convert it from a faction to another (except buying items from a faction to sell them to another), the resource is theoretically not supposed to be an actual currency but an abstract value determining which things (soldiers, objects) each faction would allow you to claim; to be more explicit, the more you help a faction, the more stuff you can get from it.

to:

* GlobalCurrency: Averted. Averted, in contrast to the "dinars" of the base game. Each faction gives its own money ("resources") ("resource points") to the player and can only be paid with it. In fact, there is no Because of this, it can be advantageous to stockpile prisoners and loot until you reach the faction with which you most need resource points and then sell them. The only way to directly convert it from a resource points of one faction to another (except buying items from is to undertake a "gift to our allies" quest by speaking to a lord of one allied faction and then finding a lord of the target allied faction to sell them to another), give the gift of resource is theoretically not supposed to be an actual currency but an abstract value determining which things (soldiers, objects) each faction would allow you to claim; to be more explicit, the more you help a faction, the more stuff you can get from it.points to.



* HighFantasy

to:

* HighFantasyHighFantasy: As it is a fairly faithful adaptation of the modern TropeMaker.



* HorseOfADifferentColor: Orcs can't ride actual horses. Their mounts are Wargs, a kind of big wolf or hyena-like beast.

to:

* HorseOfADifferentColor: Orcs can't ride actual horses. Their mounts are Wargs, a kind of big wolf or hyena-like beast. They are much more dangerous than regular horses, as they keep fighting even after their rider is killed.



* IrrelevantSidequest: Mostly averted. The sidequests (capturing enemy lords, bringing letters to allied lords, training X soldiers to a specific level, escorting supply caravan, etc) make perfect sense in the context of a huge war, although some of them (bring X number of metal scraps or food supply to Y, find and execute a fugitive) aren't very pertinent for a warlord.

to:

* IrrelevantSidequest: Mostly averted. The sidequests (capturing enemy lords, bringing letters to allied lords, training X soldiers to a specific level, escorting supply caravan, etc) make perfect sense in the context of a huge war, although some of them (bring X number of metal scraps or food supply to Y, (e.g. find and execute a fugitive) aren't very pertinent for a warlord.



* LoadsAndLoadsOfCharacters: There are eighteen factions, each of them has a leader, several army commanders, and at least one companion with the exception of Imladris.

to:

* LoadsAndLoadsOfCharacters: There are eighteen nineteen factions, each of them has a leader, several army commanders, and at least one companion with the exception of Imladris.



* TimedMission: All the quests, except "follow the leader of your faction army".

to:

* ThatOneSidequest: The generic mayor quest to hunt down "troublesome goblins" is identical to the "troublesome bandits" quest from the base game and just as annoying. They spawn around two dozen strong, too many to solo and few enough to outrun a medium-sized warband. Worse, if they are defeated by ''anyone else on the map'', the quest isn't voided like most quests which become impossible, it is ''failed'' and you lose rank points with the faction who gave it to you. Even if you join in a battle in progress against them, the random scouts or whoever count as the primary victors and you fail the quest.
* TimedMission: All the quests, except "follow the leader of your faction army".army" and "escort a caravan to a friendly city" (in contrast to the base game where caravans had time limits).



* VendorTrash: The most common loot is made of several kinds of "metal scraps", which are items totally useless apart for being sold.
* VictoryPose

to:

* VendorTrash: The most common With the exception of a Shadow player fighting neutral orcs or deserters, nearly all loot will be vendor trash, as Shadow and Free Peoples characters can't use each others' gear. The default is made "usable metal scraps" of several kinds of "metal scraps", varying quality, which are items totally useless apart for being sold.
can be sold in the friendly settlement of your choice.
* VictoryPoseVictoryPose: As in the base game, soldiers will raise their weapons to the sky and cheer upon victory.
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* ActionGirl: Elves and most Human player characters can choose to be one, although this isn't advised because of graphical issues (see ObviousBeta below). There are also a few female commanders and hired blade among the Elven and Human NPC:

to:

* ActionGirl: Elves and most Human player characters can choose to be one, although this isn't advised because of graphical issues (see ObviousBeta below). There are also a few female commanders and hired blade among the Elven and Human NPC:NPCs:



** Female commanders are Míriel (Mirkwood), Galadriel (faction leader of Lothlórien) and the Black Númenórean Berúthiel (Mordor)

to:

** Female commanders are Míriel (Mirkwood), Galadriel (faction leader of Lothlórien) (Mirkwood) and the Black Númenórean Berúthiel (Mordor)
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** Rohan: Men. Naturally, has a cavalry-focused troop tree.

to:

** Rohan: Men. Naturally, has a cavalry-focused troop tree.tree, though unlike Khergits in the base game, is not locked into cavalry.



** Erebor: Dwarves. Boasts some of the sturdiest infantry in the game. Lacks cavalry.

to:

** Erebor: Dwarves. Boasts some of the sturdiest infantry in the game. Lacks cavalry. Reminiscent of Rhodoks from the base game.



** Rhûn: Men. Eastern barbarians with dangerous horse archers.

to:

** Rhûn: Men. Eastern barbarians with dangerous horse archers. Reminiscent of Khergits from the base game, but with afterthought infantry rather than no infantry.
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It features three sides (Good, Sauron, Saruman - Sauron and Saruman begin as allies) divided in several smaller factions (Gondor, Rohan, Mirkwood, Harad, Rhûn, Mordor, Moria, etc). The player creates a character and begins alone near a camp / town of the mini faction that he chose, already attached to it (lowest rank), and equipped with bad quality gear and a few food. Then, like in the original ''VideoGame/MountAndBlade'', the character will have to hire soldiers, buy gears, and do quests to gain fame with the factions of his side. When he reaches level 8, the War of the Ring begins.

to:

It features three sides (Good, Sauron, Saruman - Sauron and Saruman begin as allies) divided in several smaller factions (Gondor, which act as traditional Mount & Blade factions(Gondor, Rohan, Mirkwood, Harad, Rhûn, Mordor, Moria, etc). The player creates a character and begins alone near a camp / or town of the mini faction that which he chose, already attached to it (lowest rank), it, and equipped with bad quality the gear and of a few food.tier-1 unit of that faction (or tier-2 if you chose that in game creation). Then, like in the original ''VideoGame/MountAndBlade'', the character will have to hire soldiers, buy gears, and do quests to gain fame with the factions of his side. When he reaches level 8, 8[[note]]by default, can be set from level 6-20 [[/note]], the War of the Ring begins.



** Gondor
** Rohan
** Imladris, Elves of Elrond, with a few Human troops from Arnor and Dúnedain.
** Lothlórien
** Mirkwood, another kingdom of forest Elves.
** Beornings, Men from the forests, neighbors of Mirkwood.
** Erebor, Dwarves.
** Dale, a small kingdom of the Men, neighbor to Erebor.

to:

** Gondor
** Rohan
** Imladris, Elves
Gondor: Men. Has the widest variety of Elrond, troop trees in the game, with a few Human troops from Arnor different one available in each of its 7 towns.
** Rohan: Men. Naturally, has a cavalry-focused troop tree.
** Imladris: Elves & Men. Has two troop trees, one for Elrond's Noldor
and Dúnedain.
** Lothlórien
** Mirkwood, another kingdom of forest Elves.
** Beornings, Men from
one for the forests, neighbors of Mirkwood.
** Erebor, Dwarves.
** Dale, a small kingdom
Dunédain of the Men, neighbor North.
** Lothlórien: Elves. Boasts some of the strongest foot archers in the game.
** Mirkwood: Elves. One of the factions
to Erebor.lack cavalry.
** Beornings: Men. Has two troop trees: one for the woodsmen the other for the berserker Beornings themselves.
** Erebor: Dwarves. Boasts some of the sturdiest infantry in the game. Lacks cavalry.
** Dale: Men. Has the best non-Elven archers and strong anti-cavalry infantry.



** Isengard itself
** Moria, an Orc tribe occupying the famous Dwarf fortress.
** Mt. Gundabad, another Orc faction.
** Dunlendings, barbarian savages Men neighbors of Rohan.

to:

** Isengard itself
Isengard: Orcs & Uruk-hai. Orcs can become warg-riders.
** Moria, an Orc tribe occupying the famous Dwarf fortress.
Moria: Orcs. Orcs can become warg-riders.
** Mt. Gundabad, another Orc faction.
Gundabad: Orcs. Has the best warg-riders in the game.
** Dunlendings, barbarian savages Men neighbors Dunlendings: Men. Boasts some of Rohan.the best anti-cavalry infantry in the game.



** Mordor itself
** Dol Guldur, technically a part of Mordor, in game a distinct faction, but only in terms of rank
** Khand, barbarian nomads.
** Rhûn, same concept as Khand.
** Harad, desert people from the far south of Middle Earth.
** Umbar corsairs, pirates.

to:

** Mordor itself
Mordor: Orcs, Men & Uruks. The Black Númenorians are on par with the best Gondor has to offer.
** Dol Guldur, technically a part of Mordor, in game a distinct faction, but only in terms of rank
Guldur: Orcs. Start wedged between Mirkwood, Lothlórien & Rohan.
** Khand, barbarian nomads.
Khand: Men. Eastern barbarians with powerful heavy cavalry.
** Rhûn, same concept as Khand.
Rhûn: Men. Eastern barbarians with dangerous horse archers.
** Harad, desert people Harad: Men. Hail from the far south of Middle Earth.
Middle-Earth.
** Umbar corsairs, pirates.
Umbar:Men. Pirates & corsairs.

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* DeathByAThousandCuts:
** Played straight if you're wearing heavy armor. Weaker units will barely be able to damage you, but can eventually swarm and take you out. Fortunately this applies to the enemy commanders as well, who are often one of the last on the field if you didn't take them out earlier.
** A slight variation of this can occur during a field battle, if at the start, you fire some arrows high in the air at the enemy army, hopefully kill some of their troops, and immediately retreat. When you start the next battle, they now have a few less troops, while you have a full bag of arrows again to repeat the process. Though this method takes a while, if you're patient, you can literally kill hundreds of them this way, which is good if you're massively outnumbered. Once the enemy army is down to a more sizable number, you can them wipe them out in a regular battle.



* GrailInTheGarbage: Thanks to the random number generator, sometimes you can find a really high quality weapon/armor that has equivalent or better stats than higher-tiered ones, but costs thousands less. This is really useful early on when resources are hard to come by.



* WeHaveReserves: Implied from dialogs when recruiting soldiers in the Mordor barracks.

to:

* WeHaveReserves: Implied from dialogs dialog when recruiting soldiers in the Mordor barracks.barracks. Most evil army troops are also weaker than their good counterparts, so have to rely on numbers to win.
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* KilledOffForReal: Contrary to the original ''VideoGame/MountAndBlade'', NPCs can be permanently killed during a battle. This can be deactivated, though. There is the same option for the player, although its default state is "Off".

to:

* KilledOffForReal: Contrary to the original ''VideoGame/MountAndBlade'', NPCs {{Non Player Character}}s can be permanently killed during a battle. This can be deactivated, though. There is the same option for the player, although its default state is "Off".
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* EndlessGame: Averted, it is the most important change from ''VideoGame/MountAndBlade''. The game ends when two of the sides have been annihilated (by siege of all the factions capital towns). The Good side wins when all the Sauron and Saruman factions are destroyed. For the evil ones, if the Good factions disappear then [[spoiler:Sauron and Saruman will fight against each other until one crushes the other.]]

to:

* EndlessGame: Averted, it is in the most important change from ''VideoGame/MountAndBlade''. The game ends when two one of the two sides have been annihilated (by siege of all the factions capital towns). [[spoiler: The Good side wins when all the Sauron and Saruman factions are destroyed. For the evil ones, if the Good factions disappear then [[spoiler:Sauron Sauron and Saruman will fight against each other until one crushes the other.]]



* EvilVersusEvil: [[spoiler:If all the Good factions are defeated, Sauron and Saruman will fight against each other until one crushes the other.]]

to:

* EvilVersusEvil: [[spoiler:If all the Good factions are defeated, Sauron Mordor and Saruman will fight against each other until one crushes the other.]]Isengard turn on eachother to determine who truly rules Middle-Earth]]



** The mod is set in the Middle-Earth and allows to take part in the big war which was the end of the Third Age

to:

** The mod is set in the Middle-Earth and allows the player to take part in the big war which was the end of ended the Third Age



* GameplayAndStorySegregation: After the crushing of a mutiny (see TheMutiny below), there is a short text saying that the soldier starting it has been executed, but the number of soldiers stays the same. The area of the fight will not be created from the place where it happened but will always be the foothills of the mountains surrounding Mordor

to:

* GameplayAndStorySegregation: After the crushing of During a mutiny (see TheMutiny below), there is a short text saying that the soldier starting it has been executed, but the number of soldiers stays the same. The area of mutiny, the fight will not be created from the place where it happened but itself will always be take place in a blackened wasteland, presumably Mordor, no matter where the foothills of player was to begin with, and afterwards your troop count stays the mountains surrounding Mordorsame even though the text states the pretender gets executed.



* HorseOfADifferentColor: Orcs can't ride actual horses, their mounts are Wargs, a kind of big wolf or hyena-like beast.

to:

* HorseOfADifferentColor: Orcs can't ride actual horses, their horses. Their mounts are Wargs, a kind of big wolf or hyena-like beast.



* LazyBackup: Averted, contrary to the original game. If the player is knocked out, the party keep on fighting until they win, they lose or the player hits Tab (which makes them retreat).
* LoadingScreen: They features a random artwork, usually coming with tips about the game.

to:

* LazyBackup: Averted, contrary to the original game. Averted. If the player is knocked out, the party keep keeps on fighting until they win, they lose someone wins or the player hits Tab (which makes them retreat).
Tab.
* LoadingScreen: They features Features artwork and mod specific tips, even though there's only a random artwork, usually coming with tips about couple throughout the game.entire game including on loading a save.

Changed: 2562

Removed: 534

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* GoodColorsEvilColors: Zigzagged.
** Imladris is dark blue
** Lothlórien is light blue

to:

* GoodColorsEvilColors: Zigzagged.
** Imladris is dark blue
As of the latest update, played fairly straight.
** Lothlórien is light sky blue, and Imladris is an even lighter shade of blue



** Gondor, Erebor, and Dale are white / very light grey

to:

** Gondor, Erebor, and Dale are all white / very light greyor whitish



** Khand, Harad, and Umbar corsairs are purple or pink
** Rhûn, Orcs of the Moria, Mt. Gundabad, and Dunlendings are different shades of orange

to:

** Khand, Harad, Rhûn, and Umbar corsairs Harad are purple or pink
** Rhûn, Orcs of the Moria, Mt. Gundabad, Umbar and Dunlendings Dunlanders are different shades of orange



** Considering the field itself instead of the map, Orcs have a dark grey skin and wears black armors (as Black Númenóreans)

to:

** Considering the field itself instead of the map, Orcs Orcs, Uruks, and Goblins have a dark grey or pale skin and wears wear black armors (as armor, as do Black Númenóreans)Númenóreans. Men of Good, Dwarves, and Elves generally wear white or faction colored armor, and the various Men of Evil tribes wear dark cloths and furs with the exception of the Haradrim wearing lots of red and gold.



* HintSystem: Usually, a loadingScreen displays a randomly chosen hint.

to:

* HintSystem: Usually, a loadingScreen loading screen displays a randomly chosen hint.



* ImAHumanitarian: Dialog of Orcs make several reference to eating human flesh and prepared half-eaten bodies can be found in some castles of evil factions. There is also a food item for the evil factions named "human flesh", it is the food which gives them the highest morale bonus. A (non-working) option for the factions even allows the player to butcher himself prisoners.

to:

* ImAHumanitarian: Dialog of Orcs make several reference to eating human flesh and prepared half-eaten bodies can be found in some castles of evil factions. There is also a food item for the evil factions named "human flesh", it is the food which gives giving them the highest morale bonus. A (non-working) bonus, and it's possible to harvest it from your prisoners through a dialog option for the factions even allows the player to butcher himself prisoners.with them.



* KilledOffForReal: Contrary to the original ''VideoGame/MountAndBlade'', NPC can be permanently killed during a battle. This can be deactivated, though. There is the same option for the player, although its default state is "Off".

to:

* KilledOffForReal: Contrary to the original ''VideoGame/MountAndBlade'', NPC NPCs can be permanently killed during a battle. This can be deactivated, though. There is the same option for the player, although its default state is "Off".



* LoadsAndLoadsOfCharacters: There are eighteen factions, each of them has a leader, several army commanders, and sometimes at least one potential companion which can be hired.

to:

* LoadsAndLoadsOfCharacters: There are eighteen factions, each of them has a leader, several army commanders, and sometimes at least one potential companion which can be hired.with the exception of Imladris.



** "Capture a lord from any enemy faction": The worst among all the LuckBasedMission. It requires to meet an enemy lord, defeat his army (they usually travel in a big party, a lot of time they travel in group formed of several lords party), and after the fight there is still the totally luck-based probability that he will manage to escape instead of being captured; like in the original game, this probability is very high
* MassMonsterSlaughterSidequest: Like defeating X parties of Y units.
* TheMedic: Faniul was an healer at the court of the king of Dale when hired, and start with a few points in medical skills (and absolutely none in fighting skills). Depending on how the player makes her evolve when gaining levels, she can end as a CombatMedic.

to:

** "Capture a lord from any enemy faction": The worst among all on this list. Like the LuckBasedMission. It requires to meet an enemy lord, defeat his army (they usually travel in a big party, a lot of time they travel in group formed of several native game, lords party), are surrounded by high level troops and after the fight there is still the totally luck-based probability that he will manage to escape instead have a low chance of being captured; like captured, though it's higher than if you weren't doing the quest. Unlike the native game, their highest level troops are unobtainable to the player, the sheer number of towns makes it nearly impossible to find them if they do escape, and worst of all, lord death is on by default, making it possible for you to ''kill him in the original game, process of capturing him''. Getting this probability is very high
quest late in the game means pretty much failing it on start or giving a hard "[[LittleNo no]]" to the quest-giver.
* MassMonsterSlaughterSidequest: Like defeating Defeat X parties of Y units.
units. More literal if you're on the Good side.
* TheMedic: Faniul was an healer at A couple companions fit this by default, such as Faniul, the court medic of the king King of Dale when hired, and start with a few points in medical skills (and absolutely none in fighting skills). Depending on how the player makes her evolve when gaining levels, she can end as a CombatMedic.Dale.



** The game allows to play with a female character but some armors lack a "female" model, making a female Black Númenórean chest and arms looking like a graphical mess when wearing them.

to:

** The game allows to play with a female character but some armors lack a "female" model, making a female Black Númenórean chest and arms looking like a graphical mess when wearing them. Some were eventually fixed by the last update, however.



** With the evil factions, when reviewing prisoners, there is a dialog option which allows to kill, butcher, and convert to food any prisoner. It does nothing, except displaying a (false) text saying that the prisoner has been butchered.



** The Evil factions have Uruk, Orcish, and Human. Everyone can use the same helmets and boots, but each kind of armor can only be worn by members of the race. Also, Men can't ride Wargs, Orcs can't ride horses, Uruk can't ride anything at all.

to:

** The Evil factions have Uruk, Orcish, Orc and Human. Everyone can use the same Human-Uruk. As above, helmets are interchangeable, but boots and boots, but each kind of armor can only be worn by members of the race. armors aren't. Also, Men can't ride Wargs, Orcs can't ride horses, and Uruk can't can only ride anything at all.a specific mount obtained from reaching a high rank in their faction.



* RealLifeWritesThePlot: The FAQ explains that the lack of Mûmakil in the armies of Harad (although a couple of them can be seen in the background of their base) and the height of Elves (the same of the Men in-game, although Tolkien's Elves are supposed to be bigger) are consequences of technical issues, both elements would require a lot more time and work to be installed and work perfectly.
* RedSkyTakeWarning: Around Mordor the sky is partly black.

to:

* RealLifeWritesThePlot: The FAQ explains that the lack of Mûmakil in the armies of Harad (although a couple of them can be seen in the background of their base) and the height of Elves (the same of the Men in-game, although Tolkien's Elves are supposed to be bigger) are consequences of technical issues, both elements would require a lot more time and work to be installed and work perfectly.
perfectly. Elves were eventually given slightly taller models and hitboxes; Mûmakil are still somewhere in the works.
* RedSkyTakeWarning: Around Mordor the sky is partly black.



** The faction leaders who stay in their capital city are Steward Denethor (Gondor), Lady Galadriel (Lothlórien), Saruman (Isengard), and the Mouth of Sauron (Mordor)
* ShoutOut: With an evil character, when traveling before the starting of War of the Ring, the player can meet a one-unit party called "lonesome rider". The unit has the same appearance as a Nazgûl from the [[Film/TheLordOfTheRings movie]] and asks "The Shire? Baggins?"

to:

** The faction leaders who stay in their capital city are Steward Denethor (Gondor), Lady Galadriel (Lothlórien), Saruman (Isengard), and the Mouth of Sauron (Mordor)
* ShoutOut: With an evil character, when traveling before the starting of War of the Ring, the player can meet a one-unit party called "lonesome rider".
(Mordor). The unit has the same appearance last three are somewhat justified, in that any battle they took part in would subsequently be known as a Nazgûl from the [[Film/TheLordOfTheRings movie]] and asks "The Shire? Baggins?"[[CurbStompBattle genocide]]. ''Especially'' in Galadriel's case.



* WhatIf: The mod being a wide open sandbox trying to reenact the War of the Ring, deviations from the original are impossible to avoid. They can be quite small (when the war actually starts - depending on how long the player character reaches level 8) to major (commanders killed instead of surviving or the opposite, factions wiped, or even a final victory of Evil).

to:

* WhatIf: The mod being a wide open sandbox trying to reenact the War of the Ring, deviations from the original are impossible to avoid. They can be quite small (when the war actually starts - depending on how long the player character reaches level 8) to major (commanders killed instead of surviving or the opposite, factions wiped, or even a final victory of Evil). [[spoiler: This comes to a head with the final conflict between Isengard and Mordor, if evil wins with both factions still alive.]]



* ZergRush: The main tactic of Orcs factions. Orcs are weaker than any other unit but hiring Orcs increases the ArbitraryHeadcountLimit, allowing to hire even more Orcs.

to:

* ZergRush: The main tactic of Orcs evil factions. Orcs are weaker than any other unit but hiring Orcs them increases the ArbitraryHeadcountLimit, maximum party size by a fraction, allowing for a significant increase in troop numbers depending on what ratio of Orcs to hire even more Orcs.Uruks/Men is employed.
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** Mines of Moria, the capital city of the Moria's Orc faction
** Gundabad, the capital city the Gundabad faction
** The caves under Orthanc
** Erebor capitale city
** Thranduil Halls (Mirkwood capitale city) is described like this in ''Literature/TheHobbit'', but the only room that the player can reach is the throne room, which must be at surface level (the sky can be seen through a hole in the ceiling)

to:

** Mines of Moria, the capital city of the Moria's Orc Moria Goblins faction
** Gundabad, the capital city of the Gundabad faction
Orcs
** The caves under Orthanc
Orthanc in Isengard, though this is treated more like an anthill where slave labor takes place than as an actual defensive strategy.
** Erebor capitale city
Erebor, the Dwarven capital
** Thranduil Halls (Mirkwood capitale (the Mirkwood Elves capital city) is described like this in ''Literature/TheHobbit'', but the only room that the player can reach is the throne room, which must be at surface level (the sky can be seen through a hole in the ceiling)



* EveryoneCallsHimBarkeep: Each settlement/town has at least one of this NPC (usually more, sometimes even all of them): a smith, a supply master, a manager for the barracks, and a kind of super supply master. Most of them (except the smiths, who have a real name, and a couple of the super supply master[[note]]the one of Isengard is Gríma Wormtongue himself, the one of the Beornings town "Woodman village" is named Pierre Woodman[[/note]] who are referred by a job name depending on the town).

to:

* EveryoneCallsHimBarkeep: Each settlement/town has at least one of this NPC (usually more, sometimes even all of them): a smith, a supply master, a manager for the barracks, and a kind of super supply master. "local authority," who acts like a Guild Leader from the unmodded game. Most of them (except the smiths, who have a real name, and a couple of the super supply master[[note]]the local authorities[[note]]the one of Isengard is Gríma Wormtongue himself, the one in Woodman Village of the Beornings town "Woodman village" is named Pierre Woodman[[/note]] who are referred by a job name depending Woodman[[/note]]) have less unique names that depend on the town).faction the town belongs to.
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** Dol Guldur, in the lore, a Sauron fortress in the middle of Mirkwood. In the mod it is a distinct faction of Sauron.

to:

** Dol Guldur, technically a part of Mordor, in the lore, a Sauron fortress in the middle of Mirkwood. In the mod it is game a distinct faction faction, but only in terms of Sauron.rank
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The playable factions are :

to:

The playable factions are :are:



* AlienBlood: Averted. Although Orc blood is described as black in the books, all the blood in the game is red because of technical limitations.

to:

* AlienBlood: Averted. Although Orc blood is described as black in the books, all the blood in the game is red because of due to technical limitations.



** Three skills of the core of ''VideoGame/MountAndBlade'' ("spotting": increase field of view on the world map; "tracking": studying the tracks on the ground; "path-finding": increase the speed of travel on the world map) are scout-oriented; they still can be used in the mod
** There are a lot of scouting parties wandering everywhere on the map, some random quests even require to dispatch some or personnally recon a specific area

to:

** Three skills of the core of ''VideoGame/MountAndBlade'' ("spotting": increase field of view on the world map; "tracking": studying the tracks on the ground; "path-finding": increase the speed of travel on the world map) are scout-oriented; they still can be used in the mod
mod.
** There are a lot of scouting parties wandering everywhere on the map, some random quests even require to dispatch some or personnally personally recon a specific areaarea.



** Among the hirable companions, a few of them (the Gondor ranger Mablung, the Isengard wolf rider Durgash) have a variation of scout in their background
* ArtisticLicenseGeography: [[WordOfGod As explained in the FAQ]], the developpers choose to put the citadel of Minas Tirith on the top of a black carved rock instead of the white one, because they fell it would look cooler.

to:

** Among the hirable companions, a few of them (the Gondor ranger Mablung, the Isengard wolf rider Durgash) have a variation of scout in their background
background.
* ArtisticLicenseGeography: [[WordOfGod As explained in the FAQ]], the developpers developers choose to put the citadel of Minas Tirith on the top of a black carved rock instead of the white one, because they fell it would look cooler.



** Or at least it should. Infortunatly, some different factions have very similar color. The worst are all those which have a shade of white / very light grey as official color. They are: Gondor, Erebor, Dale, all the wandering always-hostile parties, the player party (whatever side he is)

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** Or at least it should. Infortunatly, Unfortunately, some different factions have very similar color. The worst are all those which have a shade of white / very light grey as official color. They are: Gondor, Erebor, Dale, all the wandering always-hostile parties, the player party (whatever side he is)



* EvilVersusEvil: [[spoiler:If all the Good factions are defeated, Sauron and Saruman will fight against each other until one crushs the other.]]

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* EvilVersusEvil: [[spoiler:If all the Good factions are defeated, Sauron and Saruman will fight against each other until one crushs crushes the other.]]



** There is some occasional problems of game crash and corrupt saves
** The game allows to play with a female character but some armors lack a "female" model, making a female Black Númenórean chest and arms looking like a graphical mess when wearing them
** Each time Saruman orders the player to capture a Troll, he gives him a wheeled-cage, not verifying if the player already has one. Note also that completing the quest does not make the item disappear
** With the evil factions, when reviewing prisoners, there is a dialog option which allows to kill, butcher, and convert to food any prisoner. It does nothing, except displaying a (false) text saying that the prisoner has been butchered

to:

** There is some occasional problems of game crash and corrupt saves
saves.
** The game allows to play with a female character but some armors lack a "female" model, making a female Black Númenórean chest and arms looking like a graphical mess when wearing them
them.
** Each time Saruman orders the player to capture a Troll, he gives him a wheeled-cage, not verifying if the player already has one. Note also that completing the quest does not make the item disappear
disappear.
** With the evil factions, when reviewing prisoners, there is a dialog option which allows to kill, butcher, and convert to food any prisoner. It does nothing, except displaying a (false) text saying that the prisoner has been butcheredbutchered.



** There is eighteen factions, up to half of them could be joined in the same game, depending on the side chosen at the creation of the character
** The map is bigger than the ''VideoGame/MountAndBlade'' one and contains a lot more empty spaces

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** There is eighteen factions, up to half of them could be joined in the same game, depending on the side chosen at the creation of the character
character.
** The map is bigger than the ''VideoGame/MountAndBlade'' one and contains a lot more empty spacesspaces.



* RealLifeWritesThePlot: The FAQ explains that the lack of Mûmakil in the armies of Harad (although a couple of them can be seen in the background of their base) and the height of Elves (the same of the Men ingame, although Tolkien's Elves are supposed to be bigger) are consequences of technical issues, both elements would require a lot more time and work to be installed and work perfectly.

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* RealLifeWritesThePlot: The FAQ explains that the lack of Mûmakil in the armies of Harad (although a couple of them can be seen in the background of their base) and the height of Elves (the same of the Men ingame, in-game, although Tolkien's Elves are supposed to be bigger) are consequences of technical issues, both elements would require a lot more time and work to be installed and work perfectly.



* UselessUsefulNonCombatAbilities: The engineer skill is still present in the mod but, because the player is himself unable to lay siege to towns and manage fiefs, the skill is completly useless.

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* UselessUsefulNonCombatAbilities: The engineer skill is still present in the mod but, because the player is himself unable to lay siege to towns and manage fiefs, the skill is completly completely useless.
Is there an issue? Send a MessageReason:
None


It features three sides (Good, Sauron, Saruman - Sauron and Saruman begin as allies) divided in several smaller factions (Gondor, Rohan, Mirkwood, Harad, Rhûn, Mordor, Moria, etc). The player creates a character and begins alone near a camp / town of the mini faction that he chose, already attached to it (lowest rank), and equiped with bad quality gear and a few food. Then, like in the original ''VideoGame/MountAndBlade'', the character will have to hire soldiers, buy gears, and do quests to gain fame with the factions of his side. When he reaches level 8, the War of the Ring begins.

to:

It features three sides (Good, Sauron, Saruman - Sauron and Saruman begin as allies) divided in several smaller factions (Gondor, Rohan, Mirkwood, Harad, Rhûn, Mordor, Moria, etc). The player creates a character and begins alone near a camp / town of the mini faction that he chose, already attached to it (lowest rank), and equiped equipped with bad quality gear and a few food. Then, like in the original ''VideoGame/MountAndBlade'', the character will have to hire soldiers, buy gears, and do quests to gain fame with the factions of his side. When he reaches level 8, the War of the Ring begins.



* ActionGirl: Elves and most Human player characters can choose to be one, although this isn't adviced because of graphical issues (see ObviousBeta below). There are also a few female commanders and hired blade among the Elven and Human NPC:

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* ActionGirl: Elves and most Human player characters can choose to be one, although this isn't adviced advised because of graphical issues (see ObviousBeta below). There are also a few female commanders and hired blade among the Elven and Human NPC:



* ArbitraryHeadcountLimit: Averted, like in the original game the maximal size of an army based on charisma, fame[[note]]Each faction have a hierarchy, doing quests for one or winning a battle near one of its party or settlement grants rank points, gaining enough of them makes the player climb in the hierarchy. It is possible to climb in the ranks of several armies. Each time the player climbs in the hierarchy in any faction, it increases his total ArbitraryHeadcountLimit[[/note]], and one the leadership skill ; to allow the formation of larger hordes for the evil factions, each Orc unit hired makes the cap a bit hight (something like "two more units for three Orcs").

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* ArbitraryHeadcountLimit: Averted, like in the original game the maximal size of an army based on charisma, fame[[note]]Each faction have a hierarchy, doing quests for one or winning a battle near one of its party or settlement grants rank points, gaining enough of them makes the player climb in the hierarchy. It is possible to climb in the ranks of several armies. Each time the player climbs in the hierarchy in any faction, it increases his total ArbitraryHeadcountLimit[[/note]], and one the leadership skill ; to allow the formation of larger hordes for the evil factions, each Orc unit hired makes the cap a bit hight (something higher(something like "two more units for three Orcs").



** Not a true civil war according to the setting and plot, but the wandering always hostile parties are independant Orcs and deserters from the various evil factions. Fighting them when playing a servant of Sauron or Saruman will looks a bit like this

to:

** Not a true civil war according to the setting and plot, but the wandering always hostile parties are independant independent Orcs and deserters from the various evil factions. Fighting them when playing a servant of Sauron or Saruman will looks a bit like this



** Mines of Moria, the capitale city of the Moria's Orc faction
** Gundabad, the capitale city the Gundabad faction

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** Mines of Moria, the capitale capital city of the Moria's Orc faction
** Gundabad, the capitale capital city the Gundabad faction



* EndlessGame: Averted, it is the most important change from ''VideoGame/MountAndBlade''. The game ends when two of the sides have been annihilated (by siege of all the factions capital towns). The Good side wins when all the Sauron and Saruman factions are destroyed. For the evil ones, if the Good factions disappear then [[spoiler:Sauron and Saruman will fight against each other until one crushs the other.]]
* EscortMission: There are two kinds. One of them consists in bringing a messenger to camp / town X, the messenger becoming part of the party during the travel. The other consists in opening the way to a caravan of supply travelling to a specific place, protecting it if attacked.
* EveryoneCallsHimBarkeep: Each settlement/town has at least one of this NPC (usually more, sometimes even all of them): a smith, a supply master, a manager for the barracks, and a kind of super supply master. Most of them (except the smiths, who have a real name, and a couple of the super supply master[[note]]the one of Isengard is Gríma Wormtongue himself, the one of the Beornings town "Woodman village" is named Pierre Woodman[[/note]] who are refered by a job name depending on the town).
* EvilCounterpartRace: Dúnedains and Black Númenóreans. [[AllThereInTheManual According to the lore]], there both descend from the [[http://en.wikipedia.org/wiki/N%C3%BAmenor Númenor]] people[[note]]Dúnedains are descendants of Númenor survivors who remained in the Good side, Black Númenóreans descend from the Númenóreans who followed Sauron and eventually provoked the destruction of their island by the gods[[/note]]. In the game, Dúnedains and Black Númenóreans are both Human troops and commanders attached to a non-Human faction, the former being linked to Imladris and the latter to Mordor; same thing when a player choose to be a character from one of those races.

to:

* EndlessGame: Averted, it is the most important change from ''VideoGame/MountAndBlade''. The game ends when two of the sides have been annihilated (by siege of all the factions capital towns). The Good side wins when all the Sauron and Saruman factions are destroyed. For the evil ones, if the Good factions disappear then [[spoiler:Sauron and Saruman will fight against each other until one crushs crushes the other.]]
* EscortMission: There are two kinds. One of them consists in bringing a messenger to camp / town X, the messenger becoming part of the party during the travel. The other consists in opening the way to a caravan of supply travelling traveling to a specific place, protecting it if attacked.
* EveryoneCallsHimBarkeep: Each settlement/town has at least one of this NPC (usually more, sometimes even all of them): a smith, a supply master, a manager for the barracks, and a kind of super supply master. Most of them (except the smiths, who have a real name, and a couple of the super supply master[[note]]the one of Isengard is Gríma Wormtongue himself, the one of the Beornings town "Woodman village" is named Pierre Woodman[[/note]] who are refered referred by a job name depending on the town).
* EvilCounterpartRace: Dúnedains and Black Númenóreans. [[AllThereInTheManual According to the lore]], there both descend from the [[http://en.wikipedia.org/wiki/N%C3%BAmenor [[http://tolkiengateway.net/wiki/N%C3%BAmenor Númenor]] people[[note]]Dúnedains are descendants of Númenor survivors who remained in the Good side, Black Númenóreans descend from the Númenóreans who followed Sauron and eventually provoked the destruction of their island by the gods[[/note]]. In the game, Dúnedains and Black Númenóreans are both Human troops and commanders attached to a non-Human faction, the former being linked to Imladris and the latter to Mordor; same thing when a player choose to be a character from one of those races.



** Umbar: Part ancient Greek, part Phenician

to:

** Umbar: Part ancient Greek, part PhenicianPhoenician



* GlobalCurrency: Averted. Each faction gives its own money ("resources") to the player and can only be paid with it. In fact, there is no way to convert it from a faction to another (except buying items from a faction to sell them to another), the resource is theorically not supposed to be an actual currency but an abstract value determining which things (soldiers, objects) each faction would allow you to claim; to be more explicit, the more you help a faction, the more stuff you can get from it.

to:

* GlobalCurrency: Averted. Each faction gives its own money ("resources") to the player and can only be paid with it. In fact, there is no way to convert it from a faction to another (except buying items from a faction to sell them to another), the resource is theorically theoretically not supposed to be an actual currency but an abstract value determining which things (soldiers, objects) each faction would allow you to claim; to be more explicit, the more you help a faction, the more stuff you can get from it.



* GoodWeaponEvilWeapon: In the same spirit that [[Film/TheLordOfTheRings the movies]] and the various videogames.

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* GoodWeaponEvilWeapon: In the same spirit that of [[Film/TheLordOfTheRings the movies]] and the various videogames.



** "Train X soldiers until they reach level Y": The levelling speed with the trainer skill is rather random. Training by battle is less, but it has its own risks (losing the units for the quest and having to recruit some other low-level ones, making the quest longer to achieve)

to:

** "Train X soldiers until they reach level Y": The levelling leveling speed with the trainer skill is rather random. Training by battle is less, but it has its own risks (losing the units for the quest and having to recruit some other low-level ones, making the quest longer to achieve)



* TheMedic: Faniul was an healer at the court of the king of Dale when hired, and start with a few points in medical skills (and absolutly none in fighting skills). Depending on how the player makes her evolve when gaining levels, she can end as a CombatMedic.
* {{Mordor}}: Litterally.
* TheMutiny: Leading an evil army will create one from time to time. Randomly, a soldier will complain very loudly against the commander (the player), going so far as questioning his autority. It ends with a fight against the contender inside a circle constitued by all the army.

to:

* TheMedic: Faniul was an healer at the court of the king of Dale when hired, and start with a few points in medical skills (and absolutly absolutely none in fighting skills). Depending on how the player makes her evolve when gaining levels, she can end as a CombatMedic.
* {{Mordor}}: Litterally.
Literally.
* TheMutiny: Leading an evil army will create one from time to time. Randomly, a soldier will complain very loudly against the commander (the player), going so far as questioning his autority. authority. It ends with a fight against the contender inside a circle constitued constituted by all the army.



** Each time Saruman orders the player to capture a Troll, he gives him a wheeled-cage, not verifying if the player already has one. Note also that completing the quest does not make the item diseappear

to:

** Each time Saruman orders the player to capture a Troll, he gives him a wheeled-cage, not verifying if the player already has one. Note also that completing the quest does not make the item diseappeardisappear



** The faction leaders who stay in there capitale city are Steward Denethor (Gondor), Lady Galadriel (Lothlórien), Saruman (Isengard), and the Mouth of Sauron (Mordor)
* ShoutOut: With an evil character, when travelling before the starting of War of the Ring, the player can meet a one-unit party called "lonesome rider". The unit has the same appearance as a Nazgûl from the [[Film/TheLordOfTheRings movie]] and asks "The Shire? Baggins?"

to:

** The faction leaders who stay in there capitale their capital city are Steward Denethor (Gondor), Lady Galadriel (Lothlórien), Saruman (Isengard), and the Mouth of Sauron (Mordor)
* ShoutOut: With an evil character, when travelling traveling before the starting of War of the Ring, the player can meet a one-unit party called "lonesome rider". The unit has the same appearance as a Nazgûl from the [[Film/TheLordOfTheRings movie]] and asks "The Shire? Baggins?"



* TakeThat: From the FAQ, probably aiming the fans of ''VideoGame/TheBattleForMiddleEarth II'', which includes Goblins riding giant spiders, among a lot of other changes from the original setting.

to:

* TakeThat: From the FAQ, probably aiming aimed at the fans of ''VideoGame/TheBattleForMiddleEarth II'', which includes Goblins riding giant spiders, among a lot of many other changes from the original setting.



* UnfortunateNames: One of the Beornings NPC is called "Pierre Woodman". It is also the name of [[http://en.wikipedia.org/wiki/Pierre_Woodman a French porn moviemaker]]...

to:

* UnfortunateNames: One of the Beornings NPC is called "Pierre Woodman". It is also the name of [[http://en.wikipedia.org/wiki/Pierre_Woodman a French porn moviemaker]]...movie maker]]...



* UselessUsefulNonCombatAbilities: The engineer skill is still present in the mod but, because the player is himself unable to set siege to towns and manage fiefs, the skill is completly useless.

to:

* UselessUsefulNonCombatAbilities: The engineer skill is still present in the mod but, because the player is himself unable to set lay siege to towns and manage fiefs, the skill is completly useless.



* WhatIf: The mod being a wide open sandbox trying to reenact the War of the Ring, deviations from the original are impossible to avoid. They can be quite small (when the war actually start - depending on how long the player character reaches level 8) to major (commanders killed instead of surviving or the opposite, factions wiped, or even a final victory of the Evil).

to:

* WhatIf: The mod being a wide open sandbox trying to reenact the War of the Ring, deviations from the original are impossible to avoid. They can be quite small (when the war actually start starts - depending on how long the player character reaches level 8) to major (commanders killed instead of surviving or the opposite, factions wiped, or even a final victory of the Evil).
Is there an issue? Send a MessageReason:
None


It features three sides (Good, Sauron, Saruman - Sauron and Saruman begin as allies) divided in several smaller factions (Gondor, Rohan, Mirkwood, Harad, Rhûn, Mordor, Moria, etc). The player creates a character and begins alone near a camp / town of the mini faction that he chose, already attached to it (lowest rank), and equiped with bad quality gear and a few food. Then, like in the original ''VideoGame/MountAndBlade'', the character will have to hire soldiers, buy gears, and do quests to gain fame with the factions of his side. When he reachs the level 8, the War of the Ring begins.

to:

It features three sides (Good, Sauron, Saruman - Sauron and Saruman begin as allies) divided in several smaller factions (Gondor, Rohan, Mirkwood, Harad, Rhûn, Mordor, Moria, etc). The player creates a character and begins alone near a camp / town of the mini faction that he chose, already attached to it (lowest rank), and equiped with bad quality gear and a few food. Then, like in the original ''VideoGame/MountAndBlade'', the character will have to hire soldiers, buy gears, and do quests to gain fame with the factions of his side. When he reachs the reaches level 8, the War of the Ring begins.
Is there an issue? Send a MessageReason:
Edited to account for the new Warband patch


''The Last Days (of the Third Age of Middle Earth)'' is a GameMod for ''VideoGame/MountAndBlade'' ('''NOT''' ''Warband''), a StrategyGame with tactical action and RPGElements. Its draws its inspiration from ''Literature/TheLordOfTheRings'', especially the books (although some clothings and city appearances come from [[Film/TheLordOfTheRings the movies]]). It puts the player in the middle of the War of the Ring, with a lot of factions, units, and towns.

to:

''The Last Days (of the Third Age of Middle Earth)'' is a GameMod for ''VideoGame/MountAndBlade'' ('''NOT''' ''Warband''), and now Warband, a StrategyGame with tactical action and RPGElements. Its draws its inspiration from ''Literature/TheLordOfTheRings'', especially the books (although some clothings and city appearances come from [[Film/TheLordOfTheRings the movies]]). It puts the player in the middle of the War of the Ring, with a lot of factions, units, and towns.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WhatIf: The mod being a wide open sandbox trying to reenact the War of the Ring, deviations from the original are impossible to avoid. They can be quite small (when the war actually start - depending on how long the player character reaches level 8) to major (commanders killed instead of surviving or the opposite, factions wiped, or even a final victory of the Evil).
Is there an issue? Send a MessageReason:
None


* AlienBlood: Averted. Although Orc blood is described as black in the books, all the blood in the game is red.

to:

* AlienBlood: Averted. Although Orc blood is described as black in the books, all the blood in the game is red.red because of technical limitations.
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The current version (3.0) have been released in October 2011, the latest update (3.13) have been released in March 2012.

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The current version (3.0) 22) have been released in October 2011, the latest update (3.13) have been released in March December 2012.

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