- Nymph: Builder/Harvester. An etheral spirit of nature. Can cast Spirit Link to animate a plant or tree (see picture). The nymph can also revert back to it's original form. Cast Seed to kill the nymph for a hauntable plant. They cost 90 gold.
In the end i hope to have 20-30 different vines/treants. Each summon costs one food and has a basic ability. Some are more effective in special weather conditions. The shop sells seeds to plant the destructibles needed. (Especially handy since the map has one type of doodad..)
- Ranger: The basic ranged unit, ideal for damage and scouting. Has Shadowmeld at night and can use Track; reveals hidden units and gives a 5 second vision of enemy units within 1500 range. In the campaign it gets Herbalism, which enables it to craft simple items from plants/trees. I'm still thinking for a melee spell. Upgrades: Hunting Bows, Elven Boots (All base units have the trolly 260 base speed. This upgrades speed by 40 so they can escape basic enemy units)
- Sentinel: The staple melee unit. Somewhere between a footman and the knight, starting out pretty weak but has a lot of upgrades. The Sentinel can alternate between a legionair spear and a short sword, and both forms come with their own pro's and cons. Can cast Mirror Shield to bounce negative buffs (Spear) and Blazing Sword (day/sword) to lower armor when attacking. At night it has magic resistance, during the day it has piercing resistance.
- Ballista: The main siege unit. Can Shadowmeld to make up for it's frailness and can be upgraded with ? to do (insert something cool with AoE)
- Adept: The main caster. Alternates between Moon Adept and Sun Adept depending on day/night. Moon adepts are defensive and can (auto)cast Lunar Chant, adding a cool defence boost, Mana Torrent, replenish a lot of Mana in AoE, and a 3rd support ability. Sun Adepts are more offensive and cast Solar Flare (blind+damage), Life Blaze, replenishing health in AoE, and a 3rd Sun-boosted ability.
- Druid: Short ranged semi-ancient caster. Focus is on nature spells and spreading negative buffs on the enemy. Can (auto)cast Blossom (Increases Attackspeed of Ancients, but lowers it on any other unit), Cotton Spore (disables non ancient melee attackers) and Poison Cloud (poison AoE, stun/sleep chance) (WIP)
- Wolf Spirit: Agile melee attacker with a day and night form. It is designed to take on a single target rather than fend off a group.
The night version is super fragile but has Permanent Invisibility, making it a perfect scout. It has Shadow Claw (chance to slow opponent and deal damage over time) and Howl (increases damage on first strike and may scare enemy into lowering attack) to become a super annoying hit and run attacker.
The day version has doubled hitpoints and Chlorophyll, increasing regeneration and speed in sunlight. It also gets Ivy Claw (needs better name) which increases damage with each successive hit. I'm thinking to add a regenerative ability under the Sun.
- Owl Spirit: The main Flyer. Reasonably bulky flyer with massive anti-air damage, adept at annoying ground units. Has Stormwind which gives a chance to trap enemy ground units in a whirlwind during Rain. Also learns Headwind which slows units facing the owl and accelarates units facing in front of the owl. Optional 3rd ability: something anti-air.
- Turtle Spirit: Tank and Rain Abuser. The general idea is that this unit becomes extremely dangerous near water. It gets a Hydroblast ability to deal a lot of damage in exchange for mana (eg. water). Mana is only replenished during rainstorms and while swimming in water. The turtle can also switch attacks in water using Water Inlet. Enables 10 attacks @ massive damage for 15 mana per attack. Hydrophyll will boost attack during rain even further. To support the tank strategy it gets Spikes and Hardened skin.
- Uber Unit: still working on this one. I'm planning a rain and sun uber and the player will have to choose one or the other.