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Nagari Tidecallers - Naga Army / Unit Roaster / Tech tree
ISL

Nagari Tidecallers - Naga Army / Unit Roaster / Tech tree

  • ISL
Trying out a new format of presenting my races (Because I didn't like the old pictures from my album)

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The Fading World
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First row - Heroes:
One important thing to note is there is only one hero per player, meaning that no hero is supposed to be too weak or too situational, and that heroes are allowed to fill more roles than usual. They are also supposed to be significantly more powerful than in vanilla melee.

Last but not least, every hero also unlocks new Technology Researches which are specific to that hero


For example, the Tide Lord has his own Heroic Power and Tide Warriors as his speciality
If you choose him, you will gain access to new Items and upgrades for your Tide Warriors

In contrast to that, Naga Warlord is more specialised in amassing all units in general and commanding them as the Warlord he is
Serpent Queen is specilised in commanding the female castes of the army - Coast Huntresses, Sea Witches, Serpent Maidens and Sirens

Lastly, the Tide Mistress is a powerful spellcaster who increases the overall magic-efficiency of your entire army
She focuses on Elite units, such as the Frostsage and Siren, and on magical units - Basilisks, Sea Witches and Mana Drakes.


Second row - General Unit:
Because there is only one hero per player, the General Units function as a semi-heroic Elite units who can perform the same functions - provoding Heroic Aura to nearby units and Capturing New Bases for the map control

Frostsages do just that. They are the veteran naga warriors who have seen and participated in countless battles, and who have been rewarded with the gifts of Ice Magic that now flows in their freezing cold veins.

Obviously there is a limit to the amount of General Units you may have at a time - One at the first technology tier, Two at the second tier, and Three at Tier-3.


Third row - Basic Units
They consist of a Base Melee unit, Base Ranged unit, and a Base Special unit
For the Nagari Tidecallers faction, they are Fishmen, Coast Huntresses and Basilisks.

Fishmen are cheap and numerous infantry who require nothing but Food to be produced (Not the vanilla Food Limit, but the custom Food resource from my project which is quite easy to produce)
Besides that, they are also produced in much larger numbers

Of course, they are much weaker when compared to other Base Melee units, but the fact that enemy heroes don't get any experience from killing Player units makes Zerg tactics much more viable in my project
Also, the majority of Nagari units require Gold as opposed to Food, which means that you can produce Fishmen without harming the production of, for example, the Tide Warriors

Coast Huntresses, as their name suggests, are female nagas who hunt at the seacoasts and nearby other borders of large water
However, they don't hunt for animals nor food-- They hunt for slaves

Hunting Nets and Bows are their main tools of the trade, which secure them the position of the main Ranged and Anti-Air units of the Nagari race.

Basilisks are magical beasts who can petrify their enemies with just their gase.
They use mana to cause their attacks to damage all enemies in a cone in front of them, and they also have the ability to Petrify a single target, slowing it down and reducing its combat effectiveness for a short amount of time.


Fourth row - Advanced Units:
Tide Warriors are the main bulk of the Nagari army.
Their high survivability and strength makes them an incredible Tier-2 melee unit. However, they require Gold and Metal in order to be produced, both of which are hard resources to get. They also take much longer time to be trained and are completely lacking in the terms of mobility.

But their main feature is the fact that they get bonuses from all four Nagari heroes that the player can choose
Naga Warlord grants them speed which they lack, Tide Mistress provides them with magic resistance, Serpent Queen enhances their scales to block and reflect any incoming Physical damage, and the Tide Lord allows you to produce them at a much higher rate and in way bigger numbers (he doesn't reduce their cost, though)

Sea Witches are the primary Support Spellcasters of the Tidecaller faction. Their abilities revolve around hexing, cursing and debuffing the enemy units.

Sirens are Elite spellcasters, which turns them into much more powerful magical units whose purpose is not to provide magic support, but to deal magic damage. The fact that they are Elite also puts them at a limit of 4 at a time, and increases their resource cost drastically.

Their attacks deal splash magical damage, their abilities are devastating Area of Effect spells, and they also have the ability to Mesmerize and Hypnotize enemy units.

Serpent Maidens are agile fighters who excel at melee fighting. For the race, they fucntion as a complete opposite of the Tide Warriors - Serpent Maidens are fast and mobile, and they focus more on dealing damage rather than on tanking it

Among their traits, is the ability to Parry and Counter-Attack enemy units in melee range, and a passive chance to perform an additional attack when attacking (these additional attacks can trigger themselves, but the ability uses a pseudo-random distribution to balance it out)


Fifth row - Flying Units:
Mana Drakes are air support units. They are small ethereal creatures produced in massive flocks, and whose production requires only small amounts of Crystals.
Tidecallers rely heavily on magic, both lore- and gameplay-wise, so the Mana Drakes do the job of passively stealing mana from their enemies with their attacks and automatically transferring it to their allies.

Sea Wyverns are the main aerial force of the race.
They are able to swoop down upon the enemies on the ground and to tear apart flying enemies in the sky, so they function as a secondary anti-air force. In addition to that, they can spit acid onto enemy buildings, disabling their attacks and causing damage over time.


Sixth row - Large Units:

Reefmaw is the main siege unit of the Nagari Tidecallers faction.
Their sturdy shells allow them to take large amounts of damage from enemy units and towers, and their massive jaws allow them to chop enemy infantry in half. However, their main feature is the ability to gnaw on enemy buildings, which allows them to deal continuous siege damage.

Sea Hydra are large land units of the Tidecallers faction.
Though they can't breath fire like their underground brethren, their Serpentine Venom and Acidic Saliva more than compensate for that. They also share the traits of other hydras such as Impenetrable Scales and Rapid Regeneration.

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