- Joined
- May 18, 2013
- Messages
- 127
-Custom Race: Admiralty of Kul Tiras-
I need help beta testing this map as well as help developing a forth hero based on Asssssvi's HQ Captain Morgan model. I've spent the last two weeks trying come up with abilities that, match its theme and synergize with the other heroes, but don't overlap with theirs or the unit abilities, but all i could come with was some weird mashup of the brewmaster, dark ranger and a commissar from 40k.
Edited from Blizzard's Dustwallow Keys map.
All custom resources, spells and systems will be credited upon release.
There's a layout of the race's units and abilities.
Hearty Infantry
- Gold Cost: 175
- Lumber Cost: N/A
- Food Cost: 3
- Build Time: 25 Seconds
- Hitpoints: 500
- Damage: Normal; 9 - 12; 10 - 16; 11 - 20; 12 - 24 (+30% vs Large)
- Defense: Large; 2; 4; 6; 8
- Abilities: Plate Armor; Polearm Training
- Attacks: Land units
Blackpowder Infantry.
- Gold Cost: 190
- Lumber Cost: 30
- Food Cost: 3
- Build Time: 26 Seconds
- Hitpoints: 420
- Damage: Pierce: 14 - 24; 15 - 30; 16 - 36; 17 - 42; (+4)
- Defense: Medium; 0; 2; 4; 6
- Abilities: Heavy Arquebus; Rifled Barrels
- Attacks: Land and Air units
Shock Cavalry.
- Gold Cost: 220
- Lumber Cost: 50
- Food Cost: 4
- Build Time: 30 Seconds
- Hitpoints: 350
- Damage: Normal; 30 - 38; 31 - 43; 32 - 48; 33 - 52; (Double Vs Structures)
- Defense: Large; 1; 3; 5; 7
- Abilities: Charge; Explosive Tipped Lances
- Attacks: Land units
Support spellcaster.
- Gold Cost: 145
- Lumber Cost: 25
- Food Cost: 2
- Build Time: 30 Seconds
- Hitpoints: 315; 355; 395
- Manapoints: 200; 300; 400
- Damage: Magic; 10 - 14
- Defense: Unarmored; 0
- Abilities: Anchor of Binding; Mending Rapids; Swiftness Ward
- Attacks: Land and Air units
Maneuverable spellcaster.
- Gold Cost: 120
- Lumber Cost: 30
- Food Cost: 2
- Build Time: 35 Seconds
- Hitpoints: 300; 375; 450
- Manapoints: 200; 300; 400
- Damage: Magic; 11 - 13;
- Defense: Unarmored; 0
- Abilities: Barkskin; Hawk Form; Dispel magic
- Attacks: Land and Air units
Maneuverable spellcaster.
- Gold Cost: 120
- Lumber Cost: 30
- Food Cost: 2
- Build Time: 25 Seconds
- Hitpoints: 350; 425; 500
- Manapoints: 100; 200; 300
- Damage: Pierce; 35 - 41; 36 - 48; 37 - 55; 38 - 62
- Defense: Small; 0; 2; 4; 6
- Abilities: Barkskin; Hawk Form; True Sight
- Attacks: Air units
Anti-Spellcaster.
- Gold Cost: 190
- Lumber Cost: 30
- Food Cost: 3
- Build Time: 28 Seconds
- Hitpoints: 420
- Damage: Chaos; 10 - 12; 11 - 15; 12 - 18; 13 - 21
- Defense: Medium; 2; 4; 6; 8
- Abilities: Ravage Magic; Mana Transfer; Mana Cloud; Spell Immunity
- Attacks: Land units
Long-range siege weaponry. Exceptional damage versus buildings, but slow and vulnerable.
- Gold Cost: 165
- Lumber Cost: 70
- Food Cost: 3
- Build Time: 32 Seconds
- Hitpoints: 360;
- Damage: Siege; 52 - 64; 53 - 77; 54 - 90; 55 - 103;
- Defense: Large; 0; 2; 4; 6;
- Abilities: High Explosive Shell
- Attacks: Land units
Amphibious assault transport. Has no initial attack. Can load an Arquebusier to gain an attack; each additional Arquebusier increases its attack speed.
- Gold Cost: 160
- Lumber Cost: 40
- Food Cost: 2
- Build Time: 50 Seconds
- Hitpoints: 400
- Damage: Pierce: 30 - 40; 31 - 46; 32 - 52; 33 - 58; (+4)
- Defense: Large; 3; 4; 5; 6
- Abilities: Firing Ports; Rifled Barrels
- Attacks: Land and Air units
Flying, heavy assault ship.
- Gold Cost: 385
- Lumber Cost: 120
- Food Cost: 7
- Build Time: 65 Seconds
- Hitpoints: 1350
- Damage (Land): Magic; 93 - 115; 94 - 127; 95 - 139; 96 - 151
- Damage (Air): Magic; 84 - 94; 85 - 105; 86 - 116; 87 - 127
- Defense: Small; 2; 4; 6; 8
- Abilities: Arcane Shells
- Attacks: Land and Air units
Mystical Hero, adept at controlling enemy movement and ranged assaults.
Mystical Hero, adept at Healing.
Warrior Hero, exceptional at melee combat.
I need help beta testing this map as well as help developing a forth hero based on Asssssvi's HQ Captain Morgan model. I've spent the last two weeks trying come up with abilities that, match its theme and synergize with the other heroes, but don't overlap with theirs or the unit abilities, but all i could come with was some weird mashup of the brewmaster, dark ranger and a commissar from 40k.
Edited from Blizzard's Dustwallow Keys map.
All custom resources, spells and systems will be credited upon release.
There's a layout of the race's units and abilities.
Units
Hearty Infantry
- Gold Cost: 175
- Lumber Cost: N/A
- Food Cost: 3
- Build Time: 25 Seconds
- Hitpoints: 500
- Damage: Normal; 9 - 12; 10 - 16; 11 - 20; 12 - 24 (+30% vs Large)
- Defense: Large; 2; 4; 6; 8
- Abilities: Plate Armor; Polearm Training
- Attacks: Land units
- Plate Armor; Reduces the damage taken from spells, piercing attacks and magic attacks by 25%.
- Polearm Training; Increases damage dealt to enemy targets with large armor by 30%.
Blackpowder Infantry.
- Gold Cost: 190
- Lumber Cost: 30
- Food Cost: 3
- Build Time: 26 Seconds
- Hitpoints: 420
- Damage: Pierce: 14 - 24; 15 - 30; 16 - 36; 17 - 42; (+4)
- Defense: Medium; 0; 2; 4; 6
- Abilities: Heavy Arquebus; Rifled Barrels
- Attacks: Land and Air units
- Heavy Arquebus; Attacks have 10% chance to reduce an enemy unit's armor by 2 and gives vision of that unit. Lasts 9 seconds.
- Rifled Barrels; Increases attack range and damage.
Shock Cavalry.
- Gold Cost: 220
- Lumber Cost: 50
- Food Cost: 4
- Build Time: 30 Seconds
- Hitpoints: 350
- Damage: Normal; 30 - 38; 31 - 43; 32 - 48; 33 - 52; (Double Vs Structures)
- Defense: Large; 1; 3; 5; 7
- Abilities: Charge; Explosive Tipped Lances
- Attacks: Land units
- Charge; Causes the casting unit to charge at targeted unit bypassing other units and stunning the target for 3 seconds
- Explosive Tipped Lances; Causes attacks to do 2 times normal damage to buildings.
Support spellcaster.
- Gold Cost: 145
- Lumber Cost: 25
- Food Cost: 2
- Build Time: 30 Seconds
- Hitpoints: 315; 355; 395
- Manapoints: 200; 300; 400
- Damage: Magic; 10 - 14
- Defense: Unarmored; 0
- Abilities: Anchor of Binding; Mending Rapids; Swiftness Ward
- Attacks: Land and Air units
- Anchor of Binding; Conjures up a spiritual anchor, inflicting 75 damage and slows a target enemy unit's attack rate by 25% and movement speed by 60%. Lasts 15 seconds.
- Mending Rapids; Caster stand stationary alls upon the restorative tides to heal allies within a 300 for 4% of their maximum health per second for 10 seconds.
- Swiftness Ward; Summons an immovable ward that Increases nearby friendly units' movement speed and attack rate by 25%.Lasts 30 seconds.
Maneuverable spellcaster.
- Gold Cost: 120
- Lumber Cost: 30
- Food Cost: 2
- Build Time: 35 Seconds
- Hitpoints: 300; 375; 450
- Manapoints: 200; 300; 400
- Damage: Magic; 11 - 13;
- Defense: Unarmored; 0
- Abilities: Barkskin; Hawk Form; Dispel magic
- Attacks: Land and Air units
- Barkskin; Increases a target friendly unit's armor by 3. |nLasts 45 seconds.
- Hawk Form; Transforms the Druid into a Hawk, increasing mana regeneration, reducing mana and making him an aerial fighter.
- Dispel magic; Removes all buffs from units in a target area.
Maneuverable spellcaster.
- Gold Cost: 120
- Lumber Cost: 30
- Food Cost: 2
- Build Time: 25 Seconds
- Hitpoints: 350; 425; 500
- Manapoints: 100; 200; 300
- Damage: Pierce; 35 - 41; 36 - 48; 37 - 55; 38 - 62
- Defense: Small; 0; 2; 4; 6
- Abilities: Barkskin; Hawk Form; True Sight
- Attacks: Air units
- Barkskin; Increases a target friendly unit's armor by 3. |nLasts 45 seconds.
- Human Form; Transforms the Druid back into a Human
- Ture Sight; Reveals nearby invisible units.
Anti-Spellcaster.
- Gold Cost: 190
- Lumber Cost: 30
- Food Cost: 3
- Build Time: 28 Seconds
- Hitpoints: 420
- Damage: Chaos; 10 - 12; 11 - 15; 12 - 18; 13 - 21
- Defense: Medium; 2; 4; 6; 8
- Abilities: Ravage Magic; Mana Transfer; Mana Cloud; Spell Immunity
- Attacks: Land units
- Ravage Magic; Dispels positive buffs from enemy units, and negative buffs from friendly units.
- Mana Transfer; Transfers mana between the Inquisitor and a target. Drains 6 mana per second from an enemy, or transfers 6 mana per second to an ally.|n|nMana Transfer can push the Inquisitor's mana over its maximum value, though excess mana drains off rapidly if not used. Lasts 10 seconds.
- Mana Cloud; Stops all enemies in a target area from casting spells for 30 seconds.
- Spell Immunity; Renders this unit immune to all spells.
Long-range siege weaponry. Exceptional damage versus buildings, but slow and vulnerable.
- Gold Cost: 165
- Lumber Cost: 70
- Food Cost: 3
- Build Time: 32 Seconds
- Hitpoints: 360;
- Damage: Siege; 52 - 64; 53 - 77; 54 - 90; 55 - 103;
- Defense: Large; 0; 2; 4; 6;
- Abilities: High Explosive Shell
- Attacks: Land units
- High Explosive Shell; Uses explosive shells to increase damage dealt to Unarmored and Medium armor units.
Amphibious assault transport. Has no initial attack. Can load an Arquebusier to gain an attack; each additional Arquebusier increases its attack speed.
- Gold Cost: 160
- Lumber Cost: 40
- Food Cost: 2
- Build Time: 50 Seconds
- Hitpoints: 400
- Damage: Pierce: 30 - 40; 31 - 46; 32 - 52; 33 - 58; (+4)
- Defense: Large; 3; 4; 5; 6
- Abilities: Firing Ports; Rifled Barrels
- Attacks: Land and Air units
- Firing Ports; Causes nearby an Arquebusier to run into the Ark so that it can gain protection and allow the ark to attack.
- Rifled Barrels; Increases attack range and damage.
Flying, heavy assault ship.
- Gold Cost: 385
- Lumber Cost: 120
- Food Cost: 7
- Build Time: 65 Seconds
- Hitpoints: 1350
- Damage (Land): Magic; 93 - 115; 94 - 127; 95 - 139; 96 - 151
- Damage (Air): Magic; 84 - 94; 85 - 105; 86 - 116; 87 - 127
- Defense: Small; 2; 4; 6; 8
- Abilities: Arcane Shells
- Attacks: Land and Air units
- Arcane Shells; Fires shells filled with volatile liquid mana that causes buildings to take damage over time. Buildings that are currently taking damage from Arcane Shells cannot be repaired, and have their attack rate reduced by 60%.
Mystical Hero, adept at controlling enemy movement and ranged assaults.
- Orb of Water; Sends a great orb of water to the target point. During its short lifetime, it will send away bolts of water to nearby enemy units, dealing damage.
- Explosion; Creates a water explosion at the target area that will slow nearby enemy units. Slow effect lasts 3 seconds.
- Hydromancy; Gives a chance to attack faster for 3 seconds, on an attack.
- Mass Freeze; Freezes enemy units around a target enemy unit with frozen water, preventing them from moving for 10 seconds. Frozen units will also take 10 damage per second.
Mystical Hero, adept at Healing.
- Pure Light; A holy light that heals a target friendly living unit for a percent of its max hit points. Can't be cast on self.
- Mind rot; The Chaplain afflicts an enemy unit with a Mind Rot, which will cause the unit to lose mana per second. And if the afflicted unit casts a spell, will it become stunned for 2.5 seconds.
- Holy Nova; Causes an explosion of holy light around the Chaplain, increases life and mana regeneration. Has a chance to reset the cooldown of Pure Light.
- Spirit of Retribution; Upon death, the Spirit of Retribution is summoned. Can cast Pure Light free of cost with a reduced cool down and will raise Lesser Spirits of Retribution from your fallen units.
Warrior Hero, exceptional at melee combat.
- Crippling Strike; Strikes the target with crippling power, dealing agility damage and reducing the targeted unit's armor.
- Blessing of Ironsides; Wreaths an unit in magical silver which increases damage dealt but reduces movement speed.
- Stance; Allow Champion to change Defensive, Passive or Offensive Stance. Each stance improves Champion's performance.
- Reincarnation; When killed, the Champion will come back to life.