- Joined
- Mar 10, 2013
- Messages
- 105
In this thread we're planning on outlining nerubian culture, it's possible manifestations in game and with time create a playable demo. This work will be part of a bachelor thesis striving to do just that and more... Lets begin!
Nerubians are descendants of aqir, creatures shaped from silithid by the Old Gods. They have inherited their highly xenophobic nature, being just slightly more "peaceful".
-possible "racial ability": nerubians can't interact with any kind of shops, mercenary camps or taverns.
The only thing capable of suppressing their xenophobic nature is their deep hate for the undead. The (former) Lich King Ner'Zhul fought them in the war dabbed "The war of the spider", which the nerubians lost and most of them got annihilated and raised as undead. They were to Ner'Zhuls surprise immune to the undead plague and even his psychic domination, which made them formidable foes. Digging too deep, they disturbed old god tendril, which in turn cost them the war. In the end, they lost due to fighting two fronts at the same time.
-possible "new unit type", like mechanical & undead: cc and plague like effects immunity, only for nerubian heroes & units (excluding arachnatids, tolvir, etc.)
Possessing huge libraries (mainly literature, philosophy and arcane lore), nerubians developed philosophy deeming worship foolish and over time it became totally alien to them.
-no old god alignment, unlike aqir, qijari and mantid
Great architects, tunnelers and trappers.
-many choices in buildings and upgrades? human like building? something entirely new?
Nerubians feel lost without their leader(s)
-possibly locked abilities, buffs and debuffs without "leader" present
-nerubian king (only one, reigns over the capital city / whole empire)
-nerubian queens (other cities have one as their leader)
-spider lords = rulers, "aristocracy", law keepers, generals (council of them can act as a leader instead of a queen, not common)
-viziers = priests, counselors, mages, venomancers
-workers = food/ supplying, weaponsmithing, mining, building
- especially strong become warriors
- with mental talents become seers = counselors, diplomats, mages, architecture, accounting, law
- ones with exceptional weaving skills become webspinners
=other "forms" of nerubians (aren't specified in the caste system):
- nerubian lords = weaker campaign spellcaster unit similar to queen (spiderlords in RPGs could spec into spellcasters too, could be that)
- nerubian spiders = weaker campaign spiderlord like unit, spawns ranged spiderlings after death
- flyers = nerubians with membranes between their eight legs, can fly
- spiderlings = there are two variants, an inconsistency created by Blizzard (I'll be using six legged spider like ones to add variation)
- other egg laying females = we know little about them
- nerubian beast (file name) = a wotlk model, undead variant with 5 reskins, never animated nor used in-game
-Jormungars = creatures of labor used for carving massive tunnels
-Arachnathids = scorpion like beasts used as guarding dogs
-Obsidian Destroyers = enslaved tol'vir turned into obsidian statues
-Bone Spiders = spiders that look like are made of bones like Hadronox (though his "Spawn of Maexxna" tittle complicates things a little, since she's classified as a giant spider)
-Bane Spiders = predecessors of bone spiders, later retconned into them in wow, commonly used as seer familiars, look wise reminds one of tarantula
-Credible Witnesses = basic spiders, minions of Mr. Sunflower
-Glow Worms (file name) = too little lore... they look like embryos of nerubians encased in long ass droplets hanging from the ceiling
Azjol'Nerub is the name of their capital city and former empire / city state itself
-in-game entrances are located in the Pit of Narjun (other known ones are Naz'anak: The forgotten Depths and The Icy Depths)
-leader: Seer Ixit (formerly King Anub'arak)
-if used as the main building, we could split it up along the lines of:
-Gates of Azjol-Nerub
-Upper kingdom
-Ahn'kahet: The old kingdom
Sundered Monolith (epicenter for nerubian survivors)
-consist of 6 levels
-topmost lvl: soldiers
-other 3 lvls: workers + food
-5th lvl: seers and spiderlords
-6th lvl: queen and other egg-laying females
-leader: Queen Azhuul'Mehab
-another great candidate for main building or other structure
Skittering Hollow (island faction of nerubian survivors, Voru'kar)
-leader: Vorus'arak, great digger, a "Swarm Lord"
-its denizens use mainly shadow magic
-thanks to their leader digging under the sea they fled Lich kings grasp, escaping here
Azj-Kahet
-capital city: City of Threads
-other settlements: Ara-Kara, City of Echoes (Old City), The Burrows
-leader: Queen Ansurek (formely Queen Neferess)
-independent empire from Azjol-Nerub, not much is known so far
Nerubian ziggurat (small unnamed settlements of varying sizes)
-barracks or tower capable of freezing enemies
-I'd like to add more possible upgrades, like "venom ziggurat", "arcane ziggurat" and maybe "web ziggurat"?
Former nerubian cities, buildings and structures:
Temple city of En'kilah
-the only known nerubian city / settlement built above the ground, now infested with scourge
-> initially known as Riplash ruins in RPGs which were later retconned as a highborn ruins infested with naga
Naxxramas
-ancient nerubian ziggurat
-torn out by dark magic from its subterranean home and lifted into the sky
-other former nerubian ziggurats:
Acherus
Kolramas
Naxxanar
Talramas
Voltarus
Zeramas
Nerubian sacrificial pit / pit of fiends
-formerly a nerubian building (later used by the Lich King) used for sacrificing enemies for luck in battle
-could be used for the place where the tol'vir are transformed into obsidian destroyers (possibly even create new "obsidian versions" of some nerubian units)
Tomb of relics
-formerly a nerubian building, "shop"
-just needs a little work and it'll look like it had looked like in its glory days! (total overhaul)
After listing down almost all possible inspiration, lets lay down the groundwork for this race.
Color Map:
Color Map:
Color | Meaning |
---|---|
Honey orange | Ability |
Blond yellow | Ultimate ability |
Sea green | Upgrade |
Sky blue | Item |
Light gray | WIP |
Player specific effect / game rule -players playing as nerubians can't interact with ANY shops and mercenary camps other then their own | |
New unit type (like mechanical): "Nerubian" -have immunity to any kind of mind control or plague like effects (excluding non-nerubian units like arachnatid or tol'vir, etc.) | |
Hybrid building: -workers build from inside with option to speed build from outside Gathering: -standard orc/human | |
Reconstruction: -a system using already built buildings to be rebuild into others -usable for almost all of them -most will be divided into 3-4 groups based on the size of their foundation/pathing, allowing rebuilding into buildings in their group -rebuilding ability in itself costs nothing, though once activated building starts to lose hp and needs to be constantly repaired = cost & risk | |
Training of units: -selecting units and training them normally results in spawning the egg sacks instead -they would in time morph into the desired units -this way the training can be negated by the enemy player once they take control of your base -if killed spawns a spiderling instead | |
Magical conduit upgrade: -allows buildings to be equipped with one item, gaining its effect (or similar one) | |
Chain of Command aura: -some abilities of units will be locked without heroes present -minor speed boost -units like Viziers and Spiderlords will be able to learn this ability later on. | |
Crack the Embers: -one use ability -triggers "healing salve" like effect, gaining 5 armor for its duration, isn't cancelled by damage =most nerubians have this ability, corresponding ones have their name included (Worker, Webspinner, Warrior, Seer, Vizier, Death Speaker, Broodmother and Spiderlord, 8/18 including summons) |
Main Building
image
1st stage = Empires Gates
2nd stage = Upper Citadel
3rd stage = Old Palace
-each stage reflexes its depth and location visually
-trains:
Attacks land units
2nd stage = Upper Citadel
3rd stage = Old Palace
-each stage reflexes its depth and location visually
-trains:
Worker
Abilities
Upgrades
Image
240 HP 0.25 HP/sec. | 8-9 normal attack 1 medium armor | Cost: 70 Hatch time: 15 sec. |
Gather: -mines gold from gold mines and harvests lumber from trees (orc/human) -can also pick up and drop cocoons | ||||||||
Repair: -autocast/toggle, can repair buildings and mechanical units -repairing costs Gold and Lumber -if you do not have enough Gold or Lumber you will not be able to repair. | ||||||||
Build: -brings up a list of the available buildings that you may choose to construct -workers build from inside with option to speed build from outside (orc/wisp + peasant hybrid) | ||||||||
Last Stand: -take arms, gaining X attack and attack speed -only usable under the effects of the Chain of Command aura | ||||||||
Evolve: -brings up a list of the available units that you may choose to evolve into (full cost) -worker is enveloped by a chrysalis like shell for X seconds while doings so
| ||||||||
Burrow: -burrows underground, fastening regeneration + upgrade to allow slow movement while burrowed | ||||||||
Crack the Embers: -one use ability -triggers "healing salve" like effect, gaining 5 armor for its duration -isn't cancelled by damage | ||||||||
WIP
WIP
Altar of the Spider
Image
-trains:
Attacks land units
-possible abilities:
-wc3 crypt lord abilities: Impale, Spiked Carapace, Carrion Beetles and Locust Swarm
-hots Anub'arak abilities: Scarab Host, Impale, Harden Carapace, Burrow Charge, Locust Swarm and Cocoon
-wow Anub'arak(2) abilities: Carrion Beetles, Impale, Leeching Swarm, Pound / Freezing Slash, Leeching Swarm, Penetrating Cold
-wow Vorus'arak abilities: Leeching swarm, Rending swipe, Slam
-wow Underking Talanox: Blinding Swarm, Mandible Crush
-wow Under-King Anub'et'kan:
Attacks land and flying units
-will use the more nerubian-like look on the left
-summons?
Attacks land units
Underking / Swarm Lord
Abilities
Image
Names: Anub'arak, Vorus'arak, Talanox, Anub'et'kan, Kryxix, Ixit -STR hero |
---|
-possible abilities:
-wc3 crypt lord abilities: Impale, Spiked Carapace, Carrion Beetles and Locust Swarm
-hots Anub'arak abilities: Scarab Host, Impale, Harden Carapace, Burrow Charge, Locust Swarm and Cocoon
-wow Anub'arak(2) abilities: Carrion Beetles, Impale, Leeching Swarm, Pound / Freezing Slash, Leeching Swarm, Penetrating Cold
-wow Vorus'arak abilities: Leeching swarm, Rending swipe, Slam
-wow Underking Talanox: Blinding Swarm, Mandible Crush
-wow Under-King Anub'et'kan:
Names: Anub'arak, Vorus'arak, Talanox, Anub'et'kan, Kryxix, Ixit -STR hero | |
---|---|
Burrow Charge: Burrows charging to the target location, dealing X damage and briefly stunning enemies in a small area upon surfacing, slowing them by 25% for 2.5 seconds. | |
Rending Swipe: Autocast/toggle, attacks cleave in exchange for X mana. | |
Shed Carapace: Active, heals X% of hero's health and gain + X speed and lose all armor for 10 seconds. | |
Hearth of the Swarm: Locust stampede + spawning permanent scarabs one every X seconds, channeling lasts X seconds. |
Nerubian Queen
Abilities
Image
Names: Nezar'Azret, Azhuul'Mehab, Moaj'arak, Ansurek, Zarzhet, Neferess, Zaltra, Xekatha, Anub'izek, Xy'lasa, Yz -INT hero |
---|
Names: Nezar'Azret, Azhuul'Mehab, Moaj'arak, Ansurek, Zarzhet, Neferess, Zaltra, Xekatha, Anub'izek, Xy'lasa, Yz -INT hero | |
---|---|
Blinding Swarm: Line damage spell dealing x damage, makes affected units/heroes blind, changing their field of vision to 0 for X seconds and adds X% chance to miss their target. | |
Ancestral Memory: Passive, gains X in every stat + increases mana regen by X. | |
Royal Aura: Boosts the movement and hatching speed by X%, mana based abilities have shorter cooldowns by X% | |
Call of the Queen: The Queen lets loose a mighty screech that stuns nearby enemies for 5 seconds and summons 2 Royal Guards. The Royal Guards have X hitpoints and deal X Normal damage. They also have Spell Immunity and Spiked Carapace. |
-will use the more nerubian-like look on the left
-summons?
Herald of Vengeance / Goliath Spider
Abilities
Image
Names: Hadronox, Maexxna, Avanoxx, Al'haggro, Xishirra, Xishorr, Gahn'dante, Aarux, Likk, Venomfang, Terror Spinner -AGI hero |
---|
Names: Hadronox, Maexxna, Avanoxx, Al'haggro, Xishirra, Xishorr, Gahn'dante, Aarux, Likk, Venomfang, Terror Spinner -AGI hero | |
---|---|
Leech Poison: Channeling, drains X life from an enemy target in a melee range, poisoning it in the process dealing X damage over X seconds. | |
Acid Cloud: Sprays acid on the ground dealing X damage, leaves behind a cloud of acid dealing X damage over X seconds. | |
Feeding Time: Passive, gains X HP for every hero level (visually bigger). Attacks also reduce target's armor by X (orb of corruption). | |
Spider Lair: Webs all enemy units and heroes in a large area around the hero to the ground. Allows walking across all units (wind walk) |
WIP
WIP
Nerubian Ziggurat
Image
-provides food
-upgradable
-towers automatically attack allied players if not in possession of spidersil scroll of passage
-upgradable
-towers automatically attack allied players if not in possession of spidersil scroll of passage
Frost Ziggurat
Image
Attacks slows down enemies
Attacks land and flying units
Attacks land and flying units
Venom Pylon Tower
Image
-inspired by nerubian venomancers, inflicts poison
Attacks land and flying units
Attacks land and flying units
Arcane Ziggurat (WIP)
Image
-equivalent to human arcane tower
Attacks land units
Attacks land units
WIP
Hatchery
Image
Any barracks can link to a hatchery to train the units there
-can train more at a time
-allows redirecting the eggs to other places
-can train more at a time
-allows redirecting the eggs to other places
Lens / Light Weaver
Image
-gathers mana during the day
-can link to other lenses, revealing the space in-between = consuming mana slowly
-can rapidly use up the mana to deal a big burst of damage (slow rotation) from the top lens
Attacks land units
-can link to other lenses, revealing the space in-between = consuming mana slowly
-can rapidly use up the mana to deal a big burst of damage (slow rotation) from the top lens
Attacks land units
Crawling fort
Image
-trains:
Attacks land units (needs upgrade for air)
Attacks land units
Attacks flying units
Webspinner
Abilities
Upgrades
Image
X HP X HP/sec. | X normal attack X medium armor | Cost: X Evolve time: X sec. |
Web: -toggle/attack modifier, webs the target enemy +cooldown of X sec. Targets land and flying units | ||
Cocoon: -channel, traps an enemy in a cocoon damaging them over time until they die -cocoon can be destroyed -once the enemy unit is "digested" it can be used as a small Moonwell, it's destroyed once it "runs dry" -cocoons can be stored and carried by workers for a later use, one at a time +cooldown of X sec. Targets land units | ||
Burrow: -burrows underground, fastening regeneration + upgrade to allow slow movement while burrowed | ||
Crack the Embers: -one use ability -triggers "healing salve" like effect, gaining 5 armor for its duration -isn't cancelled by damage | ||
WIP
Warrior
Abilities
Upgrades
Image
X HP X HP/sec. | X normal attack X medium armor | Cost: X Hatch time: X sec. |
Infected Bite: -passive skill with chance to inflict poison debuff upon the enemy | ||
Spiderlings: -spawns 2 permanent Spiderlings after death | ||
Burrow: -burrows underground, fastening regeneration + upgrade to allow slow movement while burrowed | ||
Crack the Embers: -one use ability -triggers "healing salve" like effect, gaining 5 armor for its duration -isn't cancelled by damage | ||
Armor up: changes Nerubian Warrior into Empire Guard, increasing their hitpoints by X and armor by X + change to piercing/heavy
Flyer
Abilities
Upgrades
Image
X HP X HP/sec. | X piercing attack X light armor | Cost: X Hatch time: X sec. |
Leeching Bite: -passive, lifesteal | ||
Poisoned Fangs: -passive, the caster's fangs drip with poison, causing melee attacks to have a chance to inflict additional damage | ||
Swoop: -swoops down on the enemy, dealing damage to a ground unit -becomes attackable by ground units for X seconds -only usable under the effects of Chain of Command aura Targets land units | ||
WIP
Empire library
Image
-building for upgrades
WIP
Scholars Spire
Image
-trains upper class of nerubian society
Attacks land and flying units
Attacks land and flying units
Attacks land and flying units
"Nerubians practice mummification. By whom one might ask, I have no idea. " - and the basic idea of a unit was born
-he would use bandages as a weapon in attack animation (they levitate)
Seer
Abilities
Upgrades
Image
X HP X HP/sec. X MP X MP/sec. | X magic attack X light armor | Cost: X Hatch time: X sec. |
Inspire: -channeling, reads ancestral poetry, buffing X by X for X in a small area | ||||||||
Spider Familiar: -summons a spider familiar that follows you around -can't be controlled but is targetable, attacks near by enemies -killing it starts the cooldown of the ability | ||||||||
Build Trap: -builds from outside, can't be powerbuilt -brings up a list of the available traps that you may choose to construct or place on a building as a buff -traps are build like buildings, but take much less time
Targets buildings | ||||||||
Crack the Embers: -one use ability -triggers "healing salve" like effect, gaining 5 armor for its duration -isn't cancelled by damage | ||||||||
WIP
WIP
Vizier
Abilities
Upgrades
Image
X HP X HP/sec. X MP X MP/sec. | X magic attack X light armor | Cost: X Hatch time: X sec. |
Insight: -gives True Sight to a friendly unit and mana regen boost for X seconds Targets land and flying units | ||
Shadow Bolt: -Toggle/autocast, adds X damage and dazes target for 3 seconds (1 sec. on heroes) Targets land and flying units | ||
"venomancer based ability" | ||
Chain of Command: -aura, shows as Leader Presence buff -unlocks abilities of units affected by it + minor speed boost -doesn't show as one of the abilities, just a visual cue Targets land and flying units | ||
Crack the Embers: -one use ability -triggers "healing salve" like effect, gaining 5 armor for its duration -isn't cancelled by damage | ||
WIP
Death Speaker
Abilities
Upgrades
Image
X HP X HP/sec. X MP X MP/sec. | X magic attack X light armor | Cost: X Hatch time: X sec. |
"Nerubians practice mummification. By whom one might ask, I have no idea. " - and the basic idea of a unit was born
-he would use bandages as a weapon in attack animation (they levitate)
Wrap: -single target silence for X seconds, removes negative effects -can be used on friendly & enemy targets alike -applies healing over time, X HP/sec. for X sec. Targets land and flying units | ||
Entomb: -destroys a corpse and adds mana to the caster (visually, sarcophagus eats the corpse and drags it under the ground) Targets corpses | ||
Reborn: -if an unit with this buff dies, they resurrect with 20% of their health at the time +debuff slowly killing them, dispelable Targets land units | ||
Crack the Embers: -one use ability -triggers "healing salve" like effect, gaining 5 armor for its duration -isn't cancelled by damage | ||
WIP
WIP
Obsidian Guardian
Abilities
Upgrades
Image
Reworked ground version of the classic obsidian destroyer/statue
WIP
WIP
Jormungar Spawnmother
Image
-can attack
-can transfer units across the map (one at a time), needs at least 2 to work
-can "uproot" as ancients, burrowing the building under the ground and allowing it to slowly move = defenseless while doing so
-unlocks venom ziggurat
-trains
-can transfer units across the map (one at a time), needs at least 2 to work
-can "uproot" as ancients, burrowing the building under the ground and allowing it to slowly move = defenseless while doing so
-unlocks venom ziggurat
-trains
Jormungars (WIP)
Image
-can learn burrow
-can move while burrowed (invisible, slower, can't attack)
-attacks inflict poison
-can harvest larger quantities of gold
-can move while burrowed (invisible, slower, can't attack)
-attacks inflict poison
-can harvest larger quantities of gold
Arachnathid (WIP)
Image
classic arachnathid earth-borer for time being, burrow
Bone Spider (WIP)
Image
Glutinous Poison: Active, poisons the enemy, making any attack against it steal mana.
-auto-attacks reduce armor by 2
-auto-attacks reduce armor by 2
Tol'vir slave
Image
quick unit, can be used for scouting or rituals as sacrifice
-can help with building like humans do while being under the Leader Presence aura
-can harvest resources, gold & lumber while being under the Leader Presence aura
-can help with building like humans do while being under the Leader Presence aura
-can harvest resources, gold & lumber while being under the Leader Presence aura
WIP
Sundered Monolith
Image
-a late game building like chimera roots, boneyard or tauren totem
-trains
-trains
Broodmother (WIP)
Image
-walking barracks, slow movement
Crack the Embers: effect mentioned in the beginning of the race design
Crack the Embers: effect mentioned in the beginning of the race design
WIP
Nerubian Spider Lord (WIP)
Image
-will use old Blizzard concept art
-has an upgrade to become a literal tank with shield ability similar to footmen with reduction in all of the damage taken (and speed)
Burrow: digs under the ground, increasing your health and mana regeneration
Dig out: creates a sinkhole invisible to enemy players, units can hop in to heal up to 4 units at a time
Commanding Aura: unlocks abilities to units affected by this aura, adds Leader Presence buff
Crack the Embers: effect mentioned in the beginning of the race design
-has an upgrade to become a literal tank with shield ability similar to footmen with reduction in all of the damage taken (and speed)
Burrow: digs under the ground, increasing your health and mana regeneration
Dig out: creates a sinkhole invisible to enemy players, units can hop in to heal up to 4 units at a time
Commanding Aura: unlocks abilities to units affected by this aura, adds Leader Presence buff
Crack the Embers: effect mentioned in the beginning of the race design
WIP
Royal Treasury
Image
-shop, tomb of relics overhaul
-sells:
Spidersil scroll of passage: allows allies to approach nerubian towers
Fiery gemstone: has an ability like healing salve, user gains 5 armor for its duration
-sells:
Spidersil scroll of passage: allows allies to approach nerubian towers
Fiery gemstone: has an ability like healing salve, user gains 5 armor for its duration
Summoned/special units
-summons
Egg Sack
Image
-all units hatch from them
WIP
Spiderling
Image
-fast movement speed
-gains movement & attack speed buff for every other Spiderling near by
-gains movement & attack speed buff for every other Spiderling near by
Cocoon
Image
-traps and kills units over time (devour)
-turns into a small "Moonwell" once the unit is "devoured"
-dies once the mana runs dry
-can be carried by workers for later use
-turns into a small "Moonwell" once the unit is "devoured"
-dies once the mana runs dry
-can be carried by workers for later use
WIP
Bane Spider
Image
-can't be controlled (locust)
-always stays close to the Seer
-can be targeted and killed by enemies
-always stays close to the Seer
-can be targeted and killed by enemies
WIP
Swarming Locust
Image
-"stampede" summon, explodes on contact
WIP
Swarming Scarab
Image
-can devour corpses to heal
-lasts X seconds
-lasts X seconds
WIP
Aug 24th, 2021
-spiderlord was moved to sundered monolith
-nerubian queen unit was renamed to broodmother and her role was changed to mobile barracks of sorts
-added two new units: death speaker and architect + their abilities
-new building: jormungar spawnmother (nydus canal of sorts), jormungars are trained here now
-changed abilities of multiple units
-changed formatting and added more pictures
-training of the units was changed to sgwinter egg sack style without 2 sack limit
and I'm currently experimenting with building bases like "Hole" or "Foundations" to enable more buildings as a whole
+ reconstructing of building to others
Sep 10th, 2021
-added ability to nerubian spider lords "Dig out": creating a sinkhole where nerubians can hide
-jormungars can move while burrowed now
-death speakers can now gain ability to "Reborn" a unit: if a unit with this buff dies, they resurrect with 20% of their health (and a debuff slowly killing them, dispellable)
-added a bit about the island nerubian faction: Voru'kar
Oct 18th, 2021
-abilities will be painted in orange color now for better clarity (excluding placeholders)
-added tab for non-trainable summoned units
-added spiderling to summons tab + image
Nov 8th, 2021
-added Pit trap, Frost trap, Fire trap, Build doors and Magical conduit to the Architect's Build trap icon
-added Blinding Swarm, Life from within, Royal Aura and Younglings abilities to the nerubian queen hero
-added Insight and Familiar abilities to the seer
-added Burrow to the nerubian warrior and spiderlord
-added one use ability of Crack the embers to almost all of nerubians
-items will be painted in blue color from now on (excluding placeholders)
-towers now automatically attack allied players if not in possession of spidersil scroll of passage item
Nov 22nd, 2022
-rewritten introduction
-rewritten parts of the "characteristics"
-added more lore to the buildings tab in the introduction
March 14th, 2023
-WIPs will be highlighted in gray as of now
-specified the Building style
-reworked Foundations system
-added Reconstruction system
-specified resource gathering system
-specified Leader Presence aura ability
-specified Crack the Embers ability
-added Last Stance ability to workers
-specified Warrior Armor upgrade ability
-Jormungars are now slowed when moving while burrowed
-Jormungars inflict poison while attacking
-Jormungars can harvest larger quantities of gold as of now
-Tol'vir slaves can now help with building like humans do while being under the Leader Presence aura
-Tol'vir slaves can now harvest resources while being under the Leader Presence aura
-proofreading & rewriting
March 20th, 2023
-added color map to the race design section
-upgrades will be highlighted in green as of now
-"players can't interact with ANY shops other then their own" was separated from the Frozen Mind ability into player specific effect/game rule due to inconsistencies and streamlining as a whole
-Merged Building style (orc + human) is no longer WIP
-changed the names for the main building according to suggestions
September 12th, 2023
-added a thread banner
-added icons to heroes and their ability sets will be now shown in tables
-added Infected Bite ability to Nerubian Warrior
-added tab for Empire's Guard (Nerubian Warrior Armor up upgrade)
-added image to Nerubian Warrior and Empire's Guard
-cleaned lots of text
September 19th, 2023
-added table for the prevailing abilities at the start
-added icons to Worker and Architect
-abilities will be in separated tabs now
-added new tabs to Worker and Architect
-cleaned lots of text
-spiderlord was moved to sundered monolith
-nerubian queen unit was renamed to broodmother and her role was changed to mobile barracks of sorts
-added two new units: death speaker and architect + their abilities
-new building: jormungar spawnmother (nydus canal of sorts), jormungars are trained here now
-changed abilities of multiple units
-changed formatting and added more pictures
-training of the units was changed to sgwinter egg sack style without 2 sack limit
and I'm currently experimenting with building bases like "Hole" or "Foundations" to enable more buildings as a whole
+ reconstructing of building to others
Sep 10th, 2021
-added ability to nerubian spider lords "Dig out": creating a sinkhole where nerubians can hide
-jormungars can move while burrowed now
-death speakers can now gain ability to "Reborn" a unit: if a unit with this buff dies, they resurrect with 20% of their health (and a debuff slowly killing them, dispellable)
-added a bit about the island nerubian faction: Voru'kar
Oct 18th, 2021
-abilities will be painted in orange color now for better clarity (excluding placeholders)
-added tab for non-trainable summoned units
-added spiderling to summons tab + image
Nov 8th, 2021
-added Pit trap, Frost trap, Fire trap, Build doors and Magical conduit to the Architect's Build trap icon
-added Blinding Swarm, Life from within, Royal Aura and Younglings abilities to the nerubian queen hero
-added Insight and Familiar abilities to the seer
-added Burrow to the nerubian warrior and spiderlord
-added one use ability of Crack the embers to almost all of nerubians
-items will be painted in blue color from now on (excluding placeholders)
-towers now automatically attack allied players if not in possession of spidersil scroll of passage item
Nov 22nd, 2022
-rewritten introduction
-rewritten parts of the "characteristics"
-added more lore to the buildings tab in the introduction
March 14th, 2023
-WIPs will be highlighted in gray as of now
-specified the Building style
-reworked Foundations system
-added Reconstruction system
-specified resource gathering system
-specified Leader Presence aura ability
-specified Crack the Embers ability
-added Last Stance ability to workers
-specified Warrior Armor upgrade ability
-Jormungars are now slowed when moving while burrowed
-Jormungars inflict poison while attacking
-Jormungars can harvest larger quantities of gold as of now
-Tol'vir slaves can now help with building like humans do while being under the Leader Presence aura
-Tol'vir slaves can now harvest resources while being under the Leader Presence aura
-proofreading & rewriting
March 20th, 2023
-added color map to the race design section
-upgrades will be highlighted in green as of now
-"players can't interact with ANY shops other then their own" was separated from the Frozen Mind ability into player specific effect/game rule due to inconsistencies and streamlining as a whole
-Merged Building style (orc + human) is no longer WIP
-changed the names for the main building according to suggestions
September 12th, 2023
-added a thread banner
-added icons to heroes and their ability sets will be now shown in tables
-added Infected Bite ability to Nerubian Warrior
-added tab for Empire's Guard (Nerubian Warrior Armor up upgrade)
-added image to Nerubian Warrior and Empire's Guard
-cleaned lots of text
September 19th, 2023
-added table for the prevailing abilities at the start
-added icons to Worker and Architect
-abilities will be in separated tabs now
-added new tabs to Worker and Architect
-cleaned lots of text
Album of WIPs currently being developed: https://www.hiveworkshop.com/media/albums/custom-nerubian-race.9999/
Please share your opinions and ideas in the comment section bellow!
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