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[Altered Melee] Heralds of Oblivion - Faceless One Race

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> Click here to download the race



KEY MECHANICS

  • Mastermind: The Mastermind is your most essential unit. It fulfills the role of both the builder and the Town Hall of the faction and is necessary to summon buildings, units and upgrades. Indirectly, it can gather lumber through a summoned creature called Creeper. You can only have 1 Mastermind at a time, and if it dies, your Harbingers can manifest another.
  • Harbingers: The Harbingers are the Heroes of the race, and must also be used to gather gold from Twisted Gold Mines or summon new Masterminds. You start the game with 3 Harbingers already trained and you have to decide how you will divide them to support your army in battle and collect the gold you will need.
  • Resources: Masterminds must build Twisted Gold Mines to allow your Harbingers to gather gold. Additionally, the Twisted Gold Mines also collect some gold on their own every few seconds. The lumber must be collected by the Creeper, who is summoned by your Mastermind. After being summoned, the Creeper must root near trees to drain lumber, and when all the lumber has been drained, it will automatically uproot itself to search for new trees nearby.
  • Rifts: These buildings are vital to your base. From here, your Mastermind can summon new units and upgrades to the battlefield. Building multiple Rifts is recommended, but not as many as they cost food as well.
  • Maws: Immobile creatures with 3 basic functions: They increase your food limit, can sell items and serve as defensive structures. They have 4 tentacles that defend it at melee range and can spawn smaller tentacles to attack at distance or immobilize enemies. They can be placed in key locations, such as an expansion. You can only build a maximum of 2 Maws and an additional one per tier, for a total of 4 Maws in the game.
  • Old Gods: At the beginning of the game, you must choose one Old God to serve. Depending on your choice, you will be given some bonuses and will unlock variant units. This decision is irreversible.



STRENGTHS & WEAKNESSES


StrengthsWeaknesses

  • Easy to build armies quickly if you have multiple Rifts available.
  • Overall, the race's playstyle provides formidable offensive capabilities.
  • Twisted Gold Mines provide a continuous source of gold, while the Creeper drains good amounts of lumber with no food cost.
  • Upgrades give nice bonuses to units. Some upgrades enhance multiple units at the same time.
  • Mastermind can move and escape from potential dangers that threaten your base.
  • Most units are fragile and susceptible to AoE damage.
  • Most of the upgrades are expensive. Be sure to research only the most necessary ones.
  • Heavy reliance on Rifts to summon new units. A low number of Rifts can slow down your production of units.
  • Mediocre defense, due to the lack of a dedicated defensive building and the limited number of Maws you can build.
  • Losing a Mastermind will greatly cripple your base.



UNITS

TIER 1

Mastermind

Creeper

Vilespawn

Tainted

Spawn of N'Zoth

Cultist


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Primary unit of the Faceless Ones armies. Can summon structures, units and upgrades.
You can only have 1 Mastermind at a time, and if it dies, a Harbinger can be ordered to manifest it once more.

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Tough creature that can drain the essence of nearby trees when it roots in the ground, giving you lumber in return. Each Mastermind can have only one active Creeper, so attempting to summon another Creeper will kill the current one. Creepers also produce food, which increases the maximum number of units that can be trained. Creepers will die if their Mastermind is destroyed.
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RootAllows the Creeper to root itself to the ground, rendering it immobile, but allowing it to drain the essence from nearby trees. If there are no trees nearby, the Creeper will uproot again to find other trees to drain lumber from.
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Drain LumberDrains the living essence from nearby trees around the Creeper every few seconds, generating 5 lumber for each tree drained.

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Small melee unit, fragile individually but powerful in groups. Summoned in pairs. Can learn the Rise of Darkness upgrade.
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Seething EvilThis unit's attacks will apply a curse to organic enemies, slowing the target enemy's movement for a few seconds. When attacking already cursed enemies, it will have a chance to deal additional damage.

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Light ranged unit, very effective in groups. Summoned in pairs. Can learn the Rise of Darkness upgrade.
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Seething EvilThis unit's attacks will apply a curse to organic enemies, slowing the target enemy's movement for a few seconds. When attacking already cursed enemies, it will have a chance to deal additional damage.

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Only available to servants of N'Zoth.
Small melee unit, fragile individually but powerful in groups. Weaker than Vilespawns, but spawned in groups of three. Can learn the Rise of Darkness upgrade.
Replaces Vilespawn.
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Seething EvilThis unit's attacks will apply a curse to organic enemies, slowing the target enemy's movement for a few seconds. When attacking already cursed enemies, it will have a chance to deal additional damage.

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Only available to servants of N'Zoth.
Ranged combat unit, effective against air units. Can learn the Rise of Darkness upgrade.
Replaces Tainted.
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Seething EvilThis unit's attacks will apply a curse to organic enemies, slowing the target enemy's movement for a few seconds. When attacking already cursed enemies, it will have a chance to deal additional damage.




TIER 2

Gloomfiend

Whisperer

Manipulator

Punisher

Voidbringer

Corruptor

Ravager


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Light flying creature with great potential against aerial enemies. Summoned in pairs. Has the Caustic Venom ability, which deals increased damage against wounded units. Can learn the Shadow Infusion upgrade.
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Caustic VenomAttacks deal a percentage of missing hit points from target air enemies as bonus damage.
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Volatile BurstGloomfiends will explode when killed, dealing damage to nearby air units. In addition, the explosion will deal a percentage of missing hit points of the affected units as bonus damage.

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Primary spellcaster. Can initially cast Umbral Mending, which heals wounded allies. Can also learn Void Barrier and Old Whispers.
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Umbral MendingHeals a non-mechanical wounded target ally and nearby friendly units around it. If the target unit is below 50% of its total hit points, it will be healed for extra hit points.
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Void BarrierForms a barrier around a target friendly unit that absorbs a portion of any physical damage taken and returns half of that amount to enemy attackers.
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Old WhispersSubdues the mind of the target enemy, forcing it to hear the vicious whisperings of the Old Gods. During this state the target is unable to attack and takes extra damage from Whisperers, Manipulators and Punishers.

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Versatile spellcaster. Can initially cast Twilight Eye, which allows an unit to detect invisible enemies. Can also learn Veil of Shadows and Dark Portrait.
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Twilight EyeSummons an eye over a target allied unit, allowing it to see invisible enemies.
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Veil of ShadowsA curse that reduces the effectiveness of healing on the target enemy unit.
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Dark PortraitCreates an illusion of a target non-hero organic enemy. This illusion is spell immune and deals a percentage of the original unit's damage.

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Anti-spellcaster unit with Spell Immunity. Can initially cast Disperse, which dispels magical buffs. Can also learn Mind Flay and Psychic Shock.
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DisperseDispels buffs from the target unit and another random unit around the caster. Each dispel deals damage to summoned units.
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Mind FlayAfflicts target's mind, causing it to lose hit points and mana per second.
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Psychic ShockThe Punisher will emit a psychic pulse every few seconds, dealing damage to nearby enemy spellcasters with low mana.
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Spell ImmunityRenders this unit immune to all spells.

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Long-range siege creature which can fire multiple projectiles at once. Exceptional damage versus buildings, but slow and vulnerable. Can learn the Desolation upgrade.
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Nether VolleyWhen a Voidbringer attacks, it will fire other minor projectiles at the attacked unit or random ground enemies near the target. These projectiles will deal siege damage in the area of impact.

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Only available to servants of C'Thun.
Versatile flying creature with a long-range attack against aerial enemies. Has the Caustic Venom ability, which deals increased damage against wounded units. Can learn the Shadow Infusion upgrade.
Replaces Gloomfiend.
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Caustic VenomAttacks deal a percentage of missing hit points from target air enemies as bonus damage.

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Only available to servants of C'Thun.
Melee siege unit with fast regeneration. Effective against buildings. Can learn the Desolation upgrade.
Replaces Voidbringer.




TIER 3

Misshapen

Nightmare

Juggernaut


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Strong melee unit. Can learn the Maddening Wrath upgrade.
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OverpowerGives the Misshapen an attack speed boost for every 10% missing hit points, beginning at 90%. Updates when attacking.

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Heavy flying creature. Can learn the Haunting Presence upgrade.
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AtrophyAn aura that weakens the attack damage of nearby enemy units. If an enemy dies while under this effect, the Nightmare gains a charge that grants bonus damage for a few seconds. A maximum of 10 charges can be active at the same time, and new charges obtained above this amount will refresh the duration of previous ones.

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Only available to servants of Yogg-Saron.
Monstruous melee unit, slow but very resilient. Has the Assimilate ability, which allows the Juggernaut to steal life and resist damage. Can learn the Maddening Wrath upgrade.
Replaces Misshapen.
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AssimilateThis unit recovers hit points when hitting enemy units. When the Juggernaut's hit points drop below 50%, it will take less damage from ranged attacks.




HEROES

Harbinger

C'Thrax


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Mystical Hero, essential for its supporting role. Can harvest gold from Twisted Gold Mines and summon new Masterminds. Can learn Brain Spike, Soul Chain, Touch of Insanity and Darkspeaker.
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Brain SpikeSends a shadowy spike into the target enemy's mind that deals damage to it and nearby enemies. Enemy Heroes take half damage.
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Soul ChainLinks the Harbinger to a target enemy unit, causing a portion of the damage dealt to the Harbinger to be felt by the target. Drains hit points from the target to restore Harbinger's mana every second. The link breaks if the target moves too far from the Hero.
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Touch of InsanityGives a chance to take control of units attacked by the Harbinger. Lasts for a few seconds before the original owner regains the control of the unit. Units that have been converted will not be able to fall victim again until a time has passed after the end of the control. Cannot be used on Heroes, or creeps above level 5.
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DarkspeakerGrants a permanent bonus to Intelligence and increases all damage dealt by the Hero when its current mana is above 40%. Also enhances one of the other abilities based on your chosen Old God:
-C'thun: Brain Spike will deal full damage to enemy Heroes.
-Yogg-Saron: Soul Chain now also heals Harbinger for half the amount drained every second.
-N'Zoth: Increases the conversion chance and the duration of the control.

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Only available to servants of Yogg-Saron.
Warrior Hero, exceptional at manipulating battles. Can learn Dire Blast, Tear Reality, Despair Aura and Realm of Madness.
Replaces one of your Harbingers.
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Dire BlastEmits a blast of deadly energy that deals damage to enemies in the target area. Additional damage to enemies within a Fissure.
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Tear RealityA portion of the world descends into the Void, dealing damage per second to enemy land units caught within this Fissure and increasing the movement speed of friendly units who enter in it.
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Despair AuraReduces the armor of nearby enemies. Units affected by Despair Aura that are trapped in a Fissure have a chance to heal enemies they attack.
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Realm of MadnessWeakens the barrier between the physical world and the Void, creating a Fissure in a random location around the Hero every 2 seconds. Fissures lasts 5 seconds each.
While Realm of Madness is active, the C'Thrax will restore a percentage of its maximum hit points for each nearby unit, friendly or enemy, that dies within a Fissure.
 
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