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Need a complete Dwarven race

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Well, I as I title says, I need a complete Dwarven Race

  • Stay out of Wc3 techtrees, make it like a SC techtree (with basic and advanced buildings)
  • Be unique as you can :)
  • There should be a minimum of 10 units and maximum of 14 units

The race should have this kind of units
-Basic Melee unit
-Basic Range unit
-Advanced Melee unit
-Siege Unit
-Air unit that can only attack air
-Air unit that can attack land and air
-Support Caster
-Offensive Caster
-Optional Caster (Spells that can't fit with offensive and support)

The rest 5 units lies to your hands. Be unique.

Also, Notes
  • The race should have a unique way healing (beside normal Heal, Blight Regen, or Sacrificial)
  • The race should have a tower -.-
  • If you want the Town Hall to be 3 Tier, make lesser buildings
  • If you want the Town Hall to be 1 Tier, make more buildings
  • NO HEROES AND ALTAR >:C

And by the way, this dwarves is NOT technological, they live underground. They are like humans who doesn't know technology. And they use golems etc.

I'll give you 2 reputation and a good place on the credits list.
Thank you.
You have my thanks :p.


If you are troubled, just ask me.
 
Level 13
Joined
Sep 24, 2007
Messages
1,023
What kind of map will this be as this will help in making a race


do you want kind of magical dwarfs or more of a mining group of dwarfs?


O and for the unique healing how about they eat dirt and that somehow heals them (im making the dwarfs magical) Kind of like how the ghouls work with corpses
 
Level 5
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Aug 7, 2007
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117
-Basic Melee unit
Clansman: Basic Warrior, both a Miner (peasant) and a warrior.
-Basic Range unit
Axe Thrower: A short ranged devastating archer.
-Advanced Melee unit
Veteran: A advanced warrior that gives a small-ranged stacking attack aura, as well as a "Healing" Aura to Non-veterans
-Siege Unit
Boulder Roller: A tough unit that launches out boulders that roll at the enemy. Similar to a "reaver" unit in starcraft.
-Air unit that can only attack air
Cave Bat: A small, cheap, zerging air unit.
-Air unit that can attack land and air
Giant Cave Bat: A large unit who can "Latch on" and make both itself and it's target count as ground units.
-Support/Offensive Caster
Trap Engineer: A unit that creates various kinds of area affect ward-like traps.
-Optional Caster (Spells that can't fit with offensive and support)
Grizzled Veteran: A unit that gives bonuses to the auras offered by veterans, as well as has a few other special auras of it's own

-Extra 1
Golem: A strong, tough melee fighter that spawns a small mine with a limited lifespan timer with a little bit of resources in it when it dies. (a little less than it is worth)
Extra 2:
Tunnel Rat: A Lightly armored heavy damage-dealing advanced melee unit (It can berserk to do even more damage)
Extra 3:
Ambusher: A short range range unit with the ability to burrow and unburrow

Basic Buildings:
Clan Hall (Produces Nothing) (Allows Weapon/Armor Upgrades) Requires: Nothing
Mushroom Farm (Produces supply) Requires: Nothing
Bat Colony (Upgraded Mushroom Farm) (Produces Cave Bats)
Training Hall (Produces Clansmen, Axe throwers, and Veterans.) Requires: Clan Hall
Drinking Hall (Required for Veterans. Upgrades for income and range for the Axe throwers.) Requires: Clan Hall
Workshop (Produces Trap Engineers, allows ability Upgrades for the Trap Engineers) Requires: Drinking Hall
Bulwark (Creates a Defensive Aura, Is garrison-able, works like a SC bunker, can deploy Traps) Requires: Workshop

Advanced Buildings:
Veteran's Hall (Grizzled Veteran, Bonus Auras for the Veteran) Requires Drinking Hall
Engineering Hall (Boulder Roller, Upgrades for the Boulder Roller and Bulwork Auras) Requires Drinking Hall
Crafter's Hall (Golems, Golem Upgrades) Requires Drinking Hall
Miner's Hall (Tunnel Rat, Ambusher) Requires Engineering Hall
Breeder's Hall (Upgraded Bat Colony, Makes Cave & Giant Cave bats) Requires Drinking Hall
 
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Level 16
Joined
Nov 30, 2009
Messages
2,073
My version, Buildings yet to be included.

Worker: Laborer
Your generic WC3 Worker.

Basic Melee Unit: Maceman
Light Melee Unit.

Basic Ranged Unit: Stone Thrower
Light Ranged Unit. Can be upgraded with Adamantine Equpment to increase attack range.

Advanced Melee Unit: Mauler Golem
Heavy Melee Unit. Has Bash. Can be upgraded with Pulveriving Maul to enable Splash Attack.

Siege Unit: Catapult Team
Siege Unit of the Dwarves. Can be upgraded with Rapid Shots to enable Rapid Attack Mode, which increases the Attack Speed of the Catapult but reduces the damage it dealt on each attack.

Air-Attack-Only Air Unit: Tamed Eagle
Tamed Eagle armed with beak-blades.

Attack-Anything Air Unit: Runic Sweeper
Powerful Magical Flying Unit of the Dwarves. Can be upgraded with Turbo Runes to increase Movement and Attack Speed.

Support Caster: Runecaster
Supportive Caster. Can cast Runic Mending. Can learn Geoshield and Runic Enchantment.

Offensive Spellcaster: Runeseeker
Offensive Spellcaster. Can cast Runic Explosion. Can learn Firebird and Flaming Shield.

Optional Spellcaster: Geomancer
Earthly Spellcaster. Can cast Golem Summon. Can learn Slow and Stoneshape.

Other Units:

Advanced Ranged Unit: Crossbowman
Medium Ranged Unit. Can be upgraded with Adamantine Equpment to increase attack range.

Commander Unit: Warmaster
Commander of Dwarven Strike Forces. Has Command Aura. Can switch between Melee Attack and Ranged Attack. Has Cleave on Melee.

Scout Unit: Explorer
Weak Melee Unit with excellent Line of Sight.

Tank Unit: Heavy Golem
Heavy Melee Unit with Low Attack Damage and Massive Health. Can be upgraded with Reinforced Steel, which increases the Health of the Heavy Golem.

As you see. No Buildings ATM.
 
Here's a quick guideline for a 1-Tiered Hall race
(race taken from Armies of Exigo (now its a GIANT hint of what I am making))

There should exactly four unit producing buildings.
-The hall
-The 'Barracks'
-Another One
-Another One

Each should have different themes, example is these
-Stronghold
-Arena - Contains the main bulk of the Beasts.
-Beastiary - Contains assorted creatures like Trolls, Ogres, and Manticores.
-Lizard Keep - Contains Lizard units.

Each one should have their own research building (except the hall)
-Arena = Weaponmaster
-Beastiary = Henge
-Lizard Keep = Lizard Fortress

These 3 should own their own Attack and Armor upgrades, with 3 levels.
The research building for the Main Barracks will be the lumber receiver.

Each one of the research building can make a new unit available
-Arena = Weaponmaster = Berserker (Needs the Berserker Training research to transform Warriors into Berserkers)
-Beastiary = Henge = Ogres
-Lizard Keep = Lizard Fortress = Wyverns

The remaining 'Unavailable' units should also have their own building.
Arena
Goblin Hunter - Goblin Hut
Witch - Dark Altar
Harpy - Harpies Nest
Beastiary
Manticore Rider - Manticores' Lair
Lizard Keep
Warlock - Mouth of Hell

These new set of buildings should also have their own researches for the units they make available.
That's it.
Don't Forget to add a defensive structure

Also...
READ THIS
The race should have a unique way to gather food.
Empire - Farm
Beast - Borons. Bull-like creatures that are trained from stables. They can attack.
Fallen - Control Form. Summoners may morph into this anytime. Can morph back. Can't move or attack.

Also for the Healing spells, they must be unique
Empire - Boring healing -.-
Beast - Witches can sacrifice a Warrior/Berserker or a Boron and distribute its life.
Fallen - (Buildings also regenerate)They only regenerate on blight/deformed ground

The offensive spellcaster should have a unique spell that can only be casted if there are charges. The spell can be charge through a 'special building'. Every 2 mins, +1 charge.
Empire's Mage - Fury of the Ancients (Lightning) = Obsidian Tower
Beast's Warlock - Rain of Fire = Mouth of Hell
Fallen's Voidwalker - Decay = Soultrap

The support spellcaster should have the uniqe spell that is multicasted (meaning, 3 spellcaster are needed to channel the spell)
Empire's Priest - Litany => Increases the movement speed of every friendly unit
Beast's Witch - Summon Demon => Summons a mighty Demon at the cost of the witches lives
Fallen's Matriarch - Eclipse => Decreases the sight range of every enemy units
(Notes Every spell is channeled, except the Summon Demon.)

The race should have unique way to see invisible units.
Empire - Towers, Phoenixes (Air-to-Air unit), Eye of the Forests (Sentry Ward)
Beast - Totems (defensive struct), Harpies (Air-to-Air unit)
Fallen - Seeker (Perma Invisible, can blink everywhere)

The race's workers should have a way to defend themselves
Empire's Peasants - Can garrison to any buildings of yours, except farms
Beasts's Minions - If the Weaponmaster contains any weapon (can be forged in the cost of some resources), they can be transformed into Warriors/Berserkers
Fallen Summoners - Can morph into Voidwalkers (can't attack but Fallen's offensive spellcaster) or Control Forms with high armor
Fallen Harvesters - Can learn the Grasp ability which works like the devour. Can attack. Has high health.

I have said enough information. You might want to redo your submissions now :p
 
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Level 5
Joined
Aug 7, 2007
Messages
117
Units:
Clansman:
Basic Warrior, both a Miner (peasant) and a warrior.

Axe Thrower:
Basic Range Unit, A short ranged devastating archer.

Veteran: A advanced warrior that gives some auras. It's base aura is a "Healing" aura, which heals dwarven non-veteran units. It also has Some other auras that help dwarven non-veterans.

Grizzled Veteran:
A unit that gives bonuses to the auras offered by veterans, as well as has a few other special auras of it's own. It's base aura is "Battle Experience", which gives all units under it's aura the ability to see invisibility. It also has a healing aura which heals veterans and fellow grizzled veterans (but not self) and some other auras that regular veterans do not have.

Trap Engineer:
A unit that creates various kinds of area affect ward-like traps. Simple, lightly damaging ones can be reproduced almost at will, but some of the more powerful ones require "Materials". If they don't have materials, none of them can be cast. When the trap engineer does have it, all those that might require it can be cast.

Tunnel Rat:
A Lightly armored heavy damage-dealing burrowing advanced melee unit (It can berserk to do even more damage).

Ambusher:
A short range range unit with the ability to burrow and unburrow, as well as the ability to "blink" while burrowed to new locations.

Boulder Roller:
A Siege engine, A tough unit that launches out boulders that roll at the enemy. Similar to a "reaver" unit in starcraft.

Golem:
A strong, tough melee fighter that spawns a small mine with a limited lifespan timer with a little bit of resources in it when it dies. (a little less than it is worth)

Cave Bat:
A small, cheap, zerging air unit that only attacks air.

Giant Cave Bat:
A large unit who can "Latch on" and make both itself and it's target count as ground units. Also capable of attacking land and air.



Buildings:
Clan Hall (Town hall building, Research Building) Requires: Nothing
Acts as a "research building", allowing the research of weapons and armor upgrades for all "Dwarves". Also is the dropoff point for resources.

Mushroom Farm (Supply Building) Requires: Nothing
Periodically spawns "mushrooms", that decay over time. Each mushroom provides 1 unit of supply. (Making new farms have to "Gear up" to supply the force they should have to)

Bat Colony (Beastiary) (Produces Cave Bats) Requires: Nothing
Upgrade from the mushroom farm. The mushrooms are fed to the bats instead. This is the "Beastiary", where cave bat units are trained.

Bat Breeder (Advanced Beastiary) Requires: Drinking Hall
An upgraded bat colony. This is the advanced Beastiary, where cave bats, giant cave bats and other organic non-dwarf units are trained.

Bat Cave (Beastiary Research Building) Requires: Bat Colony
Allows batman to analize... wait, wrong cave. Allows upgrades to Bat Attack, Defense, and movement speed.

Training Hall (Barracks) Requires: Clan Hall
This is the basic "Barracks" of the race, training Clansmen and Axe throwers, and veterans once a Drinking Hall is built.

Drinking Hall (Ability Research building) Requires: Clan Hall
This is the other "basic research building" for units. It allows veterans to be produced in the Training hall, as well as contains "Special" upgrades, such as a range increase for the axe throwers, or gold harvesting or wood harvesting for workers.

Veteran's Hall (Spellcaster Upgrade Building, Defensive caster production) Requires: Drinking Hall
Builds the "Grizzled Veteran", also contains aura upgrades for the Veteran and Grizzled Veteran.

Workshop (Siege and offensive caster building) Requires: Drinking Hall
This is the building for the production for Trap Engineers and Boulder Rollers. This building also can "recharge" the advanced traps for the trap engineer.

Engineering School (Siege, offensive caster, and structure research) Requires: Drinking Hall
This is the building that provides upgrades for the Boulder Roller's attack, golem attack, as well as the defense upgrades for the boulder roller and all "structures", and one for the Golem. It also contains spell ability upgrades for trap engineers (although trap engineer attack and defense are upgraded with all other dwarves, in the "Clan Hall).

Bulwark (Tower) Requires: Workshop
A Small, tough wall with a small "defensive aura". It can cast some of the basic traps. It can hold 8 dwarven Warriors (even though it is small)

Stoneworker's Guild (Golem Building) Requires: Drinking Hall
Builds the mighty golem.

Miner's Guild (Advanced Combat Unit Research) Requires: Engineering Hall
The Upgrade building for the Ambusher and the Tunnel Rat. Provides special upgrades for those units (Like the ability to "blink" while burrowed, or a "immolation" aura that damages enemy buildings when a tunnel rat is burrowed nearby)

Digger's Hangout (Advanced Combat Unit Building) Requires: Miner's Guild
Produces Ambushers and Tunnel Rats.



So, here are the particulars:
Food:
This race produces foot at a slow rate. Killing a food production building isn't a crippling blow, but instead a slow decay that results in damage. They are also harder to kill due to the fact there are so many "small, 1-shot" supply buildings around. Of course if all those are killed, it is a significant loss of supply.

Healing:
This race only heals under the aura given by a special unit. That unit is unaffected by its own aura, and it requires an advanced(and expensive) unit to heal it.

Offensive Caster:
The more advanced spells of the trapmaker require "Materials". They are linked so that the building recharges several spells at once, but they all get turned off if one is used. This makes trap engineers cautious about using their most powerful traps far from base. Small traps, like the one bulworks can build, do not require materials, so they aren't totally worthless once they make a trap.

Supporting Caster:
This race does not have a special "three-way" spell. Instead, they have attack and defensive auras that stack. So one of them makes it practically worthless. Twenty of them makes it something to worry about.

Invisible Units:
The advanced supporting caster gives all the units in it's base aura the ability to see invisibility.

Worker defense:
This race's first tier combat unit is also its worker.
 
Level 16
Joined
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I Love you Gwafu. Here's The Spells.

Skill Explanations:
Bash (Mauler Golem)
Good ol' Bash. 15% Chance, 2 Seconds Stun, 50 Extra Damage

Pulverizing Maul (Mauler Golem)
Good ol' Cleave. 35% Damage

Rapid Shots (Catapult Team)
Similar to SC's Siege Tank's Siege Mode, however, this one increases Attack Speed and enables Anti-Air Attack while reducing Damage (Movement Speed = Unaffected). 2 Seconds "Casting" Time

Rune Mending (Runecaster)
Instantly Heals a Unit by X. Also give extra Healing based on Terrain. The clearer the Terrain to the Ground, the greater the Bonus.
Geoshield (Runecaster)
Armor and Health Regen Increase
Runic Enchantment (Runecaster)
Inner-Fire Like Spell. But, instead of giving armor, it gives extra Attack Speed
Grace of The Earth (Triple-Caster Spell)
A Combination of Rune Mending, Geoshield, Runic Enchantment, and a Massive AoE Nuke

Runic Explosion (Runeseeker)
WC2 Ogre Mage's Rune Skill. But this Spell summon only one Rune
Firebird (Runeseeker)
A Carrion Swarm-like Spell with Phoenix as the Missile. After the Phoenix has finished it's trip, it will become a temporary unit.
Flaming Shield (Runeseeker)
Improves Health Regen and gives an Immolation effect

Golem Summon (Geomancer)
Summons a Rock Golem. What else?
Slow (Geomancer)
Your usual Slow.
Stoneshape (Geomancer)
Have 2 Effects, differs on Ally and Enemy
Ally: Works like Gargoyle's Stone Form (Unable to move, Extra Health Regen, Armor changed to Fortified)
Enemy: Works like Stun. Makes Target Vulnerable to Siege Attacks

Weapon Swap (Warmaster)
Change between Ranged and Melee Weapons
 
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