Current Helpers
-
Bluebay, Cinematics and Triggers
-
jijbentdik, Terrain
-
Mephestrial, Models, Storyline, and Terrain
Campaign Progress
Map 1
Terrain: 100%
Triggers: 0%
Map 2
Terrain: 100%
Triggers: 0%
The race so far go as follows:
Racial Ability
Frenzy- Standard
Frenzy modify to have a cooldown of 60.
Melee Units
Gnoll Runt- Worker unit. Has
Frenzy. Can learn
Scent.
Gnoll Brawler- Basic melee unit. Has
Frenzy. Can learn
Defend and
Scent.
Gnoll Outrunner- (
Requires Outpost) Advanced melee unit. Has
Frenzy. Can learn
Scent and
Spike Trap.
Gnoll Stalker- (
Requires Lumberyard) Basic ranged unit. Has
Frenzy. Can learn
Scent and
Stealth Training.
Gnoll Rockbreaker- (
Requires Forge) Siege log-weilding, brutish gnoll. Has
Frenzy. Can learn
Scent.
Taskmaster- (
Requires Fort) Heavy worker and support unit.
Has Frenzy and
Endurance Aura. Can learn
Scent.
Gnoll Mystweaver- Support nature caster. Has
Frenzy and
Myst Ward. Can learn
Entangling Roots, Monsoon, and
Scent.
Gnoll Geomancer- Offensive nature caster. Has
Frenzy and
Summon Earth Elemental. Can Learn
Earthquake,
Lightning Shield, and
Scent.
Gnoll Warhawk Rider- Basic ranged air unit. Has
Frenzy and
Lightning Attack. Can learn
Screech.
Melee Heroes
Gnoll Alpha- Offensive melee hero.
Gnoll Scout- Offensive ranged hero.
Melee Structures
Gnoll Camp- Tier 1 townhall structure. Produces
Runts.
Gnoll Outpost- Tier 2 townhall structure. Has the
Well Fed ability. Produces
Runts.
Gnoll Fort- (
Requires Altar of Fangs) Tier 3 townhall structure. Has the
Well Fed ability. Produces
Runts.
Altar of Fangs- Hero revival structure. Produces
Alphas and
Scouts.
Kennels- Primary troop production structure. Produces
Brawlers,
Stalkers,
Outrunners, and
Taskmasters. Researches
Defend,
Stealth Training, and
Scent.
Lumberyard- Lumber depot structure. Researches
Longbows and
Marksmanship.
Nesting Grounds- (
Requires Outpost) Trains
Warhawk Riders. Researches
Screech.
Elemental Grove- (
Requires Outpost) Nature caster production structure. Produces
Mystweavers and
Geomancers. Researches
Mystweaver Adept Training and
Geomancer Adept Training.
Forge- Armor and weapon upgrade depot. Researches
Steel Melee Weapons,
Steel Ranged Weapons, and
Steel Armor.
Gnoll Hut- Primary food production structure.
Savage Tower- (
Requires Lumberyard) Primary defensive structure. Has
Battle Stations for
Runts.
Flea Market- Primary shop structure.
Campaign Units
Gnoll Sea Harvester- Naval worker unit.
Campaign Structures
Gnoll Shipyard- (
Requires Lumberyard) Primary naval unit production structure. Produces
Gnoll Sea Harvesters.
Researches
Scent- Allows gnoll ground units to sense nearby invisible or burrowed units.
Backpack- Allows gnoll ground units to carry items for heroes.
Defend- Allows
Brawlers to use the
Defend ability.
Geomancer Adapt Training-
Iron Armor- Decreases damage taken from enemies.
Iron Arrows- Increases ranged damage.
Iron Weapons- Increases melee damage.
Longbows- Increases the range of
Stalkers.
Marksmanship- Increases the attack speed of
Stalkers
Mystweaver Adept Training- (Rank 1) Allows
Mystweavers to use the
Entangling Roots ability. (Rank 2:
Requires Fort) Allows
Mystweavers to use the
Monsoon ability.
Spike Trap- Allows
Outrunners to place
Spike Trap wards to damage opponents.
Stealth Training- Allows
Stalkers to become invisible before attacking at night.
Studded Leather- Decreases damage taken by enemies.
Abilities
Scent- Very short-range ability that reveals invisible and burrowed enemies.
Myst Ward- Summonable ward that heals nearby units while obscuring vision.
Spike Trap- Summonable ward that damages units walking over it.
Screech- Lowers enemy attack rate.
Well Fed- Provides a small bonus to nearby units' attack damage.