Some abilities ideas for my units

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Level 6
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Hi Folks, i need some ideas for some of my Human Race units.

My map is inspired on Oldschool Warcraft : Orcs and Humans.

I need that you give some abilities/ skills for those units:

Footman/Legionary -

Archer -

Knight (armed with jousting lance) -

Handgunner -

Halberdier -

Gryphon Rider (armed with mace) -

Cleric/Priest (Support caster; max 5 abilities) -

Inquisitor (Offensive caster; max 5 abilities) -
 
Level 14
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Ranged option, melee option, high rank melee option (with spells at high tier), siege option (non instantaneous shot that you usually could micro for shooting right at the opponent instead of missing) , flying explorer, sapper, caster and a flying fighting unit.
So around 8 units only.
and the spells within two units only.
But it did not mean micro was not important.
 
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W2 had two casters per race, one with 3 and another with 6. 7th "spell" was just reskinned basic attack. Just FYI.


Okay, concerning abilities, I have one idea:
Legionary - Shield Wall
Short-ranged Devotion aura with two ranks, second rank being much stronger than first (e.g. +2 def and +5 def). Doesn't affect self. If a Legionary is affected by Shield Wall, its rank increases. Even two Legionary's bunched together are much tougher than just one.
 
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Knight: Charge (Active, Autocast): When used, the unit dashes towards the closest enemy (within X and Y range) at increased speed, stunning the unit on attacking.

Handgunner: Canister Shot (Toggled): Slows attackspeed in exchange for dealing splash damage and increased attack.

Halberdier: Pikewall (Passive), when next to another Halberdier or behind a Legionary, both units gain a Thorns Aura. Stacks with the ^ Legionary's Shield Wall.

Archer: Volley (Active): Targets an area. Fires an arrow at a random point near the target point at greatly increased range, dealing splash damage in a small radius. If multiple Archers are ordered to use Volley simultaneously, each arrow deals increased damage.

Tercio Formation (Passive): When a Legionary, Halberdier and Handgunner are in proximity to each other, they gain Pikewall, Shield Wall and Command Aura. Stacks up to X times the more of each unit are close to each other.
 
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Diversified army composition.

Archers are more versatiles, long range, fast attack speed, can attack air units, low cost.

Handgunners are more expensive, strongest against land units (can't attack flying units), slow attack speed, average range.
 
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Knight: Charge (Active, Autocast): When used, the unit dashes towards the closest enemy (within X and Y range) at increased speed, stunning the unit on attacking.

Handgunner: Canister Shot (Toggled): Slows attackspeed in exchange for dealing splash damage and increased attack.

Halberdier: Pikewall (Passive), when next to another Halberdier or behind a Legionary, both units gain a Thorns Aura. Stacks with the ^ Legionary's Shield Wall.

Archer: Volley (Active): Targets an area. Fires an arrow at a random point near the target point at greatly increased range, dealing splash damage in a small radius. If multiple Archers are ordered to use Volley simultaneously, each arrow deals increased damage.

Tercio Formation (Passive): When a Legionary, Halberdier and Handgunner are in proximity to each other, they gain Pikewall, Shield Wall and Command Aura. Stacks up to X times the more of each unit are close to each other.
Thank you, bro!
 
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W2 had two casters per race, one with 3 and another with 6. 7th "spell" was just reskinned basic attack. Just FYI.


Okay, concerning abilities, I have one idea:
Legionary - Shield Wall
Short-ranged Devotion aura with two ranks, second rank being much stronger than first (e.g. +2 def and +5 def). Doesn't affect self. If a Legionary is affected by Shield Wall, its rank increases. Even two Legionary's bunched together are much tougher than just one.
Nice!
 
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Anyone else getting a conquistador vibe? No?

Priest:

Heal (Passive): Grants increased HP regen to nearby friendly units.
Pray (Active): Grants additional armor and damage to friendly units in X range around the caster, but weakens as the target takes hits. Buff dispels after X hits (so +3/+2/+1/dispel, etc).
Conversion (Active): Target enemy Spell Blocks up to X friendly buffs.

Inquisitor:

Destroy False Idols (Active): Destroys all enemy wards and deals heavy damage to all enemy summoned units within X range of the caster.
Seek Out Heresy (Passive): Units with mana within X range of the inquisitor have decreased armor.
Autodafé (Active): Targets a building. Building cannot produce or research while the effect is active.
Interrogate (Active): Targets an enemy unit. Briefly reveals the position of all enemy units of that type on the map.
 
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Pick and choose.

Imbalance of Humours (Channeling): Targets an area. Heals allied units and damages enemy units.

Apply Leeches (Active): Targets a unit. Hurls a jar of leeches at the target unit. Debuffs the target and drains its life, healing the Plague Doctor.

Bloodletting (Active): Targets a unit (melee range). Target unit takes increasing damage over time.

Unwashed Plague Suit (Passive): Gives the Plague Doctor a Disease Cloud ability that poisons units close to him and gives him a poison attack.

Cauterize (Active): Targets an area. Destroys wards, corpses, and deals heavy damage to Undead units in the area.

Perfumed Beak (Passive): Passively eliminates one unit's debuffs in a short radius around the Plague Doctor every X seconds.

Amputate (Active): Targets an enemy unit (melee range). Target unit has reduced movement/attack speed until it is restored to full health.

Quarantine (Active): Targets an area. All units in the area are removed from the game for X seconds, then reappear at full health with no debuffs.

Dissection (Active): Targets a corpse (melee range). Destroys the corpse, restoring mana to allied units around the Plague Doctor and giving him temporary bonus damage. Upgrading this ability improves other spells.
 
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Pick and choose.

Imbalance of Humours (Channeling): Targets an area. Heals allied units and damages enemy units.

Apply Leeches (Active): Targets a unit. Hurls a jar of leeches at the target unit. Debuffs the target and drains its life, healing the Plague Doctor.

Bloodletting (Active): Targets a unit (melee range). Target unit takes increasing damage over time.

Unwashed Plague Suit (Passive): Gives the Plague Doctor a Disease Cloud ability that poisons units close to him and gives him a poison attack.

Cauterize (Active): Targets an area. Destroys wards, corpses, and deals heavy damage to Undead units in the area.

Perfumed Beak (Passive): Passively eliminates one unit's debuffs in a short radius around the Plague Doctor every X seconds.

Amputate (Active): Targets an enemy unit (melee range). Target unit has reduced movement/attack speed until it is restored to full health.

Quarantine (Active): Targets an area. All units in the area are removed from the game for X seconds, then reappear at full health with no debuffs.

Dissection (Active): Targets a corpse (melee range). Destroys the corpse, restoring mana to allied units around the Plague Doctor and giving him temporary bonus damage. Upgrading this ability improves other spells.
Thx bro!
 
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I would suggest an ability like Frenzy for the knight, the ability is basically a bloodlust which can only be cast on the unit itself, re-name to whatever you want, also giving the knight critical strike seems like a decent idea to me - but make sure to balance this properly
 
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