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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Snatch's Concept - Second draft
Thread: Snatch's Concept - Second draft This thread is 2 pages long: 1 2 · «PREV
Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted April 07, 2008 09:41 PM
Edited by Snatch at 21:55, 07 Apr 2008.

@ bixie: I will do my best when getting to the campaign one day.

And here comes the third one...

Elves

Elves are human-like, graceful beings. They have long silky hair - which is often colored silvery - and are light-skinned. Elves descend from nature spirits but as they are fertile with humans and live in the woods more closely to human kingdoms their appearance nowadays is mixed and not as mythical as their cousins' from the northern forests.

Faerie
Level: 1
Requirement: none
Good Stats: initiative, speed
Bad Stats: health
Abilities: flyer, no enemy retaliation, spray attack
Description: Faeries are small elvish beings with butterfly wings. They are kind-hearted, playful and live in trees and tree holes.
Comment: Faeries provide mobility and attack power in early game but are rather fragile. However their speed and no retaliation ability make them useful throughout the whole game.

Pioneer
Level: 2
Requirement: one citizen
Good Stats: none
Bad Stats: none
Abilities: creator (can build and remove any natural obstacles)
Description: Pioneers are the creators of the elves. They are responsible for seeking and building new hideouts, tree houses and wooden palaces. They magically speak with the trees, commanding them to take new shape. Pioneers may not know as much about wild animals and survival as rangers and hunters but their knowledge about the ground and the landscape is unsurpassed. Pioneers use short swords.
Comment: Average fighters pioneers can help your own or hamper enemy units in terms of battlefield mobility.

Ranger
Level: 1
Requirement: one citizen
Good Stats: attack
Bad Stats: defense
Abilities: shooter, defender of home
Description: Rangers know the woods and how to survive in them. It is so natural for elves as it is for humans to know how to behave and find one's way in cities and towns. Rangers battle with bows and hunting knives.
Comment: Rangers (and their upgrade) will be your only shooter for quite a long time, so treat them well.

Hunter (upgr. Ranger)
Level: 3
Requirement: one citizen
Good Stats: attack
Bad Stats: defense
Abilities: shooter, double shot, deer hunter (deals additional damage to all furry creatures)
Description: Hunter make sure that elves get warm clothes and other food than roots and berries. But they hunt only what they really need and nothing more. The balance of nature is their highest good and they will fight for it. Hunters are masterly archers.
Comment: Not much to say about it. A great attacker. Keep him safe.

Unicorn
Level: 4
Requirement: none
Good Stats: attack, defense
Bad Stats: health
Abilities: aura of magic resistance, blinding attack
Description: A noble white horse with a golden horn. Unicorns are nature spirits and the brightest and purest creatures of the woods.
Comment: A very useful and above average ground unit. Use them defensive or offensive as you like.

Forest Demon
Level: 3
Requirement: none
Good Stats: health
Bad Stats: speed
Abilities: regeneration, fear attack
Description: Forest Demons are bold and hunchbacked creatures with skinny arms and legs, brown, earthy skin and green leaves growing out of their body here and there. Forest Demons may look ugly but they won't hurt anyone who respect nature and the woods. They often scare away human woodcutters.
Comment: A slow creature which is used best protecting the hunters and scaring away assailing enemies.

Tree Herder (upgr. Forest Demon)
Level: 5
Requirement: none
Good Stats: defense, health
Bad Stats: initiative
Abilities: entangling roots, enraged
Description: Tree Herders look like big trees come to life. They are the guardians of forests, woods and the creatures within.
Comment: Same use as forest demon but tree herders will stop and bind the enemies rather than make them running back.

Herbalist
Level: 2
Requirement: one citizen
Good Stats: damage
Bad Stats: health
Abilities: heal (wound), poisonous attack
Description: Herbalists are the healers of the elves. But they don't only know wound care they also have a broad knowledge of poisonous plants. Herbalists use poisoned daggers.
Comment: Herbalists are solid damage dealers because of their poisonous attack but they can be used defensive aswell healing their comrades.

Druid (upgr. Herbalist)
Level: 4
Requirement: one citizen
Good Stats: defense
Bad Stats: damage
Abilities: heal (wound), caster
Description: Druids are elven priests, worshipping nature. They are wise and very calm, thinking before acting. They carry wooden staffs clad in ivy.
Comment: Unlike herbalists and thanks to their caster ability druids can deal damage without going into melee combat. They are always a good addition in midgame disburdening the ranger as only ranged attacker. But they have defensive spells aswell.

Mystic (upgr. Druid)
Level: 6
Requirement: one citizen
Good Stats: attack
Bad Stats: health
Abilities: heal (wound), caster, shooter, elemental attack (mystics always hit incorporeal units)
Description: Mystics are the eldest and wisest of the elves and their leaders. They have mastered the elements and are capable of using the brute force of them against their enemies even from the distance.
Comment: See druid. The shooter ability makes them even more dangerous. Hunters and mystics together are an almost unstoppable ranged combo.

Gnome
Level: 1
Requirement: lesser conflux, hero with basic summoning
Good Stats: health
Bad Stats: attack
Abilities: caster (slow), summoned (can not be recruited only summoned in battle if no other conflux creature is already there), elemental
Description: Dwarfen-like brown earth spirit.
Comment: Defensive unit.

Nymph
Level: 1
Requirement: lesser conflux, hero with basic summoning
Good Stats: none
Bad Stats: none
Abilities: caster (cleansing), summoned, elemental
Description: Beautiful turquoise water spirit.
Comment: Balanced unit.

Sylph
Level: 1
Requirement: lesser conflux, hero with basic summoning
Good Stats: initiative, speed
Bad Stats: defense
Abilities: caster (haste), summoned, elemental
Description: Beautiful white air spirit.
Comment: Mobile unit.

Salamander
Level: 1
Requirement: lesser conflux, hero with basic summoning
Good Stats: attack
Bad Stats: defense
Abilities: fire breath, summoned, elemental
Description: Lizard-like red fire spirit.
Comment: Offensive unit.

Earth Elemental
Level: 4
Requirement: conflux, hero with advanced summoning
Good Stats: health
Bad Stats: initiative
Abilities: magic resistance, summoned, elemental, immune to earth
Description: Living rock.
Comment: Defensive unit.

Water Elemental
Level: 4
Requirement: conflux, hero with advanced summoning
Good Stats: none
Bad Stats: none
Abilities: caster (cleansing), summoned, elemental, immune to water
Description: Living wafe.
Comment: Balanced unit.

Air Elemental
Level: 4
Requirement: conflux, hero with advanced summoning
Good Stats: initiative, speed
Bad Stats: defense
Abilities: flyer, summoned, elemental, immune to air
Description: Living tornado.
Comment: Mobile unit.

Fire Elemental
Level: 4
Requirement: conflux, hero with advanced summoning
Good Stats: attack
Bad Stats: defense
Abilities: fire shield, summoned, elemental, immune to fire
Description: Living fireball.
Comment: Offensive unit.

Prince of Earth
Level: 7
Requirement: higher conflux, hero with expert summoning
Good Stats: health
Bad Stats: initiative
Abilities: magic resistance, summoned, elemental, immune to earth, caster (earth quake), bash
Description: Living mountain.
Comment: Defensive unit.

Prince of Water
Level: 7
Requirement: higher conflux, hero with expert summoning
Good Stats: none
Bad Stats: none
Abilities: caster (cleansing), summoned, elemental, immune to water, shooter
Description: Living water column.
Comment: Balanced unit.

Prince of Air
Level: 7
Requirement: higher conflux, hero with expert summoning
Good Stats: initiative, speed
Bad Stats: health
Abilities: flyer, summoned, elemental, immune to air, incorporeal
Description: Living hurricane.
Comment: Mobile unit.

Prince of Fire
Level: 7
Requirement: higher conflux, hero with expert summoning
Good Stats: attack
Bad Stats: defense
Abilities: summoned, elemental, immune to fire, ignition attack (lowers defense and deals some damage for some rounds)
Description: Living firestorm.
Comment: Offensive unit.

Analysis

The elves are a very balanced faction. Thanks to the conflux and hero ability the elves are the most versatile faction of the game. You can decide from battle to battle what kind of aid do you need. After building the higher conflux even your scouts become dangerous and able to defend themselves if they are skilled enough in summoning magic.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted April 08, 2008 09:51 AM

just a note

good work so far, but wouldn't it make more sense for the elemental "Princes" to be something like pheonix, or roc, or thunderbird, it would just fit more with both the elf theme and the elemental theme better, i think.
____________
Love, Laugh, Learn, Live.

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted April 08, 2008 09:06 PM

Roc and Phoenix isn't possible. These creatures are already in Daeva/Satyr faction. But any ideas about a better appearance of the princes are very welcome.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 08, 2008 10:33 PM

Howazabout instead of "Prince" you have "Aspect" or "Spirit" or "Embodiment" of whatever Element.  Each can be a different animal base, eg Air is a sortof Eagle, Fire is a Serpent, Water is a Dolphin or Whale, and Earth is a Bear or Badger.
____________
How exactly is luck a skill?

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted May 28, 2008 10:53 PM

That's a nice idea.

I must admit at the moment I have almost no time to work on my concept. But I will not forget it. As soon as I have more time I will work on it again. Maybe completing the second draft, maybe making a third draft. We'll see.

But for now it's put on ice.

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted May 29, 2008 01:09 PM

Even though I disagree with the quite radical rearrangement of creatures and some of the suggested factions, there are a few very interesting things I like a lot, including the way mounted units are upgraded by combining two creatures, and the more freeform upgrade system. It's innovative and makes the factions distinctively different to play.

Nice job on that!
____________

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 29, 2008 03:18 PM

This is weird. I was thinking of this thread just this morning, and now - it's resurrected after being dormant for more than a month.
____________
What will happen now?

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted October 04, 2008 08:59 PM
Edited by Snatch at 18:50, 11 Oct 2008.

So, after a long pause here are the descriptions of the next two three four five six remaining factions.

Gremlins

Gremlins are little kobolds with grey skin, pointed ears, small eyes and long noses. They are rather skinny and live in labyrinth-like cities all over the continent. Gremlins settle often in higher regions which are easily accessible with their big airships and are a very numerous race.

Mech-Spider
Level: 1
Requirement: none
Good Stats: speed
Bad Stats: health
Abilities: mechanical, winding up (increasing initiative for some rounds)
Description: Mech-Spiders are easily crafted and very mobile ground units. They seem more to be a toy than a dangerous threat for armys.
Comment: Cheap and numerous but nothing more. Mech-Spiders need refinement to be really useful. Winded up Mech-Spiders are very fast attackers but just too easy to destroy.

Mech-Fighter
Level: 2
Requirement: none
Good Stats: attack, defense
Bad Stats: speed
Abilities: mechanical, unlimited retaliation
Description: Mech-Fighters are roughly human-like looking. They have more difficile inner workings than Mech-Spiders making them more useful. Their iron skin is very stable.
Comment: Slow but durable Mech-Fighters are good tanks in early and midgame. Refinement can make them more versatile.

Craftsman
Level: 1
Requirement: one citizen
Good Stats: none
Bad Stats: none
Abilities: basic crafting (resurrects mech-spiders), defender of home
Description: Similar to dwarves with mining and forging every Gremlin is skilled in crafting. They wear typical plain shirts, trousers and loose coats.
Comment: Craftsmen are average fighters. Their main task in combat will be to keep repairing your attacking force of Mech-Spiders.

Mechanic (upgr. Craftsman)
Level: 2
Requirement: one citizen
Good Stats: none
Bad Stats: none
Abilities: advanced crafting (resurrects mech-spiders and mech-fighters, resurrects half-mechanical units as mech-spiders)
Description: Mechanics wear light aprons with many pockets. They use better tools than craftsmen and have received particular training.
Comment: See craftsmen. Mechanics are able to repair not only your attackers but your tanks aswell.

Engineer (upgr. Mechanic)
Level: 3
Requirement: one citizen
Good Stats: none
Bad Stats: none
Abilities: expert crafting (resurrects mech-spiders, mech-fighters and colossus, resurrects half-mechanical units as mech-fighters)
Description: Engineers are not only trained they really study mechanic and engineering skills in universitys. They carry a shoulder bag full with tools and papers and wear some kind of ocular helmet.
Comment: See craftsmen. Engineers are able to repair even your mightiest creature.

Howitzer
Level: 4
Requirement: one citizen
Good Stats: damage
Bad Stats: speed, initiave
Abilities: half-mechanical (a machine operated by a living person, resurrection works but only craftsmen will be resurrected, use advanced or expert crafting to reutilize the mechanical parts), shooter, damage walls
Description: The Howitzer is sort of a short cannon. It's operated by a gremlin and is strong enough to damage city and castle walls.
Comment: The howitzer can deal serious damage but is very slow. It's your first truly ranged attacker (Mech-Fighters can be refined for some ranged attack) and should be well guarded.

Sapper
Level: 3
Requirement: one citizen
Good Stats: damage
Bad Stats: health
Abilities: repair (own war machines), sabotage (enemy war machines)
Description: Sappers are specialised in war machines. They use their big wrenches as clubs and are rather effective with them. They wear sturdy leather clothing.
Comment: Better attackers than engineers sappers are average fighters nevertheless. They are crucial for and against war machine strategies and can disburden the Mech-Spiders as the main attackers.

Bomb Planter (upgr. Sapper)
Level: 5
Requirement: one citizen
Good Stats: damage
Bad Stats: health
Abilities: repair, sabotage, landmines (dropping bombs on the battlefield which damage the first unit which moves onto it)
Description: Bomb planters have dark, smutty clothing, a chaotic haircut and a rather lunatic look. Handling bombs and landmines is a dangerous job only the most desperate or adventurous gremlins tend to do.
Comment: Same use as sappers but the ability to plant bombs makes them more defensive and ranged-attacker-like.

Balloon
Level: 5
Requirement: two citizens
Good Stats: speed
Bad Stats: defense
Abilities: flyer, shooter, range penalty, vehicle (resurrection works but will only resurrect the two operating craftsmen), drop sand (all nearby creatures will loose accumulated initiave, balloon vanishes in the air and can be positioned at will one round later)
Description: Typical hot-air ballon manned with two gremlins. One operates the balloon while the other throws stones at the enemies.
Comment: An average unit best suited for ranged hit-and-run-tactics. The only flyer the gremlins can get.

Airship (upgr. Balloon)
Level: 6
Requirement: two citizens
Good Stats: speed
Bad Stats: none
Abilities: flyer, shooter, no melee penalty, no range penalty, half-mechanical
Description: Zeppelin-like flying vehicle manned with two gremlins. One operates the airship while the other operates the mechanical ballista. The mechanical ballista is very deadly in any distance. Unlike the balloon the airship is made of metal and therefore well armoured. Advanced and expert crafting ability will work on this.
Comment: Most balanced unit in the game and a jack of all trades device.

Colossus
Level: 7
Requirement: none
Good Stats: defense
Bad Stats: speed
Abilities: mechanical, magic resistance
Description: Colossi are the culmination of the crafts of founding and fine mechanics. They are made of the best alloys and include the most complex clockworks the gremlins ever could make. Colossi look like small giants with shiny surfaces.
Comment: Similar to the Mech-Fighters Colossi are average defensive units. They rely on refinements for more attacking power or to become real durable tanks.

Analysis

The gremlins are very average in combat if not weak. They heavily rely on their hero's ability to refine mechanical creatures and the repairing and crafting ability of their units. The latter makes gremlin troops much more durable in combat whereas with refinement the gremlins are offered various attacking strategies. With the right ressources a gremlin army can really be powerful. Without them they are more easily to handle with.

----------------------------------------------------------------------

Humans

I don't think humans need further description. They are a versatile race skilled in combat tactics, magic and technology aswell. Whereas the latter refers mostly to war machines. Humans have no mechanical units but their blacksmiths and workshops provide the best war machines in the game.

Peasant
Level: 1
Requirement: one citizen
Good Stats: health
Bad Stats: speed
Abilities: defender of home
Description: Humble-looking men with pitchforks.
Comment: Without doubt and without any significant abilities the weakest unit in the game. Peasants are even rather useless as defenders of the home unless you build the militia headquarters. Their only advantage lies in their numbers which together with their above average health makes them good units to incur enemy attacks and retaliation strikes.

Novice
Level: 1
Requirement: one citizen
Good Stats: initiative
Bad Stats: defense
Abilities: shooter, range penalty, no melee penalty, blessed (immune to curses)
Description: Novices are clerical sholars. They are draped in simple habits, wear sandals and use slings. Novices are chosen by good gods and thus immune to curses of any kind.
Comment: Novices lack armour but due to their high initiative they are good damage dealers. They are especially useful against users of black and dark magic but make not as good ranged damage dealers as spellcasting wizards in late game.

Monk (upgr. Novice)
Level: 2
Requirement: one citizen
Good Stats: initiative
Bad Stats: defense
Abilities: shooter, range penalty, no melee penalty, blessed, caster
Description: Monks are clerical masters. They wear better habits and a holy symbol made of gold. This symbol enables them to cast various blessings. Monks use slings aswell.
Comment: See Novices. Their blessings remain useful throughout the game.

Tramp
Level: 1
Requirement: one citizen
Good Stats: damage
Bad Stats: defense
Abilities: bash
Description: Tramps are nothing else than dumb thugs. Their clubs are rather effective nevertheless.
Comment: Average fighters tramps will be your main melee warrior in early game. Novices are ranged attackers and peasants are too slow. Upgrade them soon for more combat power.

Bandit (upgr. Tramp)
Level: 2
Requirement: one citizen
Good Stats: none
Bad Stats: none
Abilities: bash, robbery (gain gold and/or ressources after flagging an adventure object)
Description: Bandits wear leather armour and use the same clubs as tramps. They are a real threat to all miners, merchants, millers and other honest workpeople.
Comment: Bandits are as average fighters as tramps but more balanced in their stats. Their real advantage is their adventure map ability to collect ressources which are recommended for the higher level dwellings.

Robber Baron (upgr. Bandit)
Level: 3
Requirement: one citizen
Good Stats: attack, damage
Bad Stats: defense
Abilities: robbery, cleave, leadership (all friendly units get a morale bonus)
Description: Robber Barons have better clothing than tramps and bandits and wear feathered hats. They fight with two-handed swords. Their armour however remains leather. Robber Barons often lead huge groups of bandits and terrorize whole districts.
Comment: Robber Barons make excellent attackers in midgame. They are a bit vulnerable though.

Golem
Level: 4
Requirement: none
Good Stats: health, damage
Bad Stats: initiative, speed
Abilities: elemental, immune to earth
Description: Golems are humanlike creatures made from clay and absolute loyal to their creators. Their magical nature makes them very resistant.
Comment: Golems are the peasants of midgame. They are durable but slow. But unlike peasants they are capable of dealing serious damage aswell.

Apprentice
Level: 4
Requirement: one citizen
Good Stats: defense
Bad Stats: attack
Abilities: caster
Description: Apprentices are young men in plain robes. They use a staff and are capable of casting some simple spells. Unlike the daevas with their respected academies of magic and alchemy human wizards rely on personal education. Every master only has one apprentice at a time.
Comment: For the humans and their might oriented heroes apprentices are a must have to gain some magical power.

Wizard (upgr. Apprentice)
Level: 5
Requirement: one citizen
Good Stats: defense
Bad Stats: attack
Abilities: caster, golem crafter (heal and ressurect golems)
Description: Wizards are old men with long white beards, arcane robes and knotted staffs. They are often distrustfully eyed by the common people. Many of them live in secluded towers with a golem and sometimes an apprentice as only company.
Comment: See apprentice. Wizards and golems form a strong combo.

Squire
Level: 4
Requirement: one citizen
Good Stats: defense
Bad Stats: attack, damage
Abilities: enraged, large shield
Description: Young nobles or those who can't afford a trained horse serve as foot soldiers. The aim of all squires is the knighthood. Squires fight with sword and shield and wear chain armour.
Comment: Fairly mobile and protected by good armour and a large shield squires are best against ranged attackers. Their damage output may be too small for hand-to-hand combats against other melee fighters.

Knight (upgr. Squire)
Level: 6
Requirement: one citizen
Good Stats: speed, initiative
Bad Stats: attack, defense
Abilities: enraged, jousting
Description: Knights are the most respected human fighters. They form a swift and dangerous cavalry. Like the squires they wear chain armour because heavier plate armour would decrease their mobility on which these raiding patrols rely on.
Comment: With their speed and their jousting ability knights are one of the best damage dealers in the game.

Tatzelwurm
Level: 4
Requirement: none
Good Stats: initiative
Bad Stats: health
Abilities: sharp claws (each attack reduces the defense of the enemy), climbing (can climb town walls)
Description: Tatzelwurms are great snake-like creatures with one pair of legs. They have sharp claws and live in mountains.
Comment: Swift but vulnerable attacker. The only human unit to conquer siege walls.

Lindworm (upgr. Tatzelwurm)
Level: 5
Requirement: none
Good Stats: attack, initiative
Bad Stats: defense, health
Abilities: sharp claws, flyer
Description: Lindworms are tatzelwurms with an additional pair of wings.
Comment: See tatzelwurm. Lindworm and upgrades are the only human flyers.

Wyvern (upgr. Lindworm)
Level: 6
Requirement: none
Good Stats: attack, initiative
Bad Stats: defense, health
Abilities: sharp claws, flyer, venom
Description: Wyverns are lindworms with a poisounos sting at the end of the tail.
Comment: See lindworm. Wyverns with their poison are best for hit and run strategies.

Dragon (upgr. Wyvern)
Level: 7
Requirement: none
Good Stats: attack, defense
Bad Stats: initiative
Abilities: sharp claws, flyer, fire breath
Description: Dragons have four legs, one pair of wings and the ability to spit fire. After seeing their population reduced by human dragon slayers the dragons began to respect them. Many human kings used dragons as their heraldic animal. Dragons are mighty creatures but rather phlegmatic. They prefer sitting in their caves and guarding their treasures to open combat.
Comment: Dragons have some very good stats but are one of the slower high level units. Use them best to finish off stacks decimated by the knights.

Analysis

While a low-level human army is really weak the humans show their whole strength in high levels. The easy access of good war machines can help them in early game. A fully built human army has a good mixture of all types of units. Sturdy defenders, swift attackers, mighty damage dealers, helpful blessings, devastating spells, resource collectors and even some cannon fodder. What else do you want?

----------------------------------------------------------------------

Naga

Naga are the archenemies of the daevas. They derive from water spirits. All naga have the ability to shapeshift between human form and snake shape. With a skilled ronin as leader hybrid-forms are possible aswell. In human form naga have slitted eyes and splitted tongues.

Kappa
Level: 1
Requirement: none
Good Stats: defense
Bad Stats: health
Abilities: caster, mischievous (deals additional damage when attacking from behind)
Description: Kappas are some sort of water sprites. They roughly look like frogs and mostly have tortoise shells and ape-like faces. They live in ponds and rivers and take care of the plants and inhabitants of their waters. Kappas have water-filled dents atop of their heads which grant them some magical powers.
Comment: Kappas are a real annoyance in combat but too easy to kill to be a real threat. However if used strategically they can deal rather fair damage.

Dancer
Level: 1
Requirement: one citizen
Good Stats: initiative
Bad Stats: health
Abilities: shapeshift, dancing (all nearby enemy units lose their next retaliation strikes)
Description: Dancers are draped in light and gleaming cloths. Their moves are elegant and very smooth. Wherever a dancer dances it's almost certain that all eyes will lay on her. They use iron fans in combat.
Comment: Very swift, but rather fragile units. Dancing is used best against slow creatures preparing some safe attacks.

Geisha (upgr. Dancer)
Level: 2
Requirement: one citizen
Good Stats: initiative
Bad Stats: health
Abilities: shapeshift, seduction
Description: Unlike dancers geishas are trained not just in dancing but in all performing and fine arts, music, etiquette and temptation. Geishas perform their arts not in front of bulks of people but to a chosen few. They are very desired by the rich and powerful.
Comment: See dancer. Unlike them geishas can't hamper groups of enemies but paralyze or even take over one sole unit.

Rice Farmer
Level: 1
Requirement: one citizen
Good Stats: health
Bad Stats: damage
Abilities: shapeshift, defender of home
Description: Rice Farmers wear common clothes and a straw hat. They are the backbone of the nagas agriculture. They use kama as weapons.
Comment: Similar to the peasant the rice farmer is an average tank in early game. Shapeshift may help and the upgrade is inevitable.

Cannoneer (upgr. Rice Farmer)
Level: 3
Requirement: one citizen
Good Stats: attack
Bad Stats: health
Abilities: shapeshift, shooter
Description: Cannoneers use hand cannons. Despite being descendants of water spirits naga also have a soft spot for explosions, fire works and gun powder. Naga try to reach knowledge and wisdom in any field even it is contrastive to their own nature.
Comment: Your only shooter in early and midgame. Treat them well. Shapeshift will help to survive in hand-to-hand-combat.

Samurai
Level: 2
Requirement: one citizen
Good Stats: attack, initiative
Bad Stats: defense
Abilities: shapeshift, sharp blade (ignores half of the enemys defense)
Description: Samurais are masters in swordplay. They fight with a katana and wear only light armour.
Comment: A swift damage dealer but a bit vulnerable.

Shogun (upgr. Samurai)
Level: 4
Requirement: one citizen
Good Stats: attack, initiative
Bad Stats: defense
Abilities: shapeshift, sharp blade, war dance combo
Description: While samurais are already masters shoguns can without thought be seen as real grandmasters with blade weapons. They fight with two katanas.
Comment: See samurai.

Shaolin
Level: 3
Requirement: one citizen
Good Stats: speed, initiave
Bad Stats: health
Abilities: shapeshift, stun (chance for stunning the enemy for some rounds)
Description: Shaolin are masters in unarmed fighting. They can deal out powerful blows with their fists.
Comment: Another swift damage dealer. Best used to put annoying enemy units out of action for some time.

Ninja (upgr. Shaolin)
Level: 5
Requirement: one citizen
Good Stats: speed, initiative
Bad Stats: health
Abilities: shapeshift, invisibility, shooter, range penalty, no melee penalty
Description: Ninjas are masters of deception and disguise. They have dark, unobtrusive clothing and use wakizashis in melee and shuriken in range combat.
Comment: Swift and versatile the ninja can sneak attack, weaken the enemy from distance or help straitened friends.

Ascetic
Level: 4
Requirement: one citizen
Good Stats: speed
Bad Stats: attack
Abilities: shapeshift, immune to mind control, levitation (unit can pass ostacles but not walls), mental strike (same as thane's storm strike)
Description: Ascetics are hermits. They live in rigid conclaves and try to understand and to master the mind. After many years of seclusion they have learned to close their own and hurt their enemies mind.
Comment: Another swift unit. Best used against tight standing groups of enemies.

Guru (upgr. Ascetic)
Level: 6
Requirement: one citizen
Good Stats: speed
Bad Stats: attack
Abilities: shapeshift, immune to mind control, levitation, mental strike, telekinesis (can take control of any mechanical unit or war machine, can stun half-mechanical units), mental stroke (one ranged mental strike per battle)
Description: The mind of the gurus is so trained that they are able to use telekinesis and can hurt their enemies minds even from the distance. They are most respected and most disconnected from reality.
Comment: See ascetic. Gurus are the horror of all gremlin armys.

Water Dragon
Level: 6
Requirement: none
Good Stats: defense
Bad Stats: damage
Abilities: immune to water, acid breath, call water column (same as call lightning but with water damage instead)
Description: A water dragon looks like a big snake. It has four legs and their face reminds of a water ox. Its scales shimmer silvern.
Comment: After many swift units here finally comes the tank. While limited in damage output their attack hurts at least up to two enemy units.

Long
Level: 7
Requirement: none
Good Stats: defense
Bad Stats: damage
Abilities: immune to magic, acid breath
Description: Longs are bigger than water dragons and have golden scales. They are the wisest of all dragons.
Comment: Completely immune to magic the longs are even more sturdier than water dragons.

Analysis

Naga armys are best suited for short battles. Their units are generally swift but vulnerable. So it should be the aim to weaken the enemy as good as possible and then strike fast and hard. Shapeshifting will give you some additional strong attacks which will help to reach this goal. As you can see the naga army has no unit to destroy or to fly over town walls. They have to use shapeshifting for that. In snake shape nagas will have the attack, defense and speed values of the snake unit (see troglodyte line-up) and also their ability to overcome walls. Damage, initiative and health are those of the ground unit whereas any special attacks or other abilities will be lost. Every shapeshifting form will remain for one round (that is one action and all following reactions in new shape, next action in human shape again). More information will be given when discussing the hero specializations. Naga can get serious problems with daeva armys if garudas are present.

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Orcs

Orcs are brutal, hairy, green monsters with dumb faces. They drink their enemy's blood, eat raw meat and sometimes even old or weak conspecifics. Orcs have no own women but rob and rape women of other races. There is no word for peace in the orcish language. Orcs take no prisoners and there are no orcish healers. Injured orcs which can not fight anymore are killed. Oh ... and they stink like hell. So much about the prejudices the orcs are exposed to by other races. The reality looks different. Orcs are a wild race and they have bushy hair and fangs of a boar but their skin is light brown (they are often mistaken with their servants the goblins which indeed have olive green skin) and their eyes can twinkle rather smart, even if their dangerous environment prohibits the development of fine arts or complex sciences. The knowledge of the orcs is limited mostly to hunting, carving, wooden architecture, history, botany and animal lore. Of course orcs have women but they stay at home just like the old and weak orcs. They serve the community as historians, craftsmen and educators. The orcish word for peace is the same as the word for tribe and campfire. Despite or just because orcs live such a hard and remorseless life familys and clans are of great value for them. They show no mercy when defending or extending their territories. Orcs can be really loyal allies if someone has earned their confidence.

Goblin
Level: 1
Requirement: none
Good Stats: initiative
Bad Stats: health
Abilities: immune to poison and disease, rusty weapon (chance to spread disease, attack and defense of the target are lowered for some rounds)
Description: Goblins are the wild and devious cousins of the gremlins. Numerous but weak and coward goblins got taken on as servants for the orcs for many centuries. They do the dirty work for the orcs in exchange for protection. Goblins live off the garbage heaps and are therefore very resistant in terms of harmful substances.
Comment: Fast, numerous and weak. They should attack many different stacks to weaken them. Goblins are only powerful when combined with wolves or eagles.

Wolf
Level: 1
Requirement: none
Good Stats: speed
Bad Stats: defense
Abilities: howl
Description: Wolves live and hunt in a pack. Actually rather peaceful famished wolves can be very dangerous.
Comment: Wolves are not very well protected against attacks but they can outnumber their foes easily.

Wolf Rider (upgr. Wolf)
Level: 2
Requirement: goblin
Good Stats: attack, speed
Bad Stats: defense
Abilities: double attack, immune to poison and disease
Description: Wolves trained by goblins have no pack anymore but they share the goblins resistances because they are raised near the garbage heaps too. Wolf riders are good attackers.
Comment: Real attacking machines but rather vulnerable.

Trapper
Level: 1
Requirement: one citizen
Good Stats: health
Bad Stats: defense
Abilities: set snares, defender of home
Description: Orcs are a race of hunters. They have no significant agriculture. All orcs are taught how to get small animals for meal. Some of the traps are so cleverly prepared that even bigger lifeforms can get caught within. It's the greatest disgrace for any elf ending up in an orcish trap while hunting.
Comment: Trappers are average fighters. They should be used to hinder the enemy and are a bit sturdier than goblins and wolves.

Scout (upgr. Trapper)
Level: 2
Requirement: one citizen
Good Stats: health
Bad Stats: defense
Abilities: set snares, scouting (hero gains more information about nearby towns, armies and enemy heros)
Description: Scouts are used to explore new territories and to detect intruders. Tribal wars are common and spying can be vital.
Comment: Especially helpful for scouting heroes scouts are nothing more than an intermediate step to the essential archer.

Archer (upgr. Scout)
Level: 3
Requirement: one citizen
Good Stats: attack
Bad Stats: defense
Abilities: shooter
Description: Archers are used mostly in war time and orcs are almost always at war.
Comment: The only shooter the orcs can get. Archers are quite average, slightly better in dealing damage than in dealing with damage and should be hoarded.

Witch Doctor
Level: 2
Requirement: one citizen
Good Stats: initiative
Bad Stats: health
Abilities: defile magic, heal (wounds)
Description: Witch doctors are orcish healers. They have a rather low status in orcish society. Especially if compared with shamans. One esteems them if one needs them but otherwise they are neglected. Orcs are suspicous against magic and witch doctors have learned to disturb it.
Comment: Witch doctors are rather fragile and should be limited to heal allies and disturb casters.

Shaman (upgr. Witch Doctor)
Level: 4
Requirement: one citizen
Good Stats: initiative
Bad Stats: none
Abilities: heal (curses), summon totem (a pack of incorporeal wolves will appear on battlefield), build totem pole (a totem pole will provide some area/mass effects)
Description: Shamans are orcish priests and very respected. They are the links to the spiritual world especially the totems, the spirits of animals and ancestors. Shamans are capable to exorcise evil spirits aswell.
Comment: Shamans are a great improvement of witch doctors. They can stand their ground if necessary.

Tribal Warrior
Level: 3
Requirement: one citizen
Good Stats: attack, defense
Bad Stats: none
Abilities: enraged, assault
Description: Orcish tribal warriors are not only soldiers but hunters aswell.
Comment: The main attack force of the orcs with no real weaknesses.

Tribal Chieftain (upgr. Tribal Warrior)
Level: 5
Requirement: one citizen
Good Stats: attack, health
Bad Stats: damage
Abilities: enraged, cleave, commanding presence
Description: Tribal chieftains are the leaders of the orcs. The other orcs follow them because they have proven to be the most accomplished warriors. They have brought down the biggest deer and killed the most dangerous enemies. When leading a tribe chieftains are counselled by a shaman, a historian (small tribes will just have a shaman or only a witch doctor) and the eldest orc woman.
Comment: Not as aggressive as warriors tribal chieftains are inspiring for all allies when fighting side by side.

Eagle
Level: 5
Requirement: none
Good Stats: speed
Bad Stats: none
Abilities: flyer, eagle eyes
Description: Alongside the wolves another animal species the orcs have tamed.
Comment: Eagles are useful for scouting heroes and are the only flying unit available to the orcs.

Manned Eagle (upgr. Eagle)
Level: 6
Requirement: goblin
Good Stats: initiative, speed
Bad Stats: health
Abilities: flyer, eagle eyes, battle dive
Description: Eagles manned and steered by goblins are able to perform most hazardous attacks.
Comment: See eagle. The battle dive is especially useful against shooters, casters and slow units.

Ogre
Level: 5
Requirement: none
Good Stats: damage, health
Bad Stats: initiative, speed
Abilities: man-eater (deals additional damage to living humanoids)
Description: Ogres are big and bulky humanoids. Maybe their habit to eat human flesh has devolved to the whole race of orcs in the eyes of their enemies.
Comment: Slow tank with great damage output against many other units.

Behemoth (upgr. Ogre)
Level: 7
Requirement:
Good Stats: damage, health
Bad Stats: attack, defense
Abilities: man-eater, crushing blow, sharp claws
Description: Behemoths are big, hairy beasts with monstrous claws.
Comment: See ogre. Behemoths can be really devastating.

Analysis

With only one shooter and one flyer orcs are not very versatile. But they make up for that with great numbers in low levels and great combat strength in high levels. Orcs rely purely on might.

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Satyrs

Satyrs are beastlike children of an old forgotten nature deity. They have the legs and horns of a goat but are otherwise human. The men often wear goatees. Satyrs live in the woods and in the hills where they grow grapes and hold sheep. Scattered satyrs live near the elvish woods while most of them inhabit an archipelago called satyricon. Satyrs are curious, impulsive and enjoy pleasures of all kinds. Similar to elves they are devoted to nature and elementary magic. The satyrs population is rather small.

Centaur
Level: 1
Requirement: none
Good Stats: attack, speed
Bad Stats: defense
Abilities: rider charge
Description: Centaurs are half man and half horse. They are wild steppe people and childs of an old forgotten war deity. Centaurs are very proud.
Comment: Swift attackers. If their attack path is long enough they can deal serious damage even to mightier creatures. They should always be on the move. If fighting against superior numbers centaurs easily fall behind because they are not very well protected against damage so take good care of them.

Shepherd
Level: 1
Requirement: one citizen
Good Stats: attack
Bad Stats: health
Abilities: shooter, range penalty, positive luck, defender of home
Description: Shepherds are the most heard association when asking members of other races abaout the satyrs. Especially many city dwellers look at them with a romantic view and see the shepherds as very lucky people but boredom should be the word rather than romance or harmony. Nevertheless shepherds really seem to have an unusal amount of luck. It's not surprising that many young shepherds seek out for adventure.
Comment: Not the best shooters because of their low range shepherds are saved by numbers, costs and luck. They will do for the first couple of fights but should be updated as soon as possible.

Falconer (upgr. Shepherd)
Level: 2
Requirement: one citizen
Good Stats: attack, initiative
Bad Stats: health
Abilities: falcon attack (the falconer stays, the falcons attack with a chance of blinding, the shorter the way to the attacked unit the sooner the falconers have a turn again), positive luck
Description: Falcons have always been the messengers between the widely scattered satyr  settlements. The training of falcons has a long tradition. Due to the fact that almost all satyrs deal with animals very well there are many falconers available for military services.
Comment: With no range penalty on damage and an additional hampering effect the falconers are maybe the best low-level shooters, if not necessarily always the fastest because there is a range penalty on initiative instead.

Spearwielder
Level: 1
Requirement: one citizen
Good Stats: attack, damage
Bad Stats: defense
Abilities: enraged, death blow (double damage chance)
Description: The spear is the satyrs traditional weapon for the hunt and soon became the weapon of choice for all ground fighters. This is just logical if you consider that there are no other enemys on the islands than wild animals. The spear is widespread and easy to handle. Even the unexperienced warriors are able of carrying out heavy pokes thus tearing serious wounds. The plain spearwielder don't wear any heavy armor in favour of a higher mobility.
Comment: Not as swift as the centaur the spearwielder can easily finish off everything the centaurs have left. They lack armour however.

Pikeman (upgr. Spearwielder)
Level: 2
Requirement: one citizen
Good Stats: attack
Bad Stats: none
Abilities: enraged, long weapon
Description: Pikemen profit from discoveries in the field of iron melting. The heads of their weapons are much harder and stronger making them heavier so a longer stick is needed to balance them out. Naturally this is restricting the mobility of the pikemen anyway so they don't hesitate to use armor.
Comment: A balanced unit capable of defending and attacking. Their long weapon grants them a much higher durability than spearwielders have.

Phalanx (upgr. Pikeman)
Level: 3
Requirement: one citizen
Good Stats: defense
Bad Stats: speed
Abilities: enraged, long weapon, large shield, shield allies
Description: Phalanxes are special defending forces that had to be created after an army consisting of gremlins and nagas tried to gain control over the satyricon by sea and by air. Protection as the greatest good the phalanxes were trained to use their spears alongside big shields. Nowadays they have mostly to cope with encroachments by troglodytes on the continent.
Comment: Heavy armoured the once offensive spearwielders are now great defenders which will serve you very well in mid-game especially against shooters.

Pegasus
Level: 3
Requirement: none
Good Stats: speed
Bad Stats: none
Abilities: flyer, magic damper (spells of the enemy are costing more mana)
Description: The myth tells that the pegasi are a gift of the old nature deity himself for his beloved children. Winged horses coming from heaven and bringing the curious but hydrophobic satyrs the possibility to leave the island and explore the world. Pegasi are good-hearted and very loyal to the satyrs.
Comment: Pegasi are average flying units which can be useful against magicians and - because of their high speed - help out straitened centaurs.

Chariot (upgr. Pegasus)
Level: 4
Requirement: one citizen
Good Stats: attack, speed
Bad Stats: health
Abilities: flyer, magic damper, wheeling attack
Description: Satyrs are indeed able to ride pegasi but at war chariots have proven to be much more effective. When flying about their enemies the satyrs in the chariots attack them with tridents.
Comment: Similar to centaurs. Chariots should best be on the move with many enemies in their path. They have the same weakness as centaurs but as flyers they have the advantage that they can't be surrounded and will always have means of escape.

Healer
Level: 1
Requirement: one citizen
Good Stats: defense, health
Bad Stats: damage
Abilities: heal (wound)
Description: Satyrs have great respect for life and the flora of the islands is rich on medicinal herbs. So it is no wonder that the satyrs count on the power of healing even on the battlefield. Healers are mainly trained in first aid and tougher as you would guess at first sight, but they are only using clubs as weapons thus making rather poorly damage.
Comment: Healers do their job. Staying alive long enough to heal their comrades. Nothing more, nothing less.

Priestess (upgr. Healer)
Level: 3
Requirement: one citizen
Good Stats: defense
Bad Stats: none
Abilities: heal (wound, poison, disease), caster (resurrection)
Description: Priestesses are higly skilled in medicine and even their god is long forgotten and maybe dead they still have the divine ability to resurrect dead allies.
Comment: See healer. Much more competent, a bit more fragile. Ressurecting allies is a very valueable ability.

Sorceress (upgr. Priestess)
Level: 5
Requirement: one citizen
Good Stats: defense, damage
Bad Stats: health
Abilities: heal (wound, poison, disease), caster (resurrection), shooter, chain shot, elemental attack
Description: Sorceresses have not only learned to canalize divine energies but elemental energies aswell with real devastating results. They are equally feared and adored.
Comment: Versatile but fragile unit. Sorceresses can do serious damage and resurrect their allies which then can do another serious damage aswell.

Legionnaire
Level: 4
Requirement: one citizen
Good Stats: health
Bad Stats: none
Abilities: javelin (one single range attack with range penalty and additional damage at close range), large shield
Description: The legionnaires are the satyrs elite forces. Besides the satyrs almost nobody knows that they exist. Legionnaires come in phalanxes place when fighting something so dangerous the phalanxes can't handle alone. They fight with sword and shield and have a javelin on their back.
Comment: Durable unit with balanced stats. Use it as you like.

Centurion (upgr. Legionnaire)
Level: 6
Requirement: one citizen
Good Stats: defense, health
Bad Stats: none
Abilities: javelin, large shield, shield wall, fierce retaliation
Description: Centurions lead small groups of legionnaires. They are handled with greatest respect all over the satyricon representing the highest achievement of warfare.
Comment: Centurions are the best defensive units in the game. Their balanced stats make them fairly good attackers too.

Firebird
Level: 6
Requirement: none
Good Stats: initiative, damage
Bad Stats: none
Abilities: flyer, immune to fire, fire attack
Description: Firebirds hail from the dimension of fire. Satyr sorceresses were the first conjurers ever to summon them and they remained loyal to the satyrs.
Comment: Very swift damage dealers. Best used in combination with destructive fire spells.

Phoenix (upgr. Firebird)
Level: 7
Requirement:
Good Stats: initiative, damage
Bad Stats: health
Abilities: flyer, immune to fire, fire breath, rebirth
Description: After a long time of researching finally the sorceresses suceeded in combining divine and elemental energy creating the phoenixes. Firebirds with the ability to be reborn if they die.
Comment: See firebird. A bit fragile for a unit of that high level but rebirth compensates for it.

Analysis

Satyrs have very strong units but lack in numbers. They should take good care of their units. But with their high healing capability that shouldn't be such a big problem. Satyrs will get trouble if the enemy outnumbers them but they will hold easily their ground against shooter based factions.

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Troglodytes

Troglodytes are pale, hunchbacked humanoids with scattered thick body hair and dead eyes. All troglodytes are blind and use an infrared sense instead. They live secluded in caves, mountains and underground. Troglodytes have not many friends among the other races. They are mostly feared and despised for their experiments of melting two creatures into a better, more powerful form. Troglodytes hunt dangerous creatures and use them as base for their attempst to create the perfect being. Only nagas - shapeshifters themselves - seem to understand the troglodyte's urge for perfection and approvement of their own kind. While nagas try this through knowledge and wisdom the approach of the troglodytes is more physical.

Familiar
Level: 1
Requirement: none
Good Stats: initiative, speed
Bad Stats: damage
Abilities: flyer, familiar (reduces mana costs of spells), infectious (chance of causing disease), immune to blind
Description: Familiars are giant bats with strong connections to spellcasters. Every troglodyte warlock, heretic and transmuter has his own familiar.
Comment: A swift but rather harmless creature the best use of familiars is to infect various creatures.

Gatherer
Level: 1
Requirement: one citizen
Good Stats: none
Bad Stats: defense
Abilities: shooter, no melee penalty, gathering (for every gatherer currently underground there is a chance to get some gold or resources every day), immune to blind, defender of home
Description: Troglodytes have no agriculture and animals are mostly not hunted for meals so gatherers collect berries, mushrooms and roots. Sometimes they fish in mountain streams too.
Comment: Best for underground scouting heroes. Average shooter with good melee qualities.

Big Game Hunter (upgr. Gatherer)
Level: 2
Requirement: one citizen
Good Stats: damage
Bad Stats: none
Abilities: shooter, no melee penalty, immune to blind, warding arrows
Description: Big game hunters hunt the animals used for the meltings.
Comment: Big game hunters are the best low level shooters. They can hamper the enemy and stand a chance in melee combat too.

Vulture
Level: 2
Requirement: one citizen
Good Stats: speed
Bad Stats: none
Abilities: flyer, scavenger (every corpse will allure some additional vultures)
Description: Always near animal or humanoid corpses vultures are seen as birds of the death by most races.
Comment: Vultures are average fighters. Colllect as many as possible before transforming into harpies.

Harpy (upgr. Vulture)
Level: 3
Requirement: one citizen
Good Stats: attack, speed
Bad Stats: health
Abilities: melted (citizen can not be added to population again), flyer, strike and return, no enemy retaliation
Description: Harpies are troglodyte women melted with vultures. They are rather aggressive and uncontrollable if not insane. Harpies derive from very early and not yet fully developed experiments.
Comment: Harpies are great and mobile attackers though a bit vulnerable.

Snake
Level: 3
Requirement: one citizen
Good Stats: attack, defense
Bad Stats: health
Abilities: overcome walls, awareness (chance to avoid melee damage by moving away one tile before the attack)
Description: Snakes can be a real plague because they almost always find loopholes. Fortunately they are rather shy and flee if they sense convulsions in the earth.
Comment: Solid ground creature that lasts longer than its hit points may suggest. Low level nagas will benefit from high attack and defense values while shapeshifted. Overcome wall ability comes in handy for all melee nagas.

Gorgon (upgr. Snake)
Level: 4
Requirement: one citizen
Good Stats: none
Bad Stats: none
Abilities: melted, stone gaze
Description: Gorgons are female troglodytes melted with snake. They are so ugly and fascinating at the same time that all people who look at them turn into stone without any resistance.
Comment: Gorgons have average statistics but a hampering ranged attack and no melee penalty make them very valueable.

Bull
Level: 4
Requirement: none
Good Stats: health
Bad Stats: none
Abilities: unlimited retaliation, battle frenzy
Description: Only the strongest bulls are captured by the big game hunters. They are rather peaceful if they get not provoked.
Comment: Bulls are heavy tanks and most dangerous if cornered.

Minotaur (upgr. Bull)
Level: 5
Requirement: one citizen
Good Stats: health
Bad Stats: none
Abilities: melted, bravery, double attack
Description: Only the strongest bulls and the strongest male troglodytes are melted to form this real awesome fighters.
Comment: Same as bull but with better attacking qualities.

Heretic
Level: 5
Requirement: one citizen
Good Stats: attack
Bad Stats: none
Abilities: caster, turn magic (change of turning a positive spell cast by opponent in its negative counterpart and vice versa), immune to blind
Description: Heretics preach their own doctrine of perfection through physical alteration. They are used to all kinds of conversion attempts that they can handle them very well.
Comment: Heretics benefit from the presence of familiars. They can drive almost any spellcaster crazy but are powerless against summoning and destructive spells.

Warlock (upgr. Heretic)
Level: 6
Requirement: one citizen
Good Stats: attack
Bad Stats: none
Abilities: caster, immune to blind, shooter, no melee penalty
Description: Other than heretics warlocks are not preachers but avengers. They are able to put all their anger into physical blows even over large distances.
Comment: As all troglodyte shooters warlocks can fight in melee aswell. Instead of disturbing spellcasters warlocks emphasize on hurting the enemy. They benefit from familiars too.

Lion
Level: 6
Requirement: none
Good Stats: damage
Bad Stats: none
Abilities: roar, crippling wound
Description: Lions are very majestic, the kings of all animals.
Comment: Vigorous melee fighter and another unit with the chance of hampering the enemy.

Manticore (upgr. Lion)
Level: 7
Requirement: one citizen, familiar
Good Stats: damage, speed
Bad Stats: defense
Abilities: melted, flyer, paralyze (chance of paralyzing the target for some rounds), frightful aura
Description: The highest achievement of melting manticores need three base creatures. They are a combination of a lion, a troglodyte and a giant bat and a most abominable view.
Comment: See lion. Third flyer of this faction.

Analysis

Divide and conquer. Troglodyte armies are most powerful forces. They have three flyers, three shooter without melee penalty and plenty of units to hamper the enemy. Their weakness lies in their average numbers and initiative. They will have many difficulties if outnumbered by swift armies. Plus all their upgraded units need citizens which will slow down their economic development.

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Vampires

Propably vampires are the most feared race among all other races. More than wild orcs and demonic daevas, even more than devious naga and abnormal troglodyte creations. While troglodytes seemingly have no respect for natural living creatures the vampires have no respect for the dead. As many races have ancestor cults and sometimes very difficult funeral rites vampires who violate graves are the biggest scum one can think of. Almost unknown to others is the fact that vampires once were a human race. They did respect life and are carrying on a war against death itself. A cruel war that has cost them much of their own natural energy. Vampires are now embittered and condemned creatures which are reliant on the blood of the living. They are pale and shrunken humanoids and only blossom out after the consumption of fresh blood.

Skeleton
Level: 1
Requirement: body parts
Good Stats: none
Bad Stats: health
Abilities: undead
Description: Skeletons are the most common undead creatures made of bones robbed from the graves of other races. They form the working class in vampire society.
Comment: There is not much one can expect from some old bones. Nevertheless skeletons are easy to create and probably the most numerous unit in the game.

Zombie
Level: 2
Requirement: one citizen
Good Stats: none
Bad Stats: none
Abilities: damned (though a living creature it's considered as undead when casting damage or resurrecting spells on it), regeneration, immune to mind control, enraged
Description: Zombies are convicted criminals. They had to undergo a dark ritual that converted them into willingless slaves.
Comment: Average but loyal fighters.

Walking Dead
Level: 1
Requirement: body parts
Good Stats: none
Bad Stats: none
Abilities: undead, infectious
Description: Walking dead are are lesser putrid than skeletons. They are often former citizens which died of starvation or were removed by death through epidemic plagues.
Comment: Not as cheap as skeletons but more durable. If you have enough body parts better use the upgrade.

Mummy (Upgr. Walking Dead)
Level: 3
Requirement: body parts
Good Stats: attack
Bad Stats: health
Abilities: undead, evil eye (ranged attack, every ranged and melee attack will curse the target)
Description: Mummies are powerful kings, nobles and priests conserved by other races and then robbed and brought back to life by vampires.
Comment: Your sole shooter for a long time. It's often a better idea to curse multiple stacks instead of concentrating the mummies attack of one sole target.

Dire Wolf
Level: 2
Requirement: none
Good Stats: initiative, speed
Bad Stats: defense
Abilities: damned, enraged, wolf bite (same as lizard bite)
Description: Most cruel wolves with grey maculations in their black fur.
Comment: High initiative and speed enables the dire wolves to be in the right place at the right time very often. They are a bit vulnerable but good attackers.

Werewolf (upgr. Dire Wolf)
Level: 4
Requirement: one citizen
Good Stats: damage
Bad Stats: none
Abilities: damned, enraged, melted, wolf curse (same as life drain), sharp claws
Description: If a vampire gets killed by a dire wolf his soul will take possession of the wolves body and merge to a creature half man half wolf. Werewolves are able to reproduce themselves through a bite.
Comment: Dangerous and durable. Together with shadow warriors you will have a solid attack force in midgame.

Grave Robber
Level: 1
Requirement: one citizen
Good Stats: defense
Bad Stats: none
Abilities: damned, regeneration, collecting (generates body parts), defender of home
Description: Vampires in dark hooded cloaks. They have a dangerous job threatened with death by fire if captured by other races.
Comment: Only useful for generating body parts. But that's crucial. So keep a wary eye on them or maybe even leave them at home.

Desecrator (upgr. Grave Robber)
Level: 3
Requirement: one citizen
Good Stats: defense
Bad Stats: none
Abilities: damned, regeneration, collecting, heal (wounds), preservation (undead units in the same army get a bonus to hit points)
Description: Desecrators are ancient remains of the time life was the greatest good for this race. They are higly skilled in preservation.
Comment: See grave robbers. Desecrators help your army mostly passive.

Necromancer (upgr. Desecrator)
Level: 5
Requirement: one citizen
Good Stats: defense
Bad Stats: none
Abilities: damned, regeneration, collecting, caster, necromancy (after every battle every necromancer creates a skeleton)
Description: Necromancers are vampire magicians and able to wrest his prey from death itself even if the crippled souls are reanimated in scary shapes.
Comment: See grave robbers. Necromancers can finally take an active part in a battle.

Shadow Warrior
Level: 4
Requirement: one citizen
Good Stats: attack
Bad Stats: none
Abilities: damned, regeneration, no enemy retaliation
Description: Shadow warriors are elite fighters. They often consist of vampire noble.
Comment: Skilled fighters. Same use as werewolves. Both will make short shrift of units previously cursed by mummies.

Shadow Knight (upgr. Shadow Warrior)
Level: 6
Requirement: one citizen
Good Stats: speed
Bad Stats: none
Abilities: damned, regeneration, path of darkness (creates new fog of war for enemies wherever it goes), death blow
Description: The vampire cavalry consists only of the best and most able shadow warriors.
Comment: See shadow warrior. Shadow knights add much needed mobility to a vampire army.

Lich
Level: 7
Requirement: body parts
Good Stats: defense
Bad Stats: speed
Abilities: undead, shooter, caster, death cloud
Description: Liches are powerful mages brought back to a new unholy life.
Comment: Liches are the most powerful spellcasters in the game.

Analysis

The power of the vampires lie in their numbers especially in low levels. And the numbers will depend heavily on grave robbers and their upgrades. The rebuild of your army will take some time if you have lost them. The core strategy with vampires will be to weaken the enemy and come back to life again often enough to finish him off.

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted October 13, 2008 05:38 PM
Edited by Snatch at 17:40, 13 Oct 2008.

Racial relationships

Hostilities

As children of opposite spirits NAGA and DAEVAS despise each other.

GREMLINS are trying to withhold technologies from HUMANS.

ORCS mistrust all forms of technology, especially those of the GREMLINS.

There have often been wars between HUMANS, who mistrust almost everything different, and DAEVAS.

SATYRS are trying to help minotaurs and others humanoid chimeras to become independent races and therefore incur the anger of the TROGLODYTES.

DWARVES and TROGLODYTES often fight for living space.

ELVES are hostile against all races who don't take care of nature, especially industrialized GREMLINS and expanding HUMANS.

Almost ALL races have resentments against VAMPIRES but most notably the NAGA which have a very old and traditional funerary cult.

Friendships

TROGLODYTES and VAMPIRES are widely misunderstood by other races and often form alliances.

ELVES and SATYRS share their loving of nature.

GREMLINS have trade agreements with DWARVES.

NAGA maintain friendly knowledge exchange with HUMANS.

ORCS and DAEVAS respect the courage and readiness for war of one another.

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