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Faction 'Swamp nation'


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AuthorFaction 'Swamp nation'
This faction also exsists on russian server. At russian server, I'm the topicstarter, too. I decided to put the English version of the race here to make up my English knowledge and, maybe, to convince the administration in putting the Swamp Nation race into the game. I must say, that the faction is well-balanced, but, I think, needs more make-ups and improvements.
Let's begin!
Faction: swamp nation
Hero: swamper
Home location: The bog of the dead, location should be in the south-west of the map.
Basic statement: +1 defence
Magic schools: Summon and Dark
History of the faction: With the Necromancy, it always exsisted another culture of raising dead. This culture is connected with the Swamp Powers. It was a secret school in the Druids, the leader of the school was Djalla, young, but very impressive druid. He firstly learnt, how to summon powerful Swamp. He summoned strange creatures: mighty mushroommen, giant toads and bullfrogs, small frog-like humanoids, swamp goblin analogs, which were faster, tougher and stronger, and, at last, very odd monsters, looking like eyes, cowered with fur and lots of feelers. The Swamp army soon became mobile and powerful structure, not weaker then the Necromancers' leions. Soon Djalla army decided to strike the Empire...
Special faction skill: Capturing. When the battle is won, swamper's army can catch some of enemy's troops and put them into the cells (special building, available from the 3-rd level in the castle). Soon, the captured troops will become able to put them with you into battle. Number of captured in a battle creatures and of available to fight in heroe's army depends on Skill level.

Later it will be the creatures' describing.

Please, comment my faction, even if you don't think it's good. Any mind is useful for me, maybe, I'll correct something.
Capturing too overpower I think.
Capturing too overpower I think.

I don think so, it's like necromancy only this is capturing, not so much diff. And this faction is more like Necromancer LOL
Creatures:

1) Frogger
Basic Swamp warriors, froggers are the frog-like humanoids, armed with light spears. Usually in combat they are the first defence line, but, otherwise, sometimes they can be really useful.
Attack: 1
Defence: 2
Damage: 1-2
Hp: 5
Speed: 4
Initiative: 9
Shots: 0
Mana: 0
Growth: 17
Specialities: Fast countrestrike*, hard defence*.

Fast countrestrike: creature's counterattacks ignore 50% of enemy's defence.
Hard defence: while defending, the creature has +1 hp bonus.

1+) Toader
Toaders - veteran froggers, which survived many battles. They are presented with good armor and spear.
Attack: 2
Defence: 3
Damage: 1-2
Hp: 6
Speed: 4
Initiative: 9
Shots: 0
Mana: 0
Growth: 19
Specialities: Fast countrestrike, hard defence, piercing attack*.

Piercing attack: if the creature attacks without moving, it ignores 50% of enemy's defence.

1++) Frogger leader
Frogger leaders are not very good warriors, but they can inspire the alies to the battle.
Attack: 1
Defence: 2
Damage: 1-1
Hp: 6
Speed: 4
Initiative: 8
Shots: 0
Mana: 0
Growth: 19
Specialities: Inspiration*, aura of bravery.

Inspiration: activated ability. Raises morale of all alies in radius of 2 tiles by two for (number of leaders/5) turns, but not less then 1.5 turns and more then 6 turns.
2) Cobold archer
Cobolds are swamp goblin analogs. They are not heavy armed, just with a bow and a light axe, and are practically the fastest swamp troop. They are not tough and are really unuseful in close combat.
Attack: 3
Defence: 1
Damage: 1-3
Hp: 7
Speed: 5
Initiative: 11
Shots: 8
Mana: 0
Growth: 13
Specialities: Shooter, immunity to slow.

2+) Cobold hunter
Cobold hunters' specialization is chasing swamp beasts and killing them for meat and fur. The arrows of hunter's bow is covered with weakening poison. Cobold hunters' shooting tactics is effective in battles, too.
Attack: 3
Defence: 2
Damage: 2-3
Hp: 7
Speed: 5
Initiative: 12
Shots: 10
Mana: 0
Growth: 13
Specialities: Shooter, immunity to slow, weakening shot*.

Weakening shot: shooting into enemy's creature, cobold hunter descreases it's attack and defence by 2 (plague-like mechanizm).

2++) Cobold shamans
While not very effective in shooting, cobold shamans are true experts in magic - especially in curcing.
Attack: 2
Defence: 2
Damage: 2-2
Hp: 9
Speed: 4
Initiative: 9
Shots: 5
Mana: 7
Growth: 13
Specialities: Shooter, caster, mana regeneration*, cursing strike*.

Casts Curse (basic, 4 mana), Weakness (basic, 6 mana), Magic arrows (no mastery, 7 mana).

Mana regeneration: creature regenerates 1 mana every turn.
Cursing strike: during the shot or the close combat 30% chance to lay at the enemy Curse at advanced level.
Magic arrows: spell, Summoning magic, 2-nd level. 7 mana. Adds some shots to alie shooter.
No mastery: 1 + 0.25*spellpower shots
Basic: 2 + 0.5*spellpower shots
Advanced: 3 + 0.5*spellpower shots
Expert: 4 + 1*spellpower shots
http://www.heroesofmightandmagic.com/heroes3/creaturesdungeon.shtml
this is the old Dark elfs but you can take from it some creatures for swamps
http://www.heroesofmightandmagic.com/heroes3/creaturesfortress.shtml
and here is other one for the true swamp faction or fortress
ur army's HP is toooooo low
for Zemnas:
You think so?

3) Dread eyes
Dread eyes are giant eyes, covered with ugly skin with a lot of feelers. Dread eyes are the scouts of Swamp armies, going through the swamps looking for intruders.
Attack: 4
Defence: 4
Damage: 2-5
Hp: 18
Speed: 5
Initiative: 10
Shots: 0
Mana: 0
Growth: 9
Specialities: Flyer, immunity to blind, masking*.

Masking: before Dread Eye attacks some enemy's creatures, he gets only 50% damage from all the physical attacks.

3+) Beholders
Beholders are good scouts, but also they are not bad at combats. Their electricity attacks sometimes are more effective, than the sword.
Attack: 5
Defence: 5
Damage: 2-6
Hp: 18
Speed: 5
Initiative: 10
Shots: 0
Mana: 0
Growth: 9
Specialities: Flyer, immunity to blind, masking, electricity attack*.

Electricity attack: creature deals 25% more damage in close combat with Air Power.

3++) Evil eye
Evil eyes prefer shoot from the distance with magic arrows, going from their eyes. Alas, they're not very good at close combat.
Attack: 4
Defence: 5
Damage: 3-4
Hp: 18
Speed: 4
Initiative: 10
Shots: 0
Mana: 0
Growth: 9
Specialities: Flyer, shooter, 25% magic proof.
damage is way too low
Whats the range of the shooters?
they're 6 by default, 100 if they have no range penealty
4) Sorceress
Sorceresses know everything about poisonous and curing plants. They are really useful at the battlefield.
Attack: 5
Defence: 7
Damage: 6-8
Hp: 38
Speed: 4
Initiative: 8
Shots: 0
Mana: 12
Growth: 5
Specialities: Caster, curing*, immunity to poison.

Casts Cleansing (10 mana, basic), Poison (6 mana, basic), Slow (4 mana, basic).

Curing: creature can cure (10 + 5 * number of sorceresses in stack) hp of some alied stack.

4+) Hag
Hags are the masters of Dark Magic, they are experts of laying and delaying curses.
Attack: 6
Defence: 8
Damage: 7-8
Hp: 42
Speed: 4
Initiative: 9
Shots: 0
Mana: 14
Growth: 5
Specialities: Caster, curing, immune to poison, delaying spell*.

Casts Cleansing (10 mana, basic), Poison (6 mana, advanced), Curse (4 mana, advanced), Slow (4 mana, advanced).

Delaying spell: creature can delay spell, casted by the enemy, in 35% + 5% * (hag's level - caster's level) probablity, and give mana, used to this spell, for random alied caster.
can I ask wat is growth
for Zemnas:
It's basic number of this creatures in your army.
For example, farmer's growth is 22, forest keeper's - 9, rogue's - 5, sphynx guardian's - 2.
Nice work~
for Mistcloud:
Thanks

4++) Swamp Priestess
Swamp Priestesses are good battle mages, but they are not good at curing and cursing. Otherwise, sometimes ice clods, that they summon, are really useful.
Attack: 7
Defence: 7
Damage: 6-9
Hp: 38
Speed: 4
Initiative: 9
Shots: 0
Mana: 13
Growth: 5
Specialities: Caster, immunity to cold, immunity to poison.

Casts Ice clod (6 mana, basic), Ice ring (6 mana, basic), Curse (4 mana, expert).
What spells are they in combat level 5?
5) Mushroomman
Mushrommen are mushroom-like humanoids, guarding the swamp from intruders. They dialogue with each other and fight with spores.
Attack: 10
Defence: 15
Damage: 9-13
Hp: 65
Speed: 4
Initiative: 8
Shots: 0
Mana: 0
Growth: 3
Specialities: Large creature, spray attack, spores*.

Spores: activated ability. All creatures around the mushroomman take 50% of normal musroomman's damage, their attack and defence are descreased by 3. Effect lasts all the time, when the creature is standing near the mushroomman, and 3 turns after it.

5+) Red mushroomman
Red mushroomman are the most dangerous from all. Their spores - are the pure death for all the enemies.
Attack: 12
Defence: 16
Damage: 10-14
Hp: 68
Speed: 4
Initiative: 9
Shots: 0
Mana: 0
Growth: 3
Specialities: Large creature, spray attack, spores, deadly attack*.

Deadly attack: if creature fights with a stack of living creatures, it's 25% chance to deal 30% more damage.

5++) Poisonous mushroomman
Poisonous mushroommen produce lots of poisonous spores, which can not just damage the enemy's stacks, but also curse them.
Attack: 13
Defence: 15
Damage: 9-13
Speed: 5
Initiative: 8
Shots: 0
Mana: 0
Growth: 3
Specialities: Large creature, spray attack, magic spores*.

Magic spores: creature's attack curse enemy with:
40% - no spell
20% - weakness
20% - poison
10% - slow
10% - curse
Talent wheel:

Defence - 7 points
Attack - 11 points
Leadership - 10 points
Dark Magic - 7 points
Summoning magic - 8 points
Sorcery - 10 points

Special talents of faction:
Jailer - talent in the centre - 6 points. All prisoned creatures in the army get +2 attack, +2 defence, +5% initiative, +1 morale.
Swamp leader - required: Advanced Leadership, Rally. Frogger growth +4, Cobold Archer growth +3.
Boggy land - required: Advanced Dark Magic, Dominion of Mind. "Slow" spell, casted by hero, descreases initiative by additive 5%, and speed by 1.
Swamp Poison - required: Advanced Dark Magic, Dominion of Pain. "Poison" spell, casted by hero, becomes more effective - damage is increased by 15%, poisoned creatures' attack and defence are descreased by 3.
Summon of the Fallen - reqired: Advanced Summoning Magic, Dominion of Life. "Raise Dead" spel, casted by hero, cures 50 more hp. Also, hp penalty of rescurrected troops is descreased by half (becomes 20%).
Master Sorcerer - required: Advanced Sorcery, Mana regeneration. Heroe's Spellpower is increased by 1, growth of sorceresses is increased by 2.
Too many caster in the army :)...
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