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AuthorShaman Faction Idea
I have previously posted a thread on the idea for Shamans to be a new faction, but there were many faults in my previous post so I have decided to redo it.

I think that a good idea for a new faction to be Shaman, as it is an interesting idea and it fits with the fantasy theme that all the other factions have been made to. The Shamans were the very first civilisation to practise magic and drew down their power from the gods, and although many modern magicians consider their ancient and unique type of magic to be outdated my modern techniques, they are still unquestionably powerful. Once, the Shamans ruled a giant forest kingdom by their magic force but once other magical schools developed, they were pushed aside. Now Shamans have retreated into the deepest parts of the largest jungles, were they live in isolation fine tuning their magic techniques along with tribes of primitive natives that worship them for their power, yet whisperings of change have reached even the most isolated tribes and now using their close bond with nature and their unmatched knowledge of the spirit world, the Shamans have raised even aspects of the jungle itself for war and are preparing to once again appear into the world spotlight and recover their lost glory...

Their special racial skill is "Godly favour", where they draw down the power of the Great Spirits and can increase either their troops attack, defence or speed. This ability can only be used on a stack once per combat, and the amount of times it can be used every combat and the amount it raises depends entirely on the hero's faction skill.

They use high attacking, fast moving creatures, supported by powerful magic’s and despite a lack of defence and ranged units, they make up for this with a wide assortment of abilities and magic.

Shamans study Nature and Chaos magic, and they start out with 1 knowledge and the spell "Wasp swarm".

Below I have listed my ideas for the Shamans troops to be, as well as the constructions you would need for the troops, a description of the troops, and some ideas for what the troops would look like.

Tier 1:
Construction needed: Forest Grove
Jungle Spider
3 attack
1 defence
1-2 damage
4 hit-points
6 speed
13 initiative
Abilities: no retaliation
Description: These giant spiders are the traditional creature of the Shaman, and by binding the spider's essence to the Shaman's willpower, a very effective and loyal troop is created. While lacking in defence and hit-points, these spiders more than make up for it in their speed and attack, making them a very good stalking troop and their "no retaliation" is good for keeping enemies pinned down.
Image: A large light green spider, ready to spring and holding its front to the floor.

Tier 1 Upgrade:
Construction needed: Dark Grove
Poison Spider
4 attack
2 defence
2-2 damage
4 hit-points
7 speed
13 initiative
Abilities: no retaliation, poisoning
Description: It takes many years for a jungle spider to mature and their fangs to grow enough to produce venom, but when they do poison spiders can be deadly to an unprepared enemy. This upgrade makes the spiders far better attackers, although it doesn't do much do improve their low hit-points or defence.
Image: Slightly bigger than the jungle spider, and instead of a light green this spider is pitch black with a red abdomen.

Tier 1 2nd Upgrade:
Construction needed: Deep Bramble
Web Spider
4 attack
2 defence
2-3 damage
5 hit-points
7 speed
13 initiative
5 shots
Abilities: No retaliation, poisoning, shooter, binding shot (every ranged attack knocks the opponent 0.05 back on the ATB scale)
Description: Only the eldest spiders are large enough to actually spin webs at such speeds they can fire and bind the enemy, but once they can these Web spiders provide a much sought after ranged support as well as their good attacking capabilities.
Image: Bigger than the poison spider and coloured a deep blood red.

Tier 2:
Construction needed: Tribal Hut.
Tribesmen
4 attack
2 defence
3-4 damage
10 hit-points
5 speed
10 initiative
Abilities: bloodlust
Description: These tribesmen belong to the natives that serve the Shaman, and although inexperienced in warfare, years of living in the harsh forest have sharpened their reflexes and they are more than eager for blood. Again, these are a good attacking unit that lack in defence, yet their "bloodlust" makes them very deadly to most foes.
Image: A native person armed with only a wooden spear and clothed in simple garbs with some face paint.

Tier 2 Upgrade:
Construction needed: Hunter's Hut
Tribal Hunter
5 attack
3 defence
4-5 damage
12 hit-points
6 speed
12 initiative
Abilities: pack attack, unlimited retaliation, bloodlust
Description: The most skilled of the tribesmen are chosen each year to hunt the deadly game of the forest for the village's food, and years of experience have given these hunters unmatched reflexes and perfect teamwork. These troops are very feared as their "pack attack", when used correctly, can devastated most single opponents, yet they still have a disadvantage due to their low defence and they are weak against groups of enemies.
Image: A native person in primitive armour and a larger spear and with a feather headset on.

Tier 2 2nd Upgrade:
Construction needed: Chieftain’s Tent
Tribal Warrior
6 attack
5 defence
4-6 damage
16 hit-points
6 speed
12 initiative
Abilities; pack attack, unlimited retaliation, bloodlust
Description: Of all the village hunters, few are chosen as the village protectors, and although they keep their abilities gained from their hunting days, the Tribal Warriors have built up a better defence and resiliency in battle.
Image: A native with much better wooden armour, a simple shield and a large forked spear.

Tier 3
Construction needed: Dream Hut
Dreamweaver
6 attack
3 defence
4-6 damage
10 hit-points
4 speed
9 initiative
5 shots
12 mana
Abilities: caster (delay, disruption ray, magic punch), shooter, no ranged penalty
Description: These Dreamweaver’s are students that seek to understand the spirits of the mind, and this has given them an ability to command the force of magic. They give a much needed ranged support for the strong melee units, and their magic, although physically weak, can devastate attacking enemies.
Image: Crouched figure wearing a large voodoo mask and holding a wooden staff.


Tier 3 Upgrade:
Construction needed: Spirit Altar
Spirit-Binder
8 attack
4 defence
19 hit-points
4 speed
9 initiative
8 shots
16 mana
Abilities: caster (stone skin, fireball, ice clod), shooter, no ranged penalty
Description: These are Dreamweavers, who having satisfied their thirst for the knowledge of the mind, have turned to controlling the spirits of the physical world, giving them control over the elements and much increasing their attacking magic power.
Image: A person wearing a more decorated voodoo mask and standing up straight wield a large staff.

Tier 3 2nd Upgrade:
Construction needed: Spirit Ring
Spirit-Master
10 attack
7 defence
24 hit-points
4 speed
9 initiative
10 shots
20 mana
Abilities: caster, shooter, no ranger penalty, double shot
Description: Few are able to achieve such spirit control such as these have, and they wield their power with great authority. These give an incredible powerful magical that can clear the way for melee units.
Image: A person with a billowing cape, finely decorated mask, and a pointed staff.

Tier 4:
Construction needed: Fear chamber
Nightmare Being
8 attack
4 defence
7-10 damage
19 hit-points
6 speed
12 initiative
Abilities: elemental, fear attack, flyer, magic shield 50%
Description: Drawn out of the darkest corners of the mind, these creatures are quite literally the stuff of nightmares. They give strong attacking power and their magic shield is incredibly effective against magicians, although sinc
Tier 4:
Construction needed: Fear chamber
Nightmare Being
8 attack
4 defence
7-10 damage
19 hit-points
6 speed
12 initiative
Abilities: elemental, fear attack, flyer, magic shield 50%
Description: Drawn out of the darkest corners of the mind, these creatures are quite literally the stuff of nightmares. They give strong attacking power and their magic shield is incredibly effective against magicians, although since they lack a physical form they are vulnerable to melee.
Image: A large pitch-black cloud that snakes across the battlefield towards its enemies.

Tier 4 Upgrade:
Construction needed: Dark Forge
Fear Soldier
9 attack
7 defence
8-14 damage
27 hit-points
5 speed
11 initiative
Abilities: elemental, fear attack, magic shield 75%, immune to delay
Description: It takes great skill to forge fear itself into a physical form, but once a nightmare being is bound to the physical world as a Fear Soldier its defensive and attacking powers are greatly increased. Fear soldiers become extremely powerful troops, and although it means a shape loses its previous speed and flight abilities, most consider the increase damage well worth the trade.
Image: A slight, pit-black and featureless soldier carrying a simple sword and shield

Tier 4 2nd upgrade:
Construction needed: Nightmare Armoury
Horror Warrior
12 attack
8 defence
9-15 damage
38 hit-points
5 speed
11 initiative
Abilities: elemental, fear attack, magic shield 75%, immune to delay
Description: Armed with tools of fear, these Horror Warriors have even higher improved strength and along with their fear attack, this puts them in a class of their own.
Image: A much larger, hulking beast made of a deep black substance with a jagged curved swords and a mouthful of gaping, needle-like teeth.

Tier 5
Construction needed: Deep Forest
Shaikahan
15 attack
10 defence
12-16 damage
54 hit-points
6 speed
13 initiative
Abilities: large creature, aura of magic proof
Description: The legendary Shaikahan is the most feared creature in the jungle, and it takes considerable skill to control it, yet its high speed, attack and magical resistance means that it is a very powerful beast.
Image: A large beast with resemblance to a giant lion, except with giant claws and fangs.

Tier 5 Upgrade:
Construction needed: Dark Forest
Forest Beast
17 attack
12 defence
14-18 damage
64 hit-points
14 initiative
Abilities: large creature, rage, immune to magic, aura of magic proof
Description: It takes many years of servitude to turn the fierce Shaikahan into a Forest Beast, and only the extremely compentent would dare to attempt it. Such a Beast would greatly improve any army, as its speed and power provides the perfect frontal assault.
Image: A giant creature like the Shaikahan, except with a mane and more fiercer.
Tier 6:
Construction needed: Marsh Lands
Swamp Monster
24 attack
22 defence
27-28 damage
92 hit-points
4 speed
11 initiative
Abilities: large creature, elemental, immune to earth, infecting strike, poison
Description: It is one of the most difficult techniques a Shaman has to learn, to raise the very essence of the swamp to create a giant being of create of the swamp itself, but once it does this unnmoveable monster is an amazing powerful creature. The swamp monster, bursting with noxious fumes and gases, gives an "infecting strike" and "poisoning" that can wear down almost any foe.
Image: A large being made of mud and swamp water, and shaped in to the general shape of a hulking human.

Tier 7:
Construction needed: Forest Shrine
Jungle God
28 attack
23 defence
24-64 damage
180 hit-points
6 speed
12 initiative
20 mana
Abilities: large creature, elemental, caster (earthen spikes, ice ring), immune to earth, immune to water
Description: Only intensive worship and sacrifice can summon the deity of the forest to physical form, but this Jungle God greatly improves any army it fights with, as its combination of powerful magic and strength makes it a fearsome opponent.
Image: A large, spindly, plant like monster with sharp leaves that are used as weapons.

I would appreciate any comments or critizms you might have.
mainly its ok but check mine
tier 3 with magic punch is overpowered, change that, besides from that its ok
OVERPOWERED
i actually agree that tier 3 magic punch is too much, but i just couldn't think of a better spell to give them.

But Lord_Of_Terror, why do you think it is so over-powered? Please explain.
give them benefical spells like Haste/Chastise/Stoneskin or debuffs like Curse/Slow/Weakness. And Lord_Of_Terror: shut up, its hard to make a 100% mage faction that is'nt overpowered. LordsWM is planning to make another 3 maybe 4 extra faction, with at least Dwarf (and Steppe Barbarian), i dont think this will be one of them, but everything is possible, and if you think its fun to make those factions, you can always try.
oh forgot to say, if you really want to hold these creatures, please make the recruit low/very low something like Dark Elf/Elf
i actually agree that tier 3 magic punch is too much, but i just couldn't think of a better spell to give them.

But Lord_Of_Terror, why do you think it is so over-powered? Please explain.


Each stack can do 20+ damage that way. Do the maths yourself.
Ur right, so i think i will change the Dreamweavers to use curse instead of magic punch, hopefully that will make it fairer.
^^
Tier 5- Jungle Shaman
Building-Jungle Shrine

Attack:15
Defence:9
Damage:10-15
Speed:6
Initiative:11
Shots:10
Mana:20
Abilities:Shooter, Caster(Earthen spikes, wasp swarm, Lightning), Ricochet shot

Tier 6- Giant Python
Building:Python cave

Attack:21
Defence:20
Damage:20-26
Speed:5
Initiative:11
Abilities:Entangle(any enemy creature adjacent to it is entangled and dealt 40% of regular damage from python whenever it is its turn. To stop the damage, move away from python!), Large creature
woops wrong thing lol, anyways i think its a little overpowered cuz the troop's damage and abilities are a little too good for that level
i did try and base the creatures on current creatures, to stop them being too overpowered. Jungle spiders are based on fairies, tribesmen on forest keepers, dreamweavers as a much weakened magi, nightmare being is a one i made up originally, and shaikhan are based on unicorns while swamp monster based on behemoth, so i'm just curious to what u think is overpowered in comparison to other factions?
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