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Winter elf faction



AuthorWinter elf faction
racial ability:
winter shield -> troops deal the 15+2*faction skill of their normal damage to any stack that attacks them ( cold damage )

magic schools: light and chaos magic

troops:

tier 1 : frost snake
attack:1
defense:0
damage:1-2
hit points:3
speed:5
initiative:9
abilities: mimetization(damage inflicted to this unit can be reduced randomly fron 0% to 30%), evasion 50 % ( receive only 50% of raged damage )

tier 1 up : winter snake
attack:2
defense:0
damage:1-3
hit points:5
speed:6
initiative:10
abilities: mimetization (damage inflicted to this unit can be reduced randomly fron 0% to 30%), no reletation, evasion 75 % ( receive only 25% of raged damage )


tier 2 : eremit
attack:1
defense:4
damage:3-4
hit points:16
speed:4
initiative:10
mana: 9
shots: 4
abilities: shooter, caster ( rapid 20%, magic punch 10 dam )

tier 2 up : old eremit
attack:3
defense:6
damage:4-5
hit points:21
speed:4
initiative:10
mana: 15
shots: 6
abilities: shooter, caster ( rapid 30%, magic punch 16 dam, ice clod 20 dam)


tier 3 : frost warrior
attack:5
defense:3
damage:4-6
hit points:15
speed:6
initiative:12
abilities: magic resistance 25%, mimetization (damage inflicted to this unit can be reduced randomly fron 0% to 30%)

tier 3 up : winter warrior
attack:7
defense:5
damage:4-8
hit points:16
speed:6
initiative:14

abilities: magic resistance 30%, mimetization (damage inflicted to this unit can be reduced randomly fron 0% to 30%), cold blade ( the unit has the chance of 20% to deal additional cold damage )

tier 4 : ice archer
attack:10
defense:6
damage:9-10
hit points:25
speed:5
initiative:10
shots:8
abilities: shooter, ice armor ( the stack has an initial armor that reduces every type of damage by 50%, every time it's dealt damage to it this armor is reduced by 10%), cold arrow ( the unit has the chance of 20% to deal additional cold damage )

tier 4 up: ice master
attack:15
defense:6
damage:13-15
hit points:30
speed:5
initiative:10
shots:12
abilities: shooter, ice armor ( the stack has an initial armor that reduces every type of damage by 50%, every time it's dealt damage to it this armor is reduced by 10%), cold arrow ( the unit has the chance of 20% to deal additional cold damage ), frost shot (when this stack attack another one, that stack go back of 20% on the initiative bar)

tier 5 : frost drake
attack:15
defense:10
damage:14-19
hit points:42
speed:6
initiative:11

abilities: immunity to water, flying, frost bite (when this stack attack another one, that stack go back of 20% on the initiative bar)

tier 6 : wurm
attack:26
defense:14
damage:20-28
hit points:95
speed:6
initiative:13

abilities: devourer ( this unit always kill almost 1 unit ), teletransport, drain life

tier 7 : Yeti
attack:28
defense:24
damage:40-60
hit points:195
speed:5
initiative:10

abilities: devourer ( this unit always kill almost 1 unit ), immunity to water, fear attack, regeneration

primary talent (7pt)
offensive and chaos magic
secondary talents (9pt)
luck and light magic

that's what i was thinking about for a new faction,
a mix of elves with new elements based on ice
( i had this idea because it's warm here and i'd like some cold ... )
I fail to see what any of these creature have to do with elves at all.

maybe just the snow factoin
I think it is a very creative faction, but I have to agree wtih diversecity. The creatures have nothing to do with elves at all. Though, the faction is really good.

Mojocat

P.S. My faction-making services: Contact me with a faction title and I will do my best to figure out troops, talent, and buildins for it. 1000 gold per faction made. Thanks!
oh i also have an idea about this. when in battle, and the map is snowy, they deal extra damage.
no, or the other faction would be too weaker
no i mean something not too overpowering. like 3% more damage. or they would have 5% magic shield :)
that's nearly useless :P
as faction talent ( the one in the center of the wheel ) there could be
"path orientation", an ability that allows to the hero to increase the speed of an ally unit for 1 turn by 1 ( it cost 0 mana )
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