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   Forums-->Creative works-->

new factions and changes to the old factions



Authornew factions and changes to the old factions
First of all I want to say that the Barbarian faction is wrong to have orcs and goblins and only the Cyclop i think that fit perfectly. So first the Barbarian faction--->

Tier 1
Hunting dog
Attack 2
Defense 1
Damage 1-3
Hit points 4
Speed 6
Initiative 10

War dog Double retaliation
Attack 4
Defense 2
Damage 2-3
Hit points 5
Speed 6
Initiative 10

Tier 2
Lance Thrower Through shot, Shooter
Attack 4
Defense 2
Damage 3-4
Hit points 8
Speed 5
Initiative 9
Shots 7
Range 6

Amazon Through shot, No melee penalty, Shooter
Attack 6
Defense 4
Damage 4-6
Hit points 11
Speed 6
Initiative 11
Shots 9
Range 6

Tier 3
Berserker Bravery,Rage
Attack 6
Defense 1
Damage 5-6
Hit points 14
Speed 7
Initiative 12

Berserker Warchief Bravery,Rage,Bloodlust
Attack 6
Defense 1
Damage 5-6
Hit points 14
Speed 7
Initiative 12

Tier 4
Pegasus Rider Large creature, Flyer
Attack 7
Defense 4
Damage 6-12
Hit points 31
Speed 6
Initiative 11

Flying Cavalary Large creature, Jousting, Flyer
Attack 8
Defense 6
Damage 8-15
Hit points 40
Speed 7
Initiative 13

Tier 5
Shaman Caster, Shooter
Attack 11
Defense 10
Damage 7-11
Hit points 48
Speed 5
Initiative 10
Mana 10
Shots 6
Range 6

War-Shaman Teleport, Caster, Shooter, Mana stealer
Attack 14
Defense 11
Damage 7-17
Hit points 65
Speed 6
Initiative 10
Mana 15
Shots 6
Range 6

Tier 6
Cyclop Ram* (a Cyclop holding a big tree will replace the regular one)
Attack 29
Defense 28
Damage 29-36
Hit points 138
Speed 5
Initiative 8.5

Cyclop Warlord Ram*, Mayhem
Attack 30
Defense 30
Damage 33-38
Hit points 160
Speed 6
Initiative 9

Tier 7
Tempest Large creature, Bloodlust, Unlimited retaliation
Attack 32
Defense 23
Damage 40-50
Hit points 170
Speed 7
Initiative 12

For Barbarians a Racial skill could be Fearfull Leader that can sent an enemy terrified.
For Castle the Orc faction will have a sand castle like the barbarian tribe but with leather for roof or something like that. Also the racial skill of Barbarians will go to the Orc faction.
The Orc faction will take the place of the old barbarian faction and only the Tier 6 will change-->

Tier 6
Troll
Tier 6
Troll Shooter
Attack 20
Defense 15
Damage 18-26
Hit points 85
Speed 4
Initiative 10
Shots 6
Range 6

Ice Troll Shooter, Besiege
Attack 23
Defense 18
Damage 19-28
Hit points 95
Speed 5
Initiative 10
Shots 8
Range 6

The elven faction for me must be renamed as Wood elfs and a new high elven faction must fill the gap. The High elf faction will have a tower like castle that anything is build on it. The faction skill for them will be Perfections Morale that will put a +2 Morale to the troups for 2 full rounds.

Tier 1
Gold guard Shield allies
Attack 1
Defense 3
Damage 1-1
Hit points 6
Speed 5
Initiative 8

Platinum guard Shield allies, Protector*
Attack 2
Defense 5
Damage 2-2
Hit points 8
Speed 5
Initiative 9

Tier 2
Assasin Lucky strike*
Attack 7
Defense 3
Damage 4-5
Hit points 7
Speed 7
Initiative 14

Avenger Heavy Retaliation*,Lucky strike*
Attack 9
Defense 4
Damage 5-6
Hit points 8
Speed 7
Initiative 16

Tier 3
Moon archer SharpShooter*
Attack 6
Defense 4
Damage 5-10
Hit points 12
Speed 4
Initiative 8
Shots 5
Range 8

Lunarians SharpShooter*, Flameshot*
Attack 8
Defense 5
Damage 6-12
Hit points 16
Speed 4
Initiative 9
Shots 8
Range 8

Tier 4
Wyvern Rider Large creature, Flyer
Attack 6
Defense 6
Damage 4-13
Hit points 38
Speed 7
Initiative 14

Elite Wyvern Rider Large creature, Flyer,Draconic breath
Attack 8
Defense 8
Damage 5-16
Hit points 45
Speed 7
Initiative 16

Tier 5
Mage Caster
Attack 16
Defense 16
Damage 9-11
Hit points 44
Speed 6
Initiative 11
Mana 11

Battlemage Caster, Unlimited Retaliation
Attack 19
Defense 19
Damage 11-15
Hit points 56
Speed 6
Initiative 12
Mana 12

Tier 6
Light Elemental Elemental, Blinding brilliance, Flyer
Attack 22
Defense 24
Damage 12-28
Hit points 125
Speed 7
Initiative 10

Holy Elemental Elemental, Blinding brilliance, Flyer, Random Cast: Holy
Attack 23
Defense 25
Damage 14-30
Hit points 135
Speed 7
Initiative 12

Tier 7
Phoenix Large creature, Inflame, Resurrect*, Flyer
Attack
Tier 7
Phoenix Large creature, Inflame, Resurrect*, Flyer
Attack 24
Defense 30
Damage 30-70
Hit points 200
Speed 6
Initiative 11


*Ram=This creature when it moves more or equal with 3 tiles to attack then it decreases the defence by 50% for 1 turn.
*Flameshot=It does damage for 2 full turns each time the target creature gain its turn equal with half the stack of the creature that use the ability. Also for this period the target takes 10% more damage from all attacks. Cant break immunity.
*SharpShooter=This creature can deal ranged damage. When the distance to a target is larger than 8 tiles, the target only takes half the normal damage. The creature can't perform ranged attacks when there is an enemy stack adjacent to it. SharpShooters do half the normal damage when melee-attacking. The amount of ranged attacks in every combat is limited to the "Shots" parameter of every shooter. If shots go down to zero, the creature looses "SharpShooter" ability until end of combat.
*Protector=The creature protects all adjacent allies so when an ally is attacked it take the damage instand.
*Resurrect=This creature Resurrect itself if it is defeated. It can only be used once.
*Lucky Strike=This skill adds 10% to the luck factor. It only aplays to the creature with the skill.
*Heavy Retaliation=The creature retaliates with 200% of normal damage.

P.S. I know that the new dwarf faction will have berserkers but in my opinion the barbarians must have such a troop
P.P.S. Let me know if u liked them and i will make new ones like Dark Dwarfs, Amphibians, Minotaurs and more
Sorry for posting again, it is obvius that i have to explain some things...

The skills of every creature is after its name like this one for example:

Platinum guard Shield allies, Protector*

The name is the first >Platinum guard<
The second part is that with the skills >Shield allies, Protector*<
The one with the * is a new skill and the explanation is at the third post.

I hope that someone says his opinion soon :D
pegasus has nothing to do with barbarians in my mind
Barbarians are people that live in hard-to-live places(like deserts,mountains) that other races dont live because of the difficulties. So the barbarians tamed one of the most powerful creature , the pegasus, that could claim any land. Fearsome, powerful, deadly and providing quick transport it was the best solution for the Barbarians.
Or... they trained rocs! ^^
Well now that i think it over u have a point Xerfer :P
But i think it is cooler to let a barbarian to ride something!
Also i think i have seen a barbarian riding a pegasus in an other game and i found it great, but i dont remember which was...
well, in most peoplr minds barbarians are brutal, uncivilized pillagers that relied on brute force. They are also seen as pretty crude, nasty and dangerous.
From this point of view they have minion goblins, little defense but high defense.
Wolf raiider, total offensive unit, little health, so it dies fast.
3. Orc, a skilled offensive unit, more defense, but it is a shooter that can go melee. (also, dwarves have beserker)
4.Ogres, big uncontrolable bloodlusty creatures. Send them into an arena and they kill very well.
5. Things to transport their army, because of the barbs offensive nature, they had to fight too.
6. Cyclops, giant with big rock, nuff said,
7. Behemoth, giant offensive creature that would terrify the barbarian's enemies.

I think they fit in pretty well
i think the new barbarian suggested by you have a "good feeling" from the poin of view of stile. i didn't look to much on the stats though...

i am myself somehow disturbed by the fact that a single human leads tons of greenskins to battle. a simpler suggestion could be to change the barbarian character to an orc.
As an ex-WOW player and Neverwinter Nights player i think that a human cant be a hero at the orc tribe. Also the DE are white... the truth is that they have to be darkskined to be called dark elves. They may have dark intations but the dark skin gives something more to the mystery of the faction.
the truth is that they have to be darkskined to be called dark elves

well, that's just a D&D-thing, later adopted by other games. originaly the dark elves were created by Tolkien, and there they were the fair-skinned Moriquendi (Quenya for Elves of the dark). they were called so because they, in difference to the Calaquendi, never saw the light of the two trees...
i like it but that i think is anothter faction like mountain kings or somthing and elf is a good faction &#180;but i think it would be wood elf and high elf is a cross between knights and elfs
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