Since the redoubt looks a little empty and Lizard men and them move as fast as undead cavalry do in water, how about we make a unit that can help combat enemy ships along with the turtlemen and small ship?
I have a few suggestions:
The ones on hold would require discussion first and may not get in, the harpoonist would not defeat the purpose of the harpoon gun on small ships considering they are specialty transports like the humans ones.
Naga Triton:
Trains:Nagas conclave
Cost:3
Hp:25
Atk:12 poison weapon
Act:1
Rng:1
Sight:5
Spd:4 land:2
Dge: C:50%, R:30%, M:30%
Arm:1
P.arm:1
Res:30%
Standard bonus to ships and amphibious units
Naga Harpoonist:
Trains: Nagas conclave
Cost:3
Hp:16
Atk:6 like weapon
Act:2
Rng:4
Sight:6
Spd:4 land:2
Dge:C:50%, R:30%, M:30%
Arm:1
P.arm:1
Res:30%
100% bonus to amphibious units. 50% to ships.
Naga constructor:
Trains: Nagas conclave
Cost:5
Hp:12
Atk:6
Mend:5
Rng:1
Spd:4 land:2
Arm:1
P.arm:1
Res:30%
Can begin construction.
Naga Cutthroat: (on hold)
Trains: Naga conclave
Cost:4
Hp:30
Atk:10 poison weapon
Act:2
Rng:1
Sight:5
Spd:4 land:2
Dge:C:50%, R:30%, M:30%
Arm:1
P.arm:1
Res:30%
Standard bonus to ships.
Naga scourger: (on hold)
Trains: Nagas conclave
Cost:5
Hp:18
Atk:4 poison weapon
S.rng:4
Sight:5
Spd:4 land:2
Dge: C:50%, R:30%, M:30%
Spell possibility:40%
Arm:1
P.arm:1
Res:30%
Abilities:
Slowing poison: dmg/turn:2, slowing 1, non stackable, Lasts:3 turns
Nagas song: cool:3, stun a ship for 3 turns.
Venom spike: dmg:5, applies poison
Weakening poison:dmg/turn:2, -2 from attack, lasts: 3 turns
Naga conclave: (on hold)
Cost:0 (can only be built on water.)
Hp:25
Mend:3
Rng:1
Sight:2
Cap:2
Arm:0
P.arm:5
With this addition we can also move the scaledfolk ships to the Naga conclave as well.
Here's some examples:
Nagas
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Nagas
To me this image looks a little too slinky to be swimming out at sea. Can you try moving the tail behind its back instead?
OLÉ