Frostborne

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wang870
Posts: 10
Joined: Mon May 07, 2018 9:19 am

Frostborne

Post by wang870 »

The frostborne are a race of spirits that colonised in caves of ice. Multiplayer-wise, the frostborne are suited to late game situations.

All units and structures (Except defensive) have 1 more sight than their speed or range.
Defense structures have 4 more sight than their range.

STRENGTHS:
Late game dominance (If played efficiently)
Lots of buildings from one worker
No biological units (Poison immunity)

WEAKNESSES:
2x Damage from fire effect
Expensive

WORKER SPECIALTIES:
Summoning spell: Workers summon buildings, which does not need to be constantly maintained, but take longer, recieve more damage during construction and cannot be mended.

TERRAIN SPECIALTIES:
Water - Workers can summon ice bridges which can summon ice bridges themselves. Aquatic forces (Murloc Attacks) will be easier to keep out.

UNITS AND STRUCTURES:

Mega building: Frozen Cave
3x3
19 Turns to finish
1500 HP
5ATK
3 Actions
3/8 Armor
Aura: Strength in 4 tile radius

War Construct:
20 HP
6 Turns to finish
2/5 Armor
Produces infantry and ranged

Spirit Keep:
20 HP
7 Turns to finish
2/5 Armor
Produces cavalry

Black Stone:
30 HP
8 Turns to finish
2/5 Armor
Produces spellcasters and siege

Ice bridge:
10 HP
3 Turns to finish
0/2 Armor
Can produce another Ice bridge next to it on a water tile

Guardian Construct:
70 HP
7 Turns to finish
4 ATK
2/5 Armor
Applies frost to hit target: Frost reduces ATK by 2, Range by 1 (Min 1) and both Armours by 2. Does not stack.

Frozen Coloumn
90 HP
4 Turns to finish
5/6 Armor
It's just a wall.

WORKER:
Cyromage: Summons buildings:
COST: 4
15 HP
No ATK
1 Action
3 Speed
0/0 Armor

INFANTRY:
Spirit of Ice
COST: 3
26 HP
13 ATK
1 Action
3 Speed
1/1 Armor
+100% Against buildings
Produced in War Construct

UPGRADE: Spirit of Frost
Upgrade cost: 6
32 HP
16 ATK
1 Action
3 Speed
2/2 Armor
100% Against buildings
Upgrade in War Construct

Guardian
COST: 3
20 HP
8 ATK
1 Action
3 Speed
1/1 Armor
400% Against cavalry
Produced in War Construct

UPGRADE: Elite Guardian
COST: 3
30 HP
13 ATK
1 Action
3 Speed
2/2 Armor
400% Against cavalry
Produced in War Construct

Golem
COST: 9
120 HP
10 ATK
1 Action
3 Speed
5/5 Armor
200% Against buildings
Produced in War Construct and Frozen Cave
Cannot be built in TCs

RANGED
Ice cannon
COST: 3
17 HP
10 ATK
5 Range
1 Action
4 Speed
1/5 Armor
100% Against Infantry
Produced in War Construct

Enchanted Horror (SIEGE)
COST: 13
20 HP
34 ATK
8 Range
1 Action
1 Speed
1/9 Armor
100% Against buildings
Produced in Black Stone
Casts crumble on affected building:
Building loses 2 armor (both)
Cannot be summoned by workers
Cannot be built in TCs

Tunneling Beast
COST: 6
Invisible
30 HP
15 ATK
3 Speed
5 Range
1 Action
2/2 Armor
Produced in Frozen Cave

CAVALRY:
Blue Wyrm
COST: 6
45 HP
25 ATK
1 Action
5 Speed
3/3 Armor
100% Against infantry and ranged
Produced in spirit keep

Shadow Wyrm
COST: 8
60HP
30 ATK
1 Action
7 Speed
0/5 Armor
100% against infantry
Produced in spirit keep
Cannot be build in TCs

SPELLCASTERS:
Monarch
COST: 9
26 HP
5 ATK
1 Action
3 Speed
1/1 Armor
Produced in Black Stone and Frozen Cave
Polymorph:
20% Chance of turning an enemy unit into a neutral sheep
4 Range
Cannot be build in TCs

Wraith:
Cost: 6
15 HP
5 ATK
1 Action
5 Speed
0/0 Armor
Produced at Black Stone
Sacrificed Killer:
Same as the one on Mummy.

MISC:
Ghost:
Cost: 1
1 HP
0 ATL
1 Action
6 Speed
8 Sight
0/0 Armor
Only produced at TCs.
I am the DESTROYER. Bow down or meet your fate in your eyes.
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Tankhead
Posts: 1838
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Frostborne

Post by Tankhead »

I like your idea. The only thing is the posion immunity. To be fair if undead can't get posion immunity neither should any other race.
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Frostborne

Post by makazuwr32 »

Probably this race idea will not be realised soon.
We need to balance and add more content to dwarves, add scaledfolk, add some more content to other races.

Another problem - summoning structures as you described. It is not yet in the game and will take time to implement.

And with each additional race included it will be such a pain to balance.
For example scaledfolk will have more poison variants - dots, fire-based ones, slowing... Must be this race be immune to all of these variants? If yes than scaledfolk will be powerless to it.
Dwarves and orcs will be such a pain for this race to deal with.
As for undeads - will this race leave after death corpses? Which types? If no corpses than undeads will be weaker to them.

On small maps elves will be such a pain for this race. Cheap and pretty powerful archers and your design of race is really weak to elven rush.

So personally i don't like idea of this race. Too many questions and weak points.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Frostborne

Post by General Brave »

You can in fact summon everything.
Wise, Might, Loyalty. Forever stands Warfell.
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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Frostborne

Post by makazuwr32 »

General summoning he suggested works different way:
Instead of just gaining instantly ready unit he suggests that summoning will give you unit with 1/x hp that will regenerate some of hp each turn until it will get 100% of his hp.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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AoF Dev Co-Leader
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godOfKings
Posts: 3302
Joined: Fri Sep 22, 2017 4:50 pm

Re: Frostborne

Post by godOfKings »

Its basically the wc3 version of the undead with more emphasis on ice, may b spirits can have a dodge ranged chance
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