Merlock expansion - IMPLEMENTED

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makazuwr32
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Re: Merlock expansion

Post by makazuwr32 »

Savra wrote: Wed Dec 19, 2018 7:52 am Water Goblin Harpoonist (possible alternative names Gill Goblin, Mer-blin)

Base
Image
Cost: 2 turns
Hp: 12
Attack: 6
Range: 4
Armor : 0
P. Armor: 0
Speed: 2 (water 3)
Sight: 5
Action: 1
Spell resist: 0%
Bonuses: 50% bonus to sea infantry, 1% bonus to flying.
Elite
Image
Cost: 2 turns
Hp: 16
Attack: 7
Range: 5
Armor : 1
P. Armor: 1
Speed: 2 (water 3)
Sight: 6
Action: 1
Spell resist: 0%to
Bonuses: 50% bonus to sea infantry, 1% bonus to flying.
Master
Image
Cost: 2 turns
Hp: 20
Attack: 8
Range: 6
Armor : 2
P. Armor: 2
Speed: 2 (water 4)
Sight: 7
Action: 1
Spell resist: 0%
Bonuses: 50% bonus to sea infantry, 1% bonus to flying.
Merlock chain fighter

Base
Image
Cost: 5 turns
Hp: 30
Attack: 8
Range: 2
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 2
Spell chance: 20%
Spell resist: 0%
Abilities:
Hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship (passive): when this unit kills enemy ship automatically spawns orcish ship.
Bonuses: 50% ships. Deals 1 damage to flying.
Elite
Image
Cost: 5 turns
Hp: 35
Attack: 9
Range: 2
Armor : 1
P. Armor: 1
Speed: 2 (water 4)
Sight: 6
Action: 2
Spell range: 2
Spell chance: 20%
Spell resist: 0%
Abilities:
Hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship (passive): when this unit kills enemy ship automatically spawns orcish ship.
Bonuses: 50% ships. Deals 1 damage to flying.
Master
Image
Cost: 5 turns
Hp: 40
Attack: 10
Range: 2
Armor : 2
P. Armor: 2
Speed: 2 (water 5)
Sight: 6
Action: 2
Spell range: 2
Spell chance: 20%
Spell resist: 0%
Abilities:
Hold ship: enemy ship is stopped in place for 1 turn, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown. Range - 2.
Board ship (passive): when this unit kills enemy ship automatically spawns orcish ship.
Bonuses: 50% ships. Deals 1 damage to flying.
Crocodile rider:
Image
Desc: Some crazy water Goblins figured they try taming the crocodiles in their river to use as mounts. What's even more crazy? They succeeded.
Cost:5
Trains: Merlock hut
Hp:30
Atk:12
Rng:1
Sight:6
Spd:4 Land:2
Arm:2
P.arm:2
Res:20%
Abilities:
Drops goblin gutter in death.
Bonuses: 50% sea giants, 50% amphibious.

Elite Crocodile rider:
Image
Desc: These water goblins are more well trained with their crocodile mounts, they can bring more havok to the seas.
Hp:37
Atk:16
Rng:1
Sight:7
Spd:5 land:3
Arm:3
P.arm:3
Res:20%
Abilities:
Drops elite water goblin gutter on death.
Bonuses: 50% sea giants, 50% amphibious.

Master Crocodile rider:
Image
Desc: These water Goblins have perfected their riding with their Crocs. They truly have become a menace at sea.
Hp:44
Atk:20
Rng:1
Sight:8
Spd:6 land:4
Arm:4
P.arm:4
Res:20%
Abilities:
Drops master water goblin gutter on death.
Bonuses: 50% sea giants, 50% amphibious.

Water Goblin gutter:
Image
Desc: a water goblin with a sharp fish hook.
Hp:10
Atk:6
Rng:1
Sight:5
Spd:3 land:2
Arm:0
P.arm:0
Res:0%

No bonuses.

Elite Water Goblin gutter:
Image
Desc: they now have sharper fish hooks.
Hp:12
Atk:8
Rng:1
Sight:6
Spd:3 land:2
Arm:1
P.arm:1
Res:0

Master Water Goblin gutter:
Image
Desc: They are now well armoured and equip with jagged fish hooks.
Hp:16
Atk:10
Rng:1
Sight:7
Spd:4 land:2
Arm:2
P.arm:2
Res:0

Water goblin servant
Image
Cost: 2 turns
Hp: 8
Attack: 3
Range: 1
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 1
Mend rate: 8
Spell resist: 0%
Updated bonuses, changed speeds, changed ability of merlock chain fighters.

Merlocks will have 1% bonus to sea infantries, amphibious, ships, sea giants and standart bonuses to building. Their speed must be 4/4/5.
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...
© by Makazuwr32™.
AoF Dev Co-Leader
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Savra
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Joined: Wed Aug 01, 2018 6:21 pm

Re: Merlock expansion

Post by Savra »

Umm, you forgot the water goblins miss chance for first 2 stages, otherwise stats look good.
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makazuwr32
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Location: Moscow, Russia

Re: Merlock expansion

Post by makazuwr32 »

I did not forget that.
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...
© by Makazuwr32™.
AoF Dev Co-Leader
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Savra
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Joined: Wed Aug 01, 2018 6:21 pm

Re: Merlock expansion

Post by Savra »

It should have a miss chance like the goblin archer does, just have perfect accuracy on final form. Personally I believe all orc ranged units should have a miss chance on their first and second forms and final form has perfect accuracy. Units that don't have upgrades should just have a miss chance like that of the goblin archers second form. It would solve a lot of issues with orcs. This one should work like that.
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makazuwr32
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Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Merlock expansion

Post by makazuwr32 »

Savra wrote: Sun Dec 23, 2018 6:25 am It should have a miss chance like the goblin archer does, just have perfect accuracy on final form. Personally I believe all orc ranged units should have a miss chance on their first and second forms and final form has perfect accuracy. Units that don't have upgrades should just have a miss chance like that of the goblin archers second form. It would solve a lot of issues with orcs. This one should work like that.
Hm. That actually intresting idea.
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...
© by Makazuwr32™.
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Alexander82
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Joined: Thu Feb 26, 2015 8:18 pm

Re: Merlock expansion

Post by Alexander82 »

IMPLEMENTED
Age of Fantasy design leader
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