Outlands Clan ( Dwarf Sub )

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Tankhead
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Outlands Clan ( Dwarf Sub )

Post by Tankhead » Sat Oct 20, 2018 3:47 am

Race_Outlands.png
HISTORY
After a fallout between the Main dwarves some dwarves were banished from the underground to the desert
So instead of dying out they made a way to live and develop in the desert


LIFE STYLE
The Clan adopted a completely different social structure form underground dwarves, leaving behind the more common clan-based approach.
Unlike other clans of dwarves these, this clan formed hunting groups with very fluid memberships, and are very close friends with beastclan race. The children are taught to hunt and raid at a very young age.
The Clam held the wisdom of their elderly in respect, but those with weakness or illness were often abandoned to die for the good of the hunting group. Some members, when they knew they were growing old and weak, would instead provoke and attack a ferocious desert beasts alone to be killed in a show of bravery.

RELIGION
They worship the desert god (Anubis) who they worship everyday
4 out of the 5 priests are female and often was the leaders of children huntings and some raids( pass/ don't pass )
And made decisions on what to do with outsiders

FIGHTING TYPE STYLES
The clan consists of some magic as it was necessary to hunt and attack outsiders most of the time. The clan often known to use potions and poison to the full extent.
They don't have the best equipment like main dwarves do but they manage to be on the same level as humans as far as tech.


TRADE
The clan sometimes traded for metal or glass objects in exchange for skins, meat, or captured animals. Ever cautious of outsiders, they would generally only enact trade in their own territory and would set traps in case of betrayal.

Pros(+):
Cheap to moderate unit cost ( mostly )
Have speed bonus on desert terrain (+1)
Will have some beastclan units
Will have alot of monsters/creatures/Elementals
Affected by blacksmith


Con(--):
No sieges
Low starting armor
Weak defense structures


Note - the magic they use are different from firefrost clan
Last edited by Tankhead on Wed Oct 31, 2018 8:00 am, edited 17 times in total.
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Re: Gaea Clan

Post by Tankhead » Sat Oct 20, 2018 6:14 am

DEFENSE TOWERS

Lookout Tower - TIER 1
64_unit_lookout.png
Cost - 1
Hp - 65
Attack - 8 ( passive poison weapon )
Range - 6
Armor - 2/2
Speed - 0
Sight - 7
Action - 1/1
Carry capacity - 1
Last edited by Tankhead on Thu Nov 01, 2018 5:47 pm, edited 11 times in total.
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Re: Gaea Clan

Post by Tankhead » Sat Oct 20, 2018 7:30 am

RANGE AND MELEE FACTION
Hunters Ground
Hp 40
Spd 0
Atk 0
Armor 0/4
Spell R 100%
-20% construction rate
Can be built on forest terrain

Dart shooter - TIER 2
Cost 3
Hp 14
Atk 4 ( poison)
Spd 4 (+1 desert )
Range 7
Sight 8
Armor 0/0
Spell R 20%
Bonus 100% dragons

Spear Thrower - TIER 1
Cost 2
Hp 10
Atk 5
Spd 3 (+1 desert)
Range 3
Sight 3
Armor 0/2
Dodge arrows 25%
Abilities
Poison weapon ( active ability )
Standard Skirmisher bonus ( human one )
Last edited by Tankhead on Wed Oct 31, 2018 8:01 am, edited 13 times in total.
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Re: Gaea Clan

Post by Tankhead » Sat Oct 20, 2018 8:49 am

Desert axe thrower - TIER 1
Cost - 3
Hp - 17
Atk - 6
Spd - 3 (+1 desert)
Range - 3
Sight - 5
Armor - 0/0
Spell R - 20%
Actions - 1/1
Bonus 50% buildings, 400% Ents

Slingshot hunter - TIER 1
Cost - 3
Hp - 14
Atk - 7
Spd - 3 (+1 desert)
Range - 3
Sight - 5
Armor - 0/0
Spell R - 20%
Actions - 2/2
Bonus 100% giants

Chief - TIER 3
Cost - 8
Hp - 70
Attack - 15
Armor - 4/4
Speed - 3 (+1 desert)
Range - 1
Sight - 4
Action - 1/1
Spell R - 100%
Bonus - 50% Cavalry,
Abilities;
Self strengthen
Strengthen Aura
Last edited by Tankhead on Wed Oct 31, 2018 8:02 am, edited 21 times in total.
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Re: Gaea Clan

Post by Tankhead » Sat Oct 20, 2018 9:50 am

MAGIC FACTION
Worship Hall
worship_hall.png
Hp - 20
Spd - 0
Atk - 0
Armor - 0/4
Spell R - 100%
-30% construction rate
Can be built on forest terrain

Care Taker - TIER 2
Cost - 3
Hp - 12
Atk - 3
Spd - 2 (+1 desert)
Range - 1
Sight - 4
Armor - 0/0
Spell R - 50%
Action - 1/1
Bonus
Abilties
Passive healing aura
Heal ( rate 10, Range 4 )


Ascender - TIER 3
Cost 5 turns
Hp - 20
Attack - 5
Range - 1
Armor - 0/0
Speed - 3 (+1 desert)
Sight - 4
Spell resist - 40%
Action - 1/1
Abilities:
Summon wolf (elven one)
Summon desert golem (stats are later), cooldown 4 turns.
Vanishing+ spell (same as necromant has)
Magic missle

Desert golem stats
Summonable one
Hp - 52
Attack - 10
Range - 1
Armor - 2/5
Speed - 3
Sight - 4
Spell resist - 30%
Abilities:
Vanishing 2


Spell binder - TIER 2
Cost - 4
Hp - 17
Atk - 4
Spd - 3 (+1 desert)
Range - 1
Sight - 5
Armor - 0/0
Spell R - 40%
Action - 1/1
Bonus
Spells
Eagle eye, Slowing, Lifelink ( spell rang 4 for all )

Diviner - TIER 3

Cost - 6
Hp - 15
Atk - 0
Spd - 3 (+1 desert)
Range - 0
Sight - 7
Armor - 0/0
Spell R - 70%
Action - 1/1
Bonus
Spells
Disarmor,( Range 4 )
FireBall ( mage one )
Whirlwind - target enemy archer looses -2 attack and -1 range (anti-clear vision)
Last edited by Tankhead on Thu Nov 01, 2018 5:48 pm, edited 16 times in total.
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Re: Gaea Clan

Post by Tankhead » Sat Oct 20, 2018 4:52 pm

BEASTMAN FACTION
Beast Camp
beast_camp-2.png
Hp - 20
Spd - 0
Atk - 0
Armor - 0/4
Spell R - 100%
-30% construction rate
Can be built on forest terrain

Lionmen - TIER 1
Cost - 3
Hp - 31
Attack - 12
Armor - 1/2
Speed - 3
Sight - 6
Action 1/1
Spell resist - 30%
Bonus standard (Armored orcish warrior one)

Canyon Minotaur- TIER 3
Cost - 6 turns
Hp - 60
Attack - 17
Range - 1
Power Range - 1
Armor - 4/5
Speed - 3
Sight - 5
Spell resist - 60%
Action 1/1
Carry capacity 1/1
Bonus 50% infranty, giants
Abilties;
Minotaur Charge


Foxmen - TIER 2
Cost - 4 turns
Hp - 28
Attack - 11
Range - 1
Actions/turn - 2
Armor - 1/1
Dodges - 15%/15%/60%
Speed - 4
Sight - 8
No bonuses
Abilities:
Can see invisible
Poison weapon (passive)

Wereboar - TIER 1
Cost- 5
Hp - 40
Attack - 18
Range - 1
Armor - 3/3
Speed - 3
Sight - 4
Spell R - 40%
Bonus - 50% Infantry
Abilities;
Self strengthen
Last edited by Tankhead on Thu Nov 01, 2018 5:49 pm, edited 9 times in total.
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Re: Gaea Clan

Post by Tankhead » Sat Oct 20, 2018 9:02 pm

TECHS

Rabbits foot - Cost 6 - TIER 2
All deserts dwarves gets 10% Arrow dodge
Found in hunters ground

Hunters trick - TIER 1
All Dwarven( desert only )units can have posion weapon ( active ability )
( same as Orc one including cost )

Adapt X - TIER 1
Cost 6
All beastmen, summons and creatures get +3 damage
Tech found in beast camp and Forgotten Temple

Adapt Y - TIER 2
Cost 6
All beastmen, summons, and creatures get +10 Hp
Tech found in beast camp and Forgotten Temple

Adapt Z - TIER 3
Cost 6
All beastmen, summons, and creatures get
+2/2 armor
Tech found in beast camp and Forgotten temple

Strong Will - (Like Loyalty Tech for humans)
Only found in Forgotten temple
Last edited by Tankhead on Wed Oct 31, 2018 8:05 am, edited 15 times in total.
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Re: Gaea Clan

Post by Tankhead » Sun Oct 21, 2018 5:46 am

FORGOTTEN TEMPLE - mega building TIER 3
Hp - 1250
Attack - 8 (Passive poison weapon)
Range - 7
Sight - 8
Armor - 4/10
Actions - 3
Carry capacity - 4
Heal rate - 20 ( inside )
Mend bonus - 400%
Construction bonus - 400%
Can be built on forest terrain

Desert dragon
Cost 6
Hp - 75
Attack - 16
Range - 1
Armor - 2/2
Speed - 5 (flying)
Sight - 7
Spell R - 100%
Actions - 1
Bonus - 50% flying and giants
Abilites:
Fireball



Lighting Elemental
Cost - 5
Hp - 40
Attack - 12 (Passive Lighting weapon)
Range - 1
Armor - 0/0
Speed - 4 ( flying )
Spell R - 70%
Dodge - 20/20/70
Action - 1
Bonus: 50% flying
Abilities:
Elemental ( it can't be target of any status effect spells except of slowing, both positive and negative. Disenchant deals 10 damage to it.)


Sand Elemental
Cost - 5
Hp - 60
Attack - 18
Range - 1
Armor - 2/7
Speed - 3 ( 4 in desert terrain )
Spell R - 70%
Action - 1
Abilites:
Elemental ( it can't be target of any status effect spells exept of slowing, both positive and negative. Disenchant deals 10 damage to it.)


Earth Golem
Cost - 8
Hp - 94
Attack - 25
Range - 1
Armor - 4/10
Speed - 3 ( 1 water and mountains )
Spell R - 70%
Action - 1
Bonus - 150% buildings 700% mega buildings
Abilities
Elemental ( it can't be target of any status effect spells exept of slowing, both positive and negative. Disenchant deals 10 damage to it. )
Last edited by Tankhead on Sun Oct 28, 2018 9:14 pm, edited 15 times in total.
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Tue Oct 23, 2018 4:43 pm

:arrow:
Last edited by Tankhead on Tue Oct 30, 2018 5:18 am, edited 6 times in total.
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Tue Oct 23, 2018 5:58 pm

Kinda Need some feedback
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Savra
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Re: Gaea Clan ( Dwarf Sub )

Post by Savra » Tue Oct 23, 2018 8:48 pm

Well, for me, just stick with badgermen and bearmen for beastmen units, they match dwarves more.

The bearmen could be somewhat like minataurs but only one is needed. Badgerfolk could be like satyrs in a way.

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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Tue Oct 23, 2018 8:57 pm

These guys are dwarves tho just a different clan.
And people didn't like the idea of putting beastmen units with main dwarves which is why Im putting them here.

Also the Bearman? What's wrong with him? I thought he was fine as he was.
Bearman compared to a dwarf are quite big and can actually hang on the back of one.
I thought of this unit as you can use it strategically
Kinda like how you would with ents

Badgerfolk as satyrs could work. I couldn't figure out a good unique role with them so that can be something
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Re: Gaea Clan ( Dwarf Sub )

Post by Savra » Tue Oct 23, 2018 10:36 pm

You can make a few more badger folk. The bear folk had nothing wrong with them. The rest fit more elves then even nature dwarves. The badgerfolk and bearfolk (Or Ursurs) fit better.
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Tue Oct 23, 2018 11:00 pm

Little lost at what your saying?
@Savra
I kinda didn't want to do that
Especially since they can get plant/Nature type creatures already and beastmen too??
I kinda get what you are saying but I like variety.
Just think of it as not all beastmen follow the same type of rules/race.
Kinda how like not all the dragons cooperate with eachother
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Tue Oct 23, 2018 11:36 pm

.
Last edited by Tankhead on Fri Oct 26, 2018 6:14 pm, edited 1 time in total.
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Savra
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Re: Gaea Clan ( Dwarf Sub )

Post by Savra » Wed Oct 24, 2018 12:55 am

Well, the beast tribes to follow dwarves would be Molemen, Bear folk, and badger folk. That should be their 3. Then you can give them some creatures maybe.

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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Wed Oct 24, 2018 1:14 am

That really ruins my story.
Beastclan help the banish dwarves to become what they are today, it really wasn't a certain group of beastmen.
Also the 3 beast units you just named is what would typically be with main dwarves that live underground.
Mine are on the surface who are more accepting of others then the regular dwarves
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Wed Oct 24, 2018 5:15 am

Well besides that I wonder what other stuff I can put here
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Re: Gaea Clan ( Dwarf Sub )

Post by makazuwr32 » Wed Oct 24, 2018 8:01 am

Personally i think about this that any beastclan can help them.
This clan designed as dwarven version of wood elves (sort of) as i see.

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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Wed Oct 24, 2018 8:29 am

makazuwr32 wrote:
Wed Oct 24, 2018 8:01 am
Personally i think about this that any beastclan can help them.
This clan designed as dwarven version of wood elves (sort of) as i see.
Concept wise yes you are right
Good range/magic like elves plus fast swarming like undead.
It seems the birdman too out of place so I will find something else.
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Wed Oct 24, 2018 8:48 am

.
Last edited by Tankhead on Thu Oct 25, 2018 7:58 am, edited 2 times in total.
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Re: Gaea Clan ( Dwarf Sub )

Post by Lynx Shafir » Wed Oct 24, 2018 10:10 am

Tell me the secret how do u make WIND/LIGHTNING golems s???

:lol:
Wear your scars with pride 'cos each has a story to tell .
What your scars tell about you?

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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Wed Oct 24, 2018 2:52 pm

Golems take the form of many and are made with powerful magic, usually for defensive purposes but also can be for offensively too.
You can call them elementals since they are that but they are also golems
So elelmental golems
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Wed Oct 24, 2018 3:49 pm

Anyways the flag ok?
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Thu Oct 25, 2018 2:26 am

.
Last edited by Tankhead on Tue Oct 30, 2018 10:30 pm, edited 1 time in total.
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Thu Oct 25, 2018 2:55 am

.
Last edited by Tankhead on Sun Oct 28, 2018 11:15 pm, edited 2 times in total.
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Thu Oct 25, 2018 7:58 pm

Wereboar
Hp - 40
Attack - 12 ( passive life link )
Range - 2
Armor - 3/3
Speed - 3
Sight - 4
Spell R - 40%
Bonus - 150% Infantry
Abilities;
Self strengthen
Screenshot_2018-10-25-01-41-13-1.png
Last edited by Tankhead on Tue Oct 30, 2018 10:31 pm, edited 1 time in total.
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Fri Oct 26, 2018 12:42 am

Updated a bit of stuff
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Re: Gaea Clan ( Dwarf Sub )

Post by Tankhead » Fri Oct 26, 2018 4:08 pm

Mosstodon [ALA].jpg
Mossmoth
Cost 6
Hp 100
Attack 15
Aoe 1
Range 1
Spd 4 ( 5 in forest)
Sight 6
Action 1/1
Spell R 100%
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Savra
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Re: Gaea Clan ( Dwarf Sub )

Post by Savra » Fri Oct 26, 2018 4:26 pm

Umm, that says Mosstadon, not mossmoth.

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