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Nymph expansion

Posted: Tue Nov 27, 2018 8:37 pm
by Lynx Shafir
1.Naiad
(first I want to work on)
Oread -mountain nymph
Sliph -air

Astraid-stars for Moon elves



Naiad
The Nymphof springs, steams and lakes.
Amphibian

In some sources can't stay long in dry (otherwise dies)
May have gills

according to our current Dryads
Have different skin and hair colour than humans

I put here a short general description about Nymphs


Culture
Nymphs are guardians of resources and sacred places. Female in form, they are unaging and very magical.

Nymphs come in various types, each based on a certain area and have different powers which grow as they mature and even more so as they settle down.
When they are ready to settle down or find a place in need of protection they bond to it and change in appearance and powers according to the seasons and their current
Nymphs are very social but cautious about their charges and very aware of the effects their appearance can have on others. They are fairly promiscuous and enjoy flirtation and liaisons but they also mate for life with the spirit of the place they have bonded too. They potentially have some powerful magic but prefer to talk rather then fight.

Re: Naiad

Posted: Tue Nov 27, 2018 8:53 pm
by Savra
Image and stats plz. So another spell caster for the sea of is this going to be more ranged style like a aquatic version of dryad? Either way, since aquatic units styles weren't specified I guess we can judge them by what they have currently?
Humans - we know they are supposed to be the best.
Orcs - just amphibious versions of some land units of theirs. No stats change except were speed and bonuses are concerned.
Elves - Good melee units but costly, some spell casters.
Undead - tough ships, and Faster counterpart to land skeleton fighter, some undead creatures as well..
Dwarves - tough ships, high costs. High research.
Scaledfolk - tough melee, slow firing ranged units.

This is not counting some of the land units who are amphibious.

Re: Naiad

Posted: Wed Nov 28, 2018 6:09 am
by Savra
This unit actually sounds somewhat like a unit that goes out and can plant themself into an area to make some sort of support structure, or they are a converter unit? But I see it more of just another spell caster. But this variant is also meant for the sea but we could make it focus on the living units. (Good luck in trying to talk orcs or undead out of a fight, Orcs all are made to fight, Vampires would be the only undead that you could attempt to reason with.)

Re: Naiad

Posted: Wed Nov 28, 2018 7:06 am
by Lynx Shafir
Any naiad count as spelcaster at first
And secondly can have various roles/status.
(fighter too)

All future nymph are a min. 5 cost
For temple and sanctuary.

I was thinking of make some a summon.

For naiad still thinking about skill

One was the waterbreating buff.
Other the charm - convert variant.
:lol: they don't use reasoning to seduce :lol:

Moral and self buffs (capricious behaviour-short time, strong with with a negative effect (optional)
Elemental spells.
Or themselves can summon certain creatures they live with

(Elves two strong side
1.summoning,
2rapport to nature beinhs)

Since at least 3 more Nymph are planned
(oread-mountain , sylph-air
, astraid(moon elf-star)
We can talk about aspect here.

That is why I put a short description.
Don't take it as strict rules, rather a guide.


Guys I wait ur ideas.

Re: Naiad

Posted: Wed Nov 28, 2018 8:52 am
by Lynx Shafir
A simple design

Re: Naiad

Posted: Wed Nov 28, 2018 2:55 pm
by Savra
Hmm, second maybe.
Btw, isn't convert supposed to be undeads? Well, mainly undeads everyone else was supposed to have a different style. Elves involved animals, the seducing of some races actually doesn't make sense.
Orcs - they were "made" to fight. They are born in Vatts.
Undead - they are dead, how do you seduce a dead thing?
Scaledfolk - they aren't the same race, too many differences that set them apart.

Re: Naiad

Posted: Wed Nov 28, 2018 3:33 pm
by Midonik
How about given her "charming aura" or something, it would decrease the damage (like -4?) In range of 3, but ONLY effects the flesh and blood humanoids (let's say the female too, heh, just for less coding and balance I guess. Be sure to don't make any undeads effected, are any of them in "FLESH_AND_BLOOD" category?). They just can't attack so beautiful and charming creature with full strength, it's too distracting :lol:.

Re: Naiad

Posted: Wed Nov 28, 2018 3:46 pm
by Savra
So, any dwarf, elf, or human is affected?
Undead don't care about looks
Orcs don't care about looks
Scaledfolk won't care either since it looking human would probably look ugly to them.

As for me, let's just stick with a spell caster who can summon things and the such. Charming is being used on ships anyway and all those are sailors (you couldn't find anyone more easier to charm. :lol: ) Even undead pirates keep their personality if all they are is ghosts on board, as for land units their is just too many flaws and people who it wouldn't work on due to some of the races we have.

Re: Naiad

Posted: Wed Nov 28, 2018 3:59 pm
by Midonik
Well I won't be so sure about the orcs and scaledfolks, it depends on the lore kinda. For example if we will have the LOTR orcs (born form ground) or WH 40K orcs (kinda plants), they you would be right. But I'm not sure if the Warcraft's orcs wouldn't be effected...
Besides, she can use the magic for that reaction.

Re: Naiad

Posted: Wed Nov 28, 2018 4:59 pm
by Savra
Well all orcs originated from Lotr to begin with and every one who used them based them off of the original concept one way or the other. All of them have in common the fact that they love to fight and are war crazy.
Unlike the other races, Orcs were legitimately built for war. That was the original concept, everything about them was based for combat, most fantasy races were built off either Lord of the rings, (Orcs, goblins, trolls, elves, dwarves.) Dungeons and dragons, (most the other races) or history itself. Some were combinations of each other but they all had similarities to the original. Gnolls were not originally hyena like but they most likely were combined by the creators of D&D with the werahyena. They are only a few fantasy races that were not based off of mythology, Orcs are one of them. Yes, are games Lore determines how the race will look but it's always best to keep some stuff similar with the original concept. (Our orcs might not be tortured, mutilated elves who were turned into hateful orcs who come from mud pits like how they were originally.)

Re: Naiad

Posted: Wed Nov 28, 2018 5:57 pm
by Lynx Shafir
Let me clarify

Charm effects any LIVING unit
Both SCFOLK and ORK ! @Savra

They are not related to humans, and have pretty strong magical affections.
Not seducing with appatence.


(None of the current ork are like lotR any more.
And for reality they must have females too)


This kind of charm is for sucubbi,
Either this aura or temporary side change.

I think for *muses* can use it too.. even getting

This aura cud be for all types, may except one.
As downside affecting friendly units too.

Re: Naiad

Posted: Wed Nov 28, 2018 9:57 pm
by Savra
Why would you get something that downs on your own units too? Just stick with the summon idea and some spells. The undeads ones don't have any debuffs on their own since all of them are dead.

Re: Naiad

Posted: Thu Nov 29, 2018 10:39 am
by Lynx Shafir
Summon.
?
lhdu5.jpg

Re: Naiad

Posted: Thu Nov 29, 2018 4:32 pm
by Savra
Is that a cat?

Anyway, so what would be unique about this summon besides it being amphibious? Or is that all?

Re: Nymph expansion

Posted: Thu Jan 24, 2019 7:47 am
by Lynx Shafir
Updated a bit

1Each nymph will have a summon able companion for aid, like one above I posted
Acoding where they live


2.And a nature based attack /debuff
3.a buff related to their home.

Re: Nymph expansion

Posted: Mon Feb 18, 2019 6:40 am
by makazuwr32
Alright.
Time to give them some stats:

All spirits are affected by elven dodges upgrades.

Nymph, spirit of forest
Cost - 5 turns, trainable at temple of nature
Hp - 12
Attack - 3, slowing 1 passive on-hit effect
Range - 5
Armor - 0/0
Dodges - 0%/0%/0% (can be raised up to 30%/30%/30%)
Speed - 4 (+1 in forests)
Sight - 6
Spell resist - 50%
Spell range - 4
Abilities:
Forestwalk
Tame animal - converts target animal unit; can target birds, scout dogs, neutral animals, eagles, komodo dragons. No cooldown, ignores spell resist, 50% chance.
Symbiosis - heals both nymph and target tree-based unit for 30 hp, cooldown - 3 turns.
Fasten roots - gives +1 speed to target friendly tree-based unit for 4 turns; cooldown - 2 turns.

Re: Nymph expansion

Posted: Mon Feb 18, 2019 6:50 am
by makazuwr32
Sliph, spirit of wind
Cost 6 turns, trainable at temple of nature
Hp - 19
Attack - 6, slowing 1 passive on-hit effect
Range - 2
Armor - 0/0
Dodges - 0%/20%/0%
Speed - 5, flying (but counts as land unit)
Sight - 7
Spell resist - 50%
Spell range - 4
Abilities:
Friendly winds - target friendly flying unit gains +1 speed for 2 turns, no cooldown.
Heal (15 hp)
Double strike - as usual

Re: Nymph expansion

Posted: Mon Feb 18, 2019 6:59 am
by makazuwr32
Naiad, spirit of river
Cost - 5 turns, trainable at temple of nature
Hp - 14
Attack - 5, slowing 1 passive on-hit effect
Range - 3
Actions/turn - 2
Armor - 0/0
Dodges - 10%/10%/0%
Speed - 3 (same speed in water)
Sight - 6
Spell resist - 50%
Spell range - 4
Abilities:
Slowing 3 - as usual
Reneval - target unit gains for 3 turns 6 hp/turn passive regeneration, cooldown - 1 turn.
Waterwalk - target friendly unit gains 35% of its speed in water; can't target mechanicals, air, water units and ships, lasts 3 turns.

Re: Nymph expansion

Posted: Mon Feb 18, 2019 7:08 am
by makazuwr32
Oread, spirit of mountain
Cost - 6 turns, trainable at temple of nature
Hp - 22
Attack - 8, slowing 1 passive on-hit effect
Range - 1
Armor - 1/1
Actions/turn - 2
Dodges - 0%/0%/50%
Speed - 3 (speed in mountains 3)
Sight - 4
Spell resist - 50%
Spell range - 3
Abilities:
Mountainwalk - +33% speed in mountains for target land non-plant unit; cooldown - 2 turns, lasts 3 turns.
Trample - as usual
Rockfall - summons neutral rockpile unit at target place. No vanishing and such. No cooldown.

Re: Nymph expansion

Posted: Mon Feb 18, 2019 10:35 pm
by Alexander82
makazuwr32 wrote: Mon Feb 18, 2019 6:59 am Waterwalk - target friendly unit gains +2 speed in water; can't target water units and ships, lasts 3 turns.
It is not possibile as far as I know

Units can have waterwalk added as a % of their current speed

E.g.

Waterwalk 50% will give a unit half his speed value on water tiles.

An elf warrior shall have 2 while a unicorn rider shall have 3

I suggest to give it 33% (they can't br better than skwletons and giants that are born with a waterwalking value) and for ents we might add a tech called "floating wood" or such to give a native waterwalking value like giants (even tough they would die in saltwater, i guess)

Re: Nymph expansion

Posted: Tue Feb 19, 2019 5:00 am
by makazuwr32
Hm. Didn't know that.
I'll set up 33% water walking speed.

Re: Nymph expansion

Posted: Tue Feb 19, 2019 7:26 am
by Alexander82
Also are naiads similar to mermaids?

Re: Nymph expansion

Posted: Tue Feb 19, 2019 7:48 am
by Midonik
Hm, based on Greek mythology their aren't. Naiads are spirits of lakes and rivers, while mermaids are to be met near seas. Also well they look different than the pop culture ones... Anyway, guess we can have both if we need that.

Re: Nymph expansion

Posted: Tue Feb 19, 2019 7:59 am
by makazuwr32
Naiad is spirit made of water mimicring for human/elf (also because of that it can learn dodges of elves). At least how i think it must look like.

Mermaid is sea creature with tail and such.

Re: Nymph expansion

Posted: Tue Feb 19, 2019 9:36 am
by Alexander82
Ok. I think we might give waterwalking spell for mermaids too (or a similar effect for water units, that increase their speed)

Re: Nymph expansion

Posted: Tue Feb 19, 2019 9:47 am
by makazuwr32
For mermaids i want to see speed increase ability for ships and water/amphibious units.

Re: Nymph expansion

Posted: Tue Feb 19, 2019 10:47 am
by Alexander82
Seems fair

Re: Nymph expansion

Posted: Tue Feb 26, 2019 7:01 am
by Lynx Shafir
Thanks for the suggestions
I didn't get time to work on em.

In general like ur variants.

I see you want to add certain buff to elves :)

Although I need to figure out stg...

Re: Nymph expansion

Posted: Tue Feb 26, 2019 9:03 am
by makazuwr32
Edited a bit Oread, spirit of mountain.

Thanks, lynx. I tried to make them based on their "elements" and i think they are quite stat-wise balanced and useful for elves.

Re: Nymph expansion

Posted: Mon Apr 22, 2019 6:40 am
by Lynx Shafir
Here are some sprites