Keeper of the Grove/Forest Guardian

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makazuwr32
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Keeper of the Grove/Forest Guardian

Post by makazuwr32 » Mon Jan 01, 2018 12:17 am

Defender of forests from invaders, elite unit. Centaur-like unit, but with horns of Deers or something.


Keeper of the Grove:
Health: 50
Attack: 9, magic (penetrates armor)
Range: 5
Armor: 0/1
Speed: 4
Sight: 8
Actions/Turn: 1
Cost: 6
Abilities:
Thorns aura: Gives 20% melee return damage to attakers buff in range of 4.
Entangling roots: Disables unit's movement and deals it 5 magic damage/turn for 2 turns. affected by Spell resistance but counts only half of it (for example 50% chance for units with 100% spell resistance). No cooldown, 6 range.
Healing rain: Heals all unit (both your and enemies) for 20 hp in 4 range. Cooldown - 2 Turns.
Transform into Forest Guardian's Spirit:Transforms into Forest Guardian. Spells are affected by druids you put near Keeper 'till transform. Sets all spells of druids in range 1 on 5 turns cooldown. At least one druid is needed.
For ability to use all spells you need all 4 druids:
Elf Druid
Druid of the Wind
Druid of the War
Druid of the Claw

Forest Guardian:
Health: 75
Attack: 15, magic (penetrates armor)
Range: 6
Armor: 2/2
Speed: 3
Sight: 9
Actions/Turn: 1
Abilities:
Nature Call: Gives all elven only summoned units +10 attack, +5/+5 defence for 2 turns. Cooldown: 6 turns. Needs Druid of the War before Transformation.
Nature Force: Summon up to 4 Treants near Forest Guardian. Cooldown 3 turns. Needs Elf Druid before Transformation.
Nature Growth: Summon Treant from target corpse. 5 Range, no cooldown. Needs Druid of the Claw before Transformation.
Nature Will: Heals for 50% and gives all Elves +2 damage, +3/+3 Armor for 2 turns. Needs Druid of the Wind before Transformation.

Treant's Stats:
Health: 16
Attack: 5
Range: 1
Defence: 0/0
Speed: 3
Sight: 3
Actions/Turn: 1

Image
Last edited by makazuwr32 on Wed Aug 01, 2018 6:38 am, edited 5 times in total.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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General Brave
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Re: Keeper of the Grove

Post by General Brave » Mon Jan 01, 2018 12:37 am

Would like it better if it was a deer.
Wise, Might, Loyalty. Forever stands Warfell.

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makazuwr32
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Re: Keeper of the Grove

Post by makazuwr32 » Mon Jan 01, 2018 12:44 am

Inspired by "Keeper of the Grove" hero from Warcraft 3.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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General Brave
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Re: Keeper of the Grove

Post by General Brave » Mon Jan 01, 2018 1:44 am

Full on deer, like this.

Image
Image
Okay not that much of the second one but I'm pretty sure you understand me. It could be summoning by the 4 different magic casters. It should Be called the Spirit of the forest or wood.
Wise, Might, Loyalty. Forever stands Warfell.

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makazuwr32
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Re: Keeper of the Grove

Post by makazuwr32 » Mon Jan 01, 2018 8:10 am

I thought about this one as an unlimate summon for 3 Keepers of the Grove.
But i don't have ideas for it for now.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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makazuwr32
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Re: Keeper of the Grove

Post by makazuwr32 » Mon Jan 01, 2018 4:30 pm

Reimagined Keeper of the Grove.
Added ability to transform it into Forest Guardian (Aka deer higher)
Last edited by makazuwr32 on Mon Jan 01, 2018 4:49 pm, edited 1 time in total.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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General Brave
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Re: Keeper of the Grove

Post by General Brave » Mon Jan 01, 2018 4:35 pm

Forest deity?
Wise, Might, Loyalty. Forever stands Warfell.

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makazuwr32
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Re: Keeper of the Grove/Forest Guardian

Post by makazuwr32 » Mon Jan 01, 2018 4:49 pm

Finally updated.
Yes it is complicated but one Forest guardian can turn the whole battle into different way.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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General Brave
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Re: Keeper of the Grove/Forest Guardian

Post by General Brave » Mon Jan 01, 2018 4:57 pm

Wouldn't it cost 8? To produce this unit. Seems to be a bit powerful to be 6.
Wise, Might, Loyalty. Forever stands Warfell.

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makazuwr32
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Re: Keeper of the Grove/Forest Guardian

Post by makazuwr32 » Mon Jan 01, 2018 5:21 pm

For Forest guardian?
You actually need Keeper of the Grove (6) + Elf druid (only unit trainable outside of Temple of Nature, 3) + Druid of the War (4) + Druid of the Wind (5) + Druid of the Claw (5) or total cost 23 turns for fully powered FG or FG can't use some of his spells.
Also druids aren't killed but 1. they can't use any of their abilities. none of them. 2. we can give all affected druids some kind of debuff, that can't allow them to be used again to produce another FG.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Lynx Shafir
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Re: Keeper of the Grove/Forest Guardian

Post by Lynx Shafir » Fri Jul 13, 2018 6:16 pm

It's complicated but I like it.
Will need a tutorial if Implemented.

Has high hp, hard time taking down especially for humans and undeas until some desvoltation.
If counts as cavalry I should use pickers but they r slow and vulnerable to archers what cover . Catapult can't enter forest.
The old good Drake and Undead Knights - Both 8 turns.

Seems a tough guy, good challenge.
Its Only Summon unit than?
For naturally blood will be of kind
Drawn-to blood, where he may it find.

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