Frostfire Clan - Shamanic subrace for dwarves

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makazuwr32
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Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

@Alexander82

Powerful and a bit wild dwarves who live on isolated icy island (3i)... until now.

"Chilling weapon" - on hit applies for 3 turns "chilling" effect which slows unit (-1 speed, -4 attack) and damages it for 4 damage/turn. Doesn't stack with itself. Can be applied only to living units, can't affect mechanical units, undeads, demons, elementals and buildings.

Procs (+):
Powerful cavalry.
Many units will have either "Burning weapon" or "Chilling weapon" passive effect.
Offensive magic
Summons
Giants
Elementals

Cons (--):
High cost
Some units are unaffected by dwarven blacksmith upgrades
All units are unaffected by rune and glyph upgrades.
Needs to be researched first
Need separate buildings
Low armor on some units
Most units are melee and few ranged ones have low range.

Units:
1. Frostfire Battlemonk, tier 2
Cost - 8 turns, trainable in both ice sanctum and hall of flames.
Hp - 50
Attack - 20
Range - 1
Actions/turn - 1
Armor - 1/1
Speed - 3
Sight - 6
Spell resist - 100%
Bonus to Living infantries (50%)/Undeads and demons (50%)
Abilities:
Transform - Change Passive effect from Chilling weapon to Burning weapon and wise versa.
Fireball - Range 6, Cooldown 3.
Frost Nova - Same as fireball but applies "Chilling" effect to possible targets, deals to all units 6 damage. Range - 6, Cooldown - 4
Inner fire (Self) - Increases armor by +2/+2 and adds 20% hp regen/turn. Lasts 3 turns, Cooldown - 3 turns, Possible targets - self only.
Ice armor (Self) - Increases armor by +4/+4, lowers speed of all units (allied and enemy, also unit itself) by -1 in range 1 (melee). Lasts 2 turns, Cooldown - 4 turns.
Burning weapon/Chilling weapon (Passive)
2. White bear rider (uses big metallic club), tier 2
Cost - 7 turns, trainable at bear arena.
Hp - 60
Attack - 22
Range - 1
Actions/turn - 1
Armor - 2/2
Speed - 5 (+1 speed on snow)
Sight - 7
Bonus to infantries (50%)
Affected by blacksmith upgrades.
Spell resist - 30%
Abilities:
Chilling weapon (Activable) - similar to burning weapon active ability, 3 turns lasts, 8 turns cooldown.
Bear's Roar - applies to all enemies in range 1 (melee) Fear effect if possible. Cooldown - 3 turns.
3. Frostfire Berserker, tier 1
Cost - 6 turns, trainable at hall of warriors.
Hp - 52
Attack - 16
Range - 1
Actions/turn - 1
Armor - 0/0
Speed - 4
Sight - 6
Spell resist - 100%
50% bonus to infantries, giants, throwers
Affected by Blacksmith upgrades.
Abilities:
Burning weapon (passive)
Berserker's rage - Adds for this turn +5 actions, +1 power range and +1 speed to berserker but lowers armor by -10/-10. Cooldown - 4 turns.
1 variant:
Berserker's will - veteraning effect that adds damage only to unit for each kill.
2 variant:
Counter madness: deals double (x2) damage on counter, counters all attacks in range 3. (Normal unit deals x0.5 damage on counter) (passive).
4. Ice shaman, tier 2
Cost - 5 turns, trainable at ice sanctum.
Hp - 22
Attack - 3
Range - 1
Actions/turn - 1
Armor - 0/0
Speed - 3
Sight - 6
Spell resist - 50%
Abilities:
Chilling weapon (passive)
Frost nova - Range - 6, Cooldown - 4
Ice armor - Same as Battlemonk's but can be applied to others. Range - 4, no cooldown.
Chilling wind - Affects enemy living archers (single target, can't affect undeads or demons), lowers their damage and range by -2, speed by -1. Range - 6, no cooldown.
Summon Ice drake - range - 1, cooldown - 3 turns. has vanishing 3.
5. Fire shaman, tier 2
Cost - 5 turns, trainable at hall of flames.
Hp - 27
Attack - 5
Range - 1
Actions/turn - 1
Armor - 0/0
Speed - 3
Sight - 6
Abilities:
Burning weapon (passive)
Fireball - Range - 6, Cooldown - 3
Inner fire - Same as Battlemonk's but can be applied to others. Range - 4, 1 turn cooldown.
Lava chasm - summons lava chasm at target tile. Can't be destroyed, vanishing 2.
Summon Magma drake - range - 1, cooldown - 3 turns. has vanishing 3.
6. Magma Dragon, tier 3
Cost - 9 turns. Counts as Giant. Doesn't fly. Trainable at hall of flames and frostfire forge.
Hp - 90.
Attack - 30, 500% bonus to Mega Buildings, 150% to towers and walls
Range - 1.
Armor - 2/7
Speed - 4 (2 on mountains)
Sight - 6.
Spell Resist - 50%
Abilities:
Elemental - It can't be affected by any buffs/debuffs (spells, auras...), can't be healed in buildings (only via spells!), can't be poisoned. Can be slowed. Dispel spell deals 10 magic damage to it (allied one as well!).
Burning weapon (passive)
Lava shield - deals additional 10 magic type damage on counter.
Fire Breath - fireball at range 3 and cooldown 3.
Aura of Burning - All burnable enemy units next to this unit automatically get a stack of burning effect at the beginning of their owner turn.

Can't be transported by Zeppelins or wagons.
6.1. Magma Drake, summonable only.
Counts as Giant. Doesn't fly.
Hp - 30.
Attack - 10, 500% bonus to Mega Buildings, 150% to towers and walls
Range - 1.
Armor - 1/4
Speed - 4 (2 on mountains)
Sight - 6.
Spell Resist - 50%
Abilities:
Elemental - It can't be affected by any buffs/debuffs (spells, auras...), can't be healed in buildings (only via spells!), can't be poisoned. Can be slowed. Dispel spell deals 10 magic damage to it (allied one as well!).
Burning weapon (passive)

Can't be transported by zeppelins or wagons.
6.2. Lava chasm
Neutral indestructible building.
Has vanishing 2.
7. Ice Dragon, tier 3
Cost - 9 turns. Counts as Giant. Doesn't fly. Trainable at ice sanctum and frostfire forge.
Hp - 120.
Attack - 20, 400% bonus to Mega Buildings, 1% bonus to ALL non-flying units (so 100% damage on counter).
Range - 1.
Armor - 5/10
Speed - 3 (1 on mountains)
Sight - 5.
Spell Resist - 50%
Abilities:
Elemental - It can't be affected by any buffs/debuffs (auras, spells...), can't be healed in buildings (only via spells!), can't be poisoned. Can be slowed. Dispel spell deals 10 magic damage to it (allied one as well!).
Chilling weapon.
Chilling breath - Deals 30 magic damage to target adjust unit. Puts Chilling effect on it if possible. 3 turns cooldown.
Iceberg Shield - Transform ability, Dragon gets +3 melee armor, +10 damage, looses attack range and all speed.
Chilling breath can be still used.

Can't be transported by Zeppelins or wagons.
7.1. Ice Drake, summonable only.
Hp - 40.
Attack - 8, 400% bonus to Mega Buildings, 1% bonus to ALL non-flying units (so 100% damage on counter).
Range - 1.
Armor - 2/5
Speed - 3 (1 on mountains)
Sight - 5.
Spell Resist - 50%
Abilities:
Elemental - It can't be affected by any buffs/debuffs (auras, spells...), can't be healed in buildings (only via spells!), can't be poisoned. Can be slowed. Dispel spell deals 10 magic damage to it (allied one as well!).
Chilling weapon.

Can't be transported by Zeppelins or wagons
8. Harpoon thrower, tier 1
Cost - 6 turns, trainable at hall of warriors.
Hp - 29
Attack - 9
Actions/turn - 2
Range - 4
Armor - 1/4
No dodges
Speed - 4
Sight - 8
Spell resist - 50%
50% bonus to archers and 100% to dragons
Affected by blacksmith upgrades, counts as melee unit for them (no range increase).
Abilities:
Cripping shot - deals 10 piercing damage and applies "crippling wound" effect: -5 damage and -1 action/turn for target for 2 turns, can target only living units. Range - 3, cooldown - 7 turns.
9. Thane, tier 3 - mighty infantry unit with several (2-3) fire based spells. Trainable at hall of flames and frostfire forge.
10. Jarl, tier 3 - mighty infantry unit with several (2-3) chilling based spells. Trainable at ice sanctum and frostfire forge.
11. Grizzly bear rider, tier 2
Cost - 8 turns, trainable at bear arena.
Hp - 65
Attack - 25
Range - 1
Actions/turn - 1
Armor - 4/4
Speed - 6
Sight - 9
Bonus to infantries and giants (50%)
Affected by blacksmith upgrades.
Spell resist - 50%
Abilities:
Bear charge - +2 speed, +1action (compensates usage of ability) and fear weapon passive for 1 turn. Cooldown - 6 turns.
Paw strike - bear strikes nearby unit with his paw, dealing 18 melee damage and applying stun (curse-like effect) to unit for 1 turn. Stun can't be disenchanted but can be healed. Cooldown - 4 turns.
12. Frostfire warrior, tier 1, bridge unit (will be trainable later for elves in new sub as well).
Cost - 3 turns, trainable at hall of warriors.
Hp - 26
Attack - 10
Actions/turn - 1
Range - 1
Armor - 1/0
Speed - 3 (+1 speed on snow)
Sight - 4
Spell resist - 0%
Abilities:
Chilling weapon (active ability) - 3 turns lasts, 8 turns cooldown. Requires tier 2 to unlock.
13. Frostfire archer, tier 1
Cost - 3 turns, trainable at hall of warriors.
Hp - 20
Attack - 7
Range - 5
Armor - 0/0
Speed - 3 (+1 speed on snow)
Sight - 8
Spell resist - 0%
Affected by blacksmith upgrades (archer ones).
50% bonus to infantries.
Abilities:
Burning weapon (active ability) - 3 turns lasts, 8 turns cooldown. Requires tier 2 to unlock.
14. Mountain defender, tier 1
Cost - 4 turns, trainable at hall of warriors.
Hp - 38
Attack - 8
Armor - 5/8
Speed - 2
Sight - 4
Spell resist - 35%
Affected by blacksmith upgrades.
No bonuses.
Abilities:
None.
15. White Bear (animal), tier 1, bridge unit (will be trainable later for elves in new sub as well), easter egg unit.
Cost - 3 turns, trainable at bear arena
Hp - 24, counts as infantry.
Attack - 12
Range - 1
Armor - 1/1
Speed - 5 (+1 on snow, 3 speed in water)
Sight - 6
Spell resist - 50%
50% bonus to infantries.
Can't capture buildings.
Abilities:
Bear's Roar - applies to all enemies in range 1 (melee) Fear effect if possible (depends on spell resist of affectable units). Cooldown - 3 turns.
15.1. Grizzly bear (animal), tier 1, bridge unit (will be trainable later for elves in new sub as well), easter egg unit.
Cost - 4 turns, trainable at bear arena
Hp - 32, counts as infantry.
Attack - 15
Range - 1
Armor - 1/1
Speed - 6 (2 speed in water)
Sight - 7
Spell resist - 50%
50% bonus to infantries.
Can't capture buildings.
Abilities:
Bear charge - +2 speed, +1action (compensates usage of ability) and fear weapon passive for 1 turn. Cooldown - 6 turns.
16. Mammonth rider, tier 3
Cost - 10 turns, trainable at frostfire city only.
Hp - 150
Attack - 30
Range - 1
Power range - 1
Armor - 2/2
Speed - 2 (+1 speed on snow)
Sight - 4
Spell resist - 80%
Affected by blacksmith upgrades.
150% bonus to towers and walls, 50% bonus to giants. No bonus to mega buildings!
Abilities:
None.
16.1. Mammonth archer, tier 3
Cost - 10 turns, trainable at frostfire city only.
Hp - 150
Attack - 8
Range - 5
Armor - 2/2
Speed - 2 (+1 speed on snow)
Sight - 8
Spell resist - 80%
50% bonus to giants.
Affected by blacksmith upgrades (archer ones).
Abilities:
None.
17. Frostfire longbowman, tier 2.
Cost - 4 turns, trainable at hall of warriors.
Hp - 23
Attack - 7
Range - 6
Armor - 0/1
Speed - 3
Sight - 9
Spell resist - 0%
Affected by blacksmith upgrades (archer ones).
50% bonus to infantries.
Abilities:
None.
18. Snow elf archer, tier 1, easter egg unit, bridge unit (will be trainable later for elves in new sub as well).
Snow elves are allies of frostfire clan and some of them help dwarves with hunting.
Cost - 3 turns, trainable at hall of warriors.
Hp - 12
Attack - 6
Range - 6
Armor - 0/0
Speed - 4
Sight - 10
Spell resist - 30%
Affected by blacksmith upgrades (archer ones).
50% bonus to infantries, dragons.
Abilities:
Freezing weapon (active ability) - for 3 turns gives "Freezing weapon" passive on-hit effect: hitted unit looses -1 action/turn and -1 speed for 2 turns. Cooldown - 8 turns.
Buildings:
1. Ice Sanctum, Tier 2
2. Hall of Flames, Tier 2
3. Frostfire Forge (Mini Mega - 2x2), Tier 3
4. Frostfire City (Big Mega - 2x3), trains all units of subrace which are not in the frostfire forge. Tier 3
5. Hall of warriors (main production building), Tier 1
6. Bear arena - trains bears and bear-based cavalry, Tier 1
More stats will be later.
Last edited by makazuwr32 on Sat Oct 20, 2018 10:31 pm, edited 15 times in total.
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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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

This will be interesting.
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

Also magma dragon stats will be remade and fire dragon will be remadi into ice one (also stats will be remade)
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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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

Reading this more carefully I've noticed some problems... Tell me something, what he the dwarves strengths? Because from what I've noticed dwarves are exceeding those limits quit alot.

Dwarves strengths from what I read are supposed to be their buildings and defence, and I believe siege, weakness is speed.

Their strengths are not power, range, and offensive spells. Gnomes seem more adequate in using magic then a dwarf, Dwarves should be making use of their runes more like your doing right now with the runs mason stuff.

+40 actions is to much for Any unit, and seeing how your the balancer, how does that look balanced at all on top of the fact that he can get vetraning to increase attack? I see this unit as being heavily abused and line up with dwarves since Attack is not their strength but rather orcs. Elves range is their strength so why some of the dwarf units exceed that in both range and power? Not only do you have to revamp scaledfolk but dwarves need it too or else I see this race as having the same problems your having with orcs. Leave dwarves with one beserker and that's it, their should only be 1 to 3 units that exeed their balance at higher cost and I'm seeing all that focus be pointed toward power.
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

As for buildings and some of the other units I think they seem fine, but could you possibly add some towers to them? Btw lower the polar bear rider or grizzly riders speed to 5 and it should be fine. It should be a Grizzly rider because Grizzly bears are quit fast and are known to cover a football field within a matter of minutes. They hit fast too, faster then you can actually blink your eyes, people just think their slow due to their size. It's either that or a cave bear which is bigger and more stronger just dropping some ideas down. I believe if you just changed the beserkers actions ability to +3 for 1 turn then it should be fine. With a cool of course. And limit all spell casters to just 4 spells and then they'll be fine too. Humans still end up being best casters and Dwarves can gain some more that won't be too op. Win-win. :)
Last edited by Savra on Fri Sep 28, 2018 4:32 am, edited 1 time in total.
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Tankhead »

Rare to see someone trying to correct @makazuwr32
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

Updated stats a bit.

@Savra:
1. These are only concepts. Their stats will be corrected many more times.

2. Dwarves will have only 3 offensive mages: frostfire battlemonk, fire shaman and ice shaman - all in this clan which must be researched first. Frostfire battlemonk has only 4 abilities (transform only changes passive effect and nothing more), 2 others also have only 4 spells.

3. About dwarven strengths:
3.1. Their powers are armor (10/10), workers (10/10), buildings (10/10), infantry (8.5/10, orcs have 10/10, humans have 6/10). Their weak spots are range (5.5/10, orcs have 8/10, humans have 8.5/10, elves have 10/10, also maybe they have unit with higher-than-elves-range but at cost of high miss chance for him (i will also lower possible targets he has bonus to) while elves have perfect precision. Also dwarven second ranged unit will have after all upgrades only 6 range. Elves have unit with after all upgrades 9 range and under vision effect 10 range.), cavalry (5.5/10, it is better a bit than orcish one (5/10) but worse than human (7.5-8.5/10).), debuffing magic (2.5/10), naval (4.5/10), giants (5.5/10).

Alas some corrections for their units must be made before blacksmith upgrades will get in.
3.2. Currently nearly all dwarven units fit perfectly for these strengths and weaknesses. Alas they must have lower construction rate on buildings (especially on towers) and some other minor corrections.

4. Grizzly bear rider is planned as well for them. I am thinking about his stats and abilities.
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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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

Hmm, you should do that 1-10 thing on the race advantage 2 topic so we can have a better idea of how things are supposed to look.

Btw did a little digging and found out through the old dwarf topic in races that they have runes for all those spells you suggested. Didn't get very far but I'll continue reading since its full of info on how this race was supposed to work.
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

Soo, since this sub race is going to be shamanistic should we give them animal pelts for armour? With some metal of course, like a mix.
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Tankhead »

After alot of consideration this should be a great sub race as long it sticks to its concept
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Tankhead »

Images are needed
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

Updated stats, added tiers, added more stats, added more units.

Image for magma dragon:
Magma dragon 3.png
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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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Tankhead »

Excellent image
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

It is made by Lynx Shafir.
Last edited by makazuwr32 on Sat Oct 06, 2018 7:18 am, edited 1 time in total.
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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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

makazuwr32 wrote: Sat Oct 06, 2018 6:37 am It is made by savra.
Umm, that was Lynx shafirs and with a little modifications from Lord of ales. I didn't make it.I

(I think I've made a little too much images for everyone... :lol: )
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

Ah. Sorry.
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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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Tankhead »

These await images
Do the ppl who make images needs some inspiring?
For example:
Ice shaman
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

Hmm, 27 units and buildings all together requiring images. Let me think of something.
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Tankhead »

Hmmm I wonder is it possible to use normal dwarves as base to make some of these units
Buildings is a different story
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

Some we could. Just give them some animal pelts.
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

I will post later some inspiration images for some of them later.
When i will be sure that all that i wanted for them is ready and balanced.

Also updated a bit stats of bears (animals) - lowered hp, damage.
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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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

Updated again.
Added 2 more ranged units, one of them is elf and easter egg unit. It will be also bridge unit to planning 3rd sub of elves.
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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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

That's an interesting twist.
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Fad3 »

You guys should atleast consider Hobbits as a subrace or maybe just add them to the gnomish subrace or the dwarf race itself cause I notice a lot of new things on other races while the dwarves don't have much like trash/food/cannon fodder units...
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Savra »

Hobbits are going to humans.
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Tankhead »

Yup and the only reason its like that is cause we are waiting on Alex answer to what dwarves can have and what gnomes can have
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by NikolaTheEinstein »

What does the burning weapon attack do? Will the units have immediate access to their spells or do some require research?
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

Burning weapon passive on hit applies burning effect to target if possible (if target is burnable).

Unless that is not mentioned specifically - yes they will have access to their abilities immediately.
But for example frostfire warrior and frostfire archer which are unlockable on tier 1 can't use their abilities before you will research tier 2 of frostfire.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by Lynx Shafir »

L.
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Frozen dragon 1.png
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Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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Re: Frostfire Clan - Shamanic subrace for dwarves

Post by makazuwr32 »

Nice!
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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