SORRY FOR MY GOD AWFUL SPELLING, I dunno why it was so bad :<
So here's my idea of a undead faction. It's in the style of Superscope's tech race thread. http://www.sinsofada...-please-review/
The main idea of this faction is a strength in numbers, where they have cheaper weaker units but are able to resurrect the dead to boost it's army. The idea of this race is that in order to get stronger units, you need to sacrifice the living. Also the main hero, the master necromancer is the only one who can build buildings needed to build an army or upgrade. The master necromancer is the leader of this race, and is the core of this race.
Racial passives: undead units have a chance to reduce incoming pain. Undead units are immune to psychological effects, and breathing...lol. Skeletons have a chance to dodge ranged damage.
Racial weakness: Fire, and holy magic, and siege attacks. Skeletons only take reduced damage from ranged and have a chance that it will miss them. Healing hurts the undead. Undead creatures cannot regenerate life.
Buildings:
Main "town center" The dark keep: A town center able to build peasants who can build farms to reproduce them selves.
Upgrades: Dark castle, gives the ability to train dark knights which require 1 peasant. Dark palace, gives the ability to recruit nobles and vampires which require 2 peasants and 1 noble.
Old barracks: Contains various upgrades for the physical damage dealers.
Upgrades: Dark blade, for the dark knights, which applies a debuff making the affected unit immune to healing. Sanguine armor for the vampires turning them into vampire knights them a little more resistance to melee attacks and holy magic. Arterial training for the vampire knights giving them a chance to do a critical hit per attack which causes a bleed effect. Rotten arrows for the skeletal archers which apply a slow debuff on enemy units. Legions of the damned, for the zombies only, they gain the ability to have a low % chance to bring a unit killed by them back as a zombie.
Crypt: The place for undead conversion. Peasants can be converted into zombies, and skeletal archers and acolytes.
Upgrades: Graveyard, allows you to convert acolytes into necromancers and peasants in to ghosts. Necropolis, allows you convert necromancers into liches. Meat cleaver, adds bonus damage to the zombies. BRAINS!, after a zombie kills a unit he enters a feeding frenzy, slightly increasing movement speed and attack speed. Soul steal, acolytes, necromancers and liches are able to convert dead bodies into ghosts. Dark aura, liches get a passive aura which reduces the armor of enemy units. Lingering presence, allows you to convert ghosts in to poltergeists, which allows them a weak and slow auto attack.
Forsaken apothecary: Researches health improvements for your army and upgrades for the plague catapult. Allows training of the plague catapult here.
Upgrades: Spiked ram, a wall with spikes sticking out that can be used to impale melee attackers or damage gates, this is an upgrade for plague catapult. The plague, a vile debuff that damages living units nearby the catapult ranged attack applies the plague after finished this research. Reproductive plague, the plague can jump from living enemy unit to living enemy unit. Crimson plague, units affected take a % of their max life per second. Persistent plague, the duration of the plague is doubled. Necrotic plague, Frankenstein horror, towers and zombies carry the plague. Consuming horror, the Consuming abomination turns into the stronger Consuming horror.
Farms: A building that makes peasants over time.
Tower: a defensive tower, that has skeletal archers to fire arrows.
Upgrades: Dark tower, requires the plague, the tower gains an extra attack that inflicts the plague.
Death's verdict: A unique building that spreads the plague around it's area. The spread starts off fast but slows down and eventually stops as the area gets bigger. Allows you to cast death incarnate on the master necromancer. UNIQUE HERO UPGRADE Death incarnate, makes the master necromancer into a ghost making him immune to physical damage, and weaker to holy damage (the master necromancer becomes undead after having this spell cast on him)
Noble plots: Similar to a farm but require 4 farms to build one, and 8 farms for two, and so on.
Wall of the damned: A wall segment that blocks units.
Upgrades: The damned, adds corpses inside the wall that attack melee attacks and adds a bit more armor to the wall. Dead architects, adds builders in the wall which allows you to repair the wall at the cost of resources, when not in combat, also adds slightly more defense and improves the attack of the damned upgrade.
Main hero:
HYBRID builder/unique hero "master necromancer" (alive and not undead, therefore immune to holy magic and can be healed.): who can build throughout channeling dark magic to either convert damaged enemy buildings, or summon new buildings. While channeling he can't be moved. Converted buildings will build the correct racial units of the faction such as workers would be now skeletons, and zombies would be receive from footmen. Unique abilities would include being able to receive experience from building and raising minions. Being the only unit in the early game that has his minions not die after a period of time. Also being the only unit able to make a Consumer abomination later in the game which is the only take for the undead. This unit is immune to holy magic, and can be healed.
Spells ONLY FOR THE MASTER NECROWMANCER, He is the race's special hero and contains all the race's spells. however they do not have a global range, they are just like every other caster's spells but end up being stronger. They can be interrupted and recast.
Raise dead: summons the undead version of the target creature's corpse. Starting off it can only convert workers, footmen and archers, into skeleton miners, zombies, and skeletal archers. The next levels will be able to convert multiple corpses at once, and more creatures such as undead knights. He is the only early game unit of this race who can make permanent creatures stay up without dieing after a period of time. This spell is on a short cool down and is used to build up your army.
Convert: Places the targeted low health building under your control. Only works on none holy building such as castles and more buildings. Converted buildings can only produce your racial creatures and cannot be repaired. Since the main hero is the only one who can build new undead structures that produce undead creatures, this spell is used to create field outposts out of conquered camps and buildings. Converted buildings only have 25% of their original hp.
Build: Channel to summon a racial building, the time required for each building differs. He is the only one who can build racial buildings to improve this race on the battle field.
Torment soul: Target a unit and deal damage, if the unit dies a ghost is born. Later levels give this spell a small aoe and more damage.
Decay: Target an area, all creatures within this area start to decay, turning corpses into skeletal corpses dealing % damage per second based on their max hp. Corpses affected by this spell are only able to be resurrected as skeletons with a melee attack. So if they would cast raise dead, instead of zombies and dark knights, they would become skeletons with a melee attack. The skeletons would be fragile like every other skeleton in this race.
Ultimate Summon Consumer Abomination: An unique summoned unit that has a ridiculous amount of amount of health with low attack damage. Upgrades: Consumer horror researched, which allows this summon to be a host of the plague, and regain life by walking over corpses. Also for every corpse walked on, his max life increases by a % of the corpse's max life. This unit does low damage in a cleave in front of it. The idea is to upgrade it into the horror so that the plague can be used to provide damage. *NOTE* all master necromancer spells are permanent including this guy. He is the end game unit of the dead. A corpse which consumes other corpses to get stronger. He doesn't die after a period of time. This spell can be recast if interrupted, if this spell is successfully cast, it cannot be recast again. Damage done to this unit reduces his max life.
OR
Ultimate Endless ranks of the damned (Passive): Every time a corpse is produced into a large area, the corpse is automatically reborn as the undead unit version of that corpse.
And the following spell
Ultimate spell Legion: One becomes many and many becomes one. Every unit, hero or champion slain by this hero ONLY has their soul captured by the master necromancer. While storing souls every time the master necromancer dies he sacrifices a soul instead and heals him for 100% hp if more than one death occur within 5 minutes, the following heal will be reduced by 50%, and will stack with his deaths, so for example he dies three times his third heal will only be 25% of his hp instead of 100%. On cast, the master necromancer releases the souls around him, causing him to reanimate all the creatures he has killed to come back to life as part of his army. Enemies slain by his minions will not capture souls for this skill. On recast, he recalls all the reanimated creatures back as souls.
Units:
Skeletal miner: armed with a pick axe, can't build, only mine. The difference with this worker is that he is dirt cheap to produce, he also is faster than regular miners but produces less resources.
Peasants(alive): a willing and expensive sacrifice that is needed to raise or train other creatures for this race. The cost of training this unit increases as the amount of peasants in the empire. Peasants can build farms which will produce more peasants over time free of change but at a longer time rate than to train them. (OVERALL BUILDING A PEASANT FARM WILL MAKE MORE FREE PEASANTS.)
Nobles(alive): similar to peasants, but used for vampires. Can build noble plots.
Zombies: slow creature with decent life. Low attack speed, and movement speed. melee fighter
Skeletal archers: low life ranged unit, very weak to melee and siege damage. Strong vs ranged archers.
Acolytes (alive): An early game caster and support unit. Melee unit that can raise the dead, which for 30 seconds.
Necromancers (alive): mid game caster upgraded acolyte, can raise the dead permanently. mid ranged attacker.
Liches: Powerful longest range caster, can raise dead permanently, attacks deal extra damage based on how much life the unit is missing.
Plague catapult: Long ranged siege unit. Tosses corpses, and deals small amount of siege damage in a small aoe.
Vampires: Heals for damage done. Melee fighter.
Ghosts: Melee unit which can harass enemies. Can pass through solid objects and can climb up walls, and walk on water. Cannot harm living units, can kill mechanical units, and damage buildings up to 35% hp. Can cast haunt which makes the ghost hide in a resource and periodically scares a nearby enemy. Immune to physical and siege damage, takes extra damage from healing and holy magic.
Banshees: A fragile female ghost that can cast a scream that will kill one random living unit (master necromancer excluded). The cannot attack and they can scream multiple times with a fairly long cool down, however they are bound by shackles to their hands which are easy to break (making them easier to kill, and as a ghost they are affected by healing magic as the ghosts).
Dark Knights(forgot to add this guy): Train peasants in the art of knight-ship, when they complete their training they are killed with their horse and reborn as one. This is a mounted unit, just a knight with a shield and a sword. Both the horse and knight are rotten, and undead.
Edited by HorneyBull, 20 May 2012 - 12:56 AM.









