Merlock expansion - IMPLEMENTED

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makazuwr32
Posts: 4329
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Merlock expansion

Post by makazuwr32 » Sat Dec 22, 2018 9:27 am

Savra wrote:
Wed Dec 19, 2018 7:52 am
Water Goblin Harpoonist (possible alternative names Gill Goblin, Mer-blin)

Base
Image
Cost: 2 turns
Hp: 12
Attack: 6
Range: 4
Armor : 0
P. Armor: 0
Speed: 2 (water 3)
Sight: 5
Action: 1
Spell resist: 0%
Bonuses: 50% bonus to sea infantry, 1% bonus to flying.
Elite
Image
Cost: 2 turns
Hp: 16
Attack: 7
Range: 5
Armor : 1
P. Armor: 1
Speed: 2 (water 3)
Sight: 6
Action: 1
Spell resist: 0%to
Bonuses: 50% bonus to sea infantry, 1% bonus to flying.
Master
Image
Cost: 2 turns
Hp: 20
Attack: 8
Range: 6
Armor : 2
P. Armor: 2
Speed: 2 (water 4)
Sight: 7
Action: 1
Spell resist: 0%
Bonuses: 50% bonus to sea infantry, 1% bonus to flying.
Merlock chain fighter

Base
Image
Cost: 5 turns
Hp: 30
Attack: 8
Range: 2
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 2
Spell chance: 20%
Spell resist: 0%
Abilities:
Hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship (passive): when this unit kills enemy ship automatically spawns orcish ship.
Bonuses: 50% ships. Deals 1 damage to flying.
Elite
Image
Cost: 5 turns
Hp: 35
Attack: 9
Range: 2
Armor : 1
P. Armor: 1
Speed: 2 (water 4)
Sight: 6
Action: 2
Spell range: 2
Spell chance: 20%
Spell resist: 0%
Abilities:
Hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship (passive): when this unit kills enemy ship automatically spawns orcish ship.
Bonuses: 50% ships. Deals 1 damage to flying.
Master
Image
Cost: 5 turns
Hp: 40
Attack: 10
Range: 2
Armor : 2
P. Armor: 2
Speed: 2 (water 5)
Sight: 6
Action: 2
Spell range: 2
Spell chance: 20%
Spell resist: 0%
Abilities:
Hold ship: enemy ship is stopped in place for 1 turn, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown. Range - 2.
Board ship (passive): when this unit kills enemy ship automatically spawns orcish ship.
Bonuses: 50% ships. Deals 1 damage to flying.
Crocodile rider:
Image
Desc: Some crazy water Goblins figured they try taming the crocodiles in their river to use as mounts. What's even more crazy? They succeeded.
Cost:5
Trains: Merlock hut
Hp:30
Atk:12
Rng:1
Sight:6
Spd:4 Land:2
Arm:2
P.arm:2
Res:20%
Abilities:
Drops goblin gutter in death.
Bonuses: 50% sea giants, 50% amphibious.

Elite Crocodile rider:
Image
Desc: These water goblins are more well trained with their crocodile mounts, they can bring more havok to the seas.
Hp:37
Atk:16
Rng:1
Sight:7
Spd:5 land:3
Arm:3
P.arm:3
Res:20%
Abilities:
Drops elite water goblin gutter on death.
Bonuses: 50% sea giants, 50% amphibious.

Master Crocodile rider:
Image
Desc: These water Goblins have perfected their riding with their Crocs. They truly have become a menace at sea.
Hp:44
Atk:20
Rng:1
Sight:8
Spd:6 land:4
Arm:4
P.arm:4
Res:20%
Abilities:
Drops master water goblin gutter on death.
Bonuses: 50% sea giants, 50% amphibious.

Water Goblin gutter:
Image
Desc: a water goblin with a sharp fish hook.
Hp:10
Atk:6
Rng:1
Sight:5
Spd:3 land:2
Arm:0
P.arm:0
Res:0%

No bonuses.

Elite Water Goblin gutter:
Image
Desc: they now have sharper fish hooks.
Hp:12
Atk:8
Rng:1
Sight:6
Spd:3 land:2
Arm:1
P.arm:1
Res:0

Master Water Goblin gutter:
Image
Desc: They are now well armoured and equip with jagged fish hooks.
Hp:16
Atk:10
Rng:1
Sight:7
Spd:4 land:2
Arm:2
P.arm:2
Res:0

Water goblin servant
Image
Cost: 2 turns
Hp: 8
Attack: 3
Range: 1
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 1
Mend rate: 8
Spell resist: 0%
Updated bonuses, changed speeds, changed ability of merlock chain fighters.

Merlocks will have 1% bonus to sea infantries, amphibious, ships, sea giants and standart bonuses to building. Their speed must be 4/4/5.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
Posts: 3796
Joined: Wed Aug 01, 2018 6:21 pm

Re: Merlock expansion

Post by Savra » Sun Dec 23, 2018 2:12 am

Umm, you forgot the water goblins miss chance for first 2 stages, otherwise stats look good.

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makazuwr32
Posts: 4329
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Merlock expansion

Post by makazuwr32 » Sun Dec 23, 2018 6:06 am

I did not forget that.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
Posts: 3796
Joined: Wed Aug 01, 2018 6:21 pm

Re: Merlock expansion

Post by Savra » Sun Dec 23, 2018 6:25 am

It should have a miss chance like the goblin archer does, just have perfect accuracy on final form. Personally I believe all orc ranged units should have a miss chance on their first and second forms and final form has perfect accuracy. Units that don't have upgrades should just have a miss chance like that of the goblin archers second form. It would solve a lot of issues with orcs. This one should work like that.

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makazuwr32
Posts: 4329
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Merlock expansion

Post by makazuwr32 » Sun Dec 23, 2018 10:11 am

Savra wrote:
Sun Dec 23, 2018 6:25 am
It should have a miss chance like the goblin archer does, just have perfect accuracy on final form. Personally I believe all orc ranged units should have a miss chance on their first and second forms and final form has perfect accuracy. Units that don't have upgrades should just have a miss chance like that of the goblin archers second form. It would solve a lot of issues with orcs. This one should work like that.
Hm. That actually intresting idea.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

User avatar
Alexander82
Posts: 6671
Joined: Thu Feb 26, 2015 8:18 pm

Re: Merlock expansion

Post by Alexander82 » Thu Aug 08, 2019 1:52 pm

IMPLEMENTED
Age of Fantasy design leader

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