Difference between revisions of "User:ChristTrekker"

From The Battle for Wesnoth Wiki
(unit ideas)
 
(units)
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===units===
 
===units===
 
====falconer====
 
====falconer====
Human. Loyalist or outlaw. Basically a swordsman (typical HP, damage, move 6?) with a hawk for (numerous small) ranged attacks.  Level 2 which is mounted (HP, faster (8), extra ranged attack, better attack odds).  Bonus is that he can "see" an area as if he had a 9/12 movement because the falcon scouts for him.
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Human. Loyalist or knalgan, both neutral at level 1. Basically a swordsman/ranger type (typical HP, damage, move 5) with a hawk for (numerous small) ranged blade attacks. Has a level 0 (yeoman falconer), also neutral.  Level 2 (knight falconer for lawful loyalist, falcon master for chaotic knalgan) gets HP, faster (6), extra ranged attack, better attack odds. Level 3 (baron falconer, falcon lord) is mounted (move 8) gets more HP and even better with the falcon, but not melee.   
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Bonus at all levels is that he can "see" an area as if he had a 9/12 movement (50% better than normal) because the falcon scouts for him.
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Alternate level 3 for knalgans is gryphon lord.  Like gryphon master, but add ranged attack (bow). No sight range improvement.
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Elven falconer as alternate advancement for ranger, instead of avenger.  Ranged attack is (maybe) 9-4 blade.  The 50% sight range improvement applies.
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====herbalist====
 
====herbalist====
Human. Loyalist or outlaw. Healing units start slow (elf shamans are 5).  This one is faster (6 or 7, advancing with level when he gains a horse, and minimal terrain penalty). Ranged (thrown rocks) and melee attacks (staff at level 1, adding dagger at 2) are similar to shamans or slightly weaker, but with lower odds, but the dagger is poisoned.  HP similarly low to shaman track.  Healing is only 2/3/4 with level.  They have ambush in forests, marshes, and grasslands—used to sneaking onto private property to hunt for ingredients.  Overall weak, but a quick way to get some healing on field.  Probably cheaper to produce than shamans.
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Human. Loyalist or knalgan. Healing units are slow (elf shamans and white magi are 5), but this one is faster (6) with low terrain penalty. Ranged (blowgun, 6-1) and melee (staff, 3-2) attacks are relatively weak, HP similar to shaman/mage, heal +2, ambush (forests, marshes, grasslands—used to sneaking onto private property to hunt for ingredients).  Level 2 goes to move 7, better HP, +3 heal, staff 4-2, blowgun 8-1, gains dagger melee attack (5-2, poison), healthy (normally a dwarf-only trait).  Level 3 gains skirmish, better HP, +4 heal, cure, 5-2 staff, blowgun 9-1 poison, 5-3 dagger.  Overall weak in combat (though poison is useful it's not fast), but a quick way to get some healing around the field and useful for scouting.  Probably cheaper to produce than shamans.
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====mage initiate/dark initiate====
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A level 0 start for mage and dark adept tracks.  Maybe already exist.  Mage initiates designated "white initiate" or "red initiate" for plot reasons, though both advance to same level 1 "basic training" level before diverging again.
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====will o' wisp====
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A level 0 loyal unit (i.e. familiar) for white mages.  Move 8, no terrain penalties except deep water, no attack(‼), low HP, resistance to most things, heal +4.  Level 1 gains hp and goes to move 10.  Level 2 gains hp, and cure or illuminate.

Revision as of 16:44, 30 July 2012

ideas and random thoughts

units

falconer

Human. Loyalist or knalgan, both neutral at level 1. Basically a swordsman/ranger type (typical HP, damage, move 5) with a hawk for (numerous small) ranged blade attacks. Has a level 0 (yeoman falconer), also neutral. Level 2 (knight falconer for lawful loyalist, falcon master for chaotic knalgan) gets HP, faster (6), extra ranged attack, better attack odds. Level 3 (baron falconer, falcon lord) is mounted (move 8) gets more HP and even better with the falcon, but not melee.

Bonus at all levels is that he can "see" an area as if he had a 9/12 movement (50% better than normal) because the falcon scouts for him.

Alternate level 3 for knalgans is gryphon lord. Like gryphon master, but add ranged attack (bow). No sight range improvement.

Elven falconer as alternate advancement for ranger, instead of avenger. Ranged attack is (maybe) 9-4 blade. The 50% sight range improvement applies.

herbalist

Human. Loyalist or knalgan. Healing units are slow (elf shamans and white magi are 5), but this one is faster (6) with low terrain penalty. Ranged (blowgun, 6-1) and melee (staff, 3-2) attacks are relatively weak, HP similar to shaman/mage, heal +2, ambush (forests, marshes, grasslands—used to sneaking onto private property to hunt for ingredients). Level 2 goes to move 7, better HP, +3 heal, staff 4-2, blowgun 8-1, gains dagger melee attack (5-2, poison), healthy (normally a dwarf-only trait). Level 3 gains skirmish, better HP, +4 heal, cure, 5-2 staff, blowgun 9-1 poison, 5-3 dagger. Overall weak in combat (though poison is useful it's not fast), but a quick way to get some healing around the field and useful for scouting. Probably cheaper to produce than shamans.

mage initiate/dark initiate

A level 0 start for mage and dark adept tracks. Maybe already exist. Mage initiates designated "white initiate" or "red initiate" for plot reasons, though both advance to same level 1 "basic training" level before diverging again.

will o' wisp

A level 0 loyal unit (i.e. familiar) for white mages. Move 8, no terrain penalties except deep water, no attack(‼), low HP, resistance to most things, heal +4. Level 1 gains hp and goes to move 10. Level 2 gains hp, and cure or illuminate.