Thursday, August 9, 2007

Grunt

Grunts are the first and last line of the Horde's defense. These powerful fighters arm themselves with mighty battle-axes and display all of the savagery and cunning of their race. In past generations, Grunts were characterized by their depravity and brutality. But now, under the visionary leadership of Thrall, the Grunts more closely resemble their savage, yet noble ancestors.
Abilities:
Pillage:
Each attack that does damage to a building also gains resources. This is a passive ability. Pillage returns half the cost of the building if you destroy it at full health.
Enraged: The Grunt gains the ability to deal more damage as he loses more hit points.

Troll Batrider

The Horde frequently uses troll batriders, which are light flying units, on reconnaissance missions. Expert at riding and caring for their special steeds - vampire bats - troll batriders are perceptive and dangerous foes. In battle, troll batriders use their flying mounts to swoop down upon enemy targets. When fighting alongside the Horde, batriders are often equipped with blazing torches and fire bombs with which they can set buildings and other devices ablaze. These trolls wear simple leather vests of deep blue, studded with the teeth of various creatures, covering their lean bodies, leaving their taut muscles of their pale, sea-hued arms exposed. A thick belt around the creatures' waist holds several axes as well as a simple black scabbard with a short but wide sword. In wartime, the Horde sends batriders on missions against specific enemy targets. A well-equipped flight of batriders can wreak havoc and leave a trail of blazing buildings and dead people behind them. When targeting soldiers, batriders concentrate their attacks on lone warriors and small groups, preferring to swoop down on their targets and throw axes rather than engage them on the ground.
Abilities:
Unstable Concoction: Causes a powerful explosion that deals massive damage to a target air unit and also damage to nearby air units. Using this ability destroys the Troll Batrider.
Liquid Fire:
Flings a volatile liquid that causes buildings to take damage over time. Buildings that are currently taking damage from Liquid Fire cannot be repaired and have their attack rate reduced.
Regeneration:
Increases the hit point regeneration rate of Troll Batriders.

Orc Raider

Raiders were once considered to be the most honored warriors of the Horde. Yet, just prior to the Second War, Gul'dan the Warlock masterminded the disbanding of the Raiders. Now, after many long years, the young Warchief Thrall has decided to train a new generation. These mighty warriors carry hefty warblades into combat and rely greatly upon the cunning and ferocity of their faithful Wolf mounts to defeat their enemies.
Abilities:
Ensnare: Causes a target enemy unit to be bound to the ground so that it cannot move. Air units that are ensnared can be attacked as though they were land units.
Pillage:
Each attack that does damage to a building also gains resources. This is a passive ability. Pillage returns 50% of the cost of the building if you destroy it at full health.

Tauren Kodo Beast

The colossal kodo beasts of the Kalimdor plains proved to be valued allies of the Orcish Horde. The mighty beasts were charged with carrying the Tauren's pounding war drums into battle. The huge kodos, serving as symbols of Tauren might and valor, also use their enormous size and strength to aid the Horde in battle.
Abilities:
Devour:
Consumes a target unit, slowly digesting it and dealing damage per second to it. If the Kodo Beast is killed while the consumed unit is still being digested, the unit that was devoured will pop out.
War Drums:
All friendly units within the aura's area of effect have their attack increased.

Wyvern Rider

The sentient Wyverns of Kalimdor were eager to ally themselves with the Shamanistic Horde. Impressed by the Orcs' commitment to honor and victory, the Wyverns allowed the Orcs to ride them into combat against those who would disturb the tranquility of Kalimdor and its denizens. The Wyverns, who share a common ancestry with both Dragons and Gryphons, use their powerful talons and razor-like fangs against both airborne attackers and ground troops.
Ability:
Envenomed Spears:
Adds an additional poison effect to the Wyvern Rider's Attack. A unit poisoned by the Envenomed Spear takes an additional damage per second over time.

Tauren Spiritwalker

Spiritwalkers have a powerful connection with tauren ancestral heritage. Capable of channeling ancient tauren heroes, these champions of the spirit are valued in tauren society for the wisdom and history they carry within them. Tauren also fear the spiritwalker as a potent sign of the coming age; while many of this powerful race look upon the spiritwalker with some apprehension, the spiritwalkers still receive respect from their brethren. Tauren ancestors dwell deep within the Emerald Dream. The energies of that plane change the spiritwalkers pelt to pure white over time (though some are born with white pelts, destined to walk the path of spirit).
Ability
Spirit Link: Links 4 units together in a chain. All units with Spirit Link on them will live longer, by distributing half the damage they take across other Spirit Linked units.
Disenchant:
Removes all buffs from units in a target area. Deals damage to hostile summoned units.
Ancestral Spirit:
Raises a fallen non-Hero Tauren from the dead. The Tauren is revived with all of its hit points restored.
Ethereal Form:
Turns the Spirit Walker ethereal, making him immune to physical damage, but unable to attack. Ethereal units can only be harmed by Magic attacks and spells.

Troll Witch Doctor

Although they are savage and nefarious in the extreme, the Troll Witch Doctors have aligned themselves with the Horde out of pure necessity. These dastardly magic users are adept at manipulating the chemical processes within their fellow warriors in order to augment their combat abilities.
Abilities
Sentry Ward -
Summons an invisible and immovable ward that provides vision in an area. Can see invisible units.
Stasis Trap -
Summons an invisible and immovable ward that stuns enemy units around it. The trap activates when an enemy unit approaches.
Healing Ward -
Summons an immovable ward that heals nearby friendly non-mechanical unit's hit points per second.
Regeneration - Increases the hit point regeneration rate of Troll Witch Doctors.

Orc Shaman

Under the leadership of Thrall, the Orcs have rediscovered their ancient Shamanistic traditions. In an attempt to rid the Horde of its demonic corruption, Thrall banned the use of Warlock magic and necromancy. Now, all Orc magic users practice Shaman magic which draws its power from the natural world and the elements.
Ability
Purge -
Removes all buffs from a target unit, and slows its movement speed. Purged units will slowly regain their movement speed over a short duration and also deals damage to summoned units. Purge does not slow friendly units when used on them and causes units to stop for a brief moment when first cast.
Lightning Shield -
Forms a shield of electricity around a target unit, dealing damage per second to units around it.
Bloodlust -
Increases a friendly unit's attack rate and movement speed.


Horde Unit List

Peon
Grunt
Troll Headhunter
Raider
Troll Marauder
Tauren Brave
Catapult
Tauren Kodo Beast
Shaman
Troll Witch Doctor
Tauren Spirit Walker
Wyvern Rider
Troll Bat Rider
Tauren Stormbringer - new unit!
Dreamweaver - new unit!

9 down, 7 more to go...

After a long day of posting Alliance units I think I'm gonna take a break and probably post units from another faction - most likely the Horde.

But back to the Alliance and future units. I think the hard ones to create for the Alliance are going to be the human valkyrie and the draenei dimensional ship. The valkyrie is a human flying unit (I don't know what the mount is going to be) that specializes in destroying magic based units. The Draenei Dimensional Ship is going to be a giant flying fortress that will bring the Alliance's aerial forces on the same par as the Undead's Frost Wyrm and the Sentinel's Chimaera. Also figuring out the special abilities for the Elekk Rider is gonna be a toughie. Stay tune for more.

Gnomish Gyrocopter

After the third war, the integration of gnomes into Ironforge provided the dwarves with additional technical assistance in developing their flying machine design. The latest model of dwarven gyrocopter is similar to the previous version, with dual props on a mono-wing design with attached water sponsons; however it appears to lack the tilted rotors of its predecessor. Smaller and presumably carrying lighter armament, these new versions operate from an automated launching facility buried deep inside Ironforge, in the Military Ward.
Abilities:
Truesight - Reveals nearby invisible units.
Flak Cannon -
Upgrades the weapons on Gyrocopters to give them an area effect damage attack against air units.
Bombs - Gyrocopter bombs are unleashed over a large area of effect and is especially useful for destroying large groups of clustered ground units.

Human Knight

The shining Knights of Lordaeron were destroyed during the wars that ravaged the human kingdoms by the Scourge. However, the remaining Knights that survived still continue to serve amongst the warriors of the Alliance. These heavily armored warriors use mighty swords in combat which can damage enemy warriors up to several feet away. The Knights' speed and mobility mark them as the most versatile warriors of the Alliance. Knights who have undergone tremendous tests of faiths are promoted to the rank of Crusader.
Abilities:
Charge - The Knight causes tremendous damage after moving for a certain distance.
Valor - Available after upgrading to Crusaders. If four Crusaders team up, they benefit from increased armor and the ability to deal tremendous damage to undead and demonic warriors.

Draenei Priest - New Unit!

Priests are the masters of healing and preservation, restoring their wounded allies, shielding them in battle, and even resurrecting their fallen comrades. While they have a variety of protective and enhancement spells to bolster their allies, priests can also wreak terrible vengeance on their enemies, using the powers of shadow or holy light to destroy them. They are a diverse and powerful class, highly desirable in any group, capable of fulfilling multiple roles.
Abilities:
Heal - Heals a target friendly non-mechanical wounded unit for 25 hit points.
Dispel Magic - Removes all buffs from units in a target area. Deals damage to summoned units.
Inner Fire -
Increases a target friendly unit's damage and armor.

New Alliance Unit - Human Mage

These female Magi, sent by the remaining Magocrats of Dalaran, use their arcane powers to aid the Alliance forces whenever Humanity is imperiled. Although their powers are not often used directly in combat, the Magi are able to aid the Alliance warriors with a wide array of specialized conjurings and magical effects.
Abilities:
Slow -
Slows a target enemy unit's attack rate and movement speed.
Invisibility -
Makes a target unit invisible. If the unit attacks, uses an ability or casts a spell, it will become visible.
Polymorph -
Turns a target enemy unit into a sheep or flying sheep. The targeted unit retains its hit points, but cannot attack. Cannot be cast on Heroes or Summoned units.

Dwarven Rifleman

The brave Dwarven Riflemen have faithfully protected their mountain kingdom of Khaz Modan for hundreds of years. Yet they have once again offered their weapons and skills to the Alliance. Using the legendary Single-shot Blunderbuss Longrifles, Riflemen are excellent marksmen and can shoot both land based and airborne opponents.
Abilities:
Blinding Flash - Reduces the target's line of sight permanently and also destroys the truesight ability of any unit that is affected by this flash bomb.
Dig-In - The Rifleman builds a little bunker and takes cover inside and can attack from inside. The bunker has increased armor and protects the rifleman but does not allow the rifleman to use its blinding flash ability.

Alliance Unit Line Up

List of units for the new Alliance of Humans, Dwarves and Draenei.
Human Peasant
Human Footman
Dwarf Rifleman
Human Infiltrator - new!
Human Knight
Draenei Elekk Rider - new!
Human Mage (replacement for the sorceress)
Draenei Priest
Draenei Inquisitor - new!
Dwarf Mortar Team
Dwarf Steam Tank
Dwarf Gryphon Rider
Dwarf Gyrocopter
Human Valkyrie - new!
Draenei Carrier - new!

Dwarven Gryphon Rider

The wild dwarves of the Aerie Peaks have once again responded to the call and brought their mighty gryphons to aid the besieged Alliance in its time of need. Armed with their trusty, lightning-powered Stormhammers, the hearty dwarves seek to keep the skies free from enemy forces. The proud gryphons share their riders’ implacable resolve and stand as noble symbols of the Alliance’s fortitude.
Abilities:
Storm Hammers - Causes Gryphon Riders' hammers to strike through their target at the next opponent, dealing damage to both. Storm Hammers do not work on air units.

The Footman

The vast ranks of the Alliance armies have diminished over the years due to the incessant infighting amongst the former Alliance nations. However, many of the strong-hearted citizens of Azeroth have volunteered to defend their lands as Footmen. Though these fierce warriors lack the shining plate mail and specialized training of their noble predecessors, they still fight with bravery and honor on the field of battle.
Defend - Activate to take half less damage from Piercing attacks, but have their movement speed reduced by a third. Defend does not reflect attacks to buildings, and its chance of reflection against units is a third.
Stand Ground - A footman puts his shield up to block himself and an allied unit from enemy melee and ranged attacks. Useful for protecting rifleman firing from behind the shield and also spell casters. The footman can still attack from this position but cannot move.

Dwarven Mortar Team

Second unit of the Alliance:

Armed with their innovative exploding shells, the stalwart Mortar Teams of Ironforge are capable of blasting apart enemy ranks from long range. These fearless dwarves are masters of explosive devices and relish in pounding fortified enemy emplacements to dust.

Abilities:
Flare -
Launches a Dwarven flare above a target point, which reveals a fogged area for a short duration. Reveals invisible units.
Fragmentation Shards -
Uses fragmentation mortars to increase damage dealt to Unarmored and Medium armor units. Also deals splash damage to all units in the surrounding area.

New Alliance Unit... The Infiltrator

Introducing the first new unit of the Alliance... The deadly Infiltrator.
Infiltrators are a select group tasked with protecting the Alliance, whether from the attacks of the Horde or by those who would attempt to shatter it from within by manipulating internal rivalries. The infiltrator is a manipulator, a charmer and a spy who wears her weapons hidden beneath fine clothing as she dives into the dark waters of politics, diplomacy and intrigue.

Infiltrators are female humans armed with deadly longswords and fight in melee combat. However, their real usefulness does not lie in their melee fighting ability but their espionage and assassination skills. Their abilities include cloak of invisibility (allows them to turn invisible but takes up mana so long as they remained cloaked), snipe (can only be used on non-mechanical ground units who are stationary. The Infiltrator will require some time to aim her shot at the unit's vital organs in order to score a kill. The more HP a unit has, the longer it would take an Infiltrator to get her aim straightened out), snare (places an invisible snare on the ground that explodes if any enemy unit should wander nearby, dealing massive damage) and finally the deadly infiltrate ability. This allows an infiltrator to enter an enemy building. If it is a production building, the infiltrator will learn secrets about units being produced at that building which would allow all allied units to do more damage against those type of units. If it is a building that allows for upgrades, then the infiltrator sets the enemy back one level of upgrade by sabotaging it. This requires the player to pay half the cost of the upgrade that is going to be sabotaged. Infiltrators can leave the buildings once their work is done.

Wednesday, August 8, 2007

Factions... So many choices.

Right. At the end of Warcraft III, there were four factions. The Alliance compromised of Humans, Dwarves and remnant High Elves while the Horde with Orcs, Taurens and Trolls of the Darkspear Tribe. The Sentinels were an army of Night Elves while the Scourge were made up of undead creatures of all shapes and sizes.

At the end of Warcraft III: The Frozen Throne, the High Elves left the Alliance and teamed up with Illidan and his Naga forces led by the Sea Witch Lady Vashj. These elves renamed themselves the Blood Elves or Sin'dorei. So that means only Dwarves and Humans remained in the Alliance. The remaining factions remained unchanged.
The World of Warcraft presented us with two factions: the Alliance and the Horde. The Alliance were made up of the Humans, Dwarves and recently returned Gnomes. The Night Elves also joined up with the Alliance in lieu of their battle against the forces of the Burning Legion. The Horde compromised of the same three races before with the addition of the Undead Forsaken, a splinter group from the Scourge. This decision by Blizzard was a weird one as the Forsaken really has no place in the new "spiritual" and shaministic Horde. But it gets even weirder...

The Burning Crusade presented us with the Draenei on the Alliance side with a burning hatred for the Orcs who massacred them under the spell of the Legion and destroyed their world of Draenor. The Blood Elves surprisingly enough joined up with the Alliance. What bites me is why would the shamanistic Horde allow the crazed and magic addicted elves membership in the first place?

So... The Big Question. What's gonna happen after World of Warcraft? My answer... I don't know. My I'm going to speculate anyways. I shall break down the different factions:

The Alliance: would still have the humans (duh...), the Dwarves and the Gnomes. The Draenei would stay I imagine as they make a good replacement for the departed High Elves and their magic and technology would suit well in the highly magic dependent and technology driven Alliance. The Sentinels will leave the Alliance forming...

The Sentinels: In a word (or two) - Night Elves. A faction of these mysterious Elune worshiping folk coupled with the children of Cenaurius. I would love to see the Pandaren send a small emissary of warriors to aid the Night Elves. I shall get into that later but for now the Sentinels would compromise of these three races.

The Horde: Orcs, Tauren and Trolls... Oh my. Well what do you expect? No changes here save booting both Elves and Forsaken out.

The Scourge: From his Throne on Icecrown, the Lich King and his vast legions of undead will make their inevitable return. I would add the Vry'kul into their ranks just for flavor.

Now comes the hard part. The formation of new factions. What races do we have left? Blood Elves, the Forsaken, Naga, Goblins, and many more. My problem is which races to team up to make a new faction. On one hand, we could have the Illidari... Blood Elves, Naga and Broken Draenei. But on the other we could give the Naga their own faction and have the Blood Elves pair up with the Forsaken. I'm leaning towards the later. I guess I'll have to marinate on that one.

Questions, questions that need answering.
- Gandalf