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unmerged(492719)

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May 18, 2012
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  • Warlock 2: The Exiled
The Daeloth are an attempt at designing a very different type of faction. Their economy generally trades Research points for resources, and gives them important economic structures to build on infernal gates and excavation sites, which will cause them to overall research slower if they attempt to juice their economy. In combat, their units deal a bit less damage than other factions, but also tend to debuff their targets, reducing their resists, power, and sometimes dealing damage over time.

The Daeloth also use a special version of the normal upgrade system. Only a few of their units can upgrade, but most of them instead have Transformation (side-grades) that cost mana instead of gold. For example their basic ranged unit, the Hem Glo, can transform into a winged scout for 30 mana (and after flying around can change back into its more combat ready version). These transformations allow some customization of their fighting force, and allows them to spend mana on things other than. Their capital starts with a mana trap, hellish den, and Sustenenance Effigy, and their units primarily cost food and mana to upkeep.

They can build temples to Helia, Grumgog, Krypta, and Fervus.


Buildings:



Magic Line:
Mana Trap - Hellish Den(Hem Glo) - Sacrifical Spire - Oratorium(Infernal Advocates) - Magic Bazaar - Mana Effigy

Hellish Den - Allows you to build Hem Glo

Sacrificial Spire - Cheap, range 2, elemental tower, gives +2 Research, costs 2 gold.

Oratorium - Allows you to build Infernal Advocates

Mana Effigy - Generates 5 Mana, But reduces research by 1 (Can be built many times)
Money Line:
Market - Arena(Dae Ga) - Tax Office - Bank - Mint - Guilded Effigy

Arena - Allows you to build Dae Ga

Guilded Effigy - Generates 4 gold, costs 1 research (Can be built many times)
Crafstman District - Cannot be built by Daeloths.
Food Line:

Sustenance Effigy - Granary - Howling Cavern(Saer Nargum) - Mill - Bakery


Sustenance Effigy - Provides 5 food, costs 1 Research (Can be built many times)

Howling Cavern - Allows you to build Saer Nargum

Enchantment Line:

Hellish Den (Hem Glo) - Smithy - Barracks

Special Structures:

Silver - Alchemical Facility: Generates 5 research at the cost of 3 gold.
Infernal Rift - Homeland Gate: Generates 8 Food and 4 Research for 4 gold.
- Homeland Portal: Allows you to train Balrogs (Requires Homeland Gate, and level 5 city)
Mana Node - Arcane Amory: Grants the Infernal Weapons perk: +20% Elemental damage, and applies debuff (-20 elemental resist).
Excavation Site - Dank Farm: Provides +8 Food and +8 Mana, no cost.​


Units:

Note that only the first of each group is a buildable unit, the others must be transformed to.

Warrior/Siege Unit
Dae Ga
Normal Warrior
5 Melee damage
23 Hit Points
4 Move
Perks: Demonic Ire (+50% Elemental damage), Demon Warrior (Passability lava, lava hills, Bonus elemental resist and melee resist)
Transformation: En Ga(30 Mana)
(Typical little Demon trooper with flamey Spear)

En Ga
Normal Warrior
10 Melee Damage
12 Hit Points
2 Move
Perks: Demolisher, Demonic Ire, Arrow Cage (+100 Missile Resist)
Transformation: Dae Ga (15 Mana)
(Siege transformation of Dae Ga, slow, but demolishes buildings/cities well, and arrow resistant)​


Ranged/Scout Unit
Hem Glo
Normal Caster
7 Elemental Damage (range 2)
15 Hit Points
4 Move (Walking)
Perks: Scorch (applies -20 Elemental and Death resist debuff to targets), Tarskin (+50 Death resist), Demonic Warrior
Transformation: Laep Ra(15 Mana)
(Impish wizard with slick black looking wings. Basic caster/debuffer)

Laep Ra
Normal Caster
3 Elemental Damage (range 2)
13 Hit Points
3 Move (Flying)
Perks: Vision +1, Fireskin (+50 Elemental Resist)
Transformation: Hem Glo(15 Mana)
(Scout transformation of Hem Glo. Flies, does little damage, but slightly healthier than giant bats, and can transform back into the caster for fairly cheap)​


Advanced Archer/Tank
Saer Nargum
Advanced Archer
12 Missile Damage
24 Hit Points
4 Move
Perks: Serrated Arrows (Applies debuff for 3 turns that deals 3 damage per turn, and reduces power by 15%), Demonic Warrior
Transformation: Wargen(40 Mana)

Wargen
Advanced Fighter
10 Melee Damage
24 Hit Points
3 Move
Perks: Helpless Aura (Adjacent enemies have -30 Missile and Melee resist, -1 speed). Serrated Blades( Debuff: 3 Damage per turn for 3 turns, - 15% power)
(Serrated Arrows and Blades are different debuffs with the same effect, thus stacking).
Transformation: Saer Nargum(40 Mana), Malgorg(300 Mana)

Malgorg
Elite Fighter
20 Melee Damage (3 target AoE)
60 Hit Points
3 Move
Perks: Helpless Aura, Serrated Blades(Applies to all targets hit), Summoned (Expires in 3 turns)
Transformation: Wargen(15 Mana)
(Transforming back to a wargen removes the summoned trait without killing it. Malgorgs are temporarily suped up versions of Wargen.)​


Support/Suicide Bersker
Infernal Advocate
Advance Healer
8 Spirit Damage (range 2)
22 Hit Points
3 Move
Perks: Burden (Debuff, targets upkeep, and its enchantment upkeep, doubles for 3 turns), Demonic Tutor (Aura, grants +1 xp per turn), Vampirism (30%), Vampiric Tutelage (Activated ability, doesn't end turn, gives a unit 30% vampirism for two turns, range 1)
(Cultist type guy that is a 'healer' though instead of direct heals, he gives vampirism, which isn't useful to almost dead units).
Transformation: Fleshripper(100 Mana)
Upgrades: Infernal Lord(Helia Elite Unit)

Fleshripper
Elite Monster
16 Melee Damage
50 Hit Points
5 Move
Perks: Hit and Run, Ripper (+50% spirit damage, suffers 5 Spirit Damage per turn, cannot be healed except via Vampirism), Vampirism (80%), Demonic Warrior, Advanced Armor
Transformation: None (cannot change back)​


Elite Summoner
Balrog
Elite Monster
22 Elemental Damage (Range 2)
45 Hit Points
4 Move
Perks: Demonic Warrior, Fireskin (+50 Elemental Resist), Touch of Fire (debuff, target takes 3 elemental damage for 3 turns, -20 Elemental Resist), Summon Flameling (When the Balrog kills something, a Flameling is summoned in the targets former location).

Flameling
Basic Monster
12 Elemental Damage
15 Hit Points
4 Move
Perks: Summoned (expires in three turns), Demonic Warrior, Flames Caress (Deal 20 spirit damage to self, heals target for 10 Elemental, and gives it +3 experience).


Temple Units



Helia: Infernal Lord
Elite Healer
15 Spirit Damage (range 2)
35 Hit Points
3 Move
Perks: Burden, Demonic Tutor, Vampirism, Vampiric Councilor (Gives target +25 Spirit resist and 50% Vampirism, doesn't end turn, range 1), Fiery Soul (Activated ability, deals spirit damage and debuffs target for 3 turns, giving -20 Spirit and Elemental resist).
Transformations: None

Grumgog: Plague Fiend
Elite Monster
25 Death Damage
70 Hit Points
4 Move
Perks: Undead, Wilt (On hit, gives target debuff aura that decreases death resist(20) and power (10%) to its adjacent allies), Contagion (Activated ability, doesn't end turn. Target within 2 gains deals 5 death damage per turn to it, and reduces healing by 50%), Plague Skin (Resistance to missile and elemental damage)

Fervus: Buster Gargantuan
Elite Siege
20 Missile Damage (Range 2)
35 Hit Points
4 Move
Perks: Demolisher, Summon Troll (Summons a troll for 3 turns), Hit and Run

Krypta: Void Demon
Elite Warrior
22 Melee Damage
15 Hit Points
4 Move
Perks: Undying(When killed, instead gains immunity to all damage for 2 turns, and is stunned for 1 turns, HP set to 1, cooldown 5 turns), Vampirism (100%), Longing(Whenever it gets a kill, it gains immunity to the targets primary damage type for 2 turns), Void Skin (Some resists of somekind...)


Hope you like it, and it inspires you :).