Warcraft IV
Tide of Slytheren
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The (new) death knight hero of Undead race will have upgradable (costing 15 gold for now, than definately not mana as settled expense) sword: with upgrade 1, receive 15% movement slow and attack speed slow on hit unit, small aoe effect, arc in front of sword swing or landing splash, lasts 20 seconds. frostmourne hungers
Battle mechanics changes which now can be called upgrades on existing formation: ranged units receive re-extended range while any outer-bound region, pardon region deals significantly less damage, likely set at flat rate 50% rate, with very distant 10% or 25%. This allows balance the damage output, while withen the suppression effect receivable, generates an far greater appeal. The computing output power in process are in unity with this ornament invitation.
Injured units walk slower and generally perform less. The very injured unit lay on battlefield with additional 5 to 7 hits or probably able to render into corpse mode: skeleton or fade if are etheral and such units. This naturally reflects toward the existence, introduction of an item named bandit, pardon baid-aid, pardon bandait, pardon ban aid, or band aid known throughout stormwind wallmart quarters.
New possible armor types, triangle and interwoven more complex-than relations: light or unarmored, wooden, leather, clothes, iron or plate. Carrying an shield gives -10% movement speed in general, with climbing up hills extra unsteady if wish to involve this complexity into existing order and hierarchy manneras, helps assist blocking arrows down, important for sieging castles, gates or fortification township positions presumably. Plate are vulnerable to magic, good against essentially all other in combat, problem is against magic effects relatively and slow speed being the boo-n, which essentially comes before the battle begins, the clash commences more specificalis. While leather hold some decent defence against arrows. Wooden does quite in same except not to fire as the woods been processed with oil fabrics, enfurbishments. The wooden armor could be an exclusive, diode doodad, type of woodland-swamp region humanoid creatures. Light armored may be fastest at movement as reasonablely stands, while holds highest vulnerability to arrow's piercing damage. The poison arrows may deal the larger than regular, an reasonable pertelling which may be reflected in the game, as the poison-tipped arrow heads seaps deep into the vein.
magic attack -> plate armor
axe attack -> leather armor
leather armor > arrow strikes
most attack -> light armor
There may be some type of etheral armor, and an armor if it's not it that counters magic, or can be done via magic-shieldly blessed armors. An magic resistance embued armor piece of whichever genre may be equalvalent to this mentioned.
Siege damage would rest for anwhile: likely to deal full damage to every building structure, while to heroes and units at 50% damage. The rock hit daze effect be of its main compotence for now. Its quantity would be limited as the build time are now longer, if not with the avaiablity traded toward merchant shops somewhere at the map.
