New character
Plague priest
Idea: the plague priest would be an elite character who would attack spells at medium distance (approximately: 8 to 10 meters), the spell would be 2 slow projectiles that can be dodged or destroyed.
If the projectile hits a hero, he becomes infected with a toxic cloud, receiving damage per second for 5 seconds.
The hero affected by toxic cloud has a toxic aura that causes damage to allies.
If the hero is hit by more than one projectile, the damage is not cumulative.
Damage:
Recruit: 1
Veteran: 1.5
Champion: 1.8
Legend: 2.0
Cata: 2.3
Cata 2: 2.5
Cata 3: 2.7
The spell is cast every 5 seconds.
If a hero gets close to the plague priest, he is permanently in a melee combat instance.
It performs two attacks: it throws an infected cloud forward, which can be dodged.
This smoke in addition to damage reduces the size of the dodge by 30% for 4 seconds.
The second blow is a horizontal blow with the flail of one hand.
The heroes can block the flail attacks made by the plague priest, they do not receive damage from the flail but they receive periodic damage.
All flail attacks deal periodic damage.
Infected Cloud
Time to perform the attack: 2.2 seconds
Area: 3x2 meters, a rectangle in front of the plague priest
Damage:
Recruit: 6
Veteran: 12
Champion: 18
Legend: 24
Cat: 30
Cata 2: 36
Cata 3: 42
Heroes cannot block this attack if they are in the area.
The plague priest stands still channeling the ability and a smoke effect comes out of him while channeling. This effect is to warn players that he will perform the “infected cloud” attack
Flail blow
The plague priest performs this horizontal attack.
When hitting a hero it causes two different damages (damage from the flail and damage from the flail disease), if the hero blocks the attack, the heroes only receive the damage from the disease.
Disease deals damage per second for 2 seconds.
Performs Flail Strike every 2 seconds.
Disease damage:
Recruit: 0.5 (per second)
Veteran: 0.6
Champion: 0.7
Legend: 0.8
Cata: 0.9
Cata 2:1
Cata: 3: 1.1
Flail damage:
Recruit: 5
Veteran: 10
Champion: 15
Legend: 20
Cat: 25
Cata 2: 30
Cata 3: 35
Each attack breaks 2.5 stamina shields.
The flail attack can hit multiple heroes in the same hit.
Plague priest life:
Recruit: 35
Veteran: 45
Champion: 78
Legend: 120
Cat: 180
Cata 2: 200
Cata 3: 230
Armor: infantry
New character
brey-shaman
The brey-shaman would be special focused on: summoner.
He would always stay at a long distance, just at an angle that would be within the heroes’ view. The brey-shaman will always try to keep his distance from the heroes.
Summoner long range: when the heroes are far away (between 25 and 40 meters) from the bray-shaman, he generates a totem that summons tuskgors to attack the heroes.
The totem generates approximately 15 meters from the heroes.
Summons tuskgors every 8 seconds.
The totem can be broken with 2 hits.
The brey-shaman can have 2 totems at the same time.
The brey-shaman takes 6s to generate a totem.
After generating a totem, the brey-shaman takes 8 seconds to start generating another totem again.
Number of tuskgors:
Recruit: 1
Veteran: 2
Champion: 2
Legend: 2
Cat: 3
Cata 2: 3
Cata 3: 3
The tuskgors run after the heroes and headbutt them to cause damage and, if blocked, break 2 stamina.
Life of tuskgors:
Recruit: 8
Veteran: 14
Champion: 20
Legend: 25
Cat: 30
Cata2: 35
Cata3: 40
Tuskgors headbutt (dash) and melee horn attacks damage:
Recruit: 5/4
Veteran: 7/5
Champion: 10/6
Legend: 18/7
Date: 8/22
Cata2: 9/25
Cata3: 30/10
Performs 1 horn attack every 0.8 seconds.
Summoner close range: when the heroes get close to the bray-shaman (less than 25 meters) he performs a ritual and summons 2 armored bovigors that will stay close to the bray-shaman to defend him.
(The bovigor would be a berserker with armor that does not advance, but always stays close to the brey-shaman, if the brey-shaman repositions itself, the bovigors follow it (similar to the skeletons in Siena, but with a much smaller radius of action), no attacks as quickly as other berserkers and has more rhythmic attacks)
Armor: Armoured/Berserker
Bovigors life:
Recruit: 20
Veteran: 35
Champion: 47
Legend: 75
Cata: 110
Cat2: 125
Cata3: 150
Bovigor damage:
?
New enemy
chaos cultist
Cultists would be a special class and their role in combat would be to hinder the heroes’ advancement through rituals.
The cultists will stay hidden on the map (however, they would keep talking so the heroes can hear and know where they are approximately).
The rituals would never be too far from the heroes.
Chaos Cultist:
Main attack: creates an area with a ritual on top of the corpses.
The ritual turns all corpses into putrid zombies.
Heroes within the area receive curse and damage every 0.5 seconds.
The ritual is always carried out on top of corpses.
After performing the ritual, the Nurgle cultist runs away and only returns after 35 seconds.
The cultist’s movement is normal, but limited (he can only walk along the heroes’ path and cannot jump over walls and obstacles)
The ritual curse comes off after 30 seconds.
Ritual duration: 4 seconds.
Damage and curse:
Recruit: 0.3/1%
Veteran: 0.5/1%
Champion: 0.7/2%
Legend: 1/2%
Cata: 2/3%
Cata 2: 2.2/3%
Cata 3: 2.5/3%
The putrid zombies attack heroes as a simple, low-damage infantry unit.
New monster
Beast of Nurgle
Nurgle’s beast would be similar to Darktide’s Nurgle beast, but more focused on melee combat.
Nurgle’s beast has 8 different attacks.
every curse caused by the nurgle beast ends after 40 seconds.
1) Nurgle’s beast makes an attack with its claw/hand and hits targets in front of it, causing damage and breaking all stamina.
Only on very close targets.
Damage:
Recruit: 10
Veteran: 20
Champion: 30
Legend: 45
Cata: 55
Cata2: 70
Cata3: 90
2) try to catch a hero in front of you, if you manage to catch it, Nurgle’s beast swallows the hero causing initial damage, curse per second and bleeding.
To free the ally, the heroes must hit the head of Nurgle’s beast.
If the ally falls while swallowed by Nurgle’s beast, he dies instantly.
Damage, curse and bleeding:
Recruit: 7/ 1% /1
Veteran: 10/ 2% / 1
Champion: 12/ 2% / 1
Legend: 14/ 2% / 1.1
Cata: 16/ 2% / 1.4
Cata2: 18/ 2% / 1.5
Cata3: 20/ 2% / 2
3) Nurgle’s beast cannot be pushed, when it receives a pushing ability it stays still for 2.5 seconds and releases a putrid aura that damages nearby heroes every 0.5 seconds.
Putrid aura duration: 6 seconds.
Damage:
Recruit: 0.2
Veteran: 0.3
Champion: 0.4
Legend: 0.5
Cata: 0.9
Cata2: 1.3
Cata3: 1.5
4) Nurgle’s beast every 5% of life lost vomits a toxic and corrosive substance that causes damage and curse. Nurglins come out next to the vomit to attack the heroes.
Animation time to vomit: 2 seconds
Vomit animation time: 3 seconds.
After vomiting, Nurgle’s beast remains still for 1 seconds, after which time it attacks normally again.
Vomit Damage, Nurglin Damage, and Curse:
Recruit: 7/ 1/ 5%
Veteran: 13/ 1.5/ 7%
Champion: 20/ 2/ 9%
Legend: 25/ 3.5/ 14%
Cata: 38/ 5/ 16%
Cata2: 55/ 6/ 18%
Cata3: 65/ 7/ 20%
vomits 15 nurglins
5) Nurgle’s beast attacks enemies that attack it from behind with its tail.
Syrup attack damage:
Recruit: 3
Veteran: 7
Champion: 15
Legend: 28
Cata: 32
Cata2: 38
Cata3: 44
6) upon death, Nurgle’s beast explodes, causing damage and releasing 30 nurglins to attack the heroes.
Explosion damage:
Recruit: 10
Veteran: 20
Champion: 35
Legend: 45
Cat: 50
Cata2: 50
Cata3: 50
7) when moving, Nurgle’s beast leaves a corrosive trail that causes damage and curse per second while it is on top of the trail.
Damage:
Recruit: 0.2/1%
Veteran: 0.3/1%
Champion: 0.4/1%
Legend: 0.5/1%
Cata: 0.6/1%
Cata2: 0.7/1%
Cata3: 0.8/1%
8) If a hero falls while inside Nurgle’s beast, it executes him and releases the putrid aura.
life of the nurgle beast:
recruit: 1100
veteran: 1500
champion: 2000
legend: 3000
cata: 4600
cata2: 6000
cata3: 7000