Naga Overview
~8 seconds after a naga unit stops being attacked, its natural health regeneration rate will increase to about twice as fast as blight regeneration. This can occur in battle.
3 new buildings will have to be created to finish the race. The first is the tidal fountain, which will have 5 functions. It will serve as a lumber dropoff, a unit upgrade building, a requirement for tidal guardian base defense, a requirement for snap dragons, and will function like a zerg nydus canal, except it will link up to any number of other tidal fountains. If there is only one tidal fountain this function will not be available. The destination is default to the newest fountain, it may be changed at each fountain. Only the player owning the fountain may change its destination. You may change the destination to a friendly naga ally fountain. Unlike other races, unit upgrades are seperated strictly into ground and air.
The second is the elder clam, the naga racial shop. The three unique naga shop items are brain leeches, which inflict 'parasite' status on an enemy, and at tier 3: the black pearl, a cheap orb that allows air hits but lowers the heros attack power, and a scroll of clarity. (area effect)
The final is the wrecked ship, the requirement building for naga air.
Naga Heroes
Bind: 12 second cooldown, 50 mana, 40 range, lasts 15 seconds against heroes and 60 seconds against units. Is only usable against heroes and spellcasters. Each level of bind reduces the target heroes most powerful ability by one level for each level of bind for the duration of the spell. When used against spellcasters, each level of bind removes the equivalent number of spells, starting with the highest. (eg: Level 2 bind used against an archmage with level 3 brilliance and level 2 water elemental would have level 1 brilliance and level 2 water elemental for the next 15 seconds. Level 1 bind used against a master sorceress would only be able to cast slow and invisibility.) A unit may only have one bind in effect at once. The effect cannot be dispelled.
Illusionary attack: Passive. Level 1/2/3 causes the illusionist's attacks to ignore up to 2/4/6 armor. In addition, at level 1/2/3, each successive hit against the same target increases the damage by 5/10/15% of the base per additional hit. The increased damage maxes out at 200% per hit. (double normal damage) This ability works while deceive is activated. The 'same target' is retained indefinitely, as long as a new target is not attacked.
Ultimate: Soul steal. 250 mana, 90 second duration, 240 second cooldown. The illusionist transforms into a level 10 version of the targetted enemy hero, with maximum life and mana, no items, and all spells ready to cast. The illusion takes double damage. If the illusionist is killed while transformed, he simply reverts back to an illusionist, with his pre-transformation health, mana, and experience. (Thanks to Teal from unofficial War3 forums for Soul Steal idea)
2. Guardian of the deep: These ancient magical creatures were once the highest ranked mages within the highborn society. Deprived of their appetites, they have learned to subsist on the trace remnants of the well of eternity, suspended in the endless depths of the oceans around them. Ranged, intelligence based.
Aquatic spirit: 20 second cooldown, 125 mana. Encases any friendly unit within the body of a sea elemental. As long as the sea elemental is alive, the friendly unit may not be damaged. (Because of the enhanced naga regeneration, the protected unit will regain health quickly while protected.) Sea elementals are melee attackers with stats similiar to water elementals.
Magical attenuation: Aura. Level 1: Spell damage and effect duration is modified by 15% on friendly units. Beneficial effects increase, detrimental effects decrease. (Does not affect magic damage.) Level 2: 30%. Level 3: 45%.
Whirlpool: AOE. All stats are the same as the blizzard spell, except for the damage, which is half. At a range of 30/35/40 at level 1/2/3, the whirlpool slowly draws all enemy units towards its center for its duration. (This effect takes place regardless of what the units happen to be doing. The centripetal vector is added to the units movement vector. The AOE of the damaging portion is 20.)
Ultimate: Mana seizure. 100! mana, 5 second duration, 60 second cooldown. Overcome by the awesome magical powers striving for control of the surface world, the lust for unnatural power is awakened too quickly in the magically hypersensitive Guardian. Each half second, one friendly unit with at least 50 mana within 80 range is drained of 50 mana, which is absorbed by the Guardian. Simultaneously, 50 of the Guardian's current mana is expended into a 200 damage magical attack against one random enemy within the AOE specified when the spell is first cast. This continues until the Guardian is stunned, the timer runs out, or the Guardian runs out of mana. (because there is no more nearby mana to drain.) Damage is dealt quickly and in a specific area, sometimes hitting a single enemy multiple times. However, the mana of nearby casters and heroes is also drained very quickly. Each enemy can only be hit once per second, for a maximum of 1000 damage.
3. Dragoon: A massive naga serpent, and champion of his people. In ages past, he was one of the highest ranking highborn warriors, skilled in both magical and martial arts. Centuries of magic deprivation has magnified the intensity of his martial training. Melee, strength based.
Snakebite: 10 second cooldown, 110 mana. A melee range physical attack that does up to 75/150/225 points of damage to an enemy, while simultaneously giving the dragoon the same amount of health.
Charge: 8 second cooldown, 90 mana. The dragoon engages the enemy at incredible speed, gaining the ability to pass through enemy or ally units on the way to the target, which must be open ground. Additional skill points increases damage, 50/100/150 at level 1/2/3, and increases the distance over which the dragoon can charge. Structures and stuns can interrupt a charge. Level 1 distance is approximately equal to blink.
Order of the Elite: Aura. All three hero stats increase by 4/8/12 at level 1/2/3. Nearby friendly heroes receive half this benefit. Affects only heroes.
Ultimate: Dragonspear. 150 mana, 60 second duration, 180 second cooldown. The dragoon's attacks become penetrating ranged attacks, in the form of geysers of water. These missles hit not only the selected target, but every enemy along the line between the target and the dragoon. The geysers do the same damage as the hero. (Think "permanent narrow shockwaves." In "stop" or "attack move" condition, he will target the nearest enemy, but the geyser attack will continue beyond it.)
4. Naga Sea Witch: As current. Obviously mana shield needs work, should be stronger against spell damage so that it's weakness is physical damage.
Naga Units
Light melee: Piranha. 2 food. Requires spawning pool. Even though it is a 2 food unit, it isn't on the "high damage/low hit points" end of the spectrum like the ghoul, but is on the "low damage/high hit points" end like a grunt. This is a footman with about 100 extra hit points and -2 damage. At tier 3, they will have a "Paralyzing Venom" upgrade, which will reduce attack speed in the current target by 50% for one cooldown cycle with each attack, increasing their tanking ability against other ground units. Does not affect movement speed. (This is better than slow poison at reducing attack speed, but does nothing against movement.)
Ranged: Snap dragons. 3 food. Requires spawning pool and tidal fountain. Unlike the other 3 food ranged units, these have comparatively low hit points (~450) and a fixed range of 50. They have a smaller collision size than the crypt fiend, and equal damage. At tier 2, they will have a "Basilisk Eye" upgrade, which will change their range against air targets to 80, (!) making them the best ground to air unit. (This works well with the seahorse's blinding acid spell and the spirit's dissapate.)
Heavy Melee: Myrmidon. 4 food. Requires temple of asheara and tier 3 hall. Instead of gaining a powerup that makes them equal to other tier3 melee, they will have a skin upgrade. "Mirror Scales" will reduce the damage they take from magic attacks (not spell attacks) from 200% to 50%. All other tier 3 melee can slightly outperform them, but they will have no hard counter.
Anticaster/Siege: Dragon turtle. 4 food. Requires spawning pool and tier 2 hall. The dragon turtle retains his short range siege attack for use against buildings and normal units. He has heavy armor, high hit points, and magic immunity, making him invulnerable to most air and casters, and below average against everything else. The spikes on his back act as magic capacitors. Twice a second, any magic spell cast nearby by an enemy is automatically absorbed and completely nullified by the presence of the dragon turtle, being disappated immediately into the earth, doing 15% of the mana cost as spell damage to the dragon turtle. This takes precedence over a fairy dragon's flare and a felbeast's mana acclimation. This does not include hero spells but does include any ability that uses mana such as aerial shackles. Tier 2 upgrade: Runed spikes: Absorbing spells now no longer damages the dragon turtle. This is the ultimate spellcaster killing unit.
Caster #1: Siren. 2 food. Requires temple of asheara. In addition to having a normal attack, every enemy unit in a radius around the siren takes 1 damage per second from her singing. This is not a spell, but a passive ability like the kodo's aura. There is no target cap, but using additional sirens does not increase the damage. (BTW, this is not a cosmetic ability, it's essential in Naga vs Naga because of the health regeneration. Good microers might extend the battles forever.) 1-Blinding acid: [50 mana, autocast, debuff, 30 second duration] Ranged units lose 20 range on their attack. Unit still have a normal aggression range. (This spell will only autocast on units with a ranged attack of some kind. When manually cast on pure melee units, it will do nothing, but it will affect melee heroes with an orb. Mix with the deafen spell for some serious enemy loafing.) 2-Echo: [100 mana, manual dispel] All nearby units have all magical effects removed. Does 150 damage to all nearby summons. 3-Deafen: [150 mana, manual, disabler] The affected enemy unit cannot be given new orders for 60 seconds. Does not work on heroes. Units will continue doing whatever they were told to do before they are deafened, including queued commands. A unit without orders will behave as though the 'stop' command were in effect, ie, attack any hostiles in range. Effect may be dispelled. Stops channeling.
Caster #2: Seahorse. (new model+voice) 3 food. Requires temple of asheara. Unlike a standard caster, the seahorse has a weak but long range (70) attack. This tends keeps the seahorse further from the front lines, enhancing the effectiveness of the rescue and replenish spell. 1-Rescue: [40 mana, autocast, buff/rescue, 8 second cooldown] An ally unit that is about to die (less than 25% health) is teleported to as close to the seahorse as possible. Will not activate if the unit is already within a range of 30. 2-Replenish: [no mana, manual, healing] This spell outclasses even rejuvenation, by healing a large chunk of life instantly, like a moon well. Up to ~300 life may be healed instantly, even on heroes. Instead of using mana, replenish transfers the caster's life directly to the target. Replenish will only take the seahorse to half health, and only functions if the seahorse has over half of its health. Remember that the naga regenerate quickly. Replenish is not magical, it will work on magic immune units. 3-Weirding: [150 mana, autocast, buff, 60 second duration] Friendly ground units stop colliding with other friendly ground units, gaining the ability to overlap and stack. When weirding runs out, the unit can do nothing until it unstacks itself. The spell prefers melee targets. Has a tier 3 upgrade: Supernal Regeneration. This increases its maximum health by 200 and allows enhanced regeneration to function at all times.
"Light" air: Couatul (?) 4 food. Requires wrecked ship and tier 2 hall. 45 firing range. Low hit points. Rather than following the standard air model, naga will be unique, even more so than orc. The stingray will be the only air unit with medium armor, meaning it will be able to fight on even terms with ranged ground troops, rather like a mutalisk. (Damage type is piercing) Because of the medium armor and a lack of an air to air special ability, it will be crushed by any air to air unit. (It will also be especially vulnerable to crypt fiends+melee.) The naga will have no outright air counter for air to air, just a delaying mechanism in the heavy air unit. The couatul will still have the enhanced health regeneration of naga units, making it the ultimate harassing tool if the enemy fails to get air to air. Has true sight. Tier 2 upgrade: Sonar sight. The player gains vision in a cone of about 75 degrees, for a distance of about 1.5 screen lengths from the stingray. The ability may be used indefinitely, but has a 30 second cooldown.
"Heavy" air: Spirit of the deep. (new model+voice) 3 food. Requires wrecked ship and tier 3 hall. It does not have the enhanced regeneration of other naga units. Instead of a powerful air to air attack, it will have a below average air to air ranged attack and 2 special abilities.
The first ability is 'dissapate,' which for 60 seconds, turns the spook into a haze, slightly larger than a hero AOE spell. This haze causes enemy air units within it have their movement speed reduced by 75%. It only affects air units. This serves two purposes, it allows the couatuls to escape from enemy air units, and traps, or walls in enemy air units, allowing the long range snap dragons (or ally units) to rip them up. While returning to a targettable form, the spirit is temporarily vulnerable and cannot move. The effect cannot be dispelled, nor will magic immunity ignore it.
The second ability must be researched, it is 'inhabit' which functions as a siege and harassment ability. The spook approaches and then inhabits any enemy building, which loses the ability to take any action. (research, attacking, training) The only way to cancel an inhabit is to attack the building itself. (which becomes a natural target) The inhabiting spirit has 800 hits points and medium armor. The actual building suffers no damage while being attacked. After sufficient damage has been dealt, the building is restored to the original owner and the spirit is killed. The inhabiting may not be cancelled. The naga player has the building's vision while it is inhabitted. A few buildings may not be inhabitted, ie an entangled or haunted gold mine.
Demon Overview
First, a short explanation: My conception of Hell (sorry, the Twisting Nether) is one of ordered, numerical apathy. Lesser personalities like Archimonde or dreadlords still have an ego, and they imagine themselves to be agents of chaos, but they are are really just servants of a more mindlessly precise and ordered evil.
All demonic buildings will be simple geometric shapes embedded into the earth, colored a dark version of the players color. A building doing something will glow in an eldritch light. All demon buildings can teleport, but teleportation takes half as much time as construction, and the building is immediately targettable by enemies at both its origin and its eventual destination. It may also be repaired at both locations. Teleportation requires vision of the destination, and not just scouting. Teleportation has a 300 second cooldown, and becomes available 300 seconds after the game begins.
Nether Node(Tier 1/2/3 hall): 3, 4 and 5 sided pyramid
Altar of Destruction: flat standing slab (2001)
Vortex of Holding(shop): rotating triangular slab (make a wish!)
Nether conduit(mill): cube
Nether vent(base defense): small cube on its corner (diamond)
Dimensional portal(barracks): shaped like the pentagon
Cybergod lair(workshop): inverted trapezoid shape
Nether Prism(magic): Dodecahedron (or whatever a soccerball-like shape is)
Serpent Loci(tier 3 air): Octagonal tower.
The nether conduit is a lumber dropoff point, allows unit upgrades, is the requirement for gremlin fusing, and functions as a (weaker) well of life and mana regeneration for demon units, ally or enemy. Non-demon+undead units cannot regain life and mana from a nether conduit. The nether vent is a standard fortified base defense with piercing damage. The nether vent must be placed within 200 range of a nether conduit.
The demon racial shop contains: Nether crystal, functions like a healing ward, operates like a very weak nether conduit. (Regenerating mana also) Chaos orb: A unit struck with a chaos orb loses 10% of its maximum life and mana for the next 10 seconds. Wand of summoning: 12 friendly units are teleported to the heros location.
Demon Heroes
Entropy: 50 mana, 5 second cooldown. The hit points and the maximum hit points of all friendly units within the AOE are added, and this percentile of hit points is instantly given to all units in the AOE. Each level increases the AOE.
Decompile: Aura that sticks to enemies. At level 1/2/3, enemy auras are reduced by 1/2/3.
Divide: 90 mana, 8 second cooldown, range 50: At level 1/2/3, target loses 25/50/75 percent of its maximum health. Heroes lose half this amount. Extremely effective against high food units.
Ultimate: Replicate. 150 mana, 60 second cooldown. Makes an exact copy of an existing unit. The resultant units have 50 percent of the hit points of the original. (Newly replicated units can be healed at the nether conduit.)
2. Archdemon: An indomitable phenomenon of arrogance, the archdemon pursues chaos, while elevating himself in a strictly ordered hierarchy. Seeking only destruction, he nevertheless places his own survival first. Ranged, intelligence based.
Mutate: 100 mana, 20 second cooldown. Lasts 60 seconds. Target friendly unit is temporarily warped into a horrifying creature of chaos, aquiring a significant boost in life and damage. At level 1/2/3 the unit gains 200/400/600 life and 10/20/30 additional damage. (summon/buff hybrid)
Rain of fire: Like the old pit lord spell. Pit lord gets a new spell.
Unmake: 0 mana, 15 second cooldown: A nearby corpse is converted into mana for the archdemon. At level 1/2/3, gives 50/100/150 mana.
Ultimate: Plasma vent: 150 mana. 240 second cooldown. In an aura radius around the hero, all enemies instantly take 350 points of damage.
3. Voidstalker: Believed to be the pets of Sargeras himself, they are feared on a thousand of worlds and called by a thousand different names. Who they hunt in this dimension, or what connection they may have with the ciphers is unknown. Ranged, agility based. Natural speed=320.
Mark: 75 mana, 11 second cooldown. At level 1/2/3 all nearby units, friendly and enemy, stop what they are doing and attempt to attack this unit for 2/4/6 seconds. While they are attacking, they cannot be given new orders. Marked units are given a 1.5 second 'warning' before everyone unloads on them. At the end of this time period, attacking units are reverted to 'stop' status. Target cap set at 12 each for ally and enemy. Ranged units are preferred by the spell.
Beckon: 125 mana, 12/9/6 second cooldown. The enemy unit is teleported directly towards the voidstalker. Works on heroes. (For the forum Scorpion guy-hey it works great on this hero!)
Pursuit: Passive. At level 1/2/3, the hero's speed increases by 20/40/60. This bypasses the normal speed cap.
Ultimate: Singularity: 200 mana, 180 second cooldown, 80 range. An enemy is killed outright. Heroes take 500 damage. Nearby units take light splash damage. The strange effects of the event horizon cause the position of 6 random ally and enemy units to be randomnly changed to nearby locations.
4. Pit Lord: Instead of rain of fire, the pit lord will have 'bottomless pit,' a disabler like hex, entangle, sleep, and banish. 75 mana, cooldown 10 seconds. The target enemy ground unit will be sucked into the earth. At level 1/2/3, the unit will disappear from combat completely for 15/30/45 seconds. On heroes, the effect will last 3/5/7 seconds. The effect cannot be dispelled or cancelled by any means.
Instead of Doom, the Pit lord will have: Chaos channel. [150 mana, lasts 60 second, 180 second cooldown] 90% of the damage of the 6 most powerful nearby friendly units is channeled into the hero, adding to his damage directly. (If 6 felguards, doing 40 damage each were nearby, the heros damage would increase by 240. These 6 felguards would still be able to attack and take damage, but would do little damage.
Demon Units
Light melee. Felbeast. 3 food. Requires dimensional portal. While not quite as fast or as resilient to damage as huntresses, they have the less restrictive heavy armor. Tier 1 upgrade: Netherwalk. An adaptation to the form the form of power in this dimension allows the felbeasts speed to increase from 320 to 380, becoming the fastest normal ground units, master harassers and hunters. Tier 3 upgrade: Mana acclimation. An adaptation to the essense of power in this dimension allows the felbeast to be healed by the presence of nearby spellcasters. This is a autocast ability with a 8 second cooldown and no mana cost. When a friendly or enemy spell is cast nearby, this ability is activated and the felbeast is healed by the spell cost. The spell itself is unaffected.
Ranged: Gremlins. 2-4 food. Requires dimensional portal, nether conduit, and at least 2 imps. With the completion of the nether conduit, imps aquire the ability to reform into their true form, a multi-minded spiritual parasite and trickster. With just a conduit, two imps may fuse together to become a gremlin, slightly increasing their hit points, increasing their range by 5, and doubling their damage. Tier 2 upgrade: Despair gremlin. Allows a third imp to fuse to any existing gremlins or imps to form a more powerful gremlin with slightly more hit points, 5 more range, and triple damage. Tier 3 upgrade: Hate gremlin. Allows up to 4 imps to fuse together, further increasing stats. All fusing is automated, and requires only one keypress on one imp or gremlin to fuse all nearby imps and gremlins together. Once fused, they may not be seperated. Imps that are currently following a harvest command will not fuse. Fusing costs 10 wood per imp.
Heavy melee: Felguard. 4 food. Requires tier 3 hall and dimensional portal. Size will be increased, so knight will still be the only small tier 3 melee. Their ugly orange skin will be replaced with the color of the player. Tier 3 upgrade: (in cybergod lair) Cybersapper: When killed, the felguard explodes, destroying its corpse and dealing 90 spell damage to enemies at a range of 30.
Siege: Infernal machine. 4 food. Requires tier 2 hall and cybergod lair. Unlike other long ranged siege units, infernal machines have no minimum range. Tier 3 upgrade: Devileye. The infernal machine's siege projectile becomes incapable of missing a specified target, becoming an extremely powerful anti-caster. The projectile still does splash damage, even when targetted to a specific enemy. Mechanical, can be repaired.
Caster #1: Succubus. 2 food. Requires nether prism. 1-Entice: [100 mana, AOE centered at caster, buff] All nearby units gain a 25% movement speed increase for 10 seconds. 2-Tease: [25 mana, autocast, healing, 4 second cooldown] The target unit gains 100 health but is stunned for 4 seconds, 1 second on heroes. Can be used offensively, but must be manually cast. Autocast is off by default. 3-Seduce: [175 mana, manual] The target enemy is converted to 'creep' status for 60 seconds. It will attack any nearby player unit. Effect may be dispelled.
Caster #2: Djinn. (new model+voice) 2 food. Requires nether prism. 1-Juxtapose: [75 mana, manual, recon] The caster creates an eye of kilrog style air unit (Eye of Djinn) that has a small vision range, incredibly high speed, and a short lifespan. When the eye finds a enemy unit, if it is not destroyed, it can meld with that unit. While melded, the caster and the enemy unit can see from each other's positions, as long as both units are alive. Lasts 4 minutes on units, 1 minute on heroes. Can be used on creeps. Best use is on creeps, or leave one djinn in the back of your base. 2-Mirror: [50 mana, autocast, buff+debuff duration-until target wears off] This spell is activated by any negative autocast magical effect. The spell can also manually reverse a few manual magical effects. The precise effects of the spell are reversed. Ie, if an enemy has inner fire on it, then after it has been mirrored, that enemy will have -5 armor and -10% damage. (Mirrored faerie fire adds five armor and makes your unit invisible when not attacking. Mirrored unholy frenzy adds life regeneration and slows down attack. Mirrored AMS doubles magic damage for the damage amount of the shell.) Casting manually on summoned units and wards does 150 damage. Can be dispelled. 3-Switch: [100 mana, manual, effect, 80 range] The caster's position is switched with the position of the targetted enemy unit. Does not work on heroes.
Anticaster: Demon trap. 4 food. (new model+voice) Requires tier 3 hall and cybergod lair. Any nearby enemy unit that casts magic is drawn into the demon trap, where it is held until the demon trap itself is destroyed. Does not work against heroes. The trap may hold up to 8 food worth of units. The owner of the trap may choose to set the imprisoned units free at any time. The imprisoned units do not take damage, but do have vision of the surrounding area. A spellcaster may not use magic for 5 seconds after leaving the demon trap, to prevent instant recapture. Trapping may not be performed manually. Mechanical, mobile, can be repaired.
Light air: Razorpuppet. (new model+voice) 2 food. Requires tier 2 hall and cybergod lair. A horrifying, teeming, flying mass of appendages, razors, and unidentifiable devices, the razorpuppet uses a powerful melee attack against other air units. Tier 3 upgrade: Super shredder: (just kidding-new TMNT isn't really that bad...) The razorpuppet gains the ability to land and momentarily reconfigure itself to have heavy armor and a weak melee siege attack. Switching between modes takes place on the ground and takes 8 seconds both ways. The siege attack may be used against units, but in this mode, the razorpuppet moves even more slowly than a siege engine. Mechanical, can be repaired.
Heavy air: Nether Dragon. 5 food. Requires tier 3 hall and serpent loci. Unlike the other heavy air, nether dragons do not have a splash attack. Instead, they move rapidly. (350) Tier 3 upgrade: Spectral shift: Can turn itself invisible for 10 seconds. Costs no mana. Has 30 second cooldown.