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#1 Radspakr Wolfbane

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Posted 27 August 2009 - 09:13 AM

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Discuss Harad here.
So what do you think of Harad,how can they be improved?

Edited by Radspakr, 27 December 2011 - 10:17 AM.

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#2 Radspakr Wolfbane

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Posted 14 October 2009 - 03:35 AM

Since Harad is coming out with the next beta it's time I put up the tech tree for them.
(I will finish off the details later)

Buildings

350(200 on econ plot) - Harad Grove - resource building and reduces the cost of Infantry (new building where the Haradrim will grow food as a resource)
500 - Harad Bazaar - basic resource building also provides upgrades and reduces the cost of upgrades
400 - Harad Quarters - (rename of Haradrim Palace,it doesn't really look like a palace does it?)
1000 - Harad Stables - builds Haradrim Cavalry
800 - Far Harad Tribal Hut - builds Far Harad units
Harad Citadel
200 - Harad Watering Hole - heals nearby units and reduces the cost of Cavalry
250 - Tribute - provides leadership and reduces cost of heroes
150 - Harad Sentry Tower
800 - Harad Battle Tower
800 - Harad Watch Tower - built from Watchtower plot

Units
250 - Haradrim Lancers
300 - Haradrim Archers
500 - Haradrim Pikemen
600 - Haradrim Javeliners - new unit,long range unit with high damage,very long range and a stun on attack but slow rate of fire.

750 - Haradrim Riders - Cavalry unit
1000 - Haradrim Raiders - Cavalry Archer unit

600 - Far Harad Stalkers - stealth horde
600 - Far Harad Shockers - heavy infantry unit
800 - Far Harad Berserkers - horde of strong warriors

Heroes

Herus
-
-
-

Cartha

Marut

Chief Magu

King Serakh

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#3 Radspakr Wolfbane

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Posted 31 December 2009 - 06:32 PM

Damn Triple post but oh well.

I've been thinking about final powers again lately and after coming up with the new Dale final spell I think I've come up
with a good one for Harad.

10- Secret of the Sands
-final spell,summons an area of sand within which is a beast that attacks enemies in it's range.

It's sort of like great big carnivorous sand worms under the sand that you can't see.
They attack enemies in range.

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#4 Ring o' Fate

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Posted 31 December 2009 - 09:32 PM

Oh, like the Sarlacc? :D
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#5 Fishbone

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Posted 01 January 2010 - 01:35 PM

Now we need good ol' Luke and chewwie
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#6 Radspakr Wolfbane

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Posted 01 January 2010 - 04:15 PM

They aren't actually Sand Worms they just act like it.
All the players will see is sand being kicked up as units are messed up.

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#7 Guest_g_*

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Posted 19 January 2010 - 11:44 AM

maby you should add the serpant gaurd as a unit and suldan as a hero

#8 Radspakr Wolfbane

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Posted 05 April 2010 - 10:31 AM

I have a gift for you guys a new tech tree for Harad.
:p

It is similar to the one posted above but with some key differences.

Units

250 - Haradrim Lancers
300 - Haradrim Archers
500 - Haradrim Pikemen
600 - Haradrim Javeliners? - new unit,long range unit with high damage,very long range and a stun on attack but slow rate of fire.

750 - Haradrim Riders - Cavalry unit
1000 - Haradrim Raiders - Cavalry Archer unit

600 - Far Harad Stalkers - stealth horde
600 - Far Harad Shockers - heavy infantry unit
800 - Far Harad Berserkers - horde of strong warriors

1000 - Assassin (with the removal of the Havens I'll have to find a new place for him)

Witch Doctor (find out more below)
Serakh's Bodyguards (find out more below)


Buildings

350(200 on econ plot) - Harad Grove - resource building and reduces the cost of Infantry (new building where the Haradrim will grow food as a resource)
500 - Harad Bazaar - basic resource building also provides upgrades and reduces the cost of upgrades
400 - Harad Quarters - (rename of Haradrim Palace,it doesn't really look like a palace does it?)
1000 - Harad Stables - builds Haradrim Cavalry
200 - Harad Oasis - heals nearby units and reduces the cost of Cavalry
250 - Tribute - provides leadership and reduces cost of heroes
800 - Harad Battle Tower
150 - Harad Sentry Tower
800 - Far Harad Tribal Hut - builds Far Harad units (requires Southern Tribute spell)
800 - Harad Watch Tower - built from Watchtower plot
Harad Citadel


Heroes:

Herus
Level 1 - Harad Arrow
Level 3 - Train Archers
Level 4 - Herus Leadership
Level 7 - Shadow Step
Level 10 - Serpent Arrow Shower


Turkas
Level 2 - Tendon Slash - Slows enemy hero for a time
Level 4 - Stalking Sickle - Attack slows enemy and gives Turkas a speed boost
Level 6 - Critical Strike - 1/4 chance of dealing a critical strike


Cartha
Hamstring
Frantic Blades
Lunge
Frantic Attack - When "Frantic" Cartha deals a high damage blow
Deflect Projectiles


Marut
Double Edge - Strong attack that also damages Marut
Sword Throw - Marut throws his sword dealing strong damage but weakening himself
Absolution - when critically damaged Marut gets a second wind,healing himself (has cooldown)


Chief Magu

Level 2 - Magu Strike - Attack that also causes "amnesia" (reduces exp gain to 0% for a while)
Level 5 - Witch Doctor (Shaman) - summons a Witch Doctor
Level 7 - Chief's Wisdom - leadership for FH units

Witch Doctor
Old Medicine - heals nearby allies
Dark Spirit Staff - Places a staff of dark power that attacks nearby units


King Serakh

Level 2 - Rallying Attack - Attack that spawns One of Serakh's Bodyguards
Level 4 - Sprint - When Mounted Serakh gets a run speed boost (plus 0% crush decel)
Level 5 - Crimson Serpent Herald - auto summons a Herald that will follow Serakh and provide leadership
Level 8 - Fearless Grimace - all enemy units lose fear resistance and become stunned in fear
Mount

Serakh notes:
Serakh's Guards last 20 seconds and do strong damage but can not be controlled
CSH - The CSH is slaved to Serakh he has a basic attack,mounted and provides leadership
CSH leadership - double attack,20% armour


Spells

1 = War Chant
2 = Heal Evil
3 = Southern Tribute - allows Magu and Far Harad Tribal Hall to be built
4 = Corsair Allies - summons 3 hordes of Corsair Raiders
5 = Sand Storm - creates a brief sand storm that severely reduces visibility and speed
6 = Drought - targeted enemy resource buildings produce less for a time
7 = Sand Trap - Units and heroes caught in the Sand trap take damage over time and are momenterily stopped
8 = Burning Sun - removes leadership and stuns all enemies on the map
9 = Mumakil Breeding - cheapens all Mumakil for the next X time
10 = Dark Influence - all units gain knockback and fear resistance as well as exp boost
11 = Mumak Draught - slightly heals Mumakil and buffs their armour for a short time
12 = Secret of the Sands - creates an area of sand that is deadly to enemies,they get sucked in ,units in the centre are killed quickly


I have also been redesigning Harad's heroes and they are looking very cool.

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#9 Digz

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Posted 05 April 2010 - 10:51 AM

Instead of Haradrim Javelins why not call them 'Auxiliary Cavalry' or 'Cavalry Auxilia' just like in good old Rome Total War :p

#10 Fishbone

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Posted 05 April 2010 - 01:32 PM

yeah, that would be cool
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#11 jedi7000nathan

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Posted 25 February 2011 - 08:32 PM

Watchers of Khana Harad's elite archers and swordsmen, also i would suggest Suludan, the black serpent and Salame leader of the Watchers of Khana and the Hasari

#12 Radspakr Wolfbane

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Posted 21 September 2011 - 02:10 PM

Mini update on Harad.

I've replaced the Raider with the Haradrim Jinete.
The Jinete works as a Cavalry Skirmisher using Javelins from Horseback.
The Jinetes are strong against ranged units and decent against other Cavalry units.

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