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Did ordinary mortals, and not the Nivale, come up with these GARIANS? I remember IGROMANIA announced a contest.
Added 30 minutes ago
6. History of the race:
1st year after the Cataclysm (PC). The surviving inhabitants of Tatalia descend into the Dungeon and find exits to the underground sea.
P.S. The Cataclysm is a war that resulted in the death of Enroth.
2-10th years PC. Intensive exploration of the sea is underway.
11th year PC. The first Underwater Kingdom is founded. Ragar1 becomes king.
38th year PC. The death of Ragar1. Internal war. The kingdom splits.
45th year PC. During one of the expeditions into the depths of the sea, scouts encounter Something.
53rd year. A representative of one of the branches of the ruling family declares himself Ragar2. No one recognizes him.
53-57th years. Wars of the contenders. Ragar2 managed to make a deal with Something to achieve victory. Thanks to their power, all competitors are defeated.
60-95th years. The "Golden Age" of the Underwater Kingdom.
96th year. The Shadow begins to grow, and conflicts arise among the inhabitants of the kingdom.
102nd year. The Great Exodus. All Hydras leave the Underwater Kingdom and ascend into the Dungeon, where they meet the Dark Elves.
102-200th years. The decline of the Underwater Kingdom. The capital, Taliort, is destroyed by sea spirits.
201st year. The birth of Krron.
225th year. Krron comes to power, uniting the scattered tribes and subjugating the sea spirits.
237th year. Krron is killed by one of the rebels, but his son, Terenn, firmly holds the reins of power.
243rd year. The Dark Elves first attempt to descend underwater, but fail. Development of new magic for underwater travel begins.
245th year. Terenn, fearing new raids by the Dark Elves, attempts to enter the Dungeon.
247th year. After an expedition that never returned from the Dungeon, the surface world is declared forbidden. Fortresses are built at all exits to the surface. Some of the rebels manage to escape to the surface world.
251st year. For the first time, Children of Sebek are used as guardians of the exits. Spiders receive the title of "defenders of the kingdom".
253rd year. Hydras try to return underwater, but they are declared traitors and are not allowed. Hydras become the most loyal servants of the Dark Elves.
254th year. The Elves invent a new spell for moving underwater. The beginning of the Second Invasion.
Added 3 minutes ago
There's a little more to go, but I'll finish it later. Just don't post here until I've uploaded everything.
Added 24 minutes ago
7. Hero, abilities, and hero specialization.
The hero of the race is aquatic. Abilities (not all have been invented yet): "Power of Water" - deals additional damage with a water jet, "Water Shield" - adds +1 to the defense of all creatures in the hero's army for every fifth level, "Water Jet" - moves a friendly creature four spaces forward in a straight line. If, when using this ability, an obstacle (natural or enemy unit) appears in the creature's path (before the 4 spaces of movement are completed), the friendly creature on which the ability was cast takes damage calculated as P = v*s, where P is the damage, v is the speed of the friendly creature, and s is the distance the creature traveled before encountering the obstacle, and remains on the last space of movement (where it was before the collision). If the obstacle is an enemy unit, it is pushed back one space. If the unit cannot be pushed back (edge of the map or obstacle), it deals unreturned damage to the unit affected by the "Water Jet". For example, the "Water Jet" ability was cast on a Triton (v=4). On the third space of movement, the Triton encountered an obstacle (s=3). In this case, the Triton will take damage equal to P=v*s=4*3=12 exp.
Ultimate ability: "Fluidity" - all creatures can pass through obstacles during battle (both landscape obstacles and enemy units).
Hero specialization - Water Gate. "Basic" Water Gates - teleport the hero to the nearest castle. The cost of teleportation is 100 coins per stack (regardless of the number) of level 1 creatures, 300 for level 2 creatures, 500 for level 3, 700 for level 4, 900 for level 5, 1100 for level 6, 1300 for level 7. Thus, the standard fee (assuming the hero has creatures of all seven levels) is 4900 coins. "Advanced" Water Gates - the ability to teleport the hero to any underwater city (there must be "Water Gates" built in it). In this case, teleporting the hero to any city costs the standard price, and teleporting the hero to an underwater city that is not the closest to the hero costs 50% more, i.e., not 4900 coins, but 7350, with a standard set of creatures. "Master" Water Gates - teleports the hero to any underwater city at the standard price. "Skilled" Water Gates - teleports the hero to any underwater city for half the price.
Added 2 minutes ago
[/U]My head hurts... I'll finish the rest as soon as I can. There's not much left.
Added 33 minutes ago
8. Other. The question often arises: "how can an ordinary (land) hero move underwater?" Answer: "For this, we introduce two artifacts that will be sold at the transition points from underwater to land: "Sphere with Water and Air" and "Sphere with Earth and Air". "Sphere with Water and Air" is needed for land heroes to get underwater, and "Sphere with Earth and Air" is needed for underwater heroes to exit underwater to land. To return from underwater to land, a land hero does not need a "Sphere with Earth and Air", just as an underwater hero does not need a "Sphere with Water and Air" to return underwater from land.
Another question may arise: "How can these creatures live underwater for so long without air?" Answer: "The castles of this race are located in so-called "pockets" (underwater caves that contain air). In addition, it can be assumed that the castles are supplied with air from the surface through spider tunnels."
It is unnecessary to explain that fire spells do not work underwater (exception: "Meteor Shower", but its power is reduced by three times and it becomes an ordinary rockfall).
It would also be good to introduce the "Flood" spell. Yes... I forgot to say. The Tear of Ash (Grail) in this castle gives, in addition to the generally accepted advantages, the ability for the hero to exit underwater without the need to buy a "Sphere with Earth and Air", and the hero's movement on the surface will be the same (in terms of movement range) as underwater.