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Wizard Cult
State: Al-Solar
Government: Democracy
Ruler: Supreme Archmage (elected ruler) and Sultan
Deity: Elsar (or rather, his remains)
Social Structure: Feminism
Alignment: Neutral Good
Symbols: Moon and Sun, Star, Elephant, Lion, Mask
Colors: yellow, orange, gold, blue, pink
Diplomacy:
Alliance: Elementals
Peace: Elves, Humans, Arcanites
War: Demons, Gnomes
Hatred: Undead, Barbarians
Heroes:
Battle Mage
Archmage
Special Ability: High Magic - enhances any spell depending on the hero's level.
Native Magic School: All
Dwellings:
1. Town - Magic Town
2. Rampart - Day and Night Wall
3. Scouting School - Assassin Guild
4. Magic Tower - Academy of Magic
5. Altar of Wishes - Magic Lamp
6. Cat Temple - Elsar's Palace
7. Sand Pit - Serpent Temple
8. Elephant Pasture - Elephant Arena
Special Building: Great Astra
Troops:
1. Gremlins - Elder Gremlins - Evil Gremlins
2. Gargoyles - Ancient Gargoyles - Obsidian Gargoyles
3. Scouts - Swift Scouts - Assassins
4. Mages - Archmages - Battle Mages
5. Djinns - Djinn Sultans - Battle Djinns
6. Tigrans - Sphinxes - Rakshasas*
7. Nagas - Naga Queens - Serpent Kings*
8. Elephants - Elephant Cavalry - Battle Elephants
Comments: First of all, you should immediately understand that this race cannot stand mechanisms and technology and tries in every way to destroy them, as well as their creators.
The race worships the deceased god of light, Elsar, and his symbol is the sun and moon, but the full moon, which embodies evil, is alien to them. However, the most important thing is another celestial body - the Great Astra, a huge star visible only in the lands of Al-Solar and uniting six primordial elements - fire, water, earth, air, mind, and the main one... magic. According to legend, if the Astra falls, the world will fall with it...
The armies of the Solarians are distinguished by their magical power, low health, but high attack. Gremlins are the main haters of technology, gargoyles are children of the night, in the light they turn to stone and become invulnerable, and in the dark they turn into cruel monsters with sharp claws and magical protection, scouts and their upgrades are fast infantry, and assassins also have teleportation and return after an attack. Mages and djinns are powerful spellcasters. The main military power consists of high-level units. Tigrans are cat-people, sphinxes are mythical winged creatures, and rakshasas are cat-demons, bloodthirsty and truly ancient... Nagas are snake-people, and serpent kings - three-headed male nagas - are very strong hypnotists, and naga queens, on the other hand, are practically invincible warriors...
And elephants are the main power of mages, although not magical, but certainly so strong that they crush even giants and fortress walls, not to mention ordinary small creatures...
State: Al-Solar
Government: Democracy
Ruler: Supreme Archmage (elected ruler) and Sultan
Deity: Elsar (or rather, his remains)
Social Structure: Feminism
Alignment: Neutral Good
Symbols: Moon and Sun, Star, Elephant, Lion, Mask
Colors: yellow, orange, gold, blue, pink
Diplomacy:
Alliance: Elementals
Peace: Elves, Humans, Arcanites
War: Demons, Gnomes
Hatred: Undead, Barbarians
Heroes:
Battle Mage
Archmage
Special Ability: High Magic - enhances any spell depending on the hero's level.
Native Magic School: All
Dwellings:
1. Town - Magic Town
2. Rampart - Day and Night Wall
3. Scouting School - Assassin Guild
4. Magic Tower - Academy of Magic
5. Altar of Wishes - Magic Lamp
6. Cat Temple - Elsar's Palace
7. Sand Pit - Serpent Temple
8. Elephant Pasture - Elephant Arena
Special Building: Great Astra
Troops:
1. Gremlins - Elder Gremlins - Evil Gremlins
2. Gargoyles - Ancient Gargoyles - Obsidian Gargoyles
3. Scouts - Swift Scouts - Assassins
4. Mages - Archmages - Battle Mages
5. Djinns - Djinn Sultans - Battle Djinns
6. Tigrans - Sphinxes - Rakshasas*
7. Nagas - Naga Queens - Serpent Kings*
8. Elephants - Elephant Cavalry - Battle Elephants
Comments: First of all, you should immediately understand that this race cannot stand mechanisms and technology and tries in every way to destroy them, as well as their creators.
The race worships the deceased god of light, Elsar, and his symbol is the sun and moon, but the full moon, which embodies evil, is alien to them. However, the most important thing is another celestial body - the Great Astra, a huge star visible only in the lands of Al-Solar and uniting six primordial elements - fire, water, earth, air, mind, and the main one... magic. According to legend, if the Astra falls, the world will fall with it...
The armies of the Solarians are distinguished by their magical power, low health, but high attack. Gremlins are the main haters of technology, gargoyles are children of the night, in the light they turn to stone and become invulnerable, and in the dark they turn into cruel monsters with sharp claws and magical protection, scouts and their upgrades are fast infantry, and assassins also have teleportation and return after an attack. Mages and djinns are powerful spellcasters. The main military power consists of high-level units. Tigrans are cat-people, sphinxes are mythical winged creatures, and rakshasas are cat-demons, bloodthirsty and truly ancient... Nagas are snake-people, and serpent kings - three-headed male nagas - are very strong hypnotists, and naga queens, on the other hand, are practically invincible warriors...
And elephants are the main power of mages, although not magical, but certainly so strong that they crush even giants and fortress walls, not to mention ordinary small creatures...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
и разят ненавистных врагов королевства...:smile13: