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Elementalia
State: None
Government: Anarchy
Ruler: Six Astral Lords
Deity: None
Social Structure: Feminism
Alignment: Neutral
Symbols: Star, Flame, Wave, Whirlwind, Stone, Eye
Colors: pink, turquoise, red, brown, yellow
Diplomacy:
Alliance: Mages
Peace: Elves, Dwarves, Hydrans, Demons
War: Dark Elves, Orcs
Hatred: Undead
Heroes:
Alchemist
Elementalist
Special Ability: Elementology -
1) Transforms defeated enemies into Elementalia creatures for certain resources.
2) Magic and creatures of opposing elements deal increased damage, while those of the same element deal reduced damage.
Native Magic School: Chaos, Summoning
Dwellings:
1. Grove of Nymphs - Magical Gardens
2. Altar of Air - Aerarium
3. Altar of Earth - Terrarium
4. Altar of Water - Hydrarium
5. Altar of Fire - Pyrarium
6. Altar of Mind - Astrarium
7. Altar of Creation - Temple of Eternity
8. Bonfire - Volcano
Special Building: Astral Portal
Troops:
Regular - Genderless
Upgrades - Male
Alt-Upgrades - Female
Except - Nymphs and Golems
1. Nymphs - Sylphs - Alseids
2. Air Elementals - Mind Elementals - Storm Elementals
3. Earth Elementals - Magma Elementals - Soil Elementals
4. Water Elementals - Ice Elementals - Plasma Elementals
5. Fire Elementals - Energy Elementals - Lava Elementals
6. Mind Elementals - Astral Lords - Magic Elementals
7. Golems - Gold Golems - Diamond Golems
8. Firebirds - Phoenixes - Wonderbirds
Comments:
Elementalia probably offers the most complex and lengthy gameplay. It differs significantly from other factions, with Necropolis being the only point of reference, but there are still more differences.
The first feature is that none of the units can be controlled by the mind and are not dependent on morale, but this is both a plus and a minus.
The second... the trump card is elementology, which acts like necromancy, but also consumes valuable resources, everything except gold. However, it also serves as a damage factor, i.e., opposing elements (and creatures, and spells) deal increased damage. And counterattacks, on the contrary, become weaker...
The third... a significant drawback is that all units and dwellings of Elementalia have an exorbitant price, the lowest total growth.
BUT... elementals can confidently be called the strongest race, if we do not take into account the third point. Here... :
Nymphs and sylphs seduce and fly, alseids slow down when firing, entangling with vines, air and fire elementals, along with birds, are the main striking force. Golems and earth elementals are very good defenders, but they also hit excellently. Mind elementals that affect the mind support the army with hypnosis.
Each elemental has a spell and effectively uses it.
Archers - alseids, storm elementals, ice elementals, lava elementals. There are many, but their damage is small compared to the damage from magic.
When playing as this race, forget about cheapness and ease of development, but the victories in battle will only bring joy.
State: None
Government: Anarchy
Ruler: Six Astral Lords
Deity: None
Social Structure: Feminism
Alignment: Neutral
Symbols: Star, Flame, Wave, Whirlwind, Stone, Eye
Colors: pink, turquoise, red, brown, yellow
Diplomacy:
Alliance: Mages
Peace: Elves, Dwarves, Hydrans, Demons
War: Dark Elves, Orcs
Hatred: Undead
Heroes:
Alchemist
Elementalist
Special Ability: Elementology -
1) Transforms defeated enemies into Elementalia creatures for certain resources.
2) Magic and creatures of opposing elements deal increased damage, while those of the same element deal reduced damage.
Native Magic School: Chaos, Summoning
Dwellings:
1. Grove of Nymphs - Magical Gardens
2. Altar of Air - Aerarium
3. Altar of Earth - Terrarium
4. Altar of Water - Hydrarium
5. Altar of Fire - Pyrarium
6. Altar of Mind - Astrarium
7. Altar of Creation - Temple of Eternity
8. Bonfire - Volcano
Special Building: Astral Portal
Troops:
Regular - Genderless
Upgrades - Male
Alt-Upgrades - Female
Except - Nymphs and Golems
1. Nymphs - Sylphs - Alseids
2. Air Elementals - Mind Elementals - Storm Elementals
3. Earth Elementals - Magma Elementals - Soil Elementals
4. Water Elementals - Ice Elementals - Plasma Elementals
5. Fire Elementals - Energy Elementals - Lava Elementals
6. Mind Elementals - Astral Lords - Magic Elementals
7. Golems - Gold Golems - Diamond Golems
8. Firebirds - Phoenixes - Wonderbirds
Comments:
Elementalia probably offers the most complex and lengthy gameplay. It differs significantly from other factions, with Necropolis being the only point of reference, but there are still more differences.
The first feature is that none of the units can be controlled by the mind and are not dependent on morale, but this is both a plus and a minus.
The second... the trump card is elementology, which acts like necromancy, but also consumes valuable resources, everything except gold. However, it also serves as a damage factor, i.e., opposing elements (and creatures, and spells) deal increased damage. And counterattacks, on the contrary, become weaker...
The third... a significant drawback is that all units and dwellings of Elementalia have an exorbitant price, the lowest total growth.
BUT... elementals can confidently be called the strongest race, if we do not take into account the third point. Here... :
Nymphs and sylphs seduce and fly, alseids slow down when firing, entangling with vines, air and fire elementals, along with birds, are the main striking force. Golems and earth elementals are very good defenders, but they also hit excellently. Mind elementals that affect the mind support the army with hypnosis.
Each elemental has a spell and effectively uses it.
Archers - alseids, storm elementals, ice elementals, lava elementals. There are many, but their damage is small compared to the damage from magic.
When playing as this race, forget about cheapness and ease of development, but the victories in battle will only bring joy.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
и разят ненавистных врагов королевства...:smile13: