State: Horde
Government: Conditional Monarchy
Ruler: Great Khan
Deity: Braag
Structure: Patriarchate
Alignment: Neutral Evil
Symbols: Double Axe, Bull Skull, Fang, Boar, Harpy
Colors: brown, red, yellow, gray, black
Diplomacy:
Alliance: None
Peace: Dark Elves, Demons
War: Arachnids, Elementals
Hatred: Mages
Heroes:
Barbarian
Shaman
Special Ability: Ancestor's Fury - Horde creatures have a Fury scale that changes randomly depending on success or failure in battle. When Fury reaches its limit, units go berserk, their stats increase (especially attack, damage, initiative, speed), and they try to destroy everything around them. If there are no enemies nearby, they attack their own allies, which is why excessive Fury should not be allowed in a not very long battle.
Native Magic School: Chaos, Summoning
Special Building: Ancestor's Guardian
Troops:
1. Goblins - Goblin Archers - Goblin Shamans
2. Harpies - Harpy Queens - Harpy Witches
3. Barbarians - Berserkers - Butchers
4. Shamans - High Shamans - Ancestor Priests
5. Nomads - Marauders - Wild Riders
6. Wyverns - Wild Wyverns - Poisonous Creatures
7. Ogres - Cyclops - Trolls
8. Monsters - Behemoths - Wendigos
Comments: The only race in which it is practically impossible to choose any tactics other than overwhelming the enemy with numbers and brute force, rather than tactical tricks. Ancestor's Fury is very dangerous in the hands of an inexperienced hero and can lead to friendly fire, but with skillful management, it can literally burn enemy armies with the fires of war. The main enemy of the Orcs is the Oasis, which is easily defeated, just as it defeats them. Suppressing mages and archers is a very important attribute of the Horde, but they are also excellent in melee combat. The main disadvantage - the lack of decent defense in most units - is compensated by high health.
Archers (including goblins, shamans, and cyclops) are also suitable for melee combat, but, of course, the Horde's infantry is better. Strike troops - barbarians, nomads, wyverns, and harpies - have high speed and initiative, and in a state of fury, they are capable of a real genocide. Support units - ogres, trolls, and monsters - are slow, but very dangerous in close combat (for example, monsters devour enemy units, trolls constantly regenerate and weaken with their attacks). Mages - upgraded goblins, shamans, and wendigos mainly attack with spells, and the Ancestor Priest summons the Spirit of the Ancestors, a powerful flying unit that increases the Fury.
Added 5 hours 3 minutes ago
Night Brotherhood
State: Dark Lands
Government: Monarchy
Ruler: Queen
Deity: Black Queen
Structure: Matriarchy
Alignment: Evil
Symbols: Spider, Eye, Female Mask, Shadow, Full Moon
Colors: purple, red, black, gray, blue
Diplomacy:
Alliance: Undead
Peace: Barbarians, Hydras
War: Humans, Gnomes
Hatred: Elves
Heroes:
Assassin
Warlock
Special Ability: Soul Consumption - an ability that targets an enemy unit, and upon its death, it grants mana. This effect does not work on Dark Elves and Undead, as well as constructs. In addition, soul consumption takes away 3/4 of the hero's initiative, but it allows him to enhance any spell by absorbing the spectral energy of enemies. Enemies subjected to this effect may simply die, similar to the effect of a plague. Such units become vulnerable to all attacks and spells. The channel opened by a Shadow hero to replenish magical power ceases to function when the target unit dies. Allies, to whom the effect of the channel can also be transferred, restore their lives and are resurrected. The number of open soul channels depends on the hero's level (maximum 4 channels). There is also a drawback to this ability - opening a soul channel consumes all of the hero's mana, but upon death, he receives enhanced spells and his mana back, but during soul consumption, he cannot use magic, only physical damage. When the target dies, the hero, having enhanced his spells, no longer receives any benefit, so it is better to put it on his own units, then they will be resurrected, and mages will restore mana.
Native Magic School: Darkness, Chaos
Special Building: Blood Fountain
Troops:
1. Rogues - Assassins - Invisibility
2. Beasts - Shadows - Furies
3. Werewolves - Werewolf Kings - Lycans
4. Witches - High Witches - Sorceresses
5. Wolf Riders - Shadow Cavalry - Dark Riders
6. Giant Spiders - Black Widows - Spider Queens
7. Manticores - Chimeras - Scorpikors
8. Dark Dragons - Black Dragons - Red Dragons
Comments:A race in which, in contrast to the Orcs, playing requires strong tactical skills and avoiding direct damage from enemies, which the Shadow army can withstand only weakly. All units are focused on attack, all have high initiative and speed, excellent attack, and weak defense and not the highest health. Although soul consumption immediately compensates for some of the shortcomings of the Dark Elves and proves that even with weak units, you can tear apart the armies of gnomes and other heavyweights. The aforementioned soul channel is indeed the main trump card of the Shadows. Another thing is that if you take only one special ability in the Darkness magic, all units will receive vampirism, although not as strong as real vampires:)
Archers (assassins, witches, and black widows) are very strong from a distance, but in close combat, they become noticeably weaker. Strike troops (beasts, wolf riders, manticores, and dragons) are practically created for instant attacks. Support units (lower initiative) are werewolves and spiders. Dark Elf mages - witches and lycans - thanks to their initiative, manage to cast spells faster than other mages
и разят ненавистных врагов королевства...:smile13: