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#211
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Fallen Elves Race

Dark Elves of the Grim Hearts clan, who chose to serve Urgash rather than Malassa. After their defeat in the battle against the Shadow-Branded clan, the remnants of the clan moved toward the nearest portal to Sheo, where they were met by Vayer, a new vassal of Kha-Belekh, who offered a deal: they would sell their souls to the Overlord, and in return, he would grant them the power that had been reserved for the Dark Messiah.

Color - red, purple

Emblem - a black flaming dagger plunged into a skull.

Location - Dungeons of Ashan - the race leads a nomadic lifestyle and uses dungeons for sabotage and clearing the way for the demon army. They almost never emerge to the surface.

Capital - Darkflame - the largest mobile city of the Fallen Elves (second only in scale to Zehir's Ilm-Hijra), located near the largest underground portals to Sheo.

Special Ability - Sacrifice
Every week, one random creature of level 1-3 is sacrificed in exchange for 10 units of mana (+10 units for every three hero levels). Every month, one empowered Chaos magic spell is added to the spellbook.

Units
1. Slaves (Hovels) - creatures doomed to torment, often used as food and kept in constant fear, they work hard in the mines. Always bound in chains.
Cowardice. Gatherers (every 30 creatures bring one unit of a random resource per day).
1a. Tormented Slaves (Dugouts) - slaves who work regardless of conditions or treatment. Their minds have been corrupted by endless torture.
Fury. Gatherers
1b. Skilled Slaves - to retrieve crystals from high places, these slaves throw their chains upward.
Ranged (throw their chains at an enemy unit from a distance of 5 tiles). Crystal Gatherers.
2. Fighters (Arena of Fear) - warriors who have developed their own combat technique. Their attacks are deadly and swift, and their will is strong and unwavering.
Enemy does not counterattack. Bravery.
2a. Runners (Battle Arena) - very agile fighters, trained to run long distances and deliver strikes before the enemy can respond.
Strike and Return. Agility (ignores 20% of physical damage, 10% ranged and 5% magical)
2b. Ninjas - silent and invisible combatants who deal damage directly from the enemy's rear. Armed with short blades. To escape, they throw shurikens at the enemy's feet.
Invisibility. Shuriken Trap (3 tiles are covered in shurikens). Crippling Strike.
3. Wild Lizards (Underground Cages) - feral lizards not used as cavalry. They are fed exclusively on carrion.
Fury. Large Creature. Corpse Eater.
3a. Basilisks (Terrarium) - some lizards lose their legs and their eyes mutate into a terrible weapon capable of stunning the enemy. Therefore, one must not look them directly in the eyes, and they are fed with slaves.
Petrifying Gaze (50% chance that basilisks will petrify an enemy unit for 5 turns in melee combat). Slave Sacrifice. Large Creature.
3b. Fire Lizards - half-breeds - a mixture of lizard and demon blood. These reptiles breathe fire and move with astonishing speed.
Fire-breathing (fire damage is dealt in addition to normal damage). Fire Shield. Large Creature.
4. Grim Heart Assassins (Watchtower) - marksmen used by lords for hunting and sabotage. Armed with crossbows and daggers.
Ranged. Precision Shot. Poisoning the opponent.
4a. Snipers (Defensive Redoubts) - they always hit their mark and can always find a gap in the enemy's defense. Armed with bladed crossbows
Ranged. Precision Shot. No ranged attack penalty. Ignores 15% of enemy defense.
4b. Demon-Worshipping Assassins - patronized by Urgash himself, hellfire permeates their arrows. Armed with fire crossbows.
Ranged. Chain Shot. Fire Arrows.
5. Cavern Sorceress (Halls of Dark Illusions) - witches who once served Malassa, now serving Urgash. Their magic is magnificent in its own right. Armed with whips.
Ranged. Spellcaster (Fireball, Destructive Ray, Weakness)
5a. Witches of the Scarlet Dawn (Halls of Shadow Fire) - witches who have completely renounced the service of the Shadow and followed the path of destruction and corruption. Capable of clouding the mind. Armed with fire chains.
Ranged. Spellcaster (Fireball, Meteor Shower, Berserk, Give Mana to Hero). Crippling Strike. No melee combat penalty.
5b. Concubines - they satisfy their master and know how to cast spells. Their beauty is enchanting and deadly. Armed with six-tail whips.
Spellcaster (Fireball, Meteor Shower, Weakness). Seduction. Weakening Strike.
6. Grim Heart Knight (Cursed Palace) - cavalry, the elite of the Fallen Elves, the retinue of Thralsay, the clan leader. They proudly go into battle on lizards, fearing nothing. Armed with spiked pikes
Large Creature. Charge. Bravery.
6a. Dark Apostles (Cursed Monastery) - guardians of the Great Altar of Urgash, whose main task is to serve and carry faith in the God of Chaos. Armed with skull halberds.
Large Creature. Intimidating Strike. Soul Gathering (increases attack power. Used once.)
6b. Incubi - go into battle on fire lizards, wielding a double-sided fire blade. Their strikes sear the enemy.
Large Creature. Charge. Hellfire. Spellcaster (Fireball)
7. Infernal Dragons (Pit of Hellfire) - children of Malassa, forcibly recruited to serve the demons. Their minds are corrupted, and their souls are cursed.
Large Creature. Flying Creature. Intimidating Strike.
7a. Children of Chaos (Gehenna of Fire) - dragons who have mastered fire and Chaos Magic. They are loyal servants and formidable warriors of Urgash.
Large Creature. Flying Creature. Chaos Strike (a random Chaos magic spell is cast on the enemy, with damage 5 times lower than normal attack damage). Immune to Fire magic.
7b. Urgash's Pets - wild, flame-spewing monsters that will sear the enemy in various ways.
Large Creature. Flying Creature. Liquid Flame. Spellcaster (Meteor Shower)
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