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Posts from Tartarus is an icy inferno.

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18 years ago
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City of TARTAR

Since ancient times, the Krigans have been fascinated by magic and have mastered the control of the element of fire. At first, they had enough energy from the depths of their planet, but later their thermal power plants could not produce enough heat. The great mystics of Krigan developed an ingenious plan - with the help of magic, they concentrated unbearable heat on most of the planet's surface, and on a small area - the most extreme cold, for compensation. The mystics who participated in this project moved to the territory of cold for further self-improvement. Thus, a new Krigan state arose. The traditional Krigans treated the inhabitants of Tartar with respect and some distrust. Legends circulated about their power, but no one had seen their art in practice. And only when Inferno suffered a decisive defeat on Enroth did the Mages of Tartar enter the conflict.

Terrain: snow.
Religion: remained true to the beliefs of Krigan.
Alignment: Evil, allies of Inferno.
Magic: 5th level. Emphasis on Water magic and Mind spells.
Priority: Magic power. The strength of the hero's magic affects the strength of all creatures in the army. Attack skill is secondary and is important only for defense and for lower-level units. Speed is low. The cost is higher than in Inferno, but still low. Growth is very small, many creatures have Summoning. All creatures except level 7 have increased vulnerability to fire and immunity to cold (including level 7).

Hero-warrior - Commander
Hero-mage - Cryomancer

1. Mephit.

The result of imp breeding. Ice imps, physically stronger than their fiery counterparts, but also less numerous. They look like imps, only with white skin, a smaller body, and larger wings. They receive 50% damage from ice spells.

Quasit.

Quasits, unlike all other lower Krigans, use their wings not for beauty, but to fly. They lost the ability to steal mana, but they reduce the luck of the enemy army by 1 point.

2. Yeti.

Fierce demonic creatures that look like a hybrid of a gorilla and a ram. They move on all fours and attack with powerful front paws. They serve as the main striking force of the Tartar army. They receive 50% damage from ice spells, but 50% more from fire spells - the yeti's fur burns very well.

Polar Yeti.

Larger yetis, distinguished by a snow-white color. Polar yetis are so connected with the cold that they have become immune to water magic.

3. Erinyes.

Mortals consider these creatures to be fallen angels, but this is a misconception. Erinyes are a type of rare breed of Krigans, such as succubi. They look like pale women with feathered black wings behind their backs, armed with blades. These creatures serve Tartar as scouts and raiders. The blades of Erinyes are saturated with pure cold and can paralyze (freeze) the victim for several turns.

Furies.

Furies are Erinyes who have distinguished themselves by their special cruelty and ferocity. They rush at enemies and attack them with their freezing blades, and then quickly retreat to their original positions, leaving the frozen victims to the mercy of more senior demons.

4. Ice Spawn.

These creatures were summoned by the Krigans from some other world where eternal winter reigns. Ice Spawn have adapted well to the new conditions, and in terms of strength and ferocity, they are second to few demons. They look like humanoids with blue-white skin, a fish-like head growing out of their chest, and sharp fins from their shoulders. Ice Spawn spit ice balls and are completely immune to cold magic, but take double damage from fire.

Ice Guard.

These creatures have undergone magical modification and gained the ability to regenerate at a fantastic rate. However, at the same time, Ice Guards have become even more vulnerable to fire and take 150% more damage.

5. Gelugon.

These insect-like demons, armed with spears, are the elite soldiers of Tartar and command smaller Krigans. An aura of cold always surrounds Gelugons, so creatures attacked by them are affected by the Slow (Freeze) spell. They are immune to water magic, but take double damage from fire magic.

High Gelugon.

High Gelugons are armed with halberds and possess some magical abilities, which allows them to summon Yetis to help them and create a Ring of Cold around themselves.

6. Arctic Whirlwind.

Living gusts of northern wind, taking the form of living clots of cold air. They come from somewhere where the Plane of Water and the Plane of Air intersect. Whirlwinds are intelligent and obsessed with destruction, which makes them dangerous opponents. The immaterial structure protects the Arctic Whirlwind from shots - they receive only 50% damage. They are also immune to air and water magic.

Blizzard.

These raging creatures suck in large icicles and ice blocks. A Blizzard's attack hits all hostile creatures on adjacent cells.

7. Knight of Tartar.

A large winged creature with horns, in armor, armed with a serrated blade. These supreme Krigans, possessing great intelligence and fantastic strength, make up the ruling elite of Tartar. However, this does not prevent them from going into battle to satisfy their bloodlust. Knights of Tartar are immune to cold, but take 50% more damage from fire. They are able to summon an equal number of Gelugons to help them. Endless counterattack and ice shield (alternative to fire shield) complete their arsenal.

Baron of Tartar.

These mighty demons are not only stronger than the Knights of Tartar, but also more skilled in magic. Their presence on the battlefield enhances all spells related to frost by 25% used by the hero or other creatures.

Theoretically, development can begin on the city. When we finish with the Dock and the Kronverk.
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18 years ago
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It's immediately clear that this person knows the history of the game – meaning they've played the campaigns.
The descriptions of the creatures are already appealing.
I'd like to play it.
And one question: will it also replace some existing castle, or will it be added as a new one?
In reply to kcfgogbfalgfl
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18 years ago
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monarh;155090
You can immediately tell that this person knows the history of the Heroes series.

This person has been playing Heroes for a good 12 years. It's a shame that after such a long time, they haven't bothered to learn the storyline. ;)
monarh;155090
And one question - will it also replace some castle, or will it be added as a new one?

This is a difficult question. The "fathers" of Heroes of Might and Magic assure us that it is currently impossible to add new cities at all. On the other hand, there are people who claim that a new city can be implemented using scripts, replacing another one.

It is still too early to guess how Tartarus will be implemented in the game and whether it will be made at all, but for now, I can only say that the Cove will replace the Stronghold.
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18 years ago
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Hmm. Adequate and excellent, just like everything that came from Mugais's pen:)
Only the increase should be small:) Otherwise, they'll overwhelm everyone:)
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18 years ago
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Well done, Mugais! I liked the city. I would replace the snowstorm with a wendigo, a giant horned bear; it seems like it would fit perfectly into the lore of a northern Native American race.
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18 years ago
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Why Wendigo? It's a city of ice demons, not a mythological snow beast.

Added 2 minutes later
monarh;155090
It's clear that this person knows the history of Heroes – meaning they played the campaigns.
The campaigns in Heroes provide minimal information about the Krigans.
In reply to XEL
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18 years ago
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The best option for a new town:smile49:.
I would like it to be created and implemented as soon as possible (I really want to play as Tartarus).:)
In reply to Nelyud'
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18 years ago
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A... I'm going to bang my head against the wall!!! My copyrights have been violated :D
I think it would be worth replacing either Dungeon (it won't participate in the campaign in any way) or Necropolis (the same, and the ability to use their mandatory skill "Necromancy" to replace it with the "Blacksmith" skill - allowing you to create artifacts from Forged Ice for action points (and experience?)

Mugaiz, write down the units I suggested. I see there's more activity here, let's see what people say.
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18 years ago
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However, the Nygons cannot be replaced in any way, as they are potential allies of the Krigans.
In reply to hippocamus
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18 years ago
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hippocamus;156948
Ah... I'm going to bang my head against the wall!!! My copyrights have been violated :D
I think it would be better to replace either Dungeon (it won't participate in the campaign in any way) or Necropolis (the same, and the ability to use their mandatory skill "Necromancy" to replace it with the "Blacksmith" skill - allowing you to create artifacts from Forged Ice for action points (and experience?)

Mugaiz, you write down those units that I suggested. I see that there is more activity here, let's see what people will say.

You've written so much about them that it's better if you post it yourself, so that I don't confuse your ideas again ;)
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18 years ago
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Yeti are impossible because they are in Cronwerk. And they are not demons. For level 2, I suggest replacing the Necromancers with Ice Golems. The Necromancy skill will be replaced with "Blacksmith." Some of the units of Tartarus kill the enemy by turning them into ice. With the "Blacksmith" skill, the hero can forge some Ice Golems (using the Necromancy dialogue window). Also, with this skill, artifacts can be forged by sacrificing experience. (when crossing the lower level limit, a random primary and secondary skill is lost). Buildings (from Mugais): 1. Cauldron of Winter 2. Freezing Tower 3. Cliff of Fury 4. Ice Hole 5. Altar of the Polar Star 6. Portal 7. Hall of Cold - Hall of Ancient Cold 8. Hall of Absolute Cold Grail Absolute Zero Laboratory Appearance: An ice dodecahedron, hovering not far above the ground. Units: 1. Mephit - Quasi Luck - it's cheating, the Devils have this ability. Let them then "have a chance" or "gain a skill with experience." 2. Ice Golem (all humanoids brought to the city are transformed into them) 4. Whirlwinds 5. Ice Demons (upgraded ones shoot needles) 6. Four-winged Ice Serpents, 7. let it be the same, but call it something else. I suggest Gelugon as the first commander. Added 10 minutes later: or like this: level 6 - Ice Demons, level 5 - Gelugons. And the serpents (graphics like the Amphisbaena from the Docks, but with 4 wings) - as a summoned unit. Before the battle, a ritual is performed, which consumes: movement points, resources, mana, maybe - experience?
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18 years ago
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ancient cold? And how does it differ from ordinary cold??? And from absolute zero? xDDD It sounds very funny, to be honest, this "ancient cold".
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18 years ago
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This city is described very well.
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18 years ago
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And how will you draw the units? In Paint or Photoshop? There are many nuances in their creation, and it's very difficult... You can edit a couple of demons in Photoshop, adding blue color... Okay, I wish you good luck, but I warn you - don't overdo it! By the way, if you choose Necropolis, don't just add snow, but also make the tone brighter, it's better if it's daytime there... or let it be a polar night... GOOD LUCK)))
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18 years ago
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Yes, by the way, should the city be depicted during the day or at night? I suggest night. All the buildings should have intricate carvings made of malleable ice. (If anyone doesn't know what malleable ice is, check out the forum forum.df2.ru; I posted some fantasy excerpts there describing the world of ice demons.) Absolute cold doesn't really make sense. Perhaps the Grail should be called the Absolute Zero Laboratory. As for Ancient Cold... Imagine a space where the temperature has been -150 degrees since the Paleozoic era. Oxygen lakes, frost falling from dry ice... And the 8th-level building should be called the Hall of Primordial Cold. The cold that existed before the creation of the Universe. Mugais, I'd like to be so bold as to ask GrayMage for a subforum for Tartarus. I like our concept more and more every day, and I think more people will join in. P.S.: Painting the demons blue is terrible. It's better to take the ones from Heroes 4 and restore them. Added after 14 minutes: By the way, a property for the Grail: (which is also easy to implement) - the entire landscape becomes snowy (snow is a bonus territory for Tartarus). And all the "clover fields" and the like become "glaciers" - there's such an object in the new terrains; let it prohibit fire magic. Moreover, not the entire landscape at once, but within a radius of +5 per day.

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