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History A long time ago, even before the Griffin Empire existed, but when the Order faction was already building its cities, a small group separated from the humans and went on a journey. They stumbled upon an entrance to the Dungeon and, upon entering, realized that this was the place where they could truly live. Years passed, and everyone had forgotten about them, but one day, a scout from Queen Isabel stumbled upon these inhabitants in the Dungeon, who had long been at war with the Dark Elves.
City - Underground Kingdom. Capital - Dungeon Center. Ruler - Williams 5. Hero - Dungeon Child, rides a Manticore.
Warriors 1. Moles; large moles; rabid moles. (underground tunnels - abandoned tunnels) 2. Troglodytes; hell troglodytes; hungry troglodytes. (grove - dungeon) 3. Underground reptiles; underground creatures; underground parasites. (dirty lake - swamp) 4. Dungeon dwellers; dungeon warriors; dungeon giants. (houses - barracks) 5. Underground sorcerer; underground mage; underground wizard. (underground temple - dark temple) 6. Manticore; terrible manticore; scorpicore. (manticore cave - manticore lair) 7. Dungeon lords; dungeon gods; lava gods. (earth palace - stone palace) PS: If you like it, I will write about the race's features! Leave comments!
It doesn't fit into the lore, and there are already many variations on this theme. Besides, the underground enemies of the Elves are gnomes. A Warlock is an Elf hero, and it's silly to call a unit that. In general, there are many such ideas, but they won't fit into the universe; otherwise, the Dungeons would become quite populated. At least they haven't started populating Shi'o with new races besides demons yet.
Hero Features: 1. If a battle takes place in a Dungeon, the Blindness spell will not affect any Dungeon creatures. (On the surface, it only affects Moles and Troglodytes). 2. The Summon Creatures spell can now be cast during battle and is free. The level and number of creatures depend on the location of the battle (in a Dungeon, the reinforcements will be better) and on the level of the corresponding skill, which is only available to Children of the Dungeon. 3. When using the Portal spell to travel to a town, the hero does not lose any remaining movement points and can choose which friendly town to teleport to (only Underground Realms can be chosen). 4. Dungeons contain large deposits of ore, so ore is bought and sold in the markets of the Underground Realms at twice the price compared to other towns. Creature Features: 1A. Mole. Blind creature, Burrow (moles do not move on the surface; they dig tunnels and move through them underground, thus, they are like flying creatures - they can crawl over a castle wall). 1B. Greater Mole. Blind creature, Burrow. 1C. Frenzied Mole. Blind creature, Burrow, when biting, the enemy unit becomes infected with Plague. 2A. Troglodyte. Blind creature. 2B. Hell Troglodyte. Blind creature. 2C. Ravenous Troglodyte. Blind creature, Frenzy. 3A. Underworld Serpent. Spits saliva (Underworld Serpents, Beasts, and Parasites spit their green saliva at enemies). 3B. Underworld Beast. Spits saliva, on hit, applies the Weaken spell effect. 3C. Underworld Parasite. Spits saliva, on hit, applies the Impair spell effect. 4A. Dungeon Dweller. Stone Skin (Underworld Dwellers, Warriors, and Giants start the battle with the Stone Skin spell already active). 4B. Dungeon Warrior. Stone Skin, Frenzy. 4C. Dungeon Giant. Stone Skin, Frenzy, Ranged Attack (Dungeon Giants throw large stones at enemies; 5 charges). 5A. Underworld Sorcerer. Spellbook (spells: Disruption Field, Magic Bolt). 5B. Underworld Mage. Magic Ranged Attack, Spellbook (spells: Stone Spike, Slow). 5C. Underworld Archmage. Spellbook (spells: Stone Spike, Ice Bolt, Confusion). 6A. Manticore. It already exists in Heroes; the features are the same. 6B. Dread Manticore. The features are the same as the Manticore, + on attack, applies the Confusion spell effect. 6C. Scorpicore. The features are the same as the Manticore, + on attack, applies the Plague spell effect. 7A. Dungeon Lord. Necromancers cannot raise Dungeon Lords, Underworld Gods, and Lava Gods. Dungeon Lords and Underworld Gods can transform into millions of small particles, in which form they can fly over a wall. 7B. Underworld God. The features are the same as Dungeon Lords. 7C. Lava God. Lava Ranged Attack, and Necromancers cannot raise Dungeon Lords, Underworld Gods, and Lava Gods.
Expansions: Skill: mole Allows the hero to move underground, i.e., completely unnoticed. However, the hero becomes visible when passing through a dug-out burrow (while searching for the main artifact). If a mole is encountered during digging, a battle will occur. As the skill level increases, the speed and level of creatures that can be taken along also increase. from level 1 to 3. Moles can attack creature dwellings in a town and destroy them, but their actions will be met with resistance from the inhabitants of that dwelling, and after a few cycles, the garrison will intervene. And there may not be enough time to complete the destruction. If the garrison has been defeated, the number of cycles will no longer matter.
Tear of Ash: All-seeing eye. Reveals the entire map of the dungeon, forces the city to generate 5000 income, and allows the Children of the Dungeon to move through dungeons twice as fast.
This could be acceptable if the additional properties are compensated by lower stats or a higher price.
Yes, that's exactly what I had in mind: alternative Warriors would have worse stats but more abilities. I hadn't thought about them being more expensive.