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I've already described the Empire a bit, have you seen it?
Added 4 minutes ago
Now about the creatures and castles...
Added 21 minutes ago
:smile17: The Empire is famous for the order in its armies; all units are trained to be useful. The fact that the state worships the Almighty does not mean that the Empire's methods can be called kind and merciful, with the exception of the Order of Light, which brings only sacred faith to the people through templars traveling the country. Coercion does happen... but only to people; the Order does not welcome violence and respects other light religions of other races. This clearly displeases the royal inquisitors, who preferred executions and terrible tortures to force everyone to worship a single god...
The Royal Guard is an example of the strictest discipline; only the chosen ones can serve in it, and those who show weakness are simply banished from the country.
Imperial troops: 1. Peasants
Health 4
Damage 1-1
Attack 1
Defense 1
Speed 4
Initiative 5/10
Special Taxpayer
Growth +20
*I'm not specifying the price, initiative is on a 10-point scale
Added 1 hour 6 minutes ago
1A. Militia
Health 7
Damage 1-2
Attack 1
Defense 3
Speed 4
Initiative 6
Special Stun
Growth +24
1B. Squires
Health 5
Damage 1-4
Attack 2
Defense 1
Speed 5
Initiative 7
Special Taxpayer, Master*
Growth +24
*Master - any creature of the first level, except for the squires themselves, receives a small amount of damage and increases its initiative by half and morale by +3. Ability (i.e., an activated skill).
Added 2 hours 2 minutes ago
2. Archers
Health 8
Damage 2-3
Attack 3
Defense 3
Speed 5
Initiative 7
Special Ranged. Arrow Rain
Growth +12
2A. Crossbowmen
Health 12
Damage 2-4
Attack 5
Defense 5
Speed 4
Initiative 8
Special Ranged. Double Shot
Growth +14
2B. Snipers
Health 10
Damage 3-6
Attack 6
Defense 4
Speed 6
Initiative 8
Special Ranged. Accurate Shot. Accuracy (shooting without penalty)
Growth +14
3A. Crusaders Health 22 Damage 4-5 Attack 6 Defense 7 Speed 6 Initiative 8 Special Abilities Long weapon. Bravery. Undead Killer*. Spell Resistance. Growth +12 *Deals 50% more damage to Inferno and Necropolis races, and increases its initiative by 1 if units of these races are present on the battlefield.
3B. Halberdiers Health 18 Damage 3-6 Attack 8 Defense 6 Speed 5 Initiative 6 Special Abilities Long weapon. Cleave* Growth +12
*Cleave - the halberdier attacks three units in front of him through a cell (like a Cerberus, but at a distance).
*Readiness - if the pikeman is defending, its defense increases by 50%, and its attack decreases by the same amount. However, if the unit is disturbed, it will deal double damage.
*Armor - the unit is immune to spells that reduce defense and takes 50% damage from ranged attacks.
*Retribution Strike - The more damage enemy creatures inflict on the hero's armies, the stronger the Punisher's counterattacks. Battle Frenzy - If the unit takes damage, its parameters increase: initiative +2, attack +50%, and morale +2, but defense decreases by 25%.
6A. Priests Health 50 Damage 8-10 Attack 8 Defense 12 Speed 4 Initiative 8 Special Abilities Ranged. Mage. Melee. Holiness*. Resurrection* Growth +4 *Holiness – receives 50% less damage from Inferno and Necropolis creatures, and is immune to Dark Magic. Resurrection – revives dead units. Knows the spells: Haste, Bless, Dispel
6B. Inquisitors Health 45 Damage 9-12 Attack 10 Defense 9 Speed 5 Initiative 9 Special Abilities Ranged. Mage. Undead Killer. Exorcism*. Endurance* Growth +4 Exorcism – an undead unit (Inferno or Necropolis) under the influence of this ability loses units each turn (duration – 3 turns), its morale decreases by -2, and its initiative by 30%. Endurance – all Chaos magic and damage from fire, water, earth, and air deal 75% damage to this creature. Knows the spells: Holy Word, Bless
Стрелы истинного рейнджера не знают промаха и разят ненавистных врагов королевства...:smile13:
7. Knight Health 90 Damage 15-30 Attack 18 Defense 15 Speed 7 Initiative 8 Special Abilities: Rider*, Large creature, Charge, Shield Growth +2 *Rider - this unit cannot be pushed or stunned, as the unit consists of two creatures: a rider and a mount.
Стрелы истинного рейнджера не знают промаха и разят ненавистных врагов королевства...:smile13:
7B. Champions Health 100 Damage 24-36 Attack 22 Defense 18 Speed 8 Initiative 9 Special Abilities Large creature. Rider. Charge. Tournament Strike. Crushing Blow* Growth +3 Crushing Blow - once per battle, the Champion charges a distance equal to its speed (if possible) and strikes the selected enemy creature, pushing it back and dealing double damage.:smile13:
Стрелы истинного рейнджера не знают промаха и разят ненавистных врагов королевства...:smile13: