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How will the castle itself look? (on the map and inside)
New here? I'm Roha — want a quick tour?
How will the castle itself look? (on the map and inside)
Yeah, you chose the right magic... just like in Dominions 2.)))
Regarding the creatures, I hope they turn out well if you decide to create them. Take a look at other sources for creature designs.
and regarding curses, you can have... three types of curses, and one skill that increases duration or something else...
although, they can be removed with magic (
and regarding curses, you could have... three types of curses, and one skill that extends their duration or something else...
but they can be removed with magic (
Darkness - lord of pain - cursed land - eternal darkness
Luck - deadly misfortune
======================Lucky Sorcerer
Luck - soldier's luck
I suggest adding the following skill:
LIFE-GIVING BLESSING - GUARDIAN ANGEL - DRAGON'S PROTECTION (corresponding to the dragon they worship).
SKILL BONUS: If only 20% of your army remains, a dragon will descend onto the battlefield and kill 70% of the strongest enemy unit and 50% of the second strongest unit.
That's true, but you could combine Elves and Mages. Here's how: in a special guild, you can apply improvements to YOUR creatures: one reduces the enemy's attack when it strikes, another reduces their luck, etc. To prevent it from being too overpowered, you could charge a fee for adding creatures to the guild or a percentage of the stat reduction applied when the creature strikes...
The strategy for playing as a Swamp Hero is to exhaust the enemy, weaken them, and then calmly kill them.
Hero development focuses on: Knowledge – 40%, Defense – 30%, Attack – 20%, Magic – 10%.
Magic: Darkness (naturally), Chaos (to compensate for the weakness of archers).
Racial skill: An ability that allows the hero to move along the initiative scale when their units take damage (e.g., 20% of the army's HP = 1 movement, the numbers need to be tested for balance).
Racial abilities:
1) When damage is dealt to the enemy army, the enemy hero is pushed back, similar to a skill, but in reverse.
2) Corrosion: When the hero directly attacks, the attacked unit receives -1 to attack (permanently and cannot be removed until the end of the battle) – like a sword rusting.
3) Swamp Mud: The speed of all enemy units during battle is reduced by 1.
As a result, the Swamp Hero moves more often, and the enemy moves less often, so the probability that the enemy army will accumulate a large number of various curses over time is very high, which creates an advantage. And you can also nibble at the enemy with Chaos magic. The hero moves more often but hits weakly because magic is very low.
In this case, the Swamp army is weak in itself because it is difficult to acquire combat skills (it should be designed that way), and it is not very profitable because you definitely need Darkness, Chaos, Sorcery, and Education… and the hero's attack and defense stats will be low, but the enemy is guaranteed to be weakened by magic…
If you like something, feel free to use it.
Yes, yes! Create a race that is extremely unpleasant (and stinky!) both in battle and in appearance! I support the hero development. I would replace Chaos magic with Nature magic; it's much more unpleasant.
Easy to obtain: 1) Dark Magic 2) Logistics 3) Nature Magic 4) Defense
Medium: 1) Chaos Magic 2) Sorcery 3) Light Magic 4) Learning
Low: 1) Attack 2) Mechanics 3) Leadership 4) Luck