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SWAMP RACE!
The Swamp Hero rides a giant snake! The race worships the Water Dragon, Shalassa! The Castle is called the Swamp Fort! The dwelling is the Swamp Islands!
All creatures of the Swamp Fort:
1st level – Troglodyte (fights with a spear, magic resistance (Blindness))!
Cost: 25
Attack: 2
Defense: 2
Damage: 1-2.
Hit Points: 5
Speed: 4
Initiative: 10
Growth: 17
1st level upgraded - Swamp Troglodyte (fights with a spear, 10% chance on attack to reduce enemy movement radius by 1 (only once), magic resistance (Blindness, Slow))!
Cost: 42
Attack: 3
Defense: 2
Damage: 2-3.
Hit Points: 7
Speed: 5
Initiative: 12
Growth: 17
1st level upgrade - Hell Troglodyte (fights with a spear, 1 fire spear throw, magic resistance (Blindness, Unholy Word))!
Cost: 42
Attack: 3
Defense: 3
Damage: 1-4.
Hit Points: 6
Speed: 5
Initiative: 11
Growth: 17
2nd level - Lizard Archer (archer)!
Cost: 60
Attack: 4
Defense: 3
Damage: 2-5.
Hit Points: 7
Shots: 7
Speed: 4
Initiative: 9
Growth: 11
2nd level upgraded - Lizard Marksman (archer, poison shot)!
Cost: 90
Attack: 5
Defense: 3
Damage: 3-5.
Hit Points: 11
Shots: 6
Speed: 5
Initiative: 10
Growth: 11
2nd level upgrade - Lizard Master (archer, shot that reduces movement radius by 1 (only once per creature))!
Cost: 90
Attack: 6
Defense: 2
Damage: 3-6.
Hit Points: 10
Shots: 7
Speed: 4
Initiative: 10
Growth: 11
3rd level – Gnoll (fights with a mace, stunning blow 30%)!
Cost: 155
Attack: 5
Defense: 3
Damage: 4-8.
Hit Points: 25
Speed: 5
Initiative: 9
Growth: 6
3rd level upgraded - Gnoll Marauder (fights with a mace, stunning blow 35%, double strike)!
Cost: 220
Attack: 6
Defense: 4
Damage: 4-9.
Hit Points: 32
Speed: 6
Initiative: 9
Growth: 6
3rd level upgrade - Gnoll Captain (fights with two swords, triple strike)!
Cost: 220
Attack: 5
Defense: 4
Damage: 5-8.
Hit Points: 35
Speed: 6
Initiative: 9
Growth: 6
4th level - Flying Serpent (large creature, flying)!
Cost: 180
Attack: 5
Defense: 6
Damage: 3-6.
Hit Points: 20
Speed: 7
Initiative: 12
Growth: 6
4th level upgraded - Three-headed Serpent (large creature, flying, weakening attack 30%, attacks all standing before it)!
Cost: 280
Attack: 6
Defense: 6
Damage: 4-7.
Hit Points: 30
Speed: 8
Initiative: 13
Growth: 6
4th level upgrade - Serpent Dragon (large creature, flying, weakening attack 30%, dragon acid breath)!
Cost: 280
Attack: 7
Defense: 5
Damage: 4-8.
Hit Points: 25
Speed: 8
Initiative: 14
Growth: 6
5th level – Gorgon (large creature)!
Cost: 620
Attack: 14
Defense: 13
Damage: 8-15.
Hit Points: 60
Speed: 6
Initiative: 12
Growth: 3
5th level upgraded - Mighty Gorgon (large creature, fear)!
Cost: 800
Attack: 15
Defense: 15
Damage: 10-16.
Hit Points: 70
Speed: 7
Initiative: 13
Growth: 3
5th level upgrade - Ancient Gorgon (large creature, breath of death 35%)!
Cost: 800
Attack: 14
Defense: 15
Damage: 9-15.
Hit Points: 80
Speed: 7
Initiative: 12
Growth: 3
6th level – Medusa (archer, freezes in melee 30%)!
Cost: 1200
Attack: 18
Defense: 18
Damage: 17-24.
Hit Points: 92
Shots: 5
Speed: 5
Initiative: 9
Growth: 2
6th level upgraded - Medusa Witch (archer, caster (Slow spell 4 mana, Ice Bolt spell 6 mana), freezes in melee 35%)!
Cost: 1500
Attack: 19
Defense: 20
Damage: 19-27.
Hit Points: 100
Shots: 4
Mana: 16
Speed: 4
Initiative: 10
Growth: 2
6th level upgrade - High Medusa (archer, direct shot across the whole map, -1 to creature radius (reduces only once), freezes in melee 35%)!
Cost: 1500
Attack: 20
Defense: 19
Damage: 20-27.
Hit Points: 104
Shots: 5
Speed: 5
Initiative: 9
Growth: 2
7th level – Basilisk (large creature, can climb over castle walls, freezes with gaze in melee 35%)!
Cost: 2500 and 1 mercury
Attack: 29
Defense: 22
Damage: 36-50.
Hit Points: 188
Speed: 6
Initiative: 9
Growth: 1
7th level upgraded - Plague Basilisk (large creature, can climb over castle walls, freezes with gaze in melee 40%, plague bite 50% (Plague spell))!
Cost: 3250 and 2 mercury
Attack: 31
Defense: 23
Damage: 41-60.
Hit Points: 190
Speed: 6
Initiative: 10
Growth: 1
7th level upgraded - Ancient Basilisk (large creature, can climb over castle walls, freezes with gaze in melee 40%, casts "Feeble Strike" and "Weakness" spells)!
Cost: 3250 and 2 mercury
Attack: 30
Defense: 24
Damage: 40-57.
Hit Points: 190
Speed: 6
Initiative: 9
Growth: 1
Buildings:
Elder's House -> Town Hall -> Magistrate -> Capitol.
Fort -> Citadel -> Castle.
Tavern, Shipyard.
Blacksmith -> Totemist's Hut.
Market -> Warehouse (+ 1 mercury).
Mages Guild 1-5. Cost is the same as other races.
Artifact Trade Guild – 2000 and 5 wood, 5 stone.
Swampman Guild. Gives all swamp creatures and Swamp heroes 20% Water magic resistance, and when a swamp creature hits, enemy initiative decreases by 5% (only once for each enemy creature). – 3000, 5 wood and 5 stone.
Tear of Ashi – Carnivorous Plant (+25% Water magic power, +1 speed and +5% initiative of creatures for the Swamp Hero).
Lvl 1. Troglodyte Burrows (400 and 5 stone) - Swamp Ravines (1200 and 5 wood).
Lvl 2. Lizard Caves (1200 and 5 stone) - Dark Grotto (2500 and 5 stone and 3 mercury).
Lvl 3. Gnoll Towers (1500 and 5 wood, 5 stone) – Captain's Quarters (2500 and 10 stone, 5 crystals).
Lvl 4. Serpent Nesting Grounds (2000 and 5 wood, 5 stone, 5 sulfur) - Serpent Hive (3700 and 5 wood, 5 sulfur) (+ Swarming Place, increases serpent growth by + 4 per week (1000 and 5 wood, 5 stone)).
Lvl 5. Gorgon Lair (3000 and 5 wood, 5 stone) - Halls of Fear (6000 and 5 wood, 5 stone, 5 mercury, 5 sulfur).
Lvl 6. Chapel of Silence (5000 and 10 stone, 5 mercury, 5 crystals, 5 gems) - Temple of Silence (8500 and 10 stone, 4 sulfur, 4 mercury, 4 crystals, 4 gems). (+ Shrine of Shalassa + 1 medusa per week (3500 and 2 crystals, 2 gems)).
Lvl 7. Basilisk Pit (8000 and 5 wood, 5 stone, 15 mercury, 15 sulfur) - Hall of Horror (10000 and 5 wood, 5 stone, 10 mercury, 10 sulfur).
Specialized building – Totemist's Hut. Allows the swamp hero to buy totems for swamp creatures. Swampman Totems: Bear Totem +3 hit points, Eagle Totem +10% initiative, Lynx Totem +1 speed, Bull Totem + 2 defense, Wolf Totem + 2 attack. Each totem costs 1000 gold and only one totem can be given to each creature (and only for swampman creatures). – 3000, 5 mercury and 5 sulfur.
The Swamp's main hero ability will be "Swamp Slow"!
Skill acquisition schemes:
Basic, Advanced, Expert!
Swamp Slow!
Totem Power - +50% to totem power.
Swamp Land – -1 speed for all enemy creatures.
Swamp Magic – Gives the Swamp hero a "Swamp Magic" spell, which gives -5% initiative to enemy creatures and +5% to friendly ones. Lasts 5 turns + 0.5*hero level. Costs 0 mana.
Super ability –> ”Power of the Swamp” – Gives the Hero + 100% Water magic damage and +50% totem power. And improves the Swamp Magic spell: another -5% initiative for enemies and +5% initiative for friendly creatures.
To develop to super ability, you need: Chaos Magic – Water Fury, Leadership – Speed Aura, Attack – Cold Steel, Ice Arrows.
Dark Magic!
Master of Curses -> Dark Restoration.
-> Eternal Darkness (similar to Eternal Light).
Master of Mind -> Seal of Darkness.
-> Weakness of Darkness.
Master of Pain -> Cursed Land.
Chaos Magic!
Master of Cold -> Deadly Cold -> Water Fury (analogous to Fire Fury).
Master of Fire -> Secrets of Chaos.
-> Mana Burst.
Master of Storms -> Magic Exhaustion.
Summoning Magic!
Lord of Earth -> Fog Veil.
Master of Charms -> Water Warriors (similar to Fire Warriors).
-> Banishment.
-> Elemental Balance.
Lord of Life.
Light Magic!
Bringer of Blessing.
Bringer of Protection -> Water Protection.
-> Seal of Light.
Righteous Wrath -> Storm Wind.
-> Secrets of Light.
Twilight.
Sorcery!
Mana Restoration -> Shifting Mana.
Wisdom -> Secret Revelation -> Distraction.
Secret Knowledge -> Counterspell.
Attack!
Tactics.
Archery -> Ice Arrows (similar to Fire Arrows).
Battle Frenzy -> Speed Magic.
-> Retribution.
Cold Steel.
Defense!
Reflection -> Resistance.
Evasion -> Fight to the Last.
Fortitude -> Stone Hardness.
-> Deep Defense -> Readiness.
Luck!
Magic Resistance.
Soldier's Luck -> Deadly Misfortune.
-> Lucky Sorcerer.
Travel Luck -> Patronage of Ashi.
-> Trophies.
Leadership!
Army Gathering -> Speed Aura.
-> Inspiration.
Treasury Management.
Diplomacy -> Empathy.
Logistics!
Pathfinding -> Native Lands.
-> Step of Death.
-> Path of War.
-> Marauding.
Scouting -> Silent Pursuer.
Navigation -> Fast Water – + 20% sea movement and in water combat +10% initiative for the swamp hero.
Education!
Scholar -> Keeper of Secrets.
Mana Attraction -> Graduate.
-> Witch's Reward.
-> Dark Revelation.
Unraveling Secrets.
War Machines!
First Aid -> Plague Tent -> Ice Tent (casts Ice Arrow spell, only once, spell power depends on tent strength).
Ballista -> Rapid-fire Ballista.
Catapult -> Sulfur Rain.
Swamp Heroes:
Shilama (Campaign Hero) – Queen of Medusas (+1 attack and + 1 defense to all medusas, Medusa Witches and High Medusas for every 2 levels).
Shilama is the queen of the Swamp Islands and high priestess of Shalassa. She was chosen as queen 10 years ago. She rose far above other medusas and became the best servant of Shalassa. Furthermore, she was always respected by Basilisks, the first defenders of the Swamp Islands. This allowed her to take the throne.
Dragon (Campaign Hero) – Captain of Gnolls and Speed (+1 attack and + 1 defense to all gnolls, Gnoll Marauders and Gnoll Captains for every 2 levels. + 3% initiative for the Hero per level).
Dragon is the best warrior and captain of the Swamp Islands. He defeated all his enemies, because of which everyone respected him, and some even feared him. He became famous for his battle speed and his best gnoll warriors. Dragon was a friend of the elf Faedan. They often communicated via portals connecting Irollan and the Swamp Islands.
Verdish (Campaign Hero) – Mistress of Darkness. (Strengthens Dark spells: when the hero casts them on an enemy squad, the same squad also receives the Feebleness spell with a 20% probability +3% for each hero level).
Verdish was Shilama's rival for the throne. She specialized in dark magic and wanted to achieve everything through Darkness, rather than water like other swampmen. Her power set her apart and made her very dangerous, which is why she did not become queen. But she will do anything to become queen.
Tiva – Mistress of Serpents (+1 attack and + 1 defense to all serpents, Three-headed Serpents and Serpent Dragons for every 2 levels).
Gal – Gnoll Captain (+1 attack and + 1 defense to all gnolls, Gnoll Marauders and Gnoll Captains for every 2 levels.).
Yator – Lord of Lizards (+1 attack and + 1 defense to all lizards, Lizard Marksmen and Lizard Masters for every 2 levels).
Tazar-Shakti - Troglodyte Commander (+1 attack and + 1 defense to all troglodytes, Swamp Troglodytes and Hell Troglodytes for every 2 levels and + 1 health for every 6 levels).
Talas – Totemist (Strengthens totems by another 50%).
Savana – Slower (Improves the Slow spell, effect increases by +1% per Hero level.)
Tatalia – Mistress of Darkness (Strengthens Dark spells: when the hero casts them on an enemy squad, the same squad also receives the Feebleness spell with a 20% probability +3% for each hero level).
Andra – Blade of Shalassa (+1% Water magic power per level).
So, what do you say? :)
SWAMP RACE!
The Swamp Hero rides a giant snake! The race worships the Water Dragon, Shalassa! The Castle is called the Swamp Fort! The dwelling is the Swamp Islands!
All creatures of the Swamp Fort:
1st level – Troglodyte (fights with a spear, magic resistance (Blindness))!
Cost: 25
Attack: 2
Defense: 2
Damage: 1-2.
Hit Points: 5
Speed: 4
Initiative: 10
Growth: 17
1st level upgraded - Swamp Troglodyte (fights with a spear, 10% chance on attack to reduce enemy movement radius by 1 (only once), magic resistance (Blindness, Slow))!
Cost: 42
Attack: 3
Defense: 2
Damage: 2-3.
Hit Points: 7
Speed: 5
Initiative: 12
Growth: 17
1st level upgrade - Hell Troglodyte (fights with a spear, 1 fire spear throw, magic resistance (Blindness, Unholy Word))!
Cost: 42
Attack: 3
Defense: 3
Damage: 1-4.
Hit Points: 6
Speed: 5
Initiative: 11
Growth: 17
2nd level - Lizard Archer (archer)!
Cost: 60
Attack: 4
Defense: 3
Damage: 2-5.
Hit Points: 7
Shots: 7
Speed: 4
Initiative: 9
Growth: 11
2nd level upgraded - Lizard Marksman (archer, poison shot)!
Cost: 90
Attack: 5
Defense: 3
Damage: 3-5.
Hit Points: 11
Shots: 6
Speed: 5
Initiative: 10
Growth: 11
2nd level upgrade - Lizard Master (archer, shot that reduces movement radius by 1 (only once per creature))!
Cost: 90
Attack: 6
Defense: 2
Damage: 3-6.
Hit Points: 10
Shots: 7
Speed: 4
Initiative: 10
Growth: 11
3rd level – Gnoll (fights with a mace, stunning blow 30%)!
Cost: 155
Attack: 5
Defense: 3
Damage: 4-8.
Hit Points: 25
Speed: 5
Initiative: 9
Growth: 6
3rd level upgraded - Gnoll Marauder (fights with a mace, stunning blow 35%, double strike)!
Cost: 220
Attack: 6
Defense: 4
Damage: 4-9.
Hit Points: 32
Speed: 6
Initiative: 9
Growth: 6
3rd level upgrade - Gnoll Captain (fights with two swords, triple strike)!
Cost: 220
Attack: 5
Defense: 4
Damage: 5-8.
Hit Points: 35
Speed: 6
Initiative: 9
Growth: 6
4th level - Flying Serpent (large creature, flying)!
Cost: 180
Attack: 5
Defense: 6
Damage: 3-6.
Hit Points: 20
Speed: 7
Initiative: 12
Growth: 6
4th level upgraded - Three-headed Serpent (large creature, flying, weakening attack 30%, attacks all standing before it)!
Cost: 280
Attack: 6
Defense: 6
Damage: 4-7.
Hit Points: 30
Speed: 8
Initiative: 13
Growth: 6
4th level upgrade - Serpent Dragon (large creature, flying, weakening attack 30%, dragon acid breath)!
Cost: 280
Attack: 7
Defense: 5
Damage: 4-8.
Hit Points: 25
Speed: 8
Initiative: 14
Growth: 6
5th level – Gorgon (large creature)!
Cost: 620
Attack: 14
Defense: 13
Damage: 8-15.
Hit Points: 60
Speed: 6
Initiative: 12
Growth: 3
5th level upgraded - Mighty Gorgon (large creature, fear)!
Cost: 800
Attack: 15
Defense: 15
Damage: 10-16.
Hit Points: 70
Speed: 7
Initiative: 13
Growth: 3
5th level upgrade - Ancient Gorgon (large creature, breath of death 35%)!
Cost: 800
Attack: 14
Defense: 15
Damage: 9-15.
Hit Points: 80
Speed: 7
Initiative: 12
Growth: 3
6th level – Medusa (archer, freezes in melee 30%)!
Cost: 1200
Attack: 18
Defense: 18
Damage: 17-24.
Hit Points: 92
Shots: 5
Speed: 5
Initiative: 9
Growth: 2
6th level upgraded - Medusa Witch (archer, caster (Slow spell 4 mana, Ice Bolt spell 6 mana), freezes in melee 35%)!
Cost: 1500
Attack: 19
Defense: 20
Damage: 19-27.
Hit Points: 100
Shots: 4
Mana: 16
Speed: 4
Initiative: 10
Growth: 2
6th level upgrade - High Medusa (archer, direct shot across the whole map, -1 to creature radius (reduces only once), freezes in melee 35%)!
Cost: 1500
Attack: 20
Defense: 19
Damage: 20-27.
Hit Points: 104
Shots: 5
Speed: 5
Initiative: 9
Growth: 2
7th level – Basilisk (large creature, can climb over castle walls, freezes with gaze in melee 35%)!
Cost: 2500 and 1 mercury
Attack: 29
Defense: 22
Damage: 36-50.
Hit Points: 188
Speed: 6
Initiative: 9
Growth: 1
7th level upgraded - Plague Basilisk (large creature, can climb over castle walls, freezes with gaze in melee 40%, plague bite 50% (Plague spell))!
Cost: 3250 and 2 mercury
Attack: 31
Defense: 23
Damage: 41-60.
Hit Points: 190
Speed: 6
Initiative: 10
Growth: 1
7th level upgraded - Ancient Basilisk (large creature, can climb over castle walls, freezes with gaze in melee 40%, casts "Feeble Strike" and "Weakness" spells)!
Cost: 3250 and 2 mercury
Attack: 30
Defense: 24
Damage: 40-57.
Hit Points: 190
Speed: 6
Initiative: 9
Growth: 1
Buildings:
Elder's House -> Town Hall -> Magistrate -> Capitol.
Fort -> Citadel -> Castle.
Tavern, Shipyard.
Blacksmith -> Totemist's Hut.
Market -> Warehouse (+ 1 mercury).
Mages Guild 1-5. Cost is the same as other races.
Artifact Trade Guild – 2000 and 5 wood, 5 stone.
Swampman Guild. Gives all swamp creatures and Swamp heroes 20% Water magic resistance, and when a swamp creature hits, enemy initiative decreases by 5% (only once for each enemy creature). – 3000, 5 wood and 5 stone.
Tear of Ashi – Carnivorous Plant (+25% Water magic power, +1 speed and +5% initiative of creatures for the Swamp Hero).
Lvl 1. Troglodyte Burrows (400 and 5 stone) - Swamp Ravines (1200 and 5 wood).
Lvl 2. Lizard Caves (1200 and 5 stone) - Dark Grotto (2500 and 5 stone and 3 mercury).
Lvl 3. Gnoll Towers (1500 and 5 wood, 5 stone) – Captain's Quarters (2500 and 10 stone, 5 crystals).
Lvl 4. Serpent Nesting Grounds (2000 and 5 wood, 5 stone, 5 sulfur) - Serpent Hive (3700 and 5 wood, 5 sulfur) (+ Swarming Place, increases serpent growth by + 4 per week (1000 and 5 wood, 5 stone)).
Lvl 5. Gorgon Lair (3000 and 5 wood, 5 stone) - Halls of Fear (6000 and 5 wood, 5 stone, 5 mercury, 5 sulfur).
Lvl 6. Chapel of Silence (5000 and 10 stone, 5 mercury, 5 crystals, 5 gems) - Temple of Silence (8500 and 10 stone, 4 sulfur, 4 mercury, 4 crystals, 4 gems). (+ Shrine of Shalassa + 1 medusa per week (3500 and 2 crystals, 2 gems)).
Lvl 7. Basilisk Pit (8000 and 5 wood, 5 stone, 15 mercury, 15 sulfur) - Hall of Horror (10000 and 5 wood, 5 stone, 10 mercury, 10 sulfur).
Specialized building – Totemist's Hut. Allows the swamp hero to buy totems for swamp creatures. Swampman Totems: Bear Totem +3 hit points, Eagle Totem +10% initiative, Lynx Totem +1 speed, Bull Totem + 2 defense, Wolf Totem + 2 attack. Each totem costs 1000 gold and only one totem can be given to each creature (and only for swampman creatures). – 3000, 5 mercury and 5 sulfur.
The Swamp's main hero ability will be "Swamp Slow"!
Skill acquisition schemes:
Basic, Advanced, Expert!
Swamp Slow!
Totem Power - +50% to totem power.
Swamp Land – -1 speed for all enemy creatures.
Swamp Magic – Gives the Swamp hero a "Swamp Magic" spell, which gives -5% initiative to enemy creatures and +5% to friendly ones. Lasts 5 turns + 0.5*hero level. Costs 0 mana.
Super ability –> ”Power of the Swamp” – Gives the Hero + 100% Water magic damage and +50% totem power. And improves the Swamp Magic spell: another -5% initiative for enemies and +5% initiative for friendly creatures.
To develop to super ability, you need: Chaos Magic – Water Fury, Leadership – Speed Aura, Attack – Cold Steel, Ice Arrows.
Dark Magic!
Master of Curses -> Dark Restoration.
-> Eternal Darkness (similar to Eternal Light).
Master of Mind -> Seal of Darkness.
-> Weakness of Darkness.
Master of Pain -> Cursed Land.
Chaos Magic!
Master of Cold -> Deadly Cold -> Water Fury (analogous to Fire Fury).
Master of Fire -> Secrets of Chaos.
-> Mana Burst.
Master of Storms -> Magic Exhaustion.
Summoning Magic!
Lord of Earth -> Fog Veil.
Master of Charms -> Water Warriors (similar to Fire Warriors).
-> Banishment.
-> Elemental Balance.
Lord of Life.
Light Magic!
Bringer of Blessing.
Bringer of Protection -> Water Protection.
-> Seal of Light.
Righteous Wrath -> Storm Wind.
-> Secrets of Light.
Twilight.
Sorcery!
Mana Restoration -> Shifting Mana.
Wisdom -> Secret Revelation -> Distraction.
Secret Knowledge -> Counterspell.
Attack!
Tactics.
Archery -> Ice Arrows (similar to Fire Arrows).
Battle Frenzy -> Speed Magic.
-> Retribution.
Cold Steel.
Defense!
Reflection -> Resistance.
Evasion -> Fight to the Last.
Fortitude -> Stone Hardness.
-> Deep Defense -> Readiness.
Luck!
Magic Resistance.
Soldier's Luck -> Deadly Misfortune.
-> Lucky Sorcerer.
Travel Luck -> Patronage of Ashi.
-> Trophies.
Leadership!
Army Gathering -> Speed Aura.
-> Inspiration.
Treasury Management.
Diplomacy -> Empathy.
Logistics!
Pathfinding -> Native Lands.
-> Step of Death.
-> Path of War.
-> Marauding.
Scouting -> Silent Pursuer.
Navigation -> Fast Water – + 20% sea movement and in water combat +10% initiative for the swamp hero.
Education!
Scholar -> Keeper of Secrets.
Mana Attraction -> Graduate.
-> Witch's Reward.
-> Dark Revelation.
Unraveling Secrets.
War Machines!
First Aid -> Plague Tent -> Ice Tent (casts Ice Arrow spell, only once, spell power depends on tent strength).
Ballista -> Rapid-fire Ballista.
Catapult -> Sulfur Rain.
Swamp Heroes:
Shilama (Campaign Hero) – Queen of Medusas (+1 attack and + 1 defense to all medusas, Medusa Witches and High Medusas for every 2 levels).
Shilama is the queen of the Swamp Islands and high priestess of Shalassa. She was chosen as queen 10 years ago. She rose far above other medusas and became the best servant of Shalassa. Furthermore, she was always respected by Basilisks, the first defenders of the Swamp Islands. This allowed her to take the throne.
Dragon (Campaign Hero) – Captain of Gnolls and Speed (+1 attack and + 1 defense to all gnolls, Gnoll Marauders and Gnoll Captains for every 2 levels. + 3% initiative for the Hero per level).
Dragon is the best warrior and captain of the Swamp Islands. He defeated all his enemies, because of which everyone respected him, and some even feared him. He became famous for his battle speed and his best gnoll warriors. Dragon was a friend of the elf Faedan. They often communicated via portals connecting Irollan and the Swamp Islands.
Verdish (Campaign Hero) – Mistress of Darkness. (Strengthens Dark spells: when the hero casts them on an enemy squad, the same squad also receives the Feebleness spell with a 20% probability +3% for each hero level).
Verdish was Shilama's rival for the throne. She specialized in dark magic and wanted to achieve everything through Darkness, rather than water like other swampmen. Her power set her apart and made her very dangerous, which is why she did not become queen. But she will do anything to become queen.
Tiva – Mistress of Serpents (+1 attack and + 1 defense to all serpents, Three-headed Serpents and Serpent Dragons for every 2 levels).
Gal – Gnoll Captain (+1 attack and + 1 defense to all gnolls, Gnoll Marauders and Gnoll Captains for every 2 levels.).
Yator – Lord of Lizards (+1 attack and + 1 defense to all lizards, Lizard Marksmen and Lizard Masters for every 2 levels).
Tazar-Shakti - Troglodyte Commander (+1 attack and + 1 defense to all troglodytes, Swamp Troglodytes and Hell Troglodytes for every 2 levels and + 1 health for every 6 levels).
Talas – Totemist (Strengthens totems by another 50%).
Savana – Slower (Improves the Slow spell, effect increases by +1% per Hero level.)
Tatalia – Mistress of Darkness (Strengthens Dark spells: when the hero casts them on an enemy squad, the same squad also receives the Feebleness spell with a 20% probability +3% for each hero level).
Andra – Blade of Shalassa (+1% Water magic power per level).
So, what do you say? :)
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!


