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I'm warning you right now!!! don't write: why a second Dungeon? the devs said Stronghold was the last addon etc.! such people should go gather firewood in the forest)))
Nigons, they are dark mages. I believe they were much more interesting than TE, although I have nothing against TE) after all, you can have two underground races) And don't nitpick the name "Nigon", because it is written to give a slant toward the same Dungeon from 3. I haven't come up with a name for my own faction yet
Here is my version of Nigon.... it was a bit difficult, and perhaps these creatures aren't very connected to each other, but the choice wasn't large, as the race lost almost all its creatures and + it's an underground race, and there aren't many inhabitants under the ground... so no hate))) I didn't start inventing new ones, but took forgotten old ones and those who didn't make it into 5 from other parts)))
Perhaps the story will seem funny and stupid, but agree that it's hard to fit a new race into an already finished (new) world, especially for a beginner in such matters =) Here is what my head came up with...
Story:
Once upon a time, disgraced mages who used magic for evil (deceived, used it for selfish purposes and their own gain) were exiled. One of the first such mages (or a group of mages) wandered into a Dungeon (to the right of Heresh, further and lower than StolenHelm) or to the left and above the academics (near the water)) and discovered a tribe of creatures there (which turned out to be kobolds). He(they) subjugated them or they accepted him as a leader (he is a mage after all))) and settled there. He(they) began searching for similar bandit-mages and exiles on the surface; when he(they) found some, he(they) brought them underground. Thus they began to create a city etc., then started advancing deeper and deeper, where they discovered other races and creatures (illithids and beholders, who revealed their magical secrets to them; ifrits - dark spirits from the depths of the earth; harpies – half-women-half-birds; ancient and terrible monsters living in caves; ettins, whom they enslaved... ) and created the state of Nigon.
Tier 1.
Kobolds – a small folk of lizard-like dungeon dwellers, they are skilled tunnel builders and miners, however, they are characterized by own sneakiness and greed. They are the main workforce of Nigon. They extract resources and dig new tunnels, advancing deeper and deeper. Armed with pickaxes, wearing helmets with flashlights on their heads (a candle in the lantern))).
abilities: extractor - increases mine income if kobolds are left in the mine (ore 25kob., res except mercury 50, gold 100), (resource increase by 1(2), gold by 1000).
1st upgrade. Kobold Scout. Usually, those who performed poorly as miners (weak kobolds) become scouts. They are the first to scout new tunnels and caves. Armed with slings, a pouch of stones on their shoulder(belt).
abilities: see well in the dark (bonus to damage(accuracy) underground); point-blank shot - the closer the enemy is to the scout, the more damage the scout deals; penalty in melee combat.
2nd upgrade. Kobold Sentry(Overseer). The strongest miners are taken into squads of sentries, guards and protectors. Armed with spears and wooden shields.
abilities: stab - there is a chance(30-40%) to deal a piercing blow through armor (piercing strike - damage 20% stronger than usual); shield (damage from ranged attacks is reduced by 20%).
Tier 2.
Harpies - half-women-half-birds, they live in flocks in caves and dungeons on the seashore.
abilities: flyer.
1st upgrade. Harpy Warriors. Flock warriors, good at attacks and robberies. Warrior harpies are distinguished by their provocative behavior and a mohawk, which makes them look more warlike.
abilities: flyer; scream - flying up to the enemy they emit a piercing scream that puts enemies into fear(stupor) within a radius of 2-3 cells for 1 turn. (or you can give an ability - taunt, which provokes enemies to attack them).
2nd upgrade. Harpy Witches. Some harpies learned dark sorcery and for this they began to be called witches. Unlike the warriors, witches usually have loose hair and behave more quietly and stealthily.
abilities: flyer; sneak attack - after an enemy's counter-attack, the witch returns to her place; caster (can cast a curse 3 times per battle). (or you can make the curse application upon hitting).
Tier 3.
Beholder - this is a massive levitating sphere of chitin-covered flesh. This sphere is decorated with one eye and a mouth full of teeth, and on its "top" are appendages decorated with small eyes. All eyes, including the central one, emit magical power.
abilities: shooter.
1st upgrade. Tyrant - these are the oldest of beholders. They are larger than ordinary ones and surpass them in strength, and also possess magic of darkness.
abilities: shooter; evil eye (40% chance) to cast a negative spell(weakness, sadness etc.) on an enemy when shooting; penalty in melee combat.
2nd upgrade. Observer - these are beholders with tentacles. Magical energy collects in them as an electrical discharge and therefore they use them as weapons in close combat.
abilities: shooter; no penalty in melee combat; electric discharge (chance to put the enemy into shock(stun) in close combat).
Tier 4.
Ettins – two-headed giants living in dungeons. These are wild and headstrong creatures, only thanks to the powerful magic of illithids are they under Nigon control. Armed with a club.
abilities: two heads – mind-affecting spells (blindness, hypnosis, forgetfulness, berserker) must be cast twice, once for each head. After the first spell is cast, the Ettin's attack and defense decrease (since one head is disabled, and it's harder for him to control his body), large creature.
1st upgrade. Wild Ettin - these are the most ferocious and riotous ettins. They are hard to control and it takes a lot of strength and time to tame them, but this does not stop Nigons, as Ettins are very strong creatures and they are the main infantry of Nigon. They have no armor unlike guards and are armed with a stalactite (or a large two-handed hammer).
abilities: two heads, earth shake - the ettin hits the ground with his foot(stomps), thereby dealing damage to nearby enemies(0.45 of normal), and there is also a chance to put them into stupor, stun(initiative reduction by 2-3 with 50% probability), large creature.
2nd upgrade. Ettin Guard - these are specially trained ettins whose purpose is the protection and defense of important objects, as well as ensuring the security of higher illithids and other important persons. Equipped in heavy armor with a helmet and armed with two hammers (or iron clubs).
abilities: two heads; vigilance - hits all enemies that pass by him (damage dealt is 30-40% of normal); large creature.
Tier 5.
Illithids – octopus-people, Illithids are the dominant race of the Dark Zone. They are characterized by a tendency toward mind magic. Many different races are enslaved by illithids, some of which turn out to be artificially created by them. The magic of illithids is intended not for killing the opponent, but for neutralizing him.
abilities: caster (available spells: slow, distraction); strong mind - having reached the limit in perfection of consciousness control, these warriors have developed their will so much that this unit's mind cannot be controlled; Mind Link - as masters of ettin minds, illithids are able not only to control the consciousness of these creatures, but also to remove (enemy) mind spells from them; shooter.
1st upgrade. Illithid Seer - these are illithids specializing in defensive spells.
abilities: caster (distraction, slow, arrow deflection, anti-magic); strong mind; mind link; shooter.
2nd upgrade. Higher Illithid - these are illithids who have achieved mastery in mind control. They can take an enemy under control and command them.
abilities: caster (distraction, slow); manipulator - there is a chance(20%) to cast hypnosis on an enemy during a melee attack; strong mind; mind link; shooter.
Tier 6.
Ifrit - this is a male dark spirit with large wings. They live in the deepest parts of the dungeon(deep dungeons). Visually, ifrits slightly resemble djinns, only smaller in size(not as bloated), more humanoid and purple in color. Ifrits are neutral but have a tendency toward organized evil, so they joined the army of Nigon when they learned of their plans.
abilities: flyer; flame of darkness - deals additional damage to an opponent hitting the ifrit in melee combat; large creature.
1st upgrade. Prince of Darkness - these are the most ferocious of ifrits. They differ from ordinary ifrits in size, red-purple color, huge claws and horns, which make them similar to demons.
abilities: flyer; flame of darkness; essence of darkness - this creature was spawned by darkness itself, and all darkness spells directed against this warrior will not harm him; large creature.
2nd upgrade. Dungeon Keeper - these are the elite troops of ifrits. They are equipped in heavy adamantine armor and armed with a chain, which makes them tough fighters.
abilities: flyer; flame of darkness; iron skin - thanks to their armor, keepers' defense is increased by 25%; large creature.
Tier 7.
Monster - it is still unknown where they came from, whether it's the result of a magical experiment or simply no one has found them yet, as they live deep underground... Be that as it may, this creature is a very strong opponent, having huge claws and fangs. Thanks to their incredible strength, monsters can break through enemy armor, significantly reducing it.
abilities: armor piercing - ignores enemy defense by 80%; large creature.
1st upgrade. Ancient Monster – the oldest monsters are called ancient. Perhaps at first one might think they are weaker than other monsters, but that is far from true. With age, not only does their fur grow, but their fangs and claws also become larger. Indeed, the claws are their main weapon. They are sharper than any blade and can pierce any armor, while simultaneously inflicting a bleeding wound that cannot be healed.
Abilities: armor piercing; bleeding – there is a chance(80%) to inflict a bleeding wound on the enemy, which cannot be removed by magic; it lasts 3 turns and takes away N-amount of hp, depending on the number of monsters in the squad; large creature.
2nd upgrade. Mighty Monster – the most warlike and bloodthirsty were named mighty because of their incredible strength. Even the bravest and most courageous warriors run away when meeting them, for in a frenzied state they look very terrifying.
Abilities: armor piercing; bloodlust – allows increasing attack by 25% once per battle, while reducing the morale of nearby enemies by -1; large creature.
==========================================================
That's basically all ) I won't create this myself (at least for now there are no such plans), I just wanted to share my idea... perhaps someone will like it and the idea will come to life (Dogzma ;)))))
Big thanks to Dr.Nik'y for help in thinking through skills, describing them, as well as describing creatures) without him, none of this might have existed =)
===
in some brackets are written abilities that might be worth replacing the current ones with)
===
You can ask questions, suggest ideas, perhaps some monsters(abilities) turned out too strong or conversely weak, so you can write remarks(on corrections), also write if you find errors, omissions or perhaps something else needs to be fixed...)) I'll try to answer everything! =)
In general, advice and remarks on the strength of abilities etc. are welcome.)
PS version is not final yet!
P.S. request to mods and coordinators not to move the topic to the new ideas section (like the swamp)! at least for some time))) a poll is ongoing)
==========================================================
arts so that you can better imagine the creatures)
1. assumed habitat of Nigons) rather, exits to the surface)) I don't know the map well, so please be gentle)))
2. kobold warrior
3. kobold scout
4. harpy... warrior maybe)) generally found few arts with harpies(
5. beholder (ordinary))
6. Tyrant (first upgrade of beholder)
7. ettin (ordinary)
8. wild ettin (visually), only clubs like a guard's
9. illithid
10. ifrit (most likely first upgrade)... pity I didn't find more suitable pictures (( but this is how it looks correctly) with wings etc.)
11-12. everyone remembers the demon hero, mage, in Disciples 2? )) purple and with wings))) that's how we imagined the ifrit)) not identical of course... a brother to demons is not needed))
Nigons, they are dark mages. I believe they were much more interesting than TE, although I have nothing against TE) after all, you can have two underground races) And don't nitpick the name "Nigon", because it is written to give a slant toward the same Dungeon from 3. I haven't come up with a name for my own faction yet
Here is my version of Nigon.... it was a bit difficult, and perhaps these creatures aren't very connected to each other, but the choice wasn't large, as the race lost almost all its creatures and + it's an underground race, and there aren't many inhabitants under the ground... so no hate))) I didn't start inventing new ones, but took forgotten old ones and those who didn't make it into 5 from other parts)))
Perhaps the story will seem funny and stupid, but agree that it's hard to fit a new race into an already finished (new) world, especially for a beginner in such matters =) Here is what my head came up with...
Story:
Once upon a time, disgraced mages who used magic for evil (deceived, used it for selfish purposes and their own gain) were exiled. One of the first such mages (or a group of mages) wandered into a Dungeon (to the right of Heresh, further and lower than StolenHelm) or to the left and above the academics (near the water)) and discovered a tribe of creatures there (which turned out to be kobolds). He(they) subjugated them or they accepted him as a leader (he is a mage after all))) and settled there. He(they) began searching for similar bandit-mages and exiles on the surface; when he(they) found some, he(they) brought them underground. Thus they began to create a city etc., then started advancing deeper and deeper, where they discovered other races and creatures (illithids and beholders, who revealed their magical secrets to them; ifrits - dark spirits from the depths of the earth; harpies – half-women-half-birds; ancient and terrible monsters living in caves; ettins, whom they enslaved... ) and created the state of Nigon.
Tier 1.
Kobolds – a small folk of lizard-like dungeon dwellers, they are skilled tunnel builders and miners, however, they are characterized by own sneakiness and greed. They are the main workforce of Nigon. They extract resources and dig new tunnels, advancing deeper and deeper. Armed with pickaxes, wearing helmets with flashlights on their heads (a candle in the lantern))).
abilities: extractor - increases mine income if kobolds are left in the mine (ore 25kob., res except mercury 50, gold 100), (resource increase by 1(2), gold by 1000).
1st upgrade. Kobold Scout. Usually, those who performed poorly as miners (weak kobolds) become scouts. They are the first to scout new tunnels and caves. Armed with slings, a pouch of stones on their shoulder(belt).
abilities: see well in the dark (bonus to damage(accuracy) underground); point-blank shot - the closer the enemy is to the scout, the more damage the scout deals; penalty in melee combat.
2nd upgrade. Kobold Sentry(Overseer). The strongest miners are taken into squads of sentries, guards and protectors. Armed with spears and wooden shields.
abilities: stab - there is a chance(30-40%) to deal a piercing blow through armor (piercing strike - damage 20% stronger than usual); shield (damage from ranged attacks is reduced by 20%).
Tier 2.
Harpies - half-women-half-birds, they live in flocks in caves and dungeons on the seashore.
abilities: flyer.
1st upgrade. Harpy Warriors. Flock warriors, good at attacks and robberies. Warrior harpies are distinguished by their provocative behavior and a mohawk, which makes them look more warlike.
abilities: flyer; scream - flying up to the enemy they emit a piercing scream that puts enemies into fear(stupor) within a radius of 2-3 cells for 1 turn. (or you can give an ability - taunt, which provokes enemies to attack them).
2nd upgrade. Harpy Witches. Some harpies learned dark sorcery and for this they began to be called witches. Unlike the warriors, witches usually have loose hair and behave more quietly and stealthily.
abilities: flyer; sneak attack - after an enemy's counter-attack, the witch returns to her place; caster (can cast a curse 3 times per battle). (or you can make the curse application upon hitting).
Tier 3.
Beholder - this is a massive levitating sphere of chitin-covered flesh. This sphere is decorated with one eye and a mouth full of teeth, and on its "top" are appendages decorated with small eyes. All eyes, including the central one, emit magical power.
abilities: shooter.
1st upgrade. Tyrant - these are the oldest of beholders. They are larger than ordinary ones and surpass them in strength, and also possess magic of darkness.
abilities: shooter; evil eye (40% chance) to cast a negative spell(weakness, sadness etc.) on an enemy when shooting; penalty in melee combat.
2nd upgrade. Observer - these are beholders with tentacles. Magical energy collects in them as an electrical discharge and therefore they use them as weapons in close combat.
abilities: shooter; no penalty in melee combat; electric discharge (chance to put the enemy into shock(stun) in close combat).
Tier 4.
Ettins – two-headed giants living in dungeons. These are wild and headstrong creatures, only thanks to the powerful magic of illithids are they under Nigon control. Armed with a club.
abilities: two heads – mind-affecting spells (blindness, hypnosis, forgetfulness, berserker) must be cast twice, once for each head. After the first spell is cast, the Ettin's attack and defense decrease (since one head is disabled, and it's harder for him to control his body), large creature.
1st upgrade. Wild Ettin - these are the most ferocious and riotous ettins. They are hard to control and it takes a lot of strength and time to tame them, but this does not stop Nigons, as Ettins are very strong creatures and they are the main infantry of Nigon. They have no armor unlike guards and are armed with a stalactite (or a large two-handed hammer).
abilities: two heads, earth shake - the ettin hits the ground with his foot(stomps), thereby dealing damage to nearby enemies(0.45 of normal), and there is also a chance to put them into stupor, stun(initiative reduction by 2-3 with 50% probability), large creature.
2nd upgrade. Ettin Guard - these are specially trained ettins whose purpose is the protection and defense of important objects, as well as ensuring the security of higher illithids and other important persons. Equipped in heavy armor with a helmet and armed with two hammers (or iron clubs).
abilities: two heads; vigilance - hits all enemies that pass by him (damage dealt is 30-40% of normal); large creature.
Tier 5.
Illithids – octopus-people, Illithids are the dominant race of the Dark Zone. They are characterized by a tendency toward mind magic. Many different races are enslaved by illithids, some of which turn out to be artificially created by them. The magic of illithids is intended not for killing the opponent, but for neutralizing him.
abilities: caster (available spells: slow, distraction); strong mind - having reached the limit in perfection of consciousness control, these warriors have developed their will so much that this unit's mind cannot be controlled; Mind Link - as masters of ettin minds, illithids are able not only to control the consciousness of these creatures, but also to remove (enemy) mind spells from them; shooter.
1st upgrade. Illithid Seer - these are illithids specializing in defensive spells.
abilities: caster (distraction, slow, arrow deflection, anti-magic); strong mind; mind link; shooter.
2nd upgrade. Higher Illithid - these are illithids who have achieved mastery in mind control. They can take an enemy under control and command them.
abilities: caster (distraction, slow); manipulator - there is a chance(20%) to cast hypnosis on an enemy during a melee attack; strong mind; mind link; shooter.
Tier 6.
Ifrit - this is a male dark spirit with large wings. They live in the deepest parts of the dungeon(deep dungeons). Visually, ifrits slightly resemble djinns, only smaller in size(not as bloated), more humanoid and purple in color. Ifrits are neutral but have a tendency toward organized evil, so they joined the army of Nigon when they learned of their plans.
abilities: flyer; flame of darkness - deals additional damage to an opponent hitting the ifrit in melee combat; large creature.
1st upgrade. Prince of Darkness - these are the most ferocious of ifrits. They differ from ordinary ifrits in size, red-purple color, huge claws and horns, which make them similar to demons.
abilities: flyer; flame of darkness; essence of darkness - this creature was spawned by darkness itself, and all darkness spells directed against this warrior will not harm him; large creature.
2nd upgrade. Dungeon Keeper - these are the elite troops of ifrits. They are equipped in heavy adamantine armor and armed with a chain, which makes them tough fighters.
abilities: flyer; flame of darkness; iron skin - thanks to their armor, keepers' defense is increased by 25%; large creature.
Tier 7.
Monster - it is still unknown where they came from, whether it's the result of a magical experiment or simply no one has found them yet, as they live deep underground... Be that as it may, this creature is a very strong opponent, having huge claws and fangs. Thanks to their incredible strength, monsters can break through enemy armor, significantly reducing it.
abilities: armor piercing - ignores enemy defense by 80%; large creature.
1st upgrade. Ancient Monster – the oldest monsters are called ancient. Perhaps at first one might think they are weaker than other monsters, but that is far from true. With age, not only does their fur grow, but their fangs and claws also become larger. Indeed, the claws are their main weapon. They are sharper than any blade and can pierce any armor, while simultaneously inflicting a bleeding wound that cannot be healed.
Abilities: armor piercing; bleeding – there is a chance(80%) to inflict a bleeding wound on the enemy, which cannot be removed by magic; it lasts 3 turns and takes away N-amount of hp, depending on the number of monsters in the squad; large creature.
2nd upgrade. Mighty Monster – the most warlike and bloodthirsty were named mighty because of their incredible strength. Even the bravest and most courageous warriors run away when meeting them, for in a frenzied state they look very terrifying.
Abilities: armor piercing; bloodlust – allows increasing attack by 25% once per battle, while reducing the morale of nearby enemies by -1; large creature.
==========================================================
That's basically all ) I won't create this myself (at least for now there are no such plans), I just wanted to share my idea... perhaps someone will like it and the idea will come to life (Dogzma ;)))))
Big thanks to Dr.Nik'y for help in thinking through skills, describing them, as well as describing creatures) without him, none of this might have existed =)
===
in some brackets are written abilities that might be worth replacing the current ones with)
===
You can ask questions, suggest ideas, perhaps some monsters(abilities) turned out too strong or conversely weak, so you can write remarks(on corrections), also write if you find errors, omissions or perhaps something else needs to be fixed...)) I'll try to answer everything! =)
In general, advice and remarks on the strength of abilities etc. are welcome.)
PS version is not final yet!
P.S. request to mods and coordinators not to move the topic to the new ideas section (like the swamp)! at least for some time))) a poll is ongoing)
==========================================================
arts so that you can better imagine the creatures)
1. assumed habitat of Nigons) rather, exits to the surface)) I don't know the map well, so please be gentle)))
2. kobold warrior
3. kobold scout
4. harpy... warrior maybe)) generally found few arts with harpies(
5. beholder (ordinary))
6. Tyrant (first upgrade of beholder)
7. ettin (ordinary)
8. wild ettin (visually), only clubs like a guard's
9. illithid
10. ifrit (most likely first upgrade)... pity I didn't find more suitable pictures (( but this is how it looks correctly) with wings etc.)
11-12. everyone remembers the demon hero, mage, in Disciples 2? )) purple and with wings))) that's how we imagined the ifrit)) not identical of course... a brother to demons is not needed))
Be strong. Believe