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Thank you for the support. In that case, I will gradually post information about the race, testing both units and abilities, with the aim of creating something truly unique. First, I will post ideas for the units. For simplicity and more reliable feedback, I'll start with units that have a single upgrade
1. Polar Owl - a large bird. Actively defends the territory near its nest. It was tamed by the Ice Elves (hereafter IE). Abilities - flight, blinding (in nature, these birds always aim for the eyes), downy armor - reduces damage from ranged attacks by 25% (a real fact, their down is very thick)
Upgrade: Polar Eagle-Owl - more health, higher speed. Abilities - flight, blinding, downy armor, strike and return (the enemy always retaliates in this case)
2. Pathfinder - any IE is excellent at reading tracks in the snow, finding the enemy, and hiding from superior enemy forces if necessary. An elf dressed in a warm fur cloak, moving on skis. Weapon - a long dagger. Glacionnius gave him the ability to escape the cold, so he can magically transport himself onto the blade of the magic dagger, inflicting freezing wounds. Ability - freeze (reduces enemy speed and initiative by 15%).
Upgrade - Arctic Archer (name and idea borrowed from the Heroes 3 expansion In the Wake of Gods). Possesses a large bow, shoots without loss of damage over distance. Ability - frost arrow (reduces enemy speed and initiative by 15%) plus deals one-time ice damage equal to 5% of the total attack power.
3. Yeti (or Bigfoot) - immediately found common ground with the IE, regarding them as the embodiment of gods. Guards the dwellings of the IE, helps them in hunting and defense. Weapon - club. Ability - family (since yetis do not differ much by gender, both males and females are taken into the army; therefore, during rests they engage in procreation. Pregnancy in females is not very visible, but the number of Bigfoots increases by 5% every week).
Upgrade - Berserker Bigfoots. Embittered by their own, Bigfoots become so crazed that they attack any enemies, and armor does not stop them. Ability - strong attack (armor is reduced by 50% against them), pain of loss (every time their squad decreases by 10%, 1 point is added to attack power for the duration of the battle)
4. Snow Lions (prototype - dark elves rode lions or white tigers, plus during the ice age on Earth there were lions, slightly smaller than cave lions and with white fur). Fearsome predators, yet they were tamed by the IE. Abilities - licking wounds (a cat has seven lives, and ice lions have even more; they recover their health before every battle), gripping claws (specifically for warrior types like goblins or centaurs - when the enemy tries to flee after a hit, the lion grabs the victim with its claws, holding them in place and dealing additional damage).
Upgrade - Lion Rider. An IE who has befriended this proud beast is more of a hunting companion than a master. Striking with his blade, the elf not only deals iron damage but also transmits cold to the opponent. Abilities - ice blade, gripping claws, licking wounds.
5. Ice Golem - not only mages were capable of creating golems, the IE followed the same path. Ice is, of course, more fragile than iron, but when carefully compressed, especially in large quantities, it deals massive damage. Using magic, the elven creators specifically lower the temperature of the golems as much as possible, thereby ensuring they freeze enemies upon impact. Abilities - paralyzing freeze - upon hitting, there is a 30% chance to freeze the enemy for 3 turns; then, for all units attacking the frozen, the "shattering ice" property applies - the enemy is so frozen that they do not retaliate, but every hit is increased by 15% due to the breaking of the ice-turned warriors.
Upgrade - Ice Creation. It is even colder, so paralyzing freeze is increased to 40%. Plus a new ability - resonant explosion - when the last unit is destroyed by a hit, the ice of the Ice Creation enters a special resonance and shatters into small pieces; 20% of the enemy's damage is put into this explosion against the group of Ice Creations, and it affects an area with a radius of 1 cell regardless of whether friendly or enemy units are standing there.
6. Mammoth - giants that have roamed the tundra since ancient times were quickly and successfully tamed by the IE, but were not exploited; rather, like the ice lions, they were friends. Therefore, they agreed to enter battle. Ability - subcutaneous fat (damage from arrows is 25% less, plus ice magic damage is 35% less), tusk attack - damage to all enemies located in the cells in front of the mammoth.
Upgrade - Herd Leader. Gray and huge even compared to their kin, these males are the first to enter battle. Ability - subcutaneous fat, tusk attack, trample (if an enemy unit stands in front of the attack target, the herd leader runs through their ranks, trampling them with total damage equal to 10% of the total damage dealt by the herd leader).
7. And finally - Ice Dragons or children of Glacionnius - created in his image and likeness. Possess ice breath. Ability - ice breath (damages the unit behind the target), paralyzing freeze (in 20% of cases), flying creature, ice exhale - an activated ability that reduces the initiative and speed of enemy units by 15%, plus deals 5 damage per Ice Dragon unit.
Upgrade - Ice Wyrm - an ice dragon with even colder blood. Same abilities, except ice exhale deals 7 damage instead of 5, plus the ice defense ability - the Ice Wyrm's scales are covered with a layer of ice, which reduces damage from ranged attacks and Chaos Magic by 30%.
Later I will come up with alt-upgrades and I look forward to your opinions. In my opinion, it's an interesting and original race with more or less new and unique units