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City of TARTAR
Since ancient times, the Krigans have been fascinated by magic and have mastered the control of the element of fire. At first, they had enough energy from the depths of their planet, but later their thermal power plants could not produce enough heat. The great mystics of Krigan developed an ingenious plan - with the help of magic, they concentrated unbearable heat on most of the planet's surface, and on a small area - the most extreme cold, for compensation. The mystics who participated in this project moved to the territory of cold for further self-improvement. Thus, a new Krigan state arose. The traditional Krigans treated the inhabitants of Tartar with respect and some distrust. Legends circulated about their power, but no one had seen their art in practice. And only when Inferno suffered a decisive defeat on Enroth did the Mages of Tartar enter the conflict.
Terrain: snow.
Religion: remained true to the beliefs of Krigan.
Alignment: Evil, allies of Inferno.
Magic: 5th level. Emphasis on Water magic and Mind spells.
Priority: Magic power. The strength of the hero's magic affects the strength of all creatures in the army. Attack skill is secondary and is important only for defense and for lower-level units. Speed is low. The cost is higher than in Inferno, but still low. Growth is very small, many creatures have Summoning. All creatures except level 7 have increased vulnerability to fire and immunity to cold (including level 7).
Hero-warrior - Commander
Hero-mage - Cryomancer
1. Mephit.
The result of imp breeding. Ice imps, physically stronger than their fiery counterparts, but also less numerous. They look like imps, only with white skin, a smaller body, and larger wings. They receive 50% damage from ice spells.
Quasit.
Quasits, unlike all other lower Krigans, use their wings not for beauty, but to fly. They lost the ability to steal mana, but they reduce the luck of the enemy army by 1 point.
2. Yeti.
Fierce demonic creatures that look like a hybrid of a gorilla and a ram. They move on all fours and attack with powerful front paws. They serve as the main striking force of the Tartar army. They receive 50% damage from ice spells, but 50% more from fire spells - the yeti's fur burns very well.
Polar Yeti.
Larger yetis, distinguished by a snow-white color. Polar yetis are so connected with the cold that they have become immune to water magic.
3. Erinyes.
Mortals consider these creatures to be fallen angels, but this is a misconception. Erinyes are a type of rare breed of Krigans, such as succubi. They look like pale women with feathered black wings behind their backs, armed with blades. These creatures serve Tartar as scouts and raiders. The blades of Erinyes are saturated with pure cold and can paralyze (freeze) the victim for several turns.
Furies.
Furies are Erinyes who have distinguished themselves by their special cruelty and ferocity. They rush at enemies and attack them with their freezing blades, and then quickly retreat to their original positions, leaving the frozen victims to the mercy of more senior demons.
4. Ice Spawn.
These creatures were summoned by the Krigans from some other world where eternal winter reigns. Ice Spawn have adapted well to the new conditions, and in terms of strength and ferocity, they are second to few demons. They look like humanoids with blue-white skin, a fish-like head growing out of their chest, and sharp fins from their shoulders. Ice Spawn spit ice balls and are completely immune to cold magic, but take double damage from fire.
Ice Guard.
These creatures have undergone magical modification and gained the ability to regenerate at a fantastic rate. However, at the same time, Ice Guards have become even more vulnerable to fire and take 150% more damage.
5. Gelugon.
These insect-like demons, armed with spears, are the elite soldiers of Tartar and command smaller Krigans. An aura of cold always surrounds Gelugons, so creatures attacked by them are affected by the Slow (Freeze) spell. They are immune to water magic, but take double damage from fire magic.
High Gelugon.
High Gelugons are armed with halberds and possess some magical abilities, which allows them to summon Yetis to help them and create a Ring of Cold around themselves.
6. Arctic Whirlwind.
Living gusts of northern wind, taking the form of living clots of cold air. They come from somewhere where the Plane of Water and the Plane of Air intersect. Whirlwinds are intelligent and obsessed with destruction, which makes them dangerous opponents. The immaterial structure protects the Arctic Whirlwind from shots - they receive only 50% damage. They are also immune to air and water magic.
Blizzard.
These raging creatures suck in large icicles and ice blocks. A Blizzard's attack hits all hostile creatures on adjacent cells.
7. Knight of Tartar.
A large winged creature with horns, in armor, armed with a serrated blade. These supreme Krigans, possessing great intelligence and fantastic strength, make up the ruling elite of Tartar. However, this does not prevent them from going into battle to satisfy their bloodlust. Knights of Tartar are immune to cold, but take 50% more damage from fire. They are able to summon an equal number of Gelugons to help them. Endless counterattack and ice shield (alternative to fire shield) complete their arsenal.
Baron of Tartar.
These mighty demons are not only stronger than the Knights of Tartar, but also more skilled in magic. Their presence on the battlefield enhances all spells related to frost by 25% used by the hero or other creatures.
Theoretically, development can begin on the city. When we finish with the Dock and the Kronverk.
Since ancient times, the Krigans have been fascinated by magic and have mastered the control of the element of fire. At first, they had enough energy from the depths of their planet, but later their thermal power plants could not produce enough heat. The great mystics of Krigan developed an ingenious plan - with the help of magic, they concentrated unbearable heat on most of the planet's surface, and on a small area - the most extreme cold, for compensation. The mystics who participated in this project moved to the territory of cold for further self-improvement. Thus, a new Krigan state arose. The traditional Krigans treated the inhabitants of Tartar with respect and some distrust. Legends circulated about their power, but no one had seen their art in practice. And only when Inferno suffered a decisive defeat on Enroth did the Mages of Tartar enter the conflict.
Terrain: snow.
Religion: remained true to the beliefs of Krigan.
Alignment: Evil, allies of Inferno.
Magic: 5th level. Emphasis on Water magic and Mind spells.
Priority: Magic power. The strength of the hero's magic affects the strength of all creatures in the army. Attack skill is secondary and is important only for defense and for lower-level units. Speed is low. The cost is higher than in Inferno, but still low. Growth is very small, many creatures have Summoning. All creatures except level 7 have increased vulnerability to fire and immunity to cold (including level 7).
Hero-warrior - Commander
Hero-mage - Cryomancer
1. Mephit.
The result of imp breeding. Ice imps, physically stronger than their fiery counterparts, but also less numerous. They look like imps, only with white skin, a smaller body, and larger wings. They receive 50% damage from ice spells.
Quasit.
Quasits, unlike all other lower Krigans, use their wings not for beauty, but to fly. They lost the ability to steal mana, but they reduce the luck of the enemy army by 1 point.
2. Yeti.
Fierce demonic creatures that look like a hybrid of a gorilla and a ram. They move on all fours and attack with powerful front paws. They serve as the main striking force of the Tartar army. They receive 50% damage from ice spells, but 50% more from fire spells - the yeti's fur burns very well.
Polar Yeti.
Larger yetis, distinguished by a snow-white color. Polar yetis are so connected with the cold that they have become immune to water magic.
3. Erinyes.
Mortals consider these creatures to be fallen angels, but this is a misconception. Erinyes are a type of rare breed of Krigans, such as succubi. They look like pale women with feathered black wings behind their backs, armed with blades. These creatures serve Tartar as scouts and raiders. The blades of Erinyes are saturated with pure cold and can paralyze (freeze) the victim for several turns.
Furies.
Furies are Erinyes who have distinguished themselves by their special cruelty and ferocity. They rush at enemies and attack them with their freezing blades, and then quickly retreat to their original positions, leaving the frozen victims to the mercy of more senior demons.
4. Ice Spawn.
These creatures were summoned by the Krigans from some other world where eternal winter reigns. Ice Spawn have adapted well to the new conditions, and in terms of strength and ferocity, they are second to few demons. They look like humanoids with blue-white skin, a fish-like head growing out of their chest, and sharp fins from their shoulders. Ice Spawn spit ice balls and are completely immune to cold magic, but take double damage from fire.
Ice Guard.
These creatures have undergone magical modification and gained the ability to regenerate at a fantastic rate. However, at the same time, Ice Guards have become even more vulnerable to fire and take 150% more damage.
5. Gelugon.
These insect-like demons, armed with spears, are the elite soldiers of Tartar and command smaller Krigans. An aura of cold always surrounds Gelugons, so creatures attacked by them are affected by the Slow (Freeze) spell. They are immune to water magic, but take double damage from fire magic.
High Gelugon.
High Gelugons are armed with halberds and possess some magical abilities, which allows them to summon Yetis to help them and create a Ring of Cold around themselves.
6. Arctic Whirlwind.
Living gusts of northern wind, taking the form of living clots of cold air. They come from somewhere where the Plane of Water and the Plane of Air intersect. Whirlwinds are intelligent and obsessed with destruction, which makes them dangerous opponents. The immaterial structure protects the Arctic Whirlwind from shots - they receive only 50% damage. They are also immune to air and water magic.
Blizzard.
These raging creatures suck in large icicles and ice blocks. A Blizzard's attack hits all hostile creatures on adjacent cells.
7. Knight of Tartar.
A large winged creature with horns, in armor, armed with a serrated blade. These supreme Krigans, possessing great intelligence and fantastic strength, make up the ruling elite of Tartar. However, this does not prevent them from going into battle to satisfy their bloodlust. Knights of Tartar are immune to cold, but take 50% more damage from fire. They are able to summon an equal number of Gelugons to help them. Endless counterattack and ice shield (alternative to fire shield) complete their arsenal.
Baron of Tartar.
These mighty demons are not only stronger than the Knights of Tartar, but also more skilled in magic. Their presence on the battlefield enhances all spells related to frost by 25% used by the hero or other creatures.
Theoretically, development can begin on the city. When we finish with the Dock and the Kronverk.
Подмосковный рейнджер, не ведающий стаха




