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In reply to TonyMontana
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18 years ago
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I would say that it's generally accepted that if a race is reptilian, then it should be "purely reptilian." This seems more natural to me, and I think octopuses would look strange.
Here are my thoughts on a related topic:
/topic/4236/
Besides, with the new doctrine of "Each city has a core race," there should be at least 2-3 Nagas.
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18 years ago
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It would be cool to see stingrays, and stingray+lizard hybrids (will they look like real stingrays, or will they be "humanized," say, with a developed upper limb belt (arms, shoulders) and a human head)? Here are my sketches (sorry for the mess) (the second one looks like a Disney stingray). And what if one of the stingrays could stun everyone with electricity:eek:? What do you think? It wouldn't be easy for the opponent either.

By the way, regarding avatars::) Tony, it's funny, but I initially wanted to choose the central picture for my avatar, where an elf stands with a dagger and shield, but then I changed my mind.:)

Guys, I've decided to share a possible scenario with you, linking the races of the Wild, Erathia, and the Mechanoids.
Here's a brief outline:
The hero (the progenitor) of the Mechanoids, while still an apprentice (hopeless in terms of magic), falls asleep while reading another book in the library of the Silver Cities and has a prophetic dream. In the dream, he sees strange creatures he has never seen before (Erathians), and then he is transported to a wild, untouched forest. A kind of nature enclave that he could not even imagine. He wakes up and tries to find any mention of what he saw in books, encyclopedias, etc., and only in one of the ancient dream books does he find a vague description that this dream may mean great discoveries, but in the distant future. The chronicles also mention a mysterious figure, a skilled mage (but not the greatest), who also saw something similar, reported it to the council of mages, where he was declared insane and ridiculed. But he was obsessed with his thoughts about this dream. After the council, the mage gathered his small army of followers and set out in search of those mysterious places. After that, no one ever saw him again. So, after the "Mechanoid" created his city, established the production of worker robots and soldier robots (to protect the city), and gathered elite soldiers into his army, he decided to find those mysterious worlds... this can be further developed... First, he finds Erathia, and almost his entire army is destroyed by the creatures of Erathia, and he himself flees the battlefield with 2-3 soldiers, mortally wounded... this can be further developed... He ends up in the Wild, where he is pulled out of the turbulent river and healed (one could even say brought back from the dead). The Mechanoid recovers, but not all the inhabitants of the Wild are happy with the appearance of a stranger in their lands. And he is arrested... this can be further developed... He falls in love with the beautiful daughter of the head of one of the local settlements, and realizes that the feelings are mutual... this can be further developed... He tries to escape with her help, but the head's advisor, who has great influence in the Wild, tries to stop the fugitives and kills the girl, and blames the fugitive, who still manages to escape, because he is helped by the spirit of his beloved. The head, mourning his daughter, gradually loses control... this can be further developed... Returning to his city, the Mechanoid discovers that there are already legions of mechanical soldiers in the city, but they obey one of his henchmen (not a very good one) (a robot with AI and a strong desire to enslave). In order not to lose everything, the hero has to submit and swear allegiance to the henchman... this can be further developed... The Mechanoid works successfully (fortunately, his Intelligence is much higher than the AI of the henchman, and the robot does not have creative thinking) and he manages to create more advanced soldiers, which later helped him regain power. And to avenge his beloved, and stop the invasion of Erathia.
So, what do you think? How is it? Write your thoughts.

P.S. Some people have already seen this.;)
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:eek: ....... И ВСЁ-ТАКИ ОН СУЩЕСТВУЕТ .......:eek:[/COLOR]





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18 years ago
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Well, I don't know, but in "Diablo", the octopuses were pretty cool, they fought well, usually against me, which was a problem :mad:. But if they were on my side, it was awesome :)
:eek: ....... И ВСЁ-ТАКИ ОН СУЩЕСТВУЕТ .......:eek:[/COLOR]





In reply to +A+L+E+X+
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18 years ago
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Well, it's a slightly different matter. It's more about how well something fits in.
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18 years ago
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2Agar6
The drawings are excellent, and you can use my description... or, if necessary, I can write one myself; it won't be too difficult for me.
Есть свет и тьма,
Добро и зло,
Есть сила и власть,
И много всего
Но знай ты одно,
Что все это чушь,
И лишь без любви
Не проживешь ты и дня..
In reply to TonyMontana
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18 years ago
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Dracco
+ :)
I agree about the Nagas on turtles; I only see them on land. They don't really complement each other underwater. The Naga is agile.

...At sunset, majestic riders began to emerge from the restless sea onto the sandy shore. Huge, yet obedient, Turtles moved purposefully towards the "land rats." Sunlight glinted on their wet shells, and the Nagas gazed longingly at the water.
Hours passed, and the Nagas continued to leave the cool substance without which their lives would not exist.
By some imperceptible, subconscious signal, the entire horde of warriors froze. Only the settling sand, disturbed by their movement, and the noisy ocean broke the silence. The Nagas listened to this monotonous, soothing sound of their home. The sea seemed to play farewell music for its inhabitants. And every single warrior understood that ahead of them lay a hot, hard, and much-disliked land.
Wars and alliances await them, as well as death and feats...
But there is one big BUT: the Nagas had a goal. Is that too grand a statement? Not at all. They had a Great Goal, and everything was at stake. Defeat was not even an option, because the enemy is merciless, and the servants of the sea will respond in kind...

I wanted to convey a bit of atmosphere. Something similar could be used as an introduction to a story about the Nagas, and then developed further.
Самые большие загадки таит в себе, то что мы видим, а не то, что скрыто от наших глаз...
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18 years ago
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Mutant Knight. Agara's drawing of the Krigans.
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18 years ago
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Addition to the New Empire race, which I have already written a little about on the previous pages. A couple of new units:
1A. Pikemen – despite the invention of firearms, warriors armed with long pikes and protected by cuirasses form the basis of any modern army. Pikemen are excellent against cavalry and monsters.
Long spears (attack at a distance, the enemy does not retaliate). Bonus against "large creatures." Wall of spears (one unit of pikemen can be lined up in a line, a maximum of five squares, while the number of each stack in the line will be 2:3:4:5 depending on the number of squares; the line can only be built facing the enemy side, this line cannot be crossed until at least one stack from the line is killed, and when attacking one stack, two adjacent stacks will help it, inflicting an attack; it is not possible to move pikemen in this formation, however, they can be reassembled into a single stack).

1B. Landsknechts – elite mercenaries armed with pikes, they represent a formidable force on the battlefield.
Long spears. Bonus against "large creatures." Preemptive strike.
2A. Musketeers – these are a powerful ranged force on the battlefield. Inflicting colossal damage, the musket, however, requires a long reload time. It is best to use musketeers under the cover of pikemen.
Musket shot (pierces armor by 50%, however, the musketeer loses 10% initiative for each shot). Volley fire (musketeers can also be lined up in a line, a maximum of 5 squares, just like pikemen; when firing, the entire formation fires, inflicting less damage, but hitting all creatures standing in the line of fire).
2B. Fusiliers – these are infantry armed with powerful muskets – fusees. Their tactic is to hold any position on the battlefield.
Musket shot. Hold position (the fusilier will automatically attack everyone who approaches it within a distance of less than 4 squares).
Немертво то, что в вечности живет,
Со смертью времени и смерть умрет.
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18 years ago
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Has there ever been a race of robots, or is it impossible to come up with one?
[URL="http:////img382.imageshack.us/img382/7545/witcheranimuv2.gif[/img][/url]"][/URL]
Настоящего не существует. Есть только ближайшее прошлое и скорейшее будущее.

In reply to Ascendand Evincar
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18 years ago
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Well, since we're on a roll, here is another non-viable race from my sick imagination

Castle: Old Ruins

Race: Gargoyles

Motto: "Horror frozen in stone"

Hero: Avenger
Unique same skills of the avenger:
stone durability—increases the hit points of all stone creatures in the hero's army by 1% for every two levels of the hero
stone indestructibility—increases the hit points of all stone creatures in the hero's army by 2% for every two levels of the hero
eternal stone—increases the hit points of all stone creatures in the hero's army by 3% for every two levels of the hero
Avenger abilities:
Millennial Rage: all creatures of the native faction receive infinite retaliation against attacks and counterattack 3% harder for every two levels of the hero, but no more than 30% (this ability does not apply to creatures with the feature: stone indifference)
Native Walls: an activatable ability that divides the field in half with a wall—the wall can be flown over or destroyed; the wall's hit points depend on the hero's level
Rockfall: a wall appearing on the battlefield begins to counterattack; the strength of the counterattack depends on the hero's level

History: At the dawn of the world, the great mages of the past succeeded in their craft so well that they were able to appoint the soulless walls of their own castles as helpers and protectors. But even this did not save the lands of the sages from devastation, nor the sages themselves from a terrible death. And the once majestic castles became empty without their masters. Only it is not for nothing that clever people have avoided them since then—they say the monstrous spawn of the mages still guard these walls, awaiting the return of their dead ancestors.

Creatures

Level 1:
Mages' Chambers
Stone Maidens—only the gods know how much labor was put into creating these maidens, truly perfect in their forms and fiercely loyal to their creator. It is true that they were not created for war, but when war came, they were the first to rush to the defense of their mages.
Appearance: a naked marble girl. Attack animation: reaches arms forward and, like a cat, scratches the enemy creature with her fingers. Defense animation: covers face with elbow. Movement animation: smooth step.
Features:
Stone Creature—ignores mind spells and dark magic curses. Morale is constant +1.

Upgrades
Mages' Quarters
Spear Maidens—some of the maidens were lucky enough to tear weapons from the hands of enemies they had killed, and since then they feel like true warriors and protectors of their home.
Appearance: a naked marble girl with a spear in her hand. Attack animation: pulls spear back and strikes the enemy creature. Defense animation: same as "spear across"—I don't know how to put it more accurately
Bonus to attack, initiative
Features:
Stone Creature

Weeping Maidens—when their masters were killed before the eyes of these maidens, the impossible happened—dead stone burst into tears, and such was the power of grief hidden in this mournful howl that the enemy retreated in horror from the grieving maiden, while she remained forever to guard the dead body of the mage, letting no one near.
Appearance: a kneeling naked girl, face covered by palms. Attack animation: same as stone maiden. Defense animation: howl—pulls hands away from face and opens mouth in a scream.
Has no bonuses compared to stone maidens
Features:
Stone Creature
Mournful Howl—when attacked, the unit has a 50 percent chance of emitting a howl instead of counterattacking, forcing all non-stone creatures in adjacent cells to retreat to the edge of the field
Immovable Creature—during battle, no one and nothing can move this unit from the spot chosen during the tactical placement phase

Level 2
Dead Squares
Statues—when necessity forced mages to protect their homes, the stone statues decorating the squares of their cities were the first to be subjected to experiments and as a result came to life, joining the ranks of city defenders. Their powerful fists know no mercy, and their stone bodies know no pain or fear of death.
Appearance: white statue in a frock coat (a dead ringer for Pushkin). Attack animation: a fist slowly rising and descending upon the enemy creature. Defense animation: leans back. Movement animation: angular, slow step.
Features:
Stone Creature

Upgrades
Alley of Heroes
Hero Statues—it was soon discovered that statues of those erected in honor of heroes of great battles, as if preserving the spirit of the warriors, became far stronger defenders than other statues.
Appearance: white statue with well-sculpted muscles, sword and shield in hands. Attack animation: sword strike like Crusaders. Defense animation: puts shield forward. Movement animation: same as statues
Bonus to attack and defense
Features:
Stone Creature

God Statues—huge monuments erected in honor of now-forgotten gods were also called upon to guard and protect their cities.
Appearance: large white statue in a tunic with a laurel wreath on its head (all stone, white). Animation: same as statues.
Bonus to defense
Features:
Stone Creature
Large Creature

Level 3
Stone Zoo
Stone Beasts—being another decoration of the streets, statues of stone beasts were also called into military service and justified themselves with speed unusual for stone creatures.
Appearance: white statue of a beast baring its teeth. Animation: similar to wolves
Features:
Stone Creature

Upgrade
Stone Bestiary
Stone Demons—truly terrifying in appearance even as stone, once they became living, the statues quickly gained a reputation as formidable warriors
Appearance: white statue shaped like demons. Animation: similar to demons
Bonus to attack, defense. Penalty to speed
Features:
Stone Creature

Stone Hunters—these are the same former statues of predatory beasts taken aside by mages for particularly dangerous experiments, as a result of which they not only came to life but became truly swift in battle.
Appearance: black statue of a beast baring its teeth. Animation: similar to wolves
Bonus to speed, initiative. Penalty to defense.
Features:
Stone Creature
Unanswered Attack

Level 4
Abandoned Reservoir
Chimeras—these wild and bloodthirsty creatures were caught and tamed by mages to perform many tasks and also very quickly proved themselves as magnificent warriors fiercely protecting those to whom they were now loyal, who gave them shelter and food.
Appearance: bipedal, naked, female, feet resemble dinosaur feet, four-fingered hands with curved claws, has a tail and wings, elongated muzzle also resembles a dinosaur or crocodile, scales are dirty-swampy in color. Attack and defense animation: same as stone maidens, but faster and accounting for the model's external features. Movement animation: rare wing flaps, flight.
Features:
Living Creature
Rage
Flying Creature

Upgrades
Underground Laboratories
Petrified Chimeras—when it became clear that under the onslaught of enemies neither the mages' favorite maidens nor the existing city statues would stand, for the first time the loyal chimeras were enclosed in stone so that they would no longer know the weakness of living flesh and with all their innate strength could protect the masters' castles better than clumsy statues. But no matter how hard the mages tried in their experiments, the heavy stone lost the ability to fly.
Appearance: stone chimera. Attack and defense animation: same as chimeras, but slower. Movement animation: running with large leaps, wings twitch on every step.
Bonus to defense, penalty to attack.
Features:
Stone Creature

Gargoyles (yes, I know they are already taken, but these are different)—after many mistakes, the mages managed to develop a substance based on stone rubble, by being enclosed in which, chimeras became heavy and immobile only during the day, but at night they regained lightness of flight and rage of attack as if they were living.
Appearance: gray chimera sitting on its haunches, paws pressed into the ground. Animation: same as chimeras.
Bonus to defense (same as petrified chimeras), initiative.
Features:
Stone Creature
Rage
Flying Creature
Petrification—in battle every other turn the creature cannot move from its spot (first turn—does not move), attack, or respond to attacks.

Level 5
Desert Alleys
Dust of Ages—even if an adventurer manages to pass through the abandoned castle without encountering its stone inhabitants, it does not mean that he is not in danger. Right under a person's feet, dust can swirl up at any moment, crashing down on the stranger or penetrating the lungs to deprive them of living breath. And all because the very air of these places was so saturated with power that after many years, dust can rise to do what the doors of houses incessantly whisper about—expel enemies.
Appearance: gray cloud of dust. Animation: similar to ghosts.
Features:
Stone Creature
Flying Creature
Incorporeal Creature

Upgrades
Desert Houses
Centuries-old Dust—but specifically in old houses, undisturbed by winds, the dust gained such density that rising as a cloud it completely hides the enemy behind it and escaping takes great effort.
Appearance: black cloud of dust. Animation: same
Features
Stone Creature
Flying Creature
Incorporeal Creature
Blinding

Stone Rubble—also in the corners of especially ruined houses, piles of sharp stone chips can be found, which fiercely attack anyone who approaches them, ruthlessly scratching their thin skin.
Appearance: cloud of pebbles. Animation: same
Bonus to attack, defense.
Features
Stone Creature
Flying Creature
Incorporeal Creature

Level 6
Ancient Streets
Houses—old houses here know not only how to creak their shutters, but also move from place to place in high leaps, and woe to whoever stands where they land—heavy are the ancient walls.
Appearance: gloomy-looking stone one-story houses. Animation: jump up—land on one cell to the side (correspondingly covering two new cells); if someone else is still there—jump up, land back.
Features
Stone Creature
Large Creature
Stone Indifference—do not respond to attacks
Stone Constancy—move no further than one cell in any direction
Wide Steps—attack is considered at full strength on both cells that the creature covers with a jump

Upgrades
Rich Quarters
Rich Houses—truly terrifying for strangers are the houses of rich quarters, whose two stories almost no one can support on their shoulders; fortunately, these clumsy giants move far less often than their poor brethren.
Appearance: sturdy stone two-story houses. Animation: same
Bonus to attack and defense, penalty to initiative
Features
Stone Creature
Large Creature
Stone Indifference
Stone Constancy
Wide Steps
Heavy Tread—5% chance to kill all enemies on attacked cells regardless of their level and number

Summer Kitchens—previously, wealthy residents often had summer kitchens in their gardens so as not to heat stoves in the house during hot days, and now these small structures, sensing danger to their native land, also jump briskly through the streets, trampling everything they come across.
Appearance: tiny houses. Animation: same, but jumps are lower and faster
Bonus to initiative
Features
Stone Creature
Stone Indifference

Level 7
Watchtowers
Eternal Sentinels—the last creations of the mages, the pinnacle of their art and simultaneously a final attempt to survive. Left forever at their posts, stone sentinels have nothing but a head, neck, shoulders, chest, and one arm—tirelessly they rain stones upon the heads of enemies.
Appearance: male stone one-armed torso (even slightly less than a torso—I don't remember what it's called). Animation: hand scoops stones from the ground, rises up and throws them.
Features:
Stone Creature
Immovable Creature
Shooter

Upgrades
Guard Towers
Far Border Sentinels—placed on higher towers, these sentinels attack enemies upon spotting them from afar and never miss
Appearance: male stone one-armed torso on a pedestal. Animation: same
Features:
Stone Creature
Immovable Creature
Shooter
No range penalty

Multi-armed Sentinels—the mages gave these creatures both arms so they could attack many enemies who dared approach their towers
Appearance: male stone torso with two arms. Animation: same, but with two arms
Features:
Stone Creature
Immovable Creature
Shooter
Hail of Stones—attacks not only the target creature, but also all adjacent cells with the same damage

Heroes

Alan
As a small child, Alan fell behind his parents' trading caravan and got lost in the endless steppes. How surprised he was when ancient walls appeared amidst the deserted expanses. The stone sentinels, living by their own strange laws, did not touch him who came in peace, and the boy grew up among ghosts of the past. Thus, Alan, the only one currently living, learned many secrets of the ancient mages.
Specialization:
One Who Knows Stone Secrets—the city where Alan is in the garrison increases the growth of all creatures, except chimeras (which are not stone) and Sentinels (growth of seventh-level creatures cannot be increased at all), by 3% for every two levels of the hero.

Ayistra
Either the creator of this stone maiden was especially thorough, or he accidentally put more of his power into her than intended, but when he died, the grief of this fairest of maidens did not even come close to the grief of the others. And at the moment she howled, the mage's killer howled in unison with her and fell already dead. Then she swore—swore to avenge until the very end anyone who would still encroach upon her home. They say that since then Ayistra has stood eternal guard together with other maidens echoing her howl.
Specialization:
Weeping in the Night—all weeping maidens under the hero's command, using the mournful howl ability, not only force creatures to retreat but also deal damage to all non-stone creatures in adjacent cells; the amount of damage depends on the hero's level.

Grogkh
It is known that in his time as a statue, Grogkh personified a great commander, and after his awakening, the trust other statues had in him was such that the mages appointed him their leader. To this day, the loyal commander is ready to lead his subordinates into battle.
Specialization:
Commander-in-Chief of Statues: all statues under the hero's command receive +1 to defense and attack for every two levels of the hero, starting from the first.

Iesha
This chimera discovered such abilities in sorcery that the mages took her up for training and managed to pass on their knowledge of how to make fellow creatures petrify. And although no greater legacy fell to Iesha—this alone was enough for the chimera to be able to lead her city, taking upon herself the troubles of its defense and gradually perfecting her magical art.
Specialization:
Trained Alchemist: reduces the cost of upgrading chimeras in the city where she is stationed in the garrison.

Siy-shara
An untiring gargoyle who devoted long years of inactivity to finding a way not to freeze helplessly before the daylight. And no more than a year ago, stories appeared about gargoyles circling over the city during the day.
Specialization:
Breaking the Chains of Curse: all gargoyles under the hero's command gain the ability not to skip a turn during battle, but they fight in this turn with less efficiency—the higher the hero's level, the smaller the penalty.

Iekhshsa
A young, restless chimera—descendant of Iesha, she inherited her gift for sorcery, but despite all attempts to teach her mastery within the castle walls, Iekhshsa invariably rushes into the thick of battle, and only there do her natural talents reveal themselves in full force to the misfortune of enemies.
Specialization:
Gargoyle Sculptor: raises 5% of creatures from fallen enemy units as gargoyles, +1% for every two levels of the hero; calculation is based on total health of fallen creatures, not their number

Isaac
A young mage fond of the magic hidden in stones and therefore accidentally stumbled upon old texts about the great castles of the past in the library of the academy of magic, and since then became obsessed with the idea of finding them at all costs. Long was his journey, composed of rumors and hints. But the stubborn youth found the patience to see it through to the end—to the empty ruins themselves. It is rumored that there he was met by gentle stone maidens, and also that it was for them that he strove toward this castle. But what is true is that since then no one has seen Isaac again.
Specialization:
Earth Mage: all earth chaos spells deal 15% more damage, +5% for every two levels of the hero

Well, and so on
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18 years ago
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nomadic race
castle: Nomadic Halls
motto: only movement brings victory! (c) Genghis Khan

creatures:
1st level:
light infantry - weak, unprotected soldiers, but very devoted, and therefore perform well in attack. Armed with 2 sabers
upgrade:
spies - can spy in the enemy camp, reporting the hero's strength, his army, and skills!
2nd level:
desert wolves - were tamed by nomads and became their servants.
hyenas - can summon their brethren for help, but are very cowardly (if there is no one else in the army besides them, they tuck their tails and run away)
3rd level
knife throwers - good archers...
upgrade:
dagger masters - shoots 2 times, poisoning the enemy with scorpiok venom...
4th level
nomads - light cavalry of this race. Very high speed, cavalry bonus, weak defense.
upgrade:
barbarians - skilled riders. They strike without resistance
5th level
tours - very ferocious warriors. Despite their loyal devotion to their masters, they cannot be ridden. With a successful attack, they ignore the enemy's defense!
frenzied tours - berserker properties. They inspire fear even in the bravest enemy warrior. In this case, they deal double damage without resistance, and the enemy skips 1 turn.
6th level
rukh birds - excellent warriors, very strong. They peck out the victim's eyes, casting "blindness".
thunder birds - can stun the enemy with a powerful lightning bolt (75% of the damage dealt by the bird)
7th level
monsters - the most powerful attack. They reduce the enemy's defense by 35%
terrible monsters:smile25: - the embodiment of strength in its best form. Reduces the target's defense by 75%.

buildings:
Infantry barracks, spy shelters
Wolf dens, hyena pits
Training grounds, shooting ranges
Nomad yurts, barbarian yurts
Grates, cages
Cliffs, thunder cliffs
Bluff, terrible bluff
In reply to G@ZMY@S
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18 years ago
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My race is the Guardians of the Sands of Time!

Hero: Bishop of the Sands (instead of a helmet, he wears the mask of Anubis).

Story: On the Island of Time, there lived those who were given the power to change the fates of people... But one day, people found this island... Foolish, greedy, cruel... They came here for selfish purposes... And they were severely punished for it. There were fewer people than guardians, and most of them were captured by the children of Ramiriss, the Dragon of Time. Ramiriss devised a more terrible punishment for their audacity than death... He transformed them into sand guardians, those who protected what they wanted to possess... And the Guardians of the Sands will stop those who seek to seize the secrets of the Island!

Castle: City of Sands.
Special monument: Altar of Time.
Special ability: Master of Time.

Recruit-level mastery of time: on the map, you can slow down an enemy hero or speed up your own by 10 movement points (for the enemy, this takes effect on the next turn).

Strong mastery of time: 20% - the above, but 20 points.

Masterful mastery of time: 30% - 30 points.

Absolute mastery of time: 40% - 40 points.

Additionally: as time develops, you can turn enemy troops into sand creatures (similar to necromancy, 10, 20, 30, 40% of the total troops of other castles). You also need to build the necessary altar.

Troops:

1) Warrior of Time
1)a Captain of the Warriors of Time
1)b Attacking Warrior of Time

2) Archer of Time
2)a Sand Archer
2)b Punisher of the Sands

I'll finish it later :D :) :smile17: :smile24:

Added 32 minutes ago
I'm finishing it...

3) Transformed Warrior with a Halberd
3)a Half-Troll with an Axe
3)b Half-Troll with a Mace

4) Guardian Mage
4) Sand Mentor Mage
4) High Sand Mage

5) Sand Rider
5)a Sand Rider with a Sand Staff
5)b Sand Rider Mage

6) Priest of the Sands
6)a Sand Priest
6)b Archpriest of the Sands

7) Dragon of Time
7)a Son of Ramiriss
7)b Devoted Dragon of Time
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18 years ago
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Race: Blood Elves.
Ancestors: Elves who survived the burning of Syris Talla in 566.
History: Most elves perished in the burning elven capital. However, a few survivors under the command of Prince Ganiel managed to escape the inferno in secret using the magical remains of Brittigi. At first, the elves intended to return to their people and tell them that Demons, not Dark Elves, were responsible for the arson. But they were stopped by an unforeseen circumstance—the emergence of new demons from the depths of the dungeon. The Blood Elves wiped out all the demons without loss. Shortly after, the forces of the Blood Elves entered Ur-Sharrag, the main demon city in Ashan. Through foolishness, or perhaps hatred, Prince Ganiel shattered Urgash's magic sphere. All the elves turned red—the color of Chaos magic. After 2 months, the elves became more cruel, touchy, and malicious toward demons, although they felt a brotherly bond. They learned to blow up dungeons with Chaos magic. Soon, all the Blood Elves sailed to a huge island in the Irsus Sea and named it Tarallas, which translates from Elven as "Haven of Harmony." From now on, they live in harmony with their brothers and the Dragon Order.
Worship: Sylanna.
City: Something like a giant opened flower. Name: Order of Harmony.

Hero: Harmony Knight.

Additional: Why Blood Elves? Because they live with innate Chaos and Earth magic. Also, they have red skin.

Skill: Harmony.

10% - Chaos and Earth magic spells are strengthened by 10%.
20% - Same, but twice as much.
30% - 30% strength increase.
40% - 40% strength increase + damage to Haven of Harmony troops from Chaos and Earth spells is reduced by 2 times.
Special building: Altar of Harmony - Chaos and Earth spell power increases by 250% for 20 units of all rare resources.
Upgrade to Temple of Harmony - Chaos and Earth spell power increases by an additional 50% for 5 units of all rare resources.
Race rare resource: gems.

Units:

1) Spearmen - the backbone of the Haven of Harmony forces.

I'll finish the rest shortly :D

Added after 32 minutes
Let's continue :D

1a) Chaos Guards - in military schools, spearmen are divided into two types: Chaos and Earth. These spearmen chose chaos, and their immunity to it is 30%.
1b) Earth Guards - Have the ability to summon spikes on the enemy. Earth magic immunity is 32%.

2) Blade Dancers - some dancers survived the fire and continued their craft.
2a) Shadow Dancers - These warriors are the sons of dancers and dark elven women. They continued their fathers' craft, but also inherited the "Strike and Return" ability from their mothers.
2b) Dancer Captains - Elves who have reached the pinnacle of the art, capable of jumping and attacking simultaneously.

3) Amazons - they are recruited into the army voluntarily, and that is why female warriors can be more dangerous than griffins. They are armed with spears. Again, Amazon armor and weapons are passed down from generation to generation.
3a) Daughters of the Regiments - some of the strongest Amazons. They are found exclusively in the elite armies of the Order of Harmony, and they also know how to cast Earth spells - Spikes, Meteorites.
3b) Amazons of Light - These are the Amazons who usually cast spells in the armies, for which they receive honor. They are capable of casting Divine Strength and regeneration. These Amazons are half-breeds: half-elves and half-humans.

4) Horse Archers - these are high archers whose ancestors defended the palace of King Arniel. They mounted horses because demons appeared from the fire during the blaze, and the horse archers covered the evacuation of civilians.
4a) Mastaralis - archers who were transformed by the Sphere and began using fire arrows filled with fireballs.
4b) Defenders of Tarallas - these guards protect the Haven from enemies. For this, Sylanna bestowed upon them bows with silver arrows capable of killing high demons.

5) Giants - those who joined the Blood Elves during their voyage across the Irsus Sea. Why did the Giants join? Demons were hunting them. Giants had only strength. The Blood Elves gave them Earth magic. In gratitude, the Giants live together with the Blood Elves.
5a) Lords of Thunder - Giants studying thunder and summoning magic, capable of devastating the enemy camp very quickly if there is a source of their magic - storms and lightning.
5b) Demon Slayers - probably the most dangerous giants in the Blood Elf army. They fully master Chaos magic and turn the demons' own magic against them.

6) Demigoddess - Daughters of Elrath who descended to help the children of Sylanna. These formidable and beautiful women are practically titans of magic. They master Light magic and are capable of creating a shield protecting everyone nearby from Light magic.
6a) Valkyrie - a girl with blue wings, signifying the water element; she casts Water spells, but at the same time, her spear can deal with any enemy.
6b) Lone Valkyrie - the elite of the elite; she usually fights alone, but when there are more than 12 Lone Valkyries... they create a thunderclap after a strike that hits all enemy troops.

7) High Blood Elf - On a golden horse with a magic sword. This elite guard has magic swords that release a burst of primordial power.
7a) Prince of Blood Elves - these warriors cast Chaos and Light spells. They are also capable of creating a fog, which in Elven is called "Ripasar Sues," weakening the enemy.
7b) Descendants of Princes - those whose fathers saved the population of Syris Talla. They are given the blessing of two dragons - Sylanna and Asha. They are the lords of the Blood Elf forces.

That's all, discuss it:smile49:
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In reply to Visiteur
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18 years ago
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Are mounted archers considered a powerful unit?
I don't really understand what they're for, but at the very least, they shouldn't have any restrictions in melee combat!
In reply to UTER
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18 years ago
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UTER;185203
Are mounted archers considered a large unit?
I don't really understand what they're for, but at the very least, they shouldn't have restrictions in melee combat!

Yes, it's a large unit; Valkyrie is a small one. :)
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