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17 years ago
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Race - Teeth

Units.

Note: All units have the "fall out" ability - the unit self-destructs, dealing damage to all surrounding units, both enemy and friendly.

Level 1:
-milk tooth.
Upgrade – decayed milk tooth. Ability – “toothache” (upon attack, it can inflict Weakness on the enemy).
Level 2:
-permanent tooth. Has a 25% chance to pierce the enemy's armor upon attack (i.e., deal damage that ignores defense).
Upgrade - permanent tooth with filling. Abilities – “pierce armor,” “protection against decay” (for the first 5 turns, Weakness or Feeblemind spells cannot be cast on the filled tooth).
Level 3:
-iron tooth. Ranged attack. Upon dealing damage with spells, it oxidizes (speed is reduced by 2 times for 3 turns).
Upgrade – gold tooth. Ranged attack. Ability – “dazzling shine” (upon attack, there is a 50% chance to inflict Blindness for 1 turn).
Level 4:
-tooth nerve. Ability – “thin” (has 40% protection against physical damage and direct damage spells).
Upgrade - inflamed tooth nerve. Abilities – “thin,” “hellish pain” (attacks all surrounding units, both enemy and friendly, and all attacked units are paralyzed for one turn).
Level 5:
-braces. Ability – “firm grip” (attacks all units in a “semi-circle” in front of and to the side of it).
Upgrade - lingual braces (i.e., installed on the inside of the teeth). Abilities – “invisibility” (invisible until the first attack), “firm grip.”
Level 6:
-wisdom tooth. Ability – “wisdom” (does not attack enemy units if the counterattack could destroy one or more wisdom teeth), “gum inflammation” - places a 4x4 cell area on the battlefield, all units that enter this area lose the ability to move and take pain damage each turn. The inflammation disappears if the wisdom tooth that cast it dies. No more than one inflammation can be placed on the battlefield at the same time.
Upgrade - erupting wisdom tooth. Abilities – “difficult eruption” (at the beginning of the battle, “gum inflammation” of size 5x5 cells is randomly placed on the battlefield), “wisdom,” “gum pain” (the attacked unit receives additional bleeding damage for 5 turns).
Level 7:
-Caries. Ranged attack. Abilities – “terrible pain” (upon attack, inflicts Weakness, Feeblemind, and Confusion), “sensitive enamel” (when Caries takes cold, fire, or air damage, all enemy units take damage).
Upgrade - Pulpitis. Ranged attack. Abilities – “infection” (upon attack, affects an area of 2x2 cells), “terrible pain,” “sensitive enamel,” “apply ice” (upon attack with cold, instead of damage, it restores health, but not exceeding the maximum number of hit points, i.e., dead units are not resurrected).

Hero – Dentist.
Racial abilities:
-Anesthesia (all units are immune to physical or magical damage for 10 turns, but lose half of their speed and initiative).
- initial anesthesia – affects units of levels 1-2;
- advanced anesthesia – affects units of levels 1-4;
- expert anesthesia – affects units of levels 1-6;
- complete anesthesia – affects all hero units.
-Prosthetics (on the site of dead units of levels 1, 2, and 6, Prosthetics can be raised: mechanical creatures with the same amount of health as the dead units, but with 1.5 times more defense. After the battle, Prosthetics disappear from the battlefield).
-Teeth Whitening (removes all negative effects from units of levels 1, 2, and 6).
-Terrible Drill (reduces the morale of enemy troops by 2).

Castle – Clinic.
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17 years ago
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I really liked it!!! :smile20: It's interesting to know where such an unusual idea came from and what the 7th-level units would look like – especially the "caries" unit :smile08:
In reply to T@mar@
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17 years ago
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Hmm. I imagine caries as something like this: a tall network of black threads, somewhat resembling a tree in shape. This is, let's say, the totality of carious canals within the affected tooth. And do you know, dear friends, that caries literally translates from Latin as "decay"? Charming, in my opinion. So intimidating! :rolleyes: As for the Pulp, I'll have to think about it. Unfortunately, my teeth are healthy, so I'll have to specifically sit down and study the subject.
In reply to Слоныш
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17 years ago
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I think it's overpowered...
Ability – “invisibility” (invisible until the first attack)
What if Chaos is maxed out? It's too brutal. And anesthesia is just a cruel thing...
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17 years ago
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Made me smile)))) just hope the braces don't fall out))))
Yeah... anesthesia is a bit too much... all operations should be performed without any numbing agents... it should be done while the patient is fully conscious xDDDDD
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17 years ago
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Yes, this is a complete overpowered unit! And the idea... it's brilliant! But there aren't enough special buildings... And there aren't enough monster dwellings... But I'll say two words about this faction:
I LIKE IT!
In reply to Wistrit
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17 years ago
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WisTrit;202267
Anesthesia is a really harsh thing...
Drnik
Yes...anesthesia is just too powerful...all operations should be performed without any freezing agents....

Well, maybe it is overpowered. In that case, let's introduce a "hangover from anesthesia" for balance: after using the skill, the hero loses 1/4 of their MP on the map for basic anesthesia, 1/2 for advanced, and all MP for expert anesthesia and complete freezing. If the hero has less than the required amount of MP at the time of the battle, the "debt" carries over to the next day.
Is that balanced?:smile04:
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17 years ago
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If it's 10 turns for the units... then it's more or less okay, but if it's 10 rounds, then no.
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17 years ago
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Heh-heh, all that's left is to come up with a race of pickled organs:D:

Level 1: appendix;
upgrade - large intestine (2 times more HP and the ability "to crap": reduces the morale of the attacked unit by 2).
Level 2: kidneys - archers, they throw "stones";
upgrade - bladder (archer, ability "to endure": increases its own HP by 3 times, but there is a 10% chance of failing, in which case the entire stack is lost).
Level 3: stomach - ability "to absorb" with a 25% chance: the attacked unit loses the ability to move around the battlefield and fight with any other unit, except for the stomach that absorbed them, for 2 turns;
upgrade - ulcerated stomach (adds acid damage to absorbed units).
Level 4: heart - manages to attack twice;
upgrade - "valentine" (when attacking, it can cast hypnosis with a 5% chance - like, to make them fall in love).
Level 5: triceps;
upgrade - biceps (ability "demonstration": pumped-up biceps "show themselves", as a result of which enemy units involuntarily surround them from all sides without attacking).
Level 6: lungs - they fly;
upgrade - smoked lungs (ability "terrible cough": after using this ability, the ability to shoot appears for 2 turns).
Level 7: spinal cord - flies, ability "paralysis" (the unit that destroys the stack of spinal cords remains chained to one place until the end of the battle);
upgrade - brain (attacks all standing nearby without counterattack, ability "to mess with the head": each turn, the magic power of the enemy hero decreases by 2 units down to 1, after a successful battle it is restored, however, if they flee, surrender, or are defeated, it remains reduced):D.

P.S. I apologize if this is off-topic and too vulgar...
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17 years ago
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*lying around* Pretty cool... It seems that quirky races are in vogue these days... Well, I'm all for it with all four hooves))) This turn of events is better than griffins and gargoyles, yes)))
It's a bit overpowered, but there's the possibility of attacking your own units... So it will fit into the balance normally))))

P.S. Great idea! I like it!))) I'm for the expansion!))))) Guts can also be added to the expansion, by the way)))

P.P.S. For complete happiness, a sea of Irsus would be great...
In reply to Драккошка
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16 years ago
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I've given some thought to this race and its abilities, and here are my suggestions: - Balance adjustments: * *Initial Anesthesia* - grants immunity to attacking spells (including "Magic Fist") and absorbs 25% of damage; lasts for 1-2 rounds. * *Advanced Anesthesia* - also grants immunity to attacking spells and blocks 25% of damage for creatures of levels 1-4. * *Expert Anesthesia* - the same bonuses for creatures of levels 1-6. * *Absolute Anesthesia* - grants immunity to all spells, both positive and negative, for all creatures, and absorbs 50% of damage. The first three levels of the skill last for one **round**, while Absolute Anesthesia lasts for two rounds. - Unit names You came up with very long names. I suggest improving the first level to "aching tooth," and the second level to "filled tooth." For the fourth level, it's also better to remove one adjective and simply call it "inflamed nerve." - Hero skills I've already shared my thoughts on the "Anesthesia" skill. Now, let's talk about its abilities. The first two fit well, but I suggest replacing the third with "extraction" instead of "horrible drill" (because just thinking about it is scary :D); effect - similar to "Warlord's Word," i.e., the hero kills one warrior from the stack, and it's immediately their turn; in addition, all negative effects are removed from the unit. Super ability - complete numbness. Grants complete immunity to magic and prevents damage for the first 3 rounds for all creatures of the "Teeth" faction in the dentist's army. In addition, I suggest adding the "Anesthesia Potential" ability to all creatures of this race to activate the "Anesthesia" skill. Path to the super ability: * Expert Chaos Magic - Lord of Cold - Deadly Cold - Improved Anesthesia (new ability: creatures receive 75% less damage for the first two rounds) * Expert Defense - Reflection - Resistance - Cold Counterattack ("Teeth" deal an additional 10% damage on a counterattack) * Expert Logistics - Finding the Path + Navigation - Teleport - Appearance This is how I imagine these creatures: * Milk tooth - a white tooth on a platform; aching tooth - a white tooth with brown spots. * Molar - a tooth standing on a crown, slightly yellowish compared to the milk tooth :D; filled tooth - the same yellowish tooth with a large gray spot on the side. * Iron tooth - a silver-colored molar; gold tooth - a gold-colored molar. * Tooth nerve - a thin, curved green stick; inflamed nerve - a thin, curved green stick with red spots often running across it. * Braces - a silver "butterfly," or rather, a butterfly frame, resembling it only in shape and silver color; lingual braces - a semi-transparent black "butterfly." * Wisdom tooth - a larger molar with brown stripes, starting at the crown and ending at the tip; erupting wisdom tooth - a wisdom tooth with a yellow tip and a red crown. * Cavity - your version; pulpitis - a long, huge red mist consisting of one large, pulsating spot. Dentist - a tall man in a gauze bandage, leaving only his eyes exposed; he sits on a flying chair with a high back, holding pliers in his hands; attack - the dentist points the pliers at a unit, squeezes them, and a yellow lightning bolt flies out from the point of their connection and hits the unit; magic - he raises the clenched pliers upwards, and a red glow spreads around them.

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