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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.
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.