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Race: Dark Dwarves.
Given that the Blood Elf race has appeared, I believe it is necessary to create worthy rivals for them.
So. After the invasion of the dark elves' dungeons, many dwarves were shocked by what happened. Moreover, some of the dwarves sided with the dark elves, as the latter, being magnificent intriguers, managed to win over some dwarves using gold and artifacts. Thus, the dark dwarves are greedier than their light brethren, fewer in number, but tougher and more successful in the magic of chaos and darkness.
1) Dwarf Warrior.
A typical soldier of the Dark Dwarf army.
Abilities: Stunning Blow.
Sweep: This warrior swings his flail, dealing damage to three cells at once.
Upgrade: Dwarf Guard.
These dwarves are meant to stand guard over their commanders. They make very good bodyguards.
Abilities: Readiness. Large Shield.
Alt-upgrade: Treasury Keeper.
These dwarves were simply raised around gold. These fighters stand guard over the treasuries of their lords. They serve their purpose so zealously that they leave no treasury robber alive.
Abilities: Siege. When besieging a friendly city, this warrior receives +2 to attack and +1 to damage.
2) Dwarf Archer.
Unlike their light dwarf brethren, these dwarves despise darts. Since they are heavy and you cannot carry many of them with you. Therefore, they use bows—not as flexible as elven ones, but stronger and more durable.
Abilities: Scattered Shot.
Upgrade: Poisoner.
These archers were trained by assassins. They taught them how to poison arrows to cause more trouble for their enemies.
Abilities: Arrow of Darkness. When firing, these warriors poison their opponents for 5 turns; the opponent's initiative is reduced by 1 and they take damage as soon as they start moving (meaning, for example, archers and teleporters are indifferent to these arrows).
Alt-upgrade: Strong Bow. Elite units of archers from the Strong Bow regiment command respect even among assassins and other dark elf brethren. These professionals are capable of destroying almost any enemy.
Abilities: Arrow of Darkness.
Backstab: If an enemy stack has its back to the Strong Bow unit and is within 4 cells, this unit will deal double damage when firing.
3) Wild Rider.
These are warriors mounted on terrible cavern monsters that resemble something between a bull and a cheetah—having the body of a bull but the front and hind legs of a cheetah, which gives these creatures incredible power.
Upgrade: Steel Bull. Large creature.
These creatures differ from their brethren in that they have thicker armor, making them practically invulnerable to enemy attacks, but they have lower movement speed.
Abilities: Metal Spikes. When attacking this creature, the enemy unit receives 5% of the dealt damage and risks being poisoned (same effect as Arrow of Darkness), with a poisoning chance of 25%. Large creature.
Alt-upgrade: Cavern Horrors.
These riders are not equipped with any additional protection, but nevertheless are very dangerous in battle. They always attack suddenly and have enormous movement speed, which is their advantage.
Abilities: Sudden Horror. If this creature moves first at the start of battle, then upon attacking, the enemy unit will definitely flee in fear; if the creature does not move first, the chance to frighten is reduced threefold.
Fear Aura: Enemy creatures on adjacent cells receive -1 to morale. Large creature.
4) Abyss Warriors.
These warriors, trained as a counter to berserkers, are equal to them in both strength and power. Mastering two boarding cutlasses, they are truly formidable opponents.
Abilities: I'll Maim You! If this warrior attacks any creature, he maims it, and its speed is reduced by 1 until the end of the battle.
Upgrade:
Chasm Fighters.
These are the best students from the Abyss Warrior school. They were selected as elite, and their skill in wielding two cutlasses is even higher.
Abilities: I'll Maim You! Cleaver.
Alt-upgrade:
Gorge Survivors.
A special type of trained fighters whose goal on the battlefield is to destroy enemy mages.
Abilities: Magic Mirror (if an enemy creature casts a spell on them, there is a 60% chance it will hit the caster). Mana Burn (when attacking a mage, this unit burns all their mana).
5) Bat.
It is still unclear how, but the dark dwarves managed to tame these creatures. They are weak, but nevertheless, their help in battle can be invaluable.
Abilities: Vampirism. Pack Attack.
Upgrade:
Pipistrelle. The oldest bats turn into pipistrelles; they are much stronger but cannot attack as a pack.
Abilities: Vampirism. Fear Aura -2. Large creature.
Alt-upgrade:
Cavern Screeches. Many innocent victims are thrown into cavernous abysses, where some, with the help of Necromancers, turn into banshees. Due to the inhuman screams of these creatures, many pipistrelles mutated.
Abilities: Vampirism. Ultrasonic Scream (once per battle, this creature can scream across the entire field straight ahead. All creatures in the hit zone receive 1.5 Normal damage from this creature. Does not affect undead, elementals, and mechanical units).
Immunity to Banshee's scream.
6) Priests of Darkness.
Among the traitor dwarves who became dark dwarves were patriarchs and fire priests. Having switched sides, they did not change their element but began to use its dark sides more.
Abilities: Mage. Fire Immunity.
Upgrade:
Twilight Priest.
Those who have undergone a more thorough initiation into the magic of darkness and fire become Twilight Priests.
Abilities: Mage. Fire Immunity. Spirit Link.
Alt-upgrade:
Caller of the Forgotten.
A caste among Twilight Priests that definitely has a special place in battle. They hide all abilities and effects applied during battle from the enemy hero.
Abilities: Mage. Fire Immunity. Shadow Mask.
7) Golems.
These golems have nothing in common with the creations of mages from the Silver Cities. These are animated stone statues that returned to life thanks to the Priests of Darkness.
Abilities: Stun (40% chance to stun an enemy creature upon attack). Large creature. Elemental. Immunity to mind-affecting spells.
Upgrade:
Ancient Golems.
These monsters were once simple living beings. Turned to stone by the gaze of ruthless medusas and basilisks, they forgot about the world of the living for many years; but time turned their bodies and hearts to stone, and now, having received a second life, they remember nothing except loyalty to those who gave them another chance to fight.
Abilities: Stun. Elemental. Immunity to mind-affecting spells. Immunity to earth spells.
Alt-upgrade:
Mage Golems.
Some golems were endowed with magical energy by the design of the Priests of Darkness.
Abilities: Rain (once per battle, this creature can cast Meteor Shower; interestingly, it spends no mana, and the spell's power depends on how many Priests of Darkness, Twilight Priests, or Callers of the Forgotten are in the hero's army). Magic Mirror 50%. Elemental. Immunity to mind-affecting spells. Immunity to earth spells. Possesses Stone Skin spell.
Racial Skill: Avarice.
1) . Trophies skill gives 35% more resources. City buildings are 10% cheaper.
Army purchase is 5% cheaper.
2) . Trophies skill gives 70% more resources. City buildings are 20% cheaper.
Army purchase is 10% cheaper.
3) . Trophies skill gives 100% more resources. City buildings are 30% cheaper.
Army purchase is 15% cheaper.
Additional Abilities
1) Money Changer. Exchanging resources at the market has become twice as profitable. + discount on purchasing any artifact of 15%. + 1% per hero level.
2) Destruction. This ability allows destroying buildings in captured castles and recovering 80% of the resources spent on construction. (The building can then be restored for full cost). It is impossible to destroy or build more than 1 building per day.
3) Taxpayer. The hero can train level 1 creatures of their army to pay taxes. A hero up to level 10 receives 1 gold per creature, 20-2, 30 and above-3, respectively daily.
P.S. I apologize for the delay; Blood Elves appeared a long time ago ;)
Given that the Blood Elf race has appeared, I believe it is necessary to create worthy rivals for them.
So. After the invasion of the dark elves' dungeons, many dwarves were shocked by what happened. Moreover, some of the dwarves sided with the dark elves, as the latter, being magnificent intriguers, managed to win over some dwarves using gold and artifacts. Thus, the dark dwarves are greedier than their light brethren, fewer in number, but tougher and more successful in the magic of chaos and darkness.
1) Dwarf Warrior.
A typical soldier of the Dark Dwarf army.
Abilities: Stunning Blow.
Sweep: This warrior swings his flail, dealing damage to three cells at once.
Upgrade: Dwarf Guard.
These dwarves are meant to stand guard over their commanders. They make very good bodyguards.
Abilities: Readiness. Large Shield.
Alt-upgrade: Treasury Keeper.
These dwarves were simply raised around gold. These fighters stand guard over the treasuries of their lords. They serve their purpose so zealously that they leave no treasury robber alive.
Abilities: Siege. When besieging a friendly city, this warrior receives +2 to attack and +1 to damage.
2) Dwarf Archer.
Unlike their light dwarf brethren, these dwarves despise darts. Since they are heavy and you cannot carry many of them with you. Therefore, they use bows—not as flexible as elven ones, but stronger and more durable.
Abilities: Scattered Shot.
Upgrade: Poisoner.
These archers were trained by assassins. They taught them how to poison arrows to cause more trouble for their enemies.
Abilities: Arrow of Darkness. When firing, these warriors poison their opponents for 5 turns; the opponent's initiative is reduced by 1 and they take damage as soon as they start moving (meaning, for example, archers and teleporters are indifferent to these arrows).
Alt-upgrade: Strong Bow. Elite units of archers from the Strong Bow regiment command respect even among assassins and other dark elf brethren. These professionals are capable of destroying almost any enemy.
Abilities: Arrow of Darkness.
Backstab: If an enemy stack has its back to the Strong Bow unit and is within 4 cells, this unit will deal double damage when firing.
3) Wild Rider.
These are warriors mounted on terrible cavern monsters that resemble something between a bull and a cheetah—having the body of a bull but the front and hind legs of a cheetah, which gives these creatures incredible power.
Upgrade: Steel Bull. Large creature.
These creatures differ from their brethren in that they have thicker armor, making them practically invulnerable to enemy attacks, but they have lower movement speed.
Abilities: Metal Spikes. When attacking this creature, the enemy unit receives 5% of the dealt damage and risks being poisoned (same effect as Arrow of Darkness), with a poisoning chance of 25%. Large creature.
Alt-upgrade: Cavern Horrors.
These riders are not equipped with any additional protection, but nevertheless are very dangerous in battle. They always attack suddenly and have enormous movement speed, which is their advantage.
Abilities: Sudden Horror. If this creature moves first at the start of battle, then upon attacking, the enemy unit will definitely flee in fear; if the creature does not move first, the chance to frighten is reduced threefold.
Fear Aura: Enemy creatures on adjacent cells receive -1 to morale. Large creature.
4) Abyss Warriors.
These warriors, trained as a counter to berserkers, are equal to them in both strength and power. Mastering two boarding cutlasses, they are truly formidable opponents.
Abilities: I'll Maim You! If this warrior attacks any creature, he maims it, and its speed is reduced by 1 until the end of the battle.
Upgrade:
Chasm Fighters.
These are the best students from the Abyss Warrior school. They were selected as elite, and their skill in wielding two cutlasses is even higher.
Abilities: I'll Maim You! Cleaver.
Alt-upgrade:
Gorge Survivors.
A special type of trained fighters whose goal on the battlefield is to destroy enemy mages.
Abilities: Magic Mirror (if an enemy creature casts a spell on them, there is a 60% chance it will hit the caster). Mana Burn (when attacking a mage, this unit burns all their mana).
5) Bat.
It is still unclear how, but the dark dwarves managed to tame these creatures. They are weak, but nevertheless, their help in battle can be invaluable.
Abilities: Vampirism. Pack Attack.
Upgrade:
Pipistrelle. The oldest bats turn into pipistrelles; they are much stronger but cannot attack as a pack.
Abilities: Vampirism. Fear Aura -2. Large creature.
Alt-upgrade:
Cavern Screeches. Many innocent victims are thrown into cavernous abysses, where some, with the help of Necromancers, turn into banshees. Due to the inhuman screams of these creatures, many pipistrelles mutated.
Abilities: Vampirism. Ultrasonic Scream (once per battle, this creature can scream across the entire field straight ahead. All creatures in the hit zone receive 1.5 Normal damage from this creature. Does not affect undead, elementals, and mechanical units).
Immunity to Banshee's scream.
6) Priests of Darkness.
Among the traitor dwarves who became dark dwarves were patriarchs and fire priests. Having switched sides, they did not change their element but began to use its dark sides more.
Abilities: Mage. Fire Immunity.
Upgrade:
Twilight Priest.
Those who have undergone a more thorough initiation into the magic of darkness and fire become Twilight Priests.
Abilities: Mage. Fire Immunity. Spirit Link.
Alt-upgrade:
Caller of the Forgotten.
A caste among Twilight Priests that definitely has a special place in battle. They hide all abilities and effects applied during battle from the enemy hero.
Abilities: Mage. Fire Immunity. Shadow Mask.
7) Golems.
These golems have nothing in common with the creations of mages from the Silver Cities. These are animated stone statues that returned to life thanks to the Priests of Darkness.
Abilities: Stun (40% chance to stun an enemy creature upon attack). Large creature. Elemental. Immunity to mind-affecting spells.
Upgrade:
Ancient Golems.
These monsters were once simple living beings. Turned to stone by the gaze of ruthless medusas and basilisks, they forgot about the world of the living for many years; but time turned their bodies and hearts to stone, and now, having received a second life, they remember nothing except loyalty to those who gave them another chance to fight.
Abilities: Stun. Elemental. Immunity to mind-affecting spells. Immunity to earth spells.
Alt-upgrade:
Mage Golems.
Some golems were endowed with magical energy by the design of the Priests of Darkness.
Abilities: Rain (once per battle, this creature can cast Meteor Shower; interestingly, it spends no mana, and the spell's power depends on how many Priests of Darkness, Twilight Priests, or Callers of the Forgotten are in the hero's army). Magic Mirror 50%. Elemental. Immunity to mind-affecting spells. Immunity to earth spells. Possesses Stone Skin spell.
Racial Skill: Avarice.
1) . Trophies skill gives 35% more resources. City buildings are 10% cheaper.
Army purchase is 5% cheaper.
2) . Trophies skill gives 70% more resources. City buildings are 20% cheaper.
Army purchase is 10% cheaper.
3) . Trophies skill gives 100% more resources. City buildings are 30% cheaper.
Army purchase is 15% cheaper.
Additional Abilities
1) Money Changer. Exchanging resources at the market has become twice as profitable. + discount on purchasing any artifact of 15%. + 1% per hero level.
2) Destruction. This ability allows destroying buildings in captured castles and recovering 80% of the resources spent on construction. (The building can then be restored for full cost). It is impossible to destroy or build more than 1 building per day.
3) Taxpayer. The hero can train level 1 creatures of their army to pay taxes. A hero up to level 10 receives 1 gold per creature, 20-2, 30 and above-3, respectively daily.
P.S. I apologize for the delay; Blood Elves appeared a long time ago ;)
Чую время пришло и захлопнулась дверь
Ангел пропел и полопалась кожа...
Мы выпили жизнь, но не стали мудрей,
Мы прожили смерть, но не стали моложе...
Агата Кристи
Ты должен быть сильным,
Ты должен уметь сказать: Руки прочь, прочь от меня,
Ты должен быть сильным, иначе зачем тебе быть?!
КИНО
Ангел пропел и полопалась кожа...
Мы выпили жизнь, но не стали мудрей,
Мы прожили смерть, но не стали моложе...
Агата Кристи
Ты должен быть сильным,
Ты должен уметь сказать: Руки прочь, прочь от меня,
Ты должен быть сильным, иначе зачем тебе быть?!
КИНО