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Posts from HEROES. LIGHT and DARK Auto-translated

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#31
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Amaranth, you're right... But... It's not about a revolution... I just want to change the location (Ashan is too limited), and also something else...

Added after 23 hours 0 minutes
I was thinking, and we can actually do all of this in the third game, right?
In reply to WoodElf
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#32
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Can all of this be done in the third game, right?
That's it? A bunch of castles with 8 tiers of creatures, half of which don't really differ from the originals? Who needs this?
Where is the rest?
Tomorrow holds no promises
Except the ones we've made
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#33
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I've already described the Empire a bit, have you seen it?

Added 4 minutes ago
Now about the creatures and castles...

Added 21 minutes ago
:smile17: The Empire is famous for the order in its armies; all units are trained to be useful. The fact that the state worships the Almighty does not mean that the Empire's methods can be called kind and merciful, with the exception of the Order of Light, which brings only sacred faith to the people through templars traveling the country. Coercion does happen... but only to people; the Order does not welcome violence and respects other light religions of other races. This clearly displeases the royal inquisitors, who preferred executions and terrible tortures to force everyone to worship a single god...
The Royal Guard is an example of the strictest discipline; only the chosen ones can serve in it, and those who show weakness are simply banished from the country.

Imperial troops:
1. Peasants
Health 4
Damage 1-1
Attack 1
Defense 1
Speed 4
Initiative 5/10
Special Taxpayer
Growth +20

*I'm not specifying the price, initiative is on a 10-point scale

Added 1 hour 6 minutes ago
1A. Militia
Health 7
Damage 1-2
Attack 1
Defense 3
Speed 4
Initiative 6
Special Stun
Growth +24

1B. Squires
Health 5
Damage 1-4
Attack 2
Defense 1
Speed 5
Initiative 7
Special Taxpayer, Master*
Growth +24

*Master - any creature of the first level, except for the squires themselves, receives a small amount of damage and increases its initiative by half and morale by +3. Ability (i.e., an activated skill).

Added 2 hours 2 minutes ago
2. Archers
Health 8
Damage 2-3
Attack 3
Defense 3
Speed 5
Initiative 7
Special Ranged. Arrow Rain
Growth +12

2A. Crossbowmen
Health 12
Damage 2-4
Attack 5
Defense 5
Speed 4
Initiative 8
Special Ranged. Double Shot
Growth +14

2B. Snipers
Health 10
Damage 3-6
Attack 6
Defense 4
Speed 6
Initiative 8
Special Ranged. Accurate Shot. Accuracy (shooting without penalty)
Growth +14
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#34
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3. Pikemen
Health 14
Damage 3-4
Attack 4
Defense 5
Speed 6
Initiative 7
Special Abilities Long Range Weapon*
Growth +10
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#35
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3A. Crusaders
Health 22
Damage 4-5
Attack 6
Defense 7
Speed 6
Initiative 8
Special Abilities Long weapon. Bravery. Undead Killer*. Spell Resistance.
Growth +12
*Deals 50% more damage to Inferno and Necropolis races, and increases its initiative by 1 if units of these races are present on the battlefield.

3B. Halberdiers
Health 18
Damage 3-6
Attack 8
Defense 6
Speed 5
Initiative 6
Special Abilities Long weapon. Cleave*
Growth +12

*Cleave - the halberdier attacks three units in front of him through a cell (like a Cerberus, but at a distance).
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#36
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4. Swordsmen
Health: 25
Damage: 4-5
Attack: 5
Defense: 8
Speed: 5
Initiative: 6
Special Abilities: Shield*. Rage
Growth: +8

*Shield - all physical damage is reduced by 25%
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#37
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4A. Pikemen
Health 35
Damage 4-6
Attack 6
Defense 10
Speed 4
Initiative 5
Special Abilities Armor*. Shield. Protects allies. Readiness*. Fury
Growth +8

*Readiness - if the pikeman is defending, its defense increases by 50%, and its attack decreases by the same amount. However, if the unit is disturbed, it will deal double damage.
*Armor - the unit is immune to spells that reduce defense and takes 50% damage from ranged attacks.
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#38
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4B. Punishers
Health: 30
Damage: 5-8
Attack: 8
Defense: 8
Speed: 5
Initiative: 6
Special Abilities: Shield, Rage, Retribution Strike*, Battle Frenzy*
Growth: +8

*Retribution Strike - The more damage enemy creatures inflict on the hero's armies, the stronger the Punisher's counterattacks.
Battle Frenzy - If the unit takes damage, its parameters increase: initiative +2, attack +50%, and morale +2, but defense decreases by 25%.
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#39
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5. Griffons
Health 36
Damage 5-10
Attack 10
Defense 8
Speed 7
Initiative 8
Special Abilities Large creature. Flight. Eagle Eye. Endless Retribution
Growth +5

*Eagle Eye - immune to blindness, and also sees hidden creatures, etc.

5A. Royal Griffons
Health 56
Damage 6-12
Attack 12
Defense 10
Speed 7
Initiative 8
Special Abilities Large creature. Flight. Eagle Eye. Endless Retribution. Sky Strike.
Growth +6

5B. War Griffons
Health 42
Damage 5-15
Attack 14
Defense 8
Speed 8
Initiative 9
Special Abilities Large creature. Flight. Eagle Eye. Endless Retribution. Battle Frenzy
Growth +6


:smile16:
6. Monks
Health 32
Damage 7-9
Attack 7
Defense 7
Speed 5
Initiative 8
Special Abilities Ranged attack. Melee. Healing*
Growth +4
*Completely heals the unit and removes negative effects
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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#40
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6A. Priests
Health 50
Damage 8-10
Attack 8
Defense 12
Speed 4
Initiative 8
Special Abilities Ranged. Mage. Melee. Holiness*. Resurrection*
Growth +4
*Holiness – receives 50% less damage from Inferno and Necropolis creatures, and is immune to Dark Magic.
Resurrection – revives dead units.
Knows the spells: Haste, Bless, Dispel


6B. Inquisitors

Health 45
Damage 9-12
Attack 10
Defense 9
Speed 5
Initiative 9
Special Abilities Ranged. Mage. Undead Killer. Exorcism*. Endurance*
Growth +4
Exorcism – an undead unit (Inferno or Necropolis) under the influence of this ability loses units each turn (duration – 3 turns), its morale decreases by -2, and its initiative by 30%.
Endurance – all Chaos magic and damage from fire, water, earth, and air deal 75% damage to this creature.
Knows the spells: Holy Word, Bless
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
In reply to WoodElf
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#41
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Very original...
Tomorrow holds no promises
Except the ones we've made
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#43
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Is this irony?.....

Come on... you need to describe everything at once, not in pieces...

And there's no point in changing anything in what's already good...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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#44
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7. Knight
Health 90
Damage 15-30
Attack 18
Defense 15
Speed 7
Initiative 8
Special Abilities: Rider*, Large creature, Charge, Shield
Growth +2
*Rider - this unit cannot be pushed or stunned, as the unit consists of two creatures: a rider and a mount.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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#46
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7A. Paladins
Health 120
Damage 20-30
Attack 20
Defense 20
Speed 8
Initiative 8
Special Abilities Large creature. Rider. Shield. Charge. Healing. Holy
Growth +3
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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#49
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7B. Champions
Health 100
Damage 24-36
Attack 22
Defense 18
Speed 8
Initiative 9
Special Abilities Large creature. Rider. Charge. Tournament Strike. Crushing Blow*
Growth +3
Crushing Blow - once per battle, the Champion charges a distance equal to its speed (if possible) and strikes the selected enemy creature, pushing it back and dealing double damage.:smile13:
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13: