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17 years ago
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Harpies! Here they are:
3rd level. Harpy.
Dwelling - Harpy Nest.
Harpies are the first of the races created by the K'tharr, possessing a small but noticeable intellect. They live in tribes in the lands of the High Realm and are completely controlled by the K'tharr. However, they are not mindless slaves; they hunt in packs, and the larger the pack, the more confident each member feels. Also, when attacked, they retreat.
Abilities: flying creature, hit and run, pack hunting (for every 25 units in the stack, morale and attack increase by 1), controlled.
Harpies - Scavengers.
Dwelling - Harpy Lair.
These creatures are nightmares incarnate. They do not hunt in packs but are stronger than their kin. They can also devour corpses on the battlefield, restoring themselves.
Abilities: flying creature, hit and run, scavenger.
Harpies - Witches.
The most respected in the harpy tribes are the harpy witches. The admixture of magical blood has given them the ability to use magic, but the K'tharr have limited their abilities to a minimum threshold.
Abilities: flying creature, hit and run, spellcaster (magic bolt, weakness).
Phew, I wrote it. How is it?

Added 12 minutes later
I'll write about the Psionic later...
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17 years ago
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Finally, I got to the keyboard:D Here's the psionic school:
Psionics is divided into two schools: Manipulation and Destruction. Manipulation is control at the mental level, controlling the consciousness of a creature. Destruction, on the other hand, is the deformation of matter, control at the physical level. There are 5 levels, with one ability in each school at each level.
Manipulation: 1. Suppression. Reduces the enemy's Defense and Initiative.
2. Feeling of Victory. Increases the Defense and Attack of a friendly creature.
3. Control. Subjugates the selected enemy creature for 4 turns.
4. Loss of Reason. Acts similarly to Berserk.
5. Subjugation. COMPLETELY subjugates the creature FOREVER (unless dispelled).
Destruction: 1. Psi-Wave. Deals magic damage and prevents the creature from counterattacking for 3 turns.
2. Rupture. Deals magic damage and reduces defense.
3. Devouring Beam. Deals damage over several turns. If the stack dies not from the beam's effect, but from an attack, the beam moves to the adjacent enemy stack and deals twice as much damage.
4. Psi-Shield. Reduces damage from magic by 50%, and from normal attacks by 25%.
5. Black Hole. Acts similarly to Earth Shock.

Just a reminder that this is equivalent to magic, and antimagic affects all of this :smile01:
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17 years ago
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By the way... "Katar" is a strange name for a race, because a "katar" is a weapon wielded by a berserker.
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17 years ago
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Really? And the name "Katar" came about because I remembered the book "Katar," I think by Lem.
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17 years ago
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A khukuri is a type of dagger used by Arabs. And in the hands of a Berserker, there's a knife-dagger, also called something like a "knuckle knife," but I don't remember the exact name right now.
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17 years ago
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And also, the Cathars (from the Greek, meaning "pure") were followers of one of the largest medieval heresies, which spread in the 11th-14th centuries in Northern Italy and France. They believed that the earthly world, the Catholic Church, and secular power were created by Satan, and declared the Pope to be the devil's representative. They denied Catholic dogmas and sacraments, rejected property, and demanded the liquidation of church wealth. In everyday life, they preached the overcoming of carnal desires and passions, celibacy, forbade animal food, and allowed suicide. They created a special church organization. Later, they were destroyed during the Crusade in Southern France, and then finished off by the Inquisition.
And also, Cathars - weapons. http://im4-tub.yandex.net/i?id=12753609&tov=4
IMHO, but the name for the race is not the most suitable!
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17 years ago
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They criticized... But are there any ideas? Let's get involved!
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17 years ago
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Fallen Elves Race

Dark Elves of the Grim Hearts clan, who chose to serve Urgash rather than Malassa. After their defeat in the battle against the Shadow-Branded clan, the remnants of the clan moved toward the nearest portal to Sheo, where they were met by Vayer, a new vassal of Kha-Belekh, who offered a deal: they would sell their souls to the Overlord, and in return, he would grant them the power that had been reserved for the Dark Messiah.

Color - red, purple

Emblem - a black flaming dagger plunged into a skull.

Location - Dungeons of Ashan - the race leads a nomadic lifestyle and uses dungeons for sabotage and clearing the way for the demon army. They almost never emerge to the surface.

Capital - Darkflame - the largest mobile city of the Fallen Elves (second only in scale to Zehir's Ilm-Hijra), located near the largest underground portals to Sheo.

Special Ability - Sacrifice
Every week, one random creature of level 1-3 is sacrificed in exchange for 10 units of mana (+10 units for every three hero levels). Every month, one empowered Chaos magic spell is added to the spellbook.

Units
1. Slaves (Hovels) - creatures doomed to torment, often used as food and kept in constant fear, they work hard in the mines. Always bound in chains.
Cowardice. Gatherers (every 30 creatures bring one unit of a random resource per day).
1a. Tormented Slaves (Dugouts) - slaves who work regardless of conditions or treatment. Their minds have been corrupted by endless torture.
Fury. Gatherers
1b. Skilled Slaves - to retrieve crystals from high places, these slaves throw their chains upward.
Ranged (throw their chains at an enemy unit from a distance of 5 tiles). Crystal Gatherers.
2. Fighters (Arena of Fear) - warriors who have developed their own combat technique. Their attacks are deadly and swift, and their will is strong and unwavering.
Enemy does not counterattack. Bravery.
2a. Runners (Battle Arena) - very agile fighters, trained to run long distances and deliver strikes before the enemy can respond.
Strike and Return. Agility (ignores 20% of physical damage, 10% ranged and 5% magical)
2b. Ninjas - silent and invisible combatants who deal damage directly from the enemy's rear. Armed with short blades. To escape, they throw shurikens at the enemy's feet.
Invisibility. Shuriken Trap (3 tiles are covered in shurikens). Crippling Strike.
3. Wild Lizards (Underground Cages) - feral lizards not used as cavalry. They are fed exclusively on carrion.
Fury. Large Creature. Corpse Eater.
3a. Basilisks (Terrarium) - some lizards lose their legs and their eyes mutate into a terrible weapon capable of stunning the enemy. Therefore, one must not look them directly in the eyes, and they are fed with slaves.
Petrifying Gaze (50% chance that basilisks will petrify an enemy unit for 5 turns in melee combat). Slave Sacrifice. Large Creature.
3b. Fire Lizards - half-breeds - a mixture of lizard and demon blood. These reptiles breathe fire and move with astonishing speed.
Fire-breathing (fire damage is dealt in addition to normal damage). Fire Shield. Large Creature.
4. Grim Heart Assassins (Watchtower) - marksmen used by lords for hunting and sabotage. Armed with crossbows and daggers.
Ranged. Precision Shot. Poisoning the opponent.
4a. Snipers (Defensive Redoubts) - they always hit their mark and can always find a gap in the enemy's defense. Armed with bladed crossbows
Ranged. Precision Shot. No ranged attack penalty. Ignores 15% of enemy defense.
4b. Demon-Worshipping Assassins - patronized by Urgash himself, hellfire permeates their arrows. Armed with fire crossbows.
Ranged. Chain Shot. Fire Arrows.
5. Cavern Sorceress (Halls of Dark Illusions) - witches who once served Malassa, now serving Urgash. Their magic is magnificent in its own right. Armed with whips.
Ranged. Spellcaster (Fireball, Destructive Ray, Weakness)
5a. Witches of the Scarlet Dawn (Halls of Shadow Fire) - witches who have completely renounced the service of the Shadow and followed the path of destruction and corruption. Capable of clouding the mind. Armed with fire chains.
Ranged. Spellcaster (Fireball, Meteor Shower, Berserk, Give Mana to Hero). Crippling Strike. No melee combat penalty.
5b. Concubines - they satisfy their master and know how to cast spells. Their beauty is enchanting and deadly. Armed with six-tail whips.
Spellcaster (Fireball, Meteor Shower, Weakness). Seduction. Weakening Strike.
6. Grim Heart Knight (Cursed Palace) - cavalry, the elite of the Fallen Elves, the retinue of Thralsay, the clan leader. They proudly go into battle on lizards, fearing nothing. Armed with spiked pikes
Large Creature. Charge. Bravery.
6a. Dark Apostles (Cursed Monastery) - guardians of the Great Altar of Urgash, whose main task is to serve and carry faith in the God of Chaos. Armed with skull halberds.
Large Creature. Intimidating Strike. Soul Gathering (increases attack power. Used once.)
6b. Incubi - go into battle on fire lizards, wielding a double-sided fire blade. Their strikes sear the enemy.
Large Creature. Charge. Hellfire. Spellcaster (Fireball)
7. Infernal Dragons (Pit of Hellfire) - children of Malassa, forcibly recruited to serve the demons. Their minds are corrupted, and their souls are cursed.
Large Creature. Flying Creature. Intimidating Strike.
7a. Children of Chaos (Gehenna of Fire) - dragons who have mastered fire and Chaos Magic. They are loyal servants and formidable warriors of Urgash.
Large Creature. Flying Creature. Chaos Strike (a random Chaos magic spell is cast on the enemy, with damage 5 times lower than normal attack damage). Immune to Fire magic.
7b. Urgash's Pets - wild, flame-spewing monsters that will sear the enemy in various ways.
Large Creature. Flying Creature. Liquid Flame. Spellcaster (Meteor Shower)
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17 years ago
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RATE MY FACTION ALREADY!!!
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17 years ago
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It's alright, it's cool. But, I think it looks too much like the Dark Elf race!

Added 11 minutes later
I can suggest the Barbarian race. Units could be something like:
Vandal
Trapper (archer with a spear)
Berserker
Shaman
Nomad (guy on a horse)
Roc
Rhinoceros Rider (heavy artillery)
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17 years ago
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Are you aware that the Barbarians already exist (Barbarians = Stronghold)?
Although, rhinoceros riders are just crazy!
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17 years ago
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I know, but in the previous installments, the Barbarians mainly had Orcs, Goblins, and Cyclops. It would be more logical to call them "Greenskins" or, as in the 5th installment, "Great Horde." The Barbarians should have different units – more humans.
I think there should be two different races: Barbarians and Orcs.
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17 years ago
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I suggest creating a topic called "Elf Ideas" in this section and moving all ideas for elf factions there (it seems like there are no ideas for other factions besides elves).
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17 years ago
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I didn't quite understand what ideas you're referring to.
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17 years ago
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I want to showcase my new race -
Refugees
Level 1
Refugees
Peasants who were unable to pay taxes or refused to go to war become refugees. They flee into the forest and live there, providing for themselves.
Characteristics
Attack - 1
Defense - 1
Hit Points - 4
Damage - 1-1
Speed - 6
Initiative - 11
Range - none
Mana - none

Trained Refugees
Some refugees encounter hermits in the forest who teach them the art of war.
Characteristics
Attack - 2
Defense - 2
Hit Points - 6
Damage - 2-2
Speed - 7
Initiative - 11
Range - none
Mana - none
Stun

Level 2
Wind Runners
There are also many outcasts among the elves. Blade Dancers are exiled from their homes to other forests. There they meet other refugees.
Characteristics
Attack - 3
Defense - 4
Hit Points - 8
Damage - 3-6
Speed - 8
Initiative - 12
Range - none
Mana - none
Resilience (passing through a cell grants +2 to defense on a counterattack, and +1 when stationary)

Light Runners
Those who dance with death are also far from perfect. They are severely punished for the battles they fled.
Characteristics
Attack - 4
Defense - 4
Hit Points - 10
Damage - 4-7
Speed - 8
Initiative - 12
Range - none
Mana - none
Battle Prowess

Level 3
Wild Bears
Bears that fled from their cruel masters settle in the forests again and hunt antelopes. Their thick fur protects them from arrows.
Characteristics
Attack - 5
Defense - 8
Hit Points - 20
Damage - 6-10
Speed - 5
Initiative - 8
Range - none
Mana - none
Large Creature, Frightening Roar, Thick Fur (50% arrow resistance)

Battle Bears
Some bears fled together with their masters. Now they perform some work for them. In addition to fur, the masters have put a cloak on them that protects against magic.
Characteristics
Attack - 6
Defense - 9
Hit Points - 25
Damage - 8-11
Speed - 6
Initiative - 9
Range - none
Mana - none
Large Creature, Paw Strike, Thick Fur, 50% Magic Resistance

Level 4
Runaway Mages
Mages who are unhappy with their low position in the circle go into the forests, build themselves cozy huts, and strike magic at the squirrels around them.
Characteristics
Attack - 10
Defense - 8
Hit Points - 20
Damage - 8-12
Speed - 4
Initiative - 10
Range - entire field
Mana - 15
Marksman, Magic Attack (deals damage to all creatures in the direction of attack), Spellcaster (Magic Fist, Magic Arrow)

Runaway Archmages
Surprisingly, archmages also leave their places in the Circle and flee into the forests to fight evil squirrels.
Characteristics
Attack - 12
Defense - 10
Hit Points - 30
Damage - 10-14
Speed - 5
Initiative - 10
Range - entire field
Mana - 20
Marksman, Magic Attack, Spellcaster (Magic Fist, Magic Arrow, Summon Swarm of Wasps, Stone Spikes)

Level 5
Bishops
After the death of Alaric and the defeat of the church and the army of the false Isabelle Biari, all the bishops of the new church had to flee from the justice of the new queen and king.
Characteristics
Attack - 15
Defense - 15
Hit Points - 50
Damage - 12-18
Speed - 6
Initiative - 10
Range - half
Mana - 15
Marksman, No penalty in melee combat, Spellcaster (Blindness, Dodge), Cross Attack

Archbishops
Archbishops, who occupied the next positions after Alaric, were even more persecuted. They hid, but retained all their destructive magic and powerful attacks.
Characteristics
Attack - 18
Defense - 16
Hit Points - 80
Damage - 15-20
Speed - 6
Initiative - 10
Range - half
Mana - 20
Marksman, No penalty in melee combat, Spellcaster (Blindness, Dodge, Anti-Magic, Berserk), Cross Attack, Curse

Level 6
Wild Rakshasa
Not all Rakshasa went with the mages to defend the Silver Cities. Some were so wild that they were simply not taken. Their stupidity and lack of training are compensated only by their natural resilience.
Characteristics
Attack - 19
Defense - 14
Hit Points - 90
Damage - 18-24
Speed - 6
Initiative - 13
Range - none
Mana - none
Large Creature

Rakshasa Soldiers
Some Rakshasa refused to go on their own, because they wanted to protect their native places. The mages did not neglect them either: they left them with high-quality weapons and other equipment, and also taught them some techniques.
Characteristics
Attack - 22
Defense - 20
Hit Points - 120
Damage - 20-25
Speed - 7
Initiative - 12
Range - none
Mana - none
Large Creature, Charge, Stun, Whirlwind

Level 7
Earth Dragons
Green dragons, who angered Silanna and the elven masters, were exiled, and they settled in caves and merged with the earth. When they were awakened, they did not lose their new color and directed all their skills to serve new masters.
Characteristics
Attack - 25
Defense - 23
Hit Points - 180
Damage - 25-50
Speed - 8
Initiative - 12
Range - none
Mana - none
Large Creature, Acid Breath, Immunity to Earth Element

Sky Dragons
Not all dragons fell into a slumber in caves. Some settled high in the mountains. Herds of antelopes in the valleys between these mountains live in constant fear: suddenly a dragon will attack them from above, shoot them, and drag them into its lair?
Characteristics
Attack - 28
Defense - 26
Hit Points - 220
Damage - 55-55
Speed - 8
Initiative - 12
Range - none
Mana - none
Large Creature, Dragon Breath, Immunity to Earth Element, Immunity to Air Element, Area Attack (dragons can fire a 3x3 square within their turn, dealing one-third of their normal damage to all creatures in this square and not receiving a retaliatory strike)

Hero - Virtue
Racial Skill - Hope (+1,2,3 to attack, +1,2,3 to luck, +10%,20%,30% to initiative, respectively)
Racial Abilities: Luck of the Desperate (Successful attack is not 100% more, but 150%), Desperate Attack (+1 to attack and defense), Will to Fight (+1 to morale)

P.S. Sorry that there are no alternative improvements.

P.P.S. This topic is really needed, for the reason already repeatedly indicated.

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