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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.