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I propose a water race./*sometimes an alternative option is in brackets*/
Native "land" - water.
The hero rides a large creature resembling a sea lion, with two large holes on its face - nostrils. When the same hero attacks, the following happens: the hero pats the head of the nearby creature upon which the entire army moves on the main screen, and it shoots two streams of water or some kind of slime through its nostrils.
SPECIAL skills of water heroes:
1). Battle of Equals (Calm Battlefield): Overrides the effect acting on all own or enemy troops of other races, such as prayer and banshee's scream, native troop bonuses for Barbarians (the race I described earlier). Applied automatically and lasts for the entire battle. (Alternatively, it must be cast by the hero, spending a turn. Duration depends on the hero's level. Additionally, ALL spells are removed from all stacks on the battlefield, including light spells cast by a runic priest with the weakness of darkness ability.)
2). Fight Without Chosen: Overrides the effect acting on an individual stack of native or enemy troops every turn, such as Knight's oversight, Necromancer's spiritual link, Wood Elf's forest cunning, Mage's one over machines and wizard's mark, Demon's cursed mark and all their amplifiers (devilish strike, weakening strike, etc.).
3). Skilled Army (Combat Trickery): The probability of hostile creatures' abilities triggering in battle is 20% lower than usual. Note that percentages are multiplied, not subtracted. (Randomly, during the battle, one level of a hostile hero's primary skill does not function, and if that skill has any single ability/special ability, it also does not function.)
PRIMARY skill of water race: Fight Without Tricks (overriding primary skills of other races):
I). Weak Fight Without Tricks -
the last 1 property in the artifacts of Magic Academy creatures does not work; for mages, the magic mirror skill is 25% weaker (percentages are multiplied),
for rangers, the avenger skill does not work on the last 1 creature in the list, critical hit probability is 10% lower (percentages are subtracted); with arrow rain and deadly shot, the ranger's level increases by only 2,
for necromancers, when winning against a water hero, the necromancy skill decreases by 15% (percentages are subtracted),
demons summon 30% fewer creatures (percentages are subtracted), they do not summon 2 of the highest-level creatures they can call,
knight's creatures deal 10% less damage on counterattack (percentages are subtracted)/*since training cannot be canceled*/,
for warlocks, magic damage to a protected creature is 20% lower (percentages are subtracted), elemental chain damage is 5% lower (percentages are subtracted),
runic priests can cast runes 2 circles below their usual capability; special skills completed rune and greatest rune do not work,
barbarian creatures' spell protection decreases by 10% (percentages are subtracted); when attacked by a barbarian hero, his level is considered lower by 2(1), the barbarian can perform rites 1 level below their usual capability.
II). Medium Fight Without Tricks -
the last 2 properties in the artifacts of Magic Academy creatures do not work; for mages, the magic mirror skill is 50% weaker (percentages are multiplied),
for rangers, the avenger skill does not work on the last 2 creatures in the list, critical hit probability is 20% lower (percentages are subtracted); with arrow rain and deadly shot, the ranger's level increases by only 1,
for necromancers, when winning against a water hero, the necromancy skill decreases by 20% (percentages are subtracted), archer raising does not work,
demons summon 35% fewer creatures (percentages are subtracted), they do not summon 4 of the highest-level creatures they can call,
knight's creatures deal 20% less damage on counterattack (percentages are subtracted)/*since training cannot be canceled*/,
for warlocks, magic damage to a protected creature is 40% lower (percentages are subtracted), elemental chain damage is 10% lower (percentages are subtracted),
runic priests can cast runes 4 circles below their usual capability; special skills completed rune, greatest rune and renewed rune do not work,
barbarian creatures' spell protection decreases by 20% (percentages are subtracted); when attacked by a barbarian hero, his level is considered lower by 4(2), the barbarian can perform rites 2 levels below their usual capability.
III). Strong Fight Without Tricks -
the last 3 properties in the artifacts of Magic Academy creatures do not work (one property remains if there is a mastery pendant); for mages, the magic mirror skill is 75% weaker (percentages are multiplied),
for rangers, the avenger skill does not work on the last 3 creatures in the list, critical hit probability is 30% lower (percentages are subtracted); with arrow rain and deadly shot, the ranger's level does not increase,
for necromancers, when winning against a water hero, the necromancy skill decreases by 25% (percentages are subtracted), archer raising and eternal slavery do not work,
demons summon 40% fewer creatures (percentages are subtracted), they do not summon 6 of the highest-level creatures they can call,
knight's creatures deal 30% less damage on counterattack (percentages are subtracted)/*since training cannot be canceled*/,
for warlocks, magic damage to a protected creature is 50% lower (percentages are subtracted), elemental chain damage is 15% lower (percentages are subtracted),
runic priests cannot cast runes (if the runic priest has a mastery pendant, they can cast levels 1-2); special skills completed rune, greatest rune and renewed rune do not work, the runic recoil special ability does not work,
barbarian creatures' spell protection decreases by 30% (percentages are subtracted); when attacked by a barbarian hero, his level is considered lower by 6(3), the barbarian can perform rites 3 levels below their usual capability (if the barbarian has a mastery pendant, they can cast level 1),
IV). Absolute Fight Without Tricks -
artifacts of Magic Academy creatures do not work; for mages, the magic mirror skill does not work, artifact absorption does not work,
for rangers, the avenger skill does not work, critical hit probability is 0%, arrow rain, deadly shot and enchanted arrow do not work,
for necromancers, when winning against a water hero, the necromancy skill decreases by 30% (percentages are subtracted), archer raising and eternal slavery do not work,
demons' gate opening does not work,
knight's creatures deal 40% less damage on counterattack (percentages are subtracted)/*since training cannot be canceled*/,
for warlocks, magic damage to a protected creature is 75% lower (percentages are subtracted), elemental chain damage does not work, arcane wave does not work,
runic priests cannot cast runes; special skills completed rune, greatest rune and renewed rune do not work, the runic recoil and runic shield special abilities do not work,
barbarian creatures' spell protection decreases by 40% (percentages are subtracted); when attacked by a barbarian hero, his level is considered lower by 8(4), the barbarian can perform rites.
Primary Parameter Development:
Attack______25%
Defense_________25%
Spellcasting_____25%
Knowledge_________25%
Skill and Ability Development:
Light Magic_______________2%
Dark Magic________________2%
Education_______________2%
Machine Management_______2%
Chaos Magic_______________8%
Sorcery_______________8%
Luck_____________________8%
Leadership_________________8%
Defense___________________10%
Attack________________10%
Logistics________________10%
Summoning Magic____________15%
Unique Racial Skill_15% /*to spite the necros.*/
Non-standard water abilities:
Chaos Magic:
a). Gentle Flame - water elementals fighting on the side of the water race take normal damage from fire spells. Branch from Lord of Cold, requires expert Chaos Magic and Lord of Fire.
Summoning Magic:
a). Water Wars - the hero receives the summon elementals spell; regardless of circumstances, this spell will summon water elementals, and there will be 40% more than usual. Branch from Lord of Charms, requires strong Summoning Magic.
b). Ice Wars - for water elementals fighting on the side of the water race, health increases by 12, initiative by 2, damage by 3, defense and attack by 4, mana doubles and when casting a spell, spellcasting is considered 2 times higher than usual. Also, in melee combat, there is a 50% chance to freeze the enemy for 2 turns. Branch from Water Warriors, requires expert Summoning Magic, Gentle Flame, Medium Fight Without Tricks and Battle of Equals.
Sorcery:
a). Fast Helpers - sorcery now affects summoned creatures, regardless of whether they cast spells, attack, or defend (in this case, they are shifted on the scale by 0.5*0.9(0.8,0.7)). Branch from Wisdom, requires developed Sorcery.
Attack:
a). Universal Calm - overrides the retribution ability. Branch from Shooting, requires developed Attack.
Defense:
a). Ice-Fire Shield - overrides cold steel, fiery rage and pyrokinesis abilities. Branch from Evasion, requires expert Defense, Reflection, Battle of Equals and Universal Calm.
b). Viscous Heavens - the hero receives the general evasion spell and casts it without spending mana. Branch from Fortitude, requires developed Defense and Wisdom.
Luck:
a). Strong Luck - overrides the deadly failure ability. Branch from Soldier's Luck, requires great Luck.
b). Slippery Luck - overrides elven luck, wide gates of hell, dwarven luck, lucky sorcerer abilities. Branch from Strong Luck, requires constant Luck and Skilled Army.
Leadership:
a). Viscous Land - overrides the speed aura skill. Branch from Troop Gathering, requires developed Leadership.
b). Loyal Helpers - summoned creatures always have maximum morale. Branch from Viscous Land, requires expert Leadership and Skilled Army.
Logistics:
a). Emerging from the Abyss - a water hero with their army can move from water to shore and vice versa without penalty. Branch from Navigation, requires developed Logistics and Skilled Army. /*This skill is needed due to the resource gathering system of the water race*/
b). Cruel Land - overrides the native land bonus (not water), as well as native lands and death's tread abilities. Branch from Emerging from the Abyss, requires expert Logistics, Fight Without Chosen and Medium Fight Without Tricks.
Education:
a). Call for Help (Scream for Help) - at the start of each battle, a water hero summons elementals without spending mana. Elementals move first, except in battles with barbarians who have the rushing into battle ability. Branch from Magic Attraction, requires medium Education and Loyal Helpers. Overrides the exorcism ability.
Machine Management:
a). Healer - the first aid tent heals twice per turn and its healing power increases by 50 points. Branch from First Aid, requires developed Machine Management.
Light Magic:
a). Darkness - overrides the light secret skill. Branch from Righteous Wrath, requires strong Light Magic.
b). Impenetrable Dark - overrides fire protection, guardian angel (the angel appears, resurrects, then the ground/water under the stack's feet opens up and the dead/drowned pull it down), twilight, eternal light, seal of light skills. Branch from Darkness, requires expert Light Magic, Bright Flash (see below).
Dark Magic:
a). Bright Flash - overrides the dark replenishment skill. Branch from Lord of Pain, requires strong Dark Magic.
b). Incredible Light - overrides cursed land, seal of darkness, weakness of darkness skills. Branch from Bright Flash, requires expert Dark Magic, Darkness.
Next are water units. The special property of these units is that all have probability-based abilities (and permanent ones too), and the higher the creature's rank, the higher the ability's probability, as well as a higher probability that the opponent's probability-based abilities will not trigger (percentages are multiplied).
For water creatures, everything is AVERAGE: average damage (and constant for all creatures), average health (excluding the level 7 creature), average defense and attack (which are equal to each other for almost all creatures (exactly so for non-upgraded ones)), average growth, average cost. Bonus of +1 to speed when fighting on water.
Level 1 basic: Mermaid (5% chance to hypnotize the enemy it attacked.)
Level 1 upgraded: Ichthyander (10% chance to strike a second time during attack or defense. Much higher speed compared to the mermaid, as it walks on two legs.)
Level 2 basic: Crayfish (15% chance to take no damage from any hit. Triple attack (with jaw and two claws).)
Level 2 upgraded: Crab (20% chance to take no damage from any hit. Damage from enemy shooters is reduced by half (powerful armor). Triple attack (with jaw and two claws). Defense increases significantly compared to the crayfish.)
Level 3 basic: Water Eye (25% chance to cast a starting level 1-2 dark magic spell on the enemy. Caster. Spells: stone skin, haste.)
Level 3 upgraded: Underwater Eye (30% chance to cast an expert level 1-3 dark magic spell on the enemy, or remove charms if only beneficial spells are on the enemy. Caster. Spells: evasion, punishing strike, stone skin, haste.)
Level 4 basic: Jellyfish (35% chance to petrify the enemy for 2 turns, regardless of whether it is attacking or defending in melee combat.)
Level 4 upgraded: Gorgon Jellyfish (40% chance to petrify the enemy for 3 turns, regardless of attack or defense.)
Level 5 basic: Water Strider (45% chance to get another turn after attacking. Large creature. Gives the hero a water movement bonus of 100 points.)
Level 5 upgraded: Water Spider (50% chance to paralyze the enemy for 3 turns (the enemy does not move and does not resist). Large creature. Once per battle, it can weave a 3*3 web that is visible; each cell of this web delays any creature except the spider by 1 turn. (for those who don't know, water spiders exist in nature).
Level 6 basic: Octopus (55% chance to tangle the enemy's legs during attack (the enemy cannot move for 1 turn). Large creature. Attacks everyone around it with ordinary tentacles. Enemies do not retaliate. Gives the hero a water movement bonus of 100 points.)
Level 6 upgraded: Squid-Octopus (60% chance to hit 2 enemy creatures located one cell away from itself with two large tentacles (priority is given to creatures with higher attack); full damage is dealt regardless of whether it is defending or attacking. Large creature. Attacks all around itself with ordinary tentacles. Once per battle, it can release ink, thereby blinding everyone around itself for 2 turns, regardless of whether they are enemies or not. Enemies do not retaliate. Grants the hero a water movement bonus of 150 points (the bonus from non-upgraded units is not taken into account).)
Level 7 basic: Sea Serpent (65% chance to swallow 1 creature from an enemy stack when attacking. Large creature. Scales - abilities of other creatures that allow killing one creature in a stack do not work. Grants the hero a water movement bonus of 200 points. Health - 200.)
Level 7 upgraded: Abyss Serpent (70% chance to swallow 1 creature from an enemy stack, regardless of whether it is defending or attacking. Large creature. Strong Scales - abilities of other creatures that allow killing one creature in a stack or half of it do not work. Grants the hero a water movement bonus of 300 points (the bonus from non-upgraded units is not taken into account). Health - 300.)
Specific structures for Water dwellers:
1). Scales - +10% probability of triggering chance-based abilities for the player's water creatures. The increase is cumulative.
2). Scales of Equality (upgraded scales) - if any structure from the enemy hero's castle affects a characteristic (increase in necromancy, magic protection, strengthening of the elemental chain, etc.), then during battle, the influence of one such structure on the enemy is neutralized. The increase is cumulative (i.e., if the enemy has 3 such structures and the water dweller has 2, only one structure will affect the enemy).
3). Mist of Equality - artifacts affecting morale and luck do not work for an enemy attacking the castle.
4). Whirlpool - a whirlpool appears around the castle within a certain radius at the beginning of the week and yields 14 units of wood.
3). Fertile Whirlpool (whirlpool upgrade) - washes up 5 different resources at the beginning of the week.
The city will be located on water. When attacked, the enemy's ship will turn sideways and the battlefield will be standard. There will be no water gaps between the walls and the ship (the ship will butt against spikes 1 cell in size - this is the moat).
Resources/mines will be located on islands near the city, at a distance of at least one day's movement for a standard water dweller over water. Wood will be required for all buildings.
Unique skill of the water hero: Fair Fight - during battle, the enemy's unique skill does not work.
And the ultimate ability Obedient Probability - chance-based abilities of enemy creatures do not work, and chance-based abilities of water creatures become permanent.
Native "land" - water.
The hero rides a large creature resembling a sea lion, with two large holes on its face - nostrils. When the same hero attacks, the following happens: the hero pats the head of the nearby creature upon which the entire army moves on the main screen, and it shoots two streams of water or some kind of slime through its nostrils.
SPECIAL skills of water heroes:
1). Battle of Equals (Calm Battlefield): Overrides the effect acting on all own or enemy troops of other races, such as prayer and banshee's scream, native troop bonuses for Barbarians (the race I described earlier). Applied automatically and lasts for the entire battle. (Alternatively, it must be cast by the hero, spending a turn. Duration depends on the hero's level. Additionally, ALL spells are removed from all stacks on the battlefield, including light spells cast by a runic priest with the weakness of darkness ability.)
2). Fight Without Chosen: Overrides the effect acting on an individual stack of native or enemy troops every turn, such as Knight's oversight, Necromancer's spiritual link, Wood Elf's forest cunning, Mage's one over machines and wizard's mark, Demon's cursed mark and all their amplifiers (devilish strike, weakening strike, etc.).
3). Skilled Army (Combat Trickery): The probability of hostile creatures' abilities triggering in battle is 20% lower than usual. Note that percentages are multiplied, not subtracted. (Randomly, during the battle, one level of a hostile hero's primary skill does not function, and if that skill has any single ability/special ability, it also does not function.)
PRIMARY skill of water race: Fight Without Tricks (overriding primary skills of other races):
I). Weak Fight Without Tricks -
the last 1 property in the artifacts of Magic Academy creatures does not work; for mages, the magic mirror skill is 25% weaker (percentages are multiplied),
for rangers, the avenger skill does not work on the last 1 creature in the list, critical hit probability is 10% lower (percentages are subtracted); with arrow rain and deadly shot, the ranger's level increases by only 2,
for necromancers, when winning against a water hero, the necromancy skill decreases by 15% (percentages are subtracted),
demons summon 30% fewer creatures (percentages are subtracted), they do not summon 2 of the highest-level creatures they can call,
knight's creatures deal 10% less damage on counterattack (percentages are subtracted)/*since training cannot be canceled*/,
for warlocks, magic damage to a protected creature is 20% lower (percentages are subtracted), elemental chain damage is 5% lower (percentages are subtracted),
runic priests can cast runes 2 circles below their usual capability; special skills completed rune and greatest rune do not work,
barbarian creatures' spell protection decreases by 10% (percentages are subtracted); when attacked by a barbarian hero, his level is considered lower by 2(1), the barbarian can perform rites 1 level below their usual capability.
II). Medium Fight Without Tricks -
the last 2 properties in the artifacts of Magic Academy creatures do not work; for mages, the magic mirror skill is 50% weaker (percentages are multiplied),
for rangers, the avenger skill does not work on the last 2 creatures in the list, critical hit probability is 20% lower (percentages are subtracted); with arrow rain and deadly shot, the ranger's level increases by only 1,
for necromancers, when winning against a water hero, the necromancy skill decreases by 20% (percentages are subtracted), archer raising does not work,
demons summon 35% fewer creatures (percentages are subtracted), they do not summon 4 of the highest-level creatures they can call,
knight's creatures deal 20% less damage on counterattack (percentages are subtracted)/*since training cannot be canceled*/,
for warlocks, magic damage to a protected creature is 40% lower (percentages are subtracted), elemental chain damage is 10% lower (percentages are subtracted),
runic priests can cast runes 4 circles below their usual capability; special skills completed rune, greatest rune and renewed rune do not work,
barbarian creatures' spell protection decreases by 20% (percentages are subtracted); when attacked by a barbarian hero, his level is considered lower by 4(2), the barbarian can perform rites 2 levels below their usual capability.
III). Strong Fight Without Tricks -
the last 3 properties in the artifacts of Magic Academy creatures do not work (one property remains if there is a mastery pendant); for mages, the magic mirror skill is 75% weaker (percentages are multiplied),
for rangers, the avenger skill does not work on the last 3 creatures in the list, critical hit probability is 30% lower (percentages are subtracted); with arrow rain and deadly shot, the ranger's level does not increase,
for necromancers, when winning against a water hero, the necromancy skill decreases by 25% (percentages are subtracted), archer raising and eternal slavery do not work,
demons summon 40% fewer creatures (percentages are subtracted), they do not summon 6 of the highest-level creatures they can call,
knight's creatures deal 30% less damage on counterattack (percentages are subtracted)/*since training cannot be canceled*/,
for warlocks, magic damage to a protected creature is 50% lower (percentages are subtracted), elemental chain damage is 15% lower (percentages are subtracted),
runic priests cannot cast runes (if the runic priest has a mastery pendant, they can cast levels 1-2); special skills completed rune, greatest rune and renewed rune do not work, the runic recoil special ability does not work,
barbarian creatures' spell protection decreases by 30% (percentages are subtracted); when attacked by a barbarian hero, his level is considered lower by 6(3), the barbarian can perform rites 3 levels below their usual capability (if the barbarian has a mastery pendant, they can cast level 1),
IV). Absolute Fight Without Tricks -
artifacts of Magic Academy creatures do not work; for mages, the magic mirror skill does not work, artifact absorption does not work,
for rangers, the avenger skill does not work, critical hit probability is 0%, arrow rain, deadly shot and enchanted arrow do not work,
for necromancers, when winning against a water hero, the necromancy skill decreases by 30% (percentages are subtracted), archer raising and eternal slavery do not work,
demons' gate opening does not work,
knight's creatures deal 40% less damage on counterattack (percentages are subtracted)/*since training cannot be canceled*/,
for warlocks, magic damage to a protected creature is 75% lower (percentages are subtracted), elemental chain damage does not work, arcane wave does not work,
runic priests cannot cast runes; special skills completed rune, greatest rune and renewed rune do not work, the runic recoil and runic shield special abilities do not work,
barbarian creatures' spell protection decreases by 40% (percentages are subtracted); when attacked by a barbarian hero, his level is considered lower by 8(4), the barbarian can perform rites.
Primary Parameter Development:
Attack______25%
Defense_________25%
Spellcasting_____25%
Knowledge_________25%
Skill and Ability Development:
Light Magic_______________2%
Dark Magic________________2%
Education_______________2%
Machine Management_______2%
Chaos Magic_______________8%
Sorcery_______________8%
Luck_____________________8%
Leadership_________________8%
Defense___________________10%
Attack________________10%
Logistics________________10%
Summoning Magic____________15%
Unique Racial Skill_15% /*to spite the necros.*/
Non-standard water abilities:
Chaos Magic:
a). Gentle Flame - water elementals fighting on the side of the water race take normal damage from fire spells. Branch from Lord of Cold, requires expert Chaos Magic and Lord of Fire.
Summoning Magic:
a). Water Wars - the hero receives the summon elementals spell; regardless of circumstances, this spell will summon water elementals, and there will be 40% more than usual. Branch from Lord of Charms, requires strong Summoning Magic.
b). Ice Wars - for water elementals fighting on the side of the water race, health increases by 12, initiative by 2, damage by 3, defense and attack by 4, mana doubles and when casting a spell, spellcasting is considered 2 times higher than usual. Also, in melee combat, there is a 50% chance to freeze the enemy for 2 turns. Branch from Water Warriors, requires expert Summoning Magic, Gentle Flame, Medium Fight Without Tricks and Battle of Equals.
Sorcery:
a). Fast Helpers - sorcery now affects summoned creatures, regardless of whether they cast spells, attack, or defend (in this case, they are shifted on the scale by 0.5*0.9(0.8,0.7)). Branch from Wisdom, requires developed Sorcery.
Attack:
a). Universal Calm - overrides the retribution ability. Branch from Shooting, requires developed Attack.
Defense:
a). Ice-Fire Shield - overrides cold steel, fiery rage and pyrokinesis abilities. Branch from Evasion, requires expert Defense, Reflection, Battle of Equals and Universal Calm.
b). Viscous Heavens - the hero receives the general evasion spell and casts it without spending mana. Branch from Fortitude, requires developed Defense and Wisdom.
Luck:
a). Strong Luck - overrides the deadly failure ability. Branch from Soldier's Luck, requires great Luck.
b). Slippery Luck - overrides elven luck, wide gates of hell, dwarven luck, lucky sorcerer abilities. Branch from Strong Luck, requires constant Luck and Skilled Army.
Leadership:
a). Viscous Land - overrides the speed aura skill. Branch from Troop Gathering, requires developed Leadership.
b). Loyal Helpers - summoned creatures always have maximum morale. Branch from Viscous Land, requires expert Leadership and Skilled Army.
Logistics:
a). Emerging from the Abyss - a water hero with their army can move from water to shore and vice versa without penalty. Branch from Navigation, requires developed Logistics and Skilled Army. /*This skill is needed due to the resource gathering system of the water race*/
b). Cruel Land - overrides the native land bonus (not water), as well as native lands and death's tread abilities. Branch from Emerging from the Abyss, requires expert Logistics, Fight Without Chosen and Medium Fight Without Tricks.
Education:
a). Call for Help (Scream for Help) - at the start of each battle, a water hero summons elementals without spending mana. Elementals move first, except in battles with barbarians who have the rushing into battle ability. Branch from Magic Attraction, requires medium Education and Loyal Helpers. Overrides the exorcism ability.
Machine Management:
a). Healer - the first aid tent heals twice per turn and its healing power increases by 50 points. Branch from First Aid, requires developed Machine Management.
Light Magic:
a). Darkness - overrides the light secret skill. Branch from Righteous Wrath, requires strong Light Magic.
b). Impenetrable Dark - overrides fire protection, guardian angel (the angel appears, resurrects, then the ground/water under the stack's feet opens up and the dead/drowned pull it down), twilight, eternal light, seal of light skills. Branch from Darkness, requires expert Light Magic, Bright Flash (see below).
Dark Magic:
a). Bright Flash - overrides the dark replenishment skill. Branch from Lord of Pain, requires strong Dark Magic.
b). Incredible Light - overrides cursed land, seal of darkness, weakness of darkness skills. Branch from Bright Flash, requires expert Dark Magic, Darkness.
Next are water units. The special property of these units is that all have probability-based abilities (and permanent ones too), and the higher the creature's rank, the higher the ability's probability, as well as a higher probability that the opponent's probability-based abilities will not trigger (percentages are multiplied).
For water creatures, everything is AVERAGE: average damage (and constant for all creatures), average health (excluding the level 7 creature), average defense and attack (which are equal to each other for almost all creatures (exactly so for non-upgraded ones)), average growth, average cost. Bonus of +1 to speed when fighting on water.
Level 1 basic: Mermaid (5% chance to hypnotize the enemy it attacked.)
Level 1 upgraded: Ichthyander (10% chance to strike a second time during attack or defense. Much higher speed compared to the mermaid, as it walks on two legs.)
Level 2 basic: Crayfish (15% chance to take no damage from any hit. Triple attack (with jaw and two claws).)
Level 2 upgraded: Crab (20% chance to take no damage from any hit. Damage from enemy shooters is reduced by half (powerful armor). Triple attack (with jaw and two claws). Defense increases significantly compared to the crayfish.)
Level 3 basic: Water Eye (25% chance to cast a starting level 1-2 dark magic spell on the enemy. Caster. Spells: stone skin, haste.)
Level 3 upgraded: Underwater Eye (30% chance to cast an expert level 1-3 dark magic spell on the enemy, or remove charms if only beneficial spells are on the enemy. Caster. Spells: evasion, punishing strike, stone skin, haste.)
Level 4 basic: Jellyfish (35% chance to petrify the enemy for 2 turns, regardless of whether it is attacking or defending in melee combat.)
Level 4 upgraded: Gorgon Jellyfish (40% chance to petrify the enemy for 3 turns, regardless of attack or defense.)
Level 5 basic: Water Strider (45% chance to get another turn after attacking. Large creature. Gives the hero a water movement bonus of 100 points.)
Level 5 upgraded: Water Spider (50% chance to paralyze the enemy for 3 turns (the enemy does not move and does not resist). Large creature. Once per battle, it can weave a 3*3 web that is visible; each cell of this web delays any creature except the spider by 1 turn. (for those who don't know, water spiders exist in nature).
Level 6 basic: Octopus (55% chance to tangle the enemy's legs during attack (the enemy cannot move for 1 turn). Large creature. Attacks everyone around it with ordinary tentacles. Enemies do not retaliate. Gives the hero a water movement bonus of 100 points.)
Level 6 upgraded: Squid-Octopus (60% chance to hit 2 enemy creatures located one cell away from itself with two large tentacles (priority is given to creatures with higher attack); full damage is dealt regardless of whether it is defending or attacking. Large creature. Attacks all around itself with ordinary tentacles. Once per battle, it can release ink, thereby blinding everyone around itself for 2 turns, regardless of whether they are enemies or not. Enemies do not retaliate. Grants the hero a water movement bonus of 150 points (the bonus from non-upgraded units is not taken into account).)
Level 7 basic: Sea Serpent (65% chance to swallow 1 creature from an enemy stack when attacking. Large creature. Scales - abilities of other creatures that allow killing one creature in a stack do not work. Grants the hero a water movement bonus of 200 points. Health - 200.)
Level 7 upgraded: Abyss Serpent (70% chance to swallow 1 creature from an enemy stack, regardless of whether it is defending or attacking. Large creature. Strong Scales - abilities of other creatures that allow killing one creature in a stack or half of it do not work. Grants the hero a water movement bonus of 300 points (the bonus from non-upgraded units is not taken into account). Health - 300.)
Specific structures for Water dwellers:
1). Scales - +10% probability of triggering chance-based abilities for the player's water creatures. The increase is cumulative.
2). Scales of Equality (upgraded scales) - if any structure from the enemy hero's castle affects a characteristic (increase in necromancy, magic protection, strengthening of the elemental chain, etc.), then during battle, the influence of one such structure on the enemy is neutralized. The increase is cumulative (i.e., if the enemy has 3 such structures and the water dweller has 2, only one structure will affect the enemy).
3). Mist of Equality - artifacts affecting morale and luck do not work for an enemy attacking the castle.
4). Whirlpool - a whirlpool appears around the castle within a certain radius at the beginning of the week and yields 14 units of wood.
3). Fertile Whirlpool (whirlpool upgrade) - washes up 5 different resources at the beginning of the week.
The city will be located on water. When attacked, the enemy's ship will turn sideways and the battlefield will be standard. There will be no water gaps between the walls and the ship (the ship will butt against spikes 1 cell in size - this is the moat).
Resources/mines will be located on islands near the city, at a distance of at least one day's movement for a standard water dweller over water. Wood will be required for all buildings.
Unique skill of the water hero: Fair Fight - during battle, the enemy's unique skill does not work.
And the ultimate ability Obedient Probability - chance-based abilities of enemy creatures do not work, and chance-based abilities of water creatures become permanent.