Thieves/Gutters - steal unused abilities (including special abilities) from attacked units. A Thief could approach an imprudently landed Archangel, stab him with a knife, and he won’t revive anyone else in this battle. Ghosts will fare even worse – just a small scratch, and their desire to drain mana is instantly "quenched." In addition, Gutters, as more advanced units, have a bonus – morale +1. Level 2:
Imps/Gremlins - fly, once per battle they can cast Invisibility on themselves (Gremlins - twice). Reduce the attack unit's defense by 1 for each hit (Gremlins - by 2). What a real punishment for all mechanisms! They will hang nearby, invisible, and beat up the poor unit, reducing its defense to zero! Level 3:
Nimble/Grand Nimble - once per battle, it can give any of its units a "second wind," i.e., go again/attack/respond to an attack. Grand Nimble can do this twice! It so happened that in this race, the main striking force is concentrated at the first two levels. So, older comrades must support all their endeavors with all their might. And this is not charity; otherwise, survival would be impossible! Level 4:
Fakir/Grand Fakir - before the battle, automatically casts mass Magic Mirror (1/3 chance to block enemy magic + 1/3 chance to reflect enemy magic back at the enemy). Grand Fakir also automatically casts mass Glimmer before the battle. I introduced this creature into the game to take care of protecting its brethren from magical and ranged attacks. There is nothing else remarkable about it except for the same retaliatory strike in melee combat. Maybe you can suggest how else I can "enliven" it? Level 5:
Enchanter/Hypnotizer - once per battle, it can deprive an enemy unit of movement, attack, and defense (Hypnotizer – twice). Level 6:
Thrower/Grand Thrower - finally, a shooting unit. Throws knives without penalty for range or obstacles. Pins the target to the spot (cannot move this round). Attacked units have morale -1 until the end of the battle. Unfortunately, Throwers only have 4 knives, and Grand Throwers have 6. It would be difficult for Tricksters without shooters. Therefore, I put quite strong ones on the penultimate level. However, their supply of cold weapons is very limited. And in general, Tricksters are not created for prolonged confrontation; they quickly run out of steam after using up special abilities. Level 7:
Illusionist/Sorcerer - moves by teleportation, immune to magic. Once per battle, it can temporarily "remove" any enemy unit from the battlefield. Moreover, if someone else takes its place, it will not return for quite some time (until that one moves aside). The Sorcerer, again, can do this twice per battle! At first glance, the last three characters seem too powerful. But in practice, they only allow you to buy time, dissect the enemy army, and give your more fragile fighters the opportunity to destroy a strong enemy piece by piece. I already anticipate objections like: - What if the player places 1 Illusionist in several slots? Then he can "play" with the entire enemy army! Here, I must note again that the Trickster's warriors are modest: Gutters and Gremlins have to take care of everything, so it is disadvantageous to fill many slots with single special units; it is better to take more striking power because special abilities are not unlimited, and retribution will come soon enough! However, dividing certain squads into 2-3 parts will be very useful! Characterizing the race as a whole, I should note weak health, high movement speed (and turn priority), and relatively expensive recruitment of units. Here are just approximate sketches of some of their characteristics: Thieves/Gutters: HP 5/7 SPEED 7/8 DM 1-4/2-5
Imps/Gremlins: HP 9/11 SPEED 8/9 DM 4-8/5-10
Nimble/Grand Nimble: HP 15/16 SPEED 6/7 DM 8-10/10-13
Fakir/Grand Fakir: HP 20/21 SPEED 5/6 DM 10-15/13-20
Enchanter/Hypnotizer: HP 30/31 SPEED 9/10 DM 15-20/20-25
Thrower/Grand Thrower: HP 40/41 SPEED 10/11 DM 20-30/25-30
Illusionist/Sorcerer: HP 50/51 SPEED 11/12 DM 30/30 Such uneven amounts of HP resulted because the creatures strive to survive – after all, attack spells are usually multiples of 5 or 10 DM (and otherwise, a unit might be left with 1-2 HP). Speed is distributed so that first, you can use the most powerful abilities, scatter enemies, and then support your strike groups. Well, DM is built according to a simple scheme of continuous growth. Neighboring units clearly connect at the borders. Note that Grand Throwers simply become more accurate, and Illusionists and Sorcerers are practically equal in melee combat.

