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Made changes related to the chances of creatures' probabilistic abilities. Removed some probabilistic abilities. Changed the ultimate ability. Changed the 3rd special skill of water heroes. Removed one specific building. Changed the same-equality mist specific building. Fixed a typo in the word race :D.
I propose a water race./*sometimes an alternative version is in parentheses*/
Native "land" - water.
The hero rides a large creature resembling a sea lion, with two big holes on its face - nostrils. When a water 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 effects acting on an entire own or enemy army from other races, such as prayer and banshee's scream, native army for Barbarians (the race I described earlier). Applied automatically and lasts the whole battle. (Alternatively, it must be cast by the hero, spending a turn. Duration depends on the hero's level. In addition, ALL spells are removed from all stacks on the battlefield, including light spells cast by a runic priest with the darkness weakness ability.)
2). Fight Without Chosen: Overrides effects acting on an individual native or enemy army stack 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). Combat Trickery: Randomly, during 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 the primary skills of other races):
I). Weak Fight Without Tricks -
for Magic Academy creatures, the last 1 property in artifacts 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 is reduced 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,
for Knight's creatures, counterattack damage is reduced by 10% (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,
for Barbarian creatures, spell protection is reduced 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 -
for Magic Academy creatures, the last 2 properties in artifacts 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 is reduced by 20% (percentages are subtracted), archer raise does not work,
demons summon 35% fewer creatures (percentages are subtracted), they do not summon 4 of the highest-level creatures they can call,
for Knight's creatures, counterattack damage is reduced by 20% (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,
for Barbarian creatures, spell protection is reduced 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 -
for Magic Academy creatures, the last 3 properties in artifacts 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 reduced by 30% (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 is reduced by 25% (percentages are subtracted), archer raise 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,
for Knight's creatures, counterattack damage is reduced by 30% (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,
for Barbarian creatures, spell protection is reduced 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 -
for Magic Academy creatures, artifacts 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 is reduced by 30% (percentages are subtracted), archer raise and eternal slavery do not work,
demons' gate opening does not work,
for Knight's creatures, counterattack damage is reduced by 40% (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,
for Barbarian creatures, spell protection is reduced 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 Growth:
Attack______25%
Defense_________25%
Spellcasting_____25%
Knowledge_________25%
Skill and Ability Growth:
Light Magic_______________2%
Dark Magic________________2%
Scholarship_______________2%
Machine Control_______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 necros.*/
Non-standard water abilities:
Chaos Magic:
a). Gentle Flame - water elementals fighting on the side of a water hero take normal damage from fire spells. Branch from Cold Master, requires skilled Chaos Magic and Fire Master.
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 Charm Master, requires strong Summoning Magic.
b). Ice Wars - for water elementals fighting on the side of a water hero, 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 twice as high as usual. Also, in melee combat, there is a 50% chance to freeze the enemy for 2 turns. Branch from Water Warriors, requires skilled 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 the latter case, they are shifted on the scale by 0.5*0.9(0.8,0.7)). Branch from Wisdom, requires developed Sorcery.
Attack:
a). General 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 skilled Defense, Reflection, Battle of Equals, and General Calm.
b). Viscous Skies - 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 Ground - overrides the speed aura skill. Branch from Troop Gathering, requires developed Leadership.
b). Loyal Helpers - summoned creatures always have maximum morale. Branch from Viscous Ground, requires skilled 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 for water race*/
b). Cruel Ground - overrides the native land bonus (not water), as well as native lands and death's tread abilities. Branch from Emerging from the Abyss, requires skilled Logistics, Fight Without Chosen, and Medium Fight Without Tricks.
Scholarship:
a). Call for Help (cry 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 Scholarship and Loyal Helpers. Overrides the exorcism ability.
Machine Control:
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 Control.
Light Magic:
a). Darkness - overrides the light secret skill. Branch from Righteous Anger, requires strong Light Magic.
b). Impenetrable Gloom - overrides fire protection, guardian angel (angel appears, resurrects, then ground/water beneath the stack opens up and dead/drowned pull it down), twilight, eternal light, seal of light skills. Branch from Darkness, requires skilled Light Magic, bright flash (see below).
Dark Magic:
a). Bright Flash - overrides the dark replenishment skill. Branch from Pain Master, requires strong Dark Magic.
b). Incredible Light - overrides cursed land, seal of darkness, and darkness weakness skills. Branch from Bright Flash, requires skilled Dark Magic, Darkness.
Next are water units. The special property of these units is that all have probabilistic abilities (and permanent ones too), and the higher the creature's rank, the higher the ability probability, as well as a higher chance that the opponent's probabilistic abilities will not work (percentages are multiplied).
Water creatures are all AVERAGE: average damage (constant for all creatures), average health (excluding the level 7 creature), average defense and attack (almost equal for most creatures (exactly so for non-upgraded ones)), average growth, average cost. +1 speed bonus when fighting on water.
Level 1 basic: Mermaid (5% chance to hypnotize the enemy it attacked.)
Level 1 upgraded: Ichthyander (Much higher speed compared to mermaid, as it walks on two legs.)
Level 2 basic: Crayfish (Attack of three (jaw and two claws).)
Level 2 upgraded: Crab (Damage from enemy archers is reduced by half (powerful armor). Attack of three (jaw and two claws). Defense increases significantly compared to crayfish.)
Level 3 basic: Water Eye (25% chance to cast a level 1-2 starting Dark Magic spell on the enemy. Spellcaster. Spells: stone skin, haste.)
Level 3 upgraded: Underwater Eye (25% 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. Spellcaster. Spells: evasion, punishing strike, stone skin, haste.)
Level 4 basic: Jellyfish (5% chance to petrify the enemy for 2 turns, regardless of whether attacking or defending in melee combat.)
Level 4 upgraded: Gorgon Jellyfish (5% chance to petrify the enemy for 3 turns, regardless of whether attacking or defending.)
Level 5 basic: Water Strider (Large creature. Gives the hero a water movement bonus of 100 points.)
Level 5 upgraded: Water Spider (Large creature. Once per battle can weave a visible 3*3 web; each cell of this web delays any creature except spiders by 1 turn.
Level 6 basic: Octopus (Large creature. Attacks all around itself with ordinary tentacles. Enemies do not retaliate. Gives the hero a water movement bonus of 100 points.)
Level 6 upgraded: Squid-Octopus (25% chance to hit 2 enemy creatures within one cell distance with two large tentacles (priority given to creatures with higher attack), regardless of whether defending or attacking, full damage is dealt. Large creature. Attacks all around itself with ordinary tentacles. Once per battle can release ink, thereby blinding everyone around it for 2 turns, regardless of whether they are enemies or not. Enemies do not retaliate. Gives the hero a water movement bonus of 150 points (bonus from non-upgraded is not counted).)
Level 7 Basic: Sea Serpent (15% chance to swallow 1 creature from the enemy stack upon attack. 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 (20% chance to swallow 1 creature from the enemy stack, regardless of whether 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 ones is not taken into account). Health - 300.)
Specific buildings for Water dwellers:
1). Scales of Equality (upgraded scales) - if any building from the enemy's Castle affects an enemy hero's characteristic (increase in necromancy, magic protection, strengthening of the elemental chain, etc.), then during battle, the influence of one such building on the enemy is neutralized. The increase is cumulative (i.e., if the enemy has 3 such buildings and the Water dweller has 2, only one building will affect the enemy).
2). Mist of Equality - an enemy attacking the castle cannot use artifacts that influence the opponent's morale and luck (i.e., the hero located in the Water dwellers' castle).
3). Whirlpool - a whirlpool appears around the castle within a certain radius at the beginning of the week and yields 14 units of wood.
4). Fertile Whirlpool (whirlpool upgrade) - washes up 5 different resources at the beginning of the week.
The city will be located on water. When attacking it, the enemy 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 bayonets 1 cell wide - 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: Equal Fight - during battle, the enemy's unique skill does not work.
And the ultimate ability Straightforward Combat - the enemy's ultimate ability does not work.