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Posts from WATER ELEMENTALS

5.0 (4 ratings)
In reply to MoZeS
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19 years ago
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MoZeS;49740





And by the way, there were mermaids and other strange creatures in the fourth game. And they crawled on their bellies. Whether on a ship or on land!
But in the fourth game, they didn't belong to any factions, and you couldn't recruit or buy them either! ;)
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19 years ago
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What difference does it make? It's all about logic. They existed, so they have a place in the world of Heroes.

But the set of creatures is really not very good.
In reply to gamehuntera
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19 years ago
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gamehuntera;49839
What's the difference? Seriously. They existed, so they have a place in the Heroes universe.

But the creature set is really not very good.
I agree 100%! Let them sail the seas! :) :rolleyes: :D
In reply to Alex Ghost
19 years ago
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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.
In reply to Alex Ghost
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19 years ago
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Alex Ghost;49852
I agree 100%! Let them sail the seas! :) :rolleyes: :D

That's exactly what they're for! :D
In reply to Alex Ghost
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19 years ago
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To avoid being baseless in my criticism of the poor creatures from the non-existent water
Castle, I propose my own version of creatures, which in my opinion are more versatile and have already been
used before.
While writing this, I felt it necessary to read the myths of ancient Greece for the authenticity of the "facts" :)
Aquatic.
Charybdis. (From the Odyssey) Lives at the base of a rock where wild Smakovnitsa (grass) grows.
Her rock protrudes from the water an arrow's flight away from Scylla's cave. Three times a day she
draws in seawater and then ejects it as a powerful stream of boiling water.
Looks like a pumping station :)
Medusa Gorgon. This comes from the exploits of Perseus. I was wrong; she can be
assigned to the aquatic faction, albeit with some effort, by giving her a lair there. But in essence, as I understand it, she is a melee fighter,
with wings, snakes on her head, and most importantly on her legs, and entirely green. That is, she cannot
be linked to the medusa from the Dungeon in 3. Attacks with her hands.
Triton. A merman, or a male mermaid; I think if a mermaid hits with her tail, then this one
will strike with his hands like a man, leaning on his tail, but he is weaker than the mermaid, since she is also
beautiful and can hypnotize enemies.
Siren. This is simple—an attack with a sound wave that pierces the victim's brain. There was an idea
for sirens to attack ALL enemies with low damage; I don't know how upgraded
sirens would then attract a selected victim...
Basilisk. Only the image from 3 comes to mind, but let them frighten the enemy instead of turning them to stone!
Sea and Ancient Serpent. There are many drawings of them, so drawing them is not a problem.
According to mythology, Poseidon loved to summon them to eat some girl chained to a rock
by chains. She was, of course, eventually rescued, and the serpent was killed, but I decided to use the fact of serpents being summoned
by Poseidon.
Poseidon. God of everything aquatic, hence complete power over water (in terms of spells),
a good strong trident in his hands will pin any enemy.

I believe it is necessary to give the creatures a normal growth spread, and corresponding health,
damage, and other stats as proper, rather than averaging them

Watery.
|lvl:__Unit:_________|___Attack_________|Possible abilities______________|_move:__|_init:|
|____________________________________________________________________________________
|1.1___Siren_______|at a distance,_____|stunning song attack,_____low___medium
|(small creature)____|penalties, close-in__|so that heads burst
|___________________|scratches no pen___|
|___________________|_________________|____________________________________________
|1.2___Powerful_______|at a distance,____|+probability to PULL toward self___low___medium
|______Siren_______|penalties, close-in__|attacked unit for about 5 tiles
|___________________|scratches no pen___|(Shooter, Come Here!!! :D)
|____________________________________________________________________________________
|2.1___Basilisk____|Bites,__________|Rage__________________________high___high
|(small creature)____|takes a hit back____|
|___________________|_________________|____________________________________________
|2.2___Royal__|Bites,__________|+ Chance to terrorize enemy___________high____high
|______Basilisk____|takes a hit back____|
|____________________________________________________________________________________
|3.1___Little Triton____|melee,______|Chance to stun enemy_____________medium____medium
|(small creature)____|takes a hit back____|(enemy won't hit back)
|___________________|_________________|____________________________________________
|3.2___Little Mermaid____|With tail,__________|Chance of Hypnosis___________________high___medium
|___________________|takes a hit back____|(enemy won't hit back, obviously)
|____________________________________________________________________________________
|4.1___Medusa_______|melee,______|Chance of blinding probably________medium___high
|(small creature)____|takes a hit back, cold___|Casts stone skin
|___________________|_________________|____________________________________________
|4.2___Medusa_______|melee,______|+Turns to stone, killing a couple of units______medium___high
|______Gorgon______|no hit back, cold____|(only on living enemies)
|____________________________________________________________________________________
|5.1___Charybdis______|shooter,__________|Boiling water causes gangrene_________low___medium
|(large creature)____|penalties close-in__|additional creatures die
|___________________|_________________|depending on their strength
|___________________|_________________|____________________________________________
|5.2___Evil Charybdis__|shooter, no pen__|+Poisons its already_________medium___medium
|___________________|close-in none________|unpleasant boiling water, rage
|____________________________________________________________________________________
|6.1___Sea Serpent_|Bites,_________|Bites hard and definitely________high___medium
|(large creature)____|takes a hit back____|1 unit dies from wild pain
|___________________|_________________|____________________________________________
|6.2___Ancient Serpent_|Bites, takes____|+Has experience=> luck +3___________high___high
|___________________|hit back_________|Rage
|____________________________________________________________________________________
|7.1___Sea King_|Trident attack,_|Pins enemy like an ent__________high_____medium
|(large creature)____|no hit back________|
|___________________|_________________|____________________________________________
|7.2___Poseidon_____|Hits with trident,__|+Casts storm on area__________high___ medium
|______(Sea God)|no hit back,_______|summoning serpents etc.
|___________________|Spellcaster___________|
_____________________________________________________________________________________
In reply to GmiR
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19 years ago
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A true Professor Gmir! I also love mythology! But you're wrong about Poseidon! On our seventh level, we only have powerful creatures, not gods! :) ;) :rolleyes:
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19 years ago
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Nah, if you refine the idea, add a couple of interesting features and nuances, it could become a decent castle... I think many "Heroes" players would like it (I definitely would), because it's always interesting to play something new.
In reply to Pablo N Ochoa
19 years ago
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->Gmir!
Regarding SIRENS - it's a great idea!
I don't know how I didn't think of it myself. But I did consider it at some point! They would fit perfectly.
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19 years ago
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No, no, no!!! THIS IS OP!!!
A fight without any tricks is completely unbalanced... What is the strength of a faction? UNIQUENESS!!! And it destroys it:(
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19 years ago
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Well, we've already tried to create such a race.

Added 1 minute ago
/topic/533/

Added 38 seconds ago
/topic/583/

Added 39 seconds ago
Here are the links; take a look.
In reply to Pyatka
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19 years ago
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2 Pyatka: "Well, we already tried to create such a race." Yeah, it turned out to be a bit of a mess. Respect to Andrey, everything he did was great, but we're creating a race from scratch, not relying on existing data, because we're new members of the forum, and I, for example, didn't even browse the old topics. I wouldn't have known otherwise! ;) And in turn, we're trying to adapt the idea specifically for the fifth game. And I think they will still allow us to continue with our ideas!
In reply to Pyatka
19 years ago
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Pyatka;50120
We already tried to create such a race.

Added 1 minute ago
/topic/533/

Added 38 seconds ago
/topic/583/

Added 39 seconds ago
here are the links, take a look.

Thanks. But I did check out the ideas section. Although I came up with the creatures myself.
And by the way, THERE is a FULL description of an underwater race. The water race doesn't have skills and hero abilities described.
But our race LIVES ON THE WATER. Just saying. It’s not like Andrei is the only one who has ideas. His ideas are good.
In reply to Tengro
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19 years ago
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Tengro;50108
No, no, no!!! THIS IS OP!!!
A fight without tricks is completely unbalanced... What is the strength of a faction? UNIQUENESS!!! And it destroys that:(

Isn't that overpowered? Now, Dwarves – that's overpowered!
Sorry, but how can you get any more unique than thinking about an aquatic-underwater world? Not all creatures have been discovered there yet. Uniqueness is obvious!
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19 years ago
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well, your faction is too overpowered (it has too many abilities).

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