Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Water elementals belong to the Conflux, but you could create sea elementals, for example, which differ slightly in appearance from their counterparts and, in terms of alignment, belong to the Haven. In general, Haven is more related to the surface, so why focus so much on the inhabitants of the seabed? There are also pirates, fishermen, and mermaids. Perhaps some huge albatrosses, the size of a Roc :) You could bring the sea beast from the fourth game, with its ability to absorb victims. An octopus is also a good idea, why not? An attack in three directions, no retaliation, and holding with tentacles like a dendroid with roots :) Neptunes with tridents. Water lizards. Monsters with a human body and a shark head (remember the first Blood). 50 percent water resistance for all Haven creatures (except for beneficial spells). Of course, Haven is located near the shore and can also be a shipyard, or even an altar for summoning a ship (if you don't have an expert in water magic or the spell itself). A 50 percent discount on building a ship if you are from Haven. The fishermen's guild brings an additional profit of 1000 gold per day. Bonuses in water battles (morale, luck, speed, attack, and defense). The ability to learn water magic for 2000 gold in the sea witch's hut. The mages' guild is full of water spells. The Grail is a huge, iridescent, living shell with a pearl inside, which, in addition to other bonuses, gives +200 percent movement speed on water for allied heroes. A lighthouse. Buoys near the shore that increase the hero's morale during a siege. By the way, you might have to develop two versions of Haven - one for the shore and the other for the open sea (although that wouldn't really be Haven anymore). Well, are there enough ideas for now? ;)
Could you create a water shield spell for the Haven mage and the ability to create small ponds on the map (an idea similar to swamps, but Haven units can pass through them)? Also, could you add a few water-based neutral creatures?
Unit idea: Sea Mage - a water sorcerer:
Mages who survived shipwrecks and were rescued by sea creatures often stay with them, learning the secrets of the sea and helping to fight against enemies.
Appearance: A mage dressed in blue robes, holding an astrolabe in his hand. When attacking, lightning shoots out of the astrolabe. In close combat, he attacks with a dagger. He has some water-based spells.
By the way, in which story arc (after the Armageddon's Blade war, after the War of the Restoration of Erathia)
Regarding the water mage: we already have one! :) Level 6! Hydromancer-Oracle :) A powerful unit. The most powerful mages in all of Antagarich! :) The events will unfold DURING the war for Armageddon's Blade, and our campaign will allow you to look at the already beloved battles from a different angle:) Regarding the idea of a water shield – it could definitely be used:) Regarding the bodies of water – IMHO, it's not worth it. Otherwise, you could simply surround your city with a protective moat, and that's it :) We're not talking about neutral creatures. And there probably won't even be a discussion about it within the team. 15 new creatures are enough :)
Actually, it doesn't seem very logical that whirlpools would affect water creatures, especially if they were created by water and the sea. In that case, they should naturally have immunity to all kinds of whirlpools and the like, as water is their element after all.
And what if creatures have an aversion to all fire creatures: Gogs, Ifrits, fire elementals, magma elementals...? Similar cases: Angel and Devil; Djinn and Ifrit...