Appearance: a man in a blue robe, holding a staff with a stone-shaped knob, around which smoke moves – blue, red, transparent, green. The man is sitting on a Pegasus.
Special ability: creating cataclysms.
Version 1
using elementals.
For example, a hurricane.
Air elementals, or their upgraded form, the Rukh, can transform into a hurricane and transport their units to a specific location, or enemy units, while inflicting damage on them. The enemy unit loses morale and also 1 turn. At the same time, the Rukh (air elemental) spends 0.25 initiative.
Wind of Change
The air elemental (Rukh) directs the wind of change towards its unit, and all ranged attacks and spells directed at it are randomly redirected to another unit (either its own or an enemy unit), without inflicting damage on the original target (protected by the wind).
Infernal Flame
Fire elementals and their upgraded form, the Ifrit.
Can create infernal flames around a unit. All ranged attacks directed at it will be consumed by the fire. And fire spells directed at the unit will enhance it. Cold attacks will reduce the damage. The fire field will burn all units in adjacent cells. Damage will not be inflicted on this unit.
Lake
Water elementals and their upgraded form, the Sylph.
Can create lakes in battle. As a result, cells will be flooded, creating impassable areas. Only water elementals and sylphs can pass through them.
Stone Wall
Earth elementals and their upgraded form can create
walls around the unit. The unit will be protected from all attacks, but it will not be able to do anything itself, but it can be healed by the elemental tent (a tent that can heal units of this castle. It can only be purchased in the elemental castle). The wall can be destroyed by inflicting damage on it.
Version 2.
The hero will perform all of this for Mana.
The hero also has the following spells:
Inferno, element: fire, inflicts damage
Tsunami, element: water, inflicts damage
Hurricane, element: air, see above
Soil Destruction, element: earth, inflicts damage
Storm – a terrifying spell, inflicts damage with all elements, as well as all the spells mentioned above, inflicts area damage (like Meteor Shower)
Guild of Mages
The guild is dominated by spells from the schools of destruction and summoning.
The castle belongs to the alliance of good. Name: Conflux.
Units
Level 1
Leprechaun:
Appearance:
An elf in green clothing, with a staff, and a cauldron of gold next to him.
Abilities: living creature, increases the luck of the army, brings 5 units of gold per day per unit.
Spriggan:
Appearance:
A male elf covered in branches and leaves, with a beard. Skin color: green.
No weapon in hand.
Abilities: living creature, increases the luck of the army, can cast the Nature Armor spell on units, which increases the unit's defense, brings 10 units of gold per day per unit and 1 gem per 10 creatures.
Level 2
Air Elemental:
Appearance: air elemental in Heroes 5 or Heroes 4
Abilities: elemental, consists of air. Immune to air spells.
Permanent element: air (does not change with elemental chains), flies
Rukh:
Appearance: something between the Rukh from Heroes 3 and the Thunderbird from Heroes 4.
Abilities: elemental, consists of air. Immune to air spells.
Permanent element: air (does not change with elemental chains). Can strike with lightning when attacking. Chance: 30%, flies
Level 3
Water Elemental:
Appearance: water elemental in Heroes 5 or Heroes 4
Abilities: elemental, spellcaster, immune to water spells. Permanent element: water (does not change with elemental chains)
Sylph:
Appearance: a girl with a trident. Blue skin.
Abilities: elemental, spellcaster, immune to water spells. Permanent element: water (does not change with elemental chains), more mana
Level 4
Fire Elemental:
Appearance: fire elemental in Heroes 5 or Heroes 4
Abilities: elemental, ranged attacker, immune to fire spells. Permanent element:
fire (does not change with elemental chains), fire shield
Ifrit:
Appearance: something similar to the Sultan of Ifrits in Heroes 3 or the Ifrit in Heroes 4
Abilities: elemental, ranged attacker, immune to fire spells and fire attacks
Permanent element: fire (does not change with elemental chains). Fire shield.
Level 5
Earth Elemental:
Appearance: earth elemental in Heroes 4, 5
Abilities: elemental, increased defense, immune to earth spells.
Permanent element: earth (does not change with elemental chains), 50% magic resistance, infinite retaliation
Naga or you can put a Satyr.
Appearance: Naga in Heroes 5 / Satyr as in Heroes 4
Abilities: elemental, increased defense, immune to earth spells.
Permanent element: earth (does not change with elemental chains), attacks all nearby units, onslaught, 75% magic resistance, infinite retaliation
Level 6
Spellcaster:
Appearance: something similar to the Spellcaster in Heroes 3
Abilities: living creature, spellcaster, ranged attacker.
Magic Elemental:
Preface: spellcasters, in order to increase their power, transform into magical elementals.
Appearance:
A sphere of transparent color that levitates and illuminates everyone with light, while shimmering with a rainbow, and transforms into a transparent spellcaster when attacking.
Abilities: elemental, immune to all magic, spellcaster, ranged attacker, attacks all nearby enemies in melee.
Level 7
Phoenix:
living creature, fire shield, resurrection, fire attack, immune to fire,
permanent element: fire (does not change with elemental chains), 150 health points
price 5000
Ancient Phoenix:
living creature, fire shield, resurrection, fire attack, immune to fire,
permanent element: fire (does not change with elemental chains), 50% magic immunity
200 health points. price 6000
City
The dwelling of air elementals is located on a snowy mountain, next to which is a volcano, in which the dwelling of fire elementals is located, near a cave, the dwelling of earth elementals, a river flows from the mountains, then a waterfall, then a lake. There is the dwelling of water elementals and sylphs. Coniferous forests lie near the mountains. The dwelling of spriggans, and a rainbow descends nearby. The dwelling of spellcasters looks like: an altar, around which are columns in the Greek style.
Native terrain type:
each unit has its own terrain type
Level 1 – grass
Level 2 – snow
Level 3 – sea
Level 4 – lava
Level 5 – dungeon
Level 6 – grass or desert
Level 7 – lava
