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If there were not two, but three development options for each unit... What do you think they could be? :cool: Here are some of my ideas:
Haven 1. Peasant (all changes – compared to the base unit version): -1 HP, +1 speed, +20 cost. Ability: Gather (brings in 2 gold each day for every peasant). 2. Enchanted Archer: +1 to attack and defense, +1 to minimum and maximum damage, +10 mana, - Ranged Attack. Abilities: Marksman, Enchanted Arrows (before shooting – choose between magic – 1 mana, additional damage; ice – 2 mana, additional damage, chance to freeze; fire – 2 mana, additional damage, chance to set on fire). 3. Crusader: +5 HP, +4 defense. Abilities: Large Shield, Summon (active – for 2 turns, all enemies within a radius of 3 cells are forced to attack only the paladin). 4. Wild Griffin: +3 to minimum damage, +3 to speed and attack, +4 HP, -2 to defense. Abilities: Flying, Large, Retaliation, Furious Dive (active – attack from the air on a selected cell. Deals 1.5 times more damage to the target and drains all mana). 5. Witch Hunter: +5 to attack and defense, +8 HP, +1 to speed and initiative, -Marksman, -12 mana. Abilities: Charge, Shield of Faith (a spell cast on them has a 50% chance of being reflected on a random enemy unit). 6. Faith Defender: +2 to attack, speed, and maximum damage, +6 HP, -1 to initiative. Abilities: Large, Knightly Charge, Holy Armor (when taking damage, the defender increases their defense by 2 until the end of the battle). 7. Cherub: +3 to initiative, damage 40-65, -Spellcaster, -10 HP. Abilities: Large, Flight, Marksman, Justice (when attacking, heals the same amount of damage to friendly units on adjacent cells – but does not resurrect. No more than 3 times per battle). Some ideas for other factions (briefly): Academy 4. Wizard – Abilities: Marksman, Spellcaster (magic fist, phantom, elemental protection (immunity for the selected unit), summon elemental). 5. Storm Lord – instead of lightning strike – chain attack (only in the first turn of the battle). Sylvan 1. Oread – Ability: Sacrifice (can significantly strengthen and speed up selected units until the end of the battle at the cost of halving the unit). 2. Unicorn – Abilities: 50% magic resistance, Swiftness (in its turn, it can move and attack twice). 3. Ent – Abilities: Entangling Roots, Forest Fury (twice per battle, it can entangle any unit for 1 turn and simultaneously increase its initiative). 4. Magic Dragon – Abilities: Flight, Large, Spellcaster (earth shock, meteor shower, fire trap, swarm). Necropolis 3. Wraith – Abilities: Flight, Phantom Blade (with each killed enemy, the number of wraiths increases. All excess wraiths disappear at the end of the battle). 4. Astral Dragon – Abilities: Flight, Large, Weakness (an enemy attacked by them cannot be healed or resurrected until the end of the battle). Dungeon 1. Marauder – Abilities: Marksman, Plunder (killing a unit brings gold to the owner, the amount depends on the number of marauders). There is a penalty in melee combat. 2. Sorceress – Abilities: Counterattack, Enchanted Weapon (when attacking, there is a chance to place a trap on the cell, which either doubles the damage received from spells by the unit standing there, or sharply reduces speed and initiative). 3. Minotaur Hunter - Ability: Cull (the more damage the target has already taken, the higher the hunter's attack when calculating damage). 4. Basilisk Rider – Ability: Petrify (chance to turn to stone for 3 turns when attacking). 5. Ancient Hydra – Abilities: Circular Attack, Counterattack, Regeneration. 6. Lamia – Abilities: Vengeance (when taking damage, immediately gets a turn), Spellcaster (the same set of spells). 7. Dark Dragon – can switch between normal attack and retreat after attack.
Цвета ночи гранитные склоны,
Цвета крови сухая земля,
И янтарные очи дракона
Отражает кусок хрусталя -
Я сторожу этот клад...
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Instead of guessing what it could be like, there are real third alternative creature options. They were created in the Wargame Edition mod, instead of the basic versions (the models are the same). For example: 1. Peasant Militia: reinforcement, combined attack. 2. Assault Archers: assault, indirect fire. 3. Swordsmen Guards: heavy class, arrow protection, retaliation. 4. Free Griffons: large size, flight, infinite retaliation, vulnerability to Light. 5. Battle Monks: ranged attack, melee combat without penalty, magic (haste, mass skin). 6. Retinue Knights: large size, heavy class, cavalry bonus (100% per tile), rage. 7. Archangel Viceroys: large size, flight, enhanced attack (ignores 50% defense), resurrection. I don't even mention minor stat changes like
+4 hp, -2 to defense.
because it doesn't make sense – the differences in stats between units are very significant. So, if you are interested in new units and new alternatives, I can recommend a mod that also significantly improves unit upgrades. Unlike many fan-made creations, the balance here is refined in Multiplayer and polished over years, i.e., this is serious and well-founded work.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат

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