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 крови сухая земля,
И янтарные очи дракона
Отражает кусок хрусталя -
Я сторожу этот клад...