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Warlocks - are the Chaos knights. Chaos mutate them to the monsters of war. Formerly mightiest clan, Warlocks was defeated by the ancient elves magic. Rest of the clan and some new warriors now are in the queen's black guard. Ruthless, insensible to pain and wounds Warlocks are the axe of the Chaos army. Usually, they take command of the small companies. Wears heavy armor. Also, warlocks keep some secrets from the dragons and evil creatures. Magnus Frei was one of survivors. Now, he is one from the Warlocks clan sacrificers. After loosing their former lords, Warlocks gave an oath to their new Chaos queen, which is going to give a birth to the new Chaos king-warrior, who will lead Chaos to the world leadership.
ARK-KROM (AKA shaman, who talks with spirits) His name is BOLAG-HAZAR (AKA steppe inhabitant). He can cast sand and dust tornado using his drum. Low-level shaman, which still very useful in battles for his ability to cast long-term tornado
ZORG DHAR-GUL (AKA Dead Heads Master) Mangus Frei offspring. One of the highest level officers from the queen's guard. Warlock clan traditions successor. Mighty warrior. Where are no any other Chaos creatures, which can do anything against his will.
AZARI-KHA-KHAR (AKA Twilight Star) Warrior from the east steppes of the Chaos dominion. One of queen's bodyguards. Eastern war crafts specialist. Lighting fast and light. She is able to turn any thing in her hands to deadly weapon.
DAO-TAO (AKA Water Demon) Warrior from the east steppes of the Chaos dominion. One of queen's bodyguards. Eastern war crafts specialist. Sister of the Twilight Star. Also, she guards Chaos sacred lake. Chaos warriors can achieve special abilities from this lake before the battle. Persons, who take a swim in this lake, became immune to magic. But only for generals of the Chaos army are allowed to swim in it. This lake already saves some members of Warlocks clan.
Orc race creature Low-poly model of orc race creature. Basic set. Model is suited for development - possible head change, different face hair and eyes. Ready for different armor sets.
SKETCH
ARGUS Chaos demon. Battle character. The Keeper of Time and the Master of Space. He embodies the very essence of the ever-changing CHAOS. A powerful God, his followers are able to intertwine events and change the course of time. They can create dimensional paradoxes and traps in time, and they possess the gift of prophecy as well.
KROM - The Keeper of the Treasures and Knowledge of CHAOS. He masters the most powerful artifacts of IMMATERRIAL: the secret books and incantations, the magical armor and weapons, the treasures and precious relics of CHAOS. Any magical artifact will become more powerful in the hands of a disciple of KROM. Their battle skill lies in the creation of war artifacts and traps that have been drenched in battle magic. Their strength in battle depends on the number of magical objects that they use. Any object that a soldier wields for a long period of time will become imbued with the force of CHAOS, thus acquiring magical powers.
ZAR - The God of War and Fury. He bestows upon his vassals an extraordinary force and might. On the field of battle, the Champions of ZAR are irrepressible soldiers of war. Skilful techniques and cunning strategies for mastering battle are alien to them, since the cornerstones of their philosophy lie in unmerciful force, bestial courage and fury. Everything that they encounter along their way - be it skilful magic, illusions, temptation or intricate intrigue - is destroyed under the onslaught of their direct and effective actions, the aims of which are destruction to the glory of their Master and the perpetuation of his might.
MAGE - NPC character Functional NPC: Magical improving of armor and weapons. Selling attack and defense scrolls and spells. Argus minion.
Приспешник аргуса
Dwarf The mighty mountain ranges whose snow-covered peaks stretch up to the cold sun are the homeland for this small, proud and hardy race. Their history dates back as deeply into the oceans of time as that of the Elves. The harsh conditions under which this race grew up made them as hard as stone, a united, powerful combat hammer that destroys both rock and the skulls of enemies with ease. Not being able to adapt to life in cities or in the fields, they flourished in their ancestral DOMAINS among the cliffs. This secluded, self-contained form of living created a special way of life and order in these DOMAINS. STRANGERS, as the Dwarves called the descendants of any other race, were not welcome there. On the other hand, they were warm and friendly to their own tribesmen. The LAW OF UNITED KNOWLEDGE meant the Dwarves were not permitted to conceal their technological achievements from each other. Their skilled armorers created new alloys and methods of metal working and the archives in the DOMAINS included plans for complex machines, which were years ahead of their time. The typical warrior is a hardy and powerful defender. His armor made from METRILLIC is hard to crack, and is stronger than that of any other race.
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