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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Town of the Orc: the settlement
Thread: Town of the Orc: the settlement This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
LichLord
LichLord


Hired Hero
Banned
posted November 18, 2006 09:45 PM

Quote:
sounds good, but i think the stronghold should have a few more weaker creatures than 2 mechanical dragons. possible some greniaders and some commissars.


Okay then:

Mission 3: The Escape

This is a very hard mission. You will have to fight with town and heroes, what have stronger and bigger army than the yours. But you start with a settlement, with all settlement bluidings, but the town is very far to the starting hero. Your only way to survive and complette the mission is to learn strong spells, use good startegy and fight for the way to the big settlement.

Starting heroes: Mastero (you can take him to the next mission, maximum level: 22)

Mastero's starting army: 50 Master Gretchin, 30 Shoota Boy, 20 Slugga Nob (uqraded Slugga Boy), 4 Bigger Mek (uqraded Big Mek)

Vayshan's starting army: 50 Assasin, 40 Blood Fury, 35 Minotaur, 6 Shadow Matriach, 4 Hídra

Garon's (Tropcial hero) starting army: 65 Fast Diver, 20 Water Shocker, 12 Omegan Lizard

Clanlord Mastero is walking with his army to a peace treaty with the dark elves.

C Dungeon Town's defending army: 45 Assasin and 10 Frim Rider (guarding hero: Sorgal)
D Dungeon Town's defending army: 30 Blood Fury (guarding hero: Yrwanna)
G Tropical Towns defending army: 60 Diver, 10 Omegan Lizard
H Stronghold (Russian Orc) Town's defending army: 70 Pike Orc, 30 Windowmaker, 12 Comissar 2 Mechanical Dragon
J Dungeon Town's defending army: 80 Assasin (defending hero: Lethos)
K Dungeon Town's defending army: 55 scouts (defending hero: Sinitar)

Mastro: Hello Vayshan, its been a lond time.
Vayshan: Too long, my old friend. Come we have matters to discuss.
Mastro: I thought this was a treat?
V: Did you really think we would ever allie our selves with You!
M: I had my Doubts.
V: You should have brought a better escourt. (Assisans and scouts kill all of Vs troops).
M: I did( millions of troops invade).
V: Never Surrender!

In game now:
Other Orc hero: A
Other Orc hero 2: B

Vayshen runs off.
M: Hurry, we must fill the caverns with water.
A: I am nearing the cavern, hold on.
B: I am here, (Russlling) whats this? Arr!
M: B come in, B? A are you still there?
A: No sign off dungeon troops, (archer fire) Requisting reinforcements!
M: Looks like my allies have been exterminated. I must now go and destroy the staircases to the lower levels.

Objective:
Destroy The five stairways to the Underground level.

Kill Yayshan.

Re-capture our allies towns.

To be contined...

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kd the idiot

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 18, 2006 09:53 PM

ARGH!!! too much too soon!!!!

you haven't even soughted out the buldings or heroes yet, and your starting on campaigns. ARGH!!!! what ever happened to doing it in the stages town bases, creatures, history, buildings, heroes, racial skill, then campaigns!!!!!


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LichLord
LichLord


Hired Hero
Banned
posted November 18, 2006 09:54 PM

Quote:
ARGH!!! too much too soon!!!!

you haven't even soughted out the buldings or heroes yet, and your starting on campaigns. ARGH!!!! what ever happened to doing it in the stages town bases, creatures, history, buildings, heroes, racial skill, then campaigns!!!!!


okay, then I start with them.
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kd the idiot

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 19, 2006 11:34 AM

Okay, then for bixie's wish:

Town of the Orc: the settlement

This is the faction of orcs.

The town's name: Settlement

Motto:
"All pesky races are invisible in the modern world!"


Facts and Traits:
Also Known As: The orcs, The users of the high-tech
Associated Colours: Black and red
Worship: they are have no god, they worship the warboss of thier clan as a god
Core Philosophy: Burn the Heretic, Kill the Mutant and Purge the Unclean!
Country/Kingdom: The Muntains of Doom what knows as the Land of Iron
Capital City: No Capital city (each clans have thier own capital city, and they are calles thier capital city as "Relic of the LifeKey Symbols: Skull with axes, Ring of Fire

"The Orcs are powerfull humanoid beast with green skin, and a strange laugne (Some words of thier Laugne, and what mean in English: Rocket=Rokit, Flame Thorwer=Burna, Bigger=Bigga, Shooter=Shotta, Hand Fighter=Slugga). They are reached a magical artifacts, what they are can creatue high-tech weapons. "

A Summary:
Imprisoned between worlds by the legendary wizard who killed the worshiped god of the orcs, the Metal Dragon. The Legions of Orcs want out in the worst way - using any destructive, spiteful, vicious and sadistic methods to get what they want.

The Settlement is worked on the paragon of the Fore.

They are have thier own terrain sittle: High Tech Damaged Landspace: iron fields with ruins of modern weapons, ships, bluidings, and with the sky of lava terrain.

Desprection: The Orcs are was the slaves of the barbarians, since the Strategic Quest, Sucession Wars and the Restoration of Erathia. Later they are joined to outlaws, thieves, sorcerrers, and they were free. Later like the drawes they are created thier own country and elbatished calns. Each clans have got thier own Capital City, and they are Worship as a god the Warboss of thier clan. There is more than 5hunred orc clans. They are reached a magical artifact, what they can do high-tech weapons with (like in the Forge).

History:

43: Sylath, the god of the stronghold orcs (russian theme) told Shar-Shazzar to imprison the Metal Dragon into the Circle of the Infernal Imprisoning Flames.

45: Shar-Shazzar ipmrisons the loved god of the orcs: the Metal Dragon, so the orcs now loves the Warboss of thier clan

Modern Age:

622: Warboss Mastro’s clan is „Clan Watrak”. He wants to unite all orc clans.

Hero class: Warboss
Racial Skills:
Basic Scapper: After every fight what you win, the gretchins and master gretchins steal weapons and armour of the dead, which count as rescures to your fight.

Advenced Scapper: smilar to the basic scapper but more efectesly

Expert Scapper: smilar to the advenced scapper but more efectesly

Ultimate Scapper: smilar to the expert Scapper, but more efectesly and the gretchins (and master gretchins) gains pilagge ability, so if you are capture a town with them, you may gains a lot of rescrues and the town is ruined.

Scapper abilityes:

Da Wreaker ball: the Slugga Boys (and Slugga Fighters) and Shoota Boys (and Shoota Skrimisher) gets Rokit Lanunca. f a Watboss captures a town, the town is turned into a level 1 Settlement. The Rokit Lanunca: Rocket Lanuncher, the ranged attack does dubble adamge and the creature can attack walls, gates, archer towers.
Da Magnit: takes the exact same amount of resources that the creature cost X how many creatures!
Da Fightin Juice: the creatures in the hero's army is gets "Mechanical" and "Magic Proof" ability, but can be effected by morale (only good moral).

Da Recharge Point: the hero whoop a war-cry, which incraces the attack and defense, give the creatures will be enraged (like when the friendly crature dies), and can use Berserker Frenzy. The creatures will do dubble damage, and alwys do mximum damage, and gets Immunity to Mind and maximum morale.
Ultimate ability:
Da Wreaker Juice: this ability is can be used like a spell. Poison the enemy and the poison does fire damage. The poison is only effect for 5 turns.
Creatures:
Level 1: Gretchin
Hitpoints: 3
     Damage: 2-4
     Attack: 2
     Defend: 1
     Speed: 8
     Inactivite: 6
     Abilityes: Reapir, Tankbustin Bomb, Builder
   
     Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Meks at 8 times). This is can only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Builder: the creature can repair walls, archer towers, gates, and reduces 1 cost of all rescures for building per 11 gretchin/master gretchin

Desprection: the gretchins are captures goblins turned into gremlins. But not the gremlins of the wizards. Other king of gremlins: the gretchins. And now the gretchins are the slaves of the orcs. They are bluids hauses, repairs machines. They are attacks with their hammers.



1.u.: Master Gretchin
Hitpoints: 3
     Damage: 2-4
     Attack: 2
     Defend: 1
     Speed: 8
     Inactivite: 6
     Shoots: 4
     Abilityes: Reapir, Tankbustin Bomb, Builder, Shooter
   
     Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Mek at 8 times). This is can          only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Builder: the creature can repair walls, archer towers, gates, and reduces 1 cost of all rescures for building per 11 gretchin/master gretchin
 
Desprection: some gretchins became veterans, so tghey are became Master Gretchins.



2. Shoota Boy
Hitpoints: 12
     Damage: 4-7
     Attack: 6
     Defend: 2
     Speed: 4
     Inactivite: 6
     Shoots: 18
     Abilityes: Shooter, Precise Shoot, Bad Shoot, Scatter Shoot

Bad Shoot: The creatture has 25% chance to do „Bad Shoot”. The Bad Shoot is: the creature has a chance to miss, and damage other creature in 3x3 area    
Desprection: The shoota boyz are backbone of the orcish ranged infanity. Their shoots are not precise, but efectesly agints area. The Shoota Boyz are not very skilled at hand-to-hand fight, but skilled at shooting and marksmanship. No one can use the weaopons of the Shoota Boyz.

2. u.: Shoota Skrimisher
Hitpoints: 14
     Damage: 5-8
     Attack: 7
     Defend: 2
     Speed: 3
     Inactivite: 6
     Shoots: 18
     Abilityes: Shooter, Precise Shoot, Bad Shoot, Scatter Shoot, No Ranged Penelaty

Bad Shoot: The creatture has 25% chance to do „Bad Shoot”. The Bad Shoot is: the creature has a chance to miss, and damage other creature in 3x3 area    
Desprection: The shoota marksmen are have go better skrimisher skills than shoota boyz. The are very skilled at marksmanship.

3. Slugga Boy
Hitpoints: 18
     Damage: 6-10
     Attack: 7
     Defend: 4
     Speed: 10
     Inactivite: 8
     Shoots: 12
     Abilityes: Shooter, No Melee Penelaty, Ranged Penelaty

Desprection: the slugga boyz are the backbone of the orcish army. They are skilled at melee fight, uses axes and machine guns. If they are at a battle at once, they cannot be stopped.

3. u.: Slugga Nob
Hitpoints: 18
     Damage: 6-10
     Attack: 7
     Defend: 4
     Speed: 10
     Inactivite: 8
     Shoots: 12
     Abilityes: Shooter, No Melee Penelaty, Ranged Penelaty, Bersker Frenzy, Taxpayer

Bersker Frenzy: see Bersker at HoF: Fortress

Desprection: the slugga boyz are the backbone of the orcish army. They are skilled at melee fight, uses axes and machine guns. If they are at a battle at once, they cannot be stopped.

4. Watrak
Hitpoints: 45
     Damage: 8-14
     Attack: 10
     Defend: 12
     Speed: 12
     Inactivite: 10
     Shoots: 18
     Abilityes: Shooter, No Melee Penelaty, No Ranged Penelaty, Mechanical, Scatter Shoot, Armored

Armored: see the Defender and Bear rider at HoF: Fortress

Desprection: the Watraks are the backbone of the orcish altery. They are attacks with machine gun and chucka bomb. The Watraks are contructed from heavy iron, so that tanks are have got big endurance..

4. u.: Greater Watrak
Hitpoints: 60
     Damage: 9-15
     Attack: 11
     Defend: 13
     Speed: 12
     Inactivite: 10
     Shoots: 18
     Abilityes: Shooter, No Melee Penelaty, No Ranged Penelaty, Mechanical, Scatter Shoot, Armored

Armored: see the Defender and Bear rider at HoF: Fortress

Desprection: the Bigger Watraks are the backbone of the orcish altery. They are attacks with machine gun and chucka bomb. The Greater Watraks are contructed from titanium, so that tanks are have got big endurance..

5. Mad Dok
Hitpoints: 85
     Damage: 13-18
     Attack: 16
     Defend: 12
     Speed: 4
     Inactivite: 10
     Abilityes: Fightin Juice, Heal

Heal: the creature can heal the allyes
Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.

Desprection: the Mad Doks are can heal allyes. Only the strong orcish clanlordds are have got Mad Doks at their army.

5. u.: Crazy Dok
Hitpoints: 110
     Damage: 15-22
     Attack: 18
     Defend: 15
     Speed: 8
     Inactivite: 10
     Abilityes: Fightin Juice, Heal, Enraged, Berserker Frenzy

Heal: the creature can heal the allyes
Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.
Berserker Frenzy: see Berserker at HoF: Fortress
Desprection: the more skilled Mad Doks are became Crazy Doks.

6. Big Mek
Hitpoints: 160
     Damage: 20-25
     Attack: 22
     Defend: 20
     Speed: 8
     Inactivite: 10
     Shoots: 12
     Abilityes: Fightin Juice, Repair, Scatter Shoot, No Melee Penelaty, Tankbustin Bomb

Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.
Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Meks at 8 times). This is can only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Desprection: the Big Meks are enginers in the orcish army. They are repairs Machines, commancd orcish armyes.

6. u.: Bigger Mek
Hitpoints: 175
     Damage: 20-28
     Attack: 24
     Defend: 22
     Speed: 8
     Inactivite: 10
     Shoots: 12
     Abilityes: Fightin Juice, Repair, Scatter Shoot, No Melee Penelaty, Tankbustin Bomb

Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.
Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Meks at 8 times). This is can only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Desprection: the Bigger Meks are the trainers of the Big Meks.

7. Squigoth
Hitpoints: 220
     Damage: 30-50
     Attack: 30
     Defend: 32
     Speed: 12
     Inactivite: 10
     Shoots: 12
     Abilityes: Shooter, Scatter Shoot, No Melee Penelaty, No Ranged Penelaty, Mechanical

Desprection: the Squigoths are the ultimate unit sin the orcish army, if  and orc army have got a Squigoth: NOTHING CAN STOPP THEM!!!!

7. u.: Squigoth Rider

Hitpoints: 245
     Damage: 40-55
     Attack: 32
     Defend: 34
     Speed: 12
     Inactivite: 10
     Shoots: 12
     Abilityes: Shooter, Scatter Shoot, No Melee Penelaty, No Ranged Penelaty, Mechanical, Fightin Juice, Tankbustin Bomb

Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.
Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Meks at 8 times). This is can only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Desprection: the Squigoths Riders  are mounted Big Meks.

Orc heroes are start with 2 Attack, 0 Defend. 1 Spellpower and 2 Knowidle

Orc Heroes:

Korbac
Specialization: Nob Leader: incraces attack and defend of slugga boyz and slugga nobs at all second level up.
Start Skills (and abilityes) :
Basic Scapper
Basic Attack
Battle Frenzy

Orson
Specialization: Master of Marksmanship: incraces attack and defend of shoota boyz and shoota skrimishers at all second level up.
Skills (and abilityes:
Basic Scapper
Basic Attack
Archery

Mastero (camping hero)
Specialization: Master of Fightin Juice: the fightin juice of the creatures are effects 2 turns, and the hero’s fightin juice is incraces 1 defense of the creatures per level.
Skills:
Advenced Scapper
Da Fightin Juice

Jasper
Specialization: Master Dok: incraces attack and defend of Mad Doks and Crazy Doks at all second level up.
Skills:
Basic Scapper
Basic Defend
Da Fightin Juice

Orcus
Specialization: Da Wraker Watrak: incraces attack and defend of Watraks and Greater Watraks at all second level up. Da Wraker Ball ability is more efectesly per the hero level.
Skills:
Basic Scapper
Basic Destruction Magic
Da Wraker Ball

Karmal
Specialization: Da Biggest Mek: incraces attack and defend of Big Meks and Bigger Meks at all second level up.
Skills:
Advenced Scapper
De Wraker Ball

Rudolf
Specialization: Defender: the hero is gets 1 more defense at all level ups.
Skills:
Basic Scapper
Advened Defense

Be contined....

buildings will come soon.
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LichLord
LichLord


Hired Hero
Banned
posted November 19, 2006 04:57 PM

okay, then:

Mission 3: The Escape

This is a very hard mission. You will have to fight with town and heroes, what have stronger and bigger army than the yours. But you start with a settlement, with all settlement bluidings, but the town is very far to the starting hero. Your only way to survive and complette the mission is to learn strong spells, use good startegy and fight for the way to the big settlement.

Starting heroes: Mastero (you can take him to the next mission, maximum level: 22)

Mastero's starting army: 50 Master Gretchin, 30 Shoota Boy, 20 Slugga Nob (uqraded Slugga Boy), 4 Bigger Mek (uqraded Big Mek)

Vayshan's starting army: 50 Assasin, 40 Blood Fury, 35 Minotaur, 6 Shadow Matriach, 4 Hídra

Garon's (Tropcial hero) starting army: 65 Fast Diver, 20 Water Shocker, 12 Omegan Lizard

Clanlord Mastero is walking with his army to a peace treaty with the dark elves.

C Dungeon Town's defending army: 45 Assasin and 10 Frim Rider (guarding hero: Sorgal)
D Dungeon Town's defending army: 30 Blood Fury (guarding hero: Yrwanna)
G Tropical Towns defending army: 60 Diver, 10 Omegan Lizard
H Stronghold (Russian Orc) Town's defending army: 70 Pike Orc, 30 Windowmaker, 12 Comissar 2 Mechanical Dragon
J Dungeon Town's defending army: 80 Assasin (defending hero: Lethos)
K Dungeon Town's defending army: 55 scouts (defending hero: Sinitar)

Clanlord Mastero is walking with his army to a peace treaty with the dark elves.


M: I hope our intell is right about an anphibian plot to flood the Underground, without it our resources would be finished.

Mastro: Hello Vayshan, its been a lond time.
Vayshan: Too long, my old friend. Come we have matters to discuss.
Mastro: I thought this was a peaace treaty?
V: Did you really think we would ever allie our selves with You!
M: I had my Doubts.
V: You should have brought a better escourt. (Assisans and scouts kill all of Ms troops).
M: I did (millions of troops invade).
V: Never Surrender! (Assassin gets an arrow in his head). Retreat!

In game now:
Mastro's Brother: A
Mastro's Brother's Friend: B

Vayshen runs off.
M: Hurry, we must succur the caverns.
A: I am nearing a cavern, hold on.
B: Area suucur, (Russlling) whats this? Arr!
M: B come in, B? A are you still there?
A: No sign off dungeon troops, (archer fire)
Orc troop: Requisting reinforcements Sir!
A: Avenge me!
M: Looks like my allies have been terminated. I must now go and destroy the staircases to the lower levels.

Objective:

Seal up the five stairways to the Underground level.

Avenge your brother by slortering Vayshen and his armie.

Find and destroy the Amphibian town to stop them ever even thinking of doing this again.

Secondary Objective:

Re-capture your brother towns in his onnour.

Cature the Dungeon Towns.
____________
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GenieLord
GenieLord


Honorable
Legendary Hero
posted November 19, 2006 05:29 PM

It's great! I think you did an amazing job!
Carry on like that!

You remaind me to create some heroes... Hmmm...


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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 19, 2006 05:44 PM

Thanx GenieLord. At once I will gratitude it.
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted November 19, 2006 07:18 PM

o.O
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 19, 2006 07:56 PM

Quote:
o.O

what was that?
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 19, 2006 08:04 PM

eyes popping? cause i know mine are, thats amazing!
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 19, 2006 08:24 PM

and what about...



skills?

to be contined...
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LichLord
LichLord


Hired Hero
Banned
posted November 19, 2006 08:25 PM

ouh, the skills ae this, I link the normal:


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kd the idiot

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 20, 2006 08:28 PM

dwellings
gretchin: pile o' stuff
shoota boys: Shoota wurkshop
Slugga boys: Choppa ring
Wartrak: Tooning wurkshop
Mad dok: Mad Sergery
Mek: mek's Wurkshop
Squiggoth: Squiggoth cave
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 20, 2006 09:06 PM

Quote:
okay, then:

Mission 3: The Escape

This is a very hard mission. You will have to fight with town and heroes, what have stronger and bigger army than the yours. But you start with a settlement, with all settlement bluidings, but the town is very far to the starting hero. Your only way to survive and complette the mission is to learn strong spells, use good startegy and fight for the way to the big settlement.

Starting heroes: Mastero (you can take him to the next mission, maximum level: 22)

Mastero's starting army: 50 Master Gretchin, 30 Shoota Boy, 20 Slugga Nob (uqraded Slugga Boy), 4 Bigger Mek (uqraded Big Mek)

Vayshan's starting army: 50 Assasin, 40 Blood Fury, 35 Minotaur, 6 Shadow Matriach, 4 Hídra

Garon's (Tropcial hero) starting army: 65 Fast Diver, 20 Water Shocker, 12 Omegan Lizard

Clanlord Mastero is walking with his army to a peace treaty with the dark elves.

C Dungeon Town's defending army: 45 Assasin and 10 Frim Rider (guarding hero: Sorgal)
D Dungeon Town's defending army: 30 Blood Fury (guarding hero: Yrwanna)
G Tropical Towns defending army: 60 Diver, 10 Omegan Lizard
H Stronghold (Russian Orc) Town's defending army: 70 Pike Orc, 30 Windowmaker, 12 Comissar 2 Mechanical Dragon
J Dungeon Town's defending army: 80 Assasin (defending hero: Lethos)
K Dungeon Town's defending army: 55 scouts (defending hero: Sinitar)

Clanlord Mastero is walking with his army to a peace treaty with the dark elves.


M: I hope our intell is right about an anphibian plot to flood the Underground, without it our resources would be finished.

Mastro: Hello Vayshan, its been a lond time.
Vayshan: Too long, my old friend. Come we have matters to discuss.
Mastro: I thought this was a peaace treaty?
V: Did you really think we would ever allie our selves with You!
M: I had my Doubts.
V: You should have brought a better escourt. (Assisans and scouts kill all of Ms troops).
M: I did (millions of troops invade).
V: Never Surrender! (Assassin gets an arrow in his head). Retreat!

In game now:
Mastro's Brother: A
Mastro's Brother's Friend: B

Vayshen runs off.
M: Hurry, we must succur the caverns.
A: I am nearing a cavern, hold on.
B: Area suucur, (Russlling) whats this? Arr!
M: B come in, B? A are you still there?
A: No sign off dungeon troops, (archer fire)
Orc troop: Requisting reinforcements Sir!
A: Avenge me!
M: Looks like my allies have been terminated. I must now go and destroy the staircases to the lower levels.

Objective:

Seal up the five stairways to the Underground level.

Avenge your brother by slortering Vayshen and his armie.

Find and destroy the Amphibian town to stop them ever even thinking of doing this again.

Secondary Objective:

Re-capture your brother towns in his onnour.

Cature the Dungeon Towns.



I am very angry at you LichLord, you have taken credit for the best thing i ever wrote! true a few typeo's but even so


I want an appolligy!
____________
Visit my Site!

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LichLord
LichLord


Hired Hero
Banned
posted November 21, 2006 01:14 PM

Quote:
Quote:
okay, then:

Mission 3: The Escape

This is a very hard mission. You will have to fight with town and heroes, what have stronger and bigger army than the yours. But you start with a settlement, with all settlement bluidings, but the town is very far to the starting hero. Your only way to survive and complette the mission is to learn strong spells, use good startegy and fight for the way to the big settlement.

Starting heroes: Mastero (you can take him to the next mission, maximum level: 22)

Mastero's starting army: 50 Master Gretchin, 30 Shoota Boy, 20 Slugga Nob (uqraded Slugga Boy), 4 Bigger Mek (uqraded Big Mek)

Vayshan's starting army: 50 Assasin, 40 Blood Fury, 35 Minotaur, 6 Shadow Matriach, 4 Hídra

Garon's (Tropcial hero) starting army: 65 Fast Diver, 20 Water Shocker, 12 Omegan Lizard

Clanlord Mastero is walking with his army to a peace treaty with the dark elves.

C Dungeon Town's defending army: 45 Assasin and 10 Frim Rider (guarding hero: Sorgal)
D Dungeon Town's defending army: 30 Blood Fury (guarding hero: Yrwanna)
G Tropical Towns defending army: 60 Diver, 10 Omegan Lizard
H Stronghold (Russian Orc) Town's defending army: 70 Pike Orc, 30 Windowmaker, 12 Comissar 2 Mechanical Dragon
J Dungeon Town's defending army: 80 Assasin (defending hero: Lethos)
K Dungeon Town's defending army: 55 scouts (defending hero: Sinitar)

Clanlord Mastero is walking with his army to a peace treaty with the dark elves.


M: I hope our intell is right about an anphibian plot to flood the Underground, without it our resources would be finished.

Mastro: Hello Vayshan, its been a lond time.
Vayshan: Too long, my old friend. Come we have matters to discuss.
Mastro: I thought this was a peaace treaty?
V: Did you really think we would ever allie our selves with You!
M: I had my Doubts.
V: You should have brought a better escourt. (Assisans and scouts kill all of Ms troops).
M: I did (millions of troops invade).
V: Never Surrender! (Assassin gets an arrow in his head). Retreat!

In game now:
Mastro's Brother: A
Mastro's Brother's Friend: B

Vayshen runs off.
M: Hurry, we must succur the caverns.
A: I am nearing a cavern, hold on.
B: Area suucur, (Russlling) whats this? Arr!
M: B come in, B? A are you still there?
A: No sign off dungeon troops, (archer fire)
Orc troop: Requisting reinforcements Sir!
A: Avenge me!
M: Looks like my allies have been terminated. I must now go and destroy the staircases to the lower levels.

Objective:

Seal up the five stairways to the Underground level.

Avenge your brother by slortering Vayshen and his armie.

Find and destroy the Amphibian town to stop them ever even thinking of doing this again.

Secondary Objective:

Re-capture your brother towns in his onnour.

Cature the Dungeon Towns.



I am very angry at you LichLord, you have taken credit for the best thing i ever wrote! true a few typeo's but even so


I want an appolligy!


Uhm, GenieLord told me, to make it. He said: it all wrote to me? Thanks goys, but it will be better in Knightdougal's camping.
____________
kd the idiot

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GenieLord
GenieLord


Honorable
Legendary Hero
posted November 21, 2006 01:20 PM
Edited by GenieLord at 13:22, 21 Nov 2006.

No no no!! It's just miss-understood.
I just said that it will be better in your campign.
I meant that you have to ask fisrt the one who created it.

Just write it with *made by Ted* and always when you show it say that he maid it. ^^
I hope it will slove the problem.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 21, 2006 01:39 PM

Quote:
No no no!! It's just miss-understood.
I just said that it will be better in your campign.
I meant that you have to ask fisrt the one who created it.

Just write it with *made by Ted* and always when you show it say that he maid it. ^^
I hope it will slove the problem.


okay, then:

Mission 3: The Escape

This is a very hard mission. You will have to fight with town and heroes, what have stronger and bigger army than the yours. But you start with a settlement, with all settlement bluidings, but the town is very far to the starting hero. Your only way to survive and complette the mission is to learn strong spells, use good startegy and fight for the way to the big settlement.

Starting heroes: Mastero (you can take him to the next mission, maximum level: 22)

Mastero's starting army: 50 Master Gretchin, 30 Shoota Boy, 20 Slugga Nob (uqraded Slugga Boy), 4 Bigger Mek (uqraded Big Mek)

Vayshan's starting army: 50 Assasin, 40 Blood Fury, 35 Minotaur, 6 Shadow Matriach, 4 Hídra

Garon's (Tropcial hero) starting army: 65 Fast Diver, 20 Water Shocker, 12 Omegan Lizard

Clanlord Mastero is walking with his army to a peace treaty with the dark elves.

C Dungeon Town's defending army: 45 Assasin and 10 Frim Rider (guarding hero: Sorgal)
D Dungeon Town's defending army: 30 Blood Fury (guarding hero: Yrwanna)
G Tropical Towns defending army: 60 Diver, 10 Omegan Lizard
H Stronghold (Russian Orc) Town's defending army: 70 Pike Orc, 30 Windowmaker, 12 Comissar 2 Mechanical Dragon
J Dungeon Town's defending army: 80 Assasin (defending hero: Lethos)
K Dungeon Town's defending army: 55 scouts (defending hero: Sinitar)

Clanlord Mastero is walking with his army to a peace treaty with the dark elves.


M: I hope our intell is right about an anphibian plot to flood the Underground, without it our resources would be finished.

Mastro: Hello Vayshan, its been a lond time.
Vayshan: Too long, my old friend. Come we have matters to discuss.
Mastro: I thought this was a peaace treaty?
V: Did you really think we would ever allie our selves with You!
M: I had my Doubts.
V: You should have brought a better escourt. (Assisans and scouts kill all of Ms troops).
M: I did (millions of troops invade).
V: Never Surrender! (Assassin gets an arrow in his head). Retreat!

In game now:
Mastro's Brother: A
Mastro's Brother's Friend: B

Vayshen runs off.
M: Hurry, we must succur the caverns.
A: I am nearing a cavern, hold on.
B: Area suucur, (Russlling) whats this? Arr!
M: B come in, B? A are you still there?
A: No sign off dungeon troops, (archer fire)
Orc troop: Requisting reinforcements Sir!
A: Avenge me!
M: Looks like my allies have been terminated. I must now go and destroy the staircases to the lower levels.

Objective:

Seal up the five stairways to the Underground level.

Avenge your brother by slortering Vayshen and his armie.

Find and destroy the Amphibian town to stop them ever even thinking of doing this again.

Secondary Objective:

Re-capture your brother towns in his onnour.

Cature the Dungeon Towns.

*made by Ted*
____________

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 21, 2006 02:32 PM
Edited by KnightDougal at 20:20, 06 Dec 2006.

Town of the Orc: the settlement

This is the faction of orcs.

The town's name: Settlement

Motto:
"All pesky races are invisible in the modern world!"


Facts and Traits:
Also Known As: The orcs, The users of the high-tech
Associated Colours: Black and red
Worship: they are have no god, they worship the warboss of thier clan as a god
Core Philosophy: Burn the Heretic, Kill the Mutant and Purge the Unclean!
Country/Kingdom: The Muntains of Doom what knows as the Land of Iron
Capital City: No Capital city (each clans have thier own capital city, and they are calles thier capital city as "Relic of the LifeKey Symbols: Skull with axes, Ring of Fire

"The Orcs are powerfull humanoid beast with green skin, and a strange laugne (Some words of thier Laugne, and what mean in English: Rocket=Rokit, Flame Thorwer=Burna, Bigger=Bigga, Shooter=Shotta, Hand Fighter=Slugga). They are reached a magical artifacts, what they are can creatue high-tech weapons. "

A Summary:
Imprisoned between worlds by the legendary wizard who killed the worshiped god of the orcs, the Metal Dragon. The Legions of Orcs want out in the worst way - using any destructive, spiteful, vicious and sadistic methods to get what they want.

The Settlement is worked on the paragon of the Fore.

They are have thier own terrain sittle: High Tech Damaged Landspace: iron fields with ruins of modern weapons, ships, bluidings, and with the sky of lava terrain.

Desprection: The Orcs are was the slaves of the barbarians, since the Strategic Quest, Sucession Wars and the Restoration of Erathia. Later they are joined to outlaws, thieves, sorcerrers, and they were free. Later like the drawes they are created thier own country and elbatished calns. Each clans have got thier own Capital City, and they are Worship as a god the Warboss of thier clan. There is more than 5hunred orc clans. They are reached a magical artifact, what they can do high-tech weapons with (like in the Forge).

History:

43: Sylath, the god of the stronghold orcs (russian theme) told Shar-Shazzar to imprison the Metal Dragon into the Circle of the Infernal Imprisoning Flames.

45: Shar-Shazzar ipmrisons the loved god of the orcs: the Metal Dragon, so the orcs now loves the Warboss of thier clan

Modern Age:

622: Warboss Mastro’s clan is „Clan Watrak”. He wants to unite all orc clans.

Hero class: Warboss
Racial Skills:
Basic Scapper: After every fight what you win, the gretchins and master gretchins steal weapons and armour of the dead, which count as rescures to your fight.

Advenced Scapper: smilar to the basic scapper but more efectesly

Expert Scapper: smilar to the advenced scapper but more efectesly

Ultimate Scapper: smilar to the expert Scapper, but more efectesly and the gretchins (and master gretchins) gains pilagge ability, so if you are capture a town with them, you may gains a lot of rescrues and the town is ruined.

Scapper abilityes:

Da Wreaker ball: the Slugga Boys (and Slugga Fighters) and Shoota Boys (and Shoota Skrimisher) gets Rokit Lanunca. f a Watboss captures a town, the town is turned into a level 1 Settlement. The Rokit Lanunca: Rocket Lanuncher, the ranged attack does dubble adamge and the creature can attack walls, gates, archer towers.
Da Magnit: takes the exact same amount of resources that the creature cost X how many creatures!
Da Fightin Juice: the creatures in the hero's army is gets "Mechanical" and "Magic Proof" ability, but can be effected by morale (only good moral).

Da Recharge Point: the hero whoop a war-cry, which incraces the attack and defense, give the creatures will be enraged (like when the friendly crature dies), and can use Berserker Frenzy. The creatures will do dubble damage, and alwys do mximum damage, and gets Immunity to Mind and maximum morale.
Ultimate ability:
Da Wreaker Juice: this ability is can be used like a spell. Poison the enemy and the poison does fire damage. The poison is only effect for 5 turns.


1.: Gretchin
Hitpoints: 3
Damage: 2-4
Attack: 2
Defend: 1
Speed: 8
Inactivite: 6
Shoots: 0
Cost: 65 gold
Abilityes: Reapir, Tankbustin Bomb, Builder,

Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Mek at 8 times). This is can only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Builder: the creature can repair walls, archer towers, gates, and reduces 1 cost of all rescures for building per 11 gretchin/master gretchin

Desprection: Gretchins are goblins turned into gretchins, the slaves of the orcs

1.u.: Master Gretchin
Hitpoints: 4
Damage: 2-4
Attack: 2
Defend: 2
Speed: 8
Inactivite: 6
Shoots: 4
cost: 68 gold
Abilityes: Reapir, Tankbustin Bomb, Builder, Shooter

Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Mek at 8 times). This is can only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Builder: the creature can repair walls, archer towers, gates, and reduces 1 cost of all rescures for building per 11 gretchin/master gretchin

Desprection: some gretchins became veterans, so tghey are became Master Gretchins.



2. Shoota Boy
Hitpoints: 12
Damage: 4-7
Attack: 6
Defend: 2
Speed: 4
Inactivite: 6
Shoots: 18
Cost: 98 gold
Abilityes: Shooter, Precise Shoot, Bad Shoot, Scatter Shoot

Bad Shoot: The creatture has 25% chance to do „Bad Shoot”. The Bad Shoot is: the creature has a chance to miss, and damage other creature in 3x3 area
Desprection: The shoota boyz are backbone of the orcish ranged infanity. Their shoots are not precise, but efectesly agints area. The Shoota Boyz are not very skilled at hand-to-hand fight, but skilled at shooting and marksmanship. No one can use the weaopons of the Shoota Boyz.

2. u.: Shoota Skrimisher
Hitpoints: 14
Damage: 5-8
Attack: 7
Defend: 2
Speed: 3
Inactivite: 6
Shoots: 18
Cost: 122 gold
Abilityes: Shooter, Precise Shoot, Bad Shoot, Scatter Shoot, No Ranged Penelaty

Bad Shoot: The creatture has 25% chance to do „Bad Shoot”. The Bad Shoot is: the creature has a chance to miss, and damage other creature in 3x3 area
Desprection: The shoota marksmen are have go better skrimisher skills than shoota boyz. The are very skilled at marksmanship.

3. Slugga Boy
Hitpoints: 18
Damage: 6-10
Attack: 7
Defend: 4
Speed: 10
Inactivite: 8
Shoots: 12
Cost: 112 gold
Abilityes: Shooter, No Melee Penelaty, Ranged Penelaty

Desprection: the slugga boyz are the backbone of the orcish army. They are skilled at melee fight, uses axes and machine guns. If they are at a battle at once, they cannot be stopped.

3. u.: Slugga Nob
Hitpoints: 18
Damage: 6-10
Attack: 7
Defend: 4
Speed: 10
Inactivite: 8
Shoots: 12
Cost: 155 gold
Abilityes: Shooter, No Melee Penelaty, Ranged Penelaty, Bersker Frenzy, Taxpayer

Bersker Frenzy: see Bersker at HoF: Fortress

Desprection: the slugga boyz are the backbone of the orcish army. They are skilled at melee fight, uses axes and machine guns. If they are at a battle at once, they cannot be stopped.

4. Watrak
Hitpoints: 45
Damage: 8-14
Attack: 10
Defend: 12
Speed: 12
Inactivite: 10
Shoots: 18
Cost: 550 gold
Abilityes: Shooter, No Melee Penelaty, No Ranged Penelaty, Mechanical, Scatter Shoot, Armored

Armored: see the Defender and Bear rider at HoF: Fortress

Desprection: the Watraks are the backbone of the orcish altery. They are attacks with machine gun and chucka bomb. The Watraks are contructed from heavy iron, so that tanks are have got big endurance..

4. u.: Greater Watrak
Hitpoints: 60
Damage: 9-15
Attack: 11
Defend: 13
Speed: 12
Inactivite: 10
Shoots: 18
Cost: 600 gold
Abilityes: Shooter, No Melee Penelaty, No Ranged Penelaty, Mechanical, Scatter Shoot, Armored

Armored: see the Defender and Bear rider at HoF: Fortress

Desprection: the Bigger Watraks are the backbone of the orcish altery. They are attacks with machine gun and chucka bomb. The Greater Watraks are contructed from titanium, so that tanks are have got big endurance..

5. Mad Dok
Hitpoints: 85
Damage: 13-18
Attack: 16
Defend: 12
Speed: 4
Inactivite: 10
Cost: 1450 gold
Abilityes: Fightin Juice, Heal

Heal: the creature can heal the allyes
Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.

Desprection: the Mad Doks are can heal allyes. Only the strong orcish clanlordds are have got Mad Doks at their army.

5. u.: Crazy Dok
Hitpoints: 110
Damage: 15-22
Attack: 18
Defend: 15
Speed: 8
Inactivite: 10
Cost: 1600 gold
Abilityes: Fightin Juice, Heal, Enraged, Berserker Frenzy

Heal: the creature can heal the allyes
Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.
Berserker Frenzy: see Berserker at HoF: Fortress
Desprection: the more skilled Mad Doks are became Crazy Doks.

6. Big Mek
Hitpoints: 160
Damage: 20-25
Attack: 22
Defend: 20
Speed: 8
Inactivite: 10
Shoots: 12
Cost: 2000 gold
Abilityes: Fightin Juice, Repair, Scatter Shoot, No Melee Penelaty, Tankbustin Bomb

Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.
Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Meks at 8 times). This is can only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Desprection: the Big Meks are enginers in the orcish army. They are repairs Machines, commancd orcish armyes.

6. u.: Bigger Mek
Hitpoints: 175
Damage: 20-28
Attack: 24
Defend: 22
Speed: 8
Inactivite: 10
Shoots: 12
Cost: 2450 gold
Abilityes: Fightin Juice, Repair, Scatter Shoot, No Melee Penelaty, Tankbustin Bomb

Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.
Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Meks at 8 times). This is can only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Desprection: the Bigger Meks are the trainers of the Big Meks.

7. Squigoth
Hitpoints: 220
Damage: 30-50
Attack: 30
Defend: 32
Speed: 12
Inactivite: 10
Shoots: 12
Cost: 5000 gold, 2 wood
Abilityes: Shooter, Scatter Shoot, No Melee Penelaty, No Ranged Penelaty, Mechanical

Desprection: the Squigoths are the ultimate unit sin the orcish army, if and orc army have got a Squigoth: NOTHING CAN STOPP THEM!!!!

7. u.: Squigoth Rider

Hitpoints: 245
Damage: 40-55
Attack: 32
Defend: 34
Speed: 12
Inactivite: 10
Shoots: 12
Cost: 6000 gold, 2 wood
Abilityes: Shooter, Scatter Shoot, No Melee Penelaty, No Ranged Penelaty, Mechanical, Fightin Juice, Tankbustin Bomb

Fightin Juice: the creature can make others to drink Da Fightin Juice. It is incraces the hitpoints, and makes gives them invulnerability for 1 turn.
Tankbustin Bomb: the creature can use Tanbustin Bomb limited amount of times (Gretchins/Master Gretchins at 4 times, Big/Bigger Meks at 8 times). This is can only effects machines. Does only 55 damage, but kills War Machine or Mechanical Creature at least one.
Desprection: the Squigoths Riders are mounted Big Meks.

Orc heroes are start with 2 Attack, 0 Defend. 1 Spellpower and 2 Knowidle

Orc Heroes:

Korbac
Specialization: Nob Leader: incraces attack and defend of slugga boyz and slugga nobs at all second level up.
Start Skills (and abilityes) :
Basic Scapper
Basic Attack
Battle Frenzy

Orson
Specialization: Master of Marksmanship: incraces attack and defend of shoota boyz and shoota skrimishers at all second level up.
Skills (and abilityes:
Basic Scapper
Basic Attack
Archery

Mastero (camping hero)
Specialization: Master of Fightin Juice: the fightin juice of the creatures are effects 2 turns, and the hero’s fightin juice is incraces 1 defense of the creatures per level.
Skills:
Advenced Scapper
Da Fightin Juice

Jasper
Specialization: Master Dok: incraces attack and defend of Mad Doks and Crazy Doks at all second level up.
Skills:
Basic Scapper
Basic Defend
Da Fightin Juice

Orcus
Specialization: Da Wraker Watrak: incraces attack and defend of Watraks and Greater Watraks at all second level up. Da Wraker Ball ability is more efectesly per the hero level.
Skills:
Basic Scapper
Basic Destruction Magic
Da Wraker Ball

Karmal
Specialization: Da Biggest Mek: incraces attack and defend of Big Meks and Bigger Meks at all second level up.
Skills:
Advenced Scapper
De Wraker Ball

Rudolf
Specialization: Defender: the hero is gets 1 more defense at all level ups.
Skills:
Basic Scapper
Advened Defense

Buildings:

Creature Dwellings:

Gretchin Workshop

Requres: all settlements are starts with Gretchin Workhop

Build cost: free

Generates 22 gretchins per week

Pile o' stuff!!! Banner

Requres: Gretchin Workshop

Building Cost: 1000 gold

Generates 22 Master Grechins per week

Shoota Wurkshop

Requres: Fort

Building Cost: 500 gold, 5 ore, 5 wood

Generates 10 Shoota Boyz per week

Shoota Manufactory

Requres: Shoota Wurhop

Building Cost: 1000 gold

Generates 10 Shoota Skrimishers per week

Choppa ring

Requres: nothing

Building cost: 2000 gold

Generates 12 Slugga Boyz per week

Da Boyz Barrackz

Requres: Choppa ring

Building cost: 1000 gold, 5 ore

Generates 12 Slugga Nobs per week

Tooning Wurkshop: 5 level town

Building Cost: 5000 gold

Generates 4 Watraks per week

Tooning Manufatroy

Building Cost: 10 wood, 1500 gold

Requres: Tooning Wurhop

Generates 4 Greater Watraks per week

Mad Sergery:

Requres: Shoota Wurshop, Choppa Ring,  Pile o' stuff!!! Banner

Generates 3 Mad Dokz per week

Crazy Sergery: Mad Sergery

Generates 3 Crazy Dokz per week

Da Mek Shop:

Building Cost: 2500 gold, 10 wood, 5 sulfur

Requres: Tooning Manufatroy, Crazy Sergery, 15 level

Generates 2 Big Meks per week

Mek's Wurshop

Requres: Da Mek Shop, 15 town level

Building cost: 10 Wood, 5250 Gold

Generates 2 Bigger Meks per week

Squiggoth cave: Mek's Wurhop, 15 town level

Building cost: 20 ore, 10 crystal

Generates 1 Squigoth per week

Squiggoth lair: 5000 gold, 10 wood

Requres: Squiggoth cave

Generates 1 Squigoth Rider per week.

General buildings:

Village hall:

The Village Hall allows you to purchase town structures and earns your kingdom 500 gold per day.

Requres: all towns start with Village hall

Cost: free

Town Hall:

Building cost: 2000 gold
Requments: Village Hall, Pile o' stuff!!! Banner

City Hall

An upgrade of the Town Hall.
The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.

Building cost: 5000 gold
Requments: Town Level 9, Town Hall

Capitol

Building cost: 10000 gold

Requments: Town Level 15, City Hall, A player can only have one.

Fort
Cost  
5000 gold 5 wood 5 ore
Requirements: Town Level 3

The Fort provides your town with defensive walls.

Citadel
Building Cost:  
5000 gold 5 wood 5 ore
Requirements: Town Level 9

An upgrade of the Fort.
The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.

Castle
Building Cost:
5000 gold 10 wood 10  Town Level 12
Requirements: Citadel

An upgrade of the Citadel.
The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.

Tavern
Building Cost:  
500 gold 5 wood

Requirements: nothing

The Tavern allows to recruit heroes. Increases morale of troops defending the city by +1.
Marketplace
Building Cost:
500 gold 5 wood

Requirements: nothing

With the Marketplace you can buy and sell resources (exchange rates increase with each Marketplace you own).

Resource Silo:
Building Cost:  
5000 gold 5 ore
Requirements: Marketplace

An upgrade of the Marketplace.
The Resource Silo provides you with an additional +1 sulfur each day.

Blacksmith:
Cost: Requirements: nothing  
Building Cost 1000 gold 5 wood  

The Blacksmith provides your armies with First Aid Tent. Other war machines can be bought on triple price.


Shipyard:
Building Cost:  
200020
Requments: Town Level 12

The Shipyard allows you to purchase ships.

Magic Buildings:

Magic Guild level one
Building Cost:  
2000 gold 5 wood 5 ore  
Requirements: Town Level 3

Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle.


Magic Guild level two
Building Cost  
1000 gold 5 wood 5 ore 1 mercury 1 crytal 1 sulfur 1 gem Town Level 3
Requirements:  Magic Guild level one

An upgrade of the Magic Guild level one.
Allows a visiting hero to learn the spells kept within. Adds 3 spells of the second circle.

Magic Guild level three
Building Cost: Requirements  
1000 gold 5 wood 5 ore 2 mercury 2 crytal 2 sulfur 2 gem
Requirements: Town Level 3
Magic Guild level two

An upgrade of the Magic Guild level two.
Allows a visiting hero to learn the spells kept within. Adds 3 spells of the third circle.

Magic Guild level four
1000 gold 5 wood 5 ore 3 mercury 3 crytal 3 sulfur 3 gem
Requirements: Town Level 3
Magic Guild level three  

An upgrade of the Magic Guild level three.
Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fourth circle.
Magic Guild level five
1000 gold 5 wood 5 ore 5 mercury 5 crytal 5 sulfur 5 gem
Requirements: Town Level 4

An upgrade of the Magic Guild level four.
Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fifth circle.

Pile o' Stuff

Requments: Pile o' Stuff!!! Banner
Building Cost: 10 cost, 5000 gold

Incraces the effectesly of scapper skill by 25%.

Relic of Godness

Requments: nothing
Building cost: nothing.

The Tomb of the Lost provides extra gold income, extra creature growth, and boosts the Scapper skill of all the player's heroes. Need Tear of Asha to build this structure.

The first should be 30-100
Second 90-200
Third 150-250
Fourth 250-500
Fifth 400-800
Sixth 800-1600
Seventh 2000-4000

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 21, 2006 07:07 PM

cool!!!

have you soughted a name out for the metal dragon, i was thinking of something like "SEK"

how about a Goron unit. they are small, humansized, grey skined andromynous beings who have wierd angular tattoos all over their bodies. they can also regenerate!
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Love, Laugh, Learn, Live.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 21, 2006 07:37 PM

Quote:
cool!!!

have you soughted a name out for the metal dragon, i was thinking of something like "SEK"

how about a Goron unit. they are small, humansized, grey skined andromynous beings who have wierd angular tattoos all over their bodies. they can also regenerate!


Thx! I have just talked with Bill Kalutz, the frontman of the Tokio Hotel!!!
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