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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Settlement
Thread: ICTC: Settlement This thread is 5 pages long: 1 2 3 4 5 · NEXT»
KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 05, 2006 09:10 PM
Edited by KnightDougal at 22:03, 26 Jan 2007.

ICTC: Settlement

The town's name: Settlement



Motto:
Each clan have got their own motto

Aligment: orcs are good. So the week of sorrow descraces the moral and luck of the settlement too.

Native Terrain: Grass

Facts and Traits:
Also Known As: The orcs
Associated Colours: Green and red
Worship: they are have no god, they worship the warboss of thier clan as a god
Core Philosophy: Each clan have got their own Core Philosophy.
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 Life") Key Symbols: Each clan have got own key symbols
Allyes: Sylan, Haven, Academy, Fortress, Laboraty
Natureal: Stampede
Enemy: Inferno, Necropolish, Dungeon, Stronghold, Drugged Orcs, Tropical

"The Orcs are powerfull humanoid beast with green skin. They are great blamatsmith and weapon chrafters, also they are great siege eenginers. Yes, they are ugly and brutal, but they are good and inteligent. They are lives in clans. "

A Summary:
Imprisoned between worlds by the legendary Demon Lord 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.

History:

22: After a Rebellion the orcs are split up to the Settlement and the Stronghold. The stronghold headed to the unknow east, the settlement into the south.

43: Sylath, the God of the stronghold orcs (russian theme), Sylath told Sandro to imprison the Metal Dragon into the Circle of the Infernal Imprisoning Flames. Sandro gone to send word to the demons.

45: The Demon Sovergein himself 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 Gorzohon”. He wants to unite all orc clans.

Flagg:

There are 5 orcish clans.

The clan names still not avilbe.

Hero class: Warboss
Racial Skills:

The orcs are own their own "magic". It is like blavke's bluprint, but much driffent. It may bluids artifaces. They can be build at the Orcish Laboraty.

Basic Orcish Warsmithsm: After every fight what you win, the Orc Chrafters and Orc Warsmith-s steal weapons and armour of the dead, which count as rescures to your fight. That rescoures are Orc Rescoures, the unique rescoure kind of the Settlement. The hero may allowed the chreate the special orcish artifacts of the 1-3th Artifical Circle.

Advenced Orcish Warsmiths: smilar to the basic orcish warsmithism but more efectesly. The hero may allowed to chreate the special orcish artifacts of the 4th Artifical Circle.

Expert Orcish Warsmithsm: smilar to the advenced orcish warsmithism but more efectesly.

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

Orcish Warsmithism abilityes:

More Wartistanism: the Warboss learn to use the legatee, proved well competent method of Weapon and Armor Chrafting and repairing, uqadring and improving of siege machines.

Cheaper Weapons: the Warboss learns how to chraft weapons easier, and he teach it to his Weapon Chrafters. Orcish artifacts cost lower orc rescoure.

Fightin Runes: th Warboss learns how to learn the spells of the rune magic. The hero's Orcish Warsmithism skill also acts as Runelore too, and Settlement chreatures can be emporved with the drawen ruens too. (Fro example: If the hero owns Basic Orcish Warsmithism, he can learn the Rune Magic spells too, what can be learned with Basic Runelore)


Ultimate ability:
Useing of "Total War!" Banner: the Warboss lerans how to chraft "Total War!" flags. It can be bluid at the Orcish Laboraty. It boost +6 moral for the chreatures and the hero.

Racial abilityes (of subskills, like the others, except the 3 abilityes of all skills what same at all factions) :

Attack abilityes: Flaming Arrow (requres: Triple Balista, Archery)

Dark magic abilityes: Shrug of Darkness (Requres: nothing), Fallen Knight (Dark Revelation) Weaking Strike (Fallen Knight)

Defense abilityes: Stand Your Ground (requres: Evasion), Last Stand (requres: Stand Your Ground), Arming (effect: when defending a town, you have bonus to defence, Requres: Vitality)

Englightment abilityes: Dark Revelation (Guardian Angel, Battle Frenzy), Arcane Exaltation (Requres: Mana Regenation)

Leadership abilityes:

Light magic abilityes: Elternal Light (Shrug of Darkness),  Twilllight, (Requres: nothing) Guardian Angel (Requres: Twillight, Elternal Light)

Logistics abilityes: Swift Mind (requres: Pathfinding)

Luck abilityes: Dead Man's Curse (requres: Dark Revelation)

Sorcery abilityes:

Summoning Magic abilityes: Wall of Fog (requres: Evasion)

War Machines Abilityes: Triple Balista (Requres: Balista), Metal Catapult (Effect: the Catapult is precised and stonger, Requres: Catapult)

Ultimate ability requres: Weaking Strike,  More Warsmithism

Creatures:
Level 1: Orc Warior
Hitpoints: 10
Damage: 2-4
Attack: 3
Defend: 4
Speed: 8
Inactivite: 6
Abilityes: Big Shield, Shield Bash

Desprection: The orc wariors are the backbone of the orcish army. They are numerius, and uses their wooden shields.

Orc fighter consprect art:


1.u.: Orc fighter
Hitpoints: 14
Damage: 3-4
Attack: 3
Defend: 5
Speed: 8
Inactivite: 6
Shoots: 0
Abilityes: Large Shield, Shield Bash, Shield Allyes, Shield Wall

Desprection: The orc fighters are the backbone of the orcish army. They are numerius, and they are uses their metal shields.

2. Orc Archer
Hitpoints: 15
Damage: 4-6
Attack: 6
Defend: 5
Speed: 4
Inactivite: 6
Shoots: 8
Abilityes: Shooter, Scatter Shoot

Desprection: The orc archers are the ranged troops of the orcish army.

Quick Orc archer consprect art:

2. u.: Orc Longbowman
Hitpoints: 16
Damage: 5-7
Attack: 7
Defend: 6
Speed: 5
Inactivite: 6
Shoots: 8
Abilityes: Shooter, Scatter Shoot, Precise Shoot

Desprection: The orc longbowmen are still uses bows. But other bows: the lnogbows. Even longer and better then bows.

3. Orc Chrafter
Hitpoints: 20
Damage: 6-10
Attack: 5
Defend: 10
Speed: 3
Inactivite: 8
Shoots: 0
Abilityes: Repair, Mana Stealer

Desprection: The orc chrafters are the blamatsnowhs of the orcish army. They are can reapir the siege machines and golems, they are can lower the enemy hero's many by the items of their Anti-Mana Electronic Kit.

Orc Chrafter cosntprect art:

3. u.: Orc Warsmith
Hitpoints: 25
Damage: 8-13
Attack: 7
Defend: 13
Speed: 3
Inactivite: 8
Shoots: 4
Abilityes: Repair, Mana Stealer, Shooter, Blaster Shoot (somethign like the Magical Attack, but not magical), Precise Shoot

Desprection: the Warsmithes are veteran chrafters. They attacks with Mech Guns (something like the laser gun, or blaster pistol. This gives the Blast Shoot ability. The weapon looks like a 15th like musket, but the shoot like a Laser Gun's shoot). Their guns are armed with bucornas, so their Mech Guns are beomes Sniper Rifles.

4. Orc Merchany
Hitpoints: 35
Damage: 10-16
Attack: 8
Defend: 14
Speed: 6
Inactivite: 8
Shoots: 6
Abilityes: Merchany (costs 1 gold per day. The 1 gold multippled by the number of this chreatures in your army), Shiled Bash (he does it with his staff), Strike and Return, Shooter, Poison Attack (he uses crossbow, and the darts its arrows are poison darts), Warden Arrow

Desprection: Some orc soldiners are born in poor family. The sons of very poor orc women, the fathers of very poor orcish familyes are have got low money, and with the money what can be earned from working is not enough to live from. So that fathers and young men are go to be merchanyes. The merchanyes are having a very heavy training before becoming soldiners, so that is te apology how they are so strong. The orc merchanyes spend the 80% of thewir free time fo training and testing their new tricks, what they uses in battle.

Quick Orc Merchany consprect art:

4. u.: Orc Veteran
Hitpoints: 65
Damage: 12-16
Attack: 8
Defend: 16
Speed: 5
Inactivite: 9
Shoots: 18
Abilityes: Shiled Bash (he does it with his staff), Strike and Return, Shooter, Poison Attack (he uses crossbow, and the darts its arrows are poison darts), Warden Arrow

Desprection: some orc merchanyes aged, but became more wise and agle, but slower then the young merchanyes. Their endruance became great. They are brawer and more honorable in the fight. With their old experience make this army more farmous, and enducate and and teach the younger mehanyes to the old, but proved well fighting skills.


5. Wywenaunt
Hitpoints: 70
Damage: 16-24
Attack: 16
Defend: 20
Speed: 3
Inactivite: 10
Shoots: 4
Abilityes: Shooter, Cannon Shoot (always shoot to 3x3 area), Mechanical, Enraged, Large Chreature, Mortar Shoot (can attack archer towers, gates and walls too at siege)

Desprection: the Wywenaunts are much like battering ram, but owns a cannon (17th century cannon) instead of that battering wood. They are strong at attacking the enemy town.


5. u.: Field Gun
Hitpoints: 80
Damage: 15-22
Attack: 18
Defend: 23
Speed: 5
Inactivite: 11
Shoots: 5
Abilityes: Shooter, Cannon Shoot (always shoot to 3x3 area), Mechanical, Enraged, Large Chreature, Mortar Shoot (can attack archer towers, gates and walls too at siege), Falconet Shoot (if at least 1 chreature survives the Field Gun's shoot, that chreature will gets -6 moral)

Desprection: the orcish chrafters learned how to chraft better Wywenaunts, the Field Guns.

6. Field Tank
Hitpoints: 120
Damage: 20-35
Attack: 20
Defend: 28
Speed: 3
Inactivite: 10
Shoots: 12
Abilityes: Shooter, Cannon Shoot (always shoot to 3x3 area), Mechanical, Large Chreature

6. u.: Siege Tank
Hitpoints: 140
Damage: 20-35
Attack: 24
Defend: 26
Speed: 3
Inactivite: 10
Shoots: 12
Abilityes: Shooter, Cannon Shoot (always shoot to 3x3 area), Mechanical, Large Chreature, Mortar Shoot (can attack archer towers, gates and walls too at siege)

Slave Giant art:

7. Slave Giant
Hitpoints: 230
Damage: 30-50
Attack: 28
Defend: 30
Speed: 3
Inactivite: 10
Shoots: 0
Abilityes: Large Chreature, Giant Body (allow to hit archer towers, walls and gates (in melle off corse, becuse it is no shooter) in siege battle), Bravery, Stun Attack (30% cance to stun the enemy. Stun means to make the enemy do not act for 1-3 turns, the turns what get the enemy stunned depend on the hero's luck)

Desprection:

7. u.: Siege Giant

Hitpoints: 280
Damage: 40-60
Attack: 32
Defend: 40
Speed: 8
Inactivite: 10
Shoots: 0
Abilityes: Large Chreature, Giant Body (allow to hit archer towers, walls and gates (in melle off corse, becuse it is no shooter) in siege battle), Bravery, Stun Attack (30% cance to stun the enemy. Stun means to make the enemy do not act for 1-3 turns, the turns what get the enemy stunned depend on the hero's luck) Entangling Roots, Take Roots

Desprection:

Orc heroes are start with 0 Attack, 1 Defend. 2 Spellpower and 2 Knowidle. It is rides a lizard (sometihng like Agrael's and the Warlock's lizard/dinosaur). It attack (in ranged) much like Ranger, and cast spell much like Knight.

Orc Heroes:

Korbac
Specialization: Warior Leader: incraces attack and defend of orc wariors and orc fighters at all second level up.
Start Skills (and abilityes) :
Basic Orcish Warsmithism
Basic Defense
Vitality

Horzion
Specialization: Master of Marksmanship: incraces attack and defend of orc archers and orc longbowmen at all second level up.
Skills (and abilityes:
Basic Orcish Warsmithism
Basic Attack
Archery

Bigoraphy: Still not avilbe

Mastero (camping hero)
Specialization: Master of Weapons: the orc rescoure cost of the orcish artifacts are reduced by 1 per 3 level of the hero.
Skills:
Advenced Ocish Warsmithism
More Warsmithism

Biography: Still not avilbe.

Jasper
Specialization: Master Artistan: incraces attack and defend of Orc Chrafters and Orc Warsmithes at all second level up.
Skills:
Basic Orcish Warsmithism
Basic Defend
Fightin Runes

Biography: still not avilbe

Orcus
Specialization: Tank Master: incraces attack and defend of Field Tanks and Siege Tanks at all second level up. Skills:
Basic Orcish Warsmithism
Basic War Machines
Catapult

Bigraphy: Still not avilbe

Karmal
Specialization: Da Biggest Engineer: incraces attack and defend of Wywenaunts and Field Guns at all second level up.
Skills:
Advenced Orcish Warsmithism
Advenced War Machines

Bigraophy: Still not avilbe

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

Biography: Rudolf's Biography not avilbe

Mirinda
Specialization: Master of Charm: the hero can charm the enemy untis (to join to his/her army) but it osts mana. The hero can chose how many units want to charm to his side (maximum the 45% of the army, but the maxium % of the army what joins always incraced by +1% at all level ups). 10% of the army costs 1 mana (so 50% costs 5 mana). Mirinda can only charm male units. Skills:
Basic Orcish Warsmithism
Basic Sorcery
Mana Regenation

Biography: Mirinda is one of the (only) few fighting famale orcs. She skilled at charming other people. But she do not make love with them, becuse that what shoud lead to can only charm only 1 unit, so she uses only charm.

Settlenet Renegade heroes still not avilbe!

Buildings:

Creature Dwellings:

Warior Tent

Requres: nothing

Build cost: 500 gold

Generates 9 Orc Wariors per week


Battle Arena

Requres: Warior Hut

Building Cost: 1000 gold

Generates 9 orc Fighters per week



Archery Range

Requres: Duel Arena

Building Cost: 500 gold, 5 ore, 5 wood

Generates 7 Orc Archers

Archery Buffs

Requres: Arcery Range

Building Cost: 1000 gold

Generates 7 Orc Longbowmen per week

Mechanical Pit

Requres: nothing

Building cost: 2000 gold

Generates 6 Orc Chrafters per week

Mechanical Buffs

Requres: Mechanical Pit

Building cost: 1000 gold, 5 ore

Generates 6 Orc Warsmiths per week

Merchany Camp

Requres: 5 level town

Building Cost: 5000 gold

Generates 4 Orc Merchanyes per week

Soldinery School

Building Cost: 10 wood, 1500 gold

Requres: Merchany Camp

Generates 4 Orc Veterans per week

Cannon Works

Building Cost: 5000 gold

Requres: Archery Buffs, Mechanical Buffs, Battle Area

Generates 3 Wywenaunts per week

Cannon Gears

Building Cost: 7500 gold

Requres: Cannon Works

Generates 3 Field Guns per week

Tank Works

Building Cost: 2500 gold, 10 wood, 5 sulfur

Requres: Cannon Works, Merchany Camp, 15 level town

Generates 2 Field Tanks per week

Tank Gears

Requres: Tank Works

Building cost: 10 Wood, 5250 Gold

Generates 2 Siege Tank per week

Giant Caves

Requres: Tank Gears

Building cost: 20 ore, 10 crystal

Generates 1 Siege Golem per week

Giant Gears

Buildin cost: 5000 gold, 10 wood

Requres: Giant Caves

Generates 1 Giant 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.

Farm

Requments: Merchany Camp
Building Cost: 10 ore, 5000 gold

+1 Orc Merchanyes/Orc Veeterans per week.

Totem of War

Requments: Fort, Merchany Camp
Building Cost: 10 wood, 4 mercury, 2500 gold

+2 maximum and minimum damage to all units of the defending hero at sieges.


Greater Totem


Requmenrs: Totem of War
Building cost: 5 ore, 3000 gold

+4 hitpoints for the units of the defending army at siege, +20 hitpoints for towers. The attacking army will have smaller chance to destory the walls and the gate (-20% damage to the enemy at wall and gate hit)


Totem of Nature

Requments: Totem of War
Building vost: 2 mercury, 6 wood, 1000 gold

At castle sieges, if the attacker's unit move Wasp Swarm spell will automaticly cast at him (not by the hero, so that spell can be sumonned two ways: can be cast by hero and by this totem it also acts like Corrupted Soil), the Tower Guard have got 30% chance to summon pixie or sprite (but only at once per battle) instead of attacking.


Statue of the Metal Dragon

Requments: Greater Totem, Totem of Nature, Orc Laboraty Level Two
Building cost: 15 Ore, 15 Wood, 5 Sulfur, 5 Crystals, 7500 gold

Gives +3 morale to all units at siege battles for the defening army, and gives -2 morale to the attacking army at siege battles. Tropical and Stronghold chreatures gets another -1 morale at attacking that town.

Orc Laboraty Level One

Requments: nothing
Building Cost: 10000 gold

Allows to bluid orcish artifacts from the first Artifical Circle.

Orc Laboraty Level Two

Requments: Orc Laboraty Level One (becuse this building is the uqrade of that)
Building Cost: 10 wood, 10 ore, 5 gems, 5 crystals, 5 sulfur, 5000 gold

Allows to bluid orcish artifacts from the second Artifical Circle.

Orc Laboraty Level Three

Requments: Orc Laboraty Level Two (becuse this building is the uqrade of that)
Building Cost: 2500 gold

Allows to bluid orcish artifacts from the third Artifical Circle.

Orc Laboraty Level Four

Requments: Orc Laboraty Level Three (becuse this building is the uqrade of that)
Building Cost: 3000 gold

Allows to bluid orcish artifacts from the fourth Artifical Circle.

Orc Laboraty Level Five

Requments: Orc Laboraty Level Four (becuse this building is the uqrade of that)
Building Cost: 4000 gold

Allows to bluid orcish artifacts from the fifth Artifical Circle.

Relic of Godness

Requments: nothing
Building cost: nothing.

The racial ability:

Buttons:
Type: Artifact= A
Type: Reseach=R
Reseach Time (takes how many days to finis the reseachment)=RT

Their racial abiltiy is Orcish Warsmithism. With tihs skill we can bluid special unique Settlement "thing". That "things" have got two types: Reseach and Artifact

Let us see that "things":

Orcish Armour (A)
Effect: gives +1 defense to the hero and +2 defense to all settleemnt Units
Cost: 1 Orc Rescoure
Level: First Circle

Orcish Sword (A)
Effect: gives +1 attack and gives +30% meele damage to all settleemnt units
Cost: 1 Orc Rescoure
Level: First circle

Orcish Bow (A)
Effect: gives +1 attack and gives +30% ranged damage to all settleemnt units
Cost: 1 Orc Rescoure
Level: First circle

Steam Work (R)
Effect: -1 Orc Rescoure cost for all artifacts and reseach
Cost: 2000 Gold
Level: Second Circle
RT: 2 days

Stronger Armor (R)
Effect: +4 defend boost for Orcish Armor
Cost: 5 Orc Rescoure
Level: Third Circle
RT: 1 day

Laser Technology (R)
Effect: +4 attack boost for Orcish Bow
Cost: 5 Orc Rescoure
Level: Third Circle
RT: 1 day

Lightsabers (R)
Effect: +4 attack boost for Orcish Sword
Cost: 5 Orc Recoure
Level: Third Circle
RT: 1 day

Book of *** (***=Racial Skill) (A)
Effect: We can decude what racial skill (Training, Avanger, Artifacer, Runelore, Gating, etc.) will be in the book. With this, our hero's Orcish Warsmithsm will also act as that Racial Skill too

Training effect:

Orc Wariors and Orc Fighters to Orc Archers
Orc Archers and Orc Longbowmen to Orc Chrafters
Orc Chrafters and Orc Warsmith into Orc Merchanyes
Orc Merchanyes and Orc Veterans into Field Tanks

Gating effect:
Basic can gate Orc Fighters, Orc Wariors, Orc Archers and Orc Longbowmen
Advenced can gate Orc Fighters, Orc Wariors, Orc Archers, Orc Longbowmen, Orc Chrafters and Orc Warsmith
Expert can gate Orc Fighters, Orc Wariors, Orc Archers, Orc Longbowmen, Orc Chrafters, Orc Warsmith, Orc Merchanyes, Orc Veterans, Slave Giants and Siege Giants
With Ultimate gatign the gating will be instant

Runelore effect same
Artifacer effect same, but can only equp Settlement Units
Warlock's Racial skill same
Level: Fourth Circle
Cost: 5 orcc rescoure, 2500 gold, requres Basic Englightment skill

Tap Traps (A)
Effect: something like Corrupted Soil skill or Fire Trap spell. Always hit, and never destroyed (liek Corrupted Soil), but can be random place in the battle (like Fire Trap). It also poisons the enemy
Cost: 2000 Gold, 10 orc Rescoure
Level: Fourth Circle

Ultimate Orcish Research (R)
Effect: +8 attack boost for Orcish Bow, +8 attack boost for Orcish Sword and +8 defend boost for Orcish Armor
Cost: 8000 Gold, 10 orc Rescoure, 5 ore, 5 wood, 1 sulfur, 1 crystal
Level: Fourth Circle
RT: 7 days

"TOTAL WAR!" Banner (A)
Effect: +10 Attack, +10 Defend, +10 Spellpower, +10 Knowidle
Cost: free
Level: Frist Circle, but requres "Useign of Total WAr! Banner" ability

Settlement Camping: The Sorcerrer

1. mission:

The Refugees:

Clanlord Mastero escapes from the amphibians, so he gets to his heaven (not human town! hideout!) and looks like the people of this small settlement is ready to fight.

M: Mastero
W: Warboss
C: Warboss 2
G: Warboss 3

M: We need some new troops, witha da fight ready boyz!
G: Then let's get Cracking!
W: For the clan!
G: For the blood!
M: good to see you are ready to fight again boyz. Let's get cracking for the clan and the blood!

Task:
Capture Gordonour (Amphibian Town)

After we doned them:
Defeat Dunfer (elf hero turned into amphebian gero)

But after Dunfer's army is defeated:
W: Dunfer is gone! He escaped!
M: No! It is cannot be! Follow him!
W: We can't catch him, he is too for already!
G: We can cath him! There is a shorter way! A secret way!
M: move, move! We must cat him! G throught the secret shorter way!

Mastero's Starting army: 3 Slugga Boyz

Mission 2. The Invasion

Some Bigger Meks are talking with Clanlord Mastero.

M: Mastero
A: Veteran 1, his name: Warboss
B: Orc Veteran 2, his name: Warboss

A: Our Merchany Camp is builda my lord. We boyz wating your orderz!
M: Okay, Bluid up the army and defeat the our mates.
B: The Stronghold orcs?
M: Yes! It is time for eat some steam, and break the cold steel!
A: Yes Boss, we are going.

Task:
Capture all Strongholds (russian storngholds)
Assamble 8 Merchanyes

Task 2:
(if you captures the first Stronghold: ) Capture the Tropical town east of the map!

If you gets this task:

M: the pesky allyes of the stronghold orcz are try to killa us boyz! kill em all!

Okay, 3. mission:
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: 40 Orc Wariors, 35 Orc Longbowmen, 10 Orc Merchanyes

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.

Objectives:

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.

4. Mission:

One Tribe

M: now, we have to unite all orcish clans!
Ms adviser: I agree, we should capture another town to re-enforce our supremisy
M: Good idea, but i have a better one, why not capture all the towns?
Ms A: My lord that would take a massive army, much more powerful than ours
M: for once your right, lets do the nexxt best thing allie the clans to form one supreme nation.
Ms A: My Lord even so, we could not match the Amphibians
M cuts off his advisers head
M: no-one questions me! Troops! Really the troops, prepare for battle. Our clans are dieing we need more troops.


Objectives: Captire all Settlements what at not-underground

After we doned it:

Task 2: Kill the Crogons clans leader, Jreak and Capture

The cinematic after we doned the first task:

Soldier: Sir, what about the Crogons?
M: what about them?
S: they would never allie them selves with any1
M: looks like we'll have to do this the old fashioned *evil laugh*

5. mission:

The Victory of the Good

Task:

Defeat all enemy heroes and capturall enemy towns.

Notice: there will be dungeon, inferno, necropolish, tropcial, ans stronghold towns and heroes.

Mission 5: Zehir's Hope.

Notice: Zehir's Hope level moved into this camping, Findan will not takes act, becuse he killed by the Amphibian Dunfer, but Mastero takes part in that mission, becuse he is good too.

So heroes who act in Zehir's Hope:

Raelag
Godric
Zehir
Mastero


@All rights reserved!@

Musics:

Battle Music
Town Music

Thanks for GenieLord Ted, Bixie, and VokailBG for help.
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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted December 05, 2006 09:31 PM

SUPADUPA

what's a Squigoth?

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 05, 2006 09:34 PM

Quote:
SUPADUPA

what's a Squigoth?



Squigoth is the ultimate orcish unit from the warhammer 40k. I put it here, and th ugrade is squigoth rider, the mounted big mek.
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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted December 05, 2006 09:40 PM

oh

don't you want to invent something new though instead of having Warhammer recycles?


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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 05, 2006 09:46 PM

Quote:
oh

don't you want to invent something new though instead of having Warhammer recycles?




please, just tell me the e-mail of the nival.
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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted December 05, 2006 09:51 PM

newfactionideas@nival.com

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 06, 2006 08:40 PM

Quote:
newfactionideas@nival.com


thx!
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 06, 2006 09:07 PM

If it will be in the game, do you will try this faction?
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted December 06, 2006 09:58 PM

It's a little difficult to read. . .Try underlining things like names or titles. Also try to improve your spelling; it helps.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 07, 2006 06:37 PM

Quote:
It's a little difficult to read. . .Try underlining things like names or titles. Also try to improve your spelling; it helps.


Sorry, I can't speak very well in english, I am hungarian
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted December 08, 2006 02:06 AM

I figured that. Just didn't know you were specifically Hungarian.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 08, 2006 01:51 PM

Quote:
I figured that. Just didn't know you were specifically Hungarian.


Amen
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted December 27, 2006 09:01 AM

Quote:
@All rights reserved!@

Everything... You stole exactly EVERYTHING from Warhammer 40k. Are you sure you want to embarass yourself so much to send this to Nival?

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 27, 2006 08:27 PM

Quote:
Quote:
@All rights reserved!@

Everything... You stole exactly EVERYTHING from Warhammer 40k. Are you sure you want to embarass yourself so much to send this to Nival?


Errrrm, not everything! They are good. They are owrship their warboss! They are worshipped the Metal Dragon! They have got other story!
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 27, 2006 09:37 PM

Quote:
Quote:
Quote:
@All rights reserved!@

Everything... You stole exactly EVERYTHING from Warhammer 40k. Are you sure you want to embarass yourself so much to send this to Nival?


Errrrm, not everything! They are good. They are owrship their warboss! They are worshipped the Metal Dragon! They have got other story!


alright, not quite everthing! but remember what we've told you on the altar of wishes forum.

no guns or tanks. mad clockwork creations and steam engines are fine (don't you dare try and use them!) but guns, tanks, stuff like that is just ridiculous. thats why the forge was scrapped. use instead, other sources and more *ahem* primitive weapons.

i also see no referance to female orcs, in this. are the settlement orcs completely asexual and breed like mushrooms?
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Love, Laugh, Learn, Live.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 27, 2006 09:49 PM

Quote:
Quote:
Quote:
Quote:
@All rights reserved!@

Everything... You stole exactly EVERYTHING from Warhammer 40k. Are you sure you want to embarass yourself so much to send this to Nival?


Errrrm, not everything! They are good. They are owrship their warboss! They are worshipped the Metal Dragon! They have got other story!


alright, not quite everthing! but remember what we've told you on the altar of wishes forum.

no guns or tanks. mad clockwork creations and steam engines are fine (don't you dare try and use them!) but guns, tanks, stuff like that is just ridiculous. thats why the forge was scrapped. use instead, other sources and more *ahem* primitive weapons.

i also see no referance to female orcs, in this. are the settlement orcs completely asexual and breed like mushrooms?


famale are do not fight. But see: they are uses tanks and guns. They found a magical artifact, what they can bluid the Forge with. In the forge they done some modern weapons: guns, tanks, etc. So the Settlement is modern. They lives in clans.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 27, 2006 11:27 PM

Quote:
Quote:
Quote:
Quote:
Quote:
@All rights reserved!@

Everything... You stole exactly EVERYTHING from Warhammer 40k. Are you sure you want to embarass yourself so much to send this to Nival?


Errrrm, not everything! They are good. They are owrship their warboss! They are worshipped the Metal Dragon! They have got other story!


alright, not quite everthing! but remember what we've told you on the altar of wishes forum.

no guns or tanks. mad clockwork creations and steam engines are fine (don't you dare try and use them!) but guns, tanks, stuff like that is just ridiculous. thats why the forge was scrapped. use instead, other sources and more *ahem* primitive weapons.

i also see no referance to female orcs, in this. are the settlement orcs completely asexual and breed like mushrooms?


famale are do not fight. But see: they are uses tanks and guns. They found a magical artifact, what they can bluid the Forge with. In the forge they done some modern weapons: guns, tanks, etc. So the Settlement is modern. They lives in clans.


you see, thats the main problem...

my veiw about the orcs being mushrooms is going to be quite common if you don't have some female heroes.

also, thats the reason the forge went down. magical artifact should remain magical, not go into technology or anything like that. many fans did want because it didn't fit with the theme. orcs living in clans (tribes) is alright, as it is a common veiw in fantasy world, but using high-tech weapons like guns, lasers, tanks etc should remain in Sci-fi. sci-fi and fantasy don't really mix, with the exception of rise of legends.
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Love, Laugh, Learn, Live.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 28, 2006 01:33 AM

Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
@All rights reserved!@

Everything... You stole exactly EVERYTHING from Warhammer 40k. Are you sure you want to embarass yourself so much to send this to Nival?


Errrrm, not everything! They are good. They are owrship their warboss! They are worshipped the Metal Dragon! They have got other story!


alright, not quite everthing! but remember what we've told you on the altar of wishes forum.

no guns or tanks. mad clockwork creations and steam engines are fine (don't you dare try and use them!) but guns, tanks, stuff like that is just ridiculous. thats why the forge was scrapped. use instead, other sources and more *ahem* primitive weapons.

i also see no referance to female orcs, in this. are the settlement orcs completely asexual and breed like mushrooms?


famale are do not fight. But see: they are uses tanks and guns. They found a magical artifact, what they can bluid the Forge with. In the forge they done some modern weapons: guns, tanks, etc. So the Settlement is modern. They lives in clans.


you see, thats the main problem...

my veiw about the orcs being mushrooms is going to be quite common if you don't have some female heroes.

also, thats the reason the forge went down. magical artifact should remain magical, not go into technology or anything like that. many fans did want because it didn't fit with the theme. orcs living in clans (tribes) is alright, as it is a common veiw in fantasy world, but using high-tech weapons like guns, lasers, tanks etc should remain in Sci-fi. sci-fi and fantasy don't really mix, with the exception of rise of legends.


they do not uses laser. They only uses tanks and guns.
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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 28, 2006 02:15 AM

Quote:
Errrrm, not everything! They are good. They are owrship their warboss! They are worshipped the Metal Dragon! They have got other story!


So you copied all the rest of the things?!?!
Please, put a list of all the places you copied from.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 28, 2006 05:53 AM

Quote:
Quote:
Errrrm, not everything! They are good. They are owrship their warboss! They are worshipped the Metal Dragon! They have got other story!


So you copied all the rest of the things?!?!
Please, put a list of all the places you copied from.

The chreature names copied from Warhammer, but others are not copyed from anything.
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