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Thread: Town of the Orc: the settlement | This thread is pages long: 1 2 3 4 5 6 7 8 9 10 11 · NEXT» |
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KnightDougal
Bad-mannered
Famous Hero
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posted November 08, 2006 07:37 PM |
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Town of the Orc: the 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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GenieLord
Honorable
Legendary Hero
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posted November 08, 2006 08:24 PM |
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It sounds very interesting.
But be careful that they won't be too advenced, cause it is'nt a future game.
Good luck!
(=
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted November 09, 2006 02:22 PM |
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these orcs sound alot like the orcs from warhammer and warhammer 40k. they use slurred and blunt english, and worship their warboss as a god. thought i'm not sure about the metal dragon.
in both warhammer and warhammer 40k, they were a comedy race. if they had the same aspect, i would like it very much.
____________
Love, Laugh, Learn, Live.
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KnightDougal
Bad-mannered
Famous Hero
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posted November 09, 2006 04:14 PM |
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Yes, that orcs are will be smilar to the orcs of the Warhammer 40 000.
Hero is will: Warboss.
Creatures:
1. Gretchin
1.u.: Master Gretchin
2. Shoota Boy
2. u.: Shoota Skrimisher
3. Slugga Boy
3. u.: Slugga Berserker
4. Watrak
4. u.: Greater Watrak
5. Mad Dok
5. u.: Crazy Dok
6. Big Mek
6. u.: Bigger Mek
7. Squigoth
7. u.: Squigoth Rider
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Geny
Responsible
Undefeatable Hero
What if Elvin was female?
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posted November 09, 2006 04:22 PM |
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Well first of all the is the problem of the copyrhight...
But even if we put that aside I personally am against any usage of such advanced technology in Heroes.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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KnightDougal
Bad-mannered
Famous Hero
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posted November 09, 2006 04:25 PM |
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Quote: Well first of all the is the problem of the copyrhight...
But even if we put that aside I personally am against any usage of such advanced technology in Heroes.
Setlement = Forge, but with only orcs
The orcs camping is:
The Sorcerrer.
We have a hero, it is named: Garon
It is a warboss (warbosses dosen't ride anything), but he rides a lizard, a blue lizard, and the hero is smilar to agrael, but not red, it is dark blue.
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Geny
Responsible
Undefeatable Hero
What if Elvin was female?
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posted November 09, 2006 04:30 PM |
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Well I'm against Forge as well.
And what do you mean by:
Quote: The orcs camping is:
The Sorcerrer.
?
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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KnightDougal
Bad-mannered
Famous Hero
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posted November 09, 2006 05:03 PM |
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Quote: Well I'm against Forge as well.
And what do you mean by:
Quote: The orcs camping is:
The Sorcerrer.
?
CHAOS SORCERRER
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted November 09, 2006 06:01 PM |
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please add a comedy element!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! i wan't a town that is hilarious!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! with parts of people flying everywhere LOL
____________
Love, Laugh, Learn, Live.
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KnightDougal
Bad-mannered
Famous Hero
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posted November 09, 2006 06:05 PM |
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Quote: please add a comedy element!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! i wan't a town that is hilarious!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! with parts of people flying everywhere LOL
What are you saying? That will be smilar to the Warhammr orcs, but something is will drifent.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted November 09, 2006 06:11 PM |
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sorry, moment of madness then.
____________
Love, Laugh, Learn, Live.
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KnightDougal
Bad-mannered
Famous Hero
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posted November 09, 2006 06:22 PM |
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Quote: sorry, moment of madness then.
madness? why???
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GenieLord
Honorable
Legendary Hero
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posted November 09, 2006 06:25 PM |
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You need to add few more details:
1. creatures description.
You wrote only their names.
2. Race History
3. Special hero skill
4. Environment description.
I mean where do they live? In the dessert?
Do they have special environment?
5. Personality. Life style. Where will you find them? In caves?
6. Overall race look.
7. Original emblem.
And I don't understand why the campign name will be "The Sorcerrer"
You said they are orcs! Are they sorcerrers?
I'm comfused.
Any way, if you want to make it work, you have a lot of things to do.
And again, good luck!
[=
And if you need any help, I'm here to help you.
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KnightDougal
Bad-mannered
Famous Hero
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posted November 09, 2006 06:42 PM |
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Quote: You need to add few more details:
1. creatures description.
You wrote only their names.
2. Race History
3. Special hero skill
4. Environment description.
I mean where do they live? In the dessert?
Do they have special environment?
5. Personality. Life style. Where will you find them? In caves?
6. Overall race look.
7. Original emblem.
And I don't understand why the campign name will be "The Sorcerrer"
You said they are orcs! Are they sorcerrers?
I'm comfused.
Any way, if you want to make it work, you have a lot of things to do.
And again, good luck!
[=
And if you need any help, I'm here to help you.
thanks.
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:
45: Shar-Shazzar kills the loved god of the orcs: the Metal Dragon, so the orcs now loves the Warboss of thier clan
68: Lord Draco, the Warboss of on of the biggest orc clans conques the Muntains of Doom.
94-476: The Age of the Lord of the Chaos: Dragoness, the warboss conques all orcs clans and the orcs are now one country.
Modern Age:
476: The one orc tribe is split up again, and many orc clans now.
585: The Aliance beetwen the orcs and the Dark Elves.
To be contined
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GenieLord
Honorable
Legendary Hero
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posted November 09, 2006 06:53 PM |
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Quote: thanks.
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:
45: Shar-Shazzar kills the loved god of the orcs: the Metal Dragon, so the orcs now loves the Warboss of thier clan
68: Lord Draco, the Warboss of on of the biggest orc clans conques the Muntains of Doom.
94-476: The Age of the Lord of the Chaos: Dragoness, the warboss conques all orcs clans and the orcs are now one country.
Modern Age:
476: The one orc tribe is split up again, and many orc clans now.
585: The Aliance beetwen the orcs and the Dark Elves.
To be contined
Great! ^^
One more thing I wanna know: are they good, evil, neutral?
Who's their biggest enemy?
And do the simple thing of the emblem. Just open "Paint" and draw it up.
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KnightDougal
Bad-mannered
Famous Hero
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posted November 09, 2006 07:24 PM |
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Quote:
Quote: thanks.
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:
45: Shar-Shazzar kills the loved god of the orcs: the Metal Dragon, so the orcs now loves the Warboss of thier clan
68: Lord Draco, the Warboss of on of the biggest orc clans conques the Muntains of Doom.
94-476: The Age of the Lord of the Chaos: Dragoness, the warboss conques all orcs clans and the orcs are now one country.
Modern Age:
476: The one orc tribe is split up again, and many orc clans now.
585: The Aliance beetwen the orcs and the Dark Elves.
To be contined
Great! ^^
One more thing I wanna know: are they good, evil, neutral?
Who's their biggest enemy?
And do the simple thing of the emblem. Just open "Paint" and draw it up.
the orcs are evil, like the Forge, but the orcs in the Heroes 5.
Thier Biggent enemy(es): Haven, Sylan, Academy, Dungeon.
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Geny
Responsible
Undefeatable Hero
What if Elvin was female?
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posted November 09, 2006 08:48 PM |
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I thought you said the orcs allied themselves with the dark elves, how can dungeon be one of their enemies?
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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GenieLord
Honorable
Legendary Hero
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posted November 09, 2006 09:07 PM |
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Quote: I thought you said the orcs allied themselves with the dark elves, how can dungeon be one of their enemies?
I agree.
But in my opinion, it sounds like they are neutral or good.
Write how do they behive like. It will explain what are they.
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KnightDougal
Bad-mannered
Famous Hero
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posted November 10, 2006 12:51 PM |
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Quote:
Quote: I thought you said the orcs allied themselves with the dark elves, how can dungeon be one of their enemies?
I agree.
But in my opinion, it sounds like they are neutral or good.
Write how do they behive like. It will explain what are they.
Okay, they are will good, and they biggest enemy will: Colony (Gqnarl's pirate faction)
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GenieLord
Honorable
Legendary Hero
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posted November 10, 2006 01:14 PM |
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Quote:
Quote:
Quote: I thought you said the orcs allied themselves with the dark elves, how can dungeon be one of their enemies?
I agree.
But in my opinion, it sounds like they are neutral or good.
Write how do they behive like. It will explain what are they.
Okay, they are will good, and they biggest enemy will: Colony (Gqnarl's pirate faction)
Excellent! But, to understand exactly what kind of people ar they, you should write about their behiviour.
Are they loyal, nice, tough, wise, logical...
Things like that.
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