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Posts from Faction idea: Settlement (Natives).

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HISTORY In ancient times, in Enroth, there lived small creatures called Kobolds. The Kobolds were slaves to the Forest monsters - Gargons. But one day, a brave Kobold named Morag-tort led a rebellion, resulting in the Kobolds enslaving their former masters and their main servants, the Padrogs - half-human, half-insect creatures. The Kobolds learned the secrets of Fire and Water magic and opened a portal that led to the unknown. When their leader, Morag-tort, finally decided to send warriors through the portal, it was too late. Hellish creatures - Kriagns - emerged from the portal. The peaceful Kobold people had to leave their islands and embark on a long journey. No one knows where the Kobold people and their subordinate creatures will end up. What fate awaits them in another Enroth, inhabited by Barbarians, Elves, Mages, and Knights? Where will their destiny lead them? HEROES Chieftain (Sword Hero) Required skills: Defense Forbidden skills: Necromancy, Shamanism Shaman (Magic Hero) Required skills: Shamanism Forbidden skills: Necromancy MONSTERS LEVEL 1 Kobold Recruit / Kobold Defender LEVEL 2 Stone Thrower / Hammer Thrower LEVEL 3 Shaman / Spirit Walker LEVEL 4 Shipprog / Frenzied Shipprog LEVEL 5 Hobkobold / Drakkobold LEVEL 6 Padrog / Padrog Guard LEVEL 7 Gargon / Fierce Gargon NEUTRAL MONSTERS LEVEL 2 Kobold Deserter BUILDINGS INFRASTRUCTURE: ADMINISTRATION Village Hall - 500 gold per day Prefecture - 1000 gold per day Municipality - 2000 gold per day Capitol - 4000 gold per day WALLS Fort - Gives the city walls. Citadel - Gives the city a central watchtower, creates a moat along the walls, and increases creature growth by 50%. Castle - Gives the city two side watchtowers (twice as weak as the central one), increases creature growth by 100%. MARKET Market - Allows you to buy, sell, and exchange resources; the exchange rate depends on the number of your cities that have a market. Also allows you to transfer resources to other players. Resource Depot - Provides 1 wood each day. OTHER Tavern - Heroes are recruited here. Forge - Provides the army with Fire and Water Totems. MAGIC BUILDINGS: GUILD OF MAGES Level 1 Guild of Mages - Allows the hero to purchase a spellbook for 500 gold and adds level 1 spells to it. Level 2 Guild of Mages - Adds level 2 spells to each hero visiting the city. TROOPS: CREATURE DWELLINGS 1. Kobold Camps / Improved Kobold Camps 2. Shrine Ruins / Improved Shrine Ruins 3. Shaman Dwellings / Improved Shaman Dwellings 4. Shipprog Farms / Improved Shipprog Farms 5. Old Laboratory / Improved Old Laboratory 6. Padrog Towers / Improved Padrog Towers 7. Chieftain's Palace / Improved Chieftain's Palace BUILDINGS THAT INCREASE GROWTH Chamber of Enslavement - Increases Gargon growth by 1. Acid Lake - Increases Hobkobold growth by 3. SPECIAL BUILDINGS: SIMPLE Totem Workshop - If a Totem Workshop is present, the spellbook is free, and all your heroes receive a random level 1 Shamanism spell (even those classes for which Shamanism is forbidden). Guardian Statue: Increases Kobold Recruit growth by 10 and prevents enemy heroes from seeing the city within 15 tiles. GRAIL: Morag-tort's Feat - Brings 5000 gold daily to the kingdom's treasury, increases creature growth in the castle by 50%. Increases the Morale of all friendly heroes by 3 points. All totems cost 100 gold less. That was all about the city idea; now, I'll talk about Totems and Shamanism. SHAMANISM: A new skill, similar to Fire, Water, Earth, and Air magic, it improves spells, but Expert Shamanism differs from all ordinary magic. Basic Shamanism - Reduces the cost of Shamanism school spells. Advanced Shamanism - Reduces the cost and increases the effect of Shaman spells. Expert Shamanism - Reduces the cost of spells and increases the durability of Totems by 10. TOTEMS: Four new war machines can be purchased in each city; one random magic totem (if that magic is not forbidden there). To do this, you need: - Either defeat the monster guarding the totem, or every three weeks, a Shaman comes to your city and sells each totem for 1000 gold. - In the Citadel, there will be a building called the Shaman's House, where you can buy a random totem once a week for 3500 gold and 5 wood. TYPES OF TOTEMS: Fire Totem - Increases the effect of Fire spells by 1 (this Totem can be purchased in the Settlement and in the Totem Workshop). Water Totem - Reduces the cost of Water spells by 3 mana (this Totem can be purchased in the Settlement and in the Totem Workshop). Earth Totem - All your creatures receive +1 to defense and +1 to attack in battle (can be purchased in the Totem Workshop). Air Totem - All your creatures receive +1 to speed and a 5% chance to dodge attacks (can be purchased in the Totem Workshop). YOUR COMMENTS?:smile14: :smile14: :smile14:
Я орк простой, вижу драку бегу туда.:D :D :D

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