Desert Town:Oasis

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Desert Town:Oasis

Post  Lizard Marshal on Sat Jan 29, 2011 3:46 am

I will finish an old faction of my.

I choose Desert.

Oasis
Aka: Anguises(Southern Lizardmen)
Associated colors: Orange and Red
Worship: Ar-jan-al-dei,the great Lizard of the deserts
Country / kingdom:Azabin Empire
Capital city: Quatal
Motto:"Control the desert and you will survive,let desert to control you and you will die"
Key symbols: The scorpion,the snake and skull.
Primary Ally:Necropolis
Primary Enemy:Academy
Hero Class:Seer
Racial Skill:Ar-Jan Magic

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Location/Fauna

The Azabin Empire is situaded on the great desert of Anorch,there live a lot of dangerous creatures,to small and venomus vipers to giants scorpions and arvals.But many and large spiders travel the desert,there are three species of huge spiders:Sand Spider,Solar Spiders and Camel Spiders.The Sand Spiders have 1.50m in lenght and 120kg,they have a paralysing venom,who can parayse the victim per life.Solar Spiders,the name say all,they stay all day at sun to control the body temperature,like reptiles,they are much heavy than their cousins,sand spiders with a weight of 240kg.The Camels Spiders are very fast and very large,double like Solar Spiders.
Anothers interesting but very dangerous are Large Scirpions.They have an resistent exoskelet,can support even hard hits of steel weapons.Their weapon is the sword-like needle in the top of tail,with it infect the traget with deadly venom,who can kill in several minutes,if the needle don't kill instant the victim.
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Anatomy
Anguises aka Southern Lizardmen are a reptilian race,they are more massive than other humanoid races,having the lenght between 1.90m and 2.40m and weight 150kg-220kg.Anguises immunitary system is more resistent than humans' one,having 10l of blood in body,the Erythrocytes are double ,Leukocytes triple and four times more Thrombocytes than humans have.Thanks to the powerful immunitary system,some diseases,lethal for humans and other races,like plague are inoffensive for them.The skeleton is formed from 240 bones and it weights 20kg(at humans it weights 9kg).Their body is covered with scales which have colour from dark green to dark red.On their body are 520 scales,which have 20-35kg.Anguises live in warm dry climate,they can resist 3-4 weeks without water,the desertic enviroment is merciless,lizardmen eat anyhting from worms and carrions to meat and cactuses.Thanks to their immunitary sistem,anguises can eat even the roting meat,the substances in their saliva kill bacterias which live in corpses,so carrions are comestible for lizardmen.Anguises have a great muscular strenght can reach with hand 500kg force(like a lion with mouth) and musculature is dure and can support the giant skeleton of 25-30kg(a human have a skelton of 9kg).Desertic Lizardman,unlike other reptiles and their swampish cousins,they can control blood temperature using with a filter in both atrius.That's necessary because the variations of desert temperatures are ussualy in desert.The danture is formed by four huge canines and other theet have also sharp formes because of their diet,they can produce 1250kg force(the same as a crocodile).Anguises live very much,500-600years,but there are casses of immortal ones(especially seers)
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Cotidian Life
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Economy
The Anorch desert hide lots of subbetrain resources,diamonds,corindons
silver,gold,topazes,iron and especially sapphires.The riches of the desert make as the most of population is formed by miners and craftsmen,which make precious stones and jewles which are traded all over Ashan,this make a considerable profit for Azabin Empire.The major problem is the lack of wood,in the desert enviroment aren't forests, just small groups of palms which can't produce enough wood for the whole empire,so all buildings,except docks are made from adobe. Agriculture is only do in litoral zones,where water can be brought,under the whole empire are deep tunnels filled with water,like any lizardman to have enough water to live decent.Anguises herd animals for food chickens and goats,which can resist in the desertic enviroment with food which is found here(insects,bushes).For traveling they herd horses and camels.Azabin Empire is the most known in Ashan for the horses which they have,know as the best horses,pure-blood are importants logistic and military animals.A lot of people which don't live in Azabin Empire are wondering how can be so powerful horses in desert,the answer is easy the hard training and the herbals mixture which the villagers feed them.But the greatest advantage of the Azabin Empire are the explosibles,inveted in Azabin,made from sulf,coal and nitrate.Anguises have rifles named agriates,they shoot precise and can penetrate even the most resistent armors.During the Great Sand Marshes(223-230YSD),the explosibles annoyed wizards and made them to retreat in Silver Cities.

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Knights
Holy Empire and Azabin are far away each other,an ocean is between them.The culture and climate are very different,in Holy Empire is a continetal climate,in Azabin,dry tropical.Lizardmen live in adobe houses,only their docks are made of wood,humans of the empire prefer the wood buildings.The weaponry is also diferent,warriors in Anorch use schimatars and prefer chainmails because of the warm climate,knights use straight swords and fullplate armors.Even if there is a large geographic barrrier,there was adventurers which from the Holy Empire,reached the shores of Azabin,these was fascintated by the culture and inventions of anguises' and brought with they at home a lot of new inventions,like explosibles.


Light Elves
No light elf reached the shores of Anorch,but pieces of elven literature passed the ocean.Southern Lizardmen was suprised by the elves' way of life,anorch people think the light elves are too ignorant and are seen as an immature race.


Wizards
Wizards and Seers never like each-other.Silver Cities are the main enemies of the Azabin empire.The mages first reached the shores of Anorch in 128YSD,from that moment the war between them never stoped.The wizards thought their magic is far superior,but they was wrong.During the Great Sand Marshes(223-230YSD),the Seers' Desert Magic showed its efficiency in the Anorch sandy enviroment and Lizardmen defeat wizards,which retreated in their homeland.Three years later Azabin flotes reached the Silver Cities' shores and in just 1 year,3 enemy cities was captured.


Demons
Lizardmen hate demons,they just know how to kill,burn and destroy.The culture and religion of Azabin empire is tottaly aginst demons,any oppurtunity to kill a demonic creature must be used.Lizardmen see the spawns of Urgash as a threat for Azabin and all Ashan.Azabin people like to destroy fire with fire and often the favourite method to destroy demon hives is to blow up with explosibles.



Necromancers
Seers and Necromancers are the best allies.The both have the philosphy "Death is not the end,but only the beggining" and a cult of death.Lizardmen are more honarble with deads,than necromancers which raise them on the battlefield,seers mummify them which make dead soldiers thouger and carry often bacterias.Even more,they have the same enemy,Silver Cities.The first alliance between necromancers and anguises was in 250YSD.


Dark Elves
Like light elves,no dark elf put his foot on the hot sand of Azabin

Orcs
Anguises see orcs as primitive,mindless hybrids created by the primary enemy,wizards.Southern Lizardmen are disgusted by the way they care about deads,orcs don't care about their deceaseds!Also orcs are seen as a minor race,who isn't dangerous for Azabin Empire,the explosibles can keep orcs miles away.

Nagas
Nagas live in water,anguises in desert,so many differences.If they want,southern lizardmen can reach the nagas kingdom,as they are good swimers an can resist a lot of time under water.No special relations had been made between them.

Azamoths(11th post on page)
Azamoths are seen by anguises as a very secretive race,which live in the deepest of the earth.No more things are known about them,but their savagery is legendray in Azabin Empire.Unlike orcs,they are seen as an abomination in Ashan.For now they are just left to rule the deepest,but how much they will remain there?This is a question which lizardmen wondering.

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Hero:Seer
The representants of Ar-jan-al-dei on Ashan,Seers are holy chosens of the great lizard,which it gave them powers to control the desert.

Racial Skill:Ar-jan Magic
Allows to seer to learn secret of magic the desert.

Basic Ar-jan Magic:Allow to Seer to learn level 1 and 2 Ar-jan spells
Advance Ar-jan Magic:Allow to Seer to learn level 3 Ar-jan spells
Expert Ar-jan Magic:Allow to Seer to learn level 4 Ar-jan spells
Ultimate Ar-jan:Allow to Inspector to learn level 5 Ar-jan spells

Ar-jan Magic

LEVEL 1

Sand Worms-summons 10 sand worms(1 atk|1 def|3 hp|4 spd|1 dmg)/hero level
Bone Spear-seer can make from the skeletons of the animals which died in desert a powerful spear which deal 5dmg/hero level

LEVEL 2

Pit Traps-summon 5 traps invisible for you enemy,the enemies which will walk in the traps are blocked for 2 turns
Solar Ray-the sun is very powerful in desert,the Seer can accumulate this power and strike with it an enemy,the damage of solar ray is 15 and grows with 5/hero level

LEVEL 3

Mirage-create a powerful mirage of a creature,the enemies which want to attack the creatures are confused by the false image and will attack it instead of the real unit.The trageted unit can't be attacked until the mirage is destroyed.Mirage Hp is half from the real stacks' one,it can't attack/retaliate,but have incorporeal ability.There can be only 2 mirages simoultanous on battlefield(enemies mirages are included)
Locust Swarm-the Seer can summon a merciless locust swarm on an area of 6X6 sqaures,the swarm moves slowly and dissapears in 4 turns,any enemy which walks or is caught in the swarm is damaged by 15dmg/ 3 hero levels.Double damage aginst plant creatures.

LEVEL 4

Sand Golem-from the sands of the desert,the Seer can made a abominable construct and give it life.The golem have 12 Atk,8 Def,11-15dmg,4spd and the hp grows with 50/5 hero level.Only one golem can be summoned.
Sandstorm-a sandstorm will rise on a 6X6 squares,it can be summoned on squared occupied by enemy stacks.The stacks which are in it have 60% chnaces to be blinded.

LEVEL 5

Ar-jan-al-dei's Fury-The most powerful seers can call Ar-jan-al-dei itself to kill the enemy troops.The damage which does Ar-jan-al-dei is equal with 150dmg/5 hero's levels

Perks

1.Vision
Ar-jan-al-dei appears in the dreams of the Seers allowing him to see a part of the map.Every month the seer can reveal a part of a map for the rest of the day.

2.Honor of Azabin
The people of Azabin Empire are loyal just for their leader,traitor fate will be wrose than death.All Oasis units in seer's army are immune to mind spells.

3.Cult of Deads
Deads are our ancestors,we must respect them,we must have care of them.All units into seer's army are immune to undeads' morale penalty.Also 20% of your supperior,elite and champion battle casaulties are transformed in mummies.

4.Mark of Ar-jan-al-dei
It will care for our deads,the great lizard will sent them to help us.50% from dead Demolaters/Exploders,Snipers/Janssairies,Avriack Lizards/Ataman Lizards,Desert Cavaleries/Holy Cavaleries are raised after battle as Arliah Lizards.
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Arhitecture
Oasis buildings are made of adobe,due the lack of wood,only buildings which are made from wood are shipyards.Always built around a lake or any other source of water

Town Hall
An upgrade of the Village Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day.
Cost: 2000 gold
Requires: Village Hall

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.
Cost: 5000 gold
Requires: Town Hall

Capitol
An upgrade of the City Hall.
The Capitol earns your kingdom 4000 gold per day.
Cost: 10000 gold
Requires: City Hall


Fort
The Fort provides your town with defensive walls.
Cost: 5000 gold, 5 wood, 5 ore.

Citadel
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 and central tower
Cost: 5000 gold, 10 wood, 10 ore.
Requiers: Fort

Castle
An upgrade of the Citadel.
The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.
Cost: 5000 gold, 10 wood, 10 ore.
Requiers: Citadel


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

Marketplace
With the Marketplace you can buy and sell resources (exchange rates decrease with each Marketplace you own).
Cost: 500 gold, 5 wood.
Requiers:-

Resource Silo
An upgrade of the Marketplace.
The Resource Silo provides you with an additional +1 sulf each day.
Cost: 5000 gold, 5 ore.
Requiers: Marketplace

Blacksmith
The Blacksmith provides your armies with Akhen Cannons(cost 5000 gold, 5 mercury).You can't buy any other war machine here.
Cost: 1500 gold, 5 wood.
Requiers: -

Shipyard
The Shipyard allows you to purchase ships.
Cost: 2000 gold 10 wood
Requiers:Town must be situated near the water.

Mage Guild
Allows visiting heroes to learn spells.Has 5 leveles.

Mage Guild Level 1: Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle.
Cost: 2000gold, 5wood, 5stone

Mage Guild Level 2: Allows a visiting hero to learn the spells kept within. Adds 3 spells of the second circle.
Cost: 1000gold, 5wood, 5stone, 1crystal, 1gem, 1sulfur, 1mercury
Requires: Mage Guild Level 1

Mage Guild Level 3: Allows a visiting hero to learn the spells kept within. Adds 2 spells of the third circle.
Cost: 1000gold, 5wood, 5stone, 2crystal, 2gem, 2sulfur, 2mercury
Requires: Mage Guild Level 2

Mage Guild Level 4: Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fourth circle.
Cost: 1000gold, 5wood, 5stone, 3crystal, 3gem, 3sulfur, 3mercury
Requires: Mage Guild Level 3

Mage Guild Level 5: Allows a visiting hero to learn the spells kept within. Adds 1 spell of the fifth circle.
Cost: 1000gold, 5wood, 5stone, 5crystal, 5gem, 5sulfur, 5mercury
Requires: Mage Guild Level 4

Special Buildings

Lizards Hideout
Boosts Rihno Iguanas/Desert Varanus growth by +7 each week.
Cost: 1000gold, 2 ore
Requiers:Lizard Den

Artisants Guild
Produce additional inconome of 500gold/day.
Cost:3500gold,5 gems
Requiers: Marketplace,Blacksmith

Mummification Lab
Produce 1 Mummy/week in garnisson.
Cost: 4000gold, 5ore
Requiers: Tomb of Warriors

Arachnid Holes
Boosts Solar Spiders/Camel Spider growth by +1 each week.
Cost: 4000gold, 5 ore, 5 sulf
Requiers: Subbterrain Tunnels

Necromantic Center
Thanks to the good relationship between Azabin Empire and necromancers,seers can study necromancers study and vice-versa.You can give to any creature in the army undead ability for a high cost without changing its stats or other abilities.
Cost: 10000gold, 10 ore ,5 mercury
Requiers: Tomb of Warriors,Death Cliff,Mummification Lab,Mage Guild Level 3

[red]Grail:City of Deads[/font]
Increase the town inconome with 5000gold/day,also creature growth with 50%,also allows you to recruit 3 Arliah Lizards/week and transforms all seers' battle casaulties in Bone Warriors,Mummies or Arliah Lizards.
Cost: N/A
Requiers:Tear of Asha


Dwellings

Lizard Den
Allows you to recruit 9 Rihno Iguanas/week
Cost:1500 gold
Requiers:-

Upg.Lizard Colony
Allows you to recruit Desert Varanus instead of Rihno Iguanas
Cost:1000 gold, 2ore
Requiers:Lizard Den

Snakes Stones
Allows you to recruit 9 Crotalus/week
Cost:1000 gold, 5 ore
Requiers:Lizard Den

Snakes Rocks
Allows you to recruit Cobras instead of Crotalus
Cost: 1000 gold, 2 ore
Requiers:Snakes Stones

Cliff Nest
Allows you to recruit 7 Vultures/week
Cost: 2000 gold, 3 ore
Requiers:Lizard Den

Death Cliff
Allows you to recruit Carrion Birds instead of Vultures
Cost: 2500 gold
Requiers:Cliff Nest

Tomb of Warriors
Allows you to recruit 5 Bone Warriors/week
Cost: 3000 gold, 3 ore, 2 sulf
Requiers:Fort,Lizard Den

Burning Tomb
Allows you to recruit Burning Warrios instead of Bone Warriors
Cost: 4000gold, 2 mercury
Requiers:Tomb of Warrior,Mage Guild Level 1

Subbterain Tunnels
Allows you to recruit 4 Solar Spiders/week
Cost: 5000gold, 3 ore
Requiers:Fort,Cliff Nest

Tunnels of Fear
Allows you to recruit Camel Spiders instead of Solar Spiders
Cost: 4000 gold, 3 sulf, 3 ore
Requiers:Subbterain Tunnels

Iflamabiles Lab
Allows you to recruit 4 Demolators/week
Cost: 4000 gold, 5 mercury
Requiers:Artisants Guild,Tomb of Warriors

Explosives Lab
Allows you to recruit Exploders instead of Demolators.
Cost: 5000 gold, 3 sulf
Requiers:Burning Tomb,Mage Guild Level 2

Desertic Range
Allows you to recruit 3 Snipers/week
Cost: 6000gold, 10 ore
Requiers:Inflamabiles Lab

Gunners Range
Allows you to recruit Janssaires instead of Snipers
Cost: 5000 gold, 5 mercury, 5 ore
Requiers: Desertic Range,Explosibiles Lab

Battle Hall
Allows you to recruit 3 Avriack Lizards/week
Cost: 6000 gold, 5 ore, 5 gems
Requiers: Desertic Range,Citadel

War Academy
Allows you to recruit Ataman Lizards instead of Avriack Lizards
Cost: 6000gold, 10 ore
Requiers:Battle Hall,Castle

Cavalry Grounds
Allows you to recruit 2 Azabin Cavaleries/week
Cost: 7000gold, 5 ore
Requiers:Battle Hall

Holy Grounds
Allows you to recruit Holy Cavaleries instead of Azabin Cavaleries
Cost: 5000 gold, 5 gems, 5 crystals, 5 mercury
Requiers:Inflamabiles Lab

Gurdian's Pyramid
Allows you to recruit 1 Rift Scorpion/week
Cost: 10000gold, 15 ore, 5 sulf
Requiers:Holy Grounds

Chosen's Pyramid
Allows you to recruit Imperial Scorpions instead of Rift Scorpions
Cost: 15000gold, 20 sulf
Requiers:Gurdian's Pyramid
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War Machine:Akhen Cannon
The explosibiles was discovered in 150YSD,when an inspired alchemist,named Akhen combined the sulf with coal and nitrate and created a black powder which once entred in contact with fire,explodes.His insvention was fastly speared in Azabin Empire, making Akhen rich.Another alchemist had the idea to make a machine which shoots whit proiectlies based on Akhen's powder.So he invented the Akhen Cannon.These cannons are made from a stell tube put on a wooden skeleton with whells.Better than a balista,even a catapult,Akhen cannons fastly replaced traditionally war machines on battlefield.An important unit in siege it can penetrate even the most powerful walls.Akhen cannons shoots whit metal proiectiles covered in explozibile,they fire fast and accurate.
Stats:|30 Atk|5 Def|30-80dmg|80 Hp|5000 gold, 5 mercury|
Abilities: Construct-beign a war machine it is immune to mindspells,morale and poision,Siege Weapon-can attack walls during a siege,Explosive-the traget creature is throw away 2 squares after attack
Dwelling:Blacksmith
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Line-up Overview
Unlike other heroes,the line-up is arranged in 4 classes and have 10 creatures.

Inferior Units
Rihno Iguana->Desert Varanus[melle]
Crotalus->Cobra[melle]
Vulture->Carrion Bird[melle|flyer]
Superior Units
Bone Warrior->Burning Warrior[melle]
Solar Spider->Camel Spider[melle|large]
Demolater->Exploder[ranged|area attack]
Elite Units
Sniper->Janssairy[ranged]
Avriack Lizard->Ataman Lizard[melle]
Azabin Cavalry->Holy Cavalry[melle|large/upg ranged|caster|large]
Champion Unit
Rift Scorpion->Imperial Scorpion[melle|large]

To can explain better how they look on 7 tiers line-up.1 and 2 inferior is tier 1,3 inferior is tier 2,superior 1 is tier 3,superior 2 and 3 tier 4.Elite 1 and 2 tier 5,elite 3 is tier 6 and champion is tier 7.
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Detailed Line-up

INFERIOR UNITS

1.Rihno Iguana
The Rhinoceros Iguana, like other members of the genus Cyclura, is a large bodied, heavy headed lizard with strong legs and a vertically flattened tail. A crest of pointed horned scales extends from the nape of their neck to the tip of their tail. Their color is a uniform gray to brown drab.Most adults weigh 4.56 kilograms (10.1 lb) to 9 kilograms (20 lb)These iguanas are characterized by the growth of bony prominent tubercles on their snouts which resemble horns. Dr. Thomas Wiewandt, who spent an extended period on Mona Island studying Cyclura cornuta stejnegeri, suggested that the horns, along with lateral spines and prominent parietal bulges, function as protective armor against sharp rocks or as defensive tools to facilitate the escape of males from the grasp of one another.Males possess an adipose pad in the form of a helmet on the occipital region of the head, and a large dewlap. Males of this species, like other species within the Genus Cyclura, are larger than females, and have more prominent dorsal crests and "horns" in addition to large femoral pores on their thighs, which are used to release pheromones. Females have smaller pores and shorter crests than the males, making the animals sexually dimorphic.These lizards are very often seen in the most cities of Azabin Empire.
Stats:|3 Atk|1 Def|1-2dmg|4 Hp|9 Growth|40 gold|
Abilities: Sand Camouflage-on desert terrain,this creature can lose one turn to stay hidden,enemies can't attack it,Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attack
Dwelling:Lizards Den


Upg.Desert Varanus
The teeth of Varanus griseus are acute and compressed. Its snout is depressed at the end, as long as the distance from the anterior border of the orbit to anterior border of the ear; canthus rostralis distinct. Its nostril is an oblique slit, about four times as distant from end of the snout as from orbit. Digits are rather short. Tail round or slightly compressed. Scales of head, including supra-oculars, very small, granular, subequal. The scales on the upper surface are small, smooth or feebly keeled; those on the sides of the neck generally conical in adult specimens. Abdominal scales of the Desert Monitor are smooth, in 110 to 125 transverse series (counted from collar-fold to groin). Its caudal scales more or less distinctly keeled; no caudal crest. Greyish yellow, sometimes with more or less distinct brown cross bars on the back and tail and brown streaks along the sides of the neck. Young monitors have round yellow spots and dark brown cross bars and temporal and cervical streaks; a few brown lines across the snout and short vertical brown lines on the lower lip.First they was used like hunting dogs,later the battle capacities of varanuses was saw,so they went to the battlefield.
Stats:|5 Atk|2 Def|1-3dmg|6 Hp|9 Growth|60 gold|
Abilities: Sand Camouflage-on desert terrain,this creature can lose one turn to stay hidden,enemies can't attack it,Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attack,Infected Saliva-the saliva of this creature contains bacteries from the carrions which it feeds,when the creature attacks there is 40% chances to infect the traget which will lose 3hp/creature in stack
Dwelling:Lizards Colony



2.Crotalus
The largest rattlesnake species, the maximum sizes reported are 244 cm and 251.5 cm . One captive specimen weighed over 26 pounds (12 kg). However, the stated maximum size has been called into question due to a lack of voucher specimens.The color pattern consists of a brownish, brownish yellow, brownish gray or olive ground color, overlaid with a series of 24-35 dark brown to black diamonds with slightly lighter centres. Each of these diamond-shaped blotches is outlined with a row of cream or yellowish scales. Posteriorly the diamond shapes become more like cross-bands and are followed by 5-10 bands around the tail. The belly is a yellowish or cream color with diffused dark mottling along the sides. The head has a dark postocular stripe that extends from behind the eye backwards and downwards to the lip; the back of the stripe touches the angle of the mouth. Anteriorly and posteriorly, the postocular stripe is bordered by distinct white or yellow stripes.
Stats:|2 Atk|2 Def|1-2dmg|7 Hp|7 Growth|65 gold|[/u]
Abilities:Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attack,Poisionus-In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage during the next three turns.Poison damage is proportional to the number of creatures in the attacking stack (at the time of poisoning)[/u]
Dwelling:Snakes Stones

Upg.Cobra
The cobra may grow to between 5 and 8 feet (1.5 and 2.4 m) in length and specimens as long as 8 feet (2.4 m) have been seen in some areas. The most recognizable characteristics of an Egyptian cobra are its head and hood. The head is large and depressed with a broad snout. The cobra's eyes are large with a round pupil. Its neck may range from 15 to 18 centimetres (5.9 to 7.1 in) wide. The colour is variable, but most specimens are some shade of brown, often with lighter or darker mottling, and often a "tear-drop" mark below the eye. Specimens from some areals are almost entirely black.
Stats:|4 Atk|2 Def|1-3dmg|10 Hp|7 Growth|80 gold|[/u]
Abilities:Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attack,Poisionus-In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage during the next three turns.Poison damage is proportional to the number of creatures in the attacking stack (at the time of poisoning)
Dwelling:Snakes Rocks



3.Vulture
Vultures are scavenging birds, feeding mostly on the carcasses of dead animals.Although feeding largely on meat (as opposed to insects and small reptiles), vultures do not generally kill their own prey, which would classify them clearly as a raptor. Because of this, historically they have alternated between being classified as a raptor or as a non-raptor and have been the subject of extensive DNA testing to test relationships with other birds.A particular characteristic of many vultures is a bald head, devoid of feathers. This helps to keep the head clean when feeding. Research has shown that the bare skin may play an important role in thermoregulation.Anguises uses them like hunters,to catch jackrabbits and other smalls animals,but also to annoy enemies in battle,vultures often hit eyes of enemies,attracted by the shines of these in the sun of Anorch.
Stats:|5 Atk|2 Def|2-4dmg|10 Hp|7 Growth|128 gold|[/u]
Abilities:Flyer-ignore obstacles,Scavanger-This creature can restore its health and even their numbers by devouring the enemy corpses lying on the battlefield within its movement range (activated ability).Health gained is equal to 20% of the dead stack's Hit Points.
Dwelling:Cliff Nest

Upg.Carrion Bird
"You are what do you eat" this exactly apply at carrion birds.They feed with corpses,but these birds are literraly undeads.Carrion Bird's flesh decay slowly,it's full with worms,which often serve as food stock in own body.Unlike many others undead,carrion birds must eat flesh to recover the putrid flesh which fell from their body.If they don't eat,the flesh will decay and will fell,finally carrion birds wouldn't fly or move.But they have a chanve to live forever.Carrion Birds rising methods are very different,from corpses infected with necrologyc bacterias or raised by seers.Only one thing is sure,carrion birds are perfect as warriors,because they can bring diseases between enemies.
Stats:|6 Atk|2 Def|2-4 dmg|10 Hp|7 Growth|180 gold|[/u]
Abilities:Flyer-ignore obstacles,Undead[/u]-this creature is undead,so is unafected by morale and immune to mindspells and poisionScavanger-This creature can restore its health and even their numbers by devouring the enemy corpses lying on the battlefield within its movement range (activated ability).Health gained is equal to 20% of the dead stack's Hit Points.,Plague Bearer[/u]-the decayed creature can spare disease between enemies,all enemies around this creature have 20% chances to be infected(-2Atk,-4def for 3 turns)
Dwelling:Death Nest



SUPERIOR UNITS

1.Bone Warrior
To these brave anguis warriors was gave another chance to serve their country.They are a little weaker than they was in life due the lack of flesh and scales,but any warrior in plus is good.Even if they are weaker as undeads,are less depended on material resources,no indifference for hunger,thirst or sleep,often used as night guards.Seers practiced the art of deads from ancient times and it proves even today,quite useful.Thanks to these common practices made the Seers and Necromancers friends.The old weapons of the bone warriors are covered with rust,even if they are weaker,these weapons can infect the enemy(yeah,with tetanus),making them more deadly.
Stats:|9 Atk|5 Def|6-10 dmg|30 Hp|5 Growth|250 gold|[/u]
Abilities:Undead-this creature is undead,so is unafected by morale and immune to mindspells and poision,Rusty Weapon-the rust which cover creature's old weapons have 30% chnaces to infect the living tragets,which will lose 3hp/your creature stack for 4 turns[/u]
Dwelling:Tomb of Warriors

Upg.Burning Warrior
Burning warriors are very strategic units on battlefield.Like bone warriors are undeads,so don't care about hunger,thirst or sleep.They can fight without be tired until the last bone is crushed.But,to be more destructive on battlefield.The creativity of seers is seen here,they "wash" the bones of the revieved warrior with alchool,oil or other inflamabile substance and put fire on it at he start of the battle.The fire don't affect the bone warriors in a negative way,the schimatars and armors of these undead soldiers are made from a local metal which can resist to very high temperatures,there exist huge blacksmiths where it is forged.Burning warriors just run on the battlefield and burning and kill anyone which is near them,any one which try to stop them will fall under the schimatars covered with burning alchool.Excelent at sabotage they can burn the war machines and enemies camps.Once the battle is over,water is turned on the skeletons to stop the fire and are covered with alchool,oil or other inflamabile substance for the next battle.
Stats:|10 Atk|5 Def|8-11 dmg|30 Hp|5 Growth|320 gold|[/u]
Abilities:Undead-this creature is undead,so is unafected by morale and immune to mindspells and poisionTorch-this creature is covered with flames which will damage any adjenct creature with 2dmg/units in torch stack per turn,Fire resistance-take only 25% damage from fire direct damage spells and have 75% chances to igonre a fire hostile spell,Fire Power-when a fire spell(hosstile or friendly) is cast on it,the creature gain 1 attack[/u]
Dwelling:Burning Tomb



2.Solar Spiders
Solar Spiders are skilled hunters,with powerful poision.They are actually giant,with a weight of 240kg and lenght 1.80m long.Also they cheliceres are like swords,can cut easily an iron armor or swords!They stay all day at sun,because they must control temperature,like reptiles.They stay at hunt in sand with a leg at surface and when a creature think it's a worm and stay closly,they jump and inject the venom in victim's body,who die instantly.Another hunter tactic is the trap hole,the spider dig a hole,put some stones at its entrace,bound the rocks with a small wire of web and when feel vibration,jump and catch the pray!They are also very good in battles,but their savage comportament made them very hard to train.
Stats:|14 Atk|4 Def|15-20dmg|60 Hp|4 Growth|525 gold|[/u]
Abilities:Arachnid-the arachnids eyes aren' very good,so they base on vibrations,these creatures are immune to blind and weakness,Poisionus-In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage during the next three turns.Poison damage is proportional to the number of creatures in the attacking stack (at the time of poisoning),Sand Camouflage-on desert terrain,this creature can lose one turn to stay hidden,enemies can't attack it
Dwelling:Subtterain Tunnels

Upg.Camel Spiders
Larger than solar spider,stronger venom.They use vibrations for detect they pray in night.For this cause tey doesn't need good eyes and if is blind,it isn't defenseless and same deadly.Their cheliceres can cut easily harder armor and their massive webs can catch large enemeies.Camel Spiders have 200kg,2m long and can run with 60km/h.Their favourite hunt tactic is the ambush,the spider is hiden in the sand and when the pray is near,it jump and inject the venom in the victim body,who is paralysing imediatly,but it isn't dead and solar spider can have a fresh meal when it want.The name of "camel" come from their cavities where these spiders keep water,they can hold upon 15l of liquid in both.
Stats:|16 Atk|4 Def|16-22dmg|70 Hp|4 Growth|725 gold|[/u]
Abilities:Arachnid-the arachnids eyes aren' very good,so they base on vibrations,these creatures are immune to blind and weakness,Poisionus-In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage during the next three turns.Poison damage is proportional to the number of creatures in the attacking stack (at the time of poisoning),Sand Camouflage-on desert terrain,this creature can lose one turn to stay hidden,enemies can't attack it
Dwelling:Tunnels of Fear




3.Demolaters
Very important units during a siege or against war machines. Demolaters throw flasks which contain an substance named inquisor, which burn at impact.If they are threw corectly,the substance will put on fire buildings,catapults,trebuchets and other woodden structures.But,a great force is necessary to throw the inquisor with a such high speed to can burn.Once started,the fire will be very hard to be stoped and it will burn even on water.An experienced anguis can throw a flask with inquisor as far as a man can shoot with a crossbow.
Stats:|16 Atk|4 Def|14-25 dmg|50 Hp|4 Growth|700 gold|[/u]
Abilities:Area Attack-this creature attack affects all units on a area of 4X4 squares,Ranged-can attack from distance,Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attackIncendiary-the area where the creature made its last attack is covered with fire for 2 turns,which damage all creatures which enter in it with 5dmg/incendiary creatures,
Dwelling:Inflamabiles Lab

Upg.Exploders
Instead of inquisor,exploders use explosible,not only burn but blow up buildings,war machines and armies.The explosive poweder is one of the most important discovery from Azabin,it's made from sulf,coal and nitarate,first time made in 150YSD.The destructive power of explosive is far powerful than the basic incendiatory efect of the inquisor.A small quanity of explosive powder is four times more powerful than the same quanity of inquisor.Another role in Azabin armies of the Exploders is that to produce chaos between very organised enemy formations,such as turtule moving.When flasks of explosive powder is throw over the soldiers from formations,all will run in any way without any tactic,so exploders make even the most organised armies to be covered in chaos and confusion.
Stats:|18 Atk|4 Def|18-28 dmg|50 Hp|4 Growth|950 gold|[/u]
Abilities:Area Attack-this creature attack affects all units on a area of 4X4 squares,Ranged-can attack from distance,Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attack,
Explosive-the traget creature is throw away 2 squares after attack,Incendiary-the area where the creature made its last attack is covered with fire for 2 turns,which damage all creatures which enter in it with 5dmg/incendiary creatures
Dwelling:Explosobles Lab

ELITE UNITS

1.Sniper
Garbalet isn't anything than a large powerful crossbow,made in Azabin empire first time in 20YSD.It weights 70kg,to heavy for a human or many other species.But for anguises is easy to be manevred.The boolts shoot from garbalet have 1m lenght and can be launched far away in the hand of a expert,there were some cases when the distance was 850m.Snipers have a hard training which lasts twenty years,pretty less from a life of an anguis.In these years of hard training,snipers don't learn only to shoot with a giant weapon like this,but also they must run daily 2km with garbalet in their arms.After this hard training snipers can shoot even 10 arrows/minute on a distance of 600m.During the Great Sand Marshes,an wizard said "Anguises' crossbows are big as our balistas,even more powerful",the comparation of garbalet and a balista shows thethe giant size of this weapon.In wars,snipers often "wash" rags in alchool or oil,which they fix on arrows and use them as incendiary arrows.
Stats:|16 Atk|16 Def|15-25 dmg|100 Hp|3 Growth|1050 gold|[/u]
Abilities:Ranged-can attack from distance,Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attack
Dwelling:Desert Range

Upg.Janssairy
Even powerful than a garbalet is an agriate.The explosible isn't used only at exploders potions,but also at Janssairies weapons.Agriates are rilfes which shoot with stell spheric bullets propulsed by black powder.These fire weapons was invented in 200YSD no more time after the explosive powder was dicovered.Janssairies fastly replaced snipers on battlefiled,thanks to their lightly and more powerful equipment,agriates don't weight so much as garbalests,just 15kg,making them to be easly manevrable.The only disavantage at agriates is reloading,experienced snipers can shoot with garbalets 10 arrows per minute,but a Janssairy only 1 bullet,maybe 2 if he is fast enough.A harder training is required for Janssairies,unlike snipers their training don't include the marches with so many weights,instead they learn to reload fast and shoot in the key spoots,like head,neck or stomach,shoots in these spoots can be lethal.
Stats:|24 Atk|16 Def|20-38 dmg|100 Hp|3 Growth|1500 gold|[/u]
Abilities:Ranged-can attack from distance,Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attack,Deadly Shoot-there are 70% chances like a number of creatures from the traget stack equal with 20% from Janssairies'number to be instantly killed after attack
Dwelling:Gunners Range

2.Avriack Lizard
One of the most important infatries of Azabin Empre.Avriack-lizards are anguises trained in hand-to-hand combat.They use long and powerful schimatars which can cut even the most resistent armors.Not any anguis can become an avriack-lizard,they must pass a very hard training which only the strongest can pass.To gain resistance against high temperature of Anorch,they wear lightly chainmails and materials which keep the body cold even in this extreme climate.These combinations of materials are very good made,they are keep the cold temperature in day time,when there is very hot and night,they keep warm.The avriack-lizards' training lasts 30 years and they learn how to beat armies even three times bigger and advance military tactis.
Stats:|22 Atk|15 Def|25-32 dmg|150 Hp|3 Growth|1400 gold|[/u]
Abilities:Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attack,Strike Twice-instead to deliver one hit,this creature deal two
Dwelling:Battle Hall

Upg.Ataman Lizard
The elite infantry of Azabin empire.Ataman Lizards are very powerful and important in Azabin armies.The large size and the phisical strenght make them as powerful as 10 human soldiers and important shock troops.Veteran avriack lizards can try to reach the next level and practice more 10 years to became Ataman Lizards,even if they resisted at avriack training and was victoruius in several battles,not all Avriack Lizards became Ataman Lizards,a lot from them will fell during the hard training.Ataman Lizards have a heavy schimatar with lenght of 1.5m and have a light plate,under it a chainmail and a helm,which are very important on battlefield and can make the difference between dead or life.Also,they grease the schimatars with Solar Spider venom,who make they more letal than any other warriors.Their equipment is blessed by seers making it to resist to hosstile spells.
Stats:|26 Atk|16 Def|27-36 dmg|150 Hp|3 Growth|1700 gold|[/u]
Abilities:Reptile-the resistent scales of this reptile protect it from 15% damage dealt by phiscal attack,Strike Twice-instead to deliver one hit,this creature deal two,Poisionus-In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage during the next three turns.Poison damage is proportional to the number of creatures in the attacking stack (at the time of poisoning),Spirit Gurdian-blessed by seers with a spirit gurdian,these creatures have 50% resistance aginst hosstile spells
Dwelling:War Academy
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