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Authorfaction:kroot of the past
faction name:kroot of the past
tier1:kroot fleshling
tier1 upgrade:kroot flesh eater
tier2:kroot harpooner
tier2 upgrade:kroot crossbow
tier 3:kroot hound master
tier3 upgrade:tamed hounds
tier 4:kroot mage:
tier 4 upgrade:kroot sommner
tier 5:tau oger slaves
tier 6:tamed stegadon
tier 7:great behoalder
story:
thease kroot were awakend from the war of the surface they built a kindom underground they stole animals from the surface and went on small raids they were sick of the noise of the surface so they try every year to destroy the animals and factions above










(some spellings and names are wrong i know so dont say anything about it pkease)
https://www.lordswm.com/forum_messages.php?tid=1853394

Read this before you create another faction.
for hiddenshadow:
im good at this u cant tell me what i shuold have
so its in tiers inorder top to bottem:
walker
shooter
walker
caster
walker
walker
shooter and flyer
oops i forgot to put the heros name it is:kroot chief
main stats:attack and spellpower
minor stats:defence and knownolage

magic types dark and nature

talents:
nature magic: kroot time warp and disguise
dark magic:night strike and dark blast
luck:lucky telaport and lucky speed
leader ship:cowardice and stat swap
offrence:sword blast and sheild bash
uniqe talent: battle feild swap

info on talents:
kroot time warp:brings troops from the past turn back(1 use only)
disguise:unit disguises as oppenents unit for 1 turn(1 use only)
night strike:unit has the no retal abillaty for 1 turn(can use every 5 turns)
dark blast:increases units and heros damage by 2
lucky telaport:unit has 50% chance to telaport
lucky speed:for each time a unit gets luck its gets +2 speed
cowardice:units have 25%chance to make opponents attackd unit to run away
stat swap:unit can swich stats with a unit for 1 turn(1 use per battle)
sword bash:unit damage increase by 1
shield bash: retal has 1 more damage
battle feild swap:choose one of your units and choose an oppenents unit and they will swap

(may have got some words wrong please dont rimaind me)
ok but knowledge and spell power must go hand in hand.
And have you made any racial ability of this faction
@ Hiddenshadow, its nice that you put my guide here, but that was just the first part :O, gonna make more soon
buildings:
kroot camp(kroot fleshlings building)
kroot outpost(kroot flesh eaters building:need to be lv5 or over)
harpoon center(kroot harpooner building)
kroot crossbow center(kroot crossbow building:need to be lv8 or over)
kroot hound kennels(kroot hound pack building:lv3 or over)
hound center(tamed hounds building:lv10 or over)
mage grounds(kroot mage building:lv5 or over)
chanting grounds(kroot sommner
mage guild lv1(lv5 or over)
smith(lv6 or over)
slave chambers(lv8 or over)
mage guild lv2(lv8 or over)
fort(lv9 or over)
stegadon feilds(lv10 or over)
mage guild lv3(lv 10 or over
casle(lv13 or over
behoalder caves(lv14 max lv)
all done u can comment now
What is the racial abilty and how you can say that knowledge and spell power doesn't go hand in hand ?
u have the chance to make my unit stats and abillatys first say unit name like kroot fleshling and put the stats down and about the unit 5 players can only do 1 unit which ever i think is best i will say like:info of kroot fleshlings by:drakelord
(this is an exzample)
i have an idea for a spell. as a spell u can have 1 perish for the target opponent e.g 18 imps. u cast the spell. a kroot leaps from the ground and attacks-one dies
dark elf are good with attack and spell power in HOMM5
Did you read 1.2 in that thread I gave ya? I don't think you did. Stats and abilities for the creatures? They are very important to make a faction and interesting too. Right now you are just coming up with names yaya who cant? I can make a faction in 2 minutes like this. Your talents dont make sense, no offense you just wasted your time on this and every other handicapped factions you made.
for hiddenshadow:
why dont u make them this one WAS HARD because when i heard of them they all have guns
and i have my own way i dont take the simple way










for all:
chances are offnow
giving stats and abilities for every individual creature isnt taking the simple way..
about kroot flestlings and flesh eaters

fleshlings:
hitpoints:4
damage:1-2
attack:2
defence:1
luck and moral:0
intelactive:6

abillatys:none


flesh eaters
hitpoints:6
damage:2-3
attack:3
defence:3
luck and moral:0
intelative:7

abillatys:eat flesh

eat flesh:like vampires abillaty its the same as that

info:fleshlings are the most young of the kroot army and cant eat flesh yet while flesh eaters are the traind for war and can eat flesh they are mainly in small raids
for eviltitan:
your right it is hard
info about harpooners and crossbowmen

kroot harpooner:
hitpoints:13
damage:2-3
attack:4
defence:2
luck and moral:0
intelractive:5
shots:5

abillatys:pearceing harpoon shooter

pearceing harpoon:will slow oppenent unit by25% (counts as 1 shot)

kroot crossbow:
hitpoints:16
damage:3-4
attack:4
defence:3
luck and moral:0
intelactive:7
shots:10

abillatys:double shot damage sacrifice

damage sacrifice:sacrifices 1 creaher in unit to increace damage

about harpooner men and crossbow men:
harpooners are in the front lines to slow units down while crossbowmen shoot the oppenents units
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