The Homies Federation - Mantodea Civic
vote 1: bind me some islands (using Mirtal) - Succ (luck - 2) (Bind)
vote 2: Help make a big city with the rest of my alliance. - Succ (luck - 9) (Char)
vote 3: Send some Biosynthezoids to rendezvous with the dragon and sneakily collect its DNA, and mix it with some mantis dna to make a hybrid - Succ (luck - 9) (Agility + Int)
Vote 4: Invent a way to make biosynthezoids for cheaper - Succ (luck - 9) (Int + Mystic)
You sent the little Biosynthezoids to try to steal maybe pieces of material from the approaching dragon, and after a while, they very successfully managed to steal materials and with that you started encoding the dragon’s genetic information and one of them came up with an idea that you could create a mantis hybrid with a dragon. The idea made them sound great and after hard work, you started making experiments to create from them the unified race of the two, and after a long time, the first dragon-mantis was born to life. One that has no disadvantages and also has the abilities of dragons, super race.
But the only thing missing is that it has angered all the dragons in the world from today.
You have also found a way to create biosynthezoids more cheaply, and you have succeeded thanks to this in lowering the cost of manufacturing a steel in them, and also speeding up their production.
Because of the new breed that was born, another movement of a dragon was detected in your direction, but it seems to be much larger than you (3)
with nthe help form Mirtal, they hekp u to bind island, a small one without any spaple stuff
After hard work, all members of the federation have now established a common city - coinjointed, one that belongs to all the civilizations that are divided. It could be called a capital city, one built by everyone, a place where everyone can live and create more new things on the island of Mirtal and connected by gates.
It is the most central city in the world right now.
Dragon impact - 1 rounds left
Dragon impact 2 - 3 rounds left
Race: Dragomantodea Inteleguna
Anarchy [-3]
Island: C.C = 170
territory level: 7
Pop growth: 16 (24% (40%* 60% [30% +10%]) * C.C available)
Info
Name: Mantodea Civics
Pops: 134 [+105 Automotones, +20 for round][+300 CS, +120 for round, need +1 steel and E for 400 unit []]
Carry capacity: C.C 469 / 984 (656 C.C. +50%)
Pop for C.C: 3.5
Spirit Guardian: @Nigel
Votes: 5 [4 Donor, 16 in stock][Capital - +1]
territory level: 7 (land mass)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 60%
Intelligence: 110% - [+30%]
Agility: 57.5%
Defensive: 65%
Charismatic: 47.5% - [+5%]
Mysticism: 25% - [+15%]
Legacy: Anarchy [-3]
Cultures
The Mantodea Intelectus Intelectus came about when the new “He” saw the [REDACTED] [REDACTED]'s puny little gathering things, loyal to their cause, gathering aimlessly until the end of time. The new “He” felt pity for the mantis, they seemed to have wonderous tech…so, he created the Mantodea Intelectus Intelectus in their image, but something was special about how he created them: They had some fragments of memories left, faded, but still there. Something about a giant hand in the sky, wiping out what looked to be some of their kind! And after, they saw some strange mechanisms gathering materials for almost no purpose. [+5% mystic]
Stability: -4 (+1 banker, lighthouse) [-10% on anyhting] [+20% rebblion]
Happens: 0
Bulding (4/3 [-2 stability]): university (+5% Charisma, +5% int from resurcer), libraries (+5% Int), Bank (+300% Currency, create banker job, all job now need payment), Tele.Gate
Writing: Unknow (+1 R.S)
Fertility powder - +10% G.S, 1 mutagenic powder [supplay]
Magical Physics (+10% Int, +10% Mystic)
Energy: 5 E (1/1 electrium) (-4 E)
Lighehouse (+1 Happines, -1 E, supplay)
A.L - -2E
assembly line ( +50% R.S , +1 to all common and uncommon resources, +50% prosses)
Electrolize: -1 E
The great escape
It has been said that one of the only ways to escape from the world that is going to collapse is to build according to a program collected from a computer and data repository the big project, but it requires research and construction in a huge dimension, and of course obtaining the materials.
This is a project that if completed and completed and managed to run, you and your project partner will win and manage to escape from this world.
Required: Talmedium, Nullvers, Muiredne, Gold, Dark Matter, Iridium, Adamantium, Kalooms
Need to recusege anyone of them to discover they porpes to help to constart the plan.
Energy need: +10 E
Activat time: 3 Rounds
Side effect: Vacuum decay
Federation
You are in the Federation!
In the Federation you divide your votes, in such a way that if it does not balance, the vote will go to the one that has the least contribution to the voting stock.
You are also able to share technology, provided you used non-vote to activate it.
You also share an army. Admittedly private, but in case of an attack, everyone participates.
You are also able to use your independent R.S. to carve in others without any problems.
Capital: +1 vote for all members of the federation, allows division / mixing of races between all members.
Relations
Mirtal (Alliance)
Ferloth-De (Alliance)
Regalis ultima (Alliance)
Fling long leg sapiens (unknow)
Races
Mantodea Intelectus Intelectus
Race name: Mantodea Intelectus Intelectus
Attributes:
Attack: 50
Intelligence: 80 (+10%)
Agility: 40
Defensive: 50
Charismatic: 40
Mysticism: 10 (-10%)
size: 4.8768 m’ to 7.62 m’ (average of 6.25 m’) (3.5 C.C. for pop , -40% growth pop, 3.5 base power, +70% legacy lenges)
Capabilities:
Advantage:
Complex Brains: Gives a buff to anything that buffs Intelligence (+10% int)
Scientific Euphoria: If something using intelligence is discovered: +1 happiness and stability.
Disadvantage:
Less interest in magic: Due to Mantis gaining the feeling of Euphoria with new discoveries of tech, they think magic is less important: -5% mysticism
Description: The mantis have Larval and Pupal forms, they look like this:
The “Eggs” my mantis lay are the ‘larval’ stage of their young. The mantis live a discovery-loving lifestyle, trying to invent things every chance they get. They don’t like mysticism as much, however. (+5% growth pops, -5% mystic)
Dragomantodea Inteleguna
Race name: Mantodea Intelectus Intelectus X True Dragon
Attributes:
Attack: 60 (+10%)
Intelligence: 80 (+10%)
Agility: 40
Defensive: 60 (+10%)
Charismatic: 40
Mysticism: 20 (+10%)
size: 4.8768 m’ to 7.62 m’ (average of 6.25 m’) (3.5 C.C. for pop , -40% growth pop, 3.5 base power, +70% legacy lenges)
Capabilities:
Advantage:
Complex Brains: Gives a buff to anything that buffs Intelligence (+10% int)
Scientific Euphoria: If something using intelligence is discovered: +1 happiness and stability.
Draconian power: Can fly, + 10% Mystic, +10% Atack
Extra-skeletal scales: Magic and physical resistance by 30%, + 10% def
Touch of Doom: Bonus points do not change if it is below the amount, genetically transmitted abilities so it does not affect the composition of the population, dragons very much hate you and did everything to kill this abomination
Disadvantage:
The power of forces: There are no disadvantages (see Touch of Doom)
Description: A hybrid of Mantis and one of the 4 forces: a true dragon, after hard work of the lab, they managed to create a hybrid that has no flaws, but it has a dangerous social cost if not acted properly (no shift)
Cyberneticus Synthisus
Race name: Cyberneticus Synthisus
Attributes:
Attack: 40% (+10%)
Intelligence: 5%
Agility: 75% - (+5%)
Defensive: 80% - (+10%)
Charismatic: 45% - (-5%)
Mysticism: 5%
size: 10 Cm (0.1 m) (0.2 C.C. for pop , +100% growth pop, 0.1 base power, -100% legacy lenges)
Capabilities:
Advantage:
Affinity to their owners: The Cyberneticus Synthisus try to immitate the good works of their creators, preventing the stats of both races from being decreased by averaging out, and only being able to be increased by averaging out.
Self-Improving: Efficient process for 100 unit increase prodacine by 10%
Creator’s core (Steal): +0.1 power, +10% Attack And Def [buff of 9], don’t consume C.C and not effect that
Disadvantage:
Production price (Steal): can’t grow normally, need assambaly, 1+ Steal and +1 E consume for 200 units (not incloud the first)
Description:
These peculiar creations of the Mantodea Civilization have an exterior almost entirely made of metal and are adored by the Mantodea Intelectus Intelectus. They like to group together to be seen more easily, and form large “swarms”. They can work together to form great things, for example clomping up together to push a large object into place. Sometimes, a mantis doesnt recognise a few on the ground, but no worries, the Cyberneticus Synthisus quickly react and get out of the way, and if there are many, they all get out of the way.(+5% Agility, -5% Charisma)
Jobs, Army and Tools
Jobs know: blacksmithing (-50 Cur), Farmers (+6 Food, -25 Cur), Binders (-50 Cur), Builders (1 Marble, stone, 1 basalt, +1 Happiness, +15% C.C, -50 Cur), Crafters(1 wood, 1 Steel, + 8 R.S, -25 Cur ), researchers (-25 Cur, +5% int), manufacturers (add prosses to create automotons, +2 R.S, -75 Cur), Banker (+10% Charisma, +1 Stability, -50 Cur)
Army: 65 Automaton active (+5 base dmg for Automaton, can be upgreat by wepone or others/ specelase)
Army Power: 325 power
Tools: Steel tools
Economy
Resources:
Currency: 1125 [ +600, -350 in total] (150 + 300% [450])(+375)(+50%)
Trades: Mirtal: Gems [4/4] → Basalt [1/2](1 unuse), Platinum [2/2] (2 Proses), (1) Doomit → (3/4) Stone Coal (2 Steel)
Resources Storage: [16/42] (Iron tools) (+8 from crafter)(+1 writhing)(+2 manufacturers )(assembling line - +50% (10) R.S, +1 to all (not include biological)[if powerd - -2E, +100% Atoumoton assbling, +50% (10) R.S],supply)(+6 R.S automatons)
Food [7] (34% C.C)
Stone: [1/3] Very Common
Wood: [4/4] Very rare
Flints: [0/7] Common [can’t mine, need Assiment]
Marble: [3/3] Uncommon (1 for builders, 2 currency)
Diamonds: [0/2] Rare [can’t mine, need tech and jobs]
Gems: [4/4] Very Common (4 trade)
Mercury [2/3] Rare [can’t mine, need tech, tools and jobs] (1 unused, 1 energy)
Electrium: [2/3] Uncommon - very rare (1 energy, 1 process)
Doomit: [5/6] Very Common - very rare (3 unused, 1 Trade, 1 proses)(atomoton mining)
Iron: [7/7] common
Processes
1 Fat → Animal oil (1/1)[automatons)
2 marble → 6 coin (+150 Currency)
Smelting (1 wood, 2/2) (+50% effective):
Iron (2) → Wrought iron (0/3)
Iron (5) + Coal (3) → Steel (6/7) (1 crafter, 5 proses, 1 unused)
Assembling (+50%) [*2]:
Wood (1) + Steel (2) + W. Iron (1) = +20 (+150% - +1) Automaton pop for round, (+8 R.T, Animal oil - 1)(*2)(*2)
[1] Platinum + [1] Boltzmann Doomit-Braine + [1] Steel + [1/1] Steel [effect ur race]→ Biosynthezoid [C.S] {+120} (*2) (*300%)(*2)(+100%)
Electrolize (-1 E):
Doomit [1] → [2/2] Mutagenic powder (1 cultre, 1 Boltzmann Doomit-Braine)
1 Mutagenic powder + 1 Electrium + 1 Platinum → [1/1] Boltzmann Doomit-Braine
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, wheel, Bloomery (can smelt iron), Manto-electric process (can primat process electrium), :AI Electrium Engine v4 (+9 energy, need electrium), Gears, Clockwork, Automatons, Power Grid, Doomit mining, Coins (enhance currency), Electrium mining, Steel, Mutagenic powder, Basic Robotics (*2 Assembly speed), Boltzmann Doomit-Brain (an Artificial Brain), Bioengineering (U can now resurch Bioengineering tech type), ExoSkeleton, mathematics (+5% Int, +50% Currency effective), Arm replacment, Cloning, Mechanical transplant, Genetic engineer, Computer
Mystic: Binding [knowledge to bind island to ur lands], Biosynthezoid, Harpoon islands (can catch island without bind them)
Magic
None
Anomalia
Rich Doomit Ruin
it a ruin taht have a very rare recuse call Doomit, wht tere are it unknow, it can be recuse bay expample of that.
Environment Knowledge
Plants
Tubers:: for pantaisen and faming
Animles
Small graze: weird looking animal that eat grass, probably
flying predetor: eat small prey
Goat-like: A goat-like creature that is used to living in the mountains contains a lot of fat that can be used for various things, currently a hunter and if it continues like this, it will disappear (+3 Fat [⅓], +1 Food)
Others
Mutant Small graze (Doomit expose) - very dng and unstable animale that very werid behave and very agrrasive.
The Homies Federation - Ferloth-De
vote 1: Try again to make the Stygians, use genetic editing to do so - Failed (luck - 2) ( Int)
vote 2: Make city with the other members of the federation. Make it on the island with highest TMD. - Succ (luck - 3) (Char + Mys)
vote 3: Create Steam Jets - Success (luck - 6) (Int)
Vote 4: Given to Mirtal
You have once again tried to create one of the lost races, without success. Instead, a mutation was created that killed 23 people before it was eliminated
In the technology of using metals and engine knowledge, you have created the steam jet that can lift yourself for a short distance and also not heavy weight, so Mousekin and Shader can use them but no more. But it’s enough to be used for an aerial confrontation.
And thanks to hard work, you started working on the island of Mirtal on the unknown ruins that only you can get there on their island, and with you you manage to dig there white stones that cover the whole area, the reason is not clear yet why, but what is certain, it probably causes mana sparsity (9)
After hard work, all members of the federation have now established a common city - coinjointed, one that belongs to all the civilizations that are divided. It could be called a capital city, one built by everyone, a place where everyone can live and create more new things on the island of Mirtal and connected by gates.
It is the most central city in the world right now.
You have enough to buy a vote (one use)
Currancy: 1187.5 for round
Tool: Steam Jets (using that give the ability of fly to units smaller then 9m’)
Arci: progrees: 4/10, jump: 9
Pop growth: 28 (23% (30%* 75%) * C.C available)
Info
Name: Ferloth-De
Pops: 406 (16.6% Sha/ 16.6% Chor/ 16.6% Lavawalker/ 16.6% Mousekin/ 16.6% Lizrones/ 16.6% Fossilewalker)
Carry capacity: C.C 1624/3678 (2175 C.C. +70%)
Pop for C.C: 4
Spirit Guardian: @TwilightWings21
Votes: 5 [4 Donor, 16 in stock][Capital - +1]
territory level: 16 (Island Contonat, have one desert and one ice sheed, +1 vote)
Risk, Legacy, Cultures, Stability and Happiness
Attack: 37% (47% if Shades)
Intelligence: 70% - [+5%]
Agility: 75% (85% if Chiro’ or Shades or lizrones)
Defensive: 32% (42% if Chiro’ or Fossolewalker)
Charismatic: 68.5% - [+20%] (53.5 if vs other civics) (78.5% if lizrones)
Mysticism: 47%
Legacy: Unity Council [+5% Char, +1 Stability] (2/9)
Cultures
A council rules this race, one representative for each species on said council. They have risen from the ancient civilizations and adapted to the modern times, rising out of the depths to surface caves and adapting to living with only three of their brethren races, the others lost in the transition to the surface. The citizens completely trust in the council, and if they don’t then they can elect a new member for that race. All races can vote for the council representative, as all races are always evenly balanced in pop number. (chirsma - +5%)
Bulding (2/3): Tele.Gate, Bank (+300% Currency, create banker job, all job now need payment)
Stability: 2 [+1 banker]
Happens: 0
Energy: 2 E
Perpetuum Generator V1 (+2 E, unknow price)
Federation
You are in the Federation!
In the Federation you divide your votes, in such a way that if it does not balance, the vote will go to the one that has the least contribution to the voting stock.
You are also able to share technology, provided you used non-vote to activate it.
You also share an army. Admittedly private, but in case of an attack, everyone participates.
You are also able to use your independent R.S. to carve in others without any problems.
Capital: +1 vote for all members of the federation, allows division / mixing of races between all members.
Use obsidian tools to try to mine metals - +10%
Bind - +10%
Helping Zen - +20%
Titanium wall - +30%
Relations
Mirtal (Friendly)
mushroom civilization (Wary-cold)
The Resurrection (Bad)
Mirtal (Alliance)
Mantodea Civic (Alliance)
Regalis ultima (Alliance)
Demonic civis (Sus)
Lizeron Civic (Frendly - Semi arcopacen - +3 T.S)
Races
Ferloth-De Races
Attributes:
Attack: 37 (47 if Shades)
Intelligence: 65
Agility: 70 (80 if Chiro’ or Shades)
Defensive: 32 (42 if Chiro’)
Charismatic: 32 (17 if vs other civics)
Mysticism: 34
Average Size: 26.6 ft ( (average of 8 m’) (5.5 C.C. for pop (flying pop), -52% growth pop, 4.5 base power, +90% legacy lenges)
Capabilities:
Advantage:
Unit Power - Using different races under my control gives me different buffs for that action:
Lavawalkers
Size: 50ft/15m’
given: +20% Army power on use,they immune to fire and earth based magics, weak to water
Chiropterans
Size: 15ft/ 6m’
given: Flight and Echolocation(+10% agility, +1 C.C), Wing Armor (+5% def)
Shades
Size: 15ft/ 6m’
given: Prehensile tongue of Shadowmaster (+10% agility, can use shadow magic), Hallucinogenic venom (+10% attack)
Lizrons
Size: 2 m
given: +10% Agility if use, +10% on chrisma if use, +2 power if in air
Fossilwalkers
Size: 50ft/15m’
given: +20% on power, Resisetn to air, +10% def
Councils Appeal - any Civ I ally with, defeat in battle, or assimilate, player or NPC, I gain a small amount of members of their race (not necessarily taking from their pop - I could just get them) to buff Unit Power and that I can grow like any other civilians
Disadvantage:
Councils trust: buffs charisma rolls against/directed towards my civ (+15% if other civic diplimatic interact or against if he try to intreact)
Light Sensitive - Small general debuff to all stats while out under the sun in the daytime (-15% on daylight)
Description: These races all descended from Cavern Giants, and so have four upper limbs and two legs. The Chiropterans have two large wingspan their backs, and they have dexterous hands ending in small claws on lanky arms and long legs with running on the front of the toes. They are covered in downy fur, and have keratinous plates as lightweight, tough as metal armor on their wings. They also have a long tail with little spines down it that the wing membrane connects to, just cause it looks cool. They also have large ears. Other than the Chiropterans, the Lavawalkers developed, 50 foot tall beasts that use their heavily heat resistant skin and a thick magma covering to forge away in the depths of the world, hammering and smelting with their four large arms. They have long, strong tails that help with balance. Finally, the race most like the original Cavern Giants, the shades have midnight black skin, glowing purple eyes, four arms ending in sharp claws, a huge jaw, and a large, purple, prehensile tongue. They have a row of twitching, black, bristle like spines down their backs. Their feet are inclined so that they only step on the three main toes, with the back claw sticking up in the air, and have reversed knees. Their long tail helps with balance and has a blade like structure on the end of it that can slice at foes. This is black, like the skin, as hard as steel, and glows purple around the edges of the blade, having a vaguely ax-head shape. They have hallucinogenic venom that can be injected through the slicing of the tails or their bites, from their glowing purple saliva. [+5% attack, -5% int]
Mousekin
Race name: Mousekin
Attributes:
Attack: 5
Intelligence: 65
Agility: 80
Defensive: 5
Charismatic: 65
Mysticism: 60
size: 0.5 m’ (0.25 C.C. for pop , +50% growth pop, 0.25 base power, -25% legacy lenges)
Capabilities:
Advantage:
Sharp ears: + 10% agility
Diligent: They do not run away from work, and they will do their best: + 50% R.S, + 5% charisma.
Disadvantage:
Fragile: They are very delicate and not strong at all: -1 Power (0), In the environment of other races, defense and attack are meaningless
Description: They are mouse-like that used to live in the dark after this race was imprisoned for an unknown time, and now that they are free, they are no longer dependent on the environment for survival. To the gift of freedom, they serve the gentle giants who saved them from extinction. (+ 5% G.S, -5% Char)
Jobs, Army and Tools
Jobs know: blacksmithing (-50 C), Farmers (10 Food, -25 C), Binders, Builders (-50 C), Crafters(1 Wrought iron, 1 wood, +6 R.S, -25 C), Banker (+10% Charisma, +1 Stability, -50 Cur)
Army: 10 shade flier (10.5 + 1.3 (shade agility) + 0.6) , 15 shade runner (6 +0.64 + 0.6), 15 shade magician (4.5 + 0.68 (mystic)), 7 Lavawalker (10.5 + 1.4 Agility +0.6 Def +0.6, immunity to week fire and earth), 14 Chiropterans (6 + 1.3 Agility +0.6), 21 Fossilwalkers [+13 power + 10 * Mystic, can hit from afer,lava walker passive active]
Army Power: 880 power
Tools: Iron tools, Iron Urumis (+1.5 power, + 1.2* Attack, -0.2 * agility, supply), Steam Jets (using that give the ability of fly to units smaller then 9m’)
Economy
Resources:
Currency: 1562.5 [+1187.5, -125 cost] [375 * 350% = 1312.5]
Trades: None
Resources Storage: [0/14] (+50% MouseKin - [5]) (Iron tools) (crafter - +6)
Food [14] (70% C.C)
Stones: [0/9] Very Common
Wood: [2/7] Uncommon (1 carfter), (1 smelt)
Obsidian: [0/2] Uncommon
Marble: [3/3] Uncommon
Flint: [0/2] Rare
Ballast: [0/3] Uncommon
Sandstone: [0/2] Rare
Nickel: [0/3] Rare
Zinc: [0/2] Rare
Magnezium: [0/2] Rare
Gold: [0/3] Uncommon
Iron: [2/2] Rare
Diamonds: [1/1] Very Rare - Currency
Uranium: [0/1] very rare [cant mine, need tech]
Talmedium: [2/2] Rare - Very rare [2 trade]
Titanium: [0/5] Very Common [cant use untill tech]
Quartz: [4/4] Common
Guna: [0/2] Rare - Very rare [cant mine, need tech]
Processes
Smeltig: (1 wood , 1/1) (+2 efficiency)
Iron (2) → Wrought iron (2/2) [1 Crafter, wepone]
Nickel (0) → Nickel ingot (0/0)(craftmen)
Zinc (0) → Zinc ingot (0/0)(Zinc Urumis)
Wrought iron (1) → Iron Urumis (supplay)
Wrought iron (0) + Steel (0) + Thaumium (0) → Steam jet [not supplay]
Diamond (1) + Marble (3) + Quartz (4) → 375 Currancy
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, domesticas, Bloomery (can smelt iron), Blast furnace (more effecive melting), Exo-skeleton (improve R.S and Power), Mana Generators, Perpetuum Generator V1 (+2 E, unknow price),mathematics (+5% Int, +50% Currency effective)
Mystic: Binding [knowledge to bind island to ur lands],Mana Encoding
Magic
Shadow Cloak: The ability to cover a certain area in the dark for a while, only Shades are able to do this, and even until then it is limited in time from space.
Wind magic (Chiropterans)
Wormhole
Anomalia
Mousekin jail maze
Archeology Site - Agility + Char
Progress: 10/10
Jumps: 7, 8 , 8 (total - 7.6 ~ 8)
it a big maze, almost all th mze have be maps
Inside the maze it seems that a group of intelligent creatures managed to survive inside the maze who knows how many, but when they managed to reach someone outside, they were left few and live on leftovers, they did not seem to survive for long. These were nicknamed the “Mousekin”, very small (0.5 meters) mouse-like creatures that appeared to have lived there for a long time, but not happily. No one manages to communicate with them except themselves and they live on leftovers, who knows if without help they will survive the maze, but the choice is yours what to do with them.
Trap ruin
Archeology Site - Agility + Attack
Progress: Done
Jumps: 10,3,10
Reward: Exo-skeleton tech
A ruin full of resources, one of which is a very rare material, full of traps for an unknown reason, maybe he is hiding something out of the ordinary (10)
Managed to neutralize a bit (3)
(failed ⅓)
Environment Knowledge
Plants
Under-Roots: sugery plant that have a very long root.
Futlkuf succulent: desserd palnt that make red big friuts (+4 Food in farmers, +5% growth)
Animales
Cave-worm: small demasticat worm that love dark places and very nourishes (+4 Food)
Night flyers: big as a giant, they fly with they big wings through the skys. they love night.(if use as powerunit: 2 base power to shades, +1aglity to shade, can fly)
Thornshooter: it can shoot throns, dengers (Tame)
Real dragon: Extremely dangerous, each of its wings is larger than 3 lava walkers. He appears to be a predator, it is not known if there is intelligence
Others
MYSTERY