AoH balancing changes
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47 changed files with 107 additions and 59 deletions
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changelog.md
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changelog.md
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@ -68,6 +68,65 @@
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* New dwarf castle variations: Non-cave (Cf), ruined (Cfr) and snow (Cfa)
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* New elf castle variation: snow (Cva)
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* Fixes and touchups to mushroom terrains Tb and Tf
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### Units
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* Add mushroom defense cap to mounted and some flying units
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* Decreased hitpoints of Dwarvish Lord from 79 to 74
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* Decreased hitpoints of Dwarvish Steelclad from 59 to 55
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* Increased hitpoints of Dwarvish Thunderguard from 44 to 47
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* Increased hitpoints of Dwarvish Pathfinder from 42 to 45
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* Increased melee damage of Dwarvish Stalwart from 7-3 to 8-3
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* Increased melee damage of Dwarvish Sentinel from 9-3 to 10-3
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* Dunefolk: rebalancing and renaming of various units
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* Dunefolk: some graphics additions and updates
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* Orcs: revise some unit descriptions
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* Cost of Drake Warrior changed from 30 to 32
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* Cost of Drake Arbiter changed from 31 to 32
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* Cost of Drake Trasher changed from 31 to 32
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* Cost of Drake Flare changed from 35 to 33
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* Cost of Sky Drake changed from 30 to 28
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* Cost of Saurian Ambusher changed from 30 to 24
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* Cost of Saurian Oracle changed from 27 to 28
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* Cost of Saurian Soothsayer changed from 27 to 25
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* Cost of Dwarvish Steelclad changed from 32 to 36
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* Cost of Dwarvish Thunderguard changed from 30 to 27
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* Cost of Dwarvish Stalwart changed from 32 to 30
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* Cost of Dwarvish Berserker changed from 33 to 30
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* Cost of Outlaw changed from 28 to 26
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* Cost of Trapper changed from 27 to 21
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* Cost of Gryphon Master changed from 37 to 38
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* Cost of Swordsman changed from 25 to 29
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* Cost of Knight changed from 40 to 38
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* Cost of Lancer changed from 40 to 44
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* Cost of Dragoon changed from 34 to 27
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* Cost of Duelist changed from 32 to 29
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* Cost of Lieutenant changed from 35 to 34
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* Cost of Merman Warrior changed from 28 to 26
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* Cost of Ogre changed from 33 to 30
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* Cost of Goblin Knight changed from 32 to 28
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* Cost of Goblin Pillager changed from 32 to 28
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* Cost of Troll changed from 29 to 27
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* Cost of Troll Rocklobber changed from 29 to 25
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* Cost of Naga Warrior changed from 27 to 24
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* Cost of Orcish Crossbowman changed from 26 to 21
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* Cost of Orcish Slayer changed from 33 to 26
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* Cost of Elvish Hero changed from 30 to 26
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* Cost of Elvish Captain changed from 32 to 28
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* Cost of Elvish Marksman changed from 37 to 31
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* Cost of Elvish Ranger changed from 38 to 31
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* Cost of Elvish Rider changed from 31 to 32
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* Cost of Elvish Druid changed from 34 to 27
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* Cost of Elvish Sorceress changed from 34 to 32
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* Cost of Elder Wose changed from 31 to 27
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* Cost of Revenant changed from 28 to 31
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* Cost of Deathblade changed from 28 to 34
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* Cost of Dark Sorcerer changed from 32 to 33
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* Cost of Blood Bat changed from 21 to 22
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* Cost of Red Mage changed from 40 to 38
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* Cost of White Mage changed from 40 to 38
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* MP of Merman Spearman changed from 6 to 7
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* HP of Merman Spearman changed from 40 to 43
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* MP of Merman Javelineer increased from 6 to 7
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* HP of Merman Javelineer changed from 55 to 58
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### User interface
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* Moved tutorial to campaigns menu
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* Moved language button to icon
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@ -83,17 +142,6 @@
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* The search box in the Campaigns menu now takes campaign abbreviations and descriptions
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into account.
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* The recruit and recall dialogs have a tooltip over the level number to show what the unit can advance to (issue #4135)
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### Units
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* Add mushroom defense cap to mounted and some flying units
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* Decreased hitpoints of Dwarvish Lord from 79 to 74
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* Decreased hitpoints of Dwarvish Steelclad from 59 to 55
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* Increased hitpoints of Dwarvish Thunderguard from 44 to 47
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* Increased hitpoints of Dwarvish Pathfinder from 42 to 45
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* Increased melee damage of Dwarvish Stalwart from 7-3 to 8-3
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* Increased melee damage of Dwarvish Sentinel from 9-3 to 10-3
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* Dunefolk: rebalancing and renaming of various units
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* Dunefolk: some graphics additions and updates
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* Orcs: revise some unit descriptions
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### Lua API
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* unit:transform() now takes an optional variation parameter
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* Support side.variables for access to side variables, similar to unit.variables
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@ -14,7 +14,7 @@
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level=1
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alignment=chaotic
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advances_to=Dread Bat
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cost=21
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cost=22
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usage=scout
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description= _ "Blood Bats are so named because of their ruddy hue, which some mark as a symbol of their preferred diet. These creatures are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims."
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{NOTE_DRAIN}
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@ -11,7 +11,7 @@
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level=2
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alignment=lawful
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advances_to=Drake Warden
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cost=31
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cost=32
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usage=fighter
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profile=portraits/drakes/warden.png
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description= _ "Arbiters take their caste duty of enforcing order very seriously. In order to better execute their duties, they have abandoned the drakes’ traditional hand-mounted claws and traded their spears for the spike and blade of the halberd. In their minds, the loss of maneuverability is a fair price for the raw heft the massive metal head provides. The thick plate these drakes wear protects them well against weapons that could slip between their scales."
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@ -12,7 +12,7 @@
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level=2
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alignment=lawful
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advances_to=Drake Flameheart
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cost=35
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cost=33
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usage=mixed fighter
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description= _ "Respected for the heat of their flame and revered for their charisma, Flares aspire to become great leaders of their people, both in war and in peace. Though a small isolated tribe will sometimes accept a Flare as a leader, they are more often seen leading small war parties or mediating disputes with a subtle hand."
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{NOTE_LEADERSHIP}
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@ -12,7 +12,7 @@
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level=2
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alignment=lawful
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advances_to=Hurricane Drake
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cost=30
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cost=28
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usage=scout
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description= _ "The lightweight ceramic armor that the Sky Drakes wear is a symbol of their rank, glazed silver to honor their connection to the air. As leaders of the hunt, they are often away from their homes for long periods of time. Each tries to bring as much game home as possible, competing to gain the respect of their tribe."
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{NOTE_MARKSMAN}
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@ -13,7 +13,7 @@
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level=2
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alignment=lawful
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advances_to=Drake Enforcer
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cost=31
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cost=32
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usage=fighter
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description= _ "Instead of letting themselves be bound by their armor, Thrashers have learned to redirect its weight to supplement their bodies’ momentum, adding power to the blows of their short spears and hand-mounted claws. Equipment and body are one; even their thick helms and the thick skulls beneath them are weapons. A Thrasher will gladly fulfill his caste duties, as long as it can be done on the battlefield."
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die_sound=drake-die.ogg
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@ -12,7 +12,7 @@
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level=2
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alignment=lawful
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advances_to=Drake Blademaster
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cost=30
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cost=32
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usage=fighter
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description= _ "Drakes of the Fighter caste, like the Warrior, are the foundation of any tribe’s army. No special abilities or skills set them apart; only their natural brute strength and military training help them carve their way through enemy forces. They fight as they have for centuries, clad in ceramic-plated leather with the traditional war blade mounted on the back of each hand."
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die_sound=drake-die.ogg
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alignment=neutral
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advances_to=null
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{AMLA_DEFAULT}
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cost=33
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cost=30
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usage=fighter
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description= _ "Berserkers are a rare caste of Dwarves, who work themselves into a towering rage before combat. These warriors disdain all notion of defense, thinking only of the unrelenting assaults for which they are legendary."
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{NOTE_BERSERK}
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level=2
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alignment=neutral
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advances_to=Dwarvish Sentinel
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cost=32
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cost=30
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usage=fighter
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description= _ "The wiles of experience and training turn guardsmen into worthy soldiers. These stalwart troops are equipped to match their skills, and can hold their ground against all but the most visceral assault. It is a dangerous thing to lose a foothold to one such as these, for it will not be easily reprised."
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{NOTE_STEADFAST}
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level=2
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alignment=neutral
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advances_to=Dwarvish Lord
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cost=32
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cost=36
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usage=fighter
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description= _ "Outfitted in the strongest plate and mail of Knalgan forges, the Steelclads are the vanguard of dwarvish armies. They are renowned for their resilience in the heat of battle, and their mastery of both battleaxe and warhammer make them imposing foes indeed."
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die_sound={SOUND_LIST:DWARF_DIE}
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level=2
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alignment=neutral
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advances_to=Dwarvish Dragonguard
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cost=30
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cost=27
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usage=mixed fighter
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description= _ "The Dwarven Thunderguards are famed for their curious weaponry, these strange staves of wood and iron that make a thunderous noise in their anger. The machinations behind this weaponry are a mystery, a secret taken to the grave by the dwarves of Knalga who wield them, and are assumed to have even forged them. The most that is known are reports of dwarves pouring a strange black dust into the mouth of their weapons, which some say is a food to fuel the beast imprisoned within.
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@ -20,7 +20,7 @@
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level=2
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alignment=neutral
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advances_to=Elvish Marshal
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cost=32
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cost=28
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usage=fighter
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description= _ "Elvish captains usually lead patrols and command garrisons that stand guard over the vast forests in elvish territory. Unlike leaders from other races, they are mostly proficient at navigating small skirmishes rather than large-scale battles, and are especially skilled at defensive maneuvering. Captains typically command small units that remain together for extended periods of time, allowing them to personally mentor and befriend their troops. They are often observed to lead through camaraderie and amicability, but still command great respect from their kin."
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{NOTE_LEADERSHIP}
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level=2
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alignment=neutral
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advances_to=Elvish Shyde
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cost=34
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cost=27
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usage=healer
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description= _ "The magic of the wood-elves is poorly suited for combat, but effective nonetheless. The forests in which they thrive can become quickened by a word of command, and will lash out at those who threaten their peace.
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level=2
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alignment=neutral
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advances_to=Elvish Champion
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cost=30
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cost=26
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usage=fighter
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description= _ "Accomplished Elvish warriors are sometimes called ‘Sárcan’, roughly meaning ‘one who has sacrificed in defense’ or ‘one transfigured by experience’. Often translated to ‘Elvish Heroes’ in the human tongue, this name does indicate some level of esteem and prestige, but is not used to glorify the position that these elves hold. Elvish Heroes are those who have survived numerous wars and have outlived many of their friends who fell in prior battles. They have seen all manner of atrocity committed by all races, be it orcs and humans ravaging the natural beauty of the forests, or even their own kind, other elves who are not above slaughtering innocent people out of pride and vengeance. Many years of fighting naturally make these swordsmen highly skilled in melee combat, but the hardships and destruction wrought by war take a great toll on both mind and body. While the Elves realize the necessity of military strength and honor the ‘Sárcanet’ as heroes for their service, such a status is not one often sought after by the majority of Elvenkind."
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die_sound={SOUND_LIST:ELF_HIT}
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level=2
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alignment=neutral
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advances_to=Elvish Sharpshooter
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cost=37
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cost=31
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usage=archer
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description= _ "Elves have an intimate connection to the world of faerie, which innately imbues them with a small amount of magic and grants them highly acute senses. This, combined with years of hunting in the deep forests, makes the elves incredibly keen-sighted, a gift which contributes greatly to their mastery of the bow. An elf practiced at archery is capable of hitting a pinhole-sized target from hundreds of paces away and can shoot quickly and precisely enough to split falling branches. Of course, training the body to keep up with the eyes is no easy feat, and realizing this prodigious skill does come with the cost of weakness in close quarters."
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{NOTE_MARKSMAN}
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level=2
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alignment=neutral
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advances_to=Elvish Avenger
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cost=38
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cost=31
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usage=mixed fighter
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description= _ "The silent watchers of the forests, rangers are masters of stealth and reconnaissance. Many are explorers and loners, preferring to travel alone along the paths between the towering trees and among the unspoiled natural beauty of their homes, of which they are fiercely protective. While they possess considerable skill in both blade and bow, rangers are a little less adept at fighting other warriors on even terms, preferring instead to ambush their enemies from the shadows in the woods. A surprise attack from rangers can cripple even a force many times their size, and attacking armies often choose to withdraw rather than risk a game of guerrilla warfare with rangers in the forests."
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[special_note]
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level=2
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alignment=neutral
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advances_to=Elvish Outrider
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cost=31
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cost=32
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undead_variation=mounted
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usage=scout
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#mostly like a foot Elf, but they
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level=2
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alignment=neutral
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advances_to=Elvish Enchantress
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cost=34
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cost=32
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usage=mixed fighter
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description= _ "The world of faerie is far more potent than the corporeal world. Simply bringing some of this world into our own can have violent results. This is well-understood by the elves, although rarely used with malicious intent; doing so is no easy task, and is a very ill-regarded use of their strength.
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level=2
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alignment=chaotic
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advances_to=Direwolf Rider
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cost=32
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cost=28
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usage=scout
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description= _ "Battle experience strengthens not only the combat prowess of both mount and rider, but also heartens the bond between them. While a human knight may ride different steeds into battle, a ‘goblin knight’ refers to goblin and wolf together as a single unit, fiercely loyal to one another almost to a fault.
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alignment=chaotic
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advances_to=null
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{AMLA_DEFAULT}
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cost=32
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cost=28
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usage=scout
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description= _ "Some Goblins train their wolves to overcome their fear of fire. In raids, these goblins take a supporting role; they will torch the homes and crops of their foes, and also carry nets to wreak havoc against those attempting to rally for defense or reprisal."
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{NOTE_SLOW}
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alignment=neutral
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advances_to=null
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{AMLA_DEFAULT}
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cost=37
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cost=38
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usage=scout
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description= _ "Gryphon Masters have long experience flying the Gryphons, which have become an extension of themselves. This special relationship makes the heart of the earth-bound tremble, for these mighty birds of prey may strike from anywhere."
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die_sound={SOUND_LIST:GRYPHON_DIE}
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alignment=lawful
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advances_to=Paladin,Grand Knight
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undead_variation=mounted
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cost=40
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cost=38
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usage=fighter
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description= _ "Horsemen of skill and discipline are promoted to Knights. Veterans of combat, they have seen the often-fatal results of a failed charge, and have learnt discretion in its use. Knights, therefore, carry swords in their armament, and practice tactics which, although requiring of much more patience, are less risky than a charge. Their lances are still at the ready, however, and growing experience with these weapons makes them deadlier at the tilt."
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{NOTE_CHARGE}
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advances_to=null
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{AMLA_DEFAULT}
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undead_variation=mounted
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cost=40
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cost=44
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usage=fighter
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description= _ "Lancers are among the bravest and most feared riders in all of Wesnoth. Clad in minimal armor, they free themselves to ride swiftly, faster than any of their peers. The daring tactics they employ are like a double-edged sword, for they often win either glory or a swift death. Lancers excel in hunting down infantrymen who have made the mistake of breaking formation, and in piercing defensive lines. However, they have limited use in defense."
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{NOTE_CHARGE}
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alignment=lawful
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advances_to=Cavalier
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undead_variation=mounted
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cost=34
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cost=27
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#extra resistance for these units
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usage=scout
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description= _ "The more talented cavalrymen in the armies of Wesnoth are trained in the use of the crossbow, and matched with much more powerful steeds. Well-armored, and skilled in the use of their swords, these soldiers can drive forward and hold the ground they take. Their mobility and resilience make them of great value on the battlefield."
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level=2
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alignment=lawful
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advances_to=Master at Arms
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cost=32
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cost=29
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usage=mixed fighter
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description= _ "It is a peculiar custom of Wesnoth’s nobility that they typically enroll their sons into one of two orders of armigers, training them either in the art of horsemanship or fencing. Duelists are so named for an unfortunately common practice of young aristocrats, for whom the sting of insult, whether real or fancied, can incite a rash demonstration of their natural right.
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level=2
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alignment=lawful
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advances_to=General
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cost=35
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cost=34
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usage=fighter
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description= _ "Lieutenants are some of the more respected commanding officers among humans and are often seen leading smaller-scale incursions and managing the battlefield. Trained both with sword and crossbow, they excel at neither, and are somewhat less resilient than the warlords of other races — this is more than made up for by their superior knowledge and training in military strategy."
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{NOTE_LEADERSHIP}
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level=2
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alignment=lawful
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advances_to=Royal Guard
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cost=25
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cost=29
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usage=fighter
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description= _ "An experienced soldier will often save enough to equip himself with a suit of scale or chain armor, and a sturdy broadsword. Though trading their spears for swords can be a jarring change, most spearmen will leap at the chance, knowing all too well the limitations of the weapon they are leaving behind. A sword is not without its own drawbacks, but is more versatile than a spear, and much better in close quarters."
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die_sound={SOUND_LIST:HUMAN_DIE}
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level=2
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alignment=neutral
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advances_to=Arch Mage,Silver Mage
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cost=40
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cost=38
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usage=mixed fighter
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description= _ "Upon the successful culmination of their apprenticeship, a mage is stripped of the brown robes of an apprentice and given the ruddy cloak of a master. The significance of this change is often lost on the peasantry, who mistakenly title Master Magi as ‘Red Magi’. Likewise, the symbolism of the change in colors is often mistaken to signify the mage’s ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed by the magi themselves as a crass application of their hard-won knowledge.
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level=2
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alignment=lawful
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advances_to=Mage of Light
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cost=40
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cost=38
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usage=healer
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description= _ "Some magi, as they learn about the world around them, and learn the truth of the suffering and squalor in which humanity too often lives, find that they cannot bring themselves to be cloistered into a life of study. These men and women give up the life of a mage, and join monastic orders, dedicating the skills they have been given to the good of all. After their ordination, they often travel the world, ministering to sickness and injury.
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alignment=chaotic
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experience=77
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advances_to=Fugitive
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cost=28
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cost=26
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usage=mixed fighter
|
||||
description= _ "After some years of service, former ‘footpads’ rise up in the ranks of their fellow outlaws. Having proven themselves in combat, they are given more dangerous tasks, and a greater share of the spoils. Though many opponents would mock their choice of weaponry, the outlaws are well aware of its deadly capacity, and also of the ready availability of ammunition. Outlaws are somewhat ill at ease fighting during the day, preferring the cover of nightfall."
|
||||
die_sound={SOUND_LIST:HUMAN_DIE}
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
alignment=chaotic
|
||||
experience=65
|
||||
advances_to=Huntsman, Ranger
|
||||
cost=27
|
||||
cost=21
|
||||
usage=archer
|
||||
description= _ "Master woodsmen are useful allies to any army, and indispensable for any sizable group of people living in the wilderness. They can track both man and beast, notice things most others would overlook, and are often the only ones who can find food for the table, be it animal or vegetable.
|
||||
|
||||
|
|
|
@ -5,9 +5,9 @@
|
|||
race=merman
|
||||
image="units/merfolk/javelineer.png"
|
||||
profile=portraits/merfolk/spearman.png
|
||||
hitpoints=55
|
||||
hitpoints=58
|
||||
movement_type=swimmer
|
||||
movement=6
|
||||
movement=7
|
||||
experience=150
|
||||
level=3
|
||||
alignment=lawful
|
||||
|
|
|
@ -5,9 +5,9 @@
|
|||
race=merman
|
||||
image="units/merfolk/spearman.png"
|
||||
profile=portraits/merfolk/spearman.png
|
||||
hitpoints=40
|
||||
hitpoints=43
|
||||
movement_type=swimmer
|
||||
movement=6
|
||||
movement=7
|
||||
experience=85
|
||||
level=2
|
||||
alignment=lawful
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
level=2
|
||||
alignment=lawful
|
||||
advances_to=Merman Triton,Merman Hoplite
|
||||
cost=28
|
||||
cost=26
|
||||
usage=fighter
|
||||
description= _ "Mermen Warriors form the core of merfolk armies. They wield their tridents with a skill and diligence impressive even compared to the soldiers of other races, but doubly so considering the difficulties of fighting underwater, as any who try to match them in their homes can attest."
|
||||
die_sound=mermen-die.ogg
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
level=2
|
||||
alignment=neutral
|
||||
advances_to=Naga Myrmidon
|
||||
cost=27
|
||||
cost=24
|
||||
usage=fighter
|
||||
description= _ "The young warriors of the naga aspire to the day when they merit their second blade. Their martial practice of using twin blades is wholly unlike that of the Orcs and other races, for they have begun to learn the art of using their serpentine form to best effect, twisting and turning to dodge from blows. This makes them potent on land, but the friction of water greatly impedes the technique."
|
||||
die_sound=naga-die.ogg
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
alignment=neutral
|
||||
advances_to=null
|
||||
{AMLA_DEFAULT}
|
||||
cost=33
|
||||
cost=30
|
||||
usage=fighter
|
||||
description= _ "Ogres are giant creatures that usually live alone in the wilderness, remarkably similar to humans in form, though large and misshapen. While they can be easily outrun or outsmarted, their strength is not to be underestimated."
|
||||
die_sound={SOUND_LIST:OGRE_DIE}
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advances_to=Orcish Slurbow
|
||||
cost=26
|
||||
cost=21
|
||||
usage=archer
|
||||
description= _ "Orcish crossbows are crude imitations of human or dwarvish design; a crossbow of any make, though, is a fairly potent device. The orcs privileged enough to wield them are capable warriors, and what they lack in finesse, they make up for in numbers."
|
||||
die_sound={SOUND_LIST:ORC_DIE}
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
alignment=chaotic
|
||||
advances_to=null
|
||||
{AMLA_DEFAULT}
|
||||
cost=33
|
||||
cost=26
|
||||
usage=mixed fighter
|
||||
description= _ "The larger or more skilled orcish assassins are called ‘Slayers’ by their enemies. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy."
|
||||
{NOTE_MARKSMAN}
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advances_to=Saurian Flanker
|
||||
cost=30
|
||||
cost=24
|
||||
usage=scout
|
||||
description= _ "Saurians are light on their feet, and able at navigating terrain that often confounds their enemies. When this natural mobility is combined with experience, strength, and proper equipment, their warriors can become particularly threatening in battle — if only because they are so much more difficult to confine than other foes. Even in armor, saurian warriors can take advantage of the smallest gap in an enemy line, and have the prowess to make the enemy regret tactical mistakes."
|
||||
{NOTE_SKIRMISHER}
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
alignment=chaotic
|
||||
advances_to=null
|
||||
{AMLA_DEFAULT}
|
||||
cost=27
|
||||
cost=28
|
||||
usage=archer
|
||||
description= _ "Certain saurians are seen dressed in arcane regalia and covered head to toe in horrifying, esoteric shapes and markings, both with paint and tattoo. Some suspect them to be visionaries, or oracles amongst their ilk. But whatever ‘societal’ function they may have, they are undeniably powerful in the strange magics their kind possess, and are beings to be wary of if ever seen."
|
||||
{NOTE_MAGICAL}
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
alignment=chaotic
|
||||
advances_to=null
|
||||
{AMLA_DEFAULT}
|
||||
cost=27
|
||||
cost=25
|
||||
usage=healer
|
||||
description= _ "Saurians are known to have some strange skills, arts bordering on the magical and mysterious. It is clear that some of them are particularly skilled at a sort of medicine, which is of great benefit whenever battle is brought against them."
|
||||
{NOTE_MAGICAL}
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
alignment=chaotic
|
||||
advances_to=null
|
||||
{AMLA_DEFAULT}
|
||||
cost=29
|
||||
cost=25
|
||||
usage=mixed fighter
|
||||
description= _ "The thought of throwing a boulder in combat has certainly occurred to many trolls, and some have taken to them as a weapon of choice. Because stones well-shaped to fly true are not always easy to find, Rocklobbers have taken to carrying them in sacks slung over their shoulders. The same leather out of which the sack is formed is easily adapted to a crude sling."
|
||||
{NOTE_REGENERATES}
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advances_to=Troll Warrior
|
||||
cost=29
|
||||
cost=27
|
||||
description= _ "Trolls have long troubled the thoughts of humanity and dwarf-kind. Sages remain baffled at the origins of these creatures and the driving force behind their unnatural vitality and strength. A fully-grown troll towers above a man, and, even unarmed, would be a great threat in combat. The large clubs typically favored in fighting act as extensions of their arms, used for the same purpose of mauling their prey into submission."
|
||||
{NOTE_REGENERATES}
|
||||
die_sound={SOUND_LIST:TROLL_DIE}
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advances_to=Lich,Necromancer
|
||||
cost=32
|
||||
cost=33
|
||||
usage=mixed fighter
|
||||
description= _ "The dread inspired by black magic is enhanced by the secrecy and fell rumors which surround it. Dark sorcerers have begun to unlock the secrets of life and death, the latter of which is all too easy to inflict. This labor gives the first glimmerings of the connection between the soul and inert matter, and the first successful experiments in manipulating this bond. The terrible unknown that lurks beyond death is glimpsed, and will inevitably be fathomed.
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
alignment=chaotic
|
||||
advances_to=null
|
||||
{AMLA_DEFAULT}
|
||||
cost=28
|
||||
cost=34
|
||||
usage=fighter
|
||||
description= _ "In life, the abominations known as ‘Deathblades’ were masters of combat, soldiers who were both lithe and deadly. Their new masters, recognizing this, outfit them to match the skills they once had. Though frail, these monsters are much faster than the rest of their kind, both on foot and with their blades."
|
||||
{NOTE_SUBMERGE}
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advances_to=Draug
|
||||
cost=28
|
||||
cost=31
|
||||
usage=fighter
|
||||
description= _ "Given false life to do battle once more, the creatures known as Revenants were clearly great warriors in their time, though the memory of that time is almost wholly lost to their undead selves. Even the sorcerers who raised them can only speculate on their past. Such questions aside, a Revenant is a powerful tool in combat: a fearless warrior that feels no pain and will fight to the bitter end."
|
||||
{NOTE_SUBMERGE}
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
level=2
|
||||
alignment=lawful
|
||||
advances_to=Ancient Wose
|
||||
cost=31
|
||||
cost=27
|
||||
description= _ "Woses have been said to possess many shapes, all of them tree-like in form, and as they age, to increase in size. Tales tell of woses who resemble trees in this respect as well, towering over the creatures who walk beneath them. This is the greater part of why they are so rarely seen — standing in the slumber which they so often do, a wose of that stature appears to be nothing more than an oddly-shaped tree. Even a careless elf can sometimes be fooled.
|
||||
|
||||
Woses are not warriors by any means, but their great strength can easily be turned to violence, should someone manage to raise the ire of these creatures."
|
||||
|
|
Loading…
Add table
Reference in a new issue