commit
836f0981d2
16 changed files with 21 additions and 21 deletions
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@ -1572,7 +1572,7 @@ The life span of the wose is unknown, although the most ancient members of this
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pierce=80
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impact=110
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fire=100
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cold=110
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cold=100
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arcane=80
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[/resistance]
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[/movetype]
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@ -13,7 +13,7 @@
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alignment=liminal
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advances_to=null
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{AMLA_DEFAULT}
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cost=33
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cost=27
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usage=fighter
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[abilities]
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{ABILITY_REGENERATES}
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@ -5,7 +5,7 @@
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race=dunefolk
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image="units/dunefolk/apothecary.png"
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profile="portraits/dunefolk/herbalist.png"
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hitpoints=39
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hitpoints=45
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movement_type=dunefoot
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[abilities]
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{ABILITY_EXTRA_HEAL}
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@ -16,7 +16,7 @@
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level=2
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alignment=liminal
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advances_to=Dune Luminary
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cost=33
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cost=27
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usage=fighter
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description= _ "Even in the absence of battle, infection and injury are common plights in the harsh desert sands. Dunefolk healers, in particular, require vast knowledge of herbs and medicine in comparison with healers of other races; the lack of magic combined with the meager plantlife in the desert results in great difficulty in treating the plethora of ailments and poisons that plague the dune peoples. Apothecaries are typically more knowledgeable and well-traveled compared to their less experienced brethren, but the title is usually applied to those who undertake the complex task of tending to valuable medicinal plants. The Dunefolk have no means of healing without the necessary materials, and thus Apothecaries possess a special role in supporting the remedial arts of their kind."
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{NOTE_EXTRA_HEAL}
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@ -28,7 +28,7 @@
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description= _ "dagger"
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type=blade
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range=melee
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damage=7
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damage=6
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number=2
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icon=attacks/dagger-curved.png
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[/attack]
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@ -37,7 +37,7 @@
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description= _ "flamethrower"
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type=fire
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range=ranged
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damage=6
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damage=7
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number=3
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icon=attacks/fire-blast.png
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[/attack]
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@ -10,14 +10,14 @@
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image="units/dunefolk/captain.png"
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[/frame]
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[/leading_anim]
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hitpoints=45
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hitpoints=48
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movement_type=dunearmoredfoot
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movement=5
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experience=86
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level=2
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alignment=liminal
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advances_to=Dune Warmaster
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cost=38
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cost=30
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usage=mixed fighter
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[abilities]
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{ABILITY_LEADERSHIP}
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@ -11,7 +11,7 @@
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level=2
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alignment=liminal
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advances_to=Dune Ranger
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cost=35
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cost=29
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usage=mixed fighter
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description= _ "A slow-moving caravan out in the open desert is a prime target for bandits or marauders. In order to protect themselves, the Dunefolk employ Explorers to scout and repel potential threats. In doing so, these fleet fighters not only protect their vulnerable caravans, but pilfer the supplies of supposed raiders for themselves. When employed for warfare, Explorers no longer act only as scouts for probing enemies, but are skilled enough to be effective flankers or potent shock attackers."
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die_sound={SOUND_LIST:HUMAN_DIE}
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@ -5,7 +5,7 @@
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race=dunefolk
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image="units/dunefolk/herbalist.png"
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profile="portraits/dunefolk/herbalist.png"
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hitpoints=29
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hitpoints=32
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movement_type=dunefoot
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[abilities]
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{ABILITY_SELF_HEAL}
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@ -11,7 +11,7 @@
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level=2
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alignment=chaotic
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advances_to=Dune Marauder
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cost=36
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cost=34
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usage=archer
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description= _ "Though rarely found in organized armies, Raiders are a staple among the nomadic Dunefolk, who regularly ambush rival caravans and camps at night. In these scenarios, raw power is of little concern. The greatest importance is placed on speed—striking quickly, spreading as much chaos with their torches in the shortest time possible, allows these riders to get in and out of the blitz without any fear of counterattack. Raiders are the fastest of the Dunefolk, capable of outpacing nearly anything they might encounter in the sandy deserts."
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die_sound={SOUND_LIST:HUMAN_DIE}
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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=Dune Firetrooper
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cost=35
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cost=23
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usage=fighter
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description= _ "The Scorcher’s name is derived not from the destruction they wreak on adversarial formations, but on their own singed appearance. By experimenting endlessly with their equipment, most Scorchers inevitably overstep their bounds and are seared by the highly volatile Sanbaar sap that soaks their weapons. Bearing their burns as a mark of pride in their work, these archers relish igniting great swaths of flame on the battlefield, though this sometimes results in unintended friendly fire as well."
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die_sound={SOUND_LIST:HUMAN_DIE}
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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=Dune Spearmaster
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cost=38
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cost=30
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usage=fighter
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description= _ "The push and pull of any battle requires varying degrees of offense and defense. The Dunefolk no doubt value offense as the greater of the two and focus their greatest efforts on training skilled swordsmen, but in any band of warriors, a small number of soldiers opt to trade in their sword and instead fulfill the vital duties of the Spearguard. Guarding crucial supply lines and vantage points, Spearguards are most often positioned slightly behind the main line and used as a supporting force or a deterrent to flanking attacks. Though these fighters tend to see less direct combat than their sword-wielding brethren, they are highly skilled with spear and shield and more than capable of repelling most advances."
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{NOTE_FIRSTSTRIKE}
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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=Dune Harrier
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cost=33
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cost=23
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usage=mixed fighter
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description= _ "The power of any Dunefolk assault is inhibited by one major drawback: organized Dunefolk forces tend to be rather slow. Because of this, enemy forces often have the ability to regroup and call upon reinforcements, in which case a second assault becomes much more difficult. To combat this, Dune Striders exchange their rudimentary slings with heavy bolas, allowing them to slow retreating lines from the side and prevent a clean escape. The same tactic can be applied in the opposite scenario of a Dunefolk retreat; an advancing army can be hampered, allowing injured Dunefolk warriors time to recuperate. The danger of such a tactic is that despite their elusiveness, Striders are fairly fragile in direct combat and are easily taken down if left exposed."
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{NOTE_SKIRMISHER}
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@ -4,14 +4,14 @@
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name= _ "Dune Sunderer"
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race=dunefolk
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image="units/dunefolk/sunderer.png"
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hitpoints=58
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hitpoints=55
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movement_type=dunearmoredhorse
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movement=7
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experience=76
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level=2
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alignment=lawful
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advances_to=Dune Cataphract
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cost=36
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cost=38
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usage=fighter
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description= _ "Among the many different type of Dune horsemen, there are those who most enjoy the frantic melee at the heart of battle. Those who are so disposed—and skilled enough to survive multiple skirmishes—are recruited into the ranks of the Sunderers. As sturdy, robust warriors, these men usually bear short-ranged maces, a rather odd choice of weaponry for most riders. That is not to say Sunderers are impotent in any way: though not typically effective chargers, even a small group of Sunderers is powerful enough to breach any enemy line through sheer force. In a situation that requires it, these horsemen possess enough skill with the bow to weaken enemy forces or pick off fleeing stragglers."
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die_sound=horse-die.ogg
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@ -11,7 +11,7 @@
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level=2
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alignment=liminal
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advances_to=Dune Windrider
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cost=36
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cost=38
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usage=archer
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description= _ "Swiftriders are those who favor archery over melee weaponry. Fleet and elusive, these horsemen are experts at harassing less mobile foes with hails of arrows. As excellent skirmishers in the desert, Swiftriders are most often used as combat scouts or to hunt down fleeing enemies. Though not usually trained for infiltration or spying, these equestrians’ ability to pass messages from afar with their long-ranged arrows is of great use to maintain communication among the Dunefolk armies."
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die_sound=horse-die.ogg
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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=Dune Blademaster
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cost=38
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cost=30
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usage=fighter
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description= _ "In a direct clash of large armies, the Dunefolk commonly encounter either densely packed ‘Shield Walls’ or heavily fortified enemy positions. Striking against these highly organized fronts can be quite challenging; an enemy formation might leave only small, brief gaps between shields and armor, while threatening a counterstrike with a thrust of spears and projectiles. Thus, Dunefolk swordplay places a heavy emphasis on power and more importantly, precision. A warrior might find only one chance to strike at an enemy, but an experienced Dune Swordsman is more than likely to seize the opportunity and make his strike count. Honing in with nearly unnatural accuracy, a contingent of of Swordsmen is enough to crack even the sternest of defenses."
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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=liminal
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advances_to=Naga Dervish
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cost=27
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cost=24
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usage=fighter
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description= _ "Experienced warriors of the Southern Naga often find work as mercenaries, usually hired by neighboring Dunefolk to control key waterways near the coastline. Though generally amicable with their wealthy employers, this friendliness should not be mistaken for loyalty. Bladewhirlers, in particular, are known for readily switching between rival city-state factions at the start of each shipping season, when demand for water-based protection is the highest. By encouraging a healthy amount of competition, these nagas ensure that their services are always sought after by one tribe or another."
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die_sound=naga-die.ogg
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@ -5,14 +5,14 @@
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race=naga
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gender=male
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image="units/nagas/ringcaster.png"
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hitpoints=37
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hitpoints=40
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movement_type=naga
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movement=7
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experience=76
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level=2
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alignment=liminal
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advances_to=Naga Zephyr
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cost=27
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cost=24
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usage=fighter
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description= _ "The blade ring, or chakram, is the signature weapon of the southern Naga and their renowned Ringcasters. These nagas choose their tools with great care: the process of forging a chakram underwater is quite tricky and usually results in weapons with a fair bit of variance. Each Ringcaster picks a specific set of chakrams that suits them, whether it be rings with high uniformity for faster spinning, blades with a slight bit of wobble for unpredictability, or lopsided rings for curved trajectories. As different as each blade ring is coming out of the forge, each Ringcaster has a different fighting style to which their tools are tailored."
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die_sound=naga-die.ogg
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