Dwarvish Treasure and other scenarios- dungeon units
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- irrevenant
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What's Daystalk? I know Nightstalk is invisibility at night, but a lantern giving invisibility in the day seems unintuitive. Do you mean something else?zookeeper wrote:Just something I felt like wasting some time on: a lantern zombie. It carries its head which it can kick towards enemies as a weak ranged plague attack (it magically returns to the zombie) and it has a magical lantern, which either gives it daystalk (useless in caves though) or makes the unit lawful and grants it illuminates.
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Nope, that's what I meant. It's magic!irrevenant wrote:What's Daystalk? I know Nightstalk is invisibility at night, but a lantern giving invisibility in the day seems unintuitive. Do you mean something else?zookeeper wrote:Just something I felt like wasting some time on: a lantern zombie. It carries its head which it can kick towards enemies as a weak ranged plague attack (it magically returns to the zombie) and it has a magical lantern, which either gives it daystalk (useless in caves though) or makes the unit lawful and grants it illuminates.
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Why does it have a human skull?
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toms wrote:The spaces between the bones do actually not matter. Look at the mainline skeletons.theotherhiveking wrote:Because is a complete shadow when the monster is full of spaces between all his bones.
Well that's true, But anyway the shadow looks bad because the pose of the skeleton.
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Belated observation: Wyverns generally don't breathe fire but they do have a barbed, poisonous tail. Could one of those be added to this guy?Neoriceisgood wrote:the Ancient Wyvern would most likely be level 4 and have a powerfull bite attack, I'm not too familiar with wyverns, but if they'e supposed to breathe fire, this guy can;
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I wanted a new monster unit to act as a guardian of sorts of a cave in tSG, so I grabbed this eye creature by neo and turned it into a plant-like thing called Eyestalk.
Here are also the relevant stats and such from the unit .cfg:
Cute, huh? In the campaign it'll be placed in a narrow passage in a cave, so it actually can't move at all (might be subject to change).
I'm not quite sure about the damage type of the gaze.
Here are also the relevant stats and such from the unit .cfg:
Code: Select all
[unit]
id=Eyestalk
name= _ "Eyestalk"
race=monster
hitpoints=68
movement_type=smallfoot
[resistance]
blade=120
pierce=80
impact=80
fire=120
cold=80
arcane=80
[/resistance]
movement=1
level=3
alignment=lawful
[abilities]
{ABILITY_REGENERATES}
[/abilities]
unit_description= _ "Named 'Eyestalks' for obvious reasons, these plant-like creatures can focus their gaze onto an unsuspecting victim to draw life energy straight out of them to replenish their own. While almost defenseless against melee attacks, its deadly gaze from afar is not to be underestimated.
Special Notes:"+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_REGENERATES}
[attack]
name=smash
type=impact
range=melee
damage=8
number=1
[/attack]
[attack]
name=gaze
type=arcane
range=ranged
damage=13
number=3
icon=attacks/gaze.png
[specials]
{WEAPON_SPECIAL_DRAIN}
[/specials]
[/attack]
[/unit]
I'm not quite sure about the damage type of the gaze.
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