--
-- Kharam Dzu v1.2 Nation Mod for Dominions III
-- Art and Mod By Zepath the Philosopher
-- Rebalanced and updated by Sombre
--
-- Illwinter Game Design
-- www.illwinter.com
--

------------------------------------------------------------------------------
-- Resources Used
------------------------------------------------------------------------------

-- Nation 90
-- Nametypes 171
-- Units 3072-3099
-- Weapons 893-896
-- Armors 285-288
-- Sites 804-807


------------------------------------------------------------------------------
-- Version 1.20 Changes (Globu)
------------------------------------------------------------------------------

-- IDs shifted for MC compliance.

-- Added CBM changes to pretenders to avoid conflict with CBM (in the event
-- this mod loads before CBM and the copystats does not transfer CBM's
-- changes).

-- Some other minor changes made (namely the modname for standard format, the
-- description to reflect the update, some typos corrected, and filetype
-- switched to Unix).

-- All substantive changes from Zepath's original v1.1 have been commented.


------------------------------------------------------------------------------
-- Version 1.10 Changes (Sombre)
------------------------------------------------------------------------------

-- Rebalanced according to CBM standards. Most units that were mapmove 1 ->
-- mapmove 2. Most units had their inherent prot go up by one. Repeater
-- Crossbows and Dwarven Fire nerfed. Most (all?) units with Full Helmets get
-- Half Helmet instead. Troop gold costs reduced across the board.

-- Two new commander units added.

-- A number of other miscellaneous changes made to existing units, to
-- descriptions (to reflect changes made), and to nation characteristics
-- (namely starting troops and PD).


------------------------------------------------------------------------------
-- General Mod Data
------------------------------------------------------------------------------

#modname "LA Nation: Kharam Dzu"
#description "Adds the new Late Era nation of Kharam Dzu to the game.


Rebalanced and updated by Sombre. Mod has been made MC-compliant."
#icon "./Kharam_Dzu/mod_banner.tga"
#version 1.20
#domversion 3.01

------------------------------------------------------------------------------
-- NAME DATA
------------------------------------------------------------------------------

#selectnametype 171
#clear
#addname "Aegir"
#addname "Alfarinn"
#addname "Alsvartr"
#addname "Alsvidr"
#addname "Alsvinnr"
#addname "Alvaldi"
#addname "Amr"
#addname "Durin"
#addname "Balin"
#addname "Gloin"
#addname "Gimli"
#addname "Andudr"
#addname "Arngrimr"
#addname "Aurgelmir"
#addname "Aurgrimnir"
#addname "Aurrekr"
#addname "Baugi"
#addname "Beinvidr"
#addname "Béli"
#addname "Bergelmir"
#addname "Bergfinn"
#addname "Bergporr"
#addname "Björgolfr"
#addname "Blappvari"
#addname "Brandingi"
#addname "Brimir"
#addname "Bruni"
#addname "Brusi"
#addname "Byleistr"
#addname "Dofri"
#addname "Sluggard"
#addname "Dumbr"
#addname "Durnir"
#addname "Eimgeitir"
#addname "Eitill"
#addname "Farbauti"
#addname "Fenrir"
#addname "Fjalarr"
#addname "Fjolsvidr"
#addname "Fjolverkr"
#addname "Fleggr"
#addname "Fornjotr"
#addname "Fyrnir"
#addname "Galarr"
#addname "Ganglati"
#addname "Gangr"
#addname "Gapi"
#addname "Gaper"
#addname "Gaulnir"
#addname "Gautr"
#addname "Gaut"
#addname "Geirhamdir"
#addname "Geirrodr"
#addname "Geitir"
#addname "Gillingr"
#addname "Glamr"
#addname "Glaumr"
#addname "Gljufrageirr"
#addname "Golnir"
#addname "Grimlingr"
#addname "Grimr"
#addname "Grimulfr"
#addname "Grimnir"
#addname "Gudmundr"
#addname "Gusir"
#addname "Gyllingr"
#addname "Gymir"
#addname "Hallmundr"
#addname "Hardgreipr"
#addname "Hardverkr"
#addname "Hastigi"
#addname "Hati"
#addname "Heidr"
#addname "Helreginn"
#addname "Hengikjaftr"
#addname "Hergrimr"
#addname "Herkir"
#addname "Hildir"
#addname "Hlébardr"
#addname "Hloi"
#addname "Hraesvelgr"
#addname "Hraudnir"
#addname "Hrimgrimnir"
#addname "Hrimnir"
#addname "Hrimpurs"
#addname "Hripstodr"
#addname "Hroarr"
#addname "Hrodr"
#addname "Hrokkvir"
#addname "Hrongvidr"
#addname "Hrolfr"
#addname "Hrosspjofr"
#addname "Hrungnir"
#addname "Hrymr"
#addname "Hundalfr"
#addname "Hvalr"
#addname "Hvedrungr"
#addname "Hymir"
#addname "Idi"
#addname "Imr"
#addname "Jarngrimr"
#addname "Jarnhauss"
#addname "Jarnnefr"
#addname "Jarnskjoldr"
#addname "Kaldgrani"
#addname "Kalfr"
#addname "Kottr"
#addname "Kyrmir"
#addname "Leidi"
#addname "Lodinn"
#addname "Lundr"
#addname "Lutr"
#addname "Midi"
#addname "Midjungr"
#addname "Midvitnir"
#addname "Mimir"
#addname "Mogprasir"
#addname "Nati"
#addname "Norfi"
#addname "Oflugbardi"
#addname "Ofoti"
#addname "Ogladnir"
#addname "Olvaldi"
#addname "Ondudr"
#addname "Oskrudr"
#addname "Osgrui"
#addname "Oskrudr"
#addname "Rangbeinn"
#addname "Raudfeldr"
#addname "Reginn"
#addname "Rondolfr"
#addname "Rungnir"
#addname "Saekarlsmuli"
#addname "Samendill"
#addname "Samr"
#addname "Selr"
#addname "Skaerir"
#addname "Skerkir"
#addname "Skorir"
#addname "Skramr"
#addname "Skrymir"
#addname "Sokkmimir"
#addname "Somr"
#addname "Sprettingr"
#addname "Starkadr"
#addname "Stigandi"
#addname "Storverkr"
#addname "Stumi"
#addname "Surtr"
#addname "Suttungr"
#addname "Svadi"
#addname "Svalfangr"
#addname "Svalr"
#addname "Svarangr"
#addname "Svartr"
#addname "Svasudr"
#addname "Pistillbardi"
#addname "Orn"
#addname "Prigeitir"
#addname "Prudgelmir"
#addname "Tindr"
#addname "Tjosnir"
#addname "Ulfhedinn"
#addname "Ulfr"
#addname "Utgardaloki"
#addname "Vafprudnir"
#addname "Vagnhofdi"
#addname "Valdi"
#addname "Vasudr"
#addname "Vidblindi"
#addname "Vindloni"
#addname "Vindr"
#addname "Vindsvalr"
#addname "Viparr"
#addname "Vornir"
#addname "Ylfingr"
#addname "Ymir"
#end

------------------------------------------------------------------------------
-- Item Data
------------------------------------------------------------------------------

-newweapon 892
-- Disabled because the unit originally using it, the Angel Killer, has been
-- nerfed and now only gets a Great Sword.
-name "Spoil Sword"
-att 1
-armorpiercing
-def 2
-dmg 8
-len 2
-magic
-nratt 1
-rcost 10
-twohanded
-sound 8
-end

#newweapon 893
#name "Dwarven Fire"
#aoe 1
#ammo 4
#att 0
#armorpiercing
-- Sombre change: Nerfed. Original was armornegating.
#def 0
#dmg 14
#explspr 10113
#fire
#flyspr 111 1
#nostr
#nratt 1
#range 10
#rcost 7
#sound 15
#end

#newweapon 894
#name "Repeater Crossbow"
-- Sombre changes: Repeater Crossbow seriously nerfed. Att 2 -> 1. Dmg 10 ->
-- 7. Range 35 -> 25. Removed dt_normal flag.
#ammo 10
#att 1
#armorpiercing
#def 0
#dmg 7
#flyspr 109 1
#nostr
#nratt 1
#range 25
#rcost 6
#sound 13
#end

#newweapon 895
#name "Hook Hand"
-- Sombre changes: Improved a bit. Att 0 -> 1. Added bonus flag.
#att 1
#def 2
#dmg 3
#len 0
#nratt 1
#rcost 0
#sound 7
#bonus
#end

#newweapon 896
#name "Beer Mug"
#att 0
#def 0
#dmg 3
#len 0
#nratt 1
#rcost 0
#sound 10
#end

#newarmor 285
#name "Officer's Cloak"
#type 5
#prot 5
#def 0
#enc 0
#rcost 3
#end

#newarmor 286
-- Sombre change: Slightly increased rcost by 1.
#name "Delver Armor"
#type 5
#prot 22
#def -5
#enc 5
#rcost 23
#end

#newarmor 287
-- Sombre change: Slightly increased rcost by 1.
#name "Delver Helmet"
#type 6
#prot 22
#def -1
#enc 0
#rcost 11
#end

#newarmor 288
#name "Beer Keg"
-- Sombre change: Slightly increased rcost by 1.
#type 4
#prot 10
#def 0
#enc 1
#rcost 5
#end


------------------------------------------------------------------------------
-- Monster Data
------------------------------------------------------------------------------

#newmonster 3072
#name "Pirate"
#spr1 "./Kharam_Dzu/recruit_pirate1.tga"
#spr2 "./Kharam_Dzu/recruit_pirate2.tga"
#descr "Pirates form the bulk of the raiding parties that set out from Kharam Dzu.  They are usually quite young by dwarven standards and very poorly educated.  Pirates carry falchions and shields or nets and spears, but do not wear much armor as it would quickly drown them if they fell into the sea."
#ap 10
-- Sombre changes: Mapmove 1 -> 2. Prot 2 -> 3. Gcost 10 -> 8. Full Helmet ->
-- Half Helmet.
#mapmove 2
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 10
#mor 11
#gcost 8
#rcost 1
#weapon "Falchion"
#armor "Half Helmet"
#armor "Shield"
#sailing
#maxage 300
#pillagebonus 1
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3073
#name "Pirate"
#spr1 "./Kharam_Dzu/recruit_pirate3.tga"
#spr2 "./Kharam_Dzu/recruit_pirate4.tga"
#descr "Pirates form the bulk of the raiding parties that set out from Kharam Dzu.  They are usually quite young by dwarven standards and very poorly educated.  Pirates carry falchions and shields or nets and spears, but do not wear much armor as it would quickly drown them if they fell into the sea."
-- Sombre changes: Mapmove 1 -> 2. Prot 2 -> 3. Gcost 10 -> 7. Full Helmet ->
-- Half Helmet.
#ap 10
#mapmove 2
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 10
#mor 11
#gcost 7
#rcost 1
#weapon "Spear"
#weapon "Net"
#armor "Half Helmet"
#sailing
#pillagebonus 1
#maxage 300
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3074
#name "Buccaneer"
#spr1 "./Kharam_Dzu/recruit_buccaneer1.tga"
#spr2 "./Kharam_Dzu/recruit_buccaneer2.tga"
#descr "Buccaneers are experienced pirates who have become accustomed to boarding actions and moving and fighting aboard a ship, swinging through the complicated rigging with uncommon dexterity for a dwarf.  They have a great sense of bravado and are very aggressive, forsaking shields and preferring to fly at their enemy swinging two swords."
-- Sombre changes: Description. AP 10 -> 11. Mapmove 1 -> 2. Prot 2 -> 3.
-- Gcost 12 -> 10. Full Helmet -> Half Helmet.
#ap 11
#mapmove 2
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 11
#def 11
#prec 10
#mr 10
#mor 11
#gcost 10
#rcost 1
#weapon "Falchion"
#weapon "Falchion"
#armor "Half Helmet"
#sailing
#pillagebonus 1
#berserk 2
#maxage 300
#ambidextrous 3
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3075
#name "Longbeard"
#spr1 "./Kharam_Dzu/recruit_longbeard1.tga"
#spr2 "./Kharam_Dzu/recruit_longbeard2.tga"
#descr "Longbeards are pirates who have sailed the seas for decades, sinking ships and raiding towns.  They are hardened fighters who wield the traditional dwarven battleaxe against their foes. Having seen it all and lived to tell the tale, they have excellent morale, though that never stops them grumbling about the plunder being better in the old days."

-- Sombre changes: Description. Mapmove 1 -> 2. HP 10 -> 11. Prot 2 -> 4. Att
-- 12 -> 13. Mor 12 -> 13. Gcost 14 -> 11. Full Helmet -> Half Helmet.
-- Pillagebonus 1 -> 2. Added startage 278 flag.

#ap 10
#mapmove 2
#hp 11
#prot 4
#size 1
#str 11
#enc 3
#att 13
#def 12
#prec 10
#mr 10
#mor 13
#gcost 11
#rcost 1
#weapon "Battleaxe"
#armor "Half Helmet"
#sailing
#pillagebonus 2
#maxage 300
#startage 278
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3076
#name "Repeater Crossbowman"
#spr1 "./Kharam_Dzu/recruit_xbow1.tga"
#spr2 "./Kharam_Dzu/recruit_xbow2.tga"
#descr "The repeater crossbow is a fearsome dwarven invention.  It fires as fast as a traditional bow, but provides some of the superior stopping power and stability of a full crossbow.  When harassing ships at sea, these weapons are used to deliver debilitating and demoralizing attacks on an enemy crew, and dwarven pirates often take them ashore to use during raids and battles."
-- Sombre changes: Mapmove 1 -> 2. Prot 2 -> 3. Att 10 -> 9. Def 10 -> 9.
-- Gcost 12 -> 10. Full Helmet -> Half Helmet.
#ap 10
#mapmove 2
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 9
#def 9
#prec 10
#mr 10
#mor 10
#gcost 10
#rcost 1
#weapon "Repeater Crossbow"
#weapon "Axe"
#armor "Half Helmet"
#sailing
#maxage 300
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3077
#name "Bombast"
#spr1 "./Kharam_Dzu/recruit_bombast1.tga"
#spr2 "./Kharam_Dzu/recruit_bombast2.tga"
#descr "The secrets of Dwarven Fire are closely guarded by the Admiralty of Kharam Dzu.  Whatever its magical properties, its effects are well-known.  Contained within metal orbs called bombs, the substance bursts forth from its shell upon impact and immediately ignites and begins burning while clinging fast to wood, metal, and flesh.  It is often launched by catapult from the decks of Dwarven ships and means an agonizing death for the crews of enemy vessels.  On land, Bombasts throw bombasts with both arms, disrupting the enemy advance and burning even armoured opponents to ash. Due to their volatile armament they are not known for quickmarching any great distance."
-- Sombre changes: Description. Prot 2 -> 3. Att 10 -> 9. Def 10 -> 9. Gcost
-- 14 -> 20. Axe -> Dagger. Full Helmet -> Half Helmet. Added fireres 25 flag.
#ap 10
#mapmove 1
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 9
#def 9
#prec 10
#mr 10
#mor 10
#gcost 20
#rcost 1
#weapon "Dwarven Fire"
#weapon "Dagger"
#armor "Shield"
#armor "Half Helmet"
#sailing
#maxage 300
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3078
#name "Keg Guardian"
#spr1 "./Kharam_Dzu/recruit_kegger1.tga"
#spr2 "./Kharam_Dzu/recruit_kegger2.tga"
#descr "Protection of the beer is the most important job on board a dwarven pirate ship.  Usually the most distinguished fighter is selected to perform this crucial task.  These Keg Guardians are tough, skilled fighters and all dwarves will launch desperate attacks to keep the keg and its guardian safe in battle."
-- Sombre changes: Mapmove 1 -> 2. Prot 2 -> 3. Gcost 16 -> 15. Full Helmet ->
-- Half Helmet. Standard 3 -> 4.
#ap 10
#mapmove 2
#hp 13
#prot 3
#size 1
#str 13
#enc 3
#att 13
#def 13
#prec 10
#mr 10
#mor 14
#gcost 15
#rcost 1
#weapon "Falchion"
#armor "Half Helmet"
#armor "Beer Keg"
#sailing
#standard 3
#maxage 300
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3079
#name "Delver"
#spr1 "./Kharam_Dzu/recruit_submariner1.tga"
#spr2 "./Kharam_Dzu/recruit_submariner2.tga"
#descr "Dwarven craftsmen have used Water and Earth magic to fashion suits of armor for the Admiralty that allow their wearers to breath while submerged indefinitely.  It is difficult to move while wearing the suits, but they are forged from an extremely hard alloy known only to the dwarves of Kharam Dzu and are incredibly protective.  Particularly brave dwarves, called Delvers, wear this armor and search the wrecks of sunken ships for treasure and seek glory for the nation and god on the bottom of the sea. Their insulated armour offers them protection against the bitter cold of the briney depths."
-- Sombre changes: Description. Prot 2 -> 3. Gcost 18 -> 14. Added coldres 50
-- flag.
#ap 10
#mapmove 1
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 11
#def 11
#prec 10
#mr 10
#mor 14
#gcost 14
#rcost 1
#weapon "Spear"
#armor "Delver Armor"
#armor "Delver Helmet"
#sailing
#coldres 50
#pooramphibian
#maxage 300
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3080
#name "Angel Killer"
#spr1 "./Kharam_Dzu/recruit_angelkiller1.tga"
#spr2 "./Kharam_Dzu/recruit_angelkiller2.tga"
#descr "Angel Killers are pirates who have made themselves famous for killing the magical or sacred troops of the nations they've plundered.  Since such creatures usually form the elite units of other lands, killing them in battle quickly destroys the hope of an enemy force and wins instant renown for a pirate of Kharam Dzu.  Angel Killers wear armor, have unique resistances, and are able to be blessed by the chaplains of the Admiralty."
-- Sombre changes: Mapmove 1 -> 2. HP 10 -> 11. Prot 2 -> 3. Spoil Sword ->
-- Great Sword. Full Helmet -> Half Helmet. All resistances 75 -> 25.
#ap 10
#mapmove 2
#hp 11
#prot 3
#size 1
#str 11
#enc 3
#att 12
#def 12
#prec 10
#mr 14
#mor 12
#gcost 25
#rcost 1
#weapon "Great Sword"
#armor "Chain Mail Hauberk"
#armor "Half Helmet"
#holy
#sailing
#fireres 25
#coldres 25
#shockres 25
#poisonres 25
#maxage 300
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3081
#name "Forerunner"
#spr1 "./Kharam_Dzu/commander_pirate1.tga"
#spr2 "./Kharam_Dzu/commander_pirate2.tga"
#descr "Forerunners command small, fast ships that travel along the coasts during the night and lurk in rivers and inlets during the day. They scout territories solo for the Admiralty and send reports back by messenger bird on which ports are ripe for plunder. Like all dwarves, they have tough, caloused skin and can endure much pain."
-- Sombre changes: Description. Mapmove 1 -> 2. HP 10 -> 11. Prot 2 -> 3.
-- Stealthy 0 -> 5. Poorleader -> noleader. Nomagicleader and noundeadleader
-- flags removed (now redundant). Gcost 40 -> 1.
#ap 10
#mapmove 2
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 10
#mor 12
#gcost 1
#rcost 1
#weapon "Falchion"
#stealthy 5
#sailing
#maxage 300
#noleader
#nametype 171
#end

#newmonster 3082
#name "Captain"
#spr1 "./Kharam_Dzu/commander_captain1.tga"
#spr2 "./Kharam_Dzu/commander_captain2.tga"
#descr "Captains of Kharam Dzu have received a letter of mark from the Admiralty, authorizing them to plunder and sack specific targets or sometimes to stalk the seas at will and take whatever treasure they wish.  A percentage of their plunder, usually half, is owed to the Admiralty under the letter.  Captains command a single large ship crewed by Dwarven pirates and can launch attacks across any water provinces.  They also represent the Admiralty and can act as governors in subdued territories.  Despite their trade, many are strangely pious and welcome the coming of the new god."
-- Sombre changes: Mapmove 1 -> 2. Prot 2 -> 3. Gcost 70 -> 20. Full Helmet ->
-- Half Helmet.
#ap 10
#mapmove 2
#hp 12
#prot 3
#size 1
#str 11
#enc 3
#att 12
#def 12
#prec 10
#mr 10
#mor 13
#gcost 20
#rcost 1
#weapon "Falchion"
#armor "Half Helmet"
#armor "Officer's Cloak"
#sailing
#maxage 300
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3083
#name "Commodore"
#spr1 "./Kharam_Dzu/commander_commodore1.tga"
#spr2 "./Kharam_Dzu/commander_commodore2.tga"
#descr "Commodores have risen above the rank of captain by acquiring more than one ship.  They carry letters of mark and lead large privateering expeditions with significant numbers of pirates and supporting units carried aboard their small fleets.  Usually veterans of at least one successful tour, many commodores have become comfortable in their position of command and are quite arrogant.  They represent the Office of the Admiralty in conquered lands and have taken up worship of the new god wholeheartedly."
-- Sombre changes: Description. Mapmove 1 -> 2. Prot 2 -> 3. Gcost 50 -> 20.
-- Full Helmet -> Half Helmet. Holy flag added.
#ap 10
#mapmove 2
#hp 13
#prot 3
#size 1
#str 12
#enc 3
#att 13
#def 13
#prec 10
#mr 10
#mor 14
#gcost 50
#rcost 1
#weapon "Falchion"
#armor "Officer's Cloak"
#sailing
#maxage 300
#goodleader
#nomagicleader
#noundeadleader
#nametype 171
#holy
#end

#newmonster 3084
#name "Vice Admiral"
#spr1 "./Kharam_Dzu/commander_vadmiral1.tga"
#spr2 "./Kharam_Dzu/commander_vadmiral2.tga"
#descr "Vice Admirals command entire fleets of pirate vessels and many individual troops.  Having demonstrated exceeding ability at command they have received an appointment to the Admiralty and now exercise the authority of the nation and the god directly, no longer a private captain with a mere letter of mark.  Yet they are veterans of many raids and countless battles and even the greenest pirate will respect their rank. Vice Admirals have been inducted into the cult of the new god as honourary initiates and have the authority to bless the men under their command."
-- Sombre changes: Description. Mapmove 1 -> 2. Prot 2 -> 3. Gcost 170 ->
-- deleted. Added standard 5 flag and Holy magic 1. Gcost 170 -> 80.
#ap 10
#mapmove 2
#hp 15
#prot 3
#size 1
#str 13
#enc 3
#att 14
#def 14
#prec 10
#mr 10
#mor 15
#gcost 80
#rcost 1
#weapon "Falchion"
#armor "Officer's Cloak"
#standard 5
#holy
#magicskill 8 1
#sailing
#maxage 300
#expertleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3085
#name "Water Mage"
#spr1 "./Kharam_Dzu/commander_water1.tga"
#spr2 "./Kharam_Dzu/commander_water2.tga"
#descr "Dwarven Water Mages of Kharam Dzu often travel with the fleets of pirate ships that set forth to plunder the world.  They carry magical staffs of balance that enable them to control turbulent waters and manipulate the tides to their advantage.  They have learned how to breath water and can enter the sea."
-- Sombre changes: Mapmove 1 -> 2. Prot 2 -> 3. Mor 12 -> 13.
#ap 10
#mapmove 2
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 13
#mor 10
#gcost 120
#rcost 1
#weapon "Magic Staff"
#magicskill 2 2
#custommagic 512 25
#sailing
#amphibian
#maxage 300
#poorleader
#nomagicleader
#noundeadleader
#nametype 171
#end


-- Sombre change: New unit added.
#newmonster 3098
#name "Storm Mage"
#spr1 "./Kharam_Dzu/commander_storm1.tga"
#spr2 "./Kharam_Dzu/commander_storm2.tga"
#descr "The Storm Mages of Kharam Dzu are highly respected for their ability to hasten friendly fleets and leave enemies becalmed or dashed upon rocks. On land they use their skills in weather manipulation to bring bolts down from the sky and guide the quarrels of the repeater crossbows to their marks. Their copper grounding staffs grant them a degree of resistance against shock. They are well aware of their value to the Admirality and have long demanded higher fees than their brethren."
#ap 10
#mapmove 2
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 13
#mor 10
#gcost 150
#rcost 1
#weapon "Magic Staff"
#shockres 50
#magicskill 1 2
#custommagic 768 25
#sailing
#maxage 300
#poorleader
#noundeadleader
#nametype 131
#end

-- Sombre change: New unit added.
-- Globu change: Removed copystats 1875 (Epoptes), which was used for the heretic attribute. Added new (as of Dom3 v3.26) heretic flag instead.
#newmonster 3099
#name "Lockerdwarf"
#spr1 "./Kharam_Dzu/commander_locker1.tga"
#spr2 "./Kharam_Dzu/commander_locker2.tga"
#descr "The Lockerdwarves are a secretive order of mages skilled in the lore of death, who commune with spirits trapped in the dreaded Locker beneath the waves. It is said they are guided by the terrible force that first created the Locker, a sea grave that has taken the souls of many a sailor and pirate. Lockerdwarves will actively preach against the order of the Awakening God, but their power is recognised by the Admirality and they are tolerated for the options they open to the pirates. Like water mages, they may enter the briney deep at will."
#ap 10
#mapmove 2
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 13
#mor 10
#gcost 130
#rcost 1
#weapon "Dagger"
#magicskill 5 1
#custommagic 4608 100
#custommagic 4608 10
#sailing
#amphibian
#maxage 300
#poorleader
#heretic 1
#nametype 131
#end


#newmonster 3086
#name "Chaplain"
#spr1 "./Kharam_Dzu/commander_chaplain1.tga"
#spr2 "./Kharam_Dzu/commander_chaplain2.tga"
#descr "Chaplains of the Admiralty travel aboard dwarven pirate ships, seeing to the spiritual strength of the pirate crews and bringing magic to bear on the battlefield during raids. Chaplains are commonly in charge of the armories and forges of the Admiralty and are skilled in the magic of fire and earth."
-- Sombre changes: Mapmove 1 -> 2. Prot 2 -> 3. Mor 12 -> 13. Gcost 150 ->
-- 160. Custommagic 5248 -> 1152.
#ap 10
#mapmove 2
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 12
#mor 13
#gcost 160
#rcost 1
#weapon "Broad Sword"
#magicskill 8 2
#custommagic 1152 100
#custommagic 1152 100
#holy
#sailing
#maxage 400
#startage 200
#poorleader
#nomagicleader
#noundeadleader
#nametype 171
#end

#newmonster 3093
#name "Lord Admiral"
#spr1 "./Kharam_Dzu/hero_admiral1.tga"
#spr2 "./Kharam_Dzu/hero_admiral2.tga"
#descr "The Lord Admiral is a famous hero whose days of privateering expeditions are in the past, but the tales of his exploits are still quite popular.  His skill and demeanor has earned the recognition of the nation and he is a member of the Admiralty, a senior commander of Kharam Dzu's combined naval and ground forces.  All captains and commodores respect their Lord Admiral's rank and authority and defer to him whenever they are part of the same fleet or in the same province.  He is a deeply devout dwarf, having been fully indoctrinated in the cult of the new god, and has priestly powers in addition to his excellent command ability."
-- Sombre changes: Mapmove 1 -> 2. Prot 2 -> 3. Def 15 -> 14. Added standard 8
-- flag. Nomagicleader -> poormagicleader. Noundeadleader -> poorundeadleader.
#ap 10
#mapmove 2
#hp 16
#prot 3
#size 1
#str 12
#enc 3
#att 15
#def 14
#prec 10
#mr 12
#mor 16
#gcost 1
#rcost 1
#weapon "Falchion"
#weapon "Falchion"
#armor "Officer's Cloak"
#magicskill 8 3
#standard 8
#holy
#sailing
#ambidextrous 3
#maxage 300
#startage 250
#superiorleader
#poormagicleader
#poorundeadleader
#nametype 171
#end

#newmonster 3087
#name "Crusty Captain"
#spr1 "./Kharam_Dzu/hero_yar1.tga"
#spr2 "./Kharam_Dzu/hero_yar2.tga"
#descr "Yar!  The Crusty Captain sets sail again!  This old sea captain is the greatest pirate hero of Kharam Dzu and the stories of his expeditions and adventures are sung far and wide by all dwarfkin.  In the course of his career he has seen limitless combat and benefits from the full use of only one limb.  Yet he is remarkably agile on his two peg legs and quite deadly with his hook hand.  The Crusty Captain has also lost both of his eyes, but moves about with the help of his magical parrot who whispers guidance in his ear.  The bird is quite ornery and squawks loudly at passers-by unless offered a shiny trinket or fruit in exchange for its silence.  The captain is a highly respected leader and inspires others to keep fighting no matter the costs."
-- Sombre changes: Mapmove 1 -> 2. Prot 2 -> 3. Att 10 -> 11. Def 10 -> 11.
-- Nomagicleader -> poormagicleader. Noundeadleader -> poorundeadleader.
-- Added itemslots 29826 flag.
#ap 10
#mapmove 2
#hp 16
#prot 3
#size 1
#str 14
#enc 3
#att 11
#def 11
#prec 10
#mr 12
#mor 18
#gcost 1
#rcost 1
#weapon "Falchion"
#weapon "Hook Hand"
#berserk 3
#standard 10
#blind
#sailing
#maxage 300
#secondtmpshape 3088
#superiorleader
#poormagicleader
#poorundeadleader
#nametype 171
#itemslots 29826
#end

#newmonster 3088
#name "Bringer of Change"
#spr1 "./Kharam_Dzu/pretender_tzeentch1.tga"
#spr2 "./Kharam_Dzu/pretender_tzeentch2.tga"
#descr "The Bringer of Change is very, very angry.  For a long while this ancient god-like being has remained embodied in the form of a small parrot who controlled the mind of the Crusty Captain of Kharam Dzu.  His plot to destroy the dwarves by manipulating their greatest hero has been foiled by his pawn's death.  Now, the Bringer of Change will have his revenge before departing to pursue his countless other schemes."
-- Sombre changes: Gcost 150 -> 1. Magicskill 4 10 -> 4 4. Itemslots 256 -> 1.
#ap 16
#mapmove 3
#hp 95
#prot 10
#size 6
#str 24
#enc 2
#att 12
#def 18
#prec 12
#mr 18
#mor 30
#gcost 1
#rcost 1

#weapon "Small Area Curse and Decay"
#weapon "Area Death"

#demon
#neednoteat
#ethereal
#horrormark
#eyes 20
#fear 5

#magicskill 4 4
#ambidextrous 8

#itemslots 1

#startage 1
#maxage 2000

#superiorleader
#nomagicleader
#superiorundeadleader
#nametype 140

#end

#newmonster 3089
#name "Master Brewer"
#spr1 "./Kharam_Dzu/hero_brewmaster1.tga"
#spr2 "./Kharam_Dzu/hero_brewmaster2.tga"
#descr "The love of alcohol is as strong as ever among the dwarves of Kharam Dzu.  After years sequestered away in his brewery, the Master Brewer has emerged with an array of dazzling new beverages.  His tasty drinks are infused with the power of Nature magic, which he has studied intently in the hopes of discovering forgotten paths to inebriation, and can heal all manner of wounds.  There are beers to cure broken bones, lagers to cure limps, meads to cure the mute, and grogs to cure... well, grogginess!  Although he prefers to remain at his brewery and tavern near the Office of the Admiralty in Kharam Dzu, all commanders and troops who come to drink at the Master Brewer's establishment will be relieved of their afflictions."
-- Sombre changes: Prot 2 -> 3. Magicskill 6 1 -> 6 2. Added itemslots 31878
-- flag.
#ap 2
#mapmove 0
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 10
#mor 10
#gcost 1
#rcost 1
#weapon "Beer Mug"
#magicskill 6 2
#researchbonus 5
#maxage 400
#heal
#healer 100
#noleader
#nomagicleader
#noundeadleader
#nametype 171
#itemslots 31878
#end

#newmonster 3090
#name "Balloonist"
#spr1 "./Kharam_Dzu/hero_airscout1.tga"
#spr2 "./Kharam_Dzu/hero_airscout1.tga"
#descr "Having learned some Air magic from a captive Caelumite wizard, this pirate forerunner has combined his knowledge with a little dwarven ingenuity to create a ship that plies the winds rather than the waves.  Calling his vessel a balloon, the Balloonist continues his work as a forerunner captain for the Admiralty.  He is able to fly high overhead and spy on enemy ports and armies without being detected.  At night, stars sometimes fall into the basket of the balloon and birds occasionally alight in its rigging, bringing magic air gems as gifts to their guest in the clouds.  If it were anchored above a laboratory, the balloon could be used as a valuable research tool for enterprising mages."
-- Sombre changes: Prot 2 -> 3. Magicskill 1 1 -> 1 2. Added itemslots 31878
-- flag.
#ap 4
#mapmove 3
#hp 10
#prot 3
#size 1
#str 11
#enc 3
#att 10
#def 10
#prec 10
#mr 10
#mor 10
#gcost 1
#rcost 1
#stealthy 20
#spy
#magicskill 1 2
#researchbonus 5
#gemprod 1 1
#gemprod 4 1
#flying
#maxage 300
#noleader
#nomagicleader
#noundeadleader
#nametype 171
#itemslots 31878
#end

#newmonster 3091
#name "Master Smith"
#spr1 "./Kharam_Dzu/hero_smith1.tga"
#spr2 "./Kharam_Dzu/hero_smith2.tga"
#descr "Dwarves are some of the finest metalsmiths in all the world even though they have forgotten many of the forging techniques used during the time of the Underkings.  In Kharam Dzu, one smith still remembers the powers of the runes and the old ways of imbuing materials with magical power.  He has long worked only for private parties, but with the coming of the new god has chosen to offer his services free of charge to the Admiralty.  The Master Smith can produce magic items with far fewer magic gems than are normally required.  He also has a limited awareness of Earth magic and his knowledge of the old runes could prove invaluable in magic research.  The Master Smith is a homebody and refuses to leave his home and smithy in Kharam Dzu."
-- Sombre changes: Prot 2 -> 3. Magicskill 3 1 -> 3 2. Added itemslots 31878
-- flag.
#ap 2
#mapmove 0
#hp 10
#prot 3
#size 1
#str 14
#enc 3
#att 10
#def 10
#prec 10
#mr 10
#mor 10
#gcost 1
#rcost 1
#weapon "Dwarven Hammer"
#magicskill 3 2
#researchbonus 5
#maxage 400
#forgebonus 40
#noleader
#nomagicleader
#noundeadleader
#nametype 171
#itemslots 31878
#end

#newmonster 3092
#name "Master Delver"
#spr1 "./Kharam_Dzu/hero_delver1.tga"
#spr2 "./Kharam_Dzu/hero_delver2.tga"
#descr "The Master Delver was the first dwarf to don delver armor and sink beneath the waves to search the wreckage of sunken ships for treasure.  He has spent many years on the bottom of the sea and over time has learned the arts of Water magic.  He is very comfortable when submerged and can now breath underwater without the aid of his armor, but wears it still as a mark of distinction.  The Master Delver has recently returned from an exploration of the ruined coral towers of Atlantis and brings with him great knowledge of the seas that could prove invaluable in the Admiralty's research efforts."
-- Sombre changes: Prot 2 -> 3. Enc 3 -> 2. Magicskill 2 1 -> 2 3. Added
-- itemslots 31878 flag.
#ap 10
#mapmove 1
#hp 13
#prot 3
#size 1
#str 13
#enc 2
#att 13
#def 13
#prec 10
#mr 12
#mor 14
#gcost 1
#rcost 1
#weapon "Long Spear"
#armor "Delver Armor"
#armor "Delver Helmet"
#sailing
#amphibian
#magicskill 2 3
#researchbonus 5
#maxage 300
#okleader
#nomagicleader
#noundeadleader
#nametype 171
#itemslots 31878
#end


------------------------------------------------------------------------------
-- Pretender Data
------------------------------------------------------------------------------

-- Globu change: CBM changes to pretenders added to avoid overwrite in the
-- event this mod loads before CBM.

-- Mother of Monsters

#newmonster 3094
#copystats 157
#copyspr 157
#gcost 75
#domsummon2 466
#restrictedgod 90
#end

-- Drakaina

#newmonster 3095
#copystats 1231
#copyspr 1231
#gcost 25
#startdom 2
#fear 0
#restrictedgod 90
#end

-- Old Man of the Sea

#newmonster 3096
#copystats 1232
#copyspr 1232
#gcost 50
#restrictedgod 90
#end

-- Lord of the Waves

#newmonster 3097
#copystats 1233
#copyspr 1233
#gcost 50
#restrictedgod 90
#end


------------------------------------------------------------------------------
-- Site Data
------------------------------------------------------------------------------

#newsite 804
#name "Vents of Steam and Ash"
-- Sombre changes: Removed gems 5 1 flag.
#path 0
#level 0
#rarity 5
#gems 0 1
#gems 2 2
#end

#newsite 805
#name "Office of the Admiralty"
#path 2
#level 0
#rarity 5
#homecom 3084
#end

#newsite 806
#name "Pumice Spires"
#path 3
#level 0
#rarity 5
#gems 3 1
#homemon 3080
#end

#newsite 807
#name "Black Market"
-- Sombre changes: Gold 100 -> 75. Res 50 -> 25.
#path 5
#level 0
#rarity 5
#gold 75
#res 25
#end


------------------------------------------------------------------------------
-- Nation Data
------------------------------------------------------------------------------

#selectnation 90
#name "Kharam Dzu"
#epithet "Hoist the Black Flag"
#era 3
#descr "The dwarves once ruled vast subterranean kingdoms, rich with the wealth of the earth and the traditions of a thousand years.  Now the old Underkings exist only in legend and pressure from other races has caused many dwarves to seek their fortunes above ground.  The dwarves who settled in Kharam Dzu, a volcanic archipelago, have put their famous ingenuity to work in ship-building and have become the premier shipwrights in the world.  As a rising sea power, they soon found that robbing others of their gold by piracy and raids was much easier than mining it from the earth oneself.  From the Office of the Admiralty in the heart of Kharam Dzu, letters of mark are issued to aspiring dwarven privateers and the markets bustle with the captured booty they return.  Nearly all coastal peoples have come to fear the black flag of Kharam Dzu, which can appear on the horizon without warning and means certain death or enslavement at the hands of the dwarves."
#summary "* Race: Dwarves.

* Military: Pirates, amphibious and hard hitting elites, sailing commanders.

* Magic: Fire, Water, Earth, Death, Air.

* Priests: Medium."
#brief "A nation of dwarves driven from their underground homelands have become pirates, plundering the kingdoms of men and mer.  Kharam Dzu has strong Water mages and priests with power over Fire, Earth, Air and Death."
#flag "./Kharam_Dzu/kharamdzu_icon.tga"
#color 0.9 0.8 0.4

#idealcold 0

#clearrec
#addrecunit 3072 -- Pirate sword shield
#addrecunit 3073 -- Pirate spear net
#addrecunit 3074 -- Buccaneer
#addrecunit 3075 -- Longbeard
#addrecunit 3076 -- Repeater Crossbow
#addrecunit 3077 -- Bombast
#addrecunit 3078 -- Keg Guardian
#addrecunit 3079 -- Delver

#addreccom 3081 -- Forerunner Scout
#addreccom 3082 -- Captain
#addreccom 3083 -- Commodore
#addreccom 3085 -- Water Mage
#addreccom 3099 -- Lockerdwarf
#addreccom 3098 -- Storm Mage
#addreccom 3086 -- Chaplain

#multihero1 3093 -- Lord Admiral
#hero1 3087 -- Crusty Captain
#hero2 3089 -- Master Brewer
#hero3 3090 -- Balloonist
#hero4 3091 -- Master Smith
#hero5 3092 -- Master Delver

#defcom1 3082 -- Captain
#defcom2 3086 -- Chaplain
#defunit1 3072 -- Pirate with sword and shield
#defunit1b 3073 -- Pirate with spear and net
#defunit2 3074 -- Longbeard
#defunit2b 3076 -- Repeater crossbow

-- Sombre change: defmult1 and defmult1b 20 -> 15.
#defmult1 15
#defmult1b 15
#defmult2 10
#defmult2b 10

#startcom 3082
-- Sombre changes: Startunitnbrs1 and startunitnbrs2 10 -> 12.
#startunittype1 3072
#startunittype2 3073
#startunitnbrs1 12
#startunitnbrs2 12
#startscout 3081

#templepic 5

#startfort 42
#defaultfort 1
#farmfort 7
#mountainfort 36
#forestfort 33
#swampfort 11

#startsite "Black Market"
#startsite "Pumice Spires"
#startsite "Vents of Steam and Ash"
#startsite "Office of the Admiralty"

#end
