#modname "Al-Nadim"
#version 1.01
#description "Adds the arabic-themed nation of Al-Nadim for middle age. MC version just moves the nametype to avoid a clash"
#icon "./al-nadim/banner.tga"



----- Names		 ------

#selectnametype 159
#clear
#addname "Abdul"
#addname "Adel"
#addname "Abu"
#addname "Ahmed"
#addname "Amin"
#addname "Aziz"
#addname "Aladdin"
#addname "Bakr"
#addname "Bahij"
#addname "Dabir"
#addname "Dhakwan"
#addname "Faisal"
#addname "Fatih"
#addname "Fayyad"
#addname "Ghalib"
#addname "Ghiyath"
#addname "Habib"
#addname "Hakim"
#addname "Hanif"
#addname "Husam"
#addname "Hilal"
#addname "Ikrimah"
#addname "Imad"
#addname "Iyad"
#addname "Jabir"
#addname "Jafar"
#addname "Junayd"
#addname "Khalid"
#addname "Kazim"
#addname "Khuzaimah"
#addname "Karim"
#addname "Latif"
#addname "Lutfi"
#addname "Ma'd"
#addname "Malik"
#addname "Marwan"
#addaame "Miyaz"
#addname "Muhammad"
#addname "Murad"
#addname "Mustafa"
#addname "Muyassar"
#addname "Nadir"
#addname "Nadeem"
#addname "Nasri"
#addname "Nijad"
#addname "Nizar"
#addname "Qasim"
#addname "Qatadah"
#addname "Rafiq"
#addname "Rashid"
#addname "Rajih"
#addname "Riyad"
#addname "Rushd"
#addname "Rihab"
#addname "Saad"
#addname "Sahib"
#addname "Saif"
#addname "Salah"
#addanme "Saud"
#addname "Sayyid"
#addname "Sulayman"
#addname "Siraj"
#addname "Shakib"
#addname "Shawqi"
#addname "Tahir"
#addname "Thaqib"
#addname "Tariq"
#addname "Omar"
#addname "Uthman"
#addname "Ubaid"
#addname "Wajid"
#addname "Wasif"
#addname "Waseem"
#addname "Yusuf"
#addname "Yasir"
#addname "Yayha"
#addname "Zafar"
#addname "Ziad"
#addname "Zubair"
#end

----- Weapons and armor  ------
#newweapon 920
#name "Scimitar"
#dmg 6
#att 1
#def 0
#len 2
#rcost 3
#end

#newweapon 921
#name "Camel Bite"
#dmg 10
#att 1
#def 0
#len 3
#bonus
#nostr
#rcost 0
#end


-------  Troops  ---------
#newmonster 3622
#name "Al-Nadim Light Infantry"
#nametype 159
#spr1 "./al-nadim/militia1.tga"
#spr2 "./al-nadim/militia2.tga"
#descr "The light infantry of Al-Nadim is often used as militia, but unlike the militia of other nations they are trained and disciplined infantry."
#hp 10
#str 10
#att 10
#def 10
#mor 10
#prec 10
#enc 3
#mapmove 2
#gcost 10
#wastesurvival
#weapon "spear"
#armor "shield"
#armor "leather hauberk"
#armor "reinforced leather cap"
#end

#newmonster 3623
#name "Al-Nadim Archer"
#nametype 159
#spr1 "./al-nadim/archer1.tga"
#spr2 "./al-nadim/archer2.tga"
#descr "Archers, Ramat, are the third major part of the Al-Nadim's army. Their role is to shower down arrows to the enemies pinned down by infantry."
#hp 10
#str 10
#att 10
#def 10
#mor 10
#prec 10
#enc 3
#mapmove 2
#gcost 10
#wastesurvival
#weapon "short bow"
#weapon "dagger"
#armor "leather hauberk"
#armor "reinforced leather cap"
#end

#newmonster 3624
#name "Al-Nadim Infantry"
#nametype 159
#spr1 "./al-nadim/spearinfantry1.tga"
#spr2 "./al-nadim/spearinfantry2.tga"
#descr "The infantry, Rijal, of Al-Nadim is armored with chain mail and fights with a spear or a scimitar and a shield."
#hp 10
#str 10
#att 10
#def 10
#mor 10
#prec 10
#enc 3
#mapmove 2
#gcost 10
#wastesurvival
#weapon "spear"
#armor "chain mail hauberk"
#armor "iron cap"
#armor "shield"
#end

#newmonster 3625
#name "Al-Nadim Infantry"
#nametype 159
#spr1 "./al-nadim/falchioninfantry1.tga"
#spr2 "./al-nadim/falchioninfantry2.tga"
#descr "The infantry, Rijal, of Al-Razid is armored with chain mail and fights with a spear or a scimitar and a shield."
#hp 10
#str 10
#att 10
#def 10
#mor 10
#prec 10
#enc 3
#mapmove 2
#gcost 10
#wastesurvival
#weapon "Scimitar"
#armor "chain mail hauberk"
#armor "iron cap"
#armor "shield"
#end

#newmonster 3626
#name "Mubarizun"
#nametype 159
#spr1 "./al-nadim/mubarizun1.tga"
#spr2 "./al-nadim/mubarizun2.tga"
#descr "Mubarizun are the elite infantry of the caliphate. It is considered a great honor to be chosen to the hard training that is required in order to become a Mubarizun, and an even greater honor to survive the training. In battle the Mubarizun are expected to weaken enemy morale by slaying their champions before the final cavalry charge to break the enemy. Mubarizun are very skilled and extremely loyal to their lords."
#hp 11
#str 11
#att 13
#def 13
#mor 14
#prec 11
#enc 3
#mapmove 2
#gcost 15
#wastesurvival
#weapon "Scimitar"
#armor "shield"
#armor "chain mail hauberk"
#armor "iron cap"
#end


#newmonster 3627
#name "Beduin Mounted Archer"
#nametype 159
#spr1 "./al-nadim/mountedarcher1.tga"
#spr2 "./al-nadim/mountedarcher2.tga"
#descr "Nomadic beduins are an integral part of the caliphate's cavalry, Farsan. They are skilled in mounted combat, but their discipline is weak. They are generally used as outriders and raiders."
#hp 11
#size 3
#str 11
#att 11
#def 11
#mor 9
#prec 10
#enc 3
#mapmove 3
#mounted
#wastesurvival
#gcost 18
#ressize 2
#rcost 4
#ap 26
#stealthy 0
#weapon "Scimitar"
#weapon "short bow"
#weapon "hoof"
#armor "leather hauberk"
#armor "reinforced leather cap"
#end

#newmonster 3628
#name "Beduin Raider"
#nametype 159
#spr1 "./al-nadim/raider1.tga"
#spr2 "./al-nadim/raider2.tga"
#descr "Nomadic beduins are an integral part of the caliphate's cavalry, Farsan. They are skilled in mounted combat, but their discipline is weak. They are generally used as outriders and raiders."
#hp 11
#size 3
#str 11
#att 11
#def 11
#mor 9
#prec 10
#enc 3
#mapmove 3
#mounted
#ressize 2
#rcost 4
#wastesurvival
#gcost 20
#ap 26
#stealthy 0
#weapon "Scimitar"
#weapon "hoof"
#armor "leather hauberk"
#armor "reinforced leather cap"
#armor "shield"
#end


---- Not used
#newmonster 3629
#name "Al-Nadim Lancer"
#nametype 159
#spr1 "./al-nadim/lancer1.tga"
#spr2 "./al-nadim/lancer2.tga"
#descr "Cavalry, Farsan, forms the backbone of the caliphate's army. It is usually realtively lightly armored and armed with various weapons."
#hp 10
#size 3
#str 10
#att 11
#def 11
#mor 11
#prec 10
#enc 3
#mapmove 2
#mounted
#ressize 2
#rcost 5
#wastesurvival
#gcost 30
#ap 24
#weapon "lance"
#weapon "scimitar"
#weapon "hoof"
#armor "chain mail hauberk"
#armor "iron cap"
#armor "shield"
#end

#newmonster 3630
#name "Camel Archer"
#nametype 159
#spr1 "./al-nadim/camelarcher1.tga"
#spr2 "./al-nadim/camelarcher2.tga"
#descr "Camels are highly respected animals in the Caliphate, partially thanks to the fact that the camel horrifies lesser animals. While camels are slower than horses, they allow their rider a far more stable position, which allows the rider to concentrate on fighting more than with a regular horse. Due to their nearly sacred nature, most of the camel riders are chosen from amongst the best of the best."
#hp 12
#size 3
#str 11
#att 12
#def 12
#mor 11
#prec 11
#enc 3
#mapmove 3
#ressize 2
#rcost 5
#mounted
#wastesurvival
#gcost 20
#ap 18
#animalawe 1
#weapon "composite bow"
#weapon "camel bite"
#weapon "scimitar"
#armor "leather hauberk"
#armor "reinforced leather cap"
#end

#newmonster 3631
#name "Camel Cavalry"
#nametype 159
#spr1 "./al-nadim/camelcavalry1.tga"
#spr2 "./al-nadim/camelcavalry2.tga"
#descr "Camels are highly respected animals in the Caliphate, partially thanks to the fact that the camel horrifies lesser animals. While camels are slower than horses, they allow their rider a far more stable position, which allows the rider to concentrate on fighting more than with a regular horse. Due to their nearly sacred nature, most of the camel riders are chosen from amongst the best of the best."
#hp 12
#size 3
#str 11
#att 12
#def 12
#mor 11
#prec 11
#ressize 2
#rcost 5
#enc 3
#mapmove 3
#mounted
#wastesurvival
#gcost 25
#ap 18
#animalawe 1
#weapon "scimitar"
#weapon "camel bite"
#armor "chain mail hauberk"
#armor "iron cap"
#armor "shield"
#end

#newmonster 3632
#name "Dervish"
#nametype 159
#spr1 "./al-nadim/dervish1.tga"
#spr2 "./al-nadim/dervish2.tga"
#descr "The coming of the new god awakened a power to enter a sacred state of ecstatic martial trance in some mystics. The trance is achieved by performing a spinning dance. This trance has become a sacred rite of the awakened god, and it's practitioners are sacred to the people of Al-Nadim. Some of these dervishes join Al-Nadim's armies to serve as instruments of god's will. All dervishes train vigorously to be of as much use as possible to their god's plans."
#hp 11
#str 10
#att 12
#def 12
#mor 20
#mr 13
#prec 10
#enc 3
#mapmove 2
#holy
#ambidextrous 2
#berserk 2
#gcost 20
#wastesurvival
#weapon "Scimitar"
#weapon "Scimitar"
#armor "robes"
#end



-- commanders

#newmonster 3633
#name "Al-Nadim Scout"
#nametype 159
#spr1 "./al-nadim/scout1.tga"
#spr2 "./al-nadim/scout2.tga"
#descr "Scouts are trained to pass unseen through enemy territory. Their reports on enemy army movements and the resources in enemy lands are invaluable to the prudent warlord."
#hp 10
#str 10
#att 10
#def 10
#mor 10
#prec 10
#enc 3
#mapmove 2
#gcost 20
#stealthy 10
#noleader
#wastesurvival
#weapon "Scimitar"
#weapon "short bow"
#armor "leather hauberk"
#armor "reinforced leather cap"
#end

#newmonster 3634
#name "Al-Nadim Commander"
#nametype 159
#spr1 "./al-nadim/commander1.tga"
#spr2 "./al-nadim/commander2.tga"
#descr "The commanders of Al-Nadim infantry are equipped like their troops."
#hp 12
#str 11
#att 11
#def 11
#mor 12
#prec 10
#enc 3
#mapmove 2
#gcost 30
#wastesurvival
#weapon "Scimitar"
#armor "chain mail hauberk"
#armor "iron cap"
#armor "shield"
#okleader
#end

#newmonster 3635
#name "Mubarizun Commander"
#nametype 159
#spr1 "./al-nadim/mubarizuncom1.tga"
#spr2 "./al-nadim/mubarizuncom2.tga"
#descr "Mubarizun are the elite infantry of the caliphate. It is considered a great honor to be chosen to the hard training that is required in order to become a Mubarizun, and an even greater honor to survive the training. In battle the Mubarizun are expected to weaken enemy morale by slaying their champions before the final cavalry charge to break the enemy. Mubarizun are very skilled and extremely loyal to their lords. The best of the best are chosen to the high honour of being a commander of the Mubarizun. Mubarizun Commanders are equipped like their troops."
#hp 16
#str 12
#att 14
#def 14
#mor 14
#prec 12
#enc 3
#mapmove 2
#gcost 45
#wastesurvival
#weapon "Scimitar"
#armor "shield"
#armor "chain mail hauberk"
#armor "iron cap"
#goodleader
#end


#newmonster 3636
#name "Mullah"
#nametype 159
#spr1 "./al-nadim/mullah1.tga"
#spr2 "./al-nadim/mullah2.tga"
#descr "Mullahs are the lowliest clerics of Al-Nadim. They have basic knowledge of the divine law that Al-Nadim is governed by and can be found as clerics and attorneys from almost every village."
#hp 9
#str 9
#att 9
#def 9
#mor 11
#mr 12
#prec 10
#enc 3
#mapmove 2
#gcost 40
#wastesurvival
#weapon "dagger"
#okleader
#holy
#magicskill 8 1
#end

#newmonster 3637
#name "Imam"
#nametype 159
#spr1 "./al-nadim/imam1.tga"
#spr2 "./al-nadim/imam2.tga"
#descr "Imams are men who have studied in the Great Madrassa of the Bejeweled City, and are a high religious authority. Their knowledge of the divine law is unsurpassed and they often serve as attorneys and judges."
#hp 9
#str 9
#att 9
#def 9
#mor 11
#mr 12
#prec 10
#enc 3
#mapmove 2
#gcost 180
#weapon "dagger"
#okleader
#holy
#magicskill 8 3
#end


#newmonster 3658
#name "Beduin Sorcerer"
#nametype 159
#spr1 "./al-nadim/mountedmystic1.tga"
#spr2 "./al-nadim/mountedmystic2.tga"
#descr "While officially sorcery can only be learned in the Great Madrassa of the Bejeweled City, there are beduin sorcerers whose magical arts have passed in their family since the time when the Djinni still lived in the Bejeweled City and all humans were nomads. The remaining beduin sorcerers are skilled fighters and riders along with their magical abilities, and often accompany beduin raiders to provide them support."
#hp 12
#str 11
#att 11
#def 11
#ressize 2
#rcost 4
#mor 11
#mr 13
#prec 10
#enc 3
#mapmove 3
#gcost 140
#weapon "scimitar"
#poorleader
#mounted
#stealthy 10
#wastesurvival
#magicskill 4 1
#custommagic 3200 100
#custommagic 1152 100
#custommagic 3200 10
#end

----- Old mystic
#newmonster 3638
#name "Mystic"
#nametype 159
#spr1 "./al-nadim/mystic1.tga"
#spr2 "./al-nadim/mystic2.tga"
#descr "Mystics are beduins who have devoted their life to the faith. They have studied astrology and the magic of the viziers instead of divine law and are rarely seen as attorneys or judges like the other clerical authorities of al-Nadim."
#hp 9
#str 9
#att 9
#def 9
#mor 11
#mr 12
#prec 10
#enc 3
#mapmove 2
#gcost 90
#weapon "dagger"
#poorleader
#stealthy 25
#wastesurvival
#spy
#holy
#magicskill 8 1
#magicskill 4 1
#end

#newmonster 3639
#name "Alchemist"
#nametype 159
#spr1 "./al-nadim/alchemist1.tga"
#spr2 "./al-nadim/alchemist2.tga"
#descr "Alchemists are wise men who have studied in the Great Madrassa of the Bejeweled City. Their knowledge of the elements is unsurprassed in the caliphate, and they are said to be able to transmute cheaper metals to gold. Alchemists are known as great scholars and researchers."
#hp 9
#str 9
#att 9
#def 9
#mor 11
#mr 13
#prec 10
#enc 3
#mapmove 2
#gcost 140
#weapon "dagger"
#poorleader
#magicskill 3 1
#custommagic 1920 100
#custommagic 1920 100
#custommagic 1920 10
#researchbonus 3
#end



#newmonster 3640
#name "Vizier"
#nametype 159
#spr1 "./al-nadim/vizier1.tga"
#spr2 "./al-nadim/vizier2.tga"
#descr "Viziers serve as ministers and advisors of the caliphate. Along with their political power they are skilled in a multitude of magic paths, but especially those of fire and water."
#hp 9
#str 9
#att 9
#def 9
#mor 11
#mr 13
#prec 10
#enc 3
#mapmove 2
#gcost 140
#weapon "dagger"
#poorleader
#older -5
#magicskill 0 2
#magicskill 2 1
#custommagic 2944 100
#custommagic 2944 10
#end


#newmonster 3641
#name "Grand Vizier"
#nametype 159
#spr1 "./al-nadim/grandvizier1.tga"
#spr2 "./al-nadim/grandvizier2.tga"
#descr "Viziers serve as ministers and advisors of the caliphate. Along with their political power they are skilled in a multitude of magic paths, but especially those of fire and water. Grand Viziers are the oldest and most skilled of viziers, and usually serve as advisors of the highest ranking politicians."
#hp 9
#str 9
#att 9
#def 9
#mor 11
#mr 14
#prec 10
#enc 3
#mapmove 1
#gcost 230
#weapon "dagger"
#older -10
#magicskill 0 2
#magicskill 2 2
#magicskill 4 1
#custommagic 2944 100
#custommagic 2944 10
#poorleader
#end

#newmonster 3642
#name "Beduin Chieftain"
#nametype 159
#spr1 "./al-nadim/beduincom1.tga"
#spr2 "./al-nadim/beduincom2.tga"
#descr "Beduin Chieftains are leaders of their tribes and usually work as military leaders as well as civil leaders."
#hp 13
#size 3
#str 12
#att 13
#def 13
#mor 9
#prec 10
#enc 3
#mapmove 3
#mounted
#ressize 2
#rcost 4
#wastesurvival
#gcost 60
#ap 26
#stealthy 0
#weapon "Scimitar"
#weapon "hoof"
#armor "leather hauberk"
#armor "reinforced leather cap"
#armor "shield"
#end

#newmonster 3643
#name "Camel Commander"
#nametype 159
#spr1 "./al-nadim/camelcavalry1.tga"
#spr2 "./al-nadim/camelcavalry2.tga"
#descr "Camels are highly respected animals in the Caliphate, partially thanks to the fact that the camel horrifies lesser animals. While camels are slower than horses, they allow their rider a far more stable position, which allows the rider to concentrate on fighting more than with a regular horse. Due to their nearly sacred nature, most of the camel riders are chosen from amongst the best of the best. Camel commanders lead camel mounted warriors."
#hp 13
#size 3
#str 12
#att 13
#def 13
#mor 13
#prec 11
#enc 3
#mapmove 3
#mounted
#ressize 2
#rcost 4
#wastesurvival
#gcost 50
#ap 18
#animalawe 1
#weapon "scimitar"
#weapon "camel bite"
#armor "chain mail hauberk"
#armor "iron cap"
#armor "shield"
#end

#newmonster 3647
#name "Assassin"
#nametype 159
#spr1 "./al-nadim/assassin1.tga"
#spr2 "./al-nadim/assassin2.tga"
#descr "Only two kinds of people wear black in the merciless heat of the caliphate: clerics and thieves. While any thieves that are caught are punished harshly, assassins are highly respected and considered to work with the mandate of nobility, and usually therefore are safe from the law."
#hp 10
#str 11
#att 13
#def 13
#mor 13
#mr 11
#prec 13
#enc 3
#mapmove 2
#ambidextrous 2
#gcost 60
#wastesurvival
#stealthy 25
#assassin
#weapon "poison dagger"
#weapon "poison dagger"
#armor "leather hauberk"
#noleader
#end


-- Monsters, summons and other stuff

#newmonster 3644
#name "Camel"
#nametype 159
#spr1 "./al-nadim/camel1.tga"
#spr2 "./al-nadim/camel2.tga"
#descr "Camels are highly respected animals in the Caliphate, partially thanks to the fact that the camel horrifies lesser animals."
#hp 12
#size 3
#str 12
#att 10
#def 8
#mor 10
#prot 3
#prec 6
#enc 3
#mapmove 3
#animal
#wastesurvival
#ap 18
#animalawe 1
#weapon 20 -- Bite
#end

#newmonster 3645
#name "Ifrit"
#nametype 159
#spr1 "./al-nadim/smallifrit1.tga"
#spr2 "./al-nadim/smallifrit2.tga"
#descr "The djinn are elemental beings born of magical, smokeless and heatless fire. Ifrit are beings of elemental fire, and are often noted for their strength and cunning compared to the other djinn. While all djinn possess magical power, the lesser djinn often prefer conventional weapons over magic."
#hp 16
#gcost 0
#size 2
#str 16
#att 14
#def 14
#mor 14
#mr 14
#prot 6
#prec 12
#enc 2
#mapmove 3
#ap 16
#holy
#fireres 75
#flying
#fireshield 4
#magicbeing
#weapon "Scimitar"
#armor "Shield"
#maxage 500
#end

#newmonster 3654
#name "Ifrit Bey"
#nametype 159
#spr1 "./al-nadim/ifritbey1.tga"
#spr2 "./al-nadim/ifritbey2.tga"
#descr "The djinn are elemental beings born of magical, smokeless and heatless fire. Ifrit are beings of elemental fire, and are often noted for their strength and cunning compared to the other djinn. An Ifrit Bey is a powerful djinn with considerable skills in Earth and Fire magics along with some knowledge in other paths."
#hp 42
#gcost 0
#size 3
#str 22
#att 14
#def 14
#mor 14
#mr 14
#prot 6
#prec 12
#enc 2
#mapmove 3
#ap 16
#holy
#fireres 75
#flying
#fireshield 8
#magicbeing
#weapon "Scimitar"
#armor "Shield"
#armor "Half Helmet"
#armor "Chain Mail Hauberk"
#magicskill 0 2
#magicskill 3 2
#magicskill 4 1
#magicskill 8 1
#custommagic 7296 100
#custommagic 7296 10
#maxage 500
#older -150
#end

#newmonster 3655
#name "Ifrit Sultan"
#nametype 159
#spr1 "./al-nadim/ifritsultan1.tga"
#spr2 "./al-nadim/ifritsultan2.tga"
#descr "The djinn are elemental beings born of magical, smokeless and heatless fire. Ifrit are beings of elemental fire, and are often noted for their strength and cunning compared to the other djinn. An Ifrit Sultan is a djinn of great power and a very capable magician of Fire and Earth along with knowledge in other paths."
#hp 68
#gcost 0
#size 4
#str 26
#att 14
#def 14
#mor 14
#mr 18
#prot 6
#prec 12
#enc 2
#mapmove 3
#ap 16
#holy
#fireres 75
#flying
#fireshield 12
#magicbeing
#weapon "Fist"
#magicskill 0 3
#magicskill 3 2
#magicskill 4 1
#magicskill 8 2
#custommagic 7296 100
#custommagic 7296 100
#custommagic 7296 10
#maxage 500
#older -150
#end


#newmonster 3646
#name "Marid"
#nametype 159
#spr1 "./al-nadim/smallmarid1.tga"
#spr2 "./al-nadim/smallmarid2.tga"
#descr "The djinn are elemental beings born of magical, smokeless and heatless fire. Marid are beings of elemental water, and are often noted for being magically more powerful than the other djinn. While all djinn possess magical power, the lesser djinn often prefer conventional weapons over magic."
#hp 16
#gcost 0
#size 2
#str 16
#att 14
#def 14
#mor 14
#mr 16
#prot 6
#prec 12
#enc 2
#mapmove 3
#ap 16
#holy
#coldres 75
#flying
#magicbeing
#illusion
#weapon "Scimitar"
#armor "Shield"
#maxage 500
#end

#newmonster 3656
#name "Marid Bey"
#nametype 159
#spr1 "./al-nadim/maridbey1.tga"
#spr2 "./al-nadim/maridbey2.tga"
#descr "The djinn are elemental beings born of magical, smokeless and heatless fire. Marid are beings of elemental water, and are often noted for being magically more powerful than the other djinn. A Marid Bey is a powerful djinn with knowledge of Fire and Water magic along with some other paths."
#hp 36
#gcost 0
#size 3
#str 18
#att 14
#def 14
#mor 14
#mr 16
#prot 4
#prec 12
#enc 2
#mapmove 3
#ap 16
#holy
#coldres 75
#flying
#magicbeing
#illusion
#weapon "Quarterstaff"
#magicskill 0 2
#magicskill 2 2
#magicskill 4 1
#magicskill 8 1
#custommagic 2944 100
#custommagic 2944 100
#custommagic 2944 10
#maxage 500
#older -150
#end

#newmonster 3657
#name "Marid Sultan"
#nametype 159
#spr1 "./al-nadim/maridsultan1.tga"
#spr2 "./al-nadim/maridsultan2.tga"
#descr "The djinn are elemental beings born of magical, smokeless and heatless fire. Marid are beings of elemental water, and are often noted for being magically more powerful than the other djinn. A Marid Sultan is a djinn of immense power, skilled in Fire and Water magic along with other paths."
#hp 60
#gcost 0
#size 4
#str 22
#att 14
#def 14
#mor 14
#mr 18
#prot 4
#prec 12
#enc 2
#mapmove 3
#ap 16
#holy
#coldres 75
#flying
#magicbeing
#illusion
#weapon "Fist"
#magicskill 2 3
¤magicskill 4 2
#magicskill 4 2
#magicskill 8 2
#custommagic 3712 100
#custommagic 3712 100
#custommagic 3712 10
#maxage 500
#older -150
#end

#newmonster 3648
#name "Ghul"
#nametype 159
#spr1 "./al-nadim/werehyena1.tga"
#spr2 "./al-nadim/werehyena2.tga"
#descr "The djinn are elemental beings born of magical, smokeless and heatless fire. The ghul is a tainted djinn, living for death. They often take a perverted form of an animal or a beautiful maiden to horrify or seduce unsuspecting travellers. Regardless of their form, the ghul can always be recognized by their pair of dark hooves. Ghuls in werehyena form are somewhat weaker than werewolves, but have similiar regenerative powers. The djinn are considered sacred by the people of Al-Nadim."
#hp 16
#gcost 0
#size 2
#str 12
#att 13
#def 13
#mor 20
#mr 13
#prot 6
#prec 5
#enc 2
#mapmove 2
#ap 14
#holy
#magicbeing
#wastesurvival
#forestsurvival
#regeneration 10
#magicskill 5 2
#magicskill 0 1
#shapechange 3649
#stealthy 10
#sacred
#weapon 20
#weapon "claw"
#weapon "claw"
#poorleader
#maxage 500
#end

#newmonster 3649
#name "Ghul"
#nametype 159
#spr1 "./al-nadim/ghulseduce1.tga"
#spr2 "./al-nadim/ghulseduce2.tga"
#descr "The djinn are elemental beings born of magical, smokeless and heatless fire. The ghul is a tainted djinn, living for death. They often take a perverted form of an animal or a beautiful maiden to horrify or seduce unsuspecting travellers. The djinn are considered sacred by the people of Al-Nadim."
#hp 12
#gcost 0
#size 2
#str 10
#att 12
#def 12
#mor 20
#mr 13
#prec 12
#enc 2
#mapmove 2
#holy
#magicbeing
#magicskill 5 2
#magicskill 0 1
#shapechange 3648
#secondshape 3648
#seduce 10
#stealthy 10
#sacred
#weapon "Fist"
#poorleader
#maxage 500
#end

-- Heroes

#newmonster 3650
#name "Ali Baba"
#nametype 159
#spr1 "./al-nadim/alibaba1.tga"
#spr2 "./al-nadim/alibaba2.tga"
#descr "Ali Baba was a son of a merchant, but was exiled by his elder brother when their father died. One day he stumbled upon a cave with a magic entrance where forty thieves kept their treasure. With wits and cunning, Ali Baba bested the thieves and became their leader."
#hp 16
#str 12
#att 13
#def 13
#mor 16
#prec 11
#enc 3
#mapmove 2
#stealthy 10
#wastesurvival
#armor "leather hauberk"
#armor "reinforced leather cap"
#weapon "scimitar"
#summon1 3651
#makemonster3 3651
#goodleader
#end

#newmonster 3651
#name "Bandit"
#nametype 159
#spr1 "./al-nadim/bandit1.tga"
#spr2 "./al-nadim/bandit2.tga"
#descr "Only two kinds of people wear black in the merciless heat of the caliphate: clerics and thieves. Any thieves that are caught are usually punished harshly. Due to that most of the thieves still alive in the caliphate are rather skilled."
#hp 10
#str 11
#att 12
#def 12
#mor 12
#prec 11
#enc 3
#mapmove 2
#stealthy 0
#wastesurvival
#ambidextrous 2
#weapon "Scimitar"
#weapon "Dagger"
#armor "leather hauberk"
#armor "reinforced leather cap"
#end

#newmonster 3652
#name "Sinbad"
#nametype 159
#spr1 "./al-nadim/sinbad1.tga"
#spr2 "./al-nadim/sinbad2.tga"
#descr "Sinbad is a skilled and wealthy sailor. He accumulated his wealth in seven lucky voyages which took him to the edges of the known world. In his voyages Sinbad has learned to control the currents."
#hp 16
#str 12
#att 13
#def 13
#mor 16
#prec 11
#enc 3
#mapmove 2
#wastesurvival
#sailing
#nobadevents 5
#magicskill 2 3
#weapon "Scimitar"
#armor "leather hauberk"
#armor "reinforced leather cap"
#end

#newmonster 3653
#copystats 1570
#name "Abdul Alhazred"
#nametype 159
#spr1 "./al-nadim/alhazred1.tga"
#spr2 "./al-nadim/alhazred2.tga"
#descr "Abdul Alhazred was an astrology student at the Great Madrassa. One night he sighted a great star falling from the sky, and became interested in the the fallen star. He travelled to the other side of the world searching the ruins of forgotten civilizations until he reached a cliff that overlooked the sea where the star had fallen. Abdul could not reach the star itself, but he found many fragments of it. The fragments contained the story of an ancient civilization that was not from this world. Alhazred studied the fragments intensely and learned of the starspawns of R'lyeh. Eventually he found a void gate like the one mentioned in the fragments in a strange house in the mist, and began experimenting with it. Prophecies in his book of ultimate evil, al-Azif, have led Alhazred to aid the pretender god of al-Nadim."
#hp 10
#str 10
#att 9
#def 9
#mor 16
#prec 10
#mr 15
#enc 3
#mapmove 2
#older -30
#wastesurvival
#magicskill 5 2
#magicskill 4 3
#magicskill 7 2
#noleader
#weapon "Quarterstaff"
#end

-- Spells


#newspell
#name "Summon Lesser Ifrit"
#descr "Summons a lesser ifrit. Lesser ifrits are djinni of elemental fire, and fight with scimitars."
#school 0
#researchlevel 4
#path 0 0
#pathlevel 0 2
#damage 3645
#nreff 1
#fatiguecost 200
#effect 10001
#restricted 85
#end

#newspell
#name "Summon Band of Lesser Ifrits"
#descr "Summons three lesser ifrits. Lesser ifrits are djinni of elemental fire, and fight with scimitars."
#school 0
#researchlevel 6
#path 0 0
#pathlevel 0 3
#damage 3645
#nreff 3
#fatiguecost 600
#effect 10001
#restricted 85
#end

#newspell
#name "Summon Ifrit Bey"
#descr "Summons an Ifrit Bey. Ifrits are djinni of elemental fire and an Ifrit Bey is a powerful warrior with knowledge in fire and earth magic."
#school 0
#researchlevel 6
#path 0 0
#pathlevel 0 4
#damage 3654
#nreff 1
#fatiguecost 2000
#effect 10021
#restricted 85
#end

#newspell
#name "Summon Ifrit Sultan"
#descr "Summons an Ifrit Sultan. Ifrits are djinni of elemental fire and an Ifrit Sultan is a very powerful mage with vast knowledge in fire, earth, and astral magic."
#school 0
#researchlevel 8
#path 0 0
#pathlevel 0 6
#damage 3655
#nreff 1
#fatiguecost 5000
#effect 10021
#restricted 85
#end

#newspell
#name "Summon Lesser Marid"
#descr "Summons a lesser marid. Lesser marids are djinni of elemental water, and fight with scimitars."
#school 0
#researchlevel 4
#path 0 2
#pathlevel 0 2
#damage 3646
#nreff 1
#fatiguecost 200
#effect 10001
#restricted 85
#end

#newspell
#name "Summon Band of Lesser Marids"
#descr "Summons three lesser marid. Lesser marids are djinni of elemental water, and fight with scimitars."
#school 0
#researchlevel 6
#path 0 2
#pathlevel 0 3
#damage 3646
#nreff 3
#fatiguecost 600
#effect 10001
#restricted 85
#end

#newspell
#name "Summon Marid Bey"
#descr "Summons a Marid Bey. Marids are djinni of elemental water and a Marid Bey is a powerful mage with knowledge in fire and water magic. "
#school 0
#researchlevel 6
#path 0 2
#pathlevel 0 4
#damage 3656
#nreff 1
#fatiguecost 2000
#effect 10021
#restricted 85
#end

#newspell
#name "Summon Marid Sultan"
#descr "Summons a Marid Sultan. Marids are djinni of elemental water and a Marid Sultan is a very powerful mage with vast knowledge in water, fire and astral magic."
#school 0
#researchlevel 8
#path 0 2
#pathlevel 0 6
#damage 3657
#nreff 1
#fatiguecost 5000
#effect 10021
#restricted 85
#end



-----


#newspell
#name "Call of Camels"
#descr "The caster lures three camels from the vast deserts of the caliphate."
#school 0
#researchlevel 2
#path 0 6
#pathlevel 0 1
#damage 3644
#nreff 3
#fatiguecost 100
#effect 10001
#restricted 85
#end

#newspell
#name "Summon Ghul"
#descr "Summons a ghul. The ghul is a tainted djinn, living for death. They often take a perverted form of an animal or a beautiful maiden to horrify or seduce unsuspecting travellers. Ghul has knowledge in death and fire magic"
#school 0
#researchlevel 5
#path 0 0
#path 1 4
#pathlevel 0 2
#pathlevel 1 1
#damage 3648
#nreff 1
#fatiguecost 1200
#effect 10021
#restricted 85
#end

-- sites
#newsite 787
#name "The Bejeweled City"
#gems 0 2
#path 0
#level 3
#rarity 5
#homemon 3626
#homecom 3635
#end

#newsite 786
#name "The Great Madrassa"
#gems 2 2
#gems 4 1
#path 4
#level 3
#rarity 5
#homecom 3639
#homecom 3637
#homecom 3641
#end

#selectnation 85
#clear
#era 2
#name "Al-Nadim"
#epithet "The Thousand and One Nights"
#descr "Al-Nadim is a nation of desert-dwelling humans. As the djinni of the earlier ages started leaving the world, humans took more and more control of their empire. Now humans live in the Bejeweled City which the djinni once called their home. The Bejewelled City has become a great center of art and science. The Great Madrassa teaches humans in many different arts including magic, alchemy and theology. Not all humans have forsaken their nomadic past though. There still are tribes of beduins, which the caliphate uses as outriders and raiders."
#summary "Race: Humans
Military: Medium infantry, stealthy cavalry, camel cavalry. Prefers Heat scale +1
Magic: Fire, Air, some Astral, Earth and Water
Priests: Strong, sacred whirling dervishes, stealthy mystics."
#brief "Al-Nadim is a nation of desert-dwelling humans. Al-Nadim has stealthy beduin cavalry, sacred spinning dervishes, magically skilled viziers and stealthy mystic priests."

#flag "./al-nadim/flag.tga"

#clearrec
#addrecunit 3622 -- Militia
#addrecunit 3623 -- Archer
#addrecunit 3624 -- Spear Infantry
#addrecunit 3625 -- Scimitar Infantry
#addrecunit 3627 -- Mounted archer
#addrecunit 3628 -- Raider
#addrecunit 3630 -- Camel Archer
#addrecunit 3631 -- Camel Cavalry
#addrecunit 3632 -- Dervish

#addreccom 3633  -- Scout
#addreccom 3647  -- Assassin
#addreccom 3634  -- Commander
#addreccom 3642  -- Beduin Chieftain
#addreccom 3658  -- Beduin Sorcerer
#addreccom 3643  -- Camel Commander
#addreccom 3636  -- Mullah
#addreccom 3638  -- Mystic
#addreccom 3640  -- Vizier


#defcom1 3636
#defunit1 3622
#defmult1 10
#defunit1b 3623
#defmult1b 10
#defcom2 3640
#defunit2 3624
#defmult2 10
#defunit2b 3625
#defmult2b 10

#hero1 3650
#hero2 3652
#hero3 3653

#idealcold -1
#clearsites
#startsite "The Bejeweled City"
#startsite "The Great Madrassa"
#startcom 3634
#startunittype1 3625
#startunitnbrs1 10
#startunittype2 3624
#startunitnbrs2 10
#startscout 3633
#startfort 31
#defaultfort 3
#farmfort 3
#swampfort 11
#forestfort 34
#mountainfort 37
#end


